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The Good of the State
An Underwater Commission


Chance Meeting - DMAl 
Thursday February 11th, 2010 8:52:42 PM


Grigory, the halfling wizard, seems rather ... beside himself ... when presented with the facilities soon to be made available to himself and the Crimson Shields by the Star Mages. "You ... and your allies, may have use of the Forest Atrium, the Library, and the Combat Room," the man named Tim replies to Grigory's query. "And in return, we ask ... first of all, discretion. As you well know, the Star Mages are not welcome in Floating City by the government of the Overlord. Our presence here must not be known."

"Second, we will call upon you from time to time to contribute your own knowledge of things to the Star Mages. We will come to you with things that we wish to know or things that we wish done. You will, if you choose, be allowed to refuse such requests. But, should you displease the guild overly much, we may choose to end our agreement. Fair enough?"

"And now, for our first request, if you don't mind. We would like to know your name, and the name or names of these allies of yours."

While Grigory parlays with the Star Mages, Corvis returns to the Shield residence where Brahmah contemplates his past foes, steering clear, in the meantime of the talks planned by Syr and Jass.

The elf and the sorcerer make their way to Open Level and the Palace of the Overlord. There, they meet a friendly welcome, as befitting known and registered heroes of Floating City. Just, however, as they are settling in upon a velvet cushioned bench to await an audience, Phileas Bankable walks by and halts with surprise on his face.

"I was just on my way to Merchant Level to see you," he says. "Lord Perimon has acquiesced to the wishes of the Overlord, and will allow the Crimson Shields to be the main force aboard the Wrath to ... " The bureaucrat stops in mid sentence and looks around.

"But, let us not speak here, out in the open. Why don't we gather with the other Crimson Shields in your compound. There I will give you all of the details."

Halfling Grigory 
Thursday February 11th, 2010 9:51:36 PM

"Once again, I am going to walk a very diplomatic path with you. I have talked to my party in the vaguest of terms. I am not going to betray their names to you without their consent, for it would be a betrayal to them. I'm sorry that I cannot reveal this to you right now. I personally am quite keen to proceed, though I cannot speak for my companions. I would like to meet with again tomorrow to reveal these names. I can speak to my companions in secure privacy, and I can bind them to secrecy and discretion before I explain your offer. I will gladly return tomorrow to meet with you again. "

Belkior - AC 13 - HP 122 
Thursday February 11th, 2010 11:02:37 PM

The halfling cleric waits patiently for Grigory to complete his business. Or, Belkior did until he noticed the unexplained movements of the sorcerer. And then, presumably, the spell simply told him that Grigory had teleported or something of the like.



Syr Ac 33/32 HP 205/205 
Friday February 12th, 2010 4:43:08 PM

Syr smiles at seeing a familiar face, "Phileas, you get around don't you. Yes, let's go grab the others and talk." With Phileas and Jass in tow, they return to Shield House. Commenting over his shoulder, "Jass, I haven't seen much of Mac since the pigs. Any idea what he's been up to?"

The elf's eyes flit around nervously as if this latest period of inactivity has made him a little jumpy. Once they arrive, he moves over by Corvis and waits patiently for the accountant to begin.

Gathering Together - DMAl 
Friday February 12th, 2010 8:23:07 PM


Out in the park, Belkior notices the strange and somewhat alarming signature given by Grigory through the Status spell. First, the halfling wizard is hale and present. Next, he is gone. No sign of trauma or anything. Just gone.

Minutes pass. Just as suddenly, Grigory appears again. He is as healthy and undistressed as he was before, and he appears at the same spot from which he left. Then ... the Status spell does something its never done before. The presence of Grigory diminishes to half, and then restores to full. Nothing that the halfling knows of the Status spell can explain either this partial disappearance, or the disappearance and return. Not even planar travel is supposed to function in this manner.

"Very well." Tim's face is stoic. "We will rely on you, placing our project, and possibly our lives, in your hands. Speak to your allies. But I wish you to be aware of how much we risk by allowing you to leave. Much rests upon your ability to convince these allies of yours of the goodness of our intent and the worthiness of our goals. You are free to go," he says to Grigory.

"Well, I'll have to admit that my association with you has not been without its benefits to my career," Phileas Bankable says to Syr. "Year in year out, I worked for the Office, and never once did I actually meet the Overlord. Now, in the past few weeks, I've been in meetings with the Overlord herself several times. Oh, not alone or any such like that. But, I was in the same room." He seems quite excited.

Once back at the Shield residence, all gathered in the main living area, the bureaucrat begins. "Since the day you slew the kraken off the Docks of Floating City, the resources of the Overlord have turned a singular eye toward discovering what has caused the unusual influx of sea life into Turtle Lake. Much time and effort has been spent in scrying and location magic, but we have finally found the source. It lies in a series of caves at the bottom of the lake."

Here the man from the Office of the Overlord pauses. Ivy brings in tea and begins serving all around. She leaves a plate of sweet biscuits and then leaves.

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

OoC: I'll stop here and wait until everyone else shows up. If you have any questions at this point, don't hesitate to ask them IC.

Belkior - AC 13 - HP 122 
Friday February 12th, 2010 10:02:26 PM

The halfling cleric returns to the townhouse when Grigory does, carefully holding any questions until they are both safely indoors.

"So, Grigory. What do you make of this offer? Is it a trap, somehow, or maybe something that we can benefit from? Is the benefit of working with the Sar Mages worth potentially risking our arrangement with the Overlord?"

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


Belkior waits while Phineas Bankable describes the contract being offered by the Office of the Overlord. The paragon is about to reach for a biscuit but pauses and waits patiently for the others before taking one for himself.

"Mr. Bankable, sir. Now that Ivy has left, can you please elaborate upon this task? Can you describe how the source was located and by whom? Not to mention what other information your sources have scryed, gleaned or otherwise acquired. As my instructors always used to say, better an ounce of prevention than a pound of cure. And preparation is prevention ... errr ... I think you know what I mean."


Jass AC 24 HP 70/70 (Mage Armor, Unseen Servant)  d20+21=30 ; d20+14=23 ; d20+14=22 ;
Friday February 12th, 2010 11:38:43 PM

Jass tags along with Syr to the Overlord's Palace and lets the elf do all the talking until Syr tries to do the introductions. At this Jass smoothly steps in...

Syr: "Sydeth Redbow and Jass ...."

Jass: "Jass of the Downs to see the Overlord." He continues on, covering up any faux pas and charming the secretary to get them in quickly.

The human haystack is welcome to see Phileas, but a little suspicious as to the very convienient arrival. "Yes, much too public to speak of things here. Better under cover of the spells of the Crimson Shields."

Jass will go with Syr and Phileas to Crimson Shields headquarters. Once he is certain his Private Sanctum spell is still active he listens. "Probably a series of caves right where we fought the Kraken too. So is this an investigation on possible exploitation? Perhaps a bit of underwater demolition to seal the entrance?

...Actions
Bluff: to cover Syr saying 'Silverleaf': 30
Diplomacy: 23
Sense Motive on Bankable: 22

...Effects
Private Sanctum: 24 hour (cast that morning)
Mage Armor; 13 hours +4 AC
Unseen Servant

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

Halfling Grigory 
Saturday February 13th, 2010 5:09:24 PM

Once back within the protection of Jass' Paranoia Grigory replies directly to his halfling friend's question, "If it is a trap it is more cunning than anything I have ever read about. They are working illegally in a city. They've told me their names, who they work for and what they are working at. They've shown me where they work from. There is nothing to stop me from revealing all this to the constabulary," he the relates the amazing hallway as factually as possible.
"They have offered us the use of some of the Star Mages' facilities (their library, forest atrium, and Combat Room) in exchange for our names and the right to request information from us, or for us to work directly for them occassionally. We maintain the right to refuse though this may mean the withdrawal of our privelledges.
"I think the tangible benefits far outweigh the possible negatives. I think the worst thing that can happen is that the Overlord discovers that we've been working with the Star Mages, whilst protecting and maintaining his city. I honestly believe that this offer will enable to work better at what we do. Provided what we do remains noble (and I'd never doubt that) I feel we have nothing to fear.
"Furthermore, I am willing to take all the risks personally, as much as that is possible. Should we ever suspect that any affiliation with the Star Mages is known by anyone other than ourselves you will publically banish me from the Crimson Shields and from the Floating City.
"Until then we will have access to such a magnificent library, a wonderfully serene forest and a magically enhanced combat training room."

Corvis Zurvich AC:30 HP:29/130 
Saturday February 13th, 2010 7:51:57 PM

Corvis stays silent mostly after delviering the info to Syr about what Corvis was able to pickup at the various places he tried to get info about the Wrath and such at. To be honest Corvis is ready for some action and is looking forward to finally seeing some when that time comes. He has enjoyed the down time to get to know and watch his companions to see how they act, react, etc to various things like the pig pen ordeal.

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 187) 
Sunday February 14th, 2010 3:24:33 AM

Under the minotaur's breath, he says, "Last I remember anyone offering free run of their facilities, they decided to try to capture and cut us up to see how we worked. Called us aberrations, unnatural. Wanted all taurs extinct. I was the only one left to rescue the Chosen. I refused to eat and therefore was safe from the drug. Dr. Mauroth will never do that in the Taur Isles again.... though, he might try it elsewhere.... anyway, if there is any reason not to trust these folks, I suggest refraining from eating, sleeping...." He pauses. "On the other hand, they COULD just be wanting to keep a sharp eye on us. And if that's all we need to worry about, we're doing well."

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

OOC: Sorry all. Got busy Friday.

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 187) 
Monday February 15th, 2010 6:29:18 AM

"Arcanists are an odd bunch to me. I do not understand them. However, I have many among the art which I consider friends." States the ranger.

Syr Ac 33/32 HP 205/205 
Monday February 15th, 2010 8:15:48 PM

Syr blanches mentally and offers a weak smile of apology to Jass at the botched introductions. Later he comments, "Sorry bud, I'm just real good with this cover thing." As the rest of the group gather together, he takes a small biscuit from the plate Ivy sat down and listens to Phileas.

Addressing the bean counter, "Phileas, Belkior's divination questions have merit. We fought the Kraken weeks ago and I'm sure the city has drifted since then. Is that where the Wrath comes into play?" He pauses to look at Corvis and Grigory with a raised eyebrow, "We've also attempted to locate the source ourselves but have only found symptoms of the contamination.


Underwater Find - DMAl 
Monday February 15th, 2010 8:56:19 PM


"Yes," Phileas Bankable looks up from his half-frame glasses, impressed at Jass' acumen, "caves. Really rather amazing, if you ask me," the bureaucrat continues. "I thought that nothing would every phase me after watching the orcworts trying to pull down Floating City. But from what I've been told, this may even top that."

"The mages in the service of the Office of the Overlord have not only localized the source of the sea incursions to a series of caves on the bottom of Turtle Lake, they've been able to send magic eyes out to scout the caverns, and they seem to have found quite the astounding facts before they were discovered and banished."

"The caves appear to be the resting place of the most incredible of teleport rings. The artifact is certainly large enough to have admitted the kraken to the lake from somewhere out in the ocean. From the reports, the caves are also inhabited by quite a few creatures that the mages have identified as kuo-toa. Apparently they've established something of a temple within these caves and appear to be performing some sort of ritual."

"The mages say that they've also spied something that they call an alboleth. In fact, they say that it was this alboleth that found them out and managed to banish all of our divination attempts from the caves."

The man from the Office of the Overlord appears quite excited at the prospect of the adventure that he himself will not have to go on. To Jass' scrutiny, he appears to genuinely believe everything that he says.

"The things that we do not know, however, are what it is that these kuo-toa and this alboleth are up to. According to the mages, kuo-toa and alboleth - or ... is it kuo-toas and alboleths? - are not natural allies. It is likely that they all came from the other side of the amazing teleport ring, but we do not know that for certain either. The mages also do not know why an artifact as large as this Ring has never been noticed before. Some speculate that it may have lain dormant and inert until discovered and activated by either the kuo-toa or the alboleth, but we do not know that for certain."

"We are also ignorant of what my lie on the other side of the Ring. The mages report at least one alboleth and many many kuo-toa of varying functions, one of which they believe to be a high priest of sorts. In fact, they speculate that they are some form of unidentified cult. They have not, I've been told, been able to identify the god that these kuo-toa worship."

"As to where these caves are ... " A frown creases his face. "I'm just not very good with these sorts of things. It looked rather far away to me. Much further away than the place at which you discovered the kraken. And you are right, Lord Perimon's Wrath is the ship that is to make take you to the spot above the caves. He had his own hand picked group ready to go. But those blasted criminals the Lords of Diamond ... Well, you know what happened. They even stole the five pearls that we had prepared to allow Perimon's team to move about underwater. You'll have to supply your own gear, I'm afraid. Those are gone."

"Lord Perimon has the map to the location under secret guard. It won't be available until the Wrath is cast off. Perimon is rather skittish, but who's to blame him after what happened to his first team?"

"To tell you the truth, he was rather against having you go. He argued quite strenuously against it. Said he would round up his own group, but the Overlord overruled him."

"I need not tell you, though, the implications of this find to Floating City. They are huge. Incredible. Beyond anyone's wildest dreams!" As the bearer of such dangers, the bureaucrat's face is, oddly, wreathed in smiles.

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 187) 
Tuesday February 16th, 2010 7:09:15 AM

"I have no problem seeking these creatures or gathering information for you. I met kuo-toa once in my life and the experience wasn't pleasant to say the least. They are foul creatures.... however, that sounds as if I'm generalizing and that is not the intention. I'm sure some have redeaming qualities" Says the ranger.

Jass AC 24 HP 70/70 (Mage Armor, Unseen Servant) 
Tuesday February 16th, 2010 11:49:20 AM

Jass looks at Grigory and Syr and gives a little head shake before responding. "These pearls the Lords of DIamonds stole that wouldn've helped? Ach, too bad. The Overlord is correct in thinking we can do this without those pearls. Maybe we can even recover them, assuming the Lords of Diamonds are using them for their own underwater adventures. Yep, too bad we don't have them now."

"Grigory here is sure to know all the magical studying stuff to talk about ancient mysteries and arcane symbols. I just want to make sure that the Crimson Shields knows what the intent of the Overlord actually is." Here, the master speaker pauses for effect.

"We kill or scatter the kua-toa and aboleths, sure, known and easy. For this portal, we recover it or destroy it in place if we can't take it with us, yes? For the caves, do we keep em open or try to seal em off?"

Corvis Zurvich AC:30 HP:29/130 
Tuesday February 16th, 2010 8:07:54 PM

Corvis stays at the apartments as he waits for everyone to return hopefully with some information on the groups next job. He doesn't know when that will be so he spends time talking to Ivy and Jella, getting to know the two better since they are one of few links to Corvis's best friend. He also offers to help out around the apartments for right now, carrying laundered clothes or such.

Syr Ac 33/32 HP 205/205 
Tuesday February 16th, 2010 8:50:38 PM

Syr ponders for a moment, "I'm assuming we will get a tentative map based upon these eyes you mentioned?"

Phileas Answers Questions - DMAl 
Tuesday February 16th, 2010 9:03:37 PM


"Well, from the descriptions provided by the mages," the Man from the Office of the Overlord addresses Brahmah, having to tip his head upward to speak to the minotaur, "these kuo-toa don't sound very pleasant. They appear to be up to something, but the mages say that they didn't have enough time to observe their rituals to figure out what."

"By all means no!" The bureaucrat reacts with shock as Jass suggests either sealing the caves or destroying the Ring. "We wish to take possession of the teleport ring. The mages wish to study it, learn from it. Someday, we may even put the Ring to use. Someday, they may even be able to create more of them."

Bankable shows no reaction what so ever to Jass's ... prevarications.

"All we require is for you to evict the present occupants so that we can move in and secure the caves. After that, it is, as I've been lead to understand, a simple thing to rework the stone of the cave such that the sea water no longer contaminates the lake."

"Yes," Phileas answers Syr, "there's a map to the caves. But, as I said, that's under lock and key for the moment. Oh ... " His mouth goes round as he realizes the intent of Syr's words. "You mean a map *of* the caves. No, I'm afraid not. At least they made no mention of such to me. Not quite sure what these magic eyes can and cannot do, I'm not a mage, you see."

"Are there any more questions? I'm afraid I may not have all of the answers, but I'll try to help you the best I can."

Ivy smiles at Corvis as he helps her in washing the dishes while the other Crimson Shields are in the living area with Phileas Bankable. "Thank you Corvis. Florin had a good friend in you. Shouldn't you be out there with your the Crimson Shields, though? she asks.

Halfling Grigory 
Tuesday February 16th, 2010 9:35:35 PM

Grigory nods emphatically when Jass reasons that he would know the arcane symbols, because of course Grigory would know.
"The Arcane Eye," he explains patiently, "is an invisible sensor, much like actually sending one of my very own eyes to scout and look about for me. It sees for me verily as though I were there myself. I'm quite certain that is what would have been used.
"It can be blocked physically, though it can pass through a hole that is only 1" in diameter. It can be Dispelled of course, and from the sounds of it this is what the Aboleth did. It is rather well resourced to have noticed the Arcane Eye."

He waits patiently till the Shields are alone before asking them about the pearls, concerned as to whether we actually have enough for the group.
Tomorrow he will return to the Star Mages with the names of the party members, since there has been no direct objections.


Belkior - AC 13 - HP 122 
Tuesday February 16th, 2010 10:25:20 PM

The halfling cleric had missed a chance to ask his questions earlier so he leans forward with eagerness. Still, Belkior seems to be carefully considering his questions before asking.

"Do you happen to have information about the depths and conditions of the caves? I want to be prepared so that I can protect my companions and myself against cold or pressure."

"Did these magic eyes report whether there was light within the caves, or will we need to somehow enhance our vision or provide light?"

"You say that the aboleth dispells or banished the magic eyes. Did your mages get any sense of how powerful the aboleth is as a mage or other spellcaster?"

Belkior turns to his companions and asks them a question. "I don't know much about aquatic creatures like these. Do any of you know anything about the strengths and weaknesses of aboleth or kuo-toa?"



Brahmah, Captain of the Chosen of Domi (AC 27, Hps 187) 
Wednesday February 17th, 2010 7:16:08 AM

Brahmah asks, "What actions made the wizards suspect the kuo-toa of something, specifically? Or have you already mentioned that?"

Jass AC 24 HP 70/70 (Mage Armor, Unseen Servant) 
Wednesday February 17th, 2010 11:08:12 AM

Jass is pretty sure that they've milked the good Phileas for all the info he has, and so the amiable sorcerer turns to the next most likely source of information; the Crimson Shields themselves.

"The Aboleth is an aberration, so if any of you have any skill in the ins and outs of Dungeoneering, you can probably give us a good discourse. And Kua-Toans sound like monstrous humanoids to me so Brahmah as our best nature-boy may be our best source of info on what they do and don't do."

"For me, if an Aboleth or two can dispel magic or create an anti-magic field, we're going to have to have redundant spells available for defense and breathing underwater. But we don't need to bother Sieur Bankable with those details. I'm sure he has other things to do before meeting us tomorrow at the Wrath with the maps before we sail."

Jass looks friendly at Phileas and if the halfling doesn't take the hint, the sorcerer continues. "Hint. Hint. Nudge.. Nudge.. Tumbleweed... Tumbleweed..."

The straw-haired sorcerer will NOT discuss specifics until Bankable is out of the Private Sanctum, and will take over the conversation every time someone else tries to discuss the Pearls or thier plans until Bankable is out of the Private Sanctum



Syr Ac 33/32 HP 205/205  d20+11=22 ;
Wednesday February 17th, 2010 8:40:18 PM

The monk offers the plate of biscuits to Phileas, "So if I understand you correctly, the Overlord wishes us to stop the contamination of the lake and retrieve these teleport rings that are not easily transportable?" He states that aloud and his eyes stare vacantly as if he is getting a handle on it, "Not to sound like a bounty hunter or anything.." he coughs once loudly and glances at Corvis with a wink, "but what was in it for Lord Perimon and the previous group? Is that why he is objecting?"

Later, after he has seen Phileas to the door and out, "Pearls you say big guy?" He does something with his hands and suddenly 6 Pearls are in them (Sleight of Hand 22), "Courtesy of our absent minded mage, Jass. Belkior made one and I purchased that 6th one. Don't grow too attached, 'you break & you buy." He holds his hand out for everyone to take one.

The elf focuses on Grigory and muses out loud, "I still think we can get a basic map of the place considering the mages have already been down there or at least their eyes have... I understand the limitations but..." he trails off looking at the halfling who knows more about the spell than he. "Anyway, Jass, you are probably right on the redundacies, anything specific that you suggest? Should we research these abo... abo... abolyths? at the library or maybe Grigory can ask his new friends? I know we don't have our best scout anymore and wanted to make sure we don't get suprised... more than usual."

(OOC: I think Syr already distributed the Pearls, if not, he did so again :)

Only Certain Fields of Expertise - DMAl 
Wednesday February 17th, 2010 8:59:32 PM


"Yes," the bureaucrat drawls as Grigory expounds upon the magic that the Floating City mages must have used, "Arcane Eye. Well, if you say so."

To Belkior, he provides some answers. "Well, as I've been told, it is quite deep, and I believe that the mages said quite dark as well. How deep and how dark is, I'm afraid, something that I didn't ask. Though, I'd imagine," he takes his chin in hand as he contemplates the question, "I'd imagine that dark is simply dark is it not? That is to say, in the absence of light it can't get much darker. Can it?"

"As to the aboleth, I'm ... I'm not really sure. I'm not actually sure exactly what an aboleth is, though it makes a certain amount of sense when you say that it may be a mage or a caster of spells. Hmmm, not something I'd thought of, though."

"I do so enjoy being liaison to your little group." Bankable smiles. "Ever so interesting, you know."

"What actions?" The smile is replaced with a blank look as Brahmah poses his question. "Well, I would suppose was the same thing that lead them to believe that they were some sort of cult. Possibly chanting and hand waving. All that sort of thing. Actually, I rather trusted them to know what they were speaking of and didn't ask. That's why they're mages and I'm not, you see." A frown creases his face. "Seems there were many more questions that I should have asked, weren't there. I suppose that's why they're sending you and not me."

Phileas takes one of the biscuits from the edge of the plate in Syr's hand. "I'm not really certain what Lord Perimon might be getting out of this. I can speculate, however." In this realm of expertise, the bureaucrat appears more at home. "In meeting, Lord Perimon's primary complaint against you was that you had no known loyalties to Floating City. Of course, it needn't be mentioned, but it is well known in certain circles that he has reasons to personally mislike your group. You went to the site of his failed settlement causing him no small amount of public embarrassment. You're known to have associated with the elf from the Crying Woods, who then mysteriously disappeared while in Lord Perimon's custody. It is said that he was rescued by a powerful adventuring group, and though Lord Perimon has not come out and said so, we all suspect that he believes it was you."

"Beyond that, I suspect that whomever controls the teleport ring as a resource may gain control of both the transportation that it may provide as well as access to the value of any knowledge gained from it. I strongly suspect that this is why he so generously offered both the Wrath and his own team to secure it."

"Well, I'll toddle off, then, shall I?" Phileas Bankable stands and gathers his folio at Jass' none to subtle hint. "I shall see you at the docks on the morrow, then, shall I? Until then." And the Man from the Office of the Overlord is off.

Belkior - AC 13 - HP 122 
Wednesday February 17th, 2010 10:18:36 PM

The halfling cleric listens to Phineas Bankable as the Man from the Office of the Overlord expounds on matters concerning exploration in deep water. Once he leaves, Belkior turns to his companions and starts planning for the coming expedition.

"Okay, we'll need to be able to see in the dark. I have some Darkvision potions and we can make a quick trip to the Catacombs for more. I'd prefer to stay hidden in the dark rather than announce our presence to any observors. Or predators, for that matter."

"Now, we'll need something to prevent damage from cold, too. I've got a Wand of Resist Energy that should do the trick. Matter of fact, if this is as important to the Float as I think it is, maybe we should use the wand to protect us from other elements."

"And, I think that it might be worthwhile picking up some other potions from the Catacombs. All things considered, each of us should be carrying these rather than relying on myself or one of the mages being able to re-cast any protective spells."



Brahmah, Captain of the Chosen of Domi (AC 27, Hps 187) 
Thursday February 18th, 2010 2:33:19 AM

The ranger looks dumbfounded. He shakes his head. "I TOO do not ask a mage questions. That is a good policy."

"I'm not sure what information I can give that the mages do not know. They are often much smarter than me." Says the minotaur with sincerely. "Kua-Toans... Kua-Toans?" He actively searches his mind for the creatures. His horns smoke with the effort.

Halfling Grigory 
Thursday February 18th, 2010 5:34:12 AM

Grigory waits patiently till the Shields are alone before asking them about the pearls, concerned as to whether we actually have enough for the group.
He talks with Belkior and Jass (and anyone else who wants to discuss The Arts) about spells that will be useful and those that will be required in the deepwater.

Tomorrow he will return to the Star Mages with the names of the party members, since there has been no direct objections.

Corvis Zurvich AC:30 HP:29/130 
Thursday February 18th, 2010 10:59:30 AM

(Sorry, missed a post at one point, thought the meeting was being held at the Overlord's office. Not sure how I missed that it was at the Shield's place.)

Corvis nods as he finishes up helping Ivy, "Yes your right. I just got caught up in getting to know what Florin had been up too. An thank you for your kind words ivy, I say he did a good job choosing you too." Corvis smiles to her and nods before slipping out of the kitchen and into the main room with the other Shields.

When the rep leaves Corvis moves over to Syr, "Sorry about being away, I got caught up in learning about Florin and what he been up too all this time. Mind giving me a recap on things?" Corvis smiles sheepishly as he didn't mean to miss the most of the meeting.

Only Certain Fields of Expertise - DMAl 
Thursday February 18th, 2010 11:05:04 AM


OoC: If you want info on anything in particular, it would help to roll some Knowledge checks.

Jass AC 24 HP 70/70 (Mage Armor, Unseen Servant) 
Thursday February 18th, 2010 11:56:13 AM

Jass smiles Bankable out the door, and then gets down to brass tacks.

To Brahmah: "You know about nature, right big guy? Monstrous Humanoids are in the field of Nature Knowledge. I bet if you try, you can learn something about those guys." ooc: Brahmah, roll a Know:Nature skill check for more info from the DM

To Grigory: "And what do you know about Kua-Toa and Aboleth from your extensive studying?"

"We're gonna need some Darkvision and Daylight spells for seeing, and I think Endure Elements will be just fine for the cold. There are seven of us and six pearls, no problem since I don't need a Pearl, but I don't think bears and minks and birds will be able to come with us." The Pearl of the Siren and my Alter Self spell will give us breathing, movement, and protection from water pressure."

"Syr, I have 4 Darkvision scrolls, 1 Daylight scroll, and a couple of Waterbreathing potions just in case. I've also got two Prying Eyes scrolls for scouting. One I'll cast right before we go overboard to keep watch around us."

"Belkior and Grigory, do either of you have some Scrying capability to look inside these Caves?"

Syr Ac 33/32 HP 205/205 
Thursday February 18th, 2010 8:02:38 PM

The monk looks at Corvis carefully before muttering, "Nope, no blond hair... just blue which must mean something by itself." Louder he says, "Basically, the Overlord disagrees with Lord Perimon and is asking us to take care of the contamination of the Lake. It's being spoiled by a teleport ring controlled by an Aboleth and some Kuo-Toans under water."

Syr breathes a small sigh of relief after Jass mentions the contingency plan he has, "Good preparation." He nods encouragingly but corrects gently, "Seven Pearls! and I have a couple Darkvision potions of my own."

Halfling Grigory  d20+12=27 ; d20+12=26 ; d20+12=15 ; d20+12=30 ; d20+12=17 ; d20+12=18 ; d20+12=21 ;
Thursday February 18th, 2010 8:20:36 PM

Grigory racks his brain, and goes through his notes, for more information about these beasts and the perils of underwater caverns.

Knowledge rolls:
27: Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts)
26: Dungeoneering (aberrations, caverns, oozes, spelunking)
15: Geography (lands, terrain, climate, people)
30: History (royalty, wars, colonies, migrations, founding of cities)
17: Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
18: Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin)
21: Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)


Some Answers, and a New Player - DMAl 
Thursday February 18th, 2010 9:23:33 PM


Jass and Belkior seem to be the most prepared with their plans for underwater. Most everything seems to be in place for the underwater operation.

Grigory ponders on all of the lore that he's acquired over the course of his studies and travels. He recalls the following:

27: Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts)

Nothing Special.

26: Dungeoneering (aberrations, caverns, oozes, spelunking)

Aboleths have powerful mind controling abilities. In addition to a powerful ability to dominate their foes, they are also masters of illusion. Aboleths are also know to be skilled in magic and quite a few are powerful wizards or sorcerers.

15: Geography (lands, terrain, climate, people)

Nothing Special.

30: History (royalty, wars, colonies, migrations, founding of cities)

Nothing Special.

17: Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)

Nothing Special.

18: Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin)

The Kuo-toa are an amphibious people, comfortable both on land as well as under the water. They have a rich and varied society, though tending to what most people would refer to as Evil.

They are exceptionally keen of sight, being able to spot even things that are invisible. This, Grigory speculates, may be how the cultists were able to spot the Arcane Eyes or whatever the mages of Floating City used to spy on the caves.

21: Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)

Kuo-toan gods are often, oddly enough, also associated with the earth as well as the water. They are often depicted as terrible earth shakers who bring chaos and leave destruction in their wake.

As the Crimson Shields plan and prepare for the morrow, and discuss their preparation, a voice comes suddenly from the kitchen doorway. It is a male voice, and there is no one in the space from which the voice comes.

"I'm terribly sorry. I don't mean to evesdrop, but we do need to speak with you before you leave." The voice is a familiar one. It belongs to the Jack of Diamonds. "We know of the mission that you've just received, and we'd like to ... discuss it with you. Are you willing?"

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

OoC: You are prepared to depart tomorrow game time? If not, speak up.

Belkior - AC 13 - HP 122  d20+12=23 ; d20+9=23 ;
Thursday February 18th, 2010 10:22:11 PM

The halfling cleric looks over to his companions as he concentrates on whatever protective magics he can summon. Belkior has never trusted Jack and this simply reinforces that distrust. The Paragon listens and looks at where the voice comes from in an attempt to identify what magics, if any, are being used.

Spellcraft = 23, Spot = 23

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157)  d20+9=10 ; d20+11=24 ; d20+1=3 ;
Friday February 19th, 2010 2:29:47 AM

(Nature 11, Geography 25, Dungeoneering 4)

Brahmah casts his Guidance tattoo thrice and prays to Domi for guidance.

The ranger can't seem to remember the creatures known as Kua-Toa, but he might know something of the area that was mentioned that they are. "Sorry my friends, I'm in a fog about the Kua-Toa."

Brahmah preps his gear and asks his friends if they need anything like tattoos or anything from the ranger.

Halfling Grigory  d20=4 ;
Friday February 19th, 2010 3:00:14 AM

Ooc I thought Grigory was going back to the Star Mage's tomorrow (game time).

Grigory doesn't like surprises,
"Dis-"
he can see the concern of Belkior's face.
"-integ" raising his finger towards the kitchen doorway he stares hard.
Spot 4, and unable to see anyone or anything he drops the spell.
"Oh, great. Jass, did you let something slip?"

Jass AC 24 HP 70/70 (Mage Armor, Unseen Servant) 
Friday February 19th, 2010 2:39:55 PM

"Slip? No." Jass shakes his head, smiling and having to admire the guts and style of these Diamond Dudes. "If nothing else, they know the location of our Overlord contact, Phileas Bankable, and knew he was within our warded headquarters. While nothing can scry into the location, being invisible is another matter, and probably quite simple to sneak in whenever we have high ranking guests to listen in on what we have to say." Jass turns to the doorway. "I gotta tip my hat to you." And he does.

"Of course", the sorcerer continues, "I'm sure Diamond Jim here has more info sources than little ol' us. Jack-boy just said they knew of the mission we just recieved. Stands to reason that he knew the mission before we did. After all, they were the ones to attacked the Wrath in the first place."

Jass looks back at the door and drawls on. "So, we're listening. Would you like to talk to us face to face, or does Belkior here need to purge some invisibility?"



Syr Ac 33/32 HP 205/205 
Friday February 19th, 2010 8:30:13 PM

The monk frowns as he places the voice and says sardonically, "oh look! The circus has come to town. You may as well join us... C'mon in Jack. Is the 'we' a mouse in your pocket or did you bring another card with you?" Remembering who else was in the kitchen he calls out with some concern, "Ivy? we could use some more of your biscuits please?"

Jack's Entreaty - DMAl 
Friday February 19th, 2010 9:08:30 PM


Belkior easily identifies the spell that has allowed the Jack of Diamonds to enter the Shield residence. It is a relatively simple spell of invisibility. In fact, the halfling's eye, now that he is aware of a presence, even believes that he catches visual evidence of something as it moves within the room.

Brahmah thinks and thinks in an attempt to come up with a scrap of knowledge that might give the Crimson Shields an edge when they assault the underwater caves. Unfortunately, he cannot think of a single thing of relevance today.

To both Jass' suppositions as well of his questions, Jack of Diamonds gives but one answer. "Just so," he says, and the he appears. As before, the Jack of Diamonds dresses in the finery of the noble houses. A blond fall of hair frames his striking good looks, and the rapier at his hip accents the glint from his ice blue eyes.

"I am truly sorry to invade the privacy of your home for a second time, but our need for secrecy dictates otherwise. As I said, we know of your mission, at least the general outlines of it as well as what few details we could glean from our agents within the Overlord's palace. We know that the Office of the Overlord wishes to gain control of this fantastic artifact that rests at the bottom of the lake. Lord Perimon, especially, I'm sure would love to claim as large a stake in its ... care ... as he can. But we beg you to consider a different perspective on this."

At Syr's call, Ivy enters with another plate of biscuits. She raises an eyebrow at the slim blonde stranger, but she says nothing. She puts the plate of biscuits on the table and then leaves.

"But I would have you hear this from those who's hearts our movement was truly born. The Lords of Diamond work for their cause." The Jack of Diamonds glances in Syr's direction. "We were but mischief makers before then, as you well know, full of whimsy and random in our purpose."

"They call themselves the Sanctity. And, if you will allow, I will take you to them so that you might hear their side. As proof of our good intentions, I will give you a gift for free. This is something that one of our agents learned, a bauble of information your good friend Bankable has not the proper net to capture," and Jack of Diamonds taps a finger to his temple. "The opening to the caves into which you must go is sealed by a gate of some sort. Four of these kuo-toan creatures stand guard here."

"There, you know more than you did before. I hope that this information serves you well. Will you accompany me to meet the Sanctity? Yes or no?"

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

OoC: Very well, I'll leave some time tomorrow for a trip to the lair of the Star Mages.

Halfling Grigory 
Friday February 19th, 2010 9:29:37 PM

"Jack, you'd have to be blind to not see that there is little love for you here. However, I am new to this story - I'd like to hear from you as to why it is that you are so unpopular. I've no doubt that I can hear the other side I'd that story at any time."

OOC: my wife just had a baby. Very tired. Short post for now.
Grigory would vote to go meet the Sanctity, as a new source of informationis always worth pursuing. At least in his opinion.

Corvis Zurvich AC:30 HP:29/130 
Friday February 19th, 2010 9:40:48 PM

Corvis can't help but eye Jack since he is a wanted man but knows much better then to try anything considering Jack is far above Corvis's own skills and he knows it. He does glance to Syr and awaits to see what Syr decides as leader of the Shields. Corvis still considers himself knew and to that extent he is still untested so to speak among the Shields. Moreless he really wants to prove himself as a capable member of the group specially since Florin had helped them for so long and Florin's skills were quite different then Corvis's.

Jass AC 24 HP 70/70 (Mage Armor, Unseen Servant)  d20+20=36 ; d20+20=31 ; d20+20=39 ; d20+14=28
Saturday February 20th, 2010 9:02:22 AM

A master of body language, Jass can hide just about anything, but there are times that showing real emotions has its uses too. As he reasons, After all, people are more influenced by truth than lies, and the idea is to get them to do what you want them to do and like the doing of it.

And so as Jass lounges on one of Grigory's overstuffed chairs, he radiates confidence and curiosity. "I too don't have much history with you, Sieur Jack, and so far as I've seen, you've kept your activities against us to espionage and practical jokes. That you clearly could have done more like to Perimon's Group on the Wrath, means that you are being deliberate in being non-confrontational. Makes me curious enough to meet your Diamond Friends."

"But I gotta ask, here, if your beef is with the Overlord like you mentioned in the past, or is it more personal against Lard Persimmon?" Jass emphasizes his deliberate mis-pronounciation of Lord Perimon's name to look for any reaction from Jack.

"Syr, I think we should go with this guy. Every bit of information helps."

Jass keeps his posture relaxed, but concentrates on Jack Diamond and the active spells he has on his person, trying to determine what magic he has activated besides the recent invisibility.

...Actions
Spellcraft: 36, 31, 39
Sense Motive: 28

Mac 
Sunday February 21st, 2010 7:17:22 AM

Mac is present for the meetings at the residence through the day, though it is fair to say he considers the actions and words of the participants rather than actively engaging them in conversation - there are plenty of Shields covering that base already.

At the offer of a Pearl he quietly signals his wish to make use of one when the time comes.

The arrival of JD doesn't please the taur, not that he goes about expressing displeasure - he just becomes more focussed and aware of things when this human is around.

Belkior - AC 13 - HP 122  d20+9=20 ;
Sunday February 21st, 2010 10:41:15 PM

The halfling cleric waits silently, watching jack fo Diamonds for any sign of betrayal. Unfortunately, for all the understanding that Belkior has, the rogue is very controlled and unlikely to give any sign or gesture that is not intentional.
Sense Motive = 20

If asked, however, the Paragon does agree to meeting this group that calls itself the Sanctity. After all, knowledge is power. And sometimes even a false message will provide a clue to the actual truth, just like reading some of the more obscure passages in the holy scriptures.


Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) 
Monday February 22nd, 2010 7:29:23 AM

"Lets meet this group of Sanctity. Yes, lets."


Syr Ac 33/32 HP 205/205 
Monday February 22nd, 2010 11:56:21 AM

Syr looks around assessing the others reactions to the visitor, "It seems we are in agreement. Considering the cloaked game you have played before, I find it suprising that you offer helpful information not shrouded in a riddle. That shows a significant change on your part. Is the need so pressing? With a gesture, "Lead on!"

On the way there he whispers to Jass and Grigory, "Do either of you have a spell that can open the gate that Jack mentioned? Should we purchase a scroll?"

OOC: Congrats Robert on the new addition to your house!

Jass AC 24 HP 70/70 (Mage Armor, Unseen Servant)  d20+20=40 ;
Monday February 22nd, 2010 2:45:46 PM

"You are talking about a 'Knock' spell, and I don't have one. There are other ways around a gate however, like Disintegrate, Antimagic, Dim Door. But there are also lots of different gates, and I think we'll need to see it to figure out how to pass it."

...Action
Spellcraft: 40

Jack Answers Questions. Jack Leads the Way - DMAl 
Monday February 22nd, 2010 4:17:49 PM


Jass, as with Belkior, recognizes the Invisibility spell that the Jack of Diamonds had just dismissed. In addition to that, the sorcerer catches the faint, nearly undetectable signs of a Mage Armor spell.

Neither Jass nor Belkior receive no Hunch of suspicion from the Jack of Diamond's behavior. Either he is acting in sincerity, or, he is very very good at dissembling.

The Jack of Diamonds raises an eyebrow at Jass' mispronunciation of Lord Perimon's name. One corner of his mouth rises in a wry smile. "Our complaint is not with the Overlord herself," she says in answer to Jass' question. "And many of those attached to the Office of the Overlord are sincere in their devotion the city. Many even fulfill legitimate roles."

"It is mainly the policies maintained by the government of the Overlord against which we work. Those, and the people who find a personal and vested interest in supporting these policies, a noble resembling a certain orange fruit comes to mind," and Jack turns another wry smile in Jass' direction.

"As to our lack of popularity among the Crimson Shields ... well, we, the Lords of Diamond, have not always been a group with a constructive purpose. At one time we were dedicated to no greater cause than a game of one-ups-manship, each member attempting to outdo the other with more and more spectacular crimes. At one time it would have been a sentence of death to even admit to an outsider that one was a member of the Lords of Diamond."

"I must tell you that it took no small feat to turn from these pursuits." Jack's blue eyes grow cold and hard as polar ice. "I have personally slain a number of our membership to his end. That," and the Jack of Diamonds turns his gaze to Syr, "is one reason why Yorick, who styled himself a jester, is no longer with us."

"For a small diversion, we at one time, engaged in taunting this group that would one day become you, the Crimson Shields. Senseless quests, cryptic cards. Even today we operate from a position of secrecy as well as outside the bounds of the law. Any of these things could be the cause for our lack of popularity among your numbers. With these things in mind, you will have to ask your compatriots why it is that we do not hold their favor."

"No, not that way." The Jack of Diamond stops Syr as the elf makes for the door. "That way invites others to follow." Jack takes out a scroll, and from it, he casts a spell. A glowing circle appears on the floor, and then disappears. "A teleport circle," Jack announces. "It should remain open to use for roughly three hours."

"If you will follow me," he says. The Jack of Diamonds steps into the space where the glowing circle had been, and he disappears.

Jass AC 24 HP 70/70 (Mage Armor, Unseen Servant) 
Monday February 22nd, 2010 5:13:38 PM

Jass thinks of how hw arrived so ignonomously at the Big Float through a Teleporation Circle and shrugs. "Can't be worse than suddenly appearing 20 feet over the harbor!"

There aren't any preparations for the sorcerer to make, so he simply steps into the circle. And waits.

...Actions

...Effects
Private Sanctum: 24 hour (cast that morning)
Mage Armor; 13 hours +4 AC
Unseen Servant

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

Corvis Zurvich AC:30 HP:29/130 
Monday February 22nd, 2010 8:48:13 PM

Corvis looks to the others when Jack pulls the scroll and does what he does. He decides to wait and once again see what Syr's actions are before making a move himself to follow. He is curious and wonders about if Jack's group has really moreless turned a new leaf or not. He decides for now to not judge and just see whats up instead and decide from there.

Halfling Grigory 
Monday February 22nd, 2010 9:21:31 PM

"B'ah! Scroll users, so unprepared. What was he thinking?
"You see, Syr, I have no need of scrolls. I can cast any spell (up to my ever increasing level of power) from my books. Yes, that includes Knock. I know them all. With a little fore-thought I could change the universe. Why Jack here didn't simply cast the spell from memory says a lot about him, I think. Perhaps he is a Sorcerer, not a Mage. One of the Unlearned."

Belkior - AC 13 - HP 122 
Monday February 22nd, 2010 9:49:54 PM

Concerned with the safety of his companion, the halfling cleric hops down from his stool and hurries towards the circle right behind Jass. Not knowing exactly where he may go, Belkior pauses to cast Magic Circle Against Evil. And, since he expects to be teleported, he briefly regrets the recent meal before stepping into the circle.

Halfling Grigory 
Tuesday February 23rd, 2010 3:58:34 AM

Oh, and Grigory jumps into the circle.

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) 
Tuesday February 23rd, 2010 10:21:45 AM

"Domi! I hate teleporting!" The ranger thinks hard then follows after Belkior goes through. "Come Polo." He says to his friend. "Lets go on an adventure."

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits, Pass w/o Trace, Owl's Wisdom, Bear's Endurance, Freedom of Movement

Jass AC 24 HP 70/70 (Mage Armor, Unseen Servant) 
Tuesday February 23rd, 2010 11:59:42 AM

Jass eyes Grigory, but turns his attention to Belkior as the halfling trots up. "It is so grievious that those without natural talent have to pretend superiority through pedagogical pursuits." The sorcerer tuts and shakes his head sadly, then winks insolently at Grigory.

Syr Ac 33/32 HP 205/205 
Tuesday February 23rd, 2010 12:35:05 PM

Syr hears what Jack has to say and his opinion of the man rises a few notches. "If what you say is true, then stop coming in through our kitchen and eavesdropping. A little trust may go a long way." He looks at the man with intensity, "Much like the trust we are showing you by entering your circle."

Looking over at Grigory, the monk carefully eyes the mage up and down, "'One of the Unlearned' ... Grigory, I didn't realize you were such a spell snob." He grins at the halfling to show his comment was meant only in jest.

The Meeting Place - DMAl 
Tuesday February 23rd, 2010 8:26:45 PM


One by one, the Crimson Shields brave the teleport circle conjured by the Jack of Diamonds. One by one, they appear in a windowless room that soon becomes cramped as the number of people in it grows. The appearance of Brahmah, Polo and Mac, in particular, strain the available space. The walls of the room are dirty and cracked. The floor is warped and buckled in places. If this is not Trash Level, then there is a building on some other level in a serious state of neglect.

There are two doors in the room. The door to the north is typical for a human sized creature. This door is closed. To the west is a double doorway. It is open. In fact, it appears that the doors have been removed from their hinges. Entry to the room beyond, though is clearly blocked by a hard invisible barrier.

In the other room, beyond the invisible barrier sit a human man, a human woman, a gnomish woman, and a half-elven man. Each bears white or graying hair as badges of their advancing age. Each wears robes rich materials, but plain cut. The faces of each of the four are calm, and though showing lines of age, are healthy and of intelligent and noble cast.

Behind each of the four is a figure armed with a rapier in the same manner as the Jack of Diamonds. Each of them wears a mask to hide their face. Those familiar with Floating City recognize the masks as those typically worn on Mask Day, the day on which a new Overlord is chosen. Behind the four armed figures can be seen another door leading out further in the western direction.

The Jack of Diamonds stands in one corner of the same room in which the Crimson Shields stand, trying to occupy as little space as possible within the cramped room.

"Welcome, Crimson Shields." The human man stands and greets the Shields with a smile. "First of all, I apologize for both the poor accommodations as well as the secrecy through which we must put you. It is not that we do not trust you. Yes, we are have learned through experience to be naturally cautious, but that is not all. We have enemies, and our need for secrecy has more to do with them than it does with you. Whether you realize it or not, you are watched rather closely by many different groups. Such is the nature of power that it promotes wariness and unease. And make no mistake, you are powerful, both individually as well as a group."

"But, to the point, I'm sure that room you are in cannot be comfortable. We know of the caves that the Overlord's people have discovered under Turtle Lake. We know of the Artifact, the teleport circle within the caves. We ... we are of a philosophy that promotes freedom. We advocate a freer flow of trade, a freer exchange of knowledge, availability to all based upon their means. This opposes the basic mandate of many within the government of the Overlord. Some, factions within the Overlord's government, in fact ... "

"Oh for the sake of Domi's patience," the gnomish woman blurts out. "Will you please get to the point? We would like you to secure the caves for us rather than for the Office of the Overlord."

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

OoC: I'm assuming that Mac comes along.

Corvis Zurvich AC:30 HP:29/130  d20+12=14 ;
Tuesday February 23rd, 2010 9:27:50 PM

Corvis looks around the place and wonders about everything before the talking begins. He smirks abit as he feels like the group is currebtky veubg fkattered in away but then it goes to buisness rather quickly and he glances to Syr and the others to find out their reactions as he judges the words of those speaking.

(Sense motive:14)
ooc: Robert: I guess that was from an iPhone too. I think he said "currently being flattered"

Halfling Grigory 
Tuesday February 23rd, 2010 9:51:57 PM

Grigory
Grigory looks a little hurt at the question, and he really projects his voice to make sure it can be heard in the next room. 
"If you know us at all you should know that we work for the greater good, not for gold. Sure, a few bags heavy with gems won't be overlooked - you as well as anyone would know the expense that adventuring can occur - but I'm not yet convinced that undermining the Overlord on this occassion actually serves the greater good in the long run. Can you really convince us otherwise."
It feels like it can probably be heard on the Gold Level.

Turning to his companions he is flushed and red faced, "I'm sorry if I spoke out of turn, I guess I was a little passionate there."   

Belkior - AC 13 - HP 122  d20+9=21 ;
Tuesday February 23rd, 2010 10:21:55 PM

The halfling cleric doesn't know what to think, what with things changing so rapidly. To Belkior, it seems that the Shields are fated to gain both a powerful patron and a potential opponent. It's just a matter of who they work for. And, the Paragon thinks that failing to commit to one course of action may be seen as favouring one side.

As he waits for his companions to respond, Belkior tries to notice anything else about the seated figures and those guarding them.
Spot = 21

Mac 
Wednesday February 24th, 2010 6:18:06 AM

From the back corner Mac listens intently. Whilst not feeling particularly powerful as an individual at this moment, he does listen intently to the human's words as he attempts to keep an eye on Jack. The man had some measure of his interest until '...availability to all based upon their means.', at which point he shifts the weight slightly from the front foot to the back as he wonders how far back tales of what happened to people who wanted freedom and power, for all... okay, not for all, but for us and those who help us... okay, really, just for us... okay, really, just for me.

Grigory's reponse catches the taur off guard, but his sentiment is reasonable and his argument is sound. "Well put!" he replies to the Halfling.

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) 
Wednesday February 24th, 2010 10:37:45 AM

Brahmah smiles when the gnome females pipes in. He likes honesty... especially from loud small ones. He listens and keeps Polo away from bite sized stouts.

Jass AC 24 HP 70/70 (Mage Armor, Unseen Servant)  d20+14=21 ; d20+14=24 ;
Wednesday February 24th, 2010 1:27:26 PM

Jass looks around with some interest, but he knows that, barring any anti-magic or dimensional lock on this place, he can get out without too much trouble.

After listening to Grigory, Jass can't help but put in his own two coppers, striving to make this a friendly conversation and also reading the Lords of Diamonds for thier intent.

"The... proposition. Yeah, that's what it is. The proposition is interesting. Now, the Overlord and her government control the only known portal to other civilization. Getting another means of transport outside the hands of the Overlord would help with free trade. But in the hands of a outlawed criminal cartel, this may just be the action to start a war. While I like the idea of freedom, wars tend to go hard on the common people. You know, those who can't defend themselves by themselves. And I don't like that part."

Jass turns to Syr. "Here's an idea. What if we get the Overlord and the Diamonds to both agree that Crimson Shields Construction owns the portal? While niether group trusts the other, both of em trust us somewhat."

...Actions
Diplomacy: 21
Sense Motive: 24

...Effects
Private Sanctum: 24 hour (cast that morning)
Mage Armor; 13 hours +4 AC
Unseen Servant

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


Motive - DMAl 
Wednesday February 24th, 2010 8:57:28 PM


The human male looks at the gnomish woman. The gnomish woman looks at the human woman. The human woman looks at the half-elven man. They all look at each other with confusion on their faces. None of this appears feigned to either Corvis or Jass.

Finally, it is the half-elf who speaks up. "I'm sorry if we might have implied that you would receive payment for this. In fact, we aren't in much of a position to offer you any remuneration at all. We were hoping to appeal to your sense of what is right in this thing."

"That, and it may very well be possible that the denizens of the caves may have enough of value to compensate you for the danger you will be undertaking."

Belkior's attempt to spy anything of interest beyond the four members of the Sanctity and their masked guards comes up as blank as the wall behind them. These are obviously rooms chosen to be quickly and easily abandoned, with no loss and nothing important left behind.

"Yes, we have studied your group." This time it is the human woman who speaks. "We have seen that time and time again you have undertaken difficult and dangerous tasks with no obvious benefit to yourselves. We have concluded that your greatest motivation is what you consider to be right. We consider it exceptionally fortunate that it has fallen to you to secure the caves."

"As to your counter proposal, I think that it would be fine. Would it not?" This last question is to the human woman's fellow members in the Sanctity. Each nods their agreement. "In fact, it may be best, all in all, for you yourselves to attempt to take control of the caves yourself. Our interest is not in controling the caves, but, rather, in seeing that the Office of the Overlord does not. You, we suspect, would advocate and work towards free use and access of the caves by all, and that is, when all is said and done, what we are after."

"There was a time," speaks the human man again, "in which the Office of the Overlord stood for more than the perpetuation of their own interests. All of us were once ... " The gnomish woman glares hard at the human man, and he stops. "There are good people there. But we feel that they have lost their way."

Belkior - AC 13 - HP 122 
Wednesday February 24th, 2010 10:12:38 PM

The halfling cleric longs for a simple problem, like how best to set a broken limb. Or treat a disease. Belkior suspects that this decision isn't one of right and wrong, or even good or evil. And probably not even "most right" but which decision is least wrong.

Belkior would like to have more information, more to make a decision upon. And he will fall back upon what has served him in the past. So, even while he listens to what else he might learn from Jack of Diamonds or this group called the Sanctity, Belkior is preparing to petition Alemi for information.



Syr Ac 33/32 HP 205/205 
Thursday February 25th, 2010 1:21:29 AM

Looking at the woman, he raises an eyebrow, "Everyone is very concerned with controlling this gateway. And if I understand you correctly, you brought us here to give an opposing viewpoint? Nothing more? I'm sure Grigory can understand the academics of this but to Jass' point, what's in it for you if not for us because I'm not sure we have the resources to control an underwater gate."

Syr takes a step forward and thinks carefully before speaking, "Based upon your comments, I'm guessing this ring is not movable? What do we really know about this gateway? In caves, underwater, recently activated. Who is to say the activation isn't temporary?" The monk punctuates each statement with his hands moving, "I'm sure you understand that we still don't know enough to have an informed opinion on either side."



Jass AC 24 HP 70/70 (Mage Armor, Unseen Servant) 
Thursday February 25th, 2010 8:58:02 AM

Jass nods, agreeing with Syr's thinking. "There are so many 'ifs' about the portal that it is useless, completely academic, in arguing over the color of the chicken before the egg hatches. I think you've succeeded in your intent, Sieur and Madame Sanctitys, in giving us something to think about. What actually happens, who can say at this point?"

The sorcerer is ready to leave, having lots of little questions that he knows won't be answered right now.

...Actions

...Effects
Private Sanctum: 24 hour (cast that morning)
Mage Armor; 13 hours +4 AC
Unseen Servant

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

Halfling Grigory 
Thursday February 25th, 2010 9:08:02 PM

"Here, here," concurs the halfling scholar. "It as though you've asked to bias the research before we have even decided to write anything. Barely have we learned of this gate then you are asking us to undermine those who informed us of it."

Faith and Right - DMAl 
Thursday February 25th, 2010 9:11:30 PM


Silent though he is, Belkior prepares for further questions gained from a different avenue.

"We wish to keep the caves and the teleport ring within it free for the use of all," the human man replies to Syr. "Once the ring and the caves are secure we can send squads from the Lords of Diamond to back you up. At that point, we are ready to negotiate with whatever organization is willing to maintain free and open access to the caves and the artifact. Plateau City comes to mind."

"And yes," the gnomish woman adds. "We would be surprised if the teleport ring were in any way movable. Such is the nature of this sort of magic. Aside from that, I'm not sure that we know much more than you do."

"Did you tell them about the gate?" This is the half-elf. "The one that bars the entrance to the caves? There were no more than four kuo-toa seen stationed there. We suspect that such small numbers are not designed to hold the entrance of the cave against attack, but rather to raise an alarm."

"Hmmm. Was there anything else?"

"We understand your hesitation to commit yourselves." This time the human woman speaks again. "In the end, it all comes down to faith anyway, does it not? All we can do is to offer you this alternative, and have faith in you to choose what is right."

"We will hold you no longer than necessary. It is dangerous for us to meet together in this way. We do not usually gather like this, in one place where we might all be captured at once."

"If you have no further questions, the teleport circle should still be open. It will return you from whence you came. I suggest that you take it rather than walking. Not only is it more pleasant than a trip through Trash Level, but it will raise fewer questions from others as well."

Belkior - AC 13 - HP 122 
Thursday February 25th, 2010 9:45:19 PM

The halfling cleric prepares to follow his companions through the teleport circle. Belkior's thoughts are upon the questions that he plans to ask Alemi.

Jass AC 24 HP 70/70 (Mage Armor, Unseen Servant) 
Thursday February 25th, 2010 11:11:52 PM

Jass learns a little more about the gate, and then bows himself out to get back to the teleport circle and the Crimson Shield headquarters.

Once back inside, he looks at the others. "Well, what do you think about this, my wunjos?"

...Actions

...Effects
Private Sanctum: 24 hour (cast that morning)
Mage Armor; 13 hours +4 AC
Unseen Servant

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


Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) 
Friday February 26th, 2010 5:13:32 AM

"I think its enough to help them, keeping in mind that we might and probably are working against the Overlord. That does not sound like a great plan. That said, if we decide, together, not to help, it might do more harm than good.

If there are four there to raise alarm, I might point out that any method of alarm might be used... spell, mechanical, telepathic or whatever. I figure the alarm will sound and we'll know about it soon after. If the four are removed, it might give us time to formulate the next move.

As for payment, it always seems to come to us in some manner, whether its given by the party or rescued from the baddies."

Syr Ac 33/32 HP 205/205 
Friday February 26th, 2010 6:17:01 PM

Syr bows once to the foursome, "We thank you for your information and time and promise to take your words into account if we are able to secure the ring." With that said, the monk steps into the teleport circle to return back to the house.

"You are probably right Brahmah, a way to stop the alarm from sounding would help greatly." Once back at the house and inside Jass' Sanctum the elf pulls at his lower lip fretting, "That number at the gate ....4... makes me nervous. Remember the fight in the hills, Belkior? We've fought a QUAD before and they are VERY effective as a team. Even to the extent, that you have to take all of them down rather than just one at a time."

"Either way, I figure we need a magical way to either open the gate or prevent reinforcements from coming through it. Do you have those in your bag of tricks, Grigory. I've seen Belkior's Stone Wall before and while good, something less permanent might be better?"

Looking around the room at the others, "Is there any other threat we can prepare for?"

After the Meeting - DMAl 
Friday February 26th, 2010 8:58:07 PM


Through with their questions, the Crimson Shields step back through the teleport circle and return to the living area in their home from whence they had come. Behind them, the teleportation circle disappears with a pop of displaced air. No doubt, Jack has dismissed it from the other side.

As is so often the case, the Shields are left with more questions than answers. Belkior, for one, has plans to ask questions of Alemi. Brahmah sees the potential downsides of helping either the Office of the Overlord or the Sanctity, and he moves on to more practical concerns. Syr also attends to the more immediate things, planning for the assult on the caves.

Whatever planning need be done it had better be attended to before tomorrow morning when the Shields are expected to board the Wrath down on the Docks of Floating City.

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

If there is anything else you'd like to do today, please begin them before the Monday evening post. Otherwise, I will move you to tomorrow morning with my next DM post.

Jass AC 24 HP 70/70 (Mage Armor, Unseen Servant) 
Saturday February 27th, 2010 4:37:36 PM

"Walls of Stone aren't permenant", quips Jass, "that's what Disentegrate spells are for!"

"Besides that, I've got a new spell I can do from a recent stint near Koshe Marr. This spell uses shadow magic to pretend to be just about any conjuration spell there is. Using the shadow magic, I can set up a Wall of Force or nearly any other wall you can think of to block reinforcements."

"Quads, huh. You think that the Kua-Toa and Aboleth's are in league with Ga'al the fallen god?"

.....

Really though, any other planning for Jass is just speculation. HE is prepared, and has his stuff packed and ready to go to the Wrath in the morning.

Belkior - AC 13 - HP 122 
Sunday February 28th, 2010 10:23:46 PM

The halfling cleric walks back with his companions, intent upon praying to Alemi in the morning for enlightenment. Quietly, hoping to keep his words just for his companions, Belkior asks for suggestions for what to ask his deity.

"So far, I've thought of the following and Syr has offered some suggestions, too. But I would like to hear what the rest of you suggest, too. These are the questions that I am planning to ask:
- Are the kuo toans being controlled or manipulated by the aboleth?
- Is there more than one aboleth?
- Is the gate movable?
- Are the caves entirely underwater?
- Are there any other opponents in the caves?
- Does the Sanctity present a threat to the well-being of Floating City?
- Do the Lords of Diamond present a threat to the well-bring of Floating City?
- Does the Office of the Overlord present a threat to the well-being of Floating City?
- Do you wish us to assist the Sanctity?
- Do you wish us to assist the Office of the Overlord?
- Are there magical defenses inside the caves?
- Does the teleport circle within the caves lead to a place within the Wold?"

"And there's probably more that I could ask, too."

"I'm also thinking that we're going into a prepared and magically defended location. That likely means that we may not be able to summon creatures to assist us and might face some other problems. I suspect that we might be facing spells like Unhallow or Forbiddance, so we need to plan accordingly.



Halfling Grigory 
Monday March 1st, 2010 3:50:33 AM

OOC: I am swamped with a new baby at home, extra time required at work, DMing another game and writing the next module for it. I've never played a Wizard before, and so I'm looking for suggestions for spells to prepare for our little swim.
I can have 4/6/6/6/5/4/4/3 spells per day, which is up to 7th level spells.

Corvis Zurvich AC:30 HP:29/130 
Monday March 1st, 2010 12:34:15 PM

Corvis is ready to get moving once the others are ready, it's starting to sound more and more to him like this mission might require more muscle depending on how dampened spells are in the coming fights and such. He has never found underwater before so wonders how that will go, on land would be much preferable to him.

(Dad started radiation today, been a long couple days. Sorry for the lack of posting.)

Syr Ac 33/32 HP 205/205 
Monday March 1st, 2010 5:23:05 PM

Syr stays awake long enough to see what answers Belkior gets to his questions. After that he yawns tiredly and heads upstairs to get some rest for tomorrow.

(OOC: Mother in Law started radiation last week. I feel ya. As to what spells... I'm not the most knowledgable but I'd say something to complement Jass' list would be best? Why double up unless necessary...just keep in mind the underwater environment.)

An Evening of Divination - DMAl 
Monday March 1st, 2010 8:56:17 PM


Sounds come from the kitchen. Ivy tactfully clatters some plates, making a distinct and audible noise before entering giving the Crimson Shields time to quiet things in case they have things to discus that they would rather she not hear. She comes in, and collects the tea things and then departs. She appears little surprised at the absence of the Jack of Diamonds.

Bekior begins the divination ritual. The silver-blue smoke of his incense curls and reforms in the air as Belkior asks his questions of Alemi. In a smooth flowing script the smoke forms the halfling's words as he speaks them. And, after each question, the smoke forms an answer.

- Are the kuo toans being controlled or manipulated by the aboleth? No.
- Is there more than one aboleth? No.
- Is the gate movable? The outer gate. Yes.
- Are the caves entirely underwater? No.
- Are there any other opponents in the caves? Yes.
- Does the Sanctity present a threat to the well-being of Floating City? Unclear. Threat and Well-being can be subjective.
- Do the Lords of Diamond present a threat to the well-bring of Floating City? Unclear. Threat and Well-being can be subjective.
- Does the Office of the Overlord present a threat to the well-being of Floating City? Unclear. Threat and Well-being can besubjective.
- Do you wish us to assist the Sanctity? Yes.
- Do you wish us to assist the Office of the Overlord? Yes.
- Are there magical defenses inside the caves? Unclear. There is magic, and it is used to defend.
- Does the teleport circle within the caves lead to a place within the Wold? Yes.

Night falls upon the ceiling in Merchant Level. Ivy makes a meal of corned beef and cabbage for dinner. Evening turns to morning. Spells are prepared. Gear is packed. On the way to the Docks the Crimson Shields make a detour up one level to Gold. Grigory stops out side of the shop in which the Star Mages have their secret headquarters.

Will the Crimson Shields enter with him for an introduction? Will they wait outside? Will the halfling wizard go in at all?

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

OoC:

Just to speed things up, I will assume that Belkior has prepared a Commune spell this morning. That should allow him a full complement of spells for the new day. Belkior, please deduct 100XP from your CS.

Belkior has three questions left. I will take the first three asked before post time tomorrow. Otherwise, they will go unasked and wasted.

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) 
Monday March 1st, 2010 9:48:40 PM

"Walls of Stone don't last forever, but as I understand it, Stoneshape can." Suggests Brahmah. "Assuming the caves are rocky, walls can be made, rough though they might have to be."

Belkior - AC 13 - HP 122 
Monday March 1st, 2010 10:45:13 PM

The halfling cleric pauses during his spell to consider what he has learned so far from Alemi. There are only a couple more questions remaining and Belkior hopes that his companions have something useful to add.

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


Belkior calls out to his companions while they are preparing to head to the docks.

"Just a moment ... I'm going to swing by the Catacombs and get some gear for the trip. Things like Potions of Waterbreathing and the like. Don't leave without me!"

OOC - CS updated

Halfling Grigory  d20+12=28 d20+12=16
Tuesday March 2nd, 2010 1:01:41 AM

"Okay, Jass and Belkior. Let's talk about preparation. I can memorise any spell up to seventh level, other than those that dis-honour Gargul and Freewill, the Necromantic and Enchantment spells.
"And what do we know about these Aboleths and kuo toans?"
Knowledge - Aboleth, 28
Knowledge - Kuo Toans, 16

Grigory invites the other two spell casters to talk magick over a cup of tea or two or three, and some scones, some pancakes, a bowl of ice-cream, boiled sausages wrapped in bacon and fried on a roll with grated cheese, lamb stew, and a few other little items that he enjoys whipping up quickly whilst talking in the kitchen.

OOC will email you both.

Halfling Grigory 
Tuesday March 2nd, 2010 1:20:23 AM

Grigory asks the others to wait a moment, "I shouldn't be long."

He walks into the store, expecting to greet the same five Star Mages. He relates that he is keen to help them, and as a sign of this he reveals the names of his companions. "They are all keen and happy to see me help you. At least, none of them spoke any objections. No, seriously now, I trust them, we work together as a team. It's all going to be fine," he reassures them.

Halfling Grigory 
Tuesday March 2nd, 2010 7:22:56 AM

OOC: I should be able to cast Endure Elements and Darkvision on everyone (except Jass and Grigory who can use Alter Self instead)
I believe we have enough Pearls for everyone? Though, again, Alter Self should negate the need for that too.
Here's my tentative list, a first draft:
4/6/6/6/5/4/4/3
0: Message, Open/Close, Resistance (2)
1: Endure Elements (6) Shield*
2: Darkvision (6), Alter Self*
3: Dispel Magic, Explosive Runes, Nondetection (2, DC 20 / 25 cast on self), Fireball (2, DC 22)
4: Mass Reduce Person (2), Mnemonic Enhancer (listed with * above), Stone Shape, Wall of Ice
5: Major Creation, Transmute Rock to Mud, Break Enchantment, Passwall
6: Control Water (2 - Lower Water), Freezing Sphere, Globe of Invulnerability
7: Greater Teleport (2), Arcane Sight



Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) 
Tuesday March 2nd, 2010 12:43:15 PM

Brahmah waits with his friends.

Jass AC 24 HP 70/70 (Mage Armor, Unseen Servant) 
Tuesday March 2nd, 2010 1:18:21 PM

Jass brings a couple questions to Belkior for the Commune

- Are there opponents in the caves that we will find not in the water?
- Is any opponent in the caves a Quad of Ga'al?

Jass is not interested in going in with Grigory to meet the Star Mages. [ugh]

"Glad I don't take magical advice from you, big guy!", calls Jass confidently to Brahmah, "Walls of Stone and Iron are permenant structures, my furry friend."

The haystack haired human is happy to talk shop, and nearly laughs at Grigory's prohibited schools. "I think we'll make a good team, old boy, for Enchantments and Necromancy are some of my best spells!" Jass lists the spells he can cast without studying for the casters and Syr, who may need to know what the sorcerer can and cannot do.

Mage Armor:1
Unseen Servant: 1
Charm Person: 1
Magic Missile: 1
Ray of Enfeeblement: 1
Resist Energy: 2
Alter Self: 2
Scorching Ray: 2
Mirror Image: 2
False Life: 2
Tiny Hut: 3
Lightning Bolt: 3
Fly:3
Haste:3
Confusion: 4
Black Tentacles: 4
Dimension Door: 4
Invisibility, Greater: 4
Feeblemind: 5
Cone of Cold: 5
Private Sanctum: 5
Dispel Magic, Greater: 6
Disintegrate: 6
Greater Shadow Conjuration: 7

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

In the morning, Jass renews the Private Sanctum on the Crimson Shields headquaters before wandering down to the docks like he doesn't have a care in the world!

...Actions

...Effects
Private Sanctum: 24 hour (cast that morning)
Mage Armor; 13 hours +4 AC
Unseen Servant

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


Syr Ac 33/32 HP 205/205 
Tuesday March 2nd, 2010 1:35:58 PM

Syr stays awake long enough to hear the results of Belkior's spell. "Hmmm, good question about the caves being underwater? Maybe we are going about this the wrong way. Why make an assault on the front door if the back is open? How about, 'Is there a land based entrance to the caves?"

In the morning, he does accompany Grigory to visit the Star Mages but remains a suitable distance away as the halfling enters. As he waits, he glances over at Mac, "Hey Mac, how are you planning on holding the Pearl and that Axe too?"

Day of Departure: The Wrath, Ship Shape - DMAl  d100=62 ; d100=94 ;
Tuesday March 2nd, 2010 8:54:12 PM


- Are there opponents in the caves that we will find not in the water? Yes.
- Is any opponent in the caves a Quad of Ga'al? No.
- Is there a land based entrance to the caves? No.

With the last three answers to Belkior's divination ringing in their heads, the Crimson Shields wait relatively near the shop that serves as the front to the Star Mages foothold in Floating City. Grigory enters to encounter, as he expects, the same five mages that he had encountered before. They nod without saying a thing, and the halfling moves on.

The Shields, as a group, move down the Underramp and through the levels to Fence Level. Along the way, the draw stares from everyone they pass. (It isn't everyday that you see a group with two minotaurs a bear and two halflings on the streets.) A few guards wave greetings as the group passes Barracks Level.

The Wrath waits upon the docks. The deck now bustles with sailors, making ready to ship out. Some look a little worse for a night's drinking. But most look eager to be back on board and ready to go. The weather looks typical for early Summer. The sun shines, and the lake is calm. The captain is in his cabin. He rises and introduces himself as Captain Hrunch when the Shields enter and offers the adventurers seats at a round table. There are no seats for anything the size of a minotaur, but there is a bench seat at the back of the cabin with a view out a window set into the aft of the ship.

The captain says that they're still waiting for the charts that will lead them to their destination. He asks, in fact, if the Shields might enlighten him as to the nature of their destination. No one has told him, but, it's clear to him from the preparations that they must be going into some form of danger.

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

OoC:

As before, we will be using SteveK's compiled rules on Underwater activity. It may be advisable to study them. You can find them here. Underwater

Belkior - AC 13 - HP 122 
Tuesday March 2nd, 2010 11:09:04 PM

The halfling cleric catches up with his companions just before they reach the docks, nearly out of breath from his hurried walk from the Catacombs. As he joins them, Belkior fingers the Pearl that he has recently made.

"So, we nearly ready to go? I have some potions for everyone just in case we get separated or lose our magics somehow."

The Paragon is not about to speak for his companions and waits for someone else to address the ship captain.

Spell List

0 - Detect Magic(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless(x2), Protection from Evil(x3), Sanctuary(x2) (D - Protection Against Evil)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status(x2) (D - Aid)
3 - Daylight(x2), Invisibility Purge, Prayer(x2), Water Walk (D - Magic Circle Against Evil)
4 - Control Water, Death Ward(x3), Freedom of Movement, Tongues (D - Cure Critical Wounds)
5 - Greater Command, Spell Resistance(x2), True Seeing (D - Dispel Evil)
6 - Greater Dispel Magic(x2), Heal (D - Heal)
7 - Regenerate, Summon Monster VII (D - Regenerate)


Mac 
Wednesday March 3rd, 2010 4:12:15 AM

"Hold the Pearl?" Mac looks incredulously at Syr. "Next you'll be telling me I need to clench my luckstone between my teeth..." A few moments pass as Mac comes to the realisation that Syr isn't being funny. "What do I need to do then?"

Jass AC 24 HP 70/70 (Mage Armor, Unseen Servant) 
Wednesday March 3rd, 2010 1:58:25 PM

Jass finds the most comfortable chair and grins silently; he isn't going to admit ignorance to the Captain! Instead, he begins a game of Grab The Treat with Furball. The sorcerer puts a bit of jerky on the table and then tries to cover it with his hand before the mink can snatch it. Furball usually wins.

"Huh, I didn't think of that", admits Jass when the subject of how to use the Pearl comes up. "Lucky I'm going to look like a Sahaugin. I definitely need both hands for spells!"

...Actions

...Effects
Private Sanctum: 24 hour (cast that morning)
Mage Armor; 13 hours +4 AC
Unseen Servant

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

Halfling Grigory 
Wednesday March 3rd, 2010 4:49:01 PM

After much discussion Grigory resigns himself to, "It can never be perfect. I will make the most of these spells tomorrow."
"The Greater Teleport can be used to get us out of there quickly, if you permit me to use Mass Reduce Person on everyone first. And I've got the darkness and cold sorted, as well as communication between us. And a few utility and combat spells to spare."

Available, used
0: Message (140 min), Open/Close, 2x Resistance (1 min)
1: 6x Endure Elements (24 h), 2x Shield (14 min)*
2: 6x Darkvision (14 h), 2x Alter Self (140 min)*
3: Dispel Magic, Explosive Runes, 2x Nondetection (14 h), DC 20 / 25 cast on self), Fireball (2, DC 22), Daylight (140 min)
4: Mass Reduce Person (14 min), 2x Mnemonic Enhancer, Stone Shape
5: Major Creation (varies), Transmute Rock to Mud, Break Enchantment, Passwall
6: Control Water (140 min), Globe of Invulnerability (14 rounds), Greater Dispel Magic, Chain Lightning (DC 25)
7: Greater Teleport, Greater Arcane Sight (14 min), Prismatic Spray


Syr Ac 33/32 HP 205/205 
Wednesday March 3rd, 2010 8:07:00 PM

Syr shakes Captain Hrunch's hand and introduces the Shields, "Nature of the trip? I guess you could say we are going to plug a hole that weird things are coming from. Even we aren't sure where it is yet. Not entirely sure of the hazards either but we are gearing for a fight. I can see your ship is ready too. If it comes to it on the ship, where do you want us where we will do the most good? Fore? Aft? or spread?"

After hearing Mac's question, Syr looks up at the minotaur and suggests, "Well, you certainly can't hold it in your hooves. Do you have a smaller weapon? Maybe Brahmah or Corvis has one you can borrow? If not, then maybe you follow Belk's lead and get a few potions?" He grins at Mac and offers more sage advice as he sits at the table next to Jass, "I wonder what would happen if you swallowed it?"

(OOC: "If it is clasped firmly in hand or held to the breast while the possessor attempts actions related to the pearl's powers, she understands and is able to employ the item." I'm sure Al has already thought of disarm with the Pearls)

Circle Marks the Spot - DMAl 
Wednesday March 3rd, 2010 9:01:45 PM


Jass, with his knowledge of the arcane, Grigory with his insight into the crafting of spells, and Belkior who has actually created one of these magic Pearls of the Sirines know that the one need hold the pearl simply to understand its function. After that, they prove no encumbrance to action within the water, not even from their use. Once their use is known to the user, they may be stored, where they function unless somehow separated from the user's possessions.

Captain Hrunch listens to Syr's explanation. "A hole ye say? Well, I can't say that I'm one who goes looking for a fight. But, as ye say, we're ready for one should it come. Just wish those blasted hires from the Overlord would let us know more of what's coming. I don't like shipping out into the fog if ye catch my meaning."

The captain's ire, however, does not last long, for at that moment, a tall slim female form steps from the shadows. Her face is hooded to completely mask her facial features. Not even her hair is to be seen. She places a tube - a map case - upon the table. "From Lord Perimon," she whispers. She steps away, and she is gone again.

The map case contains a nautical chart that marks the location of the caves. The chart is distinctive in that it is incomplete. It shows only parts of the coastline of Turtle Lake. All of the missing parts are unexplored, the Captain Hrunch explains. In fact, so much of the coast is missing that it is difficult from this chart to determine the size of the lake. But, with the chart, the captain appears confident that he can navigate to the small circle marked on the chart.

The crew scurries to cast off, and soon the Wrath weighs anchor. The ship makes good time under a stiff breeze, and soon the tower of Floating City is left behind. Water surrounds the ship in all directions. Nothing impinges upon the horizon. It is completely flat as far as the eye can see.

Hour passes to hour with nothing but the lake, the sky, and the Wrath in between. The Captain navigates by compass, water clock and pure dead reckoning. Night falls. The stars rise over the Wold along with the two moons. Captain Hrunch tells the Crimson Shields to get some sleep. They'll likely be arriving at the spot on the chart sometime in the early morning.

Night passes, morning comes, and, as promised, the captain announces that they've reached the spot, best as he can figure. Down below, somewhere, is the place he's been commissioned to take the Crimson Shields. He's done his part. He'll wait here now while the Shields tend to their business. If they're not back in seven days, he'll leave, returning then to Floating City.

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

You can change your spells if you want. But I'll need spell lists now from everyone. How do you proceed?

Belkior - AC 13 - HP 122 
Wednesday March 3rd, 2010 9:59:33 PM

The halfling cleric requests the same spells from Alemi during his morning devotions, the gentle rocking of the boat providing a steady rhythm for his meditations. Once he has broken his fast, Belkior joins his companions for a planning session.

"I have some potions for everyone. In case you have any spells removed, or the like."

"Now ... how deep are these caves again? From what the bureaucrat told us, pretty deep. Personally, I am more afraid of our spells ending before we need them. I think that we should use the Pearls to descend together and apply our spells at a safe distance from the cave opening."

"Sound okay to all of you? Unless your spells last for hours, that is."

The Paragon has a quick thought and seeks out the Captain of the Wrath.

"Captain Hrunch, sir? Do you know how deep it is here? Have you or your men sounded the depth?"

Spell List

0 - Detect Magic(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless(x2), Protection from Evil(x3), Sanctuary(x2) (D - Protection Against Evil)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status(x2) (D - Aid)
3 - Daylight(x2), Invisibility Purge, Prayer(x2), Water Walk (D - Magic Circle Against Evil)
4 - Control Water, Death Ward(x3), Freedom of Movement, Tongues (D - Cure Critical Wounds)
5 - Greater Command, Spell Resistance(x2), True Seeing (D - Dispel Evil)
6 - Greater Dispel Magic(x2), Heal (D - Heal)
7 - Regenerate, Summon Monster VII (D - Regenerate)


Halfling Grigory 
Thursday March 4th, 2010 4:31:38 AM

"I could simply(Greater) Teleport us all down there. Obviously we don't want to go directly there, maybe back a little so that we can... Actually, why not Teleport in as close as possible?

"And let me cast Endure Elements on each of you so that you won't suffer the effects of cold for 24 hours. Oh, and Darkvision lasts a good long time. I'll cast Message if we need to split up, though I hate splitting up.

"And see this," holding up a small envelope, "when I'm dead and you find Jass is going through my stuff, don't let him open this. It is called Explosive Runes, and that is not a misnomer. Though," he chuckles lightly, "if he is going through my pack then he well deserves it."
Grigory places the envelope into his pack before beginning casting spells on his 'pack mates.' When all the spells are cast he pulls on his pack and his robes pedantically pulls them into perfect placement

Grigory will Cast Darkvision and Endure Elements on each except for Jass and Grigory just before we head off.
He will Cast Alter Self ONLY IF we agree to Greater Teleport down, otherwise he will utilise a Pearl (How many do we have?)

dM saniTy iNfo

Spells in effect - subject (duration in rounds)

Available, used
0: Message (140 min), Open/Close, 2x Resistance (1 min)
1: 6x Endure Elements (24 h), 2x Shield (14 min)*
2: 6x Darkvision (14 h), 2x Alter Self (140 min)*
3: Dispel Magic, Explosive Runes, 2x Nondetection (14 h), DC 20 / 25 cast on self), Fireball (2, DC 22), Daylight (140 min)
4: Mass Reduce Person (14 min), 2x Mnemonic Enhancer, Stone Shape
5: Major Creation (varies), Transmute Rock to Mud, Break Enchantment, Passwall
6: Control Water (140 min), Globe of Invulnerability (14 rounds), Greater Dispel Magic, Chain Lightning (DC 25)
7: Greater Teleport, Greater Arcane Sight (14 min), Prismatic Spray



Mac 
Thursday March 4th, 2010 6:40:36 AM

OOC: If 'held to the breast' is one reasonable interpretation of 'wedged between his chest and what passes for a layer of quilted padding worn beneath his chainmail to prevent chafing and to cushion blows', then he's good. I mean, what size is a quality pearl worth 1,000GP?

"Swallow it? Can I get a third opinion?" He smiles at Syr's suggestions, but the only other idea he has himself involves glue. (OOC: Whatever happened to Sovereign Glue?)

Jass AC 24 HP 86/70 (Mage Armor, False Life, Darkvision. Pearl)  d10+10=16 ;
Thursday March 4th, 2010 11:11:55 AM

Jass paces the deck as the Wrath sails, contantly looking out at the water. "Better way to travel", he mutters, "much better."

When Captain Hrunch says they are there, the sorcerer is not one to tell him nay. "Looks like it is time to make ready. Grigory, I think I'd rather swim down slow and teleport up if the situation calls for it. But I'll go wherever the group wants since splitting up is a recipe for hero fricasse."

Jass smiles and arches an eyebrow at Grigory's quip, but niether admits or denys any possibility of backpack rummaging.

"I've thought of a couple of problems with seeing", Jass brings up. "The first is my Alter Self doesn't gift me with darkvision. The Second is my Prying Eyes also don't have darkvision. As we swim down, we won't have our magical scouts out."

"But unless this is more than 6 miles deep, we should be able to reach the hole in less than an hour of swimming. That would give Grigory's spells 13 more hours duration before you would start to use potions and scrolls."

Jass sets up his spells before waiting for Syr to announce going over the side. He knows he has plenty. For some added protection, Jass keeps one Pearl of the Sirines for initial water entry. Long term preparation spells follow, and in less than a minute, Jass, with a mithril buckler on his arm and Bill's Pants o Plenty on his legs, is ready for another Underwater adventure!

...Actions
cast Mage Armor
cast False Life
scroll Darkvision

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Darkvision: 3 hours 60' darkvision
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance

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

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157)  d20+28=37 ; d20+9=27 ;
Thursday March 4th, 2010 2:42:05 PM

Brahmah loves open water and it tells on his face. He strokes his bear's head as he looks out on the water. The bear looks wary but content.

Brahmah checks the weather again and thinks about a few things. (Survival for weather changes and water conditions including currents and dangers, 37) He ponders again the creatures he might be encountering. (K. nature 27)

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits, Resist Energy, Owl's Wisdom, Bear's Endurance, Freedom of Movement



Syr Ac 33/32 HP 205/205 
Thursday March 4th, 2010 7:49:26 PM

Nodding at Jass, he answers Grigory, "Surprisingly, the self proclaimed man of leisure wants to go for a swim. And he's right. Save the resources, we swim down. We may need the teleport for a hasty exit." He then moves to Belkior, "Mind if I carry a spare waterbreathing potion in case of emergency?"

Grinning at Mac he says, "I think the shirt will be okay." (OOC: Everyone should have a Pearl except Polo. Thanks for the clarification Al) Syr places his Pearl in a pants pocket and pats it reassuringly. Saying his goodbye to the Captain, the monk moves to the railing of the ship while awaiting the sounding. He flexes his fists which turn a light shade of blue, looks down at the Pearl in doubt, takes a deep breath and plunges over the side.

Effects: Pearl of the Sirines, Bless

Zero level: 5 (Light, Cure Minor Wounds, Detect Magic*2, Detect Poison)
1st level: 3+1 (Cure Light Wounds, Enlarge Person*2, Hide from Undead)
2nd level: 2+1 (Silence, Shield Other, Find Traps)
3rd level: 1+1 (Protection from Energy, Daylight)

Corvis Zurvich AC:30 HP:29/130 
Thursday March 4th, 2010 8:50:59 PM

Corvis glances out at the water having been silent all this time and isn't to thrilled with swimming really but it could be worse right...He smirks abit as he speaks, "Well atleast we aren't holding rocks to sink to the bottom quicker." Corvis glances to Syr as Corvis pats his own two weapons and speaks to him, "You've had experience fighting underwater, anything you could share with a rookie?"

Corvis is ready when the others are and is curious about this pearl so will take the moment to check it out before placing it in his belt pouch for safe keeping.

(Sorry for the delay people. Dad started radiation as I commented Mon and the other day they started him on chemo (probably not spelled right) Now where hoping of no bad side effects they listed.)

Assault on the Earth Sunderers


Preparing to Dive / Elapsed Time 00:00 - DMAl 
Thursday March 4th, 2010 9:22:12 PM


"We don't normally sound the depth out in the middle of the lake here," the Captain replies to Belkior. "No need, if ye understand. We've a sounding line a good twenty fathoms. That's errr ... sixty feet to ye lubbers. Don't need anything longer. If we're by the mark twenty, our hull's safe as tall ships from anything on the bottom."

"From the mark tis deeper than twenty fathoms here. I'm guessing much more. Sorry I can't help ye more, but what's below the water stays below the water as far as I'm concerned."

The Crimson Shields prepare to descend into the depths. Magics are cast, mostly by Grigory.

Brahmah looks to the sky and considers the possible dangers that both weather and sea creatures might present. The sky is overcast, unusual weather for early summer. But his practiced ranger's eye judges that the clouds will bring little more than a summer sprinkle. Nothing to fear from that. As far as underwater creatures are concerned, the open water in lakes such as these are usually free of dangerous creatures. Crocodilians lurk upon the shores, but in the open water, there is nothing to fear. Then again, the ocean would be a different matter. Sharks would be the primary fear. Toothed whales may be a problem. And they've already encountered a Kraken once. So, if this teleport ring opens into the ocean, it's possible that they may encounter any of these things.

Syr is the first into the water. With the magic of the pearl, he is able to swim like a fish.

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

OoC:

From here on out, I'll be tracking time.

Please list all active spells along with their duration.

Everyone has a Pearl of Sirines except Brahmah. If your familiar or companion is small enough to fit in your clothing, they will be covered by the magic of the Pearl of Sirines. But, if they become separated from you, they're most likely dead.

How will you take Brahmah's bear along with you?

How will you locate the caves when you reach the bottom? Oh, were you expecting the cave opening to be conveniently at the very spot to which you descend?

To Mac, you can wedge it into the padding of your armor if you wish. Pouch or pack, that will work too.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Belkior - AC 25 - HP 136 Status 
Thursday March 4th, 2010 10:00:49 PM

The halfling cleric casts Status on his companions and their animals or familiars, intending to constantly monitor their condition and location during the coming fight. Belkior then carefully distributes the potions to each of his companions, describing what each does and admonishing them to keep the magic items safe.

After that, Belkior grasps his Pearl for a moment before carefully tucking it into a cloth envelop that he tucks beneath his breastplate, almost directly over his heart. Looking back at his companions, the Paragon strides to the side of the ship and takes a deep breath before jumping over the side to join Syr.

NOTE - Distributed 6 potions of Darkvision and 10 potions of Water Breathing (to whoever wants).

Active Spells
Status - on everyone - 15 hours

Spell List
0 - Detect Magic(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless(x2), Protection from Evil(x3), Sanctuary(x2) (D - Protection Against Evil)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight(x2), Invisibility Purge, Prayer(x2), Water Walk (D - Magic Circle Against Evil)
4 - Control Water, Death Ward(x3), Freedom of Movement, Tongues (D - Cure Critical Wounds)
5 - Greater Command, Spell Resistance(x2), True Seeing (D - Dispel Evil)
6 - Greater Dispel Magic(x2), Heal (D - Heal)
7 - Regenerate, Summon Monster VII (D - Regenerate)
* = cast

OOC - Still waiting on a Catacombs transaction to buy more potions.

Jass AC 24 HP 86/70 (Mage Armor, False Life, Darkvision. Pearl, Status) 
Friday March 5th, 2010 9:47:41 AM

"I can usually take care of myself, Belkior, but since you are being so nice and all...". Jass leaves his sentence unfinished, but accepts one Darkvision and one Waterbreathing potion as backups and tucks them into his Pants O Plenty.

The sorcerer then turns to Furball and chitters back and forth. Finally, the sorcerer stands up and the mink shakes a fist at Jass before skittering back to the Captains cabin for more explorations. "Sorry, Furball", Jass calls to the Familiar's retreating back, "but it's going to be a mite dangerous down there. I'd rather you be here anyways." He turns to the others. "As long as we are within a mile of the ship, I'll know if there is anything wrong up here while we're below."

Jass is confident that between Belkior and Grigory, one of em has some divination magic that can locate the entrance easy. "If not", he wonders aloud, "can anyone speak fish?" With a shrug and a grin, the problem is handed off to someone else. Since Jass can't solve it, it must not be that important!

And then, haystack-like hair flying, Jass takes a running leap off the side of the Wrath. "Cowabungaaaaa- SPLOOSH"

...Actions
cast Mage Armor
cast False Life
scroll Darkvision

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Darkvision: 3 hours 60' darkvision
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior

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

Syr Ac 33/32 HP 205/205 Pearl 
Friday March 5th, 2010 5:12:23 PM

After getting splashed in the face, Syr treads up next to Jass, "Ever the showman?"

Once Corvis drops in the water, "Hints? Simple... send the new guy first!" He looks around at the others before his eyes settle on the bounty hunter. "Hmm, I guess that's you then. Seriously though, vision was the biggest issue last time we were under. We need to see them before they see us, plus we have to find the place. We'll see how much the cold and pressure affects us down there. Who knows how long we'll be down there, save the potions as much as we can." The elf holds a potion of Darkvision in his hand but does not drink it.

(OOC: Al, there should be enough Pearls for everyone. Belk made one, Syr bought one, and the original 5? Alas, no Polo)

The Bottom of the Lake / Elapsed Time 00:01 - DMAl 
Friday March 5th, 2010 9:02:23 PM


The Crimson Shields all enter the water. The temperature at the surface is pleasant. It is cooling. They all dive straight down for the bottom, all swimming swift as fishes under the magic of the pearls. Within seconds the light dims and the watery Wold closes in until they float in a roughly forty foot bubble of light within an infinite murk. A few seconds more and the darkness closes in until, finally, there is no light at all.

Down here, where the rays of the sun never come, the water is colder. Though not the biting painful cold of winter, those with knowledge of outdoor lore know that this sort of cold can be worse. It is a cold that can slowly robs a person of both mind and body, leaving them shivering and on the road to death.

Even with Darkvision, the relentless nothingness of the underwater Wold creates the illusion of blindness. Soon it is difficult to tell up from down. Disorientation sets in. Thus, it is a surprise when the muddy bottom of the lake swiftly rises up to meet the Crimson Shields. To the outer extent of the 60 foot reach of the Darkvision spell, the Wold is nothing but an expanse of flat slightly rippled mud, above which rises a vast nothingness of empty water. Placing a hand or foot into the mud raises a cloud of sediment that obscures vision.

Aside from this, there is nothing else. Translating time and speed to distance, you estimate that the bottom of the lake here is roughly four to five hundred feet below the surface. The question becomes: Which way are the caves?

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

OoC:

From here on out, I'll be tracking time.

Please list all active spells along with their duration.

Before I wrote: Everyone has a Pearl of Sirines except Brahmah. Sorry, I mean to say everyone except Brahmah's Bear. Left off a word, and changed the entire meaning.

I'll give you one more post to think of a way to bring the bear along. Otherwise, he stays on the boat.

Belkior: Don't worry about the Catacombs. We know how much the items cost. You may add them to your CS and deduct the money.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Corvis Zurvich AC:30 HP:29/130 
Friday March 5th, 2010 9:21:42 PM

Corvis looks around and nods to Syr, "Well if you send me in first being the new guy then it should get interesting." Corvis smiles knowing that Syr was joking. Besides this he swims down with the others but once getting far enough he begins having alot of difficulty seeing as he is not a elf or any other dark vision race.

Corvis moves a hand to his belt pouch, thankful for the potion that Belkior gave him but is wonder if it is a good time to use it. Having never been under water before he does try speaking to someone and hopes this doesn't cause problems, "Ummm, think it's a good time to swallow this potion, it's dark as Gargul's realm down here."

Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance

Belkior - AC 25 - HP 136 Status 
Friday March 5th, 2010 10:40:48 PM

The halfling cleric floats gently in the water, buoyed up by the magic of the Pearl under his armor. At Corvis' question, Belkior turns and speaks as quietly as he can, "Grigory should have cast the spell, so you don't need to bother."

Belkior is still thinking about Jass' question and comment, somewhat ashamed that he has neglected to adequately prepare.

"Well, I can suggest two things. One of you two wearing the form of sea creatures can go scouting. I'll know where you are and whether you get into trouble. Of course, we have no way of communicating to each other."

"Or, I suppose that Brahmah could find a lake creature and ask for directions. You can speak to animals, can't you Brahmah?"

Active Spells
Status - on everyone - 15 hours

Spell List
0 - Detect Magic(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless(x2), Protection from Evil(x3), Sanctuary(x2) (D - Protection Against Evil)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight(x2), Invisibility Purge, Prayer(x2), Water Walk (D - Magic Circle Against Evil)
4 - Control Water, Death Ward(x3), Freedom of Movement, Tongues (D - Cure Critical Wounds)
5 - Greater Command, Spell Resistance(x2), True Seeing (D - Dispel Evil)
6 - Greater Dispel Magic(x2), Heal (D - Heal)
7 - Regenerate, Summon Monster VII (D - Regenerate)
* = cast

Halfling Grigory 
Saturday March 6th, 2010 4:51:02 AM

In the water with his comrades, and wishing he had done so previously, Grigory retieves a short piece of copper wire and points at each of the Shields in turn, casting Message on every one (and his bear etc).

With his own Pearl, and his rat familiar tucked safely into his robes, the Halfling scholar dives down and down with the Shields. Reaching the bottom he is momentarily confused by the... nothingness of the situation, and the lack of Darkvision. He pulls his head out of the murky bottom and says, "I really should've pointed out the advantage of using Greater Teleport, that it only needs a description of the place for us to arrive there. Still, no time like the present to act with what we've got." He then prattles on for a moment about how nobody has written about this experience previously, of being in this vast void, and he wonders aloud if it is because he is not the first to dive head-first into the soft muddy bottom. "Of course, we don't need to mention it happening to me," wiping some more mud from his neck and ears.

"Jass and I scouting about in fish-form is a fine idea, as good an idea as any. Alternatively, we could burn off a few spells to summon creatures to look for the gate for us. That being said, I am happy to go looking myself. Just pass me a draught of Darkvision, I ran out before I could cast my own. Mind you, we might as well travel together, we each swim just as well."

Naturally enough, he has his back to his intended audience, though he can't tell in the darkness.

OOC: I misread Alter Self and thought I wouldn't need it.

dM saniTy iNfo
Spells in effect - subject (duration in rounds)
Message: everyone
Darkvision: everyone but Grigory and Jass
Endure Elements: everyone but Grigory and Jass
Status: from Belkior
Pearl of the Sirenes

Available, used
0: Message (140 min), Open/Close, 2x Resistance (1 min)
1: 6x Endure Elements (24 h), 2x Shield (14 min)*
2: 6x Darkvision (14 h), 2x Alter Self (140 min)*
3: Dispel Magic, Explosive Runes, 2x Nondetection (14 h), DC 20 / 25 cast on self), Fireball (2, DC 22), Daylight (140 min)
4: Mass Reduce Person (14 min), 2x Mnemonic Enhancer, Stone Shape
5: Major Creation (varies), Transmute Rock to Mud, Break Enchantment, Passwall
6: Control Water (140 min), Globe of Invulnerability (14 rounds), Greater Dispel Magic, Chain Lightning (DC 25)
7: Greater Teleport, Greater Arcane Sight (14 min), Prismatic Spray

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) 
Saturday March 6th, 2010 9:12:48 AM

(OOC: Sorry for the lack of Friday post. I completely spaced out, as well as cleared site history off my machine. Spent most of the day clearing up that issue.)

Brahmah reluctantly removes Polo's Mighty Fists Amulet to replace it with the Necklace of Adaption. "He should be fine now. But I will take two Darkvision potions and a backup Waterbreathing just in case Polo might need it."

He dives, with the bear following.

Underwater.
"Yes, I can speak to the animals once today. I will have to pick my moment though. Wait.... I believe I have scrolls too. Yes, I can speak to multiple animals today."

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits, Resist Energy, Owl's Wisdom, Bear's Endurance, Freedom of Movement

Jass AC 24 HP 86/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message) 
Saturday March 6th, 2010 11:23:31 AM

Jass looks at Syr with a comically perplexed expression on his face. "Of course!" And then gives a wink. And then the group swims down. Soon, with cold water pressing harder than tons of rock, he is very happy for the Pearl of Sirines keeping all the problems away.

Getting to the bottom and finding only mud is a bit of a downer for Jass. He swims a circle around the group keeping the muddy Grigory as a reference and circling around to see if he can see anything. Failing to find anything, he reluctantly comes back to the assembled heroes. "Grigory has a point with his teleportation spell. Since we've got a location, he'll be able to get us there, pending we're all small enough to have him teleport in one spell!"

...Actions

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Darkvision: 3 hours 60' darkvision (scroll)
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Message: from Grigory

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

Mac 
Monday March 8th, 2010 2:33:05 AM

Mac tests the magic of the Pearl as he descends, and its efficacy in various locations and points of storage - eventually deciding it can rest with in the pouch with the Luckstone. The monies previously within the pouch being now amongst the sundry items remaining in the Shield's' residence. As the light dims in the depths he make use of one of the offered Darkvision potions. "Thank you." When it comes to discussions on modes of transport to the gate, Mac pays attention.

Effects:
Darkvision, Pearl of the Sirines, Effects of spells from fellow Shields...

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) 
Monday March 8th, 2010 2:19:51 PM

Brahmah follows. Polo follows Brahmah.

Syr Ac 33/32 HP 205/205 Pearl, status, message, darkvision 
Monday March 8th, 2010 7:36:47 PM

Syr looks at the others as they hit the bottom. "I don't know how you guys feel, but I'm loathe to split us up? Grigory's Teleport is a decent option. We could also line up roughly 60' apart and sweep the bottom from this point. That would allow us to make roughly a 500' line (OOC: 480'). Quite a bit of ground to cover using time but not resources. a search grid would also allow us to use Cap's unique talents. Let's decide quick, time is wasting. I lean towards conserving Grigory's resources for now."



Corvis Zurvich AC:30 HP:29/130  d20+8=20 ;
Monday March 8th, 2010 8:05:10 PM

Corvis is willing to go along with Syr's plans and will move out as directed inless someone else decides something else. He doesn't really know a better way at the moment to search really.

(Spot:20 of course if there is no light then he has to drink the potion)

Search for the Caves / Elapsed Time 00:03 - DMAl  d6=2 ; 5d6=21 ;
Monday March 8th, 2010 8:21:31 PM


The Crimson Shields find that, although Polo is a strong swimmer, and a valiant bear to brave the terrifying and unknown depths of the lake, the bear cannot match the speed that the magic Pearls of the Sirines grant to the rest of the group.

At under two minutes underwater, the Shields find themselves over two hundred feet below the surface, and Polo begins feeling the crushing pressure of the deep waters. (Polo must make a DC15 Fortitude save or take 2hp damage) As the Shields go deeper, and the pressure increases. At the muddy bottom, the depth is an estimated five hundred feet and nearly three minutes have passed. (Polo must make another save. If the previous save failed, then the roll is vs a DC16. Failure takes 21hp damage.)

The Shields, meanwhile, debate a way in which to find these caves in which the Kuo-toan cult and their aboleth ally might be. Grigory again reminds the group of his teleport spell. Though he's not even sure that anyone is listening to him.

Brahmah answers to the possibility that he might speak to a passing fish. Sure enough, the dark forms of slim fish flit about within the monochrome landscape provided by the Darkvision spells.

Jass makes a quick circle around the group at the periphery of his Darkvision. He sees the mud stretch out in all directions. Though admittedly, he can only see to the extent of 60 feet. The muddy bottom does, however, appear to his eye to be sloping slightly in one direction.

Syr proposes a search line in order to cover more ground. That's a simple enough strategy. But in which direction should the Shields head first?

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

OoC:

With only the Necklace of Adaptation, Polo's speed is 10. That's a 20ft double move. I have assumed that you move at the speed of the slowest of you, and so I have recalculated the time based on 20ft per round rather than 120ft per round.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Belkior - AC 25 - HP 136 Status 
Monday March 8th, 2010 11:16:03 PM

The halfling cleric hears out Grigory and Jass, considering the advantages of arriving suddenly without any warning to their opponents. Of course, Belkior realizes that he and his companions should be properly prepared before teleporting into a battle.

"If you want to try your spell, Grigory, let everyone know so that we can take the time to cast our preparatory spells. I'm gong to need at least half a minute to cast all of my preparatory spells. Speaking of which, who should receive my spells of Spell Resistance?"

Active Spells
Status - on everyone - 15 hours

Spell List
0 - Detect Magic(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless(x2), Protection from Evil(x3), Sanctuary(x2) (D - Protection Against Evil)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight(x2), Invisibility Purge, Prayer(x2), Water Walk (D - Magic Circle Against Evil)
4 - Control Water, Death Ward(x3), Freedom of Movement, Tongues (D - Cure Critical Wounds)
5 - Greater Command, Spell Resistance(x2), True Seeing (D - Dispel Evil)
6 - Greater Dispel Magic(x2), Heal (D - Heal)
7 - Regenerate, Summon Monster VII (D - Regenerate)
* = cast


Halfling Grigory 
Tuesday March 9th, 2010 12:44:44 AM

"I am ready to cast when you are, and as ready as ever to do so. However, I will not cast till all other spells are cast, and my castIng means that everyone is in readiness.
"Of course, we could resurface and try again tomorrow."

Jass AC 24 HP 86/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message) 
Tuesday March 9th, 2010 12:23:03 PM

Jass comes back from his short recon and relays in the water (and through Belkior's Message spell) that the mud slopes noticably in one direction. "Whether that's the right or wrong way.." the sorcerer shrugs his shoulders.

Jass also notices the bumbling bear and makes his own mind. "Syr, we gotta go back to the Wrath and try again. Leave the bear, prep for combat, and teleport right to the gate. Anything else is just telegraphing our intent to the Kua-Toa."

Jass is all ready to swim to the surface now, but won't leave the protection of the group. He'll wait and follow where the others go.

...Actions

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Darkvision: 3 hours 60' darkvision (scroll)
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Message: from Grigory

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

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 65/67)  d20+9=14 ; d20+9=25 ;
Tuesday March 9th, 2010 5:01:55 PM

(Polo save 14 failed, save #2 25)

"I think Jass is right. Polo has to return and we should prep more." He looks at the bear and can tell he wants to continue and is putting on a good show of effort, but is hurting. The bear is strong but this isn't the adventure for him.

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits, Resist Energy, Owl's Wisdom, Bear's Endurance, Freedom of Movement

OOC: I'd like to make an observation. The Pearls don't say the carrier is immune to pressure, it just says 'hindrance'. The underwater rules, as I read them, don't mention hindrance as a threat.
The spells that are used to create the pearl are water breathing and freedom of movement, nothing indicates that in either spell that the targets are immune to pressure.
While I'm not arguing the fact the bear has to flee to survive, I am questioning the interpretation of the Pearls use. Now if its just a question of what does 'hindrance' mean in this particular case and what does freedom of movement actually provide for the pearl's possessor...
And as the Catacombs manager I should know how to address these issues in the future if they crop up.
Feel free to answer or not, but its something I'm curious about as a player, DM and gamer in general. :) cheers!

Syr Ac 33/32 HP 205/205 Pearl, status, message, darkvision 
Tuesday March 9th, 2010 7:56:58 PM

The monk looks at the struggling bear with pity in his eyes, "Okay, a quick jaunt to the surface, cast any prep spells and then Grigory drops us into their laps? Sound like a plan? Let's regroup at the top."

Pressure and Freedom of Movement: An OoC - DMAl 
Tuesday March 9th, 2010 8:41:26 PM


There is actually quite a history behind I and the ability of the Pearl of Sirines to mitigate the pressure effects of deep water. It goes back to one of the first big play by posts games that I participated in. The DM of that game ruled that Freedom of Movement freed the character under the influence of the spell from the effects of pressure. Additionally, the Freedom of Movement spell allowed the affected creature to move at its normal speed in the water. I still play by those rules to this day.

That is the origin of the effect that you're seeing today.

BTW, this is *not* today's post.

Return to the Surface / Elapsed Time 00:06 - DMAl 
Tuesday March 9th, 2010 9:03:29 PM


The Crimson Shields prepare to teleport. But, as they do, Grigory makes the smallest of suggestions: Return and try again tomorrow. Jass picks up on that. Brahmah agrees. His poor bear, brave though he is, is suffering. Syr, makes the call, and the Shields begin their ascent upward, rising through the darkness.

At around 300 feet of depth, Polo feels another pang caused by the pressure of the depths. (Polo Fortitude Save vs DC17 or take 11hp more in damage.) The rest of the trip upwards, though, is uneventful.

"Well, that was a short swim!" Captain Hrunch hails the swimmers as they break the surface. Ropes are lowered over the side and soon the group is back on deck, wet, and possibly of a better mind as to how to prepare on the morrow.

The sailors crowd around, the bolder of them fire questions, asking of what it was like to journey to the bottom of the lake.

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

OoC:

If you wish to teleport, I will need as specific a description of where you wish to go as possible. Vagueness may net your a result that you had not expected. Keep this part of the Greater Teleport rule in mind:

"... you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible."


Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Belkior - AC 25 - HP 136 Status 
Tuesday March 9th, 2010 9:44:04 PM

The halfling cleric shakes his head to get the last of the water out of his ears but has to resort to working furiously with a finger to get the last bit out. Belkior feels a lingering tightness in his head that could be beginnings of a head cold or merely the effects of being so deep in the water for so long.

"It was wet. Dark and cold, too. But I bet you had guessed that already."

Belkior pauses for a moment before continuing to answer the sailors' questions. How best to answer these?

"Pretty boring, actually. Forget those tales of a sandy bottom littered with shipwrecks and interesting things to look at. It was boring, actually. Silty and nothing within sight."

"But the magics work, which is good to know. So we'll try again tomorrow. And if you'll excuse, I need to get out of these wet clothes before I catch a cold. Not to mention getting started on drying and polishing my equipment."

Bidding farewell to the sailors, Belkior heads to the cabins or quarters assigned to the Shields to do just what he said. And, for that matter, to begin strategizing for tomorrow's expedition.


Jass AC 24 HP 86/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message) 
Wednesday March 10th, 2010 11:44:39 AM

Jass gets up on deck, but doesn't even dry off yet. "I don't want to waste the spells we've already gotten in place", he says, "that sounds like a waste of scrolls and potions. Let's go to the entrance now."

Again, since Jass can't help with the finding or teleporting, he relegates it to a minor problem.

...Actions

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Darkvision: 3 hours 60' darkvision (scroll)
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Message: from Grigory

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


Syr Ac 33/32 HP 205/205 Pearl, status, message, darkvision 
Wednesday March 10th, 2010 7:35:22 PM

Syr puts a hand on the halfling's shoulder as he is leaving, "Whoa there, any reason we can't lose the bear and drop right back into the water? You won't have that scroll tomorrow..." Looking at the other two spell slingers, "Grigory, Jass is good. Do you need time to rest?"

He looks over at the laboring bear, "Brahmah, will Polo be okay up here? If we are going back down today, I would prefer that we don't use up what healing we have on him. Is that okay?"

Return to the Depths? So Soon? / Elapsed Time 00:06 - DMAl 
Wednesday March 10th, 2010 9:00:03 PM


The sailors raise eyebrows at the descriptions that the Crimson Shields give of the bottom of the lake. Their fantasy images now dispelled, they return to their various tasks.

Now that they're on the surface, though, with Polo save and sound, some Crimson Shields have other ideas. With the vulnerable member back on board, Syr and Jass wish to swim back down. Whether they intend this to be a scouting run or whether they intend to assault the caverns today is anyone's guess.

They seem to look around for the opinions of the others.

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

OoC:

If you wish to teleport, I will need as specific a description of where you wish to go as possible. Vagueness may net your a result that you had not expected. Keep this part of the Greater Teleport rule in mind:

"... you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible."


Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Belkior - AC 25 - HP 136 - Status, Darkvision 
Wednesday March 10th, 2010 10:47:06 PM

The halfling comes back from the cabin when he realizes that his companions haven't followed him. Belkior looks at them, particularly Syr, and tries to raise an eyebrow.

"I can go back now, if you want. Just give me some time to cast my spells. I want to have magic Circle Against Evil and Tongues cast, at least."

Active Spells
Status - on everyone - 15 hours

Spell List
0 - Detect Magic(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless(x2), Protection from Evil(x3), Sanctuary(x2) (D - Protection Against Evil)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight(x2), Invisibility Purge, Prayer(x2), Water Walk (D - Magic Circle Against Evil)
4 - Control Water, Death Ward(x3), Freedom of Movement, Tongues (D - Cure Critical Wounds)
5 - Greater Command, Spell Resistance(x2), True Seeing (D - Dispel Evil)
6 - Greater Dispel Magic(x2), Heal (D - Heal)
7 - Regenerate, Summon Monster VII (D - Regenerate)
* = cast



Syr Ac 33/32 HP 205/205 Pearl, status, message, darkvision, Enlarge, Hide from Undead 
Thursday March 11th, 2010 12:31:17 AM

Syr nods at Belkior, "Let's do it. Everyone go ahead and get ready here on deck. Then Grigory will take us down. In case the spell fails, do not use any scrolls, potions, or such. We can just try again tomorrow. Do we want to try and teleport to the gate manned by the K-u-o T-o-a-ns? Is that how you say it? or directly in the temple? Would that be protected Jass?" He peers at the sorcerer for verification. "Any suggestions for Grigory's spell are welcome... "

How about something as simple as 'Take us to the bottom as close as possible to the area of the lake that is letting in salt water?' or 'take us inside the temple at the bottom of the lake with the teleport circle?' We already know there is a circle based upon Belkior's commune questions. There can't be too many around here.

Syr casts Enlarge on himself and grows in size. Next he casts Hide from Undead and touches Belkior, Jass, Grigory, and Corvis.

Mac 
Thursday March 11th, 2010 12:43:28 AM

"Ready..." Mac makes himself heard before awaiting some consensus.

Effects:
Darkvision, Pearl of the Sirines, Effects of spells from fellow Shields...


Jass-Sahaugin AC 30 HP 86/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message, Alter Self, Resist Electric, Haste)  d20+20=25 ; 13d6=42 ;
Thursday March 11th, 2010 8:51:54 AM

"Using the description from Phileas Bankable and the Overlord's Mages, coupled with the information from Jack and the Sanctity, and focusing on the map provided, I think we can get to the outer gate controlled by the Kuo Toans. I mean, the Overlord Mages got scrying devices in there, right?"

Jass thinks on his extensive knowledge of spellcraft to verify his hypothesis.

After relaying his fantastic knowledge, Jass will get ready for an immediate fight. He casts Alter Self turning him into the shape of a Sahaugin, and then Resist Energy: Electricity in anticipation of the likely energy used by underwater creatures.

Finally, when everyone is in a circle for the Greater Teleport, Jass will cast Haste on the group "for the icing on the cake!"

And then, Jass readies a spell to unleash on any guards at the gate being careful not to strike any Crimson Shields. Readied Cone of Cold

...Actions
Spellcraft: 25 to see if current knowledge is sufficient to utilize Greater Teleport[i]
Cast Alter Self
Cast Resist Energy
Cast Haste

[i]Readied
Cone of Cold 42 damage Reflex DC 22 for half

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Darkvision: 3 hours 60' darkvision (scroll)
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Message: from Grigory
Alter Self: 140 minutes
...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot
Resist Energy: Electric: 140 minutes: ignore first 30 damage from electrical attacks

Haste: 13 rounds: +30move, +1 to hit, AC, and Reflex. +1attack when full attack.

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

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67)  d20+9=10
Thursday March 11th, 2010 11:21:43 AM

Brahmah continues up until the bear is safe. The bear is getting agree at his situation.

(Polo save, Fort 10, failed)

(OOC: Two items of interest. First, Brahmah DOES have Freedom of Movement prepped. Second, the Necklace of Adaption states: "The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum."
I would first argue that the 'shell of air' is not a bubble subject to pressure, it is a 'shell'. Water pressure presses equally on all sides. A shell of air, even a flexible one, would displace pressure. This is the reason a vacuum can't harm the wearer, it opposes atmospheric variables. If I thought otherwise, I would not have purchased it.
But I digress, we ascend anyways.)

Corvis Zurvich AC:30 HP:29/130 
Thursday March 11th, 2010 5:56:38 PM

(Sorry, it has been so hectic here lately.)

Corvis looks to the others and stretches now that he is on the surface once more. If they do go back down he wonders if there is anyway of making it easier to see besides swallowing potions. Maybe a simple light spell on a object or such.

Halfling Grigory  d20+23=42 ; d20+7=20 ;
Thursday March 11th, 2010 7:16:45 PM

OOC sorry about the missed post, I've been unwell.

Grigory will discuss the Teleport with the party.
"Firstly, I will have to Reduce you all in order to take you in one go," and here he explains in some detail how to dismiss the spell, checking with each person that they understand and remember the process (it is a Standard Action to dismiss Reduce Person). "You may want to Dismiss it immediately, you may prefer to hold off.
"Secondly, we need to get the Teleport just right. I am thinking this should be sufficient: Teleport to the gate held by Kuo Toans, within 1 mile of, and beneath where we now stand.
"However, I also think that we should add: 50' due South of so as to avoid any magicks which prevent us from teleporting into their temple, whilst remaining within a short distance. We could perhaps be further back if you are able to Charge whilst swimming - it is not something I would do, so I've never thought about it before.
"Is there anything more you can think to add? More details can only help."

He will also consume a potion of Darkvision before teleporting.

Spellcraft: 42 to see if current knowledge is sufficient to utilize Greater Teleport
Intelligence check: 20 to remember more detail from the Jack of Diamons or Phileas Bankable

Ready for the Second Descent / Elapsed Time 00:06 - DMAl 
Thursday March 11th, 2010 7:49:23 PM


There is something of a consensus amongst the Crimson Shields to go back down, to the bottom of the lake. This time, they plan to use Grigory's Teleportation spell.

Several Shields prepare themselves with combat spells. Brahmah realizes that he has the Freedom of Movement spell available to him to protect Polo from the pressure of the depths. Corvis wonders whether a simple light spell might suffice in lieu of Darkvision.

Grigory delivers his thoughts on the mechanics of the teleportation. His specifications are quite exacting, as befitting a wizard that has reached his level of power. Both Jass and Grigory separately come to the conclusion that the details given should be quite sufficent to get them where they are going. All that is lacking is the readiness.

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

OoC:

Brahmah, are you going to cast Freedom of Movement on your bear and take him along?

Make any preparations, please, that you wish to make before appearing in the location as described.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Jass-Sahaugin AC 30 HP 86/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message, Alter Self, Resist Electric, Haste) 
Thursday March 11th, 2010 8:34:15 PM

Jass is all prepared. He makes sure that Grigory casts the Mass Reduced Person before Jass casts the time sensitive Haste.

But other than that, he is raring to go! :-)

...Actions

Readied Cone of Cold 42 damage Reflex DC 22 for half

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Darkvision: 3 hours 60' darkvision (scroll)
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Message: from Grigory
Alter Self: 140 minutes
...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot
Resist Energy: Electric: 140 minutes: ignore first 30 damage from electrical attacks

Haste: 13 rounds: +30move, +1 to hit, AC, and Reflex. +1attack when full attack.

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

Belkior - AC 25 (27 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge 
Thursday March 11th, 2010 10:07:49 PM

The halfling cleric first offers his Wand of Resist Energy to his companions, asking if one of them would provide protection against electricity to himself and the others. Belkior then activates his Bead of Karma in order to strengthen and extend his protective magics upon his companions.

It takes over a full minute but, finally, Belkior states that he is ready to go.

Active Effects
Bead of Karma - 8.8 minutes
Freedom of Movement - 189.1 minutes

Active Spells
Status - on everyone - 14:54 hours
Magic Circle Against Evil (self) - 198.9 minutes
Tongues (self) - 189 minutes
Freedom of Movement (self) - 189.1 minutes
Protection from Evil (Jass) - 19.2 minutes
Protection from Evil (Grigory) - 19.3 minutes
Protection from Evil (Mac) - 19.4 minutes
Protection from Evil (Brahmah) - 19.5 minutes
Bless (all) - 18.6 minutes
Invisibility Purge (self) - 18.7 minutes
True Seeing (Syr) - 18.8 minutes
Spell Resistance (Syr) - 18.9 minutes
Spell Resistance (Mac) - 19 minutes

Spell List
0 - Detect Magic(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*)
4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds)
5 - Greater Command, Spell Resistance(x2)**, True Seeing* (D - Dispel Evil)
6 - Greater Dispel Magic(x2), Heal (D - Heal)
7 - Regenerate, Summon Monster VII (D - Regenerate)
* = cast


Syr Ac 33/32 HP 205/205 
Friday March 12th, 2010 8:20:21 PM

Syr looks at Brahmah, "I know he's grown close to you quickly but it's probably best to leave him behind. Remember what we were told about the Kuo-toans? They have an uncanny ability to stick and hold. I think you may need that freedom of movement for yourself. This is just one of those situations where he's a bit of a liability. Will Polo be okay up here with the sailors?"

He nods to Grigory, "Sounds good. Let's do it. Everyone in a loose circle around Grigory and make sure to call out any threats once we are down there."

Halfling Grigory 
Friday March 12th, 2010 8:57:05 PM

Grigory will also take on the form of the aquatic humanoid just like Jass. When everyone is ready and set, he will cast Greater Teleport

Return to the Bottom of the Lake / Elapsed Time 00:00 - DMAl 
Friday March 12th, 2010 8:59:46 PM


Belkior spends a minute or so to grace his friends with magical protections while Grigory casts his own spell shrinking each of the Crimson Shields down to a smaller size.

"Don't worry, Sir Minotaur," Captain Hrunch says to Brahmah, "your bear will be fine with us. Truth is, we'd likely welcome his company. He looks able should we be in for a fight ourselves."

Grigory casts his spell of teleportation, and the ship, the air, the cloudy day, all disappear. Replacing them is the dark gray world at the bottom of the lake, made visible by nothing but the magic of the Darkvision spell.

Unlike the place at which the Shields arrived at before, the surface below their feet is stone that slopes upward to the north, and downward to the south and west. Up the slope, fifty feet to the north, just at the edge of the Darkvision is what appears to be an opening in the rock. At the moment the opening is parallel to the group, such that, should they approach, they would come at it from the side. This means that nothing within the opening can now see them. It also means, however, that they, equally, cannot now see what is inside.

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

OoC:

Brahmah, you have one post after this to decide whether you want to cast Freedom of Movement on Polo and take him along. After that, if you do not decide or do not post, I will consider that he was left behind. I'm sorry, but I'm unconvinced by your reasoning. For more detail, look up Decompression Sickness or The Bends to find out what happens to gases under pressure.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Corvis Zurvich AC:30 HP:29/130 
Friday March 12th, 2010 10:33:21 PM

Corvis does his best to look around while underwater and plans to keep close to Syr and the others as he really doesn't want to do nothing to give away his or the groups position. Underwater is quite different the on the surfact and he doubt much of his rogue training will be of much use down here really.

When the group begins moving so will Corvis, keeping up with them as best he can and also making a few gestures with his hands to Syr asking simply about combat positions since the group could be entering combat at any time.

Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Darkvision (potion)
Bless (from Belkior)

Halfling Grigory 
Saturday March 13th, 2010 12:24:40 AM

OOC - in order to Teleport everyone at once, Grigory cast Mass Reduce Person. This means that everyone is one size smaller than usual. Proper post coming later.

Mac  d20+7=11 ; d20+2=9 ;
Saturday March 13th, 2010 1:33:21 AM

Mac keeps his mouth shut on finding himself and the rest of the Shields back far beneath the water. The now five-foot tall minotaur feels his armour restricting his new found agility. He casts about (Spot: 11, Listen: 9) for anything untoward as he moves up to the front line.

AoOs: (max=7) d20+26 | 3d6+19 (+17 RP) [19-20/x3]
Feats: Endurance, Dodge (), Mobility, Comb.Exp. (0/5), Comb.Refl. (7), Spr.Att., Pow.Att. (0/14), Whirl.Att., Run
Effects: Darkvision(Potion), Pearl of the Sirines, Protection from Evil(Belkior), Spell Resistance(Belkior), Reduced (Grigory)

Jass-Sahaugin AC 31 HP 86/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message, Alter Self, Resist Electric, Haste)  d20+6=8 ;
Saturday March 13th, 2010 11:58:48 AM

Small sized Jass-Sahaugin looks about without finding an enemy. Spotting the cave entrance, Jass hugs the muddy and stony bottom and swims towards the cave. "Let's GO!", he calls to the others through Belkior's Message.

With the Haste spell in place and the proximity of the group, Jass gets there in seconds. He looks in, ready to blast anything he sees inside the mouth of the cave.

...Actions
Swim 90 feet to the entrance (60 feet as Sahaugin, +30 with Haste)
Spot: 8
Ready Cone of Cold (using previous rolls) 42 damage Reflex DC 22 for half

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Darkvision: 3 hours 60' darkvision (scroll)
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Prot v Evil: from Belkior +2 AC v evil, no possession
Bless: from Belkior: +1 on all rolls
Message: from Grigory
Alter Self: 140 minutes
...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot
Resist Energy: Electric: 140 minutes: ignore first 30 damage from electrical attacks

HasteEveryone: 12 rounds: +30move, +1 to hit, AC, and Reflex. +1attack when full attack
Reduce Person (from Grigory)

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


Belkior - AC 27 (29 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Reduce Person 
Sunday March 14th, 2010 9:56:10 PM

The halfling cleric looks up and around at his surroundings, somewhat bewildered by the altered perspective provided by his smaller stature. When he sees Jass sprint off towards the cave, Belkior follows behind and trusts that his companions will keep up.

Active Effects
Bead of Karma - 8.8 minutes
Freedom of Movement - 189.1 minutes
Invisibility Purge
Reduce Person - ?

{u]Active Spells[/u]
Status - on everyone - 14:54 hours
Magic Circle Against Evil (self) - 198.9 minutes
Tongues (self) - 189 minutes
Freedom of Movement (self) - 189.1 minutes
Protection from Evil (Jass) - 19.2 minutes
Protection from Evil (Grigory) - 19.3 minutes
Protection from Evil (Mac) - 19.4 minutes
Protection from Evil (Brahmah) - 19.5 minutes
Bless (all) - 18.6 minutes
Invisibility Purge (self) - 18.7 minutes
True Seeing (Syr) - 18.8 minutes
Spell Resistance (Syr) - 18.9 minutes
Spell Resistance (Mac) - 19 minutes

Spell List
0 - Detect Magic(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*)
4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds)
5 - Greater Command, Spell Resistance(x2)**, True Seeing* (D - Dispel Evil)
6 - Greater Dispel Magic(x2), Heal (D - Heal)
7 - Regenerate, Summon Monster VII (D - Regenerate)
* = cast


Small Sahaugin Grigory AC 21/16/17, hp 70  d20=5 ;
Sunday March 14th, 2010 10:48:54 PM

AC 21/16/17, hp 70

With there being no need to rush to the front line, the little scholar moves forward with the group only 20'. He waits till they are at the gate before moving to the side to see directly into the tunnel. He takes some clay from his spell component pouch, forms a quick circle with it and slips it onto his left wrist as he searches for movement in the tunnel.

