Vedik AC 33 (13 touch) HP 190/214 Character SheetCurrent 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.
TratainCurrent 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 SheetCurrent 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.]
TratainCurrent 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 SheetCurrent 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
MonthorHit Points:(155 of 155) AC 28 d20=5 ; d20+4=14 ; Tuesday February 10th, 2009 9:10:53 PM
Monthor takes the rear of the group and watches for anything suspecious
Spot 5 listen 14
To the Forge - DM Matt Wednesday February 11th, 2009 7:44:51 AM
The Knights head west down one of the wide streets, passing building after red brick building. Plyf searches her memory for anything useful, but comes up with nothing. She does note that she has not seen anything other than a red brick building yet in this sunken city. A white stone structure would likely stand out quite well.
The prisoner, being dragged or carried along, groans again as his eyes flutter open briefly. "Where . . . wha . . . what is it you are doing, landwalkers?"
Suddenly, a trio of eel-men dart out from a building, almot 50 feet ahead. They float for just a short moment, shaking their tridents at the Knights, then quickly swim upward and to the south.
The prisoner watches with half-open eyes and begins to laugh deeply.
Dwight hp 130/144, ac 25 d20+13=19 ; Wednesday February 11th, 2009 10:51:33 PM
Dwight looks around to see if the group is being surrounded. (spot: 19). The he urges the group to continue moving in the semi-random direction they have choosen (deeper for white building). (However if others feel it would be better to follow them, he'll only complain a little not having a better alternative.)
Plyf (by Anthony) Wednesday February 11th, 2009 10:53:25 PM
Plyf looks at the capture eel-man, and having had quite enough of him already, and not wanting to deal with him if others appear examines her hand for moment. When the eel man's eyes seem to focus in her general direction she clocks him back into uncousciousness. "Laugh at that," she mumbles to herself.
Vedik AC 33 (13 touch) HP 190/214 Character SheetCurrent Spells Thursday February 12th, 2009 5:42:00 PM
"We must move quickly" Vedik says. He increases his stride, encouraging the Grey Knights to haste.
He keeps his eye in the direction the guard fled.
OOC: We are heading west?
MonthorHit Points:(155 of 155) AC 28 Thursday February 12th, 2009 9:22:01 PM
Monthor continues to keep watch and prodes the others along. He frowns that he didn't get to hot the eel man but he makes promise to himself that the next time, it'll be the sharp end of Fred that quiets him.
" We're spotted. Keep an eye out for trouble... drop the gill head. We don't need him anymore. "
To the Forge - DM Matt d20+8=26 ; 12d6=42 ; Friday February 13th, 2009 9:22:14 AM
Dwight looks around, but sees no other enemies. Plyf, annoyed at the prisoner's behavior, leans down and socks him in the face one more time, sending him back to the land of dreams.
Vedik rushes the group onward (yes, West), keeping an eye out for more trouble. Monthor suggests dropping the prisoner.
Monthor's suggestion is a moment too late. As if from nowhere, a bright, yellow-orange bolt of electricity shoots out of a window in a nearby, ramshackle building. The bolt strikes the prisoner square in the chest, then erupts in a number of smaller bolts, each hitting one of the Knights.
The prisoner is immediately flash-fried, and quite obviously dead a second later. [not bothering to do his reflex save, he was at or below 0 already]
Each of the Knights takes 21 electrical damage, reflex 26 for half (subject to any other protection you may have).
The building from which the bolt emitted is a one-story, broken down brick house, more rubble than intact, with no roof. An eel-man swims upward through the non-roofed area, and away from you quickly.
[no map right now. the house is 15 feet south of you, and is 20x20. The eel-man came from the front of it and swam away from you, so he is 15 feet up, and 35 feet south, swimming in a southward direction.]
Plyf (by Anthony) d20+18=28 ; Friday February 13th, 2009 5:49:07 PM
Plfy stares as the eel-man rushes off after being blasted by electricity (makes save: 28 -- no damage due to evasion) If only I could sneak around the corner, I'd let that eel-man have it She then turn to see if the group is going to try and give chase.
Dwight d20+21=27 ; Friday February 13th, 2009 5:52:41 PM
Makes Save: 27 (evasion, no damage)
Dwight is actually a big surprise as they intentionally blasted their own kinsmen. Surely if we had not killed him already there was a chance he could have been returned alive. Despite this tragedy and unwillingness to be diplomatic, Dwight tries to keep heart as he thinks of all the people destroying this orb will likely save. He turns to Tratarian to see in which direction we should head. South is definitely going to be a busy area
TratainCurrent Spells HP 188/198 AC 43 d20+15=34 ; Sunday February 15th, 2009 7:17:38 PM
Tratain can't believe that the Fish men would kill one of thier own rather than attempt to rescue him. He does manage to dodge part of the Blast that kills the prisoner.
Tratain doesn't like the Idea of chasing the Fish Man and motions the party not to follow, he attempts to find a sheltered spot and then uses some of his wands on the party for future Protection.
Tratain attempts to look at the buildings around the group in order to tell if they are heading towards the center of the City or not, or what direction the Center of the City would be in.
He says "We know the Forge is in the Center of the City, we need to head that way. We think its to the west as that is where the deeper water is. We know two groups of Fish Men have gone south, so they either want to Ambush us, or there is something there they want to guard. We also know somewhere to the North of us is the Rally point for thier call to arms. Can someone perhaps swim up a little ways to make sure we are heading towards the center of the City? Preferably invisible? We used to have an invisibility wand, did Jova give it to anyone before he left?"
Tratain hopes the group can determine which way leads to the center of the underwater City and the group heads that way.
OOC: Actions if we are not interrupted. Use Restoration Wand on Tratain to cure Str Damage, Plyf was done already. Use Resist Energy wand on Party, 110 Minutes 30 Lightning resist per attack. Possibly healing depending on who's wounded how badly.
MonthorHit Points:(134 of 155) AC 28 d20+11=20 ; d20+4=20 ; d20=3 ; Monday February 16th, 2009 9:11:30 AM
Reflex 20 for damage 21 Resist Energy, 110 Minutes 30 Lightning resist per attack
---------- Monthor curses himself for switching cloaks and promises himself to do something about it later.
" Tratain, throw some healing here... "
Monthor knows that stealth isn't his strong point and stays with the main party.
Spot 20 Hear 3
Vedik AC 33 (13 touch) HP 183/214 Character SheetCurrent Spells d20+11=13 ; d8+1=7 ; d8+1=4 ; Monday February 16th, 2009 12:05:48 PM
Vedik gets struck with the full force of the blast, swiveling around to see where it came from. Nodding to Tratain, he stays with the main party. He like Monthor has no skill in stealth. He cures himself and Monthor with the cure light wounds wand.
OOC: Save Failed: 21 damage 2 uses of Cure light wounds: 7 on Monthor, 4 on Vedik.
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) Resist Energy (Lightning 30), (SL 2, CL 11, 110 Minutes, cast after prisoner death)
Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment) Monday February 16th, 2009 12:09:49 PM ooc: Thanks for covering for me. :)
Plyf wishes her bow was usable in these conditions, the eel man would have left with a few wounds of his own.
"I have a wand of cueing, but it is in my haversack. I would hate to open it to get it and have it fill with water and it rupture. I should have grabbed it when we went to the boat, darn it!"
In regard to swimming invisible, "I have a wand of Improved Invisible, but that won't last long. It would take a very long time for me to swim while hiding in shadows."
Spells in use: Magical vestment Resist Energy: 110 Minutes 30 Lightning resist per attack
To the Forge - DM Matt Monday February 16th, 2009 3:02:35 PM
Plyf and Dwight spot the enemy's attack and easily sidestep the arcing bolt of energy, but wait for a cue from their companions before further acting.
