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Shellville


Mac | HP:286 | AC:32/19/27 | CMD:[54, Sun/Dis:57] 
Tuesday July 5th, 2011 5:53:07 PM

"Aztyr, I'll share the duties. I'm used to working a forge - a furnace should be fine. If I'm needed on the deck let me know."

DM David -The road, um....current to Shellvile- 
Tuesday July 5th, 2011 5:55:39 PM

The Ship has arrived during the night and the Heroes all get a good night's rest. In the morning Prayers are said and breakfast is eaten and the short trip to the town of Shellville is started.
Zipwise stands on the prow of the ship with Vorelle keeping an eye out for turtles. His grim demeanor slips a little as he seems to lose himself in the motion of the ship as it cuts through the waves. Neither of them spot any turtles.
Magical preparations are made and monitored, but only normal wildlife is seen or noted by any of the spells used. The journy is short and quite uneventful.
The boat rounds a point on the shoreline and the town can be seen ahead. The town consists of about a dozen buildings now. Formerly it was closer to a score of dwellings and shops. The roofs of the buildings are all made from enormus turtle shells, 50' or so in diameter. The dock and the dwellings nearest the dock have all been destroyed. They certainly appear to have been ripped down by creatures roughly as large as the buildings themselves. Farther inland a large building can be seen .
The Large building is at least two stories high, and does not have a shell for a roof. Instead it is built much like any other Inn that you have ever seen. It is L shaped and appears to be rather well maintained. Zipwise says that this is the Inn in town. It serves to house visitors and is pretty much the cultural center of the town. Nightly it serves refreshments just like any other Inn would and the townsfolk take it in turns to entertain themselves and each other in the great room.
The dock is destroyed, so the boat will likely need to be moored offshore and the occupants will need to find their own way off to enter the village. On shore it looks like several halflings are sifting through the rubble of the destroyed houses and pulling what look like bodies to a pile up the beach, further into town. At the approach of the boat they all stop and watch as it steams into the lagoon.

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167 
Tuesday July 5th, 2011 7:10:25 PM

Aztyr looks at the lack of a dock, then looks to Vauhwyt, "Anyway you can create a Dock out of stone. We could make use of it, then the town wouldn't have to rebuild a wooden dock themselves. I could probably do it, but yours is so much more efficient."
Aztyr waits to see what happens before she does anything else.

Spells per Day

Level 0 : Infinite
Level 1 : 8 -
Level 2 : 8 -
Level 3 : 8 - 1
Level 4 : 7 -
Level 5 : 7 -
Level 6 : 7 -
Level 7 : 5 -

Wold's Blood Draws : 7 - 0
Wold's Blood in storage 7 - 6 drop(s)

Spells on Aztyr :

Nondetection, Duration 30 hours (cast at dawn)(extended with rod)
Magic Vestment +3, Duration 14 hours (used Wold's Blood, 1 drop from storage)

Spells on others :

Moderate Fortification, Mind Blank, AC 33, 183/183 hp Malgant Winterborn 
Tuesday July 5th, 2011 7:32:37 PM

Malgant helps direct whoever is sailing( driving?) the boat into the shallower water near where the dock used to be. He will help anchor the ship so that it does not drift away. Then he will help ferry those he can lift ( not Taurs, they are too big) to the shore.Once there , he looks critically at the destroyed buildings, the footprints and the like that make up the battle scene, putting the fight together in his mind's eye. After a few moments he nods and returns to the group, putting himself t Zipwise's disposal for what the Halfling needs done.
" Initially I had wanted to use walls of conjured stone to block access from the water to the town. The sheer frontage of the lake and the stream that runs through the town will prevent that. We will need to find another way to secure this place. I have some ideas on that once we find out where they all want to gather in case of another attack."

Jass of Downs (SteveK) AC 30 CMD 22 HP 148 
Tuesday July 5th, 2011 11:03:25 PM

Jass lounges on deck, sending his Unseen Servant down to stoke the fires, but keeping himself topside "to watch for trouble". There is none and he spends an enjoyable afternoon resting.

At the harbor, the sorcerer calls his 'eyes' in and gives them new instructions. "two lines of 10, the second line 100 feet behind the first. Watch the lake shore and report if any 'eye' is destroyed or if you see anything Huge or larger."

He looks at the shells. "Fifty feet across? Yep, they look like Floating City turtle transport to me."

...Actions

...Spells
Unseen Servant; 16 hours
False Life; 16 hours; +15 temp hit points
Detect Scrying; 24 hours
Tiny Hut; 16 hours; 20' radius; temp control can see out, outside can't see in (total concealment)
Greater Prying Eyes; 16 hours; 20 eyes circle the boat a mile out Perception +16 and has True Seeing

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... * 1 1 1 1 0 0 0 1

Vorelle  d20+19=23 ;
Wednesday July 6th, 2011 1:21:29 AM

Vorelle smiles at the sight of the little village. It seems like a nice place, or at least it seems as if it was a nice place at one time. Speaking of which...

"If we're going to use magic to create a stone dock," she says, "we should probably also create a stone building, or at least a platform, where the villagers can get to safety in case of another turtle attack."

She looks around the village, then turns her mind to think about what kinds of things might set the turtles off to the extent of harming and killing halflings.

[Knowledge Nature 23]

Vauhwyt (HP126+11, AC39) and Mookie in Gnome Form (HP63+17, AC33) 
Wednesday July 6th, 2011 7:37:00 AM

"Vorelle and Aztyr, these are great ideas!" exclaims Vauhwyt. "I love them!"

She hauls a shrunken block of stone, originally 2x3x4 ft, out of her haversack. "This can be the base from which the wall will spring," she says. "I just have to put it ashore." She also pulls out a teeny rowboat.

She says to Mal, "Let's you and me and Zip land in my rowboat. You talk with the people, with Zip for introductions. I'll unshrink my block and make a dock so the others can come ashorre."

"Before we go ashore, anyone want any buffs?" She takes off her armor, casts a slew of spells on self and friends, and puts it back on.

==========

OOC to DM: How far out from shore did the original dock extend?

SOP spells in effect: barkskin*, contingency* (greater invis), detect scrying, false life* (11 + 17), greater magic fang (two), greater magic weapon, heroism*, magic circle vs evil, magic vestment, shrink item (many)

* Mookie Too, Plus Alter Self.


Mac | HP:286 | AC:32/19/27 | CMD:[54, Sun/Dis:57] 
Wednesday July 6th, 2011 9:34:34 AM

Mac shakes his head at Vauhwyt's offer. "I have no idea what we face as yet, but when the time comes I'll remember to ask. As for the rowing, I reckon we can give the rowboat a good push in the right direction." He tries to gauge the distance to the shore, unsure whether one good leap will get him there, or if he should just swim/walk in on the lagoon bottom. Still, leaving the introductions in the capable hands of others works.

Brahmah, the Last Captain of the Chosen of Domi, AC26, HPs169 
Wednesday July 6th, 2011 10:40:47 AM

OOC: On Monday I rolled a Survival check for weather, what is the result?

The Minotaur ranger looks at the destruction and shakes his head in disgust. "We have to help them." He says, mostly to himself.

(If anyone thinks it necessary, Brahmah can cast a Commune with Nature)

Nature Ready Spell List (prepped for nature excursions, modified for sea going) :Hide from Animals, Pass without Trace, Speak with Animals x2, Speak with Plantsx2, Hold Animal, Water Walk, Diminish Plants, Plant Growth, Tree Shape, Commune with Nature x2

Vauhwyt (HP126+11, AC39) and Mookie in Gnome Form (HP63+17, AC33) 
Wednesday July 6th, 2011 11:26:52 AM

OOC: Sorry Mac, I was inviting "Mal," that is, Malgant, to come ashore, mostly because I think he's the only one in the party with actual ranks in Diplomacy. Correct me if I am wrong.

Brahmah, if your Commune with Nature can detect Giant Turtles, then go for it!

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167  d20+6=8 ; d20+14=31 ;
Wednesday July 6th, 2011 4:24:51 PM

Aztyr, letting Vauhwyt deal with making a dock, casts nothing, but she does wink at Jass. "See you when you get to shore."
With that she shoves her staff into her bag and dives over board. Once she hits the water, her cloak spreads out, and from the deck of the ship, she assumes the shape of a Manta ray and swims toward shore at a high speed . Upon reaching the shore she almost literately leaps from the water and lands ashore, her cloak once more becoming just a cloak. (swim speed 60') (acrobatics roll to not face plant rolled a 8)
Aztyr will listen to the citizens, and then reply in whatever language they are using to address the village.
"Hello, we are the Heroes that Zippwise went looking for, he obviously found us. We are here to help out, if you require something, just ask us, that which we can do, we will. Let me introduce us." Aztyr then identifies each member of their group by name and pointing out each one as she goes. (diplomacy 31)

Spells per Day

Level 0 : Infinite
Level 1 : 8 -
Level 2 : 8 -
Level 3 : 8 - 1
Level 4 : 7 -
Level 5 : 7 -
Level 6 : 7 -
Level 7 : 5 -

Wold's Blood Draws : 7 - 0
Wold's Blood in storage 7 - 6 drop(s)

Spells on Aztyr :

Nondetection, Duration 30 hours (cast at dawn)(extended with rod)
Magic Vestment +3, Duration 14 hours (used Wold's Blood, 1 drop from storage)

Spells on others :

Moderate Fortification, Mind Blank, Blur effect (minor displacement)AC 33, 183/183 hp Malgant Winterborn 
Wednesday July 6th, 2011 4:31:33 PM

OOC
YES!! I win. I have diplomacy.
And I am DMing, thus not going to make it easy and 'talk to myself'. Find another person to be the mouthpiece, we have at LEAST 2 with ridiculous charisma scores.
Brahmah... I have no idea. The module does not specify any weather, so call it sunny. I have perhaps a few hours of module here in front of me, so if the storm of the century blows in in the next scene don't blame me.
Aaaand Aztyr posted while I was typing so you have your speaker...see how that works out? 8)


AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Wednesday July 6th, 2011 5:26:21 PM

Valanthe just jumps off the side. Using her magical helm to get herself to shore. She never actually thought she would really ge to use it. She bought the helm mostly because she always swore she would when she was a pirate. Valanthe looks around for the meanacing giant turtles. Maybe they only come out at night.

Vauhwyt (HP126+11, AC39) and Mookie in Gnome Form (HP63+17, AC33)  d100=87 ; d100=55 ;
Wednesday July 6th, 2011 5:40:25 PM

OOC: Oh, sorry, forgot you were also the DM. :-P

Vauhwyt takes her boat and anyone who wants to come along to shore, where she casts a couple Wall of Stone spells to make a dock. Arcane fail - no prob. Then the Silver Lady can dock.

DM David - Shellvile - 
Wednesday July 6th, 2011 8:39:55 PM

The heroes make landfall.
Aztyr swims to shore, showing none of her former fear of water.
Valanthe jumps overboard and walks to shore, underwater.
Malgant again spreads his wings and flies to shore.
Vauhwyt and Mookie row to shore with anyone else that wishes to join them. Once she is there she enlarges her block of stone and a few spells later a new, stone dock is in place where the old dock stood. The Silver Lady can then dock and the others may disembark.
Zipwise heads over to stand with two other, far older halflings. One man and one woman. After Aztyr makes the group's introductions Zipwise does the same for the other Elders.
" This Lady is Gili Pimpernell. Her husband was a council member before the attack. Well... Gili has taken over his duties since then." The old halfling woman is striking mainly because of her hair. It is white, as befits her age, but it is worn in a Mohawk. If/when she is asked about it she crabbily answers that she spent time in her youth among some dwarves. To her way of thinking they wouldn't be in this mess if some more dwarven common sense had been in evidence before this whole thing started.
The man is introduced as well by Zipwise." This fellow is my uncle, Halfred Beerbuck. He had been a council member with my pop before all this happened. Pop didn't make it through the attack so I now sit in his seat at the head of the council." Halfred looks like death warmed over. He does not seem wounded, but his hands seem to shake whenever they are not holding something solid and his face looks like he hasn'r slept in days. Add to that the stench of burbon that seems to sweat out of his pores and you seem to have a halfling that has not spent many days sober... in his life. Contrary to all of that though, he SWEARS that he is dry now, he only wishes he had gotten this way while his brother could have seen it.
Once the introductions are complete, Zipwise continues. His voice is steady and serious, you would almost swear he was at least three times the age he looks from the gravity he pts into his words." The three of us agreed to seek you all out, since you are heroes around these parts. We haven't got much to offer you, but what we do have we are willing to pay to get to the bottom of these attacks and make them stop. We also would like to keep the turtles unharmed. They are our livelihood and would never have done this unless they we provoked. Trouble is we don't know what riled them up. Normally we would probably be too proud to beg. But after the losses we have suffered and the looming threat of them coming back we are ready to do just that. Please, please help us."

Moderate Fortification, Mind Blank, AC 33, 183/183 hp Malgant Winterborn 
Wednesday July 6th, 2011 9:01:08 PM

Malgant listens as the other Elders are introduced. He has already walked the battlesite. These turtles were definitely out to get the halflings. He looks to the covered pile of bodies further up the shore, in the village that was once their home. The words he speaks are soft and carry much of the emotion he feels from the villagers. There will be time for deals and discovering the truth later. For now we should tend to your fallen and see them into Gargul's embrace. What ritual's do you use to prepare them and set them on the journey? I would be honored to help you with them. I also have an idea for what to do if the turtles return. Imod has prayers that can ward against some creatures. I will pray to him and seek his wisdom to protect you."

Jass of Downs (SteveK) AC 30 CMD 22 HP 148 
Wednesday July 6th, 2011 10:31:15 PM

Jass laughs as Atzyr demonstrates her showmanship, and claps his hands. "Excellent, Madame Kitty, most excellent, but why get wet at all?"

With a short spell, Jass, still in a position of standing, Flies to the Inn to hear the pronouncement of Zipwise and the Elders. Azytr is the leader right now, and Jass doesn't want to jog her elbow, so lets her have the main stage. But he does have a question... "Do you know where the Turtles are from? If not, we'll have to wait for them to attack the village again. Personnally, I don't like that idea", he finishes drolly.

...Actions

...Spells
Unseen Servant; 16 hours
False Life; 16 hours; +15 temp hit points
Detect Scrying; 24 hours
Tiny Hut; 16 hours; 20' radius; temp control can see out, outside can't see in (total concealment)
Greater Prying Eyes; 16 hours; 20 eyes circle the boat a mile out Perception +16 and has True Seeing

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... * 1 1 2 1 0 0 0 1


Vorelle  d20+23=36 ;
Thursday July 7th, 2011 12:29:39 AM

Once ashore, Vorelle sets about figuring out what happened during the recent attacks. She doesn't rely on the garbled, fearful accounts the villagers can give; instead, she looks to see what tales the soft mud of the lakeshore and the remaining tracks in the village might tell.

[Survival (for tracks) 36]

Brahmah, the Last Captain of the Chosen of Domi, AC26, HPs169 
Thursday July 7th, 2011 2:01:25 PM

Brahmah takes a few minutes and casts Commune with Nature (to find turtles or anything remotely pertaining to our situation).
The spell is being cast on shore and should extend 13 miles into the water and 13 on land. If there are any underground caves, rivers or the like, the spell should tell Brahmah.
"How is it the turtles act before, during and after the attacks? What do they look like?"

(Casting Time 10 minutes

Duration instantaneous

You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.

In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings--caves, caverns, and the like--the spell is less powerful, and its radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.)

Vauhwyt (HP126+11, AC39) and Mookie in Gnome Form (HP63+17, AC33)  d20+5=7 ;
Thursday July 7th, 2011 4:24:53 PM

Vauhwyt does her best to support Aztyr's diplomacy, assuring the halflings that we will do our best to help, and no payment is necessary.

Aid Another Diplomacy: sorry, no help from me. Rolled a nat 2.

AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Thursday July 7th, 2011 6:35:26 PM

"Don't worry we will figure out what's going wrong with the turtles." Valanthe says to the halflings. What she doesn't say is that they handle liches and swarms of demons and undead. They better be able to figure out whats making the turtles go crazy.

DM David - Shellvile - 
Thursday July 7th, 2011 7:35:27 PM

Brahmah considers casting the spell commune with nature to find out what he can about the turtles. Before he does though, he realizes he is currently in a "constructed" area. He is pretty sure that the spell will work if the town is within the area the spell encompasses, but not if he casts it from within the town proper.
Vorelle steps onto the land and begins reading the ground. The tracks are confusing since the townspeople have been back over them again and again since the attack ( it took some time for Zipwise to locate the group) but she thinks she has a pretty clear idea of what happened. Several, it is hard to tell exactly how many turtles seem to have come up onto the beach at a pretty good speed ( for a turtle). Once on land it appears they set about destroying the houses nearest the shore, thus killing any halflings too slow to escape. It also looks like a few of the halflings have been bitten, fatally. The attack seems to have been short lived and the attackers then returned to the lake and apparently, swam away.
Jass flies to shore and waits for Aztyr to speak to the elders. He thinks that the only way to find the turtles, unless someone can located them or knows where they come from is to await another attack. Ths option is not appealing to the sorcerer.
Malgant asks about the fallen and whether the town has the means to see them off to Gargul's realm. The elders mention that their one priest is among the dead and they have no one else to say the ceremony. Normally they bury their dead near the forest's edge. This does not anger the forest since it helps to fertilize the trees.
Valanthe assures the townsfolk that they will figure out what is going on and help fix it. She leaves out that the group usually uses weapon and spell to solve most problems they encounter.
Vauhwyt Tries to help support Aztyr's speech to the town elders, but at just the wrong time Mookie appears from her pouch and comments on Gili's hairdo. This completely undermines all that Vauhwyt has set up in support of Aztyr's speech. The fact that over the mind link Malgant can be 'heard' to chuckle at Mookie's quip does not help anyone keep a straight face.

To Vauhwyt's assurance that payment is not necessary, the elders are quiet. You can see that they did not exactly expect this and are a bit embarrassed that they cannot offer a big reward to these heroes who have come to help.

Vorelle 
Thursday July 7th, 2011 9:32:28 PM

Seeing the elders' embarrassment, Vorelle tries to deflect it a little.

"Oh, she says that now," she says, with a teasing look at Vauhwyt. "But just you wait, she'll be bothering you for a pet turtle before this is over."

She says it as though she is teasing her friend (which she is), but she also hopes to impart to the elders that their payment doesn't necessarily have to be in cash. The turtles, as she understands it, are pretty valuable.

Brahmah, the Last Captain of the Chosen of Domi, AC26, HPs169 
Friday July 8th, 2011 8:28:14 AM

"I'm going to move out of the range of the city so I can cast a spell and I'll return soon." The ranger strides off and will go at least a mile from town. He doesn't plan on being gone for more than an hour and a half.

Jass of Downs (SteveK) AC 30 CMD 22 HP 148 
Friday July 8th, 2011 8:31:31 AM

Atzyr talks to the Elders with her powers of persuasion, Vauhwyt and Vorelle talk about the power of money and goods, Malagant talks about his Gargul Power, which he seems to worship. Fine, fine, the sorcerer thinks moodily.

And Brahmah comes up with a good idea. Jass wanders over to the minotaur and his bear, still a little uneasy only being around this 'new' Brahmah for a few days, but understanding niether holds a grudge against the sorcerer.

