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Remsus Kai HP 28/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  5d6=23 ; 2d6=9 ; d20+5=6 ; d20+10=14 ; d20+9=15 ; d20+9=29 ;
Monday July 19th, 2010 5:11:50 PM

Round 13 of 40... the clock is ticking.

Spider - Runs along the wall much like a spider would... and he casts Magic Stone.

Lucky - Cannot bring himself to cross the bridge as it sways and creaks under his weight and the fire. Then, suddenly, the BRIDGE COLLAPSES! Lucky goes tumbling to the bottom of the pit, but only taking 3 fire damage, since Remsus's Resist Fire protected 20 points of fire damage. DC 15 climb check to get out of the pit.

Kiri - Is glinting golden, and she flies to the wall of the room... which I mentioned to avoid. The fire spreads in her direction. If you remain next to the wall you will take fire damage next round. For now, just give me another DC 15 fort save or be nauseated. The bats, on the other hand, take 18 fire damage (swarms double damage), or DC 15 save for half.

Speck - Charges GoblinWitch1 and shanks her in the side. She still stands though.

Sir John - Falls to the bottom of the pit on his horse for 23 fire damage to both. Sorry for the confusion though, just trying to follow the module rules. DC 15 climb check to get out of the pit.

Their turn

Goblin Skirmisher - Rolls a nat 1 on her fort save, so is nauseated, and thus cannot make but one move action this turn. She runs underneath the tapestries on the side of the wall and hides (DC 14 spot to find her... but you know she is under the burning tapestries)

Goblin Witch 1 - Being outnumbered, surrounded, and low on HP and spells, she thinks that there is probably only one more action she can take before she meets her god of choice. She pulls out a tiny pearl and whispers a prayer. A spell she recently casts comes back to her and she casts it again. (29 on the concentration check, no AoO). Glitterdust flies all over her and the enemies surrounding her! DC 15 will save or be blinded!

Goblin Witch 3 - Sees the room burn down around her and knows the end is near. "You shall never escape!' she shouts as she casts her final spell: Arcane Lock... on the only exit, the large wooden door. What SHALL YOU DO?

Also, the FIRE SPREADS EVEN FURTHER! Smoke fills the room and thus your lungs. Look at the map, if your character is on a space that is on fire, you take 9 damage, or reflex DC 15 for half (4). If you are not in the fire (or flying above it), then roll a DC 15 fort save or be nauseated for one round due to smoke inhalation.

Your Turn

Remsus - success on his Fort save, so he is not nauseated. "Let's get OUT OF HERE" Remsus shouts. He casts Create Water on the large wooden door, putting out the fire for a few seconds, and then he flies over there, trying to pry it open. But the door knob is melted and he is unable to budge the large door with his feeble arms. "Oh, what I would do for a Ring of the Ram right now." Remsus moans.

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0: Create waterx2
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

Conditions:
GoblinBoloThrower: DEAD
GoblinWitch1: -13 hp, See invisibility
GoblinWitch2: DEAD
GoblinWitch3: See invisibility
GoblinSkirmisher: -13hp and in swarm of bats.
Liontaur1: DEAD
Liontaur2: DEAD

https://docs.google.com/leaf?id=0B1_Ez4LS5AXtZjg3ZDI4ZjctYzhjOC00ODgwLWEwZDItOTlkZTYzODgxYjk4&sort=name&layout=list&num=50

Spider AC24/18T/24FF 63/69HP *BLINK*  d20+14=28 ; d8=1 ; d6=3 ; d6=3 ; d6=3 ; d6=5 ; d6=3 ; d20+23=25 ; d100=75
Monday July 19th, 2010 6:48:09 PM

Spider walks a few steps more then spring charges to attack the Goblin Witch (#3) with his bastard sword, shanking her in the back, then moving back to hide once more in the shadows.

Spring to N21

Attack vs GW3: +10base, +2blink, +2charge; Hit AC28 (no dex to ac)
21 Damage (4base, +17sneak)
Miss% 75 Hit

Spring back to M21

Hide in Plain sight 25


Kiri -- AC17+10 HP37/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap  d20+14=19 ; d20=13 ; d20=12 ; d4+1=5 ; d4+1=2 ; d4+1=4 ; d4+1=4 ; d4+1=5 ; d20+16=19 ;
Monday July 19th, 2010 7:41:47 PM

Fort save: 19
Kiri coughs on the smoke rising around her, and flies away from the wall Move to Q15

Both elementals are blinded by the Glitterdust spell, and the shrill of the bats indicates they have perished in the flames. Not a good day for summoned creatures.

Not having to concentrate on the swarm any longer, Kiri unleashes a barrage of magic missiles against the large wooden door. 20pts damage. Not sure if a concentration check is needed, but rolled 19 just in case

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Polymorph (Harpy), Summon Monster V

Spells Available to Cast today:
Level 0 6
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 4 (5-1:Polymorph)
Level 5 2 (3-1:Summon Monster V)


Rathan HP 73/161 - CMD 17  d20+9=13 ; d20+9=22 ; d20+6=17 ;
Monday July 19th, 2010 10:18:34 PM

Rathan and Orcus move together, meeting up near the wooden door and try to break it down.

Rathan: Aid another: Success

Orcus: Break DC 24

Rathan and Orcus save for half damage.

Captain Lucky AC1d20+17 HP58 of 64  d20+8=18 ; d20+17=20 ;
Monday July 19th, 2010 11:40:16 PM


Climb check to get out ... DC15 needed, using his last luck point ... An 18! Yes!

Lucky climbs out of the pit. And gains a luck point. He moves toward the door as far as his move will take him.

=====

AC for next time it is needed: 20 after making a DC31 Will save to attack Lucky.

Current hit points: HP55 of 64

Currently Active Spells (duration only noted for spells lasting less than 40 rounds):
- Shield of Faith - raises AC by net +2 since it does not stack with his ring.
- Sanctuary - Must make a DC31 Will Save to attack Lucky. Duration: 4 rounds left.
- Fire Resist 20.

Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison
Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield
Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter
Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy
Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer

Luck points: 2

Sir John, AC 26, 50/96, hps, Prot from Evil, Bless Weapon,  d20=2 ; d20=19 ;
Tuesday July 20th, 2010 10:26:36 AM

(Last round...) Sir John curses as he falls into the pit and suffers severe burns.... Since it's going to be hard to climb out, he takes his rope and grappling hook out and throws it to the nearest point on the enemy side... He first tries to see if he can tie the rope around Joshua (use rope?) but no luck... Use Rope= 2... Since Joshua is going to be much harder to rescue he must sadly be sent back so Sir John dismisses him...

(This round... Finally catching up...) Sir John begins pulling himself up the rope, trying to get to a safe point out of the fire... (Is this a DC 10 now that I'm pulling up a rope? My first goal is to get out of the fire... Climb = 19.) Once he gets out of the fire, he'll call one of his allies and yell, "Give me a hand getting out of this mess!!! I'm not in the mood to be barbecued!"


Remsus Kai HP 21/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  2d6=7 ; 5d6=9 ; 2d8+1=5 ; 3d8(7+2+1)+7=17
Tuesday July 20th, 2010 3:19:17 PM

Round 14 of 40

Everyone takes 7 fire damage for walking through or standing near fire this turn. Well. except for lucky. The fire spreads even further. It seems the entire room will collapse soon.

Spider - crawls up and stabs Goblin Witch #3 in the back. She squeals in pain as the sword bites into her. She is clearly on the brink of death, bloody and desperate.

