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Plight of the Turtle People
The Plea


DM Kathy 
Sunday June 19th, 2011 9:09:59 PM

After handily dispatching the liches, the group spends a couple of weeks of well-earned rest. You shop at the Catacombs, and experiment with spells, and acquire new companions. You return to the cove, and Vauhwyt continues her mission of building a tribute to the poor slain fledgelings.

It is a pleasant morning in late spring, and you are all at the cove, going about your business. The sun is warm, but not too warm, and the flowers are in bloom. The waters of the lake still look a little chilly, but in a month or so they'll be warm enough for a refreshing dip. For now, though, you are enjoying the day and thinking that you might, perhaps, get back to adventuring sometime soon.

Your thoughts are interrupted by some rustling in the bushes. The rustling grows to thrashing, then something bursts out onto the shore of the cove. From the sound you were expecting a bear at least, but it proves to be nothing more than a halfling--and a halfling lad at that. He has a shock of bright orange-red hair, and is just starting to get matching orange-red tufts on his bare toes. He wears overalls, much mended and patched, and a linen shirt. In his left hand he carries a wooden staff, twisted and highly polished, topped (for some reason) with a carved wooden turtle.

He stumbles to a halt, brushing cobwebs out of his hair. "Stupid bushes," he mutters. Then, seeing you, he exclaims, "Oh! I'm so glad I finally found you! That is, if you're really you and not somebody else. You are, aren't you?"

[OOC: Aztyr, Vorelle gave you an answer on June 15, and as far as I know you already did the spell for her.]

Mac Grey Wyrm | HP:286 | AC:32/19/27 | CMD:[54, Sun/Dis:57] 
Monday June 20th, 2011 7:27:51 AM

Mac is a picture of near astonishment - Jass talking himself down in front of... ever! Inconceivable!

Mac shakes it off enough to acknowledge Vorelle's greeting with an "...and to meet you!", a simple nod, and a wide, tight-lipped smile.

The dark minotaur gives Jass a stern stare before making his point: "These good folk can use our help, and if you need a reason you only need look at that shiny new ring on your finger. It isn't a prize for finishing first... What would a Grey Wyrm do? Head the call..." He pauses for breath, then continues, "The rest of the Wyrms are retiring, but someone out there thinks we are also deserving of this title, so now we prove them right."

Mac Grey Wyrm | HP:286 | AC:32/19/27 | CMD:[54, Sun/Dis:57] 
Monday June 20th, 2011 7:30:47 AM

OOC: Of course, that should have been posted before the intro..

Jass of Downs (SteveK) AC 30 CMD 22 HP 148  d20+21=30 ;
Monday June 20th, 2011 1:07:25 PM

Jass is pleasantly surprised at Atzyr's ability to forego some expensive spell components, and is very happy with his new Telepathic Bond. He ignores Mac's jab at the sorcerers ego as beneath his notice, but the reminder of the Dragon Ring in his pocket sobers Jass considerably. "I've been overconfident of my abilities in the past, and it has gotten me and friends in trouble", he concedes, "but I think that has made me look at things in a new way, and I hope that I can be better at helping those that need our help." His recent bout with death has left its mark on Jass in his pale skin and black eyes, only the jolly confidence seems to keep away an air of the grave from the man. Truly, a dichotomy.

Jass spends the time at Fledgling Cove wandering the nearby woods and waters, familiarizing himself with the area and the people he is expected to share the next part of his life with. He is edgy around Brahmah and Polo, waiting to see if they bear any grudge against the sorcerer. He uses his magic to make himself comfortable, and tries to make whatever quarters he is offered livable, which means elegantly comfortable.

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

The appearance of the halfling and his open-ended questions amuses Jass. He has his Unseen Servant bring out a waterskin, some travel bread, and a couple of throw pillows, and steps out to meet the small thing.

"Well, it took you long enough to get here. But since you have arrived and we are we, why don't you have a bite and take it all from the beginning? I'm sure you can explain things for all of us once we all get here."

Tossing the throw pillows about, Jass sits on one and sips water from a sturdy cup while offering food and drink to the small halfling and waiting for the others to arrive.

...Actions
Bluff - 30 on expecting the halfling

...Spells
Unseen Servant

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...... 0 1 0 0 0 0 0 0 0


Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167 
Monday June 20th, 2011 5:21:46 PM

At the rumbling of the underbrush, Aztyr turns and redies herself to cast a spell at whatever comes out of the brush.
When it turns out that just a halfling appears, Aztyr thinks back to the succubus that appeared as a halfling outside of the block house on the far side of the Taur island.* Malgant, I may be jumping at shadows, but I'm not as trust worthy as I once was. I'm ready to fry him if he gets out of line.* (the * is for when I use the Telepathic Bond)
"It all depends on who you're looking for, and who it is that you are. Speak up, and tell us who you are and just what it is you want."

Spells per Day

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

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

Spells on Aztyr :

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

Spells on others :


Moderate Fortification, Minor Displacement, Mind Blank, AC 33, 183/183 hp Malgant Winterborn 
Monday June 20th, 2011 6:05:02 PM

Malgant answers Jass," Mellowed out any? I couldn't say since I just met him. He seemed mellow enough. Jumped right into an adventure that had nothing to do with him other than needing his heroic help. Yes, I'd say he was pretty mellow....why?"
In the coming days, even on vacation, Malgant's early morning weapons forms and prayers are a fixture in the camp. At or around dawn each morning he rises and in full armor, goes through his weapon dance. It seems to be a routine of all of the forms he has learned over the years, but it is also clearly a form of prayer for him. When he is troubled, he can be seem to work through the routine over and over, until whatever was on his mind is settled , until the answer he seeks is found. The first few days he does alot of praying, apparently working out something that happened before you all arrived. It seems he is walking on eggshells around Valanthe, possibly he did something to offend the elven warrior that he adores and is seeking a way to make amends.
When the halfling bursts out of the bushes, Malgant's hairs all rise up on the back of his neck. Almost instantly, through the telepathic bond, a barrage of questions go off." Vauhwyt, were we scried? How did anyone make it through the Blackbird forest to find us here when only us and Dul knew where this place was? I saw Dul die with my own eyes. If this is another Succubus in disguise I don't want it leaving here. I can't stop it, so Aztyr make sure it cannot Teleport. Let's play nice and see what it wants."
Malgant's hand drops to the pommel of his sword and he brings his shield around and slides his arm into the straps. " I know who I am, but I don't know who you are. Tell us who you seek and maybe we are they."

Malgant's Spell List

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


Vauhwyt (HP105 of 126, AC39) and Mookie in Gnome Form (HP63+12, AC33)  d20+8=12 ;
Monday June 20th, 2011 6:12:06 PM

OOC: Quick post, more later, sorry.

Vauhwyt is started by the Scry, and readies for a fight. But her wariness soon turns to welcome. "Greetings, heroes! It's a pleasurre!" Her accent reveals her excitement at meeting Jass and Mac.

She introduces herself as a Grim Trickster, in service to Gargul, as well as to the WLA.

She is here to make a statue out on the waters of the cove here, in memory of her adopted daughters. However, this is Blackbird Forest, and it is a dangerous place.

OOC: Vauhwyt is a sorcerer / rogue / grrim / arcane trickster. She used to be an avenger, but switched out in the PF transition, largely because of role play reasons. lmost all of her spells are buffs. She usually attacks with greater invis plus sneak attacks, or grapples.

==========

Vauhwyt too is paranoid about strangers popping out at her. The last stranger she met and welcomed in these woods kidnapped and murdered her fledglngs. Well, the last stranger before Jass and Mac.

She feels Mookie about to open his mouth for some jape, and she gently pushes his head into his pouch with a mental warning.

She uses her Sense Spirits ability (Grim class) to see if there is anything spectral around.

Of course, she has her Detect Scrying up.

And she peeks into the Realm of Shadows.

She mentally tells her friends all she discovers.

She listens carefully to the halfling. Sense Motive 12

Brahmah, the Last Captain of the Chosen of Domi, AC26, HPs169 
Monday June 20th, 2011 9:34:53 PM

Ooc: my computer stopped working and I'm using my iPod to post, which is a pain. I'll read the posts tonight and try to post tonight at work. I won't have a new machine by the end of the week.

Ic: Brahmah follows the group.


Brahmah, the Last Captain of the Chosen of Domi, AC26, HPs169 
Monday June 20th, 2011 9:42:37 PM

Ooc: well, I might have a new machine soon actually.

AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Monday June 20th, 2011 10:01:30 PM

Valanthe is a strange looking elf. At first glance she appears to be drow. Except her eyes were mismatched colors, one green, one gold. Her hair, cut short was the color of a sunset. Gold with streaks of red. She wears red mithril plate with gold trim around the edges. A red helm with a matching heavy shield, and a large adamantite warhammer. The one thing that stands out is a rusted and putted gauntlet she wears on her right hand.

When the newcomers arrive Valanthe is cordial enough but keeps her distance and holds her tongue. Unlike the others she isn't sure their presence is necessarily a good thing. The newcomers will have enemies that will surely add to their troubles or perhaps reputations that will bring them. Their group, while small, worked quite well together. They were efficient and took care of things as a team. The whole dynamic will be off. Trying to feel out an ally in the middle of a dangerous battle doesn't increase odds of survival. Malgant, Vauhwyt, and Aztyr trust them so Valanthe would give them the benefit of the doubt. She wonders what Vorelle thinks but she doesn't say much. Probably misses Champ. Valanthe missed him. It was relaxing at night. Sit by the fire and throw a stick for him to fetch.

"Malgant maybe this halfling is the new president of your fan club." She says with a smirk.

Brahmah, the Last Captain of the Chosen of Domi, AC26, HPs169 
Monday June 20th, 2011 10:51:17 PM

Brahmah looks at Jass and seemingly doesn't care that the sorcerer seems a bit stand offish. The ranger looks past him toward Mac. "Mac!" He runs to his old friend. The ranger hugs Mac. "Dominis shining on this group have no doubt!"

Brahmah, the Last Captain of the Chosen of Domi, AC26, HPs169 
Monday June 20th, 2011 10:52:15 PM

IOC stupid iPod forces misspelling.

DM Kathy  d20+25=40 ;
Monday June 20th, 2011 11:04:21 PM

On the first hint of something coming out of the bushes, Vorelle hides herself so well, some of you aren't sure where she went [Stealth check 40].

[OOC: very bad form, I know. I will try to post separate character and DM posts]

Jass attempts a nonchalant bluff, acting as if the halfling were expected. The lad seems somewhat taken aback, and shifts awkwardly from foot to foot.

Vauhwyt and Valanthe are suspicious, not without good reason, but neither speaks to the halfling.

Malgant and Aztyr ask direct, pointed questions, causing the halfling lad to fidget some more.

"Er...um...well, you're those adventurers, right? The ones that help people sometimes? That is, there was something about a fair, and some Asildurans, and an acid monster. That was you, right?" He looks at you anxiously.

Then, seeming to remember something, he draws himself up to his full height and thumps the turtle-staff on the ground for emphasis. "Anyway, I am the village elder of the Beerbuck clan for the village of Shellville, and I want to hire you. As adventurers. That is, I'd hire you if we had any money. Which we don't. But we really, really need your help because of the turtles. And I'd give you this," he holds out the turtle-staff. "It's real nice, even if it doesn't work anymore." He looks at you anxiously.

Mac Grey Wyrm | HP:286 | AC:32/19/27 | CMD:[54, Sun/Dis:57]  d20+18=26 ;
Tuesday June 21st, 2011 6:24:35 AM

Vauhwyt's introduction throws the dark taur. "The pleasure is ours - well met. What is a Grim Trickster? I cannot say I have heard of that path before." At her mention of Gargul, Mac gives both Vauhwyt and then Jass a nod, and then her reference to the WLA gets another nod, this time sufficiently deep to bring the WLA Guardsman badge (affixed to the blood-red sash that is wrapped bandana-like around the top of his head and base of his horns) into clearer view.

Mac meets Brahmah's greeting in kind. From the last time they met he didn't think he would ever see the Captain's smile again. Yet, here it is. "The light of Domi is with you, Captain. It is good to see it in strength." There is something that catches him off guard for a moment. Before now he would have assumed Brahmah was taller then Malgant, but clearly this is not the case. The dark taur has worked with the Captain twice before, and wonders how he has reached the wrong conclusion. In any case, he keeps the observation to himself - and judging people by their size is something he hopes his opponents do. Looking at the complement, one question does get an airing: "Geography not being my strong suit, and given the number of 'taurs present, where are we relative to Islas Ta.."[/b], he catches himself slipping into the old form his grandparents and great-grandparents used, and corrects himself, "...the Taur Islands? I'm assuming we are on the Northern Continent, but I'm confident I have never been here before."
+-+-+-+-+
Mac thinks there are enough eyes on the halfling, so he looks outwards for signs of something following the small one. [Perception: 26] Questions come quickly to the unusualness of this halfling's claims and actions. He puts the less discrete of those aside and asks, "Turtles?" At the word Mac's thoughts turn to the giant turtles ferrying goods and passengers to and from the Floating City.

Jass of Downs (SteveK) AC 30 CMD 22 HP 148 
Tuesday June 21st, 2011 7:09:32 AM

Wow, thinks Jass, Three minotaurs, two liontaurs, two elves, and one Jass. Looks like this is going to be some party! He isn't sure about Brahmah's welcome to Jass, not sure about the suspicious Valanthe or the shy Vorelle, or all the talk about these northern Powers. Interesting times indeed!

Still, the past couple of days has brought some things clear to the confident human; this is a group of strong warriors who are fair to perishing with suspicions about strange people, and they are hiding out in a near wilderness.

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

Jass takes Vauhwyt's paranoia to heart, and lets the others do the talking until he can learn more about the situation. Instead of talking, he begins weaving a long and complicated spell to protect them from any scrying. "You don't want listened into, my darlings? Just give me a time and we'll be as safe as talking to your mama."

...Actions
Casts Mages Private Sanctum; 24 hours -480 cubic feet around Jass; no one can see in, no divinations, no detection spells into the area.

...Spells
Unseen Servant

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...... 0 1 0 0 0 1 0 0 0


AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Tuesday June 21st, 2011 7:18:28 AM

Valanthe walks forward, arms cross over her chest. She crouches down to look the halfling in the eye. "Your staff is well carved, but we won't take it from you. Why don't you start from the beginning. Tell us your name and why you risked such danger to find us?"

Vauhwyt (HP105 of 126, AC39) and Mookie in Gnome Form (HP63+12, AC33) 
Tuesday June 21st, 2011 7:53:52 AM

Before the halfling arrives Vauhwyt explains to Mac that she is a sorcerer / rogue / grim / arcane trickster. OOC: She used to be an avenger, but switched out in the PF transition, largely because of role play reasons. Almost all of her spells are buffs. She usually attacks with greater invis plus sneak attacks, or grapples.

She wears celestial armor with spikes and a wide array of magic gear ... headband, vest, belt, gloves, etc etc. She introduces Mookie, a raven, who she often changes into other shapes for fighting.

She admires Jass's spells. "Usually I rely on my Detect Scrying spell, and if I sense a watcher, I whip out my eversmoking bottle to obscure the area, and we teleport away. Your solution is more elegant. Does it alert you when someone tries to spy on you? If not, will my Detect Scrying spell reveal an attempt, even if that attempt is foiled by your greater magic?"

When the halfling arrives, she asks him, "Is your village nearby? Here in the heart of the Blackbird Forest? And how is it you can travel safely through the forest without the companionship of a dark-feathered friend? And why were you not singing or making noise? It is dangerous to walk in this forest when it is sleeping, and a traveller is well-advised to keep it awake as you pass through."

Vorelle  d20+23=40 ;
Tuesday June 21st, 2011 10:34:59 AM

Vorelle remains hidden, looking and listening for signs of trouble. [Perception 40]

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167 
Tuesday June 21st, 2011 10:05:40 PM

Aztyr's eyebrows raise as the Halfling says the staff no longer works, but since both she and Malgant were both of the same mind, she just remains ready to cast a spell, the choice of which will be determined by the actions.

Spells per Day

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

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

Spells on Aztyr :

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

Spells on others :


Moderate Fortification, Minor Displacement, Mind Blank, AC 33, 183/183 hp Malgant Winterborn  d20+17=31 d20+14=24
Tuesday June 21st, 2011 10:13:59 PM

Valanthe has the questions headed in the right direction, and Mac looks to be checking without for threats, so Malgant does something totally out of character for him. He shuts up and listens to the halflings plea. He doesn't sense and deception in the halfling, only shock at the combat ready party and perhaps respect and relief at having found them.
Perception 31
Sense Motive 24

Malgant's Spell List

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


DM Kathy 
Wednesday June 22nd, 2011 12:14:22 AM

Jass begins to cast a spell to keep the group safe from prying eyes, while Vorelle and Mac scan the area for hidden threats. They don't see any.

Malgant gets the feeling that the lad is in earnest, if a little fuddled; he and Aztyr watch as the lad answers the questions put to him.

"I came around the lake," he says, answering Vauhwyt's last question first. "I mean, I heard that you were someware on the shore, so I just followed the shore. I stayed out of the forest as much as I could. Shellville is on the shore, too." He looks around, then points. "That way. No, wait." He turns in a complete circle. "Um...maybe that way is closer now. Anyway, if we keep going around we're sure to hit it eventually."

"Oh, my name is Zippwise Beerbuck," he says in reply to Valanthe. "And I'm the village elder of the Beerbuck clan, ever since the....ah....the thing happened. With the turtles." Sudden tears come to his eyes. "You can help us, right? I don't want nobody else to get eaten by turtles. It was awful."

AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Wednesday June 22nd, 2011 6:44:20 AM

"Yes we will help you. Why don't you sit down and eat something. It's going to be hard but we will need to know the details. It sounds like some giant turtles attacked your village. Can you describe them for us? We need to figure out what they are."

Jass of Downs (SteveK) AC 30 CMD 22 HP 148 
Wednesday June 22nd, 2011 7:52:51 AM

Jass can't talk right now, concentrating on his spell...

...Actions
Casts Mages Private Sanctum; 24 hours -480 cubic feet around Jass; no one can see in, no divinations, no detection spells into the area.

...Spells
Unseen Servant

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...... 0 1 0 0 0 1 0 0 0


Brahmah, the Last Captain of the Chosen of Domi, AC26, HPs169 
Wednesday June 22nd, 2011 10:26:15 AM

Brahmah recognizes Jass. "I remember you from somewhere. Did the Chosen of Domi ever fight with your group?"
Realizing that the sorcerer was busy, he turns back to Mac. "How have you occupied your days this past two years, my old friend?"

Vauhwyt (HP105 of 126, AC39) and Mookie in Gnome Form (HP63+12, AC33)  d20+13=15 ;
Wednesday June 22nd, 2011 3:49:21 PM


Vauhwyt says, "We are the adventurers of whom you have heard. We would be glad to help out a village in need. All I ask is that you sit here with us, tell us the whole story, and enjoy some food. Please relax and speak only small talk until my colleague here has concluded his spell of privacy."

Vauwhyt then takes ten minutes to cast a silent still Geas spell, casting time ten minutes. Mookie can keep him talking for that time, just inconsequential topics, easy. When the spell is complete, there is no save, although spell resistance can stop it. If the halfling has spell resistance, then Vauhwyt's penetration roll is a 15 -- let's pray he has no spell resistance!

When the magic compulsion is concluded (and when Jass is done), Vauhwyt commands, "Now tell us truthfully, and answer all our questions honestly and completely now and in the future." Then she runs him through his story, to see if he was telling the truth. She includes questions like, "Who is your master? How did you hear of us? What is the story of this staff? Are you seeking to lead us into a trap? Do you plan to betray us? What god or gods do you honorr?"

Vauhwyt (HP105 of 126, AC39) and Mookie in Gnome Form (HP63+12, AC33) 
Wednesday June 22nd, 2011 3:56:02 PM


OOC to Aztyr: Hey! If we are going nuts with Permanency anyway, why not make Jass's Mage's Private Sanctum he is casting into a Permanent spell? Honestly, we should do that everywhere we bed down for the night.

Moderate Fortification, Minor Displacement, Mind Blank, AC 33, 183/183 hp Malgant Winterborn 
Wednesday June 22nd, 2011 4:11:56 PM

OOC
I totally understand WHY you are casting the Geas, Malgant might even understand, but I find that hard to swallow as a "hero". Silent and stilled we would have no way to know you were casting it, right?
IC
Malgant feels for the halfling. He knows what it is like to see those you know and who trust you perish. He looks to ask Vauhwyt to take him, herself and 1 or 2 others to Abderas, where their boat is kept. He wants Vauhwyt to do the teleporting because the boat is too big to carry back, unless Vauhwyt shrinks it as she does so many other big items that they use regularly. He sees that she seems to be deep in thought, much like Jass is so he does not disturb her. As time passes though, he realizes she is neither speaking nor moving and wonders what is amiss. The status spell does not show her as being in distress, but her silence is deafening since she hardly ever actually shuts up. When finally she speaks her words sound more like compulsion than inquiry and Malgant wonders what is going on. A fast charge from his wand of Detect Magic shows the halfling under some sort of spell. Looking at his companion he asks mentally," What did you just do, if anything? And why were you so quiet?"

Malgant's Spell List

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


Vauhwyt (HP105 of 126, AC39) and Mookie in Gnome Form (HP63+12, AC33) 
Wednesday June 22nd, 2011 4:21:45 PM


OOC:

I totally understand WHY you are casting the Geas, Malgant might even understand, but I find that hard to swallow as a "hero".

Yeah, it may not be heroic, but given that (a) just a short time ago she was totally betrayed in this exact spot by a friendly seeming stranger, (b) she has always been a paranoiac -- at 8th level, her first and only 4th level spell was Detect Scrying! -- and (c) the tricksy spells class ability and the geas spell are new toys of Vauhwyt's, and she loves to play with new toys, I think it is entirely in character. Maybe not heroic, though, admittedly. Still, if he's a plant or a villain, better to know it now!

Silent and stilled we would have no way to know you were casting it, right?

Yuppers! Hee hee!

Vauhwyt (HP105 of 126, AC39) and Mookie in Gnome Form (HP63+12, AC33)  d20+18=27 ;
Wednesday June 22nd, 2011 4:29:55 PM

OOC: I think there's no reason you can't *think* while casting.

Vauhwyt responds mentally to Mal and the rest of the group, "Jass just joined the group. We should be polite and let him finish casting his sanctum before we let this fellow talk more. What if there are spies? The liches know not to scry, but there are other ways to listen in! Let Mookie do the small talk while we wait for Jass to finish."

Note that Mookie is sure to fill any awkward silences, with questions about life in the village, asking about any black birds he may have seen, inquiring after his relations, asking him when he last ate, you know stuff halflings love to talk about.

OOC: Vauhwyt's bluff chance to put Mal at ease and give him no reason to be suspicious: 27. Mal, at least beat my Bluff with a Sense Motive before you start casting Detect Magic and getting suspicious. :-)

AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Wednesday June 22nd, 2011 4:52:17 PM

ooc: oh man what a can of worms this will open. Geasing and interrogating a frightened child. For Vauhwyt's sake I hope she's right and it is another agent of evil. If not Vauhwyt would have crossed a line Valanthe would never forgive. Being a hero isn't supposed to be easier. that's why there aren't many of them. Oh and bluff only works until the spell is cast. Once that's done and if the halfling is just a frightened and traumatized child vauhwyt better be ready to defend her actions.

Jass of Downs (SteveK) AC 30 CMD 22 HP 148 
Wednesday June 22nd, 2011 4:55:25 PM

ooc: Private Sanctum has a 24 hour duration, no reason why Jass can't cast it every time they settle for the night. In fact, this and Detect Scry was modus operandi for him in the Crimson Shields. :-) For a Permenant one everywhere, I think that would be a bad idea. When we are gone, there is no way to know if someone isn't waiting for us at home...

...Actions
Casts Mages Private Sanctum; 24 hours -480 cubic feet around Jass; no one can see in, no divinations, no detection spells into the area.

...Spells
Unseen Servant

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...... 0 1 0 0 0 1 0 0 0


Vauhwyt (HP105 of 126, AC39) and Mookie in Gnome Form (HP63+12, AC33) 
Wednesday June 22nd, 2011 5:19:58 PM

OOC: well, sorry everybody if I went off the rails. Hopefully this halfling will show himself to be true and Vauhwyt can dismiss the spell before anyone even realizes it. But it's not a child! This guy says he is "the village elder of the Beerbuck clan for the village of Shellville." He must look middle aged or old, for sure!

AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Wednesday June 22nd, 2011 7:17:05 PM

OOC: unless all the old people were eaten and he's the oldest child left.

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167  d20+13=15 ;
Wednesday June 22nd, 2011 7:30:49 PM

Before Vauhwyt's spell goes off:
Aztyr, while listening to the Halfling's answers, studies him with her Arcane Sight. If he has any magic on him, she'll take the time to determine what and where they are located on him. She also looks to see if he is something else in disguise by magical means (I'd picture a magical glow covering his whole body if that's the case.)
After Vauhwyt's spell goes off:
Aztyr immeadiately alerts everyone in the Telepathic Bond (all but Brahmah) *Something just happened, his Aura changed while I was watching him.
If he had no magic on him :
*He just had a spell or something just appear on him, I'll see if I can figure it out. * (15 won't determine it)
If he had an aure before:
*He had something on him before, but more just appeared, and I didn't see him cast anything, did any one else? I'll see if I can figure it out.* (useing same 15 as this was a either or)
[b]* Not a clue what the effect is, but there is something there now.*

Note : Aztyr has a few Permenancied spells, they are listed in feat area.

Spells per Day

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

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

Spells on Aztyr :

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

Spells on others :

Moderate Fortification, Minor Displacement, Mind Blank, AC 33, 183/183 hp Malgant Winterborn  d20+14=30 ;
Wednesday June 22nd, 2011 7:36:44 PM

OOC
You are right I should beat your bluff first, only fair.
Sense Motive 30
My post stands. Sense motive is a wisdom skill...8)

Val, none of us can see or hear it cast. My post only infers that Vauhwyt MIGHT be responsible because she was so quiet ( physically) for so long and my Status spell didn't show anything 'wrong' to make her so. Like I said, Malgant would understand the why, but not allow it due to his honor. Honor is tough sometimes.

"but it proves to be nothing more than a halfling--and a halfling lad at that. "
I interpret lad to mean that the term Elder would not be used to describe him in any way OTHER than a title bestowed because he was the oldest one left.
For the hundredth time, Malgant will not be seeing this as totally wrong. Vauhwyt is doing what she has to to protect the party and Malgant will respect that. He won't let it fly though. If heroes treat everyone with suspicion, then no one will turn to them for help.

AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Wednesday June 22nd, 2011 7:46:07 PM

OOC: I am fully aware that nobody knows she is casting a long spell. My point was after she casts the spell and lays into the innocent halfling. If he is another monster leading us into a trap then its big time props. If it's a child Valanthe's old temper may come back. There is a reason she has two mysitcal rage tattoos on her neck.

Moderate Fortification, Minor Displacement, Mind Blank, AC 33, 183/183 hp Malgant Winterborn 
Wednesday June 22nd, 2011 7:54:38 PM

OOC
Here we go....
Pops open a bud light.

Vorelle  d20+23=27 ;
Wednesday June 22nd, 2011 8:41:42 PM

Vorelle remains hidden and continues to watch. [Perception 27]

DM Kathy 
Thursday June 23rd, 2011 12:12:27 AM

[OOC: First, some clarification. Yes, the halfling did introduce himself as a "village elder." But I've called him a "lad" several times, and described him as a scruffy kid in overalls. So, let's be sure we're all clear. The halfling is a kid. If he were human, you'd figure he'd be about 12. Halflings age more slowly, so he's older than 12, but he's by no means an adult, and a far cry from anything anybody would call "elder."]

Valanthe invites the halfling to sit and have something to eat, and he brightens considerably. He moves over to join you, and is soon munching contentedly. While he eats, Aztyr looks him over with Arcane Sight. There is nothing magical on the halfling's person. The staff, however, does show up as magic, even though Zippwise claimed it "doesn't work anymore."

In between bites, Zippwise tells his story. "Well, like I said, I'm from Shellville. The Beerbuck clan--we've been there for a good long while. 'A course, we originally came from Crescent Valley, but we had to leave there. GrandDa said they don't like ont...ont...ontapanoors. That's it! They don't like ontapanoors there.

"So anyway, we came here to Blackbird Lake and got a contract to train turtles. For the Floating City. I've never been there--does it really float? Anyway, we made a little town, Shellville, and we've been training the turtles, y'see. But then..." The worried look creeps back over his face. "Then one day Emerald turned on her trainer, for no reason anyone knows of. She killed Dondo, that's her trainer. Everybody was real upset.

"Then aboutr a week later a bunch of the turtles swum up to the dock. They do that sometimes, a'cause they like to play with us kids. So we went to play with them, but they attacked!" He starts to cry now. "And Maggia, she was as close to me as you are now, and a turtle swallowed her whole! And spat her out again, and she was all limp and bloody and torn up and dead. It was horrible. They destroyed the dock, and the rest of us kids ran away.

"Nobody knew what was going on. But four days ago, the turtles came again. All the turtles! At least a dozen. They attacked the whole village and killed lots and lots of people. And my Dad." He is sobbing in earnest at this point.

Both Jass and Vauhwyt are able to finish casting their spells. Vauhwyt senses no spell resistance. She has Zippwise go through his story again, which he does. He is still very upset, but his story doesn't change with the Geas on him.

If Vauhwyt follows through with her questions, these are the answers she receives:

Who is your master?
"Well, nobody now. I mean, most of the older folks were too slow and the turtles got them. And they got my Dad, too. That's why I got this," and he brandishes the staff.

How did you hear of us?
"Everybody knows about you. You're heroes! Except nobody knew where you were. But some people said you were on the lake shore somewhere, so I thought I'd just walk around the lake to find you."

What is the story of this staff?
He looks mournfully at the staff. "It used to control the turtles. It could call them, too. But it's stopped working for some reason. Dondo tried to use it when Emerald attacked him, but nothing happend. And my Dad couldn't stop the turtles attacking the village."

Are you seeking to lead us into a trap?
"No, I just want you to help us."

Do you plan to betray us?
"No."

What god or gods do you honorr?
"Um, well, there's Domi, and Alemi, and Flower..." he runs through the gods like a boy repeating his Sunday-school lessons.

Mac Grey Wyrm | HP:286 | AC:32/19/27 | CMD:[54, Sun/Dis:57]  d20+18=30 ;
Thursday June 23rd, 2011 7:07:45 AM

Mac begins to get a sneaking suspicion that something isn't quite right with is old Captain. "Two years... has it been that long since the Chosen went their separate ways? Actually, that is a topic for a long conversation over a good wine. Travel and adventure mostly - flung far and wide across the Wold." He looks for any clue that Brahmah recalls all three of their paths crossing in the Floating City with the Crimson Shields of Hope, and sees none. It is a quandry...
"Where have you ventured since, Captain?" Besides the general air of happiness, Mac attempts to see if there is anything particular about Brahmah that is different.

+-+-+-+

Mac hears the questions and answers, but his focus is somewhere out there - [Perception: 30 - not noticing an opponent one round doesn't mean he isn't out there.].

Jass of Downs (SteveK) AC 30 CMD 22 HP 148  d20+15=20 ; d20+15=16 ; d20+15=22 ; d20=13 d20=19 d20=7
Thursday June 23rd, 2011 7:56:24 AM

ooc: gone til Saturday

Jass completes his spell, and feels safer. If these 'taurs have someone scrying them so much they are this spooked, well, any little thing his wonderful magic can do to help is a good thing.

The black-eyed human is a little weirded out by Brahmah not recognizing him from the couple of adventures in Floating City, but can't fathom why. Eh, must not be that important, and Jass dismisses his misgivings.

And so the sorcerer turns his attention on the halfling teenager. "Yep, Floating City uses Turtle transportation in the lake they are on.", he confims with easy confidence. "And it looks like everything is on the up and up with his story? Good." Again, Jass notes from lots of verbal clues more than the unverbal ones that there is a long-standing suspiciousness and prickly nobility in some of his new-found allies; not a good time to jump right in the middle of things. Besides, if he can't solve it, it isn't important enough to waste worry and energy over, am I right? He shrugs a third time.

"So. If Giant Turtles are killing a village, maybe we can do something about that?" suggests Jass drolly. "Beginning with checking to see if the staff is cursed, ya kno."

...Actions
Sense Motive on jumpy heroes: 20
Sense Motive on Brahmah not recognizing Jass: 16

...Spells
Unseen Servant
Casts Mages Private Sanctum; 24 hours -480 cubic feet around Jass; no one can see in, no divinations, no detection spells into the area.

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...... 0 1 0 0 0 1 0 0 0


Vauhwyt (HP105 of 126, AC39) and Mookie in Gnome Form (HP63+12, AC33) 
Thursday June 23rd, 2011 11:45:55 AM

OOC: Sorry, I thought the halfling was an older fellow. For a boy, Vauhwyt would have phrased her Geas more gently. "Tell us true, boy, and answer all our questions," would be enough.

Soon Vauhwyt is more than satisfied with the lad's answers, and dismisses the geas. If anyone notices and asks her about it, she mentally answers, "Oh, I cast a spell to make sure he told the truth. And he seems on the up and up."

She thanks Jass for the spell and explanation.

She tells the boy, "Your story is a very sad one, and we will be happy to help."

She suggests to Jass and Aztyr via mental link, 'One of you fellows want to Identify the staff? I can do it, but I'm not really all that savvy. Unless you want me to activate it blindly?" Jass may think she is joking, but Aztyr is likely not so sure!

"Mal, your plan of teleporting to Acid City, and then using our boat to go to the village, sounds like a good one, if the village is far away." She asks the boy how many days he has been walking around the edge of Blackbird Lake. "You've been very brave to come all this long way," she says.

"Honestly," she telepaths to her friends, "I have no idea how this kid could have made it through Blackbird Forest alive! With no black bird to soothe the woods. Even sticking close to shore, it seems amazing that he is not dead or lost in time. He was telling the truth, so far as I can tell, but if the story of his wandering is true, then some god or power is guarding his every step!"

"The whole reason I was thinking of putting a home here in this spot is because it seemed impossible to get to. This shows me that no spot is safe from little boys, much less from enemies such as liches. Truly, the only safe home is to have no home, and to sleep in a different place every night, as we have learned, at a very high price."

"If I ever had children to care for again, I would retire until they were old enough for live away from home. Then I would find some protected pace to send them for schooling. I wonder if there even is such a place in the Wold."


She will cast Reduce Person on all three minotaurs before the Teleports, if they end up teleporting. She coordinates with Aztyr as to exactly where they are headed. Or if the boy only walked for a couple days, better to just go on foot, maybe.

==========

Bookkeeping: Vauhwyt has already cast today her usual detect scrying and greater magic weapons (once for herself, once for Mal). Plus her usual contingencies on herself and Mookie -- to trigger greater invisibility when the right word is spoken. Now she adds false life, heroism, and magic circle vs evil. She puts away her bed with a Shrink Item spell.

OOC JC changed name to Vauhwyt, from Hook Cities Character name, (just helping out Cayzle)

AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Thursday June 23rd, 2011 12:49:54 PM

Valanthe isn't so easily satisfied. Her eyes are narrowed, rage smoldering. In her earlier days Vauhwyt would have been tossed in the lake at the very least. She had not drawn her weapon but her shield was on her arm. She slowly walked forward away from the halfling child.

"How did you cast such a thing or should I saw when? You were standing there silently. Was it your own decision or perhaps some secret council while everybody back there was busy telling each other how great they are? What I do know was that a line was crossed. Magic was forced upon one asking for aid for his people that are obviously in trouble. Forced upon him in the same manner as magic is forced upon an enemy? Did you even think to ask? For somebody with something to hide would refuse such magics. Or have substantial protection that could be identified by other means. A line was crossed that true heroes do not cross. Even when I was with the pirates of jack we never crossed that line. Appolo wouldnt even cross that line. Hell if he was here he'd probably try to kill you. Now I want a real explination because I am starting to think you are somebody I do not want to know."

Vauhwyt (HP105 of 126, AC39) and Mookie in Gnome Form (HP63+12, AC33) 
Thursday June 23rd, 2011 2:29:15 PM

Vauhwyt shrugs apologetically and answers Val with her thoughts, not saying anything out loud. "Look, first of all, I'm sorry. No harm done, spell is cancelled, I'm not sure I see the problem. It was just a spell to make sure he was telling the truth. He does not know it was cast on him, he didn't see me cast it, and I did no harm."

"The last time I trusted a friendly face here in this very spot, all five of my girls got kidnapped and killed. If I'm a little paranoid, I think I have a reason."

"Do you know where we are? We are surrounded for miles and miles by a magical forest that hates all creatures except those with black feathers. And this magic forest sends dangerous things out of space and time to fight for it. Vorelle remembers that giant tree squid we fought in this forest -- it appeared out of nowhere, and we had three ravens with us. How did this child even get here? He says he walked! I wouldn't walk it myself without Mookie, and I'm not exactly chopped liver. How did this kid even survive? And he says he's the town elder. That sounded suspicious too."

"Why are you so angry that I made this kid tell the truth? What is so bad about the truth?"


When Val mentions Appolo, then Vauhwyt's blood starts to boil. "Appolo! Appolo! Don't you talk to me about Appolo! You know when we had that druid cornered, and you and I were talking to him? He had those bombs ready to blow up my girls. You even called on him to surrender. We were negotiating."

Although she is not talking, tears start rolling down her cheeks. Her thoughts to the party, however, are white hot with anger and grief.

"Who sabotaged the negotiation? Who jumped on the druid so that he would blow everything up? Right in the middle of talking! Who was reckless with the lives of five innocents and got them all killed? IT WAS APPOLO!" [OOC: Check out the posts on this board from Dec. 28, 2010.]

"I never said anything to him. I know he meant well. I know he wanted to help. But he killed my girls because he was foolish and reckless! Don't tell me he would not cross that line, because he DID cross that line, and my girls are dead because he did. So don't you DARE tell me he would condemn me for being reckless with innocents! It would not be his place to say one single word! Maybe, just maybe, if Appolo were here he would say, 'Vauhwyt forgave me, so I think I can forgive her. At least this time nobody died.' "


Mookie hides in his pouch.

[OOC: To tell the truth, it was only two posts after that that Chris left the group. He said it was because of the Pathfinder conversion. Now, looking back, I wonder if maybe he felt guilty. Dunno. I hope he does return to the Wold someday. Anyway, thanks to Dave and Walter for some great RP.]

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167  d20+12=26 ; d20+14=24 ;
Thursday June 23rd, 2011 3:23:50 PM

Aztyr sees the Magic vanish from the halfling, and then hears Vauhwyt's explanation. She's inclined to accept Vauhwyt's word, and seeing that the youth appears unchanged is satisfied.
When Val goes off on Vauhwyt, and Vauhwyt unleashes back, Aztyr begins to get conscerned.
Aztyr approches the Halfling and she reaches into her haversack and withdraws one of the many meals ahe carries from the Inn in Acid City.
"Here, I know it's cold, but if you want, I can warm it up, but it'll take a few minutes. Some of us are having a serious discussion, and since we are Heroes, we have means of talking that aren't verbal, so don't let it bother you, ok?"
(bluff roll 26)
If he wants it warmed up, She'll pull out her pot, put the whole meal inside it and set the pot straight into the camp fire, not being worried about getting burned. (Fire DR of 5)
*Ladies, please, I can see both points of view, I'm not gonna side with either of you on this point. Vauhwyt says she cast a spell to be sure that the lad was speaking true. He answered her with the same answers and she cancelled her spell. So the young one, listen to me, I'm not that much older than he is, I'm only 21 myself, is telling us the truth as he knows it. It may be a lie still, but it's not as far as he knows.
Valanthe, if you were in Vauhwyt's place, what exactly would you have done. Now this this through for a couple minutes before you answer, please think about it.
Vauhwyt, I can understand your suspision, but some of our group are not as casual about actions at the both of us are. I've toned down my casualness of flinging magic at everything to fix stuff. Yes, I still use it, but I try to think ahead a little bit of how Malgant or the others will react to what I do. Will you consider this as well, I know there will be slip ups, hell I slide backwards myself, quite often, but I know I'll take you are your word if you say you'll discuss this the next time.
Neat trick casting that with out moving by the way."
(diplomacy roll 24, trying to make peace amung friends)
All of that conversation over the "Link" was done while trying to make the halfling more comfortable.

Spells per Day

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

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

Spells on Aztyr :

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

Spells on others :


AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Thursday June 23rd, 2011 3:28:21 PM

"I learned this a long time ago. For the most part life is hell. You get a few good moments among the storm of crap that rains downs. Appollo was half a madman with a violent streak and a lack of concience. It was a point of a line you crossed. The problem, the really big problem is that you saw nothing wrong with what you did. What happened to your girls was wrong in all sense of the word. We don't know if the druid would have really released them. I remember him being quite fanatical against changing the nature of the harpies."

Valanthe took another step forward and put a finger agaisnt her head. "Everybody has crap to deal with. You don't walk this road without getting scars that never heal. You have two choices. You can quit and start a farm somewhere. Option 2 you get the f@*k over it. WE DO NOT compromise what we are. That is the price we pay. We take leaps of faith because we cannot doubt those that come to us for aid. We walk into situations that could be traps."

Valanthe points at Jass and Mac. "It wasnt that long ago demons committed crimes in our names. Looking as we look. Speaking as we do. They show up in the blink of an eye and where was the scrutiny? Where was the spell to make them tell the truth? I don't know who the f@*k they are. Just because they recite some of we did this or we did that doesn't mean anything. Yet a child with a tale of horror and sorrow raises all your red flags. See you knew...you knew how we would react because you didnt say anything. There is nothing wrong with double checking information. Your methods are just shy of what I witnessed the priests of Ga'al do."

Moderate Fortification, Minor Displacement, Mind Blank, AC 33, 183/183 hp Malgant Winterborn 
Thursday June 23rd, 2011 5:04:22 PM

Malgant stands up as Val stalks toward Vauhwyt. He can see the tension in her stance and hopes he can defuse this. He puts his arms around her and gently pulls her to him." He didn't lie. I don't need a spell to know he saw the people he loved and grew up with killed as they ran for their lives. It was all over him. His stance, his words, everything. Vauhwyt did what she did to protect the rest of us from being hurt or killed if this was a trap. You all know that as well as I do. What if he could detect that the spell had been cast? Would he think us the heroes he sought, casting spells on a frightened petioner for aid. I doubt it. I wouldn't think us the heroes he sought either. Being what we are paints a big red bullseye on out heads every day. It also paints that bullseye on those we care for, like the Harpies and all those that were killed by the demons IN OUR NAME. However, TRUST is our biggest asset. If people trust us they will come to us for help, they will tell us the truth as they know it and they will trust we can help them. Vauhwyt, please don't do that again, without asking the subject of the spell. I would rather be run through than lose the trust we have built in this area with our blood, sweat and tears."
Still holding Val, Malgant continues aloud "I would prefer the boat. It will be a cold day in hell that I enter those woods again unless the need is FAR more dire than traveling from here to there. To be more clear, I will be making arrangements with Imod to prevent me from needing to enter the forest again if we do not take the boat. Zipwise, have you ever seen your home from the air? Would you like to? Either way we will likely need the boat to get to the bottom of this so we may as well go get it now so it is handy. After that, I would like to hear more about these turtles. I have never visited the floating City and don't understand how big a turtle we are talking about or what they could be capable of."

Vauhwyt (HP105 of 126, AC39) and Mookie in Gnome Form (HP63+12, AC33) 
Thursday June 23rd, 2011 5:23:17 PM


Vauhwyt apologizes again. "I'm sorry, I really am! I'll check with you guys next time. Sure, you know I'm too impulsive and clever-like for my own good. I didn't mean anything by it. Plus I was too eager to try out some new tricks I just learned."

But when Mal asks her not to cast the spell again without asking the target, she does not agree. "Hey, the real reason I learned this spell was so that if we capture evil prisoners, we can make them tell us the truth and get some info we need. And then I can make them go off and do good deeds or turn themselves in to the authorities. Why would that be so bad? If we capture bad guy, why not make him tell us what he knows? Why ask his permission first?"

"I will promise not to cast it without letting you guys know first."

AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Thursday June 23rd, 2011 5:36:03 PM

Valanthe let it go. She wanted to tell Malgant that he was wrong, but she let it go. For now anyway. She took a short walk before she really lost it. None of them knew what she was capable of if she lost her temper. Valanthe had made great strides over the years but it was always there. She knew this wasn't going to just go away. There was a fundamental difference between what she thought of as right and justified and what Vauhwyt thought. It wasn't the spell she cast, it was the way she used it. Using the spell on a murderous prisoner was one thing. A frightened child asking for help was another.

ooc: Vauhwyt is Lebron leaving Cleveland.

Vauhwyt (HP105 of 126, AC39) and Mookie in Gnome Form (HP63+12, AC33) 
Thursday June 23rd, 2011 5:38:19 PM

OOC: Ouch! :-)

Moderate Fortification, Minor Displacement, Mind Blank, AC 33, 183/183 hp Malgant Winterborn 
Thursday June 23rd, 2011 5:48:16 PM

Malgant answers Vauhwyt's question of "Hey, the real reason I learned this spell was so that if we capture evil prisoners, we can make them tell us the truth and get some info we need. And then I can make them go off and do good deeds or turn themselves in to the authorities. Why would that be so bad?" with one ringing word" Viscious"

AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Thursday June 23rd, 2011 8:42:11 PM

OOC: the way I see it, it's like this. If we captured a murderer or somebody that has committed evil crimes then forcing him to tell the truth to get valuable intel then it would be justified. In this case it was the wrong thing to do.

Moderate Fortification, Minor Displacement, Mind Blank, AC 33, 183/183 hp Malgant Winterborn 
Thursday June 23rd, 2011 9:22:50 PM

OOC
yup

DM Kathy 
Friday June 24th, 2011 12:33:55 AM

The heroes have a great deal to say, but most of it is to each other, and most of that is silent.

Zippwise smiles tentatively at Jass when he hints that the group might help, then lets out a relieved sigh when Vauhwyt confirms it.

Vorelle chooses that moment to step out of her hiding place, which is a tad unfortunate as Zippwise had no idea she was there. "Sorry," she tells the young halfling as he jumps. "I hid in case you were a bad guy, but you're not so I came out to say hello." She puts out her hand. "I'm Vorelle."

Malgant asks Zippwise more about the geography of his town. "Um...we're on the northwest part of the lake," he says. "I hope that helps, because I don't know where I am now."

[OOC: All I got from the module is that this kid shows up and asks for help. So all that stuff about walking around the lake and staying near the shore was stuff I made up to try to bridge the gap between reality and what was in the module. I'm sorry if it made Zippwise seem more suspicious than he is.]

Mac Grey Wyrm | HP:286 | AC:32/19/27 | CMD:[54, Sun/Dis:57] 
Friday June 24th, 2011 6:29:23 AM

OOC: I do not get the Vauhwyt is Lebron leaving Cleveland reference. Probably a result of my living on the other side of the planet. :) I'm comfortable assuming it is a sports reference.

Eventually Mac stands down from gazing into the wilderness. He lets Valanthe's comments pass. With still not knowing what has recently come to pass for those he has just met, and what may have gone before, it may well be that it had very little to do with himself or Jass. Speaking of whom, the sorceror and Vorelle seen to have the right idea - but the dark taur leaves his introductions for later, Zippwise has enough on his plate to deal with right now.

"Malgant, Zip-pwise can correct me, as I am not sure what size they are when traded, but the turtles I have seen are living barges transporting all kinds of people and cargo. The biggest I've seen might have been as large as a human family's two- or three-room house. Can't say I've seen any... misbehaving before." He watches the halfling to see if he agrees with the assessment or not, either way, it is a little more information in the mix, and may prompt a little more sharing.

Vauhwyt (HP105 of 126, AC39) and Mookie in Gnome Form (HP63+12, AC33) 
Friday June 24th, 2011 12:37:53 PM


Vauhwyt and Mookie fade into the shadows (Darkwalk check at +18 to hit a DC12 is no problem). Later, you can see them sitting next to the new statue of five harpy fledglings on the stone platform Vauhwyt raised from the lakebed with Walls of Stone. When the party is ready to teleport, she is ready too.

OOC: PC sheet is now updated with latest Catacombs purchases and reading tome of +1 dex.

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167 
Friday June 24th, 2011 1:09:55 PM

OOC: Lebron' hometown is Cleveland( the Cavillers ), whom he played for for a few years until he became a free agent (allowed to shop around for best deal/contract). He decided to take a deal in Miami with the Miami Heat. (another team) and everyone in Cleveland felt that he stabbed them in the back.
How anyone can get excited in Professional Basketball is beyond me. They play a whole bunch of "Regular Season" games, then the top 16 teams out of 30 make it to the "play offs", basicly more than 50% could win the championship and that's just wrong imo.
___________________________________________________________________________

Aztyr is glad that things have calmed down amung her friends.
"Malgant, I doubt Vauhwyt can shrink our Iron boat to a small enough size that she can carry it. I was built big enough that we could move around on it if you remember. We may have to sail it to wherever it is we are going. Of course we can always airwalk there like we did when we went towards the Island of the Device. I can always just use some information from Zippwise, and try to look in on his home area, and then we can just teleport there. It may take a couple trips for everyone, but I'll just need about an hour or so to figure out where we are going.
Now that I've given us travel options, my job is finished for now, I'll let someone else chose which method we are going to us."

Aztyr has a small smile on her face as she finishes up laying out choices for traveling to Zippwise's village, remembering that Zippwise will need to travel with them as well.

Spells per Day

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

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

Spells on Aztyr :

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

Spells on others :

Moderate Fortification, Minor Displacement, Mind Blank, AC 33, 183/183 hp Malgant Winterborn 
Friday June 24th, 2011 3:52:04 PM

" We don't really NEED the boat to get there, I can wind walk us there, thats why I asked Zipwise if he would like to see his village from above. But I think we might need it handy to help find the cause of the problem once we arrive. Like I said I will entertain any method of getting there, including a few days of swimming in full armor to avoid going through the woods. Otherwise, let me see if I can get everyone on the same page and we can go get the ball rolling with the boat. I only want to take a few people because that area of the Wold is not friendly to non followers of Ga'al anymore. If the priests try to force the issue and don't want to listen to reason we will be forced to either abandon the boat or to negotiate from a position of power. I view us being alive and them being dead as roughly the correct level of power to use to negotiate with them. Thus Vauhwyt takes her limit of bodies and you stay in reserve in case we need back up. Both of you have seen the docks where the boat is so it is familiar to you."

Malgant heads over to where Val went when she left the camp angry. He might not be her favorite person right now because he could understand Vauhwyt's point of view, but he agreed with Val about Vauhwyt's attitude toward what she had done. His mind kept returning to the Goblin beggar in Imod City and Vauhwyt laughing afterward. It chilled his spine to recall it, but he could not forget the twisted little corpse and the fear in the goblin's eyes as he ran." Val, can we talk about Vauhwyt and what just happened?"

Mac Grey Wyrm | HP:286 | AC:32/19/27 | CMD:[54, Sun/Dis:57] 
Friday June 24th, 2011 7:22:31 PM

"Boat sounds interesting, how much do you reckon it weighs, before and after shrinking?"

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167 
Friday June 24th, 2011 7:42:09 PM

"Let me clearify just what the Boat is. It isn't like any of the ships you've ever seen, it's made entirely out of iron, or is it steel. I was never realy sure, it was made by a Gnome who had a vision, a vision that included our original group needing it to end the Acid flowing into Acid City and the poisoning of the lake. It has no sails, it has a furnace that burns coal and it is somehow powered by it. The cabin's are a bit smallish for Taurs, but we managed.
As to it's weight, I have no idea where to even start to figure it out, like I said, made of metal, not of wood.
So, if we do take the Iron boat, there will be a big finger pointing straight at us.... The Black cloud of smoke from the burning coal. I don't think we ever named it more than "The Boat" the gnome may have though.
Yep, I remember where the Dock is, those of us left here will be ready to assist you, all you need to do is alert us.
I assume our new friend here is going to wait with us? Since I can take 5 normal sized people."

Aztyr pulls out her staff and holds it in one hand, and waits for the others to, and to inform her who's staying with her.

Spells per Day

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

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

Spells on Aztyr :

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

Spells on others :


Mac Grey Wyrm | HP:286 | AC:32/19/27 | CMD:[54, Sun/Dis:57] 
Friday June 24th, 2011 9:20:55 PM

As Aztyr describes the boat she sees Mac's face light up in awe. "I have to see this! Sorry, If I can come along and be of use...?" Then, as an afterthought, Mac quotes the weight per cubic foot of iron and steel. Working at the forge since he was old enough to hold the tools safely is starting to pay off!

AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Friday June 24th, 2011 9:53:39 PM

Valanthe doesn't respond right away. She wasn't ready to deal with this. Not yet anyway. "No. There isn't time to get into that. We need to help Zipwise and his people. We need to evacuate the rest of his people to a safe place so we can investigate what's going on. Plus I'm not sure this is a conversation you really want to have."

Moderate Fortification, Minor Displacement, Mind Blank, AC 33, 183/183 hp Malgant Winterborn 
Sunday June 26th, 2011 12:44:42 AM

" I....Yes, we need to get there and get the others safe. I figure we will need the boat and it is in Alsidur. Vauhwyt and I will go get it, and it sounds like Mac would like to come as well. Aztyr will stay here with Zipwise and the reserves. Do you want to go or be a reserve?"

Jass of Downs (SteveK) AC 30 CMD 22 HP 148  d20+17=23 ;
Sunday June 26th, 2011 9:56:36 AM

"VERY interesting times", Jass whispers to Mac socco voce. There is a glint of humor in his black eyes, but the sorcerer's bearing is much more serious.

Not knowing the past, Jass doesn't get involved in the argument, but he can easily see that both of the women have right on thier side. He avoids mentioning to Valanthe that Atzyr, Malgant, and Vauhwyt had all met Mac and Jass in the Giggling Ghost. While most of the Wold's heroes only go there through the green-flamed fireplace of thier dreams, Jass knows the GG on Floating City by the frontdoor and knows how only true heroes of the Wold can come there by the dreams. No suspicions needed!

Nor does he get involved in the Iron Boat debate. Mac may drool over metal shapes, but Jass would much rather pursue the Windwalk solution. Eh, not his problem, not his worry, right?
................

As the groups seem to go back to simmer and work parties are organized; Jass wanders away and down by the shore, by mere happenstance (sorta) coming up by Vauhwyt and the fledgling statues. "Soooo... we live in the middle of a senient wood that hates anything without black feathers and can warp time and space to bring in monsters to kill any who displease it? Nice bit of info to know."

He waits and guages Vaughwyt's mood to gently get around to the subjects that he wants to talk about. While good, he's impatient.

"Interested in sharing stories? I'll tell you something of me or the Crimson Shields and Gray Knights, and you tell me what you are willing to say about you, this group, and why there are five statues of harpy children in the water."

To start off with, Jass tells Vauhwyt (and anyone else interested) about what spells he prefers in combat; "so you can know what to expect of me, eh?"

Jass explains that with the CS and GK he tended to do a lot of Dimension Doors, popping the heavy warriors around the battlefield for devestating attacks. Dispelling or counterspelling enemy magic and the Disintegration Ray were also often used. "My magic tends to have strong Penetration of spell resistance and I'm also able to cast two spells in the time most are able to only cast one. And, since I was killed under the lake in Floating City, I have had a strong affinity for affecting and using the undead." (This last is spoken deadpan and a glance at Brahmah, as if Jass is speaking of a painful, unhealed memory). "Despite that", he continues more cheerfully, "I actually enjoy the enchantments the best."

...Actions
Diplomacy with Vauhwyt: 23

...Spells
Unseen Servant
Casts Mages Private Sanctum; 24 hours -480 cubic feet around Jass; no one can see in, no divinations, no detection spells into the area.

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...... 0 1 0 0 0 1 0 0 0

Moderate Fortification, Minor Displacement, Mind Blank, AC 33, 183/183 hp Malgant Winterborn 
Sunday June 26th, 2011 6:37:27 PM

" You combat magic sounds like it will be of great use to us. Putting Val, Mac and I within reach of a bad guy without them seeing it coming will start alot of fights off nicely. To reciprocate on the strategy front, I am a warrior of Imod first. Generally I will make my friends as safe as I can through Imod's prayers and then I will be at the front line during a fight. I generally only stop to heal someone if they fall down or will be falling down soon. Otherwise I focus on ending the fight as fast as I can through a lot of stabbing and cutting. I am usually large enough to reach anything or anyone I want to on the battlefield, so I think that Mac and Val will benefit most from your combat teleports, I will likely be too large to go along."

DM Kathy 
Monday June 27th, 2011 12:21:16 AM

Having agreed to help the halflings of Shellville, the adventurers quickly form themselves into a Ways and Means committee. Windwalking is suggested, as is the iron boat that served the group before. Well, part of the group, that is.

Zippwise, frankly, likes the sound of both. "Boats are good," he says. "I been in boats lots of times. I never heard of an iron boat, though. How does it float?" He adds, "Flying would be neat, too. But somebody needs to come with be because I don't know how to do it."

Vorelle 
Monday June 27th, 2011 12:23:35 AM

Vorelle sighs. "I don't care for boats," she says. A tiny smile. "I liked flying, though, the one time I got to try it."

To the newcomers, she explains. "I don't cast spells; I just fight stuff. I can shoot or fight up close. I don't hit hard, but I hit pretty often."

Mac Grey Wyrm | HP:286 | AC:32/19/27 | CMD:[54, Sun/Dis:57] 
Monday June 27th, 2011 10:06:18 AM

OOC: Mac is still hoping to converse with Brahmah... before things go (any further) pear shaped.

"Get the Shellvillers to safety, then determine if something is controlling the turtles. No point butchering their livelihoods out of hand if the source can be dealt with separately." OOC: I suspect that Valanthe and Malgant's exchange may not have been in earshot (much as Jass and Vauhwyt's appears to be away from from the general milieu), but it would not be an unreasonable point to make in any case.

To the tactical discussion he adds, "Vorelle, I don't cast spells either, but I can hit hard, trouble incoming groups of opponents, and at a pinch strike at a multitude of surrounding foes. I also have a bow, but I've rarely been called in to use it in battle, and my focus has been in training to better use my great-grandfather's greataxe." Vorelle will certainly recognize the metal in the large greataxe as being similar to that in the head of her own handaxe. "Malgant, I think you'd be surprised just how many Jass can move in a hurry."

"As far as the boat is concerned, I'd like to try hauling it out of its dock and out onto the lake. Zip-pwise, I once asked a ship's captain that very same question, and he said that if it floats it is a raft, but a ship doesn't so much float as make a hole in the water. That and something about the water trying to push into the hole pushing the boat up - can't say that part made sense at the time, but that's what he said. Anyway... the boat... yes, get the moorings free of the dock and drag it out into the lake - nice and quiet. Magic would be useful - Waterwalk, Enlarge, and the like - but not absolutely necessary." He looks about the assembled for support or not.