"Brahmah, if you want to locate these turtles, we can wander away from the town and I'll help watch over you so you are not disturbed." A Tiny Hut and some Prying Eyes could be good defensive spells, and Jass forewarned is just about the best when it comes to beating off bad guys with spells, he is confident.

...Actions

...Spells
Unseen Servant; 16 hours
False Life; 16 hours; +15 temp hit points
Detect Scrying; 24 hours
Tiny Hut; 16 hours; 20' radius; temp control can see out, outside can't see in (total concealment)
Greater Prying Eyes; 16 hours; 20 eyes in two lines of 10 each, one line 500 feet from shore and one line at the shore, looking for Large or bigger turtles. Perception +16 and has True Seeing

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... * 1 1 2 1 0 0 0 1


Vauhwyt (HP126+11, AC39) and Mookie in Gnome Form (HP63+17, AC33) 
Friday July 8th, 2011 9:39:33 AM


Vauhwyt takes the Alter Self off Mookie, returning him to raven form. "Fly up high and look around," Vauhwyt tells him. "Let us know if you see anything, like giant turtles swimming into shorre." Her accent betrays her nervousness -- used to be Vauhwyt always kept Mookie within arm's reach, but under the new rules, there is no reason to do so any longer. And the telepathy lets him keep in touch.

She discreetly makes sure that all the dead have been properly tended to. Were they eaten or just attacked? She is trying to figure out if the turtles might have attacked out of hunger.



Mac | HP:286 | AC:32/19/27 | CMD:[54, Sun/Dis:57] 
Friday July 8th, 2011 10:07:24 AM

OOC: Vauhwyt, that's how I understood it. Mac was just going to give the little boat a push in the right direction.

Mac suppresses the urge to acknowledge the humour - after all, he is still on the ship, letting those more comfortable with introductions and negotiation get on with... so far so good. He waves and smiles from the deck when the introductions are made, makes sure the anchors are set, and awaits permission to come ashore. Still, the how of getting into town intrigues him more than the when of it - what should be a comfortable running jump to land 30 odd feet away, or following Valanthe's lead and simply sinking to the bottom and walking in to shore if it is much further than that. He tries to gauge the distance to the shore once more.


Vauhwyt (HP126+11, AC39) and Mookie in Gnome Form (HP63+17, AC33) 
Friday July 8th, 2011 11:11:56 AM

Mac, there's a stone dock now that the Silver Lady is tied up to. You can just hop down and walk on the dock to shore. I was figuring it would be 10 ft wide, 60 ft long, and pretty well butressed with at least four stone posts sunk down to support it.

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167 
Friday July 8th, 2011 2:58:15 PM

Aztyr having done the introductions, watches as the others briefly do what they do. She's not speaking currently, do to trying to keep a straight face and not blurt out a laugh, it would be inappropriate to say the least.
Once she is under control again she says, "Malgant, I assume you'll be willing to step in and make sure the dead are buried and sent off with the proper ceremonies?"
She then turns to the village elders. "Where would you like a building placed that you can use as a safe house. A place you can run to and seek shelter in, in case of future attacks, either by the turtles or by some other force. I'll ask Vauhwyt to make a well reinforced building, similar to the dock she created."

Aztyr, even though she has the skills, she's still nervous with talking to people she doesn't know, but she is learning.....

Spells per Day

Level 0 : Infinite
Level 1 : 8 -
Level 2 : 8 -
Level 3 : 8 - 1
Level 4 : 7 -
Level 5 : 7 -
Level 6 : 7 -
Level 7 : 5 -

Wold's Blood Draws : 7 - 0
Wold's Blood in storage 7 - 6 drop(s)

Spells on Aztyr :

Nondetection, Duration 30 hours (cast at dawn)(extended with rod)
Magic Vestment +3, Duration 14 hours (used Wold's Blood, 1 drop from storage)

Spells on others :

Malgant Winterborn, Blackbird Lake ( David Feest) 
Friday July 8th, 2011 4:38:32 PM

"Make any safe point far from shore, but still inside the town proper. I do not know what agreement these folk have with the woods, but I do not want to anger the forest with what I am thinking of doing. Imod should allow me to place a ward that will either restrict access or somesuch to the place I designate. Forbidding turtles will keep the folk safe, but it wouldn't be prudent near the water."
" Brahmah, be careful where you go in leaving the town. The forest is sentient and not really anyones friend, other than Mookie's. If you think it safe, I could allow you to walk on water out away from town to cast your spell. I was also thinking you might be able to ask the plants hereabout what happened. They may shed a different light on the attacks."
" As to the fallen I will perform a ceremony for them, to be sure, but I would welcome Valanthe's and Vauhwyt's help since they are followers of Gargul. I have attended enough ceremonies for the dead to know the prayers, but they know Gargul's heart better than I."


DM David - Shellvile - 
Sunday July 10th, 2011 6:58:27 PM

OOC
sorry, was in the ER all day with tonsillitis of all things. Who knew that something that was sucky as a kid could floor you as an adult. Anyway I am medicated...for now .

IC
Brahmah begins to go off into the wild to cast his spell and commune with the surrounding area. Jass accompanies him.
Mac eyes the new stone dock warily, but eventually steps ashore. The halflings just assume he was afraid of getting his armor wet.
Vauhwyt examines the dead as she helps Malgant prepare them for the ritual to send them to Gargul. She notes that some of them have been bitten, but that none were actually fed upon. She also sees no lingering spirits if she looks ( I thought you might).
Vorelle diffuses the halflings uneasyness with payment, mentioning that Vauhwyt is sometimes flighty about payment in the beginning but then wonders where it is at the end. This brings a good chuckle from both the halflings and the other heroes.
Aztyr and Malgant start thinking defensively. Aztyr wants to create a shelter in case of attacks, Malgant wants to ward it against turtles. Aztyr finds a good spot with the help of a few of the townsfolk. Malgant prays for a bit and learns the prayer he wanted to ward with is alignment specific. Fearing all of the townsfolk do not necessarily share his views he does not want to hurt them by casting it. Besides the penalty is damage, not repulsion as he had hoped. His prayers did reveal another prayer and spell that he and Aztyr could use to forbid the turtles entrance. It is short lived though and could not be set in place in advance.
The townsfolk help with preparing the bodies and with preparing Aztyr's defensive place. Brahmah returns about two hours later knowing where the turtles come from and where they returned to after the attack, though that does not seem too helpful at this time. Jass's eyes sense no problems during their outing.
Dinner is prepared and served family style to the whole town in the Inn. After it is finished the elders again sit down with the heroes and try to hammer out what they can offer to such lofty adventurers in return for their lives back.

They can offer these things either singly or in some combination for the heroes services.
--Use of turtles once they are fixed to travel the lake for life. though the heroes fine metal boat seems to make this less useful.

--A free place to stay for life in their inn. Not a bad deal really since they rarely recieve visitors, the forest keeps many of the visitors away.

--Owe favors for life, whatever you need and we can provide. Variable in nature, The halflings are knowledgeable about the Lake and their surroundings and can make water breathing potions and some other craft goods.

--Keep them in water breathing potions for life.  They offer 16 of them for now.

They explain that they do not want a handout. They came here for a new life and that new life was built on dealing honestly with people they met and dealt with. They want to pay something fair for the heroes help.


AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Sunday July 10th, 2011 11:02:58 PM

"I suggest that we settle on payment after we resolve the problem. I have a suggestion although I'm not sure how much time we want to spend. I'm quite good at carving stone, yes an elf is capable with stone. I'm also versed in engineering principles. We could fortify defenses against the attacks and not just a single place. Baracades, rock slides, Perhaps other deterets as well. Options for the villagers should something happen when we aren't here."

Brahmah, the Last Captain of the Chosen of Domi, AC26, HPs169 
Monday July 11th, 2011 8:37:00 AM

Brahmah nods once to Jass and they move off to cast spells or the like. "If these turtles are not attacking willingly, I will find the ones coercing them or harming them and bring them to justice. If they attack because of something these people did, I'll have them tell us. If they are unnatural in any way, well, I can assume there will be someone or something creating or controlling them. Anyway you look at it...." He tails off.

Jass of Downs (SteveK) AC 30 CMD 22 HP 148 
Monday July 11th, 2011 12:22:48 PM

The confident human with black eyes and pale features nods with Brahmah, "too right, too right", he agrees.

Once back, he hears Valanthe and Malagant talk of ceremonies, permenant protections, and payment. The first two, Jass doesn't have any magic that can help, which means it isn't really that important. As for payment.... "Sweetness", he tells Valanthe, "I think talking about payment after we do our good deeds sorta makes it a freebie favor automatically, and I don't want to put that burden on these good halflings." He gives the elf-lady a dazzling smile, then gets a little louder so to include everyone and the halfling Elders on his plan. "On the other hand, I think they have come up with a great payment plan: free turtles rides for life. There will be times when we don't want to have a noisy, smokey Iron Boat to slide around here. And it is serendipity; there is no way to collect payment unless we actually fix the problem!"

Jass spreads his hands, gesturing like a stage magician showing that there is nothing up his sleeves as he presents such a neat solution.

...Actions

...Spells
Unseen Servant; 16 hours
False Life; 16 hours; +15 temp hit points
Detect Scrying; 24 hours
Tiny Hut; 16 hours; 20' radius; temp control can see out, outside can't see in (total concealment)
Greater Prying Eyes; 16 hours; 20 eyes in two lines of 10 each, one line 500 feet from shore and one line at the shore, looking for Large or bigger turtles. Perception +16 and has True Seeing

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... * 1 1 2 1 0 0 0 1


Vorelle  d20+23=40 ; d20+19=38 ;
Monday July 11th, 2011 2:39:30 PM

While her friends search for magical causes for the turtle's behavior, Vorelle looks around on the off-chance that they are being affected by something natural.

Probably not, she thinks, but it's worth looking into.

So, she examines the local flora, and any animal tracks that she may find. If possible, she gets a potion of water breathing from the villagers so she can go into the shallows near the shore to look at the aquatic life.

[Survival 40; Knowledge Nature 38]

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167  d20+8=17 ; d20+9=11 ;
Monday July 11th, 2011 3:01:42 PM

Aztyr while mulling over her thoughts, mentions,"I think over here looks solid enough, but I'm just not sure how to get the results we want. (know: engineering 17, know: Architecture 11) I was hoping to make it look similar to the other buildings, but to give it walls a full ten feet thick, giving it some real protection in case of another attack. I just can't figure out how to put one of the shells on top of what we build for them. We can make the entrance big enough to get in, but not big enough for bigger things to enter it. They are small folk after all.
We summon walls of stone, in a circular shape, layer them so the outside is really thick, then we can divide up the inside into smaller rooms so they can have privacy for families or however they decide to use the building. We then cap it with one of the shells, but I'm just not able to picture us getting one on top as a roof."


She just goes quiet, as she gets lost in thought again, contemplating something.

Spells per Day

Level 0 : Infinite
Level 1 : 8 -
Level 2 : 8 -
Level 3 : 8 - 1
Level 4 : 7 -
Level 5 : 7 -
Level 6 : 7 -
Level 7 : 5 -

Wold's Blood Draws : 7 - 0
Wold's Blood in storage 7 - 6 drop(s)

Spells on Aztyr :

Nondetection, Duration 30 hours (cast at dawn)(extended with rod)
Magic Vestment +3, Duration 14 hours (used Wold's Blood, 1 drop from storage)

Spells on others :

Moderate Fortification, Mind Blank, AC 35, 183/183 hp Malgant Winterborn 
Monday July 11th, 2011 6:47:25 PM

Malgant examines the dead halflings and looks over the gravesite. They can have the graves prepared by morning and the bodies are being cared for by the surviving halflings.
" We can hold the ceremony in the morning. When will the safe house be ready? Why does it need to have a turtleshell roof? The Inn does not have one. Defenses are for safety, not aesthetics. If it is ugly and saves your life, you are still alive. Anything useful from the spellcasting Brahmah?"

DM David - Shellvile - 
Monday July 11th, 2011 6:55:30 PM

Jass and Brahmah return from their spellcasting session.
Valanthe and Jass work on the negotiations with the villagers.
Aztyr fusses over the outward appeal of the safe house she wants to build.
Vorelle examines the plants and animals of the area. She finds nothing out of the ordinary that should provoke the turtles. No acidic water, no altar to Jancassis, nothing that her past experiences might cause her to think would be a problem.
Malgant examines the bodies and the burial preparations for the halflings. He says that in the morning things should be ready for the ceremony.
The halflings seem both relieved and very happy with Jass's suggestion. They see that the rides can only be gained once the problem is solved, meaning the heroes will actually try to resolve their problem. Jass makes it sound like a much better reward than most of the group had thought it at first.

Vauhwyt (HP126+11, AC39) and Mookie in Gnome Form (HP63+17, AC33) 
Tuesday July 12th, 2011 1:13:17 AM

Vauhwyt realizes she may have insulted these proud folk by implying no payment is needed. She does her best to set things to rights, saying it would be an honor to gain the service of the turtles. In fact, she thinks a guardian turtle would be nice for her statue at Fledgling Cove.

She adds what she can to the idea of fortifying the village, but the first priority has to be finding out why the turtles attacked, and if they were coerced somehow, finding out who controlled them.

Mac | HP:286 | AC:32/19/27 | CMD:[54, Sun/Dis:57] 
Tuesday July 12th, 2011 6:53:11 AM

OOC: Take it easy on yourself David - nasty tonsillitis.
Catching up...
++++++
In response to Valanthe's suggestion, Mac agrees. "More hands, less time. Had some experience working with Shield Constructions in the Floating City, but I'll defer to your direction."
...
"Then we appear to have an agreement!", adds Mac in concurrence. But something is amiss - not sitting right. Eventually he puts his finger on it, and realizes that his only option is to puts his shoulders and back into any work that needs doing here - heroic or mundane.


Brahmah, the Last Captain of the Chosen of Domi, AC26, HPs169 
Tuesday July 12th, 2011 11:04:16 AM

OOC: What did the Commune with Nature tell Brahmah?

Brahmah wait for an answer for as long as it takes and will tell Jass he can't return until he gets an answer.

DM David
OOC
Funny I remember writing this, but don't see it up there.
IC
Brahmah learns where the turtles came from and went to, before and after the attack. He also learn anything he wants to know about anything unnatural that is within the radius of the spell. He is also now familiar with the lake, types of fish, general terrain beneath the water, etc within the radius of the spell.

Jass of Downs (SteveK) AC 30 CMD 22 HP 148 
Tuesday July 12th, 2011 12:29:41 PM

DM Post 10 July = Brahmah returns about two hours later knowing where the turtles come from and where they returned to after the attack, though that does not seem too helpful at this time.

..........

Jass really has nothing to offer now that the halflings are happy, and so he has his Unseen Servant set up lunch. And sunbathe, definitely sunbathe. Maybe a nice, cool drink too. And a deck of cards...

"Brahmah knows where the turtles are going to and from the attacks. Why don't we make this defensive position and then do a litte swimming?"

Jass will also offer his limited assistance for the building. "I can make stone walls out of Shadow substance. For nearly mindless turtles, it should be just as strong and just as permenant as real stone walls."

(ooc: Using Greater Shadow Conjuration, Jass has the ability to cast up to 18 Walls of Stone per day; Will DC 25 or 100% real. If disbelieved, still 60% real.)

...Actions

...Spells
Unseen Servant; 16 hours
False Life; 16 hours; +15 temp hit points
Detect Scrying; 24 hours
Tiny Hut; 16 hours; 20' radius; temp control can see out, outside can't see in (total concealment)
Greater Prying Eyes; 16 hours; 20 eyes in two lines of 10 each, one line 500 feet from shore and one line at the shore, looking for Large or bigger turtles. Perception +16 and has True Seeing

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... * 1 1 2 1 0 0 0 1

DM David
Thanks, I must not have scrolled up enough. Both answers stand though, the spell allows up to three details.

AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Tuesday July 12th, 2011 1:20:22 PM

"I'm not saying this job is pro bono. It's not a great idea to talk payment when we don't even know if we can help. Once we identify the problem we can look at the solutions and if we can fulfill any of them or send word to the people that can help them and the turtles." Valanthe replies.

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167 
Tuesday July 12th, 2011 1:37:35 PM

Aztyr asks for Vauhwyts help. "Here is what I'm thinking, and I'll need your help. I have limited Walls of Stone I can cast, you have access to casting more of them than I do. I want to build a round building, about 20 feet across. I'd like to have it have an outside wall of nine or ten inches thick (3 castings of wall of stone thick). It'll need to be a double casting high (6 castings total). The reason I want it round, is so that it won't have a weak point in the middle of the straight wall sections. Inside the newly created building, create a floor at the five foot height, and make walls so there are private areas and to support the floor. We can supply a not quite stair way, but a slope with steps built in to reach the upper level. The top would need a couple casting of the spell as well to give it a nice solid roof. we are talking about needing eleven or twelve casting of Walls of Stone. As I said I can supply a few, but I'd be using my spell that I can use to create almost any effect. We can then use Continual Light spells in the hallways and the Villagers can use curtains to close off the individual rooms.
I know its magic intensive, but it is something we can do, and do relatively fast. We craft an opening that it just big enough for the villagers to enter and it should be fine for their protection.
Anything I've forgotten?"
Aztyr is asking Vauhwyt, but the question is put out there for everyone near by.

Spells per Day

Level 0 : Infinite
Level 1 : 8 -
Level 2 : 8 -
Level 3 : 8 - 1
Level 4 : 7 -
Level 5 : 7 -
Level 6 : 7 -
Level 7 : 5 -

Wold's Blood Draws : 7 - 0
Wold's Blood in storage 7 - 6 drop(s)

Spells on Aztyr :

Nondetection, Duration 30 hours (cast at dawn)(extended with rod)
Magic Vestment +3, Duration 14 hours (used Wold's Blood, 1 drop from storage)

Spells on others :

Vorelle 
Tuesday July 12th, 2011 3:39:16 PM

"I can't see anything environmental that could be causing it," Vorelle reports. "At least, not here. Farther into the lake, maybe....but I don't think it's a good idea to go out there just yet. What else can I do to help?"

Moderate Fortification, Mind Blank, AC 35, 183/183 hp Malgant Winterborn 
Tuesday July 12th, 2011 5:04:46 PM

Listening to Aztyr, Malgant comments, " Wow, thats far more elaborate than I was thinking. All I was looking for was some walls spaced far enough apart to allow the halflings through, but not say a 50 foot diameter turtle's shell. With any luck this will not need to be permanent and if need be we could close off the gaps with a wall of force or something like it. I can contribute 2 walls of stone that I prayed for this morning when I knew we would be making some fortifications. Until you need me I will be tending the injured."

Walking back toward the gathered townsfolk Malgant notices Jass sunbathing. Without breaking stride he mentally projects " These people have been attacked by their very livelihood Jass. Show them some compassion with your deeds as well as your words. I appreciate you may want to relax, but they have injured and DEAD that need tending to. If you must lounge about basking like the turtles that savaged them, please do it out of sight."

Malgant then gathers any townspeople hurt in the attack and prays with them briefly, using bursts of Imod's holy energy to heal their wounds, and hopefully reassure them that this hardship can be overcome. Once the living have been mended, he heads back to where the graves are being prepared and prays over the site, consecrating the ground for tomorrows ceremony. He wiill then lend a hand with the actual digging.