Kiri - Shoots a Magic Missile at the door. The dense wood splinters and cracks under the spell, clearly moving in the right direction, but it does not destroy the door enough for anyone to get through.

Rathan - Orcus and Rathan resolve to a more finesse way of handling the door. Together they try to bash it down. The door splinters but the hinges stay intact. There is a hole through the door now wide enough for a small person to barely squeeze through to the other side with a DC 15 Escape Artist check. A medium person would need to make a DC 20 escape artist check to squeeze through the hole. You can see through the hole that there is another hallway that is free from the fire beyond the door.

Lucky - And then he moves as close to the door as possible

Sir John - Takes 9 more fire damage in the pit for the time it takes him to dismiss his horse and throw the grappling hook. He finally climbs out of the pit, scorched, burned, and his armor partially melted.

Their Turn

Goblin Witch 1- Now completely out of spells, exhausted, and surrounded, the Goblin Witch sees the fire approaching and decides to make a run for her hidden room. Full withdraw action. Desperate times call for running. She runs into the eastern secret room (Provoking an AoO from Speck only) and slams the door behind her.

Goblin Skirmisher - quickly notices that her tapestry she is hiding under is on fire. She crawls from her hiding place and scales the wall to the west side, trying to get back across the fire pit to escape the pink-skins. She runs through fire, burning herself badly on the way, but downing some healing pots while she's running.

Goblin Witch 3 - Now severely hurt and near death. She says a prayer to her profane god as she says in common, "You may have won the battle, but we shall win THIS war." she says as she jumps into the fire pit with the PIE SLICE still around her neck. Now, if you want to complete the module, you must rescue the pie slice as well.

The other Pie Slice resides on the corpse of the Bolo Thrower

Your Turn

Remsus sees the witch with the Pie Slice jump into the pit. "Oh my gods... Lucky, you are the only one who can survive going down there and getting it since you have my spell on you!" Remsus shouts as he flies to the Bolo Thrower and pulls the Pie Slice from around its neck. Then Remsus casts a healing spell on Sir John for 17 points of healing goodness.

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0: Create waterx2
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

Conditions:
GoblinBoloThrower: DEAD
GoblinWitch1: -20 hp, See invisibility, Hiding in secret room.
GoblinWitch2: DEAD
GoblinWitch3: DEAD IN THE PIT
GoblinSkirmisher: -15hp. running along the wall.
Liontaur1: DEAD
Liontaur2: DEAD

(Google Docs is giving me trouble with the map. It says "unable to read file" when I try to upload the Paint file... any ideas?)

Spider AC24/18T/24FF 560/69HP *BLINK*  d20+23=24 ; d20+19=32 ;
Tuesday July 20th, 2010 4:24:21 PM

Spider runs up to and through the locked door, "I'll unlock it from the other side!"

Double move if necessary

Blink through the door, which should be less than 5', so no damage.

Spider should only be taking half damage from the fire since he's only corporeal half the time, right?

If it's locked and can be unlocked by turning a bolt, Spider will do that then hide.

if he can't, then Spider will Open Locks on it asap (maybe next round if he had to do a double move), then hide.

Open Locks 32

Hide in plain Sight 24


Sir John, AC 26, 58/96, hps, Prot from Evil, Bless Weapon, 
Tuesday July 20th, 2010 4:40:30 PM

Sir John is burned more from the leftover flames on his armor, but the healing manages to offset some of his injuries. To Remsus, he says, "Thank you my friend, your healing was timely."

Since the pie slice isn't going anywhere (since Goblin 3 is dead and the pie is in the pit), Sir John turns his attention to the door Spider is trying to get through. He runs over to it and if Spider can't get it open, he'll charge and either bash it with his axe or simply use his considerable bulk and fully armored weight to knock it down...

It seems that his bulk and fully armored weight could be able to at least knock the door loose or open if Spider can't get it open... Let me know what rolls I need to make...

If Spider manages to open the door, Sir John follows immediately behind, ready to attack the goblin that's escaping... (Again, if she's there, I'll roll my attacks if needed...)



Kiri -- AC17+10 HP43/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap  2d8+3=13 ;
Tuesday July 20th, 2010 8:51:32 PM

Assuming the door has been opened, either by Spider opening it, or by Sir john smashing it...

Uncertain if earth elementals feel pain, Kiri elects to dismiss them from her service with her gratitude.

With the room well alight, she flies through the now open door to the relative safety on the other side, where she resumes her natural form. She then hastily reaches into her pocket for a potion to reduce some of her pain Cure Moderate Wounds: 13

Question to DM: How long will the Glitterdust spell remain in effect on Kiri?

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Glitterdust on self

Spells Available to Cast today:
Level 0 6
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 4 (5-1:Polymorph)
Level 5 2 (3-1:Summon Monster V)


Rathan HP 73/161 - CMD 17  d20+7=16 ; d20+9=18 ;
Tuesday July 20th, 2010 11:50:14 PM

Rathan and Orcus follow through the door, smashing it again if necessary.

Rathan - Aid another - Success

Orcus - Smash Door - DC 20

Captain Lucky AC1d20+17 HP58 of 64  d20+2=8 ; d20+19=26 ;
Wednesday July 21st, 2010 12:14:57 AM

"Jump into the firey pit of death? Good idea! I'll do it!"

Lucky backtracks and jumps down to get the pie slice. His jump check to go down is an untrained +2, but IIRC he gets a +2 synergy bonus from his ranks in Tumble. He gets an 8!

After picking himself up, he looks for the pie slice. If it is obvious, great. If not, he searches for it. Search 26.

Sir John, AC 26, 58/96, hps, Prot from Evil, Bless Weapon, 
Wednesday July 21st, 2010 10:17:18 AM

(OOC = Hey guys and gals... I'll be gone from 24 - 31 July on a church mission trip, where I'll be leading a bunch of High School youth to Cleveland... I'll try to post in the evenings if we have Inet access...)

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  5d6=17 ; 3d8+7=20 ;
Wednesday July 21st, 2010 10:56:08 AM

Round 15 of 40

Spider - Yeah, only half damage b/c of Blink. Spider manages to blink his way to the other side of the burned and splintered wooden door. When he gets there he begins working on the locking mechanism. The only problem is a large ghostly-looking lock that is glowing blue and green. It must be from the Arcane Lock spell that the last witch casted before jumping into the fire. Luckily, with all the beating the door has already received, combined with you yanking at the lock that was holding it all together, the door falls down... literally. It falls to pieces and ash in front of your eyes.

John - You would need to roll either an attack damage roll or a bash DC to try to knock the door down. Doesn't matter, you guys got through.

Kiri - Glitterdust will last for the next 6 turns. Go ahead and start a countdown.

Rathan and Orcus - With one final blow, at about the same time Spider breaks the arcane lock, the door comes crashing down all around you.

Lucky - Lucky jumps into the fire pit and immediately begins searching for the amulet. His search check was just high enough so that he spots it under the burning corpse of the Goblin Witch. Lucky grasps it, and puts it in his pocket. Now he must think about getting out of the pit. DC 15 climb check.

The room behind you is collapsing in a torrent of flame, smoke, and ash. The hallway before you is extremely safe and actually kind of air conditioned. Everyone... except for Lucky and Speck are safe right now.

The hallway you stand in is very dark and dank... almost wet, like the air is somehow liquid. You walk forward and it almost feels as if you are swimming... how ominous. You can only see a few feet in front of you, and that is because of the light from the burning room... unless you have dark vision.

