Preparing to Dive / Elapsed Time 00:00 - DMAl Thursday March 4th, 2010 9:22:12 PM
"We don't normally sound the depth out in the middle of the lake here," the Captain replies to Belkior. "No need, if ye understand. We've a sounding line a good twenty fathoms. That's errr ... sixty feet to ye lubbers. Don't need anything longer. If we're by the mark twenty, our hull's safe as tall ships from anything on the bottom."
"From the mark tis deeper than twenty fathoms here. I'm guessing much more. Sorry I can't help ye more, but what's below the water stays below the water as far as I'm concerned."
The Crimson Shields prepare to descend into the depths. Magics are cast, mostly by Grigory.
Brahmah looks to the sky and considers the possible dangers that both weather and sea creatures might present. The sky is overcast, unusual weather for early summer. But his practiced ranger's eye judges that the clouds will bring little more than a summer sprinkle. Nothing to fear from that. As far as underwater creatures are concerned, the open water in lakes such as these are usually free of dangerous creatures. Crocodilians lurk upon the shores, but in the open water, there is nothing to fear. Then again, the ocean would be a different matter. Sharks would be the primary fear. Toothed whales may be a problem. And they've already encountered a Kraken once. So, if this teleport ring opens into the ocean, it's possible that they may encounter any of these things.
Syr is the first into the water. With the magic of the pearl, he is able to swim like a fish.
+++++++++++++++++++++++++++
OoC:
From here on out, I'll be tracking time.
Please list all active spells along with their duration.
Everyone has a Pearl of Sirines except Brahmah. If your familiar or companion is small enough to fit in your clothing, they will be covered by the magic of the Pearl of Sirines. But, if they become separated from you, they're most likely dead.
How will you take Brahmah's bear along with you?
How will you locate the caves when you reach the bottom? Oh, were you expecting the cave opening to be conveniently at the very spot to which you descend?
To Mac, you can wedge it into the padding of your armor if you wish. Pouch or pack, that will work too.
Some fictions that I will be abiding by: -Scrolls can be read underwater, despite the mess that water tends to do to paper. -Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.
Belkior - AC 25 - HP 136 Status Thursday March 4th, 2010 10:00:49 PM
The halfling cleric casts Status on his companions and their animals or familiars, intending to constantly monitor their condition and location during the coming fight. Belkior then carefully distributes the potions to each of his companions, describing what each does and admonishing them to keep the magic items safe.
After that, Belkior grasps his Pearl for a moment before carefully tucking it into a cloth envelop that he tucks beneath his breastplate, almost directly over his heart. Looking back at his companions, the Paragon strides to the side of the ship and takes a deep breath before jumping over the side to join Syr.
NOTE - Distributed 6 potions of Darkvision and 10 potions of Water Breathing (to whoever wants).
Active Spells Status - on everyone - 15 hours
Spell List 0 - Detect Magic(x2), Light(x2), Purify Food & Drink(x2) 1 - Bless(x2), Protection from Evil(x3), Sanctuary(x2) (D - Protection Against Evil) 2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid) 3 - Daylight(x2), Invisibility Purge, Prayer(x2), Water Walk (D - Magic Circle Against Evil) 4 - Control Water, Death Ward(x3), Freedom of Movement, Tongues (D - Cure Critical Wounds) 5 - Greater Command, Spell Resistance(x2), True Seeing (D - Dispel Evil) 6 - Greater Dispel Magic(x2), Heal (D - Heal) 7 - Regenerate, Summon Monster VII (D - Regenerate) * = cast
OOC - Still waiting on a Catacombs transaction to buy more potions.
Jass AC 24 HP 86/70 (Mage Armor, False Life, Darkvision. Pearl, Status) Friday March 5th, 2010 9:47:41 AM
"I can usually take care of myself, Belkior, but since you are being so nice and all...". Jass leaves his sentence unfinished, but accepts one Darkvision and one Waterbreathing potion as backups and tucks them into his Pants O Plenty.
The sorcerer then turns to Furball and chitters back and forth. Finally, the sorcerer stands up and the mink shakes a fist at Jass before skittering back to the Captains cabin for more explorations. "Sorry, Furball", Jass calls to the Familiar's retreating back, "but it's going to be a mite dangerous down there. I'd rather you be here anyways." He turns to the others. "As long as we are within a mile of the ship, I'll know if there is anything wrong up here while we're below."
Jass is confident that between Belkior and Grigory, one of em has some divination magic that can locate the entrance easy. "If not", he wonders aloud, "can anyone speak fish?" With a shrug and a grin, the problem is handed off to someone else. Since Jass can't solve it, it must not be that important!
And then, haystack-like hair flying, Jass takes a running leap off the side of the Wrath. "Cowabungaaaaa- SPLOOSH"
...Actions cast Mage Armor cast False Life scroll Darkvision
...Effects Mage Armor; 14 hours +4 AC False Life: 14 hours +16 hit points Darkvision: 3 hours 60' darkvision Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance Status: from Belkior
...Spells 0/1/2/3/4/5/6/7 Level 6/8/8/8/7/7/6/4 Avail 0/1/1/0/0/0/0/0 Used
Syr Ac 33/32 HP 205/205 Pearl Friday March 5th, 2010 5:12:23 PM
After getting splashed in the face, Syr treads up next to Jass, "Ever the showman?"
Once Corvis drops in the water, "Hints? Simple... send the new guy first!" He looks around at the others before his eyes settle on the bounty hunter. "Hmm, I guess that's you then. Seriously though, vision was the biggest issue last time we were under. We need to see them before they see us, plus we have to find the place. We'll see how much the cold and pressure affects us down there. Who knows how long we'll be down there, save the potions as much as we can." The elf holds a potion of Darkvision in his hand but does not drink it.
(OOC: Al, there should be enough Pearls for everyone. Belk made one, Syr bought one, and the original 5? Alas, no Polo)
The Bottom of the Lake / Elapsed Time 00:01 - DMAl Friday March 5th, 2010 9:02:23 PM
The Crimson Shields all enter the water. The temperature at the surface is pleasant. It is cooling. They all dive straight down for the bottom, all swimming swift as fishes under the magic of the pearls. Within seconds the light dims and the watery Wold closes in until they float in a roughly forty foot bubble of light within an infinite murk. A few seconds more and the darkness closes in until, finally, there is no light at all.
Down here, where the rays of the sun never come, the water is colder. Though not the biting painful cold of winter, those with knowledge of outdoor lore know that this sort of cold can be worse. It is a cold that can slowly robs a person of both mind and body, leaving them shivering and on the road to death.
Even with Darkvision, the relentless nothingness of the underwater Wold creates the illusion of blindness. Soon it is difficult to tell up from down. Disorientation sets in. Thus, it is a surprise when the muddy bottom of the lake swiftly rises up to meet the Crimson Shields. To the outer extent of the 60 foot reach of the Darkvision spell, the Wold is nothing but an expanse of flat slightly rippled mud, above which rises a vast nothingness of empty water. Placing a hand or foot into the mud raises a cloud of sediment that obscures vision.
Aside from this, there is nothing else. Translating time and speed to distance, you estimate that the bottom of the lake here is roughly four to five hundred feet below the surface. The question becomes: Which way are the caves?
+++++++++++++++++++++++++++
OoC:
From here on out, I'll be tracking time.
Please list all active spells along with their duration.
Before I wrote: Everyone has a Pearl of Sirines except Brahmah. Sorry, I mean to say everyone except Brahmah's Bear. Left off a word, and changed the entire meaning.
I'll give you one more post to think of a way to bring the bear along. Otherwise, he stays on the boat.
Belkior: Don't worry about the Catacombs. We know how much the items cost. You may add them to your CS and deduct the money.
Some fictions that I will be abiding by: -Scrolls can be read underwater, despite the mess that water tends to do to paper. -Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.
Corvis Zurvich AC:30 HP:29/130 Friday March 5th, 2010 9:21:42 PM
Corvis looks around and nods to Syr, "Well if you send me in first being the new guy then it should get interesting." Corvis smiles knowing that Syr was joking. Besides this he swims down with the others but once getting far enough he begins having alot of difficulty seeing as he is not a elf or any other dark vision race.
Corvis moves a hand to his belt pouch, thankful for the potion that Belkior gave him but is wonder if it is a good time to use it. Having never been under water before he does try speaking to someone and hopes this doesn't cause problems, "Ummm, think it's a good time to swallow this potion, it's dark as Gargul's realm down here."
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Belkior - AC 25 - HP 136 Status Friday March 5th, 2010 10:40:48 PM
The halfling cleric floats gently in the water, buoyed up by the magic of the Pearl under his armor. At Corvis' question, Belkior turns and speaks as quietly as he can, "Grigory should have cast the spell, so you don't need to bother."
Belkior is still thinking about Jass' question and comment, somewhat ashamed that he has neglected to adequately prepare.
"Well, I can suggest two things. One of you two wearing the form of sea creatures can go scouting. I'll know where you are and whether you get into trouble. Of course, we have no way of communicating to each other."
"Or, I suppose that Brahmah could find a lake creature and ask for directions. You can speak to animals, can't you Brahmah?"
Active Spells Status - on everyone - 15 hours
Spell List 0 - Detect Magic(x2), Light(x2), Purify Food & Drink(x2) 1 - Bless(x2), Protection from Evil(x3), Sanctuary(x2) (D - Protection Against Evil) 2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid) 3 - Daylight(x2), Invisibility Purge, Prayer(x2), Water Walk (D - Magic Circle Against Evil) 4 - Control Water, Death Ward(x3), Freedom of Movement, Tongues (D - Cure Critical Wounds) 5 - Greater Command, Spell Resistance(x2), True Seeing (D - Dispel Evil) 6 - Greater Dispel Magic(x2), Heal (D - Heal) 7 - Regenerate, Summon Monster VII (D - Regenerate) * = cast
Halfling Grigory Saturday March 6th, 2010 4:51:02 AM
In the water with his comrades, and wishing he had done so previously, Grigory retieves a short piece of copper wire and points at each of the Shields in turn, casting Message on every one (and his bear etc).
With his own Pearl, and his rat familiar tucked safely into his robes, the Halfling scholar dives down and down with the Shields. Reaching the bottom he is momentarily confused by the... nothingness of the situation, and the lack of Darkvision. He pulls his head out of the murky bottom and says, "I really should've pointed out the advantage of using Greater Teleport, that it only needs a description of the place for us to arrive there. Still, no time like the present to act with what we've got." He then prattles on for a moment about how nobody has written about this experience previously, of being in this vast void, and he wonders aloud if it is because he is not the first to dive head-first into the soft muddy bottom. "Of course, we don't need to mention it happening to me," wiping some more mud from his neck and ears.
"Jass and I scouting about in fish-form is a fine idea, as good an idea as any. Alternatively, we could burn off a few spells to summon creatures to look for the gate for us. That being said, I am happy to go looking myself. Just pass me a draught of Darkvision, I ran out before I could cast my own. Mind you, we might as well travel together, we each swim just as well."
Naturally enough, he has his back to his intended audience, though he can't tell in the darkness.
OOC: I misread Alter Self and thought I wouldn't need it.
dM saniTy iNfo Spells in effect - subject (duration in rounds) Message: everyone Darkvision: everyone but Grigory and Jass Endure Elements: everyone but Grigory and Jass Status: from Belkior Pearl of the Sirenes
Available, used 0: Message (140 min), Open/Close, 2x Resistance (1 min) 1: 6x Endure Elements (24 h), 2x Shield (14 min)* 2: 6x Darkvision (14 h), 2x Alter Self (140 min)* 3: Dispel Magic, Explosive Runes, 2x Nondetection (14 h), DC 20 / 25 cast on self), Fireball (2, DC 22), Daylight (140 min) 4: Mass Reduce Person (14 min), 2x Mnemonic Enhancer, Stone Shape 5: Major Creation (varies), Transmute Rock to Mud, Break Enchantment, Passwall 6: Control Water (140 min), Globe of Invulnerability (14 rounds), Greater Dispel Magic, Chain Lightning (DC 25) 7: Greater Teleport, Greater Arcane Sight (14 min), Prismatic Spray
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Saturday March 6th, 2010 9:12:48 AM
(OOC: Sorry for the lack of Friday post. I completely spaced out, as well as cleared site history off my machine. Spent most of the day clearing up that issue.)
Brahmah reluctantly removes Polo's Mighty Fists Amulet to replace it with the Necklace of Adaption. "He should be fine now. But I will take two Darkvision potions and a backup Waterbreathing just in case Polo might need it."
He dives, with the bear following.
Underwater. "Yes, I can speak to the animals once today. I will have to pick my moment though. Wait.... I believe I have scrolls too. Yes, I can speak to multiple animals today."
Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits, Resist Energy, Owl's Wisdom, Bear's Endurance, Freedom of Movement
Jass AC 24 HP 86/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message) Saturday March 6th, 2010 11:23:31 AM
Jass looks at Syr with a comically perplexed expression on his face. "Of course!" And then gives a wink. And then the group swims down. Soon, with cold water pressing harder than tons of rock, he is very happy for the Pearl of Sirines keeping all the problems away.
Getting to the bottom and finding only mud is a bit of a downer for Jass. He swims a circle around the group keeping the muddy Grigory as a reference and circling around to see if he can see anything. Failing to find anything, he reluctantly comes back to the assembled heroes. "Grigory has a point with his teleportation spell. Since we've got a location, he'll be able to get us there, pending we're all small enough to have him teleport in one spell!"
...Actions
...Effects Mage Armor; 14 hours +4 AC False Life: 14 hours +16 hit points Darkvision: 3 hours 60' darkvision (scroll) Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance Status: from Belkior Message: from Grigory
...Spells 0/1/2/3/4/5/6/7 Level 6/8/8/8/7/7/6/4 Avail 0/1/1/0/0/0/0/0 Used
Mac Monday March 8th, 2010 2:33:05 AM
Mac tests the magic of the Pearl as he descends, and its efficacy in various locations and points of storage - eventually deciding it can rest with in the pouch with the Luckstone. The monies previously within the pouch being now amongst the sundry items remaining in the Shield's' residence. As the light dims in the depths he make use of one of the offered Darkvision potions. "Thank you." When it comes to discussions on modes of transport to the gate, Mac pays attention.
Effects: Darkvision, Pearl of the Sirines, Effects of spells from fellow Shields...
Syr Ac 33/32 HP 205/205 Pearl, status, message, darkvision Monday March 8th, 2010 7:36:47 PM
Syr looks at the others as they hit the bottom. "I don't know how you guys feel, but I'm loathe to split us up? Grigory's Teleport is a decent option. We could also line up roughly 60' apart and sweep the bottom from this point. That would allow us to make roughly a 500' line (OOC: 480'). Quite a bit of ground to cover using time but not resources. a search grid would also allow us to use Cap's unique talents. Let's decide quick, time is wasting. I lean towards conserving Grigory's resources for now."
Corvis Zurvich AC:30 HP:29/130 d20+8=20 ; Monday March 8th, 2010 8:05:10 PM
Corvis is willing to go along with Syr's plans and will move out as directed inless someone else decides something else. He doesn't really know a better way at the moment to search really.
(Spot:20 of course if there is no light then he has to drink the potion)
Search for the Caves / Elapsed Time 00:03 - DMAl d6=2 ; 5d6=21 ; Monday March 8th, 2010 8:21:31 PM
The Crimson Shields find that, although Polo is a strong swimmer, and a valiant bear to brave the terrifying and unknown depths of the lake, the bear cannot match the speed that the magic Pearls of the Sirines grant to the rest of the group.
At under two minutes underwater, the Shields find themselves over two hundred feet below the surface, and Polo begins feeling the crushing pressure of the deep waters. (Polo must make a DC15 Fortitude save or take 2hp damage) As the Shields go deeper, and the pressure increases. At the muddy bottom, the depth is an estimated five hundred feet and nearly three minutes have passed. (Polo must make another save. If the previous save failed, then the roll is vs a DC16. Failure takes 21hp damage.)
The Shields, meanwhile, debate a way in which to find these caves in which the Kuo-toan cult and their aboleth ally might be. Grigory again reminds the group of his teleport spell. Though he's not even sure that anyone is listening to him.
Brahmah answers to the possibility that he might speak to a passing fish. Sure enough, the dark forms of slim fish flit about within the monochrome landscape provided by the Darkvision spells.
Jass makes a quick circle around the group at the periphery of his Darkvision. He sees the mud stretch out in all directions. Though admittedly, he can only see to the extent of 60 feet. The muddy bottom does, however, appear to his eye to be sloping slightly in one direction.
Syr proposes a search line in order to cover more ground. That's a simple enough strategy. But in which direction should the Shields head first?
+++++++++++++++++++++++++++
OoC:
With only the Necklace of Adaptation, Polo's speed is 10. That's a 20ft double move. I have assumed that you move at the speed of the slowest of you, and so I have recalculated the time based on 20ft per round rather than 120ft per round.
Please list all active spells along with their duration.
Some fictions that I will be abiding by: -Scrolls can be read underwater, despite the mess that water tends to do to paper. -Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.
Belkior - AC 25 - HP 136 Status Monday March 8th, 2010 11:16:03 PM
The halfling cleric hears out Grigory and Jass, considering the advantages of arriving suddenly without any warning to their opponents. Of course, Belkior realizes that he and his companions should be properly prepared before teleporting into a battle.
"If you want to try your spell, Grigory, let everyone know so that we can take the time to cast our preparatory spells. I'm gong to need at least half a minute to cast all of my preparatory spells. Speaking of which, who should receive my spells of Spell Resistance?"
Active Spells Status - on everyone - 15 hours
Spell List 0 - Detect Magic(x2), Light(x2), Purify Food & Drink(x2) 1 - Bless(x2), Protection from Evil(x3), Sanctuary(x2) (D - Protection Against Evil) 2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid) 3 - Daylight(x2), Invisibility Purge, Prayer(x2), Water Walk (D - Magic Circle Against Evil) 4 - Control Water, Death Ward(x3), Freedom of Movement, Tongues (D - Cure Critical Wounds) 5 - Greater Command, Spell Resistance(x2), True Seeing (D - Dispel Evil) 6 - Greater Dispel Magic(x2), Heal (D - Heal) 7 - Regenerate, Summon Monster VII (D - Regenerate) * = cast
Halfling Grigory Tuesday March 9th, 2010 12:44:44 AM
"I am ready to cast when you are, and as ready as ever to do so. However, I will not cast till all other spells are cast, and my castIng means that everyone is in readiness. "Of course, we could resurface and try again tomorrow."
Jass AC 24 HP 86/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message) Tuesday March 9th, 2010 12:23:03 PM
Jass comes back from his short recon and relays in the water (and through Belkior's Message spell) that the mud slopes noticably in one direction. "Whether that's the right or wrong way.." the sorcerer shrugs his shoulders.
Jass also notices the bumbling bear and makes his own mind. "Syr, we gotta go back to the Wrath and try again. Leave the bear, prep for combat, and teleport right to the gate. Anything else is just telegraphing our intent to the Kua-Toa."
Jass is all ready to swim to the surface now, but won't leave the protection of the group. He'll wait and follow where the others go.