DM David - Shellvile - 
Tuesday July 12th, 2011 6:23:16 PM

Aztyr makes some progress on the structure to help defend the villagers.
Malgant tends the wounded and sees to the preparations for the dead.
Jass offers some spells to the defense and kicks back, relaxing.
Mac rolls up his sleeves and helps out. He is able to use his strength to shift some of the more troublesome debris so that the survivors can retrieve their belongings. The halflings thank him, marveling at his size and strength compared to their short stature.
Vauhwyt looks for answers. She finds none in the rubble.
Those in the village that are not helping with the dead or trying to retrieve their belongings from the rubble help out with the building of the turtle-proof building in any way they can. Mostly, since it will be of magic stone, they get in the way, but like to think they are helping.

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167  d20+14=31 ;
Tuesday July 12th, 2011 8:20:25 PM

Aztyr takes command of the safe buildings construction. She has Malgant cast his two walls of stone, then directs Vauhwyt to cast as many as she is willing, she also informs Vauhwyt she'll need to use stone shape to make the small entrance and the steps to the upper level. Whatever remains to be finished up after Vauhwyt has cast her spells, Aztyr will finish off with her limited wish. She'll summon a hound to cast the continual lights to illuminate the interior.
If Vauhwyt is is feeling nice, maybe she can make small cubbyholes so they can be covered as well by a curtain. She is fairly proud of the shelter when it gets finished.
"Zippwise, let us present your villages new safe building. There are quite a few rooms, and all it needs is a door for the entrance and curtains or doors, which ever you decide to put up inside. The lights are also never ending torch lights, you can rig up something to cover them to make it dark.
Now, tomorrow we will be present for Malgant's service for your fallen, and then we shall head off and find out the troubles with the turtles.
(diplomacy 31)

Spells per Day

Level 0 : Infinite
Level 1 : 8 -
Level 2 : 8 -
Level 3 : 8 - 1
Level 4 : 7 -
Level 5 : 7 -
Level 6 : 7 -
Level 7 : 5 -

Wold's Blood Draws : 7 - 0
Wold's Blood in storage 7 - 6 drop(s)

Spells on Aztyr :

Nondetection, Duration 30 hours (cast at dawn)(extended with rod)
Magic Vestment +3, Duration 14 hours (used Wold's Blood, 1 drop from storage)

Spells on others :

AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Tuesday July 12th, 2011 9:18:41 PM

Valanthe will help tend the wounded and do what needs to be done. Gather food, make runs for fresh drinking water, or even standing guard to watch for turtles. Anything to stay busy. She really gets bored when the others get into their magic maniac mode. Spells and discussions that really leave Valanthe feeling alone in a crowd. Plus she doesn't truly enjoy the company of the strangers they now travel with.

Jass of Downs (SteveK) AC 30 CMD 22 HP 148 
Tuesday July 12th, 2011 10:44:00 PM

Jass is feeling very good about himself, the solution he has caused, and the offer of Shadow Walls. And then Malagant's voice rattles around his head. And Jass feels an unaccostomed feeling. Reprimanded. Useless. That the young Zippwise is actually being more helpful than the powerful sorcerer.

Without a word, Jass Dim Doors to the Tiny Hut on the Iron Boat and stays there.

...Actions

...Spells
Unseen Servant; 16 hours
False Life; 16 hours; +15 temp hit points
Detect Scrying; 24 hours
Tiny Hut; 16 hours; 20' radius; temp control can see out, outside can't see in (total concealment)
Greater Prying Eyes; 16 hours; 20 eyes in two lines of 10 each, one line 500 feet from shore and one line at the shore, looking for Large or bigger turtles. Perception +16 and has True Seeing

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... * 1 1 2 2 0 0 0 1


DM David - Shellvile - 
Wednesday July 13th, 2011 8:07:24 PM

Afternoon passes into night and the villagers gather in their new safe house for the evening. They plan to sleep there until the turtle problem is resolved.

What preparations, if any are made for the night?
If there is a watch, what is the order?

Vauhwyt (HP126+11, AC39) and Mookie in Gnome Form (HP63+17, AC33)  d20+23=31 ;
Thursday July 14th, 2011 8:29:42 AM


Vauhwyt is happy to work under Aztyr's direction, casting up to 10 walls of stone and five stone shapes. She also makes the building as beautiful as possible, using her craft (stone) ranks to add interesting flourishes. [Craft check 31]

That night, contemplating watches and dangers, Mookie asks Vauhwyt, "Boss, was it wise to cast all your 4th, 5th, and 6th level spells making a building? I hope you won't need them tonight."

Vauhwyt is defensive. "I didn't use ALL of those slots on the building. I used one 4th level slot on Detect Scrying."

"Oh, yeah," says Mookie. "That's okay then. We'll be fine."

The liontaur also does her usual extended GMW for MV trade with Mal. She also has her usual contingencies spell up, and casts two False Lives (for herself and Mookie), extended greater magic weapon, and the detect scrying of course. She takes off her armor to cast all her spells today, and puts it back on after. She uses her staff (UMD+29 means no chance of failure) to put a +1 enhancement bonus on both her paws at once.

She volunteers for first watch.

Brahmah, the Last Captain of the Chosen of Domi, AC26, HPs169 
Thursday July 14th, 2011 10:42:30 AM

Brahmah tells the group his newly found knowledge of the terrain and suggests the best places to set ambush, traps, alarms and the like. Brahmah will prepare extra Alarm spells just in case and set them at intervals around the lake and river and some of the easier routes the turtles might take.

"Jass, I seem to remember vaguely that you could fly? Is that correct? If I'm not mistaken, it might help us out to have aerial support. You could give us a silent heads up when they are on the way, like a flare or something. Between aerial surveillence and my Alarm spells, we might be able to get the jump on them."

Brahmah's Alarm is set for silent mode and only he can here it. Only the one at the lake is set for an audible alert. That will tell everyone that the turtles are coming.

It's pretty clear that Brahmah is in his element here, setting up for battle.

Nature Ready Spell List (prepped for village turtle protection) : Alarm x3**, Speak with Animals, Hold Animal x4, Cure Moderate Wounds x3,Treestride x2

Brahmah, the Last Captain of the Chosen of Domi, AC26, HPs169 
Thursday July 14th, 2011 10:52:11 AM

Additionally, Brahmah will take second watch, reprepping spells and resetting his Alarms as needed. He will take note of the species of trees closest to the village so that he might move faster via his Tree Strides.

Moderate Fortification, Mind Blank, AC 33, 183/183 hp Malgant 
Thursday July 14th, 2011 4:56:31 PM

Malgant returns from the grave site to see the building completed and looking very fine. He also sees the others preparing for watches and mentions he can take any or all of the watches, his faith in Imod will restore his vigor in the morning. He walks with Brahmah, looking over the placement of the alarms and listening as Brahmah describes the paths the turtles have used previously. It is excellent to have another of the faithful with him while preparing for a fight, knowing they are thinking along the same lines as he is. He has also grown accustomed to his friends abrupt and sometimes unorthodox ways of solving problems. He hopes the new companions will be able to adapt to this as well.
Malgant refreshes his Magic Vestments every morning so Vauhwyt and himself are protected.He thanks her when she makes sure his blade is ready for what may come.

Jass of Downs (SteveK) AC 30 CMD 22 HP 148 
Thursday July 14th, 2011 5:24:37 PM

Jass seems to light up as Brahmah seeks him out for some suggestions, but the sorcerer is quick to shake his head. "The spells don't last that long", he tells the minotaur, "and my Prying Eyes will be the best aerial scout." After the ranger leaves, Jass returns to his morose thoughts.

On towards evening, the Tiny Hut flickers out from the Iron Boat. The human sorcerer comes back ashore, moving quietly, thinking interior thoughts. He barely notices the flourishes Vaughwyt emblazoned upon the stone defenses for the halflings, but takes his place in the Watch schedule as 2nd of the night, and places his spells.

Recasting False Life, Greater Prying Eyes, and Tiny Hut (this time in front of the stone shelter) Jass is ready.

...Actions

...Spells
False Life; 0/16 hours; +15 temp hit points
Detect Scrying; 12/24 hours
Tiny Hut; 0/16 hours; 20' radius; temp control can see out, outside can't see in (total concealment)
Greater Prying Eyes; 0/16 hours; 20 eyes in two lines of 10 each, one line 500 feet from shore and one line at the shore, looking for Large or bigger turtles. Perception +16 and has True Seeing

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... * 1 2 3 2 0 0 0 2

Vorelle  d20+23=42 ;
Thursday July 14th, 2011 7:09:35 PM

"Jass, do you think your prying eyes could go under water? And see there? I think that's going to be our biggest disadvantage; the turtles will be able to move underwater until they're practically on top of us."

Vorelle takes her turn at watch, hoping that her keen ears will make up for her ordinary, blind-in-the-dark human eyesight.

[Perception 42]

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167 
Thursday July 14th, 2011 7:12:40 PM

Aztyr volunteers for the 3rd watch, she then offers to create dinner for the group. Some of the others probably groan, but then they remember she carries meals from the Inns all the time, so it may not be so bad after all.
Aztyr walks over to the side of the new stone building and casts her spell. To the right of the Halfling sized door is a door 4' by 8' tall."Our entire party may enter, there are rooms for each of you. The inside doors are 9 feet tall. The dining room is to the right of the door as we enter, and Dinner is Served." With that, Aztyr walks through the shimmering door to no where. From the shimmering are she sticks her head back out and says, "Well, come on, the food will start to get cold or something."
In side the main entrance is 20 by 20, the door to the right leads to another 20 by 20 room, with a banquet table in it, as well as chairs and cushions as needed by the group. To the left and straight ahead are doors leading to hallways, with room doors leading off both sides. The rooms are 20 by 20 as well, and furnished with beds and such for their respective intended party member. As each person enters, 2 ghostly servants make themselves available for each member. From the dining room, there is another door headed away from the "front" there is a sign on it, "STAFF ONLY"

Aztyr hands her haversack and staff to one of the servants, "Place them in my room, I'll be ready to eat in a few minutes, when the others have come in. You can have them do whatever you want them to. Like clean your clothes while you are sleeping, polish your armor, just about anything."
She heads to the dining room and uses the cushion to the right as she enters the room, flopping down on it.
Waiting for the others she'll say "Let's eat" once the others are in and seated.

Spells per Day

Level 0 : Infinite
Level 1 : 8 -
Level 2 : 8 -
Level 3 : 8 - 1
Level 4 : 7 -
Level 5 : 7 -
Level 6 : 7 -
Level 7 : 5 - 1

Wold's Blood Draws : 7 - 0
Wold's Blood in storage 7 - 6 drop(s)

Spells on Aztyr :

Nondetection, Duration 30 hours (cast at dawn)(extended with rod)
Magic Vestment +3, Duration 14 hours (used Wold's Blood, 1 drop from storage)

Spells on others :

Mage's Magnificent Mansion, Duration 30 hours

DM David - Shellvile - 
Thursday July 14th, 2011 8:59:03 PM

The watch roster is set and spells are cast to aid in the watches. The night goes by and all remains quiet. Nothing piques the interest of Jass's eyes and Brahmah's alarms are not tripped. Dawn breaks on a village the same as it was last night. Desperate villagers gather to mourn their friends and family members.

AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Friday July 15th, 2011 12:12:45 AM

"I will scout underwater. My helm will allow me to swim fast, breathe, and see far in dim conditions. With the mental link active I can warn everybody when they are coming or be called back."

Brahmah, the Last Captain of the Chosen of Domi, AC26, HPs169 
Friday July 15th, 2011 8:54:05 AM

Wishing he could have prepared new spells for the day, but these should be fine. Too much time would be spent over thinking things this day.

Knowing where the caves and what the terrain was like would be a tremendous help. If the weather would hold, an underwater scouting would be a good idea. If the weather changed, well, that might be a different story.

In the morning over breakfast. "What do we do now? Seems the turtles were, one, onto to us or two, and possibly the least likely, not returning."
Looking at Valanthe. "There was a time where I had been able to traverse waters without issues. Now, however, I can merely hold my breathe and swim. I can walk on the surface, not today however, and activity under it is impossible in any case."

Nature Ready Spell List (prepped for village turtle protection) : Alarm x3***, Speak with Animals, Hold Animal x4, Cure Moderate Wounds x3,Treestride x2

DM David - Shellvile - 
Friday July 15th, 2011 1:37:41 PM

OOC
Brahmah, by morning you would be able to relearn spells. The recent casting limit is 8 hours and all of the casters, save me and Aztyr needed rest for that long to memorize their spells.

Jass of Downs (SteveK) AC 30 CMD 22 HP 148 
Friday July 15th, 2011 2:43:39 PM

Jass shakes his head, "the Prying Eyes only Fly, they can't swim. It is a drawback of the spell. On a good note, however, the greater version of the spell proivdes each eye with True Seeing, so that it easily pierces illusions and the like."

Jass can, for a limited time, breathe and travel underwater, but it would require a strong spell, and so the sorcerer doesn't go with Valanthe as backup. He also doesn't want to stay on shore under the disapproving eye of Malagant, and so the human takes himself back to the Iron Boat in order to stay out of the way and be alone with his own thoughts.

...Actions

...Spells
False Life; 0/16 hours; +15 temp hit points
Detect Scrying; 12/24 hours
Tiny Hut; 0/16 hours; 20' radius; temp control can see out, outside can't see in (total concealment)
Greater Prying Eyes; 0/16 hours; 20 eyes in two lines of 10 each, one line 500 feet from shore and one line at the shore, looking for Large or bigger turtles. Perception +16 and has True Seeing

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... * 1 2 3 2 0 0 0 2


Minor Displacement, Moderate Fortification, Mind Blank, AC 33, 183/183 hp Malgant 
Friday July 15th, 2011 7:24:14 PM

Malgant awakens at dawn and after strapping on his armor and other gear, heads out of Aztyr's magic house to his weapon dance. He goes through the different forms, each a prayer to Imod and a daily reminder of his years of training. His purpose and his mind are both clear so the forms come easily this morning. He prepares and casts his usual assortment of prayers on his armor and on his friends. If Jass cannot be found for the status spell he instead casts it on Vorelle. Once that is finished he eats a simple breakfast and then goes to the grave sit to finish preparations for the burial ceremony.
When the time comes and the townsfolk are gathered, the minotaur priest of Imod begins the ritual with a remembrance of each of the fallen, which he has gleaned by speaking to their friends and relatives over the past day as he helped prepare the ceremony. He them blesses each of the bodies in the way that his ancestors did and one by one lowers them into their own grave, sealing the ceremony for each of the fallen with a few words and a symbolic handful of earth thrown into the grave symbolizing burial. Later the real work of filling the holes will be done, and he will help with that as well.

Malgant's Spell List

Active Spells
Magic Vestment on Vauhwyt's buckler, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's armor, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's shield, 32 hours extended duration, raises the magic bonus to +4
Status cast on Valanthe, Mac, Jass (Vorelle) ,Vauhwyt and Aztyr, 32 hour extended duration
Mind Blank on Malgant 24 hour duration


DM David - Shellvile - 
Friday July 15th, 2011 7:26:50 PM

Morning breaks and the party prepares for the day. Valanthe wants to scout underwater, and the others all prepare themselves for whatever she finds. Malgant prepares himself for the burial ceremony. At midmorning he begins the ritual with the town and his friends gathered around him, near the woods.

Mac | HP:286 | AC:32/19/27 | CMD:[54, Sun/Dis:57] 
Saturday July 16th, 2011 9:45:12 AM

Mac volunteers to accompany Valanthe on the underwater scouting. "I'd be moving along the lagoon and lake floors, and swimming where necessary, but that comes naturally enough. Can't say I'd provide much by way of conversation, but I'm guessing the focus would be on the turtles, and the lair Captain Brahmah mentioned."

During the ceremony, the dark taur reflects on those 'no longer with him', and on Malgant's words. After the ceremony, Mac remains behind, but away from the graves until the last of the villagers have headed off towards home. He then steps up and joins those taking up shovels. "Malgant, from where I stand, leading the ceremony for so many today would be more than enough work on your part. I am not going to stop you, and I'd be happy for the company and to listen to your words... Imod's words, but this is something I can do, and I've been fairly light on today." If (possibly after a while) he gets the chance to speak to Malgant without any villagers about he finally gives voice to the the concern that has been in the back of his mind since the agreement was struck. "I think I understand the halflings wanting to pay their way and have an agreement in place before things went ahead. I'm also sure that if we succeed and honour our part of the agreement, then they will honour theirs. That sounds like good business, but it doesn't sound like 'doing Good'. How do we do more good? I don't feel I am doing enough work as yet to repay the hospitality of our hosts." He continues shoveling soil as he awaits an answer.

Jass of Downs (SteveK) AC 30 CMD 22 HP 148 
Saturday July 16th, 2011 10:02:18 AM

Jass sullenly, silently attends the funeral proceedings. For all his gaudy clothing; his buff pantaloons and shirt only accenting the tailed coat of red shot through with geometric embroidery on collar, cuff, and hem in blue, green, and heavy golden thread; the air about him is as morose as a tomb.

His black eyes and pale face are not much more alive than the halflings they are burying today, and the sorcerer feels very close to the dead. A black ache wells up inside him. The sorcerer fights his own internal battle and the Powers that he knows best seem far, far away. While Malagant and the others babble on about 'Domi' or 'Imod' or whoever this strange Power is; Jass clings to his memory of the only northern diety that has actually appeared to him like the Southern Powers so often do; Gargul; the only one who can keep Jass from becoming what he dreads...

Jass stands by, but does not assist in the ceremony. He lifts not a clod of earth or a finger to be a part of this remembrance.

...Actions

...Spells
False Life; 0/16 hours; +15 temp hit points
Detect Scrying; 12/24 hours
Tiny Hut; 0/16 hours; 20' radius; temp control can see out, outside can't see in (total concealment)
Greater Prying Eyes; 0/16 hours; 20 eyes in two lines of 10 each, one line 500 feet from shore and one line at the shore, looking for Large or bigger turtles. Perception +16 and has True Seeing

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... * 1 2 3 2 0 0 0 2


Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167 
Saturday July 16th, 2011 2:56:22 PM

Aztyr attends the ceremony, she wears her normal clothing, but with her Hat of Disguise she alters her clothing. She is currently wearing a long black robe, fitted to cover her entire body. The robe is covered in runic symbols as well as Liontaur markings. She also has her Holy symbol to Alemi out on her chest, showing her allegiance to her god.
During the ceremony she remains quiet, afterwards she will pitch in and help fill in the graves. It's work, but even though she is a spell caster, she is not unfamiliar with manual labor.
When all id done and the group regathers,"I believe we've gotten all we can do here finished, it's time we moved on to finding and dealing with the turtles and whomever or whatever is corrupting them.
Brahmah, your spell allowed you to find a possible area, correct? Jass, you can use your eyes to keep watch around us I assume. Valanthe can breathe underwater as well as can I, The Halflings offered us some water breathing potions, I suggest that we accept them, even with our magics, if we hit the water it'll probably be without much warning. I'll buff us as we can, but as usual things with us happen out of the blue so no telling what buffs I can do before, just be ready is all the advice I can give you.
Ok, where to first? Brahmah you're driving this expidition, since you have an idea where to start."