Vauhwyt (HP105 of 126, AC39) and Mookie in Gnome Form (HP63+12, AC33) 
Monday June 27th, 2011 3:03:17 PM

Vauhwyt's statue is actually on a stone platform that sits in the middle of a small cove about a half mile across. So call it 1,000 feet from shore, say. The platform is 40 ft x 40 ft., supported by stone pilings that go down 60 feet into the bedrock. Considering the size of the platform and the many castings of Wall of Stone and Stone Shape spells she had at her disposal, I have envisioned the statue being large -- call it 30 ft x 30 ft x 30 ft. The names of the fledglings are carved into the base of the statue as well: Faith, Hope, Grace, Bliss, Joy.

But before nightfall, Vauhwyt unshrinks her boat and rows back ashore. There she meets Jass, and greets him kindly, having composed herself.

She tells Jass as much as she knows about Blackbird Forest. "Well, the woods are not as malevolent as that, really. The forest likes to sleep, for the most part, and when it dreams, strange things fall out of space and time. I think it is more random than directed, though still very dangerous, especially if you get lost in some other age of the Wold."

"But what you can do, if you are traveling in the woods, is make a lot of noise to wake up the trees. If you do that and keep them awake, they will not dream, and no monsters or time warps appearr. But just noise makes the trees angry, so you would be wise to sing, or carry wind chimes, or some such. If you sing as you travel, and you have a black-birded friend, you'll be fine."

The liontaur tells Jass about the fledglings. "In a nutshell, evil harpies were attacking refugees, and had captured some. We killed the harpies, and as the last one died, a grabbed its soul and held on. Of course, the pull to go to Lord Gargul is a strong one, but I held fast until the harpy told us where the captives werre. She told me they were in a nest, as food for when the hatchlings emerged. She agreed to tell us where the nest was in return for my promise to adopt them."

"So we raced to the nest, where the fledglings were hatching and attacking the captives. I had a couple sides of beef in my pocket, which worked fine instead. I adopted them. I was building a home out in the cove, and we were befriended by a druid. I hired a troubadour to help me raise the girls to be good. In the end, the druid kidnapped the girls, and in a hostage standoff he killed them and himself."

Jass of Downs (SteveK) AC 30 CMD 22 HP 148 
Monday June 27th, 2011 6:01:01 PM

Jass enjoys his talk with the thin liontaur. "Good to know, both about the Forest and your shrine out there." He pauses and cocks his head as if considering. "No wonder you had a heavy hand on the halfling kid. Illusions, doppelgangers, friends turning around and killing innocents under your protection... makes ya paranoid, yaknow?"

He keeps in companionable silence for a few minutes, and then starts rambling. "Guess its hard being a hero. Couple months ago, I got killed and became a ghost. I was still able to affect the physical wold with spells, but started going crazy with all the negative energy around me. I didn't care what was in my way as long as I killed my enemies. Accidentally killed Brahmah's bear friend. And now, I gotta keep trying to make up for that. Make up to Brahmah, make up to Polo, make up to others by trying to be better in the future. Guess I gotta admit I did something wrong, tell Brahmah I'm sorry, and try to do better next time. That there are other things I could do in the future other than area of effect spells."

He pauses a few minutes again and then keeps going on. "Maybe you and I are on the same path?" The sorcerer shrugs, leaving any similarity between Jass' redemption story and Vauhwyt's possible actions with Valanthe and the halfling all unsaid.

...Actions

...Spells
Unseen Servant
Private Sanctum; 24 hours -480 cubic feet around Jass; no one can see in, no divinations, no detection spells into the area.

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...... 0 1 0 0 0 1 0 0 0


Vauhwyt (HP105 of 126, AC39) and Mookie in Gnome Form (HP63+12, AC33) 
Monday June 27th, 2011 6:40:10 PM


Mookie, in his natural raven form, cocks his head and peers at Jass. The rude raven interjects with his own opinion. "Animal companion, feh! It croaks, you call another one exactly the same the next day. It's a Summon Monster spell with a very long duration, is all."

Vauhwyt grabs at the bird, which eludes her grasp for a moment. "But familiars, now, that's a whole 'nother story," the cocky raven continues. "If you had killed a familiar, then sure, I could see getting teary eyed about that. But I wouldn't waste time blubbering over a mere animal companion."

The liontaur grabs her familiar and shoves him into her belt pouch. "Um, sorry," she says, blushing.

Moderate Fortification, Minor Displacement, Mind Blank, AC 33, 183/183 hp Malgant Winterborn 
Monday June 27th, 2011 6:58:22 PM

OOC
I didn't realize the platform was that far out, and I was privy to it being built. Anyway...

IC
"Mac, I more envision our retrieval of the boat going something like this. We teleport near the place where it is docked and shrink or itemize it or whatever Vauhwyt does to things to make them manageable. It is sorcery and I don't have to understand it to think it's neat. Anyway, then we teleport back here and Windwalk to Shellvile in the morning. That boat and this lake have a history, and I don't want to relive the fight with the Slaads on it. I only want it because, like you said, something else must be at work here to rile up the turtles. If Zipwise's people have tended them and trained them for this long, something drastic would need to happen to make them..." Malgant catches himself before he says ' eat their trainers' Looking at Zipwise he finishes."...Act this way. I was also thinking like you in that we will need to avoid the turtles rather than hurting them. Saving the town and killing their harvest would not be a win win ending. Saving the rest of the town and helping the turtles be friends again with the halflings would be though. So Vauwhyt, you up for going and getting our boat out from under the bad priests of Ga'al's noses? "

OOC2
When in full spelled up combat form, Malgant is huge, which I thought might slow Jass down taking a medium a large and a huge person bopping around. Anyway we will figure this out.


Vauhwyt (HP105 of 126, AC39) and Mookie in Gnome Form (HP63+12, AC33) 
Monday June 27th, 2011 8:02:28 PM


Vauhwyt blushes again. Seems she is on track to disappoint people lately. "Sorry, my old friend. The most I can shrink with one spell is 26 cubic feet. That's plenty for a dead cow or a rowboat or a block of stone that's 2 ft by 3 feet by 4 feet, say. A bigger thing might be taken apart, the parts shrunk, and then later biggified and re-assembled. But there's no way we could do that with the boat. The fuel alone weighs 1,000 pounds."

Head poked out of his pouch, Mookie sniggers. "You said 'biggified.' That's not even a word."

==========

OOC: Details about the boat. It is 25 feet wide and nearly 45 feet long. It seems to be made from solid metal and looks more like a barge with a slight keel than a truly seafaring vessel. It was made a gnome inventor named Tinkers, who would not take payment for it. He made it for us specifically at the request (or inspired by) a being he called "The Green Lady," who he met in dreams. Maybe it was Jancassis? She was involved in those doings. Here's how Tinker told us to operate it (19-22Aug08):
There is a "cabin" that is actually filled with what appears to be a very large kiln-like oven that has pipes running from it to somewhere bellow and two chimney like pipes that go through the roof. The decking of the ship is wooden though it has a very strange finish to it. There are no oar locks, no mast, and no apparent harness system to aid in movement. There are however several benches, a odd looking steerage wheel and three anchor chains complete with anchors 1 aft and 2 to the stern. There is also twin heavy crossbows mounted on the bow deck that appear to be mounted on swivels that turn 90 degrees right and left.

As for how it floats, it has a lot to do with density, bouyancy and displacement. As for how it moves well it has a thing I call a steamygine which powers a central paddle wheel under the stern and moves the boat forward by pushing the water behind it. Or at least that is the theory, I think. As for how fast, I am not really sure, but I expect the more fuel you burn and the hotter the fire, ultimately the faster it will go, though I expect that at some point or other if things get too hot it could just blow up. I mean I am just finishing it up after about 6 months worth of daily work.

The boat's steamygine must be kept feuled and at a temperature range marked on the dial near the furnace. If the temperature goes into the range area marked in red, I would get off the boat and as far away from it as you can as quickly as you can, as I expect there will be quite the explosion. The cooler the fire though the slower you will go and if you are not producing smoke and steam your steamygine won't let you move. There is a mixture of wood and black stone coal in the two bins on either side of the furnace. there are also two large shovels for feeding the furnace. The heat obtained from wood and coal burnt in the closed furnace is transferred to the water in a pressurised boiler, ultimately boiling the water and transforming it into saturated steam. Steam in its saturated state is always produced at the temperature of the boiling water, which in turn depends on the steam pressure on the water surface within the boiler. This steam is transferred to the steamygine which uses it to push on pistons to power paddle wheel. At maximum speed you should be able to make about 25-30 knots. If necessary you can probably make 40-45 but then you run into wake and splash issues as well as your are likely to capsize due to the weight.
It took the party huge logs as rollers, Grease spells, and Enlarged Taurs to shift the thing out of dry dock. Much later, when we went back to the gnome's workshop, it and he were gone without a trace. Bart named it the Silver Lady in Feb 09.

Brahmah, the Last Captain of the Chosen of Domi, AC26, HPs169 
Monday June 27th, 2011 9:29:37 PM

OOC: Sorry for the no posts! My computer died, I'm borrowing an ancient one from a friend. I also simply forgot. I'll read posts back to my last while I'm at work tonight. I have a Ipod and can get online there. Sorry for any inconvenience!

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167 
Monday June 27th, 2011 9:32:16 PM

OOC: Cayzle as far as i remember the boat was left with our benefactors (the dragon family).

IC:
Aztyr is willing to cast haste on them before they teleport off.
She has a few ideas she wants to do, to see if they will work. *Anyone mind if I make this Private sanctum permanent? I can make us a building right here in the middle of it with Vauhwyt's help, then just cast invisibility on it. We'll have a scrying free zone with a building we can return to safely, or at least relatively safe that is. And if we make the building without doors, and cast lights as needed, we'd just have to figure out hot to let air in so we can breathe.*

Spells per Day

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

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

Spells on Aztyr :

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

Spells on others :

DM Kathy 
Tuesday June 28th, 2011 12:58:47 AM

Zippiwse listens in wide-eyed fascination to all the talk. "You have got to be the most powerfullest adventurers ever!" he cries in amazement. "I just know you'll be able to help us. But....if this metal boat is as heavy as you say, how will you get it?" He looks at his staff. "I wish this still worked," he says. "We could call some turtles and they could help pull. They're real good at that. But even if we could call them, they might eat you instead, so maybe that's not a good idea."

Brahmah, the Last Captain of the Chosen of Domi, AC26, HPs169 
Tuesday June 28th, 2011 6:09:22 AM

"I like boats." Brahmah says absently.

"Wait. Polo's not dead!"

AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Tuesday June 28th, 2011 8:06:54 AM

Valanthe doesn't want Zippwise to get his hopes up but can't find it in her heart to correct him. Besides watching his village get destroyed by giant turtles he had to journey all the way here and get interrogated.

"What we need is to figure out who lost the contract to train the turtles. Who would get it if Zippwise and his people couldn't deliver the turtles on time? Sounds like a lot of coin. Getting the people out without killing the turtles won't be easy."

Jass of Downs (SteveK) AC 30 CMD 22 HP 148 
Tuesday June 28th, 2011 11:56:04 AM

Jass is more confused than ever by Brahmah and Polos reactions; as if they have never been to Floating City or met at all. Well, there is no use for it, the sorcerer is going to have to grab the bull by the horns... in a purely figurative fashion!

Jass walks over to where the minotaur ranger and his bear are and lays out what he thought was true to Brahmah. "Several months ago, I was sucked away from the Southern Continent and found myself orphaned in Floating City. I met and joined a hero team there called the Crimson Shields of Hope, and you and Polo were there. I recall you didn't much like a strange human who didn't care about Domi Imod god person, whatever his name is. We helped save some situations, and then went after a rift in the lake bottom. I got killed by some lizard people, but became a ghost. In my hatred and drive to kill the lizard people, Polo got in my way and I killed him. The Crimson Shields cast a spell to see the Power Gargul and Polo and I came back to the living Wold. I was crazy with being a ghost, and I was sorry for having killed Polo, I still am. But you said you needed time to think and you and the bear left Floating City. At least, that's what I remember. Do you remember any of that?"

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

Despite his great confusion with this location and his relationship (or not) with Brahmah, Jass tries to keep aware of what the others are doing.

"I don't think you should Permenant my Private Sanctum. If we are gone, what's to say something comes in and waits to ambush us? Better I just set a new one up wherever we happen to be."

"Atzyr, could you Identify or otherwise check out this Turtle Staff? If its been tampered with, it may be a key to making the turtles and halflings friends again."

"Why do we need a boat that can get lost or captured anyways? You've mentioned Malagant can do Windwalk and there are other spells that can help us travel underwater if that's where we need to go. Sounds like this Iron Boat is protected right now and will be difficult to move here, and will hold up a big sign saying 'here we are' to anyone looking."

...Actions

...Spells
Unseen Servant
Private Sanctum; 24 hours -480 cubic feet around Jass; no one can see in, no divinations, no detection spells into the area.

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...... 0 1 0 0 0 1 0 0 0

Vauhwyt (HP105 of 126, AC39) and Mookie in Gnome Form (HP63+12, AC33)  d20+26=42 ;
Tuesday June 28th, 2011 1:43:42 PM


Vauhwyt sees a couple possibilities, and communicates them mentally with her friends.

"One, we need to find out where this boy's village is. I do have a Vision scroll as a party item we could use, if the boy can't help us. We can't scry on it because you can only scry a person, not a place. If the boy thinks he knows someone who is still there, we could try to scry that person, I guess."

"Two, if we want to use the Silver Lady as a floating base of operations, we have to go get it out of dry dock from wherever the Cloudprance family has it stashed, then sail it to the village. We can't shrink it because it is too big. But if we have to circumnavigate the lake to find this village, that's the best choice, because things fly by too fast when you are wind-walking, if I recall correctly."

"Three, if we can get a fix on the village, we can teleport there or windwalk there, but we need that fix. If we are just looking around the whole shore, we have to use the boat. Someone has to talk to the boy, but I've asked him enough questions."


In fact, Vauhwyt does not say much to the lad, just that the group will do the best we can to make things right. Secretly, she is very glad the boy seems none the worse for having been a subject of her spell. She does some magic tricks for the him, using a silent still mage hand, ranged legerdemain, and sleight of hand. [SoH check 42]

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167  d20+22=27 ; d20+33=45 ;
Tuesday June 28th, 2011 4:52:55 PM

"We have a problem, now that we are all here together, I was doing some calculations on our traveling procedure. I can handle 3 medium persons and Vauhwyt can handle 3 medium persons when we teleport. We have much more than that. Jass, Val and Vorelle all count as one. We then have Malgant, Mac, Brahmah and Polo who all count as large. I'm leaving Mookie out of the math because he can be put in Vauhwyt's bag. That leaves us with the equivalent of 11 to transport. Even reducing all of the bigger people to medium sized we still have 1 too many. There is a little stone I could buy, but I've only got 1/2 the amount, and that would leave me completely without and gold or gems in case of emergency. That stone would allow me to take 4 medium sized people allowing the whole group to go at once. Just figured I'd inform everyone while we are all here, before we get into combat and things get messy."
Aztyr walks over to the halfling while the rest mull over what she just told them.

"Zippwise, can see that staff for a couple minutes? I want to see if it's actually broken or something is just blocking the effect of it."
She stashes her staff in her haversack and waits. If he hands it to her she will take a few minutes to study it. (know. Arcana roll 27) She will also try to activate it to see if any effect manifests. (UMD roll 45)
Once she's determined either way that it works or it doesn't because the magic is gone, she'll hand it back to Zippwise."Thank you, I now have a few more ideas on what could be wrong, and I've eliminated a few others."

Spells per Day

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

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

Spells on Aztyr :

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

Spells on others :

Moderate Fortification, Minor Displacement, Mind Blank, AC 33, 183/183 hp Malgant Winterborn 
Tuesday June 28th, 2011 5:04:08 PM

Malgant is baffled by the need for high level spells to solve mundane issues. He checks his gear and finding it all in order, walks over to Zipwise. Crouching down he asks the halfling a simple question." Do you trust me with your life? If so, let us go look in on your village from the sky and be able to travel there as a group tomorrow." Assuming the halfling agrees, Malgant will produce a short length of rope and ask Zipwise to tie himself to Malgant's war harness, figuring the halfling's skill with ropes, since Zipwise is a man used to living in and on and near water, far surpasses the Minotaur's. Once that is done, Malgant flexes his shoulders and his cloak becomes a large pair of black feathered wings.With a grunt of effort, he launches himself and Zipwise into the air and begins searching the lake in the direction Zipwise says his village lies. It will not be a short trip, but with the added perspective of looking down on the lake and the freedom imparted by not disturbing the Forest, Malgant is sure that within an hour, two at the most he should have Zipwise back at the camp and his village located for travel tomorrow.
Carrying on the current conversation about the boat via mental link Malgant continues while he flies, " Why I want the boat is because I do not float independently and have no wish to dilute my combat prayers overmuch asking for many water breathing and water walking prayers so that we may explore the area to find the cause of this problem. 'The halflings will have boats we can use' you say. I counter with the phrase 'look at us'. We are five large taurs, two of us heavily armored, with another armored warrior as well. I KNOW the metal boat will carry us. I strongly doubt a halfling's boat would. Without being able to rapidly get the boat here though, we may need to rely on spells and their boats to solve the problem. Vauhwyt, you are better with the geography of the Wold than I am. How long do you estimate it would take to sail from The Cloudprance mansion to here, assuming that the boat is still there?"

OOC
Malgant selects Zipwise as his interpose target every round that they are aloft. He will intercept attacks directed at the halfling assuming there are any. Malgant has endurance if the DM feels it is needed for this kind of extended flight. I can also make a fly roll if you want. My fly skill, modified by my armor check penalty is 7(+5 from the Wings of Flying) in case you need it.

Malgant's Spell List

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


Moderate Fortification, Minor Displacement, Mind Blank, AC 33, 183/183 hp Malgant Winterborn 
Tuesday June 28th, 2011 5:07:18 PM

In response to Aztyr breaking down travel arrangements Malgant adds," In an emergency, where it is not possible to reduce us big folk I can cast word of Recall to my Temple. It may not be where we wanted to go at the time, but it gets us out alive. I am unable to do anything that will help get us to locations though."

Vauhwyt (HP105 of 126, AC39) and Mookie in Gnome Form (HP63+12, AC33) 
Tuesday June 28th, 2011 5:41:19 PM

OOC: John, I think your math is off. From the Teleport spell: "You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels."

I'm caster level 13, so I can teleport myself plus FOUR other medium size creatures. You are caster level 16, so you can teleport yourself plus FIVE other medium size creatures. (forgot I'm only 15th caster level, still 5 though, was mixing up old + pathfinder again)(added by JCC)

Brahmah
Polo
Val
Vorelle
Mal
Jass
Mac
Mookie
Zippwise

That's nine by my count, and we're A-OK.

Vauhwyt (HP105 of 126, AC39) and Mookie in Gnome Form (HP63+12, AC33) 
Tuesday June 28th, 2011 5:57:22 PM

Vauhwyt answers Mal, after a moment's thought. "It is 80 miles from here to Acid City as the crow flies," she says.

"HEY!" caws Mookie.

"As the raven flies," says Vauhwyt, who then continues, "The Silver Lady tops out at 30 knots, say. That makes it about a three hour cruise."

"Really just over two hours," says Mookie.

"What, you're the only one around here allowed to make jokes?" replies Vauhwyt, pretending to be offended.

"I'm still waiting for you to make one," says Mookie.

"Oh snap," says Vauhwyt.

Vorelle 
Tuesday June 28th, 2011 8:23:27 PM

Vorelle just watches and waits. It's up to the casters to determine how the group is to travel. Idly, she begins calculating whether she could walk back to Acid City on her own.

Moderate Fortification, Minor Displacement, Mind Blank, AC 33, 183/183 hp Malgant Winterborn 
Tuesday June 28th, 2011 8:29:52 PM

" Except the Cloudprance's lived in Abderas, before the Ga'alians made them move on. I remember a peninsula in the way. Am I right?"

Vauhwyt (HP105 of 126, AC39) and Mookie in Gnome Form (HP63+12, AC33) 
Tuesday June 28th, 2011 9:16:08 PM

OOC: I'm pretty sure they secured the boat for us after we docked at Acid City. Abderas is on the ocean, not on BLackbird Lake. How could the Silver Lady even got to Abderas? I mean, the Silver Lady is not an ocean going vessel, since hit has no deep keel. We could have hugged the coast and hoped for good weather, but that would have been chancy, and wouldn't we have remembered that? No time tonight to go archive picking.

Maybe they had a drydock or connections in Acid City? That does not seem unreasonable to me.

AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Tuesday June 28th, 2011 9:46:23 PM

"Here is a novel idea. Why don't we walk and follow Zippwise back to his village. Everybody seems to have a different idea of how to get there. Let's just get there and quit discussing things."

Jass of Downs (SteveK) AC 30 CMD 22 HP 148 
Tuesday June 28th, 2011 10:12:43 PM

ooc: I'm assuming you are going to be doing some reduce persons to get everyone in 2 teleportation spells?

Brahmah - 2
Polo - 2
Val
Vorelle
Mal - 2
Jass
Mac
Mookie
Zippwise

Without three reduce persons, we come out to 12 medium sized creatures.

...Actions

...Spells
Unseen Servant
Private Sanctum; 24 hours -480 cubic feet around Jass; no one can see in, no divinations, no detection spells into the area.

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


Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167 
Tuesday June 28th, 2011 10:25:31 PM

ooc: that's why Aztyr has a handy dandy reduce person wand.... 4 flicks and 4 drops of Wold's blood and it remains full. I love being a fixer, and you should shudder, it only gets better from here too. 8)

Brahmah, the Last Captain of the Chosen of Domi, AC26, HPs169 
Wednesday June 29th, 2011 12:47:36 AM

The ranger nods as Jass explains the past memories to him. "Yes, vaguely. But it's not that I hated you, specifically Jass. I just have many trust issues in regards to humans." He indicates his missing left ear and his absent tail. "As for Domi, I'm sure he doesn't disregard you as easily as you him."

Brahmah seems a bit distant for the time being. He gives consent for magic to be cast on him and Polo.

DM Kathy 
Wednesday June 29th, 2011 12:52:08 AM

As the discussion of how to get to the village continues, Malgant asks Zippwise to rope himself to his back. The halfling lad, a little reluctant, agrees and starts tying knots.

When Malgant takes flight, two small hands clutch very tightly at his tunic. But the ropes hold, and soon Zippwise is accustomed to flying.

"This is neat!" he shouts.

He directs you north and west. You have to fly the coast a couple of times before he gets accustomed to seeing landmarks from above, but once he gets the hang of it, his directions are sure. "There! Right there!" he calls. "That's Shellville."

Meanwhile, Aztyr takes a look at the staff. You realize it can do three things: it can summon turtles with a command, control all turtles, and create a 10-foot bubble of breathable water. You aren't sure what the range of the summon and control are [because that information was not given to your DM].

You can test the breathable-water function, though, and you find that the staff seems to be working properly, at least for that function. The other functions seem to still be working, too, although you'd probably need to get closer to actual turtles to test them. You're not sure why the staff apparently stopped working when the turtles attacked.

Malgant returns to the cove some 4 hours after he departed, and Zippwise gives an enthusiastic account of their flight.

Mac | HP:286 | AC:32/19/27 | CMD:[54, Sun/Dis:57] 
Wednesday June 29th, 2011 6:44:46 AM

"...and that explains the reaction much better than something having stolen some of the Captain's memories..." He stops (for his part) that line of discussion before it leads into more (though, to be fair, a completely different form of) trouble.

"Thoughts of home?" he asks the distracted Captain.

"Malgant, I'm a capable swimmer, but even if I wasn't, moving and breathing underwater isn't a problem. Staying on top of the water is something I can't do without magic, but usually I don't need to." He remembers chasing off/after the dragon that followed the Dark Elves on the last leg of their journey to visit to the Floating City... turtles again!

The dark minotaur enjoys watching the plan come together, but it looks like most of the ideas are being heard, so he also takes a seat on the ground (if nothing looks more suitable) and observes Vorelle deep in thought from time-to-time and from a distance.

Jass of Downs (SteveK) AC 30 CMD 22 HP 148 
Wednesday June 29th, 2011 9:12:30 AM

"Ah, yes, well..." Jass waves his hand magnanimously along with a flashing smile, "I'm glad I'm not those humand or even that type of human who would torture poor people. Either case I'm sure is a life-shortening vice!"

Sticking his hands in his pockets, he saunters over to Atzyr and relaxes until everyone is ready to go. Yawning, he stretches and listens to the liontaur explain the Turtle Staff functions. "I see two possibilities to the turtles attacking the village then. One: There is a stronger magic dominating them, similar to only the strongest mind can move a Sphere of Annihilation or Two: The things that attacked are not turtles, but Outsiders, Illusions, Polymorphed... any number of things!"

...Actions

...Spells
Unseen Servant
Private Sanctum; 24 hours -480 cubic feet around Jass; no one can see in, no divinations, no detection spells into the area.

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

Vauhwyt (HP105 of 126, AC39) and Mookie in Gnome Form (HP63+12, AC33) 
Wednesday June 29th, 2011 11:54:11 AM

"Or someone cast Spell Resistance or Unholy Aura on them," suggests Vauhwyt

Vauhwyt (HP105 of 126, AC39) and Mookie in Gnome Form (HP63+12, AC33) 
Wednesday June 29th, 2011 5:15:31 PM

When Mal comes back with Zipwise and reveals the place to go, Vauhwyt offers her congrats on a fine idea and asks if the party can wind-walk there?

Is there any reason to delay? What time of day is it when Mal returns? How long will it take to WindWalk there? Should we teleport to Acid City today, right now, get the Silver Lady, and steam to the village through the night? The liontaur likes the idea of having the boat as a floating base, but does not so much like the idea of hitting one of the many floating islands in the dark. "That would be a Titanic Problem," she says.

Moderate Fortification, Minor Displacement, Mind Blank, AC 33, 183/183 hp Malgant Winterborn 
Wednesday June 29th, 2011 6:01:42 PM

" Yes, we can windwalk there, tomorrow. I prayed to Imod for the normal prayers I use day to day. Travel is not a normal option for me because I know several teleporters. Anyway, I think we should go get the boat, pilot it back here and sail there during the night. We should be able to do that in the time we have before morning, right?"

Malgant's Spell List

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


Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167  d20=12 ;
Wednesday June 29th, 2011 6:21:16 PM

As things progress, Aztyr thought she heard Brahmah mention his giving permission to cast spells upon him, but she must have imagined it. As the others make plans about getting the boat, "So some of us are still staying here, while others go retrieve the boat?
If so, I volunteer to remain here. I may be able to navigate water better now than previously, but I still am of the firm opinion that I was meant to stay on the land. With the WLA training and my cloak, I swim like a fish, and don't fear drowning, but it's still all wet out there."


Aztyr gathers up some of the dead wood about and any that had washed ashore.She also gathers up stones and makes a ring, to put the wood into, making it a campfire pit. After she does, she will wait until evening to light the fire and pull out a few meals (depends on who's there still) and sets about reheating them. ( it's food from an INN, so it's better than she could cook)
Also she'll reapply the "Blessing" on her robes with a drop of Wold's blood, anyone very near her feels it's pull momentarily as she moves it from her container to using it. (just before resting, Aztyr will draw 2 drops of Wold's blood and top off her container. roll wasn't a 1, so was successful.)

Spells per Day

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

Wold's Blood Draws : 7 - 0
Wold's Blood in storage 7 - 5 drop(s)

Spells on Aztyr :

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

Spells on others :

Vauhwyt (HP105 of 126, AC39) and Mookie in Gnome Form (HP63+12, AC33)  d100=12 ; d100=18 ;
Wednesday June 29th, 2011 7:14:42 PM

Vauhwyt is happy to teleport with Mal and anyone else to get the Silver Lady. "But I will leave Mookie here -- his feathers will guard you from the Forest. And keep my wind chimes out in the wind here, to keep the forest awake. Whoever is on watch would be advised to sing."

Teleport to Acid City to get the Silver Lady: Arcane Fail 12 - ok; Telep Error 18 = ok.

DM Kathy 
Thursday June 30th, 2011 12:55:04 AM

Zippwise is glad you're coming to help his village, and can't decide how he'd rather get there.

"Riding the magic boat would be neat," he says, "but flying was neat, too."

[OOC: As I understand it, the plan is for part of the party to teleport to Acid and launch the Silver Lady, while the remainder makes camp and windwalks to the village in the morning. Correct?]



Vauhwyt (HP105 of 126, AC39) and Mookie in Gnome Form (HP63+12, AC33) 
Thursday June 30th, 2011 9:50:17 AM


If I am not mistaken, Mal is the wind-walker, he can't be on the boat and wind-walk the party at the same time.

I think that the plan is for some of us to go get the Silver Lady and sail it back to Fledgling Cove. The Silver Lady is FAST -- like, an order of magnitude faster than the ships listed here. We should be able to launch and get back to Fledgling Cove by 10 pm or midnight, then everyone rests ashore or aboard for eight hours, then we sail for maybe an hour to Zip's village, and we're ready for an adventure!

Jass of Downs (SteveK) AC 30 CMD 22 HP 148 
Thursday June 30th, 2011 11:36:19 AM

with all these people talking about manual labor, Jass is just as happy to stay back with Aztyr and relax and have his Unseen Servant peel him some grapes.

Ahhh.....

...Actions

...Spells
Unseen Servant
Private Sanctum; 24 hours -480 cubic feet around Jass; no one can see in, no divinations, no detection spells into the area.

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


Moderate Fortification, Minor Displacement, Mind Blank, AC 33, 183/183 hp Malgant Winterborn 
Thursday June 30th, 2011 5:59:30 PM

OOC
What Vauhwyt said.

DM Kathy 
Friday July 1st, 2011 1:23:22 AM

According to plan, part of the group teleports and is able to retrieve the boat. For those left behind to camp, the night passes uneventfully. Well, uneventfully for Blackbird Forest. It rains sand at one point.

In the morning, the boat steams into the little cove, ready to depart for Shellville. Zippwise is duly impressed.

"A metal boat that really floats!" he exclaims. "Wait til they see this!" He thinks for a moment, then nods solemnly. "And the turtles probably can't bite it, so that's good."

Vauhwyt (HP105 of 126, AC39) and Mookie in Gnome Form (HP63+12, AC33) 
Friday July 1st, 2011 1:43:46 PM


After a good rest, Vauhwyt is ready to figure out the mystery of the turtles. But first things first. "I think we should make our top priority a search of the the town for other innocents who may have survived."

She keeps an eye on the Realm of Shadows, looking for haunts or spirits trapped by tragedy to the site of their massacre and maybe unable to move on. (range is only 550 ft)

Jass of Downs (SteveK) AC 30 CMD 22 HP 148  d4=4 ; d10=5 ;
Friday July 1st, 2011 3:25:33 PM

"Sand" says Jass with wonder and amazement, "sand. A VERY interesting place!"

With what he has in his extra dimensional pockets, Jass is ready to board the Iron Boat for another adventure.

He casts a Detect Scrying, False Life, and Unseen Servant before boarding; his usual morning routine. Once aboard, he goes to the front of the boat and casts a Tiny Hut, enclosing the front of the boat in a globe of light blue light. "It's a fighting platform", Jass explains, "a temperature controlled place where we can see out to shoot, but any bad guys can't see in!" At the last, he casts [i]Greater Prying Eyes, setting up 20 tiny magical eyes to circle the boat at a mile distance and report on any creature Large or bigger, or any group of creatures more than 10.

Satisfied with his magical preparations, Jass then gets a chair to relax on deck...

...Actions

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

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


Brahmah, the Last Captain of the Chosen of Domi, AC26, HPs169 
Saturday July 2nd, 2011 2:40:45 AM

He looks at the tiny hut. "That will be useful."

(OOC: Seems I'm falling behind in the Wold once again. Haven't even been beck two months and I've dropped the ball already. I'll try to be better and stay off those pesky Facebook games. sigh)

Brahmah, the Last Captain of the Chosen of Domi, AC26, HPs169  d20+28=47 ;
Monday July 4th, 2011 8:47:43 AM

"How will this metal boat float? I've only seen wood in my days. I sailed board several wood ships.... this is new." He smells the air and studies the weather for a time. (Survival 47) He's going to be most interested in storms and squalls. But any other info would be good too.

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

AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Monday July 4th, 2011 10:46:58 PM

"It just does." Valanthe says to Bramah. She walks over and takes a spot next to one of the railings. She leans on it and stares out at the open water. It's not the first time she missed sailing with the pirates. The politics were total crap but it was a good life. Nothing to focus on but what was over the horizon and where to strike Ga'al next.

Brahmah, the Last Captain of the Chosen of Domi, AC26, HPs169 
Tuesday July 5th, 2011 5:53:12 AM

Brahmah stands next to Valanthe and remembers his time with the Nightingale and the Crimson Shields. Sailors, pirates, whatever you call yourself, time at sea is wonderful. He will savor his time here.

Vorelle 
Tuesday July 5th, 2011 2:28:52 PM

Vorelle boards the boat with a little sigh of resignation. As boats go, this one isn't so bad.

"We should probably watch out for turtles," she tells Zippwise, "if they're as stirred up as you say. You can probably help me with that; I'm not sure I'd recognize a swimming turtle in time."

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167 
Tuesday July 5th, 2011 2:44:18 PM

Aztyr re-boards the ship, remembering the last time on board. There was the heat from the boiler room, which she spent time stoking. Then there was the short lived battle on deck, during the storm. She's progressed in skills and in her magical ability sense then.
"I'd prefer not to be the one to feed the furnaces this trip, of course I will if no one else is willing to. It is quite cramped down there."


Spells per Day

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

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

Spells on Aztyr :

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

Spells on others :

Shellville


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

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

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

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

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

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

Spells per Day

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

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

Spells on Aztyr :

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

Spells on others :

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

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

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

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

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

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

...Actions

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

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

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

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

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

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

[Knowledge Nature 23]

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

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

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

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

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

==========

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

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

* Mookie Too, Plus Alter Self.


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

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

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

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

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

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

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

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

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

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

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

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

Spells per Day

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

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

Spells on Aztyr :

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

Spells on others :

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

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


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

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

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

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

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

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

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

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

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

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

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

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

...Actions

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

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


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

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

[Survival (for tracks) 36]

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

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

(Casting Time 10 minutes

Duration instantaneous

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

...Actions

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

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


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


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

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



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

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

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


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

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

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

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

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

Spells per Day

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

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

Spells on Aztyr :

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

Spells on others :

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

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


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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

...Actions

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

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


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

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

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

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

[Survival 40; Knowledge Nature 38]

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

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


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

Spells per Day

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

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

Spells on Aztyr :

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

Spells on others :

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

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

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

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

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

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

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

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

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


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

OOC: What did the Commune with Nature tell Brahmah?

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

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

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

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

..........

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

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

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

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

...Actions

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

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

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

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

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

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

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

Spells per Day

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

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

Spells on Aztyr :

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

Spells on others :

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

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

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

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

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

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

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

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

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

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

Spells per Day

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

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

Spells on Aztyr :

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

Spells on others :

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

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

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

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

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

...Actions

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

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


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

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

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

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


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

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

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

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

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

She volunteers for first watch.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

...Actions

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

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

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

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

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

[Perception 42]

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

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

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

Spells per Day

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

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

Spells on Aztyr :

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

Spells on others :

Mage's Magnificent Mansion, Duration 30 hours

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

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

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

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

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

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

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

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

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

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

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

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

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

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

...Actions

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

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


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

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

Malgant's Spell List

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


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

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

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

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

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

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

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

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

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

...Actions

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

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


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

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


Spells per Day

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

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

Spells on Aztyr :

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

Spells on others :

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Malgant's Spell List

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

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

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

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

Spells per Day

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

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

Spells on Aztyr :

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

Spells on others :

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

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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

Spells per Day

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

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

Spells on Aztyr :

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

Spells on others :

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

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

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

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

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

Arcane fail = a-ok

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

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

Malgant's Spell List

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Malgant's Spell List

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Malgant's Spell List

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

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

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

Spells per Day

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

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

Spells on Aztyr :

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

Spells on others :

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

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

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

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

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

Brahmah chimes in. "Desperation and anguish."

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

Malgant's Spell List

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

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

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

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

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

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

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

Spells per Day

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

* = unlimited

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

Spells on Aztyr :

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

Spells on others :

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

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

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

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

I'll post again Monday.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

==========

DM Sanity info for Vauhwyt and Mookie:

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

Spells per Day

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

* = unlimited

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

Spells on Aztyr :

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

Spells on others :

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

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

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

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

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

Malgant's Spell List

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

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

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

ooc: I really have no idea where anybody is

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

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

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

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



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

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

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

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

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

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

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

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

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

Round 4 begins:

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

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

Jass's turtle beats aimlessly at the invisible barrier.

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

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

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

OOC: Sorry, Aztyr is in the village too.

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

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

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

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

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

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

Peception: 34

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

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


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

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

Spells per Day

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

* = unlimited

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

Spells on Aztyr :

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

Spells on others :

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

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


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

Draw Fire:

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

Malgant's Spell List

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



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


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

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

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

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

Mookie holds off to find out how injured Vauhwyt is.

==========

DM Sanity info for Vauhwyt and Mookie:

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

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

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

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

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

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

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

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

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

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

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

Ooc: I'm waiting for others to post.

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

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

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

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

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

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

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

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

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




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

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

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

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

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

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

Spells per Day

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

* = unlimited

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

Spells on Aztyr :

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

Spells on others :

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

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

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

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

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

Round 5 begins:

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

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

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

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

Beach turtle 8 snaps at Malgant. It misses.

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

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

Brahmah = -70hps and is grappled

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

Malgant's Spell List

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

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

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

Jay says the turtles are AC23!

To recap for Vauhwyt:

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

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

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

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

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

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

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

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

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

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

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

Spells per Day

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

* = unlimited

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

Spells on Aztyr :

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

Spells on others :

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


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

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

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

ooc: hit ac 40 for 13 subdual damage

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The graveyard turtle stops attacking the iron fence.

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

Brahmah = -107hps
Vorelle = safe but wounded

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Spells per Day

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

* = unlimited

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

Spells on Aztyr :

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

Spells on others :

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

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

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

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


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

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

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


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

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


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

Temporary Effects: Enlarge

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

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

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

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

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

Hand off complete. Next Dm please.

Xp reward to come


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

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

[Knowledge Nature 21]

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

Spells per Day

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

* = unlimited

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

Spells on Aztyr :

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

Spells on others :

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

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

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

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

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

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

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

Malgant's Spell List

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

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



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

The ranger stands there waiting.

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

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

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

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

Spellcraft checks to ID magic: 14, 25, 23

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

Mac moves closer to the turtle and waits.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Spells per Day

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

* = unlimited

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

Spells on Aztyr :

Permenancied Spells

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

Non-Permenancied Spells on Aztyr :

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

Spells on others :

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

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

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

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

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

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

Blur(permanant), Moderate Fortification, Mind Blank, CMD 51, AC 40, 183/183 hp Malgant Winterborn 
Thursday August 4th, 2011 5:55:48 PM

Malgant continues to stand sentinel on anyone that gets close enough for the turtle's jaws to reach, especially Zippwise since he knows his companions can take a hit before things become desperate. His healing should have also affected the turtle, hopefully reducing it's stress a bit and giving Aztyr a better chance of having her wishes turn out in a favorable fashion.

Malgant's Spell List

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


Brahmah 62/169hps wounded, AC 26 
Thursday August 4th, 2011 8:47:20 PM

The ranger pulls out his Helm of Comprehend languages (which is slotless) and says, "Maybe the turtle could use this?" Looking at Mookie. "Since he is reluctant and for good reason." He smiles at the gnome. "If the turtle can understand all of us, maybe it would relax and actually enjoy our company. I have no more speak with animals prepared today, but maybe with a miracle can get us TALKING to this animal."

He looks for any wounds on the turtle and says. "Well, I can at least heal a wound or two." He preps to cast a Cure spell.

DMSteveK: Speak with Animals has a 1 min/lvl duration. Brahmah still has it active for a couple more minutes.

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

Brahmah 62/169hps wounded, AC 26 
Thursday August 4th, 2011 11:33:46 PM

OOC: In that case, I think with the use of the Helm, and Speak with Animals, we should be able to handle things.

RR DM SteveK - Battle Aftermath  d20+15=27 ; d20+17=32 ; d20+20=34 ;
Friday August 5th, 2011 9:36:51 AM

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

Jass likes talking with the halflings, speaking with adoring crowds is something he is good at! And he works the crowd with skill, watching reactions and reinforceing the ideas that they are safe right now, they will be safe if they go to the Stone House in an attack, the heroes will end this menace, and it is all because of how great the heroes are.

Taking Brahmah's comment as a hint, Jass smoothly segues into... "and since the problem to all this is somewhere in the Lake, we'll need to do some diving. You had mentioned some water breathing potions before, yes? It might help us you know... hard to hold your breath for an hour, eh?"

Actions:
Diplomacy: 27
Sense Motive: 32
Perception: 34

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

Atzyr casts Limited Wish asking for two small effects; placing the Turtle rightside up and calming it down. The two Rangers can attest to thier Animal Empathy that the second effect works, and anyone with eyes can see the first!

Vauhwyt sees if Mookie can help by grabbing the bird's Headband of Intellect and placing it on the head of the Turtle. Calm as it is, the Turtle does not attack the liontaur as she comes very near those snapping jaws.

Malagant stays on guard. The Turtle is not going to get a chance to bite someone with the minotaur around.

Brahmah, his Speak with Animals spell still in effect, can talk with the Turtle. Now that the Turtle is calm, he may actually answer too. It all depends on what the minotaur ranger wants to ask....

Jass works the crowd and seems to have them in the palm of his hand.

Mac and Valanthe are also on guard with the Turtle.

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

Rightside up, calm, and 3 times more intelligent than it was a moment ago, the Turtle recognizes its situation and pulls in its feet and tail into its shell. Its head it partially out, eyeing Brahmah and Vorelle mostly.

The halflings are mesmerized by Jass' words. From everything the group has done, especially beating off the Turtles, they trust and have confidence in the heroes; Jass only reinforces that feeling.

Zippwise confirms the offer before. "Yeah, go ahead and keep the Staff and we got 16 potions that can help you breathe water. Take them too. And when you stop whatever is happening, we'll give you free Turtle rides for life!"

Brahmah 62/169hps wounded, AC 26 
Friday August 5th, 2011 2:34:14 PM

The minotaur is on the spot and seems to be the focus, and Vorelle too, though, given the brief time with this group, Brahmah knows she'd rather stay out of the limelight, so he takes the lead in this endeavor.

For the turtles.
"Do you not want to be trained for transportation purposes for the floating city?" Though the minotaur can't understand why this question is to be asked, when in the past the turtles seemed okay before.

"How many turtles call this lake home?"

"What is forcing you to attack these people?"

"We are sorry for hurting your friends, we were trying to protect these people, and everything we tried before over whelming force was not able to effect your friends." This is genuine and worth telling.

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil)  d20+8=23 ;
Friday August 5th, 2011 2:37:23 PM

Vauhwyt keeps watch while Brahmah talks with the turtle. Perception 23.

Blur(permanant), Moderate Fortification, Mind Blank, CMD 51, AC 40, 183/183 hp Malgant Winterborn  4d8+16=29 ; 4d8+16=32 ; d8+5=11 ; d8+5=6 ; d8+5=12 ; 4d8+16=22 ; 2d8+10=20 ; 2d8+10=18 ;
Friday August 5th, 2011 3:48:11 PM

"Possibly just asking it for what is happening from it's point of view will tell us something. Quite likely no one has stopped to ask something this dangerous what is happening to it. "

Malgant having used his channel energy to heal the group and the turtle already, will heal the hurt members of the group before they go anywhere away from the village.

Malgant uses cure light wounds two times and cure critical wounds once on Vorelle for 46 points of healing

Malgant uses cure critical wounds two times, cure moderate wounds two times and cure light wounds once on Brahmah for 104 points of healing.

Malgant’s Spell List

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


Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167 
Friday August 5th, 2011 6:38:37 PM

Aztyr stands back and lets others deal with the turtle now. She is happy with the results of her spell, especially since it was open ended, unlike when she folds it into a spell she has heard of before.

Spells per Day

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

* = unlimited

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

Spells on Aztyr :

Permenancied Spells

Arcane Sight
Resistance
Tongues
See invisibility
Greater Magic Fang +5 on Dragon Claws
Greater Magic Fang +5 on Liontaur Claws
Comprehend Languages
Dark Vision
Read Magic
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)
Speak with Animals, Duration 15 minutes

Spells on others :

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


Vorelle [AC 27; HP 106/152]  d20+17=34 ;
Friday August 5th, 2011 10:55:12 PM

Vorelle conveys to the turtle as best she can that she and her friends are not a threat, not food, and that they want to help.

[Animal Empathy 34]

AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Friday August 5th, 2011 11:49:12 PM

Valanthe stands there watching the spellcasters go about their work.

RR DM SteveK - Battle Aftermath 
Saturday August 6th, 2011 12:09:18 PM

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

Jass also is interested in the answers Brahmah gets.

Actions:

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

Brahmah takes the lead on questions using his Speak with Animals on the calm Turtle.

Vauhwyt keeps watch, not seeing anything out of the ordinary.

Malgant cures his friends and the turtle, as well as giving Brahmah another question to ask.

Aztyr stands back and lets others deal with the turtle now. She is happy with the results of her spell, especially since it was open ended, unlike when she folds it into a spell she has heard of before.

Vorelle conveys to the turtle as best she can that she and her friends are not a threat, not food, and that they want to help.

Valanthe and Jass and the halfling village all patiently wait for some answers.

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

The Headband of Intellect boosts the Turtle's intelligence to that of a smart dog, and so the answers are understandibly limited to the Turtle's experience, ability to understand, and ability to communicate.

"Do you not want to be trained for transportation purposes for the floating city?" - "Suuure", replies the slow and deliberate voice. "I do tricks, they feed me. Gooood trade."

"How many turtles call this lake home?" - "Lots" is the best answer the Turtle is able to come up with.

"What is forcing you to attack these people?" - "VOICE", the Turtle says with a shudder. "VOICE talks inside head, we must do. Scary. Veeery Scary."

"We are sorry for hurting your friends, we were trying to protect these people, and everything we tried before over whelming force was not able to effect your friends." - "Not my fault, not my... choice. VOICE does the choice."

"Possibly just asking it for what is happening from it's point of view will tell us something. Quite likely no one has stopped to ask something this dangerous what is happening to it. " - "We swim in water. Feel scared. VOICE finds us in water. VOICE makes us do."



Blur(permanant), Moderate Fortification, Mind Blank, CMD 51, AC 40, 183/183 hp Malgant Winterborn 
Saturday August 6th, 2011 10:12:53 PM

" Oookkkkaaayyy, try these questions on him. Can only turtles hear the voice or do other things in the lake obey the voice too? How often does the voice command them to do things? Is the voice male or female? If the voice commands an action that is certain death, can they resist it?"
The minotaur paces as he asks these questions, apparently weighing options and making and discarding plans in his head as he goes. Finally he turns to his friends, the ones he has known the longest and asks them a question." Could Viscous be doing this? She is old, powerful and sure of herself. This does not violate her confinement and would do harm to those in, on, and around the lake. To stop her we would likely have to set foot on her island and then she would be able to take her vengeance on us. I seem to remember she was quite keen on that, especially after we killed her young. That is the only known quantity anywhere near here that I can think of that could or would do this. There could also be something new though and I could be totally wrong. What do you think?"

Malgant's Spell List

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


Mac | HP:286 | Dam:0 | AC:31/T:18/F:27 | CMD:[57, Sun/Dis:60] | up to 5 AoOs:[AC:d20+30|4d6+45{CAC:19+|+2x(4d6+45)}] or CMB:[+33] 
Sunday August 7th, 2011 12:39:13 AM

"Can we ask for good measure, Is it always the same voice, and if not, how many days has it been this voice?"

Brahmah 62/169hps wounded, AC 26 
Sunday August 7th, 2011 7:11:58 AM

Brahmah repeats, quickly, because of time limitations, the questions asked by Malgant and Mac.

Vorelle [AC 27; HP 106/152] 
Sunday August 7th, 2011 3:31:04 PM

By now Vorelle is sitting next to the turtle, absently scratching its head.

"Also, ask if they can tell what direction the Voice comes from," she says.

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167 
Sunday August 7th, 2011 6:18:04 PM

Aztyr just waits while the others do the questioning through Brahmah. There is more to this than just Viscous' revenge. She may be behind it, but last time it was a god who wanted revenge, and that dragon took advantage of the situation. It seems that the halflings are doing what they should, but are they?
"Brahmah, ask the turtle if this Voice has them attack any where other than here?"
She goes back to thinking rather than talking.

Spells per Day

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

* = unlimited

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

Spells on Aztyr :

Permenancied Spells

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

Spells on others :

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


Brahmah 62/169hps wounded, AC 26 
Monday August 8th, 2011 5:36:59 AM

"By Domi! Everyone stop talking at once! It's impossible to hear the turtle for all your questions! Shees.... one at a time." The minotaur, not naturally the diplomat, is finding it hard to concentrate, listen for important questions and keep the turtle talking all at the same time. Suddenly the Captain was the center of attention for the first time in nearly three years. He didn't like it.

RR DM SteveK - Talking with a Turtle 
Monday August 8th, 2011 8:34:32 AM

ooc: Doing multiple posts over the weekend to get questions answered. This is not normal posting for me. :-)

...........

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

Actions: place holder

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

Well meaning friends begin suggesting more questions to narrow down the answers, but Brahmah isn't used to this. Sorting all the comments out, he gives his next set of questions...

Can only turtles hear the voice or do other things in the lake obey the voice too? - "I ... don't know. I hear the VOICE. We hear the VOICE." The turtle visibly shudders when it speaks of the Voice.

How often does the voice command them to do things? - "Dooo things? Not ooften, but... always there. Always there... in the water."

Is the voice male or female? - "It is... not color, smell, or taaaste of male or female."

If the voice commands an action that is certain death, can they resist it? - The colossal turtle shakes its head from side to side. "Can't resist, cannnot resist. Mmmust obey."

Is it always the same voice - "Aaalways."

how many days has it been this voice? "Days?" The Turtle shakes its head. "Today. Since crawled out of waaater."

can they tell what direction the Voice comes from - "From waaater. From head."

does the Voice have them attack any where other than here? The Turtle shakes his head. "Nnnno."

And then Malgant brings up the possibility of Viscous, the Black Dragon imprisoned on one of the floating islands in the Black Lake. Thinking of the answers given by the turtle, the general consensus is while it would be possible, it is extremely unlikely. After all, even if she found a way to control the Turtles so powerfully that any mind-affecting spell wouldn't work, how would she know that the halflings would (and could) seek out the Heroes in thier hidden location? No, it is much more likely that such a large lake with so many mysteries would have but another mystery wrapped within its waters...

....

But it is too late to ask the Turtle anything more. Brahmah's spell ends. Not being able to talk with the ranger, the Turtle cants its head making the Headband fall off, and then withdraws completely into its shell. The rangers can tell it is still calm and relatively content right here, but are sure that no more useful information will be had from this animal.

Brahmah knows where the Turtles have been gathering between the two attacks, some miles off shore. (from earlier Commune with Nature spell.)

The halflings have given the Staff of Turtles and 16 Potions of Waterbreathing to the group.

A small wisp of smoke escapes from the Iron Boat christened the Silver Lady, proving that the boilers are not completely cold.

It seems the group has some decisions to make...

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Monday August 8th, 2011 12:38:27 PM

Mookie picks up his headband and puts it back on.

"Come on, Boss!" he says, his gnome voice still a little crow-like. "We got some Turtles to find!"

Vorelle [AC 27; HP 106/152] 
Monday August 8th, 2011 4:42:32 PM

Since they are (apparently) done with the turtle, Vorelle helps it get back into the lake.

Turning to her friends, she says: "We need to go under the water to find this thing, whatever it is, but we should probably try to narrow down the search area first, working on the surface. It's a big lake."

Blur(permanant), Moderate Fortification, Mind Blank, AC 35, 183/183 hp Malgant Winterborn 
Monday August 8th, 2011 6:49:10 PM

" A few things worry me. If we all go o find and help the turtles, who will send them away again if they return to the village to eat more halflings? I am not unsympathetic to the turtle's plight, but if push comes to shove, the halflings have done nothing to deserve this and we said we would keep them safe. Also, they seem to lack the basics of self preservation and even though Jass has spoken to them to win their cooperation, I foresee another disaster the next time they are attacked. Many, too many, panicked and ran to where they would have died had we not stopped the turtles instead of to the safe house."
" Additionally, if this 'voice' sees us coming it can martyr the turtles to defend itself. Turtles breathe air if I am not mistaken, though they can hold their breath for a very long time. If we even subdue one of them below the water I fear it would relax and drown. The repulsion prayer should have worked, but it is a powerful prayer and I prepared only one for today. I would not be able to use it again to get us through the crowd if they came against us, likely we would hurt or kill many of them without it."
" A question does come to mind though. Could we resist this voice? The turtle was not certain if the voice was heard by other creatures. What if it commands us to attack the village?"
"I have ideas about solutions to these questions, but want to hear your takes on them first? What do you all think?"


Malgant's Spell List

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

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167 
Monday August 8th, 2011 8:04:22 PM

"Well, I guess I can always come back and pick up whoever we leave here. Or Vauhwyt can come back, either will do."

Spells per Day

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

* = unlimited

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

Spells on Aztyr :

Permenancied Spells

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

Spells on others :

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

Brahmah 
Tuesday August 9th, 2011 7:21:51 AM

"I don't think we have to worry about being compelled by the voice. If it could I think it would have told us to leave the turtles alone on this last attack." The Minotaur shrugs.

Out Onto Blackbird Lake


RR DM SteveK - Talking out a Plan at Shellville 
Tuesday August 9th, 2011 7:38:45 AM

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

The blonde sorcerer turns to join the discussion. He tries to keep upbeat about the plans, but he goes cold and his face washes away all emotion whenever he talks about going underwater. "We can always wait until tomorrow to leave for the bottom of the lake. You want to regain spells and are still worried about the haflings. Why don't we lead them in a couple of Turtle Raid exercises like Gramma over there suggested? That should help keep them safe. And I like Vorelle's idea of sailing our boat to the place Brahmah knows the turtles are congregating, obviously a lair, right? That allows us maximum time with the Waterbreathing. Plus, Malgant can ask for some Waterbreathing spells on his own, eh? That could help in an emergency if whatever it is can dispel magic."

Jass then turns even more serious, his dead-looking black eyes a reminder that he has shuffled off this mortal coil before. "In the Giggling Ghost, Malgant and Atzyr said Mac and I would be useful because we have another bank of knowledge from fighing in the Crimson Shields and Gray Knights. So, have you ever travelled through deep water? There is no telling how far down this Voice is, and we should be prepared. Mac and I swam deep into the lake of Floating City, so deep that there was no light, no warmth, and the water threatened to crush an unprotected person. We need to be prepared for that, too."

"From what Brahmah says the Turtle says", says Jass with a little of his old grin, "I say that it sounds like possession. Don't you divine casters have Protection v Evil spells pretty handy that can stop any of that nonsense?"

The heroes discuss thier plans about ensuring the Halflings in Shellville are safe, on the best way to approach the supposed lair of the Voice (from Brahmah's spell), and the many different dangers once they get into the water.


Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Tuesday August 9th, 2011 12:34:48 PM


Vauhwyt grins. "Don't worry, Jass. I can also cast Water Breathing from my staff, and I've already been to the bottom of Blackbird Lake on a quest to appease Jancassis, a long time ago. Granted, there may be deeper parts than that. So we stop if we end up too deep."

"Brahmah, did your Commune with Nature tell you how deep we have to go?"

"I'd rather do it now than wait for tomorrow. By then, the Commune with Nature destination we know may be out of date. I say go for it!"

Blur(permanant), Moderate Fortification, Mind Blank, AC 35, 183/183 hp Malgant Winterborn  d20+14=25 ;
Tuesday August 9th, 2011 7:25:22 PM

" Yes, we have traveled beneath this very lake before, to the bottom of it in fact. That was not a day we expected to see end. Had any of us broken discipline and attacked the horde around us it very well might not have ended. Anyway, Malgant did prepare for this and did beseech his Lord for the ability to breathe water. Also the ability to act normally beneath its encumbering weight. While I do not think that drilling these folk will stop the cold grip fear has on their hearts when the turtles come, it might be the difference between life and death for them and we should attempt it. As Aztyr guessed I do think one of us should remain here as a last line of defense should the voice find itself backed into a corner and threaten to destroy the village if you do not let it be. I am a protector and could hold this place against as many turtles as the voice chooses to send, until one of them manages to lock those terrible jaws around me. 2 defenders would probably be better, and judging by the way the rest of Jass's color drained from his pale face at the thought of going beneath the lake he might want to stay here as well (Sense Motive 25).
Alternately, I can entrust one of the villagers with a token that will call me back here should they need me. I would not be able to refuse that summon though, no matter the plight the rest of you were in, and I am not sure I want to trust their judgment of what may constitute an emergency, though they have been true, and even brave after thier own fashion. To accomplish that I would need their potter to create a token for the prayer and I would need to pray over it tomorrow when I offer my prayers in the morning ( the 2nd version of the Refuge Spell) Beyond that we do need to confront this voice and either solve it's problems or put an end to it's intrusion in the lake."
" I am also wondering, since you all think that Viscious's involvement in this is unlikely, could the alter of Jancasis be involved? It is in the water and as such could reasonably be expected to do things through the water. Consequently Brahmah, that might be why it didn't command us to allow the turtles through. If this voice is part of the lake or works through the lake it would follow it finds the lake creatures minds easier to bend. These turtles must be old to attain this size and as such are very connected to the lake. Were we in the water as we surely will need to be to get to the bottom of this, we might then be commanded too. These are just conclusions I am drawing from what we know. Please shoot some holes in them, because being commanded to stand on the bottom of the lake until the magic allowing me to breathe frightens me to no end."


Malgant's Spell List

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


Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167 
Tuesday August 9th, 2011 7:57:38 PM

"Well, as I said Vauhwyt or I can return and pick up whoever remains. I'd take one of the potions as a back up, but I should be all set for underwater.
Traveling by boat might be dangerous, if this voice should command them to sink it, it will go straight to the bottom, it's not wooden like all the others, there will be no wreckage to use as floats. I'd also hate to see it go too, it can cove one end of the lake to the other in only a couple days, no matter what direction the wind is blowing, that is a rare commodity at times."

Malgant had asked for opinions, so she added hers.

Spells per Day

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

* = unlimited

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

Spells on Aztyr :

Permenancied Spells

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

Spells on others :

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

Vorelle [AC 27; HP 106/152] 
Tuesday August 9th, 2011 8:33:03 PM

Vorelle was born and raised in Dirt City, and sometimes it shows. "After being shown the secure building, and after having a very graphic demonstration of what will happen if they don't use it, they honestly ought to have the native good sense to run that direction if attacked," she says.

"Anyway, it's not as if we're going to be gone for days and days. It'll be a matter of hours, won't it? I say we help the elderly and infirm into the stone building before we leave, and trust the others to have enough sense to get themselves to safety if an attack comes. We'll be back soon enough."

Brahmah 
Wednesday August 10th, 2011 2:15:09 AM

Brahmah shrugs. "I don't really care, we just have figure this out. I can get us there no worries." the Minotaur is very impatient at this point. Maybe this group wasn't for him? After this turtle business he'll have decide.

