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The Darkmoon Gate


Back in the forest - DM Marcin 
Monday July 21st, 2008 9:28:44 AM

General consensus being that the sarcophagus can wait a bit longer until it is properly disposed of, the group sets off to return to the Shallow Springs.

The magic travel is, as usual, as quick as a blink of an eye. When the buildings of the sanctuary come into view the salty sea breeze is replaced by the rich, earthy aromas of the forest with a hint of smoke and farm animals thrown in. Somebody somewhere close is cooking dinner.

It looks like a late afternoon. A few people are slowly moving between buildings of the tiny settlement. The familiar black dog runs up to the newcomers and starts to wag its tail. As the Knights march in they are greeted by an occasional nod of a head or an absent-minded stare. Two voices can be heard discussing something rather hotly at the shrine. As the group approaches the old altar Filea and Athor stop their conversation and walk down the stairs to greet them.

"Back from the planar sightseeing already, eh?" - jovially says the plump priest. "While you were away tracking spirits we had a real battle on our hands! A troll came out of the woods straight at the village! A troll! Here! Imagine that!" - the man almost jumps up and down, previously unseen light in his eyes. "Well, I bet you have a lot to discuss with Filea. I must go anyway, my patient looks like he's getting ready to pass on."

The priestess watches after her subordinate as he makes his way to the cellars. "He's been here for eight months now, we haven't been bothered by anybody or anything even once, and still he wakes up every morning and prays for a volley of Flame Strikes? Sometimes I really wonder about the man."

[Experience points for the previous scene: every character receives a base 5035 XP award. I am accepting nominations for extra XP for good role-playing (either e-mail me or post a private message on the board). Hero points have been already handed out after combats in which they have been earned.]

Draax HP 166, AC35 
Monday July 21st, 2008 6:36:49 PM

Draax eagerly listens to the priest's tale of the troll. He is a little disappointed when the priest leaves without finishing the story. To Filea, Draax says "So, was anyone hurt by the troll and did one flame-strike take it down?"

Jova 104/104 HP AC 30 
Monday July 21st, 2008 7:35:54 PM

To Dwight,

"I understand the need to destroy the orb, was just giving ideas. By the way you should do that thing calling the mans spirit again, see if we really dispatched spme of his demons."

Vedik Current Spells AC 31 (13 touch) HP 210/214 
Monday July 21st, 2008 8:37:38 PM

Vedik nods at Jova. "Calling him now may prove some insights into the case. We should also investigate our leads."



At Shallow Springs - DM Marcin 
Tuesday July 22nd, 2008 3:56:49 AM

"Fortunately, the troll never made it into the shrine" - explains the priestess. "Athor kind of burned it up every time it got too close. Eventually it gave up and returned to the forest. I'm more than a little concerned, though. This has never happened before here. We'll need to keep night watches now. If this happens again I'll have to relocate everyone. Even if nobody is hurt directly these people need peace and quiet above everything else. I just hope it came here by chance and was not driven here by the Culverwood."

Monthor Hit Points:155 AC32 Monthor 
Tuesday July 22nd, 2008 8:27:05 AM

ooc> I nominate everyone in the party for an additional Hero Point for better then good cooperative play.
And one for Tratain for his leadership skills.

" Mees a little concern that a troll would be coming here to attack the shrine. They're not usually that brave. Something out there must have pushed it into doing this. Me thinks that mees and Fred should go and deal with this threat.. and by "deal" me means, kill it.... a rogue troll is a dangerous troll. Better to put it down before it attacks anyone else.... anyone else want to join in the fun?

ooc> Can we also split the loot up and do a quick side trip to the Cats? I want a spare Mountbank for Monthor.



Dwight 
Tuesday July 22nd, 2008 7:52:37 PM

Dwight agrees and gets ready to cast his spell again on the tormented man. "Anything in particular I should try to ask first? "



Vedik Current Spells AC 31 (13 touch) HP 210/214 
Tuesday July 22nd, 2008 8:29:19 PM

Vedik ponders Dwight's question. "Do ya remember us speaking to you, and has anything changed? might be good places to start.



Tratain Current Spells 
Tuesday July 22nd, 2008 9:09:20 PM

Tratain says "I'm not sure calling the spirit again will get us anything more than last time, and Athor said it looks like the man is about to pass into Gargul's Realm."

He continues "If Arien can Identify everything we have here we can split things up, we will also need some of these items appraised if we want to sell them. We should probably stay close to the shrine here for another day or so just in case Lord Arrak or someone else needs to find us in a hurry."

Given a day or Rest Tratain can use Miracle to emulate Analyze Dweomer if Arien doesn't to it, and or Barnum's Appraisal if Arien can provide the Analyze Dweomer spell. After casting the spell Tratain will be able to make all of the appraise checks in the above post.


Draax HP 166, AC35 
Tuesday July 22nd, 2008 10:55:54 PM

While the others talk about magic, Draax listens to Monthor's idea about the troll. "I agree, the troll should at least be checked on to make sure that it was a one time incident. If it is roaming out there free it will need to be dealt with. Most important, if something did push it, we need to know and assess the threat."

Jova 104/104 HP AC 30 
Wednesday July 23rd, 2008 4:07:26 AM

"Maybe the Culverwood forced the Troll out, like a fire does to creatures in nature? Also I reaffirm it a good idea to call the mans spirits. Not for new information, just to make sure we havent been duped. If the same spirits shpow up, after we had killed several, can we believe anythiong we learned in that realm?

Planning the next day - DM Marcin 
Wednesday July 23rd, 2008 6:13:24 AM

The party decides to spend the next day resting and preparing for the dangers to come.

Analysis of the newly captured magic items can be performed if desired and if proper spells are used.

There is enough time to spend 8 hours crafting, if desired.

A side trip to the Catacombs is also possible, provided that instant travel magic is available to take the group to Plateau City and back [if someobdy still has enough Teleports you can visit the Catacombs. Initiate the transaction and state that you bring back a parcel. The contents will be available once the transaction is complete].

An examination of the necromancer shows that his condition is rapidly worsening. Whatever life force is left in him is quickly seeping away. It is still possible to perform the calling ritual if you so desire.

The trail of the troll is about 5 hours cold [following it would require several tracking checks. The DC would be 10, but you would have to move at speed faster than the troll to gain on him, so the DC would go up. Let me know if you intend to try to catch up - who goes, how many hours do you want to spend, at what speed do you move, and then make about 10 tracking checks].

[Jerry made it very clear that hero points are only for actions when there is danger involved, so no hero points for good cooperation etc. - sorry.]

Vedik Current Spells AC 31 (13 touch) HP 210/214  d20+29=43 ; d20+29=49 ; d20+29=34 ; d20+29=44 ; d20+29=49 ; d20+29=34 ; d20+29=34 ;
Wednesday July 23rd, 2008 8:20:11 AM

Vedik decides to spend the day crafting. Finding a suitable spot, he calls forth worldsblood into his cupped hands, recharging some of Tratain's wands before turning to his craft. He begins to work on his headband, happy with the progress he is making.

He also mentions that should they visit the catacombs, they should stop to see Lord Arrak and arrange the transfer of the Nightstones.

OOC:
7 Successful draws: 28 drops
1 drop for quicker creation
15 drops: Recharge Tratains Wand of Cure Serious Wounds +5 charges
8 drops: Recharge Tratains Wand of Death Ward +2 charges
4 drops: Recharge Tratains Wand of Resist Energy +2 charges

[DM Marcin] 
Wednesday July 23rd, 2008 9:59:54 AM

[Folks, during last battle there were problems with the legibility of my maps and I promised I'll work on a new map template. Let me know if this is fully readable to everyone.]

Monthor Hit Points:155 AC32 Monthor  d20+10=25 ; d20+10=21 ; d20+10=20 ; d20+10=18 ; d20+10=19 ; d20+10=29 ; d20+10=18 ; d20+10=20 ; d20+10=30 ; d20+10=25 ;
Wednesday July 23rd, 2008 10:37:45 AM

" Draax, Fred and me should be able to handle the Troll. Only problem is that me don't have anything that flames anymore to coop de grass it... "

ooc> I'd suggest that we give it 24 hours to track the troll down. I'm okay with running (speed 60). Or even flying ( winged boots) for part of the way. Monthor has no tracking skills.
Checks are against fatigue for running ( Con 14 plus Endurance feet).


Draax HP 166, AC35  d20+5=17 ; d20+5=24 ; d20+5=20 ; d20+5=10 ; d20+5=9 ; d20+5=22 ; d20+5=23 ; d20+5=21 ; d20+5=8 ; d20+5=23 ;
Wednesday July 23rd, 2008 5:59:54 PM

"I have my bow and some Alchemist Fire to make some flames." Draax will follow Monthor's lead and move at the speed suggested by the dwarf.

(OOC: I have no problem reading the new map.)


Jova 104/104 HP AC 30 
Wednesday July 23rd, 2008 6:18:52 PM

OOC Map looks great

Jova only has one available teleport spell left over. He will go with Draax and Monthor if necessary.

Dwight  d20+15=26 ; d3=2 ; d20+15=33 ; d3=2 ; d20+15=23 ; d3=2 ; d20+15=33 ; d20+15=32 ; d20+15=27 ; d20+15=30 ; d20+15=35 ; d20+15=23 ; d20+15=19 ; d20+15=17 ; d20+23=35 ; d20+23=38 ; d20+23=40 ; d20+23=29 ; d20+23=39 ; d20+23=26 ; d20+23=40 ; d20+23=31 ; d20+23=38 ; d20+23=34 ; d20+23=41 ;
Wednesday July 23rd, 2008 10:00:23 PM

Dwight doesn't have much else to do, so he offers to go with Monthor. Though he too does not have tracking, he does have a decent spot check, and an eagle with very good eyes.

spot check: 26, 33, 23, 33, 32, 27, 30, 35, 23, 19, 17 (11 checks)

eagle spot checks: 35, 38, 40, 29, 39, 26, 40, 31, 38, 34, 41 (11 checks)

"My bow has some fire, enough to end a troll once its down. Besides once its down, the burning part is easy"

Tratain Current Spells 
Wednesday July 23rd, 2008 10:29:12 PM

Tratain will go with Monthor and the Others to track the Troll. In the Morning he appraises the Items and asks Arien to Identify the Magic ones.

So much for troll hunting - DM Marcin 
Thursday July 24th, 2008 3:49:00 AM

After an hour of wandering through the forest looking for tracks it becomes obvious the party would need a dedicated tracker to hunt down the runaway beast [you need a Track feat to be able to follow tracks at any reasonable pace, much less to make greater speed than the troll. Spot does let you notice tracks, but takes too much time to make fast tracking possible].

With the supply of Teleports expended it looks like the visit to the Catacombs will have to be delayed.

The necromancer dies later that afternoon. His body is burned before it is taken out of the warded room. Later his ashes are poured into the stream by Filea with a simple "May the judgement of Gargul be just".

The night passes uneventfully. In the morning, when new spells are prepared, Tratain is able to figure out the value of the nonmagic items [you can now read the spoilers in the previous post].

A new day dawns. A Sending from Arrak arrives at sunrise: "Divinations show very little time left. Hurry. Probably less than three days till the project is complete".

Vedik Current Spells AC 31 (13 touch) HP 214/214  d20+29=47 ;
Thursday July 24th, 2008 7:25:59 AM

Vedik performs his morning prayers, and calls woldsblood to anoint his armor and shield. He uses the remaining drops to recharge one of his wands.

Morning tasks done, he moves with more urgency. "It's time to go, we've got ta get ta the Darkmoon Gate."



Draax HP 166, AC35 
Thursday July 24th, 2008 6:34:58 PM

Draax follows the troll's tracks for a few hours. If they cannot catch up with the troll, they can at least ensure that it is moving away from the village. If the troll does not stop long enough for the group to catch up with it, Draax will return to the village with the others and get a couple of hours of sleep before the group sets off again.

Tratain Current Spells 
Thursday July 24th, 2008 8:07:03 PM

When the Sending From Lord Arrak arrives, Tratain calls everyone together and says "After we Prepare spells for today we will use the instructions the spirit gave us and Go after this Darkmoon gate the sons of Dread have. Arien, we will need you to memorize a greater Teleport to take us all there as Jova would have to make two Trips to bring Everyone, we have to arrive all together. The Spirit Said that a Golem collected the Stones from him so we know there will be at least one of those waiting on the Other Side. There will probably be undead as well since the Sons Like Necromancy."

He continues "Arien, I'd like you to use the Stone Skin wand on everyone before we Teleport, I will use the Death Ward Wand and the Resistance Wand to Protect everyone from Fire who Needs it. Lets get ready to move out, Cast anything that is going to help and last a while, use short term spells if you want to."

Right before the Group departs Tratain uses the wands on everyone, and casts some buffs on himself and Shield other and Delay Poison on Arien, and Delay Poison on Jova. (Charges taken off Character Sheet.)

OOC: Tratain's Magic Weapon spell Now Grants +5 Enhancement, Monthor's Axe, 50 Arrows of Dwights Choosing, and Draax's Bow get it every Morning. Also Adam, since we can't see your character sheet can you keep Troy/Vedik informed on how many charges are left in the Stoneskin wand?

--------------------------------------------------------------
Tratain HP 198/198 AC 43
Shield of Faith
Magic Vestment +5 - Tratain's Shield
Magic Vestment +5 - Tratain's Armor
Magic Weapon +5 - Tratain's War Hammers
Stone Skin - 150/150
Death Ward
Resist Energy - 30 Points Fire
Shield Other - Arien
Ring of Counterspellsx2 - Greater Dispel Magic
Tongues, Comprehend Language, See Invisibility

Monthor Hit Points:155 AC30 Monthor 
Thursday July 24th, 2008 9:19:10 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Scarab of Golem Bane- Detect any Golems with 60' (standard action). Bypasses Golem=s damage reduction abilities.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Magic Weapon +5 (From Tratain)
Cloak of Resistance +4
Stone Skin - 150/150
Death Ward

------------------------------
After listening to Tratain, Monthor switches out his Necklace of Adaptation and instead replaces it with his Scarab of Golem Bane. He then explains to Tratain and the others that the item allows him to detect golems within 60' of the party and to bypass all of their damage reductions. In otherword, the party needs to get Monthor in close to the golems and then keep him alive as he and Fred chops them to bits.



Dwight hp 99, AC 25 
Thursday July 24th, 2008 9:53:09 PM

Dwight nods as Tratain speaks and readies the group. He calls to Whisk and explains the situation, and tells others that Whisk will only aid if bodies need to be retrieved and can be done without major harm to itself.

"Otherwise, its just me and my arrows, which hopefully will prove more effective now thanks to Tratain."

Just before the gate is cast, Dwight turns himself invisible (via ring). "Hopefully, the first volley will take be taking by surprise!" says a bodiless common voice nearby.

----------------------
Death Ward
Stone Skin 150/159
Lavender and Green Ioun Stone
Cloak of Resistence +3
Magic Weapon +5 (Tratian) Holy arrows

Arien(HP 118/118: AC: 21(touch:17) Stoneskin, Shield Other, Delay Poison, Mage ArmorSpells  d4=3 ; d4=4 ;
Friday July 25th, 2008 1:19:50 AM

Arien takes a few moments to cast Analyze Dweomer on the objects the party has discovered and relays the findings to the others. That done Arien spends the rest of the day working out a pair of new spells to use. The next day Arien makes sure to memorize a teleport for the travel and uses the wand of stoneskin to apply the spell to the party.

(I could have sworn I posted this yesterday but looks like I must have not. Wierd, ignore the second d4, +3 hp for level up.)

Jova 104/104 HP AC 30 
Friday July 25th, 2008 2:37:12 AM

Nods his head in agreement.

To the gate - DM Marcin  Teleport roll: d100=53 ;
Friday July 25th, 2008 3:40:28 AM

Now that everyone is ready the Knights gather together and prepare for the journey to the Darkmoon Gate.

There is a difficult task ahead of Arien, as even the Greater Teleport has its limitations, and the destination haven't been seen by the wizard even once, but luck is with the party and, after hanging for several long seconds stretched in the non-dimensional void, the group is spewed out by the spell back into the Wold.

The Knights find themselves standing in the middle of a swampy forest next to a pale stone monolith that is as tall as a large house. The trees all around are black with no leaves; their branches are twisted like arthritic fingers. Water sloshes under the boots of the heroes. Wisps of mist slowly move between the trunks. The air is damp and reeks of rot and death. There is coolness in the air. The sky is covered with leaden clouds; the little sunlight that makes it through them seems as cold and dead as the rest of this devastated, cursed landscape.

Welcome back to the Lands of Dread.

Nothing moves. Not a living (or unliving) thing can be seen anywhere around - just the vastness of the dead forest.

A narrow path leading away from the monolith has been laid out with flat, gray stones. Heavy feet have trudged them deep into the soft earth.

[Right. Could everyone please make sure you list all active spell and magic item effects with your posts?]

Hit Points:155 AC30 Monthor 
Friday July 25th, 2008 7:51:56 AM

ooc Loot that needs to be split.

Three bags of coins: 8,000 gp
A bag of gems: worth about 500 gp.
The demon armour: 30,000 gp
The feathers and rings ( waiting for DM to identify from Arien's spell Analyze Dweomer in yesterday's post)

Am I missing anything?

43 000 gp
Split 6 ways
Equals 7 150 gp each

-------------------------------------
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Scarab of Golem Bane- Detect any Golems with 60' (standard action). Bypasses Golem=s damage reduction abilities.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Magic Weapon +5 (From Tratain)
Cloak of Resistance +4
Stone Skin - 150/150
Death Ward
-------------------------------

Monthor concentrates and uses the Scarab to detect Golems ( standard action).



Vedik Current Spells AC 31 (13 touch) HP 214/214  d20+11=14 ; d20+12=31 ; d20+19=36 ;
Friday July 25th, 2008 10:55:12 AM

Vedik looks around curiously. He regards the monolith, trying to gain some sense of its construction and possible religious background. That done he looks around and decides the group could use some cheer. He takes out a wand and tries to activate it. "I call this me bard in a stick" he says as the good hope effect hits everyone.

Good Hope: CL 10, 10mins, everyone gets +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

He hopes the joke will cheer the party a bit before the task ahead.

OOC:
Knowledge Arch/Eng: 14
Knowledge Religion: 31
UMD to activate wand of good hope, 36, passed

Mind Blank (SL 8, CL 16, cast in morning)
Greater Magic Weapon (SL 4, CL 16, cast in morning)
Stone Skin 150/150 (SL 4, CL 15, cast before teleport)
Death Ward 0/7min (SL 4, CL 7, cast before teleport)
Good Hope 0/10 min (SL 3, CL 10, cast right after teleport)
Magic Vestment (SL 3, CL 18, cast in morning)
Magic Vestment (SL 3, CL 18, cast in morning)
Resist Energy, Fire-30 0/110 min (SL 2, CL 11, cast before teleport)
Delay Poison (SL 2, CL 16, cast in morning)

Wings of Flying - Vedik usually keeps this active, unless wings would be an issue.
Ring of Counterspells - Greater Dispel Magic

[Extra info - DM Marcin] 
Saturday July 26th, 2008 6:17:28 AM

[Ah yes, I forgot to identify the items for you. What you found is a ring of Water Walking, a ring of Improved Swimming, two Feather Tokens: Anchor, one Feather Token: Fan, and one Feather Token: Swan Boat.]

The monolith seems to be a natural landmark. There are no writtings chiseled into its surface. Its base sits deep in the swamp. It is possible it has been standing here for eons, ever since the Great Freezing brought it here from the north.

No golems are detected within 60 ft of Monthor.

Arien(HP 118/118: AC: 21(touch:17) Stoneskin, Shield Other, Delay Poison, Mage Armor, Good Hope, Spells 
Saturday July 26th, 2008 1:28:28 PM

Arien grimaces at the smell of the place and suggests that the party start exploring.

Draax HP 166, AC35 
Sunday July 27th, 2008 9:34:02 PM

Draax checks all his gear as the group gets their bearings and finishes the magical buffing. He waits to learn the direction the group will be moving in.

-----------------------
Endure elements
Necklace of Adaptation
Slippers of Spider Climbing
Stone Skin - 150/150
Death Ward
Resist Energy - 30 Points Fire
Good Hope 0/10 min (SL 3, CL 10)

Tratain Current Spells 
Sunday July 27th, 2008 10:36:53 PM

Tratain says "Looks like we're following the Path, everyone stay alert. We don't know what kind of defenses are set up here to stop intruders"

--------------------------------------------------------------
Tratain HP 198/198 AC 43
Shield of Faith
Magic Vestment +5 - Tratain's Shield
Magic Vestment +5 - Tratain's Armor
Magic Weapon +5 - Tratain's War Hammers
Stone Skin - 150/150
Death Ward
Resist Energy - 30 Points Fire
Shield Other - Arien
Ring of Counterspellsx2 - Greater Dispel Magic
Good Hope
Tongues, Comprehend Language, See Invisibility

Dwight hp 99, AC 25  d20+15=35 ;
Sunday July 27th, 2008 10:42:55 PM

"Sounds like a plan," says the floating unseen voice of a halfling.

spot: 35 (natural 20!!!!!!)


----------------------
Death Ward
Stone Skin 150/159
Lavender and Green Ioun Stone
Cloak of Resistence +3
Magic Weapon +5 (Tratian) Holy arrows
Invisible
Good hope CL10 +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.



The gate - DM Marcin 
Monday July 28th, 2008 1:30:46 AM

After making sure that nobody witnessed the arrival of the group the Knights reform and move out. Since there is only one path to follow the group is not overburdened with the choice of directions of exploration.

It is rather hard to follow the trail and keep your boots dry - the stones are spaced out a bit further than comfortable for a human step. Fortunately, it doesn't seem that the group is in for a long walk - after cautiously sneaking forward for just several hundred feet the ground starts to lower. It looks like the path is descending into a huge natural depression. It is filled with white fog. When one looks at it from above it resembles a bit a sizeable lake of milk. The fog is cold and damp; walking through it one can almost feel tangible resistance.

The path continues on. The visibility is reduced to just about thirty feet or so. The stones provide guidance.

And then, after the group has walked for about five minutes in the mist, the vapors suddenly become less dense and it is possible to see further into the distance once again. It seems as if this small valley was covered by a layer of fog like a sheet of ice!

The sides of the valley are overgrown with thick forest. The trees here, just like everywhere else, are devoid of leaves, but there are patches of black, thorny bushes, providing excellent concealment for the group and allowing the Knights to observe what goes on on the bottom of the valley without risk of being seen.

An a sight indeed it is. There is a huge circle of seven massive, black obelisks formed on the muddy ground. The forest ends before the circle as if it was cut with a knive. Not a single bush grows inside their perimeter. There seems to be some kind of haze surrounding each of the stones; the eye gets quickly tired when one tries to watch them for a long period of time. Every now and then an arc of black energy leaps off one of them into the ground in a seemingly random fashion. The patch of stones descends into this circle and abruptly ends.

Right in the middle of the circle sits what seems to be a large outpost of a militant organization.

In the very center of the ring, dominating every other feature of the camp, lies a stone slab. A huge arc of bone-white stone rises boldly from it like a triumphant gate. It stands cold and dead, and yet it doesn't take a mage to sense that it holds power of great magnitude.

This arc, the heart of the base, is surrounded by a cluster of buildings both large and small. All seem to be made out of some kind of white stone and it seems more likely that they have been conjured rather than erected - the walls and ceilings and doorframes and windows all seem a bit crude and their proportions are a bit strange to a person accustomed to living in normal architecture - a sure sign of their magic origin. The largest two of these buildings look like residential mansions due to having two floors and rows of small windows; other buildings resemble a bit laboratories, workshops and storehouses.

There is a crowd of many different beings moving about among the structures. The most prominent of these are iron golems - there is a multitude of them slowly moving about the base and performing various tasks [purple dots on the map]. Some are carrying something from one building to another, other seem to be busy with maintaining the houses, other still seem to be moving about as if on patrol. Every now and then a golem will vanish in one of the houses or another will exit from them. Right next to the dead portal there is a small squad of six standing still. Each of them holds what seems to be a huge metal chest in their hands.

Four large statues, each maybe 20 ft tall, seem to have been positioned around the portal - an unusual sight in a base of Sons of Dread. It is only after a moment that one notices that these are golems, too - but much larger than their lesser iron brethren [light blue dots on the map]. Each of them glints with the unmistakeable blueish sheen of mithral. While the irons seem to be used here as manual labor, these four look like and are stylized as warriors - armor-like breastplates, spikes all over, huge fists the size of battering rams.

Slowly moving about the encampment are a few people, all dressed in the black cloaks typically worn by the Sons [olive dots on the map]. The distance does not allow to see their pale faces clearly, but most seem to be humans. They move about alone or in pairs, seemingly overseeing the golems or tending to some other business in the buildings.

There are four figures that distinctly stand out from the crowd by wearing ornate robes, holding black staffs and moving as if they hovered above the ground [red dots on the map]. All flesh seems to be gone from their bodies leaving behind just the bones. Their long, slender fingers gleam with rings. Evil fire plays in the empty sockets of their skulls crowned with sparkling diadems. These four are gathered around the squad of golems, seemingly inspecting it and their cargo. Two of them are followed by the familiar-looking shield guardians [yellow dots on the map]. The other two have bodyguards of different sort - a vaguely humanoid, clawed creatures that look as if their bodies have been crafted from ice - aside from their bone-white skulls [light green dots on the map]. Crowns of ebony flame seem to dance on their heads [Knowledge(Religion) DC30 Highlight to display spoiler: {These are Winterwights}].

The activity in the camp goes on in eerie silence, broken only occasionally by a hushed conversation that can't be overheard at this range.

[The travel to the party's current location took 20 minutes.]

MonthorHit Points:155 AC30 
Monday July 28th, 2008 8:12:52 AM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Scarab of Golem Bane- Detect any Golems with 60' (standard action). Bypasses Golem=s damage reduction abilities.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Magic Weapon +5 (From Tratain)
Cloak of Resistance +4
Stone Skin - 150/150
Death Ward
Good Hope: CL 10, 10mins, everyone gets +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

==================================

Monthor crouches down and awaits Tratain's instructions. Even Monthor isn't fool hardy enough to charge into THAT group.

{ Readied action: Brahm's Tatoo, protection from evil, if the group is attacked }

Monthor then leans in close to Tratain and whispers..
" The robes need to be taken out first. Maybe an ariel attack from an invisible Arien?
Me and Fred have no fear of the golems. We can bypass their damage reduction. Me have enlarge potions and one hast potion left. Me'll use them before attacking. You know what the flame heads are? Me'd bet on some sort of undeads. If they be then those are yours."



Vedik Current Spells AC 31 (13 touch) HP 214/214  d20+19=25 ;
Monday July 28th, 2008 11:50:33 AM

Vedik whispers: "I'll recast the good hope from the bard on a stick, and we should recast the deathwards too, they are gone. I've also got a wall of stone, it might give us a round with the casters before the golems get into it. You're right about the robes, at a guess I'd say Liches. They won't take much of a beating, but they will wreck us good if we don't put them down quick. I've got a wand of enlarge person, I can hit all our fighters, but it might make them noticed here. "

He crouches lower on the trail and waits.

OOC:
Use Wand of Good Hope.
Good Hope: CL 10, 10mins, everyone gets +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Mind Blank (SL 8, CL 16, cast in morning)
Greater Magic Weapon (SL 4, CL 16, cast in morning)
Stone Skin 150/150 20/150min(SL 4, CL 15, cast before teleport)
Good Hope 0/10 min (SL 3, CL 10, cast right after teleport)
Magic Vestment (SL 3, CL 18, cast in morning)
Magic Vestment (SL 3, CL 18, cast in morning)
Resist Energy, Fire-30 20/110 min (SL 2, CL 11, cast before teleport)
Delay Poison (SL 2, CL 16, cast in morning)

Wings of Flying - Vedik usually keeps this active, unless wings would be an issue.
Ring of Counterspells - Greater Dispel Magic


Draax HP 177, AC35 
Monday July 28th, 2008 9:00:03 PM

Draax takes in the sights as he hides with the rest of the crew. He nods his head in agree with Monthor about taking the robes out quickly.

-----------------------
Endure elements
Necklace of Adaptation
Slippers of Spider Climbing
Stone Skin - 150/150
Death Ward
Resist Energy - 30 Points Fire
Good Hope 0/10 min (SL 3, CL 10)

Tratain Current Spells  d20+15=17 ;
Monday July 28th, 2008 10:24:43 PM

Tratain motions the group back away a little and says, "Looks like theres quite a few of them. Those Ones in the Robes are going to be pretty dangerous. They need to be killed quickly in a concentrated attack. If we let them live for more than a few seconds we are going to be in trouble. They need to be hit as hard as we can hit them as fast as we can hit them. I'd like everyone flying as well, that will take us out of range of some of the golems. I'll redo the Deathwards and Jova I would like you to hit us with the invisibility wand as well before we go. We'll attack from the south east side. I will be able to see us all so I can guide us there. We could really use a Haste spell as well right before we go in for the assault."

When the group is prepared for combat Tratain redoes the Deathward spell on the Party from the wand, Activates his Bead of Karma, casts Shield of Faith on Himself, Drinks his Fly potion. When the group is all Invisible he leads them towards the Encampment, stopping outside the stone Circle to Cast Divine Power and Rightous Might on himself then leads everyone towards the buildings on the south east side to start the attack, trying to keep an cover he can between the group and the Golems wandering around.

--------------------------------------------------------------
Tratain HP 258/234 AC 42 (Large Size, DR 15/Evil)
Shield of Faith
Magic Vestment +5 - Tratain's Shield
Magic Vestment +5 - Tratain's Armor
Magic Weapon +5 - Tratain's War Hammers
Stone Skin - 150/150
Death Ward
Resist Energy - 30 Points Fire
Shield Other - Arien
Ring of Counterspellsx2 - Greater Dispel Magic
Good Hope
Divine Power
Rightous Might
Fly
Invisibility
Bead of Karma
Tongues, Comprehend Language, See Invisibility

Tratain Current Spells 
Monday July 28th, 2008 10:27:03 PM

OOC: On a Side Note everyone needs to be posting and working together every turn. If for whatever reason you don't think you can make every post let one of us know so we can Sub for you. A single round of Inaction by anyone could cause the entire party to be killed. No Pressure or anything :)

Dwight hp 99, AC 25 
Monday July 28th, 2008 11:16:10 PM


Dwight listens to the instructions carefully, knowing if he doesn't do his part, he'll be the first to fall. As spells are being recast and battle prepared for Dwight offers to cast 2 spells (Bulls strength and/or Bear Endurance--CL 6, lasts 6 min).

If no one wants them, he'll cast Bear endurance and cat grace on himself.

Then turn invisible again fingering his bow string.

----------------------
Death Ward
Stone Skin 150/150
Lavender and Green Ioun Stone
Cloak of Resistence +3
Magic Weapon +5 (Tratian) Holy arrows
Invisible
Good hope CL10 +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Casted
2nd lvl - 2/2 (domain remains which is air)

Jova 104/104 HP AC 30 
Tuesday July 29th, 2008 12:04:21 AM

Jova does as he is asked. Casting fly spellson all those who need it. Then he readies a Polar Ray spell ready to unleash it in the direction of the Liches.

Arien(HP 118/118: AC: 25(touch:17) Fly, Stoneskin, Shield Other, Delay Poison, Mage Armor, Good Hope, Veil, Shield 
Tuesday July 29th, 2008 3:06:39 AM

Arien casts an extended fly and shield upon himself, then casts a veil upon the party, making them appear as a group of Gelugons, save Tratain who appears to be a mighty Pit Fiend. Arien explains what he has done with the illusion and whispers, "Confusion to our enemies." The elven mage then readies to wreak havoc.

-----
Fly: 3/400 rounds
Stoneskin: 20/150 minutes
Shield Other: 20/1140 minutes
Delay Poison: 19 hours
Mage Armor: 40 hours
Good Hope: 1/100 rounds
Veil: 20 Hours
Shield: 2/400 rounds

[The underline problem edited out by M.]

Advancing - DM Marcin 
Tuesday July 29th, 2008 6:04:57 AM

Invisible, veiled, and spelled up to the maximum the Knights slowly creep through the swampy ground.

A few seconds after the group enters the ring of obelisks a shout comes from someone within the camp followed by other voices. People drop what they have been doing and start looking around. Golems rise to attention. A faint sound of spellcasting can be heard coming from somewhere behind the buildings.

[Map. We start counting time in rounds. Sorry for a map without a grid, but the distances are for now too large to make one. If you have trouble describing accurately your movement just mark it on the map in any graphic editor and and send it to me through e-mail. You can start your round anywhere in the blue square.]

Vedik Current Spells AC 33 (15 touch) HP 214/214  d20+19=32 ; d20+18=34 ; d20+18=37 ; d20+18=25 ; 15d6=53 ;
Tuesday July 29th, 2008 8:02:17 AM

Before leaving their position, Vedik casts the following spells: Death Ward, Comprehend Languages, Shield of Faith, Shield Other- Jova, Freedom of Movement, Protection from Evil, Divine Favor, He also hits Monthor with an Enlarge Person from his wand.

When the party attacks, he moves away from the group, taking to the air and getting within 260' of his target. He casts Flame strike, targeting the southwest robed undead and the clawed ice thing.

Monthor: Enlarge Person: The target gains a +2 size bonus to Strength, a --2 size penalty to Dexterity (to a minimum of 1), and a --1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. Weapons do larger damage. Cl 1, 1 minute duration

Jova, I am taking 1/2 your damage. If you go more than 65 feet from me, the spell ends.

OOC:
UMD for wand: passed
Spell resistance: Undead: 34, Ice thing: 37, Ice thing 2 (wasnt sure if the two dots were one large creature or two small): 25.
Flame Strike: 53 damage, 1/2 fire/1/2 divine. Save DC 23 Reflex for 1/2 damage.

Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Stone Skin 150/150 (SL 4, CL 15, 22/150 mins, cast before teleport)
Death Ward (SL 4, CL 7, 1/7 min, cast right after entering the valley)
Death Ward (SL 4, CL 16, 0/16 min, cast right after entering the valley)
Freedom of Movement (SL 4, CL 16, 0/160 min, cast right after entering the valley)
Good Hope (SL 3, CL 10, 1/10 min, cast right after entering valley)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Resist Energy, Fire-30 0/110 min (SL 2, CL 11, cast before teleport)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Shield Other (SL 2, CL 16, 0/16 hours, cast right after entering the valley)
Comprehend Languages (SL 1, CL 16, 0/160 min, cast right after entering the valley)
Divine Favor (SL 1, CL 16, 1/10 rnds, cast right after entering the valley)
Shield of Faith (SL 1, CL 16, 0/16 min, cast right after entering the valley)
Protection from Evil (SL 1, CL 16, 0/16 min, cast right after entering the valley)

Wings of Flying - Vedik usually keeps this active, unless wings would be an issue.
Ring of Counterspells - Greater Dispel Magic

Jova 104/104 HP AC 30  d20+14=32 ; 15d6=59 ; d20+25=45 ;
Tuesday July 29th, 2008 10:21:32 AM

Jova follows close to the hushed voice of Vedik. Jova flies about 20 feet to the left and 10 feet below Vedik. Vedik whispers his intended target, and Jova decides to aim at the dsame foe. If they could eliminate one of the magic users, it would surely improve their odds.

As the flames shhot forth from Vediks outstretched hands, Jova smiles. If the robed one had resistance to one type of element, maybe not with another. His polar ray spell had to be cast at a closer distance, so he opted for the Freezing SDphere. Directing the blast at Vediks target, Jova unleashes his spell.

--Hit AC 32, 59 Damage, Reflex 23 half, 10ft radius, SR 45-Natural 20

MonthorHit Points:189 AC30 
Tuesday July 29th, 2008 12:09:14 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Scarab of Golem Bane- Detect any Golems with 60' (standard action). Bypasses Golem=s damage reduction abilities.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Magic Weapon +5 (From Tratain)
Cloak of Resistance +4
Stone Skin - 150/150
Death Ward
Good Hope: CL 10, 10mins, everyone gets +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Enlarged- +2 size bonus to Strength, a --2 size penalty to Dexterity (to a minimum of 1), and a --1 penalty on attack rolls and AC due to its increased size.

Veiled
Invisible
Fly
Bear Endurance +4 enhancement bonus to Constitution
Haste- +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves

AC 30 + total concealment due to invisibility

--------------------
Previously
To Dwight
"Me'll take some of that Bear Endurance"

Now
Monthor drinks a potion of haste.
Monthor assumes a defensive position and stays with Tratain, moving as Tratain moves.
" Direct me oh wise war leader guy. "

Draax HP 177, AC35  d20+24=30 ; d20+24=44 ; d20+24=40 ; d20+19=27 ; d20+14=24 ; d20+9=23 ; d8+5=9 ; d6=2 ; d8+5=12 ; d8+5=13 ; d8+5=8 ; 2d10=8 ; d8+5=6 ; d6=3 ; d8+5=13 ; d6=6 ; d8+5=10 ; d6=4 ;
Tuesday July 29th, 2008 5:36:13 PM

Draax hovers in place for a second and follows Vedik's and Jova's example by rapid firing at the same target if it is still alive. If their target goes down, Draax will fire at the next closest robed individual.

Hit AC 32 for 11 dmg and 2 fire dmg
Hit AC 46 (crit confirmed if possible to crit) for 14 dmg & 8 fire (if uncritable) or 35 dmg and 8 fire (if critable)
Hit AC 29 for 8 dmg and 3 fire dmg
Hit AC 26 for 15 dmg and 6 fire dmg
Hit AC 25 for 12 dmg and 4 fire dmg
Added +2 to attack rolls and dmg from 'Good Hope'

------------------------------------------
Endure elements
Necklace of Adaptation
Slippers of Spider Climbing
Stone Skin - 150/150
Death Ward
Resist Energy - 30 Points Fire
Good Hope 0/10 min (SL 3, CL 10)
Magic Weapon +5 - bow (From Tratain)
Veiled
Invisible
Fly

Arien(HP 118/118: AC: 25(touch:17)  6d6=19 ; 20d6=64 ; d20+24=37 ; d20+24=33 ; d20+24=34 ; d20+24=32 ; d20+24=29 ; d20+24=40 ; d20+24=27 ; d20+24=30 ; d20+24=28 ; d20+24=33 ; d20+24=29 ;
Tuesday July 29th, 2008 7:10:21 PM

Arien works to take down the liches as quickly as possible to remove the spellcaster ability from the enemy. Arien casts a sunburst in the midst of the enemy, (80-ft.-radius burst, trying to hit as many liches as possible) a huge flash of light exploding damaging undead and possibly blinding those in the midst.

(Sunburst: Non-undead creatures take 19 damage if effected, ref save dc 31 for half, failure to save means blindness; undead creatures in the blast take 64 damage instead, if harmed by bright light are instantly destroyed if ref save dc 31 is failed. Ref save for half damage. Not sure how many creatures have SR or are in the blast so I rolled some SR checks: 37, 33, 34, 32, 29, 40, 27, 30, 28, 33, 29)

-----
Fly: 4/400 rounds
Stoneskin: 20/150 minutes
Shield Other: 20/1140 minutes
Delay Poison: 19 hours
Mage Armor: 40 hours
Good Hope: 2/100 rounds
Veil: 20 Hours
Shield: 3/400 rounds

Tratain Current Spells  d20+15=30 ; 20d6=75 ; d20+24=32 ; d20+24=35 ; d20+24=42 ; d20+24=31 ; d20+24=27 ; d20+24=33 ; d20+24=38 ; d20+24=35 ; d20+24=42 ; d20+24=36 ; d20+24=28 ; d20+24=41 ;
Tuesday July 29th, 2008 8:51:42 PM

Tratain flies North and West a little 40 feet toward the enemies to a position that he is able to see all the Lich's and then casts Firestorm (340 Foot range, 48 10 foot Cubes) attempting to Hit all 4 Lich's and those that are around them.

OOC: I'm assuming that 48 Ten foot cubes should give me the range I need to hit all of them, Those are the Primary targets, and if any of the Other Son's of Dread are in range Tratain will hit them as well.

Firestorm - 75 Damage Reflex DC 26 for Half Damage SR Checks, (Lich1 34, Lich2 37, Lich3 44, Lich4 33, SG1 29, SG2 35, SG3 40, WW1 37, WW2 44, WW3 38, WW4 30)(Extra SR Roll for Hero Point if I fail an SR check, Since I don't know what to shoot for I rolled 1 extra at 43, If I need to use more to Break SR on anything I have Targeted I'll spend more the Check is at +26)

--------------------------------------------------------------
Tratain HP 258/234 AC 42 (Large Size, DR 15/Evil)
Shield of Faith
Magic Vestment +5 - Tratain's Shield
Magic Vestment +5 - Tratain's Armor
Magic Weapon +5 - Tratain's War Hammers
Stone Skin - 150/150
Death Ward
Resist Energy - 30 Points Fire
Shield Other - Arien
Ring of Counterspellsx2 - Greater Dispel Magic
Good Hope
Divine Power
Rightous Might
Fly
Bead of Karma
Tongues, Comprehend Language, See Invisibility

Dwight hp 99, AC 27  d20+32=50 ; d6=5 ; d6=5 ; d6=6 ; d6=5 ; d6=3 ; d20+27=38 ; d6=1 ; d6=6 ; d6=1 ; d6=4 ; d6=1 ; d20+22=29 ; d6=1 ; d6=5 ; d6=6 ; d6=5 ; d6=6 ; d20+31=37 ; d6=6 ; d6=2 ; d6=1 ; d6=5 ; d6=2 ;
Tuesday July 29th, 2008 10:09:41 PM

Before:
Bear's Endurance on Monthor
Cat's Grace on Dwight
-------------------------------
Dwight sees the fires and arrows and adds his own. (He focuses on any remaining liches)

(Notes: F=fire dmg, I=ice dmg, H=holy dmg, B=weapon bonus, current range: up to 120')
Att #1: Holy arrow + 5 = 50 - 2 (distance) = 48
Dmg: 5 + 5F + 6I + 8H + 5B = 29

Att#2: Holy arrow + 5 = 38 - 2(distance) = 36
Dmg: 1 + 6F + 1I + 5H + 5B = 18

Att#3: Holy arrow + 5 = 29 - 2(distance) = 27
Dmg: 1 + 5F + 6I + 11H + 5B = 28

Att#4: Holy arrow + 5 = 37 -2 (distance) = 35
Dmg: 6 + 2F + 1I + 7H + 5B = 21

Total if everything hit: 96

-------------------------------
Death Ward
Stone Skin 150/150
Lavender and Green Ioun Stone
Cloak of Resistence +3
Magic Weapon +5 (Tratian) Holy arrows
Invisible
Good hope CL10 +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Cat's Grace: +4 to Dex

Casted
2nd lvl - 2/2 (domain remains which is air)

Round 1: party actions - DM Marcin  [Lich saves vs Vedik's Flame Strike:] d20+24=40 ; [Winterwight saves vs Vedik's Flame Strike:] d20+18=23 ; [Winterwights save vs Arien's Sunburst:] d20+18=23 ; d20+18=21 ; [Mages save vs Arien's Sunburst:] d20+17=21 ; d20+17=18 ; d20+17=32 ; d20+17=26 ; [Liches save vs Arien's Sunburst:] d20+24=28 ; d20+24=33 ; d20+24=27 ; d20+24=26 ; [Shield Guardians save vs Arien's Sunburst:] d20+5=18 ; d20+5=15 ; d20+5=19 ; [Shield Guardians save vs Tratain's Fire Storm] d20+5=18 ; d20+5=20 ; d20+5=23 ; [The Winterwights save vs Tratain's Fire Storm:] d20+18=21 ; d20+18=23 ; d20+18=25 ; d20+18=25 ; [Liches save vs Tratain's Fire Storm:] d20+24=39 ; d20+24=32 ; d20+24=31 ; d20+24=27 ; [Tratain checks vs SR on Mages:] d20=8 ; d20=5 ; d20=20 ; d20=20 ; d20=13 ; d20=10 ; d20=7 ; d20=19 ; [Mages save vs Tratain's Fire Storm:] d20+17=33 ; d20+17=32 ; d20+17=35 ; d20+17=32 ; d20+17=26 ; d20+17=32 ; d20+17=19 ; d20+17=29 ; d20+17=35 ; d20+17=34 ; [Liches save vs Tratain's Fire Storm:] d20+24=26 ; d20+24=27 ; d20+24=41 ; d20+24=31 ;
Wednesday July 30th, 2008 7:54:53 AM

Vedik takes to the air [but he can't quite get as far as 260 ft away from his target - with his speed of 60 and a move action he can move about 40 ft into the air and 40 ft away from the group]. Then he unleashes a torrent of flames at one of the liches and his bodyguards. The lich nimbly turns around in a piruette, as if dancing with the flames, and emerges completely unharmed. Flames wash over the first undead, but it resists the spell completely. The second one is affected, though - the fires eat into its icy body doing extra damage.

Jova, flying close to Vedik, follows the flames with a burst of ice. The frost washes over lich like waves over a rock - its undead nature makes it completely immune to cold. The winterwights are not affected by their natural element, either.

Draax, flying at a moderate height, starts to shoot. All five of his arrows hit their mark, but their flames seem not to hurt the lich at all, and their arrowheads have tough time harming the bony body. Still, some damage does get through.

Arien, staying put next to Draax, fires off a Sunburst. The mage manages to catch all four liches in the area of the spell, as well as four lesser mages and all shield golems and winterwights. The magic washes over golems in the area of the spell without effect. Two of the winterwights manage to resist the effects of the spell, the other two are hurt. Both are blinded. Out of the four necromancers one avoids being blinded. The liches suffer a terrible luck; three out of four are now blind and all hurt, though two have been saved from serious harm by their Shield Guardians. All three Guardians take full effects of the spell.

Tratain moves northwest and unleashes a Fire Storm. The area of the spell is so large that it allows him to target everyone but two of the lesser mages. The golems are immune to the spell, of course. All three shield Guardians are burned to the full effect of the spell. One crumbles to glowing charcoal. The good luck of the party continues as all four of the Winterwights are caught up in the flames and very gravely injured. All four liches, on the other hand, are able to evade the spell completely. None of the ten necromancers manage to resist Tratain's spell [so you don't have to expend hero points this round]. Only one out of the eight necromancers caught in the flaming area is damaged by the flames. Others seem to just dance out of harm's way. All four liches seem to get out of the inferno unharmed, too.

Monthor drinks a potion and stays close to Tratain.

Dwight, sticking close to Arien and Draax, fires off four arrows at the most damaged of the liches. All four hit, but fire and ice does not seem to hurt him any, and Dwight's arrows, just as Draax's, find it hard to penetrate the bones of the undead mage. Still, the southwest lich looks almost finished.

The only remaining invisible individual is Monthor.

Round 1: enemy actions - DM Marcin  [Damage from Horrid Wilting:] 15d6=51 ; 15d6=50 ; 15d6=57 ; 15d6=40 ; 15d6=49 ; 15d6=46 ; 15d6=53 ; [Damage from Fireballs:] 10d6=41 ; 10d6=33 ; 10d6=31 ; 10d6=39 ; 10d6=35 ; 10d6=27 ; 10d6=33 ; [Beating Monthor's SR if it still remains:] d20=18 d20=18 d20=11 d20=10 d20=8 d20=4 d20=18 d20=13 d20=17 d20=18 d20=11
Wednesday July 30th, 2008 8:41:20 AM

The three blinded liches, both blinded winterwights and three blinded necromancers curse and Teleport or Dimension Door out of battle.

The only remaining lich, flying just above the earth, rounds the corner of the building and turns his grinning mask at the party. The Master rases his skeletal hand and channels one of the most dreaded spells in the whole arsenal of a wizard.

[The following PCs are hit by Mage's Disjunction: Tratain, Monthor, Arien, Draax and Dwight. All spells currently active on them are instantly ended. Every magic item carried by them needs to make a Will save DC29 or its magic permamently seeps away - you use either your Will save bonus or item's Will save bonus if it is higher. If you carry magic items in a bag of holding, handy haversack or similar magic container only the container needs to make a save. If it fails it, it is no longer magical and may burst if overloaded, but the items inside it are safe.]

The remaining seven mages rise into the air and launch a torrent of long range dark power and fire at the now-visible party.

[Tratain, Monthor, Arien, Draax and Dwight are hit by seven Horrid Wilting spells. The damages are 51, 50, 57, 40, 49, 46 and 53. The Fort save for half is DC26 for each. Tratain and Monthor are additionally hit by four Quickened Fireballs. The damages are 41, 33, 31 and 39. The Ref save for half is DC23 for each. Arien, Draax and Dwight are additionally hit by three Quickened Fireballs. The damages are 35, 27 and 33. The Ref save for half is DC23 for each. Out of these five only Monthor had SR, but unfortunately everything got through.]

One of the Shield Guardians wanders off into the swamp, following its master who teleported away. The other one moves up to his lich.

The iron golems start to emotionlessly gather around the portal and form a defensive perimeter, obviously following some previous set of instructions. The mithral golems stand quiet and still.

The remaining two winterwights Dimension Door into the ranks of the party.

There is a commotion and shouts inside the buildings. The remaining occupants of the base drop whatever they were doing and fly out of the doors and windows looking for the source of trouble. Among them are two liches and several necromancers.

[Map. Red dots: liches. Light green dots: winterwights. Olive dots: necromancers. Yellow dot: Shield Guardian. Purple dots: iron golems. Light blue dots: mithral golems. The height of those flying is marked on next to the dots.]

Vedik Current Spells AC 33 (15 touch) HP 214/214 
Wednesday July 30th, 2008 9:18:47 AM

I disbelieve. :)

MonthorHit Points:189 AC30 
Wednesday July 30th, 2008 9:54:42 AM

I quit.

Jova 104/104 HP AC 30 
Wednesday July 30th, 2008 10:52:45 AM

Attacking everything in sight as a strategy or tactic seems to have caught up with the group. In hindsoght shoulda seen it, documented it, then left.

There is an email by Setanos out there, lets talk see what we can do, or not do.

MonthorHit Points:155 AC30  d20+12=13 ; d20+12=19 ; d20+12=26 ; d20+12=13 ; d20+12=18 ; d20+12=25 ; d20+12=30 ; d20+12=31 ; d20+12=15 ; d20+12=23 ; d20+12=22 ; d20+12=15 ; d20+12=28 ; d20+12=14 ; d20+12=23 ; d3=2 ; d20+12=18 ; d20+12=23 ; d20+12=22 ; d20+12=17 ; d20+12=25 ; d20+12=16 ; d20+12=30 ; d20+12=31 ;
Wednesday July 30th, 2008 11:15:31 AM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Scarab of Golem Bane- Detect any Golems with 60' (standard action). Bypasses Golem's damage reduction abilities.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Cloak of Resistance +4
----------------------------------------------------

Saving throws

+5 Plate mail armor 13
+5 ring of protection ( deflection bonus) 19
Ring of Energy Resistance ( Major, fire, 20 points) 26
Belt of Giant Strength +4 13
Winged boots (x3) 18
Scarab of Golem Bane- 25
Fred the Axe 30
Haversack 31
Bracers of protection 15
+2 Gloves of Dexterity 23
Ion stone dusty rose (+1 insight AC bonus) 22
Cloak of Resistance +4 15

In Haversack
Cape of the Mountbank
Necklace of Adaptation
1/ Sovereign glue
1/ potion of Remove Blindness/Deafness
3/ Potions of Enlarge Person
1/ neutralize poison
2/ Quaal's feather token (tree)

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

Four hero points to re roll saving throws.
14,23,18,23
Missed them all.

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

Horrid Wilting
Damage 51, 50, 57, 40, 49, 46 and 53
1. 51
2. 50
3. 57
4. 40
5. 49
6. 23
7. 26

.....
No point continuing...

Monthor shrivels up like an old hag and drops face first to the ground. The fire damage is incidental as the dwarven warrior dies... again.

Tratain Current Spells  d20+23=41 ; d20+23=42 ; d3=2 ; d20+23=40 ; d20+23=37 ; d20+23=25 ; d20+23=39 ; d20+23=33 ; d20+23=38 ; d20+23=32 ; d20+23=37 ; d20+23=42 ; d20+23=34 ; d20+23=32 ; d20+23=29 ; d20+23=38 ; d20+26=42 ; d20+26=45 ; d20+26=27 ; d20+26=41 ; d20+26=45 ; d20+15=28 ; d20+15=26 ; d20+15=32 ; d20+15=21 ; d20+26=31 ; d20+26=27 ; d20+26=46 ; d20+26=45 ; d20+15=18 ; d20+15=16 ; d20+15=23 ; d20+23=42 ;
Wednesday July 30th, 2008 5:23:51 PM

Tratain is caught completely off guard from the counter attack of the Son's of Dread, his eyes go wide as the spells hit and his eyes close forever as he is torn to shreds and burned up by the spells. (2 Failed Horrid Wilting Spells and 1 Failed Fireball Save, = -124 Hit Points, I can re-roll using some hero points if it means Life and Death but doesn't look like it'll help any)

Adamantine Holy Warhammer +1 (41)
Mithril Full Plate +1,Heavy Fortification(100% chance of normal Damage on Crit or Sneak Attack) (42)
Hewards Handy Haversack (40)
Periapt of Wisdom +6 (37)
Mithril Large Shield +1, Reflecting (25, Fail)
Bill's Stylish Pants O' Plenty (39)
Cloak of Resistance +5 (33)
Setanos Vestment +2 (38)
Ring of Counter-spellsx2 (32, 37)
Portable Hole (42)
Belt of Constitution +6 (34)
Gloves of Dexterity +4 (32)
Bracers of Natural Armor +5 (29)

Draax HP 177, AC35  d20+17=28 ; d20+17=37 ; d20+17=25 ; d20+17=22 ; d20+17=33 ; d20+17=26 ; d20+17=23 ; d20+16=29 ; d20+16=36 ; d20+16=23 ; d20+13=19 ; d20+13=29 ; d20+13=30 ; d20+13=20 ; d20+13=18 ; d20+13=31 ; d20+13=31 ; d20+13=14 ; d20+13=29 ; d20+13=22 ; d20+13=28 ; d20+13=25 ; d20+13=24 ; d20+13=18 ; d20+13=19 ; d20+13=24 ; d20+13=33 ; d20+13=30 ; d20+13=30 ; d20+13=32 ;
Wednesday July 30th, 2008 7:36:38 PM

Draax cannot believe he could actually feel this much pain, but happily the pain is quickly over and he begins to feel ever lasting peace. (OOC: He is over 100 hit point below)

+1 Helm failed
+5 Mithral Shirt - saved 29
+4 Heavy Mithral shield - saved 30
+3 Holy Cold Iron Longsword - used hero point to reroll saved 33
+2 Flaming Burst longbow - used hero point to reroll saved 30
Cloak of Resistance +3 - used hero point to reroll saved 30
Hat of disguise - saved 31
Bag of Holding Type III - save 31
Ring of Sustenance - failed
Ring of Protection +4 saved
Gloves of Dexterity +4 used hero point to reroll saved 32
Belt of Strength +4 failed
Efficient Quiver - failed
Necklace of Adaptation - failed
Slippers of Spider Climbing - worn

stan/draax 
Wednesday July 30th, 2008 7:38:39 PM

OOC: the slippers of spider climbing also failed.

Arien(HP 118/118: AC: 25(touch:17)  7d20+17=77 ; d20+17=30 ; d20+17=18 ; d20+17=36 ; d20+17=20 ; d20+17=21 ; d20+17=21 ; d20+17=32 ;
Wednesday July 30th, 2008 8:27:28 PM

Arien turns into mesquite elf jerky.

Magic Items save
Headband of Intellect +6 30
Amulet of Health +6 18 dead
Cloak of Resistance +4 36
Ring of Protection +3 20 dead
Heward's Handy Haversack 21 dead
Bill's Stylish Pants O' Plenty 21 dead
Ioun stone 32

Everything else was in the haversack.

((OOC: Not going to bother to rolling the saving throws for the damage, wouldn't matter one way or another.)

Jova 104/104 HP AC 30 
Wednesday July 30th, 2008 9:24:38 PM

Jova winces in pain as he sees his fellows fall to the horrible magic. Flight! Flee!! His m,ind screamed, but his limbs did not obey. Flying close to Vedik he says, "Lets get them. I will get us close, then we can try and grab there bodies and teleport out of there. Protect us if you can."

--Jova will cast greater telport to get next to the fallen guys. Move to Vedik first then teleport.

Vedik Current Spells AC 33 (15 touch) HP 214/214 
Wednesday July 30th, 2008 9:39:38 PM

Appearing over the fallen bodies of Tratain and Monthor, Vedik casts Wall of Stone, encasing the four of them in a small, thick walled dome. He doesn't even take the time to wonder if he's just cast his own tomb. Calling on Alemi, he casts a quickened Divine Power. He then reaches into his pack and takes out a wand. He whispers to Jova "Take these two and go. Come back and meet me where we exited the Fog, at the top of the valley. Good luck friend."

OOC:
Just to clarify, we're teleporting on top of them, like standing on their bodies.
The wall of stone is a dome 10' high, normal thickness, 6 squares around their two bodies.
Move action to take the wand of dimension Door out of his pouch.

Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Stone Skin 150/150 (SL 4, CL 15, 22/150 mins, cast before teleport)
Death Ward (SL 4, CL 7, 1/7 min, cast right after entering the valley)
Death Ward (SL 4, CL 16, 0/16 min, cast right after entering the valley)
Freedom of Movement (SL 4, CL 16, 0/160 min, cast right after entering the valley)
Good Hope (SL 3, CL 10, 1/10 min, cast right after entering valley)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Resist Energy, Fire-30 0/110 min (SL 2, CL 11, cast before teleport)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Shield Other (SL 2, CL 16, 0/16 hours, cast right after entering the valley)
Comprehend Languages (SL 1, CL 16, 0/160 min, cast right after entering the valley)
Shield of Faith (SL 1, CL 16, 0/16 min, cast right after entering the valley)
Protection from Evil (SL 1, CL 16, 0/16 min, cast right after entering the valley)

Wings of Flying - Vedik usually keeps this active, unless wings would be an issue.
Ring of Counterspells - Greater Dispel Magic

[DM Marcin] 
Thursday July 31st, 2008 5:13:59 AM

[Holding the next round until tomorrow as per Troy's request.]

Dwight hp 99, AC 27  d20+10=19 ; d20+10=15 ; d20+10=24 ; d20+10=26 ; d20+10=18 ; d20+10=26 ; d20+13=19 ; d20+13=15 ; d20+13=31 ; d20+11=14 ; d20+11=17 ; d20+11=20 ; d20+11=15 ; d20+11=25 ; d20+11=30 ; d20+11=25 ; d20+11=20 ; d20+11=30 ; d20+11=27 ; d20+11=30 ; d20+11=25 ; d20+11=28 ; d20+11=26 ; d20+11=12 ; d20+11=26 ; d20+11=28 ;
Thursday July 31st, 2008 9:52:26 AM

Dwight's eyes glow as the fireballs approaching, knowing he has tasted his last biscuit and drunk his last ale.

[The following PCs are hit by Mage's Disjunction: Tratain, Monthor, Arien, Draax and Dwight. All spells currently active on them are instantly ended. Every magic item carried by them needs to make a Will save DC29 or its magic permamently seeps away - you use either your Will save bonus or item's Will save bonus if it is higher. If you carry magic items in a bag of holding, handy haversack or similar magic container only the container needs to make a save. If it fails it, it is no longer magical and may burst if overloaded, but the items inside it are safe.]

Damage first:
horrid wilings: 51, 50, 57, 40, 49, 53
fort: 19, 15, 24, 26, 18, 26 (damge taken: 51+50+57+20+49+26 = 253)

Frieballs:: 35, 27, 33
reflex: 19, 15, 31 (damage taken: 35 + 27 = 62)

Total death dealt: 315....putting Dwight at -216

Items:
Fiery and Ice Masterwork composite shortbow +2 (14)
Ring of protection +3 (17)
2 quivers of Ehlonna (20)
Boots of speed (15)
Bracers of armor +4 (25)
Hewards handy haversack (30) -- other items safe
Gloves of dex +4 (25)
Wand of cure moderate wounds (45 charges) (20)
+1 flaming shortsword (30)
Ring of invisibility (27)
Broom of flying (30)
Cloak of resistance +3 (25)
36 holy arrows (+2 bonus, +2d6 extra dmg against evil) (28)
50 frost arrows (+1 bonus, +1d6 extra dmg) (26)
Lavender and green ioun stone (12)
Ring of Blink (26)
Hand of Glory (28)


A disaster - DM Marcin  [Teleport rolls:] d100=41 d100=67 d100=50
Friday August 1st, 2008 4:02:20 AM

Jova moves himself and Vedik by magic right over the bodies of Tratain and Monthor. Vedik quickly casts two spells, one to boost his own power, the other one to create a protective shell of thick stone around the two remaining Gray Knights. It instantly becomes pitch black. Vedik, with his dwarven sight, has no problems because of it, but Jova probably can't now see a thing. The dome is just as large as it has to be to cover all four bodies protected by it. The remaining free space is quite limited.

And suddenly the tiny dome gets much, much more cramped as several newcomers arrive through Teleport. Vedik and Jova stand now in the middle of a huddled group of three mages and three liches. Others attempted to get into the hemisphere, too, but there simply wasn't enough room anymore and they got bounced out to the outside. Thumping of heavy feet can be heard outside. No doubt the golems are moving in to tear down the wall.

The situation inside is now quite grotesque as several individuals stand or crouch or lean or stoop huddled closely together like herrings in a barrel [spellcasting in these conditions requires a Concentration DC15 to pull off]. It was the mages who brought the liches in by Teleports. The liches arrived fresh and ready to act [all three seem to have some action readied].

A voice comes out of the black emptiness of the skull of the lich right in front of the two heroes, a voice as deep and dead and hollow as echoes of whispers in a tomb.

"Surrender or be forever destroyed."

[Troy and Dave, please post your next actions with spoiler tags. This is important. I'll edit them to normal posts later. You can read both posts, but the rest of you guys don't peek. I'll e-mail you instructions how one does that just in case. M.]

Vedik Current Spells AC 33 (15 touch) HP 214/214 +16 Temp  d20+19=32 ; d20=19 ;
Sunday August 3rd, 2008 3:00:40 PM

Vedik's shoulders slump in apparent defeat. He whispers "We surrend... "Jova, Now!.", hoping to focus their attention on the mage. He thumbs the wand, ready.

OOC:
Ready Action: When any of the liches act against Jova, Dimension Door Jova, Tratain, and if Jova can carry Monthor, him, 760' feet up the path along our route, as far as we can get.
UMD to D-door: Passed.
Bluff check: 19, cause hey, cant hurt.

Jova 104/104 HP AC 30  d20+20=27 ;
Monday August 4th, 2008 12:05:25 AM

Jova reaches down, fumbling he finds a hand. Muttering the words of the all to familiar greater teleport spell, he stays touching Vedik as well. If they are allowed to cast the spell, the desired location for landing is just outside Arraks cave. Con check 27

Round 3 - DM Marcin 
Monday August 4th, 2008 2:33:10 PM

[An amended version of the round - I missed one very important detail. I'm keeping the previous version and associated posts as private DM messages. M.]

Here is what happens:

Jova starts casting a Greater Teleport.

Two of the liches react to his casting, one by starting a spell of his own, the other one by starting a counterspell. They will finish their actions slightly before Jova.

Vedik reacts to the two liches who started casting by activating his wand of Dimension Door. He will finish his action slightly before them!

Vedik takes Jova and bodies of Tratain and Monthor out of the stone dome and into the black forest, just before the spells of the liches hit. This allows Jova to finish his teleportation magic undisturbed.

Both of the remaining Knights and the bodies of their two fallen companions arrive at the door of Arrak's lair!

[Troy and Dave, very nicely played. This is the kind of rules trick that brings a tear to my eye. My hat is off to you for working your resources to the maximum.]

[Vedik and Jova get a hero point each for wrestling two of their companions from fate worse than death. What now, brave Knights?]

Vedik Current Spells AC 33 (15 touch) HP 214/214 +16 Temp  d20+8=20 ;
Monday August 4th, 2008 10:23:58 PM

The old dwarf blinks, scarcely believing they made it out. He wills his heart to slow and looks around, noting that they are near Lord Arrak's lair.

They may try to follow us. he says harshly, pulling a scroll out of his pack and looking about warily. He holds still, waiting.

If nothing disturbs them in the next few seconds, he looks to the sky and casts Detect Magic, searching for the tell tale sensor of a scrying spell. If that seems clear, he tries to gain the attention of one of Lord Arrak's servants without entering the Lair.

OOC:
Move action: Retrieve scroll of mass heal.
Ready Action: If more than one Lich appears within 30', use scroll of mass heal targeting them.
If more than a minute passes, he starts scanning for scrying devices: Spot Check 20.

Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Stone Skin 150/150 (SL 4, CL 15, 23/150 mins, cast before teleport)
Death Ward (SL 4, CL 7, 3/7 min, cast right after entering the valley)
Death Ward (SL 4, CL 16, 1/16 min, cast right after entering the valley)
Freedom of Movement (SL 4, CL 16, 1/160 min, cast right after entering the valley)
Divine Power (SL 4, CL 16, 4/16 rounds, cast 2nd round of combat)
Good Hope (SL 3, CL 10, 1/10 min, cast right after entering valley)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Resist Energy, Fire-30 1/110 min (SL 2, CL 11, cast before teleport)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Shield Other (SL 2, CL 16, 0/16 hours, cast right after entering the valley)
Comprehend Languages (SL 1, CL 16, 1/160 min, cast right after entering the valley)
Shield of Faith (SL 1, CL 16, 1/16 min, cast right after entering the valley)
Protection from Evil (SL 1, CL 16, 1/16 min, cast right after entering the valley)

Wings of Flying - Vedik usually keeps this active, unless wings would be an issue.
Ring of Counterspells - Greater Dispel Magic


Jova 104/104 HP AC 30 
Monday August 4th, 2008 11:04:04 PM

Jova lands with a thud, opening his eyes to see the hillside near the
dragons lair. Jova had made it a point to memorise this position carefully, knowing spmday he would need top use it.

"Vedik lets get these bodies into the cave as fast as possible. Maybe Arrak will have the ability to ressurect them. We need to tell him of the battle, and plead for his assistasnce top get the others out. We also need to report directly tp the Emerald Dragons. I am in hopes the other Dragon Groups may help us with a rescue."

OOC I was a little confused on the disjunction affecting Jovas equipment or not, since he still was able to use his magic. Do I need top make the checks on my stuff?

At Arrak's lair - DM Marcin 
Tuesday August 5th, 2008 12:07:21 PM

Vedik lands at Arrak's doorstep and immediately gets ready to act should the enemies pursue.

A minute passes. Nothing.

The immediate area is scanned with Detect Magic. Still nothing.

Several minutes later he, Jova, and both bodies are spotted by one of Arrak's gnomes. The little man rises his hand to his mouth and withdraws into the cave. About two minutes later familiar footsteps indicate the arrival of the dragon. He emerges from his cave in his usual human form. The word of greeting freezes in his throat as he notices the dehydrated husks that were once Tratain and Monthor.

As he looks at Vedik and Jova it can be seen on his face how the realization of what will be said in a moment slowly dawns on him.

"Others?" - he finally manages.

[Jova and his equipment were not hit by the Disjunction.]

[Sorry for a later than usual post today.]

Vedik Current Spells AC 33 (15 touch) HP 214/214 +16 Temp  d20+12=19 ; d20+17=34 ; d20+12=16 ; d20+17=37 ;
Tuesday August 5th, 2008 1:29:28 PM

Vedik relaxes slightly for what seems like the first time in days but has really only a few minutes.

"We found the gate way, and went to investigate. There were several liches, some golems of iron, and some of mithral, as well as some undead wolf creatures and a host of lesser mages. We made our plans, figuring we could handle the liches and mages with range area spells and take to the air before the golems got too close. We struck first, and did well we thought, blinding and seriously hurting many of the liches. Three of them actually fled. But the lesser mages were not so lesser, seven of them capable of casting high level spells. We figured they would be capable of casting fifth circle magics, but they could cast up to eighth. They all attacked us with horrid wilting and quickly casted fireballs, after one of the liches disjoined us. The damage was too great. Jova and I had been in the back and escaped the blast, but the rest of the knights fell. We were able to get Tratain and Monthor out by sheer luck and will, but the others bodies were too far and teleporting back would doom us all."

He pauses and looks at the bodies.

"I am sorry to have brought this upon your doorstep Lord Arrak, but you have been our most trusted friend and ally. Jova and I need to start the resurrection process quickly. There is a chance the liches do not have Trap the Soul or an Animation Dead spell ready. We might be able to use True Resurrection to retrieve them before their bodies are corrupted or their souls unreachable. Or perhaps try to use powerful magic to return the bodies too us, a Wish or Miracle. Either way, Jova and I must move quickly or the rest will be lost."

He then takes the portable hole from Tratain's remains.

"With this, we have the funds to purchase the required scrolls from the Catacombs. My knowledge of the highest level of clerical spells is incomplete. Would a True Resurrection restore them to life where they are, or would they return with us from Gargul's realm? Is it within the power of Miracle or Wish to move the bodies out of the Son's hands and back to us?"

Vedik ponders these questions himself while waiting for Lord Arrak's answers.

OOC:
Knowledge/Spellcraft checks:
On True Resurrection with body in enemy hands: K:Religion 19, Spellcraft 34
On Miracle/Wish moving bodies: K: Religion: 16, Spellcraft: 37



Jova 104/104 HP AC 30 
Tuesday August 5th, 2008 6:05:31 PM

Jova removes his hat and listens to Vedks tale. Several times he runs his fingers through his hair absentmindly.

"I teleported just outside your lair because of the safety of it. If someone had the ability to follow us, no innocents wpi;lld get injured. If you would rather AI find another spot I will. But it does allow me access to your counsel as well. Vediks account was correct. In hindsight we shouldnt have attacked. But we have won many battles and have always been victoropis, this was unexpected.

"Although it seems impossible, I want to return and get our friends. I differ a little on ressurectuing the souls immediately, rather spend the time and resources getting the others back. I dont know if you have enough contacts, friends that could help us?

"Also I will need to go anfd make a quick report to the Emerald Dragons. They reallly need to know about the gate, and the army guarding it. It is a sad day to say the least."

What options are left - DM Marcin 
Wednesday August 6th, 2008 4:39:20 AM

The dragon is visibly dismayed. He tries to answer questions in turn as soon as they are asked, so that as little time is lost as possible.

"You will need a separate raising spell for each of your dead friends. One spell, even though it brings you in front of Gargul, is enough to raise only one dead soul."

"You need to touch the body of the dead individual - if there still is one - in order to raise him, so unless the bodies of your three dead friends were here you wouldn't be able to even attempt to return them to the world of the living."

"Yes, a carefully worded Wish or a Miracle could bring the three missing bodies from the hands of Sons to here. But it would be stretching the powers of the spell to the limit, and if not worded very carefully it could very well backfire. Also, unless my guess is wrong, it would have to be attempted very, very fast."

"You did just the right thing to come here. This way the Consortium and Council will know of what happened immediately and we can decide how to act that much faster."

"The Sons are no doubt waiting for somebody to come back for the dead bodies. And they may be taking care of them even as we speak. Coming back now would probably be walking into death's embrace."

"Now that you have seen the site with your own eyes it will be much, much easier to scry on it. We should probably do that as soon as you are done with whatever actions you feel appropriate regarding your missing three friends. This way you will have more to tell when you make your report."

[All right, a summary of the state of the game:
1. Vedik and Jova made it back relatively unharmed.
2. Tratain and Monthor are raisable, but lost some equipment due to the Disjunction. That equipment is repairable by a fixer, and thankfully you have one in the party.
3. Draax, Dwight and Arien are, for now, lost. There are three options here:
a) risk a Wish to try to bring their bodies back so that they can be raised together with Monthor and Tratain:
- first you would need a Wish, and fast. If you have one on hand then no problem. If you need to go to the Catacombs to get it, you would need to push your way in line and persuade the people there to serve you fast, so that you have the transaction complete by the end of this Thursday. If you can manage to pull this off then you were fast enough. If not, the Sons will have had enough time to prevent the bodies being taken from their hands that easily.
- once you have access to the Wish there is the matter of proper wording. You need to be very careful when you make the Wish. Me and Matty will look for a way to twist the effect of the spell and if we find one, we will. If all works, however, you will have five bodies instead of two.
b) option two: make three temporary characters and go on a quest to retrieve the bodies of Draax, Arien and Dwight. This would take a bit longer and could mean these three characters come back into the game sometime in 2009.
c) scratch your lost characters and start three new ones.

I invite everybody to start posting on the board again. Those dead should, of course, post either OOC or from a perspective of a floating, roaming spirit, somewhere close to those still alive. Discuss which option you would prefer.]

DM Matt OOC  d100=21 ;
Wednesday August 6th, 2008 8:00:30 AM

While I have no problem with whatever the party chooses, I lean toward (a) or (c). Option (a) seems like something realistic for the group to try (not to mention fun for me and Marcin). Option (c) is just plain simple. But option (b) seems to stretch the game's story continuum a bit too much.

My advice would be to talk via email or posting this morning and let Draax, Arien and Dwight decide. Maybe they prefer new PCs, or maybe they definitely want to come back. But I think it has to be an all or none choice, no partials.

Vedik Current Spells AC 33 (15 touch) HP 214/214 +16 Temp 
Wednesday August 6th, 2008 3:08:31 PM

Vedik nods. "Thank you Lord Arrak, we'll go immediately and return."

Jova, can you teleport us to the Catacombs and back please?

Jova 104/104 HP AC 30 
Wednesday August 6th, 2008 6:53:35 PM

Consider this action taken place. We are now back after the Catacombs transaction.

Dwight Dead or Undead or Not Dead? 
Wednesday August 6th, 2008 10:15:11 PM

Dwight opens his eyes again after the flash. Surprisingly he didn't feel anything, as he had expected, just the flash of light, the reflex of oncoming hurt but nothing.

Standing up, Dwight has the sensation of having missed dozens of meals but isn't hungry. Light as air he realizes and is then shocked as he looks down as his own body, twisted, burned and almost non-recognizeable save the broom stick lodged under him.

Wish you were here - DM Marcin 
Thursday August 7th, 2008 5:55:54 AM

Vedik and Jova return to the dragon's lair from their trip to the Catacombs with a handful of scrolls. The deal was closed very fast, but was it fast enough?

The bodies of Tratain and Monthor are still waiting, preserved like mummies by the complete dehydration...

MonthorHit Points:155 AC30 
Thursday August 7th, 2008 8:31:56 AM

Monthor opens his eyes... he feels something strangely familiar...

" Oh orc droppings!!! Me's dead again!!!!"



Jova 104/104 HP AC 30 
Thursday August 7th, 2008 7:15:43 PM

Jova waits impatiently for the wish or miracle spell to be cast. If they could get the bodies here then there would be a chance. If not, then he would be off to enlist the Eeralds and others in a rescue, or at least inform them of the situation.

Dwight Dead or Undead or Not Dead? 
Thursday August 7th, 2008 9:36:48 PM

Unsure of what his current status means, he drops back to the ground hoping not to be noticed. As gross as the thought feels, though he doesn't actually feel anything, he lays upon himself and watches those around him; looking for a friendly face.

[DM Marcin] 
Friday August 8th, 2008 3:40:06 AM

[As I understand Joe is going to make a post stating the exact wording of the Miracle later today. Troy already made and passed a Caster Level check for the scroll, so you don't have to bother with that. Since I'm away from the computer later today I'll make a Friday post tomorrow.]

Vedik (Joe Posting for Troy) 
Friday August 8th, 2008 7:43:12 AM

The old dwarf meditates for a moment, going through the ritual of Woldsblood drawing to center his mind without actually drawing any drops.

He then takes the miracle scroll and reads it, saying this prayer to Alemi.

'Mighty and Powerful Alemi, I humbly seek your aid in bringing my comrades back to life and good health. I request that the bodies of my three recently fallen companions, "the Grey Knights" Arien, Draax, and Dwight, and everything they had in their possession a moment before their last death, be transported intact in front of me immediately, and that they and their belongings appear safely and at no risk to me or others, or cost to me or others, or indebture on me or others. Thank ya me Lord."


The wish comes true - DM Marcin 
Saturday August 9th, 2008 3:57:30 AM

There is a solemn moment of silence as Vedik retrieves the scroll and unrolls it while Jova and Arrak stand nearby and watch.

The spell is cast. The words are chosen.

The magic that is unleashed speeds out into the wide Wold ready to make the wish come true. Far and wide it travels, around many strange lands it flies, circling, seeking, hunting for what was wished for. Few are the powers that could stand in its way. Have the Sons taken precautions to protect against it?

They have not. The body of Dwight materializes at Vedik's feet, followed by the still forms of Arien and Draax. The three Knights look as dried up as Monthor and Tratain, but also somehow more pale and additionally preserved, as if the necromancers were already preparing to start their rites on them. The corridor is filled with a strange herbal smell. Once the three bodies are brought to Arrak's home the spell starts to bring in the posessions of the deceased. They appear one by one and fall to the floor with gentle thuds and clanks. Those of them that have been Disjoined appear in this state and will have to be restored by other means.

Once the magic items are all here - and it seems nothing from the equipment of the three adventurers is missing - the spell starts to bring in mundane stuff - spoons, small knifes, spare clothes, cups - all things that the three deceased could say were their posessions.

And finally...

And finally!

There is a loud and long rumble outside, as if the earth was about to start shaking. As the Knights look outside they see that a great shadow has fallen over the forest, for a strange, enormously large, dark shape blocks out the sun!

The black shilouette hanging in the air descends slowly like a huge bird of prey looking for a place to land. As it finds a resting place on the nearby meadow (taking up most of it) the Knights finally realize it for what it is!

The spell has brought in their mansion from the Plateau City, complete with the tower, the tree, the courtyard, and the lawn!

The Miracle deposits the house on the grass with great care, and for a moment it indeed stands intact, but the ground here is soft and uneven, not suitable to be foundations for such a heavy building. The load bearing walls groan as they try to endure tensions they were never meant to bear. The damage from the last earthquake compounds to the problem. Finally the old mansion gives up and, starting from the south wing, folds down like a house of cards into a pile of wooden beams, bricks and rubble. The tower is the last bit of the house to fall. It starts to lean majestatically and goes down like a felled pine. Only the magnificient tree from the backyard remains standing upright, its roots now firmly planted right in the middle of the meadow.

Eventually the noise of falling stones and breaking wood dies down. Arrak stands next to Vedik and Jova and, as he beholds the mountain of rubble and clouds of dust right in front of his doorstep, looks as if he was not sure if he should laugh or cry.

"My begonia garden!..."

Jova 104/104 HP AC 30 
Sunday August 10th, 2008 11:37:37 AM

"Begonia!! Look at that wondrous new tree!! That should be the envy of everyone." Jova has too sdpeak to cover for his nervousness that the tower had actually come here. Shaking his head, that was not planned on. And now the buildfing was totasllt demolished, instead of rebeuilding, it would now be an effort to cleanup.

Vedik Current Spells AC 33 (15 touch) HP 214/214 +16 Temp  d20+16=24 ; d20+16=17 ; d20+16=19 ; d20+16=32 ; d20+16=19 ; d20+16=34 ;
Sunday August 10th, 2008 4:59:27 PM

Vedik screams as the mansion comes crashing down. "The people!". He immediately flies to the rubble, calling out "We were using our mansion as a hospital after the earthquake." as explanation to Arrak. Once there, he casts Ethereal Jaunt, and begins to search the rubble as quick as possible, looking for people. When the spell expires, he searches by hand.

If there's no people, he returns and apologizes to Lord Arrak for the destruction.

He then spends the day cleaning up the mess as best he can, using all of his days Woldsblood.

In the morning, he prays for spells and casts speak with dead on each of the Grey Knights, asking them if they wish to be resurrected. He then casts True Resurrection from the scrolls on those who wish it.

OOC:
I wanted to post the rezes to speed this along so the other players can get back into it.
5 Caster level checks (1 hero point reroll). All 5 passed.

MonthorHit Points:155 AC30 
Sunday August 10th, 2008 10:11:54 PM

" Hope the boys raise me soon..... "



To Gargul's realm - DM Marcin 
Monday August 11th, 2008 3:41:12 AM

Vedik immediately flies off in search of people that could be trapped under the rubble, but it seems that the spell didn't bring any of them here, as they couldn't have been considered the possessions of those who passed away.

When apologized to Arrak only sighs. "Well, these things happen when you use powerful magic... I am sorry for your loss. I do hope you'll help with the clean-up, though. Wood will find its uses, but I'll have to think hard to figure out what to do with this much bricks and stone. Until that time, and until you have found a new place to call home, you are welcome to stay under my roof if it pleases you."

Some time is spent that afternoon on cleaning up that mess, but it seems it will take many days to restore the meadow to its original look. Later that evening Arrak sends his gnomes to the closest villages along the safe road to tell the people that free building material is available for taking.

In the morning Vedik and Jova embark on yet another journey to the realm of Gargul, the master of the afterlife, leaving behind the dragon marveling at the strange tree. The spells are cast, the solemn incantations completed. The Wold goes gray and in it several spectral silhouettes materialize - the souls of the fallen Knights who feel the need to continue their existence and their quest.

As the living and the dead are reunited the group starts to experience the now-too-familiar pulling sensation and is drawn into the dark space where the master of the souls abides...

[All right, everyone can post now once again. Do sound off, please, so that we know who wishes to come back. Prepare to meet Gargul.]

Processional [DM Jerry] 
Monday August 11th, 2008 8:55:46 AM

Journey done, the experience of ultra-reality sets in yet again. At least this is not a new feeling. Yet on the other side, this is not an experience that most relish.

The grass of the field outside Gargul's amphitheatre pokes through armor at the feet making each step somewhere between uncomfortable and painful. The blue of the sky sears the brain of the living. Distances do not soften and become dim to view. Looking at anything makes you see it in extreme clarity, which tires the eyes. The sound of a nearby brook is enticing making you have to focus to proceed forward and not be distracted.

A strange event seems to be taking place. As you walk towards the amphitheatre, the dead seem to be coming 'round for a gander. They look and stare. Some encouraging, others appraising. The numbers grow until a corridor is created. It seems everyone wants to finally see who these Grey Knights are.

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

I'll be handling the posts in the Lands of Rest friends.

MonthorHit Points:155 AC30 
Monday August 11th, 2008 11:32:15 AM

Monthor looks around as the masses... well... mass around him and the Knights.

The dwarf raises his hands up and, in his own predictable way, bellows...

" WEEE'RE BAAAAAACK!!!! "

"'sigh.....again. "



Vedik Current Spells AC 33 (15 touch) HP 214/214 
Monday August 11th, 2008 2:44:35 PM

The old dwarf chuckles at Monthor, glad to see him in good spirits. He ponders telling them about the mansion, but he suspects they will find out for themselves when they return from Garguls realm. Or they wont, and the state of the mansion won't really matter.

He is surprised, and a little unnerved by the masses about him. He always viewed Death as a private affair, and his near decade among the dead in the Land of Rest is very fresh in his mind. Still, he squares himself, preparing for whatever challenge awaits.

"Come" he says gravely to the Knights. "We have much to do, and making Lord Gargul wait is not wise."

He cliches his glowing hands unconsciously as he makes his way through the 'corridor'.

Arien(HP ---/---: AC: -- (touch:--) 
Monday August 11th, 2008 4:00:20 PM

Arien, somewhat at a loss due to the audience, gives their viewers a bow and follows Vedik towards Gargul's amphitheatre.

Dwight Dead or Undead or Not Dead? 
Monday August 11th, 2008 7:45:46 PM

Dwight wonders if the masses watch the living pass through or the group as a whole. Regardless, he hopes his arrival here means he gets to return to the wold above. He wonders, as he hussles along at Vedik's unneeded urging, if the masses know anything about the soul-stones; but doesn't stop to find out for fear of getting separated forever.

Jova 104/104 HP AC 30 
Monday August 11th, 2008 8:03:40 PM

Looking aroind in astonishment, he understands very little.

"We should come up with a plan as we walk. If anything has been learned in the pasr days jumping in with both feet isnt always the best course of action."

Tratain 
Monday August 11th, 2008 9:05:24 PM

Tratain materializes and walks with the others, he notices all of the souls watching and is a little concerned. All the other times the group has met with Gargul it has always just been them and Gargul and the Gimp present. He wonders what so many being there means.

Draax 
Monday August 11th, 2008 10:29:08 PM

Draax smiles as he is greeted by two people that he has not seen in a long time. It takes him a while to realize that they did not return to life, but it is he who is now in the land of the dead. He hesitates for a second when he notices that he can still feel a connection with his physical body. He then notices the other Knights heading for a audience with Gargul. He takes a step towards the Knights but then shakes his head to let the others know that he will not be joining them. The smile returns to his face as he goes back to his parent. He takes one last look at the Knights before he walks away from his life.

(OOC: Good luck guys and thanks for the great game. Hopefully if my life slows down some, I will be able to return to the wold in the future.)

Dwight Dead or Undead or Not Dead? 
Tuesday August 12th, 2008 8:50:44 PM

Dwight nods as if Jova can see him, unsure to what extent he could help in such a plan existed.

Dwight Dead or Undead or Not Dead? 
Thursday August 14th, 2008 7:42:30 PM

OOC: Did I miss something, it seems no one has posted since my last post 48 hours ago?


Jova 104/104 HP AC 30 
Thursday August 14th, 2008 8:43:02 PM

OOC I was waiting for Gargul to post...

MonthorHit Points:155 AC30 
Thursday August 14th, 2008 8:53:33 PM

" Gargul is sur taking his sweet time..... HEY GAR!!!! "

In Gargul's Amphitheatre (ACDM Cayzle) 
Saturday August 16th, 2008 9:05:14 AM


[OOC: Here everyone is visible and corporeal, the dead and the living. At least to your perceptions. The only way to tell one from the other is that the living feel more overwhelmed by this place, by its extra-reality, its beauty, by the thrumming energy that underlies everything. This is not a place in which the living could find rest!]

Monthor declares that the party has returned, but has it? Have the Grey Knights met Gargul here before? For this is not the Realm of Shadows, where Gargul most often meets petitioners. This is Haven Far! The Lands of Rest, where the dead dwell before passing on to the next life.

Vedik knows full well where he is. He has spent years here, and he recognizes the ultra-reality, the super-richness of this place. Here the sun is brighter; the air, denser; the blades of grass, sharper. Maybe he too dwelt near to his god, as these dead souls, surely loyal followers of Gargul in the Wold's past, dwell now near the Lord of Death and Life.

Arien, Dwight, and Tratain regard the crowd with a mix of emotions, but they too hustle on, not wanting to keep Gargul waiting.

Jova suggests that the party come up with a plan while walking in, but that goes nowhere are the Grey Knights enter the arena. [OOC: As acting DM, I'm not going to give you guys more time to talk! LOL! You had all week to chat. Maybe you came up with a plan in e-mail? If so, surprise me! But I don't think we need more delay in game at this point! OK?]

Draax sees people he knew back in the Wold. He slowly comes to realize where he is. He does not feel the urgency that the others do to speak with Gargul. Drawn, maybe, by the beauty and mystery of Haven Far, he feels that it is time to part from his comrades, and to find a place here, for now. [OOC: Stan, I'm sorry to see you go! I recall Draax fondly from my days DMing this game. Well, know that you always have a place here, and I hope we'll see you come back when you can!]

The party walks forward into the Arena. And the crowd follows.

Gargul's Amphitheatre is huge, bigger, it seems, than any that the Grey Knights have seen in the Wold. The dead fill the seats, and on the arena floor, Lord Gargul waits seated on an ebony throne. He is a tall figure in a hooded black robe, carrying a book and a crooked staff. The staff glows with a white pure light.

At first it is easy to misjudge the scale, and you think that the god is closer than he is. Then you realize that he is the size of a Storm Giant, and that you must trudge past the seats (which rise like canyon walls when you first enter) and across the floor to approach the god.

You step out onto the sandy arena floor. The sand is hot, and the living feel the individual grains burning their feet even through the boots that you might be wearing. It is just this side of tolerable. As you enter, a great voice rings out --

"YOU HAVE THE STINK OF UNDEATH ON YOU! COME FORWARD AND BE PURIFIED!" The light of the god's staff glows brighter, brighter, brighter, and it burns like the sun come down to earth. The living among you are actually blind if you continue to face the god.

Actions?



Jova 104/104 HP AC 30 
Sunday August 17th, 2008 12:48:54 PM

Jova feels the heat through his shoes. Feels the stares of many. He even is blinded by the visage of his God. All of this he can take. What he doesn't understand is the terrible change in attitudes of Gargul.

"My Lord of Choice. In the Wold we are known as the Gray Knights. We fight against evil beings, and try to protect those who canot for themselves. Currently our struggles take us against the Sons of Dread.

We understand that doesnt mean alot in the grand scheme of the Wold. For that matter, the gtrand scheme of all worlds. WE just desire the oppurtunity to continue with our work, however small it may seem to others. In order to do that we petition for you to return to life 4 of our fallen brothers. That is what we desire. It is upt to you to grant or refuse.

I would have liked to see Gimp again, will he be coming? In any case, I remain your humble servant, Jova Kon, Grim of Gargul."

Vedik Current Spells AC 33 (15 touch) HP 214/214  d20+12=29 ;
Sunday August 17th, 2008 6:09:28 PM

Vedik remains quiet. Jova has said all that needs to be said. He presumes the scent of undeath is due to preparations the Son's had made to animate them.

He ponders what appearing here in the Lands of Rest could mean.

OOC:
Knowledge: Religion 29, about true rez bringing the group to the Lands of Rest.

Tratain 
Sunday August 17th, 2008 8:07:39 PM

Tratain walks forward towards Lord Gargul as far as he can and lets the light wash over him, confident that the Group will be cleansed when he has finished.

Arien(HP ---/---: AC: -- (touch:--) 
Sunday August 17th, 2008 8:42:17 PM

Arien strides forward alongside Tratain and into the light.

Gimp's Hint (ACDM Cayzle) 
Sunday August 17th, 2008 8:48:53 PM


Jova declares that he would like to see Gimp again. Then the Gray Knights -- all of them -- hear a voice in their heads ... a familiar voice ... Gimp's voice.

"You guys are in real danger of failing the first test! What part of "Come forward" do you not understand?! Are you trying to ruin His ceremony and piss Him off??"

[DM OOC: This post was composed before I saw posts by Arien and Tratain.]

Gimp adds, just before the imp's mental presence fades, "At least two of you have some sense."

Vedik Current Spells AC 33 (15 touch) HP 214/214 
Sunday August 17th, 2008 9:01:50 PM

Vedik steps forward with Tratain.

Tratain 
Monday August 18th, 2008 6:20:51 AM

Upon hearing Gimp's words in his mind Tratain turns to find that not all of the group has done what Lord Gargul has asked.

He says "Come forward Friends, let Lord Garguls power cleanse the foulness placed upon us by the Son's of Dread."



MonthorHit Points:155 AC30 
Monday August 18th, 2008 9:36:19 AM

" Smell????.... Me thought that was Arien's feet!!!! 'Sigh... as long as it doesn't involve bathing me guesses... "

Monthor and Fred the axe walk into the light.

" 'Sup Gimp... "


Dwight 
Monday August 18th, 2008 7:54:18 PM

Dwight looks around wondering is he was standing on someone and that is who he heard, then hurries to make up the few feet the others had gone. Wanting no to miss anything, he makes to be near the front, but not the front, just in case!



Jova 104/104 HP AC 30 
Tuesday August 19th, 2008 1:12:53 AM

Jova smiles as hears the Gimps voice3.

One Fails The First Test! And the Second Test Begins! (ACDM Cayzle) 
Tuesday August 19th, 2008 7:12:58 AM

Gargul demands that the Gray Knights step forward to be purified. This is the First Test.

Jova does NOT step forward, but he speaks to Gargul, and he mentions Gimp.

Vedik does NOT step forward, and is quiet. He is lost in thought. Why is the party in the Lands of Rest instead of the Realm of Shadows? What does this mean? His deep knowledge of all sacred things gives him an answer. This appearance of Gargul -- the black-robed figure carrying book and staff -- is how the god chooses to appear in high ritual, on the most solemn of occasions, before true believers. This is clearly a demonstration, of majesty and awe. Something is going on here above and beyond the usual raise or rez. For some reason, Gargul deems this event to be worthy of the highest attention. He is making a formal declaration here -- but of what?

Such concerns do not trouble Tratain, who follows the god's command clearly, with true faith. Tratain walks into the light!

Arien also does not hesitate. Arien walks into the light!

Then the Gray Knights -- those who have not yet walked forward -- receive a hint from Gimp. Gimp says that this is a ceremony and a test.

Vedik gets the hint now, and follows Tratain. Vedik walks into the light!

Tratain calls for his friends to obey the god.

Monthor's attitude and casual words ring out of place at this formal ceremony. But Monthor walks into the light!

After a pause, Dwight hurries forward, aware that his haste is slightly out of place in the formal ceremony. And he overshoots by a bit and walks just a little too far forward. Nonetheless, Dwight walks into the light!

Jova smiles when he hears Gimp's mental voice, but the Grim oddly fails to heed the imp's advice. Gimp said, "What part of "Come forward" do you not understand?!" Evidently, Jova still does not understand it. The grim smiles but does not move forward. Jova fails to walk into the light!

Tratain, Arien, Vedik, Monthor, and Dwight pass the First Test. They choose to be purified. They feel the strong heat of Gargul's Light. All trace of undeath is burned away. They are clean -- in a way that they have not felt clean before.

But Jova, who is a Grim of Gargul, does not obey his god, even after Gimp gives him a hint, and even after Tratain calls him forward. Jova fails the First Test! He does not step forward. In a twinkle, faster than a teleport, Jova is no longer present at this ceremony. DM OOC: Jova, please refrain from posting. We shall settle Jova's fate after the Testing of the remaining Gray Knights is concluded. Feel free to e-mail me at cayzle@cayzle.com.

Sense Motive DC 30: Highlight to display spoiler: { Gargul is not pleased.}

The god's staff-light dims, and you all can see again. Gargul sits on his throne with his Book open. He holds a quill in his hand. He is ready to write in his Book.

Then Gargul speaks again.

"I DO NOT SUFFER THE UNDEAD TO EXIST! EACH OF YOU, SPEAK NOW, AND BEAR WITNESS TO WHAT YOU KNOW OF HOW THESE OVERWEENINGLY PROUD MAGES, THESE LICHES, HAVE ESCAPED MY DOMAIN AND DEFIED MY AUTHORITY!"

Gargul moves his hand over you, and you feel his touch on your minds. You have no saving throw to resist this. You may speak freely, or remain silent, but you must now speak the truth as you know it, if you choose to speak.

Sense Motive DC 30: Highlight to display spoiler: { Gargul places special emphasis on the words "Bear Witness."}

Spot DC 25: Highlight to display spoiler: { There are both angels and devils in the audience, all silent and watching very closely.}

DM NOTE: This post was edited slightly a couple hours after posting, but before any player had posted.

Vedik Current Spells AC 33 (15 touch) HP 214/214  d20+8=15 ; d20+8=16 ; d20+8=19 ;
Tuesday August 19th, 2008 5:08:34 PM

Vedik can only guess the gods intentions, but he suspects the Lord of Life and Death is not asking how a lich is made. He considers his words carefully for a moment, and then speaks with a clear and even voice, his years of service to Alemi giving weight to his bearing.

"Lord Gargul. The Sons of Dread have built for themselves a strong and powerful force. Though they are of Marteaus, they act with the discipline of Ga'al. Even their human mages reach high potential, and they act as one. Within seconds of our attack on their operation, no less than seven of their minions attacked us using the exact same two spells each. In our escape, scant seconds after our attack, three of the mages teleported three of the liches into a domed wall of stone of my creation, so that the liches actions were free to anticipate ours. It is no small feat to gather so many powerful mages into a unit. It is near impossible to bind their will and training together so that all have the same spells ready, and all act as one.

In other words Lord Gargul, they have an army and training center that functions beyond anything I have seen Marteaus's followers capable of. And they now have numbers large enough that even the mightiest of adventuring groups cannot assail them. And so they grow, each new lich adding to their combined might. And they do not seem to have fractured, as is the fate of so many would be armies. They remain a cohesive entity. It is as if they carry a heartseed."


Here the old dwarf pauses for a moment.

"And because we failed to stop them."



Tratain  d20+12=13 ;
Tuesday August 19th, 2008 9:20:44 PM

Tratain feels oddly better after being cleansed by Garguls Light. He is a little concerned when Jova disappears but there is nothing he can do for the man since he ignored what His god told him to do.

When prompted by Lord Gargul, Tratain steps forward, bows and says "In a plane bordering Koshe-Marr we learned of the location of a project being worked on by the Son's of Dread. We tried to release his soul before we returned. We then traveled to the location we learned about. The Sons of Dread are attempting to restore something Called the Darkest Flame. In order to do this they are using souls imprisoned in gems, souls that should by all right pass on into your realm Lord Gargul. Guarding the Site were several Powerful Liches and other Undead."

He continues "We did not know how strong they were and we attempted to put an end to thier evil plans and send thier souls before you to face judgement. They were more powerful than we were though and many of us were slain. I can only assume that they attempted to keep our spirits from our rightful journey into you realm as we were unclean when we arrived here."

Dwight 
Tuesday August 19th, 2008 10:02:10 PM

Dwight nods in agreement as the others speak and wonders if there is anything he can add, feeling he must contribute anything he can for his own life or death, good or bad, he gives the precursor of the attack: the comatose man in the temple, his summoning of his split and tortured spirit, its mixed encounter with its split spirit in Koshe-Marr, the death of his body and the groups reaction and follow through.

He finishes, shaking as he recalls the uncanny mass activation of so much spell power ending his life.

MonthorHit Points:155 AC30 
Tuesday August 19th, 2008 10:26:05 PM

Me learned that me hates disjunction spells...
Me tells ye Lord Gargul... send me and Fred back and me'll do our bests to send those orc loving undeads back yer way... they may be beat up a tad... maybe missing a limb or a head... but me's upset now.... and an upset Monthor is not a good thing...

Arien(HP ---/---: AC: -- (touch:--) 
Tuesday August 19th, 2008 11:36:46 PM

"Lord Gargul, words tell you what happened but I think you will gain a better understanding if you were to see the events that happened. I invite you to see what happened through my eyes, see my memories and know the events." The elven mage then concentrates on recalling everything that he'd born witness to since taking the second quest. The strange coffin, the events with the marauders, the orb, the earthquakes and beyond until their recent defeat at the hand of the Sons.

One more hint -- or two (ACDM Cayzle) 
Wednesday August 20th, 2008 7:56:35 AM

Friends, there were two sense motive checks and a spot check asked for in the last DM post. Don't forget to make your rolls if you so desire.

Then Monthor hears Gimp's voice again in his head. Monthor only, Please Highlight to display spoiler: {"Don't make promises! Don't say what you WILL do! Tell what happened! Tell the story! Tell about the liches! BEAR WITNESS!"}

OOC (ACDM Cayzle) 
Wednesday August 20th, 2008 1:00:06 PM

Hoping to give Monthor one more chance to pass the test ...

MonthorHit Points:155 AC30 
Wednesday August 20th, 2008 3:14:55 PM

occ> I'm typing....

MonthorHit Points:155 AC30 
Wednesday August 20th, 2008 3:23:22 PM

... Monthor hears the voice in his head from Gimp....

" Like the others said... we were going after the Sons of the Dread. The boys and me were suppose to do a recon and report back to the Council. When wees got there, we saw a massing on bad guys in front of their hide out. We probably should have just skulked about about we being who we are, we charged. We didn't expect the reception that we got. The undeads pelted up with spells destroying our gear and me guesses... since we're hear again... killed most of us. They had golems, which me's sur we coulda handled, but those spells really did us in. Me's never seened so many liches in one place before. And types that me didn't even recognize. They were prepared. They were organized. Me would never have expected that level of military tactic from undeads. "

Tratain (Extra)  d20+8=9 ; d20+8=16 ;
Wednesday August 20th, 2008 3:52:59 PM

Sense Motive Checks, 9 and 16
Spot Check was 13 above.
Two 1's on the Skill checks heh, call Tratain Captain Oblivious :)

Jova 104/104 HP AC 30 
Wednesday August 20th, 2008 7:32:40 PM

Lost in the Ether worlds..

Dwight--Checks  d20=15 ; d20=3 ; d20+18=35 ;
Thursday August 21st, 2008 8:38:41 AM

Sense motive; 15 and 3
(OOC: unmodified since my stupid work computer can't open google/documents because it is so out of date -- sorry I'm am continually annoyed at how pathetic technology is at my school.)

spot: 35 (I remember this modifier)

The Third Test -- A Job To Finish (ACDM Cayzle) 
Thursday August 21st, 2008 9:54:44 AM

The Third Test -- A Job To Finish

Gargul sets the next test: The Test of Testimony.

Vedik immediately mentions the Sons of Dread, and then declares they are "of Marteus." There are gasps in the crowd, and several cries of "NO! LIES!"

Listen or Spot check DC15: Highlight to display spoiler: {The ones calling Vedik a liar are devils.}

Vedik speculates that Ga'al may be implicated as well.

Gargul glares at the stands, and all fall silent. The god makes notes as he records the testimony.

Tratain mentions the Darkest Flame, and captured souls, and Gargul writes most intently in his tome.

Dwight adds more details on the backstory. Gargul is interested that the party entered Koshe-Marre and emerged again alive.

Monthor does not give any testimony at first, but just asks for his life back. Then Arien speaks, and while the mage testifies, Gimp gives Monthor a hint. After Arien finishes, Monthor adds details about the battle that killed him.

Arien offer his pure memories, and Gargul nods. But as he remembers, his thoughts are translated into words that all here can hear. Much detail is added, although the testmony tkes a while.

Finally, all have spoken. In the Wold, you would have fallen by now, victims of heat and fatigue. But here, it is as if you had just had a drink and a meal.

After Gargul records the testimony, he speaks.

I HAVE HEARD THE TESTIMONY. ARE THERE ANY HERE WHO WOULD BE DEVILS' ADVOCATES FOR THE UNDEAD?"

No one steps forward at first. Then a huge devil rises, and declares, "This is not the doing of Marteus. The Lord of Testing denounces the raising of undead and consigns those who consort with undead to the justice of Lord Gargul." The devil sits down. No other being -- devil or angel or dead soul -- speaks.

Gargul nods. "LISTEN NOW TO THE JUDGEMENT OF THE GOD OF DEATH AND LIFE, WHO DESPISES THOSE WHO ARE NEITHER DEAD NOR ALIVE."

"THE MORTALS KNOWN AS SONS OF DREAD HAVE CONSORTED WITH THE UNSPEAKABLE. THEY COUNT AMONG THEIR NUMBERS LICHES AND OTHER UNDEAD. THEY ABDUCT SOULS FOR THEIR OWN PURPOSES. THIS SHALL NOT STAND."

"I SHALL SET AMONG THEM A PURIFYING FLAME! I SHALL MAKE OF THEM A LESSON. THEY, AND ALL WHO MOCK ME, SHALL LEARN TO RESPECT MY DOMINION."


Then Gargul turn to the party. "HEAR NOW YOUR THIRD AND FINAL TEST. RETURN TO THE WOLD AND SUCCEED IN THAT AT WHICH ONCE YOU FAILED! DESTROY THOSE WHO KILLED YOU, AND THE UNDEAD THAT THEY COMMAND, FREEING ANY SOUL THEY HAVE CAPTURED."

"NOW STAND FORTH THAT I MAY BLESS YOU IN THIS HOLY TASK."


MonthorHit Points:155 AC30 
Thursday August 21st, 2008 11:57:00 AM

Monthor grins...

" SWEEEEET!!!!! You rock Lord Gar!!! "

Monthor quickly advances to receive Gargul's blessing.



Tratain 
Thursday August 21st, 2008 9:29:32 PM

Tratain steps forward to gain Lord Gargul's Blessing. It is unexpected but welcome, just the chance to fight again against the evils of the world would have been enough the Protector thinks.

Dwight 
Thursday August 21st, 2008 9:53:57 PM

Dwight is always up for more adventure, excitement and not being dead; he steps forward as well wondering if there are after-effects of being born brought back to life.

Vedik Current Spells AC 33 (15 touch) HP 214/214 
Thursday August 21st, 2008 10:09:32 PM

Vedik steps forward to receive the God's blessing, bowing slightly.

His face is troubled however, and it is clear he wishes to ask something of the Lord of Life and Death, but is waiting until that matter at hand is completed.



Arien(HP ---/---: AC: -- (touch:--) 
Friday August 22nd, 2008 12:12:03 AM

Arien steps forward as well to be blessed.

Back to the Wold (ACDM Cayzle) 
Friday August 22nd, 2008 3:22:55 PM


Monthor, Tratain, Dwight, Vedik, and Arien step forward. Close now to the giant form of the god, they see that maybe the god is smiling, or grimacing. Hard to tell which. He raises his staff once more, and the crowd in the amphitheatre rises and roars. The staff's light grows brighter ... brighter ... BRIGHTER!

In a moment of blindness, you feel yourselves thrust out of the Lands of Rest. You travel fast and far ... and then you are home. You fell invigorated, and ready. Gargul has restored you to life, and blessed you.

You are all together now, including Jova, back where you started. Well, except for Draax, who chose to stay in the Lands of Rest.

[DM OOC: Many thanks for the chance to DM you all. Now back to Marcin.

Dwight 
Sunday August 24th, 2008 4:07:39 PM

Dwight takes a long slow breath, taking in the feel, taste and aromas of the air before he opens his eyes. The scent of nature, the light breeze, and the sound of life all bring him to the same conclusion....being dead has made him hungry.

He takes in his surroundings, not fully knowing where his rebirth has occurred, and knowing it unlikely Gargul would return him to life exactly where he fell to death.

"I think we should sit and eat, while we discuss our plans, likely to first include new or fixed equipment."

"Is there an item that will redirect a disjunction spell at the caster? That would likely be helpful when we return."

Tratain 
Sunday August 24th, 2008 8:45:56 PM

Tratain takes in the surroundings of where Lord Gargul has returned the group.

He says "We need to find out how long we have been gone for, the Son's of Dread were close to finishing thier project before, there no telling how close they are now. We need to talk to Lord Arrack and come up with a plan, we weren't strong enough to take them before, and I doubt they have weakened their defenses any. We need to find a way to fight them a couple at a time or find some Major help."

Vedik Current Spells AC 33 (15 touch) HP 214/214 
Sunday August 24th, 2008 8:51:13 PM

Vedik shakes his head.

"There is little time for rest I'm afraid. Let me fill everyone in on what has transpired. Jova and I were able to rescue Tratain and Monthor's body, and used the group funds Tratain has to purchase scrolls of resurrection and miracle. We used the Miracle scroll immediately to retrieve everyone's body, but unfortunately we also transported our mansion to just outside Lord Arrak's lair, where it promptly fell apart. We cast the resurrection scrolls early the next morning, and now we are back.

We have a day and a half until the Son's activate their device, and we have much broken equipment. I suggest we teleport soon to the Fixer temple in Plateau City. They may be willing to donate woldsblood to me for the repair of your equipment.

After that, we must plan our next step."



Back in the world of the living - DM Marcin 
Monday August 25th, 2008 5:14:48 AM

As the Knights assemble in the foyer of Arrak's cavern the light of a late afternoon pours in through the main doorway and paints their tired faces golden. There is a feeling of stiffness in the bones of those brought back from the dead. Those killed by the Wilting are now experiencing a horrible thirst and feel they could drink a river.

The party has only about half an hour to explain what happened, gather their wits and collect their equipment before Arrak appears and welcomes those who came back.

"We must hurry. I have set up a scrying device outside. Now that you have seen the Darkmoon Gate with your own eyes scrying on it will be much easier."

There is a large, concave, silver mirror standing outside on the meadow. It has been set up to catch and focus sunlight.

"Come now. Take a look. Focus. Try to remember. I will try to pierce their veil of protections."

Dwight 
Monday August 25th, 2008 4:20:39 PM

Dwight follows Arrak, but tries to gain a gnomes attentions and mimic the need for a drink.

Looking that mirror, smacking his still parched lips, he recalls the dampness, the slope of the hill, the smell of the trees, and the placement of the houses/huts.


Jova 104/104 HP AC 30 
Monday August 25th, 2008 5:30:38 PM

As the group walks towards the scrying device jova says, "So what happened? I was there when Gimp said this was a test, and whoosh I was swept away. What promises were made for the rezzerection?"

MonthorHit Points:155 AC30 
Monday August 25th, 2008 6:08:11 PM

Monthor steps to where Arrak indicated he wanted them to be. The "annoyed" dwarf concentrates on his anger towards the undeads and focuses on remembering the events that led to his untimely death... after a while he states softly but surely...

" Me thirsts... anyone have some ale? "



Vedik Current Spells AC 33 (15 touch) HP 214/214 
Monday August 25th, 2008 6:23:20 PM

Vedik does as Arrak requests, concentrating on the events as he remembers them. He focuses his attention on the 'apprentice' mages, guessing that they will be less protected then the liches.

He answers Jova's question: "No promises were extracted by Lord Gargul. We have been given the task of destroying the Sons of Dread."

Tratain 
Tuesday August 26th, 2008 6:18:12 AM

Tratain pulls out his two waterskins and passes them around to the group while they are talking with Lord Arrak.

He then follows Lord Arrak and begins concentrating on the Valley that Housed the Son's Project, the Ring of stones, the golems, and the thing they were guarding.

Scrying - DM Marcin 
Wednesday August 27th, 2008 3:39:09 AM

[My apologies for missing yesterday's post without giving you prior notice! I hope I have my computer access situation under control now.]

As the Knights gather their bearings and try to come together they are served some ale by the gnomes, but Arrak insists that the drinks are left inside so once the scrying begins everybody is fully concentrated on the ritual.

"The Lord of the Dead asked you to destroy the Sons? Good heavens, it is a job for several human lifetimes. There are many of them and the lesser cells are only in loose contact with the upper circles. Still, if one was to cut off all proverbial heads of that beast... But it would have to be done one at a time... This also means that we will probably be working together for quite a while."

The scrying ritual begins. The dragon activates his mirror and several other divinations.

The silver reflective surface goes dim, as if covered by fog.

Then a hazy image appears, a familiar image... The swampy forest filled with mist... The mists slowly part...

There it is, the ring of mighty monoliths, the crescent of buildings, the path - the base of the Sons.

It looks completely deserted. The monoliths are still sparkling with magic, but the doors and windows of the buildings are open and reveal mostly empty interiors. Not a single being can be seen moving about - no golems, no wizards, no liches - nothing. The arc of the Darkmoon Gate itself lies on the ground, toppled and broken into many pieces.

Leafless branches of nearby trees rattle in the wind.

"Hold on, hold on" - says the dragon - "this could be a Screen or some other spell devised to deceive us."

Arrak unfurls several scrolls and tunes and refines his mirror. The image goes more sharp, then multiple dim auras can be seen overlapping the countryside. Several minutes pass while the dragon expertly performs an analysis of the image and the information. Finally Arrak ends the ceremony and lets the image fade away. Then he sighs.

"Alas, it is as I feared. I am now certain that we have seen the Darkmoon Gate as it really is right now. The Sons were alerted that their base was compromised and moved it somewhere else. Their main project was not there - most likely the Gate was a main doorway leading to it, but it is now destroyed. I am afraid that there is nothing we can do now but wait until more information is available, and when we finally face their secret project it will be ready for us and at its full strength."

[Folks, I have a little housekeeping job for you. Could each of you please calculate the current wealth his character has - please include the value of your inherent bonuses to ability scores (if any) and any party property or unsold loot (but don't include your artifact). Include the worth of disjoined items if you intend to have them restored. I need only an approximate, say acurate within 5000 gp. Please post the result either as a private post or e-mail it to me. Thanks. M.]

Dwight 
Wednesday August 27th, 2008 4:21:38 PM

OOC: I'm am heading out on a liesure trip today, and likely won't have any estimate until Tues/Wednesday of next week as my books, and most of my internet time is not available.

Dwight is disappointed in the lack of information AGAIN, and feels the last days, weeks have been to no success.

[Hmm, might be a really good idea to get a sub. M.]

A small detail - DM Marcin 
Thursday August 28th, 2008 3:33:17 AM

The dragon notices the disapointment of the Knights. "Well, we will have to handle the problem as best we can despite this setback. If we now-"

"Excuse me, master..." One of the Arrak's gnomes is approaching the group. "We have been sifting through the ruins of the manor and just found a strange, glowing orb under the rubble. We thought you might want to take a look at it."

"An orb?..." - the dragon rises a long eyebrow. "Quick, how did you word that Miracle again? Oh no!"

Vedik Current Spells AC 33 (15 touch) HP 214/214 
Thursday August 28th, 2008 7:23:52 AM

Vedik ponders the improbable. "The request was : "'Mighty and Powerful Alemi, I humbly seek your aid in bringing my comrades back to life and good health. I request that the bodies of my three recently fallen companions, "the Grey Knights" Arien, Draax, and Dwight, and everything they had in their possession a moment before their last death, be transported intact in front of me immediately, and that they and their belongings appear safely and at no risk to me or others, or cost to me or others, or indebture on me or others. Thank ya me Lord."

"The demon orb was in a cave far from here. If it was pulled by the spell, wouldn't it have appeared with the other gear at my feet and not brought into the manor and then brought here?"

The old dwarf sighs.

"Still, its powerful magics used to its testing point. Lets go."

Vedik then leaves, flying over to the ruins to investigate this orb.

Arien(HP ---/---: AC: -- (touch:--) 
Thursday August 28th, 2008 11:20:32 AM

Arien shrugs resignedly and heads over to investigate the what was going on with the Orb as well.

Tratain 
Friday August 29th, 2008 5:49:50 AM

Tratain goes with Vedik and Arien to see what happened. Hopefully the Orb won't start spitting out Demons here in Lord Arraks Front Yard.

Visitors from far away - DM Marcin 
Friday August 29th, 2008 12:17:47 PM

Tratain's hopes are soon dashed as a familiar metallic sound can be heard before the party manages to take more than two steps.

<Pop> <Whizzz>

There is the orb, hovering over the ruin of the manor, spinning very fast!

<Crack>

Its surface fractures. A wisp of misty smoke escapes, gray an long, twisting like a snake over the meadow, outlining a portal in the air-

[You have one round to act before the dance starts, folks. The terrain is level grass. You are about 100 ft from the forming portal, which is about 10 ft above the ground and circular, with diameter of about 25 ft. You still have whatever spells you haven't used during the battle of Darkmoon Gate - aside from Vedik and Jova, who had a chance to replenish their magic. There was enough time for the recently brought back to life to gather their equipment.]

MonthorHit Points:155 AC 19 
Friday August 29th, 2008 9:14:51 PM

Active items and effects

Necklace of Adaptation - Grants immunity to all harmful vapors and gases.
Cape of the Mountbank
Enlarged - This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

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

Me brothers.... we be in deep orc droppings..... Tratain... armor me up if ye can brother...

:: Monthor takes out a potion of enlarge person from his haversack and drinks it.

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





[Map - DM Marcin] 
Saturday August 30th, 2008 4:44:28 AM

[All right, time to playtest the new map template. Here is the map. The yellow line is the opening portal. Please position yourself anywhere in columns W to Z.]

Arien(HP 67/67: AC: 14 (touch:14)  d4+1=4 ;
Sunday August 31st, 2008 3:11:22 PM

Arien facepalms when the portal opens and muffles a curse. Then, moving forward thrity feet (Q7) Arien casts Time Stop (Gains 4 rounds of actions) to prepare for the coming event. In quick succession the following things happen, a Wall of Force fifty feet long and forty feet high springs into being behind the portal, a pair of solid fog banks appear above and below the portal, finally a Prismatic Wall erupts into being in front of the portal. Done casting his spells the elven mage turns around and returns to where he started (W7).

((Ok, so the Wall of Force runs down the A/B line from the top of 3 to the bottom of 12 and again is 40 feet high. The solid fogs are 20 foot radius spells they are both cast on the 7/8 C/D point, one 10 feet below the portal, the other 10 feet above. Finally the Prismatic Wall is 80 feet long and 40 feet high, it runs on the D/E line and runs the entire map.)

Jova 104/104 HP AC 30 
Sunday August 31st, 2008 4:56:34 PM

Jova simply utters a phrase taking him directly to the orb.

--Casr releport to get to orb.

OOC-Ok folks, Cayzle excluded me from posting during the tests given by Gargu. The test to kill the Sons is ongoing. I will not be a Lurker. So I am calling it quits now. I will be retiring Jova immediatly. I think the punishment for not 'stepping forward' was too severe.

Marcin, like to thank you on a job well done, great posts made the game exciting.

Tratain Current Spells 
Sunday August 31st, 2008 7:25:43 PM

Tratain stands at Z14, he pulls out his Cold Iron Warhammer and Casts Align Weapon (Good) on it. He then casts Quickened Shield of Faith on Monthor (+5 Deflection) and holds out the Warhammer to the Dwarf.

He says "Take this Monthor, It'll Probably Work better Right now than your Axe if the same creatures come through the portal this time. Anything you can do to help Lord Arrak? With Most of the Groups Gear destroyed by the Son's this fight isn't going to go well for us I think."

OOC: Jova I think the Not posting was just for the Ceremony, so you're with us now so you might want to rethink retiring Jova and you action for this round.

MonthorHit Points:155 AC 24 
Sunday August 31st, 2008 9:09:00 PM

Me's good Tratain...Fred's still working fine....

(ooc> Fred's one of two of his items that survived the disjunction. It and the haversack. )
(ooc> Don't go Jova.)


Round 1 - DM Marcin 
Monday September 1st, 2008 7:06:37 AM

[Dave, the exclusion from posting lasted only for the duration of the ceremony in the Lands of Rest. Nobody here ever banishes a player from game for an entire module, that wouldn't be fair!]

Monthor drinks an enlarging potion.

Arien performs a display of advanced Conjuration as he turns the area around the portal into a deadly trap.

Jova teleports away and vanishes from sight.

Tratain enspells Monthor and offers him a warhammer, but the dwarf decides to stick to his own weapon.

Arrak, standing next to Tratain and Monthor, launches an array of protective spells on his own. "I could try to close the portal" - says the dragon, hesitantly - "if I could see it again, could target it with spells, and nothing tried to eat me in the mean time".

There is a loud <thump> as something lands on the grass. A second later the prismatic wall flashes when something stumbles into it and is destroyed. At the moment nothing leaves the wall of fog.

[Map.]

Dwight hp 99, ac 16 
Monday September 1st, 2008 11:07:36 AM

Appering at Y11, Dwight worries about his effectiveness, lacking a decent magical bow and magic in general. Regardless he readies himself as the group advances forward and does what he can. (His shortsword is at his hip, which is not common. His bow, is also nearby.)

As Monthor drinks, Dwight tags him with a Bull's Strength spell (+4 to STR for 6 minutes)

OOC: Sorry for missing the post Thurs/Fri, was suppose to have internet at the hotel, just not my books, but the 375 person wedding became a big overwhelming....but 3 country clubs of Southern hospitality later, I'm back....just in time by the looks of it. :-/

Arien(HP 67/67: AC: 14 (touch:14) 
Monday September 1st, 2008 8:09:57 PM

Arien moves over to Monthor and casts Displacement on the dwarf to help protect him in combat.

MonthorHit Points:155 AC 24 
Monday September 1st, 2008 9:06:49 PM

Necklace of Adaptation - Grants immunity to all harmful vapors and gases.

Cape of the Mountbank

Enlarged - This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

Displacement

Bull's Strength (+4)

---------------------------------------
Monthor moves in front of Arrak and takes a defensive stance in front of the Dragon.

(readied action
Total Defense
You can defend yourself as a standard action. You get a +4 dodge bonus to your AC for 1 round. Your AC improves at the start of this action. You can't combine total defense with fighting defensively or with the benefit of the Combat Expertise feat (since both of those require you to declare an attack or full attack). You can't make attacks of opportunity while using total defense. )



Tratain Current Spells  10d6=32 ;
Monday September 1st, 2008 9:18:04 PM

Tratain readies an action to cast destruction on the first hostile Enemy that he can see if any of them make it out of the Fog or through the Wall and isn't in an anti-magic field.

Fort Save DC 25, Save for 32 Damage. Fail and Die.



Round 2 - DM Marcin 
Tuesday September 2nd, 2008 2:44:55 AM

Dwight further enhances the strength of Monthor [yup, good timing to come back].

Arien likewise expends some of his power to prepare the dwarf for melee combat.

Monthor places himself in front of Arrak and readies to defend.

Tratain gets ready to cast a spell should any vulnerable enemy appear, but unless the foe would force his way through the Prismatic Wall Tratain would be unable to reach him (because of the indigo layer of the wall, which stops all spells).

A Legion Anchor [A] drops out of the portal and starts to softly hover just above the grass, snapping its pincers. It turns on its antimagic field and negates the fog and Wall of Force near it, as well as disrupting part of the portal, but the rest of it just accomodates and assumes a new, fat-crescent shape. It is followed by a Raider [R1] who lands on the grass with a thud and impatiently starts to move along the Prismatic Wall. One Legion Scout also makes an appearance [S1]. It hovers in the air just above the grass, takes in the surroundings, and gives out a piercing, bird-like call.

Arrak readies a spell. "I don't think that time is working for us here, and I can't actually reach the portal with spells while it is shrouded by fog and behind the wall-"

[Map.]

Vedik Current Spells AC 25 (13 touch) HP 214/214 (Flying:30') 
Tuesday September 2nd, 2008 7:45:15 AM

Flying 30 feet above the fray, Vedik tries to gauge the measure of the portal that has appeared. He notes with interest that the Anchor created the antimagic field, and that it is not an a natural or continual effect as the group had supposed. He calls this out to the Knights, and prepares to take advantage of the fact.

He flies forward across the field, getting in range, and then prepares to cast a spell.

OOC:
Started at Y-8, 30' in the air
Fly forward to M-8
Ready Action: Cast Dismissal at the first Legion Anchor that appears outside the other Anchor's Antimagic Field:
Special Will Save DC is 38 minus the Anchor's HD.

Wings of Flying - Vedik usually keeps this active, unless wings would be an issue.
Ring of Counterspells - Greater Dispel Magic

MonthorHit Points:155 AC 24 
Tuesday September 2nd, 2008 9:22:57 PM

Necklace of Adaptation - Grants immunity to all harmful vapors and gases.

Cape of the Mountbank

Enlarged - This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

Displacement

Bull's Strength (+4)

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

Monthor continues to take a defensive stance ( Total Defence as a readied action) in front of Arrak.

Dwight hp 99, ac 16 
Tuesday September 2nd, 2008 9:32:25 PM

Hoping the legion has returned to 'talk', but knowing things are never as easy as they should be, and knowing he will be almost useless in this fight, Dwight casts Blink on himself, and spreads out from the others (hoping to avoid area spells) -- head towards X14

*Blinking

Cast:
1 second level spell
1 third level spell

Tratain Current Spells 
Wednesday September 3rd, 2008 5:48:38 AM

Tratain continues to Hold his spell waiting for a Target to present itself. He says "Arien, you need to drop your wall so Lord Arrak can try and close the Portal before more Troops come out of it."

Round 3 - DM Marcin 
Wednesday September 3rd, 2008 6:55:16 AM

Vedik flies forward and prepares a spell. He realizes, though, that the indigo layer of the Prismatic Wall would block his Dismissal if he aimed it at a creature emerging from the portal. The portal itself is still mostly covered by Arien's Solid Fog, but from what he remembers it is circular, about 25 ft in diameter, and hanging about 10 ft above the ground. The Anchor's antimagic ate away a chunk of it, but the rest seemed to have accomodated to the new shape just fine.

Monthor continues his vigil in front of the dragon.

Dwight protects himself with Blink and tries to split from the main group.

Tratain continues to stand ready to cast.

Arrak strains his eyes. "No, even with True Seeing I can't make out anything in this fog!"

Meanwhile, on the other side of the Prismatic Wall, a calm and well-organized deployment operation seems to be taking place. Two more Scouts appear in the antimagic field of the Anchor, landing gracefully on the grass, then springing up into the air to hoover a foot or so above the green meadow. They start to spread around, turning their eyeless helmets here and there as if looking around.

[Map.]

Vedik Current Spells AC 25 (13 touch) HP 214/214 (Flying:60')  d20+16=25 ;
Wednesday September 3rd, 2008 8:00:53 AM

Vedik abandon's his plan to stop a possible second Anchor and goes on the offensive.

He flies up and towards the wall, trying to gain position and cast a spell, evoking a blade barrier below him in the fog.

OOC:
Fly to E-8, ascending to 60 feet.
Cast Blade Barrier in a 5' ring around C5. ( I want the ring to be entirely within the C5 square, 20' tall). 15d6 damage, reflex half for passing through. If there is a creature there already, Reflex negates. DC 24
27 Spell resistance if there is anything already there (forgot to add spell pen. in the roll)





Arien(HP 67/67: AC: 14 (touch:14) 
Wednesday September 3rd, 2008 2:32:26 PM

Arien grimaces and dismisses his Prismatic Wall so that Arrak and others can cast spells through the area.

MonthorHit Points:155 AC 24 
Wednesday September 3rd, 2008 9:44:26 PM

Necklace of Adaptation - Grants immunity to all harmful vapors and gases.

Cape of the Mountbank

Enlarged - This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

Displacement

Bull's Strength (+4)

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

Monthor continues to take a defensive stance ( Total Defence as a readied action) in front of Arrak.
(Ac28)

Round 4 - DM Marcin  [Raider saves vs Destruction:] d20+18=37 ; [Tratain vs Raider's SR:] d20=1; [Raider attacks Arien:] d20+26=40 ; 2d8+10=20 ; d6=2 ; [Anchor spits twines at Tratain's square:]d20=12 ; [Vines grapple Tratain:] d20+24=33 ; [Quills:] d20+22=33 ; d20+22=30 ; d20+22=38 ; d3=3 ; d3=1 ; d3=2 ; [Arrak saves:]d20=16 ;
Thursday September 4th, 2008 4:51:39 AM

Vedik flies closer to the portal and evokes a barrier of blades within the banks of fog.

Arien dispels his Prismatic Wall.

Monthor continues to guard the dragon.

Arrak narrows his eyes. "That's better! It should work!" He rises his arms and starts to weave powerful magic. "It's shrinking! Just keep them at bay for a moment-"

The Raider charges forward and is met by Tratain's Destruction, but the spell fails to penetrate its natural resistance to spells. It rises one of his long blades and slashes Arien [hits AC40 for 20 physical and 2 acid damage].

The Anchor and the Scouts also advance forward, albeit more cautiously. The clawed, antimagicked beast spits out a black gob of that looks like a large sack. It travels in the air in a shallow arc and lands at the feet of Tratain, where it bursts into a swarm of black, thorny vines [grapple check 33. Squares with vines count as rough terrain - double move cost. If Tratain is held he needs to free himself first with a grapple or escape artist check DC34, or by doing at least 10 physical or fire damage to the vines].

The three Scouts start to shoot their poisoned quills at the rest of the party.

[Attack vs Monthor hits AC33 and does 3 physical damage.]
[Second quill hits Arrak.]
[Attack vs Dwight hits AC38 and does 2 damage.]
[If damaged Monthor and Dwight need to make a Fort save DC22 or become paralyzed (unless immune to poison). Arrak is not paralyzed.]

[A quick reminder about the foes you have fought before: Anchor: AC30, Scouts: AC28 SR25, Raider: AC26 SR25.]

[Map. Apologies for a hastily drawn map; our IT guys didn't come through with their promise to rebuild the network by last Friday.]

Vedik Current Spells AC 25 (13 touch) HP 214/214 (Flying:60') 
Thursday September 4th, 2008 7:25:25 AM

Vedik spins around as he watches the anchor pass under him. Remembering well the poisonous quills, he casts a simple spell to defeat them. A roaring wall of wind appears between the Knights and the scouts.

OOC:
Cast Windwall: It runs from V8 to V14 and is 15' high. Arrows, bolts and hopefully quills are deflected automatically. Heavier thrown weapons have a 30% miss chance. Boulders, siege projectiles and such are not affected.

Hehe, classic map :P



Tratain Current Spells  d20+28=42 ; d20+18=28 ; d20+20=26 ;
Thursday September 4th, 2008 5:48:32 PM

The Vines attempt to entangle the Protector but Tratain is Able to fight them off (Opposed DC was 38).

Seeing the Raider attacking Arien, Tratain moves right up next to it and Tries to get its attention. He defensively Casts Harm, Followed by a Quick Divine Power spell to strengthen his attacks.

Cast Harm Defensively, Defensive Casting Check Passed. Hit Touch AC 28, SR Check 26 Passed. 150 Negative Energy Damage Fort Save DC 24 For Half Damage.

He yells "Fight Me Monster! I'll Send you back to whence you came in Domi's Name!" (If able use Protector Draw Fire Ability, Monster Must make a will save DC 20 or attack the Protector.)

Tratain - HP 218/198 AC 30
Tratain's Grapple DC 41 = 10(Base) + 15(BAB) +6(Str) +10(Sacred)
Greater Magic Weapon + Align Weapon Good - Cold Iron Warhammer
Divine Power

MonthorHit Points:(152 of 155) AC 24  d100=82 ; d20+14=17 ; d20+14=33 ; d20+24=31 ; d10+28=38 ; 2d6=6 ; d20+21=22 ; d20+17=33 ; d10+28=32 ; 2d6+28=31 ; d20+12=20 ;
Thursday September 4th, 2008 9:30:56 PM

Necklace of Adaptation - Grants immunity to all harmful vapors and gases.

