Calling for a Crew - DMAl Friday May 22nd, 2009 9:37:28 PM
"Hurt? I don't think so." The halfling turns at the sound of Belkior's voice. His eyes drop immediately to the cleric's dark furry cat legs. "Today's a day for strange ones," he comments.
The crowd is full of people milling about. Belkior searches for the one named Stom, but never having met him, it would be near impossible to pick someone like that out of this shifting crowd.
When Syr asks the halfling about his cargo, he takes on a cautious look. That look, however, softens and he becomes helpful as he takes in Syrdeth's mien, and comes to the realization that the elf is trying to help him. "Tender Farfoot is the name, out of Dirt City. I've come to start a trade in ... " Tender Farfoot looks both ways and then whispers. " ... magic. Weapons. Armor. Various and sundry. They said it was impossible to caravan goods overland to Floating City." He gazes out over the docks to the pier at the end of which his ship had been pulled down into Turtle Lake. "Maybe they were right."
"Look, I thank you for your concern, and I'd love to sit around and chat, but I've got to get a salvage crew down there right away. The longer my goods are under water the less I'll be likely to get for them."
Tender Farfoot leaps to the top of a reasonably large crate, spry for a halfling of advanced middle-age. "LISTEN! LISTEN YE ALL! I'M TENDER FARFOOT, OWNER AND MASTER OF THE LUCKY PENNY, THE SHIP THE MONSTER TOOK INTO THE LAKE," the halfling shouts. "I'M HIRING A SALVAGE CREW. MEN EXPERIENCED IN THE LAKE. THERE'S WEALTH IN THIS FOR THOSE WHO'LL BRAVE IT."
The crowd is silent. None answer the call. "With that monster still out there somewhere?" a voice calls out. "You're mad." "Not on your life." "T'is death to enter the water." Different voices take up the general sentiment of the crowd.
OoC: Once again, I'll be monitoring the board over the weekend. If you have any posts that require responses, I'll try to answer them before the official DM post next Monday. (I won't be taking Memorial Day off.)
Florin Jadenth d20+3=5 ; d20+3=6 ; Friday May 22nd, 2009 10:28:43 PM
(OOC:Al, letting you know that Florin's sheet is up and should be taken care of now. I fixed hit points, skills and to hit facrors.)
Florin listens to the request and wonders as he looks to Syr and speaks to him, "I wonder if it would be ok to help him since we took the other job?" Florin wants to help considering his paladin duties but he has also signed a contract with the Overlord's office and doesn't want to breach that. Florin figures it would be easier to allow Syr who is the leader decide on what he thinks should be done.
(Spot:5 Listen:6)
Jass d20+7=17 ; Friday May 22nd, 2009 11:18:42 PM
After the Dim Door, it takes a second or so for Jass to get his bearings. Seeing he's not to get any knowledge from sitting on the docks, he waves himself a quick Mage Armor and Fly spell and goes 30 feet over the water around where the ship was taken. He looks for any obvious flotsam trail, and then casts Detect Magic to study the water to see if there is any magic in/around the water.
"Here, big monster monster. Here I am, a big juicy magical target. Wanna come and get me?"
Out of his pants pockets, he pulls a wooden staff... .......
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 133) d20+22=31 ; d20+6=7 ; d20+17=25 ; d20+18=29 ; Saturday May 23rd, 2009 1:02:28 PM
Brahmah begins to immediately tracking and looking or signs of the monster. (Survival 31, +4 if human or centaur, +2 for magical beast.... Search 7, Listen 25, Spot 29... include any of the above bonuses which might matter)
At the End of the Dock - DMAl (A Weekend Post) d20+7=25 ; Saturday May 23rd, 2009 8:24:43 PM
It doesn't take long for two of the newest members of the Crimson Shields to approach the end of the dock. From his place thirty feet above the water, Jass can see that the debris is concentrated largely in a circular pattern around the end of the dock. It does not appear to trail off in any particular direction.
When Brahmah reaches the end of the dock, he finds the boards wet from waves that have washed up and over the dock, sweeping everything off that had not been tied down, off into the lack. The panic at the creatures attack on top of the normal busy traffic that usually runs up and down the docks day in and day out serve to obscure the specifics of most tracks that one might find in such a place as this. But the minotaur ranger is nothing if not a consummate tracker. It doesn't take him long before he finds a series of round parallel marks upon the wood, round marks that decrease in size, tapering toward one end. After finding the first set, it isn't difficult to pick out more. Some, near the edges of the dock, appear to be as large as dinner plates.
A taur of the sea as well as a ranger, Brahmah considers what manner of creature might leave such a print, and the only thing that he can conceive of is the great Kraken. (Knowledge Nature 25) But what would a Kraken be doing in a fresh water lake?
Brahmah spots the disturbance first, his eye catches a gentle swelling of the water at the end of the dock. Bubbles begin to burst from the surface the water begins to boil once again. From above, Jass catches a white mass as it rushes upward. Quick, it is alarmingly quick. A dark rigid pole with cream white wings, It breeches, sending spray high enough to wet Jass thirty feet above. Then it splashes back to the surface of the lake to lie limp, spread out, and remain unmoving. It is no more than a mast and sail of the ship that must have broken off and risen quickly from the depths below. Given the place from which the mast appeared, it seems reasonable to assume that the ship was dragged straight down, where it must lie now, in the arms of the creature.
Belkior Sunday May 24th, 2009 9:48:26 PM
The halfling cleric peers at the debris in the water while staying as far from the edge of the dock as possible. Belkior is wondering about exactly how big a kraken ... whatever that is ... must be for it to be able to pull an entire ship down.
"Ummm ... I can cast Water Breathing so that we can go underwater. For at least a couple hours each. But it won't make it easier to move or fight underwater and I don't have enough spells for that, today."
Spells 0 - DC 17 - (6) - Detect Magic(x2), Detect Poison(x2), Read Magic(x2) 1 - DC 18 - (7) - Bless(x2), Comprehend Languages, Sanctuary(x2), Shield of Faith(x2) (D - Protection from Evil) 2 - DC 19 - (6) - Aid(x2), Remove Paralysis(x2), Spiritual Weapon, Status (D - Aid) 3 - DC 20 - (6) - Daylight, Invisibility Purge, Prayer, Water Breathing, Water Walk, Wind Walk (D - Magic Circle Against Evil) 4 - DC 21 - (4) - Freedom of Movement(x2), Neutralize Poison(x2) (D - Holy Smite) 5 - DC 22 - (4) - Break Enchantment, Greater Command, True Seeing, Wall of Stone (D - Dispel Evil) 6 - DC 23 - (3) - Blade Barrier, Greater Dispel Magic, Summon Monster VI (D - Heal) * = cast
Florin Jadenth Monday May 25th, 2009 4:44:11 PM
Florin leans his head to the side, listening to the comments made and ponders things before speaking mainly to Brahmah, "Being a man....I mean taur of the sea, is it possible to make it surface to fight it? I mean it's a animal correct or is it smart enough to know better?" Florin doesn't like the idea of going into the water to fight a animal, it would be much easier to fight it on the surface he thinks but if it's not possible then he guesses that going to it would have to do.
Florin does think of the shake that happened some time ago and wonders if it has something to do with this problem, maybe opening a underwater cave or such or something.
(The shift of the Southern Continent was suppose to felt Wold wide. I'm trying to play it where Florin of course doesn't know that any changed have happened other then the quake moreless so I hope thats ok. If not then ignore the last part of my post.)
Syr Ac 35/34 HP 154 Monday May 25th, 2009 9:36:19 PM
"no loss of life, only property. What do y'all think?" he looks at the others. "I for one am not keen on swimming!"
Jass Monday May 25th, 2009 10:28:30 PM
The froth arrives from just below Jass and the sorcerer keeps his wits. Brandishing the staff he calls out "Charm... prarie pigs." It's only flotsam.
The sorcerer returns to the docks. "Straight down, should be really easy to follow, but I'm not really good at holding my breath that long. I can alter my form to breathe water and not worry about the crushing depths, but I can't do it for the rest of you: the magic doesn't work that way."
He cocks his head. "We ARE going down after it, right?"
You're My Only Hope - DMAl Monday May 25th, 2009 10:58:37 PM
"Will no one take up my commission?" Tender Farfoot pleads with the crowd. Spying the bulk of the Crimson Shields at their investigations, he hops down from the crate and runs out on the dock after them, keeping a watchful eye out, of course, for monsters who might rise up out of the lake with a taste for halflings.
"How about you lot?" he calls out to the Shields. "You don't seem particularly afraid of the creature. Not like you cowards lot of cowards!" he shouts back at the crowd. "I've got a hold full of magic, from weapons to armor and beyond. If you bring up my ship, you can have your pick. What do you say? This is my most desperate hour," he pleads. "Help me. You're my only hope."
Some of the Crimson Shields are hesitant. Some seem almost ready to go into the water at this very moment. Florin harbors personal doubts as to whether or not taking up this salvage job might constitute a breech of the contract that they have with the Office of the Overlord. There's certainly one way of finding out. Phileas Bankable is a short few minutes walk away. If you don't know, then ask. From all appearance, neither the sunken ship nor the monster are going anywhere soon.
Wynn d20+6=14 ; Tuesday May 26th, 2009 7:40:03 AM
Wynn wonders if the hold is indeed full of magic [sense motive=14] but decides to trust teh halflings story for now. Having personally suffered the loss of a ship and it's cargo, Wynn knows that this is likely the ruin of the halfling and that is a hard hard road to walk!
"I too can breath underwater, but I doubt I can outswim a Kracken. If we go down there we had better have a plan for dispatching it. I don't think we can leave it there, menacing trade."
Mac Tuesday May 26th, 2009 10:05:59 AM
Mac shakes his head at Jass' rashness, but responds, "Keep me breathing and I'm in! A swim will do me good. Just how deep is the lake here?"
Syr Ac 35/34 HP 154 Tuesday May 26th, 2009 7:09:02 PM
The elf hears the word Kraken and merely nods at it. Not having seen or heard of the beast before, he trusts the judgement of those Shields that seem to have.
Looking at the others he smiles at their eagerness, "Interesting offer. Wynn here has a unique advantage on us. Belk or Jass, do you have anything to help us with this or do we need to make a quick run to the catacombs to help?"
To Florin he comments, "I'll go back and explain the situation to Phileas for us. For the time being Dotta and others can keep an eye on the materials. I think that based upon whatever allows us to breathe, we won't be able to spend more than a few hours down there searching for Storm's ship."
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 133) Tuesday May 26th, 2009 8:07:15 PM
"Give me a couple hours and I should be able to breathe under water as well. I would like to take you up on your offer."
Jass Tuesday May 26th, 2009 9:14:47 PM
The man with the haystack haircut shrugs with palms up. "Nope, I can't do any spell to help unless we go to a magic shop first. And I don't have any money to buy things right now anyways, got dropped in the water yesterday, eh? We buy some scrolls of Waterbreathing and I can help. Also some Endure Elements to keep the cold away. If we're too far down, I don't know how to stop the water pressure other than becoming underwater creatures."
As to a breach of contract, Jass almost laughs. "I would think the Overlord would be REALLY concerned about a giant monster sinking the ships coming to the Big Float. That would take care of any silly contract. Besides, I'm interested in who let this Kraken into the lake and who it might be working for."
"What, you don't think it just happened here by accident, do you?"
Dangers of the Lake - DMAl Tuesday May 26th, 2009 9:27:02 PM
The Crimson Shields appear committed to the salvage job. The halfling, Tender Farfoot, is overcome with relief. The trader's relief, as well as everything else, seems genuine to Wynn.
While the Shields talk up the beginnings of a plan, an organized contingent of the guard finally shows up to control the crowd and address the disturbance and possible danger. As the crowd thins, one half-elf remains behind. He watches the Shields, shaking his head with incredulity.
"You're really going in there?" Tall, with the lean hard muscles of a swimmer and docksman, the half-elf leans back against one of the pilings and lends voice to his disbelief. At his waist are the two Shell Hooks that mark him as a Turtle Wrangler. "You know, the lake herself will kill you just as dead as the pale beast, don't you?" He waits for a reaction, but before receiving one he shakes his head again. "We have equipment on the docks for salvage. This isn't the first time we've sunk something we've wanted back. But with that creature down there ... You won't find anyone save those who don't know any better, to go down after your ship Sieur Farfoot." He adds the last to the halfling merchant.
"Look, let me at least warn you as to what you'll be in for." The half elf tells the Shields of the Salvage Floats, large skins, folded into packages the size of a bedroll or backpack. One end is attached to a magic bottle of air. The Salvage Floats are bound to the salvage by ropes, and when a seal is broken on the bottle of air, the floats expand into giant balloons, lifting the salvage out of the water."
"We've a store of these here now. But it takes a while to attach enough of them to a boat that size. Maybe thirty minutes for an experienced crew, and I don't think Big Pale will be allowing anything of the sort."
He also explains the dangers of the lake in great detail. He answers Mac's question about the depth of the water by saying that he doesn't know. The Floating City has been moving ever since the city was attacked by the Crying Woods during the wakening of the Fey King, and there's no telling how deep the water may be at this place in which the city is now. He does say, however, that the deepest he's ever heard of anyone going down (and living) was 400 feet. Even in that story, though, the diver that had turned back after 400 feet. The lake descended even deeper than that, into inky impenetrable depths.
OoC: If you're going down, study the rules of underwater exploration in the link above. You're fortunate, btw. We had in no way planned things this way, but you just happen to have the Author of these Underwater Rules in your very midst. SteveK! He should be your go to guy.
Belkior Tuesday May 26th, 2009 10:06:33 PM
Updated post experience
Belkior Tuesday May 26th, 2009 10:49:59 PM
The halfling cleric glances at the water nervously while trying to listen to the half-elf. Belkior unconciously moves a bit closer to the imposing bulk of the two minotaurs even as a question forms.
"Excuse me, sir, if you may. You mention 'Big Pale' as if this kraken, or whatever, is familiar. Do you know anything of it?"
Hoping that the half-elf will volunteer the information, Belkior will wait for a response. Maybe Wynn or this new fellow, Jass, will know the best way of getting information. Belkior has more important things on his mind, including how to keep his companions protected if they descend into the lake. Since the others are armored almost as much as himself, the Paragon thinks that descending won't be too difficult but they might need one of these 'floats' the man is describing to get back. If they can't ride the ship up, of course.
Wynn d20+12=20 ; Wednesday May 27th, 2009 8:05:41 AM
The bard tries to recall if in his many evenings in the taverns of Floating City he has heard tales of the Kraken or 'Big Pale' and just what is known or surmised about it [Bardic Knowledge =20]. He also wonders if the sense of unease and nightmares some suffered when they crossed the lake to find Atmahlanto was cause by the same beast.
Jass Wednesday May 27th, 2009 9:42:28 AM
Jass isn't interested in getting more info from the half-elf, it's obvious enough to the human that the fella has told all he knows. "I think the name of Paley is just the way this guard guy is getting through his trauma.", he says grinning. "If your City actually moves around the water, it'll eventually bump into new monster territories. This means that Pallie here may be working alone and was interested in the great magic aura of the ship. Lucky man there Sieur Halfling."
"If the Crimson Shields are going down for a salvage job, each one of us will need a way to endure the cold, endure the pressure, see, and swim. We're gonna need a way to talk with each other, and for the spellcasters, a way to cast spells. Now, I've done a little underwater work for Hook City in my time and what we need is..." and here Jass starts counting off with his fingers.
One: Seven Endure Element spells.
Two: Seven ways to endure the depths. This can be like my Alter Self, a magic item like a Manta Cloak, or other such. All these should also help be able to swim and breathe underwater.
Three: Some Daylight spells. Everburning Torches and Light spells aren't strong enough to do anything other than make us a target.
Four: To talk to each other, I've got enough Message spells that I can cover that problem. (and he smiles)
Five: I'm just going to use Draconic and hope that since some dragon species live underwater, then I'll be able to cast easy enough with concentration. Anyone know a easy way to speak Aquan? Or put a air bubble around the mouth... either one!"
ooc: Note I only know the rules, I was in no way privy to the module :-)
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 133) Wednesday May 27th, 2009 1:02:10 PM
OOC: Hey all, I was just suspended from my job. Before it sounds too bad, I was sort of expecting it. I will be busy for the next couple of weeks looking into school and work elsewhere, so, if I miss a few posts, I apologize.
IC: Brahmah listens and ponders.
Belkior Wednesday May 27th, 2009 9:41:54 PM
The halfling cleric listens to Jass as the sorcerer explains what would be needed to survive in the depths.
"If we have time, I can pray for some Daylight and more Freedom of Movement spells. I can provide Endure Elements, of course, since I have a wand that can do that. Withstanding the pressure, I'm not so sure of."
Syr Ac 35/34 HP 154 Wednesday May 27th, 2009 9:49:44 PM
Syr stares at Jass as he rattles off the dangers and precautions for the lake. With a slight grin he tells the sorcerer, "And here I thought you were just another pretty face." With a growing respectful look, "I didn't know that about Draconic either, nice tip that... Now I just have to learn it." Then switching to a rueful grin he mutters, "And find another 'Paley' to go swimming with."
"If I understand you right, it sounds like we need to make a few extra purchases if we want to 'swim' down this road. Maybe a couple wands? Hey Belk, what's left in the war chest?"
"I guess we need specifics on what to purchase but from what you said we at least need 2 types of wands, 'endure elements and something that gives us gills. Anything else?" He appears to be doing some math in his head, adding up the costs.
(OOC: Al, do we have to go with catacombs purchases, or can we handle it in game?)
The Crimson Shields Plan - DMAl Wednesday May 27th, 2009 10:38:46 PM
"She was big and she was pale as a trout's belly," the half-elf replies to Belkior. "There's a tale going 'round about a group of wranglers who were commissioned to ferry a group of adventurers out into the lake. They followed the strange magic of these ones far out into the lake. On the way, they were attacked by something such as we saw here today."
"But the story goes that these adventurers slew the beast. Can't say that this is the same one, though," the half-elf speculates. "Maybe it's ghost?" he speculates.
The story sounds much like one Wynn has heard at the inns and taverns of the city. At the time, he had attributed the tale to that Children of Chaos group that had left, never to return. He recalls the nightmares that they had dreamed on the way to Atmahlanto. If this creature had aught to do with those nightmares, it would be a truly terrible and malevolent thing. But what would such as that wish with a ship?
Jass draws upon his knowledge of underwater rescue. He lays before the Shields the outline of a plan. The plan will take time to realize, but it sounds reasonable and well informed. The Shields continue their planning.
"I understand that this is dangerous," the halfling speaks up, interrupting, his voice full of distress, "and the last thing I want is for any of you to lose your lives down there. But, the water down there is damaging my goods, and would be most grateful if you could see to this as soon as you're able. Today? Tomorrow? The next day?"
OoC: You have as much time as the situation seems to dictate, Syr. The decision is up to you.
Florin Jadenth Wednesday May 27th, 2009 11:12:54 PM
Florin glances to the others and listens to what everyone says. He had hoped they would atleast try to get the kraken to surfact but he guesses if going down under the water for the kraken would be easier.
Florin shrugs some, "Sounds like we will have to wait till tomorrow or later for everyone to have the water breathing ability or spell to give everyone the ability."
Wynn Thursday May 28th, 2009 8:00:34 AM
Wynn listens to the discussions about the dangers of deep water and wonders how they might gain an edge on a monster like this in it's own environment. "I've heard of magic that creates a sphere around it's occupants and protects them from all that is outside. Would this work underwater? I also wonder if there is something absolutely irresistable to a Kraken that would lure it to the surface where we might either kill it, command it, or temporarily imprison it while we raise the wreck..." Wynn pauses in his tracks and looks to the halfling..."What exactly was in your cargo? What did you possess that this kraken wanted and holds so tightly to?" The bard waits to hear a detailed list from the halfling.
Mac Thursday May 28th, 2009 10:02:37 AM
Mac nods along with the discussion of magical means to avoid drowning, and how most of these are a day away - he doesn't have anything to contribute to this conversation. When Wynn asks his last two questions of the halfling, his mind starts racing, and he lets his mouth speak his thoughts whilst trying to gauge the response, "Better yet, what or who can control a kraken to do his bidding? And how are we going to stop anyone else from attempting to salvage your ship or cargo over night?"
OoC - DMAl Thursday May 28th, 2009 10:21:37 AM
Sorry, I think I misinterpreted Syr's question. Go ahead, handle any purchases that you make in game. I think that will speed things up much more in real life than having to go through the Catacombs.
Lock Down at the Docks - DMAl Thursday May 28th, 2009 9:34:14 PM
Many of the Shields are coming to the conclusion that it would be best to await the morrow and a new batch of spells before attempting to enter the water.
Wynn asks what was in the cargo, and Tender Farfoot pulls a rather large book from one pocket of his pants. It's a ship's manifest, and as, Wynn runs his eye down the list of items he sees a long list of items, all of which would not be unusual as items at the Catacombs. The list of items is long. 57 pages long. It strikes Wynn as quite a lot of magic. "There are a lot of things there." The halfling holds his temples in worry and distress. "What would a creature like that want with any of it?"
"No. No." The halfling picks up on Mac's implied suspicions. "You don't think that someone sent that creature after my ship in order to steal my cargo!" The last idea seems just to much for Farfoot and he sits heavily down onto the dock with his head in his hands.
Just then, a contingent of guards comes down the dock. One nods in recognition of the Crimson Shields. Florin, Wynn and Syr recognize Captain Elvaran, the half-elven guard captain who was in charge of the investigation when the Anvil Hearts had burned down the Orphanage. Her smile is congenial, but business-like. She takes the halfling merchant to the side for a moment and they speak. When the halfling returns, he appears calmer.
"They'd like me to come to city guard to fill out a report," he says. "After that, I'll have to visit some of the buyers that I had lined up." He sighs. "I'll have to renegotiate prices. But I'll be back tomorrow. I told the guard that you'd be going into the water after the creature tomorrow. She said she'd close off the docks until then. She seems to have a high regard for you. The Crimson Shields of Hope, she calls you. She's recommended an inn called the Giggling Ghost. I'll be staying there tonight if you need me. Please say that you'll be ready tomorrow."
While the halfling packs away his manifest again, Guard Captain Elvaran barks out commands to her troops, and they deploy around the docks and at the entrance to Floating City itself. They keep people off of the docks as well as watch the water for signs of the creature. If anyone wants to mount a salvage expedition over night to take illegal possession of the ship, they'd have the city guard to contend with as well as the creature.
Jass Thursday May 28th, 2009 10:40:53 PM
With the group taking the dangers of underwater adventuring seriously, Jass watches the goings on of the docks. He's very interested in the Captain and how she turns everything into well ordered movement. Someone to remember, he thinks.
Not really having any good ideas, he keeps with the other Crimson Shields and returns to their headquarters when the day is done.
"Um, I can give over a couple hundred gold worth of gems into the group pot." The offer is genuine, and all the money the sorcerer owns here in the Big Float.
Belkior Thursday May 28th, 2009 11:37:43 PM
The halfling cleric keeps paces with the others as they return towards the houses. Belkior is thinking about how to best protect his companions during their venture beneath the waters of the Lake.
"Jass, you seem to know something about this. You recommend something like a Daylight spell so that we can. Wouldn't that be like lighting a beacon fire for anything to see? Why wouldn't we seek out potions of Darkvision or the like? You know, try to keep as sneaky as possible, at least on the way in. Maybe once we have to fight something, I could light things up with a Daylight spell."
"I can handle protection from cold quite easily. It was almost exactly for this reason that I made this Wand of Endure Elements, here."
"And I can do the Water Breathing for everyone. I'm at a loss, though, for protecting everyone from the weight of the water. What do you suggest, besides those items that you mention?"
Belkior's questions are just beginning to get annoying when they reach their destinations. Those who have known the Paragon for some time recognize this as a sign of nervousness about their coming expedition into the inky depths of the lake.
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 133) Friday May 29th, 2009 1:46:20 AM
"If someone can cast Water Breathing for me, I will draw a tattoo and use it in the future. It'll take me a day or so."
(Brahmah has purchased the materials for the 3rd level tat... what is the DMs addy?)
OOC: Just so you all know, I may be losing my job and so I'm spending free time looking at school and other jobs. I figure using my unemployed status might be a good reason to go back to school. So, thats the issue
Jass Friday May 29th, 2009 1:00:29 PM
"Hey! The Darkvision idea is even better than my Daylight idea.", the sorcerer says with a smile. "And the Daylight for emergencies sounds like that would work."
"Your Wand will come in handy, along with all the Waterbreathing spells. I would suggest you have a couple extra in case some nasty throws around dispelling spells."
"Besides expensive magic items or turning into a sea creature with Alter Self or Polymorph, I think the only thing that would help is a healthy constitution to endure the crushing depths." He shrugs. "I'm going to turn myself into a Sahaugin so I can swim, breathe, and endure the depths, but I can only do it on myself."
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 133) Friday May 29th, 2009 3:35:55 PM
"If I have a tattoo, it will reset every day. It pays for itself." He smiles. "I just need someone to cast water breathing."
Mac Friday May 29th, 2009 5:58:30 PM
"I didn't mean to upset you, but after asking myself the question What would make a kraken attack your ship, as opposed to shipping in general? and coming up empty, it didn't seem a long step to then ask Who could make a kraken attack your ship?. I was just... trying to rule it in or out. Tomorrow then." Mac gives Farfoot a small but respectful nod and a closed lipped smile, and returns to the Shields preparatory huddle.
OoC - DMAl Friday May 29th, 2009 6:34:14 PM
BTW, Added feature of this site. Click on the names of anyone in the Posting Report at the bottom of this board, and an email window should open ready to send a message to that person.
Syr Ac 35/34 HP 154 Friday May 29th, 2009 9:15:25 PM
Silent for a bit, he shares his thoughts with the others, "You do bring up a good point though Mac, If this ship was targeted specifically because of it's cargo, then we have an additional threat to deal with. If this... Kraken is able to target magic on it's own without direction, then he should come to us. That makes Florin's idea to lure it much easier. However, if it was a random attack, then it may have already moved on."
"Okay, unless I missed something (I mean besides a day of posting) we have the waterbreathing covered, protection from the cold covered, I can chip in with a a spell to give someone short term protection from the depths. Let's say we sleep on it? And just in case, I'll get a few extra waterbreathing potions for people that aren't named Wynn or Jass. Anyone want to go explain to Phileas?" (OOC: Bear's endurance) He moves over to the water.
Syr stands at the edge of the docks and looks down into the depths as a slight shiver runs through his body. He mumbles to himself, "I bet the Harbormaster would plum the depths on a regular basis, he could tell us how deep the water is so we have a better idea to prepare for it." The elf shakes his head, casuing his ponytail to bounce before heading off to find the Harbormaster."
(OOC: Sorry Al, no pop up emails below. Also, how about purchasing 10 Water breathing and 10 Darkvision potions Al?)