Your Turn

Remsus shouts, "Hurry up Speck and Lucky before the room collapses!" back into the other room. He also casts another Cure Serious Wounds on himself this time.

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0: Create waterx2
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

Spider AC24/18T/24FF 560/69HP *BLINK* 
Wednesday July 21st, 2010 3:48:46 PM

With a smile behind his cowl, Spider says boastfully, "See, I told ya I'd get that door open!"

Captain Lucky AC1d20+17 HP58 of 64  d20+17=22 ; d20+9=20 ;
Wednesday July 21st, 2010 8:49:25 PM

Gripping the pie slice, Lucky throws his last two Luck points into a heroic climbing effort ... a 20! He makes it! Lucky moves to the door as fast as his stubby legs will carry him!

=====

AC for next time it is needed: 22 after making a DC31 Will save to attack Lucky.

Current hit points: HP55 of 64

Currently Active Spells (duration only noted for spells lasting less than 40 rounds):
- Shield of Faith - raises AC by net +2 since it does not stack with his ring.
- Sanctuary - Must make a DC31 Will Save to attack Lucky. Duration: 2 rounds left.
- Fire Resist 20.

Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison
Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield
Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter
Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy
Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer

Luck points: 3

Rathan HP 73/161 - CMD 17  d20+17=29 ; d20+16=30 ;
Wednesday July 21st, 2010 10:20:46 PM

Rathan gently pats Orcus and breathes deep, trying to catch any specific scents in the "Air." As the others come together, he takes a moment to face the others.

"Orcus and I are hurt. We need help if it's possible. Otherwise we will do what we can."

[ Survival = DC 30 ]

Speck AC21/22(Dodge) HP:41/41 
Wednesday July 21st, 2010 11:29:01 PM

OOC: sorry to have missed posting. Looked on Monday and there wasn't one yet, then got tied up and didn't make it. Then on Tuesday the Woldian server wouldn't let me.

DM: with the witch he was attacking running away, Speck would have moved towards the other side. I don't know where ALL the fire is, but he has Slippers of Spider Climbing, so he'll take a deep breath and hold it (so he won't breathe in any smoke), then RUN up the wall and across the ceiling, or run along the East wall, whichever has less fire.

That should be two rounds. If allowed to RUN (speed x4) across the ceiling or along the walls, that would be 80' of move, or in not Run, then double move for two rounds (80').

If that's not enough to get him across (tell me what saves he needs) he'll cast Expeditous Retreat. That should do the trick.

Just let me know where he ends up after two runds of running or double moving using his slippers, Safe on the other side of the door or doomed. :)

Kiri -- AC17+10 HP43/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap 
Thursday July 22nd, 2010 1:51:56 AM

Still coughing some of the smoke from her lungs, Kiri will stand wait by the door for the rest of the group - watching as Lucky both jumps into and out of the fiery pit.

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Glitterdust (6rnds)

Spells Available to Cast today:
Level 0 6
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 4 (5-1:Polymorph)
Level 5 2 (3-1:Summon Monster V)


Sir John, AC 26, 58/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance 
Thursday July 22nd, 2010 11:13:20 AM

A bit frustrated that the last enemy got away, Sir John is relieved as he sees Lucky and Speck make their escape. Since it's hard to see in the hallway, Sir John pulls out a sunrod and ignites it to see the area clearer...

Speck AC21/22(Dodge) HP:41/41 
Thursday July 22nd, 2010 10:17:01 PM

OOC: sorry about that, it was very late and I was in a hurry. I'll change my action.

Speck AC21/22(Dodge) HP:41/41  d20+18=24 ; d20+14=30 ;
Thursday July 22nd, 2010 10:30:21 PM

Speck casts Expeditious Retreat boosting his speed to 50', then, with a running start, attempts to jump the fire pit.

DC25 d20+9+8(Speed bonus)+1(near Lucky)= 24!

Didn't clear it but rolled within 5' so DC15 Ref to grab edge.

DC15 Ref d20+13+1(Lucky)=30!

Speck's little legs make a might leap over the fire pit and just barely makes it to the far edge. His nimble fingers grab hold of the edge of the pit and with the aid of some nifty slippers, he scrambles up and out.

Next round: He holds a hand out to Lucky and helps him up then trots to the busted door.

Rathan HP 73/161 - CMD 17 
Thursday July 22nd, 2010 10:46:01 PM

( Checkin in )

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  4d8+7=22 ;
Friday July 23rd, 2010 4:28:10 AM

Round 16 of 40

Most of the heroes bounder into the new hallway in various ways. Remsus flies in and delivers some healing magic to Rathan... healed for 22 points of damage.

Speck runs and jumps and catches onto the ledge of the fire pit. He pulls himself up and it will only take one more turn for him to run through the door of the collapsing burning room. Lucky also makes it into the new hallway.

Sir John, although loosing his steed for the time being, has the presence of mind to light a sunrod (Whats the visibility on that?). You can all see however far the illumination on a sunrod is. I think like 30feet or something. Low-Light vision can see twice as far.

Everyone make some spot, listen, and any knowledge checks that you think may apply to what you are feeling.

It is very strange, even as you speak, it feels as if your lungs could fill with water at any moment. Like you are trying to stay afloat in thin air. Any questions about the place you are in or what is around you?

For every question you ask in the next post make a DC 16 Will save. But know this: you will get good answers. Yes, I'm serious.

Rathan HP 73/161 - CMD 17 
Friday July 23rd, 2010 12:51:38 PM

( Addison, were Rathan or Orcus able to smell anything on their last survival roll? )

DM Addison: Ah yes. You do smell something in the water-like air. It smells... fishy. With an aftertaste of bull dung.

Sir John, AC 26, 58/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance  d20+4=8 ; d20+2=4 ; d20+10=25 ; d20+10=26 ; d20+3=14 ;
Friday July 23rd, 2010 2:53:44 PM

Sir John is a bit "creeped out" by the odd atmosphere and he looks over to those skilled in the arcane arts. Asking his friends, "Anyone have an idea of what this could represent? It's hard to breath and something mysterious is going on... Could it be a spell or some type of religious or natural occurance?"

(Assume that's one question? Will = 25... OK... Is this an evil affect? If not, then will = 23 but I passed anyway)

He tries to remember his noble training and conversations with Lords and Duke's, all of whom were retired heroes or mages, about if they had happened to mention this type of effect or odd atmosphere...

Know (Nobility) = 14
Will save = 26 (24 if not an evil affect, but again, I passed either way)

Spot = 8
Listen = 4



Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Friday July 23rd, 2010 6:40:16 PM

Extra Post:

When Sir John begins to speak, he hears a screech in his head that makes his eyes flicker. Luckily, he staves off the effects. (Please make one more will save DC 16 though. Two questions)

But then there is a small voice that says, "Yes, I do have an idea what this could represent. A religious or natural occurance? Overall yes, Jangle and Bangle are religious dieties and they have much to do with what is going on. Natural. Oh no, I am nothing natural."

Knowledge nobility is of no help.

Kiri -- AC17+10 HP43/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap  d20+15=31 ;
Friday July 23rd, 2010 7:39:58 PM

"What a curious environment" Kiri thinks to herself, trying to recall if she has heard or read of such a thing in her arcane practices. Knowledge (Arcane): 31

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Glitterdust (5rnds)

Spells Available to Cast today:
Level 0 6
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 4 (5-1:Polymorph)
Level 5 2 (3-1:Summon Monster V)

Captain Lucky AC1d20+17 HP58 of 64 
Friday July 23rd, 2010 9:10:49 PM

Lucky says, "Guys! Eyes! Prize!"