Move: to 30' directly in front of the cave entrance, to see in.
Action: shape clay into a circle bracelet.
Spot: 5

dM saniTy iNfo
Spells in effect - subject (duration in rounds)
Message: everyone - 140 minutes
Darkvision spell: everyone but Grigory and Jass - 14 hours
Darkvision potion: Grigory - 3 hours
Endure Elements: everyone but Grigory and Jass - 24 hours
Status: from Belkior
Pearl of the Sirenes
Alter Self: Grigory as Sahaugin - 140 minutes
Reduce Person, Mass: everyone - 14 minutes
Haste from Jass

Available, used
0: Message (140 min), Open/Close, 2x Resistance (1 min)
1: 6x Endure Elements (24 h), 2x Shield (14 min)*
2: 6x Darkvision (14 h), 2x Alter Self (140 min)*
3: Dispel Magic, Explosive Runes, 2x Nondetection (14 h), DC 20 / 25 cast on self), Fireball (2, DC 22), Daylight (140 min)
4: Mass Reduce Person (14 min), 2x Mnemonic Enhancer, Stone Shape
5: Major Creation (varies), Transmute Rock to Mud, Break Enchantment, Passwall
6: Control Water (140 min), Globe of Invulnerability (14 rounds), Greater Dispel Magic, Chain Lightning (DC 25)
7: Greater Teleport, Greater Arcane Sight (14 min), Prismatic Spray

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) 
Monday March 15th, 2010 1:43:12 PM

As a relatively low level caster, Brahmah is fairly certain his spell would last less time than it might take to reach the destination.

"Stay with the captain and guard him and the crew. Be good." He says to Polo.

OOC: Sorry for the lag in posting. Work, sleep, life!

Syr Ac 33/32 HP 205/205 Darkvision, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message, Undead Invis 
Monday March 15th, 2010 6:43:11 PM

Eager for action, Syr gives the two minotaurs a helping push toward the entrance, "Time is a wasting boys." To the halfing he quietly adds, "Grigory, can you dismiss this shrinking spell?"

Smiling at the bounty hunter, "Corvis, stay near me and we'll team whatever gets past the big ... well not so big now guys. Let's see what you got."

The elf positions himself to use the True Seeing on the entrance and surrounding area (just behind Mac and Brahmah at the entrance.)

Entry Chamber / Round 01 - DMAl  d20+9=10 ; d20+9=23 ; d20+9=26 ; d20+9=25 ; d20+16=20 ; d20+16=32 ; d20+16=20 ; d8=5 ; d6=6 ;
Monday March 15th, 2010 8:20:54 PM


While Corvis considers the difficulties of underwater combat, Jass speeds ahead, rounding the edge of the cave mouth only to find his way blocked by a gate. The gate appears similar in design to a portcullis with a grid of square openings no bigger than a foot across to let the water flow freely from one side to the next. Those with more knowledge of the natural Wold may recognize the material from which the gate is made to be some form of coral.

Beyond the gate, four bloated, broad-headed creatures stare in a surprise made all the more ludicrous and horrible for their large bulbous eyes and wide mouths lined with sharp teeth. Each is clothed in armor of shimmering links. Each holds a shortspear with an odd brownish pointed tip. And each wears a shield upon its back in addition to wearing a belt of pouches around its otherwise naked waist.

All four gape, flat-footed while Jass blasts a cone of deadly cold through the gaps in the gate. Two of these Kuo-toa take the full brunt of the blast while the other two manage to duck away, even despite their surprise.

The intense cold spreads through the water. Jass can feel the power of the spell through his hands. Still, when the cone dissipates, the gate through which the sorcerer had shot his spell appears none the worse for the wear. Five inches thick, the coral material from which it is made must have the strength of Iron or Steel.

Belkior follows close on Jass' webbed heels, while Grigory arcs outward, taking up a position thirty feet out from the gate.

Syr rides herd on Mac and Brahmah, the three clustering just north of Jass, also directly in front of the gate.

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

The four Kuo-toa snap from their surprise. One slams his hand against a large bone gong, and the water rings with the sound. Then all four turn and flee up the tunnel beyond the range of Darkvision. Suddenly three crossbow bolts fly out of the darkness. Each of them targets Jass. Two whiz by, flying harmlessly through the water. The third, hits. (Hit AC20, AC32, AC20. Damage 5hp. Fortitude Save vs DC24 or take 6 CON Damage.) Jass feels the poison from the bolt course through his blood. The skin around the wound begins to turn a dead-meat gray.

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

* WE ARE IN COMBAT ROUNDS *

One rounds worth of actions only, please.

* STATUS *
==========

1 - 52/94
2 - 52/94
3 - 73/94
4 - 73/94
Gate - 150/150

Map Before Kuo-toa fled

Map Now

Note: Water is a 3D environment. Inside the caves the floor to ceiling difference seems to vary from 20 to 30 feet here.
The dark edge on the right side of the map is the furthest edge of your Darkvision.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Small Sahaugin Grigory 
Monday March 15th, 2010 10:00:50 PM

AC 28/16/24, hp 70

Grigory moves forward to be at the right of the Gate, tearing the circle of clay from his wrist on the way. He holds this in a reverse C shape against the stone beside the gate and casts Stone Shape. The stone wriggles and moves away from the gate forming a reverse-C shape around the gate, allowing it to either swing open or fall.
"There you go, Shields. Go get 'em."
He then (5') steps out of the way, and behind the cover of the remaining rock (to G12, against the stone).

Action: move 30 - 40' approx
Cast Stone Shape 24' of stone reshapes so that the hinges or lock is freed from the stone - half a foot wide, two feet away from the gate and 24, around the gate in a reverse-C.

dM saniTy iNfo
Spells in effect - subject (duration in rounds)
Message: everyone - 140 minutes
Darkvision spell: everyone but Grigory and Jass - 14 hours
Darkvision potion: Grigory - 3 hours
Endure Elements: everyone but Grigory and Jass - 24 hours
Status: from Belkior
Pearl of the Sirenes
Alter Self: Grigory as Sahaugin - 140 minutes
Reduce Person, Mass: everyone - 14 minutes
Haste from Jass
Stone Shape around front gate

Available, used
0: Message (140 min), Open/Close, 2x Resistance (1 min)
1: 6x Endure Elements (24 h), 2x Shield (14 min)*
2: 6x Darkvision (14 h), 2x Alter Self (140 min)*
3: Dispel Magic, Explosive Runes, 2x Nondetection (14 h), DC 20 / 25 cast on self), Fireball (2, DC 22), Daylight (140 min)
4: Mass Reduce Person (14 min), 2x Mnemonic Enhancer, Stone Shape
5: Major Creation (varies), Transmute Rock to Mud, Break Enchantment, Passwall
6: Control Water (140 min), Globe of Invulnerability (14 rounds), Greater Dispel Magic, Chain Lightning (DC 25)
7: Greater Teleport, Greater Arcane Sight (14 min), Prismatic Spray



Belkior - AC 27 (29 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Reduce Person  d20+30=50 ;
Monday March 15th, 2010 10:22:51 PM

The halfling cleric reaches out a hand to touch Jass, concentrating on one of the abilities granted from Alemi for the healing of others. Belkior must have been living correctly since he is able to both draw the poison from Jass' body and remain unharmed by it.

Belkior then stands ready to move with his companions.

Actions
Standard - use Draw Poison special ability (Healer 4), Heal 50 (natural 20) vs. DC 34, curing all poison damage and removing need for further saves
Move - up to maximum possible (90 ft swimming) with companions

Active Effects
Bead of Karma - 8.8 minutes
Freedom of Movement - 189.1 minutes
Invisibility Purge
Reduce Person - ?

Active Spells
Status - on everyone - 14:54 hours
Magic Circle Against Evil (self) - 198.9 minutes
Tongues (self) - 189 minutes
Freedom of Movement (self) - 189.1 minutes
Protection from Evil (Jass) - 19.2 minutes
Protection from Evil (Grigory) - 19.3 minutes
Protection from Evil (Mac) - 19.4 minutes
Protection from Evil (Brahmah) - 19.5 minutes
Bless (all) - 18.6 minutes
Invisibility Purge (self) - 18.7 minutes
True Seeing (Syr) - 18.8 minutes
Spell Resistance (Syr) - 18.9 minutes
Spell Resistance (Mac) - 19 minutes

Spell List
0 - Detect Magic(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*)
4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds)
5 - Greater Command, Spell Resistance(x2)**, True Seeing* (D - Dispel Evil)
6 - Greater Dispel Magic(x2), Heal (D - Heal)
7 - Regenerate, Summon Monster VII (D - Regenerate)
* = cast



Corvis Zurvich AC:30 HP:130/130 
Monday March 15th, 2010 10:53:10 PM

Corvis nods at Syr's comment and moves up to be near Syr as Corvis pulls his longsword and shortsword, testing the weapons movements slightly in the water, this is what he was use to fighting and unlike the pig contest, this would be for real.

Position: 9-H (Think Corvis could move that far)
Active effects
Pearl of Sirins
Bless (from Belkior)
Dark vision (potion)
Reduce person (till dispelled)

Entry Chamber / Round 01 - DMAl 
Monday March 15th, 2010 11:20:31 PM


OoC: One note, the door that Grigory made is still not open. It will cost someone a move action to open it.

Jass-Sahaugin AC 31 HP 81/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message, Alter Self, Resist Electric, Haste) 
Tuesday March 16th, 2010 12:35:34 AM

Jass sighs in relief as Belkior takes care of all damage and problems with the poison. He zips forward and opens the door made by Grigory. "Everyone inside!" he calls out.

...Actions
open door

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Darkvision: 3 hours 60' darkvision (scroll)
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Prot v Evil: from Belkior +2 AC v evil, no possession
Bless: from Belkior: +1 on all rolls
Message: from Grigory
Alter Self: 140 minutes
...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot
Resist Energy: Electric: 140 minutes: ignore first 30 damage from electrical attacks

HasteEveryone: 11 rounds: +30move, +1 to hit, AC, and Reflex. +1attack when full attack
Reduce Person (from Grigory)

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

Mac AC:29, HP:149/149  d20+7=9 ; d20+2=11 ;
Tuesday March 16th, 2010 8:24:42 AM

Mac thrashes through the doorway and if the way is clear as far as P16. (Spot:9, Listen:11) and beckons the shields through if he considers it safe to proceed.

AoOs: (max=7) d20+27 | 3d6+19 (+17 RP) [19-20/x3]
Feats: Endurance, Dodge (), Mobility, Comb.Exp. (0/5), Comb.Refl. (7), Spr.Att., Pow.Att. (0/14), Whirl.Att., Run
Effects: Darkvision(Potion), Pearl of the Sirines, Protection from Evil(Belkior), Spell Resistance(Belkior), Reduced (Grigory), Haste (Jassfish)

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) 
Tuesday March 16th, 2010 6:55:19 PM

Drawing his swords, the ranger moves through the made door and moves to meet the creature nearest him.

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits, Resist Energy, Owl's Wisdom, Bear's Endurance, Freedom of Movement

Syr Ac 33/32 HP 205/205 Darkvision, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message, Undead Invis 
Tuesday March 16th, 2010 8:10:23 PM

Syr nods as Corvis moves up alongside him and then proceeds to drag the man with him and upwards. (Ceiling of cave @ P&Q11) so they can get a better view of this cave. He also relays what he sees (120') to the others behind through the message spell.

Passing up Brahmah, he says softly to the diminished minotaur, "Keep up with Mac. I'll hang with Corvis."



ALARM! / Round 02 - DMAl 
Tuesday March 16th, 2010 8:27:25 PM


Grigory swims with great Haste through the water and casts a spell that removes the stone surrounding the gate, and hence it's support. The way is now open, save for the pushing open of the gate. (Note: You can't take a 5' step in the same round as any Move Action through space.)

Belkior draws the poison from Jass, then moves along with the rest of the Crimson Shields.

Corvis draws his blades as he moves up closer to Syr.

Jass pushes on the gate. At five inches thick, the gate is still a massive piece of solid coral. Jass heaves his Sahuagin muscles against it, and the coral gate tips. Falling through the dark water as though in slow motion, it falls to the floor, raising a light cloud of slit as it comes to rest.

Mac is the first one through. As he enters the cave, the four Kuo-toa come into the field of his Darkvision. (They were clustered around W&X/13-16.)

Brahmah swims in after Mac. Unlike Mac, he swims directly up to one of the four Kuo-toa. Brahmah now finds himself alone and faced against four.

Straight ahead, Brahmah can see that the tunnel branches as it narrows to a roughly circular 10x10 in dimension. One leg of the tunnel continues straight and another turns off to the south.

Syr enters third. He considers grabbing Corvis and towing him behind, but the act would take too long. The four Kuo-toa also come into view for Syr.

(To grab another character and tow them will be handled as would a grapple. You must use a Standard Action to make your grab. Then, assuming the other character does not resist, you move them using a second Standard Action. This movement is at half speed.)

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

Instead of attacking Brahmah, the four Kuo-toa turn instead and flee. In voices loud and high of pitch, the shout the alarm. Jass and Belkior understand the words. "INVADERS! INVADERS AT THE GATE! PREPARE THE DEFENSES! Call up She Who Brings the Cataclysm! All glory to the God of Sundering Joy!"

Brahmah watches as the four Kuo-toan cultists swim up the tunnel straight ahead. Still shouting the alarm, they disappear beyond the limits of his Darkvision.

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

* WE ARE IN COMBAT ROUNDS *

One rounds worth of actions only, please.

* STATUS *
==========

1 - 52/94
2 - 52/94
3 - 73/94
4 - 73/94

Map Now

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Belkior - AC 27 (29 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Reduce Person 
Tuesday March 16th, 2010 10:13:24 PM

The halfling cleric swms forward to catch up with Brahmah, saving his spells until battle is actually joined with the kuo-toa and who (or what) ever is "She Who Brings the Cataclysm".

Actions
Move - 75 ft (?) to catch Brahmah, more possible to keep up as best as possible.

Active Effects
Bead of Karma - 8.8 minutes
Freedom of Movement - 189.1 minutes
Invisibility Purge
Reduce Person - ?

Active Spells
Status - on everyone - 14:54 hours
Magic Circle Against Evil (self) - 198.9 minutes
Tongues (self) - 189 minutes
Freedom of Movement (self) - 189.1 minutes
Protection from Evil (Jass) - 19.2 minutes
Protection from Evil (Grigory) - 19.3 minutes
Protection from Evil (Mac) - 19.4 minutes
Protection from Evil (Brahmah) - 19.5 minutes
Bless (all) - 18.6 minutes
Invisibility Purge (self) - 18.7 minutes
True Seeing (Syr) - 18.8 minutes
Spell Resistance (Syr) - 18.9 minutes
Spell Resistance (Mac) - 19 minutes

Spell List
0 - Detect Magic(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*)
4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds)
5 - Greater Command, Spell Resistance(x2)**, True Seeing* (D - Dispel Evil)
6 - Greater Dispel Magic(x2), Heal (D - Heal)
7 - Regenerate, Summon Monster VII (D - Regenerate)
* = cast

OOC - Al, I can't see the column / row labels on your spreadsheet.

Corvis Zurvich AC:30 HP:130/130 
Tuesday March 16th, 2010 10:23:29 PM

Corvis will keep moving to shadow Syr since this is the positon he was told to stay in and he will keep his weapons ready just incase since the enemy retreated and said something about bringing help or such. Corvis can't help but expect the worse.

Active effects
Pearl of Sirins
Bless (from Belkior)
Dark vision (potion)
Reduce person (till dispelled)

Jass-Sahaugin AC 31 HP 81/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message, Alter Self, Resist Electric, Haste) 
Tuesday March 16th, 2010 10:26:13 PM

Jass hears the bell and shouts and winces. "Well, that tipped over the chamber pot", he says, slightly chagrinned.

The sorcerer also swims up to Brahmah, and waves the others forward. "Be foolish to follow them pell-mell. Too likely to get trapped and ambushed. Now that the alarm is sounded, we just need to be extra careful."

...Actions
open door

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Darkvision: 3 hours 60' darkvision (scroll)
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Prot v Evil: from Belkior +2 AC v evil, no possession
Bless: from Belkior: +1 on all rolls
Message: from Grigory
Alter Self: 140 minutes
...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot
Resist Energy: Electric: 140 minutes: ignore first 30 damage from electrical attacks

HasteEveryone: 11 rounds: +30move, +1 to hit, AC, and Reflex. +1attack when full attack
Reduce Person (from Grigory)

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

Small Sahaugin Grigory  d20=1 ;
Tuesday March 16th, 2010 11:15:21 PM

AC 28/16/24, hp 70

Since the spell has served its purpose, Grigory dismisses Reduce Person from everyone and moves forward into the tunnel.

Move: to 40' further into the tunnel
Ready Action: retreat 50' if attacked. (swim speed = 60 +30 Haste)
Spot: 1

dM saniTy iNfo
Spells in effect - subject (duration in rounds)
Message: everyone - 140 minutes
Darkvision spell: everyone but Grigory and Jass - 14 hours
Darkvision potion: Grigory - 3 hours
Endure Elements: everyone but Grigory and Jass - 24 hours
Status: from Belkior
Pearl of the Sirenes
Alter Self: Grigory as Sahaugin - 140 minutes
Reduce Person, Mass: everyone - 14 minutes -- dismissed
Haste from Jass
Stone Shape around front gate

Available, used
0: Message (140 min), Open/Close, 2x Resistance (1 min)
1: 6x Endure Elements (24 h), 2x Shield (14 min)*
2: 6x Darkvision (14 h), 2x Alter Self (140 min)*
3: Dispel Magic, Explosive Runes, 2x Nondetection (14 h), DC 20 / 25 cast on self), Fireball (2, DC 22), Daylight (140 min)
4: Mass Reduce Person (14 min), 2x Mnemonic Enhancer, Stone Shape
5: Major Creation (varies), Transmute Rock to Mud, Break Enchantment, Passwall
6: Control Water (140 min), Globe of Invulnerability (14 rounds), Greater Dispel Magic, Chain Lightning (DC 25)
7: Greater Teleport, Greater Arcane Sight (14 min), Prismatic Spray


Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) 
Wednesday March 17th, 2010 2:37:09 PM

"I wasn't going to follow, just continue in if you all did. We can wait. Those things likely worship that aboleth thing though. I love being on the water, not in it." He smiles. "Should I cast something?" He asks himself more than anyone else.

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits, Resist Energy, Owl's Wisdom, Bear's Endurance, Freedom of Movement



Syr Ac 33/32 HP 205/205 Darkvision, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message, Undead Invis 
Wednesday March 17th, 2010 6:00:10 PM

Syr nods at Jass, "Yup, their turf. No need to hurry. I think your icy greeting probably helped the process." He smirks at the Sahuagin. The elf moves forward to the pinch point between the two walls. He peers down both down both corridors relaying the info to the others again (True Seeing).

(OOC: no row/s columns identified so Syr moves forward 60' along the ceiling)

Cautious Approach / Round 03 - DMAl 
Wednesday March 17th, 2010 8:28:17 PM


The Crimson Shields take a conservative approach to the assault. They pause to assess the situation before rushing in.

Most of the Shields move in on Brahmah's point.

Grigory dismisses his reducing spell and everyone swells to fill their normal size. (Note: Dismissing a spell is a Standard Action. A Ready action is also a Standard Action. Can't do both in the same round.)

Syr moves into the junction between the two tunnels as Corvis swims to catch up with him. From where they are at the front of the group, Corvis can see only the dark water of the caves to the furthest extent of their dark vision. Syr, on the other hand, graced with True Seeing, can see further. (greater description and different map provided for Syr.)

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

From the tunnel straight ahead the Kuo-toan cries of alarm continue. The shouts are then joined by the grinding of stone against stone, which is punctuated by a loud *Slam*.

This post edited after posting to account for Syr's True Seeing. --Al

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

* WE ARE IN COMBAT ROUNDS *

One rounds worth of actions only, please.

* STATUS *
==========

1 - 52/94
2 - 52/94
3 - 73/94
4 - 73/94

Map Now. Sorry about the grid last round.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Belkior - AC 27 (29 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Reduce Person 
Wednesday March 17th, 2010 10:48:46 PM

The halfling cleric will not dash ahead of his companions. Instead, Belkior holds back and follows Brahmah when the minotaur moves.

Actions
Hold Action to move with Brahmah

Active Effects
Bead of Karma - 8.8 minutes
Freedom of Movement - 189.1 minutes
Invisibility Purge
Reduce Person - ?

Active Spells
Status - on everyone - 14:54 hours
Magic Circle Against Evil (self) - 198.9 minutes
Tongues (self) - 189 minutes
Freedom of Movement (self) - 189.1 minutes
Protection from Evil (Jass) - 19.2 minutes
Protection from Evil (Grigory) - 19.3 minutes
Protection from Evil (Mac) - 19.4 minutes
Protection from Evil (Brahmah) - 19.5 minutes
Bless (all) - 18.6 minutes
Invisibility Purge (self) - 18.7 minutes
True Seeing (Syr) - 18.8 minutes
Spell Resistance (Syr) - 18.9 minutes
Spell Resistance (Mac) - 19 minutes

Spell List
0 - Detect Magic(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*)
4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds)
5 - Greater Command, Spell Resistance(x2)**, True Seeing* (D - Dispel Evil)
6 - Greater Dispel Magic(x2), Heal (D - Heal)
7 - Regenerate, Summon Monster VII (D - Regenerate)
* = cast

Small Sahaugin Grigory  d20=15 ;
Wednesday March 17th, 2010 11:29:28 PM

AC 28/16/24, hp 70

Since it is time to see what is really going on, Grigory casts a spell that turns his eyes blue. He can now 'see' and define magic auras up to 120' away. He takes a calculated risk and moves forward to make best advantage of this, attempting to look into both tunnels. He relates what he can see to the Crimson Shields via his Message spell.

Action: Cast Greater Arcane Sight and describe what he can see via Message.
Move: to AE12
Spot: 15

OOC: Sorry about the Ready Action last post

dM saniTy iNfo
Spells in effect - subject (duration in rounds)
Message: everyone - 140 minutes
Darkvision spell: everyone but Grigory and Jass - 14 hours
Darkvision potion: Grigory - 3 hours
Endure Elements: everyone but Grigory and Jass - 24 hours
Status: from Belkior
Pearl of the Sirenes
Alter Self: Grigory as Sahaugin - 140 minutes
Reduce Person, Mass: everyone - 14 minutes -- dismissed
Haste from Jass
Stone Shape around front gate
Greater Arcane Sight: Grigory -- 14 minutes

Available, used
0: Message (140 min), Open/Close, 2x Resistance (1 min)
1: 6x Endure Elements (24 h), 2x Shield (14 min)*
2: 6x Darkvision (14 h), 2x Alter Self (140 min)*
3: Dispel Magic, Explosive Runes, 2x Nondetection (14 h), DC 20 / 25 cast on self), Fireball (2, DC 22), Daylight (140 min)
4: Mass Reduce Person (14 min), 2x Mnemonic Enhancer, Stone Shape
5: Major Creation (varies), Transmute Rock to Mud, Break Enchantment, Passwall
6: Control Water (140 min), Globe of Invulnerability (14 rounds), Greater Dispel Magic, Chain Lightning (DC 25)
7: Greater Teleport, Greater Arcane Sight (14 min) , Prismatic Spray


Mac AC:29, HP:149/149  d20+7=18 ; d20+2=11 ;
Thursday March 18th, 2010 2:08:58 AM

Mac catches up with Brahmah, and moves forward toward Corvis & Syr - maybe even a little (5' - 10') beyond them as he tries to assess what is before them. Spot:18, Listen:11

"Have we just solved the problem? I mean... they aren't bringing anything out here now..."

Syr Ac 33/32 HP 205/205 Darkvision, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message, Undead Invis 
Thursday March 18th, 2010 2:24:11 PM

Syr holds his postion and relays to the others, "Guys, the corridor in front of me goes about 100' and ends in a door with a few alcoves on either side at the end with potential suprises. The tunnel beside us curves out of vision quickly."

Looking back to the others, "Hang here and see if they come to us, or pick a path and go down it?"


Settled In For Siege / Round 04-06 - DMAl 
Thursday March 18th, 2010 8:45:45 PM


Belkior moves in sync with Brahmah.

Grigory casts a spell, and the darkness lights up with auras of magic. He moves forward and looks around. Straight ahead, up the tunnel through which the four Kuo-toan gate guards had fled, the halfling sees around thirty faint magic auras. Each of them is faint. They seem to be arranged in clusters, and there seem to be ten clusters in all. His actual sight blocked by darkness, though, this is all that he can tell. He sees nothing down the tunnel to the south.

Mac moves up between Syr and the place to which Grigory has just moved. From where he's at, the minotaur can see no more than open tunnel to both the south as well as straight ahead. The sound of voices, though, come from straight ahead. Though Mac cannot understand the language, the voices sound decidedly like the commands that go along with the preparation for battle.

Syr holds his position and relates what he sees with his True Sight. At the end is a door of solid stone, closed, and baring the way. Leading up to that door is a 30ft segment of corridor with evenly spaced openings on either side. The openings are less *alcoves* than they are thin windows. (Sorry, limitations of map making in Excel.) The corridor is only ten feet wide and ten feet high. Draped from the ceiling of the corridor hang what appear to be some sort of meshed webbing.

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

From the tunnel straight ahead come more cries and shouts. Belkior and Jass hear commands to man the arrow slits and a call to alert the mercenaries. "Let them earn their pay for once," comes one comment.

Then the shouting and bustle calm down. Silence falls. Grigory sees the clusters of magic auras arrayed in a "U" shape that caps the tunnel. It seems that the Kuo-toas are content to wait. They don't appear to be coming out.

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

Note: If you may have noticed, I've progressed three rounds in this post. If you'd like to do something significant in these three rounds, please feel free. Otherwise, they pass without any further action aside from talk.

* WE ARE IN COMBAT ROUNDS *

One rounds worth of actions only, please.

* STATUS *
==========

1 - 52/94
2 - 52/94
3 - 73/94
4 - 73/94

Map Now.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Jass-Sahaugin AC 31 HP 81/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message, Alter Self, Resist Electric, Haste) 
Thursday March 18th, 2010 10:19:56 PM

Jass swims up to Mac and looks at the two corridors. "Looks like we should block one up and then have a couple of expendable scouts in front of us. How about I make a Wall on the south tunnel, and Belkior or Grigory make some Summonings to swim ahead of us and trip any ambush?"

Jass prepares to use Shadow Conjuration to place a Wall of Stone on the south corridor on Syr's command.

...Actions

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Darkvision: 3 hours 60' darkvision (scroll)
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Prot v Evil: from Belkior +2 AC v evil, no possession
Bless: from Belkior: +1 on all rolls
Message: from Grigory
Alter Self: 140 minutes
...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot
Resist Energy: Electric: 140 minutes: ignore first 30 damage from electrical attacks

HasteEveryone: 9 rounds: +30move, +1 to hit, AC, and Reflex. +1attack when full attack
Reduce Person (from Grigory)

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


Belkior - AC 27 (29 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Reduce Person  d4+1=5 ;
Thursday March 18th, 2010 10:46:17 PM

The halfling cleric had waited patiently with Brahmah but decided to swim ahead to join Syr, Mac and the others at the intersection of the two tunnels. When Jass suggests summoning some assistance, Belkior begins casting a spell.

Actions
Standard - begin casting Summon Monster VII, summoning 5 Celestial Sea Cats

Celestial Sea Cat
Size/Type: Large Magical Beast
HD: 6d10+18 (51 hp)
Speed: 10 ft, Swim 40 ft
AC: 18 (-1 size, +1 Dex, +8 natural), Touch 10, Flat 17
BAB: +6
Attack: Claw +9 melee (1d6+4)
Full Attack: 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2)
Space / Reach: 10 ft / 5 ft
Special Attack: Rend 2d6+6, Smite Evil
Special Qualities: Darkvision 60 ft, hold breath, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 5, Spell resistance 11
Saves: Fort +8, Ref +6, Will +5
Abilities: Str 19, Dex 12, Con 17, Int 3, Wis 13, Cha 10
Skills: Listen +8, Spot +7, Swim +12
Feats: Alertness, Endurance, Iron Will

Active Effects
Bead of Karma - 8.2 minutes
Freedom of Movement - 188.5 minutes
Invisibility Purge
Reduce Person - ?

Active Spells
Status - on everyone - 14:54 hours
Magic Circle Against Evil (self) - 198.3 minutes
Tongues (self) - 188.4 minutes
Freedom of Movement (self) - 188.5 minutes
Protection from Evil (Jass) - 18.6 minutes
Protection from Evil (Grigory) - 18.7 minutes
Protection from Evil (Mac) - 18.8 minutes
Protection from Evil (Brahmah) - 18.9 minutes
Bless (all) - 18 minutes
Invisibility Purge (self) - 18.1 minutes
True Seeing (Syr) - 18.2 minutes
Spell Resistance (Syr) - 18.3 minutes
Spell Resistance (Mac) - 18.4 minutes

Spell List
0 - Detect Magic(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*)
4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds)
5 - Greater Command, Spell Resistance(x2)**, True Seeing* (D - Dispel Evil)
6 - Greater Dispel Magic(x2), Heal (D - Heal)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast


Syr Ac 33/32 HP 205/205 Darkvision, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message, Undead Invis 
Friday March 19th, 2010 12:33:16 AM

He flexes a bicep and smiles at Jass, "Hold off for a second, Bricklayer." Turning to the priest, "Belkior, can you send one of those cats down each corridor?" Assuming that the cat makes it past AG19 then elf darts forward to follow moving to AH18 and using his enhanced vision to scout ahead. (send map please as that may change his actions over the 3 round period.)

Calling over his shoulder, "Corvis or Mac, can one of you follow the other cat to see what happens? Not too close and definitely not in front of the slits or under the webbing on the ceiling that I see." (OOC: I assume the webbing is only in front of the slits in the corridor?)

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) 
Friday March 19th, 2010 2:21:04 AM

Brahmah shimmies to AI/AJ. He suggests a leapfrog pattern into the tunnels.

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits, Resist Energy, Owl's Wisdom, Bear's Endurance, Freedom of Movement



Mac AC:29, HP:149/149  d20+7=21 ; d20+2=17 ;
Friday March 19th, 2010 4:06:16 AM

"They are settling in for the duration, so what they need is unsettling. Any ideas?"

"On it, Syr!" Mac moves out and after the other sea cat, trying to keep tabs on it from a suitable distance. Spot:21, Listen:17

AoOs: (max=7) d20+27 | 3d6+19 [19-20/x3]
Feats: Endurance, Dodge (), Mobility, Comb.Exp. (0/5), Comb.Refl. (7), Spr.Att., Pow.Att. (0/14), Whirl.Att., Run
Effects: Darkvision(Potion), Pearl of the Sirines, Protection from Evil(Belkior), Spell Resistance(Belkior), Reduced (Grigory), Haste (Jassfish)

Small Sahaugin Grigory  d20=10 ;
Friday March 19th, 2010 5:14:51 AM

AC 28/16/24, hp 70

"Whoa, wait just a half a second. Watch this."
Grigory casts Transmute Rock to Mud, and the ceiling softens and collapses in a sudden heap -- or at least that is what he expects to happen over the 30 or so magic auras that he can see. He wonders to himself if this was perhaps 'heavy handed.'
"Now, go get 'em whilst they're stuck. I might even dispel the Mud back into Stone, just for a laugh."

Action: Cast Transmute Rock to Mud
Move: NIL
Spot: 10

OOC: From the descriptions so far (variable ceiling height) and from the appearance in the map, I would assume that these caverns are naturally formed, and though the 'arrow slits' are worked, it seems that the ceilings are natural unworked stone. Grigory will cast his (Up to two 10-ft. cubes/level) 28 x 10' cubes as a 10' deep circle with a radius of 30' at the junction of AS/AT/12/13.
[28 x 10cubes = an area of 2800 sqft x 10 ft deep
A=pi x r^2 = 3.14159 x 30^2 = 2800ft area (see emailed spreadsheet)]

dM saniTy iNfo
Spells in effect - subject (duration in rounds)
Message: everyone - 140 minutes
Darkvision spell: everyone but Grigory and Jass - 14 hours
Darkvision potion: Grigory - 3 hours
Endure Elements: everyone but Grigory and Jass - 24 hours
Status: from Belkior
Pearl of the Sirenes
Alter Self: Grigory as Sahaugin - 140 minutes
Reduce Person, Mass: everyone - 14 minutes -- dismissed
Haste from Jass
Stone Shape around front gate
Greater Arcane Sight: Grigory -- 14 minutes

Available, used
0: Message (140 min), Open/Close, 2x Resistance (1 min)
1: 6x Endure Elements (24 h), 2x Shield (14 min)*
2: 6x Darkvision (14 h), 2x Alter Self (140 min)*
3: Dispel Magic, Explosive Runes, 2x Nondetection (14 h), DC 20 / 25 cast on self), Fireball (2, DC 22), Daylight (140 min)
4: Mass Reduce Person (14 min), 2x Mnemonic Enhancer, Stone Shape
5: Major Creation (varies), Transmute Rock to Mud, Break Enchantment, Passwall
6: Control Water (140 min), Globe of Invulnerability (14 rounds), Greater Dispel Magic, Chain Lightning (DC 25)
7: Greater Teleport, Greater Arcane Sight (14 min) , Prismatic Spray.


Mud Slide! / Round 07 - DMAl  d20+12=22 ; d20+12=15 ; 8d6=29 ; 8d6=27 ; 8d6=34 ; 8d6=28 ; 8d6=20 ; 8d6=32 ; 8d6=26 ; 8d6=28 ; 8d6=30 ; 8d6=33 ; d20+11=23 ; d20+11=21 ; d20+11=21 ; d20+11=23 ; d20+11=18 ; d20+11=21 ; d20+11=17 ; d20+11=22 ; d20+11=22 ; d20+11=23 ;
Friday March 19th, 2010 8:35:36 PM


Jass suggests putting up a wall to prevent ambush from the rear. But he holds his spell, waiting on a command from Syr.

Belkior swims to join the others at the intersection of the tunnel. At Jass' suggestion he summons two creature, sabertoothed mercats. This takes but a moment. The sea cats appear and glance about themselves, looking for enemies to attack. Unfortunately the sea cats have no language, and so not even Belkior and Jass can communicate with them. Without orders, the sea cats do no more than growl and circle protectively around Belkior, watchful for enemies.

Great plans fall apart, and Syr's plan collapses very nearly after the words leave his lips. Without the advanced scouting of the sea cats, he remains where he is. If he wants to explore the southern tunnel, he'll have to do it without the aid of Belkior's Cats paws.

Brahmah moves into the tunnel straight ahead. It's a tight fit. He suggests a leap-frog tactic, possibly similar to the one he has just executed. Brahmah sees the same thing that Syr sees with his True Seeing. The arrow slits, three to a side, lining the tunnel, and the steel mesh netting that hangs from the ceiling.

Without the sea cat scout, Mac too holds his position. From the tunnels he neither hears nor sees anything of significance.

In many ways, the delay is not necessarily a bad thing, for the next thing that Grigory does, changes things a great deal. Heavy handed, indeed. 28,000 cubic feet of mud loosens itself from the ceiling not ten feet in front of Brahmah. The Crimson Shields feel the tremendous wall of water rushes out at them, displaced by the solid block of mud. The Shields find themselves all protected by the magic of the Pearls, but the Sea Cats are not so fortunate. One sea cat manages to swim against the torrent of out flowing water. The other is swept sixty feet toward the mouth of the caves.

A cloud of mud and silt fills the water, obscuring all vision. From up the tunnel the Crimson Shields hear high pitched Kuo-toan tones full of pain and panic. Jass and Belkior know that the Kuo-toans are crying out to their god. They hear the name Shooldoomploo.

Brahmah, the only one in the tunnel, sees the mud fill the open tunnel and roar toward him in its attempt to fill the available space. It flows around him, enveloping him, it fills his eyes, it begins to fill his nose and mouth. And then it stops. The minotaur backs away, extracting himself from the mud. The water clears, and all of the Shields can see that the tunnel is now blocked. It is completely filled with mud, and in the mud remains the embossed imprint of Brahmah.

The faint auras that Grigory had detected before are now no longer to be seen

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

Note: Very cool. Nice effect, Grigory.

* WE ARE IN COMBAT ROUNDS *

One rounds worth of actions only, please.

Map Now.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Corvis Zurvich AC:30 HP:130/130 
Friday March 19th, 2010 9:21:51 PM

Corvis blinks at everything that just seemed to erupt and once and glances towards Syr to see what the man says. Corvis does speak to Syr after a min, "I don't know how well I'd be on seeing anything magical but keep in mind I might beable to notice traps if needed."

Corvis glances over towards Brahmah and smiles abit, "You okay there? Bumps, bruises?" Corvis is sure the mud will probably come off after being in the water long enough, for now the direction looks to be blocked by mud which leaves a new problem.

Small Sahaugin Grigory 
Friday March 19th, 2010 10:09:30 PM

AC 28/16/24, hp 70

"Whoa! I've never done that underwater before. How cool! I mean, sorry Bramah. I forgot how much rock that loosens, it's been a while since I did that.
"Still, I think I've eradicated any threats from that tunnel. Let's explore this other one. I'm sure if we need to I can make a passage through the mud there that I created. Perhaps a Control Water will do it, or a Passwall."

Action: defend my body from the ire of the Crimson Shields.
Move: NIL

dM saniTy iNfo
Spells in effect - subject (duration in rounds)
Explosive Runes, in envelope in pocket
Message: everyone - 140 minutes
Darkvision spell: everyone but Grigory and Jass - 14 hours
Darkvision potion: Grigory - 3 hours
Endure Elements: everyone but Grigory and Jass - 24 hours
Status: from Belkior
Pearl of the Sirenes
Alter Self: Grigory as Sahaugin - 140 minutes
Reduce Person, Mass: everyone - 14 minutes -- dismissed
Haste from Jass
Stone Shape around front gate
Greater Arcane Sight: Grigory -- 14 minutes
Transmute Rock to Mud

Available, used
0: Message (140 min), Open/Close, 2x Resistance (1 min)
1: 6x Endure Elements (24 h), 2x Shield (14 min)*
2: 6x Darkvision (14 h), 2x Alter Self (140 min)*
3: Dispel Magic, Explosive Runes, 2x Nondetection (14 h), DC 20 / 25 cast on self), Fireball (2, DC 22), Daylight (140 min)
4: Mass Reduce Person (14 min), 2x Mnemonic Enhancer, Stone Shape
5: Major Creation (varies), Transmute Rock to Mud, Break Enchantment, Passwall
6: Control Water (140 min), Globe of Invulnerability (14 rounds), Greater Dispel Magic, Chain Lightning (DC 25)
7: Greater Teleport, Greater Arcane Sight (14 min), Prismatic Spray.


Jass-Sahaugin AC 31 HP 81/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message, Alter Self, Resist Electric, Haste, Tongues) 
Sunday March 21st, 2010 12:48:08 PM

"Impressive", smiles Jass, knuckling his forelock at Grigory, "and I think we'll have to go that way since that was the direction of thier defenses." He shrugs. The Crimson Shields will be able to get through it if they need to.

So Jass looks down the other corridor, and waits to follow the others.

...Actions

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Darkvision: 3 hours 60' darkvision (scroll)
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Prot v Evil: from Belkior +2 AC v evil, no possession
Bless: from Belkior: +1 on all rolls
Message: from Grigory
Alter Self: 140 minutes
...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot
Resist Energy: Electric: 140 minutes: ignore first 30 damage from electrical attacks
Tongues (permenant)

HasteEveryone: 8 rounds: +30move, +1 to hit, AC, and Reflex. +1attack when full attack

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

Belkior - AC 27 (29 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Reduce Person 
Sunday March 21st, 2010 10:08:10 PM

The halfling cleric realizes that he cannot command the celestial seacats to explore the second corridor. So, trusting to his magical defences, Belkior swims down that corridor and hopes the seacats follow him to engage any opponents.

Actions
Full - double move 120 ft down south corridor (or until spot barrier, opponents, etc.)

Celestial Sea Cat
Size/Type: Large Magical Beast
HD: 6d10+18 (51 hp)
Speed: 10 ft, Swim 40 ft
AC: 18 (-1 size, +1 Dex, +8 natural), Touch 10, Flat 17
BAB: +6
Attack: Claw +9 melee (1d6+4)
Full Attack: 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2)
Space / Reach: 10 ft / 5 ft
Special Attack: Rend 2d6+6, Smite Evil
Special Qualities: Darkvision 60 ft, hold breath, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 5, Spell resistance 11
Saves: Fort +8, Ref +6, Will +5
Abilities: Str 19, Dex 12, Con 17, Int 3, Wis 13, Cha 10
Skills: Listen +8, Spot +7, Swim +12
Feats: Alertness, Endurance, Iron Will

Active Effects
Bead of Karma - 8.1 minutes
Freedom of Movement - 188.5 minutes
Invisibility Purge

Active Spells
Status - on everyone - 14:54 hours
Magic Circle Against Evil (self) - 198.2 minutes
Tongues (self) - 188.3 minutes
Freedom of Movement (self) - 188.4 minutes
Protection from Evil (Jass) - 18.5 minutes
Protection from Evil (Grigory) - 18.6 minutes
Protection from Evil (Mac) - 18.7 minutes
Protection from Evil (Brahmah) - 18.8 minutes
Bless (all) - 17.9 minutes
Invisibility Purge (self) - 18 minutes
True Seeing (Syr) - 18.1 minutes
Spell Resistance (Syr) - 18.2 minutes
Spell Resistance (Mac) - 18.3 minutes
Summon Monster VII - 18 rounds

Spell List
0 - Detect Magic(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*)
4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds)
5 - Greater Command, Spell Resistance(x2)**, True Seeing* (D - Dispel Evil)
6 - Greater Dispel Magic(x2), Heal (D - Heal)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast

Mac AC:29, HP:149/149  d20+7=23 ; d20+2=7 ;
Monday March 22nd, 2010 2:58:17 AM

"Nice, let us move on, then?" Mac makes his way onward into the remaining passage - 180' unless somethign catches his attention. Spot:23, Listen:7

AoOs: (max=7) d20+27 | 3d6+19 [19-20/x3]
Feats: Endurance, Dodge (), Mobility, Comb.Exp. (0/5), Comb.Refl. (7), Spr.Att., Pow.Att. (0/14), Whirl.Att., Run
Effects: Darkvision(Potion), Pearl of the Sirines, Protection from Evil(Belkior), Spell Resistance(Belkior), Reduced (Grigory), Haste (Jassfish)


Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) 
Monday March 22nd, 2010 2:03:26 PM

"I've been swallowed by a dire shark. Mud is just another walk in the park." He smiles.

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits, Resist Energy, Owl's Wisdom, Bear's Endurance, Freedom of Movement

OOC: What mass spells were cast that also effect Brahmah>>>???

Syr Ac 33/32 HP 205/205 Darkvision, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message, Undead Invis 
Monday March 22nd, 2010 2:38:00 PM

Syr groans at Grigory as the roof caves in before the group. "HEY! Can we at least talk about it before you bring the ceiling down next time???" Throwing his hands up for effect he mutters to himself, "And to think I once was the impulsive one." The elf follows Belkior and the cats down the other tunnel.

Talking to Corvis, "Look on the bright side, maybe we've already secured the ring by locking it up in mud. Anyway, you want to stay near the front to see if you notice anything?"

Small Sahaugin Grigory 
Monday March 22nd, 2010 8:43:25 PM

"Sorry Syr, but some of us were going to walk directly into their ambush. Very brave and all, but I had a better way to wipe them all out. We're all still quite healthy ready to go on.
"I'll figure out a way to get back through that mud before long. I theorise that it will continue to spread as it settles, leaving a narrow way at the top. Then we can Passwall to move beyond the mud."

The Long Southern Tunnel / Round 08 - DMAl 
Monday March 22nd, 2010 8:53:31 PM


Corvis speaks to both Syr and Brahmah.

Grigory observes his handiwork without moving from his position. He speculates on several ways to circumvent the mud, but for now, the passage straight ahead is decidedly blocked.

Jass assesses some of the methods that Grigory is considering, but for now waits in the junction of the two tunnels for the bolder of the Crimson Shields to explore the southern passage.

Belkior is the first of these bolder Crimson Shields. As he moves toward the southern tunnel, the sea cats follow. Or, at least, they try to follow. The hasted halfling with the magic of the Pearl proves too quick for Belkior, and he leaves them behind.

Mac goes next, keeping an eye open for danger.

Brahmah passes off the experience, but remains in the junction with Grigory, Jass and Corvis.

Syr, after a word with Corvis, follows Mac and Belkior down the southern tunnel.

The tunnel is long. It winds, and in places it is quite narrow for Mac. He squeezes through, though. Syr and Mac outpace Belkior, and they wind up at the opening to a much larger cavern. Before them, they see open water to the limits of their Darkvision.

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

OoC: Yes, you are getting spread out.

* WE ARE IN COMBAT ROUNDS *

One rounds worth of actions only, please.

North Map
Center Map
South Map

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Belkior - AC 27 (29 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Reduce Person 
Monday March 22nd, 2010 10:34:08 PM

When the halfling cleric hears the report from his fellows, the turns about to rejoin Brahmah, Corvis, Grigory and Jass.

"Not a dead end, but not the way in, either. Looks like we'll need to teleport in," Belkior reports to them once he returns. As soon as he does so, Belkior begins trying to calm his stomach in anticipation of the upset that teleporting normally causes.


The Long Southern Tunnel / Round 08 - DMAl 
Monday March 22nd, 2010 10:58:47 PM


OoC: Sorry if I wasn't clear. The open space is not outside the cave. It appears to be an larger section of the cave.

Mac AC:29, HP:149/149  d20+7=26 ; d20+2=10 ;
Tuesday March 23rd, 2010 8:24:14 AM

"We sit shady 'til the rest of the Shields catch up.." Mac whispers to Syr as he leans up against at wall and looks about. Spot:26, Listen:10

AoOs: (max=7) d20+27 | 3d6+19 [19-20/x3]
Feats: Endurance, Dodge (), Mobility, Comb.Exp. (0/5), Comb.Refl. (7), Spr.Att., Pow.Att. (0/14), Whirl.Att., Run
Effects: Darkvision(Potion), Pearl of the Sirines, Protection from Evil(Belkior), Spell Resistance(Belkior), Reduced (Grigory), Haste (Jassfish)


Syr Ac 33/32 HP 205/205 Darkvision, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message, Undead Invis 
Tuesday March 23rd, 2010 11:09:19 AM

Syr looks out at the cave and messages the others, "Yup, we wait for the others to catch up. Sit tight, With Belk's True Seeing spell, I can look out and see nothing within 120' of us so let's take it slower. The coast is clear." The elf then withdraws back behind the minotaur and out if sight of the cave (P31)

When the others catch up, he asks Belkior, "Any chance you can use your Tongues spell to direct these pretty felines out into the cave?"

The Long Southern Tunnel / Round 08 - DMAl 
Tuesday March 23rd, 2010 11:37:28 AM


OoC: Dang. That's the second time I've forgotten about the True Seeing.

What Syr Sees

Jass-Sahaugin AC 31 HP 81/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message, Alter Self, Resist Electric, Haste, Tongues) 
Tuesday March 23rd, 2010 12:12:59 PM

Jass gives a 'follow me' wave and swims down the other tunnel to catch up to Syr and Mac. He squeezes by the two Sea Cats and makes it almost to little Belkior.

...Actions
Double Swim move (60' base + 30' Haste = 90 feet x2 = 180' hustle move) to Z,29

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Darkvision: 3 hours 60' darkvision (scroll)
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Prot v Evil: from Belkior +2 AC v evil, no possession
Bless: from Belkior: +1 on all rolls
Message: from Grigory
Alter Self: 140 minutes
...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot
Resist Energy: Electric: 140 minutes: ignore first 30 damage from electrical attacks
Tongues (permenant)

HasteEveryone: 8 rounds: +30move, +1 to hit, AC, and Reflex. +1attack when full attack

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

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) 
Tuesday March 23rd, 2010 12:59:16 PM

Brahmah will hopscotch forward if summoned to do so, otherwise, he remains.

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits, Resist Energy, Owl's Wisdom, Bear's Endurance, Freedom of Movement


Corvis Zurvich AC:30 HP:130/130  d20+10=30 ;
Tuesday March 23rd, 2010 8:37:36 PM

Corvis moves along with the others and tries to keep up with the others and will take close to point if others will allow him. Corvis does try to keep a eye out for any noticeable traps. He will point them out to anyone if he spots anything.

(Trapfinding:32 *forgot the +2 for rogue level*)

Southern Chamber / Round 09 - DMAl 
Tuesday March 23rd, 2010 8:45:35 PM


Messages get a bit crossed and Belkior believes that the space into which the tunnel opens is back out into the lake.

Mac suggests that they wait for the others to catch up, watching the dark waters and dreary stone walls of the cave closely for signs of danger. He sees nothing untoward within the range of his Darkvision.

Syr agrees. With the True Seeing spell granted him by Belkior, the elf spies a regular stone object against the south west wall. It sits on the bottom of the cave at the outer limits of his sight. The he withdraws back behind Mac.

Jass decides to move ahead, swimming past Belkior and his two Sea Cats and keeping the halfling cleric from returning to the mudslide. At Syr's suggestion that Belkior speak to the Sea Cats using the Tongues spell, Jass can answer from personal experience that the spell will not work upon an animal or creature without a language. He had tried before to speak with Steady Heart, the giant turtle that had taken the group to the Crying Woods for the Entwining. To speak to an animal would require a different spell.

Brahmah follows Jass through the tunnel. Like Mac before him, the minotaur finds the tunnel exceedingly cramped in certain places.

With the rest of the Crimson Shields gone, Corvis and Grigory too, enter the southern tunnel and join the others. Corvis keeps a keen eye out for traps, but there are none for him to find.

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

* WE ARE IN COMBAT ROUNDS *

One rounds worth of actions only, please.

Map

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Belkior - AC 27 (29 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Reduce Person 
Tuesday March 23rd, 2010 9:37:03 PM

The halfling cleric is somewhat befuddled. Still Belkior hurries after Syr and Mac to whereever this southern tunnel leads, trusting that the sea cats will follow along.

Actions
Full - double move 120 ft down south corridor (or until spot barrier, opponents, etc.)

Celestial Sea Cat
Size/Type: Large Magical Beast
HD: 6d10+18 (51 hp)
Speed: 10 ft, Swim 40 ft
AC: 18 (-1 size, +1 Dex, +8 natural), Touch 10, Flat 17
BAB: +6
Attack: Claw +9 melee (1d6+4)
Full Attack: 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2)
Space / Reach: 10 ft / 5 ft
Special Attack: Rend 2d6+6, Smite Evil
Special Qualities: Darkvision 60 ft, hold breath, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 5, Spell resistance 11
Saves: Fort +8, Ref +6, Will +5
Abilities: Str 19, Dex 12, Con 17, Int 3, Wis 13, Cha 10
Skills: Listen +8, Spot +7, Swim +12
Feats: Alertness, Endurance, Iron Will

Active Effects
Bead of Karma - 7.9 minutes
Freedom of Movement - 188.3 minutes
Invisibility Purge

Active Spells
Status - on everyone - 14:54 hours
Magic Circle Against Evil (self) - 198 minutes
Tongues (self) - 188.1 minutes
Freedom of Movement (self) - 188.2 minutes
Protection from Evil (Jass) - 18.3 minutes
Protection from Evil (Grigory) - 18.4 minutes
Protection from Evil (Mac) - 18.5 minutes
Protection from Evil (Brahmah) - 18.6 minutes
Bless (all) - 17.7 minutes
Invisibility Purge (self) - 17.8 minutes
True Seeing (Syr) - 17.9 minutes
Spell Resistance (Syr) - 18 minutes
Spell Resistance (Mac) - 18.1 minutes
Summon Monster VII - 16 rounds

Spell List
0 - Detect Magic(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*)
4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds)
5 - Greater Command, Spell Resistance(x2)**, True Seeing* (D - Dispel Evil)
6 - Greater Dispel Magic(x2), Heal (D - Heal)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast

Jass-Sahaugin AC 31 HP 81/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message, Alter Self, Resist Electric, Haste, Tongues) 
Wednesday March 24th, 2010 6:37:45 AM

Jass continues to swim and sets himself up right behind Syr. "What's cookin, chief?" he says cheerily. "The Haste spell won't last another minute, so use it wisely!"

...Actions
Swim move (60' base + 30' Haste = 90 feet) to O,30

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Darkvision: 3 hours 60' darkvision (scroll)
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Prot v Evil: from Belkior +2 AC v evil, no possession
Bless: from Belkior: +1 on all rolls
Message: from Grigory
Alter Self: 140 minutes
...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot
Resist Energy: Electric: 140 minutes: ignore first 30 damage from electrical attacks
Tongues (permenant)

HasteEveryone: 4 rounds: +30move, +1 to hit, AC, and Reflex. +1attack when full attack

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


Syr Ac 33/32 HP 205/205 Darkvision, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message, Undead Invis 
Wednesday March 24th, 2010 10:56:56 AM

Syr nods at Jass' comment and grins, "Tell that to the rookie that brought down the roof. Let's get everyone in the general vicinity once again before proceeded. I'll take a quick peek, I'm curious what the rectangle is..." The elf mentally pats himself on the back for purchasing a Pearl and then swims quickly forward (to I40) before returning. Once again, he relays his findings with enhanced vision to the others.

Mac AC:29, HP:149/149 
Wednesday March 24th, 2010 4:11:45 PM

"What rectangle?" Mac whispers to Syr as he leans up against at wall and looks about. Spot:26, Listen:10

AoOs: (max=7) d20+27 | 3d6+19 [19+/x3]
Feats: Endurance, Dodge (), Mobility, Comb.Exp. (0/5), Comb.Refl. (7), Spr.Att., Pow.Att. (0/14), Whirl.Att., Run
Effects: Darkvision(Potion), Pearl of the Sirines, Protection from Evil(Belkior), Spell Resistance(Belkior), Reduced (Grigory), Haste (Jassfish)

Small Sahaugin Grigory 
Wednesday March 24th, 2010 5:44:29 PM

Grigory follows the others poste haste, and has a good look around (utilising Greater Arcane Sight).

OOC: sorry about the missed and short post, work is trying to drown me before the holidays.

Spotted, an Altar / Round 10 - DMAl 
Wednesday March 24th, 2010 8:52:44 PM


Belkior pushes past Syr and Mac, heading out of the tunnel and into the large cave. The Sea Cats do their best to keep up with the little hasted halfling, but they don't manage very well.

Jass moves forward too, but is not rash enough to proceed before the others. He holds behind Syr and Mac, reminding them of the time limit that their magic is on.

Syr makes a quick exploratory run, moving out along the wall of the cave and then retreating back into the tunnel.

Mac takes a peek into the cave from where he's at, but his Darkvision alone doesn't take in anything unusual, despite his keen eyesight.

Grigory follows Belkior out into the open water of the cave.

Both Syr and Belkior have a good sense of the entire cave now. Both can see that the caves are largely empty. Both halfling and elf note that another tunnel seems to exit the caves to the north and east. Both Syr and Belkior also get a better look at the object on the floor of the cave along the south wall.

Belkior instantly recognizes the object as an altar. It appears to be made of stone, dark and stained. And there seem to be several objects on the altar, though its difficult to make them out through the gloom from his current distance of fifty feet away.

Though too far away to actually see the altar, Grigory sees the an aura from that direction that is dim. Less than faint, the halfling wizard recognizes this as a lingering aura from some previous magic. If he could actually see the altar, he might be able to determine the school of magic involved.

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

OoC: The caves are generally forty feet from floor to ceiling.

* WE ARE IN COMBAT ROUNDS *

One rounds worth of actions only, please.

Map

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Small Sahaugin Grigory  d20=13 ; d20+23=40 ; d20+12=24 ; d20+12=23 ; d20+12=29 ;
Wednesday March 24th, 2010 9:31:41 PM

Still a little preoccupied with thoughts on getting through his own mud, Grigory wanders casually toward the altar.
"Belkior, Jass, there's something magical over this way. Let's see if the three of us cannot work it out.
Spot 13
Spellcraft 40
Knowledge
Religion 24
dungeoneering 23
arcana 29

Belkior - AC 27 (29 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Reduce Person  d20+9=27 ; d20+18=29 ;
Wednesday March 24th, 2010 10:29:32 PM

The halfling cleric decides to be circumspect and circles around the pillar or outcropping until he is nearly to the altar. Belkior moves quickly but still glances around as he moves, fearing that there might be an opponent or simply a natural creature that wouldn't mind making a meal of a friendly little halfling. Once he comes around from behind the pillar, Belkior looks forward towards the altar in an attempt to learn something about what deity or being is being worshipped.
Spot = 27, Knowledge Religion = 29

Actions
Move - 60 ft to P49 (path is O43-N44-M44-L44-L45-L46-L47-L48-M49-N49-O49-P49)
Standard - Cast "Detect Magic"

Celestial Sea Cat
Size/Type: Large Magical Beast
HD: 6d10+18 (51 hp)
Speed: 10 ft, Swim 40 ft
AC: 18 (-1 size, +1 Dex, +8 natural), Touch 10, Flat 17
BAB: +6
Attack: Claw +9 melee (1d6+4)
Full Attack: 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2)
Space / Reach: 10 ft / 5 ft
Special Attack: Rend 2d6+6, Smite Evil
Special Qualities: Darkvision 60 ft, hold breath, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 5, Spell resistance 11
Saves: Fort +8, Ref +6, Will +5
Abilities: Str 19, Dex 12, Con 17, Int 3, Wis 13, Cha 10
Skills: Listen +8, Spot +7, Swim +12
Feats: Alertness, Endurance, Iron Will

Active Effects
Bead of Karma - 7.8 minutes
Freedom of Movement - 188.2 minutes
Invisibility Purge

Active Spells
Status - on everyone - 14:54 hours
Magic Circle Against Evil (self) - 197.9 minutes
Tongues (self) - 188 minutes
Freedom of Movement (self) - 188.1 minutes
Protection from Evil (Jass) - 18.2 minutes
Protection from Evil (Grigory) - 18.3 minutes
Protection from Evil (Mac) - 18.4 minutes
Protection from Evil (Brahmah) - 18.5 minutes
Bless (all) - 17.6 minutes
Invisibility Purge (self) - 17.7 minutes
True Seeing (Syr) - 17.8 minutes
Spell Resistance (Syr) - 17.9 minutes
Spell Resistance (Mac) - 18 minutes
Summon Monster VII - 15 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*)
4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds)
5 - Greater Command, Spell Resistance(x2)**, True Seeing* (D - Dispel Evil)
6 - Greater Dispel Magic(x2), Heal (D - Heal)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast



Corvis Zurvich AC:30 HP:130/130  d20+8=19 ; d20+8=16 ;
Wednesday March 24th, 2010 10:40:51 PM

Corvis looks around the place and keeps moving with the rest. When the alter is pointed out he speaks to the others, specially magic users, "If you think it might be trapped also then let me know and I'll try looking it over." Corvis has devoted himself some to trap finding, maybe not as much as other rogues though.

Corvis otherwise just remains ready for anything just incase, having reseathed his weapons for now.

(Spot:19 Listen:16)

(Was wondering, could someone post for me tomorrow (25th) please.)


Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) 
Thursday March 25th, 2010 12:47:11 AM

(OOC: sorry for the delay... I completely FUBARED today and yesterday.)

Brahmah continues forward with the group.

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits, Resist Energy, Owl's Wisdom, Bear's Endurance, Freedom of Movement


Jass-Sahaugin AC 31 HP 81/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message, Alter Self, Resist Electric, Haste, Tongues)  d20+18=19 ; d20+20=40 ;
Thursday March 25th, 2010 12:31:03 PM

Jass follows Belkior's lead and swims around the column to come up close to the alter and inspects the arcane symbols and items on the alter.

...Actions
Double Swim move (60' base + 30' Haste = 90 feetx2 180') to P,51
Spellcraft: 19
Know Arcana: 40

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Darkvision: 3 hours 60' darkvision (scroll)
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Prot v Evil: from Belkior +2 AC v evil, no possession
Bless: from Belkior: +1 on all rolls
Message: from Grigory
Alter Self: 140 minutes
...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot
Resist Energy: Electric: 140 minutes: ignore first 30 damage from electrical attacks
Tongues (permenant)

HasteEveryone: 3 rounds: +30move, +1 to hit, AC, and Reflex. +1attack when full attack

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


Syr Ac 33/32 HP 205/205 Darkvision, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message, Undead Invis 
Thursday March 25th, 2010 5:13:24 PM

Syr nudges Corvis as the bounty hunter swims past. "Pair up and stay by me in case of trouble?" The elf swims around the corner and positions himself with his back against the wall (S41). With gestures and looks, he tries to steer Corvis to the spot next to him (S42). He then relays any findings from his enhanced vision that is revealed to the others through the message spell. "Doesn't the aboleth project illusions? Nothing much to see over here."



Ghost Sharks! / Round 11 - DMAl 
Thursday March 25th, 2010 7:52:07 PM


Grigory absently makes his way across the cave and directly up to the altar.

Belkior, more circumspect, moves cautiously around the pillar for a look at the altar. The halfling spies nothing dangerous on the way. From behind, Belkior's Sea Cats finally catch up to him.

From the back of the pack, Corvis makes his way through the tunnel. Re-sheathing his weapons, he eyes the large open cave before him. Nothing threatens within the range of either his Darkvision enhanced sight, or his hearing.

Brahmah follows the others, finding himself out in the middle of the cave.

Jass joins Belkior and Grigory around the altar.

Syr enters cautiously, drawing Corvis with him. The elf comes around a rock outcropping to inspect the tunnel that seems to continue to the east until it turns once again to the south.

As Grigory draws close enough to see the altar with his eyes, the dim residual aura of magic is identified as necromantic. This, however, for the grizzly remains that grace the macabre altar, might well be determined without the aid of magic sight.

A dark gray slab of rough stone atop a twisted pillar of coral, the altar is festooned with pointed stone spikes. The upper surface of the altar bristles with spikes. A round ovoid rises on a stone stalk above the slab, and it to is covered in spikes. And upon each stone spike is impaled a piece of flesh. Dark blood stains the stone, even underwater. Some of the impaled chunks of meat are clearly organs. Other chunks are muscle meat, some have skin attached. To Belkior's keen eyes, the skin has a tough and abrasive look to it. Oddly, there seems to be no bone. There also appears to be no hair.

Both Grigory and Belkior can see that this is no altar dedicated to any known god. The design appears ill fit to religious rites. Grigory and Jass conclude that the altar is more likely shaped for rites of the arcane. The grotesque necromantic altar holds all appearance of being part of a binding ritual of some form - likely both resurrection as well as binding.

It is then that they appear, two dark gray shapes that come as though gliding out of the gloom. The trim shape of the predator, the dorsal fin, the curved mouth filled with rows of teeth. There is no mistaking these. They are sharks, but what sharks are these? One is missing an eye. Both are flayed and rotting with white putrescent flesh peeling from their bodies. To Corvis, Grigory, and especially sharp-eyed Belkior, there is something even more odd about them. Belkior, can swear that he can see directly through these sharks. Both Grigory and Belkior know these to be the ghosts of sharks.

Their appearance is horrific in a way that blasts the soul. (All Crimson Shields and Sea Cats: Fortitude Save vs DC15 or take 1d4 STR damage; 1d4 DEX damage; and 1d4 CON damage.)

Both ghost sharks give off a frightful moaning. (All Crimson Shields and Sea Cats except Mac, Will Save vs DC15 or be Panicked for 2d4 rounds.)

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

OoC: The caves are generally forty feet from floor to ceiling.

* WE ARE IN COMBAT ROUNDS *

One rounds worth of actions only, please.

Map

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Belkior - AC 27 (29 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Reduce Person  d20+23=39 ; d20+10=24 ; d20+8=20 ; d20+27=33 ; d20+7=26 ; d20+5=11 ; 2d4=6 ; d20+4=16 ; d20+4=9 ; d20+11=25 ; d6+4=9 ;
Thursday March 25th, 2010 9:31:59 PM

The halfling cleric is unaffected by the ghastly appearance of the ghostly sharks and his two summoned creatures are also unaffected. However, one of the seacats is frightened by the moaning and flees back towards the safety of the outside, possibly running into Mac.
Fortitude saves - Belkior = 39; S1 = 24; S2 = 20
Will saves - Belkior = 33; S1 = 26; S2 = 11


Belkior concentrates on his connection to Alemi and tries to turn the two undead. The two creatures, though, are probably unaffected. Afte rthat, Belkior makes sure that his Staff is in hand and prepares to heal his companions.
Turn Undead - +2 CHA + 2 synergy (Know Religion) = 16; can turn 5 HD undead

Seacat 1 charges the nearest ghost (2), ignoring any attack, and claws at the evil creature. It may, or may not, strike the creature but channels its celestial power into the attack if it does.
Charge - to L48-M49
Attack - hits AC 25, 9 damage + 6 from Smite Evil


Actions
Standard - Turn Undead (see above)
Move - Draw / wield Staff of Healing

Celestial Sea Cat
Size/Type: Large Magical Beast
HD: 6d10+18 (51 hp)
Speed: 10 ft, Swim 40 ft
AC: 18 (-1 size, +1 Dex, +8 natural), Touch 10, Flat 17
BAB: +6
Attack: Claw +9 melee (1d6+4)
Full Attack: 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2)
Space / Reach: 10 ft / 5 ft
Special Attack: Rend 2d6+6, Smite Evil
Special Qualities: Darkvision 60 ft, hold breath, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 5, Spell resistance 11
Saves: Fort +8, Ref +6, Will +5
Abilities: Str 19, Dex 12, Con 17, Int 3, Wis 13, Cha 10
Skills: Listen +8, Spot +7, Swim +12
Feats: Alertness, Endurance, Iron Will

Active Effects
Bead of Karma - 7.7 minutes
Freedom of Movement - 188.1 minutes
Invisibility Purge

Active Spells
Status - on everyone - 14:54 hours
Magic Circle Against Evil (self) - 197.8 minutes
Tongues (self) - 187.9 minutes
Freedom of Movement (self) - 188 minutes
Protection from Evil (Jass) - 18.1 minutes
Protection from Evil (Grigory) - 18.2 minutes
Protection from Evil (Mac) - 18.3 minutes
Protection from Evil (Brahmah) - 18.4 minutes
Bless (all) - 17.5 minutes
Invisibility Purge (self) - 17.6 minutes
True Seeing (Syr) - 17.7 minutes
Spell Resistance (Syr) - 17.8 minutes
Spell Resistance (Mac) - 17.9 minutes
Summon Monster VII - 14 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*)
4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds)
5 - Greater Command, Spell Resistance(x2)**, True Seeing* (D - Dispel Evil)
6 - Greater Dispel Magic(x2), Heal (D - Heal)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast

Jass-Sahaugin AC 31 HP 81/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message, Alter Self, Resist Electric, Haste, Tongues)  d20+6=22 ; d20+10=11 ; d20+10=30 ; d20+12=32 ; d20+12=22 ; d100=69 ; d20+18=33 ; 28d6=99 ; 28d6=85 ; 5d6=19 ; 5d6=22 ;
Friday March 26th, 2010 12:29:03 AM

Jass sees the arrival of the ghost sharks and is assaulted by thier unearthly grotesquness. He avoids withering away at the mere sight, but it takes a heroic effort to overcome the frightening appearance and stand his ground.

Shakily, he raises his finger, and incants a spell to create a green ray of light to strike Ghost Shark#2, striking the monster in a very effective spot!

...Actions
Fort Save 22
Will Save 10 Hero Point 30 made it!

Ray Touch AC 32 CRIT 22 Dam 99 CRIT 85 = 184 Damage
Fort DC 23 for 19 Crit 22 = 41 Damage
Attack a Incorporal: 69 made it!
Spell Penetrate (if needed) 33

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Darkvision: 3 hours 60' darkvision (scroll)
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Prot v Evil: from Belkior +2 AC v evil, no possession
Bless: from Belkior: +1 on all rolls
Message: from Grigory
Alter Self: 140 minutes
...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot
Resist Energy: Electric: 140 minutes: ignore first 30 damage from electrical attacks
Tongues (permenant)

HasteEveryone: 2 rounds: +30move, +1 to hit, AC, and Reflex. +1attack when full attack

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

Small Sahaugin Grigory  d20+17=28 ; d20+18=21 ;
Friday March 26th, 2010 7:04:35 AM

Fort save 28
Will save 21

"M'eh, ghost sharks. I've seen worse. You boys can handle them."
Grigory moves north, over and above Corvis and Syr, then follows the wall to T40.

Move action: North via Q45, over Corvis then west to T40
Ready Action: If the ghost shark comes near Grigory will swim like a well-crafted analogy West another 90' before the shark gets within 20'

dM saniTy iNfo
Spells in effect - subject (duration in rounds)
Explosive Runes, in envelope in pocket

Message: everyone - 140 minutes
Darkvision spell: everyone but Grigory and Jass - 14 hours
Darkvision potion: Grigory - 3 hours
Endure Elements: everyone but Grigory and Jass - 24 hours
Status: from Belkior
Pearl of the Sirenes
Alter Self: Grigory as Sahaugin - 140 minutes
Reduce Person, Mass: everyone - 14 minutes -- dismissed
Haste from Jass
Stone Shape around front gate
Greater Arcane Sight: Grigory -- 14 minutes

Transmute Rock to Mud

Available, used
0: Message (140 min), Open/Close, 2x Resistance (1 min)
1: 6x Endure Elements (24 h), 2x Shield (14 min)*
2: 6x Darkvision (14 h), 2x Alter Self (140 min)*
3: Dispel Magic, Explosive Runes, 2x Nondetection (14 h), DC 20 / 25 cast on self), Fireball (2, DC 22), Daylight (140 min)
4: Mass Reduce Person (14 min), 2x Mnemonic Enhancer, Stone Shape
5: Major Creation (varies), Transmute Rock to Mud, Break Enchantment, Passwall
6: Control Water (140 min), Globe of Invulnerability (14 rounds), Greater Dispel Magic, Chain Lightning (DC 25)
7: Greater Teleport, Greater Arcane Sight (14 min), Prismatic Spray.

Mac AC:29 (30 vs S2), HP:149/149  d20+14=27 ; d20+16=35 ; d20+16=27 ; 3d6+43=52 ; 3d6+43=52 ; 3d6+43=50 ;
Friday March 26th, 2010 8:32:21 AM

The dark taur steels himself against the abhorence of the nearest dead shark {Fort:27} and save for the low muttering of "Abomination!", springs through the water Spring Attack to just within his reach of shark 2 (some 75' to J42), swings one wild swing of the greataxe (AC:35 for 52 damage*, CT:27 for a total of 154 damage) and springs back (up the map) 10' (to J40).

*Massive Damage check requested
AoOs: (max=7) d20+16 | 3d6+43 [19+/x3]
Feats: Endurance, Dodge (Shark 2), Mobility, Comb.Exp. (0/5), Comb.Refl. (7), Spr.Att., Pow.Att. (12/14), Whirl.Att., Run
Effects: Darkvision(Potion), Pearl of the Sirines, Protection from Evil(Belkior), Spell Resistance(Belkior), Bless(Belkior), Haste(Jassfish)

Syr Ac 33/32 HP 207/207 Darkvision, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message, Undead Invis  d20+20=24 ; d20+16=36 ; d20+20=31 ; d100=100 ; d6+9=10 ; 2d6=8 ;
Friday March 26th, 2010 3:56:11 PM

Syr jumps a bit when the shark manifests nearby but is unaffected otherwise. He moves in closer, attempting to attack the huge beast. He swings once in the water wondering as he does so how to hit this creature. Attack 32 Damage (1-ice +17=18) Miss chance 100 (cool, never rolled a perfect score). "Grigory, anything you can do to that altar that might affect this thing?"

Corvis (sub Scott)  d20+16=35 ; d20+11=16 ; d20+25=39 ; d100=6 ;
Friday March 26th, 2010 4:06:29 PM

Unphased by the sudden appearance of the shark, he shudders as the moan resonates in the water but holds his ground, (Saves 35, 16) Following the monk's lead, he waits for the shark to bite at Syr before swimming in. Pushing the sword through the water with force, he hits the creature squarely, only to see it go straight through the shark's body (att 39, miss chance 6)

(OOC: Sorry, Syr is now at x44 and Corvis u47)

Mac AC:29 (30 vs S2), HP:149/149 (supplemental post)  d100=68 ;
Friday March 26th, 2010 4:16:57 PM

...miss chance for last attack: 68% - yay!

Ghost of a Chance / Round 12 - DMAl 
Sunday March 28th, 2010 9:46:51 PM


Upon the arrival of the Ghost Sharks, the Crimson Shields show how truly powerful a group they are.

Belkior and one of his sea cats shake off the other woldly terror of the ghost sharks. Belkior attempts to turn the sharks. But, his study of religion tell him immediately that ghosts are resistant to this sort of thing. And these sharks are huge, and therefore particularly difficult to turn.

Sea Cat 1 Charges Ghost Shark 2. As the Sea Cat nears, the Ghost Shark lashes in the water, brushing the Sea Cat with its rough skin. (Large Sea Cats have a reach of 5ft. Huge Sharks have a reach of 10ft. Touch AoO AC25; -2INT.) The Sea Cat's intelligence drops away completely, leaving it unconscious before it even attacks.

Jass barely holds his water as the Ghost Sharks appear. But he rallies and sends a deadly green beam at Ghost Shark 2. The Ghosts don't have critical vulnerabilities. Still, Ghost Shark 2 vaporizes in a cloud of ectoplasm none the less.

Grigory shakes off the fearful effects of the ghost sharks too. In fact, he poo-poo's the danger of the sharks as he moves away from the altar. Even so, he makes sure to carefully skirt the long reach of Ghost Shark 1.

With steel in his spine, Mac feels no fear from the Ghost Sharks. He makes a devastating attack at the Ghost Shark that Jass had just targeted. If the Ghost Shark had not been disincorporated before, it most certainly is now.

Though jumpy, Syr is also not affected by the horrific sharks. He moves in on Ghost Shark 1. As the Hand of Domi approaches, Ghost Shark 1 takes a swipe at him with a rough fin. (Touch AoO AC16) Syr easily dodges the attack and drives a fist into something that yields, though at the same time, is not quite there. Suffice to say, that the Ghost Shark reacts as though it has been hit, thrashing in the dark water.

Corvis is also unphased by the ghosty horrors from the deep. He follows Syr's example, swimming in on the huge shark. (Touch AoO AC31; -1 CON) In fact, the rogue fares quite badly. The surprisingly fine Combat Reflexes of the Ghost Shark catch Corvis as he comes in. The Shark's snout catches the rogue, and Corvis feels his Constitution drain away. Corvis stabs at the shark, but his blade slides through nothing but water.

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

Ghost Shark 1, now alone, attacks the easiest prey at hand. (Touch AoO AC19) The shark bites at Corvis again. Corvis raises his arm to fend off the blow, and he finds that the shark's ghostly incorporeal teeth cannot penetrate his magic braces of armor.

With one shark already gone, there seems little to seriously threaten the Crimson Shields. But Belkior knows that even if they defeat these sharks today, they will most certainly manifest again sometime within the next few days.

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

OoC: The caves are generally forty feet from floor to ceiling.

* WE ARE IN COMBAT ROUNDS *

* STATUS *
==========
Sea cat 2 Panicked for 3 Rounds (Ends Round 14)
Sea cat 1 -2 INT (Unconscious)
Ghost Shark 1; -18
Ghost Shark 2 Disintegrated

One rounds worth of actions only, please.

Map

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Syr Ac 32/31 HP 207 Darkvision, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message,  d20+21=29 ; d20+21=32 ; d20+21=26 ; d20+21=25 ; d20+16=29 ; d100=41 ; d100=16 ; d100=24 ; d100=35 ; d100=15 ;
Sunday March 28th, 2010 10:26:03 PM

Syr slides over another 5' (Y44 on map, see Corvis previous post) and flanks the shark. He continues with his assault on the creature utilizing his full attack. (Attack 29,32,26,25,29) Miss chance DOH! all misses, what are the chances of flipping 5 tails in a row?) Frustrated at his incredible misses, he look around, feeling pretty much useless. "Brahmah, let's see those two knives of yours put to good use!"


Belkior - AC 27 (29 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Reduce Person 
Sunday March 28th, 2010 10:48:29 PM

The halfling cleric plays a hunch and moves towards the blasphemous altar. Once Belkior arrives, he begins removing the gobbets of flesh and disrupting whatever pattern of magical force it might be generating.

Actions
Move - 10 ft plus to reach altar
Standard - start despoiling altar

Celestial Sea Cat
Size/Type: Large Magical Beast
HD: 6d10+18 (51 hp)
Speed: 10 ft, Swim 40 ft
AC: 18 (-1 size, +1 Dex, +8 natural), Touch 10, Flat 17
BAB: +6
Attack: Claw +9 melee (1d6+4)
Full Attack: 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2)
Space / Reach: 10 ft / 5 ft
Special Attack: Rend 2d6+6, Smite Evil
Special Qualities: Darkvision 60 ft, hold breath, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 5, Spell resistance 11
Saves: Fort +8, Ref +6, Will +5
Abilities: Str 19, Dex 12, Con 17, Int 3, Wis 13, Cha 10
Skills: Listen +8, Spot +7, Swim +12
Feats: Alertness, Endurance, Iron Will

Active Effects
Bead of Karma - 7.6 minutes
Freedom of Movement - 188 minutes
Invisibility Purge

Active Spells
Status - on everyone - 14:54 hours
Magic Circle Against Evil (self) - 197.7 minutes
Tongues (self) - 187.8 minutes
Freedom of Movement (self) - 187.9 minutes
Protection from Evil (Jass) - 18 minutes
Protection from Evil (Grigory) - 18.1 minutes
Protection from Evil (Mac) - 18.2 minutes
Protection from Evil (Brahmah) - 18.3 minutes
Bless (all) - 17.4 minutes
Invisibility Purge (self) - 17.5 minutes
True Seeing (Syr) - 17.6 minutes
Spell Resistance (Syr) - 17.7 minutes
Spell Resistance (Mac) - 17.8 minutes
Summon Monster VII - 13 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*)
4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds)
5 - Greater Command, Spell Resistance(x2)**, True Seeing* (D - Dispel Evil)
6 - Greater Dispel Magic(x2), Heal (D - Heal)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast

Mac AC:29 (30 vs Shark 1), HP:149/149 (supplemental post)  d100=22 ;
Monday March 29th, 2010 7:30:11 AM

Mac moves again, Springing passed Brahmah and towards the remaining shark(60' to S46), hitting nothing (22%) and springs back (leftwards on the the map) 10' (to Q46).

*Massive Damage check requested
AoOs: (max=7) d20+16 | 3d6+43 [19+/x3]
Feats: Endurance, Dodge* (Shark 1), Mobility*, Comb.Exp. (0/5), Comb.Refl. (7)*, Spr.Att.*, Pow.Att.* (12/14), Whirl.Att., Run
Effects: Darkvision(Potion), Pearl of the Sirines, Protection from Evil(Belkior), Spell Resistance(Belkior), Bless(Belkior), Haste(Jassfish)

Jass-Sahaugin AC 31 HP 81/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message, Alter Self, Resist Electric, Haste, Tongues)  d20+20=25 ; d20+14=28 ;
Monday March 29th, 2010 12:27:26 PM

Jass breathes a sigh of relief at the disintegration of the ghost shark. Looking about, the other shark should be well in hand with Syr, Corvis, Mac, and Brahmah all piling on, so the sorcerer looks to see what Belkior is doing.

Keeping his position, Jass plays overwatch for the little cleric, readying a Greater Dispel Magic to Counterspell anything that may pop up or try to affect Belkior.

...Actions
No movment

Readied Counterspell: Greater Dispel Magic
Spellcraft Identify: 25 (Sucessfully identify level 10 or lower spell as it is being cast)
Counterspell: Greater Dispel: 28; sucessfully dispels a spell of caster level 27 or lower.

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Darkvision: 3 hours 60' darkvision (scroll)
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Prot v Evil: from Belkior +2 AC v evil, no possession
Bless: from Belkior: +1 on all rolls
Message: from Grigory
Alter Self: 140 minutes
...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot
Resist Energy: Electric: 140 minutes: ignore first 30 damage from electrical attacks
Tongues (permenant)

HasteEveryone: Last Round!: +30move, +1 to hit, AC, and Reflex. +1attack when full attack

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

Dead Meat / Round 13 - DMAl  d20+12=31 ; d4=4 ;
Monday March 29th, 2010 9:01:11 PM


Syr's fists churn the water, striking faster than the eye can see. This time, however, he does not feel the tell-tale give that should tell him that he's struck the endoplasmic body of the Ghost Shark. The Ghost Shark's incorporeal nature has shaken off all of his attacks.

Belkior acts on a hunch and begins attacking the altar. The chunks of meat are slimy and rotted as he begins plucking the chunks from off of the spikes that adorn the altar. Belkior discovers that the ability to breath underwater provided by the magic pearl, also allows him to smell underwater, and the fetid odour is vile. A thick flat worm falls loose from one piece of meet and undulates in a blind escape.

The remaining Sea Cat disappears from view.

Mac springs again, this time toward the other shark. Like Syr, the shark's incorporeal form slips from minotaurs mighty axe.

Jass turns away from the Shark, turning to cover Belkior as the halfling cleric desecrates the necromantic altar. Now loose in the water, the pieces of flesh begin to float in all different directions. Jass catches a whiff.

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

Sharks, live sharks, are if nothing, creatures driven by their own peculiar nature. Dispite the attacks on it, this one continues after the prey it had first bitten, attacking Corvis yet again. (Touch AC31; Damage 4 CON) This time, the damage is much greater. The Ghost Shark bites down hard upon the rogue and Corvis' flesh turns gray as he begins loosing his life essense.

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

OoC: The caves are generally forty feet from floor to ceiling.

* WE ARE IN COMBAT ROUNDS *

* STATUS *
==========
Sea cat 2 Panicked for 3 Rounds (Ends Round 14)
Sea cat 1 -2 INT (Unconscious)
Ghost Shark 1; -18
Ghost Shark 2 Disintegrated
Corvis -5 CON (-75hp)

One rounds worth of actions only, please.

Map

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Corvis Zurvich AC:30 HP:55/130  d20+24=37 ; d20+19=24 ; d20+14=21 ; d20+23=38 ; d20+18=37 ; d8+12=16 ; d8+12=19 ; d8+12=16 ; d6+11=12 ; d6+11=15 ; d100=59 ;
Monday March 29th, 2010 10:00:52 PM

Corvis continues pressing his attack on the shark thats still attacking him and tries to make each hit count but this time not sure how well he will fair. He may be going down this round depending.

(Can hit AC:37/24/21 Damage:16/19/16 Can hit AC:38/37/ Damage:12/15 *miss chance:57, attacks split from longsword to shortsword)

Bless Belkior
Peral of sirines
Con -5

(Thanks for posting for me Scott :) .)

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67)  d20+10=28 d20+22=30 d20+17=23 d20+12=26 2d4(4+3)+8=15 2d4(2+4)+8=14 2d4(1+1)+8=10
Monday March 29th, 2010 10:03:17 PM

OOC: Wasn't sure if we post weekends. Sorry guys, should have caught it.

Active: Haste

(Will save 28)

Brahmah scowls. "Knives!" He snorts, moving forward with his blades.
He attacks. (Falchion AC 30, 23 and 26, for 15, 14 and 10 damage. +6 to damage if its a magical beast... but doubt it.)

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits, Resist Energy, Owl's Wisdom, Bear's Endurance, Freedom of Movement


Small Sahaugin Grigory 
Monday March 29th, 2010 10:08:59 PM

Grigory stays clear of the shark, and wonders what the other halfling is up to.

Ready action: flee!

Belkior - AC 27 (29 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Reduce Person  d20+11=26 ; d100=71 ; d20+20=32 ;
Monday March 29th, 2010 10:55:00 PM

The halfling cleric turns from his work at the altar when he feels Corvis weaken from the attack of the ghost shark. Defeating this threat will allow Belkior and his companions to continue with the altar, later. So the Paragon and Hierophant moves a bit closer, if necessary, and concentrates on a spell.

Actions
Move - what is required to be within 30 ft of shark
Standard - cast Heal, touch AC 28 (30 if flanking applies) (note: rolled for +10 melee touch instead of +12 ranged touch, +1 from Bless), miss chance 71%, 150 pts of healing damage or Will DC 24 for 75 pts, caster level check = 32 for spell resistance

Celestial Sea Cat
Size/Type: Large Magical Beast
HD: 6d10+18 (51 hp)
Speed: 10 ft, Swim 40 ft
AC: 18 (-1 size, +1 Dex, +8 natural), Touch 10, Flat 17
BAB: +6
Attack: Claw +9 melee (1d6+4)
Full Attack: 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2)
Space / Reach: 10 ft / 5 ft
Special Attack: Rend 2d6+6, Smite Evil
Special Qualities: Darkvision 60 ft, hold breath, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 5, Spell resistance 11
Saves: Fort +8, Ref +6, Will +5
Abilities: Str 19, Dex 12, Con 17, Int 3, Wis 13, Cha 10
Skills: Listen +8, Spot +7, Swim +12
Feats: Alertness, Endurance, Iron Will

Active Effects
Bead of Karma - 7.5 minutes
Freedom of Movement - 187.9 minutes
Invisibility Purge

Active Spells
Status - on everyone - 14:54 hours
Magic Circle Against Evil (self) - 197.6 minutes
Tongues (self) - 187.7 minutes
Freedom of Movement (self) - 187.8 minutes
Protection from Evil (Jass) - 17.9 minutes
Protection from Evil (Grigory) - 18 minutes
Protection from Evil (Mac) - 18.1 minutes
Protection from Evil (Brahmah) - 18.2 minutes
Bless (all) - 17.3 minutes
Invisibility Purge (self) - 17.4 minutes
True Seeing (Syr) - 17.5 minutes
Spell Resistance (Syr) - 17.6 minutes
Spell Resistance (Mac) - 17.7 minutes
Summon Monster VII - 12 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*)
4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds)
5 - Greater Command, Spell Resistance(x2)**, True Seeing* (D - Dispel Evil)
6 - Greater Dispel Magic(x2), Heal (D - Heal*)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast



Jass-Sahaugin AC 31 HP 81/70 (Mage Armor, False Life, Darkvision. Pearl, Status, Message, Alter Self, Resist Electric, Haste, Tongues)  d20+12=14 ; d20+18=35 ;
Tuesday March 30th, 2010 12:21:41 PM

Nothing bad happens to Belkior, but then the cleric is distracted by Corvis dying; isn't that just like a cleric! Jass shrugs and wrinkles his nose. "Pee-eeww!! I don't know much about religions and alters, but there has got to be a better way to holify an evil alter."

Taking aim, Jass lets loose another green ray to strike dead center of the alter, disentegrating a 10 foot cube of the thing!

"There", he grins with satisfaction even through the stench, "it is now Holey."

...Actions
Cast Disentegrate:
Touch Attack v AC 10: 14
Object Fort DC 23 or 10 foot cube of alter disentegrated
Spell Penetration (if needed) 35

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Darkvision: 3 hours 60' darkvision (scroll)
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Prot v Evil: from Belkior +2 AC v evil, no possession
Bless: from Belkior: +1 on all rolls
Message: from Grigory
Alter Self: 139 minutes
...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot
Resist Energy: Electric: 139 minutes: ignore first 30 damage from electrical attacks
Tongues (permenant)

HasteEveryone: DONE

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

Syr Ac 32/31 HP 207 Darkvision, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message,  d20+20=32 ; d20+20=38 ; d20+20=37 ; d20+20=25 ; d20+15=16 ; d100=2 ; d100=95 ; d100=42 ; d100=92 ; 2d6+9=16 ; d6=1 ; 2d6+9=15 ; d6=3 ;
Tuesday March 30th, 2010 7:53:17 PM

Unsure if the creature is truly dead or not, the elf continues to hammer at the body. (Attack 32/38/37/25 attack 38 and 25 bypass the miss chance, Damage 17,18). If the creature is already gone by the time Syr's attack comes then he moves to AC42 and uses his True Seeing to scout ahead in the darkness.

Holy and the Ghost / Round 14 - DMAl  d100=16 ; d100=41 ; d100=26 ; d100=16 ; d100=91 ;
Tuesday March 30th, 2010 8:23:49 PM


Corvis fights back. He swings his twin blades, churning the water white, but he only feels the blades bite once. (Need a 50% roll for each attack. I rolled them for you. All misses.)

Brahmah finally gets into the action. He moves in for the attack and swings once. The incorporeal nature of the shark cannot avoid the minotaur's blade, and Brahmah scores a hit. (You can only take a standard attack if you use a Move Action, Brahmah. Also, Ghosts are not Magical Beasts, no.)

Grigory remains safely out of the fray, standing ready to flee to an place of even potentially greater safety.

Shifting priorities, Belkior turns from his work at the altar and draws upon his status as an interpreter of sacred mysteries. Reaching out from afar, the little cleric touches the Ghost Shark with divine healing energy. The result is dramatic. The Ghost Shark arches as though in pain, or, perhaps in ecstasy. Bathed in a holy nimbus of light, its decayed and festering flesh is made whole once again. For one brief moment the ghost shark appears hale and well again. Then it fades, like a dying light, and is gone.

Jass, at the same moment, turns another green beam of magic upon the altar. Directly behind Belkior the stone of the altar explodes into a gray dust of stone and rotted meat.

The caves are now quiet. Belkior turns to the ruined mess of the altar. If it was the anchor holding the spirits of the sharks to this place, the halfling surmises, it can no longer likely do so. Only time will tell for sure, though.

One sea cat floats unconscious in the water, its intelligence drawn completely from it. It will not likely recover before it is returned to the place from which it was summoned. Of the other sea cat, there is no trace.

Jass' Haste spell runs its course, leaving the Crimson Shields slightly deflated in the wake of their victory over the Ghost Sharks.

Grigory floats nearest to the tunnel that exits from the caves. From his position he can see that the tunnel curves south and out of sight.

Syr leaves the space just recently vacated by the Ghost Shark and swims to the mouth of the tunnel. Around the bend he sees the dark rocky ground turn off to the west before being obscured by another curving of the tunnel.

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

Congratulations on beating the Ghost Sharks so quickly. I will continue to keep track of time in rounds, though.

* STATUS *
==========
Sea cat 2 No longer panicked, but 240 feet away
Sea cat 1 -2 INT (Unconscious)
Ghost Shark 1; -18,-16,-15, Healed out of Existence
Ghost Shark 2 Disintegrated
Corvis -5 CON (-30hp)

Map

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Small Sahaugin Grigory 
Tuesday March 30th, 2010 8:40:02 PM

Grigory moves to stand beside Syr, using Greater Arcane Sight to peer ahead.
"Ghost Sharks, heh? By gosh they were big. It would've taken some effort to kill them the first time. What weirdos are we dealing with here?
"Syr, so, more tunnels huh? Well, shall we regroup and move on quickly? There's been no real injuries, right?"

OOC: I am unable to access Google docs at the moment. I will update with DM Sanity Info when I can.

Belkior - AC 27 (29 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Reduce Person 
Tuesday March 30th, 2010 10:40:55 PM

The halfling cleric swims closer to Corvis, examining the injuries that the human has taken from the ghostly shark. As he moves past, Belkior speaks quietly to Corvis.

"I'm sorry, but I did not memorize the proper spells to heal your injuries from the ghostly creatures nor do I have any healing potions or other items that would do so. Tomorrow, though, I can completely heal you and return you to full health."

Belkior swims up behind Syr and pauses so as to not lead the way down the tunnel. Let someone who can spot danger (and deal with it) take that important role. The Paragon will follow with the others, maybe guarding the rear and waiting for his summoned creature to return.

Actions
Double Move - to AG50 (delaying to let melee types go ahead)

Celestial Sea Cat
Size/Type: Large Magical Beast
HD: 6d10+18 (51 hp)
Speed: 10 ft, Swim 40 ft
AC: 18 (-1 size, +1 Dex, +8 natural), Touch 10, Flat 17
BAB: +6
Attack: Claw +9 melee (1d6+4)
Full Attack: 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2)
Space / Reach: 10 ft / 5 ft
Special Attack: Rend 2d6+6, Smite Evil
Special Qualities: Darkvision 60 ft, hold breath, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 5, Spell resistance 11
Saves: Fort +8, Ref +6, Will +5
Abilities: Str 19, Dex 12, Con 17, Int 3, Wis 13, Cha 10
Skills: Listen +8, Spot +7, Swim +12
Feats: Alertness, Endurance, Iron Will

Active Effects
Bead of Karma - 7.4 minutes
Freedom of Movement - 187.7 minutes
Invisibility Purge

Active Spells
Status - on everyone - 14:54 hours
Magic Circle Against Evil (self) - 197.5 minutes
Tongues (self) - 187.6 minutes
Freedom of Movement (self) - 187.7 minutes
Protection from Evil (Jass) - 17.8 minutes
Protection from Evil (Grigory) - 17.9 minutes
Protection from Evil (Mac) - 18 minutes
Protection from Evil (Brahmah) - 18.1 minutes
Bless (all) - 17.2 minutes
Invisibility Purge (self) - 17.3 minutes
True Seeing (Syr) - 17.4 minutes
Spell Resistance (Syr) - 17.5 minutes
Spell Resistance (Mac) - 17.6 minutes
Summon Monster VII - 11 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*)
4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds)
5 - Greater Command, Spell Resistance(x2)**, True Seeing* (D - Dispel Evil)
6 - Greater Dispel Magic(x2), Heal (D - Heal*)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast



Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) 
Wednesday March 31st, 2010 10:25:58 AM

OOC: yes, I assumed that the 'ghost' shark wasn't a magical beast, but with the chance that they WEREN'T undead.... Anyway, I didn't realize that the shark was far enough away to require a single attack and if it was close enough, I could have used a full attack round, attacking six times, not three. Additionally, I figured reach might have allowed for a closer attack, thats why I attacked three times... I was unsure.

Brahmah sheathes his weapons. "What now?"

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits, Resist Energy, Owl's Wisdom, Bear's Endurance, Freedom of Movement


Jass-Sahaugin AC 31 HP 81/70 (Mage Armor, Bless, Prot v Evil, Message, False Life, Status, Alter Self, Darkvision, Resist Electric, Pearl, Tongues (perm))  d20+6=17 ;
Wednesday March 31st, 2010 11:21:59 AM

"Thank you, thank you, oh you are too kind." Jass mock-bows, holding up his hands as if to calm a huge audience for blowing one shark and the alter to smithereens. But he is still too close to the bits of rotted meat for his olfactory nerves to take. The sorcerer begins swimming after Belkior.

"Pretty sure these were here to guard the area without using guards", surmises Jass, "so, since there is a way out, it must go to somewhere."

...Actions
Double Move: 120' to AE,47
Spot: 17

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Darkvision: 3 hours 60' darkvision (scroll)
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Prot v Evil: from Belkior +2 AC v evil, no possession
Bless: from Belkior: +1 on all rolls
Message: from Grigory
Alter Self: 139 minutes
...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot
Resist Energy: Electric: 139 minutes: ignore first 30 damage from electrical attacks
Tongues (permenant)

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


Syr Ac 32/31 HP 207 Darkvision, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message, 
Wednesday March 31st, 2010 1:14:06 PM

The elf looks over at Corvis assessing his condition, "You look a little green there, are you going to be okay?" He sighs once before messaging, "I'm a bit concerned moving forward as we've used up quite a few resources already... Anyone have any objections to pushing on?" (OOC: Corvis took 30 pts of damage, because of Con, not 75, he stays in the triple figures)

Syr points down the tunnel which he is looking,"Brahmah, Mac? You two want to lead us down that way? Just don't block my view too much so we can anticipate what's coming." Then it dawns on him that while he can see most of the group, they can't see him. "Just keep coming past where the other shark was west, I've found another exit." He trails the 2 minotaurs down the tunnel.

Mac AC:29 (30 vs Shark 1), HP:149/149 (supplemental post)  d20+7=25 ; d20+2=8 ;
Wednesday March 31st, 2010 5:50:38 PM

Mac looks from Brahmah to Syr and back. "Now... that way!" he says with a nod in the general direction Syr pointed out. He takes the lead unless Brahmah prefers, and heads off at 60' and observing (Spot:25, Listen:8)

Effects: as per previous post, less Haste.

Moving Further On / Round 15 - DMAl 
Wednesday March 31st, 2010 8:59:53 PM


Grigory moves next to Syr and peers down the tunnel with his arcane sight. The only magic auras that he sees are those that come from Syr. There is no other magic within the range of his vision.

Belkior examines Corvis, informing him that there is nothing that he can do for the rogue's condition today. Then he moves ahead. Though not before the others.

Brahmah sheathes his weapons and asks, "What now?"

Jass takes invisible kudos for his twin disintegration beams. Then, leaving the filthy stench of the vaporized altar behind, he follows Belkior.

Syr expresses concerns as to whether the Shields should move on or not. On the one hand, they have used what he believes to be a worrying amount of resources. On the other hand, the cultists are now warned to the clear and immediate presence of an invading force. Who knows what forces they might marshal now given enough time?

Syr waits for Brahmah and Mac to take the lead and Mac does. Belkior, Jass and Syr cluster around the minotaur. None can see much further than Syr could see before. The tunnel is, to all senses, quiet and empty.

Note: If no one has anything pressing they want to do in the way of preparation, I'll simply move you all down to the next exciting bit and advance the appropriate number of rounds.

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

Brahmah: There is a link to a map included with every post. Please read the entire post. You are likely missing important details that will help you in your game tactics.

* STATUS *
==========
Sea cat 2 No longer panicked, but 240 feet away
Sea cat 1 -2 INT (Unconscious)
Corvis -5 CON (-30hp)

Map

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Belkior - AC 27 (29 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Reduce Person 
Wednesday March 31st, 2010 10:08:51 PM

The halfling cleric is willing to continue, provided that his companions are as well. If they procedd, Belkior follows his companions into the depths of the tunnel.

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67)  d20+28=44 ;
Thursday April 1st, 2010 3:21:13 AM

OOC: I know it seems like I'm not paying attention or really doing much. I apologize. Since June I just haven't been as dedicated to the Wold as I've been the past nine years. I feel like I'm lagging behind and holding up the group.

He casts Guidance using his daily tattoos. (for +1 on his next check)

Brahmah rushes forward with Mac and the rest. "Let me move ahead. I'm going to search for hazards." (Survival for 'natural' hazards, 45.... plus any minuses the DM feels might need adding.) He also casts Detect Snares and Pits.

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom, Bear's Endurance, Freedom of Movement

Jass-Sahaugin AC 31 HP 81/70 (Mage Armor, Bless, Prot v Evil, Message, False Life, Status, Alter Self, Darkvision, Resist Electric, Pearl, Tongues (perm))  d20+6=15 ; d20+6=20 ; d20+6=8 ;
Thursday April 1st, 2010 8:32:27 AM

Jass looks at Syr like the poor elf is a little loopy. "We can do four or five more battles like that before my magics even begin to get low. I really think we need to keep moving to keep these guys off balance."

The sorcerer swims on, just behind the big boys in order to provide the best possible magic support when the time comes.

...Actions
Spot Checks: 15, 20, 8 (as needed)

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Darkvision: 3 hours 60' darkvision (scroll)
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Prot v Evil: from Belkior +2 AC v evil, no possession
Bless: from Belkior: +1 on all rolls
Message: from Grigory
Alter Self: 139 minutes
...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot
Resist Energy: Electric: 139 minutes: ignore first 30 damage from electrical attacks
Tongues (permenant)

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


Syr Ac 32/31 HP 207 Darkvision, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message, 
Thursday April 1st, 2010 2:29:35 PM

Syr breathes a mental sigh of relief at the confidence Jass displays, "Good to hear, I know we haven't seen much together so we'd rather err on the side of caution. After all, thanks to Grigory's impulsiveness, one of their exits is already sealed. No real urgency is needed."

Looking at the bunched group, he smiles a Brahmah races past, and suggests to the three spell casters, "You guys may want to spread out a bit more and lead the horned ones lead. I'll trail closely because of the True Seeing from Belkior. Corvis, you okay in the back there for now?"

Small Sahaugin Grigory 
Thursday April 1st, 2010 5:14:15 PM

"Impulsiveness? We knew that there were foes waiting to ambush us, well defended, and clearly well organised into several small groups. We would have taken quite a hit there as the advantages were all theirs. And don't forget that they were calling for some Thing to be brought out. Without a group plan some of were about to rush in to this ambush. Given the defences they had, it would have been very difficult to use any of our more powerful magicks. Fortunately I was able to destroy the ambush utterly, as well as seal off a tunnel. (We still have to keep an eye on our back, but it is not as urgent as it could have been.)

"Now we can move on towards our objective. I am going to speculate that that area was their temple we have heard of. Yes, it possibly holds the gate as well, but it doesn't seem logical to contain any sort of thoroughfare inside a place of worship. I suspect that we will find the gate ahead, in this tunnel. So we need to proceed with caution. This is a well defended and well organised foe and they have sounded the alarm against our presence.

"And if the Gate is back there in Temple we can return to the area at leisure. I'm certain we can find a way in through the mud. At worst, it will have to wait till tomorrow. If we'd taken serious injury in the well planned ambush the worst case scenario would be quite different to merely waiting (though if we do wait I think that we should maintain a presence here.)

"And so, to think ahead before we rush ahead, it seems we will soon face a powerful Aboleth. We've learned that these creatures are masters of illusion, and they can see invisible objects. With that in mind, we need to talk about how we move forward before we move forward. I'll not be accused of Impulsiveness again, for Impulsiveness can easily turn Fatal, and the only Treatment is a dose of Caution. And Syr has some very good suggestions. We need to build on his advice."

OOC: sorry this sounds so admonishing towards everyone. Please rest assured that it is Grigory who is upset, not Robert. I only hope that I haven't upset any other players.

dM saniTy iNfo
Spells in effect - subject (duration in rounds)
Explosive Runes, in envelope in pocket

Message: everyone - 140 minutes
Darkvision spell: everyone but Grigory and Jass - 14 hours
Darkvision potion: Grigory - 3 hours
Endure Elements: everyone but Grigory and Jass - 24 hours
Status: from Belkior
Pearl of the Sirenes
Alter Self: Grigory as Sahaugin - 140 minutes
Reduce Person, Mass: everyone - 14 minutes -- dismissed
Haste from Jass
Stone Shape around front gate
Greater Arcane Sight: Grigory -- 14 minutes

Transmute Rock to Mud

Available, used
0: Message (140 min), Open/Close, 2x Resistance (1 min)
1: 6x Endure Elements (24 h), 2x Shield (14 min)*
2: 6x Darkvision (14 h), 2x Alter Self (140 min)*
3: Dispel Magic, Explosive Runes, 2x Nondetection (14 h), DC 20 / 25 cast on self), Fireball (2, DC 22), Daylight (140 min)
4: Mass Reduce Person (14 min), 2x Mnemonic Enhancer, Stone Shape
5: Major Creation (varies), Transmute Rock to Mud, Break Enchantment, Passwall
6: Control Water (140 min), Globe of Invulnerability (14 rounds), Greater Dispel Magic, Chain Lightning (DC 25)
7: Greater Teleport, Greater Arcane Sight (14 min), Prismatic Spray.

Mac AC:29, HP:149/149  d20+7=17 ; d20+2=17 ;
Thursday April 1st, 2010 5:25:32 PM

Mac falls in behind the Captain - and seconds the Shields through the tunnels. Mac stick close and tries to remain alert (Spot:17, Listen:17).

AoOs: (max=7) d20+16 | 3d6+43 [19+/x3]
Feats: Endurance, Dodge, Mobility*, Comb.Exp. (0/5), Comb.Refl. (7)*, Spr.Att., Pow.Att. (12/14), Whirl.Att., Run
Effects: Darkvision(Potion), Pearl of the Sirines, Protection from Evil(Belkior), Spell Resistance(Belkior), Bless(Belkior)

Jass-Sahaugin AC 31 HP 81/70 (Mage Armor, Bless, Prot v Evil, Message, False Life, Status, Alter Self, Darkvision, Resist Electric, Pearl, Tongues (perm))  d20+10=30 ;
Thursday April 1st, 2010 7:22:19 PM

Jass laughs goodnaturedly at Grigory's insistance of protocol. "It's really not that hard", he says still chortling, "we act, and if it turns out wrong, we act again to correct it. Getting worked up over a name", the sorcerer tsk tsks as he practices the backstroke underwater, "why do it?"

The Sahaugin looking Jass leans over to Syr in an exaggerated motion and stage whispers. "I think you hit a nerve..." A fantastic performance worthy of the best of the Floating City mime troups, if Jass says so himself.

And he does.

...Action
Perform: 30

Small Sahaugin Grigory 
Thursday April 1st, 2010 7:50:21 PM

"Hit a nerve indeed," humphs Grigory. "I'm just trying to not be the last man standing. Again."

OOC: Lol, thanks Steve

Air Pocket / Round 19 - DMAl  3d8+5=23 ; 3d8+5=25 ; 3d8+5=15 ; 3d8+5=14 ; 3d8+5=19 ; 3d8+5=9 ; 3d8+5=17 ; 3d8+5=21 ; 3d8+5=23 ; 3d8+5=14 ; d20+11=30 ; d20+11=23 ; d20+11=27 ; d20+11=26 ; d20+11=28 ; d20+11=24 ; d20+11=24 ; d3=3 ; d20+11=22 ; d20+11=30 ; d20+7=23 ; d20+7=20 ; d20+7=21 ; d20+7=13 ; d20+7=16 ; d20+7=14 ; d20+7=11 ; d20+7=12 ; d20+7=17 ;
Thursday April 1st, 2010 8:51:38 PM


The Crimson Shields collect themselves and move down the tunnel in a rational defensive formation.

Brahmah casts two spells to help him keep the Shields from harm. His practiced eye for outdoor survival spies no natural hazards. The water in the cave is still and moves only to the motion of the Crimson Shields. Nor does his spell find that the cultists have laid traps along this route. It seems, in fact, to Brahmah's tracker's sense, that this passage is used hardly at all. Perhaps the Ghost Sharks keep the cultists from using these tunnels as well as outsiders.

After the first initial bend, the tunnel continues on in a relatively straight line before opening out into an area from which the Shields can see light filter down from above. The floor of the tunnel slopes upward to the northeast, and from the shimmer up above, seems to rise into open air. To the north and west, the underwater tunnel branches back to the west, possibly back in the direction of the entryway and the open waters of Turtle Lake. Directly to the east, the tunnel continues on straight.

Down the tunnel that loops back to the west, Syr, with his True Seeing, sees nothing in the short eighty feet or so before the branch curves out of sight. Grigory, likewise, sees no magic auras.

Down the tunnel to the east, neither Syr nor Grigory see anything of significance before that tunnel curves to obscure their view.

To the northeast, of course, beyond the shimmering surface of the water all of the Crimson Shields can see the light. And, though the distortion of the waters surface makes everything beyond a blur, they can see shapes moving up above. Sound seems to travel well under water too, and the Shields hear voices, some are clearly the high pitched voices of the Kuo-toans.

Syr's True Seeing cannot pierce the distortion of the water. It is a natural phenomena not unlike mist or fog. Grigory's Arcane sight, however, detects many many auras, some of the auras are Strong.

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

Please note that four rounds have passed since the last post.

* STATUS *
==========
Sea cat 2 No longer panicked, Location Unknown
Sea cat 1 -2 INT (Unconscious)
Corvis -5 CON (-30hp)

Big Map
Map

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Small Sahaugin Grigory 
Thursday April 1st, 2010 10:04:59 PM


"Let's back up and discuss our options. There's a lot of Magick Items up there, and some of them are Strong."

OOC: Al, Grigory is using Greater Arcane Sight, which should enable him to know which school of magic an item belongs to. Can we know at least the strong ones?

Grigory, I'm afraid you need line of sight in order to identify the auras. Please see both the Arcane Sight description as well as that for Greater Arcane Sight for a fuller explanation. --Al

Corvis Zurvich AC:30 HP:100/130 
Thursday April 1st, 2010 10:06:12 PM

(I must of misread the hp damage some place, sorry)

Corvis looks to Syr and smiles abit, "Just feeling alittle drain really. Depending on what comes it could get pretty rough." Corvis figures to be honest considering not being honest about his battle readyness could just cause casulaties to happen.

Active spell effects
Pear of sirins
Potion of darkvision
Bless

(OOC:Thanks for being patient with my posting Al and everyone. Dad has been having some minor complications but it looks like there starting to clear up.)

Jass-Sahaugin AC 31 HP 81/70 (Mage Armor, Bless, Prot v Evil, Message, False Life, Status, Alter Self, Darkvision, Resist Electric, Pearl, Tongues (perm)) 
Friday April 2nd, 2010 9:45:56 AM

Jass is happy enough to back up and discuss battle options. When the Crimson Shields are further into the tunnel, Jass speaks up (via Message) for everyone to hear.

"We've moved pretty fast, and I bet they still think we are outside the mud tunnel, but I say we move in fast. Belkior, Grigory, and I pop some area spells to sew confusion in the ranks, and then the heavy hitters wade in with big, pointy metal things."

"Let's say a couple seconds of buff spells for the group, then Belkior does a Silence spell on a group of them, Grigory can fire off this Major Image spell scroll I have, and I hit another group with a Black Tentacles spell." He waits for effect, "won't that be confusing for them!"

...Actions
Double Move: 120' to AE,47
Spot: 17

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Darkvision: 3 hours 60' darkvision (scroll)
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Prot v Evil: from Belkior +2 AC v evil, no possession
Bless: from Belkior: +1 on all rolls
Message: from Grigory
Alter Self: 139 minutes
...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot
Resist Energy: Electric: 139 minutes: ignore first 30 damage from electrical attacks
Tongues (permenant)

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

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) 
Friday April 2nd, 2010 5:11:25 PM

"I can buff myself up if needed, no problems. Suggestions?"

Active: Darkvision, Pearl of the Sirines, Haste, Detect S&P

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom, Bear's Endurance, Freedom of Movement

OOC: DMAL, there are no little fish crabs or any small creatures here at all?! None?


Air Pocket / Round 19 - DMAl  d100=31 ;
Friday April 2nd, 2010 5:37:38 PM


Brahmah sweeps his eyes about the tunnels, in search for animal life. The ranger has heard of blind fish who sometimes inhabit caves, feeding on the fecal droppings of bats. These tunnels, however, are quite sterile. Perhaps it is too deep for such fish to have found their way into these caves. Perhaps what fish that live here have been frighted away by the appearance of the Crimson Shields. Whatever the reason may be, there are no fish in evidence. No animal or plant life at all.

Blind Fish %31. None.

Syr Ac 32/31 HP 207 Darkvision, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message, 
Friday April 2nd, 2010 8:15:15 PM

Syr chuckles at Grigory's reaction to his statement. "See what happens when one calls a 'thinker' impulsive? Now he's all about pulling back. I for one, agree with Jass, let's press our advantage, I suspect the tunnel over Mac;s left shoulder is where we would have come into this room anyway? Let's go ahead and proceed on. Everyone ready?"

Belkior - AC 27 (29 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Reduce Person 
Friday April 2nd, 2010 8:55:46 PM

The halfling cleric considers the tactics proposed by Jass' and everyone else's encouragement to go forward. Belkior is all for that while the magic of his Bead of Karma is still effective.

"There's a lot of things that I can do. Silence might work if I can immediately identify some spellcasters. I could also cast Greater Dispel to debuff some opponents or Daylight if the opponents looks like they might be affected by bright light. I could even cast Control Water to affect something like a water elemental. Let me figure out what to do once we get in there."

"Now, does anyone want me to cast Death Ward on them? It would provide some protection against level draining and death magic."

If anyone requests, Belkior will cast the specified spell. He will move with the others when they go.

Actions
Double Move - to AG50 (delaying to let melee types go ahead)

Celestial Sea Cat
Size/Type: Large Magical Beast
HD: 6d10+18 (51 hp)
Speed: 10 ft, Swim 40 ft
AC: 18 (-1 size, +1 Dex, +8 natural), Touch 10, Flat 17
BAB: +6
Attack: Claw +9 melee (1d6+4)
Full Attack: 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2)
Space / Reach: 10 ft / 5 ft
Special Attack: Rend 2d6+6, Smite Evil
Special Qualities: Darkvision 60 ft, hold breath, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 5, Spell resistance 11
Saves: Fort +8, Ref +6, Will +5
Abilities: Str 19, Dex 12, Con 17, Int 3, Wis 13, Cha 10
Skills: Listen +8, Spot +7, Swim +12
Feats: Alertness, Endurance, Iron Will

Active Effects
Bead of Karma - 6.9 minutes
Freedom of Movement - 187.2 minutes
Invisibility Purge

Active Spells
Status - on everyone - 14:54 hours
Magic Circle Against Evil (self) - 197 minutes
Tongues (self) - 187.1 minutes
Freedom of Movement (self) - 187.2 minutes
Protection from Evil (Jass) - 17.3 minutes
Protection from Evil (Grigory) - 17.4 minutes
Protection from Evil (Mac) - 17.5 minutes
Protection from Evil (Brahmah) - 17.6 minutes
Bless (all) - 16.7 minutes
Invisibility Purge (self) - 16.8 minutes
True Seeing (Syr) - 16.9 minutes
Spell Resistance (Syr) - 17 minutes
Spell Resistance (Mac) - 17.1 minutes
Summon Monster VII - 6 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*)
4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds)
5 - Greater Command, Spell Resistance(x2)**, True Seeing* (D - Dispel Evil)
6 - Greater Dispel Magic(x2), Heal (D - Heal*)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast

A Brief Halt for Discussion / Round 19 - DMAl 
Friday April 2nd, 2010 9:16:17 PM


Grigory calls for a halt. Discussion and planning is in order.

Brahmah asks for suggestions.

Belkior provides several options.

Corvis offers a warning.

Jass and Syr wish to charge right in.

The sound of voices from up above the water begin to take on a tone of excitement. The Shields who are versed in the craft of spells, recognize some of the voices as casting spells.

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

Note that I have *NOT* moved the round counter, as you have performed no actions besides speaking. Even speaking, however, takes time, and if you do enough of it, I will count it as time elapsed. The map has not changed.

Feel free to discuss your plans of action this weekend. Belkior, for example, has made several suggestions. Unless I hear differently from anyone, I will move you on next Monday.


* STATUS *
==========
Sea cat 2 No longer panicked, Location Unknown
Sea cat 1 -2 INT (Unconscious)
Corvis -5 CON (-30hp)

Big Map
Map

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Mac AC:29, HP:149/149 
Saturday April 3rd, 2010 1:45:30 AM

"Did someone say buffs? I'm shy a Good Hope potion from the dragon and the arrival of Larien and her comrades... Still kicking myself about that!"

Jass-Sahaugin AC 31 HP 81/70 (Mage Armor, Bless, Prot v Evil, Message, False Life, Status, Alter Self, Darkvision, Resist Electric, Pearl, Tongues (perm)) 
Saturday April 3rd, 2010 2:54:10 PM

Jass casts Fly on himself while waiting for the others. It won't do any good right now, but as soon as they get to the surface, he won't be a sitting duck in the water!

Jass has only one buff to give the group. In the last seconds before the charge, he forms words and gestures to give the group Haste.

He then swims behind Mac to the surface. Breaking into the air, he immediately flies straight up to get some visibility advantage before throwing a Confusion spell at the biggest group of non-Crimson Shields he can find.

...Actions
Prep Round 1: Cast Fly
Prep Round 2: Cast Haste
Move: 90 feet water, then air (1/2 moves vertical)
Cast: Confusion: all in 15' burst Will DC 21 or Confused
d% Behavior
01--10 Attack caster with melee or ranged weapons (or close with caster if attack is not possible).
11--20 Act normally.
21--50 Do nothing but babble incoherently.
51--70 Flee away from caster at top possible speed.
71--100 Attack nearest creature (for this purpose, a familiar counts as part of the subject's self).

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Darkvision: 3 hours 60' darkvision (scroll)
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Prot v Evil: from Belkior +2 AC v evil, no possession
Bless: from Belkior: +1 on all rolls
Message: from Grigory
Alter Self: 138 minutes
...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot
Resist Energy: Electric: 138 minutes: ignore first 30 damage from electrical attacks
Tongues (permenant)

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

Small Sahaugin Grigory 
Saturday April 3rd, 2010 6:28:27 PM

OOC is the Scroll of Major Image still available, Jass? It is a good idea, but I was slow on the responce.

Jass-Sahaugin AC 31 HP 81/70 (Mage Armor, Bless, Prot v Evil, Message, False Life, Status, Alter Self, Darkvision, Resist Electric, Pearl, Tongues (perm)) 
Saturday April 3rd, 2010 6:41:28 PM

sure is!

Syr Ac 32/31 HP 207 Darkvision, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message, Haste 
Sunday April 4th, 2010 1:56:31 AM

After waiting for Jass to cast his spell, the elf swims to the far left of the map before emerging. He quickly scans the area with True Seeing and gives any details to the others.

(OOC: Need a few more details before completing his move.)

Small Sahaugin Grigory  d20+23=34 ;
Monday April 5th, 2010 2:02:50 AM

Grigory accepts the Scroll from Jass, and reads it carefully.
Spellcraft Check to read scroll: DC 23 = 34.
When everyone else moves in for the attack Grigory will have his Major Image emerge from the water (to CO49). It will be a replica of Nevradeen, a former comrade-in-arms (killed by hoarde of Trolls and Ogres some 14 years ago). He was an elf of 5'6", an archer of some reknown. He wore brown leather armour, fashioned into leaf-shaped plates and edged with gold, over a green tunic, with a mottled brown cloak thrown back to free his arms for archery, ankle boots and black trousers.
His talents lay in both his accuracy and his speed with the bow - his right arm was a blur of movement from the quiver at his waist flowing through his bow to his chin then back to the quiver. His left arm, however, was sturdy and almost unmoving. It gracefully flowed, pointing from one target to the next, with a rapid twist of the wrist as the right hand brought another arrow up to be knocked.
Grigory remembers all these details and more - he imagines against this moving image, the water dripping from him, and churning around his legs as he walks from the water. He remembers the deep and serious brown eyes and applies the dark hair that is plastered to his forehead to his image. Nevradeen walks out of the water firing his bow in a generally North East direction. Grigory remains unmoving underwater as he concentrates on this image. He calls a challenge to the foe in Common, "Come, dirt beneath my feet, come and become the fertiliser that will see true Beauty grow here once again."
(Next round he might stick his head out to see what Nevradeen sees, to add some more realism to the Major Image.)

Action: Cast Major Image
Move: none

Mac AC:29, HP:149/149  d20+23=30 ; 3d6+29=35 ;
Monday April 5th, 2010 5:53:25 AM

"Fine, lets get this done..." With no further indication of introductory devastation being instigated by fellow shields, Mac powers along and up through the water (50' movement to CB41(-CC42), plus up to 40' vertical movement additionally to clear the surface.) Given a target (none on the map, but...) he swings at it (hitting AC:30 for 35 damage).

AoOs: (max=7) d20+23 | 3d6+29 [19+/x3]
Feats: Endurance, Dodge, Mobility*, Comb.Exp. (0/5), Comb.Refl. (7)*, Spr.Att., Pow.Att. (5/14), Whirl.Att., Run, Cleave.
Effects: Darkvision(Potion), Pearl of the Sirines, Protection from Evil(Belkior), Spell Resistance(Belkior), Bless(Belkior), Haste(Jass-Sahaugin)


Corvis Zurvich AC:30 HP:100/130 
Monday April 5th, 2010 8:19:18 PM

(I hate storms. I'll try to give heads up so maybe someone can cover for me if a storm is sceduled to roll in.)

Corvis leans his head to the side wondering things before shrugging, speaking to Syr once, "If I start running into problems I'll fall back to my ranged weapon but otherwise I'll stick near you." Corvis moves now and will stay close to Syr since Syr might beable to provide cover if Corvis needs to fall back.

Pearl of Sirines
Bless
Potion of darkvision

What Happens on Dry Land / Round 21 - DMAl  d20+10=26 ; d20+10=14 ; d20+10=22 ; d20+14=22 ; d20+14=19 ; d20+14=23 ; d20+16=19 ; d20+16=18 ; d20+16=19 ; d20+16=36 ; d20+16=34 ; d20+16=23 ; d8+1=5 ; d8+1=5 ; d8+1=2 ; d20+10=13 ; d20+10=11 ;
Monday April 5th, 2010 8:55:33 PM


Jass casts two spells before all hell breaks loose. The first is personal, and allows him to fly. The second is for the Shields, and it once again augments their speed. (Two rounds worth of action.) He then prepares to follow Mac as the minotaur surges out of the water. (Move action to follow Mac. You can cast Confusion next round if you wish. I put you at 20ft of height. See note at bottom for height of ceilings.)

The first to rise out of the water, Syr comes up at the far western edge where the land rises out of the water and activates his boots of flying. Before him is large room, roughly eighty feet by eighty feet. Against the north and the east walls are camp beds, ten in all. Positioned near the center of this room are two large round tables.

Directly to the North, Syr sees an opening in the rock that appears to lead into another chamber further north. In the mouth of that chamber, twenty feet up in the air, Syr sees a robed elf flying in the air. Syr has known Xenia for enough years to know that this is a Drow. Though this one, with his white hair and pink eyes, is a pure-breed of his species.

Beyond the drow stands a giant gray dwarf. The dwarf is twice the size of any other dwarf Syr has ever seen. He is, in fact, the same size as Mac or Brahmah. Dressed in heavy plate mail, the dwarf swings the heavy links of a chain easily in his large gray hands. The magic of True Seeing lets Syr know that this giant dwarf is invisible, and his fellow Shields will not be able to see him.

Also beyond the drow, clustered here and there in the passage are nine Kuo-toa. From all appearance, they are the ones from the entry chamber and the corridor with the steel nets and arrow slits. They all appear to Syr's eye, to be injured. The last thing that Syr notes at the very edge of his True Seeing, is a large niche on the upper west wall. The niche is thirty feet up off of the ground, with no visible way to ascend to it. In the niche is coiled a large black snake, its flesh smoky and insubstantial. From his True Seeing spell, Syr can tell that this snake is also invisible.

Syr notes all of these things, and relays them to the others. One more thing he notes. The drow had apparently been waiting for someone to rise above the water, with a spell ready for just such an occurrence.

Grigory reads from Jass' scroll, intoning perfectly the unfamiliar spell. Syr watches as an unknown elf rises from below. From his True Seeing, he knows this to be an illusion, and yet it appears so real, even down to the cascades of water that sheet from the leaf shaped plates of the elf's armor. The drow's eye twitches to the far corner of the cavern from which the illusion rises. But he already has his target, and he is not distracted.

Mac surges from the water next to Syr with Jass just behind him. Mac and Jass see the room and the drow who is flying at the very outer edge of their Darkvision. That is all that they see. Nothing to hit. But the both Mac and Jass do see a spell coming their way.

Corvis follows Syr, with a warning that he may fall back if pressed. He too sees the same thing that Mac and Jass see.

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

The drow casts the spell that he had readied. Syr, Mac and Jass feel the spell ripping at the layers of magic that protect and enhance them. It is the weaker of the dispelling spells, and it is the magic from potions that suffer the most. For Jass and Mac the affect is worse. Neither of them can see at all. They are effectively blind.

Dispel Magic vs
Syr 26: Syr loses Haste
Mac 14: Mac Loses Darkvision
Jass 22: Jass Loses Darkvision
Corvis 13: Corvis Loses Nothing

The readied action complete, the drow begins another spell. This one too works to strip away magic, but this one is more powerful.

Greater Dispel Magic vs
Syr 22: Syr loses Darkvision
Mac 19: Mac Loses Nothing
Jass 23: Jass Loses Nothing
Corvis 15: Corvis Loses Darkvision

Both Syr and Corvis lose their Darkvision, and Corvis also becomes effectively blind.

With his True Seeing still remaining, Syr sees the shadowy snake in his niche wriggle and mouth the words to a spell. The actions, however do not have any perceivable affect.