...Actions
...Effects Mage Armor; 14 hours +4 AC False Life: 14 hours +16 hit points Darkvision: 3 hours 60' darkvision (scroll) Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance Status: from Belkior Message: from Grigory
...Spells 0/1/2/3/4/5/6/7 Level 6/8/8/8/7/7/6/4 Avail 0/1/1/0/0/0/0/0 Used
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 65/67) d20+9=14 ; d20+9=25 ; Tuesday March 9th, 2010 5:01:55 PM
(Polo save 14 failed, save #2 25)
"I think Jass is right. Polo has to return and we should prep more." He looks at the bear and can tell he wants to continue and is putting on a good show of effort, but is hurting. The bear is strong but this isn't the adventure for him.
Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits, Resist Energy, Owl's Wisdom, Bear's Endurance, Freedom of Movement
OOC: I'd like to make an observation. The Pearls don't say the carrier is immune to pressure, it just says 'hindrance'. The underwater rules, as I read them, don't mention hindrance as a threat. The spells that are used to create the pearl are water breathing and freedom of movement, nothing indicates that in either spell that the targets are immune to pressure. While I'm not arguing the fact the bear has to flee to survive, I am questioning the interpretation of the Pearls use. Now if its just a question of what does 'hindrance' mean in this particular case and what does freedom of movement actually provide for the pearl's possessor... And as the Catacombs manager I should know how to address these issues in the future if they crop up. Feel free to answer or not, but its something I'm curious about as a player, DM and gamer in general. :) cheers!
Syr Ac 33/32 HP 205/205 Pearl, status, message, darkvision Tuesday March 9th, 2010 7:56:58 PM
The monk looks at the struggling bear with pity in his eyes, "Okay, a quick jaunt to the surface, cast any prep spells and then Grigory drops us into their laps? Sound like a plan? Let's regroup at the top."
Pressure and Freedom of Movement: An OoC - DMAl Tuesday March 9th, 2010 8:41:26 PM
There is actually quite a history behind I and the ability of the Pearl of Sirines to mitigate the pressure effects of deep water. It goes back to one of the first big play by posts games that I participated in. The DM of that game ruled that Freedom of Movement freed the character under the influence of the spell from the effects of pressure. Additionally, the Freedom of Movement spell allowed the affected creature to move at its normal speed in the water. I still play by those rules to this day.
That is the origin of the effect that you're seeing today.
BTW, this is *not* today's post.
Return to the Surface / Elapsed Time 00:06 - DMAl Tuesday March 9th, 2010 9:03:29 PM
The Crimson Shields prepare to teleport. But, as they do, Grigory makes the smallest of suggestions: Return and try again tomorrow. Jass picks up on that. Brahmah agrees. His poor bear, brave though he is, is suffering. Syr, makes the call, and the Shields begin their ascent upward, rising through the darkness.
At around 300 feet of depth, Polo feels another pang caused by the pressure of the depths. (Polo Fortitude Save vs DC17 or take 11hp more in damage.) The rest of the trip upwards, though, is uneventful.
"Well, that was a short swim!" Captain Hrunch hails the swimmers as they break the surface. Ropes are lowered over the side and soon the group is back on deck, wet, and possibly of a better mind as to how to prepare on the morrow.
The sailors crowd around, the bolder of them fire questions, asking of what it was like to journey to the bottom of the lake.
+++++++++++++++++++++++++++
OoC:
If you wish to teleport, I will need as specific a description of where you wish to go as possible. Vagueness may net your a result that you had not expected. Keep this part of the Greater Teleport rule in mind:
"... you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible."
Please list all active spells along with their duration.
Some fictions that I will be abiding by: -Scrolls can be read underwater, despite the mess that water tends to do to paper. -Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.
Belkior - AC 25 - HP 136 Status Tuesday March 9th, 2010 9:44:04 PM
The halfling cleric shakes his head to get the last of the water out of his ears but has to resort to working furiously with a finger to get the last bit out. Belkior feels a lingering tightness in his head that could be beginnings of a head cold or merely the effects of being so deep in the water for so long.
"It was wet. Dark and cold, too. But I bet you had guessed that already."
Belkior pauses for a moment before continuing to answer the sailors' questions. How best to answer these?
"Pretty boring, actually. Forget those tales of a sandy bottom littered with shipwrecks and interesting things to look at. It was boring, actually. Silty and nothing within sight."
"But the magics work, which is good to know. So we'll try again tomorrow. And if you'll excuse, I need to get out of these wet clothes before I catch a cold. Not to mention getting started on drying and polishing my equipment."
Bidding farewell to the sailors, Belkior heads to the cabins or quarters assigned to the Shields to do just what he said. And, for that matter, to begin strategizing for tomorrow's expedition.
Jass AC 24 HP 86/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message) Wednesday March 10th, 2010 11:44:39 AM
Jass gets up on deck, but doesn't even dry off yet. "I don't want to waste the spells we've already gotten in place", he says, "that sounds like a waste of scrolls and potions. Let's go to the entrance now."
Again, since Jass can't help with the finding or teleporting, he relegates it to a minor problem.
...Actions
...Effects Mage Armor; 14 hours +4 AC False Life: 14 hours +16 hit points Darkvision: 3 hours 60' darkvision (scroll) Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance Status: from Belkior Message: from Grigory
...Spells 0/1/2/3/4/5/6/7 Level 6/8/8/8/7/7/6/4 Avail 0/1/1/0/0/0/0/0 Used
Syr Ac 33/32 HP 205/205 Pearl, status, message, darkvision Wednesday March 10th, 2010 7:35:22 PM
Syr puts a hand on the halfling's shoulder as he is leaving, "Whoa there, any reason we can't lose the bear and drop right back into the water? You won't have that scroll tomorrow..." Looking at the other two spell slingers, "Grigory, Jass is good. Do you need time to rest?"
He looks over at the laboring bear, "Brahmah, will Polo be okay up here? If we are going back down today, I would prefer that we don't use up what healing we have on him. Is that okay?"
Return to the Depths? So Soon? / Elapsed Time 00:06 - DMAl Wednesday March 10th, 2010 9:00:03 PM
The sailors raise eyebrows at the descriptions that the Crimson Shields give of the bottom of the lake. Their fantasy images now dispelled, they return to their various tasks.
Now that they're on the surface, though, with Polo save and sound, some Crimson Shields have other ideas. With the vulnerable member back on board, Syr and Jass wish to swim back down. Whether they intend this to be a scouting run or whether they intend to assault the caverns today is anyone's guess.
They seem to look around for the opinions of the others.
+++++++++++++++++++++++++++
OoC:
If you wish to teleport, I will need as specific a description of where you wish to go as possible. Vagueness may net your a result that you had not expected. Keep this part of the Greater Teleport rule in mind:
"... you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible."
Please list all active spells along with their duration.
Some fictions that I will be abiding by: -Scrolls can be read underwater, despite the mess that water tends to do to paper. -Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.
Belkior - AC 25 - HP 136 - Status, Darkvision Wednesday March 10th, 2010 10:47:06 PM
The halfling comes back from the cabin when he realizes that his companions haven't followed him. Belkior looks at them, particularly Syr, and tries to raise an eyebrow.
"I can go back now, if you want. Just give me some time to cast my spells. I want to have magic Circle Against Evil and Tongues cast, at least."
Active Spells Status - on everyone - 15 hours
Spell List 0 - Detect Magic(x2), Light(x2), Purify Food & Drink(x2) 1 - Bless(x2), Protection from Evil(x3), Sanctuary(x2) (D - Protection Against Evil) 2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid) 3 - Daylight(x2), Invisibility Purge, Prayer(x2), Water Walk (D - Magic Circle Against Evil) 4 - Control Water, Death Ward(x3), Freedom of Movement, Tongues (D - Cure Critical Wounds) 5 - Greater Command, Spell Resistance(x2), True Seeing (D - Dispel Evil) 6 - Greater Dispel Magic(x2), Heal (D - Heal) 7 - Regenerate, Summon Monster VII (D - Regenerate) * = cast
Syr Ac 33/32 HP 205/205 Pearl, status, message, darkvision, Enlarge, Hide from Undead Thursday March 11th, 2010 12:31:17 AM
Syr nods at Belkior, "Let's do it. Everyone go ahead and get ready here on deck. Then Grigory will take us down. In case the spell fails, do not use any scrolls, potions, or such. We can just try again tomorrow. Do we want to try and teleport to the gate manned by the K-u-o T-o-a-ns? Is that how you say it? or directly in the temple? Would that be protected Jass?" He peers at the sorcerer for verification. "Any suggestions for Grigory's spell are welcome... "
How about something as simple as 'Take us to the bottom as close as possible to the area of the lake that is letting in salt water?' or 'take us inside the temple at the bottom of the lake with the teleport circle?' We already know there is a circle based upon Belkior's commune questions. There can't be too many around here.
Syr casts Enlarge on himself and grows in size. Next he casts Hide from Undead and touches Belkior, Jass, Grigory, and Corvis.
Mac Thursday March 11th, 2010 12:43:28 AM
"Ready..." Mac makes himself heard before awaiting some consensus.
Effects: Darkvision, Pearl of the Sirines, Effects of spells from fellow Shields...
Jass-Sahaugin AC 30 HP 86/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message, Alter Self, Resist Electric, Haste) d20+20=25 ; 13d6=42 ; Thursday March 11th, 2010 8:51:54 AM
"Using the description from Phileas Bankable and the Overlord's Mages, coupled with the information from Jack and the Sanctity, and focusing on the map provided, I think we can get to the outer gate controlled by the Kuo Toans. I mean, the Overlord Mages got scrying devices in there, right?"
Jass thinks on his extensive knowledge of spellcraft to verify his hypothesis.
After relaying his fantastic knowledge, Jass will get ready for an immediate fight. He casts Alter Self turning him into the shape of a Sahaugin, and then Resist Energy: Electricity in anticipation of the likely energy used by underwater creatures.
Finally, when everyone is in a circle for the Greater Teleport, Jass will cast Haste on the group "for the icing on the cake!"
And then, Jass readies a spell to unleash on any guards at the gate being careful not to strike any Crimson Shields. Readied Cone of Cold
...Actions Spellcraft: 25 to see if current knowledge is sufficient to utilize Greater Teleport[i] Cast Alter Self Cast Resist Energy Cast Haste
[i]Readied Cone of Cold 42 damage Reflex DC 22 for half
...Effects Mage Armor; 14 hours +4 AC False Life: 14 hours +16 hit points Darkvision: 3 hours 60' darkvision (scroll) Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance Status: from Belkior Message: from Grigory Alter Self: 140 minutes ...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Resist Energy: Electric: 140 minutes: ignore first 30 damage from electrical attacks
Haste: 13 rounds: +30move, +1 to hit, AC, and Reflex. +1attack when full attack.
...Spells 0/1/2/3/4/5/6/7 Level 6/8/8/8/7/7/6/4 Avail 0/1/2/1/0/0/0/0 Used
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) d20+9=10 Thursday March 11th, 2010 11:21:43 AM
Brahmah continues up until the bear is safe. The bear is getting agree at his situation.
(Polo save, Fort 10, failed)
(OOC: Two items of interest. First, Brahmah DOES have Freedom of Movement prepped. Second, the Necklace of Adaption states: "The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum." I would first argue that the 'shell of air' is not a bubble subject to pressure, it is a 'shell'. Water pressure presses equally on all sides. A shell of air, even a flexible one, would displace pressure. This is the reason a vacuum can't harm the wearer, it opposes atmospheric variables. If I thought otherwise, I would not have purchased it. But I digress, we ascend anyways.)
Corvis Zurvich AC:30 HP:29/130 Thursday March 11th, 2010 5:56:38 PM
(Sorry, it has been so hectic here lately.)
Corvis looks to the others and stretches now that he is on the surface once more. If they do go back down he wonders if there is anyway of making it easier to see besides swallowing potions. Maybe a simple light spell on a object or such.
Halfling Grigory d20+23=42 ; d20+7=20 ; Thursday March 11th, 2010 7:16:45 PM
OOC sorry about the missed post, I've been unwell.
Grigory will discuss the Teleport with the party. "Firstly, I will have to Reduce you all in order to take you in one go," and here he explains in some detail how to dismiss the spell, checking with each person that they understand and remember the process (it is a Standard Action to dismiss Reduce Person). "You may want to Dismiss it immediately, you may prefer to hold off. "Secondly, we need to get the Teleport just right. I am thinking this should be sufficient: Teleport to the gate held by Kuo Toans, within 1 mile of, and beneath where we now stand. "However, I also think that we should add: 50' due South of so as to avoid any magicks which prevent us from teleporting into their temple, whilst remaining within a short distance. We could perhaps be further back if you are able to Charge whilst swimming - it is not something I would do, so I've never thought about it before. "Is there anything more you can think to add? More details can only help."
He will also consume a potion of Darkvision before teleporting.
Spellcraft: 42 to see if current knowledge is sufficient to utilize Greater Teleport Intelligence check: 20 to remember more detail from the Jack of Diamons or Phileas Bankable
Ready for the Second Descent / Elapsed Time 00:06 - DMAl Thursday March 11th, 2010 7:49:23 PM
There is something of a consensus amongst the Crimson Shields to go back down, to the bottom of the lake. This time, they plan to use Grigory's Teleportation spell.
Several Shields prepare themselves with combat spells. Brahmah realizes that he has the Freedom of Movement spell available to him to protect Polo from the pressure of the depths. Corvis wonders whether a simple light spell might suffice in lieu of Darkvision.
Grigory delivers his thoughts on the mechanics of the teleportation. His specifications are quite exacting, as befitting a wizard that has reached his level of power. Both Jass and Grigory separately come to the conclusion that the details given should be quite sufficent to get them where they are going. All that is lacking is the readiness.
+++++++++++++++++++++++++++
OoC:
Brahmah, are you going to cast Freedom of Movement on your bear and take him along?
Make any preparations, please, that you wish to make before appearing in the location as described.
Please list all active spells along with their duration.
Some fictions that I will be abiding by: -Scrolls can be read underwater, despite the mess that water tends to do to paper. -Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.
Jass-Sahaugin AC 30 HP 86/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message, Alter Self, Resist Electric, Haste) Thursday March 11th, 2010 8:34:15 PM
Jass is all prepared. He makes sure that Grigory casts the Mass Reduced Person before Jass casts the time sensitive Haste.
But other than that, he is raring to go! :-)
...Actions
Readied Cone of Cold 42 damage Reflex DC 22 for half
...Effects Mage Armor; 14 hours +4 AC False Life: 14 hours +16 hit points Darkvision: 3 hours 60' darkvision (scroll) Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance Status: from Belkior Message: from Grigory Alter Self: 140 minutes ...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Resist Energy: Electric: 140 minutes: ignore first 30 damage from electrical attacks
Haste: 13 rounds: +30move, +1 to hit, AC, and Reflex. +1attack when full attack.
...Spells 0/1/2/3/4/5/6/7 Level 6/8/8/8/7/7/6/4 Avail 0/1/2/1/0/0/0/0 Used
Belkior - AC 25 (27 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge Thursday March 11th, 2010 10:07:49 PM
The halfling cleric first offers his Wand of Resist Energy to his companions, asking if one of them would provide protection against electricity to himself and the others. Belkior then activates his Bead of Karma in order to strengthen and extend his protective magics upon his companions.
It takes over a full minute but, finally, Belkior states that he is ready to go.
Active Effects Bead of Karma - 8.8 minutes Freedom of Movement - 189.1 minutes
Active Spells Status - on everyone - 14:54 hours Magic Circle Against Evil (self) - 198.9 minutes Tongues (self) - 189 minutes Freedom of Movement (self) - 189.1 minutes Protection from Evil (Jass) - 19.2 minutes Protection from Evil (Grigory) - 19.3 minutes Protection from Evil (Mac) - 19.4 minutes Protection from Evil (Brahmah) - 19.5 minutes Bless (all) - 18.6 minutes Invisibility Purge (self) - 18.7 minutes True Seeing (Syr) - 18.8 minutes Spell Resistance (Syr) - 18.9 minutes Spell Resistance (Mac) - 19 minutes
Spell List 0 - Detect Magic(x2), Light(x2), Purify Food & Drink(x2) 1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*) 2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid) 3 - Daylight(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*) 4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds) 5 - Greater Command, Spell Resistance(x2)**, True Seeing* (D - Dispel Evil) 6 - Greater Dispel Magic(x2), Heal (D - Heal) 7 - Regenerate, Summon Monster VII (D - Regenerate) * = cast
Syr Ac 33/32 HP 205/205 Friday March 12th, 2010 8:20:21 PM
Syr looks at Brahmah, "I know he's grown close to you quickly but it's probably best to leave him behind. Remember what we were told about the Kuo-toans? They have an uncanny ability to stick and hold. I think you may need that freedom of movement for yourself. This is just one of those situations where he's a bit of a liability. Will Polo be okay up here with the sailors?"
He nods to Grigory, "Sounds good. Let's do it. Everyone in a loose circle around Grigory and make sure to call out any threats once we are down there."
Halfling Grigory Friday March 12th, 2010 8:57:05 PM
Grigory will also take on the form of the aquatic humanoid just like Jass. When everyone is ready and set, he will cast Greater Teleport
Return to the Bottom of the Lake / Elapsed Time 00:00 - DMAl Friday March 12th, 2010 8:59:46 PM
Belkior spends a minute or so to grace his friends with magical protections while Grigory casts his own spell shrinking each of the Crimson Shields down to a smaller size.
"Don't worry, Sir Minotaur," Captain Hrunch says to Brahmah, "your bear will be fine with us. Truth is, we'd likely welcome his company. He looks able should we be in for a fight ourselves."
Grigory casts his spell of teleportation, and the ship, the air, the cloudy day, all disappear. Replacing them is the dark gray world at the bottom of the lake, made visible by nothing but the magic of the Darkvision spell.
Unlike the place at which the Shields arrived at before, the surface below their feet is stone that slopes upward to the north, and downward to the south and west. Up the slope, fifty feet to the north, just at the edge of the Darkvision is what appears to be an opening in the rock. At the moment the opening is parallel to the group, such that, should they approach, they would come at it from the side. This means that nothing within the opening can now see them. It also means, however, that they, equally, cannot now see what is inside.
+++++++++++++++++++++++++++
OoC:
Brahmah, you have one post after this to decide whether you want to cast Freedom of Movement on Polo and take him along. After that, if you do not decide or do not post, I will consider that he was left behind. I'm sorry, but I'm unconvinced by your reasoning. For more detail, look up Decompression Sickness or The Bends to find out what happens to gases under pressure.
Please list all active spells along with their duration.
Some fictions that I will be abiding by: -Scrolls can be read underwater, despite the mess that water tends to do to paper. -Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.
Corvis Zurvich AC:30 HP:29/130 Friday March 12th, 2010 10:33:21 PM
Corvis does his best to look around while underwater and plans to keep close to Syr and the others as he really doesn't want to do nothing to give away his or the groups position. Underwater is quite different the on the surfact and he doubt much of his rogue training will be of much use down here really.
When the group begins moving so will Corvis, keeping up with them as best he can and also making a few gestures with his hands to Syr asking simply about combat positions since the group could be entering combat at any time.
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance Darkvision (potion) Bless (from Belkior)
Halfling Grigory Saturday March 13th, 2010 12:24:40 AM
OOC - in order to Teleport everyone at once, Grigory cast Mass Reduce Person. This means that everyone is one size smaller than usual. Proper post coming later.