Returning From the Docks - DMAl Friday May 29th, 2009 9:39:39 PM
With the docks secure, the Crimson Shields make their way back into Floating City, discussing plans for tomorrow as they go. Syr leaves for a moment to have a word with the Harbormaster. With the threat to the docks, the Harbormaster is front and center. He isn't hard to find. He is, however, quite busy, and in something of a foul mood.
"Eh? Depth? Two hundred twenty feet by last weeks sounding," he snaps, and then returns to the crowd of clamoring ship owners who's crews and cargos have been placed in limbo by the danger of the creature and the lock down by the city guard.
Up Sailor's Fork the warehouse still stands open with Phileas Bankable waiting patiently at the door. He's anxious to hear what caused such an uproar on the Docks, especially after having seen the phalanx of city guards marching past on their way to restore order.
After hearing of the doings down on the docks, the man from the Office of the Overlord agrees that the attention of the Crimson Shields would be best spent on the trouble at the Docks. Besides, the real work of rebuilding the pillar on Gold Level will be done by the employees of Shield Construction anyway. All that's left to do is to finish checking in the rest of the Inventory and that takes no longer than another twenty minutes. Phileas signs both his copy and the copy of the Crimson Shields. He has Syr do the same.
"Please ensure that none of the materials go missing. Remember, even the scraps must be accounted for. An auditor will be by next week to inspect the inventory." Then he takes his leave, moving up the street with the two now empty carts.
It could be no later than one hour after noon, plenty of time left in the day. Plenty of time to prepare for the morrow.
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OoC: Once again, I'll be monitoring the board all weekend. Feel free to post as many times as you like to prepare for entry into the lake. If your posts require answers, I will try to attend to them. If there are no extended sidetracks, I'll move you on to the next day on Monday.
Potion of Waterbreathing x10 @ 750 each = 7500 Potion of Darkvision x 10 @ 300 each = 3000
All potions in bladders designed for use underwater rather than in vials.
Total Cost 10500 gp. Where's the money coming from? Jass' couple hundred gold isn't going to do it.
Hmmm. The email links work for me. Just tested all of them.
Belkior Friday May 29th, 2009 11:30:43 PM
The halfling pauses for a moment, thinking about what the halfling merchant might have been up to. Belkior moves closer to Wynn and tugs on the bard's sleeve.
"Wynn ... can you learn what you can about this merchant? The Float has relied on the Catacombs for magic items since ... I don't know when. How can this merchant be caravaning goods here and still be able to sell them for a profit? Doesn't that sound somewhat odd to you?"
When they get back to warehouse, Belkior listens to the Overlord's representative discuss the arrangements for the contract. Once Phineas Bankable has left, Belkior tries to catch everyone's eye.
"Remember ... I might be worrying too much, but would our being hundreds of feet beneath the Float be the perfect time for someone to try to steal something from the warehouse?"
Florin Jadenth Saturday May 30th, 2009 1:03:12 AM
Florin looks to Belkior as he comments on the warehouse, "I was worried about that myself but Syr says that the place should be okay and I trust him. I guess if anything happens then we'll have to track them down and return the favor so to speak."
Florin thinks before looking to the others and shrugs, "If needed I can chip in alittle money also to help out."
(I plan to get my CS updated this weekend for Al&Cayzle's approval so you know.)
Mac Saturday May 30th, 2009 4:50:53 PM
"I can chip in 500, but I've just been thinking through Jass' list of needs, and I need to add a means to let some to utilise tools and weapons underwater as on land. I don't remember what it is called, just that I'd heard about it once."
An idea strikes home, and Mac can't wait to share. "I know clerics can create food and water, but is there a way to create air? Things with enough air in them tend to pop back up to the surface of the water, so maybe lots of potion bladders, or bigger bladders sealed into the hold of the ship and then filled with air would help us raise her?"
"And someone already changed into a sea creature could tow the rest of us down on a long tether, rather than waiting for us to hopefully slowly descent of our own accord."
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 133) Sunday May 31st, 2009 5:13:45 AM
OOC: Um, I have an email address. I don't recall anyone asking for it. axemaster1010 at yahoo dot com
Just because I backed out of the DMing for a bit. I'm not gone from the Wold and the rumors of my death are greatly exaggerated. :)
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 133) Sunday May 31st, 2009 8:52:27 PM
Brahmah asks for someone to cast water breathing so he can produce his third level tattoo. (OOC: Purchase made. I need the DM email)
OoC - DMAl Sunday May 31st, 2009 8:59:38 PM
Jay, I sent you an email yesterday with both Cayzle's and my emails as returns. I sent it to axemaster1010@yahoo.com. Did you get it?
Syr Ac 35/34 HP 154 Monday June 1st, 2009 8:08:28 PM
After signing the contract, he meets up with the others. "Belk, how much is left in the till?" He waits briefly for an answer, "Almost 9 thousand? What do ya'll think? If I'm hearing right, Brahmah, Wynn, Belk, and Jass don't need the potions of waterbreathing but everyone needs the Darkvision. So at a minimum, we need 3 breathing potions and ... 7 darkvision? Am I forgetting anyone?" He looks around at all the new faces and gives a wry grin, remembering earlier days.
Travels Fast - DMAl Monday June 1st, 2009 9:19:57 PM
The Manor of the Mage near the northeast pillar on Fence Level just happens to have the potions that the Shields are looking for. When Syr hears the cost, however, he quickly scales back an order for ten and ten to a more modest order of three potions of Water Breathing and seven of Darkvision.
As the Crimson Shields walk through the streets and up the ramps to Merchant Level, they discuss the possibility that the sojourn under the surface of the lake might present an opportunity for unnamed others to steal some of the building materials in the warehouse.
They also find that news spreads rapidly in Floating City and the streets are abuzz, to the keen of ear, with gossip about the giant creature that pulled down an entire ship and the Crimson Shields who have agreed to go down in pursuit.
The Shields return to the residence to find Ivy, Florin's wife, waiting at the door with their ward Jella. It seems news has reached even as high as Gold Level. Though Jella is delighted to be amongst her many uncles of the Crimson Shields, Ivy, on the other hand, has worry in her eyes. Cinnamon Valley is a land locked place. Never has she been in a place so completely surrounded by water as Floating City is. The thought of Florin going into the dark depths after a creature that could draw down an entire ship has her concerned.
Afternoon passes to evening and evening to night. Morning comes soon enough. Time to descend through the levels to the Docks. Time to descend even further into the depths of Turtle Lake.
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OoC: If you have anything else you'd like to do either this morning or the previous evening, don't hesitate to do so. Once you're ready, place yourselves upon the docks and I'll know that you're ready.
Potion of Waterbreathing x3 @ 750 each = 2250 Potion of Darkvision x 7 @ 300 each = 2100
TOTAL = 4350
Who has the gold?
Jass d20+10=13 ; Monday June 1st, 2009 9:37:14 PM
Jass seems to have a great time with Ivy and Jilla, enjoying Syr's family like a well-beloved uncle. "Hey, I'm Jass of Downs, brand new to Floating City." He tells of his life in the Southern Continent as a wanderer and protector, keeping Jilla entertained with Sleight of Hand and Prestidigitation.
No real preparations to make, he's ready to plunge to the depths on the morrow.
"Hey, Crimson Shield dudes, I'll take you up on that crash space if its still an offer."
Mac Monday June 1st, 2009 11:04:30 PM
OOC: Following up on my previous post, does anyone have the Freedom of Movement spell available for this next day?
Belkior Monday June 1st, 2009 11:09:42 PM
The halfling cleric follows the others into the Manor of the Mage.
"Syr ... uh, sorry. I was thinking of something else. Here's enough cash for the 10 potions of both Waterbreathing and Darkvision that you wanted at first. I'd been saving this for something else but we need these potions right away."
As the clerk behind the counter packs the potions into convenient carrying pouches, Belkior carefully counts out the gold and platinum coins to pay for the purchase. Belkior carefully tucks away some of the potions but holds most of them out for the others to take.
Belkior retires for the night with the others. As ever, he rises just before dawn to meditate and perform his devotions to Alemi. This morning, he prays for protective magics and for Alemi to watch over himself and his companions.
OOC - As original, 10 potions of each are purchased. Do I need to go through the Catacombs or just adjust my character sheet?
Spell selection tomorrow. Belkior will be memorizing Water Breathing, Freedom of Movement, etc. for going underwater.
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 133) Tuesday June 2nd, 2009 7:04:38 AM
OOC: That is my email addy. I have no idea why it was returned to you as unsent.
Brahmah waits for the confirmation from someone about his waterbreathing tattoo. "I just need a casting."
Syr Ac 35/34 HP 154 Tuesday June 2nd, 2009 7:40:48 PM
Syr claps Jass on the back, "Just pick any room you like? We had another sorcerer prior to you, his room was the 1st on the right at the top of the stairs."
"Brahmah is right, Belk, make that 2 waterbreathing spells for tomorrow? One for you and one for him." Concerned about fatigue and the pressure of the depths, Syr retires early to meditate, pray, and get some rest. Before Belkior is finished counting, Syr stops him. Let's go minimum plus 1. I know you want to save it for something else. We'll only purchase 4 Waterbreathing and 7 Darkvision potions. Let Jass carry the extra one as he will probably be the quickest of us. If we need more, we'll just surface and get it. It can't be all that hard to swim up 200 feet especially if we use those balloon thingies."
Florin Jadenth Tuesday June 2nd, 2009 9:23:23 PM
Fkirub snukes as Jas speaks to Ivy and Jella, seems like the guy is something else. Florin enjoys his time with Ivy and Jella, takeing time to try a persuade his wife that everything will be fine and not to worry. He takes time to play catch, read a book to or whatever Jella might like to do before spending some quality time with Ivy and then getting some sleep himself.
In the morning Florin prays and is ready to head out to the docks to meet the others, "Well, we all ready for this? Still kind of wish we could lure the thing to the surface to if nothing else injure it some before haveing to jump in."
Pre-Dive Check - DMAl Tuesday June 2nd, 2009 9:36:32 PM
There is little in the way of preparation to be made this morning. The Crimson Shields make their way down to Fence Level and the Docks. On the way by the building that houses Shield Construction, they see the workers heading out for the site on Gold Level, the Northwest Pillar. Dota stands at the door to the warehouse checking building material from a list as they leave for the job site. She holds up a hand of greeting to the group.
The group moves past, down to the giant archway that leads to the docks. It's a calm serene morning. The surface of the lake rises and falls in gentle swells. Tender Farfoot is just outside the doorway. The look on his face is one of relief at seeing the Crimson Shields. At his feet are seven bundles about the size and shape of a backpack. Attached to each is a bottle, presumably the magic bottle of air.
At the end of the dock from which Tender's ship had been taken, the water has been cleared of debris. The mast and sail that had come up the other day has been pulled from the water. The sail is gone. The broken mast has been lashed to a pair of pilings. The water is dark. The lake gives up none of her secrets this morning.
OoC: Florin, Belkior, please list your spells for the day in your next post.
Jass AC 22 HP 78/60 (Alter Self, Mage Armor, False Life) d20+17=28 ; d20+17=29 ; d10+10=18 ; d20+17=27 ; Tuesday June 2nd, 2009 10:18:59 PM
Jass airily waves at Florin and takes the room of the former Crimson Shield sorcerer. He idly looks about, noting the furniture, books, and other bric-a-brac in the room. "Too small" is his first comment while idly turning a signed book over his hands. "This Angus person looks like he had different tastes. Still, it's good enough while I set up my own suite of rooms."
And he spends the night.
In the morning, Angus winks at the others at the docks and dives right in. While underwater, he speaks in Draconic the spell Alter Self and turns into a Sahaugin. Jass elects that his magical gear is still available while his mundane clothes are assumed into the new shape.
While he waits for the others, he casts a few more spells; Mage Armor and False Life.
Belkior Tuesday June 2nd, 2009 10:43:29 PM
The halfling cleric completes his meditations and requests spells for the day, hoping to be adequately prepared for the trip into the waters of the Lake. Belkior is silent as he breaks his fast and gathers his gear for the day.
His is quiet, too, during the walk down to the pier. As they draw close to the water, Belkior moves closer to his companaions. Afte peering at the water for moment, Belkior clears his throat before speaking.
"I can cast the Water Breathing at any time. I'd like to cast Status on everyone, too, before we go into the water. That way, I can locate anyone if we get separated. I have a question, though. The Resist Element spell will last for just less than two hours, so when should I use the wand to protect everyone? Should I wait until we're fairly deep? Or do it before we descend, if we're going to go down quickly?"
Spells 0 - DC 17 - (6) - Detect Magic(x2), Detect Poison(x2), Read Magic(x2) 1 - DC 18 - (7) - Bless(x2), Hide from Undead, Sanctuary(x2), Shield of Faith(x2) (D - Protection from Evil) 2 - DC 19 - (7) - Aid(x2), Remove Paralysis(x2), Spiritual Weapon, Status(x2) (D - Aid) 3 - DC 20 - (6) - Daylight, Invisibility Purge, Prayer, Water Breathingx2, Water Walk (D - Magic Circle Against Evil) 4 - DC 21 - (5) - Freedom of Movement(x3), Neutralize Poison(x2) (D - Holy Smite) 5 - DC 22 - (4) - Break Enchantment, Greater Command, True Seeing, Wall of Stone (D - Dispel Evil) 6 - DC 23 - (3) - Blade Barrier, Greater Dispel Magic, Summon Monster VI (D - Heal) 7 - DC 24 - (2) - Repulsion, Summon Monster VII (D - Regenerate) * = cast
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 133) Wednesday June 3rd, 2009 3:29:22 PM
OOC: Was really hoping to get the casting at night to have time to the tattoo creation before the next morning.
Brahmah waits to see what happens.
Jass AC 22 HP 78/60 (Alter Self, Mage Armor, False Life) Wednesday June 3rd, 2009 7:29:17 PM
The Sahaugin-Jass stays underwater and waits for the others. He doesn't want to show himself to allow others realize how easily Jass can change his shape. Otherwise, there may be others who start to wonder where his alter-egos go... .............. Rolls
.............
Effects Alter Self; Sahaugin: 120 minutes: Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Mage Armor: 12 hours: +4 AC False Life: 12 hours: +18 hit points
Florin Jadenth Wednesday June 3rd, 2009 8:06:20 PM
Florin looks to the others once he reaches the docks and stretches some, thinking of his heavy armor and such but he has done this once before with the group and it went okay then, all though they didn't have to go against a kraken back then.
When he has the spell cast on him he plans to dive in. Glanceing towards Syr, "Well, here goes nothing I hope."
(OOC:I'll start posting abilities active and such once combat starts or just before.)
Syr Ac 34/33 HP 154 Wednesday June 3rd, 2009 8:22:43 PM
Looking over at Brahmah, he shrugs and smiles in understanding. Once Belkior casts his spell, He steps up and takes a pack shrugging it on quickly. Moving to the edge of the dock, he stands there looking out and takes several deep breaths, "Let's go swimming with the fishes." He arcs his back in a graceful dive and enters the water.
Into the Water: Round Zero - DMAl Wednesday June 3rd, 2009 9:16:53 PM
Jass jumps into right into the water and tries a spell in draconic. For some reason, the words don't sound quite proper draconic to his ears, surrounded with water. Maybe dragons just have a knack for speaking draconic under water. Kobold have certainly never been known to master the thing.
Thank goodness Jass' concentration is suburb, and the spells go off without a hitch. Otherwise, they could very well have been lost.
Around him, Jass can see the light as it fliters through the translucent water. The solid recognizable bulk of the dock nearby is comforting. Without it, he would be lost in an alien endlessness that fades to an indistinct darkness on all sides.
Topside, the others watch, waiting to see if anything happens to Jass or not. After a few stray bubbles, the surface calms. No Jass. Finally, the Crimson Shields each take a Salvage Float Pack and go over the side.
OoC: Last chance to apply spells while you're above water. You can make a backpost to apply any magics that you wish while on the docks. If you don't use this chance, all magic will have to be cast with underwater restrictions or considered uncast.
Unless, of course, you want to turn around and go back to the surface. Belkior, unless you get some help making that decision, you're just going to have to make it yourself.
Please list all active effects either at the bottom of your post or in the name section of your post.
If at all possible, I'd like an idea of your formation as you descend. Otherwise, I'll assume that you go down at the speed of the slowest (or fastest, depending on how weighted down you are.) PC in the group.
Anyone in the water who does not have a Swim Speed must make swim checks and hit the DC's in the Underwater Rules. Swim checks will make a difference.
Belkior - Status, Water Breathing d20=2 ; Wednesday June 3rd, 2009 10:29:14 PM
The halfling cleric casts his spells before entering the water. First, he casts Status twice so that he knows the direction and condition of all the others. Then Belkior casts Water Breathing and touches everyone else but Jass, who seems not to need the spell.
Belkior slowly follows the others into the water, splashing and generally failing to get used to swimming in the Lake. Swim = 2
Despite his splashing and struggling, or perhaps because of it, Belkior tries to be in the centre of the group.
Current Spells Status (x2) - 14 hours Water Breathing - 28 hours, split equally among 6 or 7 ?
Spells 0 - DC 17 - (6) - Detect Magic(x2), Detect Poison(x2), Read Magic(x2) 1 - DC 18 - (7) - Bless(x2), Hide from Undead, Sanctuary(x2), Shield of Faith(x2) (D - Protection from Evil) 2 - DC 19 - (7) - Aid(x2), Remove Paralysis(x2), Spiritual Weapon, Status**(x2) (D - Aid) 3 - DC 20 - (6) - Daylight, Invisibility Purge, Prayer, Water Breathingx2, Water Walk (D - Magic Circle Against Evil) 4 - DC 21 - (5) - Freedom of Movement(x3), Neutralize Poison(x2) (D - Holy Smite) 5 - DC 22 - (4) - Break Enchantment, Greater Command, True Seeing, Wall of Stone (D - Dispel Evil) 6 - DC 23 - (3) - Blade Barrier, Greater Dispel Magic, Summon Monster VI (D - Heal) 7 - DC 24 - (2) - Repulsion, Summon Monster VII (D - Regenerate) * = cast
Wynn Swim d20+9=22 Thursday June 4th, 2009 12:38:34 AM
The night before the dive Wynn had bathed. He used his bath as an opportunity to renew the feeling of breathing under water, and doubted he would ever get used to it. Knowing it was still within his ability to breathe comfortably while submerged, he spent the rest of his soak reflecting on the past days inquiries. Now it was morning, and he waits for everyone to be prepared. When everyone is ready, Wynn leaps off the dock into the black water, he holds his body rigid and submerges. Quickly he rises to the top of the water.
"It's going to be a cold one "he gasps.
He treads water for a minute or two and then ducks down into the water again to pursue the amphibious Jass.
Swim 22
Mac (Waterbreathing-Belkior) d20+25=27 ; d20+20=27 ; Thursday June 4th, 2009 5:36:39 AM
The evening before the plunge Mac sorts his gear into going and staying piles, with the going stuff placed in a sack which is placed in turn into his backpack. Besides the pack he is armed and armoured, but the bow, arrows, furs, mask, rations and potions remain behind. His axe, dagger and a number of tools are about his person.
Down at the docks Mac accepts spells and then makes a flying leap out over and into the water. (Jump(running):27, Swim:27). It is exuberant, but not particularly pretty, and at least the water sprays away from the dock and onlookers.
"Anyone who wants a lift down is welcome, just hang off the back of the backpack." A concerned expression, like the shadow of a cloud, darkens his mood momentarily. "Going down should be easy enough, but I should practice surfacing... I have a bad feeling about getting back up here when we're done." He says as if the task at hand is going to be easy enough.
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 133) Thursday June 4th, 2009 12:42:34 PM
Waits for Waterbreathing to be cast. Not much weight to shed, he thinks to himself. "Should be fun, haven't had a swim in years."
Jass AC 22 HP 78/60 (Alter Self, Mage Armor, False Life) d20+10=14 ; d20+7=18 ; Thursday June 4th, 2009 6:09:48 PM
Before going in, Jass suggests that the Darkvision potions are drank now. "No telling the effect of the water on the potion when trying to drink underwater. Besides, it is the descent that we want to be less seen on, what?"
He waits for a consensus from the Crimson leadership before drinking the Darkvision...
................
Jass smiles as the others strike the water. "You know, planning never was my strongest suit. I suppose a few of you may go right to the bottom, eh?"
The sorcerer-Sahaugin keeps to the middle of the pack, helping Belkior to swim over to Mac and the proferred strap to ride down. "We should keep pretty close together now."
He shoulders one of the Salvage Bags and eels down pacing Mac and watching for movement of pale legs...
Spot: 14 Listen: 18
............... Effects Alter Self; Sahaugin: 120 minutes: Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Mage Armor: 12 hours: +4 AC False Life: 12 hours: +18 hit points
Syr Ac 34/33 HP 154 Thursday June 4th, 2009 8:59:48 PM
Syr ducks his head underwater to test the effects of Belkior's touch and playful smile crosses his face. "You know this might be fun, he tells no one in particular." Surfacing to where he can talk, "Let's get the message, status, and resists out of the way now. No telling what will happen once we get down. And two hours is more than enough time to watch Florin sink like a weight." He looks over at the struggling paladin. "As far as the descent, everyone follow the slowest? That puts the fastest in the rear." Unconcerned about sinking, he paddles easily around.
The Descent: Round 4 - DMAl d20=11 ; d20+8=10 ; d20+5=17 ; d20+8=23 ; Thursday June 4th, 2009 9:21:00 PM
After the waters still after Mac's cannonade entry, the Crimson Shields find that they all, for the most part have the mass to find a degree of neutral buoyancy. Thank goodness for Belkior's Celestial Armor. With his old heavy breastplate, he would likely have sunk like a rock.
Bubbles rise to the surface as the Shields attempt to speak within the liquid medium. The remainder of the air in their lungs escapes and is replace by the water of the lake.
"Uneeuhn oo ahnza iftown iz ehucum ... " Mac says as his tongue works against water instead of air. His voice sounds muffled. Vowels flatten, while the click of consonants come to the ear overly sharp. Everyone's voices sound odd, and it takes a moment for the group to adjust. Still, the words are understood.
The water is Calm, and the Shields descend with Belkior hanging on to Mac's pack strap and Brahmah barely keeping pace. As they swim downward, the Wold contracts upon them. With no Darkvision, the light dims until they are swimming in a 40 foot visual bubble of featureless murk. Outside of that is pitch darkness. Only Wynn can see farther with his elf-born sight. It's difficult to tell the distance, though, as there is nothing but featureless water as far as the bard's eyes can see. The barest glimmer from above is the only sign of the surface. To orient on that means that they are still swimming downward. Without such a clue, direction would be meaningless.
At this depth, the Crimson Shields can feel the pressure of the water. The estimated depth is one hundred feet. Jass hears something. A thump. The rasp of something, as though dragged against another thing. Another thump. The sound is dull and as muffled as their own voices were. There is no sense of directionality.
OoC: Note that I'm keeping a round counter in the Header of the posts.
Please list all active effects either at the bottom of your post or in the name section of your post.
No need to make a swim check again until something drastic happens. I'll tell you when that time comes. If you don't make a check when I ask for one, BTW, I'll make it for you. Swim checks will make a difference.
Florin Jadenth AC:27/HP:156 d20+3=14 ; d20+3=12 ; d20+3=21 ; Thursday June 4th, 2009 10:51:40 PM
(Al: Did I need to make a swim check or does the 17 in your post mean you did? Just incase I rolled a swim_14.)
Aura of Good Divine Grace Divine Health Aura of Courage Cloak of displacement (lesser 20% miss rate) Breath underwater (Someone remind me how long this will last?)
Florin feels the weight of the pressure on his body but tries to ignore it as he goes down in the water. He can't help but admire the place as he sinks, this only being his second time under the water of the lake. He does his best though to keep his eyes and ears open for anything that might be out of place or give warning of some type of threat. He hopes that the upcomeing fight isn't to hard for the group since he isn't sure but has a gut feeling that this is just the beginning of it on their current mission they signed on too.
(Spot:12 Listen:21)
Yes, I made the Swim Check for you. Just go with the 17. It's the better of the two rolls. Of course, you know that this means I'm going to get better rolls in combat too, don't you? ^_^ -- Al
Belkior - Darkvision(?), Status, Water Breathing Thursday June 4th, 2009 11:25:06 PM
The halfling cleric carefully withdraws a potion of Darkvision from his pouch and moves it towards his mouth. Belkior places the sealed end in his mouth and slowly works out the stopper with his teeth and tongue, trying not to choke on it. Once it is free, he swallows or inhales the magical fluid and hopes that it works.
As this is going on, he has been towed along by Mac. Once he has got the potion down, Belkior will look downwards to try to identify what might be waiting for them.
Current Effects Darkvision - 3 hours
Current Spells Status (x2) - 14 hours Water Breathing - 28 hours, split equally among 6 or 7 ?
Spells 0 - DC 17 - (6) - Detect Magic(x2), Detect Poison(x2), Read Magic(x2) 1 - DC 18 - (7) - Bless(x2), Hide from Undead, Sanctuary(x2), Shield of Faith(x2) (D - Protection from Evil) 2 - DC 19 - (7) - Aid(x2), Remove Paralysis(x2), Spiritual Weapon, Status**(x2) (D - Aid) 3 - DC 20 - (6) - Daylight, Invisibility Purge, Prayer, Water Breathingx2*, Water Walk (D - Magic Circle Against Evil) 4 - DC 21 - (5) - Freedom of Movement(x3), Neutralize Poison(x2) (D - Holy Smite) 5 - DC 22 - (4) - Break Enchantment, Greater Command, True Seeing, Wall of Stone (D - Dispel Evil) 6 - DC 23 - (3) - Blade Barrier, Greater Dispel Magic, Summon Monster VI (D - Heal) 7 - DC 24 - (2) - Repulsion, Summon Monster VII (D - Regenerate) * = cast
OoC - DMAl Friday June 5th, 2009 7:40:52 AM
I don't think that it was never specifically indicated in roleplay, but please consider the seven darkvision potions to have already been passed out. You each possess one of them. You may drink them or save them as you prefer.
Question: Who is holding the four waterbreathing potions?
Sorry, no tattoo for today, Brahmah. There has been no time to craft it today. You would have had to have crafted it yesterday, and the spell had not been prepared by Belkior yesterday.
Further, you're telling me that you aren't with the group, right? That you're still up on the docks while they're 100 feet underwater? Are you sure that this is the way you want to play it? I'm good either way, it's up to you. But, be aware, I will not fudge time for you. You must be aware of the consequences.
If you do not respond to this by DM post time tonight, I will go with your last stated action.