Syr sees the giant bald dwarf move out of the other room. He travels fast. Stopping, he stands, invisible and ready, swinging his heavy chain.

Syr sees five Kuo-toans run into the room and set up into formation. They fire crossbows. Quarrels whistle through the dark. Deprived of their vision, neither Mac nor Jass can dodge the missiles. They are Flat Footed.

1 hit Syr AC19 / Miss
3 hit Syr AC18 / Miss
4 hit Mac AC19 / Miss
6 hit Mac AC36 (Crit Confirmed AC23), Damage 10hp, Fortitude save vs DC24 or take 1d6 CON Damage.
10 hit Jass AC34, Damage 2hp, Fortitude save vs DC24 or take 1d6 CON Damage.

Jass's wound is shallow, but he feels the familiar sting of poison. Mac too feels the poison beginning to surge through his veins.

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

* STATUS *
==========
Sea cat 2 No longer panicked, Location Unknown
Sea cat 1 -2 INT (Unconscious)
Corvis -5 CON (-30hp)

Map
Map, Syr Only

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Belkior - AC 26 (28 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Haste, Daylight 
Monday April 5th, 2010 9:48:51 PM

NB - OOC - Acting on assumption that Syr and the others would relate what he has observed

The halfling cleric swims down and towards the floor of the cavern so that he can get his feet on solid ground. With the magic provided by Jass, Belkior is easily able to reach the cavern floor beneath Syr and Mac (even though the prospect of being below the flying minotaur is a bit unnerving for the halfling). Hoping to aid his companions and remove some of the advantage provided by the opponent, Belkior casts a spell on the head of his staff to light the cavern.

As soon as he illuminates the cavern, the invisible giant dwarf appears to everyone due the magic that Belkior had previously cast.

Actions
Move - to CD 43 (floor level)
Standard - cast Daylight (see below)

Celestial Sea Cat
Size/Type: Large Magical Beast
HD: 6d10+18 (51 hp)
Speed: 10 ft, Swim 40 ft
AC: 18 (-1 size, +1 Dex, +8 natural), Touch 10, Flat 17
BAB: +6
Attack: Claw +9 melee (1d6+4)
Full Attack: 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2)
Space / Reach: 10 ft / 5 ft
Special Attack: Rend 2d6+6, Smite Evil
Special Qualities: Darkvision 60 ft, hold breath, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 5, Spell resistance 11
Saves: Fort +8, Ref +6, Will +5
Abilities: Str 19, Dex 12, Con 17, Int 3, Wis 13, Cha 10
Skills: Listen +8, Spot +7, Swim +12
Feats: Alertness, Endurance, Iron Will

Active Effects
Bead of Karma - 6.6 minutes
Freedom of Movement - 187.2 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius

Active Spells
Status - on everyone - 14:54 hours
Magic Circle Against Evil (self) - 196.7 minutes
Tongues (self) - 186.8 minutes
Freedom of Movement (self) - 186.9 minutes
Protection from Evil (Jass) - 17 minutes
Protection from Evil (Grigory) - 17.1 minutes
Protection from Evil (Mac) - 17.2 minutes
Protection from Evil (Brahmah) - 17.3 minutes
Bless (all) - 16.4 minutes
Invisibility Purge (self) - 16.5 minutes
True Seeing (Syr) - 16.6 minutes
Spell Resistance (Syr) - 16.7 minutes
Spell Resistance (Mac) - 16.8 minutes
Summon Monster VII - 3 rounds
Daylight - 190 minutes

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*)
4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds)
5 - Greater Command, Spell Resistance(x2)**, True Seeing* (D - Dispel Evil)
6 - Greater Dispel Magic(x2), Heal (D - Heal*)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast

Jass-Sahaugin AC 31 HP 57/52 (Mage Armor, Bless, Prot v Evil, Message, False Life, Status, Alter Self, Resist Electric, Pearl,Greater Invisibility, Tongues (perm))  d20+6=8 ; d6=3 ; d20+17=33 ;
Monday April 5th, 2010 9:58:05 PM

"Suckered!" moans Jass, as the poison courses through his viens.

He reduces the ability to get hit by defensively casting Greater Invisibility on himself, and then slides across the air to gain some space.

...Actions
Cast Defensively: 33
Cast Greater Invisibility
Move 1/2 speed for being blind, to CH,43

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Prot v Evil: from Belkior +2 AC v evil, no possession
Bless: from Belkior: +1 on all rolls
Message: from Grigory
Alter Self: 138 minutes
...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot
Resist Energy: Electric: 138 minutes: ignore first 30 damage from electrical attacks
Tongues (permenant)

CON Damage: 3 (-28 hit points)

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

Small Sahaugin Grigory  10d6=28 ;
Monday April 5th, 2010 11:42:05 PM

Grigory's Post
AC 28/16/24, hp 70

With all the news that Syr relates through the Message spell, Grigory rapidly swims up to the surface to see what is going on.
"Here comes an impulsive Fireball," he whispers to his companions (again through Message)
Nevradeen continues shooting his arrows.

Action: Cast Fireball: 28 Fire damage. Reflex Save for half damage: DC 22
20' radius centred on CF/CG 31/32 10' above the ground
(I think he should envelope 1, 3, 4, 6, 10, Dr, Du, and maybe the snake? Not sure where the snake is)
[Grigory can make out the Magic Aura of the invisible dwarf, and knowing that he is there thanks to Syr...]
Move: to surface, his head only above the water.
Note: Major Image's duration is concentration +3

dM saniTy iNfo
Spells in effect - subject (duration in rounds)
Explosive Runes, in envelope in pocket
Message: everyone - 140 minutes
Darkvision spell: everyone but Grigory and Jass - 14 hours
Darkvision potion: Grigory - 3 hours
Endure Elements: everyone but Grigory and Jass - 24 hours
Status: from Belkior
Pearl of the Sirenes
Alter Self: Grigory as Sahaugin - 140 minutes
Reduce Person, Mass: everyone - 14 minutes -- dismissed
Haste from Jass - expired
Stone Shape around front gate
Greater Arcane Sight: Grigory -- 14 minutes
Transmute Rock to Mud

Available, used
0: Message (140 min), Open/Close, 2x Resistance (1 min)
1: 6x Endure Elements (24 h), 2x Shield (14 min)*
2: 6x Darkvision (14 h), 2x Alter Self (140 min)*
3: Dispel Magic, Explosive Runes, 2x Nondetection (14 h), DC 20 / 25 cast on self), Fireball (DC 22), Daylight (140 min)
4: [i]Mass Reduce Person (14 min), 2x Mnemonic Enhancer, Stone Shape

5: Major Creation (varies), Transmute Rock to Mud, Break Enchantment, Passwall
6: Control Water (140 min), Globe of Invulnerability (14 rounds), Greater Dispel Magic, Chain Lightning (DC 25)
7: Greater Teleport, Greater Arcane Sight (14 min), Prismatic Spray.



Mac AC:29, HP:139/149, poisoned  d20+14=17 ;
Tuesday April 6th, 2010 5:10:40 AM

Mac tries to utilise the Message spell: under his breath he mutters, "Who turned the lights out?" and "That's gonna fester!", followed by "Well, that helped for a moment." as the fireball goes off. Unsure of what may no longer be functioning, he takes a deep breath and slides back into the water for aid.

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67)  d20+10=26 ;
Tuesday April 6th, 2010 6:58:06 AM

Moving forward with the cleric, Brahmah is briefly shocked by the fireball.

Will Save 26

Brahmah: What is the Will Save for? -- Al

Mac AC:29, HP:97/107, poisoned, -5 Con  d6=5 ;
Tuesday April 6th, 2010 5:47:37 PM

OOC: Just updating for poison.

Syr Ac 32/31 HP 207 Flying, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message  d20+20=21 ;
Tuesday April 6th, 2010 7:27:00 PM

Syr smirks at Grigory's comment, "So 'Impulsive' also means arsonist where you come from?" Seeing Mac retreat slightly he calls to the big minotaur, "Mac, unless you want to be a pincushion, come on, this dwarf is just your size." Using his flight, he rises up 15' and moves to CG34, before attacking the now visible huge dwarf. "Corvis, get behind this guy and get 'em." (Nat 1)

(OOC: Al, would the dispel magic have to fight through the spell resistance that Belkior cast upon Syr?)

Under the description of the Dispel Magic spell the Spell Resistance item says: No. --Al

Let There Be Light / Round 22 - DMAl  d20+22=34 ; 2d6+14=21 ; d4+4=6 ; d20+22=25 ; d20+22=37 ; d20+17=24 ; d20+12=29 ; 2d6+14=22 ; d20+6=9 ;
Tuesday April 6th, 2010 8:56:19 PM


Belkior swims clear of the water and up onto dry land next to Mac. The little cleric casts a spell on the head of his staff and the cavern lights up for all to see. Belkior has the additional satisfaction of seeing the giant gray dwarf and two of the Kuo-toa near the north wall hold up their arms to ward off the bright light. Belkior's Invisibility Purge spell also reveals the giant gray dwarf.

Jass, thanks to Belkior's light, can now see. He casts an invisibility spell and moves from his previous position. Unfortunately for Jass, something seems to be keeping him quite visible. Could this be the same force that has forced the previously invisible giant gray dwarf into view?

The image of Grigory's friend Nevradeen continues to shoot arrows. Both the drow and the gray dwarf and the five visible kuo-toans glance in his direction, but none, how that the harmless arrows reach them, seem to believe the illusion. (Will saves rolled elsewhere.)

Grigory swims directly upward to a point at which his head now appears above the surface of the water. He casts a Fireball spell that engulfs the five kuo-toa, the flying drow, and the giant gray dwarf. None of those engulfed in the flames has the reflexes to avoid the blast. The Kuo-toans take the worst of it. Flames licking from their delicate skin, many look ready to drop. The Drow, on the other hand, appears untouched. Something in his drowish nature appears resistant to spells. (Made an SR check for you, Grigory: 17. Not enough.) The dwarf steams from the fire, but it only seems to have made him mad.

Mac succumbs to the poison. (Taking -4 Con damage.) He falls back under the cover of the water awaiting aid.

Brahmah moves up behind Belkior, and is shocked at the Fireball.

Syr moves in for an attack on the giant gray dwarf. Long before Syr reaches his position of choice, the dwarf's long heavy chain snakes out for an attack of opportunity. (AoO Hit Syr AC34, Damage 21hp.) Even Dazzled by Belkior's Daylight spell, the giant gray dwarf connects with Syr, and the spikes on the chain rip flesh from Syr's bones. Syr strikes once, but times the blow badly, and his fist catches only air.

Corvis catches movement from behind him and turns in time to see the other of Belkior's sea cats finally catching up to the Crimson Shields.

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

Blinded by the Daylight spell, all of the Kuo-toans stumble out of the chamber.

The drow too, now is blind. He casts a spell and one drow suddenly becomes seven as six mirror images of himself suddenly appear. All seven drow images then feel their way around the rock waiting for their eyesight to adjust.

The giant gray dwarf takes a five foot step back and begins an all out assault against Syr. (Hit AC25, AC37, AC24, AC29, Damage 22hp) The chain flails in the air, cutting wild and dangerous arcs. The weapon only manages to land once upon Syr, but that is enough to cause the monk some not insignificant discomfort.

Over his shoulder, Syr see's the more of the kuotoas. One has a clear shot at him, and it fires its crossbow. The bolt flies wildly off the mark and shatters against the rock wall of the cavern.

The shadowy snake in the niche above cast another spell and points to something out of Syr's view.

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

* STATUS *
==========
Sea cat 2 No longer panicked, Location Unknown
Sea cat 1 -2 INT (Unconscious)
Corvis -5 CON (-30hp)
Mac -4 CON (-28hp)
Jass -3 CON (-28hp)

1 - 10
2 - 25
3 - 11
4 - 31
5 - 74
6 - 34
7 - 68
8 - 66
9 - 64
10 - 50
DR - Full; SR25; Mirror Image
DU - 91

Map

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Belkior - AC 26 (28 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Haste, Daylight  d20+20=34 ; 4d8+20=45 ;
Tuesday April 6th, 2010 10:33:27 PM

The halfling cleric sends a message to his companions before advancing to drive the kuo-toans further back into the tunnels.

"I can repair the poison damage, Mac, but it takes too long to do it now. I'd have to take 3 rounds of concentration to complete the spell and we have to keep pressing!"

The halfling cleric marches forward to just within the range of the giant dwarf's chain and begins casting a spell while carefully concentrating. Belkior's hand briefly glows before a similar glow forms on Syr's body, mending some of the wounds suffered from the giant dwarf's chain.

As he goes, Belkior hopes that the sea cat remembers who the opponents are in this combat.

Actions
Move - to CG 38 (floor level)
Standard - cast Cure Critical Wounds, Concentration = 34 (defensive casting), healing 45 hps (using Divine Reach for 30 foot range)

Celestial Sea Cat
Size/Type: Large Magical Beast
HD: 6d10+18 (51 hp)
Speed: 10 ft, Swim 40 ft
AC: 18 (-1 size, +1 Dex, +8 natural), Touch 10, Flat 17
BAB: +6
Attack: Claw +9 melee (1d6+4)
Full Attack: 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2)
Space / Reach: 10 ft / 5 ft
Special Attack: Rend 2d6+6, Smite Evil
Special Qualities: Darkvision 60 ft, hold breath, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 5, Spell resistance 11
Saves: Fort +8, Ref +6, Will +5
Abilities: Str 19, Dex 12, Con 17, Int 3, Wis 13, Cha 10
Skills: Listen +8, Spot +7, Swim +12
Feats: Alertness, Endurance, Iron Will

Active Effects
Bead of Karma - 6.5 minutes
Freedom of Movement - 187.1 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius

Active Spells
Status - on everyone - 14:54 hours
Magic Circle Against Evil (self) - 196.6 minutes
Tongues (self) - 186.7 minutes
Freedom of Movement (self) - 186.8 minutes
Protection from Evil (Jass) - 16.9 minutes
Protection from Evil (Grigory) - 17 minutes
Protection from Evil (Mac) - 17.1 minutes
Protection from Evil (Brahmah) - 17.2 minutes
Bless (all) - 16.3 minutes
Invisibility Purge (self) - 16.4 minutes
True Seeing (Syr) - 16.5 minutes
Spell Resistance (Syr) - 16.6 minutes
Spell Resistance (Mac) - 16.7 minutes
Summon Monster VII - 2 rounds
Daylight - 189.9 minutes

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*)
4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds*)
5 - Greater Command, Spell Resistance(x2)**, True Seeing* (D - Dispel Evil)
6 - Greater Dispel Magic(x2), Heal (D - Heal*)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast



Corvis Zurvich AC:30 HP:100/130  d20+8=21 ;
Tuesday April 6th, 2010 11:02:14 PM

Corvis frowns as he is blinded and wonders how by the nubbens he is suppose to fight now. He had no idea where the enemy is besides trying to use his hearing to navigate. He grips his swords as he does try to listen and hear where a enemy is, speaking up, "Umm if someone has a minute then I'll help but need to know where the heck a enemy is."

Pearl of Sirines
Bless
Con-5
Blind
Spot:21

Syr Ac 32/31 HP 207 Flying, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message 
Wednesday April 7th, 2010 12:18:04 AM

(OOC: Syr laughs at Corvis, "Hey Stevie Wonder, try opening your eyes, Belkior cast a daylight spell!" )

*grin*

Mac AC:29, HP:111/121, poisoned, -5... no, -4 Con 
Wednesday April 7th, 2010 3:31:44 AM

OOC: Mea Culpa - I didn't note Belkior's Daylight spell going off either. Knowing Mac could see would have significantly changed my last post. Also, are either of the Dispel effects subject to SR?

Sorry, Dispel Magic is not subject to Spell Resitance. --Al

Small Sahaugin Grigory 
Wednesday April 7th, 2010 4:25:09 AM

OOC: Did everyone use Darkvision potions? Or did Grigory cast his 6 Darkvision spells?
I know I have marked them off, so I would hate to think the potions have been wasted. Perhaps this would have affected the Dispel Magic, but that is in the past, so let's not worry about it.

Jass-Sahaugin AC 31 HP 57/52 (Mage Armor, Bless, Prot v Evil, Message, False Life, Status, Alter Self, Resist Electric, Pearl,Greater Invisibility, Tongues (perm))  d20+18=26 ; d20+14=22 ; d20+14=16 ; d20+14=34 ; d20+14=17 ; d20+14=18 ; d20+14=28 ; d20+14=20 ; d20+14=23 ;
Wednesday April 7th, 2010 1:04:39 PM

Jass is chagrined that he forgot about Belkior's Invisibility Purge, and that if he had only waited another second, he would be able to see and so not doubly waste an opportunity.

"Let's see how visible giant dwarves do against a little human magic", he says, and casts a Targeted Dispel Magic against Syr's opponent.

...Actions
Cast Targeted Dispel Magic at giant dwarf. (dispel check against each ongoing spell currently in effect on the creature)
Spell Resistance - 26
Dispel Rolls - 22, 16, 34, 17, 18, 28, 20, 23 (lousy rolls)

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Prot v Evil: from Belkior +2 AC v evil, no possession
Bless: from Belkior: +1 on all rolls
Message: from Grigory
Alter Self: 138 minutes
...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot
Resist Energy: Electric: 138 minutes: ignore first 30 damage from electrical attacks
Tongues (permenant)

CON Damage: 3 (-28 hit points)

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


Syr Ac 32/31 HP 207 Flying, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message  d20+20=21 ; d20+20=33 ; d20+20=34 ; d20+20=26 ; d20+20=36 ; d20+15=24 ; d20+20=39 ; 2d6+9=17 ; 2d6+9=17 ; 2d6+9=15 ; d6=6 ; 2d6+9=16 ; d6=5 ;
Wednesday April 7th, 2010 5:25:52 PM

Syr takes a quick glance behind him to the drow and frowns briefly as it disappears from view? (OOC: off the map? His actions might be different) He looks at the chain in annoyance as it connects and scrapes across his skin. "Hey, you two minotaurs coming or what?"

Shrugging, he then aims several kicks at the dwarf's head. (OOC: Sorry for the extra attacks, some wierd lag Attack nat 1, 33,34,26,31 damage 17,17,15+6ice,16+5fire for the last 4 attacks)

Yes. The drow went around the outcropping of rock that pokes out at CH30, and, from there, out of sight.

Feel free to change your move up until post time tonight. --Al


Mac AC:33, HP:111/121, poisoned, -5... no, -4 Con  d20+21=28 ; 3d6+19=26 ;
Wednesday April 7th, 2010 7:37:04 PM

While the chance presents itself...

Mac steps up, (declare Dodge vs the Dwarf, Mobility, Combat Reflexes(5) and Haste for AC:38 moving in) moving 60' from CA46 to CD35 (Drawing and AoO) and attacks the Dwarf at CG33, hitting AC:28 for 26 damage.

AoOs: (max=7) d20+21 | 3d6+19 [19+/x3]
Feats: Endurance, Dodge, Mobility*, Comb.Exp. (5/5), Comb.Refl. (7)*, Spr.Att., Pow.Att. (0/14), Whirl.Att., Run
Effects: Pearl of the Sirines, Protection from Evil(Belkior), Spell Resistance(Belkior), Bless(Belkior), Haste(Jass)

Small Sahaugin Grigory 
Wednesday April 7th, 2010 7:52:31 PM

AC 32/16/28, hp 70, SR 18

Grigory decides it is time to move, and so he casts Shield upon himself and scampers to the relative safety of CC 38, remaining out of sight from those to the north.

Move: to CC 38

Action: Cast Shield.

dM saniTy iNfo
Spells in effect - subject (duration in rounds)
Explosive Runes, in envelope in pocket
Message: everyone - 140 minutes
Darkvision spell: everyone but Grigory and Jass - 14 hours
Darkvision potion: Grigory - 3 hours
Endure Elements: everyone but Grigory and Jass - 24 hours
Status: from Belkior
Pearl of the Sirenes
Alter Self: Grigory as Sahaugin - 140 minutes
Reduce Person, Mass: everyone - 14 minutes -- dismissed
Haste from Jass - expired, renewed
Protection from Evil - from Belkior
Stone Shape around front gate
Greater Arcane Sight: Grigory -- 14 minutes
Transmute Rock to Mud
Shield (14 minutes)

0: Message* (140 min),[/i] Open/Close, 2x Resistance (1 min)
1: 6x Endure Elements****** (24 h), 2x Shield* (14 min)
2: 6x Darkvision****** (14 h), 2xAlter Self* (140 min)
3: Dispel Magic, Explosive Runes*, 2x Nondetection (14 h), DC 20 / 25 cast on self), Fireball* (2, DC 22), Daylight (140 min)
4: Mass Reduce Person* (14 min), 2x Mnemonic Enhancer**, Stone Shape*
5: Major Creation (varies), Transmute Rock to Mud*, Break Enchantment, Passwall
6: Control Water (140 min), Globe of Invulnerability (14 rounds), Greater Dispel Magic, Chain Lightning (DC 25)
7: Greater Teleport*, Greater Arcane Sight (14 min)*, Prismatic Spray.
* = cast


Giants Fall / Round 23 - DMAl  d20+22=25 ; d20+9=11 ; d20+9=20 ; d20+9=19 ; d20+10=12 ; d20+10=17 ; d20+10=14 ;
Wednesday April 7th, 2010 8:54:35 PM


Belkior moves just into the range of the giant dwarf's chain and boldly casts a healing spell on Syr. Behind him, the halfling hears something break from the water. It is his summoned sea cat come to attack his enemies. But will the creature arrive in time to do any good?

Corvis in the waters just off of this barracks cavern becomes confused by the brief moment of darkness before Belkior cast his Daylight spell.

Jass casts his own Dispel on the giant gray dwarf. The dwarf slows down, but he retains his size. (Lost Haste; Retains Enlarge Person.)

Syr sticks to the basics. With fist and feet, he pounds the giant dwarf, each blow landing solidly.

Mac rushes back out of the water and in on the giant gray dwarf. The spiked chain whistles toward the minotaur as he approaches. But, surprisingly agile for his size, Mac easily dodges the blow and lands one of his own. The axe falls, and the dwarf topples, unable to stand against the powerful combination of Syr and Mac.

Grigory rises out of the water and heads onto land, He casts a protective spell and then heads to the safety of a niche in the wall.

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

From where he's come to attack the gray dwarf, Mac can see the kuo-toans lined up in the next chamber in the dim light beyond Belkior's Daylight. They raise their crossbows and begin firing.

Hit Syr AC11, AC20
Ht Mac AC19, AC12, AC17, AC14

Crossbow bolts whistle through the air and shatter on the rock walls behind both Syr and Mac. But not a single one touches either of the heroes.

Then the Drow flies out from behind the outcropping of rock. He floats directly in the middle of the passage between this chamber and the next. And he casts a spell. A Forcecage suddenly springs up around Belkior, Syr and Mac. Twenty feet by twenty feet by twenty feet, the crisscrossing translucent bars of force trap all three of the Crimson Shields inside.

Through the bars, Syr can see the shadowy snack again casting another spell. Now that he his here, Grigory too sees a magic aura coming from the shadowy snake. His eyes see nothing in the rocks on the west wall in the next room thirty feet up in the air, but there is definitely an aura there.

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

* STATUS *
==========
Sea cat 2
Sea cat 1 -2 INT (Unconscious)
Corvis -5 CON (-30hp)
Mac -4 CON (-28hp)
Jass -3 CON (-28hp)

1 - 10
2 - 25
3 - 11
4 - 31
5 - 74
6 - 34
7 - 68
8 - 66
9 - 64
10 - 50
DR - Full; SR25; Mirror Image
DU - 91-17-17-21-21-28 - Down

Map North
Map South

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Small Sahaugin Grigory 
Wednesday April 7th, 2010 9:44:53 PM

"Jass, can you Disintegrate that cage for them? I'll get that Drow..."

Corvis Zurvich AC:30 HP:100/130 
Wednesday April 7th, 2010 10:48:39 PM

orvis plans to move out of the water to try and help his friends out, for now figuring he will work with the weapons in hand rather try his darts.

Pearl of sirins
Bless
Con-5
(Corvis will most likely move to be near Brahmah. inless there is a enmy closer. *sorry, computer is being a jerk about loading the map*)

Belkior - AC 26 (28 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Haste, Daylight  d20+19=37 ; d20+19=33 ; d20+19=39 ; d20+19=22 ; d20+19=30 ; d20+19=29 ; d20+19=32 ; d20+19=30 ; d20+19=24 ; d20+19=37 ; d20+19=30 ;
Wednesday April 7th, 2010 11:08:44 PM

The halfling cleric advances, trusting that the Forcecage will cover him and not simply keep him confined. Once he is closer to the kuo-toans and the drow, Belkior prepares and casts a Greater Dispel Magic spell targeted so as to catch both the drow and the kuo-toans behind him.

Actions
Move - to CD 34
Standard - cast Greater Dispel Magic, centred at intersection of CI 24 and CJ 25

Dispel Rolls - 37 (probably takes highest spell off drow or, if I have a choice, Mirror Image), 33, 39, 22, 30, 29, 32, 30, 24, 37, 30 (Belkior is effectively caster level 19)

Celestial Sea Cat
Size/Type: Large Magical Beast
HD: 6d10+18 (51 hp)
Speed: 10 ft, Swim 40 ft
AC: 18 (-1 size, +1 Dex, +8 natural), Touch 10, Flat 17
BAB: +6
Attack: Claw +9 melee (1d6+4)
Full Attack: 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2)
Space / Reach: 10 ft / 5 ft
Special Attack: Rend 2d6+6, Smite Evil
Special Qualities: Darkvision 60 ft, hold breath, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 5, Spell resistance 11
Saves: Fort +8, Ref +6, Will +5
Abilities: Str 19, Dex 12, Con 17, Int 3, Wis 13, Cha 10
Skills: Listen +8, Spot +7, Swim +12
Feats: Alertness, Endurance, Iron Will

Active Effects
Bead of Karma - 6.4 minutes
Freedom of Movement - 187 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius

Active Spells
Status - on everyone - 14:54 hours
Magic Circle Against Evil (self) - 196.5 minutes
Tongues (self) - 186.6 minutes
Freedom of Movement (self) - 186.7 minutes
Protection from Evil (Jass) - 16.8 minutes
Protection from Evil (Grigory) - 16.9 minutes
Protection from Evil (Mac) - 17 minutes
Protection from Evil (Brahmah) - 17.1 minutes
Bless (all) - 16.2 minutes
Invisibility Purge (self) - 16.3 minutes
True Seeing (Syr) - 16.4 minutes
Spell Resistance (Syr) - 16.5 minutes
Spell Resistance (Mac) - 16.6 minutes
Summon Monster VII - 1 rounds
Daylight - 189.8 minutes

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*)
4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds*)
5 - Greater Command, Spell Resistance(x2)**, True Seeing* (D - Dispel Evil)
6 - Greater Dispel Magic*(x2), Heal (D - Heal*)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast

Syr Ac 32/31 HP 207 Flying, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message  d20+20=24 ; d20+17=35 ; 2d6+9=16 ; d6=1 ;
Thursday April 8th, 2010 12:56:46 AM

Syr nods his thanks to the halfling as he once again proves his value to the group. He tentatively tests the edge of the cage before advancing on the Drow. Narrowing his eyes, he spots the true drow from the fake images and charges in with a grasping hand. Reaching out he grasps the mage's arm (touch attack 26) and tries to pull him in closer, (grapple check 35, damage 16+1).

Small Sahaugin Grigory  14d6=62 ; d20+16=17 ;
Thursday April 8th, 2010 6:03:49 AM

AC 32/16/28, hp 70, SR 18

Move: north
Ready Action: Grigory waits till the he can safely move north to see into the next room. When he can see enough targets he casts Chain Lightning, with the primary bolt targeting the biggest threat.
Chain Lightning: 63 points of electrical damage for primary target, 31 points for 14 secondary arcs. Reflex Save DC 25 for half damage.
Spell Resistance Check: 17

dM saniTy iNfo
Spells in effect - subject (duration in rounds)
Explosive Runes, in envelope in pocket
Message: everyone - 140 minutes
Darkvision spell: everyone but Grigory and Jass - 14 hours
Darkvision potion: Grigory - 3 hours
Endure Elements: everyone but Grigory and Jass - 24 hours
Status: from Belkior
Pearl of the Sirenes
Alter Self: Grigory as Sahaugin - 140 minutes
Reduce Person, Mass: everyone - 14 minutes -- dismissed
Haste from Jass - expired, renewed
Protection from Evil - from Belkior
Stone Shape around front gate
Greater Arcane Sight: Grigory -- 14 minutes
Transmute Rock to Mud
Shield (14 minutes)

0: Message* (140 min),[/i] Open/Close, 2x Resistance (1 min)
1: 6x Endure Elements****** (24 h), 2x Shield* (14 min)
2: 6x Darkvision****** (14 h), 2xAlter Self* (140 min)
3: Dispel Magic, Explosive Runes*, 2x Nondetection (14 h), DC 20 / 25 cast on self), Fireball* (2, DC 22), Daylight (140 min)
4: Mass Reduce Person* (14 min), 2x Mnemonic Enhancer**, Stone Shape*
5: Major Creation (varies), Transmute Rock to Mud*, Break Enchantment, Passwall
6: Control Water (140 min), Globe of Invulnerability (14 rounds), Greater Dispel Magic, Chain Lightning (DC 25)
7: Greater Teleport*, Greater Arcane Sight (14 min)*, Prismatic Spray.

* = cast

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) 
Thursday April 8th, 2010 6:31:54 AM

Thinking to the Forcecage is a bad thing and his position unsound, Brahmah moves out of view of the drow and creatures, to CO36.

OOC: As for the will save, I thought we were asked to make them... my bad.

Active: Darkvision, Pearl of the Sirines, Haste, Detect S&P

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom, Bear's Endurance, Freedom of Movement


Jass-Sahaugin AC 31 HP 57/52 (Mage Armor, Bless, Prot v Evil, Message, False Life, Status, Alter Self, Resist Electric, Pearl,Greater Invisibility, Tongues (perm))  d20+12=27 ;
Thursday April 8th, 2010 8:32:18 AM

ooc: won't post Fri - Sun; going to be at a training exercise.

Jass zips forward past the fallen giant dwarf ("Not just a moron, but an oxymoron!", laughs the sorcerer), and then turns to Disintegrate the north wall of the Forcecage.

...Actions
Move to CI,31
cast Disintegrate on CE,33 / CF,34 AC 27, opens 10' square section of Forcecage

ooc: Assuming that Syr couldn't perform his action until free of the forcecage, that his action is actually afters Jass' instead of before.)

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Prot v Evil: from Belkior +2 AC v evil, no possession
Bless: from Belkior: +1 on all rolls
Message: from Grigory
Alter Self: 138 minutes
...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot
Resist Energy: Electric: 138 minutes: ignore first 30 damage from electrical attacks
Tongues (permenant)

CON Damage: 3 (-28 hit points)

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


Mac AC:28*, HP:111/121, poisoned, -4 Con  d20+19=23 ; d8+6=9 ;
Thursday April 8th, 2010 9:31:13 AM

*+Cover and ProtFromEvil
OOC: Ta DMAl - had to ask. Just took a look at the map - the force cage is 25' long on a side that lets it take in both Syr and Belkior... should one of them not have been captured?

Mac looks at the cage, the new opening "Thanks!" and the opponents arraying themselves over there. Having been given a nice piece of cover (the force cage) Mac drops his axe, draws his bow and knocks and looses one of the elven arrows at No.11 (AC:23 for 9 damage).

AoOs: (max=7) d20+16 (Horns)| d8+8 [20/x2]
Feats: Endurance, Dodge, Mobility*, Comb.Exp. (5/5), Comb.Refl. (7)*, Spr.Att., Pow.Att. (0/14), Whirl.Att., Run
Effects: Pearl of the Sirines, Protection from Evil(Belkior), Spell Resistance(Belkior), Bless(Belkior), Haste(Jass)

Crap. You're right. And I counted those squares several times too and thought it was right. Fortunately, it doesn't much matter given the subsequent actions in the game. --Al

Aaaaiiiiiii! Death to the Unbelievers! / Round 24 - DMAl  d20+11=22 ; d20+11=14 ; d20+11=16 ; d20+11=28 ; d20+11=25 ; d20+11=26 ; d20+11=24 ; d20+11=24 ; d20+11=13 ;
Thursday April 8th, 2010 8:23:12 PM


Belkior casts a Dispel that catches the drow and all of the kuo-toa in its area. The kuo-toa all slow down. The drow and his six images all float gently to the ground. The four kuo-toans who had not been exposed to Belkior's Daylight spell are now blinded. The Sea Cat rushes up and around the Forcecage, just in time, it seems, for its time on this plane to expire. It stands facing Belkior's enemies in the opening between the two caverns, then it disappears.

Syr waits within the boundaries of the Forcecage, unable to leave. Yet.

Grigory sets off a chain lightning spell from right where he's standing. It's clear that the drow mage is the biggest threat, and the ball of chain lightning streaks across the cavern. The lightning crackles around the drow, but his natural resistance to magic leaves him untouched. The electricity arcs outward enveloping all of the Kuo-toa except one who is far enough away to avoid the electric charge. The Kuo-toa seem partially resistant to the electricity. Three have the reflexes to avoid complete damage. When the flares die down, one lies in a smoking heap and another is very near death.

Brahmah moves out of the line of fire

Corvis, coming out of the water, joins Brahmah.

Jass moves to a place of cover, and from there disintegrates a ten foot hole in the Forcecage.

Syr comes flying out of the hole that Jass made. The monk seizes the drow mage, pulling him into a grapple. Directly to the north, Syr can see a door into another room. Through the door he sees what appears to be part of a table.

Mac drops his axe and whips out his bow. He fires a shot barely missing one of the kuo-toa.

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

The drow mage glares at Syr with cold pink eyes. He says nothing. He makes no move. But ... suddenly he is gone. Syr cannot see him. He cannot feel him. He is simply gone.

One of the remaining eight kuo-toa screams out a war cry. Jass and Grigory understand the words as 'Death to the unbelievers!' They all drop their crossbows and ready shields. The ones blinded by Belkior's Daylight draw shortspears. The four who were previously exposed move in on Syr, drawing shortspears too as they go. The shortspears also seem to have the same dark poison on their tips as the crossbow bolts did.

Up in the niche, Syr sees the shadow snake cast another spell. He cannot, however, see any visible effect.

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

* STATUS *
==========
Corvis -5 CON (-30hp)
Mac -4 CON (-28hp)
Jass -3 CON (-28hp)

(All Kuo-Toa are AC27 w/Shields)
1 - 10-21/Dead
3 - 11
4 - 31-21
5 - 74-21
6 - 34-6
7 - 68-6
8 - 66--6
9 - 64-21
10 - 50-21
DR - -17; Touch AC11; SR25; Mirror Image

Map

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Corvis Zurvich AC:30 HP:100/130 
Thursday April 8th, 2010 11:07:48 PM

Corvos knows he needs to get into this or there is more chance that there will be some casulaties so he will begin to move towards where the enemies await, speaking over to Syr, "If the enemy is going to come after us then we should stick alittle more together here." Corvirs plans to move as far as he can move towards the enemies, wanting to help out.

Pearl of sirins
Bless
Con-5

Belkior - AC 26 (28 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Haste, Daylight  d20+21=37 ; d20+19=28 ;
Thursday April 8th, 2010 11:09:20 PM

The halfling cleric moves forward to stand beside Syr. The bright light of his spell shoudl serve to drive off some of the kuo-toans or, at least, impair their combat ability. And his other magics should reveal the invisible creatures that Syr has indicated are lurking nearby.

Once he is in position, Belkior casts a spell and commands any creatures that speak Undercommon.

Actions
Move - to CH 28
Standard - cast Greater Command, command = Halt, 19 creatures, 19 rounds, Will = DC 23
Concentration = 37 (to avoid AoO)
Caster Level Check = 28 (19th level for this purpose)

Active Effects
Bead of Karma - 6.3 minutes
Freedom of Movement - 187 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius

Active Spells
Status - on everyone - 14:54 hours
Magic Circle Against Evil (self) - 196.4 minutes
Tongues (self) - 186.5 minutes
Freedom of Movement (self) - 186.6 minutes
Protection from Evil (Jass) - 16.7 minutes
Protection from Evil (Grigory) - 16.8 minutes
Protection from Evil (Mac) - 16.9 minutes
Protection from Evil (Brahmah) - 17 minutes
Bless (all) - 16.1 minutes
Invisibility Purge (self) - 16.2 minutes
True Seeing (Syr) - 16.3 minutes
Spell Resistance (Syr) - 16.4 minutes
Spell Resistance (Mac) - 16.5 minutes
Daylight - 189.7 minutes
Greater Command = 19 rounds

pell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer(x2), Water Walk (D - Magic Circle Against Evil*)
4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds*)
5 - Greater Command* Spell Resistance(x2)**, True Seeing* (D - Dispel Evil)
6 - Greater Dispel Magic*(x2), Heal (D - Heal*)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast



Small Sahaugin Grigory  d20+14=19 ; d20+14=27 ; d20+14=34 ; d20+14=16 ; d20+14=19 ; d20+14=20 ;
Friday April 9th, 2010 7:53:52 AM

AC 32/16/28, hp 70, SR 18

Certain that those with blades are best suited to dice and slice` Grigory scampers around the Forcecage to stand next to Jass. He says to Jass,
"There's a strange aura up high, up the back. I'm going to do something about it. Wish me luck"

Move: west across the Forcecage then north to CH31 (60' in total, 30' land speed plus Haste)
Action: Cast Greater Dispel Magic (area dispel) at the auras 30' above the ground.
Rolled 6 Dispel checks: 19, 27, 34 (nat 20), 16, 19, 20 (d20+14 if more needed)

dM saniTy iNfo
Spells in effect - subject (duration in rounds)
Explosive Runes, in envelope in pocket
Message: everyone - 140 minutes
Darkvision spell: everyone but Grigory and Jass - 14 hours
Darkvision potion: Grigory - 3 hours
Endure Elements: everyone but Grigory and Jass - 24 hours
Status: from Belkior
Pearl of the Sirenes
Alter Self: Grigory as Sahaugin - 140 minutes
Reduce Person, Mass: everyone - 14 minutes -- dismissed
Haste from Jass - expired, renewed
Protection from Evil - from Belkior
Stone Shape around front gate
Greater Arcane Sight: Grigory -- 14 minutes
Transmute Rock to Mud
Shield (14 minutes)

0: Message* (140 min),[/i] Open/Close, 2x Resistance (1 min)
1: 6x Endure Elements****** (24 h), 2x Shield* (14 min)
2: 6x Darkvision****** (14 h), 2xAlter Self* (140 min)
3: Dispel Magic, Explosive Runes*, 2x Nondetection (14 h), DC 20 / 25 cast on self), Fireball* (2, DC 22), Daylight (140 min)
4: Mass Reduce Person* (14 min), 2x Mnemonic Enhancer**, Stone Shape*
5: Major Creation (varies), Transmute Rock to Mud*, Break Enchantment, Passwall
6: Control Water (140 min), Globe of Invulnerability (14 rounds), Greater Dispel Magic,* Chain Lightning* (DC 25)
7: Greater Teleport*, Greater Arcane Sight (14 min)*, Prismatic Spray.
* = cast

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) 
Friday April 9th, 2010 9:26:39 AM

(OOC: Are there plants of any sort in this portion of the cavern??)

Brahmah casts Owl's Wisdom on himself, assuming the drow has some sort of nasty spell waiting for them.

Active: Helm of Comprehend Languages & Read Magic, Darkvision, Pearl of the Sirines, Haste, Owl's Wisdom

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance, Freedom of Movement

Sorry, no plants here in the barracks caverns. --Al



Syr Ac 32/31 HP 207 Flying, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message  d20=15 ; d20+20=26 ; d3=1 ; d20+20=32 ; d20+20=32 ; d20+15=18 ; 2d6+9=17 ; d6=3 ; 2d6+9=19 ; 2d6+9=19 ; 2d6+9=12 ; d6=1 ; 2d6+9=21 ; d6=1 ;
Friday April 9th, 2010 5:50:22 PM

The elf looks around tentatively, unsure when or if the other Shields will be coming to his aid. Then the jumps in the air as he hears Belkior's booming command and pauses. He looks closely at those around him and then closes in on the 1st he sees not affected by the spell (CH28-5, CH27-10, or CF27 if all affected then he attacks 5 anyway). Attack 30,26,32,32,18 Damage 17+3(shock),19,19,12+1(ice),21+1(fire)

Mac AC:32, HP:111/121, poisoned, -4 Con 
Friday April 9th, 2010 6:53:32 PM

OOC: Well, springing forward and bringing Syr back is no longer an option :)

Mac grabs his axe and moves up in support of Syr and Belkior. (Position: CF29)

AoOs: (max=7) d20+23 (Axe)| 3d6+19 [19-20/x3]
Feats: Endurance, Dodge, Mobility*, Comb.Exp. (5/5)*, Comb.Refl. (7)*, Spr.Att., Pow.Att. (0/14), Whirl.Att., Run
Effects: Pearl of the Sirines, Protection from Evil(Belkior), Spell Resistance(Belkior), Bless(Belkior), Haste(Jass)


Even in Small Numbers / Round 25 - DMAl  d20+10=20 ; d20+10=16 ; d20+10=29 ; d20+10=27 ; d20+10=25 ; d20+10=15 ; d20+10=29 ; d20+10=14 ; d20+9=20 ; d20+10=18 ; d20+17=34 ; d20+17=35 ; d20+17=27 ; d6+3=6 ; d6+3=5 ; d6=1 ; d6=6 ;
Friday April 9th, 2010 8:40:22 PM


Corvis moves up to join Syr. The rogue sees the second chamber and the eight kuo-toa before them, all armed with shields and shortspears.

Belkior too moves up next to Syr, right up almost to the shield of one of the Kuo-toans. He casts a spell of command and sees four of the eight Kuo-toa suddenly halt. The others move in to attack. (Held: 3, 4, 8, 10)

Grigory zips around the Forcecage to the place at which he can use the outcropping of rock for cover. He peeks around the corner before sending a spell up at the five auras that he sees in the niche 30ft above the ground on the west wall. He has the satisfaction of seeing three of the faint auras wink out. The two moderate ones remain.

Brahmah casts a spell of enhancement in preparation for dire happenings.

Syr attacks the kuo-toa nearest Belkior. Three of the monk's five blows hit, and the amphibious man slips to the floor, unable to cling to consciousness.

Mac, grabs up his axe and leaves the Forcecage, ready to backup Syr, Belkior and Corvis. (Note: You have a great axe in one hand and a bow in the other. You have to drop one to use the other.)

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

6 Hit Corvis AC34, Damage 6hp, (Fort Save vs DC24 or take 1 CON Damage)
7 Hit Syr AC35, Damage 5hp, (Fort Save vs DC24 or take 6 CON Damage)
9 Hit Syr AC27

Only three Kuo-toa remain standing and free of will. Without hesitation, they move in for the attack. The hate of the fanatic is in their eyes. Two spear tips pierce the flesh of Corvis and Syr. The injury from the spears themselves is slight. But both heroes feel the poison spreading through their blood. The color of their flesh grays. They feel the vitality drain from their bodies.

Up in the niche, Syr observes no movement from the smokey snake. But he, and the other Shields hear the words of an incantation being executed elsewhere in the cavern. (Spellcraft vs DC21 to identify the spell as Highlight to display spoiler: {Summon Monster VI}.)

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

* STATUS *
==========
Corvis -5 CON (-30hp) +1 CON Damage?
Mac -4 CON (-28hp)
Jass -3 CON (-28hp)
Syr - 6 CON Damage?

(All Kuo-Toa are AC27 w/Shields)
3 - 11 /Held
4 - 31-21 /Held
5 - 74-21-17-19-19 /Unconscious
6 - 34-6
7 - 68-6
8 - 66--6 /Held
9 - 64-21
10 - 50-21 /Held
DR - -17; Touch AC11; SR25; Mirror Image

Map

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Mac AC:32, HP:111/121(149), poisoned, -4 Con 
Saturday April 10th, 2010 6:29:42 PM

Mac drops his bow (in CG29), and to Corvis asks, "Can you get to the other side of these guys (generally indicating 6 & 3)? I need to step up here..."

Total actions:None (two free actions)

More to come...

Syr Ac 32/31 HP 202/207 Flying, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message  d20+20=40 ; d20+20=33 ; d20+20=23 ; d20+20=32 ; d20+20=32 ; d20+15=25 ; 2d6+9=14 ; d6=3 ; 2d6+9=18 ; 2d6+9=20 ; d6=6 ;
Sunday April 11th, 2010 2:04:42 AM

Syr's monk training allows him to easily fend off the poison (nat 20). He glares at the offending creature before sliding to the right (CI 27) to give those room behind him and attacking again. (Attack #9 33,23,32,32,25 Damage 14+3(shock)+stunning fist Fortitude save DC 19, 18 pts, 20+6(ice)= 61 pts)

Even in Small Numbers / Round 25 - DMAl 
Sunday April 11th, 2010 10:44:29 AM


OoC:

After consultation with the Rules Board, I have made the following change. Please note:

Up in the niche, Syr observes no movement from the smokey snake. But he, and the other Shields hear the words of an incantation being executed elsewhere in the cavern. (Spellcraft vs DC21 to identify the spell as Highlight to display spoiler: {Summon Monster VI}.)

Jass-Sahaugin AC 31 HP 57/52 (Mage Armor, Bless, Prot v Evil, Message, False Life, Status, Alter Self, Resist Electric, Pearl,Greater Invisibility, Tongues (perm))  d20+20=35 ; 10d6=48 ; d20+18=33 ;
Sunday April 11th, 2010 6:49:23 PM

Jass listens and identifies a spell being cast.. "there's something summoning up some monsters!" he warns the Crimson Shields.

Flying around his protection, Jass sees the smokey snake that Syr told them about earlier by light of Belkior's spell. "Maybe it needs to think of some defensive spells", just to hear himself talk. Jass nods. He's got a nice voice, too.

A few words and passes causes the snakey opponent some discomfort as it has to fight off the effects of a lightning bolt. "Did I disrupt your casting there, Smokey?"

...Actions
Move to CH,29
cast Lightning Bolt: 48 damage; Reflex DC 20 for 24 (half)
Spell Penetration if required: 33

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Prot v Evil: from Belkior +2 AC v evil, no possession
Bless: from Belkior: +1 on all rolls
Message: from Grigory
Alter Self: 138 minutes
...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot
Resist Energy: Electric: 138 minutes: ignore first 30 damage from electrical attacks
Tongues (permenant)

CON Damage: 3 (-28 hit points)

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

Belkior - AC 26 (28 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Haste, Daylight, Pr  d20+12=27 ; d20+19=37 ; d20+19=22 ; d20+21=28 ;
Sunday April 11th, 2010 9:48:49 PM

The halfling cleric hears the spell being cast from around the corner of the cavern, presumably ahead of the Shields.
Spellcraft = 27

"Stick close to me and you won't have to worry about whatever is being called!," Belkior calls to his companions.

The halfling cleric casts a spell to aid his companions and hinder their opponents, then slides back to make room for Mac.

Actions
Standard - cast Prayer (no save)
Concentration = 28 (to avoid AoO)
Caster Level Check = 37 (19th level for this purpose), 22
Free - 5 ft step to CH 29

Active Effects
Bead of Karma - 6.2 minutes
Freedom of Movement - 187 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Prayer - +1 luck bonus to attack, damage, save, skills for allies and -1 penalty to opponents, 19 rounds

Active Spells
Status - on everyone - 14:54 hours
Magic Circle Against Evil (self) - 196.3 minutes
Tongues (self) - 186.4 minutes
Freedom of Movement (self) - 186.5 minutes
Protection from Evil (Jass) - 16.6 minutes
Protection from Evil (Grigory) - 16.7 minutes
Protection from Evil (Mac) - 16.8 minutes
Protection from Evil (Brahmah) - 16.9 minutes
Bless (all) - 16 minutes
Invisibility Purge (self) - 16.1 minutes
True Seeing (Syr) - 16.2 minutes
Spell Resistance (Syr) - 16.3 minutes
Spell Resistance (Mac) - 16.4 minutes
Daylight - 189.6 minutes
Greater Command = 18 rounds
Prayer = 19 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*(x2), Water Walk (D - Magic Circle Against Evil*)
4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds*)
5 - Greater Command* Spell Resistance(x2)**, True Seeing* (D - Dispel Evil)
6 - Greater Dispel Magic*(x2), Heal (D - Heal*)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast


Mac - OOC 
Monday April 12th, 2010 3:00:57 AM

Belkior has just stepped on Jass' toes. :) ...or on what passes for toes on a Sahaugin.

Small Sahaugin Grigory 
Monday April 12th, 2010 3:21:59 AM

Satisfied that the swordsmen are apt at their swordplay, Grigory sticks his head around the corner to keep an eye on things.

Magic Performed Out of Sight / Round 26 - DMAl  d20+6=11 ; d20+17=32 ; d20+17=18 ; d20+16=27 ; d6=5 ; d20+12=16 ; d20+7=10 ; d20+12=30 ; d20+7=8 ; d6+3=7 ; d20+10=12 ; d20+10=23 ; d20+10=14 ; d20+10=25 ; d20+17=24 ; d20+12=15 ; d20+7=13 ; d20+17=23 ; d20+9=25 ;
Monday April 12th, 2010 9:21:32 PM


Mac drops his bow and prepares to move in, asking Corvis if he'll move aside.

Syr moves, obligingly, before launching an attack at another Kuo-toa. Three solid punches strike, bone crunching blows with a flare of white frost. The Kuo-toa falls like a sack of grain. Surely, this one is dead.

Jass identifies the spell being cast merely from the sound of it. He flies around the outcropping of rock and spies the dark snake being in the niche above. The sound of casting isn't coming from that direction, but Jass sends a bolt that way just in case. The creature takes the full brunt of the electricity. Yet, for some reason, it doesn't appear to react with as much of a satisfying painful writhing, as though it's actions had been Halted.

Belkior too recognizes the spell, and alerts the other Shields to stay near him, knowing that no summoned creature can easily penetrate the barrier of his Magic Circle. He says a Prayer to Alemi and then steps back underneath Jass.

Grigory pokes his head around the corner. He now sees the creature up in the niche as revealed by Belkior's Invisibility Purge. It is a snake-like being, dark, smoky and ethereal.

Corvis fights against the poison that surges through his blood. The rogue staves it off, but the effort costs him. He seems to stand, unmoving, heedless of all around him. (I rolled Fortitued for Corvis. Saved with a 27 vs DC24.)

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

6 Hit Corvis AC32, AC16, AC10 Damage 7hp, (Fort Save vs DC24 or take 5 CON Damage)
7 Hit Syr AC18, AC30, AC8

The two remaining kuo-toa stab wildly at Syr and Corvis. The rogue's inaction costs him, as the kuo-toa drives home again . Again Corvis feels the flood of poison. This time, the poison is strong. Will he be able to fight it off again?

The remaining kuo-toa strain against Belkior's spell of Command. Two break free and attack Syr. Neither of them manage to pierce the Hand's defenses.

10 Hit Syr AC24, AC15, AC13
4 Hit Syr AC23

The snake in his niche in the wall breaks free of Belkior's spell too. It casts a spell and begins blinking in and out of the Wold. It pulls back out of sight, into its niche.

From around the outcropping, the chanting stops. A figure appears ahead, coming forward from out of the dim light and into Belkior's Daylight spell. It is humanoid in form, but wrapped in spiked chains that drip blood from the wounds that they make on his body. The face within the chains wears a broad grin. Or, is it simply that the sides of its mouth have been slit at both sides?

Chanting from around the outcropping begins again. All of the Shields can see a mist rising out of the ground, half of which is hidden by the outcropping of rock. (Spellcraft vs DC16 to identify the spell as Highlight to display spoiler: {Obscuring Mist}.)

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

* STATUS *
==========
Corvis -5 CON (-30hp) +1 CON Damage?
Mac -4 CON (-28hp)
Jass -3 CON (-28hp)
Syr - 6 CON Damage?

(All Kuo-Toa are AC27 w/Shields)
3 - 11 /Held
4 - 31-21
5 - 74-21-17-19-19 /Unconscious
6 - 34-6
7 - 68-6
8 - 66--6 /Held
9 - 64-21-14-18-26 /Dead
10 - 50-21
DR - -17; Touch AC11; SR25; Mirror Image
NA -48; Blink

Map
** Belkior is underneath Jass **

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Belkior - AC 26 (28 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Haste, Daylight, Pr  d20+5=19 ; d20+21=24 ; d20+19=28 ; d20+19=29 ; d20+19=24 ;
Monday April 12th, 2010 9:58:45 PM

The halfling cleric recognizes the monster summoned by, he presumes, the drow wizard that has retreated around the corner.

"It's a chain devil ... my spells won't offer protection against its chains. But I might be able to do somethign about that!", cries Belkior.

Since he cannot cast where he is standing beneath Jass, the halfling has to move. Taking a chance, Belkior moves through the gap in the opponent's line, allowing the kuo-toans to attack him. When he reaches the opposite corner of the room, the Paragon casts a spell to remove the summoned creature and any annoying spells in the far part of the room.

Actions
Move - from CH29 - CH28 - CG27 - CF26 (allowing AoO from #6 and #10) - CG25 (allowing AoO from #6, if able)
Standard - cast Greater Dispel Magic, centred at CL19-CM20, Concentration = 24 (avoids AoO)

Caster Level checks = 28 (sufficient to dispel summoned devil if drow has caster level of 17, or less), 29 (sufficient to get rid of most of Obscuring Mist), 24 (Belkior is CL 19 for this)

Active Effects
Bead of Karma - 6.1 minutes
Freedom of Movement - 187 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Prayer - +1 luck bonus to attack, damage, save, skills for allies and -1 penalty to opponents, 19 rounds

Active Spells
Status - on everyone - 14:54 hours
Magic Circle Against Evil (self) - 196.2 minutes
Tongues (self) - 186.3 minutes
Freedom of Movement (self) - 186.4 minutes
Protection from Evil (Jass) - 16.5 minutes
Protection from Evil (Grigory) - 16.6 minutes
Protection from Evil (Mac) - 16.7 minutes
Protection from Evil (Brahmah) - 16.8 minutes
Bless (all) - 15.9 minutes
Invisibility Purge (self) - 16. minutes
True Seeing (Syr) - 16.1 minutes
Spell Resistance (Syr) - 16.2 minutes
Spell Resistance (Mac) - 16.3 minutes
Daylight - 189.5 minutes
Greater Command = 17 rounds
Prayer = 18 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*(x2), Water Walk (D - Magic Circle Against Evil*)
4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds*)
5 - Greater Command* Spell Resistance(x2)**, True Seeing* (D - Dispel Evil)
6 - Greater Dispel Magic**(x2), Heal (D - Heal*)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast

Corvis Zurvich AC:30 HP:93/130  d20+16=22 ; d20+24=29 ; d20+19=35 ; d20+14=30 ; d20+23=43 ; d20+23=35 ; d20+18=28 ; d8+12=20 ; d8+12=20 ; d8+12=18 ; d6+11=16 ; d6+11=17 ; d6+11=16 ;
Monday April 12th, 2010 11:40:14 PM

Corvis feels the weapon hit him and is unable to resist the extra hit to his vitality either. Frowning he does the only thing he can do really for now and strikes back at the enemy attacking him.

(Can hit AC:22/29/35 Damage:miss/20/18 Can hit AC:42(crit:35)/28 Damage:16(crit:17)/16)

(Fort save:22 Fail)

Pearl of sirins
Bless
Con-10 (failed save)

Jass-Sahaugin AC 31 HP 57/52 (Mage Armor, Bless, Prot v Evil, Message, False Life, Status, Alter Self, Resist Electric, Pearl,Greater Invisibility, Tongues (perm))  d20+18=19 ; d20+12=21 ; d20+12=30 ; d20+12=16 ; 4d6=13 ; 4d6=18 ; 4d6=12 ;
Monday April 12th, 2010 11:40:14 PM

"I think I've been going at this fight wrong", says Jass with a surprising degree of insight. "I can't get at their casters, and our warriors can't get past the ever renewing summoned help. So I should shoot the kua-toans and let the elves and minotaurs take care of the spellcasters!"

And with his thought, Jass directs three Scorching Rays to each strike a different kua-toan.

...Actions
Cast Scorching Ray
Spell Penetration if required: 19
#6 - touch AC 21 13 Damage
#3 - touch AC 30 18 Damage
#10- Touch AC 16 12 Damage

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Prot v Evil: from Belkior +2 AC v evil, no possession
Bless: from Belkior: +1 on all rolls
Message: from Grigory
Alter Self: 138 minutes
...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot
Resist Energy: Electric: 138 minutes: ignore first 30 damage from electrical attacks
Tongues (permenant)

CON Damage: 3 (-28 hit points)

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

Small Sahaugin Grigory  d20=19 ; d20+2=22 ;
Tuesday April 13th, 2010 1:25:50 AM

"What, ho! Good show chaps. Corvis looks a little pale, but otherwise this is quite enjoyable."
Grigory retains his safe position, glancing back towards the water now and then, just in case.
Spot 19
Listen 22 (nat 20)


Mac AC:32(T:22, F:26, +1vs[9?](Dodge), +2vs Evil, +4(Mobility)) HP:111/121 (8]X (-4 Con)  d20+25=41 ; 3d6+20=24 ;
Tuesday April 13th, 2010 2:11:51 AM

"Jass... don't say... not another word!"

Mac moves 10' through Corvis' space to end at CG27, drawing AoOs from 6 (and 3, 10 & 9 assuming their spears give reach). He swings at the first of the group (6, 3, 10, 9, 4, or 7) still standing, hitting AC:41 | 24dam.
- - - - -
AoOs:(7) d20+25 | 3d6+20 [19+/x3]
Feats: End., Dodge, Mob., CE (4/5), CR (7)*, SA , PA (0/14), WA , Run
Effects: Pearl of the Sirines, Protection from Evil(Belkior), Spell Resistance(Belkior), Bless(Belkior), Haste(Jass), Prayer(Belkior)


Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) 
Tuesday April 13th, 2010 6:40:09 AM

Brahmah moves in beside Mac at CD29 to watch the groups back.

Active: Helm of Comprehend Languages & Read Magic, Darkvision, Pearl of the Sirines, Haste, Pro f. Evil, Owl's Wisdom

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance, Freedom of Movement


Syr Ac 32/31 HP 202/207 Flying, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message  d20+20=25 ; d20+17=26 ; 2d6+9=14 ; d6=4 ;
Tuesday April 13th, 2010 11:36:16 AM

(Syr made his poison save last round with a natural 20). The elf hears Jass' words and agrees, "Since I'm one of the few with flight, I'll go snake hunting. Brahmah and Mac, can you go after the devil. Every time I punched one before, I came back bloodied." Risking the additional attacks, he rises above the Kuo-Toans and makes a line straight for the large serpent on the ledge. He glances to his right and informs his companions of what he sees. When he arrives adjacent to the snake, he breathes a short prayer to Domi, that this mage won't just disappear and attacks. Once again, he reaches out to grasp the larger figure Touch Attack 25, Grapple check 26 Damage 14+4ice=18)

(OOC: I'm being summoned to the Big Easy. I may be able to post on Thursday but I'm not sure so can someone plan on covering? If I can post, I'll make it Thursday night after Al)

Caught? / Round 27 - DMAl  d20+17=30 ; d20+17=20 ; d6+3=7 ; d6=1 ; d20+17=29 ; d20+17=33 ; d6+3=6 ; d6=2 ; d100=8 ; d20+10=30 ; d20+17=23 ; d20+17=29 ; d20+12=25 ; d20+7=21 ; d20+17=34 ; d20+12=27 ; d20+7=22 ; d6+3=9 ; d6+3=9 ; d6=3 ; d6=5 ;
Tuesday April 13th, 2010 7:20:42 PM


Belkior surmises correctly that the creature facing the Shields right now is a Chain Devil. His supposition that this is what the drow mage has been up to is also quite likely.

AoO from 6 Hit AC30, Damage 7hp
AoO from 10 Hit AC20

The halfling is hit once as he moves into position, but the damage from the shortspear is negligible. The poison that has debilitated so many of his fellows tries to take hold, but Belkior's Paragon nature rejects it. Belkior is immune.

Belkior's spell goes off, and the magic keeping the Chain Devil in the Wold ceases. It vanishes, as does the obscuring mist. Revealed now, from what was the center of the mist is the drow mage, now minus his mirror images.

OoC: Apologies for the confusion. Jass is flying 20ft in the air. This is what I meant by "beneath him". If you note, there are small altitude markers next to all characters with height. There is a small number 20 next to Jass.

Corvis attacks the kuo-toa that had just struck him. He hits (6) with both blades five times in all. One strike is critical. The multiple strikes rend deeply into the already wounded body, and the kuo-toa's severed head spins away and rolls across the floor.

Jass fires scorching rays, each one strikes a different target. He has the satisfaction of seeing one fall unconscious from the pain of his burns. One was already dead, decapitated by Corvis. Another still stands. (10)

Grigory remains safely behind the rock outcropping. He neither hears nor sees anything unusual. Unusual, that is, for the middle of a battle between the Crimson Shields and denizens of the Underdark.

Mac moves past Corvis and chops down the only Kuo-toa left standing in the area. It falls dead to the floor with a thud. (Note: You need a full round action to use Whirlwind Attack, and you moved too far for that this round.)

Brahmah moves in to cover the group's flank. Nothing seems to be threatening from that direction.

AoO from 4 Hit AC29
AoO from 7 Hit AC33, Damage 6hp (Fort Save vs DC24 or take 2 CON Damage)

Syr flies up and away from his two current kuo-toan opponents. They both take stabs at him as he rises, and one hits. The damage, again, is minimal, but the poision seeks to take hold in Syr's system as he makes his way to the niche in the wall. Around the corner, Syr finds the large, dark and ethereal snake. Syr rushes forward. He makes a grab for it, but his hand seems to slip through dark nothing as the Snake blinks, at that moment, out of the Wold and into the Gray Lands. (Rolled 50% miss for Blinking.)

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

Kuo-Toa 8 Will Save 30 vs DC24
Kuo-toa 8 hit Mac AC23
Kuo-toa 4 hit Mac AC29, AC25, AC21
Kuo-toa 7 hit Mac AC34, AC27, AC22, Damage 9hp, (Fort Save vs DC24 or 3 CON Damage)

The last remaining kuo-toa held by Belkior's spell breaks free and all three remaining cultists converge on Mac. (Mac gets AoO against 8 as he approaches.) Only one shortspear pierces Mac's armor and injects its poison.

Up in the cave-like niche, the dark snake turns its gaze upon Syr. The gaze is Charming. Syr feels the pull of the snake's will. There is no need to fight. It can be a friend. It can be an ally. Cease this struggle. Relax and be at ease with friends. The ideas seem to invade Syr's head. (Will save vs DC19 or be charmed as in the Charm Person spell.)

The drow mage comes more completely out from behind the outcropping of rock and begins a casting. A very Solid Fog rises up to engulf most of the Crimson Shields. It catches the unlucky kuo-toans as well. The bulk of the Shields are trapped, prey to what the drow mage may have in store next. (Speed of 5 feet, regardless of normal speed, and -2 penalty on all melee attack and melee damage rolls. No 5ft steps.)

Note: Grigory is not trapped. There is no Line of Effect around the corner behind which he is hiding. I just couldn't alter the circle object to reflect this.

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

* STATUS *
==========
Corvis -10 CON (-60hp)
Mac -4 CON (-28hp) -7 CON?
Jass -3 CON (-28hp)

(All Kuo-Toa are AC27 w/Shields)
3 - 11-18 /Unconscious
4 - 31-21
5 - 74-21-17-19-19-1-1 /Unconscious
6 - 34-6-107-13 /Dead
7 - 68-6
8 - 66-6
9 - 64-21-14-18-26 /Dead
10 - 50-21-12-24 /Dead
DR - -17; Touch AC11; SR25
NA -48-18; Blink

Map

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Jass-Sahaugin AC 31 HP 57/52 (Mage Armor, Bless, Prot v Evil, Message, False Life, Status, Alter Self, Resist Electric, Pearl,Greater Invisibility, Tongues (perm))  d20+14=30 ;
Tuesday April 13th, 2010 8:32:45 PM

"Aw, that's no way to play!", calls Jass, and he removes the Solid Fog with a well-placed Greater Dispel Magic, targeted only on the Solid Fog spell.

"Okay everyone except Mac since I'm not talking to him", and Jass gives a comic pause, "go get the drow!"

...Actions
Cast Greater Dispel Magic Targeted on Solid Fog: 30

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Prot v Evil: from Belkior +2 AC v evil, no possession
Bless: from Belkior: +1 on all rolls
Message: from Grigory
Alter Self: 138 minutes
...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot
Resist Energy: Electric: 138 minutes: ignore first 30 damage from electrical attacks
Tongues (permenant)

CON Damage: 3 (-28 hit points)

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

Belkior - AC 26 (28 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Haste, Daylight, Pr  d20+10=24 ;
Tuesday April 13th, 2010 10:18:08 PM

Even though the halfling cleric is unaffected by the spell just cast by the drow wizard, he realizes that not all of his companions are so blessed. So Belkior fumbles out his wand of Dispel Magic so that he is grasping it with the hand that his buckler is strapped to and targets the Solid Fog spell.

Once he has (hopefully) dispelled the hindering magic, Belkior will shift five feet north to get out of the way of his companions.

Actions
Move - draw wand
Standard - activate wand, casting Dispel Magic targetting Solid Fog, level check = 24 (removes CL 14, or lower)
Free - 5 foot step to CF 25

Items Used
Bead of Karma - 1 daily charge
Wand of Dispel Magic (10th level) - 1 charge

Active Effects
Bead of Karma - 6. minutes
Freedom of Movement - 187 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Prayer - +1 luck bonus to attack, damage, save, skills for allies and -1 penalty to opponents, 18 rounds

Active Spells
Status - on everyone - 14:54 hours
Magic Circle Against Evil (self) - 196.1 minutes
Tongues (self) - 186.2 minutes
Freedom of Movement (self) - 186.3 minutes
Protection from Evil (Jass) - 16.4 minutes
Protection from Evil (Grigory) - 16.5 minutes
Protection from Evil (Mac) - 16.6 minutes
Protection from Evil (Brahmah) - 16.7 minutes
Bless (all) - 15.8 minutes
Invisibility Purge (self) - 15.9 minutes
True Seeing (Syr) - 16 minutes
Spell Resistance (Syr) - 16.1 minutes
Spell Resistance (Mac) - 16.2 minutes
Daylight - 189.4 minutes
Greater Command = 16 rounds
Prayer = 17 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*(x2), Water Walk (D - Magic Circle Against Evil*)
4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds*)
5 - Greater Command* Spell Resistance(x2)**, True Seeing* (D - Dispel Evil)
6 - Greater Dispel Magic**(x2), Heal (D - Heal*)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast


Syr Ac 32/31 HP 202/207 Flying, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message  d20+16=34 ; d20+20=33 ; d20+20=35 ; d20+20=37 ; d20+20=37 ; d20+20=37 ; d20+15=19 ; d100=10 ; d100=61 ; d100=11 ; d100=91 ; d100=19 ; 2d6+10=16 ; d6=6 ; 2d6+10=20 ;
Wednesday April 14th, 2010 12:52:11 AM

Syr shrugs off the poison once again from the spears and blinks for a second dropping his guard as a voice enters his head talking about friends. Enraged, he yells at the snake "STAY OUTTA MY HEAD!!!" and aims a fist at the creature's head to try and stun him. (Attack 35,37,37,37,19 blink miss chance 10,61,11,91,19 Damage 16+6(shock) 20=42. save DC 19 for Stunning Fist) Messaging his friends he tells them, "It only the drow out there and this snake up here that I can see.

Small Sahaugin Grigory 
Wednesday April 14th, 2010 3:48:37 AM

"Good work, Mac. Well done, Syr. Excellent, Belkior. Brilliant, Jass.
"I am beginning to think that I should take a level or two as a Bard."

Grigory feels that there is nothing for him to add to the combat, that is to say, there is not enough disruption for him to cause.

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) 
Wednesday April 14th, 2010 5:16:36 AM

"Push through. Break the line!" Brahmah attempts to move through the crowd.

Active: Helm of Comprehend Languages & Read Magic, Darkvision, Pearl of the Sirines, Haste, Pro f. Evil, Owl's Wisdom

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance, Freedom of Movement

Mac  d20+25=36 ; 3d6+20=30 ; d20+12=20 ; d20+10=19 ; d20+25=31 ; 3d6+28=35 ; d20+25=37 ; 3d6+28=44 ; d20+25=44 ; d20+25=42 ; 3d6+28=40 ; 3d6+28=40 ; 3d6+28=37 ;
Wednesday April 14th, 2010 10:00:05 AM

Last Round: AC:32(T:22, F:26, +1vs[9?](Dodge), +2vs Evil) HP:111/121 (8]X (-4 Con)
AoO vs [8] hits AC:36 for 30 damage
Poison Saves:[4] 20 - failed, but no clean hit, [7] 19 - failed (another -5 Con).

New Round: AC:28*(T:22*, F:26*) HP:61/80 ((8]X -9 Con)

The solid fog disappears (thanks to Belkior &/or Jass) and whilst everybody else has been instructed to move forward, Mac can't help but think that the three Kua toans who still insist in jabbing at him with their short-spears, still pose some threat to the unwary. He tries to carve hard into [8]AC:31 for 35, [4]AC:37 for 44, and [7]AC:44[CT:42] for 40+40+37=117 damage.

*Does not include: +1vs[4](Dodge), +2vs Evil, +4 Mobility.
AoOs:(up to 7) d20+25 | 3d6+28 [19+/x3] - DM, please feel free to make these rolls if you so wish.
Feats: Endurance, Dodge, Mobility, Combat Reflexes (7), Power Attack (4/14), Run
Effects: Pearl of the Sirines{}, Protection from Evil{+2 AC v evil, no possession}(Belkior), Spell Resistance{SR31}(Belkior), Bless{+1 morale bonus to attack rolls, +2 save vs fear effects}(Belkior), Haste{extra attack in full attack action, +1 to attack, +1 dodge to AC, Speed +30'}(Jass), Prayer{+1 luck bonus to attack, damage, save, skills}(Belkior)


Deadly Mist / Round 28 - DMAl 
Wednesday April 14th, 2010 8:56:48 PM


Jass dispels the Solid Fog with an ease that seems almost casual. The cloying fog disappears, freeing everyone who was previously trapped within.

Belkior has the same idea. But, just before casting, the fog disappears. (Retain your spell, Belkior.)

Syr throws off the Charming Gaze and lights into the dark snake. Most of his blows seem to go right through the snake, but two blows land, and these are powerful to crush the snake's spine. It falls to the ground, quite dead.

(Keep in mind that the Message spell only goes between Caster and the characters graced with the spell. It does not automatically transfer to everyone connected by the spell. It's only a simple cantrip.)

Grigory continues to watch from the sidelines.

Brahmah calls to push ahead. He attempts to move forward himself, moving ten feet to a place behind Mac. (Note: You don't give me coordinates, I will place you wherever I feel reasonable.)

Having already hit the incoming Kuo-toa pretty hard before, Mac begins a systematic campaign of more hard hitting. The minotaur's axe hews through the amphibians as though they were but thin bladders full of water. One explodes in a spray of blood torn asunder by the double of axe and horn.

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

The stone floor of the caverns is awash with Kuo-toan blood, swiftly diluted by the lake water that still drips from the bodies of the Crimson Shields. Up in the niche, Syr stands above the dead body of the dark snake. The only foe that remains standing is the drow mage.

The drow snarls and casts a spell. Another cloud appears within the caves. This cloud is a deadly noxious yellow-green in color. It fills the section of the caves into which it is cast, blocking the drow from view. Even the True Seeing cast upon Syr cannot penetrate the fog. Worse yet, the fetid mist begins rolling across the floor, moving in the direction of the Crimson Shields. (Spellcraft vs DC20 to identify the spell as Highlight to display spoiler: {Cloudkill}.)

The drow cannot now be seen by anyone. But his footsteps can be heard fleeing away across the stone.

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

* STATUS *
==========
Corvis -10 CON (-60hp)
Mac -9 CON (-56hp)
Jass -3 CON (-28hp)

(All Kuo-Toa are AC27 w/Shields)
3 - 11-18-1 /Unconscious
4 - 31-21-44/Dead
5 - 74-21-17-19-19-1-1-1 /Unconscious
7 - 68-6-117 /Dead
8 - 66-6-30-35 /Unconscious
DR - -17; Touch AC11; SR25
NA -48-18-42 /Dead

Map

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Belkior - AC 26 (28 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Haste, Daylight, Pr  d20+9=21 ; d20+10=24 ;
Wednesday April 14th, 2010 11:40:38 PM

The halfling cleric sees the approaching cloud of poisonous gas, recognizing it for what it is, and considers how to protect his companions. He has to take a chance, and uses the wand that he has been clutching in his hand.

Regardless of whether he manages to clear the way, Belkior will move through the cloud since he trusts his link to Alemi to protect him.

Actions
Standard - activate wand, casting Dispel Magic targetting Solid Fog, level check = 24 (removes CL 13, or lower)
Move - 60 feet (30 ft + Haste) to CO 19

Items Used
Bead of Karma - 1 daily charge
Wand of Dispel Magic (10th level) - 1 charge

Active Effects
Bead of Karma - 5.9 minutes
Freedom of Movement - 187 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Prayer - +1 luck bonus to attack, damage, save, skills for allies and -1 penalty to opponents, 17 rounds

Active Spells
Status - on everyone - 14:54 hours
Magic Circle Against Evil (self) - 196 minutes
Tongues (self) - 186.1 minutes
Freedom of Movement (self) - 186.2 minutes
Protection from Evil (Jass) - 16.3 minutes
Protection from Evil (Grigory) - 16.4 minutes
Protection from Evil (Mac) - 16.5 minutes
Protection from Evil (Brahmah) - 16.6 minutes
Bless (all) - 15.7 minutes
Invisibility Purge (self) - 15.8 minutes
True Seeing (Syr) - 15.9 minutes
Spell Resistance (Syr) - 16. minutes
Spell Resistance (Mac) - 16.1 minutes
Daylight - 189.3 minutes
Greater Command = 15 rounds
Prayer = 16 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*(x2), Water Walk (D - Magic Circle Against Evil*)
4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds*)
5 - Greater Command* Spell Resistance(x2)**, True Seeing* (D - Dispel Evil)
6 - Greater Dispel Magic**(x2), Heal (D - Heal*)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast

Syr Ac 32/31 HP 202/207 Flying, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message 
Thursday April 15th, 2010 10:59:01 AM

Syr calls down to the others, "all good here!"

Flying out of the alcove, he moves to a point where he can see into the north room and look east too. The monk relays all that he sees to the others.

Deadly Mist / Round 27 - DMAl 
Thursday April 15th, 2010 11:06:05 AM


OoC: I order to exit the niche in the wall, Syr, you need to go through the cloud. You may still do this now if you wish. But, to Syr's eye, the cloud is moving in a southwesterly direction and should be out of the way in a matter of seconds. (Not before next round, though.)

So, you can execute the move as you have posted, or you can wait until the cloud moves.

You can change your move before post time tonight. If you do not, I will assume that you are content with moving through the cloud and resolve things along those lines.

Just wanted to make sure that you fully understood the situation.

Jass-Sahaugin AC 31 HP 57/52 (Mage Armor, Bless, Prot v Evil, Message, False Life, Status, Alter Self, Resist Electric, Pearl,Greater Invisibility, Tongues (perm)) 
Thursday April 15th, 2010 11:20:28 AM

ooc: I'm assuming from previous DM post that Belkior failed to dispel the noxious cloud? Just asking since it will affect Jass' post.

Deadly Mist / Round 27 - DMAl 
Thursday April 15th, 2010 11:39:53 AM


OoC: You are correct, Jass. In the words of Maxwell Smart: "Missed it by *that* much."

Jass-Sahaugin AC 31 HP 57/52 (Mage Armor, Bless, Prot v Evil, Message, False Life, Status, Alter Self, Resist Electric, Pearl,Greater Invisibility, Tongues (perm))  d20+14=24 ;
Thursday April 15th, 2010 1:14:18 PM

Once again, Jass summons forth his magics to dispel the obscuring fog from the Drow. "You know, this is getting a little rediculous", the sorcerer calls, "How about you give up and make things simpler?"

But this time, the sorcerer's spell fails to cancel the cloud.

"Interesting. That wasn't supposed to happen!"

...Actions
Cast Greater Dispel Magic Targeted on Solid Fog: 24

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Prot v Evil: from Belkior +2 AC v evil, no possession
Bless: from Belkior: +1 on all rolls
Message: from Grigory
Alter Self: 138 minutes
...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot
Resist Energy: Electric: 138 minutes: ignore first 30 damage from electrical attacks
Tongues (permenant)

CON Damage: 3 (-28 hit points)

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

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) 
Thursday April 15th, 2010 7:57:54 PM

Brahmah stops as he sees the cloud form. "Is the combat over? That cloud looks familiar, nasty if I remember right."

Active: Helm of Comprehend Languages & Read Magic, Darkvision, Pearl of the Sirines, Haste, Pro f. Evil, Owl's Wisdom

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance, Freedom of Movement



Small Sahaugin Grigory  d20+23=24 ; d20+10=15 ;
Thursday April 15th, 2010 8:10:56 PM

Recognising the nasty Cloudkill for what it is Grigory is glad to hear Belkior cast Dispel Magic. Hearing Jass then cast the same spell Grigory has a good look at what is going on.
"You do it like this," he says also casting Dispel Magic.
"Hmmm, should take more Greater Dispels with me. Err, sorry guys, we might need to retreat back and around this one."
Grigory moves back and away from the Cloudkill, moving a little south and then east as far as possible.
dM saniTy iNfo
Spells in effect - subject (duration in rounds)
Explosive Runes, in envelope in pocket
Message: everyone - 140 minutes
Darkvision spell: everyone but Grigory and Jass - 14 hours
Darkvision potion: Grigory - 3 hours
Endure Elements: everyone but Grigory and Jass - 24 hours
Status: from Belkior
Pearl of the Sirenes
Alter Self: Grigory as Sahaugin - 140 minutes
Reduce Person, Mass: everyone - 14 minutes -- dismissed
Haste from Jass - expired, renewed
Protection from Evil - from Belkior
Stone Shape around front gate
Greater Arcane Sight: Grigory -- 14 minutes
Transmute Rock to Mud
Shield (14 minutes)

0: Message* (140 min),[/i] Open/Close, 2x Resistance (1 min)
1: 6x Endure Elements****** (24 h), 2x Shield* (14 min)
2: 6x Darkvision****** (14 h), 2xAlter Self* (140 min)
3: Dispel Magic*, Explosive Runes*, 2x Nondetection (14 h), DC 20 / 25 cast on self), Fireball* (2, DC 22), Daylight (140 min)
4: Mass Reduce Person* (14 min), 2x Mnemonic Enhancer**, Stone Shape*
5: Major Creation (varies), Transmute Rock to Mud*, Break Enchantment, Passwall
6: Control Water (140 min), Globe of Invulnerability (14 rounds), Greater Dispel Magic,* Chain Lightning* (DC 25)
7: Greater Teleport*, Greater Arcane Sight (14 min)*, Prismatic Spray.
* = cast

Mac AC:28(T:18, F:22) HP:52/80 (8]X (-9 Con) 
Thursday April 15th, 2010 8:28:02 PM

"That doesn't look good.", mutters the dark taur at the sight of the new fog. He was about to grab and shoulder his bow, but Grigory is right. "Keep out of its way." Mac strategically redeploys 40' back into the previous cavern and attempts to assess further options.

AoOs:(up to 7) d20+29 | 3d6+20 [19+/x3]
Feats: Endurance, Mobility, Combat Reflexes (7)
Effects: Pearl of the Sirines{}, Protection from Evil{+2 AC v evil, no possession}(Belkior), Spell Resistance{SR31?}(Belkior), Bless{+1 morale bonus to attack rolls, +2 save vs fear effects}(Belkior), Haste{extra attack in full attack action, +1 to attack, +1 dodge to AC, Speed +30'}(Jass), Prayer{+1 luck bonus to attack, damage, save, skills}(Belkior)


Life Sucking Poison / Round 29 - DMAl 
Thursday April 15th, 2010 9:12:24 PM


Belkior makes use of his wand of dispel magic. The magic of the wand is too weak to send the poisonous cloud away. It continues to roll toward the Crimson Shields. Belkior walks forward, entering the cloud anyway. He knows what it is, and he trusts Alemi to protect him. Sure enough, his Paragon's immunity to poison leaves Belkior untouched, and the halfling steps from the other side of the deadly cloud in time to see the drow mage fleeing to the east.

Syr, unsuspecting of the nature of the cloud, flies out of the niche and into the green fog. He quickly discovers how deadly poisonous the gases really are. (Syr, take 4 CON Damage. Fortitude Save vs DC22 for half.)

Syr flies through the cloud to the other side. From there, still thirty feet above the ground, he, as does Belkior, sees the fleeing drow. With his True Seeing, Syr sees well beyond the drow. In the distances is a stone bridge that spans another stretch of water. What is on the other side of the bridge, however, remains hidden. To the north, Syr can see into a room with a single round table and two beds. The beds are nicer than the standard cots out in the larger room from which the Crimson Shields first emerged from the water. If the drow and the gray dwarf were some of the mercenaries that the Kuo-toa previously mentioned, this may be where they were billetted.

Jass also attempts to dispel the poisonous cloud. Like Belkior, however, he fails by the smallest of margins.

Brahmah stops where he is as the poisonous cloud moves toward him. He asks whether the fight is over or not.

Grigory also tries his hand at stopping the approaching cloud. He too, is very close, but not strong enough. The cloud of poison continues its approach. Grigory, wisely backs away.

Mac backs away as well, to reassess the situation.

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

The drow mage appears mildly surprised at the speed with which Belkior has managed to traverse the poisonous cloud. A worried look appears on his dark face when Syr too emerges. This was the elf who had grappled him before. With a quick precise movements and clipped arcane words of power, the drow casts another spell. Another Forcecage springs up around Syr. This one, however, is completely sealed. From what Belkior knows of the spell, Syr likely has no more than ten minutes of air within the sealed cube of force. The halfling also knows that the Forcecage should last much longer than that.

Then the drow turns and continues his flight.

The poisonous cloud continues to roll away from the point at which the drow mage cast it. Like a thing alive it stalks the remaining Crimson Shields. The vapors roll directly up to Corvis and Jass. Both can feel the hairs in the noses curl at the life sucking poison.

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

* STATUS *
==========
Corvis -10 CON (-60hp)
Mac -9 CON (-56hp)
Jass -3 CON (-28hp)

(All Kuo-Toa are AC27 w/Shields)
3 - 11-18-1 /Unconscious
5 - 74-21-17-19-19-1-1-1 /Unconscious
8 - 66-6-30-35 /Unconscious
DR - -17; Touch AC11; SR25

North Map
South Map

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Belkior - AC 26 (28 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Haste, Daylight, Pr  d20+10=18 ; d20+10=27 ; d20+10=21 ;
Thursday April 15th, 2010 11:56:17 PM

The halfling cleric tries once more to dispel the cloud of poison threatening his companions. And, with a heroic effort, he just might have.

Then, recognizing that he could not save Syr and that he and his companions have some time, Belkior dashes forward to put himself between the drow and the bridge. Hopefully the mage isn't holding a weapon. In fact, Belkior tries to study the back of the dark elf's neck as he moves closer just in case this is really some kind of undead or other hidden menace.
Spot = 21

OOC - See Suffocation rules ... Syr has many hours

Actions
Standard - activate wand, casting Dispel Magic targetting Solid Fog, level check = 18, spend Hero Point to re-roll, 27 (removes CL 16, or lower)
Move - 60 feet (30 ft + Haste) to DA 20 (allowing 2 AoO)

Items Used
Bead of Karma - 1 daily charge
Wand of Dispel Magic (10th level) - 2 charge
Hero Point

Active Effects
Bead of Karma - 5.8 minutes
Freedom of Movement - 187 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Prayer - +1 luck bonus to attack, damage, save, skills for allies and -1 penalty to opponents, 16 rounds

Active Spells
Status - on everyone - 14:54 hours
Magic Circle Against Evil (self) - 195.9 minutes
Tongues (self) - 186 minutes
Freedom of Movement (self) - 186.1 minutes
Protection from Evil (Jass) - 16.2 minutes
Protection from Evil (Grigory) - 16.3 minutes
Protection from Evil (Mac) - 16.4 minutes
Protection from Evil (Brahmah) - 16.5 minutes
Bless (all) - 15.6 minutes
Invisibility Purge (self) - 15.7 minutes
True Seeing (Syr) - 15.8 minutes
Spell Resistance (Syr) - 15.9 minutes
Spell Resistance (Mac) - 16 minutes
Daylight - 189.2 minutes
Greater Command = 14 rounds
Prayer = 15 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*(x2), Water Walk (D - Magic Circle Against Evil*)
4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds*)
5 - Greater Command* Spell Resistance(x2)**, True Seeing* (D - Dispel Evil)
6 - Greater Dispel Magic**(x2), Heal (D - Heal*)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) 
Friday April 16th, 2010 8:15:05 AM

Brahmah casts Freedom of Movement. Then removes his amulet and puts on the Necklace of Adaption.

Active: Helm of Comprehend Languages & Read Magic, Darkvision, Pearl of the Sirines, Haste, Pro f. Evil, Owl's Wisdom, Freedom of Movement

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance, Freedom of Movement*



Small Sahaugin Grigory 
Friday April 16th, 2010 8:46:13 AM

OOC: Feeling a little lost for words here. Hoping Jass can pick up the pieces.
Proper post later.

Jass-Sahaugin AC 31 HP 57/52 (Mage Armor, Bless, Prot v Evil, Message, False Life, Status, Alter Self, Resist Electric, Pearl,Greater Invisibility, Tongues (perm), Fly)  14d6=60 ; d20+18=31 ;
Friday April 16th, 2010 10:32:45 AM

Jass watches as the noxious cloud moves closer, curling the hairs on his arm when... it disolves into nothingness (ooc: assuming Belkior's Hero Point roll worked if the last one "missed it by that much") Not having seen Belkior with the wand, and not missing an opportunity none the less, Jass gestures triumphantly at the cloud that is no longer there. "See? My magic did work! It just took a little longer to get it done!"

And with that, the cocky Sahaugin flies through the air to catch up to Belkior and Syr. What he finds is a box with Syr in it, Belkior with his wand out and pointing back the way they came, and a Drow trying to scamper out of the way of the advancing Crimson Shields.

"Hey!", he shouts, "Cool it!"

And casts a Cone of Cold, angled to miss Belkior and strike the Drow.

...Actions
Crow (free action)
Move to CN, 20: 20 feet up
Cone of Cold 60' Spell Resistance 31 60 Damage Reflex DC 22 for half

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Prot v Evil: from Belkior +2 AC v evil, no possession
Bless: from Belkior: +1 on all rolls
Message: from Grigory
Alter Self: 138 minutes
...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot
Resist Energy: Electric: 138 minutes: ignore first 30 damage from electrical attacks
Tongues (permenant)
Fly: 60 foot move, average

CON Damage: 3 (-28 hit points)

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

Life Sucking Poison / Round 29 - DMAl 
Friday April 16th, 2010 1:14:12 PM


OoC: Mid round update.

Cloudkill is dispelled.

Mac AC:28(T:18, F:22) HP:52/80 (8]X (-9 Con) Speed:60' 
Friday April 16th, 2010 4:01:20 PM

On seeing the path clear, Mac moves through. "Captain, could you kindly collect by bow that you are standing on? I'm going to try to get Belkior's back." 120' later he has walked under Syr and his temporary confinement to be forward off Belkior's shoulder (at CP17).

Actions: Double Move
AoOs:(up to 7 - Greataxe) d20+29 | 3d6+20 [19+/x3]
Feats: Endurance, Dodge, Mobility, Combat Reflexes (7), Run
Effects: Pearl of the Sirines{}, Protection from Evil{+2 AC v evil, no possession}(Belkior), Spell Resistance{SR31?}(Belkior), Bless{+1 morale bonus to attack rolls, +2 save vs fear effects}(Belkior), Haste{extra attack in full attack action, +1 to attack, +1 dodge to AC, Speed +30'}(Jass), Prayer{+1 luck bonus to attack, damage, save, skills}(Belkior)


Small Sahaugin Grigory  d20+7=21 ;
Friday April 16th, 2010 5:56:09 PM

"Brahmah, I'll grab the bow, you go work on that Drow."
Grigory will then move to catch up with his companions, without risking his health.
OOC: I can't recall where the bow is, and the movement is probably limited by searching where Grigory remembers Mac to have been.
Search 21

Syr Ac 32/31 HP 187/192 Flying, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message  d20=16 ;
Friday April 16th, 2010 8:43:59 PM

Syr moves forward and bumps into the invisible barrier. He feels around the barrier looking for a crack or an exit before frowning to himself and then looking back at the others.

Not even realizing the true danger he is in, the elf spins around in the air and messages Belkior, "Hey, he cast some spell and I'm stuck here, Can you open a door for me?"

Alone in the Chamber of the Mercenaries / Round 30 - DMAl  d20+7=14 ;
Friday April 16th, 2010 8:54:01 PM


Belkior tries the wand again. This time, a hero's luck is with the halfling cleric, and he succeeds. The cloud of poisonous gas vanishes, dispelled in the nick of time. The drow draws back as Belkior surges forward on the speed of Haste, and makes to block him in his escape. As he draws near the drow, Belkior spies for any signs that this mage might not be what he appears. The halfling, however sees nothing unusual.

Brahmah casts a Freedom of Movement spell, then he takes off his Amulet. (Too many actions. You can put on the Necklace of Adaptation next round if you wish, Brahmah.)

Jass pumps a fist in triumph as the Cloudkill disappears. Then he flies around the bend in the rock after Belkior. Spying the Drow, he lets go a cone of intense and searing cold. Syr throws up his arms as the cold white death washes over him, only to find himself protected by the very Forcecage that keeps him trapped. The killer frost fills the air not five feet from Belkior. The halfling's can see his breath in the air. When the frost clears, the drow is frozen solid. A single crack sounds, high and sharp. Then another, and another and another. Then the drow falls in a rain of frozen pieces, scattered across the stone of the cave.

With the poisonous cloud now gone, Mac rushes in to provide backup. He makes a request for his bow to be brought along. (Dropped in CG29.) The minotaur arrives just in time to see the drow mage crumble into chunks of frozen meat.

Grigory flies back around the corner as well. He sees Mac's bow on the floor near one corner of the room and picks it up off of the floor.

Syr bumps into the walls of the Forcecage and finds himself trapped. He tries the Message spell, calling for help. Those who look up watch as Syr's mouth moves, but they hear nothing. The Forcecage appears to stop sound from passing. Not only that, but the actual magic of the Message as well. (Mac, Jass, and anyone else directly below Syr - that is to say, within 30ft - Spot vs DC15 to read Syr's lips.)

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

The caves are now silent, except for the sounds of the Crimson Shields themselves. To the north is a room with two beds and another one of those round wooden tables. To the east is a stone bridge that spans an expanse of more dark lake water.

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

* STATUS *
==========
Corvis -10 CON (-60hp)
Mac -9 CON (-56hp)
Jass -3 CON (-28hp)

3 - 11-18-1 /Unconscious
5 - 74-21-17-19-19-1-1-1 /Unconscious
8 - 66-6-30-35 /Unconscious
DR - -17-60; Touch AC11; SR25 / Dead

Map

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Corvis Zurvich AC:30 HP:93/130 
Friday April 16th, 2010 10:33:08 PM

Corvis plans to move more to help if he can but he slips his swords away for now as he is feeling the price of the con drops. His health is failing due to it and he really is worried about the risk to his own life but more importantly the risk to the group if he happens to fall and is needed. He does half grin, "Things are going to get more interesting as we go from the looks. If we keep running into things that suck life essence away we may end up with a ghost or shadow on our side."

Pearl of sirins
Bless
Con-10 (failed save)


Belkior - AC 26 (28 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Haste, Daylight, Pr 
Friday April 16th, 2010 10:34:26 PM

The halfling cleric stares across at the dark underground lake. Somehow, Belkior has the suspicion that they've only met the door guards.

"Anyone able to get Syr out of there? Because I certainly can't. Maybe I'll just back up from the water's edge a little bit."

Belkior looks down at the shattered remnants of the drow. He'd been hoping of resolving this some way short of taking the drow's life, but he never got the chance to bargain or negotiate with the opponent. Still, probably better to collect the pieces for proper treatment.

Actions
Move Equivalent - gather pieces of drow and equipment
Move - up to 60 feet back towards companions

Items Used
Bead of Karma - 1 daily charge
Wand of Dispel Magic (10th level) - 2 charge
Hero Point

Active Effects
Bead of Karma - 5.7 minutes
Freedom of Movement - 187 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Prayer - +1 luck bonus to attack, damage, save, skills for allies and -1 penalty to opponents, 16 rounds

Active Spells
Status - on everyone - 14:54 hours
Magic Circle Against Evil (self) - 195.8 minutes
Tongues (self) - 185.9 minutes
Freedom of Movement (self) - 186 minutes
Protection from Evil (Jass) - 16.1 minutes
Protection from Evil (Grigory) - 16.2 minutes
Protection from Evil (Mac) - 16.3 minutes
Protection from Evil (Brahmah) - 16.4 minutes
Bless (all) - 15.5 minutes
Invisibility Purge (self) - 15.6 minutes
True Seeing (Syr) - 15.7 minutes
Spell Resistance (Syr) - 15.8 minutes
Spell Resistance (Mac) - 15.9 minutes
Daylight - 189.1 minutes
Greater Command = 13 rounds
Prayer = 16 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*(x2), Water Walk (D - Magic Circle Against Evil*)
4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds*)
5 - Greater Command* Spell Resistance(x2)**, True Seeing* (D - Dispel Evil)
6 - Greater Dispel Magic**(x2), Heal (D - Heal*)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast


Jass-Sahaugin AC 31 HP 57/52 (Mage Armor, Bless, Prot v Evil, Message, False Life, Status, Alter Self, Resist Electric, Pearl,Greater Invisibility, Tongues (perm), Fly) 
Friday April 16th, 2010 11:04:55 PM

Jass rises to the challenge, and not incidentally rising to Syr as well. The sorcerer flies around the solid Forcecage to get an idea for the dimensions and then motions Syr to stand back.

"I'll get our leader out, but don't want to use too many more real powerful spells. I'm sure I can do this a little easier."

Jass casts a verbal only spell and Dimension Doors to Syr's side. "Alright Mugsy!" Jass says brightly, "We're bustin' you out. The fuzz won't make a jailbird of you!"

...Actions
Move to CO, 19: 30 feet up

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Prot v Evil: from Belkior +2 AC v evil, no possession
Bless: from Belkior: +1 on all rolls
Message: from Grigory
Alter Self: 138 minutes
...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot
Resist Energy: Electric: 138 minutes: ignore first 30 damage from electrical attacks
Tongues (permenant)
Fly: 60 foot move, average

CON Damage: 3 (-28 hit points)

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

Syr Ac 32/31 HP 187/192 Flying, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message 
Saturday April 17th, 2010 5:16:38 PM

Syr can't help but laughing at the sorceror, "Okay, let's go!" before stepping through the door. He moves up beside Belkior and surveys the area all around with his enhanced sight. "What do you think? Is now a good time to rest and regroup? Corvis and Mac are both a bit hurt, How about saving your spells a bit by using the wand and I'll use what little I have?"

Mac AC:28(T:18, F:22) HP:52/80 (8]X (-9 Con) Speed:60' 
Saturday April 17th, 2010 6:40:41 PM

"Syr, the hurt I can live with, its the poison that is concerning me. Particularly if it is one of those that has secondary effects."

AoOs:(7) d20+29 | 3d6+20 [19+/x3]
Feats: Endurance, Dodge, Mobility, Combat Reflexes (7), Run
Effects: Pearl of the Sirines{}, Protection from Evil{+2 AC v evil, no possession}(Belkior), Spell Resistance{SR31?}(Belkior), Bless{+1 morale bonus to attack rolls, +2 save vs fear effects}(Belkior), Haste{extra attack in full attack action, +1 to attack, +1 dodge to AC, Speed +30'}(Jass), Prayer{+1 luck bonus to attack, damage, save, skills}(Belkior)


Small Sahaugin Grigory 
Monday April 19th, 2010 4:58:11 AM

"I'm sorry that I can't help with Healing, but I can cast Resistance on Mac and Syr if you like. And Shield to whoever doesn't have a shield."
(Grants a +1 Resistance Bonus to all saves for 1 minute, or a +4 Shield Bonus to AC for 14 minutes).

dM saniTy iNfo
Spells in effect - subject (duration in rounds)
Explosive Runes, in envelope in pocket
Message: everyone - 140 minutes
Darkvision spell: everyone but Grigory and Jass - 14 hours
Darkvision potion: Grigory - 3 hours
Endure Elements: everyone but Grigory and Jass - 24 hours
Status: from Belkior
Pearl of the Sirenes
Alter Self: Grigory as Sahaugin - 140 minutes
Reduce Person, Mass: everyone - 14 minutes -- dismissed
Haste from Jass - expired, renewed
Protection from Evil - from Belkior
Stone Shape around front gate
Greater Arcane Sight: Grigory -- 14 minutes
Transmute Rock to Mud
Shield (14 minutes)

0: Message* (140 min),[/i] Open/Close, 2x Resistance (1 min)
1: 6x Endure Elements****** (24 h), 2x Shield* (14 min)
2: 6x Darkvision****** (14 h), 2xAlter Self* (140 min)
3: Dispel Magic*, Explosive Runes*, 2x Nondetection (14 h), DC 20 / 25 cast on self), Fireball* (2, DC 22), Daylight (140 min)
4: Mass Reduce Person* (14 min), 2x Mnemonic Enhancer**, Stone Shape*
5: Major Creation (varies), Transmute Rock to Mud*, Break Enchantment, Passwall
6: Control Water (140 min), Globe of Invulnerability (14 rounds), Greater Dispel Magic,* Chain Lightning* (DC 25)
7: Greater Teleport*, Greater Arcane Sight (14 min)*, Prismatic Spray.
* = cast

Alone in the Chamber of the Mercenaries / Round 29 - DMAl 
Monday April 19th, 2010 7:39:50 AM


OoC: Note that the Shield Spell is Self only. Range: Personal. Target: You.

Mac AC:28(T:18, F:22) HP:61/80 (8]X (-9 Con) Speed:60' 
Monday April 19th, 2010 5:26:31 PM

"Thanks Grigory, but I already have a jot of Resistance. That reminds me - I should look at improving that."

What Comes From the Dark / Round 32 - DMAl 
Monday April 19th, 2010 8:33:31 PM


Corvis sheathes his two swords. He expresses worry over the state of his physical constitution. In truth, he is right to worry. His skin carries a dead gray tinge like meat after the blood has been leached away from it.

Belkior looks toward the bridge. From where he's at, the halfling cleric can just see the edge of a cliff at which the far side of the bridge ends. What lies beyond, is lost in the darkness. He begins collecting the parts and possessions of the shattered drow mage, collecting the pieces in the remains of the mage's robe. The chips of flesh have already begin to thaw, staining the robe the red of blood. Along with the body, less than a fifth of which the halfling is able to recover in the short time he allots, he takes a silver headband, a ring etched to resemble the bricks of a wall, a large round pearl, and a polished mahogany rod.

Jass opts for a more creative method of extracting Syr from the Forcecube. Instead of destroying the cube, he decides to go in and take Syr out. (I moved you to CO18 instead of CO19 because CO19 would leave you outside the cube and you need to touch in order to take Syr with you next round. If I've misinterpreted what you intend to do, please inform me.) With but a word, the sorcerer pops in next to Syr.

Once out of the Forcecube, the rest of the Crimson Shields can now hear Syr. (I've advanced Two Rounds because it would require two rounds to get Syr out of the Forcecube using Dimension Door. Jass, please mark off two uses of the spell for the day. Jass, feel free to place yourself and Syr anywhere on the map within the parameters set out by the Dimension Door Spell. Everyone else, you may execute one more round of actions.)

The elven Hand of Domi asks whether it may not be time to rest and recover. From where he's standing, he can not see any further than Belkior had, even with the True Seeing spell.

Mac echoes the concerns expressed by Corvis, but he adds a worry for secondary poison affects. It's been just over a minute since he was first stabbed with one of the poisoned spears of the fanatic Kuo-toan guards. He feels no secondary attack from the poison.

Grigory offers resistance. If there are to be secondary poison affects, this may indeed help.

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

As the Crimson Shields discuss their current state and whether they are fit enough to press on or not, a deep grinding noise comes from the east. The sound is the that of massive stone against massive stone, and it comes from the darkness on the opposite side of the bridge.

Whatever lies on the other side of the bridge may not be waiting for the Crimson Shields to come to them. It may be coming out to meet them instead.

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

* STATUS *
==========
Corvis -10 CON (-60hp)
Mac -9 CON (-56hp)
Jass -3 CON (-28hp)

3 - 11-18-1-2 /Unconscious
5 - 74-21-17-19-19-1-1-1-2 /Unconscious
8 - 66-6-30-35-2 /Unconscious

Map
This map is the situation after Round 31. You still have one more round in which to place yourselves and/or perform other actions in addition to actions to prepare for Round 33.

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Jass-Sahaugin AC 31 HP 57/52 (Mage Armor, Bless, Prot v Evil, Message, False Life, Status, Alter Self, Resist Electric, Pearl,Greater Invisibility, Tongues (perm), Fly) 
Monday April 19th, 2010 9:26:08 PM

ooc: great interpretation; that's exactly what I was planning. Jass DimDoors next to Syr, then (while touching Syr) Dim Doors out. :-)

Jass pops Syr and himself out of the Cube and close to the brigde. "This is the direction the drow was going", he says with certainty, "must be a reason, eh?"

...Actions
Move to DA,20, floor level
Syr at DA,21, floor level
2 4th level spells used

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Prot v Evil: from Belkior +2 AC v evil, no possession
Bless: from Belkior: +1 on all rolls
Message: from Grigory
Alter Self: 138 minutes
...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot
Resist Energy: Electric: 138 minutes: ignore first 30 damage from electrical attacks
Tongues (permenant)
Fly: 60 foot move, average

CON Damage: 3 (-28 hit points)

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

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) 
Monday April 19th, 2010 9:40:17 PM

The necklace will stay on a few more rounds until he is sure that the cloud won't return.

Moves to CL15.

Active: Helm of Comprehend Languages & Read Magic, Darkvision, Pearl of the Sirines, Haste, Pro f. Evil, Owl's Wisdom, Freedom of Movement, Necklace of Adapton

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance, Freedom of Movement*

Corvis Zurvich AC:30 HP:93/130 
Monday April 19th, 2010 10:38:33 PM

Corvis coughs lightly and raises a hand to cover his mouth, he was feeling very under the weather moreless right now and he shakes his head as he looks to Syr, "Not sure how much help healing can afford till Belkior has the right spells at his disposal. If we push on then I seriously am worried for some of the others and myself. We can't have people dropping in the middle of combat or even before it has begun in ernest."

Corvis his is only stating his opinion.

Pearl of sirins
Bless
Con-10 (failed save)

Belkior - AC 26 (28 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Haste, Daylight, Pr 
Monday April 19th, 2010 10:45:55 PM

The halfling cleric hustles forward to stand behind Jass and Syr, waiting for whatever will come over the bridge.

"Umm ... let's just see what that might be before we decide about staying or going."

Actions
Move - to CZ 20

Items Used
Bead of Karma - 1 daily charge
Wand of Dispel Magic (10th level) - 2 charge
Hero Point

Active Effects
Bead of Karma - 5.5 minutes
Freedom of Movement - 186.8 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Prayer - +1 luck bonus to attack, damage, save, skills for allies and -1 penalty to opponents, 14 rounds

Active Spells
Status - on everyone - 14:54 hours
Magic Circle Against Evil (self) - 195.6 minutes
Tongues (self) - 185.7 minutes
Freedom of Movement (self) - 185.8 minutes
Protection from Evil (Jass) - 15.9 minutes
Protection from Evil (Grigory) - 16 minutes
Protection from Evil (Mac) - 16.1 minutes
Protection from Evil (Brahmah) - 16.2 minutes
Bless (all) - 15.3 minutes
Invisibility Purge (self) - 15.4 minutes
True Seeing (Syr) - 15.5 minutes
Spell Resistance (Syr) - 15.6 minutes
Spell Resistance (Mac) - 15.7 minutes
Daylight - 188.9 minutes
Greater Command = 11 rounds
Prayer = 14 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*(x2), Water Walk (D - Magic Circle Against Evil*)
4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds*)
5 - Greater Command* Spell Resistance(x2)**, True Seeing* (D - Dispel Evil)
6 - Greater Dispel Magic**(x2), Heal (D - Heal*)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast



Small Sahaugin Grigory 
Tuesday April 20th, 2010 6:47:57 AM

"Perhaps we can send in a spy first. I've prepared Nondetection which will help with that. Or we go in foe the fight BUT we must be prepared to retreat, to flee even, if we get remotely close to losing a person.
"Even if we fly from this fight, I am confident that if we were to wait to return tomorrow we would still hold the upper hand.
"I feel that we should push on. However, let's fire off some magic first, then have the swords mop up what we have softened. We could make sure to incapacitate any who seem to be wielding poison.
"What do you think?"

Syr Ac 32/31 HP 187/192 Flying, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message  d8+5=10 ; d8+5=8 ;
Tuesday April 20th, 2010 8:41:54 PM

Syr shakes his head, "Scouting would be nice but other than Corvis (to a lesser extent), we aren't really equipped for it. And look at the poor hunter's skin. Now isn't the best time to leave the half dead solo. It's times like this we really miss our drow." He sighs remembering the past.

Unless it delays the party then Syr spends a few moments in prayer over Mac's wounds (CLW 10+8).

They Come / Round 33 - DMAl 
Tuesday April 20th, 2010 8:44:42 PM


When Jass uses the Dimension Door to transport himself and Syr to a spot near the bridge, the sorcerer finds that there is little for him to see. With his Darkvision, he catches a bare mono-chrome glimpse of the stone floor on the other side of the bridge, and the dark waters below.

Syr, with his True Seeing spell, however, gets an eyeful. About thirty or forty feet beyond the bridge is what appears to be a stone door. That markings the door might have on it are difficult to determine, for the door now stands open, and the face of the door is difficult to see. What might put the door completely from the mind, however is what now strides out of the door. In the fore is another Kuo-toa. This one, however, is unarmed and unarmored. Directly behind the Kuo-toa and towering over it is ... At one time it may have been a Kuo-toa. Now, it stands a full fifteen to twenty feet above the ground. Its face is stretched and mutated with one eye lower than the other. It's mouth is a twisted jagged stair-step. And it is huge. Monstrously huge. The huge Kuo-toa also wears no armor, but this one is armed with a quarterstaff. Behind the huge kuo-toa stands yet another. This one is of the regular size, and yet her - for this does seem to be a female of the species. Her Right Hand is normal. But her Left Hand is swollen, mutated and nearly four times the size of her right. The fingers of her mutated hand meld together to near the appearance of a claw. This female Kuo-toa is clad in ornate plate mail decorated in all manner of sea forms. Behind them all, still within the next chamber, Syr spots something else, something that writhes in undulating motion. Above the clank of the female Kuo-toa's heavy plate comes the squishy sound of something wet with slime.

Brahmah moves forward. From his new position he can see into the room to the north. It looks much more comfortable than the large barracks room to the south.

Corvis again expresses concern about the general state of health. He may be justified too, given what Syr has just seen.

Belkior moves up behind Jass. With only Darkvision available to him, though, he sees nothing more than the far end of the bridge. He, as can everyone else, can hear the sounds that accompany the things that Syr sees, and these things don't sound good.

Also not having seen what Syr has, Grigory proposes a plan of action, unaware that the foe, at the moment, appears unwilling to wait. They appear to be bringing the fight to the Crimson Shields.

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

"OOPLABOO SH'PLA! ZZBEESHOO KHATAH TOOGRRR." Jass and Belkior both understand the Kuo-toan challenge, but a translation soon comes regardless.

"Bloopooltup, She Who Brings the Cataclysm, says 'Cursed interlopers. You will die.'" The voice is a high manic titter that comes from the chamber beyond the door. The voice laughs with madness and lisps with wetness.

"She says that you have defiled the sacred chambers of Shooldoomploo, God of Sundering Joy. She says that when the mighty god reunites the lake with the sea, he will wash away your puny floating city. But by that time she will have sent your bodies back to them in pieces fit only to feed small fish."

Then the high mad voice switches from Common to the tongue of the Kuo-toa. Jass and Belkior understand, though. "Save some for me," the voice whines. "They killed my sharks, and now I'll need to make some new pets."

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

* STATUS *
==========
Corvis -10 CON (-60hp)
Mac -9 CON (-56hp)
Jass -3 CON (-28hp)

Map
Map - What Syr Sees

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) 
Tuesday April 20th, 2010 9:57:28 PM

Brahmah casts Bear's Endurance and moves to CV15 or as close as he can get to the group ahead.

Active: Helm of Comprehend Languages & Read Magic, Darkvision, Pearl of the Sirines, Haste, Pro f. Evil, Owl's Wisdom, Freedom of Movement, Necklace of Adapton

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance, Freedom of Movement*



Belkior - AC 26 (28 vs. Evil) - HP 136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Haste, Daylight, Pr 
Tuesday April 20th, 2010 11:01:54 PM

The halfling cleric doesn't like the sounds of what is coming from across the bridge. Even without Syr providing commentary, Belkior is becoming more concerned.

"Grigory, get everyone up here together. We need to stand together, both to support each other and to get out of here in a hurry if we need. We do have a quick way out, don't we."

After speaking, Belkior stands ready behind Jass and Syr, ready to move with them if they should decide to advance or retreat.

Actions
Held - in case of movement

Items Used
Bead of Karma - 1 daily charge
Wand of Dispel Magic (10th level) - 2 charge
Hero Point

Active Effects
Bead of Karma - 5.4 minutes
Freedom of Movement - 186.7 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Prayer - +1 luck bonus to attack, damage, save, skills for allies and -1 penalty to opponents, 13 rounds

Active Spells
Status - on everyone - 14:54 hours
Magic Circle Against Evil (self) - 195.5 minutes
Tongues (self) - 185.6 minutes
Freedom of Movement (self) - 185.7 minutes
Protection from Evil (Jass) - 15.8 minutes
Protection from Evil (Grigory) - 15.9 minutes
Protection from Evil (Mac) - 16 minutes
Protection from Evil (Brahmah) - 16.1 minutes
Bless (all) - 15.2 minutes
Invisibility Purge (self) - 15.3 minutes
True Seeing (Syr) - 15.4 minutes
Spell Resistance (Syr) - 15.5 minutes
Spell Resistance (Mac) - 15.6 minutes
Daylight - 188.8 minutes
Greater Command = 10 rounds
Prayer = 13 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*(x2), Water Walk (D - Magic Circle Against Evil*)
4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds*)
5 - Greater Command* Spell Resistance(x2)**, True Seeing* (D - Dispel Evil)
6 - Greater Dispel Magic**(x2), Heal (D - Heal*)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) 
Wednesday April 21st, 2010 11:02:48 AM

OOC: Checking in.

Jass-Sahaugin AC 31 HP 57/52 (Mage Armor, Bless, Prot v Evil, Message, False Life, Status, Alter Self, Resist Electric, Pearl,Greater Invisibility, Tongues (perm), Fly)  d20+21=38 ; d20+14=25 ; d20+10=27 ;
Wednesday April 21st, 2010 11:29:15 AM

Jass doesn't have his Darkvision anymore, courtesy of the frozen drow's dispelling magics. Yet, the sorcerer can see well enough using his Belior Lamp. The cleric's illumination shines clearly 60 feet away and then another 120 feet is in shadows. Therefore, Jass can see the hulking shadow and two other humanoid kua-toa that accompany the announcements and wet sounds, and he makes his own conclusions, nodding at Belkior's assessment that the heroes need to tighten up a little.

Jass himself tries a different tack. Raising his Sahaugin arms, he shouts back in a language that sounds like a bubbling pool. Kua-Toa language Highlight to display spoiler: {"Mighty Warriors of Bloopooltup, She Who Brings the Cataclysm, hear the words of Gurgleshampooadoo, She Of The Black Tentacles. Death to the followers of the False Shooldoomploo, who is no god, but an aberration using your might for its own selfish ends. Throw off your slavery and become Masters again!"}

The sorcerer casts and places a Black Tentacles spell on the Bridge. "Hopefully that can slow them down until the other Crimson Shields can get here."

To keep up his subterfuge, Jass doesn't advance or retreat, standing his ground like he knows what he is doing.

...Actions
Cast Black Tentacles; 14 rounds; centered at DG/DH, 20,21
20' radius. Grapple all in area Grapple: +22, then grapple check = d6+4 damage/rd.

Bluff: 38
Diplomacy: 25
Perform: 27

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Prot v Evil: from Belkior +2 AC v evil, no possession
Bless: from Belkior: +1 on all rolls
Message: from Grigory
Alter Self: 138 minutes
...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot
Resist Energy: Electric: 138 minutes: ignore first 30 damage from electrical attacks
Tongues (permenant)
Fly: 60 foot move, average

CON Damage: 3 (-28 hit points)

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


The Attack Comes / Round 34 - DMAl  17d6=61 ; 5d8=27 ; d6=2 ;
Wednesday April 21st, 2010 9:19:11 PM


Brahmah casts a spell to enhance his constitution. Then he moves up to a place behind an outcropping of rock.

Belkior stands ready for the general mood of the Crimson Shields. The foe is intimidating, and the fight, to this point, has been depleting. He awaits a general consensus as to whether to flee or fight.

Jass calls out in the Kuo-toan language. The creatures fall silent as his words come to an end and his spellcasting begins. If any expression can be seen on the faces of the Kuo-toa it is confusion. Then, even as the ten-foot tall tentacles of death spring from the floor a raucous laughter erupts from every creature beyond the bridge.

"ULOOM'SH'KAAAH ... " The wet voice from beyond the door replies to Jass in Kuo-toan. (Continued now in translation) "It is not I who am master here, human. Rather I have gained the gracious aide of Mighty Bloopooltup. We work to our mutual benefit. I have shown her a way from here from the sea, and after she summons the wrath of her god, splitting apart the land and opening the lake to the invasion of the sea, she has promised me the remains of Floating City. My own private sunken city of the dead, full of lovely bodies from which to create my pets."

(Again in translation.) "The land will tremble under the pincer of Shooldoomploo. The sea will invade the land, and sweep everything before it!"

(Sorry that I missed the Daylight spell. So many effects to keep track of.)

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

None of the creatures across the bridge seem too concerned over the black tentacles that stand waving upon the bridge. The ordinary unarmed Kuo-toa takes a potion from a pouch at his waist and drinks it down. The effect is not immediately recognizable. The huge mutated Kuo-toa, as though in dumb mimicry of its normal sized brother does the same, except that its skin becomes hard and turns brown as bark.

From beyond the doorway, then the wet voice rises in a laugh that can only be described as one of evil pleasure. "They are yours my children! Yours! Suck the life from them!" Then the voice drops into an incantation. The claw handed Kuo-toan priests of the god they know as Shooldoomploo also begins a spell.

Suddenly the moisture dries from the very air. The Crimson Shields in the area affected can feel the living water sucked from their flesh. (Horrid Wilting: Brahmah, Mac, Jass, Syr, Belkior. Take 61hp damage. Fort vs DC28 for half)

A burst of chaotic energy explodes behind Syr, Jass, and Belkior, catching Brahmah from the fore. (Chaos Hammer: Brahmah, Jass, Syr, Belkior. Take 27hp damage and be Slowed as in the spell for 2 rounds. Will vs DC23 for half and negate the Slow.)

Suddenly two blonde haired children appear at the end of the bridge. One a boy and the other a girl, they look alike enough to be fraternal twins. They are dressed in the garb of noble houses. They cannot be more than five years old. On their faces are beatific smiles.

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

* STATUS *
==========
Corvis -10 CON (-60hp)
Mac -9 CON (-56hp)
Jass -3 CON (-28hp)

Map West
Map East

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Mac AC:28(T:18, F:22) HP:79/80 (8]X (-9 Con) Speed:60' 
Wednesday April 21st, 2010 9:57:57 PM

Mac moves up to CZ22.
"Thanks Syr. Brahmah, can we square up? If anyone else wants the front line they can slot in between us, and support can come from behind them."

AoOs:(7) d20+29 | 3d6+20 [19+/x3]
Feats: Endurance, Dodge, Mobility, Combat Reflexes (7), Run
Effects: Pearl of the Sirines{}, Protection from Evil{+2 AC v evil, no possession}(Belkior), Spell Resistance{SR31?}(Belkior), Bless{+1 morale bonus to attack rolls, +2 save vs fear effects}(Belkior), Haste{extra attack in full attack action, +1 to attack, +1 dodge to AC, Speed +30'}(Jass), Prayer{+1 luck bonus to attack, damage, save, skills}(Belkior)


Mac AC:28(T:18, F:22) HP:79/80 (8]X (-9 Con) Speed:60'  d20+9=17 ;
Wednesday April 21st, 2010 10:10:30 PM

OOC:...well that should have been last round! /OOC

Mac falters under the magical onslaught (Fort:17, HP:18/80). He desperately fumbles about in his back pack for a potion and whispers, "Help...".

AoOs:(7) d20+29 | 3d6+20 [19+/x3]
Feats: Endurance, Dodge, Mobility, Combat Reflexes (7), Run
Effects: Pearl of the Sirines{}, Protection from Evil{+2 AC v evil, no possession}(Belkior), Spell Resistance{SR31?}(Belkior), Bless{+1 morale bonus to attack rolls, +2 save vs fear effects}(Belkior), Haste{extra attack in full attack action, +1 to attack, +1 dodge to AC, Speed +30'}(Jass), Prayer{+1 luck bonus to attack, damage, save, skills}(Belkior)



Belkior - AC 26 (28 vs. Evil) - HP 62/136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Haste, Daylight,  d20+23=25 ; d20+25=30 ; 3d8+20=30 ;
Wednesday April 21st, 2010 11:12:02 PM

The halfling cleric feels the magic influence, drying him out and weeking him. He is unable to withstand the magic. The second spell, though, is not strong enough to affect Belkior with full intensity.

Since he won't be the only one affected, Belkior casts a spell that will heal himself and anyone else within range. The magic affects Syr, Jass, Mac, Brahmah and himself.

Actions
Standard - cast Mass Cure Serious Wounds (using Regenerate), 30 hps to Jass, Syr, Brahmah, Mac and Belkior

Items Used
Bead of Karma - 1 daily charge
Wand of Dispel Magic (10th level) - 2 charge
Hero Point

Active Effects
Bead of Karma - 5.3 minutes
Freedom of Movement - 186.6 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Prayer - +1 luck bonus to attack, damage, save, skills for allies and -1 penalty to opponents, 13 rounds

Active Spells
Status - on everyone - 14:54 hours
Magic Circle Against Evil (self) - 195.4 minutes
Tongues (self) - 185.5 minutes
Freedom of Movement (self) - 185.6 minutes
Protection from Evil (Jass) - 15.7 minutes
Protection from Evil (Grigory) - 15.8 minutes
Protection from Evil (Mac) - 15.9 minutes
Protection from Evil (Brahmah) - 16 minutes
Bless (all) - 15.1 minutes
Invisibility Purge (self) - 15.2 minutes
True Seeing (Syr) - 15.3 minutes
Spell Resistance (Syr) - 15.4 minutes
Spell Resistance (Mac) - 15.5 minutes
Daylight - 188.7 minutes
Greater Command = 9 rounds
Prayer = 12 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*(x2), Water Walk (D - Magic Circle Against Evil*)
4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds*)
5 - Greater Command* Spell Resistance(x2)**, True Seeing* (D - Dispel Evil)
6 - Greater Dispel Magic**(x2), Heal (D - Heal*)
7 - Regenerate*, Summon Monster VII* (D - Regenerate)
* = cast

Small Sahaugin Grigory 
Thursday April 22nd, 2010 1:23:06 AM

"I think," mumbles Grigory through Message, "that it might be time to leave. I feel we are bested here at this point in time."

OOC: Sorry I missed a post, just busy, busy, busy with work yesterday. I would like to think that Grigory could have turned the tide of action, but I can't see how.

"Let's try this again tomorrow."

Grigory will not retreat without his companions. Rather he moves NE to CN19 to see if he can do something useful, casting Globe of Invulnerability along the way.

dM saniTy iNfo
Spells in effect - subject (duration in rounds)
Explosive Runes, in envelope in pocket
Message: everyone - 140 minutes
Darkvision spell: everyone but Grigory and Jass - 14 hours
Darkvision potion: Grigory - 3 hours
Endure Elements: everyone but Grigory and Jass - 24 hours
Status: from Belkior
Pearl of the Sirenes
Alter Self: Grigory as Sahaugin - 140 minutes
Reduce Person, Mass: everyone - 14 minutes -- dismissed
Haste from Jass - expired, renewed
Protection from Evil - from Belkior
Stone Shape around front gate
Greater Arcane Sight: Grigory -- 14 minutes
Transmute Rock to Mud
Shield (14 minutes)
Globe of Invulnerability (14 rounds)

0: Message* (140 min),[/i] Open/Close, 2x Resistance (1 min)
1: 6x Endure Elements****** (24 h), 2x Shield* (14 min)
2: 6x Darkvision****** (14 h), 2xAlter Self* (140 min)
3: Dispel Magic*, Explosive Runes*, 2x Nondetection (14 h), DC 20 / 25 cast on self), Fireball* (2, DC 22), Daylight (140 min)
4: Mass Reduce Person* (14 min), 2x Mnemonic Enhancer**, Stone Shape*
5: Major Creation (varies), Transmute Rock to Mud*, Break Enchantment, Passwall
6: Control Water (140 min), Globe of Invulnerability* (14 rounds), Greater Dispel Magic,* Chain Lightning* (DC 25)
7: Greater Teleport*, Greater Arcane Sight (14 min)*, Prismatic Spray.
* = cast

Jass-Sahaugin AC 31 HP -31/52 DEAD (Mage Armor, Bless, Prot v Evil, Message, False Life, Status, Alter Self, Resist Electric, Pearl,Greater Invisibility, Tongues (perm), Fly)  d20+6=18 ; d20+10=20 ;
Thursday April 22nd, 2010 8:26:47 AM

"oh Piggies!" says Jass dryly and crumbles like the mummified husk that he is.

Belkior's healing comes to late to revive the cocky sorcerer.

DEAD at -31 hit points

...Actions
Fort Save : 18 fail
Will Save: 20 fail

ooc: don't worry about me Al, totally fair rap. I'll have fun posting the ghostly actions of Jass :-)

...Effects
Mage Armor; 14 hours +4 AC
False Life: 14 hours +16 hit points
Pearl of Sirines: breathe in water, gain swim 60', cast spells and act underwater without hindrance
Status: from Belkior
Prot v Evil: from Belkior +2 AC v evil, no possession
Bless: from Belkior: +1 on all rolls
Message: from Grigory
Alter Self: 138 minutes
...Sahaugin: Med, 30feet/ 60swim, +5 armor, 2 claws and bite (all d4); +4 racial Hide, Listen, and Spot
Resist Energy: Electric: 138 minutes: ignore first 30 damage from electrical attacks
Tongues (permenant)
Fly: 60 foot move, average

CON Damage: 3 (-28 hit points)

Black Tentacles; 14 rounds; centered at DG/DH, 20,21
20' radius. Grapple all in area Grapple: +22, then grapple check = d6+4 damage/rd.

