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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.

Underwater Rules

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?"

Position
AD36
Depth: 135 ft (unless towed by Mac)

Current Effects
Darkvision - 3 hours
Prayer - 7 rounds
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

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."

1st DC:11: Cure light woundsx2
2nd DC:12: Bull's strength
3rd DC:13: Cure moderate wounds

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)

..............
Spells 0/1/2/3/4/5/6
Avail. 6/8/8/8/7/6/4
Used. 2/1/4/1/3/0/0

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.

Underwater Rules

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 119/133)  d20+14=28 ;
Tuesday June 23rd, 2009 7:05:16 PM

(Fort 28, plus Endurance if it makes a diff)

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.

1st DC:11: Cure light woundsx2
2nd DC:12: Bull's strength
3rd DC:13: Cure moderate wounds

(Fort:18 Spot:14 Listen:8)

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 Effects
Darkvision - 3 hours
Prayer - 5 rounds
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)
[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

..............
Spells 0/1/2/3/4/5/6
Avail. 6/8/8/8/7/6/4
Used. 2/1/4/1/3/0/0

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.

Current Depths
==============

Body of the Kraken depth 125ft

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.

Underwater Rules

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.

1st DC:11: Cure light woundsx2
2nd DC:12: Bull's strength
3rd DC:13: Cure moderate wounds

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

..............
Spells 0/1/2/3/4/5/6
Avail. 6/8/8/8/7/6/4
Used. 2/1/4/1/3/0/0

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.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

At this point, round counting can stop. Keep in mind, though, that you're still in the water.

Current Depths
==============

Florin, Brahmah, Mac, Wynn, Belkior, Jass, Syr depth 5ft
Sunken Ship depth 5ft

Body of the Kraken depth 120ft

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.

Underwater Rules

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)

..............
Spells 0/1/2/3/4/5/6
Avail. 6/8/8/8/7/6/4
Used. 2/1/5/1/3/0/0

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.

1st DC:11: Cure light woundsx2
2nd DC:12: Bull's strength
3rd DC:13: Cure moderate wounds

(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? "

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Current Depths
==============

Florin, Brahmah, Mac, Wynn, Belkior, Jass, Syr depth 5ft
Sunken Ship depth 5ft

Body of the Kraken depth ???ft

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.

Underwater Rules

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..."

Diplomacy: 23

...............
Effects
Mage Armor: 12 hours: +4 AC
Darkvision: 5 hours; 60 foot Darkvision
False Life: 12 hours; 19 temporary hit points
Cat's Grace: 5 minutes; +4 Dex (+2 AC, reflex)
Fly; 12 minutes, 60 foot fly speed, average maneuver

..............
Spells 0/1/2/3/4/5/6
Avail. 6/8/8/8/7/6/4
Used. 2/1/5/1/3/0/0

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."

1st DC:11: Cure light woundsx2
2nd DC:12: Bull's strength
3rd DC:13: Cure moderate wounds


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, Captain of the Chosen of Domi (AC 27, Hps 119/133) 
Tuesday June 30th, 2009 5:56:50 AM

OOC: Sorry for the lack of post.

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.

...............
Effects
Mage Armor: 12 hours: +4 AC
Darkvision: 5 hours; 60 foot Darkvision
False Life: 12 hours; 19 temporary hit points
Cat's Grace: 5 minutes; +4 Dex (+2 AC, reflex)
Fly; 12 minutes, 60 foot fly speed, average maneuver

..............
Spells 0/1/2/3/4/5/6
Avail. 6/8/8/8/7/6/4
Used. 2/1/5/1/3/0/0

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.

1st DC:11: Cure light woundsx2
2nd DC:12: Bull's strength
3rd DC:13: Cure moderate wounds

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."

..............
Actions
Bluff; 36 (about Dirt City)
Bluff: 23 (about salvage)
Diplomacy: 17
Sense Motive: 29

...............
Effects
Mage Armor: 12 hours: +4 AC
Darkvision: 5 hours; 60 foot Darkvision
False Life: 12 hours; 19 temporary hit points
Cat's Grace: 4 minutes; +4 Dex (+2 AC, reflex)
Fly; 11 minutes, 60 foot fly speed, average maneuver

..............
Spells 0/1/2/3/4/5/6
Avail. 6/8/8/8/7/6/4
Used. 2/1/5/1/3/0/0

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.

(Diplomacy:15)

1st DC:11: Cure light woundsx2
2nd DC:12: Bull's strength
3rd DC:13: Cure moderate wounds

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

...............
Effects
Mage Armor: 12 hours: +4 AC
Darkvision: 5 hours; 60 foot Darkvision
False Life: 12 hours; 19 temporary hit points
Cat's Grace: 4 minutes; +4 Dex (+2 AC, reflex)
Fly; 11 minutes, 60 foot fly speed, average maneuver

..............
Spells 0/1/2/3/4/5/6
Avail. 6/8/8/8/7/6/4
Used. 2/1/5/1/3/0/0

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.

...............
Effects
Mage Armor: 12 hours: +4 AC
Darkvision: 5 hours; 60 foot Darkvision
False Life: 12 hours; 19 temporary hit points

..............
Spells 0/1/2/3/4/5/6
Avail. 6/8/8/8/7/6/4
Used. 2/1/5/1/3/0/0


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