Cape of the Mountbank

Enlarged - This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

Displacement

Bull's Strength (+4)

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

ooc> Can I assume that you forgot to take the Displacement spell on Monthor in consideration when attacked?
Displacement role: %82
Save vs poison 17 ( Hero point re roll 33)

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

Monthor shrugs off the effect of the poison and then starts swinging at the raider faceing Arien.

" Someone block those quill throwers!!!!
------------------------------------
Attacks two handed with Fred the axe (+2 holy/thundering)

. Power attack -5/+10

damage bonus 28

Att 1. attack role 31 for 38 physical and 6 holy damage

Att. 2 22 ( natural 1)

Att 3 33 for 32 physical and 3 holy damage

Att 4 20

Damage: 79 damage

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



Dwight hp 99, ac 16  d20+8=12 ; d100=82 ; d100=65 ; d20+19=38 ; 3d6=9 ;
Thursday September 4th, 2008 9:41:38 PM

Per Blinking, 50% of physical attacks miss (85% rolled, not sure which 50% DM wants to use. I typically think the first percentage 1-50% is bad for my PC. Thus 82% is good for Dwight. If DM interupts otherwise I've rolled and failed Fort save, thus am frozen.

Fort Save: 12 (Failed if Blink doesnt save me :(

-----------------
If still moving, Dwight quickly loads 3 arrows, and launches them at Anchor (if he remains standing).---(OOC: I'm thinking the wind is farther north and should not affect Dwight's arrows)

Blink: (1-20 is bad/miss): 65
att: 38 (hit)
dmg: 9 (all physical)

Then Dwight takes a step away from the vines behind him. W14/W15

*Blinking

Cast:
1 second level spell
1 third level spell

[DM Marcin] 
Friday September 5th, 2008 6:06:37 AM

[Indeed I have forgotten to roll the displacement/blink rolls. Keep the results you rolled yourself, folks, and your interpretation if high roll is good or bad. Seeing that Adam hasn't posted yet and is next to Raider I'll delay the next round until Saturday. As for Dwight's arrows, the Wind Wall is right between him and the Anchor. He could reliably aim only at the Raider.]

Dwight hp 99, ac 16 
Friday September 5th, 2008 7:27:18 AM

OOC: Bummer.

Dwight will direct his arrows at the raider then. They still hit. (dmg 9)

If the raider is dead, he will mount his broom and fly upward so he can shoot again next round.

Arien(HP 45/67: AC: 14 (touch:14)  d20+29=33 ;
Friday September 5th, 2008 3:53:50 PM

Arien grunts in pain as the raider slashes him and casting defensively (casting defensively = 33), hastes all nearby party members and then steps back next to Arrak.

Round 5 - DM Marcin  [Raider saves vs Harm:] d20+18=29 ; [Raider saves vs Draw Fire:] d20+6=25 ; [Raider attacks Arien:] d20+24=27 ; d20+24=34 ; d20+24=32 ; d20+24=36 ; 2d8+10=24 ; 2d8+10=15 ; 2d8+10=24 ; 2d8+10=19 ; d6=5 ; d6=3 ; d6=6 ; d6=1 ;
Saturday September 6th, 2008 10:14:41 AM

Vedik erects a Wind Wall in hopes of deflecting the next volley of missiles.

Tratain Harms the Raider. The effect is not as strong as it could have been, but still the beast is hurt. Then he calls out in hopes of drawing the attention of the Raider away from the mage. Unfortunately, the monster seems to be worked up into a frenzy that is not easily swayed.

Monthor scores two direct hits with his mighty axe. Even the magic resistances of the beast cannot save it from serious harm. The dwarf feels that the damage from his blows has been somewhat diminished, though.

Dwight shoots at the Raider, but his arrow seems to just bounce off creature's carapace.

Arien accelerates the movement of all party members nearby and steps a bit away from the Raider.

Arrak completes another spell and cries out in satisfaction. "There! We did it, it is closed!"

The Anchor and the trio of the Scouts, unaware that the way back has been severed, launch a volley of projectiles at the Gray Knights. All are deflected or stopped by the Wind Wall.

The Raider, now seriously wounded, screeches as its wounds start to heal [total damage to the Raider at the moment is 119]. It pounces up to Arien [5 ft move] and launches a full round of attacks at the mage.

[Attack 1 hits AC27 and does 24 physical and 5 acid damage.
Attack 2 hits AC34 and does 15 physical and 3 acid damage.
Attack 3 hits AC32 and does 24 physical and 6 acid damage.
Attack 4 hits AC36 and does 19 physical and 1 acid damage.]

[Map. It is the map from yesterday (I'm still forced to use computers at internet cafe). Note that Arien moved to Y10 and R1 moved to W11-X12.]

MonthorHit Points:(152 of 155) AC 24 
Saturday September 6th, 2008 10:50:19 AM

ooc> Wouldn't the "holy" part of the axe bypass the damage reduction?

MonthorHit Points:(152 of 155) AC 24  d20+24=27 ; d10+28=33 ; 2d6=3 ; d20+24=27 ; d10+28=38 ; 2d6=7 ; d20+21=39 ; d20+21=40 ; d10+28=31 ; d3=3 ; d10+28=38 ; d3=2 ; d10+28=32 ; 2d6=7 ; 2d8=15 ; d20+17=21 ; d20+12=23 ;
Saturday September 6th, 2008 11:06:01 AM

Necklace of Adaptation - Grants immunity to all harmful vapors and gases.

Cape of the Mountbank

Enlarged - This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

Displacement

Bull's Strength (+4)

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

Monthor continues his attack against the Raider.

------------------------------------
Attacks two handed with Fred the axe (+2 holy/thundering)

. Power attack -5/+10

damage bonus 28

Att 1. attack role 27 for 33 physical and 3 holy damage

Att. 2 attack role 27 for 38 physical and 7 holy damage

Attack 3. attack role 39 (crit 40) for 101 physical and 7 holy damage and 15 sonic damage

ooc> Raider needs to make a DC 14 fort save or be deafened permanently!!! Yes, I know.. overkill...

Att. 4 21

Att 5 23

Damage: 204 damage



Tratain Current Spells 
Sunday September 7th, 2008 7:54:43 PM

Tratain Double moves (40 Feet) towards the Anchor and the Three Scouts.

--------------------------------------------------
Tratain - HP 218/198 AC 30
Tratain's Grapple DC 41 = 10(Base) + 15(BAB) +6(Str) +10(Sacred)
Greater Magic Weapon + Align Weapon Good - Cold Iron Warhammer
Divine Power

Dwight hp 99, ac 16 
Sunday September 7th, 2008 10:18:08 PM

Dwight watching his arrows bounce off harmlessly, Dwight lifts high on his broom at full speed and pulls out a Quaals Feather Token.

OOC: Dwight plans to fly over the Anchor next round and literally drop the token. Can Dwight get the token to activate prior to the anti-magic shell? Once in tree form, the anti-magic shell shouldn't matter. What will the damage roll be for a giant oak tree falling 50ish feet? --- This is my plan as I have nothing else of substance at this point.

Vedik Current Spells AC 25 (13 touch) HP 214/214 (Flying:60')  d20+18=27 ; 10d6=37 ;
Monday September 8th, 2008 7:27:16 AM

Vedik smiles as his spell blocks the quills, though he suspects it wont take long for the Legion to turn his attention to him. He decides to help end the raider as quick as possible. Flying over toward it, he unleashes destruction.

OOC:
Fly to Q8
Cast Destruction: SR: 27, Fort Save DC 25 or be destroyed. Take 37 damage on successful save.

Round 6 - DM Marcin  [Scouts vs Arrak:] d20+22=27 ; d20+22=25 ; d20+22=42 ; d20+22=34 ; d20+22=34 ; d20+22=29 ; d20+22=33 ; [Arrak saves vs poison:]d20=15 ; d20=7 ;
Monday September 8th, 2008 2:06:53 PM

Arien falls.

Monthor takes three mighty swings at the beast towering over the party, removing two mandibles, and, with his final strike, its head in one swift, clean blow. The decapicated body of the demon falls to the ground oozing green liquid from the stump of its neck and writhing in agony [yes, a holy weapon does bypass the damage reduction of the Raider. I have added the prevously substracted damage back in. Sorry!].

Tratain moves up to the remaining four enemies.

Dwight readies a Feather Token and starts to move up to the group of demons. [Well, technically the description of the token does not say that the tree needs to start rooted up, so you could use it as a bomb. It would do damage in an area 5ft x 45 ft (where its trunk falls). A oak trunk of that size would weigh about 18 metric tons, so the damage would be 20d6. I am not sure if I should require an attack roll or a Ref save from them. For now let's say you make a ranged attack and your roll is the DC of the Ref save they need to make to jump out of the way.]

Vedik flies over the Raider, but sees that it has been already slain by Monthor [you can keep the spell uncast if you like].

Arrak takes in the tactical situation and then jumps into the air. When his shadow passes over the head of Monthor he is already in his dragon form, moving fast like a saphire lightning. "I'll try to push back the large one, get ready to kill off the shooters!" - booms his voice overhead.

The Scouts concentrate their fire on the newly appeared dragon, but Arrak manages to overcome the poison he has been just injected with. The Anchor, seeing the emerald missile approaching fast, readies for its arrival.

[Map. I'm very sorry it took me so long to put together this round. I'll delay tomorrow's post until later in the day, too, so that everyone can react.]

Arrak  [Roll for the Str check:]d20=20 ;
Monday September 8th, 2008 2:14:47 PM

The dragon smashes into the Anchor with such force that both of them go straight through the area occupied by the Solid Fog and well away from the scene of battle [both the Anchor and Arrak are now off the map, somewhere to the left of the clouds of fog]. The Scouts slash at him as he passes them by, but while in the Antimagic Field their blades can do only minor wounds.

MonthorHit Points:(152 of 155) AC 24 
Monday September 8th, 2008 8:36:47 PM

Monthor moves in behind Tratain and follows the cleric, using him as a shield.



Tratain Current Spells  d20+35=53 ; d8+17=20 ;
Monday September 8th, 2008 8:51:17 PM

Tratain casts Divine Favor (Quickened) and then Charges to J11 and swings at S1.

Hit AC 55 for 20 Damage. (Magic, Good Aligned and Cold Iron)

--------------------------------------------------
Tratain - HP 218/198 AC 31
Tratain's Grapple DC 41 = 10(Base) + 15(BAB) +6(Str) +10(Sacred)
Greater Magic Weapon + Align Weapon Good - Cold Iron Warhammer
Divine Power
Divine Favor
Haste
Attack Bonus 37 = 18(Bab) + 5(GMW) +6(STR) +6(DF) +1(Haste) +1(Focus)
Damage Bonus 17 = 6(Str) +5(GMW) +6(DF)



Dwight hp 99, ac 16  d100=59 ; d20+17=28 ; 3d6=9 ;
Monday September 8th, 2008 10:23:53 PM

Dwight seeing Arrak take a drastic action, and seeing the potential for him to actually cause damage, he switches to his bow

Firing at S1 with 3 arrows
(Blink 59)
Att: 28 (hit)
Dmg: 9 (physical)

Vedik Current Spells AC 25 (13 touch) HP 214/214 (Flying:60')  15d6=47 ; d20+18=33 ; d20+18=22 ;
Tuesday September 9th, 2008 7:19:27 AM

Vedik spins around as Arrak passes under him, suitably impressed. Luckily the old dwarf is not one to stand around gawking. He rains destruction down on the scouts in the form of a pillar of divine flame.

OOC:
He should be at Q8, unless I missed something that moved him. Either way the spell is in range.
Flame Strike on S2 and S3: 47 damage (1/2 fire, 1/2 divine) Reflex Save DC 23 for Half. SR checks: 33, 22


MonthorHit Points:(152 of 155) AC 24 
Tuesday September 9th, 2008 7:50:46 AM

ooc> Monthor's hasted..... or does that end with Arien's untimely demise?


Round 7 - DM Marcin  [S2 saves vs Flame Strike:] d20+14=29 ; [Attacks against Tratain:] d20+18=34 ; d20+18=22 ; d20+18=20 ; d20+18=20 ;
Tuesday September 9th, 2008 10:45:31 AM

Tratain charges one of the Scouts and strikes at him with his warhammer. The holy weapon does full damage to the demon.

Monthor follows behind Tratain [he is still hasted].

Dwight fires at the Scout wounded by Tratain and hits with all three arrows, but the projectiles, not blessed with the holy power, are intercepted by the armor of the birdlike demon.

Vedik launches a Flame Strike a the other pair of Scouts. One resists the effects of the spell. The other one is burned, but only by the holy power. The flames seem to have no effect on it at all.

Arien rests unconscious on the ground.

As the Scouts spring into action their wounds are already closing up. They surround Tratain [S2 and S3 provoke an AoO from Monthor]. Then they all strike at Tratain with their bladed gauntlets. They do not seek to pierce his armor, merely to touch it, but it is enough to unleash some kind of dark magic. Whatever this magic is, however, it is stopped by Tratain's armor. The three demons cry out in frustration like a flock of angry crows.

Somewhere behind the banks of fog the roar of Arrak can be heard as the dragon battles the Anchor.

[Map.]

MonthorHit Points:(152 of 155) AC 24  d20+24=33 ; d10+28=38 ; 2d6=11 ;
Tuesday September 9th, 2008 12:17:06 PM

AoO on S2

Hits AC 33 for 38 physical and 11 holy damage. (49 total damage)

-------------------------------------------------------------------
Given the opportunity to swing his axe, Monthor attacks one of the scouts.

(ooc> Regular round later... )



Tratain Current Spells  d20+37=49 ; d20+37=53 ; d20+32=46 ; d20+27=47 ; d20+27=33 ; d20+22=24 ; d8+17=23 ; d8+17=20 ; d8+17=21 ; d8+17=24 ; d8+17=25 ; d8+17=25 ;
Tuesday September 9th, 2008 4:44:22 PM

Tratain calls out to the Monsters "You aren't so tough, I'll take all three of you together!" (Try the Protector Draw fire ability again, Will save DC 20 or attack Tratain)

He then Lashes out with his Warhammer, Starting with S1, and if he manages to kill one swaps to a new Target.

1st Attack Hits AC 49 for 23 Damage
Haste Attack Hits AC 53 for 20 Damage
2nd Attack Hits AC 46 for 21 Damage
3rd Attack Hits AC 47, 33 to confirm Crit for 74 Damage
4th Attack Misses.
The Warhammer is Cold Iron, Magic, and Good Aligned.

Tratain will Also intercept the first attack from a scout against Monthor.

--------------------------------------------------
Tratain - HP 218/198 AC 31
Tratain's Grapple DC 41 = 10(Base) + 15(BAB) +6(Str) +10(Sacred)
Greater Magic Weapon + Align Weapon Good - Cold Iron Warhammer
Divine Power
Divine Favor
Haste
Attack Bonus 37 = 18(Bab) + 5(GMW) +6(STR) +6(DF) +1(Haste) +1(Focus)
Damage Bonus 17 = 6(Str) +5(GMW) +6(DF)


MonthorHit Points:(152 of 155) AC 25  d20+25=36 ; d10+28=33 ; 2d6=10 ; 2d6=6 ; d10+28=30 ; d20+25=32 ; d20+22=42 ; d20+22=26 ; d10+28=29 ; 2d6=9 ; d20+18=33 ; d20+13=25 ; d10+28=34 ; 2d6=4 ;
Tuesday September 9th, 2008 9:56:19 PM

Necklace of Adaptation - Grants immunity to all harmful vapors and gases.

Cape of the Mountbank

Enlarged - This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

Displacement

Bull's Strength (+4)

Hasted
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.
(orc droppings!!!! I forgot to include these bonuses!!!)

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

Monthor follows through on Tratain's attack and hits at the injured scout (S1)

" HAVE AT THEE!!!!! COME ON BEASTIES!!! FRED WANTS SOME FUN!!! "

ooc> S2 if Tratain killes S1. Cleaves to S2 ( or S3 if Tratain killed S1)
------------------------------------
Attacks two handed with Fred the axe (+2 holy/thundering)

. Power attack -5/+10

damage bonus 28

Att 1. attack role (attack bonus 25) 36 for 33 physical and 10 holy damage total 43

Att. 2 attack role (AB 25) 32 for 30 physical and 6 holy damage total 36

Attack 3. attack role (AB 22) 42 (crit 26) for 29 physical and 9 holy damage total 38

Att. 4 (AB18) attack role 33 for 34 damage and 4 holy damage total 38

Att 5 (13) attack role 25

Damage: 155 damage


Dwight hp 99, ac 16 
Tuesday September 9th, 2008 10:26:02 PM

Dwight unable to harm these creatures, and unable to drop the tolken on the scouts due to close combat (and hopefully since they have all fallen or surrendered), Dwight hastely flies towards Arrak and the Anchor.

(Fly as far as possible toward them, with tolken ready. Going above the fog if necessary.)

MonthorHit Points:(152 of 155) AC 25 
Wednesday September 10th, 2008 7:19:28 AM

ooc> Leaving for the hospital with the wife and my oldest... no worries, #1 child's getting her tonsils out.
Someone will have to do this round for me. Monthor will hack as per usual. Use the bonuses in my previous post plz. Sorry for the "no" notice. I thought I'd get to post this morning. I'll be back tomorrow afternoon.
Saves :
Saving Throws: +2 racial bonus vs poison, +2 racial bonus vs spells and spell like effects
Fortitude: +12 (+10base, +2 from C)
Reflex: +12 (+5 base, +4 from D, +2 from feat, +1 Haste)
Will: + 6 (+5 base, -1 from W, +2 from feat)

AC 26 with Dodge bonus.



Vedik Current Spells AC 25 (13 touch) HP 214/214 (Flying:60') 
Wednesday September 10th, 2008 7:23:31 AM

Vedik flies down to Arien, and calls upon Alemi to heal him.

OOC:
Fly to Arien
Cast Heal: Healed 150 HP and most negative effects gone.



Arien(HP 67/67: AC: 14 (touch:14) Fly 
Wednesday September 10th, 2008 12:33:34 PM

Arien snaps awake from the cool rush of healing that mends his broken form and deciding not to leave himself in the same position casts Fly while still prone and takes off 30 feet into the air.

Round 8 - DM Marcin  [Will saves against Draw Fire:] d20+12=16 ; d20+12=19 ; d20+12=22 ; [S1 saves vs death from massive damage:] d20+16=29 ; [Monthor's cleave vs S2:] d20+25=30 ; d10+28=32 ; [Monthor's cleave vs S3:] d10+18=26 ; [Scout fires quills:] d10+22=24 ; d10+22=30 ;
Wednesday September 10th, 2008 12:52:34 PM

Monthor uses the opportunity to attack one of the Scouts and lands a blow.

Tratain calls out a challenge. This seems to draw the complete attention of two of the three demons [S1 and S2]. The Protector continues with four massive swings that, hitting one by one, seem to be driving the first demon into the ground. But that is not enough to kill the beast!

It is only Monthor's first swing that finally deprives the most wounded Scout of life. It falls to the ground with a surprisingly loud shriek, its armor smashed open. A sickly green mist escapes from inside it in a small cloud. The dwarf cleaves on to the next enemy and lands a solid strike. The volley of three next swings finishes off the second Scout, who falls to the ground separated from his head. His body, too, evaporates into a green vapor. Monthor cleaves to the last remaining foe, but the swing misses.

Dwight flies over the battlefield to check on Arrak [Dwight is off the map] and finds the dragon trashing about, grappling with the Anchor, fighing with his claws and maw against its pincers [they are now 50ft away from Dwight].

Vedik heals Arien.

Arien gives himself flight and springs into the air.

Despite being a sole survivor of the melee with the Knights the last remaining demon doesn't seem to even think about giving up. He steps away from his two dominating foes and fires off a quill at each of them [which draws an AoO from Monthor]. Tratain intercepts the one directed at Monthor. His armor saves him against both projectiles.

Dwight can clearly see that the fight between the dragon and the Anchor is drawing to an end, as both combatants are now moving slugishly and there is a lot of ichor and blood spilled all around them. It is hard to tell who is the winner, or if there indeed will be a winner or two corpses.

[Map. Arien is 30 ft above ground - haven't marked that on the map as Adam posted minutes before me. Only Dwight can see the dragon and the Anchor. I'm very sorry for a late post today. Real life got into my day plan.]

Tratain Current Spells  d20+37=51 ; d20+37=57 ; d20+37=48 ; d20+32=44 ; d20+27=47 ; d20+27=29 ; d20+22=23 ; d8+17=23 ; d8+17=23 ; d8+17=19 ; d8+17=19 ; d8+17=23 ; d8+17=19 ; d8+17=22 ; d8+17=23 ;
Wednesday September 10th, 2008 3:26:46 PM

Tratain takes a 5 foot step to K10 and continues his attack on the Legion Scout.

1st Attack Hits AC 51 for 23 Damage
Haste Attack Hits AC 57, AC 48 to Confirm Crit for 61 Damage
2nd Attack Hits AC 48 for 23 Damage
3rd Attack Hits AC 47, AC 29 to Confirm Crit for 64 Damage
4th Attack Misses.

--------------------------------------------------
Tratain - HP 218/198 AC 31
Tratain's Grapple DC 41 = 10(Base) + 15(BAB) +6(Str) +10(Sacred)
Greater Magic Weapon + Align Weapon Good - Cold Iron Warhammer
Divine Power
Divine Favor
Haste
Attack Bonus 37 = 18(Bab) + 5(GMW) +6(STR) +6(DF) +1(Haste) +1(Focus)
Damage Bonus 17 = 6(Str) +5(GMW) +6(DF)

Vedik Current Spells AC 25 (13 touch) HP 214/214 (Flying:30') 
Wednesday September 10th, 2008 7:26:36 PM

Vedik also takes to the air, flying up and over the wind wall. He moves with purpose toward Arrak.

OOC:
Double move to F10, 30' in the air.

Dwight hp 99, ac 16 
Wednesday September 10th, 2008 8:56:34 PM

Dwight continues to fly to Arrak and the Anhor combat. Holding the coin in his hand he hopes that Arrak will see him (and the giant tree soon to appear).

OOC: I think next round I'll be in position.

Dwight begins to shout, in his home language (halfling) hoping the dragon is as learned as he has always thought dragons were "Falling Tree"

Being a relatively unused language, and that the anchors/scouts seemed to be gathering info in Plateau city, Dwight hopes the anchor doesn't understand until its too late.

Monthor (Sub Joe)  d20+25=41 ; d20+25=42 ; d20+25=28 ; d20+20=29 ; d20+15=17 ; d20+10=21 ; d10+28=32 ; d10+28=38 ; d10+28=32 ; d10+28=36 ; 2d6=5 ; 2d6=5 ; 2d6=10 ; 2d6=9 ;
Thursday September 11th, 2008 8:33:01 AM

As the Scout takes a step back Monthor hits it with his Axe again (AoO Hits AC 41 for 32 Physical, 5 Holy Damage)

He calls at the Scout "Fred didn't say you could leave yet." and Continues swinging away at it.

1st attack hits AC 42 for 38 Physical 5 Holy
Haste Attack Hits AC 28 for 32 Physical 10 Holy
2nd attack Hits AC 29 for 36 Physical 9 Holy.
3rd and 4th attacks Miss.

------------------------------------------
Necklace of Adaptation - Grants immunity to all harmful vapors and gases.
Cape of the Mountbank
Enlarged - This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.
Displacement
Bull's Strength (+4)
Hasted
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.

Combat ends - DM Marcin  [Falling tree damage:] 20d6=72 ; [Arrak's grapple check:] d20+60=75 ;
Thursday September 11th, 2008 8:47:59 AM

Tratain and Monthor finish off the last remaining Legion Scout. The bridlike creature spins around once and then falls to the grass staining it with green ichor. Gurgling noises come from under its blind helmet until its dark spirit escapes in a cloud of green fog.

Several seconds later, on the other side of the wall of fog, Dwight cries out a warning and drops a tree.

The dragon looks up, his eyes widen - then, with a last burst of strength, moves both himself and the Anchor just a bit [moving the grapple] -.

<Squish>

And then all is silent. Three broken demon armors rest on the grass. Two more, looking intact, can be seen where the Prismatic Wall stretched in front of the portal. The pincers of the Anchor, still dripping with acid, can be seen from under the trunk of the tree. Arrak, in his dragon form, is stretched nearby, breathing heavily. His emerald scales are badly burned with acid.

A gnome comes from the lair bringing a tray with jugs and a barrel of ale, opens his mouth and drops the items on the grass.

[Combat ends. It was a nice trick with that tree, but if you expect to do that again I would appreciate if you got a ruling on the Rules Board first if the enemy gets any chance to avoid it. Here the Anchor was grappled and immobile, so I didn't have to make a temporary decision, but it would be good to have an official site ruling on that.]

[I'm now accepting hero point nominations. Remainder: these are for actions that were both successful and influenced the fight in a large way.]

Vedik Current Spells AC 25 (13 touch) HP 214/214 (Flying:30') 
Thursday September 11th, 2008 12:45:26 PM

Vedik casts Heal on Arrak, healing him.

"We need ta get this orb taken care of." he muses as the dust settles. "Anyone else hurt?"

OOC
Heal Arrak: 150hp healed plus most negative effects gone.

Tratain Current Spells 
Thursday September 11th, 2008 8:10:13 PM

With the Last Scout Dealt with Tratain checks to make sure everyone is alright, and offers more healing to Lord Arrak if he requires it.

Once he is sure everyone is alright he begins gathering up and inspecting anything left behind by the Legion troops. He says "Maybe we should take a set of this Armor to Gargul's Temple and let them check it out, we are supposed to be gathering some information on them for him."

Dwight hp 99, ac 16 
Thursday September 11th, 2008 9:04:14 PM

Dwight flies down and examines his tree work. He looks to Arrak to see how mad he is a tree fell near him, and that his home is further wrecked by the battle and yet another tree.

"Sorry about that, Arrak. Had no other way to effect this strong creatures. Between their magic resistance, the disjunction, the tree was really my only resort to actually help. Glad you understand halfling," he adds trying to lighten the mood.

Otherwise, Dwight looks to Tratain for the anything that needs to be handled, helping find the exact location of the orb if necessary.

OOC: I'll post on the rules board the question right now and report back once a decision is made.

MonthorHit Points:(152 of 155) AC 25 
Thursday September 11th, 2008 10:21:00 PM

Monthor cleans the gore off of Fred...
Killing sur is a messing buisness...

" Me's good here. How are the rest of ye? "

Tratain says
Once he is sure everyone is alright he begins gathering up and inspecting anything left behind by the Legion troops. He says "Maybe we should take a set of this Armor to Gargul's Temple and let them check it out, we are supposed to be gathering some information on them for him."

Monthor says
" What about sending a set to the Dragon Council people? We're suppose to keep them in the loot too are we not? "

Monthor then takes some ale, sits himself down on the grass and starts drinking...

ooc> Thanks to my subbers.



The future is uncertain - DM Marcin 
Friday September 12th, 2008 4:19:37 AM

The Knights and the dragon slowly pick themselves up. Arrak shifts to his human form which, at the moment, looks rather worse for the wear.

All that is left of the invaders are five sets of demon armor - two in a very good condition, three more that are more or less damaged. The remains of the Anchor could only be picked up with a shovel. The orb is found resting motionlessly among the rubble, now cold and dim.

"Do not apologize, Dwight." - says the dragon. "You probably saved my life. But I do so much prefer begonias to oaks."

[Vedik:] "We need ta get this orb taken care of."

"That seems to be an urgent necessity, yes... Come. Let us rest a bit while we can. All stars seem to show that interesting times are coming."

[Folks, this concludes the current module, though it might have a second part. Thanks for playing. Every character receives 4410 XP for its last scene. Everybody has been nominated for and receives one hero point. Matty will be taking over on Monday, though I might be dropping in to help out when needed. Good luck. M.]

Vedik Current Spells AC 25 (13 touch) HP 214/214 (Flying:30') 
Friday September 12th, 2008 9:33:29 AM

Vedik sees to Arrak, expending as many healing spells as required to fully heal him.

"I still have a sending spell prepared. We can contact whomever we wish in a few minutes. We also have our gear to see too. We should travel to the Fixer Temple in Plateau City, they may be able to provide additional Woldsblood to repair our things. Arien or Jova, can you cast Greater Heroism? If I understand the spell correctly it will help me concentrate when I draw, and should allow me to draw an extra few drops a day and speed things up. Need to get Fred back."



Arien(HP 67/67: AC: 14 (touch:14) Fly 
Friday September 12th, 2008 3:06:34 PM

Dropping back to the ground, Arien shakes his head when Vedik asks about Greater Heroism, "My studies into magic do not include either the schools of Necromancy or Enchantment." Arien retrieves some spell components from his pack and casts Mage's Magnificent Mansion and invites the party, Arrak and Arrak's servant to join him inside for a filling meal.

Dwight hp 99, ac 16 
Sunday September 14th, 2008 7:49:20 PM

Dwight nods to Arrak, but adds "they each have a time and place. Begonias would not have had the same result in this case."

Smiling, Dwight moves into the mansion for safety and the promised food.



Tratain Current Spells 
Sunday September 14th, 2008 9:02:19 PM

Tratain says "I think Vedik's Idea of Visiting the Fixer Temple is our best First stop after we get a little rest. We also need to put the Orb back in the Cave before we head to the temple. Lets get something to eat, rest if we need too then do that. Arien, we will need several Teleports, to do this all. And has anyone seen Jova? Did he get sucked into the portal or something?"

Vedik Current Spells AC 25 (13 touch) HP 214/214 (Wings) 
Monday September 15th, 2008 8:14:49 AM

Vedik nods. "It has been a while since I have been to the Temple, I wonder how much it has expanded these many years." He pauses for a moment to think on this.

Hearing Ariens response, he nods. "Tratain, do you think Domi would object to a request for a bit of heroism?"

"The cave seemed safe, but I worry if something gets out. Is there any way we could monitor it by magic to be sure?"



Plans - DM Matt 
Monday September 15th, 2008 6:51:54 PM

Once the fight ends and the Knights have a few moments to rest and discuss their plans, most seem to think a visit to the Fixer's temple is in order. A few suggest sending pieces of Legion equipment to various places for study.

Arrak nods his agreement. "I think any consideration to Gargul's temple can only help your standing, given recent events. And letting those who need knowledge study these . . . things, should prove invaluable. I myself would like to keep a few tidbits for my laboratory.

"I leave the choice to you, but if you like, I can have my servants see to dividing up what should be studied and sending it to the proper places. Leave what you like, and we will see to it."

[ooc: posting of more substance will start soon. Just give me some info on what you want to do and how you want to do it, and we'll get moving. I assume that no matter what, a visit to PC is coming, so just tell me how you are getting there - Matt]

Dwight hp 99, ac 16 
Monday September 15th, 2008 7:40:47 PM

Dwight, "Yes, definitely time to fix stuff. I hope to add my small talents to the fixing of my own bow, perhaps tweak it some."

OOC: Would it be possible to 'fix' my bow, but change the arcanes from fire/ice to holy/??? Essentially, I need to make my bow more powerful, but it has to done by me to keep my sharpshooter perks. If not, that is fine, I'll just need to make a new one from scratch.

My gut says no. "Fixing" implies returning to its previous state. But I don't know enough about how Fixers work. POst on the rules board for an answer if you don't mind, and we'll go with the consensus there. -Matt

MonthorHit Points:(152 of 155) AC 25 
Monday September 15th, 2008 9:15:01 PM

Sounds good to me.... me'd like the rest of me gear fixed up.
Me could also do with some financial... rejuvination....
Fred needs a new scabbard.. :-)



Vedik Current Spells AC 25 (13 touch) HP 214/214 (Wings) 
Tuesday September 16th, 2008 8:37:33 AM

Vedik nods at Arrak's words.

"Arien do you have any teleport spells available? Lets finish this fine meal and travel to the Fixer temple in Plateau City. We probably have some things to take care of concerning the mansion as well. After that, put the orb in the cave and see about the Son's."

Tratain Current Spells 
Tuesday September 16th, 2008 5:42:45 PM

While the Group is talking Tratain makes the Orb is secure again in a sack he carries.

He says to Lord Arrak, "Since we are going to Plataue City we can drop off a set of Armor to the Temple of Gargul for study. Would you like a set for the Dragon Council? We also need to get a set to the Dragon Consortium. Could you handle that for us?"

He says to the Group "If we can't teleport today, we should head to the Cave first tomorrow to put the orb there. After that we can head to the City."

Plans - DM Matt 
Tuesday September 16th, 2008 8:13:28 PM

Arrak nods, "I can certainly handle delivery of two sets to the Council and the Consortium. Of course, I'm going to get my own curiousity satisfied as well. At my age, interesting discoveries are fewer and farther between. I tend to take my studies where and when I can get them."

Waving his arm wide, Arrak adds, "Stay the night. Rest, relax a few moments more. Then in the morning, travel where you might when fully rested. Or not, the choice is yours, but you are welcome." Other than that, he allows the group to discuss plans as desired.

OOC: teleporting to the cave, then PC? Also, is the full group now Tratain, Monthor, Vedik, Arien, and Dwight?

Dwight hp 99, ac 16 
Tuesday September 16th, 2008 10:03:51 PM

Dwight agrees with Tratain. The sooner the orb is placed back in relative safety the better for Plateau City, Arrak's begonia and our own uninterupted ability to rest.

Course, Dwight is really ready to just get his bow remade.

Arien(HP 67/67: AC: 14 (touch:14) Fly 
Wednesday September 17th, 2008 2:59:20 AM

"Not currently, I can memorize some in the morning if we choose to stay the night as Arrak suggests." Arien takes a drink of a particularly fine vintage of wine and waits for the group to make a decision.

Vedik Current Spells AC 25 (13 touch) HP 214/214 (Wings) 
Wednesday September 17th, 2008 9:24:35 AM

"I say we stay, if you're willing to risk our company. Although, truthfully, I'm not sure how much more damage we could wreck upon your home." he adds wistfully.

OOC:
I just reread the Fixer restoration ability, some bad news: Fixing magic items takes a full day each (I'm guessing 8 hours work, like magic item creation is?). So its not just a question of getting drops. Unless we find another (several) high level fixer, we're looking at 20+ days of downtime. I'm not sure we can afford to wait that long with the Son's recovering strength Thoughts?

Tratain Current Spells 
Wednesday September 17th, 2008 10:21:28 AM

Tratain listens to the Others and says "Let us spend the night here. Tomorrow Morning we will teleport first to the Cave to store the Orb, and then to the City to Deliver a Set of Armor and then go visit the Fixers for as long as we need if they are willing to help. Lord Arrak, if you could pick out three sets of armor you think would be most beneficial for study, we will probably sell the rest."

OOC: We'll teleport to the cave, store the Orb, then go back to the City. I think the Downtime is Unavoidable, at least mostly. We can Prioritize things but we as a group have too much destroyed equipment to be very functional. As for Matt's question we are down to only 5 of us.

Plans - DM Matt 
Wednesday September 17th, 2008 4:40:16 PM

Arrak smiles and stands, bowing as he leaves the table. He returns in a few minutes with one of his assistants, asking the halfling to retrieve three sets of armor. "Take the ones that look the worst, and try to preserve as much as possible for our friends to take. Our purposes do not require anything more than a few trinkets."

Once the meal winds down, the Knights are left to their own devices until morning. The night is quite uneventful, and fairly silent, aside from anything you do. Arrak is nowhere to be found, having left directly after the meal.

In the morning, fresh and rested, the Knights prepare to leave. Arrak is still not back, though a halfling informs you that he has gone off on an errand. "If you desire anything, I am at your bidding," she says rather annoyedly. It is clear she would prefer to be somewhere else.

[can someone email me on where you are bringing the orb? I missed alot, and all I know is you devised some cave somewhere]

Dwight hp 99, ac 16 
Wednesday September 17th, 2008 10:04:17 PM

Dwight sleeps sounding in the mansion, dreaming of a refurnished bow, oaks sprouting root and even some begonias in full bloom.

Dwight tries to speak with the disgruntled halfling, adding in the halfling charm though he has nothing in particular to request but offers some thoughts on manicuring trees if she doesn't take any offense.

Arien(HP 67/67: AC: 14 (touch:14) Fly 
Wednesday September 17th, 2008 10:22:16 PM

Arien makes sure to memorize several teleport spells come morning, replacing higher level spell slots if needed. When the party indicates that they are ready he will teleport the group to the cave.

OOC: Actually the downtime sounds GREAT to me. I've been trying to get downtime for the last several years to scribe spells into my spellbook, something I've only been able to do (apart from the 2 per level for leveling up) once since I've been playing way back in '99.

Vedik Current Spells AC 25 (13 touch) HP 214/214 (Wings) 
Thursday September 18th, 2008 8:25:47 AM

Before bed the previous night, Vedik sees to the party's wands, drawing Woldsblood and recharging them somewhat from their heavy use.

In the morning he prays for his spells, and calls upon the gifts of Alemi to enhance his armor and shield. He then casts his normal warding magics.

OOC: Yeah I have a few weeks of magical item crafting to do. The lot of hero's always saving the wold or dying in the attempt. :)
At night: 9 Draws of Woldsbood: 4 each (cant fail) 36 drops + 4 from storage.
Wand of D. Door +1 charge : 4 drops
Wand of Good Hope +2 charges : 4 drops
Wand of Deathward (Tratain) +5 charges: 20 drops
Wand of Resist Energy (Tratain) +6 charges: 12 drops

In Morning: 1 Draw, 4 drops.
Magic Vestment on Armor/Shield : 2 drops
2 drops in storage

MonthorHit Points:(152 of 155) AC 25 
Thursday September 18th, 2008 6:58:36 PM

To the halfling....

" Well, let's see... maybe some tea would be swell?..... "



Dwight hp 99, ac 16 
Thursday September 18th, 2008 8:02:37 PM

Dwight is ready to return the orb in the morning and then make haste to plateau city.

Tratain Current Spells 
Friday September 19th, 2008 6:11:19 AM

In the Morning Tratain takes the group to the Orb chamber to seal away the Orb again. Then after that Task is completed he asks Arien to teleport the group to Plateau City, there the group will Drop off a set of Armor to the Temple of Gargul for Study, and then head to the Fixer Temple to see if they are able to help repair the groups gear.

OOC: The orb chamber is just a place were made to hopefully keep the orb safe while we couldn't carry it around with us. There is a picture linked from our woldipedia page.

Plans - DM Matt  d100=90 ;
Monday September 22nd, 2008 7:35:29 PM

While Vedik sees to replenishing some of the party's wands, Dwight attempts some small talk with the halfling. The day's stresses seem to have gotten to her, and she gives a loud harummpph! before stalking away. She stops when Monthor asks for some tea. Her back still turned, she seems to shiver, or shudder, a moment, then hurries off to see to the request.

In the morning, you wake to find a lavish breakfast set out for you. Scrambled eggs, toast, steaming hot sausages, and a variety of fruit. A note from Arrak sits neatly folded amid the trays of food:

Friends,

I have already begun some experimenting on this armor, and learned some quite interesting things about this Legion. I shall not say anything yet, so as not to unintentionally guide your own investigations. I find it better to allow ourselves to learn what we can by our own means. There is less chance of missing something that way.

I am off on my travels. I will deliver the armors to the Consortium and Council. The rest is up to you. I hope we shall speak soon. The Sons have not heard the last from us, and that orb of yours is quite dangerous in its own right.

So many tasks, so little time. I fear things will never become easier for you, with the path you have chosen.

Farewell, and good luck.

-A


After breakfast, Arien spends some short time memorizing his day's spells, and the Knights are ready to travel. Soon after, the mage weaves the arcane words that will take you to your next destination. With a flash, and slight tugging sensation, and a spot of queasiness that departs soon enough, Arien's spell ends, and you find yourselves standing in the cave previously prepared to house and protect the demonic orb.

[I assume regular teleport, right?]

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings)  d20+8=15 ; d4=4 ; d20+8=11 ;
Tuesday September 23rd, 2008 2:37:47 PM

As the spell ends, Vedik takes to the air, looking for any obvious signs of tampering, or danger. He circles the cave entrance a few times, then lands.



Tratain Current Spells 
Tuesday September 23rd, 2008 6:02:08 PM

As the group enters the cave Tratain checks to make sure the Spells are still active as he left them. Once he is sure he uses his magic to place the orb back in its resting spot before telling Arien the group is ready to head to the City once again.

Plans - DM Matt 
Tuesday September 23rd, 2008 7:29:41 PM

Vedik goes airborn to inspect the area, and finds everything as it should be. There are no obvious signs of danger. Meanwhile, Tratain reviews the magical protections set up in and around the cave, and similarly finds them intact. Arien rests briefly from his spellwork, while Dwight and Monthor stand guard over the others.

Finding everything in order, Tratain places the orb in its resting place, and signals Arien to move the group along. The mage begins his arcane chanting anew, and with another flash and incorporeal tug, you find yourselves standing in Plateau City, only a few paces from the location of your former mansion.

"Ack!" you hear a voice call out. Hmargret is standing nearby, looking over the area and pondering the large hole left in the ground from the house's disappearance. "Oh, Masters. It's you. Why . . . Masters!!! Your house! It . . . I . . . we . . . I mean," Hmargret goes into a fit of stuttering. Composing herself, she says, "What I mean to say is . . . your house up and disappeared. It wasn't us, Masters, honest. It just . . . wasn't, all of a sudden!"

Dwight hp 99, ac 16 
Tuesday September 23rd, 2008 9:23:13 PM

Dwight chuckles slightly to himself as Hmargret tries to disclaim losing the house he was in charge of. Course the truth is just as strange, "We all died and wished for the house, sort of," Despite his thoughts he allows Tratain to reassure Hmargret to whatever degree he sees fit.



Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Wednesday September 24th, 2008 7:58:24 AM

Once the orb is secured, and stoneshaped into the floor, and the cave entrance is stoneshaped shut again, Vedik breathes easier.

The old dwarf smiles at Hmargret. "Have no fear, I'm responsible for tha little incident. We'r sorry we were unable to return sooner. You musta been worrying constantly! Forgive me?" After that, he continues to more practical things. "Are ya ok? Have ya had a good place to sleep, and some rest since then? Did you have any costs related to the mansion, or your lodging?"

Arien(HP 67/67: AC: 14 (touch:14) Fly 
Wednesday September 24th, 2008 4:23:49 PM

Arien looks at the hole in the ground for a moment then shrugs while remarking, "Well at least it'll make a nice pond." Then looking at the others Arien continues, "Unless you have a dire need of me I'd like to head to the Star Mage's Guild as there are several spells I would like to add to my spellbook."

Tratain Current Spells 
Wednesday September 24th, 2008 6:42:57 PM

Tratain looks over at where the house used to be. He says to Hmargret "As Vedik says, It was our fault the house disapeared. Do you have somewhere to stay for a little while until we find or build a new place?"

He says to Arien "We'll send you a message when we find a place to stay, I'm going to bring the Armor to the temple of Gargul. Vedik, why don't you take the others to the Fixer Temple. I can meet you there after, Arien, you'll have to stop by as well or hand anything you need repaired to Vedik assuming we can convince the fixers to help us."

Plans - DM Matt 
Wednesday September 24th, 2008 7:35:07 PM

Dwight finds Hmargret's machinations quite amusing, and stands by trying to contain his giggles. Vedik takes responsibility for the mansion's disappearance, and the woman frowns. "You did it? I don't see how, Master. You weren't even here! You Masters might be rich and powerful, but some things are just quite impossible." She starts to walk away, continuing her inspection of the area and mumbling to herself, "Made a house disappear . . . making fun of an old woman, that's the real tragedy."

Arien takes his leave and makes for the Star Mages, already beginning to salivate over the new spells he wants to add to his collection. [give anything to Vedik if you like]

Tratain heads for the Temple of Gargul carrying one of the ugly sets of armor, and the others head for the Fixer's Temple, all agreeing to send word to the others as to their whereabouts and goings-on.

[we'll handle the fixers tomorrow, and everyone also post actions sufficient for 2 weeks. If anyone is visting places in the city during that time, speaking to people, etc., also say so and I will try to condense the two weeks into a short number of posts]

MonthorHit Points:(152 of 155) AC 25 
Wednesday September 24th, 2008 8:13:36 PM

One post back...

Monthor runs up to Hmargret and gives her a big dwarf hug.

" Now now... what's this "master" stuff? The only thing Monthor's a master of is his own domaine! "

Monthor follows the others to the Fixer's table (stupid disjunction spell!!! ) and tries to get his gear fixed. Then he'll visit the local drinking establishments and spend some coin there... and try to win some arm wrestling whom ever is silly enough to accept his challenges.
Of course, he'll try to right wrongs, protect the weak and helpless, kiss some babies, pet some dogs... etc.. etc,, etc,,,



Dwight hp 99, ac 16 
Wednesday September 24th, 2008 8:56:33 PM

Dwight heads to the fixers first to see if during the fixing his bow can be refurnished as well. Following that outcome, Dwight heads to the Catacombs for some new supplies and then sets down to the making of some new items.

OOC: I'll have to provide more details in a later post....been an absolute awful day....my job said your position no longer exists (high school math teacher...really!), but we have one math position open in the county (the further away of course) in 6th grade. So I ether go from teaching Calculus/Trig/Algebra to 6th grade math or become unemployed.

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Thursday September 25th, 2008 8:24:41 AM

Vedik introduces himself and his companions at the Fixer temple. He ponders if they will recognize his name, if they will believe him, and if that will carry any weight. He will explain to the ranking priest their situation, how the items came to be destroyed, the sheer number of items to repair, and ask them for help. He will offer any remaining drops of Woldsblood he can draw in a day, if there is another who can repair items as he can.

Second priority for Vedik is his crafting, he has 25 more days of that to do. Should the Fixers be able and willing to help to the point that he wont be spending the entire two weeks repairing items, he will craft.

In his 'Free' time beyond the 8 hours a day repairing or crafting, he will seek out those who study lore, and try to find one learned in the ways of architecture and engineering.

OOC:
Vedik was one of the early fixers, before they really organized and had temples and such. May carry some weight if anyone from the old days is around. :)
There is at least 20 days worth of items to repair, possibly more. Vedik can draw 36 drops a day, it takes 27 drops and 'a day' (likely 8 hours similar to crafting) to fix each item, so Vedik can offer 9 drops a day to the temple if needed.
Vedik is looking for a Loremaster mentor, as I want to take that PRC at 18th.

Arien(HP 67/67: AC: 14 (touch:14) Fly 
Thursday September 25th, 2008 3:57:48 PM

Arien leaves his now defunct magical items with Vedik for repair and heads off to the Star Mage's Guild where he spends the two weeks studying and adding spells to his spellbook.

DM Matt 
Thursday September 25th, 2008 5:36:33 PM

post will be late tonight, heading to my local game in a minute.

Tratain Current Spells 
Thursday September 25th, 2008 7:08:16 PM

Tratain takes the Set of Destoryed Demon Armor to the Temple of Gargul. He tells the priests there that he has brought it there for them to study as is part of the deal the group made at one point to have one of thier comrades returned. He will stay and answer any questions they may ask about the Legion, and return if they ask him too.

During the rest period the group has Tratain will help at the Fixer temple in any way that he can. He will also spend time at the War Cathedral with his fellow Followers of Domi, helping there also in any way that he can.

DM Matt 
Friday September 26th, 2008 7:18:03 AM

Some of the Knights visit the Fixer's Temple. A few of the oldest recall the name Vedik, and marvel that he is somehow alive again, and apparently now younger than they. All of the Fixers recognize the name Grey Knights. One of the elders immediately calls a meeting in one of the Fixer's halls, and you find yourselves ushered to a long table opposite a group of 10 of the priests.

"We are most eager to provide any help we can," says the man who seems to be their leader. "We know of your deeds, and what you have done for the people here in the city as well as abroad. I had not yet heard of your most recent encounter with the Sons, but I am sorry for those you lost.

"We will attempt to provide as much help as we are able. Leave what you want restored with us, and my priests will do what they can. If you must leave the city again before we are done, you are welcome to leave more with us, and pick up the repaired items upon your return.

"All that I ask is that you remember our Temple. If we should ever have need of your help, I hope you will provide it freely in return for our services here."

[if everyone could talk via email and give me a list of items you want repaired in the priority you want it done, I'll do some calculations over the weekend and list what gets done within 2 weeks]

When Dwight asks about his bow, the priest smiles. "Unfortunately, the ability to fix does not incorporate the ability to alter. We can restore it to its original state - with Alemi's blessing, of course - but we cannot alter its composition or its magical components."

After leaving the Temple, Monthor spends the next two weeks drinking and carousing in a variety of taverns, and generally having a grand old time.

Dwight spends some time crafting [add 2 weeks to whatever you are working on].

Arien spend his time deep in study, preparing new spells to be added to his spellbook.

Vedik spends a few days asking about town for learned men, especially versed in architecture and engineering. At first, the search is difficult, but after awhile, he begins to turn up names here and there. He continues his investigations, hoping to find enough information to decide on the appropriate scholar for his purposes. [I will figure this out asap - didn't you all have a scholar on retainer for the orb or something?]

Tratain first heads to the Temple of Gargul to deliver the armor. "Hmm," muses one of the priests as he examines the set. "Yes, one of our brothers had a dream that someone would come bearing gifts. I can only assume you are he.

"Thank you for this strange delivery. We will see what we can find out about this Legion, and if the offend the Great Lord, we will surely take action.

"But tell me, my son, have you been saved? Have you accepted your impending death and given yourself to the Great Lord? I suggest you spend some time at the temple. One can always learn more of how they can serve Him." As the priest talks, his eyes burn with religious fervor at the prospect of such a powerful new recruit to the temple.

Extracting himself from the conversation as tactfully as he is able, Tratain hurriedly leaves the temple and makes for his brethren of Domi. Reaching that temple, he finds a far more comfortable environment. He spends some time meeting with the priests and warriors there, and helping in the temple's daily activities.

Dwight hp 99, ac 16 
Sunday September 28th, 2008 9:58:43 PM

Dwight thanks the priest for the service which he can provide, for his bow and other items.

Aside from a short trip to the catacombs, Dwight spends his time crafting a new bow. [2 weeks...got it]

OOC: the email list for Dwight looked fine. Thanks for doing that, I've still got very little time/energy given the unnecessary chaotic mess my job is currently.

DM Matt  d20=16 ; d10=7 ; d4=1 ; d6=2 ; d20+5=11 ; d20+10=12 ;
Monday September 29th, 2008 7:10:44 PM

"We can assign a number of our priests to assist in this project," the elder says. "Offhand, I know we have 16 novices available. Let me think . . ." he ponders for a minute. "Yes, we have a few of the more experienced brothers as well. Unfortunately, many of our stronger brothers are out working other projects and cannot be disturbed, but I think we can help you nonetheless.

Over the two week period, the temple provides a total of 26 Fixers, though most are novices, and only one or two are ever available at one time to mend the various magical items. Most of the priests spend their time drawing woldsblood for those strong enough to reverse the effects of the disjunction.

After two weeks, the Fixers have been able to mend a total of 18 of the Knights' items. [I saw Arien's list, but I'll leave it open-ended in case you want to change the order. Just decide which 18 it is before leaving Plateau City]

The elder is quite dejected at the end of the two week period. "I just thought we could get more done," he says sadly. "Well . . . at least if you leave the rest with us, we will be able to mend it all soon enough."

That being resolved, what else is everyone doing during the two weeks? Unless you are all sitting around watching the fixers, you can get plenty of other things done if you like.

Dwight hp 99, ac 16 
Monday September 29th, 2008 9:58:55 PM

Walking around the outskirts of the devastated city, Dwight finds a stout stick that promises to be the future bow of choice. He sets to work channel, widdling and honing his skill on the wood.

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Tuesday September 30th, 2008 9:51:27 AM

Vedik shakes his head at the elder. "Brother, you know as well as I that our work is never finished. But what you have done here is helped us greatly. We will not forget it. Thank you." He extends his hand and embraces the senior cleric.



Tratain Current Spells 
Tuesday September 30th, 2008 5:30:45 PM

During the Two Weeks that the group spends in the City, along with donating his time to the Cities Temples of Domi, Alemi and Gargul, Tratain also attempts to locate any more information on the Legion in the Cities Libraries. (I also believe the group Hired some scholars to look for information for us. Tratain will try to get in touch with them and see what they have learned if anything.)

Tratain will also Send Message spells to Lord Arrak to see if he has had any new information surface regarding the Son's of Dread. If he has and the Dragon wishes to talk during the time the group is resting Tratain will Windwalk to his Lair to meet with him.

Tratain also wanders the City to see how the reconstruction efforts are going, and helps if able.

MonthorHit Points:(152 of 155) AC 25 
Tuesday September 30th, 2008 9:27:28 PM

Monthor decides that he needs to add a little more "prestige" to his name.
Thus, he seeks out the Adventurer's Guild in Plateau City and petitions to be admited to their organization as an initiate.



MonthorHit Points:(152 of 155) AC 25 
Tuesday September 30th, 2008 9:29:22 PM

ooc> I should probably use it's right name.. :-)
Monthor seeks to join The Woldian League of Adventurers

Dwight hp 99, ac 16 
Thursday October 2nd, 2008 11:24:37 AM

Dwights hears mention of Monthor wanting to join the WLA and leads him to the right man. (Been a member of WLA since level 2)

DM Matt 
Saturday October 4th, 2008 10:49:33 AM

Dwight handles some crafting, and helps Monthor locate the appropriate contacts within the WLA. Arien continues his arcane research, while Vedik assists in the Fixers' repair work. His consolation brings a smile to the elder's face. "True, son, very true. Our work is never done. But what worthwhile work it is! Why, if there was nothing left for us to do, then what would we do?" He shudders involuntarily, "One hesitates to imagine such a perfect world, eh?" he adds with a wry smile. Clapping Vedik on the shoulder, he sees to any final requests of the Knights, then heads for his offices within the Temple.

A few of the Knights pay a visit to the scholars hired to investigate the Legion and the orb. You are directed to an aging man with a short, gray beard. He smiles when you approach and collects a few old, battered tomes, clearly preparing to impart an education.

Clearing his throat, he says, "Erm . . . yes . . . well, it seems this Legion of yours is from a whole other plane altogether. Of course, they used to be far more active in the Wold proper. See here," he flips through one of the musty books and settles on a horrific drawing. What you all now recognize as Legion warriors are depicted standing around a wooden rack with a man tied to it by his ankles and wrists. The man, naked and bloodied, appears to be undergoing some form or other of torture at the hands of the warriors. The old man flips a few pages to show similar depictions of Legion-human relations, then claps the book closed.

"Difficult to look at, I'd say," he mumbles. "So, as I was saying, long, long ago the Legion was quite active throughout the Wold. There were numerous cults worshipping them. In fact, a few such cults were actually able to construct various implements to facilitate travel between the Wold and the Legion's plane.

"Unfortunately for all of us, your she-demon found one of those implements. That . . . orb, as you call it, is actually quite an exciting specimin. For lack of a better name, I have decided to term it an 'inter-planar transition device.' Yes, I think that name is quite apt. You see, it's actually very interesting: the orb, or any other transition device, when properly activated, allows for safe travel to or from the Legion's realm. Why, one could move armies using such a device. Of course, you'd have to work out the force modulation problems such a large portal would cause . . . ." Sensing that he may be losing his audience to the boredom of academic discussion, he clears his throat again.

"Sorry. So, as I was saying, this orb is really just a tool to help the Legion, or anyone else, travel back and forth between the Wold and their plane. Modified properly, it could actually be used for inter-planar travel from a variety of other realms as well. Of course, such travel would only work if the orb were in its proper location. See here." He rustles around and grabs another book, opening it to an odd picture: the orb, or an object exactly like it, sits in the middle of what appears to be a broad basin, possibly some sort of fire pit or open kiln. The caption beneath the drawing labels it The Forge of Erythrain.

"You see . . . well . . . this is the distressing part. See . . . that demon of yours . . . she really didn't know what she was doing with this device. It is . . . well . . . broken. From what I've read, I predict it's going to get more and more unstable until, one day soon, it simply fails." Seeing hopeful faces among the Knights, he quickly adds. "Fails, in this instance, is not a good thing. I don't mean to say it would simply stop working. Well, I guess actually it would.

"You must understand, these devices seem to have been constructed quite ingeniously. Instead of using them to create a new portal each time one is used, these devices are the portals. Or, rather, they house them. There is an open inter-planar portal inside that orb as we speak. The orb's magic is really centered around containment. It holds the portal shut until the user says otherwise.

"So you see, if the orb fails, the portal doesn't go away. The containment does. Then we just have an open portal to whatever plane of existence the orb is keyed to when it fails. And to make matters more frustrating, there is no way to know what plane that will, because that bedamned demon messed the thing up so badly!"

Lowering his head, he mumbles, "Then we're all out of luck."

Tratain Current Spells 
Monday October 6th, 2008 3:55:06 PM

Tratain Listens to what the Scholar says and relays the Information to comrades. He tells the Man "We Have the Orb stored in a Forbiddance spell at the Moment. Do you think that will keep it from spilling out any more demons while it is there?"

Tratain will also go speak with Lord Arrak and tell him what they have found out about the Orb, and ask him about what he has learned about with the Son's of Dread. He will also ask his thoughts on what was said about the Orb.

Dwight hp 99, ac 16 
Monday October 6th, 2008 8:46:38 PM

Dwight ponders what Tratain says regarding the orb. "It's like a dead tree branch, some of them we just have to wait until time makes it fall. Not good in this case. Are there magicks powerful enough that perhaps we could stop time around the orb, to perhap delay the collapse for a few more hundred years or something."

Expecting a 'no' answer, Dwight questions further, "Based on the most recent uses of the portal by the Legion, can we project when the "one day soon" will occur? I'm hoping this is just a tactic used to scare us halflings, and I'll add, its working."

DM Matt 
Monday October 6th, 2008 10:21:14 PM

The elderly scribe, who introduced himself as Laribe, ponders Tratain's question. He wanders off, mumbling to himself, and retrieves another book from a nearby shelf. "Let's see . . . forbiddance . . . forbiddance, ah! Here it is." Flipping through some pages, he raises an eyebrow and nods. "It might help. That it might.

"Then again, it might not. I think that as long as the orb is intact, the spell will prevent anything from happening. But if the orb fails completely, well, that's a different story. At that point, it's really more of a rip in the fabric of the Wold. It would be akin to you knocking a hole in that wall yonder. A physical passageway, not a magical means of travel.

"I just don't know for sure. The protective spell might still prevent any problems. Or, the failed orb may - and I say may! - not be affected at all. Oh, but it would be interesting to see, I'll say that!"

Turning to Dwight, he smiles. "Stop time? No, I should think not. The best method would be to repair the orb in its original forge. Or destroy it, though that would be a shame to lose such a scientifically valuable find, I'd say."

When Dwight mentions the Legion, Laribe stops. "The Legion, you say? They've been after you? Hmm, that it quite interesting. Maybe . . . oh, I don't know . . . maybe they want the orb back - that demon did steal it, I'd wager - maybe they want it back to fix it and ecure themselves another tool for entering the Wold. Any skilled Legion engineer could repair it at its creation forge. Yes, I dare say that's what they're up to.

"You know, I've been wondering since I was given this research commission: how does the Legion know where the orb is? How would they find you, or it, to get it back? Can they sense it? No matter. It's beyond me, unless I had one of them to study. Or question, better yet!"

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Tuesday October 7th, 2008 2:22:03 PM

Vedik absorbs the information and ponders the next course of action regarding the Orb.

"Do we know where it was forged? I'm reasonably confident I could repair it if we get there. "



Tratain Current Spells 
Tuesday October 7th, 2008 7:38:29 PM

Tratain waits to see if the scholar has any idea where the Orb was forged, after the son's were dealt with the Orb would have to be taken care of. If the Scholar has no leads as to where to bring the Orb Tratain will attempt to contact Lord Arrak, and ask him about it at the same time as he asks about the Son's.

DM Matt 
Tuesday October 7th, 2008 7:56:44 PM

Laribe lets out a loud, long sigh. "Heroes . . . ." he mutters. "I never know if it's a lack of sense, or an over-urgency to kill another dragon. They never listen!" Looking up again, he realizes he is talking out loud and gulps audibly. "Um . . . sorry, just ranting there.

"Where was it forged? Well, didn't you notice the book I showed you?" He grabs one of the previous tomes and opens it again to the picture of the orb (or an orb just like it) sitting on some sort of blacksmith's firepit. The caption reads The Forge of Erythrain.

"This," he taps the picture, "appears to be your orb. It sits in what I suppose to be its creation forge, judging from the text here. Now, the name, Erythrain, that's an interesting one. See, it's not the name of any place in the Wold I've ever heard tell of. So I started doing some research."

Heading back to his bookshelf, he retrieves an overly-large book that appears to be an atlas. Returning to the table, he drops it with a wham! and turns the pages to a large, stylized map of the Wold. He stamps a single, stubby finger down in the center, in the area labeled "The Vague Lands."

"As close as I can figure, hundreds of years ago - I'd say at least 600, judging from what authorities I could locate - there was a city-state called Erythrain. It was apparently known the Wold over for its beautiful red marble buildings. The city was located on a medium-sized volcanic island in what is now called the Vague Islands. No other nation in the Wold could find or duplicate the extraordinary red stone mined by the Erythrainians, and the city was quite profitable because of it. As is typical, with great profit came greater greed, and the rulers of Erythrain were constantly seeking to expand their borders, waging war with the other island nations around them. After many years of war, the surrounding nations got quite tired of Erythrain's empire-building, and banded together against their enemy. They devised what they thought was a cunning plan to begin underwater excavation below Erythrain's island, hoping to undermine the city's structural integrity and force it to collapse into itself. Once that was achieved, a traditional assault could be mounted."

Clearing his throat, Laribe stands and begins pacing, as if lecturing in front of a classroom of eager students.

"Unfortunately, the engineers in charge of the project weren't as good as they thought. They dug too much, and ended up undermining the island's volcano, which began to collapse. Once that collapse began, the volcano erupted violently, and the entire island was engulfed. Most of the island sank, including the grand city of Erythrain, and the surrounding nations achieved their goal, albeit not quite the way they had expected.

"Now, the local fishermen down there can still see some of the taller towers of Erythrain underneath the low tide on a very clear, calm day. Some of them claim to hear the city's bells on foggy nights, though this is widely disclaimed as superstition. I can't really pinpoint the city, as there are no reliable maps of the area from that far back, but the locals down there might be a bit more helpful."

Pointing back at the picture of the orb and forge, he continues, "Now, as far as I can tell, the Erythrainians were greedy, but they weren't demon worshippers. I couldn't even find references to the Legion that far back. Instead, I believe some cult or other of demon-worshippers must have used the sunken city to their advantage, constructed a forge, and set to work bringing the Legion's minions into the Wold.

"I therefore suspect that this cult was water-based, or else how would they survive down there to operate the forge? I don't know where they would have put their forge, or how they would have managed it, but I would lay my piddling salary on one thing: it wasn't made from that pretty red stone. From what I read, most of that was ruined by the volcano, so I'd wager the forge would stand out like a sore thumb in that red city."

Dwight hp 99, ac 16 
Tuesday October 7th, 2008 9:57:29 PM

OOC: That's an awesome map, I had not seen that one before.

Dwight listens as best he can, and later tries to mention to others the Vague Lands might be a good place to build that temple that is also on our ever-weighty list of things to accomplish.

"I have just one more question for now, " Dwight interjects. "We now know this is a portal that opens somewhat sporatically on our end, does the legion likely have a similar orb or controlling device on their end? Based on what we have seen, the legion seems to be able to return by the use of our orb to their plane, is this something that could be duplicated by us? Not that I want to go in blind, but would like to know all of our options....Perhaps we could force the Sons to enter the portal and let them destroy each other."



Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Wednesday October 8th, 2008 9:02:29 AM

"Hrmm" the old dwarf scratches his beard. "Well, If we're to travel to these vague lands we may be able to deal with two things at once. They may not know much of Gargul there."



DM Matt 
Wednesday October 8th, 2008 2:32:06 PM

OOC: I will post later. Just want to point out that I was assuming this is towrad the end of the 2 weeks, and everyone might have gone together to visit the scholar. So if Monthor or Arien want to post, nothing is stopping you.

Tratain Current Spells 
Wednesday October 8th, 2008 7:52:11 PM

Tratain says "Aye, its possible Vedik. Though having to navigate about under water is probably going to be a pain, we'll probably have to buy some equipment so we can function underwater for a while and possible fight underwater aswell. We should also see what Lord Arrak has to say about it."

MonthorHit Points:(152 of 155) AC 25 
Wednesday October 8th, 2008 8:29:06 PM

From out of the shadows Monthor steps out and stands next to Tratain. A new badge bearing an ornate "W" is now sown on his cape.