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

Syr Ac 32/31 HP 187/192 Flying, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message  d20+21=31 ; d20+18=33 ;
Thursday April 22nd, 2010 1:40:11 PM

Syr hacks and hacks as his throat suddenly dries out and sucks briefly to attempt to generate saliva. Then he is battered from behind by an invisible force (made both saves) Damage 44+30 from Belkior +18 from wholeness of body. The elf takes a moment to calm his emotions and heals some of the bruises from the hammer. Then he scoops up Jass' limp slight form and stays next to Belkior. The elf shivers as he gazes down into the sorcerer's eyes which have bulged out eerily in death after the fluid drain. Not know what else to say, "Jass, Hang in there buddy, we'll think of something?" but even the normally unshakable elf is questioning his own statement. Sparing no thought for the enemy, he only seeks to secure the safety of his companions.

He urges Belkior "Move back from this darn hammer."



Escape The Children / Round 35 - DMAl  d20+6=10 ; d20+6=9 ;
Thursday April 22nd, 2010 8:55:07 PM


Mac moves up with the rest of the Crimson Shields (Sorry, Mac. CZ22 would put you inside part of the wall. My fault for not revealing more of the map. I put you at DA22.) The Horrid Wilting sucks him dry. He stands now, but a shadow of his former self.

Belkior acts quickly on the heels of the double magic attack. The graces of Alemi lend much needed healing to the Shields. But will it be enough?

Grigory assesses the situation and suggest leaving to return tomorrow. He heads to join the others, but not before erecting a globe of magic protection around himself.

The dual punch of the Horrid Wilting and the Chaos Hammer pound Jass' body. He watches as his dry and shriveled body sinks to the floor. Nothing could survive in such condition, nothing human, nothing alive. So ... how is it that he's seeing himself fall to the floor? What an unusual perspective. How is it that he watches as Syr gathers his body up off of the ground? What is going on?

Syr, with the body of Jass in his arms, recommends moving back. Nearly everyone, however, is now poised just across the bridge from the massed forces of the enemy, in ideal position for a second magic attack.

Corvis wakes as though from a dream. He's been hanging back. Everyone else is up around the corner. And things don't sound good. He rushes up around the corner and comes in sight of Belkior and his daylight spell. Corvis stops next to Grigory, wondering what the Crimson Shields will do next. (If no one can take control of Corvis, then I will. He will not, however, be helping in combat.)

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

Chanting comes again from the other side of the bridge. The chanting comes both from the mutant priestess as well as the wet unseen voice.

The two unarmed Kuo-toa stand stoically on guard. Neither move.

The priestess finishes her spell and stabs her claw at a point above Belkior's head. All sound is suddenly and unnaturally stopped for Belkior, Syr and Mac. Belkior recognizes a Silence spell.

At nearly the same time, a nauseating green vapor rises up out of the ground, this also around Belkior Syr and Mac. Belkior and Grigory recognize this as a Stinking Cloud spell. (Fortitude Save vs DC23 or become Nauseated. This condition lasts as long as you are in the cloud and for 1d4+1 rounds after you leave.)

Just before the Stinking Cloud rises to obscure vision from across the bridge, the Crimson Shields see the two blonde children rise from the ground and begin flying across the water. Both still wear beautiful smiles, but their eyes are now filled with hunger.

Visibility within the Stinking Cloud is no further than five feet. Belkior, Syr and Mac are enveloped by the cloud and have no sound by which to act as a guide. They can see each other, but nothing else. Suddenly, the two children appear out of the cloud-stuff. One reaches out for Syr and the other for Mac (Touch Syr AC10. Touch Mac AC9.) The touch of the grave misses Syr and Mac for now, but both children continue to reach for the heroes with hungry eyes. (Mac, you may take an AoO against S2. AC is 15 with a 50% miss chance.)

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

* STATUS *
==========
Corvis -10 CON (-60hp)
Mac -9 CON (-56hp)
Jass -3 CON (-28hp) /Dead

Map
Note: S1 and S2 are 5ft up in the air.

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Jass-Sahaugin AC 31 HP -31/52 DEAD (Mage Armor, Bless, Prot v Evil, Message, False Life, Status, Alter Self, Resist Electric, Pearl,Greater Invisibility, Tongues (perm), Fly) 
Thursday April 22nd, 2010 9:18:41 PM

Jass watches as if a mist were over his eyes. or is that the spells of the Kua-Toa? He can't tell, and that is interesting. Not much pain like this, he thinks, I wonder if I've been Magic Jarred?

Mac AC:28(T:18, F:22) (and +4 Mobility, +1 Dodge vs S2) HP:48/80 (8]X (-9 Con) Speed:60'  d20+29=34 ; 3d6+20=30 ; d20+29=33 ; 3d6+20=27 ; d20+9=18 ; d100=67 ; d100=81 ;
Thursday April 22nd, 2010 10:22:46 PM

AOO(s): DM Al is welcome to make Mac's AoOs. I try to include the relevant info at the end of my post. This should add to a better flow. I have included an AoO against S1, on the assumption it may have moved out of DE20 or DD20 to get to DC20. Please ignore it if I am incorrect. I wish I could pull up the PA for the AoOs, but that would be cheating. :)
S2: Hit (67%) - AC34 for 30 damage. S1: Hit (81%) - AC33 for 27 damage.
Saves: Fort:18 vs DC23 - failed - Nauseated.

Mac disgorges his last meal, and seeing no cleared course of action pulls back in a Restricted withdraw 60' to CQ12.

Nauseated Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.
Restricted Withdraw If you are limited to taking only a standard action each round you can withdraw as a standard action. In this case, you may move up to your speed (rather than up to double your speed).
AoOs:(7) d20+29 | 3d6+20 [19+/x3] - nil - Nauseated
Feats: Endurance, Dodge, Mobility, Combat Reflexes (7), Run
Effects: Pearl of the Sirines{}, Protection from Evil{+2 AC v evil, no possession}(Belkior), Spell Resistance{SR31?}(Belkior), Bless{+1 morale bonus to attack rolls, +2 save vs fear effects}(Belkior), Haste{extra attack in full attack action, +1 to attack, +1 dodge to AC, Speed +30'}(Jass), Prayer{+1 luck bonus to attack, damage, save, skills}(Belkior)


Belkior - AC 26 (28 vs. Evil) - HP 93/136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Haste, Daylight,  d20+23=32 ; d20+10=20 ; d20+16=34 ; d20+6=8 ; d20+9=19 ;
Thursday April 22nd, 2010 10:31:19 PM

The halfling cleric withstands the nauseating smell of the magical cloud and silently watches the approach of the unnerving children. Belkior tries to learn something about these creatures as they move to attack Syr and Mac.
Fortitude save = 32
Spot = 20; Knowledge Religion = 34; Knowledge Planes = 8; KNowledge Arcana = 19


The paragon then tugs on Syr's clothing to indicate that he has heard the earlier instruction to retreat. With that, Belkior moves backwards out of the area of the Silence spell towards and past Corvis and Grigory. As he passes, Belkior tries to quietly pass the word that the Shields are retreating.

Actions
Move - 120 ft to CG 26

Items Used
Bead of Karma - 1 daily charge
Wand of Dispel Magic (10th level) - 2 charge
Hero Point

Active Effects
Bead of Karma - 5.2 minutes
Freedom of Movement - 186.5 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Prayer - +1 luck bonus to attack, damage, save, skills for allies and -1 penalty to opponents, 12 rounds

Active Spells
Status - on everyone - 14:54 hours
Magic Circle Against Evil (self) - 195.3 minutes
Tongues (self) - 185.4 minutes
Freedom of Movement (self) - 185.5 minutes
Protection from Evil (Jass) - 15.6 minutes
Protection from Evil (Grigory) - 15.7 minutes
Protection from Evil (Mac) - 15.8 minutes
Protection from Evil (Brahmah) - 15.9 minutes
Bless (all) - 15 minutes
Invisibility Purge (self) - 15.1 minutes
True Seeing (Syr) - 15.2 minutes
Spell Resistance (Syr) - 15.3 minutes
Spell Resistance (Mac) - 15.4 minutes
Daylight - 188.6 minutes
Greater Command = 8 rounds
Prayer = 11 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*(x2), Water Walk (D - Magic Circle Against Evil*)
4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds*)
5 - Greater Command* Spell Resistance(x2)**, True Seeing* (D - Dispel Evil)
6 - Greater Dispel Magic**(x2), Heal (D - Heal*)
7 - Regenerate*, Summon Monster VII* (D - Regenerate)
* = cast



Small Sahaugin Grigory 
Thursday April 22nd, 2010 11:01:19 PM

"Retreat!" yells Grigory through message. "Retreat! Man down. Halfling down. Retreat!
"Quick! Behind me! I'll hit them with a spell, but I need you outta the way first. Retreat!"
Unfortunately much of this may be lost in the Silence.

Ready action: Cast Prismatic spray WHEN it will not affect his comrades, then retreat as far as possible.

dM saniTy iNfo
Spells in effect - subject (duration in rounds)
Explosive Runes, in envelope in pocket
Message: everyone - 140 minutes
Darkvision spell: everyone but Grigory and Jass - 14 hours
Darkvision potion: Grigory - 3 hours
Endure Elements: everyone but Grigory and Jass - 24 hours
Status: from Belkior
Pearl of the Sirenes
Alter Self: Grigory as Sahaugin - 140 minutes
Reduce Person, Mass: everyone - 14 minutes -- dismissed
Haste from Jass - expired, renewed
Protection from Evil - from Belkior
Stone Shape around front gate
Greater Arcane Sight: Grigory -- 14 minutes
Transmute Rock to Mud
Shield (14 minutes)
Globe of Invulnerability (14 rounds)

0: Message* (140 min),[/i] Open/Close, 2x Resistance (1 min)
1: 6x Endure Elements****** (24 h), 2x Shield* (14 min)
2: 6x Darkvision****** (14 h), 2xAlter Self* (140 min)
3: Dispel Magic*, Explosive Runes*, 2x Nondetection (14 h), DC 20 / 25 cast on self), Fireball* (2, DC 22), Daylight (140 min)
4: Mass Reduce Person* (14 min), 2x Mnemonic Enhancer**, Stone Shape*
5: Major Creation (varies), Transmute Rock to Mud*, Break Enchantment, Passwall
6: Control Water (140 min), Globe of Invulnerability* (14 rounds), Greater Dispel Magic,* Chain Lightning* (DC 25)
7: Greater Teleport*, Greater Arcane Sight (14 min)*, Prismatic Spray.
* = cast


Syr Ac 32/31 HP 187/192 Flying, Endure Elements, Bless, True Seeing, Spell Resistance, Status, Message 
Friday April 23rd, 2010 1:39:09 AM

Feeling the tug on his shirt, he watches as Belkior leaves. Taking a 5' step backwards, the elf turns and runs. When he nears Brahmah, he tosses the body of the sorcerer like a sack of potatoes over the big Minotaur's shoulder. and yells, "GO!" while pointing toward the exit unsure if he can be heard or not.



Corvis and Brahmah 
Friday April 23rd, 2010 1:42:16 AM

(OOC: Getting everyone out. Not sure if either player can post. If either does then that replaces the following post.)

Brahmah sheathes his weapon and barely hangs on to the 165 lb figure that the monk throws up at him. Turning tail, he runs off the map.

Corvis seeing the others emerge from the cloud with the lifeless body of Jass panics and mumbles, "I barely know these people and I'm not dying for them." He too turns and runs for the entrance.

Small Sahaugin Grigory 
Friday April 23rd, 2010 3:20:50 AM

OOC the Globe of Invulnerability is radius 10' globe around Grigory, that resists spells (and spell-like effects) of 4th level or lower. If we stick together we should be okay. Spells can be cast from within to affect those outside.

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) 
Friday April 23rd, 2010 6:54:46 AM

Brahmah goes! Full speed when able.

Active: Helm of Comprehend Languages & Read Magic, Darkvision, Pearl of the Sirines, Haste, Pro f. Evil, Owl's Wisdom, Freedom of Movement, Necklace of Adapton

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance, Freedom of Movement*


Kill You! / Round 36 - DMAl  d100=58 ; d20+6=10 ;
Friday April 23rd, 2010 8:30:45 PM


Jass ponders the things that he sees without pondering the fact that he can even see at all.

Mac remembers having sliced into one of the flying children before stumbling out of the Stinking Cloud. The minotaur stumbles, retching and coughing. (No AoO against S1. Anything beyond 10ft has Total cover in the Stinking Cloud, so no AoO from S1's approach. Also, even at 5ft away, you have a 20% miss chance. 58/Pass. BTW, thanks, I've noticed those AoO's before. I should have remembered them.)

Belkior gets a good look at the Children before he runs with all of his might and all of the Haste granted by poor dead Jass. The little cleric of Alemi recognizes them from texts in the libraries of the Cathedral of Light. These are Spectres. Their touch steals the essence of life experience, leaving their victims weakened and unable to defend themselves. (ie, their touch gains you Negative Levels.)

Syr, the last one out of the Stinking Cloud, catches Belkior's meaning and follows the cleric out of both the cloud and the Silence. He finds Brahmah nearby and hoists the desiccated body of the sorcerer into the arms of the minotaur ranger and sends him on his way.

Brahmah goes, as fast as he can. He catches up with Belkior around the corner.

Grigory waits. He waits, hoping to send a spray of devastating colors into whatever might be following, and then to flee. But Syr and Mac remain behind. There is no way to aim his cone of colors that will not catch either the elf or the minotaur. So Grigory turns and runs.

Corvis too turns and makes a retreat, muttering something about just having met these people. He winds up in the lead.

Jass finds himself drawn along with his body. His vision clears as he moves out of what he now recognizes as a Stinking Cloud. This is a curious thing. It seems to imply that he can think and remember. The powers of spellcraft are still with him. He drifts along behind Brahmah, following his body. It would be interesting to see what other things he might be able to do while dead.

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

The bulk of the Crimson Shields have passed beyond the sight of the enemy. The only two left behind are Syr and Mac. The only thing that either of them can see is the green sickly swirly mass of the Stinking Cloud.

daddy, he hurt me. The voice of a little girl, high and innocent comes from within the cloud. "Daddy, he hurt me!" The voice grows in volume and anger, rising like the wind before a storm. "DADDY! HE HURT ME!"

The little girl rises up out of the Stinking cloud, rising up to the ceiling. "Daddy's mad at you," the little girl screams down at Mac. "I'm mad at you. I'm going to kill you!"

A high beautiful laugh comes from within the Stinking Cloud, and Syr gains the briefest glimpse of the little boy just before it exits the cloud and enters the rocky wall beside which the elf is standing. A small hand reaches out of the wall to touch Syr. (Touch AC10) The hand makes a swipe through the air, never coming near.

"You missed, Brother. You missed." The little girl stamps her foot in mid air. "But we'll get you. We'll get you and we'll kill you."

(You cannot attack the spectres while they are inside solid objects.)

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

* STATUS *
==========
Corvis -10 CON (-60hp)
Mac -9 CON (-56hp)
Jass -3 CON (-28hp) /Dead

Map North
Map South

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) 
Saturday April 24th, 2010 9:41:40 AM

The minotaur scoops up the halfling and swings him onto his shoulders, being sure that the cleric can see behind the fleeing trio. He continues to flee.

Active: Helm of Comprehend Languages & Read Magic, Darkvision, Pearl of the Sirines, Haste, Pro f. Evil, Owl's Wisdom, Freedom of Movement, Necklace of Adapton

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance, Freedom of Movement*


Jass-Sahaugin AC 31 HP -31/52 DEAD (Mage Armor, Bless, Prot v Evil, Message, False Life, Status, Alter Self, Resist Electric, Pearl,Greater Invisibility, Tongues (perm), Fly) 
Saturday April 24th, 2010 12:02:33 PM

"Hey!" says Jass, as his body is picked up by Syr and tossed over Brahmah's shoulder. What really gets the sorcerer is that he is forced along with the husk.

And this gets Jass to thinking.

By the Powers, I think I'm dead! Yep, that's me, but I'm me, and my two mes aren't together. I'm I one of those things Belkior was talking about? Spectre or ghost thing?

Jass doesn't know how those things happen, but he's certainly pissed off about the Kuo-Toa not falling for his bluff, and then killing him off to boot!

So if he's dead, and can think, and can hear and see. Maybe he can DO something too!

Jass tries to manifest himself, like willing to be un-invisible. "Hey! I'm still here!", he shouts.

Mac AC:28(T:18, F:22) HP:79/80 (8]X (-9 Con) Speed:60', Nauseated 
Saturday April 24th, 2010 8:13:13 PM

Unable to concentrate on much beyond the heaving and the running and the heaving, Mac side-steps around the wall and off around the corner.

Move: 60' to CI23.
AoOs: nil - Nauseated
Feats: Endurance, Dodge, Mobility
Effects: Pearl of the Sirines{?}, Protection from Evil{+2 AC v evil, no possession}(Belkior), Spell Resistance{SR31?}(Belkior), Bless{+1 morale bonus to attack rolls, +2 save vs fear effects}(Belkior), Haste{extra attack in full attack action, +1 to attack, +1 dodge to AC, Speed +30'}(Jass), Prayer{+1 luck bonus to attack, damage, save, skills}(Belkior)


Small Sahaugin Grigory 
Sunday April 25th, 2010 12:50:40 AM

"SYR!" Commands Grigory through his Message spell, "Get your skinny butt and pointy ears over here NOW!"
Not usually one to play Drill-Sergeant, Grigory has at least noticed that Leaders seem to use insults to get people moving when it is really needed. The Halfling will wait till he Syr has caught up, cautiously moving to where he can see the elf (CH21)

Ready action:
Cast Prismatic Spray so that it effects at least one of the children, but not Syr. [OOC it is about all I have left]


Belkior - AC 26 (28 vs. Evil) - HP 93/136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Haste, Daylight,  d20+4=7 ;
Sunday April 25th, 2010 10:00:56 PM

The halfling cleric is held in Brahmah's arms, watching for the approach of the undead. If the two spectres come within 60 feet, Belkior will attempt to turn them.

Actions
Ready Action - Turn Undead - Turn Check result = 7 (max 2 HD undead) (not even bothering for damage)

Items Used
Bead of Karma - 1 daily charge
Wand of Dispel Magic (10th level) - 2 charge
Hero Point

Active Effects
Bead of Karma - 5.1 minutes
Freedom of Movement - 186.4 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Prayer - +1 luck bonus to attack, damage, save, skills for allies and -1 penalty to opponents, 10 rounds

Active Spells
Status - on everyone - 14:54 hours
Magic Circle Against Evil (self) - 195.2 minutes
Tongues (self) - 185.3 minutes
Freedom of Movement (self) - 185.4 minutes
Protection from Evil (Jass) - 15.5 minutes
Protection from Evil (Grigory) - 15.6 minutes
Protection from Evil (Mac) - 15.7 minutes
Protection from Evil (Brahmah) - 15.8 minutes
Bless (all) - 14.9 minutes
Invisibility Purge (self) - 15 minutes
True Seeing (Syr) - 15.1 minutes
Spell Resistance (Syr) - 15.2 minutes
Spell Resistance (Mac) - 15.3 minutes
Daylight - 188.5 minutes
Greater Command = 7 rounds
Prayer = 10 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*(x2), Protection from Evil***(x3), Sanctuary(x2) (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status**(x2) (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*(x2), Water Walk (D - Magic Circle Against Evil*)
4 - Control Water, Death Ward(x3), Freedom of Movement*, Tongues* (D - Cure Critical Wounds*)
5 - Greater Command* Spell Resistance(x2)**, True Seeing* (D - Dispel Evil)
6 - Greater Dispel Magic**(x2), Heal (D - Heal*)
7 - Regenerate*, Summon Monster VII* (D - Regenerate)
* = cast



Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) 
Monday April 26th, 2010 7:57:05 AM

Brahmah continues to flee, unless otherwise compelled to stop.

(OOC: I will be attending a friends funeral in Utah and won't have time to access the net. I will be gone into the weekend. I either leave Wednesday or Thursday and will try to remember to post prior to my leaving.)

Mac AC:28(T:18, F:22) HP:79/80 (8]X (-9 Con) Speed:60', Nauseated 
Monday April 26th, 2010 6:14:58 PM

OOC: Checking in.

Syr 
Monday April 26th, 2010 7:47:55 PM

Syr contemplates hanging around for a bit longer to see if he can eliminate the threat posed by the children. He looks around briefly and then runs out of the cavern trailing the others giving the halfling, Grigory a quick kick in the rear to speed him up. "Really, I walk as fast as you run... no more waiting for the last man, if we say go then go!"

(OOC: Some confusion over who Brahmah is carrying. If the post order is correct then Jass' corpse is over the minotaur's shoulder while Belkior runs alongside.)

Escape and Return to the Surface - DMAl 
Monday April 26th, 2010 8:27:32 PM


Brahmah scoops up the halfling cleric, now carrying both Belkior as well as the body of Jass. Carrying the pair on his shoulders, the minotaur makes his way into the barracks room and halfway around the Forcecage.

Jass, towed along behind Brahmah, tries to a assert some independence. He shouts and wills himself to become visible. "Hey! I'm still here!" Jass hears his voice. But nobody else seems to hear him. He notices that he can see his own hands. But nobody else seems to be able to see him. And, he notices one other curious thing. He is now further away from his body that he was before. As a rough estimate of distance, he is now some ten feet away from his body. A little experimentation stretches the distance to fifteen feet before he is pulled back like a ball tethered by a band of rubber. Can he expand this limit? Can he expand his abilities? Only time and trial will tell.

Still gripped by nausea, Mac stumbles away. But now, he can feel the pressure on his digestive tract easing. His stomachs seem to be settling. It looks as though he'll be alright from here on out.

Grigory's voice is commanding over the Message spell as he calls for Syr to retreat. He himself, however, returns to a position from which he can cover the retreat.

Looking backwards, and perched precariously on Brahmah's shoulder, Belkior prepares for a display of Alemi's glory. Hopefully he won't be forced to use it.

Syr takes a brief look around. Above is the spectre of the young girl. She is beautifully formed, a blonde angel. But her eyes are hungry, and form is marred by a tear across her insubstantial middle, a tear where her details are not quite right, a tear made by Mac's greataxe. The boy's hand had come right out of the wall. The hand had groped, as though it knew that something was out there, but could not quite see out of the rock to touch it. Syr falls back with the others.

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

A wail rises out of the spectre of the girl as the Crimson Shields escape around the corner into the larger barracks room and to the water's edge. That wail is soon joined by that of her brother. The twin cries, high, perfect, angelic, are filled with hunger and longing. They rise to a crescendo, to a point at which they will surely break and release the pair to pursue and to feed.

And then the wet voice rises above the cries. The voice, the words are indistinct, causes the cries of the spectres to falter. The cries de-escalate in pitch and die away.

Nothing pursues the Crimson Shields as they enter the water and make their way through the tunnels and out to the lake. They rise up through hundreds of feet of water and to the light of the sun above.

"THEY'RE HERE! CAPTAIN! THEY'RE HERE" The strong arms of sailors help the Crimson Shields back aboard the warship Wrath. Some look with suspicious dread at Mac and Corvis and their gray poisoned skin. The captain's eyes fall to the body of Jass. He is grim and somber. "What do you need from us?" is the only question that he asks.

* STATUS *
==========
Corvis -10 CON (-60hp)
Mac -9 CON (-56hp)
Jass -3 CON (-28hp) /Dead

S2 -27

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Small Sahaugin Grigory 
Monday April 26th, 2010 10:53:51 PM

Grigory. 
"Well, it is all happening to me again" Grigory is clearly exasperated. "Did I ever mention that I was in the position of needing to join a new adventuring party because I have been the sole survivor of five, no, six, I think it has been six - six adventuring parties. Intrepid explorers have a short life span it seems, or perhaps I've failed to discourage others from biting off more than we can chew. 
"Or maybe it is me. I could have prepared my spells better today. Perhaps if I knew how to use a bow. Or bought more Wands or Scrolls or Rods.
"And now Jass is dead. Belkior, can you do anything for him? I didn't think so. He was a good person, I was quite fond of him. And though he was only a Sorcerer, he was surely a most valuable member of the Crimson Shields.
"I will retire to a bed as soon as is practicable, and I pray that I may prove to be less mis-useful on the morrow than I have been today.
"If you can think of some better spells for us, please let me know."
Grigory looks almost as grey as the meatshields, though he he has not been poisoned. He is forlorn and melancholy of the heart. He will hang about on deck for a while, "Alert me of trouble, I still have a useful cantrip or two available," and will follow the Shields about meekly.    
"It seems as though any friends I make are killed. Be careful to not become too close to me."

OOC: g'ah! What an emo. I'm not sure I like my PC at the moment. Sorry about his drivel. 

Belkior - AC 26 (28 vs. Evil) - HP 93/136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Haste, Daylight, 
Monday April 26th, 2010 10:59:52 PM

The halfling cleric begins tending his companions, seeing what he can do for those who are merely injured rather than weakened or worse. And, unfortunately, there is the nagging sense of failure whenever Belkior looks in the direction of Jass.

Once he has tended to the living, Belkior will move towards where the body of the sorcerer is lying. Looking towards Syr, Belkior nods and gestures towards the body.

"Unless anyone objects, I can tend to Jass. On the morrow, I can cast a spell that will preserve his body."



Jass-Sahaugin AC 31 HP -31/52 DEAD (Mage Armor, Bless, Prot v Evil, Message, False Life, Status, Alter Self, Resist Electric, Pearl,Greater Invisibility, Tongues (perm), Fly) 
Monday April 26th, 2010 11:12:48 PM

Only a sorcerer? Being able to see everything and not being able to DO anything about it has made Jass irritable. This certainly isn't what being dead is supposed to be, he growls. And now this puffed up wizard describes him as only a sorcerer. Why, I'm notONLYanything!

Angry and frustrated, ghostly Jass aims a kick at Grigory's head, hoping the little snot gets at least a headache.

The game soon is boring, and Jass sits by his body. Can't go anywhere, can't do anything.....ARGHHH!!!

I wonder if I've been cursed to be severed from my body like I was severed from the Southern Continent That idea brings up whole new worlds of questions, but Jass doesn't really have the patience to go through any kind of exercise, even mental ones.

He spends the night alternately sighing morosely or raging against the world that won't let him go but won't let him enjoy it either!

ooc: Grigory, love your post. This sounds like the start of a beautiful friendship between Grigory and Jass! :-)

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) 
Tuesday April 27th, 2010 3:47:07 PM

Reaching the Wrath, Brahmah slings the corpse haphazardly from his shoulders, nearly dropping the cleric and jamming Jass' face into the deck. He grimaces. "Well, its not exactly like he'll know, I mean, its not like he's here to see it." He pulls the Belkior down and sighs. "That's not my first time either Grig, the Chosen and myself went to see Gargul, collectively, several times! Now kindly stop whining like a centaur and grab his feet." Gesturing to the body.

"Hiya Polo.... no, he's not a snack."

Active: Helm of Comprehend Languages & Read Magic, Darkvision, Pearl of the Sirines, Haste, Pro f. Evil, Owl's Wisdom, Freedom of Movement, Necklace of Adaption

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance, Freedom of Movement*

Mac AC:28(T:18, F:22) HP:79/80 (8]X (-9 Con) Speed:60', Nauseated 
Tuesday April 27th, 2010 6:04:18 PM

"...do I look that bad?" Mac muses in response to the looks of the crew.
"Brahmah, I've got his feet. I still have my strength."

When the opportunity presents itself Mac asks, "So, what were they?".

Syr 
Tuesday April 27th, 2010 8:20:11 PM

Syr spends the night on deck beside the corpse of Jass. HE occasionally reaches down to pat the sorcorer's arm as if hoping the man were only acting. He breaks out of his silence long enough to tell the others, "Captain, take us a day away from this place. We want that priest to think we've fled. Last time, they had the advantage knowing we were coming. I'd prefer not to give them that again."

His confidence shaken, he tells the others woodenly, "Let's take a day to rest and think things through. Losing Jass changes things quite a bit. We have a better idea of what we are facing and need to plan accordingly."


Distance - DMAl 
Tuesday April 27th, 2010 8:56:10 PM


"LOOK ALIVE, SWABS! BACK TO YOUR POSTS, AND KEEP YOUR EYES PEELED ON THE WATERS!" The captain drives the crew back to the rails and an all out alert for signs that the Crimson Shields have been pursued. Other than that, he leaves the Shields to their own business.

Belkior immediately busies himself tending to the health of the Crimson Shields. The poison damage will have to wait until tomorrow, but the wounds can be healed today.

Brahmah and Mac lay Jass' body out on the deck while Grigory laments the pass to which things have come. Jass, in the meantime, has become more and more frustrated with his situation. Or, rather, perhaps his lack thereof. When the unintended insult comes from Grigory, he aims a kick at the halfling's head. A breeze ruffles Grigory's hair, and something pats him just behind the ear. As for Jass himself, having followed the halfling as he was making for the cabin, Jass now finds himself thirty feet from his body - over twice the distance that he's been able to stray so far.

Per Syr's request, the captain steers a course back in the direction of Floating City. The day goes by as the Shields rest and recover from their encounter with the Kuo-toan cultists and the wet voice which must surely belong to the Aboleth. There is time to discuss what they saw. There is time to compare notes and sort out what they might be up against. There is time to plan and prepare for what must come the following day.

As night falls, the captain has the sails furled. The ship calms and comes to a halt. He schedules a double watch. The two moons of the Wold rise, lighting the dark unbroken surface of the water. Nothing disturbs the peaceful depths of night until just before dawn. Cries of alarm come up from the sailors on watch. The air is filled with an unearthly moaning wail. On the deck with the body of Jass, Syr watches as a spectral silver light burns in the middle of the air. But, when the rest of the Crimson Shields tumble from their light and ready sleep, what they find is a floating image of Jass. The image of Jass gestures and moves his mouth, but he makes no intelligible sound.

Well, it was just about time to get up anyway.

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

OoC: You may use time liberally and post to fill any of the time between arriving back at the Wrath up to this morning and the discovery of Jass in his ... whatever-it-is form.

Note that after a night's sleep, Corvis and Mac heal One point of Con Damage.

* STATUS *
==========
Corvis -9 CON (-60hp)
Mac -8 CON (-56hp)
Jass -3 CON (-28hp) /Dead


Belkior - AC 26 (28 vs. Evil) - HP 93/136 - Freedom of Movement, Status, Darkvision, Tongues, Magic Circle vs. Evil, Bless, Invisibility Purge, Haste, Daylight, 
Tuesday April 27th, 2010 10:23:59 PM

The halfling cleric moves closer to Syr once he is finished the first round of healing. Belkior needs to request some magic on the morrow to repair the injuries suffered by Corvis and Mac.

"Syr, when did you want to go back there? With Grigory's spell, we don't need to be close by. Of course, we do run the risk of somehow letting the opponents learn where we teleported from."

"I only ask because it will change what spells I memorize."

The halfling cleric is just stirring when he hears the commotion on deck. Dressed only in his magical armor, Belkior is among the first to arrive where the apparition of Jass is waiting.

Jass-Sahaugin AC 31 HP -31/52 DEAD (Mage Armor, Bless, Prot v Evil, Message, False Life, Status, Alter Self, Resist Electric, Pearl,Greater Invisibility, Tongues (perm), Fly) 
Tuesday April 27th, 2010 10:32:10 PM

It worked! Something worked! Jass uses the rest of the day to try to expand his poltergiest activities; moving objects, getting further from his body ugh. If anyone could actually see him, they would laugh, for the sorcerer works harder this one day than ever he has since coming to Floating City.

By the night, he is rewarded to see the Crimson Shields can see him in the moonlight!

Syr 
Wednesday April 28th, 2010 4:10:40 AM


Fearing a counterattack, Syr jumps up at the sound of the wail only to find himself staring at the apparition of Jass. A perplexed look crosses his face and he waves a hand experimentally through the spirit. "Sorry Buddy, I really wish I could read lips. I hope you are okay though?" Still feeling melancholy, he apologizes again, "I wish we could help you. We'll get your body straight back to the temples but we have to close this gate first... I hope you understand... Are you in pain? or thirst?" remembering how his friend died.

He shrugs at the image but then moves on to more practical matters, "Grigory, I hate to ask and hope he would understand" he glances at the image, "but can you take a look at Jass' scrolls to see if there is something we can use?"



Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) 
Wednesday April 28th, 2010 1:14:23 PM

"Urm, generally speaking this is a good thing, right?" As he points to the image of Jass he can barely see.

Holiday In the Sun- DMAl 
Wednesday April 28th, 2010 9:01:44 PM


The crew stare at Jass with a suspicious dread born to all sailors. The captain puts on a bolder face, sending them back to either their posts or their hammocks. He asks Syr what the plans are for the new day. Should they continue on to Floating City, remain here where they are now, or something else?

"Hey. Look at that there." The words come from one of the sailors. He's pointing at Jass. "If you watch his mouth, you can almost figure out what he's saying."

(OOC: If you are within 30 feet, a Spot check of DC15 will allow you to read Jass' lips, per the write up of the Spot Skill. This is a base DC for quiet non-challenging situations and may be higher in other cases.)

Grigory searches Jass' body, recovering all of his belongings. The translucent figure of Jass seems not to mind. The sun rises over the horizon, and still Jass remains, unbanished by the light. He can move about, walk up into the air, even walk through the deck and down into the hold. Who knows what else he might do if he tries?

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

OoC: Please prepare spells for the day. Plan healing. Plan when you wish to go back in, if not this morning. And, if not this morning, describe what you do with this day.

BTW, I usually have some sort of story related logic behind many of the details that I describe. Some details may not be useful to you, but they might be interesting.

* STATUS *
==========
Corvis -9 CON (-60hp)
Mac -8 CON (-56hp)
Jass -3 CON (-28hp) /Dead


Belkior  d20+9=25 ; d20+18=30 ;
Wednesday April 28th, 2010 11:08:58 PM

The halfling cleric closely watches the apparition of Jass, trying to understand anything that he might say. Of course, at the same time, Belkior is trying to figure out exactly what has happened to the sorcerer.
Spot = 25, Knowledge Religion = 30

After his morning meditations and breaking fast, Belkior summons Corvis and Mac to a quiet section of the deck. One at a time, the Paragon sprinkles some diamond dust over each of them and casts a Restoration spell that he requested that morning.

Spell List
0 - Detect Magic(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless, Protection from Evil(x5), Sanctuary (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Status(x2) (D - Aid)
3 - Daylight(x2), Invisibility Purge, Prayer(x2), Water Walk (D - Magic Circle Against Evil)
4 - Death Ward(x3), Restoration**(x3) (D - Cure Critical Wounds)
5 - Spell Resistance(x4) (D - Dispel Evil)
6 - Greater Dispel Magic(x2), Heal (D - Heal)
7 - Regenerate, Summon Monster VII (D - Regenerate)
* = cast


Small Sahaugin Grigory  d20=13 ;
Thursday April 29th, 2010 7:25:23 AM

"Yes, Syr, I will see what Scrolls and things he has. Shrouds don't have pockets and all that. Let us make sure we finish that mission tomorrow, so that Jass did not die in vain."

Will cast Read Magic to sort out any scrolls etc.

"Well, I never. Jass you are stubborn, aren't you." Grigory is quite surprised at this apparition, and immediately begins to take notes into one of his volumes that are always near to hand.

"You can make out his lips from here? No, really?"
Spot 13



Small Grigory 
Thursday April 29th, 2010 7:26:40 AM

Grigory would have dismissed the ugly, ugly Alter Self that he had as he surfaced near the Wrath. Naturally.

Mac AC:28(T:18, F:22) HP:149/149 Speed:30'  d20+7=10 ;
Thursday April 29th, 2010 9:08:42 AM

"Thank you Belkior."
The dark taur tries to make some sense of the Jass-apparition, but it is beyond his kenning.

Effects: Pearl of the Sirines{}, Restoration(Belkior)

Jass AC: unknown HP: DEAD :-) 
Thursday April 29th, 2010 11:34:51 AM

Jass scowls at the halfling wizard. Grigory may not be able to read lips, but he might be learne'd enough to know sign language. Jass uses the rudest, crudest, most socially unacceptable ones imaginable in an attempt to communicate to Grigory. And then gives him a friendly wink.

The ghostly appartition of Jass then hovers over to Belkior and, in an exaggerated manner, tries to speak. Spot DC 15 to Read Lips Highlight to display spoiler: {"So, you are the expert on dead and alive things. What am I? How did I get here and not all the way dead? Since I'm still here, what should I be able to do?"}

As an experiment, Jass tries to cast Mage Armor on himself.

Noticing Grigory is emptying his Pants O Plenty extradimensional pockets, ghost-Jass moves over to the pile of arcane scrolls and points out a couple he thinks would be of particular importance.

Antimagic Field
Break Enchantment
Darkvision, 3ea
Daylight
Globe of Invulnerability, Lesser
Remove Curse
See Invisible, 3ea
Undeath to Death


Syr  d20+9=17 ;
Thursday April 29th, 2010 8:09:09 PM

The elf answers the captain, "We'll stay here today and tonight. Tomorrow morning I want you to sail back to the same spot. It's a shame we can't see your brave crew in action. I'm sure this ship is formidable above the waves." Not knowing what sort of scrying the enemy has, the elf carefully chooses not to reveal that the group will be teleporting to the site when the captain sails.

Syr thinks he can make out what Jass is mouthing and speaks very slowly and loudly to the apparition as if talking to a two year old, "HOW ARE YOU DOING? DOES IT HURT MUCH?"

The rest of the day is spent quietly discussing strategy with the others and experimenting with Jass' limitations. At night, he joins Brahmah by the side of the ship and asks quietly, "Are you sure you want to bring Polo? It could be very hazardous," he lifts his chin towards Jass' body, "and I know you two just recently met." Then an idea comes to him, "If you do decide to bring him, how about we tie Jass' body to him? That may give the sorcerer greater movement range?"

Discovery and Planning- DMAl 
Thursday April 29th, 2010 8:54:18 PM


Belkior studies the image of Jass. The halfling's keen eyesight follow the sorcerer's words quiet easily, simply from the way that Jass forms the words.

Many of Jass' questions follow the same line of thinking that Belkior has been following. What exactly is going on here? How did Jass get this way? And, perhaps, more importantly, what does the future hold for the incorporeal sorcerer?

To Belkior's eyes, the sorcerer appears to be either a Ghost or a Spectre. Definitely some form of incorporeal undead. He appears just as he did when living, even down to the gaunt and gray look that he took on after having been poisoned by the kuo-toan spear. And, if he is either a ghost or, more likely, a spectre, then a Restoration spell would likely be of no use. A stronger spell of Heal might, in fact, destroy Jass for good.

So, what might Jass be? And how did he get this way? Incorporeal as he may be, Jass does not appear to have the powers attributed to a ghost, a spectre, or any of the known forms of incorporeal undead. He also seems to retain his own mind along with a grasp of his own motives. But why Jass? Belkior recalls back to the death of Lang. The bugbear ranger never returned in this way. He died and remained dead.

Then an image plays through Belkior's mind. Jass in the chamber of the Ghost Sharks. Jass sending a green beam of disintegration at the necromantic altar. The altar exploding into a cloud of stone and rotted meat that had enveloped both himself as well as Jass. Could necromantic magic from the altar, mixed with the alchemy of Jass' death be responsible for the transformation now happening to the sorcerer? And, if the evil altar that was likely responsible for the Ghost Sharks had, in fact, been the cause of Jass' current state, then what might he eventually become?

Leaving the mystery of Jass for the moment, Belkior tends to Mac and Corvis, curing them of the damage done by the poison.

Unlike Belkior, neither Mac nor Grigory are able to pick out Jass' words. Grigory leaves the silent sorcerer to tend to the silent sorcerer's body. Jass himself aids by pointing out the scrolls and such that he feels might be of most use. Where speech fails, gesture still works just fine.

Then, Jass thinks to try his magic. He casts a simple spell upon himself. Jass completes the spell with word and gesture. His voice sounds fine in his own ears, but none of the other Shields can hear him. At the completion of the spell, an invisible coating of armor forms around Jass' body. This spell worked just fine. And this without the spell components from his pouch. One thing Jass takes note of, however, this was a spell cast upon his own person. What would happen were he to attempt to influence something aside from himself?

Syr gives instructions to the captain, and the rest of the day is spent floating at the spot at which the Wrath had spent the night. During the day the Crimson Shields discuss various possible tactics, and the rough framework of a strategy takes shape. By the end of the day, the Shields are as hale as they were when they began their first dive to the cultist caves a few days ago. Minus, this time, though, Jass, who is ... not quite himself.

Night falls. When the sun rises once again, it will be time to return to the caves below and the power of the mutated kuo-toan priestess of the god of sundering joy. Jass finds that he no longer needs sleep. He also finds a darkness within himself, something he'd never noticed before. It is there now. And Jass thinks that it might be growing.

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

OoC: Don't hesitate to pursue other things if you need a few more days to prepare. Otherwise, give me some idea of *How* and *Where* you intend to enter the caves. I'll post a map below so that you can give me rough idea of where.

Caves Overview
Entry Gate
Hall of Nets and Harpoons (Now filled with mud)
Cave of the Ghost Sharks
Barracks and Mercenary Quarters

* STATUS *
==========
Jass -3 CON (-28hp) /Dead

Belkior 
Thursday April 29th, 2010 10:24:49 PM

The halfling cleric watches as whatever Jass has become seems to successfully cast a spell. Belkior thinks for a moment before speaking.

"Jass, that seemed to work. Now try something that affects others. Something beneficial, maybe. Or maybe summon something."

After studying Jass' attempts at magic, Belkior will rejoin Syr and the others to plan and prepare for the return visit to the caves.


Small Grigory 
Friday April 30th, 2010 12:47:08 AM

During the day, Grigory discusses with Belkior the possibility that Jass is merely lacking in Constitution,
"Perhaps a Bear's Endurance will fix him, at least for the moment. Let's wait till he is floating over the water before trying it though. He'd appreciate that, truly."

Grigory also discusses his spells for the second attack with his companions.

Jass AC: unknown HP: DEAD :-) 
Friday April 30th, 2010 10:21:29 AM

Jass nods when the others talk, showing that he can hear them even if the other Crimson Shields can't hear him. He thinks Belkior has a great idea, and tries to cast a Lightning Bolt at a wave on the water. He will also try to use his Greater Shadow Conjuration to summon a Shadow Air Elemental and use its breeze to fill the sails of the ship.

Trying to think of other stories of ghosts and stuff, he tries to do some telekenisis, look scary, and moan to scare someone.

It is fun until he discovers the hatred welling up inside of him. Idiot friends, who let him die... No wait, that's not what happened.... uh oh...

Read Lips DC 15 Highlight to display spoiler: { "Belkior, this is fun, but I'd rather be me. I want to feel the air, taste food, have fun. I stay like this too long, and it will be easy to hate anyone who is living."}

Syr 
Friday April 30th, 2010 5:28:48 PM

The elf monk ends up passing the remainder of the day watching Jass and pondering what is to come. With one member of the group already dead... sorta. He talks aloud to Polo but away from the others expressing his insecurities. He dwells on the possiblity that he is responsible. The last three times that the group has been away from the Float, people have died. First Lang, then Florin, and now Jass. He asks Polo quietly if he is cursed much like Grigory who seems much calmer with others dying around him.

Details of Concern - DMAl  d100=73 ; d100=60 ; d100=14 ;
Friday April 30th, 2010 8:53:20 PM


At Belkior's urging, Jass tries some different spells. The spell of Lightning strikes from the ship to the water, but seems to have no affect. At the spell of Summoning, an Air Elemental arrives. But, when it tries to fill the sails of the ship with air, nothing happens. Jass can feel the wind, but the wind does not appear to affect the ship.

(Spells function on the plane on which Jass is without fail. But there is a 75% chance that the spell will *not* affect the Material Plane. In other words, on a 1d100 anything from a 76 to 100 affects the Material Plane.)

Syr spends some time with Brahmah's bear Polo. He can be seen talking as though the bear could understand him. Polo does, though, seem to be in his own state of disquiet. He paces. Only now and again does he turn his head to Syr as the elf makes the unintelligible noises of the Two-Legs at him. Perhaps he empathizes with both Syr and Grigory. Perhaps it this empathy comes as a natural gift of the wild in which communication cannot come through words.

Or, perhaps not. In truth, Polo seems more afraid of Jass than anything else, and he will no longer approach the body.

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

OoC: BTW, no rush. I'll wait till you're ready. If you need more real-life days to prepare, feel free to take them. As you can probably guess, this will be a fairly challenging battle. I will not, however, advance the game time unless you specifically ask.

Just give me a *How* and *Where* when you're ready to go, and I'll move you back to the caves.

Caves Overview
Entry Gate
Hall of Nets and Harpoons (Now filled with mud)
Cave of the Ghost Sharks
Barracks and Mercenary Quarters

* STATUS *
==========
Jass -3 CON (-28hp) /Dead

Jass AC: unknown HP: DEAD :-) 
Sunday May 2nd, 2010 11:37:46 AM

Jass practices going through objects and seeing through them while inside. He watches the timidity of Polo and feels justified. That's right, you stupid animal, you don't want a piece of this!, and then he shakes his head, trying to keep the darkness from expanding.

Read Lips DC15 Highlight to display spoiler: { "Based on my spells only affect incorporal things, maybe I'll concentrate on the undead we'll find."}

Belkior  d20+9=24 ; d20+14=29 ; d20+8=12 ;
Sunday May 2nd, 2010 10:55:46 PM

The halfling cleric watches as Jass casts spells and is only sometimes able to affect the living world. After a moment, Belkior responds to Jass' statement.
Spot = 24, Spellcraft = 29, Knowledge Arcana = 12

"Hmm ... you're right. We will, at a minimum, be facing those spectres again. And if that necromancer is as powerful as he seemed, probably more, too."

"Hmmm ... I wonder how much time it would take to petition Lord Gargul to release your spirit. Of course, from the looks of things, your spirit isn't exactly in Gargul's domains, yet."

"I suppose I should look after your body, too."

Belkior will cast Gentle Repose at some time, presumably the first day when we're healing and prepping.



Jass AC: unknown HP: DEAD :-)  d20+21=39 ;
Monday May 3rd, 2010 2:16:14 PM

It startles Jass to hear Belkior talk about talking to some Northern god about getting bespelled back to life, but the other part makes too much sense. Read Lips DC15 Highlight to display spoiler: { If my spirit isn't in the Lands of Rest, no spell would bring me back. We need to release me from whatever curse I'm under, or slay the undead thing I've become. Otherwise, I don't think I'll get alive or to rest ever again!}

Spellcraft: 39

Syr  d20+9=15 ;
Monday May 3rd, 2010 2:56:51 PM

Syr watches Jass' lips and is barely able to make out what he is saying. Still confused by the situation the elf responds loudly once again, "OKAY YOU DO THAT."

In the morning, Syr approaches the captain, "If you would sir, please wait until we depart and then set sail to pick us up. Do not wait longer than 1 day at that spot. If we aren't coming up by then, then things went poorly." He nods at Jass one time to prove a point. Joining the others, Syr waits until the last moment before casting spells, "Let's do it."

He asks Grigory, "Can you get us to just out of sight of that last room but not all the way back to water's edge? How about CJ23 or so and then quickly dismiss the shrinkage so we can operate? Sound reasonable to everyone? Cast your spells before we leave and use that wand too. (Invis)"

Active Spells:
Hide from Undead on Grigory, Belkior, Syr, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Protection from Fire (60 pts) on Belkior 50 minutes
Protection from Ice (60 pts) on Belkior 50 minutes

Spell list remaining
0(5)-Detect Magic, Light, Guidance, Resistance*2
1st(4)-Enlarge*2
2nd(3)-Silence, Delay Poison, Shield Other
3rd(2)-None


Corvis (sub Scott) 
Monday May 3rd, 2010 3:03:34 PM

Thankful to be made whole again by Belkior, the fighter sharpens both his swords and one might notice a gleam in his eye about the impending battle. "Just get me in there, I have a score to settle." Once the group arrives, he quickly quaffs a flying potion given to him by Syr and moves away from the others to the north.

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) 
Monday May 3rd, 2010 7:58:02 PM

The minotaur shivers looking at the ghost of Jass. "So, maybe he should try possessing someone... you know, so he has the ability to talk. It looks like he's trying but nothing is coming out."

Looking at Polo, Brahmah completely understands the disquiet. It is spooky and the body is just laying there.

Active: Helm of Comprehend Languages & Read Magic, Darkvision, Pearl of the Sirines, Haste, Pro f. Evil, Owl's Wisdom, Freedom of Movement, Necklace of Adaption

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance, Freedom of Movement*


Going In - DMAl 
Monday May 3rd, 2010 8:51:08 PM


Belkior prepares Jass' body as the rest of the Crimson Shield prepare to return to the caves in which the Teleport Ring resides, where the fantastic artifact is still held by the Abolith and its cultist allies.

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

OoC: Cast all spells and make whatever preparations you need now. I will move you back to the caves with tomorrow's post.

BTW, what do you do with Jass' body? Leave it here? Or bring it along?


Caves Overview
Entry Gate
Hall of Nets and Harpoons (Now filled with mud)
Cave of the Ghost Sharks
Barracks and Mercenary Quarters

* STATUS *
==========
Jass -3 CON (-28hp) /Dead

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Small Grigory  d20+10=22 ; d20+10=19 ; d20+10=29 ; d20+10=21 ; d20+10=21 ; d20+10=17 ;
Monday May 3rd, 2010 10:37:05 PM

AC 25 / Touch 16 / Flat 21
Spell Resistance 18
Haste, Bear's Endurance, Message, Spell Turning, Prestidigation

Grigory sits about various places on the deck of the Wrath, oblivious to the fact that he is most likely in the way of the normal running of the ship. He makes notes in one of his volumes of the events underwater, and he makes sketches of that experience too. The halfling smiles at his own handiwork (Craft, Illustrate: 22, 19, 29)
He also sketches what he can see of the Lake, choosing to not illustrate the Wrath - just in case the Captain objects. (Craft, Illustrate: 21, 21, 17)

"Yes, Syr, that is about where I was thinking to dive in, pardon the pun. We will need to be Reduced again, and I will dismiss that as soon as I can. And, Syr, I've readied Heroism for you. I think our leader is already quite a hero, but another buff is always good. Will you accept it?"

When casting Buffs in readiness, Grigory asks, "Who wants Stoneskin? I've three prepared." He looks to the three with big, pointy metal items about their person. "And I've got two Blur spells, useful up front in a fight, so I'm told.


Spells from others:
Hide from Undead on Grigory, Belkior, Syr, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)

Spells Cast & Target:
All -- Haste (14 targets, 14 rounds)
All -- Mass Reduce Person (14 targets, 14 minutes)
All -- Mass Bear's Endurance (14 targets, 14 minutes)
All -- Message (14 targets, 140 minutes)
Syr? -- Heroism (140 minutes)
??? -- Stoneskin x3 (140 minutes)
?? -- Blur x2 (14 minutes)
Grigory -- Spell Turning (140 minutes)
Grigory -- Prestidigitation (1 hour)

Spell list
Level 7 - Bigby's Grasping Hand, Spell Turning*, Empowered Summon Monster V
Level 6 - Greater Dispel Magic x2, Mass Bear's Endurance*, Disintegrate
Level 5 - Teleport, Transmute Rock to Mud, Transmute Mud to Rock, Dismissal
Level 4 - Mass Reduce Person*, Wall of Fire, Stoneskin x3***
Level 3 - Haste x2*, Fireball x2, Dispell Magic, Heroism*
Level 2 - Alter self, Knock x2, Gust of Wind, Blur x2**
Level 1 - Grease, Shield, Detect Secret Doors x2, Magic Missile x2
Cantrips -- Message x2*, Prestidigitation*, Resistance, Read Magic


Belkior 
Monday May 3rd, 2010 10:51:39 PM

OOC - Waiting on spell selection depending on Al's response to questions about language and celestial monsters.


Belkior 
Monday May 3rd, 2010 11:04:02 PM

Belkior will cast the following spells after having activated his Bead of Karma, resulting in casting at caster level 19 or 20 (14 + 1 Setanos' Vestment + 4 Bead + 1 Good / Cure spells):

Protection from Evil (x6) - Yes, even Jass since it might provide some protection from attempts to control him
Status (x1) - On everyone
Invisibility Purge
Daylight
Death Ward (x3, or x5 depending on what people want)
Spell Resistance (x3)

Belkior might also use his Wand of Resist Energy (11th level) and/or Wand of Protection from Energy (10th level).

Spell List
0 - Detect Magic(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless, Protection from Evil(x4), Sanctuary (D - Protection Against Evil)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Sound Burst, Status (D - Aid)
3 - Daylight(x2), Invisibility Purge, Prayer, Wind Wall(x2) (D - Magic Circle Against Evil)
4 - Death Ward(x3), Restoration(x3) (D - Cure Critical Wounds)
5 - Spell Resistance(x3), True Seeing (D - Mass Cure Light Wounds)
6 - Greater Dispel Magic(x2), Heal (D - Heal)
7 - Regenerate, Summon Monster VII (D - Regenerate)


Jass AC: unknown HP: DEAD :-) 
Tuesday May 4th, 2010 12:31:23 PM

Jass tries to extend the distance he can be from his body, and then pointedly taps his foot at the others. Read Lips DC15 Highlight to display spoiler: {"If I'm going to help you, SOMEONE needs to carry my carcass. I suppose it could be a nice shawl for Mac, or sew it into a hammock to be a satchel."}

Corvis (sub Scott)  d20+4=19 ;
Tuesday May 4th, 2010 8:15:26 PM

Acting on Syr's joking comment earlier. Corvis proceeds to tie Jass' body to the back of Polo. Careful to stay away from the bear's teeth. "Easy there big fella. Just adding a little 'dead' weight." (Rope use 19).

At the others offers of spells, "How about that invisibility wand? oh, can I take one of each of the spells you and Belkior are offering?" He grins at the two spellcasters to show his appreciation.



Syr 
Tuesday May 4th, 2010 8:17:18 PM

The monk nods at the others spells, "Good choices. You two know best I guess. How about just the heroism and death ward for me? I'm a bit more resistant than most to their magics it seems."

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 54/67) 
Tuesday May 4th, 2010 8:52:43 PM

Brahmah wretches a bit at the thought of having to carry a corpse around. You usually bury or destroy them.

"I will carry it but the chances of its staying in one piece is slim. And apart from that, it can lure carnivorous animals to us at night and under water the sharks will swarm."

Brahmah puts his amulet back on and pockets his necklace for quick retrieval.

"What spells are we using?"

Active: Helm of Comprehend Languages & Read Magic, Pearl of the Sirines

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits, Resist Energy, Owl's Wisdom, Bear's Endurance, Freedom of Movement

The Danger of the Cultist Caves - DMAl  d100=59 ;
Tuesday May 4th, 2010 8:56:32 PM


The Crimson Shields cluster in a formation that they are now familiar with. Mac and Brahmah take a front facing position and, along with Polo, form a wall behind which Syr, Belkior, Grigory and Corvis follow. Polo moans in complaint when Corvis ties the body of Jass across the bear's back. Fortunately, Brahmah is there to aid his companion. He takes Jass himself, and so with Jass' body strapped to Brahmah's back, they are ready to go.

Preparatory magic is cast. The Shields are ready for a fight. Grigory reduces the group in size, and then casts a teleport spell. The gods are with the halfling today, and the teleport brings the Shields in on target. They are back in the caves. Grigory quickly dismisses the reducing spell, but no attack comes. The caves are quiet.May 4, 2010 They are quiet, but not necessarily without their dangers. Behind the Crimson Shields, a symbol lies, etched into the floor, aglow with magic. In the dim light at the edge of Belkior's Daylight spell, Corvis spots it first. (At CF34.) The rogue's trap-sense tingles. Mac sees it too from where he's at, and Brahmah as well. In Corvis' estimation, they have just missed setting it off.

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

OoC:

1) Count down for spell duration begins now.
2) We are not in combat rounds yet, but I will advance the round clock to appropriately reflect the longest actions declared by any single player. In general, it would be safest to restrict yourself to round by round actions if you're afraid of running out spell clocks.
3) Please list all spells currently effective on your character with each post. I try to remember them, but even when posted, it's not easy. If you don't list the spell and I make a mistake, you might just have to live with the result.
4) I couldn't fit the whole visible area onto the map. But there is nothing to the room to the north. It is clearly empty.


Map

* STATUS *
==========
Jass -3 CON (-28hp) /Dead

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Belkior - AC 25 (27 vs. Evil) - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless 
Tuesday May 4th, 2010 9:21:48 PM

The halfling cleric hears the whispered conversations about the trap they had just missed. Unless he is mistaken, Belkior understood that the casters were to summon some creatures that Brahmah would then enlarge and prepare for battle.

Actions
Full Round - Cast Summon Monster VII, trying for 1d3 celestial polar bears

Active Effects
Bead of Karma - +4 caster level, 8.4 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Tongues

Active Spells
Status - on everyone - 18 hours, 58.5 minutes
Magic Circle Against Evil (self) - 198.6 minutes
Daylight - 188.7 minutes
Tongues - 188.8 minutes
Protection from Evil (Syr) - 18.9 minutes
Protection from Evil (Grigory) - 19 minutes
Protection from Evil (Mac) - 19.1 minutes
Protection from Evil (Brahmah) - 19.2 minutes
Protection from Evil (Corvis) - 19.3 minutes
Protection from Evil (Jass) - 19.4 minutes
Bless (all) - 18.5 minutes
Invisibility Purge (self) - 18.6 minutes
True Seeing (Brahmah) - 18.7 minutes
Spell Resistance (Brahmah) - 18.8 minutes
Spell Resistance (Mac) - 18.9 minutes
Spell Resistance (Corvis) - 19 minutes

Spell List
0 - Detect Magic(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*, Protection from Evil(x4****), Sanctuary (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Sound Burst, Status (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer, Wind Wall(x2) (D - Magic Circle Against Evil*)
4 - Death Ward*****(x5), Tongues* (D - Cure Critical Wounds)
5 - Spell Resistance***(x3), True Seeing* (D - Mass Cure Light Wounds)
6 - Greater Dispel Magic(x2), Heal (D - Heal)
7 - Regenerate, Summon Monster VII (D - Regenerate)
* = cast

Small Grigory  d4+1=5 ;
Wednesday May 5th, 2010 1:24:52 AM

AC 25 / Touch 16 / Flat 21
Spell Resistance 18
Hide from Undead, Haste, Bear's Endurance, Message, Spell Turning, Prestidigation

Grigory immediately dismisses Reduce Person from everyone, then casts Empowered Summon Monster V to call 7 Large Celestial Brown Bears to appear at the rear of the party, but quite close, away from that sigil on the floor.

1d4+1 from lower level list, roll = 5, Empowered = x1.5 = 7 :-)

Spells from others:
Hide from Undead on Grigory, Belkior, Syr, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Status from Belkior
Protection from Evil from Belkior
Bless from Belkior

Spells Cast & Target:
All -- Haste (14 targets, 14 rounds)
All -- Mass Reduce Person (14 targets, 14 minutes)
All -- Mass Bear's Endurance (14 targets, 14 minutes)
All -- Message (14 targets, 140 minutes)
Syr? -- Heroism (140 minutes)
??? -- Stoneskin x3 (140 minutes)
?? -- Blur x2 (14 minutes)
Grigory -- Spell Turning (140 minutes)
Grigory -- Prestidigitation (1 hour)

Spell list
Level 7 - Bigby's Grasping Hand, Spell Turning*, Empowered Summon Monster V*
Level 6 - Greater Dispel Magic x2, Mass Bear's Endurance*, Disintegrate
Level 5 - Teleport, Transmute Rock to Mud, Transmute Mud to Rock, Dismissal (upto 60' away)
Level 4 - Mass Reduce Person*, Wall of Fire, Stoneskin x3***
Level 3 - Haste x2*, Fireball x2, Dispell Magic, Heroism*
Level 2 - Alter self, Knock x2, Gust of Wind, Blur x2**
Level 1 - Grease, Shield, Detect Secret Doors x2, Magic Missile x2
Cantrips -- Message x2*, Prestidigitation*, Resistance, Read Magic


Mac AC:28(T:18, F:22) HP:149/149 Speed:30' 
Wednesday May 5th, 2010 9:00:31 AM

Mac gives a thanking nod and continues to volunteer for any magical augmentation going.

Jass AC: unknown HP: DEAD :-)  d20+6=24 ; d20+3=10 ;
Wednesday May 5th, 2010 2:44:13 PM

Jass hopes that he will be a good surprise for the Kua-Toa and Aboleth in his current condition, and waits for the group to move his body. In the meantime, he takes a look around.

Moving in front of Belkior he mouths more words. Read Lips DC15 Highlight to display spoiler: { if they've got one magical trap up, be sure there are other traps around the corner!}

...Actions
Spot: 24
Listen: 10

Small Grigory 
Wednesday May 5th, 2010 4:40:00 PM

Ooc: Al said in email that there wouldn't be enough space for the bears behind us because of the sigil. So I will delay the Summon Monster.

Small Grigory 
Wednesday May 5th, 2010 8:22:26 PM

OOC: errr, I don't have the Material Components for Stoneskin. Sorry.

Silly Grigory 
Wednesday May 5th, 2010 8:34:42 PM

"Belkior, old buddy, good pal. Aren't you looking swell today. You've done something different with your hair, that it, isn't it?
"Look, I've prepared Stoneskin but, silly me, left Diamond Dust off my shopping list. Would you have around 500 gp worth? I'll pay you back, naturally, and some more indeed."

Syr Ac 32/31 HP 207 
Wednesday May 5th, 2010 8:38:45 PM

The elf glances behind him and issues a silent prayer to Domi regarding their chosen location for an arrival. "Quick now, let's get prepped and move, no sense wasting time." The elf casts enlarge on himself and then bends down to touch the heel of his boots, activating them. As he rises 5' off the ground, he nods to Corvis, "Go!" in a whispered voice.

Active Spells:
Hide from Undead on Grigory, Belkior, Syr, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Protection from Fire (60 pts) on Belkior 50 minutes
Protection from Ice (60 pts) on Belkior 50 minutes
Haste
Bless, Message, Status
Protection from Evil
Heroism (140 minutes)
Flying (1st use)

Spell list remaining
0(5)-Detect Magic, Light, Guidance, Resistance*2
1st(4)-Enlarge
2nd(3)-Silence, Delay Poison, Shield Other
3rd(2)-None

Corvis (sub Scott) CN 20 HP 160 AC 32  d20+22=41 ;
Wednesday May 5th, 2010 8:53:31 PM

Corvis gulps down the potion in his hand and rises off the ground. He moves to CN 20 and rises to 20' in the air as he moves forward trying to stay near the walls and blend in (Hide 41). He quietly relays everything observed and quietly comments to Belkior, "Well, if they didn't know were were here then your ray of Sunshine certainly helped that."

Active spells
Haste from Grigory
Bless, Message, Status
Protection from Evil from Belkior
Flying (1st use)
Hide from undead
Spell Resistance from Belkior

Preparations in Enemy Territory / Round 02 - DMAl 
Wednesday May 5th, 2010 9:01:20 PM


Belkior begins casting a spell of summoning. Jass moves in front of him, pale and translucent, mouthing words. The halfling cleric maintains his concentration and continues with the spell. (Next round, please roll for the number of bears, Belkior, and place them on the map wherever you desire.)

Grigory also contemplates summoning some muscle in an ursine form. He has the feeling that he can quite likely summon quite a few of them, but he waits until there is more space for them to arrive.

Mac waits for more spells of augmentation, but they don't appear to be coming yet.

Jass, after attempting to speak with Belkior, tends to his surroundings. He can see nothing unusual or threatening in the area. He hears nothing either.

Syr casts a spell and his body grows larger, pushing both Grigory and Corvis out of the way. Corvis eyes the Symbol with alarm as his body is pushed closer to it, but nothing happens. Syr then activates his boots and rises up into the air. He urges the others to go. The time is running down on spells of enhancement.

Corvis gulps down a potion that grants him the power of flight, and leads the way. Keeping to the shadows, the rogue blends almost seamlessly with the cave wall. There is nothing to see within the range of Belkior's Daylight spell, but something seems wrong here. Not necessarily a trap, but the rogue's trap sense warns him that something is wrong.

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

OoC:

1) We are not in combat rounds yet, but I will advance the round clock to appropriately reflect the longest actions declared by any single player. In general, it would be safest to restrict yourself to round by round actions if you're afraid of running out spell clocks.
2) Please list all spells currently effective on your character with each post. I try to remember them, but even when posted, it's not easy. If you don't list the spell and I make a mistake, you might just have to live with the result.
3) I couldn't fit the whole visible area onto the map. But there is nothing to the room to the north. It is clearly empty.


Map

* STATUS *
==========
Jass -3 CON (-28hp) /Dead

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Belkior - AC 25 (27 vs. Evil) - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless  d3=2 ; d20+14=15 ; d20+14=23 ;
Wednesday May 5th, 2010 10:09:29 PM

The halfling cleric completes his spell and summons two celestial polar bears. Belkior peers through Podo's legs and places both bears on the opposite side of the open area, in the entrance to the room on the north side.

Hopefully the two bears don't see anything to attack. Just in case, Belkior speaks in Celestial to command them to "Stay".

Once he is completed, Belkior casts a Detect Magic spell and looks both forward and back in an attempt to identify the magical traps left by their opponents.
Spellcraft = 15 (for ahead), 23 (for back)

Celestial Polar Bear
Size/Type: Large Animal (Magical Beast)
HD: 8d8+32 (68 hp)
Speed: 40 ft, Swim 30 ft
AC: 15 (-1 size, +1 Dex, +5 natural), Touch 10, Flat 14
BAB: +6
Attack: Claw +13 melee (1d8+8)
Full Attack: 2 claws +13 melee (1d8+8) and bite +8 melee (2d6+4)
Space / Reach: 10 ft / 5 ft
Special Attack: Improved Grab, Smite Evil +8
Special Qualities: Darkvision 60 ft, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 10, Spell resistance 13
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 27, Dex 13, Con 19, Int 3, Wis 12, Cha 6
Skills: Hide -2, Listen +5, Spot +7, Swim +16
Feats: Endurance, Run, Track

Actions
Free - Complete Summoning
Standard - Cast Detect Magic

Active Effects
Bead of Karma - +4 caster level, 8.3 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Tongues

Active Spells
Status - on everyone - 18 hours, 58.4 minutes
Magic Circle Against Evil (self) - 198.5 minutes
Daylight - 188.6 minutes
Tongues - 188.7 minutes
Protection from Evil (Syr) - 18.8 minutes
Protection from Evil (Grigory) - 18.9 minutes
Protection from Evil (Mac) - 19 minutes
Protection from Evil (Brahmah) - 19.1 minutes
Protection from Evil (Corvis) - 19.2 minutes
Protection from Evil (Jass) - 19.3 minutes
Bless (all) - 18.4 minutes
Invisibility Purge (self) - 18.5 minutes
True Seeing (Brahmah) - 18.6 minutes
Spell Resistance (Brahmah) - 18.7 minutes
Spell Resistance (Mac) - 18.8 minutes
Spell Resistance (Corvis) - 18.9 minutes

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*, Protection from Evil(x4****), Sanctuary (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Sound Burst, Status (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer, Wind Wall(x2) (D - Magic Circle Against Evil*)
4 - Death Ward*****(x5), Tongues* (D - Cure Critical Wounds)
5 - Spell Resistance***(x3), True Seeing* (D - Mass Cure Light Wounds)
6 - Greater Dispel Magic(x2), Heal (D - Heal)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast


Syr Ac 35/34 HP 207 
Thursday May 6th, 2010 1:10:41 AM

Syr reaches down to touch Mac and casts his final enlarge spell before rising higher in the air. He flies to the side opposite Corvis (CQ 14- 20') and looks around for signs of activity.

Active Spells:
Hide from Undead on Grigory, Belkior, Syr, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Protection from Fire (60 pts) on Belkior 50 minutes
Protection from Ice (60 pts) on Belkior 50 minutes
Haste
Bless, Message, Status
Protection from Evil
Heroism (140 minutes)
Flying (1st use)
Enlarge on Mac and Syr

Spell list remaining
0(5)-Detect Magic, Light, Guidance, Resistance*2
1st(4)-None
2nd(3)-Silence, Delay Poison, Shield Other
3rd(2)-None

Corvis (sub Scott) CN 20 HP 160 AC 32  d20+9=29 ;
Thursday May 6th, 2010 1:52:45 AM

The bounty hunter smiles at Syr as the elf flits past. Moving cautiously (Spot Check Natural 20), he checks for anything out of the ordinary as he moves into position to get a better view of the bridge and the other side. Not wanting to get too far ahead of the group he moves ahead to DA 19 and rises up to 30' off the floor.

Active spells
Haste from Grigory
Bless, Message, Status
Protection from Evil from Belkior
Flying (1st use)
Hide from undead
Spell Resistance from Belkior

Mac AC:26(T:16, F:21) HP:177/177 Speed:60' Enlarged(Huge) 
Thursday May 6th, 2010 7:57:44 AM

Mac manoeuvres around towards the bridge, along side and beneath Corvis. (Double move to DB21)

AoOs:(up to 6) d20+29 | 4d6+20 [19+/x3]
Feats: Endurance, Dodge*, Mobility*, Combat Reflexes (6), Run
Effects:(Note:If I have any of this wrong then I apologise in advance - it is what I have cobbled together from other posts - Graham)
From Items: Pearl of the Sirines{}
From Belkior: Protection from Evil{+2 AC v evil*, no possession}, Spell Resistance{SR31?}, Bless{+1 morale bonus to attack rolls, +2 save vs fear effects}, Status
From Grigory: Haste{extra attack in full attack action, +1 to attack, +1 dodge to AC*, Speed +30'}, Bear's Endurance{+4Con}, Message{near silent communication to those pointed to}, Blur?{Concealment - 20% miss chance}, Heroism?{+2 Morale bonus to attacks, skill checks and saves}
From Syr: Enlarge{+1 Size, +2Str, -2Dex, Greater Weapon Damage}, Hide from Undead{like it says...}
*Not factored into heading AC


Jass AC: unknown HP: DEAD :-) 
Thursday May 6th, 2010 8:11:53 AM

Jass casts Mage Armor on himself and moves through the wall to see what's on the other side.

...Actions
Cast Mage Armor
MOve to CR, 23 (due east)

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

Cautious Grigory 
Thursday May 6th, 2010 5:14:59 PM

Grigory follows ahead cautiously, the words of Greater Dispel Magic on the tip of his Tongue.

Move forward with the others
Ready Action: Greater Dispel Magic

Presence of the Enemy / Round 03 - DMAl  6d6=20 ; 12d6=44 ; d20+18=25 ; d20+18=34 ;
Thursday May 6th, 2010 8:53:03 PM


Belkior finishes his casting, and two big white bears appear across the room. They do not understand his words, but the intent of his command is clear, and they stay. (Celestial Animals do not have a language, and therefore do not understand Celestial. However, you may apply any of the Tricks listed in the Handle Animal Skill and the animals will react as if trained.)

>From where he stands, Belkior begins a Detect Magic spell. The spell, pointed forward detects magic. But, that could easily be just his polar bears. (It would takes six rounds to assess the auras both front and back, and interesting things have already started to happen. I'll leave it at just this one round for now, Belkior.)

Syr casts an Enlarge spell on Mac. In the process of swelling to a Huge size, Mac shoves Brahmah to a different position. Syr flies up and over to the far side of the cave. The darkness prevents him from seeing much beyond the bridge, but one thing that Syr - and all of the Crimson Shields, for that matter - notice, is that the bodies of the slain Kuo-toas are now gone! The body of the gray dwarf still lies in the other room. It is stripped. But it is still there. Glancing back into the niche, Syr can see that the body of the shadowy snake is still there as well.

Corvis proceeds more cautiously than Syr. The rogue, though, is taking point, a much more dangerous undertaking. He flies in the direction of the bridge, and gets quite far before he begins to feel the affects of the spell. The spell attacks all that is good in Corvis, punishing him for this quality. (20hp damage against Corvis. CL Check vs Corvis' Spell Resistance 30 from Belkior = 25.) Corvis feels the attack of magic. He also feels the counter from one of Belkior's spells. The silent duel of magics is brief, and in the end, Corvis remains untouched, saved by Belkior's protective spell.

And, though Corvis is nearer the bridge, the light from Belkior's Daylight spell is not. Corvis notices nothing more than he did before.

Mac follows Corvis, and is also hit by the magic that cloaks the area. Mac, however, is not as lucky. (44hp damage against Mac. CL Check vs Mac' Spell Resistance 30 from Belkior = 34.) Mac feels the forbidding magic strike through his Spell Resistance, savaging the minotaur's love for the good and the lawful. (I placed you at DB20, Mac. You are now too big to have fit at DB21)

Jass casts a spell upon himself, and then moves directly through the rock. It's a strange sensation. For one moment he's blind, and in that moment he can also feel which direction is to the surface of the rock as well as the fact that no living thing is standing next to that surface. Before him he can see Syr, Corvis and Mac. Mac is in the throes of some form of magic attack. Marshalling his knowledge of Spellcraft, the sorcerer deduces that the magic involved here is a Forbiddance. (Spellcraft Taking10 = 30 for Jass vs DC26.) That neither Syr nor he appears to be affected, speaks to the boundaries of the magic.

Grigory comes around the corner, ready with a dispel magic. He too sees what Jass sees, and the halfling's craft in spells being, if anything, better than Jass', he too recognizes this as a Forbiddance. He knows that this will be extremely difficult to deal with, and the Shields may simply have to grit their teeth and charge through.

Mac and Corvis are within the Forbiddance and within the dim outer light of Belkior's Daylight. That light ends at the middle of the bridge. Beyond that is dark and unknown. The Crimson Shield then hear a splash, as though of something hitting the water. Then another. Corvis and Mac think that it has come from just across the bridge. Or, at least, that is what it sounded like.

(Will Save vs the Forbiddance for half damage is DC25)

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

OoC:

1) WE ARE IN COMBAT ROUNDS NOW. PLEASE LIST ACTIONS OF NO MORE THAN ONE ROUND AT A TIME.
2) Please list all spells currently effective on your character with each post. I try to remember them, but even when posted, it's not easy. If you don't list the spell and I make a mistake, you might just have to live with the result.
3) I couldn't fit the whole visible area onto the map. But there is nothing to the room to the north. It is clearly empty.


Map

* STATUS *
==========
Jass -3 CON (-28hp) /Dead

Shields are Blue
Enemies are Red
Allies are Yellow

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Mac AC:26(T:16, F:21) HP:133?/177 Speed:60' Enlarged(Huge) 
Thursday May 6th, 2010 9:13:40 PM

OOC:
1) As a huge biped Mac only occupies a 15'x15' space.
2) The Forbidance spell description notes a Will save for half damage. May I, and if so at what DC? I expect a natural 20 will be required :)

Not quite. I added the DC to the body of the post. It's a DC25.

And sorry about the figure on the map. I thought that looked too long. I made it 15x20. I'll adjust it to the proper size next round. --Al


Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 67) 
Thursday May 6th, 2010 10:33:22 PM

Brahmah casts Owl's Wisdom on himself.

(OOC: What other spells were cast on the group?)

Active: Helm of Comprehend Languages & Read Magic, Pearl of the Sirines, HIde from Undead,

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits, Resist Energy, Owl's Wisdom*, Bear's Endurance, Animal Growth



Mac AC:26(T:16, F:21) HP:155/177 Speed:60' Enlarged(Huge)  d20+9=29 ;
Thursday May 6th, 2010 10:50:23 PM

Mac strains against the opposing force (Save - Nat20 - half damage 22) and pushes on.

Belkior - AC 25 (27 vs. Evil) - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless  d20+19=35 ;
Thursday May 6th, 2010 11:01:47 PM

OOC - Per the spell resistance roll, Corvis took no damage from the spell since the roll failed to exceed SR.

The halfling cleric squeezes between Polo and Brahmah, trying to get to a spot where he can observe the magic protecting the approach to the bridge. Once there, Belkior tries to remove the magic that has already damage one of his companions.

Celestial Polar Bear
Size/Type: Large Animal (Magical Beast)
HD: 8d8+32 (68 hp)
Speed: 40 ft, Swim 30 ft
AC: 15 (-1 size, +1 Dex, +5 natural), Touch 10, Flat 14
BAB: +6
Attack: Claw +13 melee (1d8+8)
Full Attack: 2 claws +13 melee (1d8+8) and bite +8 melee (2d6+4)
Space / Reach: 10 ft / 5 ft
Special Attack: Improved Grab, Smite Evil +8
Special Qualities: Darkvision 60 ft, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 10, Spell resistance 13
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 27, Dex 13, Con 19, Int 3, Wis 12, Cha 6
Skills: Hide -2, Listen +5, Spot +7, Swim +16
Feats: Endurance, Run, Track

Actions
Move - 30 ft to CN 20 (if possible)
Standard - Cast Greater Dispel Magic, level check = 35 (CL 19 for this spell)

Active Effects
Bead of Karma - +4 caster level, 8.2 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Tongues

Active Spells
Status - on everyone - 18 hours, 58.3 minutes
Magic Circle Against Evil (self) - 198.4 minutes
Daylight - 188.5 minutes
Tongues - 188.6 minutes
Protection from Evil (Syr) - 18.7 minutes
Protection from Evil (Grigory) - 18.8 minutes
Protection from Evil (Mac) - 18.9 minutes
Protection from Evil (Brahmah) - 19 minutes
Protection from Evil (Corvis) - 19.1 minutes
Protection from Evil (Jass) - 19.2 minutes
Bless (all) - 18.3 minutes
Invisibility Purge (self) - 18.4 minutes
True Seeing (Brahmah) - 18.5 minutes
Spell Resistance (SR 31, Brahmah) - 18.6 minutes
Spell Resistance (SR 31, Mac) - 18.7 minutes
Spell Resistance (SR 31, Corvis) - 18.8 minutes

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*, Protection from Evil(x4****), Sanctuary (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Sound Burst, Status (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer, Wind Wall(x2) (D - Magic Circle Against Evil*)
4 - Death Ward*****(x5), Tongues* (D - Cure Critical Wounds)
5 - Spell Resistance***(x3), True Seeing* (D - Mass Cure Light Wounds)
6 - Greater Dispel Magic*(x2), Heal (D - Heal)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast



Brave Grigory  d20+18=35 ;
Friday May 7th, 2010 1:39:44 AM

AC 25 / Touch 16 / Flat 21, Hit Points 98
Spell Resistance 18
Hide from Undead, Haste, Bear's Endurance, Message, Spell Turning, Prestidigation

"Forbiddence, companions, is a particularly effective area spell that we should use on our own quarters. Though we would need everyone to have the same level of respect for law that I hold," the Halfling coughs awkwardly, "if you know what I mean." Grigory is Chaotic Good.
"I fear that our best bet is to tough this one out. Set your mind to 11. Meditate on your Happy Place and force your way into the area. I'll be thinking of you."

He charges forward, gritting his own teeth. His mind is in his grandfather's cellar, where there are several handmade wooden toys, and two full racks of vintage red wine.
The Halfling takes cover behind the rocks.

Will Save 35: "Aggh," he sighs with some relief.

Double Move to DD15 [Move speed 50' with Haste, distance 75]

Spells from others:
Hide from Undead on Grigory, Belkior, Syr, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Status from Belkior
Protection from Evil from Belkior
Bless from Belkior

Spells Cast & Target:
All -- Haste (14 targets, 14 rounds)
All -- Mass Reduce Person (14 targets, 14 minutes)
All -- Mass Bear's Endurance (14 targets, 14 minutes)
All -- Message (14 targets, 140 minutes)
Syr? -- Heroism (140 minutes)
??? -- Stoneskin x3 (140 minutes)
?? -- Blur x2 (14 minutes)
Grigory -- Spell Turning (140 minutes)
Grigory -- Prestidigitation (1 hour)

Spell list
Level 7 - Bigby's Grasping Hand, Spell Turning*, Empowered Summon Monster V*
Level 6 - Greater Dispel Magic x2, Mass Bear's Endurance*, Disintegrate
Level 5 - Teleport, Transmute Rock to Mud, Transmute Mud to Rock, Dismissal (upto 60' away)
Level 4 - Mass Reduce Person*, Wall of Fire, Stoneskin x3***
Level 3 - Haste x2*, Fireball x2, Dispell Magic, Heroism*
Level 2 - Alter self, Knock x2, Gust of Wind, Blur x2**
Level 1 - Grease, Shield, Detect Secret Doors x2, Magic Missile x2
Cantrips -- Message x2*, Prestidigitation*, Resistance, Read Magic


Brave Grigory 
Friday May 7th, 2010 2:58:59 AM

OOC: Whoops, I misread Belkior's post. Well done on the Dispel. Grigory will still move to hide behind that spot. I assume he has dismissed the spell. I don't want others to think that it is still up, based on my post.

Corvis (sub Scott) CN 20 HP 160 AC 32  d20+22=39 ;
Friday May 7th, 2010 1:51:03 PM

As Belkior moves so does the light and Corvis can see deeper into the cave. He remains at his 30' elevation while flying over the water and moves forward 60'. (OOC: I'll rely on dm's discretion since the map doesn't go that far.) He relays any details to the others while trying to make himself as small as possible. (Hide check 39)

Active spells
Haste from Grigory
Bless, Message, Status
Protection from Evil from Belkior
Flying
Hide from undead
Spell Resistance from Belkior


Syr Ac 35/34 HP 207 
Friday May 7th, 2010 1:56:47 PM

The enlarged monk is surprised when the huge minotaur charges forward so nimbly. Hurrying to keep up, he withdraws a potion of darkvision from his pouch and holds onto it for the time being before advancing (DD23)

Active Spells:
Hide from Undead on Grigory, Belkior, Syr, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Protection from Fire (60 pts) on Belkior 50 minutes
Protection from Ice (60 pts) on Belkior 50 minutes
Haste
Bless, Message, Status
Protection from Evil
Heroism (140 minutes)
Flying (1st use)
Enlarge on Mac and Syr

Spell list remaining
0(5)-Detect Magic, Light, Guidance, Resistance*2
1st(4)-None
2nd(3)-Silence, Delay Poison, Shield Other
3rd(2)-None

Jass AC: unknown HP: DEAD :-)  d100=1 ; d20+7=21 ;
Friday May 7th, 2010 4:11:04 PM

Jass casts Haste but is unable to affect anyone other than himself.

He incorporally goes through another wall to peek out the other side.

...Actions
Cast Haste (not affect material world: 1%)
Move to DC,25
Spot: 21

...Effects
Mage Armor: 14 hours; +4 AC
Haste: 14 rounds; +1 AC, Reflex, Full Attack, +30 move

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


Prepared Grigory 
Friday May 7th, 2010 5:20:23 PM

"Jass, I've already caste Haste. Sorry, Champ, but you're not the only one who can do that."

The Closed Door / Round 04 - DMAl  d20+14=24 ;
Friday May 7th, 2010 8:46:26 PM


Brahmah casts Owl's wisdom on himself.

Mac shakes off much of the hurt piled upon him from the Forbiddance, and he pushes on, balancing easily upon the bridge that is now a bit narrow for him. The going is a bit slow, though. So he only makes it to a point midway across the bridge. The very extreme edge of Belkior's light only reaches this far anyway. Beyond is pitch blackness.

At the same time, Belkior comes around the corner, helping with a bit more light. His spellcraft isn't as well versed as either of the archaists, but his power as a spell caster is unparalleled. The halfling calls upon Alemi to dispel the Forbiddance ... and it is gone.

His mind on the impending pain and cellular damage, Grigory fails to notice Belkior's removal of the magic. He goes charging across the expanse of the now-banished Forbiddance, and is surprised to find ... that nothing comes.

Corvis flies forward. He flies out over the water. He flies past Mac. He flies into the darkness. When he stops, he feels out in front of him and touches a corner of dark stone wall. In the darkness, he nearly dashed his brains right into the corner.

Syr drinks a potion of Darkvision and then flies to the south of Mac. With his Darkvision he can see Corvis, feeling around, blindly ahead of himself in the darkness.

Jass casts a haste spell upon himself and then tries to pass through another section of rock. This, time, however, he finds that he cannot pass straight through. There is too much rock in the way. Instead, he travels along the outer edge of the rock, winding up still inside. (Couldn't quite make it to DC25 on a 60ft move, Jass. I left you at DC24.)

As Belkior comes forward, bringing the light along with him, a door is revealed to the Crimson Shields. When they last saw this spot, the door was opened. The Kuo-toan Priestess and her two guardians had just come through it. Now, the door is closed. The door seems to be made from a single piece of stone. To Corvis' eye there appears no locking mechanism. The door need simply be pulled open. (The door appears to open outward into the area in which the Shields now occupy.)

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

OoC:

Although true end of the round leaves you with the closed door still unseen in the darkness. I figure that it would only be a matter of a move action on Belkior's part to reveal it. So go ahead and plan with the closed door as part of your next round's plan.

Please list all spells currently effective on your character with each post. I try to remember them, but even when posted, it's not easy. If you don't list the spell and I make a mistake, you might just have to live with the result.


Map

* STATUS *
==========
Jass -3 CON (-28hp) /Dead

Shields are Blue
Enemies are Red
Allies are Yellow

WE ARE IN COMBAT ROUNDS NOW. PLEASE LIST ACTIONS OF NO MORE THAN ONE ROUND AT A TIME.

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Prepared Grigory 
Saturday May 8th, 2010 12:55:03 AM

"Wait," cautions Grigory via Message, "Belkior, can you see any magic about the door? I could use Knock on the door."

Jass AC: unknown HP: DEAD :-) 
Saturday May 8th, 2010 1:31:44 AM

Jass hears Grigory talk to him, obviously the halfling wizard saw the motions of his hands and figured out the spell of Haste. Jass replies Read Lips DC 15 Highlight to display spoiler: {It seems your magic is as ineffectual on me as mine is on you right now, you pompous Bounder. I'll take care of myself since you so obviously can't help.} And then he shakes his head, willing the darkness to receed, if only for a little while.

The incorporal sorcerer finds he can't move forward even if he wants to since Brahmah and his own body is too far to the rear. Impatiently, he waits for the minotaur to catch up.

...Actions
Cast Haste (not affect material world: 1%)
Move to DC,25
Spot: 21

...Effects
Mage Armor: 14 hours; +4 AC
Haste: 13 rounds; +1 AC, Reflex, Full Attack, +30 move

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

Belkior - AC 25 (27 vs. Evil) - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste 
Sunday May 9th, 2010 10:01:06 PM

"Sorry, Grigory. I couldn't maintain that spell and also dispel the Forbiddance spell."

The halfling cleric gestures towards the two polar bears and moves forward to rejoin his companions. And, not least, to cast some light upon the situation. With the magic from Grigory, Belkior is easily able to get right behind Mac and possibly even through the legs of the enlarged minotaur.

Hopefully the polar bears follow and close up right behind Mac.

Celestial Polar Bear
Size/Type: Large Animal (Magical Beast)
HD: 8d8+32 (68 hp)
Speed: 40 ft, Swim 30 ft
AC: 15 (-1 size, +1 Dex, +5 natural), Touch 10, Flat 14
BAB: +6
Attack: Claw +13 melee (1d8+8)
Full Attack: 2 claws +13 melee (1d8+8) and bite +8 melee (2d6+4)
Space / Reach: 10 ft / 5 ft
Special Attack: Improved Grab, Smite Evil +8
Special Qualities: Darkvision 60 ft, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 10, Spell resistance 13
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 27, Dex 13, Con 19, Int 3, Wis 12, Cha 6
Skills: Hide -2, Listen +5, Spot +7, Swim +16
Feats: Endurance, Run, Track

Actions
Double Move - 120 ft to DL 20

Active Effects
Bead of Karma - +4 caster level, 8.1 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Tongues
Summon Monster VII - 17 rounds

Active Spells
Status - on everyone - 18 hours, 58.2 minutes
Magic Circle Against Evil (self) - 198.3 minutes
Daylight - 188.4 minutes
Tongues - 188.5 minutes
Protection from Evil (Syr) - 18.6 minutes
Protection from Evil (Grigory) - 18.7 minutes
Protection from Evil (Mac) - 18.8 minutes
Protection from Evil (Brahmah) - 18.9 minutes
Protection from Evil (Corvis) - 19. minutes
Protection from Evil (Jass) - 19.1 minutes
Bless (all) - 18.2 minutes
Invisibility Purge (self) - 18.3 minutes
True Seeing (Brahmah) - 18.4 minutes
Spell Resistance (SR 31, Brahmah) - 18.5 minutes
Spell Resistance (SR 31, Mac) - 18.6 minutes
Spell Resistance (SR 31, Corvis) - 18.7 minutes
Summon Monster VII - 17 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*, Protection from Evil(x4****), Sanctuary (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Sound Burst, Status (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer, Wind Wall(x2) (D - Magic Circle Against Evil*)
4 - Death Ward*****(x5), Tongues* (D - Cure Critical Wounds)
5 - Spell Resistance***(x3), True Seeing* (D - Mass Cure Light Wounds)
6 - Greater Dispel Magic*(x2), Heal (D - Heal)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast



Courteous Grigory 
Monday May 10th, 2010 1:26:06 AM

AC 25 / Touch 16 / Flat 21, Hit Points 98
Spell Resistance 18
Hide from Undead, Haste, Bear's Endurance, Message, Spell Turning, Prestidigation

Still taking cover behind the rock, Grigory casts a Knock spell to open the door. He really doesn't want anyone to have to touch the door physically, as that would make for an easy trap.

Cast: Knock.

Spells from others:
Hide from Undead on Grigory, Belkior, Syr, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Status from Belkior
Protection from Evil from Belkior
Bless from Belkior

Spells Cast & Target:
All -- Haste (14 targets, 14 rounds)
All -- Mass Reduce Person (14 targets, 14 minutes)
All -- Mass Bear's Endurance (14 targets, 14 minutes)
All -- Message (14 targets, 140 minutes)
Syr? -- Heroism (140 minutes)
??? -- Stoneskin x3 (140 minutes)
?? -- Blur x2 (14 minutes)
Grigory -- Spell Turning (140 minutes)
Grigory -- Prestidigitation (1 hour)

Spell list
Level 7 - Bigby's Grasping Hand, Spell Turning*, Empowered Summon Monster V
Level 6 - Greater Dispel Magic x2, Mass Bear's Endurance*, Disintegrate
Level 5 - Teleport, Transmute Rock to Mud, Transmute Mud to Rock, Dismissal (upto 60' away)
Level 4 - Mass Reduce Person*, Wall of Fire, Stoneskin x3***
Level 3 - Haste x2*, Fireball x2, Dispell Magic, Heroism*
Level 2 - Alter self, Knock x2*, Gust of Wind, Blur x2**
Level 1 - Grease, Shield, Detect Secret Doors x2, Magic Missile x2
Cantrips -- Message x2*, Prestidigitation*, Resistance, Read Magic


Mac AC:26(T:16, F:21) HP:155/177 Enlarged(Huge - 15'x15', 20'2'', 14,448lbs)  d20+9=13 ;
Monday May 10th, 2010 9:07:52 AM

The dark taur steps off the bridge and over to DR24. He looks about {Spot:13} for any sign of what made the watery sounds not half a minute before.

AoOs:(up to 6) d20+15 | 4d6+48 [19+/x3]
Feats: Endurance, Dodge, Mobility, Combat Reflexes (6), Power Attack (14/14), Run
Effects:(Note:Corrected the SR - Graham)
From Items: Pearl of the Sirines{}
From Belkior: Protection from Evil{+2 AC v evil*, no possession}, Spell Resistance{SR31}, Bless{+1 morale bonus to attack rolls, +2 save vs fear effects}, Status
From Grigory: Haste{extra attack in full attack action, +1 to attack, +1 dodge to AC*, Speed +30'}, Bear's Endurance{+4Con}, Message{near silent communication to those pointed to}, Blur?{Concealment - 20% miss chance}, Heroism?{+2 Morale bonus to attacks, skill checks and saves}
From Syr: Enlarge{+1 Size, +2Str, -2Dex, Greater Weapon Damage}, Hide from Undead{like it says...}
*Not factored into heading AC.


Syr Ac 35/34 HP 207 
Monday May 10th, 2010 5:01:22 PM

Syr waves an arm back at Brahmah, "Let's go big guy. At the very least we could use Polo up here since Jass could probably move straight through that door and give us a clue as to what is on the other side." Syr moves within 10' of the door as the spell is cast on it. He remains at his 20' elevation though.

Active Spells:
Hide from Undead on Grigory, Belkior, Syr, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Protection from Fire (60 pts) on Belkior 50 minutes
Protection from Ice (60 pts) on Belkior 50 minutes
Haste
Bless, Message, Status
Protection from Evil
Heroism (140 minutes)
Flying (1st use)
Enlarge on Mac and Syr

Spell list remaining
0(5)-Detect Magic, Light, Guidance, Resistance*2
1st(4)-None
2nd(3)-Silence, Delay Poison, Shield Other
3rd(2)-None

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 67) 
Monday May 10th, 2010 8:43:15 PM

Brahmah moves to DD18.

Active: Helm of Comprehend Languages & Read Magic, Pearl of the Sirines, HIde from Undead, Owl's Wisdoms

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits, Resist Energy, Owl's Wisdom*, Bear's Endurance, Animal Growth



Closing Ranks / Round 05 - DMAl 
Monday May 10th, 2010 9:07:46 PM


Grigory warns of the door, remaining back where he is, behind the cover of the corner of rock.

Jass continues to fight off the dark thoughts that continue to creep insidiously into his mind. He waits for Brahmah to catch up with his body. (A detail that the DM temporarily forgot about as well.)

Belkior apologizes for having dropped the Detect Magic spell. But such is a small price to pay for dispelling the Forbiddance. He speeds forward on the wings of the Haste spell. The halfling's polar bears follow behind. The area is now brightly lit by Belkior's Daylight spell. The light reveals an ornate door with a huge ring set in the middle of the door. It is clear that the ring is meant to be pulled on in order to open the door. The door looks heavy. It shouldn't be that difficult, but it would take either someone of the above average strength or possibly two or three lesser beings to open this door.

From his place behind the rock, Grigory casts a Knock spell. If the door was locked before, it is certainly not locked now.

Mac finishes his cross and comes to the south side of the door. He looks about for what might have made the splashing noise earlier. He sees nothing in the immediate area. But he does recall seeing the waters below the bridge rolling and lapping at the walls as though something had passed by recently, possibly to the north. Nothing was there though any longer.

Syr calls for Brahmah to come join the others. Then he flies to the door alongside Mac.

Brahmah follows the others with Polo following along behind him.

The door is hinged on the south side. From where Mac is standing, he could easily reach out and grasp the metal ring at its center and pull the door open.

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

OoC:

Please list all spells currently effective on your character with each post. I try to remember them, but even when posted, it's not easy. If you don't list the spell and I make a mistake, you might just have to live with the result.


Map

* STATUS *
==========
Jass -3 CON (-28hp) /Dead

Shields are Blue
Enemies are Red
Allies are Yellow

WE ARE IN COMBAT ROUNDS NOW. PLEASE LIST ACTIONS OF NO MORE THAN ONE ROUND AT A TIME.

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Corvis Zurvich AC:30 HP:93/130 
Monday May 10th, 2010 9:11:46 PM

(Looking over the posts but not 100% sure what Corvis was doing yet. Noticed he flew into the shadows.)

You got it. That's about all Corvis has been doing. You can take it from there, Justin. --Al

Belkior - AC 25 (27 vs. Evil) - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste  3d8+15=30 ;
Monday May 10th, 2010 10:57:57 PM

The halfling cleric moves forward to where he can stand just behind Mac. Once in position, Belkior utilizes the magic of his staff to heal the minotaur before the coming fight.

Again, Belkior motions the bears forward as he moves.

Celestial Polar Bear
Size/Type: Large Animal (Magical Beast)
HD: 8d8+32 (68 hp)
Speed: 40 ft, Swim 30 ft
AC: 15 (-1 size, +1 Dex, +5 natural), Touch 10, Flat 14
BAB: +6
Attack: Claw +13 melee (1d8+8)
Full Attack: 2 claws +13 melee (1d8+8) and bite +8 melee (2d6+4)
Space / Reach: 10 ft / 5 ft
Special Attack: Improved Grab, Smite Evil +8
Special Qualities: Darkvision 60 ft, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 10, Spell resistance 13
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 27, Dex 13, Con 19, Int 3, Wis 12, Cha 6
Skills: Hide -2, Listen +5, Spot +7, Swim +16
Feats: Endurance, Run, Track

Actions
Move - 35 ft to DQ 25
Standard - use Staff of Healing to cast Cure Serious Wounds on Mac, healing 30 hps

Items Used
Staff of Healing - 1 charge

Active Effects
Bead of Karma - +4 caster level, 8. minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Tongues
Summon Monster VII - 16 rounds

Active Spells
Status - on everyone - 18 hours, 58.1 minutes
Magic Circle Against Evil (self) - 198.2 minutes
Daylight - 188.3 minutes
Tongues - 188.4 minutes
Protection from Evil (Syr) - 18.5 minutes
Protection from Evil (Grigory) - 18.6 minutes
Protection from Evil (Mac) - 18.7 minutes
Protection from Evil (Brahmah) - 18.8 minutes
Protection from Evil (Corvis) - 18.9 minutes
Protection from Evil (Jass) - 19 minutes
Bless (all) - 18.1 minutes
Invisibility Purge (self) - 18.2 minutes
True Seeing (Brahmah) - 18.3 minutes
Spell Resistance (SR 31, Brahmah) - 18.4 minutes
Spell Resistance (SR 31, Mac) - 18.5 minutes
Spell Resistance (SR 31, Corvis) - 18.6 minutes
Summon Monster VII - 16 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*, Protection from Evil(x4****), Sanctuary (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Sound Burst, Status (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer, Wind Wall(x2) (D - Magic Circle Against Evil*)
4 - Death Ward*****(x5), Tongues* (D - Cure Critical Wounds)
5 - Spell Resistance***(x3), True Seeing* (D - Mass Cure Light Wounds)
6 - Greater Dispel Magic*(x2), Heal (D - Heal)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast


Closing Ranks / Round 05 - DMAl 
Tuesday May 11th, 2010 9:08:38 AM


CORRECTION:

I've decided that the Knock spell does indeed actually open the door.

This change, however, would involve a near complete rewrite of last night's post as well as a new map. That's something that I can't do now.

So, for now, you need not open the door. That will come tonight. For now, the massive slab of the stone door trembles, as it prepares to spring open under the force of Grigory's spell.

How will the Crimson Shields prepare?

Syr Ac 35/34 HP 207 
Tuesday May 11th, 2010 8:27:58 PM

Syr continues flying around in his holding pattern waiting for the others to catch up.

The Door Opens / Round 06 - DMAl 
Tuesday May 11th, 2010 9:01:34 PM


Belkior moves up behind Mac and heals the minotaur of all the wounds previously created by the Forbiddance. Belkior's Polar Bears push rudely past Brahmah and Polo to join the one who summoned them. Some bears where not brought up with manners, nor with much in the way of personality.

Syr hovers in place waiting for the others.

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

The door suddenly springs open, compelled by Grigory's magic. Belkior's Daylight spell floods the area revealing what lies beyond. Five armored Kuo-toa stand with shortspears and shields. Some forty feet beyond the door, the dry land sinks again into water. In the water float five more Kuo-toan heads.

There is something different about these Kuo-toa, though. Though they appear to wear the same armor as the ones already slain, though the shields look the same, the way that these Kuo-toa carry themselves is markedly different. It is then, that the Crimson Shields notice ... these Kuo-toa are all elderly. Two of the five on land are old males and the other three are elderly females. The ones out in the water all appear to be female as well.

The five on land move in to block the door. They stagger under the weight of the armor they wear. But with brave conviction they brandish the poisoned tip shortspears.

The heads in the water hold their position, while, in the dark beyond Belkior's Daylight spell, the sound of spell casting can be heard. (Spellcraft vs DC24 to recognize Highlight to display spoiler: {Summon Monster IX}. Spellcraft vs DC21 to recognize Highlight to display spoiler: {True Seeing}.)

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

OoC:

The doorway is 20ft high

Please list all spells currently effective on your character with each post. I try to remember them, but even when posted, it's not easy. If you don't list the spell and I make a mistake, you might just have to live with the result.


Map

* STATUS *
==========
Jass -3 CON (-28hp) /Dead

1 Old Man Armed
2 Old Man Armed
3 Old Woman Armed
4 Old Woman Armed
5 Old Woman Armed
6 Woman Armed
7 Woman Armed
8 Woman Armed
9 Woman Armed
10 Woman Unarmed

Shields are Blue
Enemies are Red
Allies are Yellow

WE ARE IN COMBAT ROUNDS NOW. PLEASE LIST ACTIONS OF NO MORE THAN ONE ROUND AT A TIME.

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Belkior - AC 25 (27 vs. Evil) - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste  d20+14=18 ; d20+14=17 ; d20+9=20 ; d20+18=30 ; d20+14=34 ;
Tuesday May 11th, 2010 10:27:10 PM

The halfling cleric listens to the sounds of spellcasting coming from the darkness beyond the reach of his spell but he cannot tell what is occurring. However, considering where they are, Belkior doubts that it will be mass cure spells.
Spellcraft = 18, 17

These creatures in the door are unusual and Belkior tries to identify what they may be. Some type of undead is possible, maybe, or these kuo-toans could be affected by some spell.
Spot = 20; Knowledge: Religion = 30; Spellcraft = 34 (natural 20)

On the chance that the creatures may still be living, the Paragon does not send his summoned creatures to attack. Instead, he gestures to have them move to either side to allow the fighters to approach. Hoepfully Syr or Mac will move to engage these creatures.

Regardless, Belkior will not be the first through the door.

Celestial Polar Bear
Size/Type: Large Animal (Magical Beast)
HD: 8d8+32 (68 hp)
Speed: 40 ft, Swim 30 ft
AC: 15 (-1 size, +1 Dex, +5 natural), Touch 10, Flat 14
BAB: +6
Attack: Claw +13 melee (1d8+8)
Full Attack: 2 claws +13 melee (1d8+8) and bite +8 melee (2d6+4)
Space / Reach: 10 ft / 5 ft
Special Attack: Improved Grab, Smite Evil +8
Special Qualities: Darkvision 60 ft, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 10, Spell resistance 13
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 27, Dex 13, Con 19, Int 3, Wis 12, Cha 6
Skills: Hide -2, Listen +5, Spot +7, Swim +16
Feats: Endurance, Run, Track

Actions
Standard - direct polar bears, one to DR17 / DR18 and other to DO23/DP24
Move - held until Mac advances

Items Used
Staff of Healing - 1 charge

Active Effects
Bead of Karma - +4 caster level, 7.9 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Tongues
Summon Monster VII - 15 rounds

Active Spells
Status - on everyone - 18 hours, 58 minutes
Magic Circle Against Evil (self) - 198.1 minutes
Daylight - 188.2 minutes
Tongues - 188.3 minutes
Protection from Evil (Syr) - 18.4 minutes
Protection from Evil (Grigory) - 18.5 minutes
Protection from Evil (Mac) - 18.6 minutes
Protection from Evil (Brahmah) - 18.7 minutes
Protection from Evil (Corvis) - 18.8 minutes
Protection from Evil (Jass) - 18.9 minutes
Bless (all) - 18. minutes
Invisibility Purge (self) - 18.1 minutes
True Seeing (Brahmah) - 18.2 minutes
Spell Resistance (SR 31, Brahmah) - 18.3 minutes
Spell Resistance (SR 31, Mac) - 18.4 minutes
Spell Resistance (SR 31, Corvis) - 18.5 minutes
Summon Monster VII - 15 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*, Protection from Evil(x4****), Sanctuary (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Sound Burst, Status (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer, Wind Wall(x2) (D - Magic Circle Against Evil*)
4 - Death Ward*****(x5), Tongues* (D - Cure Critical Wounds)
5 - Spell Resistance***(x3), True Seeing* (D - Mass Cure Light Wounds)
6 - Greater Dispel Magic*(x2), Heal (D - Heal)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast


Syr Ac 35/34 HP 207 
Wednesday May 12th, 2010 9:07:57 AM

Syr moves NE slightly to allow room for Mac, "Slide in big guy and show them how far you can reach."

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 157) Polo (AC 21, HPs 67) 
Wednesday May 12th, 2010 9:11:51 AM

Brahmah would happily let the polar bears pass. Neither Polo or Brahmah like the water under this bridge.... anything could be and probably is lurking.

He crosses the bridge when he gets to it, drawing his swords as he goes and then casts Animal Growth on Polo.

Active: Helm of Comprehend Languages & Read Magic, Pearl of the Sirines, HIde from Undead, Owl's Wisdoms, Animal Growth (Polo)

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits, Resist Energy, Owl's Wisdom*, Bear's Endurance, Animal Growth*


Jass AC: unknown HP: DEAD :-)  d20+20=29 ; d20+20=23 ; d100=89 ;
Wednesday May 12th, 2010 11:16:58 AM

Jass flies forward, pacing himself with Brahmah and his dead body. When he sees the Kua-Toa, and hears the spells, he shouts a warning. And then he is frustrated since no one is paying attention to him to read his lips. Grrrr....

Raising his hands, he tries to affect the material world by a Shadow Conjuration of an Cloudkill spell.... Success!

...Actions
Move to DO, 23
Cast Shadow Conjuration (Cloudkill) (affect material world: 89%)YES!
Shadow Conjuration: Will Dc 24 or affected at only 60% real.
Target Point DZ,EA 20,21 20' radius, moves away from Jass 10 feet per round.
Effects: Kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).

A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one's breath doesn't help.


Move to DC,25
Spot: 21

...Effects
Mage Armor: 14 hours; +4 AC
Haste: 13 rounds; +1 AC, Reflex, Full Attack, +30 move

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


Mac AC:26(T:16, F:21) HP:177/177 Enlarged(Huge - 15'x15', 20'2'', 14,448lbs)  d20+23=39 ; 4d6+48=61 ;
Wednesday May 12th, 2010 8:28:27 PM

Mac feels better, and gives Belkior a "thumbs up" from behind his back.
He moves up and around the corner (25' from DR24 to DT21). His opponents... "Someone tell them they can surrender or flee. This is not the job for the elderly." Mac attempts to make his point by sundering the shortspear in 2's grasp (Result:39, dealing 61 damage), before taking a 5' step back (to DS21).

AoOs:(up to 6) d20+15 | 4d6+48 [19+/x3]
Feats: Endurance, Dodge(vs2)*, Mobility, Spring Attack, Power Attack(14), Sunder, Combat Reflexes (6), Run
Effects:
From Items: Pearl of the Sirines{}
From Belkior: Protection from Evil{+2 AC v evil*, no possession}, Spell Resistance{SR31}, Bless{+1 morale bonus to attack rolls, +2 save vs fear effects}, Status
From Grigory: Haste{extra attack in full attack action, +1 to attack, +1 dodge to AC*, Speed +30'}, Bear's Endurance{+4Con}, Message{near silent communication to those pointed to}, Blur?{Concealment - 20% miss chance}, Heroism?{+2 Morale bonus to attacks, skill checks and saves}
From Syr: Enlarge{+1 Size, +2Str, -2Dex, Greater Weapon Damage}, Hide from Undead{like it says...}
*Not factored into heading AC


Curious Grigory  d20=2 ; d20+2=18 ;
Wednesday May 12th, 2010 9:02:16 PM

AC 25 / Touch 16 / Flat 21, Hit Points 98
Spell Resistance 18
Hide from Undead, Haste, Bear's Endurance, Message, Spell Turning, Prestidigation

Curiosity now brings Grigory to move out from behind the rock. He continues to relay messages between the Crimson Sheilds, as he moves to stand at DB20, facing the bridge. He is quite concerned about the bridge and what may lie in the water, and equally concerned about a foe sneaking up behind him, though not particularly focused on what he can see.
"Wish I had Fly," he mumbles to no one.

Move to DB20
Spot 2
Listen 18

Spells from others:
Hide from Undead on Grigory, Belkior, Syr, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Status from Belkior
Protection from Evil from Belkior
Bless from Belkior

Spells Cast & Target:
All -- Haste (14 targets, 14 rounds)
All -- Mass Reduce Person (14 targets, 14 minutes)
All -- Mass Bear's Endurance (14 targets, 14 minutes)
All -- Message (14 targets, 140 minutes)
Syr? -- Heroism (140 minutes)
??? -- Stoneskin x3 (140 minutes)
?? -- Blur x2 (14 minutes)
Grigory -- Spell Turning (140 minutes)
Grigory -- Prestidigitation (1 hour)

Spell list
Level 7 - Bigby's Grasping Hand, Spell Turning*, Empowered Summon Monster V
Level 6 - Greater Dispel Magic x2, Mass Bear's Endurance*, Disintegrate
Level 5 - Teleport, Transmute Rock to Mud, Transmute Mud to Rock, Dismissal (up to 60' away)
Level 4 - Mass Reduce Person*, Wall of Fire, Stoneskin x3***
Level 3 - Haste x2*, Fireball x2, Dispell Magic, Heroism*
Level 2 - Alter self, Knock x2*, Gust of Wind, Blur x2**
Level 1 - Grease, Shield, Detect Secret Doors x2, Magic Missile x2
Cantrips -- Message x2*, Prestidigitation*, Resistance, Read Magic


Opening Salvos / Round 07 - DMAl  d20+4=15 ; d20+4=24 ; d20+4=20 ; d20+4=5 ; d20+4=24 ; d20+6=11 ; d20+6=13 ; d20+6=26 ; d20+6=8 ; d20+6=16 ; d4=3 ; d4=3 ; d4=1 ; d4=4 ; d4=3 ; d20+7=17 ; d20+7=19 ; d20+8=19 ; d100=33 ; d100=90 ;
Wednesday May 12th, 2010 9:13:38 PM



Belkior directs his Polar Bears to positions more out of the line of the doorway, and then he eyes the line of elderly Kuo-toa for signs of deception. The figures before the Crimson Shields seem neither divine nor heinous manifestations. Nor do they seem magically derived in any way. These creatures before him seem truly to be elderly individuals of the Kuo-toan race.

Syr moves into the corner to make room for Mac, though there's plenty of room below. With the minotaur's greater reach he could devastate the forward line of foes without any of them being able to retaliate.

Brahmah and Polo cross the bridge, wary of the dark water below. They arrive at the other side without incident, where Brahmah magics the bear into a huge monster with tough hide.

Jass leaves the stone wall as he feels his body moving to the east. He walks through the air to a place just above one of Belkior's Polar Bears. (Belkior placed one of his bears here first, so I moved Jass to DO23/15ft.) The incorporeal form of Jass moves his hands and moves his mouth in an incantation. A killing cloud of toxic gas springs up atop the elderly Kuo-toa. Amazingly, one actually recognizes the illusion for what it is. Two more are, even more surprisingly, able to withstand much of the effect.

Mac shatters the spear in the hand of the center-most Kuo-toa. The elderly woman flinches and jumps a step back. (Note: You can't take a 5ft step in the same round in which you move and you've already moved 25ft. See here.)

Grigory comes out from behind the rock and stands before the bridge where Brahmah had been not moments before. He looks around and listens, but neither sees nor hears anything threatening or unusual. He does see, however, that Belkior's light is leaving him behind.

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

If the foremost phalanx of elderly Kuo-toa were not completely convinced by Mac's display of prowess against the spear held in the hand of one of their numbers, then Jass' cloud of death most certainly makes the point. The five elderly Kuo-toa turn and flee for the water.

The Kuo-toan heads floating in the water also withdraw a bit. They seem to be clustering together, gathering in fear and hesitation.

Suddenly, from out of the wall, a small hand takes a swipe at Mac. (Coming from square DW24: Touch Mac AC17; Will 19 vs Hide from Undead vs DC13; 50% Miss Chance 33 / Fail) Hand sweeps through the air and is a fraction away from making contact with Mac's armor, when it shifts position and misses by a hair. Another hand comes from the wall next to one of Belkior's Polar Bears. (Coming from square DT18: Touch P1 AC19; 50% Miss Chance 90 / Pass; P1 gains two Negative Levels.) The hand touches the unfortunate bear, and its life force drains away.

A giant demonic spider appears on the ceiling to the southeast. It scuttles closer to the door, gazing at Mac and Syr with baleful intelligent eyes.

There is more spell casting from the back. A thin mist suddenly appears directly before the door, not feet from Mac's face. It waits there as though daring any to enter. (Spellcraft vs DC20 to identify: Highlight to display spoiler: {Mind Fog}.)

(Spellcraft vs DC19 to identify: Highlight to display spoiler: {Airwalk}.)

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

OoC:

The doorway is 20ft high

Please list all spells currently effective on your character with each post. I try to remember them, but even when posted, it's not easy. If you don't list the spell and I make a mistake, you might just have to live with the result.


Map

* STATUS *
==========
Jass -3 CON (-28hp) /Dead

1 Old Man Armed - 3CON
2 Old Man Unarmed - 1CON
3 Old Woman Armed d/f - 1CON
4 Old Woman Armed b/f - 4CON
5 Old Woman Armed b/h - 1CON
6 Woman Armed
7 Woman Armed
8 Woman Armed
9 Woman Armed
10 Woman Unarmed

Shields are Blue
Enemies are Red
Allies are Yellow

WE ARE IN COMBAT ROUNDS NOW. PLEASE LIST ACTIONS OF NO MORE THAN ONE ROUND AT A TIME.

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Mac AC:26(T:16, F:21) HP:177/177 Enlarged(Huge - 15'x15', 20'2'', 14,448lbs) 
Wednesday May 12th, 2010 9:41:43 PM

Mac shatters the spear in the hand of the center-most Kuo-toa. The elderly woman flinches and jumps a step back. (Note: You can't take a 5ft step in the same round in which you move and you've already moved 25ft. See here.)

...but Spring Attack, as noted in my Feats section, does. : )

Alright. Then consider yourself five feet further back than you are on the map. --Al

Belkior - AC 25 (27 vs. Evil) - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward  d20+14=24 ; d20+14=16 ; d20+19=28 ; d20+19=34 ;
Wednesday May 12th, 2010 10:18:14 PM

OOC - Al, I screwed up in earlier posts since I forgot to list the Death Ward spells. Everyone but Polo has Death Ward on them. I'll include those in the Active Spells list and adjust durations accordingly.

The halfling cleric tries to identify the spells being cast from within the room. He recognizes the first spell but cannot determine the second.
Spellcraft = 24, 16

"Watch out for that Mind Fog spell! It will weaken your mind, making it easier for their spells to attack you!"

Belkior directs his bears to move out and away from the walls so that the spectres cannot attack without showing more of themselves. After doing this, Belkior moves through Mac's legs until he is standing just inside the doorway and can just barely see the summoned creature clinging to the ceiling. The Paragon casts another Greater Dispel Magic in an attempt to remove the summoned creature. He concentrates, and tries his mightiest to remove that threat and the Mind Fog, too.

Celestial Polar Bear
Size/Type: Large Animal (Magical Beast)
HD: 8d8+32 (68 hp)
Speed: 40 ft, Swim 30 ft
AC: 15 (-1 size, +1 Dex, +5 natural), Touch 10, Flat 14
BAB: +6
Attack: Claw +13 melee (1d8+8)
Full Attack: 2 claws +13 melee (1d8+8) and bite +8 melee (2d6+4)
Space / Reach: 10 ft / 5 ft
Special Attack: Improved Grab, Smite Evil +8
Special Qualities: Darkvision 60 ft, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 10, Spell resistance 13
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 27, Dex 13, Con 19, Int 3, Wis 12, Cha 6
Skills: Hide -2, Listen +5, Spot +7, Swim +16
Feats: Endurance, Run, Track

Actions
Move - 35 ft to DV20
Standard - casting Greater Dispel Magic, level check = 28 (Hero Point, reroll 34) (20 ft radius burst placed below Bebilith in order to catch both Mind Fog and summoned creature)

NOTE: P1 moves to DQ18 / DR19; P2 to DR23 / DS24

Items Used
Staff of Healing - 1 charge
Hero Point - 1

Active Effects
Bead of Karma - +4 caster level, 7.8 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Tongues
Summon Monster VII - 14 rounds
Death Ward

Active Spells
Status - on everyone - 18 hours, 57.4 minutes
Magic Circle Against Evil (self) - 197.5 minutes
Daylight - 187.6 minutes
Tongues - 187.7 minutes
Protection from Evil (Syr) - 17.8 minutes
Protection from Evil (Grigory) - 17.9 minutes
Protection from Evil (Mac) - 18 minutes
Protection from Evil (Brahmah) - 18.1 minutes
Protection from Evil (Corvis) - 18.2 minutes
Protection from Evil (Jass) - 18.3 minutes
Bless (all) - 17.4 minutes
Death Ward (Belkior) - 17.5 minutes
Death Ward (Syr) - 17.6 minutes
Death Ward (Mac) - 17.7 minutes
Death Ward (Brahmah) - 17.8 minutes
Death Ward (Grigory) - 17.9 minutes
Invisibility Purge (self) - 18. minutes
True Seeing (Brahmah) - 18.1 minutes
Spell Resistance (SR 31, Brahmah) - 18.2 minutes
Spell Resistance (SR 31, Mac) - 18.3 minutes
Spell Resistance (SR 31, Corvis) - 18.4 minutes
Summon Monster VII - 14 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*, Protection from Evil(x4****), Sanctuary (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Sound Burst, Status (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer, Wind Wall(x2) (D - Magic Circle Against Evil*)
4 - Death Ward*****(x5), Tongues* (D - Cure Critical Wounds)
5 - Spell Resistance***(x3), True Seeing* (D - Mass Cure Light Wounds)
6 - Greater Dispel Magic**(x2), Heal (D - Heal)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast

Curious Grigory  d20+23=35 ; d20+23=38 ; d20+12=27 ; d20+23=25 ; d20+13=26 ;
Thursday May 13th, 2010 6:50:09 AM

AC 25 / Touch 16 / Flat 21, Hit Points 98
Spell Resistance 18
Hide from Undead, Haste, Bear's Endurance, Message, Spell Turning, Prestidigation, Death Ward

"Watch the Mind Fog, and someone cast Airwalk, and it didn't sound like Belkior," Grigory announces through Message.
"I don't trust this bridge, or rather, the water beneath it." The Halfling almost hesitates, grits his teeth and runs forward across the bridge to (DL20) stand behind Brahmah. He is breathing heavily with effort and apprehension.
"Move it, you big lug," he says with a laugh. "I can't see anything. Sounds like those naughty children are out playing again. The should be spanked, and sent back to Hell."
Grigory continues to relay information via the Message spell, all the while thinking of how he can take the offensive to the ghost-children-things.
OOC: That is as far as Grigory could run anyway

Spellcraft, spell identification: 35, 38.
Attacking Spectres: Knowledge Religion (undead) 27, Spellcraft 25
Move to DL20 (50' single move with Haste)
Ready Action: Cast Disintegrate at a ghost-child-thing, or at the wall where the ghost-child-thing is know to be. Ranged Touch Attack: 26

Spells from others:
Hide from Undead on Grigory, Belkior, Syr, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Status from Belkior
Protection from Evil from Belkior
Bless from Belkior
Death Ward from Belkior

Spells Cast & Target:
All -- Haste (14 targets, 14 rounds)
All -- Mass Reduce Person (14 targets, 14 minutes)
All -- Mass Bear's Endurance (14 targets, 14 minutes)
All -- Message (14 targets, 140 minutes)
Syr? -- Heroism (140 minutes)
??? -- Stoneskin x3 (140 minutes)
?? -- Blur x2 (14 minutes)
Grigory -- Spell Turning (140 minutes)
Grigory -- Prestidigitation (1 hour)

Spell list
Level 7 - Bigby's Grasping Hand, Spell Turning*, Empowered Summon Monster V
Level 6 - Greater Dispel Magic x2, Mass Bear's Endurance*, Disintegrate
Level 5 -- Teleport*, Transmute Rock to Mud, Transmute Mud to Rock, Dismissal (up to 60' away)
Level 4 - Mass Reduce Person*, Wall of Fire, Stoneskin x3***
Level 3 - Haste x2*, Fireball x2, Dispell Magic, Heroism*
Level 2 - Alter self, Knock x2*, Gust of Wind, Blur x2**
Level 1 - Grease, Shield, Detect Secret Doors x2, Magic Missile x2
Cantrips -- Message x2*, Prestidigitation*, Resistance, Read Magic


Jass AC: unknown HP: DEAD :-)  d20+6=15 ; d100=88 ; 28d6=103 ; 5d6=20 ;
Thursday May 13th, 2010 4:01:33 PM

Jass' Cloudkill drifts over the water, moving 10 feet away from Jass' position. Yet the incorporal sorcerer has other things on his mind.

"There!" thinks Jass as he spots the spectral hand groping for Mac, "That's got to be one of those spectres that were confounding the minotaurs and caused me to get dead!"

Jass considers that if he can't always affect the real Wold, then the real Wold can't always affect him. And hopefully that includes seeing...

Jass takes aim at the spectre and waits for a groping hand before casting a Disintegrate spell. Ufortuneately, if he can't target the hand, the spell affects the material Wold, and takes a chunk out of the wall!

...Actions
READY Action: Cast Disintegrate when able to target Spectre.
Cast Disintegrate (affect material world: 88%) NOOOO!
DC 23 Fort Save or 103 Damage; Save = 20 damage
Takes out a 10x10 chunk of rock at DU,24 if miss

Shadow Conjuration: Will Dc 24 or affected at only 60% real.
Target Point DZ,EA 20,21 20' radius, moves away from Jass 10 feet per round.
Effects: Kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).

A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one's breath doesn't help.

...Effects
Mage Armor: 14 hours; +4 AC
Haste: 11 rounds; +1 AC, Reflex, Full Attack, +30 move

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


Brahmah, Captain of the Chosen of Domi (AC 27, Hps 185) Polo (AC 21, HPs 87) 
Thursday May 13th, 2010 5:50:45 PM

Casts Detect Snares and Pits. He retrieves his Necklace of Adaption.

Active: Helm of Comprehend Languages & Read Magic, Pearl of the Sirines, Bear's Endurance, Hide from Undead, Owl's Wisdoms, Animal Growth (Polo), Pro from evil, Death Ward, SR31, Bear's Endurance (Polo), Detect Snares and Pits

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance*, Animal Growth*

POLO STATS coming....

Brown Bear (augmented with magic items)
Name: Polo
Size/Type: Huge Animal
Hit Dice: 10d8+60 (107 hp)
Speed: 40 ft. (8 squares)
Armor Class: 22 (-1 size, +1 Dex, +11 natural, rop +1), touch 14, flat-footed 17
Base Attack/Grapple: +13/+26
Attack: Claw +21 melee (2d6+14)
Full Attack: 2 claws +21 melee (2d6+14) and bite +17 melee (3d6+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent, DR 10/magic
Saves: Fort +17, Ref +10, Will +7
Abilities: Str 39, Dex 13, Con 27, Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +9, Swim +18

Magic worn by Polo the Brown Bear

Gauntlets of Ogre Power [worn by Polo]
Ring of Protection +1
Amulet of Mighty Fists +1
2 Ebyron Tears of shock (claw, claw)
Ebyron Tear of frost (bite)

Curious Grigory 
Thursday May 13th, 2010 6:39:16 PM

OOC Can I just draw everyone's attention to the spells that Grigory has cast upon them.

All -- Haste (14 targets, 14 rounds)
All -- Mass Bear's Endurance (14 targets, 14 minutes)
All -- Message (14 targets, 140 minutes)
Syr? -- Heroism (140 minutes)
? -- Stoneskin 1(140 minutes)
?? -- Blur x2 (14 minutes)

So, I'm still not sure who took Stoneskin or Blur.

