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Tratain Current Spells HP 178/198 AC 43  d20+19=34 ; d20+19=38 ; d20+19=35 ; d20+19=31 ; d20+19=27 ;
Sunday January 11th, 2009 9:40:04 PM

After the Battle is over Tratain says "Check to see if they are carrying anything useful, something that will tell us anything about them. And make sure we take that Horn they used to summon help, it may come in handy."

He continues "We will need to move from here very soon, find someplace to hide as they will probably be back soon with more help. Luckily I think killed or incapacitated the two we were talking with so the others shouldn't know much about why we are here."

While keeping an eye out Tratain examines the others for the effects of the Darts. He says "It looks like thier darts were poisoned, I'll see what I can do to help."

Tratain gets the group ready to move or fight if necessary, and waits for his elemental to return with any information.

Heal checks Rolled four all together, let me know if I need more: 38, 35,31,27

Plyf (AC:15/11 w/o dex; HP: 73-/118; Low light vision; strength drained)  d20+1=19 ;
Monday January 12th, 2009 10:07:48 AM

Plyf stops her blinking and accepts the healing prowess of her other member. She is not so concerned about these sea devils think of her, good or evil and begins to loot the bodies of the dead, especially of the poisoned darts she intends to use against the under sea hosts in the future, if possible, as well as coins, gems or perals. Yes, pearls, beautiful pearls.

"I say we get this creature back to shore and see if he can breath air. If so, then we can question him while he is out of his element."

Total strength is at 2 now I believe.

ooc: Still working on CS. My apologies, I have needed to get a module submitted to Jerry for Blackbird Lake first and finished last night.

Heal: 19 (So close)

Parlay Under the Sea - DM Dan 
Monday January 12th, 2009 10:12:05 PM

DM Dan K here. Will be posting later tonight. not sure if word got to you guys or not. thanks for understanding

Aftermath- DM Dan 
Monday January 12th, 2009 11:44:51 PM

Vedick casts a curing spell for the group once eveyone is within range of the spell.

Tratain sets about checking on the poisonous wounds and does what he can to stave off the secondary effects, time will soon tell if it is enough. He also makes sure the horn is taken as well as any other items

Plyf finds several small pouches as well as an assorted collection of jewelry. The darts are actually barbs that were part of the creatures themselves. Much like a porcupine. A closer examination dscovers they have a slender hollow shaft that ends just before the tip. Impact, likely breaks the tip and allows the poison to flow into the target. Poison sacs within the eel men fill the hollows before they fire, so the barbs in of themselves contain no poison. harvesting a sack may be possible, but it will take time and it will be through trial and error to cut one out without actually cutting the sack.

Total take 36 gemstones 3 necklaces of corral and pearl and 5 smooth stone rings of onyx with melted inlaid sapphire stone.
Appraise checks DC 15 for the necklaces, DC 20 for the gems and DC 35 for the rings

The waters are quiet for now, the eel man floats akwardly just above the floor of the blue sea.

Out of Combat officially
Track spells time will lapse with the longest actions posted

Vedik AC 33 (13 touch) HP 166/214 Character Sheet Current Spells  d8=4 ; d8=1 ; d8=6 ; d8=4 ;
Tuesday January 13th, 2009 1:44:19 PM

Vedik casts another healing spell, this time on Plyf, healing some of her wounds. He looks around, waiting for the next attack. He takes out his cure light wounds wand, and makes ready to use it.

OOC:
Apparently, you reroll 1 in healing spells too. Who knew.
Cure serious wounds on Plyf for 29 points.

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)
Good Hope (SL 3, CL 10, 10 minutes, cast at end of first combat)

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment) 
Tuesday January 13th, 2009 3:50:42 PM

Plyf is grateful to Vedik for the healing, but it is her strength that worries her. If they left, would she be able to even carry herself ashore?

She gathers all she can and tells others, "Watch out for the barbs on these things. They must be part manticore."

Water Breathing: ?
Magic Vestment: ?

MonthorHit Points:(46 of 155) AC 28 
Tuesday January 13th, 2009 8:56:44 PM

"Need some healing here!!"



Dwight hp 116/144, ac 25 
Tuesday January 13th, 2009 10:02:48 PM

Dwight, considers the time and tide and points to the building the group had originally selected to begin searching as the 'home' of the orb.

He of course waits to make sure the group is ready to set out again, but is ready to begin given the time table of various spells.

Aftermath- DM Dan 
Thursday January 15th, 2009 10:42:30 PM

Monthor is in serious need of healing and asks for it.
Dwight points towards a set of buildings down the 'road' as the home of the orb
Plyf gathers what she can and Vedick casts a curing spell on her.