"What I wants to know is, where's the remaining pie slices, and how do we get them! There must be something around here that can help!"

Lucky spends the round searching for something ... anything ... that will help him.

OOC: Lucky is using his Mendicant's Lucky Find ability:
Lucky Find: While on a Luck Quest, items tend to just fall into the character's hands. The character gains a bonus to search rolls equal to her mendicant level (this does not stack with the Jack O'Trades bonus). Even if the DM has not planned for an item to be found, there is a chance of finding something anyway. The DM secretly rolls a d12, unmodified by luck points. On a 1, nothing is found. On a 2-5, something non-magical and not obviously useful is found. On a 6-9, something non-magical and useful is found. On a 10 or 11, something magical but not obviously useful is found. On a 12, something useful and magical is found. The DM chooses what is found, and may be inspired by the table on page 113 of the 3.0 DMG, or on page 66 of the 3.5 DMG. This ability can be used only once per encounter.

Note that the DM rolls the secret d12 roll. We'll see what happens!

Captain Lucky AC1d20+17 HP58 of 64  d20+20=30 ; d20+20=28 ; d20+13=16 ; d20+13=25 ; d20+6=15 ; d20+6=18 ;
Friday July 23rd, 2010 9:15:57 PM

Extra ...

Oh, and spot, listen, and any knowledge checks and for every question you ask in the next post make a DC 16 Will save.

Lucky's Question in the post he just made: "where's the remaining pie slices, and how do we get them!"

Call that two questions. Will saves at modified +20: 30, 28.

Spot check: 16.
Listen check: 26 (shoulda rolled at +14, not +13, sorry.)
Knowledge Geography (for "where"): 15
Knowledge Local (for "how"): 18

Speck AC21/22(Dodge) HP:41/41  d20+6=26 ; d20+7=17 ; d20+3=4 ; d20+10=26 ;
Friday July 23rd, 2010 11:01:39 PM

Speck, for the time being safe, takes one of the pie slices to inspect it. He takes the other one too and takes a good look at it as well, seeing how, or if, they fit together and what the other piece would look like.

Note: this is important, as he may need to cast Locate Object later and the more he knows about these, the better to locate the others.

Spot d20+6= 26! N20!
Listen d20+7= 17 (18 w/ lucky)
Knowlege (general) d20+3=4 N1!
Knowlege (bardic) d20+10= 26 (27 w/ lucky)

Spider AC24/18T/24FF 560/69HP *BLINK*  d20+14=27 ; d20+8=25 ;
Saturday July 24th, 2010 3:58:42 AM

Spider holds his breath, wishing he had a canary to test the air.

Spot 27
Listen 25


Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  d12=3 ;
Monday July 26th, 2010 12:54:28 PM

Round 16 of 40

Kiri - your vast knowledge of all things arcana remind you that there are only a few creatures and effects that could make the surrounding happen... but more curious is the fact that people can hear a voice in their head every time they ask a question. This seems to be some sort of Mass Confusion, or perhaps a Labyrinth spell. It could also be a spell-like ability of a number of creatures such as a Sphinx, a Rakasha, an Aboleth, or perhaps a Mind Flayer. But you are quite unsure at this point until some more experimentation is done.

Lucky - Manages to find a large stash of smokesticks, alchemist fire, poprocks(that act as a flash-bang granade), and an everburning torch in a cupboard that just seemed to materialize. For his questions, there is a loud screeching in your head that you fight off, and then you hear answers to your questions: Q1: Where are the remaining pie slieces? A1: "You are not far from them. They are simply down this hall about 100 yards and take the first door to your right." Then, there is another screech for the second question. Q2: How do we get them? A2: "Well, you have to go there and claim them one way or another now don't you?" the voice replies with a chuckle.

Speck - Puts two of the pie pieces together. He can see that one has an N on it and another has a W on it. So, it would make sense if the other two pieces had an E and a S on them. Your spot check notices that some of the stones on the far side of the hallway move at about the same time that Lucky holds his ears to protect from the screeching in his head.

Spider - Notices the same thing speck does. He cannot hear anything though.

As a matter of fact, now that you roll Listen checks... it seems that the sound of the room is messed up. Like the acoustics don't allow for sound to travel very far... or at least very fast.

The hallway is about 100yards (300feet) long and extremely dark. Only Sir John's Sunrod is keeping the place lit enough to see about 20feet in front of you.

And now the DC for asking questions is 18will save. Riddle me this riddle me that.

Your move.

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0: Create waterx2
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

Speck AC21/22(Dodge) HP:41/41  d20+8=22 ;
Monday July 26th, 2010 4:36:11 PM

Speck point out the wall section to the others. Since he hasn't heard anything yet, he doesn't know what it is doing.

"Guys, that wall section just moved a little. Each time you asked a question, it kinda shifted back and forth. Why does the wall do that"

OOC: ok, i didn't want to be a total chicken so I asked my question. :)

Will DC18 d20+7+1(lucky)=22! whoowhoo!

Rathan HP 73/161 - CMD 17 
Monday July 26th, 2010 8:07:49 PM

Rathan and Orcus again take the lead, walking down the hallway first, leading towards the front of their group. Does Darkvision allow for any better eyesight than light based vision?

Continuing forward, Rathan grumbles.

"Smells like fish."

Kiri -- AC17+10 HP43/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap 
Tuesday July 27th, 2010 2:12:04 AM

Kiri, following with the group, decides to make some light ahead to help the scouts get a better look. Cast Flare 50ft dead-ahead

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Glitterdust (4rnds)

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 4 (5-1:Polymorph)
Level 5 2 (3-1:Summon Monster V)

Captain Lucky AC1d20+17 HP58 of 64 
Tuesday July 27th, 2010 6:48:17 AM

Lucky gathers up the stuff he finds, and holding the everburning torch aloft, says, "Come on! Let's go!" -- ignoring the fact that most everyone has already walked forward.

Speck AC21/22(Dodge) HP:41/41  d20+17=23 ;
Tuesday July 27th, 2010 11:06:24 AM

Speck joins the front group, goggles on.

Also, his Detect Secret Doors is still in effect.

Search Traps d20+17=23

Spider AC24/18T/24FF 560/69HP *BLINK* 
Tuesday July 27th, 2010 3:37:21 PM

Spider follows the group, hugging the shadows.

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Tuesday July 27th, 2010 4:04:54 PM

Speck - When Speck asks "Why does the wall do that?" There is a screech and a voice in Speck's head, answer: "The wall does that because I have a minion hiding in there and he cowers at every word I speak, making the wall move." the voice says with a laugh. Speck also notices two secret doors at about a third of the hallway up, where Rathan is walking.

Rathan - begins to walk forward but he only makes it about a third of the way down the hall and then he suddenly runs out of air. Like he was treading water up to that point, but his head suddenly went underwater. Modified drowning rules: You can hold your breath for 2rounds per con modifier. Then you have to make fort saves to continue forward. Also, your movement is slowed by half... unless hasted, then its back to normal. (Your lucky I'm not forcing you to make swim checks). And yes, darkvision would help if there wasnt a couple of light spells already up.

Kiri - casts flare and the hallway lights up ahead.

Lucky - Walks forward with his new stuff.

A map is coming soon, for now, just worry about figuring out what the heck is going on.



Rathan HP 73/161 - CMD 17  d20+6=17 ;
Tuesday July 27th, 2010 10:32:32 PM

Rathan frowns and holds his breath. Confused, he tries swimming/moving backwards towards the others.

