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Submerged Sanctuary


DM Cayzle - Descent to the Bottom 
Monday August 29th, 2011 8:01:08 AM


While the Grim liontaur is roaming the shadows, Mal, Brahmah, and Val concern themselves with matters of substance. With Val pointing out where to cast, and Mal's divine mending -- plus Brahmah's support and encouragement -- the Silver Lady is soon in much better shape. Sure, there is much still that could be done, but the vessel is in no danger of sinking.

Vauhwyt returns with this report: She floated down and down and down, a long ways -- maybe 500 ft. The sunlight filtering down from above grew more and more dim. Then there was a bright light ahead, bright enough to illuminate the bottom of the lake clearly. Resting on the bottom is an ancient building in an antique style. Imagine a rectangular marble building surrounded by tall, huge pillars on all four sides. The columns hold up a porch roof. The roof is shallowly angled. The light is coming from within the building, and it shines out from between the pillars. There is no sign of creatures or danger here.

If you can make a Know Religion or Know Engineering check at DC25, then Highlight to display spoiler: {This has the look of an ancient temple, as such buildings once stood, in the days when Alemi, Domi, and Gargul were mortals.}

It takes Vauhwyt about two minutes to descend and return with this report. She did not feel any mental influence or control while viewing the region from the Realm of Shadows. From the way she sees the rivulets of Woldsblood flow, she would not be surprised to discover that this place is what the bloodwitches call a Ley Nexus.

----------

Your Daily Blackbird Lake Fun Fact: Blackbird Lake has a surface area of 9,500 square miles [comparable to North America's Lake Erie], an average depth of 500 ft [comparable to Lake Superior] and a volume of 900 cubic miles [comparable to Lake Huron].

Jass of Downs (SteveK) AC 33 CMD 22 HP 248/212 
Monday August 29th, 2011 12:30:12 PM

Jass-as-a-hige-water-elemental is happy to see Vauhwyt return so quickly. "Great, I don't need to renew my spell, eh? I think some mind-protection for everyone is in order", he says as he looks at the minotaur cleric, "and then this temple place is obviously the place to go."

Jass has a couple of wands to help everyone have Darkvision and See Invisibility and will use them on anyone who asks for assistance.

Once the group is ready, he offers a watery hand to Brahmah and Vorelle to swim them down to the bottom of the Lake.

Actions:

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Atyzr)
Fly; 160 minutes; 60 foot average maneuverability
False Life; 24 hours; +16 temp hit points
Detect Scrying; 24 hours
Water Breathing; 10 hours; able to breathe
Shield; 158/160 minutes; +4 AC immune magic missles
Tiny Hut: 16 hours; on bow of Silver Lady
Vampiric Touch: 20 temp hit points
Elemental BodyIV: Water. 14/16 minutes; +4 STR size bonus, -2 DEX penalty, +8 CON size bonus (+64 hit points), +4 natural AC; swim 120 feet, darkvision 60 feet, the ability to create a vortex, and the ability to breathe water.

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 7 3 0 2 1 3
}


Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167  d20+8=21 ; d20+8=11 ;
Monday August 29th, 2011 12:32:57 PM

Aztyr listens to Vauhwyt's description of what she found on her scouting mission. She racks her memory, but comes up with nothing. (know religion 21, know engineering 11)
"Well, it sounds like someone has set up a base of some sort on the bottom of our lake, again. But at least it doesn't sound like our favorite dragon. I doubt that she'd light up her base of operations like a roman candle, Dragon's can see better than that under water I've heard."

Highlight to display spoiler: {Spells per Day

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

* = unlimited

Wold's Blood Draws : 1/7
Wold's Blood in storage : 7/7 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
Telepathic Bond (everyone but Brahmah currently)

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)
Shield duration 30 minutes
Stoneskin Duration 70 minutes, 70 damage (10 per attack)
Effect :Cloak of Manta Ray: gain a +3 natural armor bonus, the ability to breathe underwater, and swim speed of 60 feet

Spells on others :

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

Cayzle Comments: John, hope you don't mind, I put your spells tracking info in spoilers to make it less intrusive. :-)
}

Vorelle [Darkvision, See Invisibility] 
Monday August 29th, 2011 3:41:11 PM

Vorelle accepts both a Darkvision and a See Invisibility from Jass. She takes his hand when the group is ready to re-enter the water.

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 101/183 hp Malgant Winterborn 
Monday August 29th, 2011 9:31:00 PM

" Boy I hope the sorcerers brought some protection from evil spells today." Malgant thinks before he realizes he is broadcasting it over the telepathic link." Um I mean I prayed for one, to remove the effects should someone fail their save, but I didn't plan on warding the whole group. As I understand it, those of us who have shrugged off the effects are not still susceptible to it. I'll hold it in reserve should anyone need it."
" Anyway, if the place looks deserted and it is projecting desperation into the minds it touches, maybe, just maybe it is a powerful item, intelligent, and in need of help rather than in need of being destroyed. Lets keep that in mind as we descend."


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 , and Aztyr, 32 hour extended duration
Mind Blank on Malgant 24 hour duration
Waterbreathing Potion 10 hour duration
Freedom of Movement 160 minutes duration
Shield of Faith +4 deflection AC 16 minutes
Haste charges remaining 8/10

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 101/183 hp Malgant Winterborn  d20+6=9 ;
Monday August 29th, 2011 9:39:35 PM

knowledge religion 9, no help there.


Mac | HP:286 | Dam:129 | AC:30/T:17/F:26 | CMD:[55, Sun/Dis:58] | up to 5 AoOs:[AC:d20+40|4d6+30{CAC:19+|+2x(4d6+30)}] or CMB:[+32] | Luckstone, Heartlight, Enlarged, See Invisible, Darkvision 
Tuesday August 30th, 2011 5:10:43 AM

"This could get more than a little uncomfortable - at depth. I'll focus on the unexpected arrivals!"

The dark taur follows Vorelle's lead and accepts Jass' offered spells

Mac dives with the group, but under his own steam, as it were.

Brahmah169hps, AC 26 
Tuesday August 30th, 2011 5:29:27 AM

The ranger remains quite but helpful.

Urban Survival Spell List (prepped while in a city) : Alarm, Longstrider, Detect Poison, Speak with Animals, Cure Light Wounds, Summon Nature's Ally 2, Owl's Wisdomx2, Cure Moderate Wounds, Repel Vermin, Water Walk, Freedom of Movement and Non-Detection

Brahmah's Call Lightning Tattoo, 1 /day
Brahmah's Spider Climb Tattoo, 2 /day*
Brahmah's Entangle Tattoo, 3 /day
Brahmah's Guidance Tattoo, 4/day* (skill check)


Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Tuesday August 30th, 2011 11:49:24 AM


Vauhwyt says, "Come on!" and dives as well, this time in the real Wold, not in the shadows.

Mookie, a passenger on her back, remarks, "Boss, who were you telling to come on? We were the last ones in the water."

"Hush Mookie," she says.

DM Cayzle - The Light That You Can Breathe! The Voice That Calls You Deeper! 
Tuesday August 30th, 2011 12:06:47 PM


Water Elemental Jass uses the mental link to encourage his comrades to swim down to the structure. He ponders using his watery appendages and gurgling speech to activate his wands, but he runs into a problem. No wands! In fact, no equipment at all! It disappeared when he cast his spell. But as a huge creature made of water, he can easily help a couple friends to descend.

OOC to Jass: Highlight to display spoiler: { "When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. ... Items that require activation cannot be used while you maintain that form." }

Aztyr agrees that the underwater building is the next logical destination. She wonders if it is a black dragon, native to this area, that the party has met before. Probably not. Vauhwyt's description is not a draconic kind of place.

Vorelle and Brahmah are glad to accept the help of Jass in a swimming descent.

Mac dives and swims down too. Mal, Val, and Vauhwyt follow.

As the group swims deeper, you can feel the VOICE. It communicates wordlessly -- a deep urgent need, a sense that disaster will befall if action is not taken immediately. At the same time, you have a feeling like the fear that it is too late anyway.

Valanthe, Malgant, and Mac have already saved. Aztyr, Vorelle, Brahmah, Jass, Vauhwyt, and Mookie have to make Will saves vs DC20.

If you have an adjustment or immunity to enchantment magic, then apply those mods.
If you make the save, you are fine.
If you miss the save by one or two, please e-mail me or post here asap.
If you miss the save by three or more, please Highlight to display spoiler: {You feel very much like you have to find where this Voice is coming from. You are not possessed. But you do have a deep drive to find the Voice. Feel free to RP this.}

As you descend, you find it getting dimmer. The water is deep and heavy, and you are glad to reach the bottom. Much deeper, and you would have to worry about the pressure. Then, as Vauhwyt had reported, you see a light down below. You see the building the liontaur described. And within the light that is emanating from the building, you feel a certain sense of comfort and safety. You realize that you could breathe this water, even if you were not already under water breathing magic.

Even with the VOICE calling you deeper, you might feel a desire to pause and contemplate the beauty of this scene.

----------

Your Daily Blackbird Lake Fun Fact: There are a number of uncharted floating islands on Blackbird Lake. These are uncharted not only because they float around, but because they sink under the waves and rise up again. Once upon a time, Val, Vorelle, and Vauhwyt (and some now retired friends) visited one of these floating islands, on which Marteaus cultists had established themselves. The heroes defeated the cultists, and at the climax of the quest, the island sank!]

Jass of Downs (SteveK) AC 33 CMD 22 HP 248/212  d20+18=35 ;
Tuesday August 30th, 2011 1:41:52 PM

When Vorelle and Mac accept his offer, Jass digs his watery hand into his watery body and comes up with... water. "Well, isn't that interesting", the sorcerer says with regret, "looks like I can only be a friendly tug."

Swimming for Jass in huge water elemental form, however, is child's play, as is towing Vorelle and Brahmah as quickly as the rest are decending. Once they get to the depths, he feels the urgency, but is not overcome by the Voice.

The white shiny temple is quite breathtaking, but Jass isn't sure of everything. "Sure, its big enough, but look at the location!"

"Malgant is right, this may be a power who needs help and not one bent on destruction. But nothing happens unless something moves, so let's go!"

Jass tows Vorelle and Brahmah (neither of whom have super swim magic) towards the Temple.

Actions:

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Atyzr)
Fly; 160 minutes; 60 foot average maneuverability
False Life; 24 hours; +16 temp hit points
Detect Scrying; 24 hours
Water Breathing; 10 hours; able to breathe
Shield; 158/160 minutes; +4 AC immune magic missles
Tiny Hut: 16 hours; on bow of Silver Lady
Vampiric Touch: 20 temp hit points
Elemental BodyIV: Water. 14/16 minutes; +4 STR size bonus, -2 DEX penalty, +8 CON size bonus (+64 hit points), +4 natural AC; swim 120 feet, darkvision 60 feet, the ability to create a vortex, and the ability to breathe water.

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 7 3 0 2 1 3
}

Vorelle  d20+14=31 ; d20+23=26 ;
Tuesday August 30th, 2011 2:31:00 PM

Vorelle hears the compulsion of the Voice, but she has a lot of experience opposing people who are trying to make her do things. She resists. [Will save 31]

As the group descends, she does her best to remain aware of her surroundings. But it isn't easy in this strange, alien landscape. [Perception 26]

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167  d20+16=28 ; d20+20=30 ; d20+9=22 ;
Tuesday August 30th, 2011 4:40:47 PM

Aztyr having been at surface level heard the warning, but she considered the dangers and decided as she neared the bottom of the lake to cast a PfE just in case. With her cloak propelling her downward, she easily kept up with Jass the Elemental and his dragees. She looks over the "temple" and tries to see if anything new is around, or if she can place it, now that she can see it, not just a description from Vauhwyt.

Will save 28
Perception 30
Know Architecture 22

Info Highlight to display spoiler: {
Spells per Day

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

* = unlimited

Wold's Blood Draws : 1/7
Wold's Blood in storage : 7/7 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
Telepathic Bond (everyone but Brahmah currently)

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)
Shield duration 30 minutes
Stoneskin Duration 70 minutes, 70 damage (10 per attack)
Protection from Evil 15 minutes
Effect :Cloak of Manta Ray: gain a +3 natural armor bonus, the ability to breathe underwater, and swim speed of 60 feet

Spells on others :

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

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 101/183 hp Malgant Winterborn  d20+6=26 ;
Tuesday August 30th, 2011 5:19:47 PM

Before descending, Malgant will take Jass up on his visual enhancement offer, since he has no dark vision nor true sight prayers readied today. Upon seeing the temple, he is more reassured, since he now can make out far more about it. He moves closer to it, planning on entering it with the others.
Knowledge religion 26 now that I can see the temple.

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 , and Aztyr, 32 hour extended duration
Mind Blank on Malgant 24 hour duration
Waterbreathing Potion 10 hour duration
Freedom of Movement 155 minutes duration
Shield of Faith +4 deflection AC 11 minutes
Haste charges remaining 8/10

Brahmah169hps, AC 26  d20+16=34 ; d20+16=29 ; d20+24=34 ; d20+10=29 ; d20+19=33 ; d20+28=48 ;
Wednesday August 31st, 2011 9:44:31 AM

(Will save 34)
OOC: sorry for being lax! Brahmah will have cast Freedom of Movement and Non-Detection before entering the water. I also assume we all took a breathing potion?!

Brahmah knows little to nothing about temples, let alone aquatic ones. But his keen senses might be able to pick out other things. (Perception 34, Dungeoneering 29, Nature 33, Survival to avoid natural traps and hazards 48 nat 20!)[ooC: Disregard the roll of 29, it was a mistype.]

Active Effects:
Freedom of Movement 130mins
Non-Detection 13 hours

Urban Survival Spell List (prepped while in a city) : Alarm, Longstrider, Detect Poison, Speak with Animals, Cure Light Wounds, Summon Nature's Ally 2, Owl's Wisdomx2, Cure Moderate Wounds, Repel Vermin, Water Walk, Freedom of Movement* and Non-Detection*

Brahmah's Call Lightning Tattoo, 1 /day
Brahmah's Spider Climb Tattoo, 2 /day*
Brahmah's Entangle Tattoo, 3 /day
Brahmah's Guidance Tattoo, 4/day**

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil)  d20+14=19 ; d20+12=14 ;
Wednesday August 31st, 2011 1:42:39 PM

Saves vs Voice ... Vauhwyt: a 19, fails by 1. Mookie: 14 fails miserably.

Vauhwyt hears the malefic VOICE and wonders mentally: "Maybe there is something that needs further investigation. Like, sooner rather than later?"

Mookie's mental voice is almost as coarse as his cawing. "Definitely sooner, Boss! We better get down there right away! Before it gets away!"

"Mal, wait for us!" the liontaur calls to her friend, who is already in the lead.

DM Cayzle - Details And Nit-Picks ... And A Good Place For A Rest? 
Wednesday August 31st, 2011 2:36:24 PM

Okay, let's do this by the book, friends!

Last round started with the party 100 feet from the building, just entering the area of illumination, within the air-like water.

Jass moves toward the temple, towing Vorelle and Brahmah. The huge water elemental via Elemental Body IVhas a move of 90. However, Jass's str with a +4 size bonus is only 14, and as a huge biped he has a maximum heavy load of 700 pounds. Brahmah stark naked weighs 1,100 lbs. So that's a problem. I also have to mention that Brahmah has 9 points of armor on his sheet that I can't account for in gear. So long as the three were descending, I suppose Brahmah was acting lind of like an anchor dragging Jass and Vorelle down. Now that we are looking at tactical movement, well, sorry Jass, I can't really see you trying to carry Brahmah. Vorelle I can kinda see (she is 130 lbs naked, and has what? 30 lbs of gear? Can't say for sure because it is not shown or totalled!), but the taur is taurriffic! Besides, Brahmah does not need your help (see next below).

Brahmah, you got 5 WLA ranks in swim, a +7 str mod, but that's moot given the freedom of movement you just cast. You can "move and attack normally". So I'm saying you get your normal move 30 in any direction you like. Mal, you got Freedom of Movement too, so you're moving at 30 like Brahmah too.

Aztyr, your Cloak of the Manta Ray gives you a swim speed of 60, so you are a-ok.

Val has a 30-foot swim speed with her Helm of Underwater Action, so she is fine.

Mac, your Necklace of Adaptation and Ring of Freedom of Movement are serving you just fine. Your move is 30 too.

Vauhwyt, I think you, Vorelle, and Mookie are the only characters with no magic to help them move. Vorelle is fine with Jass. Mookie is fine riding Vauhwyt. Vauhwyt, you need to make a Swim check once per round while you are in the water. Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move action). If you fail, you make no progress. Vorelle, if Jass stops carrying you, you'll have to do the same.