Spells per Day

Level 0 : Infinite
Level 1 : 8 -
Level 2 : 8 -
Level 3 : 8 - 1
Level 4 : 7 -
Level 5 : 7 -
Level 6 : 7 -
Level 7 : 5 -

Wold's Blood Draws : 7 - 0
Wold's Blood in storage 7 - 4 drop(s)

Spells on Aztyr :

Nondetection, Duration 30 hours (cast at dawn)(extended with rod)
Magic Vestment +3, Duration 14 hours (used Wold's Blood, 1 drop from storage)

Spells on others :

Mage's Magnificent Mansion, Duration 30 hours (last evening at 8pm)

Vorelle 
Monday July 18th, 2011 12:49:50 AM

Vorelle's wardrobe isn't extensive, but before attending the ceremony, she takes care that everything she wears is clean, and as somber as she can make it. Her hair is freshly braided. Like Jass, she keeps to herself, but for very different reasons.

Brahmah, the Last Captain of the Chosen of Domi, AC26, HPs169 
Monday July 18th, 2011 1:35:46 AM

Brahmah sits at the funeral a little uncomfortable. He stands up and moves to the rear of the mourners.

Co-Dm Jay/Scene 3/Angry Ninja Turtles 
Monday July 18th, 2011 6:59:14 AM

The party cleans up and heads off to the ceremony. A few party members are limited in wardrobe but manage to cobble together some respectable attire.

For some reason, Brahmah avoids the conversation about him running this show and simply stares at Aztyr. "We're at a funeral..."

As the party groups to attend the service, several townsfolk look at Jass and gasp at his garb, shocked. Muttering about flamboyance and adventurers... better than poor folk....

The funeral begins with a short sermon and then goes into a few happy details about the dead. There is the odd chuckle as people remember their friends or family member who is mentioned, but for the most part, it's somber. The generic clergyman gestures with his hands as if to make a point. The town council, and Zippwise, sit at the front of the mourners.

The ceremony is taking place at a small graveyard where a copse of trees and lake shore meet several hundred yards from the village. The village is in the background, a dirt road leading down from the village, graveyard directly in front of the party and mourners. The lake directly behind the group of mourners and guests. Several very young children play at the lakeside as their parents mourn. The air off the lake is cool and moist. Pink and purple clouds float far over head. The trees rustle and the birds sing. If there is such a thing, it is a great morning for a funeral.

A small high pitch scream cuts the peace like a scythe through rye.

Jass feels a small breath on the back of his neck as his thoughts stray to the dead.

(OOC: If I've missed any specific preparation details in any posts, I'm sorry. Just remind me in your next post and I'll address them in my next DM post. To save time and sanity, I'll be posting as Brahmah in DM posts. )

Blur(permanant), Moderate Fortification, Mind Blank, AC 35, 183/183 hp Malgant Winterborn 
Monday July 18th, 2011 4:56:29 PM

Malgant, leading the ceremony due to the former priest of the village being among the dead, wonders out loud ( in his head) why there are children playing at the waters edge when turtles that came FROM THE LAKE are the reason for the funeral. The juxtaposition of his calm words out loud and his incredulous and mildly panicked voice in your head is slightly unnerving. " Aren't we burying the dead from an attack by giant turtles? Yet there are children playing on the shore?"
Before proceeding any further than the opening prayer, the minotaur gathers the young around him at the small shrine he erected for the ceremony. Death was a part of living. The children were done no good being shielded from it by not participating in the ceremony. These souls were following the natural progression of things and returning to Lord Gargul to enjoy a respite from their Woldly toils. The children should understand that and not fear death. Once the children were among them again he proceeded with the ceremony, remembering each of those who were dead before him from the conversations he had held with their loved ones the day before.
Then there was the screaming....

Malgant's Spell List

Active Spells
Permanent +5 Greater Magic Fang on Malgant's horns
Magic Vestment on Vauhwyt's buckler, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's armor, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's shield, 32 hours extended duration, raises the magic bonus to +4
Status cast on Valanthe, Mac, Jass ,Vauhwyt and Aztyr, 32 hour extended duration
Mind Blank on Malgant 24 hour duration

OOC
Sorry, even a mass murderer would have more common sense than to allow children to play near the water after what happened.
Malgant casts his normal all day prep spells listed above right after he prays in the morning. Otherwise he has no special prep spells active. He wear his armor as befits a Protector in the act of performing his duties. His shield rests next to the shrine and his blade is by his side as it always is.

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167 
Monday July 18th, 2011 8:06:17 PM

Aztyr will help Malgant gather the children, and after the ceremony is finished and he Dead buried, she will make the comments (as stated before) that are listed above.

Spells per Day

Level 0 : Infinite
Level 1 : 8 -
Level 2 : 8 -
Level 3 : 8 - 1
Level 4 : 7 -
Level 5 : 7 -
Level 6 : 7 -
Level 7 : 5 -

Wold's Blood Draws : 7 - 0
Wold's Blood in storage 7 - 4 drop(s)

Spells on Aztyr :

Nondetection, Duration 30 hours (cast at dawn)(extended with rod)
Magic Vestment +3, Duration 14 hours (used Wold's Blood, 1 drop from storage)

Spells on others :

Mage's Magnificent Mansion, Duration 30 hours (last evening at 8pm)

AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Monday July 18th, 2011 10:29:52 PM

Valanthe cleaned her armor so it was polished but she did not remove it. She was prepared for battle as the situation demanded. Yes it was a funeral but the reason for the funerals still out there. Valanthe began sprinting for the lake. Damn children, she should have been more observant.

Co-Dm Jay/Scene 3/Angry Ninja Turtles 
Tuesday July 19th, 2011 4:24:19 AM

After the party clears the kids from the lake, one of them notices the turtles making shore. Two still in the water, four coming to shore.



Jass of Downs (SteveK) AC 30 CMD 22 HP 148  d20+20=33 ; d20+20=31 ;
Tuesday July 19th, 2011 11:21:52 AM

Jass, in his black mood, scarcely notices the looks and comments from the villagers, most unusual for him. The screams from the shoreline are indicative of trouble, just the thing to allow the sorcerer to think of something besides ... well, let's not think of it then!

Casting Fly on himself, Jass lifts off to observe the incoming turtles. The first order of duty is to ensure that all the villagers are behind the stone defenses and he scans the area for anyone who needs any help.

He also sees if by thier actions, if there are any spells on the Turtles.

...Actions
cast Fly
move up 30 feet
Perception: 33
Spellcraft: 31

...Spells
False Life; 0/16 hours; +15 temp hit points
Detect Scrying; 12/24 hours
Greater Prying Eyes; 0/16 hours; 20 eyes in two lines of 10 each, one line 500 feet from shore and one line at the shore, looking for Large or bigger turtles. Perception +16 and has True Seeing
Fly; 160 minutes; 60 feet average maneuverability

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... * 1 2 3 2 0 0 0 2

Vauhwyt (HP126+11, AC39) and Mookie in Gnome Form (HP63+17, AC33) 
Tuesday July 19th, 2011 2:47:24 PM

Vauhwyt looks around to see what is causing the screaming sound.

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167 
Tuesday July 19th, 2011 3:42:50 PM

"We don't wanna hurt the turtles, remember why we are here. Vauhwyt, can you drop a wall between the turtles and the rest of the town? We'll worry about getting rid of it afterwards. Our priorities are saving the children first, keeping the rest safe, and then solving our other problems. Jass, can you cast a dispel on one of the turtles or no? Let me know, and I'll try it if I need too."
While most are near by, Aztyr drops her hand to one of her Rods and casts an Extended Haste, on everyone close enough. (just let me know who all was close enough)

Spells per Day

Level 0 : Infinite
Level 1 : 8 -
Level 2 : 8 -
Level 3 : 8 - 2
Level 4 : 7 -
Level 5 : 7 -
Level 6 : 7 -
Level 7 : 5 -

Wold's Blood Draws : 7 - 0
Wold's Blood in storage 7 - 4 drop(s)

Spells on Aztyr :

Nondetection, Duration 30 hours (cast at dawn)(extended with rod)
Magic Vestment +3, Duration 14 hours (used Wold's Blood, 1 drop from storage)
Haste 30 rounds

Spells on others :

Haste 30 rounds
Mage's Magnificent Mansion, Duration 30 hours (last evening at 8pm)

Jass of Downs (SteveK) AC 30 CMD 22 HP 148 
Tuesday July 19th, 2011 4:18:23 PM

(Jass nods and prepares to enfold a Turtle in a Dispel Magic as soon as he can)

Vauhwyt (HP126+11, AC39) and Mookie in Gnome Form (HP63+17, AC33)  d100=49 ;
Tuesday July 19th, 2011 4:30:14 PM

Vauwhyt casts a Wall of Stone to block any creatures coming up from the beach.

Arcane fail = a-ok

Blur(permanant), Moderate Fortification, Mind Blank, AC 40(45 if barkskin), 183/183 hp Malgant Winterborn 
Tuesday July 19th, 2011 5:24:52 PM

" If a fight starts, melee fighters try and stay close to me, Imod has trained me to be able to strengthen your armor at the cost of my attack accuracy. With his power behind me the loss to me will be negligible. Brahmah, can you understand or make yourself understand the speech of turtles? Aztyr you can, am I right? If they are being controlled and it is magical I might be able to break the control with an anti-magic spell on myself. Maybe then those of you who can will be able to magically speak to them. It is worth a shot at least. Let them come to us and see if they will parlay. They may not be here for hostility. Let Jass try a dispel first, if not I will use the anti-magic spell. Mookie, if you are not busy yet I would love a hit off the Barkskin wand."
" Villagers, head to the safe house and get inside. We will come for you when it is safe. Defenders, lets see if we can work this out with them."
Malgant casts Shield of Faith on himself and steps forward to meet the turtles. He also dons his shield and draws his blade so as not to be unprepared should the turtles get violent.

Malgant's Spell List

Active Spells
Permanent +5 Greater Magic Fang on Malgant's horns
Magic Vestment on Vauhwyt's buckler, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's armor, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's shield, 32 hours extended duration, raises the magic bonus to +4
Status cast on Valanthe, Mac, Jass ,Vauhwyt and Aztyr, 32 hour extended duration
Mind Blank on Malgant 24 hour duration
Shield of Faithon Malgant, +4 deflection AC for 16 minutes

Vorelle 
Wednesday July 20th, 2011 12:57:19 AM

Vorelle draws her bow and tries to find a good vantage point. She doesn't want to badly injure the turtles, but a few well-placed arrows may discourage them.

Mac | HP:286 | AC:32/19/27 | CMD:[54, Sun/Dis:57] 
Wednesday July 20th, 2011 4:04:21 AM

Mac follows Malgant's instructions to the letter - moving into position off his left shoulder with axe drawn. The sudden arrival of the Wall of Stone is impressive and he gives a nod and a smile Aztyr's direction. *Bigger pieces and smaller pieces - if it needs removal later I think we're good*.

He is aware of Vorelle with her bow, and tries to give her as much of the line of sight to the inbound turtles as possible, but does not actively stop to look at where her arrows are pointing.

Finally, the question that should have occurred to him earlier dawns on him. "Anyone with a suggestion as how best to incapacitate a turtle? We never had a need to, back at the Floating City, but... any ideas?"

OOC: Mac would happily be one of the recipients of Aztyr's Extended Haste, but I leave the final call to the DM.

Vauhwyt (HP126+11, AC39) and Mookie in Gnome Form (HP63+17, AC33) 
Wednesday July 20th, 2011 12:52:16 PM

[Vauhwyt OOC: My action this round was to cast the Wall of Stone spell to try to keep the turtles at bay or delay them. Mookie is currently in bird form and can't use the wand. Next round I'll cast Alter Self on him and then he can start doing stuff. Until then, he's next to me.]

Mookie thinks back to Mal, "Hold your horses, big boy! Or should I say, 'Don't have a cow, man!' When I get some hands I'll lend you one!"

Mac asks how to incapacitate a turtle. Vauhwyt thinks back an answer, "Maybe I could grapple one? My merciful-tear paws are good for fighting but not killing."

Blur(permanant), Moderate Fortification, Mind Blank, AC 40(45 if barkskin), 183/183 hp Malgant Winterborn 
Wednesday July 20th, 2011 4:09:04 PM

Malgant thinks back at Mookie" Noted bird brain, I failed to remember your current lack of thumbs.if someone else needs you first though tend to them, my armor needs can keep."
It had not occurred to Malgant how to deter a turtle without killing it, he supposed that fire might discourage them. Malgant HAD thought of Vauhwyt's grappling idea and knew even with Imod's might behind him enlarging him to twenty feet tall he would be no match for them. He looked from Vauhwyt to the turtles, her slight six foot tall frame, weighing maybe 500 pounds would be ridiculous versus a turtle with a 50' diameter shell weighing several tons. He thought it might be close to an ant taking on a rhino in a wrestling match. Amusing as that would be, he cared whether the ant got squished in this case and simply thought to Vauhwyt, " That would probably be a very bad idea. My plan had been to subdue them, mostly with the flat of the blade. If they start mauling us though that may give way to me using the blade as originally intended. I don't want to hurt them, but I won't let them kill us either? "

Malgant's Spell List

Active Spells
Permanent +5 Greater Magic Fang on Malgant's horns
Magic Vestment on Vauhwyt's buckler, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's armor, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's shield, 32 hours extended duration, raises the magic bonus to +4
Status cast on Valanthe, Mac, Jass ,Vauhwyt and Aztyr, 32 hour extended duration
Mind Blank on Malgant 24 hour duration
Shield of Faithon Malgant, +4 deflection AC for 16 minutes

Co-Dm Jay/Scene 3/Angry Ninja Turtles 
Thursday July 21st, 2011 1:54:56 AM

Brahmah casts Speak with Animals. There is a moment, then Brahmah shakes his head. "No, there is nothing I can get from them. They won't or can't speak. I just get a sense of desperation." He adds, "By the way, given what I know about turtles, I can tell you that these ones are roughly 20,000 pounds, and are of the snapping variety. They are unpleasantly armored. Hard to hit."

The 35 foot long turtles don't move very fast, but it seems that all the turtles are ashore now and thumping toward the village. One turtle has broken off of the group and is moving toward a straggler from the funeral. There is more movement in the water.

A decision needs to be made. The turtles will be at the village very soon and the villagers seem to be retreating to their homes, not the turtle proof building set up last night.

Co-Dm Jay/Scene 3/Angry Ninja Turtles 
Thursday July 21st, 2011 3:57:08 AM

OOC Quick errata. The turtles are 35 feet in diameter, not 35 feet long. M'bad.

Blur(permanant), Moderate Fortification, Mind Blank, AC 40(45 if barkskin), 183/183 hp Malgant Winterborn 
Thursday July 21st, 2011 4:12:48 AM

OOC
Does the dispel from Jass seem to make any difference? Maybe lessen their desperation so that they can speak?

Mac | HP:286 | AC:32/19/27 | CMD:[54, Sun/Dis:57]  d20+18=26 ;
Thursday July 21st, 2011 6:21:03 AM

Mac's expression falls just a little as Brahmah estimates the turtle's weights at ten ton each.
*Desperation?! What could they possibly want up there? They're not hungry - they proved that already. Surely the shells were all cleaned out before they were used for abodes. Are they...* He pauses to get a better view of what else might be in the water. [Perception(Spot): 26] *Are they being herded?*

Mac stops broadcasting the thoughts running through his head to his companions. Desperation motivated by what or whom? If they are being controlled then by what and from where? The one advantage the straggler should have is the edge of the forest - until he sees otherwise the turtles look unlikely to succeed at chasing anything through the denser patches of trees. By the same token, some of the younger trees won't stand a chance. There is going to be enough yelling to the straggler that one more voice will only confuse matters. He focuses on the battle at hand.

Jass of Downs (SteveK) AC 30 CMD 22 HP 148  d20+20=21 ; d20+16=17 ;
Thursday July 21st, 2011 3:11:54 PM

Jass hasn't had a chance to try to dispel anything that may happen to be on the giant turtles, but seeing the straggler from the funeral, he spies his chance. "I'll help this guy out!", he calls to the others, and flies towards the halfling facing off against the turtle.

As he nears the turtle, he tries firing a spell off the hip with less than optimum results.

...Actions
Move: 60 foot fly to the turtle and straggler
Cast: Greater Dispel Magic targeted on turtle. Spell Penetration if needed: 21, Dispel Attempt: 17

...Spells
False Life; 0/16 hours; +15 temp hit points
Detect Scrying; 12/24 hours
Greater Prying Eyes; 0/16 hours; 20 eyes in two lines of 10 each, one line 500 feet from shore and one line at the shore, looking for Large or bigger turtles. Perception +16 and has True Seeing
Fly; 160 minutes; 60 feet average maneuverability

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... * 1 2 3 2 0 0 0 2

Blur(permanant), Moderate Fortification, Mind Blank, AC 40(45 if barkskin), 183/183 hp Malgant Winterborn  d20+16=31 ;
Thursday July 21st, 2011 5:20:56 PM

" Stupid civilians!" Is Malgant's first thought. He doesn't mean to broadcast it to everyone, but that's what happens. He begins wracking his brain trying to think of what might slow or stop them. Then he gets an idea." I will try to repel them. If it works they will be unable to move closer than 160 feet to me. It will only last about a minute and a half so any other actions you need to take, dispelling them talking to them, what have you will need to be rather fast. Aztyr if mine finishes and they are still here and hostile I believe you can cast it as well with your limited wishes."
Malgant presents his shield emblazoned with his holy symbol on it to the turtles and casts Repulsion. He stretches the area to the limit, hoping that once stopped the turtles will not look too hard for a way around the field.( max area is 160 foot radius )DC 25 will save to resist 31 spell penetration if needed.

Malgant's Spell List

Active Spells
Permanent +5 Greater Magic Fang on Malgant's horns
Magic Vestment on Vauhwyt's buckler, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's armor, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's shield, 32 hours extended duration, raises the magic bonus to +4
Status cast on Valanthe, Mac, Jass ,Vauhwyt and Aztyr, 32 hour extended duration
Mind Blank on Malgant 24 hour duration
Shield of Faith on Malgant, +4 deflection AC for 16 minutes
Repulsion 160' radius, 16 rounds duration

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167 
Thursday July 21st, 2011 10:26:21 PM

Aztyr casts fly upon herself, she then flies towards one of the turtles. Yelling down "Can you understand me, why are you attacking these people?" (Aztyr has permanency on tongues and comp language)

Spells per Day

Level 0 : Infinite
Level 1 : 8 -
Level 2 : 8 -
Level 3 : 8 - 3
Level 4 : 7 -
Level 5 : 7 -
Level 6 : 7 -
Level 7 : 5 -

Wold's Blood Draws : 7 - 0
Wold's Blood in storage 7 - 4 drop(s)

Spells on Aztyr :

Nondetection, Duration 30 hours (cast at dawn)(extended with rod)
Magic Vestment +3, Duration 14 hours (used Wold's Blood, 1 drop from storage)
Haste 29 rounds
Fly 150 rounds

Spells on others :

Haste 29 rounds
Mage's Magnificent Mansion, Duration 30 hours (last evening at 8pm)

AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Friday July 22nd, 2011 12:32:25 AM

Valanthe places herself in the path of one of the turtles. If need be she can bask it on the toe or something. She may have to make it want to attack her more than the village.

"Tell me something! Do I bash it or not?"

Co-Dm Jay/Scene 3/Angry Ninja Turtles technically round 2  d20+16=24 ;
Friday July 22nd, 2011 12:38:37 AM

Brahmah chimes in. "Desperation and anguish."

Dispel Magic doesn't seem to be working. Nor does the Repulsion. They push on with purpose. The villagers are yummy.