Tratain gets himself into enough of a defensive position that the bolt doesn't hurt him as much as it could have. The dwarves, however, are less lucky, failing to move in time to protect themselves.
Tratain stops the party from chasing the eel-man mage as it swims away, and suggests someone scouting ahead under protection of invisibility.
Nothing happens in the next few moments, and Tratain is able to accomplish the actions specified. You see no other sign of enemies, and the surrounding buildings appear empty and undisturbed. If anything, they appear a bit more intact than some others you've seen. This could be due to the buildings being placed more closely together, some even built wall-to-wall, adding additional support. It could just be sheer coincidence . . . .
[answer to Tratain's questions: if a former party member was holding an item that was purchased by the group, like the wands Tratain mentioned, then if that person dies, leaves, etc., those items can be transferred to someone else for holding. They are not specific to that PC, they are just being carried by them for convenience. Arien and Jova, for instance, would have handed the wands over upon leaving (or, at the least, Monthor would have chased them down and shaken them upside down until the wands fell out) You have them and can use them at any time]
TratainCurrent Spells HP 188/198 AC 43 Monday February 16th, 2009 5:26:09 PM
Tratain says "Vedik, can you heal us all up with your Wand?"
Tratain examines the surroundings and says "I think we're getting closer to the City Center. Lets Push on for a while longer or at least until we're sure this isn't the correct direction. Plyf, would you mind scouting ahead for us a little While invisible? I have an invisibility wand here, can you activate it? Or Maybe Dwight can activate it? Vedik can i'm pretty sure if either of you can't. I'll can see invisible creatures to don't hide too much, so I can see if you need help. If you see anything you can motion to me and I can warn the others."
Once Plyf is invisible and a little infront of the group scouting they will proceed in the Direction they were going unless/until we see the towers we are looking for or it becomes obvious we're going the wrong Direction. The Wand was 5th Level I believe so 5 minutes of Invisibility at a clip.
Dwight Monday February 16th, 2009 8:56:52 PM
Dwight helps Plyf as needed to turn invisible, and wishes her luck. As she leaves, Dwight takes to watching one of the exits, hoping for no more suprises and some good news for a change.
Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment) d20+3=14 ; d20+7=10 ; d20+10=11 ; Tuesday February 17th, 2009 10:15:19 AM
Plyf takes the wand of invisible with her and leaves the group her wand of Improved invisibility, "Matbe you can avoid a patrol with it?" she adds.
Using her swimming skills alone, she moves as quickly as possible, aware of the ripples that will occur with her movements, staying aware of her surroundings, looking for that big white building.
{{This is more like it. Let me be sneaky. I do sneaky very well.}}
Listen: 10 Spot: 11 (Natural 1) Spot:
MonthorHit Points:(134 of 155) AC 28 d20=9 ; d20+4=5 ; Tuesday February 17th, 2009 2:31:03 PM
Monthor takes point and leads the others. "Doos any of ye spellslingers have a ways to make us look with the gill heads? "
(blind and deff as usual).
Vedik AC 33 (13 touch) HP 183/214 Character SheetCurrent Spells Tuesday February 17th, 2009 5:02:58 PM
"I do not Monthor." says Vedik as he moves with the group. He keeps an eye out, waiting for the invisible Plyf to return.
Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment) Tuesday February 17th, 2009 10:58:26 PM
OOC: Sorry, the first one was a swim check.
Dwight d20+15=19 ; d20+13=23 ; d20+25=32 ; Tuesday February 17th, 2009 11:01:56 PM
Dwight shakes his head negatively to Monthor's request to transform the group. "It would likely be helpful, but it's well beyond my power."
Dwight continues to help lookout, while trying to stay hidden within the building.
spot: 19 listen: 23 hide: 32
OOC: 3 rolls and the highest a 10 :(
To the Forge - DM Matt set 1: d20+8=23 ; d20+8=16 ; d20+8=18 ; d20+8=18 ; set 2: d20+8=9 ; d20+8=27 ; d20+8=10 ; d20+8=26 ; Wednesday February 18th, 2009 2:39:33 PM
Tratain hands a wand of invisibility over and pushes the Knights onward. Dwight grabs the wand and taps Plyf, causing her to disappear. For a moment, a ripple of water shows her outline, then she blends in to her surroundings as if she weren't there.
So as not to disturb the water, Plyf moves slowly and carefully forward, looking for any signs of danger or destination.
After a few moments to let Plyf get a solid headstart, Monthor takes point and leads the group forward. He asks for a spell to change appearance, but Vedik and Dwight are unable to provide anything.
The Knights plod forward, moving slowly along the city blocks. The buildings indeed become closer together, as if the builders had less and less room to expand. They also become taller as you move. Here and there, you pass a well-preserved manor house, the construction far nicer than anything you've seen so far. Those who once lived here were likely more affluant than most.
Plyf Highlight to display spoiler: { Moving ahead of the group, you notice the change in buildings as well. After a while, you see some tall towers here and there as well. As suspected, these towers, while immensely tall, do not reach the open air above.
Suddenly, you feel a whoosh of water. One of the great fish swims by, a bit too close for comfort, but seems to be unaware of your presence. Your eyes track its path, and looking ahead, you can just barely make out some person-shaped bodies moving about near the ocean floor.}
Plyf, if you go back to the group now Highlight to display spoiler: { You are able to return to the others with no problem. You are sure nothing was alerted to your presence.}
Plyf, if you proceed Highlight to display spoiler: { Inching closer, then closer some more, you see it is a small contingent of eel-men. 2 of the warriors, and 2 that look a bit thinner and shorter, their scales colored a bit more like the lightning-slinger you saw a few minutes ago. More importantly, behind them sits a small (compared to the towers nearby) white stone building. Around the open doorway are engraved some odd looking beings that you've never seen before, and the eel-men float back and forth, watching the dim waters nearby.
Two of them turn their heads in your direction, pausing for a moment. They whisper amongst themselves, then one swims upward and toward the north. In the distance, you spot another great fish swimming a wide circle around the area. You suspect there are at least 1 or 2 of these, maybe more, patrolling the area.
Make a move silently check, but otherwise you can act as you see fit}
Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment) d20+15=31 ; d20+3=17 ; d20+7=9 ; d20+10=22 ; Wednesday February 18th, 2009 4:40:49 PM
Plyf does indeed investigate further and upon seeing what she does attempts to make it back to the group to warn them of what she sees.
ooc: She will wait to see if she makes it back to the group before she describes what was seen.
Move Silent: 31 Swim: 17 Listen: 9 Spot: 22
Dwight d20+13=30 ; Wednesday February 18th, 2009 10:03:10 PM
Dwight continues on with the group, taking the rear, watching and waiting for Plfy's return. I hope I have the group travelling in the correct direction, those thoughts were sporatic and I suppose he could have planted false information for me to view. No, no, he was under too much distress to make up something so clear.
spot: 30
Vedik AC 33 (13 touch) HP 183/214 Character SheetCurrent Spells Thursday February 19th, 2009 9:27:08 AM
Vedik continues to look around for signs of Plyf and waits for her return.
OOC: (also waiting to see if she makes it back before acting)
MonthorHit Points:(134 of 155) AC 28 d20+4=8 ; d20=13 ; Thursday February 19th, 2009 12:01:54 PM
Greater Magic Weapon ( From Tratain) Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects) Fire Resistence: 20 points (ring) Darkvision 60' Necklace of adaptation ( water breathing) Resist Energy, 110 Minutes 30 Lightning resist per attack
----------------------- Spot 13 listen 8
Monthor watches
TratainCurrent Spells HP 188/198 AC 43 Thursday February 19th, 2009 5:13:19 PM
Tratain keeps an eye out for Plyf and anything that might be a threat to the party.