Kiri -- AC17+10 HP43/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap  d20+15=21 ;
Tuesday July 27th, 2010 11:09:36 PM

"Interesting" Kiri muses "Perhaps an invisibility spell cast on a Wall of Water" . She tries to put this new information together with what she had already gleaned.

Knowledge (Arcana): 21

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Glitterdust (3rnds)

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 4 (5-1:Polymorph)
Level 5 2 (3-1:Summon Monster V)

Captain Lucky AC1d20+17 HP58 of 64 
Wednesday July 28th, 2010 6:15:47 PM

Checking in ... I think I'm waiting for a map?

Rathan HP 73/161 - CMD 17 
Wednesday July 28th, 2010 8:08:18 PM

checkin in

Speck AC21/22(Dodge) HP:41/41 
Wednesday July 28th, 2010 10:10:25 PM

Speck points out the secret doors just ahead.

DM, Speck still has his Expeditious Retreat active, which gives him an extra 30ft of move (just like a Haste), do you accept this so Speck can move his Normal 20' move?

"Secret doors are Bad here, I think, someone check them out." Meanwhile, using his slippers, he climbs to the ceiling and tries to crawl past the point Rathan ended up sucking water to see if there's a difference, ie, is the 'water' covering the whole hallway or just up to a point.

OOC: The Slippers can be used up to 10 min per day so I think there'll be no problem me using them often. :)

With a burst of insight, Spect blurts, "Our sense of gravity may be a bit askew, so we actually may be going 'down' and into a 'water well' of sorts. OR, there may be a water elemental blocking the way. OR, as Kiri said, and invisible wall of water."

Kiri -- AC17+10 HP43/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap 
Thursday July 29th, 2010 12:43:55 AM

Question to DM: Does Rathan appear/feel wet?

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Thursday July 29th, 2010 3:03:59 AM

Sorry guys. ROugh day. Got sick, vomited. I'll post tomorrow hopefully.

Sir John, AC 26, 58/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance 
Thursday July 29th, 2010 10:17:18 AM

(Sorry about missing the posts. Been a busy week painting and repairing homes for needy people in Cleveland...)

Sir John's not sure what could be causing these issues, but he does share the answers from earlier (see last Friday's post). It could be water or could be something more sinister. Either way, he's not going to charge forward until their caster and sneaky types figure out what's causing this...

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  d20+10=27 ; d20+10=26 ; d20+10=30 ; d20+10=13 ; 2d6+16=24 ; d6+8=9 ;
Thursday July 29th, 2010 12:06:52 PM

Round 17 of 40

As Rathan walks forward and begins to drown in... something, you all hear a loud screech in your head. You don't think it is an actual sound, but rather something that is being communicated directly to your brain. "The worst part about being employed by a minor god or goddess is the lack of job security." it says with a maniacle laugh.

You see the walls start to crack... like glass would. How strange. Kiri determines that there is definitely some illusion magic at work here.

Then, suddenly, four tentacles pop out of the walls and attempt to grapple Rathan and Orcus!!!
They hit touch AC 27, 26, 30, and 13.... jeeze. so 3 of them hit. Two are on Rathan and one on Orcus.

Rathan takes 24 damage and has to roll a DC 19 fort save.
Orcus takes 9 damage and must also roll a DC 19 fort save.

Even worse, the holes that the tentacles made in the wall are gushing water into your tunnel. It will likely fill up soon.

Remsus reacts by casting Dispel Magic all around.... then, the terror is revealed.

You are not in a cave or tunnel at all. You are inside of a glass FISH TANK.... or rather... and AIR TANK, under leagues and leagues of water.

You can clearly see through the glass that there is a Huge fish-like creature that is reaching his tentacles into the glass hallway.

Then, Sir John hears a violent wail in his head. Give me a DC 18 will save.

Now here begs the awful question: How do you defeat an enemy that is beyond a wall... a wall that is keeping you in breathable air.

OOC: Ok. So google docs is freaking pissing me off. It wont allow me to upload ANY FILES. I was uploading paint files earlier with no problem, but all of a sudden, it says "Cannot convert file type" or "Cannot read file" on everything I try. I tried word 2003, 2007, paint, excel, presentation... any advice? Everyone just post your email here and I will email you all the map.

MAPfinally

I figured it out

Rathan HP 73/161 - CMD 17  d20+15=23 ; d20+15=19 ;
Thursday July 29th, 2010 6:41:35 PM

( Are Orcus and Rathan grappled? I cant really tell what happened, just that we were hit with touch attacks? Forts passed.)

DM Addison: Oh, did I say grappled? I meant that just for effect. No, you just got hit.


Captain Lucky AC1d20+17 HP58 of 64 
Friday July 30th, 2010 2:42:07 PM

OOC: Sorry for not posting. Way busy. I'll post this weekend, promise!

Kiri -- AC17+10 HP43/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap  d3=1 ; d20+16=26 ;
Saturday July 31st, 2010 5:45:31 AM

Kiri takes a step away from the sides of the tank. There certainly is something big out in the water. She begins summoning creatures to assist, however, it seems that only one has heard her call. Summon Monster V - Water Mephit to AG29. Concentration check in case it's needed: 27 (26+1 for Lucky)

I've assumed a Water Mephit can breathe underwater. If this is not the case, then I would have summoned a celestial sea cat

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Glitterdust (2rnds)

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 4 (5-1:Polymorph)
Level 5 1 (3-2:Summon Monster V x 2)

Captain Lucky AC1d20+17 HP58 of 64  d20+13=16 ; 4d8=25 ; d8=6 ; d8=5 ; d8=2 ; d8=8 ; d20+17=32 ;
Saturday July 31st, 2010 11:59:18 AM

IF LUCKY'S SANCTUARY IS GONE
-- (It had two rounds left on July 21)

Lucky ponders the question. How to attack something you can see but not reach, with a clear wall between you and it? If you can see it, then light must past through the wall, he thinks.

"It's worth a try," declares Lucky.

He steps to AB23 and casts Searing Light at the abomination he can see but not reach! Lucky makes a ranged touch attack ... using two luck points in the attempt. He hits touch AC16 for 25 damage.

IF THE SANCUTARY IS STILL ACTIVE

Lucky casts Cure Critical Wounds over Sending, then moves to whichever of Orcus and Rathan is closer for a healing touch. Curing is 29 hp

=====

AC for next time it is needed: 32

Current hit points: HP55 of 64

Currently Active Spells (duration only noted for spells lasting less than 40 rounds):
- Shield of Faith - raises AC by net +2 since it does not stack with his ring.
- Sanctuary - Must make a DC31 Will Save to attack Lucky. Duration: 2 rounds left???
- Fire Resist 20.

Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison
Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield
Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter
Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy
Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer

Luck points: 3

Spider AC24/18T/24FF 560/69HP *BLINK*  d20+5=11 ;
Saturday July 31st, 2010 3:41:41 PM

Spider doesn't believe he's in the situation he is and tries to disbelieve, wondering how they moved from a fire engulfed room into an airtank (will save 11).

Rathan HP 73/161 - CMD 17 
Saturday July 31st, 2010 4:25:33 PM

Rathan and Orcus fall back slightly.

"Now would be a good time for someone to help us make sense of this situation!"

Rathan and Orcus hold a readied action to attack the next tentacle that either attacks them, or passes them en-route to an ally.

"DM ADDISON: Go ahead and attack the tentacles now. Roll the attack rolls and damage, they are totally within range of being hit."