Now, before you entered the lighted airy area, you had to travel 400 feet down. Descending at 40 ft per round as a group (assuming that Vauhwyt can descend like a rock at twice her normal swim speed), that's ten rounds, or a full minute to take off your durations.

Now at the edge of the lighted area, what is the plan? The posts above suggest you all scatter willy nilly. Jass can get to the building in just about a round. Vauhwyt will take 2.5, if I am generous and let her sink like a stone, or 5 rounds swimming assuming she makes all her checks, which is no problem at DC10.

The area seems very calm and peaceful. Tranquil and beautiful, even. Short kelp strands grow from the sea floor, thriving in the light from the building. Brahmah's expertise in natural settings confirms this -- he sees no danger. It seems to you, unless you are affected by the VOICE, that this might even be a good place to rest up. Now that you can see the building in person, Mal says it is definitely a temple, and of a particularly ancient design.

To Everybody: What do you do, one more time? Approach the building? How close? Do you swim ahead, if you have a good swim speed? Or stay with the group? Rest up or enter the temple?

Thanks! I suppose I should have had all this settled yesterday. Let me know if I have any details or numbers wrong.


Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 101/183 hp Malgant Winterborn  d20+6=21 ;
Wednesday August 31st, 2011 8:49:12 PM

Malgant moves 60 while flying with the freedom of movement, BTW.
Malgant was also hoping to know who the temple was dedicated to.
Last knowledge religion check 26, natural 20
This round as he swims closer 21 knowledge religion.
Malgant stops short of entering the building itself, wanting a closer look at it so that he may try to determine what diety it belongs to so he doesn't give offense. Aztyr, look at the place with your Arcane sight, anyone else that has it running look too. Check for any spells that might cause us harm like a glyph or forbiddance."

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 , and Aztyr, 32 hour extended duration
Mind Blank on Malgant 24 hour duration
Waterbreathing Potion 10 hour duration
Freedom of Movement 155 minutes duration
Shield of Faith +4 deflection AC 11 minutes
Haste charges remaining 8/10

DM Cayzle - OOC 
Wednesday August 31st, 2011 9:14:15 PM

"Malgant moves 60 while flying with the freedom of movement, BTW."

I thought we ruled that flying was ineffectual underwater? Vauhwyt had a fly speed too but has been ignoring it.

Also, who has the turtle staff?

Also, knowledge reveals that the Temple is from a period before any of the current gods even were gods.
Dave
Read back through Steve's ruling in email and the entire combat. I have freedom of movement, Vauhwyt doesn't, that made the difference.

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167  d20+20=33 ;
Wednesday August 31st, 2011 9:50:07 PM

Aztyr does as Malgant asks and peers at the temple with her arcane sight. She also looks to see if there is anything invisible while she's at it.
*I'll let everyone know in a couple moments, I'm checking invisibly as well, you never know what's hidden until you peer into the darkness.*

InfoHighlight to display spoiler: {

Spells per Day

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

* = unlimited

Wold's Blood Draws : 1/7
Wold's Blood in storage : 7/7 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
Telepathic Bond (everyone but Brahmah currently)

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)
Shield duration 30 minutes
Stoneskin Duration 70 minutes, 70 damage (10 per attack)
Protection from Evil 15 minutes
Effect :Cloak of Manta Ray: gain a +3 natural armor bonus, the ability to breathe underwater, and swim speed of 60 feet

Spells on others :

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

Vorelle 
Wednesday August 31st, 2011 10:40:35 PM

Vorelle clings to Jass as long as he allows her to.

(Vorelle's player, a former lifeguard, respectfully points out that nobody weighs as much under water as they do on land. Brahmah may not be the most buoyant creature in the Wold, but he's not 1100 pounds under water.)

AC 42 HP 176/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe  d20+17=20 ;
Wednesday August 31st, 2011 11:12:28 PM

this place feels wrong. Like we shouldnt be here. This place is ancient. Far older than anything I have ever seen. If something is trapped here then we must be on guard. Good or evil, I wish I knew.

OOC: as long as there is a little light, the lenses in Val's helm will magnify the light allowing her to see. I think she's the only one that doesnt have to worry about water in her eyes or ears. thank the wold for a bubble of air around her head.

Brahmah169hps, AC 26 
Thursday September 1st, 2011 3:51:43 AM

OOC: Hey Cayzle. Let's address the armor issue right quick. Brahmah has a Mithril Shirt +5 (very very bottom of sheet), which I have as 4 from the armor and 5 from magic, equaling 9, correct?, or did this change in Pathfinder too?! Sigh. The PFSRD also says it has no armor check penalty; does this include swimming? As for Brahmah's weight, he doesn't like talking about that... ;) all joking aside, if you all feel that is TOO heavy, then I can change it.

As an aside, I believe we did say in an email that flying doesn't work under water. I also would like to suggest any magic that enhances the base movement, like longstrider or overland flight and even haste also wouldn't work for movement (however haste has the other benies). Any swim type spell, like elemental forms, swim spells... should work fine for movement however. That said, Cayzle has last say of course. :)

And for the record, Brahmah DOES NOT HAVE THE STAFF OF TURTLES.

IC: The ranger feels no danger, but doesn't tempt fate. He draws his swords. (OOC: With Water Breathing, Freedom of Movement and any other bonuses, can we cast? If so, Brahmah will cast Owl's Wisdom on himself, having felt the magic brain probe.)

Active Effects:
Freedom of Movement 130mins
Non-Detection 13 hours

Urban Survival Spell List (prepped while in a city) : Alarm, Longstrider, Detect Poison, Speak with Animals, Cure Light Wounds, Summon Nature's Ally 2, Owl's Wisdomx2, Cure Moderate Wounds, Repel Vermin, Water Walk, Freedom of Movement* and Non-Detection*

Brahmah's Call Lightning Tattoo, 1 /day
Brahmah's Spider Climb Tattoo, 2 /day*
Brahmah's Entangle Tattoo, 3 /day
Brahmah's Guidance Tattoo, 4/day**

Jass of Downs (SteveK) AC 33 CMD 22 HP 248/212 
Thursday September 1st, 2011 8:02:01 AM

ooc: - Atzyr has the Turtle Staff.
- pretty sure that flying does work only if coupled by freedom of movement (Malgant does; Vauhwyt doesn't)
- hate it when rules supercede physics :-) but sometimes it does just to simplify the game as in the case of strength and weight above and below water is no difference. Sigh, but Cayzle is right on this one.

Jass is finding a hard lesson in pre-planning. In his present form of a huge water elemental, he is perfectly at home in the Black Lake. However, he can't use his wands for his companions and doesn't have access to any potions, scrolls, or other neat things. It bites ice, it does!

Jass can't even cast True Seeing on himself because the expensive ointment is assumed in his body too! And so, he is only able to tow Vorelle along, keeping pace with but 10 feet behind Mac.

Actions:

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Atyzr)
Fly; 160 minutes; 60 foot average maneuverability
False Life; 24 hours; +16 temp hit points
Detect Scrying; 24 hours
Water Breathing; 10 hours; able to breathe
Shield; 158/160 minutes; +4 AC immune magic missles
Tiny Hut: 16 hours; on bow of Silver Lady
Vampiric Touch: 20 temp hit points
Elemental BodyIV: Water. 14/16 minutes; +4 STR size bonus, -2 DEX penalty, +8 CON size bonus (+64 hit points), +4 natural AC; swim 120 feet, darkvision 60 feet, the ability to create a vortex, and the ability to breathe water.

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 7 3 0 2 1 3
}

DM Cayzle - OOC 
Thursday September 1st, 2011 8:29:55 AM

Brahmah, no worries -- your armor is fine. My tired old blind eyes simply did not see it on your sheet, sorry. :-)

DM Cayzle - OOC 
Thursday September 1st, 2011 1:55:42 PM

Waiting for Mac and Mal?

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 101/183 hp Malgant Winterborn 
Thursday September 1st, 2011 4:16:58 PM

OOC
Mal already posted....remember you questioned my flying? Oh, and I asked questions and made rolls in that post too.

DM Cayzle - OOC 
Thursday September 1st, 2011 4:24:25 PM

D'oh! Okay, I'll try to get the turn out soon, Mac or no!

Mac | HP:286 | Dam:129 | AC:30/T:17/F:26 | CMD:[55, Sun/Dis:58] | up to 5 AoOs:[AC:d20+40|4d6+30{CAC:19+|+2x(4d6+30)}] or CMB:[+32] | Luckstone, Heartlight, Enlarged, See Invisible, Darkvision 
Thursday September 1st, 2011 5:01:04 PM

OOC: Can't get a full post in today. Mac will assist other heading deeper if the need is greater.

DM Cayzle - OOC 
Thursday September 1st, 2011 8:00:03 PM

sorry post delayed until later this eve.

Jass of Downs (SteveK) AC 33 CMD 22 HP 248/212 
Friday September 2nd, 2011 12:01:00 AM

ooc: won't post til Tuesday.

Brahmah169hps, AC 26 
Friday September 2nd, 2011 4:37:17 AM

OOC: Small post.

Brahmah looks at the temple, failing to see what the fuss is about.

Active Effects:
Freedom of Movement 130mins
Non-Detection 13 hours
Water Breathing (potion)

Urban Survival Spell List (prepped while in a city) : Alarm, Longstrider, Detect Poison, Speak with Animals, Cure Light Wounds, Summon Nature's Ally 2, Owl's Wisdomx2, Cure Moderate Wounds, Repel Vermin, Water Walk, Freedom of Movement* and Non-Detection*

Brahmah's Call Lightning Tattoo, 1 /day
Brahmah's Spider Climb Tattoo, 2 /day*
Brahmah's Entangle Tattoo, 3 /day
Brahmah's Guidance Tattoo, 4/day**

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil)  d20+18=22 ; d20+18=23 ; d20+18=20 ; d20+18=22 ;
Friday September 2nd, 2011 6:54:42 AM


Vauhwyt and Mookie wonder if they are the only ones affected by the odd desperate urging. Then, as they enter the lighted airy waters, even they do not feel the sensation any more. [OOC: Thanks from this humble player for special communication from DM and CDM!]. It seems to her and to Mookie that this calm and holy place is a place of peace and safety now. Or is that just the latest way the light within is exerting mental control over her?

Vauhwyt decides that she doesn't know what she is thinking!

Mookie senses this over his empathic link and says to her, "But Boss, you never know what you are thinking."

"Good point Mookie," she answers. "Now hush." She follows her friends as fast as she can, swimming.

Swim checks: 22, 23, 20, 22.

"You're a mermaid, all right, Boss." says Mookie.

DM Cayzle - Peering Into The Light 
Friday September 2nd, 2011 7:33:39 AM

Mal's deepest intuition -- based on the location, the architecture, the light -- is that there is something elementally fey about this holy place. He approaches the site with the ease of flight (move 60 ok), stopping just short of the building. The bright light is almost blinding as he peers between two columns, trying to see within.

Aztyr peers around the area to see invisible things, but sees none. The bright light, though, prevents her from looking INTO the Temple.

Vorelle sticks with Jass.

Some other intuition inspires Brahmah to draw his weapons.

Val also feels nervous about the antiquity of this place. She too preps for the unknown.

Jass puts himself and Vorelle about ten feet behind Mac. The huge caster realizes he'll have to squeeze a bit to fit between the columns.

Mac puts himself behind Mal.

Vauhwyt slowly swims behind, still about 60 feet behind.

And the map.

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 101/183 hp Malgant Winterborn 
Friday September 2nd, 2011 6:51:29 PM

" Elemental and Fey, This place could predate the very gods worshiped in the Wold. I don't think you will need your weapons, but if they comfort you then keep them out. I am willing to bet that this light we see is actually a portal. I don't know where it will lead, but it may not be aquatic. Just a heads up Jass. Lets go."
Malgant waits a moment for the others to gather up and then he heads through the archway into the light.

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Friday September 2nd, 2011 7:38:58 PM

Aztyr follows along, and being a caster, she's about ready for most anything.
Or so she hopes.

Info Highlight to display spoiler: {

Spells per Day

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

* = unlimited

Wold's Blood Draws : 1/7
Wold's Blood in storage : 7/7 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
Telepathic Bond (everyone but Brahmah currently)

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)
Shield duration 22 minutes
Stoneskin Duration 62 minutes, 70 damage (10 per attack)
Protection from Evil 7 minutes
Effect :Cloak of Manta Ray: gain a +3 natural armor bonus, the ability to breathe underwater, and swim speed of 60 feet

Spells on others :

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

Jass of Downs (SteveK) AC 33 CMD 22 HP 248/212 
Saturday September 3rd, 2011 10:30:45 AM

Jass' suddenly calm demeanor on going through the light area makes him understand just how much a pressure of urgency was in the waters before now. He also realizes that he doesn't have to be a water elemental since they can all breathe with or without magic while near the temple (ooc: DM post several days back).

And so the Sorcerer dismisses the Elemental Body spell.

Now, in front of the temple, it is child's play for Jass to just walk between the pillars into the temple. "Easy Peasy, Malgant!", he grins impishly. "And my magic will help me withstand any environment, not a worry, eh?"

Actions:
Dismiss: Pathfinder allows any spell to be dismissed as a standard action.
Move: 30 feet walk into the temple.

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Atyzr)
Fly; 160 minutes; 60 foot average maneuverability
False Life; 24 hours; +16 temp hit points
Detect Scrying; 24 hours
Water Breathing; 10 hours; able to breathe
Shield; 156/160 minutes; +4 AC immune magic missles
Tiny Hut: 16 hours; on bow of Silver Lady
Vampiric Touch: 20 temp hit points

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 7 3 0 2 1 3
}

Mac | HP:286 | Dam:0 | AC:30/T:17/F:26 | CMD:[55, Sun/Dis:58] | up to 5 AoOs:[AC:d20+40|4d6+30{CAC:19+|+2x(4d6+30)}] or CMB:[+32] | Luckstone, Heartlight, Enlarged, See Invisible, Darkvision  d20+18=27 ;
Saturday September 3rd, 2011 10:29:59 PM

Mac also moves towards the ancient temple. He makes no move to put his axe away, and takes a look into the brightness. [Perception: 27]

OOC: Did Vauhwyt's casting of Enlarge Person lapse? I'm estimating 6 minutes since it was cast, but I'm guessing the duration is more like 16 minutes.

DM Cayzle - Peering Into The Light 
Sunday September 4th, 2011 6:43:25 PM

13 actually. You are fine, but you too will have to squeeze through those pillars to enter.

Brahmah169hps, AC 26  d20+24=37 ;
Monday September 5th, 2011 1:35:50 AM

Swims along alert (Perception 37)

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 101/183 hp Malgant Winterborn 
Monday September 5th, 2011 9:34:34 AM

" Vauhwyt, Aztyr and I are the ticket out of there if things go badly. I will be going to The Temple of the Bountiful Vine on Minotaur Isle, They can go anywhere. Unless it is another plane, then I think we are stuck. Remember, if it is a Teucri artifact, like the last one it will probably be sentient and can be reasoned with, well kinda. Let's go." Since his friends seem ready, Malgant steps through the pillars and into the light, ready for almost anything.

Vorelle 
Monday September 5th, 2011 6:04:54 PM

Vorelle is clutching a watery elemental, then all of a sudden the flesh under her hand solidifies as Jass turns back into a human man. Even under water she manages to blush a little before dropping Jass's arm as if it were red-hot.

Awkwardly, she starts swimming toward the temple.

Brahmah169hps, AC 26 
Tuesday September 6th, 2011 5:03:29 AM

OOC: Waiting. Hope everyone had a good Labor Day!

Mac | HP:286 | Dam:0 | AC:30/T:17/F:26 | CMD:[55, Sun/Dis:58] | up to 5 AoOs:[AC:d20+40|4d6+30{CAC:19+|+2x(4d6+30)}] or CMB:[+32] | Luckstone, Heartlight, Enlarged, See Invisible, Darkvision 
Tuesday September 6th, 2011 8:30:15 AM

*I hope they are sentient, and communicate with each other, Malgant. It would not hurt our standing.*

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 101/183 hp Malgant Winterborn 
Tuesday September 6th, 2011 4:40:01 PM

OOC
My video card died over the weekend. I replaced it and now my computer can't seem to find my keyboard. I'll try and check in later on my parents computer but I may not get a chance.

DM Cayzle - Delay of Game, sorry 
Tuesday September 6th, 2011 5:44:56 PM

Friends, I just got the temple map from Jerry over the weekend, and I'll post later this evening, I promise. Sorry for the delay.

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Tuesday September 6th, 2011 11:45:18 PM


Vauhwyt brings up the rear, making sure that there is no attack from behind.