RR DM SteveK - Talking out a Plan at Shellville  d20+14=18 ;
Wednesday August 10th, 2011 8:20:56 AM

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

The black eyes of Jass aren't quite sure if Malgant has seen his worry about the water, but even the hint of him knowing the sorcerer's fear puts more back into the slim man. "I've seen bad things happen to groups that split up in the face of unknown strength. I'm not staying here." Standing solidly, Jass continues. "And Vorelle is right. They've had plenty of demonstration."

"Magic can be resisted, and possession can be countered by your clerical Protection v Evil spells. You do have some right? I highly doubt that even if we can feel the commands that we'll be sitting ducks. Let's prepare for today and make an early start of it tomorrow, eh?"

Jass is as impatient as Brahmah is to go and get this over with. If the little sorcerer were a minotaur, he'd probably be snorting and pawing the ground right about now.

Actions:
Sense Motive: 18

...............DM Post

Vauhwyt assures Jass she has been to the of Blackbird Lake and is prepared. She asks if the Commune with Nature told of the depth of the Lake. But no, counters Brahmah, the Turtles were congregating on the surface. Vauhwyt wants to go now!

Malgant also confirms the group has been to the bottom of the lake. He is also prepared for some water breathing. He thinks it is worth waiting a day to drill the halflings and either leave a couple of heroes behind or to craft a Refuge spell that he may return if they so desire. Further speculation on the part of the minotaur cleric is if the alter of Jancasis be involved? The sober fact is is that the heroes just don't know. Islands move in Blackbird Lake, and the Alter would have the power to reach anywhere. The best the older Blackbird Lake heroes can speculate on is the motivation and purpose of the alter... would a new group of halflings training Turtles be a reason for it to interfere?

Aztyr thinks leaving one or two behind wouldn't be a big problem, only a matter of 2 spells and a couple of seconds. The potions, she reasons, should be back up for the heroes underwater. Further, she worries that if the group uses the Iron Boat, it may be attacked and sink, a terrible loss for the group. The liontaur magician prefers to go it only by magic.

Vorelle thinks the halflings honestly ought to have the native good sense to run if attacked. Besides, they will be gone only a matter of hours.

Brahmah doesn't really care as long as they figure the problem, fins a solution, and then start doing it.

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

"Um, hey, we're right here", interrupts Zippwise uncomfortably. "I don't mean to be rude, but we're not babies or sheep to be herded around. Sure a couple folk lost thier heads, but most of us went to the Stone House the first time, and with leadership (and the way he says that he means himself, Gamma, and the Old Toot; the Elders) all of the village will do the right thing. Besides," he continues soberly, "all the slow people were killed in the attack 4 days ago."

"Like me brudder", sniffles the Old Toot. "But if we can help out by letting you focus on the Problem, and that the elf lady says it will only be a couple of hours, what we'll do is the whole Village will go to the Stone House when you leave and not come out til you get back."

The other halflings, good ears all, are standing in a half circle around the heroes, nodding. Although some look scared, some offended, some angry, all are in deadly seriousness.

Zippwise continues on another tack. "The Turtles, they're not from Blackbird Lake, didn't I tell you that? They are Floating City Turtles that were brought here so we could train them up. They haven't been here years and years and years like you are suggesting. See? We can be a lot of help!"

Blur(permanant), Moderate Fortification, Mind Blank, AC 35, 183/183 hp Malgant Winterborn 
Wednesday August 10th, 2011 4:51:44 PM

" Let's go then. I didn't use all of my water breathing prayers healing and I have a few protection from evil prayers prepared, though I believe both Aztyr and Vauhwyt can cast it as well. If we aren't taking the boat we could just fly out to the site and go from there." Malgant's cloak turns to black feathered wings and he looks ready to go. Malgant will take 2 of the waterbreathing potions with him in case they are needed.

Malgant's Spell List

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


Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Wednesday August 10th, 2011 6:53:05 PM

Vauhwyt blushes and apologizes to Zip. "It seems our words are forever fated to offend. Sorry. Hopefully our deeds will make up for it."

"Come now, my friends! It is time to go."

The only trouble is that Vauhwyt has no way to fly or walk on water, and little ability to swim, even with breathing. So either we walk on the lakebed, or we take the boat. I say take the boat. Or Vauhwyt can unshrink her rowboat and use that. Ideas? Comments?

"Hey cowboy!" says Mookie, "Not all of us can fly!"

Blur(permanant), Moderate Fortification, Mind Blank, AC 35, 183/183 hp Malgant Winterborn 
Wednesday August 10th, 2011 7:10:30 PM

" Which is why thinking works so much better. I say take the boat. Look at the trouble it cost us getting it here. If they sink it, we repair it later and raise it back up. Or not, we teleport most everywhere anyway. Besides, more than likely if we jump in when they attack they will try and eat us instead of breaking the boat. And you CAN fly bird-brain, so hush." Finally Mookies verbal barbs were back. Oddly, Malgant had begun to miss them.

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Wednesday August 10th, 2011 7:49:58 PM


"Boat it is," says Vauhwyt. "Make weigh, everybody! Hoist the missing-mast! Batten down the wenches! Haul your keels over to the boat and let's get this portee started!"

She grins at Brahmah and says, "Fear not, my new friend! We'll find adventure a-plenty ere long!"

Vorelle [AC 27; HP 106/152] 
Wednesday August 10th, 2011 11:07:05 PM

Vorelle decides to let the "elf lady" thing pass. Instead she quietly joins the others in boarding the metal boat.

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167  d20=4 ;
Thursday August 11th, 2011 2:23:39 AM

Mentally, Aztyr says, *For that many puns at one time, Vauhwyt, you get to stoke the fire on board. If it'd been only a single quip, I'd let it pass, but that many all at once, you gotta pay for them somehow. Heck, some of them were so bad I almost thought you were channeling your inner Mookie, and if has anything to add, he can help stoke the furnace from the inside, eating a little crow goes a long way so I'm told, but I imagine it would go down easier if it was roasted in a honey glaze.*
With that finally out of her mind, Aztyr heads down to the dock and boards their boat, remembering the fight in the storm that they had against the Slaads. With that memory fresh in mind, she makes her way into the cabin, where she feels a bit more protected. She may not worry about falling over board, but water is still water, and staying dry right this second was foremost in her mind.
(figuring time is it less than 14 hours until dawn? if so, Aztyr refreshes her magic vestment with a drop of Wold's Blood) (And then will refill her container, needing 4 drops to refill it after refreshing her MV anything but a 1 refills it.)

Spells per Day

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

* = unlimited

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

Spells on others :

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


Brahmah 
Thursday August 11th, 2011 4:30:58 AM

The minotaur is momentarily distracted by Vauhwyt. "Getting to the turtles soon is... urm, what?!" He looks for a ship with a missing mast and then at his feet, then at Vauhwyt. "...um, remind me later about your statement you made just now and I'll tell you know what you got right." He smiles.

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

Tattoos: uses*
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) 
Thursday August 11th, 2011 7:06:30 AM


Vorelle may be willing to let pass the "elf lady" remark, but Mookie sure isn't! Undaunted by Mal's pointing out he can fly, and with the gnome spell now expired, Mookie flutters over to Vorelle. "So, elf lady," he asks, "how those pointy ears working out for you? Parlay-vous elfish?"

Meanwhile, Vauhwyt is happily belowdecks shovelling coal into the ship's burning chamber. "It's getting hot!" she shouts and thinks at the same time. "Somebody press the GO button and ask Brahmah where to steer this thing!"

RR DM SteveK - Stoke, stoke, stoke your boat, merrily across the Lake 
Thursday August 11th, 2011 8:09:45 AM

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

Jass laughs at the banter of the group. "I like these guys", he says to the halflings. "You go to the Stone House and we'll be back before dark!"

Jass takes 4 Potions of Water Breathing and heads off to the Iron Boat. After inspecting the stoking area and dismissing it as manual labor, the sorcerer moves to the bow of the barge-like boat and casts another Tiny Hut. Thinking a second, he conjures an Unseen Servant and, making sure Jass is within 30 feet of the fires, sends the conjured invisible force to help stoke the fires. "You know, with three arcane spell casters, is it necessary for any of us to get all hot and bothered down there?"

Actions:
cast tiny Hut
Cast Unseen Servant

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 4 3 1 0 0 3

...............DM Post

Vauhwyt apologizes to the halflings and, whether to distract them or excited to be moving, sets a running innane monologe that has nearly everyone smiling. Mookie continues to put in his own comments which keep things light.

Malgant thinks this conversation is ample evidence not to speak aloud, and is oddly comforted by Mookie's antics. After demonstrating that not everyone can fly all the way to the spot Brahmah knows of, the mino cleric gets everyone on the Boat.

Vorelle keeps her usual silence and boards the Silver Lady.

Atzyr teases Vauhwyt into doing the blackwork on the steam boat this time, and soon the power is enough to go. That many puns and mispronounciations? Wow.

Brahmah is hit by a momentary confusion, and then realizes that Vauhwyt is 'mostly' teasing. He promises to give her a lesson in the proper name for sailing gear later.

Jass bids farewell and keep safe to the halflings, and takes the place he staked out for himself on the trip out here.

Mac and Valanthe follow along. (anyone heard from either of them?)
....................................................

As soon as the heroes let, the Turtle moves down the beach and into the waters of the lake. Very quickly, it is lost from sight.

The halflings of Shellville wave hankies and toss stones in the air as a farewell to the heroes. When the last hero boards the Iron Boat, the Elders waste no time and begin herding the villagers to the Stone House. They don't get very good results until Gamma calls out, "Pie Eating Contest at the Stone House! Winner gets to eat my cooking for a week!" Immediately, the beach is empty, halflings running as fast as they can to eat or watch the eating while eating themselves. The heroes can see Gamma turn, smile at the Iron Boat and wave a hand in an "OK" sign before sprightly toddling off towards the Stone House herself.

Once aboard and moving to the directions of Brahmah, the heroes look around and see that it is only an hour past noon. A lot has happened in a morning! The sun plays peek-a-boo with white, fluffy clouds in a blue sky as the Silver Lady chugs merrily along. The lake's dark waters mirror the sky so well that it seems a brighter blue; altogether a near idyllic setting.

It takes only an hour for the boat to get near the location that Brahmah knows in his bones (and ranger abilities) is the place where the turtles were congregating. The lake is quiet, still, only the chug of the paddle, the wake of the boat break the calm.

No, wait... there is another wake 50 feet to the starboard side that is matching the pace and direction of the boat!

Mac | HP:286 | Dam:0 | AC:32/T:19/F:27 | CMD:[54, Sun/Dis:57] | up to 6 AoOs:[AC:d20+37|3d6+29{CAC:19+|+2x(3d6+29)}] or CMB:[+30] | Luckstone, Heartlight 
Thursday August 11th, 2011 9:24:49 AM

Now that a guard is no longer required, and talk heads in the direction of finding the source of the turtle's ills, Mac is happier. Taking the boat is probably safer than flying, or then simply holding onto the shell of a larger turtle as it heads home... a nice idea - a turtle powered swim through the lake. Despite this he boards the ship, fully expecting to be feeding the engine, but Jass seems to have that in order as well. Despite having Jass' back and best interests at heart, the dark taur's earlier decision not to comment on the Sorcerer's earlier statement (around the time they were introduced) about there being two eleven ladies and his being the only human, appears to finally be paying dividends. Mac smiles, happy to see the joke (such as it is) is finally gaining traction. Thanks Mookie.

Not focused on fueling the ship's engine, this trip he watches the mechanisms - studying the means by which furnace, plough-like arms, wheels, and the rest bring motion to the Ship.

The notion of a Pie Eating Contest intrigues Mac - is it animated and requiring capture before consumption? Are your fellow competitor's actively attempt to prevent you from consuming the pie? Otherwise, surely, there is the Pie Eating, but not a whole lot of Contest...

The focus on the engine explains why he is not the first to note the appearance of the second wake - though in all probability the third wake, given the proceedings of the day.

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Thursday August 11th, 2011 4:43:38 PM

"I think it is time for us to use our water breathing," says Vauhwyt.

She reviews her currently active spells and renews several of them (list to come).

Mac | HP:286 | Dam:0 | AC:32/T:19/F:27 | CMD:[54, Sun/Dis:57] | up to 6 AoOs:[AC:d20+37|3d6+29{CAC:19+|+2x(3d6+29)}] or CMB:[+30] | Luckstone, Heartlight 
Thursday August 11th, 2011 5:13:01 PM

"Thanks Vauhwyt, but I'm good for the breathing and moving." comments Mac with a smile.

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167 
Thursday August 11th, 2011 9:14:44 PM

Aztyr mentions over the link, *We're either being shadowed, or we've got company. I'm betting on the latter. So, who's front line in the water?*
While she's relaying messages, she's also casting a spell. She rests her hand on one of her rods and doubles the duration of the Shield spell she casts. (cast extended Shield)
*I'll be able to move underwater very easily, even cast spells, but as you've pointed out more than once, I'm mostly squishy.*

Aztyr also gets ready to go overboard at first notice.

Spells per Day

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

* = 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

Spells on others :

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

AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Thursday August 11th, 2011 10:57:43 PM

Valanthe stands on deck watching the water. The metal boat was great but it felt wrong. Besides the waters were too calm. She enjoyed the nights when reverie took her back to the pirates of jack and the good old days.

OOC: I'm here. Outside of combat I feel pretty much useless. With this group its magic magic magic for everything. Valanthe knows nothing about magic and can contribute minorly at best. I really hate posting I stand there and watch or one line sentences. It's been like this for a while. Something comes up and its a few days of magical discussion. I suggested a use of Valanthe's high engineering skillt o help fortify defenses against turtle attacks but it was drowned out by magical discussion. Plus the days of arguing over what magic didnt work because we have no frickin DM (I wont go into how much I think this round robin is just a terrible idea) made me want to skip posts altogether. Reading tabletop arguments isnt any better. Not that anyody is at fault. There is only the small bit of information the current DM has and players are far more creative than small bits of information.

Vorelle [AC 27; HP 106/152]  d20+23=26 ;
Friday August 12th, 2011 1:30:46 AM

"Yes, I do," Vorelle replies to Mookie, in Elven.

When the other wake is spotted, Vorelle attempts to discern more about it. Unfortunately, the light on the water makes details difficult to see [Perception 26].

Mac | HP:286 | Dam:0 | AC:32/T:19/F:27 | CMD:[54, Sun/Dis:57] | up to 6 AoOs:[AC:d20+37|3d6+29{CAC:19+|+2x(3d6+29)}] or CMB:[+30] | Luckstone, Heartlight  d20+18=26 ;
Friday August 12th, 2011 6:19:01 AM

*This is an incredible convey..oh, sorry about that! Aztyr, you're playing my tune! I'll be out there in a...* "...second." Mac takes a quick look out into the water, nods, and looks over the other side of the ship. [Perception: 26]
"I don't know what that is yet, but I know that leaping out there won't help just now. Besides, if whatever it is works in groups, then that over there might just be a distraction, so I'll look over here for a moment."



RR DM SteveK - We're Gonna Need a Bigger Boat  d20+20=23 ;
Friday August 12th, 2011 2:50:15 PM

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

Jass is of the same mind as Atzyr. He's willing to go in the water, but not before some of friends who are 'less squishy' go in first. "If this is the area, let's put this puppy in neutral and dive for clams, eh?"

The sorcerer casts Fly on himself and lifts off from the ship, still keeping pace with the Iron Boat and looking down into the waters.

Actions:
cast Fly
Perception: 23

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 5 3 1 0 0 3

...............DM Post

Mac at first doesn't see the ripples, but once they are pointed out, he wonders if there may not be more of them than the one ripple. Looking out the port side, and his fears are confirmed. There is a second set of identical ripples out 60 feet from the left rear of the Silver Lady!

Vauhwyt sets up her current spells to be ready for a fight.

Aztyr thinks to the others, casts a spell to give her some more defense, and gets ready to go overboard at first notice.

Valanthe stands on deck watching the water.

Vorelle attempts to discern more about the ripples. With her strong knowledge of all things natural, the ranger is certain that the ripple is being caused by an Animal. It looks like an enormous crocodile!

Brahmah continues to drive the boat.

Jass lifts off from the boat to get a better view. He can confirm the two crocodiles that the others have spotted, and can also say they are each as long as the Iron Boat!

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

The colossal crocodile on the starboard side eases up until the top of its head is exposed. Dull green scales and a burning red eye glisten wetly as a disturbing intelligence looks at the Iron Boat and the heroes. And then the animal dives, going at least 10 feet down before being lost in the gloomy waters.

When the heroes turn around, the other crocodile is also gone.

Brahmah Highlight to display spoiler: { The ranger is certain these 2 animals were not seen when he did his Commune with Nature spell this morning. Whether they have swam into the area since then or if his divination spell was tricked by magic? The minotaur doesn't know. }


Blur(permanant), Moderate Fortification, Mind Blank, AC 35, 183/183 hp Malgant Winterborn  d20+17=31 ;
Friday August 12th, 2011 4:31:27 PM

" That whole looking us over and then diving does not look friendly to me. Drink your potions if you need waterbreathing, potions are of no use underwater (at least I seem to remember they aren't). Judging from that look and the size of those monsters I assume we can either go into the water on our own or when they tip the boat over...I doubt it is any longer a question of 'if' they tip us over."
" Are croc's, especially ones that big, normal around here? When the Altar of Jancasais acted out last time it transformed the fish and other native life in the lake into Slaads. Could this be something similar? I am still thinking the Altar has something to do with this whole mess."

As he speaks, Malgant prepares for combat under the waves, drinking one of the waterbreathing potions from the halflings and takes wing, looking down into the lake for the diving Crocs.
.Perception 31
" By the way, Are we leaving someone up here to tend the boat while we are gone? If not maybe we should stop it's forward motion or something. "

Malgant's Spell List

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

Brahmah 
Friday August 12th, 2011 4:37:58 PM

The ranger mentions the absence of these creatures during the Commune to the group, but focuses on the navigation and steering.

AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Saturday August 13th, 2011 10:05:53 AM

Valanthe stands at the ready. With her helm breathing, moving, and seeing under water wont be an issue. Which is why she picked it up. Plate armor and water dont really mix. Even armor as light and mobile as the mithril she was wearing. Yet that doesnt help much when she may be eaten by a giant crocodile.

Blur(permanant), Moderate Fortification, Mind Blank, AC 35, 183/183 hp Malgant Winterborn 
Saturday August 13th, 2011 12:33:51 PM

" They weren't Brahmah? That was a BIG spell right, showed you alot about a fairly large area around this point? To me that says we are in the right place. Someone or something definitely does not want us here. Could those things be summoned?"

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167  d20+22=26 ;
Saturday August 13th, 2011 7:11:18 PM

Aztyr thinks about Mal's question...... (Know Arcana 26)
"I believe so Malgant, but if they are summoned, whoever summoned them must be exceedingly powerful. Summoned creatures last only a couple minutes at the very longest, these may be natural to here, but were out of range when Brahmah checked magically. I can't even consider my summoning something this powerful, but to summon more than one, now that's a display of ostentatious amounts of power. Either there's one very powerful person here, or a group of quite powerful people here, or someone's irritated another God, and we gotta figure out how to fix this."

Spells per Day

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

* = 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

Spells on others :

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

Mac | HP:286 | Dam:0 | AC:32/T:19/F:27 | CMD:[54, Sun/Dis:57] | up to 6 AoOs:[AC:d20+37|3d6+29{CAC:19+|+2x(3d6+29)}] or CMB:[+30] | Luckstone, Heartlight 
Saturday August 13th, 2011 8:17:18 PM

"A third option then: What if they weren't giant crocodiles when Brahmah first looked? Maybe henchmen now under the effects of some sort of polymorph-like spell?"

Blur(permanant), Moderate Fortification, Mind Blank, AC 35, 183/183 hp Malgant Winterborn 
Sunday August 14th, 2011 10:59:21 AM

" Ah Aztyr, but if they ARE summoned, a magic circle will stop them completely from touching those people and I think, things inside it. I think 2 maybe three circles will totally envelop the boat. Should we try that? I don't have the Circle version today, do you guys?"

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Monday August 15th, 2011 7:31:49 AM


Following Mal's advice, Mookie and Vauhwyt will each drink a potion of water breathing.

She casts some preparatory spells (list still to come).

"Oughtn't we follow them down?" she asks. "We can't just stay herre." A faint accent ca be heard at the end of her last sentence, maybe revealing the liontaur's nervousness at having to swim.

RR DM SteveK - We're Gonna Need a Bigger Boat  d10=6 ; d20+20=29 ; d20+20=32 ; d20+20=26 ; d20+20=27 ; 4d6+25=39 ; 4d6+25=45 ;
Monday August 15th, 2011 8:42:14 AM

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

Jass, keeping pace with the iron boat while flying, brings out a potion of Water Breathing, and quaffs it.

He thinks about various magics and replies to Malgant and Atzyr. "A wizard or druid can summon a dire crocodile and then enlarge them, but why do that only to spy on us? seems like a huge waste to me, eh?"

Actions:
Fly 40 feet high and parallel to starboard side of boat
retrieve potion from Pants of Plenty
drink Water breathing
Know Arcana: 29 ; to identify spell of colossal crocs
Perception: 32; still watching for crocs

Active Spells:
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; 5 hours; able to breathe
Shield; 160 minutes; +4 AC immune magic missles
Tiny Hut: 16 hours; on bow of Silver Lady

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 5 3 1 0 0 3

...............DM Post

Malgant gives directions to prepare to move the group underwater; there is little doubt in his mind that they will soon be there whether they want to or not. He is still thinking the Altar has something to do with this whole mess. Drinking a potion, he flies up, looking for the crocs in the gloomy waters. While doing so, he suggests to make the boat stop while they are all gone...

Brahmah confirms he didn't 'see' these creatures with his 'Commune' spell, and continues to steer and navigate.

Valanthe stands at the ready, able to freely move in helm and mithril, thinking about the comparison of a turtle and crocodile stomach.

Aztyr knows it is possible to summon a dire fiendish croc, but not this large. Whatever the case, the liontaur knows they gotta figure out how to fix this.

Mac thinks of a third option; there are many ways for them to be here...

Vauhwyt and Mookie both drink a potion of water breathing and begins to cast spells as she prepares for the nervous underwater action. (Vauhwyt has 10 rounds available to cast spells only)

Jass confirms Atzyr's knowledge with his own thoughts, and also prepares to go underwater.

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

Malgant and Jass, being airborne and watching, are the two who best see what happens next. Rushing from out of the dark depths of the water and nearly underneath the Silver Lady, the two Colossal Fiendish Dire Crocodiles charge the Boat! They appear as shadowy torpedoes about 30 feet down. In seconds, they are only 15 feet from the surface and then perform a rollover that completely reverses thier direction, causing massive tails to slam into the Iron Boat's hull before they swim back into obscurity.

And they, while flying in the air, are not affected like those on deck.

The Silver Lady lurches in the water, spray shooting skyward, the hull ringing from two massive strikes like the toll of a great gong. (All heroes make Acrobatics Check DC 15 or fall prone)

There is a sound like a thousand hissing snakes coming from the stoking room...

Brahmah169hps wounded, AC 26  d20+5=9 ; d20+28=46 ; d20+19=29 ; d20+10=14 ;
Monday August 15th, 2011 11:12:17 AM

(Acrobatics 9, Survival 46, Nature 29, Profession Sailor 14)
Brahmah falls prone. "Damn! What's that sound? Get below." (What is the sound from below?)
SteveK: There is a leak in the stoking room, only a small spray of water right now, but the superheated furnace is hissing by the contact with the water.

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

Aztyr AC 27, 5 DR Fire - SR 18 - HP 167/167  d20+6=20 ;
Monday August 15th, 2011 2:02:04 PM

Aztyr survives the tail slaps and then she hears the sound of the steam escaping...."We gotta put out the fire or the boiler will explode, remember what the Gnome told us when we got the silver lady."
Aztyr has three possibilities to do....Save the boat, become defensive, or react as normal, blast away at the Crocs.
Aztyr once again does the unusual, especially for her. She begins her spell, unleashing her limited wish...
"I limited Wish that the metal inside the Silver Lady and all parts of the Boat are at the ambient air temperature of the air surrounding the boat."
*Vauhwyt, put out the fire, and get up here, we got company, as you no doubt heard with the bangs on the ship.*

Spells per Day

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

Spells on others :

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

Vorelle [AC 27; HP 106/152]  d20+6=20 ; d20+23=33 ;
Monday August 15th, 2011 4:27:35 PM

The massive tails shake the boat, but Vorelle keeps her feet [Acrobatics 20]. She yanks out her bow and nocks an arrow, but the crocs have already disappeared. She scans the surrounding water for signs of anything else coming to attack them. [Perception 33]

Blur(permanant), Moderate Fortification, Mind Blank, AC 35, 183/183 hp Malgant Winterborn  d20+16=25 ; 10d6=44 ; d20+16=34 ; 10d6=32 ;
Monday August 15th, 2011 6:42:53 PM

If there was time to prepare ( the 10 rounds you said Vauhwyt was able to cast prep spells in) Malgant readies a standard action to cast a spell: Destruction. WHen he can see the crocs at 30 feet below the water he casts the first spell on the rightmost one and calls to Jass " I saw you disintegrate a turtle...got any for that leftmost croc?" If the 30' to 15 ' transition was a second round and thus a chance to cast again Malgant will cast a second Destruction spell at the same croc if it lived, at the other if the first died.

1st destruction spell
spell penetration 25 160 points of damage or Fort save DC 25 for 44 damage if made
2nd destruction spell
Spell penetration 34 160 points of damage or Fort save DC 25 for 32 damage if made

To those on the boat the Minotaur shouts " THEY'RE CHARGING!! BRACE FOR IMPACT "

Malgant's Spell List

Active Spells
Permanent +5 Greater Magic Fang on Malgant's horns
Magic Vestment on Vauhwyt's buckler, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's armor, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's shield, 32 hours extended duration, raises the magic bonus to +4
Status cast on Valanthe, Mac, Jass ,Vauhwyt and Aztyr, 32 hour extended duration
Mind Blank on Malgant 24 hour duration
Waterbreathing Potion ( duration?)
-----------------------------------------------
OOC
sorry about the 'if then's ' In there. It sounded as if we could see it as it happened and that would leave room for prep spells and a readied attack soo....

Mac | HP:286 | Dam:0 | AC:32/T:19/F:27 | CMD:[54, Sun/Dis:57] | up to 6 AoOs:[AC:d20+37|3d6+29{CAC:19+|+2x(3d6+29)}] or CMB:[+30] | Luckstone, Heartlight  d20+26=28 ;
Tuesday August 16th, 2011 12:05:11 AM

Mac keeps his footing [Acrobatics:28]. He moves forward, looking to get as near the point of impact as possible, with a mind to striking the next tail or jaw that come near. *What does it look like from up there?*

OOC: Two Colossal Fiendish Dire Crocodiles!!! Aack!

Brahmah169hps wounded, AC 26 
Tuesday August 16th, 2011 2:41:04 AM

Tries to activate his spider climb tattoo while on his back.

AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe  d20+4=21 ;
Tuesday August 16th, 2011 7:12:05 AM

Valanthe manages to keep her footing when the ship lurches unexpectedly. If she did fall to the deck she would never forgive herself. All those years on wooden ships getting tossed about in the ocean had to be good for something.

"Get this ship out of here or we will loose her. We can't hurt them while they are under the water."

ooc: acrobatics check 21

RR DM SteveK - We're Gonna Need a Bigger Boat  d20+13=15 ; 32d6=110 ; 5d6=23 ;
Tuesday August 16th, 2011 4:10:41 PM

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

Jass gives a cheery wave to the flying minotaur cleric. "I think I can do that!", he calls. The sorcerer steadies himself, and Readies a Disintegrate spell for the second colossal fiendish dire crocodile he sees.

Actions:
Fly 40 feet high and parallel to starboard side of boat
Ready Attack: Disintegrate Ray on 2nd attacking colossal croc; Touch AC 15; 110 damage, Fort DC 25 for 23 damage

Active Spells:
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; 5 hours; able to breathe
Shield; 160 minutes; +4 AC immune magic missles
Tiny Hut: 16 hours; on bow of Silver Lady

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 5 3 1 0 0 3

...............DM Post

Brahmah is slammed to the deck. From his vantage point, he can look down into the hold and see the leak striking the boiler. More familiar with wood and sail, the ranger still knows that this is bad. He activates his Spider Climb Tattoo to give him better purchase.

Aztyr survives standing the tail slaps and then does the unusual, casting a limited wish for "the metal inside the Silver Lady and all parts of the Boat are at the ambient air temperature of the air surrounding the boat." Instantly, the fire is out, the boiler cool to the touch and the Sliverl Lady is coasting to a stop.

Vorelle keeps her feet as the massive tail shakes the boat. She yanks out her bow and nocks an arrow, scanning the surrounding water for signs of anything else coming to attack them.

Malgant calls for the boat to Brace for Impact, and Readies a Destruction spell. (ooc: no problem on if/then; little mix up on actions. The 10 rounds was the time between sighting the crocs and the crocs first charge. As there was no other indication of hero preparation prior to the charge, I'm ruling Malgant did not Ready his spell until after the first charge.)

Mac keeps his footing and moves forward, readying an attack if the crocs show a target.

Brahmah Tries to activate his spider climb tattoo while on his back.

Valanthe manages to keep her footing and urges to get the ship out of here.

Jass acknowledges Malgant and 'Readies' a Disintegrate spell.

.................
The Colossal Fiendish Dire Crocodiles (or CFDCs for short), don't return immediately. The waters remain murky, but calm as the Silver Lady coasts to a stop.
Two great dents are able to be seen on the port bow quarter, both of them below the waterline. As the ship's wheel stops turning, the 45 long barge begins to drift. And the heroes realize something else.
The great iron barge is 25 feet wide and pulls at least 10 feet of draft. If the crocodiles come up from directly underneath, no one on the boat will be able to reach the attackers until the ship is filling with water.
And from the strikes made only a minute ago, these 2 crocodiles have the capability to do just that.

......STATS
Silver Lady: 54 damage

CFDC#1 -
CFDC#2 -

.........NOTES
- Each Water Breathing potion is active for 10 hours.
- Potions are consumable underwater (the hero drinks fast before the magic is diluted)

Silver Lady -- An iron barge designed by a mysterious gnome that is powered by a furnace attached to a paddlewheel in the stern. 45 feet long and 25 feet wide, the iron boat's steering controls is on the raised poop deck. In researching the Kwalish Aparatus and Instant Fortress, I'm suggesting the following stats for the Silver Lady.
Hit Points: 200
Hardness: 15
Speed: 40 (based on Blackbird Lake being 100 miles across and boat takes 1 day to cross)



Blur(permanant), Moderate Fortification, Mind Blank, AC 35, 183/183 hp Malgant Winterborn 
Tuesday August 16th, 2011 7:19:42 PM

Gotcha, no problem DM, spells not used
----------------------
Malgant sees the same as the others that the crocs could flip the boat with ease and likely plan to. With a glance at Jass that seems to say 'Follow if you can', he casts Freedom of Movement on himself and draws his sword as he dives below the ship, preparing to stop the crocs when they come back.. He considers the possibility of Jass being bitten in half since he is less armored than the Protector. This might keep the Sorcerer above the water and would not bring the man any shame in the Protector's eyes. Once below, the Protector designates the Silver Lady as his interpose target this round. If he sees the crocs coming and has enough warning, the Protector will use a Haste charge off of his armor to speed his fighting capabilities below the water.

Malgant's Spell List

Active Spells
Permanent +5 Greater Magic Fang on Malgant's horns
Magic Vestment on Vauhwyt's buckler, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's armor, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's shield, 32 hours extended duration, raises the magic bonus to +4
Status cast on Valanthe, Mac, Jass ,Vauhwyt and Aztyr, 32 hour extended duration
Mind Blank on Malgant 24 hour duration
Waterbreathing Potion 10 hour duration
Freedom of Movement 160 minutes duration
--------------------------------------
OOC
OK, radical concept naming the boat as his interpose target. If you allow it great, if not Malgant will try and interpose on anyone else who joins him beneath the boat.

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Tuesday August 16th, 2011 7:44:28 PM

Aztyr seeing that Malgant is going over the side, she considered casting something but decides not to. She leaps over the side and her cloak appears to turn her into a manta ray. She takes up position under the boat with Malgant and readies herself to cast a spell, if the crocs make a return appearance. She then changes her mind and pulls out one of her wands. (auto success UMD skill higher than needed to activate) She uses it to cast Stone Skin on herself, she keeps it out, to probably be used next round as well.

Spells per Day

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

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Tuesday August 16th, 2011 10:01:32 PM


TEN ROUNDS OF PREP TIME: V and M have already drunk potions of water breathing. Vauhwyt casts See Invisibility and Reduce Person on herself. She activates the Fly function on her Celestial Armor. She casts Greater Invis on herself and Mookie.

"Come on, Mookie," she says, and with the gnomified familiar on her back she flies into the water.

Vauhwyt looks and looks, seeing invisible things, and tries to find some alligators to fight.

==========

DM Sanity info for Vauhwyt and Mookie:

Spells per day:

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

Spells cast by 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)
Reduce Person (lasts 12 more minutes)
See Invisibility (lasts 2 more hours)
(Water Breath on Vauhwyt)
Fly with Celestial Armor (lasts five minutes)

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)

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
Transmute Staff: 1 of 10 charges

Short Duration Spell Tracking:
Greater Invis on Mookie - 12 rounds
Greater Invis on Vauhwyt - 13 rounds

Mac | HP:286 | Dam:0 | AC:32/T:19/F:27 | CMD:[54, Sun/Dis:57] | up to 6 AoOs:[AC:d20+37|3d6+29{CAC:19+|+2x(3d6+29)}] or CMB:[+30] | Luckstone, Heartlight 
Wednesday August 17th, 2011 3:06:20 AM

OOC: Who was looking after the ship? Did the limited wish work?

Mac gives Brahmah a hand to his feet. "It looks like we're taking this fight to them, Captain!" And with that Mac drops into the waters and gets his bearings.

*Malgant, was this the sort of thing you meant when you were describing their style back at the party in the Giggling Ghost?*

Equipment of note:
Ring of Freedom of Movement, Necklace of Adaption, etc

Mac | HP:286 | Dam:0 | AC:32/T:19/F:27 | CMD:[54, Sun/Dis:57] | up to 6 AoOs:[AC:d20+37|3d6+29{CAC:19+|+2x(3d6+29)}] or CMB:[+30] | Luckstone, Heartlight 
Wednesday August 17th, 2011 3:15:56 AM

Additional post (things you think of after hitting Submit!)

A thought crosses Mac's mind, and not having a clue himself he puts it out there: *What would happen if someone cast Water Walk on the crocodiles?*

Brahmah169hps, AC 26 
Wednesday August 17th, 2011 12:20:49 PM

OOC: Brilliant idea Malgant. :)

DM: What is the weather like right at this very moment? You said the water is murky. Is the sea churning from weather?
-------------------------------------------------------

The gets to his hooves and curses again. "We should get to the boiler room! Can anyone create a waterproof barrier around the boiler?! Can something be summoned to control the heat or the water?" He shakes his massive head, trying to untangle the webs.
He casts Guidance from his tattoo for a skill check to come later.
"The boiler can not cool rapidly, that would be bad." The ranger prepares to retrieve a water breathing potion then cast a spell.
"Taking the fight to them is fine. Should we all go? Who is to stay on the ship?"

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)

Vorelle [AC 27; HP 106/152] 
Wednesday August 17th, 2011 1:07:27 PM

"Someone should stay up top," Vorelle says to Brahmah. At the same time, she thinks her words into the link. "I can do it; I'm a decent archer. Just...somebody leave be a Water Breathing potion, okay?"

Blur(permanant), Moderate Fortification, Mind Blank, AC 35, 183/183 hp Malgant Winterborn 
Wednesday August 17th, 2011 4:51:02 PM

Aztyr's limited wish stopped the coming explosion by cooling the whole boat to the same even temperature, but the Silver Lady was still taking on water, though it didn't sound too bad. With the continual flame on his weapon Malgant peered into the murk looking for a croc to make a handbag out of.
Mentally he answers Mac, " You mean where we kinda all go in different direction all of a sudden and no one really explains what they are doing?" Yeah that's exactly what I meant. You get used to it though, even I do it."

Malgant's Spell List

Active Spells
Permanent +5 Greater Magic Fang on Malgant's horns
Magic Vestment on Vauhwyt's buckler, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's armor, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's shield, 32 hours extended duration, raises the magic bonus to +4
Status cast on Valanthe, Mac, Jass ,Vauhwyt and Aztyr, 32 hour extended duration
Mind Blank on Malgant 24 hour duration
Waterbreathing Potion 10 hour duration
Freedom of Movement 160 minutes duration
-----------------------------------
If nothing presents itself right away, Malgant waits 2 rounds, with a readied action to Vital Strike the first monster that shows up ( I can't ready a full attack, right? Everyone thats coming should be in the water by then.

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Wednesday August 17th, 2011 5:14:46 PM

Mookie mentally caws, Hey! I resemble that remark!

AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Wednesday August 17th, 2011 6:41:46 PM

Not needing a potion to survive, Valanthe jumps over the side. There is no splash of cold water upon her face. For her magical helm keeps a bubble of air aorund her head. Lenses slide into place allowing her to see clearly. She glides effortlessly through the water, which is good considering the armor she is wearing.

ooc: she has a helm of underwater action. 30ft swim speed, air to breathe, five times normal sight distance based on water conditions.

Brahmah169hps, AC 26 
Thursday August 18th, 2011 5:45:55 AM

OOC: Waiting for DM post. :)

RR DM SteveK - Croc Attack!  d12=3 ; d12=7 ; d20+29=40 ; d20+29=45 ; 4d6+22=41 ; d20+29=41 ; d20+29=47 ; 4d6+22=30 ;
Thursday August 18th, 2011 5:26:48 PM

Sorry for the non-post days. Real Life got really busy...
.................

Jass of Downs (SteveK) AC 33 CMD 22 HP 228/212

Jass sees Malgant, and then most of the others throw themselves into the waters below the boat. Deciding it is time for him to also join the group, the sorcerer casts Elemental Body IV and turns himself into a Huge Water Elemental!
Jass then dives down into the water, ready to confront the crocodiles. "This Telepathic Bond is a sweet spell! Makes it easy to talk underwater, eh?"

Actions:
Cast: Elemental Body; Huge Water Elemental
Move: into water

Active Spells:
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; 160 minutes; +4 AC immune magic missles
Tiny Hut: 16 hours; on bow of Silver Lady
Elemental BodyIV: Water. 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 5 3 1 0 1 3

...............DM Post

Malgant casts Freedom of Movement on himself and draws his sword as he dives below the ship. As the Silver Lady is not alive, the minotaur designates Aztyr as his Interpose target if it comes to a fight. (ooc: casting and moving uses up all actions for the hero, and he can't ready an action this round)

Aztyr leaps over the side after Malgant and, her manta cloak supports her in the water easily. Pulling a wand, she casts Stone Skin on herself.

Vauhwyt and Mookie flies into the water, looking around for alligators or other opponents.

Mac helps Brahmah to his feet, and then drops into the water to gets his bearings. His necklace and ring make water as easy to travel in as on dry land.

Brahmah looks into the sky, and it is still the lovely partly cloudy day as when they started from Shellville. The chop on the lake is less than a foot, as near perfect sailing weather as anyone could hope. The waters themselves are dark. Brahmah is worried about the boilers, but they are cool and unresponsive thanks to Atzyr's Limited Wish. He activates another Tattoo and retrieves a water breathing potion, looking about for who is going to stay on the ship.

Vorelle offers to stay up top because she is a decent archer. Good thing that she has the 2 water breathing potions from the halflings, just in case.

Valanthe jumps over the side, ready and able with her magical helm.

Jass turns himself into a Huge Water Elemental and joins the others.

.................
Malgant, Atzyr, Valanthe, Mac, Vauhwyt, and Jass are in the water under the boat. Immediately upon entering the water, they feel... uncomfortable. Antsy. Dare I say worried? There is a feeling that makes it impossible to be comfortable, and the feeling is stronger the deeper they go...

Jass, Atzyr, and Valanthe (due to their magical darkvision and aquatic vision) can see the colossal fiendish dire crocodiles swimming below them about 30 feet further down. As the heroes enter the water, the two crocs shoot up in an attack!

The first launches up, a huge mouth full of teeth looking like it could completely swallow Atzyr! The jaws snap shut while the beast is still 20 feet away from the heroes, and blood begins pouring into the water from the sorcerous liontaur. To make matters worse, Atzyr is grabbed by the croc as the colossal beast does a flip turn and is soon 50 feet down in the waters! [Croc flyby attack AC 40, Grab 45 Atzyr takes Damage 31 and is Grappled (stoneskin already reduced)]

The second performs a similar attack on the sturdy form of Mac. This time, however, while Mac is slammed by teeth, his Freedom of Movement ring prevents him from being grabbed! [Croc flyby attack AC 41 Grab auto miss, Mac takes Damage 30

Vorelle and Brahmah are on the unmoving boat with their companions at least 10 to 20 feet underwater below them. They see the frothing action and the water beginning to by dyed red. They will need to make a decision pretty quick on whether to follow the other heroes or to sit this dive out on the boat.

......STATS
Silver Lady: 54 damage

CFDC#1 -- AC 41
CFDC#2 -- AC 41

.........NOTES
- Each Water Breathing potion is active for 10 hours.
- Potions are consumable underwater (the hero drinks fast before the magic is diluted)

Silver Lady -- An iron barge designed by a mysterious gnome that is powered by a furnace attached to a paddlewheel in the stern. 45 feet long and 25 feet wide, the iron boat's steering controls is on the raised poop deck. In researching the Kwalish Aparatus and Instant Fortress, I'm suggesting the following stats for the Silver Lady.
Hit Points: 200
Hardness: 15
Speed: 40 (based on Blackbird Lake being 100 miles across and boat takes 1 day to cross)


Blur(permanant), Moderate Fortification, Mind Blank, AC 35, 142/183 hp Malgant Winterborn  d100=84 ;
Thursday August 18th, 2011 5:49:54 PM

As the jaws close on Aztyr, Malgant pushes her aside and they instead close on him. ( interpose, Blur roll 84, blur fails to stop the attack, attack hit's Malgant's AC for 41 damage (no stoneskin) Freedom of Movement prevents the Grab)
" IMOD'S HORNS!! No wonder they did such damage to the ship! I never expected the freedom spell to stop their bite from holding me, but I dare say I am happy it does! We need to end this quickly. Mac, you and I need to make them focus on us and the rest need to pound the snot out of them. By the way, does this water feel....Evil to anyone else?"

--------------------------------------
OOC
Pausing to be sure what I wrote just happened... I did have interpose ready, right? Does my spell work like Mac's ring?

DM SteveK: Actually, yes! Malgant successfully interposes himself between the Croc and Atzyr, so it is Malgant who is chomped for 41 damage. Yet, because of Malgant's Freedom of Movement, the Protector automatically makes the croc fail his Grapple attempt, and Malgant is not grabbed. Nice bit of teamwork there!

AC 42 HP 211/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe  d20+30=32 ;
Thursday August 18th, 2011 11:12:30 PM

After a life on a pirate ship you learn to be prepared to deal with armor and water.

Valanthe's helm propels her through the water toward the nearest dire croc. She lashes out with her hammer but is unacostumed to the drag of water on her hammer.

ooc: figures. move toward a croc and attack once. need an 11 and roll a 2. I'm not sure the effects of fighting under water.

Mac | HP:286 | Dam:30 | AC:37/T:24/F:32 | CMD:[59, Sun/Dis:62] | up to 6 AoOs:[AC:d20+27|3d6+44{CAC:19+|+2x(3d6+44)}] or CMB:[+30] - Luckstone, Heartlight, Power Attack 
Friday August 19th, 2011 6:37:48 AM

*There are some things not even these guys will eat!*


*Now I'm down here, I know what I could use... I can't see them Mal. How far away are they? Like my Captain back in Heranmar used to say, "Can't charge what you can't see!". Anything we can do about that, and maybe a Haste?*
Mac tries to gauge his opponents, and quickly concedes that being more more defensive (Combat Expertise) would not have helped him much against the giant crocodile, and may only have hampered his attempts to strike back had the opportunity presented itself.
*An Enlarge Person might also be beneficial... even efficacious.*

Brahmah169hps, AC 26 
Friday August 19th, 2011 6:55:23 AM

The ranger feels completely helpless at this point. He could cast a couple useful spells, but what good would it do. He decides to instead assess the damage to the ship and see what sort of repairs need to be done. Where exactly is the damage and sort of damage is it?

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)  d20+18=24 ; 5d4+5=18 ;
Friday August 19th, 2011 7:57:59 AM


Vauhwyt hears Mac's telepathic call for an enlarge person, and she swims over to him. (Swim check 24)

She casts Enlarge Person on him.

Meanwhile, Mookie has taken out his magic missile wand and directs five missiles at the croc fighting Mac. 18 damage to it.

Remember, oh kindly DM, both V and M are greatly invisible, and V is seeing invisible and has her magic circle. Mac may now be fully or partly in that now too, in case these crocs are affected.

Blur(permanant), Moderate Fortification, Mind Blank, AC 40, 142/183 hp Malgant Winterborn  d20+24=40 ; 4d8+9=27 ; d6=2 ; d6=6 ;
Friday August 19th, 2011 4:02:20 PM

OOC
As I read it the crocs are 50' down... is that correct? I am assuming they would have continued their flip dive even if they didn't grab something, to be able to hit and run next round.
-----------------------------------
Malgant thinks back to Mac," I can't do much to help you see them other than to get near them and show you where they are with my light. Here I go, plus I am thinking they will pause to eat me rather than charge the group, so win-win for all of us."
The Protector then casts a quickened Shield of Faith, activates a charge from his armor to haste himself for the moment and launches himself at the the croc that got a bite out of him. Barreling in he expects the croc to try another bite as he gets close, then it will be his turn. Swinging for a Vital Strike as he nears the beast Malgant barely connects due to the haste effect (which I missed in my calculation for attack roll). He slams his bastard sword into the beasts hide and grins as the Holy Enchantment flares to life at the evil creatures touch. Right next to the monster Malgant's Continual Flame shows Mac where to strike and where it is possible to strike with advantage (flanking).
Hit AC 41 for 27 damage + 8 <holy> damage

Malgant's Spell List

Active Spells
Permanent +5 Greater Magic Fang on Malgant's horns
Magic Vestment on Vauhwyt's buckler, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's armor, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's shield, 32 hours extended duration, raises the magic bonus to +4
Status cast on Valanthe, Mac, Jass ,Vauhwyt and Aztyr, 32 hour extended duration
Mind Blank on Malgant 24 hour duration
Waterbreathing Potion 10 hour duration
Freedom of Movement 160 minutes duration
Shield of Faith +4 deflection AC 16 minutes
Haste +1 attack, +1 AC,+1 reflex save 1 round
Haste charges remaining 9/10
----------------------------
DM Sanity info This round I :
Cast Shield of Faith (quickened) +4 deflection AC
Haste charge from mithril plate of Speed ( free action)
Move ( not charge) 50' to be near the crocs ( I fly 60 and the haste adds another 30 so I should be OK)
Attack 1 time with vital strike hitting AC 41 for 27 + 8 holy damage
Pray that Holy overcomes their DR

Mac | HP:286 | Dam:30 | AC:30/T:17/F:26 | CMD:[55, Sun/Dis:58] | up to 5 AoOs:[AC:d20+35|4d6+45{CAC:19+|+2x(4d6+45)}] or CMB:[+32]  d20+40=50 ; 4d6+45=53 ; d20+35=37 ; 4d6+45=60 ; d20+35=45 ; 4d6+45=58 ; d20+35=53 ; 4d6+45=58 ; d20+35=37 ; 4d6+45=64 ; d20+35=44 ; 4d6+45=59 ;
Friday August 19th, 2011 6:40:05 PM

Luckstone, Heartlight, Power Attack, Flanking, and Enlarged (Size: Huge, Height: 20' 2'', Weight: 14,448lbs, Space/Reach: 15')

OOC: Previous post: Thinking/speaking.

*Thanks...* Mac cannot see the friend who cast the Enlarge, but he is getting used to differentiating between the voices in his head. *...Vauhwyt. I hope that this will bring some balance to the fight, and keep me in their thoughts as a primary target*

Malgant gets a head start, and as he follows he sees the light. Being now over 20' tall and underwater, and with a 15' reach he moves 15' to 30' for position before striking at Mal's crocodile - 1:[AC:50|53] - and holds position. *Nice, Mal. Thanks*
-----
Potential AoOs: [AC:37|60] [AC:45|58] [AC:53|58] [AC:37|64] [AC:44|59]

RR DM SteveK - Croc Attack!  d20+13=28 ; 32d6=113 ; 5d6=14 ; d20+29=30 ; d20+9=13 ; d20+18=31 ; d20+20=23 ; d3=3 ; d20+29=39 ; d20+29=46 ; d20+29=49 ; d20+29=38 ; 4d6+22=35 ; d3=1 ; d20+29=41 ; d20+29=30 ; 4d6+22=40 ;
Friday August 19th, 2011 9:39:04 PM

Jass of Downs (SteveK) AC 33 CMD 22 HP 228/212

Jass is impressed at the concentrated attacks by Malgant and Mac. He continues talking in Telepathic Bond: "I'll see what I can do to drain the life of one of them." The sorcerer points at the wounded croc (or only croc left if already dead) and delivers a Disintegrate ray

Actions:
Cast: Disintegrate; Touch AC 28; 113 damage Fort DC 26 or 14 damage

Active Spells:
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; 160 minutes; +4 AC immune magic missles
Tiny Hut: 16 hours; on bow of Silver Lady
Elemental BodyIV: Water. 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 5 3 0 2 1 3

...............DM Post

Valanthe's magic helm propels her through the water toward the nearest dire croc. It snaps at her, but misses the well armored warrior, yet the eddies in the water make the elf miss her mark as well.

Brahmah feels completely helpless at this point, so stays on the boat. He goes below and assesses the damage. It appears there is one seam that has slightly parted and a thin spray of water is coming through. There is no danger of sinking right now, only a film of water is on the floor, but it is a good thing the crocodiles didn't continue to attack.

Vauhwyt, the big bubble in the water, swims to Mac and provides the requested enlarge person. Meanwhile, Mookie, the little bubble riding the big bubble, directs five magic missiles at the croc fighting Mac which fizzles right before they hit the croc! (DM rolled spell resistance 13: fail).

Malgant casts a quickened Shield of Faith, activates his Haste armor, and launches himself at thefirst croc! The first croc has already tried to bite Valanthe, so the minotaur gets a straight shot! Powering in, he delivers a strong blow, the evil of the fiendish creature getting bathed in the sword's holy light, bypassing damage resistance.

The now-Huge Mac can easily move the 15 feet he needs to get within reach of Mal's crocodile. His sword powers through the water and wounds the crocodile again, though the sword partially passes though the creature, creating a smaller wound than anticipated.

Jass the Huge Water Elemental, casts a Disintegrate which affects the croc, but the animal shrugs off most of the spell. (DM rolled spell resistance: 23 sucess: Croc Fort 31 saved

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

Now 50 feet below the surface of the lake, Valanthe, Malgant, and Mac all feel the anxiety is even stronger down here. And, now, it is a VOICE, incomprhensible except for one emotion: desperation. (Valanthe, Malgant, and Mac only Highlight to display spoiler: { make a Will save DC 20 or be irritable and have a desperate need to find the source of the VOICE})

The first Colossal Fiendish Dire Crocodile doesn't move away from the 2 minotaur and 1 elf that is near it and instead tries to kill Valanthe with a snap of jaw and thrash of tail. The teeth miss, but Valanthe is knocked for a loop by the massive tail [Croc AC 39 miss, 46 hit, BullRush 49 crit 38 no; Valanthe takes Damage 35 and is smashed 10 feet back by the tail. ]

The second doesn't let the three heroes to gang up on her mate. She slides in and bites Malgant hard. [Croc Ac 41 Grab auto miss; Malgant takes 40 damage]

......STATS
Silver Lady: 54 damage

CFDC#1 -- AC 41 92
CFDC#2 -- AC 41

.........NOTES
- Each Water Breathing potion is active for 10 hours.
- Potions are consumable underwater (the hero drinks fast before the magic is diluted)

- The 2 Crocs, Malgant, Mac, and Valanthe are in 50 feet of water and all in a melee.

- Vauhwyt, Atzyr, and Jass are in 20 feet of water and just below the boat.

- Brahmah and Vorelle are on the boat.

Silver Lady -- An iron barge designed by a mysterious gnome that is powered by a furnace attached to a paddlewheel in the stern. 45 feet long and 25 feet wide, the iron boat's steering controls is on the raised poop deck. In researching the Kwalish Aparatus and Instant Fortress, I'm suggesting the following stats for the Silver Lady.
Hit Points: 200
Hardness: 15
Speed: 40 (based on Blackbird Lake being 100 miles across and boat takes 1 day to cross)

Mac | HP:286 | Dam:30 | AC:30/T:17/F:26 | CMD:[55, Sun/Dis:58] | up to 5 AoOs:[AC:d20+35|4d6+45{CAC:19+|+2x(4d6+45)}] or CMB:[+32]  d20+18=30 ; d20+40=43 ; 4d6+45=55 ; d20+30=36 ; d20+25=31 ; d20+20=37 ; d20+35=46 ; 4d6+45=59 ; d20+35=55 ; d20+35=47 ; 4d6+45=56 ; 4d6+45=57 ; 4d6+45=60 ; d20+35=40 ; d20+35=43 ; 4d6+45=53 ; d20+35=46 ; 4d6+45=53 ;
Saturday August 20th, 2011 1:31:12 AM

Luckstone, Heartlight, Power Attack, Flanking, and Enlarged

Mac keeps his focus despite the Voice [Will: 30] and with a 5' step available to try to ensure both crocs are in reach (or failing that, maintaining focus on the croc they attacked last round - which should still be in striking distance), Mac attacks the croc, and if it dies, turns his focus to the other on Mal.
Attacks: 1:[AC:43|55] / 2:[AC:36|miss] / 3:[AC:31|miss] / 4:[AC:37|miss] - no point including Dreadful Carnage Feat details after that series of swings.
*I know now - I can't afford to keep sacrificing accuracy for more damage against these creatures - back to basics!*

AoOs*[up to five]: [AC:46|59] / [AC:55|56{CAC:47|+117}] / [AC:40|miss] / [AC:43|53] / [AC:46|53]
*The enlarged Mac threatens AoOs against provocations in the 438 five foot cubes of open, murky water within 15' reach about him.

OOC: Mac is wielding a (now) Huge Adamantine Greataxe (+5). Any notion that he may have brought a sword into this combat should be immediately dismissed. : )

Blur(permanant), Moderate Fortification, Mind Blank, AC 40, 101/183 hp Malgant Winterborn  d20+25=35 ; d20+25=34 ; d20+25=45 ; d20+25=38 ; d20+20=33 ; d20+15=33 ; d20+19=34 ; 2d8+9=21 ; d6=6 ; d6=3 ; d20+18=35 ; d20+19=37 ; d20+12=14 ; 30d6=102 ; 5d6=18 ; d20+19=26 ; d20+12=18 ; 30d6=108 ; 5d6=19 ; d100=46 ;
Saturday August 20th, 2011 10:48:15 AM

OOC
Blur miss chance on croc bite 46 bite hits( My blur is in my header, should I move it to the wall of text with my active spells? Even I forget it sometimes)
Steve, do I get an AoO vs the one that moved to attack me? I am large and have 10' reach. I'll roll one, use it if I do.
Also does the Voice affect me? I have Mind Blank up and don't know if that will negate the Voice's effect.
Finally, John is in the hospital for a kidney stone and some other urinary issue. He expects to get out today, I will backpost for him for yesterday and today In case he gets stuck in the Hospital.
---------------------------------
Will save 35 vs the Voice
Malgant hears the voice and thiks out loud to his companions," Well, so much for the voice not affecting US. It works on everything in the lake apparently."
Malgant lashes out as the croc moves to assail him, missing the evil beast. ( AoO AC 35, miss) He fires off another burst of Haste from his armor and continues to attack the croc in front of him. If it dies he finishes his attacks on the other beast.
(I forgot to add flanking to the auto rolls)
Haste attack AC 34 miss
1st attack AC 47 crit, AC 40 fail to confirm 21 damage + 9<holy>
2nd attack AC 35 miss
#rd attack AC 35 miss
Horn gore AC 36 miss

Malgant's Spell List

Active Spells
Permanent +5 Greater Magic Fang on Malgant's horns
Magic Vestment on Vauhwyt's buckler, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's armor, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's shield, 32 hours extended duration, raises the magic bonus to +4
Status cast on Valanthe, Mac, Jass ,Vauhwyt and Aztyr, 32 hour extended duration
Mind Blank on Malgant 24 hour duration
Waterbreathing Potion 10 hour duration
Freedom of Movement 160 minutes duration
Shield of Faith +4 deflection AC 16 minutes
Haste +1 attack, +1 AC,+1 reflex save 1 round
Haste charges remaining 8/10
----------------------------------------------
Last round
Aztyr decides that being eaten would suck, so best to make the crocagators go away. Seeing Jass aim at one, the Liontaur aims at the other and lets fly with a disintegrate of her own.
Spell penetration 37, hit touch AC 14for 102 damage Fort save DC 24 for 18 damage
This round
Then the gator goes after Malgant. Since there is still a massive group up there she still can't use Chain lightning without cooking her friends she again disintegrates the same croc.
Spell penertation 26, Hit touch AC 18 for 108 damage Fort save DC 24 for 19 damage

SteveK:
a - I keep forgetting the Blur effect too. :-) You are doing the right thing by rolling for a miss chance.
b - Being colossal and having extended reach, the crocs both have 30 feet reach. Sorry, but it is the heroes who have to contend with AOOs, not the crocs!
c - Malgant is immune to the mind-affecting magical effects of the VOICE. He still hears it, but is not affected.

RR DM SteveK - Croc Attack! 
Monday August 22nd, 2011 12:34:52 PM

with 2 posting between Friday night and Monday morning, I'll hold off DM post until Tuesday...

Vorelle [AC 27; HP 106/152]  d20+23=29 ;
Monday August 22nd, 2011 1:55:53 PM

Vorelle remains on the boat. She can "hear" some of what's happening through her link, and she wishes she could help.

She also knows that jumping into the lake, even with Water Breathing active, will make her more hinderance than help to her friends.

So she remains on deck, scanning the waters for anything else moving to attack the group. [Perception 29]

The boat's still fine she thinks into the link. Let me know if you need help.

Mac | HP:286 | Dam:30 | AC:30/T:17/F:26 | CMD:[55, Sun/Dis:58] | up to 5 AoOs:[AC:d20+35|4d6+45{CAC:19+|+2x(4d6+45)}] or CMB:[+32] 
Tuesday August 23rd, 2011 3:58:45 AM

Checking in.

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil)  d100=73 ; d100=4 ; d20=6 ;
Tuesday August 23rd, 2011 8:13:42 AM

OOC: Sorry, bad brain! Arcane fail on that Enlarge Person: 73 A-OK.