Mac AC:26(T:16, F:21) HP:177/177 Enlarged(Huge - 15'x15', 20'2'', 14,448lbs) 
Thursday May 13th, 2010 8:22:07 PM

Mac keeps his distance from the Mind Fog. "Like I need to make it any easier for them!"
Remains at DS21.
AoOs:(up to 6) d20+29 | 4d6+20 [19+/x3]
Feats: Endurance, Dodge, Mobility, Combat Reflexes (6), Spring Attack, Run
Effects:
From Items: Pearl of the Sirines{}
From Belkior: Protection from Evil{+2 AC v evil*, no possession}, Spell Resistance{SR31}, Bless{+1 morale bonus to attack rolls, +2 save vs fear effects}, Status, Death Ward{}
From Grigory: Haste{extra attack in full attack action, +1 to attack, +1 dodge to AC*, Speed +30'}, Bear's Endurance{+4Con}, Message{near silent communication to those pointed to}, Blur?{Concealment - 20% miss chance}, Heroism?{+2 Morale bonus to attacks, skill checks and saves}
From Syr: Enlarge{+1 Size, +2Str, -2Dex, Greater Weapon Damage}, Hide from Undead{like it says...}
*Not factored into heading AC


Syr Ac 35/34 HP 207  d20+19=29 ; d20+21=29 ; 2d8+10=20 ; d6=4 ;
Thursday May 13th, 2010 8:41:23 PM

Syr cringes as one of the children takes a swipe at Mac, "Careful big guy, they somehow see you despite the spell I cast." Syr waits for the cloud to move slightly further away before flying forward and around it. (Will save 29) Dx23-dy24 and aims a strong kick at the spider below him attempt to stun him. Attack 29 Damage 20 + 6 shock=26 Will save DC 19 vs stunning fist.

Active Spells:
Hide from Undead on Grigory, Belkior, Syr, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Protection from Fire (60 pts) on Belkior 50 minutes
Protection from Ice (60 pts) on Belkior 50 minutes
Haste
Bless, Message, Status
Protection from Evil
Heroism (140 minutes)
Flying (1st use)
Enlarge on Mac and Syr

Spell list remaining
0(5)-Detect Magic, Light, Guidance, Resistance*2
1st(4)-None
2nd(3)-Silence, Delay Poison, Shield Other
3rd(2)-None

First Blood / Round 08 - DMAl  d20+19=28 ; d100=20 ; d20+12=14 ; d20+4=24 ; d20+5=16 ;
Thursday May 13th, 2010 8:56:51 PM


Belkior warns the Crimson Shields about the Mind Fog spell and directs his summoned Polar Bears before making for a small corner in the shadow of Mac and just a few feet shy of the swirling clouds of dangerous and debilitating mists. From there, the little cleric sends a dispelling magic at a point that takes in both the huge demonic spider that hangs from the ceiling and the Mind Fog. At first nothing happens, then the gods of heroism intervene, and it is the demonic spider, the Bebelith that is dispelled. The portion of the Mind Fog overlapped by the dispelling magic also disappears. But, as much of it is shared by Jass' Cloud Kill spell, there is still much of the Mind Fog still left, blocking the door. (I assumed that you didn't want to place the dispel to disrupt Jass' Cloudkill.)

Grigory runs across the bridge, winding up just behind Brahmah. Below wait the dark waters under the bridge. The little wizard keeps an eye out for the appearance of either of the Spectre Twins, ready to disintegrate the first one that shows. He knows, from his religious studies of undead, that even the most skillful of shots may miss a spectre, passing through their incorporeal bodies without doing them harm. (Miss chance 20 / Miss)

Jass' illusory Cloudkill spell drifts 10ft to the east. Jass himself, like Grigory, readies disintegrate one of the Spectre Twins. Is the child-like horror still in the place it was before? Will it reach out to touch Mac again? (If the spectre doesn't show it does not trigger the Ready action. You save your spell, Jass.)

Brahmah casts a spell upon himself, watching the proceedings from the back of the group.

Mac holds his position.

Syr flies through the gap presented by the moving Cloudkill spell and straight through the Mind Fog. He aims a blow at the space where the demonic spider occupied moments ago, now dispelled by Belkior.

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

The little blonde boy spectre on the north wall pokes its head out of the wall just in time to see Grigory's green beam of disintegration miss and blast a hole in the rock wall. It dives back into the stone, rising up to take a swipe at Syr from inside the wall. (Coming from square DW24-15ft High: Touch Syr AC7; 50% Miss Chance 33 / Fail)

On the south side, the little blonde girl spectre also looks out to gain her bearings and choose a new target. Her head swivels toward Mac just in time to catch a green beam of light that comes at her from Jass' hand. The beam, as incorporeal as she is, catches her on the temple. Her spectral constitution (or possibly her undead luck) saves the little spectre. The beam fails to destroy her, and she ducks back into the rock not to be seen again.

From the east a voice shouts in the high burbling language of the Kuo-toa. Jass and Brahmah understand what is being said. "<untranslatable reference to a soft bottom dwelling sea worm>, your lives are nothing before the might of Shooldoomploo! Fight in the name of the mighty god and you will be exalted in death!." One of the five kuo-toa, an elderly woman, breaks ranks and charges at Belkior. Froth flies from her frog-like mouth as she shambles across the stone and straight through the Mind Fog. (Mac take AoO vs AC16, 14hp damage or more and you drop her.) Though the old woman's feeble strength cannot possibly begin to force the poisoned spear through Belkior's armor, she pays no heed, her eyes rummy and glassed over.

With Belkior's Daylight a bit further closer to the door, more of the next chamber is illuminated. Or, rather, it would be, except that the Cloudkill spell is so dense that nothing can be seen through it. To the southeast, the elderly kuo-toa still mill about, hesitant in their fear.

Only Syr sees the other shore beyond the water. In the dim outer light of the Daylight spell, Syr sees the two Hands of Shooldoomploo, the huge mutated kuo-toa and the smaller normal kuo-toa. They stand at the edge of the water as though waiting.

From beyond them comes the sounds of more spell casting. (Spellcraft vs DC23 to identify: Highlight to display spoiler: {Summon Monster VIII}.)

(Spellcraft vs DC17 to identify: Highlight to display spoiler: {Blindness/Deafness}.) Syr suddenly feels himself the subject of a magical attack. His sight begins to grow dim. He is going blind. (Fortitude Save vs DC21 or become Permanently Blind.)

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

OoC:

The doorway is 20ft high

Please list all spells currently effective on your character with each post. I try to remember them, but even when posted, it's not easy. If you don't list the spell and I make a mistake, you might just have to live with the result.


Map

* STATUS *
==========
Jass -3 CON (-28hp) /Dead

1 Old Man Armed - 3CON
2 Old Man Unarmed - 1CON
3 Old Woman Armed - 1CON
4 Old Woman Armed - 4CON
5 Old Woman Armed - 1CON
6 Woman Armed
7 Woman Armed
8 Woman Armed
9 Woman Armed
10 Woman Unarmed
S1 (Boy) AC16 +5TempHP
S2 (Girl) AC16 -20
P1 2 Negative Levels

Shields are Blue
Enemies are Red
Allies are Yellow

WE ARE IN COMBAT ROUNDS NOW. PLEASE LIST ACTIONS OF NO MORE THAN ONE ROUND AT A TIME.

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Belkior - AC 25 (27 vs. Evil) - HP 150/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran  d20+14=23 ; d20+14=26 ; d20+25=33 ;
Thursday May 13th, 2010 11:32:11 PM

OOC - Mr. DM, Sir! Has Belkior's Invisibility Purge revealed anything?

The halfling cleric tries to ignore the elderly kuo-toan that has moved up to him, trying to do what he needs to accomplish without harming the poor creature. This time, Belkior recognizes both the spells cast within the room.

"Watch out for another summoned creature! And I might be able to do something for you, Syr, if you can't withstand that magic."

Belkior can see that the Cloudkill has moved beyond where any opponents are likely to be and will soon be spreading over the water. But that Mind Fog spell could be a problem for his companions.

OOC - Assuming that the kuo-toan is paste due to an AoO from Mac ...

Belkior moves forward and through the thin mist and Jass' spell, easily withstanding the magical and poisonous effects.
Will = 33, Immune to Poison (Paragon 2)

Once he is near, but not quite at, the water's edge, the Paragon turns and casts a spell to remove the toxic clouds.

"Hang onto your hats, boys!"

Celestial Polar Bear
Size/Type: Large Animal (Magical Beast)
HD: 8d8+32 (68 hp)
Speed: 40 ft, Swim 30 ft
AC: 15 (-1 size, +1 Dex, +5 natural), Touch 10, Flat 14
BAB: +6
Attack: Claw +13 melee (1d8+8)
Full Attack: 2 claws +13 melee (1d8+8) and bite +8 melee (2d6+4)
Space / Reach: 10 ft / 5 ft
Special Attack: Improved Grab, Smite Evil +8
Special Qualities: Darkvision 60 ft, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 10, Spell resistance 13
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 27, Dex 13, Con 19, Int 3, Wis 12, Cha 6
Skills: Hide -2, Listen +5, Spot +7, Swim +16
Feats: Endurance, Run, Track

Actions
Move - 40 ft to EC20
Standard - cast Wind Wall, 190 feet of 5 ft wide wall, 45 ft high (full height of room), as follows: column DW21-23 (15 ft), column DX20-24 (20 ft), column DY19-25 (35 ft), column DZ21-25 (25 ft), column EA21-25 (25 ft), EB21-25 (25 ft), EC21-25 (25 ft), EC21-24 (20 ft)

Items Used:
Staff of Healing - 1 charge
Hero Point - 1

Active Effects
Bead of Karma - +4 caster level, 7.7 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Tongues
Summon Monster VII - 14 rounds
Death Ward
Mass Bear's Endurance

Active Spells
Status - on everyone - 18 hours, 57.3 minutes
Magic Circle Against Evil (self) - 197.4 minutes
Daylight - 187.5 minutes
Tongues - 187.6 minutes
Protection from Evil (Syr) - 17.7 minutes
Protection from Evil (Grigory) - 17.8 minutes
Protection from Evil (Mac) - 17.9 minutes
Protection from Evil (Brahmah) - 18. minutes
Protection from Evil (Corvis) - 18.1 minutes
Protection from Evil (Jass) - 18.2 minutes
Bless (all) - 17.3 minutes
Death Ward (Belkior) - 17.4 minutes
Death Ward (Syr) - 17.5 minutes
Death Ward (Mac) - 17.6 minutes
Death Ward (Brahmah) - 17.7 minutes
Death Ward (Grigory) - 17.8 minutes
Invisibility Purge (self) - 17.9 minutes
True Seeing (Brahmah) - 18. minutes
Spell Resistance (SR 31, Brahmah) - 18.1 minutes
Spell Resistance (SR 31, Mac) - 18.2 minutes
Spell Resistance (SR 31, Corvis) - 18.3 minutes
Summon Monster VII - 13 rounds
Wind Wall - 19 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*, Protection from Evil(x4****), Sanctuary (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Sound Burst, Status (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer, Wind Wall*(x2) (D - Magic Circle Against Evil*)
4 - Death Ward*****(x5), Tongues* (D - Cure Critical Wounds)
5 - Spell Resistance***(x3), True Seeing* (D - Mass Cure Light Wounds)
6 - Greater Dispel Magic**(x2), Heal (D - Heal)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast


Mac AC:26(T:16, F:21) HP:177/177 Enlarged(Huge - 15'x15', 20'2'', 14,448lbs)  d20=10 ;
Thursday May 13th, 2010 11:48:37 PM

AoO: "There is no exaltation, only death." Mac barely adjusts his stance and brings his axe forward to meet the incoming attacker. {Miss only on a 1, rolled 10. Minimum Damage: 24}

Corvis Zurvich AC:30 HP:93/130 
Friday May 14th, 2010 12:46:59 AM

(Sorry for going AWOL on people. I will be able to post Mon for sure. Stupid storms here.)

Syr Ac 34/33 HP 207  d20+22=37 ; d20+22=25 ; d20+22=25 ; d20+22=23 ; d20+17=21 ; 2d8+10=23 ; d6=2 ; 2d8+10=19 ; d6=2 ; 2d8+10=17 ; 2d8+10=21 ; 2d8+10=21 ; d6=3 ;
Friday May 14th, 2010 11:06:24 AM

Syr throws a comment over his shoulder for the others to hear, "Guys, the group from yesterday is across the water just kinda standing there. Don't bunch up too much and give them a target."

The elf drifts down slightly staying out of reach of the spears and aims several kicks at the Kuo-Toan's heads but mainly ends up hitting air? (attack 37,25,25,23,21 Damage 23+2shock, 9+2ice,17,21,21+3ice OOC: How about some ACs Al?)

Active Spells:
Death Ward from Belkior
Hide from Undead on Grigory, Belkior, Syr, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Protection from Fire (60 pts) on Belkior 50 minutes
Protection from Ice (60 pts) on Belkior 50 minutes
Haste
Bless, Message, Status
Protection from Evil
Heroism (140 minutes)
Flying (1st use)
Enlarge on Mac and Syr

Spell list remaining
0(5)-Detect Magic, Light, Guidance, Resistance*2
1st(4)-None
2nd(3)-Silence, Delay Poison, Shield Other
3rd(2)-None


Jass AC: unknown HP: DEAD :-)  d100=94 ; d100=15 ; d100=47 ; d100=20 ; 28d6=91 ; 5d6=14 ; d100=93 ;
Friday May 14th, 2010 12:51:38 PM

Jass' Cloudkill drifts over the water, moving 10 feet away from Jass' position.

The sorcerer can hear Syr and understands that the Aboleth is bottling up the Crimson Shields and wearing them down for the kill, just like last time. "Oh really? I've got something to say about that, you unpronounceable underwater prarie pig!", thinks the incorporal sorcerer.

Assuming that Syr is going to be taking the brunt of the enemy assault and the others are bottlenecked in the short tunnel, Jass wants to move out. The constraint of being close to his body forces him to stay nearer Brahmah.

Again, Jass Readies a Disintegrate spell and watches the right side of the tunnel for any spectre movement.

...Actions
Haste from Grigory (10 rounds) (affect Jass: 94%) YES
Mass Bear's Endurance (affect Jass: 15%) NO
Message (affect Jass: 47%) NO
Hide from Undead (affect Jass: 20%) NO

Ready Disintegrate if spectre comes out of south wall (to the right of Mac) Fort DC 23 or 91 damage; 14 damage if saved. (affect material wold: 93%)YES

...Effects
Mage Armor: 14 hours; +4 AC
Haste: 10 rounds; +1 AC, Reflex, Full Attack, +30 move

Shadow Conjuration: Will Dc 24 or affected at only 60% real.
Target Point DZ,EA 20,21 20' radius, moves away from Jass 10 feet per round.
Effects: Kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).

A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one's breath doesn't help.

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


General Grigory  d20+23=30 ; d20+23=41 ; 5d4+1=14 ; d20=13 ;
Friday May 14th, 2010 6:41:01 PM

AC 25 / Touch 16 / Flat 21, Hit Points 98
Spell Resistance 18
Hide from Undead, Haste, Bear's Endurance, Message, Spell Turning, Prestidigation, Death Ward

"Watch the Mind Fog, and someone cast another Summon Monster -- It's a strong one, Eight I believe. Oh, look out Syr. Syr's been hit with the Blindness spell." Grigory continues to maintain a narrative for the mighty Crimson Shields. He relays any messages from the others, and adds what he can about spells.
"Jass, can you Disintegrate a pathway around the Mind Fog. If you knock out that corner of rock I think we can get past safely."
Grigory begins to cast Magic Missile, waiting for one of those dead kids to show its angelically evil face.

Actions
Spellcraft, spell identification: 30, 41 OOC: can I tell what monster(s) were summoned?
Ready Action: Cast Magic Missile at a ghost-child-thing: Damage 18 (OOC I misunderstood how the roller works -- it rolled 5d4 then added +1, I wanted 5 lots of d4+1. It was short by 4 so I added that on.)
Spot 13

Spells from others:
Hide from Undead on Grigory, Belkior, Syr, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Status from Belkior
Protection from Evil from Belkior
Bless from Belkior
Death Ward from Belkior

Spells Cast & Target:
All -- Haste (14 targets, 14 rounds)
All -- Mass Reduce Person (14 targets, 14 minutes) dismissed
All -- Mass Bear's Endurance (14 targets, 14 minutes)
All -- Message (14 targets, 140 minutes)
Syr? -- Heroism (140 minutes)
? -- Stoneskin x3 (140 minutes)
?? -- Blur x2 (14 minutes)
Grigory -- Spell Turning (140 minutes)
Grigory -- Prestidigitation (1 hour)

Spell list
Level 7 - Bigby's Grasping Hand, Spell Turning*, Empowered Summon Monster V
Level 6 - Greater Dispel Magic x2, Mass Bear's Endurance*, Disintegrate*
Level 5 -- Teleport*, Transmute Rock to Mud, Teleport, Dismissal (up to 60' away)
Level 4 - Mass Reduce Person x2*, Wall of Fire, Stoneskin*
Level 3 - Haste x2*, Fireball x2, Dispell Magic, Heroism*
Level 2 - Alter self, Knock x2*, Gust of Wind, Blur x2**
Level 1 - Grease, Shield, Detect Secret Doors x2, Magic Missile x2*
Cantrips -- Message x2*, Prestidigitation*, Resistance, Read Magic


All Revealed / Round 09 - DMAl 
Friday May 14th, 2010 9:37:21 PM


As brave a halfling as they come, Belkior steps over the body of the old female kuo-toa - struck down by Mac as she had charged in a frenzy, martyr to her terrible god. Belkior steps over the body and then directly into the Mind Fog. He walks through the fog untouched, and then into the terrible killing cloud. He walks to the shore, lets loose a spell, and a wall of wind that winds and wraps back and forth, tearing the mists of Mind Fog to bits and dispersing them to the four winds.

Syr shakes off the spell of Blindness. (I rolled for you. Fort 21 Nat20.) He drifts down five feet and begins kicking at the heads of the elderly Kuo-toa. Contrary to his expectations almost every one of his blows lands true. Before they are even aware of what his happening, two more elderly kuo-toan females lie dead. At least it was a swift death.

Jass reads the enemy's strategy, but he his constrained by the location of his mortal remains. Itching to move forward, he must stay where he is. Readying another green beam, he waits for the blonde girl to pop her head out once more.

Grigory warns the other Shields about the Blindness and the coming extradimensional monster. Unaware that Belkior has already done away with the Mind Fog, he suggests a plan to get around it. Then the little wizard lays in wait for the little boy spectre, readying missiles of magic. (No. Sorry, Grigory. You generally can't tell what creature is coming from a Summoning spell.)

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

The little boy spectre appears again. This time his hand rises up from out of the floor. (Under DR18) The undead child reaches out to touch the Polar Bear's foot. This time, however, Grigory is ready. Five silver Magic Missiles streak from the halfling's fingers and smash against the spectre's hand. (Touch P1 AC17, Miss Chance 60 /Pass, P1 takes 2 more Negative Levels) The small translucent hand touches the bear's leg and draws more vitality to himself. Then the hand vanishes again.

Though Jass waits, the girl spectre never reappears.

The chanting of the Kuo-toan priestess stops and a large demon bird appears over the water. It appears for only a moment, before vanishing again and reappearing. This time, it is directly behind Grigory.

Seeing the three of their numbers so easily reduced to bloody corpses, the two remaining elderly male kuo-toa flee to the water and cluster with the others in a tight group.

Belkior's light now lights nearly all of the cavern. To the east Syr can see all. The other Crimson Shields cannot penetrate the dense mass of Jass' Cloudkill spell. Syr sees the Aboleth at last. I drags its huge, slimy fish-like body slowly across the floor with flippers and flailing tentacles. Behind the Aboleth hides the Little Girl Spectre, injured and returned to her master. The Kuo-toan Priestess is also now visible - she of the single swollen claw-like hand. There is not something different about her. Her movements are stiff and her skin is discolored. It has the hue of iron. Behind the group of foes is a large stone altar upon which is depicted a giant kuo-toa of jagged and stony mien pounding the earth with its fists.

The two Guardian Hands, the giant mutant and the smaller kuo-toa move with incredible speed to place themselves between Syr and the Priestess.

Priestess cast a spell, and a Spiritual Weapon in the shape of a stone hand appears next to Syr. (Hit AC30 Nat1) The weapon swings, and by a fluke of chance, it misses.

Aboleth casts a spell against Syr too.

Death Ward 36 vs DC31 / Dispelled
Hide from Undead 23 vs DC16 / Dispelled
Haste 30 vs DC24 / Dispelled
Bless 22 vs DC31
Message 20 vs DC24
Status 22 vs DC31
Protection from Evil 26 vs DC31
Heroism 29 vs DC25 / Dispelled
Flying 30 vs DC16 / Dispelled
Enlarge Person 31 vs DC16 / Dispelled

(Spellcraft vs DC22 to identify: Highlight to display spoiler: {Limited Wish}.)

The Aboleth's spell strips away many of Syr's magic protections. Included in those protections is Syr's power of flight and his large size. The Hand of Domi shrinks back down and drifts gently to the shore below.

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

OoC:

The doorway is 20ft high

Please list all spells currently effective on your character with each post. I try to remember them, but even when posted, it's not easy. If you don't list the spell and I make a mistake, you might just have to live with the result.


Map
The Blue Squares are Wind Wall

* STATUS *
==========
Jass -3 CON (-28hp) /Dead

Kuo-toa listed as Armed are DC24. Unarmed are DC16
1 Old Man Armed - 3CON
2 Old Man Unarmed - 1CON
3 Old Woman Armed - 1CON /Dead
4 Old Woman Armed - 4CON /Dead
5 Old Woman Armed - 1CON /Dead
6 Woman Armed
7 Woman Armed
8 Woman Armed
9 Woman Armed
10 Woman Unarmed
S1 (Boy) AC16 +10TempHP -18
S2 (Girl) AC16 -20
P1 2 Negative Levels

Shields are Blue
Enemies are Red
Allies are Yellow

WE ARE IN COMBAT ROUNDS NOW. PLEASE LIST ACTIONS OF NO MORE THAN ONE ROUND AT A TIME.

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Belkior - AC 25 (27 vs. Evil) - HP 150/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran  d20+20=34 ;
Friday May 14th, 2010 11:07:53 PM

Caster Level check vs. Vrock's SR = 34

Interim post. Rest will follow.

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 185) Polo (AC 21, HPs 87) 
Saturday May 15th, 2010 4:31:07 AM

Brahmah repeats to the rest of the group what the creature said. "<untranslatable reference to a soft bottom dwelling sea worm>, your lives are nothing before the might of Shooldoomploo! Fight in the name of the mighty god and you will be exalted in death!."

Brahmah moves up to D19/20ish,right next to Mac. "I think we should charge in." He smiles as he removes his amulet and puts on his Necklace of Adaption. "I can rush them." He pauses. "Are the old folks trapped? Why are they just standing there?"
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Active: Helm of Comprehend Languages & Read Magic, Pearl of the Sirines, Bear's Endurance, Hide from Undead, Owl's Wisdoms, Animal Growth (Polo), Pro from evil, Death Ward, SR31, Bear's Endurance (Polo), Detect Snares and Pits

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance*, Animal Growth*
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
POLO STATS

Brown Bear (augmented with magic items)
Name: Polo
Size/Type: Huge Animal
Hit Dice: 10d8+60 (107 hp)
Speed: 40 ft. (8 squares)
Armor Class: 22 (-1 size, +1 Dex, +11 natural, rop +1), touch 14, flat-footed 17
Base Attack/Grapple: +13/+26
Attack: Claw +21 melee (2d6+14)
Full Attack: 2 claws +21 melee (2d6+14) and bite +17 melee (3d6+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent, DR 10/magic
Saves: Fort +17, Ref +10, Will +7
Abilities: Str 39, Dex 13, Con 27, Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +9, Swim +18

Magic worn by Polo the Brown Bear

Gauntlets of Ogre Power [worn by Polo]
Ring of Protection +1
Amulet of Mighty Fists +1
2 Ebyron Tears of shock (claw, claw)
Ebyron Tear of frost (bite)

Halfling Grigory  8d6=30 ;
Saturday May 15th, 2010 7:15:27 AM

AC 25 / Touch 16 / Flat 21, Hit Points 98
Spell Resistance 18
Hide from Undead, Haste, Bear's Endurance, Message, Spell Turning, Prestidigation, Death Ward

"Hmmm, dash it all. It is more important to slow those casters down," he mumbles to himself.
"This may be the last thing I ever do, but we need to slow those casters," the Halfling mage announces through Message, "You know the saying, if you throw enough mud it will eventually stick. I'm going to drop some mud on the other side of the water there. But just a little bit this time. Then I, or someone, can hit it with a Dispel to harden it back to rock. They'll be like sitting ducks, stuck in rock."
"Spell Resistance that!" he calls once the spell is cast and effected.

Actions
Cast Transmute Rock to Mud as a smaller rectangle from EO22, EW22, down to EW33, EO33: 40' across, 55' down, 5' deep into the rock. This is only 11 x 10' cubes.
If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath the area, or half damage to those who succeed on Reflex saves. (Spell DC 22?)
I guess the spread is the same 40' x 55' cast since the casting is only 5' deep.
Damage roll: 30.

Spells from others:
Hide from Undead on Grigory, Belkior, Syr, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Status from Belkior
Protection from Evil from Belkior
Bless from Belkior
Death Ward from Belkior

Spells Cast & Target:
All -- Haste (14 targets, 14 rounds)
All -- Mass Reduce Person (14 targets, 14 minutes) dismissed
All -- Mass Bear's Endurance (14 targets, 14 minutes)
All -- Message (14 targets, 140 minutes)
Syr? -- Heroism (140 minutes)
? -- Stoneskin x3 (140 minutes)
?? -- Blur x2 (14 minutes)
Grigory -- Spell Turning (140 minutes)
Grigory -- Prestidigitation (1 hour)

Spell list
Level 7 - Bigby's Grasping Hand, Spell Turning*, Empowered Summon Monster V
Level 6 - Greater Dispel Magic x2, Mass Bear's Endurance*, Disintegrate*
Level 5 -- Teleport*, Transmute Rock to Mud*, Teleport, Dismissal (up to 60' away)
Level 4 - Mass Reduce Person x2*, Wall of Fire, Stoneskin*
Level 3 - Haste x2*, Fireball x2, Dispell Magic, Heroism*
Level 2 - Alter self, Knock x2*, Gust of Wind, Blur x2**
Level 1 - Grease, Shield, Detect Secret Doors x2, Magic Missile x2*
Cantrips -- Message x2*, Prestidigitation*, Resistance, Read Magic


Mac AC:26(T:16, F:21) HP:177/177 Enlarged(Huge - 15'x15' +15' Reach, 20'2'', 14,448lbs)  d20+22=26 ; 4d6+34=47 ;
Saturday May 15th, 2010 9:01:09 AM

}8 :) Effects }8 :)
Feats: Endurance, Dodge, Mobility, CR(6), PA(7/14), Run
From Items: Pearl of the Sirines{}
From Belkior: Protection from Evil{+2 AC v evil*, no possession}, Spell Resistance{SR31}, Bless{+1 morale bonus to attack rolls, +2 save vs fear effects}, Status, Death Ward{}
From Grigory: Haste{extra attack in full attack action, +1 to attack, +1 dodge to AC, Speed +30'}, Bear's Endurance{+4Con}, Message{near silent communication to those pointed to}, Blur?{Concealment - 20% miss chance}, Heroism?{+2 Morale bonus to attacks, skill checks and saves}
From Syr: Enlarge{+1 Size, +2Str, -2Dex, Greater Weapon Damage}, Hide from Undead{like it says...}
*Not factored into heading AC
}8 :) }8 :) }8 :) }8 :)

"Captain, my thoughts (more or less) is that they haven't worked out what they are more afraid of. When they do, the fear will take them, like the others. Charging in sounds good in theory, but staying out of the Cloud makes that problematic. I'll get down to the water - draw a bit of heat - and see what makes for a good next step, Sir."

Mac pounds 60' down to the waters edge (DS21 to EC25) and takes a swing at [2] hitting AC:26 for 47 damage.

AoOs:(up to 6) d20+22 for 4d6+34 [19+/x3] - DMAl - feel free to roll these if it pleases you.


Jass AC: unknown HP: DEAD :-)  d20+21=31 ; d100=37 ;
Saturday May 15th, 2010 10:36:59 AM

The Cloudkill moves 10 more feet.

Jass sighs a dead sigh of relief as Brahmah moves forward. The incorporal sorcerer Air Walks further out ahead and, as he passes the minotaur, pumps his fist up and down in the air while speaking; Read Lips DC15 Highlight to display spoiler: {Faster, you fool!} And the sorcerer races ahead.

He flies out to the south side of his Cloudkill and as far as his body tether will let him. Watching the mud fall from the cieling, Jass knows that the mud is permanent and a dispel magic won't do anything to return the mud to its former state.

A dispel will take care of the fiendish bird, and Jass attempts to deal with it himself with a Greater Dispel Magic, but the spell can't effect the material Wold.

...Actions
Move to EE,21 ?
Cast Greater Dispel Magic (affect material Wold: 37%) NO

...Effects
Mage Armor: 14 hours; +4 AC
Haste: 10 rounds; +1 AC, Reflex, Full Attack, +30 move

Shadow Conjuration: Will Dc 24 or affected at only 60% real.
Target Point DZ,EA 20,21 20' radius, moves away from Jass 10 feet per round.
Effects: Kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).

A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one's breath doesn't help.

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

Halfling Grigory 
Saturday May 15th, 2010 5:45:34 PM

OOC at Jass The mud remains until a successful dispel magic or transmute mud to rock spell restores its substance--but not necessarily its form.
Doesn't this mean that a dispel will return the mud to rock, but it will retain it's current shape. I picture this spell as messing with the molecular shape or the crystaline bonds so that the rock becomes slightly fluid-like. The Dispel allows it to return to it's rock-like bond.

SteveK: didn't read the description, just the stats that said the spell was Permenant Duration. I recant my statement. Since it states that a Dispel will return it to rock, I see that it will... Not that Jass' spell would have effected the material Wold this round anyway. :-)

Robert: hey, slow down, Steve. This is meant to be a fun game, let's not go about Recanting!
I was just concerned that I had missed something. I'm not at all experienced at playing a spell caster.

SteveK: Recant (v) to withdraw or disavow a statement, opinion, etc., esp. formally. I was doing the withdrawing part, and not the disavowing part. :-) And I guess it wasn't very formal though.
- that's the great thing about lots of rules: even the really good rule guys miss something on a regular basis, and I don't count myself as one of the really good rule guys. All good, and your pardon, but I AM having fun! :-)

Belkior - AC 25 (27 vs. Evil) - HP 150/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran 
Sunday May 16th, 2010 9:40:56 PM

The halfling cleric moves down next to Mac and casts a spell to aid his companions and hinder the opponents. Once that is complete, he urges the polar bears back towards the summoned demon. They may not be able to engage the Vrock, especially if Grigory is stilll in the way, but they can slow the thing down.

Celestial Polar Bear
Size/Type: Large Animal (Magical Beast)
HD: 8d8+32 (68 hp)
Speed: 40 ft, Swim 30 ft
AC: 15 (-1 size, +1 Dex, +5 natural), Touch 10, Flat 14
BAB: +6
Attack: Claw +13 melee (1d8+8)
Full Attack: 2 claws +13 melee (1d8+8) and bite +8 melee (2d6+4)
Space / Reach: 10 ft / 5 ft
Special Attack: Improved Grab, Smite Evil +8
Special Qualities: Darkvision 60 ft, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 10, Spell resistance 13
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 27, Dex 13, Con 19, Int 3, Wis 12, Cha 6
Skills: Hide -2, Listen +5, Spot +7, Swim +16
Feats: Endurance, Run, Track

Actions
Move - 20 ft to ED24
Standard - cast Prayer, 40 ft radius

Items Used:
Staff of Healing - 1 charge
Hero Point - 1

Active Effects
Bead of Karma - +4 caster level, 7.6 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Tongues
Summon Monster VII - 12 rounds
Death Ward
Mass Bear's Endurance
Prayer - +1 to attack, damage, saves, skills for allies / -1 to opponents within 40 ft

Active Spells
Status - on everyone - 18 hours, 57.2 minutes
Magic Circle Against Evil (self) - 197.3 minutes
Daylight - 187.4 minutes
Tongues - 187.5 minutes
Protection from Evil (Syr) - 17.6 minutes
Protection from Evil (Grigory) - 17.7 minutes
Protection from Evil (Mac) - 17.8 minutes
Protection from Evil (Brahmah) - 17.9 minutes
Protection from Evil (Corvis) - 18. minutes
Protection from Evil (Jass) - 18.1 minutes
Bless (all) - 17.2 minutes
Death Ward (Belkior) - 17.3 minutes
Death Ward (Syr) - 17.4 minutes
Death Ward (Mac) - 17.5 minutes
Death Ward (Brahmah) - 17.6 minutes
Death Ward (Grigory) - 17.7 minutes
Invisibility Purge (self) - 17.8 minutes
True Seeing (Brahmah) - 17.9 minutes
Spell Resistance (SR 31, Brahmah) - 18. minutes
Spell Resistance (SR 31, Mac) - 18.1 minutes
Spell Resistance (SR 31, Corvis) - 18.2 minutes
Summon Monster VII - 12 rounds
Wind Wall - 18 rounds
Prayer - 19 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*, Protection from Evil(x4****), Sanctuary (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Sound Burst, Status (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*, Wind Wall*(x2) (D - Magic Circle Against Evil*)
4 - Death Ward*****(x5), Tongues* (D - Cure Critical Wounds)
5 - Spell Resistance***(x3), True Seeing* (D - Mass Cure Light Wounds)
6 - Greater Dispel Magic**(x2), Heal (D - Heal)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast



Brahmah, Captain of the Chosen of Domi (AC 27, Hps 185) Polo (AC 21, HPs 87) 
Sunday May 16th, 2010 10:48:55 PM

Brahmah silently wishes for a Dimension Door behind the foes but knows that won't happen.

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Active: Helm of Comprehend Languages & Read Magic, Pearl of the Sirines, Bear's Endurance, Hide from Undead, Owl's Wisdoms, Animal Growth (Polo), Pro from evil, Death Ward, SR31, Bear's Endurance (Polo), Detect Snares and Pits

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance*, Animal Growth*
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
POLO STATS

Brown Bear (augmented with magic items)
Name: Polo
Size/Type: Huge Animal
Hit Dice: 10d8+60 (107 hp)
Speed: 40 ft. (8 squares)
Armor Class: 22 (-1 size, +1 Dex, +11 natural, rop +1), touch 14, flat-footed 17
Base Attack/Grapple: +13/+26
Attack: Claw +21 melee (2d6+14)
Full Attack: 2 claws +21 melee (2d6+14) and bite +17 melee (3d6+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent, DR 10/magic
Saves: Fort +17, Ref +10, Will +7
Abilities: Str 39, Dex 13, Con 27, Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +9, Swim +18

Magic worn by Polo the Brown Bear

Gauntlets of Ogre Power [worn by Polo]
Ring of Protection +1
Amulet of Mighty Fists +1
2 Ebyron Tears of shock (claw, claw)
Ebyron Tear of frost (bite)

Syr Ac 34/33 HP 207  d20+21=31 ; 2d10+10=18 ; d6=6 ;
Monday May 17th, 2010 1:49:01 AM

Content to drift down for the moment, Syr sees the kuo-toan speeding toward him and rummages in his backpack for 1 of his enlarge potions. Then he moves away from the creature and makes it come to him. DZ27 (AoO 31 Damage 18+6shock=24 and Stunning fist DC 19 if needed)

Syr is pleased when Mac joins him by the waters edge and watches as his reach strikes out at the opponents in the water. Then the elf hears the now familiar rumble of Grigory's spell casting and mutters to Mac, "It's like a new for the halfling. He always has to play with it."

Hide from Undead on Grigory, Belkior, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Protection from Fire (60 pts) on Belkior 50 minutes
Protection from Ice (60 pts) on Belkior 50 minutes
Bless, Message, Status
Protection from Evil


Slay the Blasphemers! / Round 10 - DMAl  d100=29 ; d20+6=22 ; d20+6=7 ; d20+6=26 ; d20+6=9 ; d20+6=23 ; 8d6=28 ; 8d6=23 ; 8d6=34 ; 8d6=33 ; 8d6=24 ; d20+14=32 ; d20+16=33 ; d20+16=21 ; d20+15=33 ; 6d8=18 ; 6d8=33 ; 6d8=31 ; 6d8=12 ; d20+10=29 ; d20+10=28 ; d8=1 ; d20+7=22 ; d100=9 ; d10+17=19 ; d20+29=30 ;
Monday May 17th, 2010 9:04:09 PM


Brahmah translates the words of the Kuo-toan Priestess for the rest of the Crimson Shields. Then he moves up next to Mac, leaving Grigory behind with the Vrock and then changes his magical protection. Polo follows along. (Please move Polo as well as Brahmah. Otherwise, I will leave him in his previous position.)

Grigory, just as well, does not appear to notice the Vrock just behind him. He casts a careless spell while within the reach of the demonic bird - and the bird strikes. A deadly claw comes down on Grigory, and the Vrock gives a screech of triumph ... that turns into a screech of rage when it is unable to pass the Protection from Evil spell laid upon Grigory by Belkior. Grigory's spell is cast and a large section of the ceiling turns to wet unstable mud and crashes down on the floor below. Surprisingly, three of the five unarmed kuo-toa who shuffle in the area to the south manage to dodge most of the falling mud. They now all range from moderately to gravely wounded. One Kuo-toan child floats on the mud unconscious. The Aboleth dodges much of the falling mud and appears but scratched. The mud seemed to fall straight through the little spectre girl. The evil kuo-toan priestess dodged most of the mud, taking some minor injury. The huge mutant kuo-toa must have been too greatly intent upon Syr across the water, for the mountain of mud falls directly upon him. He is, however, so fast, that he escapes half of the damage. The smaller unarmed kuo-toa appears completely untouched by the falling mud.

Mac pounds down to the water's edge, surging through Belkior's wall of wind. He swings at the nearest kuo-toan head floating in the water. He is too far away to hit, but the elderly kuo-toan male shies away anyway.

Jass moves out. (I placed you at EA22. Even with Haste you still only have a Move of 60.) He attempts to unsummon the Vrock that threatens Grigory, but this time his magic fails to penetrate to the Material Wold.

Belkior casts a Prayer spell. It lends moral support to Mac and Syr. Three of the swimming Kuo-toa appear even more demoralized by the spell. Belkior's bears head back toward the threatening Vrock. They cannot, as Belkior surmised, though, move past Grigory to engage the demon bird.

Syr steps five feet back and draws a potion. (Do you drink the potion, Syr? There's no mention of drinking it. And what's more, I don't see it in your list of active spells.)

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

The summoned Vrock, rather than attempt to attack Grigory again, lets out a stunning screech. (Grigory and Corvis Fortitude vs DC22 or be Stunned for one round. The Polar Bears pass the Fort check at 29 and 28.) As the shriek rises to its height, a dark cloud of spores explodes from the Vrock's body and envelopes Grigory. The spores begin to burrow under Grigory's skin. (Grigory take 1hp damage.)

Suddenly, from underneath Brahmah, a small hand reaches up out of the ground. (Under DS19 Touch Brahmah AC22, Miss Chance 9 / Fail!) The hand reaches for Brahmah's life force. It passes through armor to drain him dry. But, at the last minute, the hand grabs at empty air - a narrow escape for Brahmah.

The fall of mud and the rush of Mac is the last straw. The cluster of elderly Kuo-toa swimming in the water flee to the south. The round a turn in the rock and disappear.

The Kuo-toan women and children on the opposite shore, fight to escape from Grigory's mud. Two make it to the edge and pull themselves out.

The Aboleth casts a spell, and suddenly he is across the cave to the North. None can see him, as the Cloudkill blocks him from sight. (Spellcraft vs DC19 to identify: Highlight to display spoiler: {Dimension Door}.)

The Kuo-toan Priestess Airwalks up five feet and out of the mud. She redirects the Spiritual Weapon to attack Syr. (Spiritual Weapon Hit Syr AC30 Nat1 Again!!!) Again the Spiritual Weapon in the shape of a giant fist misses Syr. Then the Priestess casts another spell. (Spellcraft vs DC23 to identify: Highlight to display spoiler: {Cloak of Chaos}.)

"I grant you power, Hands of Shooldoomploo," the priestess cries in a language that only Brahmah and Jass understand. She raises her own two hands, the normal one and the large mutated claw. "Go forth to slay the Blasphemers!"

One moment the two unarmed Kuo-toa are stuck in the mud. The huge mutated Kuo-toa and the normal mediums sized kuo-toa. Each makes as though to take a single step ... and then they vanish. And appear across the water, directly in the midst of the Crimson Shields.

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

OoC:

The doorway is 20ft high

Please list all spells currently effective on your character with each post. I try to remember them, but even when posted, it's not easy. If you don't list the spell and I make a mistake, you might just have to live with the result.


Map
The Blue Squares are Wind Wall

* STATUS *
==========
Jass -3 CON (-28hp) /Dead

Kuo-toa listed as Armed are DC24. Unarmed are DC16
1 Old Man Armed - 3CON
2 Old Man Unarmed - 1CON; Prayer
6 Woman Armed
7 Woman Armed; Prayer
8 Woman Armed; Prayer
9 Woman Armed
10 Woman Unarmed
11 Woman Unarmed -14
12 Woman Unarmed -23
13 Child Unarmed -17
14 Child Unarmed -33 /Unconscious
15 Child Unarmed -12
AB Aboleth -9
BO Kuo-toan Priestess -16
LH Kuo-toan Left Hand -16
RH Kuo-toan Right Hand -0
SW = Spiritual Weapon (Shaped like a Stone Fist)
P1 4 Negative Levels

Shields are Blue
Enemies are Red
Allies are Yellow

WE ARE IN COMBAT ROUNDS NOW. PLEASE LIST ACTIONS OF NO MORE THAN ONE ROUND AT A TIME.

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.


Corvis Zurvich AC:30 HP:93/130 
Monday May 17th, 2010 10:11:00 PM

(Hey Al, can you give me a update on Corvis hitpoints and such for the moment so I know and I'll jump in. Sorry for the delay and on a update on my dad, they are going to pull a byoptsy (spelled wrong probably) and then he may have to go back on radiation and chemo once again.)

Corvis hasn't taken any damage. Yet. You'll have to scan the posts of the other players to see if they've granted you any buffs. But, as for hitpoints, Corvis should be at ful. -- Al

Belkior - AC 25 (27 vs. Evil) - HP 150/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran  d20+15=33 ; d20+15=34 ;
Monday May 17th, 2010 10:34:31 PM

The halfling cleric readies his staff and prepares to start healing. He has nothing but healing spells left and the enemy melee types have come to join them. Belkior will have to get to Grigory, somehow, in order to heal the wizard.

To give himself a bit more protection, Belkior moves to put Mac between himself and the weird kuo-toans and casts Sanctuary upon himself.

Celestial Polar Bear
Size/Type: Large Animal (Magical Beast)
HD: 8d8+32 (68 hp)
Speed: 40 ft, Swim 30 ft
AC: 15 (-1 size, +1 Dex, +5 natural), Touch 10, Flat 14
BAB: +6
Attack: Claw +13 melee (1d8+8)
Full Attack: 2 claws +13 melee (1d8+8) and bite +8 melee (2d6+4)
Space / Reach: 10 ft / 5 ft
Special Attack: Improved Grab, Smite Evil +8
Special Qualities: Darkvision 60 ft, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 10, Spell resistance 13
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 27, Dex 13, Con 19, Int 3, Wis 12, Cha 6
Skills: Hide -2, Listen +5, Spot +7, Swim +16
Feats: Endurance, Run, Track

Actions
Move - 20 ft to ED24
Standard - cast Sanctuary (Will DC 19 to attack)

Items Used:
Staff of Healing - 1 charge
Hero Point - 1

Active Effects
Bead of Karma - +4 caster level, 7.5 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Tongues
Summon Monster VII - 12 rounds
Death Ward
Mass Bear's Endurance
Prayer - +1 to attack, damage, saves, skills for allies / -1 to opponents within 40 ft
Sanctuary

Active Spells
Status - on everyone - 18 hours, 57.1 minutes
Magic Circle Against Evil (self) - 197.2 minutes
Daylight - 187.3 minutes
Tongues - 187.4 minutes
Protection from Evil (Syr) - 17.5 minutes
Protection from Evil (Grigory) - 17.6 minutes
Protection from Evil (Mac) - 17.7 minutes
Protection from Evil (Brahmah) - 17.8 minutes
Protection from Evil (Corvis) - 17.9 minutes
Protection from Evil (Jass) - 18. minutes
Bless (all) - 17.1 minutes
Death Ward (Belkior) - 17.2 minutes
Death Ward (Syr) - 17.3 minutes
Death Ward (Mac) - 17.4 minutes
Death Ward (Brahmah) - 17.5 minutes
Death Ward (Grigory) - 17.6 minutes
Invisibility Purge (self) - 17.7 minutes
True Seeing (Brahmah) - 17.8 minutes
Spell Resistance (SR 31, Brahmah) - 17.9 minutes
Spell Resistance (SR 31, Mac) - 18. minutes
Spell Resistance (SR 31, Corvis) - 18.1 minutes
Summon Monster VII - 11 rounds
Wind Wall - 17 rounds
Prayer - 18 rounds
Sanctuary - 19 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*, Protection from Evil(x4****), Sanctuary* (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Sound Burst, Status* (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*, Wind Wall*(x2) (D - Magic Circle Against Evil*)
4 - Death Ward*****(x5), Tongues* (D - Cure Critical Wounds)
5 - Spell Resistance***(x3), True Seeing* (D - Mass Cure Light Wounds)
6 - Greater Dispel Magic**(x2), Heal (D - Heal)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast


Brahmah, Captain of the Chosen of Domi (AC 27, Hps 185) Polo (AC 21, HPs 107)  d20+20=21 ; d20+20=21 ; d20+21=39 ; d20+15=28 ; d20+16=18 ; d20+10=23 ; d20+11=28 ; d4=1 ; d20+21=33 ; d6+6=9 ; 2d4+9=14 ; d6+6=12 ; d6+6=7 ; 2d4+9=16 ; d6+6=12 ; d20+23=42 ; d20+23=25 ; d20+23=42 ; d20+19=33 ; 2d6+15=23 ; 2d6+15=23 ; 2d6+15=18 ; 3d6+11=20 ; d6=1 ; d6=5 ; d6=5 ; d6=5 ;
Tuesday May 18th, 2010 2:51:42 AM

Being such a tight fit, Brahmah can't see how to get into the area ahead, but knows that he and Polo can barely hit RH if they try (both have reach). Brahmah steps toward RH.

Brahmah attacks RH. (AC miss, miss, 39 (threat 33), 28, 18, 23 and 28, for miss, miss, 9 (crit 21), 14, 7, 16 and 12 damage respectively)

Polo attacks LH (if he can reach, RH if he can't hit LH). (AC 42, 25, 42 and 33, for 23 (and 1 electrical), 23 (and 5 electrical), 18 (and 5 electrical) and 20 (and 5 cold) damage respectively)

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Active: Helm of Comprehend Languages & Read Magic, Pearl of the Sirines, Bear's Endurance, Haste?, Hide from Undead, Owl's Wisdoms, Animal Growth (Polo), Pro from evil, Death Ward, SR31, Bear's Endurance (Polo), Detect Snares and Pits, True Seeing

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance*, Animal Growth*
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
POLO STATS

Brown Bear (augmented with magic items)
Name: Polo
Size/Type: Huge Animal
Hit Dice: 10d8+60 (107 hp)
Speed: 40 ft. (8 squares)
Armor Class: 22 (-1 size, +1 Dex, +11 natural, rop +1), touch 14, flat-footed 17
Base Attack/Grapple: +13/+26
Attack: Claw +21 melee (2d6+14)
Full Attack: 2 claws +21 melee (2d6+14) and bite +17 melee (3d6+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent, DR 10/magic
Saves: Fort +17, Ref +10, Will +7
Abilities: Str 39, Dex 13, Con 27, Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +9, Swim +18

Magic worn by Polo the Brown Bear

Gauntlets of Ogre Power [worn by Polo]
Ring of Protection +1
Amulet of Mighty Fists +1
2 Ebyron Tears of shock (claw, claw)
Ebyron Tear of frost (bite)

Mac AC:26(T:16, F:21) HP:177/177 Enlarged(Huge - 15'x15' +15' Reach, 20'2'', 14,448lbs)  d20+32=36 ; 4d6+21=39 ; d20+32=44 ; 4d6+21=32 ; d20+27=33 ; 4d6+21=36 ; d20+22=23 ;
Tuesday May 18th, 2010 4:44:32 AM

}8 :) Effects }8 :)
Feats: Endurance, Dodge(+1AC vs LH)*, Mobility, CR(6), Run
From Items: Pearl of the Sirines{}
From Belkior: Protection from Evil{+2 AC v evil*, no possession}, Spell Resistance{SR31}, Bless{+1 morale bonus to attack rolls, +2 save vs fear effects}, Status, Death Ward{}, Prayer{+1Attack, Damage, Saves** Skill Checks**}
From Grigory: Haste{extra attack in full attack action, +1 to attack, +1 dodge to AC, Speed +30'}, Bear's Endurance{+4Con}, Message{near silent communication to those pointed to}, Blur?{Concealment - 20% miss chance}, Heroism?{+2 Morale bonus to attacks, skill checks and saves}
From Syr: Enlarge{+1 Size, +2Str, -2Dex, Greater Weapon Damage}, Hide from Undead{like it says...}
*Not factored into heading AC
}8 :) }8 :) }8 :) }8 :)

"Oh no you don't!" Mac turns on the Left Hand, using his opening flurry to gauge the effectiveness of the giant's armour and Flanking with Polo (and perhaps Brahmah).
AC36@39damage, AC44@32, AC33@36 & Miss.

AoOs:(up to 6) d20+32 for 4d6+21 [19+/x3]


Halfling Grigory  d20+19=22 ; d20+30=32 ; d20+35=43 ; d20+14=25 ;
Tuesday May 18th, 2010 5:17:58 AM

AC 25 / Touch 16 / Flat 21, Hit Points 97 of 98
Spell Resistance 18
Hide from Undead, Haste, Bear's Endurance, Message, Spell Turning, Prestidigation, Death Ward

Fort Save 22, just made it.

"P155 0FF!" Grigory tells the Vrock over his shoulder.

"I'll get those two spell-casters too busy to blink," he calmly informs the Crimson Shields, "to give you more freedom to do your own thing."
He then weaves between his companions to see his foes across the water.

"Speak to the hand, sister," Grigory bravely challenges the Priestess, "because this Halfling ain't listening."
He sticks his head around the corner and salutes the Aboleth with the single-fingered defiance, as he mentally prepares his attack against that... thing.

Actions
Move 50' towards the Aboleth, bravely ignoring the Vrock and any AoO. DT 24 ?
Cast Bigby's Grasping Hand to grapple, pin, and prevent the Priestess BO from even speaking. http://www.d20srd.org/srd/spells/graspingHand.htm
Its attack bonus to make contact equals your caster level + your Intelligence, +10 for the hand's Strength score (31), -1 for being Large. Its grapple bonus is this same figure, except with a +4 modifier for being Large instead of -1.
http://www.woldiangames.com/Woldipedia/index.php/Combat_Rules#Grapple
OOC: I assume that a spell that states it can be used to Grapple has some training or expertise in Grapple, so I've not included the penalty. However, I am not going to assume that it has the Improved Grapple Feat.
Touch attack +14 CL, +7 Int, +10 Str, -1 size, total +30 = hit Touch AC 32

Its grapple bonus is this same figure, except with a +4 modifier for being Large instead of -1.: +35 = Grapple Check: 43
Spell Resistance check: 25

Spells from others:
Hide from Undead on Grigory, Belkior, Syr, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Status from Belkior
Protection from Evil from Belkior
Bless from Belkior
Death Ward from Belkior

Spells Cast & Target:
All -- Haste (14 targets, 14 rounds)
All -- Mass Reduce Person (14 targets, 14 minutes) dismissed
All -- Mass Bear's Endurance (14 targets, 14 minutes)
All -- Message (14 targets, 140 minutes)
Syr? -- Heroism (140 minutes)
? -- Stoneskin x3 (140 minutes)
?? -- Blur x2 (14 minutes)
Grigory -- Spell Turning (140 minutes)
Grigory -- Prestidigitation (1 hour)

Spell list
Level 7 - Bigby's Grasping Hand*, Spell Turning*, Empowered Summon Monster V
Level 6 - Greater Dispel Magic x2, Mass Bear's Endurance*, Disintegrate*
Level 5 -- Teleport*, Transmute Rock to Mud*, Teleport, Dismissal (up to 60' away)
Level 4 - Mass Reduce Person x2*, Wall of Fire, Stoneskin*
Level 3 - Haste x2*, Fireball x2, Dispell Magic, Heroism*
Level 2 - Alter self, Knock x2*, Gust of Wind, Blur x2**
Level 1 - Grease, Shield, Detect Secret Doors x2, Magic Missile x2*
Cantrips -- Message x2*, Prestidigitation*, Resistance, Read Magic


Jass AC: unknown HP: DEAD :-)  d100=33 ;
Tuesday May 18th, 2010 12:48:09 PM

The Cloudkill continues to move over the water.

Ghost-Jass is startled by the sudden sounds of battle behind him, and is certain that the spectres are going to show up again soon to harass the group. But until he can see them, he'll have to try to affect the material world. Read Lips DC 15 Highlight to display spoiler: {} "They move like Syr, that pansy elf", he says angily out loud, himself his only audience, so they should easily dodge and have the mindpower to overcome spells."

Turning around, Jass tries to affect LH by targeting him with a Greater Dispel Magic

...Actions
Move stationary
Cast Greater Dispel Magic (affect material Wold: 33%) NO

...Effects
Mage Armor: 14 hours; +4 AC
Haste: 8 rounds; +1 AC, Reflex, Full Attack, +30 move

Shadow Conjuration: Will Dc 24 or affected at only 60% real.
Target Point DZ,EA 20,21 20' radius, moves away from Jass 10 feet per round.
Effects: Kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).

A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one's breath doesn't help.

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

Syr Ac 34/33 HP 207 DY25-DZ26  d20+22=33 ; d20+22=26 ; d20+22=36 ; d20+22=37 ; d20+17=25 ; d20+5=6 ; d20+18=25 ; d20+18=38 ; d20+18=28 ; 2d8+10=15 ; d6=3 ; 2d8+10=19 ; 2d8+10=20 ; 2d8+10=17 ; d6=2 ; 2d8+10=22 ; d6=3 ; d20+9=15 ;
Tuesday May 18th, 2010 8:06:57 PM

Out of the corner of his eye, he spots Jass' comments, "Pansy huh? Well this pansy doesn't want to join you on Gargul's fence." He peers at the broad expanse of the other Hand's back.

Unaware or unconcerned of the spell the priest cast, Syr takes a 5' step closer to the huge creature and tries to attack the creature's exposed back (attack 33,26,36,37,25 Damage 15+3(shock),19,20,17+2(ice), 22+3 fire)
Will Saves 25,38,28 if needed? )

OOC: do the 2 monks need to save vs. the other priest's spell affecting will? I don't recall it being dispelled?

Hide from Undead on Grigory, Belkior, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Protection from Fire (60 pts) on Belkior 50 minutes
Protection from Ice (60 pts) on Belkior 50 minutes
Bless, Message, Status
Protection from Evil
Enlarge

Belkior blew the Mind Fog away with his Wind Wall, Syr. --Al

The Cloak of Chaos / Round 11 - DMAl  d20+11=14 ; d20+9=13 ; d20+4=10 ; d20+7=8 ; d100=27 ; d20+25=45 ; d20+25=41 ; 2d6+14=23 ; 2d6+14=22 ; d100=10 ; d4=1 ; d20+15=26 ; d20+15=27 ; d20+13=19 ; d20+13=21 ; d20+13=21 ; 2d6+6=13 ; 2d6+6=12 ; d8+3=7 ; d6+3=9 ; d6+3=7 ; d20+7=17 ; d100=73 ; d20+20=30 ; d20+20=36 ; d20+20=36 ; d20+15=24 ; d20+10=15 ; 2d6+7=15 ; 2d6+7=13 ; 2d6+7=12 ; 2d6+7=13 ;
Tuesday May 18th, 2010 9:22:05 PM


Belkior moves behind the broad back of his fellow Crimson Shield Mac before casting an abjuration spell on himself. The single Celestial Polar bear who is near enough to attack the Vrock, does so. (Claw 12, Claw 13, Bite 10) The Vrock easily dodges the attacks of the white bear.

Brahmah and Polo both step forward and attack. Brahmah hits only once, and misses the vitals of the smaller Kuo-toa. (No crit for 9hp.) Polo hits the larger Kuo-toa three times. (66hp.) The electricity does not seem to phase the Kuo-toa. (AC's for the Hands are now listed below.)

Mac joins the team up on the mutant Kuo-toa. The minotaur lands his first blow, and that is where the problems begin. A rush of chaotic colors rush up Mac's weapon from the Cloak of Chaos that covers the Kuo-toa, striking at Mac's lawful nature. Mac instantly feels Confused. (Rolled Mac's Will Save at 8 Nat1 vs DC28. Confused for 1 round. Confusion roll 27.) The rest of Mac's blows never fall as he begins babbling incoherently.

Grigory thumbs his nose at ... well, everybody, and leaves the Vrock in the dust. The Vrock, for its part, does not even attempt an attack at the halfling that it knows it cannot strike. He begins to cast a spell, but finds that he has chosen an unfortunate spot to stand. He is just within striking distance of the huge mutant Left Hand. The Left Hand slams one end of his quarterstaff down on Grigory's head. (Hit Grigory AC45 (crit threat AC41) Damage 44hp. Grigory's Concentration Check to Hold Spell impossible vs DC54.) The strike is precise and critical, blowing past even the cover provided by both the corner and by Polo's body. The damage is devastating, and it causes Grigory to lose his spell.

Jass recognizes something in the way that these Hands move, but his warning goes unheard. He attempts to help the Crimson Shields, but his spell cannot breech the divide between the dead and the living.

Syr takes a few short steps toward the mutant Left Hand and begins a flurry of blows. The first blow lands, and Syr sees the surge of colors from the Cloak of Chaos climb up his arm to attack his Lawful nature. (DC vs Cloak of Chaos is 28. Confusion effect 10.) He turns to attack the caster of the spell, feeling the urge to swim across the water and wade into the mud. None of his other blows land. (Note: He doesn't actually cross the water because he's already made a 5ft step this round, and so has no more movement left.)

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

The Vrock's spores continue to burrow into Grigory. (1 more hp damage.)

The summoned Vrock tears into the nearest Polar Bear. (Claw P1 AC26, AC27, Bite AC19, Talon AC21, AC21; Damage 13+12+7+9+7 = 48hp) The Celestial Polar Bear, already Drained by one of the Spectre Twins, is ripped to within an inch of its life by the Vrock. It stands Disabled, teetering on the brink of consciousness.

From underneath Brahmah, hand of the Spectre twin reaches up for the minotaur ranger again. (Under DT19 Touch Brahmah AC17, Miss Chance 73 / Success. Brahmah take two Negative Levels.) This time, the hand touches Brahmah's ankle. Brahmah feels the force of experience and ability drain away from him.

The Priestess begins walking through the air toward the melee. Her motions are slow and jerky, as though her limbs were iron and loathed to bend. Without being redirected, the Spiritual Weapon returns to its mistress.

The mutant Left Hand is torn from numerous blows. Its misshapen mouth sets in concentration, and suddenly a number of its wounds close and heal.

The smaller Right Hand lays into Polo, deeming him the nearest most dangerous opponent. The first blow is designed to stun. (Hit Polo AC30, AC36, AC36, AC24, AC15; Damage 15+13+12+13 = 53hp, Fortitude vs DC23 or be stunned for 1 round.) The Right Hand hits Polo four times. The first is a Stunning Blow. The magic of the Hand's fists power right through Polo's damage reduction.

The Aboleth whispers to the little girl Spectre Twin. She nods and then disappears underground. Then the aquatic abomination enters the water. Much more agile in its own environment, it skirts the edge of the Cloudkill spell and comes round for a better view of the Crimson Shields.

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

OoC:

The doorway is 20ft high

Please list all spells currently effective on your character with each post. I try to remember them, but even when posted, it's not easy. If you don't list the spell and I make a mistake, you might just have to live with the result.


Map
The Blue Squares are Wind Wall

* STATUS *
==========
Jass -3 CON (-28hp) /Dead

AB Aboleth -9
BO Kuo-toan Priestess -16 / AC??; Cloak of Chaos
LH Kuo-toan Left Hand -16-66-39-15+28 / AC33; Cloak of Chaos
RH Kuo-toan Right Hand -9 / AC36; Cloak of Chaos
S1 (Boy) AC16 +15TempHP
S2 (Girl) AC16 -20
SW = Spiritual Weapon (Shaped like a Stone Fist)
P1 4 Negative Levels at Zero HP (Disabled)
Cloak of Chaos is Will Save vs DC28 if you are Lawful. Must save with each successful hit.

Shields are Blue
Enemies are Red
Allies are Yellow

WE ARE IN COMBAT ROUNDS NOW. PLEASE LIST ACTIONS OF NO MORE THAN ONE ROUND AT A TIME.

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Kuo-toa listed as Armed are DC24. Unarmed are DC16
1 Old Man Armed - 3CON
2 Old Man Unarmed - 1CON; Prayer
6 Woman Armed
7 Woman Armed; Prayer
8 Woman Armed; Prayer
9 Woman Armed
10 Woman Unarmed
11 Woman Unarmed -14
12 Woman Unarmed -23
13 Child Unarmed -17
14 Child Unarmed -33-1 /Unconscious
15 Child Unarmed -12

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.


Corvis Zurvich AC:30 HP:160/130, Bear's Endurance (temp 30hp) 
Tuesday May 18th, 2010 10:21:22 PM

(Ok, I think I gathered all the buffs together and hope that I have all the buffs right. Please let me know if I miss figured.)

Corvis will move in on the nearest enemy to attack, he wants to jump in so he can help out his friends now. He keeps his longsword and shortsword out and ready for the battle.

(Didn't notice a map on the latest combat round so not sure of Corvis's latest position, However I know you can't move and attack inless the enemy is in a 5ft step or w such.)

Mass Bear's Endurance (temp 30hp)
Prayer - +1 to attack, damage, saves, skills for allies / -1 to opponents within 40 ft
Protection from evil
Spell Resistance (SR 31, Corvis) - 18.1 minutes
Haste (14 targets, 14 rounds)
Enlarge{+1 Size, +2Str, -2Dex
Pearl if sirins

Belkior - AC 25 (27 vs. Evil) - HP 150/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran  d8=4 ; d8=4 ;
Tuesday May 18th, 2010 10:26:18 PM

OOC - Brahmah takes no negative levels ... he is protected by Death Ward (see below).

The halfling cleric cannot reach either Podo or Grigory to heal them, so he uses one of his mass curing spells to heal some of the damage his companions have taken.

Celestial Polar Bear
Size/Type: Large Animal (Magical Beast)
HD: 8d8+32 (68 hp)
Speed: 40 ft, Swim 30 ft
AC: 15 (-1 size, +1 Dex, +5 natural), Touch 10, Flat 14
BAB: +6
Attack: Claw +13 melee (1d8+8)
Full Attack: 2 claws +13 melee (1d8+8) and bite +8 melee (2d6+4)
Space / Reach: 10 ft / 5 ft
Special Attack: Improved Grab, Smite Evil +8
Special Qualities: Darkvision 60 ft, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 10, Spell resistance 13
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 27, Dex 13, Con 19, Int 3, Wis 12, Cha 6
Skills: Hide -2, Listen +5, Spot +7, Swim +16
Feats: Endurance, Run, Track

Actions
Standard - cast Mass Cure Moderate Wounds (using Heal), for 28 hps to Podo and Grigory (don't think P1 is within 30 ft)

Items Used:
Staff of Healing - 1 charge
Hero Point - 1

Active Effects
Bead of Karma - +4 caster level, 7.4 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Tongues
Summon Monster VII - 11 rounds
Death Ward
Mass Bear's Endurance
Prayer - +1 to attack, damage, saves, skills for allies / -1 to opponents within 40 ft
Sanctuary

Active Spells
Status - on everyone - 18 hours, 57. minutes
Magic Circle Against Evil (self) - 197.1 minutes
Daylight - 187.2 minutes
Tongues - 187.3 minutes
Protection from Evil (Syr) - 17.4 minutes
Protection from Evil (Grigory) - 17.5 minutes
Protection from Evil (Mac) - 17.6 minutes
Protection from Evil (Brahmah) - 17.7 minutes
Protection from Evil (Corvis) - 17.8 minutes
Protection from Evil (Jass) - 17.9 minutes
Bless (all) - 17. minutes
Death Ward (Belkior) - 17.1 minutes
Death Ward (Syr) - 17.2 minutes
Death Ward (Mac) - 17.3 minutes
Death Ward (Brahmah) - 17.4 minutes
Death Ward (Grigory) - 17.5 minutes
Invisibility Purge (self) - 17.6 minutes
True Seeing (Brahmah) - 17.7 minutes
Spell Resistance (SR 31, Brahmah) - 17.8 minutes
Spell Resistance (SR 31, Mac) - 17.9 minutes
Spell Resistance (SR 31, Corvis) - 18. minutes
Summon Monster VII - 10 rounds
Wind Wall - 16 rounds
Prayer - 17 rounds
Sanctuary - 18 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*, Protection from Evil(x4****), Sanctuary* (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Sound Burst, Status* (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*, Wind Wall*(x2) (D - Magic Circle Against Evil*)
4 - Death Ward*****(x5), Tongues* (D - Cure Critical Wounds)
5 - Spell Resistance***(x3), True Seeing* (D - Mass Cure Light Wounds)
6 - Greater Dispel Magic**(x2), Heal* (D - Heal)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast


Brahmah, Captain of the Chosen of Domi (AC 27, Hps 185) Polo (AC 21, HPs 54/107)  d20+20=40 ; d20+20=27 ; d20+20=38 ; d20+20=25 ; d20+21=32 ; d20+15=26 ; d20+16=18 ; d20+10=15 ; d20+11=30 ; d20+11=22 ; 2d4+9=11 ; 2d4+9=14 ; 2d4+9=14 ; 2d4+9=15 ; d6+6=8 ; 2d4+9=15 ; d6+6=12 ; d6+6=10 ; d20+23=30 ; d20+23=40 ; d20+23=43 ; d20+23=37 ; d20+18=29 ; 2d6+15=20 ; 2d6+15=22 ; 2d6+15=19 ; 2d6+15=27 ; 3d6+11=21 ; d6=2 ; d6=4 ; d6=3 ; d6=5 ; d20+17=30
Wednesday May 19th, 2010 12:39:35 AM

(Polo Fort save 30)

Brahmah feels the attempt at the drain of his soul, winces and then realizes nothing has happened. He snorts in anger that Polo has been wounded.
Brahmah attacks the same target as before. (AC 40 (threat 27), 38 (threat 25), 32, 26, 18, 15 and 30 (threat 22), for 11(crit 25), 14 (crit29), 8, 15, miss, miss, 12 (crit 22))

Polo snarls, rears and pummels his target again. (AC 30, 40, 43 (threat 37) and 29, for 20 (2 elec), 22 (4 elec), 19 (crit 46) (3 elec) and 21(5 cold) damage).

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Active: Helm of Comprehend Languages & Read Magic, Pearl of the Sirines, Bear's Endurance, Haste?, Hide from Undead, Owl's Wisdoms, Animal Growth (Polo), Pro from evil, Death Ward, SR31, Bear's Endurance (Polo), Detect Snares and Pits, True Seeing

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance*, Animal Growth*
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
POLO STATS

Brown Bear (augmented with magic items)
Name: Polo
Size/Type: Huge Animal
Hit Dice: 10d8+60 (107 hp)
Speed: 40 ft. (8 squares)
Armor Class: 22 (-1 size, +1 Dex, +11 natural, rop +1), touch 14, flat-footed 17
Base Attack/Grapple: +13/+26
Attack: Claw +21 melee (2d6+14)
Full Attack: 2 claws +21 melee (2d6+14) and bite +17 melee (3d6+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent, DR 10/magic
Saves: Fort +17, Ref +10, Will +7
Abilities: Str 39, Dex 13, Con 27, Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +9, Swim +18

Magic worn by Polo the Brown Bear

Gauntlets of Ogre Power [worn by Polo]
Ring of Protection +1
Amulet of Mighty Fists +1
2 Ebyron Tears of shock (claw, claw)
Ebyron Tear of frost (bite)

Syr Ac 34/33 HP 207 DY25-DZ26  d20+22=35 ; d20+22=30 ; d20+22=30 ; d20+22=23 ; d20+17=21 ; d20+18=28 ; 2d8+11=19 ; d6=4 ;
Wednesday May 19th, 2010 1:19:18 AM

Feeling a little light headed and dazed, Syr does what he knows best and closes on the source of his frustration (DZ24) In his mental state he misses the broad back of the creature many times, only landing a single blow (Attack 35 Will Save 28 Damage 19+4(shock))

Hide from Undead on Grigory, Belkior, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Protection from Fire (60 pts) on Belkior 50 minutes
Protection from Ice (60 pts) on Belkior 50 minutes
Bless, Message, Status
Protection from Evil
Enlarge
Prayer

(OOC: Al, a couple questions and I can see why the confusion spell is interpreted that way. However, I ask that you consider another side? a) the caster of the spell is actually the monk Syr is attacking already? i.e. a wand of confusion doesn't force the victim to seek out the maker of the wand who 'cast' the spell it would force the victim to attack the wand wielder responsible for his confusion. In this case, that would be the monk who infected him to begin with. b) Either last round should have been his confused round or this round is. Either way, the other two blows land because the spell forced him to attack (good thing you rolled a 10 :) (Damage 20+17+2).

Sorry, I don't interpret it that way, Syr.

1) It is not possible for the Left Hand to be the Caster. He cannot cast spells.

2) The wand analogy doesn't hold. Although a wand requires someone to Cast a spell Into it, and that person determines the Caster Level and such, the spell is not actually Cast until it is Triggered. It is that person who Triggered the spell that must be defined as the Caster, for the very reason that you stated. In this case, it is the attacker who triggers the spell not the character on whom the spell was cast. Would you rather attack yourself?

My decision stands. --Al



Halfling Grigory  d20+8=14 d20+8=22 d20+8=28 d20+8=25 d20+8=9 d20+8=19 d20+8=17 d20+8=9 d20+8=23 d4+6=7 d4+6=9 d4+6=9 d4+6=10
Wednesday May 19th, 2010 3:02:34 AM

AC 25 / Touch 16 / Flat 21, Hit Points 98 (1, 1, 44 -28 healing= 18 damage)
Spell Resistance 18
Hide from Undead, Haste, Bear's Endurance, Message, Spell Turning, Prestidigation, Death Ward

Stunned by that hit to the head from the Huge quarterstaff Grigory almost stumbles back 5'.
It is not till Belkior's Healing takes effect that he can make out which way is up, and count only 5 fingers on his hand. He begins the casting of Summon Monster, calling 7 flying magical beasts to appear in the air above him. He directs them to fly at the Priestess and attack her. Being relatively intelligent they fly as high as possible over the Left Hand and swoop down and around the Priestess, surrounding her completely.

Actions
Move: 5' Step to DS 25.
Cast Empowered Summon Monster V (using a previous roll to summon 7 Celestial Hippogriffs) utilising the Augment Summoning Feat (+4 enhancement bonus to Strength and Constitution)

Augmented Celestial Hippogriff
Fly to surround and attack the Priestess BO. Fly 100' (average) and Wingover to allow abrupt changes in direction.
7 Attacks, hit AC: 14, 22, 28 (nat 20, crit check 25), 9, 19, 17, 9, 23
Guessing at AC 22, damage 7, 9, crit damage 9, 10

Hit Dice: 3d10+9 (25 hp) +6 = 31 hp
Initiative: +2
Speed: 50 ft. (10 squares), fly 100 ft. (average)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+11 +2 = +5/+13
Attack: Claw +6 melee (1d4+4) +2 = Claw +8 melee (1d4+6)
Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2)
2 claws +8 melee (1d4+6) and bite +3 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft., low-light vision, scent,
Celestial creature retains all the special qualities of the base creature and also gains the following qualities.
Darkvision out to 60 feet.
Damage reduction - NIL.
Resistance to acid, cold, and electricity 5
Spell resistance equal to HD + 5 (maximum 25) = 8.

Saves: Fort +6, Ref +5, Will +2 Fort +8
Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8 Str 22, Con 20
Skills: Listen +4, Spot +8
Feats: Dodge, Wingover
Environment: Temperate hills
Organization: Solitary, pair, or flight (7-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: --
Smite Evil (Su)
Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Special Qualities

Spells from others:
Hide from Undead on Grigory, Belkior, Syr, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Status from Belkior
Protection from Evil from Belkior
Bless from Belkior
Death Ward from Belkior

Spells Cast & Target:
All -- Haste (14 targets, 14 rounds)
All -- Mass Reduce Person (14 targets, 14 minutes) dismissed
All -- Mass Bear's Endurance (14 targets, 14 minutes)
All -- Message (14 targets, 140 minutes)
Syr? -- Heroism (140 minutes)
? -- Stoneskin x3 (140 minutes)
?? -- Blur x2 (14 minutes)
Grigory -- Spell Turning (140 minutes)
Grigory -- Prestidigitation (1 hour)

Spell list
Level 7 - Bigby's Grasping Hand*, Spell Turning*, Empowered Summon Monster V*
Level 6 - Greater Dispel Magic x2, Mass Bear's Endurance*, Disintegrate*
Level 5 -- Teleport*, Transmute Rock to Mud*, Teleport, Dismissal (up to 60' away)
Level 4 - Mass Reduce Person x2*, Wall of Fire, Stoneskin*
Level 3 - Haste x2*, Fireball x2, Dispel Magic, Heroism*
Level 2 - Alter self, Knock x2*, Gust of Wind, Blur x2**
Level 1 - Grease, Shield, Detect Secret Doors x2, Magic Missile x2*
Cantrips -- Message x2*, Prestidigitation*, Resistance, Read Magic


Mac AC:29(T:19) HP:177/177 Enlarged(Huge - 15'x15' +15' Reach, 20'2'', 14,448lbs)  d20+14=25 ; d20+14=28 ; d20+9=12 ; d20+4=10 ;
Wednesday May 19th, 2010 8:41:41 AM

}8 :) Effects }8 :)
Feats: Endurance, Dodge(+1AC vs [LH])*, Mobility, CE(3/5), CR(6), PA(14/14), Run
From Items: Pearl of the Sirines{}
From Belkior: Protection from Evil{+2 AC v evil*, no possession}, Spell Resistance{SR31}, Bless{+1 morale bonus to attack rolls, +2 save vs fear effects}, Status, Death Ward{}, Prayer{+1 luck bonus to hit, damage, saving throws** & skill checks**}
From Grigory: Haste{extra attack in full attack action, +1 to attack, +1 dodge to AC, Speed +30'}, Bear's Endurance{+4Con}, Message{near silent communication to those pointed to}, Blur?{Concealment - 20% miss chance}, Stoneskin?{Damage Reduction 10(150)/Adamantine}
From Syr: Enlarge{+1 Size, +2Str, -2Dex, Greater Weapon Damage}, Hide from Undead{like it says...}
*Not factored into heading AC **Not factored - doesn't stack with Luck Stone
}8 :) }8 :) }8 :) }8 :)

"Fen drughlan keathick wrah... WHAT?!?" Mac quickly decides that hitting only if it gives him the chance to hit hard is a better option, so he winds up on [LH] again...
AC25@miss, AC24@miss, AC12@miss & AC10@miss.
...and succeeds in striking nothing but air.

AoOs:(up to 6) d20+14 for 4d6+49 [19+/x3]


Jass AC: unknown HP: DEAD :-)  d20+21=38 ; d100=2 ;
Wednesday May 19th, 2010 6:38:57 PM

Cloudkill moves some more.

Jass can't see the spectre attacking Brahmah, and no one is shouting, so the sorcerer continues with what he can see and hear. In this case, it is the arriving Aboleth, the Priestess, and the big and little Hands. Looking around, he immediately notices the Priestesses condition and what that means. Read Lips DC15 Highlight to display spoiler: { "Hey, she's got Iron Body cast on her. It's gonna be hard as a golem to kill."}

With everyone else preoccupied, Jass gets angry. He notices he gets angry a lot more since he died, and the blackness grows. Read Lips DC 15 Highlight to display spoiler: { "various words not allowable in this forum. More words of the same venue. Still more unprintable words!!!"}

He targets the Aboleth with a Feeblemind spell, to no effect.

...Actions
Spellcraft: 38
Move stationary
Cast Feeblemind (affect material Wold: 2%) NO

...Effects
Mage Armor: 14 hours; +4 AC
Haste: 7 rounds; +1 AC, Reflex, Full Attack, +30 move

Shadow Conjuration: Will Dc 24 or affected at only 60% real.
Target Point DZ,EA 20,21 20' radius, moves away from Jass 10 feet per round.
Effects: Kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).

A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one's breath doesn't help.

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

Instant Death / Round 12 - DMAl 
Wednesday May 19th, 2010 9:11:09 PM


Corvis flies down from the corner. The nearest enemy is the Vrock. Corvis tumbles into a flanking position behind the demon bird and sticks the Sword of Life Stealing into the Demon. (19 damage + 8 Sneak)

(Corvis: The map is in a link below. I don't think that you have Enlarge Person. Can someone confirm that they gave Corvis Enlarge Person?)

Belkior casts Healing Magic, affecting Grigory and Polo.

Brahmah attacks the Right Hand. His blades flash in an incredibly quick blur. Only three times does he hit, none of them critical. Polo hits the Left Hand twice. One blow is critical. The huge mutant Left Hand falls to the ground, his life's blood ebbing away.

Syr shakes off the confusing effects of the Cloak of Chaos and goes back for more. Syr lands a blow against the fallen Left Hand - this time resisting the colors of the Cloak of Chaos. That is all that is necessary to send the unconscious monstrosity to the Land of Gargul.

(Note on the Cloak of Chaos: The confusion effect only lasts one round. That means, at the top of the next round it is gone, and you may act as normal.)

Grigory begins the summoning of his creature again. He imagines hippogriffs. (The hippogriffs will appear at the top of your next round. Please place them anywhere within 60 feet of your current position, Grigory. You will then be able to take a full round of actions for them at that time and have another round of actions for yourself as well. By the way, an alternative to stepping back would be to Cast Defensively. With the Concentration that you have, Grigory, you could not fail even on a Nat1 to make the DC of a 7th Level spell.)

Mac swings on the mutant Left Hand. From the lack of resistance to his blade, it feels as though he's missing. But, in reality, Mac is ensuring that the creature will never rise again.

Jass recognizes the spell that the Priestess has cast upon herself, and tries to warn the others. He tries to diminish the Aboleth, but cannot break into the Material Plane.

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

The Vrock's spores continue to burrow into Grigory. (4 more hp damage.)

The summoned Vrock tears into the nearest Polar Bear. (Claw P1 AC33, Damage 11hp, Claw Corvis AC22, No Damage - Protection from Evil, Bite P2 AC30, Talon AC19, AC29; Damage 6+9+7 = 22hp) It claws at Corvis once, but finds the same impenetrable Protection from Evil that he encountered on Grigory, and it steps five feet toward the second Polar Bear to vent its wrath.

The little boy spectre peeks out of the ground again. It ducks back under ground, and this time the hand reaches up under Polo. (Under DT21 Touch Polo AC14, Miss Chance 38 / Fail.) The hand, however, misses, leaving Polo safe for now.

The Priestess cries out her wrath as the Left Hand falls. In a language that only Brahmah and Jass understand she shouts. "Return to me, you fool. Protect me and I will deal with the invaders." She takes a five foot step back toward the mud and directs her Spiritual weapon to attack Mac. (Hit Mac AC31, Damage 7hp. CL Check 28) This time the spiritual weapon hits. It strikes Mac, but before it can do any damage it encounters Belkior's Spell Resistance. The Spiritual Weapon rebounds and then disappears. The Priestess snarls and begins a different spell. She stabs her large mutated hand at Syr, and the monk feels his body begin to collapse in on itself. (Implosion: Fortitude Save vs DC28 or die instantly.)

The smaller Right Hand withdraws. It tumbles with exceptional speed past Mac and dives out into the water where it floats serenely in protection of its terrible priestess.

Hand of the little girl specter then rises up out of the ground beneath Belkior. (Under ED24 Touch Belkior AC20, Miss Chance 67 / Succeed.) Belkior feels the chill touch of the spectre on his furry cat leg. But there will be no nourishment for the undead here. The deathward is protection against that.

The Aboleth weaves a spell, and the Crimson Shields feel the familiar sensation of the moisture being sucked from the air. (Horrid Wilting: Grigory, Polo, Syr, Mac, Belkior Take 51hp damage. Fortitude Save vs DC28 for half. CL Check vs Mac's SR22 / Fail. Mac takes no damage.)

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

OoC:

The doorway is 20ft high

Please list all spells currently effective on your character with each post. I try to remember them, but even when posted, it's not easy. If you don't list the spell and I make a mistake, you might just have to live with the result.


Map*MAP*MAP*MAP*MAP*
The Blue Squares are Wind Wall

* STATUS *
==========
Jass -3 CON (-28hp) /Dead

AB Aboleth -9
BO Kuo-toan Priestess -16 / AC??; Cloak of Chaos
LH Kuo-toan Left Hand -16-66-39-15+28-22-46-19 / AC33; Cloak of Chaos / Dead
RH Kuo-toan Right Hand -9-11-14-12 / AC36; Cloak of Chaos
S1 (Boy) AC16 +10TempHP
S2 (Girl) AC16 -20
Vr Vrock -19-8
SW = Spiritual Weapon (Shaped like a Stone Fist)
P1 Dead
P2 -22
Cloak of Chaos is Will Save vs DC28 if you are Lawful. Must save with each successful hit.

Shields are Blue
Enemies are Red
Allies are Yellow

WE ARE IN COMBAT ROUNDS NOW. PLEASE LIST ACTIONS OF NO MORE THAN ONE ROUND AT A TIME.

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Kuo-toa listed as Armed are DC24. Unarmed are DC16
1 Old Man Armed - 3CON
2 Old Man Unarmed - 1CON; Prayer
6 Woman Armed
7 Woman Armed; Prayer
8 Woman Armed; Prayer
9 Woman Armed
10 Woman Unarmed
11 Woman Unarmed -14
12 Woman Unarmed -23
13 Child Unarmed -17
14 Child Unarmed -33-1-1 /Unconscious
15 Child Unarmed -12

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.


Belkior - AC 25 (27 vs. Evil) - HP 125/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran  d20+25=45 ; d8+20=26 ;
Wednesday May 19th, 2010 10:05:52 PM

The halfling cleric easily withstands the magic cast by the aboleth and the touch of the spectre.
Fortitude = 45 (natural 20)

Belkior feels that it is time to heal his companions again. But first he runs back to get closer to those needing healing the most before preparing to cast one of his healing spells. But he doesn't cast right away, but waits until one of the spectres rises from the stone to attack one of his companions or himself.

Celestial Polar Bear
Size/Type: Large Animal (Magical Beast)
HD: 8d8+32 (68 hp)
Speed: 40 ft, Swim 30 ft
AC: 15 (-1 size, +1 Dex, +5 natural), Touch 10, Flat 14
BAB: +6
Attack: Claw +13 melee (1d8+8)
Full Attack: 2 claws +13 melee (1d8+8) and bite +8 melee (2d6+4)
Space / Reach: 10 ft / 5 ft
Special Attack: Improved Grab, Smite Evil +8
Special Qualities: Darkvision 60 ft, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 10, Spell resistance 13
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 27, Dex 13, Con 19, Int 3, Wis 12, Cha 6
Skills: Hide -2, Listen +5, Spot +7, Swim +16
Feats: Endurance, Run, Track

Actions
Move - 60 ft to DR23
Readied Action - cast Mass Cure Light Wounds, for 26 hps to Belkior, Podo, Grigory, Brahmah, and P2 (DC 23 Will save for half damage)

Items Used:
Staff of Healing - 1 charge
Hero Point - 1

Active Effects
Bead of Karma - +4 caster level, 7.3 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Tongues
Summon Monster VII - 10 rounds
Death Ward
Mass Bear's Endurance
Prayer - +1 to attack, damage, saves, skills for allies / -1 to opponents within 40 ft
Sanctuary

Active Spells
Status - on everyone - 18 hours, 56.9 minutes
Magic Circle Against Evil (self) - 197. minutes
Daylight - 187.1 minutes
Tongues - 187.2 minutes
Protection from Evil (Syr) - 17.3 minutes
Protection from Evil (Grigory) - 17.4 minutes
Protection from Evil (Mac) - 17.5 minutes
Protection from Evil (Brahmah) - 17.6 minutes
Protection from Evil (Corvis) - 17.7 minutes
Protection from Evil (Jass) - 17.8 minutes
Bless (all) - 16.9 minutes
Death Ward (Belkior) - 17. minutes
Death Ward (Syr) - 17.1 minutes
Death Ward (Mac) - 17.2 minutes
Death Ward (Brahmah) - 17.3 minutes
Death Ward (Grigory) - 17.4 minutes
Invisibility Purge (self) - 17.5 minutes
True Seeing (Brahmah) - 17.6 minutes
Spell Resistance (SR 31, Brahmah) - 17.7 minutes
Spell Resistance (SR 31, Mac) - 17.8 minutes
Spell Resistance (SR 31, Corvis) - 17.9 minutes
Summon Monster VII - 9 rounds
Wind Wall - 15 rounds
Prayer - 16 rounds
Sanctuary - 17 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*, Protection from Evil(x4****), Sanctuary* (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Sound Burst, Status* (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*, Wind Wall*(x2) (D - Magic Circle Against Evil*)
4 - Death Ward*****(x5), Tongues* (D - Cure Critical Wounds)
5 - Spell Resistance***(x3), True Seeing* (D - Mass Cure Light Wounds*)
6 - Greater Dispel Magic**(x2), Heal* (D - Heal)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast


Jass AC: unknown HP: DEAD :-)  d100=39 ; d20+6=25 ; 28d6=102 ; 5d6=20 ;
Wednesday May 19th, 2010 10:47:47 PM

Jass can finally identify where the spectres are, and he concentrates on the girl around Belkior, Ready ing a Disintegrate spell when he spots her next!

Read Lips DC15 Highlight to display spoiler: { OK you unprintable explicative. I'm going to anglo-saxon monosyllable all over your crude mention of a body part! You can't hurt my so called friends who let me die without some payback!"}

...Actions
Spot: 25
Move stationary
Readied Cast Disintegrate at girl spectre (affect material Wold: 39%) NO
102 Damage; Fort DC 23 = 20 damage

...Effects
Mage Armor: 14 hours; +4 AC
Haste: 7 rounds; +1 AC, Reflex, Full Attack, +30 move

Shadow Conjuration: Will Dc 24 or affected at only 60% real.
Target Point DZ,EA 20,21 20' radius, moves away from Jass 10 feet per round.
Effects: Kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).

A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one's breath doesn't help.

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

Syr Ac 33/32 HP 182/207  d20+22=42 ; d20+22=38 ; d20+22=38 ; 2d8+11=20 ; d6=3 ;
Thursday May 20th, 2010 12:33:37 AM

Syr feels his body trying to contract as he is targeted by the most powerful spell that he has ever faced. (Save Natural 20). Once again, he feels the air becoming dry and recognizes the spell that killed Jass (Save 38 for half).

The monk swipes a playful hand through Jass' body as he passes underneath on his way to the aboleth, "Pansy, huh? why don't you go possess that monk or something." (ec18-ed19) As he arrives at water's edge, he takes a well placed kick at the huge creature (attack 38 damage 20+3(shock))

"Mac, think you can ignore the other monk for the moment and go after the priestess? Based on what Jass said about her protections, you and Brahmah have the best chance to hurt her."

(OOC: Syr gave Corvis an enlarge potion which he drank upon immediate arrival)

Hide from Undead on Grigory, Belkior, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protection from Fire (60 pts) on Belkior 50 minutes
Protection from Ice (60 pts) on Belkior 50 minutes
Bless, Message, Status
Protection from Evil
Enlarge
Prayer


Brahmah, Captain of the Chosen of Domi (AC 27, Hps 185) Polo (AC 21, HPs 54/107) 
Thursday May 20th, 2010 3:13:40 AM

Looking back at the Vrock, Brahmah moves to DZ22 (trying to get around or over the corpse of LH) with Polo following close behind.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Active: Helm of Comprehend Languages & Read Magic, Pearl of the Sirines, Bear's Endurance, Haste?, Hide from Undead, Owl's Wisdoms, Animal Growth (Polo), Pro from evil, Death Ward, SR31, Bear's Endurance (Polo), Detect Snares and Pits, True Seeing

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance*, Animal Growth*
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
POLO STATS

Brown Bear (augmented with magic items)
Name: Polo
Size/Type: Huge Animal
Hit Dice: 10d8+60 (107 hp)
Speed: 40 ft. (8 squares)
Armor Class: 22 (-1 size, +1 Dex, +11 natural, rop +1), touch 14, flat-footed 17
Base Attack/Grapple: +13/+26
Attack: Claw +21 melee (2d6+14)
Full Attack: 2 claws +21 melee (2d6+14) and bite +17 melee (3d6+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent, DR 10/magic
Saves: Fort +17, Ref +10, Will +7
Abilities: Str 39, Dex 13, Con 27, Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +9, Swim +18

Magic worn by Polo the Brown Bear

Gauntlets of Ogre Power [worn by Polo]
Ring of Protection +1
Amulet of Mighty Fists +1
2 Ebyron Tears of shock (claw, claw)
Ebyron Tear of frost (bite)


Halfling Grigory  d20+19=24 ; d20+19=25 ; d20+14=16 ;
Thursday May 20th, 2010 8:30:10 AM

AC 25 / Touch 16 / Flat 21, Hit Points 98 (1, 1, 44 -28 healing, 51 = 69 damage)
Spell Resistance 18
Hide from Undead, Haste, Bear's Endurance, Message, Spell Turning, Prestidigation, Death Ward

Fort Save: 24, hero point reroll, 25.

"G'ah!" Grigory calls out loud as the Horrid Wilting takes effect. He moves 5' to the North East.

Grigory completes the casting of Summon Monster, calling 7 flying magical beasts to appear in the air in front Mac (ED 22 and forward) . He directs them to fly at the Priestess and attack her. Being relatively intelligent they fly to avoid conflict on the way, and so circle around the Priestess from the north and east, surrounding her almost completely. (OOC avoiding easy AoO from the Right Hand).

Actions
Ready Action: Cast Greater Dispel Magic as a counterspell against the Aboleth. Dispel check 16.

Completed from previous round: Empowered Summon Monster V (using a previous roll to summon 7 Celestial Hippogriffs) utilising the Augment Summoning Feat (+4 enhancement bonus to Strength and Constitution)

Augmented Celestial Hippogriff
Fly to surround and attack the Priestess BO. Fly 100' (average) and Wingover to allow abrupt changes in direction.
7 Attacks, hit AC: 14, 22, 28 (nat 20, crit check 25), 9, 19, 17, 9, 23
Guessing at AC 22, damage 7, 9, crit damage 9, 10

Hit Dice: 3d10+9 (25 hp) +6 = 31 hp
Initiative: +2
Speed: 50 ft. (10 squares), fly 100 ft. (average)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+11 +2 = +5/+13
Attack: Claw +6 melee (1d4+4) +2 = Claw +8 melee (1d4+6)
Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2)
2 claws +8 melee (1d4+6) and bite +3 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft., low-light vision, scent,
Celestial creature retains all the special qualities of the base creature and also gains the following qualities.
Darkvision out to 60 feet.
Damage reduction - NIL.
Resistance to acid, cold, and electricity 5
Spell resistance equal to HD + 5 (maximum 25) = 8.

Saves: Fort +6, Ref +5, Will +2 Fort +8
Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8 Str 22, Con 20
Skills: Listen +4, Spot +8
Feats: Dodge, Wingover
Environment: Temperate hills
Organization: Solitary, pair, or flight (7-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: --
Smite Evil (Su)
Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Special Qualities

Spells from others:
Hide from Undead on Grigory, Belkior, Syr, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Status from Belkior
Protection from Evil from Belkior
Bless from Belkior
Death Ward from Belkior

Spells Cast & Target:
All -- Haste (14 targets, 14 rounds)
All -- Mass Reduce Person (14 targets, 14 minutes) dismissed
All -- Mass Bear's Endurance (14 targets, 14 minutes)
All -- Message (14 targets, 140 minutes)
Syr? -- Heroism (140 minutes)
? -- Stoneskin x3 (140 minutes)
?? -- Blur x2 (14 minutes)
Grigory -- Spell Turning (140 minutes)
Grigory -- Prestidigitation (1 hour)

Spell list
Level 7 - Bigby's Grasping Hand*, Spell Turning*, Empowered Summon Monster V*
Level 6 - Greater Dispel Magic x2, Mass Bear's Endurance*, Disintegrate*
Level 5 -- Teleport*, Transmute Rock to Mud*, Teleport, Dismissal (up to 60' away)
Level 4 - Mass Reduce Person x2*, Wall of Fire, Stoneskin*
Level 3 - Haste x2*, Fireball x2, Dispel Magic, Heroism*
Level 2 - Alter self, Knock x2*, Gust of Wind, Blur x2**
Level 1 - Grease, Shield, Detect Secret Doors x2, Magic Missile x2*
Cantrips -- Message x2*, Prestidigitation*, Resistance, Read Magic


I will force such atrocities upon you / Round 13 - DMAl  d20+12=23 ; d20+8=20 ; d20+8=23 ; d20+8=26 ; d20+8=17 ; d20+8=26 ; d20+8=17 ; d20+8=19 ; d4=4 ; d20+15=31 ; d20+15=31 ; d20+13=27 ; d20+13=32 ; d20+13=25 ; 2d6+6=17 ; 2d6+6=10 ; d8+3=7 ; d6+3=6 ; d6+3=6 ; d20+7=18 ; d20+2=8 ; d20+20=34 ; d20+20=26 ; d20+20=24 ; d20+15=17 ; d20+10=22 ; 2d6+7=13 ; 2d6+7=9 ; 2d6+7=15 ; 2d6+7=17 ; 2d6+7=15 ;
Thursday May 20th, 2010 9:16:30 PM


Belkior moves to a more central location and awaits the appearance of the Spectre Twins. He withholds his healing magic until one of them appears, intent upon bathing the undead child with positive energy.

Jass lays in wait for one specific child of the Spectre Twins pair. He Readies a Disintegration spell for her appearance. (You need a Touch Attack for this. Jass Touch AC23 / Success.)

Syr takes on the Aboleth. The kick from the Hand of Domi is met with a grunt of pain and surprise.

Brahmah and Polo Move out through the door. (Polo took 51hp last round from the Horrid Wilting. Polo is now at 3hp. If you don't roll for these things, then I will consider them failed. DZ22 would place you in overlapping squares with Mac, so I placed you in DZ21.)

The seven Celestial Hippogriffs appear and fly at the priestess as directed by Grigory. Each of the seven scatter to different directions. Each perform a Wingover maneuver to position themselves for the attack. Like a trained fighter squadron, they come together all at once around the Kuo-toan priestess. None of the claws, however, are able to make a dent in the priestess' armor. (Priestess' AC listed below.)

Grigory readies a dispelling magic and watches the Aboleth. It is, however, unlikely that his effort will succeed.

H1, H2, H3, H4 are at 10ft.
H5, H6, H7 are at 0ft (Ground Level)
This is the only way they can attack at once.
H1 Flying South; Claw AC20
H2 Flying East; Claw AC23
H3 Flying South; Claw AC26
H4 Flying West; Claw AC17
H5 Flying West; Claw AC26
H6 Flying Northeast; Claw AC17
H7 Flying East; Claw AC19

With average maneuverability direction is important. They must continue flying in the direction indicated or perform their single Wingover feat for that round.

(If you summon creatures, please roll attacks and damage. I do not have time to do it for you. Also, please give me positions for summoned creatures along with Altitude if your creatures fly. Be aware of Tactical Aerial Movement. The Hippogriffs, for example, have a Average Maneuverability. That means that they must move at least 50 feet in any one round. They cannot hover. Etc.)

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

The Vrock's spores continue to burrow into Grigory. (4 more hp damage.)

The summoned Vrock again tears into the nearest Polar Bear. (Claw P2 AC31, Claw AC31, Bite AC27, Talon AC32, AC25; Damage 17+10+7+6+6 = 46hp) The white bear is torn to shreds. It stands tottering, about to drop.

Then, with Polo now gone, the little boy spectre peeks out of the ground. Belkior casts his spell. The spell breathes life back into the Celestial Polar Bear. The little boy spectre gives an eerie echoing scream as its insubstantial flesh burns under the holy light.

The little girl specter also pokes her head out of the ground. This time there is no sound. The face of the little spectre girl freezes in a mask of surprise, and then her incorporeal substance explodes, scattering as to the four winds.

The Priestess snarls as Syr fails to collapse in on himself and implode. She turns the spell then on the next nearest Crimson Shield. Picking out Mac through the wings of the hippogriffs, the priestess directs the spell at the minotaur. (Mac Implosion: Fortitude Save vs DC28 or die instantly.)

The smaller Right Hand moves in five feet and throws a full attack against one of Grigory's Hippogriffs. (Hit H7 AC34, AC26, AC24, AC417, AC22, AC13; Damage 13+9+15+17+15 = 69hp) Five blows hit the hippogriff and smash the life from it. (H7 is dead.)

"NnnnnOOOOOOblublubbl!" A wail rips from the throat of the Aboleth. "You've slain my children! My beautiful children! You will die for this. You will die in agony. And then I will reanimate your bodies and I will force such atrocities upon you." The Aboleth begins to cast a spell. Grigory is ready and attempts to counter, but his kung fu is too weak. (DC was 28.) The Aboleth's concentration is something to behold. It completes the spell and then reaches out.

(Concentration for Defensive Casting Minimum of 39 vs DC23. Cast Irresistible Dance. No Save. Subject to do anything other than caper and prance in place. -4 penalty to Armor Class and a -10 penalty on Reflex saves. The dancing subject provokes attacks of opportunity each round on its turn.)

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

OoC:

The doorway is 20ft high

Please list all spells currently effective on your character with each post. I try to remember them, but even when posted, it's not easy. If you don't list the spell and I make a mistake, you might just have to live with the result.


Map*MAP*MAP*MAP*MAP*
The Blue Squares are Wind Wall

* STATUS *
==========
Jass -3 CON (-28hp) /Dead

AB Aboleth -9-23 / AC20
BO Kuo-toan Priestess -16 / AC34; Cloak of Chaos Iron Body
RH Kuo-toan Right Hand -9-11-14-12 / AC36; Cloak of Chaos
S1 (Boy) AC16 +10TempHP-26
S2 (Girl) AC16 -20
Vr Vrock -19-8
SW = Spiritual Weapon (Shaped like a Stone Fist)
P2 -22-46+26
Cloak of Chaos is Will Save vs DC28 if you are Lawful. Must save with each successful hit.

Shields are Blue
Enemies are Red
Allies are Yellow

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Kuo-toa listed as Armed are DC24. Unarmed are DC16
1 Old Man Armed - 3CON
2 Old Man Unarmed - 1CON; Prayer
6 Woman Armed
7 Woman Armed; Prayer
8 Woman Armed; Prayer
9 Woman Armed
10 Woman Unarmed
11 Woman Unarmed -14
12 Woman Unarmed -23
13 Child Unarmed -17
14 Child Unarmed -33-1-1-1 /Unconscious
15 Child Unarmed -12

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.


Mac AC:26(T:16, F:21) HP:177/177 Enlarged(Huge - 15'x15' +15' Reach, 20'2'', 14448lbs)  d20+16=34 ; d20+31=39 ; 4d6+21=31 ; d20+7=17 ; d100=57 ;
Thursday May 20th, 2010 10:19:04 PM

}8 :) - Effects - }8 :)
Feats: Endurance, Dodge(+1AC vs [LH])*, Mobility, CR(6), Run
From Items: Pearl of the Sirines{}
From Belkior: Protection from Evil{+2 AC v evil*, no possession}, Spell Resistance{SR31}, Bless{+1 morale bonus to attack rolls, +2 save vs fear effects}, Status, Death Ward{}, Prayer{+1 luck bonus to hit, damage, saving throws** & skill checks**}
From Grigory: Haste[b]{extra attack in full attack action, +1 to attack, +1 dodge to AC, Speed +30'}, [b]Bear's Endurance[b]{+4Con}, [b]Message[b]{near silent communication to those pointed to}, [b]Blur[b]{Concealment - 20% miss chance}, [b]Stoneskin[b]{Damage Reduction 10(150)/Adamantine}
From [b]Syr
: Enlarge{+1 Size, +2Str, -2Dex, Greater Weapon Damage}, Hide from Undead{like it says...}
*Not factored into heading AC **Not factored - doesn't stack with Luck Stone
}8 :) }8 :) }8 :) }8 :)

Fort Save 34 vs Implosion.
"Right! Mac moves 15' down the diagonal into the water, another 45' swimming down the same diagonal, then veers left (eastward) swimming another 15', finishing at EK30:EM32 - Move action. He then turns his adamantine great axe on the priestess (reaching 15' from EM30 to EN27), hitting AC39@31 damage, and (Failing the Will Save) suffering confusion (57% - flee away from caster at top speed), but (considering Spring Attack and doing the math) flees all of 5' (to EK31:EM33).

AoOs:(up to 6) d20+31 for 4d6+21 [19+/x3]

Brahmah, Captain of the Chosen of Domi (AC 27, Hps 185) Polo (AC 21, HPs 3/107) 
Thursday May 20th, 2010 10:48:28 PM

OOC: I'm on a friends computer because my laptop died last night and my desktop doesn't like the Wold site for some reason or another.... so I will need a sub. Also, going to be on a trip from the 30th to June 20, and I'll need a sub for then too. Jerry and Cayzle are both aware of the trip.

IC:
Brahmah commands Polo to retreat to DR25, provided he's not somehow dead by the time he reaches the destination. Polo snarls, but follows orders, wishing he knew what was hurting him so he could kill it.
Brahmah on the other hand moves to back up Syr.

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Active: Helm of Comprehend Languages & Read Magic, Pearl of the Sirines, Bear's Endurance, Haste?, Hide from Undead, Owl's Wisdoms, Animal Growth (Polo), Pro from evil, Death Ward, SR31, Bear's Endurance (Polo), Detect Snares and Pits, True Seeing

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance*, Animal Growth*
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
POLO STATS

Brown Bear (augmented with magic items)
Name: Polo
Size/Type: Huge Animal
Hit Dice: 10d8+60 (107 hp)
Speed: 40 ft. (8 squares)
Armor Class: 22 (-1 size, +1 Dex, +11 natural, rop +1), touch 14, flat-footed 17
Base Attack/Grapple: +13/+26
Attack: Claw +21 melee (2d6+14)
Full Attack: 2 claws +21 melee (2d6+14) and bite +17 melee (3d6+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent, DR 10/magic
Saves: Fort +17, Ref +10, Will +7
Abilities: Str 39, Dex 13, Con 27, Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +9, Swim +18

Magic worn by Polo the Brown Bear

Gauntlets of Ogre Power [worn by Polo]
Ring of Protection +1
Amulet of Mighty Fists +1
2 Ebyron Tears of shock (claw, claw)
Ebyron Tear of frost (bite)

Belkior - AC 25 (27 vs. Evil) - HP 150/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran  d8=3 ; d8=1 ; d8=1 ; d8=4 ; d8=2 ;
Thursday May 20th, 2010 11:14:21 PM

The halfling cleric uses the magic of his staff to heal Grigory, hoping that Grigory will be ready to enter the combat once the spell has ended.

Celestial Polar Bear
Size/Type: Large Animal (Magical Beast)
HD: 8d8+32 (68 hp)
Speed: 40 ft, Swim 30 ft
AC: 15 (-1 size, +1 Dex, +5 natural), Touch 10, Flat 14
BAB: +6
Attack: Claw +13 melee (1d8+8)
Full Attack: 2 claws +13 melee (1d8+8) and bite +8 melee (2d6+4)
Space / Reach: 10 ft / 5 ft
Special Attack: Improved Grab, Smite Evil +8
Special Qualities: Darkvision 60 ft, low-light vision, scent, Damage reduction 5/magic, Resistance to acid / cold / electricity 10, Spell resistance 13
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 27, Dex 13, Con 19, Int 3, Wis 12, Cha 6
Skills: Hide -2, Listen +5, Spot +7, Swim +16
Feats: Endurance, Run, Track

Actions
Free - 5 ft step to DS 24
Standard - activate staff for Cure Serious Wounds, healing Grigory for 24 hps (re-rolled ones)

Items Used:
Staff of Healing - 2 charge
Hero Point - 1

Active Effects
Bead of Karma - +4 caster level, 7.2 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Tongues
Summon Monster VII - 8 rounds
Death Ward
Mass Bear's Endurance
Prayer - +1 to attack, damage, saves, skills for allies / -1 to opponents within 40 ft
Sanctuary

Active Spells
Status - on everyone - 18 hours, 56.8 minutes
Magic Circle Against Evil (self) - 196.9 minutes
Daylight - 187. minutes
Tongues - 187.1 minutes
Protection from Evil (Syr) - 17.2 minutes
Protection from Evil (Grigory) - 17.3 minutes
Protection from Evil (Mac) - 17.4 minutes
Protection from Evil (Brahmah) - 17.5 minutes
Protection from Evil (Corvis) - 17.6 minutes
Protection from Evil (Jass) - 17.7 minutes
Bless (all) - 16.8 minutes
Death Ward (Belkior) - 16.9 minutes
Death Ward (Syr) - 17. minutes
Death Ward (Mac) - 17.1 minutes
Death Ward (Brahmah) - 17.2 minutes
Death Ward (Grigory) - 17.3 minutes
Invisibility Purge (self) - 17.4 minutes
True Seeing (Brahmah) - 17.5 minutes
Spell Resistance (SR 31, Brahmah) - 17.6 minutes
Spell Resistance (SR 31, Mac) - 17.7 minutes
Spell Resistance (SR 31, Corvis) - 17.8 minutes
Summon Monster VII - 8 rounds
Wind Wall - 14 rounds
Prayer - 15 rounds
Sanctuary - 16 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*, Protection from Evil(x4****), Sanctuary* (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Sound Burst, Status* (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*, Wind Wall*(x2) (D - Magic Circle Against Evil*)
4 - Death Ward*****(x5), Tongues* (D - Cure Critical Wounds)
5 - Spell Resistance***(x3), True Seeing* (D - Mass Cure Light Wounds*)
6 - Greater Dispel Magic**(x2), Heal* (D - Heal)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast



Jass AC: unknown HP: DEAD :-)  d20+6=15 ; d100=42 ;
Friday May 21st, 2010 9:29:19 AM

The Cloudkill continues to move.

Jass grins triumphantly over his kill, and looks around to see what else he can destroy. He spots Grigory's skin bubbling and moving and tries to get Belkior's attention with a little arm waving. Read Lips DC 15 Highlight to display spoiler: {"Hey, shorty! If you want to save a life instead of letting one die, get over to the pompous windbag of a wizard!"}

The Vrock looks busy enough with the polar bears, and so the ghostly form turns toward the Aboleth and the Iron Maiden. A Targeted Greater Dispel Magic is cast against the Priestess, but once again, Jass is stymied from his prison of death.

...Actions
Spot: 15
Move stationary
Cast Greater Dispel Magic at Priestess (affect material Wold: 42%) NO

...Effects
Mage Armor: 14 hours; +4 AC
Haste: 6 rounds; +1 AC, Reflex, Full Attack, +30 move

Shadow Conjuration: Will Dc 24 or affected at only 60% real.
Target Point DZ,EA 20,21 20' radius, moves away from Jass 10 feet per round.
Effects: Kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).

A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one's breath doesn't help.

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

I will force such atrocities upon you / Round 13 - DMAl  d20+40=54 ; d4+1=5
Friday May 21st, 2010 10:39:23 AM


Touch Attack vs Syr 54

5 Rounds

Syr Ac 33/32 HP 182/207  d20+22=42 ; d20+22=25 ; d20+22=23 ; d20+22=41 ; d20+22=42 ; d20+22=35 ; d20+17=37 ; d20+17=19 ; 2d8+10=14 ; 2d8+10=22 ; d6=2 ; 2d8+11=14 ; 2d8+11=25 ; 2d8+11=18 ; 2d8+11=16 ; d6=5 ; 2d8+11=16 ; d6=6 ;
Friday May 21st, 2010 6:29:24 PM

Syr smiles at the aboleth's pain and moves 5' closer before pummeling it with his fists. (Attack crit=conf, 23, crit=conf, 35, crit-no confirm Damage 15+23+2(shock), 14, 25+18, 16+5(ice), 16+6(fire)= 140 points of damage wow most ever for Syr)

Hide from Undead on Grigory, Belkior, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protection from Fire (60 pts) on Belkior 50 minutes
Protection from Ice (60 pts) on Belkior 50 minutes
Bless, Message, Status
Protection from Evil
Enlarge
Prayer


Corvis Zurvich AC:30 HP:160/130, Bear's Endurance (temp 30hp)  d20+23=26 ; d20+18=24 ; d20+13=21 d8+14=17 d8+14=21 d8+14=17
Friday May 21st, 2010 6:44:55 PM

Seeing the Vrock he will move in to attack it needing to get the evil creature out of his way before he can move on to help his friends. Let alone if he can help the polar bears then they will have more life to help the others also if they can stay around long enough.

(Not sure if he'll get full round of attacks or not and since I miss done the rolls he'll only be attacking with his longsword this round. Can hit AC:26/24/21 Damage:17/21/17)

Mass Bear's Endurance (temp 30hp)
Prayer - +1 to attack, damage, saves, skills for allies / -1 to opponents within 40 ft
Protection from evil
Spell Resistance (SR 31, Corvis) - 18.1 minutes
Haste (14 targets, 14 rounds)
Enlarge{+1 Size, +2Str, -2Dex
Pearl if sirins

Halfling Grigory 
Friday May 21st, 2010 8:04:43 PM

AC 25 / Touch 16 / Flat 21, Hit Points 98 (1, 1, 44 -28 healing, 51, -24 healing = 45 damage)
Spell Resistance 18
Hide from Undead, Haste, Bear's Endurance, Message, Spell Turning, Prestidigation, Death Ward

Grigory feels revitalised with Belkior's healing touch. He moves out, and whistles loudly to his Hippogriffs. He waves his arms frantically, and yells at them in Celestial, then points at them to attack the Aboleth instead.
"Can't leave them near that monk for too long."

Actions
Get the Hippogriffs to change targets. OOC I'm in a real rush as I write this. I've emailed Al some details about sending the Hippogriffs after the Aboleth. It will take two rounds to get there. I think Handle Animal says it takes a Standard Action to get them to move.

Augmented Celestial Hippogriff
Fly to surround and attack the Priestess BO. Fly 100' (average) and Wingover to allow abrupt changes in direction.
7 Attacks, hit AC: 14, 22, 28 (nat 20, crit check 25), 9, 19, 17, 9, 23
Guessing at AC 22, damage 7, 9, crit damage 9, 10

Hit Dice: 3d10+9 (25 hp) +6 = 31 hp
Initiative: +2
Speed: 50 ft. (10 squares), fly 100 ft. (average)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+11 +2 = +5/+13
Attack: Claw +6 melee (1d4+4) +2 = Claw +8 melee (1d4+6)
Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2)
2 claws +8 melee (1d4+6) and bite +3 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft., low-light vision, scent,
Celestial creature retains all the special qualities of the base creature and also gains the following qualities.
Darkvision out to 60 feet.
Damage reduction - NIL.
Resistance to acid, cold, and electricity 5
Spell resistance equal to HD + 5 (maximum 25) = 8.

Saves: Fort +6, Ref +5, Will +2 Fort +8
Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8 Str 22, Con 20
Skills: Listen +4, Spot +8
Feats: Dodge, Wingover
Environment: Temperate hills
Organization: Solitary, pair, or flight (7-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: --
Smite Evil (Su)
Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Special Qualities

Spells from others:
Hide from Undead on Grigory, Belkior, Syr, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Status from Belkior
Protection from Evil from Belkior
Bless from Belkior
Death Ward from Belkior

Spells Cast & Target:
All -- Haste (14 targets, 14 rounds)
All -- Mass Reduce Person (14 targets, 14 minutes) dismissed
All -- Mass Bear's Endurance (14 targets, 14 minutes)
All -- Message (14 targets, 140 minutes)
Syr? -- Heroism (140 minutes)
? -- Stoneskin x3 (140 minutes)
?? -- Blur x2 (14 minutes)
Grigory -- Spell Turning (140 minutes)
Grigory -- Prestidigitation (1 hour)

Spell list
Level 7 - Bigby's Grasping Hand*, Spell Turning*, Empowered Summon Monster V*
Level 6 - Greater Dispel Magic x2, Mass Bear's Endurance*, Disintegrate*
Level 5 -- Teleport*, Transmute Rock to Mud*, Teleport, Dismissal (up to 60' away)
Level 4 - Mass Reduce Person x2*, Wall of Fire, Stoneskin*
Level 3 - Haste x2*, Fireball x2, Dispel Magic, Heroism*
Level 2 - Alter self, Knock x2*, Gust of Wind, Blur x2**
Level 1 - Grease, Shield, Detect Secret Doors x2, Magic Missile x2*
Cantrips -- Message x2*, Prestidigitation*, Resistance, Read Magic


Dance of Life and Death / Round 14 - DMAl  d4=4 ; d20+15=24 ; d20+15=31 ; d20+13=33 ; d20+13=20 ; d20+13=17 ; d20+13=26 ; 2d6+6=16 ; 2d6+6=11 ; d8+3=7 ; d8+3=6 ; d6+3=9 ; d6+3=4 ; d20+20=31 ; 2d6+7=11 ; d20+19=34 ; d20+20=30 ; d6+8=10 ; d20+18=19 ; d20+17=34 ;
Friday May 21st, 2010 9:28:41 PM


Mac enters the water and swims around to a place where he might take a chop at the Kuo-toan Priestess. His axe finds a temporary gap between the beating wings of the speeding hippogriffs and cleaves a great wound in the iron hide of the Priestess of an evil earth god. Then he succumbs, again, temporarily to the Cloak of Chaos.

Polo follows Brahmah's command and pulls back through the door. (Polo wouldn't fit at DR25 so I put him at DR19.) Brahmah walks the few feet to the shoreline where Syr dances under the influence of the Irresistible Dance spell.

Belkior steps next to Grigory and heals his fellow halfling.

Jass attempts to strip the Aboleth of its magic, but the divide between dead and living is, again, too wide for him to breach.

Syr continues to dance. While he's here he's wide open to an attack of opportunity, but he just can't seem to stop. (Syr, you were hit with an Irresistible Dance spell last round. No Save. Subject to do anything other than caper and prance in place. -4 penalty to Armor Class and a -10 penalty on Reflex saves. The dancing subject provokes attacks of opportunity each round on its turn.

You now have 4/5 rounds till it ends.)

Corvis attacks the Vrock, and his blade bites twice. The Vrock, however, appears resistant to the damage, and is not as harmed as much as it should have been. (Corvis, I corrected your Size on the map. Sorry for getting it wrong.)

Grigory redirects the Hippogriffs to the Aboleth.

H1 Flying North
H2 Flying North
H3 Flying Northeast
H4 Flying North
H5 Flying Northeast
H6 Flying Northwest
H7 Dead

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

The Vrock's spores continue to burrow into Grigory. (4 more hp damage. This is pending a ruling. If it goes in your favor you will get 13hp back due to the presence of the Bless spell.)

The summoned Vrock turn with open beak to Corvis. But, it remembers the Protection from Evil spell, and returns to ripping apart the Celestial Polar Bear instead. (Claw P2 AC24, Claw AC31, Bite AC33 (Crit Threat AC26), Talon AC20, AC17; Damage 16+11+7+6+9+4 = 53hp) This time, the Polar Bear is destroyed and set back to its home plane.

So far, these rash intruders have resisted one of her most powerful spells. The Priestess reacts in shock as Mac shakes off the Implosion spell and comes across the water to actually harm her. There is only one blasphemer left against whom to direct the deadly Implosion spell. The Kuo-toan Priestess points her large clawed hand at Brahmah. (Brahmah Implosion: Fortitude Save vs DC28 or die instantly. CL Check to beat Brahmah's SR31 = 19. Never mind.) Then the Priestess walks through the air to the west and out over the field of Mud. (Even with Haste, you are reduced to a speed of 5ft if you enter the Mud.)

The Right Hand tumbles to Mac and attacks. (Tumble 34 / Hit AC31, Damage 11hp - Stunning Fist Fortitude vs DC23 or be Stunned for 1 Round) The blow hits with stunning force.

With Syr in the grip of the Irresistible Dance, the Aboleth takes an AoO at him. The tentacle hits, and Syr suddenly feels his skin begin to change, turning to slime. Then it casts a different spell and Waves of Exhaustion wash over Syr and Brahmah. (CL to beat Brahmah's SR31 = 34 / Success.)

(Tentacle AoO Hit Syr AC30. With Irresistible Dance Syr's AC is 29. Damage 10hp - Slime DC21 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature's natural armor bonus by 1 (but never to less than 0).

(Syr and Brahmah are both Exhausted.)

The Crimson Shields feel themselves slowing down. The Haste spell has expired.

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

OoC:

The doorway is 20ft high

Please list all spells currently effective on your character with each post. I try to remember them, but even when posted, it's not easy. If you don't list the spell and I make a mistake, you might just have to live with the result.


Map*MAP*MAP*MAP*MAP*
The Blue Squares are Wind Wall

* STATUS *
==========
Jass -3 CON (-28hp) /Dead

AB Aboleth -9-23 / AC20
BO Kuo-toan Priestess -16-31 / AC34; Cloak of Chaos Iron Body
RH Kuo-toan Right Hand -9-11-14-12 / AC36; Cloak of Chaos
Vr Vrock -19-8-7-11
Cloak of Chaos is Will Save vs DC28 if you are Lawful. Must save with each successful hit.

Shields are Blue
Enemies are Red
Allies are Yellow

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Kuo-toa listed as Armed are DC24. Unarmed are DC16
1 Old Man Armed - 3CON
2 Old Man Unarmed - 1CON; Prayer
6 Woman Armed
7 Woman Armed; Prayer
8 Woman Armed; Prayer
9 Woman Armed
10 Woman Unarmed
11 Woman Unarmed -14
12 Woman Unarmed -23
13 Child Unarmed -17
14 Child Unarmed -33-1-1-1-1 /Unconscious
15 Child Unarmed -12

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.


Halfling Grigory 
Saturday May 22nd, 2010 12:31:04 AM

Grigory casts Haste on everyone as he did before.

Ooc: I'll make a full post later.

Jass AC: unknown HP: DEAD :-)  d100=50 ;
Saturday May 22nd, 2010 1:02:21 PM

The Cloudkill continues to move.

Every time one of his spells fails to bite, Jass gets a little more frustrated. He wants something dead! Anything!! He turns to the Priestess and tries again to Greater Dispel Magic to no avail.

The dead sorcerer howls in anger.

...Actions
Move stationary
Cast Greater Dispel Magic at Priestess (affect material Wold: 50%) NO

...Effects
Mage Armor: 14 hours; +4 AC
Haste: 6 rounds; +1 AC, Reflex, Full Attack, +30 move

Shadow Conjuration: Will Dc 24 or affected at only 60% real.
Target Point DZ,EA 20,21 20' radius, moves away from Jass 10 feet per round.
Effects: Kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).

A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one's breath doesn't help.

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


Mac AC:26(27 vs RH or 29 vs Evil RH) HP:177/177  d20+30=43 ; 4d6+21=37 ; d100=72 ; d20+30=37 ; 4d6+21=33 ; d100=27 ; d20+9=11 ;
Sunday May 23rd, 2010 1:59:04 AM

Condition: Huge - 15'x15' +15' Reach, 20'2'', 14448lbs, Confused
}8 :) - Effects - }8 :)
Feats: Endurance, Dodge(+1AC vs RH), Mobility*, CR(6), Run
From Items: Pearl of the Sirines{}
From Belkior: Protection from Evil{+2 AC vs evil, no possession}, Spell Resistance{SR31}, Bless{+1 morale bonus to attack rolls, +2 save vs fear effects}, Status, Death Ward{}, Prayer{+1 luck bonus to hit, damage, saving throws** & skill checks**}
From Grigory: Bear's Endurance{+4Con}, Message{near silent communication to those pointed to}, Blur{Concealment - 20% miss chance}, Stoneskin{Damage Reduction 10(150)/Adamantine}Haste{+30' Move, extra attack in Full Attack, +1 to Hit, +1 Reflex Save, +1 dodge to AC}
From Syr:Enlarge{+1 Size, +2Str, -2Dex, Greater Weapon Damage} Hide from Undead{like it says...}
*Not factored into heading AC **Not factored - doesn't stack with Luck Stone
}8 :) }8 :) }8 :) }8 :)

Mac prepares to take another series of swings at the monk [RH] His first blow strikes well (AC43@37) and the Cloak of Chaos causes him to (72) attack nearest creature - pretty much the plan, he makes no attempt to resist. His second swing connects just well enough (AC37@33) and the Cloak of Chaos causes him to want to (27) do nothing but babble incoherently - not a part of the plan, and he attempts to steel himself against the compulsion (Will Save: 11) but succumbs...
"...Sphia eipnyscye scuix. Wulpgywk uys uy. Flaq eirm ayphroyshauuy? Shuyngth bleyghteiskay ywl! Iaskaisplauy prykwhoask woiq gnuimb luitsaivo shoa eign ay? Briahaylpa uiqybloy ue eys fruy shoyk gyh blueghtschouts..."


AoOs:None - Confused

Syr Ac 26/25 HP 182/207  d20+22=32 ;
Sunday May 23rd, 2010 7:00:23 PM

At the water's edge, Syr's hands immediately fall down to his sides and remain fixed there. His face shows signs of strain as he struggles against the compulsion. On their own, his legs begin to flail about, kicking up water everywhere. "Oh great, we are fighting the most disgusting creature ever and I'm splashing around in the water doing a RIVERDANCE?"
(Fortitude save successful)

e?
OOC: I wasn't sure Syr was the target since the DM post didn't specify. Hat's off to you Al, I don't think has been so effectively neutralized before. *grin* Can Syr dance away from the Aboleth in 5' steps or is he held ther

The spell says that you cannot do anything other than "caper and prance in place". "In place", indicates to me that no distance movement is allowed.

For what it's worth, 1) Syr is extremely difficult to neutralize. 2) You guys are doing very well in this encounter. Much better than I expected you would. --Al


Belkior - AC 25 (27 vs. Evil) - HP 150/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran  d8=2 ; d8=6 ; d8=7 ; d8=6 ;
Sunday May 23rd, 2010 10:29:17 PM

The halfling cleric moves forward to aid another of his companions. Belkior moves into the area of his spell and casts one of his most powerful healing spells on Brahmah to get the big minotaur back into the fight.