" A necklace of adaptation would deal with the breathing issues. We'd still have to worry about the underwater pressure and the coldness. Stabbing weapons are best underwater..... Me read it somewhere... yes, me does read.... "



DM Matt 
Thursday October 9th, 2008 2:22:17 PM

"Temple?" Laribe chimes in at Dwight. "Oh, I don't know about a Temple in the Vague Lands. Rather godless folk down there. Who would they want to worship?"

"Now, as for opening the portal. It can definitely be opened in its proper fashion by using the orb in conjunction with its creation forge. Placing it in the forge should create a gate to the Legion's realm. As for there being a similar device on the other end, I think the answer there is 'yes' also. These devices, when used properly, should - and I stress should! - transport the user to the location on the target plane near the paired device. In laymens' terms, this orb will bring you to another orb."

Looking askance at Monthor, Laribe mumbles something about "funny pages" not counting as real reading, but is careful not to openly insult the intimidating dwarf.

Dwight hp 99, ac 16 
Thursday October 9th, 2008 7:41:20 PM

"Very interesting," Dwight thinks for a moment, an uncommon trait for a halfling. "Would jumping through the portal, grabbing the orb, and coming back through essentially end the threat from the legion? I mean, then both portals would behere in the Wold, and should the device ever fail, it would be like a permanent transport from say Plateau City to some other distant place; that we may wish to visit often ( like our new castle ) Or would the close proximity, be similar to putting a bag of holding inside another bag of holding....BAD!?! " As he finishes it seems he speaks of the 'Bad' from personal experience, or perhaps it just a quick flashback from being stuff in a bag just a short few weeks ago.



MonthorHit Points:(152 of 155) AC 25  d20=9 ;
Thursday October 9th, 2008 8:34:56 PM

The ornate badge becomes a bit more visible and everyone can now see that there are additional letters.
The Woldian League of Adventurers monogram (WLA) can be now clearly seen.

Monthor listens carefully to the others convers but likely misses Laribe's banter about the funner pages ( listen check 9).

" The bag of holding thing me'll pass on... Me's already been sent once to see daddy Gargul over a similar trick... {stupid skulls....}"

" Your plan sounds too easy Dwight... maybe if Arien could use a spell to bring us back with both orbs it would work. "



DM Matt 
Sunday October 12th, 2008 6:24:49 PM

"Hmm," Laribe hums as he taps his chin with a finger. "You are quite astute, my halfling friend. I suppose if you had both orbs on the same plane, they would still function the same, creating gates between themselves. Of course, we have no empirical evidence, but theoritically I don't see an issue. The danger, I guess, would be that if the Legion ever took the orbs back, well, they'd have their portal intact.

"Now, what I was going to say, as a word of warning, is if the two orbs ever touch, the scant authorities I have consulted seem to indicate that both would be destroyed. If, for instance, one were to enter the Legion's plane, and touch the two together, they would likely be destroyed within a matter of minutes. Or, bringing the other one here and touching them would do the same."

Coughing, he continues, "Now, I've noticed that no one asked for my guidance here - more's the pity - but I must say, in my opinion destroying these things would be the best option for all involved. And by all involved, I mean Woldian civilization at large. Of course, history is replete with stories of mortals thinking they can contain such poweful artifacts and use them to their advantage with no ill effects, so by all means, try that course as well if you like." He seems to have taken on a slightly sarcastic tone toward the end of his speech.

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Monday October 13th, 2008 9:53:22 AM

The old dwarf frowns at the mention of destruction, both because he'd prefer to keep them, and because he accepts the wisdom of the sages words.

"Would you suspect the other orb to be about the same distance from the portal as what we observe on this end? Could we simply wait for it to open again, and take the fight to them, going through the portal and throwing the orb at the other, then return by our own power?"



DM Matt 
Monday October 13th, 2008 7:17:31 PM

"Unknown," Laribe mutters, almost to himself. "Oh, sorry, I was only half paying attention. Hrm . . . I do not know for sure, but I suspect that it wouldn't work exactly that way unless the orb were rejoined with its creation forge. I suppose anything is possible. But from what I can tell, this orb of yours isn't operating as it should, due to that silly demon's meddling. Rejoined with its forge, it will function properly, no doubt. But otherwise? I can't say for sure, maybe so, maybe not.

"You see, these orbs seem to function like two ends of a bridge. When both are intact, one transports the user to the other. When one is . . . less than intact. Well, I can't say for sure if you would arrive in the same proximity or not."

Tratain Current Spells 
Monday October 13th, 2008 8:31:41 PM

Tratain says "Would we be able to destroy the Orb if we took it to the Forge? Make it so that the Legion couldn't use it anymore to anchor the portal on this side? If so do you have any idea's on how we could go about doing it? The orb is too dangerous to keep intact here, we have to be rid of it forever."

MonthorHit Points:(152 of 155) AC 25 
Tuesday October 14th, 2008 8:07:52 AM

Monthor listens intently,


DM Matt 
Tuesday October 14th, 2008 5:00:43 PM

Laribe sighs, and continues, "Unfortunately, I only know one way to destroy the thing. . . . what a shame, too, such a thing to study! But it is too dangerous . . ." he seems to be half-talking to himself, half-answering Tratain.

"The only way I can discern is touching the two counterpart orbs together. That means activating the orb at its forge, and either taking it through to the other side, or going across, getting the other orb, and bringing it back.

"There may be other ways, but I can't find anything about them."

[sorry for the early post, have some evening appts tonight and may not be home until late]

Dwight hp 99, ac 16 
Tuesday October 14th, 2008 10:03:18 PM

Dwight kindly thanks Laribe, and promises to find another topic or additional information to help peek his interesting in the future; which of course implies a future revenue of sorts .

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

With the group, Dwight inquires, "So do we have any good leads to the Sons of Dread? I suppose they are the main target, though they are likely to be more ready for us than last time. However I feel I learned a bit as well. Course I just hope i can remember it when needed."



Tratain Current Spells 
Wednesday October 15th, 2008 6:21:18 PM

Tratain says "We learned quite a bit about the Orb, Getting Rid of it won't be easy I don't think. We will have to go and see Lord Arrak and see if he has come up with any leads on the Son's of Dread. We'll get Rid of the Orb after we finish with them."

MonthorHit Points:(152 of 155) AC 25 
Wednesday October 15th, 2008 8:04:32 PM

Monthor suddenly starts smellin the air,,,
" Fred.... does ye smell that?.... ALE!!!! "
And with that Monthor spins around and joyfully walks out..

A while latter.

Monthor and Fred the Axe enters the Eager HalflingTavern. Grinning from ear to ear, Monthor licks his lips at the site of the stacked ale barrels in the corner.

" Barkeep!!! An ale for me and me friend Fred!!! "

The barkeep looks around for Monthor's friend... seeing no one else with the dwarf, he wisely decides not to ask to many questions and pours the warrior two ales.

The tavern patrons quickly resume their boisturous endeavours as the band ( comprising of four local halfling bards) starts to play again.



DM Matt 
Wednesday October 15th, 2008 9:01:47 PM

As Dwight, Vedik and Tratain take their leave of Laribe (he nods and walks off toward another stack of books, leaving the trio to their own devices, including making their own way out), there is discussion of speaking with Arrak before making their next move.

Monthor, tired of the scholarly discussion, takes his leave and heads for a nearby tavern. Entering the Eager Halfling, he calls to the short, fat bartender, who, after a bit of confusion over the whereabouts of "Fred," brings to frothing mugs of ale to Monthor's table.

There are only a few patrons at this time of day. A pair of men play dice at a corner table, ignoring the entertainment completely. One old, quite intoxicated human hunches over a warming mug of ale, hiccupping occasionally as he watches a slender woman on the corner making music for the tavern's customers, such as they may be. The woman plays a long, lonely song, seemingly oblivious to anything else around her.

Aside from her musical talent, Monthor notices that, oddly, she has a few weapons laid out next to her seat - most likely kept in view to discourage drunken patrons from hitting on her, though still a bit odd for what Monthor assumes to be a tavern musician.

[OOC: Buzz, feel free to jump in]

Plyf 
Thursday October 16th, 2008 12:46:17 AM

Sitting at a table in the corner with no one near, her feet propped up on the chair beside her. Grief written in her voice as her ballad is played for no one but herself. She is unaware if others are listening. Her elven ears slightly peeking up and out from underneath her long blond hair. Deep green eyes glazed and red from sorrow or drink but possibly both. A well crafted rapier sits on the table within easy reach, slightly pulled from the scabbard and the peace binding off. Her haversack slung over the chairs back, also within reach, her clothes clean but worn. An unstrung short bow rests in the corner.

Sweat wine, bitter as life, lifts my spirits none
My lady has gone to another realm without me
Wrong was the day I fell in love with the girl of my dreams
She is now gone to the land of rest, she sits in Alemis hall

Myrrnas her name, her face one of joy, when not killing foes
To look into her eyes made me feel safe, warm and secure
Felled by a giants hand she slipped away from me
Her last breath taken for my safety to be insured.

Now I brood over grapes blood wanting to know where I stand
Once an adventurer, one can't go back, but so hard to look ahead
Without thinking of the one I left behind, all my friends dead
It might have been easier had I not run away.

Myrrnas her name, her face one of joy, when not killing foes
To look into her eyes made me feel safe, warm and secure
Felled by a giants hand she slipped away from me
Her last breath taken for my safety to be insured.

Now I sit like a bird precariously in a hurricane
No where to go and no one to blame
I feel I should quit, to just give in
But my love wants me to continue, it's how I stay sane

Myrrnas her name, her face one of joy, when not killing foes
To look into her eyes made me feel safe, warm and secure
Felled by a giants hand she slipped away from me
Her last breath taken for my safety to be insured.

With that, she stops playing her harp and with a full glass of dark red wine in front of her, she is seen to drink straight from the bottle beside it, then plunking it back down, goes back to plucking random tunes

ooc: Hi all, it's good to be with you. Yves, it's great to be in yet another game with you as well my friend.

Planning - DM Marcin 
Thursday October 16th, 2008 9:00:51 AM

The Knights start to consider their options and the future course of action.

Monthor heads to the tavern to appreciate the quality of the local ale.

[Just so that you know, folks: right now is the moment when the DMs wait for the party to decide what they want to do next and how they want to do it.]

Tratain Current Spells  d20+1=21 ;
Thursday October 16th, 2008 4:26:42 PM

Tratain tells the Others "Well, It looks like Monthors run off to a Tavern Again. I could use a Drink and Meal myself. Lets go get Arien and then Join Monthor for a Drink and some food. We can see if we can pick up any rumors regarding the Son's of Dread while we are there. After we eat I'll windwalk us to Lord Arraks Cave unless Arien can Teleport us."

Gather Information = 21, Natural 20

OOC: Welcome to the Game Buzz, good to have you join us :)

MonthorHit Points:(152 of 155) AC 25 
Thursday October 16th, 2008 8:34:01 PM

ooc> Hey Buzz.. Welcome to the Knights

A small tear drips down the dwarve's face as he listens to the woman's song... when it ends, Monthor rises to his feet and loudly applauds. He even helps out a frew obviously confused patrons to their feet and reminds them to applaud as well...

" That... was beeee-utifull.... "

ooc> So... what are we doing??? Fred's getting rusty just sitting around.

At the tavern - DM Marcin 
Friday October 17th, 2008 2:18:57 AM

It soon becomes obvious that if any new information regarding Sons of Dread has surfaced it is not circulating freely on the streets. The common man knows little about the sinister order and wants to believe them holed up in the Lands of Dread.

The Knights, having learned new facts about the orb and ways to dispose of it, gather at a tavern for some rest and to decide what their next move should be.

[We'll postpone the travel to Arrak so that Plyf can get a proper introduction. Feel free to multipost during the weekend if you like.]

Arien(HP 67/67: AC: 14 (touch:14) Fly 
Friday October 17th, 2008 2:53:46 AM

Arien enters the tavern at the tail of the song and pauses a moment, listening to the song while looking for his companions. As the song winds down the elven mage nods his respect to the performer as he recalls another bard, who had accompanied the group not so long ago by elven standards and walks over to the table the party occupies. Sitting down heavily (for an elf) Arien orders a bottle of wine and sighs wearily. "I don't know how you folks have spent the last few days but I think I'll have a permanent kink in my neck from reading so many books." Arien gives a rueful smile and adds, "but at least I think I have a few more tools to help prevent any more major disasters."

((OOC: Welcome to the game Buzz, good fun.))

Plyf 
Friday October 17th, 2008 3:59:56 AM

Plyf too wipes her eyes after taking a long drag off her bottle. She looks over at the dwarf and the way he man handles some of the other patrons and it seems, it is the first time she has smiled in a long time. She bows her head and looks back to her harp, then sharply looks back to the dwarf and his friends that entered shortly after. With a strum of her wooden harp she announces those she recognizes, "You must be Monthor, Monthor of the Grey knights, your companions likely Arien, Tratain, Vedik and last but not least, Dwight. It's an honor to receive such approval from those with renown. For you, I will take requests and you won't even have to buy me a drink."

She wears on her feet, boots meant for travel, yet delicate and small, she shoves the chair toward the applauding dwarf as if to invite them to her table. With that, her next piece is a bit more lively and he can tell, it is a dwarven war song. Not to bad, but it likely sounds much better played with drums and the sounds of marching dwarves in accouterment.

"Goblins, orcs, trolls and giants, all one in the same, with our weapons in our fist they fall and is fair game.
We smash them, bash them, make them crawl no mercy will they have, origins of evil, no ground shall they gain

Let us march together
Let us kill them all
Our clans kin will not be beaten
Our blood lust shant be filled

An never ending battle, no remorse in times of war, we drink to spirits of our past no sacrifice forgotten
Only time to sharpen blades, clean gore from off our armor, an never ending battle yet it's not a chore"

She finishes the tune and says, "From what I understand, it rhymes better in the dwarven language, but I haven't got around to learning that yet."

She reaches across to her rapier, sheathes it completely, replacing the peace binding and stands it in the corner next to her bow.

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Friday October 17th, 2008 8:48:30 AM

Vedik watches the bard perform, suitably impressed, although he suspects Monthor will react better to the song. He claps vigorously at the end of the song.

"It does sound better in the dwarven tongue. I am Vedik, well met." The old dwarf walks over and extends his hand.

Plyf 
Saturday October 18th, 2008 3:27:33 AM

Without getting up, she reaches over and shakes his hand. Vedik can tell, her small delicate fingers do not hold much strength, but they are calloused and used to work of some type or another.

"The pleasure is mine Lord Vedik." she replies with a bow.

Tratain Current Spells 
Sunday October 19th, 2008 3:53:13 PM

Tratain nods at Plyf and says "My Name is Tratain, Pleased to meet you. What brings you here to the city?"

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Sunday October 19th, 2008 7:31:10 PM

"Good workin hands there." the old dwarf comments as he shakes her hand, his own hand calloused and stained red. He chuckles a bit at the lord comment. "Lord's a bit much. Just Vedik please. Fixer Talutah if ya feel a need for formality, but I haven't been called that since the temple, an usually only when I was in trouble for working too late."



Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Sunday October 19th, 2008 7:32:23 PM

Dressed in white, the figure before you wears the colors of Alemi. Of average height for a Dwarf, his greying brown hair is close cut, and he wears his beard short. Steel Grey eyes watch you, and you can sense quite wisdom and calculation behind them. Over his silvery plate armor is a full length vestment, white with
red-brown trim. In the center of the vestment is an open hand, also red-brown as if stained by long hours working with the earth. His left arm carries a shield and a dark metal mace is attached to his belt. You notice that his hands are dirty, as if he has just come in from the field.

OOC: Forgot to include Vedik's description.

Plyf 
Sunday October 19th, 2008 8:37:10 PM

"Lord Traitin" she bows in return at his introduction. "What brings me to this city?" she quotes his question, "It's a bit difficult to earn a living off of rabbits, elk and wolves, don't you think? Unless one is of course a tanner, which I'm not." She answers him with a friendly smile and continues, "They are not the easiest of creatures to teach a game of dice to as well."

Back to Vedik she remarks "Do you consider, that with all you have been through, your feats of glory and fame, that you are still a Lord's lesser, or perhaps you are modest in your own mind and feel unworthy of such titles?" She raises an eyebrow and plucks a descending tune of speculation. "If the title has insulted you, I take it back just the same." her hands move rapidly as fingers strum the strings of a beautiful melody.

"Please, feel free to join me at my table. I'm not usually very good company these days, but perhaps with some tales of your great and exotic feats, I might once again be inspired to partake of this game called life."

She reaches across and this time, sips from her wine glass before adding, "Unless of course, there is something I may do for hero's of these lands, such as the group of you?"

ooc: Sorry to all, especially the DM's but today was the day for me to finish this character and the SRD is down. I will get it done ASAP, I promise.

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Monday October 20th, 2008 8:01:58 AM

OOC: Try this one: http://www.systemreferencedocuments.org/35/sovelior_sage/home.html I find it the most accurate and reliable.

Plyf 
Monday October 20th, 2008 3:27:22 PM

OOC: Just tried the link and it didn't work, is there a coma or dot missing somewhere?

With one last flourish, she reaches behind her to the haversack and slips it into the top flap of the item. It does not seem to bulge more or less then it had before she did so.

"Now then, what types of mysteries, puzzles or queries are you looking to solve, discover or find?" She almost seems nosey at this time, perhaps she is looking for new material for her acts?

"To be honest with you, I'm not much of a bard, but more of a troubleshooter. My father is a master crafter and carpenter and I would install traps within those structures to keep out the unwanted or uninvited. I earned quite a living at that. Also, I have been payed well to break into the homes of the wealthy and discover the weakness their abode may have, so that those more nefarious then myself may not have such an easy mark upon those that work for a living, but alas, my fathers side of the family has also left me with the lust to wander and find new things, while collecting gold and magic from those less deserving then myself., but please, call me a thief not, for I will never take from one that carry all that they own, as well, the love of music has recently entered my spirit, so I practice more of that while earning much less then I used to."

Finishing her glass of wine, she orders another bottle, plus a round for her guests, "As well as an assortment of meats my dear. Add fruits and breads and put it on my room tab. I can perhaps pay it off this evening if the pace of the patrons increase."

She enfolds her small, thin pale fingers together and rest them under her chin, waiting.

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Monday October 20th, 2008 5:29:39 PM

OOC: A straight copy/paste works fine for me. Odd...

Plyf ooc 
Monday October 20th, 2008 6:21:02 PM

ooc: I got it now. I must have cut a bit to soon.
Thanks again.

Tratain Current Spells 
Monday October 20th, 2008 8:21:09 PM

Tratain listens to what Plyf says and replies "Heard any good stories lately? Something that thosel ike us would be interested in? If you know anything about the Son's of Dread we'd like to hear about them."

Dwight hp 99, ac 16 
Monday October 20th, 2008 8:49:55 PM

Dwight seems to finally wake from his daze, either from the nice ditty or the 1 to 3 ales that he is drinking compared to Monthor. Never had much of a stomach for this stuff, and they come in such big glasses.

Finally getting the best of control of himself he introduces himself, "I am Dwight Leafwin Twiggebundler from Crescent Valley, seventh son of Sammie Twiggebundler a proud and great arborist known throughout the valley. [OOC: If your character knows anything about halfling geneology, then he/she may pick up on the shortness of his.]

"My adventures have taken me there and here and various unknown places between. Perhaps not the most damaging in combat, I shoot a fair shot."

The room begins to spin, and Dwight decides it best to not continue speaking. He quickly nods and heads outside to get some fresh air, next time I stick to my cran-apple spice

Dwight is obviously a halfling, who uses a bow. Despite the ability to wear fine clothing, he seems to always repair the same tattered patchwork of cloths. The clothing doesn't look bad, but just well broken in. His sacks are extremely light looking, with the bow being the obvious weapon of choice and perhaps the need to clean up whereever he goes as the end of a broom stick can also be seen.



MonthorHit Points:(152 of 155) AC 25 
Monday October 20th, 2008 9:13:01 PM

ooc> catching up...

She finishes the tune and says, "From what I understand, it rhymes better in the dwarven language, but I haven't got around to learning that yet."

Monthor walks up to the pretty lady. A tear in his eye Monthor clutches Fred close to his chest.

" That... was... BEAUTYFULL!!!! "

The dwarf then starts singing the same song only this time in dwarvish. Monthor bangs an empty ale stein on a table to keep the tempo.

" 'sniff, Me Ma used to sing the song to me when me was a wee lad. "
" Monthor me be me lass and this here..."
[pointing at his dwarven war axe]
" be Fred. He doesn't talks much but he be goods in a frey. And this bunch of ragamuffins be MONTHOR's ANGELS!!!!... what Fred?... oh.... yes, well, We're ALSO known as Monthor's Angels... but most people knows us at the Gray Knights. "

ooc> Moving along...

" Sounds like the lassy wants to join up boys... we could use someone that smells perty since the paladin left us.... "

['snicker]



Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Monday October 20th, 2008 10:01:07 PM

"Wants ta join us?" the old dwarf strokes his chin and frowns. He turns to Plyf. "Do ya?"

"Don't take this tha wrong way, but I've seen a few friends fall an die cause they didn't have the staying power ta handle the things we face. So I gotta ask ya, if ya do want to join us, do ya have a heavily enchanted item that makes ya hardier, an Amulet of Health or the like?"


DM Matt 
Tuesday October 21st, 2008 12:09:32 PM

The Knights meet a new friend and share a few mugs of ale over introductions. Vedik and Monthor talk about taking Plyf into the fold. Vedik, for one, questions Plyf to make sure she fully anticipates the dangers that may lie ahead.

Conversation continues for awhile longer. Soon, the Knights will be traveling to visit their friend Lord Arrak.

[doesn't seem like the conversation is done. let me know when you are ready to move on and how you are getting to Arrak, and we'll keep going then]

Plyf  d20+4=8 ;
Tuesday October 21st, 2008 6:45:00 PM

ooc: Roleplaying only, she is still going to join.

If Plyfs half elven heritage wasn't pale enough, it gets even more pale. She looks up at the barmaid and snaps her fingers, "Uh, could we have those drinks on the double please?"

She shakes her head and laughs out loud, "What on earth are you guys talking about? Your, your, you're the Grey Knights! What do you want with me? Sure, I can pick a few locks and discover some traps, maybe pick a tune or two on a harp but, but a Grey Knight? I really don't even know how to respond. The last group of adventurers I was with were wiped out, killed, destroyed by fire giants. I was the only one to escape."

Then as if slapped in the face by an unseen hand she looks to each, "And sons of Dread? Are they celestial suns? Are there places other then Jericho Space to explore, or all they all male?" With that she looks a little upset, "Chauvinists".

Slowly, her senses seem to return as her mind returns to a normal form of function, "My bardic lore (8) tells me nothing of these villains, but I suppose what I would want to know are, be there Daughters of Dread as well? Are they in league with each other or perhaps enemies? Are there others besides your...er ourselves that wish to thwart their plans?"

Then with an excited look upon her face she asks, "What are their plans and why have they earned your enmity? Really, with a name like that, it sounds like a group of goblins from Dirt City, but somehow, I get the feeling that is long from the mark."

"Well, I must be honest with you all, I'm a fair shot with a bow myself and I can get around quite easily, but if you need me in a toe to toe fight, I'm not the girl for you. I've taken care of myself till now though and I've scars enough here and there to prove my words are true."

"I would also suggest perhaps looking for more enemies of your enemies. Perhaps a diversion from one side would allow another to strike a crucial blow to their organization."

She takes a sip of wine, her eyes wander toward the beams of the ceiling as if attempting to come up with more knowledge on their chosen prey.

Dwight hp 99, ac 16 
Tuesday October 21st, 2008 8:06:56 PM

Dwight returns having gotten some fresh air, catching the main points of Plyf's last statements. He chuckles slightly, still a bit light headed and awkwardly hands Plyf a flower just a little past its prime and partially close. "Of there is nothing celestial about the sons of dread that I know of, and I'm not convince they are all male either, some would likely pass as neither male or female given that they aren't exactly living anymore."

"As for enemies of our enemies, few of good character support the Sons of Dread and many fear them as their network seems to be quite vast, enough to catch the attention and wraith of Gargul himself, though the details of that shouldn't be discussed here. With that said, and the potential problems that may arise, if we can gather enough intel, we might be able to get some additional groups to aid us. Or at least that is my hope."

Aside from his non-linear walk, and glazed eyes, Dwight seems to keep steady thoughts and speech, aside from the slight drool which he doesn't seem to notice.

Arien(HP 67/67: AC: 14 (touch:14) Fly 
Wednesday October 22nd, 2008 12:47:23 AM

Arien chuckles a bit at the questions and says, "I would put forth that this might not be the best time and place to discuss the dread, perhaps if you wished to know more of our enemies we might retire to a less crowded area?"

Plyf 
Wednesday October 22nd, 2008 3:04:02 PM

Plyf watches Dwight hand her the unopend flower and says, "Oh, that's so sweet of you." Then with the hand she accepts the flower with, she puts it up against his cheek and slides it behind Dwight's left ear, allowing him to wear it, bud forward. She then pats his cheek three times and looks to Arien, then around the room. "If we were to go somewhere less crowded, it would have to be in a temple to Marteus. Besides, I just ordered lunch, so let us speak about things which we can speak about here, have another bottle of wine, then if you wish to leave somewhere else, I will gladly follow your lead."

She smiles with beautiful elven features as she finishes her glass of wine and waits for a new bottle and that plate of food she ordered. "Drinking always makes me hungry, I could sure use an elk steak about now. Preferably without the horns and fur"

So she looks to each in turn, "So, tell me about yourselves? Where you from? Why do you adventure? Leave loved ones at home worrrying about you?"

DM Matt 
Wednesday October 22nd, 2008 5:36:43 PM

Plyf and Dwight discuss the Sons of Dread to some length, Plyf never having heard the name and becoming quite confused. Arien worries about strangers overhearing, though a look around confirms that the two men are still playing dice, and the lone drunk is now lonelier (Plyf having stopped singing) and drunker (his mug being empty). The bartender, meanwhile, studiously scrubs the bar down, making a point not to get too close to what appear to be heavily armed drinkers, with a dwarf in their midst, no less.

A bell rings, and Plyf's meal is handed to the bartender, who brings the food over, takes any other orders, and drops off the wine and ale.

Talk of each other's exploits ensues. After much food and drink, the group decides it is high time to visit Arrak, and the final question is put to Plyf: come, or not?

[ooc: by all means, keep talking, but to move things along, I'd like to get everyone moving by tomorrow's post, if not earlier.]

Plyf 
Wednesday October 22nd, 2008 5:38:52 PM

Plyf wipes her delicate mouth. Recorks the bottle and says, "Ready when you are. Where are we going?"

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Wednesday October 22nd, 2008 5:39:12 PM

Vedik raises an eyebrow. "And why then, would it hafta be in a Temple of Marteaus?"

Plyf 
Wednesday October 22nd, 2008 7:54:44 PM

Plyf raises her eyebrows and rolls her eyes in that manner women have of making men seem like fools, "Because there would be LESS people there." She shakes her head, uncorks the bottle and drinks from it again before recorking it. "Gees, if your guys are going to take everything I say as the words of Domi, you might as well shave your heads and become monks of Pantheon." She laughs, but then looks back to see if the group too are taking her seriously again. "Helllloooooo, it's a joke. Lighten up, a little, if your lucky, I'll get killed the first battle we come to and you won't have to tolerate them any more."

She grabs her rapier and slides it through her belt harness. Throws her haversack over her shoulder and walks out of the inn with unstrung bow in hand, "So, where to now?"

Dwight hp 99, ac 16 
Wednesday October 22nd, 2008 10:19:24 PM

Dwight sits in the chair until its obvious the group is finally leaving, and aren't just changing tables or such, then he follows. Once outside and away from others, he asks, in response to Plyf's question, "Have you ever met a dragon before? If not, your in for a treat, though I'd caution against jokes early on. This dragon has had a bad run of luck recently so its best to figure his mood first. Catching him in a bad mood would be bad for the best of us; and worse for the rest."

As he finishes he seems to realize the flower he brought in is in his hair. He tries to focus how it got there, but the thought quickly drifts away.

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Thursday October 23rd, 2008 10:43:13 AM

Vedik snorts slightly at the halfling. "We're getting ahead o ourselves here. There's a bit more discussion to have before we let Plyf in on all our secrets." There's no mistaking his emphasis on the last word, though there's no anger in his voice towards the halfling.

"An, now that the specter o its been raised, we're going ta have to verify yer intent as well as your skill Plyf, before we go much further. But we lack a proper mansion at the moment....Arien, I don't suppose ya have one of those mansion spells handy do ya?"

Plyf 
Thursday October 23rd, 2008 4:24:57 PM

Plyf, standing outside in the street places one solid fist on her left hip as her right hand places her bow in the case.

"Look guys, I don't know what you know about women, but I'm one of the impatient types, so if we are going to go see one of the dragon members, lets just head over there and have a chat with them. I've only seen them at an occasion or two, but they seem simple enough to get along with and perhaps we could convince them to come out of retirement to lend us a hand, if they can't take a joke, perhaps I can sell them a sense of humor?"

"As for tests, do your best, but make sure it involves a bit of a challenge. If I can make it work better and you want me to, I'll charge you my Troubleshooting rates. I don't work for free. So, if your still in wonder as to my intent, I want magic, money and power"

"I swear to Wardd and Ffloy the most. Likely cause I need as much luck as I can get and I sell a service to those in need of protecting their essentials."

"Gargul, I hope to meet only once, and it is on that day I hope my love is waiting for me."

"Alemi is a nice guy and all and I appreciate his healing powers, but I respect Domi more then him, just because, every once in a while, someone needs to have the crap beat out of them."

"Pantheon is for the weak and a bit judgmental, but I don't hold it against him."

"I prefer passion over love, since my heart has been broken, but someday, that may change."

"I like to watch a good fist fight, but I don't want to partake of one,"

"Ga'al has the right ideas about strength and courage, but it seems hypocritical to infuse people with those attributes with a seed instead of words or deeds. Typical cowards, lead from behind."

"Marteus, well, he keeps the population of the Wold steady or the plane would be like a giant berry patch with no where to grow, but his followers are such jerks. I don't know, it just seems disease should come natural like aging or love, not spread about like mustard on a slice of bread."

She continues to ramble on as the group leads her to where ever it is they are intending to go. You find though she doesn't talk about the latest dress or foot wear in fad these days, nor is she snide on others appearance excepting people as they are

DM Matt  d100=94 ;
Thursday October 23rd, 2008 6:29:29 PM

The Knights, along with Plyf, depart the tavern and find a quiet, secluded alley from which to depart, so as not to cause a sensation among the already-testy commonfolk of Plateau City. THey have, after all, suffered through alot lately . . . .

Once ready, Arien has everyone join hands in a circle, and begins chanting the arcane words that will transport the group to Arrak's lair. The now-familiar tugging sensation overcomes everyone, as reality fades momentarily.

When the world reforms, the Knights find themselves in a familiar spot of grass. Plyf looks around to see a well-lit, grassy area, lightly wooded in spots, with a large cave mouth nearby. The cave has obviously been worked by skilled hands. A few gnomes wander about, running errands, carrying wood, linens, and a variety of other things. Others are cleaning up after what appears to have been some sort of explosion.

Also nearby sits the remains of a large manorhouse, which looks to have collapsed on itself recently.

Before anyone has a chance to act, you hear a deep, bellowing voice voice coming from the cave:

"Silvi! SILVI! Listen to me, girl. I don't care how you do it, but do it! Get me the information I need! And by Gargul's everlasting soul and all that you hold dear, STOP KILLING PEOPLE!"

A moment later, a lithe female gnome exits the cavern, slipping a pair of kukris into her belt. Tratain, Arien and Monthor recognize her from one of their meetings with Arrak from before the journey to Fae Skiemir.

Clearly fuming with anger, she barely takes note of the Knights as she stalks off through the trees. Another moment, and an imposing figure in gold and white robes emerges from the entrance: tall, thin and muscular, with a handsome middle-aged face and dark hair, he has the bearing of a king. At the moment, though, he appears ready to wrestle a lion.

"We're not monsters, Silvi!" he bellows after the gnome. As he yells, he appears almost to grow a few inches in size before settling back to his former self. Turning, the Knights look after the female gnome, though she's already disappeared. Odd, given the distance one can see in this open terrain.

Noticing the knights, Arrak (or, to Plyf, the stranger) walks over, sighing and composing himself. "Hello again, friends," he says with a far calmer voice, deep baritone but almost hypnotizing. "I'm sorry you had to witness that. You'd think age would subdue one's temper, but that girl . . . well, it's not your problem. Let's just say she knows how to push my buttons.

"So! What news bring you? And a newcomer?" He offers a slight head bow to Plyf. "A pleasure, child. I am Arrak, of the Dragon Council. I fear you meet me on a stressful day, though if you travel with these here, those days are far more common, I'd wager."

He is back to his pleasant, polite self, though it is clear he is straining to maintain the pleasantries.

"Come, let's go inside. I'm sure you all could use a strong drink while you update me."

He ushers everyone toward the cave.

Dwight hp 99, ac 16 
Thursday October 23rd, 2008 8:51:02 PM

Dwight feels the spin much worse than before, and has the lingering headache that happens when one drinks just a little and then spins in a circle. Perhaps to keep his stomach from spiling out, or perhaps to not annoy Arrak since its obvious his day has not begun well, Dwight remains silent.

He does check to see that everyone made the transition, and what the gnomes have begun to do with the collapsed house given two weeks time.

While he appreciates the hospitality from Arrak, Dwight steers clear of anything other than water.

Plyf 
Friday October 24th, 2008 4:27:03 AM

Plyf looks about in wonder at what they are doing. Holding hands in a circle. "Couldn't we just rent a coach or something? I'm sure there is a dragon level character residing somewhere in this city. She begins to worry though as some form of magic takes over from this little ritual, and then, they are somewhere else.

She listens to someone yelling at someone else about getting information without killing anyone and thinks to herself It is rather hard to get info from dead people, but if the person watching the death had information, that could be useful.

Plyf curtseys to the man that approches in a majestic fashion and with bright eyes, she grins, "I'm aware and have heard of the Dragon Consortium, but I have yet, until now, had the pleasure of partaking of their comapany. I can assure, I feel it is a privilidge."

A drink? I could use another drink. I'm just three wooden steps from being drunk as it is, but who am I to turn down a host. she thinks to herself.

She does look around as they walk through, in wonder of where they are and in her mind continues to turn over and over again the name of the one called Silvi.

DM Matt 
Friday October 24th, 2008 6:53:49 AM

Edit: I initially said "dragon consortium" above. Just changed it to "dragon council." Sorry for the mixup.

MonthorHit Points:(152 of 155) AC 25 
Saturday October 25th, 2008 12:13:15 PM

"... 'Sup Lord Arrak... 'a' strong drink??? Surrely ye ment 'many' strong drinks me hopes??? "

" The new little one sur sings perty like... maybe she'll sing some more for us while we partake in a few refreshments? "



Dwight hp 99, ac 16  d20+2=7 ;
Sunday October 26th, 2008 7:27:06 PM

As Dwight moves inward, he tries to focus on the name that was being yelled, perhaps he is another ruler, replacement of the dead dragon?

Knowledge (geography): 7 {No geography comes to mind with a ruler by that name at this time.}

Plyf 
Tuesday October 28th, 2008 12:54:18 AM

Every sensory organ she has been blessed with, is even now operating at 100% capacity.

Her eyes, wide, taking in the scene. She some how resembles an owl, just not quite able to fully turn her head as far to one side or another as she would like.

Her nose, smelling to see if danger is in the air, or the after effects of what may have caused the damage that appears to be recent. Any type of fuel that may have caused the explosion, or perhaps a spell gone awry?

Her ears, listen to talk of others in the back ground as well as her guest, for some clue as to the nature of this area

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Tuesday October 28th, 2008 9:30:58 AM

Vedik nods in thanks to Lord Arrak. "Thank you. We've had an interesting day, and have met a new associate. Lord Arrak, this is Plyf. Plyf, Lord Arrak."



Arien(HP 67/67: AC: 14 (touch:14) Fly 
Tuesday October 28th, 2008 3:05:12 PM

"I thank you for your hospitality once more, Lord Arrak, however I fear I must decline the strong drink." Arien continues with a slight smile on his face, "I find it unwise to drink and teleport."

DM Matt 
Tuesday October 28th, 2008 5:00:35 PM

Dwight stands silently by, looking around for any signs of progress. The manor house is certainly . . . neater. Cleared away, no. But it is a far more orderly mess than before. A passing gnome sees Dwight's curious gaze and comments, "Gon' be awhile afore that there wreck gets gone. We's gonna use the timber for some other projects, what parts be usable. But we's gotta find someplace ta store it afirst. Master don' like magically shrinkin' stuff when it ain't needed, tho that's what I say we outta do."

Arrak smiles at Plyf and nods at Vedik, thanking him for the introduction. "You, my dear, are still young, so you are likely to meet more dragons than I, and stronger ones too, in your travels. Though some might not look forward to such meetings. That's why I keep to myself here, aside from my faithful helpers, and some choice friends such as your new companions."

"Yes, Monthor," he says with a sigh. "Many drinks it shall be. But do please try to keep it quiet. It's been quite a day."

"As for Master Elf, I seem to recall you declining liquors on more than one occasion, no? A wise elf you are. Or maybe a foolish one? Your dwarven friend here might debate that better than I."

Arrak heads inside, his gait still regal, though possibly somewhat tired.

Dwight Highlight to display spoiler: {by "name being yelled," did you mean "silvi?" If it wasn't clear, Silvi was the gnome that stalked off. The others met her before going to Fae Skiemir}

On the way in, Plyf looks around a bit more. The large pile of rubble that someone referred to as a manor house looks like it collapsed for no good reason. As for the other signs of trouble nearby, there are no signs of a fuel explosion or other natural cause. Plyf spellcraft check DC 20 Highlight to display spoiler: {the areas of scorched earth are more or less uniform, and storngly resemble those you've seen in past battles. Fireballs, lightning blasts? You aren't sure what did it, but it was most definitely a magical attack of some sort}

Once inside, Arrak leads you to a finely appointed sitting room with plush red velvet couches and gold embroidered pillows. A gnome enters in a moment, bearing a large tray full of ale mugs. Moments later, after dropping the first tray off, the gnome returns with a second full of breads, pastries, and fruits.

Arrak takes a seat in an oversized chair. Made of ornately carved, though worn, oak, the chair seems a bit out of place among the finer furniture, though the dragon appears quite comfortable in it. Crossing his legs, he arranges his robes and waits quietly while the Knights take what they may.

Once everyone has taken what they like and found a comfortable seat, Arrak clears his throat. "So . . . while I always enjoy these visits, I can't imagine you've returned so soon just to introduce me to your new friend - not to belittle you, dear. To what do I owe the honor?"

Plyf  d20=18 ;
Wednesday October 29th, 2008 6:41:25 PM

Even without a dress, but traveling clothes, Plyf again curtseys to her guest with the response, "It is truly a pleasure to meet such a magical being on such friendly terms for the frst time, then to gain a fear for all after meeting one which is malevolent in my first introduction.

Plyf has a pretty good idea of what has happened under the current circumstances but feels no more should be said on the subject. (Spellcraft 18)

When the gnome first enters with the mugs of ale, she will prompt a clearing of her throat to get his attention before adding, "I beg your pardon most noble one, but I prefer a dark red wine if one is available. If not, water too, will be fine, thank you."

Plyf smiles at the thought of being belittled. She is still quite taken aback by her recent events. although nothing this extraordinary in such a short amount of time of meeting people has ever taken place in her life, she is confident that Wardd likely rents her out to the gods of good on occasion for them to use until it is again time to move on.

Instead of sitting though, she wanders through the room, looking at everything she can see. Picking it up, touching, experiencing this moment and what it means for her future.

DM's Still working on Plyf; Drug meds I'm on allow me about six hours a day of lucidity, but she is almost finished and will be done this weekend for certain.

MonthorHit Points:(152 of 155) AC 25 
Wednesday October 29th, 2008 7:45:29 PM

"Yes, Monthor," he says with a sigh. "Many drinks it shall be. But do please try to keep it quiet. It's been quite a day."

Monthor pasts a big grin on his face at the mention of "many drinks" and starts rubbing his hands.
" Me'll be quiet as a tongless pixie in a pillow factory.... "

"Your dwarven friend here might debate that better than I."

Monthor shrugs

" To each their own... more for me."



Dwight hp 99, ac 16 
Wednesday October 29th, 2008 10:15:35 PM

Dwight considers filling Arrak in on what was found about the orb, due decides he best hold his tongue and let Tratain do it; though a halfling's patience is very limited so if Tratain doesn't begin quickly Dwight's knowledge gets the best of him and the orb story is unleashed with inquisitive questions about Arrak's search on the armor (if he has found out more) and the current whereabouts of the Sons of Dread.

Whether, Tratain tells the tale/details or not, Dwight passes on the ale.

OOC: Dwight wasn't quite with the group before Fae Skimir, so he wasn't fully aware of who Silvi was. Misread whether Arrak was yelling at gnome regarding Silvi, or if Arrak was yelling at Silvi. It's all good now. Thanks.

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings)  d20+8=17 ;
Thursday October 30th, 2008 7:36:38 AM

Vedik enjoys the ale offered, but lets Tratain or another explain their purpose here. He keeps his eye on the newcomer Plyf, somewhat amused by travel across the room. He also watches her closely, to make absolutely sure none of Lord Arrak's things get 'misplaced'.

OOC:
Spot 17

Plyf 
Friday October 31st, 2008 3:01:12 PM

She is very intrigued by the abode. She had visions of dark caverns with evil minions one must hack through until finally, sitting on a pile of "MY" treasure would be the dragon her and her companions would defeat.

Delusions of grandeur clearly occupy the mind of peasants as well as adventurers as she clearly believes that would be her first encounter with a dragon. Still, she appreciates the place, and would have liked to have seen the rest of the dwelling before it became a battle ground.

"Sons of Dread, I hear, is the topic in hand." She places a beautiful little nick knack back on the counter before she continues. "It seems to me, being a professional Troubleshooter, some one must find the problem before it can be solved. Now, my past employers would look at me and say, 'My house is the problem! It's been broke into three times.' then she turns to the group with an easy smile and reply, "No sir, they could care less about your house, it's the items within the house which thieves are interested in. My job, for you, is to, keep your items inside or deter them from entering your house, so that the items within remain safe."

She finds a chair where the red wine was brought and with elegance, sits and crosses her legs, picking up the drink. "I have not heard much from any of you about anything, except there are a group of things called the Sons of Dread. What needs to be determined is, are they the house, or merely the contents of the house?"

She takes a sip raises an eyebrow in approval of the contents and continues, "See if they are just the house, we need to bypass them and get to the contents within that is worth our while. If on the other hand, they are the contents of the house of our analogy, then we need to figure out a way to bring them out of the abode therefore making the house useless and the contents will no longer have a safe haven."

She takes another sip before she finishes, "Now unless one or all of you want to tell me what in the Jericho Space you are all talking about, my other skills will have little to no use to you and I will just sit here and enjoy the refreshments."

She finishes by placing a piece of cheese on a cracker and nibbles on it quite lady like while waiting for an intelligent response.

Dwight hp 99, ac 16 
Sunday November 2nd, 2008 9:33:12 PM

Dwight having held his tongue well beyond a typical halfling's ability, partially because he was watching to see how much trouble if any Plyf got in for touching Arrak's things, fills Arrak in.

"I hope its safe to talk here, if not please let me know. We have learned a lot in the past two weeks. Well, a lot might be just a bit of an overstatement, but we learned a bit about the orb and enough to know we don't know much about anything." He stops wondering where he was going with this.

And then starts again as if there hadn't been a pause. "It seems your beagonia's got messed up because someone centuries ago perhaps created the orb to allow the travel we saw. More recently it seems some demon re-activated its magic and messed it up. Thus our current probem."

"However our more immediate threat, which Plyf here can hopefully help with, we didn't find out anything, but hope that you did," finishing with a questioningly hopeful look.

Dwight then stops and thinks through everything he just said to see if covered everything thoroughly; and considers it a job well done and awaits an answer.

Plyf 
Monday November 3rd, 2008 3:22:45 PM

Plyf, finally able to receive some information, is slightly taken aback at the words of Dwights confidence in Plyf's ability to discover information they might need.

Her composure steadies quickly as she crosses her legs, in a very lady like fashion in the other direction, and listens carefully to what others might be sharing.

In her mind, she thinks that they may have taken her as some powerful all knowing bard that could charm a dragon out of their scales, but in fact, her skill as a bard is a very recent one, only applying it by trade for a year or so as her sorrow passes like a leaf drifting upon the chaotic wind of life.

She washes down her cheese and cracker with the last of the wine in the glass and waves away any offers of more with a smile.

A Conversation with Lord Arrak - ADM Joe 
Monday November 3rd, 2008 4:32:42 PM

Arrack sits back and sips his wine while Dwight tells what the group has learned about the Orb. He listens intently when the City of Erythtrain is Mentioned.

When Dwight Finishes Arrak speaks "I remember the City of Erythtrain. It was around when I was very young. I remember when it sank into the Ocean as well, I never did have a chance to visit. I have heard however that the Fishermen in the Vague Lands can still see the Tops of the Towers. It seems from what you're hired sage friend has discovered for you that there doesn't seem to be very much time left for the Orb. It seems it will just grow more and more unstable until the Legion has a permanent foothold upon the Wold once again. That my friends would bode poorly for the Wold at Large."

OOC: I'll be picking up the DM posts for a week or so, Matt and Marcin both have been extremely busy, we apologize for the Delay.

Plyf 
Tuesday November 4th, 2008 11:56:03 AM

Plyf is intrigued by the conversation and waits patiently for others input on the subject.

Tratain 
Tuesday November 4th, 2008 7:17:29 PM

Tratain sits and thinks for a moment. He says "The Orb seems like its getting to be more and more of a problem. We also came here to see if you have found out anything new on the Son's of Dread. They need to be dealt with as well."

MonthorHit Points:(152 of 155) AC 25 
Tuesday November 4th, 2008 8:14:59 PM

Monthor listens intently and enjoys his ales...

" Well then... it still sounds like we have to go there. Any idea on how we can function underwater? "



Arien(HP 67/67: AC: 14 (touch:14) Fly 
Tuesday November 4th, 2008 11:10:57 PM

"There are several spells, Monthor, that could aid one's efforts underwater, as well as magical items. Why one my first adventures, and the first one with the Knights...Hamleteers as they were known as then, was underwater. I wound up using a talisman that allowed for underwater breathing as well as a transformation of the lower part of the body into that of a dolphin. So if we do wind up needing to go underwater we have numerous options open to us."

MonthorHit Points:(152 of 155) AC 25 
Wednesday November 5th, 2008 11:25:14 AM

The problem with spells, is that they can be dispelled.... then what?? Mees for one, sinks.....

(ooc..... I could REALLY use some hacking and slashing... anyway we can move this along? )



ADM Joe 
Wednesday November 5th, 2008 6:21:10 PM

Lord Arrak listens to the Discussion and chimes in when necessary.

He says "The Son's of Dread seem to have gone quiet. I have Silvi out looking for information about them but we have been unable to learn anything new about them as of yet." He continues "If you are going to search the underwater ruins you will need to make sure you take the appropriate measures so that you may function underwater."

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Wednesday November 5th, 2008 7:26:56 PM

"If the Sons of Dread have gone to ground, and we have allies searching for them, it may be wise to deal with the orb. You are right that it is a problem, and one we cannot have weighing us down in our next confrontation with our enemy."

"Where do we begin?"


Plyf 
Wednesday November 5th, 2008 9:10:47 PM

ooc: Since no one has taken the time in character to tell Plyf more about this orb, could someone give me an idea where I need to go back in the archives to read up on it please?

"Perhaps there is a map somewhere of this city somewhere that can lead us to the orb easier once we get there? Is there someting we can do to stop it's effects without destroying it? Is there any way we can use it against the Sons od Dread themselves?"

The half elf seems to have many more questions but will begin some of the basics.

Dwight hp 99, ac 16 
Wednesday November 5th, 2008 9:54:30 PM

Dwight looks around seeing that the focus seems to have quickly changed from general issues, Dread and Orb, to more the orb in detail. He sees Plyf a bit lost in the conversation, because he understands the look of confusion having been in his seat fairly recently.

OOC: The Gray knights found the orb when Dwight started posting, during the big Wold shakedown and revamp. Feb.? Essentially the group took the orb from a demon who was trying to control it. Since then it has sporatically spit out "Legion" monsters which are quite powerful and typically attack with anti-magic shields up. The Legion then tries to return through a portal back to their realm.

"We spoke with a scholar back in Plateau City just before we met up with you Plyf and tried to get as much information as possible. They could barely tell us where the city was, so I doubt a map exists around here unless Arrak remembers." Dwight looks hopefully at Arrak.

"If its possible to 'fix it' the information again isn't available anywhere except maybe the forge area from what we gathered. And again, what could have survived underwater for all these years? Likely not much. In the end, it appears we have to go towards this forge on the hope we can find more answers than questions. The proximity of the orb and forge might even cue us in somehow...." he finishes worrying himself.

He pauses, not wanting to be hasty, but nods to Monthor about progress. "Two weeks and we haven't done much and I'm ready to test out my newly fixed bow. Do we need a Catacombs run to get underwater back-ups?"

"I'd suggest we try to find the forge without the orb first."

MonthorHit Points:(152 of 155) AC 25 
Thursday November 6th, 2008 10:38:51 PM

The Cats sound like a good idea... anyone have any money?

DM Matt 
Sunday November 9th, 2008 5:10:44 PM

[Back everyone. Joe, thanks for subbing, and everyone, thanks for the patience/sorry for the slow movement. Here is the Monday DM post]

Arrak lounges in his chair - a seemingly difficult task given its severely straight and uncomfortable appearance, though he seems quite at ease - and listens to the Knights talk.

"Ah, to be young and impetuous again. Ever ready for the good fight. Nowadays, there isn't nearly as much that frightens one like me, though I'm far less likely to pine for battle. Eh . . . such is old age."

Standing, he continues, "You are, of course, welcome to stay. But as I have nothing helpful to tell you, and you have a job that could be done, I am happy to provide the means of your travel if you like. Not that I doubt Arien's prowess, though I'd wager you've never been to the Vague Islands? No? I think I recall enough to teleport the lot of you.

"Somewhere quiet, though. Those fisher-folk do be superstitious . . . ." He seems to be talking to himself. After pondering a moment, he snaps his fingers. "I know just the place. Quiet, secluded, but close to civilization. Near to the shore that faced old Erythrain, too, if I'm not mistaken.

"I can provide numerous potions for your trip, they will help you breath underwater. I'm afraid I have nothing else to offer."

He waits on the Knights to say what they want and when (or if) they want to go.

Plyf 
Monday November 10th, 2008 12:02:36 AM

Plyf, intrigued now by the fact that they have the orb in their presence asks simple questions.

"Have any of you studied it yourselves? Perhaps there is an activator or deactivator on it?

She looks around "What of the creatures that appear from it? Do they attack you or are they defeatable, or do they just disappear? Has anyone sttempted communication or subdual of one of these things?

"Has anyone timed their occurances or have we any divine casters to offer suggestions on what must be done with these creatures or this object?"

She looks about the room as if she can not believe these questions have not been mentioned or discussed.

"Come, pull it out, please allow me to look upon it." she says urging whoever is the bearer of the orb to bring it forth.

Tratain 
Monday November 10th, 2008 7:43:13 PM

Tratain says to Lord Arrak "We would gladly accept your offer to teleport us to the Vague Lands, as none of us have ever been there before. We may need to make a quick trip to the Catacombs first, I think there is a thing or two that we will need."

To answer Plyf's question Tratain says "We do not keep the Orb with us anymore. The creatures that come out of it are Evil and seek to kill and destroy whomever is around when they come through the Portal. The Orb has no Activators or Deactivators on it that we could ever find. It is just a mechanism that controls a planar gate and it is failing. The Legion soldiers that appear out of the gate are defeatable but very tough. We have no idea what Triggers the portal now, as the Demon we took the Orb from was experimenting on it and Broke it. He haven't tried to communicate with them. They were too busy trying to kill or kidnap people and we were to busy trying to stop them, although even with my tongues spell I am unable to understand what they say."

Dwight hp 99, ac 16 
Monday November 10th, 2008 9:07:08 PM

Dwight smiles, finally having a comrade who asks as many questions as he, well nearly as many. "By chance we carried it with us before and well, the remanents of what you saw of Lord Arrak's begonia's was the result and Tratain house now resides only as a pile of rumble. As for the pattern of occurrence, as Tratain said, its broken and unstable. Occurrences are sporatic, but will become increasingly more common as time goes along until the portal remains open and the legion can flood into the Wold." Dwight stops and thinks back to what the scholar said, hoping he phrased it correctly. Content, he sits back ready to go to the Catacombs first then to this new land.

MonthorHit Points:(152 of 155) AC 25 
Monday November 10th, 2008 9:23:28 PM

Mees has a necklace of adaptation. That'll keep me breathing. We'll need spells to portect us from the coldness. Don't forget, the pressure of the water can harm us as well if we go to deep.

Arien(HP 67/67: AC: 14 (touch:14) Fly 
Tuesday November 11th, 2008 11:22:18 PM

"Indeed Monthor, there are many aspects of underwater travel that will need to be accounted for, most I believe will be able to be handled by spells." Arien looks around at the others and continues, "Whatever we decide to do I suggest we do it quickly, our foes do not wait upon us."

Plyf 
Wednesday November 12th, 2008 6:38:50 AM

"I have a few items, from past adventures and a few coins I earn from time to time, but nothing so grand as an item or the funds for something to take me under the water, especially very deep."

She pulls out her harp and plucks a few notes as she thinks, "Perhaps we could start a fund raiser? There are Dragon Groups that have retired, and perhaps their items are sitting on shelves dusty and unused. We could search them out and see if they would loan us their items? Some call it begging, but if they were to know or our need, they may be interested. It's not as though we will keep them when we are done."

ooc: Almost done with CS. I'm very limited as to my sitting time, so getting done what I can.

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Wednesday November 12th, 2008 8:04:38 AM

The old dwarf chuckles. "I'm not sure the Dragon groups are too happy with us at the moment. There have been words changed with the Emerald Dragons." He looks serious for a moment. "And our recent failure may not put us on good terms as well."

He pauses a moment. "Before we go, does everyone have an item that increases their health? If you don't, speak up now please."


DM Matt 
Wednesday November 12th, 2008 12:26:50 PM

Arrak sighs. "Well . . . I do hate to travel. As alluded to, I have some begonias that may need my attention. But this thing . . . it must be done.

"Let's be about it. To Plateau City, then the Vague Islands." He leaves the room, snapping his fingers for the attendant to follow. A short while later, he reappears, wearing a smart traveler's outfit of dark leather and fine wool.

"It would be most efficient for me to accompany you to the City. Please, draw as little attention to me as possible. I have no desire for attention. In fact, Arien, if you'll bring us to some spot just outside the City, I can relax there while you take care of your business. Then off we go. Yes?" He looks around to be sure everyone assents.

When ready, Arien can bring everyone back to Plateau City. We will assume you take care of business and meet Arrak outside the city limits the following day to leave.

Plyf 
Wednesday November 12th, 2008 5:17:13 PM

Plyf looks at Arrak in wonderment, "One day? You think we can get this figured out in one day? I need to go to the library and pour over ancient tombs of this place...." She snaps her fingers trying to remember. "Whatever you called it. Then we need to figure out how we are going to get there. If I'm lucky I'll find some evidence or information on these orbs you speak of. How the gods allowed them them to come into existance still leaves me gasping for air." She looks around the room as if lost, with so much to do and no where to start before focusing back in on their host, "And you say we have a day?"

She looks, as if she thought she could, she would smack him up side his head, as noble and regal as it may appear, but instead appears as if an absurdity had just been witnessed.

Dwight hp 99, ac 16 
Wednesday November 12th, 2008 6:21:43 PM

Dwight chuckles as Plyf lets off the rant of no time. "Sorry, I don't mean anything, but each day we wait puts everyone in the wold in jeopardy. We spent considerable coin hiring a scholar to pour over what limited details there are for this sunken city. I'd be more than happy to introduce you to him during our one day stop. He'll likely have nothing new to add that he hasn't already told us, but it certainly can't hurt."

OOC: Dwight does not have an item that increases his health, which he does need. What would you suggest? Dwight has the coin to buy it, just don't know what I should buy.

Tratain 
Wednesday November 12th, 2008 6:32:48 PM

Tratain says "A day should be more than enough. While I do not doubt your Information Gathering Skills, we hired several of Plataue City's Finest scholars to find out what they could about the orb for us and they spent weeks looking into it for us. The only way we will be able to further the knowledge they have given us already is to actually travel to the Vague Lands and learn what we can there. As Lord Arrak has volunteered to Transport us there actually finding out where we need to go has been taken care of and there is where we will need you to use your skills to find out about what the Locals know about the sunken City, if you are still up for Traveling with us after learning what you have." He finishes with a smile.

He continues "We spent most of our Money on the Scrolls after our last battle, we still have quite a bit left, but we need to save alot of it to put towards building a castle. We need to decide what we really need for the Trip. We can handle the Water Breathing no problem, but there are other issues with exploring under water and possibly fighting underwater if it comes to that. Perhaps a Freedom of Movement Ring for Monthor, Arien or Lord Arrak do you have any idea if a fly spell would allow us to maneuver underwater? I for one don't swim very well, and Not at all in Armor. And another thing, while the Water Breathing spell will let us breath under the water It won't do anything for us communicating under water. Arien do you know the telepathic Bond spell? or could you learn it tomorrow? I could probably ask for Domi's Aid(Miracle) and make it permanent on all of us if we want."

Plyf 
Wednesday November 12th, 2008 8:30:15 PM

"Well, why do we not just buy a wish to get us all there safely, or buy a Cube of Force and position ourselves somewhere above where we believe we need to go. Enter the cube and let it sink to the bottom of the ocean?"

Plyf throwing out ideas, even as they begin to go to the city. She puts her harp away, back in her haversack, before they leave.

MonthorHit Points:(152 of 155) AC 25 
Thursday November 13th, 2008 6:03:46 AM

ooc> No health items. No money.

Monthor completes his preparation and is looking forward to bashing something.



Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Thursday November 13th, 2008 9:11:14 AM

Vedik ponders for a moment. "Dwight, an Amulet of Health is the easiest option. If you have something around your neck already, there are other items you can get to do the same thing. For example my belt is enchanted to bolster my health."

OOC:
An amulet of health +4/+6 would help alot, thats an extra 30/45 hit points at our level. For 10% extra, you can get the +Con enchantment in another item slot, but you have to make sure it matches the 'affinity'. If you have any questions shoot me an email. Also, Joe and I work the catacombs. There's a bit of a backlog at this moment, but it should clear out by the weekend and we can probably have the purchases done by then.

Plyf 
Thursday November 13th, 2008 6:19:09 PM

"I have an amulet that adds a large bonus to health. In fact, nearly all my magic is devoted to defense and being able to get out of trouble. I might not be that valuable to you in causing damage to others. But if I can keep my bow out use it steady, I can make a hole where there shouldn't be, if it's deserved that is. Up close and personal, it might take me some time to whittle something down, but that's a last resort and it's far easier for things to harm me, then it is for me to harm others. Especially the creatures you all chase after."

She finishes her wine and stands, waiting for them to the city.

"Also, I am broke, but I do what I can to defeat the powers of evil and if that demands a sacrifice of an item, I'll keep an open mind."

DM Matt 
Thursday November 13th, 2008 7:24:37 PM

Arrak's face quickly turns to a scowl. "Young one, you haven't known me long, so I will assume accident in your hasty words. I have offered to take you to the Vague Islands in but a moment of magical travel. You want to stop and obtain items needed for your trip. I have graciously agreed to wait a day in or around Plateau City while you do this.

"Do you think I am some porter, here to see to your needs?" His voice becomes a bit deeper, louder, and more harsh. "We can do this the way I say, girl, or you are free to do it yourselves. Now I have already had quite a stressful day, and I need not top it off with such impertinence!"

His gnome helper starts to inch from the room, a fearful look on his face. "Stand in place!" Arrak barks, pointing a finger at the gnome but not bothering to look in his direction.

As Dwight, then Tratain, deal with the discussion more calmly, he relaxes again. "Excuse me. It has been quite a harrowing afternoon. I should not erupt like that." This appears to be all Arrak is going to offer.

Once Arien takes the group back to the fields outside Plateau City, Arrak points to a cropping of trees in the distance. "There. Shall we say mid-morning?" He walks off slowly and aimlessly, surveying the landscape around him.

[do any shopping, and meet Arrak. If the cats take longer than 1 RL day, we will assume the purchases are retroactively applied]

Tratain/Joe OOC 
Thursday November 13th, 2008 7:44:34 PM

Can someone send an E-mail to the group for the Cats discussion? I had to format my PC last week and lost almost all of my contacts so I don't have a group listing right now.

Dwight hp 99, ac 16 
Thursday November 13th, 2008 9:31:54 PM

Dwight is a bit fearful as Arrak erupts, not necessarily for his own safety, but for Plyf's. As the group departs Arrak outside of Plateau City, he inquires if Arrak would like anything from the city. "Anything you miss or would enjoy. My treat," smiles the halfling using the childish charm. "Fresh bread, some Plateau City wine?"

Despite the expected rejection Dwight heads off to purchase an Amulet of Health from the Catacombs and help with other items the group may need.

While in town, Dwight stops at whereever food-stations have been set up for those devastated by the quakes and are still struggling. He blesses the area and bestows Ebryron's blessing of Food & Drink to the community. A small contribution, but something Dwight does.(feeds 3).

He also makes a quick stop to a flower shop, to purchase either living begonia's or seeds/bulbs for begonia's. Obviously this is intended to be given to Arrak after all the trouble we have caused him.

Plyf  d20+15=28 ;
Friday November 14th, 2008 7:41:40 AM

Plyf is a bit taken aback by Arrack's harsh words but adds, "No sir, not a porter, but one who would be willing to help in any manner they could to insure the deed was done, whatever that deed may be, I apologize for being presumptuous." She whips a lock of hair from out from in front of her face, "Please excuse my inability to read the minds of those around me as the information I receive from you all comes in the shapes of torn chapters from a book, read in different order. I do so wonder, where chapter one is?"

She curtsies once again though, in a manner of respect, but in her mind wonders how a dragon, full of years can spare only one day of it's existence on such an important matter, but all creatures have their own will and some more free then others. If this group is willing to trust the words and knowledge of this creature, who is she to question their methods.

Once at the city as Arrak walks off, she looks to the group and shrugs her shoulders, as if now what?

Diplomacy: 28

ooc: Of course, I know a lot more about what is going on then my character does and I am role playing her the that effect.

MonthorHit Points:(152 of 155) AC 25 
Friday November 14th, 2008 8:54:23 AM

ooc> Monthor's good to go. He has no cash anyway to shop.

"The rest of ye go on. Me and Fred, we'll go get us some ale and meet ye back here. "



Tratain 
Sunday November 16th, 2008 7:24:15 PM

Tratain makes a last minute trip to the Catacombs and makes sure everyone is ready to go before meeting Lord Arrak and the pre-arranged location the next day for the Trip to the Vague Lands.

Dwight hp 99, ac 16 
Sunday November 16th, 2008 8:58:11 PM

Having got his amulet, Dwight gets a bundle of begonia's and joins the group at the designate time and spot.

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Monday November 17th, 2008 9:47:19 AM

Vedik spends the day crafting, and also takes the time to recharge some of the groups wands. On the next morning he refreshes his armor enchantments, casts his normal spells, and prepares to meet Arrak.

OOC:
Full days draw: 36 drops.
speed crafting 1 drop
Magic Vestment on Armor and Shield: 2 drops
Recharge: Tratains Death Ward Wand +4 charges : 16 drops
Recharge: Tratains Resist Energy Wand +4 charges: 8 drops
Recharge: Vedik's Dimension Door wand: +1 charge: 4 drops
Recharge: Vedik's Good Hope Wand: +2 charges: 4 drops
Store 1 drop
Next day 1 draw, 4 drops, 2 for armor/shield, 1 recharge Enlarge person, 1 stored.



DM Matt 
Monday November 17th, 2008 7:00:00 PM

Arrak politely decines Dwight's offer. After shopping trips, some drinking, feeding the hungry, and any other deeds that are done, the Knights return to the fields outside the city to find Arrak waiting beneath the copse of trees he previously indicated. He appears to be a bit impatient.

"Ah, there you are. I trust everything is in order? Yes? Good. Let's be about this, I must deal with some other pressing matters soon enough. Gather round all." He extends his arms, and once everyone is together, he closes his eyes and concentrates for but a moment.

You all feel the familiar tugging and momentary queasiness that accompanies magical travel, though it feels a bit . . . less . . . than normal. Faster, too.

In but an instant, you find yourselves in a wide, dark cave, its yawning mouth a few paces away. Outside the cave, you can see a sandy beach and a vast, bright, blue ocean. The sound of the waves turning to surf, and a few gulls calling her and there, make for quite a peaceful panorama.