Not much happens in the next few rounds as the group politely stands about the unconscious Eel man. the sun still shines above illuminating the water to the depth of the group. the building stand waving in the current as the moving water distorts light and distance. Blood and ichor shifts and swirls in a macabe dance about the party as it slowly gets caught in the current. Particulate matter still hangs heavily about from kicked up silt to bits of flesh and fish.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment) 
Friday January 16th, 2009 2:12:03 PM

Plyf follows the others to the building and tells them she will hold till later the things she found.
"These guys have good loot, lets get more if possible. I have concerns for the near by fishing village and perhaps when we leave, if we leave many of these things behind, they may take out their vengence on the innocents. We can't have that happen."

water Breathing: ??
magic vestment: ??

Vedik AC 33 (13 touch) HP 166/214 Character Sheet Current Spells  d8=4 ; d8=6 ; d8=2 ; d8=1 ; d8=7 ; d8=3 ; d8=8 ; d8=5 ; d8=2 ; d8=8 ; d8=8 ;
Monday January 19th, 2009 4:49:53 PM

Vedik takes out a wand and puts it to use on Monthor.

OOC
10 uses of Cure Light Wounds Wand on Monthor (rerolled 1): 63 points healed total.

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)
Good Hope (SL 3, CL 10, 10 minutes, cast at end of first combat)

Aftermath - DM Matt 
Monday January 19th, 2009 5:50:32 PM

[Thanks to Dan for helping!]

Vedik provides more healing to Monthor, while the group walks down the "street" selected by Dwight, bringing the unconscious eel-man with them. After a few short moments of walking, you discern that the street leads on for an unknown distance, though apparently long. The buildings are in similar states of semi-collapse, and other than the varying shapes and heights, all of them look pretty much the same, their red stonework becoming monotonous pretty quickly.

The group will need to decide how to go about finding a single building within all of those left in the city.

Vedik AC 33 (13 touch) HP 166/214 Character Sheet Current Spells  d8=3 ; d8=1 ; d8=2 ; d8=8 ; d8=6 ; d8=2 ;
Tuesday January 20th, 2009 10:22:27 AM

As they walk, Vedik continues to use the wand on Monthor.

He looks about, trying to figure out which building would house their target. He considers for a moment the importance of the gate to these people, and points in the general direction of the center of the city.

OOC:
5 uses of CLW wand on Monthor: 26 points healed.

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)
Good Hope (SL 3, CL 10, 10 minutes, cast at end of first combat)



MonthorHit Points:(135 of 155) AC 28  d20+4=8 ; d20=2 ;
Tuesday January 20th, 2009 2:09:43 PM

Monthor takes point and looks out for trouble.

"We're gonna have to wake the gill head up and ask him for directions... "

ooc> 20 more points of healing please.

spot check 8
Listen check 2
( deft and blind as usual... )


Searching the City - DM Matt 
Tuesday January 20th, 2009 4:03:07 PM

I know it's early, sorry. I'm going to be out tonight and don't want to miss a post. Feel free to post 2 actions if desired.

The group walks on a bit, dragging their captive through the water. Vedik suggests searching the center of the city. Judging by what could be seen as you descended, you know that the approximate middle of the city would be about a half mile to the northeast.

Monthor suggests waking the captive to question him.

Just then, a dull, distant noise is heard, a muffled thud that gets spread out by the water so that it seems to resonate lightly all around. It's impossible to even tell the direction. After 30 seconds or so, you hear another one.

Tratain Highlight to display spoiler: { We neglected to address this before. Your elemental never did return from its scouting mission.}

Dwight hp 116/144, ac 25  d20+12=15 ; d20+13=19 ;
Tuesday January 20th, 2009 7:45:31 PM

Dwight continues onward with the group, following Vedik's thought of finding the center of town. At the sound of the thud, Dwight's limited color fades in the eerie glow of underwater atmosphere.

spot: 15
listen: 19
(Dang water ruining my vision/hearing)

Unable to learn anything extra about the thud, Dwight motions to the group that perhaps we should continue next to a wall to avoid being surrounded again.

Big, whatever it is, its big. Aside from a big bowl of food, big isn't good Dwight considers what limited options he has should combat occur again.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment)  d20+1=10 ;
Wednesday January 21st, 2009 5:01:07 PM

Plyf stays with the group, whichever direction they choose to go. her strength greatly reduces her swimming abilities.

Swim: 10

Oops, it should have been -1 not +1 so Swim is 8

MonthorHit Points:(135 of 155) AC 28  d20=2 ; d20+4=14 ;
Wednesday January 21st, 2009 8:35:42 PM

Listen = 2
Spot =14

" Trouble, take cover."