Actions
Move - 30 ft to DX24
Standard - cast Regenerate on Brahmah (using Divine Reach), healing 41 hos and removes Exhaustion

Items Used:
Staff of Healing - 2 charge
Hero Point - 1

Active Effects
Bead of Karma - +4 caster level, 7.1 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Tongues
Summon Monster VII - 7 rounds
Death Ward
Mass Bear's Endurance
Prayer - +1 to attack, damage, saves, skills for allies / -1 to opponents within 40 ft
Sanctuary

Active Spells
Status - on everyone - 18 hours, 56.7 minutes
Magic Circle Against Evil (self) - 196.8 minutes
Daylight - 186.9 minutes
Tongues - 187. minutes
Protection from Evil (Syr) - 17.1 minutes
Protection from Evil (Grigory) - 17.2 minutes
Protection from Evil (Mac) - 17.3 minutes
Protection from Evil (Brahmah) - 17.4 minutes
Protection from Evil (Corvis) - 17.5 minutes
Protection from Evil (Jass) - 17.6 minutes
Bless (all) - 16.7 minutes
Death Ward (Belkior) - 16.8 minutes
Death Ward (Syr) - 16.9 minutes
Death Ward (Mac) - 17. minutes
Death Ward (Brahmah) - 17.1 minutes
Death Ward (Grigory) - 17.2 minutes
Invisibility Purge (self) - 17.3 minutes
True Seeing (Brahmah) - 17.4 minutes
Spell Resistance (SR 31, Brahmah) - 17.5 minutes
Spell Resistance (SR 31, Mac) - 17.6 minutes
Spell Resistance (SR 31, Corvis) - 17.7 minutes
Summon Monster VII - 7 rounds
Wind Wall - 13 rounds
Prayer - 14 rounds
Sanctuary - 15 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*, Protection from Evil(x4****), Sanctuary* (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Sound Burst, Status* (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*, Wind Wall*(x2) (D - Magic Circle Against Evil*)
4 - Death Ward*****(x5), Tongues* (D - Cure Critical Wounds)
5 - Spell Resistance***(x3), True Seeing* (D - Mass Cure Light Wounds*)
6 - Greater Dispel Magic**(x2), Heal* (D - Heal)
7 - Regenerate, Summon Monster VII* (D - Regenerate*)
* = cast

Dance of Life and Death / Round 14 - DMAl 
Sunday May 23rd, 2010 11:35:06 PM


OoC to Belkior: Note, that the casting time for Regenerate is 3 full rounds. During this time you can be engaged in nothing else but the Regenerate spell. The spell will then, take effect after the third round. That will be at the top of Round 18.

If, after considering this information, you would like to change your move, feel free to do so. You have until post time Monday, May 24.

Mac AC:26(27 vs RH or 29 vs Evil RH) HP:177/177 
Monday May 24th, 2010 10:23:40 AM

OOC: Checking in.

EXHAUSTED Brahmah, Captain of the Chosen of Domi (AC 27, Hps 185) Polo (AC 21, HPs 3/107) 
Monday May 24th, 2010 3:34:33 PM

OOC: I'm on another friends computer and won't have much time to post. I leave Sunday for Alaska and will be gone for three weeks. Jerry and Cayzle both are aware.

IC: Basically being unable to move and exhausted (being limited to 5ft and half that for exhaustion), Brahmah resigns to the fact he'll likely die. So basically Brahmah will watch Syr stand there and die as he himself is slain. (Yup, fun adventure.) However, he slogs on toward the Aboleth, 5ft this round. (mud reduces it to 5ft and and exhaustion halves it, so a full round is 5ft, total.)

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Active: Helm of Comprehend Languages & Read Magic, Pearl of the Sirines, Bear's Endurance, Hide from Undead, Owl's Wisdoms, Animal Growth (Polo), Pro from evil, Death Ward, SR31, Bear's Endurance (Polo), Detect Snares and Pits, True Seeing

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance*, Animal Growth*
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
POLO STATS

Brown Bear (augmented with magic items)
Name: Polo
Size/Type: Huge Animal
Hit Dice: 10d8+60 (107 hp)
Speed: 40 ft. (8 squares)
Armor Class: 22 (-1 size, +1 Dex, +11 natural, rop +1), touch 14, flat-footed 17
Base Attack/Grapple: +13/+26
Attack: Claw +21 melee (2d6+14)
Full Attack: 2 claws +21 melee (2d6+14) and bite +17 melee (3d6+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent, DR 10/magic
Saves: Fort +17, Ref +10, Will +7
Abilities: Str 39, Dex 13, Con 27, Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +9, Swim +18

Magic worn by Polo the Brown Bear

Gauntlets of Ogre Power [worn by Polo]
Ring of Protection +1
Amulet of Mighty Fists +1
2 Ebyron Tears of shock (claw, claw)
Ebyron Tear of frost (bite)


Halfling Grigory 
Monday May 24th, 2010 4:53:58 PM

OOC thinking of using Teleport to get us outta here again. It really depends on whether or not we cba get Syr and Brahmah back into the fight.

Will caster Greater Dispel to get Syr to stop dancing.

Belkior - AC 25 (27 vs. Evil) - HP 150/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran 
Monday May 24th, 2010 9:04:10 PM

Re-do:

Move to DX20
Cast Heal on Syr, using Divine Reach (takes Syr to full health, removes Exhaustion, and might also deal with the aboleth slime, too)

Blood and Damage / Round 15 - DMAl  d20+20=31 ; d6+8=13 ; d20+20=36 ; 10d6=43 ; d20+15=19 ;
Monday May 24th, 2010 9:23:49 PM


Jass attempts his magic again, and again he is stymied by the barrier between life and death. He howls, dark and angry. Such torments, even in the name of good - especially in the name of good - are the stuff from which evil is born.

Mac turns his attacks against the Right Hand of Shooldoomploo. The adamantine axe falls, ripping the unarmed kuo-toa from clavicle to hip. The Cloak of Chaos flares, and a madness takes over Mac again. But it is a fortunate madness and the axe falls again. This time the body of the Right Hand, held together by sheer force of will, is cloven in twain. A burble of nonsense streams from Mac's mouth even as he watches the Right Hand slip under the surface, his corpse staining the water red with blood.

Syr fights off the infection of Slim even as he dances for his very life. The waters splash as he kicks up an impressive jig.

Belkior approaches Syr and uses his miraculous ability to heal from afar. The Exhaustion is lifted from Syr, all his wounds are healed, and he dances magnificently.

Brahmah fights the exhaustion. To him it feels like Grigory's cloying mud. (The Mud is across the water in the brown square labeled "Mud". There is no mud where Brahmah is now. Sorry to have lead you to believe that. The notation on the Mud was for anyone who should decide to follow the Priestess.)

Hippogriffs
===========
H1 Flying North
H2 Flying North
H3 Flying Northeast
H4 Flying North
H5 Flying Northeast
H6 Flying Northwest

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

(Alright, I've ruled. The existing Bless spell destroyed all of the Vrock spores before they had a chance to take effect. Grigory get 13hp back due to the presence of the Bless spell.)

The summoned Vrock turns its insatiable bloodlust to the next most likely victim. It spies Polo nearby and leaps to attack. (Corvis, you get a AoO vs the Vrock. Claw Polo AC19.) The Vrock slashes at Polo with a claw, but the huge brown bear dodges back, allowing the claws to bounce off of his hardened skin.

The Priestess screams as Mac downs the Right Hand. Her scream rises into the words of a spell, and when the spell completes, she points her large mutant claw at Mac's axe. (Shatter Maximized: Mac, axe takes 60hp damage. Fortitude Save vs DC21 for half. Large-Sized, Two-Handed, Hafted weapon has 20hp. Adamantine gives the weapon a Hardness of 40. Fail the save, and your axe is destroyed.)

The Aboleth takes a second AoO against Syrdeth as he dances. The tentacle hits, and Syr again feels his skin begin to change, turning to slime. (See below.) The Aboleth cast a spell and reaches out with a tentacle to touch Syr. The tentacle glows with a dark vampiric energy. (Touch Syr AC36, Damage 43hp)

(Tentacle AoO Hit Syr AC31. With Irresistible Dance Syr's AC is 29. Damage 13hp - Slime DC21 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature's natural armor bonus by 1 (but never to less than 0).

(Brahmah is Exhausted.)

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

OoC:

[b]NOTE: HASTE HAS ENDED.


The doorway is 20ft high

Please list all spells currently effective on your character with each post. I try to remember them, but even when posted, it's not easy. If you don't list the spell and I make a mistake, you might just have to live with the result.[/b]

Map*MAP*MAP*MAP*MAP*
The Blue Squares are Wind Wall
(Even with Haste, you are reduced to a speed of 5ft if you enter the Mud.)

* STATUS *
==========
Jass -3 CON (-28hp) /Dead

AB Aboleth -9-23+43 / AC20
BO Kuo-toan Priestess -16-31 / AC34; Cloak of Chaos Iron Body
RH Kuo-toan Right Hand -9-11-14-12-37-33 / AC36; /Dead
Vr Vrock -19-8-7-11
Cloak of Chaos is Will Save vs DC28 if you are Lawful. Must save with each successful hit.

Shields are Blue
Enemies are Red
Allies are Yellow

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Kuo-toa listed as Armed are DC24. Unarmed are DC16
1 Old Man Armed - 3CON
2 Old Man Unarmed - 1CON; Prayer
6 Woman Armed
7 Woman Armed; Prayer
8 Woman Armed; Prayer
9 Woman Armed
10 Woman Unarmed
11 Woman Unarmed -14
12 Woman Unarmed -23
13 Child Unarmed -17
14 Child Unarmed -33-1-1-1-1-1 /Dead
15 Child Unarmed -12

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.


Belkior - AC 25 (27 vs. Evil) - HP 150/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran  d8=2 ; d8=3 ; d8=5 ; d8=1 ; d8=3 ;
Monday May 24th, 2010 11:11:07 PM

The halfling cleric casts another spell to heal Polo, hoping to keep the big bear in the fight and dealing with the Vrock. Belkior then scurries forward to take shelter behind Syr and Brahmah.

Actions
Standard - cast Cure Critical Wounds on Polo (using Divine Reach), healing 33 hps
Move - 25 ft to EC 20

Items Used:
Staff of Healing - 2 charge
Hero Point - 1

Active Effects
Bead of Karma - +4 caster level, 7. minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Tongues
Death Ward
Mass Bear's Endurance
Prayer - +1 to attack, damage, saves, skills for allies / -1 to opponents within 40 ft
Sanctuary

Active Spells
Status - on everyone - 18 hours, 56.6 minutes
Magic Circle Against Evil (self) - 196.7 minutes
Daylight - 186.8 minutes
Tongues - 186.9 minutes
Protection from Evil (Syr) - 17. minutes
Protection from Evil (Grigory) - 17.1 minutes
Protection from Evil (Mac) - 17.2 minutes
Protection from Evil (Brahmah) - 17.3 minutes
Protection from Evil (Corvis) - 17.4 minutes
Protection from Evil (Jass) - 17.5 minutes
Bless (all) - 16.6 minutes
Death Ward (Belkior) - 16.7minutes
Death Ward (Syr) - 16.8 minutes
Death Ward (Mac) - 16.9 minutes
Death Ward (Brahmah) - 17. minutes
Death Ward (Grigory) - 17.1 minutes
Invisibility Purge (self) - 17.2 minutes
True Seeing (Brahmah) - 17.3 minutes
Spell Resistance (SR 31, Brahmah) - 17.4 minutes
Spell Resistance (SR 31, Mac) - 17.5 minutes
Spell Resistance (SR 31, Corvis) - 17.6 minutes
Wind Wall - 12 rounds
Prayer - 13 rounds
Sanctuary - 14 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*, Protection from Evil(x4****), Sanctuary* (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Sound Burst, Status* (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*, Wind Wall*(x2) (D - Magic Circle Against Evil*)
4 - Death Ward*****(x5), Tongues* (D - Cure Critical Wounds*)
5 - Spell Resistance***(x3), True Seeing* (D - Mass Cure Light Wounds*)
6 - Greater Dispel Magic**(x2), Heal* (D - Heal*)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast


Halfling Grigory  d20+14=22 ; d20+14=28 ; d20+14=18 ; d20+14=16 ; d20+14=33 ; d20+14=30 ; d20+8=13 ; d20+8=27 ; d20+8=23 ; d20+8=10 ; d20+8=27 ; d20+8=25 ; d20+8=9 ; d4+6=10 ; d4+6=8 ; d4+6=7 ; d4+6=8 ;
Monday May 24th, 2010 11:49:25 PM

AC 25 / Touch 16 / Flat 21, Hit Points 98 (44, -28 healing, 51, -24 healing = 43 damage) hp edited
Spell Resistance 18
Hide from Undead, Haste, Bear's Endurance, Message, Spell Turning, Prestidigation, Death Ward

Grigory moves out from his hiding place (to DW23) and casts Greater Dispel Magic as an Area Dispel (20' radius) centred on EP/EQ 27/28. This should affect the mud as well as the priestess BO (some dispel checks: 22, 28, 18, 16, 33, 30)
Hopefully the ground will solidify and Mac can attack her directly.

The 6 remaining hippogriffs continue in their flight northish to attack the aboleth. Four of them hit.

Actions
Move to DW23
Cast Greater Dispel near the priestess as an Area Dispel

Augmented Celestial Hippogriff
Fly to surround and attack the Aboleth. Fly 100' (average) and Wingover to allow abrupt changes in direction.
6 Attacks, hit AC: 13, 27, 23, 10, 27, 25
damage: 10, 8, 7, 8 = 33

Hit Dice: 3d10+9 (25 hp) +6 = 31 hp
Initiative: +2
Speed: 50 ft. (10 squares), fly 100 ft. (average)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+11 +2 = +5/+13
Attack: Claw +6 melee (1d4+4) +2 = Claw +8 melee (1d4+6)
Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2)
2 claws +8 melee (1d4+6) and bite +3 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft., low-light vision, scent,
Celestial creature retains all the special qualities of the base creature and also gains the following qualities.
Darkvision out to 60 feet.
Damage reduction - NIL.
Resistance to acid, cold, and electricity 5
Spell resistance equal to HD + 5 (maximum 25) = 8.

Saves: Fort +6, Ref +5, Will +2 Fort +8
Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8 Str 22, Con 20
Skills: Listen +4, Spot +8
Feats: Dodge, Wingover
Environment: Temperate hills
Organization: Solitary, pair, or flight (7-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: --
Smite Evil (Su)
Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Special Qualities

Spells from others:
Hide from Undead on Grigory, Belkior, Syr, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Status from Belkior
Protection from Evil from Belkior
Bless from Belkior
Death Ward from Belkior

Spells Cast & Target:
All -- Haste (14 targets, 14 rounds)
All -- Mass Reduce Person (14 targets, 14 minutes) dismissed
All -- Mass Bear's Endurance (14 targets, 14 minutes)
All -- Message (14 targets, 140 minutes)
Syr? -- Heroism (140 minutes)
? -- Stoneskin x3 (140 minutes)
?? -- Blur x2 (14 minutes)
Grigory -- Spell Turning (140 minutes)
Grigory -- Prestidigitation (1 hour)

Spell list
Level 7 - Bigby's Grasping Hand*, Spell Turning*, Empowered Summon Monster V*
Level 6 - Greater Dispel Magic x2*, Mass Bear's Endurance*, Disintegrate*
Level 5 -- Teleport*, Transmute Rock to Mud*, Teleport, Dismissal (up to 60' away)
Level 4 - Mass Reduce Person x2*, Wall of Fire, Stoneskin*
Level 3 - Haste x2*, Fireball x2, Dispel Magic, Heroism*
Level 2 - Alter self, Knock x2*, Gust of Wind, Blur x2**
Level 1 - Grease, Shield, Detect Secret Doors x2, Magic Missile x2*
Cantrips -- Message x2*, Prestidigitation*, Resistance, Read Magic


Jass AC: unknown HP: DEAD :-)  d100=14 ;
Tuesday May 25th, 2010 2:00:52 PM

quick post;

Jass tries to Disintegrate the Aboleth, but the spell doesn't affect the Wold (14%)

hyperlink: Syr Ac 29/28 HP 164/207  d20+2=12 ; d20+22=42 ;
Tuesday May 25th, 2010 5:48:18 PM

Syr sees the aboleth's tentacle coming and tries to deflect it with his hand. His wrist twitches slightly but other than that, there is no other sign that his body is obeying him. (Save nat 20) The elf continues to kick up water with his legs and He mutters to himself, "If only Wynn could see me now.... I may as well enjoy the moment!" With that, he pastes a huge false grin on his face and loses himself in the dance. Unfortunately for the aboleth, he loses his timing as his dance is average at best. (Perform 12)

Hide from Undead on Grigory, Belkior, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protection from Fire (60 pts) on Belkior 50 minutes
Protection from Ice (60 pts) on Belkior 50 minutes
Bless, Message, Status
Protection from Evil
Enlarge
Prayer
Irresistable Dance (2 more turns?)
Haste

Mac AC:23(24 vs Ab or 26 vs Evil Ab) HP:177/177  d20+7=23 ; d20+18=27 ; 4d6+47=63 ; d100=44 ;
Tuesday May 25th, 2010 8:15:18 PM

(Huge - 15'x15' +15' Reach, 20'2'', 14448lbs, Speed 30'(walk)/60'(swim))
}8 :) - Effects - }8 :)
Feats: Endurance, Dodge(+1AC vs Ab), Mobility*, CR(6), PA(13/14), Run, Charge! 65'
From Items: Pearl of the Sirines{}
From Belkior: Protection from Evil{+2 AC vs evil, no possession}, Spell Resistance{SR31}, Bless{+1 morale bonus to attack rolls, +2 save vs fear effects}, Status, Death Ward{}, Prayer{+1 luck bonus to hit, damage, saving throws** & skill checks**}
From Grigory: Bear's Endurance{+4Con}, Message{near silent communication to those pointed to}, Blur{Concealment - 20% miss chance}, Stoneskin{Damage Reduction 10(150)/Adamantine}
From Syr: Enlarge{+1 Size, +2Str, -2Dex, Greater Weapon Damage} Hide from Undead{like it says...}
*Not factored into heading AC **Not factored - doesn't stack with Luck Stone
}8 :) }8 :) }8 :) }8 :)

Mac fears the worst as the Priestess casts her spell, and then... nothing happens. He looks about [Spot: 23] to notice anything, and concludes that the Priestess appears to be less of a threat to the Shields than the Aboleth, and being back nearer his friends is good form. He follows the hippogryphs in, charging at the Aboleth. (Move(Swim) 65' from EK31:EM33 to EI19:EK21, given the 'gryphs have been observed to pack in tight around their target. He tries for one mighty blow - AC27@63 damage)

% in error - Aboleth no longer bestowed with Cloak of Chaos
AoOs:(up to 6) d20+18 for 4d6+47 [19+/x3]



Magic and Curses / Round 16 - DMAl  d6=4 ; d20+20=28 ; d6+8=14 ; d20+6=19 ; d4+1=3 ; d20+15=25 ; d20+15=32 ; d20+13=22 ; d20+13=29 ; d20+13=31 ; 2d6+6=14 ; 2d6+6=12 ; d8+3=4 ; d6+3=7 ; d6+3=9 ; d10+10=19 ; d20+20=23 ; d20+18=33 ; d20+18=24 ; d20+18=27 ; d20+18=27 ; d20+18=27 ; d20+18=32 ; d20+18=34 ; d20+18=20 ; d20+18=20 ; d20+18=24 ; d20+18=28 ; d20+18=32 ; d100=73 ; d20+17=36 ;
Tuesday May 25th, 2010 9:07:42 PM


Belkior heals Polo before pulling in behind Syr and Brahmah.

Grigory comes out to the doorway and casts dispelling magic that covers his own Rock to Mud spell. It the mud hardens. If the Priestess had been counting on the mud for protection, it is now no longer available. The spell also includes the Priestess herself in its circle. The Priestess blinks and shakes her wet slimy head. But, aside from that, there is no visible affect.

Grigory's flock of Hippogriffs fly in to attack the Aboleth. As they approach it takes a Swat of Opportunity at one of them (Hit AoO #4 AC28; Damage 14hp-DR8 = 7hp. Hippogriff Fort Save vs Slime = 19 vs DC21. Transformation over the next 3min. Inconsequential so nothing more will be said about this.) The tentacle of the Aboleth strikes one of the brave Hippogriffs, crushing a leg and beginning a grotesque transformation in the animal. Its skin begins to soften.

Jass casts a green Disintegration beam at the Aboleth, but his magic remains on the dead side of his world.

Syr fights off the Slime once again, but at the expense of his timing. the dance goes awry. (Syr, Irresistible Dance was cast at the Bottom of Round 13. You were affected Round 14 and Round 15, so 3 more rounds. The spell ends after Round 18. You may act normally at the top of Round 19.)

Using the power of the Pearl of Sirines, Mac charges through the water, landing one single incredible blow upon the Aboleth. Gouts of ichor spout from the water, and the Aboleth wails. But it does not appear nearly as hurt as it could be.

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

The summoned Vrock is bent on death. It continues its attack on Polo. (Claw Polo A25, AC32, Bite AC22, Talon AC29, AC31; Damage after DR 4+2 = 6hp.) The Vrock meets someone with as tough a hide as it does. The Animal Growth spell saves Polo from being ripped and eviscerated.

The Priestess stares in obvious surprise as Mac's axe is unaffected. She had miscalculated for his increased size. She stares an evil stare at the minotaur and conjures up a spell to strip him of all his magic.

Targeted Dispel
From Belkior: DC31
Protection from Evil{+2 AC vs evil, no possession}, 33/Succeed
Spell Resistance{SR31}, 24/Fail
Bless{+1 morale bonus to attack rolls, +2 save vs fear effects}, 27/Fail
Status, 27/Fail
Death Ward{}, 27/Fail
Prayer{+1 luck bonus to hit, damage, saving throws** & skill checks**} 32/Succeed
From Grigory: DC25
Bear's Endurance{+4Con}, 34/Succeed
Message{near silent communication to those pointed to}, 20/Fail
Blur{Concealment - 20% miss chance}, 20/Fail
Stoneskin{Damage Reduction 10(150)/Adamantine} 24/Fail
From Syr: DC16
Enlarge{+1 Size, +2Str, -2Dex, Greater Weapon Damage} 28/Succeed
Hide from Undead{like it says...} 32/Succeed

Mac is stripped of many spells. The loss of one in particular causes him to shrink back down to his normal size. Then the Priestess retreats further back over a remaining area of mud.

The Aboleth burbles as the hippogriffs descend upon him. His voice sounds like the wail of a girl as Mac strikes. Still, the huge bloated abomination cannot give up on his revenge. In a quick blink of an eye some of his wounds become filled with a false flesh. He casts a spell, and with a tentacle reaches out to Mac. "Curse you! I curse you to be weak for the rest of your days!" the abomination cries. (Touch Attack AC23; 20% Miss 73/Pass. CL Check vs SR 36 vs DC31. Mac Will Save vs DC23 or be cursed with -6 to STR.)

(Brahmah is Exhausted.)

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

OoC:

NOTE: HASTE HAS ENDED.


The doorway is 20ft high

Please list all spells currently effective on your character with each post. I try to remember them, but even when posted, it's not easy. If you don't list the spell and I make a mistake, you might just have to live with the result.[/b]

Map*MAP*MAP*MAP*MAP*
The Blue Squares are Wind Wall
(Even with Haste, you are reduced to a speed of 5ft if you enter the Mud.)

* STATUS *
==========
Jass -3 CON (-28hp) /Dead

AB Aboleth -9-23+43-10-8-7-8-63+19 / AC20
BO Kuo-toan Priestess -16-31 / AC34; Cloak of Chaos Iron Body
Vr Vrock -19-8-7-11
Cloak of Chaos is Will Save vs DC28 if you are Lawful. Must save with each successful hit.
H4 -7

Shields are Blue
Enemies are Red
Allies are Yellow

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Kuo-toa listed as Armed are DC24. Unarmed are DC16
1 Old Man Armed - 3CON
2 Old Man Unarmed - 1CON; Prayer
6 Woman Armed
7 Woman Armed; Prayer
8 Woman Armed; Prayer
9 Woman Armed
10 Woman Unarmed
11 Woman Unarmed -14
12 Woman Unarmed -23
13 Child Unarmed -17
15 Child Unarmed -12

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.


Syr Ac 29/28 HP 164/207 ED18 
Tuesday May 25th, 2010 10:42:41 PM

Syr's mind wanders as his body responds to the Aboleth's spell and gyrates uncontrollably. He wonders to himself, what the next step for the group is, they haven't even seen this gate they were sent here to close. Then the merchant in him examines the priestess and the two bodies of the monks, looking for valuables for the group to sell. It never crosses his mind that they will fail until he sees the scowl of frustration on a translucent Jass as another spell is failed.

Hide from Undead on Grigory, Belkior, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protection from Fire (60 pts) on Belkior 50 minutes
Protection from Ice (60 pts) on Belkior 50 minutes
Bless, Message, Status
Protection from Evil
Prayer
Irresistable Dance (2 more turns?)
Haste

(OOC: Al, I'm not quite sure we are on the same page, Double check me? Round 1 of the dance was negating his 140 pt attack, round two was his riverdance post, round 3 was his ' performance' post and round four is this post. One more dancing post to go, after which would be round 18 correct (5 rds)?. Also, wouldn't the priestess dispel also target harmful effects such as the dance?)

You're right. The spell was actually cast at the bottom of Round 12. That would make the end of the spell the bottom of Round 17. You may act after the post for round 17. One more round after this one. Does that sound right?

As to the Priestess' spell, it was a Targeted Dispel aimed at Mac. Not an Area Dispel. No coverage of Syr. Sorry. --Al


Belkior - AC 25 (27 vs. Evil) - HP 150/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran  10d6=37 ;
Tuesday May 25th, 2010 10:45:56 PM

The halfling cleric moves slightly and activates one of his prayer beads to weaken the summoned demon, so that Corvis and Polo can return to the fight.

Actions
Free - 5 ft step to EC21
Standard - activate Bead of Smiting to cast Holy Smite, 37 damage to evil outsider and blinded for 1 round (Will save DC 17 for half damage and no blindness), 20 ft radius centred at intersection of DL20/DM21

Items Used:
Bead of Karma - 1 daily use
Bead of Smithing - 1 daily use
Staff of Healing - 2 charge
Hero Point - 1

Active Effects
Bead of Karma - +4 caster level, 6.9 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Tongues
Death Ward
Mass Bear's Endurance
Prayer - +1 to attack, damage, saves, skills for allies / -1 to opponents within 40 ft
Sanctuary

Active Spells
Status - on everyone - 18 hours, 56.5 minutes
Magic Circle Against Evil (self) - 196.6 minutes
Daylight - 186.7 minutes
Tongues - 186.8 minutes
Protection from Evil (Syr) - 16.9 minutes
Protection from Evil (Grigory) - 17. minutes
Protection from Evil (Brahmah) - 17.2 minutes
Protection from Evil (Corvis) - 17.3 minutes
Protection from Evil (Jass) - 17.4 minutes
Bless (all) - 16.5 minutes
Death Ward (Belkior) - 16.6 minutes
Death Ward (Syr) - 16.7 minutes
Death Ward (Mac) - 16.8 minutes
Death Ward (Brahmah) - 16.9 minutes
Death Ward (Grigory) - 17. minutes
Invisibility Purge (self) - 17.1 minutes
True Seeing (Brahmah) - 17.2 minutes
Spell Resistance (SR 31, Brahmah) - 17.3 minutes
Spell Resistance (SR 31, Mac) - 17.4 minutes
Spell Resistance (SR 31, Corvis) - 17.5 minutes
Wind Wall - 11 rounds
Prayer - 12 rounds
Sanctuary - 13 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*, Protection from Evil(x4****), Sanctuary* (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Sound Burst, Status* (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*, Wind Wall*(x2) (D - Magic Circle Against Evil*)
4 - Death Ward*****(x5), Tongues* (D - Cure Critical Wounds*)
5 - Spell Resistance***(x3), True Seeing* (D - Mass Cure Light Wounds*)
6 - Greater Dispel Magic**(x2), Heal* (D - Heal*)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast

Mac AC:27(28 vs AB) HP:149/149  d20+7=23 ; d20+18=31 ; 3d6+37=47 ; d20+13=20 ; 3d6+37=48 ; d20+8=20 ; 3d6+37=49 ;
Tuesday May 25th, 2010 10:50:42 PM

(Large - 10'x10' +10' Reach, 10'1'' tall, 1806lbs, Speed 30'(walk)/60'(swim))
}8 :) - Effects - }8 :)
Feats: Endurance, Dodge(+1AC vs Ab), Mobility(Not factored into heading AC), CR(7), PA(10/14), Run
From Items: Pearl of the Sirines{}
From Belkior: , Spell Resistance{SR31}, Bless{+1 morale bonus to attack rolls, +2 save vs fear effects}, Status, Death Ward{}
From Grigory: , Message{near silent communication to those pointed to}, Blur{Concealment - 20% miss chance}, Stoneskin{Damage Reduction 10(150)/Adamantine}
}8 :) }8 :) }8 :) }8 :)

Mac stands stone still, confident the Aboleth couldn't possibly THWAP!!! He winces at the slap (Will Save 23 vs DC23), but otherwise feels... okay. In fact, given what has happened (and not) over the last few rounds, and despite having much magic stripped away, Mac is feeling good... very good... exceptional. Which is probably why, focussed on the Aboleth, he takes a 5'step (to EH18:EI19), leaving himself still partially in the way of H5s flight south as he attacks. (AC31@47, AC20@48 & AC20@49)

AoOs:(up to 7) d20+18 @ 3d6+37 [19+/x3]


Breathing Room / Round 17 - DMAl  d20+7=12 ; d20+15=29 ; d20+15=34 ; d20+13=22 ; d20+13=31 ; d20+13=17 ; 2d6+6=16 ; 2d6+6=16 ; 2d8+3=14 ; d8+3=6 ; d6+3=9 ;
Wednesday May 26th, 2010 9:06:36 PM


Syr's mind wanders. His body dances on, automatically going through the steps.

Belkior casts a Smiting from his Prayer Beads and a column of light smashes down upon the summoned Vrock. The power of the Prayer Bead, though is not enough to overcome the Spell Resistance of the Vrock, and when the light fades, the Vrock is unharmed. (CL rolled 12.)

Mac resists the dreaded curse and moves in for the kill. Twice the adamantine great axe draws its gouts of steaming ichor. The Aboleth is torn apart. As the third blow falls, however, a Moment of Prescience allows the abomination to pull its flesh away, avoiding the last mighty blow of the axe. But the Aboleth is bloodied. It looks over half dead.

Note: My mistake. Brahmah is not Exhausted. The Deathward spell would have prevented the negative energy spell.

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

The summoned Vrock continues its single-minded attack. (Claw Polo A29, AC34, Bite AC22, Talon AC31, AC17; Damage after DR 6+6 = 12hp.) The Vrock, though it does little damage, does not seem to care. It revels in the act of tearing and rending. That seems to be its entire world.

The Priestess appears pleased when Mac shrinks down to a more manageable size, though it's difficult to tell what pleased might be upon her monstrous features. She casts another spell, and a twenty-foot high barrier of translucent spinning blades springs up to screen her from approach. Then she walks back, putting more mud between herself and the Crimson Shields. (Blade Barrier, Take 15d6 damage if you pass through. Reflex vs DC25 for half. Those with SR, I will roll vs your SR should you decide to brave the Barrier. Note that the barrier is in the midst of the Mud.)

The Aboleth casts on the defensive, verbalizing a spell. (Concentration minimum of 39 is Autosuccess vs DC19.) The pops and water rushes into the vacuum as the Aboleth is no longer there. The huge abominations pops back into existance across the cavern on the far side of the mud where it begins shrieking in the burbling language of the Kuo-toa. Jass and Brahmah understand. "I still have spells! Powerful spells! We can still crush them! We can! But you must heal me! Heal me now you mad frog! HEAL ME!"

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

OoC:

The doorway is 20ft high

Please list all spells currently effective on your character with each post. I try to remember them, but even when posted, it's not easy. If you don't list the spell and I make a mistake, you might just have to live with the result.


Map*MAP*MAP*MAP*MAP*
The Blue Squares are Wind Wall
(Even with Haste, you are reduced to a speed of 5ft if you enter the Mud.)

* STATUS *
==========
Jass -3 CON (-28hp) /Dead

AB Aboleth -9-23+43-10-8-7-8-63+19-47-48 / AC20
BO Kuo-toan Priestess -16-31 / AC34; Cloak of Chaos Iron Body
Vr Vrock -19-8-7-11
Cloak of Chaos is Will Save vs DC28 if you are Lawful. Must save with each successful hit.
H4 -7

Shields are Blue
Enemies are Red
Allies are Yellow

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Kuo-toa listed as Armed are DC24. Unarmed are DC16
1 Old Man Armed - 3CON
2 Old Man Unarmed - 1CON; Prayer
6 Woman Armed
7 Woman Armed; Prayer
8 Woman Armed; Prayer
9 Woman Armed
10 Woman Unarmed
11 Woman Unarmed -14
12 Woman Unarmed -23
13 Child Unarmed -17
15 Child Unarmed -12

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.



Belkior - AC 25 (27 vs. Evil) - HP 150/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran  d8=1 ; d8=7 ; d8=1 ; d8=3 ; d8=4 ;
Wednesday May 26th, 2010 10:40:53 PM

The halfling cleric moves back a bit and uses the staff to again heal Brahmah's companion.

Actions
Move - 15 ft to DZ21
Standard - activate Staff of Healing to cast Cure Serious Wounds, heal 29 hps on Polo (using divine reach)

Items Used:
Bead of Karma - 1 daily use
Bead of Smithing - 1 daily use
Staff of Healing - 3 charge
Hero Point - 1

Active Effects
Bead of Karma - +4 caster level, 6.8 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Tongues
Death Ward
Mass Bear's Endurance
Prayer - +1 to attack, damage, saves, skills for allies / -1 to opponents within 40 ft
Sanctuary

Active Spells
Status - on everyone - 18 hours, 56.4 minutes
Magic Circle Against Evil (self) - 196.5 minutes
Daylight - 186.6 minutes
Tongues - 186.7 minutes
Protection from Evil (Syr) - 16.8 minutes
Protection from Evil (Grigory) - 16.9 minutes
Protection from Evil (Brahmah) - 17.1 minutes
Protection from Evil (Corvis) - 17.2 minutes
Protection from Evil (Jass) - 17.3 minutes
Bless (all) - 16.4 minutes
Death Ward (Belkior) - 16.5 minutes
Death Ward (Syr) - 16.6 minutes
Death Ward (Mac) - 16.7 minutes
Death Ward (Brahmah) - 16.8 minutes
Death Ward (Grigory) - 16.9 minutes
Invisibility Purge (self) - 17. minutes
True Seeing (Brahmah) - 17.1 minutes
Spell Resistance (SR 31, Brahmah) - 17.2 minutes
Spell Resistance (SR 31, Mac) - 17.3 minutes
Spell Resistance (SR 31, Corvis) - 17.4 minutes
Wind Wall - 10 rounds
Prayer - 11 rounds
Sanctuary - 12 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*, Protection from Evil(x4****), Sanctuary* (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Sound Burst, Status* (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*, Wind Wall*(x2) (D - Magic Circle Against Evil*)
4 - Death Ward*****(x5), Tongues* (D - Cure Critical Wounds*)
5 - Spell Resistance***(x3), True Seeing* (D - Mass Cure Light Wounds*)
6 - Greater Dispel Magic**(x2), Heal* (D - Heal*)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast

Corvis Zurvich AC:30 HP:160/130, Bear's Endurance (temp 30hp) 
Thursday May 27th, 2010 2:16:23 AM

(Sorry Al. We had bad storms here and lightning hit a transformer which killed power for awhile here the other day. I was going to call Jerry but no power equals no phone and the power outage stretched to thel ibrary I go to when internets down here.)

Corvis frowns as the Vrook had moved away from him so continues the chase to beat on it more and help Polo out, "Sorry for the lapse there Polo, are you holding up ok?" Corvis will attack if he can but otherwise moves in so he can attack when possible.

(Considering the distance Corvis would have to move and with haste I'm not sure if Corvis would get atleast a single attack or not. Let me know or roll it for me.)

Mass Bear's Endurance (temp 30hp)
Prayer - +1 to attack, damage, saves, skills for allies / -1 to opponents within 40 ft
Protection from evil
Spell Resistance (SR 31, Corvis) - 18.1 minutes
Haste (14 targets, 14 rounds)
Enlarge{+1 Size, +2Str, -2Dex
Pearl if sirins

Halfling Grigory  d20+14=26 ;
Thursday May 27th, 2010 5:16:53 AM

AC 25 / Touch 16 / Flat 21, Hit Points 98 (44, -28 healing, 51, -24 healing = 43 damage) hp edited
Spell Resistance 18
Hide from Undead, Haste, Bear's Endurance, Message, Spell Turning, Prestidigation, Death Ward

OOC sorry I missed a post. RL is busy atm.

Grigory casts his final Greater Dispel Magic against the Blade Barrier.
He moves East 20', hoping to have everyone within 30' next round so that he can cast Haste.
Dispel check 26.

The Hippogriffs fly 100' South East, raising in altitude by 30'

Augmented Celestial Hippogriff

Hit Dice: 3d10+9 (25 hp) +6 = 31 hp
Initiative: +2
Speed: 50 ft. (10 squares), fly 100 ft. (average)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+11 +2 = +5/+13
Attack: Claw +6 melee (1d4+4) +2 = Claw +8 melee (1d4+6)
Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2)
2 claws +8 melee (1d4+6) and bite +3 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft., low-light vision, scent,
Celestial creature retains all the special qualities of the base creature and also gains the following qualities.
Darkvision out to 60 feet.
Damage reduction - NIL.
Resistance to acid, cold, and electricity 5
Spell resistance equal to HD + 5 (maximum 25) = 8.

Saves: Fort +6, Ref +5, Will +2 Fort +8
Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8 Str 22, Con 20
Skills: Listen +4, Spot +8
Feats: Dodge, Wingover
Environment: Temperate hills
Organization: Solitary, pair, or flight (7-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: --
Smite Evil (Su)
Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Special Qualities

Spells from others:
Hide from Undead on Grigory, Belkior, Syr, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Status from Belkior
Protection from Evil from Belkior
Bless from Belkior
Death Ward from Belkior

Spells Cast & Target:
All -- Haste (14 targets, 14 rounds)
All -- Mass Reduce Person (14 targets, 14 minutes) dismissed
All -- Mass Bear's Endurance (14 targets, 14 minutes)
All -- Message (14 targets, 140 minutes)
Syr? -- Heroism (140 minutes)
? -- Stoneskin x3 (140 minutes)
?? -- Blur x2 (14 minutes)
Grigory -- Spell Turning (140 minutes)
Grigory -- Prestidigitation (1 hour)

Spell list
Level 7 - Bigby's Grasping Hand*, Spell Turning*, Empowered Summon Monster V*
Level 6 - Greater Dispel Magic x2**, Mass Bear's Endurance*, Disintegrate*
Level 5 -- Teleport*, Transmute Rock to Mud*, Teleport, Dismissal (up to 60' away)
Level 4 - Mass Reduce Person x2*, Wall of Fire, Stoneskin*
Level 3 - Haste x2*, Fireball x2, Dispel Magic, Heroism*
Level 2 - Alter self, Knock x2*, Gust of Wind, Blur x2**
Level 1 - Grease, Shield, Detect Secret Doors x2, Magic Missile x2*
Cantrips -- Message x2*, Prestidigitation*, Resistance, Read Magic


Mac AC:27(28 vs Vrock) HP:149/149 
Thursday May 27th, 2010 10:28:38 AM

(Large - 10'x10' +10' Reach, 10'1'' tall, 1806lbs, Speed 30'(walk)/60'(swim))
}8 :) - Effects - }8 :)
Feats: Endurance, Dodge(+1AC vs Vrock), Mobility(Not factored into headline AC), CR(7), PA(6/14), Run
From Items: Pearl of the Sirines{Breathe in water as if in clean, fresh air, swim speed 60', act underwater without hindrance}
From Belkior: Spell Resistance{SR31}, Bless{+1 morale bonus to attack rolls, +2 save vs fear effects}, Status, Death Ward{}
From Grigory: Message{near silent communication to those pointed to}, Blur{Concealment - 20% miss chance}, Stoneskin{Damage Reduction 10(150)/Adamantine}
}8 :) }8 :) }8 :) }8 :)

As Mac walks past he quietly asks Brahmah, "Captain? Could you possibly ask Polo to come away from in there? It's about time we let Corvis through too." More broadly he asks, "Well, now what?"

Move to DW21:DX22 (Double)

AoOs:(up to 7) d20+21 @ 3d6+31 [19+/x3]


Jass AC: unknown HP: DEAD :-)  d20+21=39 ; d20+21=40 ; d20+17=32 ; 2d6+14=21 ; 2d6+14=22 ; 3d6+10=21 ; d20+26=34 ; d100=32 ;
Thursday May 27th, 2010 10:32:51 AM

Jass is pulled along by Brahmah's move, but he barely considers it, trying to affect the matierial Wold, and again, falling short. (Spell: 32%; NO)

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

.............................
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 185) Polo (AC 21, HPs47/107)

Brahmah suddenly realizes that he is not at tired as he first thought! He speeds through the water to get at the Aboleth as quickly as possible! (60 foot swim to FQ 20) sheathing his swords and pulling out his great bow. (standard action)

The great bear Polo, healed by his companions' friends, renews his attacks on the bird-demon with a roar, and pulls the demon into a crushing bear hug!
(Claw: AC 39 Dam 21; Claw AC 40 Dam 22; Bite AC 32 Dam 21; Grapple 34)

....Effects
Helm of Comprehend Languages & Read Magic,
Pearl of the Sirines,
Bear's Endurance,
Hide from Undead,
Owl's Wisdoms,
Pro from evil, Death Ward,
SR31,
Detect Snares and Pits,
True Seeing

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance*, Animal Growth*

....POLO; Brown Bear
AC=22 HP=107
Attack=+21 Grapple= +26 Full Attack= 2 claws +21 melee (2d6+14) and bite +17 melee (3d6+10)
Space/Reach: 15 ft./10 ft.
Special : Improved grab, Low-light vision, scent, DR 10/magic
Saves: Fort +17, Ref +10, Will +7
Abilities: Str 39, Dex 13, Con 27, Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +9, Swim +18

...Effects
Gauntlets of Ogre Power [worn by Polo]
Ring of Protection +1
Amulet of Mighty Fists +1
2 Ebyron Tears of shock (claw, claw)
Ebyron Tear of frost (bite)
Bear's Endurance (Polo),
Animal Growth (Polo),

Syr Ac 29/28 HP 164/207 ED18 
Thursday May 27th, 2010 12:19:37 PM

Syr continues to watch his partners in action and yearns to be at the front but his body just won't obey. Somewhere inside him, a bit of doubt grows as apparently the team need less help than he thought. He begins to feel the spell weakening and calls out, "Just a bit more guys and I'll be there to help."

Hide from Undead on Grigory, Belkior, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protection from Fire (60 pts) on Belkior 50 minutes
Protection from Ice (60 pts) on Belkior 50 minutes
Bless, Message, Status
Protection from Evil
Prayer
Irresistable Dance (2 more turns?)
Haste
Enlarge

More Layers / Round 18 - DMAl  d20+25=39 ; d8+12=16 ; 3d6=14 ; d20+15=20 ; d20+15=32 ; d20+13=16 ; d20+13=26 ; d20+13=23 ; 2d6+6=8 ; d6+3=7 ;
Thursday May 27th, 2010 8:50:29 PM


Belkior sees a need behind him and pulls back a little. He directs the healing magic of Alemi to grace Brahmah's bear friend Polo.

Corvis comes in behind the summoned Vrock and attacks. (Hit AC39, Damage 6+14Sneak= 20hp) The Sword of Life Stealing slips into a vital tendon, though the demon bird's nature reduces the damage somewhat.

Corvis: Can you see the map? Did you find the link to the map? Tell me if you cannot find it. You must start moving your character by yourself, and you must begin making your own rolls. Also, Haste has ended.

Grigory casts a Dispel against the Blade Barrier, but he doesn't muster enough power to defeat the magic of the Kuo-toan Priestess. (DC29) The Celestial Hippogriffs wheel in preparation to fly above the Blade Barrier. It's crowded, though. Not all of them get headed in an easterly direction. One has to wingover in order get turned around, and remains skimming just over the water in preparation to rise.

Mac pulls back, swimming back onto land.

Jass again tries a spell, but no portal opens for him between death and life.

Brahmah pays little heed to Mac's words. Instead, he watches as the bear now tears into the Vrock. Seeming that Polo is doing well, is doing as is in his nature to do, Brahmah swims across the water instead, and pulls out his bow.

Polo attacks the Vrock. The bear rips and tears the demonic bird, finally pulling it into a deadly embrace. It shouldn't take long for Corvis and Polo to finish the Vrock off.

Syr finishes the last of is dance. He feels control returning to his limbs. He feels the spell release him.

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

The Vrock was summoned for one purpose and one purpose alone. And so, rather than attempt to escape, it continues its attack on Polo. (Claw AC16, AC28, Bite AC12, Talon AC22, AC17, Damage 0hp) Try as it may, the Vrock cannot seem to harm the bear.

The mutant Kuo-toan Priestess says nothing to the Aboleth's demands. Instead, she begins another spell. A Wall of Stone appears behind the Blade Barrier. It is ten feet high and two inches thick.

(Blade Barrier, Take 15d6 damage if you pass through. Reflex vs DC25 for half. Those with SR, I will roll vs your SR should you decide to brave the Barrier. Note that the barrier is in the midst of the Mud.)

"You thoughtless spawn of a salamander! I said HEAL ME!" The Aboleth's cries are more shrill and demanding, strident and full of panic, even in the Kuo-toan language. The Aboleth does not cast a spell. Rather, he opens his mouth in a scream, and suddenly the earth around both he and the Priestess rises up like the folds of a blanket. The earth roars and thunders as it forms around them. It envelopes them, hardening and solidifying until it becomes a small mountain thirty feet high in places. (Will save vs DC17 to disbelieve the Persistent Image. If you do not make the saves, you cannot see either the Aboleth or the Priestess.)

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

OoC:

The doorway is 20ft high

Please list all spells currently effective on your character with each post. I try to remember them, but even when posted, it's not easy. If you don't list the spell and I make a mistake, you might just have to live with the result.


Map*MAP*MAP*MAP*MAP*
The Blue Squares are Wind Wall
(Even with Haste, you are reduced to a speed of 5ft if you enter the Mud.)

* STATUS *
==========
Jass -3 CON (-28hp) /Dead

AB Aboleth -9-23+43-10-8-7-8-63+19-47-48 / AC20
BO Kuo-toan Priestess -16-31 / AC34; Cloak of Chaos Iron Body
Vr Vrock -19-8-7-11-20-11-12-11
Cloak of Chaos is Will Save vs DC28 if you are Lawful. Must save with each successful hit.
H4 -7

Shields are Blue
Enemies are Red
Allies are Yellow

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Kuo-toa listed as Armed are DC24. Unarmed are DC16
1 Old Man Armed - 3CON
2 Old Man Unarmed - 1CON; Prayer
6 Woman Armed
7 Woman Armed; Prayer
8 Woman Armed; Prayer
9 Woman Armed
10 Woman Unarmed
11 Woman Unarmed -14
12 Woman Unarmed -23
13 Child Unarmed -17
15 Child Unarmed -12

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Belkior - AC 25 (27 vs. Evil) - HP 150/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran  d20+23=27 ;
Thursday May 27th, 2010 10:00:08 PM

The halfling cleric sees the small mountain that has formed on the other side of the new stone wall and immediately identifies it as an illusion.
Will = 27

"It's an illusion! Not real! They're trying to hide now!", Belkior calls to his companions.

The Paragon then activates his armor and flies up and over the water, trying to gain enough height to see over the new stone wall that has just appeared.

Actions
Standard - Activate Celestial Armor, for Fly (CL 5)
Move - ascend 25 ft, move 10 ft to EB21

Items Used:
Celestial Armor - 1 daily use
Bead of Karma - 1 daily use
Bead of Smithing - 1 daily use
Staff of Healing - 3 charge
Hero Point - 1

Active Effects
Bead of Karma - +4 caster level, 6.7 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Tongues
Death Ward
Mass Bear's Endurance
Prayer - +1 to attack, damage, saves, skills for allies / -1 to opponents within 40 ft
Sanctuary
Fly - 5 minutes, CL 5

Active Spells
Status - on everyone - 18 hours, 56.3 minutes
Magic Circle Against Evil (self) - 196.4 minutes
Daylight - 186.5 minutes
Tongues - 186.6 minutes
Protection from Evil (Syr) - 16.7 minutes
Protection from Evil (Grigory) - 16.8 minutes
Protection from Evil (Brahmah) - 17.0 minutes
Protection from Evil (Corvis) - 17.1 minutes
Protection from Evil (Jass) - 17.2 minutes
Bless (all) - 16.3 minutes
Death Ward (Belkior) - 16.4 minutes
Death Ward (Syr) - 16.5 minutes
Death Ward (Mac) - 16.6 minutes
Death Ward (Brahmah) - 16.7 minutes
Death Ward (Grigory) - 16.8 minutes
Invisibility Purge (self) - 16.9 minutes
True Seeing (Brahmah) - 17. minutes
Spell Resistance (SR 31, Brahmah) - 17.1 minutes
Spell Resistance (SR 31, Mac) - 17.2 minutes
Spell Resistance (SR 31, Corvis) - 17.3 minutes
Wind Wall - 9 rounds
Prayer - 10 rounds
Sanctuary - 11 rounds
Fly - 5 minutes

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*, Protection from Evil(x4****), Sanctuary* (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Sound Burst, Status* (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*, Wind Wall*(x2) (D - Magic Circle Against Evil*)
4 - Death Ward*****(x5), Tongues* (D - Cure Critical Wounds*)
5 - Spell Resistance***(x3), True Seeing* (D - Mass Cure Light Wounds*)
6 - Greater Dispel Magic**(x2), Heal* (D - Heal*)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast


Syr Ac 29/28 HP 164/207 ES31 20'  d20+20=27 ;
Friday May 28th, 2010 12:33:09 AM

Relieved to finally stop auditioning for ABDC, Syr assesses the area. Seeing the obstacles that the priest is placing in their path, he activates his boots of flying for the 2nd time today and zips forward across the water.

He coughs loudly at the illusion of the wall, (Will save 27) and tells Brahmah, "Nice job, let's synch our final assualt. I don't want to be dancing by myself this time stuck in there with those two."

Hide from Undead on Grigory, Belkior, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protection from Fire (60 pts) on Belkior 50 minutes
Protection from Ice (60 pts) on Belkior 50 minutes
Bless, Message, Status
Protection from Evil
Prayer
Haste (didn't Grigory caste it a 2nd time?)
Enlarge
Flying


Halfling Grigory  d20+14=23 ; d20+23=31 ; 10d6=37 ;
Friday May 28th, 2010 12:58:39 AM

AC 25 / Touch 16 / Flat 21, Hit Points 98 (44, -28 healing, 51, -24 healing = 43 damage) hp edited
Spell Resistance 18
Hide from Undead, Haste, Bear's Endurance, Message, Spell Turning, Prestidigation, Death Ward

Grigory informs the others by Message, "It's an illusion, that mountain of mud. It's called Persistant Image. You can walk through it. Convincing the Hippogriffs of that will be difficult."

Grigory casts Fireball at the Aboleth and Priestess. EW EX/28 29
Damage 37, Reflex DC 22 for half.

The hippogriffs are confused by the Persistant Image, and fly mostly south as they circle back around towards Grigory, ending there turn flying north above the water near the bottom of the map. They have all reached an altitude of 30'.
OOC I don't want to roll the 6 Will saves, and then have only one or two who can see through the illusion. Also, I don't think that they should need a Wingover, they can simply turn the space available and head back towards Grigory..

Augmented Celestial Hippogriff

Hit Dice: 3d10+9 (25 hp) +6 = 31 hp
Initiative: +2
Speed: 50 ft. (10 squares), fly 100 ft. (average)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+11 +2 = +5/+13
Attack: Claw +6 melee (1d4+4) +2 = Claw +8 melee (1d4+6)
Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2)
2 claws +8 melee (1d4+6) and bite +3 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft., low-light vision, scent,
Celestial creature retains all the special qualities of the base creature and also gains the following qualities.
Darkvision out to 60 feet.
Damage reduction - NIL.
Resistance to acid, cold, and electricity 5
Spell resistance equal to HD + 5 (maximum 25) = 8.

Saves: Fort +6, Ref +5, Will +2 Fort +8
Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8 Str 22, Con 20
Skills: Listen +4, Spot +8
Feats: Dodge, Wingover
Environment: Temperate hills
Organization: Solitary, pair, or flight (7-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: --
Smite Evil (Su)
Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Special Qualities

Spells from others:
Hide from Undead on Grigory, Belkior, Syr, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Status from Belkior
Protection from Evil from Belkior
Bless from Belkior
Death Ward from Belkior

Spells Cast & Target:
All -- Haste (14 targets, 14 rounds)
All -- Mass Reduce Person (14 targets, 14 minutes) dismissed
All -- Mass Bear's Endurance (14 targets, 14 minutes)
All -- Message (14 targets, 140 minutes)
Syr? -- Heroism (140 minutes)
? -- Stoneskin x3 (140 minutes)
?? -- Blur x2 (14 minutes)
Grigory -- Spell Turning (140 minutes)
Grigory -- Prestidigitation (1 hour)

Spell list
Level 7 - Bigby's Grasping Hand*, Spell Turning*, Empowered Summon Monster V*
Level 6 - Greater Dispel Magic x2**, Mass Bear's Endurance*, Disintegrate*
Level 5 -- Teleport*, Transmute Rock to Mud*, Teleport, Dismissal (up to 60' away)
Level 4 - Mass Reduce Person x2*, Wall of Fire, Stoneskin*
Level 3 - Haste x2*, Fireball x2*, Dispel Magic, Heroism*
Level 2 - Alter self, Knock x2*, Gust of Wind, Blur x2**
Level 1 - Grease, Shield, Detect Secret Doors x2, Magic Missile x2*
Cantrips -- Message x2*, Prestidigitation*, Resistance, Read Magic


Mac AC:27(28 vs Vrock) HP:149/149  d20+18=25 ; 3d6+37=52 ;
Friday May 28th, 2010 5:29:42 AM

Mac AC:27(28 vs Vrock) HP:149/149
(Large - 10'x10' +10' Reach, 10'1'' tall, 1806lbs, Speed 30'(walk)/60'(swim))
}8 :) - Effects - }8 :)
Feats: Endurance, Dodge(+1AC vs Vrock), Mobility(Not factored into headline AC), CR(7), PA(9/14), Run
From Items: Pearl of the Sirines{Breathe in water as if in clean, fresh air, swim speed 60', act underwater without hindrance}
From Belkior: Spell Resistance{SR31}, Bless{+1 morale bonus to attack rolls, +2 save vs fear effects}, Status, Death Ward{}
From Grigory: Message{near silent communication to those pointed to}, Blur{Concealment - 20% miss chance}, Stoneskin{Damage Reduction 10(150)/Adamantine}
}8 :) }8 :) }8 :) }8 :)

Mac attempts to bring his plan of freeing up Polo and Corvis to fruition. He moves 30' (from DX21:DY22 to DR22:DS23) and swings hard at the Polo grappled Vrock(DQ21) (AC25@52 - Massive Damage Check please?).

AoOs:(up to 7) d20+18 @ 3d6+37 [19+/x3]


Halfling Grigory 
Friday May 28th, 2010 7:21:57 AM

OOC: I didn't pursue the second casting of Haste as it has a range of only 30'. I've been moving to the rest of the group trying to find a spot where most of the Shields are within 30' before casting it again.

Jass AC: unknown HP: DEAD :-)  d100=30 ; d100=69 ; d20+26=43 ; d20+26=43 ; 2d6+14=19 ; 2d6+14=25 ; d20+14=28 ;
Friday May 28th, 2010 8:38:53 AM

Jass is pulled along by Brahmah's move (must be within 60' of corpse), and easily sees through the Illusionary mountain since it doesn't extend to the incorporal world (30%, NO). He must get closer, he must slay something, to give hurt like he has been hurt. Airwalking closer, Jass uses another attempt to Disintegrate the Aboleth by shooting over the walls, but his frustration and anger continue. (69%, NO)

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

.............................
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 185) Polo (AC 21, HPs47/107)

Brahmah nods at Syr; the Captain's True Seeing allowing him to know the mountain is an illusion. "Coordinate and attack together, but we must be fast or they will get away!" The minotaur pulls out a Potion of Jump from his HHH and downs it. "Let's take this wall!" He moves just a step closer.

Polo, if there is any life still left in the Vrock, crushes it in an unbreakable grip! (Grapple 43, Dam 19; Grapple 43 Dam 25) If Mac has already dealt with the enemy, Polo roars in triumph, and, the body disolving back to wherever summonings go, the bear moves aside for Corvis, grunting and calling for Brahmah. "RRrrunk? Rrrruhrrr?"

....Effects
Helm of Comprehend Languages & Read Magic,
Pearl of the Sirines,
Bear's Endurance,
Hide from Undead,
Owl's Wisdoms,
Pro from evil, Death Ward,
SR31,
Detect Snares and Pits,
True Seeing
Jump +20 on checks

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance*, Animal Growth*

....POLO; Brown Bear
AC=22 HP=107
Attack=+21 Grapple= +26 Full Attack= 2 claws +21 melee (2d6+14) and bite +17 melee (3d6+10)
Space/Reach: 15 ft./10 ft.
Special : Improved grab, Low-light vision, scent, DR 10/magic
Saves: Fort +17, Ref +10, Will +7
Abilities: Str 39, Dex 13, Con 27, Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +9, Swim +18

...Effects
Gauntlets of Ogre Power [worn by Polo]
Ring of Protection +1
Amulet of Mighty Fists +1
2 Ebyron Tears of shock (claw, claw)
Ebyron Tear of frost (bite)
Bear's Endurance (Polo),
Animal Growth (Polo),

Recovering / Round 19 - DMAl  d20+16=18 ; d20+14=30 ; 3d8+18=29 ;
Friday May 28th, 2010 9:03:31 PM


Belkior sees the illusion for what it is and calls out a warning. He activates the power of flight inherent in his fantastic celestial armor and rises up into the air.

Syr also calls on the power of flight and wings his way across the water to join Brahmah.

Grigory provides a bit more information on the nature of the illusion, then he sends a fireball across the water. Those who've recognized the illusion see the hemisphere of red bloom within the small translucent mountain. Those who have not, see fires break out on the rocky slopes, then die away, brush fire on a barren desert mount played in fast motion. The Priestess fails to dodge the conflagration. The larger and clumsier Aboleth, oddly, succeeds. The Iron constitution granted the Priestess by her magic, though, appears to lessen the impact of the fire.

The Hippogriffs all wheel as though in formation, swooping to the south and banking to come around in a northerly direction over the water.

Mac strides back to handle the last of the summoned Vrock. The adamantine axe slams down, splitting the head of the demon bird. It vanishes, unsummoned in death. (Sorry, I haven't been applying the massive damage rules. I may consider it for future encounters, but that would mean applying it against your fellow party members as well. Also, taking into account the Vrock's DR the damage was only 42hp. Regardless, the Vrock dies anyway.)

Jass fires a green disintegration beam at the illusory mountain. To those who fail to pierce the illusion of stone, the beam appears to hit the mountain and disappear.

Brahmah takes out a potion and drinks it. Looks like he's ready to tackle the wall. With the Vrock now dead and gone, Polo moves out of the way for Corvis. The bear's nose sniffs for Brahmah.

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

"Quit your whining you insulting excuse for an amphibian." the Priestess snaps back at the Aboleth in a language that only Jass and Brahmah can understand. "Here. Here is your healing." She casts a spell and both she and the Aboleth receive the healing magic.

(Blade Barrier, Take 15d6 damage if you pass through. Reflex vs DC25 for half. Those with SR, I will roll vs your SR should you decide to brave the Barrier. Note that the barrier is in the midst of the Mud.)

"That's all! That's all!?!?" The Aboleth's voice is full of outrage. "I want more! I'll hold them off, but I want more!" The Aboleth casts a spell and both Syr and Brahmah are cloaked in a Solid Fog. (Syr and Brahmah, your speed is reduced to 5.) Spellcraft vs DC22 to identify the spell as Highlight to display spoiler: {Limited Wish}

(Will save vs DC17 to disbelieve the Persistent Image. If you do not make the saves, you cannot see either the Aboleth or the Priestess.)

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

OoC:

The doorway is 20ft high

Please list all spells currently effective on your character with each post. I try to remember them, but even when posted, it's not easy. If you don't list the spell and I make a mistake, you might just have to live with the result.


Map*MAP*MAP*MAP*MAP*
The Blue Squares are Wind Wall
(Even with Haste, you are reduced to a speed of 5ft if you enter the Mud.)

* STATUS *
==========
Jass -3 CON (-28hp) /Dead

AB Aboleth -9-23+43-10-8-7-8-63+19-47-48-18+29=150 / AC20
BO Kuo-toan Priestess -16-31-18+29=36 / AC34; Cloak of Chaos Iron Body
Vr Vrock -19-8-7-11-20-11-12-11-42 /Dead
Cloak of Chaos is Will Save vs DC28 if you are Lawful. Must save with each successful hit.
H4 -7

Shields are Blue
Enemies are Red
Allies are Yellow

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Kuo-toa listed as Armed are DC24. Unarmed are DC16
1 Old Man Armed - 3CON
2 Old Man Unarmed - 1CON; Prayer
6 Woman Armed
7 Woman Armed; Prayer
8 Woman Armed; Prayer
9 Woman Armed
10 Woman Unarmed
11 Woman Unarmed -14
12 Woman Unarmed -23
13 Child Unarmed -17
15 Child Unarmed -12

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.



Belkior - AC 25 (27 vs. Evil) - HP 150/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran  d20+15=34 ;
Friday May 28th, 2010 10:27:35 PM

The halfling cleric sees his companions engulfed in another of the spells and recognizes that the aboleth must be nearly out of spells.
Spellcraft = 34

Belkior pauses for a moment and then casts another Wind Wall to remove the fog holding back Syr and Brahmah. After that, the Paragon moves forward closer to the walls.

Actions
Standard - Cast Wind Wall, CL 19, 190 ft long and 45 ft high - EQ20-ES20, EQ21-ES21, EL22-ES22, EL23-ES23, EL24-ES24, EL25-ES25
Move - 60 ft to EJ29

Items Used:
Celestial Armor - 1 daily use
Bead of Karma - 1 daily use
Bead of Smithing - 1 daily use
Staff of Healing - 3 charge
Hero Point - 1

Active Effects
Bead of Karma - +4 caster level, 6.6 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Tongues
Death Ward
Mass Bear's Endurance
Prayer - +1 to attack, damage, saves, skills for allies / -1 to opponents within 40 ft
Sanctuary
Fly - 4.9 minutes, CL 5

Active Spells
Status - on everyone - 18 hours, 56.2 minutes
Magic Circle Against Evil (self) - 196.3 minutes
Daylight - 186.4 minutes
Tongues - 186.5 minutes
Protection from Evil (Syr) - 16.6 minutes
Protection from Evil (Grigory) - 16.7 minutes
Protection from Evil (Brahmah) - 16.9 minutes
Protection from Evil (Corvis) - 17. minutes
Protection from Evil (Jass) - 17.1 minutes
Bless (all) - 16.2 minutes
Death Ward (Belkior) - 16.3 minutes
Death Ward (Syr) - 16.4 minutes
Death Ward (Mac) - 16.5 minutes
Death Ward (Brahmah) - 16.6 minutes
Death Ward (Grigory) - 16.7 minutes
Invisibility Purge (self) - 16.8 minutes
True Seeing (Brahmah) - 16.9 minutes
Spell Resistance (SR 31, Brahmah) - 17. minutes
Spell Resistance (SR 31, Mac) - 17.1 minutes
Spell Resistance (SR 31, Corvis) - 17.2 minutes
Wind Wall - 8 rounds
Prayer - 9 rounds
Sanctuary - 10 rounds
Fly - 4.9 minutes
Wind Wall - 19 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*, Protection from Evil(x4****), Sanctuary* (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Sound Burst, Status* (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*, Wind Wall*(x2) (D - Magic Circle Against Evil*)
4 - Death Ward*****(x5), Tongues* (D - Cure Critical Wounds*)
5 - Spell Resistance***(x3), True Seeing* (D - Mass Cure Light Wounds*)
6 - Greater Dispel Magic**(x2), Heal* (D - Heal*)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast

Jass AC: unknown HP: DEAD :-)  d100=32 ; d100=40 ; d100=71 ; d20+27=37 ; d20+13=20 ; d20+16=27 ; 2d6+7=14 ;
Friday May 28th, 2010 11:11:41 PM

Jass Air Walks out over the mud, the Solid Fog and Wind Wall not affecting him in the slightest. The ghostly sorcerer rages at the unaffected Wold Read Lips DC 15 Highlight to display spoiler: {"Just like everything else! Why be able to see what is happening if I can't DO anything about it!?"} Jass is nearly gibbering and continues talking silently to himself, his eyes wild and looking at the Aboleth and Priestess with undisguised loathing.

Again, another green beam streaks out, disappearing into a Wold that no longer cares if Jass is there or not! (Desintegrate, affect 71% NO)

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

.............................
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 185) Polo (AC 21, HPs47/107)

Brahmah breathes a sigh of relief as Belkior is able to deflect the magical slowing fog. "The Aboleth is severely hurt, attack now!" The minotaur takes a breath, and with a running start, tries to Jump over the Blade Barrier and Wall of Stone (Jump check 37 = 8' vertical jump: move straight east to EU,EV 20,21). The large minotaur is easily able to almost clear the stone wall, but is cut up by the Blade Barrier (Reflex: 20; fail)

Landing on the other side, Brahmah pulls an arrow and nocks it. His True Seeing ignores the illusion and the minotaur plugs the Aboleth. (AC 27, Dam 14)

Polo sniffs and watches his companion disappear over the stone wall.

....Effects
Helm of Comprehend Languages & Read Magic,
Pearl of the Sirines,
Bear's Endurance,
Hide from Undead,
Owl's Wisdoms,
Pro from evil, Death Ward,
SR31,
Detect Snares and Pits,
True Seeing
Jump +20 on checks

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance*, Animal Growth*

....POLO; Brown Bear
AC=22 HP=107
Attack=+21 Grapple= +26 Full Attack= 2 claws +21 melee (2d6+14) and bite +17 melee (3d6+10)
Space/Reach: 15 ft./10 ft.
Special : Improved grab, Low-light vision, scent, DR 10/magic
Saves: Fort +17, Ref +10, Will +7
Abilities: Str 39, Dex 13, Con 27, Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +9, Swim +18

...Effects
Gauntlets of Ogre Power [worn by Polo]
Ring of Protection +1
Amulet of Mighty Fists +1
2 Ebyron Tears of shock (claw, claw)
Ebyron Tear of frost (bite)
Bear's Endurance (Polo),
Animal Growth (Polo),

Syr Ac33/32 HP 164/207 EU31 SE-20'  d20+22=26 ; 2d8+11=18 ; d6=5 ;
Saturday May 29th, 2010 4:09:48 AM

Syr uses his boots to fly up and over the blade barrier to finish what he started with the aboleth. He kicks once at the creature landing another satisfying blow (attack 26, damage 18+5ice=23)

Hide from Undead on Grigory, Belkior, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protection from Fire (60 pts) on Belkior 50 minutes
Protection from Ice (60 pts) on Belkior 50 minutes
Bless, Message, Status
Protection from Evil
Prayer
Enlarge
Flying


Mac AC:27(28 vs AB) HP:149/149 
Saturday May 29th, 2010 1:00:17 PM

(Large - 10'x10' +10' Reach, 10'1'' tall, 1806lbs, Speed 30'(walk)/60'(swim))
}8 :) - Effects - }8 :)
Feats: Endurance, Dodge(+1AC vs AB), Mobility(Not factored into headline AC), CR(7), PA(9/14), Run
From Items: Pearl of the Sirines{Breathe in water as if in clean, fresh air, swim speed 60', act underwater without hindrance}
From Belkior: Spell Resistance{SR31}, Bless{+1 morale bonus to attack rolls, +2 save vs fear effects}, Status, Death Ward{}
From Grigory: Message{near silent communication to those pointed to}, Blur{Concealment - 20% miss chance}, Stoneskin{Damage Reduction 10(150)/Adamantine}
}8 :) }8 :) }8 :) }8 :)

Mac double moves 60' towards Syr (merely in his direction). He would rather run (sort of through the space that Belkior has just vacated) and cover more ground, but I understand that Run(feat) and Swim(movement) don't mix, but I now can't put my fingers on the appropriate reference.

AoOs:(up to 7) d20+18 @ 3d6+37 [19+/x3]


Halfling Grigory  2d6+14=21 ; 2d4=7 ; d20+16=25 ; d20+16=34 ;
Monday May 31st, 2010 8:09:43 PM

AC 25 / Touch 16 / Flat 21, Hit Points 98 (44, -28 healing, 51, -24 healing = 43 damage) hp edited
Spell Resistance 18
Hide from Undead, Haste, Bear's Endurance, Message, Spell Turning, Prestidigation, Death Ward

"That's not a wall. THIS is a wall!"
Grigory casts Wall of Fire to seperate the aboleth and priestess from the portal, and to force them towards their own Walls, with the Heat side being the West.
Wall of Fire stretching due North through EZ.
Aboleth takes 21 Fire Damage for being in the space the wall is constructed, and would take that again to move through it.
The Priestesss takes 7 Fire Damage for being within 10' of the wall.
Spell Resistance checks: Aboleth = 25, Priestess = 34.

The hippogriffs are confused by the Persistant Image, and return to Grigory, awaiting instruction.

Augmented Celestial Hippogriff

Hit Dice: 3d10+9 (25 hp) +6 = 31 hp
Initiative: +2
Speed: 50 ft. (10 squares), fly 100 ft. (average)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+11 +2 = +5/+13
Attack: Claw +6 melee (1d4+4) +2 = Claw +8 melee (1d4+6)
Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2)
2 claws +8 melee (1d4+6) and bite +3 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft., low-light vision, scent,
Celestial creature retains all the special qualities of the base creature and also gains the following qualities.
Darkvision out to 60 feet.
Damage reduction - NIL.
Resistance to acid, cold, and electricity 5
Spell resistance equal to HD + 5 (maximum 25) = 8.

Saves: Fort +6, Ref +5, Will +2 Fort +8
Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8 Str 22, Con 20
Skills: Listen +4, Spot +8
Feats: Dodge, Wingover
Environment: Temperate hills
Organization: Solitary, pair, or flight (7-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: --
Smite Evil (Su)
Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Special Qualities

Spells from others:
Hide from Undead on Grigory, Belkior, Syr, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Status from Belkior
Protection from Evil from Belkior
Bless from Belkior
Death Ward from Belkior

Spells Cast & Target:
All -- Haste (14 targets, 14 rounds)
All -- Mass Reduce Person (14 targets, 14 minutes) dismissed
All -- Mass Bear's Endurance (14 targets, 14 minutes)
All -- Message (14 targets, 140 minutes)
Syr? -- Heroism (140 minutes)
? -- Stoneskin x3 (140 minutes)
?? -- Blur x2 (14 minutes)
Grigory -- Spell Turning (140 minutes)
Grigory -- Prestidigitation (1 hour)

Spell list
Level 7 - Bigby's Grasping Hand*, Spell Turning*, Empowered Summon Monster V*
Level 6 - Greater Dispel Magic x2**, Mass Bear's Endurance*, Disintegrate*
Level 5 -- Teleport*, Transmute Rock to Mud*, Teleport, Dismissal (up to 60' away)
Level 4 - Mass Reduce Person x2*, Wall of Fire*, Stoneskin*
Level 3 - Haste x2*, Fireball x2*, Dispel Magic, Heroism*
Level 2 - Alter self, Knock x2*, Gust of Wind, Blur x2**
Level 1 - Grease, Shield, Detect Secret Doors x2, Magic Missile x2*
Cantrips -- Message x2*, Prestidigitation*, Resistance, Read Magic


Dagon-Shothshosh / Round 20 - DMAl  d20+4=21 ; 15d6=50 ; 2d6=7 ; 2d4=5 ; d20+18=29 ; d20+18=31 ; d4=3 ; d100=18 ; d100=86 ;
Monday May 31st, 2010 9:17:01 PM


Belkior calls another Wind Wall, and it blows away the Solid Fog. An uncommon spell, but today it has proven of great worth.

Jass walks out over the mud and casts another Disintegrate spell. But the walls between life and death are difficult to breech.

Brahmah leaps through the Blade Barrier and catches the top edge of the Wall of Stone. He hauls himself up and over the wall even as the blades of force slice down toward his flesh. (CL check 29 vs SR from Belkior DC31 / Fail.) Brahmah ignores the blades, they are deflected by Belkior's spell resistance, and he vaults over the top of the wall. (Climb Check per Jump Rules. 21 vs DC15 to jumped up to grab something. Note that Brahmah did not have a 20ft running start so Jump DC was Doubled. But that's still plenty to grab the top of the wall. But ... it takes a Move Action to pull yourself over, so no attack this round.)

Syr flies just over the whirring blades of the barrier and delivers a kick to the Aboleth.

Mac comes charging out of the doors to join Syr. Looks like the elven Hand of Domi is alone against two powerful spellcasters.

Grigory drawls out a spell in an accent particular to a far off land. A raging wall of fire springs up to hem in the Aboleth and the Kuo-toan priestess. The Aboleth screams from the pain, but the Priestess seems little fazed by the heat, her iron body absorbing much of it. The heat also affects Syr, blasting away a portion of his Protection from Energy magic. (Take 3 points off of Protection from Fire, Syr.)

The Hippogriffs, return to Grigory, settling on the ground next to him.

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

The Priestess walks up and out into the air. She casts a spell and her words ring with a Blasphemy so powerful that Syr and Brahmah are Dazed and Weakened. (Syr, Brahmah, and Jass are Dazed for one round and Lose 7 STR for 5 rounds. CL Check vs Belkior's SR 31 vs DC31 / Pass. % Dice to affect Jass = 86)

Dazed: The creature can take no actions for 1 round, though it defends itself normally.
Weakened: The creature's Strength score decreases by 2d6 points for 2d4 rounds.

(Blade Barrier, Take 15d6 damage if you pass through. Reflex vs DC25 for half. Those with SR, I will roll vs your SR should you decide to brave the Barrier. Note that the barrier is in the midst of the Mud.)

"That's it! I brought you here to help me. Now I see that you will let me die," The Aboleth says in the Kuo-toan tongue. Then it switches to Common. "You will rule the day that you interfered with my plans, Crimson Shields. Oh yes. I know who you are. You will rue the day. Remember the name of Dagon-Shothshosh. One day it will be your undoing." Then, without a word, without a gesture, the Aboleth disappears. The only sound is the pop that often accompanies translocation, as air suddenly rushes in to fill the vacuum of what was just there. Not even Brahmah with his True Seeing can detect the Aboleth. The Aboleth is gone. (Concentration for defensive casting can't fail at Min 39 vs DC21.)

(Will save vs DC17 to disbelieve the Persistent Image. If you do not make the saves, you cannot see either the Aboleth or the Priestess.)

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

OoC:

The doorway is 20ft high

Please list all spells currently effective on your character with each post. I try to remember them, but even when posted, it's not easy. If you don't list the spell and I make a mistake, you might just have to live with the result.


Map*MAP*MAP*MAP*MAP*
The Blue Squares are Wind Wall
(Even with Haste, you are reduced to a speed of 5ft if you enter the Mud.)

* STATUS *
==========
Jass -3 CON (-28hp) /Dead

AB Aboleth -9-23+43-10-8-7-8-63+19-47-48-18+29-23-21=194 / AC20
BO Kuo-toan Priestess -16-31-18+29-3=36 / AC34; Cloak of Chaos Iron Body
Cloak of Chaos is Will Save vs DC28 if you are Lawful. Must save with each successful hit.
H4 -7

Shields are Blue
Enemies are Red
Allies are Yellow

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Kuo-toa listed as Armed are DC24. Unarmed are DC16
1 Old Man Armed - 3CON
2 Old Man Unarmed - 1CON; Prayer
6 Woman Armed
7 Woman Armed; Prayer
8 Woman Armed; Prayer
9 Woman Armed
10 Woman Unarmed
11 Woman Unarmed -14
12 Woman Unarmed -23
13 Child Unarmed -17
15 Child Unarmed -12

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.


Belkior - AC 25 (27 vs. Evil) - HP 150/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran  d20+15=23 ; d8=5 ; d8=5 ; d8=6 ;
Monday May 31st, 2010 10:43:07 PM

The halfling cleric tries to figure out what spell the aboleth cast before disappearing. Even if he can't, Belkior commits the creature's claimed name to memory for future reference.
Spellcraft = 23

The paragon flies closer to Syr and the others who are attacking the kuo-toan priestess. His companions can't move for a bit, so Belkior heals Syr to keep the monk in top fighting form.

Actions
Move - 60 ft to ET33
Standard - activate staff to cast [i}Cure Serious Wounds[/i], healing Syr for 31 hps, using Divine Reach

Items Used:
Celestial Armor - 1 daily use
Bead of Karma - 1 daily use
Bead of Smithing - 1 daily use
Staff of Healing - 4 charge
Hero Point - 1

Active Effects
Bead of Karma - +4 caster level, 6.5 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Tongues
Death Ward
Mass Bear's Endurance
Prayer - +1 to attack, damage, saves, skills for allies / -1 to opponents within 40 ft
Sanctuary
Fly - 4.7 minutes, CL 5

Active Spells
Status - on everyone - 18 hours, 56.1 minutes
Magic Circle Against Evil (self) - 196.2 minutes
Daylight - 186.3 minutes
Tongues - 186.4 minutes
Protection from Evil (Syr) - 16.5 minutes
Protection from Evil (Grigory) - 16.6 minutes
Protection from Evil (Brahmah) - 16.8 minutes
Protection from Evil (Corvis) - 16.9 minutes
Protection from Evil (Jass) - 17. minutes
Bless (all) - 16.1 minutes
Death Ward (Belkior) - 16.2 minutes
Death Ward (Syr) - 16.3 minutes
Death Ward (Mac) - 16.4 minutes
Death Ward (Brahmah) - 16.5 minutes
Death Ward (Grigory) - 16.6 minutes
Invisibility Purge (self) - 16.7 minutes
True Seeing (Brahmah) - 16.8 minutes
Spell Resistance (SR 31, Brahmah) - 16.9 minutes
Spell Resistance (SR 31, Mac) - 17. minutes
Spell Resistance (SR 31, Corvis) - 17.1 minutes
Wind Wall - 7 rounds
Prayer - 8 rounds
Sanctuary - 9 rounds
Fly - 4.8 minutes
Wind Wall - 18 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*, Protection from Evil(x4****), Sanctuary* (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Sound Burst, Status* (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*, Wind Wall**(x2) (D - Magic Circle Against Evil*)
4 - Death Ward*****(x5), Tongues* (D - Cure Critical Wounds*)
5 - Spell Resistance***(x3), True Seeing* (D - Mass Cure Light Wounds*)
6 - Greater Dispel Magic**(x2), Heal* (D - Heal*)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast


Syr Ac33/32 HP 195/207 EU31 SE-20' 
Monday May 31st, 2010 11:56:53 PM

Syr waves a weakened hand at Belkior in thanks but other than that seems a bit dazed at the moment. His boots lacking direction drift from side to side slightly as their owner stares blankly at the cleric almost in front of him.

Hide from Undead on Grigory, Belkior, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protection from Fire (60 pts) on Belkior 50 minutes
Protection from Ice (60 pts) on Belkior 50 minutes
Bless, Message, Status
Protection from Evil
Prayer
Enlarge
Flying

Halfling Grigory 
Tuesday June 1st, 2010 5:55:02 AM

AC 25 / Touch 16 / Flat 21, Hit Points 98 (44, -28 healing, 51, -24 healing = 43 damage) hp edited
Spell Resistance 18
Hide from Undead, Haste, Bear's Endurance, Message, Spell Turning, Prestidigation, Death Ward

"Dang! Dash it all! Darn you Dagon-Shothshosh!"
Grigory allows the Wall of Fire to run its course (Duration = concentration + one round).
Instead, he does what he can to affect the Priestess. For now, he casts Haste, sharing it with Mac, and the hippogriffs for good measure.
The Halfling moves to Mac, asking, "Can you get me across the water?"

Augmented Celestial Hippogriff - Hasted

Hit Dice: 3d10+9 (25 hp) +6 = 31 hp
Initiative: +2
Speed: 50 ft. (10 squares), fly 100 ft. (average) +30 haste
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 +1 Haste
Base Attack/Grapple: +3/+11 +2 = +5/+13
Attack: Claw +6 melee (1d4+4) +2 = Claw +8 melee (1d4+6)
Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2)
2 claws +8 melee (1d4+6) and bite +3 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft., low-light vision, scent,
Celestial creature retains all the special qualities of the base creature and also gains the following qualities.
Darkvision out to 60 feet.
Damage reduction - NIL.
Resistance to acid, cold, and electricity 5
Spell resistance equal to HD + 5 (maximum 25) = 8.

Saves: Fort +6, Ref +5, Will +2 Fort +8
Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8 Str 22, Con 20
Skills: Listen +4, Spot +8
Feats: Dodge, Wingover
Environment: Temperate hills
Organization: Solitary, pair, or flight (7-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: --
Smite Evil (Su)
Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Special Qualities

Spells from others:
Hide from Undead on Grigory, Belkior, Syr, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Status from Belkior
Protection from Evil from Belkior
Bless from Belkior
Death Ward from Belkior

Spells Cast & Target:
All -- Haste (14 targets, 14 rounds)
All -- Mass Reduce Person (14 targets, 14 minutes) dismissed
All -- Mass Bear's Endurance (14 targets, 14 minutes)
All -- Message (14 targets, 140 minutes)
Syr? -- Heroism (140 minutes)
? -- Stoneskin x3 (140 minutes)
?? -- Blur x2 (14 minutes)
Grigory -- Spell Turning (140 minutes)
Grigory -- Prestidigitation (1 hour)

Spell list
Level 7 - Bigby's Grasping Hand*, Spell Turning*, Empowered Summon Monster V*
Level 6 - Greater Dispel Magic x2**, Mass Bear's Endurance*, Disintegrate*
Level 5 -- Teleport*, Transmute Rock to Mud*, Teleport, Dismissal (up to 60' away)
Level 4 - Mass Reduce Person x2*, Wall of Fire*, Stoneskin*
Level 3 - Haste x2**, Fireball x2*, Dispel Magic, Heroism*
Level 2 - Alter self, Knock x2*, Gust of Wind, Blur x2**
Level 1 - Grease, Shield, Detect Secret Doors x2, Magic Missile x2*
Cantrips -- Message x2*, Prestidigitation*, Resistance, Read Magic


Mac AC:28(29 vs ?) HP:149/149 
Tuesday June 1st, 2010 9:44:38 AM

(Large - 10'x10' +10' Reach, 10'1'' tall, 1806lbs, Speed 60'(walk)/90'(swim))
}8 :) - Effects - }8 :)
Feats: Endurance, Dodge(+1AC vs ?), Mobility(Not factored into headline AC), CR(7), Run
From Items: Pearl of the Sirines{Breathe in water as if in clean, fresh air, swim speed 60', act underwater without hindrance}
From Belkior: Spell Resistance{SR31}, Bless{+1 morale bonus to attack rolls, +2 save vs fear effects}, Status, Death Ward{}
From Grigory: Message{near silent communication to those pointed to}, Blur{Concealment - 20% miss chance}, Stoneskin{Damage Reduction 10(150)/Adamantine}, Haste{+30' Move, extra attack in Full Attack, +1 to Hit, +1 Reflex Save, +1 dodge to AC}
}8 :) }8 :) }8 :) }8 :)

Mac lifts Grigory up upon his shoulders. "Hold on tight." Mac ploughs through the water (swimming 30'SE, another 30'E to landfall, and pacing another 20' on) to be only 5' from the Blade Barrier. "Near enough?"

AoOs:(up to 7) d20+28 @ 3d6+19 [19+/x3]


Jass AC: unknown HP: DEAD :-) 
Tuesday June 1st, 2010 10:53:03 AM

Jass stands on the air and trying to clear his head after the blistering blasphemy.

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

.............................
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 185) Polo (AC 21, HPs47/107)

Ready to slay, the minotaur is hit my a wall of evil force, and struggles to get through it like walking through molasses.

Polo sits on his haunches. "rrrauRR??"

....Effects
Helm of Comprehend Languages & Read Magic,
Pearl of the Sirines,
Bear's Endurance,
Hide from Undead,
Owl's Wisdoms,
Pro from evil, Death Ward,
SR31,
Detect Snares and Pits,
True Seeing
Jump +20 on checks

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance*, Animal Growth*

....POLO; Brown Bear
AC=22 HP=107
Attack=+21 Grapple= +26 Full Attack= 2 claws +21 melee (2d6+14) and bite +17 melee (3d6+10)
Space/Reach: 15 ft./10 ft.
Special : Improved grab, Low-light vision, scent, DR 10/magic
Saves: Fort +17, Ref +10, Will +7
Abilities: Str 39, Dex 13, Con 27, Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +9, Swim +18

...Effects
Gauntlets of Ogre Power [worn by Polo]
Ring of Protection +1
Amulet of Mighty Fists +1
2 Ebyron Tears of shock (claw, claw)
Ebyron Tear of frost (bite)
Bear's Endurance (Polo),
Animal Growth (Polo),

Belkior - AC 25 (27 vs. Evil) - HP 150/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran 
Tuesday June 1st, 2010 3:28:22 PM

OOC - Heading out of town on short notice. I'm not sure if I can post tonight.

Corvis Zurvich AC:30 HP:160/130, Bear's Endurance (temp 30hp) 
Tuesday June 1st, 2010 6:31:00 PM

(Hope everyone had a good Memorial Day. Dad's doing good and now cancer free.)

(Al: I'm getting the maps and sorry, use to land combat and that round Crovis would of had to move two squares to get to the Vrock which means on land no attack.)

(20-DV)

Corvis swims in now wanting to try and get in and help the others and moving almost his full distance as he wants to get a clear view of the room. Also taking in the combatants and non cambatants.

(If I'm reading right and if it's still in effect Corvis needs to pass through a wind wall? to get into the room meaning)

Something Coming / Round 21 - DMAl  d20+18=38 ; d20+18=36 ; d100=80 ; 2d6=6 ; d4+1=2 ;
Tuesday June 1st, 2010 8:00:50 PM


Belkior recognizes the characteristic pop of a Teleport spell. That the Aboleth spoke no words of power to accompany the teleportation, tells the halfling that the Aboleth must be the master of the Silence feat. Belkior heals Syr.

Syr, dazed by the terrible Blasphemy, can do nothing but sway in the wind.

Grigory casts his Haste spell. Unfortunately, the only ones who he can affect are Mac and his covey of hippogriffs. He requests a ride.

Mac obliges, picking up the halfling and tearing across land and water.

Corvis following Mac and Grigory, comes out of the door. For the first time he sees the huge cavern and the battle raging within it. Belkior's first Wind Wall buffets his hair, but, other than that, does nothing else to him. It is nothing more than a strong wind.

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

The mutated Kuo-toan Priestess smiles as she looks down upon Mac and Grigory below and Belkior flying behind Syr. The Priestess casts a second Blasphemyspell, this time catching more Crimson Shields within the sphere of its influence. (CL Check vs Belkior's SR for Brahmah 38 vs DC31; for Mac 36 vs DC31 / Both Pass. % Dice to affect Jass = 80 / Pass. All except for Corvis are Dazed for one round and Lose 6 STR for 2 rounds. )

With the bulk of the Shields neutralized for the moment, the Priestess turns her back on the interlopers. She faces the altar that stands behind Grigory's fading wall of fire, the altar atop which stands a giant humanoid figure straddling an earth in the midst of splitting apart. The Priestess raises her hands, the normal one and the huge misshapen claw. She begins to chant.

Just then screams come from the tunnel into which the water decants. The Kuo-toa, the elderly males and females and the young ones all come swimming frantically back into the chamber. Behind them, pursuing them, come a cluster of people dressed in the guard livery of Floating City. Three brandish blades. The fourth is unarmored and carries a staff.

(Blade Barrier, Take 15d6 damage if you pass through. Reflex vs DC25 for half. Those with SR, I will roll vs your SR should you decide to brave the Barrier. Note that the barrier is in the midst of the Mud.)

(Will save vs DC17 to disbelieve the Persistent Image. If you do not make the saves, you cannot see either the Aboleth or the Priestess.)

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

OoC:

The doorway is 20ft high

Please list all spells currently effective on your character with each post. I try to remember them, but even when posted, it's not easy. If you don't list the spell and I make a mistake, you might just have to live with the result.


Map*MAP*MAP*MAP*MAP*
The Blue Squares are Wind Wall
(Even with Haste, you are reduced to a speed of 5ft if you enter the Mud.)

* STATUS *
==========
Jass -3 CON (-28hp) /Dead

BO Kuo-toan Priestess -16-31-18+29-3=36 / AC34; Cloak of Chaos Iron Body
Cloak of Chaos is Will Save vs DC28 if you are Lawful. Must save with each successful hit.
H4 -7

Shields are Blue
Enemies are Red
Allies are Yellow

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Kuo-toa listed as Armed are DC24. Unarmed are DC16
1 Old Man Armed - 3CON
2 Old Man Unarmed - 1CON; Prayer
6 Woman Armed
7 Woman Armed; Prayer
8 Woman Armed; Prayer
9 Woman Armed
10 Woman Unarmed
11 Woman Unarmed -14
12 Woman Unarmed -23
13 Child Unarmed -17
15 Child Unarmed -12

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.


Jass AC: unknown HP: DEAD :-) 
Tuesday June 1st, 2010 9:21:58 PM

Jass stands on the air and trying to clear his head after the blistering blasphemy. A single black thought keeps entwining around his otherwise befuddled brain: anger at being affected when his own magics are ineffective. And the anger only grows.

Effects
Dazed
-5 STR 2 rounds

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

.............................
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 185) Polo (AC 21, HPs47/107)

Brahmah continues to struggle to push through the horrible spell.

Polo sits on his haunches.

....Effects
Helm of Comprehend Languages & Read Magic,
Pearl of the Sirines,
Bear's Endurance,
Hide from Undead,
Owl's Wisdoms,
Pro from evil, Death Ward,
SR31,
Detect Snares and Pits,
True Seeing
Jump +20 on checks
Dazed
-5 STR 2 rounds

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance*, Animal Growth*

....POLO; Brown Bear
AC=22 HP=107
Attack=+21 Grapple= +26 Full Attack= 2 claws +21 melee (2d6+14) and bite +17 melee (3d6+10)
Space/Reach: 15 ft./10 ft.
Special : Improved grab, Low-light vision, scent, DR 10/magic
Saves: Fort +17, Ref +10, Will +7
Abilities: Str 39, Dex 13, Con 27, Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +9, Swim +18

...Effects
Gauntlets of Ogre Power [worn by Polo]
Ring of Protection +1
Amulet of Mighty Fists +1
2 Ebyron Tears of shock (claw, claw)
Ebyron Tear of frost (bite)
Bear's Endurance (Polo),
Animal Growth (Polo),

Belkior - AC 25 (27 vs. Evil) - HP 150/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran 
Tuesday June 1st, 2010 9:47:58 PM

The halfling cleric is dazed, blinking at the evil horror visited upon his companions and himself.

Actions
None

Items Used:
Celestial Armor - 1 daily use
Bead of Karma - 1 daily use
Bead of Smithing - 1 daily use
Staff of Healing - 4 charge
Hero Point - 1

Active Effects
Bead of Karma - +4 caster level, 6.4 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Tongues
Death Ward
Mass Bear's Endurance
Prayer - +1 to attack, damage, saves, skills for allies / -1 to opponents within 40 ft
Sanctuary
Fly - 4.6 minutes, CL 5

Active Spells
Status - on everyone - 18 hours, 56. minutes
Magic Circle Against Evil (self) - 196.1 minutes
Daylight - 186.2 minutes
Tongues - 186.3 minutes
Protection from Evil (Syr) - 16.4 minutes
Protection from Evil (Grigory) - 16.5 minutes
Protection from Evil (Brahmah) - 16.7 minutes
Protection from Evil (Corvis) - 16.8 minutes
Protection from Evil (Jass) - 16.9 minutes
Bless (all) - 16. minutes
Death Ward (Belkior) - 16.1 minutes
Death Ward (Syr) - 16.2 minutes
Death Ward (Mac) - 16.3 minutes
Death Ward (Brahmah) - 16.4 minutes
Death Ward (Grigory) - 16.5 minutes
Invisibility Purge (self) - 16.6 minutes
True Seeing (Brahmah) - 16.7 minutes
Spell Resistance (SR 31, Brahmah) - 16.8 minutes
Spell Resistance (SR 31, Mac) - 16.9 minutes
Spell Resistance (SR 31, Corvis) - 17. minutes
Wind Wall - 6 rounds
Prayer - 7 rounds
Sanctuary - 8 rounds
Fly - 4.7 minutes
Wind Wall - 17 rounds

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*, Protection from Evil(x4****), Sanctuary* (D - Protection Against Evil*)
2 - Consecrate, Remove Paralysis(x2), Silence(x2), Sound Burst, Status* (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*, Wind Wall**(x2) (D - Magic Circle Against Evil*)
4 - Death Ward*****(x5), Tongues* (D - Cure Critical Wounds*)
5 - Spell Resistance***(x3), True Seeing* (D - Mass Cure Light Wounds*)
6 - Greater Dispel Magic**(x2), Heal* (D - Heal*)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast



Halfling Grigory 
Wednesday June 2nd, 2010 1:28:16 AM

AC 25 / Touch 16 / Flat 21, Hit Points 98 (44, -28 healing, 51, -24 healing = 43 damage) hp edited
Spell Resistance 18
Hide from Undead, Haste, Bear's Endurance, Message, Spell Turning, Prestidigation, Death Ward

Grigory is dazed and weakened.
...
OOC as a DM I like this spell. It must make the next DM post a lot quicker and easier. :-)

Augmented Celestial Hippogriff - Hasted

Hit Dice: 3d10+9 (25 hp) +6 = 31 hp
Initiative: +2
Speed: 50 ft. (10 squares), fly 100 ft. (average) +30 haste
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 +1 Haste
Base Attack/Grapple: +3/+11 +2 = +5/+13
Attack: Claw +6 melee (1d4+4) +2 = Claw +8 melee (1d4+6)
Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2)
2 claws +8 melee (1d4+6) and bite +3 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft., low-light vision, scent,
Celestial creature retains all the special qualities of the base creature and also gains the following qualities.
Darkvision out to 60 feet.
Damage reduction - NIL.
Resistance to acid, cold, and electricity 5
Spell resistance equal to HD + 5 (maximum 25) = 8.

Saves: Fort +6, Ref +5, Will +2 Fort +8
Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8 Str 22, Con 20
Skills: Listen +4, Spot +8
Feats: Dodge, Wingover
Environment: Temperate hills
Organization: Solitary, pair, or flight (7-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: --
Smite Evil (Su)
Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Special Qualities

Spells from others:
Hide from Undead on Grigory, Belkior, Syr, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Status from Belkior
Protection from Evil from Belkior
Bless from Belkior
Death Ward from Belkior

Spells Cast & Target:
All -- Haste (14 targets, 14 rounds)
All -- Mass Reduce Person (14 targets, 14 minutes) dismissed
All -- Mass Bear's Endurance (14 targets, 14 minutes)
All -- Message (14 targets, 140 minutes)
Syr? -- Heroism (140 minutes)
? -- Stoneskin x3 (140 minutes)
?? -- Blur x2 (14 minutes)
Grigory -- Spell Turning (140 minutes)
Grigory -- Prestidigitation (1 hour)

Spell list
Level 7 - Bigby's Grasping Hand*, Spell Turning*, Empowered Summon Monster V*
Level 6 - Greater Dispel Magic x2**, Mass Bear's Endurance*, Disintegrate*
Level 5 -- Teleport*, Transmute Rock to Mud*, Teleport, Dismissal (up to 60' away)
Level 4 - Mass Reduce Person x2*, Wall of Fire*, Stoneskin*
Level 3 - Haste x2**, Fireball x2*, Dispel Magic, Heroism*
Level 2 - Alter self, Knock x2*, Gust of Wind, Blur x2**
Level 1 - Grease, Shield, Detect Secret Doors x2, Magic Missile x2*
Cantrips -- Message x2*, Prestidigitation*, Resistance, Read Magic


Mac AC:28(29 vs Priestess) HP:149/149  d20+7=17 ;
Wednesday June 2nd, 2010 5:42:11 AM

(Large - 10'x10' +10' Reach, 10'1'' tall, 1806lbs, Speed 60'(walk)/60'(swim))
}8 :) - Effects - }8 :)
Feats: Endurance, Dodge(+1AC vs Priestess), Mobility(Not factored into headline AC), CR(7), Run
From Items: Pearl of the Sirines{Breathe in water as if in clean, fresh air, swim speed 60', act underwater without hindrance}
From Belkior: Spell Resistance{SR31}, Bless{+1 morale bonus to attack rolls, +2 save vs fear effects}, Status, Death Ward{}
From Grigory: Message{near silent communication to those pointed to}, Blur{Concealment - 20% miss chance}, Stoneskin{Damage Reduction 10(150)/Adamantine}Haste{+30' Move, extra attack in Full Attack, +1 to Hit, +1 Reflex Save, +1 dodge to AC}
}8 :) }8 :) }8 :) }8 :)

Mac is dazed and weakened. 'nough said - almost. He does wonder exactly where this magic has come from (17 vs DC17 to disbelieve the Persistent Image)

Rumbling of the Earth / Round 22 - DMAl  d4+1=2 ;
Wednesday June 2nd, 2010 8:56:50 PM


The greater portion of the Crimson Shields are still, stunned by the powerful Blasphemy. None are able to reach the Priestess of the God of Sundering Joy, let alone disturb her ritual.

The kuo-toa continue to flee through the water with the Floating City guard behind them in pursuit. Four more guards emerge behind the first group. Faced with the flock of strange beast on the shore the powerful, creatures and the intimidating magic represented by the wall of blades and the wall of fire beyond it, the kuo-toa very old and very young, collapse into a huddled mass, crying, pleading and praying.

The Crimson Shield feel the grip of the Blasphemy spell loosening. The soft unfocused feeling of being stunned sloughs away. And the Shields feel more than they hear the ground begin to shake. Whatever the Priestess is doing, it seems to be having an effect. The vibrations can be felt in the very air. This is nothing that any of the spell casters in the group has ever seen or heard of, and there's no telling to what degree it might build, what destruction it might ultimately bring. The rumbling builds with every pass of the Priestess' hands, with every syllable of her chant. Soon the rumble will build to a roar. The God of Sundering Joy wakens. If this is to be stopped, it must be stopped now.

(Blade Barrier, Take 15d6 damage if you pass through. Reflex vs DC25 for half. Those with SR, I will roll vs your SR should you decide to brave the Barrier. Note that the barrier is in the midst of the Mud.)

(Will save vs DC17 to disbelieve the Persistent Image. If you do not make the save, the Priestess.)

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

OoC:

The doorway is 20ft high

Please list all spells currently effective on your character with each post. I try to remember them, but even when posted, it's not easy. If you don't list the spell and I make a mistake, you might just have to live with the result.


Map*MAP*MAP*MAP*MAP*
The Blue Squares are Wind Wall
(Even with Haste, you are reduced to a speed of 5ft if you enter the Mud.)

* STATUS *
==========
Jass -3 CON (-28hp) /Dead

BO Kuo-toan Priestess -16-31-18+29-3=36 / AC34; Cloak of Chaos Iron Body
Cloak of Chaos is Will Save vs DC28 if you are Lawful. Must save with each successful hit.
H4 -7

Shields are Blue
Enemies are Red
Allies are Yellow

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Kuo-toa listed as Armed are DC24. Unarmed are DC16
1 Old Man Armed - 3CON
2 Old Man Unarmed - 1CON; Prayer
6 Woman Armed
7 Woman Armed; Prayer
8 Woman Armed; Prayer
9 Woman Armed
10 Woman Unarmed
11 Woman Unarmed -14
12 Woman Unarmed -23
13 Child Unarmed -17
15 Child Unarmed -12

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.


Jass AC: unknown HP: DEAD :-)  d100=2 ; d100=49 ; d100=72 ; d100=78 ; d20+12=32 ; d20+12=15 ; 28d6=110 ; 28d6=101 ; d20+13=31 ; d20+8=13 ; d20+3=17 ;
Wednesday June 2nd, 2010 9:55:39 PM

Jass shakes his head and Air Walks forward, ignoring the Blade Barrier and the Wall of Stone. He looks beyond Grigory's Wall of Fire to the alter, and smiles. The sorcerer will try the same thing he did with the other alter, and his very last Disintegrate spell he is able to cast streaks out, striking the Alter in a very, very sensitive spot!

...Actions
Blade Barrier affect? 2% NO
Wall of Stone affect? 49% NO
Wall of Fire affect? 72% NO
Disintegrate affect? 78% YES
Touch AC 32 nat 20! 15 to hit AC 10 CRIT!! 110 + 101 damage = 211 damage to 10x10 section of alter.

Effects
-5 STR 1 round

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

.............................
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 185) Polo (AC 21, HPs47/107)

Brahmah shakes off some of the spell, and though weakened, he is still strong enough to pull his large bow. Three arrows streak out, and none find purchase on the Priestess.

Polo sits on his haunches.

....Effects
Helm of Comprehend Languages & Read Magic,
Pearl of the Sirines,
Bear's Endurance,
Hide from Undead,
Owl's Wisdoms,
Pro from evil, Death Ward,
SR31,
Detect Snares and Pits,
True Seeing
Jump +20 on checks
Dazed
-5 STR 1 rounds

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance*, Animal Growth*

....POLO; Brown Bear
AC=22 HP=107
Attack=+21 Grapple= +26 Full Attack= 2 claws +21 melee (2d6+14) and bite +17 melee (3d6+10)
Space/Reach: 15 ft./10 ft.
Special : Improved grab, Low-light vision, scent, DR 10/magic
Saves: Fort +17, Ref +10, Will +7
Abilities: Str 39, Dex 13, Con 27, Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +9, Swim +18

...Effects
Gauntlets of Ogre Power [worn by Polo]
Ring of Protection +1
Amulet of Mighty Fists +1
2 Ebyron Tears of shock (claw, claw)
Ebyron Tear of frost (bite)
Bear's Endurance (Polo),
Animal Growth (Polo),

Belkior - AC 25 (27 vs. Evil) - HP 125/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran  d20+11=29 ;  15d6=50 ;
Wednesday June 2nd, 2010 10:09:37 PM

The halfling cleric shakes off the effects of the foul spell cast by the evil kuo-toan cleric.  The rumblings of the stone overhead are alarming to Belkior.  Fearing the worst, the Paragon flies forward over the blades and the wall of fire.OOC - Excuse the rolls ... thought that Belkior had to fly through.
Once he is over the altar, Belkior starts casting some silver dust from his pouch about the area as he intones the words of a holy spell.  Hopefully this severs the connection between the priestess and her evil deity.

ActionsMove - fly 60 ft to FB25Standard - cast Consecrate

OOC - Excuse my post. I'm using my mother's computer and there's some stupid mouse / browser / clipboard issue that doesn't permit to cut and paste from my earlier posts.

Mac AC:28(29 vs Priestess) HP:149/149 
Thursday June 3rd, 2010 9:02:06 AM

"Grigory, what do you think you can do about these walls and barriers?"

Halfling Grigory 
Thursday June 3rd, 2010 5:13:03 PM

"Mac, I'm almost out of spells. We are really missing that Sorcerer, Domi bless his soul, and his constant Disintegrate and Dim Door.
"I could Grease the Walls, but I think my best course of action lies in a good Reflex
save, though there's little I could do on the other side.
"Still, I guess an exit strategy is not needed if we can't do something about what that Priestess is doing. So, I guess I should've done this before you helped me across the water. I'll take you through the Walls."

Grigory casts Teleport to move himself and Mac nearer to the Priestess.

OOC I'm posting from my phone, so the map is too small. Perhaps Mac will beat me to suggesting a place to land before I get time on a real computer.

Mac AC:28(29 vs Priestess) HP:149/149  d20+25=44 ; d20+25=38 ; 3d6+14=20 ; 3d6+14=21 ; 3d6+14=26 ; d20+25=42 ; 3d6+14=28 ; d20+20=38 ; 3d6+14=22 ; d20+15=35 ; d20+15=32 ; 3d6+14=21 ;
Thursday June 3rd, 2010 5:38:31 PM

Mac AC:28(29 vs ?) HP:149/149
(Large - 10'x10' +10' Reach, 10'1'' tall, 1806lbs, Speed 60'(walk)/60'(swim))
}8 :) - Effects - }8 :)
Feats: Endurance, Dodge(+1AC vs ?), Mobility(Not factored into headline AC), CR(7), Run
From Items: Pearl of the Sirines{Breathe in water as if in clean, fresh air, swim speed 60', act underwater without hindrance}
From Belkior: Spell Resistance{SR31}, Bless{+1 morale bonus to attack rolls, +2 save vs fear effects}, Status, Death Ward{}
From Grigory: Message{near silent communication to those pointed to}, Blur{Concealment - 20% miss chance}, Stoneskin{Damage Reduction 10(150)/Adamantine}Haste{+30' Move, extra attack in Full Attack, +1 to Hit, +1 Reflex Save, +1 dodge to AC}
From the Priestess: Blasphemed{Weakened: -6 Str}
}8 :) }8 :) }8 :) }8 :)

Grigory's Teleport drops them at EV24:EW25 - in the mud and warm, but better for not having leaped through the Blade Barrier. "Thanks!" Mac turns his martial attention on the Priestess, thusly: AC44[CT38]@20[67], AC42@28, AC38@22 & AC35[CT32]@21.

AoOs:(up to 7) d20+25 @ 3d6+14 [19+/x3]


Syr Ac33/32 HP 195/207 EU31 SE-20'  d20+22=35 ; d20+22=24 ; d20+22=34 ; d20+22=34 ; d20+17=30 ; 2d8+11=24 ; 2d8+11=22 ; 2d8+11=20 ; d6=3 ; d6=6 ;
Thursday June 3rd, 2010 7:42:13 PM

Syr slides over and proceeds to pound on the body of the priestess with kicks. Attack 35,34,30 Damage 24+3,22,20+6 iron body not accounted for).

He looks over the wall at the newcomers and says loudly, "Good, we are from the float too. Make sure you take them prisoner, they may have information for us. Don't harm them unless they become aggressive."

Red With Rage / Round 23 - DMAl  d20+16=26 ; d100=46 ; d20+18=28 ; d20+17=27 ; 3d6+18=33 ;
Thursday June 3rd, 2010 8:56:40 PM


Jass, Brahmah, and Belkior act almost simultaneously. Jass expends his last Disintegration spell, watching the green beam of transmutational magic lance out, an extension of his hand, an extension of his will. Brahmah lets loose with a swift flight of three arrows. And Belkior flies to the very center of the altar. Hovering over the depiction of the terrible stone god, the halfling Paragon calls on Alemi to disrupt the ritual.

A circle of silver light flecked with gold rises from out of the ground. Arrows pierce the growing sphere of light, smashing against the far cave wall. There is a flash of green, and from out of the center of the light explodes a fountain of pulverized rock dust. Form the briefest of moments the cloud of dust appears like a giant cloth balloon lit from within by warm lantern light. Then the balloon begins to deflate as the dust of rock settles, sinking down through the divine light of Alemi and exposing the gaping crater that Jass has blown in the top of the altar. The shaking of the earth stills. It stops.

Mac and Grigory suddenly blink and translocate to the other side of the wall and the barrier of blades. Mac is sunk waist deep in the mud. Mac swings, but he's too low and too far away, the blade of his axe sweeps only air. Mac will have to get up at least five feet higher in order to hit the priestess.

Syr slides closing the ten feet of space between himself and the Priestess. He aims a kick at her, but only the adamantine of Mac's axe seems to be able to penetrate the iron skin of the Priestess with much success. A wave of Chaotic colors travels up Syr's foot, enveloping him. (Syr's Will Save 26 vs DC27 / Fail; Confusion roll 46) Syr begins to babble incoherently to himself.

Heedful of Syr's words, the contingent of Floating City Guards begins an orderly process of herding the kuo-toa into the natural coral formed by Grigory's dried and sunken mud. The the Kuo-toan's part, they are cowed and move easily to the direction of the guards.

The Priestess, though, is a different matter entirely. Her amphibian's face flushes a deep, vivid, angry red as Jass and Belkior desecrate the altar of her god and disrupt her crowning ritual. She weaves a spell, then, with menace in her eyes stalks the five feet through the air to touch Syr. (Concentration 28 vs DC20 for ... [Spellcraft vs DC20 to identify Highlight to display spoiler: {Slay Living}]) She utters a single word that Jass and Brahmah know is the word "Die!" (Touch Attack AC27 vs DC27 [+2 Ring of Force Shield and +3 Bracers of Armor do not apply]. Syr, Fortitude Save vs DC24 or Die. Even if you save, take 33hp Damage.)

(Blade Barrier, Take 15d6 damage if you pass through. Reflex vs DC25 for half. Those with SR, I will roll vs your SR should you decide to brave the Barrier. Note that the barrier is in the midst of the Mud.)

(Will save vs DC17 to disbelieve the Persistent Image. If you do not make the save, the Priestess.)

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

OoC:

The doorway is 20ft high

Please list all spells currently effective on your character with each post. I try to remember them, but even when posted, it's not easy. If you don't list the spell and I make a mistake, you might just have to live with the result.


Map*MAP*MAP*MAP*MAP*
The Blue Squares are Wind Wall
(Even with Haste, you are reduced to a speed of 5ft if you enter the Mud.)

* STATUS *
==========
Jass -3 CON (-28hp) /Dead

BO Kuo-toan Priestess -16-31-18+29-3-9=45 / AC34; Cloak of Chaos Iron Body
Cloak of Chaos is Will Save vs DC28 if you are Lawful. Must save with each successful hit.
H4 -7

Shields are Blue
Enemies are Red
Allies are Yellow

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Kuo-toa listed as Armed are DC24. Unarmed are DC16
1 Old Man Armed - 3CON
2 Old Man Unarmed - 1CON; Prayer
6 Woman Armed
7 Woman Armed; Prayer
8 Woman Armed; Prayer
9 Woman Armed
10 Woman Unarmed
11 Woman Unarmed -14
12 Woman Unarmed -23
13 Child Unarmed -17
15 Child Unarmed -12

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.


Belkior - AC 25 (27 vs. Evil) - HP 125/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran  d20+15=16 ;
Thursday June 3rd, 2010 11:16:05 PM

The halfling cleric doesn't recognize the spell being cast by the kuo-toan cleric.
Spellcraft = 16 (natural 1)

Hoping to stop the enemy cleric from casting, Belkior uses one of the few spells remaining in his arsenal. A magical hush falls over the enemy cleric and the surrounding area.

Actions
Standard - cast Silence, upon a point in space centred just east of the cleric

Items Used:
Celestial Armor - 1 daily use
Bead of Karma - 1 daily use
Bead of Smithing - 1 daily use
Staff of Healing - 4 charge
Hero Point - 1
5 lbs Silver dust

Active Effects
Bead of Karma - +4 caster level, 6.2 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Tongues
Death Ward
Mass Bear's Endurance
Prayer - +1 to attack, damage, saves, skills for allies / -1 to opponents within 40 ft
Sanctuary
Fly - 4.4 minutes, CL 5

Active Spells
Status - on everyone - 18 hours, 55.8 minutes
Magic Circle Against Evil (self) - 195.9 minutes
Daylight - 186. minutes
Tongues - 186.1 minutes
Protection from Evil (Syr) - 16.2 minutes
Protection from Evil (Grigory) - 16.3 minutes
Protection from Evil (Brahmah) - 16.5 minutes
Protection from Evil (Corvis) - 16.6 minutes
Protection from Evil (Jass) - 16.7 minutes
Bless (all) - 15.8 minutes
Death Ward (Belkior) - 15.9 minutes
Death Ward (Syr) - 16. minutes
Death Ward (Mac) - 16.1 minutes
Death Ward (Brahmah) - 16.2 minutes
Death Ward (Grigory) - 16.3 minutes
Invisibility Purge (self) - 16.4 minutes
True Seeing (Brahmah) - 16.5 minutes
Spell Resistance (SR 31, Brahmah) - 16.6 minutes
Spell Resistance (SR 31, Mac) - 16.7 minutes
Spell Resistance (SR 31, Corvis) - 16.8 minutes
Wind Wall - 4 rounds
Prayer - 5 rounds
Sanctuary - 6 rounds
Fly - 4.5 minutes
Wind Wall - 15 rounds
Consecrate - 39 hours, 59.9 minutes
Silence - 19 minutes

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*, Protection from Evil(x4****), Sanctuary* (D - Protection Against Evil*)
2 - Consecrate*, Remove Paralysis(x2), Silence*(x2), Sound Burst, Status* (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*, Wind Wall**(x2) (D - Magic Circle Against Evil*)
4 - Death Ward*****(x5), Tongues* (D - Cure Critical Wounds*)
5 - Spell Resistance***(x3), True Seeing* (D - Mass Cure Light Wounds*)
6 - Greater Dispel Magic**(x2), Heal* (D - Heal*)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast

Jass AC: unknown HP: DEAD :-)  d100=29 ; d20+16=25 ; d20-1=8 ;
Friday June 4th, 2010 11:42:50 AM

Jass drifts south a little to get a bead on the Priestess. The ghostly sorcerer doesn't have any more high level spells to destroy the kua-toa, but there are others that can be just as satisfying. From his hand, a bolt of Lightning streaks across the cavern without affect.

...Actions
Move to EV,26
Lightning affect? 29% NO

...Effects

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

.............................
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 185) Polo (AC 21, HPs47/107)

Brahmah feels his strength returning and skirts the mud to get closer to the Priestess. He fires a single arrow, missing, and calls out to the iron-bodied fish-woman. "You are hopelessly outnumbered and outpowered. Give up now!"

Polo stays where he is, away from the water.

...Actions
Move to EX/EY, 23/24
Shot AC 25 miss
Intimidate: 8


....Effects
Helm of Comprehend Languages & Read Magic,
Pearl of the Sirines,
Bear's Endurance,
Hide from Undead,
Owl's Wisdoms,
Pro from evil, Death Ward,
SR31,
Detect Snares and Pits,
True Seeing
Jump +20 on checks
Dazed
-5 STR 1 rounds

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance*, Animal Growth*

....POLO; Brown Bear
AC=22 HP=107
Attack=+21 Grapple= +26 Full Attack= 2 claws +21 melee (2d6+14) and bite +17 melee (3d6+10)
Space/Reach: 15 ft./10 ft.
Special : Improved grab, Low-light vision, scent, DR 10/magic
Saves: Fort +17, Ref +10, Will +7
Abilities: Str 39, Dex 13, Con 27, Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +9, Swim +18

...Effects
Gauntlets of Ogre Power [worn by Polo]
Ring of Protection +1
Amulet of Mighty Fists +1
2 Ebyron Tears of shock (claw, claw)
Ebyron Tear of frost (bite)
Bear's Endurance (Polo),
Animal Growth (Polo),

Syr Ac33/32 HP 195/207 EU31 SE-20' 
Friday June 4th, 2010 7:37:01 PM

Having encountered the evil priestess' spell, the monk babbles confused nonsense to the others, "Jerry Jones is the greatest owner in the NFL!" Seeing no reaction from the others, he repeats the phrase, "Red Robin serves great steak fries!" Frustrated he proclaims with a fist pump one final phrase, "At least Obama doesn't jog to Mcdonald's."

Finally, he stamps his foot only to realize that he is still flying in the air as his body does a mid-air flip caused by the force of his foot stamp.

Red With Rage / Round 23 - DMAl 
Friday June 4th, 2010 8:48:57 PM


If there are no more responses in a half hour or so, I'll wait til tomorrow to post.

BTW, Syr, you can act this round. The Confusion only effects you till the top of the next round, which is this round. So, you have a full round action to use.

Syr Ac33/32 HP 195/207 EU31 SE-20'  d20+22=33 ; d20+22=41 ; d20+22=27 ; d20+22=28 ; d20+22=37 ; d20+17=25 ; d20+17=35 ; d20+17=21 ; d100=66 ; 2d8+11=22 ; 2d8+11=21 ;
Saturday June 5th, 2010 1:36:27 AM

Reorienting himself, Syr aims several kicks at the priest again, landing with the first and second before succumbing to the cloak of chaos once again (attack 33,41 Damage 22-15=7 plus stunning fist save fortitude DC 19 and damage 6 for 13 total). Due to the confusion (66), Syr takes a 5' step away from the priest.

(OOC: Darn, I kinda had fun with the babbling thing :)

Hide from Undead on Grigory, Belkior, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protection from Fire (60 pts) on Belkior 50 minutes
Protection from Ice (60 pts) on Belkior 50 minutes
Bless, Message, Status
Protection from Evil
Prayer
Enlarge
Flying


Mac AC:28(29 vs Priestess) HP:149/149 
Saturday June 5th, 2010 8:06:12 AM

(Large - 10'x10' +10' Reach, 10'1'' tall, 1806lbs, Speed 60'(walk)/90'(swim))
}8 :) - Effects - }8 :)
Feats: Endurance, Dodge(+1AC vs ?), Mobility(Not factored into headline AC), CR(7), Run
From Items: Pearl of the Sirines{Breathe in water as if in clean, fresh air, swim speed 60', act underwater without hindrance}
From Belkior: Spell Resistance{SR31}, Bless{+1 morale bonus to attack rolls, +2 save vs fear effects}, Status, Death Ward{}
From Grigory: Message{near silent communication to those pointed to}, Blur{Concealment - 20% miss chance}, Stoneskin{Damage Reduction 10(150)/Adamantine}Haste{+30' Move, extra attack in Full Attack, +1 to Hit, +1 Reflex Save, +1 dodge to AC}
From the Priestess: Blasphemed{Weakened: -6 Str}
}8 :) }8 :) }8 :) }8 :)

Mud slog - double move (5' each) out of the mud (EV24:EW25 to EW25:EX26 to EX25:EY26)

AoOs:(up to 7) d20+25 @ 3d6+14 [19+/x3]



Four Way Battle??? / Round 24 - DMAl  d100=37 ; d20+21=41 ; d20+24=40 ; d20+10=28 ; d20+10=23 ; d20+10=15 ; d20+12=21 ; d20+12=32 ; d20+12=14 ;
Sunday June 6th, 2010 9:15:56 PM


Belkior casts Silence, and it envelops the Priestess.

Jass tries a Lightning Bolt, but the magic fails to penetrate to the land of the living. Odd, how even within the area of Belkior's Silence spell, the sorcerer manages to hear his own voice.

Brahmah comes around the corner of the mud and calls for the Priestess to surrender. Then he looses another arrow. Both words and arrows bounce off of the Priestess' iron shell.

Syr easily shakes off the Death prepared for him by the Slay the Living spell. (Rolled for you Fortitude 41 / Natural 20. So he still takes the 33hp damage last round.) He strikes twice before the colors of Chaos compel him to flee. (You return to normal at the top of the next round, Syr.) The Priestess appears not to be stunned at all.

Mac tromps out of the mud, in the process, though, dragging Grigory into the sphere of Belkior's Silence.

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

With the soundless clank and creak of armor and iron, the Priestess tromps away from Syr. (Syr, take an AoO vs the Priestess.) The sound of her own movement returning gives her the cue to turn and cast a dispel against Syr's flight magic. (CL Check 28 vs DC16 for Winged Boots.) Syr's flight is dispelled and he sinks slowly downward into the mud. (Syr, you are within the area of Silence. While you are within the Silence, you cannot activate your boots as they area Command Word activated.)

The Kuo-toa pack themselves in close next to the mud, huddling together in fear. The approach of their Priestess up above does not appear to give them comfort. If anything, they appear more afraid.

The two mages with the Floating City guard make attempts to ground the misshapen priests with Dispel Magic spells. Neither spell does any good.

Two crossbows fly from the guards in the water. One hits, but shatters against the iron skin of the priestess without doing any damage.

And then ... across the water, there is the telltale sound of air being displaced, a sound that always accompanies a teleportation. Four figures appear on the far beach. All four are dressed in flamboyant colorful clothing. If they wear armor, it is well hidden. All four carry the bare steel of slim rapiers in their hands. The lead man is well known to the Crimson Shields.

"Its the Jack of Diamonds!" cries out one of the guards in the water. "In the name of the Overlord, in the name of Floating City, and in the name of Lord Perimon, stand down and submit to arrest or die!"

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

OoC:

Numbered Yellow Icons are the Floating City Guard.
Lettered Yellow Icons are the Lords of Diamond. (J is Jack.)

The doorway is 20ft high

Please list all spells currently effective on your character with each post. I try to remember them, but even when posted, it's not easy. If you don't list the spell and I make a mistake, you might just have to live with the result.


Map*MAP*MAP*MAP*MAP*
The Blue Squares are Wind Wall
(Even with Haste, you are reduced to a speed of 5ft if you enter the Mud.)

(Blade Barrier, Take 15d6 damage if you pass through. Reflex vs DC25 for half. Those with SR, I will roll vs your SR should you decide to brave the Barrier. Note that the barrier is in the midst of the Mud.)


* STATUS *
==========
Jass -3 CON (-28hp) /Dead

BO Kuo-toan Priestess -16-31-18+29-3-9-13=58 / AC34; Cloak of Chaos Iron Body
Cloak of Chaos is Will Save vs DC28 if you are Lawful. Must save with each successful hit.
H4 -7

Shields are Blue
Enemies are Red
Allies are Yellow

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Kuo-toa listed as Armed are DC24. Unarmed are DC16
1 Old Man Armed - 3CON
2 Old Man Unarmed - 1CON; Prayer
6 Woman Armed
7 Woman Armed; Prayer
8 Woman Armed; Prayer
9 Woman Armed
10 Woman Unarmed
11 Woman Unarmed -14
12 Woman Unarmed -23
13 Child Unarmed -17
15 Child Unarmed -12

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.


Belkior - AC 25 (27 vs. Evil) - HP 125/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran  d8=7 ; d8=3 ; d8=4 ;
Sunday June 6th, 2010 10:14:12 PM

The halfling cleric looks back and forth between the Floating City guards and the recently arrived Jacks of Diamond. Belkior hopes that the guards' words are directed at the Jacks and not themselves.

The Paragon flies to just outside the area affected by his Silence spell and casts a healing spell upon Syr.