Syr Ac 34/33 HP 154 Friday June 5th, 2009 3:02:48 PM
Watching as Belkior drinks a potion, Syr is content to swim along side the towed halfling. He points once to the priest's frog-like legs and then shrugs helplessly with a smile. Syr holds on to his Darkvision potion and for the moment and is content to let the others spot a potential threat. His normally speedy turning legs and limited in this environment and he accepts it 'in-stride'.
Active Spells: Water Breathing, (OOC: What's different between Wynn's 'elf-born sight' and Florin and Syr being elves?) Status, Message
Water breathing potions were passed out to Syr, Florin, Brahmah, Mac. (the others have a back up plan already Wynn-gills, Jass-alter self, Belk-another waterbreath spell)
The difference between Wynn, Syr, and Florin lies in a large black hole in the DM's memory. Sorry. I forgot. Consider the comment for Wynn to apply to both Syr and Florin as well. -- Al
Jass AC 22 HP 78/60 (Alter Self, Mage Armor, False Life) d20+10=24 ; d20+7=12 ; Friday June 5th, 2009 3:05:00 PM
The sorcerer swims closer to the others. "I hear something", he says and touches an ear then points to the water around them.
Jass also stops his descent to imbibe his Darkvision potion. Its a bit of a struggle, but he attempts to hold the potion upside-down over his head and pulling out the stopper. Counting on the water pressure to keep the potion in, he'll then suck the potion out, burping slightly.
With his more magical eyesight, he looks around for some sign of the tentacled wonder.
Spot: 24 Listen: 12
............... Effects Alter Self; Sahaugin: 120 minutes: Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Mage Armor: 12 hours: +4 AC False Life: 12 hours: +18 hit points Darkvision: 5 hours (?) 60 foot Darkvision
A Pause In the Middle: Round 4 - DMAl d20+30=50 ; Friday June 5th, 2009 9:34:33 PM
At this point, several Crimson Shields pause to drink the Darkvision potions. It isn't until now that they notice that Brahmah is not with them. Thinking back to the point at which they had all entered the water, it seems likely that he had, for some reason, remained on the dock.
More of the Shields use this opportunity to listen in this strange underwater environment. Florin as well as Jass picks up the sounds of movement, the occasional sliding sound along with one or three thumps as of something large bumping against something else.
So far no one can see anything except each other. Even Wynn, Syr, and Florin who all have elf-sight see nothing but water. The Wold, to the Shields, is nothing but disorienting endless featureless water.
Jass quietly tells the others that he hears something. The words, quiet as they are, escape into the water, and both Florin and Jass notice that the sounds of movement that they have been hearing up to now, stop. Abruptly.
Note that I'm keeping a round counter in the Header of the posts.
Current Depth: 100 feet (Except for Brahmah.)
Please list all active effects either at the bottom of your post or in the name section of your post.
No need to make a swim check again until something drastic happens. I'll tell you when that time comes. If you don't make a check when I ask for one, BTW, I'll make it for you. Swim checks will make a difference.
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 133) Friday June 5th, 2009 10:22:23 PM
Realizing he's being a bit slow on the uptake, Brahmah jumps in and swims to catch up. The ranger drinks the darkvision. He sheds no weight, which may help him to sink to the proper level.
Mac (Waterbreathing-Belkior, Darkvision-Potion) d20+7=8 ; d20+2=14 ; Saturday June 6th, 2009 3:47:48 AM
Mac eases his decent to drink from the bladder - pocketing the empty - and otherwise remain quiet. If time permits he also takes the few moments to listen(Check: 8) and look(Spot Check: 14). -------------- OOC: Neglected +1 Luck bonus on last rounds checks. Have included them here and will include it henceforth.
Belkior - Darkvision, Status, Water Breathing Sunday June 7th, 2009 10:48:50 PM
The halfling cleric continues to hold on to the harness on Mac's back. Belkior consults his Status spell to determinwe where Brahmah is compared to the group. If the minotaur seems to be off course, Belkior will try to pantomime and indicate a direction so that his companions can link up with Brahmah.
Otherwise, the halfling cleric prepares to move along with Mac and the others.
Current Effects Darkvision - 3 hours
Current Spells Status (x2) - 14 hours Water Breathing - 28 hours, split equally among 6 or 7 ?
Spells 0 - DC 17 - (6) - Detect Magic(x2), Detect Poison(x2), Read Magic(x2) 1 - DC 18 - (7) - Bless(x2), Hide from Undead, Sanctuary(x2), Shield of Faith(x2) (D - Protection from Evil) 2 - DC 19 - (7) - Aid(x2), Remove Paralysis(x2), Spiritual Weapon, Status**(x2) (D - Aid) 3 - DC 20 - (6) - Daylight, Invisibility Purge, Prayer, Water Breathingx2*, Water Walk (D - Magic Circle Against Evil) 4 - DC 21 - (5) - Freedom of Movement(x3), Neutralize Poison(x2) (D - Holy Smite) 5 - DC 22 - (4) - Break Enchantment, Greater Command, True Seeing, Wall of Stone (D - Dispel Evil) 6 - DC 23 - (3) - Blade Barrier, Greater Dispel Magic, Summon Monster VI (D - Heal) 7 - DC 24 - (2) - Repulsion, Summon Monster VII (D - Regenerate) * = cast
Jass AC 22 HP 78/60 (Alter Self, Mage Armor, False Life) d20+10=22 ; d20+7=27 ; d20+17=26 ; Sunday June 7th, 2009 11:20:56 PM
Seeing the others stop and that the sounds have also stopped, Jass waits in the floating water. "Let's see if we can see something further down", he says almost to himself, and the sorcerer takes a slingstone out of his Pants o Plenty.
"Light!" he coaxes, and the stone lights up with a dim radience.
Jass then drops the stone to watch it sink into the dark depths.
Spot: 22 Listen: 27 Concentration: 26
............... Effects Alter Self; Sahaugin: 120 minutes: Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Mage Armor: 12 hours: +4 AC False Life: 12 hours: +18 hit points Darkvision: 5 hours (?) 60 foot Darkvision
Wynn AC 28: HP 83: Message Monday June 8th, 2009 7:37:40 AM
Wynn follows Jazz downwards, following the stone as it sinks towards the bottom. He strains to hear and see in the depths, wondering if the silence is not indeed an omen of what is to come.
Syr Ac 34/33 HP 154 Monday June 8th, 2009 8:20:06 PM
Syr hangs back a bit hoping to catch a glimpse of those scarred bull horns. Once he sees Brahmah he gestures impatiently and swims to catch the others.
Brahmah enters the water. He drinks his Darkvision potion and begins swimming downward. Swimming is very much slower than walking. (Swim Check 15/Pass. This is the last swim check I will roll for anyone. See notes below.)
Mac drinks a Darkvision potion.
Belkior senses the minotaur ranger through his Status spell. Brahmah is directly above the main group and descending slowly toward them.
To this point, both Mac and Belkior have tried to remain quiet, sensing, perhaps, what the cessation of sound might mean. Then Jass blows a hole in things.
He speaks. Then he calls for light. The group is bathed in a bubble of yellow magic light. Small motes of debris drift in the water, like fairies in the light. It would be charming, if it were not for the sharp clacking sound that cuts through the water. Sharp bone or chitin clashing against sharp bone or chitin. At the same time, Jass releases his glowing sling bullet, and it drops away into the depths.
The pool of light falls with it. Forty feet. Eighty feet. Wynn goes to follow the light down. But the light fills with a pale white monster, huge, thirty foot arms, sixty foot tentacles. And the monster is coming straight up, coming up at the group. Light and monster pass each other, the light revealing a brief glimpse of a ship on the bottom of the lake, then suddenly an inky darkness clouds the water. It blots out the light. It blots out the monster, leaving the scene below black and unknowable. But, from out of the darkness comes a cry of infinite rage and infinite pain.
OoC: We are now under stress combat situations. True combat rounds. One rounds worth of action only, please. If you do not have a Swim Speed, you must make a Swim Check in order to move. Swim checks will dictate your combat ability as well as movement per the underwater rules. The water is considered Calm. DC is 10. If you do not make a swim check, you will be considered to have failed your swim check.
All you can see is here on this Map. Below are some significant positions by which you can plan. If you have any further questions, don't hesitate to ask via email or DM Private post.
The Main Group depth is 100 ft.
Brahmah depth 15ft
Upper reaches of the darkness appears to be at depth 140 ft. You cannot see into or through this darkness. The darkness is directly below you. The darkness appears to be around 80ft in diameter.
The Kraken ... ???
Note that I'm keeping a round counter in the Header of the posts.
Please list all active effects either at the bottom of your post or in the name section of your post.
Florin Jadenth AC:27/HP:156 Monday June 8th, 2009 9:12:09 PM
Aura of Good Divine Grace Divine Health Aura of Courage Cloak of displacement (lesser 20% miss rate) Breath underwater (Someone remind me how long this will last?)
Florin continues with the other but does his best to keep his eyes and ears open for anything. He wonders how hard it would be to keep swimming with his weapon and shield readied. He really doesn't want to be caught off guard and with the noise thats being made he wasn't sure how far away the enemy could be.
Not sure so he waves to Syr to get Syr's attention and Florin motions to his bastard sword to see what Syr thinks about him readying it.
(OOC:Forgot to look at the swimming rules but with weaponry in hand, what kind of pen would I be looking at?)
No penalties for swimming with weapons in hand, Florin.
The penalties come from your ACP. Armor Check Penalty to Swim for a Large Steel Shield is -2. Armor Check Penalty for a Mithral Breastplate is -1. So, your Swim checks should be rolled at a +2 rather than the +5 on your character sheet.
Please read the bottom of the Underwater rules for the consequences of failing your Swim Check.
Belkior - Darkvision, Status, Water Breathing d20=16 ; d20+9=18 ; Monday June 8th, 2009 10:35:16 PM
The halfling cleric drives his arms and legs through the water, trying to keep oriented with both his companions and the creature down below. Since combat may be starting soon, Belkior decides to improve Mac's ability to move and fight underwater. Casting isn't the easiest here, but the Paragon manages to successfully cast Freedom of Movement on Mac. Swim = 16
Actions Standard - cast Freedom of Movement on Mac, Spellcraft check = 18 vs. DC 14 Move - 5 ft to AD 36
Current Effects Darkvision - 3 hours
Current Spells Freedom of Movement (Mac) - 140 minutes Status (x2) - 14 hours Water Breathing - 28 hours, split equally among 6 or 7 ?
Spells 0 - DC 17 - (6) - Detect Magic(x2), Detect Poison(x2), Read Magic(x2) 1 - DC 18 - (7) - Bless(x2), Hide from Undead, Sanctuary(x2), Shield of Faith(x2) (D - Protection from Evil) 2 - DC 19 - (7) - Aid(x2), Remove Paralysis(x2), Spiritual Weapon, Status**(x2) (D - Aid) 3 - DC 20 - (6) - Daylight, Invisibility Purge, Prayer, Water Breathingx2*, Water Walk (D - Magic Circle Against Evil) 4 - DC 21 - (5) - Freedom of Movement*(x3), Neutralize Poison(x2) (D - Holy Smite) 5 - DC 22 - (4) - Break Enchantment, Greater Command, True Seeing, Wall of Stone (D - Dispel Evil) 6 - DC 23 - (3) - Blade Barrier, Greater Dispel Magic, Summon Monster VI (D - Heal) 7 - DC 24 - (2) - Repulsion, Summon Monster VII (D - Regenerate) * = cast
Wynn AC 28: HP 83: Message d20+9=23 ; d20+17=36 ; d20+17=19 ; d8+7=8 ; d8+7=13 ; Monday June 8th, 2009 11:57:38 PM
Wynn swims downwards [Swim=23] and away from the ink cloud at a 45 degree angle, his webbed hands propelling him through the water. He draws his sword and will slash out at anything large and monstrous that swims buy [Hit AC=34 / 17 to confirm critical for either 4 or 10 HP depending on outcome; roles adjusted for underwater combat - please note that adamantine bypasses DR].
Mac (Waterbreathing-Belkior, Darkvision-Potion) d20+21=28 ; d20+23=31 ; 3d6+17=25 ; Tuesday June 9th, 2009 5:50:18 AM
"Thanks Belk! Now, anyone for telling them we only want the ship and its contents back, and to find a away to avoid this creature's attentions in the future?!" Mac (with Belkior still in tow) swims [Check:28] as to maintain something of a front line with Wynn (up to full move, avoiding the cloud if it is moving, and drawing the greataxe as a part of the move. +-+-+-+-+-+ AOO: AC31 for 25 damage.
Jass AC 22 HP 78/60 (Alter Self, Mage Armor, False Life) d20+10=11 ; d20+7=19 ; Tuesday June 9th, 2009 10:50:38 AM
"Um, OK! We know about where the monster is... so how does the Crimson Shields usually fight something like this?" Jass-Sahaugin waits for someone to call out a plan. The only solution he sees is that Syr wants Brahmah to get with the rest, and that seems like a good idea for Jass too. "He looks good in a fight." he comments to himself.
Well, the Sahaugin body is great when it comes to swimming, and so Jass volunteers. "I'll get him!", and the sorcerer shoots up towards the surface and Brahmah. Once there he moves up to the big minotaur, and the Sahaugin-Jass speaks again. "Let me grab your backpack, and I'll help swim you down. I think I made the Pale Squid Thing angry and the Crimson Shields need your help!"
Jass is ready to use his superior swimming to help tow Brahmah down to the others and the combat.
...................
Double move Swim up to Brahmah and then begin swimming back down (total 120 foot swim) Spot: 11 Listen: 19 ............... Effects Alter Self; Sahaugin: 120 minutes: Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Mage Armor: 12 hours: +4 AC False Life: 12 hours: +18 hit points Darkvision: 5 hours (?) 60 foot Darkvision
Florin Jadenth AC:27/HP:156 Tuesday June 9th, 2009 3:59:27 PM
Aura of Good Divine Grace Divine Health Aura of Courage Cloak of displacement (lesser 20% miss rate) Breath underwater (Someone remind me how long this will last?)
Florin decides to ready his bastardsword and shield as he ponders how the group is going to combat this thing. With the ink cloud it would be hard to spot the stupid thing let alone fight it.
Florin decides that he should just move in and see what happens from there, he had to get close for his sword to work anyway.
You most decidedly do need to make a Swim Check if you wish to move or fight, Florin. Please read the OoC section of my posts. Many of your questions should be answered there.
Syr Ac 32/31 HP 154 d20+8=26 ; Tuesday June 9th, 2009 6:38:09 PM
Syr reaches over and deactivates his ring. (OOC: Although not a true shield, I think it is for these purposes). He Swims down easily to rejoin the others. In fact, a worried frown crosses his face as he worries that it can't be all that easy. Memories of swimming in the Lake a few years ago spring to mind but with nothing like they are facing now. Not having Darkvision, his eyes follow the trail of light as the stone drops and he catches a glimpse of Florin and shrugs his shoulders in response.
swim 26 Status Water Breathing
The Kraken Rises Round 6 - DMAl d20+26=31 ; 2d8+10=15 ; d20+42=58 ; Tuesday June 9th, 2009 8:04:44 PM
Florin readies his sword and shield for battle. But he finds himself floundering in the water and fails to move. (No swim check.)
Wynn swims down and at an angle, drawing his sword and waiting for the Kraken to come up out of the dark cloud.
Belkior casts Freedom of Movement on Mac, and the minotaur tows the halfling cleric behind him to a spot near Wynn. Mac too readies to strike anything that might happen to pass through his minotaur's reach.
Brahmah founders in the water, failing to proceed any further downward. OoC for Jay: Highlight to display spoiler: {I'm not sure who's character sheet you're reading, but the one that you have on line says that you have an 8 for the Swim Skill. -1 ACP from your buckler, and that should be 7. Rolling a four, you should have made your Swim Check, but I'm going with what you rolled, so you don't move on your own power this round.}
Jass the Sahuagin, however, comes to Brahmah's rescue. He shoots upward, undulating like a shark. With such speed, he easily reaches Brahmah. He may, however, have a more difficult time towing the heavy minotaur through the water on the return trip. (Getting a secure hold on Brahmah is a Move Equivalent Action. Towing Brahmah is equivalent to Dragging an object too heavy for you to lift. You will be considered Heavily Encumbered and Speed reduces from 60ft to 40ft.)
The Kraken rises up its thick cabled arms emerging from the cloud of darkness. 25 feet below Wynn, Mac and Belkior, the nest of writhing arms appears enormous. The pale skin of the Kraken is split and cracked, as though dried and chapped. Sores cover every inch of its body.
With the Kraken 25 feet below Wynn and Mac, there is nothing for them to hit. The Kraken, however, proves that it has a much longer reach.
A sixty foot long tentacle, thorny barbs on its end, rises up across the intervening 25 feet to strike at Mac. *Slam* Mac is hit, and the water begins to cloud with the minotaur's blood. The tentacle wraps around Mac, enveloping his entire lower torso. It squeezes, but Belkior's magic of Freedom comes to the rescue. The tentacle cannot hold, and it slips away, back to its owner.
If you are on the map, please give your grid coordinates at the bottom of your post when you move. Also list your depth in relation to the surface. You may consider 3D movement underwater to be equivalent to Perfect Maneuverability in Aerial Movement
Current Depths ==============
Brahmah and Jass depth 15ft
Syr & Florin depth 100 ft
Wynn, Mac, Belkior depth 115ft
The Kraken depth 140ft.
Upper reaches of the darkness depth 140 ft. You cannot see into or through this darkness. The darkness is directly below you. The darkness appears to be around 80ft in diameter.
We are now in combat rounds. One rounds worth of action only, please.
If you do not have a Swim Speed, you must make a Swim Check in order to move. Swim checks will dictate your combat ability as well as movement per the underwater rules. The water is considered Calm. DC is 10. If you do not make a swim check, you will be considered to have failed your swim check.
Please list all active effects either at the bottom of your post or in the name section of your post. Also please list AC and HP in the Name section of your post.
Belkior - AC 25 (26 vs. Evil); HP 125 - Darkvision, Magic Circle vs. Evil, Status, Water Breathing d20=15 ; d20+9=27 ; d20+28=31 ; d20+18=24 ; Tuesday June 9th, 2009 9:46:08 PM
The halfling cleric tightens his grip upon Mac's harness in hopes of continuing to be taken where he is needed. Belkior decides to improve his, and Mac's, defences by casting a spell. Swim = 15
Having just had the chance of a very close look at the kraken's tentacles, Belkior tries to determine whether the creature is simply diseased or affected by some other effect. Like, for example, being an undead creature. Heal = 31, Knowledge Religion = 24
Position AG35 Depth: 115 ft (unless towed by Mac)
Actions Standard - cast Magic Circle Against Evil, Spellcraft check = 27 vs. DC 13
Current Effects Darkvision - 3 hours
Current Spells Freedom of Movement (Mac) - 140 minutes Magic Circle Against Evil - +2 deflection bonus to AC, +2 resistance bonus saves - 150 minutes Status (x2) - 14 hours Water Breathing - 28 hours, split equally among 6 or 7 ?
Spells 0 - DC 17 - (6) - Detect Magic(x2), Detect Poison(x2), Read Magic(x2) 1 - DC 18 - (7) - Bless(x2), Hide from Undead, Sanctuary(x2), Shield of Faith(x2) (D - Protection from Evil) 2 - DC 19 - (7) - Aid(x2), Remove Paralysis(x2), Spiritual Weapon, Status**(x2) (D - Aid) 3 - DC 20 - (6) - Daylight, Invisibility Purge, Prayer, Water Breathingx2*, Water Walk (D - Magic Circle Against Evil*) 4 - DC 21 - (5) - Freedom of Movement*(x3), Neutralize Poison(x2) (D - Holy Smite) 5 - DC 22 - (4) - Break Enchantment, Greater Command, True Seeing, Wall of Stone (D - Dispel Evil) 6 - DC 23 - (3) - Blade Barrier, Greater Dispel Magic, Summon Monster VI (D - Heal) 7 - DC 24 - (2) - Repulsion, Summon Monster VII (D - Regenerate) * = cast
Mac: AC:26, HP:130/130 (Waterbreathing, Freedom of Movement, Magic Circle Against Evil - Belkior, Darkvision-Potion) Swim Check = 39 d20+21=39 ; d20+11=23 ; d20+23=24 ; Wednesday June 10th, 2009 5:23:37 AM
That smarts! He swims a 5' step down (AF36, -120'), the little blood reaching out in many little tendrils. OOC: No, damage though? None noted in the post
"Can someone convince this thing that it is in its best interest to leave, and to not steal boats? It has one more chance to leave with everything intact." Mac shouts (okay, bad idea, but... too late) and brandishes his axe menacingly at the kraken [Intimidate Check = 23].
._.-._.-._.-._.-._.-._.-._.- AOO: AC24 (Nat 1) : P
OoC - DMAl Wednesday June 10th, 2009 7:36:20 AM
Oops. Sorry, Mac. That should have been 15hp damage.
Wynn AC 28: HP 83: Message d20+9=15 ; d20+17=30 ; d8+7=13 ; Wednesday June 10th, 2009 7:42:12 AM
The bard takes special interest in the sores and cracked skin of the kraken. "What kind of magic is in that ship's hold that it can cause such harm?" he asks through the message spell. Wynn continues his descent into the dark water, trying to move towards the periphery of the ink cloud [Swim =15]. He readies his weapon should the kraken attack again [Hit AC=28, 6 HP dmg].
New position = AH39 and 130' deep
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 133) Wednesday June 10th, 2009 7:43:01 AM
(OOC: I rolled a 4 on a d20, I couldn't figure out penalties off hand, so I rolled and didn't add skill mods)
Brahmah mouths a thanks to the sea creature. He used to be more skilled than this.
Mac: AC:26, HP:115/130 (Waterbreathing, Freedom of Movement, Magic Circle Against Evil - Belkior, Darkvision-Potion) Swim Check = 39 Wednesday June 10th, 2009 8:42:45 AM
Noted DMAl!
Jass AC 22 HP 78/60 (Alter Self, Mage Armor, False Life) d20+10=22 ; d20+7=27 ; Wednesday June 10th, 2009 10:47:16 AM
Jass-Sahaugin grabs ahold of Brahmah's backpack, and laborously begins towing the minotaur deeper towards the combat with the wierd kraken.
"You know" pant... pant... "This would be much harder" pant... pant... "if you were a big hulking warrior!"
......................... Move Action: Grab ahold of Brahmah's back pack Move Action: Swim (heavily encumbered) 40' straight down. (location: AD, 34) Spot: 22 Listen: 27 ............... Effects Alter Self; Sahaugin: 120 minutes: Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Mage Armor: 12 hours: +4 AC False Life: 12 hours: +18 hit points Darkvision: 5 hours; 60 foot Darkvision
Syr Ac 32/31 HP 154 d20+8=15 ; Wednesday June 10th, 2009 2:32:42 PM
Syr watches as the tentacle hits Mac and gapes at the reach of the thing. Thinking that it would be best to synchronize their attacks, he swims down adjacent to Belkior and prepares to make a grab at either if they happen to be pulled toward the darkness.
Swim 15 Status Waterbreathing
Florin Jadenth AC:27/HP:156 d20+2=4 ; Wednesday June 10th, 2009 4:15:05 PM
Aura of Good Divine Grace Divine Health Aura of Courage Cloak of displacement (lesser 20% miss rate) Breath underwater (Someone remind me how long this will last?)
Unuse to trying to fight underwater Florin finds himself haveing trouble moveing for combat at all and growls abit in flusteration before speaking, "Dang, remind me to keep my two feet on land or see if someone can change me into something swimming next time."
(Swim:4 *fail*) (DM Al: I didn't note the - to armor and such since this "could" be a temp low check so please make note of it for this round please. Also, I know people are going to get a laugh out of this but it's not mentioned in the rules and yes I know what would happen irl if someone did something like this but if Florin used the shocking on his sword what will happen? Electricute people, hair standing up, tingeling :) .)
OoC - DMAl Wednesday June 10th, 2009 4:48:06 PM
I did consider the possibility that Electricity could do damage to all parties in the water, Florin. (hehe. Sure would be a *shocking* surprise.) But, there is no rule in the core books that governs the use of electricity underwater. For that reason I have refrained from adding my own rules on electricity, despite the fact that it would be reasonable given what we know of the way electricity interacts with water.
Use electricity damage underwater in the same way that you would on the surface.
Belkior holds onto Mac's pack straps and casts a protective spell. The little Paragon, eyes the condition of the Kraken through the lens of his knowledge of both healing and the undead. To the halfling's trained eyes the Kraken seems to be suffering from both dehydration and bloating at the same time. The condition is both acute and well advanced. It is, however, definitely alive. (Knowledge Nature for more. Belkior only.)
Mac swims five feet closer to the Kraken and attempts to cow the creature into submission. The Kraken, however, at least twice Mac's size, barely even gives notice.
Wynn too, is interested in the condition of the Kraken, surmising that it may have something to do with something in the ship. He continues downward, skirting the Kraken's threatened space. He readies for an attack against himself.
Jass grabs Brahmah's pack straps, and, in a parody of Mac's relationship to Belkior, begins to tow the minotaur downward at a speed that Brahmah could never have made on his own. Down below, they can see Florin as he thrashes in the water.
Seeing the reach of the Kraken, Syr swims to Mac and Belkior to help should either be grabbed.
The Kraken swims a cautious five feet away from his foes. Then, with its far greater reach, it attacks.
One tentacle snakes out to strike Wynn. The bard, readied for the strike, lashes out. He finds that striking a tentacle is less like attacking a foe, than it is akin to attacking a foe's weapon. The weapon must be Sundered in order to do damage. Unfortunately for Wynn, the much larger tentacle simply sweeps the bard's weapon to the side. The barbs then slam into Wynn (dmg 19hp), and the tentacle snakes about his waist. Wynn finds himself grappled, and the Kraken begins crushing the life from him. (grapple dmg 17hp)
The second tentacle snakes around the side, and then darts in at Belkior. The barbed appendage hits. (dmg 22hp) The halfling too is wrapped in the tentacle and squeezed hard. (grapple dmg 22hp)
Mac becomes the recipient of an attack by all six arms. Five of the arms hit. One scores a critical blow. (dmg 10+8+10+7+6+5 = 46hp)
Perhaps, the Crimson Shields have underestimated this giant monster.
Both Wynn and Belkior are Grappled. Pretend the Tentacles are on the map. For the sake of simplicity, consider the position of the tentacles to be from the nearest corner of the Kraken to its grapplee in a straight line directly to the grapplee.
Kraken's Grapple DC is 52. Tentacle Sunder DC is 36. Arm Sunder DC is 31.
If you are on the map, please give your grid coordinates at the bottom of your post when you move. Also list your depth in relation to the surface. You may consider 3D movement underwater to be equivalent to Perfect Maneuverability in Aerial Movement
Current Depths ==============
Brahmah and Jass depth 55ft
Florin depth 100 ft
Mac, Belkior, Syr(AH) depth 120ft
Wynn depth 130
The Kraken depth 140ft.