Mac guesses that they are being herded, but their movements indicate randomness, but maybe that's by design.

The nearest turtle to Brahmah turns to him to attack. Brahmah holds his ground, not sure what to do. There had been talk about subduing but that was ridiculous.
Suddenly the sound like a steel portcullis rips from the turtle. (Hits AC 24)
Brahmah lurches back, nearly hit by this creature which was full of anguish.
The minotaur ranger keeps his wary eyes on the beast but calling over his shoulder. "Guys... I'm going to gut this thing before it does the same to me... that okay with you?!"

Three turtles move through the evenly spaced party and move toward the village.
One lingers near Brahmah.
The two who had been in the water are the stragglers. They seem most keyed on Brahmah, who is basically the front line meal.

Their are two or three onlookers from the village, whose curiosity outweighs their fear, still hang back by the small graveyard. But the thin rod iron fencing between them should hold off the ten ton turtles... right? The one straggler by the forest has moved away and is jogging toward the village now.

Blur(permanant), Moderate Fortification, Mind Blank, AC 40(45 if barkskin), 183/183 hp Malgant Winterborn 
Friday July 22nd, 2011 4:27:20 AM

OOC
so not even a save, it just doesn't work?
several of us have actually stated we are moving forward, Brahmah hasn't, how is he in front?

Co-Dm Jay/Scene 3/Angry Ninja Turtles technically round 2 
Friday July 22nd, 2011 10:04:55 AM

Ooc: Brahmah was nearest the water line when the attack started and remained when the children moved.

As for the spells, I talked about this very question with Jerry. Spells aren't working in regards to what is being cast on or at the turtles. Brahmah cast Speak with Animal and it failed, however, if you noticed, he's feeling what they are feeling by way of Animal Empathy.

Sorry for any frustration I'm causing. Keep in mind, I have limited knowledge due to storyline and things can't just be given out willy-nilly to one of the players. :) I did notice the party was moving. Next round those who were moving will be able to join Brahmah.

Vauhwyt (HP126+11, AC39) and Mookie in Gnome Form (HP63+17, AC33)  d100=38 ; d20+19=20 ; d100=41 ;
Friday July 22nd, 2011 11:17:42 AM


OOC: Did my Wall of Stone even hinder them at all?

OOC: I'm pretty sure I missed a day, sorry -- but I did declare my action in advance on Wed, July 20. Specifically, last round, Vauhwyt casts Alter Self on Mookie. He uses his wand of Barkskin on Mal. Arcane spell fail on the Alter Self: no prob, Mookie is in gnome form. Mookie's UMD check: blows it with a nat 1, sorry Mal -- and Mookie cannot use the item for 24 hours. Mookie stays with Vauhwyt.

This round, if the wall of stone has helped corral the turtles, Vauhwyt casts another one. Arcane spell fail = no prob. Mookie puts away the malfunctioning wand of barkskin and gets out a wand of cure moderate wounds. "I hope this one works," he says.

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167 
Friday July 22nd, 2011 3:25:56 PM

OOC: Aztyr's asking what they were doing was worth nothing?

Blur(permanant), Moderate Fortification, Mind Blank, AC 40(45 if barkskin), 183/183 hp Malgant Winterborn 
Friday July 22nd, 2011 3:42:30 PM

OOC
Ok, so what I am seeing is they are enveloped in some kind of antimagic so even spells we cast on ourselves ( Brahmah's Speak With Animals and my Repulsion) are not affecting them. So short of walling in the town the module is giving us zero choice but to lay waste to the very turtles the town relies on to make a living. I can do that.
I feel you on the no info thing, that's why we struck a deal and moved on because I was tired of no info to give you guys when you asked good questions.
I didn't realize Brahmah started that close, I'll be at his side ready to make sushi by the end of the round. If nothing else the halflings can start a turtle soup business, they will have the resources.

Vauhwyt (HP126+11, AC39) and Mookie in Gnome Form (HP63+17, AC33) 
Friday July 22nd, 2011 3:49:21 PM

OOC: We can still do nonlethal damage. Even 10-20 points each of unarmed attack damage should be enough to keep them bloody but alive, even with the rest being lethal damage. I'm hoping my tears of vicious mercy will do lots of nonlethal damage.

Jass of Downs (SteveK) AC 30 CMD 22 HP 148  d20+20=39 ;
Friday July 22nd, 2011 4:48:57 PM

Jass swoops down to the halfling running in front of the giant turtle. "Hey, hold on there!", he says as he touches the straggler jogging towards the village halfling and Dim Doors back to the graveyard.

"OK, we don't need anyone pretending to be pub snacks for the turtles, all right? You all STAY HERE. We can protect you better if you're not running around!" Jass gives a glare to ensure the halflings stay put!

...Actions
Move: 60 foot fly to the turtle and straggler
Cast: Dim Door
Intimidate: 39 to keep the halflings to stay put

...Spells
False Life; 0/16 hours; +15 temp hit points
Detect Scrying; 12/24 hours
Greater Prying Eyes; 0/16 hours; 20 eyes in two lines of 10 each, one line 500 feet from shore and one line at the shore, looking for Large or bigger turtles. Perception +16 and has True Seeing
Fly; 160 minutes; 60 feet average maneuverability

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... * 1 2 3 2 0 0 0 2

Mac | HP:286 | Dam:0 | AC:38/25/33 | CMD:[56, Sun/Dis:59] | up to 6 AoOs:[+28|3d6+44{19+|+2x(3d6+44)}] or CMB:[+31] 
Friday July 22nd, 2011 9:21:20 PM

*So, if they are under the effects of a mind effecting spell we have no means to break, then we have to find the source, once we've turned this attack away, or dealt with it otherwise.*
That they were told last time that none of the halflings were eaten at least hopefully means their motivation this time is also not hunger based.
He moves with Malgant towards the fray and looks to move towards the front.

Effects, etc.: Luckstone, Heartlight, Combat Expertise, Power Attack, Haste, Freedom of Movement(Ring), Adaption(Necklace)


Blur(permanant), Moderate Fortification, Mind Blank, AC 45, 215+16/183 hp Malgant Winterborn 
Friday July 22nd, 2011 11:42:20 PM

As Malgant strides to Brahmah's side, words of divine power fall from his lips. A quickened Divine power and a normally cast righteous might make the Minotaur roughly 20 feet tall and brimming with divine energy. Noting Brahmah's lighter armor Malgant declares him as his interpose target for this round. Setting his shield he prepares to stop the turtles right here. " Aye Mac. Strike to disable them. Once they are down we find out whats causing this and put an end to it. I know that handicaps you Aztyr, just try not to kill them. If I were an aquatic creature I would probably run away from fire. Try that."

Malgant's Spell List

Active Spells
Permanent +5 Greater Magic Fang on Malgant's horns
Magic Vestment on Vauhwyt's buckler, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's armor, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's shield, 32 hours extended duration, raises the magic bonus to +4
Status cast on Valanthe, Mac, Jass ,Vauhwyt and Aztyr, 32 hour extended duration
Mind Blank on Malgant 24 hour duration
Shield of Faith on Malgant, +4 deflection AC for 16 minutes
Repulsion 160' radius, 15 rounds duration
Divine Power +5 luck bonus to hit damage and strength related checks, +16 temp hp, 16 rounds duration
Righteous Might +4 str and con, -2 dex, +2 natural armor, double height, 8x wieght(~10,000lbs), DR 10/evil 16 rounds duration

Mac | HP:286 | Dam:0 | AC:38/25/33 | CMD:[56, Sun/Dis:59] | up to 6 AoOs:[+28|3d6+44{19+|+2x(3d6+44)}] or CMB:[+31] 
Saturday July 23rd, 2011 9:21:07 AM

Mac watches as Malgant takes on the power and stature afforded by the two spells... and a new idea begins to take shape. Unfortunately he doesn't have the knowledge of Spellcraft and spells to know if it would work, but the only choice is to put it out there. *Between us, with an Enlarge here, we could probably lift one of these turtles - certainly drag one with the right purchase. Then we get something underneath them so their feet no longer reach the ground and they can't walk, and then maybe pin them down with stone blocks or a stone cage? What do we think of that?*

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167  d20+21=26 ;
Saturday July 23rd, 2011 3:15:30 PM

Hearing Mac's idea in her head, *Thanks Mac, that gives me an idea I can try without killing the one I try it on.*
Aztyr targets the other turtle that is farthest into the village. She uses the power of her most useful spell, limited wish. With a simple thought of what she want's to happen, she points at the turtle and shouts out, "Thou shalt stop now." With the unleashing of the spell, she turns it into a Hold Monster spell.

------------------------------------------------------------------------------------

Cast: Hold Monster, spell pen 26, will save DC 25 negates effect

Spells per Day

Level ----- 0 1 2 3 4 5 6 7
Available- * 8 8 8 7 7 7 5
Used ----- * 0 0 3 0 0 0 1

* = unlimited

Wold's Blood Draws : 0/7
Wold's Blood in storage : 4/7 drop(s)

Spells on Aztyr :

Nondetection, Duration 30 hours (cast at dawn)(extended with rod)
Magic Vestment +3, Duration 14 hours (used Wold's Blood, 1 drop from storage)
Haste 28 rounds
Fly 149 rounds

Spells on others :

Haste 28 rounds
Mage's Magnificent Mansion, Duration 30 hours (last evening at 8pm)

Co-Dm Jay/Scene 3/Angry Ninja Turtles technically round 2 
Saturday July 23rd, 2011 6:53:15 PM

Ooc: Vauhwyt, I didn't get dimensions on your wall. And if walling things is standard for you, remember, I havent been in the party long enough to know your pc yet.

Aztyr, you get nothing from them other than desperation. Hold Monster does nothing.

I'll post again Monday.

Co-Dm Jay/Scene 3/Angry Ninja Turtles technically round 2  d20+16=27 ; d20+16=31 ; 4d6+16=30 ; d20+16=36 ; d20+27=45 ; d20+16=22 ; 4d6+16=33 ;
Monday July 25th, 2011 9:06:34 AM

Aztyr's Hold Monster doesn't work. (I'll allow you to change your mind on the spell, spells are not reacting to these turtles. If you wanna use the Limited Wish for something more appropriate for round two, otherwise the Hold spell will stand.)
Mac's idea might still show merit.
Malgant interposes Brahmah giving a bit of cover to the ranger.
Jass wrangles bodies, er, halflings and sets them straight that curiosity was stupid. The halflings know full well by this point that turtles count shortfolk as 'snack size'.
Vauhwyt realizes that, given the size of the turtles, the wall of stone 'might' make them think about going around the strange rocks. (OOC: These turtles are gargantuan and have a tremendous strength, a wall with enough thickness to stop them just wouldn't be long enough. Given what I know about them, they could push over without much problem.)
Brahmah stands his ground.

Near the turtles near the water(there are three turtles here): Brahmah, Malgant, Mac
Near the turtles heading to village(there are two turtles here): Vauhwyt
Near the village/graveyard(there is a turtle here): Jass
Is Aztyr near the village or by the water? I know you are flying, I just can't tell where.

Round three begins:
Brahmah considers for a moment. "I don't think I CAN subdue these things. I'll try a spell." He casts Hold Animal on the turtle just in front him.
Nature Ready Spell List (prepped for village turtle protection) : Alarm x3**, Speak with Animals, Hold Animal x4*, Cure Moderate Wounds x3,Treestride x2

The turtle directly in front of Brahmah snaps at him, portcullis jaws closing with a bang. (AoO vs casting Hit AC 27, would hit, but because of interpose, I believe, even though Brahmah was casting, Malgant was ready and took the hit. The hit was hard but the beak clinked off armor) Same turtle takes his attack for this round (they have 15ft reach). Strikes at Brahmah again. (Hits AC 31, 30 damage, Malgant is grappled unless he succeeds a DC 45 grapple check.... this CMB thing is a bit irritating.)

One turtle snaps at Mac. (HIts AC 22 for 33)
The third turtle near the water tries to move around the point land creatures.

The two village turtles are keen on the villagers in the big wood things so they work at the sides of houses with their beaks. They could be inside a house in little under ten seconds.

The turtle at the graveyard is trying to push through the iron gating and is making some headway, its pulling at the posts with its beak. This one seems to be moving in generally a straight line up from the beach. Its heading is chaotic at best. There are barriers; graveyard, trees, large stones, buildings... no people.

(OOC: I believe I may have answered everything from last round. I hope I've addressed everyone. Let me know. Good luck!)

Vauhwyt (HP126+11, AC39) and Mookie in Gnome Form (HP63+17, AC33)  d3=1 ; d20+25=37 ; d8+9=10 ; 4d6=13 ; d20+20=27 ; d8+9=15 ; 4d6=16 ; d20+22=35 ; d4+8=10 ; 4d6=19 ; d20+22=30 ; d4+8=10 ; 4d6=12 ; d6=6 ; d6=5 ; d20+19=23 ; 2d8+3=17 ;
Monday July 25th, 2011 10:12:26 AM

Vauhwyt's Round One Action was the Wall of Stone, but by the top of Round Two she could tell she was not getting anywhere with that. Mookie's Round One action was to try his wand of barkskin, with abject failure.

Vauhwyt's Round Two Action was the Wall of Stone, but by the top of Round Two she could tell she was not getting anywhere with that, so she activated her Contingent Greater Invisibility as a free action and took a double move to get close to a turtle. Mookie's Round Two action was to put away his wand of barkskin and get out his wand of Cure Moderate Wounds. He also activated his Contingent Greater Invisibility as well. He is riding Vauhwyt, and is in gnome form, by the way.

Vauhwyt's Round Three Action starts with activating her Arcane Strike feat as a free action. Her lucky armor spikes are +1d3, rolled each round, and this round they are +1. Then she takes a full round attack, including sneak attack damage because she is invisible. She attacks twice with her armor spikes and once each with her paws. Her paws are viscious and merciful because of her Eberyon's Tears, so she adds +2d6 damage with them and inflicts 1d6 damage on herself -- but all paw damage is nonlethal thanks to the merciful property. Note that she gains +2 to hit because she is invisible.

First Spikes Attack: hits AC 37 for 1d8+9+4d6 = 10+13 = 23 lethal.
Second Spikes Attack: hits AC 27 for 15+16 = 31 lethal.
Right Paw Attack: hits AC 35 for 1d4+5+3+3d6+4d6 = 10+19 = 29 nonlethal. If this hits, then V takes 6 nonlethal hp.
Left Paw Attack: hits AC 30 for 10+12 = 22 nonlethal. If this hits, then V takes 5 nonlethal hp.

Mookie's action is to ready his wand. If Vauhwyt takes 12 or more hp lethal damage, he will use the wand. UMD check: 23 = a-ok. If triggered, the spell cures 17.

==========

DM Sanity info for Vauhwyt and Mookie:

Spells cast by V:
Detect Scrying
Extended GMW on her armor spikes
False Life (+11)
Greater Magic Fang (+1 on both paws)
Heroism
Magic Circle vs Evil

Spells cast by V on others
Extended GMW for Mal
False Life (+17) for Mookie
Heroism for Mookie
Alter Self for Mookie

Spells cast by Mal on V:
Status
Magic Vestment (on her buckler)

Spells in effect from earlier days:
Contingency (Greater Invis) - ACTIVATED in Round Two
Contingency (Greater Invis) for M - ACTIVATED in Round Two
Telepathy

Other things with per day uses:
Darkwalk - 0 rounds of 40 used
Impromptu sneak attack 0 of 1 used
Tricky spells 0 of 3 used
CMW wand: 1 of 50 used

Short Duration Spell Tracking:
Greater Invis (V and M) - 2 rounds of 13 used

Jass of Downs (SteveK) AC 30 CMD 22 HP 148 
Monday July 25th, 2011 1:42:15 PM

Jass looks over his shoulder and sees the giant turtle ripping up the iron posts. Spells aren't doing much good directed at the Turtles, so the sorcerer lifts 30 feet straight into the air, and casts a Wall of Force across the turtles path.

"Stay!", says Jass smugly, confident the ponderous thing can't climb over.

...Actions
Move: 30 foot fly straight up
Cast: Wall of Force: 80 feet long, 20 feet high, 2 feet beyond the graveyard gates.

...Spells
False Life; 0/16 hours; +15 temp hit points
Detect Scrying; 12/24 hours
Greater Prying Eyes; 0/16 hours; 20 eyes in two lines of 10 each, one line 500 feet from shore and one line at the shore, looking for Large or bigger turtles. Perception +16 and has True Seeing
Fly; 160 minutes; 60 feet average maneuverability

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... * 1 2 3 2 0 0 0 2


Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167  d20+21=28 ;
Monday July 25th, 2011 3:09:36 PM

Aztyr takes the chance to change her spell (thank you)
Being near the turtle closest to the safe house, and in the air above the turtle's range of attack She still points at the humongous creature. As she does so she twists her Limited Wish into a variation of the Wall of Stone..... well at least the Stone part of the that spell... She tries to turn the entire turtle into stone. (cast Flesh to Stone)

DC 25 Fort save to negate
Spell Pen roll 28 (jeeze, can't roll above a 10 to save a life)

Spells per Day

Level ----- 0 1 2 3 4 5 6 7
Available-- * 8 8 8 7 7 7 5
Used ----- * 0 0 3 0 0 0 1

* = unlimited

Wold's Blood Draws : 0/7
Wold's Blood in storage : 4/7 drop(s)

Spells on Aztyr :

Nondetection, Duration 30 hours (cast at dawn)(extended with rod)
Magic Vestment +3, Duration 14 hours (used Wold's Blood, 1 drop from storage)
Haste 27 rounds
Fly 148rounds

Spells on others :

Haste 27 rounds
Mage's Magnificent Mansion, Duration 30 hours (last evening at 8pm)

Blur(permanant), Moderate Fortification, Mind Blank, CMD 41, AC 40, 215+16/183 hp Malgant Winterborn  d20+25=41 ; d20+25=41 ; d20+20=31 ; d20+15=33 ; d20+15=34 ; 3d8+24=33 ; d6=4 ; d6=2 ; 3d8+24=30 ; d6=3 ; d6=6 ; 3d8+24=39 ; d6=5 ; d6=4 ; 6d8+48=76 ; d6=2 ; d6=2 ;
Monday July 25th, 2011 4:59:47 PM

"This is how you subdue it Brahmah, by hitting it repeatedly about the head and shoulders with the flat of your weapons." Malgant proceeds to demonstrate with his bastard sword. The huge Protector also has 15' reach and provokes no AoO from the Turtle. Power attacking to break the Turtle's DR( -4to hit,+8 damage) and striking with a lethal weapon for nonlethal damage (-4 to hit).Hasted

Attack 1 Hit AC 41 for 33 damage +6<holy>(if it applies)
Attack 2 Hit AC 41 for 30 damage +9<holy>
Attack 3 Hit AC 31 for 39 damage +9 <holy>
Attack 4 Hit AC 33 critical confirmed on AC 34 for 76 damage+4 <holy>
Malgant decides not to gore with his horns, not knowing how to not do that lethally

Malgant continues to Interpose himself in front of Brahmah if he can. If Brahmah is grappled then Malgant probably cannot and concentrates instead on making the turtle go unconscious so he drops the ranger.