DM Cayzle - Into the Temple (Temple Fight, Surprise Round)  d20+24=26 ; d20+24=36 ; d20+27=47 ;
Wednesday September 7th, 2011 12:15:26 AM


Malgant leads the way into the temple, Val at his side, followed by Aztyr.

Jass dismisses his elemental form and follows.

Mac moves to the pillars, but not in, not yet. He squints into the temple and sees on the other end a kind of column of water. Yeah, how could a column of water be underwater? Excellent question. Mac also sees two large shapes swimming in the water. What could they be? They look like bubbles, but they are oblong, not spherical. They dash forward to attack Mal, then swim away fast. Mac is not surprised, but that is of no help to his surprised friends! Oh, wait, Mac can see invisible! These are invisible sharks! Large nasty sharks! As large and nasty as Mac? Well, we'll see.

Vorelle and Brahmah swim after Jass. Vauhwyt is last, and hangs back with Mac.

Aztyr, Mac, and Vauhwyt can see the sharks. The others of you can only see bubbles, and suffer a 20% miss chance. That invisibility gives the sharks the first attack too. And using their spring attack feats, they swim up to Malgant, take a bite, and swim away.

The two attacks on Mal hit AC26, a miss, and AC 36, also a miss.

With a perception check of 47 you might see another coming up from behind the watery column.

And the map.

Brahmah169hps, AC 26  d20+24=31 ; d3=2 ;
Wednesday September 7th, 2011 6:32:27 AM

(Perception 31)

Seeing Mal get savaged by a cloud of water, the ranger thinks a moment. He casts Summon Nature's Ally 2 (2 Dolphins, 13 rounds) "That water is bad." He points. "Can you attack it please?"

(N Medium animal
Init +2; Senses blindsight 120 ft., low-light vision; Perception +9
DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 11 (2d8+2)
Fort +4, Ref +5, Will +1
OFFENSE
Speed swim 80 ft.
Melee slam +3 (1d4+1)
STATISTICS
Str 12, Dex 15, Con 13, Int 2, Wis 13, Cha 6
Base Atk +1; CMB +2; CMD 14
Feats Weapon Finesse
Skills Perception +9, Swim +13; Racial Modifiers +4 Perception
SQ hold breath)

Active Effects:
Freedom of Movement 130mins
Non-Detection 13 hours
Water Breathing (potion)

Urban Survival Spell List (prepped while in a city) : Alarm, Longstrider, Detect Poison, Speak with Animals, Cure Light Wounds, Summon Nature's Ally 2*, Owl's Wisdomx2, Cure Moderate Wounds, Repel Vermin, Water Walk, Freedom of Movement* and Non-Detection*

Brahmah's Call Lightning Tattoo, 1 /day
Brahmah's Spider Climb Tattoo, 2 /day*
Brahmah's Entangle Tattoo, 3 /day
Brahmah's Guidance Tattoo, 4/day**


Jass of Downs (SteveK) AC 33 CMD 22 HP 248/212  d20+20=25 ;
Wednesday September 7th, 2011 10:03:32 AM

It doesn't take Jass long to figure that moving bubbles in the water means invisible opponents. And so he plants himself on the floor of the temple (able to walk at 1/2 speed and not do swim checks) and dig into his magical pockets for a wand.

Touching Malgant in front of him, Jass imbues the minotaur with See Invisible!

Actions:
Spellcraft: 25 on ID invisible sharks
Move equivalent: retrieve wand from Pants O Plenty
Cast: See Invisible on Malgant

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Atyzr)
Fly; 160 minutes; 60 foot average maneuverability
False Life; 24 hours; +16 temp hit points
Detect Scrying; 24 hours
Water Breathing; 10 hours; able to breathe
Shield; 156/160 minutes; +4 AC immune magic missles
Tiny Hut: 16 hours; on bow of Silver Lady
Vampiric Touch: 20 temp hit points

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 7 3 0 2 1 3
}

DM Cayzle - Extra 
Wednesday September 7th, 2011 10:11:34 AM

If you cannot see invisible, the bubbles have a 20% miss chance. Feel free to roll it yourselves.

Vorelle  d20+23=42 ; d20+22=29 ; d20+7=12 ;
Wednesday September 7th, 2011 10:58:38 AM

Vorelle sees the two attacking bubbles well enough, but (probably) does not see the third one approaching.

[For the purposes of Favored Enemies, I'm assuming these are ordinary dire sharks, which have the Animal creature type. If they have a different creature type, I may have to re-calculate everything.]

Awkwardly, Vorelle swims herself to where she can start shooting. [Swim check 29 to move to K-14] She pulls out her bow and fires a shot at one of the bubbles she can see. She misses.

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167  d20+13=33 ; d100=38 ; d20+13=14 ; d8+5=6 ; d3=2 ; d20+11=31 ; d20+11=27 ; d100=59 ; d20+11=18 ; d20+11=18 ; d100=86 ; d8=2 ; d100=76 ; d20+11=23 ; d100=60 ; d20+11=20 ; d100=69 ; d20+11=20 ; d100=54 ; d20+11=17 ; d100=64 ; d20+11=21 ; d100=98 ; d4+2=6 ; d4+2=6 ; d4+2=3 ; d4+2=4 ; d4+2=5 ; d4+2=4 ; d4+2=6 ; d4+2=5 ; d4+2=3 ; d20+19=22 ; d20+19=25 ; d20+19=24 ; d20+19=39 ; d20+19=24 ; d20+19=28 ; d20+19=27 ; d20+19=32 ; d4+2=4 ; d4+2=4 ; d4+2=4 ; d4+2=3 ; d4+2=5 ; d4+2=3 ; d4+2=6 ; d4+2=3 ;
Wednesday September 7th, 2011 4:25:36 PM

Aztyr can see the sharks, and decides to fight fire, with fire. She summons a Celestial Giant Octopus.
She decides to call the Octopus "Roy", and has him swim forward to Q,R/17,18 and attack Shark #2

Bite attack 33 (not confirmed) 6 damage + Poison Fort DC 19 or 2 Str damage (continuing poison for 6 rounds until 2 saves)
Tentacle 1 to hit 31 crit confirmed Dam 6+6 = 12 Grapple Check 22 Constrict Damage 4 (if grabbed)
Tentacle 2 to hit 18 Dam 3 Grapple Check 25 Constrict Damage 4 (if grabbed)
Tentacle 3 to hit 18 Dam 4 Grapple Check 24 Constrict Damage 4 (if grabbed)
Tentacle 4 to hit 23 Dam 5 Grapple Check 39 Constrict Damage 3 (if grabbed)
Tentacle 5 to hit 20 Dam 4 Grapple Check 24 Constrict Damage 5 (if grabbed)
Tentacle 6 to hit 20 Dam 6 Grapple Check 28 Constrict Damage 3 (if grabbed)
Tentacle 7 to hit 17 Dam 5 Grapple Check 27 Constrict Damage 6 (if grabbed)
Tentacle 8 to hit 21 Dam 3 Grapple Check 32 Constrict Damage 3 (if grabbed)

Aztyr remains where she is, currently mostly out of the way....

Octopus info Highlight to display spoiler: {
Octopus, Giant
N Large animal (aquatic)
Init +6; Senses low-light vision; Perception +8
DEFENSE
AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, --1 size)
hp 90 (12d8+36)
Fort +11, Ref +12, Will +7
Defensive Abilities ink cloud (30-foot-radius sphere)
OFFENSE
Speed 20 ft., swim 30 ft., jet 200 ft.
Melee bite +13 (1d8+5 plus poison), 8 tentacles +11 (1d4+2 plus grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tentacle)
Special Attack constrict (tentacle, 1d4+2)
STATISTICS
Str 20, Dex 15, Con 17, Int 2, Wis 12, Cha 3
Base Atk +9; CMB +15 (+19 grapple); CMD 27 (can't be tripped)
Celestial Template: Resist Cold, Acid, and Electricity 10, DR 5/evil
Feats Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, MultiattackB, Skill Focus (Stealth), Stealthy
Skills Escape Artist +18, Perception +8, Stealth +18, Swim +13; Racial Modifiers +10 Escape Artist, +8 Stealth
SPECIAL ABILITIES
Poison (Ex)
Bite--injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 saves.
The giant octopus is a true monster capable of catching and eating sharks, humans, or anything else it can grab with its tentacles.
}

Info Highlight to display spoiler: {
Spells per Day

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

* = unlimited

Wold's Blood Draws : 1/7
Wold's Blood in storage : 7/7 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
Telepathic Bond (everyone but Brahmah currently)

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)
Shield duration 22 minutes
Stoneskin Duration 62 minutes, 70 damage (10 per attack)
Protection from Evil 7 minutes
Effect :Cloak of Manta Ray: gain a +3 natural armor bonus, the ability to breathe underwater, and swim speed of 60 feet
Celestial Giant Octopus "Roy" 15 rounds

Spells on others :

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

Blinded by the invisible wall of Text!!
Oh and ignore the extra d8 roll in that mess, also rolled all 20% and succeeded on all

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 101/183 hp Malgant Winterborn  d20+26=36 ; 4d8+9=31 ; d6=1 ; d6=4 ; d20=2 ;
Wednesday September 7th, 2011 5:24:07 PM

"Thank you Jass, I'll save my invisibility purge for later on. If this water is breathable I wonder what types of spells would work here? At any rate I am sure about 2 yards of steel will spoil their day. Lunging forward Malgant thrusts at the vitals of shark 1.
Charge shark 1 and attack with Vital strike (Adjusted AC down for the charge) Hit AC 36 for 31 damage +5 <holy>
Since they started it by attacking me I have no problem with gutting them.

Perception 2+ whatever goggle docs says my perception is since it refuses to load my sheet. I doubt I see the lurking shark. also can't load my spellist, sorry.

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 , and Aztyr, 32 hour extended duration
Mind Blank on Malgant 24 hour duration
Waterbreathing Potion 10 hour duration
Freedom of Movement 155 minutes duration
Shield of Faith +4 deflection AC 11 minutes
Haste charges remaining 8/10
--------------------------------------------
OOC
Cazyle, how long has elapsed since the start of the croc battle? I know we paused for a bit there, I subtracted 5 minutes from my spells and want to be sure of what is still running. Thanks.

Mac | HP:286 | Dam:0 | AC:30/T:17/F:26 | CMD:[55, Sun/Dis:58] | up to 5 AoOs:[AC:d20+40|4d6+30{CAC:19+|+2x(4d6+30)}] or CMB:[+32] | Luckstone, Heartlight, Enlarged, See Invisible, Darkvision 
Thursday September 8th, 2011 5:57:40 AM

Mac squeezes between the columns and into the temple, but his takes most of his double move to accomplish. At this point he has little recourse than finding unoccupied space (stepping upwards, or upwards and along if remaining bound to the floor would be too crowded), otherwise he will be stuck back between on beyond the columns.

OOC: Assuming the temple has a ceiling, at what height is it?

AC 42 HP 176/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe  d20+25=41 ; d8+26=34 ; 2d6=5 ; d100=46 ;
Thursday September 8th, 2011 7:13:57 AM

Valanthe's magical helm propels her forward toward one of the bubbles. (moves to Q 17) This isnt the first time that Valanthe has thought she needed a more appropriate back up weapon for different circumstances. Warhammer's arent great for everything. Most things but not everything. It's all she has so Valanthe tries to burst the bubble.

ooc: power attack, -5 / +10 against bubble #2

Hit ac 41 for 34. If they are evil they take an additional 5 points. Miss % 46

DM Cayzle - Extra 
Thursday September 8th, 2011 7:47:57 AM

Ceiling is a good 50 feet up.

Sorry for the delay. DM post with map to come at 1 pm eastern today.

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil)  d3=1 ; d20+23=34 ; d8+9=12 ; 4d6=16 ; d20+9=25 ; 5d4+5=17 ;
Thursday September 8th, 2011 12:56:49 PM



Vauhwyt squeezes through the columns and ends up at M-N-19-20. She readies an impromptu sneak attack if she is attacked. Her luck this round is +1. Her roll hits AC34 and it loses its dex bonus to AC for 12 plus 16 sneak attack damage.

Mookie gets out his wand of magic missiles and fires at number 1. Spell Resist: 25 hits for 17 damage.

==========

For DM Sanity Info, Please Highlight to display spoiler: {
Spells per day:

lvl 1: used 1 of 7
lvl 2: used 4 of 7
lvl 3: used 5 of 7
lvl 4: used 3 of 6
lvl 5: used 0 of 6
lvl 6: used 0 of 4

Spells cast by (or in effect on) V:
Detect Scrying (lasts all day)
Extended GMW on her armor spikes (lasts all day)
False Life (+11) (lasts 12 more hours)
Greater Magic Fang (+1 on both paws)
Heroism (lasts 1 more hour)
Magic Circle vs Evil (lasts 12 more hours)
See Invisibility (lasts 2 more hours)
(Water Breath on Vauhwyt)
(Barkskin (lasts 2 more hours)

Spells cast by V on others
Extended GMW for Mal (lasts all day)
False Life (+17) for Mookie (lasts 12 more hours)
Heroism for Mookie (lasts 1 more hour)
Alter Self for Mookie (lasts two more hours)
(Water Breath on Mookie)
Enlarge person on Mac (4 minutes left)

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

Spells in effect from earlier days:
Telepathy
several Shrink Items

Other things with per day uses:
Darkwalk - 0 rounds of 40 used
Impromptu sneak attack 1 of 1 used
Tricky spells 0 of 3 used
CMW wand: 1 of 50 used
Barkskin wand: 1 of 48 used
Magic Missile wand: 2 of 41 used
Transmute Staff: 1 of 10 charges
}

DM Cayzle - Blood in the Water (Temple Fight, Round 1)  d100=88 ; d20+10=20 ; d20+10=23 ; d20+18=21 ; d20+18=29 ; d20+26=45 ; d20+26=40 ; 4d10+17=40 ; d20+26=27 ;
Thursday September 8th, 2011 1:45:17 PM

OOC: I am assuming 7 minutes have passed since the end of the croc battle. Also, please mention any weapon property you have that might bypass DR.

Heroes!

Brahmah and Aztyr summon champions of the deep to help fight, They will appear at the start of your next turn, so next post please give the coordinates at which they appear (within range) and what they do.

Jass wants to cast see invisible on Mal, but unless your DM is mistaken, it is the kind of spell that can only be cast on oneself. Try again?

Vorelle senses that these are unusual dire sharks -- maybe awakened somehow -- but her favored enemy bonuses still apply. Her arrows miss. OOC: Vorelle, your move is just a five foot step. You can take a full attack. Also, I note that although I see your three perceptions rolls in the die roller field, I do not see your attack(s).

Mal charges Shark 1 and lays into it. I'll roll your miss chance due to concealment: an 88, so you are a-ok. The minotaur inflicts a mighty 31 damage. The beast's DR10/? makes that 21

Mac moves in, squeezing, and has no other time to act. It really does take him almost a full round to squeeze through the columns. (DM moved you as he saw fit seeing as you gave no coordinates.)

Val swims forward and hits Shark 2 for 34. The beast's DR10/? makes that 24

Vauhwyt swims forward and readies for an attack. Mookie magic missiles Shark 1 for 17.

Sharks!

Shark 3 swims forward 60 ft and casts a spell on all three sharks. Spellcraft DC23 to ID it as Highlight to display spoiler: {Good Hope}. Whatever it is, it automatically affects the caster shark and both his friends.

Shark 1 attacks uses tumble and spring attack to attack Val and then move back. Shark 2 does the same. If your CMD is 21 or better, you get an AoO on shark 1, Val and Mal. If your CMD is 29 or better you get an AoO on shark 2. That includes the -2 penalty they incur for two foes. You can attack both with AoOs only if you have combat reflexes.

Shark 1 vs Val: A crit threat that confirms vs AC40, so that's not confirmed. Damage to Val is 40 hp damage.

Shark 2 vs Mal: a nat 1 misses.

Enemy Status

Shark 1: has taken 38
Shark 2: has taken 24
Shark 3: has taken zero
All sharks have spell resistance 20, DR 10/? and AC26.

And the map

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 101/183 hp Malgant Winterborn  d20+26=46 ; d20+26=39 ; d100=9 ; 4d8+18=29 ; d6=1 ; d6=3 ;
Thursday September 8th, 2011 7:28:45 PM

OOC
Jass cast the spell from a wand...does that change it to target touched? I need to know. If not the Invis purge will go out this round.
Malgant's weapon is holy and undead bane. Holy didn't seem to do it, I doubt undead bane applies or would break DR. Enchanted ( which it is) it is also +4. Those are the only enhancements on his weapon.
---------------------------------------
Malgant's CMD is 33... 43 if I am on the floor and it is level. didn't specify so I'm going with 33.
As shark 2 flips around and attacks, Malgant lashes out with his blade. The sword would strike true and slash the shark deeply if it were not invisible. ( are they still invisible? You mention no miss chance this post is why I ask. I'll give you damage for my crit just in case.
Hit AC 46 confirm on AC39 for 29 damage +4 <Holy>
Malgant then sinks to the floor of the temple and takes a defensive stance. While he waits for the sharks to charge again He casts invisibility purge on himself. Instantly everything invisible within a 80' radius becomes visible.