Actions
Move - fly 25 ft to FA 29
Standard - activate staff to cast Cure Serious Wounds, using Divine Reach, healing Syr for 29 hps

Items Used:
Celestial Armor - 1 daily use
Bead of Karma - 1 daily use
Bead of Smithing - 1 daily use
Staff of Healing - 5 charge
Hero Point - 1
5 lbs Silver dust

Active Effects
Bead of Karma - +4 caster level, 6.1 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Tongues
Death Ward
Mass Bear's Endurance
Prayer - +1 to attack, damage, saves, skills for allies / -1 to opponents within 40 ft
Sanctuary
Fly - 4.3 minutes, CL 5

Active Spells
Status - on everyone - 18 hours, 55.7 minutes
Magic Circle Against Evil (self) - 195.8 minutes
Daylight - 185.9 minutes
Tongues - 186. minutes
Protection from Evil (Syr) - 16.1 minutes
Protection from Evil (Grigory) - 16.2 minutes
Protection from Evil (Brahmah) - 16.4 minutes
Protection from Evil (Corvis) - 16.5 minutes
Protection from Evil (Jass) - 16.6 minutes
Bless (all) - 15.7 minutes
Death Ward (Belkior) - 15.8 minutes
Death Ward (Syr) - 15.9 minutes
Death Ward (Mac) - 16. minutes
Death Ward (Brahmah) - 16.1 minutes
Death Ward (Grigory) - 16.2 minutes
Invisibility Purge (self) - 16.3 minutes
True Seeing (Brahmah) - 16.4 minutes
Spell Resistance (SR 31, Brahmah) - 16.5 minutes
Spell Resistance (SR 31, Mac) - 16.6 minutes
Spell Resistance (SR 31, Corvis) - 16.7 minutes
Wind Wall - 3 rounds
Prayer - 4 rounds
Sanctuary - 5 rounds
Fly - 4.4 minutes
Wind Wall - 14 rounds
Consecrate - 39 hours, 59.8 minutes
Silence - 18.9 minutes

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*, Protection from Evil(x4****), Sanctuary* (D - Protection Against Evil*)
2 - Consecrate*, Remove Paralysis(x2), Silence*(x2), Sound Burst, Status* (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*, Wind Wall**(x2) (D - Magic Circle Against Evil*)
4 - Death Ward*****(x5), Tongues* (D - Cure Critical Wounds*)
5 - Spell Resistance***(x3), True Seeing* (D - Mass Cure Light Wounds*)
6 - Greater Dispel Magic**(x2), Heal* (D - Heal*)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast



Jass AC: unknown HP: DEAD :-)  d100=99 ; 14d6=49 ; d20+18=33 ; d20+8=16 ; d20+8=19 ;
Monday June 7th, 2010 4:47:04 PM

Jass gets a gleam in his ghostly eyes; is it opportunity or insanity? I'm not even sure if Jass knows, but he moves none-the-less to get closer to the Iron bodied Priestess. Checking his backblast area, he calls up a freezing cone that blasts into the Priestess and affects the material Wold!!

...Actions
Move to ES,26
Cone Of Cold affect? 99% YES SR: 33 49 Damage Reflex DC 22 for half

...Effects

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

.............................
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 185) Polo (AC 21, HPs47/107)

"This is getting rediculous!", the big minotaur grumbles as the Priestess moves back to the other side of the barrier. "I'm gonna need a way to fly easily." The Captain hustles back around the mud, jumps onto the Stone Wall and pulls himself over and through the Blade Barrier.

There, Brahmah spots the Jack and his cronies, and though he instantly dislikes the scum that has evaded him for so long, he remembers the conversation in the Crimson Shields' Headquarters, and he shouts above the noise. "Belay That Order!!! If they end the threat of the Priestess (here he points out the enemy) they deserve a piece of the action! One fight at a time!"

"Polo! Stay! Defend!"

Polo stays where he is, away from the water. Listening to his companion, he keeps there, and defends the ground he is on.

...Actions
Move to ES/ET, 20/21
Handle Animal: Stay 16 Defend: 19



....Effects
Helm of Comprehend Languages & Read Magic,
Pearl of the Sirines,
Bear's Endurance,
Hide from Undead,
Owl's Wisdoms,
Pro from evil, Death Ward,
SR31,
Detect Snares and Pits,
True Seeing
Jump +20 on checks
Dazed
-5 STR 1 rounds

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance*, Animal Growth*

....POLO; Brown Bear
AC=22 HP=107
Attack=+21 Grapple= +26 Full Attack= 2 claws +21 melee (2d6+14) and bite +17 melee (3d6+10)
Space/Reach: 15 ft./10 ft.
Special : Improved grab, Low-light vision, scent, DR 10/magic
Saves: Fort +17, Ref +10, Will +7
Abilities: Str 39, Dex 13, Con 27, Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +9, Swim +18

...Effects
Gauntlets of Ogre Power [worn by Polo]
Ring of Protection +1
Amulet of Mighty Fists +1
2 Ebyron Tears of shock (claw, claw)
Ebyron Tear of frost (bite)
Bear's Endurance (Polo),
Animal Growth (Polo),

Syr Ac31/30 HP 191/207 EW 29-30  d20+22=40 ; 2d8+11=22 ; d6=2 ; 2d8+17=28 ;
Monday June 7th, 2010 5:29:42 PM

As his body sinks to the ground, he makes a desparate attempt to strike the priestess (AoO 40, damage 22 +2ice-15 dr=9total Fortitude Save vs stunning fist DC 19, made will save versus cloak)

Stuck in the mud, he can't see as the new figures appear on the other side of the water. The enlarged elf grunts in silence as he pushes to free himself from the mud.

Hide from Undead on Grigory, Belkior, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protection from Fire (60 pts) on Belkior 50 minutes
Protection from Ice (60 pts) on Belkior 50 minutes
Bless, Message, Status
Protection from Evil
Prayer
Enlarge


The Escape of She Who Brings the Cataclysm / Round 25 - DMAl  d20+16=36 ; d20+21=38 ; d20+13=29 ; d20+16=28 ; d20+16=24 ;
Monday June 7th, 2010 9:14:22 PM


Belkior moves near enough to heal Syr, just outside of the sphere of Silence.

Jass moves back toward the Priestess casts another spell. Deadly cold blasts suddenly into the Material world. Even within her body of Iron, the Priestess still manages to avoid most of the killing chill, though.

Brahmah leaps back over the wall and onto the other side. Having defeated the magic of the Barrier once already, the whirring force blades no longer hold the power to harm him. Polo growls from the far side of the water. He will obey. (Defend who?)

Now stuck in the mud, Syr can only hold to the consolation that he landed a blow before the Priestess got away. Too bad she was able to shake off the Stunning Fist. Soon he'll be out of the Silence, though. But will it be in time?

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

The Priestess surveys the cave, the shrine to her god the Sunderer of the Earth. Desecrated now, its purpose is destroyed. Below her are only enemies and worthless ineffectual worms. Her faithful Hands have been slain by these hated blasphemers, and the Aboleth, the coward, has left her to die upon the swords of those who rightfully should be gutting his carcass.

There is little else to do now but to flee. The amphibious Priestess casts a spell and his wrapped in a sheath of bright white light. When the light dims, all of her wounds are healed. She begins trudging through the air toward the water where she is at home. Having fought the Crimson Shields to a standstill, she now looks to escape.

Jack and his small contingent of the Lords of Diamond appear ready to trade swords and sorcery with the guards in the livery of Floating City. But, Jack holds up a hand to halt the impending violence, as Brahmah's voice calls out for a truce.

"Very well. But we will not let them take the caves!" he calls out. "Think well about our plea, Crimson Shields. The Sanctity needs your aide. The City needs your wisdom and your judgement."

"And by the by, how many of these guards do you think are in the employ of Lord Perimon?" The Jack of Diamonds winks and tosses the Shields a roguish grin before pointing to two of his men and giving curt one word orders.

One of the Lords of Diamond attempts a dispel. The casters among the Shields might recognize it as a more advanced dispel than that attempted by the guard wizards. Even so, this Lord of Diamond may have luck on his side as well as skill. (But, maybe that's what being a Lord of Diamond may be about, after all.) The Priestess' Air Walking spell ends, and she floats to the ground. A second Lord of Diamond swims out into the water and casts a second spell. A 10 by 10 square of Grease appears under the Priestess. (Spellcraft 28 for casting in the water.) The Priestess has reflexes to save herself against such a simple spell. But, without better balance, it will be unlikely that she will move any time soon.

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

OoC:

Numbered Yellow Icons are the Floating City Guard.
Lettered Yellow Icons are the Lords of Diamond. (J is Jack.)

The doorway is 20ft high

Please list all spells currently effective on your character with each post. I try to remember them, but even when posted, it's not easy. If you don't list the spell and I make a mistake, you might just have to live with the result.


Map*MAP*MAP*MAP*MAP*
The Blue Squares are Wind Wall
(Even with Haste, you are reduced to a speed of 5ft if you enter the Mud.)

(Blade Barrier, Take 15d6 damage if you pass through. Reflex vs DC25 for half. Those with SR, I will roll vs your SR should you decide to brave the Barrier. Note that the barrier is in the midst of the Mud.)


* STATUS *
==========
Jass -3 CON (-28hp) /Dead

BO Kuo-toan Priestess -16-31-18+29-3-9-13-24-9+150=0 / AC34; Cloak of Chaos Iron Body
Cloak of Chaos is Will Save vs DC28 if you are Lawful. Must save with each successful hit.
H4 -7

Shields are Blue
Enemies are Red
Allies are Yellow

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Kuo-toa listed as Armed are DC24. Unarmed are DC16
1 Old Man Armed - 3CON
2 Old Man Unarmed - 1CON; Prayer
6 Woman Armed
7 Woman Armed; Prayer
8 Woman Armed; Prayer
9 Woman Armed
10 Woman Unarmed
11 Woman Unarmed -14
12 Woman Unarmed -23
13 Child Unarmed -17
15 Child Unarmed -12

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.


Belkior - AC 25 (27 vs. Evil) - HP 127/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran 
Monday June 7th, 2010 11:07:31 PM

The halfling cleric casts another Silence spell to hinder the kuo-toan priestess while she is floating down towards the waiting slippery spot.

Actions
Standard - cast Silence centred on EN30-EO32

Items Used:
Celestial Armor - 1 daily use
Bead of Karma - 1 daily use
Bead of Smithing - 1 daily use
Staff of Healing - 5 charge
Hero Point - 1
5 lbs Silver dust

Active Effects
Bead of Karma - +4 caster level, 6. minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Tongues
Death Ward
Mass Bear's Endurance
Prayer - +1 to attack, damage, saves, skills for allies / -1 to opponents within 40 ft
Sanctuary
Fly - 4.2 minutes, CL 5

Active Spells
Status - on everyone - 18 hours, 55.6 minutes
Magic Circle Against Evil (self) - 195.7 minutes
Daylight - 185.8 minutes
Tongues - 185.9 minutes
Protection from Evil (Syr) - 16. minutes
Protection from Evil (Grigory) - 16.1 minutes
Protection from Evil (Brahmah) - 16.3 minutes
Protection from Evil (Corvis) - 16.4 minutes
Protection from Evil (Jass) - 16.5 minutes
Bless (all) - 15.6 minutes
Death Ward (Belkior) - 15.7 minutes
Death Ward (Syr) - 15.8 minutes
Death Ward (Mac) - 15.9 minutes
Death Ward (Brahmah) - 16. minutes
Death Ward (Grigory) - 16.1 minutes
Invisibility Purge (self) - 16.2 minutes
True Seeing (Brahmah) - 16.3 minutes
Spell Resistance (SR 31, Brahmah) - 16.4 minutes
Spell Resistance (SR 31, Mac) - 16.5 minutes
Spell Resistance (SR 31, Corvis) - 16.6 minutes
Wind Wall - 2 rounds
Prayer - 3 rounds
Sanctuary - 4 rounds
Fly - 4.3 minutes
Wind Wall - 13 rounds
Consecrate - 39 hours, 59.7 minutes
Silence - 18.8 minutes
Silence - 19 minutes

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*, Protection from Evil(x4****), Sanctuary* (D - Protection Against Evil*)
2 - Consecrate*, Remove Paralysis(x2), Silence**(x2), Sound Burst, Status* (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*, Wind Wall**(x2) (D - Magic Circle Against Evil*)
4 - Death Ward*****(x5), Tongues* (D - Cure Critical Wounds*)
5 - Spell Resistance***(x3), True Seeing* (D - Mass Cure Light Wounds*)
6 - Greater Dispel Magic**(x2), Heal* (D - Heal*)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast

Syr Ac31/30 HP 191/207 Ex 29-30 
Tuesday June 8th, 2010 1:21:14 AM

Still affected by the silence, Syr expends the last of his energy escaping from the mud. Not even hearing the satisfying slurp as his last boot is released.

Hide from Undead on Grigory, Belkior, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protection from Fire (60 pts) on Belkior 50 minutes
Protection from Ice (60 pts) on Belkior 50 minutes
Bless, Message, Status
Protection from Evil
Prayer
Enlarge



Jass AC: unknown HP: DEAD :-)  d100=57 ; d20+28=36 ;
Tuesday June 8th, 2010 12:42:17 PM

Jass drifts closer, grinning at the iron maiden in the grease spell. Read Lips DC15 Highlight to display spoiler: {You did this to me! You killed me!! And yet here I am to haunt your last moments. Maybe you can tell your Power when you next see it that this was a very... bad... idea!!!}

Another Cone of Cold lashes out, but doesn't hurt anything in the Wold, and Jass' eyes smolder.

...Actions
Move to EP,29
Cone Of Cold affect? 57% NO

...Effects

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

.............................
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 185) Polo (AC 21, HPs47/107)

"I'm not sure that any of you humans deserve anything!" the minotaur ranger shoots back, "but I'm at least willing to listen before I kill anyone. Are you?"

Brahmah takes a look at the mud then runs north. Crouching and touching the far wall of the cavern, he turns and runs back towards the mud. With a grunt and shout, the minotaur jumps into the air to hurtle the muddy spot.

Polo stays where he is, away from the water. Listening to his companion, he keeps there, and defends Corvis, staying with him closely.

...Actions
Jump: 38 (35 foot running long jump)
Move to ER/ES, 25/26



....Effects
Helm of Comprehend Languages & Read Magic,
Pearl of the Sirines,
Bear's Endurance,
Hide from Undead,
Owl's Wisdoms,
Pro from evil, Death Ward,
SR31,
Detect Snares and Pits,
True Seeing
Jump +20 on checks
Dazed
-5 STR 1 rounds

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance*, Animal Growth*

....POLO; Brown Bear
AC=22 HP=107
Attack=+21 Grapple= +26 Full Attack= 2 claws +21 melee (2d6+14) and bite +17 melee (3d6+10)
Space/Reach: 15 ft./10 ft.
Special : Improved grab, Low-light vision, scent, DR 10/magic
Saves: Fort +17, Ref +10, Will +7
Abilities: Str 39, Dex 13, Con 27, Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +9, Swim +18

...Effects
Gauntlets of Ogre Power [worn by Polo]
Ring of Protection +1
Amulet of Mighty Fists +1
2 Ebyron Tears of shock (claw, claw)
Ebyron Tear of frost (bite)
Bear's Endurance (Polo),
Animal Growth (Polo),

Trapped and Held / Round 26 - DMAl  d20-3=15 ; d20+16=29 ;
Tuesday June 8th, 2010 8:58:22 PM


Belkior casts another Silence spell to ensure that the Priestess is denied her magic.

Syr frees himself from the mud, but he's still within the sphere of Belkior's first Silence spell.

Jass walks to a place directly above the Priestess. He screams out his anger and hatred at the figure down below. Even were he not dead, his words, though, would be empty within the sphere of Belkior's second Silence spell. A cone of cold sprays across the Gray Plane but none of it reaches the land of the living.

Brahmah challenges the humans to a test of restraint before backing to the wall and making a tremendous leap over a strip of mud. He lands with a thud next to a Kuo-toan youngster, who screams and hides his or her head.

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

Weighed down, not only by plate armor, but by the also by the weight of her iron skin, the Priestess struggles mightily to retain her footing while walking out of the slick black grease. For a moment it appears as though she will at least maintain her stance, but then her foot slips and she goes face down onto the grease. (Balance 18-14 = 4; -6ACP Full Plate, -8ACP Iron Body.) She stands to her feet, and is somehow able to retain her footing by remaining still.

"We shall see, Brave Bull!" Jack grins and calls back at Brahmah. "What is to come depends not only on we!" He calls back the Lord of Diamond in who's swum out into the water. Jack, and three of the others appear ready to act against the Floating City guards should they make a hostile move. The Guard, in turn, appear equally ready to move against Jack and his three Lords of Diamond. On of the Lords begins to hum a sprightly martial sounding tune.

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

OoC:

Numbered Yellow Icons are the Floating City Guard.
Lettered Yellow Icons are the Lords of Diamond. (J is Jack.)

The doorway is 20ft high

Please list all spells currently effective on your character with each post. I try to remember them, but even when posted, it's not easy. If you don't list the spell and I make a mistake, you might just have to live with the result.


Map*MAP*MAP*MAP*MAP*
The Blue Squares are Wind Wall
(Even with Haste, you are reduced to a speed of 5ft if you enter the Mud.)

(Blade Barrier, Take 15d6 damage if you pass through. Reflex vs DC25 for half. Those with SR, I will roll vs your SR should you decide to brave the Barrier. Note that the barrier is in the midst of the Mud.)


* STATUS *
==========
Jass -3 CON (-28hp) /Dead

BO Kuo-toan Priestess -16-31-18+29-3-9-13-24-9+150=0 / AC34; Cloak of Chaos Iron Body
Cloak of Chaos is Will Save vs DC28 if you are Lawful. Must save with each successful hit.
H4 -7

Shields are Blue
Enemies are Red
Allies are Yellow

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Kuo-toa listed as Armed are DC24. Unarmed are DC16
1 Old Man Armed - 3CON
2 Old Man Unarmed - 1CON; Prayer
6 Woman Armed
7 Woman Armed; Prayer
8 Woman Armed; Prayer
9 Woman Armed
10 Woman Unarmed
11 Woman Unarmed -14
12 Woman Unarmed -23
13 Child Unarmed -17
15 Child Unarmed -12

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.


Halfling Grigory 
Tuesday June 8th, 2010 9:20:47 PM

AC 25 / Touch 16 / Flat 21, Hit Points 98 (44, -28 healing, 51, -24 healing = 43 damage) hp edited
Spell Resistance 18
Hide from Undead, Haste, Bear's Endurance, Message, Spell Turning, Prestidigation, Death Ward

Curiosity was the death of many Halflings throughout history. Grigory now stared that in the face.
Quickly he moves into the portal, into the great unknown beyond.

OOC sorry about the missed posts. I'm struggling to maintain my Wold commitments, and so I've asked to be replaced as the DM of the Ust Delmah game. That will free up a lot of time for me to participate in this game properly again.

Augmented Celestial Hippogriff - Hasted

Hit Dice: 3d10+9 (25 hp) +6 = 31 hp
Initiative: +2
Speed: 50 ft. (10 squares), fly 100 ft. (average) +30 haste
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 +1 Haste
Base Attack/Grapple: +3/+11 +2 = +5/+13
Attack: Claw +6 melee (1d4+4) +2 = Claw +8 melee (1d4+6)
Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2)
2 claws +8 melee (1d4+6) and bite +3 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft., low-light vision, scent,
Celestial creature retains all the special qualities of the base creature and also gains the following qualities.
Darkvision out to 60 feet.
Damage reduction - NIL.
Resistance to acid, cold, and electricity 5
Spell resistance equal to HD + 5 (maximum 25) = 8.

Saves: Fort +6, Ref +5, Will +2 Fort +8
Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8 Str 22, Con 20
Skills: Listen +4, Spot +8
Feats: Dodge, Wingover
Environment: Temperate hills
Organization: Solitary, pair, or flight (7-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: --
Smite Evil (Su)
Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Special Qualities

Spells from others:
Hide from Undead on Grigory, Belkior, Syr, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Status from Belkior
Protection from Evil from Belkior
Bless from Belkior
Death Ward from Belkior

Spells Cast & Target:
All -- Haste (14 targets, 14 rounds)
All -- Mass Reduce Person (14 targets, 14 minutes) dismissed
All -- Mass Bear's Endurance (14 targets, 14 minutes)
All -- Message (14 targets, 140 minutes)
Syr? -- Heroism (140 minutes)
? -- Stoneskin x3 (140 minutes)
?? -- Blur x2 (14 minutes)
Grigory -- Spell Turning (140 minutes)
Grigory -- Prestidigitation (1 hour)

Spell list
Level 7 - Bigby's Grasping Hand*, Spell Turning*, Empowered Summon Monster V*
Level 6 - Greater Dispel Magic x2**, Mass Bear's Endurance*, Disintegrate*
Level 5 -- Teleport*, Transmute Rock to Mud*, Teleport, Dismissal (up to 60' away)
Level 4 - Mass Reduce Person x2*, Wall of Fire*, Stoneskin*
Level 3 - Haste x2**, Fireball x2*, Dispel Magic, Heroism*
Level 2 - Alter self, Knock x2*, Gust of Wind, Blur x2**
Level 1 - Grease, Shield, Detect Secret Doors x2, Magic Missile x2*
Cantrips -- Message x2*, Prestidigitation*, Resistance, Read Magic


Trapped and Held / Round 26 - DMAl 
Tuesday June 8th, 2010 9:29:10 PM


OoC to Grigory: Sorry, that's not a Portal. That's an altar with the figure of a huge stone god on it. Sorry to have made it look round like a portal. Limited drawing tools in Excel. There is no sign of a Portal anywhere in this room.

There is, however, off the map, yet another big door. Like the last one, though, you may need strength to get through it.

Belkior - AC 25 (27 vs. Evil) - HP 127/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran 
Tuesday June 8th, 2010 9:55:10 PM

The halfling cleric watches what is happening. He has nearly used his entire complement of spells and no one immediately requires the healing that he can provide from the staff.

Belkior can't even call for the kuo-toan cleric to surrender since his spell is preventing any sound. However, he can remove the previous Silence spell.

Actions
Standard - Dismiss first Silence

Items Used:
Celestial Armor - 1 daily use
Bead of Karma - 1 daily use
Bead of Smithing - 1 daily use
Staff of Healing - 5 charge
Hero Point - 1
5 lbs Silver dust

Active Effects
Bead of Karma - +4 caster level, 5.9 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Tongues
Death Ward
Mass Bear's Endurance
Prayer - +1 to attack, damage, saves, skills for allies / -1 to opponents within 40 ft
Sanctuary
Fly - 4.1 minutes, CL 5

Active Spells
Status - on everyone - 18 hours, 55.5 minutes
Magic Circle Against Evil (self) - 195.6 minutes
Daylight - 185.7 minutes
Tongues - 185.8 minutes
Protection from Evil (Syr) - 15.9 minutes
Protection from Evil (Grigory) - 16. minutes
Protection from Evil (Brahmah) - 16.2 minutes
Protection from Evil (Corvis) - 16.3 minutes
Protection from Evil (Jass) - 16.4 minutes
Bless (all) - 15.5 minutes
Death Ward (Belkior) - 15.6 minutes
Death Ward (Syr) - 15.7 minutes
Death Ward (Mac) - 15.8 minutes
Death Ward (Brahmah) - 15.9 minutes
Death Ward (Grigory) - 16. minutes
Invisibility Purge (self) - 16.1 minutes
True Seeing (Brahmah) - 16.2 minutes
Spell Resistance (SR 31, Brahmah) - 16.3 minutes
Spell Resistance (SR 31, Mac) - 16.4 minutes
Spell Resistance (SR 31, Corvis) - 16.5 minutes
Wind Wall - 1 rounds
Prayer - 2 rounds
Sanctuary - 3 rounds
Fly - 4.2 minutes
Wind Wall - 12 rounds
Consecrate - 39 hours, 59.6 minutes
Silence - 18.9 minutes

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*, Protection from Evil(x4****), Sanctuary* (D - Protection Against Evil*)
2 - Consecrate*, Remove Paralysis(x2), Silence**(x2), Sound Burst, Status* (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*, Wind Wall**(x2) (D - Magic Circle Against Evil*)
4 - Death Ward*****(x5), Tongues* (D - Cure Critical Wounds*)
5 - Spell Resistance***(x3), True Seeing* (D - Mass Cure Light Wounds*)
6 - Greater Dispel Magic**(x2), Heal* (D - Heal*)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast

Corvis Zurvich AC:30 HP:160/130, Bear's Endurance (temp 30hp) 
Wednesday June 9th, 2010 12:11:00 AM

Corvis pushes on through the wind wall and moves quickly as he still needs to get in on all this since the group is having some problems as it is.

(If Corvis can move 60ft swimming with the pearl then he should end up somewhere around 21-EI)

(OOC:Been a nasty time here. The whole area got hit with storms that killed powers, tornados almost wiped out two towns near us an been without phone for a few days. There calling for mroe nasty weather this week too so everyone cross your fingers for us.)

Halfling Grigory 
Wednesday June 9th, 2010 12:35:17 AM

OOC, okay, not the portal yet.

Grigory walks about, shoulders slumped, to the north, avoiding the mud. His mind is busy. It is not very often that he runs out of useful spells, and he just hopes that no one else notices.

Mac AC:28(29 vs Priestess) HP:149/149  d20+36=55 ; d20+17=19 ; d20+33=34 ;
Wednesday June 9th, 2010 5:41:02 AM

OOC: My apologies for poor posting this week thus far also.
(Large - 10'x10' +10' Reach, 10'1'' tall, 1806lbs, Speed 60'(walk)/90'(swim))
}8 :) - Effects - }8 :)
Feats: Endurance, Dodge(+1AC vs ?), Mobility(Not factored into headline AC), CR(7), Run
From Items: Pearl of the Sirines{Breathe in water as if in clean, fresh air, swim speed 60', act underwater without hindrance}
From Belkior: Spell Resistance{SR31}, Bless{+1 morale bonus to attack rolls, +2 save vs fear effects}, Status, Death Ward{}
From Grigory: Message{near silent communication to those pointed to}, Blur{Concealment - 20% miss chance}, Stoneskin{Damage Reduction 10(150)/Adamantine}Haste{+30' Move, extra attack in Full Attack, +1 to Hit, +1 Reflex Save, +1 dodge to AC}
From the Priestess: Blasphemed{Weakened: -6 Str}
}8 :) }8 :) }8 :) }8 :)

Mac (with Grigory still in tow?) makes for the wall (beside EV16:EW16 - 50') and leaps up the wall beside (Jump Check=55+1=56, 13'), gaining a grasp at 29' (total movement: 63'). He hauls his weight up 2.5' (a chin-up really) and across another 5' (Hasty Climb Check=19 - enough I hope) to have is feet dangling at least 1.5' above the Blade Barrier (7.5' at speed 30' - half speed, equating to 15' at speed 60' for 78' . From here he pushes off the wall to land on the water side of the Blade Barrier (Jump Down Check = 34 for 20' drop). Total movement:100' or a little more.

AoOs:(up to 7) d20+25 @ 3d6+14 [19+/x3]


Halfling Grigory 
Wednesday June 9th, 2010 8:55:56 AM

OOC: thanks, Mac, that is a much better option.

Grigory continues to travel with the awesome Minotaur we call Mac.

Jass AC: unknown HP: DEAD :-)  d100=24 ; d20+19=29 ; d20+19=23 ;
Wednesday June 9th, 2010 9:57:45 AM

Jass paces and stamps on the air like a spoiled child denied his lollipop, and, thinking on it, the sorcerer denied the effectiveness of his magics must be driving the poor ghost insane!

Another Cone of Cold lashes out, proving as equally ineffective!

...Actions
Move to EP,29
Cone Of Cold affect? 24% NO

...Effects

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

.............................
Brahmah, Captain of the Chosen of Domi (AC 24 [-3 for Power Attack], Hps 185) Polo (AC 21, HPs47/107)

Brahmah is irritated at the jovial Lords of Diamonds, and Jack in particular. And getting the minotaur irritated at humans, while easy to do, is not something many humans would be able to live with.

But Brahmah has other priorities.

Dropping his great bow, Brahmah pulls his Falchion as his momentum carries him across the solid ground to the Priestess. Grasping his sword in both hands, the ranger puts some power behind his swings to get through the iron body of the kua-toa. "She is going to be impossible to slay with her spells about her!", he shouts to the cavern.

Polo follows Corvis into the water, but without the necklace about his burly neck, the bruin is quickly left behind the fast swimming rogue.

...Actions
Drop Bow
Move to EO/EP, 28/29
Draw Falchion as part of Movement
Power Attack - 3
2- hand attack with Falchion = double str (14) + double power (6) = 2d8+ 21 dam

AC 29, miss, Hero Point reroll, 23, miss

....Effects
Helm of Comprehend Languages & Read Magic,
Pearl of the Sirines,
Bear's Endurance,
Hide from Undead,
Owl's Wisdoms,
Pro from evil, Death Ward,
SR31,
Detect Snares and Pits,
True Seeing
Jump +20 on checks

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance*, Animal Growth*

....POLO; Brown Bear
AC=22 HP=107
Attack=+21 Grapple= +26 Full Attack= 2 claws +21 melee (2d6+14) and bite +17 melee (3d6+10)
Space/Reach: 15 ft./10 ft.
Special : Improved grab, Low-light vision, scent, DR 10/magic
Saves: Fort +17, Ref +10, Will +7
Abilities: Str 39, Dex 13, Con 27, Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +9, Swim +18

...Effects
Gauntlets of Ogre Power [worn by Polo]
Ring of Protection +1
Amulet of Mighty Fists +1
2 Ebyron Tears of shock (claw, claw)
Ebyron Tear of frost (bite)
Bear's Endurance (Polo),
Animal Growth (Polo),

Iron Claw / Round 27 - DMAl  d6=1 ; d20+16=33 ; d20+20=32 ; d20+15=24 ; d20+10=16 ; d6+5=9 ; d6+5=6 ;
Wednesday June 9th, 2010 8:59:20 PM


Grigory considers the possibility of finding the Teleport portal. There's one more door, just beyond the blasted altar. But it's big. As big as the door across the water to the guardroom caves.

Belkior dismisses the first sphere of Silence, freeing Syr from its influence.

Corvis pushes through the crowd of Hippogriff's, past the poised and ready Lords of Diamond. He swims out into the water and into the front lines of the Floating City guards.

Mac rushes at the north wall of the cave. He makes a startling leap up at the heights of the rock wall, with Grigory clinging to him for dear life. Grasping the slimmest of rock ledges, the minotaur swings both himself and the halfling up and over the top edge of the Blade Barrier ... and lets go ... Everything rushes at the pair. The rush of air, the chopping whir of the barrier blades, and the upward rush of the hard hard ground. Grigory things that he might have screamed, but there's no time to tell for sure. Then, there is a jarring impact. Mac's feet hit the ground, and his legs take up the shock of impact. They are on the other side. (Mac take 1hp damage. Jump down reduces a fall by only ten feet. Excellent, though. It was so nice to see the sheer audacity of the move.)

Jass lashes out with another cone of cold that remains on the Dead side of the line.

Brahmah drops his bow and pushes through the cowering Kuo-toa. He slams down on the Priestess, a two handed strike with his falchion. But the blade is deflected by the Priestess' armor, and the falchion bites hard mud and grease. Polo follows Corvis. The bear splashes into the shallows, slowed by the water where Corvis is not.

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

Under the threat of Brahmah's sword, the Priestess declines to flee, simply planting her feet in the grease and putting up a defense the old fashioned way. (Reflex 33; Hit Brahmah AC32, AC24, AC16 Damage 9+6 = 16hp) While her normal hand grips her shield, the Priestess batters at Brahmah with her misshapen mutant claw. It is hard as iron as it strikes.

Both Jack and the Lords of Diamond and the Floating City Guard do the best they can to watch each other, while at the same time playing spectator to the battle with the mutant ironclad Kuo-toan Priestess.

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

OoC:

Numbered Yellow Icons are the Floating City Guard.
Lettered Yellow Icons are the Lords of Diamond. (J is Jack.)

The doorway is 20ft high

Please list all spells currently effective on your character with each post. I try to remember them, but even when posted, it's not easy. If you don't list the spell and I make a mistake, you might just have to live with the result.


Map*MAP*MAP*MAP*MAP*
The Blue Squares are Wind Wall
(Even with Haste, you are reduced to a speed of 5ft if you enter the Mud.)

(Blade Barrier, Take 15d6 damage if you pass through. Reflex vs DC25 for half. Those with SR, I will roll vs your SR should you decide to brave the Barrier. Note that the barrier is in the midst of the Mud.)


* STATUS *
==========
Jass -3 CON (-28hp) /Dead

BO Kuo-toan Priestess -16-31-18+29-3-9-13-24-9+150=0 / AC34; Cloak of Chaos Iron Body
Cloak of Chaos is Will Save vs DC28 if you are Lawful. Must save with each successful hit.
H4 -7

Shields are Blue
Enemies are Red
Allies are Yellow

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Kuo-toa listed as Armed are DC24. Unarmed are DC16
1 Old Man Armed - 3CON
2 Old Man Unarmed - 1CON; Prayer
6 Woman Armed
7 Woman Armed; Prayer
8 Woman Armed; Prayer
9 Woman Armed
10 Woman Unarmed
11 Woman Unarmed -14
12 Woman Unarmed -23
13 Child Unarmed -17
15 Child Unarmed -12

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.


Belkior - AC 25 (27 vs. Evil) - HP 127/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran 
Wednesday June 9th, 2010 10:45:45 PM

The halfling cleric wishes that he had some way of subduing the priestess or calling upon her to surrender. As it is, no one really needs any healing but he does move closer in order to be ready when someone does.

Actions
Move - fly 30 ft to EU 28

Items Used:
Celestial Armor - 1 daily use
Bead of Karma - 1 daily use
Bead of Smithing - 1 daily use
Staff of Healing - 5 charge
Hero Point - 1
5 lbs Silver dust

Active Effects
Bead of Karma - +4 caster level, 5.8 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Tongues
Death Ward
Mass Bear's Endurance
Prayer - +1 to attack, damage, saves, skills for allies / -1 to opponents within 40 ft
Sanctuary
Fly - 4. minutes, CL 5

Active Spells
Status - on everyone - 18 hours, 55.4 minutes
Magic Circle Against Evil (self) - 195.5 minutes
Daylight - 185.6 minutes
Tongues - 185.7 minutes
Protection from Evil (Syr) - 15.8 minutes
Protection from Evil (Grigory) - 15.9 minutes
Protection from Evil (Brahmah) - 16.1 minutes
Protection from Evil (Corvis) - 16.2 minutes
Protection from Evil (Jass) - 16.3 minutes
Bless (all) - 15.4 minutes
Death Ward (Belkior) - 15.5 minutes
Death Ward (Syr) - 15.6 minutes
Death Ward (Mac) - 15.7 minutes
Death Ward (Brahmah) - 15.8 minutes
Death Ward (Grigory) - 15.9 minutes
Invisibility Purge (self) - 16. minutes
True Seeing (Brahmah) - 16.1 minutes
Spell Resistance (SR 31, Brahmah) - 16.2 minutes
Spell Resistance (SR 31, Mac) - 16.3 minutes
Spell Resistance (SR 31, Corvis) - 16.4 minutes
Prayer - 1 rounds
Sanctuary - 2 rounds
Fly - 4.1 minutes
Wind Wall - 11 rounds
Consecrate - 39 hours, 59.5 minutes
Silence - 18.8 minutes

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*, Protection from Evil(x4****), Sanctuary* (D - Protection Against Evil*)
2 - Consecrate*, Remove Paralysis(x2), Silence**(x2), Sound Burst, Status* (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*, Wind Wall**(x2) (D - Magic Circle Against Evil*)
4 - Death Ward*****(x5), Tongues* (D - Cure Critical Wounds*)
5 - Spell Resistance***(x3), True Seeing* (D - Mass Cure Light Wounds*)
6 - Greater Dispel Magic**(x2), Heal* (D - Heal*)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast

Corvis Zurvich AC:30 HP:160/130, Bear's Endurance (temp 30hp) 
Thursday June 10th, 2010 2:34:22 AM

Corvis moves farther in but stops short of the blade barrier that is in effect and calls out to whoever is listening of the group, "Umm, we trying to take this person prisoner or other?" Corvis isn't sure how he would like to move in at the moment seeing as how he risks being cut up some if he moves closer and knows he can't get one of his darts to travel far enough to hit the priestess either.

Corvis eyes the other kua-toa that for the moment haven't seemed to move or do much so inless he is moved on he will consider them not a problem. He also finds the fact that the guard and diamond lords being here abit of a suprise but shrugs that off for more important things.

(Postition:26-EL. Corvis plans to move in to help inless Brahmah says he has the priestess covered and barring the kua-toa attacking him otherwise.)

Halfling Grigory  d20+20=23 ;
Thursday June 10th, 2010 6:41:41 AM

AC 25 / Touch 16 / Flat 21, Hit Points 98 (44, -28 healing, 51, -24 healing = 43 damage) hp edited
Spell Resistance 18
Hide from Undead, Haste, Bear's Endurance, Message, Spell Turning, Prestidigation, Death Ward

"I've had enough of that woman."
Grigory really concentrates, and puts some extra effort into Dispelling her Iron Body.
Burning 5 hero points to add 5x10% to the Dispel Check (wish I'd done this on a Greater Dispel earlier, but I'd forgotten you can do it).
Dispel Check d20 +10 per spell, +10 with Hero Points = 23 (G'ah! I hate these dice)

Augmented Celestial Hippogriff - Hasted

Hit Dice: 3d10+9 (25 hp) +6 = 31 hp
Initiative: +2
Speed: 50 ft. (10 squares), fly 100 ft. (average) +30 haste
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 +1 Haste
Base Attack/Grapple: +3/+11 +2 = +5/+13
Attack: Claw +6 melee (1d4+4) +2 = Claw +8 melee (1d4+6)
Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2)
2 claws +8 melee (1d4+6) and bite +3 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft., low-light vision, scent,
Celestial creature retains all the special qualities of the base creature and also gains the following qualities.
Darkvision out to 60 feet.
Damage reduction - NIL.
Resistance to acid, cold, and electricity 5
Spell resistance equal to HD + 5 (maximum 25) = 8.

Saves: Fort +6, Ref +5, Will +2 Fort +8
Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8 Str 22, Con 20
Skills: Listen +4, Spot +8
Feats: Dodge, Wingover
Environment: Temperate hills
Organization: Solitary, pair, or flight (7-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: --
Smite Evil (Su)
Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Special Qualities

Spells from others:
Hide from Undead on Grigory, Belkior, Syr, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Status from Belkior
Protection from Evil from Belkior
Bless from Belkior
Death Ward from Belkior

Spells Cast & Target:
All -- Haste (14 targets, 14 rounds)
All -- Mass Reduce Person (14 targets, 14 minutes) dismissed
All -- Mass Bear's Endurance (14 targets, 14 minutes)
All -- Message (14 targets, 140 minutes)
Syr? -- Heroism (140 minutes)
? -- Stoneskin x3 (140 minutes)
?? -- Blur x2 (14 minutes)
Grigory -- Spell Turning (140 minutes)
Grigory -- Prestidigitation (1 hour)

Spell list
Level 7 - Bigby's Grasping Hand*, Spell Turning*, Empowered Summon Monster V*
Level 6 - Greater Dispel Magic x2**, Mass Bear's Endurance*, Disintegrate*
Level 5 -- Teleport*, Transmute Rock to Mud*, Teleport*, Dismissal (up to 60' away)
Level 4 - Mass Reduce Person x2*, Wall of Fire*, Stoneskin*
Level 3 - Haste x2**, Fireball x2*, Dispel Magic*, Heroism*
Level 2 - Alter self, Knock x2*, Gust of Wind, Blur x2**
Level 1 - Grease, Shield, Detect Secret Doors x2, Magic Missile x2*
Cantrips -- Message x2*, Prestidigitation*, Resistance, Read Magic


Jass AC: unknown HP: DEAD :-)  d100=17 ; d20+19=38 ; d20+19=22 ; d20+17=22 ; d20+9=21 ; d20+19=39 ; 2d8+21=33 ; 2d8+21=31 ; d20+14=25 ;
Thursday June 10th, 2010 9:57:51 AM

Another Cone of Cold lashes out, Jass completely ignoring the possibility that Brahmah may get a piece in his overwhelming desire to kill the thing that killed him. Yet his spells stubbornly only affect the already dead.

...Actions
Move to EP,29
Cone Of Cold affect? 17% NO

...Effects

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

.............................
Brahmah, Captain of the Chosen of Domi (AC 24 [-3 for Power Attack], Hps 169/185) Polo (AC 21, HPs47/107)

Brahmah grits his teeth. "Corvis, come HERE! Do not go over the Blade Barrier for there is no enemy alive there. I need your blade against this witch!"

The minotaur's two handed chopping action continues against the iron-hard Priestess, ignoring little things like pain, and between his sweeping horns and flashing blade, Brahmah plants a telling blow!

Polo gamely continues wallowing in the water after Corvis.

...Actions
Power Attack - 3
2- hand attack with Falchion = double str (14) + double power (6) = 2d8+ 21 dam

AC 38 Crit 22 miss reroll with Hero Point 39 confirmed CRIT!! Dam 33 + 31 = 64
AC 22 miss
AC 21 miss
AC 25 miss with horns

....Effects
Helm of Comprehend Languages & Read Magic,
Pearl of the Sirines,
Bear's Endurance,
Hide from Undead,
Owl's Wisdoms,
Pro from evil, Death Ward,
SR31,
Detect Snares and Pits,
True Seeing
Jump +20 on checks

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance*, Animal Growth*

....POLO; Brown Bear
AC=22 HP=107
Attack=+21 Grapple= +26 Full Attack= 2 claws +21 melee (2d6+14) and bite +17 melee (3d6+10)
Space/Reach: 15 ft./10 ft.
Special : Improved grab, Low-light vision, scent, DR 10/magic
Saves: Fort +17, Ref +10, Will +7
Abilities: Str 39, Dex 13, Con 27, Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +9, Swim +18

...Effects
Gauntlets of Ogre Power [worn by Polo]
Ring of Protection +1
Amulet of Mighty Fists +1
2 Ebyron Tears of shock (claw, claw)
Ebyron Tear of frost (bite)
Bear's Endurance (Polo),
Animal Growth (Polo),

Syr Ac33/32 HP 191/207 Em32-en33 
Thursday June 10th, 2010 8:14:36 PM

Syr hears the sounds over the wall and focuses on the task at hand by activating his boots one last time. As he crests the wall, he is surprised to see the Jack of Diamonds and friends. He immediately focuses on the priestess as the last true threat and moves to within striking distance, flanking her with Brahmah on the other side.

Hide from Undead on Grigory, Belkior, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protection from Fire (60 pts) on Belkior 50 minutes
Protection from Ice (60 pts) on Belkior 50 minutes
Bless, Message, Status
Protection from Evil
Prayer
Enlarge
Fly



Tensions Rise / Round 28 - DMAl  d20+12=15 ; d100=11 ; d20+16=29 ; d20+20=40 ; d20+15=26 ; d20+10=13 ; d20+20=37 ; d6+5=6 ; d6+5=10 ; d6+5=6 ;
Thursday June 10th, 2010 9:06:25 PM


Belkior comes closer, in case he's needed. He hovers over the spinning wall of blades.

Corvis moves in as well, and calls out for direction. Are they taking prisoners? What is supposed to happen here? Have in and half out of the Silence spell, though, it's hard for him to hear a reply. (Corvis EL26 would put you in the same spaces as Floating City Guard number 01. Instead, I placed you at EL27

Grigory has had enough. He musters the best of his heroism to strip her of her magic protections. Unfortunately, the spell he has left doesn't have the power to get the job done.

Jass blasts the Gray Lands with another Cone of Cold, but it gets no further than that.

Brahmah, on the other hand, connects with a single perfectly targeted blow of his falchion. It strikes the Priestess just under ribcage, but fails to penetrate much further due to the hard Iron of her Body. (Iron Body makes immune to crits.) The colors of the Cloak of Chaos flash up the falchion and infect Brahmah. Fortunately, the confusion created compels him to attack as normal. Polo bear-paddles through the water after Corvis.

Syr activates his winged boots and lifts off the ground. Having to rise up and over the Blade Barrier slows him down. But coming down from the other side is faster. He makes it to a flanking position. (BTW, it's half speed rising up and x2 coming down with the Good Maneuverability that comes with the Fly spell.)

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

The Priestess, now completely surrounded, bares sharp teeth within her lipless frog mouth. Her mutant clawed hand continues to drive at Brahmah. (Reflex 29; Hit Brahmah AC40 [Crit Threat AC37], AC26, AC13 Damage 6+10+6 = 22hp) The Priestess scores a critical blow against Brahmah, hurting the minotaur little by little.

The tension seems to mount between the Jack of Diamond and his crew and the Guards of the Floating City. The song hummed one of the Lords of Diamond seems to be disliked by several of the city guard. "We'll take you home in chains too," one of the armored guards fires at the four Lords of Diamond. "Sweetens the job for us."

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

OoC:

Numbered Yellow Icons are the Floating City Guard.
Lettered Yellow Icons are the Lords of Diamond. (J is Jack.)

The doorway is 20ft high

Please list all spells currently effective on your character with each post. I try to remember them, but even when posted, it's not easy. If you don't list the spell and I make a mistake, you might just have to live with the result.


Map*MAP*MAP*MAP*MAP*
The Blue Squares are Wind Wall
(Even with Haste, you are reduced to a speed of 5ft if you enter the Mud.)

(Blade Barrier, Take 15d6 damage if you pass through. Reflex vs DC25 for half. Those with SR, I will roll vs your SR should you decide to brave the Barrier. Note that the barrier is in the midst of the Mud.)


* STATUS *
==========
Jass -3 CON (-28hp) /Dead

BO Kuo-toan Priestess -16-31-18+29-3-9-13-24-9+150-16= 16 / AC34; Cloak of Chaos Iron Body
Cloak of Chaos is Will Save vs DC28 if you are Lawful. Must save with each successful hit.
H4 -7

Shields are Blue
Enemies are Red
Allies are Yellow

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Kuo-toa listed as Armed are DC24. Unarmed are DC16
1 Old Man Armed - 3CON
2 Old Man Unarmed - 1CON; Prayer
6 Woman Armed
7 Woman Armed; Prayer
8 Woman Armed; Prayer
9 Woman Armed
10 Woman Unarmed
11 Woman Unarmed -14
12 Woman Unarmed -23
13 Child Unarmed -17
15 Child Unarmed -12

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Jass AC: unknown HP: DEAD :-)  d100=27 ; d20+22=35 ; d20+17=26 ; d20+12=28 ; d20+20=34 ; 2d4+15=23 ; d8=3 ;
Thursday June 10th, 2010 9:28:35 PM

Another Cone of Cold lashes out, Jass completely ignoring the possibility that Brahmah may get a piece in his overwhelming desire to kill the thing that killed him. Yet his spells stubbornly only affect the already dead.

As incensed as he is, ghost Jass is unaware of the deadly actions between the Diamonds and the Guard.

...Actions
Move to EP,29
Cone Of Cold affect? 27% NO

...Effects

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

.............................
Brahmah, Captain of the Chosen of Domi (AC 24 [-3 for Power Attack], Hps 147/185) Polo (AC 21, HPs47/107)

Brahmah grins through the minor pain. "Pity about your spell, Iron Maiden, but I'm not Lawful!" he mouths in the silence. (ooc: Brahmah not affected by confusion of Cloak of Chaos as he is Neutral) Even the Priestess' best shot is little more than a flesh wound against the large hero. The minotaur's two handed chopping action continues, planting another blow!

In the Silence and facing the Priestess, Brahmah can't do anything about the guards and the Lords of Diamonds except hope one of the other Crimson Shields can interpose.

Polo gamely continues wallowing in the water after Corvis.

...Actions
2- hand attack with Falchion = double str (14) = 2d4+ 15 dam

AC 35 Dam 23
AC 26 miss
AC 28 miss
AC 34 Dam 10

....Effects
Helm of Comprehend Languages & Read Magic,
Pearl of the Sirines,
Bear's Endurance,
Hide from Undead,
Owl's Wisdoms,
Pro from evil, Death Ward,
SR31,
Detect Snares and Pits,
True Seeing
Jump +20 on checks

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance*, Animal Growth*

....POLO; Brown Bear
AC=22 HP=107
Attack=+21 Grapple= +26 Full Attack= 2 claws +21 melee (2d6+14) and bite +17 melee (3d6+10)
Space/Reach: 15 ft./10 ft.
Special : Improved grab, Low-light vision, scent, DR 10/magic
Saves: Fort +17, Ref +10, Will +7
Abilities: Str 39, Dex 13, Con 27, Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +9, Swim +18

...Effects
Gauntlets of Ogre Power [worn by Polo]
Ring of Protection +1
Amulet of Mighty Fists +1
2 Ebyron Tears of shock (claw, claw)
Ebyron Tear of frost (bite)
Bear's Endurance (Polo),
Animal Growth (Polo),

Belkior - AC 25 (27 vs. Evil) - HP 127/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran 
Thursday June 10th, 2010 10:22:32 PM

The halfling cleric stays where he is, waiting for one of his companions to be hurt seriously enough to require healing.

Actions
None

Items Used:
Celestial Armor - 1 daily use
Bead of Karma - 1 daily use
Bead of Smithing - 1 daily use
Staff of Healing - 5 charge
Hero Point - 1
5 lbs Silver dust

Active Effects
Bead of Karma - +4 caster level, 5.7 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Tongues
Death Ward
Mass Bear's Endurance
Sanctuary
Fly - 4. minutes, CL 5

Active Spells
Status - on everyone - 18 hours, 55.3 minutes
Magic Circle Against Evil (self) - 195.4 minutes
Daylight - 185.5 minutes
Tongues - 185.6 minutes
Protection from Evil (Syr) - 15.7 minutes
Protection from Evil (Grigory) - 15.8 minutes
Protection from Evil (Brahmah) - 16. minutes
Protection from Evil (Corvis) - 16.1 minutes
Protection from Evil (Jass) - 16.2 minutes
Bless (all) - 15.3 minutes
Death Ward (Belkior) - 15.4 minutes
Death Ward (Syr) - 15.5 minutes
Death Ward (Mac) - 15.6 minutes
Death Ward (Brahmah) - 15.7 minutes
Death Ward (Grigory) - 15.8 minutes
Invisibility Purge (self) - 15.9 minutes
True Seeing (Brahmah) - 16. minutes
Spell Resistance (SR 31, Brahmah) - 16.1 minutes
Spell Resistance (SR 31, Mac) - 16.2 minutes
Spell Resistance (SR 31, Corvis) - 16.3 minutes
Sanctuary - 1 rounds
Fly - 4. minutes
Wind Wall - 10 rounds
Consecrate - 39 hours, 59.4 minutes
Silence - 18.7 minutes

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*, Protection from Evil(x4****), Sanctuary* (D - Protection Against Evil*)
2 - Consecrate*, Remove Paralysis(x2), Silence**(x2), Sound Burst, Status* (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*, Wind Wall**(x2) (D - Magic Circle Against Evil*)
4 - Death Ward*****(x5), Tongues* (D - Cure Critical Wounds*)
5 - Spell Resistance***(x3), True Seeing* (D - Mass Cure Light Wounds*)
6 - Greater Dispel Magic**(x2), Heal* (D - Heal*)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast

Halfling Grigory  d20+16=31 ; 5d4+5=15 ;
Friday June 11th, 2010 4:58:15 AM

Feeling that there is little else to do, afraid that he just doesn't have dice to cast a decent spell, Grigory casts the apprentice magicians staple, the bane if concealed kobolds and goblins in the shadows every where - Magic Missile.
Spell Resistance check 31
damage to the priestess = 15

Mac AC:28(29 vs Priestess) HP:148/149  d20+37=52 ; d20+25=29 ;
Friday June 11th, 2010 9:36:07 AM

(Large - 10'x10' +10' Reach, 10'1'' tall, 1806lbs, Speed 60'(walk)/90'(swim))
}8 :) - Effects - }8 :)
Feats: Endurance, Dodge(+1AC vs ?), Mobility(Not factored into headline AC), CR(7), Run
From Items: Pearl of the Sirines{Breathe in water as if in clean, fresh air, swim speed 60', act underwater without hindrance}
From Belkior: Spell Resistance{SR31}, Bless{+1 morale bonus to attack rolls, +2 save vs fear effects}, Status, Death Ward{}
From Grigory: Message{near silent communication to those pointed to}, Blur{Concealment - 20% miss chance}, Stoneskin{Damage Reduction 10(150)/Adamantine}Haste{+30' Move, extra attack in Full Attack, +1 to Hit, +1 Reflex Save, +1 dodge to AC}
From the Priestess: Blasphemed{Weakened: -6 Str}
}8 :) }8 :) }8 :) }8 :)

Mac dashes 20' towards the mud (to ER20:ES21), springs up over the mud (Jump: 52) hoping to stick the landing at or before EQ27:ER28 (or moving there if pulling up short) and bringing his axe to bear around Brahmah and upon the Priestess (AC29 - clean miss. Maybe close enough to get her attention?)

AoOs:(up to 7) d20+25 @ 3d6+14 [19+/x3]


Syr Ac33/32 HP 191/207 Em32-en33  d20+24=32 ; d20+24=39 ; d20+17=18 ; d100=27 ; 2d8+11=25 ;
Friday June 11th, 2010 7:26:46 PM

The monks fails on his first kick but his followup fist catches the priestess squarely in the back (att 39 damage 25-15=10 Fortitude save vs DC 19 for Stunning Fist) As his fist penetrates her cloak of confusion, a glaze appears over his eyes and he babbles to himself in the silence, "Mi gato es muerto. y tu?"

Soft Underbelly / Round 30 - DMAl  d20+16=21 ; d20-9=-2 ;
Friday June 11th, 2010 9:17:26 PM


Jass throws cold around a lot of cold. Not that you'd notice it in the Land of the Dead. No one notices in the land of the living either.

Looks as though the Cloak of Chaos had no affect on Brahmah after all. He continues to chop away at the Priestess. But, just as the Cloak of Chaos has little effect on him, his sword has little effect on the Priestess either. Were it just the two of them, the results of the contest might be even. Polo swims around to cut off any escape via the shore.

Belkior watches for a situation in which his services might be needed.

Grigory falls back on an old standby. Five silvery Missiles of Magic streak from his hand. They strike with an impact more damaging than Brahmah's furious chopping.

Mac makes a run at the edge of the mud. Just as Brahmah had done before, he makes a giant leap and lands safely on the far side. He drags Grigory to the very edge of the Silence and then stops, chopping down at the Priestess, but at an angle that only deflects the edge of his adamantine axe from her armor.

Syr catches the Priestess with a powerful blow from behind before he succumbs to the Cloak of Chaos. Fortunately for him, in the sphere of Silence on one can hear you babble.

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

There is now only one last chance for escape. The Iron Body has protected her from the blows of the Crimson Shields, but it is only a matter of time before the spell ends, and she will be at the mercy of these desecrators. Instead of continuing her attack on Brahmah, the Priestess dismisses from her self the Iron Body spell, and then attempts to run for the water. (Reflex 16; Balance -2; -6ACP Full Plate -2ACP Shield) Still weighed down by her armor, the Priestess slips and falls. Prone, face down in the grease, and without the protection of her Iron Body spell, the Kuo-toan Priestess of the Earth Shattering god is at the mercy of the Crimson Shields.

The Jack of Diamonds does little more in response to the threat of the Floating City Guards than to raise his rapier in a jaunty salute. The flippant gesture, does not appear, however to have set well with the guard. "Must be nice to supplement a guard's stipend with some extra gold," Jack comments. "No harm done either, is there? When the money's coming from a noble lord and a member of the Office of the Overlord, that is. Is it? Until he wants something of you." A snort of derision comes from one of the other Lords of Diamond.

Only Belkior and Grigory hear the exchange. Anyone who takes their eyes from the Priestess, however, can see the guards grip their weapons all the tighter.

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

OoC:

Numbered Yellow Icons are the Floating City Guard.
Lettered Yellow Icons are the Lords of Diamond. (J is Jack.)

The doorway is 20ft high

Please list all spells currently effective on your character with each post. I try to remember them, but even when posted, it's not easy. If you don't list the spell and I make a mistake, you might just have to live with the result.


Map*MAP*MAP*MAP*MAP*
The Blue Squares are Wind Wall
(Even with Haste, you are reduced to a speed of 5ft if you enter the Mud.)

(Blade Barrier, Take 15d6 damage if you pass through. Reflex vs DC25 for half. Those with SR, I will roll vs your SR should you decide to brave the Barrier. Note that the barrier is in the midst of the Mud.)


* STATUS *
==========
Jass -3 CON (-28hp) /Dead

BO Kuo-toan Priestess -16-31-18+29-3-9-13-24-9+150-16-8-15-10 = -49 / AC34; Cloak of Chaos Iron Body
Cloak of Chaos is Will Save vs DC28 if you are Lawful. Must save with each successful hit.
H4 -7

Shields are Blue
Enemies are Red
Allies are Yellow

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Kuo-toa listed as Armed are DC24. Unarmed are DC16
1 Old Man Armed - 3CON
2 Old Man Unarmed - 1CON; Prayer
6 Woman Armed
7 Woman Armed; Prayer
8 Woman Armed; Prayer
9 Woman Armed
10 Woman Unarmed
11 Woman Unarmed -14
12 Woman Unarmed -23
13 Child Unarmed -17
15 Child Unarmed -12

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Mac AC:28(29 vs Priestess) HP:148/149  d20+25=41 ; 3d6+14=29 ; d100=16 ; d20+7=16 ; d20+25=40 ; 3d6+14=31 ; d20+7=13 ; d100=22 ;
Friday June 11th, 2010 10:46:01 PM

Mac AC:28(29 vs Jack Of Lanterns) HP:148/149
(Large - 10'x10' +10' Reach, 10'1'' tall, 1806lbs, Speed 60'(walk)/90'(swim))
}8 :) - Effects - }8 :)
Feats: Endurance, Dodge(+1AC vs ?), Mobility(Not factored into headline AC), CR(7), Run
From Items: Pearl of the Sirines{Breathe in water as if in clean, fresh air, swim speed 60', act underwater without hindrance}
From Belkior: Spell Resistance{SR31}, Bless{+1 morale bonus to attack rolls, +2 save vs fear effects}, Status, Death Ward{}
From Grigory: Message{near silent communication to those pointed to}, Blur{Concealment - 20% miss chance}, Stoneskin{Damage Reduction 10(150)/Adamantine}Haste{+30' Move, extra attack in Full Attack, +1 to Hit, +1 Reflex Save, +1 dodge to AC}
From the Priestess: Blasphemed{Weakened: -6 Str}
}8 :) }8 :) }8 :) }8 :)

OOC: I'm going the notion that Prone isn't the same as Helpless, so no CdG, though I'm not sure that her AC wouldn't have changed having regained 6 Dex, but the benefits of a prone opponent more than outweigh that.

Mac takes one more step south. It must be done - for the greater good. He hopes to complete this task without yielding to the slightest temptation. He swings at the fallen Priestess (AC41@29, Fail-16%-Act normally), and again (AC40@31, Fail-22%...), and he babbles incoherently in the silence.

AoOs:0

Corvis Zurvich AC:30 HP:160/130, Bear's Endurance (temp 30hp)  d20+22=35 ; d20+17=35 ; d20+12=14 ; d8+12=13 ; d8+12=15 ; d8+12=19 ; d20+28=31 ; d20+16=18 ; d6+11=17 ; d6+11=15 ;
Friday June 11th, 2010 11:24:06 PM

Corvis can't help but wonder if there could be info to be gleamed from this priestess but shrugs as he isn't going to risk finding out and moves in to help finish her off.

(Sorry about the mix up Al. I must of misremembered the location and typed in the wrong one.)

Depending if he can move and attack the priestess or not he will do so, going to help end her live and still wonders what the heck is up with the guards and Lords of Diamonds. Hopefully things will be settled soon enough.

(Is Corvis can move and attack. Can hit AC:35/35/14 Damage:13/15/19 *off hand* Can hit AC:31/18 Damage:17/15)

Halfling Grigory  d20+1=12 ;
Saturday June 12th, 2010 6:48:20 PM

AC 25 / Touch 16 / Flat 21, Hit Points 98 (44, -28 healing, 51, -24 healing = 43 damage) hp edited
Spell Resistance 18
Hide from Undead, Haste, Bear's Endurance, Message, Spell Turning, Prestidigation, Death Ward

The Halfling moves to the water's edge (EO26) and addresses the City Guard and Diamonds alike.
"Listen," he says, "I'm not one for ordering people about, nor asking favours of others. But we have a serious situation here, something very important that you both want. Violence is not the way to solve it. Killing each other is not for the greater good. I'd like to think that we all want what is best for The Float. Deep down, inside all of you, you want what is best for the people of The Float. "Right now," the Halfling stands as tall as he can, "that means that we, the Crimson Shields of Hope, are risking death and more to secure a portal, so that we are not invaded by evil and cruel monsters.
"I want you," pointing at the city guard, "to make sure that these monsters do no further harm. They are old and frail, and it seems, they are afraid. Hold them in that position."
"Now I want you," looking at the Diamonds, "to stay where you are and keep your mouths shut. Your taunting helps no one, and if I have to begin Fireballing you lot, or the City Guard, it doesn't help any one to secure the portal against more monsters."
Diplomacy 12
Ready Action: Fireball either group that initiates a fight with the other. This includes spellcasting against the other.

Augmented Celestial Hippogriff - Hasted

Hit Dice: 3d10+9 (25 hp) +6 = 31 hp
Initiative: +2
Speed: 50 ft. (10 squares), fly 100 ft. (average) +30 haste
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 +1 Haste
Base Attack/Grapple: +3/+11 +2 = +5/+13
Attack: Claw +6 melee (1d4+4) +2 = Claw +8 melee (1d4+6)
Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2)
2 claws +8 melee (1d4+6) and bite +3 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft., low-light vision, scent,
Celestial creature retains all the special qualities of the base creature and also gains the following qualities.
Darkvision out to 60 feet.
Damage reduction - NIL.
Resistance to acid, cold, and electricity 5
Spell resistance equal to HD + 5 (maximum 25) = 8.

Saves: Fort +6, Ref +5, Will +2 Fort +8
Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8 Str 22, Con 20
Skills: Listen +4, Spot +8
Feats: Dodge, Wingover
Environment: Temperate hills
Organization: Solitary, pair, or flight (7-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: --
Smite Evil (Su)
Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Special Qualities

Spells from others:
Hide from Undead on Grigory, Belkior, Syr, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Status from Belkior
Protection from Evil from Belkior
Bless from Belkior
Death Ward from Belkior

Spells Cast & Target:
All -- Haste (14 targets, 14 rounds)
All -- Mass Reduce Person (14 targets, 14 minutes) dismissed
All -- Mass Bear's Endurance (14 targets, 14 minutes)
All -- Message (14 targets, 140 minutes)
Syr? -- Heroism (140 minutes)
? -- Stoneskin x3 (140 minutes)
?? -- Blur x2 (14 minutes)
Grigory -- Spell Turning (140 minutes)
Grigory -- Prestidigitation (1 hour)

Spell list
Level 7 - Bigby's Grasping Hand*, Spell Turning*, Empowered Summon Monster V*
Level 6 - Greater Dispel Magic x2**, Mass Bear's Endurance*, Disintegrate*
Level 5 -- Teleport*, Transmute Rock to Mud*, Teleport*, Dismissal (up to 60' away)
Level 4 - Mass Reduce Person x2*, Wall of Fire*, Stoneskin*
Level 3 - Haste x2**, Fireball x2*, Dispel Magic*, Heroism*
Level 2 - Alter self, Knock x2*, Gust of Wind, Blur x2**
Level 1 - Grease, Shield, Detect Secret Doors x2, Magic Missile x2*
Cantrips -- Message x2*, Prestidigitation*, Resistance, Read Magic


Syr Ac33/32 HP 191/207 Em32-en33 
Sunday June 13th, 2010 3:14:01 AM

Seeing the priestess fall down gives the monk hope that this might finally be nearing an end. Quickly reasoning that the downed foe will not make much of a prisoner once her spells return, he tries to finish her off in the silence.

Syr Ac33/32 HP 191/207 Em32-en33  d20+22=30 ; d20+22=38 ; d20+22=30 ; d20+22=38 ; d20+17=26 ; 2d8+11=16 ; d6=3 ; 2d8+11=20 ; 2d8+11=17 ; 2d8+11=21 ; d6=3 ; 2d8+11=20 ; d6=4 ;
Sunday June 13th, 2010 3:17:45 AM

Seeing the priestess fall down gives the monk hope that this might finally be nearing an end. Quickly reasoning that the downed foe will not make much of a prisoner once her spells return, he tries to finish her off in the silence. Attack 30,38,30,38,26 Damage 16+3,20,17,21+3,20+4

Hide from Undead on Grigory, Belkior, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protection from Fire (60 pts) on Belkior 50 minutes
Protection from Ice (60 pts) on Belkior 50 minutes
Bless, Message, Status
Protection from Evil
Prayer
Enlarge
Fly

Belkior - AC 25 (27 vs. Evil) - HP 127/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran 
Sunday June 13th, 2010 10:22:49 PM

The halfling cleric soars over the two magical walls and then descends towards the water until he is between the two groups, the guards and the Jacks.

"What my friends said, goes for me to. The portal is too important, and too dangerous, to throw away on some kind of petty rivalry!"

Actions
Double Move - to EG23, 5 ft above water

Items Used:
Celestial Armor - 1 daily use
Bead of Karma - 1 daily use
Bead of Smithing - 1 daily use
Staff of Healing - 5 charge
Hero Point - 1
5 lbs Silver dust

Active Effects
Bead of Karma - +4 caster level, 5.6 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Tongues
Death Ward
Mass Bear's Endurance
Sanctuary
Fly - 3.9 minutes, CL 5

Active Spells
Status - on everyone - 18 hours, 55.2 minutes
Magic Circle Against Evil (self) - 195.3 minutes
Daylight - 185.4 minutes
Tongues - 185.5 minutes
Protection from Evil (Syr) - 15.6 minutes
Protection from Evil (Grigory) - 15.7 minutes
Protection from Evil (Brahmah) - 15.9 minutes
Protection from Evil (Corvis) - 16. minutes
Protection from Evil (Jass) - 16.1 minutes
Bless (all) - 15.2 minutes
Death Ward (Belkior) - 15.3 minutes
Death Ward (Syr) - 15.4 minutes
Death Ward (Mac) - 15.5 minutes
Death Ward (Brahmah) - 15.6 minutes
Death Ward (Grigory) - 15.7 minutes
Invisibility Purge (self) - 15.8 minutes
True Seeing (Brahmah) - 15.9 minutes
Spell Resistance (SR 31, Brahmah) - 16. minutes
Spell Resistance (SR 31, Mac) - 16.1 minutes
Spell Resistance (SR 31, Corvis) - 16.2 minutes
Fly - 3.9 minutes
Wind Wall - 9 rounds
Consecrate - 39 hours, 59.3 minutes
Silence - 18.6 minutes

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*, Protection from Evil(x4****), Sanctuary* (D - Protection Against Evil*)
2 - Consecrate*, Remove Paralysis(x2), Silence**(x2), Sound Burst, Status* (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*, Wind Wall**(x2) (D - Magic Circle Against Evil*)
4 - Death Ward*****(x5), Tongues* (D - Cure Critical Wounds*)
5 - Spell Resistance***(x3), True Seeing* (D - Mass Cure Light Wounds*)
6 - Greater Dispel Magic**(x2), Heal* (D - Heal*)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast

Jass AC: unknown HP: DEAD :-)  d100=79 ; 14d6=58 ; d20+22=42 ; d20+22=29 ; d20+17=27 ; d20+12=18 ; 2d4+15=22 ;
Monday June 14th, 2010 2:35:25 PM

The sorcerer doesn't really care who is in his way as long as he can kill the Priestess. Another Cone of Cold lashes out, and this time it crosses the barrier of life and death! Jass silently shouts triumphantly.

...Actions
Move to EP,29
Cone Of Cold affect? 79% YES 58 Damage Reflex DC 22 for half

...Effects

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

.............................
Brahmah, Captain of the Chosen of Domi (AC 24 [-3 for Power Attack], Hps 147/185) Polo (AC 21, HPs47/107)

Brahmah isn't ready to give any mercy. Justice? Oh yes, plenty of justice! His falchion rises and falls, rises and falls, looking for a chink in the armor of his prone enemy, one strike going through.

Polo gamely continues wallowing in the water after Corvis.

...Actions
2- hand attack with Falchion = double str (14) = 2d4+ 15 dam

AC 42 CRIT 29 miss Dam 23
AC 27 miss
AC 18 miss

....Effects
Helm of Comprehend Languages & Read Magic,
Pearl of the Sirines,
Bear's Endurance,
Hide from Undead,
Owl's Wisdoms,
Pro from evil, Death Ward,
SR31,
Detect Snares and Pits,
True Seeing
Jump +20 on checks

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance*, Animal Growth*

....POLO; Brown Bear
AC=22 HP=107
Attack=+21 Grapple= +26 Full Attack= 2 claws +21 melee (2d6+14) and bite +17 melee (3d6+10)
Space/Reach: 15 ft./10 ft.
Special : Improved grab, Low-light vision, scent, DR 10/magic
Saves: Fort +17, Ref +10, Will +7
Abilities: Str 39, Dex 13, Con 27, Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +9, Swim +18

...Effects
Gauntlets of Ogre Power [worn by Polo]
Ring of Protection +1
Amulet of Mighty Fists +1
2 Ebyron Tears of shock (claw, claw)
Ebyron Tear of frost (bite)
Bear's Endurance (Polo),
Animal Growth (Polo),

The Silence of Death / END OF COMBAT ROUNDS - DMAl  d20+17=35 ; d20+17=22 ; d100=28 ; d20+21=32 ; d20+10=12 ;
Monday June 14th, 2010 7:24:01 PM


Mac lands two blows against the Priestess before succumbing to the Cloak of Chaos.

Corvis feels three of five strikes hit with his dual blades.

Grigory hops off of Mac's shoulder and threatens both the Floating City Guards as well as the Lords of Diamond. One thing is certain, the two female kuo-toa that Grigory lands next to are afraid of the halfling and his authoritative tone. Their eyes roll in their heads, and they presses themselves back as far as they can go, crowding into the women behind them.

Syr gets in two strikes as well before the colors from the Cloak of Chaos infect him with a fit of babbling just as it did to Mac.

From over the distant blade barrier, Belkior swoops down over the heads of The Guard to stand between the two competing factions from Floating City.

Suddenly a blast of super-frozen air breaks into the material world from the direction of the ghostly form of Jass. It sprays over the Priestess. It sprays over Syr who avoids it handily. And is sprays over Polo, who is unable to avoid it. The deadly chill stills the heart of the great bear and Polo dies.

Brahmah lands the last blow upon the body of the prone Priestess, and when the falchion rises dripping with Kuo-toan blood, the Priestess moves no more. Her body is ripped and frost rimed. She is dead. But at such a cost. Polo also bobs in the water, unmoving.

Nearby, both the group of Floating City Guard and the group comprised of Jack and his Lords of Diamond feel the stillness that comes with the moment of death. They too refrain from their small war of words and unspoken intentions. The martial humming of the one Lord of Diamonds falls silent in respect. Even the Kuo-toa are quiet save for the occasional mewing whimper.

Then suddenly, from out of the funereal quiet ... "We're here to secure the caves for Floating City. You'll have to take care of them." One of the Floating City guards calls out to Belkior and points a longsword at the Lords of Diamond.

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

OoC:

WE ARE OUT OF COMBAT ROUNDS FOR THE MOMENT. HOWEVER ...

Please *KEEP* all spells currently effective on your character with each post. The possibility of renewed combat is still present.


Numbered Yellow Icons are the Floating City Guard.
Lettered Yellow Icons are the Lords of Diamond. (J is Jack.)

The doorway is 20ft high

Map*MAP*MAP*MAP*MAP*
The Blue Squares are Wind Wall
(Even with Haste, you are reduced to a speed of 5ft if you enter the Mud.)

(Blade Barrier, Take 15d6 damage if you pass through. Reflex vs DC25 for half. Those with SR, I will roll vs your SR should you decide to brave the Barrier. Note that the barrier is in the midst of the Mud.)


* STATUS *
==========
Jass -3 CON (-28hp) /Dead

BO Kuo-toan Priestess -16-31-18+29-3-9-13-24-9+150-16-8-15-10-29-31-13-15-17-16-20-58-23 = -271
H4 -7

Shields are Blue
Enemies are Red
Allies are Yellow

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Kuo-toa listed as Armed are DC24. Unarmed are DC16
1 Old Man Armed - 3CON
2 Old Man Unarmed - 1CON; Prayer
6 Woman Armed
7 Woman Armed; Prayer
8 Woman Armed; Prayer
9 Woman Armed
10 Woman Unarmed
11 Woman Unarmed -14
12 Woman Unarmed -23
13 Child Unarmed -17
15 Child Unarmed -12

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Belkior - AC 25 (27 vs. Evil) - HP 127/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran 
Monday June 14th, 2010 11:14:28 PM

The halfling cleric turns towards the guards, trying to identify which one spoke.

"Correct me if I am mistaken, but I don't remember anything being said about Guards being sent from Floating City to secure the portal. And how did all of you get here, anyway? If this was known, why weren't we told so that we could launch a surprise assault? It might have saved Jass over there?"

Belkior waves his hand in the direction where the undead sorcerer is floating about, before turning to look at the Lords of Diamond. Specifically right at Jack.

"And what do you have to do with this place? Why does it matter so much to you?"

After a moment's thought, the Paragon speaks to both groups. Belkior is trying to reach a compromise that extinguishes the potential conflict.

"How about we, the Crimson Shields, secure the portal for the time being? Obviosuly, we seem to have defeated the opposition except for that aboleth and I think that it would be more than you," pointing at the Guards, "want to handle on your own."

"If you want, send one or more of your fellows back to the Float to notify the Overlord and entire Council about our success. And show us how you travel back and forth."

Belkior turns back to the Lords of Diamond.

"I think that you know where we stand. Figuratively, of course. Obviously you can come and go as you please, so leaving us here for the timebeing and informing the Overlord should satisfy you."

"Have I missed anything?"

Items Used:
Celestial Armor - 1 daily use
Bead of Karma - 1 daily use
Bead of Smithing - 1 daily use
Staff of Healing - 5 charge
Hero Point - 1
5 lbs Silver dust

Active Effects
Bead of Karma - +4 caster level, 5.5 minutes
Invisibility Purge - 95 ft radius, negates all forms of invisibility
Daylight - daylight level illumination for 60 ft radius, dim light for 120 ft radius
Tongues
Death Ward
Mass Bear's Endurance
Sanctuary
Fly - 3.8 minutes, CL 5

Active Spells
Status - on everyone - 18 hours, 55.1 minutes
Magic Circle Against Evil (self) - 195.2 minutes
Daylight - 185.3 minutes
Tongues - 185.4 minutes
Protection from Evil (Syr) - 15.5 minutes
Protection from Evil (Grigory) - 15.6 minutes
Protection from Evil (Brahmah) - 15.8 minutes
Protection from Evil (Corvis) - 15.9 minutes
Protection from Evil (Jass) - 16. minutes
Bless (all) - 15.1 minutes
Death Ward (Belkior) - 15.2 minutes
Death Ward (Syr) - 15.3 minutes
Death Ward (Mac) - 15.4 minutes
Death Ward (Brahmah) - 15.5 minutes
Death Ward (Grigory) - 15.6 minutes
Invisibility Purge (self) - 15.7 minutes
True Seeing (Brahmah) - 15.8 minutes
Spell Resistance (SR 31, Brahmah) - 15.9 minutes
Spell Resistance (SR 31, Mac) - 16. minutes
Spell Resistance (SR 31, Corvis) - 16.1 minutes
Fly - 3.8 minutes
Wind Wall - 8 rounds
Consecrate - 39 hours, 59.2 minutes
Silence - 18.5 minutes

Spell List
0 - Detect Magic*(x2), Light(x2), Purify Food & Drink(x2)
1 - Bless*, Protection from Evil(x4****), Sanctuary* (D - Protection Against Evil*)
2 - Consecrate*, Remove Paralysis(x2), Silence**(x2), Sound Burst, Status* (D - Aid)
3 - Daylight*(x2), Invisibility Purge*, Prayer*, Wind Wall**(x2) (D - Magic Circle Against Evil*)
4 - Death Ward*****(x5), Tongues* (D - Cure Critical Wounds*)
5 - Spell Resistance***(x3), True Seeing* (D - Mass Cure Light Wounds*)
6 - Greater Dispel Magic**(x2), Heal* (D - Heal*)
7 - Regenerate, Summon Monster VII* (D - Regenerate)
* = cast



Syr Ac33/32 HP 191/207 Em32-en33  d20+19=39 ;
Tuesday June 15th, 2010 1:31:31 AM

Shaking off the cold, the monk glares at Jass and kept help wondering if his nature is beginning to corrupt the sorcerer. He points at the body of the bear and shakes his head at the apparition.

Syr emerges from the silence to stand besides Belkior during the face off. "I would tend to agree with the priest, WE are here to secure the caves." He glares at the guard who spoke (Intimidate Nat 20=39).

Using the message spell, the monk tells Grigory, "Why don't you quietly cast detect magic and examine the bodies? I wouldn't want these guards or the Jack claiming more things which aren't rightfully theirs."


Mac AC:28(29 vs Jack) HP:148/149  d20+6=18 ;
Tuesday June 15th, 2010 8:35:18 AM

With Syr backing Belkior, further demonstration of our resolves seems unnecessary - and there are other more important things to do. Mac moves carefully (around the grease) and into the water, where he sets about trying to get the oversized Polo back out of the water. (Strength check: 18)

Jass AC: unknown HP: DEAD :-) 
Tuesday June 15th, 2010 9:58:45 AM

Jass capers in the air with glee on seeing the dead body of his enemy. He looks around the ghostly wold for a ghostly form of the Priestess or silver cord like that tied to his own body; intending to slay even the ghost of the kua-toa. And in looking around, he sees Syr. And the elf's pointing hand is extended to Polo; the bear clearly slain by a sygian cold spell that could only have come from Jass.

The sorcerer pushes back the anger and revenge, stamps down on the black part that is hovering around. Read Lips DC 15 Highlight to display spoiler: {"I ... I didn't mean to... Sorry, I'm sorry....}

...Actions
Move to Polo's body

...Effects

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

.............................
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 147/185) Polo (AC 21, HPs -10/107)

Brahmah's grin of triumph turns grim as he spots Polo's frozen corpse. The minotaur glares at Jass as he wipes and sheathes his blades. "This is the help I get for carting around his corpse? Let him rot here." And Brahmah takes his Kukri, cutting the ropes that bind the dead body of Jass to himself so that the dehydrated husk falls to the ground.

The minotaur then moves into the water to retrieve the dead body of his bruin companion.

He hears some of the others speaking to the Guards and Diamonds. Good. One less thing to care about.

...Actions

....Effects
Helm of Comprehend Languages & Read Magic,
Pearl of the Sirines,
Bear's Endurance,
Hide from Undead,
Owl's Wisdoms,
Pro from evil, Death Ward,
SR31,
Detect Snares and Pits,
True Seeing
Jump +20 on checks

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance*, Animal Growth*

....POLO; Brown Bear
AC=22 HP= -10/ 107 Highlight to display spoiler: {
Attack=+21 Grapple= +26 Full Attack= 2 claws +21 melee (2d6+14) and bite +17 melee (3d6+10)
Space/Reach: 15 ft./10 ft.
Special : Improved grab, Low-light vision, scent, DR 10/magic
Saves: Fort +17, Ref +10, Will +7
Abilities: Str 39, Dex 13, Con 27, Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +9, Swim +18

...Effects
Gauntlets of Ogre Power [worn by Polo]
Ring of Protection +1
Amulet of Mighty Fists +1
2 Ebyron Tears of shock (claw, claw)
Ebyron Tear of frost (bite)
Bear's Endurance (Polo),
Animal Growth (Polo),
}

Positions - DMAl 
Tuesday June 15th, 2010 8:24:01 PM


Belkior's eyes search among the Floating City guard and picks out the one who last spoke. He seems little different than the patrol guardsmen and woman that they encountered while the Shadow Guardians were visiting from Itlal. It is, however, a different member of the Guard contingent that answer's Belkior's question.

"We've in reserve for the past three days." This is from one of the unarmored Guards, likely a mage of some sort. Belkior also note that three days is roughly the amount of time it's been since the Wrath left the docks of Floating City taking the Crimson Shields to the spot on the lake above these caves. "We were told nothing except to remain in the barracks and be ready. I can deduced, however, that you were being scried upon."

"We were called, and put through a teleportation circle with little or no briefing. When we came out we found these Kuo-toa clustered at the base of the biggest ... " He shakes his head. "It must be a portal of some kind. At any rate, the Kuo-toa fled this way, and we followed."

"I can guarantee you that you were being scried upon. By us at least." This comes from the Jack of Diamonds, who stands on the western beach with a hand resting on one hip. "Yes, we were watching. But as soon as they appeared ... " He points in the direction of the assembled Guard, "we teleported here. As for interest, we have no claim to this place save to ensure that it does not fall into their hands." He delivers this to Syr and again he points in the direction of the Guard, this time, however, with the point of his rapier. "We find no objections to these caves being held by the Crimson Shields. But we have no faith in the Overlord's men and women, and if you plan to leave the caves in their hands, we will be compelled to take them and hold them ourselves. The caves and this magic portal will fall into the hands of Perimon and his kept dogs at the Office of the Overlord, and these caves will see no one for the next twenty years!"

Meanwhile, some fifty feet to the south, Mac and Brahmah tend to the dead body of the bear Polo. The corpse is still stiff and hard from the extreme cold. The House of Ursidae, from whence Polo came, would have to be informed. They seemed to have a relationship to their bears much closer than that of master to animal. It had been Polo's choice to leave and follow Brahmah. How could they but honor the bear for following the person of his choice and dying in his service?

The body of Jass of Downs also lies upon the cold stone. Gray and leeched of moisture, it remains where Brahmah leaves it, an inanimate sack of dead meat.

"What gives you the right to come in here and tell a body who can and who can't hold the caves?" This outburst comes from the same guard who Belkior noted before, and is directed at the Lords of Diamond. "We have orders directly from the Office of the Overlord. What gives you the right?"

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

OoC:

SORRY FOR POSTING EARLY TODAY. HAVE A DINNER MEETING.

Please *KEEP* all spells currently effective on your character with each post. The possibility of renewed combat is still present.


Numbered Yellow Icons are the Floating City Guard.
Lettered Yellow Icons are the Lords of Diamond. (J is Jack.)

The doorway is 20ft high

Map is same as before.
Map*MAP*MAP*MAP*MAP*
The Blue Squares are Wind Wall
(Even with Haste, you are reduced to a speed of 5ft if you enter the Mud.)

(Blade Barrier, Take 15d6 damage if you pass through. Reflex vs DC25 for half. Those with SR, I will roll vs your SR should you decide to brave the Barrier. Note that the barrier is in the midst of the Mud.)


* STATUS *
==========
Jass -3 CON (-28hp) /Dead

BO Kuo-toan Priestess -16-31-18+29-3-9-13-24-9+150-16-8-15-10-29-31-13-15-17-16-20-58-23 = -271
H4 -7

Shields are Blue
Enemies are Red
Allies are Yellow

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Kuo-toa listed as Armed are DC24. Unarmed are DC16
1 Old Man Armed - 3CON
2 Old Man Unarmed - 1CON; Prayer
6 Woman Armed
7 Woman Armed; Prayer
8 Woman Armed; Prayer
9 Woman Armed
10 Woman Unarmed
11 Woman Unarmed -14
12 Woman Unarmed -23
13 Child Unarmed -17
15 Child Unarmed -12

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Belkior - AC 25 (27 vs. Evil) - HP 127/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran  d20+9=17 ;
Tuesday June 15th, 2010 11:20:48 PM

The halfling cleric glares back and forth between the guards and the Lords of Diamond, trying to figure out which were more obstinate.

"We're here now and we're staying, for the timebeing at least," Belkior says to both groups. He turns to the guards before speaking more.

"Now, signal or whatever you were supposed to do once we had defeated the kuo-toans and their allies. Tell them that we have been successful and are securing the portal. And, if you want, about the Lords of Diamond."

"But in the interim, some of you make yourselves useful and round up those kuo-toans. We need to speak to them to learn what we can about this place and they're likely to sneak off if no one watches them."

The Paragon turns back to the Lords of Diamond to finish his speaking.

"Stay or go, it's your choice. We're staying. If you have quarrel with Perimon and the Office of the Overlord, the place for that is back on the Float. Not here. In case you haven't heard, the portal is still here and that aboleth might come sneaking back around."

"We might, maybe, send back to the temple because of Jass' death securing this place. Or we might try to petition Gargul from here. Either way, we need to resolve this now. We have two casualties among ourselves and don't want any more."

[Diplomacy = 17]


Jass AC: unknown HP: DEAD :-) 
Wednesday June 16th, 2010 2:09:59 PM

Jass doesn't say much, but drifts back over to hover over his body. Read Lips DC 15 Highlight to display spoiler: { "Maybe I should stay here, be a guard for the portal. Yah, leave me and I'll guard the place alone." Jass' brows come down "Take off, and leave me before I kill someone else..."}

...Actions
Move to Jass' body

...Effects

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

.............................
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 147/185) Polo (AC 21, HPs -10/107)

Brahmah lays Polo out on the stone, thinking about a fitting epitaph for his companion, and what he needs to say to the House of Ursidae. He looks up with a grim expression. "If anyone deserves to come back from Gargul's hand, it is Polo, not Jass. Polo has been a true companion, and never attacked a friend!"

The minotaur also isn't interested in the argument between the Guard and the Lords. "We defeated the kua-toa. These caverns and Portal is the Crimson Shields by conquest. It is not yours to secure or to give to anyone. We will say who does what down here!" His hand twitches near his falchion, not in the mood for dissenting voices. "If Perimon wants this land, he can kiss my furry.... hoof."

...Actions

....Effects
Helm of Comprehend Languages & Read Magic,
Pearl of the Sirines,
Bear's Endurance,
Hide from Undead,
Owl's Wisdoms,
Pro from evil, Death Ward,
SR31,
Detect Snares and Pits,
True Seeing
Jump +20 on checks

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance*, Animal Growth*

....POLO; Brown Bear
AC=22 HP= -10/ 107 Highlight to display spoiler: {
Attack=+21 Grapple= +26 Full Attack= 2 claws +21 melee (2d6+14) and bite +17 melee (3d6+10)
Space/Reach: 15 ft./10 ft.
Special : Improved grab, Low-light vision, scent, DR 10/magic
Saves: Fort +17, Ref +10, Will +7
Abilities: Str 39, Dex 13, Con 27, Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +9, Swim +18

...Effects
Gauntlets of Ogre Power [worn by Polo]
Ring of Protection +1
Amulet of Mighty Fists +1
2 Ebyron Tears of shock (claw, claw)
Ebyron Tear of frost (bite)
Bear's Endurance (Polo),
Animal Growth (Polo),
}

Choose - DMAl 
Wednesday June 16th, 2010 8:59:51 PM


Both the Lords of Diamond and the Floating City guards appear to be moved by Belkior's words. The Jack, himself, lowers his weapon, relaxing his guard as he allows his eyes to take in the scene across the water.

"I'm quite a fan of the things that the Crimson Shields have been able to accomplish in Floating City, you know." The Jack of Diamonds sheathes his sword, and as he does, the other Lords of Diamond follow suit. "Yes. I see that you have taken grave casualties, and we are not unsympathetic to your plight. If these minions will agree to withdraw, we will as well. Though I don't know how long such an arrangement will last now that both we and they know where this place is."

The response of the Guard is to do as Belkior asked and begin rounding up the Kuo-toa. Just then, another contingent of four guards swims out of the southern tunnel, the same direction from which the first eight arrived. At the head of this group, though, is a recognizable figure, Guard Captain Elvaran.

The Lords of Diamond again reach for their weapons. "WAIT! WAIT, WAIT!" The shout comes from the Jack of Diamonds. He holds up his hands. "AND *DON'T* SEND ANYONE ELSE. WE DO NOT NEED REINFORCEMENTS." He delivers these last words pointing a finger at a very definite spot high up in the air above the door behind him. Apparently that is the vantage point from which the Sanctity has been watching.

Captain Elvaran strides out of the water with her men emerging just past the Silence. She spends a moment taking in the scene. "I'm sorry for your loss." Her first words are for Brahmah. "For the losses that all of you have suffered, Crimson Shields. Without a word, she points at the body of Jass, and her men move to collect the corpse. "The Overlord has offered an armistice." The Guard Captain unfurls a scroll and begins to read. "The Overlord of Floating City offers to withdraw the forces of Floating City upon the conditions that the group known as the Lords of Diamond too withdraw. Further, no forces of Floating City will return until a full and public hearing into the disposition of these caves and their contents is heard. The voice of *ALL* who wish to speak will be heard at this hearing, and adjudication will be made by an honorable and impartial body."

"Overlord Alicia herself watches even now."
Captain Elvaran turns to a spot on the eastern wall, and inclines her head. "She has seen what has occurred here, and offers her word as bond, affixing her name to this armistice as surety." With those words, the Guard Captain holds up the scroll so that all can see the signature at the bottom.

"What say you Lords of Diamond? What say you, Crimson Shields?"

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

OoC:

Please *KEEP* all spells currently effective on your character with each post. The possibility of renewed combat is still present.


Numbered Yellow Icons are the Floating City Guard.
Lettered Yellow Icons are the Lords of Diamond. (J is Jack.)

The doorway is 20ft high

Map is same as before.
Map*MAP*MAP*MAP*MAP*
The Blue Squares are Wind Wall
(Even with Haste, you are reduced to a speed of 5ft if you enter the Mud.)

(Blade Barrier, Take 15d6 damage if you pass through. Reflex vs DC25 for half. Those with SR, I will roll vs your SR should you decide to brave the Barrier. Note that the barrier is in the midst of the Mud.)


* STATUS *
==========
Jass -3 CON (-28hp) /Dead

BO Kuo-toan Priestess -16-31-18+29-3-9-13-24-9+150-16-8-15-10-29-31-13-15-17-16-20-58-23 = -271
H4 -7

Shields are Blue
Enemies are Red
Allies are Yellow

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Kuo-toa listed as Armed are DC24. Unarmed are DC16
1 Old Man Armed - 3CON
2 Old Man Unarmed - 1CON; Prayer
6 Woman Armed
7 Woman Armed; Prayer
8 Woman Armed; Prayer
9 Woman Armed
10 Woman Unarmed
11 Woman Unarmed -14
12 Woman Unarmed -23
13 Child Unarmed -17
15 Child Unarmed -12

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Belkior - AC 25 (27 vs. Evil) - HP 127/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran 
Wednesday June 16th, 2010 11:04:17 PM

The halfling cleric looks to his companions before speaking. He feels that he has been speaking out of turn, usurping the role normally played by Syr. And, in this case, he no longer feels that he has the right to speak for the Shields.

Belkior hopes that he has made his opinions plain. If asked, he would vote for accepting this agreement.

Syr Ac33/32 HP 191/207 Em32-en33 
Thursday June 17th, 2010 1:38:20 AM

The monk stands behind Belkior and smiles reading his expression, "Your voice always speaks for the Shields." and quieter to just the cleric, "and often makes more sense than my own." He flashes his quick grin a final time before facing the newcomers.

Syr looks at the others in askance before replying with thought, "A well equipped squad of guard's would be needed. Given the releases from the portal in the past, it must be secured to prevent further hazard to the area. I think that with the Overlord's assurances, the Floating City guard can stand watch?" His brow furrows with an afterthought, "Shall we all see what the excitement is about behind those doors?" (I assume it's the portal) He prods Grigory on the way past and whispers, "psst! Loot!" as a reminder.

The he stops on his way to the door and turns around. Syr sighs heavily, those watching can almost see the effects of adrenalin draining from his body. "Besides we have more important things to address." He looks at the dehydrated body of Jass and then meet's the ghost's eyes. "Sorcerer, what is your will? Do you wish us to make a plea to Gargul for you? Do you wish to find a permanent peace? Despite your mistake," he nods at the frosted body of the bear, "you have earned a place with the Shields." Messaging Grigory quietly once more, "Although I doubt Brahmah will pray very hard for Jass."

(Sorry guys OSHA Inspector)

Jass AC: unknown HP: DEAD :-) 
Thursday June 17th, 2010 10:19:00 AM

Jass looks at Syr and nods. Read Lips DC 15 Highlight to display spoiler: {"Any way you can get me back to being me, I'll take, be it through any of your strange Northern Powers. And if you can't do that, you better have Belkior release me from this curse before more bad things happen."} Jass' hands twitch in the beginnings of a spell as he finishes miming his words, but the sorcerer doesn't follow through.

...Actions
Move to Jass' body

...Effects

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

.............................
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 147/185) Polo (AC 21, HPs -10/107)

Brahmah glares at the Guards, scowls at the Diamonds, and completely ignores Jass. "I vote for a permenant peace", he growls under his breath. Louder, he talks to Syr; "If we see Lord Gargul for the sorcerer, who has murdered an ally, we must see the Gray Lord for Polo, who was always only loyal."

"Besides", Brahmah growls turning towards the spirit hanging in the air, "what makes anyone think Gargul will bring him back? The idiot doesn't even believe in Domi, or Alemi, or Gargul!"

The ranger picks up on Syr's hint for loot, and begins to frisk the dead bodies. (Take 10 = 17)

...Actions

....Effects
Helm of Comprehend Languages & Read Magic,
Pearl of the Sirines,
Bear's Endurance,
Hide from Undead,
Owl's Wisdoms,
Pro from evil, Death Ward,
SR31,
Detect Snares and Pits,
True Seeing
Jump +20 on checks

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance*, Animal Growth*

....POLO; Brown Bear - DEAD

Not Over Yet - DMAl 
Thursday June 17th, 2010 8:59:05 PM


"NO!" The swords of the Lords of Diamond flash from their sheathes once again with the liquid sound of steel against steel. "Faith we may have in the word of the Overlord," calls the Jack of Diamond, "but we do not hold the same for the guards who work in her name."

Syr may have been premature in thinking that things were settled, now that the Kuo-toa have been subdued, and the Aboleth ousted from the cave. The guards draw their blades again, and the guard mages prepare for their deadliest spells. Even the hand of Captain Elvaran strays to the hilt of her longsword.

"That one," The Jack of Diamonds points his rapier at one of the guards, the one that has been the most vocal up to this point. "That one most assuredly works for Perimon. And, I think that you'll find, if you search their persons, that at least two or three others carry Perimon's seal."

[b]"You,"
Jack turns and addresses Captain Elvaran standing across the water, "can you truthfully say that all of your men hold allegiance to Floating City and Floating City alone?" The silent unspoken spectre rises of the recent encounter that the Shield had with a faction of the city guards and bigot dwarf Dandur Stonebiter.

Captain Elvaran eyes the contingent of eight that had arrived before her. "It's no secret that the Guard has its factions," she replies, careful with her words not to implicate specific individual through word or gaze.

"I am willing to order the withdraw of all of the Guard from these caves. But I'd first ask the advice of the Crimson Shields."

The air is still tense. None have moved, despite the fact that Syr moves toward the door at the western end of the cave, the door behind which must lie the ancient teleport circle for which they've all fought. Both sides, so near agreement not moments ago, find themselves deadlocked once again. It will likely take more time and attention to negotiate the tensions from this confrontation.

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

OoC:

More on Brahmah's search. There is the Priestess' full-plate and her shield that are plainly visible, but there has been no time for more than that.

Please *KEEP* all spells currently effective on your character with each post. The possibility of renewed combat is still present.


Numbered Yellow Icons are the Floating City Guard.
Lettered Yellow Icons are the Lords of Diamond. (J is Jack.)

The doorway is 20ft high

Map is same as before.
Map*MAP*MAP*MAP*MAP*
The Blue Squares are Wind Wall
(Even with Haste, you are reduced to a speed of 5ft if you enter the Mud.)

(Blade Barrier, Take 15d6 damage if you pass through. Reflex vs DC25 for half. Those with SR, I will roll vs your SR should you decide to brave the Barrier. Note that the barrier is in the midst of the Mud.)


* STATUS *
==========
Jass -3 CON (-28hp) /Dead

BO Kuo-toan Priestess -16-31-18+29-3-9-13-24-9+150-16-8-15-10-29-31-13-15-17-16-20-58-23 = -271
H4 -7

Shields are Blue
Enemies are Red
Allies are Yellow

The caverns here have a ceiling height of 40ft.

Please list all active spells along with their duration.

Kuo-toa listed as Armed are DC24. Unarmed are DC16
1 Old Man Armed - 3CON
2 Old Man Unarmed - 1CON; Prayer
6 Woman Armed
7 Woman Armed; Prayer
8 Woman Armed; Prayer
9 Woman Armed
10 Woman Unarmed
11 Woman Unarmed -14
12 Woman Unarmed -23
13 Child Unarmed -17
15 Child Unarmed -12

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Belkior - AC 25 (27 vs. Evil) - HP 127/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran  d20+9=24 ;
Thursday June 17th, 2010 10:29:41 PM

Syr has gone off to do other things and the halfling cleric is left between the Lords of Diamond and the Guards. Belkior had thought he almost had things udner control but now there's conflict again.

"Put your weapons away. Both lots of you," the Paragon says sternly while looking from side to side.

"Captain Elvaran, I might be speaking out of turn but I personally accept the offer from the Overlord. And I believe that I speak for my companions, too. We will secure the caves until the hearing has been completed. But I have several requests, and I hope that the Lords of Diamond will accede to this."

Belkior turns to the Jack of Diamond and continues to speak. "Listen to what I ask before you dismiss it out of hand."

"First, one of our companions has been killed and is affected by the unnatural magics of this place. We may need to convey his remains back to the Float depending on what his shade desires. Allow us to do this."

"Second, one of our members lost his long-time friend, Polo. He must do what is required and that may mean returning to the Float as well. Allow him to do that."

"Third, we may need the assistance of both of you. We seem to have dealt with the immediate threat but the aboleth may return. And we haven't yet determined whether the portal presents any danger. Captain Elvaran, leave a number of your guards that you, personally, select. Jack, leave an equal number of your fellows. We, the Crimson Shields, will keep the peace. Both of you, continue your scrying if you choose."

"What say both of you?"

Diplomacy = 24



Halfling Grigory  d20+1=7 ;
Friday June 18th, 2010 1:05:26 AM

AC 25 / Touch 16 / Flat 21, Hit Points 98 (44, -28 healing, 51, -24 healing = 43 damage) hp edited
Spell Resistance 18
Hide from Undead, Haste, Bear's Endurance, Message, Spell Turning, Prestidigation, Death Ward

Having kept quiet, Grigory tries to help Belkior with his diplomatic endeavours, though he sounds like he is simply repeating.
"Yes, we'd return his body, that is a simple enough request.
"Yes, two of our company have died for this.
"Yes, the aboleth may retu...
"Sorry, Belkior, just trying... not really trained in...
"Keep up the good work. Halflings make such good natural speakers."
Diplomacy 7 (fail in Aid Another)
Ready Action: Fireball either group that initiates a fight with the other. This includes spellcasting against the other.

OOC: sorry about posting. Really busy with work, but about to be on holiday.
OOC: I've lost track of rounds, are the Hippogriffs still about? I see they are on the map, just though the spell might have expired by now.

Augmented Celestial Hippogriff - Hasted

Hit Dice: 3d10+9 (25 hp) +6 = 31 hp
Initiative: +2
Speed: 50 ft. (10 squares), fly 100 ft. (average) +30 haste
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 +1 Haste
Base Attack/Grapple: +3/+11 +2 = +5/+13
Attack: Claw +6 melee (1d4+4) +2 = Claw +8 melee (1d4+6)
Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2)
2 claws +8 melee (1d4+6) and bite +3 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft., low-light vision, scent,
Celestial creature retains all the special qualities of the base creature and also gains the following qualities.
Darkvision out to 60 feet.
Damage reduction - NIL.
Resistance to acid, cold, and electricity 5
Spell resistance equal to HD + 5 (maximum 25) = 8.

Saves: Fort +6, Ref +5, Will +2 Fort +8
Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8 Str 22, Con 20
Skills: Listen +4, Spot +8
Feats: Dodge, Wingover
Environment: Temperate hills
Organization: Solitary, pair, or flight (7-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: --
Smite Evil (Su)
Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Special Qualities

Spells from others:
Hide from Undead on Grigory, Belkior, Syr, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protective Ward (granted power) on Grigory +5 on next saving throw. (1 hr)
Status from Belkior
Protection from Evil from Belkior
Bless from Belkior
Death Ward from Belkior

Spells Cast & Target:
All -- Haste (14 targets, 14 rounds)
All -- Mass Reduce Person (14 targets, 14 minutes) dismissed
All -- Mass Bear's Endurance (14 targets, 14 minutes)
All -- Message (14 targets, 140 minutes)
Syr? -- Heroism (140 minutes)
? -- Stoneskin x3 (140 minutes)
?? -- Blur x2 (14 minutes)
Grigory -- Spell Turning (140 minutes)
Grigory -- Prestidigitation (1 hour)

Spell list
Level 7 - Bigby's Grasping Hand*, Spell Turning*, Empowered Summon Monster V*
Level 6 - Greater Dispel Magic x2**, Mass Bear's Endurance*, Disintegrate*
Level 5 -- Teleport*, Transmute Rock to Mud*, Teleport*, Dismissal (up to 60' away)
Level 4 - Mass Reduce Person x2*, Wall of Fire*, Stoneskin*
Level 3 - Haste x2**, Fireball x2*, Dispel Magic*, Heroism*
Level 2 - Alter self, Knock x2*, Gust of Wind, Blur x2**
Level 1 - Grease, Shield, Detect Secret Doors x2, Magic Missile x2*
Cantrips -- Message x2*, Prestidigitation*, Resistance, Read Magic


Jass AC: unknown HP: DEAD :-)  d20+7=11 ;
Friday June 18th, 2010 7:07:59 AM

Jass can't do much with the current confrontation and mopes over his body. Read Lips DC 15 Highlight to display spoiler: {"Yeah, leave me here, not that I can do much to anyone in these caves. My spells mostly don't work and no one listens to my convincing since I'm dead. I'm just useless since you let me die."}

...Actions
Move to Jass' body

...Effects

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

.............................
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 147/185) Polo (AC 21, HPs -10/107)

Brahmah looks up from his searching to note that there may be another battle. Belkior is doing his best to keep things calm, but may need some more muscle to make it happen. The large minotaur stands and moves through the water to bob beside where the little halfling is hovering and speaking.

"The Overlord herself wants peace and good commerce here", he says in his gruff voice, "and the Diamonds say they don't want to control for themselves, just to ensure that a faction won't get control. We know all about factions who do things for thier own gain, and Perimon is top on my list of scumbags."

"SO!!! Since the Overlord doesn't want a fight and the Diamonds don't want a fight, whoever starts a fight must be working for Perimon... and I will kill them."

The speach isn't particularly Intimidating, but Brahmah means every word.

...Actions
Move to EG/EH 25,26 (Pearl of Sirines)
Intimidate - 11

....Effects
Helm of Comprehend Languages & Read Magic,
Pearl of the Sirines,
Bear's Endurance,
Hide from Undead,
Owl's Wisdoms,
Pro from evil, Death Ward,
SR31,
Detect Snares and Pits,
True Seeing
Jump +20 on checks

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance*, Animal Growth*

....POLO; Brown Bear - DEAD

Mac AC:28(29 vs Jack) HP:148/149 
Friday June 18th, 2010 8:31:06 AM

"So, there is the carrot... ...and there is the stick! My advice to you all: take the carrot."

Not Over Yet - DMAl 
Friday June 18th, 2010 7:37:44 PM


I have a request to delay the DM post until tomorrow. So shall it be as has been requested.

Syr Ac33/32 HP 191/207 Em32-en33 
Saturday June 19th, 2010 2:33:15 AM

The elf spins about in an uncharacteristic rage and returns to Belkior's side, calming down along the way. He nods as Belkior lays out the plan and whispers to the halfling, "Nicely done, I'm just not myself. If I don't include the swine (where I was beat into unconsciousness) then we have lost two of the team the last two times that we've been out. That just doesn't happen." He turns to the Jack, "As for you, I trust Captain Elvaran with my life. Her integrity is above reproach. If she is the one here to secure the caverns, then I consider them secured for the Overload." He smiles at the captain, "However, Belkior does have a fair compromise?"

Hide from Undead on Grigory, Belkior, Braham, Mac, Polo, Corvis, Jass? (2 spells-50 minutes)
Protection from Fire (60 pts) on Belkior 50 minutes
Protection from Ice (60 pts) on Belkior 50 minutes
Bless, Message, Status
Protection from Evil
Prayer
Enlarge
Fly

Mac AC:28(29 vs Jack) HP:148/149 
Sunday June 20th, 2010 4:29:23 AM

OOC: Checking in.

The Truce of the Crimson Shields - DMAl 
Sunday June 20th, 2010 7:50:14 PM


"It is a fair compromise." Captain Elvaran agrees. "As for the Guard. They are not angels. Nor are they a league of paladins. They are men and women who do a job. They keep the peace in the city, and they do their job well. They have families. They have lives. And they have their own ambitions. I cannot expect more from them than that."

"Let me add to the compromise, if you will," the half-elven commander of the Floating City Guard continues. "Let the Lords of Diamond pick from the guards present here to represent the Overlord. If they are concerned that some members of the Guard may have divided loyalties, then let them pick the ones who they believe will be least likely to compromise the situation."

"Very well. Thank you, Crimson Shields, for your intervension." The Jack of Diamonds relaxes his stance. "That is eminently fair, My Lady." He bows across the water to the Guard Captain. "We will choose four of your men, and we will chose three of mine. And if I heard correctly and this hearing will be full and public, then I can guarantee you that we will be there. Will you guarantee our safety?" He smiles, and the smile is charming.

"Within the bounds guaranteed to any citizen of Floating City who obeys the laws," Captain Elvaran replies.

"Now, you expressed curiosity as to the portal on the other side of that door." Captain Elvaran turns from the Jack of Diamonds to Syr. "I've seen it. It's where our teleport circle comes in. It's something to see. Enormous. Much bigger than the one on Gold Level."

"And I know that you're also concerned about the spoils that you've taken within these caves. If you would, I'll have the Guard collect them up before we leave, and deliver them to your homes on Merchant Level."

In the short time that Brahmah has had with the body of the Priestess, several things have caught his eye. There's no telling whether they may be things of value or not, but from prior experience, they are all worth investigation. There is the suit of full plate armor and the heavy wooden shield that the Priestess wears. The cloak on her back is also obvious. Less obvious to a cursory examination are a cord around her neck that may hold an amulet of some kind. Her boots are of fine make and may be of interest as well.

While the Crimson Shields bartered the truce between the Lords of Diamond and the Floating City Guard, both the blade barrier and the wall of fire ran their respective courses. The mud, of course, is still there. The wall of stone is as well. Grigory's Griffons had given a final squawk, a salute to he who called them, and they returned back to their plane.

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

OoC:

Numbered Yellow Icons are the Floating City Guard.
Lettered Yellow Icons are the Lords of Diamond. (J is Jack.)

The doorway is 20ft high

Map is same as before.
Map*MAP*MAP*MAP*MAP*
[b]The Blue Squares are Wind Wall

(Even with Haste, you are reduced to a speed of 5ft if you enter the Mud.)

* STATUS *
==========
Jass -3 CON (-28hp) /Dead

Shields are Blue
Enemies are Red
Allies are Yellow

The caverns here have a ceiling height of [b]40ft
.

Please list all active spells along with their duration.

Kuo-toa listed as Armed are DC24. Unarmed are DC16
1 Old Man Armed - 3CON
2 Old Man Unarmed - 1CON; Prayer
6 Woman Armed
7 Woman Armed; Prayer
8 Woman Armed; Prayer
9 Woman Armed
10 Woman Unarmed
11 Woman Unarmed -14
12 Woman Unarmed -23
13 Child Unarmed -17
15 Child Unarmed -12

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Belkior - AC 25 (27 vs. Evil) - HP 127/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran 
Sunday June 20th, 2010 10:29:23 PM

The halfling cleric hovers, waiting for the Lords of Diamond and the Guards to carry out the negotiated actions. All of this companions seem to be waiting and eager for the peaceful resolution of this stalemate between the Lords and the Guards.

Once talk turns to recovering the spoils of victory, Belkior begins a mental summary of all the opponents that they have faced here in the caverns. The priestess, of course, and the two other mutant kuo-toans who seemed a lot like Syr. The mage from their first foray into the caves, although Belkior remembers scooping up those items. The weird snake thing, and several others.

"Once things settle down, we need to search this place and identify any potential security problems. And find what might be laying about."

"Of course, our first tasks should be dealing with Jass and Polo."

"Brahmah, what must we do for Polo?"


Jass AC: unknown HP: DEAD :-) 
Monday June 21st, 2010 12:09:47 PM

Jass continues to hover over his body. Read Lips DC 15 Highlight to display spoiler: {"Completely useless. The Priestess got what she deserved for killing me, and she'll suffer for it. Polo and Brahmah are suffering. Where is the rest of the suffering for my death? They are trying to help. No, they only SAY they are trying to help. But ..."} Jass speaks to himself as his thoughts chase round and round his incorporeal brain.

...Actions
Move to Jass' body

...Effects

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

.............................
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 147/185) Polo (AC 21, HPs -10/107)

Brahmah merely snorts that the situation seems to become less desperate. And so the minotaur turns Belkior's question on its head.

"That depends on what you are willing to do for a loyal ally. Are you going to stand before Gargul to ask for Polo to return, or are you going to bury and forget him? Whatever we do for Polo, we should do the same to the one who killed him."

...Actions

....Effects
Helm of Comprehend Languages & Read Magic,
Pearl of the Sirines,

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance*, Animal Growth*

....POLO; Brown Bear - DEAD

Syr Ac33/32 HP 191/207 Em32-en33 
Monday June 21st, 2010 6:32:52 PM

Syr hastens to reassure the minotaur, "Yes yes of course, Although not a member of the Shields for long, we know how much Polo meant to you. We will go before Gargul for both of them." He whispers to Belkior, "It should be soon, I'm afraid the sorcerer is starting to lose it. Is there anything you can do?"

The elf immediately contradicts himself, "Rather than going straight to Gargul, I propose we see what is on the other side of this wall. Then, we take care of our comrades. I'd like to get some closure to these caves before moving on."

He moves over the Jass' body and shrugs in apology, "Sorry friend for using you once more in this way but we need you focused a bit longer?" He flies over the wall and deposits the body adjacent to the door, "One last thing:Think you can get in there and do some additional scouting for us? Give us a thumbs up or down and we'll take a look at this portal."

The Portal - DMAl 
Monday June 21st, 2010 9:37:50 PM


Even as tensions ease between the Guard and the Lords of Diamond, the tension among the Crimson Shields themselves begins to mount. Jass' thoughts grow blacker by the moment. This is not helped by Brahmah's resentment - some might say rightful resentment - against Jass for killing his companions bear.

Syr suggests petitioning the Lord of the Dead. The Shields had once crossed over into the Shadow Lands to plead for Lang's soul. They had met a minion of the Gray Lord, and had parlayed with this imp by the name of Gimp. In the end, the Shields had refused to do as the imp had commanded, to destroy the coven of witches who had been dabbling in Woldsblood. Lang had decided to stay in the Land of the Dead. And the imp named Gimp ... he had not seemed terribly angry, but he had been called and his very reasonable requests had been denied. Who could blame him for harboring a little resentment? Who could blame him for not wanting to waste his time again with this group?

Could there be ways that the Shields themselves might bring Jass back across the veil? Could they resurrect Polo as well? Belkior knows of blessings that may be used to return the dead to the well of the living. The most powerful within his reach, though is costly, both in terms of material wealth and in terms of the cost to the body. Would Jass and Polo be willing to take those risks for the chance once again at life? (See OoC below.)

But, before tackling this, Syr looks to the places that they have not seen yet. Jass takes a quick peek beyond the door. The undead sorcerer sees nothing apparently threatening, and, with the strength of Mac and Brahmah, the door is pushed open. Inside the next cave is another beach, another stretch of water, and beyond that stretch of water, set into the rocky face of the cave itself, is an enormous dark stone portal. The portal is half submerged, so that the visible portion rises over the water like a great arch. The portal itself is of dark gray stone, etched with lines and patterns that strike the Crimson Shields as vaguely familiar, something that they should know. It is but a moment when that familiarity crystallizes into recognition. This is of the same make as the Pyramid within the Crying Woods, the same Pyramid upon which the Entwining ceremony had take place. The make of this great ring is like the buildings and the structural features that hold together the Floating City itself. This is Teucri.

The dark void within the ring is midnight black. Motes of light sparkle and glitter upon the tangible darkness. Or, is this a trick of the eye? The stone ring is big enough to drive three or four wagons through at the same time. A force of several hundred crack soldiers could easily march through and occupy the caves in a matter of a few short minutes. This is the artifact for which the Crimson Shields have fought. (BTW, see the map. Wish I had a better picture, though.)

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

OoC:

I'm referring to the spell Resurrection. The cost is 10000gp each and the cost to the resurrected is either one level or 2 points of CON.

Numbered Yellow Icons are the Floating City Guard.
Lettered Yellow Icons are the Lords of Diamond. (J is Jack.)

The doorway is 20ft high

Map is same as before.
**NEW** MAP!
[b]The Blue Squares are Wind Wall

(Even with Haste, you are reduced to a speed of 5ft if you enter the Mud.)

* STATUS *
==========
Jass -3 CON (-28hp) /Dead

Shields are Blue
Enemies are Red
Allies are Yellow

The caverns here have a ceiling height of [b]40ft
.

Please list all active spells along with their duration.

Kuo-toa listed as Armed are DC24. Unarmed are DC16
1 Old Man Armed - 3CON
2 Old Man Unarmed - 1CON; Prayer
6 Woman Armed
7 Woman Armed; Prayer
8 Woman Armed; Prayer
9 Woman Armed
10 Woman Unarmed
11 Woman Unarmed -14
12 Woman Unarmed -23
13 Child Unarmed -17
15 Child Unarmed -12

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Belkior - AC 25 (27 vs. Evil) - HP 127/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran 
Monday June 21st, 2010 11:27:04 PM

The halfling cleric considers the possibility of casting that powerful spell for both Jass and Polo. He could do it, of course, and even had enough gold and silver to purchase the offerings to Alemi needed for the spell. But Belkior would not do that unless Jass or Brahmah, speaking for Polo, wanted him to do so.



Syr Ac33/32 HP 191/207 Em32-en33 
Tuesday June 22nd, 2010 12:57:45 AM

Syr gazes upon the relic with interest, "It looks familiar, Do you think this could bring Florin back?" Shaking his head, he calls back to the others, "Hey Captain, I think you might need more troops. Someone underestimated a bit."

He looks at the sorcerer, "All's quiet for now, want to hang around your body some more or rejoin with it? If so, how? My personal feeling is that we deal with Gimp. After all, we have two members to ask for..."



Halfling Grigory 
Tuesday June 22nd, 2010 6:02:58 AM

"Wow, I've never before seen.. Not ever read of... didn't think it possible.
...
"Jass, we... you... I... Thank you."

Grigory looks to Polo and his master, wordless. "Sorry. So very..."

This is the first time that the halfling has been speechless for a long, long time, and perhaps this is the reasons for the single tear on his cheek. Perhaps it is the relief that the combat is over. Perhaps it is the death of a new friend, and of a new friend's loyal companion.

Jass AC: unknown HP: DEAD :-)  d100=58 ;
Tuesday June 22nd, 2010 1:06:11 PM

Jass turns to Syr. Usually so in control of himself he could convince you he was really a lammasu polymorphed into a halfling, the incorporal form of the sorcerer is looking slightly disheveled and wild-eyed. He siezes the front of Syr's clothing, but his hands only pass harmlessly through. Read Lips DC 15 Highlight to display spoiler: {"Yes, I want to live again. I want to be able to make a difference, a good difference, in the Wold. I don't want to feel this way, this helpless anger that wants me to lash out at anything."} Jass shakes his head, his eyes desperately pleading to Syr and the other Crimson Shields.

...Actions

...Effects

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

.............................
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 147/185) Polo (AC 21, HPs -10/107)

Brahmah is mollified at Syr's assurances and is willing to work with the group to get Polo back. Yes, and even Jass. "He has much to answer for", the minotaur says, still resentful at the dead human. "Belkior, I and Polo would be in your debt to return Polo to life. And if Polo accepts Jass after that, well, that is more important than what I think of the skinny human killer."

Brahmah gruffly acknowledges Grigory's condolences with a grunt and nod, but doesn't want to let any more emotion show than that.

As to the circle... "Where does it go to?", wonders Brahmah. "We should make sure there is no army the Aboleth is gathering on the other side. Pop over and pop back, just to make sure." He shakes his head at Syr's suggestion. "Not Florin. He's not dead yet, only set up as part of the Forest."

The minotaur ranger is ready to go through the portal to see where it leads.

...Actions

....Effects
Helm of Comprehend Languages & Read Magic,
Pearl of the Sirines,

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance*, Animal Growth*

....POLO; Brown Bear - DEAD

Halfling Grigory 
Tuesday June 22nd, 2010 4:53:06 PM

"I'll go through the portal. It'll be the most useful thing Ive done today.
"If I'm not back in one minute, just wait longer..."
the halfling has a wry grin, and gives a wink to the others as he walks towards the portal.

Syr Ac33/32 HP 191/207 Em32-en33 
Tuesday June 22nd, 2010 8:37:44 PM

Using his larger size, Syr puts a huge arm around Grigory restraining him from entering the portal, "Woah there little one, Let's not stir a pot that don't need stirring! How about you go over and ask the Frog people if anything ever went into it? We know things came out of it..."

The Platik Ocean - DMAl 
Tuesday June 22nd, 2010 9:12:49 PM


Syr stops Grigory from going off on his own. He suggests questioning the kuo-toa as to what is beyond the portal before committing body and soul. Unfortunately, though they might easily be intimidated into cooperating, none of them seen to speak Common. To make matters worse, the only one of the Shields who might be able to speak to them is Jass, and Jass is dead.

"*Ehem*." The subtle cough comes from the Jack of Diamonds. "Allow me, if you will." The Jack of Diamonds approaches one of the elderly male Kuo-toa, walking slow, with his hands out to show that he means no harm. The Jack of Diamonds then casts what the magic users recognize as a spell of Tongues and touches the Kuo-toa on the head.

Upon questioning, the Kuo-toa reveals that they had come to this place, these caves from the other side of the portal. They had been brought here to defend the place of the Sundering God after their fighters had been slain by demons from the surface lands. When questioned about the nature of what is on the other side of the portal, he says that it is the Wold. It is the land. It is the place in which they live. It is the vast waters. He seems to have no greater knowledge of geography than that and no better words to describe what all that he has known his entire life.

The Crimson Shield wade into the water, and with the light of Belkior's Daylight spell to light the way, they submerge and swim to the far side of the cave entering the portal. There is a moment of dislocation accompanied by a deep chill, the cold of the spaces between worlds. Then the Shields are in another place. Like Turtle Lake, this place is also deep underwater, and despite their Pearls, the Shields feels the intense pressure of the depths and the sunless unforgiving cold. The rocky slope beneath their fleet slants away disappearing into the edges of Belkior's Daylight spell. Beyond that is endless darkness. Upon the rocky slopes is what appears the remnants of a camp quickly abandoned. Twenty two thirty aquatic beings had lived here in the recent past.

A look behind themselves reveals to the Shields a cliff face where the slope beneath their feet makes a swift rise up into darkness. The other side of the dark portal is set into the side of the cliff, towering over them. Why the water from this side does not pour into the caves on the other side is a mystery. Tiny motes of detritus float in the water, and there is a brief flash that might have been a small curious fish, but aside from that, there are no other signs of life down here. The water on this side of the portal tastes strongly of salt.

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

OoC:

Alright, so I made a decision for you, and put you through the portal. The better to satisfy your curiosity.

The doorway is 20ft high

Map is same as before.
**NEW** MAP!

* STATUS *
==========
Jass -3 CON (-28hp) /Dead

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Belkior - AC 25 (27 vs. Evil) - HP 127/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran 
Tuesday June 22nd, 2010 11:05:29 PM

The halfling cleric peers out into the darkness beyond the limits of his Daylight spell, wondering how or why he came to be here.

"Well, I don't think we should explore further. We've found what may be the source of the kraken, haven't we? And we're depleted in terms of spells and members, too."

"Let's go back and we can prepare to Resurrect Jass and Polo. Although Brahmah may choose to wait."



Halfling Grigory 
Wednesday June 23rd, 2010 12:26:59 AM

"Mayhaps a quick jaunt to the surface would benefit us?... Perhaps we will recognise something, or notice something that with later research will be recognised."

Jass AC: unknown HP: DEAD :-) 
Wednesday June 23rd, 2010 9:38:16 AM

Jass keeps quiet, consumed by his internal struggles.

...Actions

...Effects

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

.............................
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 147/185) Polo (AC 21, HPs -10/107)

Brahmah shakes his bovine head. "No need to explore further. Short term solution is this portal will not be used for immediate commerce or movement. Being full of water, I don't know any normal merchant who could survive the depths."

Brahmah goes back through the portal to take care of more important matters such as the security of the site and the return of Polo.

...Actions

....Effects
Helm of Comprehend Languages & Read Magic,
Pearl of the Sirines,

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance*, Animal Growth*

....POLO; Brown Bear - DEAD

Syr Ac33/32 HP 191/207 Em32-en33 
Wednesday June 23rd, 2010 8:31:37 PM

Syr nods, "yes, let's return. Although I am very curious where this is, we have other priorities."

Addressing the two live spell casters he asks, "Can you two rest and have the ressurct and teleport spells available? I'd rather do this back in the comforts
of home."

Going Back? - DMAl 
Wednesday June 23rd, 2010 9:04:55 PM


Corvis shakes his head. "I'm with Belkior," he says in regards to Grigory's suggestion. "I'm as curious as the next person, but we don't know how far it is to the surface. I'm sure we'll find the surface just fine. But I'm worried about how we'll find our way back down to this spot after we go all the way up. Remember how hard it was to find the cave back under Turtle Lake?" The rogue shakes his head. "You can go up if you want, but I'm going back." With that, he follows Brahmah back through the portal.

"I like you. And I like you. And I think you will do fine as well." The Jack of Diamonds points to first one guard and then the next until he has a group of four. The other guards turn and begin filing toward a spot on the floor. One by one they step forward and then disappear. Jass, Belkior and Grigory recognize the teleport circle.

"My friends will be staying," says Jack, indicating the three Lords of Diamond. "I will, however, not be following *them*. I can imagine where the far side of that teleport circle comes out, and I can't imagine the welcome for me would be too warm. Or, perhaps, a little warmer than I'd like, if you get my meaning." Jack gives a roguish smile and walks a few paces away. "I'll be seeing you at the hearing," he says and delivers a low courtly bows to Captain Elvaran. "I'll be seeing *you* at the hearing," he says to the Crimson Shields." Then the Jack of Diamonds waves his arms, and the air pops with the familiar displacement of air that accompanies a teleport. The Jack of Diamonds is gone.

"The teleport circle leads to a room in the Overcity, the palace of the Overlord," adds Captain Elvaran. There's a half smile on her face as her eyes linger on the space which the Jack of Diamonds had just vacated. "You're welcome to use the circle to return to Floating City if you wish. We'll send a message to the Wrath that you won't be needing her any more."

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

OoC:

The doorway is 20ft high

Map is same as before.
**NEW** MAP!

* STATUS *
==========
Jass -3 CON (-28hp) /Dead

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Belkior - AC 25 (27 vs. Evil) - HP 127/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran 
Wednesday June 23rd, 2010 9:39:45 PM

Updated CS

Belkior - AC 25 (27 vs. Evil) - HP 127/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran 
Wednesday June 23rd, 2010 10:46:08 PM

The halfling cleric looks around for a quiet place to rest after both the fight and the debate between the Guards and the Lords of Diamond.

"Let's find a place to sit down and rest. Not too close to the water, or the portal, or ... well, anything, really. After we've had a breather, let's gather up the remains of our opponents and I'll pray to Alemi for them."

"On the morrow, we can send someone back to the Float to exchange some of our opponents' items for the materials needed to resurrect Jass. Brahmah, what do you say about doing the same for Polo?"

Jass AC: unknown HP: DEAD :-) 
Thursday June 24th, 2010 9:23:08 AM

Jass keeps quiet, consumed by his internal struggles, his face flaring in anger and occasional fear before returning to a mask of concentration.

...Actions

...Effects

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

.............................
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 147/185) Polo (AC 21, HPs -10/107)

Brahmah nods at Belkior's suggestion. Not really happy about the Jack of Diamonds, nor overly concerned with Captain Elvaran, he does the best thing that comes to mind that will satisfy both his ingrained hatred of humans and the situational necessity to work and live with them; he ignores them.