Mac d20+7=11 ; d20+2=9 ; Saturday March 13th, 2010 1:33:21 AM
Mac keeps his mouth shut on finding himself and the rest of the Shields back far beneath the water. The now five-foot tall minotaur feels his armour restricting his new found agility. He casts about (Spot: 11, Listen: 9) for anything untoward as he moves up to the front line.
AoOs: (max=7) d20+26 | 3d6+19 (+17 RP) [19-20/x3] Feats: Endurance, Dodge (), Mobility, Comb.Exp. (0/5), Comb.Refl. (7), Spr.Att., Pow.Att. (0/14), Whirl.Att., Run Effects: Darkvision(Potion), Pearl of the Sirines, Protection from Evil(Belkior), Spell Resistance(Belkior), Reduced (Grigory)
Jass-Sahaugin AC 31 HP 86/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message, Alter Self, Resist Electric, Haste) d20+6=8 ; Saturday March 13th, 2010 11:58:48 AM
Small sized Jass-Sahaugin looks about without finding an enemy. Spotting the cave entrance, Jass hugs the muddy and stony bottom and swims towards the cave. "Let's GO!", he calls to the others through Belkior's Message.
With the Haste spell in place and the proximity of the group, Jass gets there in seconds. He looks in, ready to blast anything he sees inside the mouth of the cave.
...Actions Swim 90 feet to the entrance (60 feet as Sahaugin, +30 with Haste) Spot: 8 Ready Cone of Cold (using previous rolls) 42 damage Reflex DC 22 for half
...Effects Mage Armor; 14 hours +4 AC False Life: 14 hours +16 hit points Darkvision: 3 hours 60' darkvision (scroll) Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance Status: from Belkior Prot v Evil: from Belkior +2 AC v evil, no possession Bless: from Belkior: +1 on all rolls Message: from Grigory Alter Self: 140 minutes ...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Resist Energy: Electric: 140 minutes: ignore first 30 damage from electrical attacks
HasteEveryone: 12 rounds: +30move, +1 to hit, AC, and Reflex. +1attack when full attack Reduce Person (from Grigory)
...Spells 0/1/2/3/4/5/6/7 Level 6/8/8/8/7/7/6/4 Avail 0/1/2/1/0/0/0/0 Used
Belkior - AC 27 (29 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Reduce Person Sunday March 14th, 2010 9:56:10 PM
The halfling cleric looks up and around at his surroundings, somewhat bewildered by the altered perspective provided by his smaller stature. When he sees Jass sprint off towards the cave, Belkior follows behind and trusts that his companions will keep up.
Active Effects Bead of Karma - 8.8 minutes Freedom of Movement - 189.1 minutes Invisibility Purge Reduce Person - ?
{u]Active Spells[/u] Status - on everyone - 14:54 hours Magic Circle Against Evil (self) - 198.9 minutes Tongues (self) - 189 minutes Freedom of Movement (self) - 189.1 minutes Protection from Evil (Jass) - 19.2 minutes Protection from Evil (Grigory) - 19.3 minutes Protection from Evil (Mac) - 19.4 minutes Protection from Evil (Brahmah) - 19.5 minutes Bless (all) - 18.6 minutes Invisibility Purge (self) - 18.7 minutes True Seeing (Syr) - 18.8 minutes Spell Resistance (Syr) - 18.9 minutes Spell Resistance (Mac) - 19 minutes
Spell List 0 - Detect Magic(x2), Light(x2), Purify Food & Drink(x2) 1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*) 2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid) 3 - Daylight(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*) 4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds) 5 - Greater Command, Spell Resistance(x2)**, True Seeing* (D - Dispel Evil) 6 - Greater Dispel Magic(x2), Heal (D - Heal) 7 - Regenerate, Summon Monster VII (D - Regenerate) * = cast
Small Sahaugin Grigory AC 21/16/17, hp 70 d20=5 ; Sunday March 14th, 2010 10:48:54 PM
AC 21/16/17, hp 70
With there being no need to rush to the front line, the little scholar moves forward with the group only 20'. He waits till they are at the gate before moving to the side to see directly into the tunnel. He takes some clay from his spell component pouch, forms a quick circle with it and slips it onto his left wrist as he searches for movement in the tunnel.
Move: to 30' directly in front of the cave entrance, to see in. Action: shape clay into a circle bracelet. Spot: 5
dM saniTy iNfo Spells in effect - subject (duration in rounds) Message: everyone - 140 minutes Darkvision spell: everyone but Grigory and Jass - 14 hours Darkvision potion: Grigory - 3 hours Endure Elements: everyone but Grigory and Jass - 24 hours Status: from Belkior Pearl of the Sirenes Alter Self: Grigory as Sahaugin - 140 minutes Reduce Person, Mass: everyone - 14 minutes Haste from Jass
Available, used 0: Message (140 min), Open/Close, 2x Resistance (1 min) 1: 6x Endure Elements (24 h), 2x Shield (14 min)* 2: 6x Darkvision (14 h), 2x Alter Self (140 min)* 3: Dispel Magic, Explosive Runes, 2x Nondetection (14 h), DC 20 / 25 cast on self), Fireball (2, DC 22), Daylight (140 min) 4: Mass Reduce Person (14 min), 2x Mnemonic Enhancer, Stone Shape 5: Major Creation (varies), Transmute Rock to Mud, Break Enchantment, Passwall 6: Control Water (140 min), Globe of Invulnerability (14 rounds), Greater Dispel Magic, Chain Lightning (DC 25) 7: Greater Teleport, Greater Arcane Sight (14 min), Prismatic Spray
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) Monday March 15th, 2010 1:43:12 PM
As a relatively low level caster, Brahmah is fairly certain his spell would last less time than it might take to reach the destination.
"Stay with the captain and guard him and the crew. Be good." He says to Polo.
OOC: Sorry for the lag in posting. Work, sleep, life!
Syr Ac 33/32 HP 205/205 Darkvision, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message, Undead Invis Monday March 15th, 2010 6:43:11 PM
Eager for action, Syr gives the two minotaurs a helping push toward the entrance, "Time is a wasting boys." To the halfing he quietly adds, "Grigory, can you dismiss this shrinking spell?"
Smiling at the bounty hunter, "Corvis, stay near me and we'll team whatever gets past the big ... well not so big now guys. Let's see what you got."
The elf positions himself to use the True Seeing on the entrance and surrounding area (just behind Mac and Brahmah at the entrance.)
While Corvis considers the difficulties of underwater combat, Jass speeds ahead, rounding the edge of the cave mouth only to find his way blocked by a gate. The gate appears similar in design to a portcullis with a grid of square openings no bigger than a foot across to let the water flow freely from one side to the next. Those with more knowledge of the natural Wold may recognize the material from which the gate is made to be some form of coral.
Beyond the gate, four bloated, broad-headed creatures stare in a surprise made all the more ludicrous and horrible for their large bulbous eyes and wide mouths lined with sharp teeth. Each is clothed in armor of shimmering links. Each holds a shortspear with an odd brownish pointed tip. And each wears a shield upon its back in addition to wearing a belt of pouches around its otherwise naked waist.
All four gape, flat-footed while Jass blasts a cone of deadly cold through the gaps in the gate. Two of these Kuo-toa take the full brunt of the blast while the other two manage to duck away, even despite their surprise.
The intense cold spreads through the water. Jass can feel the power of the spell through his hands. Still, when the cone dissipates, the gate through which the sorcerer had shot his spell appears none the worse for the wear. Five inches thick, the coral material from which it is made must have the strength of Iron or Steel.
Belkior follows close on Jass' webbed heels, while Grigory arcs outward, taking up a position thirty feet out from the gate.
Syr rides herd on Mac and Brahmah, the three clustering just north of Jass, also directly in front of the gate.
The four Kuo-toa snap from their surprise. One slams his hand against a large bone gong, and the water rings with the sound. Then all four turn and flee up the tunnel beyond the range of Darkvision. Suddenly three crossbow bolts fly out of the darkness. Each of them targets Jass. Two whiz by, flying harmlessly through the water. The third, hits. (Hit AC20, AC32, AC20. Damage 5hp. Fortitude Save vs DC24 or take 6 CON Damage.) Jass feels the poison from the bolt course through his blood. The skin around the wound begins to turn a dead-meat gray.
Note: Water is a 3D environment. Inside the caves the floor to ceiling difference seems to vary from 20 to 30 feet here. The dark edge on the right side of the map is the furthest edge of your Darkvision.
Please list all active spells along with their duration.
Some fictions that I will be abiding by: -Scrolls can be read underwater, despite the mess that water tends to do to paper. -Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.
Small Sahaugin Grigory Monday March 15th, 2010 10:00:50 PM AC 28/16/24, hp 70
Grigory moves forward to be at the right of the Gate, tearing the circle of clay from his wrist on the way. He holds this in a reverse C shape against the stone beside the gate and casts Stone Shape. The stone wriggles and moves away from the gate forming a reverse-C shape around the gate, allowing it to either swing open or fall. "There you go, Shields. Go get 'em." He then (5') steps out of the way, and behind the cover of the remaining rock (to G12, against the stone).
Action: move 30 - 40' approx Cast Stone Shape 24' of stone reshapes so that the hinges or lock is freed from the stone - half a foot wide, two feet away from the gate and 24, around the gate in a reverse-C.
dM saniTy iNfo Spells in effect - subject (duration in rounds) Message: everyone - 140 minutes Darkvision spell: everyone but Grigory and Jass - 14 hours Darkvision potion: Grigory - 3 hours Endure Elements: everyone but Grigory and Jass - 24 hours Status: from Belkior Pearl of the Sirenes Alter Self: Grigory as Sahaugin - 140 minutes Reduce Person, Mass: everyone - 14 minutes Haste from Jass Stone Shape around front gate
Available, used 0: Message (140 min), Open/Close, 2x Resistance (1 min) 1: 6x Endure Elements (24 h), 2x Shield (14 min)* 2: 6x Darkvision (14 h), 2x Alter Self (140 min)* 3: Dispel Magic, Explosive Runes, 2x Nondetection (14 h), DC 20 / 25 cast on self), Fireball (2, DC 22), Daylight (140 min) 4: Mass Reduce Person (14 min), 2x Mnemonic Enhancer, Stone Shape 5: Major Creation (varies), Transmute Rock to Mud, Break Enchantment, Passwall 6: Control Water (140 min), Globe of Invulnerability (14 rounds), Greater Dispel Magic, Chain Lightning (DC 25) 7: Greater Teleport, Greater Arcane Sight (14 min), Prismatic Spray
Belkior - AC 27 (29 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Reduce Person d20+30=50 ; Monday March 15th, 2010 10:22:51 PM
The halfling cleric reaches out a hand to touch Jass, concentrating on one of the abilities granted from Alemi for the healing of others. Belkior must have been living correctly since he is able to both draw the poison from Jass' body and remain unharmed by it.
Belkior then stands ready to move with his companions.
Actions Standard - use Draw Poison special ability (Healer 4), Heal 50 (natural 20) vs. DC 34, curing all poison damage and removing need for further saves Move - up to maximum possible (90 ft swimming) with companions
Active Effects Bead of Karma - 8.8 minutes Freedom of Movement - 189.1 minutes Invisibility Purge Reduce Person - ?
Active Spells Status - on everyone - 14:54 hours Magic Circle Against Evil (self) - 198.9 minutes Tongues (self) - 189 minutes Freedom of Movement (self) - 189.1 minutes Protection from Evil (Jass) - 19.2 minutes Protection from Evil (Grigory) - 19.3 minutes Protection from Evil (Mac) - 19.4 minutes Protection from Evil (Brahmah) - 19.5 minutes Bless (all) - 18.6 minutes Invisibility Purge (self) - 18.7 minutes True Seeing (Syr) - 18.8 minutes Spell Resistance (Syr) - 18.9 minutes Spell Resistance (Mac) - 19 minutes
Spell List 0 - Detect Magic(x2), Light(x2), Purify Food & Drink(x2) 1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*) 2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid) 3 - Daylight(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*) 4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds) 5 - Greater Command, Spell Resistance(x2)**, True Seeing* (D - Dispel Evil) 6 - Greater Dispel Magic(x2), Heal (D - Heal) 7 - Regenerate, Summon Monster VII (D - Regenerate) * = cast
Corvis Zurvich AC:30 HP:130/130 Monday March 15th, 2010 10:53:10 PM
Corvis nods at Syr's comment and moves up to be near Syr as Corvis pulls his longsword and shortsword, testing the weapons movements slightly in the water, this is what he was use to fighting and unlike the pig contest, this would be for real.
Position: 9-H (Think Corvis could move that far) Active effects Pearl of Sirins Bless (from Belkior) Dark vision (potion) Reduce person (till dispelled)
OoC: One note, the door that Grigory made is still not open. It will cost someone a move action to open it.
Jass-Sahaugin AC 31 HP 81/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message, Alter Self, Resist Electric, Haste) Tuesday March 16th, 2010 12:35:34 AM
Jass sighs in relief as Belkior takes care of all damage and problems with the poison. He zips forward and opens the door made by Grigory. "Everyone inside!" he calls out.
...Actions open door
...Effects Mage Armor; 14 hours +4 AC False Life: 14 hours +16 hit points Darkvision: 3 hours 60' darkvision (scroll) Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance Status: from Belkior Prot v Evil: from Belkior +2 AC v evil, no possession Bless: from Belkior: +1 on all rolls Message: from Grigory Alter Self: 140 minutes ...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Resist Energy: Electric: 140 minutes: ignore first 30 damage from electrical attacks
HasteEveryone: 11 rounds: +30move, +1 to hit, AC, and Reflex. +1attack when full attack Reduce Person (from Grigory)
...Spells 0/1/2/3/4/5/6/7 Level 6/8/8/8/7/7/6/4 Avail 0/1/2/1/0/0/0/0 Used
Mac AC:29, HP:149/149 d20+7=9 ; d20+2=11 ; Tuesday March 16th, 2010 8:24:42 AM
Mac thrashes through the doorway and if the way is clear as far as P16. (Spot:9, Listen:11) and beckons the shields through if he considers it safe to proceed.
AoOs: (max=7) d20+27 | 3d6+19 (+17 RP) [19-20/x3] Feats: Endurance, Dodge (), Mobility, Comb.Exp. (0/5), Comb.Refl. (7), Spr.Att., Pow.Att. (0/14), Whirl.Att., Run Effects: Darkvision(Potion), Pearl of the Sirines, Protection from Evil(Belkior), Spell Resistance(Belkior), Reduced (Grigory), Haste (Jassfish)
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) Tuesday March 16th, 2010 6:55:19 PM
Drawing his swords, the ranger moves through the made door and moves to meet the creature nearest him.
Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits, Resist Energy, Owl's Wisdom, Bear's Endurance, Freedom of Movement
Syr Ac 33/32 HP 205/205 Darkvision, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message, Undead Invis Tuesday March 16th, 2010 8:10:23 PM
Syr nods as Corvis moves up alongside him and then proceeds to drag the man with him and upwards. (Ceiling of cave @ P&Q11) so they can get a better view of this cave. He also relays what he sees (120') to the others behind through the message spell.
Passing up Brahmah, he says softly to the diminished minotaur, "Keep up with Mac. I'll hang with Corvis."
Grigory swims with great Haste through the water and casts a spell that removes the stone surrounding the gate, and hence it's support. The way is now open, save for the pushing open of the gate. (Note: You can't take a 5' step in the same round as any Move Action through space.)
Belkior draws the poison from Jass, then moves along with the rest of the Crimson Shields.
Corvis draws his blades as he moves up closer to Syr.
Jass pushes on the gate. At five inches thick, the gate is still a massive piece of solid coral. Jass heaves his Sahuagin muscles against it, and the coral gate tips. Falling through the dark water as though in slow motion, it falls to the floor, raising a light cloud of slit as it comes to rest.
Mac is the first one through. As he enters the cave, the four Kuo-toa come into the field of his Darkvision. (They were clustered around W&X/13-16.)
Brahmah swims in after Mac. Unlike Mac, he swims directly up to one of the four Kuo-toa. Brahmah now finds himself alone and faced against four.
Straight ahead, Brahmah can see that the tunnel branches as it narrows to a roughly circular 10x10 in dimension. One leg of the tunnel continues straight and another turns off to the south.
Syr enters third. He considers grabbing Corvis and towing him behind, but the act would take too long. The four Kuo-toa also come into view for Syr.
(To grab another character and tow them will be handled as would a grapple. You must use a Standard Action to make your grab. Then, assuming the other character does not resist, you move them using a second Standard Action. This movement is at half speed.)
Instead of attacking Brahmah, the four Kuo-toa turn instead and flee. In voices loud and high of pitch, the shout the alarm. Jass and Belkior understand the words. "INVADERS! INVADERS AT THE GATE! PREPARE THE DEFENSES! Call up She Who Brings the Cataclysm! All glory to the God of Sundering Joy!"
Brahmah watches as the four Kuo-toan cultists swim up the tunnel straight ahead. Still shouting the alarm, they disappear beyond the limits of his Darkvision.
Please list all active spells along with their duration.
Some fictions that I will be abiding by: -Scrolls can be read underwater, despite the mess that water tends to do to paper. -Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.
Belkior - AC 27 (29 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Reduce Person Tuesday March 16th, 2010 10:13:24 PM
The halfling cleric swms forward to catch up with Brahmah, saving his spells until battle is actually joined with the kuo-toa and who (or what) ever is "She Who Brings the Cataclysm".
Actions Move - 75 ft (?) to catch Brahmah, more possible to keep up as best as possible.
Active Effects Bead of Karma - 8.8 minutes Freedom of Movement - 189.1 minutes Invisibility Purge Reduce Person - ?
Active Spells Status - on everyone - 14:54 hours Magic Circle Against Evil (self) - 198.9 minutes Tongues (self) - 189 minutes Freedom of Movement (self) - 189.1 minutes Protection from Evil (Jass) - 19.2 minutes Protection from Evil (Grigory) - 19.3 minutes Protection from Evil (Mac) - 19.4 minutes Protection from Evil (Brahmah) - 19.5 minutes Bless (all) - 18.6 minutes Invisibility Purge (self) - 18.7 minutes True Seeing (Syr) - 18.8 minutes Spell Resistance (Syr) - 18.9 minutes Spell Resistance (Mac) - 19 minutes
Spell List 0 - Detect Magic(x2), Light(x2), Purify Food & Drink(x2) 1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*) 2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid) 3 - Daylight(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*) 4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds) 5 - Greater Command, Spell Resistance(x2)**, True Seeing* (D - Dispel Evil) 6 - Greater Dispel Magic(x2), Heal (D - Heal) 7 - Regenerate, Summon Monster VII (D - Regenerate) * = cast
OOC - Al, I can't see the column / row labels on your spreadsheet.
Corvis Zurvich AC:30 HP:130/130 Tuesday March 16th, 2010 10:23:29 PM
Corvis will keep moving to shadow Syr since this is the positon he was told to stay in and he will keep his weapons ready just incase since the enemy retreated and said something about bringing help or such. Corvis can't help but expect the worse.