The cave itself is dry, and the air is warm, if a bit salty from the nearby ocean. Looking around, you see it is more of a grotto. It only goes back about 30 feet before ending in a rough stone wall. A few roots poke through the ceiling above, but otherwise, it seems as good a place as any to rest from a hard day's travel. In fact, now that you look around, you notice the remains of a few small fire pits here and there. A few footprints complete the dusty floor, all of which are readily identifiable as humanoid, most human-sized (or something equivalent), with a few smaller prints. All are of boots or sandals, and there appears to be no sign of any predators or unsavory residents.

Sighing, Arrak says quietly, "Sadly, I must be away quickly." If Dwight offers the begonias, he takes them with a smile and bows deeply, "I am in your debt. You younglings never cease to amaze me." Giving a sort of half-salute, he adds, "Outside, along the coast to the east, you should find a small fishing village close by. You can probably find some information there." With that, he turns, concentrates again, and is gone from sight as quickly as you all appeared moments ago.

Dwight hp 99, ac 16  d20+12=15 ; d20+13=30 ; d20+7=17 ;
Monday November 17th, 2008 9:05:53 PM

Dwight does indeed pass along the begonia's and thanks Arrak for his aid, and again apologizes for those begonias that were destroyed giving his most charming halfling smile of joy and happiness.

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

Immediately after Arrak leaves, his joyness quickly departs finding himself in a dark, salty unknown cave with only one obvious exit. "Umm, perhaps I'll check outside to make sure the coast is clear?" Dwight looks to Tratain for approval and says he won't go far.

If granted, Dwight moves to the front of the cave entrance, and takes in the surrounding area, first taking in anything moving, then general scenery and finally the village (if seeable).

spot: 15
listen: 30
knowledge (nature): 17 (anything unnatural going on? does high tide flood the cave?)

OOC: Finally some rolls! :-)


Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Tuesday November 18th, 2008 7:30:41 AM

Vedik thanks Arrak when they arrive, then turns to ponder their situation.

"We are going to make quite an impression when we show up. A small fishing village, several well armed and armored adventurers just showing up." He scratches his beard. "We should be careful not to scare them."

He looks around. "We may also want to spend some time here getting familiar with the place. If we have to teleport, this cave is a good place to return too."

Plyf  d20+7=24 ; d20+16=25 ; d20+10=27 ;
Tuesday November 18th, 2008 10:10:42 AM

Plyf, pleased that Arrak has left simply says, "I'm sure he has his better days, I hope to see him again then." She then pulls out her bow and strings it. Pulling on it a few times to test it's string, then brings her quiver to bear on her back for easy accessability.

She asks everyone, "Please stay in one spot just a second, I would like to get a look around. perhaps something has been hidden or dropped that could be of use to us."

Once that is complete, she puts her strung bow in her haversack for ease in access and settles her rapier easily on her left hip.

"Ready when you fellows are. You don't mind if I walk behind a few of you, do you?"

Listen: 24
Search: 25
Spot:27

Tratain 
Tuesday November 18th, 2008 5:06:32 PM

When Arrak leaves and Dwight and Plyf make thier requests Tratain says "We'll be right here for a moment Dwight until Plyf has her look around, yell if you need us but we will be along in a minute or two as well."

Tratain will then lead the group towards the village indicated by Lord Arrak and on the way he says to the Group "Plyf, once we get there if you could ask around about the City of Erythtrain, see if anyone knows about it or how to get there. You will probably have better luck than any of the rest of us, though we will see what we can find out as well. I'd guess the best place to begin looking for information would be a tavern or a library if they have one. Lets go see how big a place we are dealing with here."


DM Matt 
Tuesday November 18th, 2008 5:24:25 PM

Dwight pokes his head out of the wide cave mouth. He does indeed see what is likely a village in the distance, a few miles off down the flat coast. The cave is set in the side of a small hill. A rocky, sandy beach stretches from the sea ahead, and after about fifty paces, turns slowly to grass. The grassland goes on for some miles inland, as far as Dwight can see. There are barely any trees or large shrubs to speak of.

Above, on the hill, Dwight can make out a few voices. Concentrating, he hears three distinct voices, two deeper and one higher in pitch. They seem to be conversing idly. On second thought, they seem to be trying to converse idly, though they sound quite drink. (it does not seem as if they are trying to be secretive)

Voice 1: "Garp, you idjit. You don't even know whash you talkin' about!"
Voice 2: "Do too. Don't be talkshin that junk to me. It wash sixsh feet long if it wash an insh, I tells ya."
Voice 3 (higher pitched): "You dang fools! Can't even hold a few drinks. You both - hiccup - idjits!"

Vedik muses about the group's reception at the nearby village, and suggests studying the cave a bit for future teleporting. [BTW, is Arien still around? Did I miss something?]

Plyf first readies her sturdy bow, then does a quick once-over of the cave. Toward the back, in a dirty corner, she finds an area of earth that was recently disturbed. It looks to have been dug up, then covered over again. Investigating further, she uncovers three bottles of a dark, sweet-smelling liquor, most likely some sort of spiced rum.

Tratain holds the rest of the group in place, then makes ready to go, asking Plyf to take the lead in learning about Erythrain once they reach town.

Dwight hp 99, ac 16 
Tuesday November 18th, 2008 8:12:05 PM

Dwight steps backs and reports what he has heard and seen. He motions to keep voices down because the splash of the waves will only cover so much. "Surely a grouped of readied adventurers will make those drunks think twice before drinking again. But that's not necessarily the reputation we want to begin with here." He looks to others to actually decide.



Vedik Current Spells AC 31 (13 touch) HP 214/214 
Wednesday November 19th, 2008 9:43:36 AM

Vedik chuckles softly. "I don't think a winged dwarf would get a great reception from a few drunk locals though it might be amusing." There's an amused twinkle in his eye as he says this. "they'd probably still be telling stories long after I'm gone about today if I fly up there on them."

He concentrates for a moment, and his wings fold down and become a cloak.

Highlight to display spoiler: {Active Buffs:
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
}

Plyf 
Wednesday November 19th, 2008 1:54:52 PM

Plyf takes a look at the bottles and seeing, it is not red wine asks the group, "Any of you like rum? Likely some kids stash. Or one of those above not wanting to share his hooch."

If no one wants it, she covers it back up and brushes off her hands. "Sure, I'll ask around for you guys. Lets see if this little place happens to have a library. If nothing there is written, there is usually someone there with interests in local and past histories we can speak with."

With a grimace she starts off with the others thinking to herself "I hate sand in my boots."

DM Matt 
Wednesday November 19th, 2008 3:54:42 PM

As the Knights exit the cave and begin a leisurely walk east toward the distant village, you hear a loud gasp from above you. Up the small hill, you can now clearly see three people sitting among a rocky outcropping. In the middle is a cooking pot, though there is no fire underneath. Two humans and a squat halfing sit on the rocks, half a dozen empty bottles (much like those Plyf found inside) strewn about the grass.

One of them has spotted you and is pointing, his mouth agape and one eye half-closed. He stands, knocking over a half-full bottle of rum. "Daggit, Garp! You silly - " the other human stops mid-sentence as he follows "Garp's" finger and sees the Knights.

With an audible gulp, the man gets up and takes off, half running, half stumbling, toward the village. The halfling watches him for a second, then chuckles and says, "Dummy." He seems to be the least inebriated, though "least" is a relative term here.

Taking a few steps toward the group, the halfling extends a hand and says, "Welcome strangers! Name's Goldleaf. Hordo - hiccup - Q. Goldleaf. Not sure how ya got here, but no matter. I - "

"Quiet down, Hordo!" Garp says. "Thesh here folk done stole our rum! Lookit! Theysh come right outta our hidey-hole!" With an ugly grimace on his face, he picks up a bottle and breaks it on a rock, ending up with a jagged piece of glass in his fist - a nice makeshift slicer.

He advances on the Knights. Or, more accurately, he stumbles forward, swaying to and fro as he attempts to walk with an air of authority.

The halfling laughs, "Garp, you idjit. You can't be serious . . . ." Pausing, he looks from his friend, to the Knights, back to his friend, and back to the Knights. His eyes wander over Plyf's bow, Vedik's mace, and fall on Fred the Axe.

"Oh, #*%&@!" he says to no one in particular. "Garp, I don't think that's a good idea." Seeing that his drunken friend isn't listening, he steps to the side and says to the Knights, rather nervously, "I just met him anyway. Not really a friend at all. More of an acquaintance. Or, well, first-time drinking partner? He's . . . I . . . hey, hows about I show you around town once you're done with that Garp fellow, hmm?" He smiles nervously, watching Garp out of the corner of his eye.

"I'sh jush gonna get my rum back, silly gnome," mumbles Garp as he heads toward Dwight, waving his broken bottle.

Dwight hp 99, ac 16 
Wednesday November 19th, 2008 5:05:31 PM

Dwight is surprised to see another halfling, but recovers quickly when a drunk with a jagged bottle begins to come towards him Confident his friends will man-handle him before he makes it to Dwight, Dwight tries to diffuse the drunk, "Now, now Garp is it..., we just took a peak in the cave, didn't drink anything, honest. Don't you think we would still have a bottle in our hand if we had, your drink is safe whereever you hid it in the cave. Go and check if you wish, we'll wait here."

Thinking of the one that bolted, Dwight wonders how drunk that one was, and who will believe his story.

MonthorHit Points:(152 of 155) AC 25  d20+24=25 ;
Wednesday November 19th, 2008 5:30:47 PM

" Rhum?????!!!!???? "

Monthor's head spins back.

" We missed rhum... "

Monthor turns back in time to see the drunken gnome heading towards Dwight.

Monthor tried to grab the gnome
( Grapple check 25 with a sucky natural 1 )



Vedik Current Spells AC 31 (13 touch) HP 214/214 
Thursday November 20th, 2008 8:42:31 AM

"Just give him wide passage and let him see his rum's ok. I'd be mad too if I thought someone stole my drink." Vedik says to Dwight and anyone else in the drunks path.

The old dwarf turns back to the halfling. "Its good to meet you Mr Goldleaf. My name is Vedik, craftsmen and follower of Alemi. This is Plyf, Dwight, Tratain and the ugly one is Monthor. We've heard stories of undersea places around here, and were looking to check it out."

Tratain  d20+3=9 ;
Thursday November 20th, 2008 2:18:17 PM

Tratain says "Be Careful not to hurt him Monthor, he just wants his Rum, its back in the cave."

He says to the Drunken man "We did not touch your rum good Sir, it is still back in the cave. We are new to the Area and are looking for some information. We would be happy to buy you a few more bottles if you could answer a few questions for us, or point us towards someone who could. I'm sure you'd rather have more rum yes?"

He looks at Plyf seeing if the Elf can add anything to clam the man down as he and the rest of the Knights are a bit gruff most of the time and not well equipped to talk down drunken villagers.

Diplomacy = 9

Tratain 
Thursday November 20th, 2008 2:20:40 PM

Tratain also neatly steps between the Man and Dwight and Plyf as they are talking cutting off any chance that the man could approach the two and get close enough to do any harm should it come to that.

Plyf  d20+7=19 ; d20+15=20
Thursday November 20th, 2008 3:12:09 PM

Plyf is more concerned about the guy that ran off then the one with the bottle. He might just be waiting for them, to inform someone else, so she uses her boots to Teleport ahead of the man thirty feet ahead of him and gently says, "Please stop, or I will assume you are determined to do us harm and I can't have that, but if you continue, I will believe you knew we were to come and I must stop you."

She doesn't pull an arrow yet, but lets the running human know she is not afraid to stop someone if she wanted to.

Sense Motive: 19
Diplomacy: 20

Dwight hp 99, ac 16  d20+5=21 ;
Thursday November 20th, 2008 3:44:05 PM

OOC: dang I forgot to roll my diplomacy check....got interupted.

Diplocmacy with drunK: 21

DM Matt 
Friday November 21st, 2008 8:00:36 PM

Garp looks at Dwight with a puzzled expression. "Howsh you know 'boutta bottles lesh you stealin' my rum? See, I knew it!" He lurches forward another few paces. "I'sh gonna - ow!" he topples to the ground, a burly mass of dwarf tackling him in the blink of an eye.

Monthor Highlight to display spoiler: {Even with your natural 1, he's an intoxicated level 1 commoner... I just refuse to even roll the check, he loses :)}

The halfling gives a start as Vedik greets him. Tearing his eyes away from the one-sided wrestling match, he gives a hasty bow to Vedik. "Um . . . yes, er . . . pleased ta meet you all, I'm sure. Er, undersea did you . . . I say, are you gonna kill him? I mean, he's drunk . . . and stupid, yes . . . but a swift kick in the arse should do it, no?"

From underneath the Mound of Monthor, a muffled voice calls, "mmrph! Why, I'sh . . . beating . . . off of me . . . fat smelly . . . keep the rum!"

Tratain attempts to be diplomatic, offering to buy Garp more rum. Hordo smacks a hand to his forehead. "Not what he needs! No, that one needs ta sleep it off somewhere quiet." Gathering himself, he appears a bit more at home with the Knights once he sees that their weapons are staying put. "Now questions, that's my specialty. You might say questions are my middle name! Well, answers. Answers are my middle name!

"Well, no. I lied. No sense lying to good folk such as you. My middle name is actually Quandillious. I know, my mother was, well . . . strange. Anyway! Answers! Yes, answers I have, it's questions I need. Fire away!" Pausing, he rubs a toe in the dirt and adds, "Though I could sure use another drink, if that was an open-ended offer."

Plyf, thinking quickly, teleports in front of the fleeing man. He hasn't gotten far, being a bit drunk and somewhat plump around the midsection. The sight of the half-elf suddenly appearing in front of him appears to be the last straw. "Great googly moogly!" he exclaims. Then, without another word, he faints in a heap in front of Plyf.

Back with the others, Hordo shakes his head. "Yea . . . that one, he might need to sleep it off too. Told ya I didn't know them too well. Why don't I take you into Seabreeze - that's our village over there - and we'll see about that drin - answers. We'll see about those answers. Come on!" He heads off toward the village, looking back to see if anyone follows.

Spot DC 40 Highlight to display spoiler: {Hordo is checking his pockets alot. It's almost imperceptible - he's quite fast and subtle - but you catch him feeling here and there, making sure various pockets and folds are buttoned down safely. You don't see anything that you take as a threat, but it sure is weird.}

Sense Motive DC 30 Highlight to display spoiler: {You get the sense that Hordo wants to get away from the two men before they wake up/sober up. It's something in the way he skirts wide around them when he walks, along with the suggestions to leave them to "sleep it off."}

Plyf  d20+7=14 ; d20+10=12 ; d20+1=4 ; d20+11=29 ;
Saturday November 22nd, 2008 10:53:51 AM

OOC: Wow, googaly moogaly on them there high spot and SM DC's, lets see what I can do.

Plyf does a quick scan of the area to see if she can see anyone around that may have seen her sudden appearance and conversation.

Watching the man lay on the ground unconscious, she will make sure the fall didn't hurt him and in the process, check for any signs of guild affiliations or notes he might be carrying. "Oh my goodness, are you alright, I didn't mean to startle you, I just wanted to talk for a minute."

Sense Motive: 14
Spot: 12
Heal:4
Slight of Hand: 29

Dwight hp 99, ac 16  d20+15=18 ; d20+6=24 ; d20+5=15 ; d20=10 ;
Sunday November 23rd, 2008 10:05:09 AM

Dwight looks to the halfling as he offers his 'services' and his full name. Perhaps not surprisingly, Dwight doesn't recognize the family names, as most halfling can, nor can he directly link their relationship, but is pretty sure Hordo lies somewhere distance on his father's, brothers, oldest daughter's husband side.

spot: 18,
sense motive: 24

"Dwight Twigglebundler, since we are being all proper and such," adds Dwight. He looks in the direction of the town, and estimates the time of day. Knowing that Vedik hasn't snapped the drunk in half, thus ruining the potential information sources, Dwight inquires as the journey begins.

"Perhaps you could give us some stories or legends of the surrounding area, I love a good legend, especially the old ones." (diplomacy 15, gather info: 10 trying to coax out some info regarding the sunken city, without actually asking for it)

Tratain 
Sunday November 23rd, 2008 9:50:28 PM

Tratain checks both men to make sure they aren't permanently damaged, and after checking on them he asks the Halfling, "Is there someplace we can take them that they will be safe while they sleep off all that they have drank? And then if you can direct us to an inn we would be glad to buy you a meal and some drinks if you could answer a few questions for us, or just point us towards one who could answer them."

Vedik Current Spells AC 31 (13 touch) HP 214/214 
Monday November 24th, 2008 10:30:16 AM

Vedik chuckles. "Must be good rum" he observes to no one in particular." He nods at the notion of a good meal and follows the others wherever they are led.

Plyf  d20+5=25 ;
Monday November 24th, 2008 11:13:56 AM

Plyf measures the best she can, the distance from where she is and the nearest buildings in the town after searching the man. She leaves his valuables if he has them.

Survival Distance to village: 25 (Natural 20)

MonthorHit Points:(152 of 155) AC 25 
Monday November 24th, 2008 4:44:45 PM

Monthor dangles Garp by the scruff of the neck for a few seconds before letting him go.

" Behave little one... "



DM Matt 
Monday November 24th, 2008 7:10:36 PM

Plyf and Dwight gauge the village to be about 3 miles off, give or take. Not a terribly long walk. If you're sober.

Plyf finds that her unexpected captive is just fine. He promptly begins snoring the snores of a drunken man. She doesn't find anything on him other than a few copper pieces, an old wooden pipe half full of burnt tobacco, and a wrinkled letter from someone named "Natasha."

Monthor releases Garp, who collapses in a heap on the ground, whining to himself. "All my rum. Ish gone!"

Hordo, meanwhile, quickly scans the two drunks and tells Tratain, "The cave is as good a place as any. No harm'll come to 'em around here. Unless a bird does it's droppings on them. That's about all the excitement one might expect 'long this coast.

"Legends?" he perks up during the walk. "Well. Twasn't always so calm and safe around these parts. Let's see. There was that old green dragon what used to terrorize the whole coast. In fact, my great-great-great-grandpap was the one that took that beast down. Well . . . not exactly . . . but he was definitely involved! We Goldleafs are a hardy bunch. Why, I'm an inch taller than your average halfling, I am." (in fact, he appears to be at least two inches shorter than Dwight)

"But someone said something about undersea adventures. You!" he points at Vedik. "Maybe you're interested in hearing about the great Kraken migration? Not really a legend, since it definitely, postiively happened. But a good story, nonetheless, despite the distinct lack of halflings in it."

By this point in Hordo's ramblings, you find yourselves over halfway to the village. "Then there's the old city down there. Nothing too interesting. Used to be a right scary place, what with the Sea-People cult and all. But now, all that sunken mess is good for is popping holes in the bottom of fishing boats when the captain isn't too bright. No, you'll like the kraken story better, I think. I could even add some halflings in, if that made it more interesting."

Within the half-hour, you find yourselves at the gates of Seabreeze. The small village is surrounded by a simple wooden balustrade. Two men in a mismatched variety of armor stand at the open gate, warily eyeing the Knights as you enter. Hushed whispers and not-so-subtle pointing abound. Clearly, these simple folk haven't seen the likes of you before.

"Look what I found!" Hordo announces loudly. "Found 'em in the old cave, I did. Lost and all. Yep, ol' Hordo to save the day, folks." Turning to the Knights, he says, "Now let's see about that drink, and I'll tell my Kraken story." He points to a ramshackle wooden building that must pass for the village's tavern.

Plyf ooc 
Monday November 24th, 2008 7:22:25 PM

OOC: DM, would it have not been reasonable for you to have included the contents of the note from this "Natasha" before we got half way to town, so that I could have responded to it in some manner in the next post, or used some skill or magic to read it if not discernable?

Plyf  d20+9=18 ; d20+7=15 ;
Tuesday November 25th, 2008 11:10:06 AM

Plyf reads the note if possible and will sense motive on it, to see if it is in some type of code.

Decipher script: 18
Sense Motive: 15

Vedik Current Spells AC 31 (13 touch) HP 214/214 
Tuesday November 25th, 2008 12:39:42 PM

Vedik listens as Hordo rambles on, actually enjoying the walk. He's rather glad he stowed his wings.

"Its a fine day for stories. If you'd be willing, I'd like to hear both stories, kraken and sea cult."



DM Matt 
Tuesday November 25th, 2008 1:10:40 PM

Re: Natasha's note.

Good point Plyf.

The note was very short. It read:

"Dearest Burton,

You know I love you dearly, and that I would do anything for you. I always said I'd never leave your side. I've changed my mind. I ran into that harlot Maria, and she was wearing your bracelet! You lying, cheating, no good excuse for a man!

Consider this the end of our relationship. My brothers are going to keep an eye out for you around town.

Yours,

Natasha"

Tratain 
Tuesday November 25th, 2008 9:05:51 PM

Tratain listens to the Stories the Halfling tells on the way to town, and once there says "Lead the way, we will get something to eat and drink and you can tell us your stories while we eat. We may have some other questions to ask as well if you would be so kind as to answer them for us, or tell us who might know about what we want to know."

MonthorHit Points:(152 of 155) AC 25 
Wednesday November 26th, 2008 7:39:57 AM

Monthor whipes a drop of drool streaming down his chin at Tratain's mention of food and drink....

" Good, Me belly's grumbling... let's eat!!! "



Plyf 
Wednesday November 26th, 2008 12:36:04 PM

Plyf reads the note and a small trickle of tears run down her face as she remembers her lost love, but shaking it off, she tucks the note back into the area she found it in and thinks to herself You dumb son of a female dog, let this be a lesson to you not to mess with someone's love. Although slim, the other girl may have stole the bracelet, ah, it's none of my business

"Burton" she rouses the man from his drunken slumber. "Let's get you to town and get a bowl of soup or something in you."

"Hey guys" she turns to the group, "this guy is to heavy for me to carry or drag, can you lend a hand here please?"

DM Matt 
Thursday November 27th, 2008 9:28:08 AM

Arriving in town, one drunkard in tow, Hordo points out the tavern and the Knights head in for food and drink. Plyf (or whoever is carrying Burt) gets the drunk situated in a corner table out of the way and orders some hot soup for him. The Knights and Hordo then find their own secluded table - the tavern is quite full, but there are a few tables in the corners that are free - and Hordo orders a hefty meal and a round of ale.

He launches into his "kraken story," which is really quite hard to follow, especially after his second large mug of ale. Something about a school of krakens taking up residence off the coast and harrassing the local fishermen. It isn't really clear how the problem got resolved (or whether it was even Krakens). At one point, the krakens moved on to warmer shores, while at another point a band of warriors swam out and killed all of them. Making things even more absurd, Hordo tends to add a few halflings to the story wherever he can.

After 40 minutes and 4 mugs of ale, he finally trails off and the story is no more. Whether or not it was finished, you may never know.

With a big more prodding from Vedik, Hordo brings up the sunken city. "Whash you wanna know bout that fer? Ish jusha thing the fishermen talk bout. Shome ol city useta be round here, fell inna oshin a few hunnert yearsh ago. Big war or shomethin.

"Noshin inrestin there now, I don think. Hey! Wheresh that drink I ordered! Barkeep!" The portly bartender, rolling his eyes, stomps over and drops off another mug of ale, this one a bit lighter than the last, obviously watered down though Hordo doesn't seem to notice.

The barkeep brings a few stronger drinks for the Knights and nods at Hordo. "Careful. This one'll talk till your ears bleed if you let him. Hopefully he'll pass out soon. He usually does. Check your pockets too, while you're at it." A bit more loudly, he says, "Steal anything today Hordo, you little thief?"

Ignoring the bartender, the halfling continues, "Sho anyway, the old city, nothin good there. Bout a mile or so out -" he waves his hand in the general direction of the ocean "- fishamen gotta avoid the towertops of the ol city. Shome o them scrape the towersh an put holesh in er boatsh! Ha!

"Ifn you watch long nuff outshide, yull she the fishing boats skirtin round the shpot I'm talkin bout. Now shome o them what can't catch no fish, they take pieshes of the buildings - the onesh that are closhe to the shurface - and shell them to tourists. But we never have no tourists, sho they shtill makesh no money! Dummiesh!

"Why, that remindsh me of anudder shtory. THish one time, I wash walkin through the market. It wash a tooshday, caush that market day . . . and . . . walkin through the market . . . it wash a wenshday . . ." thunk. Hordo's head slams down on the table. "Krakensh . . . ." he mumbles, then is silent.

Bringing a fresh round, the bartender sighs. "Just another day . . . . Do me a favor? Before you leave, could someone drop him off on the cot in the back room?" he nods toward a small door by the end of the bar. "He rents it from me for a silver a week, seein as how he passes out in here so much." Walking back toward the bar, he laughs to himself. "Who'da thunk it. A drunk with some foresight? Ha!"

Plyf  d20+14=23 ; d20+7=18 ; d20+10=28 ; d20+7=19 ;
Friday November 28th, 2008 7:20:24 PM

When the barkeep leaves, Plyf will mention to her new found friends, "Sorry guys, but the muscle stuff belongs to you guys, I can barely carry my own belongings without a sweat."

She checks her belongings, to make sure she has everything and tells her friends, "I'd take the man seriously and keep your eyes on your gear and money." She smiles at the little bugger that seems to be able to drink like a fish.

She looks around the room for people that might be a possible academician or at least have some intellect or knowledge of the area, then roams about the room talking to them. Small talk at first, but leading to sunken cities if they appear to know the area. Also, old sailors, possibly near retirement, to validate the tales of ships being damaged by towers from this sunken metropolis. Nothing against halflings she thinks to herself, but more reliable information is possible, I hope.

If anyone is eyeing the group suspiciously, she keeps an eye on them as well. Who knows when Natasha's brothers will want to avenge their sisters honor and anyone with their target might also be involved, in their eyes.

Gather Information on the sunken city (sorry, keep forgetting the name): 23
Listen for tales of the city or possible trouble for the group: 18
Spot possible knowledgeable people for sunken city or trouble brewing: 28
Sense motive on possible trouble makers or those suspicious: 19

OOC: DM, if more then one roll is necessary in any one of those areas, feel free to make the rolls for Plyf to move things along. The bonuses in the rolling box correspond with the checks made for specific things.


Vedik Current Spells AC 31 (13 touch) HP 214/214 
Saturday November 29th, 2008 9:40:11 AM

Vedik listens to the story and ponders the situation. He also checks his pockets to make sure nothing's missing.

He tells the others quietly "Anyone have an invisibility ring, or a spell of invisibility handy? We've still got some light yet, and I bet from the air we could might be able to see some of this sunken city. But the sight of a winged flying dwarf may cause a stir we'd be best to avoid."

He also tries to look for anything in the village that seems in ill repair, and offers his services as a Fixer. Boats, docks, looms, anything these people use.



Dwight hp 99, ac 16 
Saturday November 29th, 2008 10:01:01 AM

Dwight finally pipes in having watched the not-so-impressive halfling to Vedik's request. Was I as naive, before my adventuring days....surely not so much

"I've got a ring, I could even fly around myself if you want. A flying halfling might spook them less than a flying dwarf." Dwight chuckles glad, he did not need to rent a cot.

MonthorHit Points:(152 of 155) AC 25 
Saturday November 29th, 2008 11:35:00 AM

But the sight of a winged flying dwarf may cause a stir we'd be best to avoid...

Monthor clicks the heels of his winged boots together.
" What's wrong with winged flying dwarves??? Me gots these boots from me Ma!"

DM Matt 
Monday December 1st, 2008 1:23:47 PM

Plyf decides to wander the room, nonchalantly taking in the patrons. They seem to be of a uniform sort: mostly male, mostly human (a few half-elves, dwarves and halflings here and there), and they uniformly smell of fish. Plyf talks to a few men here and there, not learning much.

"Aye, there be a city down there. I don' fish that end so much, due to the dangers o' tearin' me vessel."

"City? Cap'n keeps me belowdecks, I ne'er see the light o' day out there, much less a city."

"From what I heard, it be about 2 miles out the coast. I been out there once or twice, but didn' see nuttin'. Twas high tide though, so who knows."

Then Plyf spots her target: an old, salty sea-dog sitting alone in the corner. A wrinkled, aging human, at least 70 if he's a day. His leathery skin is burned to a permanent dark tan, the lines on his face partly from age, partly from the sun. He has more empty tankards lined up in front of him than Plyf has seen drank by most younger men in the bar.

Overhearing Plyf's questions, he calls in a gravely voice, "O'er here, lassy. Don' be listenin' to those fool youngins. Why, most o' the men in here couldn't catch a cold in an icebox, nor ugly from an ape, much less any sort o' fish.

Plyf takes a seat and introduces herself. The man doesn't bother giving a name, but knocks off the rest of his ale and waves to the bartender for another. buurrrpppp! "Whoo, that'll teach me to drink! So. You be askin' about old Erythrain, eh? Sure enough, not a year goes by without some fool bunch of treasure-hunters looking for that sunken mess. Some never come back. Most come back empty-handed, but I guess that won't stop you lot, now will it?

"Easy enough to find. Wait until low tide, course. That's a bit past midnight tonight, then again 'round lunch tomorrow. When the water be lowest, the very tippy tops o' the old towers stick right out. Almost miss 'em if your eyes be bad. Lotta boats sank due to lookouts with bad eyes.

"Anyways, you see the towertops, and that's yer spot. That fool Billy over there, he was right. About 2 miles out the coast from the north docks."

The old man flashes a grin, showing a mouth with only half its teeth left. "Now, seein' as I helped you out, how's about sharin' a drink or four with an old seaman? Then maybe a nightcap? Don't naysay yet, lassy. Experience counts more than looks! Ahhh-haaa-haaa-haaaaa..."

Relating what she has learned to the others, Plyf gives a silent thank-you that the man didn't want to press the uncomfortable issue.

Dwight offers a ring of invisibility to whoever may want to scout the waters. Vedik suggests checking things out, and Monthor seems interested in tagging along.

Plyf 
Monday December 1st, 2008 8:35:36 PM

"Excellent information kind sir and the drinks you have earned indeed" Plyf responds when he gives an average time frame on when someone can see the tops of the towers. "As for the night cap, perhaps you would like to hear a few songs instead? " she will ask the old sailor as she pulls out her harp, "Much like you, I enjoy the ladies myself as well, so you would find my company more then boring otherwise." she says quite frankly as she summons another round and asks for some red wine and as many mugs for the nameless sailor as he wants for a round.

As she tunes her harp, her bardic blood boils at the thoughts of exploring ancient cities and perhaps the wrecked ships and their treasures, sitting at the bottom of the waters.

Dwight hp 99, ac 16 
Monday December 1st, 2008 9:37:57 PM

Dwight listens for a bit, but not much for the whole bar/drink scene having had one to many in the not-so-distant past.

"Perhaps, Monthor and I could go get an aerial view tonight. Any underwater lights and such will show through, especially if its cloudy. I've got my broom."

Unless there are protests, Dwight is willing to fly out to the underwater city and take a survey of water tops and whatever else he can find at low tide. He will remain invisible the whole time. If Monthor wants to join him, and its warranted, Dwight could summon Whisk and fly on his back (though he woudl suffere 1d4 con. drain); thus allowing Monthor to borrow his broom.

Vedik Current Spells AC 31 (13 touch) HP 214/214 
Tuesday December 2nd, 2008 7:23:08 AM

Vedik ponders. "Dwight seems like a good plan to have you fly out tonight if you're willing."

He then continues to look for places his art can be useful about town.

MonthorHit Points:(152 of 155) AC 25 
Tuesday December 2nd, 2008 9:16:30 AM

Me's and Fred's willing to go. The boots' flight only lasts so long though.

ooc> He'll use the broom when offered.

DM Matt 
Tuesday December 2nd, 2008 8:09:46 PM

A few of the Knights wait until close to midnight, then take a short flight out over the water. At first, you see almost nothing due to the darkness. But hovering lower and lower, you are finally able to make out a few small points jutting out of the water here and there. Upon much closer inspection (and possibly some light - darkvision doesn't provide color), you can also see that the jutting stones are a dark reddish hue.

Heading back (it's now almost an hour past midnight), you find the bartender trying to clear his bar. Slowly he goes, ushering the drunks out first while letting the calmer crowd enjoy one or two more pints of ale. Plyf seems to be winding down a performance, and a small crowd sits around her in awe, asking for a few more songs. Tratain, meanwhile, sits at a table, brooding over a mug of ale, his thoughts his own.

After the scouts report what they've found, it's time for some sleep, and plans of how to proceed in the morning.

Vedik Current Spells AC 31 (13 touch) HP 214/214 
Tuesday December 2nd, 2008 8:28:30 PM

Vedik ponders where they will sleep this evening. He inquires to the bartender about a place to stay. Perhaps Plyf will have made friends with a family that will let them sleep on the floor. Worst case, they sleep out doors. It's a fine night at least.

When they have a quiet moment, he mentions to Plyf that he can provide a magic vestment for her, if she wishes. He also takes a few minutes to see to the party wands.

OOC:
8 draws: 32 drops
Recharge Tratain's Death Ward wand +8 charges.

Dwight hp 99, ac 16  d20+13=30 ; d20=7 ;
Tuesday December 2nd, 2008 9:14:11 PM

Dwight only mildly excited about another adventure, relates what he knows. He explains that he tried to determine the radius of the city, and identify what the buildings once were, but the moonlight just wasn't good enough to pick out any details.

Somewhat disappointed; Dwight inquires if anyone has checked to see if Gargul is known about in these parts? (Gather Information: 7) , Dwight inquires to where the group will be sleeping and quickly drifts off.

OOC: spot: 30 while scanning the sunken city could Dwight identify any likely temples, or centers of trade/government or perhaps the main plaza/center of town. Trying to get a starting spot in the city.



Plyf OOC 
Tuesday December 2nd, 2008 10:00:32 PM

OOC: Player post to come in the morning.

Plyf  d20+15=28 ;
Wednesday December 3rd, 2008 10:54:21 AM

Plyf frowns at the thoughts of asking people for refuge. "I think we can afford a room." She will answer Vedick, "Besides, I think we have much to talk about that others might not want to hear or be part of." she accentuates her words with large eyes.

"Do you have a suite or large enough room available for the bunch of us good barkeep?" She will ask, if so, "I will purchase that and the rounds for this Salty Dog to my right here that was so much help." she winks to him in jest.

Diplomacy: 28

MonthorHit Points:(152 of 155) AC 25 
Wednesday December 3rd, 2008 9:17:58 PM

After partaking in some food and drinks, Monthor finds a nice corner somewhere in the partie's room, craddles Fred gently in his arms, and falls asleep. He dreams of mead, battles, forges and his Ma.

ooc> Dang!!! Are we really down to 5 PCs? Any consideration to recruiting a 6th?
In the mean time, how are getting to the underwater city? I would guess that we can't all fly there.
We'll need some protection against the cold. Can everyone breath underwater now?




Dwight hp 99, ac 16 
Wednesday December 3rd, 2008 9:43:06 PM

OOC: Dwight was relying on other's magic to help him breath underwater.

As talks change to plans, Dwight suggests hiring a boatman to row us out there or even to purchase a small boat that we can attach to one of the underwater towers that were visible during low tide. Therefore being availabe whenever we were ready to leave. A boatman, while a better choice, will not likely wait around for hours and/or days.

Plyf Second Post 
Wednesday December 3rd, 2008 10:48:51 PM

Plyf strongly agrees with Dwights idea. "How much could a row boat cost anyway?", she asks, and continues, "Although I'm not strong like you, I have swimming skills, but no way to breath underwater for longer then I can hold my breath."

Plyf OOC 
Wednesday December 3rd, 2008 11:30:45 PM

OOC: I apologize DM, but what is the climate like here again? I'm not sure if it was mentioned or not? Is the water to cold to handle without protection?

My fault actually, I don't think I mentioned it. The day ranged from 70-80 degrees in temperature, dropping to about 55-60 at night. The water is a little chilly, but not cold enough to cause any significant problems. -M

DM Matt 
Thursday December 4th, 2008 8:48:47 AM

Plyf and Vedik look into some rooms. "Aye," the bartender says, "I've a few rooms. Rather small, but comfortable enough. I can give you two if ye like. I don't particularly like the idea o' one unmarried woman bunking with all these men, but it's up to you," he offers Plyf a small bow.

Dwight relates what little he could find. Even dunking his head underwater, he couldn't get a good idea of the whole city. The towers he could see went pretty deep, and the murky water didn't allow much of a view.

After being shown the room, Monthor is the first to find a comfortable spot to sleep, snoring peacefully with his axe in a loving grip.

Dwight asks the bartender about Gargul. The bartender gives a puzzled look, "Init he the ol' hermit that lives down the way? Wait . . . oh Gargul! Sorry, I ain't been to church in a right long time. Meh . . . I don't have time for gods and demons and such. I just run the bar." Shrugging, he heads back to the common room to clean up.

Dwight also suggests that the Knights hire out a rowboat, and Plyf agrees. Someone recalls that a rowboat, on average, costs about 45-50 gold pieces, though judging by the relative lack of wealth in this town, you figure you could get one cheaper.

Plyf 
Thursday December 4th, 2008 11:44:08 AM

Plyf smiles at the bartenders concern and morals and replies, "We are a team and we stick together."

Once in the room, she adds before sleep, "Perhaps there is an old witch or alchemist around, perhaps that hermit mentioned, that can sell us potions or such, to aid in our journey. We can ask around in the morning."

She adds, before she goes to sleep, "By the way my new found friends, if any of you attempt to touch me in ways I don't desire, you should not trust sleeping again." She laughs as if in jest, but it is hard to tell if such a sentence really is and should be taken as a freindly warning.

Dwight hp 99, ac 16 
Thursday December 4th, 2008 9:09:43 PM

Dwight laughs with Plyf as she describe hold her breath. "These arms aren't made for swimming," as he waves his short halfilng arms. "Floating, maybe spinning around, but the tide would likely take me away if it weren't for my broom here."

Dwight offers to find a boatman that is either willing to row out with us and wait for an unknown amount of time or one that is willing to rent his boat out to us for a few days. We certainly have the cash for buying one, but then what will we do with a tiny boat this far from home?

OOC: Also, when getting the boat, Dwight would like to get enough rope, that an anchor can be securely attached to something (ground, stone building etc. underwater.) He may need help carrying that much rope, but it may be needed to secure our ride back.

MonthorHit Points:(152 of 155) AC 25 
Friday December 5th, 2008 5:50:34 AM

Monthor goes with Dwight to ensure that his little buddy doesn't get into trouble.

Vedik Current Spells AC 31 (13 touch) HP 214/214 
Friday December 5th, 2008 2:34:59 PM

Vedik retires for the night, and prays for new spells in the morning more suitable to their underwater adventure.


DM Matt 
Monday December 8th, 2008 12:40:20 PM

In the morning, Dwight and Monthor head off to find a boat. At the docks, they find a mass of fishermen eager to be "the one who rented a boat to the adventurers." It seems word of the Knights has spread fast. Anywhere you go in the village, a small herd of people follow along, whispering and pointing.

The fishermen bid to undercut each other, and Dwight and Monthor soon find themselves renting a fair sized rowboat for 2 coppers a day. It seats 7-8 people, maybe 9 in a pinch, and seems seaworthy enough. When you ask the fishermen for someone to accompany the group, the awe and wonder fades quickly. No one seems willing to head out with the Knights, and there are rumblings about "getting heads chopped off" and "adventurers always being in danger."

Meanwhile, Plyf does a thorough search for anyone selling potions, oils, balms, or something that might help with an underwater expedition. Unfortunately, her search produces no results. The best Plyf can do is a woman with a basket full of glass jars with odd-colored liquid inside. In fact, the old lady was waiting outside the tavern when Plyf emerged, and didn't seem to be hawking her wares until Plyf was visible.

Plyf sense motive DC 15 Highlight to display spoiler: {The lady is crazy, and not very good at deception. She is trying to sell these jars as magic potions, except that they don't look anything like real potions, and she is only charging a few gold coins for each. In fact, one of the jars seems to have some jelly left in it.}

Meanwhile, Vedik and Tratain wander about town, taking in the scant sights and waiting for their comrades to return.

Vedik and Tratain spot DC 10 Highlight to display spoiler: { A young boy, maybe 14, has been following you for about a half hour. He isn't very good at it. He repeatedly trips over things in the street, stops to talk to friends (pointing at you openly), and the like. You catch repeated glimpses of him trying to move from building to building to follow you "unseen."

The debacle finally becomes more than you can bear, and you laughingly approach him. After seeing the ruse is up, he straightens up and says, quite seriously (though with a hint of nervousness), "I am Jason. I'm a spy! Pretty good with a dagger too!" he attempts to pull a short blade from his belt, and it goes flying, landing point down in the dirt several feet off. "Well I'm nervous . . . . But I want to join up! I can be really helpful. I'm practicing to be an adventurer just like you. Maybe I'm not quite as good, but I'm getting better, and someone has to take a chance on me!" He looks at you eagerly.
}

By lunch time, the Knights find themselves together again by the docks, with a boat, oars anchor, and plenty of rope.

Plyf  d20+7=15 ;
Monday December 8th, 2008 1:05:00 PM

Plyf smiles at the lady and wonders what she is up to.

After listening to her words and looking at the product, she is inclined to be upset until she understands how insane the woman is. Thankfully, her knowledge of people in general keeps her from being suckered into a deal she would later regret.

"No thank you." she tells the woman and goes to find her group members.

Once there, since it seems the community is rather small, she informs them of her lack of progress in obtaining results, in find an alchemist of true quality.

Sense Motive: 15 (barely nailed that one)

Dwight hp 99, ac 16  d20+13=32 ;
Monday December 8th, 2008 9:53:22 PM

Dwight pays the fisherman the agree upon price, and informs the man that he fully intents to return with his head attached.

-----

Back with the group. "Well I got a worthy enough boat for us to use, and plenty of rope that we should be able to anchor her to whereever we end up going down at."

"Anything else we need to do? It will likely take us two hours or so to get out to the area. If we want to get there at low tide, we best set out."

-------

Once on the boat, Dwight offers to scout ahead just up ahead of the boat on his broom. He tries to wait until the party is out over the water abit, to avoid any close spectators. Dwight still prefers the general public not see him fly his broom. (Not sure what Dwight will be able to see, but Dwight doesn't feel comfortable having the group all in a small boat)

Spot: 32

MonthorHit Points:(152 of 155) AC 25 
Tuesday December 9th, 2008 5:57:59 AM

Rocking back and forth on the back if his feet for a few seconds, Monthor takes his seat in the boat.

" Me hates boat...."

ooc> Who's casting what spell effects before we take the big plunge?



Vedik Current Spells AC 31 (13 touch) HP 214/214  d20+8=19 ;
Tuesday December 9th, 2008 8:40:54 AM

Vedik prays for his spells in the morning, anoints his armor and shield and casts his normal spells before heading out for the day.

Vedik turns to the boy with a stern look, but a twinkle in his eye. "A spy eh? So that means you got good eyes lad? We could use a look out. We'd need ya to stay on the shore for a while, watch our boat out in the water. I know its not exciting, but that boat's our guide line back to the surface. Just keep an eye on it from the shore. I'll give you a gold coin now, and more when the jobs done. You may want to see about some food for the day, you could be on the shore a while waiting for us. If nightfall comes and we're not returned, get some dinner and come back in the morning. Also, make sure you get all your chores done and it's ok with your folks. I mean that!" Meet us down by the docks by lunchtime. Oh..and before you go, whats your name lad?"

Vedik hands the boy a gold coin as promised.

By lunch time he meets up with the Grey Knights. If the kid is there, he introduces him to the Grey Knights as their spy and lookout for this mission, trying to make it sound as serious as possible.

He answers Monthor's question. "I'll be casting water breathing on those that need it. There's 5 of us, so that gives us a little more than six hours per casting. I've prayed for three spells, in case something down there dispells the magic. I have to touch you to cast it, so try not to go too far. I have a few freedom of movement spells ready, but I think its best to save them for combat. Which means you, Tratain and I will likely sink like a stone. Keep your eyes sharp, and watch for signals."

He takes a moment to work out some basic hand signals, as they wont be able to talk underwater.

He casts Water Breathing on the 5 knights, and makes ready to take the plunge.


MonthorHit Points:(152 of 155) AC 25 
Tuesday December 9th, 2008 9:39:23 AM

ooc> Monthor has a necklace of adaptation. No need for the breathing spell. Thanks anyway.

Plyf 
Tuesday December 9th, 2008 10:55:45 AM

"Thank you for the spells", Plyf replies in a relieved voice. She thanks the young man for his service, but wonders why he has the idea they need a "spy". (Sense Motive).

"If we enter combat, I will be needing a freedom of Movement spell, if I am to use my bow or rapier, but I have concerns about old traps and such also as well as undead and sea monsters inhabiting the city. The village hasn't been plagued by random atacks so if anything is there to attack us, let's hope it stays there if we get killed or need to leave. The last thing we want is unleashing the wrath of the unknown on innocents."

When they are alone, she asks Dwight, "Is it possible to tie the boat to your broom and you can haul us out there faster then if we rowed?"

Vedik Current Spells AC 31 (13 touch) HP 214/214 
Tuesday December 9th, 2008 11:32:50 AM

OOC: If Monthor doesnt need it, then its on 4 people for 8 hours.

Plyf  d20+7=15 ;
Tuesday December 9th, 2008 11:47:52 AM

OOC: Oops, I forgot my Sense Motive check.

Sense Motive DC: 15 (again)



DM Matt 
Tuesday December 9th, 2008 1:31:45 PM

Plyf politely thanks the old woman and moves along. Meanwhile, Dwight and Monthor obtain the boat and make ready to head out.

Thinking quickly, Vedik decides that the boy (Jason) can be of use to the Knights despite his apparent bungling. Maybe not a real use, but Jason doesn't seem to notice Vedik's patronizing. "Really?!" he exclaims. "I - I'll be ready on time sir!" he runs off to do what Vedik asked.

[Vedik - 1 hero point for original thinking. Rather than send the boy off, Vedik maintained a good relation with the townsfolk and made the boy feel useful]

Monthor takes his seat in the boat, looking quite nervous and expressing his strong dislike of boats in general. As if on cue, the boat rocks severely when he sits, almost splashing him into the water.

Right on time, the boy Jason appears and takes a place on the dock. If anyone approaches, he orders them off, explaining that he is on very important business for the "new adventurers."

After the boat sets out, Dwight heads forward on his broom to scout. The waters are relatively calm, and he sees nothing to cause concern.

Vedik works on a series of hand signals for the group to communicate underwater, and casts water breathing on anyone who needs it.

[hand signals: if you are using this method, we'd have to go with the sense motive rules for conveying an unspoken/secret message. However, since the group is working on it during the trip, everyone will get a +3 to the check]

Soon enough, you find yourselves near the spot Dwight and Monthor identified the night before. Just as the sailors said, you can see the reddish stone points of the towers sticking just above the water. It's easy enough to anchor the boat to one of the towertops (or you could drop the anchor if you like).

Tratain Current Spells 
Tuesday December 9th, 2008 4:18:44 PM

On the way out to the City under the Water Tratain Practices the hand signals that Vedik has come up with with the others. Once they reach thier destination Tratain says "We should probably tie the boat to one of the Towers, it might make it a little easier to get back if we can just scale up the tower to the boat."

Once everyone is ready He says "Lets try and use these buildings to help us get down, while I'm pretty sure I could just jump over the side and get there eventually, I'd rather it be in a controlled manner."

He then attempts to use the buildings to help control his decent into the underwater city.

OOC:Sorry for missing posts, was pretty under the weather for a while, Did we lose Arien somehow? I haven't seem him post in a long while either.

Dwight hp 99, ac 16  d20+13=30 ; d20+13=29 ; d20=6 ;
Tuesday December 9th, 2008 9:51:23 PM

Dwight lets everyone else drop down first, giving a good tug on the rope after a bit to check that it is tied and that enough slack remains to account for the incoming tide. Then, following Tratain lead, he signals to himself, time to go. One last scan around (spot: 3) and splash he goes.

He sinks to the bottom, guiding himself with a nearby building and looking inside as time permits to see when last the innerards (sp?) were distrubed. (spot: 29, gather info: 6)

----------
Waterbreathing [Vedki] 8 hours


OOC: Can I get a DM ruling on the use of a flying broom underwater? (works as fly spell, which means it doesn't work?)

MonthorHit Points:(152 of 155) AC 25 
Wednesday December 10th, 2008 5:50:46 AM

Monthor stands and cannon balls out of the boat and into the water....

" TALLY HOOOOOOOOOO!!!!!!"

With a big SPLASH!!!! Monthor and Fred the axe enter the dark watery domain...
Onwards to a new adventure.



Vedik Current Spells AC 31 (13 touch) HP 214/214 
Wednesday December 10th, 2008 7:27:55 AM

Vedik jumps into the water, chuckling at Monthor's outburst. Activating his wings as he submerges, he uses them to slow and control his descent.

He peers around, looking for anything that might indicate their goal.

Plyf  d20+3=13 ;
Wednesday December 10th, 2008 8:35:25 AM

Plyf secures all of her personal possessions to be sure that nothing falls into the water. She is a bit unsure of the spell placed upon her, never having breathed water before and watches the others as the spell seems to work. Out of habit, she holds her breath as long as she can, hoping it wasn't just a mean practical joke to kill her and dives into the water. She quickly comes to the surface holding onto the side of the boat and tests the spell. It is unbelievable to her that it works and she dives after her friends again using what skill she has.

Swim: 13


MonthorHit Points:(152 of 155) AC 25 
Thursday December 11th, 2008 7:38:51 AM

Monthor takes in the sights of the watery depths as he slowly sinks towards the bottom....


Plyf  d20+17=25 ;
Thursday December 11th, 2008 1:00:06 PM

If Plyf sees that Monthor sinks faster then she can swim, she will attepmt to reach out and grab onto his armor, so that they can sink in unison.

Touch attack to grab monthor for faster sinking. AC 25

DM Matt 
Thursday December 11th, 2008 7:07:23 PM

Various OOCs: I think we did lose Arien. Haven't heard from him in a long time. I thought maybe he had left when Jova did.

Dwight, sorry, no broom underwater. It would need a swim speed.

--------------------------------
Tratain suggests using the towers to make a controlled descent into the sunken city of Erythrain. Climbing carefully over the side, he attempts to do just that. In fact, his armor pulls him down, and if he let go, he could probably sink quite quickly, but with the ample handholds on the aging tower brickwork, he can see that climbing down slowly shouldn't be much of a problem.

Monthor, on the other hand, decides to take the express route, and jumps right into the water. He finds himself sinking fairly quickly toward the ocean bottom. He can first see the reddish tower tops rushing past him, then as his eyes adjust, a wider view of the city greets him. Half-fallen towers, crumbling buildings, villas, pavilions and squares overrun with lichens and sea plants. The large city is made entirely of the reddish brick.

Monthor's panoramic view is gone quickly as he approaches the bottom and the buildings surround him. With a light bump, he lands on the ocean floor and awaits his friends.

Vedik jumps in next, not using Tratain's method, but using his wings for a more controlled descent. [note: the wings won't let you move like they would above (no fly speed), but they will work to help control your movement, sinking, etc.]

Plyf, rather nervous, takes a short dip in the water to test the magical breathing. Finding that it works well enough (albeit an odd sensation), she dives in and swims downward. Not being as heavily encumbered, she has far less problem simply using her own arms and legs to move around in the water.

Dwight pops into the water last, climbing nimbly down behind his companions and trying to get a good look around the sunken city.

Within a few moments, everyone has reached the ocean floor. All told, you are about 75-80 feet below the surface. [treat as low-light for vision purposes]

Looking around, you see that the sunken city was built as a wide open place. The buildings are spacious and placed with plenty of room between. The avenues, or what is left of them, are wide and open. The reddish hue of the buildings gives the slight light an eery cast.

Lichens, sea-moss and other aquatic plants abound. The bricks of the buildings are cracked and broken in most places, and dully-colored, small fish dart here and there, swimming close to inspect you, then flitting away quickly.

Judging from your view on the way down, you judge that you are fairly close to the center of the city, and between the wide avenues and lack of sturdy walls to obstruct you, it would be pretty easy to move in whichever direction you choose.

[questions on layout, direction, etc., feel free to email me, I may be able to answer more quickly]

Dwight hp 99, ac 16 
Thursday December 11th, 2008 8:35:54 PM

Dwight offers his own spectulations as to which building might contain the reasons for their visit. It was likely held in a church or main building, which of these Based on what he saw on his way down, he picks one that most resembles a church, power center or library.

Feeling sluggish underwater, Dwight points to the building that he has identified (if he finds one). Opening his palms as a book would open, or pointing to religious symbols to help the group members understand why he points so.

Vedik Current Spells AC 31 (13 touch) HP 214/214  d20+13=33 ;
Friday December 12th, 2008 11:43:53 AM

Vedik follows Dwights pointing. Although he doesn't really follow what he means, it's clear he has a notion about a few of the buildings. Trusting the halfling, Vedik makes motions towards the buildings himself, pointing to Monthor to take point.

He takes a close look at the structures of the buildings, using his keen dwarven eye to determine anything he can about them as he follows behind Monthor.

OOC:
Knowledge Architecture/Engineering: 33 (Nat 20) (31 if the buildings are not stone or metal)



Plyf  d20+7=9 ; d20+7=18 ; d20+7=11 ; d20+10=13 ;
Friday December 12th, 2008 12:30:05 PM

Plyf follows her comrades and looks about for all the vessels that supposidly sank from the tops of towers. She enjoys the swim, never having been this deep and trys not to be destracted by the pretty fish that swim in schools in the area.

OOC: DM, I would like to suggest that some conversation would be possible within ten to fifteen feet of each other. We are able to breath the water and sound does travel in water as well.

Listen: 9
Sense Motive on Dwight: 18
Spot: 13



Dwight hp 99, ac 16  d20+3=11 ;
Friday December 12th, 2008 4:52:41 PM

OOC: Sense motive on Dwight? Guess I need a counter-defending bluff: 11

Plyf 
Friday December 12th, 2008 5:36:26 PM

OOC: Yea, the DM said we need a Sense Motive to understand the hand signals, but we had a +3 to the check because we preplanned those signals.

Dwight hp 99, ac 16 
Friday December 12th, 2008 8:39:12 PM

OOC: true enough, I was thinking you thought I was a Thief or something :)


Plyf 
Monday December 15th, 2008 1:37:45 PM

OOC: Waiting for DM post, will post tomorrow morning.

We're Gonna Need a Bigger Boat - DM Dan 
Monday December 15th, 2008 10:50:11 PM

A few OoC things
Please list active spells and abilities like low light or darkvision to help me out
As a rule if you are looking or doing somethin in which you would like possible specific info returned, make an appropriate skill check

Beneath the waves at this depth, things are still relatively warm and light manages to penetrate. The water is fairly clear, but those without enhanced vision can still only see about 40'. Even directly in front of you the shadow flicker about and force you to recognize determining the exact position of a target may be difficult. Those with low light vision can see normally to about 40' and then the dancing shadows from the surface begin to affect you, finally limiting your sight at 80'. Any with darkvision find the dim world beneath the waves to be very much like in the lightless world of the underground.

Vedick's keen eye and attention for architecture begin to pay off immediately. Under the grime of most of the buildings, he can make out the now discolored red stone. The workmanship is extraordinary, more so given how long these structures have been exposed to the grinding decay of salt water and lichen growth pulling at them. Many still tower several stories towards the light of the surface and are completely intact. this section of the city, the dwarf quickly asertains, was a housing area. many lower levels seem to be small shops, likely for everyday needs such as food and drink. The upper levels for living. the buildings do not stand in isolation, but are rather in street rows of about 8 units running some 25' each. The roads are wide, or rather gaps now under the waves, are great enough for stands to easily have been out front on each side with a small crowd and still allowing for a pair of wagons to pass each other. All told the distance is nearly 50'.

Debris is littered all over, bits of plank and rope. A stray barrel out of place here, the glint of a sword buried in the sand there. Evidence that the entire city is one enormous debris field of countless vessels torn open by the mighty turrents of the red city towers. What is not evident to Plyf and indeed any of you, is any large sections of hull or cargo. Surely not every ship was torn to such small pieces.

Plyf then spots behind the group and black movement in the shadow at the very edge of vision. A shadow, perhaps. A massive school of fish just then shoot down the main thoroughfare the party stands in at high speed. Directly away from, Plyf notices, the phantom shadow he just saw.

Vedik Current Spells AC 31 (13 touch) HP 214/214  d20+13=33 ;
Tuesday December 16th, 2008 9:33:45 AM

Vedik folds his wings in, deactivating them. The impressiveness of the architecture brings a smile to Vedik's face. He spends a moment appreciating the construction, wishing he could speak to the architects. He looks towards the other sections, trying to gauge where their target might be.

Enthralled by the buildings, he remains oblivious to the potential danger.

OOC:
K: Arch/Eng again, to figure out where likely places may be. 33.

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)



Plyf (AC:15/11 w/o dex; HP: 99; Low light vision; inspire courage, inspire competence)  d20+6=26 ; d20+7=14 ; d20+10=18 ; d20+3=5 ;
Tuesday December 16th, 2008 11:46:03 AM

"Come my friends for dangers present, woe woe woe woe, woe woe woe!"
"Let's now turn about to face it, woe woe woe woe, woe woe woe."
"A dark shadow comes forth to meet us, woe woe woe, woe woe woe, woe woe ...woe"
"Now's the time to draw your weapons, woe woe woe woe woe, woe woe woe....woe"

Plyf begins to sing loudly, to encourage her friends to action, as well as using the hand signals they practiced, in case they cant hear her, to inform them of the danger, then swims behind those that have much more armor then she has.

Knowledge planes: 26 (Natural 20) on creature.
Listen: 14
spot: 18
Swim: 5

DM Sanity note:
Inspire Courage (Su)
A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su)
A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.

The ally gets a +2 competence bonus on skill


Tratain Current Spells  d20+12=32 ;
Tuesday December 16th, 2008 4:01:23 PM

Tratain takes in the Wonders of the Undersea City but upon seeing that Plyf seems to be agitated he looks around for anything dangerous and makes ready to defend the Party just in case it should become necessary.

(Spot 32, Natural 20)

----------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent


We're Gonna Need a Bigger Boat - DM Dan 
Tuesday December 16th, 2008 10:24:14 PM

Vedick continues to look at the buildings and comes to realize that they road the grou stands in seems to be a main arterey that leads to the heart of the underwater city. Down this path the group will likely find the important structures of the city.

Plyf begins a song and though a bit strange sounding to his own ear as well as that of his companions, the affect is as it should be. The shadow, as the bard watches grows more distinct and larger. A great fish of some kind swimming above the group and behind them some 80' away. Plyf also spots a second such fish another high above near the very surface.

Tratain too, sees both fish and more disturbing a second pair of shadows. About the size of a medium sized whale but the great tail tapors towards the head of the creature adn the his sharp eyes can make out what appear to be two arms and in one of those each of these new creatures is grasping a long spear or similar weapon.

All of the creatures are remaining over 40' away and swimming as if to circle in from above the party.

Plyf (AC:15/11 w/o dex; HP: 99; Low light vision; inspire courage)  d20+15=20 ; d20+14=32 ;
Wednesday December 17th, 2008 10:53:05 AM

Plyf is very nervous and she pulls a wand from her belt prepareing to activate it only if necessary, she begins to hide in the shadows of the water available to her. She stops her singing for the moment, now aware that these creatures might be able to locate her by sound.

Hide: 20
Move Silent: 32

Inspire Courage 5/5

Inspire Courage (Su)
A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.


MonthorHit Points:(155 of 155) AC 30 
Wednesday December 17th, 2008 11:52:43 AM

Magic Vestment ( From Tratain)
Greater Magic Weapon ( From Tratain)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Fire Resistence: 20 points (ring)
Darkvision 60'
Necklace of adaptation ( water breathing)

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

Monthor steadies himself and readies for an attack

- Readied action: attack with Fred the first thing that attacks him or another close party member.



Vedik Current Spells AC 31 (13 touch) HP 214/214  d20+16=17 ;
Wednesday December 17th, 2008 3:39:37 PM

Vedik sees the group tense up and begins to look around, eventually finding whats gotten everyone nervous. He swims over to Monthor and casts Freedom of Movement on him, unfortunately, Monthor's spell resistance blocks the spell.

Cursing, Vedik turns to face the foe.

OOC:
Spell Resistance Check vrs 20: Failed Anger level at Monthor: +2

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)

Tratain Current Spells 
Wednesday December 17th, 2008 4:59:49 PM

Tratain see's the creatures approaching and watches them for a moment. He takes a step towards them and calls out in Aquan "We come in peace, might we be able to speak with you if you inhabit this land beneath the waves?"

MonthorHit Points:(155 of 155) AC 30 
Wednesday December 17th, 2008 6:38:02 PM

ooc> I'm no expert but if it's a friendly spell why would Vedik have to do a spell check roll? You wouldn't roll for healing spells?

dm Correct no need to overcome Monthors spell resistance. Monthor has Freedom of Movement


Dwight hp 99, ac 16  d20+13=19 ;
Wednesday December 17th, 2008 9:53:27 PM

Dwight sees what is going around and gets a quick vision of the split spirit he spoke with not long ago, attacked from all sides again, but I'm stuck on the ground this time. Oh Gargul, it's too soon to see you again.

Not liking the situation, Dwight stays close with the group hoping Tratain's call is a positive one.

spot: 19 (attempt to get a total count of fish that are potentially endangering the party)

Plyf (AC:15/11 w/o dex; HP: 99; Low light vision; inspire courage) 
Thursday December 18th, 2008 9:57:57 AM

OOC: Waiting for DM post

We're Gonna Need a Bigger Boat - DM Dan 
Thursday December 18th, 2008 8:49:09 PM

Plyf stops the song and moves to put some debris between the shadows and himself. The songs effects continue to bolster the party.( rnd 4/5)

Monthor pulls his mighty axe Fred and moves to prepare for an attack if it comes.

Vedik moves up and casts a spell, Freeing Monthor from the combersome affects of the underwater environment

Dwight Stays close with the group, his thoughts drifting to Gargul momentarily.

Tratain calls out in Aquan to the shadows, hoping to earn a response. He does indeed recieve one too.

Swimming into clear view are two large creatures with the lower bodies of great eels and the uppoer torsos of well muscled men. Quills, similar to those of a porcupine run down the creatures spines and across the flat sections of thier eel tails. Each holds a large Trident and wears several pieces of jewelry. They stop about 30' in front of Monthor and about 15' above the ground.

A voice, cold and deep rolls from the creatures mouth in Aquan Highlight to display spoiler: {"Surface dwellers. You are not welcome here, you're intentions of land walker peace are not believed }

http://spreadsheets.google.com/ccc?key=p5Knbumhf8Zfar--seuxPaQ

Dwight hp 99, ac 16  d20+6=11 ; d20+5=14 ;
Thursday December 18th, 2008 9:57:04 PM

Sense motive: 11 (not understanding the tongue, does it appear like plans to attack us or give us a chance to leave?)

Dwight is pleased to see that one of the water dwellers come forward in response to Tratain's, and so far is peaceful. This makes sense, a full city is likely to be occupied. Should have thought of this Dwight concludes to himself.

Diplomacy: 14 (not speaking the language, Dwight tries not to make the situation worse. Surely halflings, even land walking halflings should be considered peaceful? )

OOC: Sorry my posts have been very short lately...fighting a sinus infection and the monitor hurts my eyes/sinus/nose etc.

Plyf (AC:15/11 w/o dex; HP: 99; Low light vision; inspire courage)  d20+3=10 ;
Friday December 19th, 2008 11:20:05 AM

Staying perfectly still, Plyf is useless without having some Freedom of Movement herself, so she watches the arrivals to see what happens and prepares to try to fascinate one of the warriors if needed.

Sense Motive: 10 (yuck)

Inspire Courage: 4/5

ooc: Never a good sign when the DM has a map up first thing. :)

Tratain Current Spells  d20+3=18 ;
Friday December 19th, 2008 11:51:29 AM

Tratain is encouraged when the fish people are willing to speak with him and don't just attack the group outright, he decides to continue and try and negotiate with them to gain entrance to thier lands.

He says in Aquan "I give you my word of Honor, and will swear upon the names of the Gods of Light that we mean you and your people no harm. If you yourselves are not empowered to treat with us could you perhaps send for someone we might negotiate with? Given any other choice we would simply leave you and your people in peace, but we have discovered something, very dangerous and powerful that was created in this city before it sank beneath the waves. We seek to learn how we may neutralize it but the only place that may be done is here. If it is not done quickly the entiretly of the wold, above the sea and below will be in danger."

Diplomacy 18

Vedik Current Spells AC 31 (13 touch) HP 214/214  d20+8=27 ;
Friday December 19th, 2008 3:39:35 PM

Vedik looks thankful as Tratain has apparently opened dialog with the water creatures. He takes a less threatening stance, hoping to resolve this peacefully. However, prudence keeps him looking about the party, in case anything is sneaking up on them.