Malgant's Spell List

Active Spells
Permanent +5 Greater Magic Fang on Malgant's horns
Magic Vestment on Vauhwyt's buckler, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's armor, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's shield, 32 hours extended duration, raises the magic bonus to +4
Status cast on Valanthe, Mac, Jass ,Vauhwyt and Aztyr, 32 hour extended duration
Mind Blank on Malgant 24 hour duration
Shield of Faith on Malgant, +4 deflection AC for 16 minutes
Repulsion 160' radius, 14 rounds duration
Divine Power +5 luck bonus to hit damage and strength related checks, +16 temp hp, 15 rounds duration
Righteous Might +4 str and con, -2 dex, +2 natural armor, double height, 8x wieght(~10,000lbs), DR 10/evil 15 rounds duration

AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Monday July 25th, 2011 8:11:37 PM

Valanthe runs over toward one of the turtles that is currently unattended. "So I'm guessing that powerful magic is at work here since very little seems to be working. They dont seem all that dangerous to us though. What about turning the ground to mud or something that would get them stuck. Using magic on the enviorment instead of the turtles."

ooc: I really have no idea where anybody is

Vorelle  d20+21=32 ; d20+21=30 ; d20+16=21 ; d20+11=19 ; d20+6=26 ; d20+6=12 ; d8+8=13 ; d8+8=13 ; d8+8=13 ; d8+8=11 ; d8+8=13 ;
Monday July 25th, 2011 8:39:15 PM

Vorelle knows the group doesn't want to hurt the turtles, but she's running out of options. And so are the halflings inside the house.

She fires a full volley at one of the turtles attacking the house, hoping to get it to stop and turn and go after her instead. After that....well, she'll improvise.

[Hit AC 32 for 13 damage; hit AC 30 for 13 damage; hit AC 21 for 13 damage; hit AC 19 for 11 damage; hit AC 26 for 13 damage. That last one was a natural 20, so it will hit even if the turtles' AC is higher than 26. I'm assuming a 12 will not confirm a critical. Also, if the turtles count as Magical Creatures, each damage roll should be 4 higher.]



Mac | HP:286 | Dam:0 | AC:33/T:20/F:28 | CMD:[56, Sun/Dis:59] | up to 6 AoOs:[+29|3d6+44{19+|+2x(3d6+44)}] or CMB:[+31]  d20+34=44 ; 3d6+44=50 ; d20+29=39 ; 3d6+44=52 ; d20+24=26 ; 3d6+44=56 ; d20+19=38 ; 3d6+44=49 ; d20+19=37 ; 3d6+44=57 ; 3d6+44=54 ; d20+14=34 ; 3d6+44=53 ; d20+14=17 ; 3d6+44=48 ; 3d6+44=50 ; d20+40=59 ; d20+40=53 ;
Tuesday July 26th, 2011 4:46:04 AM

Effects:Non-Lethal Melee Damage, Darkvision, Luckstone, Heartlight, Power Attack, Haste, Freedom of Movement

The turtle gets his attention, but misses. Mac in turn takes it on in return.
1:[44|50] -- Haste:[39|52] -- 2:[26?|56] -- 3:[38|49{37|+111}] -- 4:[34|53{17?|+98}]

OOC: So, they don't feel spells, but do they feel fear? Dreadful Carnage - Intimidate vs (10 + the target's Hit Dice + the target's Wisdom modifier). Success: If you are successful, the target is shaken for one round, plus 1 round for every 5 by which you beat the DC. A shaken character takes a --2 penalty on attack rolls, saving throws, skill checks, and ability checks. You can only threaten opponents in this way if they are within 30 feet and can clearly see and hear you. Intimidate Checks (if appropriate) are 59 and 53 if any turtles he hits are considered to have their HP reduced to 0.

Hoping to have staggered one or two turtles in their tracks, Mac prepares to follow after the other turtles. He looks to see how everyone is doing.

Co-Dm Jay/Scene 3/Angry Ninja Turtles technically round 4  4d6+16=35 ; d20+16=33 ; 4d6+16=32 ; d20+27=44 ; d20+16=25 ; 4d6+16=32 ;
Tuesday July 26th, 2011 9:16:25 AM

(OOC: The graveyard is about halfway in between the lake and the village. Distance between the lake and village is roughly about 300 feet. Maps are silly. ;))

Aztyr tries another spell but it fails to work.
Mac's Dreadful Carnage doesn't seem to stagger the turtles. (I never said fear. I said desperation and anguish.)[OOC: Mac, I have ABSOLUTELY NO IDEA what that bar of coding is, except that it looks like it might be attacks.... but I can't tell what the damage is! Please make it obvious to me] Assuming that the first number is the hit and the second number is damage, after the third attack the turtle goes all soft and falls over.
Malgant drops his turtle without much trouble.
Jass casts Wall of Force in the creatures path.
Vauhwyt pummels and body blows using the spikes causing massive damage on the turtle, but its not quite down.
Brahmah tries to cast but with no effect. He clearly doesn't wanna attack the creatures. He takes a hit from the animal just it drops to the ground. (takes 35 damage)
Vorelle hits with three attacks. (correct, 12 does not confirm)
Valanthe figures that the mud could slow the turtles because the spell is directed, not at the turtles but on the ground. This plan also has merit.

Near the turtles near the water(there are three turtles here, one is down): Brahmah, Malgant, Mac
Near the turtles heading to village(there are two turtles here, one is heavily wounded): Vauhwyt, Vorelle, Valanthe
Near the village/graveyard(there is a turtle here): Jass

Round 4 begins:

The one remaining turtle on the beach begins to turn and move parallel along the water.

The two attacking the house stop and turn on Vorelle and Vauhwyt. The one attacked by Vorelle clacking its jaw loudly. (hits AC 33 for 32 damage, CMB 44, your CMD is 39, I believe you are grappled?)
Turtle 4 attacks Vauhwyt. (Hits AC 25, for 32 damage) It eyes Mookie.

Jass's turtle beats aimlessly at the invisible barrier.

Beach Turtle 1= down
Beach Turtle 2= down
Beach Turtle 3= uninjured
Village Turtle 4= gravely wounded
Village Turtle 5= wounded
Graveyard Turtle 6= stopped and uninjured

Everyone on the beach give me a Perception check! ;) DC 15 spots four more house sized turtles already on shore moving toward the village, one round away, the remaining one on the beach is shambling towards them.

Co-Dm Jay/Scene 3/Angry Ninja Turtles technically round 4 
Tuesday July 26th, 2011 9:19:59 AM

OOC: Sorry, Aztyr is in the village too.

Jass of Downs (SteveK) AC 30 CMD 22 HP 148  d20+20=34 ;
Tuesday July 26th, 2011 12:42:25 PM

Jass dusts his hands, and looks back at the halflings. "If it starts trying to go around one direction, you just go around the other way, hear? I gotta go help some of your other neighbors." And the sorcerer flies off towards the village. Already, he can spy four more giant turtles heading towards the village.

"Let's try and slow them down. Magic doesn't seem to work directly against the turtles, but they are affected by things that just show up!"

Jass flies on and carefully casts another Wall of Force, this time, carefully shaped to stop all five of the turtles on the beach!

"HEY!", he calls out to the other heroes of Blackbird Lake, "are they all converging on one point, or is it a general movement?" Jass tries to Percieve if his hunch is correct.

...Actions
Move: 60 foot fly towards the beach
Cast: Wall of Force: 320 feet long, 5 feet high, 15 feet above the ground. (In effect, it is a bar across the beach where anything Huge size or smaller can walk underneath, but Gargantuan sizes like the Turtles will bump against an invisible barrier.)

Peception: 34

...Spells
False Life; 0/16 hours; +15 temp hit points
Detect Scrying; 12/24 hours
Greater Prying Eyes; 0/16 hours; 20 eyes in two lines of 10 each, one line 500 feet from shore and one line at the shore, looking for Large or bigger turtles. Perception +16 and has True Seeing
Fly; 160 minutes; 60 feet average maneuverability

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... * 1 2 3 2 0 0 0 2


Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167 
Tuesday July 26th, 2011 5:30:45 PM

*Everything is no-joy Mal, I can only seriously hurt them using spells, and I agree with you on not hurting them. I'm just wasting magic here. Any thing else you want done?*
Aztyr is defeated, her magic is not effective at all.... Even with her knowledge of the Arcane. She is already carrying about all she can, and adding more is most likely useless.
*Looks like we can use more hitters, Want me to go ahead and become one?*
Aztyr casts Enlarge Person on herself and makes her way towards the shore line, getting prepared to fight as needed. She also commands her haversack to move her sword towards the top, to be ready to grab as needed. (flying flat out hasted to cover the distance)

Spells per Day

Level ----- 0 1 2 3 4 5 6 7
Available-- * 8 8 8 7 7 7 5
Used ----- * 1 0 3 0 0 0 1

* = unlimited

Wold's Blood Draws : 0/7
Wold's Blood in storage : 4/7 drop(s)

Spells on Aztyr :

Nondetection, Duration 30 hours (cast at dawn)(extended with rod)
Magic Vestment +3, Duration 14 hours (used Wold's Blood, 1 drop from storage)
Haste 26 rounds
Fly 147rounds

Spells on others :

Haste 26 rounds
Mage's Magnificent Mansion, Duration 30 hours (last evening at 8pm)

Blur(permanant), Moderate Fortification, Mind Blank, CMD 41, AC 38, 215+16/183 hp Malgant Winterborn  d20+25=39 ; d20+25=37 ; 3d8+24=33 ; 3d8+24=36 ; d6=4 ; d6=6 ; d6=5 ; d6=2 ; d20+17=25
Tuesday July 26th, 2011 5:35:48 PM


25 Perception check( Missed rolling it before now, sorry)
" I don't know, it's hard to tell from ground level." Malgant calls back to Jass. ( OOC Also I have almost no perception of how this is working out. Some got past us somehow. Did they go around not anywhere near us or do we suck as defenders? Are they 4 new ones coming ashore far away from the ones Brahmah, Mac, and I are beating down? If so how far?)
" Whatever makes you happy Aztyr. They pack a mean bite judging from what they did to Brahmah. You could always herd the cats we are here to protect into doing anything resembling a smart retreat to the safe house too." Malgant thinks back to the group at large.
" You two handle this last one, I am going to attract the attention of those other four. Join me when you can" Malgant thinks to Brahmah and Mac. With that he unfurs his wings and launches himself into the midst of the four new turtles. Calling upon his training as a protector, the huge Minotaur lashes out at one turtle, hits and immediately attacks the turtle next to it. All the while he is shouting at them to attract their attention and get them to focus on him rather than the village or anything else ( using the Draw fire Protector ability, see below)DC 27 for the Will save.
Attack 1 Hit AC 39 for 33 damage + 10 <holy>
Cleave/Attack 2 Hit AC 37 for 36 damage + 7 <holy>
Is the holy damage affecting them?

Draw Fire:

If the protector calls out or issues a challenge, an enemy or enemies (depending on the circumstances as judged by the DM) must make a Will save vs 10 + Protector Level + Wis or Cha modifier or attack the protector instead of some other target. This is an Enchantment: Compulsion effect. The protector usually uses this in combat to draw fire away from a weak ally and upon herself.

Malgant's Spell List

Active Spells
Permanent +5 Greater Magic Fang on Malgant's horns
Magic Vestment on Vauhwyt's buckler, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's armor, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's shield, 32 hours extended duration, raises the magic bonus to +4
Status cast on Valanthe, Mac, Jass ,Vauhwyt and Aztyr, 32 hour extended duration
Mind Blank on Malgant 24 hour duration
Shield of Faith on Malgant, +4 deflection AC for 16 minutes
Repulsion 160' radius, 13 rounds duration
Divine Power +5 luck bonus to hit damage and strength related checks, +16 temp hp, 14 rounds duration
Righteous Might +4 str and con, -2 dex, +2 natural armor, double height, 8x wieght(~10,000lbs), DR 10/evil 14 rounds duration



Vauhwyt (HP126+11, AC39) and Mookie in Gnome Form (HP63+17, AC33)  d3=1 ; d20+25=45 ; d20+25=40 ; d8+9=15 ; d8+9=10 ; 4d6=15 ;
Tuesday July 26th, 2011 5:48:33 PM


OOC: Jay, I really do need a ruling on whether or not the turtles can see through Greater Invis. I'm going to assume that they cannot, so I'll wait to fix my hit points until I know if the 50% miss chance saved me.

Vauhwyt keeps on fighting. Her lucky armor spikes bonus this round is a +1 again.

First Spikes Attack: hits AC 45, a crit threat, that confirms vs AC40 and up. That's 15 base lethal damage, plus another 10 extra critical damage, plus 15 sneak attack damage for a total of 40 lethal damage.

If that's enough to put the thing down (hopefully not dead with the nonlethal damage I did last round), then Vauhwyt makes a move to the next nearest one that is headed for the village.

Mookie holds off to find out how injured Vauhwyt is.

==========

DM Sanity info for Vauhwyt and Mookie:

Spells cast by V:
Detect Scrying
Extended GMW on her armor spikes
False Life (+11)
Greater Magic Fang (+1 on both paws)
Heroism
Magic Circle vs Evil

Spells cast by V on others
Extended GMW for Mal
False Life (+17) for Mookie
Heroism for Mookie
Alter Self for Mookie

Spells cast by Mal on V:
Status
Magic Vestment (on her buckler)

Spells in effect from earlier days:
Contingency (Greater Invis) - ACTIVATED in Round Two
Contingency (Greater Invis) for M - ACTIVATED in Round Two
Telepathy

Other things with per day uses:
Darkwalk - 0 rounds of 40 used
Impromptu sneak attack 0 of 1 used
Tricky spells 0 of 3 used
CMW wand: 1 of 50 used

Short Duration Spell Tracking:
Greater Invis (V and M) - 3 rounds of 13 used

Vorelle [AC 27; HP 120/152; Grappled]  d20+23=42 ;
Tuesday July 26th, 2011 9:53:30 PM

Vorelle wriggles and twists in an attempt to escape the grapple. She garners a 42, which might actually be enough.

If she breaks free, she takes a step back from the turtle [5-foot step], stows her bow in her quiver [move action], and draws her handaxes [free action].

If she does not break free, and the turtle is a magical beast, she uses her move action to give her Hunter's Bond bonus to her allies against the turtle currently biting her. That would be a +2 damage to damage rolls for the next 4 rounds, if it applies.

Co-Dm Jay/Scene 3/Angry Ninja Turtles technically round 4 
Wednesday July 27th, 2011 4:52:01 AM

Ooc: I'm waiting for others to post.

Vauhwyt, no they can't see you. My bad. I just thought the gnome would be tasty.

As for any class abilities that effect a targets mind or emotions, I'm just going to say it... Theys nots a working folks! Give it up;)

Mac | HP:286 | Dam:0 | AC:33/T:20/F:28 | CMD:[56, Sun/Dis:59] | up to 6 AoOs:[AC:d20+29|3d6+44{CAC:19+|+2x(3d6+44)}] or CMB:[+31]  d20+18=33 ; d20+34=39 ; 3d6+44=49 ; d20+29=46 ; 3d6+44=57 ; d20+24=32 ; 3d6+44=52 ; d20+19=23 ; 3d6+44=51 ; d20+14=33 ; 3d6+44=49 ; d20+14=21 ; 3d6+44=54 ; 3d6+44=54 ;
Wednesday July 27th, 2011 6:39:08 AM

Effects: [i]Non-Lethal Melee Damage, Darkvision, Luckstone, Heartlight, Power Attack, Haste, Freedom of Movement, Spring Attack (maybe*)

Perception:33 - Mac is aware of the new arrivals, and clues anyone not on the same page with a brief report at the speed of thought.

"Captain, I think I've got this one, and Malgant is keen to have us return. I'll see you both when I'm done out here."

He wishes he understood what was driving these turtles. Are there some berries in the forest behind the village that they eat before wintering? Is this where they used to lay the soft shelled eggs that one day might hatch to be their young? In any case there is one more turtle out he to subdue...

Tactics: If the turtle is in reach (or a step away from reach), he swings at it as he did the other, and if it is done quickly he moves (Speed 60') toward the village or any intervening turtles. If it is further away he Springs to a vantage point for a single attack*(just 49 Non-lethal damage), and Springs out the remainder of the 60' move to place himself between this turtle and the halfling village. That and keeping a mindful eye on the milieu as a whole.

Attack(s): 1*:[AC:39|49] / Haste:[AC:46|57] / 2:[AC:32|52] / 3:[AC:23|51] / 4:[AC:33|49{CAC:21|+108}]




AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe  d20+26=41 ; d8+10=12 ;
Wednesday July 27th, 2011 6:51:58 AM

Valanthe moves infront of the uninjured turtle. She turns her weapon to the side and smacks the turtle on the head.

ooc: going to assume she has to move more than 5' to attack the first time. hit ac 41 for 12 points of non-lethal damage

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167 
Wednesday July 27th, 2011 8:07:07 PM

Aztyr continues flying towards the shore after she casts Shield upon herself.
*I'll be there shortly Malgant, I won't be casting spells for a minute and a half after my next spell, but I'll be much tougher and I'll be wapping them up side the head with my sword. I'll lay odds of 50:1 that no one here ever thought I'd be reduced to using my elven-curve blade in actual combat.*

(next round cast a spell then land being ready to fight the round after)

Spells per Day

Level ----- 0 1 2 3 4 5 6 7
Available-- * 8 8 8 7 7 7 5
Used ----- * 2 0 3 0 0 0 1

* = unlimited

Wold's Blood Draws : 0/7
Wold's Blood in storage : 4/7 drop(s)

Spells on Aztyr :

Nondetection, Duration 30 hours (cast at dawn)(extended with rod)
Magic Vestment +3, Duration 14 hours (used Wold's Blood, 1 drop from storage)
Haste 25 rounds
Fly 146 rounds
Shield 150 rounds

Spells on others :

Haste 25 rounds
Mage's Magnificent Mansion, Duration 30 hours (last evening at 8pm)

Co-Dm Jay/Scene 3/Angry Ninja Turtles technically round 5  2d8+16=19 ; d20+22=39 ; d20+22=41 ; 2d4+7=12 ; 2d4+7=13 ; d20+16=27 ; 4d6+16=35 ; d20+27=43 ; d20+16=32 ; d20+16=32 ; d20+16=18 ;
Thursday July 28th, 2011 6:13:08 AM

OOC: Once again, the turtles are normal animals. They are just flipping huge! They are not demonic, abyssal, celestial, dire, magical, mutants, purple with polka-dots or Gods-like in any way. If it makes you feel better, I can put them in socks and a top hat. ;)

Last Round:
Aztyr makes meets up with the party on the beach and sees the turtles.
Mac drops the fleeing turtle swiftly. Mac moves on to the four newcomers.
Malgant does a whack of damage, wondering all the while if these animals are evil. (holy damage doesn't seem to effect them at all)
Jass castes and corrals those beasts on the beach
Vauhwyt drops the target quickly, being sure its still alive in the process.
Brahmah moves toward the four turtles down the beach. He strikes the animal with critical damage. (25 damage)
Vorelle is grappled and struggles, drawing smaller weapons.
Valanthe moves in on the uninjured turtle and smacks it. It takes a bit of subdue damage. (OOC: I was of the understanding you had moved to the village, so you are there. Vorelle is being swallowed by the only one left in the village and now its moving off toward the water.) [No turtle was uninjured there.]