Vauhwyt figures that since she needs to see better, so she casts mon sum iv to call 1d3 lantern archons. Hopefully they can breathe under water! Arcane fail is a 4!! She fails!

Mookie taps her with the barkskin wand, which she had forgotten earlier! UMD 6+19 = no problem.

AC 42 HP 176/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe  d20+14=19 ; d20+14=18 ; d20+14=16 ; d20+14=15 ; d20+14=28 ;
Tuesday August 23rd, 2011 10:31:07 AM

Valanthe is so dazed by the colossal croc's tail, it takes all her effort to not swim to the bottom of the lake.
Highlight to display spoiler: {(DM revised post to support CDM intent and vision)}

RR DM SteveK - Croc Attack!  d20+18=26 ; d20+18=31 ; d20+8=9 ; d20+8=13 ; d20+29=48 ; d20+29=37 ; d6=3 ; 4d6+22=30 ; d20+29=38 ; d20+12=19 ;
Tuesday August 23rd, 2011 2:09:01 PM

Jass of Downs (SteveK) AC 33 CMD 22 HP 228/212

Jass is not as happy. The armored warriors should have chopped this lizard into fish food by now! And with direct attack spells being less effective, he's gonna have to try something else...
The sorcerous water elemental calls forth words and gestures of power, targeting the two crocs to reduce their speed and make them easier to hit!

Actions:
Cast: Slow; 2 colossal crocs; Will DC 22 per round; fail = ½ movement, -1 to hit, AC, and Reflex, can only take one action per round.

Active Spells:
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; 160 minutes; +4 AC immune magic missles
Tiny Hut: 16 hours; on bow of Silver Lady
Elemental BodyIV: Water. 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 5 3 0 2 1 3

...............DM Post

Mac keeps his focus despite the Voice, and sees that in the swirling melee, both crocs are within reach. Powering through with his Great Axe, the minotaur only strikes once!

Malgant hears the voice and warns the others, then lashes out with a series of lightning strikes, also only connecting once!

(Last Round) Aztyr decides the crocagators need to go away. Seeing Jass aim at one, the Liontaur aims at the other and lets fly with a disintegrate of her own. Just like Jass' Disintegrate the colossal croc shrugs off the powerful spell! (Fort Save 26)

(This round) Aztyr is confident that soon or later, the croc will show a vulnerable spot, and casts another Disintegrate spell, but it too is overcome. (Fort Save 31)

Vorelle and Brahmah remain on the boat, worried that jumping into the lake will make them more a hindrance than help. The rangers remain on deck, scanning the dark waters.

Vauhwyt tries a summoning spell, but her armor gets in the way. Mookie fares better as the gnome-familiar casts barkskin on his mistress.

Valanthe has such bad luck that it seems that she only spins in the water ineffectively. She hears the VOICE reverberating through her skull. It's desperate. Valanthe is desperate. She must find the source of the VOICE! (DM rolled save 19; fail)

Jass tries something else, casting a Slow spell at the 2 crocs, and both of them are affected! The giant reptiles slow, unable to fully exploit their attacks or defenses!

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

Now 50 feet below the surface of the lake, Valanthe, Malgant, and Mac all feel the anxiety is even stronger down here. And, now, it is a VOICE, incomprhensible except for one emotion: desperation. (Valanthe, Malgant, and Mac only Highlight to display spoiler: { make a Will save DC 20 or be irritable and have a desperate need to find the source of the VOICE})

The first Colossal Fiendish Dire Crocodile continues its death battle with the heroes, but is only able to get a single bite onto Mac! [Croc AC 48 crit! 37 miss, Grab 38 miss; Mac takes Damage 30

The second croc disengages from the melee and swims towards the hero who has been attacking her... Atzyr! (Mac and Malgant get AOOs; Valanthe too far away). The slowness of her approach only allows the Colossal Fiendish Dire Crocodile to get within biting distance, but not chomp any of the morsels named Jass, Vaughwyt, or Atzyr!

......STATS
Silver Lady: 54 damage

CFDC#1 -- AC 41 197 (Slowed)½ movement, -1 to hit, AC, and Reflex, can only take one action per round
CFDC#2 -- AC 41 37 (Slowed)½ movement, -1 to hit, AC, and Reflex, can only take one action per round

.........NOTES
- Each Water Breathing potion is active for 10 hours.
- Potions are consumable underwater (the hero drinks fast before the magic is diluted)

- The 2 Crocs, Malgant, Mac, and Valanthe are in 50 feet of water and all in a melee.

- Vauhwyt, Atzyr, and Jass are in 20 feet of water and just below the boat.

- Brahmah and Vorelle are on the boat.

Silver Lady -- An iron barge designed by a mysterious gnome that is powered by a furnace attached to a paddlewheel in the stern. 45 feet long and 25 feet wide, the iron boat's steering controls is on the raised poop deck. In researching the Kwalish Aparatus and Instant Fortress, I'm suggesting the following stats for the Silver Lady.
Hit Points: 200
Hardness: 15
Speed: 40 (based on Blackbird Lake being 100 miles across and boat takes 1 day to cross)


Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 101/183 hp Malgant Winterborn  d20+25=42 ; d20+25=43 ; 4d8+18=36 ; d6=5 ; d6=3 ; d20+24=41 ; d20+24=26 ; 4d8+9=20 ; d6=5 ; d6=5 ;
Tuesday August 23rd, 2011 8:24:07 PM

AoO Hit AC 42 (crit chance) AC 43 (confirm) Damage 36 + 8<holy> "Turn your back on me will you. Take that!"
Malgant lashes out at the second Croc as it turns away from gnawing on him and swims, slowly, towards Aztyr. With a few flexes of his wings he closes the distance and passes the croc to end up alongside the Liontaur and drives his blade at the croc again, aiming for it's now exposed belly (since it is now slowed).
Vital Strike
Hit AC 41 (crit chance) AC 26 (miss) Damage 20+10<holy>
Malgant then declares Aztyr as his interpose target in case the Liontaur does not try to get out of the croc's massive reach.

Malgant's Spell List

Active Spells
Permanent +5 Greater Magic Fang on Malgant's horns
Magic Vestment on Vauhwyt's buckler, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's armor, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's shield, 32 hours extended duration, raises the magic bonus to +4
Status cast on Valanthe, Mac, Jass ,Vauhwyt and Aztyr, 32 hour extended duration
Mind Blank on Malgant 24 hour duration
Waterbreathing Potion 10 hour duration
Freedom of Movement 160 minutes duration
Shield of Faith +4 deflection AC 16 minutes
Haste charges remaining 8/10

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167  d20+15=27 ; d20+19=31 ; d20+12=19 ; d20+12=18 ; d20+12=27 ; d20+12=17 ;
Tuesday August 23rd, 2011 8:35:08 PM

Aztyr watches as the Crockagator closes in on her just below the Silverlady. She points her finger and unleashes a spell at the beast. She lays her hand on one of her Meta-Rods (Lessor Maximize), she concentrates because she's under water (DC22 rolled 27), and lets fly with 4 Scorching Rays (max allowed)
(Rolls to hit 19,18,27,17 with Spell Pen of 31, each ray does 4d6+1per die, 28 damage total per ray. so 112 damage total overall)
She then scoots off to the side by 60' putting a fair distance between her and her would be assailant.
*Steamed Crockagator anyone? I sure hope that finished him off."

Spells per Day

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



Brahmah169hps, AC 26  d20+19=28 ;
Tuesday August 23rd, 2011 8:37:24 PM

Agonizing over the fight below and this unique ship, Brahmah can't decide what to do. He is usually a taur of action and not one to just sit about.
He thinks hard about the vulnerabilities of the so called fiendish crocs. What were they immune too? (Knowledge nature 28)

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)

Mac | HP:286 | Dam:30+30=60 | 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, Flanking.  d20+18=28 ; d20+40=54 ; 4d6+30=46 ; d20+35=55 ; d20+35=45 ; 4d6+30=48 ; 4d6+30=42 ; 4d6+30=45 ; d20+30=33 ; d20+25=36 ; d20+40=47 ; 4d6+30=51 ; d20+40=43 ; 4d6+30=49 ; d20+40=59 ; d20+40=52 ; 4d6+30=43 ; 4d6+30=49 ; 4d6+30=48 ; d20+40=42 ; 4d6+30=47 ; d20+40=55 ; 4d6+30=41 ;
Wednesday August 24th, 2011 8:47:59 AM

Mac hopes the slowly decamping croc feels his axe bite. [AOOs rolled last round for the purpose. First was [AC:46|59]

*Looks like it isn't going to stop yammering-on anytime soon, either!*
Mac concentrates on making the most of his attacks: 1:[AC:54|46] / 2:[AC:55|48{CAC:45|+87}] / 3:[AC:33|miss] / 4:[AC:36|miss]
Then he takes off (upwards) in pursuit of the decamping croc.

AoOs for the croc's next actions: [AC:47|51] / [AC:43|49] / [AC:59|43{CAC:52|+97}] / [AC:42|47] / [AC:55|41]

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil)  d100=88 ; d3=1 ; d20+30=47 ; d20+19=31 ; d20+9=26 ; 5d4+5=15 ;
Wednesday August 24th, 2011 9:45:21 AM


Vauhwyt again tries the summons. This time there is no problem. After she finishes her casting, she will summon one lantern archon (d3=1, darn). She is hoping it will illuminate things down here, and also maybe shed some light on this VOICE.

[I'm assuming that V is out of reach of the croc that is threatening Aztyr, and which may be toast anyway? And what if the invisibility does not stop an AoO? If needed, she will tumble back out of reach before casting. Acrobatics 47 should do the trick! But if she has to do that, the long casting time means the casting extends into next round, limiting her actions next turn or something.]

Mookie tries his wand of magic missiles: a 31 activates it. SR to affect the monsters: a 26 might work. If so, that's 15 damage to the one near Aztyr, if it is still alive.

==========

DM Sanity Info

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

Metagame note to self: Highlight to display spoiler: {Look at all those darn unused 5th and 6th level slots! I gotta get me some Quickened Spell feat!}

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)
Reduce Person (lasts 12 more minutes)
See Invisibility (lasts 2 more hours)
(Water Breath on Vauhwyt)
Fly with Celestial Armor (lasts five minutes)
(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 (12.5 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: 1 of 41 used
Transmute Staff: 1 of 10 charges

Short Duration Spell Tracking:
Greater Invis on Mookie - 8 rounds left
Greater Invis on Vauhwyt - 9 rounds left

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Wednesday August 24th, 2011 9:56:36 AM


Vauhwyt thinks to her friends, "I'm calling an archon to shed some light on this VOICE. I'm also thinking of a recon mission to enter the Shadows and scout out what's down there, spying in from another plane. Anyone want to come with?"

Vorelle [AC 27; HP 106/152] 
Wednesday August 24th, 2011 1:57:20 PM

Surface if you can, Vorelle thinks. When the crocs come after you, we can shoot them.

RR DM SteveK - Croc Attack!  d20+12=19 ; 8d6=40 ; d20+12=32 ; d20+12=32 ; 8d6=26 ; 8d6=30 ; 4d6+22=39 ; d20+8=17 ; d20+29=37 ; 4d6+22=30 ; d20+29=45 ;
Wednesday August 24th, 2011 4:02:07 PM

Jass of Downs (SteveK) AC 33 CMD 22 HP 228/212

Whoa! Thinks Jass, I'm not looking forward to being a croc sandwich, but it is close enough to maybe kill it before it gets a chance to bite?

The sorcerer casts a quick Vampiric Touch spell and uses his huge size as a water elemental to reach out and touch the crocodile, draining its life. And if that's not enough to kill it, Jass casts a Quickened Vampiric Touch to do it again!

Actions:
Cast: Vampiric Touch; Touch Ac 19 Damage 40 (40 temp hp to Jass)
Quickened Vampiric Touch: Touch nat 20! Crit! Nat 20! Damage 56 (56 temp hp to Jass)

Active Spells:
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; 160 minutes; +4 AC immune magic missles
Tiny Hut: 16 hours; on bow of Silver Lady
Elemental BodyIV: Water. 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 Post

Malgant's holy attack lashes the second Croc, and then the minotaur cleric turns from the first croc to support the spellcasters. Both crocs are too slow to snap at the hero as he swims and scores another dreadful wound! The Protector finally interposes himself between Atzyr and the Croc, keeping the liontaur safe. And the croc is still coming...

Aztyr watches as the Crockagator closes in on her and decides to fry it before it arrives. Fire spells are difficult underwater, but the liontaur does just fine, using a magical rod to make the damage count! She then moves away, ensuring the slow croc can't bite. And the croc is still coming!

Brahmah agonizes over the fight below. He thinks about the vulnerabilities of the animal and is able to tell Vorelle (and her Telepathically the rest of the team) that animals this big and tough generally are weakest in dodging things, mind-affecting things, and touch attacks that bypass their tough armor.

Mac makes the slowly decamping croc feels his axe bite (and it is STILL alive!) He concentrates on turning the croc he still faces into little croc bits, and while it looks like the colossal fiendish dire crocodile is on its last legs, it is still biting and fighting!!!
(ooc1: full attack means Mac has no time left to move back towards the surface)
(ooc2: Thanks Graham, I was looking at the wrong number for Mac's AC. Mac takes 39 more damage)

Vauhwyt tries another summons, this spell working, but it is going to take all her concentration and movement for several seconds. She is certain that, while she and Jass are in reach of the croc, that her invisibility and the croc's slowness both make it impossible for the croc to take advantage of the opportunity.
(ooc: Lantern Archon will appear at the beginning of your next turn capable of full actions)

Mookie tries his wand of magic missiles, striking the croc for more damage, but still it fights!

Vorelle thinks out a tactic: Surface, and when the crocs come after you, we can shoot them.

Jass has to move forward to touch the croc, and drains the remaining life from the Crocodile. It is dead, (and Jass only gets 20 temporary hit points.)

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

Valanthe, Malgant, and Mac all feel the anxiety of the Voice, and the elf is driven to obsession to find the source. (Once a hero made one save, don't need to make another, this was a mistake)

The remaining Colossal Fiendish Dire Crocodile is in a death battle with Mac. It can't resist the Slow spell, and so again only bites the minotaur. [Croc AC 37, Grab 45 miss; Mac takes Damage 30

The beaten, cut, burned, and energy-sucked body of the second crocodile slowly augers into the depths of the lake.

......STATS
Silver Lady: 54 damage

CFDC#1 -- AC 41 333 (Slowed)½ movement, -1 to hit, AC, and Reflex, can only take one action per round

CFDC#2 -- dead

.........NOTES
- Each Water Breathing potion is active for 10 hours.
- Potions are consumable underwater (the hero drinks fast before the magic is diluted)

- The Croc, Mac, and Valanthe are in 50 feet of water and all in a melee.

- Vauhwyt, Malgant, and Jass are in 20 feet of water and just below the boat.

- Atzyr is in 20 feet of water 60 feet away from the others.

- Brahmah and Vorelle are on the boat.

Silver Lady -- An iron barge designed by a mysterious gnome that is powered by a furnace attached to a paddlewheel in the stern. 45 feet long and 25 feet wide, the iron boat's steering controls is on the raised poop deck. In researching the Kwalish Aparatus and Instant Fortress, I'm suggesting the following stats for the Silver Lady.
Hit Points: 200
Hardness: 15
Speed: 40 (based on Blackbird Lake being 100 miles across and boat takes 1 day to cross)

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, Flanking  d20+40=44 ; 4d6+30=43 ; d20+35=45 ; 4d6+30=43 ; d20+30=43 ; 4d6+30=48 ; d20+25=41 ; 4d6+30=38 ;
Wednesday August 24th, 2011 4:22:59 PM

Mac looks to put a quick end to this last croc as both their blood leeches into the water.

1:[AC:44|43] / 2:[AC:45|43] / 3:[AC:43|48] / 4:[AC:41|38]
OOC: If I hadn't dropped the Power Attack then *none* of those would have hit. : )

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 101/183 hp Malgant Winterborn 
Wednesday August 24th, 2011 6:37:44 PM

" Bare minimum Vauhwyt is that you go with a Protection vs evil spell on you. My preference is that once this fight is done, you take someone who has already forced out the desperation from their mind and who can overpower you if push comes to shove, like Mac. I don't want you stuck there spinning in place."
"With that said, Mac, can you finish that one or do the sorcerers need to par boil yours and eat it's soul too? Speak up if you need help."
" I am getting Val back on deck and hoping to find a way to get the VOICE out of her head. Um...if she starts beating the snot out of me someone save me. God's I hope that isn't necessary It would be really bad if it turned us against each other. Really bad."

Malgant does not mention the sick feeling in his gut that Val might be controlled to the point that she might actively try to stop them from freeing her mind. Instead he tries to make light of the situation. However any fool could hear the fear in the mental quip. Imod lend her your mental strength to fight off this foe, He quickly prayed to himself . The Minotaur again flexed his black wings and sped to his love's side. Wraping his arms around her and mentally whispering calming words to her that all would be well on the surface, the Minotaur reversed direction and tried to get Val out of the water, the deep water at the very least, before the VOICE could sink it's hooks any deeper into her mind. He wasn't sure how long she would need to be out of the VOICE'S depth or whether a simple spell like proetcetion from evil would ward her against the thoughts being fed to her mind. He prayed it would be enough.

Malgant's Spell List

Active Spells
Permanent +5 Greater Magic Fang on Malgant's horns
Magic Vestment on Vauhwyt's buckler, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's armor, 32 hours extended duration, raises the magic bonus to +4
Magic Vestment on Malgant's shield, 32 hours extended duration, raises the magic bonus to +4
Status cast on Valanthe, Mac, Jass ,Vauhwyt and Aztyr, 32 hour extended duration
Mind Blank on Malgant 24 hour duration
Waterbreathing Potion 10 hour duration
Freedom of Movement 160 minutes duration
Shield of Faith +4 deflection AC 16 minutes
Haste charges remaining 8/10


Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Wednesday August 24th, 2011 7:52:10 PM

"I got a magic circle already up," thinks Vauhwyt, "and I can cast another couple after I finish the summons."

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 101/183 hp Malgant Winterborn 
Wednesday August 24th, 2011 9:01:04 PM

"Just be safe. We don't know how to break this yet and I don't want to have to hurt friends if the VOICE can turn us against each other"

AC 42 HP 176/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Wednesday August 24th, 2011 10:19:51 PM

I'm okay. There is something down there. Something powerful.

ooc: too many spellcastters for me. I'm having a hard time following everything. Posts are too long with a crazy number of spell buffs. I'm starting to think that this game may not be for me. And the make another save thing really ticked me off. to spend that many point just to make another roll.

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167  d20+15=24 ; d20+19=34 ; d20+12=21 ; d20+12=15 ; d20+12=23 ; d20+12=32 ; d20+12=30 ; 4d6+4=18 ; 4d6+4=19 ; 4d6+4=25 ; 8d6+8=29 ;
Wednesday August 24th, 2011 10:30:11 PM

* You got a magic circle, but remember it won't travel with you. You got anything mobile?*
With that thought of, she turns her attention to the remaining crocagator, not waiting for him to ask, she just points and burns away with another scorching ray.
She forces her ray to work (24), she over comes any spell resistance (34)
First ray hits with a 21 for 18 damage.
Second ray hits with a 15 for 19 damage.
Third ray hits with a 23 for 25 damage.
forth ray hits with a Crit 32, confirming with a 30, for 29 damage.

She then moves back near the Silverlady, *I hope that fully cooks him, you can chop him up and server him later on as the main course.*

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)

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, Flanking 
Thursday August 25th, 2011 5:50:58 AM

Additional post, speed of thought conversation:
*I was hoping that would have been enough, Malgant, but I can go another round or two if needs be. That and I'll probably want to join the queue for some more healing if we are going to be fighting anymore evil today.*

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil)  d20+19=30 ; d20+9=21 ; 5d4+5=17 ; d20+7=27 ;
Thursday August 25th, 2011 10:52:14 AM


OOC: I think magic circles move with the target. The only exception is if you use the spell to bind an outsider.

Vauhwyt fills in her archon on the situation. She asks it to detect evil and be ready to fly next to allies in the deep. The archon's job is to head down, illuminate the gloom, and help allies. Also to let us know what this voice could be and what we can do to stop it. She is heading into the Realm of Shadows.

If Mookie can target the last croc, he'll shoot a magic missile. UMD 30, beating SR21 for 17 damage.

If there is time left after talking with the archon, Vauhwyt enters the Realm of Shadows, with Mookie. Her concentration check is 1d20 +13 level +3 chr +5 headband = 1d20+21. Even on a 1, she cannot fail the check needed to enter with Mookie. Mookie, however, has to make a fort save, and has no problem.

Vauhwyt, in the Realm of Shadows, heads deeper, looking in at the Wold from another plane.

Vorelle [AC 27; HP 106/152] 
Thursday August 25th, 2011 12:25:02 PM

As her friends begin to surface, Vorelle helps them climb back into the boat.

"Those weren't turtles," she says. "What's going on in this lake?"

RR DM SteveK - Crocs R Dead 
Thursday August 25th, 2011 2:38:44 PM

Jass of Downs (SteveK) AC 33 CMD 22 HP 248/212

Jass surfaces to talk with Brahmah and Vorelle. "Hey guys," says the huge water-elemental Jass, "if you want to drink a couple of potions, you can grab ahold of me and I'll swim us all to wherever we're going."

Actions:
Move: surface

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; 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. 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 Post

Big fight! Everyone gets 36,000 xp!
Scene1; 18,000xp
Scene2: 18,000xp
Scene3: 18,000xp
Scene4: 36,000xp
Total: 90,000xp

1) Circle Prot v Evil is 10' from a creature touched. Therefore, it is moveable.

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

Mac puts a quick end to this last croc, carving great chunks out with his axe. The blood fills the water as the Colossal Fiendish Dire Crocodile is slain.

Malgant recommends additional protection for Vauhwyt, and swims to Valanthe but finds that the elf is fine and is actually in her right mind. (DM mistake)

Valanthe confirms that she is fine, only a momentary disorientation which is now overcome by her elven blood. (ooc: my mistake, I had read all the rolls were attacks and not saves. Valanthe is NOT affected)

Aztyr does not need to cast a spell and so saves the Scorching Ray for later. She moves near the Silverlady, and the interposing presence of Malgant.

Vauhwyt's Archon arrives and the liontaur fills it in on the situation. "Right", thinks the Lantern Archon, and it is ready to detect evil and fly next to any allies in the deep. The archon floats next to Valanthe, making the water illuminate, and waits.

Vauhwyt herself enters the Realm of Shadows with Mookie, then heads deeper, looking in at the Wold from another plane.

Vorelle watches Malgant and Jass surface and wonders: "What's going on in this lake?"

Jass surfaces and speaks with Brahmah and Vorelle.

......STATS
Silver Lady: 54 damage

.........NOTES
- Each Water Breathing potion is active for 10 hours.
- Potions are consumable underwater (the hero drinks fast before the magic is diluted)

- Mac and Valanthe(and a Lantern Archon) are in 50 feet of water below the Silver Lady.

- Atzyr is in 20 feet of water and just below the boat.

- Vauhwyt is in the Realm of Shadow and 60 foot below the 'surface'.

- Malgant and Jass are on the surface next to the Silver Lady.

- Brahmah and Vorelle are on the Silver Lady.

- Valanthe, Malgant, and Mac have all been 50 feet down and saved vs the Voice.

Silver Lady -- An iron barge designed by a mysterious gnome that is powered by a furnace attached to a paddlewheel in the stern. 45 feet long and 25 feet wide, the iron boat's steering controls is on the raised poop deck. In researching the Kwalish Aparatus and Instant Fortress, I'm suggesting the following stats for the Silver Lady.
Hit Points: 200
Hardness: 15
Speed: 40 (based on Blackbird Lake being 100 miles across and boat takes 1 day to cross)


Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167  d20+20=22 ;
Thursday August 25th, 2011 3:07:35 PM

*I can fix the Silverlady, but it'll take me a whole day to do it, and even that is by using Wold's Blood, and will be quite an effort, so when we finish up here I'll need a day.*
Aztyr takes a bit of time while the others make decisions and looks over the Silverlady, to see if she is sinking, or just banged up a lot.
Perc 22

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)


Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil)  d20+8=21 ; d20+8=24 ; d20+8=12 ;
Thursday August 25th, 2011 5:20:45 PM

Vauhwyt and Mookie keep on looking and keep on diving. Perception checks: 21, 24, 12.

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 101/183 hp Malgant Winterborn 
Thursday August 25th, 2011 7:25:25 PM

OOC
Does the Telepathic Bond work across planes?

Answered my own question, the bond does not function across planar barriers.
---------------------------------------------
Malgant takes the opportunity to hug Valanthe anyway, relieved she is not controlled. As Mac comes to the surface ( or near to Malgant ) the Protector reaches out his hand and with a word to Imod Heals 150 points of Croc inflicted damage also curing pretty much anything else that might ail the enlarged fighter. Not as badly damaged and capable of healing himself whenever he needed to He opts to save his other heals for later if they are needed.
As Vauhwyt transitions to the plane of Shadow, Malgant loses her from his status spell. He wonders if the link they share telepathically is disrupted as well and asks via the link" What can you see Vauhwyt? Should we descend in the material plane?"

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

Vorelle [AC 27; HP 106/152] 
Thursday August 25th, 2011 7:41:56 PM

Vorelle sighs a little. "I guess I'm getting wet."

She stows her bow in her quiver, trusting in extradimensional storage to keep her bowstring dry.

She downs a potion of water breathing, then takes Jass's arm.

Brahmah169hps, AC 26 
Thursday August 25th, 2011 8:18:36 PM

Shaking his head, ranger just doesn't know anymore. What is going on? Who/what is behind it? Why can't I fight anymore?

He prepares to chug a potion and follow the rest.
-----------------------------------------------------------------

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)

Brahmah169hps, AC 26 
Friday August 26th, 2011 7:10:20 AM

OOC: Checking in.

AC 42 HP 176/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe 
Friday August 26th, 2011 8:43:47 AM

"I think we have time. I get the feeling that whatever is down there isnt going anywhere. Before we go down there looking perhaps we should find somebody that knows the history of this lake. This may sound crazy but we should as that dragon. I bet she would know."

RR DM SteveK - Crocs R Dead 
Friday August 26th, 2011 1:35:18 PM

Jass of Downs (SteveK) AC 33 CMD 22 HP 248/212

Jass doesn't know any dragons, but he knows the group is here and his magic is a-wasting. "Why don't we wait here until Vauhwyt comes back, eh? And then we can make a good decision." He says it in an off-hand manner as if it really doesn't matter if they take his suggestion or not.

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; 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. 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 Post

The heroes all surface and healing spells can be dispensed without much trouble. All of them watch for the return of Vauhwyt as she takes her scouting trip into the Realm of Shadows.

Vauhwyt on her part is in her element (literally). Even though she can't be felt or feel her friends because Status and Telepathic Bond are not powerful enough to cross dimensional barriers, she feels that she is relatively safe and able to see into the Material Wold. All she has to worry about is if the VOICE can cross dimensional barriers too...

(ooc: That is the end of Scene 4, the next Round Robin DM will pick up on Monday! :-)

......STATS
Silver Lady: 54 damage

.........NOTES
- Each Water Breathing potion is active for 10 hours.
- Potions are consumable underwater (the hero drinks fast before the magic is diluted)

Silver Lady -- An iron barge designed by a mysterious gnome that is powered by a furnace attached to a paddlewheel in the stern. 45 feet long and 25 feet wide, the iron boat's steering controls is on the raised poop deck. In researching the Kwalish Aparatus and Instant Fortress, I'm suggesting the following stats for the Silver Lady.
Hit Points: 200
Hardness: 15
Speed: 40 (based on Blackbird Lake being 100 miles across and boat takes 1 day to cross)


Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 101/183 hp Malgant Winterborn 
Friday August 26th, 2011 6:38:00 PM

OOC
OK, bookkeeping shall commence then.
Vorelle you were more than healed to full a couple of weeks ago. Take your healing.
Other than that everyone SHOULD be fully healed, aside from me. If you aren't say something.
--------------------------
Malgant nods agreement with Jass. It chafed him to sit here waiting for any reason, but an army that charged headlong into the unknown when scouts were moments from delivering vital intelligence on what they were charging into were seldom heard from again. Notable execptions were usually pointed to as examples of what NOT to do.
In order to calm himself, the Protector laid his hand against the side of the ship and began quietly saying the same short prayer over and over.( Cast Mending each round until Vauhwyt returns from her mission repairing a d4 damage per round to the Silver Lady )

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


Vorelle 
Sunday August 28th, 2011 1:00:29 AM

Vorelle helps anyone back into the boat who needs it, and settles in to wait for Vauhwyt.

AC 42 HP 176/ 211 Fire DR 20 / Cold DR 20/ Immunity to Rust Valanthe  d20+17=34 ;
Sunday August 28th, 2011 11:48:00 PM

Being quite strong, Valanthe makes herself busy by assisting in the repairs to the silver lady. Valanthe did take a moment to really look at the damage. To see what needed to be done and how it could be done.

ooc: not sure if it will apply but an engineering check of 34 for the repair of the silver lady.

Brahmah169hps, AC 26 
Monday August 29th, 2011 6:39:01 AM

Helps with repairs.

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)


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.

Vauhwyt and Mookie 
Monday September 26th, 2011 9:12:37 AM


Vauhwyt agrees with her sister liontaur. "Aztyr, I like that idea. Besides, what other option is therre?" A small trace of an accent creeps into her voice, maybe because she is hoping others will speak up too.

DM Cayzle - In Search Of The Great Old One! 
Monday September 26th, 2011 9:21:07 AM


Jass suggests moving through the bright light.

Aztyr asks the elementals how to find the Old One.

Vauhwyt agrees.

The bigger water elemental says, "You cannot enter the light and visit the Old One! It is sure death! Anyone passing the portal is certain to never emerge again." after a moment of reflection, he corrects himself. "Well, recently some creatures have emerged, but they were maddened into violence and despair! To be honest, we are worried that the creatures that come out of the portal have been causing great harm. Can you reassure us about that?"

The smaller one twitches in consternation. "Is anyone, any creature, any body?" it says, nervously, "Hurt?"

Vorelle 
Monday September 26th, 2011 12:57:09 PM

Vorelle is still hanging onto Mac's belt.

"The sharks attacked us, but we'll recover," she says softly. "But the turtles did attack people, and killed some."

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 134/183 hp Malgant Winterborn 
Monday September 26th, 2011 5:02:13 PM

" No, we cannot reassure you that they are not causing harm. The crocodiles would have wreacked havok had we not found them first and destroyed them. The turtles, native to this lake, are also being enraged and filled with despair. So far they have killed several of the halflings that train them as barge handlers for the Floating City. The sharks did attack us and I am still wounded from their assault. "
"What makes passing through the curtain so deadly? If we know we can prepare for it. Surely you want the Old One to return to the serenity it enjoyed before this. We are quite capable and can survive the trip if we know what to prepare for. Tell us more about the Old one or yes allow us to join your prayers and learn more."


-----------------------------------------------------
OOC
Several reasons for no repsonse friday.
I was beat
The elementals gave us little to act on. We said " hey we can help" and got back kinda "oh thats great<shrug> " rather than " oh yay, this would be how to get to the old one and help...but you'll probably die trying, sorry".
I am trying to get a response in game, out of game, via snail mail, maybe by carrier pigeon, about the rest of us, not just Ezra, getting APG goodies. I like his character and don't want to be a dick and say, " No APG for me, then no APG for you" but it sounds like that's what will need to happen to cause a stir. So now I have said it.

Have blunt instrument, will travel

Jass of Downs (SteveK) AC 33 CMD 22 HP 248/212  d20+20=39 ;
Monday September 26th, 2011 5:02:33 PM

Jass gets curious. "Could you describe the types of creatures? I'm sure you, as water elementals, are quite familiar with all types of animals." The sorcerer puts on his most charming and encouraging smile, looking to get all the information possible.

To his companions, he thinks: "We don't know if the sharks or turtles came out of here yet. Maybe we're gonna need to track down some serious beasties before the Old One is satisfied.
Also, until the Old One talks back , there is nothing telling us the whole problem won't keep going even if we kill every monster coming out of the light."

Actions:
Diplomacy: 39

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
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 missiles
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
}

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Monday September 26th, 2011 6:57:10 PM

Aztyr looks around, "Standing around discussing this or that will get nothing accomplished. I can come up with many arguments for both sides of this problem.
I'll not get into an argument about this, I'm after our new friends tell us why it's so dangerous, I expect to be going through and looking up this Old One. The only way to get it fixed, is to go forward into danger. If I was worried about danger I'd've retired back to my home and take up duties as my clans Shaman, even though I'm still rather young in the eyes of most of the Clan."


Aztyr waits for the elementals explanation of what makes it dangerous to pass through the curtain.

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)
}

Vauhwyt (HP126+12, AC41) and Mookie (HP63+12, AC31) 
Monday September 26th, 2011 11:32:18 PM

"Well," says Vauwhyt through the mental link, "we can go track down other crazed beasties, as Jass says; sit and talk and learn more and say prayers, as Mal mentions; or do as Aztyr says and go forth bravely into the light of sure death."

She fall silent.

Mookie says, "Well?"

Vauhwyt says, "Well what?"

Mookie says, "Well, what do you want to do?"

Vauhwyt says, "Well, that would be telling."

Mookie sighs. "I can't wait for you to just be a player again."

Vauhwyt chuckles. "Do tell, old friend."

Mac | HP:286 | Dam:38 | AC:30/T:17/F:26 | CMD:[55, Sun/Dis:58] | up to 5 AoOs | CMB:[+32]  d20+3=21 ;
Tuesday September 27th, 2011 6:03:46 AM

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

Mac finally puts sound to his 'til now private thoughts. "No point dealing with the monsters coming through if there are just going to be more of them some time soon. And besides, Captain, how long are sharks that size going to survive in fresh water? No, the best course of action must be to... stem the flow of the creatures. We can mop up what's left afterwards. Aztyr, I agree!"

Mac turns to the 'little' elemental and his question. "A little, but just enough to help find the sharks." The dark minotaur gives him a sharp-toothed grin. "And if you can answer our questions we will soon be off trying to answer yours..."
[Diplomacy: 21]

Brahmah169hps, AC 26 
Tuesday September 27th, 2011 8:05:56 AM

Never found much use talking to elementals. He watches and waits.

Jass of Downs (SteveK) AC 33 CMD 22 HP 248/212 
Tuesday September 27th, 2011 3:18:36 PM

"Let us boldly go forth where no one has gone before", says Jass with sudden inspiration. "We know that something has come through and it was alive, therefore it is possible for the reverse to happen, and we are the only ones here that can do it."

Jass' encouragement is so certain that the sorcerer suddenly quips, "Follow me!" and his watery body swims forward. "Go towards the light!", he calls...

Actions:
Diplomacy: 39

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
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 missiles
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 
Tuesday September 27th, 2011 4:35:40 PM

Jass says "We know that something has come through and it was alive," And completely crazy enough to attack us, don't forget. That ended well for them." Malgant just shakes his head as the chaotic majority voices their crazed opinion and jumps through the portal without preparation. Looking to the larger and seemingly more sedate elemental he says," See what I have to deal with? And when they end up insane and bleeding on the other side, guess who they expect to fix it."
" So, is that the elemental plane of water on the other side of the light? How and where can we find the Old one on the other side? We will need to find them and discover what distresses them. If you could send word ahead to expect us, perhaps in prayer, that would be great."

Malgant waits for responses before following the herd of lemmings through the portal.

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Tuesday September 27th, 2011 6:49:38 PM

Highlight to display spoiler: { I won't be posting tonight, I'm having a sleep study done. Besides, Aztyr is waiting on a reply.

And whats the deal with our getting switched to APG?
}

Brahmah169hps, AC 26 
Wednesday September 28th, 2011 6:29:37 AM

Lurking...

DM Cayzle - Gifts to Right Wrongs; Myths to Answer Questions 
Wednesday September 28th, 2011 9:49:15 AM

[OOC: Sorry for the delay, friends. Really harsh work deadline.]

Vorelle explains that the party has been attacked, and that while they have been wounded, some innocent people have died.

Malgant fills in some details, showing off his shark bites.

Jass asks if any other beasts have emerged.

The two elementals seem genuinely saddened at this news. "We are so sorry for your losses," the big one says. "Indeed!" says the slighter one. They want to make it up to you, and offer two objects, a small cap, like the lid of a jar, and a stick. They explain each fully:

Cap of Doubling: Place this cap over one end of any staff, and it doubles the size of any effect from that staff that has an area of effect. For example, used with the Staff of the Turtle People, it extends the area of protection from a 30 ft radius to a 60 ft radius. [OOC: This is a Fate Item and can't be sold.]

Stick of The Champion: Break this stick as a free action to call a noble champion who will respond to your call. He will help you as he chooses for one service, and then be free to follow his own will. [OOC: This stick is a mechanism to call Ezra's new character into the game.]

"Help with fixing! Treasures to aid you!" says the quick water elemental. "We hope that with these tokens you will be able to put right any ills that this situation has created," says the slow water elemental.

Then Malgant asks about the portal, and about The Old One. Honestly, he has a lot of questions, and the elementals are willing to answer what they can. In summary, yes, other creatures have come through, but for the most part the elementals have handled them. Some have gone out. "We could not bring ourselves to attack the eels. They moved with such grace and reminded us of forgotten dreams of The Old One." They go on to say that some unknown cause is bothering The Old One. Now he is angry, and they are trying to soothe him.

The two are very unclear when asked to describe The Old One. The slimmer elemental talks about tentacles, like an octopus or squid. The Elder one speaks of his split tongue. He's a legend and his myth has grown, you deduce, so who knows what is true and what isn't? They say he has lived forever, and is an immortal power that they worship. He's from the fey creation that proceeded the Woldian creation, they say.

Aztyr is impatient to be off. So too is Brahmah.

Mac thinks that chasing down other enwilded creatures does not address the root of the problem.

Vauhwyt recaps the options.

Jass resolves to take action. He heads into the portal!

[OOC 1: Feel free to ask any final questions of the elementals. Feel free to break the Stick or experiment with the Cap. However, once you pass the portal, we are moving on to the next scene and the next DM, who is set to be Graham, according to the game list. See my e-mail to come shortly, Graham.]

[OOC 2: In regard to the APG conversion, I'm just one player among the eight of us. However, it is OUR game, and we get to decide what we want to do. Let's also handle this out of character and via e-mail, and we can let the PTB know what we decide, preferably by consensus, okay? I'll start this e-mail too, shortly.]

[OOC 3: This may be the best place to give Val an honorable exit. She is among the most formidable and water-capable, so sending her off to hunt down eels -- or to warn the halflings about the eel danger -- may be a good idea.]


Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 134/183 hp Malgant Winterborn 
Wednesday September 28th, 2011 4:48:44 PM

Malgant would like to stay and listen to/participate in their prayer. He hopes to gain a little insight into the Old One's character by how his followers pray to him. for example is the Old One considered a terrible and vengeful god to be appeased or a friendly god who's favor is more likely and who's present temper is unusual. Once they are done praying he will head through the portal and join Jass.

Malgant's Spell List

Jass of Downs (SteveK) AC 33 CMD 22 HP 248/212  d20=15 ;
Wednesday September 28th, 2011 6:29:03 PM

ooc: I think we should nominate the end of this module, when we are resting in the sanctuary, to conduct APG conversion. I don't like the idea of doing it mid-stream.
.............

Jass holds up when equipment is offered. He ignores the Cap, trusting in Atzyr to take it since she holds the Turtle Staff. The sorcerer is interested in the Hero Stick. "A hero who will owe me one task? Sure!" The sorcerer takes the stick and tries to snap it.

Actions:
Break Stick: 15 (pretty good roll for a 10 Strength!)

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
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 missiles
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
}

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Wednesday September 28th, 2011 7:42:44 PM

Aztyr takes the cap, and tucks it into one of her pouches, not wanting to use up the energy it might , well, should have uselessly.
"So, we're summoning this Hero now? Your Call."

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 
Thursday September 29th, 2011 9:36:14 AM

"This so called hero stick seems dodgy to me. I say we use it to start a camp fire." He smirks. "This should be interesting. A hero stick and all. These things are usually temporary summonings...." says the ranger.

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Thursday September 29th, 2011 10:57:03 AM


[OOC: Mac, that enlarge spell has gotta be gone by now. You want a new one, or would you prefer to be your natural size? I can also reduce you. Anyone else? BTW, I'm taking a half an hour off all my spell durations to reflect time passed since we entered the water.]

Vauhwyt calls out through her mental link, before Jass goes through, I hope, "Hey! Wait up! I've always wanted to rassel a god! But I gotta get some spells cast first." She casts Expeditious Retreat on herself, then on Mookie, and then casts a Light spell on her armor spikes.

"Okay, I'm ready," she thinks.

Mookie adds, "I sure hope so!"

As the talking raven in gnome form watches Jass, he thinks via telepathy, "You know the three rules of sticks, right? (1) Don't run with sticks. (2) Don't poke people with sticks. (3) Don't eat sticks."

==========

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

lvl 1: used 3 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 11.5 more hours)
Greater Magic Fang (+1 on both paws)
Heroism (lasts .5 more hour)
Magic Circle vs Evil (lasts 11.5 more hours)
See Invisibility (lasts 1.5 more hours)
Barkskin (lasts 1.5 more hours)
(Water Breath on Vauhwyt)
Exp. Retreat (13 minutes)
Light (130 minutes)

Spells cast by V on others
Extended GMW for Mal (lasts all day)
False Life (+17) for Mookie (lasts 11.5 more hours)
Heroism for Mookie (lasts .5 more hour)
Alter Self for Mookie (lasts 1.5 more hours)
Exp. Retreat (13 minutes)
(Water Breath on Mookie)

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
}

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Friday September 30th, 2011 1:41:51 PM

Ugh, lost my job today. Wolding will be light today. I'll catch up tomorrow.

Brahmah169hps, AC 26 
Friday September 30th, 2011 8:15:53 PM

lurking...

OOC: I will be sure to adjust my spell duration accordingly when I make a real post. :)

Jass of Downs (SteveK) AC 33 CMD 22 HP 248/212 
Saturday October 1st, 2011 7:37:18 AM

oh, horrible! take care of yourself and your family!

Vorelle 
Monday October 3rd, 2011 12:48:11 AM

"Jass?" Vorelle says as he breaks the stick, "shouldn't we wait until--?"

But it's too late. The stick has been broken.

DM Cayzle - What Magic Stick? 
Monday October 3rd, 2011 8:23:12 AM


There is a long pause after the magic stick is broken.

The larger elemental says, "Did we mention that there is often a delay? The champion may arrive today, or tomorrow. No way to tell with these things."

"No way," echoes the smaller one.

The portal still beckons, anyway. Do you put the magic cap on a staff before you enter?

Brahmah169hps, AC 26 
Monday October 3rd, 2011 8:56:40 AM

"We might as well head in."

Jass of Downs (SteveK) AC 33 CMD 22 HP 248/212 
Monday October 3rd, 2011 11:33:45 AM

"Well, if there is often a delay, I'm glad we didn't wait until we were in a fight before breaking it and hoping it would save our bacon. Now, when it happens, it happens, eh? I'll tell the summoned hero that it has to support my quest for an entire day, and then it is free to do what it wants. That should be plenty of time to complete this quest, yes?"

Jass is all ready to follow Brahmah into the light, but hesitates to see if Malgant has any other suggestions.

Actions:

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
Fly; 130/160 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; 130/160 minutes; +4 AC immune magic missiles
Vampiric Touch: 20 temp hit points
Water Elemental Body (Medium); 10/16 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 
Monday October 3rd, 2011 4:16:18 PM

Malgant continues to wait to listen to and possibly participate in the elemental's prayers. He feels he can gain SOME insight into the demeanor of the Old One by doing so. If everyone continues to stand about staring at one another for another few minutes he will suggest to the elementals that they all pray to the Old One for a speedy resolution to the current situation. Anything to get this show on the road.

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 134/183 hp Malgant Winterborn 
Monday October 3rd, 2011 4:17:39 PM

OOC
Oh and BTW Ezra has been AWOL from his tap for a few days. Had not heard yet if it was a computer issue, life issue, lack of time or what. The summon may take longer than a little while.

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Monday October 3rd, 2011 7:34:23 PM

Aztyr waits for Malgant to determine when to go into the light....

Vauhwyt 
Monday October 3rd, 2011 9:07:01 PM

The liontaur is glad to offer a prayer or two. She bows her head and does so silently, seeing as she really has no idea what to say.

Mookie tries "God's neat, let's eat" -- seeing as that's the only prayer he knows.

Vauhwyt says, "Pretty lame for a celestial raven."

Mookie replies, "Hush, Boss."

Mac | HP:286 | Dam:38 | AC:30/T:17/F:26 | CMD:[55, Sun/Dis:58] | up to 5 AoOs | CMB:[+32] 
Tuesday October 4th, 2011 1:18:30 AM

Active Spells/Items: Darkvision, See Invisible, Luckstone, Heartlight, etc

Mac looks from one person to the next...

Brahmah169hps, AC 26 
Tuesday October 4th, 2011 3:14:27 AM

ooc: checking in

DM Cayzle - Into The Light 
Tuesday October 4th, 2011 9:14:14 AM


Several in the party bow their heads to offer a prayer. As you listen to the burbling sonority of the elemental's prayer, you note a few words that stick out ... forked, sinuous, scaly, etc ... that seem to you to hint at the nature of The Old One.

No one chooses to place the cap on the staff.

Shortly, the party is ready. And moves into the light.

[OOC: Your DM has reached the end of the scene. Please add 18,300 xp to your sheet, in addition to the 36,600 awarded by me Sept. 21. Our next DM will be Graham. I'm hoping Jerry will send him the details on the next scene asap. I'll try to expedite that.]

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 134/183 hp Malgant Winterborn 
Tuesday October 4th, 2011 4:02:38 PM

" That's what I wanted to hear from them. I think this 'Old One' might not be as cute and cuddly as we at first thought. All kidding aside I would not be adverse to resting here and regaining our health and power before continuing. Honestly just listening to that description I am more inclined to think we will be fighting th Old One rather than helping him. If not I can continue on as is. This other place might just be the elemental plane of water too. We might want some spells ready to deal with that posibility, like more freedom of movement. What do the rest of you think?"

--------------------------------------------------
OOC
This also gives Jerry time to send Graham the next scene and Graham time to prepare it. Just saying.

DM Cayzle - Extra 
Tuesday October 4th, 2011 5:53:58 PM

OOC: Jerry tells me today he is sending Graham the goods!

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Tuesday October 4th, 2011 5:55:40 PM

"I agree Mal, and I can add in our little lost sheep to our Hive mind. I have enough magics to do that, and possibly even add in this new hero that was summoned as well."

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 
Tuesday October 4th, 2011 10:08:18 PM

Jass picks up the Cap and moves over to Atzyr and places it on the Staff of the Turtle, pleased to see the airy bubble double in size. "If we're going to stay here, it may as well be in comfort, eh?"

Actions:

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
Fly; 130/160 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; 130/160 minutes; +4 AC immune magic missiles
Vampiric Touch: 20 temp hit points
Water Elemental Body (Medium); 10/16 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
}

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Wednesday October 5th, 2011 1:11:31 AM

"If we're gonna stay here, I'm planning on staying in comfort too, and this air bubble is not my idea of style, I think I'd rather stay in my lavishly furnished Mage home. There's nothing that says I can't make the doorway pop up down here, and then just head on in. Only the people I give permission to, can enter it, and I expect that the water since I won't give permission to it to pass the opening, will stay out here, and I can sleep comfortably in my nice and dry room full of pillows."

Vauhwyt and Mookie 
Wednesday October 5th, 2011 9:16:59 AM

"I love that idea," says Vauhwyt, no ascetic she.

"Me too, Boss," says Mookie.

Brahmah169hps, AC 26 
Wednesday October 5th, 2011 9:32:16 AM

"I'll put the cap on the staff thing if no one else will."

Vorelle 
Wednesday October 5th, 2011 2:46:26 PM

Vorelle looks at Aztyr, wide-eyed. "Can you really do that?" she asks.



Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Wednesday October 5th, 2011 4:52:19 PM

"I don't see why not, I summoned it at the village last night, and with my mulling it over, I don't see why it wouldn't work down here just as easily."

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 183/183 hp Malgant Winterborn 
Wednesday October 5th, 2011 5:53:27 PM

" Plus no pesky interruptions if something wanders through the portal. I hate waking up to a shark gnawing on my leg."
Once the group is settled Malgant breaks out the healing returning the group to full health.( I can detail what spells I use if you need me to Cayzle...Let me know.)

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Wednesday October 5th, 2011 6:27:42 PM

Aztyr begins her spell and another glowing doorway appears not too far from the glowing archway to wherever it leads. She gives permission for the group to enter, and even Mookie after thinking about it.
She slides through the door and plops to her feet, shakes any excess water off and smiles, looking around.
After everyone enters, "Dinner is half an hour, in the dining room, if you're late, don't whine about not getting all you want to eat."
She heads straight across the entrance hall and enters what people know as her room.
Just before Dinner time she asks Brahmah, "Would you like to join the mind link? I have a couple extra bits of magic I can cast tonight."
Just before Midnight she recasts Nondetection and extends it with a rod.

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 4

* = 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)
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)
Mage's Magnificent Mansion, Duration 30 hours (this evening at 6pm)( at Portal Archway)
}

DM Cayzle - R&R before heading off to Another Place 
Thursday October 6th, 2011 1:04:37 PM

Malgant suggests that this "Old One" may not be exactly friendly.

Aztyr agrees, and talk turns to holing up for a bit of a rest.

Jass caps the staff ... and not only does the volume of airy water expand, but you feel a measure of relief from the pressure of the deeps. Brahmah looks on interestedly.

Aztyr suggests resting in his magical alter-planar non-dimensional home. Vauhwyt (and Mookie) like that idea. Vorelle wonders if it will work underwater, and Aztyr thinks it will.

Mal agrees, and the spell is cast. The party enters the magical mansion and settles in for the night.

This might be a good time to cast final spells for the day, and start off fresh with a new "dawn."

Jass of Downs (SteveK) AC 33 CMD 22 HP 248/212 
Thursday October 6th, 2011 1:23:07 PM

Jass enters the other-dimensional Magnificent Mansion with a sigh of happiness. "Now THIS is what I call living!"

Relaxing today because there may be no time tomorrow, the hedonistic sorcerer enjoys the ammenities to the fullest.

Actions:

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
Fly; 130/160 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; 130/160 minutes; +4 AC immune magic missiles
Vampiric Touch: 20 temp hit points
Water Elemental Body (Medium); 10/16 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, 183/183 hp Malgant Winterborn 
Thursday October 6th, 2011 5:05:19 PM

Malgant steps through the portal and is instantly relieved to no longer be under water. Dripping in the foyer he begins removing armor and setting it aside to take it into Aztyr's workshop area so that he can clean it and set it near the fire in there to allow it to dry. " There is nothing worse than slipping into cold wet armor when you are warm and dry." He shares with the others.
At dinner he tells them that he will need to know who does not have an item that grants them freedom to act underwater. He will prepare enough freedom of movement prayers the next day to try and accommodate them. After dinner he provides healing for the wounded among them and then retires to his room.
Once he is alone he sits on the edge of his bed, monitoring the link to Val that his status prayer provides. He knows it will fade soon, so he cherishes each remaining moment of the spell. Late that night sleep overcomes his ability to fight it off and he falls asleep still thinking of the dark skinned elf.
------------------------------------------------------
OOC
Tell me if you need freedom of movement for the next day. It doesn't last long ( only a couple of hours I think) so I will try and cast it as combat approaches.
from how they prayed this Old one COULD be an old fey monster of some kind. My mind keeps saying Daggoth from Cuthulu, but I am fighting that. I plan to load for killing an ancient power and surviving. Let me know if you think I can memorize anything that will aid in that end.


Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Thursday October 6th, 2011 7:13:28 PM

About 30 minutes after the group entered, there's the BONG of a gong that sounds throughout the mansion.
Aztyr heads to the dining room and waves the servants to bring on the food and drink, both alcoholic and her favorite, lemonade chilled to a very cold level, but not quite freezing. She helps herself to her favorites and eats, whether the others are there or not.
After she finishes she puts a hand on Malgant's shoulder, but doesn't say or think anything, just gives him a saddened look, then excuses herself.
She tries to catch Brahmah before she heads to her room, to offer one last time to add him to the mind link. And then heads in, closing the doors behind her, she , well, she's saddened for her friends....

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 4

* = 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)
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)
Mage's Magnificent Mansion, Duration 30 hours (this evening at 6pm)( at Portal Archway)
}

Brahmah169hps, AC 26 
Friday October 7th, 2011 6:14:12 AM

Casts Longstrider.

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

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 30 CMD 22 HP 148/148 
Friday October 7th, 2011 11:53:02 AM

Jass eats well, and amuses himself by casting Prestidigitation cantrips and removing the dampness from Malgant's armor and clothing. His dead, black eyes and pale skin are a juxtaposition with his happy demeanor as the sorcerer tries (usually succcessfully) from keeping the black feelings of undeath to creep into his mind.

He jovially declines the offered Freedom of Movement spell from Malgant. "As an elemental, I have greater freedom than just about any environment."

Still, Malgant is quiet, and Atzyr retires early. The telepathic link between them is enough to know they are thinking about the powerful elf, Valanthe. They must have been strong companions who have been together through a lot. Jass shakes his head, admiring the feelings and at the same time not understanding. Jass had always been a wanderer, carefree hero of the moment until the Great Migration occurred while walking through Gateway Downs. Since then, he's hooked up with three different hero groups, all of them gaining and losing members, and not being with any of them for more than a week or so. To the human, this is just another parting, and Jass isn't sure if he is releived... or envious that the others have more at stake.

Actions:

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)

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...... * 0 0 0 0 0 0 0 0
}

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 183/183 hp Malgant Winterborn 
Friday October 7th, 2011 4:15:02 PM

" Thank you Jass, I could not have gotten it that clean and dry without hours of fussing over it, which I am seldom in the mood for." He picks at his dinner, eating enough to sustain him but little more. When he retires for the night, soon after dinner, he takes a bottle of wine and a goblet with him.

_______________________________
OOC
It is normal to read the posts of the other players before posting a 2 word post that has nothing to do with retiring for the night.

BRAHMAH Aztyr has been, in game, asking you a question for a few days. Please reply even if your answer is still no.

I will monitor the posts over the weekend before I make up my spell list for continuing on. I am on my way out of the house for the night and not everyone has had a chance to post in response to my question about needing freedom of movement . If anyone needs me to memorize it, let me know. Remember the duration is not too long so it unfortunately will probably be for combat only, not normal moving about.

Vauhwyt I will still magic vestment your shield for you, but due to a domian change ( to a sub domain) I will be casting my own GMW in the future I think. I have been looking over some of the subdomains in APG and will be using at least one if not both. I also will be changing out a few feats since my whirlwind of death by a huge critter isn't allowed in the Wold. If anyone needs or wants help with APG drop me an email.

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Friday October 7th, 2011 4:53:25 PM

I may be able to better the GMW and MV once we level, love being a fixer.

Vorelle 
Friday October 7th, 2011 5:31:16 PM

All other things being equal, Vorelle prefers a to sleep outdoors, in Nature, to even the most comfortable of indoor beds.

However, underwater all other things are decidedly unequal.

Vorelle gives a little sigh of relief as she emerges, dripping, into the foyer. She won't be sleeping under the stars tonight, but at least she'll be able to move around without the awkward thrashing.

She readily joins the others for a meal and eats heartily, hungry after the day's exertions.

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 183/183 hp Malgant Winterborn 
Saturday October 8th, 2011 10:00:29 AM

OOC
You might Aztyr, but it was either a domian feature or a trait feature I saw that gives additional bonuses if I cast the enhancement myself. Thats why I would take it on as my spell to cast.

In other news, I spoke to Troy last night and after doing so and checking his facts I must withdraw my allowing Ezra's barbarian in the game.
He is figuring his attacks all wrong. Page 182 under natural attacks states, " You do not receive additional natural attacks for a high base attack bonus. Instead, you receive additional attack rolls for multiple limb and body parts capable of making the attack (as noted by the race or ability that grants the attacks). "
So instead of the 20 attacks he has listed he would get 5 attacks, all at the full attack bonus minus the penalty from mqaking multiple attacks.
Sorry, i didn't know this when I first read the character. I would be better off on NUMBER of attacks if it fought with a weapon in each hand and added the natural attacks as bonus attacks.

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Sunday October 9th, 2011 4:57:37 PM

OOC: I think Aztyr's gonna change Bloodlines to one that wasn't available before APG, and this one makes more sense with her background I think. Also will be changing out a few spells.

Vauhwyt 
Sunday October 9th, 2011 8:40:55 PM

OOC: Vauhwyt is likely going to take the share spells feat to better leverage Mookie. She'll swap out spells -- that Magic Knife (third level sorc spell) that auto flanks is an arcane rogue's dream, better than the old unnerfed blink was. The spell that lets you look out through your image is also tempting, but i would have to give up either Shrink Item or Heroism to take it. Likely Heroism. Or I could take the new feat that lets you learn two new spells ... hmmm.

To tell the truth, I never yet have had the chance to look over Ezra's sheet. Sad to say, he has been awol for a couple weeks now.

DM Cayzle - Ready at last? 
Monday October 10th, 2011 8:22:33 AM


The party emerges the next morning, casts its preparatory spells as usual, and prepares to enter the brilliant portal.

"Good Luck," calls the elementals.

Brahmah169hps, AC 26 
Monday October 10th, 2011 12:48:56 PM

"Here we go!"

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 183/183 hp Malgant Winterborn 
Monday October 10th, 2011 3:32:26 PM

OOC
It will be late tonight before I have a spell list and am ready to go.

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Monday October 10th, 2011 4:55:38 PM

OOC: Still never received a reply from Brahmah from "yesterdays" before the rest question about adding him to the Mind Link.
Question to everyone else, should I just add him, or leave him out, it seems he's not really reading my posts.

DM Cayzle - Resigns! 
Monday October 10th, 2011 7:09:47 PM

Graham has the module and is now officially in charge!

:-)

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 183/183 hp Malgant Winterborn 
Monday October 10th, 2011 7:20:09 PM

leave him out and if he whines he doesn't know what we are talking about we drown him 8).

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 183/183 hp Malgant Winterborn 
Monday October 10th, 2011 8:56:38 PM

Malgant wakes and prepares his spells. His sword forms are distracted this morning,and it takes him longer to don his armor and gear, as if his mind were elsewhere or he was deliberately stalling for time. He casts his morning allotment of spells on himself and on Vauhwyt. He then announces he is ready to face what lies on the other side of the portal.

Malgant's Spell List

Magic Vestment duration 32 hours on Malgant's armor +4 bonus
Magic Vestment duration 32 hours on Malgant's shield +4 bonus
Magic Vestment duration 32 hours On Vauhwyt's shield +4 bonus
Mind Blank duration 24 hours

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Monday October 10th, 2011 9:10:11 PM

Aztyr joins Malgant in the foyer of her magical home. She's cast some spells, used some Wold's Blood and nods in agreement, "I'm about as ready as I can get, I suppose."