OOC:
Maps before fights are pretty standard round here, dont read too much into it. :)
Spot check: 27

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)

Parlay Under the Sea - DM Dan 
Saturday December 20th, 2008 9:28:37 PM

Dwight tries, as does Plyf to gain some perspective on the Eel-men's motives but it proves fruitless for the moment. If the creatures are planning aggressive actions, neither can tell.

Tratain speaks as Vedick keeps a wary out out for more threats.

The eel-man speaks again after listening to Tratain, In Aquan Highlight to display spoiler: {"Your gods and honor do not hold sway here land walker." he pauses then continues, "But I would know more of this threat. What do you bring to our lands? And know we can discern the truth of what you say next." }
The other Eel-Man's face contorts into a frown and his brow furrows deeply as he looks to his companion. It is easy to tell he is not pleased that the conversation is continuing.

http://spreadsheets.google.com/ccc?key=p5Knbumhf8Zfar--seuxPaQ

MonthorHit Points:(155 of 155) AC 30 
Sunday December 21st, 2008 8:03:47 AM

Magic Vestment ( From Tratain)
Greater Magic Weapon ( From Tratain)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Fire Resistence: 20 points (ring)
Darkvision 60'
Necklace of adaptation ( water breathing)
Freedom of Movement

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

Monthor steadies himself and readies for an attack

- Readied action: attack with Fred the first thing that attacks him or another close party member.



Vedik Current Spells AC 31 (13 touch) HP 214/214 
Sunday December 21st, 2008 12:57:46 PM

Vedik continues to stay still, not wanting to make any action that might be deemed hostile by these strange underwater creatures.



Plyf (AC:15/11 w/o dex; HP: 99; Low light vision; inspire courage) 
Monday December 22nd, 2008 12:03:59 PM

Plyf is annoyed by the conversation she is not a part of. She comes to terms with her self that she will begin to learn new languages in her future. Until then though she remains quiet and still, using her last skill checks, waiting to see if she needs to attempt to facinate one of these creatures.

Inspire Courage: 3/5


Dwight hp 99+, ac 16+ 
Monday December 22nd, 2008 2:42:23 PM

Dwight remains standing, thinking if any gods above would hold merit underwater; but mostly focusing on keeping his mouth shut.

Ebryron surely has had an impact on this underwater city, though it is just as likely he sank it, as blessed these eel creatures with a new home centuries ago. Perhaps they haven't learned of his rebirth and vow to reform?"


Tratain Current Spells 
Monday December 22nd, 2008 3:53:54 PM

Tratain says to the fish people in Aquan "I can tell you about the Artifact, we did not bring it with us. We wanted to locate the place where we must bring it before we remove it from its current hiding place, its danger is somewhat lessened where it is at the moment, but that will change very soon."

He continues "What we found is an Orb. This orb houses a portal to another Dimension Inhabited by a people who are known here as the Legion. We took this orb from a Demon who was experimenting on it, this Demon has damaged the safeguards on the Orb and will soon fail all together with will permanently open a rift between the Wold and The Legions Home plane. We do not know much about the Legion, but what we do know is that long ago they used these orbs to invade the wold and will probably do so again if the protections around the Orb fail all together and there will be no way close the gate again. We have learned that the Orb may be controlled safely where it was created, the Forge of Erathian, which should be in the middle of this City. We intend, with your permission, to Bring the Orb to the Forge, where we will then Be able to control it temporarily. We will then open a gate to their realm, enter it and retrieve our orbs twin from the Legions possesion and bring it back here so that the threat of the Legion invading our Plane will be eliminated."

Cease Negotiations! - DM Matt  d20+30=44 ; d20+30=44 ; 3d8+10=20 ; 3d8+10=19 ; d20+42=51 ; d20+42=47 ; 2d8+5=17 ; 2d8+5=10 ; d20+17=29 ; d20+17=28 ; d6+2=6 ; d6+2=5 ; 2d4=3 ; 2d4=5 ; d20+20=40 ; d20+20=24 ; d20+20=27 ; 2d8+2=11 ; 2d8+2=6 ; d8=1 ; d8=2 ; d20+20=32 ; d20+20=21 ; 2d8+2=8 ; 2d8+2=5 ; d8=7 ; d8=6 ;
Monday December 22nd, 2008 8:25:34 PM

OOC: Thanks Dan for posting. All, I did my best to recreate Dan's map, hope it works as well vis-a-vis linking. If it doesn't, I'll fix.

Tratain Highlight to display spoiler: {Did you really not bring the orb? I wasn't clear. If this was the truth, no problem, I'm just making sure I know what's going on. If this was a lie on Tratain's part, I need to make a sense motive check, so please let me know}

The eel-man who has been speaking is quiet a moment. "An . . . orb?" he asks cautiously.

"It's the orb, brother," the other one says matter-of-factly.

"So it would seem. The elders will be quite pleased," the first says. Suddenly louder, he then bellows, "MAK-TAA!"

The enormous fish waste no time accelerating toward the Knights. Coming into better view, you see that these fish, at least 20 feet long, look like a mix of whale and shark, but with a large, elongated snout. This snout, itself almost 5 feet in length, is filled with dagger-sized, razer-sharp teeth that protrude at all sorts of odd angles.

The creatures are otherwise bluish-gray, with smooth scales, long fins and large, broad tailfins that propel them through the water at a fantastic speed.

The two fish leap forward and open their long mouths. The first swims downward and attacks Dwight, while the second takes a sharper angle (being higher up) and tries to bite Monthor.

[Monthor's readied attack can't be taken yet since fish are striking from 10'-15' distance]

F1 bites Dwight, sinking its teeth into his small hide without much trouble at all (hit AC 44). Dwight takes 20 damage from the sharp teeth.

F2 bites Monthor, also succeeding in piercing the dwarf's armor (hit AC 44). Monthor takes 19 damage.

Unexpectedly, the two fish scoop their prey into their mouths, grinding Dwight and Monthor in their saw-like mouths. (grapple checks w/ improved grab, 51 vs dwight, 47 vs monthor).

The two Knights, being mercilessly ground between the fish' teeth, are further injured, Monthor taking 17 damage from the gnawing, Dwight taking 10 more.

The two eel-men tense their tails, and each launch a small, spindly dart through the water, one aiming at Vedik, one at Tratain.

The dart aimed at Vedik hits touch ac 29, for 6 damage.

The dart aimed at Tratain hits AC 28, for 5 damage.

Anyone hit by a dart must make a fortitude save, DC 25.
Success=no harm.
Failure= 3 str damage for Vedik, 5 str damage for Tratain.

After launching their darts, the eel-men swim forward, lashing out at Tratain and Plyf with their long, slimy tails.

The first calls out, "Give us the orb, landwalkers, and you will be spared. Or not, and be food for out pets."

W1 swings its tail at Plyf, hitting AC 40 (Crit confirmed with AC 24), and striking a devastating blow, dealing 11 damage plus 1 electric damage.

W2 swings its tail at Tratain, hitting AC 27 (does that hit Tratain), doing 6 damage plus 2 electric damage.

As their tails connect, rather than drawing back they begin to adhere to their targets, attempting to wrap them into a slimy embrace.

W1 grapple check on Plyf = 32.

W2 grapple check on Tratain = 21.

If grapples succeed, the tails begin squeezing their targets, causing additional damage as follows:
Plyf: 8 damage plus 7 electric damage.
Tratain: 5 damage plus 6 electric damage.

Map round 1:
http://i219.photobucket.com/albums/cc35/carucci3/watermaprnd1.jpg

Cease Negotiations! - DM Matt 
Monday December 22nd, 2008 8:27:24 PM

Okay, that map didn't work. It's all blurry. I will email asap

Tratain Current Spells HP 198/198 AC 43  d20+26=42 ; d20+24=32 ; d20+24=31 ; d20+16=23 ;
Monday December 22nd, 2008 9:15:29 PM

Tratain was hopeing that they could resolve this situation peacefully, but the Fish men decide to take that option away. He is able to fight off the Dart attack (Fort save 42) and blocks the attack of the creatures Tail. (AC last round was 38)

Tratain says in Aquan as they attack "We didn't come here to fight you but if you insist! I'll give you the same option, surrender and you will live, decide quickly before you no longer have the choice!"

Tratain then Casts Freedom of Movement on Dwight (Defensive Casting 32, Pass. Range Touch Vs Dwight Hits AC 23 if needed, Tratain can cast touch spells at a range of 30 feet)

He then quickly Follows up with a Shield of Faith spell upon himself (Quicken Shield of Faith, Defensive Casting 32, Pass)

Tratain also will use his Protector Intercept Ability to intercept the next Attack vs Plyf



Vedik Current Spells AC 31 (13 touch) HP 214/214  d20+26=45 ; d20+17=35 ;
Monday December 22nd, 2008 9:47:02 PM

Vedik sighs as the negotiations clearly fall apart, and quickly. Seeing that grappling is their strategy, he casts freedom of movement defensively on himself, then looks around to see who is most hurt. He has heard tales of blood in the water attracting other predators.

OOC:
Took 6 damage: 45 Fort Save vs DC 25: Passed
Cast Freedom of Movement, Defensively (Spellcraft 35 and Concentration checks cannot fail)
Note for Monthor/Dwight: Freedom of Movement allows you to automatically pass defensive grapple checks. Monthor your freedom of movement from me lasts 160 minutes.

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)

Cease Negotiations! - DM Matt  d20+10=25 ;
Tuesday December 23rd, 2008 6:37:36 AM

A few notes:

- I didn't noice Plyf's hide/move silent check, sorry. Attacker rolled spot above, made it anyway, but apologies for not doing immediately.

- To clarify, the grapple checks and subsequent constrict/gnaw damage should be ignored if the initial attack does not hit (for those without freedom of movement, those with it ignore both anyway)

MonthorHit Points:(136 of 155) AC 30  d20+25=35 ; d10+19=23 ; 2d6=8 ; d20+22=42 ; d20+22=33 ; d10+19=23 ; 2d6=11 ; d10+19=22 ; d10+19=25 ; 2d8=12 ; d20+18=24 ; d10+19=20 ; 2d6=10 ; d20+13=29 ; d10+19=24 ; 2d6=9 ;
Tuesday December 23rd, 2008 9:23:30 AM

Magic Vestment ( From Tratain)
Greater Magic Weapon ( From Tratain)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Fire Resistence: 20 points (ring)
Darkvision 60'
Necklace of adaptation ( water breathing)
Freedom of Movement

Dodge bonus to F2 ( AC 31)
---------------------------------------------

"TIME TO OPEN UP A CAN OF WHOOP HEINEY!!!!!! HAVE AT THEE!!!! "

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

Monthor swings Fred the axe two handed at his attacker (F2)

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

Two handed power attack.
-5 to hit +10 damage

Attack 1
Hits AC 35 for 23 physical damage, 8 holy damage (if evil)

Attack 2

Hits AC 42 (Crit- 33) for 23 physical damage, 11 holy damage (if evil)
( If crit successfull - 70 physical Damage, 11 holy damage, 12 sonic damage)
Subjects dealt a critical hit by a thundering weapon must make a DC 14 Fortitude save or be deafened permanently.

Attack 3

Hits AC 24 for 20 physical damage, 10 holy damage (if evil)

Attack 4

Hits AC 29 for 24 physical damage, 9 holy damage (if evil)

Total possible damage = 137 physical, 38 holy and 12 sonic = 187 damage ( But I'm not bragging... )





MonthorHit Points:(136 of 155) AC 30 
Tuesday December 23rd, 2008 9:27:09 AM

ooc> Add an additional 3 physical damage please for each successfull attack ( I forgot to x1.5 Monthor's strength bonus for using the axe two handed. )

Plyf (AC:15/11 w/o dex; HP: 72/99; Low light vision; inspire courage, Blinking)  d20+14=17 ; d20+3=19 ;
Tuesday December 23rd, 2008 12:19:22 PM

OOC: Sorry about the first roll, I was going to use it to facinate, but after reading the ability discovered you can't use it after combat has started, so Plyf would do something else.

Plyf is in trouble as she can not do much against this creature that would harm her. She concentrates on her ring and says a command word, "Varies".

OOC: I don't know how Blinking will work under water, but if it shunts me somewhere, hopefully there is an air pocket in a building somewhere instead of sending me to the surface.

Concentration: 19

Inspire Courage 2/5



Cease Negotiations! - DM Matt  d20+7=17 ; d20+19=24 ;
Tuesday December 23rd, 2008 7:03:49 PM

Tratain fends off the eel-man's attacks, then casts a few protective spells on himself and his companions. He offers a solution to the attacker, who laughs at the Protector. "Stupid landwalkers. A chance to retake the orb? The elders would kill us if we surrendered anyway!"

Vedik casts a spell on himself and looks to his companions' well-being.

Monthor swims up a few feet and swings his axe at the enormous fish. [you need at least a 5' step to get to him, which I think takes a swim check since it is upward in the water. I rolled your check and got a 17. Not sure on the DC, but a 17 has to make it.]

All four of Monthor's attacks strike the fish in its long snout, causing it to howl and roar in pain. [holy damage does not affect it] Fort save 24.

[I will continue posting the turn after giving Dwight a chance to get his turn in. This is not a final DM post, so please do not take additional actions until Dwight posts and I finish enemy turns.]

----------------------------------
Fish: AC 24, T 6, FF 24
F1: 0
F2: 161

Eel-Man Warriors: AC 24, T 13, FF 22
W1: 0
W2: 0

Dwight hp 124/144, ac 25  d20+17=35 ;
Tuesday December 23rd, 2008 10:00:32 PM

Sliding out of the gnawing jaws, Dwight considers his few options. Hoping to better the odds, he attemps to space himself from the attacks, by making them move away (Casting: Fear)

Fear: Will Save DC: 16 (30' cone shape) Fail flees for 6 rounds, Save shaken for 1 round

Target is largest group from Dwight outward.(W1, F1 ?)

Concentration Check: 35 (to cast underwater in combat)

-------------------------------
Some DM Sanity Stuff:

Spells cast: 1 3rd lvl

Lavender and green ioun stone 0/50 spell levels

Wearing ring of blink (not active)



Cease Negotiations! - DM Matt  d20+6=18 ; d20+11=24 ; d20+30=49 ; d20+28=40 ; 3d8+10=25 ; 2d8+5=16 ; d20+17=28 ; d20+17=25 ; d6+2=4 ; d6+2=6 ; 2d4=6 ; 2d4=8 ; d20+20=32 ; d20+22=40 ; d20+17=32 ; d20+11=30 ; 2d6+7=14 ; 2d6+7=12 ; d6=5 ; d6=6 ; d20+28=35 ; d20+26=45 ; 3d8+10=24 ; 2d8+5=10 ; d20+15=19 ; d20+15=26 ; d6+2=6 ; d6+2=3 ; 2d4=5 ; 2d4=5 ;
Wednesday December 24th, 2008 9:23:28 AM

[continued]

Dwight easily wriggles free of the fish's jaw, then calmly casts a spell on the fish and nearby warrior. Both make their saves (18, 24).

F2 continues its attack on Monthor, first biting him (hit AC 49, 25 damage), then slamming him with its massive tail (hit AC 40, 16 damage).

Monthor takes total damage 41.

F2 swims back and upward a few feet, moving out of Monthor's reach (5' step up - Monthor needs to move in 5' again, don't forget swim checks. For treading water or staying in place, I'll call it a DC15)

W2 fires a pair of darts, one at Tratain, one at Vedik. Tratain's dart hits touch AC 28, 4 damage; Vedik's dart hits touch AC 25, 6 damage.

If hit, each make a fort save, DC 25, or take 6 str damage (Tratain), or 8 str damage (Vedik).

W2 then floats in a few feet, swinging its crackling tail at Tratain and stabbing its trident at Vedik repeatedly.

The tail narrowly misses Tratain's head (AC 32), pushing the murky water into the Protector's face.

The trident stabs Vedik twice (AC 40, 32), but misses on the warrior's third swing. Vedik takes 28 damage (14+12) and 11 electric damage (5+6). Total damage 39.

F1 continues trying to eat its halfling target, biting and slamming its tail into Dwight.

Its bite hits AC 35, tail hits AC 45. Dwight takes 24+10=34 damage.

W1 fires a pair of darts at Dwight and Plyf. Dwight's dart hits touch ac 19, Plyf's hits touch ac 26. Tratain manages to get himself in the way of Plyf's dart.

Dwight takes 6 damage, and Plyf (Tratain) takes 3. Anyone hit make fort save DC 25. If failure, Dwight takes 5 Str damage, and Plyf (or Tratain) takes 5 str damage.

W1 swims up and back 5', removing a thin, curved horn from his belt. Placing horn to lips, he blows, issuing an eerie moaning note. The long droning sound is warped by the water, though it seems to carry more than one would expect this far underwater.

----------------------------------
Fish: AC 24, T 6, FF 24
F1: 0 (shaken 1 round)
F2: 161

Eel-Man Warriors: AC 24, T 13, FF 22
W1: 0 (shaken 1 round)
W2: 0

Dwight hp 90/144, ac 25 -Blinking 
Wednesday December 24th, 2008 10:28:33 AM

Dwight gets chomped some more (34 dmg), but tries to shake it off (Dart Touch attack missed).

Activating his Blinking Ring, Dwight also Misleads the Warrior Fish attacking him.
(-1 to his attack....whenever or whomever he attacks for one round)

--------------------------------------
Some DM Sanity Stuff:

Freedom of movement (spell cast on him)

Spells cast: 1 3rd lvl

Lavender and green ioun stone 0/50 spell levels

Wearing ring of blink (active)

MonthorHit Points:(95 of 155) AC 30  d20+7=10 ; d20+7=27 ; d20+25=43 ; d20+25=37 ; d10+21=29 ; d10+21=25 ; d10+21=28 ; 2d8=11 ; d20+22=39 ; d20+22=40 ; d10+21=31 ; d10+21=27 ; d10+21=25 ; 2d8=3 ; d20+18=26 ; d10+21=26 ; d20+16=29 ; d10+21=27 ;
Wednesday December 24th, 2008 1:34:45 PM



Greater Magic Weapon ( From Tratain)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Fire Resistence: 20 points (ring)
Darkvision 60'
Necklace of adaptation ( water breathing)
Freedom of Movement

Dodge bonus to F2 ( AC 31)

--------------
Swim check 10
Hero point re-check 27 (WHOOT)

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

Monthor and Fred swim up to the fish and whack away at it.

" HERRRRRRRE FISHY FISHY FISHY!!!!"

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

Two handed power attack.
-5 to hit +10 damage

Attack 1
Hits AC 43 (crit role 37) 82 physical damage, 11 sonic damage Subjects dealt a critical hit by a thundering weapon must make a DC 14 Fortitude save or be deafened permanently.

Attack 2

Hits AC 39 (Crit role 40) 83 physical and 3 sonic damage Subjects dealt a critical hit by a thundering weapon must make a DC 14 Fortitude save or be deafened permanently.

Attack 3

Hits AC 26 for 26 physical damage,

Attack 4

Hits AC 29 for 27 physical damage

Total possible damage = 218 physical, and 15 sonic = 233 damage ( But I'm not bragging... )


Vedik Current Spells AC 31 (13 touch) HP 163/214  d20+26=38 ; d20+19=39 ; d20+19=22 ; d8+5=10 ;
Wednesday December 24th, 2008 11:03:15 PM

Vedik sees Monthor has his fish well in hand and no one is too badly injured, so he turns to the fishman above him. Casting defensively, he summons a hand made of pure force, and sends it after the hornblower.

OOC:
Take 45 damage
DC 25 save: passed
Cast Spiritual Weapon defensively (1/16 rounds): Crit not confirmed.
Spiritual Weapon hits W1: AC 39 for 10 force damage.

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)

Tratain Current Spells HP 186/198 AC 43  d20+26=31 ; d20+26=44 ; d20+24=32 ; d20+24=32 ; d20+23=33 ; d8+5=7 ; d20+12=32 ;
Thursday December 25th, 2008 7:41:45 PM

Tratain is again able to fight off the effects of the two Darts that Hit him (Fort Saves 31,44)

When the Fish man blows the Horn Tratain assumes that is how he calls for reinforcements, he Decides to follow Vediks example and sets a Spiritual Hammer on W1 (Quickened Spiritual Weapon, Defensive Casting 32, Passed) and then Tratain decides to summon some reinforcements of his own and begins Casting Summon Monster VIII to call a Water Elemental. (Defensive Casting 32, Passed)

Spiritual Weapon vs W1 Hit AC 33 for 7 Force Damage

Spot - 32 Natural 20 to see if anything else is approaching

----------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 20 Minutes
Spiritual Weapon Round 1 of 20



Underwater Battle, round 3 - DM Matt  d20+19=20 ; d20+19=30 ;
Saturday December 27th, 2008 11:58:30 AM

[All: If I miss rolling the miss chance for blink, please roll in your post and apply damage or not]

Dwight activates a ring and begins phasing in and out of sight. [ring activation is a standard action, as is the witch's guide/mislead ability. Also, the guide/mislead ability applies to the next single roll, not a full round of actions. If you prefer to use the ability rather than activate the ring, I will modify my post]

Dwight Highlight to display spoiler: {I am unsure on your broom question. I posted in rules and DM boards for opinions.}

Monthor floats upward a few feet and takes numerous, vicious swipes at the monstrous fish. His thundering axe deafens the fish (first fort save was natural 1). Monthor Highlight to display spoiler: {That is an entirely inappropriate amount of damage. Please switch to a non-masterwork, small-sized dagger.}

Plyf Highlight to display spoiler: {Sorry, I have Plyf as not being grappled now, I forgot to note it in the last post. I had looked at the swim checks, and wasn't sure how to treat the water, but I decided that since Monthor is heavily armored and needs to effectively "tread water" to fight the fish, a DC 15 seems appropriate. It would probably be more than that, but for now I'll stick with it. Finally, as for the dart, Tratain is not blinking, so there is no miss chance for him. Plyf has the 50% miss chance, but the Protector ability makes it so the Tratain basically steps in front of Plyf and takes the attack. The attack is then subject to Tratain's AC, saves, etc., so Plyf's binking wouldn't have an effect.}

Vedik, first being sure his friends are in good health (relatively speaking), casts a spell and causes a glowing weapon of force to appear, attacking the eel-man nearby.

Tratain follows suit, bringing forth another glowing weapon to attack the warrior. Looking around, he peers through the murky water, momentarily seeing well in all directions. Outside of the immediate area, things look peaceful right now. Not even the small fish that you saw before are anywhere to be seen, likely hiding somewhere.

[will finish after Plyf posts a turn]

----------------------------------------
Fish: AC 24, T 6, FF 24
F1: 0 (shaken 1 round)
F2: 404

Eel-Man Warriors: AC 24, T 13, FF 22
W1: 17
W2: 0

Underwater Battle, round 3 - DM Matt 
Saturday December 27th, 2008 8:46:19 PM

Dwight Highlight to display spoiler: { With freedom of movement, you can use the broom normally underwater. There is no specific rule that gives a clear answer for or against, and there are some good, logical reasons for allowing it stated in the rules board, so I'm going with it for now. If something comes up later that I didn't know about, I reserve the right to change the ruling, but I won't change it in a way that hurts you if you've been relying on the ability to use the broom underwater. Make sense?}

Plyf (AC:15/11 w/o dex; HP: 72/99; Low light vision; inspire courage, Blinking)  d20+3=11 ; d20+15=25 ; d20+10=22 ; d20+1=12 ; d4+1=2 ; d4+1=4 ; d4+1=3 ;
Monday December 29th, 2008 11:12:19 AM

Plyf swims toward K24 and pulls out a dagger to stab at the warrios named W2. She feels this will be a feeble attempt with weapons that she has not used in some time, but without a freedom of movement spell like some of the others, she will need to do something that can cause some damage or distraction.

Swim to K24 check: 11
Attack W2 hitting AC 26 (+2 flanking with blink, -4 in water and I forgot the last round of inspire courage), hitting AC 22 and hitting AC 12 for 2, 4 and 3 damage.

Inspire Courage 1/5


Underwater Battle, round 3 - DM Matt  d20+30=40 ; d20+28=35 ; 3d8+10=13 ; 2d8+5=21 ; d20+30=39 ; d20+28=47 ; 3d8+10=20 ; 2d8+5=13 ; d20+17=24 ; d20+17=18 ; d6+2=7 ; 2d4=8 ; d20+22=37 ; d20+17=32 ; d20+11=26 ; 2d6+7=17 ; 2d6+7=11 ; d20+20=26 ; 2d8+2=11 ; d8=4 ; d100=44 ; d100=47 ; d100=74 ; d100=85 ; d20+20=31 ; d20+20=27 ; d6+2=8 ; d100=86 ; d6+2=4 ; 2d4=5 ; 2d4=3 ; d20+22=24 ; d20+17=22 ; d20+11=14 ; d20+20=21 ;
Monday December 29th, 2008 8:19:52 PM

[note on blink: when rolling a d100, 1-50 is a miss for the enemy; 51-100 is a hit. When anyone else rolls, feel free to do it your own way, just specify first which is good and which is bad]

Plyf swims toward the eel-man, stabbing repeatedly with a dagger. Her inability to move as well underwater as some of her companions must be hindering, as only one of the attacks strikes home.

F1 presses its attack on Dwight, lashing out with jaws and tail. Its bite hits AC 40 for 13 damage (wow, rolled 3 1s), and its tail hits AC 35 for 21 damage. Unfortunately, the fish is quite surprised when both attacks pass harmlessly through Dwight's body (miss chance rolled 44, 47 - sorry rolls are out of order)

F2, bleeding from multiple deep wounds, continues to attack Monthor, albeit more slowly and feebly at this point. It still manages to land both of its attacks, its bite hitting AC 39 for 20 damage, and its tail hitting AC 47 for 13 damage.

W1 moves 5' forward and down, firing 1 dart each at Dwight and Vedik. The dart aimed at Dwighthits touch AC 24 for 7 damage, and the dart aimed at Vedik goes wide, floating off into the dark water (natural 1). [made miss chance for Dwight, rolled 74]

If the first dart hits, Dwight must make a DC 25 fort save or take 8 strength damage.

W1 stabs its long trident at Vedik, hitting him twice. First attack hits AC 37 for 17 damage; second attack hits AC 32 for 11 damage; third attack misses with AC 26.

W1 also lashes out with its tail at Dwight, hitting AC 26 for 11 damage and 4 electric damage. [made miss chance, rolled 85]

W2 fires a pair of darts, one at Tratain and one at Plyf. The dart aimed at Tratain hits touch AC 31 for 8 damage. The dart aimed at Plyf hits touch AC 27 for 4 damage [made miss chance, rolled 86]

If hit, each of you make a fort save DC 25. If failure, Tratain takes 5 strength damage, Plyf takes 3 strength damage.

W2 then stabs at Tratain with its trident, missing terribly each time (AC 24, 22, 14).

Finally, W2 snaps its tail at Plyf, also missing wildly (natural 1 . . . again).

In the not-too-distant distance, a single note sounds from a horn, identical to that from W1 a few seconds ago.

Spot check DC 20 Highlight to display spoiler: { Fifty or sixty feet away to the north, you see three dark shapes approaching. They aren't as large as the sawfish, they seem roughly the size of the eel-men. They are spread out across the wide street and moving fast. They will be on you in another few seconds. (not on map yet, but if you made this spot check you can pinpoint them for purposes of casting, projectiles, charging, etc. Assume they are 60 north of the notations "W2," "V," and "W1.")}

Map: can someone send a group email including me? I don't have my address list at this computer to send out the map.

-----------------------------------------
Fish: AC 24, T 6, FF 24
F1: 0
F2: 404

Eel-Man Warriors: AC 24, T 13, FF 22
W1: 17
W2: 2

Vedik Current Spells AC 31 (13 touch) HP 152/214  d20+19=22 ; d20+14=21 ; d20+9=29 ; d20+9=23 ; d8+5=12 ; d8+16=17 ; d100=96 ; d100=23 ; d100=33 ;
Monday December 29th, 2008 10:13:03 PM

Vedik's holy hand continues to slap the warrior. The first two attacks miss, but the second lands solidly, almost striking a nerve.

Calling on Alemi, Vedik then heals the party with a simple spell, curing everyone but Plyf, who blinks into the ether as the spell is cast.

OOC:
Took 28 damage
Spiritual Weapon hits W1: 2 misses and 1 hit: AC 29 (crit not confirmed) for 12 force damage.
Cast Cure Light Wounds: Mass, healing 17 damage to everyone but Plyf
[Miss chance due to Blink (high is success):] Dwight: passed. Plyf: Failed. Extra one is me spazzing with the click.

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)


MonthorHit Points:(79 of 155) AC 30  d20+25=35 ; d10+21=29 ; d20+22=27 ; d10+21=23 ; d20+18=25 ; d10+21=26 ; d20+13=17 ;
Tuesday December 30th, 2008 9:08:19 AM

Greater Magic Weapon ( From Tratain)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Fire Resistence: 20 points (ring)
Darkvision 60'
Necklace of adaptation ( water breathing)
Freedom of Movement

Dodge bonus to F2 ( AC 31)

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

Monthor and Fred whack away at it.

" Me's seen weaker Dragons!!! Have at thee FISHY!!!!"

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

Two handed power attack.
-5 to hit +10 damage

Attack 1
Hits AC 35 29 physical damage, Attack 2

Attack 2
Hits AC 27 23 physical

Attack 3

Hits AC 25 for 26 physical damage,

Attack 4

Hits AC for 17 - miss

Total possible damage = 78 physical

==========================

" A little healing here would be nice!! "



Plyf (AC:15/11 w/o dex; HP: 68/99; Low light vision; Blinking)  d20+7=18 ; d20+15=17 ; d20+15=16 ; d20+10=24 ; d4-1=0 ; d4-1=1 ;
Tuesday December 30th, 2008 3:56:07 PM

Plyf is hit by the dart and takes a minor wound, but she loses some of her strength, which is something she never really depended on anyway, but eventually it will take it's toll. She takes a move action to place her wand in her belt again and stabs at the warrior.

Attack W2 hitting AC 17 for 0 damage and AC 24 for 1 damage. (Sorry to double click the button at +15)

Tratain Current Spells HP 198/198 AC 43  d20+26=27 ; d20+23=29 ; d20+18=32 ; d20+13=29 ; d8+5=9 ; d8+5=10 ; d8+5=9 ; d20+21=39 ; d20+21=37 ; 2d10+8=26 ; 2d10+8=16 ; d20+24=43 ; d8+20=28 ; d100=15 ; d100=29 ;
Tuesday December 30th, 2008 4:01:34 PM

The Fish Mans Dart Hits Tratain again, but this time he is not able to fight off its effects (Fort Save 27, But Natural 1). It makes him a little angry but he is not overly concerned yet.

Tratain Spiritual Warhammer Continues its Attack against W1.(Hit AC 29 For 9 Damage;Hit AC 32 for 10 Damage;Hit AC 29 for 9 Damage)

Tratain finishes his Summoning and a Greater Water Elemental Appears 10 Feet from W1 and begins attacking (Hits AC 39 for 26 Damage; Hit AC 37 for 16 Damage)

Tratain then decides to dish out a little more healing to the Party and casts Mass Cure Light Wounds (Defensive Casting 43, Pass)(Blink check for Dwight 15 Fail, Plyf 29 Pass)Monthor, Vedik, Plyf and Tratain Heal 28

----------------------------------------
-5 Str from Dart
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 20 Minutes
Spiritual Weapon Round 1 of 20
Summon Monster VIII - Greater Water Elemental HP 199/199; AC 22; DR 10/- Round 1 of 20



Dwight hp 92/144, ac 25 - Blinking  d20+12=17 ; d20+17=32 ; d100=99 ;
Tuesday December 30th, 2008 4:52:21 PM

Dwight is greatful the ring is working as it should as several painful attacks pass through him. Luckily, the dart just misses, but that does cause him to be hit for 15 damage. Then Vedik heals him for 17 points.

Spot: 17 (immediate threat is more important than seeing if more enemies are coming, though the horn is not encouraging)

Concentration: 32 (casting in combat)
Blink: 99 pass

Dwight pulls his efforts together and casts Bestow Curse onto W1 (Will DC: 16) If successful, "each turn the target has a 50% chance to act normally ; otherwise takes no action"

---------------------------------
Some DM Sanity Stuff:

Spells cast: 2 of (2+1) 3rd lvl
Ring of Blinking (active) (high is success)

Lavender and green ioun stone 0/50 spell levels



Plyf (AC:15/11 w/o dex; HP: 68/99; Low light vision; Blinking) 
Wednesday December 31st, 2008 10:55:22 AM

No DM post, I will post next year. :)

Underwater Battle, round 4 - DM Matt  d20+11=30 ; d20+30=47 ; d20+28=48 ; d20+28=38 ; 3d8+10=23 ; 4d8+10=34 ; d100=76 ; d20+17=36 ; d20+17=22 ; d6+2=6 ; d6+2=8 ; d6+2=6 ; 2d4=5 ; 2d4=5 ; d20+22=38 ; d20+17=26 ; d20+11=31 ; 2d6+7=10 ; 2d6+7=13 ; d20+20=33 ; 3d8+2=15 ; 2d8+2=13 ; d8=6 ; d100=97 ; d20+17=26 ; d20+17=23 ; d6+2=4 ; d6+2=6 ; 2d4=5 ; 2d4=6 ; d100=35 ; d20+12=14 ; d20+17=26 ; d20+22=40 ; d20+24=39 ; d20+24=32 ; d20+24=29 ; 2d6+7=14 ; 2d6+7=13 ; 2d6+7=18 ;
Thursday January 1st, 2009 8:48:47 PM

Vedik's force weapon strikes repeatedly at W1, hitting him once squarely in the back. Meanwhile, Vedik helps to heal a few of the party's wounds.

Monthor swings at F2 again, chopping its long snout three more times, and finally succeeding in silencing the fish. The enormous body, gushing blood, goes limp, floats for a moment, then settles on the ocean floor.

Plyf replaces her wand and stabs at W2 with a dagger, managing to knock a few scales off of the mer-warrior.

Tratain presses his attack, first with his force weapon, which hammers into the warrior three times, and next by summoning a water elemental. The elemental, visible only by the faintly different colored water, hammers W1, inflicting more punishment and causing the warrior to cry out in rage.

Dwight casts a spell, attempting to lay a curse on the eel-man, though the warrior shakes off the effects even as he is pummeled by the elemental. [save=30]

F1, seeings its companion fall, shifts its focus to the floating dwarf. Opening its long, jagged-toothed maw, it snaps at Monthor, hitting AC 47 for 23 damage. It also whips its thick tail, slamming it mightily into the dwarf's midsection. The tail hits AC 48 (crit confirmed AC 38) for 34 damage.

W1 fires two darts, one at Dwight (made miss chance, 76), one at Vedik.
Dwight: hit touch AC 36, 8 damage, fort save 25 or 5 str damage
VedikL hit touch AC 22, 6 damage, fort save 25 or 5 str damage

W1 then shifts a few feet, and attacks Monthor alongside the fish. His trident hits twice (AC 38 and 31) for 23 damage (10+13), and his tail hits AC 33 for 13 damage and 6 electric.

W2 fires darts at Tratain and Plyf (made miss chance, 97).
Plyf: touch AC 26, 4 damage, fort 25 or 5 str damage
Tratain: touch AC 23, 6 damage, fort 25 or 6 str damage

W2 then attacks Tratain with its Trident and Plyf with its tail. Its tail passes harmlessly through Plyf as she blinks into the ether (rolled 35).

The trident misses Tratain three times (AC 14, 26, 40), causing the warrior to roar in rage.

At the same time, three more eel-men arrive, swimming in at top speed, tridents raised and ready to strike.

W5 slams into the elemental, stabbing it with its Trident, hitting AC 39 for 14 damage (if it hits).

W4 attacks Vedik with its Trident, hitting AC 32 for 13 damage.

W3 attacks Tratain, missing him.

-----------------------------------------
Fish: AC 24, T 6, FF 24
F1: 0
F2: 482 (dead)

Eel-Man Warriors: AC 24, T 13, FF 22
W1: 99
W2: 3
W3: 0 (charged, AC 22)
W4: 0 (charged, AC 22)
W5: 0 (charged, AC 22)

Tratain Current Spells HP 192/198 AC 43  d20+26=42 ; d20+23=27 ; d20+18=21 ; d20+13=14 ; d8+5=8 ; d20+21=29 ; d20+21=22 ; 2d10+8=19 ; d20+24=44 ;
Friday January 2nd, 2009 3:52:30 PM

Tratain is hit by the Dart again but is able to fight off its effects again (Fort Save 42).

Tratain's Spiritual Warhammer continues its attacks against W1 (One Hit AC 27 for 8 Damage)

The Water Elemental again attacks W1 (One Hit AC 29 for 19 Damage)

Tratain Then Casts Heal on Monthor (Cast Defensive 44 Pass, Sure, theres the good roles heh) Monthor Heals 150 Damage.

----------------------------------------
-5 Str from Dart
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 20 Minutes
Spiritual Weapon Round 3 of 20
Summon Monster VIII - Greater Water Elemental HP 199/199; AC 22; DR 10/- Round 2 of 20



Plyf (AC:15/11 w/o dex; HP: 64/99; Low light vision; Blinking, strength drained)  d20+7=12 ;
Friday January 2nd, 2009 5:53:13 PM

Plyf is once again effrected by the dart and now knows her feeble attacks are worthless, so she calls to her comrades, "It's time to leave guys!" she shouts. "Whoever is coming with me to shore, touch me now." She hopes Dwight can swim toward K23 near her. She waits until as many people as possible touch her before teleporting to shore next round.

ooc: I don't know how long the ring of blinking has been going, but I think it only lasts seven rounds.


MonthorHit Points:(155 of 155) AC 30  d20+25=34 ; d10+21=31 ; d20+22=34 ; d10+21=22 ; d20+18=20 ; d20+13=32 ; d20+13=15 ; d20+13=28 ; d10+21=22 ; d10+21=26 ; d10+21=31 ; 2d8=9 ;
Friday January 2nd, 2009 9:11:19 PM

Greater Magic Weapon ( From Tratain)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Fire Resistence: 20 points (ring)
Darkvision 60'
Necklace of adaptation ( water breathing)
Freedom of Movement

Dodge bonus to F1 ( AC 31)

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

Monthor and Fred whack away at the big fishy

" We gonna have is some fish cakes for supper tonight boys!!! Have at thee FISHY!!!!"

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

Two handed power attack.
-5 to hit +10 damage

Attack 1
Hits AC 34 31 physical damage,

Attack 2
Hits AC 34 22 physical

Attack 3

Hits AC 20 Missed

Attack 4

Hits AC 32 ( Crit role 15. Hero Point 28 crit achieved) for 79 physical and 9 sonic damage

Total possible damage = 78 physical and 9 sonic = 132 damage

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

" Plyf!!! Knights don't run!!! Stay back and let the rest of us slay the gill boys"

Dwight hp 84/144, ac 25 - Blinking  d100=47 ; d20+10=24 ;
Saturday January 3rd, 2009 12:36:58 PM

Dwight takes a dart, and failes his save (unless Inspire Courage is still active?) and suffers 8 pts damage and 5 str. loss.

Looking to Monthor, Dwight realizes Fred is his best chance to see the surface alive again and thus cast Enlarge Person on him (Blink passed) Monthor Grows in size

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

Some DM Sanity Stuff:

-5 to str.
Spells cast: 2 of (2+1) 3rd lvl
1 of (3+1) 1st lvl

Ring of Blinking (active) (high is success (21-100))

Lavender and green ioun stone 0/50 spell levels


Vedik Current Spells AC 31 (13 touch) HP 154/214  d20+26=44 ; d20+19=20 ; d20+14=22 ; d20+9=20 ; d100=95 ; d100=22 ; d100=32 ; d8+16=21 ;
Saturday January 3rd, 2009 6:48:15 PM

Vedik looks to see what has made Plyf panic, expecting to see some new threat other than the fish men. His spiritual hand continues its attack on the first fish man, but proves unable to beat the creatures defenses. He again calls on Alemi to heal the party, cursing as he mistimes Plyf's blinking again.

OOC:
Took 19 damage
Save vs DC 25: 44, passed.

Spiritual Weapon continues it's attack on W1, but fails to hit (go go super rolls)

Cast Cure Light Wounds: Mass, healing 21 damage to everyone but Plyf
[Miss chance due to Blink (high is success):] Dwight: passed 95. Plyf: Failed 22, Hero Point Reroll: Failed, 32

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)


Plyf (AC:15/11 w/o dex; HP: 74/109; Low light vision; Blinking, strength drained)  6d6=16 ; 6d6=17 ; d20+15=30 ; d20+15=23 ; d4-3=-2 ; d4-3=-2 ; 6d6=17 ; 6d6=29 ;
Monday January 5th, 2009 10:52:46 AM

OOC: DM, I was reminded last night that blinking allows me sneak attack damage. I will post the last two attacks I made and if you don't want to allow them due to my poor memory, I understand.

Plyf does begin to panic. She is very good at running, but when no one takes her up on her offer of escape, she grits her teeth with her very poor strength and continues to attack the warrior that is in front of her. She continues to stab at the warrior in front of her unless he is dead, then she moves taking a five foot step toward W3 at I23.

Striking at W2 or W3 hitting AC 30 and 23 doing -2 or zero damage and -2 or zero damage, but it is her Sneak attacks that can be lethal doing 17 damage and 29 more.

Plyf (AC:15/11 w/o dex; HP: 74/109; Low light vision; Blinking, strength drained) 
Monday January 5th, 2009 3:48:49 PM

OOC: Oops, second attack should be hitting AC 18

Underwater Battle, round 5 - DM Matt 
Monday January 5th, 2009 4:45:14 PM

Tratain's spiritual hammer and the summoned elemental strike W1 again, while Tratain heals Monthor, erasing any sign of prior injuries.

Plyf, her strength depleted, calls to her companions to return to shore. [OOC: this is the start of the fifth round. When you post your action responsive to this post, it will be your fifth round of blinking. So in essence, you have 3 posts of blinking left, 5, 6, and 7]

[OOC2: I forgot as well, not just your fault. I've added the damage]

Monthor yells to Plyf to stand her ground, then cuts a few chunks out of F1, causing the fish to moan as it begins to counterattack.

Dwight decides that Monthor is the Knights' best hope, and casts enlarge, causing the dwarf to grow to twice his previous size.

enemy action coming soon

-----------------------------------------
Fish: AC 24, T 6, FF 24
F1: 132
F2: 482 (dead)

Eel-Man Warriors: AC 24, T 13, FF 22
W1: 126
W2: 20
W3: 0 (charged, AC 22)
W4: 0 (charged, AC 22)
W5: 0 (charged, AC 22)

Underwater Battle, round 5 - DM Matt  d20+30=32 ; d20+28=35 ; 3d8+10=24 ; 2d8+5=10 ; d20+17=23 ; d20+17=18 ; d20+17=18 ; d20+17=31 ; d20+17=37 ; d20+17=24 ; d20+17=20 ; d20+17=37 ; d20+17=32 ; d6+2=6 ; d6+2=8 ; d100=85 ; 2d6+4=10 ; d6+2=3 ; 2d6+4=11 ; 2d4=7 ; 2d4=3 ; 2d4=3 ; 2d4=3 ; 2d4=3 ; 2d4=4 ; 2d4=6 ; ATTACK 1 d20+22=40 ; d20+22=34 ; d20+22=34 ; d20+22=23 ; d20+22=39 ; ATTACK 2 d20+17=32 ; d20+17=29 ; d20+17=18 ; d20+17=26 ; d20+17=19 ; ATTACK 3 d20+12=26 ; d20+12=27 ; d20+12=31 ; d20+12=13 ; d20+12=29 ; TAILS d20+20=38 ; d20+20=27 ; d20+20=32 ; d20+20=35 ; d20+20=32 ; 2d6+7=12 ; 2d6+7=13 ; d100=24 ; 2d8+2=16 ; d8=5 ; d8=7 ; 2d8+2=11 ; d100=83 ; 2d6+7=12 ; 2d6+7=15 ; 2d6+7=16 ; 2d8+2=9 ; d8=5 ;
Monday January 5th, 2009 7:28:33 PM

F1 continues attacking Monthor. Its bite hits AC 32 for 24 damage. Its tail hits AC 35 for 10 damage.

Dart attacks (all darts rolled at once for simplicity)
Each person gets 1 dart, elemental gets 2 darts.
Tratain touch AC 23, 6 damage, 7 strength with failed save
Plyf touch AC 18 (miss chance irrelevant, natural 1)
Vedik touch AC 18 (another one...)
Dwight touch AC 31, 8 damage (miss chance 85, hits), 3 strength with failed save
Monthor touch AC 37, confirm 24, 10 damage, 6 strength with failed save
Elemental touch AC 20, 0 damage after DR, 3 strength with failed save
Elemental touch AC 37, confirm 32, 1 damage after DR, 10 strength with failed save

W1, seeing Monthor as the biggest threat, switches targets, stabbing his trident at the dwarf. The trident hits AC 40, 32, and 26 (miss), for 25 damage (12+13). It's tail hits AC 38 for 16 damage and 5 electric damage.

W2 stabs at Tratain, hitting AC 34, 29, and 27 (all miss), and swings its tail at Plyf, missing as Plyf blinks out of materialness.

W3 attacks Tratain, angered by its comrades' inability to hurt the protector. Its trident hits AC 34, 18, and 31, causing the eel-man to scream in rage. It's tail swings at Tratain's head, missing again (AC 32).

W4 stabs at Vedik, hitting AC 23, 26, and 13 (nat 1), all missing, and swings its tail at Dwight, hitting AC 35 for 11 damage and 7 electric. (made miss chance with 83)

W5 continues attacking the elemental, its trident hitting AC 39, 26, and 29, for 13 total damage after DR (12+15+16=43-30=13), and its tail hits AC 32 for 4 electric damage (after DR).

All Highlight to display spoiler: {Judging from the lackadaisical damage I did this turn, this is likely the standard point at which the battle turns and the Knights systematically annihilate everything I have for them...}

Map coming

Tratain Current Spells HP 192/198 AC 43  d20+26=46 ; d20+17=31 ; d20+17=26 ; d20+23=29 ; d20+18=38 ; d20+18=25 ; d20+13=24 ; d8+5=9 ; 3d8+15=28 ; d8+5=10 ; d20+22=31 ; d20+22=26 ; 2d10+9=20 ; 2d10+9=23 ; d20+22=24 ; 2d10+9=19 ; d100=39 ;
Monday January 5th, 2009 8:14:29 PM

Tratain and the Elemental are both hit by the Darts, but manage to fight off the effects, (Fort Saves, 46 31 and 26) (The Elemental is immune to Critical Hits, and also to Poison if that is how the darts deal ability damage it might matter how for Dwight as I have Delay poison on him.)

Tratain's Spiritual Hammer continues to attack W1 (Hit AC 29 for 9 Damage;Crit AC 38, Confirm Crit AC 25 for 28 Damage; Hit AC 24 for 9 damage)

The Elemental Continues its attack Against W1 as well (Hit AC 31 for 20 Damage; Hit AC 26 for 23 Damage)(On the Off chance W1 is killed at any point by the Elemental he cleaves to W5, Hit ac 24 for 19 Damage. W5 is The elementals Secondary Target incase W1 dies at any point.)

Seeing the Darts taking thier toll on Plyf, Tratain pulls out his restoration wand and uses it upon Plyf to cure her strength Damage.

----------------------------------------
-5 Str from Dart
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 20 Minutes
Spiritual Weapon Round 4 of 20
Summon Monster VIII - Greater Water Elemental HP 182/199; AC 22; DR 10/- Round 3 of 20


MonthorHit Points:(65 of 155) AC 28  d20+16=32 ; d20+25=44 ; d20+25=40 ; 2d8+22=27 ; 2d8+22=30 ; 2d8+22=27 ; 2d8=12 ; d20+22=38 ; 2d8+22=35 ; d20+18=32 ; 2d8=12 ; d20+13=29 ; 2d8+22=32 ;
Monday January 5th, 2009 8:32:34 PM

Greater Magic Weapon ( From Tratain)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Fire Resistence: 20 points (ring)
Darkvision 60'
Necklace of adaptation ( water breathing)
Freedom of Movement
Enlarged:
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

Dodge bonus to W1 ( AC 29) (W2 if W1 gets killed)

------------------------
Fort save 32

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

Monthor's new size and mass makes him look HUGE compared to the others.
" SURPRISE!!!!" he yells out... " Look how big me axe is now!!! "

Monthor quickly gets heavily bloodied again ( ooc> down to 65 hit points HELP!!!!) and renews his attacks against the big fishy (F1)
-------------------------------------

Two handed power attack.
-5 to hit +10 damage

Attack 1
Hits AC 44 (crit 40) for 84 physical damage, 12 sonic damage

Attack 2
Hits AC 38 for 35 physical

Attack 3

Hits AC 32 for 34 damage

Attack 4

Hits AC 29 for physical 32

Total possible damage = 197 damage



Vedik Current Spells AC 31 (13 touch) HP 154/214  d20+19=21 ; d20+14=22 ; d20+9=16 ; 3d8+15=27 ;
Monday January 5th, 2009 9:02:59 PM

Vedik ponders where the familiar feeling of a poison tipped barb in his skin is. He doesn't waste too much time thinking on it, since seeing his spiritual hand continue to utterly miss brings that sense of normality back to the fight. He reaches up and heals the now large and within reach Monthor.

OOC:
No damage, no saves
Spiritual weapon misses 3 times
Cure Serious Wounds on Monthor for 27

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)

Dwight hp 76/144, ac 25 - Blinking  d20+10=29 ; d100=59 ;
Monday January 5th, 2009 9:28:35 PM

Dwight feels the needle of the dart (takes 8), but manages to ignore the strength drain. (Save: 29)

Hoping to be even more aid to Monthor (so he can save us all), Dwight attempts to cast another spell. (Blink: 59) Monthor gets Bear's Endurance


Bear's Endurance: The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth.

Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.

6 minutes


Lastly, as Dwight looks to take a 5' step, but doesn't see a safe direction without opening up Monthor.

OOC: What is SW on the map?


Plyf (AC:15/11 w/o dex; HP: 83/118; Low light vision; Blinking, strength drained)  d20+15=32 ; d20+15=34 ; d4-3=0 ; d4-3=0 ; 6d6=18 ; 6d6=24 ;
Tuesday January 6th, 2009 1:27:47 PM

Plyf is getting close to losing her blinking ability, so she goes all out hoping she doesn't have to rage this battle. She continues to attack the wounded opponent.

Hit AC 32 and 34 (Almost a critical) doing 0 and 0 but also causeing 18 and 24 from her knowledge of sensitive areas of most bodies.

Underwater Battle, round 5 - DM Matt  d20+30=43 ; d20+28=43 ; 3d8+10=28 ; 2d8+5=15 ; d100=73 ; d100=73 ; DARTS d20+17=31 ; d20+17=32 ; d20+17=29 ; d20+17=36 ; d20+17=30 ; d6+2=3 ; d6+2=3 ; d6+2=7 ; d6+2=3 ; d6+2=6 ; 2d4=2 ; 2d4=5 ; 2d4=4 ; 2d4=6 ; 2d4=8 ;

ATTACK 1: d20+22=23 ; d20+22=38 ; d20+22=36 ; d20+22=42 ;

ATTACK 2: d20+17=24 ; d20+17=24 ; d20+17=22 ; d20+17=31 ;

ATTACK 3: d20+12=19 ; d20+12=26 ; d20+12=25 ; d20+12=27 ;

TAIL: d20+20=36 ; d20+20=30 ; d20+20=26 ; d20+20=29 ;

2d6+7=15 ; 2d6+7=15 ; 2d6+7=14 ; 2d8+2=10 ; d8=5 ; 2d6+7=11 ; d100=82 ; d100=100 ; d100=29 ; d100=62 ; d100=75 ; 2d8+2=12 ; d8=8 ; d8=7 ; 2d8+2=12 ; 2d6+7=15 ; 2d6+7=14 ; 2d6+7=14 ;
Tuesday January 6th, 2009 8:43:11 PM

[Yes, the darts are doing strength damage via poison.]

[The "SW" on the map is a spiritual weapon]

Tratain's spiritual hammer hits the eel-man three more times, the final strike smashing the warrior into the ocean floor, lifeless.

The elemental, finding his target dead, turns to W5 and swings its massive, watery fists, hitting the warrior twice squarely in the chest.

Tratain taps Plyf with a wand.

Tratain and Plyf Highlight to display spoiler: { Tratain rolled d100 (39), but I don't know if that was success or failure for you. Did you say so somewhere? Just specify if the wand use made the miss chance or not. Thanks}

Monthor, excited at his new size, as well as Fred's, ignores his bloody wounds and chops a few more pieces off the fish.

Vedik heals some of Monthor's wounds.

Dwight, at the same time, casts another spell on Monthor, giving the dwarf added stamina and survivability.

Plyf takes a few more stabs at the nearby warrior, managing to prick a vital spot in the eel-man's abdomen. (W2?)

F1 continues its toe-to-toe battle with Monthor, first biting then slapping at him with its tail. Both hit AC 43, for 43 damage (28 and 15).

dart attacks: one at each Knight, two at elemental (not rolling if he is immune, but the warriors don't know that)
Tratain: touch 31, damage 3, 2 STR
Plyf: (miss chance passed, 73) touch 32, damage 3, 5 STR
Vedik: touch 29, damage 7, 4 STR
Monthor: touch 36, damage 3, 6 STR
Dwight: (miss chance passed, 73) touch 30, damage 6, 8 STR

(apply delays, immunities, etc. as appropriate)

W2, finding Tratain un-hittable, focuses on Plyf. Its trident hits AC 23, 24, 19, for 30 damage (15, 15, missed due to blink), and its tail hits AC 36 for 10 damage and 5 electric damage. (made 3/4 miss chances, 82, 100, 29, 62)

W3, being far more stubborn, takes one more shot at Tratain, missing with three trident stabs (38, 24, 26) as well as its tail (30).

W4 stabs at Vedik, hitting AC 36, and missing twice (22, 25), for 11 damage. It swings its tail at Dwight (made miss chance, 75), hitting AC 26 for 12 damage and 8 electric damage.

W5 continues attacking the elemental, hitting AC 42, 31, 27 for 43 damage (15, 14, 14), and its tail hitting AC 29 for 12 damage and 7 electric.

[map is sunchanged, except W1 is dead]

-----------------------------------------
Fish: AC 24, T 6, FF 24
F1: 329
F2: 482 (dead)

Eel-Man Warriors: AC 24, T 13, FF 22
W1: 172 (dead)
W2: 62
W3: 0
W4: 0
W5: 43

Underwater Battle, round 6 - DM Matt 
Tuesday January 6th, 2009 8:43:40 PM

sorry, header should have said round 6

MonthorHit Points:(80 of 189) AC 28  d20+18=29 ; d20+25=34 ; 2d8+22=27 ; d20+22=39 ; d20+22=42 ; 2d8+22=30 ; 2d8+22=31 ; 2d8+22=37 ; 2d8=12 ; d20+18=23 ; d20+13=29 ; 2d10+22=29 ;
Tuesday January 6th, 2009 9:41:01 PM

Greater Magic Weapon ( From Tratain)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Fire Resistence: 20 points (ring)
Darkvision 60'
Necklace of adaptation ( water breathing)
Freedom of Movement
Enlarged:
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

Dodge bonus to W2 ( AC 29)

Bear's Endurance: The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth.

---------------------------------------------------
Fort save 29

-------------------------------------
Monthor is big and now he's feels endured too!!!

" Time to make some fish sticks!!! AXE HEAD CLAN!!!!! "

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

Same

Two handed power attack.
-5 to hit +10 damage
Cleave to F2 or closest

Attack 1
Hits AC 34 for 27 physical damage,

Attack 2
Hits AC 29 (crit 42) for 98 physical and 12 sonic

Attack 3

Hits AC 23 Missed

Attack 4

Hits AC 29 for 29 physical

Total possible damage = 154 physical and 12 sonic = 166 damage


Plyf (AC:15/11 w/o dex; HP: 73-/118; Low light vision; Blinking, strength drained)  d20+15=23 ; d20+10=29 ; d4-3=1 ; d4-3=-2 ; 6d6=23 ; 6d6=24 ;
Wednesday January 7th, 2009 9:58:59 AM

OOC: Plyf is attack W2, yes. Plyf is also staying with the low rolls on Blink so high rolls hit. One more thing, I'm a bit confused about this sentence and I wonder how much damge she takes. "AC 23, 24, 19, for 30 damage (15, 15, missed due to blink), " Does this mean one attack that hits does 30 damage?

Tratin attempts to heal Plyf, but she winks out of sight as he does so. When next she arrives she takes a few more hits, but at least she still has some strength to continue on. After blinking out once again she returns to attack the warrior fish man. "You should have been more friendly you scum of the sea!"

Attacks on W2 causes 1 and 0 damage her sneak attacks causes 23 and 24 more.

Tratain Current Spells HP 188/198 AC 43  d20+26=46 ; d20+23=35 ; d20+22=29 ; d20+22=39 ; d8+5=8 ; 2d10+9=20 ; 2d10+9=22 ;
Wednesday January 7th, 2009 3:56:22 PM

Tratain is hit by the dart again and is again able to fight off the effects (Fort save 46).

Tratain switches the Spiritual Weapon to W5 and it Hits AC 35 for 8 Damage.

The Elemental Continues its attacks on W5 (Hit AC 29 for 20 Damage, Hit AC 39 for 22 Damage)

Tratain then uses his Protector Draw Fire Ability and attempts to goad the Remaining enemies into attacking him instead of his Allies. (Will save DC 20 for all attackers, If they Fail they must attack the Protector instead of thier normal targets.)

OOC: High is always good for me when rolling Miss Chances. As Tratain has See invisibility Permanent, the miss chance for Blink is only 20%. So the check passed and All of Plyfs strength damage is healed.

----------------------------------------
-5 Str from Dart
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 20 Minutes
Spiritual Weapon Round 5 of 20
Summon Monster VIII - Greater Water Elemental HP 160/199; AC 22; DR 10/- Round 4 of 20

Vedik AC 33 (13 touch) HP 136/214 Character Sheet Current Spells  d20+26=37 ; d20+19=23 ; d100=85 ; d100=31 ;
Wednesday January 7th, 2009 5:37:46 PM

Vedik shrugs off the poison barb again, but starts to worry about the strength of some of his companions. He follows the battle leader and sends his spiritual weapon against the fifth fishman. Unfortunately the weapon fails to strike. He then pulls out a wand and uses it to raise the morale of the group.

OOC:
Take 18 damage, poison save passed (37)
Spiritual weapon switch targets to W5, hit AC 23, missed
UMD: Good Hope Wand (can not fail), affecting everyone but Plyf Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Blink checks on Good Hope: Dwight: Passed. Plyf: Failed (sigh)

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)

Dwight hp 76/144, ac 25 - Blinking  d20+12=26 ; d100=82 ;
Wednesday January 7th, 2009 6:35:53 PM

Dwight is again hit with a dart (6 damage and 8 str). Running low on options, Dwight again offers Monthor some assistance to smash more fish, as Monthor has been saying.

Cast: Bull Strength on Monthor ---- Blink ( success:82)

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

Some DM Sanity Stuff:

-13 to str. (Currently delayed by Tratain, but will be a problem later since str. is only 10)
Spells cast: 2 of (2+1) 3rd lvl
2 of (3+1) 2nd lvl

Ring of Blinking (active) (high is success (21-100))

Lavender and green ioun stone 0/50 spell levels

Underwater Battle, round 6 - DM Matt  d20+11=12 ; d20+11=28 ; d20+11=26 ; d20+11=25 ; d20+22=30 ; d20+17=29 ; d20+11=16 ; d20+20=21 ; d20+17=31 ; d20+17=32 ; d6+2=7 ; d6+2=3 ; 2d4=5 ; 2d4=3 ;
Wednesday January 7th, 2009 6:57:35 PM

Monthor whacks the fish a few more times, finally felling the great beast. The fish, parts hanging off on all sides, falls to the ocean floor with a muffled thud.

Plyf delivers another pair of precise jabs at the eel-man. [OOC: sorry, that was 30 total damage over three hits. The first two did 15 damage each, the third missed]

Tratain's hammer and the elemental pound on W5, inflicting even more damage. Tratain attempts to force the enemies to attack him directly (will deal with that on enemy actions).

Vedik uses another wand to help his comrades fight with renewed vigor and strength, though unfortunately, it misses Plyf. It seems Plyf blinks to the ethereal plane a bit more often than does Dwight...

Dwight again casts a spell on Monthor, attempting to increase the dwarf's strength. [does Monthor already have any strength enhancements? If so, this won't stack. Dwight can repost if need be and I'll modify as necessary]

The eel-men, seeing one of their own number dead, and both of their fish destroyed by a single dwarf, apparently decide that in this case, discretion is certainly the better part of valor. "Fall back," one calls out. "Regroup. We'll deal with the land-walkers soon enough."

"You foolish dry-skins!" another one laughs. "You should give us the orb and be done with the whole mess."

Three of the eel-men (W3, W4, and W5) swim upwards and over the buildings.

Tratain can take an AoO on W4.

The elemental can take an AoO on W5.

One of the eel-men (W2) moves to follow his comrades, but looks back at Tratain. "Aarrghh!" he bellows. "I'll gut you yet, dry-skin!"

Tratain Highlight to display spoiler: {The dwar fire ability is unclear. It could mean (1) the enemy MUST attack you, or it could mean (2) if the enemy attacks anyone, it has to be you. Since I can't tell, I'm going with the first option, but I just want to be clear that I could be wrong. I don't want to lock Dan or a future DM into something that may or may not be right.}

W2 stabs his trident at Tratain, missing three times, then swats with his tail. His anger is such that he can't even focus on his attacks, all of them going wide.

He does manage to launch a pair of darts at Tratain, hitting touch AC 31 and 32, for a total of 10 damage (7+3). Fort saves: first = 5 str. second = 3 str.

[for reference, W3 went up then over the middle-left building. W4 and W5 went up then over the middle-right building.

-----------------------------------------
Fish: AC 24, T 6, FF 24
F1: 495 (dead)
F2: 482 (dead)

Eel-Man Warriors: AC 24, T 13, FF 22
W1: 172 (dead)
W2: 110
W3: 0
W4: 0
W5: 93

Tratain Current Spells HP 178/198 AC 43  d20+26=31 ; d20+26=30 ; d20+20=34 ; d8+5=13 ; d6=5 ; d6=1 ; d20+22=23 ; d20+22=35 ; d20+16=31 ; d20+11=14 ; d20+6=26 ; d20+6=16 ; d8+5=7 ; d8+5=8 ; d6=3 ; d6=1 ; d6=5 ; d6=5 ;
Wednesday January 7th, 2009 7:56:26 PM

Tratain is hit by the two Darts but is again able to overcome the effects of the poison. (Fort Saves 31 and 30)

As the Eel Men Flee Tratain and the Elemental take thier attacks against them.

Tratain Hits AC 34 for 13 Physical Damage and 6 Holy Damage.
Elemental Misses with Natural One. (Ignore Second Roll)

Tratain calls out to his Friends "Try and take this one alive so that we can ask it questions!." He also Orders his Elemental to follow the Eel Men for 30 seconds at a safe distance and report back which way they were going and anything else that it see's

Tratain then attempts to subdue the last Eel Man.
Hit AC 31 for 7 Non-lethal and 4 Holy
Second attack Misses
Hit AC 26 for 8 Non-lethal and 10 Holy



MonthorHit Points:(80 of 189) AC 28 
Wednesday January 7th, 2009 8:37:14 PM

ooc> Monthor has a belt of giant strength +4

Dwight hp 86/144, ac 25 - Blinking  d8=4 ; d8=3 ;
Wednesday January 7th, 2009 9:56:49 PM

OOC: If Dwight is allowed to redo his previous round since Monthor has belt, he will pull out his wand of cure moderate wounds, and use it on himself (curing 16 hit points)

MonthorHit Points:(80 of 189) AC 28  d20+23=25 ; 2d8+23=30 ; d20+20=24 ; 2d8+23=33 ; d20+16=31 ; 2d8+23=35 ; d20+11=15 ;
Thursday January 8th, 2009 7:53:56 AM

Greater Magic Weapon ( From Tratain)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Fire Resistence: 20 points (ring)
Darkvision 60'
Necklace of adaptation ( water breathing)
Freedom of Movement
Enlarged:
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

Dodge bonus to W2 ( AC 29)

Bear's Endurance: The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth.

Good Hope: affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

-----------------------
Monthor swings the axe at the remaining eal man ( W2) but attempts to deal it non-leathal damage (-4 to attack roles).

Two handed power attack.
-5 to hit +10 damage

Attack 1
Hits AC 25 for 30 non-leathal damage,

Attack 2
Hits AC 24 for 33 non-leathal physical

Attack 3

Hits AC 31 for 35 non-leathal

Attack 4

Hits AC 15

Total possible damage = 98 non leathal damage ( and should be a knock out).