Active effects Pearl of Sirins Bless (from Belkior) Dark vision (potion) Reduce person (till dispelled)
Jass-Sahaugin AC 31 HP 81/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message, Alter Self, Resist Electric, Haste) Tuesday March 16th, 2010 10:26:13 PM
Jass hears the bell and shouts and winces. "Well, that tipped over the chamber pot", he says, slightly chagrinned.
The sorcerer also swims up to Brahmah, and waves the others forward. "Be foolish to follow them pell-mell. Too likely to get trapped and ambushed. Now that the alarm is sounded, we just need to be extra careful."
...Actions open door
...Effects Mage Armor; 14 hours +4 AC False Life: 14 hours +16 hit points Darkvision: 3 hours 60' darkvision (scroll) Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance Status: from Belkior Prot v Evil: from Belkior +2 AC v evil, no possession Bless: from Belkior: +1 on all rolls Message: from Grigory Alter Self: 140 minutes ...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Resist Energy: Electric: 140 minutes: ignore first 30 damage from electrical attacks
HasteEveryone: 11 rounds: +30move, +1 to hit, AC, and Reflex. +1attack when full attack Reduce Person (from Grigory)
...Spells 0/1/2/3/4/5/6/7 Level 6/8/8/8/7/7/6/4 Avail 0/1/2/1/0/0/0/0 Used
Small Sahaugin Grigory d20=1 ; Tuesday March 16th, 2010 11:15:21 PM AC 28/16/24, hp 70
Since the spell has served its purpose, Grigory dismisses Reduce Person from everyone and moves forward into the tunnel.
Move: to 40' further into the tunnel Ready Action: retreat 50' if attacked. (swim speed = 60 +30 Haste) Spot: 1
dM saniTy iNfo Spells in effect - subject (duration in rounds) Message: everyone - 140 minutes Darkvision spell: everyone but Grigory and Jass - 14 hours Darkvision potion: Grigory - 3 hours Endure Elements: everyone but Grigory and Jass - 24 hours Status: from Belkior Pearl of the Sirenes Alter Self: Grigory as Sahaugin - 140 minutes Reduce Person, Mass: everyone - 14 minutes -- dismissed Haste from Jass Stone Shape around front gate
Available, used 0: Message (140 min), Open/Close, 2x Resistance (1 min) 1: 6x Endure Elements (24 h), 2x Shield (14 min)* 2: 6x Darkvision (14 h), 2x Alter Self (140 min)* 3: Dispel Magic, Explosive Runes, 2x Nondetection (14 h), DC 20 / 25 cast on self), Fireball (2, DC 22), Daylight (140 min) 4: Mass Reduce Person (14 min), 2x Mnemonic Enhancer, Stone Shape 5: Major Creation (varies), Transmute Rock to Mud, Break Enchantment, Passwall 6: Control Water (140 min), Globe of Invulnerability (14 rounds), Greater Dispel Magic, Chain Lightning (DC 25) 7: Greater Teleport, Greater Arcane Sight (14 min), Prismatic Spray
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) Wednesday March 17th, 2010 2:37:09 PM
"I wasn't going to follow, just continue in if you all did. We can wait. Those things likely worship that aboleth thing though. I love being on the water, not in it." He smiles. "Should I cast something?" He asks himself more than anyone else.
Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits, Resist Energy, Owl's Wisdom, Bear's Endurance, Freedom of Movement
Syr Ac 33/32 HP 205/205 Darkvision, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message, Undead Invis Wednesday March 17th, 2010 6:00:10 PM
Syr nods at Jass, "Yup, their turf. No need to hurry. I think your icy greeting probably helped the process." He smirks at the Sahuagin. The elf moves forward to the pinch point between the two walls. He peers down both down both corridors relaying the info to the others again (True Seeing).
(OOC: no row/s columns identified so Syr moves forward 60' along the ceiling)
The Crimson Shields take a conservative approach to the assault. They pause to assess the situation before rushing in.
Most of the Shields move in on Brahmah's point.
Grigory dismisses his reducing spell and everyone swells to fill their normal size. (Note: Dismissing a spell is a Standard Action. A Ready action is also a Standard Action. Can't do both in the same round.)
Syr moves into the junction between the two tunnels as Corvis swims to catch up with him. From where they are at the front of the group, Corvis can see only the dark water of the caves to the furthest extent of their dark vision. Syr, on the other hand, graced with True Seeing, can see further. (greater description and different map provided for Syr.)
From the tunnel straight ahead the Kuo-toan cries of alarm continue. The shouts are then joined by the grinding of stone against stone, which is punctuated by a loud *Slam*.
This post edited after posting to account for Syr's True Seeing. --Al
Please list all active spells along with their duration.
Some fictions that I will be abiding by: -Scrolls can be read underwater, despite the mess that water tends to do to paper. -Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.
Belkior - AC 27 (29 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Reduce Person Wednesday March 17th, 2010 10:48:46 PM
The halfling cleric will not dash ahead of his companions. Instead, Belkior holds back and follows Brahmah when the minotaur moves.
Actions Hold Action to move with Brahmah
Active Effects Bead of Karma - 8.8 minutes Freedom of Movement - 189.1 minutes Invisibility Purge Reduce Person - ?
Active Spells Status - on everyone - 14:54 hours Magic Circle Against Evil (self) - 198.9 minutes Tongues (self) - 189 minutes Freedom of Movement (self) - 189.1 minutes Protection from Evil (Jass) - 19.2 minutes Protection from Evil (Grigory) - 19.3 minutes Protection from Evil (Mac) - 19.4 minutes Protection from Evil (Brahmah) - 19.5 minutes Bless (all) - 18.6 minutes Invisibility Purge (self) - 18.7 minutes True Seeing (Syr) - 18.8 minutes Spell Resistance (Syr) - 18.9 minutes Spell Resistance (Mac) - 19 minutes
Spell List 0 - Detect Magic(x2), Light(x2), Purify Food & Drink(x2) 1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*) 2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid) 3 - Daylight(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*) 4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds) 5 - Greater Command, Spell Resistance(x2)**, True Seeing* (D - Dispel Evil) 6 - Greater Dispel Magic(x2), Heal (D - Heal) 7 - Regenerate, Summon Monster VII (D - Regenerate) * = cast
Small Sahaugin Grigory d20=15 ; Wednesday March 17th, 2010 11:29:28 PM AC 28/16/24, hp 70
Since it is time to see what is really going on, Grigory casts a spell that turns his eyes blue. He can now 'see' and define magic auras up to 120' away. He takes a calculated risk and moves forward to make best advantage of this, attempting to look into both tunnels. He relates what he can see to the Crimson Shields via his Message spell.
Action: Cast Greater Arcane Sight and describe what he can see via Message. Move: to AE12 Spot: 15
OOC: Sorry about the Ready Action last post
dM saniTy iNfo Spells in effect - subject (duration in rounds) Message: everyone - 140 minutes Darkvision spell: everyone but Grigory and Jass - 14 hours Darkvision potion: Grigory - 3 hours Endure Elements: everyone but Grigory and Jass - 24 hours Status: from Belkior Pearl of the Sirenes Alter Self: Grigory as Sahaugin - 140 minutes Reduce Person, Mass: everyone - 14 minutes -- dismissed Haste from Jass Stone Shape around front gate Greater Arcane Sight: Grigory -- 14 minutes
Available, used 0: Message (140 min), Open/Close, 2x Resistance (1 min) 1: 6x Endure Elements (24 h), 2x Shield (14 min)* 2: 6x Darkvision (14 h), 2x Alter Self (140 min)* 3: Dispel Magic, Explosive Runes, 2x Nondetection (14 h), DC 20 / 25 cast on self), Fireball (2, DC 22), Daylight (140 min) 4: Mass Reduce Person (14 min), 2x Mnemonic Enhancer, Stone Shape 5: Major Creation (varies), Transmute Rock to Mud, Break Enchantment, Passwall 6: Control Water (140 min), Globe of Invulnerability (14 rounds), Greater Dispel Magic, Chain Lightning (DC 25) 7: Greater Teleport, Greater Arcane Sight (14 min) , Prismatic Spray
Mac AC:29, HP:149/149 d20+7=18 ; d20+2=11 ; Thursday March 18th, 2010 2:08:58 AM
Mac catches up with Brahmah, and moves forward toward Corvis & Syr - maybe even a little (5' - 10') beyond them as he tries to assess what is before them. Spot:18, Listen:11
"Have we just solved the problem? I mean... they aren't bringing anything out here now..."
Syr Ac 33/32 HP 205/205 Darkvision, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message, Undead Invis Thursday March 18th, 2010 2:24:11 PM
Syr holds his postion and relays to the others, "Guys, the corridor in front of me goes about 100' and ends in a door with a few alcoves on either side at the end with potential suprises. The tunnel beside us curves out of vision quickly."
Looking back to the others, "Hang here and see if they come to us, or pick a path and go down it?"
Settled In For Siege / Round 04-06 - DMAl Thursday March 18th, 2010 8:45:45 PM
Belkior moves in sync with Brahmah.
Grigory casts a spell, and the darkness lights up with auras of magic. He moves forward and looks around. Straight ahead, up the tunnel through which the four Kuo-toan gate guards had fled, the halfling sees around thirty faint magic auras. Each of them is faint. They seem to be arranged in clusters, and there seem to be ten clusters in all. His actual sight blocked by darkness, though, this is all that he can tell. He sees nothing down the tunnel to the south.
Mac moves up between Syr and the place to which Grigory has just moved. From where he's at, the minotaur can see no more than open tunnel to both the south as well as straight ahead. The sound of voices, though, come from straight ahead. Though Mac cannot understand the language, the voices sound decidedly like the commands that go along with the preparation for battle.
Syr holds his position and relates what he sees with his True Sight. At the end is a door of solid stone, closed, and baring the way. Leading up to that door is a 30ft segment of corridor with evenly spaced openings on either side. The openings are less *alcoves* than they are thin windows. (Sorry, limitations of map making in Excel.) The corridor is only ten feet wide and ten feet high. Draped from the ceiling of the corridor hang what appear to be some sort of meshed webbing.
From the tunnel straight ahead come more cries and shouts. Belkior and Jass hear commands to man the arrow slits and a call to alert the mercenaries. "Let them earn their pay for once," comes one comment.
Then the shouting and bustle calm down. Silence falls. Grigory sees the clusters of magic auras arrayed in a "U" shape that caps the tunnel. It seems that the Kuo-toas are content to wait. They don't appear to be coming out.
+++++++++++++++++++++++++++
Note: If you may have noticed, I've progressed three rounds in this post. If you'd like to do something significant in these three rounds, please feel free. Otherwise, they pass without any further action aside from talk.
Please list all active spells along with their duration.
Some fictions that I will be abiding by: -Scrolls can be read underwater, despite the mess that water tends to do to paper. -Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.
Jass-Sahaugin AC 31 HP 81/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message, Alter Self, Resist Electric, Haste) Thursday March 18th, 2010 10:19:56 PM
Jass swims up to Mac and looks at the two corridors. "Looks like we should block one up and then have a couple of expendable scouts in front of us. How about I make a Wall on the south tunnel, and Belkior or Grigory make some Summonings to swim ahead of us and trip any ambush?"
Jass prepares to use Shadow Conjuration to place a Wall of Stone on the south corridor on Syr's command.
...Actions
...Effects Mage Armor; 14 hours +4 AC False Life: 14 hours +16 hit points Darkvision: 3 hours 60' darkvision (scroll) Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance Status: from Belkior Prot v Evil: from Belkior +2 AC v evil, no possession Bless: from Belkior: +1 on all rolls Message: from Grigory Alter Self: 140 minutes ...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Resist Energy: Electric: 140 minutes: ignore first 30 damage from electrical attacks
HasteEveryone: 9 rounds: +30move, +1 to hit, AC, and Reflex. +1attack when full attack Reduce Person (from Grigory)
...Spells 0/1/2/3/4/5/6/7 Level 6/8/8/8/7/7/6/4 Avail 0/1/2/1/0/0/0/0 Used
Belkior - AC 27 (29 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Reduce Person d4+1=5 ; Thursday March 18th, 2010 10:46:17 PM
The halfling cleric had waited patiently with Brahmah but decided to swim ahead to join Syr, Mac and the others at the intersection of the two tunnels. When Jass suggests summoning some assistance, Belkior begins casting a spell.
Actions Standard - begin casting Summon Monster VII, summoning 5 CelestialSea Cats
Celestial Sea Cat Size/Type: Large Magical Beast HD: 6d10+18 (51 hp) Speed: 10 ft, Swim 40 ft AC: 18 (-1 size, +1 Dex, +8 natural), Touch 10, Flat 17 BAB: +6 Attack: Claw +9 melee (1d6+4) Full Attack: 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2) Space / Reach: 10 ft / 5 ft Special Attack: Rend 2d6+6, Smite Evil Special Qualities: Darkvision 60 ft, hold breath, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 5, Spell resistance 11 Saves: Fort +8, Ref +6, Will +5 Abilities: Str 19, Dex 12, Con 17, Int 3, Wis 13, Cha 10 Skills: Listen +8, Spot +7, Swim +12 Feats: Alertness, Endurance, Iron Will
Active Effects Bead of Karma - 8.2 minutes Freedom of Movement - 188.5 minutes Invisibility Purge Reduce Person - ?
Active Spells Status - on everyone - 14:54 hours Magic Circle Against Evil (self) - 198.3 minutes Tongues (self) - 188.4 minutes Freedom of Movement (self) - 188.5 minutes Protection from Evil (Jass) - 18.6 minutes Protection from Evil (Grigory) - 18.7 minutes Protection from Evil (Mac) - 18.8 minutes Protection from Evil (Brahmah) - 18.9 minutes Bless (all) - 18 minutes Invisibility Purge (self) - 18.1 minutes True Seeing (Syr) - 18.2 minutes Spell Resistance (Syr) - 18.3 minutes Spell Resistance (Mac) - 18.4 minutes
Spell List 0 - Detect Magic(x2), Light(x2), Purify Food & Drink(x2) 1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*) 2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid) 3 - Daylight(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*) 4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds) 5 - Greater Command, Spell Resistance(x2)**, True Seeing* (D - Dispel Evil) 6 - Greater Dispel Magic(x2), Heal (D - Heal) 7 - Regenerate, Summon Monster VII* (D - Regenerate) * = cast
Syr Ac 33/32 HP 205/205 Darkvision, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message, Undead Invis Friday March 19th, 2010 12:33:16 AM
He flexes a bicep and smiles at Jass, "Hold off for a second, Bricklayer." Turning to the priest, "Belkior, can you send one of those cats down each corridor?" Assuming that the cat makes it past AG19 then elf darts forward to follow moving to AH18 and using his enhanced vision to scout ahead. (send map please as that may change his actions over the 3 round period.)
Calling over his shoulder, "Corvis or Mac, can one of you follow the other cat to see what happens? Not too close and definitely not in front of the slits or under the webbing on the ceiling that I see." (OOC: I assume the webbing is only in front of the slits in the corridor?)
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) Friday March 19th, 2010 2:21:04 AM
Brahmah shimmies to AI/AJ. He suggests a leapfrog pattern into the tunnels.
Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits, Resist Energy, Owl's Wisdom, Bear's Endurance, Freedom of Movement
Mac AC:29, HP:149/149 d20+7=21 ; d20+2=17 ; Friday March 19th, 2010 4:06:16 AM
"They are settling in for the duration, so what they need is unsettling. Any ideas?"
"On it, Syr!" Mac moves out and after the other sea cat, trying to keep tabs on it from a suitable distance. Spot:21, Listen:17
AoOs: (max=7) d20+27 | 3d6+19 [19-20/x3] Feats: Endurance, Dodge (), Mobility, Comb.Exp. (0/5), Comb.Refl. (7), Spr.Att., Pow.Att. (0/14), Whirl.Att., Run Effects: Darkvision(Potion), Pearl of the Sirines, Protection from Evil(Belkior), Spell Resistance(Belkior), Reduced (Grigory), Haste (Jassfish)
Small Sahaugin Grigory d20=10 ; Friday March 19th, 2010 5:14:51 AM AC 28/16/24, hp 70
"Whoa, wait just a half a second. Watch this." Grigory casts Transmute Rock to Mud, and the ceiling softens and collapses in a sudden heap -- or at least that is what he expects to happen over the 30 or so magic auras that he can see. He wonders to himself if this was perhaps 'heavy handed.' "Now, go get 'em whilst they're stuck. I might even dispel the Mud back into Stone, just for a laugh."
OOC: From the descriptions so far (variable ceiling height) and from the appearance in the map, I would assume that these caverns are naturally formed, and though the 'arrow slits' are worked, it seems that the ceilings are natural unworked stone. Grigory will cast his (Up to two 10-ft. cubes/level) 28 x 10' cubes as a 10' deep circle with a radius of 30' at the junction of AS/AT/12/13. [28 x 10cubes = an area of 2800 sqft x 10 ft deep A=pi x r^2 = 3.14159 x 30^2 = 2800ft area (see emailed spreadsheet)]
dM saniTy iNfo Spells in effect - subject (duration in rounds) Message: everyone - 140 minutes Darkvision spell: everyone but Grigory and Jass - 14 hours Darkvision potion: Grigory - 3 hours Endure Elements: everyone but Grigory and Jass - 24 hours Status: from Belkior Pearl of the Sirenes Alter Self: Grigory as Sahaugin - 140 minutes Reduce Person, Mass: everyone - 14 minutes -- dismissed Haste from Jass Stone Shape around front gate Greater Arcane Sight: Grigory -- 14 minutes
Available, used 0: Message (140 min), Open/Close, 2x Resistance (1 min) 1: 6x Endure Elements (24 h), 2x Shield (14 min)* 2: 6x Darkvision (14 h), 2x Alter Self (140 min)* 3: Dispel Magic, Explosive Runes, 2x Nondetection (14 h), DC 20 / 25 cast on self), Fireball (2, DC 22), Daylight (140 min) 4: Mass Reduce Person (14 min), 2x Mnemonic Enhancer, Stone Shape 5: Major Creation (varies), Transmute Rock to Mud, Break Enchantment, Passwall 6: Control Water (140 min), Globe of Invulnerability (14 rounds), Greater Dispel Magic, Chain Lightning (DC 25) 7: Greater Teleport, Greater Arcane Sight (14 min) , Prismatic Spray.
Jass suggests putting up a wall to prevent ambush from the rear. But he holds his spell, waiting on a command from Syr.
Belkior swims to join the others at the intersection of the tunnel. At Jass' suggestion he summons two creature, sabertoothed mercats. This takes but a moment. The sea cats appear and glance about themselves, looking for enemies to attack. Unfortunately the sea cats have no language, and so not even Belkior and Jass can communicate with them. Without orders, the sea cats do no more than growl and circle protectively around Belkior, watchful for enemies.
Great plans fall apart, and Syr's plan collapses very nearly after the words leave his lips. Without the advanced scouting of the sea cats, he remains where he is. If he wants to explore the southern tunnel, he'll have to do it without the aid of Belkior's Cats paws.
Brahmah moves into the tunnel straight ahead. It's a tight fit. He suggests a leap-frog tactic, possibly similar to the one he has just executed. Brahmah sees the same thing that Syr sees with his True Seeing. The arrow slits, three to a side, lining the tunnel, and the steel mesh netting that hangs from the ceiling.
Without the sea cat scout, Mac too holds his position. From the tunnels he neither hears nor sees anything of significance.