Spell Info Highlight to display spoiler: {

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

* = unlimited

Wold's Blood Draws : 0/7
Wold's Blood in storage : 6/7 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 :

Mage Armor, Duration 30 hours (cast at dawn)(extended with rod)(active only for incorporeal protection)
Nondetection, Duration 30 hours (cast at dawn)(extended with rod)
Magic Vestment +3, Duration 14 hours (used Wold's Blood, 1 drop from storage)
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 6pm)( at Portal Archway)
}

Deep Blue Sea


DM Graham - Scene Six: Deep Blue Sea 
Tuesday October 11th, 2011 7:48:58 AM

OOC: Thanks for your patience.

Having reached a firm decision, being well rested and bespelled, the companions who remain make their way through the watery portal...

...and beyond into deep, dim, salty water. The faint shards of light by which the party is attempting to understand their new surroundings highlight the motion of a massive creature moving toward you. The great squid stops a short distance away, tentacles and arms waving in the wash, eyes (wider than a human is tall) taking in the arrivals... and if for no other reason than sheer size, blocking the view and way ahead.

Brahmah169hps, AC 26 
Tuesday October 11th, 2011 9:43:47 AM

"Um, my friends, I think that's a kraken. I heard tell of those monstrosities back in my time on the merchant ship. The pir.... the sailors were afraid, too afraid, of them." The minotaur raises his swords in defense. (Readies for tentacles to dart out at them.)

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148  d10=1 ; d4=1 ;
Tuesday October 11th, 2011 11:29:58 AM

Jass sets his spells up prior to going through the water; False Life, Resist (electricity), Shield, Spectral Hand, Detect Scrying, and Elemental Body IV.

On the other side, the sorcerer gulps, glad he looks like a water elemental, and tries to get his thoughts together. "Nothing says this thing is the Old One", he thinks to his companions, "It could be another guardian, yaknow?"

"Um, Heeeey! We've been helping some great water elementals on the other side of this portal, and wanna help out the Old One. The lake on the other side has had lottsa animals getting all weirded out cause of this feeling in the water says the Old One needs help. So here we are, ready to help the Old One!"

Actions:

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
False Life: 16 hours; 11 temp hit points
Resist Energy; 160 minutes; electricity ignore 30 damage/attack
Shield: 16 minutes; +4 AC
Spectral Hand: 16 minutes; cost 1 hit point; disembodied hand to do Touch Spells
Detect Scrying: 24 hours; notice if someone is scrying
Elemental Body IV: 16 minutes; Medium Water Elemental; +4 CON (+32 hit points), +5 Nat AC, Swim 60', Darkvision 60', vortex, and 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...... * 0 0 0 0 0 0 0 0
}

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 183/183 hp Malgant Winterborn 
Tuesday October 11th, 2011 4:55:06 PM

Malgant gulps down one of the potions of water breathing provided by the halflings before going through the portal ( forgot that yesterday ). As the giant creature swims up and sizes up the group he decides that now would also be a good time to move freely. He calls on Imod to make his movements effortless beneath the waves and without any threat in his voice or actions, Backs up Jass's description of the recent events.
" Some of those we have sworn to protect on the other side have been harmed by the voice that influences the water creatures in the Lake. When we entered the water we also experienced the desperation that they felt. We chose to come and try to alleviate that desperation. Hopefully we can find a way to solve both of these problems without any harm befalling anyone. Can you help us to do this?"
Cast Freedom of Movement

Malgant's Spell List

Magic Vestment duration 32 hours on Malgant's armor +4 bonus
Magic Vestment duration 32 hours on Malgant's shield +4 bonus
Magic Vestment duration 32 hours On Vauhwyt's shield +4 bonus
Mind Blank duration 24 hours
Freedom of Movement duration 160 Minutes
Water Breathing duration 24 hours

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil)  d10+10=16 ; d10+10=11 ;
Tuesday October 11th, 2011 8:53:28 PM


Before going to sleep last night, Vauhwyt casts contingency and greater invisibility on herself and (shared) on Mookie. In the morning, before passing through the portal, Vauhwyt casts her usual assortment of spells -- barkskin, detect scrying, see invisibility, false life, greater magic fang (two), greater magic weapon, heroism, magic circle vs evil, magic vestment. The two greater magic fangs come from her staff.

She also has a water breathing if someone can offer it -- if not, she can use her staff to cast that as well.

She casts the usual GMW on Mal's weapon, receiving her magic vestment for her buckler.

Just before passing through the portal, V casts greater invisibility on her self and Mookie.

==========

Once through, she takes in the sights, and keeps quiet.

==========

For DM Sanity Info:

Spells per day:

lvl 1: used 0 of 7
lvl 2: used 4 of 7 (false life x2, alter self, see invisibility)
lvl 3: used 5 of 7 (gmw x2, mag circle, heroism x2)
lvl 4: used 1 of 6 (det scrying, greater invis x2)
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 12.5 more hours)
Greater Magic Fang (+3 on both paws)
Heroism (lasts 2.5 more hours)
Magic Circle vs Evil (lasts 12.5 more hours)
See Invisibility (lasts 2.5 more hours)
Barkskin (lasts 2.5 more hours)
(Water Breath on Vauhwyt)

greater invis on M (12 rounds) and V (13rounds)

Spells cast by V on others
Extended GMW for Mal (lasts all day)
False Life (+16) for Mookie (lasts 12.5 more hours)
Heroism for Mookie (lasts 2.5 more hour)
Alter Self for Mookie (lasts 2.5 more hours)
(Water Breath on Mookie)

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: 0 of 48 used
Barkskin wand: 2 of 47 used
Magic Missile wand: 0 of 38 used
Transmute Staff: 2 of 10 charges

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Tuesday October 11th, 2011 9:05:54 PM

Aztyr only adds a Shield Spell, extended with her rod. With two others already speaking up and talking to the what-ch-ma-call-it, she just stands behind them, floating nonchalantly, with her cloak protecting her as well as allowing her to breath.
She holds the Turtle staff in the crook of her arm, with the Cap on it, extending it's powers, for those who need it.

Spell Info Highlight to display spoiler: {

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

* = unlimited

Wold's Blood Draws : 0/7
Wold's Blood in storage : 6/7 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 :

Shield, Duration 30 minutes (extended with Rod)
Mage Armor, Duration 30 hours (cast at dawn)(extended with rod)(active only for incorporeal protection)
Nondetection, Duration 30 hours (cast at dawn)(extended with rod)
Magic Vestment +3, Duration 14 hours (used Wold's Blood, 1 drop from storage)
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 6pm)( at Portal Archway)
}

Vorelle 
Tuesday October 11th, 2011 11:26:41 PM

Today, Vorelle will attempt to stay in the staff's bubble, with a potion of Water Breathing on standby just in case something goes wrong.

She regards the giant squid with (she hopes) outward calm, while thinking "wow, that's pretty big."

Brahmah169hps, AC 26 
Wednesday October 12th, 2011 6:21:26 AM

Brahmah casts speak with animals and asks. "Are you the old one who needs assistance?"

Active Effects:
Freedom of Movement 130mins
Non-Detection 13 hours
Water Breathing (potion)
Owl's Wisdom (13mins)
Longstrider (land base speed only)

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 Graham - Scene Six: Deep Blue Sea  d20+22=25 ;
Wednesday October 12th, 2011 6:29:17 AM

Brahmah warns the group, and prepares himself for swordplay.
Jass and Malgant attempt to communicate with the colossal squid.
Vauhwyt (and Mookie) make like a very quiet bubble of air.
Aztyr floats behind the others.
Vorelle maintains her composure.
Mac follows Brahmah's lead and take up a position on the other side of the face of the group.

+-+-+-+-+

The giant (well, no) gargantuan squid slowly looks from one of you to the next. The creature exhibits no sign of understanding the sounds some of you have just made, nor does it seem to respond to the defensive preparedness of others. The squid brings one arm forward in an incredibly slow arc until it comes to a complete stop a few feet above the rocky surface beneath your feet/hooves, just a handful of feet away.

It makes no sound in reply, but it radiates Expectation and Curiosity.

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 183/183 hp Malgant Winterborn 
Wednesday October 12th, 2011 10:19:11 AM

Malgant thinks toward the creature, projecting his thoughts the same way he would to the others he has the teleplathic link to. He repeats what he said before in his mind. The bleed over into the telepathic link means he is literally screaming the thoughts over the link.
" Some of those we have sworn to protect on the other side have been harmed by the voice that influences the water creatures in the Lake. When we entered the water we also experienced the desperation that they felt. We chose to come and try to alleviate that desperation. Hopefully we can find a way to solve both of these problems without any harm befalling anyone. Can you help us to do this?"

Malgant's Spell List

Magic Vestment duration 32 hours on Malgant's armor +4 bonus
Magic Vestment duration 32 hours on Malgant's shield +4 bonus
Magic Vestment duration 32 hours On Vauhwyt's shield +4 bonus
Mind Blank duration 24 hours
Freedom of Movement duration 160 Minutes
Water Breathing duration 24 hours


Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Wednesday October 12th, 2011 6:30:17 PM

Vauhwyt thinks to her friends, "Well, it does not seem angry or hostile."

She and Mookie wait to see what happens.

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Wednesday October 12th, 2011 8:24:32 PM

Aztyr continues to wait.....

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148 
Thursday October 13th, 2011 11:02:46 AM

Jass nods, "Yep, talking through the mind, definitely feels like the feeling in the Blackbird Lake. You keep thinking at it Malgant, I'm going to check out the ocean floor here.

Jass swims down until he is on the rocky floor and starts moving his foot in the silt to see if a pattern emerges.

Actions:

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
False Life: 16 hours; 11 temp hit points
Resist Energy; 160 minutes; electricity ignore 30 damage/attack
Shield: 16 minutes; +4 AC
Spectral Hand: 16 minutes; cost 1 hit point; disembodied hand to do Touch Spells
Detect Scrying: 24 hours; notice if someone is scrying
Elemental Body IV: 16 minutes; Medium Water Elemental; +4 CON (+32 hit points), +5 Nat AC, Swim 60', Darkvision 60', vortex, and 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...... * 0 0 0 0 0 0 0 0
}

Brahmah169hps, AC 26 
Thursday October 13th, 2011 1:21:47 PM

Brahmah lowers his weapons slightly and waits. "Did I scare you? I am sorry."

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Thursday October 13th, 2011 11:18:29 PM

Checking in.

DM Graham - Scene Six: Deep Blue Sea 
Friday October 14th, 2011 5:14:12 AM

Malgant thinks loud at the gargantuan squid.
Vauhwyt, Mookie and Aztyr wait.
Jass agrees with Malgant, and looks at the ground beneath his feet. Rock - no so much with the silt.
Brahmah relaxes slightly an apologizes. Mac follows his lead in action.
+-+-+-+-+

The squid slowly draws back its arm, and then pushes in a glide just over to the left as you see it. It continues to radiate a sense of Expectation and Curiosity.

Visible now is the deep, undersea valley. A short distance away along the floor of the valley is a glowing globe of light, and more are intermittently dispersed beyond the first - a road of sorts - and whilst many aquatic creatures would prefer to swim than walk, the mostly rocky, unbroken terrain from this globe to the next appears traversable. The light from the globes does little to help bring out any details in the walls of the valley, nor do the faint shafts of light from the surface.

The squid continues to wait and watch.....

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 183/183 hp Malgant Winterborn 
Friday October 14th, 2011 3:24:00 PM

" We appear to be allowed to continue. I shudder to think what waits for us if this was the door guard. Let us go and see if all of the beings here speak in emotion rather than words. If they do, you may want another spokesperson."
Malgant drops to the floor of the area and begins to follow the roadlike pattern of lights. His emotions have taken a turn for the worse. The link, however slight, from the status spell disappeared when he went through the portal ( assuming we are no longer in the Wold but on another plane) He now has no knowledge of how Valanthe is faring in her search for other angry wildlife in the Lake. He hopes she is ok and that she will return soon.

Malgant's Spell List

Magic Vestment duration 32 hours on Malgant's armor +4 bonus
Magic Vestment duration 32 hours on Malgant's shield +4 bonus
Magic Vestment duration 32 hours On Vauhwyt's shield +4 bonus
Mind Blank duration 24 hours
Freedom of Movement duration 160 Minutes
Water Breathing duration 24 hours

Vorelle  d20+19=30 ; d20+23=41 ;
Friday October 14th, 2011 11:38:14 PM

Underwater really isn't a familiar territory for Vorelle, but some things in Nature are the same whether above the surface or beneath it. Anyway, she hopes so as she looks around, trying to glean what information she can.

[Knowledge Nature 30; Survival 41]

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148  d20+14=21 ;
Sunday October 16th, 2011 9:31:19 AM

Jass the water elemental follows along with Malgant and Vorelle, but he keeps up a steady stream of thoughts with the Telepathic Bond.

"Not saying that we're not doing the right thing, but how do we know we're doing the right thing? Anyone do a Detect Evil on that Squid? Anyone try and see if the thought patterns of desperation that we felt in the Lake is the same thought voice as that Squid? How come I'm getting the feeling that we're being used for a personal purpose and not for the good of all?"

Jass doesn't have any spells or magic to help with his questions, and neither does he have the skills to figure it out. He tries to understand the motives of the Squid and see if the Squid's thoughts 'feel' the same as the Lake, but just isn't sure yet.

Actions:
Sense Motive: 21

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
False Life: 16 hours; 11 temp hit points
Resist Energy; 160 minutes; electricity ignore 30 damage/attack
Shield: 16 minutes; +4 AC
Spectral Hand: 16 minutes; cost 1 hit point; disembodied hand to do Touch Spells
Detect Scrying: 24 hours; notice if someone is scrying
Elemental Body IV: 16 minutes; Medium Water Elemental; +4 CON (+32 hit points), +5 Nat AC, Swim 60', Darkvision 60', vortex, and 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...... * 0 0 0 0 0 0 0 0
}

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Sunday October 16th, 2011 7:04:44 PM

Aztyr Glides along, keeping the staff handy so some of the others gain the benefits of it. She coasts along, only a few feet behind Malgant, *I can take over if needed, It will take me some effort to remain under control, But I'll do it.*

Spell Info Highlight to display spoiler: {

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

* = unlimited

Wold's Blood Draws : 0/7
Wold's Blood in storage : 6/7 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 :

Shield, Duration 30 minutes (extended with Rod)
Mage Armor, Duration 30 hours (cast at dawn)(extended with rod)(active only for incorporeal protection)
Nondetection, Duration 30 hours (cast at dawn)(extended with rod)
Magic Vestment +3, Duration 14 hours (used Wold's Blood, 1 drop from storage)
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 6pm)( at Portal Archway)
}

Brahmah169hps, AC 26 
Monday October 17th, 2011 4:37:10 AM

Look at the4 group and waits. "I haven't got Detect Evil."

Active Effects:
Freedom of Movement 130mins
Non-Detection 13 hours
Water Breathing (potion)
Owl's Wisdom (13mins)
Longstrider (land base speed only)

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) 
Monday October 17th, 2011 7:33:13 AM

Vauhwyt, wanting to stay less noticeable, simply keeps with the group. She thinks to Jass, "Oh, don't be such a worry wart!" She thinks to Mal, "You are doing fine."

Mookie makes a mental caw. "What about me, Boss?"

"You're fine too."

DM Graham - Scene Six: Deep Blue Sea 
Monday October 17th, 2011 10:39:12 AM

OOC: The Game denied my post. I'll get it in as soon as possible, but I'm not going to rewrite it at 1:30AM here.

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148 
Monday October 17th, 2011 3:02:18 PM

(Additional Post)

Jass smiles but thinks back at Vauhwyt. "I'm surprised that a group that has been manipulated by the undead would not be overly suspicous when an extra large piece of calamari casually asks us to go destroy what may be the only thing holding it back from taking over the Wold."

Actions:
Sense Motive: 21

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
False Life: 16 hours; 11 temp hit points
Resist Energy; 160 minutes; electricity ignore 30 damage/attack
Shield: 16 minutes; +4 AC
Spectral Hand: 16 minutes; cost 1 hit point; disembodied hand to do Touch Spells
Detect Scrying: 24 hours; notice if someone is scrying
Elemental Body IV: 16 minutes; Medium Water Elemental; +4 CON (+32 hit points), +5 Nat AC, Swim 60', Darkvision 60', vortex, and 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...... * 0 0 0 0 0 0 0 0
}

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 183/183 hp Malgant Winterborn 
Monday October 17th, 2011 5:23:59 PM

"We dealt with that the same way we deal with almost all of our problems. We found them and permanently removed them from a position that could irritate us. Basically when something wants to manipulate us we kill it. Sometimes like in the case of the Artifact that kept trying to kill us we stop and reason with the things that want to use us. Make them see reason that we are willing to endure and kill them unless they play nice with the Wold. Sometimes that works too. But mostly when the wold puts someone in our path that wants to harm us or others we deal with them directly and finally. So far that has worked just fine."

Malgant's Spell List

Magic Vestment duration 32 hours on Malgant's armor +4 bonus
Magic Vestment duration 32 hours on Malgant's shield +4 bonus
Magic Vestment duration 32 hours On Vauhwyt's shield +4 bonus
Mind Blank duration 24 hours
Freedom of Movement duration 160 Minutes
Water Breathing duration 24 hours


DM Graham - Scene Six: Deep Blue Sea 
Monday October 17th, 2011 5:25:11 PM

Malgant offers up the role of squid whisperer to anyone who might be interested. Despite his initial concerns, the Status link to Valanthe is still intact - placing her (to the best of the DM's reckoning) at a vast distance in a direction that is more down than across. There are no significant changes to her condition.
Vorelle applies her gained knowledge of nature, and concludes that the squid is perhaps half the size again of anything she has heard of from reputable sources, and the emotion-communication is not something that is seen amongst natural fauna.
Jass asks some pertinent questions, but the only distinction he can draw between the squid and the lake is that the squid isn't attacking anyone... yet.
Aztyr offers to step into Malgant's shoes.
Brahmah advises he doesn't have the spell Jass requested available.
Vauhwyt lets Jass, Malgant and Mookie each know what she thinks of their positions.
Jass makes another point.
Mac takes up position at the rear of the party as they begin to move onwards.
+-+-+-+-+
The squid swims upwards and around to be about 30 feet behind and above the party.
As you approach the first glowing globe you realise the light it emits is not consistent. Closer inspection reveals some movement inside, though the surface of the globe does not permit a clear view.
From left and forward a small school of small, silvery fish (projecting Panic) charges through and around the party, makes a sharp turn and heads off ahead and right. Despite their rush, they avoid running into anyone.

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil)  d20+9=27 ; d20+9=11 ;
Tuesday October 18th, 2011 7:53:21 AM

Vauhwyt swims closer and looks at the glowing globe. How big is it? Diameter? She looks in and looks for traps. She casts Taur's Try (minotaur) to boost her perception by +1.

Looking for traps: 27
Looking in general: 11

Brahmah169hps, AC 26  d20+28=29 ; d20+24=39 ;
Tuesday October 18th, 2011 8:26:53 AM

The ranger looks for trouble. (Survival for natural hazards 29, perception 39)

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148 
Tuesday October 18th, 2011 1:11:08 PM

Jass hears his companions but doesn't believe them: there has to be someone on the lookout for betrayal by the squid after all! And so the sorcerer seeks to find a method to watch the gliding behemoth for any aggressive moves.

As fast as he is as a water elemental, Jass swims with the group, and then readies a spell to try and slow the squid down if it ever turns its coat. Well, figuratively speaking.

Actions:
MOve with group
Ready Hold Monster spell; cast when Squid first attacks someone; Will DC 23 1/round or no actions.

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
False Life: 16 hours; 11 temp hit points
Resist Energy; 160 minutes; electricity ignore 30 damage/attack
Shield: 16 minutes; +4 AC
Spectral Hand: 16 minutes; cost 1 hit point; disembodied hand to do Touch Spells
Detect Scrying: 24 hours; notice if someone is scrying
Elemental Body IV: 16 minutes; Medium Water Elemental; +4 CON (+32 hit points), +5 Nat AC, Swim 60', Darkvision 60', vortex, and 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...... * 0 0 0 0 0 0 0 0
}

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Tuesday October 18th, 2011 2:54:36 PM

Aztyr looks at the fast fleeing school of fish, "Ummm.... I think we'll have company in a short while, something is most likely chasing them for them to bull through us as strangers like that." She also drifts along with the rest, easily staying with them with her heightened swim speed.

Spell Info Highlight to display spoiler: {

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

* = unlimited

Wold's Blood Draws : 0/7
Wold's Blood in storage : 6/7 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 :

Shield, Duration 30 minutes (extended with Rod)
Mage Armor, Duration 30 hours (cast at dawn)(extended with rod)(active only for incorporeal protection)
Nondetection, Duration 30 hours (cast at dawn)(extended with rod)
Magic Vestment +3, Duration 14 hours (used Wold's Blood, 1 drop from storage)
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 6pm)( at Portal Archway)
}



Vorelle 
Tuesday October 18th, 2011 4:07:54 PM

In Vorelle's (admittedly limited) experience, fish are easily panicked. So she doesn't read much into the fact that these are fleeing from something.

The squid is a lot bigger than a normal squid, Vorelle tells her companions, but that doesn't necessarily mean it's intelligent. It may not have the capacity for good or evil. We should still keep an eye on it, though.

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 183/183 hp Malgant Winterborn 
Tuesday October 18th, 2011 6:51:25 PM

"I would know what is in these before we pass them by. Jass is not wrong that we should show some caution. Also, we are still in the Wold friends. We did not travel the planes when we passed through that portal. We have however moved a long way. Or Val did. One or the other."
Malgant steps up to the first globe of light, Waits for Vauhwyt's yea or nay on traps, and steps into it to see what is inside.

Malgant's Spell List

Magic Vestment duration 32 hours on Malgant's armor +4 bonus
Magic Vestment duration 32 hours on Malgant's shield +4 bonus
Magic Vestment duration 32 hours On Vauhwyt's shield +4 bonus
Mind Blank duration 24 hours
Freedom of Movement duration 160 Minutes
Water Breathing duration 24 hours


Brahmah169hps, AC 26  d20+14=23 ;
Wednesday October 19th, 2011 2:14:57 AM

Wild EmPathy 23.

DM Graham - Scene Six: Deep Blue Sea 
Wednesday October 19th, 2011 6:27:38 AM

Vauhwyt investigates the glowing globe.
Brahmah looks for trouble and later attempts to get along better with (I assume) the squid.
Jass readies a spell, just in case.
Aztyr floats along, and alerts the party to one potential cause of the fishes haste.
Vorelle shares her knowledge and considers Aztyr's suggestion.
Malgant shares his knowledge and joins the investigation of the globe when the all clear is given.
Mac maintains watch over those investigating the glowing globe.
+-+-+-+-+
Between Vauhwyt and Brahmah there is a confidence that this globe is not trapped. It appears to be about a foot or so across. Inside, something moves, and with it moves the source of the light. The surface of the globe and/or the environment within the globe make discerning shapes problematic. The globe is not perfectly spherical, but there are no indications of seams or openings. Given the all clear (but not the scale to step into the globe) Malgant touches the globe...

In rapid succession: the glowing stops emanating from this globe...then the next globe... and continue until the only light by which the scene is barely lit are the ends of the previously mentioned shafts of light from high above. After a few seconds of near darkness, life and light begins to return to this globe, and the others in turn.

Things are good. The squid has watched on in curiosity, and has barely moved at all.

That is when you are able to determine the inbound shape of a hammerhead shark (sleek, graceful, and somewhat naturally camouflaged) - this one is easily the size of a sea-going ship. It is radiating Tasty/Hunger and Restraint, and for want of another better description, it is sniffing the water as it coasts to a halt.


Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 183/183 hp Malgant Winterborn 
Wednesday October 19th, 2011 4:46:47 PM

Malgant thinks softly to his companions." Do as they do. Project a feeling of unity, strength and defense. With thoughts like that the shark will likely move on in search of easier prey. We can win this fight without actually drawing blood."
With that though spoken, Malgant begins to give off the feeling of strength and defense, thoughts that come very naturally to the Protector. As he does so he also slowly draws forth his sword, allowing the continual flame to light the area.He also prepares to take an attack penalty to offer his companions a stronger defense (Take under wing, -5 to attacks, +5 to AC of all allies within 10', The protector gains no bonus to AC)

Malgant's Spell List

Magic Vestment duration 32 hours on Malgant's armor +4 bonus
Magic Vestment duration 32 hours on Malgant's shield +4 bonus
Magic Vestment duration 32 hours On Vauhwyt's shield +4 bonus
Mind Blank duration 24 hours
Freedom of Movement duration 160 Minutes
Water Breathing duration 24 hours



Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148 
Wednesday October 19th, 2011 5:17:49 PM

"I think they are waiting for us to do something to release them from restraint", thinks Jass. The sorcerer tries to project Strength, Defense, and Unity, keeping an eye on the squid and absolutely gigantic shark.

Actions:
MOve with group
Ready Hold Monster spell; cast as first monster attacks someone; Will DC 23 1/round or no actions.

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
False Life: 16 hours; 11 temp hit points
Resist Energy; 160 minutes; electricity ignore 30 damage/attack
Shield: 16 minutes; +4 AC
Spectral Hand: 16 minutes; cost 1 hit point; disembodied hand to do Touch Spells
Detect Scrying: 24 hours; notice if someone is scrying
Elemental Body IV: 16 minutes; Medium Water Elemental; +4 CON (+32 hit points), +5 Nat AC, Swim 60', Darkvision 60', vortex, and 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...... * 0 0 0 0 0 0 0 0
}

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Wednesday October 19th, 2011 5:38:32 PM

Aztyr thinks, *See, they weren't running for no reason after all.*
Aztyr concentrates on Strength and Unity, because to her.... a fireball makes the best Defense, so she leaves that out and just thinks Strength and Unity, and also maintains her close proximity to Mal.

Spell Info Highlight to display spoiler: {

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

* = unlimited

Wold's Blood Draws : 0/7
Wold's Blood in storage : 6/7 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 :

Shield, Duration 30 minutes (extended with Rod)
Mage Armor, Duration 30 hours (cast at dawn)(extended with rod)(active only for incorporeal protection)
Nondetection, Duration 30 hours (cast at dawn)(extended with rod)
Magic Vestment +3, Duration 14 hours (used Wold's Blood, 1 drop from storage)
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 6pm)( at Portal Archway)
}

Vorelle  d20+17=31 ;
Thursday October 20th, 2011 1:38:05 PM

Vorelle also tries for Strength and Unity, but she also tries to show the shark Ally and Here to help.

Wild Empathy 31

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 183/183 hp Malgant Winterborn 
Thursday October 20th, 2011 2:41:25 PM

If Malgant can "feel" Vorelle's projection he also starts adding Ally and Here to Help to his Strength and Defense Feelings.

DM Graham - Scene Six: Deep Blue Sea 
Thursday October 20th, 2011 3:16:10 PM

Will look to post in another 12 hours.

Brahmah169hps, AC 26 
Thursday October 20th, 2011 5:00:13 PM

OOC: Czeching in.

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Thursday October 20th, 2011 11:14:28 PM


Vauhwyt offers Vorelle and Brahmah a complete side of beef (in shrunken form). "Maybe it would like a tasty morsel as a gift," she thinks to her friends. If they agree, she will use her Ranged Legerdemain to send the tiny thing toward the shark and then to unshrink the snack (before it is close enough to seem like a threat).

Mookie thinks, "Where's the beef?"

"Hush Mookie," Vauhwyt thinks back.

==========

For DM Sanity Info:

Spells per day:

lvl 1: used 0 of 7
lvl 2: used 4 of 7 (false life x2, alter self, see invisibility)
lvl 3: used 5 of 7 (gmw x2, mag circle, heroism x2)
lvl 4: used 1 of 6 (det scrying, greater invis x2)
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 12.5 more hours)
Greater Magic Fang (+3 on both paws)
Heroism (lasts 2.5 more hours)
Magic Circle vs Evil (lasts 12.5 more hours)
See Invisibility (lasts 2.5 more hours)
Barkskin (lasts 2.5 more hours)
(Water Breath on Vauhwyt)

greater invis on M (12 rounds) and V (13rounds)

Spells cast by V on others
Extended GMW for Mal (lasts all day)
False Life (+16) for Mookie (lasts 12.5 more hours)
Heroism for Mookie (lasts 2.5 more hour)
Alter Self for Mookie (lasts 2.5 more hours)
(Water Breath on Mookie)

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: 0 of 48 used
Barkskin wand: 2 of 47 used
Magic Missile wand: 0 of 38 used
Transmute Staff: 2 of 10 charges

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 183/183 hp Malgant Winterborn 
Friday October 21st, 2011 4:37:55 PM

" Its in her bag of cool stuff Mookie, you bird brain. Now hush and think good thoughts."

DM Graham - Scene Six: Deep Blue Sea 
Friday October 21st, 2011 4:50:45 PM

Malgant offers a course of action, and puts the defense of those nearby ahead of his own.
Jass puts forward a possible motive of the creatures.
Aztyr points out her assessment of the fish appears correct.
Vorelle focuses thoughts on the squid and the shark. Sensing her thoughts, Malgant tries to add the shark to his efforts.
Brahmah continues to look for trouble.
Vauhwyt suggests to Vorelle and Brahmah the offering of some meat to the shark.
Mac maintains his readiness.
+-+-+-+-+
The squid continues to hold position above and behind the party, projecting Expectation and Curiosity.
The shark projects Tasty and Restraint as it circles wide around the party. Despite their relative size and proximity, neither the shark nor the squid appears to show the other the slightest interest...

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Friday October 21st, 2011 6:53:38 PM


Having come up with an idea, Vauhwyt is eager to see it executed. She sends the tasty morsel to the shark, projecting as hard as she can with her mind as she does so: Tasty! Gift! Enjoy! Eat! Present!

She urges the rangers to do their stuff as she does this. "Make friendly like, Brahmah and Vorelle!" she thinks.

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 183/183 hp Malgant Winterborn 
Sunday October 23rd, 2011 11:34:43 AM

Malgant watches the crisis pass and looks to thank Vorelle for her swift thinking." Thank you for that. I had not thought about trying to ally our cause with the shark's. With Vauwhyt's help we might still be able to gain it's help. I am glad one of our rangers stayed on point and knew enough about them to help us out."
Malgant then studies Brahmah for a few minutes, wondering if anything is wrong with the famous minotaur ranger. In the past Brahmah led a group of Taur on similarly dangerous missions in the name of Imod. Why would he freeze now and not be able to help."Are you alright Brahmah? Do you require some kind of healing? You seem more troubled than I am and that is saying alot."

Malgant's Spell List

Magic Vestment duration 32 hours on Malgant's armor +4 bonus
Magic Vestment duration 32 hours on Malgant's shield +4 bonus
Magic Vestment duration 32 hours On Vauhwyt's shield +4 bonus
Mind Blank duration 24 hours
Freedom of Movement duration 160 Minutes
Water Breathing duration 24 hours


Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148 
Sunday October 23rd, 2011 5:09:15 PM

Jass is positively dwarfed by his own companions here, and the presense of the Squid and Shark... "Now I know what sprites must feel like all the time", he says to no one in particular. "But with 2 Monsters out here, I don't think either of them are the Old One. Neither of these creatures are projecting the type of desperation we were feeling when under Blackbird Lake. Let's keep going closer to the green globes and see if we can't feel where the troubling emotions are coming from, eh?"

Jass continues his move-and-ready movement, feeling that part of the shark's restraint is that someone is keeping an eye on it.

Actions:
MOve with group
Ready Hold Monster spell; cast as first monster attacks someone; Will DC 23 1/round or no actions.

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
False Life: 16 hours; 11 temp hit points
Resist Energy; 160 minutes; electricity ignore 30 damage/attack
Shield: 16 minutes; +4 AC
Spectral Hand: 16 minutes; cost 1 hit point; disembodied hand to do Touch Spells
Detect Scrying: 24 hours; notice if someone is scrying
Elemental Body IV: 16 minutes; Medium Water Elemental; +4 CON (+32 hit points), +5 Nat AC, Swim 60', Darkvision 60', vortex, and 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...... * 0 0 0 0 0 0 0 0
}

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 183/183 hp Malgant Winterborn 
Sunday October 23rd, 2011 10:47:55 PM

"I concur, let's follow this lighted path and see who or what is behind this."

Brahmah169hps, AC 26 
Monday October 24th, 2011 7:27:07 AM

"We probably should not stray from the path either."

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Monday October 24th, 2011 8:29:48 AM

Vauhwyt thinks to Jass, Brahmah, and Mal, "Hey, see if the shark takes the present before you go walking too close to it."

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Monday October 24th, 2011 4:52:38 PM

Aztyr, considers lightening the dour mood that seems to have fallen over her companions, but decides that here, underwater, with the two very large critters nearby might not be the best place to do so.
She instead, begins down the path with the others. This may turn out to be a very long day....

DM Graham - Scene Six: Deep Blue Sea 
Tuesday October 25th, 2011 5:08:21 AM

Vauhwyt urges the shark to eat.
Malgant thanks Vorelle and expresses his concerns for Brahmah.
Jass moves forward with a spell at the ready. Malgant agrees with the moving on.
Brahmah recommends not straying from the path.
Vauhwyt asks for her friends to wait on the shark before leaving.
Aztyr follows along.
Mac also keeps pace.
+-+-+-+-+
Tasty... the shark looks ready to savagely maul the side of meat, but... RESTRAINT ... the half-carcass bounces harmlessly off the shark's snout. The squid watches on with Expectation and Curiosity.
The shark takes one last wide loop and glides to a halt near the squid, and as the party begins to move on, they both follow along as the squid had already done alone.

You slowly walk past one glowing globe and then another - each about a foot-and-a-half or two across, each swirling with movement within. Looking ahead the path of light weaves around rocky outcrops, and on...

Brahmah169hps, AC 26  d20+24=42 ;
Tuesday October 25th, 2011 9:13:17 AM

Brahmah moves with the others and is alert. (Perception 42)

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148 
Tuesday October 25th, 2011 2:29:26 PM

"Curiouser and curiouser, to coin a phrase", muses Jass, I'm not sure what will happen if we resolve the Old Ones problems. Do we then become dinner?"

The sorcerer's growing nervousness is only balanced by his incredible confidence in his own abilities. Oh, and those of his companions, too!

Jass continues to move and prepare, knowing his water-elemental form is more than up to keeping up with the group.

Actions:
MOve with group
Ready Hold Monster spell; cast as first monster attacks someone; Will DC 23 1/round or no actions.

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
False Life: 16 hours; 11 temp hit points
Resist Energy; 160 minutes; electricity ignore 30 damage/attack
Shield: 16 minutes; +4 AC
Spectral Hand: 16 minutes; cost 1 hit point; disembodied hand to do Touch Spells
Detect Scrying: 24 hours; notice if someone is scrying
Elemental Body IV: 16 minutes; Medium Water Elemental; +4 CON (+32 hit points), +5 Nat AC, Swim 60', Darkvision 60', vortex, and 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...... * 0 0 0 0 0 0 0 0
}

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 183/183 hp Malgant Winterborn 
Tuesday October 25th, 2011 5:45:20 PM

" My concern is more about what if the Old One IS the problem? Will this entire place suddenly snap shut on us like a trap and every creature with in thought distance And how far might THAT be, the Minotaur wonders Decide we are lunch. That whole TASTY thought is fairly unnerving since I might still be small enough to be caught in that things teeth rather than something that would need more than one bite. Perhaps Jass has the right attitude and we should be more guarded. Let's keep moving and see where this leads." The Protector still has every confidence that he and his friends can overcome whatever odds are set before them here.

Malgant's Spell List

Magic Vestment duration 32 hours on Malgant's armor +4 bonus
Magic Vestment duration 32 hours on Malgant's shield +4 bonus
Magic Vestment duration 32 hours On Vauhwyt's shield +4 bonus
Mind Blank duration 24 hours
Freedom of Movement duration 160 Minutes
Water Breathing duration 24 hours


Vorelle  d20+17=35 ; d20+23=25 ;
Tuesday October 25th, 2011 11:19:27 PM

Caution. Right. Privately, Vorelle feels that if big giant water things want to eat them, there's not going to be a lot they can do. She shoves that thought to the back of her mind and concentrates on looking out for danger. And on conveying to they sea creatures how very, very nice and not-food-like she and her friends are.

[Animal Empathy 35; Perception 25]

DM Graham - Scene Six: Deep Blue Sea 
Wednesday October 26th, 2011 5:03:04 AM

Brahmah's keen sight picks out a detail in the distance. The thread of glow globes terminates before a distant rock wall, where a different sort of light is presently leaking out into the nearby water from what may well be a cave - and not a small one.
Jass wonders what problem might befall them when the Old One's problems are resolved.
Malgant adds his own thoughts - mostly about being suddenly shark-chow, but concurring with Jass' caution.
Vorelle finds some solace in the thought that the shark hasn't attacked as yet, though she and Brahmah may both have to concede that there are difficulties in determining how friendly these creatures might be...
Mac keeps eyes on the hammerhead shark, and moves along.
+-+-+-+-+
The gargantuan squid and colossal shark swim along in your wake. There is seemingly no end to the Expectation and Curiosity, and Tasty and Restraint emanating from them respectively. There is an air of purposefulness about them, swimming there.

Brahmah169hps, AC 26 
Wednesday October 26th, 2011 7:42:04 AM

"There." The ranger points out his minor discovery.

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148 
Wednesday October 26th, 2011 11:36:01 AM

Jass is happy there is an end to the trail, so much so that he nearly says something flippant and teasing to Brahmah. Yet the big minotaur still fills the black-eyed human with trepidation, and Jass isn't sure of the reception of any of his innocent barbs. And so, quite unlike himself, Jass stays quiet.

The Squid and Shark, however, are getting to be irritating.

After moving with the group and Readying his spell, Jass tries to think hard at the two bohemoths, also utilizing the Telepathic Bond between himself and the group. "Hey, you there, scat! BOO!!"

Actions:
MOve with group
Ready Hold Monster spell; cast as first monster attacks someone; Will DC 23 1/round or no actions.

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
False Life: 16 hours; 11 temp hit points
Resist Energy; 160 minutes; electricity ignore 30 damage/attack
Shield: 16 minutes; +4 AC
Spectral Hand: 16 minutes; cost 1 hit point; disembodied hand to do Touch Spells
Detect Scrying: 24 hours; notice if someone is scrying
Elemental Body IV: 16 minutes; Medium Water Elemental; +4 CON (+32 hit points), +5 Nat AC, Swim 60', Darkvision 60', vortex, and 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...... * 0 0 0 0 0 0 0 0
}

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Wednesday October 26th, 2011 11:55:23 AM

Aztyr continues along with the rest, and readies her finger to use as her preferred weapon of choice, if they are attacked.

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 183/183 hp Malgant Winterborn 
Wednesday October 26th, 2011 5:27:50 PM

Malgant hears Jass's thoughts, and they are beginning to make him slightly nervous as well. He waits to see what Jass's thoughts provoke. He is prepared for whatever comes, but would very much like to do this peacefully. His thoughts and the feelings he produces show this clearly as well. Emanating PEACE, Malgant continues on toward the cave.

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Wednesday October 26th, 2011 8:08:42 PM


Seems to me that the 13 round duration of Vauhwyt's Greater Invisibility spells has expired. So both she and Mookie are visible.

Vauhwyt is curious about that cave. She casts Summon Monster IV to call 1d3 lantern archons. She asks them to go scout out the cave and return. "Look around and detect for evil, please," she adds.

==========

For DM Sanity Info:

Spells per day:

lvl 1: used 0 of 7
lvl 2: used 4 of 7 (false life x2, alter self, see invisibility)
lvl 3: used 5 of 7 (gmw x2, mag circle, heroism x2)
lvl 4: used 4 of 6 (det scrying, greater invis x2, sum mon IV)
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 12.5 more hours)
Greater Magic Fang (+3 on both paws)
Heroism (lasts 2.5 more hours)
Magic Circle vs Evil (lasts 12.5 more hours)
See Invisibility (lasts 2.5 more hours)
Barkskin (lasts 2.5 more hours)
(Water Breath on Vauhwyt)

Spells cast by V on others
Extended GMW for Mal (lasts all day)
False Life (+16) for Mookie (lasts 12.5 more hours)
Heroism for Mookie (lasts 2.5 more hour)
Alter Self for Mookie (lasts 2.5 more hours)
(Water Breath on Mookie)

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: 0 of 48 used
Barkskin wand: 2 of 47 used
Magic Missile wand: 0 of 38 used
Transmute Staff: 2 of 10 charges

DM Graham - Scene Six: Deep Blue Sea 
Thursday October 27th, 2011 5:22:54 AM

OOC: I'll give Vorelle a little more time, but I will post in 3 - 4 hours.

Brahmah169hps, AC 26 
Thursday October 27th, 2011 7:02:53 AM

The minotaur ranger slows and looks back at the squid and shark. This was making him uneasy and to be frank, a little irked. Animals shouldn't act like that. Magical creatures have a presence these creatures just aren't giving off. And aberrations were just too... icky. What was going on here?

DM Graham - Scene Six: Deep Blue Sea  d3=2 ;
Thursday October 27th, 2011 9:14:10 AM

Brahmah points out his discovery.
Jass attempts to scare off the squid and hammerhead shark.
Aztyr continues along - weapon available on short notice.
Malgant is interested in (if not concerned by) Jass' attempt to shoo off the creatures, and focuses himself on Peace as he continues on.
Vauhwyt and Mookie wax back into regular visibility, and she then casts a summoning spell.
Brahmah gives thought about the irksome squid and shark.
Mac continues along.
+-+-+-+-+

Neither Jass' thoughts nor Vauhwyt's (and Mookie's) reappearance prompts a reaction from either the squid or the shark - unless that was Malgant's Peace in effect.
Vauhwyt's pair of Lantern Archon's appear and set about following their instructions. [DM - I'm assuming they are capable of understanding the instruction, but I suspect they are hampered by the environment (No Swim Speed, no Swim Skill, very low Strength). If there is something I have missed, please let me know.]

The squid and shark follow along.

Ahead about 90 feet a vast grey shape swims out of the darkness from the right, over and across the path and into the darkness on the left. The head is long gone from sight when the tail finally emerges from the dark, squirms across the way and is gone. Beyond the annoyingly familiar feelings from the squid and the shark, there are now two more - Eternal Journey and Fate - somewhere ahead and to the left.

The lantern archons do not immediately turn around to report to Vauhwyt - a good sign?

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148 
Thursday October 27th, 2011 12:08:01 PM

"Yipe!", yipes Jass, and he suddenly loses all thoughts of trying to 'shoo' the animals away like they were mosquitos.

"And the thought-feelings of the Old One are still not around" Jass thinks at his companions. "If these are just creatures of the deep, what is the Old One and what have we gotten ourselves into?!"

A much subdued sorcerer-water elemental follows the rest of the group up to the cave.

Actions:
MOve with group
Ready Hold Monster spell; cast as first monster attacks someone; Will DC 23 1/round or no actions.

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
False Life: 16 hours; 11 temp hit points
Resist Energy; 160 minutes; electricity ignore 30 damage/attack
Shield: 16 minutes; +4 AC
Spectral Hand: 16 minutes; cost 1 hit point; disembodied hand to do Touch Spells
Detect Scrying: 24 hours; notice if someone is scrying
Elemental Body IV: 16 minutes; Medium Water Elemental; +4 CON (+32 hit points), +5 Nat AC, Swim 60', Darkvision 60', vortex, and 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...... * 0 0 0 0 0 0 0 0
}

Vorelle  d20+17=23 ; d20+23=43 ;
Thursday October 27th, 2011 5:46:03 PM

Vorelle continues forward with a growing sense of unease.

I think I've finally found a neighborhood worse than the one I grew up in, she sends to the link.

She continues scanning the area, and trying to project reassurance to the creatures.

[Animal Empathy 23; Spot 43]

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Thursday October 27th, 2011 7:07:53 PM

If the archons cannot move at all, they can grab onto a fast swimmer, like Jass, and simply detect evil, cast Aids, and give us the benefit of their magic auras. They have the special ability to communicate with every creature that has a language, so they should be able to talk with us fine. With the animals, who knows, they can try.

Vauhwyt urges the group to move calmly toward the cave. "Honestly, that's the obvious place to go, and when were we ever subtle?" she thinks to the group.

"Now, you're talking, Boss!" thinks Mookie.

Brahmah169hps, AC 26 
Friday October 28th, 2011 6:51:28 AM

These celestial beings aren't easing the minotaur's mind WHAT SO EVER! He lets out a snort, creating a mist of small bubbles. This was getting irritating to say the least. And Jass, Jass simply wasn't helping matters, pointing out the dangers and the obvious. The ragner shoots a glance at the arcanist. Daggers. Small sharp ones.

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Friday October 28th, 2011 7:06:17 AM

OOC: You guys know that there is a contest in the Loot N Booty for best post? I think Jay is trying to win! Too funny! Feel free to go over there to make nominations.

DM Graham - Scene Six: Deep Blue Sea 
Friday October 28th, 2011 9:15:13 AM

DM - I'll give Malgant a chance to post. I wish putting the character's minds at ease was a part of my brief, but sadly it is not. : )

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 183/183 hp Malgant Winterborn 
Friday October 28th, 2011 4:46:55 PM

Malgant looks at the large creature and sighs inwardly. Was this a pissing contest? Really? His veneer of peace was starting to slip, but he consciously maintained it. Hostile thoughts now could be bad. And what the hell has gotten into Brahmah's undies? One minute he is noncomunicative, not answering questions, barely making any contribution at all, and certainly not showing any emotion to either help or hinder the group, then BANG all kinds of him being annoyed. Malgant would ask why, but history has already shown he will get no answer. Malgant maintains a peaceful emotion to the outside critters. Annoyed, but peaceful.

DM Graham - Scene Six: Deep Blue Sea 
Friday October 28th, 2011 6:15:04 PM

Jass puts thought-voice to the question on most people's minds.
Vorelle attempts to project reassurance, and continues forward. She is the first to notice the front end of the (or another?) vast cylindrical fish approaching the path ahead from the gloom to the left, and it stops, and waits.
Vauhwyt continues on towards the cave, and encourages the others to do the same. The lantern archons do indeed catch a lift.
Brahmah begins to show the mental strain of the situation. Fortunately, his looks cannot kill on their own.
Malgant also questions the goings on, if only to himself. He struggles within himself to maintain his show of peace.
Mac, after long silence, shares his own thoughts, *The turtles, crocodiles, and invisible sharks... they all attacked. These creatures...?*
+-+-+-+-+
Tasty and Restraint, and Expectation and Curiosity follow along. Ahead Eternal Journey and Fate watches as you approach - it's back a pale grey, it's belly a faded orange - the eel makes no attempt to block your path.

The lantern archons provide Vauhwyt with an answer of sorts. "There may be some evil lurking in the gloom beyond the light - nothing close enough to sense, but there is no evil in the light of the path nearby."

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Friday October 28th, 2011 7:29:14 PM

Aztyr continues to swim along, it's easy enough for her, since her cloak allows her to move and... She accepts the rest of the enchantment from the cloak by gripping the edges of the cloak and assumes the form of a Ray, and swims along with Malgant.

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 183/183 hp Malgant Winterborn 
Sunday October 30th, 2011 5:29:53 PM

" If inside the cave is where the evil lairs then inside we go. Archons, please tell us if anything changes. Friends, we cannot let evil stand. Perhaps the creatures await our response to it and desire us to fight it. I can think of no way to tell from them. We will see what the situation holds and determine our response, but I will not be making a deal with any evil."

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148 
Sunday October 30th, 2011 6:06:21 PM

Jass is good at noticing the motives of others, and he smiles a little seeing Brahmah's reaction. But it also worries the sorcerer at the same time, since he can't put from his mind their mutual past (no matter that it appears Brahmah has done just that).

Instead, Jass continues with the group towards the cave, and thinks back to determine how long it has been since the group has gone through the portal.

Jass continues to move/ready just in case any of the three collosal fish attack.

Actions:
MOve with group
Ready Hold Monster spell; cast as first monster attacks someone; Will DC 23 1/round or no actions.

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
False Life: 16 hours; 11 temp hit points
Resist Energy; 160 minutes; electricity ignore 30 damage/attack
Shield: 16 minutes; +4 AC
Spectral Hand: 16 minutes; cost 1 hit point; disembodied hand to do Touch Spells
Detect Scrying: 24 hours; notice if someone is scrying
Elemental Body IV: 16 minutes; Medium Water Elemental; +4 CON (+32 hit points), +5 Nat AC, Swim 60', Darkvision 60', vortex, and 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...... * 0 0 0 0 0 0 0 0
}

Brahmah169hps, AC 26 
Monday October 31st, 2011 6:06:38 AM

The minotaur wishes he had that mental thing the others do, but unable to restrain himself, the ranger asks, "So my friends, I for one love seafood. Calamari and sharkfin is among my favorite." He smirks, but is clearly not serious. His thoughts stray to happy scenes of minotaur maidens and sailing ships.

DM Graham - Scene Six: Deep Blue Sea 
Monday October 31st, 2011 5:17:38 PM

Aztyr uses her cloak to take the form of a manta ray.
Malgant announces his intentions.
Jass considers and moves forward.
Brahmah reconsiders the link, and injects some unexpected humor.
Mac smiles in response to Brahmah's talk.
+-+-+-+-+
The lantern archons continue to Detect Evil. They continue to report nothing sensed within range. What is in the cave or the gloom away from the path is beyond their ken for the moment, but 60' forwards or backwards along the path, or up, or away into the gloom is without Evil. This range easily covers the squid (Expectation and Curiosity) and hammerhead shark (Tasty and Restraint) behind and above you, as well the visible front end of the vast eel (Eternal Journey and Fate) you are now about to move adjacently by.

The shark and squid maintain their relative positions, and the eel remains still, but for the silent opening and closing of its mouth.

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Monday October 31st, 2011 8:06:35 PM


"So, onto the cave," Vauhwyt thinks, and urges her friends forwards.

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 183/183 hp Malgant Winterborn 
Monday October 31st, 2011 8:18:00 PM

OOC
Is this the longest distance ever traveled by anyone ever? Can we get there already? I am tired of posting the same thing in different words for weeks. Dead snails crawl faster than this.
I will be phoning in my post like other members of the party until something happens.
---------------------------------------------------------------------
Malgant continues forward.

Brahmah169hps, AC 26 
Tuesday November 1st, 2011 6:29:48 AM

The minotaur nods and points to the cave.

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148 
Tuesday November 1st, 2011 10:52:01 AM

"well, at least we know the sealife isn't evil, though that's not as comforting as it sounds because the Turtles in Blackbird Lake weren't evil niether."

Jass continues his hieghtened awareness, moving and watching... moving and watching.

Actions:
Move with group
Ready Hold Monster spell; cast as first monster attacks someone; Will DC 23 1/round or no actions.

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
False Life: 16 hours; 11 temp hit points
Resist Energy; 160 minutes; electricity ignore 30 damage/attack
Shield: 16 minutes; +4 AC
Spectral Hand: 16 minutes; cost 1 hit point; disembodied hand to do Touch Spells
Detect Scrying: 24 hours; notice if someone is scrying
Elemental Body IV: 16 minutes; Medium Water Elemental; +4 CON (+32 hit points), +5 Nat AC, Swim 60', Darkvision 60', vortex, and 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...... * 0 0 0 0 0 0 0 0
}

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 183/183 hp Malgant Winterborn 
Tuesday November 1st, 2011 4:28:02 PM

Malgant continues forward.

Vorelle  d20+17=24 ;
Tuesday November 1st, 2011 4:51:55 PM

Are we there yet?

Vorelle isn't sure that being under the water is any better than being atop it in a boat. She will be glad to see what this is all about.

[Animal Empathy 24]

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Tuesday November 1st, 2011 5:16:32 PM

Aztyr floats along with the others.

DM Graham - Scene Six: Deep Blue Sea 
Tuesday November 1st, 2011 6:45:26 PM

The group moves on towards the cave. Passing the vast electric eel (Eternal Journey and Fate), it swims up and around to join the Colossal hammerhead shark (Tasty and Restraint) and Gargantuan squid (Expectation and Curiosity).

In twos and threes other sea creatures join them behind you - some mundane, some unusual, some totally bizarre - each with their own emotion (Fear, Curiosity, Patience, Hope, Loss, etc).

The number of glow globes ahead of you diminishes until you reach the last, some 30' from the cave.

+-+-+-+-+
co-DM GrahamD: Arrival at the cave signals the end of this scene. Jerry is following up with JohnC with the module for the next scene.
All PCs receive 18,300XP.


Brahmah169hps, AC 26 
Wednesday November 2nd, 2011 7:45:51 AM

"This is getting weirder and weirder."

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 183/183 hp Malgant Winterborn 
Wednesday November 2nd, 2011 4:10:21 PM

OOC
Even if John got the module last night I know he had a sleep study to attend so he wasn't home last night. It might be a day or 2 before we continue.

Brahmah169hps, AC 26 
Thursday November 3rd, 2011 5:55:00 AM

OOC: Checking in. John, sleep well. :)

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148 
Thursday November 3rd, 2011 9:55:27 AM

Checking in, take care of your real world.

Actions:
Move with group
Ready Hold Monster spell; cast as first monster attacks someone; Will DC 23 1/round or no actions.

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
False Life: 16 hours; 11 temp hit points
Resist Energy; 160 minutes; electricity ignore 30 damage/attack
Shield: 16 minutes; +4 AC
Spectral Hand: 16 minutes; cost 1 hit point; disembodied hand to do Touch Spells
Detect Scrying: 24 hours; notice if someone is scrying
Elemental Body IV: 16 minutes; Medium Water Elemental; +4 CON (+32 hit points), +5 Nat AC, Swim 60', Darkvision 60', vortex, and 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...... * 0 0 0 0 0 0 0 0
}

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Thursday November 3rd, 2011 6:23:19 PM


Vauhwyt looks around at the teeming sea life. "I wish I could understand or talk to you amazing creatures," she says to the creatures, radiating Friendship and Regret.

"You can talk with me, Boss," thinks Mookie.

Vauhwyt laughs. "You are the most amazing of all, Mookie!" she thinks.

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Thursday November 3rd, 2011 7:03:49 PM

(still nada in my mail, so.... sorry all)

Brahmah169hps, AC 26 
Friday November 4th, 2011 2:32:01 AM

Curious and Mildly amused.

Moves with group.

"How DOES crow taste Mookie?" The minotaur smiles at his own dark humor, which only makes sense to himself.

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148 
Friday November 4th, 2011 9:47:24 AM

Jass starts humming a popular song from around Gateway Downs in the Southern Continent. "If I could talk to the animals, just imagine..."

Actions:
Move with group
Ready Hold Monster spell; cast as first monster attacks someone; Will DC 23 1/round or no actions.

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
False Life: 16 hours; 11 temp hit points
Resist Energy; 160 minutes; electricity ignore 30 damage/attack
Shield: 16 minutes; +4 AC
Spectral Hand: 16 minutes; cost 1 hit point; disembodied hand to do Touch Spells
Detect Scrying: 24 hours; notice if someone is scrying
Elemental Body IV: 16 minutes; Medium Water Elemental; +4 CON (+32 hit points), +5 Nat AC, Swim 60', Darkvision 60', vortex, and 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...... * 0 0 0 0 0 0 0 0
}

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Sunday November 6th, 2011 7:28:05 PM

OOC: I'm updating Vauhwyt for the APG rules and I was gathering up the xp info for this module. Info everyone might like:

11 Jul 11: A Call For Help - 18,300 xp, DM Kathy via e-mail.
15 Jul 11: Trip to Shellville - 18,300 xp, DM Dave via e-mail.
2 Aug 11: Turtle Fight On The Shore of BBL - 18,300 xp and one hero point, DM Jay.
25 Aug 11: Crocs Attack The Silver Lady - 90,000 xp, DM Steve.
21 Sep 11: Shark Attack - 36,600 xp, DM Cayzle.
4 Oct 11: The Pious Elementals - 18,300 xp, DM Cayzle.
1 Nov. 11: Emotional Creatures Of The Deep - 18,300, DM Graham.

Loot:

8 July: 18 potions of Water Breathing (some since used). Free turtle rides for life.

21 Sept: four beautifully crafted Mithril Rings are worth 4,000 gp each, and the ten diamond gems are worth 1,000 gp each

28 Sept: Cap of Doubling: Place this cap over one end of any staff, and it doubles the size of any effect from that staff that has an area of effect. For example, used with the Staff of the Turtle People, it extends the area of protection from a 30 ft radius to a 60 ft radius. [OOC: This is a Fate Item and can't be sold in the Catacombs. Or maybe at all?]

Am I missing anything?

==========

IC: Before getting to the cave, Vauhwyt realizes that her and Mookie's heroism spells are about to lapse. She casts two more. She also taps Mookie with the wand of mage armor.

OOC: Took a half hour off all spell durations.

==========

DM Sanity Info

Spells per day:

lvl 1: used 3 of 7
lvl 2: used 4 of 7
lvl 3: used 7 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 11 more hours)
Greater Magic Fang (+1 on both paws)
Heroism (lasts 2 more hours)
Magic Circle vs Evil (lasts 11 more hours)
See Invisibility (lasts 1 more hour)
Barkskin (lasts 1 more hours)
(Water Breath on Vauhwyt)
Light (100 minutes)

Spells cast by V on others
Extended GMW for Mal (lasts all day)
False Life (+17) for Mookie (lasts 11 more hours)
Heroism for Mookie (lasts 2 more hours)
Alter Self for Mookie (lasts 1 more hour)
(Water Breath on Mookie)
Mage Armor on Mookie from wand (lasts 1 hour)

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: 0 of 49 used
Barkskin wand: 0 of 47 used
Magic Missile wand: 0 of 38 used
Transmute Staff: 2 of 10 charges

==========

Updated link on new APG-compliant PC sheet

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 183/183 hp Malgant Winterborn 
Monday November 7th, 2011 4:50:46 PM

Yes, you missed Kathy and my scenes in this module. Each of us gave 18,300 xp for a total of 36,600xp. As far as I can recall that is all that is missing. There was no loot or items from our scenes other than the staff.

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Monday November 7th, 2011 6:12:50 PM

I have that handed out on 7/15/11, it wasn't missing only just unlabeled.

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Monday November 7th, 2011 7:54:12 PM

Thanks for the help, friends!

Current Module (Plight of the Turtle People) rewards

11 Jul 11: A Call For Help - 18,300 xp, DM Kathy via e-mail.
15 Jul 11: Trip to Shellville - 18,300 xp, DM Dave via e-mail.
2 Aug 11: Turtle Fight On The Shore of BBL - 18,300 xp and one hero point, DM Jay.
25 Aug 11: Crocs Attack The Silver Lady - 90,000 xp, DM Steve.
21 Sep 11: Shark Attack - 36,600 xp, DM Cayzle.
4 Oct 11: The Pious Elementals - 18,300 xp, DM Cayzle.
1 Nov. 11: Emotional Creatures Of The Deep - 18,300, DM Graham.

Loot:

8 July: 18 potions of Water Breathing (some since used). Free turtle rides for life.

21 Sept: four beautifully crafted Mithril Rings are worth 4,000 gp each, and the ten diamond gems are worth 1,000 gp each

28 Sept: Cap of Doubling: Place this cap over one end of any staff, and it doubles the size of any effect from that staff that has an area of effect. For example, used with the Staff of the Turtle People, it extends the area of protection from a 30 ft radius to a 60 ft radius. [OOC: This is a Fate Item and can't be sold in the Catacombs. Or maybe at all?]