Vedik AC 33 (13 touch) HP 136/214 Character Sheet Current Spells 
Thursday January 8th, 2009 2:52:19 PM

Vedik waits for the last fish man to fall and the group to have a moments rest. He then gestures to Plyf, beckoning her closer. He points to the surface and pulls out another wand.

He then dimension doors himself and her to the boat, and once aboard takes a drop of woldblood out of storage and anoints her tunic, blessing and strengthening it.

He then uses the wand to return them both to the party.

OOC:
UMD Dimension Door wand (If we're more than 760 feet from the boat, he'll d-door as many times as needed)
Wolds Blood: Magic Vestment on Plyf's tunic, giving it a +4 enhancement bonus to its 0 AC. (Wont stack with your bracers of armor, so it should be a net gain of 3 AC)
If its more than 760 feet just let me know how many D-Doors I need to use on the wand.

Plyf (AC:15/11 w/o dex; HP: 43-/118; Low light vision; Blinking, strength drained)  d20+10=26 ; d20+15=26 ; d4-3=-2 ; d4-3=-2 ; 6d6=18 ; 6d6=16 ; d20=13 ;
Thursday January 8th, 2009 3:06:10 PM

Plyf waits to see if the creature falls unconscious from the nonlethal attacks from the others. If it is still up though, she continues the attack on W2 until she sees it's eyes close.

If the creature goes down though, she keeps a watch for more hazards to come.

Attack W2 if still up hitting AC 26 and 26 for 0 and 0 plus 18 and 16

Spot 23 (sorry, didn't add the +10 to the check.)

Dwight hp 86/144, ac 25 - Blinking  d20+7=10 ; d20+12=26 ; d20+4=15 ; d20+13=24 ;
Thursday January 8th, 2009 7:02:52 PM

As a temporary lull in the fighting occurs,Dwight looks to Tratain or Vedik, he motions to his biceps and then points down and wobbles a bit, feigning out weak he is likely to become soon after so many darts.

OOC: Dwight will have a -3 str, once the delay poison wears off. This is bad, unless of course the poison wears off around the same time? Anyone have knowledge poison/aquatic?

Knowledge:nature: 10
craft:alchemy: 26
heal: 15
(Trying to determine how long str. drain will stay in effect)

spot: 24 (anything moving towards us?)

Still blinking, unless someone is going to cast something on him, then he will stop.

Post-battle - DM Matt  2d6=6 ;
Friday January 9th, 2009 4:05:22 PM

[Dwight's previous cure is fine, and noted]

Tratain takes a parting shot at W4, hitting the warrior as it swims away. The elemental misses its target, but speeds off after the eel-men, easily keeping pace up and over the building.

Monthor helps Tratain subdue the remaining warrior. A few shots from Tratain, and one from Monthor, and the eel-man slumps in the water, floating helplessly, his trident falling to the ocean floor. [Fred the axe still deals holy damage when striking nonlethal. I added the 2d6 from the first hit, though it's really academic since the eel-man is entirely unconscious]

Vedik grabs Plyf and teleports to the boat, where the dwarf quickly provides some magical protection for Plyf's tunic, then teleports both back underwater.

Plyf looks around for any more dangers, but sees nothing. After a few more moments of calm, some of the small local fish return to their business in the area, a few scavengers even beginning to munch on the large, dead fish.

Dwight signals to Tratain that he is beginning to feel weak.

Heal check DC 20 Highlight to display spoiler: { You realize that anyone actually affected by the poison is likely to begin suffering more ill effects pretty quickly after the initial effect. Dwight (and others) could be in serious trouble. (OOC: you also recall that you can make heal checks to replace the subject's fortitude save, whichever is higher is used as the save vs poison)}

[30 seconds elapsed since fight]

-----------------------------------------
Fish: AC 24, T 6, FF 24
F1: 495 (dead)
F2: 482 (dead)

Eel-Man Warriors: AC 24, T 13, FF 22
W1: 172 (dead)
W2: 130 (45 nonlethal) (unconscious)
W3: 0
W4: 19
W5: 93


Vedik AC 33 (13 touch) HP 166/214 Character Sheet Current Spells  d20+8=9 ; 3d8+16=30 ;
Saturday January 10th, 2009 9:59:45 AM

Returning to find the fishman unconscious, Vedik ponders their actions. He decides it prudent to begin to heal their wounds. He points at Dwight, and waits for him to end the blinking effect. Then he begins to heal the party, starting with a mass cure serious wounds.

He then takes out a wand, and points at it then pointing at Tratain.

OOC:
Untrained Heal check: 9
Cure Serious Wounds: Heal 30 hit points (Cast after the blinking ends.)
Good Hope lasts 10 Minutes, will help with secondary saves.

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)
Good Hope (SL 3, CL 10, 10 minutes, cast at end of first combat)

Dwight hp 116/144, ac 25 - Blinking  d20+12=15 ; d20+5=8 ;
Sunday January 11th, 2009 7:29:16 PM

Dwight thanks Vedik for the healing by bowing his head in thanks, but still wonders about the full impact of the darts, though he can't quite put his finger on it.

While that fight was tough, it didn't have the full impact of the typical battle this group has seen. So they are either getting reinforcements or they have set a trap for us

Fearing his second line of thinking, Dwight moves to the closest corpse and inventories what he had. He isn't likely to take anything, as that only adds to the idealogy of landwalkers being evil. He then folds the creatures arms in a restful peaceful position of respect as best he can manage and then looks to Plyf for an opinion, hoping a Bard knows more of such things.

Search: 15
Diplomacy: 8 (positioning of body---Doh!)

Str drained -13 (temporary delayed by Tratain Delay poison....Dwight only has 10 Str.)

Tratain Current Spells HP 178/198 AC 43  d20+19=34 ; d20+19=38 ; d20+19=35 ; d20+19=31 ; d20+19=27 ;
Sunday January 11th, 2009 9:40:04 PM

After the Battle is over Tratain says "Check to see if they are carrying anything useful, something that will tell us anything about them. And make sure we take that Horn they used to summon help, it may come in handy."

He continues "We will need to move from here very soon, find someplace to hide as they will probably be back soon with more help. Luckily I think killed or incapacitated the two we were talking with so the others shouldn't know much about why we are here."

While keeping an eye out Tratain examines the others for the effects of the Darts. He says "It looks like thier darts were poisoned, I'll see what I can do to help."

Tratain gets the group ready to move or fight if necessary, and waits for his elemental to return with any information.

Heal checks Rolled four all together, let me know if I need more: 38, 35,31,27

Plyf (AC:15/11 w/o dex; HP: 73-/118; Low light vision; strength drained)  d20+1=19 ;
Monday January 12th, 2009 10:07:48 AM

Plyf stops her blinking and accepts the healing prowess of her other member. She is not so concerned about these sea devils think of her, good or evil and begins to loot the bodies of the dead, especially of the poisoned darts she intends to use against the under sea hosts in the future, if possible, as well as coins, gems or perals. Yes, pearls, beautiful pearls.

"I say we get this creature back to shore and see if he can breath air. If so, then we can question him while he is out of his element."

Total strength is at 2 now I believe.

ooc: Still working on CS. My apologies, I have needed to get a module submitted to Jerry for Blackbird Lake first and finished last night.

Heal: 19 (So close)

Parlay Under the Sea - DM Dan 
Monday January 12th, 2009 10:12:05 PM

DM Dan K here. Will be posting later tonight. not sure if word got to you guys or not. thanks for understanding

Aftermath- DM Dan 
Monday January 12th, 2009 11:44:51 PM

Vedick casts a curing spell for the group once eveyone is within range of the spell.

Tratain sets about checking on the poisonous wounds and does what he can to stave off the secondary effects, time will soon tell if it is enough. He also makes sure the horn is taken as well as any other items

Plyf finds several small pouches as well as an assorted collection of jewelry. The darts are actually barbs that were part of the creatures themselves. Much like a porcupine. A closer examination dscovers they have a slender hollow shaft that ends just before the tip. Impact, likely breaks the tip and allows the poison to flow into the target. Poison sacs within the eel men fill the hollows before they fire, so the barbs in of themselves contain no poison. harvesting a sack may be possible, but it will take time and it will be through trial and error to cut one out without actually cutting the sack.

Total take 36 gemstones 3 necklaces of corral and pearl and 5 smooth stone rings of onyx with melted inlaid sapphire stone.
Appraise checks DC 15 for the necklaces, DC 20 for the gems and DC 35 for the rings

The waters are quiet for now, the eel man floats akwardly just above the floor of the blue sea.

Out of Combat officially
Track spells time will lapse with the longest actions posted

Vedik AC 33 (13 touch) HP 166/214 Character Sheet Current Spells  d8=4 ; d8=1 ; d8=6 ; d8=4 ;
Tuesday January 13th, 2009 1:44:19 PM

Vedik casts another healing spell, this time on Plyf, healing some of her wounds. He looks around, waiting for the next attack. He takes out his cure light wounds wand, and makes ready to use it.

OOC:
Apparently, you reroll 1 in healing spells too. Who knew.
Cure serious wounds on Plyf for 29 points.

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)
Good Hope (SL 3, CL 10, 10 minutes, cast at end of first combat)

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment) 
Tuesday January 13th, 2009 3:50:42 PM

Plyf is grateful to Vedik for the healing, but it is her strength that worries her. If they left, would she be able to even carry herself ashore?

She gathers all she can and tells others, "Watch out for the barbs on these things. They must be part manticore."

Water Breathing: ?
Magic Vestment: ?

MonthorHit Points:(46 of 155) AC 28 
Tuesday January 13th, 2009 8:56:44 PM

"Need some healing here!!"



Dwight hp 116/144, ac 25 
Tuesday January 13th, 2009 10:02:48 PM

Dwight, considers the time and tide and points to the building the group had originally selected to begin searching as the 'home' of the orb.

He of course waits to make sure the group is ready to set out again, but is ready to begin given the time table of various spells.

Aftermath- DM Dan 
Thursday January 15th, 2009 10:42:30 PM

Monthor is in serious need of healing and asks for it.
Dwight points towards a set of buildings down the 'road' as the home of the orb
Plyf gathers what she can and Vedick casts a curing spell on her.

Not much happens in the next few rounds as the group politely stands about the unconscious Eel man. the sun still shines above illuminating the water to the depth of the group. the building stand waving in the current as the moving water distorts light and distance. Blood and ichor shifts and swirls in a macabe dance about the party as it slowly gets caught in the current. Particulate matter still hangs heavily about from kicked up silt to bits of flesh and fish.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment) 
Friday January 16th, 2009 2:12:03 PM

Plyf follows the others to the building and tells them she will hold till later the things she found.
"These guys have good loot, lets get more if possible. I have concerns for the near by fishing village and perhaps when we leave, if we leave many of these things behind, they may take out their vengence on the innocents. We can't have that happen."

water Breathing: ??
magic vestment: ??

Vedik AC 33 (13 touch) HP 166/214 Character Sheet Current Spells  d8=4 ; d8=6 ; d8=2 ; d8=1 ; d8=7 ; d8=3 ; d8=8 ; d8=5 ; d8=2 ; d8=8 ; d8=8 ;
Monday January 19th, 2009 4:49:53 PM

Vedik takes out a wand and puts it to use on Monthor.

OOC
10 uses of Cure Light Wounds Wand on Monthor (rerolled 1): 63 points healed total.

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)
Good Hope (SL 3, CL 10, 10 minutes, cast at end of first combat)

Aftermath - DM Matt 
Monday January 19th, 2009 5:50:32 PM

[Thanks to Dan for helping!]

Vedik provides more healing to Monthor, while the group walks down the "street" selected by Dwight, bringing the unconscious eel-man with them. After a few short moments of walking, you discern that the street leads on for an unknown distance, though apparently long. The buildings are in similar states of semi-collapse, and other than the varying shapes and heights, all of them look pretty much the same, their red stonework becoming monotonous pretty quickly.

The group will need to decide how to go about finding a single building within all of those left in the city.

Vedik AC 33 (13 touch) HP 166/214 Character Sheet Current Spells  d8=3 ; d8=1 ; d8=2 ; d8=8 ; d8=6 ; d8=2 ;
Tuesday January 20th, 2009 10:22:27 AM

As they walk, Vedik continues to use the wand on Monthor.

He looks about, trying to figure out which building would house their target. He considers for a moment the importance of the gate to these people, and points in the general direction of the center of the city.

OOC:
5 uses of CLW wand on Monthor: 26 points healed.

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)
Good Hope (SL 3, CL 10, 10 minutes, cast at end of first combat)



MonthorHit Points:(135 of 155) AC 28  d20+4=8 ; d20=2 ;
Tuesday January 20th, 2009 2:09:43 PM

Monthor takes point and looks out for trouble.

"We're gonna have to wake the gill head up and ask him for directions... "

ooc> 20 more points of healing please.

spot check 8
Listen check 2
( deft and blind as usual... )


Searching the City - DM Matt 
Tuesday January 20th, 2009 4:03:07 PM

I know it's early, sorry. I'm going to be out tonight and don't want to miss a post. Feel free to post 2 actions if desired.

The group walks on a bit, dragging their captive through the water. Vedik suggests searching the center of the city. Judging by what could be seen as you descended, you know that the approximate middle of the city would be about a half mile to the northeast.

Monthor suggests waking the captive to question him.

Just then, a dull, distant noise is heard, a muffled thud that gets spread out by the water so that it seems to resonate lightly all around. It's impossible to even tell the direction. After 30 seconds or so, you hear another one.

Tratain Highlight to display spoiler: { We neglected to address this before. Your elemental never did return from its scouting mission.}

Dwight hp 116/144, ac 25  d20+12=15 ; d20+13=19 ;
Tuesday January 20th, 2009 7:45:31 PM

Dwight continues onward with the group, following Vedik's thought of finding the center of town. At the sound of the thud, Dwight's limited color fades in the eerie glow of underwater atmosphere.

spot: 15
listen: 19
(Dang water ruining my vision/hearing)

Unable to learn anything extra about the thud, Dwight motions to the group that perhaps we should continue next to a wall to avoid being surrounded again.

Big, whatever it is, its big. Aside from a big bowl of food, big isn't good Dwight considers what limited options he has should combat occur again.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment)  d20+1=10 ;
Wednesday January 21st, 2009 5:01:07 PM

Plyf stays with the group, whichever direction they choose to go. her strength greatly reduces her swimming abilities.

Swim: 10

Oops, it should have been -1 not +1 so Swim is 8

MonthorHit Points:(135 of 155) AC 28  d20=2 ; d20+4=14 ;
Wednesday January 21st, 2009 8:35:42 PM

Listen = 2
Spot =14

" Trouble, take cover."

Monthor motions to the others to take some cover. Once everyone's complied, he'll do the same.


Vedik AC 33 (13 touch) HP 190/214 Character Sheet Current Spells  d8=8 ;
Thursday January 22nd, 2009 2:33:38 PM

Vedik calls on Alemi to head the party. He then gestures to the unconscious captive and shrugs his shoulders. Does the party wish to question him or not.

OOC:
Cast Cure Light Wounds, Mass. Party is healed for 24 points.



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment) 
Thursday January 22nd, 2009 4:56:51 PM

Plyf is new to the group and she has her own ideas of justice and what is right. She does not believe in torture. If something required that, they just need to die, quickly. So she suggests, "If we can't charm him, let him go. I doubt he will say anything useful. Let him send the rest of them the message, that they can either parley with us or be at war with us, but all bets are off if we go to war. That means there will be no more subdual attempts."

Plyf looks cold and hard as she speaks her mind. The happy go lucky bard takes on an entirely different persona. War is a savage place and it brings out the barbarian blood lust in her.

Further on into the City -DM 
Saturday January 24th, 2009 2:39:00 PM

The group moves to the a wall to continue under a bit more cover down the street. Some talk is had on waking, ie healing, the eel man in order to speak with him. the group seems a bit split on how to approach the topic or even if they should bother. The distant Thud is heard again and then again and again. Each is about 25-30 seconds apart and the group begins to pick up on the steady rythym of the sound over the next several minutes.

MonthorHit Points:(155 of 155) AC 28 
Sunday January 25th, 2009 2:20:20 PM

Monthor points a big meaty finger towards the direction of the noise ahead.

"Sound to me like all of the action is THAT WAY.... Me says we should scout the area ahead. Forget the gill face. Actually, maybe we should just leave him here for now. So, who's best a stalking.... Tratain.. didn't ye send that elemental of yours up ahead to scout? "



Vedik AC 33 (13 touch) HP 190/214 Character Sheet Current Spells 
Monday January 26th, 2009 7:26:13 AM

Vedik nods to Monthor as he points his finger, but shakes his head at the mention of leaving the prisoner behind. Its clear leaving a helpless tied up prisoner unconscious is not sitting well. "Wake up, Release" he shouts into the water.

OOC:
Did we search the corpses?
Also be sure to count the 24 healing I did last round, some folks missed it.

MonthorHit Points:(155 of 155) AC 28 
Monday January 26th, 2009 8:14:09 AM

At Vedik's comment Monthor cringes...

" Humm, no... if we release him then he'll warn the others or attack us. He's an ennemi. We either keep him secured or we.... "

Monthor draws a line with his thumb across his throat.


Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment)  d20+9=25 ;
Monday January 26th, 2009 10:16:49 AM

The ominous sounds of the drum (or whatever) give Plyf the "willies". She secures the captured warrior with some rope, to make a coup de grace easy, if they decide that is what is needed.

"I think we should leave and come back. They may be gathering their forces to make a second attack and the element of surprise is gone, at least for now."

Use Rope: 25

Dwight hp 130/144, ac 25  d20+4=23 ; d20+13=20 ;
Monday January 26th, 2009 3:33:06 PM

Dwight worries what message killing the captive would send now. While we are currently enemies, they did begin by talking, if only to tell us to surrender. "I don't think we can kill him, if that was the goal we should have done it before. We either leave him, or continue to take us with him. I'm in favor of the latter, might give us a slight edge for the coming battle; less likely to hit us with an ice storm if one of there own is in the midst? Course, taking him and leaving might be a good idea too. Could give us some time to study him and perhaps magically return in their form?"

Heal check:23 How long would the captive remain unconscious if left untended? (minutes, hours, days?)

Spot: 20 With the group closer to a wall as we continue to head towards the 'center', Anything approaching yet?

OOC: Not sure what to roll, but how far approximately have we gone from directly below the boat to where we are now?

Tratain Current Spells HP 178/198 AC 43 
Monday January 26th, 2009 3:49:05 PM

Tratain says "lets find someplace out of the way and ask him some questions. We need to know more about what we face further into the City, Plyf perhaps you can talk him out of some information? We have the Horn we took from the first Fish men we faced, we can probably use that as a diversion if we need to, Draw them off one way and come from another. They shouldn't know why we are here hopefully, The two that we spoke to about the Orb are either Dead or with us, the other three shouldn't know why we have come."

OOC: Sorry for the Long absence, got really sick for a while, but I'll be back in the swing of things now.

Searching the City - DM Matt 
Monday January 26th, 2009 7:23:53 PM

Monthor looks around, trying to pinpoint the direction of the thudding noise. The water distorts it such that an exact direction is impossible to tell, though the dwarf thinks the group should head toward the noise.

Thud

Vedik doesn't like leaving the prisoner, but suggests they could wake him up and release him. Monthor, on the other hand, seems to strongly dislike that idea, instead suggesting choices more familiar to a battlefield.

Thuddd

Plyf makes sure the prisoner is secure, in case the Knights need to dispatch him quickly. Dwight agrees that the prisoner can't be left behind, but maybe the Knights could take him away and study him with an eye toward a covert return?

Checking the unconscious eel-man, Dwight notices that his breathing is already faster and more steady than before. As Dwight probes and prods, the prisoner groans slightly. He may very well wake up on his own in a rather short time (many minutes, but not a full hour).

Thudd . . . thudd

Dwight also looks around, but sees nothing threatening approaching. [you've traveled a few hundred yards from the original spot, northwest and currently heading west-ish. You have not traveled anywhere that would make it hard to find the way back]

Tratain suggests going somewhere to question the prisoner. You see that there are plenty of empty buildings, some relatively intact and some crumbling. If the group so chooses, you can quickly locate a building of whatever size you specify (within reason) that is mostly intact on all sides. Closest nearby, you see a one-story stone structure, laid out like a blacksmith's forge, with 3 and 1/2 walls and most of a roof.

THUDD . . . THUDDD . . . THUDDDD

Dwight hp 130/144, ac 25 
Monday January 26th, 2009 9:11:54 PM

Dwight suggests the group moves into the building. " Perhaps I can cast Detect thoughts on the creature. While semi-conscious, his thoughts might be loose enough that if we question or talk about certain things, his mind might allow something to slip out. The folk seemed to know something about the object of our mission."

Dwight looks to see what the groups opinion is, and should they agree, further suggest they cast a very minor healing spell, just after Dwight casts Detect thought to try to maximize his ability to detect something as the eel-man is in his semi-conscious state.

OOC: I'm assuming that a semi-conscious person doesn't protect his thoughts as well as a conscious one, and Dwight has a better chance of detecting them.

MonthorHit Points:(155 of 155) AC 28  d20+4=12 ; d4=1 ; d20=11 ;
Tuesday January 27th, 2009 2:45:22 PM

"Building it is then...
Something big's coming. Let's grab some cover. "
Monthor flings the eel man over his shoulder and heads into a building and seeks cover.

( Spot 12 , listen 11)

Vedik AC 33 (13 touch) HP 190/214 Character Sheet Current Spells  d8+5=7 ;
Tuesday January 27th, 2009 5:41:35 PM

"We're not killing a helpless foe, we're not some group of thugs.", the old dwarf says with a scowl. "If we're to question him, lets do it, that smithy looking place looks good."

When the group is there and Tratain gives the ok, he casts cure light wounds on the prisoner.

OOC:
Cure light wounds on fishman: 7 HP healed.

Active Effects:
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 6.4 hours, cast before entering water)


Tratain Current Spells HP 198/198 AC 43  d20+3=19 ;
Tuesday January 27th, 2009 6:56:03 PM

Tratain says "Lets Use that Building over there." And Points at the blacksmiths shop. He continues "Make sure he is secure, and lets see what he knows."

When the Fishman is awake Tratain asks "Tell me about the Orb, why do you want it so badly. And what is that sound we are hearing. (Diplomacy 19)

Take Cover - DM Matt  d20+9=15 ;
Tuesday January 27th, 2009 7:46:29 PM

Dwight suggests that the Knights move into a nearby building, where he might try to detect the eel-man's thoughts. Monthor agrees and manhandles the prisoner into the structure.

THUD . . . thud . . . THUD . . . thud

The pounding noise takes on a distinct pattern.

Listen check DC 20 Highlight to display spoiler: {It's hard to tell with the water distorting the sound, but it doesn't seem like the noise is getting closer or farther away yet}

Once inside, Vedik casts a minor healing spell on the prisoner. Groaning, the eel-man wakes groggily, then looks around with half-opened eyes. A rumbling laugh builds in his chest as he looks at each of the Knights, though the laughter quickly turns to a fit of coughing, with a small amount of black-red blood dribbling from his mouth.

"Landwalkers . . . what do you think you are doing?" he asks weakly.

THUD . . . thud . . . THUD . . . thud

"Oh ho!" the eel-man manages a faint smile. "So the summons has begun? It seems at least one of my brethren escaped your foulness, eh?"

Tratain, taking the direct approach, asks the prisoner about the Orb, and the throbbing sound.

"The Orb . . . is it here? At least let me see it before I die. No? Well, I see no harm in telling you some small bit to whet your curiousity. After all, you're likely to die soon enough, no?

"The Orb belongs to Our Lords and Masters." he says rather solemnly. "It helps them to travel to this world, to grace us with their presence. We are the Keepers, and it is our duty to watch over it, or to reclaim it should it be stolen from us. That . . . that . . . witch tricked the Elders and took it from us. It appears you have been nice enough to bring it back. What I would not give for a chance to repay her trickery!"

THUD . . . thud, thud . . . THUD . . . thud, thud

The eel-man strains against his bonds momentarily, then calms himself. "That noise, you ask? Why, that is your doom, landwalkers. That is the Calling. My people are being summoned together. The great drum tells them that something important is happening, and that they are needed. Even now they will be gathering together, sharpening their darts, rallying the Great Fish, and preparing to tear you pink-skins to bits. HA! I can only wish to still be alive to see it."

Meanwhile, Dwight is silently attempting to read the prisoners mind with his spell. [Will save 15, not sure what Dwight's save is, but I'll assume this fails. Please unlock your CS so I can view if needed]

After a moment, Dwight begins receiving information through the spell's link.

Dwight Highlight to display spoiler: {You can pick up his thoughts, though they are somewhat random and unclear: Landwalkers . . . get free I could kill one . . . maybe that fat dwarf . . . Calling . . . get the Orb . . . don't tell them about the Forge . . . must get the Orb . . . be a king . . . stall them for awhile . . . must get the Orb . . . just tell them anything to keep them here awhile . . .}

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment)  d20+7=27 ;
Tuesday January 27th, 2009 10:44:23 PM

Plyf with perfect hearing looks at the creature. "Nothing had to die today. If you had mentioned it was stolen instad of assuming we have it with us, you may have well been helped by us. I do not know what you mean by die? We will not kill you while you are bound and if there is some way to try to talk like intelligent creatures, then perhaps no more need to die."

Listen: 27 (Natural 20)

MonthorHit Points:(155 of 155) AC 28  d20=13 ; d20+4=16 ;
Wednesday January 28th, 2009 5:34:38 PM

Someone get mees to this group of gill heads and me'll disrupt there chanting alls right.

Spot and listen
13 and 16

Vedik AC 33 (13 touch) HP 190/214 Character Sheet Current Spells 
Wednesday January 28th, 2009 7:00:31 PM

Vedik ponders the situation. "What witch?" he asks the prisoner, stroking his beard through the water. "You say the orb was stolen from you?"

Tratain Current Spells HP 198/198 AC 43 
Wednesday January 28th, 2009 8:05:07 PM

Tratain says "He just admitted that his people work with the Legion, they keep the Orb so they can come here. With that Alarm sounding we don't have much time. Knock him back out and we'll make our way to the Forge. We need to destroy the Orb or go through and get the Legions Orb and bring it back here so they can't get back here ever again."

Once the Fish man is subdued again Tratain says "We need some way to go and fetch our Orb now, we don't have much time if we want to get to where we are going before to many fish people get there."

Dwight hp 130/144, ac 25 
Wednesday January 28th, 2009 9:04:29 PM

Dwight nods, still focusing on his Detect Thoughts spell, hoping something more will slip out. "Forge, he knows exactly where the forge is," Dwight says hoping to get the eel man to think out the forge more to gleam just a bit more detail.

OOC: I'm not sure why you cannot see the sheet, any idea what I need to change to make it viewable by everyone? I've never intended it to be invite only.

Dwight hp 130/144, ac 25 
Wednesday January 28th, 2009 9:15:16 PM

OOC: Okay, I 'published' my sheet, could some verify if it does, or does not work?


MonthorHit Points:(155 of 155) AC 28 
Thursday January 29th, 2009 3:15:18 PM

ooc> It works.



Take Cover - DM Matt 
Thursday January 29th, 2009 4:27:49 PM

The eel-man laughs when Plyf tries to reason with him. He seems to have sufficient strength back, as his laughter doesn't devolve into a fit of coughing, as it did moments ago.

"All those who refuse to accept the Lords and Masters have to die. So it has been proclaimed for hundreds of years," he says, his eyes beginning to shine with zeal. "If you have accepted Them, then deliver the Orb to us. If you have not, then . . . ." he lets the words trail off with a shrug.

Monthor, meanwhile, voices his desire to get to the fight. Raising an eyebrow, the prisoner says, "You may be a heathen and an unbeliever, but at least I admire your bravery.

"Misplaced though it may be."

Vedik asks about the "witch," and the eel-man's demeanor takes on a sudden, noticeable change for the worse. "The harlot! The many-armed one. She came with smooth words, and professed an ability to bring our Lords to this plane permanently. Then when she had sufficiently fooled the Elders, she took the Orb and vanished. If I could find her now! If any of us could! She wouldn't have -"

"Destroy it?!?!" he exclaims at Tratain. "Foolish landwalkers. You know nothing of what you do."

Dwight, meanwhile, concentrates on the prisoner's thoughts, even mentioning the Forge out loud. Dwight Highlight to display spoiler: { Forge . . . they know of the Forge . . . stall them . . . don't tell . . . reading thoughts! . . . don't think . . . Calling . . . stall them

He realizes a moment too late to avoid thoughts of the Forge. A fairly detailed image flashes in your mind. A short, squat building, made of smooth white stone. It stands out distinctly from the other buildings, both because it is the only white one in a sea of red brick, and because unlike the others, it is obviously well-kept, clean, and well-repaired. The border around the large archway depicts stylized demons, very close in appearance to the Legion you have fought. Otherwise, there is no decoration. You can't tell exactly where in the city this is, though there are three very tall, mostly intact towers around the white building, probably poviding cover against inadvertent detection. You haven't seen many towers that tall that are still as intact as these. (they don't look like the tower you came down on)
}

Does anyone actually knock the prisoner out?

As the conversation continues, you all come to a sudden realization: the pounding noise has stopped.

Dwight hp 130/144, ac 25  d20+5=13 ;
Thursday January 29th, 2009 4:43:09 PM

Dwight keeps focusing on the eel-mans thoughts, while trying to gleam just a little more, "Quickly," he motions to the group indicating with his hands to his ears the thudding has stopped.

"He's given us what we need, he's told us about the forge, its protection and defenses, and even its surrounding area. Won't his Lords be pleased that he helped us, perhaps he helped the witch enter the forge and carry the orb away, through a path seldom used or less protected;" Dwight adds antagonistically.

OOC: Wanted to roll something, so Diplomacy: 13 (though Dwight's attempt isn't very diplomatic in any sense)

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment) 
Friday January 30th, 2009 10:07:08 AM

"What would happen if we destroy it?" She will ask the eel man, since he seemed very upset at the notion.

Vedik AC 33 (13 touch) HP 190/214 Character Sheet Current Spells 
Friday January 30th, 2009 3:51:59 PM

"Your witch is dead, we killed her," says the dwarf bluntly. "I am sorry your people have fallen under the sway of this Legion from the Orb-gate."

He looks around, pondering what the end of the thumping could mean.

Active Effects:
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 6.4 hours, cast before entering water)

MonthorHit Points:(155 of 155) AC 28 
Monday February 2nd, 2009 9:27:38 AM

Enuff talking ladies, that silence is NOT welcomed... let's either get ready to bash some gills now or go fetch the orblet and bash some gills later.

( Monthor exchanges cloaks and puts on his Mountbank cape).

Tratain Current Spells HP 198/198 AC 43 
Monday February 2nd, 2009 4:51:27 PM

After the Eel-Man answers Plyfs questions Tratain says "Monthor, please knock him out again." and waits for the Eel Man to become unconcious before continueing.

He says "We left the Orb in the Cave, we need to get it before continueing. Theres no sense in going to the Forge without it. We'd have to fight all the Fish people there, then probably do it a second time later. Does anyone have any means of Teleportation? I can do it but it will take me 2 days to get the Orb and come back."

MonthorHit Points:(155 of 155) AC 28 
Monday February 2nd, 2009 8:21:50 PM

Monthor shrugs and close fists the eel man on top of the head.

Dwight hp 130/144, ac 25 
Monday February 2nd, 2009 10:03:50 PM

Dwight continues to detect, hoping to gleam one last piece as the eel-man realizes he is being knocked out again and not killed.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment) 
Tuesday February 3rd, 2009 12:34:19 AM

"I have boots of teleportation, if that will help." Plyf adds.

Take Cover - DM Matt 
Tuesday February 3rd, 2009 4:39:36 PM

The prisoner screams and tries to move toward Dwight, though his bonds prevent it. "I did no such thing, puny landbug!" he spits.

"That is not your concern," he says to Plyf. "You will NOT destroy our orb as long as there are Guardians left breathing!" The mention of destroying the orb sends mental shockwaves through his mind, Dwight picking up everything.

"Sway?" he laughs. (Dwight senses him easing at the mention of the demon dying) "You have no idea of what you speak, Dwarf. There is always time to change your ways now and follow our Lords. No? All the same," he adds with another chuckle.

Monthor, meanwhile, prepares for another battle.

"Why not kill me now, Landwalkers? I am of no more -" Monthor's fist connects with the eel-man's head, knocking him to the ocean floor once again.

Tratain suggests the Knights go and pick up the orb, asking about the best means to do so.

Plyf offers her boots.

You hear no other sounds, aside from the water gently moving with the currents. A few small fish dart to and fro around you. The prisoner lies on the ocean floor, unconscious but breathing through the gills on his neck.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment) 
Wednesday February 4th, 2009 1:36:29 PM

Plyf waits for her party members. She is somewhat embarrassed by her outburst earlier. Her fear gripping her like an animal in a pen. The need to survive always at the front of her mind. Should she be here with these people? They are the real hero's, not her. What does she know about valor and glory?

{{Thoughts}}I'm a freaking rogue! That's what I am! Yea, sure, I can play an instrument and do some magic. I'm absolutely positive my barbarian experience allows me to do things not normal. But.....but swimming around in the sea fighting big fish is not my idea of a ball room affair. On the other hand, this was the best loot I have seen in a long while. I won't make this working nights in a pub. They are also confident. They were right when they said we would win and we did. I just wish I knew what in the realm of the dead this orb is or does or whatever. I guess I will eventually find out.

MonthorHit Points:(155 of 155) AC 28 
Wednesday February 4th, 2009 7:52:04 PM

"By Moradin's Beard!!! Someone make a decision already!!!! "

( ooc> I swear, this is the worst part of the game. :-) Can I suggest the following:
Tratain, using spell and boots fetches the Orb.
The rest of us haul booty and find someplace safe to hide out from the eel people.
We then take it from there. )



Vedik AC 33 (13 touch) HP 190/214 Character Sheet Current Spells 
Thursday February 5th, 2009 8:06:14 AM

"Plyf, if Tratain can borrow your boots, it would speed things up greatly." He looks around, pondering how long they have until whatever the thumping was doing starts to cause them issues."

"We must hurry"

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment) 
Thursday February 5th, 2009 1:00:32 PM

{{How will I escape though?}} she thinks to herself as Vedik wants Traiten to borrow her boots. Reluctantly she pulls them off and hands them to him. "What exactly is the rush anyway? We have the orb, that means they don't, why not come back in a week or a month when their guard is down again?"

Dwight hp 130/144, ac 25 
Thursday February 5th, 2009 3:52:32 PM

Dwight looks to the others. He agrees with both Vedik and Plyf, "Speed now is necessary, but our assault on the white house protected by towers does not need to happen now/today."

Before the prisoner recovered enough I got a decent view of where the forge is. It seems to be protected or at the very least occupied and well maintained. We should likely try to get more information before trying to assult a building. Besides, based on my, rather his view, we don't seem to be particularly close to the white building. It was surrounded by three towers, none of which we have seen around here."

"Whta we really need is a map of the old city."

OOC: Given other questions, this is what Dwight saw using Detect Thoughts regarding the forge from DM post 1/29

A short, squat building, made of smooth white stone. It stands out distinctly from the other buildings, both because it is the only white one in a sea of red brick, and because unlike the others, it is obviously well-kept, clean, and well-repaired. The border around the large archway depicts stylized demons, very close in appearance to the Legion you have fought. Otherwise, there is no decoration. You can't tell exactly where in the city this is, though there are three very tall, mostly intact towers around the white building, probably poviding cover against inadvertent detection. You haven't seen many towers that tall that are still as intact as these. (they don't look like the tower you came down on)}



Take Cover - DM Matt  d100=5 ; d100=75 ;
Thursday February 5th, 2009 4:27:12 PM

Plyf waits, wondering what to do and why she is sitting around under water. Monthor, in a rate display of decisiveness, suggests Tratain go get the Orb and bring it back. Vedik agrees with giving Tratain the boots, and Plyf hands them over.

Dwight relates what he learned from the prisoner's mind.

Tratain takes Plyf's boots and quickly changes them (his socks getting quite wet in the process).

In the blink of an eye, Tratain disappears.

Tratain Highlight to display spoiler: { You teleport to the Orb chamber without incident (teleport roll 5), and find it undisturbed. You are able to retrieve the orb easily, stow it, and return to the group. You see no signs that anything untoward happened in the chamber, that anyone/thing tried to get in, etc.}

After a short while, Tratain reappears, looking none the worse for wear and heavy one evil orb. The group then ponders how to locate the Forge given the images Dwight pulled from the prisoner. Meanwhile, the prisoner stirs slightly and groans. He is still unconscious.

OOC: I agree with Monthor, this stuff does take awhile, so I took the liberty of moving us along. If Tratain really would not do what I wrote, say so, otherwise it's done as MOnthor suggested. I leave it to Tratain and Plyf to decide if the boots were used twice, or if it was 1 spell/1 boot use.



Tratain Current Spells HP 198/198 AC 43 
Thursday February 5th, 2009 8:57:22 PM

Tratain does take Plyfs boots and uses them to teleport to the chamber and back. Once back he returns the boots to Plyf.

He says "Lets try and find the forge, Dwight if you see any buildings that you think you recognize from the Fish Man let us know and we'll head that way. Lets try and stick to some cover so they can't spot us."

Vedik AC 33 (13 touch) HP 190/214 Character Sheet Current Spells 
Friday February 6th, 2009 9:06:41 AM

Vedik follows the group as they move into the city, keeping an eye out for the building Dwight has described. "Tactics?" he asks. "The legion is a considerable foe, and we may have to fight them and the fish men at once."

MonthorHit Points:(155 of 155) AC 28 
Friday February 6th, 2009 7:26:17 PM

Keep mees healthy... Me and Fred will take care of the rest.....

Dwight hp 130/144, ac 25  d20+15=34 ;
Saturday February 7th, 2009 3:24:13 PM

"Perhaps a disguise would help us. When I first joined ya'll, everyone appeared as something else. What that a spell or item that transfored everyone into other 'acceptable' looking beasts? Surely if we polymorphed into eel-men it would help with our presence, our breathing and movement. Do we have the ability to do this?"

As Dwight discusses this with the group, his eyes are looking around, squinting trying to make the most of the shifting light, and blurred underwater vision. (spot: 34 --- Primarily looking for towers and/or indication of citadel, perhaps a sign? )

"I'm thinking the towers might be a great distance from here given the height of the towers I saw. We climbed down the tallest of the buildings close to here. Taller towers would be completely above the water level, especially at low tide. The 3 towers I saw must be deeper into the ocean." Dwight looks to others to hear their throughts; though he suspects what Monthor is thinking.

To the Forge - DM Matt 
Sunday February 8th, 2009 6:50:07 PM

Tratain returns with the orb, and suggest the group start searching while keeping to cover as much as possible. Vedik follows wit the group, commenting on the potential enemies they may face, with Monthor providing his own form of encouragement.

Dwight suggests polymorphing into the eel-men, or something similarly "safe" in these parts.

He also suggests moving toward the deeper ocean, since the towers he saw were fully underwater.

[unless anyone says otherwise] The Knights start walking down one of the main thoroughfares, in the direction of the deeper ocean.

After walking a few minutes, you hear a now-familiar noise: a throbbing drum beat. This time, however, the drum continues in a rhythmic pattern, and you can better discern the direction from which it comes.

[OOC: I may have confused my directions, so if this conflicts with prior statements, I apologize. We'll say the Knights are heading WEST right now. The drums are coming from somewhere NORTH or NORTHEAST of you.]

Tratain Current Spells HP 198/198 AC 43 
Monday February 9th, 2009 7:22:13 PM

Tratain says "Which way would you suggest Dwight? We'll go whatever way you think we should proceed. If you think the buildings we are looking for are further out we'll keep going the way we are traveling. I guess the fish people are all gathering to the Northish. Hopefully thier rally point isn't on top of the forge we are looking for and we'll be able to get at the forge without haveing to fight the whole of the fish people nation."

Dwight hp 130/144, ac 25  d20+15=16 ; d20+7=24 ;
Monday February 9th, 2009 10:14:01 PM

Dwight thinks for a moment as he looks around the shadowed underwater realm. "It's hard to say, the view I had was with his eyes. The picture was much clearer in my mind than anything I can see now. I can say for sure though it is likely deeper, the towers looked taller than where we climbed down from. Also the building was made of white rock, unlike these other buildings. "

Without much direction, Dwight still feels obilgated to lead the group so he heads deeper into the ocean (west), but is open to any detection/guidance mechanisms anyone in the group has.

spot: 16
knowledge (nature) 24 If Dwight assumes the original forge, built on land was near a river/ocean, he'll head in that direction.


Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment)  d20+4=22 ; d20+4=18 ;
Tuesday February 10th, 2009 3:16:25 AM

Plyf follows the group, but digs deep into her memory and knowledge of the past.

Bardic Knowledge for "noteworthy places" to recall if I have read about this forge hosed in a white building and perhaps this orb they speak of as well.

BK on Forge: 22
BK on Orb: 18

Vedik AC 33 (13 touch) HP 190/214 Character Sheet Current Spells  d20+8=10 ; d20+8=26 ;
Tuesday February 10th, 2009 5:22:37 PM

Vedik follows the group, wishing he had the forethought to pray for a locate object spell. He keeps his eyes and ears sharp as he walks along the ocean floor deeper into the depths.

OOC:
Spot 10, Listen 26



MonthorHit Points:(155 of 155) AC 28  d20=5 ; d20+4=14 ;
Tuesday February 10th, 2009 9:10:53 PM

Monthor takes the rear of the group and watches for anything suspecious

Spot 5
listen 14

To the Forge - DM Matt 
Wednesday February 11th, 2009 7:44:51 AM

The Knights head west down one of the wide streets, passing building after red brick building. Plyf searches her memory for anything useful, but comes up with nothing. She does note that she has not seen anything other than a red brick building yet in this sunken city. A white stone structure would likely stand out quite well.

The prisoner, being dragged or carried along, groans again as his eyes flutter open briefly. "Where . . . wha . . . what is it you are doing, landwalkers?"

Suddenly, a trio of eel-men dart out from a building, almot 50 feet ahead. They float for just a short moment, shaking their tridents at the Knights, then quickly swim upward and to the south.

The prisoner watches with half-open eyes and begins to laugh deeply.

Dwight hp 130/144, ac 25  d20+13=19 ;
Wednesday February 11th, 2009 10:51:33 PM

Dwight looks around to see if the group is being surrounded. (spot: 19). The he urges the group to continue moving in the semi-random direction they have choosen (deeper for white building). (However if others feel it would be better to follow them, he'll only complain a little not having a better alternative.)

Plyf (by Anthony) 
Wednesday February 11th, 2009 10:53:25 PM

Plyf looks at the capture eel-man, and having had quite enough of him already, and not wanting to deal with him if others appear examines her hand for moment. When the eel man's eyes seem to focus in her general direction she clocks him back into uncousciousness. "Laugh at that," she mumbles to herself.

Vedik AC 33 (13 touch) HP 190/214 Character Sheet Current Spells 
Thursday February 12th, 2009 5:42:00 PM

"We must move quickly" Vedik says. He increases his stride, encouraging the Grey Knights to haste.

He keeps his eye in the direction the guard fled.

OOC:
We are heading west?

MonthorHit Points:(155 of 155) AC 28 
Thursday February 12th, 2009 9:22:01 PM

Monthor continues to keep watch and prodes the others along. He frowns that he didn't get to hot the eel man but he makes promise to himself that the next time, it'll be the sharp end of Fred that quiets him.

" We're spotted. Keep an eye out for trouble... drop the gill head. We don't need him anymore. "


To the Forge - DM Matt  d20+8=26 ; 12d6=42 ;
Friday February 13th, 2009 9:22:14 AM

Dwight looks around, but sees no other enemies. Plyf, annoyed at the prisoner's behavior, leans down and socks him in the face one more time, sending him back to the land of dreams.

Vedik rushes the group onward (yes, West), keeping an eye out for more trouble. Monthor suggests dropping the prisoner.

Monthor's suggestion is a moment too late. As if from nowhere, a bright, yellow-orange bolt of electricity shoots out of a window in a nearby, ramshackle building. The bolt strikes the prisoner square in the chest, then erupts in a number of smaller bolts, each hitting one of the Knights.

The prisoner is immediately flash-fried, and quite obviously dead a second later. [not bothering to do his reflex save, he was at or below 0 already]

Each of the Knights takes 21 electrical damage, reflex 26 for half (subject to any other protection you may have).

The building from which the bolt emitted is a one-story, broken down brick house, more rubble than intact, with no roof. An eel-man swims upward through the non-roofed area, and away from you quickly.

[no map right now. the house is 15 feet south of you, and is 20x20. The eel-man came from the front of it and swam away from you, so he is 15 feet up, and 35 feet south, swimming in a southward direction.]

Plyf (by Anthony)  d20+18=28 ;
Friday February 13th, 2009 5:49:07 PM

Plfy stares as the eel-man rushes off after being blasted by electricity (makes save: 28 -- no damage due to evasion) If only I could sneak around the corner, I'd let that eel-man have it She then turn to see if the group is going to try and give chase.

Dwight  d20+21=27 ;
Friday February 13th, 2009 5:52:41 PM

Makes Save: 27 (evasion, no damage)

Dwight is actually a big surprise as they intentionally blasted their own kinsmen. Surely if we had not killed him already there was a chance he could have been returned alive. Despite this tragedy and unwillingness to be diplomatic, Dwight tries to keep heart as he thinks of all the people destroying this orb will likely save. He turns to Tratarian to see in which direction we should head. South is definitely going to be a busy area

Tratain Current Spells HP 188/198 AC 43  d20+15=34 ;
Sunday February 15th, 2009 7:17:38 PM

Tratain can't believe that the Fish men would kill one of thier own rather than attempt to rescue him. He does manage to dodge part of the Blast that kills the prisoner.

Tratain doesn't like the Idea of chasing the Fish Man and motions the party not to follow, he attempts to find a sheltered spot and then uses some of his wands on the party for future Protection.

Tratain attempts to look at the buildings around the group in order to tell if they are heading towards the center of the City or not, or what direction the Center of the City would be in.

He says "We know the Forge is in the Center of the City, we need to head that way. We think its to the west as that is where the deeper water is. We know two groups of Fish Men have gone south, so they either want to Ambush us, or there is something there they want to guard. We also know somewhere to the North of us is the Rally point for thier call to arms. Can someone perhaps swim up a little ways to make sure we are heading towards the center of the City? Preferably invisible? We used to have an invisibility wand, did Jova give it to anyone before he left?"

Tratain hopes the group can determine which way leads to the center of the underwater City and the group heads that way.

OOC: Actions if we are not interrupted. Use Restoration Wand on Tratain to cure Str Damage, Plyf was done already. Use Resist Energy wand on Party, 110 Minutes 30 Lightning resist per attack. Possibly healing depending on who's wounded how badly.

MonthorHit Points:(134 of 155) AC 28  d20+11=20 ; d20+4=20 ; d20=3 ;
Monday February 16th, 2009 9:11:30 AM

Reflex 20 for damage 21
Resist Energy, 110 Minutes 30 Lightning resist per attack

----------
Monthor curses himself for switching cloaks and promises himself to do something about it later.

" Tratain, throw some healing here... "

Monthor knows that stealth isn't his strong point and stays with the main party.

Spot 20
Hear 3



Vedik AC 33 (13 touch) HP 183/214 Character Sheet Current Spells  d20+11=13 ; d8+1=7 ; d8+1=4 ;
Monday February 16th, 2009 12:05:48 PM

Vedik gets struck with the full force of the blast, swiveling around to see where it came from. Nodding to Tratain, he stays with the main party. He like Monthor has no skill in stealth. He cures himself and Monthor with the cure light wounds wand.

OOC:
Save Failed: 21 damage
2 uses of Cure light wounds: 7 on Monthor, 4 on Vedik.

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)
Resist Energy (Lightning 30), (SL 2, CL 11, 110 Minutes, cast after prisoner death)

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment) 
Monday February 16th, 2009 12:09:49 PM

ooc: Thanks for covering for me. :)

Plyf wishes her bow was usable in these conditions, the eel man would have left with a few wounds of his own.

"I have a wand of cueing, but it is in my haversack. I would hate to open it to get it and have it fill with water and it rupture. I should have grabbed it when we went to the boat, darn it!"

In regard to swimming invisible, "I have a wand of Improved Invisible, but that won't last long. It would take a very long time for me to swim while hiding in shadows."

Spells in use:
Magical vestment
Resist Energy: 110 Minutes 30 Lightning resist per attack

To the Forge - DM Matt 
Monday February 16th, 2009 3:02:35 PM

Plyf and Dwight spot the enemy's attack and easily sidestep the arcing bolt of energy, but wait for a cue from their companions before further acting.

Tratain gets himself into enough of a defensive position that the bolt doesn't hurt him as much as it could have. The dwarves, however, are less lucky, failing to move in time to protect themselves.

Tratain stops the party from chasing the eel-man mage as it swims away, and suggests someone scouting ahead under protection of invisibility.

Nothing happens in the next few moments, and Tratain is able to accomplish the actions specified. You see no other sign of enemies, and the surrounding buildings appear empty and undisturbed. If anything, they appear a bit more intact than some others you've seen. This could be due to the buildings being placed more closely together, some even built wall-to-wall, adding additional support. It could just be sheer coincidence . . . .

[answer to Tratain's questions: if a former party member was holding an item that was purchased by the group, like the wands Tratain mentioned, then if that person dies, leaves, etc., those items can be transferred to someone else for holding. They are not specific to that PC, they are just being carried by them for convenience. Arien and Jova, for instance, would have handed the wands over upon leaving (or, at the least, Monthor would have chased them down and shaken them upside down until the wands fell out) You have them and can use them at any time]

Tratain Current Spells HP 188/198 AC 43 
Monday February 16th, 2009 5:26:09 PM

Tratain says "Vedik, can you heal us all up with your Wand?"

Tratain examines the surroundings and says "I think we're getting closer to the City Center. Lets Push on for a while longer or at least until we're sure this isn't the correct direction. Plyf, would you mind scouting ahead for us a little While invisible? I have an invisibility wand here, can you activate it? Or Maybe Dwight can activate it? Vedik can i'm pretty sure if either of you can't. I'll can see invisible creatures to don't hide too much, so I can see if you need help. If you see anything you can motion to me and I can warn the others."

Once Plyf is invisible and a little infront of the group scouting they will proceed in the Direction they were going unless/until we see the towers we are looking for or it becomes obvious we're going the wrong Direction. The Wand was 5th Level I believe so 5 minutes of Invisibility at a clip.

Dwight 
Monday February 16th, 2009 8:56:52 PM

Dwight helps Plyf as needed to turn invisible, and wishes her luck. As she leaves, Dwight takes to watching one of the exits, hoping for no more suprises and some good news for a change.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment)  d20+3=14 ; d20+7=10 ; d20+10=11 ;
Tuesday February 17th, 2009 10:15:19 AM

Plyf takes the wand of invisible with her and leaves the group her wand of Improved invisibility, "Matbe you can avoid a patrol with it?" she adds.

Using her swimming skills alone, she moves as quickly as possible, aware of the ripples that will occur with her movements, staying aware of her surroundings, looking for that big white building.

{{This is more like it. Let me be sneaky. I do sneaky very well.}}

Listen: 10
Spot: 11 (Natural 1)
Spot:

MonthorHit Points:(134 of 155) AC 28  d20=9 ; d20+4=5 ;
Tuesday February 17th, 2009 2:31:03 PM

Monthor takes point and leads the others.
"Doos any of ye spellslingers have a ways to make us look with the gill heads? "

(blind and deff as usual).



Vedik AC 33 (13 touch) HP 183/214 Character Sheet Current Spells 
Tuesday February 17th, 2009 5:02:58 PM

"I do not Monthor." says Vedik as he moves with the group. He keeps an eye out, waiting for the invisible Plyf to return.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment) 
Tuesday February 17th, 2009 10:58:26 PM

OOC: Sorry, the first one was a swim check.

Dwight  d20+15=19 ; d20+13=23 ; d20+25=32 ;
Tuesday February 17th, 2009 11:01:56 PM

Dwight shakes his head negatively to Monthor's request to transform the group. "It would likely be helpful, but it's well beyond my power."

Dwight continues to help lookout, while trying to stay hidden within the building.

spot: 19
listen: 23
hide: 32

OOC: 3 rolls and the highest a 10 :(

To the Forge - DM Matt  set 1: d20+8=23 ; d20+8=16 ; d20+8=18 ; d20+8=18 ; set 2: d20+8=9 ; d20+8=27 ; d20+8=10 ; d20+8=26 ;
Wednesday February 18th, 2009 2:39:33 PM

Tratain hands a wand of invisibility over and pushes the Knights onward. Dwight grabs the wand and taps Plyf, causing her to disappear. For a moment, a ripple of water shows her outline, then she blends in to her surroundings as if she weren't there.

So as not to disturb the water, Plyf moves slowly and carefully forward, looking for any signs of danger or destination.

After a few moments to let Plyf get a solid headstart, Monthor takes point and leads the group forward. He asks for a spell to change appearance, but Vedik and Dwight are unable to provide anything.

The Knights plod forward, moving slowly along the city blocks. The buildings indeed become closer together, as if the builders had less and less room to expand. They also become taller as you move. Here and there, you pass a well-preserved manor house, the construction far nicer than anything you've seen so far. Those who once lived here were likely more affluant than most.

Plyf Highlight to display spoiler: { Moving ahead of the group, you notice the change in buildings as well. After a while, you see some tall towers here and there as well. As suspected, these towers, while immensely tall, do not reach the open air above.

Suddenly, you feel a whoosh of water. One of the great fish swims by, a bit too close for comfort, but seems to be unaware of your presence. Your eyes track its path, and looking ahead, you can just barely make out some person-shaped bodies moving about near the ocean floor.
}

Plyf, if you go back to the group now Highlight to display spoiler: { You are able to return to the others with no problem. You are sure nothing was alerted to your presence.}

Plyf, if you proceed Highlight to display spoiler: { Inching closer, then closer some more, you see it is a small contingent of eel-men. 2 of the warriors, and 2 that look a bit thinner and shorter, their scales colored a bit more like the lightning-slinger you saw a few minutes ago. More importantly, behind them sits a small (compared to the towers nearby) white stone building. Around the open doorway are engraved some odd looking beings that you've never seen before, and the eel-men float back and forth, watching the dim waters nearby.

Two of them turn their heads in your direction, pausing for a moment. They whisper amongst themselves, then one swims upward and toward the north. In the distance, you spot another great fish swimming a wide circle around the area. You suspect there are at least 1 or 2 of these, maybe more, patrolling the area.

Make a move silently check, but otherwise you can act as you see fit
}

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment)  d20+15=31 ; d20+3=17 ; d20+7=9 ; d20+10=22 ;
Wednesday February 18th, 2009 4:40:49 PM

Plyf does indeed investigate further and upon seeing what she does attempts to make it back to the group to warn them of what she sees.

ooc: She will wait to see if she makes it back to the group before she describes what was seen.

Move Silent: 31
Swim: 17
Listen: 9
Spot: 22

Dwight  d20+13=30 ;
Wednesday February 18th, 2009 10:03:10 PM

Dwight continues on with the group, taking the rear, watching and waiting for Plfy's return. I hope I have the group travelling in the correct direction, those thoughts were sporatic and I suppose he could have planted false information for me to view. No, no, he was under too much distress to make up something so clear.

spot: 30

Vedik AC 33 (13 touch) HP 183/214 Character Sheet Current Spells 
Thursday February 19th, 2009 9:27:08 AM

Vedik continues to look around for signs of Plyf and waits for her return.

OOC:
(also waiting to see if she makes it back before acting)

MonthorHit Points:(134 of 155) AC 28  d20+4=8 ; d20=13 ;
Thursday February 19th, 2009 12:01:54 PM

Greater Magic Weapon ( From Tratain)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Fire Resistence: 20 points (ring)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack

-----------------------
Spot 13
listen 8

Monthor watches



Tratain Current Spells HP 188/198 AC 43 
Thursday February 19th, 2009 5:13:19 PM

Tratain keeps an eye out for Plyf and anything that might be a threat to the party.

To the Forge - DM Matt 
Thursday February 19th, 2009 10:42:29 PM

The Knights walk on, taking in their underwater surroundings. After a while, Plyf reappears in the midst of the group, excitedly relaing her discovery. She has found the destination nearby [everyone please see spoiler above for "Plyf, if you proceed."]

Dwight feels a sense of reassurement, as he realizes that his guesses were, indeed, correct. The others wait, relieved finally when plyf appears to confirm her discoveries.

Once Plyf relates what she found, the Knights move forward slowly, until just outside the range of the enemies' sight. Standing in the murky water, amid the relative protection of a half-crumbled wall, you find yourselves confronted by a small patrol of eel-men standing outside a squate, white building. The eel-men have not detected your presence thus far.

You are about 70 feet south-southeast of the building. You are standing inside dark shadows that conceal your presence but make it more difficult to see naturally your surroundings. There are 3 eel-men, 1 warrior and 2 spellcasters such as the one you recently saw (plus, read Plyf's sightings).

The eel-men continue their monotonous patrol as if they have sighted no problems nearby.

To the Forge - DM Matt 
Thursday February 19th, 2009 10:43:36 PM

[OOC: btw, I know you all said "I wait for Plyf to come back safe." I made some assumptions as to movement in order to make things progress. If you would have stayed put and note advanced after Plyf's report, please advise and I will modify]

MonthorHit Points:(134 of 155) AC 28 
Friday February 20th, 2009 9:46:05 AM

Monthor swims up to Tratain and whispers...

{ we need to take the spell slingers out quickly. Invisibility on everyone, speed on mees and Fred. D-Door meeself to the spell slingers and start hacking. A silence spell would be nice on the gill-heads to avoid them calling for help... or using any horn-thingies. }



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment) 
Friday February 20th, 2009 10:23:04 AM

Plyf whispers in their ears, in turn.

"They know we are here. I saw a couple of them look my direction before I left and one of those swam off."

With some small concern, Plyf really doesn't understand what we are going to do once we get past the guards.

"What are we going to do once we get through these guys, destroy whatever forge is there?"

Tratain Current Spells HP 188/198 AC 43  3d8+5=23 ; 3d8+5=23 ; d8+5=6 ; d8+5=7 ; d8+5=6 ; d8+5=11 ;
Friday February 20th, 2009 11:05:16 AM

Once the Building has been Located Tratain Moves the group to a safe distance to begin the preperation for battle.

He says "I'll heal everyone up. Vedik, how many people can you transport with your Dimension Door Wand. I think Monthors Idea of us appear next to the Lightning ones is a sound plan. We just need to know how many people you can take with you. Arien also left us the Stoneskin Wand, can anyone use that on all of us before we go in? We'll also all need to be Invisible Plyf. I also have some other spells and goodies to hand out. We need to kill the guards to the building quickly, then try and get inside so we can deal with the Orb and then get out fast. Hopefully all before all those gathered Eel Men find us."

Tratain gives a ring to Monthor and says "This ring will help with your swimming (+10 Swim) we might as well get some use out of it before we sell it."
He gives another Platnum right to Plyf and says "This ring acts as a focus for my shield other spell. Try and stick relatively close to me and it will Transfer part of any injuries you take to me."

Once it is decided who goes with the Dimension Door, Tratain casts his battle prep spells, and Once done Nods to Vedik for the Old Dwarf to Transport the Group into battle, and Makes Ready to Attack one of the Lightning Casters.

OOC: Have alot of battle prep to do Let me know how if we can do it all. I'll list out what I do.

Activate Bead of Karma (CL 24 Now)
Heal Monthor for 23; Heal Vedik for 23; Heal Plyf for 7; Heal Tratain for 11; Shield Other Plyf; Shield of Faith Plyf; Shield of Faith Tratain; Freedom of Movement Tratain; Bears Endurance Monthor; Death Ward Group; Divine Power Tratain.

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 150 Points - 150 Minutes ?
Death Ward - 7 Minutes
Divine Power - 24 Rounds
Invisibility

Monthors Freedom of Movement should also still be Active, its a 200 Minute Duration



Vedik AC 34 (15 touch) HP 206/214 Character Sheet Current Spells 
Friday February 20th, 2009 2:13:30 PM

Vedik nods at Tratain. "I can bring three others with me." He then begins to also cast spells and use wands.

When he's done with all that, he holds the wand in hand and gets ready to take the strike team in when they are invisible and Tratain says the word.

OOC:
Stone skin on everyone from wand for 150 minutes at caster level 15
Good Hope on everyone from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Cast Shield of Faith, Spell Immunity (Enervation, Lighting Bolt, Dimensional Anchor, Melfs Acid Arrow),

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)
Resist Energy (Lightning 30), (SL 2, CL 11, 110 Minutes, cast after prisoner death)
Stone Skin (SL 4, CL 15, 150 minutes, cast before d-door attack)
Good Hope (SL 3, CL 10, 10 minutes, cast before d-door attack)
Shield of Faith (SL 1, CL 16, 10 minuhtes, cast before d-door attack)
Spell Immunity (SL 4, CL 16, 160 minutes, cast before d-door attack) Enervation, Lighting Bolt, Dimensional Anchor, Melfs Acid Arrow
Death Ward (SL 4, CL 7, 7 minutes, cast before d-door attack)
(Invisible?)

To the Forge - DM Matt 
Saturday February 21st, 2009 10:01:53 AM

THe Knights discuss their plan of action. Monthor suggests a fast, decisive attack focusing on the spellcasters.

Plyf warns the others that she thinks the eel-men are more aware than expected. She also wonders what the Knights plan to do at the forge.

Tratain hands a ring over to Monthor, then suggests the group teleport next to the enemies to attack. Tratain spends over a minute casting spells and preparing the group. [okay if you want to spend that long] While he is doing so, two more eel-man warriors swim in to join the guards, talking quietly and pointing toward the north.

A giant fish swims by, thankfully far enough away that it doesn't notice the Knights, but not so far that you can't feel the water being displaced by its massive body.

Vedik readies himself to transport the attackers. [please specify who goes with next round of posts]

The eel-men, except as noted above, continue patrolling in front of the building. In the distance, you hear a now-familiar noise: the steady, rhythmic beat of a drum distorted by the water. This time, the drumbeat continues its pattern unabated.

BOOM-boom BOOM-boom BOOM-boom . . . .

[Map being emailed momentarily. The red area is where the Knights are. Please choose where you are standing and specify in next post. Those teleporting can teleport now if they like. Vedik, please specify where you appear]

Vedik AC 34 (15 touch) HP 206/214 Character Sheet Current Spells 
Saturday February 21st, 2009 7:05:15 PM

Taking the wand and arranging the group around where the spell casters are standing, Vedik speaks to the group. "Strike the casters hard and fast, focus on the southern one." With that, Vedik activates the wand and puts most of the group in the enemies midst.

OOC:
Vedik will teleport to L31, with Monthor at M30, Tratain at L30, and Plyf at L32

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)
Resist Energy (Lightning 30), (SL 2, CL 11, 110 Minutes, cast after prisoner death)
Stone Skin (SL 4, CL 15, 150 minutes, cast before d-door attack)
Good Hope (SL 3, CL 10, 10 minutes, cast before d-door attack)
Shield of Faith (SL 1, CL 16, 10 minuhtes, cast before d-door attack)
Spell Immunity (SL 4, CL 16, 160 minutes, cast before d-door attack) Enervation, Lighting Bolt, Dimensional Anchor, Melfs Acid Arrow
Death Ward (SL 4, CL 7, 7 minutes, cast before d-door attack)
(Invisible?)

Tratain Current Spells HP 222/198 AC 43  d20+32=34 ; d20+27=31 ; d20+22=36 ; d20+17=35 ; d8+13=19 ; d6=5 ; d6=3 ; d8+13=14 ; d6=2 ; d6=4 ; d8+13=18 ; d6=4 ; d6=1 ; d8+13=19 ; d6=2 ; d6=3 ;
Saturday February 21st, 2009 7:47:15 PM

While the Group is preparing for battle, Tratain tells Plyf "If they have seen you then we need to get to the Forge before more can show up. Once there we can use the forge to repair the damage done to the Orb that makes it unstable at least. To end the Threat of the Legion to the Wold forever we may need to use the orb to travel through a gate and take the twin to our orb from the Legion so they can never return here again."

As soon as Vedik Transports the Group into battle Tratain attacks S2

Hit AC 34 for 19 Physical 8 Holy
Hit AC 31 for 14 Physical 6 Holy
Hit AC 36 for 18 Physical 5 Holy
Hit AC 35 for 19 Physical 5 Holy

Tratain's Warhammer is Adamantite, Magic, and Good Aligned for the Purposes of overcoming Damage Resistance.