In many ways, the delay is not necessarily a bad thing, for the next thing that Grigory does, changes things a great deal. Heavy handed, indeed. 28,000 cubic feet of mud loosens itself from the ceiling not ten feet in front of Brahmah. The Crimson Shields feel the tremendous wall of water rushes out at them, displaced by the solid block of mud. The Shields find themselves all protected by the magic of the Pearls, but the Sea Cats are not so fortunate. One sea cat manages to swim against the torrent of out flowing water. The other is swept sixty feet toward the mouth of the caves.
A cloud of mud and silt fills the water, obscuring all vision. From up the tunnel the Crimson Shields hear high pitched Kuo-toan tones full of pain and panic. Jass and Belkior know that the Kuo-toans are crying out to their god. They hear the name Shooldoomploo.
Brahmah, the only one in the tunnel, sees the mud fill the open tunnel and roar toward him in its attempt to fill the available space. It flows around him, enveloping him, it fills his eyes, it begins to fill his nose and mouth. And then it stops. The minotaur backs away, extracting himself from the mud. The water clears, and all of the Shields can see that the tunnel is now blocked. It is completely filled with mud, and in the mud remains the embossed imprint of Brahmah.
The faint auras that Grigory had detected before are now no longer to be seen
Please list all active spells along with their duration.
Some fictions that I will be abiding by: -Scrolls can be read underwater, despite the mess that water tends to do to paper. -Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.
Corvis Zurvich AC:30 HP:130/130 Friday March 19th, 2010 9:21:51 PM
Corvis blinks at everything that just seemed to erupt and once and glances towards Syr to see what the man says. Corvis does speak to Syr after a min, "I don't know how well I'd be on seeing anything magical but keep in mind I might beable to notice traps if needed."
Corvis glances over towards Brahmah and smiles abit, "You okay there? Bumps, bruises?" Corvis is sure the mud will probably come off after being in the water long enough, for now the direction looks to be blocked by mud which leaves a new problem.
Small Sahaugin Grigory Friday March 19th, 2010 10:09:30 PM AC 28/16/24, hp 70
"Whoa! I've never done that underwater before. How cool! I mean, sorry Bramah. I forgot how much rock that loosens, it's been a while since I did that. "Still, I think I've eradicated any threats from that tunnel. Let's explore this other one. I'm sure if we need to I can make a passage through the mud there that I created. Perhaps a Control Water will do it, or a Passwall."
Action: defend my body from the ire of the Crimson Shields. Move: NIL
dM saniTy iNfo Spells in effect - subject (duration in rounds) Explosive Runes, in envelope in pocket Message: everyone - 140 minutes Darkvision spell: everyone but Grigory and Jass - 14 hours Darkvision potion: Grigory - 3 hours Endure Elements: everyone but Grigory and Jass - 24 hours Status: from Belkior Pearl of the Sirenes Alter Self: Grigory as Sahaugin - 140 minutes Reduce Person, Mass: everyone - 14 minutes -- dismissed Haste from Jass Stone Shape around front gate Greater Arcane Sight: Grigory -- 14 minutes Transmute Rock to Mud
Available, used 0: Message (140 min), Open/Close, 2x Resistance (1 min) 1: 6x Endure Elements (24 h), 2x Shield (14 min)* 2: 6x Darkvision (14 h), 2x Alter Self (140 min)* 3: Dispel Magic, Explosive Runes, 2x Nondetection (14 h), DC 20 / 25 cast on self), Fireball (2, DC 22), Daylight (140 min) 4: Mass Reduce Person (14 min), 2x Mnemonic Enhancer, Stone Shape 5: Major Creation (varies), Transmute Rock to Mud, Break Enchantment, Passwall 6: Control Water (140 min), Globe of Invulnerability (14 rounds), Greater Dispel Magic, Chain Lightning (DC 25) 7: Greater Teleport, Greater Arcane Sight (14 min), Prismatic Spray.
Jass-Sahaugin AC 31 HP 81/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message, Alter Self, Resist Electric, Haste, Tongues) Sunday March 21st, 2010 12:48:08 PM
"Impressive", smiles Jass, knuckling his forelock at Grigory, "and I think we'll have to go that way since that was the direction of thier defenses." He shrugs. The Crimson Shields will be able to get through it if they need to.
So Jass looks down the other corridor, and waits to follow the others.
...Actions
...Effects Mage Armor; 14 hours +4 AC False Life: 14 hours +16 hit points Darkvision: 3 hours 60' darkvision (scroll) Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance Status: from Belkior Prot v Evil: from Belkior +2 AC v evil, no possession Bless: from Belkior: +1 on all rolls Message: from Grigory Alter Self: 140 minutes ...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Resist Energy: Electric: 140 minutes: ignore first 30 damage from electrical attacks Tongues (permenant)
HasteEveryone: 8 rounds: +30move, +1 to hit, AC, and Reflex. +1attack when full attack
...Spells 0/1/2/3/4/5/6/7 Level 6/8/8/8/7/7/6/4 Avail 0/1/2/1/0/0/0/0 Used
Belkior - AC 27 (29 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Reduce Person Sunday March 21st, 2010 10:08:10 PM
The halfling cleric realizes that he cannot command the celestial seacats to explore the second corridor. So, trusting to his magical defences, Belkior swims down that corridor and hopes the seacats follow him to engage any opponents.
Actions Full - double move 120 ft down south corridor (or until spot barrier, opponents, etc.)
Celestial Sea Cat Size/Type: Large Magical Beast HD: 6d10+18 (51 hp) Speed: 10 ft, Swim 40 ft AC: 18 (-1 size, +1 Dex, +8 natural), Touch 10, Flat 17 BAB: +6 Attack: Claw +9 melee (1d6+4) Full Attack: 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2) Space / Reach: 10 ft / 5 ft Special Attack: Rend 2d6+6, Smite Evil Special Qualities: Darkvision 60 ft, hold breath, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 5, Spell resistance 11 Saves: Fort +8, Ref +6, Will +5 Abilities: Str 19, Dex 12, Con 17, Int 3, Wis 13, Cha 10 Skills: Listen +8, Spot +7, Swim +12 Feats: Alertness, Endurance, Iron Will
Active Effects Bead of Karma - 8.1 minutes Freedom of Movement - 188.5 minutes Invisibility Purge
Active Spells Status - on everyone - 14:54 hours Magic Circle Against Evil (self) - 198.2 minutes Tongues (self) - 188.3 minutes Freedom of Movement (self) - 188.4 minutes Protection from Evil (Jass) - 18.5 minutes Protection from Evil (Grigory) - 18.6 minutes Protection from Evil (Mac) - 18.7 minutes Protection from Evil (Brahmah) - 18.8 minutes Bless (all) - 17.9 minutes Invisibility Purge (self) - 18 minutes True Seeing (Syr) - 18.1 minutes Spell Resistance (Syr) - 18.2 minutes Spell Resistance (Mac) - 18.3 minutes Summon Monster VII - 18 rounds
Spell List 0 - Detect Magic(x2), Light(x2), Purify Food & Drink(x2) 1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*) 2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid) 3 - Daylight(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*) 4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds) 5 - Greater Command, Spell Resistance(x2)**, True Seeing* (D - Dispel Evil) 6 - Greater Dispel Magic(x2), Heal (D - Heal) 7 - Regenerate, Summon Monster VII* (D - Regenerate) * = cast
Mac AC:29, HP:149/149 d20+7=23 ; d20+2=7 ; Monday March 22nd, 2010 2:58:17 AM
"Nice, let us move on, then?" Mac makes his way onward into the remaining passage - 180' unless somethign catches his attention. Spot:23, Listen:7
AoOs: (max=7) d20+27 | 3d6+19 [19-20/x3] Feats: Endurance, Dodge (), Mobility, Comb.Exp. (0/5), Comb.Refl. (7), Spr.Att., Pow.Att. (0/14), Whirl.Att., Run Effects: Darkvision(Potion), Pearl of the Sirines, Protection from Evil(Belkior), Spell Resistance(Belkior), Reduced (Grigory), Haste (Jassfish)
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) Monday March 22nd, 2010 2:03:26 PM
"I've been swallowed by a dire shark. Mud is just another walk in the park." He smiles.
Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits, Resist Energy, Owl's Wisdom, Bear's Endurance, Freedom of Movement
OOC: What mass spells were cast that also effect Brahmah>>>???
Syr Ac 33/32 HP 205/205 Darkvision, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message, Undead Invis Monday March 22nd, 2010 2:38:00 PM
Syr groans at Grigory as the roof caves in before the group. "HEY! Can we at least talk about it before you bring the ceiling down next time???" Throwing his hands up for effect he mutters to himself, "And to think I once was the impulsive one." The elf follows Belkior and the cats down the other tunnel.
Talking to Corvis, "Look on the bright side, maybe we've already secured the ring by locking it up in mud. Anyway, you want to stay near the front to see if you notice anything?"
Small Sahaugin Grigory Monday March 22nd, 2010 8:43:25 PM
"Sorry Syr, but some of us were going to walk directly into their ambush. Very brave and all, but I had a better way to wipe them all out. We're all still quite healthy ready to go on. "I'll figure out a way to get back through that mud before long. I theorise that it will continue to spread as it settles, leaving a narrow way at the top. Then we can Passwall to move beyond the mud."
The Long Southern Tunnel / Round 08 - DMAl Monday March 22nd, 2010 8:53:31 PM
Corvis speaks to both Syr and Brahmah.
Grigory observes his handiwork without moving from his position. He speculates on several ways to circumvent the mud, but for now, the passage straight ahead is decidedly blocked.
Jass assesses some of the methods that Grigory is considering, but for now waits in the junction of the two tunnels for the bolder of the Crimson Shields to explore the southern passage.
Belkior is the first of these bolder Crimson Shields. As he moves toward the southern tunnel, the sea cats follow. Or, at least, they try to follow. The hasted halfling with the magic of the Pearl proves too quick for Belkior, and he leaves them behind.
Mac goes next, keeping an eye open for danger.
Brahmah passes off the experience, but remains in the junction with Grigory, Jass and Corvis.
Syr, after a word with Corvis, follows Mac and Belkior down the southern tunnel.
The tunnel is long. It winds, and in places it is quite narrow for Mac. He squeezes through, though. Syr and Mac outpace Belkior, and they wind up at the opening to a much larger cavern. Before them, they see open water to the limits of their Darkvision.
Please list all active spells along with their duration.
Some fictions that I will be abiding by: -Scrolls can be read underwater, despite the mess that water tends to do to paper. -Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.
Belkior - AC 27 (29 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Reduce Person Monday March 22nd, 2010 10:34:08 PM
When the halfling cleric hears the report from his fellows, the turns about to rejoin Brahmah, Corvis, Grigory and Jass.
"Not a dead end, but not the way in, either. Looks like we'll need to teleport in," Belkior reports to them once he returns. As soon as he does so, Belkior begins trying to calm his stomach in anticipation of the upset that teleporting normally causes.
The Long Southern Tunnel / Round 08 - DMAl Monday March 22nd, 2010 10:58:47 PM
OoC: Sorry if I wasn't clear. The open space is not outside the cave. It appears to be an larger section of the cave.
Mac AC:29, HP:149/149 d20+7=26 ; d20+2=10 ; Tuesday March 23rd, 2010 8:24:14 AM
"We sit shady 'til the rest of the Shields catch up.." Mac whispers to Syr as he leans up against at wall and looks about. Spot:26, Listen:10
AoOs: (max=7) d20+27 | 3d6+19 [19-20/x3] Feats: Endurance, Dodge (), Mobility, Comb.Exp. (0/5), Comb.Refl. (7), Spr.Att., Pow.Att. (0/14), Whirl.Att., Run Effects: Darkvision(Potion), Pearl of the Sirines, Protection from Evil(Belkior), Spell Resistance(Belkior), Reduced (Grigory), Haste (Jassfish)
Syr Ac 33/32 HP 205/205 Darkvision, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message, Undead Invis Tuesday March 23rd, 2010 11:09:19 AM
Syr looks out at the cave and messages the others, "Yup, we wait for the others to catch up. Sit tight, With Belk's True Seeing spell, I can look out and see nothing within 120' of us so let's take it slower. The coast is clear." The elf then withdraws back behind the minotaur and out if sight of the cave (P31)
When the others catch up, he asks Belkior, "Any chance you can use your Tongues spell to direct these pretty felines out into the cave?"
The Long Southern Tunnel / Round 08 - DMAl Tuesday March 23rd, 2010 11:37:28 AM
OoC: Dang. That's the second time I've forgotten about the True Seeing.
Jass-Sahaugin AC 31 HP 81/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message, Alter Self, Resist Electric, Haste, Tongues) Tuesday March 23rd, 2010 12:12:59 PM
Jass gives a 'follow me' wave and swims down the other tunnel to catch up to Syr and Mac. He squeezes by the two Sea Cats and makes it almost to little Belkior.
...Actions Double Swim move (60' base + 30' Haste = 90 feet x2 = 180' hustle move) to Z,29
...Effects Mage Armor; 14 hours +4 AC False Life: 14 hours +16 hit points Darkvision: 3 hours 60' darkvision (scroll) Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance Status: from Belkior Prot v Evil: from Belkior +2 AC v evil, no possession Bless: from Belkior: +1 on all rolls Message: from Grigory Alter Self: 140 minutes ...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Resist Energy: Electric: 140 minutes: ignore first 30 damage from electrical attacks Tongues (permenant)
HasteEveryone: 8 rounds: +30move, +1 to hit, AC, and Reflex. +1attack when full attack
...Spells 0/1/2/3/4/5/6/7 Level 6/8/8/8/7/7/6/4 Avail 0/1/2/1/0/0/0/0 Used
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) Tuesday March 23rd, 2010 12:59:16 PM
Brahmah will hopscotch forward if summoned to do so, otherwise, he remains.
Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits, Resist Energy, Owl's Wisdom, Bear's Endurance, Freedom of Movement
Corvis Zurvich AC:30 HP:130/130 d20+10=30 ; Tuesday March 23rd, 2010 8:37:36 PM
Corvis moves along with the others and tries to keep up with the others and will take close to point if others will allow him. Corvis does try to keep a eye out for any noticeable traps. He will point them out to anyone if he spots anything.
Messages get a bit crossed and Belkior believes that the space into which the tunnel opens is back out into the lake.
Mac suggests that they wait for the others to catch up, watching the dark waters and dreary stone walls of the cave closely for signs of danger. He sees nothing untoward within the range of his Darkvision.
Syr agrees. With the True Seeing spell granted him by Belkior, the elf spies a regular stone object against the south west wall. It sits on the bottom of the cave at the outer limits of his sight. The he withdraws back behind Mac.
Jass decides to move ahead, swimming past Belkior and his two Sea Cats and keeping the halfling cleric from returning to the mudslide. At Syr's suggestion that Belkior speak to the Sea Cats using the Tongues spell, Jass can answer from personal experience that the spell will not work upon an animal or creature without a language. He had tried before to speak with Steady Heart, the giant turtle that had taken the group to the Crying Woods for the Entwining. To speak to an animal would require a different spell.
Brahmah follows Jass through the tunnel. Like Mac before him, the minotaur finds the tunnel exceedingly cramped in certain places.
With the rest of the Crimson Shields gone, Corvis and Grigory too, enter the southern tunnel and join the others. Corvis keeps a keen eye out for traps, but there are none for him to find.
Please list all active spells along with their duration.
Some fictions that I will be abiding by: -Scrolls can be read underwater, despite the mess that water tends to do to paper. -Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.
Belkior - AC 27 (29 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Reduce Person Tuesday March 23rd, 2010 9:37:03 PM
The halfling cleric is somewhat befuddled. Still Belkior hurries after Syr and Mac to whereever this southern tunnel leads, trusting that the sea cats will follow along.
Actions Full - double move 120 ft down south corridor (or until spot barrier, opponents, etc.)
Celestial Sea Cat Size/Type: Large Magical Beast HD: 6d10+18 (51 hp) Speed: 10 ft, Swim 40 ft AC: 18 (-1 size, +1 Dex, +8 natural), Touch 10, Flat 17 BAB: +6 Attack: Claw +9 melee (1d6+4) Full Attack: 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2) Space / Reach: 10 ft / 5 ft Special Attack: Rend 2d6+6, Smite Evil Special Qualities: Darkvision 60 ft, hold breath, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 5, Spell resistance 11 Saves: Fort +8, Ref +6, Will +5 Abilities: Str 19, Dex 12, Con 17, Int 3, Wis 13, Cha 10 Skills: Listen +8, Spot +7, Swim +12 Feats: Alertness, Endurance, Iron Will
Active Effects Bead of Karma - 7.9 minutes Freedom of Movement - 188.3 minutes Invisibility Purge
Active Spells Status - on everyone - 14:54 hours Magic Circle Against Evil (self) - 198 minutes Tongues (self) - 188.1 minutes Freedom of Movement (self) - 188.2 minutes Protection from Evil (Jass) - 18.3 minutes Protection from Evil (Grigory) - 18.4 minutes Protection from Evil (Mac) - 18.5 minutes Protection from Evil (Brahmah) - 18.6 minutes Bless (all) - 17.7 minutes Invisibility Purge (self) - 17.8 minutes True Seeing (Syr) - 17.9 minutes Spell Resistance (Syr) - 18 minutes Spell Resistance (Mac) - 18.1 minutes Summon Monster VII - 16 rounds
Spell List 0 - Detect Magic(x2), Light(x2), Purify Food & Drink(x2) 1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*) 2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid) 3 - Daylight(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*) 4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds) 5 - Greater Command, Spell Resistance(x2)**, True Seeing* (D - Dispel Evil) 6 - Greater Dispel Magic(x2), Heal (D - Heal) 7 - Regenerate, Summon Monster VII* (D - Regenerate) * = cast
Jass-Sahaugin AC 31 HP 81/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message, Alter Self, Resist Electric, Haste, Tongues) Wednesday March 24th, 2010 6:37:45 AM
Jass continues to swim and sets himself up right behind Syr. "What's cookin, chief?" he says cheerily. "The Haste spell won't last another minute, so use it wisely!"
...Actions Swim move (60' base + 30' Haste = 90 feet) to O,30
...Effects Mage Armor; 14 hours +4 AC False Life: 14 hours +16 hit points Darkvision: 3 hours 60' darkvision (scroll) Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance Status: from Belkior Prot v Evil: from Belkior +2 AC v evil, no possession Bless: from Belkior: +1 on all rolls Message: from Grigory Alter Self: 140 minutes ...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Resist Energy: Electric: 140 minutes: ignore first 30 damage from electrical attacks Tongues (permenant)
HasteEveryone: 4 rounds: +30move, +1 to hit, AC, and Reflex. +1attack when full attack
...Spells 0/1/2/3/4/5/6/7 Level 6/8/8/8/7/7/6/4 Avail 0/1/2/1/0/0/0/0 Used
Syr Ac 33/32 HP 205/205 Darkvision, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message, Undead Invis Wednesday March 24th, 2010 10:56:56 AM
Syr nods at Jass' comment and grins, "Tell that to the rookie that brought down the roof. Let's get everyone in the general vicinity once again before proceeded. I'll take a quick peek, I'm curious what the rectangle is..." The elf mentally pats himself on the back for purchasing a Pearl and then swims quickly forward (to I40) before returning. Once again, he relays his findings with enhanced vision to the others.