Rathan HP 40/161 - CMD 17  d20+20=23 ; d8+11=14 ; d8+11=12 ; d6+5=8 ; d6+5=11 ; 2d6=8 ; d6=2 ; d6=6 ; d6=2 ; 2d6=8 ; d6=4 ;
Monday August 2nd, 2010 12:11:06 AM

Coordination Attack hits AC 23

Damage: ( Orcus primary natural attacks = 34 (8 is fire.) Rathan Primary natural attacks = 35. (16 is vicious.) Rathan/Orcus take 6 backlash.

Total Damage = 69.



Speck AC21/22(Dodge) HP:41/41  d20+11=27 ; d4+1=2 ;
Monday August 2nd, 2010 2:44:17 PM

Speck takes a 5' step on the ceiling and swipes at tentacle 2.
Note: he's on the 'ceiling', upside down.

d20+11=27
dmg d4+1= 2

Sir John, AC 26, 58/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance  d20+10=30 ; d20+18=37 ; 3d8+18=33 ; d6=2 ; d6=5 ; d20+18=38 3d8(3+8+2)+18=31 d6=5 d6=1
Monday August 2nd, 2010 2:45:54 PM

(Finally got back late Saturday night then had to preach sunday... Busy busy week and I'm glad we're back!)

Sir John first makes a will save vs. the wailing sounds in his head (Will = 30), trying to drown out the pain and annoying noises... He's successful, at least for now..

Turning his full attention toward the tentacles, he smiles as he finally has something to hit. Moving to AA26, he swings his fiery axe at the nearest undamaged Tentacle (Tentacle 1?)

He hits it solidly,. possibly cutting it completely through... (AC 37, Critical hit, Bless Weapon makes it an automatic crit...) -> Does 33 pts of dmg + 2 fire + 5 shocking... = 40 total points...

Note that if he destroys it, he'll try to cleave into Tentacle 2...

Cleave vs. Tentacle 2 = Hit AC 38 (yes, the dice are my friend today... Another critical hit for 31 + 5 fire + 1 shock) for 37 total points vs. T2

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Monday August 2nd, 2010 3:37:34 PM

(OOC: I've had a horrible day. Almost got fired. I'll post later tonight. Need to drink a beer and play Starcraft 2 to settle my nerves for a few hours.)

Kiri -- AC17+10 HP43/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap 
Monday August 2nd, 2010 6:35:40 PM

OOC: When the DM has had a horrible day, characters die :) Seriously though, sorry your day was crap. Go relax with a beer - works for me!

Speck AC21/22(Dodge) HP:41/41 
Monday August 2nd, 2010 11:05:05 PM

OOC: sorry to hear about your day. Hopefully it wasn't because you were updating the game. :)

we pray tomorrow things will settle down.

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  3d6=9 ; d20+4=17 ; d20+12=17 ; 7d6=23 ;
Tuesday August 3rd, 2010 2:30:48 PM

Turn 18 of 40

Rathan - Rathan and Orcus, after being attacked themselves counter attack and rip two of the tentacles to fiery pieces

Speck - Is on the ceiling and takes a nick of flesh from one of the tentacles.

Sir John - Joins the battle, happy to swing at something finally, and promptly cuts two tentacles in half. The writhing masses crumple to the ground and wiggle oddly.

Spider -

Lucky - Tries to shoot a searing light through the glass tube at the Aboleth that is swimming in the water on the other side. This is one of those rare DM calls, how do spells work under water? Well, I am a scientist, so I will go at it from that angle. Light travels through a vacuum faster than through air or water, the two forms of matter cause the light to refract and spread out. But, the light still travels. I will say that you get a -2 to your chance to hit for shooting it through glass and water, more if the distance was greater than it is. Luckily, it still hits. The light shoots out of Lucky's finger, through the glass, refracts through the water in a zig-zag pattern and smacks the Aboleth in between the eyes for 25 damage!

Kiri - Again with the summoning? Yeah, water mephits can breathe under water I would suspect... it would be stupid if they couldn't. It can attack this upcoming turn.

The huge disgusting creature screams in agony as all four of its tentacles are ripped to shreds and a searing pain burns into its skull. Then, you wonder how the heck you are hearing the monster scream? It must be in your head.

The monster pulls its tentacles out of the glass hallway and water immediately begins to rush in, it is now up to your ankles.

1st: Now, it is Speck who hears a screech in his head. DC 19 will save or bad things will happen.

2nd: Then, you all hear the voice of the creature, "You shall die in your feeble attempts!" And suddenly the wall of water that blocked Rathan's path begins to rush forward, faster than you can react. You are now being hit by a tidal wave of water... extremely COLD water. As a matter of fact, it is so cold, your bones seem to be freezing.

Everyone make a DC 15 balance or swim (even if you are flying) check to stay up, Fail and you are prone. Secondly, everyone takes 9 Cold damage (reflex DC 18 for half). If you fail the reflex save, then your feet are also frozen to the glassy ground. If you fail both checks, then you are laying on the ground, frozen to it... soon to be drowning.

Your Turn

Remsus manages to stay afloat when the water hits him, but his reflexes are not fast enough to avoid the freezing power of the water. He is frozen to the wall. His hands are managably free and he casts a spell: Fireball.... but he is having a hard time to decide how to go about launching it. He decides to shoot it through the hole that the tentacle created, and lands it right on the Aboleth. The fireball creates a depth-charge type explosion that causes moderate damage to the creature, but even more damage to the glass hallway because of the pressure (although I know fireball doesn't work that way). The glass is cracking fast now....

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0: Create waterx2
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

MAP: https://docs.google.com/leaf?id=0B1_Ez4LS5AXtNzU2NjRjNzctZDhkMy00ZWNkLTkyYTItNmIyNGQyYjliN2Ix&sort=name&layout=list&num=50

Sir John, AC 26, 49/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance  d20-5=0 ; d20+6=16 ;
Tuesday August 3rd, 2010 2:54:17 PM

With the wall of water rushing towards them, Sir John knows that he's facing death's door... (Swim = 0) He starts slipping and tripping in the water and has trouble staying afloat. Falling prone, he tries to crawl quickly away from the water and tries his best to remain standing. Coughing, he yells, "Someone better do something about that water! I left my bathing suit at home and this armor doesn't float real well!!!"

He feels the cold water too (Reflex 16 - failed) and it starts to chill his bones...

Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap  d20+2=3 ; d20+11=16 ; d20+6=26 ; d20+1=2 ; d3+2=4 ;
Tuesday August 3rd, 2010 8:45:28 PM

Failed both Balance and Reflex saves

The cold water hits Kiri with force, knocking her from her feet. She lays frozen to the glassy floor, unable to think of any spells that would be of use that don't require some form of movement. "I can't cast anything safe while I'm stuck to the floor! Kiri calls out. "I don't want to put you all in any more danger, but if the water starts getting close to my mouth, I'll blow this glass room apart just to free my arms"

The Water Mephit lashes out with both claws. It's left claw cuts at the monsters skin (Nat 20), but the blood distracts the Mephit from it's second attack (Nat 1). 4 DMG to monster. Apparently Mephits don't have crit attacks

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Glitterdust (1rnds), Summon Monst V(Water Mephit)

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 4 (5-1:Polymorph)
Level 5 1 (3-2:Summon Monster V x 2)

Speck AC21/22(Dodge) HP:41/41 
Tuesday August 3rd, 2010 9:26:11 PM

DM question, with Speck on the ceiling, does the water reach that high?