To the Forge - DM Matt Thursday February 19th, 2009 10:42:29 PM
The Knights walk on, taking in their underwater surroundings. After a while, Plyf reappears in the midst of the group, excitedly relaing her discovery. She has found the destination nearby [everyone please see spoiler above for "Plyf, if you proceed."]
Dwight feels a sense of reassurement, as he realizes that his guesses were, indeed, correct. The others wait, relieved finally when plyf appears to confirm her discoveries.
Once Plyf relates what she found, the Knights move forward slowly, until just outside the range of the enemies' sight. Standing in the murky water, amid the relative protection of a half-crumbled wall, you find yourselves confronted by a small patrol of eel-men standing outside a squate, white building. The eel-men have not detected your presence thus far.
You are about 70 feet south-southeast of the building. You are standing inside dark shadows that conceal your presence but make it more difficult to see naturally your surroundings. There are 3 eel-men, 1 warrior and 2 spellcasters such as the one you recently saw (plus, read Plyf's sightings).
The eel-men continue their monotonous patrol as if they have sighted no problems nearby.
To the Forge - DM Matt Thursday February 19th, 2009 10:43:36 PM
[OOC: btw, I know you all said "I wait for Plyf to come back safe." I made some assumptions as to movement in order to make things progress. If you would have stayed put and note advanced after Plyf's report, please advise and I will modify]
MonthorHit Points:(134 of 155) AC 28 Friday February 20th, 2009 9:46:05 AM
Monthor swims up to Tratain and whispers...
{ we need to take the spell slingers out quickly. Invisibility on everyone, speed on mees and Fred. D-Door meeself to the spell slingers and start hacking. A silence spell would be nice on the gill-heads to avoid them calling for help... or using any horn-thingies. }
Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment) Friday February 20th, 2009 10:23:04 AM
Plyf whispers in their ears, in turn.
"They know we are here. I saw a couple of them look my direction before I left and one of those swam off."
With some small concern, Plyf really doesn't understand what we are going to do once we get past the guards.
"What are we going to do once we get through these guys, destroy whatever forge is there?"
TratainCurrent Spells HP 188/198 AC 43 3d8+5=23 ; 3d8+5=23 ; d8+5=6 ; d8+5=7 ; d8+5=6 ; d8+5=11 ; Friday February 20th, 2009 11:05:16 AM
Once the Building has been Located Tratain Moves the group to a safe distance to begin the preperation for battle.
He says "I'll heal everyone up. Vedik, how many people can you transport with your Dimension Door Wand. I think Monthors Idea of us appear next to the Lightning ones is a sound plan. We just need to know how many people you can take with you. Arien also left us the Stoneskin Wand, can anyone use that on all of us before we go in? We'll also all need to be Invisible Plyf. I also have some other spells and goodies to hand out. We need to kill the guards to the building quickly, then try and get inside so we can deal with the Orb and then get out fast. Hopefully all before all those gathered Eel Men find us."
Tratain gives a ring to Monthor and says "This ring will help with your swimming (+10 Swim) we might as well get some use out of it before we sell it." He gives another Platnum right to Plyf and says "This ring acts as a focus for my shield other spell. Try and stick relatively close to me and it will Transfer part of any injuries you take to me."
Once it is decided who goes with the Dimension Door, Tratain casts his battle prep spells, and Once done Nods to Vedik for the Old Dwarf to Transport the Group into battle, and Makes Ready to Attack one of the Lightning Casters.
OOC: Have alot of battle prep to do Let me know how if we can do it all. I'll list out what I do.
Activate Bead of Karma (CL 24 Now) Heal Monthor for 23; Heal Vedik for 23; Heal Plyf for 7; Heal Tratain for 11; Shield Other Plyf; Shield of Faith Plyf; Shield of Faith Tratain; Freedom of Movement Tratain; Bears Endurance Monthor; Death Ward Group; Divine Power Tratain.
------------------------------------------------------------------------------ Magic Vestment - Armor, Heavy Fortification; 20 Hours Magic Vestment - Shield, Reflecting; 20 Hours Ring of Counterspells - Greater Dispel Magic x2 Water Breathing - 8 Hours Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours Tongues, See Invisibility, Comprehend Language; Permanent Shield of Faith - 24 Minutes Resist Energy(Lightning) - 110 Minutes Shield Other(Plyf) - 24 Hours Freedom of Movement - 240 Minutes Stoneskin DR 10/Adamantine 150 Points - 150 Minutes ? Death Ward - 7 Minutes Divine Power - 24 Rounds Invisibility
Monthors Freedom of Movement should also still be Active, its a 200 Minute Duration
Vedik AC 34 (15 touch) HP 206/214 Character SheetCurrent Spells Friday February 20th, 2009 2:13:30 PM
Vedik nods at Tratain. "I can bring three others with me." He then begins to also cast spells and use wands.
When he's done with all that, he holds the wand in hand and gets ready to take the strike team in when they are invisible and Tratain says the word.
OOC: Stone skin on everyone from wand for 150 minutes at caster level 15 Good Hope on everyone from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Cast Shield of Faith, Spell Immunity (Enervation, Lighting Bolt, Dimensional Anchor, Melfs Acid Arrow),
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) Resist Energy (Lightning 30), (SL 2, CL 11, 110 Minutes, cast after prisoner death) Stone Skin (SL 4, CL 15, 150 minutes, cast before d-door attack) Good Hope (SL 3, CL 10, 10 minutes, cast before d-door attack) Shield of Faith (SL 1, CL 16, 10 minuhtes, cast before d-door attack) Spell Immunity (SL 4, CL 16, 160 minutes, cast before d-door attack) Enervation, Lighting Bolt, Dimensional Anchor, Melfs Acid Arrow Death Ward (SL 4, CL 7, 7 minutes, cast before d-door attack) (Invisible?)
To the Forge - DM Matt Saturday February 21st, 2009 10:01:53 AM
THe Knights discuss their plan of action. Monthor suggests a fast, decisive attack focusing on the spellcasters.
Plyf warns the others that she thinks the eel-men are more aware than expected. She also wonders what the Knights plan to do at the forge.
Tratain hands a ring over to Monthor, then suggests the group teleport next to the enemies to attack. Tratain spends over a minute casting spells and preparing the group. [okay if you want to spend that long] While he is doing so, two more eel-man warriors swim in to join the guards, talking quietly and pointing toward the north.
A giant fish swims by, thankfully far enough away that it doesn't notice the Knights, but not so far that you can't feel the water being displaced by its massive body.
Vedik readies himself to transport the attackers. [please specify who goes with next round of posts]
The eel-men, except as noted above, continue patrolling in front of the building. In the distance, you hear a now-familiar noise: the steady, rhythmic beat of a drum distorted by the water. This time, the drumbeat continues its pattern unabated.
BOOM-boom BOOM-boom BOOM-boom . . . .
[Map being emailed momentarily. The red area is where the Knights are. Please choose where you are standing and specify in next post. Those teleporting can teleport now if they like. Vedik, please specify where you appear]
Vedik AC 34 (15 touch) HP 206/214 Character SheetCurrent Spells Saturday February 21st, 2009 7:05:15 PM
Taking the wand and arranging the group around where the spell casters are standing, Vedik speaks to the group. "Strike the casters hard and fast, focus on the southern one." With that, Vedik activates the wand and puts most of the group in the enemies midst.