Mac AC:29, HP:149/149 Wednesday March 24th, 2010 4:11:45 PM
"What rectangle?" Mac whispers to Syr as he leans up against at wall and looks about. Spot:26, Listen:10
AoOs: (max=7) d20+27 | 3d6+19 [19+/x3] Feats: Endurance, Dodge (), Mobility, Comb.Exp. (0/5), Comb.Refl. (7), Spr.Att., Pow.Att. (0/14), Whirl.Att., Run Effects: Darkvision(Potion), Pearl of the Sirines, Protection from Evil(Belkior), Spell Resistance(Belkior), Reduced (Grigory), Haste (Jassfish)
Small Sahaugin Grigory Wednesday March 24th, 2010 5:44:29 PM
Grigory follows the others poste haste, and has a good look around (utilising Greater Arcane Sight).
OOC: sorry about the missed and short post, work is trying to drown me before the holidays.
Spotted, an Altar / Round 10 - DMAl Wednesday March 24th, 2010 8:52:44 PM
Belkior pushes past Syr and Mac, heading out of the tunnel and into the large cave. The Sea Cats do their best to keep up with the little hasted halfling, but they don't manage very well.
Jass moves forward too, but is not rash enough to proceed before the others. He holds behind Syr and Mac, reminding them of the time limit that their magic is on.
Syr makes a quick exploratory run, moving out along the wall of the cave and then retreating back into the tunnel.
Mac takes a peek into the cave from where he's at, but his Darkvision alone doesn't take in anything unusual, despite his keen eyesight.
Grigory follows Belkior out into the open water of the cave.
Both Syr and Belkior have a good sense of the entire cave now. Both can see that the caves are largely empty. Both halfling and elf note that another tunnel seems to exit the caves to the north and east. Both Syr and Belkior also get a better look at the object on the floor of the cave along the south wall.
Belkior instantly recognizes the object as an altar. It appears to be made of stone, dark and stained. And there seem to be several objects on the altar, though its difficult to make them out through the gloom from his current distance of fifty feet away.
Though too far away to actually see the altar, Grigory sees the an aura from that direction that is dim. Less than faint, the halfling wizard recognizes this as a lingering aura from some previous magic. If he could actually see the altar, he might be able to determine the school of magic involved.
++++++++++++++++++++++++++++++++++++++++++++++++
OoC: The caves are generally forty feet from floor to ceiling.
Please list all active spells along with their duration.
Some fictions that I will be abiding by: -Scrolls can be read underwater, despite the mess that water tends to do to paper. -Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.
Small Sahaugin Grigory d20=13 ; d20+23=40 ; d20+12=24 ; d20+12=23 ; d20+12=29 ; Wednesday March 24th, 2010 9:31:41 PM
Still a little preoccupied with thoughts on getting through his own mud, Grigory wanders casually toward the altar. "Belkior, Jass, there's something magical over this way. Let's see if the three of us cannot work it out. Spot 13 Spellcraft 40 Knowledge Religion 24 dungeoneering 23 arcana 29
Belkior - AC 27 (29 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Reduce Person d20+9=27 ; d20+18=29 ; Wednesday March 24th, 2010 10:29:32 PM
The halfling cleric decides to be circumspect and circles around the pillar or outcropping until he is nearly to the altar. Belkior moves quickly but still glances around as he moves, fearing that there might be an opponent or simply a natural creature that wouldn't mind making a meal of a friendly little halfling. Once he comes around from behind the pillar, Belkior looks forward towards the altar in an attempt to learn something about what deity or being is being worshipped. Spot = 27, Knowledge Religion = 29
Actions Move - 60 ft to P49 (path is O43-N44-M44-L44-L45-L46-L47-L48-M49-N49-O49-P49) Standard - Cast "Detect Magic"
Celestial Sea Cat Size/Type: Large Magical Beast HD: 6d10+18 (51 hp) Speed: 10 ft, Swim 40 ft AC: 18 (-1 size, +1 Dex, +8 natural), Touch 10, Flat 17 BAB: +6 Attack: Claw +9 melee (1d6+4) Full Attack: 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2) Space / Reach: 10 ft / 5 ft Special Attack: Rend 2d6+6, Smite Evil Special Qualities: Darkvision 60 ft, hold breath, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 5, Spell resistance 11 Saves: Fort +8, Ref +6, Will +5 Abilities: Str 19, Dex 12, Con 17, Int 3, Wis 13, Cha 10 Skills: Listen +8, Spot +7, Swim +12 Feats: Alertness, Endurance, Iron Will
Active Effects Bead of Karma - 7.8 minutes Freedom of Movement - 188.2 minutes Invisibility Purge
Active Spells Status - on everyone - 14:54 hours Magic Circle Against Evil (self) - 197.9 minutes Tongues (self) - 188 minutes Freedom of Movement (self) - 188.1 minutes Protection from Evil (Jass) - 18.2 minutes Protection from Evil (Grigory) - 18.3 minutes Protection from Evil (Mac) - 18.4 minutes Protection from Evil (Brahmah) - 18.5 minutes Bless (all) - 17.6 minutes Invisibility Purge (self) - 17.7 minutes True Seeing (Syr) - 17.8 minutes Spell Resistance (Syr) - 17.9 minutes Spell Resistance (Mac) - 18 minutes Summon Monster VII - 15 rounds
Spell List 0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2) 1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*) 2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid) 3 - Daylight(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*) 4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds) 5 - Greater Command, Spell Resistance(x2)**, True Seeing* (D - Dispel Evil) 6 - Greater Dispel Magic(x2), Heal (D - Heal) 7 - Regenerate, Summon Monster VII* (D - Regenerate) * = cast
Corvis Zurvich AC:30 HP:130/130 d20+8=19 ; d20+8=16 ; Wednesday March 24th, 2010 10:40:51 PM
Corvis looks around the place and keeps moving with the rest. When the alter is pointed out he speaks to the others, specially magic users, "If you think it might be trapped also then let me know and I'll try looking it over." Corvis has devoted himself some to trap finding, maybe not as much as other rogues though.
Corvis otherwise just remains ready for anything just incase, having reseathed his weapons for now.
(Spot:19 Listen:16)
(Was wondering, could someone post for me tomorrow (25th) please.)
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) Thursday March 25th, 2010 12:47:11 AM
(OOC: sorry for the delay... I completely FUBARED today and yesterday.)
Brahmah continues forward with the group.
Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits, Resist Energy, Owl's Wisdom, Bear's Endurance, Freedom of Movement
Jass-Sahaugin AC 31 HP 81/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message, Alter Self, Resist Electric, Haste, Tongues) d20+18=19 ; d20+20=40 ; Thursday March 25th, 2010 12:31:03 PM
Jass follows Belkior's lead and swims around the column to come up close to the alter and inspects the arcane symbols and items on the alter.
...Actions Double Swim move (60' base + 30' Haste = 90 feetx2 180') to P,51 Spellcraft: 19 Know Arcana: 40
...Effects Mage Armor; 14 hours +4 AC False Life: 14 hours +16 hit points Darkvision: 3 hours 60' darkvision (scroll) Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance Status: from Belkior Prot v Evil: from Belkior +2 AC v evil, no possession Bless: from Belkior: +1 on all rolls Message: from Grigory Alter Self: 140 minutes ...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Resist Energy: Electric: 140 minutes: ignore first 30 damage from electrical attacks Tongues (permenant)
HasteEveryone: 3 rounds: +30move, +1 to hit, AC, and Reflex. +1attack when full attack
...Spells 0/1/2/3/4/5/6/7 Level 6/8/8/8/7/7/6/4 Avail 0/1/2/1/0/0/0/0 Used
Syr Ac 33/32 HP 205/205 Darkvision, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message, Undead Invis Thursday March 25th, 2010 5:13:24 PM
Syr nudges Corvis as the bounty hunter swims past. "Pair up and stay by me in case of trouble?" The elf swims around the corner and positions himself with his back against the wall (S41). With gestures and looks, he tries to steer Corvis to the spot next to him (S42). He then relays any findings from his enhanced vision that is revealed to the others through the message spell. "Doesn't the aboleth project illusions? Nothing much to see over here."
Grigory absently makes his way across the cave and directly up to the altar.
Belkior, more circumspect, moves cautiously around the pillar for a look at the altar. The halfling spies nothing dangerous on the way. From behind, Belkior's Sea Cats finally catch up to him.
From the back of the pack, Corvis makes his way through the tunnel. Re-sheathing his weapons, he eyes the large open cave before him. Nothing threatens within the range of either his Darkvision enhanced sight, or his hearing.
Brahmah follows the others, finding himself out in the middle of the cave.
Jass joins Belkior and Grigory around the altar.
Syr enters cautiously, drawing Corvis with him. The elf comes around a rock outcropping to inspect the tunnel that seems to continue to the east until it turns once again to the south.
As Grigory draws close enough to see the altar with his eyes, the dim residual aura of magic is identified as necromantic. This, however, for the grizzly remains that grace the macabre altar, might well be determined without the aid of magic sight.
A dark gray slab of rough stone atop a twisted pillar of coral, the altar is festooned with pointed stone spikes. The upper surface of the altar bristles with spikes. A round ovoid rises on a stone stalk above the slab, and it to is covered in spikes. And upon each stone spike is impaled a piece of flesh. Dark blood stains the stone, even underwater. Some of the impaled chunks of meat are clearly organs. Other chunks are muscle meat, some have skin attached. To Belkior's keen eyes, the skin has a tough and abrasive look to it. Oddly, there seems to be no bone. There also appears to be no hair.
Both Grigory and Belkior can see that this is no altar dedicated to any known god. The design appears ill fit to religious rites. Grigory and Jass conclude that the altar is more likely shaped for rites of the arcane. The grotesque necromantic altar holds all appearance of being part of a binding ritual of some form - likely both resurrection as well as binding.
It is then that they appear, two dark gray shapes that come as though gliding out of the gloom. The trim shape of the predator, the dorsal fin, the curved mouth filled with rows of teeth. There is no mistaking these. They are sharks, but what sharks are these? One is missing an eye. Both are flayed and rotting with white putrescent flesh peeling from their bodies. To Corvis, Grigory, and especially sharp-eyed Belkior, there is something even more odd about them. Belkior, can swear that he can see directly through these sharks. Both Grigory and Belkior know these to be the ghosts of sharks.
Their appearance is horrific in a way that blasts the soul. (All Crimson Shields and Sea Cats: Fortitude Save vs DC15 or take 1d4 STR damage; 1d4 DEX damage; and 1d4 CON damage.)
Both ghost sharks give off a frightful moaning. (All Crimson Shields and Sea Cats except Mac, Will Save vs DC15 or be Panicked for 2d4 rounds.)
++++++++++++++++++++++++++++++++++++++++++++++++
OoC: The caves are generally forty feet from floor to ceiling.
Please list all active spells along with their duration.
Some fictions that I will be abiding by: -Scrolls can be read underwater, despite the mess that water tends to do to paper. -Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.
Belkior - AC 27 (29 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Reduce Person d20+23=39 ; d20+10=24 ; d20+8=20 ; d20+27=33 ; d20+7=26 ; d20+5=11 ; 2d4=6 ; d20+4=16 ; d20+4=9 ; d20+11=25 ; d6+4=9 ; Thursday March 25th, 2010 9:31:59 PM
The halfling cleric is unaffected by the ghastly appearance of the ghostly sharks and his two summoned creatures are also unaffected. However, one of the seacats is frightened by the moaning and flees back towards the safety of the outside, possibly running into Mac. Fortitude saves - Belkior = 39; S1 = 24; S2 = 20 Will saves - Belkior = 33; S1 = 26; S2 = 11
Belkior concentrates on his connection to Alemi and tries to turn the two undead. The two creatures, though, are probably unaffected. Afte rthat, Belkior makes sure that his Staff is in hand and prepares to heal his companions. Turn Undead - +2 CHA + 2 synergy (Know Religion) = 16; can turn 5 HD undead
Seacat 1 charges the nearest ghost (2), ignoring any attack, and claws at the evil creature. It may, or may not, strike the creature but channels its celestial power into the attack if it does. Charge - to L48-M49 Attack - hits AC 25, 9 damage + 6 from Smite Evil
Actions Standard - Turn Undead (see above) Move - Draw / wield Staff of Healing
Celestial Sea Cat Size/Type: Large Magical Beast HD: 6d10+18 (51 hp) Speed: 10 ft, Swim 40 ft AC: 18 (-1 size, +1 Dex, +8 natural), Touch 10, Flat 17 BAB: +6 Attack: Claw +9 melee (1d6+4) Full Attack: 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2) Space / Reach: 10 ft / 5 ft Special Attack: Rend 2d6+6, Smite Evil Special Qualities: Darkvision 60 ft, hold breath, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 5, Spell resistance 11 Saves: Fort +8, Ref +6, Will +5 Abilities: Str 19, Dex 12, Con 17, Int 3, Wis 13, Cha 10 Skills: Listen +8, Spot +7, Swim +12 Feats: Alertness, Endurance, Iron Will
Active Effects Bead of Karma - 7.7 minutes Freedom of Movement - 188.1 minutes Invisibility Purge
Active Spells Status - on everyone - 14:54 hours Magic Circle Against Evil (self) - 197.8 minutes Tongues (self) - 187.9 minutes Freedom of Movement (self) - 188 minutes Protection from Evil (Jass) - 18.1 minutes Protection from Evil (Grigory) - 18.2 minutes Protection from Evil (Mac) - 18.3 minutes Protection from Evil (Brahmah) - 18.4 minutes Bless (all) - 17.5 minutes Invisibility Purge (self) - 17.6 minutes True Seeing (Syr) - 17.7 minutes Spell Resistance (Syr) - 17.8 minutes Spell Resistance (Mac) - 17.9 minutes Summon Monster VII - 14 rounds
Spell List 0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2) 1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*) 2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid) 3 - Daylight(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*) 4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds) 5 - Greater Command, Spell Resistance(x2)**, True Seeing* (D - Dispel Evil) 6 - Greater Dispel Magic(x2), Heal (D - Heal) 7 - Regenerate, Summon Monster VII* (D - Regenerate) * = cast
Jass-Sahaugin AC 31 HP 81/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message, Alter Self, Resist Electric, Haste, Tongues) d20+6=22 ; d20+10=11 ; d20+10=30 ; d20+12=32 ; d20+12=22 ; d100=69 ; d20+18=33 ; 28d6=99 ; 28d6=85 ; 5d6=19 ; 5d6=22 ; Friday March 26th, 2010 12:29:03 AM
Jass sees the arrival of the ghost sharks and is assaulted by thier unearthly grotesquness. He avoids withering away at the mere sight, but it takes a heroic effort to overcome the frightening appearance and stand his ground.
Shakily, he raises his finger, and incants a spell to create a green ray of light to strike Ghost Shark#2, striking the monster in a very effective spot!
...Actions Fort Save 22 Will Save 10 Hero Point 30 made it!
Ray Touch AC 32 CRIT 22 Dam 99 CRIT 85 = 184 Damage Fort DC 23 for 19 Crit 22 = 41 Damage Attack a Incorporal: 69 made it! Spell Penetrate (if needed) 33
...Effects Mage Armor; 14 hours +4 AC False Life: 14 hours +16 hit points Darkvision: 3 hours 60' darkvision (scroll) Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance Status: from Belkior Prot v Evil: from Belkior +2 AC v evil, no possession Bless: from Belkior: +1 on all rolls Message: from Grigory Alter Self: 140 minutes ...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Resist Energy: Electric: 140 minutes: ignore first 30 damage from electrical attacks Tongues (permenant)
HasteEveryone: 2 rounds: +30move, +1 to hit, AC, and Reflex. +1attack when full attack
...Spells 0/1/2/3/4/5/6/7 Level 6/8/8/8/7/7/6/4 Avail 0/1/2/1/0/0/1/0 Used
Small Sahaugin Grigory d20+17=28 ; d20+18=21 ; Friday March 26th, 2010 7:04:35 AM
Fort save 28 Will save 21
"M'eh, ghost sharks. I've seen worse. You boys can handle them." Grigory moves north, over and above Corvis and Syr, then follows the wall to T40.
Move action: North via Q45, over Corvis then west to T40 Ready Action: If the ghost shark comes near Grigory will swim like a well-crafted analogy West another 90' before the shark gets within 20'
dM saniTy iNfo Spells in effect - subject (duration in rounds) Explosive Runes, in envelope in pocket
Message: everyone - 140 minutes Darkvision spell: everyone but Grigory and Jass - 14 hours Darkvision potion: Grigory - 3 hours Endure Elements: everyone but Grigory and Jass - 24 hours Status: from Belkior Pearl of the Sirenes Alter Self: Grigory as Sahaugin - 140 minutes Reduce Person, Mass: everyone - 14 minutes -- dismissed Haste from Jass Stone Shape around front gate Greater Arcane Sight: Grigory -- 14 minutes
Transmute Rock to Mud
Available, used 0: Message (140 min), Open/Close, 2x Resistance (1 min) 1: 6x Endure Elements (24 h), 2x Shield (14 min)* 2: 6x Darkvision (14 h), 2x Alter Self (140 min)* 3: Dispel Magic, Explosive Runes, 2x Nondetection (14 h), DC 20 / 25 cast on self), Fireball (2, DC 22), Daylight (140 min) 4: Mass Reduce Person (14 min), 2x Mnemonic Enhancer, Stone Shape 5: Major Creation (varies), Transmute Rock to Mud, Break Enchantment, Passwall 6: Control Water (140 min), Globe of Invulnerability (14 rounds), Greater Dispel Magic, Chain Lightning (DC 25) 7: Greater Teleport, Greater Arcane Sight (14 min), Prismatic Spray.
Mac AC:29 (30 vs S2), HP:149/149 d20+14=27 ; d20+16=35 ; d20+16=27 ; 3d6+43=52 ; 3d6+43=52 ; 3d6+43=50 ; Friday March 26th, 2010 8:32:21 AM
The dark taur steels himself against the abhorence of the nearest dead shark {Fort:27} and save for the low muttering of "Abomination!", springs through the water Spring Attack to just within his reach of shark 2 (some 75' to J42), swings one wild swing of the greataxe (AC:35 for 52 damage*, CT:27 for a total of 154 damage) and springs back (up the map) 10' (to J40).
*Massive Damage check requested AoOs: (max=7) d20+16 | 3d6+43 [19+/x3] Feats: Endurance, Dodge (Shark 2), Mobility, Comb.Exp. (0/5), Comb.Refl. (7), Spr.Att., Pow.Att. (12/14), Whirl.Att., Run Effects: Darkvision(Potion), Pearl of the Sirines, Protection from Evil(Belkior), Spell Resistance(Belkior), Bless(Belkior), Haste(Jassfish)
Syr Ac 33/32 HP 207/207 Darkvision, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message, Undead Invis d20+20=24 ; d20+16=36 ; d20+20=31 ; d100=100 ; d6+9=10 ; 2d6=8 ; Friday March 26th, 2010 3:56:11 PM
Syr jumps a bit when the shark manifests nearby but is unaffected otherwise. He moves in closer, attempting to attack the huge beast. He swings once in the water wondering as he does so how to hit this creature. Attack 32 Damage (1-ice +17=18) Miss chance 100 (cool, never rolled a perfect score). "Grigory, anything you can do to that altar that might affect this thing?"