Speck AC21/22(Dodge) HP:41/41  d20+8=22 ; d20+10=16 ; d20+14=25 ;
Tuesday August 3rd, 2010 10:52:44 PM

Speck who hears a screech in his head. DC 19 will save or bad things will happen.
Will d20+7 +1(lucky) = 22!

In case the water is all the way to the top and being on the celing makes no difference:
DC15 balance or swim: d20+10 (ballance)= 16, good

9 Cold damage (reflex DC 18 for half): d20+13 +1(lucky) = 25 Evasion for no dmg on succesfull save.

If the water does not reach the ceiling, Speck will scamper forward as far as he can go.
Double Move for 40' (Expeditious Retreat still in effect but may not be usable while using the Slippers, otherwise add 30' to each move).

Speck AC21/22(Dodge) HP:41/41 
Tuesday August 3rd, 2010 10:54:05 PM

Addendum: even if the water does reach the ceiling, he will take a deep breath and move forward Double Move 40' or as far as he can go against the current.

Captain Lucky AC1d20+17 HP54 of 64  d20+13=18 ; d20+16=30 ; d20+13=17 ; 4d8=26 ;
Wednesday August 4th, 2010 7:41:13 AM

Last round: Lucky gets a luck point for hitting the abomination. He is up to 4.

Balance DC 15 check to stay up. Lucky uses 2 luck points to bring his check to +13. He rolls an 18, keeps his footing, and is up to 5 luck points.

Reflex DC 18 save for 9/4 Cold damage. Lucky uses 1 luck point to bring his save to +16. He rolls a 30, takes 4 hp damage, and is not stuck. He's up to 6 Luck Points.

Lucky follows up on that fireball with a Chaos Hammer! If it is chaotic, it is unharmed. The Will saving throw is 1d20 +7 Wis +4 spell level. Luck tosses an extra 2 luck points into the save, getting one back. He rolls a DC of 17.

Damage is 26, save for 13 if lawful, or 13, save for 6 if neutral. A lawful creature who fails the save is also slowed for 1d6 rounds.

=====

AC for next time it is needed: 32

Current hit points: HP55 of 64

Currently Active Spells (duration only noted for spells lasting less than 40 rounds):
- Shield of Faith - raises AC by net +2 since it does not stack with his ring.
- Sanctuary - Must make a DC31 Will Save to attack Lucky. Duration: 2 rounds left???
- Fire Resist 20.

Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison
Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield
Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter
Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy
Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer

Luck points: 5

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  d20=2 ; d20+11=29 ; d20+14=27 ;
Wednesday August 4th, 2010 1:38:22 PM


Turn 19 of 40
(So I learned something new today. Aboleths are usually Lawful Evil, who knew.)

The creature makes the will save (29), but takes some damage nonetheless. You all hear a loud screech in your ears, "You have caused enough damage that I will leave, but you shall still die!" it projects its thoughts of victory and death to your mind and then swims away into the deep, battered, beaten, planning to strike again when the time is right.

Right now the only crisis is that Sir John and Kiri are frozen to the floor and the room is flooding fast. The water is now up to both of their mouths since they are prone on the floor. They can cast a spell pending a DC 20 concentration check. You can flex out of the ice pending a DC 18 Strength check. Anyone else can try other tactics to get you unstuck... but you better hurry, as of now Kiri and John are drowning. You can hold your breath for a number of rounds equal to your Con modifier.

Remsus is frozen to a wall of the hallway, so he is safe for now. Speck is on the ceiling and is also safe... but neither is safe for long. (His str check was a 2...)

The hallway continues for at least another 200feet, and it is too dark to see all the way down... and the glass is cracking FAST. Soon it will collapse.

"Get me out of here!" Remsus shouts as he struggles against the grip of the ice.

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0: Create waterx2
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

Sir John, AC 26, 49/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance  d20+6=16 ;
Wednesday August 4th, 2010 2:08:34 PM

Sir John feels the cold water rushing over him and has to hold his breath to avoid drowning... He tries his best to break free from the ice (Strength = 16... If someone else aids me, I'd get a +2... That'd be 18... Assuming this does happen... and with someone elses help, he manages to stand up (move action?) and starts moving quickly down the hallway (2nd move action replaces standard action) as the glass is cracking everywhere...



Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap 
Wednesday August 4th, 2010 8:54:33 PM

OOC: Addison, please check your email. Thanks.

Speck AC21/22(Dodge) HP:41/41 
Wednesday August 4th, 2010 9:38:02 PM

Speck, upon the ceiling, sees the predicament of his frineds and returns (back 20') to encourage his friends:

"The Sea Monster leaves
sign for us to go
C'mon you Heroes
Let your Will be your Force
And break those icy bonds,
for now we have him peaved!"

Inspire Competence: Gain +2 on all skill checks for duration of bardic song/poetry.

Also, you gain a +1 if near Lucky, for a total of +3.

Speck AC21/22(Dodge) HP:41/41 
Wednesday August 4th, 2010 9:39:04 PM

So that should do it for Sir John

Captain Lucky AC1d20+17 HP54 of 64  d20+7=19 ;
Wednesday August 4th, 2010 9:46:14 PM


[OOC: I'm assuming that Sir John is okay, given the +3 in Speck and Lucky bonuses.]

Lucky bends to help Kiri. "HEAVE!" he shouts. His Aid Another check, using all five luck points and Specks bonus, is a 19. That should give Kiri a +2, plus the +1 luck bonus, plus the Inspire Competence, for a +5 total. And OOC, use a hero point if you need it!

Luck Ponts: 6.

Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap  d20+5=7 ; d20+5=11 ;
Thursday August 5th, 2010 2:40:23 AM

Failed Strength check, used my last Hero Point to Reroll - still failed!

Kiri struggles to rise from the water, but her body is stuck fast to the floor. "Help! she gasps as the water rises. She calls out to the Water Mephit to position himself underneath her, in case the glass breaks. As the glitterdust spell has finally worn off, she also cancels her invisibility.

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Summon Monst V(Water Mephit)

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 4 (5-1:Polymorph)
Level 5 1 (3-2:Summon Monster V x 2)


Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Thursday August 5th, 2010 12:46:41 PM

(OOC: Yikes. So it seems that we lost two players - Ken E and Jim C... oh well)

Turn 20 of 40

Sir John manages to break free with the luck from Lucky and the inspiration from Speck (Really, how often does bardic music get a good use? Nice job)

Kiri is still stuck though and slowly drowning. She did manage to free herself enough to cast a spell if she so choses.

Remsus is stuck to the wall since he was flying. He screams "Don't abandon us Sir John!" as the Paladin frees himself and starts to run down the hallway.

One more turn until the glass breaks and everyone must swim through the ocean down the "hallway"... at least you hope there is another room at the end of the hallway, its too dark to tell.

Sir John, AC 26, 49/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance  d20+9=22 ;
Thursday August 5th, 2010 3:39:19 PM

Sir John stops and realizes that in his haste, several members are still trapped against the wall. Breaking out his axe, he moves back to Remsus and Kiri and breaks them free CAREFULLY with his fiery axe, ensuring that its ice and not body parts that he's chopping and melting...

(His axe has flaming as an ability so he'll use it's heat to help his chopping...)... Not sure what kind of check I need... Strength = 22...



Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap  d20=8 ;
Thursday August 5th, 2010 9:24:52 PM

Strength rolls just aren't liking me at the moment. Not sure if I need one or not, but just in case: 8. +1 from Lucky, and who knows what from the burning axe

Raising her head from the icy water, Kiri gasps for fresh air. "I'd rather get a little singed than drown!" she coughs "Don't be afraid to get the axe close!"