Monthor motions to the others to take some cover. Once everyone's complied, he'll do the same.


Vedik AC 33 (13 touch) HP 190/214 Character Sheet Current Spells  d8=8 ;
Thursday January 22nd, 2009 2:33:38 PM

Vedik calls on Alemi to head the party. He then gestures to the unconscious captive and shrugs his shoulders. Does the party wish to question him or not.

OOC:
Cast Cure Light Wounds, Mass. Party is healed for 24 points.



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment) 
Thursday January 22nd, 2009 4:56:51 PM

Plyf is new to the group and she has her own ideas of justice and what is right. She does not believe in torture. If something required that, they just need to die, quickly. So she suggests, "If we can't charm him, let him go. I doubt he will say anything useful. Let him send the rest of them the message, that they can either parley with us or be at war with us, but all bets are off if we go to war. That means there will be no more subdual attempts."

Plyf looks cold and hard as she speaks her mind. The happy go lucky bard takes on an entirely different persona. War is a savage place and it brings out the barbarian blood lust in her.

Further on into the City -DM 
Saturday January 24th, 2009 2:39:00 PM

The group moves to the a wall to continue under a bit more cover down the street. Some talk is had on waking, ie healing, the eel man in order to speak with him. the group seems a bit split on how to approach the topic or even if they should bother. The distant Thud is heard again and then again and again. Each is about 25-30 seconds apart and the group begins to pick up on the steady rythym of the sound over the next several minutes.

MonthorHit Points:(155 of 155) AC 28 
Sunday January 25th, 2009 2:20:20 PM

Monthor points a big meaty finger towards the direction of the noise ahead.

"Sound to me like all of the action is THAT WAY.... Me says we should scout the area ahead. Forget the gill face. Actually, maybe we should just leave him here for now. So, who's best a stalking.... Tratain.. didn't ye send that elemental of yours up ahead to scout? "



Vedik AC 33 (13 touch) HP 190/214 Character Sheet Current Spells 
Monday January 26th, 2009 7:26:13 AM

Vedik nods to Monthor as he points his finger, but shakes his head at the mention of leaving the prisoner behind. Its clear leaving a helpless tied up prisoner unconscious is not sitting well. "Wake up, Release" he shouts into the water.

OOC:
Did we search the corpses?
Also be sure to count the 24 healing I did last round, some folks missed it.

MonthorHit Points:(155 of 155) AC 28 
Monday January 26th, 2009 8:14:09 AM

At Vedik's comment Monthor cringes...

" Humm, no... if we release him then he'll warn the others or attack us. He's an ennemi. We either keep him secured or we.... "

Monthor draws a line with his thumb across his throat.


Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment)  d20+9=25 ;
Monday January 26th, 2009 10:16:49 AM

The ominous sounds of the drum (or whatever) give Plyf the "willies". She secures the captured warrior with some rope, to make a coup de grace easy, if they decide that is what is needed.

"I think we should leave and come back. They may be gathering their forces to make a second attack and the element of surprise is gone, at least for now."

Use Rope: 25

Dwight hp 130/144, ac 25  d20+4=23 ; d20+13=20 ;
Monday January 26th, 2009 3:33:06 PM

Dwight worries what message killing the captive would send now. While we are currently enemies, they did begin by talking, if only to tell us to surrender. "I don't think we can kill him, if that was the goal we should have done it before. We either leave him, or continue to take us with him. I'm in favor of the latter, might give us a slight edge for the coming battle; less likely to hit us with an ice storm if one of there own is in the midst? Course, taking him and leaving might be a good idea too. Could give us some time to study him and perhaps magically return in their form?"

Heal check:23 How long would the captive remain unconscious if left untended? (minutes, hours, days?)

Spot: 20 With the group closer to a wall as we continue to head towards the 'center', Anything approaching yet?

OOC: Not sure what to roll, but how far approximately have we gone from directly below the boat to where we are now?

Tratain Current Spells HP 178/198 AC 43 
Monday January 26th, 2009 3:49:05 PM

Tratain says "lets find someplace out of the way and ask him some questions. We need to know more about what we face further into the City, Plyf perhaps you can talk him out of some information? We have the Horn we took from the first Fish men we faced, we can probably use that as a diversion if we need to, Draw them off one way and come from another. They shouldn't know why we are here hopefully, The two that we spoke to about the Orb are either Dead or with us, the other three shouldn't know why we have come."

OOC: Sorry for the Long absence, got really sick for a while, but I'll be back in the swing of things now.

Searching the City - DM Matt 
Monday January 26th, 2009 7:23:53 PM

Monthor looks around, trying to pinpoint the direction of the thudding noise. The water distorts it such that an exact direction is impossible to tell, though the dwarf thinks the group should head toward the noise.