Corvis (sub Scott) d20+16=35 ; d20+11=16 ; d20+25=39 ; d100=6 ; Friday March 26th, 2010 4:06:29 PM
Unphased by the sudden appearance of the shark, he shudders as the moan resonates in the water but holds his ground, (Saves 35, 16) Following the monk's lead, he waits for the shark to bite at Syr before swimming in. Pushing the sword through the water with force, he hits the creature squarely, only to see it go straight through the shark's body (att 39, miss chance 6)
(OOC: Sorry, Syr is now at x44 and Corvis u47)
Mac AC:29 (30 vs S2), HP:149/149 (supplemental post) d100=68 ; Friday March 26th, 2010 4:16:57 PM
...miss chance for last attack: 68% - yay!
Ghost of a Chance / Round 12 - DMAl Sunday March 28th, 2010 9:46:51 PM
Upon the arrival of the Ghost Sharks, the Crimson Shields show how truly powerful a group they are.
Belkior and one of his sea cats shake off the other woldly terror of the ghost sharks. Belkior attempts to turn the sharks. But, his study of religion tell him immediately that ghosts are resistant to this sort of thing. And these sharks are huge, and therefore particularly difficult to turn.
Sea Cat 1 Charges Ghost Shark 2. As the Sea Cat nears, the Ghost Shark lashes in the water, brushing the Sea Cat with its rough skin. (Large Sea Cats have a reach of 5ft. Huge Sharks have a reach of 10ft. Touch AoO AC25; -2INT.) The Sea Cat's intelligence drops away completely, leaving it unconscious before it even attacks.
Jass barely holds his water as the Ghost Sharks appear. But he rallies and sends a deadly green beam at Ghost Shark 2. The Ghosts don't have critical vulnerabilities. Still, Ghost Shark 2 vaporizes in a cloud of ectoplasm none the less.
Grigory shakes off the fearful effects of the ghost sharks too. In fact, he poo-poo's the danger of the sharks as he moves away from the altar. Even so, he makes sure to carefully skirt the long reach of Ghost Shark 1.
With steel in his spine, Mac feels no fear from the Ghost Sharks. He makes a devastating attack at the Ghost Shark that Jass had just targeted. If the Ghost Shark had not been disincorporated before, it most certainly is now.
Though jumpy, Syr is also not affected by the horrific sharks. He moves in on Ghost Shark 1. As the Hand of Domi approaches, Ghost Shark 1 takes a swipe at him with a rough fin. (Touch AoO AC16) Syr easily dodges the attack and drives a fist into something that yields, though at the same time, is not quite there. Suffice to say, that the Ghost Shark reacts as though it has been hit, thrashing in the dark water.
Corvis is also unphased by the ghosty horrors from the deep. He follows Syr's example, swimming in on the huge shark. (Touch AoO AC31; -1 CON) In fact, the rogue fares quite badly. The surprisingly fine Combat Reflexes of the Ghost Shark catch Corvis as he comes in. The Shark's snout catches the rogue, and Corvis feels his Constitution drain away. Corvis stabs at the shark, but his blade slides through nothing but water.
++++++++++++++++++++++++++++++++++++++++++++++++
Ghost Shark 1, now alone, attacks the easiest prey at hand. (Touch AoO AC19) The shark bites at Corvis again. Corvis raises his arm to fend off the blow, and he finds that the shark's ghostly incorporeal teeth cannot penetrate his magic braces of armor.
With one shark already gone, there seems little to seriously threaten the Crimson Shields. But Belkior knows that even if they defeat these sharks today, they will most certainly manifest again sometime within the next few days.
++++++++++++++++++++++++++++++++++++++++++++++++
OoC: The caves are generally forty feet from floor to ceiling.
* WE ARE IN COMBAT ROUNDS *
* STATUS * ========== Sea cat 2 Panicked for 3 Rounds (Ends Round 14) Sea cat 1 -2 INT (Unconscious) Ghost Shark 1; -18 Ghost Shark 2 Disintegrated
Please list all active spells along with their duration.
Some fictions that I will be abiding by: -Scrolls can be read underwater, despite the mess that water tends to do to paper. -Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.
Syr Ac 32/31 HP 207 Darkvision, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message, d20+21=29 ; d20+21=32 ; d20+21=26 ; d20+21=25 ; d20+16=29 ; d100=41 ; d100=16 ; d100=24 ; d100=35 ; d100=15 ; Sunday March 28th, 2010 10:26:03 PM
Syr slides over another 5' (Y44 on map, see Corvis previous post) and flanks the shark. He continues with his assault on the creature utilizing his full attack. (Attack 29,32,26,25,29) Miss chance DOH! all misses, what are the chances of flipping 5 tails in a row?) Frustrated at his incredible misses, he look around, feeling pretty much useless. "Brahmah, let's see those two knives of yours put to good use!"
Belkior - AC 27 (29 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Reduce Person Sunday March 28th, 2010 10:48:29 PM
The halfling cleric plays a hunch and moves towards the blasphemous altar. Once Belkior arrives, he begins removing the gobbets of flesh and disrupting whatever pattern of magical force it might be generating.
Actions Move - 10 ft plus to reach altar Standard - start despoiling altar
Celestial Sea Cat Size/Type: Large Magical Beast HD: 6d10+18 (51 hp) Speed: 10 ft, Swim 40 ft AC: 18 (-1 size, +1 Dex, +8 natural), Touch 10, Flat 17 BAB: +6 Attack: Claw +9 melee (1d6+4) Full Attack: 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2) Space / Reach: 10 ft / 5 ft Special Attack: Rend 2d6+6, Smite Evil Special Qualities: Darkvision 60 ft, hold breath, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 5, Spell resistance 11 Saves: Fort +8, Ref +6, Will +5 Abilities: Str 19, Dex 12, Con 17, Int 3, Wis 13, Cha 10 Skills: Listen +8, Spot +7, Swim +12 Feats: Alertness, Endurance, Iron Will
Active Effects Bead of Karma - 7.6 minutes Freedom of Movement - 188 minutes Invisibility Purge
Active Spells Status - on everyone - 14:54 hours Magic Circle Against Evil (self) - 197.7 minutes Tongues (self) - 187.8 minutes Freedom of Movement (self) - 187.9 minutes Protection from Evil (Jass) - 18 minutes Protection from Evil (Grigory) - 18.1 minutes Protection from Evil (Mac) - 18.2 minutes Protection from Evil (Brahmah) - 18.3 minutes Bless (all) - 17.4 minutes Invisibility Purge (self) - 17.5 minutes True Seeing (Syr) - 17.6 minutes Spell Resistance (Syr) - 17.7 minutes Spell Resistance (Mac) - 17.8 minutes Summon Monster VII - 13 rounds
Spell List 0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2) 1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*) 2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid) 3 - Daylight(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*) 4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds) 5 - Greater Command, Spell Resistance(x2)**, True Seeing* (D - Dispel Evil) 6 - Greater Dispel Magic(x2), Heal (D - Heal) 7 - Regenerate, Summon Monster VII* (D - Regenerate) * = cast
Mac AC:29 (30 vs Shark 1), HP:149/149 (supplemental post) d100=22 ; Monday March 29th, 2010 7:30:11 AM
Mac moves again, Springing passed Brahmah and towards the remaining shark(60' to S46), hitting nothing (22%) and springs back (leftwards on the the map) 10' (to Q46).
*Massive Damage check requested AoOs: (max=7) d20+16 | 3d6+43 [19+/x3] Feats: Endurance, Dodge* (Shark 1), Mobility*, Comb.Exp. (0/5), Comb.Refl. (7)*, Spr.Att.*, Pow.Att.* (12/14), Whirl.Att., Run Effects: Darkvision(Potion), Pearl of the Sirines, Protection from Evil(Belkior), Spell Resistance(Belkior), Bless(Belkior), Haste(Jassfish)
Jass-Sahaugin AC 31 HP 81/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message, Alter Self, Resist Electric, Haste, Tongues) d20+20=25 ; d20+14=28 ; Monday March 29th, 2010 12:27:26 PM
Jass breathes a sigh of relief at the disintegration of the ghost shark. Looking about, the other shark should be well in hand with Syr, Corvis, Mac, and Brahmah all piling on, so the sorcerer looks to see what Belkior is doing.
Keeping his position, Jass plays overwatch for the little cleric, readying a Greater Dispel Magic to Counterspell anything that may pop up or try to affect Belkior.
...Actions No movment
Readied Counterspell: Greater Dispel Magic Spellcraft Identify: 25 (Sucessfully identify level 10 or lower spell as it is being cast) Counterspell: Greater Dispel: 28; sucessfully dispels a spell of caster level 27 or lower.
...Effects Mage Armor; 14 hours +4 AC False Life: 14 hours +16 hit points Darkvision: 3 hours 60' darkvision (scroll) Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance Status: from Belkior Prot v Evil: from Belkior +2 AC v evil, no possession Bless: from Belkior: +1 on all rolls Message: from Grigory Alter Self: 140 minutes ...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Resist Energy: Electric: 140 minutes: ignore first 30 damage from electrical attacks Tongues (permenant)
HasteEveryone: Last Round!: +30move, +1 to hit, AC, and Reflex. +1attack when full attack
...Spells 0/1/2/3/4/5/6/7 Level 6/8/8/8/7/7/6/4 Avail 0/1/2/1/0/0/1/0 Used
Dead Meat / Round 13 - DMAl d20+12=31 ; d4=4 ; Monday March 29th, 2010 9:01:11 PM
Syr's fists churn the water, striking faster than the eye can see. This time, however, he does not feel the tell-tale give that should tell him that he's struck the endoplasmic body of the Ghost Shark. The Ghost Shark's incorporeal nature has shaken off all of his attacks.
Belkior acts on a hunch and begins attacking the altar. The chunks of meat are slimy and rotted as he begins plucking the chunks from off of the spikes that adorn the altar. Belkior discovers that the ability to breath underwater provided by the magic pearl, also allows him to smell underwater, and the fetid odour is vile. A thick flat worm falls loose from one piece of meet and undulates in a blind escape.
The remaining Sea Cat disappears from view.
Mac springs again, this time toward the other shark. Like Syr, the shark's incorporeal form slips from minotaurs mighty axe.
Jass turns away from the Shark, turning to cover Belkior as the halfling cleric desecrates the necromantic altar. Now loose in the water, the pieces of flesh begin to float in all different directions. Jass catches a whiff.
++++++++++++++++++++++++++++++++++++++++++++++++
Sharks, live sharks, are if nothing, creatures driven by their own peculiar nature. Dispite the attacks on it, this one continues after the prey it had first bitten, attacking Corvis yet again. (Touch AC31; Damage 4 CON) This time, the damage is much greater. The Ghost Shark bites down hard upon the rogue and Corvis' flesh turns gray as he begins loosing his life essense.
++++++++++++++++++++++++++++++++++++++++++++++++
OoC: The caves are generally forty feet from floor to ceiling.
* WE ARE IN COMBAT ROUNDS *
* STATUS * ========== Sea cat 2 Panicked for 3 Rounds (Ends Round 14) Sea cat 1 -2 INT (Unconscious) Ghost Shark 1; -18 Ghost Shark 2 Disintegrated Corvis -5 CON (-75hp)
Please list all active spells along with their duration.
Some fictions that I will be abiding by: -Scrolls can be read underwater, despite the mess that water tends to do to paper. -Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.
Corvis Zurvich AC:30 HP:55/130 d20+24=37 ; d20+19=24 ; d20+14=21 ; d20+23=38 ; d20+18=37 ; d8+12=16 ; d8+12=19 ; d8+12=16 ; d6+11=12 ; d6+11=15 ; d100=59 ; Monday March 29th, 2010 10:00:52 PM
Corvis continues pressing his attack on the shark thats still attacking him and tries to make each hit count but this time not sure how well he will fair. He may be going down this round depending.
(Can hit AC:37/24/21 Damage:16/19/16 Can hit AC:38/37/ Damage:12/15 *miss chance:57, attacks split from longsword to shortsword)
Bless Belkior Peral of sirines Con -5
(Thanks for posting for me Scott :) .)
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) d20+10=28 d20+22=30 d20+17=23 d20+12=26 2d4(4+3)+8=15 2d4(2+4)+8=14 2d4(1+1)+8=10 Monday March 29th, 2010 10:03:17 PM
OOC: Wasn't sure if we post weekends. Sorry guys, should have caught it.
Active: Haste
(Will save 28)
Brahmah scowls. "Knives!" He snorts, moving forward with his blades. He attacks. (Falchion AC 30, 23 and 26, for 15, 14 and 10 damage. +6 to damage if its a magical beast... but doubt it.)
Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits, Resist Energy, Owl's Wisdom, Bear's Endurance, Freedom of Movement
Small Sahaugin Grigory Monday March 29th, 2010 10:08:59 PM
Grigory stays clear of the shark, and wonders what the other halfling is up to.
Ready action: flee!
Belkior - AC 27 (29 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Reduce Person d20+11=26 ; d100=71 ; d20+20=32 ; Monday March 29th, 2010 10:55:00 PM
The halfling cleric turns from his work at the altar when he feels Corvis weaken from the attack of the ghost shark. Defeating this threat will allow Belkior and his companions to continue with the altar, later. So the Paragon and Hierophant moves a bit closer, if necessary, and concentrates on a spell.
Actions Move - what is required to be within 30 ft of shark Standard - cast Heal, touch AC 28 (30 if flanking applies) (note: rolled for +10 melee touch instead of +12 ranged touch, +1 from Bless), miss chance 71%, 150 pts of healing damage or Will DC 24 for 75 pts, caster level check = 32 for spell resistance
Celestial Sea Cat Size/Type: Large Magical Beast HD: 6d10+18 (51 hp) Speed: 10 ft, Swim 40 ft AC: 18 (-1 size, +1 Dex, +8 natural), Touch 10, Flat 17 BAB: +6 Attack: Claw +9 melee (1d6+4) Full Attack: 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2) Space / Reach: 10 ft / 5 ft Special Attack: Rend 2d6+6, Smite Evil Special Qualities: Darkvision 60 ft, hold breath, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 5, Spell resistance 11 Saves: Fort +8, Ref +6, Will +5 Abilities: Str 19, Dex 12, Con 17, Int 3, Wis 13, Cha 10 Skills: Listen +8, Spot +7, Swim +12 Feats: Alertness, Endurance, Iron Will
Active Effects Bead of Karma - 7.5 minutes Freedom of Movement - 187.9 minutes Invisibility Purge
Active Spells Status - on everyone - 14:54 hours Magic Circle Against Evil (self) - 197.6 minutes Tongues (self) - 187.7 minutes Freedom of Movement (self) - 187.8 minutes Protection from Evil (Jass) - 17.9 minutes Protection from Evil (Grigory) - 18 minutes Protection from Evil (Mac) - 18.1 minutes Protection from Evil (Brahmah) - 18.2 minutes Bless (all) - 17.3 minutes Invisibility Purge (self) - 17.4 minutes True Seeing (Syr) - 17.5 minutes Spell Resistance (Syr) - 17.6 minutes Spell Resistance (Mac) - 17.7 minutes Summon Monster VII - 12 rounds
Spell List 0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2) 1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*) 2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid) 3 - Daylight(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*) 4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds) 5 - Greater Command, Spell Resistance(x2)**, True Seeing* (D - Dispel Evil) 6 - Greater Dispel Magic(x2), Heal (D - Heal*) 7 - Regenerate, Summon Monster VII* (D - Regenerate) * = cast
Jass-Sahaugin AC 31 HP 81/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message, Alter Self, Resist Electric, Haste, Tongues) d20+12=14 ; d20+18=35 ; Tuesday March 30th, 2010 12:21:41 PM
Nothing bad happens to Belkior, but then the cleric is distracted by Corvis dying; isn't that just like a cleric! Jass shrugs and wrinkles his nose. "Pee-eeww!! I don't know much about religions and alters, but there has got to be a better way to holify an evil alter."
Taking aim, Jass lets loose another green ray to strike dead center of the alter, disentegrating a 10 foot cube of the thing!
"There", he grins with satisfaction even through the stench, "it is now Holey."
...Actions Cast Disentegrate: Touch Attack v AC 10: 14 Object Fort DC 23 or 10 foot cube of alter disentegrated Spell Penetration (if needed) 35
...Effects Mage Armor; 14 hours +4 AC False Life: 14 hours +16 hit points Darkvision: 3 hours 60' darkvision (scroll) Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance Status: from Belkior Prot v Evil: from Belkior +2 AC v evil, no possession Bless: from Belkior: +1 on all rolls Message: from Grigory Alter Self: 139 minutes ...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Resist Energy: Electric: 139 minutes: ignore first 30 damage from electrical attacks Tongues (permenant)
HasteEveryone: DONE
...Spells 0/1/2/3/4/5/6/7 Level 6/8/8/8/7/7/6/4 Avail 0/1/2/1/0/0/2/0 Used
Syr Ac 32/31 HP 207 Darkvision, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message, d20+20=32 ; d20+20=38 ; d20+20=37 ; d20+20=25 ; d20+15=16 ; d100=2 ; d100=95 ; d100=42 ; d100=92 ; 2d6+9=16 ; d6=1 ; 2d6+9=15 ; d6=3 ; Tuesday March 30th, 2010 7:53:17 PM
Unsure if the creature is truly dead or not, the elf continues to hammer at the body. (Attack 32/38/37/25 attack 38 and 25 bypass the miss chance, Damage 17,18). If the creature is already gone by the time Syr's attack comes then he moves to AC42 and uses his True Seeing to scout ahead in the darkness.
Holy and the Ghost / Round 14 - DMAl d100=16 ; d100=41 ; d100=26 ; d100=16 ; d100=91 ; Tuesday March 30th, 2010 8:23:49 PM
Corvis fights back. He swings his twin blades, churning the water white, but he only feels the blades bite once. (Need a 50% roll for each attack. I rolled them for you. All misses.)
Brahmah finally gets into the action. He moves in for the attack and swings once. The incorporeal nature of the shark cannot avoid the minotaur's blade, and Brahmah scores a hit. (You can only take a standard attack if you use a Move Action, Brahmah. Also, Ghosts are not Magical Beasts, no.)
Grigory remains safely out of the fray, standing ready to flee to an place of even potentially greater safety.
Shifting priorities, Belkior turns from his work at the altar and draws upon his status as an interpreter of sacred mysteries. Reaching out from afar, the little cleric touches the Ghost Shark with divine healing energy. The result is dramatic. The Ghost Shark arches as though in pain, or, perhaps in ecstasy. Bathed in a holy nimbus of light, its decayed and festering flesh is made whole once again. For one brief moment the ghost shark appears hale and well again. Then it fades, like a dying light, and is gone.
Jass, at the same moment, turns another green beam of magic upon the altar. Directly behind Belkior the stone of the altar explodes into a gray dust of stone and rotted meat.
The caves are now quiet. Belkior turns to the ruined mess of the altar. If it was the anchor holding the spirits of the sharks to this place, the halfling surmises, it can no longer likely do so. Only time will tell for sure, though.
One sea cat floats unconscious in the water, its intelligence drawn completely from it. It will not likely recover before it is returned to the place from which it was summoned. Of the other sea cat, there is no trace.