==========

BTW, Jerry is in the hospital for cataract surgery ... so it might be Thursday, Friday, or even Monday before the new scene starts. :-(

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Monday November 7th, 2011 8:02:52 PM

Arrgghh!!!!!!

Blur(permanant), Moderate Fortification, Mind Blank, AC 39, 183/183 hp Malgant Winterborn 
Monday November 7th, 2011 8:32:04 PM

Is there a reason the folks who were asked if they wanted the full module turned it down? In light of this development them having it could have been handy. Either way I hope Jerry and Graham are doing well.

Brahmah169hps, AC 26 
Monday November 7th, 2011 10:50:51 PM

.... checking in.

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Tuesday November 8th, 2011 9:51:41 AM

OOC: Yeah, having the full module in two sets of hands would have been a good thing.

:-(

Al - Guest DM To Be 
Tuesday November 8th, 2011 10:01:09 AM


Or, might I suggest placing it in a repository accessible to all? Not reading it would be left to the honor system.

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Tuesday November 8th, 2011 7:41:48 PM

I've got the module, and reading. I'll do a post tomorrow, I need to send Jerry a couple messages or there will most likely be a mutiny at the end.

Brahmah169hps, AC 26 
Wednesday November 9th, 2011 8:20:52 AM

OOC: Checking in and anticipating the first DM post. ;)

Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Wednesday November 9th, 2011 10:29:30 AM

Checking in and looking forward to the DM post!

The Rainbow Serpent


The Big Cavern 
Wednesday November 9th, 2011 6:06:19 PM

Ahead of you, just beyond where the last glowing light ball was is a cave entrance, well calling it a cave entrance is like calling Malgant slightly heavy.

The opening is just over 100' in diameter, and it opens even wider the deeper in it goes. There is phosphorescent lichen and moss covering the walls of this cavern. You can see out about 60-80 feet and it just keeps getting bigger.
Far off in the distance, inside the cavern, there are flashes of a rainbow of color. You're not getting any emotions from it, but those behind you have switched to hope and worry as well as inquisitive.

AC 44, 178/167 hp Malgant Winterborn  d8+10=11 ;
Wednesday November 9th, 2011 7:07:32 PM

" Hope and worry, and inquisitive. Vauhwyt your summoned friends say there is an evil aura as well in this place? If that's so we may as well make ready now rather than be caught with our pants down if it comes to a fight. Well, those of us that wear pants might have them down. Does anyone require the ability to move freely underwater to fight? Speak now, if a fight starts I won't be stopping to cast it in there."
Malgant refreshes any of his flagging spells, and starts a few new ones assuming a fight will eventually break out.
( How long did it take to get here from the portal so I can adjust durations?)

Malgant's Spell List

Moderate Fortification ( armor effect)
Blur ( Minor Cloak of Displacement)
Magic Vestment duration 32 hours on Malgant's armor +4 bonus
Magic Vestment duration 32 hours on Malgant's shield +4 bonus
Magic Vestment duration 32 hours On Vauhwyt's shield +4 bonus
Mind Blank duration 24 hours
Freedom of Movement duration 160 Minutes
Water Breathing duration 24 hours
Shield of Faith +4 deflection bonus to AC. duration 16 minutes
Barkskin +5 bonus to Natural AC duration 160 minutes
Greater Magic Weapon +4 bonus to Malgant's Bastard sword Duration 16 hours ( enables Domi the Warrior trait +1 as well)
Aid +1 morale to hit and save vs fear, +11 temp hp duration 16 minutes
Weapon of Awe +2 sacred bonus to damage, mind affecting effect shaken on Crit Duration 16 minutes
Comprehend Languages


Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Wednesday November 9th, 2011 7:39:36 PM

Aztyr reaches down into her subconscious and grips ahold of a new spell, something she's never used before and she starts inscribing various runes all over the place around her. She indicates four of the party and a rune swirls from where she is casting and contacts each of the targets. They feel a slight heat that vanishes quickly, but then they feel fire spread over their entire body, and they begin to glow af if they were a torch. Malgant, Mac, Vauhwyt and Brahmah all have that effect on them, unless they want to deny the effect and then they make a Will save DC 25.

Firebrand, Duration 18 rounds, effect immune to Aztyr's Fire spells, all attacks do +1d6 extra damage and target radiates light like a torch.

When she finishes casting, she re-grabs the front edges of her cloak and looks to the others, "Spells are a wasting."

Spell Highlight to display spoiler: {
Level ----- 0 1 2 3 4 5 6 7
Available-- * 8 8 8 7 7 7 5
Used ----- * 2 0 0 0 0 0 1

* = unlimited

Wold's Blood Draws : 0/7
Wold's Blood in storage : 6/7 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 :

Shield, Duration 30 minutes (extended with Rod)
Mage Armor, Duration 30 hours (cast at dawn)(extended with rod)(active only for incorporeal protection)
Magic Vestment +3, Duration 14 hours (used Wold's Blood, 1 drop from storage)

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 6pm)( at Portal Archway)
}

Brahmah169hps, AC 26 
Thursday November 10th, 2011 3:11:22 AM

Brahmah looks on but says nothing. The colors are spooky but pleasant somehow. Fact is, the rainbow, at least on the surface and in sailing culture, is a sign of hope. This was, of course, too much to HOPE for down here. As far as he knows, there was no light or sun to produce the effects (plenty of water though). So it is obvious, even to this slightly thick minotaur, that magic and the unnatural has taken up residence here. His fists tighten around his hilts.

Vorelle  d20+23=38 ;
Thursday November 10th, 2011 10:49:36 AM

Malgant, I could use help moving freely underwater, Vorelle sends.

She looks around as they float through the cavern, trying to see anything they might have missed in their first look at the place. [Perception 38]

AC 44, 178/167 hp Malgant Winterborn 
Thursday November 10th, 2011 11:27:59 AM

Malgant also places Freedom of Movement on Vorelle, duration 160 minutes


Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148 
Thursday November 10th, 2011 2:40:11 PM

Jass feels a renewed sense of vigor as the creatures about them give off feelings of *hope*.

He sees Malgant already taking care of Vorelle, and so contends himself with some buffing spells on his own. (Shield: Spectral Hand: and Elemental Body IV)

Actions:
Move with group
Ready Hold Monster spell; cast as first monster attacks someone; Will DC 23 1/round or no actions.

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
False Life: 16 hours; 11 temp hit points
Resist Energy; 160 minutes; electricity ignore 30 damage/attack
Shield: 16 minutes; +4 AC
Spectral Hand: 16 minutes; cost 1 hit point; disembodied hand to do Touch Spells
Detect Scrying: 24 hours; notice if someone is scrying
Elemental Body IV: 16 minutes; Medium Water Elemental; +4 CON (+32 hit points), +5 Nat AC, Swim 60', Darkvision 60', vortex, and 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...... * 2 2 2 1 0 0 2 0
}

Preparation for a Fight 
Thursday November 10th, 2011 6:14:46 PM

Length of time from there to the cavern entrance was 15 minutes I'll say.

I've got Jass spending 3 rounds casting spells. Aztyr taking 1 round (plus another round for Shield) Malgant, how many rounds of spells?

AC 44, 178/167 hp Malgant Winterborn 
Thursday November 10th, 2011 8:13:31 PM

6 rounds

Malgant's Spell List

Moderate Fortification ( armor effect)
Blur ( Minor Cloak of Displacement)
Magic Vestment duration 32 hours on Malgant's armor +4 bonus
Magic Vestment duration 32 hours on Malgant's shield +4 bonus
Magic Vestment duration 32 hours On Vauhwyt's shield +4 bonus
Mind Blank duration 24 hours
Freedom of Movement duration 145 Minutes
Water Breathing duration 24 hours
Shield of Faith +4 deflection bonus to AC. duration 16 minutes
Barkskin +5 bonus to Natural AC duration 160 minutes
Greater Magic Weapon +4 bonus to Malgant's Bastard sword Duration 16 hours ( enables Domi the Warrior trait +1 as well)
Aid +1 morale to hit and save vs fear, +11 temp hp duration 16 minutes
Weapon of Awe +2 sacred bonus to damage, mind affecting effect shaken on Crit Duration 16 minutes



Vauhwyt (HP126+11, AC37/39vEvil) and Mookie in Gnome Form (HP63+17, AC31/33vEvil) 
Thursday November 10th, 2011 11:37:37 PM


OOC: I subtracted a half hour from my spells a little while ago and recast a couple, so I'm counting myself all caught up. Hope that's okay?

Vauhwyt adds one more new spell (assuming she can use her APG version now?). She casts Fluid Form, and at last is comfy in the water.

==========

DM Sanity Info

Spells per day:

lvl 1: used 3 of 7
lvl 2: used 4 of 7
lvl 3: used 7 of 7
lvl 4: used 3 of 6
lvl 5: used 0 of 6
lvl 6: used 1 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 11 more hours)
Greater Magic Fang (+3 on four paws)
Heroism (lasts 2 more hours)
Magic Circle vs Evil (lasts 11 more hours)
See Invisibility (lasts 1 more hour)
Barkskin (lasts 1 more hours)
(Water Breath on Vauhwyt)
Light (100 minutes)
Fluid Form (lasts 15 more minutes)

Spells cast by V on others
Extended GMW for Mal (lasts all day)
False Life (+17) for Mookie (lasts 11 more hours)
Heroism for Mookie (lasts 2 more hours)
Alter Self for Mookie (lasts 1 more hour)
(Water Breath on Mookie)
Mage Armor on Mookie from wand (lasts 1 hour)

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: 0 of 49 used
Barkskin wand: 0 of 47 used
Magic Missile wand: 0 of 38 used
Transmute Staff: 4 of 10 charges

Preparation for a Fight 
Friday November 11th, 2011 12:52:39 AM

I have no trouble with using the new spells, If people aren't already switched over, they should be. I'm going to assume that everyone cast their spells to be ready at the same time as Malgant would be, so round subtractions will start with his count.

Player post:

Aztyr uses a rod of lesser extend and runs her shield spell through it.
And the flame spell will be cast last with Malgant's last spell, Vauhwyt I will assume you and Jass do the same as well, I'm not gonna be #$%##$@34 retentive about the spell durations until next round, which will go up over the weekend, it should be a doozie.

Brahmah169hps, AC 26 
Friday November 11th, 2011 11:29:11 AM

OOC: Waiting in Purgatory.

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148 
Friday November 11th, 2011 1:20:42 PM

Jass is quickly done and drifts his little water-elemental-body self around Brahmah while waiting for the others. "You know, if you ask, I'll bet Malgant and Atzyr both have some spells that can really help you out, eh?"

Actions:
Move with group

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
False Life: 16 hours; 11 temp hit points
Resist Energy; 160 minutes; electricity ignore 30 damage/attack
Shield: 16 minutes; +4 AC
Spectral Hand: 16 minutes; cost 1 hit point; disembodied hand to do Touch Spells
Detect Scrying: 24 hours; notice if someone is scrying
Elemental Body IV: 16 minutes; Medium Water Elemental; +4 CON (+32 hit points), +5 Nat AC, Swim 60', Darkvision 60', vortex, and 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...... * 2 2 2 1 0 0 2 0
}

Preparation for a Fight 
Sunday November 13th, 2011 3:33:35 PM

After everyone is ready to go, (timed from Malgant's spells going on round 7 so count off time from there) Now its just how to go, swim in, walk on the stony rough to cross bottom of the cavern, it's your choice.
You catch glimpses of rainbow refractions from further into the cavern, you can see the glowing lichen and corral extends beyond the 60 feet or so that you can see deeper in. You also lose sight of the ceiling after it gets further than the same distance, it is one massive cavern.
You can almost sense movement further into the shadows and it might be what's causing the glinting of the prism like display of rainbows.

AC 44, 178/167 hp Malgant Winterborn 
Sunday November 13th, 2011 6:10:12 PM

Prepared for battle, Malgant strides forward. He will walk forward until there is something to be sen or he runs out of floor, whichever comes first.

Moderate Fortification ( armor effect)
Blur ( Minor Cloak of Displacement)
Magic Vestment duration 32 hours on Malgant's armor +4 bonus
Magic Vestment duration 32 hours on Malgant's shield +4 bonus
Magic Vestment duration 32 hours On Vauhwyt's shield +4 bonus
Mind Blank duration 24 hours
Freedom of Movement duration 145 Minutes
Water Breathing duration 24 hours
Shield of Faith +4 deflection bonus to AC. duration 16 minutes
Barkskin +5 bonus to Natural AC duration 160 minutes
Greater Magic Weapon +4 bonus to Malgant's Bastard sword Duration 16 hours ( enables Domi the Warrior trait +1 as well)
Aid +1 morale to hit and save vs fear, +11 temp hp duration 16 minutes
Weapon of Awe +2 sacred bonus to damage, mind affecting effect shaken on Crit Duration 16 minutes


Vorelle 
Sunday November 13th, 2011 9:56:10 PM

Vorelle stays within the staff's bubble of breathable air, but she takes out the potion of water breathing and holds it in her hand, just in case she needs to move.

Vauhwyt (HP126+11, AC37) and Mookie in Gnome Form (HP63+17, AC33)  d20+39=49 ; d20+19=31 ; d20+7=11 ; d6=4 ; d20+35=41 ;
Monday November 14th, 2011 10:29:04 AM


OOC: Adding 7 rounds to all durations. Also, APG-approved Vauhwyt swapped Twilight Knife for Magic Circle. I'm removing the AC bonus vs evil from my header, and swapping the spells in my currently active list. Hope that's okay.

Despite her new sweet Fluid Form spell, Vauhwyt has no desire to swim forward. She also has no desire to walk on the path, an obvious trap. She uses her Grim ability to partially enter the Realm of Shadows. When partially darkwalking, as it is called, she gains concealment, a 20% miss chance, a +2 resistance bonus to saves, and a +8 bonus to Stealth checks. The key there is concealment, which lets her use her Stealth skill to hide in shadows as she swims forward. She brings Mookie with her as she partly enters the shadows. To do this, she has to make a Concentration check vs DC22. Her modifier is +15 CL +3 Chr +5 headband = +23, so she cannot fail.

After using a standard action to do this, she swims forward keeping pace with Mal (up to 60 feet with her swim speed of 60), about 10 feet to the right and above the minotaur. She hides as she moves, taking a -5 on the check because she is moving at speed. Her roll to be stealthy is a 49. Oops! Make that a 51 with Heroism.

Mookie, riding his master in gnome form, taps himself with the barkskin wand. His UMD is a +19, and his roll of 31 means no problems. Oops, make that a 33 with heroism. That raises his AC to 33. THen Vauwhyt enters the realm of shadows, which is never easy on the non-Grim. Mookie rolls his save of 11, even with heroism, is not enough to save him from taking 4 hp of con damage!

"Ow!" the familiar complains. "That hurt!"

Vauhwyt answers, "Hush Mookie!"

Once he is partly darkwalking too (on his master's back), Mookie's stealth check is 41.

==========

DM Sanity Info

Spells per day:

lvl 1: used 3 of 7
lvl 2: used 4 of 7
lvl 3: used 7 of 7
lvl 4: used 3 of 6
lvl 5: used 0 of 6
lvl 6: used 1 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 11 more hours)
Greater Magic Fang (+3 on four paws) (lasts 11 more hours)
Heroism (lasts 2 more hours)
See Invisibility (lasts 1 more hour)
Barkskin (lasts 1 more hours)
(Water Breath on Vauhwyt)
Light (100 minutes)
Fluid Form (lasts 14.3 more minutes)
Twilight Knife (lasts 14 more rounds)

Spells cast by V on others
Extended GMW for Mal (lasts all day)
False Life (+17) for Mookie (lasts 11 more hours)
Heroism for Mookie (lasts 2 more hours)
Alter Self for Mookie (lasts 1 more hour)
(Water Breath on Mookie)
Mage Armor on Mookie from wand (lasts 1 hour)
Note: -4 Con for darkwalking Mookie

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 - 1 rounds of 40 used
Impromptu sneak attack 0 of 1 used
Tricky spells 0 of 3 used
CMW wand: 0 of 49 used
Barkskin wand: 1 of 47 used
Magic Missile wand: 0 of 38 used
Transmute Staff: 4 of 10 charges

Brahmah169hps, AC 26 
Monday November 14th, 2011 2:13:52 PM

OOC: Checking in.

AC 44, 178/167 hp Malgant Winterborn 
Monday November 14th, 2011 4:39:06 PM

OOC
Just a thought.
Instead of just checking in, why not post a scene specific action. Do you stand still, move forward, prepare a spell, buff yourself, answer any of the previously asked questions about needing buffs,or even acknowledge the existence of the party around you? Any of these would give the DM something to work wih and some insight into your placement if and certainly when the feces hits the spinning blade. What does the DM do with 'Checking in' other than note that you posted 3 words and looked for at least the 10 seconds needed to type that line at the game?
Please participate. It isn't just the DM that creates and makes the story interesting. Mookie is a comedic superstar generally saying or doing just the right, or wrong thing to make something humorous, as an example. It doesn't need to be much, but add something to make the game flow into a story instead of just 'checking in'.
We are all the DM/caretakers of this game until Al takes over at the end of the module. I am just trying to keep us all playing instead of just drifting along. Lets finish this module up and let Al guide us on an adventure that makes more sense because the DM knows the whole thing rather than just the tidbit that they are responsible for.

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148 
Monday November 14th, 2011 8:53:36 PM

As agile as a water elemental, Jass keeps behind Malgant and Mac, floating above the cavern floor. Again, he thinks about the limitations of his Greater Prying Eyes spell, disappointed that the little things can't swim. "Alas! I'll have to take care of things as they come!", he says aloud to himself, trying to keep a positive attitude and looking for this Old One that they have come so far to find.

Actions:
Move with group

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
False Life: 16 hours; 11 temp hit points
Resist Energy; 160 minutes; electricity ignore 30 damage/attack
Shield: 16 minutes; +4 AC
Spectral Hand: 153/160 rounds; cost 1 hit point; disembodied hand to do Touch Spells
Detect Scrying: 24 hours; notice if someone is scrying
Elemental Body IV: 154/160 rounds; Medium Water Elemental; +4 CON (+32 hit points), +5 Nat AC, Swim 60', Darkvision 60', vortex, and 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...... * 2 2 2 1 0 0 2 0
}

Don't be afraid of the Dark 
Tuesday November 15th, 2011 4:19:54 PM

The group moves forward, after two rounds of movement, the flashes of iridescent rainbows solidifies into a shape. If you though the Eel was huge... this thing doubles it's size, easily. It's vaguely eel shaped, but instead of skin, it's covered with smallish scales, well small considering it's size. Each scale is in itself a prism, causing all of the rainbow refractions that the group has been seeing. It is in the process of thrashing as it swims back and forth, it then spots the party.
It's first reaction is a shock to all of you, it's already monstrously gargantuan size.... Doubles in size to ever more monstrous in size, if that's even possible.

It's now 60 feet away, round 1 starts now.....

Vauhwyt (HP126+11, AC37) and Mookie in Gnome Form (HP63+17, AC33)  d20+49=63 ; d20+35=54 ;
Tuesday November 15th, 2011 6:10:17 PM


OOC: Alas, I think my hopes of putting my grapple skills to good use here are likely to be dashed!

Vauhwyt looks at the oncoming leviathan with wonder and trepidation. She thinks hard to her friends:

"Mal! You got some diplomatic skillz! Talk to it! Or maybe it is a beastie, which means it is time for you rangers to step up, Brahmah and Vorelle! Make friends with it, let it sniff your hand, do whatever it is you nature types do!"

Mookie adds his own mental comment: "Yeah, right! We'll be over here, hiding behind a stone wall or something. Boss, Boss! Cast your Wall of Stone spell! Quick!"

Vauhwyt thinks back, "Hush, Mookie!"

The liontaur does think that discretion is the better part, and all that, so, still wreathed in the dimness of her connection to the Realm of Shadows, she casts a still silent Reduce Person on herself, the better to remain undetected. The still silent spell is one of her three daily Tricky Spells that comes from being an Arcane Trickster. She stops moving, in case the thing can feel vibrations or something.

New Hide checks:

Vauhwyt: Stealth check 63.
Mookie: Stealth check 54.

AC 43, 226/167 hp Malgant Winterborn 
Tuesday November 15th, 2011 6:42:56 PM

" Sadly, I think the whole 'ill get bigger... the better to swallow you whole' reaction precludes active negotiation. If the rangers want to try they can, but I think the Old One has decided that we are to be destroyed. Sure wish I knew how we pissed it off. I mean we just got here. Sheesh."
The Minotaur priest then does the exact opposite of Vauhwyt and with a sequence of spells enters his preferred fighting stance. Big and Holy. He then stands his ground, prepared to meet the creatures charge if that is the Old One's intent.
Actions
Cast Righteous Might and a quickened Divine Power

Malgant's Spell List

Righteous Might duration 16 rounds: +4 str and con, 10/evil DR, -2 dex, 15' reach
Divine Power duration 16 rounds: +5 to hit and damage (luck bonus),+16 temp hp, extra attack when full attak option is used
Moderate Fortification ( armor effect)
Blur ( Minor Cloak of Displacement)
Magic Vestment duration 32 hours on Malgant's armor +4 bonus
Magic Vestment duration 32 hours on Malgant's shield +4 bonus
Magic Vestment duration 32 hours On Vauhwyt's shield +4 bonus
Mind Blank duration 24 hours
Freedom of Movement duration 145 Minutes
Water Breathing duration 24 hours
Shield of Faith +4 deflection bonus to AC. duration 16 minutes
Barkskin +5 bonus to Natural AC duration 160 minutes
Greater Magic Weapon +4 bonus to Malgant's Bastard sword Duration 16 hours ( enables Domi the Warrior trait +1 as well)
Aid +1 morale to hit and save vs fear, +11 temp hp duration 16 minutes
Weapon of Awe +2 sacred bonus to damage, mind affecting effect shaken on Crit Duration 16 minutes


Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148  d20+20=35 ; d20+20=30 ; d20+20=33 ; d20+20=38 ; d20+20=23 ;
Tuesday November 15th, 2011 10:04:03 PM

Jass recognizes the Prism Eel just got bigger, an obvious magical enhancement. To counter the eel, Jass directs a Greater Dispel Magic against the Old One, hopefully reducing the spells surrounding the being.

"Its getting ready to attack!" Jass warns, his voice sounding like he doesn't really care if he is heeded or not.

Actions:
Cast Greater Dispel Magic: Spell Penetration: 35.... Dispel up to 4 spells: 30, 33, 38, and 23

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
False Life: 16 hours; 11 temp hit points
Resist Energy; 160 minutes; electricity ignore 30 damage/attack
Shield: 16 minutes; +4 AC
Spectral Hand: 153/160 rounds; cost 1 hit point; disembodied hand to do Touch Spells
Detect Scrying: 24 hours; notice if someone is scrying
Elemental Body IV: 154/160 rounds; Medium Water Elemental; +4 CON (+32 hit points), +5 Nat AC, Swim 60', Darkvision 60', vortex, and 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...... * 2 2 2 1 0 0 2 0
}

Brahmah169hps, AC 26  d20+16=28 ;
Wednesday November 16th, 2011 3:49:52 AM

Was there really any point? It's a magical animal. Chances are it was more intelligent than any of them. Fine, thinks the ranger.

He raises his hands palms forward. (Animal Empathy 28, penalty for magical or other beasts) "Friend serpent, we mean you no harm. We have questions. That is all."



Vorelle  d20+17=35 ;
Wednesday November 16th, 2011 12:50:01 PM

Vorelle adds her efforts to Brahmah's. Mostly, she concentrates on posture and body language, which is extremely difficult in this alien underwater world.

She does add, however, "Harming us will resolve nothing, but speaking with us may help with whatever is wrong."

[Aid Another to give Brahmah a +2 on his check.]

Don't be afraid of the Dark  d8=5 ; d20+26=33 ; 12d6+21=53 ; d20+34=42 ; 4d6+15=26 ;
Wednesday November 16th, 2011 6:52:24 PM

Those trying to communicate with the very large creature feel in overwhelming amounts frustration, irritation, agony, hate, and pain.
Jass casts a spell targeting the beast, and watches as nothing happens, other than his spell seems not to have any effect.
Malgant has doubts about talking.
Vauhwyt makes herself much less noticeable.

You get those feelings and it promptly attacks.
It points it's self at Vorelle (chosen at random) and charges towards her, he takes grabs a hold of her twists up into a coil, wrapping up Vorelle into a tight ball. (CMB 42 to Grapple, beats Vorelle's 39 CMD) She takes 26 damage from the crushing pressure of the creature as it tightens about her.

AC 43, 226/167 hp Malgant Winterborn  d20+26=46 ; d20+26=46 ; 2d6+13=24 ; d20+30=46 ; d20+30=34 ; d20+25=40 ; d20+20=34 ; 3d8+14=24 ; d6=2 ; d6=2 ; 3d8+14=22 ; d6=3 ; d6=4 ; 3d8+14=27 ; d6=1 ; d6=5 ; 3d8+14=23 ; d6=2 ; d6=4 ; d6=5 ;
Wednesday November 16th, 2011 9:23:32 PM

His sword still at his side, Malgant nonetheless tried to stop the monsterous serpent from engulfing Vorelle by lashing out at it with his free hand ( AoO if my reach is enough to reach Vorelle. I think we were all fairly close together, Your call if I am in range Hit AC 46 Crit confirmed 24 damage from Gauntlets. I have improved unarmed strike so I am considered armed) His gauntleted fist slams into the beast and strikes a fearsome blow, which the serpent probably mostly ignores. finding his voice he shouts at the creature. " I am right here you sparkly critter. Fight me and leave these smaller creatures alone. Am I not enough of a threat for you?" All the time emoting defiance and scorn at the beast hoping to draw it off of Vorelle and onto him.( Draw Fire, Protector ability Will save DC 29 to resist). As he does so his sword clears its scabbard and he gives the creature something more to draw its attention. His sword flashes once, twice, a total of four times lashing at the beast.
Hit AC 46 for 24 damage + 4<holy>
Hit AC 34 for 22 damage + 7<holy> (extra attack from divine power)
Hit AC 40 for 27 damage + 6<holy>
Hit AC 34 for 23 damage + 9<holy>
Once the last blow is struck he holds his ground, daring the beast to switch from Vorelle to him.

Malgant's Spell List

Righteous Might duration 16 rounds: +4 str and con, 10/evil DR, -2 dex, 15' reach
Divine Power duration 16 rounds: +5 to hit and damage (luck bonus),+16 temp hp, extra attack when full attak option is used
Moderate Fortification ( armor effect)
Blur ( Minor Cloak of Displacement)
Magic Vestment duration 32 hours on Malgant's armor +4 bonus
Magic Vestment duration 32 hours on Malgant's shield +4 bonus
Magic Vestment duration 32 hours On Vauhwyt's shield +4 bonus
Mind Blank duration 24 hours
Freedom of Movement duration 145 Minutes
Water Breathing duration 24 hours
Shield of Faith +4 deflection bonus to AC. duration 16 minutes
Barkskin +5 bonus to Natural AC duration 160 minutes
Greater Magic Weapon +4 bonus to Malgant's Bastard sword Duration 16 hours ( enables Domi the Warrior trait +1 as well)
Aid +1 morale to hit and save vs fear, +11 temp hp duration 16 minutes
Weapon of Awe +2 sacred bonus to damage, mind affecting effect shaken on Crit Duration 16 minutes

Vorelle [AC 27; HP 126/152] [Freedom of Movement; Water Breathing] 
Wednesday November 16th, 2011 10:08:40 PM

Vorelle supposes she should be afraid, but she is mostly puzzled. And annoyed. Why do the monsters always eat me? is her querulous demand.

She downs the Potion of Water Breathing she'd been holding in her hand, because this could get ugly.

Then she remembers the spell Malgant had cast on her and just floats away from the creature.

[I should have had it in my header, but Vorelle has Freedom of Movement up. From the spell description: "All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin."]

Brahmah169hps, AC 26  d20+22=28 ; d20+24=27 ; d20+18=36 ; d20+20=25 ; d20+13=25 ; d20+8=10 ; d20+18=30 ; 2d4+7=14 ; 2d4+7=9 ; 2d4+7=14 ; 2d4+7=10 ; d6+7=12 ; d6+7=12 ; d6+7=8 ;
Thursday November 17th, 2011 10:53:25 AM

The minotaur immediately begins beating on the beast. "This is not going to help us help you. Let her go and we'll help you. Do you understand us?"

The ranger beats on the coils. (Hitting AC 28, 27, 36(threat 30), 25, 25, and 10, for 14, 12, 9 (if crit 19), 12, 14, 12 and 8 damage respectively)

(Brahmah spell activity last posted in September)
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**


AC 43, 226/167 hp Malgant Winterborn 
Thursday November 17th, 2011 3:20:17 PM

FYI It will be important for the DM to know what weapon we are using for each attack on the beast (it has some DR values) Notre the type of material and the magical bonus on it if any.

Malgant's attacks were with a gauntlet (mithril) which scored the crit on the first AoO and with a +4 Holy undead bane bastard sword (steel) for all the rest.

Vauhwyt (HP126+11, AC38) and Mookie in Gnome Form (HP63+17, AC33)  d20+15=20 ; d20+12=23 ; d4=1 ; d6=4 ; d6=1 ; d6=5 ; d3=2 ; d20+28=31 ; d6+7=10 ; 4d6=13 ; d20+23=43 ; d20+23=40 ; d6+7=13 ; d6+7=13 ; 4d6=19 ; d20+24=42 ; d4+5=8 ; 3d6=11 ; 4d6=12 ; d6=1 ; d20+24=35 ; d4+5=9 ; 3d6=8 ; 4d6=16 ; d6=4 ; d20+24=25 ; d20+24=37 ; d4+5=9 ; 4d6=21 ;
Thursday November 17th, 2011 5:47:49 PM


"Well, so much for making nice," thinks Vauhwyt.

She charges the beast. Her liontaur charge feat lets her use a full attack, plus rend, with a charge.

Vauhwyt's Twilight Knife spell flanks the monster as she prepares to fight. If the creature has spell resistance, she rolls a (d20+caster level) = D20+15 = 20.

If the spell lasts, it strikes at V's BAB + Chr, or hits AC23, inflicting 1d4 force damage (1 hp) plus 3d6 force sneak attack damage, or 10 hp more force damage.

If the spell lasts, then all of Vauhwyt's attacks are charging sneak attacks, or just charge attacks without sneak attack damage if the spell is gone.

She will also charge so that she is flanking with Mal, if that is possible. That way, even if her spell fails, she'll get her flank bonus to hit and sneak attack damage.

And note that her reach is 15 feet with Fluid Form, which may aid her in making a charge that ends up flanking the foe (can't say for sure without a map).

Attack One: Armor Spikes Primary. Vauhwyt's armor spikes are lucky. How lucky? +2 lucky this time. That makes her attack, with +2 charge, a +28 to hit roll. She hits AC31, or 33 if the knife is flanking. Her damage is 10, plus 13 if the knife is flanking for 23 total. Her armor spikes are +3 weapons, no special material.

Attack Two: Armor Spikes Secondary. Same as above, but at -5. Her attack roll hits AC43, a nat 20 and an auto hit as well as a critical threat! Her crit confirm roll succeeds vs AC40, or 42 if she is flanking. Her damage is 12 rolled on 2d6, or 23 for the crit plus another 19 sneak attack if the knife is still going for 42 total.

Attack Three: Right Front Paw. Her attack is at +24, hits AC42 (AC44 if flanking) for 19 plus 12 sneak attack or 31 nonlethal total [V takes 1 damage nonlethal from the vicious mercy tear that added 3d6 damage to the paw damage].

Attack Four: Left Front Paw. Same attack. Hits AC35 (37 if flanking) for 17 nonlethal plus 16 sneak attack damage, or 33 nonlethal total. [V takes 4 nonlethal from vicious mercy if that hits.]

Attack Five: Right Rear Paw Rend. As above, but no vicious mercy. Misses with a nat 1.

Attack Six: Left Rear Paw Rend. Hits AC37 (39 if flanking) for 9 plus 21 sneak attack, or 30 damage.

Notes to the DM in attacking Vauhwyt. She has a 20% miss chance from partial darkwalking. She has DR 10/slashing from fluid form. Her CMD is 32. Her AC is 38.

Note to DM: This would be HELLA easier if we knew the enemy's AC, CMD, DR, SR, and creature type (for those with favored enemies). Thanks!

==========

DM Sanity Info

Spells per day:

lvl 1: used 3 of 7
lvl 2: used 4 of 7
lvl 3: used 7 of 7
lvl 4: used 3 of 6
lvl 5: used 0 of 6
lvl 6: used 1 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 11 more hours)
Greater Magic Fang (+3 on four paws) (lasts 11 more hours)
Heroism (lasts 2 more hours)
See Invisibility (lasts 1 more hour)
Barkskin (lasts 1 more hours)
(Water Breath on Vauhwyt)
Light (100 minutes)
Fluid Form (lasts 14.1 more minutes)
Twilight Knife (lasts 12 more rounds)

Spells cast by V on others
Extended GMW for Mal (lasts all day)
False Life (+17) for Mookie (lasts 11 more hours)
Heroism for Mookie (lasts 2 more hours)
Alter Self for Mookie (lasts 1 more hour)
(Water Breath on Mookie)
Mage Armor on Mookie from wand (lasts 1 hour)
Note: -4 Con for darkwalking Mookie

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 - 4 rounds of 40 used
Impromptu sneak attack 0 of 1 used
Tricky spells 0 of 3 used
CMW wand: 0 of 49 used
Barkskin wand: 1 of 47 used
Magic Missile wand: 0 of 38 used
Transmute Staff: 4 of 10 charges

Don't be afraid of the dark ( David posting for John)  d8=1 ; d20+26=31 ;
Thursday November 17th, 2011 7:38:50 PM

Malgant lashes out as the creatureattacks Vorelle and catches it squarely in the jaw with his ringht fist. The blow should have been staggering, but instead only causes minor damage to the creature
Vorelle slips from the creatures grasp and drinks her potion of waterbreathing
Malgant draws his blade and issues a challenge to the creature. He then swings four times at the beast, connecting on his fist and third swings.
Brahmah pulls both weapons and swings at the beast repeatedly, hitting nothing.
Vauhwyt launches a series of grappling attacks connecting with one armor spike and one paw
Mac stands his ground
Jass looks at his hand, wondering why his counterspell didn't work.
Aztyr stands in awe of the creature's size

The worm attacks Malgant missing.

Shimmering worm -128(21NL)hp AC 40 CMD 41
It has DR which has not been figured out yet by the group, thpough a +3 weapon and a +4 weapon have sucessfully dealt full damage while Malgant's fist and Vauhwyt's claws did not

AC 43, 226/167 hp Malgant Winterborn  d20+32=38 ; d20+32=40 ; d20+27=31 ; d20+22=34 ; 3d8+14=26 ;
Thursday November 17th, 2011 7:46:43 PM

Dodging aside as the worm comes at him Malgant again attacks it. He realizes it isn't evil since his sword never flared to use it's holy damage against the creature when Malgant struck it" Just another animal" The minotaur thinks to the group. A magical animal though since the fire damage from Aztyr's spell is causing no damage to the beats ( forgot to roll it last round, but the creature has enough resistance to ignore it anyway.)

Attack 1 misses AC 38 for 26 damage
Attack 2 hits AC 40
Attack 3 misses AC 31
Attack 4 misses AC 34

Righteous Might duration 16 rounds: +4 str and con, 10/evil DR, -2 dex, 15' reach
Divine Power duration 16 rounds: +5 to hit and damage (luck bonus),+16 temp hp, extra attack when full attak option is used
Moderate Fortification ( armor effect)
Blur ( Minor Cloak of Displacement)
Magic Vestment duration 32 hours on Malgant's armor +4 bonus
Magic Vestment duration 32 hours on Malgant's shield +4 bonus
Magic Vestment duration 32 hours On Vauhwyt's shield +4 bonus
Mind Blank duration 24 hours
Freedom of Movement duration 145 Minutes
Water Breathing duration 24 hours
Shield of Faith +4 deflection bonus to AC. duration 16 minutes
Barkskin +5 bonus to Natural AC duration 160 minutes
Greater Magic Weapon +4 bonus to Malgant's Bastard sword Duration 16 hours ( enables Domi the Warrior trait +1 as well)
Aid +1 morale to hit and save vs fear, +11 temp hp duration 16 minutes
Weapon of Awe +2 sacred bonus to damage, mind affecting effect shaken on Crit Duration 16 minutes

Vorelle [AC 27; HP 126/152] [Freedom of Movement; Water Breathing]  d20+25=35 ;
Thursday November 17th, 2011 11:32:19 PM

The best cure for damage reduction is more damage, Vorelle thinks.

Vorelle spends a move action to use her Hunter's Bond ability to grant her companions half her bonus against the shimmerworm.

If the worm is a Magical Beast, everybody is +2 to attack and damage rolls against it. Also some skills that probably don't matter right now. If it's not a Magical Beast, well, never mind.

She then draws her axes [free action; Quick Draw] and attacks, but misses.

Don't be afraid of the Dark 
Friday November 18th, 2011 7:37:46 AM

Worm is not a magical Beast, Sorry.

Vauhwyt (HP126+11, AC38) and Mookie in Gnome Form (HP63+17, AC33) 
Friday November 18th, 2011 1:45:37 PM

Sorry road trip. I'll post as soon as I can later today / tonite.

Brahmah169hps, AC 26 
Friday November 18th, 2011 1:49:00 PM

The ranger looks apologetically at Vorelle and backs away to hook with the group. "I don't believe I can be of any help to you against this beast, short of aid and healing."

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 39 CMD 22 HP 190/148  d20+20=38 ; 5d4+5=20 ; d20+20=21 ; 3d6+17=33 ; d20+20=25 d20+20=39
Friday November 18th, 2011 4:13:53 PM

Jass shakes off his startlement and looks carefully to see if this creature has any spell resistance or spell immunities. He tests his newfound knowledge with a Quickened Magic Missle spell into the rainbow creature. This is followed by an immediate Finger of Death spell!

"Take that, and that! Leave Vorelle alone!"

Actions:
Know Arcana: 38 - to know magic immunities/qualities of opponent
Spellcraft: 21 - to know magic immunities/qualities of opponent
Cast Quickened Magic Missle: Spell Penetration; 25 Damage: 20
Cast Finger of Death: Spell Penetration: 39 Damage: 170 hit points; Fort DC 25 for 33

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
False Life: 16 hours; 11 temp hit points
Resist Energy; 160 minutes; electricity ignore 30 damage/attack
Shield: 16 minutes; +4 AC
Spectral Hand: 153/160 rounds; cost 1 hit point; disembodied hand to do Touch Spells
Detect Scrying: 24 hours; notice if someone is scrying
Elemental Body IV: 154/160 rounds; Medium Water Elemental; +4 CON (+32 hit points), +5 Nat AC, Swim 60', Darkvision 60', vortex, and 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...... * 2 2 2 1 1 0 3 0
}

Vauhwyt (HP126+11 (4 nonlethal), AC40) and Mookie in Gnome Form (HP63+17, AC33)  d3=3 ; d20+29=45 ; d4+7=8 ; 4d6=9 ; d20+24=41 ; d4+7=10 ; 4d6=17 ; d20+24=32 ; d20+24=42 ; d3+4=6 ; 7d6=28 ; d6=3 ;
Friday November 18th, 2011 5:30:56 PM

OOC to DM: You did not say if the worm has spell resistance, and what happened with my Twilight Knife spell? Also, since one paw hit, V took 1 pt nonlethal vicious mercy damage last round.Also, my damage last round was for large size, but with the reduce person V is medium, and so please reduce damage inflicted to the enemy by 4 hp.

Vauhwyt, glad to be flanking the thing with Mal, presses on with another attack! Her armor spikes this round are lucky to the tune of +3! Woot! She is not charging or grappling, so she does not get to rend. She has two armor spike attacks and two vicious and merciful paws.

Spikes Primary: Vauhwyt attacks at +29, hitting AC45, a hit! Her damage is 1d4+7+4d6 SA = 17 hp.

Spikes Secondary: attacks at +24, hitting AC41, a hit! Damage is 27 hp.

Right Paw: attacks at +24, hitting AC32, a miss.

Left Paw: attacks at +24, hitting AC42, a hit! Damage is 1d3+4+4d6+3d6 = 34 hp nonlethal -- and Vauhwyt takes another 1d6 vicious nonlethal damage = 3.

Mookie uses the aid another action to boost Vauhwyt's AC by 2, to 40.

Notes to the DM in attacking Vauhwyt. She has a 20% miss chance from partial darkwalking. She has DR 10/slashing from fluid form. Her CMD is 32. Her AC is 38.

==========

DM Sanity Info

Spells per day:

lvl 1: used 3 of 7
lvl 2: used 4 of 7
lvl 3: used 7 of 7
lvl 4: used 3 of 6
lvl 5: used 0 of 6
lvl 6: used 1 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 11 more hours)
Greater Magic Fang (+3 on four paws) (lasts 11 more hours)
Heroism (lasts 2 more hours)
See Invisibility (lasts 1 more hour)
Barkskin (lasts 1 more hours)
(Water Breath on Vauhwyt)
Light (100 minutes)
Fluid Form (lasts 14.0 more minutes)
Twilight Knife (lasts 11 more rounds -- or is expired?)

Spells cast by V on others
Extended GMW for Mal (lasts all day)
False Life (+17) for Mookie (lasts 11 more hours)
Heroism for Mookie (lasts 2 more hours)
Alter Self for Mookie (lasts 1 more hour)
(Water Breath on Mookie)
Mage Armor on Mookie from wand (lasts 1 hour)
Note: -4 Con for darkwalking Mookie

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 - 5 rounds of 40 used
Impromptu sneak attack 0 of 1 used
Tricky spells 0 of 3 used
CMW wand: 0 of 49 used
Barkskin wand: 1 of 47 used
Magic Missile wand: 0 of 38 used
Transmute Staff: 4 of 10 charges

Brahmah169hps, AC 26  d20+27=32 ;
Saturday November 19th, 2011 1:55:47 PM

Brahmah moves to aid in flanking with someone. (Aid to flank is successful.) He sheathes his kukri and prepares to use only his falchion.

Brahmah169hps, AC 26 
Monday November 21st, 2011 4:16:37 AM

The ranger takes up his position to flank and grasps his falchion two-handed.

Don't be afraid of the Dark  d20+19=33 ; d8=8 ; d8=3 ; d20+26=45 ; 12d6+21=72 ; 4d6+21=32 ; d20+34=50 ;
Monday November 21st, 2011 4:51:48 PM

The worm shrugs off most of Jass' spell effects, others seem to hit and deal damage, the critter is starting to show the damage the group is doing, even though most of the damage is deflected off it's scales, which seem extra hard, even though they are still refracting rainbows in all directions.
It seems frustrated at missing Malgant, it chooses another target and attacks it.
Facing Brahmah, it closes the short distance and chomps on him, it then promptly curls up into a ball and tries to squeeze as he does so, Brahmah pops out like a well oiled ball.(bite 72 damage)

Jass, Immunities are acid, cold, electricity and fire 20, SR 25



AC 43, 226/167 hp Malgant Winterborn  d20+32=47 ; d20+32=37 ; d20+27=41 ; d20+22=29 ; 3d8+14=32 ; 3d8+14=26 ;
Monday November 21st, 2011 5:03:56 PM

Malgant swings some more.
" By the way, this worm isn't evil. If it were my sword would have done more damage and flared magically."
1st attack hits AC 47 for 32 damage
2nd attack misses AC 37
3rd attack Hits AC 41 for 26 damage
4th attack misses AC 29

Righteous Might duration 13 rounds: +4 str and con, 10/evil DR, -2 dex, 15' reach
Divine Power duration 13 rounds: +5 to hit and damage (luck bonus),+16 temp hp, extra attack when full attak option is used
Moderate Fortification ( armor effect)
Blur ( Minor Cloak of Displacement)
Magic Vestment duration 32 hours on Malgant's armor +4 bonus
Magic Vestment duration 32 hours on Malgant's shield +4 bonus
Magic Vestment duration 32 hours On Vauhwyt's shield +4 bonus
Mind Blank duration 24 hours
Freedom of Movement duration 145 Minutes
Water Breathing duration 24 hours
Shield of Faith +4 deflection bonus to AC. duration 16 minutes
Barkskin +5 bonus to Natural AC duration 160 minutes
Greater Magic Weapon +4 bonus to Malgant's Bastard sword Duration 16 hours ( enables Domi the Warrior trait +1 as well)
Aid +1 morale to hit and save vs fear, +11 temp hp duration 16 minutes
Weapon of Awe +2 sacred bonus to damage, mind affecting effect shaken on Crit Duration 16 minutes



Vorelle [AC 27; HP 126/152] [Freedom of Movement; Water Breathing]  d20+23=36 ; d20+18=20 ; d20+13=30 ; d20+22=26 ; d20+17=36 ; d20+12=19 ;
Monday November 21st, 2011 7:03:16 PM

Vorelle unloads a full sequence on the creature. She misses every time.



Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148  5d4+5=17 ; 3d6+17=25 ; d20+20=26 ; d20+20=39 ;
Monday November 21st, 2011 9:30:20 PM

"If it is not evil, maybe we should only defeat it, and not kill it" suggests Jass through the telepathic link. "What if the creature here is holding the others outside the cave in check?"

Jass relays the special properties he has observed from the rainbow scales. He also wonders if this monster has the same 'mind taste' as what they encountered in BlackBird Lake. "So far as we know, this could be the Old One or only a guardian!"

Not having a better combination at the moment, the sorcerer unleashes another series of offensive spells, Quickened and Standard.

Actions:
Cast Quickened Magic Missle: Spell Penetration; 26 Damage: 17
Cast Finger of Death: Spell Penetration: 39 Damage: 170 hit points; Fort DC 25 for 25

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
False Life: 16 hours; 11 temp hit points
Resist Energy; 160 minutes; electricity ignore 30 damage/attack
Shield: 16 minutes; +4 AC
Spectral Hand: 150/160 rounds; cost 1 hit point; disembodied hand to do Touch Spells
Detect Scrying: 24 hours; notice if someone is scrying
Elemental Body IV: 151/160 rounds; Medium Water Elemental; +4 CON (+32 hit points), +5 Nat AC, Swim 60', Darkvision 60', vortex, and 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...... * 2 2 2 1 2 0 4 0
}

Vauhwyt (HP126+11 (4 nonlethal), AC40) and Mookie in Gnome Form (HP63+17, AC33) 
Monday November 21st, 2011 10:15:30 PM

Vauhwyt thinks to her friends, "No worries! My nonlethal damage will keep it alive."

Brahmah169hps, AC 26  d20+22=25 ;
Tuesday November 22nd, 2011 5:55:34 AM

As Brahmah lands, he snorts, more from frustration than pain.

"Evil or not..." He stands, staggering a bit. "... this bloody @#^&**^%& worm is GOING to die!" The ranger coughs a bit of blood and moves with intent toward the beast.

He swings, not to flank, ot assist, but to wound and maim. (Hits AC 25, missing)



Vauhwyt (HP126+11 (8 nonlethal), AC40) and Mookie in Gnome Form (HP63+17, AC33)  d3=3 ; d20+29=41 ; d4+7=10 ; 4d6=13 ; d20+24=29 ; d20+24=34 ; d20+24=44 ; d20+24=27 ; d3+4=7 ; 7d6=14 ; d6=4 ;
Tuesday November 22nd, 2011 9:32:58 AM


Vauhwyt, still flanking with Mal, attacks again. Her armor spikes this round are lucky to the tune of +3 -- again! Woot x2! She is not charging or grappling, so she does not get to rend. She has two armor spike attacks and two vicious and merciful paws.

Spikes Primary: Vauhwyt attacks at +29, hitting AC41, a hit! Her damage is 1d4+7+4d6 SA = 23 hp.

Spikes Secondary: attacks at +24, hitting AC29, a miss.

Right Paw: attacks at +24, hitting AC34, a miss.

Left Paw: attacks at +24, hitting AC44, a hit and a crit threat! Follow up is a 27, so no confirm. Damage is 1d3+4+4d6+3d6 = 21 hp nonlethal -- and Vauhwyt takes another 1d6 vicious nonlethal damage = 4.

Mookie uses the aid another action to boost Vauhwyt's AC by 2, to 40.

Notes to the DM in attacking Vauhwyt. She has a 20% miss chance from partial darkwalking. She has DR 10/slashing from fluid form. Her CMD is 32. Her AC is 40.

==========

DM Sanity Info

Spells per day:

lvl 1: used 3 of 7
lvl 2: used 4 of 7
lvl 3: used 7 of 7
lvl 4: used 3 of 6
lvl 5: used 0 of 6
lvl 6: used 1 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 11 more hours)
Greater Magic Fang (+3 on four paws) (lasts 11 more hours)
Heroism (lasts 2 more hours)
See Invisibility (lasts 1 more hour)
Barkskin (lasts 1 more hours)
(Water Breath on Vauhwyt)
Light (100 minutes)
Fluid Form (lasts 14.0 more minutes)

Spells cast by V on others
Extended GMW for Mal (lasts all day)
False Life (+17) for Mookie (lasts 11 more hours)
Heroism for Mookie (lasts 2 more hours)
Alter Self for Mookie (lasts 1 more hour)
(Water Breath on Mookie)
Mage Armor on Mookie from wand (lasts 1 hour)
Note: -4 Con for darkwalking Mookie

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 - 6 rounds of 40 used
Impromptu sneak attack 0 of 1 used
Tricky spells 0 of 3 used
CMW wand: 0 of 49 used
Barkskin wand: 1 of 47 used
Magic Missile wand: 0 of 38 used
Transmute Staff: 4 of 10 charges

Don't be afraid of the Dark 
Tuesday November 22nd, 2011 12:30:19 PM

As those who attack and hit the creature, it spasms for only a second before you get a feeling from it. A feeling of contentment, as it it's shuddering ceases and the body, begins to fade into nothingness. The other animals, that watched from outside the cavern, radiate peace, and quickly vanish from view, apparently returning to whatever they were about before the group entered the area.

Vauhwyt (HP126+11 (8 nonlethal), AC40) and Mookie in Gnome Form (HP63+17, AC33) 
Tuesday November 22nd, 2011 2:31:34 PM


OOC: But kindly DM! What about the nonlethal damage? If was not killed! Does that matter?

DM Comment: It matters a lot, just trust me.

Vauhwyt (HP126+11 (8 nonlethal), AC40) and Mookie in Gnome Form (HP63+17, AC33) 
Tuesday November 22nd, 2011 4:13:29 PM


Vauhwyt takes a deep breath, glad to have survived this challenge with no one dying.

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148 
Tuesday November 22nd, 2011 4:15:23 PM

"Contentment?" Jass is confused. "It's happy we killed it? Or was it only summoned? And the others are happy too? And what's with the giant eel of Scinillating Colors?"

There is just nothing in Jass' experience to make him understand what has happened and more importantly, why. He keeps on the alert, looking around the cavern to see if there is anything they missed because all thier focus was on the rainbow eel.

Actions:

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
False Life: 16 hours; 11 temp hit points
Resist Energy; 160 minutes; electricity ignore 30 damage/attack
Shield: 16 minutes; +4 AC
Spectral Hand: 150/160 rounds; cost 1 hit point; disembodied hand to do Touch Spells
Detect Scrying: 24 hours; notice if someone is scrying
Elemental Body IV: 151/160 rounds; Medium Water Elemental; +4 CON (+32 hit points), +5 Nat AC, Swim 60', Darkvision 60', vortex, and 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...... * 2 2 2 1 2 0 4 0
}

Vorelle [AC 27; HP 126/152] [Freedom of Movement; Water Breathing] 
Tuesday November 22nd, 2011 5:47:05 PM

"Maybe it was a prisoner," Vorelle suggests. "Maybe it didn't want to be here, and when we....um...it got to go home. Or wherever."

AC 43, 226/167 hp Malgant Winterborn 
Tuesday November 22nd, 2011 6:30:34 PM

" Perhaps it was radiating the pain it felt and needed someone to end it's pain. Many suffer but are unable to end their own existence to alleviate their suffering. Perhaps it needed us to slay it in order to release it from the torment it was radiating to the other creatures. If these other creatures could talk rather than just emote their feelings maybe we would understand. I will take it as a good omen that it wanted death and seemed at peace at the end."

As the battle lust winds down and Malgant's divine preparations begin to fade, his size and his health return to normal. As the rush of combat departs, the memory that Val has left and is not here to bask in the life of victory returns to him. His mood darkens and the happiness of defeating such an amazing creature fades much like the serpent itself faded away.
Sighing, Malgant turns to both Brahmah and Vorelle and uses a Heal spell on each of them, restoring their lost health and removing any lingering effects the serpents touch might have carried. Judging from Brahmah's wounds,, any sustained crushing by the serpent would surely prove fatal.

Heal Brahmah
Heal Vorelle

Malgant's Spell List

Moderate Fortification ( armor effect)
Blur ( Minor Cloak of Displacement)
Magic Vestment duration 32 hours on Malgant's armor +4 bonus
Magic Vestment duration 32 hours on Malgant's shield +4 bonus
Magic Vestment duration 32 hours On Vauhwyt's shield +4 bonus
Mind Blank duration 24 hours
Freedom of Movement duration 145 Minutes
Water Breathing duration 24 hours
Shield of Faith +4 deflection bonus to AC. duration 16 minutes
Barkskin +5 bonus to Natural AC duration 160 minutes
Greater Magic Weapon +4 bonus to Malgant's Bastard sword Duration 16 hours ( enables Domi the Warrior trait +1 as well)



Brahmah169hps, AC 26 
Wednesday November 23rd, 2011 8:13:56 AM

"Thanks Mal."

He looks at where the creature disappeared. "What the hell?! That is..." He loses the words.

Don't be afraid of the Dark 
Wednesday November 23rd, 2011 4:30:09 PM

As the group exits the cavern, heading back towards the portal, a huge whale shark drifts up to them, and you pick up the feeling of helpfulness, it's like he wants you to hang onto him. Once those who don't swim so well have a hold of him, he quickly brings you to the portal which the group passed through.
Once again passing through the portal, the two elementals are still there.
"We knew that you would return once you succeeded, we thank you for fixing that which was wrong, peace has returned to our home, thank you."

Brahmah169hps, AC 26 
Thursday November 24th, 2011 1:20:23 AM

"Urm, your welcome?"

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148  d20+20=37 ;
Thursday November 24th, 2011 10:50:20 AM

Jass is amused about the 'helpfulness' of the giant whale shark, and he takes a ride, thrilled to be moving through the Elemental Plane of Water. "That's what this place has got to be you know", he confidently tells the others. "And these creatures are like the epitome of the animals we see in the Wold. How sweet is this, eh?"

Going through the Portal, Jass smiles broadly at the water elementals, and even more at Brahmah. He swims near the minotaur and says en voco, "When you are given a free meal or free thanks, you take em, eh?"

"Yes, it was a hard fought battle, but we recieved the thanks of the Rainbow Eel and the help of the others. You are free to return as you wish. All we wish is a return to peace and harmony for the creatures and Noble Races that live in and around Black Bird Lake."

He pours on the charm.

Actions:
Diplomacy: 37

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
False Life: 16 hours; 11 temp hit points
Resist Energy; 160 minutes; electricity ignore 30 damage/attack
Shield: 16 minutes; +4 AC
Spectral Hand: 150/160 rounds; cost 1 hit point; disembodied hand to do Touch Spells
Detect Scrying: 24 hours; notice if someone is scrying
Elemental Body IV: 151/160 rounds; Medium Water Elemental; +4 CON (+32 hit points), +5 Nat AC, Swim 60', Darkvision 60', vortex, and 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...... * 2 2 2 1 2 0 4 0
}

AC 43, 226/167 hp Malgant Winterborn  d20+9=23
Thursday November 24th, 2011 11:42:52 AM

I would agree Jass, except we have not traveled the planes. My status spell was still in effect this morning, and I expected it to sever when we traveled through the portal. However I could still feel where Val was and her well being after we went through. Since planar travel will sever the link I can only assume we are still in the Wold. mit is the only conclusion available."
Once through the portal Malgant aids Jass in his diplomatic relations with the elementals. He adds " We would have spoken to the Old one, but his pain and anguish seemed to make him more bent on destruction than on negotiation. Thankfully what he sought was the release we were able to offer him from the bounds of the plane." I think he adds without speaking.
diplomacy to aid Jass 23
Moderate Fortification ( armor effect)
Blur ( Minor Cloak of Displacement)
Magic Vestment duration 32 hours on Malgant's armor +4 bonus
Magic Vestment duration 32 hours on Malgant's shield +4 bonus
Magic Vestment duration 32 hours On Vauhwyt's shield +4 bonus
Mind Blank duration 24 hours
Freedom of Movement duration 145 Minutes
Water Breathing duration 24 hours
Shield of Faith +4 deflection bonus to AC. duration 16 minutes
Barkskin +5 bonus to Natural AC duration 160 minutes
Greater Magic Weapon +4 bonus to Malgant's Bastard sword Duration 16 hours ( enables Domi the Warrior trait +1 as well)


Brahmah169hps, AC 26 
Friday November 25th, 2011 4:49:33 AM

He looks at Jass. "If the meal is accompanied by a stout brew and warm bread, sure!."
He raises one hand and points to a ring with the other. "Otherwise, generally speaking, when I'm on the road, this ring is more than enough. I will not refuse a meal, no." Then he thinks a moment.
"There was one time I refused a meal and I'm glad I did. The Chosen were poisoned and put to sleep, then caged. I alone rescued all of Domi's Chosen from a the pit of a sick, twisted doctor who looked to mutate, mutilate or murder each of us because we are taurs. He had a sick idea of turning us to golems, chimera or some other disgusting creature because we were 'unnatural'. I can't remember if I caught him in the end. "



Vauhwyt (HP126+11 (8 nonlethal), AC40) and Mookie in Gnome Form (HP63+17, AC33)  d20+5=12 ;
Friday November 25th, 2011 12:45:03 PM


Vauhwyt thanks the water elementals and tries to aid Jass's efforts: Aid Another 12 gives a +2! She asks the elementals to explain, please, what and who that Rainbow Eel was.

The liontaur says to Mal, "I think we were on another plane, but your Status was able to snake back through the portal through which we came. Usually a spell like Plane Shift, say, severs your connection to the Wold, but that portal was open the whole time we were in there."

AC 43, 226/167 hp Malgant Winterborn 
Friday November 25th, 2011 4:13:49 PM

" Possible. I had not thought of that working, but since I went through the portal there would be no need for the magic to find a new path, it just needed to bend a bit."

Moderate Fortification ( armor effect)
Blur ( Minor Cloak of Displacement)
Magic Vestment duration 32 hours on Malgant's armor +4 bonus
Magic Vestment duration 32 hours on Malgant's shield +4 bonus
Magic Vestment duration 32 hours On Vauhwyt's shield +4 bonus
Mind Blank duration 24 hours
Freedom of Movement duration 145 Minutes
Water Breathing duration 24 hours
Shield of Faith +4 deflection bonus to AC. duration 16 minutes
Barkskin +5 bonus to Natural AC duration 160 minutes
Greater Magic Weapon +4 bonus to Malgant's Bastard sword Duration 16 hours ( enables Domi the Warrior trait +1 as well)

Vorelle [AC 27; HP 152/152] [Freedom of Movement; Water Breathing] 
Saturday November 26th, 2011 10:06:19 AM

"Does this mean the halflings will be okay?" Vorelle asks. "And what about the turtles?"