Thud

Vedik doesn't like leaving the prisoner, but suggests they could wake him up and release him. Monthor, on the other hand, seems to strongly dislike that idea, instead suggesting choices more familiar to a battlefield.

Thuddd

Plyf makes sure the prisoner is secure, in case the Knights need to dispatch him quickly. Dwight agrees that the prisoner can't be left behind, but maybe the Knights could take him away and study him with an eye toward a covert return?

Checking the unconscious eel-man, Dwight notices that his breathing is already faster and more steady than before. As Dwight probes and prods, the prisoner groans slightly. He may very well wake up on his own in a rather short time (many minutes, but not a full hour).

Thudd . . . thudd

Dwight also looks around, but sees nothing threatening approaching. [you've traveled a few hundred yards from the original spot, northwest and currently heading west-ish. You have not traveled anywhere that would make it hard to find the way back]

Tratain suggests going somewhere to question the prisoner. You see that there are plenty of empty buildings, some relatively intact and some crumbling. If the group so chooses, you can quickly locate a building of whatever size you specify (within reason) that is mostly intact on all sides. Closest nearby, you see a one-story stone structure, laid out like a blacksmith's forge, with 3 and 1/2 walls and most of a roof.

THUDD . . . THUDDD . . . THUDDDD

Dwight hp 130/144, ac 25 
Monday January 26th, 2009 9:11:54 PM

Dwight suggests the group moves into the building. " Perhaps I can cast Detect thoughts on the creature. While semi-conscious, his thoughts might be loose enough that if we question or talk about certain things, his mind might allow something to slip out. The folk seemed to know something about the object of our mission."

Dwight looks to see what the groups opinion is, and should they agree, further suggest they cast a very minor healing spell, just after Dwight casts Detect thought to try to maximize his ability to detect something as the eel-man is in his semi-conscious state.

OOC: I'm assuming that a semi-conscious person doesn't protect his thoughts as well as a conscious one, and Dwight has a better chance of detecting them.

MonthorHit Points:(155 of 155) AC 28  d20+4=12 ; d4=1 ; d20=11 ;
Tuesday January 27th, 2009 2:45:22 PM

"Building it is then...
Something big's coming. Let's grab some cover. "
Monthor flings the eel man over his shoulder and heads into a building and seeks cover.

( Spot 12 , listen 11)

Vedik AC 33 (13 touch) HP 190/214 Character Sheet Current Spells  d8+5=7 ;
Tuesday January 27th, 2009 5:41:35 PM

"We're not killing a helpless foe, we're not some group of thugs.", the old dwarf says with a scowl. "If we're to question him, lets do it, that smithy looking place looks good."

When the group is there and Tratain gives the ok, he casts cure light wounds on the prisoner.

OOC:
Cure light wounds on fishman: 7 HP healed.

Active Effects:
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 6.4 hours, cast before entering water)


Tratain Current Spells HP 198/198 AC 43  d20+3=19 ;
Tuesday January 27th, 2009 6:56:03 PM

Tratain says "Lets Use that Building over there." And Points at the blacksmiths shop. He continues "Make sure he is secure, and lets see what he knows."

When the Fishman is awake Tratain asks "Tell me about the Orb, why do you want it so badly. And what is that sound we are hearing. (Diplomacy 19)

Take Cover - DM Matt  d20+9=15 ;
Tuesday January 27th, 2009 7:46:29 PM

Dwight suggests that the Knights move into a nearby building, where he might try to detect the eel-man's thoughts. Monthor agrees and manhandles the prisoner into the structure.

THUD . . . thud . . . THUD . . . thud

The pounding noise takes on a distinct pattern.

Listen check DC 20 Highlight to display spoiler: {It's hard to tell with the water distorting the sound, but it doesn't seem like the noise is getting closer or farther away yet}

Once inside, Vedik casts a minor healing spell on the prisoner. Groaning, the eel-man wakes groggily, then looks around with half-opened eyes. A rumbling laugh builds in his chest as he looks at each of the Knights, though the laughter quickly turns to a fit of coughing, with a small amount of black-red blood dribbling from his mouth.

"Landwalkers . . . what do you think you are doing?" he asks weakly.

THUD . . . thud . . . THUD . . . thud

"Oh ho!" the eel-man manages a faint smile. "So the summons has begun? It seems at least one of my brethren escaped your foulness, eh?"

Tratain, taking the direct approach, asks the prisoner about the Orb, and the throbbing sound.

"The Orb . . . is it here? At least let me see it before I die. No? Well, I see no harm in telling you some small bit to whet your curiousity. After all, you're likely to die soon enough, no?