Instead, the minotaur makes a careful inventory of the dead enemy, piling all the goods he finds in one area.

When one of the spellcasters is available with Detect Magic, Brahmah carefully separates the piled loot into three smaller piles: Magical, Valuable, Other.

...Actions
Search: Take 20 on each body (we got all day and night to do it, right?) = 27

....Effects
Helm of Comprehend Languages & Read Magic,
Pearl of the Sirines,

Spell List: Endure Elements, Speak with Animals, Detect Snares and Pits*, Resist Energy, Owl's Wisdom*, Bear's Endurance*, Animal Growth*

....POLO; Brown Bear - DEAD

Mac AC:28(29 vs Jack) HP:148/149 
Thursday June 24th, 2010 10:23:53 AM

Feeling at a loss for something to contribute to the search, Mac keeps vigil over the portal and anything that might dain to cross its threshold.

Mac AC:28(29 vs Jack) HP:148/149 
Thursday June 24th, 2010 10:28:54 AM

In an opportune moment unobserved by Diamonds, Mac asks Belkior: "I realise we have higher prioirities, but what will I need to lift this curse?"

Night In the Caves / Spoils of War - DMAl 
Thursday June 24th, 2010 9:03:09 PM


The Crimson Shields eschew the offer to take the teleport circle back to the Floating City. They remain behind in the caves, cleaning up the terrible bloody mess left by the various dead and broken bodies.

Despite the relative comfort afforded by the barracks two caves over, both the Floating City Guards and the Lords of Diamond opt to camp out on the beach in front of the great portal artifact. They set up magic to provide light and make camps at opposite sides of the cave.

The Shields comb the caves, spreading out to search and sanitize. When they gather for the evening in the barracks cave. Corvis, in his search, had found a storeroom off the Barracks area. It was full of food stuffs and simple everyday needs. These were shared with both the Guards and the Lords of Diamond. He had also found a hidden room off of the underwater passage between the cave of the shrine and the cave containing the portal artifact. In that secret room, he found the living chamber of the Priestess and a wooden chest full of treasure.

The chest now sits in the middle of armor, weapons and clothing all gathered by Brahmah. The Shields work until they must sleep, the spell casters needing the rest if they are to perform their miracles come the morn. Morning comes soon enough, a sunless morning in the dark of the caves. The spoils of battle lies arrayed on the floor, ready for transport. The Crimson Shields are ready to begin the day.

From the Kuo-toan Guards
10 Chain Shirts
10 Heavy Wooden Shields
10 Shortspears
10 Light Crossbows
From the Spirit Naga
1 Cloak
From the Drow Wizard
1 Headband
1 Pearl
1 Ring
1 Rod
From the Duregar Fighter
1 Full Plate
1 Belt
1 Cloak
1 Ring
1 Spiked Chain
From the Right Hand
1 Periapt
1 Belt
1 Bracers
From the Left Hand
1 Periapt
1 Cloak
1 Ioun stone pink rhomboid
1 Potion
1 Quarterstaff
From Bloopooltup
1 Periapt
1 Full Plate Armour +4 +4 AC (16000gp)
1 Boots
1 Cloak
1 Heavy Wooden Shield
From Chest
9 Diamonds
15 Rubies
22 Tiger Eye Opals
3 Bars of Gold
5729 Gold Coins
7526 Silver Coins
1 Set of Silver Cutlery
2 Twin Platinum Bracelets
1 Finely Crafted Turquoise Choker
1 Gold Statue of Alemi
1 Black Skull Set with Green Emerald Eyes

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

OoC:

* STATUS *
==========
Jass -3 CON (-28hp) /Dead
[b]Not sure what Curse you're referring to, Mac.[b/]

Please list all active spells along with their duration.

Some fictions that I will be abiding by:
-Scrolls can be read underwater, despite the mess that water tends to do to paper.
-Potions can be drunk underwater, despite the fact that liquids dilute and diffuse when they meet.

Aside from that SteveK's Underwater Rules apply.

Belkior - AC 25 (27 vs. Evil) - HP 127/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran 
Thursday June 24th, 2010 10:59:44 PM

In the morning, Belkior casts a Detect Magic spell to quickly review the goods taken from their fallen opponent. There's so much that they should probably prioritize what gets returned to the Float and the Catacombs.

"Who is going to take this? Remember, I require diamonds equivalent to 10,000 gold pieces if I am going to attempt to resurrect Jass."

"For that matter, maybe I can do it now. Can one of you tell how much these diamonds are worth?"


Jass AC: unknown HP: DEAD :-) 
Friday June 25th, 2010 12:10:18 PM

Jass keeps quiet, consumed by his internal struggles. Come the morning, the ghostly sorcerer is struck by another terrible thought; as a ghost, he isn't resting, does he gain any spells back? Quickly, he takes a mental inventory.

...Actions

...Effects

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

.............................
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 162/185) Polo (AC 21, HPs -10/107)

When Belkior initiates his Detect Magic, Brahmah carefully separates the piled loot into three smaller piles: Magical, Valuable, Other. He toes the Other pile. "We give this out as charity, yes?" And the minotaur looks to Corvis to provide an assessment on the diamonds.

...Actions
Search: Take 20 on each body (we got all day and night to do it, right?) = 27

....Effects
Helm of Comprehend Languages & Read Magic,
Pearl of the Sirines,

Spell List: Endure Elements, Speak with Animals, Longstrider, Resist Energy, Owl's Wisdom, Bear's Endurance, Darkvision, Animal Growth

....POLO; Brown Bear - DEAD

Syr Ac33/32 HP 191/207 Em32-en33 
Friday June 25th, 2010 4:55:49 PM

After resting, the monk welcomes the new day with a slight smile and a positive attitude hoping that it will carry to the others. Syr looks at the gems and shakes his head, "Those rocks all look the same to me. Let's leave this place behind. I have enough to cover Jass' rez if need be. Let's not wait for the catacombs"

He speaks quietly to the big minotaur, "Brahmah, try not to be too upset but if Grigory's magic isn't strong enough and he needs to make multiple trips even with the shrink spell then I think it's best if Polo comes on the 2nd trip. Belkior's spell is strong enough that he doesn't need immediate attention." He puts an arm around the fighter's shoulders in empathy.

"Let's take what we can that is both magical and small and return now. The rest will have to await another trip. Now that Grigory knows where this is, we can return here for anything left behind or even to check up on the guards if need be." Working quickly, the elf loads up on the treasure and waits for the return trip.

OOC: CS sheet updated

Return to Floating City and a Summons from the Overlord - DMAl  d20+3=10 ;
Friday June 25th, 2010 9:40:06 PM


The Crimson Shields decide to quit the caves, and, in the morning, Grigory plans accordingly. Brahmah's pile of Magic Items is quite large. There are very few things here that are not magic in some way or another.

With all of the goods to transport back to the their home in Floating City, Grigory is required to make two trips - multiple teleport jumps, to the Float and back and to the Float again. While waiting for his turn, Jass explores his magic. Has death taken his magic from him - a cruel escalation to add to the frustration of the day before? But no. He feels the power still there inside of him. It glows with a dark energy. If a torch could glow black, this would be it.

Corvis sits down with the gems, holding them up to the light of an everburning torch. He shakes his head and shrugs. Though he may have connections to the shadier criminal world, he's still a bounty hunter and not a thief. With no experience in the appraisal of things, his guess as to the value of the gems would be as good as that of anyone else's.

Once everyone is back at the Shields' residence, Grigory eyes the pile of items pointing a halfling finger at each as he totals them all. "I can identify six of these things today. Six I can identify tomorrow, etcetera, etcetera, etcetera. Which ones should they be?" Once the items are chose, the halfling sits down with them and begins the long process required for each.

Ivy blanches at the large dead body of Polo that sits in the middle of the living room floor, and Jella begins to cry. So, the body is moved out into the back garden, where Brahmah sits with the friend that had somehow found him, even in this big city of humans.

An hour later, a messenger comes from the Overcity. An amulet around his neck identifies him as one of the Overlords personal couriers. He hands the Shields a scroll, and then he departs.

It has not escaped our notice that the Crimson Shields of Hope have many times borne the greatest self sacrifice in the name of Floating City. Your deeds and your insight have carried the city through dire times, and gained you the respect of the people, of those who rule Floating City, and of I myself. It is for this reason that I request your attendance at a hearing to be held the morning of the day after tomorrow in the Overcity. Here we will determine the dispensation of the caves for which you have just fought, and the Portal Artifact that lies within.

It is my hope that you will accept this invitation, for I would draw upon the strength of your moral fibre as I adjudicate what may be a decision having far greater implications than simply the fate of a network of caves and a lost magic artifact.

Come the day of the hearing, I will send a herald to escort you. Until then, may your wisdom guide you and deliver peace to you and yours.

Yours truly,

Alicia, Overlord.


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

OoC: Grigory can identify six items per day. This will not allow you the time to identify all of the items before the hearing in two days. You are free to do what you wish with the items, and the next two days are yours to do with as you wish as well.

Tell me which six items you wish to identify today, and I'll tell you what they are.

Jass AC: unknown HP: DEAD :-) 
Saturday June 26th, 2010 8:24:24 AM

Jass' elation turns to horror as he visibly recoils from the alluring power of his magic. Using pantomime and slowing his words down, he conveys to the others that the darkness inside him is spreading, and is now powering all his spells. "Please hurry", he mouths, "I'm becoming something else other than me, but... it ... it's like a scab that I need to pick. I'm beginning to hate me, but I want it, too."

Noticably, Jass never looks at or talks about his body anymore. Sense Motive DC 10 Highlight to display spoiler: { But the anger in his eyes smolders as the Crimson Shields are able to pick up gold and magic items, testing them and playing with them and he can't do the same...}

DM onlyHighlight to display spoiler: {filthy so-called friends. Using me so they can get rich. And the dark magic calls to Jass, promising revenge...}

...Actions

...Effects

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

.............................
Brahmah, Captain of the Chosen of Domi (AC 27, Hps 162/185) Polo (AC 21, HPs -10/107)

Brahmah goes to the garden to keep vigil over his friend, not really interested in the outcome of treasure or Overlord's summons. (ooc: I'm turning over Brahmah to the DM as an NPC now)

Belkior - AC 25 (27 vs. Evil) - HP 127/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran 
Sunday June 27th, 2010 11:35:07 PM

The halfling cleric contemplates the request from Grigory for a moment.

"Let's start like this. First, we share out the gold and other coins.

"Then, someone trustworthy should pack up all the non-magical gems, jewelry and art objects and take them to the Catacombs. At a minimum, get these things appraised. Hold enough diamonds for the spells for Jass and Polo. I'm willing to do that, if needed."

"Unless there's something that anyone would like as a memento. Myself, I'm partial to the statue of Alemi."

"As for identication, start with the items worn by the evil kuo-toan cleric, the drow wizard, the kuo-toan monks and the giant dwarf. If someone is potentially interested in something, start there. Myself, I can't think of anything that I might want right now."

"So why don't you pick, Grigory."

"Or, if we're really pressed for time, we could simply have the Catacombs do the identification."

Mac AC:28(29 vs Jack) HP:148/149 
Monday June 28th, 2010 9:27:11 AM

"I'm happy to wait. As for momentos - I'm not taken by anything on first glance. That and I can go to the Catacombs for Diamonds, yes?"

Syr Ac33/32 HP 191/207 Em32-en33 
Monday June 28th, 2010 8:08:15 PM

Syr ponders for a moment, "I'm not the best one to ask about these things but instead of casting a higher level magic, why not just cast more identify spells?" The elf shrugs, "Again, I'm not the best to ask."

Touching the priest's back to get his attention, "Belkior, use what you need to cast the spell, that should be the first order of business. Everything else can go with Mac for appraisal. As for the Overlord, while not exactly of high moral character, Jass should be present." He glances at the ghost with a shy smile and his eyes widen in confusion as the once jovial sorcerer fails to respond to the barb.



The Details of Things - DMAl 
Monday June 28th, 2010 9:18:56 PM


The Catacombs, though they buy and sell many a strange, wondrous, and many a powerful thing - for, some would say, more than generously fair prices - on thing that they seem quite willing to do for free is to provide honest and accurate appraisal services. Upon going over the gems and objects of art brought in by the Crimson Shields, they deliver this assessment.

9 Diamonds @ 728 ea = 6552
15 Rubies @ 450 ea = 6750
22 Tiger Eye Opals @ 309 ea = 6798
3 Bars of Gold @ 1000 ea = 3000
5729 Gold Coins @ 1 ea = 5729
7526 Silver Coins @ 0.1 ea = 752.6
1 Set of Silver Cutlery @ 2297 ea = 2297
2 Twin Platinum Bracelets @ 1515 ea = 3030
1 Finely Crafted Turquoise Choker @ 1266 ea = 1266
1 Gold Statue of Alemi @ 20000 ea = 20000
1 Black Skull Set with Green Emerald Eyes @ 3840 ea = 3840

When asked whether they might provide diamonds for a very special ritual of Alemi, they heartily agree to perform the transactions, this for free as well. They ask simply that the Crimson Shield allocate the items that they wish converted into the equivalent value in diamonds.

Grigory nods to Belkior's choices, but stops at Syr's suggestion. The halfling blinks and rubs his eyes. "I must be tired. I should have thought of that."

Grigory collects the twelve items - all those taken from the Priestess, all of the things gathered from the drow mage, and all of the things from the Right Hand acolyte of the Sundering God.

With Grigory sequestered in his room and the diamonds needed to complete the spell in hand, now leaves little more to do save the spell necessary to draw the dead back to the land of the living.

Later, after twelve hours of non-stop work, Grigory stumbles out of his room to join the other, describing each item in its turn.

"I think I'll turn in now," the halfling wizard yawns and stretches. "But I'll continue tomorrow, if you'd like." Weaving a little bit in his stride, Grigory returns to his room for a well earned rest.

From Bloopooltup
Periapt of wisdom (+6)
Full Plate Armour +4
Boots of striding and springing
Cloak of resistance (+5)
Large Wooden Shield +4

From the Drow Wizard
Headband of intellect (+4)
Pearl of power (3rd level spell)
Ring of Protection (+2)
Rod of Metamagic extend lesser

From the Right Hand
Periapt of wisdom (+4)
Belt of giant strength (+4)
Bracers of armor (+5)

Belkior - AC 25 (27 vs. Evil) - HP 127/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran 
Monday June 28th, 2010 11:03:20 PM

The halfling cleric is taken aback at the value of the statue of Alemi. As much as he would like to have his own statue of Alemi, Belkior can think of much more immediate uses of that value. At the Catacombs, he directs the attendant to exchange the golden statue of Alemi for it's value in diamonds.

Once he has carefully made his way back to the residence, Belkior prepares the body of Jass by sprinkling it with holy water and placing half of the diamonds where he has dedicated to Alemi. Then, concentrating to focus himself, Belkior begins casting the spell to return Jass to his body.



Jass AC: unknown HP: DEAD :-) 
Tuesday June 29th, 2010 9:29:09 AM

The growing darkness within his own self repels and draws Jass on. Through this terrible allure, another force begins to glow, one of purest white. Playing a different song in his heart, the white light also touches his soul, and Jass at first flinches away. But the white light is not a command, but an offer. A Choice. And in the last vestiges of his humanity, Jass of Downs knows that THAT is the difference and what he wants; a further ability to choose.

In the greatest act of will since coming to the strange Northern Continent, Jass reaches out to the white light... and accepts.

...Actions

...Effects

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

Syr 
Tuesday June 29th, 2010 6:26:08 PM

While waiting for Belkior's powerful spell to be complete, Syr takes a look at the magic identified with a keen eye. He turns the bracers over a few times in his hands and then tries on the powerful cloak identified by the halfling.

As Jass' eyes open for the first time in two days, the monk breathes a sigh of relief that he never knew was there. He smiles at the sorcerer before offering a hand up with a big grin on his face, "Welcome back stranger. We missed your presence if not your ego!"

(ROFL: greatest act of will?)

The Resurrection of Jass - DMAl 
Tuesday June 29th, 2010 9:30:10 PM

Jass reaches for the light and a feeling of acceptance overwhelms his being. It is his heart. Body or none, it must be his heart. It feels like his heart. His heart is filled with the feeling. Light, love, pleasure, beauty, a joy that is life, it fills him.

Stop.

Jass and Belkior too, both feel the towering presence along with the light of life. It is grave. It is massive. And, it is the essence of respect.

You have ever bested me. Jass and Belkior feel their insignificance as though it were a weight dragging them down. The voice speaks not to them. Not yet. Since the time of the Ascension, you have been my better. But today, I will have my due.

Jass feels part of himself detach from the light and slip away. The sensation is painless, coming only with the slightest sense of loss - a faint nostalgia for a memory half forgotten. Then Jass feels a firm and solid hand. The hand grips his. He has a hand. The face of Syr comes into focus before his eyes. He is alive.

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

OoC: Jass, lose one level.

Do you Resurrect Polo too? I'm good either way. I will exit Brahmah after your decision.

Belkior - AC 25 (27 vs. Evil) - HP 127/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran 
Tuesday June 29th, 2010 10:33:32 PM

After completing the resurrection of Jass, the halfling cleric begins the preparations for doing the same for Polo. Sprinkle the holy water, place the diamond and Belkior tries to find that settled place once more in order to reach Alemi with his prayer and request.

Belkior hopes, with all his substance, that Polo will accept the magic being offered.

Mac AC:28 HP:149 
Wednesday June 30th, 2010 8:16:39 AM

"I am worried about how Polo might react. In particular, how he might react to Jass - Welcome back from the nether. I'll be on hand if this goes awry."

"As far as the magic goes, I'm interested in the cloak -- a vast improvement on my own, and resisting spells is one of my weak points."

Syr 
Wednesday June 30th, 2010 6:59:13 PM

Syr helps Jass up with care, "How does it feel? Ready to hit the ground running or need to take it easy a few days?."

Later when things quiet down, he broaches the subject of the portal, "What do you guys think? It sounds like something we need to be involved in as far as the decision but should we do more? I'd prefer we have a tentative plan before giving advice to the Overlord. The disposition of it is important to the area itself."

Shrugging his shoulders he comments, "My personal feelings lean toward leaving control with the city. The portal is a resource that should be carefully regulated by those with power and in authority." To those listening, it's obvious the monk favors a very structured environment for it. "I understand Jack's concern with corruption but they are the rightful authority in the area."

Return and Departure - DMAl 
Wednesday June 30th, 2010 9:06:18 PM


The memories spool out, like his entrails spilling from a gaping wound in his bowls. The spray of chilling cold, the cold hard desire to freeze the enemy - the Kuo-toan Priestess - with no regard for the others. After accepting Syr's hand, Jass watches from a corner as Belkior performs his magic upon Polo, the creature who's life Jass had taken.

This time, Belkior feels no other presence. Do animals have souls? Does Gargul care? Polo stirs. The bear lifts his head and lets out a plaintive moan. Mac, apparently, need not have worried. Brahmah kneels at the side of the friend that he has known but a few short weeks. The bear buries his nose in the minotaur's black hand. It is as though a moment of communication passes between ranger and companion.

"We are leaving." Brahmah rises to his feet. "If you require anything from me, we will be at the compound of House Ursidae. They are the only ones who can help Polo now. Do as you like at the hearing. I have no interest in such affairs." The ranger clasps Belkior's hand. He grasps that of Syr. With Mac he grasps forearms in a Minotaur farewell that contains in it part bond and part challenge. To Ivy and Jella, Brahmah delivers a stiff bow. To Jass, the minotaur gives not even a look.

"I ... I ... " Jass, eloquent Jass, buoyant Jass, now stumbles over his words, a lost expression on his face. "Thank you. I thank you, Belkior. And all of you for ... for having me back. I ... excuse me. I ... think I need time alone. To think." The sorcerer walks, with hesitation at first, but his speed picks up until he is near to fleeing from the room. His footsteps can be heard going up to the room that he keeps. Maybe he'll be around tomorrow for the hearing. Maybe he won't.

Grigory wakes the next morning with dark circles under his yes. He spends the whole day again working to identify the items taken from the caves. At the end of the day, he emerges with more items.

"Tomorrow," he says. "I'll finish the rest tomorrow. Or, most of the rest. Some of most. Tomorrow's the hearing, right? You go," he says to the others, to Syr, Belkior and Mac. "Things to do, you know. Things to do. You tell them that I think ... I think they should clean up that Trash Level. And I think they should allow the Star Mage's Guild. That's what I think. But now ... " The halfling wizard turns about and trundles off. "Now to bed."

From the Left Hand
==================
Periapt of wisdom (+2)
Cloak of resistance (+3)
Ioun stone pink rhomboid +2
Quarterstaff (+2)

From the Duregar Fighter
========================
Full Plate +2
Belt of giant strength (+4)
Cloak of resistance (+3)
Ring of Protection (+1)
Spiked Chain (+1)

From the Spirit Naga
====================
Cloak of charisma (+4)

From the Kuo-toan Guards
========================
Two Chain Shirts (+1)

Remaining
=========
8 Chain Shirts
10 Heavy Wooden Shields
10 Shortspears
10 Light Crossbows

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

OoC:

This day is largely free. The Resurrections took no more than ten minutes a piece. That leaves most of the day left. You can go anywhere you want, talk to anyone you can find. Discuss among yourselves. Etc.

If there is nothing that you pursue that requires further posts, I will move you on to the next day tomorrow and begin the hearing.



Belkior - AC 25 (27 vs. Evil) - HP 127/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran 
Wednesday June 30th, 2010 11:47:21 PM

The halfling cleric considers what Grigory tells them of the identified equipment from their opponents.

"Thank you much, Grigory. Please rest and recover yourself."

Belkior looks at his companions around the table where they have spread out the equipment.

"So, does anyone want any of this? Otherwise, we could probably spend some time taking this to the Catacombs. After that, I will go to the Temple of Alemi and learn what I can about what we have encountered. For I suspect that this isn't the last time that we will be called upon to face that aboleth."



Mac AC:28 HP:149 
Thursday July 1st, 2010 10:04:34 AM

"Farewell, Captain."

- - - - - - -

"Belkior? You may wish to reconsider selling the Statue -- with diamonds amongst the spoils, and simply exchanging the Rubies and Tiger Eye Opals for more diamonds would more then cover bringing Jass and Polo back. Even with them gone there is still two-and-a-half... nearly three hundred thousand GP worth here once gear is sold and combined with what is left of the convertible gems and such. Just thought it worth mentioning."

Syr 
Thursday July 1st, 2010 8:07:51 PM

Syr gives Mac a sound handshake and watches him leave a bit sadly. Once out of earshot he asks no one in particular, "Does that mean we get their shares of this pile?"

He looks around innocently while eyeing the pile.

Mac AC:28 HP:149 
Thursday July 1st, 2010 8:20:45 PM

Mac looks puzzled. "Captain Brahmah, who I had just farewelled. I'll hopefully get some time in with The League once the meeting is concluded, and... I'm not going anywhere in a hurry, Syr." Mac smiles. Kind of. No matter how he tries it still looks at least a little like he wants to rip your throat out with his teeth.

Day of the Hearing - DMAl 
Thursday July 1st, 2010 8:36:13 PM


Despite some mild confusion, the Crimson Shields spend the day tending to the spoils from the cave and discussing the upcoming hearing. Ivy serves the meals and handles all domestic needs, but otherwise, she stays out of the way. The mood of the day is businesslike. Recent events have been entirely too serious to be otherwise.

The next morning comes, and when Syr, Belkior and Mac gather, they find Grigory sealed in his room, already hard at work on the remaining magic items. Jass is no where to be seen, but a clever ear would hear the sounds of him moving about in his room. It seems that the sorcerer has decided not to come out. In the center of the main room, though, is Corvis, already up for several hours, he leans back in a chair, tipped back on the two back legs.

"Morning," the rogue rises and stretches as he greets the other Shields. "I guess I'll be moving on today. Not that you aren't an interesting bunch, but I guess I just find that I work best alone. Maybe we'll hook up again some time."

"You know, maybe it's none of my business, as I'm not going to the trial. But, whenever there was an argument over who would get something, my pappy used to say, he said, 'You divide it up. But I get to chose which half I want.' That's what he said. Might not be much use to you. But you never know."

"Er ... Speaking of halves, I'm getting a split from that, aren't I?" The bounty hunter points to the pile of things that Grigory has already identified. "I'll be in town for a few days more. Looking for the next job. I've told Ivy where I'll be. You can send my cut there. You have a nice place here. Too nice. I think I have to be down where the action is if I'm going to snare another job. Thanks for taking care of Florin's Ivy." And with that, Corvis is gone.

Ivy brings in a light breakfast, but before the meal is over, a knock comes on the door. It is a herald from the Palace of the Overlord. A different person this time, but like the other, this one also carries the personal mark of the Overlord. He is her personal messenger and beyond reproach.

The herald leads the Crimson Shields up through the Overramp to Open Level, and the Overlord's Palace. This time, the Crimson Shields are composed of no more than Syr, Belkior and Mac. They walk through the grand high ceiling halls of the Palace and wind up in a smaller, but well appointed anteroom.

"Please wait here," the herald asks. "The hearing will begin shortly. I will come to get you then." He turns, before leaving, though. "The Overlord has great respect for you," he says. "I've seen it on her face. I'm sure that she'll lean heavily on your opinions for any decisions that she makes." Then he is gone, leaving the Shields to discuss among themselves just how they might approach any questions put to them.

Belkior - AC 25 (27 vs. Evil) - HP 127/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran 
Thursday July 1st, 2010 10:58:46 PM

The halfling cleric waits nervously, fingering the edge of his vestments that declare his devotion to Alemi. Belkior is often quite patient but this simply feels too much like those long ago days when he first was in the seminary schools when he was called before the principal for discipline.

"So, Syr. Any idea of how we should do this? Did you want to take the lead on this with Mac and I lending our support?"

Mac AC:28 HP:149 
Friday July 2nd, 2010 12:50:29 AM

"We should hear all sides before... Yes, no point my taking the lead on this. I'll just keep my mouth closed. Silent support."

Syr 
Friday July 2nd, 2010 8:21:17 PM

Syr has the grace to blush as the Mac corrects him. "It must be late.... Never mix your metaphors ... I mean minotaurs!" (OOC: I knew it was Brahmah, no idea why I type Mac.)

Syr puts a hand up to stop Corvis from leaving and looks at the bounty hunter before coughing into his hand diplomatically, "HALF?" He grins and continues in a normal voice, "yeah, of course you earned it. I'm not sure if that was easier or harder than head hunting but your talents are most certainly welcome around here." He ponders for a moment before extending a hand, "Why don't you operate out of here for a while? You don't have to hand around us but I'm sure Ivy wouldn't mind the company when we are out..."

The elf nods at Belkior, "Sure, I'll lead. BUT I will differ to your wisdom so please speak your mind. There is more than one situation where you've bailed me out before. I will tell you frankly that I lean toward the law in this. Sometimes too much, I trust you guys to keep me balanced."

Counselors of Floating City


Commotion In the Hearing Room - DMAl 
Friday July 2nd, 2010 8:44:40 PM


It isn't long before the herald returns and leads Syr, Belkior and Mac to a the hearing room. When they arrive, a pair of massive and dignified polished, wooden doors are opened by two armed bailiffs bearing pikes. Inside is a large airy chamber, lit by a domed skylight above and a bank of tall windows that come to gracefully arched points at the top and look out over a panorama of well manicured gardens below.

Opposite the bank of windows is a tiered set of stands where onlookers might sit. On the main floor two long tables face each other with a raised dock between them. The dock is surrounded by a polished wooden rail and faces the far end of the hearing room where, upon a raised dais, a stout, ornately carved wooden chair rests in which the person to preside over the hearing would sit.

At the moment, in this stout and ornately carved wooden chair, dressed in formal robes, is the Overlord Alicia. To one side of the dais is a buffet arrayed with silver and delicate porcelains, from all appearances, the makings for fine tea. The buffet is tended by a graceful dark-haired woman also dressed in formal robes. The stands are full of well-dressed onlookers. Of the two facing tables on the main floor only one is occupied. A team of two men and one woman sit at the table with various documents arrayed before them. One of the men is Phileas Bankable. The other table is unoccupied. The dock is unoccupied as well.

The Crimson Shields are led across the room by the herald, and as the pass, a murmur rolls from the stands of onlookers like the rising sound of the sea. The Shields are lead all the way to the far side of the room to the dais upon which Overlord Alicia sits.

"Welcome Crimson Shields of Hope." The Overlord graciously inclines her head towards Syr, Belkior and Mac. "I hope to rely upon your wisdom today. Please be seated. Feel free to partake in the tea should you wish. It is a brew specially crafted for the Palace." On a small round table by the Overlord's side, a steaming cup and a saucer sit upon a delicate silver tray.

The herald indicates one of eight seats arrayed below the Overlord's dais, places reserved for honored counselors. The herald bows out as the Shields seat themselves, and another bailiff emerges. "Hear ye, hear all!" begins the bailiff. "On this day ... "

A commotion swells from the crowd in the stands. A woman screams. Voices rise, some angry, some excited. The crowd at the other side of the hearing room shift and move. There is the sudden ring of steel, and then a brightly colored figure bursts through the line of bodies, striding boldly into the center of the main floor. He raises his gleaming rapier to the sky before slamming it back into its sheath.

"I am the Jack of Diamonds, and I come to speak for the People of Floating City!"

Armored bailiffs break from the crowd on the heels of the Jack of Diamonds and surround him with a ring of pikes. Behind the Crimson Shields, the Overlord has stood from her seat and looks on, her mouth open in surprise.

"Would you deny me that? Would you deny the people a representative? I had heard that these hearings were open to all! Was this a lie?!?"

One of the three sitting at the tables on the main floor, the man who is not Phileas Bankable rises and stabs a finger at the Jack of Diamonds. "Seize that man! He is a rabble rouser and a known criminal!"

The Jack of Diamonds makes no move for his rapier. Instead, he raises his hands, his eyes going to the Crimson Shields. "Do you see how it is now? Does this not open your eyes?"

Mac AC:27 HP:161 
Saturday July 3rd, 2010 6:06:01 AM

Mac murmurs to Syrdeth and Belkior, "The people of Floating City is a huge claim to open with. Without verification of some election or a huge collection of proxies authorising Jack to speak on the behalf of even a few people beyond his family or house, I can't see this gambit yielding fruit. And surely the crowded stand was full of representatives of the people? I mean, a known person might be able to speak on behalf of his family or house, but claims beyond that want for proof."

Belkior - AC 25 (27 vs. Evil) - HP 127/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran 
Sunday July 4th, 2010 10:46:58 PM

The halfling cleric stands on his tiptoes in order to hear what Mac is whispering to himself and Syr, nodding in agreement as he does. He glances about the room in an effort to judge which of the two, the unknown clerk or Jack of Diamonds, that the onlookers are favouring.

"Mac, Syr ... I don't know enough about local politics, it seems. I agree with you, Mac, that Jack may not speak for all the people of Floating City, but he certainly speaks for some."

After a moment, Belkior calls out to the clerk beside Phileas Bankable, "Excuse my ignorance, please. Of what crimes is this man accused?"

Mac AC:27 HP:161 
Monday July 5th, 2010 1:02:35 AM

OOC: Updated CS - new link above.

Syr 
Monday July 5th, 2010 2:00:58 AM

Syr looks at the Jack in surprise. An eyebrow arches at the fact not that the man has appeared, but at the presumptions that he is spouting. First addressing Jack, "Actually no, this does not open our eyes. It does illustrate once again, how you presume on others hospitality."

Syr leans down and whispers into Belkior's ear, "Well, he did break into our kitchen..."

Returning his gaze once again to the intruder, "Considering how the Overlord is chosen, who is the Overlord speaking for if not the people?" Turning to the Overlord, "I will grant that he probably has some legitimate points if allowed to speak, however inflammatory his comments are."


The Jack of Diamonds Speaks - DMAl 
Monday July 5th, 2010 9:46:42 AM


"Look around you." The Jack of Diamonds laughs. It fills the lofty hearing room, and hit has a bitter ring to it. "Look about you at these people here to observe and address this hearing today. Not one of them wears clothing, the sum total of which cost less than a hundred gold. AND THAT IS *NOT* COUNTING THE JEWELRY!"

"You there, Sirrah!"
The Jack of Diamonds points to a man in a soft velvet hat from which arches a rakish pheasant plume. "Will you tell us how much it is that ring on your finger is worth? No, just the small one. The one on your *small* finger."

"I thought not."


The voice of the Jack of Diamonds lowers and softens as he turns to the Crimson Shields. "Do you see a single person here to day who might speak for those who linger on the Trash Level? Who will speak for their misery? Did you hear criers announcing this hearing on Fence Level? Did you see any bills of board placed for this hearing? Even on Barracks Level?"

"You question whether I speak for the people." The steel blue Jack of Diamonds seek out Mac and Syr. "You ask from where my mandate comes." The Jack of Diamonds places his fist, clenched with passion, over his heart. "Here. My mandate comes from here. I speak for the people because I believe that the people need a voice. I speak for the people because I see that they want for a representative. I speak for the people because if I do not, then *their* needs will go unaddressed!"

A glance behind would show the Crimson Shields that the Overlord Alicia has seated herself again. She sits without speaking, observing all instead. In her eyes is a look of careful consideration.

"Very well. Remove me from your hearing. Take me away. Throw me in your Gaol. Yes, I burned your warship, Wrath. Yes, and many other things. You do that." As he speaks these words, the Jack of Diamonds walks past the unnamed official seated with Fileas Bankable. As he passes, Jack runs a companionable hand across the man's shoulders. The official angrily shrugs the hand off of his shoulders, and the Jack of Diamonds laughs.

"But if you do, if you allow this, then who will speak for the people? Do not expect it from them. They speak only for themselves. They may even believe that it is the will of the people in which they work. But it is not. Even they work the will of the few and the powerful who's most powerful tool is the complacency of good men. Even the Overlord can fall under their sway."

"So take me away. Who then will speak for the people?" The Jack of Diamonds winds his speech up by mounting the Dock. He stands with hands on rails facing the Crimson Shields. "Will you? Will you speak for the people? Will you place your city in the hands of others and become their puppets? Or will you seize the day with your conscience? This is all that I need to represent the people." Jack once again places his hand upon his heart. "Do not succumb to complacency. Find your voice as well."

Belkior - AC 25 (27 vs. Evil) - HP 127/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran  d20+9=26 ; d20+9=24 ;
Monday July 5th, 2010 10:25:13 PM

The halfling cleric listens to what Jack is saying and tries to figure out whether the man honestly believes what he is saying. And he looks around to determine if Jack's assessment of the people in the gallery is accurate.
Sense Motive = 26, Spot = 24

Belkior pauses for moment before replying. He knows that he doesn't have to say anything here in this hearing even though Jack is calling upon he and his companions to do so. The Paragon turns towards the Overlord and bows slightly.

"I am a loyal servant of Alemi, with all that entails. Lady Alicia, Jack has submitted to the authority of the Office of the Overlord including accepting arrest. He has admitted to burning the Wrath, as well. And I think that he has already earned the enmity of the clerks and the onlookers. Is there any harm in allowing him to heap more trouble upon himself if you allow him to stay?"

Mac AC:27 HP:161 
Tuesday July 6th, 2010 6:14:39 PM

Mac concurs with Belkior with an otherwise silent nod.

Syr 
Tuesday July 6th, 2010 7:09:13 PM

Syr looks at the Overlord nearby and offers his advice in a low voice, "Based upon appearances, the Jack has a point," The elf looks around the room and wonders what Xenia would have said of all this opulence,

Continuing in the same calm, measured voice, "My only cautionary advice is in regards to precedent. If you allow him to speak for the people, then what about the next person to speak, and the next... By his words, he has already damned himself. I would think someone like Belkior, a priest of Alemi would be more qualified as the 'People's voice'. Would a suitable compromise be for him to speak for the people with the Jack and ourselves advising him? The Sheilds have no vested interest in the site and are worthy of representing the people by virtue of securing it. Allow him to join us for these proceedings. No precedent need be set."

The Position of the Government - DMAl 
Tuesday July 6th, 2010 8:15:36 PM


Given the stories that surround the Jack of Diamonds, the Crimson Shields can assume that he is highly skilled in the arts of deception and misdirection. For all that, though, the man appears to Belkior's eyes to be speaking with deep sincerity, bolstered by the backing of a strong conviction.

The Jack of Diamonds certainly appears to be correct when speaking of the assembled participants and onlookers in the hearing room. They all appear to be either nobles or otherwise wealthy. In this setting, a denizen of Trash Level, or even a dockworker from Fence Level would most certainly stand out like a black dot in a white field.

The Overlord Alicia nods at the Crimson Shields their requests and their advice. "Let the Jack of Diamonds remain," she calls out in a high clear voice that cuts through the mummer and hubbub of the crowd. "But I will remind this hearing room, and the Jack of Diamonds, that it is not the responsibility of this government to make feasible what is infeasible. The needs of the situation dictate a timely decision on the subject of the underwater caves and the teleportation artifact. Your people have seen to that. And it is impractical to send criers and leaflets to areas in which the people will not likely have either the wherewithal or the inclination to attend. I have declared this hearing open to all, and upon my word, you may remain. But it is not the responsibility of the government to ensure equal participation from all walks of life. Do you understand? That is neither practical nor reasonable."

"Any may speak on behalf of the people," she says. "You are all of the people, and therefore may make a claim to speak for them. Anyone. Your words are welcome." Upon these words, the Overlord looks down and smiles at Syr. "However, as to whether any one person well represents the best interests of the people, I will be the judge of that. Is that understood as well?"

To this, the Jack of Diamonds nods and bows deeply in acknowledgement.

"Very well then," the Overlord continues. "Let the Office of the Overlord present the proposal of the government for the dispensation of the caves and the teleportation artifact."

The the third man from the Office of the Overlord stands. "The Office of the Overlord deems the teleportation artifact in the caves beneath Turtle Lake to be both a magical find paralleled only by the wonder of Floating City herself. Further, it represents a defensive vulnerability that we can ill afford to ignore. For those reasons, we highly recommend that the caves be restricted for an indefinite period. Only those with authorized research or defense responsibilities should be allowed access."

"To support the recommendation of the Office of the Overlord," the man says, "we call the Crimson Shields to the stand."

"You are unquestionably the resident experts on both the caves as well as the teleportation artifact," the man says, addressing the Shields. "Some say that you have even been to the far side of the artifact. Tell us in your own words of both the significance of the artifact to research and its threat to Floating City."

Belkior - AC 25 (27 vs. Evil) - HP 127/136 - Status, Bead of Karma, Invisibility Purge, Magic Circle vs. Evil, Bless, Haste, Death Ward, Mass Bear's Enduran 
Tuesday July 6th, 2010 10:17:03 PM

The halfling cleric looks around at his companions and the room full of onlookers. Then, thinking back to his early training, he focussed on the Overlord before he had a chance to become nervous.

"I will be brief. And I will try to present my observations only, not my opinions unless asked to do so. And my companions may add things that I have forgotten."

"The artifact is as you say, the greatest relic of the Teucri that I have seen myself beyond the magic of Floating City itself. I do not know if it is greater than some of the magic surrounding Plateau City since I have not seen those for myself. If you have any scholars who are studying the things left by the Teucri, this would certainly present a valuable source for research."

"As well, and this is both an opportunity for research and a threat, is what lies on the far side of the artifact. My companions and I have been there. We could not identify where it is beyond that it is in deep water that is salty, unlike the Lake. The sea and whatever else that lies beyond the artifact would be another source for research."

"And, because it is unknown, it is also a potential threat. We saw signs of a temporary camp used by the kuo-toans that we fought in the caverns but nothing beyond that. We saw no signs of their permanent settlement but it is logical to assume that it lies beyond the artifact."

"Scouting beyond the artifact would provide more information and whether that would be of benefit to Floating City or threat."

"Finally, there was the aboleth there, too. We do not know where it went when it teleported away."

Mac AC:27 HP:161 
Wednesday July 7th, 2010 1:00:20 AM

Mac continues to nod in agreement as Belkior recounts his observations. After the penultimate point he even more softly murmurs, "I think we've just been volunteered!", and after the final point he adds a very clear, "Yes."

Syr 
Wednesday July 7th, 2010 5:59:15 PM

Syr grins at Mac's observation, before adding, "Belkior is spot on with what we have learned. As for opinions, here are some of mine too. The portal itself is not a threat due to accessibility. Both sides are deep underwater and only some very strong magics will allow it to be used." Taking a breath, "The threats to the city are minimized but still present due to this fact. Any species that can survive the depth poses a realistic threat to the city which is why one must be wary of kuo-toans.

He pauses to let the Overlord think about that fact before nodding at Jack, "With all due respect to the 'people', only those of wealth or a particular skill set will be able to make use of it. Your typical Fence or Trash level person will never have any direct interaction with the portal."

The Rebuttal of The Jack of Diamonds - DMAl 
Wednesday July 7th, 2010 8:17:03 PM


The Jack of Diamonds gives a smart nod of the head in answer to Syr. His eyes twinkle with an infectious mirth. "Many thanks. Many thanks to you all for your fine assessment of the caves and the wondrous artifact of ... Teucri construction you say?"

"If I may, Your Overlordship, I would address the hearing and attempt to gain for the Common Man of Floating City some advantage from the wonders opened for us by the Crimson Shields of Hope."

The Overlord Alicia raises an eyebrow. But she nods her ascent, and the Jack of Diamonds begins.

"Ask yourselves why it is that we have the most dire poverty imaginable on Trash Level. It has been the way it is today for as long as I can remember. We live in one of the most wondrous and enlightened cities on the continent of Yrth, and yet we suffer such misery to exist below our feet."

"Why? Why, must this be so? Well the common answer is lack of resources. That is the accepted answer, one that has never been questioned. There is simply not enough collective wealth to bring to bear upon the problem. And, in truth, that seems reasonable given the scale of the task. We are a grand city. But we are also an isolated city. Wealth does not flow through here. What we have, we must nurture and build slowly, little by little."

"Right?"

"We think that is nonsense. Nonsense!" The Jack of Diamonds slaps his hand down upon the rail of the dock, delivering the last word down at the table occupied by the trio from the Office of the Overlord. "Our isolation is largely self imposed. Most certainly we are in the center of an uncharted lake. But why is exploration licensed and restricted only to a select few? Why is trade so strictly controlled? Why is movement in and out of the city so closely scrutinized? The portal to Plateau City is limited in its capacity, you say. Then what better reason to seek land routes from Turtle Lake to major centers of commerce? What better reason to find a way to exploit this new portal under the lake and turn it to the free movement of goods and people as soon as possible."

"You say that the portal is not a threat due to it's inaccessibility, but due, to possible incursions from aquatic civilizations. Well then I say what better reason to explore beyond the portal to seek out allies and trading partners on the other side? Let us gather others to us with a vested interest in protecting the portal, and we, our city, can only benefit."

The graceful dark haired woman moves among the Shields offering more tea. The Overlord smiles, and she refills her cup with the last of the pot before retiring from the hearing room, ostensibly to return later with the makings for more.

"You wish to study the portal as a Teucri artifact? Why invest so much of the city's capital in such an endeavor when sages and wizards from throughout New Elenna would flock to Floating City for a chance to engage in such study. They will not only enrich us with their knowledge, but they will also bring with them gold to spend in our inns and shops, to pay our boatmen and porters."

"Yes, you are right," Jack leans upon the rail at the front of the dock and addresses Syr. "The Common and the Downtrodden will not likely have direct interaction with the magnificent portal that you have helped secure. But that does not mean that they cannot indirectly benefit from its use. This all depends, however, on whether it is used at all rather than locked away and hidden from all save a select few. In this, the hearing today is less about our wondrous artifact than it is about the policies of the Floating City as a whole. Will we continue to suffer in an insularity imposed by policies of our own making?"

"Crimson Shields, you are the neutral party here. It is to you that the Overlord looks to for wisdom. Tell me, what are your thoughts and opinions on the policies and practices that I have just mentioned? Do you believe that they are ultimately for the good of all?"

Belkior 
Wednesday July 7th, 2010 10:18:41 PM

The halfling cleric has been listening intently to what The Jack of Diamonds has been saying about the portal. Since he joined the Crimson Shields, Belkior has spent more time down in Fence Level and even Trash Level than he has up here.

"I would also like to see more communication with Plateau City and the other parts of the Elennian Peninsula for many reasons, not simply the accumulation of wealth. For, if nothing else, the people who find living here in Floating City too objectionable can go to where they prefer."

"But I am not certain that this portal will provide that since there are still too many 'if's' about it. If the inhabitants of the other side aren't hostile. If trade can be established with them. If a way can be found to move goods to and from the artifact deep beneath the waves. If people even want to leave."

"The artifact should benefit all of Floating City. But it is too soon to tell if if is beneficial."


Syr 
Thursday July 8th, 2010 12:17:57 AM


Syr takes a long look a Jack, trying to figure out what game he is playing. He starts up, "Well...." Then stops and looks around the room. Once again he starts as if unsure of himself, "If what you are saying is correct, then it's not a question of whether it needs to be explored but a question of who does the Overlord send?" He looks at the Overlord, "I can buy that argument."

"Obviously, you have a certain reluctance to trust the upper class to 'do the right thing'. And the middle lower class does not have the means to undertake this venture." The elf emits a slight hum as he thinks.

Starting once again, "In regards to the policies and procedures, I have lived in the city all my life and the difference between the have's and have not's has never been greater than what we have today. Has the current system supported a manufactured upper class, I think so."

"However, Who is to say that opening the portal will change that? I feel it is up to those of in this room to change it rather than continue on this path to implode."

Mac AC:27 HP:161 
Thursday July 8th, 2010 8:29:30 AM

Mac acknowledges the points made by Belkior and Syr, but otherwise remains observant of the goings on at the meeting.

Crimson Shields In the Seat - DMAl 
Thursday July 8th, 2010 3:48:46 PM


The representatives from the Office of the Overlord had remained quiet while the Jack of Diamonds delivered his speech. They listened politely while the Crimson Shields formed their replies. The unknown woman wears a look of confusion on her face, as though trying to absorb an idea for which she has not been prepared. The face of the unknown man is impassive, watchful. It reveals little of what his thoughts might be inside. Philias Bankable seems thoughtful, listening with intent to each of the ideas. Every now and again, he jots notes down upon a gray slate with a chalk stick.

The reaction from the stand of onlookers has been full of murmurs. Generally, they have been disapproving. But, the general disapproval has been, for certain ideas, punctuated by whispers of excitement.

From a place behind the dais the dark haired woman returns with a fresh pot of tea and finishes filling the Overlord's cup.

"Yes, there you have it." The Jack of Diamonds extends a hand, saluting Syr. "Who is sent would be important. Also, what is done afterwards. That would also be important."

"We are not unreasonable. Did we sound like unreasonable people?" This last, the Jack of Diamonds addresses directly to the Crimson Shields. "You have met us. Did we sound unreasonable? Improvements will not come overnight. At this point we do not know whether opening the portal to greater use will be beneficial or not. But, I maintain ... " And the Jack of Diamonds emphasizes each word, lending each its own weight of importance. " ... We Will Never Know If We Do Not Try."

"We would be well pleased were the policies toward the caves and the teleportation artifact to be more open. That is all that we ask. We would be even more please with a full review of all policies, though, but we will be thankful if, at the very least, the process is not co-opted by certain wealthy patrons and their servile lackeys." With these last few words, the Jack of Diamonds leans upon the side rail nearest the table occupied by the group from the Office of the Overlord and looks directly at the man who, up till now, had maintained an inscrutable facade, but now who's face turns a bright scarlet.

But the man does not deny the implied allegation. Rather, instead, he rises and addresses dais. "Your Overlordship, we have clearly departed from the subject to which the time of this hearing has been allocated. In that vein I would beg your permission to follow that lead and point out that there seems something going on here hidden from the general hearing at large."

"This criminal has spoken of having had meetings with the Crimson Shields. Before assuming that the Crimson Shields of Hope have been in clandestine dealings with the Lords of Diamond, though, I would ask Your Overlordship whether I might put them to question on this point?"

Without reply, the Overlord nods from her seat on the dais for the man to proceed with his line of questioning.

"Thank you," the man from the Office of the Overlord bows to Overlord Alicia before addressing the Shields. "Will you explain then, Crimson Shields of Hope, what this criminal and confessed saboteur means when he says that you have met them? Please describe for this hearing, the nature of your dealings with this group."

Belkior 
Thursday July 8th, 2010 10:42:48 PM

The halfling cleric galnces at Syr and Mac before replying to the questions of the officious little man. Not little in that sense, especially compared to a halfling, but in the other sense.

"I don't believe that we should have to tell you. Surely your guards would have told you everything, wouldn't they?"

"The one and only time that we have, to our knowledge, met with the Lords of Diamond was in the cavern. If you can even call that meeting. And your guards were there at the time."

"As for other time, who can know if we ... or anyone in this room ... passed by a member of the Lords of Diamond on the streets, or in temple or whereever. Perhaps you meant Jack, himself, there. He has sought us out before of his accord and not by our choosing."



Mac AC:27 HP:161 
Friday July 9th, 2010 8:43:25 PM

Again Mac nods in concurrence. He watches the Officer and Jack with equal interest, which is to say, not as much interest as he pays the attendant of the tea service. Wheels within wheels...

Syr 
Saturday July 10th, 2010 9:24:38 PM

Syr lets a snort escape as the man concludes his question, "Belkior is right, look at the man." He glares at Jack before continuing. "Our contact with him has been very similar to your contact with him at this very moment... He invites himself where he pleases and then says what he wants. If we are guilty of associating with him then all here are too."

He addresses the man who directed the question at the Shields. If you must know of our character and intentions then the facts speak for themselves, "I think our pro bono work with Shield Construction in the past, grants a certain credibility to our support of the best interests of the city. Additionally, we are currently giving the city a reduced construction fee on projects to maintain this structure that we live in. You may verify that with Phileas here. Upon occasion, we have been fortunate to help the Overlord with small tasks." The monk favors the Overlord with a smile before locking gazes with the man. "Who are YOU to question our integrity?"

"Speaking of departing from the subject, what relevance does his or our prior association have on the facts of this question? What should the Floating City do about the underwater portal? Isn't that why this hearing was called? or did I miss something. Even the Jack here wants to make some sweeping changes but is content to discuss the matters at hand for now..." Suddenly the elf realizes he was rising from his seat and sits down quickly before looking to the Overlord to see her reaction.

Mac AC:27 HP:161 
Sunday July 11th, 2010 4:48:22 AM

"...unless this is nothing more than a ploy to distract potential scrutiny away from your own troubles." adds the dark taur in such an off-hand manner that he barely recognised the voice as his own.

Proposition of the Overlord - DMAl 
Sunday July 11th, 2010 11:16:24 AM


If the face of the clerk from the Office of the Overlord was red before, it becomes even more so upon the replies from the Crimson Shields. The Jack of Diamonds gives the Shields a curious look as each one of them keeps the secret of the Sanctity. Accompanied, by the look is a smile that reveals how pleased he is with the outcome of the little exchange, a pleasure that he turns upon the officious clerk. Looking the man in the eyes, he smiles and shrugs his shoulders.

Phileas Bankable leans across the table and whispers in tones that suggest explanation. The man snaps back with an angry, though also inaudible reply.

The Jack of Diamonds leans over the railing of the Dock and also whispers. And though the Jack of Diamond's voice is undoubtedly couched in whispered tones, it is also clearly audible to all. "Very nice. Nice try. At least you tried. You can tell Perimon that I said that."

And then a silence falls. A silence so profound that even in the stands they an hear the small click of the Overlord's cup as she takes a sip and places it back upon its saucer. Replacing the cup and saucer on the table at her side, the Overlord stands.

"And so here we are." The Overlord's voice is quiet, and yet it fills the room. Her presence commands as though she were born to the office. Strange to think that only a few short years ago, she was chosen, plucked from obscurity through means of the centuries old process of the Mask Day celebration. "Let us indeed do as suggested and return to the reason for which we have been gathered here today. It occurs to me that the Crimson Shields are at the crux of the many parties interested in both the caves as well as the well-being of Floating City as a whole. The Lords of Diamond, I take it, trust the intentions and have faith in the moral character of the Crimson Shields, do they not?" This she addresses to the Jack of Diamonds. The Jack inclines his head in a gracious display of ascent. "I, for one, hold them in great esteem." This last, appears as though for the benefit of the table occupied those of the Overlord's bureaucracy. Both Phileas Bankable and the woman nod in agreement. The third, the man, does little more than sit with his hands folded on the tabletop.

"It seems that you are the ideal intermediaries," the Overlord says to the Crimson Shields. "And not only in the matter of these caves and the teleport artifact, but also in respect to many other aspects of the Floating City and its policies. And so I ask you if you would consider becoming counselors to the Overlord. We would come to you from time to time for your wisdom and guidance. We may also consider your word upon matters that you believe should be changed or policies that you believe should be implemented."

"What say you, Crimson Shields of Hope? Would you accept such a position?"

Syr 
Monday July 12th, 2010 2:19:38 PM

Syr is a bit taken aback by the offer from the Overlord and stumbles over his words, "Y-Y-Your ladyship, Overlord, eerrrr lordship, Alicia," Then, realizing he addressed her by her first name only, he pauses for a second to collect himself.

Thoughts are racing through his mind and he looks first at Mac before remembering that the big fighter will be good with anything they do most likely. Then his eyes lock with the halfling. Belkior has been the monk's rock for years now and Syr has come to rely on his judgement without question. He seeks an answer one way or the other.

With a glance at Belkior for affirmation (assuming he is in agreement), he stands and says proudly, "We would be proud to serve you to the best of our ability." The elf places a slight emphasis on the last word, further stressing that the Shields serve the person and not the office. His small stature is held rigid as he seeks out the eyes of the Jack and then the clerk.

Belkior 
Monday July 12th, 2010 9:44:55 PM

The halfling cleric nods in agreement with Syr, echoing the elven monk's acceptance of the offer from the Overlord.

"I will provide what wisdom and guidance that I can."

Mac 
Monday July 12th, 2010 9:52:26 PM

Mac also nods.
"We accept."

Trial of the Councelors - DMAl 
Monday July 12th, 2010 10:05:05 PM


A smile comes to the lips of the Overlord at the humility of the Crimson Shields. "Very well," she says. "I Alicia, Overlord of Floating City, pronounce you my personal counselors. You will be given badges of your office, the same marks carried by my heralds. With them, you will be allowed free access to the Palace of the Overlord and the ear of any in the employ of the city."

Syr's gaze meets that of the Jack of Diamonds. The man's steel blue eyes sparkle, and he gives the elf a congratulatory bow. The lone man from the Office of the Overlord does not acknowledge Syr. His face is grim, and once again, his expression is controlled and unreadable. Phileas Bankable, on the other hand, appears quite pleased. He whispers in private conversation with the third person, the woman. Though his whispers are soft, the keen of hearing might pick up the words, " ... to be their contact ... " and " ... through my personal guidance ... "

"And, as your first act as Councelors," the Overlord continues. "I would ask you Crimson Shields of Hope, what plan would you establish for the underwater caves and the magical teleport artifact? Establish for me the basis of a compromise that is both fair, equitable, conscious of security, and will benefit the people of Floating City to the greatest extent. Details can be more clearly defined in the future, but we must have a foundation upon which to begin."

Overlord Alicia then seats herself again, lifting the fine porcelin cup at her side and taking another sip of tea. "I will judge the merit of your proposal."

For the first time, the third unnamed man at the table occupied by the clerks of the Office of the Overlord, turns his attention to the proceedings before the dais. His eyes grow keen and expectant. Here is where the Crimson Shields might fail, and he too waits for the response.

Jass 
Tuesday July 13th, 2010 3:26:35 PM

"And THAT is what I have been thinking on, your Overlordship", calls a familiar voice in the back of the room. A ripple of movement, along with several 'excuse me' and 'ah, that's your toes, eh?' later, and the familiar skinny form of Jass of Downs pushes to the front of the gathering. The sorcerer still has bags under his eyes and a slightly haunted look about him, but he is dressed richly and his air of confidence is still in its usual place.

Walking to stand among Syr, Mac, and Belkior, the haystack-haired human bows. "For the teleportaion artifact, opportunity and security are like two ends of a merchant's scale. We could maximize opportunity by creating a permenant teleportation circle from Floating City to the caves, revamp the caves to a more accomodating area, and make the movement from the Tecuri Portal to Floating City be a highway of commerce!" Jass ends in ringing tones that quickly turn foreboding. "And allow anything on the other side to drive into the heart of this great city."

"Maximizing security is easy as destroying the caves and burying the site under tonnes of rock. Of course, that sorta stakes the 'opportunity' out in the Sargrass and whistles for the Rapke." Jass laughs at the comparison.

"Kinda hard to balance the scales, yes?"

Syr 
Tuesday July 13th, 2010 5:13:37 PM

Syr smiles at Jass' sudden appearance and comments on the he joins the others, "Making a showy entrance, now THAT is out of character."

Syr turns his attention to the Overlord, "As far as controlling the gate, that might be impossible but we could certainly restrict access. Thinking longer term, the caves could be converted to house some guards as an early warning system. Not necessarily a defending force but I'm sure we could have a contingent of guards living down there." He looks at Phileas for a moment, "As far as the trade prospects go... Obviously, we still need to make contact." He looks at Belkior and Mac, "Any thoughts on who should explore the other side or the makeup of the trading group?"

After waiting for the halfling's response,"You may want to get with Tinkers but I saw some air bladders that raised a whole ship once from the lake bed. Why not use a similar system to push goods through the portal and have them rise to the surface to be picked up by our representatives? It would require some preparation but would enable trade."

Mac 
Tuesday July 13th, 2010 8:05:22 PM

"Not to put too fine a point on it, but exploration and scouting and hopefully friendly contact first. Preparations for a trading group should be made, and it should be broadly representative of the services and goods the Float produces, and that will mean everyone getting together and putting any differences behind them for the common good. No one wants to lose family and employees (and goods) to unforeseen hazards."

Evil Doesn't Just Go Away - DMAl 
Tuesday July 13th, 2010 9:04:13 PM


The Overlord sits forward in her seat as Jass approaches across the floor of the hearing room. "Jass of Downs, I take it," she says as he joins the Crimson Shields. How it is that she knows shouldn't be so much a mystery given the scrutiny that all things are given as they come and go through the city.

"Yes, you have my thoughts exactly, Jass of Downs. Security and freedom are indeed opposite poles, and it is to you, Crimson Shields, for the wisdom to balance them."

"I take it then, from your ideas," she says, turning to Syr, "that you advocate exploration with the possibility of opening up a trading route if what is found on the other side of the portal artifact lends itself to that. Am I right?" The Overlord seems pleased with the response from the Crimson Shields. Taking up her cup and saucer again, she takes a sip, her eyes in concentration, as though planning the preparations.

"Your Overlordship," it is the third unnamed man from the Office of the Overlord again. The man has risen from his seat. "We will begin assembling a hand picked expeditionary force immediately." Phileas Bankable looks up from his slate where he has been jotting down the ideas put forward by Syr and Mac.

"MURDER!"

From the entrance a guard dressed in the livery of the Palace of the Overlord bursts into the room. "There's been a murder!" The guard stops suddenly and points in the direction of the slender dark-haired attendant of the tea. "You ... you're dead ... "

The Overlord rises from her seat. She takes a single step forward. The cup and saucer fall from her nerveless hands crashing to the floor and splintering into jagged pieces of fine porcelain. The Overlord Alicia clutches at her bare white throat. From her mouth comes a choking cough. Her eyes roll back up into her head, and she collapses to the floor of the dais.

"You did not think that you could thwart the will of Darkwood without consequences, did you?" The voice that comes from the thin willowy tea attendant is deep, and sounds distinctly male. "Our retribution is terrible, and as inevitable as the coming of the seasons."

The body of the tea attendant pulls suddenly into an impossibly thin and twisting line. She stretches and grows, then, with a snap, she becomes a Large Air Elemental and shoots thirty feet up into the air toward the glass dome of the skylight.

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

OoC:

Surprise! Yes this was part of the module and has nothing to do with the Gray Knights. There will be no map for this brief encounter. The Darkwood druid/Air Elemental is 30 directly up. The Skylight is made of rather thick glass. The Overlord is collapsed next to the group of Shields. The Jack of Diamonds is standing in the Dock some ten feet away to the south. To the west of the Dock is the table with the group from the Office of the Overlord. They're standing mouths agape. The crowd in the stand and the guards also appear too stunned to act.

Mac 
Tuesday July 13th, 2010 9:14:40 PM

Any benefits from the post dated Friday July 9th, 2010 8:43:25 PM?

Not really. No in game benefit. There was really nothing to see until the moment of exposure.

I'm impressed, though. That was very astute of you to pick that up. --Al.


Mac  d20+24=37 ;
Tuesday July 13th, 2010 10:01:28 PM

Mac takes charge.

"Belkior - the Overlord! Jass - hamper the assailant! Syr - cover them!"

Mac looks for ledge, tables, sturdy rail etc. that he might launch off to get closer to the druid/elemental {Hop up - Jump DC 10 with d20+24 - counts as 10' movement getting 5' higher, beginning to draw his axe as he goes (as a part of a movement action). He takes shuffles 5' (not a 5' step, he just moved that distance) for better position and forces down hard to leap again, hoping to gain more than another 5' - hopefully 10' at the top of his leap from which to swing {Jump Check:37 = 4' 7.5" vertical leap, falling inches short of bringing several 30' up into the reach of his axe. He lands, looking for another way to bring the assassin to justice.

Belkior  d20+31=37 ; d20+31=44 ;
Tuesday July 13th, 2010 10:16:54 PM

The halfling cleric springs forward to where the Overlord has collapsed upon the floor. Kneeling on the hard floor without regard for his knees, Belkior presses his hands to the throat of the Overlord and concentrates upon the magic given him by Alemi. Belkior hopes that his devotion is strong enough to save the Overlord.

Use Draw Poison, Heal = 37, re-roll spending Hero Point, Heal = 44

Jass 
Wednesday July 14th, 2010 2:08:06 AM

Jass is shocked at the sudden violence in the courtroom, and the druid/air elemental rising from the deed. The sorcerer hasn't even fully gotten his mind around the immense debt he owes the Crimson Shields, but demonstrating his willingness to change due to his actions will have to be a start.

There are so many people around and the elemental moves so fast that Jass is certain it would shrug off a single direct attack and get away. So instead, he sets his mind on the glass window above and reaches his magic into the realm of Shadow.

Jass casts Greater Shadow Conjuration to create a Wall of Stone that seals off the glass roof and bonds with the stone in the ceiling and walls.

"Consider him stopped, Mac!"

...Action
Cast Greater Shadown Conjuration for a Wall of Stone. Will Save DC 24 to disbelieve. If fail, Wall is 100% real. If save, Wall is still 60% real = impassable.

Broken Glass - DMAl  d20+25=26 ; d20+18=24 ; 2d6+2=5 ;
Wednesday July 14th, 2010 9:13:08 PM


Mac rallies the Crimson Shields, then runs up the side of the dock and leaps from the top of the rail. But, even the impressive minotaur finds it difficult to gain the loft needed to catch hold of the druid in air elemental form.

Standing next to Mac, the Jack of Diamonds stands leaning on the rail, a smirk of amusement on his face. "Need a lift?" he asks before pushing off into the gestures and incantations necessary for his spell. The Jack of Diamonds touches a hand to Mac's arm, and Mac feels his feet lift off of the ground. (Fly on Mac.)

Belkior kneels quickly at the side of the Overlord. The halfling feels a spiritual presence, the hand of Alemi guiding his own, as he uses his healing gifts to draw any traces of poison from the body of the Overlord. Impressions engulf the halfling. Dark root bark, moldering putrefied flesh, festering fermentation, distilled by time and time and time and time. And, over all, Belkior feels the menacing gloom of the Crying Woods. Then the feeling passes, washing through him, and as it goes, Belkior knows that he himself is not poisoned after having drawn the virulent toxin through his body. The Overlord too, the halfling healer knows, is free of the poison as well. Damage, though, has been done, and, for now, the Overlord is unconscious.

Jass aims for the Air Elemental in the skylight, but his magic aims not to kill. A hard stone cap seems to materialize out of thin air, closing off the glass skylight, and the path of escape that the druid had intended on using. The air elemental form places a mist-like hand upon the illusion of stone, and it believes completely.

The skylight now blocked, the air elemental charges at the bank of windows in the east wall. Five windows, each ten feet wide at the bottom, rise to gracefully arched points at the top some twenty feet above the ground. Outside the windows, the well tended gardens are around forty feet below. The air elemental makes for the center window and glass smashes out ward in a scattering arc of shards that glitter in the sunlight as they fall to earth.

The guards in the hearing room react at last. The hard snapping release of crossbows can be heard from many places about the room, and bolts strike the walls and fly out through the broken window.

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

The Shields are now all around 40ft away from the druid in air elemental form. It is at 10ft, meaning that it's bottom edge would be at 10ft elevation on a grid and it's top would be at 20. The window is shattered and wide open. The Druid/Elemental is still in the room just in front of the window.

Mac is at 5ft above the ground. At this point, it would not be realistic for him to be allowed to charge. The railing of the Dock would be in the way even with the Fly spell. Syr has a straight line run from where he stands in front of the dais. But he is too low to attack.

Mac 
Wednesday July 14th, 2010 11:20:42 PM

OOC: Talking - actions pending.
"Thanks Jack! So, anyone have something else to help me get into more trouble? Clamber up if you want a lift Syr!"

Belkior 
Wednesday July 14th, 2010 11:28:29 PM

OOC - I didn't do spell selection for Belkior so I'm going with what he usually has memorized.

The halfling cleric follows the lead of Jass and summons a wall fo stone to cover the windows on the east wall. As soon as the stone forms, the room is plunged into darkness relieved only by the lights within the room.

Cast Wall of Stone

Jass 
Thursday July 15th, 2010 2:14:13 AM

In the suddenly dim interior after Belkior's wall, Jass hopes he doesn't hinder his friends more than his enemies. "Belkior or Jack or Phineas, how about making some magical light? I'm fresh out!"

Jass thinks he remembers where the druid/elemental was before the wall arrived, and bespells another affect from the realms of Shadows; this time some Solid Fog

"He's not going anywhere fast Mac and Syr. Beat him like a drum!"

...Actions
Casting Greater Shadow Conjuration to make Solid Fog 20' radius. Will DC 24 to disbelieve, still 60% real if saved. Movement and Sight in Fog reduced to 5' (10' if save)

Mac AC:27 HP:161 
Thursday July 15th, 2010 5:10:48 AM

"Thanks Jass and Belkior - nice going."
Mac drifts across/above the floor and over the fog to await signs of something suitable to 'beat'. The notion of a fog seriously impeding an air elemental seems wrong, but he waits high in the dim, confident that he is more likely to appear out the top of the fog than the side, and if not then it starts getting really interesting. Meanwhile his mind toys with ways in which to instruct the druid about the definitions of thwart, consequence, retribution and inevitable.
Spot: 18
Readied attack (and AoOs) d20+28@3d6+19[CT:19-20@+8d6+38]

Mac  d20+7=18 ;
Thursday July 15th, 2010 5:11:01 AM

ooc: See!

Syr 
Thursday July 15th, 2010 4:45:02 PM

Syr reaches down and activates his boots. (Fly). Then risking attack, he moves in adjacent to the air elemental keeping it pinned against the now closed window. If the creature tries to move around him, he uses the opportunity to start a grapple. "Where did you think you were going again?"

The Power of Illusion - DMAl  d20+17=26 ; d100=13 ; d20+25=36 ; d100=37 ; d20+23=29 ; d100=85 ; d20+8=9 d100=1
Thursday July 15th, 2010 6:04:04 PM


Belkior follows Jass' illusory Wall of Stone with a real one. The room is suddenly cut off from the light of day outside. Inside, though, the room is lit by a number of Continual Flame spells. The light is paltry compared to that of the sun outside, bit it is sufficient to see by.

Jass casts another illusion, this time, a hemisphere of Solid Fog centered on the Air Elemental flattens itself against Belkior's stone wall. (Roll Will 17 for Syr to Disbelieve then % vs 60 fog to work. Roll Will 25 for druid and % to work.) As the Elemental was ten feet above the ground, the hemisphere of Solid Fog, with its 20 foot radius, extends all the way from the floor, up to the ceiling.

Mac does not even bother to test the illusory fog. Rather, he hovers up above and some ten feet away, to keep out of the sticky illusion, waiting for the elemental to appear.

Syr activates his boots and flies in to contain the druid in air elemental form. The elven Hand of Domi can see that the Solid Fog is an illusion. (Rolled your Will Save.) But the magic still retains the ability to hold him. As Syr charges into the Fog, it captures him and slows his speed to a crawl. (Speed reduced to 5.)

From within the impenetrable Solid Fog, the Crimson Shields hear a scoff as the druid recognizes the Solid Fog for an illusion. The scoff, however, turns to a growl of irritation as the illusion still retains the power to hold him. The sounds of spellcasting come from within the Solid Fog. Spellcraft DC19 to recognize: Highlight to display spoiler: {Freedom of Movement}.)

Belkior, still kneeling next to the Overlord, not only recognizes that the Solid Fog is an illusion, but, with a shake of his head, he convinces himself that it does not exist. (Rolled for Belkior.) He is the only one who sees the druid move, not up, but down, lighting upon the floor next to the Wall of Stone and deep within the Solid Fog.

What might he have in mind? What will he do next?

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

OoC:

A note on Shadow Conjuration. "Shadow objects or substances have normal effects except against those who disbelieve them.

Against disbelievers, they are 20% likely to work."


That means that, say, an illusory wall or a cloud of Solid Fog under Greater Shadow Conjuration would always behave just like a normal wall or a normal cloud of Solid fog. That is as opposed to say, a 60% effective wall or a 60% effective Solid Fog. A 60% effective wall is not something that can be easily defined.

However, the disbeliever, on a roll of 61 or more, gets to act as though the illusory material were not there at all. 60 and under, and they receive the full effect.

Addition: Jass disbelieves his own spell, but the magic is strong enough to remain in place. He cannot see the druid either.

Syr 
Friday July 16th, 2010 3:28:09 PM

Frustrated at his inability to embrace the druid or even see the druid, the elf backs out of the fog and observes it from 5' away. He then casts a spell and grows immediately larger. (Enlarge). He remains 5' off the floor.

"Belkior, how is Alicia doing." He mentally cringes as he says it, realizing his breach of etiquette.

The Power of Illusion - DMAl 
Friday July 16th, 2010 9:20:05 PM


Will wait for more posts. Hate to have the druid escape for no more than lack of posting.

Mac 
Friday July 16th, 2010 9:34:28 PM

Not having any reason to disbelieve the fog, Mac remains above and in wait.

Belkior  d20+16=28 ; d20+16=27 ; d20+16=24 ; d20+16=24 ; d20+16=36 ; d20+16=27 ; d20+16=19 ; d20+16=30 ;
Friday July 16th, 2010 10:41:51 PM

"He's gone down, to the floor!"

The halfling cleric casts another spell but this time directed at the druid in an effort to strip him (or her) of all of their magical protections. Belkior hopes that this leaves Jass' spell in place, still, since it seems to affect the druid.

Cast Greater Dispel Magic, (CL = 16), checks are: 28, 27, 24, 36, 27, 19, 30

Jass  d20+15=24 ;
Friday July 16th, 2010 10:42:02 PM

Seeing the Fog is more hindrance than help, Jass dismisses the spell. Highlight to display spoiler: { If he can't dismiss, he casts Greater Dispel Magic to end his own effect, failing. DC 25, rolled 24 }

The Power of Illusion / Mid-Round Update - DMAl 
Friday July 16th, 2010 11:43:53 PM


Belkior is the only one who sees this, but his dispel attempt strips the druid of his Freedom of Movement.

Jass realizes that he cannot dismiss the spell that he has created. Instead, he uses another spell to dispel it. (From the description of Dispel Magic: "You may choose to automatically succeed on dispel checks against any spell that you have cast.")

The Air Elemental appears suprised. (As surprised as a creature made of air can appear.) Now caught out in the open, he is wide open to attack by Syr and Mac.

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

OoC: Mac and Syr, you still have possible attacks. Mac there is ten feet separating you and the Large Air Elemental. Syr, there is 15ft separating you and the Large Air Elemental. I will consider the 5ft that you have already moved part of a longer move action.

If you haven't responded by Sunday evening PDT, I'll move on.



Mac AC:28 vs Elemental HP:161  d20+28=43 ; 3d6+19=31 ; d20+23=26 ; 3d6+19=32 ; d20+18=31 ; 3d6+19=35 ; d20+28=48 ; 3d6+19=28 ; d20+28=45 ; 8d6+38=73 ;
Saturday July 17th, 2010 12:52:36 AM

Mac takes a 5' (flying) step towards the elemental and from overhead, measuredly swings his axe.

Potential damage: 31@AC43, 32@AC26, and 35@AC35
AoO: 28@AC48(+73@CC45)


Syr  d20+18=31 ;
Sunday July 18th, 2010 6:07:22 PM

Syr moves in to engage the foe after casting the spell.

Active spells Enlarge

Escape? - DMAl  4d6=9 ;
Sunday July 18th, 2010 7:48:27 PM


The look on the face of the Air Elemental is one of surprise (to whatever degree a face composed of swirling air might register such a look) as both its spell as well as the cover of the Solid Fog are stripped away. Mac's blows rain down like sheets of pure pain, each one landing and scattering huge measures of air stuff, that explode and disappear, leaving less than a third of the air elemental's body left when it is done.

Syr grows large, extending his reach to better engage the badly wounded druid.

The Large Air Elemental then shrinks down. What remain of the soft curves of air consolidate, becoming smaller as they grow harder. The outlines of the druid grow rough and blocky. The druid becomes a medium-sized Earth Elemental.

Now small enough to be beyond the reach of both Syr and Mac, and with part of its health restored by the transformation, the druid now looks to escape. With almost tentative care, the stone figure dips a foot into the floor made of Teucri stuff, ages old. Perhaps the druid had heard of the things that happened to its brethren inside the Pyramid in the Crying Woods. Regardless, the druid in Earth Elemental form appears to reject the floor as an avenue of escape. Instead, it places a single blocky hand against the wall that Belkior has just put up. Finding that much more acceptable, the Earth Druid glides into the stone of the wall and through to the other side.

The druid is gone, but what awaits it on the other side of the wall is most assuredly a 40-foot fall to the garden below. What avenues are open now to the Crimson Shields to pursue the fleeing assassin? The Overlord Alicia appears stabilized now, if not well. There is a gray cast to her skin, but there seems little now that can be done for her at this time.

Guards and other persons from her court seem now to have shaken off their surprise and are converging on the dais - late, yes, but now coming to do what they can for their Overlord.

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

OoC:

Damage 91/???HP

Belkior  d20+31=51 ;
Sunday July 18th, 2010 11:07:39 PM

The halfing cleric has been unable to prevent the escape of the druid from the Crying Woods. So Belkior returns to the side of Overlord Alicia and kneels, trying to diagnose her condition and prognosis. Specifically, whether any spell that he has immediately available could be used to aid in her recovery.

Heal = 51, natural 20

Mac AC:28 vs Elemental HP:161  d20+12=25 ; 3d6+49=62 ;
Monday July 19th, 2010 2:54:22 AM

Mac isn't convinced the elemental has gone that far - he swoops down to floor level, 5' back from the section of Wall of Stone the elemental passed through, and has at it with his axe - hoping to catch the elemental in the process, or at least open up a space that Syr might get through. Walls not noted for their ability to get out of the way, Mac puts his back and shoulders into it!

Potential Damage: 62@AC25 - PA(15) (Wall 4" thick=60HP and Hardness 8 ignored by adamantine)

Escape? - Mid-Round Update - DMAl 
Monday July 19th, 2010 8:43:29 AM


Splinters of stone fly (Fortunately, they fly outward for the most part.) as Mac chops a huge minotaur-sized hole in Belkior's Wall of Stone.

Looking out and over the edge, Mac can see the Druid in Earth Elemental Form lying prone on the ground just below. Even as Mac watches, the Earth Elemental begins to move. The druid is still alive.

Mac AC:28 vs Elemental HP:161 (flying 60', etc.) 
Monday July 19th, 2010 9:16:45 AM

OOC: Okay, in that case... addendum

With a sufficient aperture, Mac continues to move out over the garden. (Spring Attack - total movement before and after the wall rupture not to exceed 60' - flying)

Escape? - Mid-Round Update - DMAl 
Monday July 19th, 2010 9:51:56 AM


OoC: Do you mind, then, if I place Mac directly on the ground next to the Druid? Should be plenty of Movement for that. With a Maneuver rating of Good you get x2 for a descending move.

If you do not reply by post time tonight, that is what I will do.

Mac AC:28 vs Elemental HP:161 (flying 60', etc.) 
Monday July 19th, 2010 10:18:29 AM

OOC: I'll probably regret it, but go ahead :)

Syr  d20+22=28 ; 2d8+11=23 ; d6=6 ;
Monday July 19th, 2010 3:30:18 PM

Syr watches with wide eyes as Mac shatters the wall and flies down. Following with a smile, the monk takes a leap also. Not relying on Flying, he slows his fall by grabbing the walls until he can carry some momentum into the creature's exposed back (OOC: Charge attack hit AC 30 Damage 23+6 fire, Is there a bonus for target being prone?)

(OOC: delete the above post please?)

Jass 
Monday July 19th, 2010 4:21:27 PM

Jass runs to the minotaur hole and looks down. "Don't leave yet, not when the party has just gotten started!" shouts the sorcerer to the druidic assassin. A few shouted magical symbols later, and the charismatic Jass tries to bind the druid into a Hold Monster spell.

...Actions
Hold Monster; save Will DC 22; fail = unmoving. Can save once per round.

Breaking Into The Garden - DMAl  d20+16=19 ;
Monday July 19th, 2010 5:05:32 PM


Various figures join Belkior at the side of the Overlord Alicia as the halfling narrows his concentration to evaluate her health. From what he discerns the Overlord is simply incredibly drawn or tired from the ordeal. Rest would likely be the best medicine for now followed by good healthy food when she wakens. From the trace ravages left by the poison, Belkior determines, though, that had he not drawn it from her, or had he waited longer, she would now be dead.

Mac blasts a hole through the stone wall and follows the druid down to the garden below. He lands on the well tilled flower beds, right next to the prone druid in earth elemental form, towering over it with axe in hand.

Syr follows Mac out the hole. He comes down in a controlled drop that ends with a fist that slams into the prone back of the Darkwood druid. (Sorry, no charge. You need a straight line to charge, and you had to cross 15ft to get to the hole and drop down. But, you didn't need the +2 to Hit from the Charge anyway.)

With two of his enemies directly next to him, the Darkwood druid prepares a desperate gambit. Then Jass pokes his head out of the hole and shouts down from above. The druid in earth elemental form stops, unable to move. The stone creature is Held, still as the stone that is its kin.

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

OoC:

120/???hp

Mac AC:28 vs Elemental HP:161 (flying 60', etc.) 
Monday July 19th, 2010 9:18:10 PM

OOC: A defender who is prone gains a +4 bonus to Armor Class against ranged attacks, but takes a -4 penalty to AC against melee attacks. Additionally, a helpless (paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy) target is treated as having a Dexterity of 0 (-5 modifier). I am guessing an AC of about (10 + any magical items/effects) as a helpless, prone, medium sized earth elemental.

That sounds about right. --Al

Belkior 
Monday July 19th, 2010 11:25:48 PM

The halfling cleric stands from his patient and moves to the hole created by Mac. Squuzing beside Jass, Belkior grabs a solid-looking spot and leans out to look down at where Syr and Mac are standing over the druid.

"Keep the druid alive! Don't kill him!"

Mac AC:28 vs Elemental HP:161 (flying 60', etc.) 
Tuesday July 20th, 2010 12:02:09 AM

Without taking his eyes off the druid/elemental Mac answers, "Suits me. I'll do my best not to kill him. But, if he does anything that I might so much as misconstrue as an attempt to move or cast a spell, then that might just be the end of it. And you'd better find a way to more permanently contain him!"

Syr  d20+26=46 ; d20+22=32 ; d20+22=35 ; d20+22=42 ; d20+22=24 ; d20+22=26 ; d20+17=29 ; 2d8+11=18 ; 2d8+11=23 ; 2d8+11=24 ; 2d8+11=19 ; 2d8+11=22 ;
Tuesday July 20th, 2010 12:09:24 AM

Hearing Belkior's voice he waves him off in acknowledgment, "Mac, Just prevent him from running, I don't know how long Jass' spell will last." Taking no chances, the monk drops to the ground and gets the druid in a hold, "Good thing that you didn't pick fire." He take a bit off his knees as he hits the druid (Subdual Grapple check natural 20, Attack 32,35,nat 20-confirm 24, 26 29 Damage 18,23,24,19,22=109)

He looks down at his handiwork and calls back to the priest, "How is the Overlord?"

Mac AC:28 vs Elemental HP:161 (flying 60', etc.) 
Tuesday July 20th, 2010 12:33:23 AM

"Nice move Syr - I'll take some pointers in the garden later if you would... assuming this is not the place for a class."

Jass 
Tuesday July 20th, 2010 9:31:36 AM

Jass grins at the capture of the druid, but inside his mind is churning. Aside, he glances at Belkior, "I'd like answers as much as the next, but how do we keep prisoner someone who can turn into anything they want?" He shrugs, fishes a scroll out of his Pants O Plenty and waggles it in his hands "I can at least keep him here for a little while. Enough to get some answers at least." The irrepressible human leans in and speaks socco voce "It's anti-magic".

"Shall we go down and check?", he asks the halfling. Not waiting for an answer, Jass touches Belkior and Dim Doors down to the ground, appearing behind Mac, using the large minotaur as a fleshy shield between the sorcerer's fragile body and possible druidic magic.

...Actions
retrieve scroll from Pants
cast Dim Door

...Effects
Hold Monster Save each round Will DC 22 to free effects

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


Druid In Hand - DMAl 
Tuesday July 20th, 2010 2:19:24 PM


The Crimson Shields recognize that even while Held, the druid can be a dangerous foe, with the ability to break free at any moment. Mac readies to strike at the slightest sign of spell casting.

From up above, Belkior calls down, exhorting the fighters to keep the druid alive. To Syr, that's a simple task. He drops to the ground with the druid in earth elemental form and pulls it into a series of holds so painful that the first one sends it down into the wells of unconsciousness.

Without consciousness to hold the form, the earth elemental turns into a man clad in the skirts and robes of the Tea Attendant, the female clothing stretching and puckering in all of the wrong places upon his male body. Jass and Belkior appear next to Mac and Syr even as the heads of palace guards poke from the hole in the hearing room up above.

The question then becomes, how indeed to contain and interrogate a man who can become any number of different creatures simply by wishing it so? Jass believes that he has the answer, but the druid is, for the moment, at least, unconscious.

Guards begin arriving in the garden. They circle the group of Crimson Shields, but they leave things up to these new Counselors of the Overlord, standing ready instead, in case they're needed. Phileas Bankable arrives, making his way through the ring of guards.

"They've taken the Overlord to her private rooms," he tells the Shields. "Her physician says that she's fine, thanks to you. But he prefers that she get some natural rest. You'll likely be able to speak to her tomorrow if you'd like." He looks down at the druid, sprawled out in the dirt of the flowerbed. "Would you like us to take this one into custody? Or, did you have plans of your own for him?"

Mac AC:28 vs Elemental HP:161 (flying 60', etc.) 
Tuesday July 20th, 2010 7:22:22 PM

Mac whispers to Jass (the nearest ear with Syr grappling), "Why is everyone just assuming he is here alone? Two people able to appear to be anyone could alibi each other over and over, and supply a second prong should the first fail. I'm probably sounding paranoid, but if I had a second person in on this, I would put him into a position where the overlord would be brought to him without any questions asked. If this sounds reasonable, knowing your penchant for 'altered representation', would you think it worthwhile to have some guards find someone who has a long standing relationship with the physician to verify he isn't a pretender with darker motives?"

Belkior 
Tuesday July 20th, 2010 11:23:17 PM

The halfling cleric listens politely to Phileas Bankable before shaking his head. Belkior frowns slightly before replying.

"I would feel much better if I were to stay with the Overlord myself. I am certain that her physician is quite capable but I feel that I should be immediately on hand in case her condition worsens. And, in case any ally of this fellow makes a second attempt."

"Can you have one of the guards show me to the Overlord's chambers?"

Jass 
Wednesday July 21st, 2010 3:37:07 PM

Jass gets a mental nudge from Mac about the tactical abilities of the druids. "You are right, big guy. Their last battle with us did the same thing."

Jass also volunteers to assist Belkior with the Overlord. "There are other preparations that must be made besides the immediate safety of Alicia", he says with determination, "like her long-term safety."

When he gets to the Overlord's Chambers, the sorcerer will do a quick scan for any magic items or spells active in the room or on the people around Alicia's bed.

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

Syr 
Wednesday July 21st, 2010 5:25:50 PM

The monk disengages himself from the unconscious form of the Druid and looks at the mintoar, "It's not often we see things eye to eye. I could get used to this." Waving his hand up and down to show off his size (Enlarge). Glancing down at the sleeping form, "The magic guys are checking on the Overlord, why don't we accompany the guards to see if this guy has anything useful when he wakes up?" He nudges the body with a sandal clad foot.

Mac AC:28 vs Elemental HP:161 (flying 60', etc.) 
Wednesday July 21st, 2010 6:16:41 PM

Mac grabs the druid by the back of his shirt and asks the guards to lead on.

Well Considered Caution - DMAl 
Wednesday July 21st, 2010 7:29:54 PM


"You think??? The Overlord's Personal Physician???" Phileas Bankable appears both aghast at the idea, and, at the same time, somewhat drawn to the notion of such an elaborate skein of intrigue. "Yes, by all means, I don't think anyone will have any objections. Everyone's heard by now, you're the Overlord's Appointed Counselors."

Belkior and Jass are lead to the Overlord's personal chambers. They are, as befitting the Overlord, ornate, with high ceilings and tall glass windows. The Overlord Alicia lies on a tasteful canopy bed in the middle of a large airy room. Her face looks peaceful, if a little drawn. She's been changed into her bedclothes.

The Overlord's Physician is another devotee of Alemi, and he breaks into a broad grin as he see Belkior approach with the symbol of both of their gods emblazoned on his vestments. Not oddly, the Physician wears a very similar vestment, also bearing the sigil of Alemi. The Physician welcomes them to stay, comforted by the presence of the Overlord's Counselors and recent saviors.

Jass scans the room and finds that magic abounds here. The Physician, the Overlord's guard, the bed, and many of the Overlord's personal items all radiate magic. None of the things, though, appear suspicious or otherwise threatening.

Syr and Mac accompany the Guard - Mac dragging the limp body of the druid in one hand. The Guard lead Syr and Mac down into a very dark and serious looking lower level of the Overlord's Palace. Here, there are no windows to the outside. The very plain and unassuming unconscious man - as this does indeed appear to be a human, is stripped of the Tea Attendant's dress and given an extremely thorough cavity search. He is clapped in irons at both the neck wrists and ankles and places on the floor of a very special room. Syr and Mac note the effect of the room as they enter. All of their magic items stop working.

The druid is then chained to a ring in the floor. He will not likely be able to do more than sit up, and will certainly be restrained from standing to full height. Given the severe pummeling that Syr had handed to the druid, it is likely that he will not recover consciousness for many hours. Without magical healing he will be out at least till the morning.

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

OoC: The Palace is pleased to host the Crimson Shields for the night. You may stay if you wish. If you have anything in particular you wish to accomplish, please post it. Otherwise, I will move you to the next morning in tomorrow's post.

Belkior  d20+7=13 ; d20+9=18 ;
Wednesday July 21st, 2010 11:02:01 PM

The halfling cleric warms and smiles when he recognizes another adherent of Alemi. Belkior asks some questions to determine where the Physician went to seminary and what people they know in common at the Temples here in Floating City. As subtly as he can, Belkior is trying to detect any discrepancies in what the Physician tells him.
Gather Information = 13, Sense Motive = 18

"If you don't mind, I would rather spend the night here. I can curl up in a chair or something like that. Given the attack on the Overlord and that I don't know the specifics of the poison, I would rather be here to provide what assistance that I can."


Syr  d20+2=22 ;
Thursday July 22nd, 2010 4:34:30 AM

Syr sees the druid to the cell and nods in satisfaction, "Nice place you have here, Teruci?" He checks in once with Belkior and Jass to see how the Overlord is doing before returning to the guards. Accepting the hospitality of the palace, he spends the evening with the Guard. The elf now considers their new role as counselors and spends the evening speaking to the guards and finding out what they see as their challenges. (Gather Info Nat 20)

Jass  d20+18=37 ; d20+20=32 ; d20+15=17 ; d20+15=21 ; d20+15=31 ; d20+14=32 ;
Thursday July 22nd, 2010 3:28:55 PM

Jass takes a long look at the magical auras in the room and people, looking specifically for auras in the school of transmutation, and then using his great knowledge of spells to determine if there are any image altering magics about. And then, he'll ask the busybodies about the room why that particular item or person is hiding it's true form.

Jass isn't above casting a couple targeted greater dispel magic spells to revert any image altered individual or item.

Jass will also elect to stay with Belkior and the Overlord, but isn't content with a chair to curl up in. "I'm sure you good people have a portable bed with a nice mattress, some silkgrass sheets, and soft down pillow, eh?" The sorcerer puts on the charm. "We may be here a while to help our beloved Overlord, and it would be best for Belkior and I to be ready when the need arises and not worried about our stiff sleeping areas. You are great, you know that?"

...Actions
Spellcraft-37
Know Arcana - 32
Possible GDM - 17, 21, 31 (possible vs transmutation magics)
Diplomacy - 32 (to get nice accomodations in Overlord's chambers)

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

Badges of Honor - DMAl 
Thursday July 22nd, 2010 9:03:41 PM


Belkior probes the Overlord's physician and studies him for intent. It turns out that the physician, who's name is Jessup Tarl, studied right here in Floating City. Further, he seems to know one or two handfuls of people that Belkior is acquainted with, and can converse about these people with a fairly detailed knowledge of them. Even beyond that, the man seems sincere. He does not seem to Belkior to have any ulterior motives.

"Nah, Sirrah," the Gaoler in the Palace of the Overlord answers to Syr in reference to the anti-magic cell. "T'was enchantered, so I hear, by two wizards. Twin bruther, so the story goes. T'was many yars gone. With certs before my time."

"What's passing odd is that we dinna find a thing on yon druid assassin. No weapon. No jewelry. Not a thing."

Later Jass would find, from his queries of various busybodies, that all magic is secretly detected and cataloged on entrance to the Overlord's private chambers. Transmutation and illusion magic are particularly suspect, and are watched with care. Jass finds boots, and belts, and circlets that radiate transmutation, but all are clearly designed to enhance the prowess of the wearer, and many are worn by the Crimson Shields themselves. Of illusion magic, there is none. This could possibly be why the druid carried no possessions with him. Certainly no objects of any power.

Some rather comfortable folding beds and a small ornate table are set up in one corner of the Overlord's bedroom, and the Crimson Shields settle in for the duration. The hearing had taken place in the morning, and it is early afternoon before the rhythm's of the Palace seem to quiet to a normal pace. A light lunch is brought in for the Crimson Shields, part of which is sent back, only to return a few minutes later in a vegetarian version for Belkior.

The rest of the day is uneventful. Syr's attempts to engage the guards in conversation are met with surprising results. Many guards can be said to be literate at best. The personal guards of the Overlord appear not only quite intelligent, but politically savvy as well. All seem to agree that the politics of wealth seems to be driving undercurrents within the noble class towards expansion. The only thing holding back exploration and greater trade itself is the fear among the nobles that when things do break open, one of the other houses will steal the advantage. So things stew and brew with the noble houses in clandestine war against each other.

One day, one of the guards theorizes, one of the houses will overstep its bounds, and the tensions will come to the surface. With the loyalties that various factions of guards and different merchant guilds have to the different noble houses, open warfare could tear the Float apart. Another guard shakes his head. Never happen, he says. The nobles are just as afraid of such a thing as everyone else is. If one house stepped out of line, the others would rally around the Overlord and put them down.

Druid assassins? Kuo-toan invasions? No, it seems that what the guards see as the biggest challenge is the governance of Floating City itself.

Day gives way to night. Night passes, with the Overlord sleeping soundly. She wakes with the light of day as it streams through her windows over the great walls of Open Level. "Poor Tamara," she says when she is apprised of the events of the day before. "I never imagined that I would be putting her in harm's way when I chose her as my Tea Attendant."

"We will hunt these ... Darkwood Druids," declares the Overlord Alicia. "They have declared themselves not only your enemies, Crimson Shields, but my personal enemy and the enemies of Floating City. But before we discuss such things, there is something we must do."

Sitting up in her bed, the Overlord gestures to an attendant. And, after a whispered conversation, the attendant leave and returns with a small flat box. "As I promised," the Overlord opens the box revealing eight round disks of dark polished onyx. Engraved in white upon these disks is a simple circle surrounded by less prominent runes. "The Mark of the Overlord. With these, all will recognize that you wield my personal authority." She closes the box and places holds it out for the Crimson Shields to take. "You have long served the city. Now, let the city know of your service."

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

OoC: First, apologies for the very long post.

Second, please place this description on your character sheets. It will serve future DM's, allowing them to track down the origin of this Fate Item and to contact me should they have any questions.

Mark of the Overlord
Etched in white upon these dark onyx disks is a simple circle standing for both The Wold as well as the phonetic sound "Ah". It is surrounded by less prominent runes.

The Mark of the Overlord can be worn anywhere, as a pendant, as a badge, as a wristlet, wherever the owner of the Mark wishes. The Mark of the Overlord does not take up a body-slot.

When the Mark of the Overlord is prominently displayed, the owner gains a +10 bonus to Diplomacy checks against anyone who is directly employed by the Floating City government. Examples of such might be City Guard, workers in city offices, bureaucrats of the Office of the Overlord, and such. This would not necessarily include guards from specific noble houses, though.

The Mark of the Overlord also, once displayed, gains the bearer a +2 bonus to Diplomacy against any citizen of Floating City.

These bonuses only apply as long as Alicia remains Overlord of the City. Once a new Mask Day comes and another Overlord is chose, these Marks lose their ability to influence.

This bonus stacks with all other bonuses.

Belkior 
Thursday July 22nd, 2010 9:55:00 PM

The halfling cleric bows and then kneels in thanks to the Overlord.

"I am humbled to receive this, your Grace. Thank you for your recognition and aid. I speak only for myself but please call upon me if you should have need in the future."

Belkior carefully removes one of the disks and examines it. Not knowing where to wear it, the Paragon slips it into his pouch for the time being.

"Besides the hunt for the Darkwood Druids, is there any way that we can now be of service to the City?"

Mac 
Friday July 23rd, 2010 8:53:59 AM

Mac respectfully receives his disc / badge and considers the best way to wear it, eventually conceeding that it probably best sits up on his bandana, alongside his WLA badge. Mac awaits a response to Belkior's question.

OOC: With the badge and luckstone, Mac's modifier for a Diplomacy check against a citizen of the Float has now risen to the dizzying heights of +0. And people wonder why he runs the "strong, silent type".

Badges of Honor - DMAl 
Friday July 23rd, 2010 11:11:59 AM


OoC: Note that I've added a line to the rule governing the Mark of the Overlord. If you've already copied it to your Character Sheet, you'll need to add that last line.

Jass 
Friday July 23rd, 2010 11:58:57 AM

"Why thank you, your ladyship", says Jass with a subdued grin. "I shall hold the honor proudly and respectfully." He takes the disk in hand and withdraws.

When the Crimson Shields get together and compare notes of guard, druid, and attendant are compared, Jass still has the white disk in a palm, turning it over and over with a considering look on his face. Eventually, he stops listening to the speculations of the others and begins talking to himself.

"Well, now you did it old boy. After a life of carefree travel and living by your wits, you are trapped in more than a superficial consideration of the people around you. Your wits got you killed, and your magic killed a companion and a friendship. And now your mouth got you all the attention you've ever wanted, but it comes with all the responsibility you've avoided all your life."

More, similar mumblings follow with a Jass face that is surprisingly easy to read; the charismatic sorcerer seems like he's finally let some of the walls down. "You can't stand by yourself anymore, old chap. And you know what?", the question comes with a dawning look of wonder in Jass' eyes, "I don't really mind it either!"

The sorcerer, almost hesitantly, strings the white disk on a fine silk band, and hooks it around his neck.

...Actions

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

How They Returned Home And What Happened There - DMAl 
Friday July 23rd, 2010 9:44:25 PM


The Overlord draws a contemplative breath before answering Belkior's question. "Ask not in what way you can be of service to Floating City," she replies. "Rather, ask in what way can you not? You have done so much already, and that merely from the kindness of your hearts and the goodness of your souls."

"I'd heard of your work with the orphanage. It is a shame the way things came to pass. My point, though, is that there are so many places in which you might start. Problems abound. They seek merely persons with both the conscience and the means to address them."

"If there is anything that I would ask of you right now, at this moment, it is to be my conscience. If you see problems that you believe needs addressing over all others, speak to me. I may not be able to affect change overnight, but I will give great consideration to your word, and I will try in any way possible to address your concerns."

"I believe that in many things that he said yesterday, the Jack of Diamonds was correct. His methods may not be acceptable, nor do I believe he fully understands or possibly cares not for the cost of the things of which he asks. But I believe his way is right." The final words of the Overlord come over the top of those of Jass as he speaks at the side to ... who knows who.

The door to the Overlords bedroom opens, and in walks a breathless and clearly distressed man. Syr and Mac recognize him from the day before as the Palace Gaoler. "Meny pardons Your Overlairship." The Gaoler comes to a halt at the foot of the Overlord's bed and pulls at his collar. Sweat beads on his forehead. "He's done it. I don't know how, but he has. Tis the prisoner, Your Overlairdship, the druid. Somehow he's swallered his own tongue and choked. Don't know how he's managed such a thing, but he has. The druid is dead."

A flurry of sound and motion ripples through the various guards and attendants in the Overlord's bedroom. The Overlord herself, frowns, a look of contemplation overtaking her face.

"This will make the search for these Darkwood Druids a bit more difficult. As I am lead to understand, even the dead can be questioned, and question him we will."

"Crimson Shields of Hope, we will put all of the resources at our disposal to work in pursuit of these druids. In the meantime, I understand that you still have the remains of your spoils to attend to. You have a business that I'm sure requires care, and a household. Please attend to these things. We will keep you apprised of our investigation as it unfolds. We may have significant results in ... " A tall robed man leans in and whispers into the Overlord's ear. " ... in four or five day."

"Thank you for your service, and thank you again for my life."

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

Upon returning to Merchant Level and the Crimson Shield properties, the Shields find the remaining unidentified pieces of armor, shields and spears on a pile in the floor of the living area. Pinned to the top is a note from Grigory.


8 +1 Chain Shirts
10 +1 Heavy Wooden Shields
10 +1 Shortspears
10 +1 Light Crossbows

Got some unexpected help, so was able to finish everything today. Please meet me at the You Know Where of the SMG as soon as you are available. Problem. May be trouble.

-- Grigory Hamwich Fern Pipewood Trufflefinder


Ivy appears from the kitchen, drying her hands on a cloth. She seems happy to see the return of the small group of Crimson Shields, happier still at the prospect of getting the pile of dirty blood crusted trappings of war off the living room floor and out of the house.

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

OoC: Apologies for moving things out of the Overlord's Palace so abruptly, but we have something of a schedule to keep. This next post will be your only IC chance to mention a trip to the Catacombs. Gear up now. This will likely be your only chance -Real Time - for some time to come. I'll address more specifics in an email to all of you.

Jass 
Sunday July 25th, 2010 12:13:33 AM

Jass helps the others pack up all the loot (and clean the room afterwards) from the last adventure and take unclaimed items to the Catacombs.

The sorcerer himself needs to see that magical emporium rather desperately, and pulls out huge bags of cash and gems to get himself properly refitted.

ooc: Al, do we do this here or do we have to go through Catacombs?

Jass is selling a 49 charges Wand of Invisibility 4,500 - 1 charge (90gp) - 10% = 3,969gp credit

Jass is buying:
- Shirt of Resistance +5 (25K + 10%) ...27,500gp
- Upgrade to Mithral Buckler +5 ..........+10,000gp
- Wand of See Invisibility ...........4,500gp
- Wand of Darkvision...................4,500gp
- Bracers of Armor +5 ......................... 25,000gp
TOTAL.................................................71,500gp

68,850gp - this module

71,500
-3,969
67,531

1,319gp left over


Belkior 
Sunday July 25th, 2010 11:10:58 PM

The halfling cleric does his part in cleaning up the rooms, chastened by Ivy's obvious disapproval of their dirtying the carpet with the ichor and blood still dripping or oozing from the armor and items. Belkior chats with Jass as they go, trying to decide what to purchase.

=======================

Belkior would like to purchase a +3 Tome of Understanding from the Catacombs. He will make up the difference between his share of the loot (68850 gp) and the purchase price (82500 gp) with cash.


Mac 
Monday July 26th, 2010 3:57:14 AM

"You know, the forge would be a much better place to have at least cleaned this... in fact, that sounds like a good idea." Mac takes anything that really needs a good cleaning back to the forge and gives it a good once over.

"Once we have been to the Catacombs and Smog, I'll need to put in some time at the WLA."

Syr 
Monday July 26th, 2010 9:18:05 PM

Syr smiles at Ivy and proceeds to help with with the chores around the house that need doing. While working he gives thought to what the Overlord requested. Having taken life in Floating City for granted, he recalls the reactions of Grigory to the squalor on the bottom level of the Float. Thinking to himself, 'Is that what she means about her moral compass?'

Entering the Outpost of the Star Mages' Guild - DMAl 
Monday July 26th, 2010 9:21:23 PM


It's early evening before the Crimson Shields see to the disposal of the items taken from the caverns of the Ring Artifact. Ivy fixes a late lunch with the promise of a late evening meal when they return from wherever it is they will be going to meet Grigory.

The "SMG" in Grigory's note must surely stand for Star Mages Guild. So the Shields make their way up to Gold Level and the unassuming street on which stands the unassuming townhouse within which Grigory had said the Star Mages had set up their illegal outpost. Should they simply go up to the door and knock? Would that give the up the outpost to the authorities? Grigory did mention coming as soon as the Shields were ready, so Grigory and the Star Mages must be, to some extent, ready for their arrival. Besides, what other choice do they have?

The four Crimson Shields approach the town home, and turn to mount the stairs to the front door. As soon as they turn, the Wold seems to shift and they see themselves continuing down the street. The other Syr, Belkior, Mac and Jass walk off down the street passing the town home by entirely.

The front door opens and Grigory pokes out his head. "Heh. Illusion," the halfling explains, and beckons his fellow Crimson Shields to come inside.

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

OoC:

If you have anything that you need to add in the half a day between the time you returned from the Overlord's Palace and this evening at the Star Mages' Guild outpost, please include it in your next post. If there's anything for me to adjudicate, I'll take care of it in my next post.

Belkior 
Monday July 26th, 2010 10:02:11 PM

The halfling cleric reconsiders his purchases and merely puts his share of the items on his account with the Temple of Alemi.

"So, Grigory, what have you been up to?"

(OOC - CS updated)

Jass  d10=3 ; d20+10=16 ; d20+10=21 ; d20+14=33 ; d20+20=40 ;
Tuesday July 27th, 2010 11:08:21 AM

Jass wants to ensure he and the Crimson Shields make the best possible impression for Grigory and the SMG as well as the people of Floating City. To that end, he dons a white shirt and bufs his Pants O Plenty, placing a subdued crimson surcoat over all to dramatic effect. His cloak and gloves are also clean (thanks to a little Prestidigitation). He tucks new purchases and other accoutraema into his boundless pockets, and checks to make sure bracers, circlet, rings, amulet, and Mark of the Overlord are glinting in thier shiny glory.

To top off the effect, his ever present Unseen Servant to open doors for him and brush off the occasional speck of dust, Dancing Lights about his head, and False Life for a little defensive support.

As Jass walks through the streets of Floating City, he freely waves, calls, and talks to the people on the street, folks hanging out windows, and children playing games. A couple of copper pieces appear behind a small ear or two, handed out to the child with a smile on his face. Talking to the people, he gets them to drop thier guard, to open up, allowing Syr and Belkior to find out thier needs, wants, and fears.

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

"Very nice", Jass verbally applauds Grigory, "obviously a Seeming, but I must admit casting 4 at the same time without noticeable interruption was very nicely done." The sorcerer will go into the house and see what the scholarly halfling wants.

...Actions
Perform: Sleight of Hand: 16, 21
Diplomacy: 33 (not including MoO bonus)
Spellcraft: 40

...Effects
Unseen Servant; 15 hours; invisible servant
Dancing Lights; 1 minute; ball of red light like an aura around his head
False Life; 15 hours; +13 hit points

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

Unwelcome Artifact - DMAl 
Tuesday July 27th, 2010 9:03:53 PM


"Well, it wasn't me alone," the halfling replies to Jass, but he is clearly pleased at the compliment. When the Shields step through the doorway, the see what he means. Just inside the door is the front room of a small modest shop. Standing in a rough semi-circle facing them behind various tables and various counters are five mages - four men, three humans and a half-elf, and the one lone human woman.

"This is Stavel," Grigory begins, indicating the half-elf. "Teaja," the woman. "Geminix," a man with the wild eyes. "Lashen," the third man. "And some men call him ... 'Tim'," Grigory says, indicating the last of the human males.

"Thank you for coming, Crimson Shields," says the man who some call ... Tim, taking over for Grigory. "If you don't mind, we'll dispense with the pleasantries. We're at a loss as to do with the artifact, and we're not certain as to what degree of hazard it presents. Come this way, if you'll please."

The man who some call ... Tim leads the Shields out the back of the shop and into a hallway, long and narrow. In fact, the hall appears to extend further than the outside dimensions of the town home might suggest. They walk down the hall passing various doors, most are closed. The open doorway of one room seems to reveal a forest on the other side. From behind another open door comes the sound of combat. A peek inside reveals several mages in combat with a pit fiend. The walls and ceiling of the room are cloaked in darkness, and nearby another man - an observer - stands next to a pedestal topped with glowing buttons. "Combat room," Grigory explains as the Shields pass by.

The man who some call ... Tim chooses a closed door and enters. The Shields find this room to be a circular room of two stories. The second story is ringed by a railed catwalk. In the center of the room are several long tables with tastefully subdued lighting running their length. On both floors are rows and rows of shelves. Parked on many shelves are rows of books. Others, however, seem to hold racks of small colored stones.

"This is the Library," explains the man who some call ... Tim. "And this is our problem." He gestures at an object both plainly visible, and yet not entirely out of place in this place of wonders. It hangs at chest height to a human in midair in the center of the room. The object, the size of a halfling sized backpack resembles nothing less than an hourglass with a heart shaped middle. Glowing with an ethereal light, the object seems to pulse.

"None of us has touched it yet. Though we have scanned it for magic. It is infused with magic of an overwhelming nature and of a school of magic that one of us has been yet able to identify."

"We have no real idea where it's come from or how it got here. But there are some who feel that it may have something to do with the collapse of our Tower in a distant land. It that's true, it may be very dangerous indeed. Why it would choose to teleport itself here is a complete mystery to all of us."

Now bathed in the soft light of this mysterious artifact, the members of the Crimson Shields feel a creeping familiarity that grows slowly and subtly with each pulse of the light. Jass receives brief and random smells - the salt breeze off the docks of Heranmar, the spicy tang of roast Prairie Pig. Mac feels a near physical tug at the Tear in his chest. The other Shields receive little more than the impression of a person, less than an image, little more than the echo of a memory. If they would attach a name to the impression, that name would be Xenia.

"Any ideas?" asks the man who some call ... Tim. "Better yet, any thoughts on how we might get it out of the City?"

Belkior 
Tuesday July 27th, 2010 10:49:25 PM

The halfling cleric looks around at his companions, wondering if they have felt the same. Belkior had barely thought of Xenia since she had ... departed. He never pried too deeply into what had happened between the half-elf rogue and Wynn, another former companion.

"Do any of you have any suggestions? I thought about Xenia, who some of you may not know, but I don't know where she is now."

Jass 
Tuesday July 27th, 2010 11:09:06 PM

"Xenia?", asks Jass quizically, "that's an unusual name. Surely it can't be the same as..."

The straw-haired sorcerer shakes his head even while licking his chops at the phantom smell of Prarie Pig.

"There is a Xenia who is part of the greatest heroic group of the Southern Continent, the Children of Chaos. They headquarter out of... Heranmar."

...Actions

...Effects
Unseen Servant; 15 hours; invisible servant
Dancing Lights; 1 minute; ball of red light like an aura around his head
False Life; 15 hours; +13 hit points

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

Mac 
Tuesday July 27th, 2010 11:47:49 PM

"Actually, it's more complex than that. I grew up in Heranmar. As far as the greatest heroic group of the Southern Continent is concerned, you'll forgive me for holding a different opinion. Allow me to try something - and no, I'm not going to touch the... it. You're welcome to see if this (pointing to the hourglass) and this (pointing to his chest) have a connection."

In response to the first sensation he has received from it in ages, Mac places a hand over his chest and (hoping from the reaction that it might act as a conduit) tries to activate the long silent Tear, with the simple Message: "Can you hear me? Who are you? How can I help?"

The Power Battery - DMAl 
Wednesday July 28th, 2010 9:06:11 PM


Message: "Can you hear me? Who are you? How can I help?"

Mac holds a hand to the Tear implanted in his chest and reaches out. He feels his message radiating from him like ripples in a pond with himself the stone that has disturbed the mirror surface. His ripples splash against the pulses of light that emanate from the artifact and the two emanations merge and deform each other.

Mac receives no reply. Rather, he is infused with a feeling. Strangers. There is no sense of his old friends. Trellus, Flea, Jake, Grymash, Gilan. He feels none of them. One presence remains from the old days, and that is the warm earthy feeling that must be Tishe. The others? Maybe they're dead. Perhaps they too, like he, are too far away from the others for the Tear to connect. But that is the only reply that Mac receives.

Mac rises from the feeling to note that the man who would be called ... Tim and the other Star Mage are backing cautiously away. Then all of the Crimson Shields see the reason why. The pulses from the artifact grow stronger with each beat. With each beat the circumference of light grows larger, approaching the Crimson Shields, expanding quickly until the light engulfs them all. The light of the artifact pounces and seizes the Crimson Shields. It penetrates and surrounds them. The Crimson Shields feel themselves infused with power.

Then the light recedes. The artifact still pulses now. But, as though it were an essential battery, once it had imparted its energy to the Crimson Shields, its own energy is diminished.

"What happened there," asks the man who would be called ... Tim. "You look different. I find it hard to describe in what way, but my senses tell me that you are different." Indeed, the Shields feel a light that now holds their hearts. It enfolds and envelop the heart.

Will vs DC15 to interact with the light around your heart. You may add the bonuses listed below.

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

OoC:
Jass gains 40HP +4 Caster Level and saves
Mac Gains 40HP +4 AC and saves +2 Hit Dmg
Belkior Gains 20HP +4 Caster Level Saves
Syr Gains +2 all rolls

If you have any questions about these powers, please email DM Daniel Knotts.

Belkior  d20+23=35 ;
Wednesday July 28th, 2010 10:16:23 PM

The halfling cleric draws upon an inner resolve honed through years of devotion to Alemi, withstanding whatever the light is doing to him.
Will = 35

"Syr?"

"Jass?"

"Mac?"

"What's this? Can you hear me?"

Mac  d20+12=16 ;
Wednesday July 28th, 2010 10:56:46 PM

The minotaur fighter draws upon an inner resolve honed through years of work at the forge, understanding that sometimes change is tempered and easy, but sometimes it is hard wrought. Will: 16+4=20

"Interesting. This bears further study."

+-+-+-+
OOC: No sooner is Mac's CS updated... :)

Mac - additional 
Thursday July 29th, 2010 6:12:36 AM

Mac offers the beginnings of an explanation:
"Tishe' was a packmate in the Bloodpack - this was long before I met up with Captain Brahmah and the Chosen. When Jass referred to the Children of Chaos, my thoughts were of the Bloodpack. Maybe she was involved in creating this. Maybe she is close enough to something like this elsewhere. Nothing of the rest of the 'pack though." He looks to the Star Mages and asks, "Is that name known to you?"

Jass  d20+20=27 ; d20+18=33 ;
Thursday July 29th, 2010 2:51:46 PM

Jass takes an involuntary step back and throws up his hands in a warding gesture as the pulsing light flows through his lanky body. The light encloses his heart and he tries hard to get a feel of this magic. Is it black and evil like the taint he felt while dead? Will it affect his feelings and thoughts? Jass wants to know before he gets trapped like before!

He listens to the big minotaur and considers what he said. "I've heard of the Bloodpack, but don't know much about them. Defenders of Rattledam and orphans in the Sargrass is what I've heard. Hot place. I nearly sweated my skin off there!" He looks at Mac with a glint of humor in his eye. "Now, Heranmar is another matter. How long has it been since you have been to the town? Years?" Jass pokes Mac friendly-like in the thigh, "I passed through there a couple of weeks before the Great Migration, and the Children of Chaos have made it thier home. There's a druid who seems to be the leader and has a grove north of the town now, and a couple dwarves helping the city guard, and this small drow girl named Xenia who is curious about everything."

Jass shrugs. "But it seems to me that this artifact is keyed in on the Southern Continent. If you can feel this Tishe' chick, and Belkior and Syr feel this Xenia person, and I'm reminded of grilled Prarie Pig...." Jass drifts off to a dramatic pause. "Looks like the artifact is telling us to go there. And if the magic is good, then maybe we should follow the trail!"

...Actions
Spellcraft: 27
Know Arcana: 33

...Effects
Unseen Servant; 15 hours; invisible servant
Dancing Lights; 1 minute; ball of red light like an aura around his head
False Life; 15 hours; +13 hit points

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


Mac - additional 
Thursday July 29th, 2010 10:36:53 PM

Mac shoots Jass a deadly serious look, until he resolves to his own satisfaction that the talk of places in the Sargrass Plains seems no more than hearsay. Sweating your skin off is far too serious a possibility to be spoken of jest - especially for those who have seen the truly grotesque and thus unspoken part that falls between "sweating" and "your skin off".
Back on the topic of Heranmar he's on better footing. "Several years, yes. It is where my great-grandparents adventures led them and they finally settled down."

"If a field trip is in order then there are matters that need attention first."

Will of the Magic Battery - DMAl 
Thursday July 29th, 2010 10:59:50 PM


The Crimson Shields exercise and effort of will against the light that surrounds their hearts. Belkior attempts to communicate with the others subvocally, but the others hear nothing. The light apparently conveys no powers of communication. Rather, as the Shields concentrate on the light, it contracts, squeezing in upon itself. As the light contracts, an thin pseudopod of light quests outward from the main body. A thin beam of light, blood red as though infused with the blood of its host, emerges from the chests of each of the Crimson Shields. At its tip the beam blossoms, spreading into a palm shaped object, pointed at the bottom and curves at the top, the shape resembles nothing less than a small shield. The small shields of light exude an unmistakable aura of good. Each member of the Crimson Shields feels it, each knows that their own is also good. Upon the relaxation of willpower, the small red shield shape retreats back into the chest. Each Crimson Shield knows instinctively that this light is the source of their new found strengths. They are pervaded with a feeling that it is with them for a reason, and that it the reason is right and just.

"Tishe?" the Star Mage who would be called ... Tim asks in way of an answer to Mac's question. "Sorry. Never heard of it. Certainly an unusual name, though."

"If, in fact, this artifact came from the Southern Continent, it may have had something to do with a battery of magic that our chapter was investigating just before their tower was destroyed. I think I have a memory stone around ... "

As the mage who some men call ... Tim turns to one of the racks lined with small white stones, the artifact, the hourglass with the heart embedded in its middle, the battery, explodes in a blinding burst of light. For a second time the Crimson Shields are enveloped in light. But this time, as the wave of luminescence strikes them it feels as though they are being pushed from their corporeality. In their minds' eye they see a flash of open water and a dark coastline. (Will Save to avoid the push. Or you may choose to be carried along.)

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

OoC: Sorry for posting late. Out with my brother's family.

Also, as an addendum to my last post. Please add this to your Character Sheets so that future DM's might refer to it.

<Only use your change>
Jass gains 40HP +4 Caster Level and saves
Mac Gains 40HP +4 AC and saves +2 Hit Dmg
Belkior Gains 20HP +4 Caster Level Saves
Syr Gains +2 all rolls

Granted by DM's Al (changa@charter.net) and DanielK (mikalus30@gmail.com) as part of the Merger between the Crimson Shields and the Gray Knights. Reference Crimson Shields Module: Good of the State, Scene: Councelors of Floating City, Wednesday July 28th, 2010 9:06:11 PM

Mac 
Friday July 30th, 2010 9:02:36 AM

"Grigory? Just in case - please let the ladies know we might be absent for a while!"
And with that Mac follows the push.

Jass AC:27 HP:126/113 (False Life) 
Friday July 30th, 2010 10:39:14 AM

Jass looks at the assembled Star Mages and grins. "I think it's a vision, mage who would be called ... Tim, but Mac may be right. So quick! What tower was destroyed? What city? Any names we can follow who was doing the investigation?"

Jass allows the good magic to pull him along, a much different feeling than the soul-sucking darkness when he was dead.

...Actions

...Effects
Unseen Servant; 15 hours; invisible servant
False Life; 15 hours; +13 hit points

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

Waylaid - DMAl 
Friday July 30th, 2010 9:01:52 PM


The Crimson Shields all opt to go with the light of the battery.

"Yes, I'll ... " Grigory's voice.

"Tower? Hook Cit ... " The voice of the man who some men call ... Tim.

The light quickly fades from the library in the secret illegal outpost of the Star Mages' Guild in Floating City. When the light leaves, fading completely it takes with it both the hourglass shaped battery and the Crimson Shields. Grigory is left behind wondering why he was not take as well.

Meanwhile, Syr, Belkior, Mac and Jass find themselves in a limbo in which they have sight but no sound. They are pushed through compressed light, some of which come across as identifiable images. Open water. Vast expenses of canopied treetops? A quick flash of browns, greens and grays before more of what must be open water that goes one for longer than any of the other images. There is a flash of clustered congestion the center of which is an enormous bridge suspended in midair on giant hooks.

The world then rocks with violence. Though the Shields see each other, their bodies still and at peace, their souls feel tossed and shaken like rats in the mouths of huge feral dogs. A darkness blots out the image of the bridge. The same darkness draws them, as though on a course they had not been intending to take. This darkness pulls them towards it.

(Will Save: This will be a collective Will Save.)

Mac 
Friday July 30th, 2010 9:51:15 PM

OOC: Can't say I've participated in a collective Save before, so how is it done?

Waylaid - DMAl 
Friday July 30th, 2010 11:11:41 PM


OoC: You all make Will Saves and I total them for the collective save.

Mac  d20+16=21 ;
Saturday July 31st, 2010 12:21:31 AM

The travel puts Mac in mind of island hoping on the backs of Grand Maw and Shady, except on that trip you got a better measure of the scenery passing by. This scenario is something akin to things in his past - He needs to get somewhere, but someone is hampering their approach - probably in order to let someone else finish the job. Maintaining the tap into the HeartLight, Mac steels himself against the darkness. Will:21

Jass AC:27 HP:126/113 (False Life)  d20+19=35 ;
Saturday July 31st, 2010 10:24:49 AM

Jass is smiling and happy, feeling the goodness of the light, enjoying the trip over the Wold, speeding south towards home. "There! That's Hook City! One of the greatest..."

His very being shudders and is grabbed by a dark force. The sorcerer is stunned and nearly succumbs to the blackness that is similar to what he felt in the caverns under the Lake. "NO!" he shouts. Did he shout? It doesn't matter, for Jass will not be a danger to friends or innocent again. He pulls with all his will against the darkness.

Furball chitters in fear on Jass' shoulder.

...Actions
Will: 35

...Effects
Unseen Servant; 15 hours; invisible servant
False Life; 15 hours; +13 hit points

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

Syr  d20=19 ;
Monday August 2nd, 2010 5:15:38 PM

Quietly enjoying the peace and power provided by the light, the elf is dismayed when it starts to come to a halt. Syr feels the pull of the darkness and makes an audible grunt as he resists. He reaches out to Mac offering what support he can to the minotaur. "Belkior? Any ideas? Those mage are useless!" Catching himself, he mumbles out of the side of his mouth, "except you Jass, of course." He rolls his eyes once to the halfling recalling the sorcerer's huge ego.

(OOC: Will save 19+22=41+35+21, for a total of 120 with Belkior's +23 before the halfling rolls. I'm back and ready to go. I was summoned to the Big Easy to deal with OSHA last week.)

On the Shoals of Evil - DMAl 
Monday August 2nd, 2010 9:09:02 PM


The collective will of the Crimson Shields strains against the darkness that holds them in place. Together, they are mighty indeed. Within the soundless quaking of their ethereal transport, the Shields feel the gradual slipping from the grasp of the darkness. They feel their will lift themselves from the black and jagged shoals of a great despair.

One ... Two. Four. Six. And yet the barest shape of a Seventh. Without shape or substance, pure presence, they rise from the darkness, drawn by the light of the Crimson Shields, drawn by the strength of their will. Collectively, they reach out to draw the Crimson Shields back to them. Fight as they may, the Shields find themselves drawn back into the darkness. Back toward the Seven. And then an Eighth rises up as well, this one greater than all seven combined.

Jass feels the darkness, he feels the despair. He has been there. It tastes of death. The good in the Crimson Shields senses the lesser seven and the greater eighth. The good in them senses the monumental evil. The world shakes with evil, and the Crimson Shields sense these things just before the darkness takes them, overwhelming each of them, all of them. For each Crimson Shield, there is no sight. There is no feeling. Only the sense that the other Shields are nearby - somewhere nearby. They are somewhere in the infinite darkness.

A mote. An atom. Tiny.

Sound returns. Speech returns. The mote, white in a sea of darkness, stretches into the thinnest of lines. It stretches to the infinite distance. Then the white line of light begins to expand, becoming space, becoming place. But what place? And what of the evil seven and the greater eighth? What awaits in this place now unfolding before them? Should they be prepared? Should they be afraid?

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

OoC: Please post here today. Tomorrow, we will move to the Gray Knights' board.

Jass AC:27 HP:126/113 (False Life) and Furball AC:21 HP 75/62 
Tuesday August 3rd, 2010 1:08:11 AM

Jass is pale and stares unseeing, his breath shallow and rapid. One hand is grasping the fur on Mac's leg and the other wrapped in Syr's shirt. The sorcerer isn't very strong, but he's been scared half to death. For a man just recently return from all the way from undeath, he knows that that is a condition he never wants to be a part of again!

Not knowing what has happened but feeding off of his partner, Furball is upright and alert, looking more like a startled meerkat than the sleek mink he is.

...Actions

...Effects
Unseen Servant; Dismissed (can't follow through teleportations, gates, etc)
False Life; 15 hours; +13 hit points (shared)

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

Mac 
Tuesday August 3rd, 2010 6:58:12 AM

Mac errs on the side of not being caught unawares, and whilst he hopes the diversion was the end of the surprises, (with the nature of the initial request being Good and all), he believes it pays to be sure. Axe at the ready - just in case.

OOC: When do we get post privileges?

On the Shoals of Evil - DMAl 
Tuesday August 3rd, 2010 7:37:47 AM


OoC: Sorry, Graham. (I forgot.) You've got them now.

Syr 
Tuesday August 3rd, 2010 11:25:14 AM

Syr looks at the others, "Anyone else have a better indication of what the 'seven' refers to? or the 8th?"

Emerging in the Horrid Lands - DMAl 
Tuesday August 3rd, 2010 9:10:23 PM


OoC: New post up on the Gray Knights Board

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