OOC: Vedik will teleport to L31, with Monthor at M30, Tratain at L30, and Plyf at L32
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) Resist Energy (Lightning 30), (SL 2, CL 11, 110 Minutes, cast after prisoner death) Stone Skin (SL 4, CL 15, 150 minutes, cast before d-door attack) Good Hope (SL 3, CL 10, 10 minutes, cast before d-door attack) Shield of Faith (SL 1, CL 16, 10 minuhtes, cast before d-door attack) Spell Immunity (SL 4, CL 16, 160 minutes, cast before d-door attack) Enervation, Lighting Bolt, Dimensional Anchor, Melfs Acid Arrow Death Ward (SL 4, CL 7, 7 minutes, cast before d-door attack) (Invisible?)
TratainCurrent Spells HP 222/198 AC 43 d20+32=34 ; d20+27=31 ; d20+22=36 ; d20+17=35 ; d8+13=19 ; d6=5 ; d6=3 ; d8+13=14 ; d6=2 ; d6=4 ; d8+13=18 ; d6=4 ; d6=1 ; d8+13=19 ; d6=2 ; d6=3 ; Saturday February 21st, 2009 7:47:15 PM
While the Group is preparing for battle, Tratain tells Plyf "If they have seen you then we need to get to the Forge before more can show up. Once there we can use the forge to repair the damage done to the Orb that makes it unstable at least. To end the Threat of the Legion to the Wold forever we may need to use the orb to travel through a gate and take the twin to our orb from the Legion so they can never return here again."
As soon as Vedik Transports the Group into battle Tratain attacks S2
Hit AC 34 for 19 Physical 8 Holy Hit AC 31 for 14 Physical 6 Holy Hit AC 36 for 18 Physical 5 Holy Hit AC 35 for 19 Physical 5 Holy
Tratain's Warhammer is Adamantite, Magic, and Good Aligned for the Purposes of overcoming Damage Resistance.
Tratain the Calls out "Face me Eel Men!" using his Protector Draw Fire Ability (Will Save DC 20 or attack the Protector)
------------------------------------------------------------------------------ Magic Vestment - Armor, Heavy Fortification; 20 Hours Magic Vestment - Shield, Reflecting; 20 Hours Ring of Counterspells - Greater Dispel Magic x2 Water Breathing - 8 Hours Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours Tongues, See Invisibility, Comprehend Language; Permanent Shield of Faith - 24 Minutes Resist Energy(Lightning) - 110 Minutes Shield Other(Plyf) - 24 Hours Freedom of Movement - 240 Minutes Stoneskin DR 10/Adamantine 150 Points - 150 Minutes Death Ward - 7 Minutes Divine Power - 2 of 24 Rounds Good Hope - 10 Minutes
MonthorHit Points:(189 of 189) AC 28 d20+27=34 ; d10+34=35 ; 2d6=2 ; d20+24=30 ; d10+34=43 ; 2d6=7 ; d20+20=28 ; d10+34=35 ; 2d6=6 ; d20+15=21 ; d10+34=35 ; 2d6=5 ; Saturday February 21st, 2009 8:21:40 PM
Greater Magic Weapon ( From Tratain, weapon becomes +5) Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects) Darkvision 60' Necklace of adaptation ( water breathing) Resist Energy, 110 Minutes 30 Lightning resist per attack Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total, Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks, Death Ward +10 to swim checks from ring
============================ Attacks two handed -7 to hit, +14 damage power attack +2 flanking bonus re: S2 from Plyf ( forgot the bonus when I roled, I added the +2 to the hit scores in the attack summaries. -------------------------------------
Attack1 Hit 36 for 35 physical and 2 holy damage
Attack 2 Hit 32 for 43 physical and 7 holy damage
Attack 3 Hit 30 for 35 physical damage and 6 holy damage
Monthor Dimension Doors between the 2 eel men magic users and starts whacking away with Fred at the one on the right (S2)
"Fred says ' SAY HELLO TO MY LITTLE FRRIEND!!!! "
Dwight Saturday February 21st, 2009 9:46:16 PM
Before the group sets off, Dwight offers to look into the forge while they handle the heavy hitters at the door, having little else to offer. "The focus will be on the hard hitters, and I can take a quick look, while invisible without disturbing anything. This will hopefully give us a quick way to prepare to anything new inside. Hopefully no legion await inside."
Dwight accepts the invisibility from the wand as the rest of the group teleports away. He then makes his way toward the battle. He follows the alley south, then outward along the "H" column and then diagonally towards the entrance to the forge.
OOC: I'm not sure if the Freedom of Movement is still active from earlier combat. If it is, riding his broom, Dwight makes good speed. If not, speed would not describe his pace.
-----
Resist Energy, 110 Minutes 30 Lightning resist per attack Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total, Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Death Ward Ioun Stone Invisible Freedom of Movement (?)
Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance) Monday February 23rd, 2009 10:32:28 AM
Plyf prepares herself for yet another battle. She knows they are going to try something devious as the rat fink sons of husbandless mothers would rather attack us then have negotiations.
Many things run through her mind as she wants to get this endeavor over with as fast as possible. Again, the eel men have good loot, but those nasty little barbs can cause someone to go unconcious with enough of them.
Plyf casts Resistance on everyone in the group, while others prepare, granting it a +1 resistance bonus on saves. Every little bit helps.
Resistance on Vedik first, then Tratain, Monthor, Dwight and Plyf last. Vedik has 6 rounds left. Tratain has 7 rounds left Monthor has 8 rounds left Dwight has 9 rounds left Plyf has 10 rounds left.
Water Breathing Magical Vestment Invisible Resistance
O- 8/5
1- 6
To the Forge - DM Matt d20+11=14 ; d20+11=12 ; d20+11=14 ; d20+8=27 ; d20+8=23 ; d20+8=15 ; DARTS d20+17=21 ; d20+17=29 ; d20+17=27 ; d20+17=31 ; d20+17=29 ; d20+17=35 ; d6+2=7 ; d6+2=5 ; d6+2=5 ; d6+2=4 ; d6+2=5 ; d6+2=4 ; 2d4=4 ; 2d4=7 ; 2d4=6 ; 2d4=7 ; 2d4=6 ; 2d4=6 ; d20+20=25 ; d20+20=22 ; d20+20=32 ; Monday February 23rd, 2009 7:07:59 PM
Vedik teleports himself and three of the others into the midst of the spellcasting eel-men.
As soon as they appear, Tratain lashes out, striking the closest mage four times with his great hammer. The eel-man is staggered by the blows, completely surprised by the sudden onslought. [not staggered as in 0 HP, staggered as in flavor text]
Monthor raises his axe and strikes once, finishing off Tratain's opponent. He quickly turns to the other mage, striking three times in succession, and felling that enemy as well.
The three warriors are shocked by the Knights' appearance, but quickly focus their attention on Tratain. By their faces they have decided he is the enemy to take down first.
Plyf casts a few spells before being teleported. [Plyf, add in any actions for after the teleport if desired. Otherwise, you can act now]
Dwight, not being teleported, creeps invisibly along through the alley and across the street. [I wasn't keeping time either, so we'll say the spell has a few minutes left] In a moment, he is creeping along the wall, almost at the doorway. Two of the eel-men give a quick look in Dwight's general direction, but quickly turn their attention back to the fight at hand.
The three remaining warriors move around the side of the group, to a position from which they can strike at the Protector.
As they move, they fire their body quills at Tratain. Six small darts sink themselves into unexposed spots in Tratain's armor (touch attacks 21, 29, 27, 31, 29, 35). Tratain takes a total of 30 damage (absorbed by Stoneskin - none over 10)
Make 6 fortitude saves, each DC 25. Failure means Str damage equal to the one failed (roll in order of following strength damages): 4, 7, 6, 7, 6, 6.
The three eel-men lash out with their long, scaly tails, all three missing their target.