"The Orb belongs to Our Lords and Masters." he says rather solemnly. "It helps them to travel to this world, to grace us with their presence. We are the Keepers, and it is our duty to watch over it, or to reclaim it should it be stolen from us. That . . . that . . . witch tricked the Elders and took it from us. It appears you have been nice enough to bring it back. What I would not give for a chance to repay her trickery!"

THUD . . . thud, thud . . . THUD . . . thud, thud

The eel-man strains against his bonds momentarily, then calms himself. "That noise, you ask? Why, that is your doom, landwalkers. That is the Calling. My people are being summoned together. The great drum tells them that something important is happening, and that they are needed. Even now they will be gathering together, sharpening their darts, rallying the Great Fish, and preparing to tear you pink-skins to bits. HA! I can only wish to still be alive to see it."

Meanwhile, Dwight is silently attempting to read the prisoners mind with his spell. [Will save 15, not sure what Dwight's save is, but I'll assume this fails. Please unlock your CS so I can view if needed]

After a moment, Dwight begins receiving information through the spell's link.

Dwight Highlight to display spoiler: {You can pick up his thoughts, though they are somewhat random and unclear: Landwalkers . . . get free I could kill one . . . maybe that fat dwarf . . . Calling . . . get the Orb . . . don't tell them about the Forge . . . must get the Orb . . . be a king . . . stall them for awhile . . . must get the Orb . . . just tell them anything to keep them here awhile . . .}

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment)  d20+7=27 ;
Tuesday January 27th, 2009 10:44:23 PM

Plyf with perfect hearing looks at the creature. "Nothing had to die today. If you had mentioned it was stolen instad of assuming we have it with us, you may have well been helped by us. I do not know what you mean by die? We will not kill you while you are bound and if there is some way to try to talk like intelligent creatures, then perhaps no more need to die."

Listen: 27 (Natural 20)

MonthorHit Points:(155 of 155) AC 28  d20=13 ; d20+4=16 ;
Wednesday January 28th, 2009 5:34:38 PM

Someone get mees to this group of gill heads and me'll disrupt there chanting alls right.

Spot and listen
13 and 16

Vedik AC 33 (13 touch) HP 190/214 Character Sheet Current Spells 
Wednesday January 28th, 2009 7:00:31 PM

Vedik ponders the situation. "What witch?" he asks the prisoner, stroking his beard through the water. "You say the orb was stolen from you?"

Tratain Current Spells HP 198/198 AC 43 
Wednesday January 28th, 2009 8:05:07 PM

Tratain says "He just admitted that his people work with the Legion, they keep the Orb so they can come here. With that Alarm sounding we don't have much time. Knock him back out and we'll make our way to the Forge. We need to destroy the Orb or go through and get the Legions Orb and bring it back here so they can't get back here ever again."

Once the Fish man is subdued again Tratain says "We need some way to go and fetch our Orb now, we don't have much time if we want to get to where we are going before to many fish people get there."

Dwight hp 130/144, ac 25 
Wednesday January 28th, 2009 9:04:29 PM

Dwight nods, still focusing on his Detect Thoughts spell, hoping something more will slip out. "Forge, he knows exactly where the forge is," Dwight says hoping to get the eel man to think out the forge more to gleam just a bit more detail.

OOC: I'm not sure why you cannot see the sheet, any idea what I need to change to make it viewable by everyone? I've never intended it to be invite only.

Dwight hp 130/144, ac 25 
Wednesday January 28th, 2009 9:15:16 PM

OOC: Okay, I 'published' my sheet, could some verify if it does, or does not work?


MonthorHit Points:(155 of 155) AC 28 
Thursday January 29th, 2009 3:15:18 PM

ooc> It works.



Take Cover - DM Matt 
Thursday January 29th, 2009 4:27:49 PM

The eel-man laughs when Plyf tries to reason with him. He seems to have sufficient strength back, as his laughter doesn't devolve into a fit of coughing, as it did moments ago.

"All those who refuse to accept the Lords and Masters have to die. So it has been proclaimed for hundreds of years," he says, his eyes beginning to shine with zeal. "If you have accepted Them, then deliver the Orb to us. If you have not, then . . . ." he lets the words trail off with a shrug.

Monthor, meanwhile, voices his desire to get to the fight. Raising an eyebrow, the prisoner says, "You may be a heathen and an unbeliever, but at least I admire your bravery.

"Misplaced though it may be."