She still isn't sure she understands all this.

[Edited to fix header.]

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 167/167 
Saturday November 26th, 2011 8:26:08 PM

*I would assume so Vorelle, but I really think we should go back and check on them, if at least just to tell them what we think was happening down there.* (FYI:new dm, I use * quote * to denote the use of the Mind Link)

"Wonder if the Silver Lady drifted very much while we were down here, It has been about a day or so since we left her alone."

(also changed header back to Aztyr)

Turtleville survives to train again another day. 
Sunday November 27th, 2011 7:22:20 PM

Pleasantries are traded with the two elementals, rather quickly, and then the group returns to the surface. The Silver Lady has drifted about half a mile, which means the lake must have been calm all night.
After a few minutes, she gets warmed up enough to build a good head of steam, and the group reverses course and heads in the direction of the Turtleville, or whatever it was named.
Being only slightly off course, you make your way and dock on the pier that Vauhwyt em-placed on the first trip.
It's only a few moments before the villagers arrive, looking hopeful and waiting for any news the group wishes to share.

Brahmah169hps, AC 26 
Monday November 28th, 2011 3:04:10 AM

Not really able to convey what he saw or heard, the ranger remains quiet.

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148  d20+13=14 ;
Monday November 28th, 2011 2:03:38 PM

The human sorcerer is able to keep his spirit bouyed by thinking about the rousing success of the group. Without any worries, once on the surface and the Silver Lady located, it is nothing but a moment for Jass and Atzyr to Dim Door and Teleport the team to the deck of the ship. From there, another easy time to get up steam and sail back to Turtle Village.

Enjoying himself as he did, Jass didn't think of the impact necessary to first meet the villagers. Standing in the bow of the ship, he has a Prestidigitation spell play about him in magical light effects and clears his throat before rining out: "Rejoice! The danger is ended and we are victorious! The waters are safe and your turtles will once again work with you in mutual peace!"

Being rather distracted hampers his performance somewhat.

Actions:
Perform: 14

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
False Life: 16 hours; 11 temp hit points
Detect Scrying: 24 hours; notice if someone is scrying

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...... * 2 2 2 1 2 0 4 0
}

AC 35, 167/167 hp Malgant Winterborn 
Monday November 28th, 2011 4:08:57 PM

OOC
I edited the word seas to be lake above since BBL is after all considered a lake. Recalculated my non combat stats and reinput them in the header. I will add in the rest of my bonus spells when next I memorize spells. The wisdom boost added a few more spells.
Was xp and treasure listed yet and I missed it or am I jumping the gun?
----------------------------------------------------------------------------------------
Malgant is distracted once they reach the surface, he keeps scanning the lake looking for any sign of Val. Seeing none he distractedly removes his armor and allows it to dry somewhat near the furnace that runs the ship. Once his gear is near the heat he again returns to the deck looking for the dark elf.
As Jass makes his entrance Malgant, again dressed in his armor, continues to look over the crowd, hoping that Val has changed her mind and returned to the village instead of moving on. Seeing no sign of her his heart falls a few more notches as he distractedly listens to Jass's likely embellished account of the watery world below the lake.

Malgant's Spell List

Moderate Fortification ( armor effect)
Blur ( Minor Cloak of Displacement)
Magic Vestment duration 32 hours cast at dawn on Malgant's armor +4 bonus
Magic Vestment duration 32 hours cast at dawn on Malgant's shield +4 bonus
Magic Vestment duration 32 hours cast at dawn On Vauhwyt's shield +4 bonus
Mind Blank duration 24 hours cast at dawn
Water Breathing duration 24 hours
Greater Magic Weapon +4 bonus to Malgant's Bastard sword Duration 12 hours ( enables Domi the Warrior trait +1 as well)

Turtleville survives to train again another day. 
Monday November 28th, 2011 4:53:23 PM

As the boat, it's too small to be called a ship, is tied up and the furnace is shut down, the village leaders gather on the dock. They listen to Jass' description of the events and the strange and grand adventure the Heroes of Blackbird Lake undertook to save their homes.
Aztyr hands the staff back to the youngster who came to find them barely a week ago. She thanks him for it's loan and contents herself without adding more to what Jass has already told the villagers.
As the celebration moves on shore and towards a communal area where some of the women are already hard at work cooking up a feast. The smells wafting over the group seems like it could contest with anything any of the group has had before, the women apparently are holding nothing back for the upcoming feast.
During the feast, an ancient woman in well worn grayish brown robes and straggly white hair, enters the the village and is welcomed to join the feast and enjoy herself.
Some of the children ask for some tales of the Heroes adventures. They most likely won't stop until at least one or two tales are told.....

Vauhwyt (HP126+11 (8 nonlethal), AC40) and Mookie in Gnome Form (HP63+17, AC33) 
Tuesday November 29th, 2011 12:15:05 AM


When the staff is handed back to the villagers, Mookie caws, "Take that cap off it first! That's prime loot, that is!"

Vauhwyt blushes at that and tells her familiar to hush. But she does make sure that the party retains the cap. That thing is super valuable! Maybe a minor artifact, she guesses.

Brahmah169hps, AC 26 
Tuesday November 29th, 2011 10:27:28 AM

Brahmah eyes the ancient woman,m but says nothing because its not his place. (DM, I assume the woman hasn't been seen by the group before?)

DM: correct

Vorelle [AC 27; HP 152/152] [Freedom of Movement; Water Breathing] 
Tuesday November 29th, 2011 3:49:27 PM

Vorelle no longer stutters, but she is far from being a teller of tales. She does, however, take a contingent of halflings to inspect the impressive damage done to the Silver Lady by the crocodiles.

Party on into the Night. 
Tuesday November 29th, 2011 7:51:53 PM

The feast is wonderful, someone during the festivities brought out a keg of ale and it was being gone through at a good pace.
After dark, the woman in the dingy robes gathers everyone's attention with a bright sparkle of light.
"Listen well children, both you from Turtleville and you whom call yourselves 'The Heroes of Blackbird Lake'. I wish to tell you a story, a story as old as the Wold itself."
In front of the old woman an area of grayish blackness forms, upon this blank canvas can be seen something moving about, you suddenly seem to be zooming in closer. You come to a stop when you can make out a huge Rainbow Serpent similar to what you fought in the cavern, only you get the feeling it's much much larger.
You realize that it's tracks from moving about are familiar shapes, they seem to follow the forms that the some of the current rivers follow even today. When the Serpent stops to rest, the indentations it leaves behind become the lakes that are scattered about the land.
Each time the serpent rested it seemed to give birth to all matter of creatures. You can't hear words being said, but you get the impression that the Serpent is giving them laws to live by. Those who seemed to break those laws, the Serpent turned into the mountains all over the Wold, so they no longer walked ever again. Those who kept the laws were gifted with humanoid forms and sentience. Her work completed, the Rainbow Serpent floated up into the sky to rest amongst the Stars floating over head leaving her spirit-children, the Andrenjinyi, watching over her creation.
The image of the Wold before you begins to spin, ever faster and faster. After a few moments of the blurred Wold spinning it once again slows down and then zooms in on a location. In front of you is a Gate, not one of wood and iron, but one of magic and the image passes through it. Coming into focus is the Fey Realm, and before you are a pair of Andrenjinyi, a mated pair. One of the pair passes through the Gate to the Wold, where it begins to check in on the Wold at large. During it's time in the Wold, the Wold went under a change, a change that caused the Gate to the Fey realm to close, leaving the Andrenjinyi stranded in the Wold with no way home. The gate closing was due to the God's closing it during the Wold's recreation after the YOA.
The image seemed to begin gathering speed, but remained focused upon the Andrenjinyi. Many many years passed in mere moments of time for those watching. All the while the Serpent grew weaker and weaker, slowly succumbing to the effects that the Wold was inflecting upon it. As it grew weaker, it began to thrash about, and in it's writhing it seemed to give of waves of emotion that took effect on the wildlife of the surrounding area. This area expanded only a few inches each year, but when measured in hundreds of years, it spread like wildfire. Once effected by it's pure emotions, the beasts never seemed to be able to shake it's effects.
Once again the image slowed, this time it slowed because of the arrival of figures that looked familiar. It was your arrival and your caution in approaching the mammoth cavern being shown now, the quick attack and even quicker killing of the creature shows in the image. It also shows it fading away.
The image suddenly shifts, and you are once again in the Fey realm, where it shows you the creatures mate, and then the one you fought seems to fade in rather than out. The two of them twine about one another and then the image fades away all together.
The old woman stands, "I thank you for helping my child return to it's proper home."
The woman fades away to just a few pin pricks of light which swirl about one another and disappear into the distance, straight up to the star filled sky above you, blinking brighter once and then fading to return to rest in the sky above.

Thus ends the Plight of the Turtle People.

Everyone Highlight to display spoiler: { gain 54,900 xp, or gain just enough to reach level 17 whichever is more. Treasure... Cayzle email me so between us we can work out what the old woman leaves behind as she heads back to the stars.}

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148 
Tuesday November 29th, 2011 9:58:57 PM

Jass enjoys his time with the halflings, and since they are not worried about the old woman, niether is the sorcerer. That is, he doesn't pay much attention to her until her magical story puts together the last few puzzles of the day. "And these are your children?", he says in magical awe at the woman after she disappears. "So what does that make you?"

Actions:

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
False Life: 16 hours; 11 temp hit points
Detect Scrying: 24 hours; notice if someone is scrying

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...... * 2 2 2 1 2 0 4 0
}

Vauhwyt (HP126+11 (8 nonlethal), AC40) and Mookie in Gnome Form (HP63+17, AC33) 
Tuesday November 29th, 2011 11:43:02 PM


"Jass," says Vauhwyt, "It makes her Someone we are glad to be friends with!"

"That's some story, Boss," says Mookie.

"It sure is," answers Vauhwyt.

"You think it is true?"

"Got me," says Vauhwyt.

Vorelle 
Wednesday November 30th, 2011 10:56:54 AM

"Ohhhh..." Vorelle breathes. "Poor serpent. I'm glad we were able to help."

Then, a moment later, "Wait. I thought it was Shellville."

Brahmah169hps, AC 26 
Wednesday November 30th, 2011 11:09:26 AM

Brahmah sits with the group, happy things went well. (DM, I will post the updated character sheet this afternoon or this evening.)

Al - Guest DM To Be 
Wednesday November 30th, 2011 11:57:58 AM


OoC: A note on Leveling PC's.

In addition to changing your character sheets, please note each change to the character sheet and the numerical amount by which it changes. Send these changes to me via email. My email is changa@charter.net.

Example:

STR +1 to STR 21
New Feat: Improved Running Away
Skill Points +2
-Craft Bowling Pins +1 to +16
-Intimidate +1 to +29

AC 35, 167/167 hp Malgant Winterborn 
Wednesday November 30th, 2011 6:02:28 PM

Malgant listens to the tale and is pleased that they did the right thing by killing the woem, or 'releasing' it from its trapped state here in the Wold. His thoughts turn down darker paths, as he considers the meaning of the worm's plight as it relates to him currently. When the halflings all begin to retire for the night, Malgant addresses his friends." I will be returning to the Temple of the Bountiful Vine tonight. I have alot of things to consider and, I think, alot of training to take on. Complete your own training and find me there when you are again ready to do battle with the evil in the Wold. I will regather my thoughts there and see what guidance Imod has to offer me. You almost all know the way there, and are welcome at the temple, so feel free to stop by when you are ready. Even if my training takes longer, there are enough things to do in Imod City to keep you busy."
If no one has anything else they need him for, Malgant will cast Word of Recall and return to his temple on Minotaur Isle.

-----------------------------------------------------------------------
OOC
I had wanted to roll it all into one change, the leveling and APG, but the module went on too long. Since I have made the APG changes I believe I will need to swap around a few feats to make the changes to Hand of Domi work. I will look at it and email both Cayzle and Al with what I find.

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 159/159 
Wednesday November 30th, 2011 8:00:09 PM

Aztyr listens to the pain her friend is trying to hide from the others, she feels for him, but there isn't much she can do to other than to offer moral support if he asks for it.... which she knows he never will, so she plans on just being there for him one way or the other.
"I think I'll visit home for a day or so, then I will probably head to Imod City and seek out the WLA chapter there, I'll be applying for an officer position, they might even let me join those ranks, but you never know. I can also do my training at that time as well, while they mull over my petition.
I can also do my Catacombs shopping there, it's as easy there as anywhere else.
We also haven't heard from our former employers in a while, I might check in at the Inn and see if Bardimion is in residence and see if there is anything new they might like done.
I think that wraps up my itinerary for the next couple weeks. Anyone who can't teleport want to be dropped off somewhere before the three of us who can head out?"

Aztyr plans on stopping by the area they had originally wanted to use as a home, she has a few ideas on it....

------------------------------------------------
OOC: Cayzle, I really need to converse with you about the treasure from the previous module. Per Jerrys instructions.

Brahmah169hps, AC 26 
Thursday December 1st, 2011 2:14:30 AM

Brahmah seems intrigued by the journey home himself. "Aztyr, may I join you?"

(OOC: Is treasure on its way or am I missing an email along the way?)

Treasure 
Thursday December 1st, 2011 10:16:13 AM

As DM still working on it, it's a bit complicated to get what I and others think will be fair.

Aztyr AC 27 (30 currently), 5 DR Fire - SR 18 - HP 159/159 
Thursday December 1st, 2011 10:18:36 AM

"Brahmah, you might be able to go directly to Imod City with Malgant, but if he has already gone, of course I'll be able to drop you in Imod City, or a coastal village on the southern shore, which ever is closer to where you need to go."

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148 
Thursday December 1st, 2011 4:57:35 PM

"Hey, hey!", exclaims Jass, "where's everyone going? I'm not going to stay in Turtleville here by myself with a whole bunch of undersized everything. Shouldn't we all at least get back to civilization first?"

Actions:

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
False Life: 16 hours; 11 temp hit points
Detect Scrying: 24 hours; notice if someone is scrying

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...... * 2 2 2 1 2 0 4 0
}

AC 35, 167/167 hp Malgant Winterborn 
Thursday December 1st, 2011 7:27:52 PM

" Wait, you can't teleport? I'm sorry, your pass to the clubhouse and your secret decoder ring must be returned. Who ever heard of a mage who can't teleport?"
Malgant tries hard to look serious, though he is fairly certain they have hashed this out before, along with the " Too many big people to travel" part of this conversation. After watching Jass's reaction he resumes his former sombre demeanor. " I can take you to Imod City Brahmah. Isn't there a bear there that misses you? I will wait until morning so that we can sort out the arrangements. All of us will likely need to visit the WLA . Oh, and the prayer returns us to the center of the practice ring inside the Temple. Apparently that is where Imod feels his priests should feel moost at home in his temple. Occasionally the ring is in use upon arrival so be prepared." The last is again said with a hint of amusement. Malgant still remembers returning as an exile and startling the initiate who was raking the practice circle the first time he returned via this prayer.

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148 
Friday December 2nd, 2011 10:39:26 AM

Jass meets Malgant's banter with some of his own. "And here I thought all clerics were ordained with a stick up thier backside!" Jass replies with a twinkle in his eye. "Looks like we both learned something, eh?"

"I found out that there are folks o' the cloth that actually have a sense of humor, and you found out that my sorcerous magic just comes to me, and turns out that while I can combat Dim Door with the best of em, my magic seems to think that I don't need to do any major teleportations. Not that any of you have had a problem before about what spells I can cast to get everyone out of hot water."

Actions:

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
False Life: 16 hours; 11 temp hit points
Detect Scrying: 24 hours; notice if someone is scrying

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...... * 2 2 2 1 2 0 4 0
}

AC 35, 167/167 hp Malgant Winterborn  d8=7 ;
Friday December 2nd, 2011 4:45:30 PM

OOC
Hit point roll for Malgant this level 7 new hit points


Brahmah169hps, AC 26  d10=10 ;
Saturday December 3rd, 2011 12:12:38 AM

"I'd like to join you."

(ooc: Plus 10 to hps)

Vauhwyt (HP126+11 (8 nonlethal), AC40) and Mookie in Gnome Form (HP63+17, AC33) 
Saturday December 3rd, 2011 9:56:06 AM


Vauhwyt enjoys herself in Turtleville, and marvels at the old lady. The liontaur tells the halflings all about what happened. She requests one of the turtles to live at Fledgling Cove as the promised reward the "elder" halflings had wanted to give at the beginning of the adventure. She checks that the village's much needed staff of turtle control is given back.

She announces that she is going to Plateau City for shopping and WLA training. Anyone who wants to come along would be most welcome. Thanks to Aztyr's telepathy spells, it will be easy to stay in touch even if the group splits for R&R.

A Morning Suprise Gift..... 
Saturday December 3rd, 2011 4:46:44 PM

After the feast and the wonderful story from the strange old lady things begin to wind down. Soon it is just the group and a few of the older towns people. After they say thank you once again, they too go back to their homes. Vauhwyt talk about the old lady and the story for at least an hour, but by then everyone is getting exhausted and another Mage's Mansion is cast and the group retires for the night.

As each person awakens in the morning, mid morning for a few of the party, they each find a small leather pouch, no more than 4 inches wide by 6 inches long, laying on the top of their gear when they awake.

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

Each player needs to calculate the value of their gear and items, (free items from Jerry and other places do not count, neither do any fate Items they have.) (Send the amount to our incoming DM so he knows as well please.)

Subtract the value you have calculated from 410,000 gp. The remaining amount is the total amount in Gold Pieces that will empty from the pouch.

The Pouch itself is also a Fate Item, it will carry whatever in coinage the player places within it.

Vorelle, tied around the pouch is a blue ribbon with a wave pattern embroidered upon it.
This is also a fate item.
When wrapped around the hilt/haft/handle of one weapon, it gives the bearer free action when in water. Out of water it bestows a +1d6 frost damage to the weapon it is wrapped around. It takes a move action to move the ribbon from one weapon to another.

Brahmah, hooked around the pouch is a type of flat linked chain made from silver. Each flat section of the chain has waves engraved into it. (picture each link as about half an inch long with a pin linking it to the next, like a watch band)
When wrapped around the hilt/haft/handle of one weapon, it gives the bearer free action when in water. Out of water it bestows a +1d6 frost damage to the weapon it is wrapped around. It takes a move action to move the chain from one weapon to another.

As a note, Our incoming DM may change the pouches if he thinks they are too much, but the ribbon and chain are approved.

Brahmah184hps, AC 26  d8=8 ; d8=8 ;
Sunday December 4th, 2011 6:15:17 AM

Brahmah looks surprised at the gift from the Turtle People, in fact, he smiles. (OOC: Fantastic Fate item!)

Brahmah also intends to train at the WLA briefly to up his skills.

OOC: Rolls for animal companions two missing hit dice. (Wow! 16 hps for teh bear! Turning out to be a great day. Who is the incoming DM, so that I may speed along my PC sheet to them and get things rolling on my end?)

Additionally, can anyone help me with a feat question? I'd like to finally take A Craft Feat and I can't decide in one. I took Brahmah's Tattoos, obviously, but I would liek another. Is it worth it this late in the character? Or shoudl I focus on skill and combat based feats?

All the character updates are ready, except the feat. And purchases to be made soon! Lots of gold afoot!

Al - Guest DM To Be 
Sunday December 4th, 2011 7:56:18 AM


OoC: Jay, I am the incoming DM. Please read my post of Wednesday November 30th, 2011 11:57:58 AM.

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148 
Sunday December 4th, 2011 7:03:00 PM

Jass isn't interested in staying at Turtleshell Village or Fledgling Cove while relaxing; just not enough ammenities or people to talk with. He'll agree to go along with Vauhwyt to see Plateau City. "I"m sure there is a place or two there that knows how to treat a great person like me." And, he thinks to himself, I may be ableto do some research on the undead curse on my magic.

ooc: working the 17th level stuff, Al

Brahmah184hps, AC 26 
Sunday December 4th, 2011 7:16:10 PM

Ooc: Thanks Al. I had a brain fart. I remembered the post after reading it a second time. The updates are almost done. I need a feat.

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159  d20+36=42 ;
Monday December 5th, 2011 12:31:20 AM

Aztyr wakes up, and the small pouch intrigues her. She takes her time and looks it over from each and every direction. She gets a surprise when she opens it and more than a handful of coins pours out. She quickly rights it, and stuffs the coins back in that fell out. She then rushes out of her room and when she finds the first of her friends she grabs a hold of them.
"Have you seen this? have you, have you? It's like a tiny bag of holding, but it breaks the rules. It's incredible, did you get one? did anyone else? Don't you know? Come on, tell me?"
After about an hour she calms down, by that time she's eaten breakfast and checking her mental list of magics, she finds a couple changes, going to new areas, and older areas are closed off.
Aztyr pulls out her Blood Container and she focus' her attention and her power to create a small portal, into this portal she reaches her hand and grabs a hold of one of the flowing streams of Wold's Blood, well not actually a hold of it, for those watching very closely, she slips her fingers into a small split in the river and she diverts a few drops into her palm and then withdraws her hand with some blood safely cupped in her palm. She looks at the blood and carefully pours the 6 drops into her vessel. She recaps the container.
"Brahmah, I'll ask you once again. Do you wish to join our mental link and be able to speak without speaking? I've lost the spell itself, but I can take and force my magical energies to mold to will and cast it upon you."
She once again announces "I'm headed to Liontaur Island, and then to Imod City. Anyone is welcome to join me, or do I need to drop anyone off somewhere else?"

Spells Highlight to display spoiler: {

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

* = unlimited

Wold's Blood Draws : 0/8
Wold's Blood in storage : 7/8 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 :

Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection)
Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops from storage)

Spells on others :

}

Brahmah184hps, AC 26 
Monday December 5th, 2011 7:54:50 AM

"If you all think it's a good idea for me to join the link? Do you hear thoughts of other in the group that don't wanna be heard? Because, frankly, that's not an appealing prospect. Thoughts should be only yours. You'll have to explain the rules again."

"Yes the pouch is incredible. This chain is remarkable too. See?" he wraps his kukri hilt and he blade frosts up.

Vauhwyt (HP126+11 (8 nonlethal), AC40) and Mookie in Gnome Form (HP63+17, AC33) 
Monday December 5th, 2011 8:26:19 AM

Vauhwyt says to Brahmah, "No one can hear your thoughts except the words you choose to broadcast. Same as talking. And thank goodness. If I had to listen in on Mookie's thoughts all the time, I'd go crazy!"

"Boss!" Mookie looks wounded.

She says, "Hush, Mookie!"

Brahmah184hps, AC 26 
Monday December 5th, 2011 9:23:30 AM

The minotaur looks horrified. "The bird is included too!?" He jabs a thumb toward Mookie. "Wait, I might have to rethink this." He looks for a long second at Mookie, then smirks. "Can Polo be included too, or is the familiar a special case and the companion can't be linked?"

(OOC: Brahmah update is linked now, but still missing a feat. Can anyone help with the item creation question I post this weekend?)[DM Al, I'll send you an email of updates stats when I finally choose a feat, by which time, I will have also done shopping.]

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Monday December 5th, 2011 11:37:53 AM

"I included the Bird, only because he can vocalize his thoughts, your friend Polo can't speak so all we would get is a form of crackling noise, as far as I can tell.(static) While you would be able to converse or whatever it is you do with him, the rest of us would probably find it uncomfortable when he tried to speak.
No remarks Mookie, you do remember my favorite spell I hope. I'm sure Crow Ala Flam-bay can be managed for lunch."


OOC: headed to Catacombs to shop.

AC 35, 167/167 hp Malgant Winterborn 
Monday December 5th, 2011 6:56:14 PM

OOC
Malgant is a work in progress. I had to make a Hellmar character this weekend so I am behind. I will email Al and Cazle soon with my surgery and then finish the updates. All I can say is I love having real bonus spells now, I don't know how I lived without them before.
----------------------------------------------------------
"The bag is impressive, but who left it? surely not the halflings. They do not seem to have the wealth or the magical aptitude to make such a thing. Could it be from the Fey lady?"
" People have been known to sometimes blurt things over the link, but normally it is quiet enough. It is very handy for coordinating during combat though, so that the noise of battle does not garble the plans as they are relayed. Make your decision Brahmah, I will be ready to leave in about an hour once I make my devotions to Imod."

Malgant goes off to don his armor and weapon and then prays his sword forms on the beach, facing out over the lake.

Leaving Turtleville - DMAl  d20+20=39 ; d100=76 ;
Monday December 5th, 2011 8:47:29 PM


The halflings of Turtleville are more than happy to ask one of their friends to watch over Fledgling Cove at Vauhwyt's request. A bright eyed young halfling woman approaches a large bull turtle, and through the magic of both the control staff and the natural affinity of long association, explains the request. The turtle swings his head in the direction of the strange group of Two-Legs. Though possibly an illusion born of wishful thinking, but there is a sense that the turtle recognizes the group as those responsible for the peace that they now enjoy. His answer comes in the form of action, as he heaves his massive body out into the water and begins his journey to Fledgling Cove.

The seven eventually take their leave of Turtleville. Azytr ties them all together with a spell before leaving for Liontaur Island. Malgant takes Brahmah, and both are recalled to the Temple of the Bountiful Vine in Imod City. Greeting the two taurs is the familiar motif of grape leaves that grace the temple.

Vauhwyt takes herself, Mookie, Jass and an unusually silent Mac to the bustling metropolis of Plateau City. The four draw stares, and not a few gasps as they appear, but the magic of teleportation is not an oddity in a city with an active and busy teleport circle to the mysterious Floating City.

The taurs, however, are somewhat unusual. Both Vauhwyt and Mac become the subject of many a curious whisper. Mac, somewhat abashed, strides off through the crowd. Via the telepathic link, he informs the others that he will keep in touch.

(Vorelle, please state where you wish to go.)

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

OoC (Some Notes)

1) Please note that the only items accepted by the magic pouches are coins and gems. (Ungodly lots of them, but only coins and gems.)

2) Also note that the Ribbon and the Chain only allow free action with respect to attacks, not to movement. Please list them on your character sheet with the following notation:

When wrapped around the hilt/haft/handle of one weapon, it gives the bearer free action when in water with respect to attacks and attacks only. Out of water it bestows a +1d6 frost damage to the weapon it is wrapped around. It takes a move action to move the chain from one weapon to another. (This is a Fate Item and may not be sold. DM JohnC Saturday December 3rd, 2011 4:46:44 PM.)

3) I'll be running some downtime for you folks for a week or so. Shorter if we get done sooner. Don't forget to send me your itemized list of level changes. Don't forget to send me your current wealth (pre-magic pouch). And make all Catacombs purchases before we begin.

4) Lets take this week to get into the habit of daily posting. I hope to start the module by at least next Monday. If you are not finished by then, we may very well begin anyway. There will be no access to the Catacombs once we start. If you have special circumstances, please email me. We'll try to work something out.

Azytr: Level 17 changes approved.

Brahmah:

Jass: Level 17 changes approved. Current wealth approved.

Malgant:

Vauhwyt: Level 17 changes approved.

Vorelle:

Mac:


Vauhwyt (HP126+11 (8 nonlethal), AC40) and Mookie in Gnome Form (HP63+17, AC33) 
Monday December 5th, 2011 9:39:13 PM


OOC: Thanks, John, for running the last scene. And welcome to Al! I'm really looking forward to this!

The liontaur remembers being the center of attention when she was a Catacombs clerk, back before she was an adventurer, and even later as a resident of Dirt City. In fact, having never lived in the Taur Isles, standing out is very normal for her.

Vauhwyt has two main orders of business: WLA Training and Catacombs Shopping. But she also intends to visit the Temple of Gargul, which was so helpful to her friends a little while back. And she was thinking she would check out some of the famous non-Catacombs magic shops, like Jehosephat's Rare & Ancient Emporium of Magic in the Dragon Quarter, and Juster's Eyepieces in the Rogue Quarter.

OOC: Al, visiting these two shops is just a fishing expedition. Likely nothing to be found there that's not at the Catacombs. But what the heck, I figure!


Vauhwyt (HP126+11 (8 nonlethal), AC40) and Mookie in Gnome Form (HP63+17, AC33) 
Monday December 5th, 2011 9:44:06 PM

Vauhwyt thinks over the mental link to Vorelle, Hey! Where are you going? Why not come along with us!?

She says to Aztyr, Take care and stay safe if you are alone!

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159  d100=79 ; d100=37 ;
Monday December 5th, 2011 11:43:56 PM

OOC:
Aztyr total new worth (after the Catacombs visit now underway)

1 5000 gp diamond, 3 1500 gp diamonds, 11 100 gp pearls, 20 Platinum pieces (from before platinum was abolished), 6,434 gp
plus 300,266 gp in gear and magic (listed at bottom of equipment on sheet) + the 92,500 in gear being purchased in the Catacombs as soon as Catacombs DM realizes my total's are correct (he wants less than what I'm supposed to pay)

______________________________________________________

IC:
Before the rest leave, Aztyr casts the Mindlink on Brahmah and makes it permanent. (unless he distinctly says no)

Aztyr watches the rest head off their separate ways, receiving Vauhwyt's be careful wish she sends back, *It's not like I'm going hunting a Lich or something all by myself. And besides, I'm almost always careful. Except for that time with the fireball and the... well I'll strive my best to be careful.*

She has a new wrinkle she wants to try out, and she teleports to the Cove. Once there she looks around and smiles. First she casts Mass Enlarge Person, being the only one there she grows to huge size. She then casts fly, so she's hovering just above the ground. Now it's time to reach inside herself and touch that new node of magical energy. She casts Iron Body.
She instantly transforms to a iron golem like creature that still looks like herself, but is still flying and is huge. She flies out over the cove and looks at her reflection in the water.
Over the mental link the others hear *Oh WOW, I like it.*
After a few minutes the spells wear off and she thinks, I think I need some gear to go along with that.....

She concentrates once again and and teleports to her home, or at least where it should be this time of year. Since the Tribe migrates with the herds and birds. Changing her Hat of Disguise so it only effects her hat and robes (turns into a hat that provides some shade and the robes become more worn looking and a gray in color) She looks around to see whom is there.

(DM info: read the Liontaurs in the Outback info, I submitted it, and it helps explain a lot.)
______________________________________________________________

both teleports are ok.

Spells Highlight to display spoiler: {

Level ----- 0 1 2 3 4 5 6 7 8
Available-- * 8 8 8 8 7 7 5 4
Used ----- * 1 0 1 1 2 0 2 1

* = unlimited

Wold's Blood Draws : 0/8
Wold's Blood in storage : 7/8 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)

Non-Permenancied Spells on Aztyr :

Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection)
Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops from storage)

Spells on others :

}



Vorelle 
Tuesday December 6th, 2011 12:57:08 AM

Vorelle has never been to Plateau City before, and is curious to see it. She asks Vauhwyt if she can tag along.

Once there, she stands around gaping like a tourist.

[OOC: Haven't leveled Vorelle yet. I will. I swear. :)]

Brahmah184hps, AC 26 
Tuesday December 6th, 2011 3:18:36 AM

"Sure. Cast and make it a good one. Let's do it Aztyr! No worries about Polo. He wouldn't like it either.".

Ooc: at work right now. I can't do the changes here to Brahmah, but the gold/equipment comparison is roughly 170k. I'll have exact numbers in the morning after I get home.


Vauhwyt (HP126+11 (8 nonlethal), AC40) and Mookie in Gnome Form (HP63+17, AC33) 
Tuesday December 6th, 2011 8:05:51 AM

Vauhwyt takes Vorelle under wing and plays tour guide. "Hey! Look at that! I like this one. When I worked in the Catacombs, I went here all the time."

Mookie is sullen, seeing as Vauhwyt is referring to a time before she had a familiar. "Well, why don't you still work there, if you liked it so much!" Vauhwyt just stuffs him in his pouch.

Brahmah184hps, AC 26 
Tuesday December 6th, 2011 11:11:42 AM

"I know several of you are spell casters. Should I learn how to create some sort of magic items? Or should I stick with the tattoos only?"

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148  d20+18=31 ; d20+18=24 ; d20+18=19 ; d20+18=23 ; d20+18=33 ;
Tuesday December 6th, 2011 1:43:21 PM

Jass enjoys seeing Fledgling Cove again, and passes a good evening with companions that are quickly becoming friends. "Roots?", the sorcerer laughs at himself, "am I actually thinking about being more than a travelling troubleshooter? Amazing!"

"Brahmah, you should really look at setting yourself up with some great wands, rods, and other magical items with that new-found wealth. You rangers are linked to divine spells, right? Just imagine what you could do with a Staff of Curing to help us or destroy some undead!"

.........

Jass is in his element in the bustling city of Plateau City. "This place is like old-home week", he chortles, thinking of Hook City far, far away. The sorcerer, nothing better to do, tags along with Vauhwyt, gently chivvying Vorelle along with a light touch on her shoulder as they rummage through the magical emporiums of the Northern Continent's First City.

Not a devotee of anyone, Jass nevertheless stops in at the Temple of Gargul as well. Having personnally met the god and given a second chance at life, Jass feels he needs to make it count. And part of that is learning all he can about the evil curse of undeath. Jovial in many cases, but when it comes to being dead and also fighting the death within his own magics, the sorcerer sobers considerably.

......

Perception checks for the magic emporiums - 31, 24, 19, 23, 33


AC 35, 167/167 hp Malgant Winterborn 
Tuesday December 6th, 2011 8:27:49 PM

Malgant glances around the inside of the Temple as he and Brahmah arrive and inhales the strong scents of burning incense and sweating minotaurs as the newest crop of initiates rest around the training circle. His weapons and shield secured to his back, he bows deeply to the instructors and motions Brahmah outside. The damage done by the Sphere of Annihilation to the outside walls of the grounds was extensive, but is being repaired rapidly through the hard work of the initiates.
Malgant points out the square where Brahmah last left Polo ( That was Imod City, right? ) From there the Ranger is on his own since Malgant has no idea where the bear might have gone in the intervening days.
Once Brahmah is off to find his friend, Malgant turns to the repairs on the wall looking for a foreman. Once he finds one he inquires as to where the most stone wall is needed and then begins spontaneously casting Wall of Stone from his prepared prayers. He casts until he exhausts all of his prayers up to and including his most powerful ones. He then retires to one of the smaller private practice yard to pray and contemplate his future.

Magic effects on Malgant or cast by Malgant
Blur( minor cloak of displacement)
Mind Blank 24 hours, cast each morning
Telepathic bond ( permanent link to the rest of the group set up by Aztyr)
Magical Vestment +4 enhancement bonus to Malgant's Armor ( 32 hour duration, cast each morning)
Magical Vestment +4 enhancement bonus to Malgant's Shield ( 32 hour duration, cast each morning)
Magical Vestment +4 enhancement bonus to Vauhwyt's buckler ( 32 hour duration, cast each morning)

Day One - DMAl  d20+20=35 ;
Tuesday December 6th, 2011 8:47:10 PM


Vauhwyt, Jass and Vorelle wander the shops of Plateau City. There isn't much in the way of powerful magic items that one cannot get in the Catacombs. Enquiries as to what these shops will pay for in return for magic bring prices far worse than the ten percent take of the Catacombs too. These shops seem to think that fifty percent of market value is fair custom for adventurers looking to sell their loot.

Jehosephat, it seems is an old bespectacled gnome. At his Rare & Ancient Emporium of Magic, Jass and Vauhwyt find a basket full of colorful woven-grass tubes. Once one's fingers are inserted into either end one's fingers become stuck, hopelessly trapped within the ends of the tube unless one happens to know to rotate one's fingers in opposite directions to release and extract them. Gnomes can be very strange sometimes.

Azytr looks out at the liontaur encampment from a nearby bluff. This is the time of the year that they come nearest to the sea, and the salt tang of the ocean is in the air. From the markings on the yurts it appears that there are two tribes in this area. One tribe is her own, the other tribe are clanmates, the Huaydo tribe. At first the wemics are wary, but the taurs from Azytr's tribe soon recognize her, and the atmosphere soon turns to one of welcome.

The Huaydo's are full of a story in which one of their warriors fought a giant clam for a pearl of enormous size. A group of adventurers, including a minotaur, then arrived, begging for the pearl on behalf of one of the fish people. In exchange for the pearl, the Huaydo demanded an heroic deed, to which the adventurers responded by bringing down a live hellhound from their ridge. They were witnessed racing back with the body, six of the hellhounds brethren on their heels. A fresh hellhound hide flies above the shaman's yurt as testament to the tale.

In Imod City, Malgant and Brahmah make their way through the repairs ongoing at the temple. As Malgant begins pitching in with the repairs. The walls of stone that he puts up are rough, and will require an artisan's touch. But the process of quarrying and transporting the stone has been avoided.

Brahmah begins his search for Polo. This should not be difficult. The bear would find a place where he could forage. He would not go far. Polo had foreseen his coming back in Floating City. He had felt drawn to the bond. Polo would surely be close by.


A voice interrupts the activities of each of the team from Blackbird Lake. It is the voice of Mac, and it enters through their heads. He says that he's met a one-time acquaintance who is planning an expedition south across the ocean. This acquaintance, who he calls Xenia, is rounding up a crew, and he giving serious thought to signing on.

Afternoon turns to evening in each respective locale. Evening to night.

+++++++++++++++++++++++++++++

Azytr: Level 17 changes approved. Current wealth approved. Catacombs complete.

Brahmah: Level 17 changes approved.

Jass: Level 17 changes approved. Current wealth approved.

Malgant:

Vauhwyt: Level 17 changes approved.

Vorelle:

Mac: ?????

AC 35, 167/167 hp Malgant Winterborn 
Tuesday December 6th, 2011 10:12:01 PM

" To the southern continent? Does your acquaintance know of a Centaur there, or any Minotaur's? I have someone that needs finding in that neck of the woods. Either way I am in once I have trained."

Magic effects on Malgant or cast by Malgant
Blur( minor cloak of displacement)
Mind Blank 24 hours, cast each morning
Telepathic bond ( permanent link to the rest of the group set up by Aztyr)
Magical Vestment +4 enhancement bonus to Malgant's Armor ( 32 hour duration, cast each morning)
Magical Vestment +4 enhancement bonus to Malgant's Shield ( 32 hour duration, cast each morning)
Magical Vestment +4 enhancement bonus to Vauhwyt's buckler ( 32 hour duration, cast each morning)


Vorelle 
Tuesday December 6th, 2011 11:58:57 PM

Vorelle wanders about, marveling at a city that is both larger and cleaner than Dirt City. And, although adventurers with weapons are commonplace, nobody seems to worry that they'll be murdered and left in an alley somewhere.

She spends some time watching the Endless River, wondering where it goes.

[OOC: Vorelle is leveled, but I haven't calculated or adjusted her net worth yet. I'm getting there!]

Brahmah184hps, AC 26 
Wednesday December 7th, 2011 5:05:28 AM

As soon as his finances are confirmed, the Minotaur heads to the Catacombs.


Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Wednesday December 7th, 2011 2:06:03 PM

Aztyr listens to the tales as they are told, she just nods, being diplomatic.
When the stories are finished, she begins by telling the tale of a Liontaur who with friends ventured into the heart of an ancient device. It was out of control and the group struggled against many various tests. The sight of a flying rhino is one many will remember for a long time. The story continues and the group in the end rescues a Fairy Queen named Ringalingling.
She doesn't go into other of her adventures, some of which she would rather not embellish as a story.

She goes and finds her mentor, checking in with him, answering any of his questions.
Her last visit is to see her family, her mother and father, and to see if she has any siblings which three years ago, she hadn't, but now who knows...

After spending a day or two with her family, she plans on heading to Imod City, she needs to visit the Catacombs and to get training at WLA and to submit her decision to go for Officer Status in the League.

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148 
Wednesday December 7th, 2011 3:42:15 PM

Jass is intrigued by the woven finger traps, but "how much?!" isn't willing to buy any of them. As for the rest, it is not anything more than the sorcerer thought of in the first place, but "you never knoe until you look, eh?"

Jass knows Mac is from the Southern Continent originally. "Somewhere on the Sargrass Plains, I think", he tells the others through the mental link. "Unless he really wants to have company, I tell him speedy travels." Wistfully, Jass wonders what it would be like to sail back to the land of his birth. "This Xenia may be a bold sailor for crossing the ocean like that."

Jass wanders off to the Catacombs.

Vauhwyt (HP126+11 (8 nonlethal), AC40) and Mookie in Gnome Form (HP63+17, AC33) 
Wednesday December 7th, 2011 5:24:05 PM

Vauhwyt chuckles at the finger trap and ponders its utility for a Beguiling Gift spell she has heard about.

She places her order at the Catacombs and then heads over to the WLA to train while her order is being filled.

Vauhwyt (HP126+11 (8 nonlethal), AC40) and Mookie in Gnome Form (HP63+17, AC33)  d100=54 ;
Wednesday December 7th, 2011 5:36:08 PM

Forgot to roll for error in getting to Plat City! D'Oh!

a 54, no problem.

I also used to have to roll a 5% arcane spell fail chance for armor, but I was always forgetting. But with my newest feat, that's not a problem. :-)

I rolled the teleport percentage for you a few posts back. --Al

AC 35, 167/167 hp Malgant Winterborn 
Wednesday December 7th, 2011 10:12:16 PM

As he enters the practice yard the sun stands high in the sky. Malgant drops his gear near the gate and steps to the center of the yard with only sword shield and armor. Standing still a moment, he focuses his mind and then draws forth his sword and begins his sword forms, the way he was taught to pray and rever the Father of Battle, Imod.
Minutes pass into hours. The sun drops low in the sky, and still he moves through the weapon forms. Each move is still perfect, yet his mind remains clouded with doubts and questions. Why did Val leave when she knew there were things looking for her? He had tried to speak to her through the bond, but either she was ignoring him, or had severed it. He knew she wasn't stupid. That left only incredibly brave as a reason. Was she trying to protect him, the others? He hoped he had that level of courage if it ever came down to it. He had reached the pinnacle of the Protector's craft. What was next for him? How could he best serve Imod, his friends and the oppressed people of the Wold? The answers would come, They always did, he just needed to continue his prayers.
Darkness fell and deepened into night. Still Malgant prayed int the practice yard. The neatly raked sand of the challenge pit was now churned with his movements and dampened by both his sweat and the evening dew, but the answer had not yet come. Dropping his shield with the rest of his gear, Malgant took the sword in both hands and fought the way he had first learned here at the temple, two handed. The forms of the prayerwere different, but his questions remained the same. What was Imod's plan for him now that he had fully become a Protector.
Hours passed and still no answer came. The moon rose and shone full on the practice yard. around Midnight, Malgant heard a soft cough behind him, near the gate. Malgant turned to see who had come into the yard. His arms quivered with the exertion the prayers had caused him since he had taken neither food, drink or rest while he prayed. Standing by the gate, wraped in a shawl against the night's chill stood Mulna Ironhand, the Hand of Imod Elder of the Temple. Mulna had taught the harmony of spell, weapon and fist in Malgant's time here. Malgants sword tip dipped until it touched the sand as he waited to hear what the Elder had to say.
" I was restless tonight, and Imod guided me to the practice yards. I knew you had returned earlier today, and judging from the rough stone walls outside where the Sphere breached our compound it would appear that you have taken Gralnir Swordbreaker's teachings to the upper limit of their study. If that is the case, why do you labor out here in the practice yard? Why is the one Imod demanded we banish so he could learn the Wold's ways and find Imod's teachings in the real Wold so troubled with mastering the path set before him. The set of your shoulders and the smell in your sweat says it all child, you need not answer. You have lost your way have you not? You have mastered your path and now fear what the future holds."
Mulna lets out a strong, loud laugh. When he hears it, Malgant hears not scorn that someone laughing AT him might provoke. Instead he hears the mind clearing, fear removing, mirth of someone who no longer knows fear. Almost instantly Malgant's mind clears and his questions disappear. This is the next challenge Imod would lay before him. He had mastered weapons, armor and the power Imod invests in his followers through prayer. Now Imod wanted him to master his own body and learn to fight without any of those crutches. Hand, mind and faith were the weapons and armor he would use now.
" Go and rest your body and your mind Malgant. In the morning I will teach you the ways of the Hand." Were Mulna's words as she left the practice yard and headed back to her cell for a night's rest. Malgant gathered his gear and did the same.

---------------------------------------------
Bah, I took too long to write this and you beat me to the punch Al. 8)

I edited my post and placed it below yours, David. --Al

Yay! Thanks

Stretches to Week One - DMAl 
Thursday December 8th, 2011 12:34:59 AM


Malgant makes a short reply to Mac before continuing with is training. Just as he had thought that his road had come to the top of the peak upon which it has climbed these many years, Elder Mulna Ironhand appeared. It appears, that when the road comes to the top of the mountain, one must find a new mountain to climb. Or, learn to walk upon the air.

Not greatly impressed by the finger traps, nor even by the devious mechanical chattering teeth at the emporium of the gnome Jehosephat, Jass, Vorelle and Vauhwyt leave to find lodgings in Plateau City. Come morning, the trio (plus one bird) split to follow their own pursuits. Before they go their own ways, however, both Jass and Vorelle spy a face peering at them from the shadows of a nearby alley. To Jass the face is of note due to the fact that he thinks he can see through the pale insubstantial flesh of the man to what lies beyond. To Vorelle it is the face of someone she knows. It is Targo Flatjaw. Before the two can react, the man realizes that he's been seen. Then, he literally fades away.

Brahmah, confident in the eventuality of Polo's return, simply counts the coin from his magic pouch. With the 170,000 gold pieces, he makes his way to the Catacombs.


The wemics of Aztyr's tribe listen intently to her story. There are, however, many looks of incredulity, proof that her life and the power it has brought her have taken her so far away from the common taur that even her true stories may be seen as fiction. Aztyr's mother and father are in good health, but there appear to be no brothers and sisters on the way.

At the League outpost in Imod City, Azytr is met by a - of all things in a minotaur city - a grizzled human with a black patch over one eye and what appears to be a days growth of hair on his chin and jaws. He wears a red badge with a single tine that marks him as a Commander. "So, you want to be an officer in the League," the human growls. Smoke rises from a noxious bundle of rolled leaves that he holds in the corner of his mouth. "You think that you're leadership material." He eyes Azytr, sizing her up with keen dark eyes.

"When have you lead others? Why don't you tell me when you last successfully lead others. Then we'll see."

+++++++++++++++++++++++++++++

Azytr: Level 17 changes approved. Current wealth approved. Catacombs complete.

Brahmah: Level 17 changes approved. Current wealth approved.

Jass: Level 17 changes approved. Current wealth approved.

Malgant: Level 17 changes and surgery approved. Current wealth approved. Catacombs complete.

Vauhwyt: Level 17 changes approved.

Vorelle:

Mac: ????

Brahmah184hps, AC 26 
Thursday December 8th, 2011 8:39:07 AM

After a brief stop at the Catacombs, the minotaur ranger wanders off to the WLA chapter and asks to post a flyer.

It reads:
Captain Brahmah (formerly of the Chosen of Domi, out of the Taur Isles), of the WLA, seeks stouthearted folk for sea adventures, travel essential and potential advancement on the ships crew.
Treasure hunters, glory seekers and extreme-adventurers need NOT apply.
WLA membership encouraged, but not required.
Experienced spellcasters also required.
Experienced sailors required.
Only two dozen positions are to be filled.
If you want stable employment and would like to help better the Woldian seas, Brahmah is looking for you.


He then seeks out Polo and greets his friend. The ranger notices the bear's size increase and groans, thinking about the food consumption and feeding schedule. He wonders how many halflings or gnomes may have gone missing. "Urg."
But Polo, oblivious to the concerns just wants to wrestle with his friend. "Down you galoot! We have people to join back with."

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148 
Thursday December 8th, 2011 4:02:16 PM

Jass is startled and ready to chase down this ghost when he catches sight of Vorelle's recognition. "OK, spill the beans. This some wunjo of yours, eh? If he's dead, it may be better to help him move on to Gargul if you know what I mean."

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Thursday December 8th, 2011 5:27:58 PM

Aztyr lowers her hind quarters to sit and she thinks about the question....
"When our group of heroes went after a pair of Liches I assumed the lead in solving the riddles of which Lich was which. Since my expertise lays in the arcane arts, I know when it's best to allow those whom are more martially inclined to take the lead. It's not every leader that knows when to allow others to step up and take charge, when they lack the knowledge to lead properly.
I've taken more interest in martial magics, so I'm using the time while others take the lead to study and learn from them. I hope to be able to show my new skills soon, well, my new magics soon that is."

With that she goes quiet to see what his response is to her admitting her lack of knowledge in some of the areas of leadership, but strengths in other.

Vauhwyt (HP126+11 (8 nonlethal), AC40) and Mookie in Gnome Form (HP63+17, AC33) 
Thursday December 8th, 2011 5:53:11 PM


Vauhwyt makes her way to the Catacombs, and can't help reflecting on her early days as a clerk at the magic shop. "Back then, I wanted to one of the heroes I was serving," she muses to Mookie.

He caws. "And now you am one!"

"I guess I are, old friend," she says smiling, too pensive to shush her familiar.

OOC to DM: Highlight to display spoiler: {Vauhwyt's woldly fortune adds up to 321,220 gp. It would take about 88 grand to bring that to 410,000. That's how much is in the treasure pouch, then, right?}

That's right. --Al

AC 14, 194/194 hp Malgant Winterborn 
Thursday December 8th, 2011 7:17:50 PM

Time passes, muscles ache and bones break. Malgant suffers a great deal of abuse learning to fight without relying on his armor to absorb a blow or his sword to be able to damage a foe. He learns, he breaks, and then he heals. Hardly a night goes by when he does not return to his quarters and fall into bed to sleep as soundly as he has since he was a child. The learning comes faster than he could have imagined.
One morning he goes to pray and realizes he no longer knows as much about using a Bastard Sword as he once did. That day he learns that his mind is also more resistant to mind affecting spells, just as his training with the WLA made his body more resistant to poisons and nausea. Soon Mulna teaches him how to make his hands as hard and unyielding as the edge of his sword had always been, making them just as effective, if not more effective than a blade.
Finally he donates most of his wargear to the temple, to do with as they wish. New Protectors will rise and need arms and armor to strike out into the Wold and protect it. Hopefully the Temple would have something suitable for him to replace that gear with. If they did not he always had that pouch of coin from the Fey woman.

The Gray Days - DMAl  d20+20=25 ;
Thursday December 8th, 2011 9:22:20 PM


Jass notes Vorelle's look of recognition and looks to her to take the lead in action against what the sorcerer recognizes from personal experience as some form of undead spirit. Vorelle, however, is silent. Be this shock, horror, or, perhaps something else, regardless, she takes no action. And it is too late at any rate. The spirit is gone.

At the League outpost in Imod City, the one eyed human Commander listens to Azytr's description of her leadership experience. He shakes his head when she's through. "No. I'm sorry. We value your participation in the Woldian League of Adventurers. But becoming an officer is about leading others. People live or die at your orders. Being an officer is not a rank of privilege. It's a responsibility."

"The Woldian League thanks you for your interest in becoming an officer. You may resubmit your application after you've had more experience in leadership roles. Come back then, and we'll discuss it again."

The next few days bring gray clouds over majority of the southern coast of Yrth. The unseasonably gloomy weather stretches all the way up into the high plateaus of the Elennian Peninsula.

During the next few days Brahmah puts up a sign recruiting sailors for a crew. Many people seek him out and express interest. Most of these are visibly disappointed when Brahmah is forced to admit that he does not yet have a ship. Polo, however, does not seem to mind. The big bear is happy enough to be reunited with his soul-friend.

At various places and at different times over the next few days, the three in Imod City see the spirit of an unidentified human male. Sharp eyed Azytr spots the ghost right away, despite its clumsy attempts to conceal itself. From its demeanor, she can tell that it has been watching her, or, at least, prepared to. As soon as it realizes that it has been seen, it fades away. Malgant at his training and Brahmah as well, both have similar experiences.

+++++++++++++++++++++++++++++

Azytr: Level 17 changes approved. Current wealth approved. Catacombs complete.

Brahmah: Level 17 changes approved. Current wealth approved.

Jass: Level 17 changes approved. Current wealth approved.

Malgant: Level 17 changes and surgery approved. Current wealth approved. Catacombs complete.

Vauhwyt: Level 17 changes approved. Current wealth approved.

Vorelle:

Mac: ????

Brahmah184hps, AC 26 
Thursday December 8th, 2011 10:17:37 PM

(Where is everyone at this stage? I lost track of where the party split and where individually they are.)

Brahmah is honorable about his intentions with the ship and promises to only the most experienced and positive of the seekers, that he would request them for the post once it opens and when the ship is ready.
"It's my honor at stake. It is too high a price for me to lie to you. You seem like a person who could do the job."

The minotaur leaves, the WLA center, more elated about his retirement prospects than he was when he entered. The outlook was good that would have a crew once the ship was ready. He will return to place the order at the Catacombs very soon.
The excitable Polo is hopping about the streets like an overgrown puppy, because his friend is back. Brahmah doesn't notice because he is concerned for the citizens close proximity to the happy bear. "Excuse us ma'am, he didn't mean to knock over you flower bucket. Here's a gold for the damage. "

Vauhwyt (HP126+11 (8 nonlethal), AC40) and Mookie in Gnome Form (HP63+17, AC33) 
Friday December 9th, 2011 7:15:21 AM

After checking out at the Catacombs, Vauhwyt heads over to the WLA, where she spends a couple days in intensive training.

OOC: My primary laptop died, and with it, my notes on V's shopping. I'll have to wing it, but I hope to get done in the Catacombs this weekend. Sorry for the delay!

The Gray Days - DMAl 
Friday December 9th, 2011 8:39:11 AM


OoC: Here's a recap on where people currenty are.

Plateau City: Jass, Mac, Vauhwyt, Vorelle
Imod City: Azytr, Brahmah, Malgant

BTW, attention to detail will help greatly in preventing death. At this level there are a lot of details. Your numbers and abilities. The numbers and abilities of your fellow players' PC's. The opponents. The story. The environment. Your abilities as a player are as taxed at this level as are your charcters' abilities.

My philosophy is that if you are not willing to put in the time and effort to internalize all of these details, then you should not be playing at this level. I have seen many players who could not or would not. I must warn you that I am not very forgiving in this respect.

AC 14, 194/194 hp Malgant Winterborn 
Friday December 9th, 2011 10:25:51 AM

ooc
Malgant hasn't been to the catacombs yet, although the surgery trade in is finished.
I will do the catacombs transaction over the weekend and get you the receipt
-------------------------------------------------------------------------------------
The next morning, when Malgant comes in from his prayers to the training Circle, he finds Mulna waiting for him as usual. Today however she has a bundle of items that she presents to the new Hand." These belonged to a Hand of Imod that retired a few years ago. Like you he was a cleric in addition to his monk skills. He left his gear with the Temple in case another Hand should need it. Whilke your armor and weapons are in our Armory for our use, you should take these items and put them to use in protecting the Wold."
Malgant looks over the gear and notes that all of it is magical. He tries on the gloves and finds that he is now capable of actually catching arrows in flight! Intrigued, he tries on the robe only to find that he is able to strike harder and more precisely than he had been able to before. The amulet makes his hands shimmer with a holy energy just like his old blade did and also allows him to touch incorporeal beings with his attacks. Finally he sees four pearls and a prism among the items and looks questioningly at Mulna. " They are Pearls of Power. You mentioned that the domain spells you knew boosted you armor for only a few moments and you wanted to be able to cast them more than once each day. These pearls will allow you to recall a prayer that you have expended already that day in order to have it available to you again. The prism orbits your head and will grant you a small amount of insight into your opponents attacks, allowing you to avoid them better."Malgant thanled her and asked leave to visit the Catacombs to make a few other upgrades to his new gear. Mulna said that he had completed the training and could now do as he wished. Malgant heads to the Catacombs to make another purchase.


Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148 
Friday December 9th, 2011 11:41:51 AM

Jass rubs his temple, and for some strange reason has to rise to get a glass of water. A sudden shiver up his spine reminded him of the caverns under the Floating City's lake where he was subject to a terminal case of dehydration with Horrid Wilting. A reminder of the first time his glib tongue couldn't get him out of trouble, and a reminder of his brush with being undead himself. The time where his magic was corrupted by necromantic magics.

The sorcerer frowns, lost in his own dark thoughts. No, he isn't likely to forget that the unknown powers of the Wold can be very unforgiving of mistakes.

He takes the morning to go to the Catacombs.

Highlight to display spoiler: {Al, all that above is all roleplaying. I enjoy your DM style, and the backstory Jass' death gave him is in my opinion, incredible. A happy-go-lucky guy who now has to fight his own corrupting magics... love it!}

Brahmah184hps, AC 26 
Friday December 9th, 2011 6:44:47 PM

Brahmah only spends a brief time at the Catacombs and WLA, but most of his time in Imod City at the docks and harbor master's.

He returns to the WLA with a poster requesting those folks he promised positions too.

DM Al, Highlight to display spoiler: {Al, I'm making the final ship purchases, more or less, at the Catacombs. The folks Brahmah will hire, hopefully return. If so, which are hirelings, which are followers and would you like stat blocks for them? Skill sets? And if possible, what is the likelihood of getting a cohort at this stage?}

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159  d100=71 ;
Friday December 9th, 2011 7:05:45 PM

Aztyr after finishing up training at the WLA and having finished her purchases at the Catacombs heads to the temple, where she expects to find Malgant in the training ring. She's not disappointed with finding him, but is surprised to see him in nothing more than robes and shirts, no more heavy armor.
During one of his brief breaks, Aztyr asks if she can use the ring for a few minutes. Getting permission she steps out into the ring and casts a few spells.... Starting with Fly, followed by Mass Enlarge Person, Iron Body and ending with Transformation. She uses the time to practice with her fists, falchion and her Dragon Claws. When the spells start wearing off, transformation first, Enlarge and then Iron Body she has obviously been working out, because she has actually worked up a sweat.

"Well, i guess that will work if a problem is come across."

Spells Highlight to display spoiler: {

Level ----- 0- 1- 2--- 3- 4- 5- 6- 7- 8
Available-- *- 8- 8- 16- 8- 7- 7- 5- 4
Used ----- *- 1- 0--- 1- 1- 0- 1- 0- 1

* = unlimited

Wold's Blood Draws : 0/8
Wold's Blood in storage : 7/8 drop(s)

Spells on Aztyr :

Permenancied Spells on Aztyr:

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)

Non-Permenancied Spells on Aztyr :

Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection)
Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops from storage)

Spells on others :
}

The Gray Days - DMAl 
Saturday December 10th, 2011 8:48:18 AM


OoC: Waiting on Vorelle.

Vauhwyt (HP126+11 (8 nonlethal), AC40) and Mookie in Gnome Form (HP63+17, AC33) 
Saturday December 10th, 2011 3:50:19 PM

Vauhwyt continues her training as the service in the Catacombs seems to be a bit slow. "Back in my day, we did not leave customers waiting," she muses.