Near the turtles near the water(there are four NEW turtles here): Brahmah, Malgant, Mac, Aztyr
Near the turtles heading to village(there are two turtles here): Vauhwyt, Vorelle, Valanthe
Near the village/graveyard(there is a turtle here): Jass

Round 5 begins:

Turtle 5 lurches his head forward to get a better hold of his snack so he can work it down. (Vorelle takes 19 bludgeoning damage from being nearly swallowed... rather, at its attempt, his snack was squirming too much.)[OOC: For simplicity sake, lets call the DC to escape 44, which was the grapple roll from last round. Next round before you are fully down the gullet.] It has lost interest in the house and is now beginning a large 'U-turn' away from the houses, possibly back toward the lake.

The graveyard turtle works diligently at the now protected iron rod fence in front of him. It is distracted and isn't going anywhere.

The turtles moving up the beach stop cold, hitting the Wall of Force.

Beach turtle 7 turns its massive beak at Brahmah and attempts to maul him, successfully. (Hits AC 27, for another 35 damage, Brahmah must defend against grab 43, his CMD is not high enough and he is grappled)

Beach turtle 8 snaps at Malgant. It misses.

Beach turtle 9 and 10 both turn on Malgant, both missing feebly. Malgant is basically surrounded by turtles at this point. Any movement beyond your position will incur AoO.

Beach Turtle 1= down (not dead yet)
Beach Turtle 2= down (not dead yet)
Beach Turtle 3= down (not dead yet)
Village Turtle 4= down (not dead yet)
Village Turtle 5= wounded and having a snack
Graveyard Turtle 6= stopped and uninjured
Beach Turtle 7= wounded -25 and grappling Brahmah
Beach Turtle 8= wounded - 33
Beach Turtle 9= wounded - 36
Beach Turtle 10= uninjured

Brahmah = -70hps and is grappled

Mac | HP:286 | Dam:0 | AC:33/T:20/F:28 | CMD:[56, Sun/Dis:59] | up to 6 AoOs:[AC:d20+29|3d6+44{CAC:19+|+2x(3d6+44)}] or CMB:[+31]  d20+34=41 ; 3d6+44=58 ; d20+29=48 ; 3d6+44=56 ; d20+29=42 ; 3d6+44=54 ; 3d6+44=56 ; d20+24=28 ; 3d6+44=53 ; d20+19=21 ; 3d6+44=58 ; d20+14=34 ; 3d6+44=57 ; d20+14=26 ; 3d6+44=55 ; 3d6+44=57 ;
Thursday July 28th, 2011 9:05:27 AM

Effects: Non-Lethal Melee Damage, Darkvision, Luckstone, Heartlight, Power Attack, Haste, Freedom of Movement

OOC: 1 vote for socks and a top hat! : ) - Though not planned, Mac's instructions to Brahmah about following Malgant last round was verbal, and the Captain was never going to fail that Perception check.

Sizing up the situation at the lake, Mac reckons Malgant has the better of his turtles, but Brahmah is looking worse for his new friend. He moves in on Brahmah's turtle (BT7). Whilst it doesn't effect his decision, the dark taur is confident that with his mouth otherwise occupied, there will be no AoO from this turtle. If in 10' reach (or 5' step to 10' reach) Mac carefully bludgeons Brahmah's turtle until it slumps and hopefully lets its mouthful go - an on to another another if they are in reach. Otherwise, he maneuvers for position against the turtle and hits with just the first attack as a Spring again.
1:[AC:41|58] / Haste:[AC:48|56{CAC:42|+110}] / 2:[AC:28|53] / 3:[AC:21|58] / 4:[AC:34|57{CAC:26|+112}]
"Help Malgant if you can, Captain. I'll be with you in a moment."

*What is going on up there?* he thinks, and quickly yells, "Jass, now help Vorelle!"

Jass of Downs (SteveK) AC 30 CMD 22 HP 148  d20+12=22 ; 32d6=113 ; 5d6=22 ; d20+12=28 ; d20+12=23 ; d20+12=16 ; 4d6=20 ; 4d6=19 ; 4d6=12 ;
Thursday July 28th, 2011 4:07:00 PM

Jass admires his work for a second when Mac's battleground bellow cuts across the village. "Vorelle? Oh, the quiet ranger girl, right! Where is she? All I can see is a turtle and some feet... OH!"

The four turtles on the beach and the one by the graveyard momentarily held by his Walls of Force, the sorcerer has no room for subtelty as a companion is getting eaten. Noting the turtle is wounded, Jass takes careful aim and casts a green ray that strikes Turtle#5!

If the turle is still moving, Jass follows up with a Quickened Scorching Ray

"Hang in there, Vorelle, we've got other turtles to beat back.", thinks Jass through the Telepathic Bond.

...Actions
Move: 60 foot fly towards Turtle#5 and Vorelle
Cast: Disintegrate: Touch AC 22; lose 113 hit points; save Fort DC 24 and onloy lose 22
Possible Quickened Scorch Ray; Touch AC 28, 23, 16 No Save; 20, 19, 12 magical fire damage

...Spells
False Life; 0/16 hours; +15 temp hit points
Detect Scrying; 12/24 hours
Greater Prying Eyes; 0/16 hours; 20 eyes in two lines of 10 each, one line 500 feet from shore and one line at the shore, looking for Large or bigger turtles. Perception +16 and has True Seeing
Fly; 160 minutes; 60 feet average maneuverability

Wall of Force: 3/16 rounds; 80 feet long, 20 feet wide at graveyard gate
Wall of Force: 2/16 rounds; 320 feet long, 5 feet wide, 15 feet high

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... * 1 2 3 2 1 1 0 2


Blur(permanant), Moderate Fortification, Mind Blank, CMD 51, AC 38, 215+16/183 hp Malgant Winterborn  d20+29=37 ; 3d8+24=34 ;
Thursday July 28th, 2011 5:19:53 PM

Malgant's Status prayer did not include Vorelle this morning. And now he learns that the quiet ranger is being quietly eaten somewhere near the village."Blazes!! Mac I have these three pissed at me, so they might keep following me. Free Brahmah and then follow them up and knock them out. Not that I don't trust Jass to free Vorelle but magic has not been too useful against these buggers, and freeing her once she is inside the thing will mean the turtle dies since a friend in the belly ends my willingness to let them live. I'll be back for these once she is freed." To Vorelle," Hang tight Vorelle, helps coming. And for Imod's sake speak up when you are being eaten."
Unafraid of the attacks it will incur, Malgant again spreads his wings and launches himself in Vorelle's direction. Using his ability to fly Malgant makes a beeline for the half swallowed ranger and charges the turtle, striking to kill to be sure of his aim. Failing to hit now could mean the loss of a friend.
Charge attack(lethal) Hit AC 37 for 34 damage
IF THAT MISSES THERE WILL BE HERO POINTS USED. WE DON'T HAVE AC INFO SO I DON"T KNOW FOR SURE IF I HIT
He will also designate Vorelle with his Interpose ability for this round.
Malgant shouts at the turtle, trying to draw it onto him like he did most of the others on the beach. Sadly, even at huge size he is still small enough for the turtle to swallow ( note the new CMD in my header. That assumes the ground is level per the protector's Stand Ground ability.)
" While we are trying stuff out Aztyr, try summoning something to attack them. I am curious to see if they are protected like someone in a Magic Circle would be. Even if they are it will provide another target that isn't us or a villager to be eaten."

Malgant's Spell List

Active Spells
Permanent +5 Greater Magic Fang on Malgant's horns
Magic Vestment on Vauhwyt's buckler, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's armor, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's shield, 32 hours extended duration, raises the magic bonus to +4
Status cast on Valanthe, Mac, Jass ,Vauhwyt and Aztyr, 32 hour extended duration
Mind Blank on Malgant 24 hour duration
Shield of Faith on Malgant, +4 deflection AC for 16 minutes
Repulsion 160' radius, 12 rounds duration
Divine Power +5 luck bonus to hit damage and strength related checks, +16 temp hp, 13 rounds duration
Righteous Might +4 str and con, -2 dex, +2 natural armor, double height, 8x weight(~10,000lbs), DR 10/evil 13 rounds duration

OOC
As far as the telepathy goes it was offered, just like the other permanency trades for Magic Fang were offered but you never responded. Aztyr and I weren't going to wait so we picked up scrolls of Magic Fang and did it ourselves.
Also Malgant isn't wondering if they are evil, I am. The Holy automaticly goes off on eveil things. i would know if it was triggering. Also can we PLEASE have AC info for these turtles.

Vauhwyt (HP126+11, AC39) and Mookie in Gnome Form (HP63+17, AC33)  d100=37 ; d3=1 ; d20+25=42 ; d8+9=10 ; 4d6=9 ;
Thursday July 28th, 2011 6:29:18 PM

Jay says the turtles are AC23!

To recap for Vauhwyt:

Round 1 - Wall of Stone
Round 2 - Move
Round 3 - Lots of damage to a turtle. Turtle may have hit me*.
Round 4 - Finished off turtle.
Round 5 - THIS ROUND: Move to Vorelle's and attack it.

*The Turtle hit me for 32 damage. But my invis gives me a 50% miss chance (miss on a roll of 1-50). That roll (I am rolling it myself) is a 37, so the turtle missed me. Vauhwyt has taken 11 nonlethal damage from vicious paws, but no lethal damage.

A spiked armor attack on a Vorelle's turtle for Round 5: Lucky spikes are +1 this round. Attack hits AC42, a hit, for 1d8+9+4d6 = 10+9 = 19 lethal damage to Vorelle's turtle.

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Thursday July 28th, 2011 6:31:16 PM

Vauhwyt adds that her Magic Circle is up and running. In fact, it gives her a +2 bonus to AC that should not apply if the turtles are neutral. She better fix her header. There.

Of course, she rushed her turtles, not vice versa, so any protection was given up by the fact that she attacked them first.

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167  d20+16=31 ; 2d8+10=15 ;
Thursday July 28th, 2011 9:11:41 PM

Aztyr hears Malgant's suggestion, and changes her plans, but not permanently She weaves her spell and summons an Elephant. (summon monster 6)

She instructs the Elephant to attack one of the turtles at the shore. (below her).
She tells the Elephant, "I'm gonna call you George, is that OK? Now please be so kind as to push those turtles back into the water."
Hit 31, dam 15

Aztyr just hangs in the air above the fighting, getting ready for her next action.

George the Elephant
Size : Huge
DEFENSE
AC 17, touch 8, flat-footed 17 (+9 natural, --2 size)
hp 93 (11d8+44)
Fort +13, Ref +7, Will +6
OFFENSE
Speed 40 ft.
Melee gore +16 (2d8+10), slam +16 (2d6+10)
Space 15 ft.; Reach 10 ft.
Special Attacks trample (2d8+15; DC 25)
STATISTICS
Str 30, Dex 10, Con 19, Int 2, Wis 13, Cha 7
Base Atk +8; CMB +20; CMD 30 (34 vs. trip)

Spells per Day

Level ----- 0 1 2 3 4 5 6 7
Available-- * 8 8 8 7 7 7 5
Used ----- * 2 0 3 0 0 1 1

* = unlimited

Wold's Blood Draws : 0/7
Wold's Blood in storage : 4/7 drop(s)

Spells on Aztyr :

Nondetection, Duration 30 hours (cast at dawn)(extended with rod)
Magic Vestment +3, Duration 14 hours (used Wold's Blood, 1 drop from storage)
Haste 24 rounds
Fly 145 rounds
Shield 149 rounds

Spells on others :

Haste 24 rounds
Mage's Magnificent Mansion, Duration 30 hours (last evening at 8pm)


AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe  d20+26=40 ; d8+10=13 ;
Friday July 29th, 2011 8:16:59 AM

Valanthe turns from her turtle and runs over to the one that's making Vorelle a snack. FIrst she would try to bang it on the head. If that didnt work she would crush its skull beneath her warhammer.

"Hey!" Valanthe shouts as she smacks the turtle in the leg. It's head was a little too high.

ooc: hit ac 40 for 13 subdual damage

We should look into what the turtles use for food. If they have no food they could be driven to do this



Mac | HP:286 | Dam:0 | AC:33/T:20/F:28 | CMD:[56, Sun/Dis:59] | up to 6 AoOs:[AC:d20+29|3d6+44{CAC:19+|+2x(3d6+44)}] or CMB:[+31] 
Friday July 29th, 2011 11:45:47 PM

Additonal:
Mac hears Malgant's directions and agrees - it was pretty much what he had already planned to do! He sees the Cleric away with, "Be quick for Vorelle's sake, but don't feel you have to rush back on my account."
"Brahmah, how are you faring?"

Blur(permanant), Moderate Fortification, Mind Blank, CMD 51, AC 38, 215+16/183 hp Malgant Winterborn 
Saturday July 30th, 2011 2:45:30 PM

" I agree Val. Hunger might make them desperate and make them feel the way Brahmah says they do. We will need to look into their diet."

Jass of Downs (SteveK) AC 30 CMD 22 HP 148 
Saturday July 30th, 2011 5:22:30 PM

"Mind magic has not been effective, but other magic has been working just fine" Jass mentally reminds his packmates.

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167 
Saturday July 30th, 2011 7:46:19 PM

*All magic that can effect them has been ineffectual.*

Jass of Downs (SteveK) AC 30 CMD 22 HP 148 
Saturday July 30th, 2011 11:07:36 PM

"We've tried holding, turning to stone, and talking... not burning yet. Magic weapons and armor works, so does the magical walls."

Co-Dm Jay/Scene 3/Angry Ninja Turtles technically round 6  d20+12=13 ; 2d8+16=22 ; d6=4 ; d20+21=33 ; d20+16=31 ; d20+16=18 ; d20+16=34 ; d8=1 ; d8+16=20 ; d8+16=17 ;
Sunday July 31st, 2011 7:26:36 AM

OOC: Note that your magic weapons work just fine. Walls, at least those which are force related, work. The stone wall would have been knocked down.

Last Round:
Aztyr summons George the elephant.
Mac springs to help Brahmah.
Malgant flies to Vorelle's aid.
Jass casts a duet of doom at the poor defenseless turtle.
Vauhwyt casts a circle and then realizes the turtles are likely neutral. (they are)[ooc: they couldn't see you so attack was made ON you at all]
Brahmah is picked up, dropping his weapons.
Vorelle is a pair of legs dangling from a beak.
Valanthe lays into the turtle's skull with her hammer, hurting it.

Round 6:
Near the turtles near the water(there are four NEW turtles here): Brahmah, Mac, Aztyr
Near the turtles heading to village(there are two turtles here): Vauhwyt, Vorelle, Valanthe, Jass, Malgant
Near the graveyard(there is a turtle here): No one remains at the graveyard

Vorelle is squeezed, to the point of suffocation, just as the turtle lurches, and she is falling (briefly), through a red mist.... then dirt and sounds of combat. (take 22 damage from the turtle swallowing you and 4 from the 10 foot fall).

Brahmah's turtle collapses but without letting go of him, the muscles convulse (doing 37 damage). The Captain looks at Mac briefly, struggling to release himself, and says, "I'll be fine. Help the wounded." He lays there, unable to move any of the turtle. (saves to avoid suffocating under weight this round)

Turtles 8, 9 and 10 snap after Malgant. (all miss their AoO)

Malgant flies toward, he sees a green flash and he is suddenly covered in reddish moisture and is about to collide with a wall. (the red mist briefly hampers vision, to avoid the wall of the house and pull out in time is DC 18)

The graveyard turtle stops attacking the iron fence.

And then, in the same instant, all the turtles stop, turn and without a second glance at anyone, head towards the lake.
---------------------------------------------------
Beach Turtle 1= down (not dead yet)
Beach Turtle 2= down (dead)
Beach Turtle 3= down (dead)
Village Turtle 4= down (not dead yet)
Village Turtle 5= is vaporized (rolled nat 1 on save)
Graveyard Turtle 6= stopped and uninjured
Beach Turtle 7= dead
Beach Turtle 8= wounded - 33
Beach Turtle 9= wounded - 36
Beach Turtle 10= uninjured

Brahmah = -107hps
Vorelle = safe but wounded

Jass of Downs (SteveK) AC 30 CMD 22 HP 148 
Sunday July 31st, 2011 8:33:17 AM

Jass feels a mix of emotions at the complete Desintigration of the gargantuan turtle; the usual elation of the success of his magic dealing with a problem, and a sadness at having to slay such an amazing creature. The sorcerer isn't used to the second emotions, and so he tries to block it away and spots Malagant's charge as a way to avoid them. "So little faith for a cleric", he chides with a grin at the minotaur.

"Brahmah is mostly underneath a pile of turtle, I've got him!" calls Jass, and the sorcerer casts a Quickened Dimension Door to the side of Brahmah, just nudging the minotaur ranger with a foot. "Touch my leg, and we'll get you out from under that turtle", he tells Brahmah, and then casts another Dimension Door this time only 15 feet up the beach, freeing his companion from the crushing weight.

...Actions
Cast: Quickened Dim Door right to Brahmah but not under turtle (8th lvl slot)
Cast: Dim Door 15 feet up the beach with Brahmah, freeing him. (4th lvl sot)

...Spells
False Life; 0/16 hours; +15 temp hit points
Detect Scrying; 12/24 hours
Greater Prying Eyes; 0/16 hours; 20 eyes in two lines of 10 each, one line 500 feet from shore and one line at the shore, looking for Large or bigger turtles. Perception +16 and has True Seeing
Fly; 160 minutes; 60 feet average maneuverability

Wall of Force: 3/16 rounds; 80 feet long, 20 feet wide at graveyard gate
Wall of Force: 2/16 rounds; 320 feet long, 5 feet wide, 15 feet high

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... * 1 2 3 3 1 0 0 3

Blur(permanant), Moderate Fortification, Mind Blank, CMD 51, AC 38, 215+16/183 hp Malgant Winterborn  d20+7=14 ;
Sunday July 31st, 2011 11:10:18 AM

OOC
So please define the entries of "dead" above. 1 turtle got disintegrated and a bunch got subdued from where I was standing. Did the subdued ones up and die while lying there? All my blows except the last one, which never landed due to vaporization, were subdual damage. Also, roughly how much damage did it take to put the turtles down?
IC
Flying into the cloud of what used to be a turtle Malgant loses track of the house that the turtle was attacking. He sees it too late and slams into it.Jass's chiding hits home and he thinks to himself " great, ANOTHER Mookie to deal with" Outwardly he only sighs and picks himself up. With the turtles retreating he sees no reason to keep hitting them. They did what they had to and protected the people from the turtles. Now they would need to deal with several unconscious turtles. Malgant follows up on Mac's earlier plan. Out loud he asks,"Can anyone enlarge Mac, Brahmah and Val? Between the four of us we might be able to roll these unconscious ones on their backs and keep them from hurting people when they wake up, which will probably be when I heal Brahmah and Vorelle. Then, if the controlling influence has left them, maybe we can communicate with them. "

Vorelle [AC 27; HP 75/152] 
Monday August 1st, 2011 12:45:29 AM

"Ugh." Vorelle staggers to her feet, covered in turtle slime. "Yuk. I think I'm starting to hate turtles."

"I'll be all right for a while," she assures Malgant. "I'll need healing eventually, but if there's something else you should do first, go ahead."

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167 
Monday August 1st, 2011 12:58:51 PM

Aztyr pipes up, "I can Mal." She casts the spells asked for and the three friends are enlarged. "George can help for a minute with the turning over of the turtles."