[map being emailed]
TratainCurrent Spells HP 222/198 AC 43 d20+28=47 ; d20+28=47 ; d20+28=41 ; d20+28=47 ; d20+28=46 ; d20+28=32 ; d20+32=51 ; d20+27=42 ; d20+22=26 ; d20+17=24 ; d8+13=15 ; d6=6 ; d6=4 ; d8+13=21 ; d6=1 ; d6=6 ; d8+13=20 ; d6=3 ; d6=1 ; d8+13=18 ; d6=6 ; d6=4 ; d20+32=36 ; d8+13=17 ; d8+13=17 ; Monday February 23rd, 2009 7:39:15 PM
As the Group Teleports in and two Eel Men fail before the knights attacks Tratain thinks that everything seems to be going well, quickly followed by That sure is alot of Darts comming my way but he manages to fight off the effects of them all (Saves 47, 47, 41, 47, 46, 32)
Tratain takes a 5 foot step to K29 and attacks W1.
Hit AC 51, 36 to Confirm Crit for 15 Physical or 49 Physical if Crit Plus 10 Holy Hit AC 42 for 21 Physical 7 Holy Hit AC 26 for 20 Physical 4 Holy Hit AC 24 for 18 Physical 10 Holy
------------------------------------------------------------------------------ Magic Vestment - Armor, Heavy Fortification; 20 Hours Magic Vestment - Shield, Reflecting; 20 Hours Ring of Counterspells - Greater Dispel Magic x2 Water Breathing - 8 Hours Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours Tongues, See Invisibility, Comprehend Language; Permanent Shield of Faith - 24 Minutes Resist Energy(Lightning) - 110 Minutes Shield Other(Plyf) - 24 Hours Freedom of Movement - 240 Minutes Stoneskin DR 10/Adamantine 120 Points - 150 Minutes Death Ward - 7 Minutes Divine Power - 3 of 24 Rounds Good Hope - 10 Minutes
MonthorHit Points:(189 of 189) AC 28 d20+27=39 ; d10+34=42 ; 2d6=4 ; d20+24=36 ; d10+34=42 ; 2d6=9 ; d20+20=27 ; d10+34=35 ; 2d6=3 ; d20+15=34 ; d20+15=23 ; d10+34=42 ; 3d10+34=52 ; 2d6=7 ; Monday February 23rd, 2009 8:19:22 PM
Greater Magic Weapon ( From Tratain, weapon becomes +5) Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects) Darkvision 60' Necklace of adaptation ( water breathing) Resist Energy, 110 Minutes 30 Lightning resist per attack Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total, Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks, Death Ward +10 to swim checks from ring
===============
Attacks two handed -7 to hit, +14 damage power attack -------------------------------------
Attack1 Hit 39 for 42 physical and 4 holy damage
Attack 2 Hit 36 for 42 physical and 9 holy damage
Attack 3 Hit 27 for 35 physical damage and 3 holy damage
Attack 4 hit 34 (crit role 23) for 42 ( 116 if crit hit) physical and 7 holy damage
=================== Living up to his nickname, Monthor the "mage killer" moves forward 5 feet and hacks at the warriors (W3- cleave W2)
" Set them up Tratain... and Fred will knock them down TOWN!!!! "
Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance) d20+7=27 d20+10=13 Tuesday February 24th, 2009 9:40:16 AM
Plyf moves along the floor of the underwater city keeping a sharp lookout for more enemies to arrive.
Not having the freedom of movement the others have, she takes her turn to move 15 feet straight up in the water and another 15 forward to wind up at N30 this round.
Listen: 27 (Natural 20) Spot: 13
Water Breathing Magical Vestment Invisible Resistance 9/10
O- 8/5
1- 6
Vedik AC 34 (15 touch) HP 206/214 Character SheetCurrent Spells 10d6=36 ; Tuesday February 24th, 2009 10:13:14 AM
Vedik watches their enemy, waiting for one to make a move.
OOC: Ready Action: Cast Destruction on first enemy to attempt to sound an alarm or flee. Fort Save DC 25 or die. 36 damage on successful save.
To the Forge - DM Matt Tuesday February 24th, 2009 3:09:33 PM
Tratain shrugs off all of the darts, to the surprise and annoyance of the warriors. [seriously? all 6??? It's PC surgery time]
He then steps in and swings his hammer, striking the warrior with four heavy blows (crit confirmed).
Monthor also steps forward, swinging his axe and destroying W3 in a matter of seconds (crit missed, but didn't matter).
continuing soon...
Dwight hp 144/144, ac 25 d20+15=16 ; d20+13=30 ; Tuesday February 24th, 2009 3:46:50 PM
Dwight continues to move invisible toward the entrance to the forge. Once there, floating on this broom, he looks for obvious traps, assuming these sea creatures will take advantage of land walkers walking.
spot: 16 :( listen (inside the forge or away from combat if I don't make it to the forge entrance.): 30
Next round, seeing the combat going well, Dwight hopes to move into the forge....slowly to "see what he can see"
============================================
Resist Energy, 110 Minutes 30 Lightning resist per attack Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total, Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Death Ward Ioun Stone Invisible Freedom of Movement (?) Flying/Swimming on Broom
To the Forge - DM Matt Darts: d20+17=36 ; d20+17=28 ; d20+17=37 ; d20+17=20 ; d20+17=28 ; d6+2=3 ; d6+2=6 ; d6+2=6 ; 2d6+4=9 ; d20+20=39 ; d20+20=24 ; d20+22=40 ; d20+22=40 ; Tuesday February 24th, 2009 4:34:58 PM
Tratain shrugs off all of the darts, to the surprise and annoyance of the warriors. [seriously? all 6??? It's PC surgery time]
He then steps in and swings his hammer, striking the warrior with four heavy blows (crit confirmed).
Monthor also steps forward, swinging his axe and destroying W3 in a matter of seconds (crit missed, but didn't matter).
Plyf moves over and upward, getting herself into a better position, while Vedik readies himself to cast a spell should the need arise.
Dwight moves to the building entrance and investigates. He neither sees nor hears anything (other than the battle going on) that gives him cause for concern.
The two remaining warriors continue their attack on Tratain. 4 more darts fire, each hitting the Protector (touch ACs 36, 28, 37, 28. Crit 37 confirmed with 20). Tratain's protective spells again absorb the damage (total of 24 off of Stoneskin).
The two warriors lash out with their tails and tridents, all of which just barely miss the Protector (again).
[map via email]
MonthorHit Points:(189 of 189) AC 28 d20+27=31 ; d10+34=40 ; 2d6=5 ; d20+24=28 ; d10+34=43 ; 2d6=8 ; d20+20=25 ; d10+34=37 ; 2d6=6 ; d20+15=33 ; d20+15=23 ; d10+34=40 ; d10+34=35 ; d10+34=36 ; 2d6=4 ; Tuesday February 24th, 2009 8:03:02 PM
Greater Magic Weapon ( From Tratain, weapon becomes +5) Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects) Darkvision 60' Necklace of adaptation ( water breathing) Resist Energy, 110 Minutes 30 Lightning resist per attack Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total, Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks, Death Ward +10 to swim checks from ring
===============
Attacks two handed -7 to hit, +14 damage power attack -------------------------------------
Attack1 Hit 31 for 40 physical and 5 holy damage
Attack 2 Hit 28 for 43 physical and 8 holy damage
Attack 3 Hit 25 for 37 physical damage and 6 holy damage
Attack 4 hit 33 ( crit 23) for 40 ( 111 if crit hit) physical and 4 holy damage
-----------------
Monthor continues to filet the fishes... "Time to make the sushi!!!"