AC 29, 211/211 hp Malgant Winterborn 
Sunday December 11th, 2011 11:23:18 AM

OOC
I think Malgant is finished with leveling. I have included the items from the catacombs. I just need to receive them. The catacombs staff are busy , so that is all I am waiting on. Swapped weapon focus unarmed strike for the Improved critical unarmed strike that I was going to take as a feat this level once I saw how low my to hit bonus was. Other changes are per the surgery email I sent.

Vorelle 
Sunday December 11th, 2011 11:33:26 AM

Vorelle stops and stands stock-still, staring. Seeing Targo's--what? apparition? spirit? vengeful ghost?--was such a shock that she lapses back into her stutter when she speaks. "D-d-d-did you see that?" she asks Jass.

Her first instinct is to flee, but where would she go? She is quite certain that Targo has never been to Plateau City, but his--whatever---managed to make its way here. Was there anywhere she could go that he could not find her?

She stands, rooted to the spot for several seconds, then finally takes a deep breath and begins to walk again. "I need to talk to Vauhwyt," she says. She doesn't stutter, which comes as a bit of a relief.

Time Passes - DMAl 
Sunday December 11th, 2011 4:51:42 PM


Time passes. The days remain gray and dreary.

Brahmah looks into acquiring a ship. He has a cadre of six solid stable taurs who, after speaking to him and feeling out his leadership qualities themselves, pledge their loyalty to his cause. Each says that they know three to four others who could swell their ranks at a day or two's notice to form a full crew.

Malgant continues his training. He receives special gifts from the Hand of his temple. The end of his training may be near. But will it be enough? That is always the question. Will it be enough?

Azytr arrives, and shows the Hand in Training what she's been able to do with her magics. Her prowess may, in its way, rival his own.

Jass reflects on his own death. The appearance of the undead in places they should not be can do that. Death has its own weight. It has its own density. It can cling to the soul.

Vorelle has her own reaction to the apparition. It does appear, after all, to be the spirit of her husband, with all of the implications that would hold. But why would he appear here? Why now? Vorelle believes that Vauhwyt could know the answers. Vauhwyt, after all, knew Targo too in a way.

Vauhwyt, for her part, is trapped in long lines. Why are the lines so long this time of year?

+++++++++++++++++++++++++

OoC: Well, it looks a though we're going to miss our start date. I have to tell you that this makes me a little impatient. But, then it came to me that the Holidays are really no time to be impatient. There's enough going on. And it should be a happy time.

We'll start when things are ready. As you can see below, I'm waiting on some Catacombs purchases to come ready. I hear that they're busy. Not surprising. And I'm waiting for Vorelle.

Kathy, if you want to go ahead and complete your Catacombs business first, I would recommend that. That's the only part that you can't do after we begin the module. The rest, you can complete in game.

Azytr: Level 17 changes approved. Current wealth approved. Catacombs complete.

Brahmah: Level 17 changes approved. Current wealth approved.

Jass: Level 17 changes approved. Current wealth approved.

Malgant: Level 17 changes and surgery approved. Current wealth approved. Catacombs complete.

Vauhwyt: Level 17 changes approved. Current wealth approved.

Vorelle:

Mac: ????

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Sunday December 11th, 2011 4:55:18 PM

Aztyr reentered the catacombs for a quiver, simple non-complicated purchase, just waiting like the rest.

Vauhwyt (HP126+11 (8 nonlethal), AC40) and Mookie in Gnome Form (HP63+17, AC33) 
Sunday December 11th, 2011 7:58:18 PM

OOC: I'll help out in the CC.

Vorelle 
Monday December 12th, 2011 12:29:01 AM

"Oh, drat! I'm going to be late!" Vorelle tears off in the direction of the Catacombs.

[OOC: Character leveled. Extra gold calculated. I know what I want from the Catacombs, so it'll just be a matter of getting it.]

Brahmah184hps, AC 26 
Monday December 12th, 2011 2:30:42 AM

With any luck, Brahmah will have all his stuff before leaving Imod/Domi Citty. A couple things purchased at the Catacombs were a bit unique and maybe a bit difficult to acquire, and expensive, but the ranger was happy with his purchases. He just hopes the crew were available. It had been awhile since Brahmah was able to buy new things and it was a nice feeling. At least he wasn't the only one from his group to gather new gear.

He thinks a small gathering to launch the ship would be nice prior to leaving the city, but time might be a factor. He would see.



Vauhwyt (HP126+11 (8 nonlethal), AC40) and Mookie in Gnome Form (HP63+17, AC33) 
Monday December 12th, 2011 8:14:30 AM

Vauhwyt thinks to Brahmah over his new telepathic link. (Jay, did you let Aztyr set you up with the link for Brahmah?)

"Excuse me, excellent and worthy Brahmah, but would you be so kind as to make three of your wonderful tattoos for me?"

Brahmah184hps, AC 26 
Monday December 12th, 2011 9:35:41 AM

[I thought it was set up prior to the group splitting to do their own things...?]

"Sure... who is this?"
The new link is moderately disconcerting for the ranger, who is used to his own thoughts and not being interrupted in the middle of a good one. "I sure can. Which did you have in mind? And remember, I can't do certain ones."

"Um.... urm, Jass? I might need your help with something. If I get a couple scrolls, can you cast them for me. II think I will have them soon."

Time Passes - DMAl 
Monday December 12th, 2011 9:38:03 AM


OoC: Yes, the Telepathic Link also includes Brahmah. Azytr specified this a week or so ago.

Vauhwyt (HP126+11 (8 nonlethal), AC40) and Mookie in Gnome Form (HP63+17, AC33) 
Monday December 12th, 2011 9:47:37 AM

Vauhwyt says to Brahmah, "Thanks! They are all ranger spells. First level Feather Step for me, second level Lockjaw for Mookie, and third level Cure Serious Wounds for Mookie also."

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148 
Monday December 12th, 2011 11:59:50 AM

Jass enjoys hearing Brahmah on the telepathic link. "Why yes, I can cast some spell scrolls for you, nothing but a thing, eh?" And I like the idea of Mookie getting Lockjaw..." the sorcerer teases.

The sorcerer is more concerned about Vorelle's reaction to the ghost. "Yeah, I saw it. And it looks like you recognized it. No, no, don't tell me, it would be better to tell Vauhwyt and let me listen so you don't have to say it more than once."

Then again, the sorcerer thinks, we don't even have to say it once with the Telepathic Bond. Using the Bond, Jass relays what has happened to himself and Vorelle to all the party members: how a ghost that Vorelle seems to know appeared to them outside thier window in Plateau City.

Vauhwyt (HP126+11 (8 nonlethal), AC40) and Mookie in Gnome Form (HP63+17, AC33) 
Monday December 12th, 2011 5:28:53 PM

Vauhwyt listens carefully to the story of the ghost or whatever. She is eager to help. "Let me use my abilities to handle ghosts. Maybe I can figure out what is going on."

She will walk along with Vorelle in Plateau City. She will be looking into the Realm of Shadows as they walk, looking for spirits. She plans to use her Command Spirits power as soon as she sees the ghost.

AC 29, 211/211 hp Malgant Winterborn 
Monday December 12th, 2011 7:00:16 PM

" Wait , what? did he look like ( Malgant describes the apparition he saw while training in the yard the past day )? Why is this thing appearing to us, and in widely different places? Can ghosts travel like that?"

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
-Blur ( constant per the streamers of minor displacement)
-Mind Blank 24 hour duration cast each morning
-Magic Vestment on Malgant's robes 34 hours using rod of lesser extend, cast each morning
-Greater Magic Weapon cast on Malgant's fists/body 17 hour duration cast each morning and refreshed when it runs out
-Contingency cast using a Miracle spell :" When I cast Righteous Might also cast Divine Power" Duration 17 days or until used
-Imod the Warrior +1 to hit and damage whenever Malgant's weapons have a dive enhancement cast by Malgant on them.
-Ring of Counterspells set for Greater Dispel Magic

-----------------------------------------------------------------------
OOC
Malgant is complete, I sent you the catacombs slip today


Dark Portents - DMAl  d20+20=29 ;
Monday December 12th, 2011 8:58:19 PM


The the six from Blackbird Lake converse over Azytr's telepathic connection. They speak of powerful magics that they've learned of in their many years as adventurers. What else would ones such as these six speak of?

From within such banter Jass brings up the subject of the spectral figure that he, and apparently, Vorelle as well from her reaction, had seen. He relays the information to the others.

Vauhwyt, after considering all that Vorelle has to say, decides to track this apparition that wears the face of an old enemy. She tags along with Vorelle, but sees nothing. Either it is no longer in the area, or, perhaps, it does not wish to be seen. Vauhwyt is reminded that Dirt City was a place where many practiced the arts of Not Being Seen.

Malgant makes the connection between this spectral figure that Jass, Vauhwyt and Vorelle speak of and the figure that he glimpsed during training. Malgant gives a description. Jass recognizes he figure that he saw. Vorelle and Vauhwyt recognize this as Targo Flatjaw. Brahmah and Azytr also agree that this matches the figure that they've seen as well.

Brahmah stands on the dock surveying the lines of his new ship. Winds toss the waves of a cold gray sea, threatening a squall. The weather looks to turn foul, no an auspicious time for the christening of a ship. From down the dock an aged minotaur approaches. Bent at the back and creaking with the pains of age, he comes slow, like the advancing tide. The old taur's eyes are glazed and blind-white with cataracts. He reaches Brahmah, and unerringly takes his hand. Into Brahmah's palm he places an object. "The black spot," the old taur mumbles. "The black spot."

When Brahmah looks down, in his hand is a black conical object. Closer inspection reveals that it is the tip to a minotaur's horn. At some time it was likely cut from a minotaur, live or dead, and then colored black.

+++++++++++++++++++++++++

David/Malgant, I didn't get your Catacombs slip. Can you send it again? I'm at changa@charter.net

Jay/Brahmah, choose the picture of any reasonable sailing ship off of the internet and post a link. I'll try to upload it to Woldipedia for you.

Kathy/Vorelle, you need to send me a list of your level changes. Simply leveling your sheet is not enough.

Azytr: Level 17 changes approved. Current wealth approved. Catacombs complete +1.

Brahmah: Level 17 changes approved. Current wealth approved.

Jass: Level 17 changes approved. Current wealth approved.

Malgant: Level 17 changes and surgery approved. Current wealth approved. Catacombs complete.

Vauhwyt: Level 17 changes approved. Current wealth approved.

Vorelle:

Mac: ????

Brahmah184hps, AC 26 
Tuesday December 13th, 2011 7:20:42 AM

OOC: Found the ship photo but will have to be home to post it.

Brahmah looks at the taur. Does this minotaur look familiar? "My friend. Who are you? Whose was this? What Black Spot?"

Vorelle 
Tuesday December 13th, 2011 10:18:43 AM

It was Targo, Vorelle explains over the link. Then, for people who don't know what that means, she adds, he and I used to be....well, it's complicated.

Vauhwyt (HP126+11 (8 nonlethal), AC40) and Mookie in Gnome Form (HP63+17, AC33) 
Tuesday December 13th, 2011 11:12:51 AM

Vauhwyt sadly reports her failure to her friend. "But if he shows up, Vorelle, I'll get him!"

She adds in a whisper, Highlight to display spoiler: {"I'm not surprised he's dead, if he is. He was a mostly talentless jerk, and his two talents were being a bully and getting powerful people mad at him."}

But she has business in Imod City. She teleports there after her training and shopping is done, so that Brahmah can help her with her tattoos.

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148 
Tuesday December 13th, 2011 11:42:42 AM

"Targo Flatjaw, eh? And an old enemy? Appearing to three groups of us in wildly different places. There is no way that this is some prank. It has to be your old dead enemy."

"Hmmm... notice that as soon as we recognized him watching us he up and disappeared? Like we're supposed to follow him, eh?"


Jass lets his obvious answers settle in everyone's mind before he goes on so that the group is thinking along the same lines.

"So, if he's dead, where is he buried? Do we need to go to this Dirt City place, or is this a trip to the Lands of Unrest or even... Koshe-Marr."

Brahmah 202hps, AC 29 
Tuesday December 13th, 2011 12:16:47 PM

"I take it this guy is a real winner then? What did he do?" Forgetting to use his new found mental link.

Then he realizes the Kosshe Marr thing. "Undead?"

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Tuesday December 13th, 2011 12:32:57 PM

"Been to the Lands of Unrest. I really hope to only ever make one more trip there.
And whomever it is, I've never seen him before personally"


Spells Highlight to display spoiler: {

Level ----- 0- 1- 2--- 3- 4- 5- 6- 7- 8
Available-- *- 8- 8- 16- 8- 7- 7- 5- 4
Used ----- *- 1- 0--- 1- 1- 0- 1- 0- 1

* = unlimited

Wold's Blood Draws : 0/8
Wold's Blood in storage : 7/8 drop(s)

Spells on Aztyr :

Permenancied Spells on Aztyr:

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)

Non-Permenancied Spells on Aztyr :

Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection)
Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops from storage)

Spells on others :

}

AC 29, 211/211 hp Malgant Winterborn 
Tuesday December 13th, 2011 5:12:55 PM

Over the mental link Malgant simply says " Jass, hush. This is Vorelle's thing to say if we pursue it or not. I will say he was obviously trying to hide, which makes it odd he couldn't hide if he were able to." In all the time Malgant has known Vorelle, he has never heard a word from her about this person. If Vorelle, the most uncomplicated and straightforward of people Malgant has ever known, shyly says that the relationship between her and this Targo were complicated, then she does not want to talk about it and pushing her for answers may make her revert to her old stutter. While Malgant found that stutter to be an endearing trait, Vorelle clearly hated it and he has no desire to have her pushed back into the habit.

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
-Blur ( constant per the streamers of minor displacement)
-Mind Blank 24 hour duration cast each morning
-Magic Vestment on Malgant's robes 34 hours using rod of lesser extend, cast each morning
-Greater Magic Weapon cast on Malgant's fists/body 17 hour duration cast each morning and refreshed when it runs out
-Contingency cast using a Miracle spell :" When I cast Righteous Might also cast Divine Power" Duration 17 days or until used
-Imod the Warrior +1 to hit and damage whenever Malgant's weapons have a dive enhancement cast by Malgant on them.
-Ring of Counterspells set for Greater Dispel Magic

--------------------------------------------------------------------
OOC
Al I will resend it. Also is this what you want to see in the way of effects management?

Strength and Mysteries - DMAl  d100=43 ;
Tuesday December 13th, 2011 8:54:41 PM


Vorelle returns from the Catacombs with two weighty tomes. They will take many days to absorb. She's faced with a choice, pursue the mystery of Targo's re-appearance, or tend to the magic tomes. From her earlier reaction to Targo, it isn't difficult to decide which she'd prefer.

The others discuss what this must mean. Better yet, what they should do about it. What could the implications be behind these visitations?

Meanwhile, Brahmah stands on the dock with the blackened tip of a minotaur horn in his hand. He puts several questions to the blind and aged minotaur who gave it to him.

The old one sags and then recovers. "What? What? Where am I?" He reaches out and finds Brahmah's chest. "Do I know you? I hear the sea. Did I walk to the sea?" The old minotaur sounds lost, as though having waken from sleep.

And still ... there is the blackened tip of the horn.

Vauhwyt leaves Plateau City, teleporting successfully to the WLA headquarters in Imod City, a good enough place to begin searching for Brahmah, and the tattoos that she needs.

+++++++++++++++++++++++++

OoC: Almost there. Just a couple of more Catacombs purchases to complete.

Vorelle needs twelve days to read her manuals.

How much time do you need for the Tattoos, Vauhwyt?

Azytr: Level 17 changes approved. Current wealth approved. Catacombs complete +1.

Brahmah: Level 17 changes approved. Current wealth approved. Catacombs complete.

Jass: Level 17 changes approved. Current wealth approved.

Malgant: Level 17 changes and surgery approved. Current wealth approved. Catacombs complete.

Vauhwyt: Level 17 changes approved. Current wealth approved.

Vorelle: Level 17 changes approved. Current wealth approved. Catacombs complete.

Mac: ????

Strength and Mysteries - DMAl 
Tuesday December 13th, 2011 8:58:38 PM


OoC: BTW, I invite you all to view Brahmah's boat on the Blackbird Lake Woldipedia page.

Brahmah 202hps, AC 29 
Wednesday December 14th, 2011 2:23:27 AM

The ranger takes care to help the old taur to sit on a crate, then he talks to his friends via the link. "I need to have a bit of horn scryed on. Who can do it?



Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Wednesday December 14th, 2011 3:06:59 AM

*I can, but it's a long ritual to do so. It's not something I can rush through.* Aztyr replies. She's headed to the Mangled Centaur, where she's rented a room, and also checking in to see if any of the Cloud-Prance family is currently in residence.

Brahmah 202hps, AC 29 
Wednesday December 14th, 2011 7:08:23 AM

"Well, I need someone to do it and I can't myself, so can someone help me out?" He says again, ignoring the mindlink.

Is there someplace Brahmah can go, like the WLA or the temple of Domi, to expedite the scrying process?



Vauhwyt (HP126+11 (8 nonlethal), AC40) and Mookie in Gnome Form (HP63+17, AC33) 
Wednesday December 14th, 2011 8:12:20 AM

Vauhwyt, having just teleported in [OOC: Thanks Al for rolling my percent], walks up to find Brahmah talking to himself.

"Hey, Brahmah!" she greets him. "Who are you talking to?"

She asks for a tour of his new ship, and asks him for help with her tattoos.

Strength and Mysteries - DMAl 
Wednesday December 14th, 2011 8:42:16 AM


OoC: A note on the Telepathic Link. Just because you can speak to each other does not mean that you know where each other are. Keep that in mind.

Vauhwyt (HP126+FL, AC40) and Mookie in Gnome Form (HP63+FL, AC33) 
Wednesday December 14th, 2011 9:06:43 AM


Good point Al. I'm assuming, maybe too much, that Vauhwyt appears near the Temple of Imod, asks around, and asks Brahmah where he is via mental link, finding him fairly easily. If not, let me know.

Also, I meant to ask if anyone else wanted to come with. If not, Vauhwyt is always available to blip around and ferry friends.

Brahmah 202hps, AC 29 
Wednesday December 14th, 2011 9:14:58 AM

"I'm at the harbor in Imod City, where I am storing my new ship, The Courageous, and this old, erm, honorable, minotaur approached me with this bit of blackish horn. It looks like minotaur horn, but I can't be sure. The old taur seemed to find me and relate his message "THE BLACK SPOT", quite easily but once he found me, he seemed confused and disorientated. Does anyone have a rippin' bloody clue as to what in the Lands of Rest he could be talking about?!"

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148 
Wednesday December 14th, 2011 10:08:08 AM

ooc: a brigandine rigged ship. She's got sleek lines, good speed, good turning radius for a larger ship, and will be able to sail pretty close to the wind, but will need a large crew to serve all those sails. Good choice, Brahmah!

Jass, having completed his shopping and willing to not poke the fire with Malgant or Vorelle, is able to enjoy himself until one of the teleporters comes and gets Vorelle and him. Until then.... a nap!

Vorelle 
Wednesday December 14th, 2011 10:25:21 AM

Vorelle decides that, whatever Targo wants, it can wait. She has work to do!

She spends 12 days reading her books, performing the exercises, trying to concentrate on getting stronger and faster. Sometimes, she gets a niggling thought that she really should have paid more attention to that ghost (or whatever it was), but she ruthlessly pushes it to the back of her mind. First things first.

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Wednesday December 14th, 2011 6:22:09 PM

Aztyr relaxes in a room at the Mangled Centaur, until she's needed or wanted. With her time to herself, she she experiments with some of her spells and waits for others to say they are ready for her.

AC 29, 211/211 hp Malgant Winterborn 
Wednesday December 14th, 2011 7:44:46 PM

Malgant reaches up to his own horn, now mended by the Fey Ringalingling. It had been shattered by an evil agent of the Sons of Dread on an uncharted island by a bead of force. " An old Minotaur? Please describe him, does he look like ( Malgant describes the Minotaur Poet from the village of Gnym)? On second thought, I'll be there in a moment. You are by the docks you say?"
Malgant excuses himself from the training yard and takes wing. Flying to the docks over the city saves him a good deal of time. When he arrives he looks upon the old Minotaur and gently asks him how he came by the horn tip. Malgant also examines the horn, trying to see if it could be his.

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
-Blur ( constant per the streamers of minor displacement)
-Mind Blank 24 hour duration cast each morning
-Magic Vestment on Malgant's robes 34 hours using rod of lesser extend, cast each morning
-Greater Magic Weapon cast on Malgant's fists/body 17 hour duration cast each morning and refreshed when it runs out
-Contingency cast using a Miracle spell :" When I cast Righteous Might also cast Divine Power" Duration 17 days or until used
-Imod the Warrior +1 to hit and damage whenever Malgant's weapons have a dive enhancement cast by Malgant on them.
-Ring of Counterspells set for Greater Dispel Magic


Vauhwyt (HP126+FL, AC40) and Mookie in Gnome Form (HP63+FL, AC33)  d100=29 ; d100=12 ; d100=72 ; d100=49 ; d100=76 ; d100=81 ; d100=76 ; d100=81 ; d100=33 ; d100=54 ; d100=7 ; d100=65 ;
Wednesday December 14th, 2011 8:13:37 PM


Vauhwyt does not have much to say about the old minotaur, but she wonders if he was possessed or magically charged to deliver a message.

Anyway, she is super busy with plans. Here's how her calendar book is shaping up.

Day 0 - Celebration at Shellville.
Day 1 - Wake up with coin pouches full of rewards. Teleport to Plateau City. Shopping.
Day 2 - WLA Training
Day 3 - WLA Training and roaming around looking for Targo. Teleport to Imod City.
Day 4 to Day 15 (the next 12 days) - see below.

7 am - get up have breakfast, etc.
8 am - activate Karma bead, then give prayer beads to Mookie
- Cast daily assortment of spells, CL20
-- detect scrying; false life; greater magic weapon (gmw) on armor spikes, x2 on Brahmah's weapons, ditto on anyone else who asks; heroism on self, Mookie, Brahmah (extended); Shrink Item x2 renewed on personal items.
- Receive Magic Vestment x2 and a charge to my staff from Aztyr
- use staff to put greater magic fang on two paws
8:03 - leave Mookie with Brahmah for tattoo work, teleport to Fledgling Bay
- stonework at fledgling bay, some at CL20
2 :00 - teleport back to Imod City
- recharge staff
- cast heroism on Brahmah again
6:00 - cast mage's mansion for the night -- all are welcome to sleep here!

Work to be done at Fledgling Bay: extend existing dock, build boathouse at end of dock big enough for the Silver Lady. Spells to use - Wall of Stone, Fluid Form for underwater work, Crafter's Blessing for craft checks, Stone Shape, Fabricate, Mon Sum IV for Water Elemental for muscle if needed.

We need someone to go get the Lady and bring her to dock.

That's like 12 teleports, minimum. Here are 12 rolls: d100=29 ; d100=12 ; d100=72 ; d100=49 ; d100=76 ; d100=81 ; d100=76 ; d100=81 ; d100=33 ; d100=54 ; d100=7 ; d100=65 ... NO PROBLEMS!

If anyone wants to come craft stone or pilot the Lady, that would be great.

Twelve Days - DMAl  d20+20=30 ;
Wednesday December 14th, 2011 8:46:30 PM


"Are you my son? You're not my son." The old minotaur begins feeling his way along the dock in the direction of the shore. "What? Can I do it myself? Yes, I can do it myself. Learned to do things by myself, I did." The old one's mutterings become indecipherable as he clops down the dock away from Brahmah.

Azytr returns to the Mangled Centaur and enquire as to whether any of the Cloud-Prance family might be in town. The innkeep replies to the negative. But, for one of the heroes that saved Imod City, he would be glad to try and contact one of them on Azytr's behalf. No guarantees, though.

Vauhwyt finds Brahmah. She needs those tattoos. But, the minotaur also needs help with his own little mystery.

Malgant has his own questions. He arrives at the dock just in time to catch the old taur before he wanders off into the city. The old taur is not the poet. When asked about the horn, the taur appears genuinely confused as to both the horn that Malgant is talking about as well as how it was that he even got out to the docks. Vauhwyt speculates as to whether or not the taur might have been magically possessed or compelled to come out here and deliver the horn. That's a pretty fair supposition given the available evidence.

The bit of horn itself is no more than an inch to two inches in length. The tip is sharp, and the butt, opposite the tip is smooth and cleanly cut. The blackening of the horn is deeply ingrained, as though from moldering age. Malgant does not believe that this bit of horn could have come from him.

Jass remains in Plateau City, keeping Vorelle company while she works at a little self improvement. While Vorelle works, twelve days pass. Finally, she is done.

+++++++++++++++++++++++++

OoC: Pretty much all complete. Brahmah and Vauhwyt, please complete your Tattoo crafting. Get together and make the necessary rolls. (You mentioned rolls, Cayzle.) If you can't coordinate the effort by next Monday, it don't get done.

If you have any specific tasks to do these next twelve days, please pursue them.

If you did not see the email, I'll repeat it here.

From here on out, I'd like everyone to keep note of the days. Keep a list of spells prepared and spells expended for the day.

Also, make sure that all of your possessions have a place. That is to say, they must be declared to be in a pouch, or stored at home, or in a backpack, in a scabbard at your hip, strapped to your back or some such. All items not so designed, I will assume has been left at home. Make doubly certain that this is where you want it.


Brahmah 202hps, AC 29  d20+10=15 ; d20+10=24 ; d20+2=3 ; d20+10=29 ;
Thursday December 15th, 2011 3:05:35 AM

OOC: I've tattooed a lot of characters and don't remember having to make any rolls. However, it has been decreed by Al, so shall it be! Wait, Brahmah is tattooing a BIRD!? Mookie? Is that right? If things go wrong, am I going to be eating crow?!

IC:
The ranger grabs up the old minotaur, who Brahmah does not recognize, and moves him off to the temple of Domi to see if they can unmuttle his mind. The minotaur is grateful for any help they provide. If they manage to help the old taur, Brahmah will stay around and ask him if he remembers anything, if they can't help, he will leave but leave instructions to contact Brahmah with any new developments.

What series of spells is Brahmah tattooing?
----------------------------
If Brahmah had to prep some ranger spells prior to the tattoos, he would do that.

Day One and Two:
Brahmah prepares carefully for his first tattoo session in years. He pulls out a fine fur wrapped tattoo kit, which looks only slightly used, and realizes the needles look dull. He says nothing.
He casts the spell, Guidance from his own tattoo. And is thankful for the Heroism to assist the tats. (Craft tattoo 15, on the first level tattoo) Not his best work, but High Quality, but the next one should be better.

Day Three - Eleven:
He recasts Guidance to prepare for the second level tattoo. (Craft tattoo 24) Masterful! Nearly perfect! A very complex and detailed piece of art. (Heroism too please!)

Day Eleven - Twenty Two:
His knowledge of High Woldian for the third tattoo is poor. He is unfamiliar with one of the symbols which represents the third level and final tattoo. This scares him a bit. Very early High Woldian! That's why he doesn't recognize it! Sigh. He goes to work. Is not to be disturbed!
Recasts Guidance. This one is going to be grueling and torturous for both the recipient and the tattooer.
Brahmah stops several times to ice his hands. He would like to speed up, but this is delicate work. He picks up a snack for Mookie and liquor for him and the bird.
Is glad another Heroism is cast! (Craft tattoo 29!) A MASTERPIECE!

The final reveal is spectacular. Mookie is missing a feather or ten. The art is beyond awesome. The first day was touch and go and that tattoo shows it. However, given the next few days, the bird stopped flopping around and Brahmah stopped getting frustrated.
"Never tattooed a bird before, or any animal. Didn't think it would work." He looks at the bird with much more respect than before. "Hated that bird before this. Mouthy thing. Now, not so much." He points at Mookie. "You better appreciate what we've done for you, you pigeon." He winks at Mookie and then says, "Sorry for taking so long. What now?"

(OOC: If this takes too long, fine. I just thought it was fun and Al DID request rolls! Tattoos take one day per 1000gp of tattoo to be crafted. A bit long, but that is cost of having a spell at hand. Useful, but costly.)

Vauhwyt (HP126+FL, AC40) and Mookie in Gnome Form (HP63+FL, AC33) 
Thursday December 15th, 2011 6:09:29 AM


OOC: Jay, the rolls are needed because under the Pathfinder rules, you need to make Spellcraft checks to make magic items. The Spellcraft DCs are 6 and 8, and your rolls are fine to pass those. Vauhwyt also casts heroism on Brahmah daily to aid in the crafting. Really, only the more complex creation needs a check, and then it would fail only on a natural 1.

The spells are Feather Step and Lockjaw, which are both new ranger spells. Only two tattoos, over 12 days, not three.

I was thinking you could put tiny tattoos on Mookie's feet or maybe beak, but he's happy with whatever you chose.

=====

IC: Mookie bears it all stoically. When all is done, the raven bows, and says "Thanks. It is an honor."

He seems to be a more quiet and reflective bird. Maybe recent events (including a fairly traumatic Catacombs visit) are teaching him some manners.

Brahmah 202hps, AC 29  d20=18 ; d20+7=17 ; d3=1 ; d20+7=15 ; d20+7=22 ;
Thursday December 15th, 2011 7:15:33 AM

OOC: Spellcraft rolls to create magic items?! Makes more sense than craft. Perhaps the Brahmah Tattoos should reflect that too. I suggest changing it in the Woldipedia. Brahmah has a Skill of 4 with no ranks in Spellcraft, but I am happy to alter it as needed. I suggest 3 or 4 ranks as a prerequisite in addition to the skills already required (2 in High Woldian and 2 craft tattoo), perhaps 2 ranks in spellcraft. I will happily preform surgery on Brahmah to reflect the changes.

IC: Rolls to craft magical tattoos. Heroism and Guidance included. Ignore the first d20 and the d3, the mouse was acting wierd. Spellcraft rolls are 17, 15 and 22. All successful!!

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Thursday December 15th, 2011 3:10:04 PM

Over the Telepathic Link, *If you need to be picked up and brought to Imod City, just say something. I'm just experimenting with various spells.*

Aztyr continues to lounge around, with not much to do other than organize her gear....

___________________________________________________________________________

Aztyr's Spell Information

Level ----- 0- 1- 2--- 3- 4- 5- 6- 7- 8
Available-- *- 8- 8- 16- 8- 7- 7- 5- 4
Used ----- *- 1- 0--- 0- 0- 0- 0- 0- 0

* = unlimited

Wold's Blood Draws : 0/8
Wold's Blood in storage : 7/8 drop(s)

Spells on Aztyr :

Permenancied Spells on Aztyr:

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)

Non-Permenancied Spells on Aztyr :

Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection)
Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops from storage)

Spells on others :

___________________________________________________________________________

Al, is the Info you want listed? and do you want it spoilered?

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148 
Thursday December 15th, 2011 6:22:23 PM

Ah! Relaxing at a great spa in Plateau City! "Cmon Vorelle, relax! The wold is as it should be. We can have massages every day, long soaks in a hot bath, and crisp refreshing ice cold beverages at our beck and call.

Vorelle may exercise, but Jass takes it easy.

.............

Day 0 - Celebration at Shellville.
Day 1 - Wake up with coin pouches full of rewards. Teleport to Plateau City. Find a Spa. Cast Contingency: Greater Dispel Magic counterspell if targeted by a unwiling spell
Day 2 - Shopping Plateau City
Day 3 - Shopping at Catacombs
Day 4 to Day 15 (the next 12 days) - see below.

9 am - get up, stretch, break fast light,
10am - renew spells. - [b]False Life, Unseen Servant[b]
11 am - wander downstairs-
12 - luncheon on patio
1pm - nap
2pm - soak and swim
3pm - massage
4pm - nap
7pm - dinner, wander about town
12 - sleep

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)

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 7 5
Used...... * 1 1 0 0 0 0 0 0
}

On the Twelfth Day - DMAl  d20+20=28 ;
Thursday December 15th, 2011 9:13:40 PM


The tattooing process winds up being difficult in different ways for all involved. Brahmah finds little *flesh* on a bird into which to administer his needles. He winds up miniaturizing everything. Mookie finds the process to be much more painful that he had expected. It would be so much easier if it were more a painting onto the skin that a poking of pigments under the skin with sharp needles. But Vauhwyt is there. And despite all of his complaints and smart remarks, the black bird would do anything for the liontaur.

At the temple of Domi the priests examine the old minotaur. In their expert opinion he is suffering from little more than old age. There can be little done, that they know of, to coax more information from the old taur. He he has answers, they will come in their own time. The priests tell Brahmah that they will keep him informed if something unusual happens. In the meantime, they will try to find out whether the old one actually lives somewhere in the city and has people who might be worried about him.

Azytr, spends the time waiting.

In Plateau City, Jass lives the comfortable life of a wealthy and powerful adventurer while waiting for Vorelle to complete her studies.

On the same day that Vorelle completes her studies in Plateau City, three of the four in Imod City catch a glimpse of the spectral man again. From the expression on his face he is surprised to see the bit of horn. (Vauhwyt, you may see Targo too if make a Perception check of DC28. This is the reason that you alone have been missing Targo.)

+++++++++++++++++++++++++

OoC: Looks like we're on track to start Monday.

Azytr, the unspoiled beauty of your spells is just fine for me. Better, in fact. I don't have to select the area to see them. Thanks for asking.

Third reminder:

From here on out, I'd like everyone to keep note of the days. Keep a list of spells prepared and spells expended for the day.

Also, make sure that all of your possessions have a place. That is to say, they must be declared to be in a pouch, or stored at home, or in a backpack, in a scabbard at your hip, strapped to your back or some such. All items not so designed, I will assume has been left at home. Make doubly certain that this is where you want it.

Brahmah 202hps, AC 29 
Friday December 16th, 2011 7:29:02 AM

DM AL, Highlight to display spoiler: {[OOC:Magic and mundane items have been placed and are clearly listed. I always make sure of this, but its clearer on the sheet now.]} I am also thinking about returning to the Catacombs for a couple more things, Al. Is there time?

EVERYONE: Are we casting on each other at the beginning of every morning, or only when asked? I for one would love a daily dose of Greater Magic Weapon and anything else that can be doled out. I have two weapons. And for those who are able to make things like Tongues, Barkskin and Water Breathing permanent, I'll pay for those! ;)
----------------------------
At the temple with the old minotaur. "Thank you Priest. As always, its an Honor to be here. But under these circumstances, it is ill omen. Please..." The ranger shows the cleric/acolyte the piece of black horn. ".... I would like this identified, auguryed, scryed, or whatever, very soon. It might be critical to the safety of this town. I will not part from this clue, so I will have to be present when you do your magics. And of course I will donate to your cause."
----------------------------
When finally away from the temple:
"Friends, now would someone please describe this Targo everyone is so bloody tense about? And if he isn't dead, why is there a specter? Undead upset me." He fingers the black pearl in his breast pocket. "Gargul and I have a.... bit of an understanding when it comes to the unnatural creatures of the dark. They should all be laid to rest, if they are meant to be dead, they should stay that way."
---------------------------
Prepared Spells: Day One
1st - Longstrider x2, Speak with Animals x2, Resist Energy
2nd - Speak with Plants, Barkskin x2, Hold Animal
3rd - Cure Moderate Wounds, Greater Magic Fang, Remove Disease, Tree Shape
4th - Summon Nature's Ally 4, Commune with Nature

Tattoos: Guidance 4/day, Entangle 3/day, Spider Climb 2/day, Call Lightning 1/day

Permanent/Other Effects:
Mind Link (group)
Helm of Comprehend Languages and Read Magic
Large
Fearsome

Other spells or effects cast by party members:
????



On the Twelfth Day - DMAl 
Friday December 16th, 2011 7:39:39 AM


OoC: Jay, there is not much time. Things will all depend on the speed of the Catacombs. You may try. But, if your sale is not complete by next Monday, I will not allow it.

Vauhwyt (HP126+FL, AC40) and Mookie in Gnome Form (HP63+FL, AC33)  d20+8=12 ; d100=58
Friday December 16th, 2011 8:22:21 AM


OOC: Jay, I'll make sure Vauhwyt serves you fast in the CC if you get over there asap. As for Greater Magic Weapons (GMW) and other spells ... Vauhwyt casts Mage's Mansion every single night as a secure place to sleep, eat, craft, etc etc. In the morning, she casts spells on herself and anyone nearby. I'm counting on casting a 20th level GMW on both of Brahmah's weapons every morning, giving them a +5 enhancement for 20 hours.

I can't do that for Mal because of his "religious sensibilities," and I figure Aztyr and Jass are not big on weapons, but what about Vorelle? Two hand axes and a bow? How about +5 on all of them?

Also each morning, Vauhwyt is hoping to get two 20th level Magic Vestment Fixer effects from Aztyr as well as a charge for her staff, if that's okay, John? We talked about that in e-mail.

Vauhwyt also has Resist Energy and Heroism spells to pass around, but they only last hours, not all day, so they are not so much designed for morning casting, unless you say pretty please.


==========

Vauhwyt completes the boathouse at Fledgling Bay and gets the Silver Lady docked and locked down. For the sorcerer, "locked" here means that the stone doors of the boathouse are "welded" shut with a Stone Shape spell, so that they would have to be physically destroyed to be opened.

She looks out across the bay at her statue of her five fledglings. She says a prayer to Gargul for their rest. She says goodbye to the Giant Turtle who is now the guardian of the bay. And she teleports to Imod City, ready to embark on a new adventure with the dawn.

Once there, she admires Mookie's new tattoos and praises his good behavior. She also compliments Brahmah on the beautiful work he has done. She and Mookie try out the tattoos once each just to be used to how they work.

She asks the party if they want to use a party item -- a Vision scroll -- to find out more about the blackened horntip. "I don't see why we shouldn't," she says. "An unread scroll is a wasted resource, I say."

As she is saying this, she completely misses seeing the ghost of Targo peek in at her. D'oh! Perception 12.

Later edit: Final teleport percent: 58.

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148 
Friday December 16th, 2011 11:29:20 AM

ooc: all equip in location, all days plotted... confirm?
...........

Jass enjoys helping others with magic or his amazing personality, but absolutely abhors physical labor. While stuck in Plateau City waiting for a teleport ride, there is little for him to do other than enjoy himself.

He keeps in touch with the others through the Permenant Telepathic Link, and gives advice when needed (and sometimes when not needed). Vaughwyt needs no magical support at Fledgling Cove. Brahmah, Malgant, and Atzyr don't need his help in the things they are doing either. And Vorelle, with her book and sweaty workouts, certainly doesn't need the help that Jass could provide.

The sorcerer first thought that lounging in a recliner and sipping some ice cold wine while watching the elven lady get all sweaty would be a fun way to pass an hour. Yet, the embarrassment for both of them quickly made Jass decide being elsewhere was the smarter choice.

One more day of a soak and a nap will catch up with all his rest. Yes, just one more day...

.............

Day 0 - Celebration at Shellville.
Day 1 - Wake up with coin pouches full of rewards. Teleport to Plateau City. Find a Spa. Cast Contingency: Greater Dispel Magic counterspell if targeted by a unwiling spell
Day 2 - Shopping Plateau City
Day 3 - Shopping at Catacombs
Day 4 to Day 15 (the next 12 days) - see below.

9 am - get up, stretch, break fast light,
10am - renew spells. - [b]False Life, Unseen Servant[b]
11 am - wander downstairs-
12 - luncheon on patio
1pm - nap
2pm - soak and swim
3pm - massage
4pm - nap
7pm - dinner, wander about town
12 - sleep

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)

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 7 5
Used...... * 1 1 0 0 0 0 0 0
}

Vorelle 
Friday December 16th, 2011 12:27:22 PM

[OOC: Vorelle is slender and shy and woods-wise and speaks Elven really well. So she does get mistaken for an elf from time to time. But her ears are not pointy, her brows are arches rather than angles, and her eyes are level. She is quite human. :) ]

Targo is a human man, Vorelle answers Brahmah. He is a little shy of 6 feet tall, and powerfully built. He has shaggy dark hair and brown eyes. His nose is all smushed, like it's been broken, which it has. Last I heard, he was still alive, though it wouldn't surprise me to learn that he's dead. He.....he's not a nice man. Or wasn't.

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148 
Friday December 16th, 2011 2:46:35 PM

ooc: Al, Jass' new Robe of Arcane Heritage provides +4 levels in Bloodline. One benefit is increase of Spells Known.

My thought that this means that Jass, as a 17th level Sorcerer, actually KNOWS a 9th level spell (Energy Drain due to Bloodline, but because he is only 17th level, his Daily Use of 9th level spells is ZERO.

Do you see it the same way?

On the Twelfth Day - DMAl 
Friday December 16th, 2011 4:13:58 PM


OoC: Yes, that has a certain logic to it, Steve. But I'm not sure I can allow it for the following reason: You can't un-know something. What happens when you take the robe off? Instant forgetfulness? And, as it doesn't appear to make any difference anyway (if you can't cast it) I'd prefer to avoid the irrational concept of fashion-sense specific knowledge.

Unless you have something else in mind and would like to try to convince me.

AC 29, 211/211 hp Malgant Winterborn 
Friday December 16th, 2011 4:19:07 PM

OOC
Malgant can pray for and cast most all of the divination you want to use on the horn, but I don't have time for a full post now, or likely until Sunday sometime. Line up your questions and what you want to know. Unless it is a 8th or higher spell of a class I don't have I can miracle it, twice if needed, each day. Also I can provide 1-3 magic vestments @ 17th level each day and can cast other enhancements on my "weapons" to qualify for Domi the Warrior. The GMW @ 20th would really help me out with the extra +1 to hit and damage.

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Friday December 16th, 2011 4:57:56 PM

OOC: on the Robe, I'd say since it "teaches" him the spell, if his "chr" is high enough to get a Bonus spell of 9th level, I can see him being able to cast it X = bonus spells / day.



On the Twelfth Day - DMAl 
Friday December 16th, 2011 5:15:13 PM


OoC: That makes sense to me, Azytr. Anyone here have any Ability score up in the 28-29 range? I see that you actually do. That's crazy. And you're only Level 17.

Vauhwyt (HP126+FL, AC40) and Mookie in Gnome Form (HP63+FL, AC33) 
Friday December 16th, 2011 5:30:26 PM

Well, this is kind of a Rules Board thread, but ... (A) Of course there is a big difference between having "--" spells at a given level and having "0" spells. Just look at the D&D 3.5 Bard Spell list. And (B) Don't be surprised at high stats, Al. Vauhwyt has a 28 Dex, up to 30 when reduced or Alter Selfed to a gnome or halfling, and she has not done all she could have to loft the stat. Start with an 18, add +2 race, +4 level adds, +6 enhancement item, and +2 inherent for a reasonable total at level 16 of 32.

Vauhwyt adds Mal on her list of people getting sweet sweet level 20 GMW spells cast for them each morn.

V's sheet is done. Working on Mookie's.

Night Falls On the Twelfth Day - DMAl 
Friday December 16th, 2011 9:04:27 PM


Brahmah beseeches the church of Domi to look into the mystery of the piece of black horn. They agree to see to the problem. But, when Malgant arrives, they all concede that he is far more powerful than anyone that they have currently in residence. They yield to his greater ability and put matters in his hands.

Vauhwyt completes her tasks at Fledging Bay and returns to proposes the use of one of the Vision scrolls in solving the mystery of the horn. (If you use it, roll CL13 vs DC20.)

Jass and Vorelle remain in Plateau City. Over the shared Telepathic Bond, Vorelle describes Targo to the others. The description fits the spectral figure that they've been seeing.

The afternoon wears on. The day begins to fall to its close. Azytr, Brahmah, Malgant and Vauhwyt are in Imod City while Jass and Vorelle are in Plateau City. (Unless someone goes to get them.) Malgant waits for questions to posse regarding the horn. As those in Imod City prepare to investigate the horn, rain begins to fall from the darkening sky.

+++++++++++++++++++++++++

OoC:

You have the weekend to ask questions for whatever spell Malgant has in mind. You may use the Vision spell if you so choose as well. If you don't play it, they don't happen.

Jass of Downs (SteveK) AC 39 CMD 22 HP 190/148 
Saturday December 17th, 2011 1:52:41 PM

ooc: moving to Rules Board

AC 29, 211/211 hp Malgant Winterborn  d100=91 ; d20+17=30 ; d4=3 ;
Saturday December 17th, 2011 3:53:02 PM

Malgant will cast these as soon as the Fragment is given to him. I am not sure what day that is so I didn't label the days. All of these spells fit in his allotment for 1 day.

Malgant begins divinations on the horn fragment. He starts with Detect Magic to learn if it is magical.

Malgant will attempt a Blood Biography id he can find any traces of blood on the horn. DC 22 Will save if the creature is living or undead.

Malgant will attempt a Divination using the question " Why was this horn fragment delivered to Brahmah?" 87% chance of success Rolled 91% so Divination fails.

Malgant will use a Miracle to cast a Vision Spell. Caster Level check is 30

Malgant will attempt a Greater Scrying on the person to whom the horn belongs to. Will save DC 26. Depending on what earlier spells reveal the save bonus is +0 to -5 ( based on second hand info from spells) He will also cast tongues, detect magic and detect evil through the receptor.

Malgant will use Discern Location to find anyone revealed by the Greater Scrying spell. The horn once belonged to the target so it should work.

Finally Malgant will use another Miracle to cast a Legend Lore spell to see if there are legends about the horn. It will take 30 minutes since the item is in hand.

He relates any information he finds to his friends. He tries to have some maps on hand for the location spells so that he can pinpoint the location of the person the item belonged to.

Brahmah 202hps, AC 29 
Saturday December 17th, 2011 4:18:07 PM

Brahmah asks the experienced spellcasters of the group. "There is a spell, one I have recently learned about, called Create Treasure Map. If a being is killed, a map can be created from a piece of the body. Could this horn be a clue of such a spell taking place? The spell supposedly points to the deceased creature's holdings. I assume it was created originally to find dragon hoards. That is what I would use it for.... if I were unscrupulous and dishonorable."

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159  d100=87 ; d100=75 ;
Sunday December 18th, 2011 2:25:19 PM

Aztyr announce that she will be coming to Plateau City, near the Cloud-Prance mansion. (one of her studied locations)
She will then pick up the two stragglers and bring them back to Imod City, arriving in her room at the Mangled Centaur. (there and back both safe)
*There's not much I can do to help Malgant, he has everything covered as far as I can tell. We'll make our way to the Temple, as I expect that is where He'll be doing his divining of the Horn tip.*
He leads the two to the temple. Vorelle has been there before, but Jass has never been here as far as she knew.

------------------------------------------------------------------------------

Aztyr's Spell Information

Level ----- 0- 1- 2--- 3- 4- 5- 6- 7- 8
Available-- *- 8- 8- 16- 8- 7- 7- 5- 4
Used ----- *- 1- 0--- 0- 0- 2- 0- 0- 0

* = unlimited

Wold's Blood Draws : 4/8
Wold's Blood in storage : 8/8 drop(s)
Used 4 draws at guaranteed draw of 5 drops each to cast Magic Vestment (DC 35 @+36 to draw)

Spells on Aztyr :

Permenancied Spells on Aztyr:

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)

Non-Permenancied Spells on Aztyr :

Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection)
Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops from storage)

Spells on others :

Malgant : Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops)

Brahmah 202hps, AC 29 
Monday December 19th, 2011 9:00:23 AM

The ranger is eager to hear what information the bit-o-horn garners and if the old taur is coping alright.

In the meantime, he adds to his already ample tattoo diary. Polo looks on, confused, occasionally licking at the bleeding wound, head on Brahmah's knee. "It's alright pal. Just another tattoo.... Because it helps me to remember." He finishes. "I wonder how the old minotaur is fairing."

Prepared Spells: Day One
1st - Longstrider x2, Speak with Animals x2, Resist Energy
2nd - Speak with Plants, Barkskin x2, Hold Animal
3rd - Cure Moderate Wounds, Greater Magic Fang, Remove Disease, Tree Shape
4th - Summon Nature's Ally 4, Commune with Nature

Tattoos: Guidance 4/day, Entangle 3/day, Spider Climb 2/day, Call Lightning 1/day

Permanent/Other Effects:
Mind Link (group)
Large
Fearsome

Other spells or effects cast by party members:
????

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Disguise Self as standard action
Helm of Comprehend Languages and Read Magic

Vauhwyt (HP126+FL, AC40) and Mookie in Gnome Form (HP63+FL, AC33) 
Monday December 19th, 2011 9:34:52 AM

Vauhwyt congratulates Mal on his divining. "Good work," she says, eager to hear the results.

Jass of Downs (SteveK) AC 31 CMD 22 HP 175/159  d10+10=16 ;
Monday December 19th, 2011 10:17:18 AM

Jass takes up with Vorelle as both saunter over to Cloud-Prance Mansion to meet Atzyr. "You look insufferabley healthy and strong, Madame Vorelle", the thin man begins by starting a conversation, "it looks like those exercises did you well."

A teleportation to Imod City later, and Jass wonders with undisguised curiosity at a new city full of minotaurs that he has never seen before. (ooc: I looked in Wikipedia, but couldn't find any description of Imod City. Help?) He has no problem with anyone staring or starting a conversation to him, expecting to be the only human besides Vorelle actually in the Minotaur City. He revels in the attention!

Not wanting to get lost, the human sticks close to Atzyr until they are able to meet up with the others. While curious about the black horn tip, Jass is certain that if Atzyr, Vauhwyt, and Malgant could discover anything and everything that a cursory glance of Jass' could find. And so he need not worry about it.

There is, however, one thing he can bring up. "Now about this ghost former dead not-nice dude who keeps popping up. Gotta be a sign, eh?"

Daily Activity
Wake and Cast False Life, Unseen Servant
Walk to Mansion and Teleport w Atzyr
Arrive at Imod City and Cast Unseen Servant again
Walk w Atzyr and Vorelle to Imod's Temple

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
False Life: 17 hours: +16 Temp Hit Points
Unseen Servant

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 7 5
Used...... * 2 1 0 0 0 0 0 0
}

Vorelle 
Monday December 19th, 2011 2:42:21 PM

Vorelle enjoys spending time with Jass, which is kind of a new thing for her. "The exercises seem to have helped," she says. "I suppose we'll see when we have our next adventure, which shouldn't be too long."

She doesn't seem to want to talk about the ghost. "Knowing Targo, he may just be trying to annoy us," she says.

Twelfth Day Falls Thirteenth Rises - DMAl  d20+17=28 ;
Monday December 19th, 2011 8:18:25 PM


Azytr jumps to Plateau City to pick up Jass and Vorelle. They arrive just in time to meet with Brahmah, Malgant and Vauhwyt.

Malgant begins his investigation of the horn tip. With a simple cantrip the newly forged Hand of Domi discovers that the tip is not magic.

His second spell finds little, save that there is no trace of blood upon the horn.

The Divination spell fails through the actions of pure chance.

Malgant tries again, this time bringing himself an arcane spell through the invocation of a miracle. The eyes of the Hand roll back into his head as the vision comes to him. The images are fragmented, coming over each other in a confusing jumble. There are two sets of images. The first set begins with a minotaur. To the eye of Malgant's mind it looks like Brahmah, but the taur is older. His horns are broader. There is the sound of a roar, a voice that Malgant recognizes a second taur. The next few images cut one to the next, shifting points of view in a whirlwind. The impression is one of violent combat. In the end, the first minotaur lies dead. The second, stands breathing heavily from mortal wounds. Malgant has the impression of dark black horns. He hears the slow dragging shuffle of steps from a creature going off to die.

The second set of images are quick and even more vague than the first. There is a dark rack of horns. A blade comes down and cuts the tip from the horn. A pale hand glowing a phosphorous green picks the black tip off the stones and holds it up for the inspection of a gaunt human face. The face smiles, but it is a terrible smile, that rises up through pain and madness. (Note: For the Question required of the Vision I used the same question as you stated for the Divination.)

Malgant then tries a scrying on the owner of the horn tip. The Hand casts the spell, reaching out. He feels a resistance, and then the spell fails.

The Discern Location spell, however, succeeds. Malgant holds the black tip of horn and casts the spell. The answer is not comforting. In the darkest deepest of tones, the words echo within Malgant's mind. Scarwall. Deep beneath Koshe Marr.

Finally, Malgant casts into the magical ether for legends related to the tip of black horn. But, after thirty minutes of chanting and casting, he finds that there are none.

By this time, the two moons of the Wold are now high in the sky. Night is in its full bloom. The six retire to their various rests with much to think about.

The next day comes soon enough. The six from Blackbird Lake wake to the thirteenth day. The sky is as gray as ever. The wind blows a cold an uncomfortable rain into the faces of all who venture outside.

+++++++++++++++++++++++++++++

Please make preparations for the morning. Prepare spells. Cast spells. Ready for a new day, please.



AC 29, 211/211 hp Malgant Winterborn 
Monday December 19th, 2011 10:31:45 PM

Malgant rises at dawn, as is his custom and wearing only a loincloth ventures out into the training yard for his prayers. The rain is cold, and refreshing after the visions of yesterday. Who was the gaunt man, why did he claim the horn of the victor? Where was this all leading?
The prayers offer no answers today, but Malgants mind is calmed by the motions and Imod imprints his marks on the Minotaur's mind, granting his prayers for the day. As always Malgant blanks his mind to the outside and after a bath to warm him, puts on the rest of his gear and casts his remaining prayers.

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
- Blur ( constant per the streamers of minor displacement)
- Mind Blank 24 hour duration cast each morning
- Magic Vestment on Vorelle's armor 34 hours using rod of lesser extend, cast each morning
- Contingency cast using a Miracle spell :" When I cast Righteous Might also cast Divine Power" Duration 15 days or until used
- Imod the Warrior +1 to hit and damage whenever Malgant's weapons have a dive enhancement cast by Malgant on them.
- Ring of Counterspells set for Greater Dispel Magic
- Gloves of Missile Snaring

Vauhwyt (HP126+FL, AC40) and Mookie in Gnome Form (HP63+FL, AC33)  d20=17 ; d10+10=18 ; d10+10=17 ; d20=13 ; d20=13 ;
Tuesday December 20th, 2011 9:30:04 AM

Vauhwyt talks with her friends over the mental link after the results of the divinations come in.

"We have received an extraordinary bit of information," she says. "But where should it lead us?" She hesitates, then shudders. "Vorelle and I have been to Koshe Marr, right Vorelle? It is a dangerous place. We lost a good friend there, and so far as I know, his soul is still trapped there, never to pass on to Gargul. That was MadJack, right Vorelle?"

"There is one safe place I know there. It is called the Inn of Quiet Repose. From there, you can get access to other parts of Koshe Marr."

"But before we go tearing off to Koshe Marr, maybe we need to know more? Maybe a commune spell?"

"All I'm saying is that going to Koshe Marr scares me."

The silence coming from Mookie is palpable.

"Maybe we could cast a Summoning spell to call an angel or archon. They might have some comment on this horn. They also might have advice on how to get to Kosh Marr."

==========

For the new day, Vauhwyt does the following:

Vauhwyt activates her Karma bead. She has to use UMD to emulate a divine caster. Her minimum roll is a 30, and the DC is 20, so no problem ... except that a roll of a natural 1 is always a failure, and means you cannot use the item for 24 hours. Today there is no problem, as she rolls a natural 17.

She casts the following spells (CL20):

Detect scrying,
False life on herself (1d10+10 = 18), false life on Mookie (1d10+10 = 17),
Extended See Invisibility (using lesser rod)
Greater magic weapon +5 bonus (Vauhwyt, Mal, Brahmah x2, Vorelle x3)
Extended heroism on herself (using lesser rod)
Heroism on Mookie

After which her spells for the day look like this:

Used 0 of 7 lvl 1 spells
Used 3 of 7 lvl 2 spells
Used 7 of 7 lvl 3 spells
Used 3 of 7 lvl 4 spells
Used 0 of 6 lvl 5 spells
Used 0 of 5 lvl 6 spells
Used 0 of 3 lvl 7 spells

She has used two 4th level slots to cast third level spells.

Then she activates her staff, using UMD to emulate having Greater Magic Fang on her class spell list. Once again, her UMD is high enough to be assured of working, but the chance of a natural 1 still exists ... Two natural 13s. Question for Kindly DM Al: do you think the Karma extends here too? That is, is V's caster level for the Greater Magic Fangs 16 or 20?

She looks to her old pal Aztyr for two Magic Vestment spells (on Vauhwyt's armor and shield), and another from her other old pal Mal (on Mookie's shield).

Brahmah 202hps, AC 29 
Tuesday December 20th, 2011 10:08:23 AM

"MadJack. I know that name. Why do I know that name?!"

Twelfth Day Falls Thirteenth Rises - DMAl 
Tuesday December 20th, 2011 10:13:55 AM


OoC: BTW, I'm not sure what the current Woldian rule/norm is, but the House Rule while I'm DM goes as follows. For skills the Auto Fail/Succeed rule does not apply. For Skills a natural 1 is not an automatic failure. For Skills a natural 20 is not an automatic success.

That is why Vauhwyt never saw Targo. On certain days, she never had a chance to match his Stealth checks with a Perception check.

Auto Fail/Succeed still does apply to attacks, ability checks, etc.

Twelfth Day Falls Thirteenth Rises - DMAl 
Tuesday December 20th, 2011 10:24:17 AM


OoC: As to the Caster Level of Greater Magic Fang, no the Karma Bead does not apply to Greater Magic Fang. Vauhwyt does not have a class that can cast Greater Magic Fang and so the caster level defaults to the Caster Level of the Staff. The Caster Level of the Staff cannot be affected by the Karma Bead.

BTW, what is the caster level of the staff itself. I don't see that listed on your sheet. As you are activating it via UMD (especially for this reason) you should list it.

Vorelle 
Tuesday December 20th, 2011 11:58:13 AM

Koshe-Marr. Vorelle shudders when she hears the name. Awful, awful place.

"Yes," she says quietly to Vauhwyt. "Yes, Mad Jack. Poor man. I hated that place."

She hopes they don't have to go back there. But a sinking feeling in her gut tells her they probably do.

[OOC: No spells to prep; Vorelle isn't a caster. If anybody casts a spell that includes Vorelle, let me know. :)]

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Tuesday December 20th, 2011 3:40:43 PM

"I'm completely lost about what or who you're talking about. Whatever it is, I'm willing to assist because you're all my friends and all you need do is ask."

Aztyr's Spell Information

Level ----- 0- 1- 2--- 3- 4- 5- 6- 7- 8
Available-- *- 8- 8- 16- 8- 7- 7- 5- 4
Used ----- *- 1- 0--- 0- 0- 2- 0- 0- 0

* = unlimited

Wold's Blood Draws : 4/8
Wold's Blood in storage : 8/8 drop(s)
Used 4 draws at guaranteed draw of 5 drops each to cast Magic Vestment (DC 35 @+36 to draw)

Spells on Aztyr :

Permenancied Spells on Aztyr:

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)

Non-Permenancied Spells on Aztyr :

Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection)
Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops from storage)

Spells on others :

Malgant : Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops)


AC 29, 211/211 hp Malgant Winterborn 
Tuesday December 20th, 2011 4:56:18 PM

OOC
Umm, Malgant used his single magic Vestment on Vorelle because you said to use it on her first. I didn't know I was enchanting Mookie too. I can fix that tomorrow . Also I have 2 mostly unused rods of lesser extend if Vauhwyt wants to use them with her GMW spells.

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