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 , and Aztyr, 32 hour extended duration
Mind Blank on Malgant 24 hour duration
Waterbreathing Potion 10 hour duration
Freedom of Movement 155 minutes duration
Shield of Faith +4 deflection AC 11 minutes
Haste charges remaining 8/10
Invisibility purge, 80' radius, 16 minute duration

DM Cayzle - Xtra 
Thursday September 8th, 2011 8:12:16 PM

Wand or no, a "self" spell is still "self." In this case, the wand weilder.

Vorelle  d20+22=42 ; d20+12=17 ;
Thursday September 8th, 2011 8:37:52 PM

[Vorelle does not have a Swim speed, unless there's some magical effect on her that I missed. She cannot take a 5-foot step. In fact, according to the underwater combat rules, she needed her entire move action and a successful Swim check to move even that far. My three rolls last round were a Perception check, a Swim check, and an attack roll.]

Seeing how the water slows down her arrows, Vorelle changes tactics slightly. She swims forward a little further [move to L-14; Swim check 42] nocks an arrow, and waits. The next time one of the sharks darts in to attack, she fires. However, she still misses.

[Ready an action to shoot the first shark to get within 30 feet. Hit AC 17.]

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167  d20+13=28 ; d8+5=8 ; d3=2 ; d100=63 ; d8+11=17 ; d20+11=12 ; d20+11=16 ; d20+11=28 ; d100=53 ; d4+2=6 ; d20+19=22 ; d4+2=4 ; d20+11=26 ; d100=67 ; d4+2=6 ; d20+19=27 ; d4+2=5 ; d20+11=23 ; d20+11=21 ; d20+11=30 ; d100=11 ; d20+11=19 ; d4+2=6 ; d20+19=28 ; d4+2=5 ; d20+19=37 ;
Thursday September 8th, 2011 8:48:16 PM

Aztyr finishes her summoning and the Celestial Giant Octopus named Roy appears at V,W,16,17 and promptly attacks shark #3.

Bite attack 28 8 damage + Poison Fort DC 19 or 2 Str damage (continuing poison for 6 rounds until 2 saves)
Tentacle 1 to hit 12 Dam 0 Grapple Check 0 Constrict Damage 0 (if grabbed)
Tentacle 2 to hit 16 Dam 0 Grapple Check 0 Constrict Damage 0 (if grabbed)
Tentacle 3 to hit 28 Dam 6 Grapple Check 22 Constrict Damage 4 (if grabbed)
Tentacle 4 to hit 26 Dam 6 Grapple Check 27 Constrict Damage 5 (if grabbed)
Tentacle 5 to hit 23 Dam 0 Grapple Check 0 Constrict Damage 0 (if grabbed)
Tentacle 6 to hit 21 Dam 0 Grapple Check 0 Constrict Damage 0 (if grabbed)
Tentacle 7 to hit 30 Dam 6 Grapple Check 28 Constrict Damage 5 (if grabbed) missed from invis? doesn't say it's invis so...
Tentacle 8 to hit 19 Dam 0 Grapple Check 0 Constrict Damage 0 (if grabbed)

Aztyr points at Shark #3 and triggers a tattoo SP 37, Will DC 20 or silenced for 3 rounds (triggered Tattoo : Silence)

She feels reasonably safe right where she is. *Did I see that correctly, or did I imagine that the shark Roy is trying to tie up cast a spell?*

Octopus info Highlight to display spoiler: {
Octopus, Giant
N Large animal (aquatic)
Init +6; Senses low-light vision; Perception +8
DEFENSE
AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, --1 size)
hp 90 (12d8+36)
Fort +11, Ref +12, Will +7
Defensive Abilities ink cloud (30-foot-radius sphere)
OFFENSE
Speed 20 ft., swim 30 ft., jet 200 ft.
Melee bite +13 (1d8+5 plus poison), 8 tentacles +11 (1d4+2 plus grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tentacle)
Special Attack constrict (tentacle, 1d4+2)
STATISTICS
Str 20, Dex 15, Con 17, Int 2, Wis 12, Cha 3
Base Atk +9; CMB +15 (+19 grapple); CMD 27 (can't be tripped)
Celestial Template: Resist Cold, Acid, and Electricity 10, DR 5/evil
Feats Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, MultiattackB, Skill Focus (Stealth), Stealthy
Skills Escape Artist +18, Perception +8, Stealth +18, Swim +13; Racial Modifiers +10 Escape Artist, +8 Stealth
SPECIAL ABILITIES
Poison (Ex)
Bite--injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 saves.
The giant octopus is a true monster capable of catching and eating sharks, humans, or anything else it can grab with its tentacles.
}

Info Highlight to display spoiler: {
Spells per Day

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

* = unlimited

Wold's Blood Draws : 1/7
Wold's Blood in storage : 7/7 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
Telepathic Bond (everyone but Brahmah currently)

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)
Shield duration 22 minutes
Stoneskin Duration 62 minutes, 70 damage (10 per attack)
Protection from Evil 7 minutes
Effect :Cloak of Manta Ray: gain a +3 natural armor bonus, the ability to breathe underwater, and swim speed of 60 feet
Celestial Giant Octopus "Roy" 15 rounds

Spells on others :

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

Jass of Downs (SteveK) AC 33 CMD 22 HP 248/212  d20+20=30 ;
Thursday September 8th, 2011 10:20:13 PM

Jass' mind must be all aflutter, forgetting something as simple as his See Invisible wand can't work on others. Nevertheless, he sees that the sharks are not just normal sharks. "They are casting spells and seem to have abilities only heroes normally have. I wonder what True Seeing will show?

Jass casts True Seeing on himself, and telepathically tells his friends the true forms of the 4 sharks.

Actions:
Spellcraft: 30 on learning Good Hope
Cast: True Seeing

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Atyzr)
Fly; 160 minutes; 60 foot average maneuverability
False Life; 24 hours; +16 temp hit points
Detect Scrying; 24 hours
Water Breathing; 10 hours; able to breathe
Shield; 156/160 minutes; +4 AC immune magic missles
Tiny Hut: 16 hours; on bow of Silver Lady
Vampiric Touch: 20 temp hit points

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 7 3 0 2 1 3
}

DM Cayzle - Xtra 
Friday September 9th, 2011 7:48:51 AM

FYI, likely won't get to a turn until this evening. These combat posts take a lot to do! Still waiting for Mac and Val, anyway. And that Vauhwyt!

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 101/183 hp Malgant Winterborn 
Friday September 9th, 2011 4:29:12 PM

" Fey and elemental is what the temple construction says. What a fool I am not understanding why my weapons are less effective. They are probably Fey my friends. What hurts them? Cold Iron correct? Vorelle is the most prepared of us now I think since she has an axe and arrow for any occasion. I will just need to swing harder to pass their resistance. However if they are just watchdogs like I am assuming, keep something ready in reserve for their master.

Mac | HP:286 | Dam:0 | AC:33/T:20/F:29 (Mobility: plus 4)| CMD:[60, Sun/Dis:63] | up to 5 AoOs:[AC:d20+30|4d6+45{CAC:19+|+2x(4d6+45)}] or CMB:[+32]  d20+35=53 ; 4d6+45=58 ; d20+30=31 ; d20+30=41 ; 4d6+45=60 ; d20+30=49 ; d20+30=47 ; 4d6+45=58 ; 4d6+45=62 ; 4d6+45=57 ; d20+30=42 ; 4d6+45=58 ; d20+30=40 ; 4d6+45=59 ;
Friday September 9th, 2011 9:55:18 PM

Luckstone, Heartlight, Combat Expertise, Power Attack, Charge, Enlarged, See Invisible, Darkvision

OOC: (DM moved you as he saw fit seeing as you gave no coordinates.) Given I had no idea where Mac could legally end the move, that seems fair to me. ALSO, please reduce all attacks by 2 as Flanking got into the calculations when it clearly shouldn't.

*Mind the wake, Mal and Vorelle.* Seeing the fighting is already underway, Mac throws himself into it. He charges 40' (to R11:T13) and completes his Charge against the only shark he has an open run at: Shark2:[AC:53|58]

AoOs: 1:[AC:miss(1)] 2:[AC:41|60] 3:[AC:49|58{CAC:47|+119}] 4:[AC:42|58] 5:[AC:40|59]



Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 101/183 hp Malgant Winterborn 
Saturday September 10th, 2011 1:00:39 PM

OOC
Dear god...+119 on a crit? That hit so very nearly would one shot me that it scares me to death Mac.

Brahmah169hps, AC 26  d20+9=19 ; d20+9=26 ; d100=28 ; d8=2 ; d100=81 ; d20+3=22 ; d20+3=20 ; d4+1=5 ; d4+1=5 ;
Sunday September 11th, 2011 5:07:22 AM

(Vorelle, I think you also have Haste on, at the very least, you should have a 5' step... I would think.)

(OOC: Highlight to display spoiler: {Jay shakes his head at Mac's munchkined attacks.... must get boring knowing your GONNA kill nearly everything you face. Sigh} ;))

The dolphins appear at U 14 and U19. Both have blindsight. (Perception 19 and 26 respectively, 28% and 81% to hit)
Dolphin #1 which is at U14 attack his nearest cloud of water. Hit AC 22, for 5 damage.
Dolphin #2 which is at U19 attack his nearest cloud of water. Hit AC 20, for 5 damage.

The ranger casts Owl's Wisdom on himself. "They could be druids or some avatar of the Fey King. Be alert!"

Highlight to display spoiler: {(N Medium animal
Init +2; Senses blindsight 120 ft., low-light vision; Perception +9
DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 11 (2d8+2)
Fort +4, Ref +5, Will +1
OFFENSE
Speed swim 80 ft.
Melee slam +3 (1d4+1)
STATISTICS
Str 12, Dex 15, Con 13, Int 2, Wis 13, Cha 6
Base Atk +1; CMB +2; CMD 14
Feats Weapon Finesse
Skills Perception +9, Swim +13; Racial Modifiers +4 Perception
SQ hold breath)
}

Active Effects:
Freedom of Movement 130mins
Non-Detection 13 hours
Water Breathing (potion)
Summon Nature's Ally 2 (2 dolphins, 13 rounds)
Owl's Wisdom (13mins)

Urban Survival Spell List (prepped while in a city) : Alarm, Longstrider, Detect Poison, Speak with Animals, Cure Light Wounds, Summon Nature's Ally 2*, Owl's Wisdomx2*, Cure Moderate Wounds, Repel Vermin, Water Walk, Freedom of Movement* and Non-Detection*

Brahmah's Call Lightning Tattoo, 1 /day
Brahmah's Spider Climb Tattoo, 2 /day*
Brahmah's Entangle Tattoo, 3 /day
Brahmah's Guidance Tattoo, 4/day**

AC 42 HP 136/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe  d20+25=28 ; d100=19 ;
Sunday September 11th, 2011 11:38:28 PM

OOC: Valanthe's weapon is both holy and adamantite for purposes of overcoming DR

Valanthe feels the sharks teeth even through her armor. Without her enchanted mithril she would have been bitten in half. She's really out of her element. Trying to swim after sharks in the water and smashing them with a hammer. Not very good but what choice did she have.

ooc: moving to W15 and attacking #3. power attack -5 / +10

hit ac 28 but miss due to the 20% miss chance

Brahmah169hps, AC 26 
Monday September 12th, 2011 7:13:33 AM

OOC: Checking in.

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil)  d20+9=18 ; d20+19=24 ; d20+18=36 ; d20+18=33 ;
Monday September 12th, 2011 11:28:53 AM


Vauhwyt uses a double move to swim 40 feet into the fray (swim checks 36 and 33). She ends up at S-T-20-21 to finish her move right next to Shark 1. Mookie targets it with his wand. SP18 means it fails to work, despite his UMD24.

==========

For DM Sanity Info, Please Highlight to display spoiler: {
Spells per day:

lvl 1: used 1 of 7
lvl 2: used 4 of 7
lvl 3: used 5 of 7
lvl 4: used 3 of 6
lvl 5: used 0 of 6
lvl 6: used 0 of 4

Spells cast by (or in effect on) V:
Detect Scrying (lasts all day)
Extended GMW on her armor spikes (lasts all day)
False Life (+11) (lasts 12 more hours)
Greater Magic Fang (+1 on both paws)
Heroism (lasts 1 more hour)
Magic Circle vs Evil (lasts 12 more hours)
See Invisibility (lasts 2 more hours)
(Water Breath on Vauhwyt)
(Barkskin (lasts 2 more hours)

Spells cast by V on others
Extended GMW for Mal (lasts all day)
False Life (+17) for Mookie (lasts 12 more hours)
Heroism for Mookie (lasts 1 more hour)
Alter Self for Mookie (lasts two more hours)
(Water Breath on Mookie)
Enlarge person on Mac (4 minutes left)

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

Spells in effect from earlier days:
Telepathy
several Shrink Items

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
Barkskin wand: 1 of 48 used
Magic Missile wand: 3 of 41 used
Transmute Staff: 1 of 10 charges
}

DM Cayzle - Visible Sharks and Blood in the Water! (Temple Fight, Top of Round 2)  d20+14=29
Monday September 12th, 2011 11:33:21 AM


Last Round Note: The sharks are either naturally invisible or affected by greater invisibility. A 20% miss chance still applies, unless you can see invisible -- so Mal's AoO misses, sorry. But see the results of the Invisibility Purge from Mal ...

Heroes!

Mal puts his feet firmly on the temple's stone floor, but stays put on the map. He casts Invisibility Purge. That affects all creatures within 80 feet. So far as I can tell, there is no chance that Spell Resistance can counter this, and therefore the effect works! The sharks are fully revealed. BTW, Mal deduces correctly that these are not evil.

Vorelle spent last round moving with her swim check -- thanks for setting your DM straight on that! This round Vorelle moves to L-14, then she readies an arrow, but when she gets the chance to loose it, it flies wide.

Aztyr's Large Celestial Giant Octopus Roy appears at V-W-16-17 and attacks Shark 3. Three tentacles hit, inflicting 18 damage on Shark 3, and since the shark's CMD is 34, none of the tentacles succeed in grappling the dire beast.

Aztyr herself stays put and attempts to silence the caster shark: It has a base will save of +9 for a 15 hit die creature with good will saves. Add +1 Wis, +2 feat, and +2 good hope to give a +14 to defeat that DC20 will save, and a roll of 29 means it saves. I recall that in earlier editions of the rules, a save vs Silence means the effect centers not on the target, but on a spot nearby. What happens here? Does the silence affect the area? Maybe I can get a quick rules board opinion. Note that the shark also gets a SR20 check, although that matters not with her spell penetration check of 37!

... Later ... Rules Board says the spell is negated on a save, so I'll go with that. But Aztyr, how does your tattoo get a spell penetration 37 and will save 20? If it is a second level Brahmah's Tattoo, it has caster level 3 and save DC13, right?

Jass stays put and casts True Seeing. He can see the sharks clearly through their invisibility. They appear to be normal sharks, albeit much stronger and more powerful by far than their common bretheren. Are they tinged with green, maybe? Do they have some unearthly link to another plane of existence? Such a linkage is not usually revealed by this spell, but your intuition, Jass, suggests it.

Mal takes these hints one step further. "They are probably Fey," the insightful minotaur declares, and indeed that seems likely to you all. They have the power of a megalodon, packed into a common shark's size, with fey characteristics, such as natural invisibility, spell resistance, cold iron based damage reduction, and spells mixed into the bargain. Surely these are not common guardians! Some monstrologer or divine fey power has created these beasts, or maybe they are native to the Wold's Cradle, and called here for some purpose.

Meanwhile, such ruminations aside, Mac's combat expertise and reach leaves him ready to do some incredible damage. But first he has to get to the battle. He charges Shark 2, inflicting a hefty 58 damage to the creature, of which 48 penetrate to harm the shark. [OOC: With your 15 ft reach, I think Charge makes you stop in the first space from which you can fight. So you end up 10 feet from the shark, at R-11-T-13, exactly as you posted, thnaks.] Maybe Mac thinks ahead to a future in which his mastery of the Vital Strike feats will let him ignore such annoyances as damage reduction! [OOC: Mac, your feats are impressive, but your DM cannot tell which you are using, at least not the ones that are optional, such as Power Attack and Furious Focus. For example, you list Combat Expertise and Power Attack in your post, but can you use both? Please do detail it if you use anything like that. Also, Mac, you seem to be including a +2 Good Hope bonus in your attack stats, but that's not listed as an active effect. Where's that coming from? Meh, I'll take your numbers at face value for now. They've been vetted by prior DMs. Maybe I'll try to grok your stats in fullness when I have more time. Yes, BTW, I am re-reading Stranger in a Strange Land!]