Vedik asks about the "witch," and the eel-man's demeanor takes on a sudden, noticeable change for the worse. "The harlot! The many-armed one. She came with smooth words, and professed an ability to bring our Lords to this plane permanently. Then when she had sufficiently fooled the Elders, she took the Orb and vanished. If I could find her now! If any of us could! She wouldn't have -"

"Destroy it?!?!" he exclaims at Tratain. "Foolish landwalkers. You know nothing of what you do."

Dwight, meanwhile, concentrates on the prisoner's thoughts, even mentioning the Forge out loud. Dwight Highlight to display spoiler: { Forge . . . they know of the Forge . . . stall them . . . don't tell . . . reading thoughts! . . . don't think . . . Calling . . . stall them

He realizes a moment too late to avoid thoughts of the Forge. A fairly detailed image flashes in your mind. A short, squat building, made of smooth white stone. It stands out distinctly from the other buildings, both because it is the only white one in a sea of red brick, and because unlike the others, it is obviously well-kept, clean, and well-repaired. The border around the large archway depicts stylized demons, very close in appearance to the Legion you have fought. Otherwise, there is no decoration. You can't tell exactly where in the city this is, though there are three very tall, mostly intact towers around the white building, probably poviding cover against inadvertent detection. You haven't seen many towers that tall that are still as intact as these. (they don't look like the tower you came down on)
}

Does anyone actually knock the prisoner out?

As the conversation continues, you all come to a sudden realization: the pounding noise has stopped.

Dwight hp 130/144, ac 25  d20+5=13 ;
Thursday January 29th, 2009 4:43:09 PM

Dwight keeps focusing on the eel-mans thoughts, while trying to gleam just a little more, "Quickly," he motions to the group indicating with his hands to his ears the thudding has stopped.

"He's given us what we need, he's told us about the forge, its protection and defenses, and even its surrounding area. Won't his Lords be pleased that he helped us, perhaps he helped the witch enter the forge and carry the orb away, through a path seldom used or less protected;" Dwight adds antagonistically.

OOC: Wanted to roll something, so Diplomacy: 13 (though Dwight's attempt isn't very diplomatic in any sense)

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment) 
Friday January 30th, 2009 10:07:08 AM

"What would happen if we destroy it?" She will ask the eel man, since he seemed very upset at the notion.

Vedik AC 33 (13 touch) HP 190/214 Character Sheet Current Spells 
Friday January 30th, 2009 3:51:59 PM

"Your witch is dead, we killed her," says the dwarf bluntly. "I am sorry your people have fallen under the sway of this Legion from the Orb-gate."

He looks around, pondering what the end of the thumping could mean.

Active Effects:
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 6.4 hours, cast before entering water)

MonthorHit Points:(155 of 155) AC 28 
Monday February 2nd, 2009 9:27:38 AM

Enuff talking ladies, that silence is NOT welcomed... let's either get ready to bash some gills now or go fetch the orblet and bash some gills later.

( Monthor exchanges cloaks and puts on his Mountbank cape).

Tratain Current Spells HP 198/198 AC 43 
Monday February 2nd, 2009 4:51:27 PM

After the Eel-Man answers Plyfs questions Tratain says "Monthor, please knock him out again." and waits for the Eel Man to become unconcious before continueing.

He says "We left the Orb in the Cave, we need to get it before continueing. Theres no sense in going to the Forge without it. We'd have to fight all the Fish people there, then probably do it a second time later. Does anyone have any means of Teleportation? I can do it but it will take me 2 days to get the Orb and come back."

MonthorHit Points:(155 of 155) AC 28 
Monday February 2nd, 2009 8:21:50 PM

Monthor shrugs and close fists the eel man on top of the head.

Dwight hp 130/144, ac 25 
Monday February 2nd, 2009 10:03:50 PM

Dwight continues to detect, hoping to gleam one last piece as the eel-man realizes he is being knocked out again and not killed.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment) 
Tuesday February 3rd, 2009 12:34:19 AM

"I have boots of teleportation, if that will help." Plyf adds.

Take Cover - DM Matt 
Tuesday February 3rd, 2009 4:39:36 PM

The prisoner screams and tries to move toward Dwight, though his bonds prevent it. "I did no such thing, puny landbug!" he spits.

"That is not your concern," he says to Plyf. "You will NOT destroy our orb as long as there are Guardians left breathing!" The mention of destroying the orb sends mental shockwaves through his mind, Dwight picking up everything.

"Sway?" he laughs. (Dwight senses him easing at the mention of the demon dying) "You have no idea of what you speak, Dwarf. There is always time to change your ways now and follow our Lords. No? All the same," he adds with another chuckle.

Monthor, meanwhile, prepares for another battle.

"Why not kill me now, Landwalkers? I am of no more -" Monthor's fist connects with the eel-man's head, knocking him to the ocean floor once again.