TratainCurrent Spells HP 222/198 AC 43 d20+26=37 ; d20+21=25 ; d20+16=24 ; d20+11=16 ; d8+7=13 ; d6=3 ; d6=6 ; d8+7=10 ; d6=3 ; d6=1 ; d8+7=12 ; d6=6 ; d6=4 ; Tuesday February 24th, 2009 8:14:01 PM
Four more darts hit the Protector but this time he begins to wobble a little bit. (Saves Nat 1, 44, 39, Nat 1)
Tratain continues his attack against the Fish Man, If he finishes his Target he attacks the second one if it is still alive.
(Rolled All attacks and Damage Rolls without STR Modifier)
Hit AC 37 for 13 Physical 9 Holy Hit AC 25 for 10 Physical 4 Holy Hit AC 24 for 12 Physical 10 Holy 4th attack Hits ac 16
------------------------------------------------------------------------------ Magic Vestment - Armor, Heavy Fortification; 20 Hours Magic Vestment - Shield, Reflecting; 20 Hours Ring of Counterspells - Greater Dispel Magic x2 Water Breathing - 8 Hours Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours Tongues, See Invisibility, Comprehend Language; Permanent Shield of Faith - 24 Minutes Resist Energy(Lightning) - 110 Minutes Shield Other(Plyf) - 24 Hours Freedom of Movement - 240 Minutes Stoneskin DR 10/Adamantine 96 Points - 150 Minutes Death Ward - 7 Minutes Divine Power - 4 of 24 Rounds Good Hope - 10 Minutes
Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance) d20+3=19 ; d20+16=19 ; d20+14=17 ; Wednesday February 25th, 2009 9:32:13 AM
Plyf swims over to R28, just above Dwight and begins searching for traps, while the other Grey Knights finish off the warrior fishmen. If she finds something, she removes it.
Swim: 19 Search: 19 Disable Device: 17
ooc: What crappy rolls.
Vedik AC 34 (15 touch) HP 206/214 Character SheetCurrent Spells Wednesday February 25th, 2009 10:07:56 AM
Vedik continues to wait for a fishman to flee or sound the alarm.
OOC: Ready Action: Cast Destruction on first enemy to attempt to sound an alarm or flee. Fort Save DC 25 or die. 36 damage on successful save. *damage rolled in prior post.
To the Forge - DM Matt Wednesday February 25th, 2009 3:42:11 PM
Tratain Highlight to display spoiler: { actually, no strength damage. I just noticed something I missed in the rules: "If a creature has sufficient DR to avoid taking damage from the attack, the poison does not affect it." So your stoneskin saves you from the poison effects, unless a dart gets a critical hit and I roll 11 or higher}
Monthor steps in and keeps swinging his axe, single-handedly taking down a second eel-warrior in four swipes. (no crit, missed by 1 again, aiming for AC 24)
Tratain raises his warhammer and brings it smashing down onto the other warrior's head, instantly killing that one as well.
Five dead eel-men litter the ocean floor, and the battle is over before it really began.
Plyf, meanwhile, moves to the door and searches for any traps. She finds none.
Vedik waits, and finds himself missing the action as the last enemy falls.
You are now alone in front of the white stone building. Peering inside, Dwight sees that it is dimly lit, with one large room filling the entire floor.
The drums continue, noticeably closer than before.
Vedik AC 34 (15 touch) HP 206/214 Character SheetCurrent Spells Wednesday February 25th, 2009 5:07:41 PM
Vedik casts detect magic, searching the bodies for magical items. "Search the bodies, we must move quickly. When we're all inside the forge, I will begin to repair the Orb. I can not say how long it will take, but I think the forge will speed things up a bit."
He then points out items with a magical aura to the group, and helps collect them.
OOC: I'm assuming we're still in combat rounds, so I didnt post any more actions. If you want to speed play up, Vedik will be repairing the orb using his fixer mojo as soon as everyone's inside.
TratainCurrent Spells HP 222/198 AC 43 Wednesday February 25th, 2009 8:50:03 PM
Tratain says "Gather up anything of Value quickly and lets get inside the forge. If there are more fish men comming at least it'll be a bit mroe defenseable."
Tratain hands over the Orb to Vedik once inside the Forge hopeing that the Old Dwarf will be able to do something with it. While Vedik is attempting to Fix the Orb, Tratain Pulls out his Cold Iron Warhammer and gets ready to cast Align Weapon(Good) upon it.
Dwight hp 144/144, ac 25 d20+15=16 ; d20+13=21 ; d20+13=31 ; Wednesday February 25th, 2009 10:00:02 PM
Dwight advances 5' inward and then 5' north (S27)--assuming the room is empty--- and then scans again for traps, and unwanted eel-men presence as well as for the rumored 'forge'. He tries to keep an open mind as to what the 'forge' now looks like begin old and under water; does he sense an warmth like he would from a normal forge?
spot: 16 :( (2 of my last 3 rolls have been 1's !) listen: 21
no idea what to roll for sensing water temperature increase: listen perhaps as it is often used for smell rolls in my games: 31
If room is NOT empty, and Dwight is NOT seen but sees them, he floats back out to warn the others.
============================================
Resist Energy, 110 Minutes 30 Lightning resist per attack Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total, Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Death Ward Ioun Stone Invisible Freedom of Movement (?) Flying/Swimming on Broom
Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance) Thursday February 26th, 2009 11:55:53 AM
Plyf has no remores for the dead and hopes that the others take everything they value. "Before when I heard the drums, they were not moving. No they sound closer. That means, either we moved closer to them, or they to us, at this time I am uncertain."
She waits for the alright from others before she too enters the forge, "Any chance this building is a decoy? Perhaps their magic users enchanted it to appear this way?
ooc: DM, it seems I was the only person with the resistance spell on them, so spells are like this.
Water Breathing Magical Vestment Invisible Resistance 9/10
O- 8/1
1- 6/0
MonthorHit Points:(189 of 189) AC 28 Thursday February 26th, 2009 7:49:27 PM
Monthor stands watch while the others do that thing they do. Then he enters the building last.
The Orb - DM Matt Monday March 2nd, 2009 4:05:54 PM
[out of combat rounds, but keep actions relatively short. Under 1 minute each post to be safe]
Vedik casts a spell and gives the bodies a once-over. The warriors' tridents glow with magical auras, and the two mages have, between then, a ring, two rods, and what appears to be a spellbook (only 1).
Once done, Vedik moves inside to begin repairing the orb.
Tratain rushes everyone inside, even as the drums sound, even closer this time. In the distance, a few large shapes can be seen swimming in and out of the light: a group of sawfish, probably the precursor to the main host.
Dwight searches inside, but finds no traps.
Plyf concentrates on the drums, and is now sure they are getting closer, and at a steady pace. She wonders if the building is a decoy.
Monthor waits until the others go in, then brings up the rear, taking one last look around for trouble.
Inside, the Knights find a single, large, oval-shaped room. In the middle of the far wall, taking up almost half the wall, is a large waist-high basin. It forms a half-circle out from the wall. A few thin pillars rise from the basin wall to the ceiling, but seem to be more decorative than utilitarian.
The inside of the basin is smooth and flat, but at the center is a round depression. Around that, in a circular pattern, are rings of script in an unfamiliar language..
Even as Tratain removes the orb from its packing and hands it over to Vedik, the glass ball begins to pulse faintly. At the same time, the entire basin starts to glow with a faint, reddish light.
[please specify exact actions vis-a-vis "fixing" the orb, or anything else anyone is doing]
Vedik AC 34 (15 touch) HP 206/214 Character SheetCurrent Spells Monday March 2nd, 2009 5:05:05 PM
Vedik ponders the reddish light, being similar to the glow Woldsblood gives off. He calls on Alemi to help him understand the text, casting Comprehend Languages and touching the writing around the basin. He calls out "Can anyone else read or understand this?" He then tries to read it.