Brahmah's two dolphins at U14 and U19 take five foot steps and hit AC22 and AC20 -- both misses. Alas, they will need natural 20s to hit these sharks. Perhaps their greater value will be in positioning, since they are now in the way of sharks planning spring attacks on party members.

As for Brahmah himself, he stays put and draws on the power of Mother Wold to boost his own Wisdom.

Val moves to W15 and attacks Shark 3. She would have missed, but the Invisibility Purge from Mal has revealed the enemy, so go ahead and roll damage, please!

Vauhwyt swims to S-T-20-21. Mookie tries his wand and fails to get past the shark's SR.

Enemy Status

Shark 1: has taken 38
Shark 2: has taken 24+48 = 72
Shark 3: has taken 0+18 = 18
All sharks have spell resistance 20, DR 10 / cold iron, CMD34, and AC26.

PLEASE DO NOT POST UNTIL THE DM MAKES A POST FOR THE ENEMY AND POSTS A MAP! (Give me an hour or three).

Unless you are Val rolling damage, that is, or asking an OOC question about the post.


DM Cayzle - Visible Sharks and Blood in the Water! (Temple Fight, Top of Round 2) 
Monday September 12th, 2011 12:42:50 PM

Here is a map showing positions halfway through Round 2, before the enemy acts.

DM Cayzle - Visible Sharks and Blood in the Water! (Temple Fight, Bottom of Round 2)  d20+24=26 ; d20+18=20 ; d20+24=40 ; 4d10+17=38 ; d20+14=26 ; d20+14=18 ;
Monday September 12th, 2011 1:27:35 PM


Sharks!

Shark 1 bites at Vauhwyt and then tumbles back. No longer invisible, he loses a +2 attack bonus. He hits AC26, a miss. His tumble check is a 20, failing to beat Vauhwyt's CMD 32, so Vauhwyt gets an AoO on Shark 1 as it tumbles back.

Shark 2 spring attacks Mac, provoking no AoO from its target as it darts in and out. It hits AC40, hitting Mac for 38 damage.

Shark 4 casts Mind Fog, affecting Mac, Mal, Val, Dolphin1, and Octo-Roy. Will saves vs DC base 10+6 mod +5 spell +2 feats = Will DC23. If you fail, you suffer a -10 on wis checks and will saves. If you have spell resistance, the shark's penetration roll is a 26.

Finally, Shark 3 "steps" back and casts Confusion. He positions it so that it affects everyone in the Mind Fog. The Will save DC is a 22 on this spell. If you are affected, consult the spell and roll to see how you react each round. If you have spell resistance, the shark's penetration roll is an 18.

Enemy Status
Shark 1: has taken 38
Shark 2: has taken 24+48 = 72
Shark 3 (caster): has taken 0+18 = 18 + Val's damage.
Shark 4 (caster): has taken 0
All sharks have spell resistance 20, DR 10 / cold iron, CMD34, and AC26.

And the end of round 2 map!

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167  d20+13=31 ; d8+5=6 ; d3=1 ; d20+11=18 ; d20+11=19 ; d20+11=17 ; d20+11=17 ; d20+11=24 ; d20+11=25 ; d20+11=13 ; d20+11=18 ; d20+27=43 ; d20+12=21 ; d20+12=26 ; d20+12=17 ; d20+12=26 ; d20+19=29 ; d20+19=36 ; d20+19=38 ; d20+19=21 ;
Monday September 12th, 2011 4:18:28 PM

DM Highlight to display spoiler: { Dave and I looked it up as best we could, it was cast as a 3rd level caster for duration (total cl of the spell, but since it is Aztyr focusing the spell, used her Save DC and SP rolls, since she is the one triggering it.}
Roy moves to W,X, 15,16 and unleashes a full round of attacks....

Bite attack 31 6 damage + Poison Fort DC 19 or 1 Str damage (continuing poison for 6 rounds until 2 saves)
Tentacle 1 to hit 12 Dam 0 Grapple Check 0 Constrict Damage 0 (if grabbed)
Tentacle 2 to hit 16 Dam 0 Grapple Check 0 Constrict Damage 0 (if grabbed)
Tentacle 3 to hit 17 Dam 0 Grapple Check 0 Constrict Damage 0 (if grabbed)
Tentacle 4 to hit 17 Dam 0 Grapple Check 0 Constrict Damage 0 (if grabbed)
Tentacle 5 to hit 24 Dam 0 Grapple Check 0 Constrict Damage 0 (if grabbed)
Tentacle 6 to hit 25 Dam 0 Grapple Check 0 Constrict Damage 0 (if grabbed)
Tentacle 7 to hit 13 Dam 0 Grapple Check 0 Constrict Damage 0 (if grabbed)
Tentacle 8 to hit 18 Dam 0 Grapple Check 0 Constrict Damage 0 (if grabbed)

Roy looked impressive, but all of his flailing around managed to hit absolutely nada.
Aztyr points her finger at Shark 3 and rests her other hand on one of her Rods. She channels the energy from one hand through the rod, than the energy arcs around her to a point at her shoulder and then funnels to her pointed finger. Spell Highlight to display spoiler: {Casting Maximized Scorching Ray. Con check 43, Hit Touch AC's 21,26,17,26, Spell Pen succeeded on all 4 rays, 30 damage / ray (4d6 + 1/d6 for Fire based maxed 28 damage)} (should be 2nd use today)
She also decides to remain where she's at, it seems safe enough, although it probably isn't after casting that ray....

Roy Highlight to display spoiler: {
Octopus, Giant
N Large animal (aquatic)
Init +6; Senses low-light vision; Perception +8
DEFENSE
AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, --1 size)
hp 90 (12d8+36)
Fort +11, Ref +12, Will +7
Defensive Abilities ink cloud (30-foot-radius sphere)
OFFENSE
Speed 20 ft., swim 30 ft., jet 200 ft.
Melee bite +13 (1d8+5 plus poison), 8 tentacles +11 (1d4+2 plus grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tentacle)
Special Attack constrict (tentacle, 1d4+2)
STATISTICS
Str 20, Dex 15, Con 17, Int 2, Wis 12, Cha 3
Base Atk +9; CMB +15 (+19 grapple); CMD 27 (can't be tripped)
Celestial Template: Resist Cold, Acid, and Electricity 10, DR 5/evil
Feats Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, MultiattackB, Skill Focus (Stealth), Stealthy
Skills Escape Artist +18, Perception +8, Stealth +18, Swim +13; Racial Modifiers +10 Escape Artist, +8 Stealth
SPECIAL ABILITIES
Poison (Ex)
Bite--injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 saves.
The giant octopus is a true monster capable of catching and eating sharks, humans, or anything else it can grab with its tentacles.
}

Info Highlight to display spoiler: {
Spells per Day

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

* = unlimited

Wold's Blood Draws : 1/7
Wold's Blood in storage : 7/7 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
Telepathic Bond (everyone but Brahmah currently)

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)
Shield duration 22 minutes
Stoneskin Duration 62 minutes, 70 damage (10 per attack)
Protection from Evil 7 minutes
Effect :Cloak of Manta Ray: gain a +3 natural armor bonus, the ability to breathe underwater, and swim speed of 60 feet
Celestial Giant Octopus "Roy" 14 rounds

Spells on others :

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

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 101/183 hp Malgant Winterborn  d20+26=36 ; d20+26=44 ; d20+16=31 ; 10d6=40 ;
Monday September 12th, 2011 5:25:39 PM

OOC
to answer some of your questions...
Why couldn't a player both power attack and use combat expertise at the same time? Fighters get so many bonuses with their favored class of weapons it almost follows they were meant to do just that. Just add up the penalties for both and take the benefits.
No one who was sane would ever NOT use furious focus so pretty much duh on that one 8).
As for the tattoo spells.... from the Woldipedia When invoked, a magic tattoo creates a spell effect as if the user had cast a spell. Thus Aztyrs charisma modifier and caster level would be used to cast it. Sure the base save starts at 12 but her charisma raises that to 20 and her level 15 caster level and ALL her penetration feats apply to the SP roll.
on to the post...
---------------------------------------------

Mind fog save 36
Confusion save 44
Note mind blank gives +8 bonus to saves vs mind affecting spells

Malgant shrugs off both of the mind affecting spells that the sharks send out and decides it is time for them to stop casting spells. Aztyr wasn't able to silence them with her tattoo, but Malgant knew spells could be made ineffective by other means. With a few steps he moves closer( to T/U 17/18) to the newest caster ( shark 4) and in a firm clear voice utters a divine word to rob the creature of its life and physical body( cast Destruction...Spell penetration 31... 160 damage DC 25 fort save for 40 damage if saved ) He feels the magic penetrate the creatures natural resistance and now waits to see if the shark is tough enough to shrug Imod's power off and only be wounded.

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 , and Aztyr, 32 hour extended duration
Mind Blank on Malgant 24 hour duration
Waterbreathing Potion 10 hour duration
Freedom of Movement 153 minutes duration
Shield of Faith +4 deflection AC 9 minutes
Invisibilty Purge 80' radius 159 rounds duration
Haste charges remaining 8/10

DM Cayzle - Extra 
Monday September 12th, 2011 6:54:55 PM

Yuppers, per the Rules Board, you can use both Combat Expertise and Power Attack at the same time. But you do have to declare it, so that your kindly DM can tell where your bonuses are coming from. Mac is declaring that he is using it, and that's fine.

I'm not convinced about the tattoo. Rules Board again!

AC 42 HP 136/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe  d8+26=28 ; d20+14=18 ; d20+4=19 ;
Monday September 12th, 2011 11:26:28 PM

OOC: previous roudns dmage is 28

OOC: the die roller hates me so I'm not going to even bother with saves anymore. I'm just going to assume I fail. I am so tired of this unfair die roller. I roll bad with normal dice and I put this lame roller to shame. I had a rough day and can barely keep my eyes open. I dont have time to consult confusion and roll out exactly what happens. Valanthe is confused and if I'm lucky gets eaten so I dont have to bother with the confusion.

DM Cayzle - Extra 
Monday September 12th, 2011 11:37:40 PM

Val, sorry to see you discouraged by bad rolls. On the other hand, you are sitting on 9 hero points! Start burning some! Three points gets you a reroll at +4, for example.

Honestly, the die roller is as random as can be. If you think it is you, I'd be happy to roll your saves for you.

David
Bah rerolls for confusion? She is wounded and has a cleric with a half dozen heals right behind her. No worries.

Vorelle  d20+22=41 ;
Monday September 12th, 2011 11:55:01 PM

[Haste wouldn't give Vorelle a swim speed, which is what she would need in order to take a 5-foot step. Being Hasted would help, but I don't think it's been cast on her.]

Vorelle simply cannot hit at this range--not underwater. She spends a whole round swimming closer to the sharks.

[Swim check 41 to move to O-13]



Brahmah169hps, AC 26  d20+5=20 ; d20+5=9 ; d20+30=42 ;
Tuesday September 13th, 2011 7:08:53 AM

Dolphin 1 moves to Z12 and stays put to Aid OctoRoy. (AC 20 with a flank, to Aid attacks)
Dolphin 2 moves to W22 and stays put to Aid Vauhwyt. (AC 9, fails to Aid)

Brahmah moves to PQ22,23. "Maybe if these are magical beasts I can help this time around." He readies to find his spot. (Favored Enemy Magical Beasts)
He also looks around for any underwater plants. And other animals.

Highlight to display spoiler: {N Medium animal
Init +2; Senses blindsight 120 ft., low-light vision; Perception +9
DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 11 (2d8+2)
Fort +4, Ref +5, Will +1
OFFENSE
Speed swim 80 ft.
Melee slam +3 (1d4+1)
STATISTICS
Str 12, Dex 15, Con 13, Int 2, Wis 13, Cha 6
Base Atk +1; CMB +2; CMD 14
Feats Weapon Finesse
Skills Perception +9, Swim +13; Racial Modifiers +4 Perception
SQ hold breath
}

Active Effects:
Freedom of Movement 130mins
Non-Detection 13 hours
Water Breathing (potion)
Summon Nature's Ally 2 (2 dolphins, 13 rounds)
Owl's Wisdom (13mins)

Urban Survival Spell List (prepped while in a city) : Alarm, Longstrider, Detect Poison, Speak with Animals, Cure Light Wounds, Summon Nature's Ally 2*, Owl's Wisdomx2*, Cure Moderate Wounds, Repel Vermin, Water Walk, Freedom of Movement* and Non-Detection*

Brahmah's Call Lightning Tattoo, 1 /day
Brahmah's Spider Climb Tattoo, 2 /day*
Brahmah's Entangle Tattoo, 3 /day
Brahmah's Guidance Tattoo, 4/day**

Mac | HP:286 | Dam:38 | AC:30/T:17/F:26 | CMD:[55, Sun/Dis:58] | up to 5 AoOs:[AC:d20+32|4d6+45{CAC:19+|+2x(4d6+45)}] or CMB:[+32] | Luckstone, Heartlight, Power Attack, Enlarged  d20+18=19 ; d20+18=38 ; d20+37=39 ; 4d6+45=58 ; d20+27=36 ; 4d6+45=59 ; d20+22=34 ; 4d6+45=61 ; d20+17=35 ; 4d6+45=61 ; d20+41=50 ; d20+32=46 ; 4d6+45=62 ; d20+32=37 ; 4d6+45=57 ; d20+32=33 ; d20+32=46 ; 4d8+45=62 ; 4d6+45=61 ; d20+32=43 ; 4d6+45=57 ;
Tuesday September 13th, 2011 8:28:56 AM

Feats, Features, Items, and damage - Highlight to display spoiler: {Feats always active: Toughness, Exotic Weapon Proficiency (Bastard Sword), Great Fortitude, Endurance (conditional), and Combat Reflexes.
Feats active while Dex bonus to AC is retained: Dodge and Mobility.
Feats active while wielding a Great Axe: Weapon Focus, Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization, and Improved Critical.
Feats active when declared while wielding a Great Axe: Dazzling Display.
Feats active when declared: Spring Attack.
Feats active when declared before attempting an Attack or Full Attack action with a melee weapon: Combat Expertise.
Feats active when declared before making an Attack roll: Power Attack.
Feats always active when wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat: Furious Focus.
Feats active when declared before taking a full Attack action: Whirlwind Attack.
Feats active when using the Intimidate skill: Intimidating Prowess.
Feats activated by successfully hitting a shaken, frightened, or panicked opponent: Shatter Defences.
Feats activated by reducing an opponent to 0 HP or fewer: Dreadful Carnage.
Class Features: Weapon Proficiency (Simple & Martial), Armour Proficiency (Light, Medium, & Heavy), Shield Proficiency, Bravery(+4), Weapon Training(Axes(+3), Longbows(+2), Natural(+1)).
Active items of note: Large Adamantine Great Axe (+5), Large Steelgrass Full Plate Armor(+4), Necklace of Adaption, Cloak of Resistance, Ring of Protection(+4), Ring of Freedom of Movement, Circlet of Persuasion, Luckstone.
Key stats for current size - Huge, Str: 32, Height: 20' 2'', Weight: 14,448lbs, Space/Reach: 15', Heavy Encumbrance: 8,320lbs.
Damage: Large Great Axe (4d6) + Two Handed Strength (Int(1.5*11)=+16) + Great Axe (+5) + Weapon Training (+3) + Greater Weapon Specialization (+4) + Power Attack (+15) + Heartlight (+2) = 4d6+45, x3 on a successful critical.
Clearly it is impractical to try to juggle all these numbers from one round to the next in a text document, so I do that in a spreadsheet that looks something like this. I do my best to get the formulas correct, and select the right options.
}

The dark taur sees the fine mist beyond his airy shell (Please confirm that the Necklace of Adaption protects). He feels the Confusion begin to get a grip (Natural 1), but (spending his last Hero point on a reroll) fortifies his mind against the intrusion (Natural 20).