Tratain suggests the Knights go and pick up the orb, asking about the best means to do so.

Plyf offers her boots.

You hear no other sounds, aside from the water gently moving with the currents. A few small fish dart to and fro around you. The prisoner lies on the ocean floor, unconscious but breathing through the gills on his neck.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment) 
Wednesday February 4th, 2009 1:36:29 PM

Plyf waits for her party members. She is somewhat embarrassed by her outburst earlier. Her fear gripping her like an animal in a pen. The need to survive always at the front of her mind. Should she be here with these people? They are the real hero's, not her. What does she know about valor and glory?

{{Thoughts}}I'm a freaking rogue! That's what I am! Yea, sure, I can play an instrument and do some magic. I'm absolutely positive my barbarian experience allows me to do things not normal. But.....but swimming around in the sea fighting big fish is not my idea of a ball room affair. On the other hand, this was the best loot I have seen in a long while. I won't make this working nights in a pub. They are also confident. They were right when they said we would win and we did. I just wish I knew what in the realm of the dead this orb is or does or whatever. I guess I will eventually find out.

MonthorHit Points:(155 of 155) AC 28 
Wednesday February 4th, 2009 7:52:04 PM

"By Moradin's Beard!!! Someone make a decision already!!!! "

( ooc> I swear, this is the worst part of the game. :-) Can I suggest the following:
Tratain, using spell and boots fetches the Orb.
The rest of us haul booty and find someplace safe to hide out from the eel people.
We then take it from there. )



Vedik AC 33 (13 touch) HP 190/214 Character Sheet Current Spells 
Thursday February 5th, 2009 8:06:14 AM

"Plyf, if Tratain can borrow your boots, it would speed things up greatly." He looks around, pondering how long they have until whatever the thumping was doing starts to cause them issues."

"We must hurry"

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment) 
Thursday February 5th, 2009 1:00:32 PM

{{How will I escape though?}} she thinks to herself as Vedik wants Traiten to borrow her boots. Reluctantly she pulls them off and hands them to him. "What exactly is the rush anyway? We have the orb, that means they don't, why not come back in a week or a month when their guard is down again?"

Dwight hp 130/144, ac 25 
Thursday February 5th, 2009 3:52:32 PM

Dwight looks to the others. He agrees with both Vedik and Plyf, "Speed now is necessary, but our assault on the white house protected by towers does not need to happen now/today."

Before the prisoner recovered enough I got a decent view of where the forge is. It seems to be protected or at the very least occupied and well maintained. We should likely try to get more information before trying to assult a building. Besides, based on my, rather his view, we don't seem to be particularly close to the white building. It was surrounded by three towers, none of which we have seen around here."

"Whta we really need is a map of the old city."

OOC: Given other questions, this is what Dwight saw using Detect Thoughts regarding the forge from DM post 1/29

A short, squat building, made of smooth white stone. It stands out distinctly from the other buildings, both because it is the only white one in a sea of red brick, and because unlike the others, it is obviously well-kept, clean, and well-repaired. The border around the large archway depicts stylized demons, very close in appearance to the Legion you have fought. Otherwise, there is no decoration. You can't tell exactly where in the city this is, though there are three very tall, mostly intact towers around the white building, probably poviding cover against inadvertent detection. You haven't seen many towers that tall that are still as intact as these. (they don't look like the tower you came down on)}



Take Cover - DM Matt  d100=5 ; d100=75 ;
Thursday February 5th, 2009 4:27:12 PM

Plyf waits, wondering what to do and why she is sitting around under water. Monthor, in a rate display of decisiveness, suggests Tratain go get the Orb and bring it back. Vedik agrees with giving Tratain the boots, and Plyf hands them over.

Dwight relates what he learned from the prisoner's mind.

Tratain takes Plyf's boots and quickly changes them (his socks getting quite wet in the process).

In the blink of an eye, Tratain disappears.

Tratain Highlight to display spoiler: { You teleport to the Orb chamber without incident (teleport roll 5), and find it undisturbed. You are able to retrieve the orb easily, stow it, and return to the group. You see no signs that anything untoward happened in the chamber, that anyone/thing tried to get in, etc.}

After a short while, Tratain reappears, looking none the worse for wear and heavy one evil orb. The group then ponders how to locate the Forge given the images Dwight pulled from the prisoner. Meanwhile, the prisoner stirs slightly and groans. He is still unconscious.

OOC: I agree with Monthor, this stuff does take awhile, so I took the liberty of moving us along. If Tratain really would not do what I wrote, say so, otherwise it's done as MOnthor suggested. I leave it to Tratain and Plyf to decide if the boots were used twice, or if it was 1 spell/1 boot use.