Upper reaches of the darkness depth 140 ft. You cannot see into or through this darkness. The darkness is directly below you. The darkness appears to be around 80ft in diameter.
We are now in combat rounds. One rounds worth of action only, please.
If you do not have a Swim Speed, you must make a Swim Check in order to move. Swim checks will dictate your combat ability as well as movement per the underwater rules. The water is considered Calm. DC is 10. If you do not make a swim check, you will be considered to have failed your swim check.
Please list all active effects either at the bottom of your post or in the name section of your post. Also please list AC and HP in the Name section of your post.
Belkior - AC 25 (26 vs. Evil); HP 91/125 - Darkvision, Magic Circle vs. Evil, Status, Water Breathing d20+3=4 ; d20=13 ; d20+3=16 ; d20+8=22 ; d20+20=35 ; d20+9=26 ; Wednesday June 10th, 2009 10:27:27 PM
Despite his very good view of the creature's tentacle, the halfling cleric cannot remember anything that he might have heard about krakens. He could swim, though, if he could get away from the grasping tentacle. Knowledge Nature = 4, Swim = 13 (and an extra meaningless roll)
Belkior suddenly gets an idea but he has no idea if it would work but manages to recall something about krakens. Taking a moment to concentrate, Belkior mutters the words to a spell and then shouts at the kraken, "DROP!" Knowledge Arcana = 22, to know about krakens Concentration = 35 vs DC 25, to cast while grappled Spellcraft = 26 vs. DC 15, to cast underwater
Position AG35 Depth: 120 ft (unless towed by Mac)
Actions Standard - cast Greater Command, DC 22 to resist, 14 rounds
Current Effects Darkvision - 3 hours Instant Healing (DR 5/-) - constant Fast Healing 1 - constant
Current Spells Freedom of Movement (Mac) - 140 minutes Magic Circle Against Evil - +2 deflection bonus to AC, +2 resistance bonus saves - 150 minutes Status (x2) - 14 hours Water Breathing - 28 hours, split equally among 6 or 7 ?
Spells 0 - DC 17 - (6) - Detect Magic(x2), Detect Poison(x2), Read Magic(x2) 1 - DC 18 - (7) - Bless(x2), Hide from Undead, Sanctuary(x2), Shield of Faith(x2) (D - Protection from Evil) 2 - DC 19 - (7) - Aid(x2), Remove Paralysis(x2), Spiritual Weapon, Status**(x2) (D - Aid) 3 - DC 20 - (6) - Daylight, Invisibility Purge, Prayer, Water Breathingx2*, Water Walk (D - Magic Circle Against Evil*) 4 - DC 21 - (5) - Freedom of Movement*(x3), Neutralize Poison(x2) (D - Holy Smite) 5 - DC 22 - (4) - Break Enchantment, Greater Command*, True Seeing, Wall of Stone (D - Dispel Evil) 6 - DC 23 - (3) - Blade Barrier, Greater Dispel Magic, Summon Monster VI (D - Heal) 7 - DC 24 - (2) - Repulsion, Summon Monster VII (D - Regenerate) * = cast
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 133) d20+18=21 ; d20+13=16 ; d20+8=13 ; Thursday June 11th, 2009 8:02:53 AM
(Disregard the rolls, didn't realize the distance)
Brahmah keeps moving as fast as possible.
Mac: AC:26, HP:69/130 (Waterbreathing, Freedom of Movement, Magic Circle Against Evil - Belkior, Darkvision-Potion) Swim Check = 36 d20+21=36 ; d20+27=30 ; Thursday June 11th, 2009 8:04:17 AM Simple plan -> Get Belkior out, then help Wynn.
Mac drops 5' further down, and takes a massive swing at the tentacle holding Belkior, reckoning that it might cause the thing to let go of the halfling (Sunder Check = 30, miss).
OOC: Seeking a rules clarification. In the PH it specifically states that you can make one melee Attack (a standard action) before determining if you are going on to make a Full Attack (a full round action). Sunder is a Special attack (a standard action), so, can Mac either: 1) Continue to make Sunder attacks as a Full Attack (with diminishing to hits as per usual) this round, or; 2) Fall back to making the remainder of his Full Attack attacks as normal attacks?
If I don't ask I waste half a round...
OoC - DMAl Thursday June 11th, 2009 8:57:42 AM
Ruling:
Not all of the Special Attacks are Standard Actions. As noted in the description below, Sunder is a melee attack. Therefore you have as many Sunder attempts as you have attacks. Or, should you chose, you may combine Sunder and regular melee attacks as you please.
Feel free to either amend or append to your post above, Mac. All changes will be applied up until post time tonight.
Sunder You can use a melee attack with a slashing or bludgeoning weapon to strike a weapon or shield that your opponent is holding. If you're attempting to sunder a weapon or shield, follow the steps outlined here. (Attacking held objects other than weapons or shields is covered below.) Etc, etc, etc.
Jass AC 22 HP 78/60 (Alter Self, Mage Armor, False Life) d20+17=31 ; d20+10=23 ; d20+7=9 ; d20+16=33 ; Thursday June 11th, 2009 9:44:56 AM
Jass-Sahaugin pretends he is an underwater delivery service and pulls Brahmah 40 more feet down towards the Crimson Shields and the Kraken.
"OK, here's where you get off!" he cries cheerfully, and lets go, giving Brahmah the opportunity to attack or, well, whatever.
The sorcerer then concentrates on the beast, and wriggles his fingers with three small nut shells like he is playing a carnival game. Jass then points to the beak of the beast and unleashes his spell.
......................... Move Action: Swim (heavily encumbered) 40' straight down. (location: AD, 34) depth: 95' Standard Action: Cast Confusion; Spell Penetration: 33; Target, AB,36 140' Concentration: 31 Confusion; 12 rounds; Will DC 21 or roll on Table once per round d% Behavior 01--10; Attack caster with melee or ranged weapons (or close with caster if attack is not possible). 11--20; Act normally. 21--50; Do nothing but babble incoherently. 51--70; Flee away from caster at top possible speed. 71--100; Attack nearest creature (for this purpose, a familiar counts as part of the subject's self).
Spot: 23 Listen: 9 ............... Effects Alter Self; Sahaugin: 120 minutes: Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Mage Armor: 12 hours: +4 AC False Life: 12 hours: +18 hit points Darkvision: 5 hours; 60 foot Darkvision
Florin Jadenth AC:27/HP:156 d20+2=18 ; Thursday June 11th, 2009 4:55:30 PM
Aura of Good Divine Grace Divine Health Aura of Courage Cloak of displacement (lesser 20% miss rate) Breath underwater (Someone remind me how long this will last?)
Florin finally finds a hold on the water so to speak and swims closer to the kraken in hopes to help his friends out. He decides for now to aim in helping Belkior out just incase the cleric's spell doesn't work at getting Belkior free, "I'm comeing Belkior just incase so hang on friend."
Florin figures since Jas looked to be moveing to help Wynn that Jas would swim faster then he could.
(Swim:18 I didn't make attack rolls or anything since if I understand the swimming combat rules, my char wouldn't beable to swim to where Belkior is being grappled and attack also. If I'm wrong then please let me know.)
Wynn AC 28: HP 47/83: Message; Blinking d20+9=24 ; d20+9=11 ; Thursday June 11th, 2009 8:11:07 PM
The bard winces as the kraken grips him and squeezes, but manages to activate his ring of blinking[spellcraft = 24] and simply steps through the mighty creatures tentacles in ephemeral form. Knowing he cannot do serious harm to the creature, Wynn continues his dive, hoping to find the cause of the creature's anguish and use it against it. "I'm going down" he gurgles through the message spell, but disoriented by the turmoil caused by the kraken, he is simply buffeted by the swirling currents [Swim=11]
New Position AG-40; 130'
Syr Ac 32/31 HP 154 d20+8=25 ; d20+16=36 ; d20+19=27 ; d20+19=30 ; d20+19=27 ; d20+14=30 ; 2d6+9=18 ; d6=6 ; 2d6+9=13 ; 2d6+9=16 ; 2d6+9=19 ; d6=4 ; 2d6+9=14 ; Thursday June 11th, 2009 8:56:46 PM
Syr sees the tentacle latch on to Belkior and moves to help. He latches on to Belkior and begins hitting the tentacle coming off the priest's body. (Grapple nat 20 if it matters) Attack 36, 27,30,27,30 Damage 18+6(shock *grin*), 13,16,19+4(ice), 14).
Swim 25 Status
OOC: I only used 4 attacks and I'll check later tonight if I did something wrong and fix then?
Belkior considers the Arcane lore on Krakens rather than the body of knowledge that relates to the natural world. He knows them to be powerful magic beasts, feared in every port of the High Seas. They're even known to command weather magic. But none of the Arcane Lore seems to explain the condition that this particular Kraken is in.
Still squeezed in the powerful grip of the tentacle, Belkior attempts to command the Kraken to drop both he and Wynn. The little cleric's spell is powerful, but the Kraken's will wins out.
Mac takes a swing at the tentacle still holding Belkior, attempting to Sunder it and release the halfling cleric. Mac's axe glances from the rubbery tentacle failing the Sunder. (BTW, Mac, with Freedom of Movement on, you don't take the penalties to hit and damage.) Mac descends 5 more feet downward, however Belkior remains above, no longer able to hold on while wrapped in the Kraken's tentacle.
Jass continues to drag Brahmah down. Five feet above Florin, the Sahuagin sorcerer releases the Minotaur and casts a spell of Confusion at the Kraken. This too, the Kraken fights off, its will strong at this moment.
Florin finally finds his sea legs, so to speak. He finds, however, that swimming is slow work, especially when he would need to cross dangerously near the Kraken in order to cross to Belkior. Swimming around to the south of the Kraken, it might make more sense to help Wynn instead of Belkior. The paladin swims to the east and down five feet. (AG39)
Wynn manages to activate his ring of Blinking. But the ethereal magic is fickle. He could appear on the material plane at the most inconvenient of times. (50 and Lower is Ethereal. 51 and Higher is Material. Roll: 32) Fortune is with the bard, and he slips free of the tentacle.
Syr goes to Belkior's aide. He intends to join the grapple, but makes a Sunder attempt instead. Syr's blow is lucky, nearly critical, and, as it is, it's enough. The force of Syr's blow, along with the burst of electricity is enough to burst the flesh of the tentacle. It explodes, and the water fills with a mist of blood. Belkior is now free. (Sorry, can't join a grapple with a weapon. Only a grapple with a body. But you lucked out with the Natural 20.)
Freed of Wynn, the undamaged tentacle changes targets snaking upward a full forty five to fifty feet to attacks Jass. The barbed tentacle easily penetrates the sorcerer's protections. (dmg 17hp). The tentacle snakes around Jass this time, and crushes his bones. (dmg 22hp)
The six arms change targets too, attacking Syr. The arms flail at the elfish monk, but they find him much more difficult to hit than they did Mac. (dmg 12+7 = 19hp) Wary, the Kraken does not even attempt to seize and grapple Syr.
And, as before, the Kraken slides five feet away to the west.
Jass is Grappled. Pretend the Tentacles are on the map. For the sake of simplicity, consider the position of the tentacles to be from the nearest corner of the Kraken to its grapplee in a straight line directly to the grapplee.
Sorry, you cannot attempt a grapple with a tentacle or arm. They are weapons, not bodies. You can attempt to grapple the Kraken body. But you have to get close enough first.
Kraken's Grapple DC is 52. Tentacle Sunder DC is 36. Arm Sunder DC is 31.
If you are on the map, please give your grid coordinates at the bottom of your post when you move. Also list your depth in relation to the surface. You may consider 3D movement underwater to be equivalent to Perfect Maneuverability in Aerial Movement
Current Depths ==============
Brahmah and Jass depth 95ft
Florin depth 105ft
Belkior, Syr depth 120ft
Mac depth 125ft
Wynn depth 130
The Kraken depth 140ft.
Upper reaches of the darkness depth 140 ft. You cannot see into or through this darkness. The darkness is directly below you. The darkness appears to be around 80ft in diameter.
We are now in combat rounds. One rounds worth of action only, please.
If you do not have a Swim Speed, you must make a Swim Check in order to move. Swim checks will dictate your combat ability as well as movement per the underwater rules. The water is considered Calm. DC is 10. If you do not make a swim check, you will be considered to have failed your swim check.
Please list all active effects either at the bottom of your post or in the name section of your post. Also please list AC and HP in the Name section of your post.
Belkior - AC 25 (26 vs. Evil); HP 122/125 - Darkvision, Magic Circle vs. Evil, Status, Water Breathing d20=19 ; d20+9=19 ; d8=5 ; d8=2 ; d8=8 ; d20+20=31 ; d20+20=40 ; d20=13 ; Thursday June 11th, 2009 10:19:29 PM
The halfling cleric breathes deeply after being released by the tentacle even though his spell was not successful. Belkior quickly consults his Status spells and realizes that protecting and aiding his companions is now needed. Swim = 19
After waiting for Jass and Brahmah to swim lower, the Paragon concentrates and uses the magical energy granted by Alemi to cast a Mass Cure Serious Wounds spell, trying to affect as many of his companions as possible.
Position AG35 Depth: 120 ft (unless towed by Mac)
Actions Standard - cast Mass Cure Serious Wounds (over Repulsion), DC 24 to resist, 3d8+15 = 30, Spellcraft = 19 vs. DC 17, Concentration = 31 to avoid AoO
Current Effects Darkvision - 3 hours Instant Healing (DR 5/-) - constant Fast Healing 1 - constant
Current Spells Freedom of Movement (Mac) - 140 minutes Magic Circle Against Evil - +2 deflection bonus to AC, +2 resistance bonus saves - 150 minutes Status (x2) - 14 hours Water Breathing - 28 hours, split equally among 6 or 7 ?
Spells 0 - DC 17 - (6) - Detect Magic(x2), Detect Poison(x2), Read Magic(x2) 1 - DC 18 - (7) - Bless(x2), Hide from Undead, Sanctuary(x2), Shield of Faith(x2) (D - Protection from Evil) 2 - DC 19 - (7) - Aid(x2), Remove Paralysis(x2), Spiritual Weapon, Status**(x2) (D - Aid) 3 - DC 20 - (6) - Daylight, Invisibility Purge, Prayer, Water Breathingx2*, Water Walk (D - Magic Circle Against Evil*) 4 - DC 21 - (5) - Freedom of Movement*(x3), Neutralize Poison(x2) (D - Holy Smite) 5 - DC 22 - (4) - Break Enchantment, Greater Command*, True Seeing, Wall of Stone (D - Dispel Evil) 6 - DC 23 - (3) - Blade Barrier, Greater Dispel Magic, Summon Monster VI (D - Heal) 7 - DC 24 - (2) - Repulsion*, Summon Monster VII (D - Regenerate) * = cast
Mac: AC:26, HP:99/130 (Waterbreathing, Freedom of Movement, Magic Circle Against Evil - Belkior, Darkvision-Potion) Swim Check = 37 d20+21=37 ; d20+27=41 ; 3d6+17=32 ; d20+22=27 ; d20+17=20 ; Friday June 12th, 2009 8:51:15 AM
OOC1: Stupid computer! OOC2: What did you mean by (BTW, Mac, with Freedom of Movement on, you don't take the penalties to hit and damage.) Al? I didn't think I had been, but if I've missed something please let me know. I net a total +4 bonus for the Sunder, I think. _.--._.--._.--._.--._.--._.--._ Second verse, same as the first - only better he hopes. He swings to disable the tentacle on Belkior. (Sunder DC = 41 for 32 damage) He stays on it until Belkior is free, at which point he swings at the other tentacle. (Sunder DC = 27 - a miss either way & Sunder DC = 20 a miss as well). Mac has struck upon the idea of keeping his mouth shut, and seeing how that works.
OoC - DMAl Friday June 12th, 2009 9:32:53 AM
On you're online sheet you list an attack with a Great Axe at +23. From what I've seen, you've been rolling +21. I thought you were taking a penalty. But now I see that's your Swim Check.
As to the +4 to Sunder, yes, you get that for Size. Unfortunatley, however, you also take a -4 Penalty under Woldian rules for not being either a Duelist, Hand of Domi, or Monk. So, they cancel each other out.
BTW, Belkior was released last round by Syr. And, unfortunately, Jass, who is now the only one grappled, is about 30ft above you. That tentacle is too far away to reach from your current position. Even the portion of the tentacle attached to the Kraken's body is too far away for you to reach from your current position.
If you'd like to change your move between now and post time, please feel free to do so.
Syr Ac 32/31 HP 154 Friday June 12th, 2009 10:09:13 AM
Syr looks at the others, waves his arms wildly, and then points down.
Mac: AC:26, HP:99/130 (Waterbreathing, Freedom of Movement, Magic Circle Against Evil - Belkior, Darkvision-Potion) Swim Check = 24 d20+21=24 ; d20+27=39 ; 3d6+17=27 ; Friday June 12th, 2009 11:10:25 AM
[OOC] +23 to hit, +4 (Large Size), -4 (Non-proficient), +4 (Two handed weapon) = +27 I'll go from scratch: _.--._.--._.--._.--._.--._ Mac swims up 5' and across 10' (to AD35, -120') PIcking up Belkior (on the backpack) on the way. He swings to disable the tentacle on Jass. (Sunder DC = 39 for 27 damage)
Jass AC 22 HP 78/60 (Alter Self, Mage Armor, False Life) d20+17=25 ; d20+17=36 ; d20+14=32 ; d20+10=17 ; Friday June 12th, 2009 12:16:01 PM
Jass screams as the barbed tentacle slices and crushes his life away. The False Life spell winks out and blood begins seeping into the water. Yet the sorcerer is a hero and he doesn't give up. Focusing his willpower, he lashes out with a quick verbal phrase and disappears! At the same moment, he reappears in a pop of displaced water 15 feet closer towards the surface and also over the Crimson Shields.
"OW!!", he exclaims.
......................... Concentration: 25 cast spell underwater Concentration: 36 cast spell in Grapple Move Action: hover at AJ,34; depth: 80' Spot: 32 Listen: 17 ............... Effects Alter Self; Sahaugin: 120 minutes: Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Mage Armor: 12 hours: +4 AC Darkvision: 5 hours; 60 foot Darkvision
Syr Ac 32/31 HP 154 d20+8=11 ; Friday June 12th, 2009 7:51:30 PM
Syr watches in dismay as Mac moves to Jass for no reason. Then pumps one first as the minotaur lands a blow on the tentacle. However, he looks at the minotaur in alarm as he seems to be attacking the symptom rather than the problem. Shrugging his shoulders once, he swims downward, going after the body of the beast, even if only solo.
Belkior casts a cure spell, hoping to catch Jass and Brahmah within its sphere. It does not. Jass and Brahmah remain too far up, but the rest of the Crimson Shields feel much needed healing.
Syr begins gesturing in the water. Nobody appears to understand.
Mac swims upwards to take himself just outside of the Kraken's threat range, and then delivers a tremendous two handed chop to the tentacle holding Jass. The barbed appendage bursts, clouding the water with blood just moments before Jass completes his spell and pops from one place to another closer to the surface.
Syr takes the fight to the body of the Kraken. He descends twenty feet before encountering the upper surface of the ink cloud. Skimming the surface, Syr swims above the darkness until just outside the reach of the Kraken. Then he ducks down into the cloud. Inside the ink, Syr finds himself in total darkness. His speed slows to half. By dead reckoning, he continues in the direction of the Kraken's body.
Both of the Kraken's tentacles hang limp and useless. Its cry of rage and pain takes on a high eerie keening edge. It floats five feet upward and to the south west, and again pummels Mac with its six arms. Bits of dead and flaking skin, waterlogged and fleshy, fill the water like snow in a storm. (dmg 5+8+8+5+7+7 = 40hp)
Please update your Damage. Damage should stand as follows Belkior 122/125 Brahmah 133/133 Florin 156/156 Jass 40/60 Mac 59/130 Syr 154/154 Wynn 77/83
NOTE: Inside the cloud of ink you are in darkness. Total Cover. That means 50% miss chance. Also, speeds inside the cloud are reduced to 1/2 of your already reduced swimming speeds.
Kraken's Grapple DC is 52. Tentacle Sunder DC is 36. Arm Sunder DC is 31.
If you are on the map, please give your grid coordinates at the bottom of your post when you move. Also list your depth in relation to the surface. You may consider 3D movement underwater to be equivalent to Perfect Maneuverability in Aerial Movement
Current Depths ==============
Jass depth 80ft
Brahmah depth 95ft
Florin depth 105ft
Belkior depth 120ft
Mac depth 120ft
Wynn depth 130ft
The Kraken depth 135ft.
Syr depth 150ft
Upper reaches of the darkness depth 140 ft. You cannot see into or through this darkness. The darkness is directly below you. The darkness appears to be around 80ft in diameter.
We are now in combat rounds. One rounds worth of action only, please.
If you do not have a Swim Speed, you must make a Swim Check in order to move. Swim checks will dictate your combat ability as well as movement per the underwater rules. The water is considered Calm. DC is 10. If you do not make a swim check, you will be considered to have failed your swim check.
Please list all active effects either at the bottom of your post or in the name section of your post. Also please list AC and HP in the Name section of your post.
Florin Jadenth AC:27/HP:156 d20+2=7 ; Friday June 12th, 2009 10:08:51 PM
Aura of Good Divine Grace Divine Health Aura of Courage Cloak of displacement (lesser 20% miss rate) Breath underwater (Someone remind me how long this will last?)
Florin wants to hurry and get into the combat and help his friend's but his kicking and movements fail to get him any closer then he already is and flusteration is starting to win out as he growls, "Curse this water. I never knew the area around what is my home could be so...so...grrr."
Florin glances to the others and calls out, "Hey, anyone think they can give me a hand? I would really like to get in there and put some muscle to work too."
(Swim:7) (Thinking a scroll to change Florin into some swimming type creature would of been great. Maybe investing in something for our wizard would be a good idea in the future or maybe Florin should get a ring or something to help him swim.)
Jass AC 22 HP 40/60 (Alter Self, Mage Armor) d20+17=20 ; 10d6=32 ; Friday June 12th, 2009 10:31:28 PM
ooc: consarnit! If I'd known Mac successfully snapped the tentacle, Jass woulda done something different! :-) c'est la vive!
Jass-Sahaugin cheers. "The long tentacles are gone! Now only the arms are left..."
More attackers would be great, thinks the sorcerer, and he zips over to Florin. "Grab ahold to get a ride", he says.
Then he tries something a little more direct. A quick phrase lashes the Kraken with a bolt of lightning!
......................... Concentration: 20 cast spell underwater Lightning 32 damage, Reflex DC 20 for half Move Action: move to AF,38; depth: 105'
............... Effects Alter Self; Sahaugin: 120 minutes: Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Mage Armor: 12 hours: +4 AC Darkvision: 5 hours; 60 foot Darkvision
Belkior - AC 22 (23 vs. Evil, no Dex due to failed swim); HP 123/125 - Darkvision, Magic Circle vs. Evil, Prayer, Status, Water Breathing d20=5 ; d20+9=22 ; d20+20=33 ; Friday June 12th, 2009 10:58:23 PM
The halfling cleric struggles in the water, buffeted by the turbulence of so many large bodies moving in the water. Swim = 5
Since he can't move himself, Belkior decides to assist all of his companions. He concentrates and casts a Prayer spell, affecting all of his companions and the kraken.
Position AG35 Depth: 120 ft (unless towed by Mac)
Actions Standard - cast Prayer, Spellcraft = 22 vs. DC 13, Concentration = 33 to avoid AoO
[u]Current Spells Freedom of Movement (Mac) - 140 minutes Magic Circle Against Evil - +2 deflection bonus to AC, +2 resistance bonus saves - 150 minutes Prayer - +1 to attack, damage, saves, skills Status (x2) - 14 hours Water Breathing - 28 hours, split equally among 6 or 7 ?
Spells 0 - DC 17 - (6) - Detect Magic(x2), Detect Poison(x2), Read Magic(x2) 1 - DC 18 - (7) - Bless(x2), Hide from Undead, Sanctuary(x2), Shield of Faith(x2) (D - Protection from Evil) 2 - DC 19 - (7) - Aid(x2), Remove Paralysis(x2), Spiritual Weapon, Status**(x2) (D - Aid) 3 - DC 20 - (6) - Daylight, Invisibility Purge, Prayer*, Water Breathingx2*, Water Walk (D - Magic Circle Against Evil*) 4 - DC 21 - (5) - Freedom of Movement*(x3), Neutralize Poison(x2) (D - Holy Smite) 5 - DC 22 - (4) - Break Enchantment, Greater Command*, True Seeing, Wall of Stone (D - Dispel Evil) 6 - DC 23 - (3) - Blade Barrier, Greater Dispel Magic, Summon Monster VI (D - Heal) 7 - DC 24 - (2) - Repulsion*, Summon Monster VII (D - Regenerate) * = cast
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 133) d20=8 Saturday June 13th, 2009 4:25:01 PM
Brahmah remains on the move. Thinking to himself, 'This was much easier years ago.'
Swim 10+ with bonuses.
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 133) d20=20 ; Monday June 15th, 2009 5:28:12 AM
Brahmah heads toward the kraken's bodt, as it is, and attempts to engage it. Swim nat 20
Wynn AC 28: HP 47/83: Message; Blinking d20+9=14 ; d100=36 ; d20+17=32 ; d8+7=10 ; d100=31 ; Monday June 15th, 2009 7:31:40 AM
Wynn swims into the cloud after Syr, searching for the wounded Kracken. When he bumps into something too large to be the elf, he slashes out with his longsword, but fails to connect. [Swim=14, 20% miss chance from blinking = 36 pass, Hit AC 32 for 10 HP but 50% concealment miss chance = 31, Fail!]
New Position=AB38 @ 135 depth
Mac: AC:26, HP:59/130 (Waterbreathing, Freedom of Movement, Magic Circle Against Evil, Prayer - Belkior, Darkvision-Potion) Swim Check = 41 d20+22=41 ; Monday June 15th, 2009 10:17:02 AM
Mac puts Belkior on his shoulder and swims across and downward some 30' with the majority of the shields (to AB37-130').
Syr Ac 32/31 HP 154 d20+8=17 ; Monday June 15th, 2009 5:34:01 PM
Syr fumbles around in the dark inky cloud and actually passes by the creature briefly before realizing his mistake. He rises slowly to the correct depth and tentatively feels for the beast. Unable to sense what the others are doing he tries to adjust his perception to feel for any drastic voilent movements in the water.
Florin tries to swim down to help the other Shields. But his armor holds him back and he flounders in the water.
Jass, seeing Florin's predicament, swims up and offers a tow. Then he sends a streak of ultra bright lightning through the dark water. As the spots clear from the eyes of the heroic group, they find that the Kraken has managed to dodge the worst of the lighting.