He takes one step further along the columns (to S11:U13) and focuses his attacks upon this other shark.
Full Attack vs Shark 3 - 1:[AC:39|58] / 2:[AC:36|59] / 3:[AC:34|61] / 4:[AC:35|61]
If he is fortunate enough to drop the shark, he attempts to unsettle the other sharks [Dreadful Carnage: Intimidate: 50 vs (10 + the target's Hit Dice + the target's Wisdom modifier) as a free action to demoralize opponents (shaken) within 30' for one round, and an additional round for every 5 by which the target is exceeded.]
AoOs: [1]:AC:46|62} / [2]:AC:37|57 / [3]:AC:33|miss / [4]:AC:46|61 / [5]:AC:43|57



DM Cayzle - Extra 
Tuesday September 13th, 2011 10:09:54 AM


Jass, Vauhwyt, and a turn to come this evening. Thanks for your patience!

Jass of Downs (SteveK) AC 33 CMD 22 HP 248/212  d20+10=23 ; d20+20=33 ; d20+20=36 ;
Tuesday September 13th, 2011 3:49:00 PM

Jass likes being protected by a couple of Taurs, and sets his feet to contend with the sharks. He uses the Telepathic Bond to send some messages. "Let's see if one of these fellas can be an easy target, hey?"

The sorcerer casts Hold Monster on Shark #1

Jass then takes a good look at the column of light and tries to guess if it could be a solution to the sharky problem.

Actions:
Cast: Hold Monster on Shark #1 Will DC 24 each round to not move.

know religion: 23
know arcane; 33
spellcraft: 36

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Atyzr)
Fly; 160 minutes; 60 foot average maneuverability
False Life; 24 hours; +16 temp hit points
Detect Scrying; 24 hours
Water Breathing; 10 hours; able to breathe
Shield; 156/160 minutes; +4 AC immune magic missles
Tiny Hut: 16 hours; on bow of Silver Lady
Vampiric Touch: 20 temp hit points

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 7 3 0 2 1 3
}

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 101/183 hp Malgant Winterborn 
Tuesday September 13th, 2011 6:59:27 PM

lurking

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Tuesday September 13th, 2011 10:03:40 PM

lurking

Vorelle 
Wednesday September 14th, 2011 12:21:34 AM

Present

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Wednesday September 14th, 2011 7:15:11 AM

Vauhwyt watches Vorelle's slow progress forward, and realizes that she herself has been swimming faster than the rules allow. To make up for her ignorant mistake, she foregoes her actions this round. [OOC: Kathy! That's twice now you've schooled me on underwater movement! First, five foot steps, and now making a full round action to move just half your move. That's basically quarter-speed! What a waste! Honestly, the better solution is Free Movement, and I've totally wasted all these ranks on Swim! What a maroon I am! I gotta get me some surgery and drop these lame-a** swim ranks!]

Mookie looks at his mistress sadly. "Planning on breaking any more rules today, Boss?"

Vauhwyt grins. "What have you got?"

==========

For DM Sanity Info, Please Highlight to display spoiler: {
Spells per day:

lvl 1: used 1 of 7
lvl 2: used 4 of 7
lvl 3: used 5 of 7
lvl 4: used 3 of 6
lvl 5: used 0 of 6
lvl 6: used 0 of 4

Spells cast by (or in effect on) V:
Detect Scrying (lasts all day)
Extended GMW on her armor spikes (lasts all day)
False Life (+11) (lasts 12 more hours)
Greater Magic Fang (+1 on both paws)
Heroism (lasts 1 more hour)
Magic Circle vs Evil (lasts 12 more hours)
See Invisibility (lasts 2 more hours)
(Water Breath on Vauhwyt)
(Barkskin (lasts 2 more hours)

Spells cast by V on others
Extended GMW for Mal (lasts all day)
False Life (+17) for Mookie (lasts 12 more hours)
Heroism for Mookie (lasts 1 more hour)
Alter Self for Mookie (lasts two more hours)
(Water Breath on Mookie)
Enlarge person on Mac (4 minutes left)

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

Spells in effect from earlier days:
Telepathy
several Shrink Items

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
Barkskin wand: 1 of 48 used
Magic Missile wand: 3 of 41 used
Transmute Staff: 1 of 10 charges
}

DM Cayzle - Your Enemies Get Real Chummy (Temple Fight, Round 3 and end)  d20+7=22 ; d20+7=8 [OctoRoy fails his saves!] ; d100=19 [OctoRoy acts normally] ; d20+16=26 [Azytr's caster level check vs getting the ray cast underwater] ; d20+16=24 [shark 4 misses save by 1] ; d100=1 [Val acts normally] ; d20+1=13 ; d20+1=12 [D1 fogged and confused] ; d100=66 ; d8+1=8 [dolphin hurts self] ; d20+14=30 [shark saves vs hold] ;
Wednesday September 14th, 2011 8:07:05 AM

Last Round: Val inflicts 28 on Shark 3. Damage reduction takes that down to 18.

Heroes!

OctoRoy, so far as this DM can tell, failed to roll saves vs the Mind Fog and the Confusion! Looking at OctoRoy's stats. Your DM sees that the Celestial Template is misapplied. He has 12 HD, so his DR is 10/evil, his cold, acid, and elec resist is 15, and he has SR equal to CR+1+5, or 14. The Mind Fog and the Confusion blow through that SR, so he needs two saves. I'll make them, with Will saves at +7. Vs the Mind Fog, OctoRoy rolls a 22, missing the save by 1! After that, OctoRoy needs a nat 20 to save vs Confusion, but just to add insult to injury, the die roller hands him a natural 1. OctoRoy, being confused, rolls a 19, and acts normally for now. OctoRoy's actions are to attack as posted, and he flails about fairly ineffectually.

Aztyr casts a Fire Spell underwater. Per the PF Core Rules, "Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a caster level check (DC 20 + spell level). If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described." Rolling that Caster Level Check for Aztyr at +16 vs DC22 gives a result of 26, so no problem. That's 28 damage to Shark 3.

Malgant resists the mental attacks without breaking a sweat, Mind Blank or no. He moves forward and attempts to call divine Destruction on Shark 4. The sharks have a base fort save of +9, +2 feat, +3 con, and this one also has the +2 from Good Hope. It rolls a Fort save at +16 of 24, just one under what it needs to save! Poor shark is utterly destroyed! OOC to Mal: What is left of it after failing Destruction?

Val misses her saves vs Mind Fog and Confusion, and she begins to act randomly. A roll of 1 on the d100 indicates that she acts normally. Val, I need an action from you for this round, please!

Vorelle swims forward 15 feet forward, to O-13. She stops short of the Mind Fog, choosing not to enter it.

Before Dolphin 1 can move to help OctoRoy, it has to make saves! Specifically, with its +1 on Will saves, it needs natural 20s! Nope! It is fogged and confused. It rolls a 66 on its check, and consequently inflicts 1d8+1 to itself, doing 8 damage to itself. It has 3 hp left.

Dolphin 2 moves to help Vauhwyt.

Brahmah moves and looks around. Within the temple, the floor is marble inlay with a geometric pattern. There are no other animals or plants nearby.

Mac's necklace does indeed protect him from the Mind Fog! [BTW, Mac's necklace explicitly protects him from harmful vapors, while Val's helm does not describe any such feature.] He struggles to resist the Confusion, but a valiant effort saves him! He steps forward and makes his full attack, something the spring attacking sharks had dreaded. That dread proves well founded, as Shark 3 disintegrates into glinty, shiny chum with several well placed ax attacks, damage reduction or no! That totally (and naturally) intimidates Shark 2 (no chance to resist), who has seen two of his fellow guardians brutally killed before his eyes! BTW, Mac, thanks for the insight into your feats and such. The real key is making sure you have declared the ones that are declarable. Did you declare any this round? Clearly, Dreadful Carnage, but that's the only one I see declared.

Jass tries to hold Shark 1, and with its Will Save at +14 vs the required DC24, it has a 50-50 chance to resist. It rolls a 30 and is not held. As a famous warlord once said, "We try some things. Sometimes they even work."

Vauhwyt pays for her cheating ways by losing her turn.

Sharks!

Being intelligent and valuing their raspy hides, both remaining sharks turn tail and flee. Combat is over.

OctoRoy and a Dolphin are still confused, but they cannot resist being sent back to their homes, if you so desire.

Before you is a column of streaming water. It is moving and shimmering, and it cannot be seen through.


Brahmah169hps, AC 26 
Wednesday September 14th, 2011 9:28:41 AM

Brahmah dismisses the confused dolphin, but not before thanking it for its service. But the ranger decides to keep the other dolphin around for its remaining time (and when the time is up, thanks it too).

"My selection of spells are pretty much going to be useless. If anyone can buff me, now would be the time. I'll fight since that's all I'm good for here." He seems put out by his lack of useful spells but sure he's up for a real fight.

Highlight to display spoiler: {N Medium animal
Init +2; Senses blindsight 120 ft., low-light vision; Perception +9
DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 11 (2d8+2)
Fort +4, Ref +5, Will +1
OFFENSE
Speed swim 80 ft.
Melee slam +3 (1d4+1)
STATISTICS
Str 12, Dex 15, Con 13, Int 2, Wis 13, Cha 6
Base Atk +1; CMB +2; CMD 14
Feats Weapon Finesse
Skills Perception +9, Swim +13; Racial Modifiers +4 Perception
SQ hold breath}
}

Active Effects:
Freedom of Movement 130mins
Non-Detection 13 hours
Water Breathing (potion)
Summon Nature's Ally 2 (1 dolphins, 13 rounds)
Owl's Wisdom (13mins)

Urban Survival Spell List (prepped while in a city) : Alarm, Longstrider, Detect Poison, Speak with Animals, Cure Light Wounds, Summon Nature's Ally 2*, Owl's Wisdomx2*, Cure Moderate Wounds, Repel Vermin, Water Walk, Freedom of Movement* and Non-Detection*

Brahmah's Call Lightning Tattoo, 1 /day
Brahmah's Spider Climb Tattoo, 2 /day*
Brahmah's Entangle Tattoo, 3 /day
Brahmah's Guidance Tattoo, 4/day**


DM Cayzle - Extra 
Wednesday September 14th, 2011 9:40:22 AM

Oh, and Val is still confused too. That could be dangerous!

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Wednesday September 14th, 2011 12:53:55 PM

OOC: Cayzle there should have been 4 rays, not just 1 and all the rolls were made by me for the rays, including the concentration to cast it underwater. all of the rays would have done 28 as all were effected by the rod since it was 1 spell casting)
BIC

Aztyr dismisses Roy, allowing him to return home, hoping that he won't hurt himself or others before the confusion wears off. (sorry I missed the fact he needed a save, my bad)
* That went better than expected, and yes, I do believe they were smarted than your average shark. A normal shark would have been in a feeding frenzy right now. Now, lets see who's the voice behind the curtain of light.*

Spell Info Highlight to display spoiler: {

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

* = unlimited

Wold's Blood Draws : 1/7
Wold's Blood in storage : 7/7 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
Telepathic Bond (everyone but Brahmah currently)

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)
Shield duration 22 minutes
Stoneskin Duration 62 minutes, 70 damage (10 per attack)
Protection from Evil 7 minutes
Effect :Cloak of Manta Ray: gain a +3 natural armor bonus, the ability to breathe underwater, and swim speed of 60 feet

Spells on others :

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

Jass of Downs (SteveK) AC 33 CMD 22 HP 248/212  d20+16=34 ; d20+16=20 ; d20+16=23 ; d20+16=28 ;
Wednesday September 14th, 2011 1:11:44 PM

Hold on girl, we'll do something about that mind of yours Jass thinks through the link and casts a targeted Greater Dispel Magic on Valanthe.

Actions:
Cast: Targeted Greater Dispel Magic able to dispel 4 spells off of Valanthe, highest to lowest: 34, 20, 23, 28

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Atyzr)
Fly; 160 minutes; 60 foot average maneuverability
False Life; 24 hours; +16 temp hit points
Detect Scrying; 24 hours
Water Breathing; 10 hours; able to breathe
Shield; 156/160 minutes; +4 AC immune magic missles
Tiny Hut: 16 hours; on bow of Silver Lady
Vampiric Touch: 20 temp hit points

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 7 3 1 3 1 3
}

DM Cayzle - Extra 
Wednesday September 14th, 2011 1:41:37 PM


Aztyr, are you saying you did 28x4 damage, total 112? LOL! That's the shark Mac chopped into bits. Teensy Tiny cooked bits!

JCC: That's what happens with Scorching Ray 4 beams... maximized (24)+ 4 for fire type damage.

AC 42 HP 136/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Wednesday September 14th, 2011 2:38:47 PM

ooc: I will wait to see the result of Jass dispel magic. Dont want to carve sombody up if I dont have to. Oh and Val is down to like 5 hero points. I still have to adjust it. I havent recieved any hero points in at least a year so I stop even thinking about them. I remember they used to be given out with xp and were worth xp on their own. I dont remember the last time I got any. Probably int he Pirates of Jack days.
OOC
David... Actually I believe we all got a hero point after the turtle fight, and 1 or more after the fiend/lich fight the module before.

DM Cayzle - Extra 
Wednesday September 14th, 2011 2:55:49 PM

Val, those rolls are fine. You are dispelled! Jass, please check to see if anything else is dispelled besides the deleterious effects.

Jass of Downs (SteveK) AC 33 CMD 22 HP 248/212 
Wednesday September 14th, 2011 3:09:34 PM

oh wonderful DM, I did! Pathfinder Greater Dispel Magic can only dispel one spell per four caster levels in a Targeted Dispel. Therefore, up to four spells on Valanthe were possibly affected from highest to lowest:

34,
20,
23,
28

Because I don't have a list of the spells currently affecting Valanthe, I assumed which spells getting dispelled would be the DM to decide? (smiles sweetness and light)

DM Cayzle - Extra 
Wednesday September 14th, 2011 5:11:45 PM

Thanks, Jass, for helping with that. The spell description for regular dispel says:

You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.

I'm assuming the Greater can attack up to four particular spells, or one spell four times, or two spells twice. The Rules Board might disagree, but that's how I choose to rule. And with two checks each on the fog and the confusion, both go away.

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 101/183 hp Malgant Winterborn 
Wednesday September 14th, 2011 6:37:13 PM

OOC
Nothing is left of the shark itself. If it had gear, oddly, that survives.
--------------------------------------------------------------
Malgant swims/flies/walks over to Val and gently touches her, healing 150 points of damage and curing almost anything that could be wrong with her, including the confusion. He then begins to think out loud, which the telepathic link broadcasts. " If they were so intelligent and possibly, well probably fey, why didn't they challenge us before attacking? Can they speak do you think? If they can, what language do Fey speak?"
" Lets explore this temple before trying the column of different water. I would like to see if we can find more clues before being throw at this 'voice'. If there is a nonkilling way we can help it then we should look for that first. Imod prepares us for battle and expects it of us, but he also teaches us that there are other, nonviolent ways to make you enemy your ally."


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 , and Aztyr, 32 hour extended duration
Mind Blank on Malgant 24 hour duration
Waterbreathing Potion 10 hour duration
Freedom of Movement 153 minutes duration
Shield of Faith +4 deflection AC 9 minutes
Invisibilty Purge 80' radius 158 rounds duration
Haste charges remaining 8/10


Vorelle  d20+23=36 ;
Wednesday September 14th, 2011 9:48:25 PM

Vorelle swims toward the temple with the others, staying alert as best she can in this strange underwater world.

[Perception 36]

[Swim is still a worthwhile skill. It keeps you from drowning. It's just not good for tactical movement; you want an actual Swim speed for that.]

Brahmah169hps, AC 26  d20+30=39 ;
Thursday September 15th, 2011 7:07:27 AM

Perception 39
[OOC: Cayzle, perhaps we need to propose a combat swim Woldian Feat. ;) Fire spells simply suck under water.]

The ranger stays vigilant.

Highlight to display spoiler: {N Medium animal
Init +2; Senses blindsight 120 ft., low-light vision; Perception +9
DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 11 (2d8+2)
Fort +4, Ref +5, Will +1
OFFENSE
Speed swim 80 ft.
Melee slam +3 (1d4+1)
STATISTICS
Str 12, Dex 15, Con 13, Int 2, Wis 13, Cha 6
Base Atk +1; CMB +2; CMD 14
Feats Weapon Finesse
Skills Perception +9, Swim +13; Racial Modifiers +4 Perception
SQ hold breath
}

Active Effects:
Freedom of Movement 130mins
Non-Detection 13 hours
Water Breathing (potion)
Summon Nature's Ally 2 (1 dolphins, 13 rounds)
Owl's Wisdom (13mins)

Urban Survival Spell List (prepped while in a city) : Alarm, Longstrider, Detect Poison, Speak with Animals, Cure Light Wounds, Summon Nature's Ally 2*, Owl's Wisdomx2*, Cure Moderate Wounds, Repel Vermin, Water Walk, Freedom of Movement* and Non-Detection*

Brahmah's Call Lightning Tattoo, 1 /day
Brahmah's Spider Climb Tattoo, 2 /day*
Brahmah's Entangle Tattoo, 3 /day
Brahmah's Guidance Tattoo, 4/day**


Jass of Downs (SteveK) AC 33 CMD 22 HP 248/212  d20+12=23 ; d20+10=22 ; d20+20=30 ; d20+20=27 ;
Thursday September 15th, 2011 8:58:07 AM

"Great idea, Malgant!", beams Jass, and he begins looking around the Temple-place to see if there are any frescos, murals, tiles, or other images and designs that may give them more clues before they heroically blunder into the wall of water.