Spells per Day

Level ----- 0 1 2 3 4 5 6 7
Available-- * 8 8 8 7 7 7 5
Used ----- * 5 0 3 0 0 1 1

* = unlimited

Wold's Blood Draws : 0/7
Wold's Blood in storage : 4/7 drop(s)

Spells on Aztyr :

Nondetection, Duration 30 hours (cast at dawn)(extended with rod)
Magic Vestment +3, Duration 14 hours (used Wold's Blood, 1 drop from storage)
Haste 23 rounds
Fly 144 rounds
Shield 148 rounds
Summon monster (George the Elephant) 15 rounds

Spells on others :

Haste 23 rounds
Mage's Magnificent Mansion, Duration 30 hours (last evening at 8pm)

Blur(permanant), Moderate Fortification, Mind Blank, CMD 51, AC 38, 215+16/183 hp Malgant Winterborn 
Monday August 1st, 2011 4:00:30 PM

" Mac, Brahmah, Val, Lets get to it, I don't want them mobile when they wake up. Also when they wake up, stranded on their backs or not, they will likely be able to reach out and snap with their jaws. Please stay back if you are not crunchy enough to be hard to bite."

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Monday August 1st, 2011 4:53:51 PM


Hearing Mal, Vauhwyt helps Aztyr Enlarge Mal, Mac, and Val. Then she also Enlarges herself so she can lend a hand.

Mac | HP:286 | Dam:0 | AC:33/T:20/F:28 | CMD:[56, Sun/Dis:59] | up to 6 AoOs:[AC:d20+29|3d6+44{CAC:19+|+2x(3d6+44)}] or CMB:[+31] 
Monday August 1st, 2011 5:54:31 PM

Mac watches for a moment as the turtles turn around and head for...?
"These are not the same turtles they were when they arrived, and I'm not sure that is the result of anything we've done. I am sorely tempted to grab hold of one of the bigger turtles and see where they take us, but if we are detaining one or two for questioning then I'll take a later ride.


Mac | HP:286 | Dam:0 | AC:31/T:18/F:27 | CMD:[57, Sun/Dis:60] | up to 5 AoOs:[AC:d20+30|4d6+45{CAC:19+|+2x(4d6+45)}] or CMB:[+33] 
Monday August 1st, 2011 6:06:20 PM

Thank you Vauhwyt.
Enlarged -- Size: Huge, Height: 20' 2'', Weight: 14,448lbs, Str: 32, Heavy Encumbrance: 8,320lbs.


AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Monday August 1st, 2011 10:18:03 PM

Temporary Effects: Enlarge

Valanthe sets about helping the others turn the turtles onto their backs. If anything that might give them more time to magically examine the turtles.

That was not natural. Something called them back. There has to be some magical influence. What if the staff that the halflings have was switched? Just minorly enchanted to throw off examination. Could we track an artifact by its enchantments?

Co-Dm Jay/Scene 3/Angry Ninja Turtles 
Tuesday August 2nd, 2011 12:56:55 AM

So when all is said and done, Brahmah and Vorelle are hurt but not swallowed, three turtles lie dead from their wounds, two turtles are unhurt and the remainder are hurt or unconscious. One building slightly damaged. The wounded and unhurt turtles are slowly heading for the lake and resist any attempts to slow or stop them. They bypass any walls.
The attempts to turn the turtles succeed but if they remain on their backs, they will die.

Time passes. The funeral concludes and the new friends of the halflings are accepted.

Hand off complete. Next Dm please.

Xp reward to come


Vorelle [AC 27; HP 75/152]  d20+19=21 ;
Tuesday August 2nd, 2011 1:00:28 AM

Now that she's had a good look at them, Vorelle uses what she knows of animals and this environment to gain some insight into the turtles and why they might be attacking.

[Knowledge Nature 21]

Mac | HP:286 | Dam:0 | AC:31/T:18/F:27 | CMD:[57, Sun/Dis:60] | up to 5 AoOs:[AC:d20+30|4d6+45{CAC:19+|+2x(4d6+45)}] or CMB:[+33] 
Tuesday August 2nd, 2011 1:53:28 AM

"I have been turning this over and over in my head, but Valanthe - your idea sounds better than any I've had on the matter. In which case it becomes a question of Why and Who."

Co-Dm Jay/Scene 3/Angry Ninja Turtles 
Tuesday August 2nd, 2011 3:18:48 AM

Okay Blackbird, it was brief, but fun. I'm not sure about round tables even now, but we'll see.

18300xp and no treasure award. I wanna give each of us one hero point. I'll except nominations for the next two days for anyone who wants to vote for anyone specific for extra hero points. Email me with votes so we don't clutter the board. :)

Brahmah 62/169hps wounded 
Tuesday August 2nd, 2011 3:21:21 AM

The Minotaur limps after the turtles leaving for the lake. "Shouldn't we go after them?"

Brahmah 62/169hps wounded 
Tuesday August 2nd, 2011 3:23:05 AM

"well I guess it's a little late. They are gone." he adds.

Mac | HP:286 | Dam:0 | AC:31/T:18/F:27 | CMD:[57, Sun/Dis:60] | up to 5 AoOs:[AC:d20+30|4d6+45{CAC:19+|+2x(4d6+45)}] or CMB:[+33] 
Tuesday August 2nd, 2011 7:11:21 AM

"Well, not all of them, Captain. Maybe now we can talk to them. I say 'we', but I'll just be maintaining the peace, and being ready to help them find their feet again afterwards. I was thinking I could tag along with them when we're finished, and everyone can follow in the ship. See where they call home, and who is doing what there."

RR DM SteveK - Battle Aftermath 
Tuesday August 2nd, 2011 10:05:56 AM

ooc: Hi everyone! I'm the Round Robin DM for the next scene. Jerry sent me the first 3 scenes along with Scene 4.

DM Style.
- As DM, I root for the heroes. I want them to be challenged and ultimately overcome and win. I try to make it fun for everyone.
- I don't have a set time of day to post, my schedule being what it is. But I will ensure at least 24 hours goes between posts.
- RR DMing. I'm going to be making notes to decisions and changes that are made during my scene and putting it in the "Changes" paragraph at the beginning of the module. At the end of my stint, I'll send this back to Jerry and cc the next DM. Who is...???
- I'm going to post as Jass in the same post to not have to copy/paste a whole bunch in the Post Name.

.............

Jass of Downs (SteveK) AC 30 CMD 22 HP 148

Jass flies around watching the last of the turtles disappear in the waters of Black Lake. The enlarged warriors are busy turning over a giant Floating City snapping turtle, and Jass successfully saved 3 halflings, Vorelle, and Brahmah due to his amazing magic. Yep, day well done!

The sorcerer lands after ensuring his Prying Eyes are set up for an early warning system, and looks at the sweaty minotaurs, liontaurs, and elves. "So, what's Next?"

.......................

It takes the combined might of all the Enlarged heroes to catch, keep, and then overturn one Giant Turtle. By the time the first one is lifted and turned, the remaining turtles have plodded thier way back into the water and are lost in the dark waters.

Halflings emerge, some from the Safe House, some from the graveyard (which is no longer guarded by the Wall of Force) and several who were so paniked that they were hiding under beds in thier shell-roofed burrows. They gather in a group near the closest burrow to the beach, well away from the heroes and the turtle on its back. In the front of the group are the three "Elders": the teenage but serious boy, the old but spry grandmother, and the ex-boozer scared sober. The mood of the group is easy to see; trust and hope.

The heroes have the group of halflings and a turtle on its back. Looks like its thier move.

Brahmah 62/169hps wounded, AC 26 
Tuesday August 2nd, 2011 10:07:07 AM

(OOC: Can someone please remind me how to post my character sheet? https://docs.google.com/document/pub?id=1BDMl-Q_kegpDPSuqNvbnTLaqoMsXDhjLUSZ7bBMssxk)

Brahmah 62/169hps wounded, AC 26 
Tuesday August 2nd, 2011 10:14:05 AM


Brahmah looks at the halfling and the turtles. "I seriously doubt anything more can be learned by standing around and waiting for another onslaught. I say we go into the lake like we planned before the funeral. I know the location and roughly know terrain. I think we can do this. We have potions of Water Breathing?"

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Tuesday August 2nd, 2011 3:41:25 PM

Vauhwyt looks at her friends. "I got no way to talk to turtles. Maybe we should detect magic and dispel magic on this one until there is no magic on it, then try a telepathy spell or something. Maybe summon something that can translate?"

Vauhwyt volunteers to cast Detect Magic and concentrate while others dispel away.

Then she looks at Vorelle. "I know one almost made you his dinnerr, but maybe you can make friends with him, Vorelle. Rangers do that, right?

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167 
Tuesday August 2nd, 2011 5:37:18 PM

Aztyr goes to the upside down turtle and listens first then replies, or just starts talking to it.
She makes clicks, gurgles and wooop-wooop sounds to the turtle. (using the tongues spell that is permanencied on her ) "What is your name? Why were you coming here to the town where they train you? Where do you come from? Can we help you some how? We only want to help, and we will get you turned over in a few minutes, but I need some answers."
She will keep trying until she gets replies.

Spells per Day

Level ----- 0 1 2 3 4 5 6 7
Available-- * 8 8 8 7 7 7 5
Used ----- * 3 0 3 0 0 1 1

* = unlimited

Wold's Blood Draws : 0/7
Wold's Blood in storage : 4/7 drop(s)

Spells on Aztyr :

Nondetection, Duration 30 hours (cast at dawn)(extended with rod)
Magic Vestment +3, Duration 14 hours (used Wold's Blood, 1 drop from storage)
Haste 22 rounds
Fly 144 rounds
Shield 147 rounds
Summon monster (George the Elephant) 15 rounds

Spells on others :

Haste 22 rounds
Mage's Magnificent Mansion, Duration 30 hours (last evening at 8pm)

Vorelle [AC 27; HP 75/152] 
Tuesday August 2nd, 2011 6:27:17 PM

"I can get a turtle to like me," Vorelle confirms for Vauhwyt, "or at least, not to see me as a threat. But I don't speak Turtle, any more than anyone else here."

[OOC: The turtle staff we got from Zippwise can create a breathable sphere underwater.]

Blur(permanant), Moderate Fortification, Mind Blank, CMD 51, AC 40, 183/183 hp Malgant Winterborn  4d6=14 ; 4d6=11 ; 4d6=16 ;
Tuesday August 2nd, 2011 6:48:46 PM

" An excellent question Val. Lets ask the owner of the staff if he can talk to them now that the influence hopefully has left. I agree that their attack was pretty well coordinated for animals, even trained ones. Oh and speak out loud dear, Brahmah can't hear us in his head." Malgant turns and looks for Zippwise . If needed he calls to the halfling Elder to get he on the beach where he can use the staff to try and speak with or command the turtle. Malgant remains Locked and cocked for battle and stands between the halfling and the turtles at ALL times. Zippwise is Malgant's interpose target until he leaves the area of the turtles.
When he turns around he sees Aztyr, dangerously close to the unconscious turtle, trying to speak to it." Um Aztyr, thats kinda close for my liking, and I don't think they can speak while knocked out. Draw Brahmah and Vorelle in here and Ill heal them and the turtles up enough to allow them to talk."
Once they are gathered round Malgant will channel positive energy to send off three waves of healing to heal the minor hurts of the party, the subdual damage to the turtles and the horrifying, bite wounds to Brahmah and Vorelle.

First healing burst heal everyone for 14 hit points damage ( not that both real damage and subdual damage are healed, so the turtle can be healed 14 real AND 14 subdual)
Second Healing burst Heal everyong for 11 hit points damage
Third healing burst Heal everyone for 16 hit points damage

Malgant's Spell List

I am assuming about 2 minutes went by and my battle buffs are pretty much gone

Active Spells
Permanent +5 Greater Magic Fang on Malgant's horns
Magic Vestment on Vauhwyt's buckler, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's armor, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's shield, 32 hours extended duration, raises the magic bonus to +4
Status cast on Valanthe, Mac, Jass ,Vauhwyt and Aztyr, 32 hour extended duration
Mind Blank on Malgant 24 hour duration
Shield of Faith on Malgant, +4 deflection AC for 14 minutes



Brahmah 62/169hps wounded, AC 26 
Wednesday August 3rd, 2011 5:28:26 AM

The ranger stands there waiting.

Mac | HP:286 | Dam:0 | AC:31/T:18/F:27 | CMD:[57, Sun/Dis:60] | up to 5 AoOs:[AC:d20+30|4d6+45{CAC:19+|+2x(4d6+45)}] or CMB:[+33] 
Wednesday August 3rd, 2011 8:28:46 AM

Mac moves in. He is not interested in the healing, but if the turtles show an inclination to lash out and bite, then he feels happier being a target - and others less so. Enlarged or not, the turtles will find him a greater challenge to consume.

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil)  d20+9=14 ; d20+9=25 ; d20+9=23 ;
Wednesday August 3rd, 2011 9:59:21 AM

If there is magic on the turtle, Vauhwyt relates that to her friends via telepathy.

Spellcraft checks to ID magic: 14, 25, 23

If there is no magic, then she goes to talk with the halflings. She saw that a number did not run to the safehouse. They put themselves in danger by running blindly. It is important that they keep their heads in an emergency, not run around foolishly.

Vorelle [AC 27; HP 106/152] 
Wednesday August 3rd, 2011 1:53:17 PM

[OOC: Vorelle's damage was "real." I don't have any of those nifty blunt-headed arrows. Never need them before. :) ]

Vorelle lets out a sigh as the healing energy washes over her. She's still injured, but feels much better.

"Maybe any of us who can connect with animals should give it a try," Vorelle suggests tentatively.

[OOC: Does anyone other than Vorelle and Brahmah have ranks in ranger and/or druid?]

AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Wednesday August 3rd, 2011 10:58:07 PM

I would think the people responsible would be the ones that gain the most of the halflings loose their contract. Who wanted the job of training the turtles and didnt get it? Or who has been trying to get it legally and failed. Can magic be used to look back on the history of the staff? Like see who's held it in the past? If thats the original staff it should just be the halflings. or perhaps the magic in the staff was sealed.

RR DM SteveK - Battle Aftermath 
Thursday August 4th, 2011 8:59:40 AM


Jass of Downs (SteveK) AC 30 CMD 22 HP 148

Jass mentions he also has a toungues spell, but obviously doesn't need to use it since Atzyr is already set up. The thin man with the dead black eyes has never needed to talk to animals in the past, and therefore doesn't think it is necessary now.

Instead, he heads with Vauhwyt to the halflings to bask in thier praise. "We've beaten them off for now, and will make sure that you are safe as we go after the cause of this problem, but hey! Next time, go to the Stone House. You saw how they couldn't get through the Stone Wall. You will be safe there!"
.......................

Brahmah reminds the team that his Speaks with Animal spell on himself worked just fine, he knows it did, but the turtle was so frightened that it wouldn't speak back. He then points out that the halflings have offered Potions of Waterbreathing for the group and, because of his Commune with Nature spell, that the Captain of WLA knows the location of where the turtles were gathering. He is impatient to be off.

Vauhwyt makes some suggestions and then goes to talk to the halflings. She explains the necessity to keep thier heads and not run about foolishly.

Atzyr tries to use her Tongues spell, but it fails to work, probably because the Turtle is an animal and therefore doesn't know any 'language' to speak. Her Arcane sight reveals to her that whatever the Turtles may have had on them when they were attacking, there is no magical aura about this one right now. Completely unmagical.

Vorelle confirms she can get the turtle to like her better, but has no means of making it speak.

Malagant provides several calm and purposeful directions and waits for the results.

Mac moves closer to the turtle and waits.

Valanthe thinks to the others [except Brahmah who doesn't have the Telepathic Link] some penetrating questions on what/who may be behind this and how to find out.

Jass walks with Vauhwyt and basks in the halfling's adoration.

...............

Zippwise, Gamma, and the Old Toot all nod sagely (more or less), and promise to practice and make sure that everyone knows to go to the Stone House at an attack.

"That is wise, and since I'm an elder, I'll listen to wise things. And stuff.", says the teenage Zippwise.

The old grandmother of the slain girl, Maggia is more animated. "We'll organize a buddy team system and an alarm and practice and everyone will get counted as they go into the Stone House and that way buddies will watch out for each other oh we'll have to practice that and then make sure everyone is practicing correctly and then see to it that enough food is in the Stone House for everyone yes enough good food because we like eating can't live without eating you know and..."

The Old Toot interrupts. "It's what my brother would want", he says with a sniffle.

The upsidedown turtle is not magical, not talking, and only moving feebly trying to right itself. By stretching its neck way, way out and up/down, it may be able to get enough leverage to do it in a minute or two.

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167 
Thursday August 4th, 2011 12:41:02 PM

"I can take care of not being able to talk to the turtle, but I want suggestions of questions to ask, I'll have about a quarter hour to ask them, so we will have some time."
With that she once starts to cast a spell. The beginning of the spell is familiar to the others, it's just like every other spell of her most useful and one of her most powerful of her arcane spells. It changes at the halfway point and she has a aura change to those who can see auras. (Cast Limited Wish, effect: Aztyr leaves the Limited Wish unfinished, so that is can create it's own effect. " I limited Wish that the Turtle was calm and right-side up, giving it the feeling of peace and calm." )

Brahmah, when I get the turtle calmed down, ask some of these questions.

1: What is your name?
2: We will help you in a few minutes to right yourself.
3: Why were you attacking these people?
4: Do you not want to be trained for transportation purposes for the floating city?
5. Has some one or some thing been hurting you to cause these attacks?
6. We would like to help you if someone is forcing you to attack these people who were once entrusted with your care as hatchlings.
7. We are sorry for hurting your friends, we were trying to protect these people, and everything we tried before over whelming force was not able to effect your friends.

(that's end of my questions, everyone else please relay your questions)

DM SteveK: Aztyr has the option of changing her actions. Brahmah has already done Speak With Animals and the turtle is too scared to reply. Is Aztyr sure she wants to cast Limited Wish?
Aztyr/JCC Adjusted the Limited Wish to an Actual Limited Wish effect.

Spells per Day

Level ----- 0 1 2 3 4 5 6 7
Available-- * 8 8 8 7 7 7 5
Used ----- * 3 0 3 0 0 1 2

* = unlimited

Wold's Blood Draws : 0/7
Wold's Blood in storage : 4/7 drop(s)

Spells on Aztyr :

Permenancied Spells

Arcane Sight
Resistance
Tongues
See invisibility
Greater Magic Fang +5 on Dragon Claws
Greater Magic Fang +5 on Liontaur Claws
Comprehend Languages
Dark Vision
Read Magic

Non-Permenancied Spells on Aztyr :

Nondetection, Duration 30 hours (cast at dawn)(extended with rod)
Magic Vestment +3, Duration 14 hours (used Wold's Blood, 1 drop from storage)
Speak with Animals, Duration 15 minutes

Spells on others :

Mage's Magnificent Mansion, Duration 30 hours (last evening at 8pm)

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Thursday August 4th, 2011 5:27:54 PM

Vauhwyt laughs in delight at Aztyr's wish. "Well done, my friend," she thinks to Aztyr.

She urges Brahmah and Vorelle to make friends with the Turtle.

She thinks to Mookie, "Gimme that for a minute!" She takes her familiar's Headband of +2 Int and gives it to Vorelle. "Vorelle, can I ask you a favor? After you make friends with the turtle, put this on its head. It'll be smarter and better able to answer questions and think and stuff."

Mookie caws, "Hey! Uh, duh. Don't let it swim away with my headband, Boss!"

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