Belkior, like Florin, founders in the water. But his magic is strong, and Alemi, mighty and compassionate, answers his Prayer.
Brahmah begins to move, swimming toward the fight, he makes it to just within striking distance of the Kraken. But, as he nears, he fails to take into account the Kraken's longer reach. Brahmah swims right into the Kraken's sharp beak. The water resounds with a sharp *snap* as the hard razor beak removes a chunk of the minotaur's flesh. (AoO damage 14hp)
Perhaps the Crimson Shields have been under the water longer than they think. They begin to mistake the distances and confuse up from down.
Wynn swims downward hoping to find the Kraken when the Kraken is actually a good distance to the west. The bard swims nearer to the upper level of the ink cloud. It hangs below him, dark and impenetrable. Five feet lower and he will enter it. But Wynn finds no opponents here.
Mac turns to help Belkior regain his tow hold upon the pack straps. As he does, he realizes his mistake. The Kraken is now close enough that turning away will surely draw an opportunistic attack. Fortunately, however, the Kraken has already turned its attention to Brahmah. And, while the Kraken is busy with Brahmah, Mac swims with Belkior down ten feet.
Syr swims through the inky darkness trying to make sense of the swirl of water about him. All that he can tell is that events appear to be happening above him. Where friend or foe might be, however, is as unclear as the ink is dark. The only consolation might be that within the darkness, the Kraken does not appear to be able to see him either.
The Kraken's eyes are bloody red, and now that many of the Shields are near enough to see, hold little but rage and madness. The monster ignores Brahmah and continues to flail at Mac with all six arms, and this time, with the dangerous beak. (dmg 7+7+9+17 = 40hp) Arms pummel the water, and Mac feels bones give way. The beak bites deep into his leg, and the water fills with minotaur blood.
The Crimson Shields now surround the Kraken, like a pack of wolves that circle to take down a bull. The Kraken, for its part, despite its loss of two tentacles, appears hardly damaged.
Map Note: Wynn is below Mac on the map. (That's why Mac is semi-transparent.)
Kraken damage 20+20+16
OoC:
Please update your Damage. Damage should stand as follows Belkior 122/125 Brahmah 133/133 Florin 156/156 Jass 40/60 Mac 19/130 Syr 154/154 Wynn 77/83
NOTE: Inside the cloud of ink you are in darkness. Total Cover. That means 50% miss chance. Also, speeds inside the cloud are reduced to 1/2 of your already reduced swimming speeds.
Kraken's Grapple DC is 52. Arm Sunder DC is 31.
If you are on the map, please give your grid coordinates at the bottom of your post when you move. Also list your depth in relation to the surface. You may consider 3D movement underwater to be equivalent to Perfect Maneuverability in Aerial Movement
Current Depths ==============
Jass, Florin depth 105ft
Brahmah depth 125ft
Belkior, Mac depth 130ft
Wynn depth 135ft
The Kraken depth 135ft.
Syr depth 140ft
Upper reaches of the darkness depth 140 ft. You cannot see into or through this darkness. The darkness is directly below you. The darkness appears to be around 80ft in diameter.
We are now in combat rounds. One rounds worth of action only, please.
If you do not have a Swim Speed, you must make a Swim Check in order to move. Swim checks will dictate your combat ability as well as movement per the underwater rules. The water is considered Calm. DC is 10. If you do not make a swim check, you will be considered to have failed your swim check.
Please list all active effects either at the bottom of your post or in the name section of your post. Also please list AC and HP in the Name section of your post.
Florin Jadenth AC:27/HP:156 d20+2=21 ; d100=55 ; d20+18=32 ; d20+13=16 ; d20+8=19 ; d10+6=16 ; d6=4 ; Monday June 15th, 2009 8:21:53 PM
Aura of Good Divine Grace Divine Health Aura of Courage Cloak of displacement (lesser 20% miss rate) Breath underwater (Someone remind me how long this will last?)
Florin smiles and nods, "Thanks for the help." Florin will grab ahold of Jas as best he can while keeping his weapon and shield ready.
When Florin is moved in close enough (takeing for granted that he will be) then Florin will do his best to try and hit the kraken.
(Swim:21 To hit AC:32/`6/19 Damage:16 *electric:4*) (Change to miss check: 55 *not sure if the other hit rolls were high enough)
Wynn AC 28: HP 47/83: Message; Blinking Monday June 15th, 2009 9:07:11 PM
OOC: I am confused, last round Wynn swam 5' down and 25' west and is at the same level as the kraken as you posted...yet Wynn finds nothing there and the cloud is still below him...I do not understand. If I am below Mac and he is in te grips of the Kracken am I one of those that can see it's red eyes?
I do not know how to post.
OoC - DMAl Monday June 15th, 2009 9:22:59 PM
Sorry, Wynn. Poor description on my part. I got the impression that you were expecting the Kraken below you, somewhere in the ink. It's not. Rather, it should be directly in front of you and in plain sight.
The top of the Ink Cloud is at 140 feet. Anything below that is dark. You're at 135 feet, so you should be clear of the ink. Wynn found nothing below him, but the Kraken is plainly visible in front of him.
Mac is above you. But he is not in the grip of the Kraken. The Kraken did not grapple last round. And, yes, you are definitely one of of those who is close enough to see the Kraken's eyes.
Sorry for the confusion.
Wynn AC 28: HP 47/83: Message; Blinking d20+9=19 ; d100=29 ; d20+17=28 ; d8+7=12 ; Monday June 15th, 2009 9:41:08 PM
The bard swims directly at the Kracken [Swim=19], his adamantine sword barely visible in the poor light. Wynn blinks in and out of visibility himself as he shares time with the ephemeral Wold. Timing his swing [miss chance due to blinking=29 pass] he hacks at the embattled creature with his adamantine sword [Hit AC=28 for 12 HP - 6 becasue of 1/2 damage]
Belkior - AC 25 (26 vs. Evil); HP 124/125 - Darkvision, Magic Circle vs. Evil, Prayer, Status, Water Breathing d20=17 ; d20=17 ; d20+9=25 ; d8=2 ; d8=4 ; d8=5 ; d8=2 ; Monday June 15th, 2009 9:59:27 PM
The halfling cleric's choice is clear - heal the minotaur. Belkior concentrates and converts some of the magical energy provided by Alemi into a healing spell.
"It's only a little bit, Mac, but better than nothing!"
Position AD36 Depth: 130 ft (unless towed by Mac)
Actions Standard - cast Cure Critical Wounds (over Neutralize Poison), Spellcraft = 25, healing Mac for 28 hps (4d8+15)
Current Spells Freedom of Movement (Mac) - 140 minutes Magic Circle Against Evil - +2 deflection bonus to AC, +2 resistance bonus saves - 150 minutes Prayer - +1 to attack, damage, saves, skills Status (x2) - 14 hours Water Breathing - 28 hours, split equally among 6 or 7 ?
Spells 0 - DC 17 - (6) - Detect Magic(x2), Detect Poison(x2), Read Magic(x2) 1 - DC 18 - (7) - Bless(x2), Hide from Undead, Sanctuary(x2), Shield of Faith(x2) (D - Protection from Evil) 2 - DC 19 - (7) - Aid(x2), Remove Paralysis(x2), Spiritual Weapon, Status**(x2) (D - Aid) 3 - DC 20 - (6) - Daylight, Invisibility Purge, Prayer*, Water Breathingx2*, Water Walk (D - Magic Circle Against Evil*) 4 - DC 21 - (5) - Freedom of Movement*(x3), Neutralize Poison*(x2) (D - Holy Smite) 5 - DC 22 - (4) - Break Enchantment, Greater Command*, True Seeing, Wall of Stone (D - Dispel Evil) 6 - DC 23 - (3) - Blade Barrier, Greater Dispel Magic, Summon Monster VI (D - Heal) 7 - DC 24 - (2) - Repulsion*, Summon Monster VII (D - Regenerate) * = cast
Jass AC 22 HP 40/60 (Alter Self, Mage Armor) d20+17=32 ; d4+4=6 ; d20+10=26 ; d20+7=21 ; Tuesday June 16th, 2009 10:22:24 AM
"Right!", Jass says to Florin as the stalwart Crimson Shield grabs hold. "Now to confuse the Kraken a little before dashing into the maw..."
A small spell spills from Jass' mouth and suddenly it is very difficult to tell which Jass is which. Good thing Florin is already holding on!
And then, the Sahaugin that is Jass again laborously swims down and towards the Kraken, his breathing becoming... shallow. (ooc: couldn't resist!)
......................... Concentration: 32 cast spell underwater Mirror Image: 6 extra images; 12 minutes; random 1 in 7 to hit. Move Action: heavy encumbrance; move to AB,39; depth: 135' (towing Florin) Spot: 26 Listen: 21
............... Effects Alter Self; Sahaugin: 120 minutes: Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Mage Armor: 12 hours: +4 AC Darkvision: 5 hours; 60 foot Darkvision Mirror Image: 12 min; 6 extra images; 1 in 7 chance to hit
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 119/133) d20+18=31 ; d20+13=32 ; d20+13=14 ; d20+13=30 ; 2d6+10=15 ; 2d6+10=14 ; 2d6+10=17 ; 2d6=10 ; 2d6=4 ; d3=3 ; 2d6=8 ; Tuesday June 16th, 2009 1:57:17 PM
(OOC: I'll assume the kraken hit for the 14 damage. There was no AC posted with the strike.)
Active spells: Darkvision Water Breathing
Brahmah draws his new shiny holy falchion, floats to within his reach (10ft) and swings for the body of the beast. (AC 31, 32(not threat), and 30, for 15, 14 and 17 damage... if evil, take 6, 4 and 8 more damage)
Syr Ac 32/31 HP 154 d20+18=23 ; d20+18=37 ; d20+18=31 ; 2d6+9=13 ; 2d6+9=13 ; d20+13=33 ; d20+13=20 ; d20+18=19 ; 3d6+9=20 ; Tuesday June 16th, 2009 4:57:04 PM
Syr moves slightly and attacks the kraken (attack 23,critical: confirm, critical non confirm, miss) damage 13+13,20
(IOC: sorry for the brief post I have an OSHA visitor today)
Florin grabs on to Jass and prepares to be towed into the battle. With one arm tied up, the Paladin/Undead Hunter knows that he will lose the protection of his shield.
Wynn hacks at the Kraken with his Adamantine sword scoring a hit. The bard notes that the water slows the force of his arm.
Belkior begins to cast a healing spell. However, the halfling Paragon neglects to cast defensively, and one of the Kraken's arms snakes around to strike him with a near critical blow. (dmg 8hp) Fortunately, the damage is nothing that could possibly break the halflings exceptional powers of concentration, and this time, oddly enough, the Kraken chooses not to pull the halfling into a grapple. The spell goes off, providing Mac with some much needed healing.
Jass looks to give himself better odds of survival. He casts a spell and six copies of himself spring up in the water around him. Seven Jass' swim down through the water toward the Kraken, a thing that the real Jass might not have attempted had he only known how easy it would have been to pick out the real from the false. He is the only Jass with a Paladin hanging on behind him!!! Luckily for Jass, the Kraken has his attention on Belkior, and hasn't the reflexes to take an opportunistic attack against him.
When Jass arrive, Florin is, unfortunately, too far away to attack. He'll have to swim a few short feet more if he wants to help his friends.
Brahmah, now close enough to join the combat, strikes with his new Falchion, glowing with Holy light. The minotaur, like Wynn, finds that the water blunts the damage that the edge of his weapon does. (1/2 damage) But the damage from the Holy light is not blunted at all, as the Kraken, by its nature tends to Evil.
Syr swims like a fish. (Swim 28) He comes up out of the ink and delivers a flurry of blows. Syr too finds that the water blunts the power of his blows. (1/2 damage)
The Kraken, with all of its wounds, looks no where near its death. Its keening wail cuts through the water, and it continues to attack Mac with a dogged single mindedness. (dmg 9+4+7+8+8+11 = 47hp) The assault batters the brave minotaur to the brink of consciousness. Even with healing, another attack like that could push Mac to put him out of the fight. Or worse yet, it could rob him of his life.
Please update your Damage. Damage should stand as follows Belkior 116/125 Brahmah 133/133 Florin 156/156 Jass 40/60 Mac 0/130 (Mac, you're at Zero HP and you are Disabled. Any Exertion and you become Unconscious.) Syr 154/154 Wynn 77/83
NOTE: Inside the cloud of ink you are in darkness. Total Cover. That means 50% miss chance. Also, speeds inside the cloud are reduced to 1/2 of your already reduced swimming speeds.
Kraken's Grapple DC is 52. Arm Sunder DC is 31. Kraken's AC is 20
If you are on the map, please give your grid coordinates at the bottom of your post when you move. Also list your depth in relation to the surface. You may consider 3D movement underwater to be equivalent to Perfect Maneuverability in Aerial Movement
Current Depths ==============
Brahmah depth 125ft
Belkior, Mac depth 130ft
Jass, Florin, Wynn depth 135ft
The Kraken depth 135ft.
Syr depth 135ft
Upper reaches of the darkness depth 140 ft. You cannot see into or through this darkness. The darkness is directly below you. The darkness appears to be around 80ft in diameter.
We are now in combat rounds. One rounds worth of action only, please.
If you do not have a Swim Speed, you must make a Swim Check in order to move. Swim checks will dictate your combat ability as well as movement per the underwater rules. The water is considered Calm. DC is 10. If you do not make a swim check, you will be considered to have failed your swim check.
Please list all active effects either at the bottom of your post or in the name section of your post. Also please list AC and HP in the Name section of your post.
Belkior - AC 25 (26 vs. Evil); HP 117/125 - Darkvision, Magic Circle vs. Evil, Prayer, Status, Water Breathing d20=4 ; d20+9=22 ; d20+20=33 ; Tuesday June 16th, 2009 9:53:28 PM
The halfling cleric flounders but is still bound to Mac, for better or worse. Getting the minotaur back into the fight is what is needed right now. Belkior concentrates, having had a lesson just reinforced, and casts a powerful healing spell on Mac. Swim = 4, Spellcraft = 22 vs. DC 16, Concentration = 33 vs. DC 21
Position AD36 Depth: 130 ft (unless towed by Mac)
Actions Standard - cast Heal, Spellcraft = 22, Concentration = 33 for defensive casting, healing Mac for 150 hps
Current Spells Freedom of Movement (Mac) - 140 minutes Magic Circle Against Evil - +2 deflection bonus to AC, +2 resistance bonus saves - 150 minutes Prayer - +1 to attack, damage, saves, skills Status (x2) - 14 hours Water Breathing - 28 hours, split equally among 6 or 7 ?
Spells 0 - DC 17 - (6) - Detect Magic(x2), Detect Poison(x2), Read Magic(x2) 1 - DC 18 - (7) - Bless(x2), Hide from Undead, Sanctuary(x2), Shield of Faith(x2) (D - Protection from Evil) 2 - DC 19 - (7) - Aid(x2), Remove Paralysis(x2), Spiritual Weapon, Status**(x2) (D - Aid) 3 - DC 20 - (6) - Daylight, Invisibility Purge, Prayer*, Water Breathingx2*, Water Walk (D - Magic Circle Against Evil*) 4 - DC 21 - (5) - Freedom of Movement*(x3), Neutralize Poison*(x2) (D - Holy Smite) 5 - DC 22 - (4) - Break Enchantment, Greater Command*, True Seeing, Wall of Stone (D - Dispel Evil) 6 - DC 23 - (3) - Blade Barrier, Greater Dispel Magic, Summon Monster VI (D - Heal*) 7 - DC 24 - (2) - Repulsion*, Summon Monster VII (D - Regenerate) * = cast
Florin Jadenth AC:27/HP:156 d20+2=5 ; d20+2=16 ; d20+12=24 ; d20+10=29 ; d20+8=13 ; d10+10=14 ; d20+10=21 ; d10+12=16 ; d10+9=19 ; d10+9=10 ; d6=1 ; d6=6 ; d100=34 ; Tuesday June 16th, 2009 10:29:40 PM
Aura of Good Divine Grace Divine Health Aura of Courage Cloak of displacement (lesser 20% miss rate) Breath underwater (Someone remind me how long this will last?)
Florin knows he has to try and get in there and become a threat to the Kraken to help out his friends now and swims tries as hard as he can to do just that.
(swim:5 *burn hero point* 16)
Florin once he moves in attacks as hard as he possibly can, useing his power attack as well as he can to injure the kraken and become the major threat on the field. He also speaking as he figures the creature is intelliegent, "Come on you over grown jelly fish,,,test your might against mine,,,,I challenge you."
(Can hit AC:24/29*crit:21*/13 Damage:16/19*crit:10*/miss Elec:1/6/miss=42*with crit:52*) (Just incase for ink cloud:34)
(Al: Please ignore some of the rolls I made. I noticed after rolling my third attack that the 2nd one was a critical so that d10+10 was a mistake.)
(I didn't look up the spell so is prayer from Belkior covers Florin then he should have a plus 1 to his attack and damages. I didn't added it since I wasn't sure. Please clarify and I'll add it in from now on.)
Prayer - +1 to attack, damage, saves, skills
Jass AC 22 HP 40/60 (Alter Self, Mage Armor, Mirror Image, Prayer) d20+17=23 ; d20+17=18 ; d20+8=19 ; d6+5=7 ; d20+10=30 ; d20+7=14 ; Wednesday June 17th, 2009 10:23:29 AM
Free of Florin, Jass is able to concentrate on his own attack on the Kraken. "Let's see if I can't weaken it a little.", he calls out. Casting defensively, Jass speaks into the water and causes a green ray to strike out at the Kraken, sapping its strenth!
Then, knowing the Kraken can't react to every opponent at once, the Sahaugin-sorcerer kicks his fins to go behind the big minotaur ranger. "Go make some sushi!", he calls enthusiastically.
.........................All rolls add +1 for Prayer.... Concentration: 23 cast defensively (DC 15) Concentration: 19 cast underwater (DC 12) (no nat 1 on skill checks, right?) Ray of Enfeeblement Touch AC 20, Lose 7 Strength Move Action: move to AD,38; depth: 120' (behind Brahmah) Spot: 31 Listen: 15
............... Effects Alter Self; Sahaugin: 120 minutes: Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Mage Armor: 12 hours: +4 AC Darkvision: 5 hours; 60 foot Darkvision Mirror Image: 12 min; 6 extra images; 1 in 7 chance to hit Prayer: +1 attack, wpn damage, save, skills (from Belkior)
Syr Ac 32/31 HP 154 d20+20=35 ; d20+20=26 ; d20+20=25 ; d20+15=20 ; 3d6+10=20 ; 2d6+10=17 ; 2d6+10=21 ; 3d6+10=19 ; Wednesday June 17th, 2009 5:39:21 PM
Seeing Mac's body go limp, Syr begins to frantically strike at the beast with kicks, trying to power his way through the slow water. Attack 35,26,25,20 Damage 20,17,21,19=77
(OOC: does anyone get a flanking bonus?)
Status, Prayer, waterbreathing
Mac: AC:27(Dodge:Kraken), HP:130/130 PA(6) (Waterbreathing, Freedom of Movement, Magic Circle Against Evil, Prayer - Belkior, Darkvision-Potion) Swim Check = 34 d20+22=34 ; d20+18=26 ; 3d6+30=45 ; d20+13=22 ; 3d6+30=36 ; d20+8=27 ; 3d6+30=43 ; Wednesday June 17th, 2009 5:43:16 PM
Mac feels it all beginning to split away at the hands (tentacles) of the Kraken, but Belkior's healing drags him back, and he knows what has to be done. "Thanks, now lets end this." And Mac furiously swings at the Kraken (AC26, 45 dam. AC22, 36 dam. AC27, 43 dam.) carving great chunks from its diseased flesh.
Death of the Kraken: Round 12 - DMAl Wednesday June 17th, 2009 8:20:45 PM
Belkior casts one of his most powerful healing spells and it draws Mac from the doorway of death into the bloom of health. That's all the Crimson Shields need. They all attack as if as one, raining blows down upon the Kraken.
Blood clouds the water, and at its center , the Kraken floats, its arms now limp. Lifeless. The beast that drew an entire ship down into the depths of Turtle Lake is now dead. The body of the Kraken, no longer helmed by the consciousness of the Kraken, begins to slowly drift. Oddly enough, the direction of the drift seems to be upward, toward the surface.
Down below, the cloud of ink seems to be dispersing. A faint glow can be seen coming up through the cloud, Jass' Light enspelled sling bullet. In the darkness it's difficult to tell how much further it is to the light, but, at the edge of the glow appear to be shapes too regular to be the work of nature. The ship?
Note that I'm still counting rounds. Being underwater is inherently dangerous.
Current Depths ==============
Brahmah depth 125ft Belkior, Mac depth 130ft Jass, Florin, Syr , Wynn depth 135ft
If you do not have a Swim Speed, you must make a Swim Check in order to move. Swim checks will dictate your combat ability as well as movement per the underwater rules. The water is considered Calm. DC is 10. If you do not make a swim check, you will be considered to have failed your swim check.
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 119/133) Wednesday June 17th, 2009 9:16:12 PM
Thinking of the size, he realizes the mass of kraken could drift and do serious damage. The ranger moves to mount the corpse and attempts to climb to the top of the creature. If he rides the surface, he might be able to warn fisherman or other small vessels which might be in the way.
Florin Jadenth AC:27/HP:156 d20+2=4 ; Wednesday June 17th, 2009 9:18:45 PM
Aura of Good Divine Grace Divine Health Aura of Courage Cloak of displacement (lesser 20% miss rate) Breath underwater (Someone remind me how long this will last?)
Florin wonders how long the spell that alows him to breath underwater has yet to last so tries to get someones attention the might know, "How much longer till we need to worry about breathing down here? I don't know if I can swim fast enough to the surface if this spell gives out not to mention reaching the top quickly from this depth is dangerous isn't it?"
Florin is just concerned about drowning since he isn't a fish or anything. As long as he is told the spell will last longer Florin plans to head down as best he can to help with the ship. Takeing a moment to go ahead and put his sword and sling his shield back on his back.
(Swim:4 *forgot to misnus the shield penalty and the prayer bonus so actually:7 still not good enough*)
Florin is getting flusterated with his underwater skills and really thinks he is going to have to do something to help with this situation in the future however how much underwater combat may he run into in the future he wonders. Thinking he calls over to Jas, "I may end up needing help getting to the surfact later my friend."
(Wanted to help save Mac no matter but after seeing the great rolls of everyone else I hope I didn't burn a hero point needlessly. Not that I've used one till now though. See Mac, the big ol'taur means alot to Florin. :) .)
Belkior - AC 25 (26 vs. Evil); HP 118/125 - Darkvision, Magic Circle vs. Evil, Prayer, Status, Water Breathing d20=5 ; Wednesday June 17th, 2009 9:43:27 PM
The halfling cleric tightens his grip on Mac's harness since he is still floundering badly in the water. Belkior looks down towards the dimly illuminated shapes. There's nothing down there that's an obvious threat but the Paragon believes in being prepared. After that, he reaches out a hand to the minotaur and clears his throat.
"Sorry, Mac. For letting it get so close, I mean. I should have done that earlier."
Current Spells Freedom of Movement (Mac) - 140 minutes Magic Circle Against Evil - +2 deflection bonus to AC, +2 resistance bonus saves - 150 minutes Prayer - +1 to attack, damage, saves, skills Status (x2) - 14 hours Water Breathing - 28 hours, split equally among 6 or 7 ?
Spells 0 - DC 17 - (6) - Detect Magic(x2), Detect Poison(x2), Read Magic(x2) 1 - DC 18 - (7) - Bless(x2), Hide from Undead, Sanctuary(x2), Shield of Faith(x2) (D - Protection from Evil) 2 - DC 19 - (7) - Aid(x2), Remove Paralysis(x2), Spiritual Weapon, Status**(x2) (D - Aid) 3 - DC 20 - (6) - Daylight, Invisibility Purge, Prayer*, Water Breathingx2*, Water Walk (D - Magic Circle Against Evil*) 4 - DC 21 - (5) - Freedom of Movement*(x3), Neutralize Poison*(x2) (D - Holy Smite) 5 - DC 22 - (4) - Break Enchantment, Greater Command*, True Seeing, Wall of Stone (D - Dispel Evil) 6 - DC 23 - (3) - Blade Barrier, Greater Dispel Magic, Summon Monster VI (D - Heal*) 7 - DC 24 - (2) - Repulsion*, Summon Monster VII (D - Regenerate) * = cast
Mac: AC:26, HP:130/130 PA(6) (Waterbreathing, Freedom of Movement, Magic Circle Against Evil, Prayer - Belkior, Darkvision-Potion) Swim Check = 42(max) d20+22=42 ; Thursday June 18th, 2009 4:34:17 AM
Mac raises his left hand and gives Belkior a 'thumbs up'. "Don't feel bad - so long as I'm intact and alive at the end of these things, I don't care so much about what happens in the middle. But that's twice now you've kept me alive and in control, so don't think I'll be forgetting that any time soon." Mac then raises his voice to carry to everyone, "I have two conflicting ideas, and maybe someone who knows these things can tell me which sounds the better course of action. The Kraken is floating towards the surface, so maybe we could tie it down to the ship to help get it up to the surface. Or, when the dead Kraken breaches the surface, and remains there for sometime, what is its decaying sickliness going to do to the nearby... to the Float?"
Wynn d20+9=20 ; Thursday June 18th, 2009 7:53:31 AM
Wynn swims down towards what he believes to be the ship [Swim=20]. He remains concerned about what else might be down there that caused so much pain to teh Kracken.
Jass AC 22 HP 40/60 (Alter Self, Mage Armor, Mirror Image, Prayer) d20+17=30 ; d20+17=24 ; d20+10=12 ; d20+7=14 ; Thursday June 18th, 2009 9:58:03 AM
Jass is relieved the Kraken was unable to respond to the force of the Crimson Shields, even though it was a waste of a spell. "Oh well", he sighs dramatically, "I've got plenty more!"
Jass swims over to Florin. "Not to worry! With that potion, you will be fine for almost 6 turns of the hourglass." He grins and continues, "unless something dispels the magic of course. I would then suggest holding your breath until Belkior or I can get to you!"
"Come to think of it, getting Alter Self potions for everyone to be Sahaugin would have made more sense. Less cents come to think of it."
"Hey Wynn!" Jass waves his arms, but the bard is headed down. The sorcerer thinks a second and then casts a small cantrip that allows four Dancing Lights to appear in front of Wynn. They form an arrow pointing at Jass, wriggling back and forth...
Jass then looks to Florin and Syr. "I think Brahmah and Mac are right. We need to take care of the contaminated and corrupt Kraken corpse before we rescue the ship. That much diseased flesh hitting your city can be a problem.
The Sorcerer-Sahaugin is ready to touch and Dim Door the poor swimmers to the Kraken and Brahmah if they all get together...