Actions:
Perception: 23
Know religion: 22
Know Arcana: 30
Spellcraft: 27

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Atyzr)
Fly; 160 minutes; 60 foot average maneuverability
False Life; 24 hours; +16 temp hit points
Detect Scrying; 24 hours
Water Breathing; 10 hours; able to breathe
Shield; 156/160 minutes; +4 AC immune magic missles
Tiny Hut: 16 hours; on bow of Silver Lady
Vampiric Touch: 20 temp hit points

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 7 3 1 3 1 3
}

DM Cayzle - Extra 
Thursday September 15th, 2011 9:38:14 AM

Friends, I'm going out of town, so contact will be more delayed. Than usual. Until Sunday.

Mac | HP:286 | Dam:38 | AC:30/T:17/F:26 | CMD:[55, Sun/Dis:58] | up to 5 AoOs | CMB:[+32]  d20+18=35 ;
Thursday September 15th, 2011 10:18:15 AM

Effects: Darkvision, See Invisible, Luckstone, Heartlight, Power Attack, Enlarged (Size: Huge, Str: 32, Height: 20' 2'', Weight: 14,448lbs, Space/Reach: 15', Heavy Encumbrance: 8,320lbs.)
DM Cayzle wrote: Did you declare any this round? Clearly, Dreadful Carnage, but that's the only one I see declared.
Luckstone, Heartlight, Power Attack, and Enlarged were all included at the end of the post name - I am moving them to an Effects line at the top of the body/message. Dreadful Carnage requires an Intimidation Check which brings Intimidating Prowess in. Combat Expertise had been dropped for the round, so it wasn't mentioned. The Darkvision and See Invisible spells in effect weren't noted beyond their first round or two - my fault there - and that is fixed now.
+-+-+-+-+
Mac considers the comments and remains alert for returning sharks or other threats - [Perception: 35].

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 134/183 hp Malgant Winterborn  d20+6=17 ; d20+6=10 ; d20+5=16 ; d20+17=37 ; 4d8+16=33 ;
Thursday September 15th, 2011 4:33:43 PM

OOC
fire spells become steam spells...wheres the suck?I think 112 points from a what..2nd level spell is pretty good.
--------------------------------
Malgant explores the area following Jass's lead. He looks at the columns, the walls ( if any, sounded kinda open)and the floor. He especially examines the area around the column of water. He also will check the shark corpses to see if they were actually sharks or some kind of fey morphed into a shark's form. he will also cast a cure critical wounds on himself for 33 points of healing.
knowledge religion 17
knowledge arcana 10
knowledge planes 16
perception 37 nat 20

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 , and Aztyr, 32 hour extended duration
Mind Blank on Malgant 24 hour duration
Waterbreathing Potion 10 hour duration
Freedom of Movement 153 minutes duration
Shield of Faith +4 deflection AC 9 minutes
Invisibilty Purge 80' radius 157 rounds duration
Haste charges remaining 8/10

Brahmah169hps, AC 26 
Friday September 16th, 2011 3:34:08 AM

OOC: Waits.

DM Cayzle - Blood and Guts and More 
Monday September 19th, 2011 6:56:50 AM

Battle is over. The four fey shark guardians of this place are dead or fled. Amid the floating bits of shark meat and gore you note some glinting objects.

Brahmah sends away his confused dolphin friend. He ponders how to put his spell choices to best use in the future.

Aztyr sends OctoRoy off as well, back to the Wold's Cradle or whatever celestial realm it called home. The liontaur wonders about the nature of the sharks you just fought, and about what might be behind the cylindrical curtain of lighted water.

Jass dispels Val's enchantment, but the experience leaves the warrior wondering about the future. Maybe it is time to take a break, she considers.

Mal sees the glinting objects floating down to the floor of the temple, and maybe wonders if they are leftover from his spell. The minotaur wonders about the motivation and meaning behind the way you were attacked as you entered the temple. Perhaps these sharks were simply ordered to attack any who entered?

Vorelle continues to paddle around adroitly. She too notes some possibly valuable objects settling to the floor.

After hearing Mal's thoughts, Jass takes a look around. On the floor there are tiny tiles in a repeating mosaic, featuring waves and seafoam. Some of the waves rise up as if to give thanks or to pray. In places, the pictures are obscured by a kind of sea-moss, but carefully moving the plant life does not reveal anything underneath other than the repeating scenes of waves. Also on the floor, Jass sees: four beautifully crafted Mithril Rings, nonmagic, and ten diamond gems, nonmagic.

Circling around the inner temple, that is, the circular curtain of glowing water, on the far side that you have not yet visited, you find an archway in the curtain, and something is within. You have not yet gone close enough to check it out.

Brahmah169hps, AC 26  d20+24=42 ;
Monday September 19th, 2011 2:18:36 PM

OOC: Sorry to hear that Valanthe.

The ranger stays alert. (Perception 42)

Active Effects:
Freedom of Movement 130mins
Non-Detection 13 hours
Water Breathing (potion)
Summon Nature's Ally 2 (1 dolphins, 13 rounds)
Owl's Wisdom (13mins)

Urban Survival Spell List (prepped while in a city) : Alarm, Longstrider, Detect Poison, Speak with Animals, Cure Light Wounds, Summon Nature's Ally 2*, Owl's Wisdomx2*, Cure Moderate Wounds, Repel Vermin, Water Walk, Freedom of Movement* and Non-Detection*

Brahmah's Call Lightning Tattoo, 1 /day
Brahmah's Spider Climb Tattoo, 2 /day*
Brahmah's Entangle Tattoo, 3 /day
Brahmah's Guidance Tattoo, 4/day**

Jass of Downs (SteveK) AC 33 CMD 22 HP 248/212 
Monday September 19th, 2011 4:42:15 PM

ooc: Sorry Walter. I haven't had much time at all to play with you.

Jass collects the four rings and 10 diamonds, placing them in his Pants O Plenty for the party later.

The sorcerer is interested in the arch through the water. "Eureka!", he says with satisfaction, peering through the archway at a distance of 10 feet away with his True Seeing and describing anything he sees to the others.

Actions:
Perception: 23
Know religion: 22
Know Arcana: 30
Spellcraft: 27

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Atyzr)
Fly; 160 minutes; 60 foot average maneuverability
False Life; 24 hours; +16 temp hit points
Detect Scrying; 24 hours
Water Breathing; 10 hours; able to breathe
Shield; 156/160 minutes; +4 AC immune magic missles
Tiny Hut: 16 hours; on bow of Silver Lady
Vampiric Touch: 20 temp hit points

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 7 3 1 3 1 3
}

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 134/183 hp Malgant Winterborn  d20+6=11 ; d20+6=24 ;
Monday September 19th, 2011 5:24:49 PM

knowledge religion check for the rings 11
Malgant wonders whether the rings could be similar to the platinum ones he uses to cast shield other on his friends. This makes him wonder if he gave a ring to Brahmah, Jass or Mac, which he quickly remedies so that they are able to be shielded as well.( Give each of the 3 mentioned party members a platinum ring which corresponds to one of the ten Malgant wears on his hands, allowing them to be the target of a shield other spell.)
He then studies the mosaic, trying to find any religious attachment to the pattern.
Knowledge religion check for the tiles 24.
Finally he will go around to the opening spotted by Jass and look inside, hoping some kind of answer to this puzzle might lie within.

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 , and Aztyr, 32 hour extended duration
Mind Blank on Malgant 24 hour duration
Waterbreathing Potion 10 hour duration
Freedom of Movement 152 minutes duration
Shield of Faith +4 deflection AC 8 minutes
Invisibilty Purge 80' radius 150 rounds duration
Haste charges remaining 8/10

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167  d20+20=29 ;
Monday September 19th, 2011 8:34:34 PM

Aztyr swims around to the opening and peers through the opening. She holds back from entering, until everyone else ready to go in as well.

Perception 29

Spell Info Highlight to display spoiler: {

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

* = unlimited

Wold's Blood Draws : 1/7
Wold's Blood in storage : 7/7 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
Telepathic Bond (everyone but Brahmah currently)

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)
Shield duration 22 minutes
Stoneskin Duration 62 minutes, 70 damage (10 per attack)
Protection from Evil 7 minutes
Effect :Cloak of Manta Ray: gain a +3 natural armor bonus, the ability to breathe underwater, and swim speed of 60 feet

Spells on others :

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

DM Cayzle - OOC 
Monday September 19th, 2011 11:08:27 PM


Walter, I just heard from Jerry that he has been sick. That's why he has been a little quiet lately. I do know that you are a great Woldian, and we would be the less around here with you on walkabout.

I still wish you would consider the newly forming 1st level Legacy Game. Kent and Janell (Nellie) and Donna are in it, and the DM is our own excellent Kathy. Maybe with a new PC, the die roller would not know it was you! :-)

Whatever you decide, you always have a home here.

In related news (as the journalist in me forces me to type), Ezra C will be joining our game -- at 9 players or 8. He is hoping we will approve his character concept based on new options from the Pathfinder Advanced Players Guide (aka APG). The Wold will almost surely be adopting most of the APG sooner or later. By "sooner" I here mean that some Tap games and the new Bonetown game are already using it, and by "later" I mean that probably the entire Wold will be converted by January 2012, I'm guessing -- although there is a precedent for a near retirement game to not even convert at all. I expect we'll be retiring at level 20 in mid-2013.

So please welcome Ezra and weigh in on the use of APG content now, or when, or at all. Ezra, feel free to post, introduce yourself, and include a link to your PC sheet. Our policy as a round robin game is for each player to comment on PC sheets.

Vorelle  d20+23=24 ;
Tuesday September 20th, 2011 12:40:45 AM

Swimming clumsily, Vorelle keeps up as best she can. She scans the opening for signs of danger [Perception 24], then looks around at her friends.

"Shall we?" she asks with a smile.

Mac | HP:286 | Dam:38 | AC:30/T:17/F:26 | CMD:[55, Sun/Dis:58] | up to 5 AoOs | CMB:[+32] 
Tuesday September 20th, 2011 6:35:43 AM

Effects: Darkvision, See Invisible, Luckstone, Heartlight, Enlarged (Size: Huge, Str: 32, Height: 20' 2'', Weight: 14,448lbs, Space/Reach: 15', Heavy Encumbrance: 8,320lbs.)

Mac accepts a ring from Malgant, and then tries to put it on. [OOC: Having already been described as non-magical, will one of the platinum rings fit on the hand of the currently huge taur?]

"Vorelle? Would you... like... a tow, or something? I'm pretty sure you won't hamper me much."

OOC: Walter, I get that. It has been fun playing with you.

Brahmah169hps, AC 26  d20+24=44 ;
Tuesday September 20th, 2011 9:05:06 AM

(OOC: Walter, I hope things go better for you. Ezra, welcome.)

Stays alert. (Perception 44)

Active Effects:
Freedom of Movement 130mins
Non-Detection 13 hours
Water Breathing (potion)
Summon Nature's Ally 2 (1 dolphins, 13 rounds)
Owl's Wisdom (13mins)

Urban Survival Spell List (prepped while in a city) : Alarm, Longstrider, Detect Poison, Speak with Animals, Cure Light Wounds, Summon Nature's Ally 2*, Owl's Wisdomx2*, Cure Moderate Wounds, Repel Vermin, Water Walk, Freedom of Movement* and Non-Detection*

Brahmah's Call Lightning Tattoo, 1 /day
Brahmah's Spider Climb Tattoo, 2 /day*
Brahmah's Entangle Tattoo, 3 /day
Brahmah's Guidance Tattoo, 4/day**

Insert Ezra's PC Name Here 
Tuesday September 20th, 2011 3:58:18 PM

ooc: Hello, everyone. Very excited to be here. Would anyone mind if I used APG content in my character? This doesn't necessarily have to be the tipping point for BBL to transition.

Jass of Downs (SteveK) AC 33 CMD 22 HP 248/212 
Tuesday September 20th, 2011 4:27:41 PM

ooc: Insert? What a funny name for a PC! :-)

ooc2: Confirming the DM described the water hereabouts as easy to breathe and move as if we were in air. If this is not true, Jass (being human right now) is having a very, very difficult time at moving about!
.....

Jass will dole out the rings as Malgant suggests and then continues his previous actions to describe what is beyond the curtain of water.

Actions:
Perception: 23
Know religion: 22
Know Arcana: 30
Spellcraft: 27

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Atyzr)
Fly; 160 minutes; 60 foot average maneuverability
False Life; 24 hours; +16 temp hit points
Detect Scrying; 24 hours
Water Breathing; 10 hours; able to breathe
Shield; 156/160 minutes; +4 AC immune magic missles
Tiny Hut: 16 hours; on bow of Silver Lady
Vampiric Touch: 20 temp hit points

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 7 3 1 3 1 3
}

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 134/183 hp Malgant Winterborn 
Tuesday September 20th, 2011 4:46:37 PM

OOC
I feel your pain Walter. This storyline is FAR from the epic things I had planned in my last few adventuring years. We were making headway on ridding the Wold of one of it's greater evils and 'paf' we are now sorting out why some turtles ate some halflings that really have no place being where they are. I keep hanging on, hoping it will get better and we can have a coherent storyline again where we have a purpose, but for now it looks like we put out fires in the BBL area.
I very much enjoyed Val's history...what has been shared in this game anyway. That was one reason I was totally against you changing to a minotaur, I hope that makes sense. Do what you need to do and be happy, Don't worry about us. We will all still be here if you need us.

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Tuesday September 20th, 2011 6:16:27 PM

Jass, Malgant passed out rings he had, not the rings you just picked up.

Erza just depends which class you choose, well not exactly, but run your idea past us please.

Vauhwyt 
Tuesday September 20th, 2011 7:56:08 PM

Vauhwyt says, "Hey! Let's go in!"

DM Cayzle - Elementals Within 
Tuesday September 20th, 2011 7:56:23 PM

Brahmah stays alert. He senses a ways away that the two remaining dire sharks are in far off retreat.

Jass peers through the archway, using his true sight. He wonders at the quality of the water in the vicinity -- both air and water creatures can breathe it. He suspects that an AntiMagic Field might block the quality that lets air breathers survive.

Speaking of survival, Jass also notes that the pressure of the depths is extreme, and prolonged exposure might be a problem for those without free action. Or if you go deeper.

Mal looks at the rings, and cannot make anything of them. They are smooth and plain, albeit beautiful in a simple way. Not useful for Shield Other (not platinum). Mal's inspection of the tiles suggests to him that there is a link to the elemental plane of water here.

Aztyr waits patiently for Vorelle, who suggests entering.

Mac could wear a ring if he wants, but it is nonmagical. He offers Vorelle a tow

Vauhwyt seems eager to enter.

The problem with inspection is that it is just so bright. You see watery shapes moving within. After letting your eyes adjust, you think there are water elementals inside. You seem to hear low blubbery chanting as well. At the center is a bright source of light.


Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 134/183 hp Malgant Winterborn 
Tuesday September 20th, 2011 8:28:18 PM

"Aztyr, you can speak and understand any language, right? Why don't you call to them before we enter and announce our intentions so they view us as visitors rather than invaders. Maybe they will come to the door and talk instead of fighting us. If they are elementals, maybe we should prepare just in case.


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 , and Aztyr, 32 hour extended duration
Mind Blank on Malgant 24 hour duration
Waterbreathing Potion 10 hour duration
Freedom of Movement 152 minutes duration
Shield of Faith +4 deflection AC 8 minutes
Invisibilty Purge 80' radius 150 rounds duration
Haste charges remaining 8/10

Insert Ezra's PC Name Here 
Tuesday September 20th, 2011 8:36:20 PM

ooc: Nothing too exotic. It would be a Barbarian 10 / Fighter 6, using rage powers, a barbarian archetype, and a fighter archetype from the APG.

Vorelle 
Tuesday September 20th, 2011 11:44:19 PM

"I would appreciate it, Mac, if it won't slow you down too much," Vorelle says. She catches hold of his belt (or something similar), and glides along in his wake.