Assuming she gets free...
Rising to her feet, Kiri wades through the water with the group as fast as she can. "Please help us!" Kiri calls out to the mephit. Her swimming skills are equivalent to those of a drunken dwarf, and she knows she will need aid very soon.

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Summon Monst V(Water Mephit)

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 4 (5-1:Polymorph)
Level 5 1 (3-2:Summon Monster V x 2)


Speck AC21/22(Dodge) HP:41/41 
Thursday August 5th, 2010 10:13:59 PM

The Inspire Competence is still in effect, so any skill used, ie swiming, strength, yodling... gets a +2

So Kiri's roll would be 10 + 2 (aid another from Sir John) and Sir John hacking at the ice, so DM can figure out the final number.

Speck tries to help Ramsus get loose;

"Watery Death is not your Game,
Such a death is very Lame,
Slide out of yo shirt if you must
But let's kick up some dust!"

OOC: The Inspire Competence has to be kept up each round, unlike Inspire Courage, which lasts for 5 rounds after the song stops. sigh... But this gives everyone a guaranteed +2 on skill checks.

OOC: so, how many of us are there left? what happened to the others?

Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap 
Thursday August 5th, 2010 11:19:44 PM

OOC: From Jerry, as posted on one of the campaigns: Due to an unfortunate situation, neither Jim C nor Ken E will be posting for a short time. It is a private matter. Please do not ask about it.

Unfortunately both were in this Tap, which drops us down by 2 chars.

Sir John, AC 26, 49/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance 
Friday August 6th, 2010 10:09:10 AM

OOC - Since this has been a rotating DM game, can we get a roll call for who's left? This tap has been going on for almost a year now and we had decided to keep it going as long as people were willing to continue DM'ng... I was the last DM before we began this latest module...

Sir John - Ken M
Kiri - Rob C -
Speck - Jonathan T
Lucky - Cayzle
Remsus - Addison P

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Friday August 6th, 2010 1:27:19 PM

(OOC: Hey guys. I have some news. I will be going on vacation to Cedar Point Ohio next week, so I will be absent most of the time. If someone wants to take up DMing then that is fine, or we can just put it all on hold for next week, either way. I am leaving on Wednesday the 11th and getting back on tuesday the 17th. )

Speck AC21/22(Dodge) HP:41/41 
Friday August 6th, 2010 9:57:44 PM

Hmm... that's a tough call. For just a few days, I think we can hang loose. Otherwise, much of the surprise will be lost for whoever picks it up that short time.

Sir John, AC 26, 49/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance 
Saturday August 7th, 2010 2:25:23 PM

I'm heading to another mission trip next week so I'll put in a vote that we delay it for a week until Addison gets back...

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Sunday August 8th, 2010 10:39:44 PM

Sir John manages to free Kiri from the grip of the ice, it melts.

Then, as John goes to try to free Remsus from frozen on the wall, the glass tube of air that you have been standing in shatters with an implosion. Water and glass rush in, and in a matter of seconds you are all susupending in mid-swim.

It is strange as you float there, trying to reason what happened and attempt to tell where you are in the confusion your senses must endure when going from gravity to zero g. The pressure of the water pushes in on your head and ears and its almost as if you will pop.

Remsus, being lose to Sir John and Kiri, and being a cleric with the Travel domain, grabs both of them and cast Dimension door.

With a pop, Sir John, Kiri, and Remsus appear about 100feet in front of everyone else, there is a bubble of air right in front of them, they need to only swim a few feed forward and touch it.

Unfortuantely, Remsus's spell level only allows him to transport 2 other people besides himself in a given casting of the spell. He looks back at the specks that are his other friends, suspended in animation. The drow, with a white plume of hair around his head, waves at the others to follow him.

Swim... swim for your life.

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0: Create waterx2
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap  d20=12 ; d20+10=28 ;
Sunday August 8th, 2010 11:55:35 PM

Kiri swims forward towards the pocket of air as best she can Swim check: 12

The water mephit is somewhat surprised as the person he goes to help has suddenly vanished. He instead reaches for the nearest person (Speck?) and tries to drag them towards the air bubble Swim check: 28

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Summon Monst V(Water Mephit)

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 4 (5-1:Polymorph)
Level 5 1 (3-2:Summon Monster V x 2)


Captain Lucky AC1d20+17 HP54 of 64 
Monday August 9th, 2010 7:24:21 AM

OOC: We can just put the game on hold Aug 11-17.

OOC but more game related: What are the swim DCs we have to roll, and how many of them, to swim to safety? I need to know for deciding whether to use luck points / mendicant powers. Thanks!

DM Addison: Just roll. If you fail too badly, you die, so go ahead and use what you got.

Captain Lucky AC1d20+17 HP54 of 64  d20=11 ; d20+11=30 ;
Monday August 9th, 2010 2:12:11 PM

Okay. First, Lucky uses his special Test Your Luck Mendicant ability - "As a free action, allowed once per encounter, roll a d20. On a result of 11 or higher, pick a lucky result from the first list below. On a result of 10 or under, the DM will roll an unlucky result from the second list below and tell you when it takes effect."

Here's the roll, hoping for a 11 or higher! an 11! Sweet!

Lucky picks to have a +6 on all his Swim checks!

Then he tosses in another +5 with luck points ... leaving him with just one left, should he fail, though it sounds like that will be moot!

Lucky's natural swim check is a +0, seeing as he travels light. The only heavy thing he has is the bag of sunrods and such he just found, but he'll leave them behind in order to swim better. His check, at +11, is a 30. Not too shabby!

The little halfling swims like he has never swum before! And likely never will again!

Speck AC21/22(Dodge) HP:41/41  d20+4=15 ;
Monday August 9th, 2010 5:08:06 PM

Speck's spidery grasp on the glass walls suddenly vanishes and Speck finds himself swirling in water, the pressure causing some disorinentatin. A grasp by the water mephint puts him back no track and the kicks and paddles to help the mephit.

Swim d20+3 (+1 near lucky) = 15

Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap 
Monday August 9th, 2010 10:38:43 PM

OOC: "Just roll. If you fail too badly, you die". Can we nominate that for a quote :)

DM Addison: Yes, please. =)

Speck AC21/22(Dodge) HP:41/41 
Tuesday August 10th, 2010 10:26:49 PM

LOL :)

It's a winner!

Does the Woldiangames hand out prizes for 'Quote of the Year'?

Captain Lucky AC1d20+17 HP54 of 64 
Tuesday August 10th, 2010 11:22:37 PM

Checking in.

Captain Lucky AC1d20+17 HP54 of 64 
Wednesday August 11th, 2010 6:59:02 PM

LOL! Forgot our DM is on vacation! Goofy me!

Sir John, AC 26, 49/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance 
Sunday August 15th, 2010 12:17:51 PM

(Back from our mission trip...)

Now that the lifeline of air is within his reach, Sir John hurriedly swims towards it and gasps at the cool, wonderful oxygen. He helps his nearby friends reach it too and then collapses to the floor, exhausted from trying to swim in full armor...

Captain Lucky AC1d20+17 HP54 of 64 
Monday August 16th, 2010 7:12:06 AM

OOC: Welcome Back! Now all we need is Marcas! LOL!

Who all is here? Lucky, Sir John, Remsus, Speck, and Kiri?

Speck AC21/22(Dodge) HP:41/41 
Monday August 16th, 2010 2:29:21 PM

Glub... glub... glub..., gasp, ahhhhh....

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