.......All rolls add +1 for Prayer.... Move Action: swim to Florin Know Arcana: 30 Concentration: 24 Dancing Lights 4 lantern sized lights 5 feet in front of Wynn, glowing like neon sign and pointing towards Jass Spot: 13 Listen: 15
............... Effects Alter Self; Sahaugin: 120 minutes: Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Mage Armor: 12 hours: +4 AC Darkvision: 5 hours; 60 foot Darkvision Mirror Image: 12 min; 6 extra images; 1 in 7 chance to hit Prayer: +1 attack, wpn damage, save, skills (from Belkior)
Up or Down: Round 13 - DMAl Thursday June 18th, 2009 9:10:49 PM
Brahmah, already well above the Kraken, reaches out to grab hold and pull himself to the top. The minotaur ranger finds that the body has a tendency to roll. Though he is on top now, it may be difficult to remain on top. Especially once they rise to the surface. For now, though, the rise of the body is slow. It won't be breaching the surface for some time now at the rate it's rising.
Florin and Belkior begin to have trouble swimming again, and, for the most part, flounder in the water. Florin, unused to being so helpless, expresses his concern that when the breath water spell ends, he may drown. Belkior offers more healing.
Mac observes Brahmah handling the dead body of the Kraken, and offers two competing courses of action.
Wynn, on the other hand, is action personified. He continues on his way down into the depths. The light of Jass' sling bullet illuminates the side of what is clearly the side of the ship. The water begins to clear faster of the ink, and the bulk of the ship is clearly recognizable to the bard as it sits on the muddy bottom of the lake, listing slightly to one side.
From his place some thirty five feet above the bottom of the lake, Wynn thinks he can see the edge of a drop off nearby, that descends into even greater darker depths.
Four dancing lights appear directly in front of Wynn's face. They form an arrow pointing upward and they wiggle back and forth. Jass, after creating these lights, swims to Florin and Syr and offers a teleport option to get everyone to the floating corpse.
Note that I'm still counting rounds. Being underwater is inherently dangerous.
Current Depths ==============
Brahmah depth 125ft Belkior, Mac depth 130ft
Body of the Kraken depth 135ft
Jass, Florin, Syr depth 135ft Wynn depth 165ft
If you do not have a Swim Speed, you must make a Swim Check in order to move. Swim checks will dictate your combat ability as well as movement per the underwater rules. The water is considered Calm. DC is 10. If you do not make a swim check, you will be considered to have failed your swim check.
Belkior - AC 25 (26 vs. Evil); HP 118/125 - Darkvision, Magic Circle vs. Evil, Prayer, Status, Water Breathing d20=15 ; d20+28=48 ; d20+8=12 ; d20+8=25 ; d20+3=11 ; Thursday June 18th, 2009 10:49:31 PM
The halfling cleric lets loose from Mac and swims down to the corpse of the kraken in order to make a closer examination. Hopefully now, with more time and no chance of being grabbed and eaten, he can more readily identify what affected the creature. Swim = 16, forgot Prayer
Belkior examines the arms and the eyes since he had previously noted how red the sight organs had been. Heal = 49, Knowledge Arcana = 13, Knowledge Physiology = 26, Knowledge Nature (untrained) = 12 (forgot Prayer for all rolls)
"Do any of you know anything about natural creatures? I thought that krakens normally lived in oceans, not fresh water lakes. Can any of you tell something about that?"
Current Spells Freedom of Movement (Mac) - 140 minutes Magic Circle Against Evil - +2 deflection bonus to AC, +2 resistance bonus saves - 150 minutes Prayer - +1 to attack, damage, saves, skills Status (x2) - 14 hours Water Breathing - 28 hours, split equally among 6 or 7 ?
Spells 0 - DC 17 - (6) - Detect Magic(x2), Detect Poison(x2), Read Magic(x2) 1 - DC 18 - (7) - Bless(x2), Hide from Undead, Sanctuary(x2), Shield of Faith(x2) (D - Protection from Evil) 2 - DC 19 - (7) - Aid(x2), Remove Paralysis(x2), Spiritual Weapon, Status**(x2) (D - Aid) 3 - DC 20 - (6) - Daylight, Invisibility Purge, Prayer*, Water Breathingx2*, Water Walk (D - Magic Circle Against Evil*) 4 - DC 21 - (5) - Freedom of Movement*(x3), Neutralize Poison*(x2) (D - Holy Smite) 5 - DC 22 - (4) - Break Enchantment, Greater Command*, True Seeing, Wall of Stone (D - Dispel Evil) 6 - DC 23 - (3) - Blade Barrier, Greater Dispel Magic, Summon Monster VI (D - Heal*) 7 - DC 24 - (2) - Repulsion*, Summon Monster VII (D - Regenerate) * = cast
Florin Jadenth AC:27/HP:156 Thursday June 18th, 2009 10:58:39 PM
Florin looks to the others thats near and things before speaking up, "Syr, lets try and get that ship up as soon as possible so those of us who aren't good underwater can get to dry land, fair?" Florin thinks over the comment about the kraken and nods, "Useing it to help pull up the ship, if it works anyway is a good idea and should control where it comes up at more...the kraken meaning."
Florin calls to Belkior as best he can, "Hey Belk....if we don't run into trouble getting the ship up then you should get up top first and get a priest from the temple to look over the body of the kraken...we should ensure what has happened to it before seeing to disposeing of it...I mean, burying it is going to be trouble being so big as would burning it so we have to figure out things before takeing actions. This is also something that may need to be reported to the office of the Overlord...it may be something they wish to be on and the disposal of the body may be in their area of doing."
Florin glances back to Syr, "Not trying to steal your leadership spot light of course my friend. If we wish to get the ship tied off to the kraken then we should have the best swimmers with ropes tie to the ship and have others work with the kraken body...also Belk is going to want to look over all of us after this to check to see if we are all okay...remember the undead we fought, this thing might be like it and transfer whats wrong with it too us and we don't need that....this shound pretty well grounded to you Syr? How about you Mac, Jas and Belkior?" Florin aims his questions and comments to those he thinks is near...if Brahmah or Wynn, etc can hear that they can reply also of course.
Florin glances to Jas and nods to him, "I'm willing to help Brahmah is he wishes to help rope that kraken but someone has to take the rope down to below. However one small dilema, the rope I carry is not long enough to stretch the distance...also is the ship to heavy for rope?"
Mac: AC:26, HP:130/130 (Waterbreathing, Freedom of Movement, Magic Circle Against Evil, Prayer - Belkior, Darkvision-Potion) Swim Check = 31 d20+22=31 ; Friday June 19th, 2009 3:51:51 AM
"I know it doesn't have a mast any more, but ropes and maybe even sails might still be on board or nearby the resting ship... so, we're using the kraken to help raise the ship, and then we are getting rid of the corpse... we should do better than just 'far away'! Any ideas?"
Jass AC 22 HP 40/60 (Alter Self, Mage Armor, Mirror Image, Prayer) Friday June 19th, 2009 12:12:04 PM
Jass shrugs his Sahaugin shoulders. "I've got nothing to slow down a floating corpse the size of the Kraken. And I'm sure willing to swim the air bladders on down to the ship if someone else ties them on... I'm not really good with knots, see."
"And Belkior, I'll take you up on the little bit of healing, I would."
Jass swims over to the halfling cleric and waits for a divine spell.
.......All rolls add +1 for Prayer.... Move Action: swim to Belkior
............... Effects Alter Self; Sahaugin: 120 minutes: Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Mage Armor: 12 hours: +4 AC Darkvision: 5 hours; 60 foot Darkvision Mirror Image: 12 min; 6 extra images; 1 in 7 chance to hit Prayer: +1 attack, wpn damage, save, skills (from Belkior)
Brahmah needs to tell his DM in more specific terms what he is doing to try and slow the corpse's rise. Some checks to evaluate the success or failure of such attempts would also go a long way towards a resolution.
Syr Ac 32/31 HP 154 d20+2=3 ; d20+8=9 ; Friday June 19th, 2009 7:07:39 PM
He shakes his head at Jass and points downward.
Syr grabs a drifting tentacle firmly and ties his rope to it only to fail miserably at knot tying. Motioning to Brahmah, he makes a gesture with his hands of one thumb enclosed inside the other and clenched tightly. Then he points down at the wreckage of the ship. Knowing that the minotaur has several coils of rope, he hopes the minotaur will figure out Then the elf starts to swim downward only to find he can't do that either.
(OOC: Did I miss something? How are we speaking underwater? :) nice rolls, back to back ones, good thing this occurred now and not earlier)
Under Pressure: Round 14 - DMAl Friday June 19th, 2009 9:15:40 PM
Now that the threat to life and limb has subsided, Belkior continues his pursuit into the mystery of the Kraken's unhealthy state. The Kraken's eyes are bloodshot, as through from severe irritation or allergic reaction. Once again, the halfling notes that the Kraken's skin is waterlogged and bloated to the extend that the flesh has softened and split. It's a condition common amongst corpses found floating in the water, but the Kraken was decidedly not a corpse prior to its death only moments ago.
But why would this happen to a creature of the water?
Belkior calls to the other Shields for someone who might know more about natural phenomenon. (Knowledge Nature anyone? BTW, if you don't have ranks in a Knowledge skill you will never be able to get more than Common Knowledge - DC10 or less.)
Florin likes the idea of using the Kraken's corpse to help raise the ship. He makes other suggestions, and, in the end, offers his rope. But he admits that his rope is not likely long enough to reach from the Kraken to the ship. It's also doubtful whether a single silk rope would be strong enough to pull the ship up either.
Mac suggest that there may be some rigging still on the boat that they might use to secure the ship to the Kraken's corpse.
Jass suggests the seven balloon packs that the Shields brought down with them from the surface, offering to ferry them to the ship below. He swims to Bekior to take the halfling up on his offer of healing.
Brahmah continues to ride on top of the corpse of the Kraken. The corpse begins to roll to Brahmah's left. The slow roll will eventually put Brahmah underneath the corpse if he retains his present hold on the body.
Syr also seems to think that raising the boat along with the Kraken's body would be a good idea. He takes out a rope and tries to secure the end to one of the Kraken's arms. Even the untrained monk can see that the knot he has tied will not hold under any manner of stress. Perhaps that's why he fails to move when he attempts to swim downward, following Wynn.
(DC10 to tie a secure knot.)
Suddenly the majority of the Crimson Shields feel a twinge in their flesh, their bones, and the space between their ears. They've been down deep for a relatively long time, and the subtle, but crushing pressure of the depths begins to work its way on them.
(Everyone except for Brahmah, Jass and Mac: Fortitude Save vs DC15. A failed save means 1d6 pressure damage.)
Note that I'm still counting rounds. Being underwater is inherently dangerous.
Current Depths ==============
Brahmah depth 125ft Mac depth 130ft
Body of the Kraken depth 135ft
Belkior, Jass, Florin, Syr depth 135ft Wynn depth 165ft
If you do not have a Swim Speed, you must make a Swim Check in order to move. Swim checks will dictate your combat ability as well as movement per the underwater rules. The water is considered Calm. DC is 10. If you do not make a swim check, you will be considered to have failed your swim check.
Belkior - AC 25 (26 vs. Evil); HP 119/125 - Darkvision, Magic Circle vs. Evil, Prayer, Status, Water Breathing d20+20=25 ; d20+1=4 ; d8=2 ; d8=4 ; d8=1 ; d8=2 ; d20+10=12 ; Friday June 19th, 2009 10:07:20 PM
The halfling cleric notices the effects of the depth but isn't bothered by them. Belkior does, though, consider whether his companions have been hurt. He can't do much else, though, since he is once more upset by a passing current, maybe from the kraken or one of his larger companions. He can't move about and he can't even manage to cast a spell. Fortitude = 25, Swim = 4, Spellcraft = 12 vs. DC 13
Belkior calls to his companion who is most likely to recognize something about the corpse of the kraken.
Current Spells Freedom of Movement (Mac) - 140 minutes Magic Circle Against Evil - +2 deflection bonus to AC, +2 resistance bonus saves - 150 minutes Prayer - +1 to attack, damage, saves, skills Status (x2) - 14 hours Water Breathing - 28 hours, split equally among 6 or 7 ?
Spells 0 - DC 17 - (6) - Detect Magic(x2), Detect Poison(x2), Read Magic(x2) 1 - DC 18 - (7) - Bless(x2), Hide from Undead, Sanctuary(x2), Shield of Faith(x2) (D - Protection from Evil) 2 - DC 19 - (7) - Aid(x2), Remove Paralysis(x2), Spiritual Weapon, Status**(x2) (D - Aid) 3 - DC 20 - (6) - Daylight, Invisibility Purge, Prayer*, Water Breathingx2*, Water Walk* (D - Magic Circle Against Evil*) 4 - DC 21 - (5) - Freedom of Movement*(x3), Neutralize Poison*(x2) (D - Holy Smite) 5 - DC 22 - (4) - Break Enchantment, Greater Command*, True Seeing, Wall of Stone (D - Dispel Evil) 6 - DC 23 - (3) - Blade Barrier, Greater Dispel Magic, Summon Monster VI (D - Heal*) 7 - DC 24 - (2) - Repulsion*, Summon Monster VII (D - Regenerate) * = cast
Florin Jadenth AC:27/HP:156 d20+17=20 ; d20+4=20 ; d20+3=16 ; Friday June 19th, 2009 10:27:43 PM
Aura of Good Divine Grace Divine Health Aura of Courage Cloak of displacement (lesser 20% miss rate) Breath underwater (Someone remind me how long this will last?)
Florin is able to resist the effects of the pressure and moves to swim up to Brahmah to help out there since he doesn't want to risk trying to go deeper into the water. Once there he will give a small hand with the rope even knows he has no skill in rope tieing. Florin is happy to see he is able to tie off the rope onto one of the Kraken's tentacles.
(Rope use:16 *17 with prayer..untrained*, Fort:20 *21 with prayer*, Swim:20 *prayer added*)
Mac: AC:26, HP:130/130 (Waterbreathing, Freedom of Movement, Magic Circle Against Evil, Prayer - Belkior, Darkvision-Potion) Swim Check = 27 (31 with Endurance - resisting non-let d20+22=27 ; Saturday June 20th, 2009 7:25:04 PM
"I'm still not convinced the Kraken was acting of its own will, and if some are going down to the ship then I should be there too. Anyone who wants a lift..." Mac uses the rest of the round to see if there are any takers and swimming around collecting the passengers before taking the further plunge next round.
Jass AC 22 HP 40/60 (Alter Self, Mage Armor, Mirror Image, Prayer) Sunday June 21st, 2009 11:19:18 AM
Jass-Sahaugin floats next to Belkior, slowly leaking a little blood into the water. The sorcerer knows it is hard to speak underwater, but it shouldn't be impossible to hear when real close together.
"Hey, Belkior! I'm a little torn up." He obligingly turns around slowly to show the rips of the Kraken's barbed tentacles in Jass' scaley flesh. "If you are offering, I'd appreciate it as a fellow protector."
The sorcerer also gets worried about the potential separation of the Crimson Shields as the squid and ship get further away from each other. He looks to Syr or Florin to give a command that makes sense.
.......All rolls add +1 for Prayer.... Move Action: stay with Belkior
............... Effects Alter Self; Sahaugin: 120 minutes: Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Mage Armor: 12 hours: +4 AC Darkvision: 5 hours; 60 foot Darkvision Mirror Image: 12 min; 6 extra images; 1 in 7 chance to hit Prayer: +1 attack, wpn damage, save, skills (from Belkior)
Wynn d20+7=21 ; d20+9=10 ; d20+5=25 ; Sunday June 21st, 2009 11:37:08 PM
The bard continues his swim towards the sunken ship [Swim=10]. The increase pressure is notable on his eardrums, but not debilhitating [Fort=21]. If Win arrives at the wreck, he will look for a good place to tie a rope to and proceed to do just that. [Use Rope = 25; nat 20].
Syr Ac 32/31 HP 154 d20+8=14 ; d20+2=3 ; d20+16=28 ; Monday June 22nd, 2009 3:07:18 PM
Once again Syr tries to tie his rope on a tentacle but something about the water stymies him (rope use another natural 1, wow 3 of 4 rolls). He strikes out at the tentacle in frustration and moves on. This time Syr is able to move and swims (14 swim) down closer to the bottom of the lake. (fortitude save 28). The elf follows Wynn to the light and watches from afar enviously as he ties a rope to the wreckage.
Depth 165 Waterbreathing, Status
Tying the Knots: Round 16 - DMAl Monday June 22nd, 2009 9:11:52 PM
The pressure of the depths bothers none of the Crimson Shields. They all easily shake off the effects.
Belkior can see that Jass is still injured, but can't seem to keep himself from swirling like a leaf in the wind. Even turning in the current, he manages to ask the ranger, Brahmah if he knows what natural condition might have caused the illness in the Kraken.
Florin swims upward, joining Brahmah. He ties a rope to one of the Kraken's arms and lets the other end float loose. Unlike a rope would up in the world of air and sunlight, the rope does not sink downward. How uncooperative.
Mac offers a lift to any who need it. Grabbing hold of Mac's pack again would provide the stability Belkior would need to cast his spell and heal Jass.
Jass shows his wounds to Belkior to underscore the seriousness of his plea. Even with the Kraken dead, he, like Mac, fears that there may be further danger here in the depths of the lake. There is little to see but dark empty water all around them, and anything could be lurking out there. To the sorcerer from Downs, the Crimson Shields are spreading themselves awfully think in such an intimidating environment.
Wynn swims the rest of the way down to the sunken ship. Even after no more than a single day under water, the wood of the boat feels slippery. Fortunately, nothing yet feels soft and waterlogged. The bard finds iron stanchions affixed at various places about the deck. They look solidly placed, and he ties a perfect knot to one of them. The stanchion would likely tear from the wood of the deck if the group tried to raise the boat using only this single point of contact. Or, more likely, the rope would simply break. (OoC: Wynn, I need to know what you are tying to the ship. Are you tying a simple rope? Or, are you tying a rope attached to one of the float packs?)
Syr, tries again to tie a rope to one of the Kraken's arms. Again he fails. Giving up, the elf swims down to join Wynn down below.
Brahmah remains up above, lost in thought. No answer comes from the ranger to Belkior's question.
Note that I'm still counting rounds. Being underwater is inherently dangerous.
I've advanced two rounds with this post. We are not in combat rounds, so feel free to take more than one round's worth of actions. But, be aware, that I will advance the entire group by as many rounds as the player who take the greatest number of actions.
Current Depths ==============
Florin, Brahmah depth 125ft Mac depth 130ft
Body of the Kraken depth 135ft
Belkior, Jass depth 135ft Syr depth 165ft Wynn depth 200ft
If you do not have a Swim Speed, you must make a Swim Check in order to move. Swim checks will dictate your combat ability as well as movement per the underwater rules. The water is considered Calm. DC is 10. If you do not make a swim check, you will be considered to have failed your swim check.
Belkior - AC 25 (26 vs. Evil); HP 119/125 - Darkvision, Magic Circle vs. Evil, Prayer, Status, Water Breathing d20+1=3 ; d20+1=6 ; d8=8 ; d8=7 ; d20+10=25 ; Monday June 22nd, 2009 10:27:52 PM
The halfling cleric struggles even more fiercely but still accomplishes nothing. Or perhaps less than nothing. Swim = 3
Eventually, though, Belkior grabs hold of Jass and steadies himself. After that, it's a matter of moments for the Paragon to cast a healing spell. The positive energy heals all of Jass' wounds, and more. Spellcraft = 25 vs. DC 12, Cure Moderate Wounds = heal 25 hps
"Jass? Why don't we do this as quick as possible? Raise the ship, deal with the kraken once we're on surface, get away from whatever might be lurking in deep water. Does that sound good to you?"
Current Spells Freedom of Movement (Mac) - 140 minutes Magic Circle Against Evil - +2 deflection bonus to AC, +2 resistance bonus saves - 150 minutes Prayer - +1 to attack, damage, saves, skills Status (x2) - 14 hours Water Breathing - 28 hours, split equally among 6 or 7 ?
Spells 0 - DC 17 - (6) - Detect Magic(x2), Detect Poison(x2), Read Magic(x2) 1 - DC 18 - (7) - Bless(x2), Hide from Undead, Sanctuary(x2), Shield of Faith(x2) (D - Protection from Evil) 2 - DC 19 - (7) - Aid(x2), Remove Paralysis(x2), Spiritual Weapon*, Status**(x2) (D - Aid) 3 - DC 20 - (6) - Daylight, Invisibility Purge, Prayer*, Water Breathingx2*, Water Walk* (D - Magic Circle Against Evil*) 4 - DC 21 - (5) - Freedom of Movement*(x3), Neutralize Poison*(x2) (D - Holy Smite) 5 - DC 22 - (4) - Break Enchantment, Greater Command*, True Seeing, Wall of Stone (D - Dispel Evil) 6 - DC 23 - (3) - Blade Barrier, Greater Dispel Magic, Summon Monster VI (D - Heal*) 7 - DC 24 - (2) - Repulsion*, Summon Monster VII (D - Regenerate) * = cast
Wynn d20+9=23 ; d20+7=13 ; d6=4 ; d20+9=21 ; d20+5=13 d20+5=9 d20+5=6 d20+5=17 d20+5=18 Monday June 22nd, 2009 10:46:57 PM
With his line secure, Wynn swims upwards (swim=23) towards his companions with the loose end of his rope, hoping to reach the body of the Kraken before it rises out of range. He will tie one end of the rope to the beast if possible, otherwise he will give it to one of the others to attach to a float pack.
The bard begins to feel the effects of the water pressure (Fort=13; Fail; 4 HP dmg) but continues on undaunted. He will take one or more of the ropes from the others and swim back down with them (swim=21) and secure them to the ship as well. "If we can get several lines secures we may be able to raise it from the bottom. I am worried that if we don't hurry, it will slip from the shelf it is on and we will never recover it" he explains to the others.
Wynn takes his time securing the ropes, reknotting them when he is not satisfied that he has done it well enough (Use rope 13,9,6,17,18)
Florin Jadenth AC:27/HP:156 Monday June 22nd, 2009 10:50:33 PM
Aura of Good Divine Grace Divine Health Aura of Courage Cloak of displacement (lesser 20% miss rate) Breath underwater (Someone remind me how long this will last?)
Florin looks to the others and stays where he is at for the moment before calling to the others as well as he can, "Hows it comeing everyone? I'm looking forward to get back on the surfact."
Florin glances towards the kraken and where he tied the rope and wonders what else he should do now while waiting. Maybe the float deals will work nicely instead and maybe the ropes could be used to help get the kraken to the surfact where they want, "We could use the ropes to pull the kraken to where we wish if nothing else."
Mac: AC:26, HP:130 (Waterbreathing, Freedom of Movement, Magic Circle Against Evil, Prayer - Belkior, Darkvision-Potion) Swim Check = 27 (31 with Endurance) d20+22=27 ; Monday June 22nd, 2009 11:36:20 PM
OOC: Caught up with work. Will post in 6-8 hours.
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 119/133) d20+7=16 ; d20+5=7 ; Tuesday June 23rd, 2009 12:35:30 AM
OOC: Sorry all, first day of classes kicked my butt. Almost forgot to post entirely!
Brahmah thinks for a moment. "Well, there is sailor lore and there is fact. Do you want both? I can tell you this.... the stories were often short and scary, mostly garbage. The facts are much more interesting." Then he dives head on into what little he might know of the elusive creatures.
(Knowledge Nature 16, Profession sailor 7)
Syr Ac 32/31 HP 154 d20+17=23 ; d20+8=20 ; Tuesday June 23rd, 2009 12:59:36 AM
Syr takes a brief swim around the ship examining it's condition. (Swim 20) He first priority is to determine if the hull will survive the trip and secondly, where the most secure anchor spots for raising it are. (Knowledge construction 23) If he sees any, he points to them for those coming down with rope. Finally, he stops moving and prays to Domi for a spell to detect magic to scour the area around the ship for any items that may have fallen out.
Mac: AC:26, HP:130 (Waterbreathing, Freedom of Movement, Magic Circle Against Evil, Prayer - Belkior, Darkvision-Potion) Swim Check = 27 (31 with Endurance) d20+8=13 ; Tuesday June 23rd, 2009 6:34:29 AM
OOC: Can the ship please be included in the Current Depth list? Am guessing 200' with Wynn.
"Jass, let Belkior grab you. Then you can help him with the struggling and he might help you with the healing, and you can both catch me down helping the others when your ready. Teamwork guys! And call me if you need me." With that Mac runs down to the ship, taking the opportunity to better assess the situation. (Spot = 13... there appears to be water...)
Jass AC 22 HP 60/60 (Alter Self, Mage Armor, Mirror Image, Prayer) d20+17=22 ; d20+10=18 ; d20+7=22 ; Tuesday June 23rd, 2009 9:13:17 AM
"Suits me like a dwarf in armor", replies Jass and he sighs in the water as his wounds close.
Looking around with his Darkvision enhanced sight, he spots Wynn, Mac, and Syr all looking like they are getting to the boat as first objective. "Didn't the dock guard say that all the floats need to be attached to raise the ship? Let's all get down there, shall we?"
With those words, Jass-Sahaugin swims to Florin and Brahmah and touches the two warriors. "Keep your floats and lets get to the ship. Hold On!"
A quick phrase in the water, and Jass' Dim Door spell pops Jass, Florin, Brahmah, and Belkior to the lake floor right next to the glowing pebble of Light.
"Now, let's get these floats tied to the boat, inflate them, and then get back to the squiddy-thingee and make sure it doesn't smack into the bottom of the Floating City."
........................
Jass won't even attempt to knot a rope. Instead, he will wait until someone says that THEY are good at knot-tying, then will swim the tie-er and floats around to evenly spaced places around the boat to tie them up.
.......All rolls add +1 for Prayer.... Move Action: swim (heavy encumbrance) with Belkior to Florin and Brahmah Standard Action: touch Brahmah and Florin as part of spell Standard Action Continued: Cast Dimension Door Concentration: 23 Further Rounds ; Swim floats and people around to selected parts of the ship.
Spot: 18 Listen: 22
............... Effects Alter Self; Sahaugin: 120 minutes: Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Mage Armor: 12 hours: +4 AC Darkvision: 5 hours; 60 foot Darkvision Mirror Image: 12 min; 6 extra images; 1 in 7 chance to hit Prayer: +1 attack, wpn damage, save, skills (from Belkior)
The Bottom of Turtle Lake: Round 24 - DMAl Tuesday June 23rd, 2009 4:58:51 PM
With a secure grip to Mac, Belkior manages to heal Jass. The halfling floats below the body of the Kraken while Brahmah, up above the body recounts what he knows about Kraken from the lore of the sea. Much of what the Captain says overlaps with what Belkior knows of Krakens, the use of magic, the inherent evil, and the sheer power and cunning of the creatures.