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167  d20+14=33 ;
Wednesday September 21st, 2011 1:24:30 AM

Aztyr moves up to just the edge of the opening, without going in, yet....
"Hello to those who can hear me. We mean no harm, but are here to solve a dilemma. Some people who fall under our protection, are experiencing difficulty doing what they have for years. The problem is with the Giant turtles, which as a village, they have had the job of training them for the floating city. We would like to discuss the difficulties, without coming to further hostilities. We would like to meet face to face, but are worried about the spilling of blood, before we can peacefully come to a result everyone can live with." This is all said in Aquan, Mermish and Common, so she repeats it in each language. (Diplomacy skill roll 33)
Taking Malgant's suggestion to heart, Aztyr recasts Protection from Evil on herself. Not that it'll probably help, but it can't hurt either....

Spell Info Highlight to display spoiler: {

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

* = unlimited

Wold's Blood Draws : 1/7
Wold's Blood in storage : 7/7 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
Telepathic Bond (everyone but Brahmah currently)

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)
Shield duration 20 minutes
Stoneskin Duration 62 minutes, 70 damage (10 per attack)
Protection from Evil 15 minutes
Effect :Cloak of Manta Ray: gain a +3 natural armor bonus, the ability to breathe underwater, and swim speed of 60 feet

Spells on others :

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

Brahmah169hps, AC 26  d20+24=41 ;
Wednesday September 21st, 2011 8:18:09 AM

Perception 41

Remains alert.

Biriuk - AC 32/15/21 - HP 277/277 
Wednesday September 21st, 2011 3:35:25 PM

ooc: Here is my character, ready for perusal and suggestions. It uses the Centaur racial features currently under discussion in the BGC. Any further alterations to the race will be updated on the PC sheet. (Ezra)

Jass of Downs (SteveK) AC 33 CMD 22 HP 248/212 
Wednesday September 21st, 2011 4:07:56 PM

Jass feels the waters pressure, but knows he doesn't have to bespell himself right now. So he waits for a response from Atzyr's inquiry.

Actions:
Perception: 23
Know religion: 22
Know Arcana: 30
Spellcraft: 27

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Atyzr)
Fly; 160 minutes; 60 foot average maneuverability
False Life; 24 hours; +16 temp hit points
Detect Scrying; 24 hours
Water Breathing; 10 hours; able to breathe
Shield; 156/160 minutes; +4 AC immune magic missles
Tiny Hut: 16 hours; on bow of Silver Lady
Vampiric Touch: 20 temp hit points

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 7 3 1 3 1 3
}

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 134/183 hp Malgant Winterborn 
Wednesday September 21st, 2011 6:36:21 PM

OOC
I approve Ezra's character, but I must say that I want APG goodies too. Convert us as he joins! Be original. Say yes. Everyone else says no.
-------------------------------------------------------
Malgant waits for a response to Aztyr's hail.

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil)  d20+12=16 ;
Wednesday September 21st, 2011 7:58:46 PM

Vauhwyt loks over the nonmagical treasure the group has found. "Hasn't anybody around here got a better Appraise check than me with my measly one rank?" She looks over the loot, and whistles.

Appraise 16

==========

For DM Sanity Info, Please Highlight to display spoiler: {
Spells per day:

lvl 1: used 1 of 7
lvl 2: used 4 of 7
lvl 3: used 5 of 7
lvl 4: used 3 of 6
lvl 5: used 0 of 6
lvl 6: used 0 of 4

Spells cast by (or in effect on) V:
Detect Scrying (lasts all day)
Extended GMW on her armor spikes (lasts all day)
False Life (+11) (lasts 12 more hours)
Greater Magic Fang (+1 on both paws)
Heroism (lasts 1 more hour)
Magic Circle vs Evil (lasts 12 more hours)
See Invisibility (lasts 2 more hours)
(Water Breath on Vauhwyt)
(Barkskin (lasts 2 more hours)

Spells cast by V on others
Extended GMW for Mal (lasts all day)
False Life (+17) for Mookie (lasts 12 more hours)
Heroism for Mookie (lasts 1 more hour)
Alter Self for Mookie (lasts two more hours)
(Water Breath on Mookie)
Enlarge person on Mac (3 minutes left)

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

Spells in effect from earlier days:
Telepathy
several Shrink Items

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
Barkskin wand: 1 of 48 used
Magic Missile wand: 3 of 41 used
Transmute Staff: 1 of 10 charges
}

DM Cayzle - Bubbly Greetings  d4=2 ; d20=1 ;
Wednesday September 21st, 2011 8:18:02 PM


OOC: Combat XP: Your DM is happy to award you each 36,600 xp for this last fight.

Vauhwyt looks over the loot and determines that the four beautifully crafted Mithril Rings are worth 4,000 gp each, and the ten diamond gems are worth 1,000 gp each, approximately.

Vorelle hitches a ride with Mac, who is still huge and super strong.

Malgant calls on Aztyr to converse with the beings within. She does so, most eloquently. "Hello to those who can hear me." She calls for peace and asks questions in her gentle, diplomatic way.

Brahmah stays wary. Jass awaits the response to Aztyr's words.

As Aztyr nears the doorway and calls in, she sees two water elementals. They do not attack; in fact, they seem inclined to talk.

One, slimmer than the other, and faster, actually jets right up to the arch and calls back, "Come! Swim! Right in!"

If you can pass a Know Religion or Know Planes DC25 check, then Please Highlight to display spoiler: {You seem to have interrupted these two at some kind of prayer. They do not seem to mind the interruption, though.}

The wider one slowly glides up. Speaking in Common and Aquan, he says ponderously, "Forgive my impetuous friend. Please enter and be at peace."

The slow big one adds, at length, that he knows nothing about events above the waters. They are here praying for a being they call "The Old One."

"The old one is in a state, and we simply do not know what is wrong." As for the turtles, Aztyr mentioned, they can only say that angry animals have been coming through, and maybe it is related to that.

Meanwhile, the smaller one is darting hither and yon.

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Wednesday September 21st, 2011 8:54:17 PM

Aztyr states, "Hmmmm, your problem could be related to our troubles on this side as well, maybe we can work together to get to the root of the trouble over all."
Aztyr looks over her shoulder to the rest, "It seems safe enough, and Vauhwyt, I can give you a better appraisal, if you want to wait for later."
With that, Aztyr swims through the arch, remaining near the bottom, just incase gravity changes or something.

Spell info Highlight to display spoiler: {

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

* = unlimited

Wold's Blood Draws : 1/7
Wold's Blood in storage : 7/7 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
Telepathic Bond (everyone but Brahmah currently)

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)
Shield duration 20 minutes
Stoneskin Duration 62 minutes, 70 damage (10 per attack)
Protection from Evil 15 minutes
Effect :Cloak of Manta Ray: gain a +3 natural armor bonus, the ability to breathe underwater, and swim speed of 60 feet

Spells on others :

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

Mac | HP:286 | Dam:38 | AC:30/T:17/F:26 | CMD:[55, Sun/Dis:58] | up to 5 AoOs | CMB:[+32]  d20+18=29 ; d20+3=4 ;
Thursday September 22nd, 2011 9:41:26 AM

Effects: Darkvision, See Invisible, Luckstone, Heartlight, Enlarged

The dark taur has no problem with the idea of his companions engaging the elementals in conversation, but he knows that the two ways to scuttle this parley are to swing his axe, or, more effectively, to open his mouth and speak. He holds his axe close, smiles a toothless, closed lip smile, and says nothing. Instead, he watches carefully - [Perception: 29, Sense Motive:4]

Jass of Downs (SteveK) AC 33 CMD 22 HP 248/212  d20+10=30 ;
Thursday September 22nd, 2011 2:22:50 PM

Jass recognizes that these elementals are involved in some sort of prayer. "They don't seem to mind, though." He then continues through the Telepathic Bond: 'I don't know if that is because they need sacrificial animals or not, eh?'

To make sure he is ready in case of drowning, Jass casts Elemental Body IV and elects to become a Medium Water Elemental.

He is then ready to follow the others through the curtain. "I wonder if this Old One the elementals are talking about isn't the same thing that has been making the 'oh help me' feeling in the waters around Blackbird Lake."

Actions:
Know religion: 30

Cast Elemental Body IV: choose Medium Body water elemental: +4 size CON, +5 natural armor, swim 60 feet, darkvision 60 feet, create a vortex, breathe water.

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Atyzr)
Fly; 140/160 minutes; 60 foot average maneuverability
False Life; 24 hours; +16 temp hit points
Detect Scrying; 24 hours
Water Breathing; 10 hours; able to breathe
Shield; 140/160 minutes; +4 AC immune magic missles
Vampiric Touch: 20 temp hit points
Water Elemental Body (Medium); 16/16 minutes; +4 size CON, +5 natural armor, swim 60 feet, darkvision 60 feet, create a vortex, breathe water.

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 7 3 1 3 2 3
}



Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 134/183 hp Malgant Winterborn  d20+6=23 ; d20+5=16 ; d20+11=29 ; d20+14=20 ;
Thursday September 22nd, 2011 4:21:35 PM

" I would wager that you are correct Jass, about the 'help me' feelings. We should go through and talk to them. Maybe we can help them while solving the halfling's troubles."
Malgant will step through the curtain of water and into the elemental's domain. He keeps his weapons sheathed and makes no hostile gestures. He returns the greeting the wide elemental made in common and asks about the 'old one'.
" Could the old one's feelings be broadcasting out into the surrounding lake and upseting the local wildlife like we have seen?" He asks in his most diplomatic form? " We have come at the request of some of those that rely on the lake for their living and want to help them. Maybe by helping you we can help them as well."
Knowledge religion 23
Knowledge planes 16
Diplomacy 29
Sense motive 20

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 , and Aztyr, 32 hour extended duration
Mind Blank on Malgant 24 hour duration
Waterbreathing Potion 10 hour duration
Freedom of Movement 152 minutes duration
Shield of Faith +4 deflection AC 8 minutes
Invisibilty Purge 80' radius 150 rounds duration
Haste charges remaining 8/10

Brahmah169hps, AC 26  d20+24=35 ;
Thursday September 22nd, 2011 6:55:56 PM

Perception 35

Staying wary.

(OOC: Got my new computer today, so I have to spend a portion of time on it playing set up. I should be back to my irregular schedule by tomorrow.)

DM Cayzle - Despairing Elementals 
Thursday September 22nd, 2011 9:03:07 PM


Aztyr suggests that everyone can work together on their common problems, which may be related. She enters.

Anyone within, like Aztyr here, please make a Knowledge (Planes) check vs DC25 and Please Highlight to display spoiler: {The bright light within is a gate to another plane, likely the Elemental Plane of Water, of course.}

Mac and Brahmah hold back. Mac is especially afraid that his warrior demeanor may hurt delicate negotiations.

Jass, feeling nervous, is not convinced that the redundancy of the airy water plus the effect of the turtle staff will keep him breathing in safety. So he assumes elemental form for a triple layer of assurance! He mentions the odd ill-feelings that have driven local aquatic life to attack.

Malgant echoes those feelings and offers help, too.

Val, Vorelle and Vauhwyt remain quiet in the background.

The elementals say that they honor a being called "The Old One." The larger one says, "something is disturbed with The Old One, something odd, something remarkable over the long slow eons of his existence, I deem. However, I wonder --"

The slighter one, dashing hither and on, interrupts. "In a state! Flustered! The Old One! Out of sorts!" He dashes around the bright light, then quickly returns and adds, "Don't know. Fix how? Effect? Cause? Hey!"

The bigger one admits that there has been an effect on creatures. Some beasts, mad with emotion, have recently emerged from the light and left the temple. They are afraid of what these wild beasts may have done.

"We will do our best to appease Him, The Old One, and perhaps his anger will subside.  Moreover, we do not have the knowledge of what we have done to make him so very angry with us," he adds.

Shura - AC 32/15/21 - HP 277/277 
Thursday September 22nd, 2011 11:56:05 PM

ooc: All right, everyone, here is the final draft of this character sheet. I have added footnotes for clarifying the attack and damage bonuses and spot checked everything. Changed the character name. -Ezra

ooc2: Updated my armor.

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 134/183 hp Malgant Winterborn 
Friday September 23rd, 2011 9:56:54 PM

OOC
I still approve the character. I would like to hear back either in mail or here about the rest of us upgrading to APG feats, spells, traits and gear too.

Vauhwyt (HP126+12, AC41) and Mookie (HP63+12, AC31) 
Saturday September 24th, 2011 8:57:39 AM

The liontaur looks around at her silent friends. "Why are we ignoring these friendly elementals?" she asks indignantly through the mental link. "I felt we were on a roll, making steady progress, on pace for consistent advancement. Why the sudden lack of forward action?"

Mookie adds, "Don't they know you are trying to rehabilitate your reputation and get in five DM posts a week?"

Vauhwyt says out loud, "Hush, Mookie."

DM Cayzle - Watery Prayers. Quiet Watery Prayers. 
Saturday September 24th, 2011 9:03:51 AM


The two elements float and look at the party. The big slow one gets antsy first at the silence. Except for one of the cat things calling for quietude.

"Perhaps you are speechless because you seek to join us in prayer? We thank you. And as prayer is the only way we know to propitiate The Old One, let us resume."

The two elementals return to their praying before the blinding light.

Jass of Downs (SteveK) AC 33 CMD 22 HP 248/212 
Sunday September 25th, 2011 9:15:14 AM

ooc: comments on Shura
Wow. Very well put together character, but there are some discrepancies if you could confirm for me. :-)
1) Listed as owning 2 Merciful Ebyron Tears (one for each hoof) and 3 Furious Ebyron Tears (one for each claw and the horn). But Shura has only bought the 2 Merciful Ebyron Tears.
2) Shura is 10th level Barbarian and only gets 5 rage powers. (She has listed 6)
- 2 of the powers (Beast Totem Greater, Elemental Totem) require 10th level Barbarian, and Shura is only 10th level. She can only have one of these.
3) Such an amazing character, you have me nearly drooling to read the Backstory, and then, where is it? where is my fabulous backstory for such an awesome character? Ya gotta have a backstory!!
4) Seriously. With a Windbourne Wanderer Trait, you need the backstory to justify. That and all PCs are required a backstory as part of being in the Wold.
5) Full Plate is heavy armor, no matter if it is mithril or not. Even though it acts as medium armor, the barbarian loses Fast Movement other benefits.

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

Jass is a little confused and looks around. It sounded as if the elementals were saying the animals coming from the bright light are in a different location than the curtain of water and the elementals themselves. "Huh? What bright light? Where?"

The befuddled sorcerer looks around.

Upon looking through the doorway in the water, Jass at last understands. "So, the easy part is asking the elementals if we can waltz through thier prayers and enter the bright light, yes? That way we can stop any wierd creatures coming through and have the Old ONe go back to sleep, eh?"

Jass prepares to go through the doorway and bright light, dragging Vorelle along if she needs.

Actions:
Know religion: 30

Cast Elemental Body IV: choose Medium Body water elemental: +4 size CON, +5 natural armor, swim 60 feet, darkvision 60 feet, create a vortex, breathe water.

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Atyzr)
Fly; 140/160 minutes; 60 foot average maneuverability
False Life; 24 hours; +16 temp hit points
Detect Scrying; 24 hours
Water Breathing; 10 hours; able to breathe
Shield; 140/160 minutes; +4 AC immune magic missles
Vampiric Touch: 20 temp hit points
Water Elemental Body (Medium); 16/16 minutes; +4 size CON, +5 natural armor, swim 60 feet, darkvision 60 feet, create a vortex, breathe water.

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 7 3 1 3 2 3
}



DM Cayzle - Watery Prayers. Quiet Watery Prayers. 
Sunday September 25th, 2011 4:31:18 PM

The elementals try to clear up Jass's confusion.

The curtain of foamy water surrounds a bright light. An archway leads though the curtain. Within the cylinder formed by the curtain, the elementals have been praying before the bright light.

Let me know if you want a map.

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Sunday September 25th, 2011 6:24:35 PM

Upon entering, Aztyr moves a bit to make room for the others, she then asks, "In which direction, might we find this Old One?
We will see if we can assist in returning him to normal, and hoping that will also fix our problems above the surface."


Spell Info Highlight to display spoiler: {

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

* = unlimited

Wold's Blood Draws : 1/7
Wold's Blood in storage : 7/7 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
Telepathic Bond (everyone but Brahmah currently)

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)
Shield duration 20 minutes
Stoneskin Duration 62 minutes, 70 damage (10 per attack)
Protection from Evil 15 minutes
Effect :Cloak of Manta Ray: gain a +3 natural armor bonus, the ability to breathe underwater, and swim speed of 60 feet

Spells on others :

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

Brahmah169hps, AC 26 
Monday September 26th, 2011 5:41:09 AM

Brahmah remains with Mac.

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