OOC: Cast Comprehend Languages DM Question: What happens when I draw woldsbood underwater? Usually in air it evaporates quickly, unless I'm holding it, then its safe. But underwater might be different. I just dont want to loose my fixer levels if I summon some and it gets loose and causes will saves.
TratainCurrent Spells HP 222/198 AC 43 Monday March 2nd, 2009 9:40:25 PM
Tratain says "Monthor, Keep an eye out for those Fish Men. Let me know if they get Close and I'll block the entrance."
Tratain then Casts Align Weapon(Good) on his Cold Iron Warhammer. After that he attempts to look at the Writing around the forge with his Comprehend Language to see if he can tell what it says.
MonthorHit Points:(189 of 189) AC 28 d20=14 ; d20+4=11 ; Tuesday March 3rd, 2009 7:17:19 AM
"Yer asking ME to keep watch??? " {occ> Obviously, someone's not been keeping track of my spot/listen checks..... }
" Okee dockalee then. "
Monthor and Fred keep watch.
(14 and 11 )
Dwight hp 144/144, ac 25 d20+15=24 ; d20+25=38 ; Tuesday March 3rd, 2009 3:32:29 PM
Hearing Monthor's questionable 'okay', Dwight also moves to watch for oncomers. "Watching to door also", pipes a floating voice. Dwight remains invisible, hoping to see something before being seen. "Those bodies outside are likely to draw some attention, sooner rather than later," he adds obviously.
Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance) d20+19=27 ; Tuesday March 3rd, 2009 3:51:03 PM
Plyf puts in hand her wand of Greater invisibility and thinks of her dagger, the only thrusting weapon she is proficient in, but looks at the tridents with some thought. Would it be possible to use these more effeciently? It will be harder to hit them if I use one, but it will do more damage then this dinner knife I have when I do it? Ah give it a try and pick one up.
Grabbing a spear in one hand to get a feel for the weapon, she tells her team mates, "I will use my wand and bestow Greater invisible on you all, before I too take one, before melee."
Picking up a trident, she uses her Use Magic Device on the glowing weapon, in case it is aligned or has properties available she is not aware of.
Use Magic Device: 27
The Orb - DM Matt Tuesday March 3rd, 2009 8:40:58 PM
As Vedik brings the orb closer to the round depression, the entire basin begins to glow brighter, and the orb pulses stronger and stronger. It almost falls out of Vedik's grip from the vibrations.
Vedik Dexterity check DC 15 Highlight to display spoiler: { The orb didn't quite "fall" out of your grip. More like it tried to move out of your grip. The difference in sensation is almost undetectable, but you'd swear it was trying to get to the round spot on the floor}
Vedik casts a spell and and runs his fingers over the script, quickly learning what is written:
The Orb of Vassi in its place, Masters come through time and space, To rule with power, wisdom, grace, To give the Wold their dark embrace.
Vedik Highlight to display spoiler: { since I honestly don't know, we'll just say "same thing as drawing it in normal air." If your concern is having it float away, assume the blood is thicker and heavier than the seawater, and so will sit in your hand just fine, unless you tip it or something.}
Tratain takes a moment to ready his warhammer.
Plyf grabs a trident and tries a few practice stabs with the weapon, getting a feel for its weight and balance. Plyf Highlight to display spoiler: {You as Plyf don't know this yet, of course, but you as Buzz should add +2 to your attack rolls with the trident}
Plyf intelligence check DC 15 Highlight to display spoiler: { Playig with the trident, you get the sense that the weapon would perform admirably if thrown by a skilled hand. It is sleek and well-crafted. You can't tell more just from your examination}
Plyf also uses her Greater Invisibility wand on whoever accepts it. [Please specify if you are now invisible]
Monthor moves to the door, along with an invisible Dwight. As the pair reaches the entrance, they are almost knocked over backward as something moves past quickly. Another giant fish, passing within inches of the door, snarls as it swims pass.
Clearly no chance encounter. The fish knows that enemies - or at least food - is nearby.
The drums, meanwhile, sound like they are just around the corner.
[30 second max actions per post please]
Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance) d20+7=9 ; d20+10=12 ; d20+19=20 ; d20+1=12 Wednesday March 4th, 2009 11:55:00 AM
Plyf tucks her wand in her belt and in her off hand holds the glowing weapon. "lets see what this does now." She reaches over and uses her UMD on a rod that was found.
Her nervousness leaves her unable to function in any way as she thinks of her emminent death.
Listen: 9 (natural 2) Spot: 12 (Natural 2) UMD on Rob: 20 (Natural 1) Int Check: 12
Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance) d20+19=39 ; Wednesday March 4th, 2009 11:59:13 AM
If there is time, she would try her UMD on the other rod. If no time, I understand.
UMD on second rod: 39 (Natural 20)
That's crazy.
MonthorHit Points:(189 of 189) AC 28 Wednesday March 4th, 2009 12:18:40 PM
Greater Magic Weapon ( From Tratain, weapon becomes +5) Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects) Darkvision 60' Necklace of adaptation ( water breathing) Resist Energy, 110 Minutes 30 Lightning resist per attack Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total, Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks, Death Ward +10 to swim checks from ring Greater Invisibility
------------------------------------------------ Monthor accepts the greater invisibility.
" Come one girls!!! Do what needs to be done and lets get out of here... We got BIIIIIIIG fishies out here!! "
Monthor readies an attack should anyone(thing) come through and endanger them....
Vedik AC 34 (15 touch) HP 206/214 Character SheetCurrent Spells d20=14 ; d20+20=35 ; Wednesday March 4th, 2009 3:31:10 PM
Vedik calls on the power of Alemi to draw Woldsblood and begins to fix the orb as he has done in the past. While doing this, he slowly transfers the orb from his hands to the basin, being extra certain to not let it slip. He places the Orb in the depression, and when the repair is done, attempts to activate it.
OOC: Dex Check: Passed (Vedik has a +1 dex, forgot to include in roll) Draw 4 drops of Woldsblood Repair the Orb UMD to activate: 34 (misclicked on bonus, its +19 not 20)
TratainCurrent Spells HP 222/198 AC 43 Wednesday March 4th, 2009 5:24:50 PM
Tratain waits and watches as Vedik attempts to Fix the Orb.
He says "When the Portal opened from the other side it was always near our Orb, so the Legions orb should be close. When The Portal Opens get ready to go in after it, I'll need to cast two spells before we go into the portal Once I give the signal we go."
Dwight hp 144/144, ac 25 d20+13=15 ; d20+15=16 ; d20+25=44 ; Wednesday March 4th, 2009 10:50:51 PM
"How much time we looking at?" inquires Dwight as he silently counts before the big fish returns (attempting to get rotation pattern) "Given the dead outside, they've got to know we are close," he adds ever so quietly.
Remaining invisibile, watching and waiting for Tratain word to enter the legion's Wold.
spot: 15 listen: 16 hide: 44 (plus invisible)
MonthorHit Points:(189 of 189) AC 28 Thursday March 5th, 2009 6:00:15 AM
Before going in... Monthor will activate his protection from evil Brahm's tatoo.
The Orb - DM Matt 2d20=19 ; Thursday March 5th, 2009 7:33:53 AM
Plyf plays with one of the rods, but can't seem to make it activate. She picks up the other rod and waves it a few times. It glows briefly, then stops again. Whatever it does, it just did it, though there are no apparent signs of anything. [OOC: UMD lets you activate blindly, but it doesn't provide any information as to an item's properties, other than what you can see]
At the least, Plyf doesn't explode, so maybe the rod isn't too dangerous.
Monthor, now invisible, stands at the doorway, axe in hand, ready to decapitate the first eel-man that walks through.
Tratain gives some instructions and warnings, preparing to cast a few spells before going through any (hopeful) portal that appears.
Dwight watches the street for a moment, and counts 19 seconds until the fish (or another one) swims by again, this time a bit slower.