Two new things, however, come to light. First, Kraken are only found upon the high seas. Never has there been a report of a Kraken on inland waterways. There are inland waterways large enough for the beast to swim up, but it would be difficult at best for an inland waterway to supply enough food for a Kraken to live for very long. Further, the freshwater would likely do terrible things to a creature accustomed to the salt. Salt absorbs water, and a creature of saltwater placed suddenly into fresh might become grossly bloated and waterlogged. Perhaps that might explain the Kraken's condition.
A second fact that both Brahmah and Belkior know is that Krakens more commonly flee once their tentacles have been damaged. They use a powerful water jet within their bodies to quickly escape. So why did this one fight so doggedly until the end? Could the illness of the creature, its hunger and misery, explain this? Was it perhaps mad with pain and no longer wished to live?
One possible explanation. The thing that is not explained, however, is what would a Kraken be doing in Turtle Lake in the first place?
While Brahmah and Belkior discuss Kraken lore, the rest of the Shields work down below.
Wynn swims up, but finds that his 50ft rope is some 15ft too short to reach the body of the Kraken. He swims back down to the ship to find Syr and Mac inspecting the ship.
Syr finds eight iron stanchions anchored securely to the deck at even intervals on both sides of the ship. It's difficult to guess the weight of the ship. On land, Syr would be hesitant to suspend something this big in midair from seven iron stanchions sunk into wood. But, underwater, this might be fine. Who knows. All that Syr can tell are that the structure of the ship itself is still as solid as a ship should be, and, that the stanchions are firmly anchored to the deck.
Jass Dimension Doors into existence just off the starboard bow on the muddy bed of the lake. Next to him are Florin, Brahmah, and Belkior. All of the Crimson Shields are now at the bottom, in or around the sunken ship. Some 50ft away, the Shields can all see that the bottom of the lake quickly drops away into darkness, proving that Turtle Lake still holds much deeper and forbidding mysteries. In that direction, all is a vast darkness.
Wynn sets to tying more ropes to the stanchions that Syr has found. So far, four are secure. All that needs to be done is to secure the float packs and trigger the Bottles of Air.
OoC: Everyone, please make another Fortitude Save vs DC15. If you fail, take 1d6 Pressure damage.
Note that I'm still counting rounds. Being underwater is inherently dangerous.
I've advanced two rounds with this post. We are not in combat rounds, so feel free to take more than one round's worth of actions. But, be aware, that I will advance the entire group by as many rounds as the player who take the greatest number of actions.
Current Depths ==============
Body of the Kraken depth 130ft
Florin, Brahmah, Mac, Wynn, Belkior, Jass, Syr depth 200ft
Sunken Ship depth 200ft
If you do not have a Swim Speed, you must make a Swim Check in order to move. Swim checks will dictate your combat ability as well as movement per the underwater rules. The water is considered Calm. DC is 10. If you do not make a swim check, you will be considered to have failed your swim check.
So, having popped to the floor, Brahmah does what is suggested and helps with floats.
Florin Jadenth AC:27/HP:156 d20+16=18 ; d20+4=14 ; d20+4=8 ; Tuesday June 23rd, 2009 9:46:59 PM
Aura of Good Divine Grace Divine Health Aura of Courage Cloak of displacement (lesser 20% miss rate) Breath underwater (Someone remind me how long this will last?)
Florin feels the pressure and shakes his head abit to try and get the feeling in his ears to go away. He is able to shake off the effect but he frowns as his elven ears are probably more sensitive the the the others..well except maybe the other elves. With this he gives thumbs up to Syr, "So, what can I do to help ot pitch in? I'm looking forward to getting this done."
Florin wonders how fast the ship will rise with the floating devices and comments, "I wonder if we could just catch a ride on the ship to the surface or if it will raise to quickly for that." Florin shrugs and otherwise pitches in where he can.
Mac: AC:26, HP:130 (Waterbreathing, Freedom of Movement, Magic Circle Against Evil, Prayer - Belkior, Darkvision-Potion) Swim Check = 24 (28 with Endurance), Fort Save = 17 d20+22=24 ; d20+13=17 ; d20+5=10 ; Tuesday June 23rd, 2009 10:19:05 PM
If the depth is troubling Mac he shows no sign. Leaving Belkior with Jass, the dark taur pitches in on gathering and tying ropes to the ship. Rope Use (Untrained) = 10...
Belkior - AC 25 (26 vs. Evil); HP 121/125 - Darkvision, Magic Circle vs. Evil, Prayer, Status, Water Breathing d20+20=23 ; d20+1=8 ; Tuesday June 23rd, 2009 10:21:48 PM
The halfling cleric barely notices the increasing depth except for the increasingly dim light. Belkior still clings to Mac's harness for support and this support is useful since he continues to struggle in the water. Fortitude = 23 + Endurance, Swim = 8
Still clinging to Mac's back, Belkior retrieves the float device that he had been carrying and holds it for someone to take. He'd do it himself but he's struggling so much in the water that he'd probably hurt himself or, worse, one of the others. Just then, an idea comes to the halfling.
"Mac! Jass! If you are concerned about the kraken, what about this ship? I mean, isn't it possible that something has moved into the spaces below this deck? Or been placed there?"
"Someone or something surely brought the kraken here, right?"
Current Spells Freedom of Movement (Mac) - 140 minutes Magic Circle Against Evil - +2 deflection bonus to AC, +2 resistance bonus saves - 150 minutes Prayer - +1 to attack, damage, saves, skills Status (x2) - 14 hours Water Breathing - 28 hours, split equally among 6 or 7 ?
Spells 0 - DC 17 - (6) - Detect Magic(x2), Detect Poison(x2), Read Magic(x2) 1 - DC 18 - (7) - Bless(x2), Hide from Undead, Sanctuary(x2), Shield of Faith(x2) (D - Protection from Evil) 2 - DC 19 - (7) - Aid(x2), Remove Paralysis(x2), Spiritual Weapon*, Status**(x2) (D - Aid) 3 - DC 20 - (6) - Daylight, Invisibility Purge, Prayer*, Water Breathingx2*, Water Walk* (D - Magic Circle Against Evil*) 4 - DC 21 - (5) - Freedom of Movement*(x3), Neutralize Poison*(x2) (D - Holy Smite) 5 - DC 22 - (4) - Break Enchantment, Greater Command*, True Seeing, Wall of Stone (D - Dispel Evil) 6 - DC 23 - (3) - Blade Barrier, Greater Dispel Magic, Summon Monster VI (D - Heal*) 7 - DC 24 - (2) - Repulsion*, Summon Monster VII (D - Regenerate) [i]* = cast
Wynn d20+9=29 ; d20+7=11 ; d20+5=12 ; d20+5=6 ; d20+5=9 ; d20+5=14 ; d20+5=9 ; d20+5=25 ; Wednesday June 24th, 2009 7:36:44 AM
Wynn swims expertly back and forth, placing float packages in appropriate locations [Swim=29]. The pressure from the extreme depths begins to take it's toll and another spasm of pain sweeps his body [Fort=11; fail]. Perhaps this is what interferes with his ability to secure the floats appropriately [use rope = 12,6,9,14,9,25]. After multiple attempts he is only satisfied that one of the packs is properly positioned and secured. He calls Syr over for assistance.
Jass AC 22 HP 60/60 (Alter Self, Mage Armor, Mirror Image) d20+17=32 ; d20+10=14 ; d20+7=21 ; d20+17=34 ; d20+19=20 ; Wednesday June 24th, 2009 9:48:29 AM
The 7 images of Jass-Sahaugin dig in his trousers and pull out the floatation device given to the sorcerer. He hands it over to Wynn so a expert can tie those needful knots.
While the manual labor is going on, Jass thinks and addresses the question of Belkior. "Yeah, there is salt flavored water in the Plactik Ocean by Gateway Downs, and this place is fresh water. And I have seen different kinds of fish in salty versus fresh, but never worried about why that was..." The sorcerer shakes his head to get his mind back to the subject.
"If a Kraken shouldn't be here, then obviously something brought it here. And if it didn't run away, then it was compelled to stay in this area. I think it is a good idea to keep our guard up. Whatever brought the Kraken here is probably close by."
He shrugs. "I can't do much in finding things out, but I can at least see if there is any magic around!" A quick cantrip later, and Jass slowly rotates around, looking for magic auras outside of the ship.
........... Standard Action: hand Float to Wynn Standard Action: Cast Detect Magic Move Action: move at half speed (30' round) around the ship looking at lake floor for magic. Concentration: 32
Spot: 14 Listen: 21 Know Arcana: 34 (as part of Detect Magic) Spellcraft: 20 (as part of Detect Magic)
............... Effects Alter Self; Sahaugin: 118 minutes: Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Mage Armor: 12 hours: +4 AC Darkvision: 5 hours; 60 foot Darkvision Mirror Image: 11 min; 6 extra images; 1 in 7 chance to hit
Syr Ac 32/31 HP 154 d20+8=26 ; d20+17=27 ; d20+8=18 ; d20+8=18 ; Wednesday June 24th, 2009 3:34:01 PM
Having seen nothing outside of the ship radiating magic, he turns his attention to the vessel. Syr points out the most secure spots for tie downs to the others and takes out his balloon bag to affix to it. (rope use 26) Following that he moves (swim 18) over to Wynn and stares closely at his face before reaching down to help . "You okay? You look a bit uncomfortable down here." (Rope use 18)
Belkiors mention of the inside of the ship does give the elf pause in his work and he stops helping the bard to ask Florin, "Belkior has a good point, any chance you want to take point and make sure the ship is safe raise? We wouldn't want any unannounced guests on the docks."
He continues to handle the extreme depths just fine (Save 27)
Waterbreath, Detect Magic, Status
T Minus ? Seconds: Round 31 - DMAl Wednesday June 24th, 2009 5:11:09 PM
In the deep gloom on the muddy floor of Turtle Lake, the Crimson Shields work together to raise the sunken ship to the surface.
As others work to deploy the float packs, Jass casts a quick cantrip and begins exploring the area around the ship. Checking first in one direction, Jass immediately detects the presence of magic auras. A few moments later, the presence resolves into a number of auras so numerous as to be uncountable. The strongest among these auras is Strong. A wait of a few moments more, and Jass can see the location of the auras. All of the ones that he can see are on his companions and must represent the magic items that they wear. The bottles of air on the float packs too are of moderate transumtational magic. Only one aura exists that is not attached to one of the Crimson Shields, and that comes from the sling bullet that Jass himself enchanted with light. It still lies in the mud off the starboard side of the ship. Jass turns to a second quadrant, and receives similar results.
But, that leaves many numerous auras unaccounted for. The only explanation must be that the auras are coming from within the ship.
( OoC: Jass, this description only covers two of eight conical sections of water. (Both are directed toward the lower quadrants of the sphere.) You may explore the other six if you feel so inclined. Within each section, you may take from 1 to 3 rounds, depending on the amount of information that you wish to get. )
In the time that it has taken Jass to get the information that he has, the other Shields finish affixing the float packs. Now, all that remains is to trigger the Bottles of Air. Two questions remain unanswered, though. First, how fast will the ship rise? Florin wonders whether the Shields might ride up to the surface with the ship.
Second, might there be anything lurking inside the ship itself? There are three entrances to the interior of the ship visible from the deck. One is a large hatch-like cover that must lead to the hold of the ship. The second is to the aft of the hold, on the other side of a jagged stump of broken mast. It's a simple sliding cover that might lead to crew's quarters. The third is a regular door built into the front of the poop deck, and undoubtedly leads to the captain's cabin. All doors are closed.
Note that I'm still counting rounds. Being underwater is inherently dangerous.
We are not in combat rounds, so feel free to take more than one round's worth of actions. But, be aware, that I will advance the entire group by as many rounds as the player who take the greatest number of actions.
If you do not have a Swim Speed, you must make a Swim Check in order to move. Swim checks will dictate your combat ability as well as movement per the underwater rules. The water is considered Calm. DC is 10. If you do not make a swim check, you will be considered to have failed your swim check.
Belkior - AC 25 (26 vs. Evil); HP 125/125 - Darkvision, Magic Circle vs. Evil, Status, Water Breathing d20+1=10 ; d20+10=15 ; Wednesday June 24th, 2009 10:29:51 PM
The halfling cleric nods when Jass announces the results of his investigation. Belkior isn't quite sure what to make of it, and this could be good or bad.
"Jass! It could be the cargo that we were told was on board the ship, that would explain the auras that you have noticed. Of course, that would be the perfect place for something magical to hide, too."
Belkior thinks while he moves his arms to control his movement. He comes up with an idea for speeding the examination, but that still doesn't solve the problem of examining the hold and cabins. Swim = 10
"Jass ... how about we do this together? I'll cast the same spell and we'll examine the sections separately. I don't know about the hold since I'm more interested in the outside of the ship."
Belkior performs the motions for casting one of the earliest spells that he learned in the seminary. Once it is cast, he also examines the surroundings of the ship, trying to examine areas that Jass has not already.
Current Effects Darkvision - 3 hours Instant Healing (DR 5/-) - constant Fast Healing 1 - constant
Current Spells Freedom of Movement (Mac) - 140 minutes Magic Circle Against Evil - +2 deflection bonus to AC, +2 resistance bonus saves - 150 minutes Prayer - +1 to attack, damage, saves, skills Status (x2) - 14 hours Water Breathing - 28 hours, split equally among 6 or 7 ?
Spells 0 - DC 17 - (6) - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2) 1 - DC 18 - (7) - Bless(x2), Hide from Undead, Sanctuary(x2), Shield of Faith(x2) (D - Protection from Evil) 2 - DC 19 - (7) - Aid(x2), Remove Paralysis(x2), Spiritual Weapon*, Status**(x2) (D - Aid) 3 - DC 20 - (6) - Daylight, Invisibility Purge, Prayer*, Water Breathingx2*, Water Walk* (D - Magic Circle Against Evil*) 4 - DC 21 - (5) - Freedom of Movement*(x3), Neutralize Poison*(x2) (D - Holy Smite) 5 - DC 22 - (4) - Break Enchantment, Greater Command*, True Seeing, Wall of Stone (D - Dispel Evil) 6 - DC 23 - (3) - Blade Barrier, Greater Dispel Magic, Summon Monster VI (D - Heal*) 7 - DC 24 - (2) - Repulsion*, Summon Monster VII (D - Regenerate) * = cast
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 119/133) Wednesday June 24th, 2009 11:54:41 PM
"It sure would "be helpful if we had some air elementals here. I wish I had thought to prepare spells."
Brahmah will continue helping with floats.
Florin Jadenth AC:27/HP:156 Thursday June 25th, 2009 3:59:49 AM
Aura of Good Divine Grace Divine Health Aura of Courage Cloak of displacement (lesser 20% miss rate) Breath underwater (Someone remind me how long this will last?)
Florin looks to the others and ponders things but since the group doesn't know how fast the ship would rise. He does call out to the others, "What if we only use a couple of the floating devices at a time. This way we might beable to ride the ship to the surface instead. That would work wouldn't it?"
Florin doesn't know if the group wants to checkout the whole ship down here or get it to the surface first. Atleast on the surface the group would be on even footing on the surface, well maybe not with a wet deck but oh well.
Mac: AC:26, HP:130 (Waterbreathing, Freedom of Movement, Magic Circle Against Evil, Prayer - Belkior, Darkvision-Potion) Swim Check = 31 (35 with Endurance), No Fort Save d20+22=31 ; Thursday June 25th, 2009 4:27:44 AM
"Makes more sense to save any search for at or near the surface. That and we need to make sure we don't leave anything behind down here." says Mac, before he pauses and adds, "I think we should have some Shields up top, but not riding it - the ship might just leap tens of feet out of the lake... though the kraken might be something of an anchor... just what we'll probably need, but the Floaters need to know it's coming. I'll volunteer for the follow-up team."
Edited per player request. --Al
Wynn d20+9=19 ; d20+7=23 ; d20+5=7 ; d20+5=13 ; d20+5=9 ; Thursday June 25th, 2009 7:43:22 AM
Wynn helps with the last of the floats and gives Syr and the others a 'thumbs up' when everything is ready. The bard then prepares to ascend, along with the ship and it's cargo.
[Swim=19; Fort=23; Use Rope 7,13,9 (not sure those knots will hold!!!)
Syr Ac 32/31 HP 154 Thursday June 25th, 2009 8:46:34 AM
The elf looks dubious at the comments of the others. "It seems to me that we wouldn't want to risk a fight as the ship is rising but I bow to the wisdom of others." Syr smiles at the others. "I understand your point Mac about riding it, but we really shouldn't separate. How about we station those that don't swim so well bracing each entrance on the way up? So maybe Florin, Cap, and myself at each door with Belk along for the ride? Jass should trail with his speed and look for any holes our salty transplant may have created. Wynn and Mac on the sides of the ship prepared to help in any direction." He pauses to see the group's reaction. "Sounds like a plan?"
Jass AC 22 HP 60/60 (Alter Self, Mage Armor, Mirror Image) d20+17=34 ; d20+10=28 ; d20+7=12 ; d20+17=20 ; d20+19=25 ; Thursday June 25th, 2009 11:14:54 AM
Seven Jass-Sahaugins wave absently at Belkior and Syr. "Yep, both good ideas", he says as he keeps to his concentration.
"I think pulling two floats at a time to inflate and so adjust for the rising is a good idea. And that all of us should be on board, too. While the strong warriors take that task, Belkior and I will continue to scan the bottom of the lake for any unusual auras."
Since most of the others have already said as much, the sorcerer puts words to actions. Swimming slowly so as to maintain concentration, he moves over to the ship and places himself at the back railing. Jass then uses his ongoing Detect Magic to look at the ground behind the ship, left and right, for magical auras.
While standing on the boat's decking and grabbing the rail with one hand, he keeps his Darkvision enhanced eyes and Sahaugin enhanced ears open for threatening movements.
........... Move Action: move at half speed (30' round) to stern of ship and stand on deck. Concentration: 34 to maintain spell
Spot: 28 Listen: 12 Know Arcana: 20 (as part of Detect Magic) Spellcraft: 25 (as part of Detect Magic)
............... Effects Alter Self; Sahaugin: 118 minutes: Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Mage Armor: 12 hours: +4 AC Darkvision: 5 hours; 60 foot Darkvision Mirror Image: 11 min; 6 extra images; 1 in 7 chance to hit
Blow Ballast: Total Rounds 38 - DMAl Thursday June 25th, 2009 4:34:08 PM
The general consensus amongst the Shields is to first raise the ship to the surface, and then, after that, search for possible hidden dangers.
As the others finish checking the knots and begin deploying themselves in teams to trigger the Bottles of Air in a sequence that might provide for a less abrupt ascent, Belkior joins Jass in an examination of the area. Working together, they quickly determine that there is only one magic aura beyond the confines of the ship, and that is from the glowing sling bullet that Jass had enspelled. Jass spares moments to peer out across the featureless bottom of Turtle Lake, but he sees nothing save the rolling dark sediment that is the lake's bed.
When all is in readiness, the Shields pull the rings on three Bottles of Air. The skin bags attached to the bottles swell and rise like great beasts rising from the field. Once fully inflated, they sway and strain as though wishing to be free, but the ship does not budge. With the release of three more Bottles of Air, the ship begins to rock, drifting free of the soft lake bed. It is not, however, until the seventh float pack is fully inflated, though, that the ship begins to rise with any speed.
After the ship rises out of the cloud of mud raised by the dislodging of the ship, Jass determines that the hull is intact before joining the others for a ride on deck. The ride to the surface is slow, almost stately. A good judge of speed and distance would determine that any of the Shields except for Jass and possibly Syr would have been left behind should they have tried to swim up along side. The ascent is not fast, but faster than most could swim.
The ship rises up past the body of the Kraken, two behemoths passing in the gloom. The light from the surface grows in the way that light grows before a coming dawn.
Before long, the tops of the float packs breech the surface, bobbing, barely visible by those on the nearby docks of Floating City. The surface of the deck is still a good five feet below the gently rolling waters, suspended by the float packs. Most of the Crimson Shields can hold their faces in the air with some straining of the neck. Belkior has difficulty keeping footing in the gently shifting waters. Mac and Brahmah stand head and shoulders above the surface.
From the direction of the docks comes a shout. The shout becomes two, then three. The tumult of voices rises to a cheer. Guards stand scattered about the docks. A crowd of curious onlookers push and shove at the entrance of the Float. All wave and a great huzzah welcomes the Crimson Shields of Hope as they return from the watery depths.
If you do not have a Swim Speed, you must make a Swim Check in order to move. Swim checks will dictate your combat ability as well as movement per the underwater rules. The water is considered Calm. DC is 10. If you do not make a swim check, you will be considered to have failed your swim check.
Jass AC 24 HP 79/60 (Alter Self, Mage Armor, Mirror Image, False Life, Cats Grace) d10+10=19 ; Thursday June 25th, 2009 6:39:44 PM
As the ship rises slowly from the mud at the bottom, Jass is able to determine that his Sahaugin form can swim faster than the rise. He therefore uses some time to ensure the hull is intact and magic stuff isn't leaking out of the bottom. "Wouldn't that be a problem.", he muses.
Once on the surface, Jass uncharacteristically keeps out of sight. "Lets see what we've raised now." he says. "Let's go into one of the doors."
He does take the time to provide him some temporary vitality to help. (if allowed)
........... Cast: False Life for 19 hit points Wand: Cat's Grace for +4 Dex
............... Effects Alter Self; Sahaugin: 117 minutes: Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Mage Armor: 12 hours: +4 AC Darkvision: 5 hours; 60 foot Darkvision Mirror Image: 10 min; 6 extra images; 1 in 7 chance to hit False Life: 12 hours; 19 temporary hit points Cat's Grace: 5 minutes; +4 Dex (+2 AC, reflex)
Belkior - AC 25 (26 vs. Evil); HP 125/125 - Darkvision, Magic Circle vs. Evil, Status, Water Breathing d20=8 ; Thursday June 25th, 2009 10:17:08 PM
The halfling cleric bobs up and down in the water washing over the deck. It's not shallow enough for Belkior to stand and keep his head out of the water, but not quite deep enough to simply stay underwater and rely on his spell. When Jass moves towards one of the doorways, Belkior is about to swim over when a wave splashes him in the face and he goes under, sputtering and blowing. Swim = 8
Instead of swimming, Belkior tries crawling or walking across the deck towards Jass. Once he's there, Belkior will stand ready for whatever the door reveals. However, he won't be the one to open the door or be the first one through ... there are minotaurs for tasks like that.
Current Effects Darkvision - 3 hours Instant Healing (DR 5/-) - constant Fast Healing 1 - constant
Current Spells Freedom of Movement (Mac) - 140 minutes Magic Circle Against Evil - +2 deflection bonus to AC, +2 resistance bonus saves - 150 minutes Status (x2) - 14 hours Water Breathing - 28 hours, split equally among 6 or 7 ?
Spells 0 - DC 17 - (6) - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2) 1 - DC 18 - (7) - Bless(x2), Hide from Undead, Sanctuary(x2), Shield of Faith(x2) (D - Protection from Evil) 2 - DC 19 - (7) - Aid(x2), Remove Paralysis(x2), Spiritual Weapon*, Status**(x2) (D - Aid) 3 - DC 20 - (6) - Daylight, Invisibility Purge, Prayer*, Water Breathingx2*, Water Walk* (D - Magic Circle Against Evil*) 4 - DC 21 - (5) - Freedom of Movement*(x3), Neutralize Poison*(x2) (D - Holy Smite) 5 - DC 22 - (4) - Break Enchantment, Greater Command*, True Seeing, Wall of Stone (D - Dispel Evil) 6 - DC 23 - (3) - Blade Barrier, Greater Dispel Magic, Summon Monster VI (D - Heal*) 7 - DC 24 - (2) - Repulsion*, Summon Monster VII (D - Regenerate) * = cast
Florin Jadenth AC:27/HP:156 Thursday June 25th, 2009 10:23:21 PM
Aura of Good Divine Grace Divine Health Aura of Courage Cloak of displacement (lesser 20% miss rate) Breath underwater (Someone remind me how long this will last?)
Florin smiles as the group is finally going to be on the surface again and gives a thumbs up to Syr before speaking to him, "Looks like we did one good deed. Now as long as guard duty goes as well right?" Florin other then the swimming has enjoyed this little distraction from the job the group has yet to do under contract but soon it would be back to that duty.
(Al: Was wondering, should I be listing Florin's tattoo also under his various effects he could activate?)
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 119/133) Friday June 26th, 2009 12:41:45 AM
Brahmah stands on top of the beast. He smiles seeing the crowd.
The ranger looks at Mac. "What spells do you think we'll need for watch? I might prepare Alarm spells... in fact, I know I'll will prep at least one."
Mac: AC:26, HP:130 (Waterbreathing, Freedom of Movement, Magic Circle Against Evil, Prayer - Belkior, Darkvision-Potion) Swim Check = 40 (35 with Endurance) d20+22=40 ; d20+12=25 ; Friday June 26th, 2009 5:19:42 AM
After agreeing to see it Syr's way, the ascent passes almost uneventfully.
The question from Brahmah catches Mac off guard. "Alarm... yes... from what I recall a useful spell in the right circumstances." But when it comes to spells almost any other Shield would be better to ask... "But magic isn't my strong suit. In fact I think I've mentioned that before - back in Islas Tauri - Yes?"
"Besides, there are other questions, like, Assuming the kraken was summoned, what's to stop another one being summoned, or someone somehow reviving the kraken already below us? Hmmm.... that reminds me!" Mac sits down on the deck, mostly submerged, and speaks slowly, "If you're in trouble then let me know, 'cause I'm not above making my way through a hull to find some trouble. Of course, smart trouble would come out quietly and calmly and quickly, partly 'cause it has to know there's nowhere to swim or run, partly because hiding in here isn't really any fun for you with all us picking our way through, but mostly 'cause then it becomes a hunt, and a hunt is where accidents happen. Terrible accidents. Potentially fatal accidents. Avoidable accidents... if you give yourself up NOW!" Mac taps the deck with his axe for emphasis. (Intimidate = 25) Despite all evidence to the contrary, Mac like to think that an opponent would rather live, and that maybe something might respond to rational self-preservation.
Syr Ac 32/31 HP 154 Friday June 26th, 2009 4:02:16 PM
Syr smiles widely to the crowd gathered and whispers out of the side of his mouth, "Wynn, you are good with crowds, anything profound to say?"
Raising his voice and looking around the docks, "TENDER? Here is your ship! You may want to get some of these holes plugged?"
Syr moves over to the doorway near Jass and Belkior. Rather than waiting for the minotaurs to open up the ship and squeeze down in, he decides to go himself telling Belkior, "Sometimes it pays to be small."
The All Clear - DMAl Friday June 26th, 2009 9:33:52 PM
Some of the Shields look beyond the ship to the future, to a resumption of their guard duties for the Office of the Overlord. Others, see to the more immediate matters of a possible presence inside the ship.