Tratain Current Spells HP 198/198 AC 43 
Thursday February 5th, 2009 8:57:22 PM

Tratain does take Plyfs boots and uses them to teleport to the chamber and back. Once back he returns the boots to Plyf.

He says "Lets try and find the forge, Dwight if you see any buildings that you think you recognize from the Fish Man let us know and we'll head that way. Lets try and stick to some cover so they can't spot us."

Vedik AC 33 (13 touch) HP 190/214 Character Sheet Current Spells 
Friday February 6th, 2009 9:06:41 AM

Vedik follows the group as they move into the city, keeping an eye out for the building Dwight has described. "Tactics?" he asks. "The legion is a considerable foe, and we may have to fight them and the fish men at once."

MonthorHit Points:(155 of 155) AC 28 
Friday February 6th, 2009 7:26:17 PM

Keep mees healthy... Me and Fred will take care of the rest.....

Dwight hp 130/144, ac 25  d20+15=34 ;
Saturday February 7th, 2009 3:24:13 PM

"Perhaps a disguise would help us. When I first joined ya'll, everyone appeared as something else. What that a spell or item that transfored everyone into other 'acceptable' looking beasts? Surely if we polymorphed into eel-men it would help with our presence, our breathing and movement. Do we have the ability to do this?"

As Dwight discusses this with the group, his eyes are looking around, squinting trying to make the most of the shifting light, and blurred underwater vision. (spot: 34 --- Primarily looking for towers and/or indication of citadel, perhaps a sign? )

"I'm thinking the towers might be a great distance from here given the height of the towers I saw. We climbed down the tallest of the buildings close to here. Taller towers would be completely above the water level, especially at low tide. The 3 towers I saw must be deeper into the ocean." Dwight looks to others to hear their throughts; though he suspects what Monthor is thinking.

To the Forge - DM Matt 
Sunday February 8th, 2009 6:50:07 PM

Tratain returns with the orb, and suggest the group start searching while keeping to cover as much as possible. Vedik follows wit the group, commenting on the potential enemies they may face, with Monthor providing his own form of encouragement.

Dwight suggests polymorphing into the eel-men, or something similarly "safe" in these parts.

He also suggests moving toward the deeper ocean, since the towers he saw were fully underwater.

[unless anyone says otherwise] The Knights start walking down one of the main thoroughfares, in the direction of the deeper ocean.

After walking a few minutes, you hear a now-familiar noise: a throbbing drum beat. This time, however, the drum continues in a rhythmic pattern, and you can better discern the direction from which it comes.

[OOC: I may have confused my directions, so if this conflicts with prior statements, I apologize. We'll say the Knights are heading WEST right now. The drums are coming from somewhere NORTH or NORTHEAST of you.]

Tratain Current Spells HP 198/198 AC 43 
Monday February 9th, 2009 7:22:13 PM

Tratain says "Which way would you suggest Dwight? We'll go whatever way you think we should proceed. If you think the buildings we are looking for are further out we'll keep going the way we are traveling. I guess the fish people are all gathering to the Northish. Hopefully thier rally point isn't on top of the forge we are looking for and we'll be able to get at the forge without haveing to fight the whole of the fish people nation."

Dwight hp 130/144, ac 25  d20+15=16 ; d20+7=24 ;
Monday February 9th, 2009 10:14:01 PM

Dwight thinks for a moment as he looks around the shadowed underwater realm. "It's hard to say, the view I had was with his eyes. The picture was much clearer in my mind than anything I can see now. I can say for sure though it is likely deeper, the towers looked taller than where we climbed down from. Also the building was made of white rock, unlike these other buildings. "

Without much direction, Dwight still feels obilgated to lead the group so he heads deeper into the ocean (west), but is open to any detection/guidance mechanisms anyone in the group has.

spot: 16
knowledge (nature) 24 If Dwight assumes the original forge, built on land was near a river/ocean, he'll head in that direction.


Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment)  d20+4=22 ; d20+4=18 ;
Tuesday February 10th, 2009 3:16:25 AM

Plyf follows the group, but digs deep into her memory and knowledge of the past.

Bardic Knowledge for "noteworthy places" to recall if I have read about this forge hosed in a white building and perhaps this orb they speak of as well.

BK on Forge: 22
BK on Orb: 18

Vedik AC 33 (13 touch) HP 190/214 Character Sheet Current Spells  d20+8=10 ; d20+8=26 ;
Tuesday February 10th, 2009 5:22:37 PM

Vedik follows the group, wishing he had the forethought to pray for a locate object spell. He keeps his eyes and ears sharp as he walks along the ocean floor deeper into the depths.

OOC:
Spot 10, Listen 26



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