The drums stop beating. Poking their heads out, Monthor and Dwight look up and down the street, beholding a grim scene. At least 50 eel-men warriors clogging the street on each side (about 100 feet away in either direction), with small groups of mages directing them.
Overhead, a number of giant sawfish swim to and fro.
To the left, one eel-man wearing a dark red, scaley tunic and holding a long sceptre, raises hands to mouth and yells, "INTRUDERS! LAND WALKERS! Come out, return to us what is ours, and swim out of here alive!" There is a ripple of laughter and tail thrashing when he uses the word "swim." "You have until the count of twenty."
There is no indication that any of them see the invisible Dwight and Monthor.
Meanwhile, Vedik is working feverishly, yet deliberately, on the orb.
He places the glass ball into the depression, and the entire surface of the orb changes. Reddish, glowing lines appear all over the orb, making a grid of sorts. The entire orb now looks like a chessboard wrapped into a ball. There is a faint click when Vedik places it in the depression, and it locks itself into place. The entire room begins to hum faintly.
Vedik takes a moment to draw some Woldsblood, and looks over the orb. He immediately notices that in several places, the gridlines are either erased, or redirected. The reddish glow is fainter in those places.
On the wall at the back of the basin, something flashes. A wide space in the wall, floor to ceiling and almost 8 feet long, turns black for a moment, then flashes back to normal.
A second later, the same flash: a scene of dark red mountains on a grey sky, lighting thrusting from blackened clouds. Back to the white wall.
A crumbling marble temple, twisted, demonic bodies laying dead on the floor. A larger, black-scaled demon stands over the bodies, snarling, then looks up. It sees Vedik and points a gnarled finger in his direction. Back to the white wall.
The flashes continue, showing a variety of unsettling scenes. Those watching notice, in some, a few of the Legion warriors you've fought before (including the dead bodies on the temple floor).
Vedik sits, Woldsblood at the ready, and counts a total of 8 places on the orb where the gridlines are disrupted in some way. Applying two drops to one of the places where a gridline has been erased, he finds that he can retrace the intended path of the line by tracing it with his finger after applying the Woldsblood.
Vedik Highlight to display spoiler: { You can use your Restore All ability to fix the orb. There are two types of problems: a mising line, which will take 2 drops to fix, and a misdirected line, which will take 3 drops (1 to erase the incorrect line, 2 to draw the new one). It is a full round action to make one repair, so please be specific as to actions in the next post. You have 30 seconds to act before next DM post, so anything that takes a move action needs to be specified as well. It may become important to determine exactly when the orb is fully repairs in relation to the enemies outside}
The Orb - DM Matt Thursday March 5th, 2009 7:35:34 AM
Addendum:
I meant that Vedik fixed one in my post above. There are 7 spots remaining.
Also, 30 second max for actions please.
MonthorHit Points:(189 of 189) AC 28 Thursday March 5th, 2009 8:06:14 AM
Greater Magic Weapon ( From Tratain, weapon becomes +5) Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects) Darkvision 60' Necklace of adaptation ( water breathing) Resist Energy, 110 Minutes 30 Lightning resist per attack Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total, Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks, Death Ward +10 to swim checks from ring Greater Invisibility
=========================
Monthor activates his Protection From Evil tatoo.
" Can anyone seal off the building? Blade barriers? Stone walls? Walls of force? A couch proped up against the door? Marbles on the floor? ... anything??? The less points of entry they have, the better. "
Vedik AC 34 (15 touch) HP 206/214 Character SheetCurrent Spells d20+29=49 ; Thursday March 5th, 2009 8:35:34 AM "This is gonna take a minute or so. the dwarf calls out as he works. He then draws forth more woldsbood, straining his abilities and drawing more than he is usually comfortable doing. Alemi smiles on him however, and he draws the drops into his hand and begins to work, addressing the misdirected lines first. Working methodically, he begins to repair the orb.
OOC: Starting Drops: 1 in hand Full round action 1 : Attempt to draw 6 drops: DC 40: Passed (7 Drops in Hand - 4/9 draws) Full round action 2 : Erase a misdirected line (6 drops in hand) Full round action 3 : Draw in the line (4 drops in hand) Full round action 4 : Erase a misdirected line (3 drops in hand) Full round action 5 : Draw in the line (1 drop in hand)
Matt, I think I got this right: FRA to erase, FRA to draw. There's some that just need drawing, others that need erasing and redrawing. Can I see how many of each type is left? Actions this round should repair 2 of the erase and redraw problems. Also, rounds are 6 seconds, so 5 rounds in 30 right?
OOC: buffs: 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) Resist Energy (Lightning 30), (SL 2, CL 11, 110 Minutes, cast after prisoner death) Stone Skin (SL 4, CL 15, 150 minutes, cast before d-door attack) Good Hope (SL 3, CL 10, 10 minutes, cast before d-door attack) Shield of Faith (SL 1, CL 16, 10 minuhtes, cast before d-door attack) Spell Immunity (SL 4, CL 16, 160 minutes, cast before d-door attack) Enervation, Lighting Bolt, Dimensional Anchor, Melfs Acid Arrow Death Ward (SL 4, CL 7, 7 minutes, cast before d-door attack) Invisible - not sure CL/duration
Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance) d20+3=8 ; Thursday March 5th, 2009 1:20:10 PM
"Whatever you have to do, hurry up! There is a school of fishies out there and someof them cast spells, I think." Plyf inhales a deep lungful of water to try and relax and not able to block the door as was suggested, she takes a moment and casts Detect Magic to look closer at the rod.
Actions: Cast Detect Magic and Spellcraft on Rod: 8
Water Breathing Magical Vestment Invisible Resistance
O- 8/2
1- 6
TratainCurrent Spells HP 222/198 AC 43 Thursday March 5th, 2009 4:50:27 PM
Tratain says "Monthor and Dwight, Tell me when they are really close to the Entrance and then step back. I can keep them out for a little bit."
When Given the Signal by Dwight and Monthor Tratain will cast Prismatic Wall to block the Entrance into the Forge.
------------------------------------------------------------------------------ Magic Vestment - Armor, Heavy Fortification; 20 Hours Magic Vestment - Shield, Reflecting; 20 Hours Ring of Counterspells - Greater Dispel Magic x2 Water Breathing - 8 Hours Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours Tongues, See Invisibility, Comprehend Language; Permanent Shield of Faith - 24 Minutes Resist Energy(Lightning) - 110 Minutes Shield Other(Plyf) - 24 Hours Freedom of Movement - 240 Minutes Stoneskin DR 10/Adamantine 96 Points - 150 Minutes Death Ward - 7 Minutes Divine Power - 13 of 24 Rounds Good Hope - 10 Minutes
Dwight hp 144/144, ac 25 Thursday March 5th, 2009 8:56:39 PM
Dwight remains hiding keeping and eye on the approaching army and an ear on Vedik's work. Wish I had more to offer, to speed things along
"I have an eversmoking bottle, should I let if go to fog their vision? I'm pretty certain they already know where we are."
Dwight looks to the others holding his action, waiting for approval or disapproval.
OOC: This is assuming the smoke would exit the building, as I don't want to make Vedik's job harder. Eversmoking bottle will obscure 50 feet in 1 round and spread another 10 each round until it reaches 100. Not sure how the DM may interpret results in water---I'd guess it's magical so still works, but range may differ.
Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance) Friday March 6th, 2009 10:43:56 AM
Frustration sets in on the rogue turned bard. She has always been one of action and movement. Waiting was never something she enjoyed. She does trust her new companions though. They seem very sure of themselves and from the damage they have dealt to those that stood in their way, she is glad to be supporting them from behind, instead of being one of the unfortunate.