Mac voices a warning to who or whatever might be within, in the hopes of causing it to come forth on its own. At the same time, Jass, Belkior and Syr get set to penetrate the interior of the Captain's Cabin. The response to Mac's veiled threat is no more than the silence of the dark lake, and the gentle splash of the float packs as they ride the water. Then Syr quickly pushes in the door to the Captain's Cabin. The interior is filled with concealing shadows, but the shadows are no match for either Syr's elf-born sight or Jass' Darkvision. The pair see into every corner, and there is nothing out of the ordinary there.
They move to the hatch that leads to the Crew's Quarters below deck. With a jerk the hatch is thrown open. A drinking gourd breaks free and shoots to the surface. But that is all. Nothing out of the ordinary lies here either. Finally, they move to the Hold. The Crimson Shields pull off the hatch to the Hold of the ship and peer down inside. Large wooden crates, stacked three tiers high lie nestled inside. If these are all magic items, the wealth here must be incredible. But, other than this, there is nothing more.
Back on the docks, the guards still hold the general populace to the area around the great gateway of Floating City. They shout and cheer as though this were a planned entertainment. The guards, however, are a different story. Though some appear relieved, many still watch the water with a wary eye.
"Hoy! Crimson Shields," it's the voice of Captain Elvaran, "what news of the monster? "
If you do not have a Swim Speed, you must make a Swim Check in order to move. Swim checks will dictate your combat ability as well as movement per the underwater rules. The water is considered Calm. DC is 10. If you do not make a swim check, you will be considered to have failed your swim check.
Belkior - AC 25 (26 vs. Evil); HP 125/125 - Darkvision, Magic Circle vs. Evil, Status, Water Breathing Saturday June 27th, 2009 10:27:00 PM
The halfling cleric looks up towards Captain Elvaran on the pier, wiping water from his eyes as he does so. Belkior vaguely gestures out towards the lake before speaking.
"It should be coming up over there somewhere. Shortly, too."
"It ... ahh ... doesn't look too good. We think that it was sick from being in freshwater, but it's better not to take too many chances. Can you get some people with boats to haul the corpse away from the Float?"
While he is waiting for a response, Belkior looks around for the halfling that hired the Shields to recover this ship.
Jass AC 19 HP 79/60 (Mage Armor, False Life, Cats Grace) d20+14=23 ; Sunday June 28th, 2009 10:09:47 PM
With no immediate threat, and the crowds on the docks to appease, Jass thinks its time to freshen up. He dismisses the Mirror image and Alter Self, then casts Fly in order to get out of the water.
Once up in the air, a small Prestidigitation gets the sorcerer cleaned up. "Hey Floating City!", he calls in a loud confident voice. "The Crimson Shields have returned a ship to a captain and provided you good citizens with all the calamari you can eat!"
He bathes in the applause, bowing and repeatedly saying "thank you, thank you, oh you are too kind..."
Wynn d20+9=25 ; d20+6=22 ; Monday June 29th, 2009 7:09:06 AM
Wynn watches as the newest member of the Shields crows to the audience and accepts the acclaim. The bard has other concerns, like the location of the kracken's corpse. The bard swims back down [Swim=25] and searches for signs of the body in order to direct the towing efforts should they be undertaken.[Spot=22]
Florin Jadenth AC:27/HP:156 Monday June 29th, 2009 12:49:02 PM
Florin shakes his head abit at their new companion and smirks abit as he looks to Syr, "Looks like we have someone who likes the spot light. Ohh well, in our line of work we are there quite abit really aren't we."
Florin checks over the edge of the ship to check things out before pondering how to best get to the peir...he frowns some as he thinks, "Is there some rigging on this ship to help pull it into dock? We just got back looking all heroic, I don't want to messup our rep like sinking like a stone in the lake when trying to swim."
Syr Ac 32/31 HP 154 Monday June 29th, 2009 5:54:37 PM
The elf looks down the hatch with a bit of awe, "Guys, we must be in the wrong business, this halfling here has it right. That's for sure."
Hearing the noise from the docks, Syr shows his relief to get back in the 'air' by smiling and waving to the gathered crowd. He grins at Florin, "Seems like Jass is a bit of a showman. Who knows, the Shields may need the attention. Look at what it does for the Gold Dragons."
He throws some of the broken rigging to the people on the dock. "Don't worry about appearances, look at how excited the crowd is, right about now, we could probably walk on water." The elf sets to work helping the dock hands position the ship for Tender's inspection.
Land Legs Once More - DMAl Monday June 29th, 2009 9:10:47 PM
Belkior calls out to Captain Elvaran, more or less indicating that the monster has been dealt with. The Captain of the Guard tips her head to one side as though assessing the information, but at that moment, Jass rockets up into the air, calling out as though all of Floating City were eating out of his hand. The crowd responds with a roaring cheer. The jostling around the City Gate grows more boisterous.
Captain Elvaran give a small shake of her head, barely visible, then she begins barking orders, pointing toward the gate and then the dry dock. The guards relay the orders and workers are released from the area around the City Gate in small groups. They scramble for boats and launch into the water. Some leap to the backs of huge turtle ferries. A coordinated effort seems underway to guide the rescued ship into a safe haven.
While this is happening, Wynn, mindful of the potential for danger, dives back down into the water to check on the dead body of the Kraken. It doesn't take long. 50ft down, in the dim light that filters from above, the bard spies the huge white corpse down below, still floating slowly on its way to the surface. Down under the water, the bard suddenly feels an ultimate sense of isolation. He is a single mote in a vast emptiness. Were it not for the sounds of voices and the churning from up above, he could be the last person in the Wold.
It takes the body of the Kraken another thirty minutes to rise to the open air. It takes the boats, turtle ferries, and a complement of trained salvage workers longer to secure the ship to be steered toward the dry dock. It will probably be the rest of the day before they'll get it raised completely out of the water.
Meanwhile, a large skiff comes out from between two piers and draws up next to the ship to pick up the Crimson Shields. Upon returning to the pier, the Shields hear one voice above all of the others that laugh and cheer from the area of the City Gate.
"LET ME THROUGH! LET ME THROUGH, IT TELL YOU! YOU HAVE TO LET ME THROUGH! THAT'S MY SHIP! I'M THE OWNER OF THAT SHIP, I TELL YOU!" Tender Farfoot stands behind the cordon of guards, fists raised in protest. He seems quite put out.
Belkior - AC 25 (26 vs. Evil); HP 125/125 - Darkvision, Magic Circle vs. Evil, Status, Water Breathing Monday June 29th, 2009 11:09:37 PM
The halfling cleric moves closer to his companions on the constantly shifting deck of the ship. Despite Belkior's magics, the recent experience has shown him that he really should be careful around and in the water. While he is close to his companions, the Paragon offers minor healing magics to anyone requiring his attention.
Once Tender Farfoot arrives, Belkior lets the others do the talking. While he might have already identified what he will do with the money provided, the others are better suited for talking and negotiation.
Brahmah continues to take mental note of things going on around him. He thinks about spells to prep.
Wynn AC 28: HP 47/83: Message; Blinking Tuesday June 30th, 2009 7:33:05 AM
Wynn stays with the Kracken, escorting the slowly rising corpse to the surface so that it can be towed away to a less public place. While he waits he cannot shake the feeling of lonliness that has gripped him since Xenia disappeared. The brief telepathic connections that let him know she still lives also serve to remind him of just how far away she must be.
Mac: AC:26, HP:130 (Waterbreathing, Freedom of Movement, Magic Circle Against Evil, Prayer - Belkior, Darkvision-Potion) Swim Check = 40 (35 with Endurance) Tuesday June 30th, 2009 8:49:23 AM
The black taur wanders hip deep on the deck, making ready for the owner, etc.
Jass AC 19 HP 79/60 (Mage Armor, False Life, Cats Grace) Tuesday June 30th, 2009 9:15:40 AM
Jass touches down lighty on the raised steering deck in the back (so as to be out of the water), still giving the occastional friendly wave to the crowds. He turns to the others with a grin on his face.
"Publicity is great, isn't it? And the Powers know your guys' reputation can't be hurt by everyone knowing how awesome the Crimson Shields are. I'll bet after this, you can even renegotiate that contract for more money!"
The sorcerer stops talking and concentrates on thinking for a moment; something is bothering him... And then his eyes spring open. He looks for Brahmah (easy to do) and Belkior (harder to find) and asks his questions.
"You said that the Kraken likes salty water and so is not normal to this lake. Given the state of its skin, how long do you think the Kraken has been here? Could it have been majicked here just in time for us to be taken away from the inventory?" He lets the conclusion of that question left unsaid, confident these Crimson Shields can reach the same answers.
Florin Jadenth AC:27/HP:156 Tuesday June 30th, 2009 12:28:50 PM
Florin listens to things that said and such as he thinks also and glances to Syr, "Hey Syr. Your the fastest among us, would you mind checking on our other job to make sure nothing has happened while we were busy? I just rather be safe then sorry is all." Florin doesn't think anything happened but he just wants to be sure, it was better to be cautious then just take things for granted.
If none of the others speak up for him, Florin will step forward and speak to the guards about letting the halfling through. Letting them know that it is indeed the halfling's ship and that the Shields went to rescue it for him.
Syr Ac 32/31 HP 154 d20+15=34 ; Tuesday June 30th, 2009 8:05:14 PM
Catching Captain Elvaran's eye, he nods at the halfling behind the guard wall, "While we haven't seen his papers, he is the one that asked us to salvage the ship you may want to let him through."
Syr nods at Florin, "I think our crowd favorite here could get there faster but you do have a point. Be right back." He weaves through the crowd to Shield Construction and takes a quick visual inventory of the premises. (tumble 34)
Assuming everything is fine, he returns to the Shields and speaks to Tender, "Just out of curiousity, how did you come by such a cargo? And more importantly, did someone target you with the Kraken? We saw no other threats down there."
More Business Matters - DMAl Tuesday June 30th, 2009 8:49:15 PM
Many of the guards eye Florin with looks ranging from curiosity to suspicion. The house of Jadenth is one reasonably well known amongst the noble houses. But, both the Head of the House and his wife were known to be humans. Who was this elf claiming to be Florin Jadenth?
While Florin works on persuading the guards, Jass has a nasty suspicion. To confirm it, he asks information of Belkior and Brahmah. From previous observations in the heat of battle, Belkior has already ascertained that the Kraken's condition appears both acute and quite advanced. Usually for such extreme symptoms to manifest it would take anywhere from several hours to several days, possibly several weeks. It would all depend on how sensitive the Kraken was to this freshwater environment. Was the Kraken akin to a human bound naked in the burning desert? Or was it more akin to a human naked bound naked on, say these very docks? What is the baseline?
Brahmah, with a Basic knowledge (working off of your previous roll) of these things, knows that many saltwater creatures are able to abide a freshwater environment, if the exposure is temporary. Some creatures have, in fact, adapted to both fresh and salt water. To have come to such a pass as this Kraken has, it must have been here in the lake for some time now.
Wynn stays with the floating corpse as a few boats converge upon it, the occupants of the boats intent on securing it with ropes. From the direction of the gates, a few shouts drift in Wynn's direction. One offers to take the huge floating hunk of meat off of his hands. Another voice rises even louder, offering fifty gold coins for the body of the Kraken. Other voices chime in and soon there's a full fledged bidding war in progress. Wynn picks out the figure 350 and still the shouts keep coming.
Syr, at last, catches Captain Elvaran's eye, she turns to give word to the guards, but they've already been persuaded by Florin and the name of House Jadenth, and they let Tender Farfoot through.
Syr pushes the other way, sending a quick question over his shoulder as he tries to catch a glimpse of the Shield Construction building. "How I acquired my cargo is a trade secret of the Dirt City House of Keys." The halfling winks as he tries to shout over the noise of the boisterous crowd. "As to being targeted ... " his brow clouds in thought. "There could be any number of bandit organizations that would want my cargo. But why attack here? Where they it would be so difficult to make off with my goods? I'd considered myself safe when we first spotted the spires of Floating City."
Syr cranes his neck to see through the crowd. There does seem to be something of a to do happening in the vicinity of the Shield Construction business.
OoC: BTW, traditionally, the Skill Check to force your way through a crowd has been Escape Artist and not Tumble.
Belkior - AC 25 (26 vs. Evil); HP 125/125 - Darkvision, Magic Circle vs. Evil, Status, Water Breathing Tuesday June 30th, 2009 10:16:48 PM
The halfling cleric stays close to Brahmah and Mac. Crowds have always made him nervous and the imposing bulk of minotaurs should protect him from any jostling and the threat of hard dwarven boots. Belkior tries to catch Jass' eye since he wants to speak with him.
"Jass!," Belkior tries speak in a quiet voice that won't carry too far.
"How did he get the ship here? I thought that the lake was someplace far from Plateau City or any place on the Peninsula. Is he trying to undercut the Catacombs?"
Jass AC 19 HP 79/60 (Mage Armor, False Life, Cats Grace) d20+21=36 ; d20+14=17 ; d20+12=29 ; d20+21=23 ; Wednesday July 1st, 2009 10:23:21 AM
Jass listens to the halflings wisdom and he forms a plan. Not knowing anything about the geography of the Northern Continent, the sorcerer decides to take Belkior's words at face value.
"Heh, nice try, Captain, but you can't sail a ship from Dirt City to Floating City, the waters don't connect!" Jass tsks and begins floating up into the air. "I think the Overlord will be interested in you trying to undercut his Catacombs business. Stay here and I'll fly up and back. Won't take any time at all to have one of his functionaries to do a serious inventory."
Excitement creeps into his voice as Jass becomes (falsely) eager to own the magic in the hold. "Bet we could get this wreck listed as salvage instead of a ship, too. As salvage, it would be legally the Crimson Shields'."
And then he pauses and looks back. "Unless you want to tell us what's REALLY going on; how you got the ship here and what other things you've fought off... for starters."
Syr Ac 32/31 HP 154 d20+18=19 ; Wednesday July 1st, 2009 10:41:22 AM
Jumping up through the crowd he calls back to the group in a loud voice, "Guys off the ship, something something is going on at the Warehouse."
Syr raises himself up to his not so imposing 4'10" and lets out a shout only to loose his breath, stutter, and have his voice squeak at the end, "L-L-LADIES AND GENTLEMAN, M-M-MAKE A P-P-PATH now!" (Intimidate natural 1, what is the deal with all the 1's lately!) The elf has the grace to blush in embarassment and look back at his partners for help.
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 119/133) Wednesday July 1st, 2009 3:41:56 PM
Seeing the difficulty the group might be having, Brahmah makes no attempt to be polite (a tactic he learned in the crowds on the Taur Isles and the Chosen) passing through the crowd. "Move." He snorts, in true minotaur fashion.
Mac: AC:26, HP:130 (Waterbreathing, Freedom of Movement, Magic Circle Against Evil, Prayer - Belkior, Darkvision-Potion) Swim Check = 40 (35 with Endurance) Wednesday July 1st, 2009 5:43:25 PM
"So, we're off again." Mac says to Belkior as he offers the priest a lift and most of the rest of the Shields decamp. He looks at the ship, unsailable he guesses, and turns to the Float watch. "Captain, noone on or off until we have an offical here, please?" With that Mac (with Belkior if he chooses) falls into line behind Brahmah.
Who To Believe? - DMAl Wednesday July 1st, 2009 9:13:28 PM
Tender Farfoot sputters at Jass' overt threats. He points a finger up a the flying human. "Don't you threaten me, Human. I'm trying to start up a legitimate business here, and if the Catacombs can't stand the heat, they should get out of the fire. You get your functionary down here. In fact, I demand it. Needs a full inventory anyway! Every single piece that's in this manifest had better be there!" He thumps the bag at his side, and, by proxy, said manifest that must be within.
"If I'd known you'd been mad as bug bear bed bugs, I'd never have hired you in the first place! What do *you* think's really going on? I'd like to know. Because it's been cussedly inconvenient for me. Come get your rewards and I'll be shed of you. Madmen."
"Hey, where are they going?"
To Jass' eye the halfling seems genuinely incensed and not a little perplexed, especially now that over half the group is rushing off, bulling through the crowd lead by the imposing figure of one of the minotaurs.
The crowd parts before the oncoming Shields, partly from respect for the group, and partly, no doubt, because no one wants to be trampled under minotaur hooves. The crowd thins after clearing the immediate area of the Floating City gates, and Shield Construction is only a little ways up Sailor's Fork. So it doesn't take a sharp eye to pick out Dotta in the open doorway to the warehouse shaking her fist up at the roof. A group of curious onlookers form a semi-circular arena around her. Up on the roof, the object of Dotta's harangues is a colorfully dressed figure lounging on his side, one foot dangles over the edge and his head rests propped up on one elbow. The figure, of course, is the man known as the Jack of Diamonds, and in his other hand he holds a paving stone, eyeing it with amusement. He spots the Shields at the same time that they spot him, and he climbs to his feet holding the paving stone up over his head.
"Is this what it was all about?" he calls out. "Is this all they wanted you for?" With a quirky grin, the Jack of Diamonds tosses the paving stone down to Dotta below. "You'll be glad to know, we're not interested. That is to say, we are glad that you are doing Floating City such good service. That's what we're about as well, you see."
"But don't forget what I said. *They* are the enemy. They'll bind up everything, just to have it under their control." Then, the Jack of Diamonds grins again, with a flourish, he drops into a slow and languid bow. And when he rises back up, he disappears.
Down below, Dotta snatches up the paving stone and clutches it to herself, looking about to see where the man might have gone.
Florin Jadenth AC:27/HP:156 d20+7=15 ; Wednesday July 1st, 2009 9:53:22 PM
Florin frowns abit when the halfling makes comments and such that he does. decideing to try and smooth things over since the Shields really doesn't need someone who could be of note going around and makeing bad rumors or such about them.
Florin smiles to the halfling, "Hold up. Being under all that water with the pressures and such and the combat can get to people and make tempers and such fly, let alone you been through some stress yourself over your ship and such. It's back now though and we meant no harm on our questions I assure you. To make sure that no hard feelings stand I would be honored to buy you a cup or two of refreshment later once you see to your ship, would that be okay with you Sir Tender Farfoot?"
Florin shoots the others a small look to calm those for now.
Belkior - AC 25 (26 vs. Evil); HP 125/125 - Darkvision, Magic Circle vs. Evil, Status, Water Breathing d20+6=25 ; Wednesday July 1st, 2009 11:17:49 PM
The halfling cleric hangs back behind Jass, hoping that his companions can handle these situations. Belkior has always been far more comfortable tending wounds and curing the sick than dealing with irate people on the street. Still, maybe he can defuse the situation.
"Mr. Farfoot! I am a Paragon of Alemi, acknowledged by the Temples here and in Plateau City. Would you accept my assurances that my companions and I have not touched any of your cargo? We were merely curious about how your ship reached Floating City since we had always believed that there was no known route from here to the Elennian Peninsula." Diplomacy = 25
Wynn AC 28: HP 47/83: Message; Blinking Thursday July 2nd, 2009 7:47:22 AM
Wynn is genuinely surprised about the bidding war that has erupted and for a moment can't decide if he should entertain a profit from this or simply turn the carcass over to the authorities. He casts his eyes about teh gathering boats and tries to ascertain whether the authorities are even interested. If nobody objects the bard calls out "350...do I have 400?" and proceeds to auction off the remains of teh giant beast to the highest bidder.
Jass AC 19 HP 79/60 (Mage Armor, False Life, Cats Grace) d20+14=17 ; Thursday July 2nd, 2009 10:02:08 AM
Jass is all raring to fly off and find Phineas Bankable when Sieur Farfoot verbally lashes out. When someone calls a bluff, you just go deeper, yaknow? But then Florin and Belkior jumps in with soothing words for the merchant.
The haystack looking head shrugs. "Hey, whatever. We let the dude keep his secrets." And then he smiles. "It was fun just to watch your temper get bigger than you are, Sieur Farfoot!"'
Florin shoots Jass a look and the thin man puts his hands up in a warding off gesture. "OK, OK, I'll be good, I'll be nice. Sooo..." and he looks around to change the subject.
"Do we stay here with Sieur Farfoot and the Tender Pony, or pop back over to the warehouse?"
The way the sorcerer lounges in the air, idly waving happily at the crowd, suggests he can do either with equal ease.
............. Actions Diplomacy: 17 to placate Farfoot
Syr Ac 32/31 HP 154 d20+18=19 ; Thursday July 2nd, 2009 7:24:36 PM
The elf moves quickly to Dotta's side to verify that everything is okay and she and the warehouse are unharmed. Assuming they are, he puffs his chest out once more and crosses his fingers unseen behind his back, "N-N-Nothing to see here PH-PH-Folks, move along." (Intimidate another natural one!!!) As the crowd ignores him, he looks for help to the broad back of either minotaur. His confidence shaken, he walks back to the docks with his head bowed.
Watching Jack leaves Syr more perplexed than before. After the cryptic comments, Syr returns to all the others and relays Jack's answers and actions concluding with, "If ogres and onions have layers then Jack must have entire rooms in his head because I don't understand him." He grins to those around him.
(OOC IS that 5 of of 6 rolls as a 1 on a d20? It's 'inconceivable!' Anyone else seen that kind of bad luck before?)
Money Matters - DMAl Thursday July 2nd, 2009 9:13:58 PM
"He just appeared out of nowhere, Mister Syrdeth," Dotta says. "He snatched this up off of a pile of paving stones they brought in yesterday, and he flew up into the air."
"I told him he should give back the stone. Told him that it was important that we keep track of each and every piece of the building material. He just laughed and said that it wouldn't be a problem because I could count on it being right there in his hand." Dotta lets a curse rip, swearing like a docksman. "Said he would wait here till you got back, he did. I'm glad you and the Crimson Shields showed up and chased him off."
Aside from this, that's all that seemed to have happened. As Syr, Brahmah and Mac make their way back, Wynn takes up the auction of the Kraken carcass. "400," a voice shouts out. "410," cries another. "440! 450! 475!" News of the auction seems to have spread, as more people arrive, and the number of bids rises with the numbers of bidders. Even more show up just to watch. Wynn's eyes pick Happy out of the crowd. The big bald headed owner of the Giggling Ghost stands out even in the biggest most boisterous crowd. "4000 gold pieces," Happy's voice booms over the heads of the crowd. "I'll pay 4000 gold for the body of the beast." The crowd goes quiet.
In another part of the docks, Florin, Belkior and Jass attempt to mollify the angry Tender Farfoot. Arms folded across his chest, he gives a tight lipped nod to Florin's offer of a few drinks after the inspection of the ship. But it's to Belkior, and the open honesty of a fellow halfling, that he really begins to warm up. "There is no direct route from the Elennian Peninsula to Floating City, I caught a ship from ... " But the halfling trader gives a wink. "Ah, but then that's a trade secret too."
"Haha! Why don't you put a string on your laughing balloon there?" Tender points a finger up at Jass, floating up above. All traces of the anger on is face not moments ago is gone. "Follow me to the dry dock. That is if you're still interested in your reward. You are still interested, aren't you?"
OoC: Tomorrow is a holiday here in the US. However, I will still be making a DM post tomorrow. See you then.
Belkior - AC 25 (26 vs. Evil); HP 125/125 - Darkvision, Magic Circle vs. Evil, Status, Water Breathing Thursday July 2nd, 2009 10:17:18 PM
The halfling cleric motions to Florin, and even to the sorcerer floating overhead, to accompany the ship to the drydock. It will very likely take them out of hearing range of whatever is going on at the warehouse but Syr and the minotaurs can very likely handle that themselves.
"Certainly, Sir Farfoot. I will gladly accompany you to the drydock. Should we stay here on the boat as it is towed there, or travel there on foot by ourselves?," Belkior asks the halfling merchant.
Syr Ac 32/31 HP 154 Friday July 3rd, 2009 1:32:24 AM
Seeing the concern on Dotta's face, he hastens to reassure her, "Don't worry, help is never too far away. Why don't you just go in there and call it a day? We can start tomorrow on the project."
Arriving back at the ship he smiles at Wynn and gapes at Happy's bid for the body before calling out to the bard, "Make sure we don't have to deliver it too, auctioneer."
Syr waits until the others fall into line behind Tender and motions to the sorcerer to come down. Once there he elbows the man gently with a smile and whispers, "Jass, I'm sure you are used to getting by with that smile and showmanship but do you really think it's in our bests interests to tweak the captain BEFORE he has paid us? Can't you wait until after at least?"
Mac: AC:26, HP:130 (Waterbreathing, Freedom of Movement, Magic Circle Against Evil, Prayer - Belkior, Darkvision-Potion) Swim Check = 40 (35 with Endurance) Friday July 3rd, 2009 5:53:05 AM
There's a lot going on and Mac struggles a little to keep apace - Jass and Farfoot and Belkior, Dotta, Wynn and the kraken auction, Jack (spit) O'Diamonds. Taking the moments to get his bearings, the dark taur falls back in behind Syr, noting that noone else appears to need his assistance.
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 119/133) Friday July 3rd, 2009 11:23:57 AM
The minotaur shakes his head in disgust and sits down and stares at the scene from a nearby bench. "Wow, I know humans and this is nothing new."
Florin Jadenth AC:27/HP:156 Friday July 3rd, 2009 3:39:37 PM
Florin shrugs some as the halfling seems to just shrug off his trying to calm him but is glad the Belkior was able. Florin does nod and speaks to Tender, "I still hope you'll take me up on that offer on a drink later. I really would be interested in hearing of your travels. I mean none of the secrets you spoke of but fellow traveling stories can be interesting none the less. Who knows when we may be in the areas you been in....Also if I was wondering, do you work with or for some noble? I mean with the amount of goods you carry and the price they must be worth I would figure you might." Florin glances the Tender and continues quickly, "Not pressing or digging, just that it is nice to know you might take our rep with you, letting people know we gave you a hand and all."
Florin falls back by Syr and Jass and speaks lightly as he tries to keep his comments between them, "I'm sorry for the look earlier Jass. If Tender there has the ears of the nobles and such then he could tell them how any of us caused him problems and that won't help our reputation any. I come from a noble house in the Float and can say upfront that without proper evidence of anything that it is not good to make enemies or accuse someone of anything. Just need to walk alittle carefully around some situations is all. Anyway, I'm sorry if I offended you." Florin nods to Jass and smiles to Syr.
Jass AC 19 HP 79/60 (Mage Armor, False Life) Friday July 3rd, 2009 8:29:37 PM
Jass grins wide at the halflings barb and shoos off any apologies by Florin. "Oh, hey, I had it coming I did." And just to prove his point, the sorcerer gets a little string and ties it to his ankle, allowing Florin or Belkior to have a Jass-balloon for a couple minutes!
All too soon the magic wears off and Jass floats from the air to the ground, laughing uncontrollably.
"Best fun I've had since I got here!" he chortles, following Florin around to wherever he goes.