Jass' Haste spell runs its course, leaving the Crimson Shields slightly deflated in the wake of their victory over the Ghost Sharks.
Grigory floats nearest to the tunnel that exits from the caves. From his position he can see that the tunnel curves south and out of sight.
Syr leaves the space just recently vacated by the Ghost Shark and swims to the mouth of the tunnel. Around the bend he sees the dark rocky ground turn off to the west before being obscured by another curving of the tunnel.
++++++++++++++++++++++++++++++++++++++++++++++++
Congratulations on beating the Ghost Sharks so quickly. I will continue to keep track of time in rounds, though.
* STATUS * ========== Sea cat 2 No longer panicked, but 240 feet away Sea cat 1 -2 INT (Unconscious) Ghost Shark 1; -18,-16,-15, Healed out of Existence Ghost Shark 2 Disintegrated Corvis -5 CON (-30hp)
Please list all active spells along with their duration.
Some fictions that I will be abiding by: -Scrolls can be read underwater, despite the mess that water tends to do to paper. -Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.
Small Sahaugin Grigory Tuesday March 30th, 2010 8:40:02 PM
Grigory moves to stand beside Syr, using Greater Arcane Sight to peer ahead. "Ghost Sharks, heh? By gosh they were big. It would've taken some effort to kill them the first time. What weirdos are we dealing with here? "Syr, so, more tunnels huh? Well, shall we regroup and move on quickly? There's been no real injuries, right?"
OOC: I am unable to access Google docs at the moment. I will update with DM Sanity Info when I can.
Belkior - AC 27 (29 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Reduce Person Tuesday March 30th, 2010 10:40:55 PM
The halfling cleric swims closer to Corvis, examining the injuries that the human has taken from the ghostly shark. As he moves past, Belkior speaks quietly to Corvis.
"I'm sorry, but I did not memorize the proper spells to heal your injuries from the ghostly creatures nor do I have any healing potions or other items that would do so. Tomorrow, though, I can completely heal you and return you to full health."
Belkior swims up behind Syr and pauses so as to not lead the way down the tunnel. Let someone who can spot danger (and deal with it) take that important role. The Paragon will follow with the others, maybe guarding the rear and waiting for his summoned creature to return.
Actions Double Move - to AG50 (delaying to let melee types go ahead)
Celestial Sea Cat Size/Type: Large Magical Beast HD: 6d10+18 (51 hp) Speed: 10 ft, Swim 40 ft AC: 18 (-1 size, +1 Dex, +8 natural), Touch 10, Flat 17 BAB: +6 Attack: Claw +9 melee (1d6+4) Full Attack: 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2) Space / Reach: 10 ft / 5 ft Special Attack: Rend 2d6+6, Smite Evil Special Qualities: Darkvision 60 ft, hold breath, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 5, Spell resistance 11 Saves: Fort +8, Ref +6, Will +5 Abilities: Str 19, Dex 12, Con 17, Int 3, Wis 13, Cha 10 Skills: Listen +8, Spot +7, Swim +12 Feats: Alertness, Endurance, Iron Will
Active Effects Bead of Karma - 7.4 minutes Freedom of Movement - 187.7 minutes Invisibility Purge
Active Spells Status - on everyone - 14:54 hours Magic Circle Against Evil (self) - 197.5 minutes Tongues (self) - 187.6 minutes Freedom of Movement (self) - 187.7 minutes Protection from Evil (Jass) - 17.8 minutes Protection from Evil (Grigory) - 17.9 minutes Protection from Evil (Mac) - 18 minutes Protection from Evil (Brahmah) - 18.1 minutes Bless (all) - 17.2 minutes Invisibility Purge (self) - 17.3 minutes True Seeing (Syr) - 17.4 minutes Spell Resistance (Syr) - 17.5 minutes Spell Resistance (Mac) - 17.6 minutes Summon Monster VII - 11 rounds
Spell List 0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2) 1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*) 2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid) 3 - Daylight(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*) 4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds) 5 - Greater Command, Spell Resistance(x2)**, True Seeing* (D - Dispel Evil) 6 - Greater Dispel Magic(x2), Heal (D - Heal*) 7 - Regenerate, Summon Monster VII* (D - Regenerate) * = cast
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) Wednesday March 31st, 2010 10:25:58 AM
OOC: yes, I assumed that the 'ghost' shark wasn't a magical beast, but with the chance that they WEREN'T undead.... Anyway, I didn't realize that the shark was far enough away to require a single attack and if it was close enough, I could have used a full attack round, attacking six times, not three. Additionally, I figured reach might have allowed for a closer attack, thats why I attacked three times... I was unsure.
Brahmah sheathes his weapons. "What now?"
Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits, Resist Energy, Owl's Wisdom, Bear's Endurance, Freedom of Movement
Jass-Sahaugin AC 31 HP 81/70 (Mage Armor, Bless, Prot v Evil, Message, False Life, Status, Alter Self, Darkvision, Resist Electric, Pearl, Tongues (perm)) d20+6=17 ; Wednesday March 31st, 2010 11:21:59 AM
"Thank you, thank you, oh you are too kind." Jass mock-bows, holding up his hands as if to calm a huge audience for blowing one shark and the alter to smithereens. But he is still too close to the bits of rotted meat for his olfactory nerves to take. The sorcerer begins swimming after Belkior.
"Pretty sure these were here to guard the area without using guards", surmises Jass, "so, since there is a way out, it must go to somewhere."
...Actions Double Move: 120' to AE,47 Spot: 17
...Effects Mage Armor; 14 hours +4 AC False Life: 14 hours +16 hit points Darkvision: 3 hours 60' darkvision (scroll) Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance Status: from Belkior Prot v Evil: from Belkior +2 AC v evil, no possession Bless: from Belkior: +1 on all rolls Message: from Grigory Alter Self: 139 minutes ...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Resist Energy: Electric: 139 minutes: ignore first 30 damage from electrical attacks Tongues (permenant)
...Spells 0/1/2/3/4/5/6/7 Level 6/8/8/8/7/7/6/4 Avail 0/1/2/1/0/0/2/0 Used
Syr Ac 32/31 HP 207 Darkvision, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message, Wednesday March 31st, 2010 1:14:06 PM
The elf looks over at Corvis assessing his condition, "You look a little green there, are you going to be okay?" He sighs once before messaging, "I'm a bit concerned moving forward as we've used up quite a few resources already... Anyone have any objections to pushing on?" (OOC: Corvis took 30 pts of damage, because of Con, not 75, he stays in the triple figures)
Syr points down the tunnel which he is looking,"Brahmah, Mac? You two want to lead us down that way? Just don't block my view too much so we can anticipate what's coming." Then it dawns on him that while he can see most of the group, they can't see him. "Just keep coming past where the other shark was west, I've found another exit." He trails the 2 minotaurs down the tunnel.
Mac AC:29 (30 vs Shark 1), HP:149/149 (supplemental post) d20+7=25 ; d20+2=8 ; Wednesday March 31st, 2010 5:50:38 PM
Mac looks from Brahmah to Syr and back. "Now... that way!" he says with a nod in the general direction Syr pointed out. He takes the lead unless Brahmah prefers, and heads off at 60' and observing (Spot:25, Listen:8)
Effects: as per previous post, less Haste.
Moving Further On / Round 15 - DMAl Wednesday March 31st, 2010 8:59:53 PM
Grigory moves next to Syr and peers down the tunnel with his arcane sight. The only magic auras that he sees are those that come from Syr. There is no other magic within the range of his vision.
Belkior examines Corvis, informing him that there is nothing that he can do for the rogue's condition today. Then he moves ahead. Though not before the others.
Brahmah sheathes his weapons and asks, "What now?"
Jass takes invisible kudos for his twin disintegration beams. Then, leaving the filthy stench of the vaporized altar behind, he follows Belkior.
Syr expresses concerns as to whether the Shields should move on or not. On the one hand, they have used what he believes to be a worrying amount of resources. On the other hand, the cultists are now warned to the clear and immediate presence of an invading force. Who knows what forces they might marshal now given enough time?
Syr waits for Brahmah and Mac to take the lead and Mac does. Belkior, Jass and Syr cluster around the minotaur. None can see much further than Syr could see before. The tunnel is, to all senses, quiet and empty.
Note: If no one has anything pressing they want to do in the way of preparation, I'll simply move you all down to the next exciting bit and advance the appropriate number of rounds.
++++++++++++++++++++++++++++++++++++++++++++++++
Brahmah: There is a link to a map included with every post. Please read the entire post. You are likely missing important details that will help you in your game tactics.
* STATUS * ========== Sea cat 2 No longer panicked, but 240 feet away Sea cat 1 -2 INT (Unconscious) Corvis -5 CON (-30hp)
Please list all active spells along with their duration.
Some fictions that I will be abiding by: -Scrolls can be read underwater, despite the mess that water tends to do to paper. -Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.
Belkior - AC 27 (29 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Reduce Person Wednesday March 31st, 2010 10:08:51 PM
The halfling cleric is willing to continue, provided that his companions are as well. If they procedd, Belkior follows his companions into the depths of the tunnel.
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) d20+28=44 ; Thursday April 1st, 2010 3:21:13 AM
OOC: I know it seems like I'm not paying attention or really doing much. I apologize. Since June I just haven't been as dedicated to the Wold as I've been the past nine years. I feel like I'm lagging behind and holding up the group.
He casts Guidance using his daily tattoos. (for +1 on his next check)
Brahmah rushes forward with Mac and the rest. "Let me move ahead. I'm going to search for hazards." (Survival for 'natural' hazards, 45.... plus any minuses the DM feels might need adding.) He also casts Detect Snares and Pits.
Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom, Bear's Endurance, Freedom of Movement
Jass-Sahaugin AC 31 HP 81/70 (Mage Armor, Bless, Prot v Evil, Message, False Life, Status, Alter Self, Darkvision, Resist Electric, Pearl, Tongues (perm)) d20+6=15 ; d20+6=20 ; d20+6=8 ; Thursday April 1st, 2010 8:32:27 AM
Jass looks at Syr like the poor elf is a little loopy. "We can do four or five more battles like that before my magics even begin to get low. I really think we need to keep moving to keep these guys off balance."
The sorcerer swims on, just behind the big boys in order to provide the best possible magic support when the time comes.
...Actions Spot Checks: 15, 20, 8 (as needed)
...Effects Mage Armor; 14 hours +4 AC False Life: 14 hours +16 hit points Darkvision: 3 hours 60' darkvision (scroll) Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance Status: from Belkior Prot v Evil: from Belkior +2 AC v evil, no possession Bless: from Belkior: +1 on all rolls Message: from Grigory Alter Self: 139 minutes ...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot Resist Energy: Electric: 139 minutes: ignore first 30 damage from electrical attacks Tongues (permenant)
...Spells 0/1/2/3/4/5/6/7 Level 6/8/8/8/7/7/6/4 Avail 0/1/2/1/0/0/2/0 Used
Syr Ac 32/31 HP 207 Darkvision, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message, Thursday April 1st, 2010 2:29:35 PM
Syr breathes a mental sigh of relief at the confidence Jass displays, "Good to hear, I know we haven't seen much together so we'd rather err on the side of caution. After all, thanks to Grigory's impulsiveness, one of their exits is already sealed. No real urgency is needed."
Looking at the bunched group, he smiles a Brahmah races past, and suggests to the three spell casters, "You guys may want to spread out a bit more and lead the horned ones lead. I'll trail closely because of the True Seeing from Belkior. Corvis, you okay in the back there for now?"
Small Sahaugin Grigory Thursday April 1st, 2010 5:14:15 PM
"Impulsiveness? We knew that there were foes waiting to ambush us, well defended, and clearly well organised into several small groups. We would have taken quite a hit there as the advantages were all theirs. And don't forget that they were calling for some Thing to be brought out. Without a group plan some of were about to rush in to this ambush. Given the defences they had, it would have been very difficult to use any of our more powerful magicks. Fortunately I was able to destroy the ambush utterly, as well as seal off a tunnel. (We still have to keep an eye on our back, but it is not as urgent as it could have been.)
"Now we can move on towards our objective. I am going to speculate that that area was their temple we have heard of. Yes, it possibly holds the gate as well, but it doesn't seem logical to contain any sort of thoroughfare inside a place of worship. I suspect that we will find the gate ahead, in this tunnel. So we need to proceed with caution. This is a well defended and well organised foe and they have sounded the alarm against our presence.
"And if the Gate is back there in Temple we can return to the area at leisure. I'm certain we can find a way in through the mud. At worst, it will have to wait till tomorrow. If we'd taken serious injury in the well planned ambush the worst case scenario would be quite different to merely waiting (though if we do wait I think that we should maintain a presence here.)
"And so, to think ahead before we rush ahead, it seems we will soon face a powerful Aboleth. We've learned that these creatures are masters of illusion, and they can see invisible objects. With that in mind, we need to talk about how we move forward before we move forward. I'll not be accused of Impulsiveness again, for Impulsiveness can easily turn Fatal, and the only Treatment is a dose of Caution. And Syr has some very good suggestions. We need to build on his advice."
OOC: sorry this sounds so admonishing towards everyone. Please rest assured that it is Grigory who is upset, not Robert. I only hope that I haven't upset any other players.
dM saniTy iNfo Spells in effect - subject (duration in rounds) Explosive Runes, in envelope in pocket
Message: everyone - 140 minutes Darkvision spell: everyone but Grigory and Jass - 14 hours Darkvision potion: Grigory - 3 hours Endure Elements: everyone but Grigory and Jass - 24 hours Status: from Belkior Pearl of the Sirenes Alter Self: Grigory as Sahaugin - 140 minutes Reduce Person, Mass: everyone - 14 minutes -- dismissed Haste from Jass Stone Shape around front gate Greater Arcane Sight: Grigory -- 14 minutes
Transmute Rock to Mud
Available, used 0: Message (140 min), Open/Close, 2x Resistance (1 min) 1: 6x Endure Elements (24 h), 2x Shield (14 min)* 2: 6x Darkvision (14 h), 2x Alter Self (140 min)* 3: Dispel Magic, Explosive Runes, 2x Nondetection (14 h), DC 20 / 25 cast on self), Fireball (2, DC 22), Daylight (140 min) 4: Mass Reduce Person (14 min), 2x Mnemonic Enhancer, Stone Shape 5: Major Creation (varies), Transmute Rock to Mud, Break Enchantment, Passwall 6: Control Water (140 min), Globe of Invulnerability (14 rounds), Greater Dispel Magic, Chain Lightning (DC 25) 7: Greater Teleport, Greater Arcane Sight (14 min), Prismatic Spray.
Mac AC:29, HP:149/149 d20+7=17 ; d20+2=17 ; Thursday April 1st, 2010 5:25:32 PM
Mac falls in behind the Captain - and seconds the Shields through the tunnels. Mac stick close and tries to remain alert (Spot:17, Listen:17).
AoOs: (max=7) d20+16 | 3d6+43 [19+/x3] Feats: Endurance, Dodge, Mobility*, Comb.Exp. (0/5), Comb.Refl. (7)*, Spr.Att., Pow.Att. (12/14), Whirl.Att., Run Effects: Darkvision(Potion), Pearl of the Sirines, Protection from Evil(Belkior), Spell Resistance(Belkior), Bless(Belkior)
Jass-Sahaugin AC 31 HP 81/70 (Mage Armor, Bless, Prot v Evil, Message, False Life, Status, Alter Self, Darkvision, Resist Electric, Pearl, Tongues (perm)) d20+10=30 ; Thursday April 1st, 2010 7:22:19 PM
Jass laughs goodnaturedly at Grigory's insistance of protocol. "It's really not that hard", he says still chortling, "we act, and if it turns out wrong, we act again to correct it. Getting worked up over a name", the sorcerer tsk tsks as he practices the backstroke underwater, "why do it?"
The Sahaugin looking Jass leans over to Syr in an exaggerated motion and stage whispers. "I think you hit a nerve..." A fantastic performance worthy of the best of the Floating City mime troups, if Jass says so himself.
And he does.
...Action Perform: 30
Small Sahaugin Grigory Thursday April 1st, 2010 7:50:21 PM
"Hit a nerve indeed," humphs Grigory. "I'm just trying to not be the last man standing. Again."
The Crimson Shields collect themselves and move down the tunnel in a rational defensive formation.
Brahmah casts two spells to help him keep the Shields from harm. His practiced eye for outdoor survival spies no natural hazards. The water in the cave is still and moves only to the motion of the Crimson Shields. Nor does his spell find that the cultists have laid traps along this route. It seems, in fact, to Brahmah's tracker's sense, that this passage is used hardly at all. Perhaps the Ghost Sharks keep the cultists from using these tunnels as well as outsiders.
After the first initial bend, the tunnel continues on in a relatively straight line before opening out into an area from which the Shields can see light filter down from above. The floor of the tunnel slopes upward to the northeast, and from the shimmer up above, seems to rise into open air. To the north and west, the underwater tunnel branches back to the west, possibly back in the direction of the entryway and the open waters of Turtle Lake. Directly to the east, the tunnel continues on straight.
Down the tunnel that loops back to the west, Syr, with his True Seeing, sees nothing in the short eighty feet or so before the branch curves out of sight. Grigory, likewise, sees no magic auras.
Down the tunnel to the east, neither Syr nor Grigory see anything of significance before that tunnel curves to obscure their view.
To the northeast, of course, beyond the shimmering surface of the water all of the Crimson Shields can see the light. And, though the distortion of the waters surface makes everything beyond a blur, they can see shapes moving up above. Sound seems to travel well under water too, and the Shields hear voices, some are clearly the high pitched voices of the Kuo-toans.
Syr's True Seeing cannot pierce the distortion of the water. It is a natural phenomena not unlike mist or fog. Grigory's Arcane sight, however, detects many many auras, some of the auras are Strong.
++++++++++++++++++++++++++++++++++++++++++++++++
Please note that four rounds have passed since the last post.
* STATUS * ========== Sea cat 2 No longer panicked, Location Unknown Sea cat 1 -2 INT (Unconscious) Corvis -5 CON (-30hp)
Please list all active spells along with their duration.
Some fictions that I will be abiding by: -Scrolls can be read underwater, despite the mess that water tends to do to paper. -Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.
Small Sahaugin Grigory Thursday April 1st, 2010 10:04:59 PM
"Let's back up and discuss our options. There's a lot of Magick Items up there, and some of them are Strong."
OOC: Al, Grigory is using Greater Arcane Sight, which should enable him to know which school of magic an item belongs to. Can we know at least the strong ones?
Grigory, I'm afraid you need line of sight in order to identify the auras. Please see both the Arcane Sight description as well as that for Greater Arcane Sight for a fuller explanation. --Al
Corvis Zurvich AC:30 HP:100/130 Thursday April 1st, 2010 10:06:12 PM
(I must of misread the hp damage some place, sorry)
Corvis looks to Syr and smiles abit, "Just feeling alittle drain really. Depending on what comes it could get pretty rough." Corvis figures to be honest considering not being honest about his battle readyness could just cause casulaties to happen.
Active spell effects Pear of sirins Potion of darkvision Bless
(OOC:Thanks for being patient with my posting Al and everyone. Dad has been having some minor complications but it looks like there starting to clear up.)