Tratain the Calls out "Face me Eel Men!" using his Protector Draw Fire Ability (Will Save DC 20 or attack the Protector)

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 150 Points - 150 Minutes
Death Ward - 7 Minutes
Divine Power - 2 of 24 Rounds
Good Hope - 10 Minutes



MonthorHit Points:(189 of 189) AC 28  d20+27=34 ; d10+34=35 ; 2d6=2 ; d20+24=30 ; d10+34=43 ; 2d6=7 ; d20+20=28 ; d10+34=35 ; 2d6=6 ; d20+15=21 ; d10+34=35 ; 2d6=5 ;
Saturday February 21st, 2009 8:21:40 PM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring

============================
Attacks two handed
-7 to hit, +14 damage power attack
+2 flanking bonus re: S2 from Plyf ( forgot the bonus when I roled, I added the +2 to the hit scores in the attack summaries.
-------------------------------------

Attack1
Hit 36 for 35 physical and 2 holy damage

Attack 2
Hit 32 for 43 physical and 7 holy damage

Attack 3
Hit 30 for 35 physical damage and 6 holy damage

Attack 4
hit 23 for 35 physical and 5 holy damage

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

Monthor Dimension Doors between the 2 eel men magic users and starts whacking away with Fred at the one on the right (S2)

"Fred says ' SAY HELLO TO MY LITTLE FRRIEND!!!! "



Dwight 
Saturday February 21st, 2009 9:46:16 PM

Before the group sets off, Dwight offers to look into the forge while they handle the heavy hitters at the door, having little else to offer. "The focus will be on the hard hitters, and I can take a quick look, while invisible without disturbing anything. This will hopefully give us a quick way to prepare to anything new inside. Hopefully no legion await inside."

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

Dwight accepts the invisibility from the wand as the rest of the group teleports away. He then makes his way toward the battle. He follows the alley south, then outward along the "H" column and then diagonally towards the entrance to the forge.

OOC: I'm not sure if the Freedom of Movement is still active from earlier combat. If it is, riding his broom, Dwight makes good speed. If not, speed would not describe his pace.

-----

Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Death Ward
Ioun Stone
Invisible
Freedom of Movement (?)


Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance) 
Monday February 23rd, 2009 10:32:28 AM

Plyf prepares herself for yet another battle. She knows they are going to try something devious as the rat fink sons of husbandless mothers would rather attack us then have negotiations.

Many things run through her mind as she wants to get this endeavor over with as fast as possible. Again, the eel men have good loot, but those nasty little barbs can cause someone to go unconcious with enough of them.

Plyf casts Resistance on everyone in the group, while others prepare, granting it a +1 resistance bonus on saves. Every little bit helps.

Resistance on Vedik first, then Tratain, Monthor, Dwight and Plyf last.
Vedik has 6 rounds left.
Tratain has 7 rounds left
Monthor has 8 rounds left
Dwight has 9 rounds left
Plyf has 10 rounds left.

Water Breathing
Magical Vestment
Invisible
Resistance

O- 8/5

1- 6



To the Forge - DM Matt  d20+11=14 ; d20+11=12 ; d20+11=14 ; d20+8=27 ; d20+8=23 ; d20+8=15 ; DARTS d20+17=21 ; d20+17=29 ; d20+17=27 ; d20+17=31 ; d20+17=29 ; d20+17=35 ; d6+2=7 ; d6+2=5 ; d6+2=5 ; d6+2=4 ; d6+2=5 ; d6+2=4 ; 2d4=4 ; 2d4=7 ; 2d4=6 ; 2d4=7 ; 2d4=6 ; 2d4=6 ; d20+20=25 ; d20+20=22 ; d20+20=32 ;
Monday February 23rd, 2009 7:07:59 PM

Vedik teleports himself and three of the others into the midst of the spellcasting eel-men.

As soon as they appear, Tratain lashes out, striking the closest mage four times with his great hammer. The eel-man is staggered by the blows, completely surprised by the sudden onslought. [not staggered as in 0 HP, staggered as in flavor text]

Monthor raises his axe and strikes once, finishing off Tratain's opponent. He quickly turns to the other mage, striking three times in succession, and felling that enemy as well.

The three warriors are shocked by the Knights' appearance, but quickly focus their attention on Tratain. By their faces they have decided he is the enemy to take down first.

Plyf casts a few spells before being teleported. [Plyf, add in any actions for after the teleport if desired. Otherwise, you can act now]

Dwight, not being teleported, creeps invisibly along through the alley and across the street. [I wasn't keeping time either, so we'll say the spell has a few minutes left] In a moment, he is creeping along the wall, almost at the doorway. Two of the eel-men give a quick look in Dwight's general direction, but quickly turn their attention back to the fight at hand.

The three remaining warriors move around the side of the group, to a position from which they can strike at the Protector.

As they move, they fire their body quills at Tratain. Six small darts sink themselves into unexposed spots in Tratain's armor (touch attacks 21, 29, 27, 31, 29, 35). Tratain takes a total of 30 damage (absorbed by Stoneskin - none over 10)

Make 6 fortitude saves, each DC 25. Failure means Str damage equal to the one failed (roll in order of following strength damages): 4, 7, 6, 7, 6, 6.

The three eel-men lash out with their long, scaly tails, all three missing their target.

[map being emailed]

Tratain Current Spells HP 222/198 AC 43  d20+28=47 ; d20+28=47 ; d20+28=41 ; d20+28=47 ; d20+28=46 ; d20+28=32 ; d20+32=51 ; d20+27=42 ; d20+22=26 ; d20+17=24 ; d8+13=15 ; d6=6 ; d6=4 ; d8+13=21 ; d6=1 ; d6=6 ; d8+13=20 ; d6=3 ; d6=1 ; d8+13=18 ; d6=6 ; d6=4 ; d20+32=36 ; d8+13=17 ; d8+13=17 ;
Monday February 23rd, 2009 7:39:15 PM

As the Group Teleports in and two Eel Men fail before the knights attacks Tratain thinks that everything seems to be going well, quickly followed by That sure is alot of Darts comming my way but he manages to fight off the effects of them all (Saves 47, 47, 41, 47, 46, 32)

Tratain takes a 5 foot step to K29 and attacks W1.

Hit AC 51, 36 to Confirm Crit for 15 Physical or 49 Physical if Crit Plus 10 Holy
Hit AC 42 for 21 Physical 7 Holy
Hit AC 26 for 20 Physical 4 Holy
Hit AC 24 for 18 Physical 10 Holy

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 120 Points - 150 Minutes
Death Ward - 7 Minutes
Divine Power - 3 of 24 Rounds
Good Hope - 10 Minutes



MonthorHit Points:(189 of 189) AC 28  d20+27=39 ; d10+34=42 ; 2d6=4 ; d20+24=36 ; d10+34=42 ; 2d6=9 ; d20+20=27 ; d10+34=35 ; 2d6=3 ; d20+15=34 ; d20+15=23 ; d10+34=42 ; 3d10+34=52 ; 2d6=7 ;
Monday February 23rd, 2009 8:19:22 PM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring

===============

Attacks two handed
-7 to hit, +14 damage power attack
-------------------------------------

Attack1
Hit 39 for 42 physical and 4 holy damage

Attack 2
Hit 36 for 42 physical and 9 holy damage

Attack 3
Hit 27 for 35 physical damage and 3 holy damage

Attack 4
hit 34 (crit role 23) for 42 ( 116 if crit hit) physical and 7 holy damage

===================
Living up to his nickname, Monthor the "mage killer" moves forward 5 feet and hacks at the warriors (W3- cleave W2)

" Set them up Tratain... and Fred will knock them down TOWN!!!! "


Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance)  d20+7=27 d20+10=13
Tuesday February 24th, 2009 9:40:16 AM

Plyf moves along the floor of the underwater city keeping a sharp lookout for more enemies to arrive.

Not having the freedom of movement the others have, she takes her turn to move 15 feet straight up in the water and another 15 forward to wind up at N30 this round.

Listen: 27 (Natural 20)
Spot: 13

Water Breathing
Magical Vestment
Invisible
Resistance 9/10

O- 8/5

1- 6

Vedik AC 34 (15 touch) HP 206/214 Character Sheet Current Spells  10d6=36 ;
Tuesday February 24th, 2009 10:13:14 AM

Vedik watches their enemy, waiting for one to make a move.

OOC:
Ready Action: Cast Destruction on first enemy to attempt to sound an alarm or flee. Fort Save DC 25 or die. 36 damage on successful save.



To the Forge - DM Matt 
Tuesday February 24th, 2009 3:09:33 PM

Tratain shrugs off all of the darts, to the surprise and annoyance of the warriors. [seriously? all 6??? It's PC surgery time]

He then steps in and swings his hammer, striking the warrior with four heavy blows (crit confirmed).

Monthor also steps forward, swinging his axe and destroying W3 in a matter of seconds (crit missed, but didn't matter).

continuing soon...

Dwight hp 144/144, ac 25  d20+15=16 ; d20+13=30 ;
Tuesday February 24th, 2009 3:46:50 PM

Dwight continues to move invisible toward the entrance to the forge. Once there, floating on this broom, he looks for obvious traps, assuming these sea creatures will take advantage of land walkers walking.

spot: 16 :(
listen (inside the forge or away from combat if I don't make it to the forge entrance.): 30

Next round, seeing the combat going well, Dwight hopes to move into the forge....slowly to "see what he can see"

============================================

Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Death Ward
Ioun Stone
Invisible
Freedom of Movement (?)
Flying/Swimming on Broom

To the Forge - DM Matt  Darts: d20+17=36 ; d20+17=28 ; d20+17=37 ; d20+17=20 ; d20+17=28 ; d6+2=3 ; d6+2=6 ; d6+2=6 ; 2d6+4=9 ; d20+20=39 ; d20+20=24 ; d20+22=40 ; d20+22=40 ;
Tuesday February 24th, 2009 4:34:58 PM

Tratain shrugs off all of the darts, to the surprise and annoyance of the warriors. [seriously? all 6??? It's PC surgery time]

He then steps in and swings his hammer, striking the warrior with four heavy blows (crit confirmed).

Monthor also steps forward, swinging his axe and destroying W3 in a matter of seconds (crit missed, but didn't matter).

Plyf moves over and upward, getting herself into a better position, while Vedik readies himself to cast a spell should the need arise.

Dwight moves to the building entrance and investigates. He neither sees nor hears anything (other than the battle going on) that gives him cause for concern.

The two remaining warriors continue their attack on Tratain. 4 more darts fire, each hitting the Protector (touch ACs 36, 28, 37, 28. Crit 37 confirmed with 20). Tratain's protective spells again absorb the damage (total of 24 off of Stoneskin).

The two warriors lash out with their tails and tridents, all of which just barely miss the Protector (again).

[map via email]

MonthorHit Points:(189 of 189) AC 28  d20+27=31 ; d10+34=40 ; 2d6=5 ; d20+24=28 ; d10+34=43 ; 2d6=8 ; d20+20=25 ; d10+34=37 ; 2d6=6 ; d20+15=33 ; d20+15=23 ; d10+34=40 ; d10+34=35 ; d10+34=36 ; 2d6=4 ;
Tuesday February 24th, 2009 8:03:02 PM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring

===============

Attacks two handed
-7 to hit, +14 damage power attack
-------------------------------------

Attack1
Hit 31 for 40 physical and 5 holy damage

Attack 2
Hit 28 for 43 physical and 8 holy damage

Attack 3
Hit 25 for 37 physical damage and 6 holy damage

Attack 4
hit 33 ( crit 23) for 40 ( 111 if crit hit) physical and 4 holy damage

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

Monthor continues to filet the fishes...
"Time to make the sushi!!!"

Tratain Current Spells HP 222/198 AC 43  d20+26=37 ; d20+21=25 ; d20+16=24 ; d20+11=16 ; d8+7=13 ; d6=3 ; d6=6 ; d8+7=10 ; d6=3 ; d6=1 ; d8+7=12 ; d6=6 ; d6=4 ;
Tuesday February 24th, 2009 8:14:01 PM

Four more darts hit the Protector but this time he begins to wobble a little bit. (Saves Nat 1, 44, 39, Nat 1)

Tratain continues his attack against the Fish Man, If he finishes his Target he attacks the second one if it is still alive.

(Rolled All attacks and Damage Rolls without STR Modifier)

Hit AC 37 for 13 Physical 9 Holy
Hit AC 25 for 10 Physical 4 Holy
Hit AC 24 for 12 Physical 10 Holy
4th attack Hits ac 16

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 96 Points - 150 Minutes
Death Ward - 7 Minutes
Divine Power - 4 of 24 Rounds
Good Hope - 10 Minutes



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance)  d20+3=19 ; d20+16=19 ; d20+14=17 ;
Wednesday February 25th, 2009 9:32:13 AM

Plyf swims over to R28, just above Dwight and begins searching for traps, while the other Grey Knights finish off the warrior fishmen. If she finds something, she removes it.

Swim: 19
Search: 19
Disable Device: 17

ooc: What crappy rolls.

Vedik AC 34 (15 touch) HP 206/214 Character Sheet Current Spells 
Wednesday February 25th, 2009 10:07:56 AM

Vedik continues to wait for a fishman to flee or sound the alarm.

OOC:
Ready Action: Cast Destruction on first enemy to attempt to sound an alarm or flee. Fort Save DC 25 or die. 36 damage on successful save. *damage rolled in prior post.

To the Forge - DM Matt 
Wednesday February 25th, 2009 3:42:11 PM

Tratain Highlight to display spoiler: { actually, no strength damage. I just noticed something I missed in the rules: "If a creature has sufficient DR to avoid taking damage from the attack, the poison does not affect it." So your stoneskin saves you from the poison effects, unless a dart gets a critical hit and I roll 11 or higher}

Monthor steps in and keeps swinging his axe, single-handedly taking down a second eel-warrior in four swipes. (no crit, missed by 1 again, aiming for AC 24)

Tratain raises his warhammer and brings it smashing down onto the other warrior's head, instantly killing that one as well.

Five dead eel-men litter the ocean floor, and the battle is over before it really began.

Plyf, meanwhile, moves to the door and searches for any traps. She finds none.

Vedik waits, and finds himself missing the action as the last enemy falls.

You are now alone in front of the white stone building. Peering inside, Dwight sees that it is dimly lit, with one large room filling the entire floor.

The drums continue, noticeably closer than before.

Vedik AC 34 (15 touch) HP 206/214 Character Sheet Current Spells 
Wednesday February 25th, 2009 5:07:41 PM

Vedik casts detect magic, searching the bodies for magical items. "Search the bodies, we must move quickly. When we're all inside the forge, I will begin to repair the Orb. I can not say how long it will take, but I think the forge will speed things up a bit."

He then points out items with a magical aura to the group, and helps collect them.

OOC: I'm assuming we're still in combat rounds, so I didnt post any more actions. If you want to speed play up, Vedik will be repairing the orb using his fixer mojo as soon as everyone's inside.

Tratain Current Spells HP 222/198 AC 43 
Wednesday February 25th, 2009 8:50:03 PM

Tratain says "Gather up anything of Value quickly and lets get inside the forge. If there are more fish men comming at least it'll be a bit mroe defenseable."

Tratain hands over the Orb to Vedik once inside the Forge hopeing that the Old Dwarf will be able to do something with it. While Vedik is attempting to Fix the Orb, Tratain Pulls out his Cold Iron Warhammer and gets ready to cast Align Weapon(Good) upon it.

Dwight hp 144/144, ac 25  d20+15=16 ; d20+13=21 ; d20+13=31 ;
Wednesday February 25th, 2009 10:00:02 PM

Dwight advances 5' inward and then 5' north (S27)--assuming the room is empty--- and then scans again for traps, and unwanted eel-men presence as well as for the rumored 'forge'. He tries to keep an open mind as to what the 'forge' now looks like begin old and under water; does he sense an warmth like he would from a normal forge?

spot: 16 :( (2 of my last 3 rolls have been 1's !)
listen: 21

no idea what to roll for sensing water temperature increase: listen perhaps as it is often used for smell rolls in my games: 31

If room is NOT empty, and Dwight is NOT seen but sees them, he floats back out to warn the others.

============================================

Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Death Ward
Ioun Stone
Invisible
Freedom of Movement (?)
Flying/Swimming on Broom

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance) 
Thursday February 26th, 2009 11:55:53 AM

Plyf has no remores for the dead and hopes that the others take everything they value. "Before when I heard the drums, they were not moving. No they sound closer. That means, either we moved closer to them, or they to us, at this time I am uncertain."

She waits for the alright from others before she too enters the forge, "Any chance this building is a decoy? Perhaps their magic users enchanted it to appear this way?

ooc: DM, it seems I was the only person with the resistance spell on them, so spells are like this.

Water Breathing
Magical Vestment
Invisible
Resistance 9/10

O- 8/1

1- 6/0

MonthorHit Points:(189 of 189) AC 28 
Thursday February 26th, 2009 7:49:27 PM

Monthor stands watch while the others do that thing they do. Then he enters the building last.

The Orb - DM Matt 
Monday March 2nd, 2009 4:05:54 PM

[out of combat rounds, but keep actions relatively short. Under 1 minute each post to be safe]

Vedik casts a spell and gives the bodies a once-over. The warriors' tridents glow with magical auras, and the two mages have, between then, a ring, two rods, and what appears to be a spellbook (only 1).

Once done, Vedik moves inside to begin repairing the orb.

Tratain rushes everyone inside, even as the drums sound, even closer this time. In the distance, a few large shapes can be seen swimming in and out of the light: a group of sawfish, probably the precursor to the main host.

Dwight searches inside, but finds no traps.

Plyf concentrates on the drums, and is now sure they are getting closer, and at a steady pace. She wonders if the building is a decoy.

Monthor waits until the others go in, then brings up the rear, taking one last look around for trouble.

Inside, the Knights find a single, large, oval-shaped room. In the middle of the far wall, taking up almost half the wall, is a large waist-high basin. It forms a half-circle out from the wall. A few thin pillars rise from the basin wall to the ceiling, but seem to be more decorative than utilitarian.

The inside of the basin is smooth and flat, but at the center is a round depression. Around that, in a circular pattern, are rings of script in an unfamiliar language..

Even as Tratain removes the orb from its packing and hands it over to Vedik, the glass ball begins to pulse faintly. At the same time, the entire basin starts to glow with a faint, reddish light.

[please specify exact actions vis-a-vis "fixing" the orb, or anything else anyone is doing]

Vedik AC 34 (15 touch) HP 206/214 Character Sheet Current Spells 
Monday March 2nd, 2009 5:05:05 PM

Vedik ponders the reddish light, being similar to the glow Woldsblood gives off. He calls on Alemi to help him understand the text, casting Comprehend Languages and touching the writing around the basin. He calls out "Can anyone else read or understand this?" He then tries to read it.

OOC:
Cast Comprehend Languages
DM Question: What happens when I draw woldsbood underwater? Usually in air it evaporates quickly, unless I'm holding it, then its safe. But underwater might be different. I just dont want to loose my fixer levels if I summon some and it gets loose and causes will saves.


Tratain Current Spells HP 222/198 AC 43 
Monday March 2nd, 2009 9:40:25 PM

Tratain says "Monthor, Keep an eye out for those Fish Men. Let me know if they get Close and I'll block the entrance."

Tratain then Casts Align Weapon(Good) on his Cold Iron Warhammer. After that he attempts to look at the Writing around the forge with his Comprehend Language to see if he can tell what it says.

MonthorHit Points:(189 of 189) AC 28  d20=14 ; d20+4=11 ;
Tuesday March 3rd, 2009 7:17:19 AM

"Yer asking ME to keep watch??? "
{occ> Obviously, someone's not been keeping track of my spot/listen checks..... }

" Okee dockalee then. "

Monthor and Fred keep watch.

(14 and 11 )

Dwight hp 144/144, ac 25  d20+15=24 ; d20+25=38 ;
Tuesday March 3rd, 2009 3:32:29 PM

Hearing Monthor's questionable 'okay', Dwight also moves to watch for oncomers. "Watching to door also", pipes a floating voice. Dwight remains invisible, hoping to see something before being seen. "Those bodies outside are likely to draw some attention, sooner rather than later," he adds obviously.

spot: 24
hide: 38 (plus I'm invisible)
(standing in doorway peering out)

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance)  d20+19=27 ;
Tuesday March 3rd, 2009 3:51:03 PM

Plyf puts in hand her wand of Greater invisibility and thinks of her dagger, the only thrusting weapon she is proficient in, but looks at the tridents with some thought. Would it be possible to use these more effeciently? It will be harder to hit them if I use one, but it will do more damage then this dinner knife I have when I do it? Ah give it a try and pick one up.

Grabbing a spear in one hand to get a feel for the weapon, she tells her team mates, "I will use my wand and bestow Greater invisible on you all, before I too take one, before melee."

Picking up a trident, she uses her Use Magic Device on the glowing weapon, in case it is aligned or has properties available she is not aware of.

Use Magic Device: 27



The Orb - DM Matt 
Tuesday March 3rd, 2009 8:40:58 PM

As Vedik brings the orb closer to the round depression, the entire basin begins to glow brighter, and the orb pulses stronger and stronger. It almost falls out of Vedik's grip from the vibrations.

Vedik Dexterity check DC 15 Highlight to display spoiler: { The orb didn't quite "fall" out of your grip. More like it tried to move out of your grip. The difference in sensation is almost undetectable, but you'd swear it was trying to get to the round spot on the floor}

Vedik casts a spell and and runs his fingers over the script, quickly learning what is written:

The Orb of Vassi in its place,
Masters come through time and space,
To rule with power, wisdom, grace,
To give the Wold their dark embrace.


Vedik Highlight to display spoiler: { since I honestly don't know, we'll just say "same thing as drawing it in normal air." If your concern is having it float away, assume the blood is thicker and heavier than the seawater, and so will sit in your hand just fine, unless you tip it or something.}

Tratain takes a moment to ready his warhammer.

Plyf grabs a trident and tries a few practice stabs with the weapon, getting a feel for its weight and balance. Plyf Highlight to display spoiler: {You as Plyf don't know this yet, of course, but you as Buzz should add +2 to your attack rolls with the trident}

Plyf intelligence check DC 15 Highlight to display spoiler: { Playig with the trident, you get the sense that the weapon would perform admirably if thrown by a skilled hand. It is sleek and well-crafted. You can't tell more just from your examination}

Plyf also uses her Greater Invisibility wand on whoever accepts it. [Please specify if you are now invisible]

Monthor moves to the door, along with an invisible Dwight. As the pair reaches the entrance, they are almost knocked over backward as something moves past quickly. Another giant fish, passing within inches of the door, snarls as it swims pass.

Clearly no chance encounter. The fish knows that enemies - or at least food - is nearby.

The drums, meanwhile, sound like they are just around the corner.

[30 second max actions per post please]

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance)  d20+7=9 ; d20+10=12 ; d20+19=20 ; d20+1=12
Wednesday March 4th, 2009 11:55:00 AM

Plyf tucks her wand in her belt and in her off hand holds the glowing weapon. "lets see what this does now." She reaches over and uses her UMD on a rod that was found.

Her nervousness leaves her unable to function in any way as she thinks of her emminent death.

Listen: 9 (natural 2)
Spot: 12 (Natural 2)
UMD on Rob: 20 (Natural 1)
Int Check: 12



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance)  d20+19=39 ;
Wednesday March 4th, 2009 11:59:13 AM

If there is time, she would try her UMD on the other rod. If no time, I understand.

UMD on second rod: 39 (Natural 20)

That's crazy.



MonthorHit Points:(189 of 189) AC 28 
Wednesday March 4th, 2009 12:18:40 PM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring
Greater Invisibility

------------------------------------------------
Monthor accepts the greater invisibility.

" Come one girls!!! Do what needs to be done and lets get out of here... We got BIIIIIIIG fishies out here!! "

Monthor readies an attack should anyone(thing) come through and endanger them....



Vedik AC 34 (15 touch) HP 206/214 Character Sheet Current Spells  d20=14 ; d20+20=35 ;
Wednesday March 4th, 2009 3:31:10 PM

Vedik calls on the power of Alemi to draw Woldsblood and begins to fix the orb as he has done in the past. While doing this, he slowly transfers the orb from his hands to the basin, being extra certain to not let it slip. He places the Orb in the depression, and when the repair is done, attempts to activate it.

OOC:
Dex Check: Passed (Vedik has a +1 dex, forgot to include in roll)
Draw 4 drops of Woldsblood
Repair the Orb
UMD to activate: 34 (misclicked on bonus, its +19 not 20)


Tratain Current Spells HP 222/198 AC 43 
Wednesday March 4th, 2009 5:24:50 PM

Tratain waits and watches as Vedik attempts to Fix the Orb.

He says "When the Portal opened from the other side it was always near our Orb, so the Legions orb should be close. When The Portal Opens get ready to go in after it, I'll need to cast two spells before we go into the portal Once I give the signal we go."

Dwight hp 144/144, ac 25  d20+13=15 ; d20+15=16 ; d20+25=44 ;
Wednesday March 4th, 2009 10:50:51 PM

"How much time we looking at?" inquires Dwight as he silently counts before the big fish returns (attempting to get rotation pattern) "Given the dead outside, they've got to know we are close," he adds ever so quietly.

Remaining invisibile, watching and waiting for Tratain word to enter the legion's Wold.

spot: 15
listen: 16
hide: 44 (plus invisible)

MonthorHit Points:(189 of 189) AC 28 
Thursday March 5th, 2009 6:00:15 AM

Before going in... Monthor will activate his protection from evil Brahm's tatoo.

The Orb - DM Matt  2d20=19 ;
Thursday March 5th, 2009 7:33:53 AM

Plyf plays with one of the rods, but can't seem to make it activate. She picks up the other rod and waves it a few times. It glows briefly, then stops again. Whatever it does, it just did it, though there are no apparent signs of anything. [OOC: UMD lets you activate blindly, but it doesn't provide any information as to an item's properties, other than what you can see]

At the least, Plyf doesn't explode, so maybe the rod isn't too dangerous.

Monthor, now invisible, stands at the doorway, axe in hand, ready to decapitate the first eel-man that walks through.

Tratain gives some instructions and warnings, preparing to cast a few spells before going through any (hopeful) portal that appears.

Dwight watches the street for a moment, and counts 19 seconds until the fish (or another one) swims by again, this time a bit slower.

The drums stop beating. Poking their heads out, Monthor and Dwight look up and down the street, beholding a grim scene. At least 50 eel-men warriors clogging the street on each side (about 100 feet away in either direction), with small groups of mages directing them.

Overhead, a number of giant sawfish swim to and fro.

To the left, one eel-man wearing a dark red, scaley tunic and holding a long sceptre, raises hands to mouth and yells, "INTRUDERS! LAND WALKERS! Come out, return to us what is ours, and swim out of here alive!" There is a ripple of laughter and tail thrashing when he uses the word "swim." "You have until the count of twenty."

There is no indication that any of them see the invisible Dwight and Monthor.

Meanwhile, Vedik is working feverishly, yet deliberately, on the orb.

He places the glass ball into the depression, and the entire surface of the orb changes. Reddish, glowing lines appear all over the orb, making a grid of sorts. The entire orb now looks like a chessboard wrapped into a ball. There is a faint click when Vedik places it in the depression, and it locks itself into place. The entire room begins to hum faintly.

Vedik takes a moment to draw some Woldsblood, and looks over the orb. He immediately notices that in several places, the gridlines are either erased, or redirected. The reddish glow is fainter in those places.

On the wall at the back of the basin, something flashes. A wide space in the wall, floor to ceiling and almost 8 feet long, turns black for a moment, then flashes back to normal.

A second later, the same flash: a scene of dark red mountains on a grey sky, lighting thrusting from blackened clouds. Back to the white wall.

A crumbling marble temple, twisted, demonic bodies laying dead on the floor. A larger, black-scaled demon stands over the bodies, snarling, then looks up. It sees Vedik and points a gnarled finger in his direction. Back to the white wall.

The flashes continue, showing a variety of unsettling scenes. Those watching notice, in some, a few of the Legion warriors you've fought before (including the dead bodies on the temple floor).

Vedik sits, Woldsblood at the ready, and counts a total of 8 places on the orb where the gridlines are disrupted in some way. Applying two drops to one of the places where a gridline has been erased, he finds that he can retrace the intended path of the line by tracing it with his finger after applying the Woldsblood.

Vedik Highlight to display spoiler: { You can use your Restore All ability to fix the orb. There are two types of problems: a mising line, which will take 2 drops to fix, and a misdirected line, which will take 3 drops (1 to erase the incorrect line, 2 to draw the new one). It is a full round action to make one repair, so please be specific as to actions in the next post. You have 30 seconds to act before next DM post, so anything that takes a move action needs to be specified as well. It may become important to determine exactly when the orb is fully repairs in relation to the enemies outside}

The Orb - DM Matt 
Thursday March 5th, 2009 7:35:34 AM

Addendum:

I meant that Vedik fixed one in my post above. There are 7 spots remaining.

Also, 30 second max for actions please.

MonthorHit Points:(189 of 189) AC 28 
Thursday March 5th, 2009 8:06:14 AM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring
Greater Invisibility

=========================

Monthor activates his Protection From Evil tatoo.

" Can anyone seal off the building? Blade barriers? Stone walls? Walls of force? A couch proped up against the door? Marbles on the floor? ... anything???
The less points of entry they have, the better. "

Vedik AC 34 (15 touch) HP 206/214 Character Sheet Current Spells  d20+29=49 ;
Thursday March 5th, 2009 8:35:34 AM

"This is gonna take a minute or so. the dwarf calls out as he works. He then draws forth more woldsbood, straining his abilities and drawing more than he is usually comfortable doing. Alemi smiles on him however, and he draws the drops into his hand and begins to work, addressing the misdirected lines first. Working methodically, he begins to repair the orb.

OOC:
Starting Drops: 1 in hand
Full round action 1 : Attempt to draw 6 drops: DC 40: Passed (7 Drops in Hand - 4/9 draws)
Full round action 2 : Erase a misdirected line (6 drops in hand)
Full round action 3 : Draw in the line (4 drops in hand)
Full round action 4 : Erase a misdirected line (3 drops in hand)
Full round action 5 : Draw in the line (1 drop in hand)

Matt, I think I got this right: FRA to erase, FRA to draw. There's some that just need drawing, others that need erasing and redrawing. Can I see how many of each type is left? Actions this round should repair 2 of the erase and redraw problems. Also, rounds are 6 seconds, so 5 rounds in 30 right?

OOC: buffs:
Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)
Resist Energy (Lightning 30), (SL 2, CL 11, 110 Minutes, cast after prisoner death)
Stone Skin (SL 4, CL 15, 150 minutes, cast before d-door attack)
Good Hope (SL 3, CL 10, 10 minutes, cast before d-door attack)
Shield of Faith (SL 1, CL 16, 10 minuhtes, cast before d-door attack)
Spell Immunity (SL 4, CL 16, 160 minutes, cast before d-door attack) Enervation, Lighting Bolt, Dimensional Anchor, Melfs Acid Arrow
Death Ward (SL 4, CL 7, 7 minutes, cast before d-door attack)
Invisible - not sure CL/duration

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance)  d20+3=8 ;
Thursday March 5th, 2009 1:20:10 PM

"Whatever you have to do, hurry up! There is a school of fishies out there and someof them cast spells, I think." Plyf inhales a deep lungful of water to try and relax and not able to block the door as was suggested, she takes a moment and casts Detect Magic to look closer at the rod.

Actions: Cast Detect Magic and Spellcraft on Rod: 8

Water Breathing
Magical Vestment
Invisible
Resistance

O- 8/2

1- 6

Tratain Current Spells HP 222/198 AC 43 
Thursday March 5th, 2009 4:50:27 PM

Tratain says "Monthor and Dwight, Tell me when they are really close to the Entrance and then step back. I can keep them out for a little bit."

When Given the Signal by Dwight and Monthor Tratain will cast Prismatic Wall to block the Entrance into the Forge.

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 96 Points - 150 Minutes
Death Ward - 7 Minutes
Divine Power - 13 of 24 Rounds
Good Hope - 10 Minutes

Dwight hp 144/144, ac 25 
Thursday March 5th, 2009 8:56:39 PM

Dwight remains hiding keeping and eye on the approaching army and an ear on Vedik's work. Wish I had more to offer, to speed things along

"I have an eversmoking bottle, should I let if go to fog their vision? I'm pretty certain they already know where we are."

Dwight looks to the others holding his action, waiting for approval or disapproval.

OOC: This is assuming the smoke would exit the building, as I don't want to make Vedik's job harder. Eversmoking bottle will obscure 50 feet in 1 round and spread another 10 each round until it reaches 100. Not sure how the DM may interpret results in water---I'd guess it's magical so still works, but range may differ.



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance) 
Friday March 6th, 2009 10:43:56 AM

Frustration sets in on the rogue turned bard. She has always been one of action and movement. Waiting was never something she enjoyed. She does trust her new companions though. They seem very sure of themselves and from the damage they have dealt to those that stood in their way, she is glad to be supporting them from behind, instead of being one of the unfortunate.

The Orb - DM Matt  d20+29=31 ; d6=4 ;
Sunday March 8th, 2009 12:38:34 PM

Monthor suggests sealing the room off. Looking around, he notices that the main entry is the only significant opening in the room. There are a few minor holes here and there, probably due to wear and tear and the rigors of time, but nothing is getting in except through the main door, or by actually taking a wall down.

"Nineteen . . . Twenty!" calls the voice from outside. "Landwalkers! Have you made your choice? Come out!"

Plyf calls out a warning, then casts Detect Magic on the rods, looking them over for a few moments. Plyf Highlight to display spoiler: { You identify one has having a strong aura of abjuration, and the other as having a strong magical aura as well, though not of any specific school of magic. You guess that the second must be some sort of metamagic rod, given the lack of specific magical school.}

Tratain prepares to cast a spell on the door, but waits until he is warned by the others.

Dwight keeps an eye on those outside, and sees the leader point toward the building. Dwight Highlight to display spoiler: {The eel-men begin advancing, slowly, brandishing their tridents. A few of them swim upward, calling out some odd words or sounds, and a number of the giant fish congregate over the warriors. The eel-men who appear to be spellcasters move outward, keeping a safe distance from your building but getting into defensive positions behind rocks, broken walls, or whatever they can find. All told, you count the leader, 9 spellcasters, 14 giant sawfish along with their handlers, and (you estimate) 40-50 warriors on each end of the street (80-100 warriors total, don't double the other types). You are pretty sure they are going to storm the building any second. OOC: the bottle will work underwater, and you can throw it since you can move freely. Once the bottle leaves you, it won't be subject to freedom of movement, so when the smoke starts pouring out, it may not spread quite as quickly or widely due to the water, but it will work the same, more or less.}

Vedik, during all of this, sets to work on the orb. [OOC: FRA to fix either type of damage. Erasing a line takes a drop, but is quick to do, so 1 FRA for either type of repair]

He draws his Woldsblood and repairs 2 of the misdirected lines, leaving 2 more misdirected and 3 erased lines. He draws more Woldsblood (I rolled, drew 4), and repairs one more misdirected line.

Even after a few of the repairs are made, the orb begins to hum more loudly. Its vibrations become more intense, and the red lines glow brighter and deeper. You can feel the orb increasing in strength. The building begins to vibrate lightly, and shouts can be heard outside.

"Landwalkers!" "

They have the orb!"

"Kill them!"

Meanwhile, the wall behind the forge flashes with views of some other world. The pictures stay longer, and become more clear, as the seconds pass.

A group of Legion demons rip the arms off a screaming human woman, then throw her into a dark pit. flash

A room, much like the one the Knights stand in, with a similar basin, made of black stone instead of white. The image hovers for a moment, then fades. flash

A balor locked in combat with an enormous, black-scaled monster much like that you saw in the temple scene a moment before. The two struggle, rolling on the ground and clawing their faces. flash

Back to the room. Peaceful, quiet. It appears to be vibrating lightly, just like the room you are in. flash

A lake of red water. No, it flows too slowly, too thickly. A lake of blood. A great, reddish-brown lake of blood, stretching as far as the eye can see. flash

Drops in hand: 2
Misdirected lines remaining: 1
Erased lines remaining: 3



Dwight hp 144/144, ac 25  d20+13=31 ;
Sunday March 8th, 2009 4:25:44 PM

"Tratain, they can sense the power of the orb and are ready to rush in. They have scores of folks, spellcasters, giant fish and tons of warriors; (see numbers of each above) by my count. It might be best to seal us up now that they have given the order to kill us."

He looks around not seeing anyone (everyone is invisible). "It might be best for us to be near the portal so we can all jump in at the same time. I'll drop my bottle which will fill the room with smoke, hopefully covering our escape to some degree."

"How much longer "V""

Dwight takes one quick glance (spot: 31) and then moves closer to the portal that keeps changing.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance)  d20+19=32 ; d20+19=27 ;
Monday March 9th, 2009 10:46:18 AM

"This one is a metamagic rod!" she blurts out, if someone wants to try it."I'm not sure yet about this one!" She tucks the other in her waist and starts applying Greater Invisibility on the two by the door. First on Dwight then on Monthor.

UMD rod of Greater Invisibility on Dwight: 32
UMD rod of Greater Invisibility on Monthor: 27

Water Breathing
Magical Vestment
Invisible
Resistance

O- 8/2

1- 6

MonthorHit Points:(189 of 189) AC 30 ( plus inv., plus prot. from evil)  d20=4 ; d20+4=9 ;
Monday March 9th, 2009 11:34:58 AM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring
Greater Invisibility
Protection from Evil
Mountbank cape

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

Monthor keeps watch and prepares an attack should anything come through the door.

" While taking 100 or so gill heads would be fun..... HURRY UP!!!! "

( ooc> deft and blind , 4 and 9)



Vedik AC 34 (15 touch) HP 206/214 Character Sheet Current Spells 
Monday March 9th, 2009 1:41:34 PM

"Give me another thirty seconds or so. The gate may just open when I'm done, so be ready ta go.", the old dwarf says slowly, keeping his concentration on the task. He works calmly and confidently, trusting in the group to keep him from getting jostled while he's working with woldsblood.

OOC:
Starting : 2 drops)
FRA 1: Draw 4 drops (Can not fail): 6 drops in hand
Move action: Retrieve personal woldsblood container .
FRA 2: Fix Misdirected Line using drops from container. : 2 in container, 6 in hand.
FRA 3: Fix Misdirected Line using drops from container and 1 from hand: 0 in container, 5 in hand.
FRA 4: Fix Misdirected Line. 2 drops in hand.
FRA 5: Fix missing line: 0 drops in hand.
Move Action: Store container.
Should be all done by my count.


MonthorHit Points:(189 of 189) AC 30 ( plus inv., plus prot. from evil) 
Monday March 9th, 2009 2:48:39 PM

ooc> I'll be away starting this Sunday until the 20th of March.
I "MAY" be able to access a PC once while I'm away.
I've been trying to access the Wold via by Blackberry but without a whole lot of success. Anyone have any suggestions?
Can anyone sub?

Tratain Current Spells HP 222/198 AC 43 
Monday March 9th, 2009 8:15:47 PM

Tratain casts Prismatic Wall Covering the Door from the Inside (Should be big enough to cover the entire front of the building).

He then Motions Dwight over and and uses his Protector power to cast sanctuary on Dwight. He says "Try and get to the Orb if can once we go through."

He then Waits for Vedik to Finish Fixing the Orb. Once the Portal Opens He casts Rightous Might on himself and Leads the Group through the Portal.

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 96 Points - 150 Minutes
Death Ward - 7 Minutes
Divine Power - 18 of 24 Rounds
Good Hope - 10 Minutes

Dwight hp 144/144, ac 25 
Monday March 9th, 2009 9:18:31 PM

Dwight is more than ready to leave this forge, knowing what stands/swims outside these walls.

His thumb rests on the top of the cork, ready to pop it off as the group sets to move into the portal. Confusion to any degree is always good when escaping from one death trap and leaping into another. Course its always better if we get to escape both in the end. For the good of the Wold, what I am willing to do to acquire stories to tell in my old age.

The Orb - DM Matt  d100=11 ;
Tuesday March 10th, 2009 7:39:05 AM

Plyf calls out her discoveries, then quickly casts Greater Invisibility on Dwight and Monthor.

Dwight warns the others about how many enemies are advancing outside, then suggests they all stand near the portal for a quick escape.

He checks once more outside before moving toward the portal. The warriors are now about 40 feet away and closing quickly. One of the mages raises his hands, lighting shooting forth from his fingers. Not having any good target to choose from, he fires blindly, and the bolt strikes the marble wall next to the door, knocking a few large chunks off.

One of the other mages yells at the first, then casts his own spell. Finishing, he smiles and points right at Dwight and Monthor. His eyes lock with Dwights for a brief second before he starts calling orders to the others.

A trio of over-eager warriors suddenly burst through the door, tridents raised, looking around for a target. [Dwight and Monthor can take AoOs, plus regular attacks if desired. The eel men don't appear to see any of you]

One of them spots the orb and shouts something at the other two.

Monthor urges Vedik to hurry, just before the eel-men burst in. Fred in hand, the dwarf finds himself in a quandary: chop the enemy to bits, or preserve his invisibility?

Tratain quickly casts his spell, throwing up a bright, glowing wall across the doorway. The three warriors look at the wall, then each other. "Gar-buk . . ." one of them mutters as his shoulders slump, the sound of resignation in his voice.

Speak Aquan Highlight to display spoiler: { Loosely translated: "Holy clam sh--."}

The three of them crouch in defensive positions, back to back to back, tridents pointing outward and waiting for anything to appear.

Vedik, meanwhile, draws a few more drops of Woldsblood and quickly repairs the rest of the orb [you counted wrong, some of those were 2 drop repairs but I think you counted them as 3s, you probably have a few drops left over]

As he fills in the last red line, the portal on the wall flashes back to the black-stone mirror image of this room and holds steady. A bit of wavering around the edges, but the image is strong. A smell of sulfur and ash fills the room, and you realize it is coming from the portal. It is almost as if the walls is no longer there, and the other room is just an extension of this building.

Seeing the portal open, the eel-men become agitated. One of them sees the orb and runs for it, attempting to snatch it off the floor. [Plyf gets an AoO as he runs by, if she wants it, and Vedik the same since he is right next to the Orb] The warrior grabs the orb and tries to lift it, but he is met with some strong resistance. He pulls with all his might, trying to free the glass ball.

Tratain Current Spells HP 258/234 AC 42  d20+36=45 ; d20+31=47 ; d20+26=36 ; d20+21=26 ; 2d6+17=24 ; 2d6+17=21 ; 2d6+17=23 ; 2d6+17=22 ;
Tuesday March 10th, 2009 8:36:54 PM

Tratain swings his Hammer at the Eel Men Trying to take out the one that is going for the Orb.

He Calls out "Keep that one away from the Orb, We need to kill these three fast and go through to get the Orb on the Other Side. Dwight Don't attack with my spell on you or you will cancel it."

Tratain is Large with Righteous Might
Hit AC 45 For 24 Damage
Hit AC 47 For 21 Damage
Hit AC 36 For 23 Damage
Hit AC 26 For 22 Damage

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 96 Points - 150 Minutes
Death Ward - 7 Minutes
Divine Power - 19 of 24 Rounds
Good Hope - 10 Minutes
Righteous Might 2 of 24 Rounds DR 15/Evil

Dwight hp 144/144, ac 25 
Tuesday March 10th, 2009 8:43:04 PM

Dwight hears Tratain call to hold, and is somewhat grateful to stay out of harms way. Staying invisible, Dwight moves out of the way, thumb to cork.

Vedik AC 34 (15 touch) HP 206/214 Character Sheet Current Spells  d20+16=35 ; d8+4=10 ; d20+24=31 ; d20+19=24 ; d20+14=23 ; d20+9=15 ; d8+7=15 ; d8+7=15 ; d8+7=8 ; d8+7=8 ;
Tuesday March 10th, 2009 10:34:19 PM

Vedik takes a swing at the fish man as he reaches for the orb. "Get away from that" he calls out as his mace thumps down hard. He then calls on Alemi to grant him strength, and truly lays into the fishman.

OOC: Will consider the extra drops still in the container then.
AOO: HIt AC 37 for 10 damage.
Cast Divine Power, Quickened.
Full attack on the Fishman (I forgot to include Good Hope, so +2 to all attack rolls and damage rolls)
Hit AC 33 for 17
Hit AC 26 for 17
Hit AC 25 for 10
Hit AC 17 for 10

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)
Resist Energy (Lightning 30), (SL 2, CL 11, 110 Minutes, cast after prisoner death)
Stone Skin (SL 4, CL 15, 150 minutes, cast before d-door attack)
Good Hope (SL 3, CL 10, 10 minutes, cast before d-door attack)
Shield of Faith (SL 1, CL 16, 10 minuhtes, cast before d-door attack)
Spell Immunity (SL 4, CL 16, 160 minutes, cast before d-door attack) Enervation, Lighting Bolt, Dimensional Anchor, Melfs Acid Arrow
Death Ward (SL 4, CL 7, 7 minutes, cast before d-door attack)
Divine Power, Quickend (SL 4, CL 16, 1/16 rounds, cast round after portal opened)


MonthorHit Points:(189 of 189) AC 32  d20+27=46 ; d20+27=34 ; d10+34=44 ; d10+34=40 ; d10+34=41 ; 2d6=8 ; 2d8=12 ; d20+27=45 ; d20+27=31 ; d10+34=38 ; d10+34=43 ; d10+34=43 ; 2d6=11 ; 2d8=13 ; d20+34=52 ; d20+27=39 ; d10+34=44 ; 2d6=4 ; d20+24=29 ; 2d10+34=44 ; 2d6=5 ; d20+20=24 ; d10+34=39 ; 2d6=12 ; d20+15=35 ; d20+15=18 ; d10+34=41 ; 2d6=4 ;
Tuesday March 10th, 2009 10:36:27 PM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring
Greater Invisibility
Protection from Evil - a +2 deflection bonus to AC and a +2 resistance bonus on saves
Mountbank cape

==============================

Monthor and Fred swing at the gill heads.

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

Two handed.
Power attack -5,+10

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

AoO
Hits AC 46 (crit role 34) damage 44 (125 for crit) Holy damage (8) (if crit hits - Sonic (12)) Save vs DC 14
So... 140 damage ....

Cleave
Ac 45 ( crit 31) Damage 38( Crit 120) Holy (11) Sonic ( 13)
Damage 143

Regular Attack
AC 39 for 44 damage Holy damage 4
AC 29 for 44 damage and 5 holy damage
AC 24 for 39 damage and 6 holy
AC 35 ( natural 20) crit role 18 Damage 41 holy 4

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

.,... and likely splatters at least 2 if not kill all three outright.

( ooc> Have a nice day!!!! BWHAHAHAHAHAHAHAHAHAHA!!!!!! )



MonthorHit Points:(189 of 189) AC 32 
Tuesday March 10th, 2009 10:38:29 PM

ooc> Not likely gonna matter but....

Monthor is at first anyway....
Invisible
Visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents' Dexterity bonuses to AC (if any). (See Invisibility, under Special Abilities.)

DM, please add bonuses where applicable.


Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance)  d20+16=24 ; d8+2=6 ; 7d6=27 ; d20+19=37 ;
Wednesday March 11th, 2009 11:32:51 AM

Olyf takes a five foot step as necessary to include in her attack of opportunity a sneak attack. "Take your scaley hands off of that scumbag!" As she becomes visible again.

AOO hits AC 24 for 6 damage plus 27 damage if sneak attack is possible.

She then uses her Greater Invisibility rod on herself to return to an unseen state by the warriors.

UMD for Greater Invisibility Rod 37

Water Breathing
Magical Vestment
Greater Invisible
Resistance

O- 8/2

1- 6


The Orb - DM Matt  d20+15=32 ; d20+15=23 ; d20+15=30 ; d20+15=23 ; d20+15=26 ; d20+15=24 ; d20+15=22 ; d20+15=17 ; d20+15=25 ;
Wednesday March 11th, 2009 3:15:51 PM

Tratain swings his hammer at the eel-man going after the orb, striking it 4 times.

Dwight holds back, waiting to use his bottle when the time appears right.

Vedik attacks the warrior as well, and after Tratain's hits, manages to fell the eel-man as he reaches the orb.

Plyf takes an attack of opportunity, causing herself to become visible (but sneak attack does apply), putting a deep puncture wound in a warrior's side.

No one can actually see Monthor, but somehow, his broad smile can be heard 'round the room as Fred the axe goes to work. Monthor attacks Plyf's target, taking it down quickly, then follows through with an attack on the other warrior. In the blink of an eye, numerous bloody parts of two eel-warriors lie on the floor, one of the tails still swishing back and forth. Mercifully, the two warriors probably didn't even realize what was happening until the deed was done.

Plyf quickly returns to being invisible.

Quiet fills the room, other than the light humming that now emanates from the portal. The orb fully repaired, its red lines glow brightly. The portal is more or less stable, and has ceased flashing from scene to scene.

The prismatic wall has succeeded in stopping the enemy attack, at least for the present. [Tratain, give me an SR check on that just in case it becomes necessary]

Tratain Current Spells HP 258/234 AC 42  d20+12=31 ; d20+11=18 ; d20+24=43 ;
Wednesday March 11th, 2009 7:57:59 PM

Tratain says "Lets go Get thier Orb and get back quickly. I don't know how long the Wall will actually Hold them off."

Tratain then Leads the group through the Portal keeping an eye out for any danger.

Spot 31
Listen 18
SR Check to beat Spell Resistance = 43
Tratain's Caster Level is 24 Right now if you need it to make any Rolls.

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 96 Points - 150 Minutes
Death Ward - 7 Minutes
Divine Power - 20 of 24 Rounds
Good Hope - 10 Minutes
Righteous Might 3 of 24 Rounds DR 15/Evil


Vedik AC 34 (15 touch) HP 206/214 Character Sheet Current Spells 
Wednesday March 11th, 2009 8:23:07 PM

Vedik follows Tratain through the portal. "Move fast, grab the orb and return here. Do not get involved in a prolonged fight." he calls as they leave this world for the other.

Dwight hp 144/144, ac 25 
Wednesday March 11th, 2009 9:14:51 PM

As the last eel-man falls, Dwight uncorks the readied bottle (readied action from last round). Smoke quickly pours from the bottle giving the room an eerie darker look.

Following Tratains voice and Vedik's suggestion, he corks the bottle and then enters the portal hoping for no fight at all.

DM Sanity:

Eversmoking Bottle: Produces a great amount of smoke and totally obsures vision across a spread of 50' in 1 round. If left unstoppered, spreads another 10' per round until it has spread 100'. The area remains smoke filled until bottle is corked.

OOC: I'm thinking the room gets 1 round of smoke before being corked and Dwight vanishes to the new realm.

MonthorHit Points:(189 of 189) AC 32 
Thursday March 12th, 2009 11:35:47 AM


Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring
Greater Invisibility
Protection from Evil - a +2 deflection bonus to AC and a +2 resistance bonus on saves
Mountbank cape

================================================

Monthor takes the rear and follows through the opening.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance) 
Thursday March 12th, 2009 1:17:25 PM

Without hesitation, Plyf loots the dead ell man by the orb she just stabbed before it was done in by another and wonders if she should stay behind and protect the orb on this side. After but a moment though, she believes she couldn't do a very good job by herself and swims through with the others.

Water Breathing
Magical Vestment
Greater Invisible
Resistance

O- 8/2

1- 6

The Orb - DM Matt  d20+24=36 ;
Monday March 16th, 2009 7:28:06 AM

Tratain ensures that his wall is holding strong, then steps first through the portal. Vedik follows closely behind, urging everyone to act quickly.

Dwight lets some smoke out of his bottle, quickly filling a portion of the room with thick, eerie smoke. The smoke doesn't spread quite as quickly as it would in the open air, but within a few seconds, the entire room will be thick with the vapors.

Plyf pauses, torn between staying to protect this orb and moving to get the second, and chooses the latter. She steps through the portal, followed last by Monthor.

Stepping through the portal, you take in the room on the other side. At first glance, it previously appeared to mirror the room you left, but apparently, only the large stone basin was the same. This room is far more massive, spreading over 200 feet on a side. At random points up the walls are open, dark doorways. The doorways almost hang in mid air, having no visible means of ingress or egress. They are, in effect, just windows to anyone restricted to ground movement.

The black-stone room has a high, vaulted ceiling, itself almost 100 feet from the floor. Dominating the center of the room is a large pool of greenish, bubbling liquid. Boiling water? No, not quite. It's hard to tell.

Above that, about 20 feet up, hovers a multi-colored, glowing sphere of energy, about 20 feet in diameter. The sphere alternates through many colors. As it temporarily shifts to one of the lighter hues, you are able to glimpse a large glass ball in the center. Around the ball, and filling the sphere, is the same greenish, bubbling liquid as in the pool.

You are unable to take in more, as two large balls of sticky, black thread shoot at you from the pool. You barely have time to notice two enormous, fat, beetle-like monsters emerging from the pool, their black, misshapen appendages barely holding them afloat. You've seen these things before. The Legion pets fire their sticky threads at you, while at the same time a long, lonely, off-tune note sounds from a horn somewhere above, from one of the doorways.

Everyone make a single grapple check vs DC 36.

Int check DC 15 Highlight to display spoiler: {That liquid is acid.}

Spellcraft DC 29, everyone gets a +5 bonus Highlight to display spoiler: {What appears to be the other orb is held inside a prismatic sphere}

I will have a map asap, probably after work today.

Tratain Current Spells HP 258/234 AC 42  d20+2=20 ; d20+15=30 ; d20+12=24 ;
Monday March 16th, 2009 10:12:19 PM

Tratain takes in the Room that the group is in. The Legion pets attempt to entangle him but his magic keeps him safe (Freedom of Movement, Tratain's Opposed Grapple is also 52 right now).

Tratain is able to identify the substance in the Pool as Acid, and he is able to Identify the Prismatic Sphere. (Int Check 20, Spellcraft Check 30)

He calls out to his companions "It looks like they have the Orb suspended somehow in the middle of a Prismatic Sphere full of Acid. Something Doesn't seem right though, that Acid should fall out of the Sphere its not Solid. Stay Close and let me make sure this isn't a Trick. Everyone try and spot the Orb. Dwight Try and get closer if you can to get a look in that Pool of Acid. The Orb has to be set in the Basin on our side so it might have to be the same here. That Prismatic sphere might be a Trick."

Tratain then Casts True Seeing and takes a closer look at the Sphere and what is inside of it trying to determine if it is real or a trick. He also glances around the room attempting to see into the Acid Pool and if there are any illusions he can detect. (Spot 24)

Dwight Is also under a sanctuary spell cast on him by Tratain. Any Creature attempting to target Dwight for an attack must make a DC 25 Will Save.

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 96 Points - 150 Minutes
Death Ward - 7 Minutes
Divine Power - 21 of 24 Rounds
Good Hope - 10 Minutes
Righteous Might 4 of 24 Rounds DR 15/Evil

Dwight hp 144/144, ac 25  d20+25=38 ; d20=5 ; d20+7=24 ;
Monday March 16th, 2009 10:33:38 PM

(OOC: Rolling grapple check since DM said everyone, but if Sanctuary saves Dwight all the better)

Dwight looks around and quickly dodges whatever it was that tried to grappled him (save: 38). A bit unnerved he misses the acid, (int. 5), but believes Tratain. The colored sphere definitely means magic, though Dwight doesn't know what type until Tratain again points it out.

Two for two, Dwight follows Tratains commands. He advances towards the pool, still invisible and protected casts Detect Magic focusing at first at the pool.

1st round of Detect Magic: presence or absence of magical auras

------
DM Stuff

Bow in reach
Invisible
Sanctuary (from Tratain)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Death Ward
Ioun Stones (lavender and green)

Vedik AC 34 (15 touch) HP 206/214 Character Sheet Current Spells  d20+4=7 ; d20+19=20 ;
Tuesday March 17th, 2009 7:54:21 AM

The magic of Alemi protects him from the attacking strands, allowing him to easily escape their grasp. The fumes however have addled his brain, as he is unable to determine for himself what Tratain pointed out. He then activates his wings, rising slightly off the ground.

OOC:
Int check DC 15: failed
Spellcraft DC 30: failed
Activate wings

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)
Resist Energy (Lightning 30), (SL 2, CL 11, 110 Minutes, cast after prisoner death)
Stone Skin (SL 4, CL 15, 150 minutes, cast before d-door attack)
Good Hope (SL 3, CL 10, 10 minutes, cast before d-door attack)
Shield of Faith (SL 1, CL 16, 10 minuhtes, cast before d-door attack)
Spell Immunity (SL 4, CL 16, 160 minutes, cast before d-door attack) Enervation, Lighting Bolt, Dimensional Anchor, Melfs Acid Arrow
Death Ward (SL 4, CL 7, 7 minutes, cast before d-door attack)
Divine Power, Quickend (SL 4, CL 16, 3/16 rounds, cast round after portal opened)
Resist Energy - Acid (SL 2, CL 16, 160 min, cast round after entering portal)


MonthorHit Points:(189 of 189) AC 32  d20+24=26 ; d20+24=29 ; d20+24=40 ; d3=3 ; d20+1=2 ;
Tuesday March 17th, 2009 1:02:34 PM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring
Greater Invisibility
Protection from Evil - a +2 deflection bonus to AC and a +2 resistance bonus on saves
Mountbank cape

==================

Grapple check (26, hero point point 29, and another 40!!!)
Int. check (2)

============================

" Me's got the pied piper!! "

Monthor activates his winged boots and flies towards the off tuned note



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance)  d20+21=39 ; d20+1=7 ; d20+3=15 ; d20+20=28 ; d8+2=7 ;
Tuesday March 17th, 2009 5:10:44 PM

Plyf barely avoids the grapple from the sticky, stringy stuff that was flung at her and has no idea about what others may know. "I'll hold them off as long as possible guys!"

Pulling her bow that is now of some use, she nocks and arrow and fires a shot at Beetle number two itting AC 28 for 7 damage before attempting to find some cover.

Grapple DC 39
Intelligence check DC 7
Spellcraft DC 20

Hit AC 28 on beetle #2 for 7 damage

Water Breathing
Magical Vestment
Greater Invisible
Resistance

O- 8/2

1- 6

ooc: I found a bunch of other mistakes on Plyf over the weekend. I will get them taken care of for you this week.



Jova Kon 
Wednesday March 18th, 2009 7:54:58 PM

lurking

The Orb - DM Matt  d20+18=33 ; d6+5=11 ;
Friday March 20th, 2009 6:08:20 PM

Tratain quickly casts True Seeing, but finds that the scene is the same as it otherwise was. [Sanctuary protects against direct target spells/effects/attacks, not area targets like fireballs or, as here, an area grapple effect. No will save needed by the Anchors for that attack]

Dwight, invisible, moves forward toward the pool, casting Detect Magic and focusing on the bubbling, greenish acid. He sees no noticeable magical auras in or around the pool, except the glowing magicla prism hanging in the air overhead, which glows strongly of magic.

Vedik activates his wings and floats upward.

Monthor does the same with his boots, flying upward and toward the sound of the horn. He quickly spots the horn-blower, a small Legion demon standing in a doorway 40 feet up. He gets close, and will reach the enemy next turn.

The demon spots Monthor coming, and looks around as if suddenly noticing he is alone. A brief look of fear crosses his ugly, scarred face, then he steels himself and grins, knowing the likely outcome of this encounter. Dropping his horn, he brandishes his gauntlet blades as if beckoning Monthor forward.

Plyf dodges the sticky substance, and reacts quickly, nocking and firing an arrow at one of the Anchors. The arrow nearly buries itself in the enemy's hide, but deflects off a scale and falls into the acid, sizzling as it melts.

The large, beetlelike Anchors snap their mouth pincers, snarling at the Knights, but they stay put. Realizing their entangling twine won't help here, they growl impotently and wait.

The Scout near Monthor decides that now is as good a time as any to die, and floats forward and down toward the dwarf. No matter having seen it before, this method of flight remains eerie: the demon simply floats through the air, it's legs motionless, toes hanging downward. Raising its arm, it swings a blackened gauntlet blade at Monthor, barely managing to scratch the dwarf.

[Hit AC 33, 11 damage]

As the first small skirmish begins in mid-air, the various entryways of the hall begin filling with Legion. Across the room, a group of the smaller ones (like that fighting Monthor) emerge and point at the Knights. To the left and ahead, a trio of demons emerges, blades drawn and ready, and across from them another pair runs out of a doorway, a third Anchor in tow.

[map in email]

------------------------------
Anchors:
+4 AC and other effects from partial cover due to being half-submerged in pool

MonthorHit Points:(189 of 189) AC 32  d20+29=40 ; d10+30=34 ; 2d6=11 ; d20+26=29 ; d10+30=35 ; 2d6=5 ; d20+22=24 ; d10+30=35 ; 2d6=7 ; d20+17=34 ; d20+17=23 ; d10+30=35 ; d10+30=32 ; d10+30=35 ; 2d6=11 ; 2d8=8 ;
Friday March 20th, 2009 8:47:44 PM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring
Greater Invisibility
Protection from Evil - a +2 deflection bonus to AC and a +2 resistance bonus on saves
Mountbank cape

========================================================

ooc> Should the stone skin have taken the 11 damage or was that already factored in?
I won't count it in the tally under I know please.

===============================

Monthor sees the other demon's coming at the party and quickly decides that he must take this scout out now.

Monthor swings Fred at the scout.

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

Two handed attack.
Power attack at -5, +10

Ac 40 for 34 physical and 11 holy damage
Ac 29 for 35 physical and 5 holy
AC 24 for 35 physical and 7 holy
AC 34 (23 crit) for 35 physical (102) and 11 holy ( 8 sonic)

DM Elaboration. Damage did NOT factor Stonskin. Monthor is unwounded

The Orb - DM Matt 
Sunday March 22nd, 2009 8:23:18 PM

Dan K - Could you post the next round? My computer got a nasty virus, its being fixed, but in the meantime I don't have the module, the map, or even my own email. I should have it fixed by tomorrow if not tonight, but I don't want to skip another round for everyone.

Also posting in LnB.

Tratain Current Spells HP 258/234 AC 42 
Monday March 23rd, 2009 5:54:36 PM

Tratain Calls out to his Friends "I don't see any Illusions, it looks like the Orb really is inside the Prismatic Sphere. We don't have the spells to bring it down or a Rod of Cancelation so someone is going to have to go in there and fetch it."

Tratain then again uses his Protector Abilities to cast a Prismatic Wall to block off the new enemies from approaching for a little while (Prismatic Wall Placed just behind the Prismatic sphere, Along the 23/24 Line. It is 96 Feet across, so there is a 2 Foot Gap on either side of the wall and 48 Feet Tall)

He Then quickly casts a second spell on Vedik. (Quicken Extended Spell Resistance, Vedik now has SR 36)

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 96 Points - 150 Minutes
Death Ward - 7 Minutes
Divine Power - 22 of 24 Rounds
Good Hope - 10 Minutes
Righteous Might 5 of 24 Rounds DR 15/Evil



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance)  d20+17=36 ; d20+17=32 ; d20+12=19 ; d8+2=7 ; d8+2=3 ; d8+2=3 ; 7d6=21 ; 7d6=31 ; 7d6=23 ;
Monday March 23rd, 2009 6:07:07 PM

Plyf begins to panic when, as they thought, the chore does not look so easy. Then more of the nasty looking creatures arrive.

She chokes back some fear and picks out a target after the group on the right move, which on is most appropraite to attack using her special rogue skills.

Action: Delayed action waiting for movement from R2, B3, A3 in an attempt to Sneak Attack whichever one is appropriate in above precedense. Attempting a Crippling Shot routine. Special ability Rapid Shot
Firing 160' (Maybe less) on R2, B3, A3 Hitting AC36, AC32 and AC19 (-2 range increment not included if they do not move or move away from the party.) doing 7, 3 and 3 damage. If Sneak Attack is possible while Improved Invisible an extra 21, 31 and 23 damage, including Crippling Strike.
Move to N40

Water Breathing (?)
Magical Vestment (?)
Greater Invisible (?)
Resistance (?)

O- 8/2

1- 6

Vedik AC 34 (15 touch) HP 206/214 (+16 temp) Character Sheet Current Spells  d20+13=21 ; d20+13=15 ; d20+13=14 ; d20+28=32 ; d20+28=37 ; d20+28=33 ; d20+28=41 ;
Monday March 23rd, 2009 8:16:35 PM

Sighing, Vedik flies higher into the air above the reach of the anchors and flies into to the Prismatic Sphere. "Be ready ta move" he calls out before entering.

OOC:
Pray to god
Double Move, fly up over the anchors and into the sphere at an altitude of 40'.

(Vedik have 36 Spell resistance checked against each color, but I rolled saves for all effects to speed things up.)
Red: Reflex Save 21
Orange: Reflex Save 15
Yellow: Reflex Save 14 (30 lightening resist)
Green: Fortitude Save 32 (Poison - Delayed if failed)
Blue: Fortitude Save 37
Indigo: Will 33 (Immune to mind affecting due to Mind Blank
Violet: Will 41

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)
Resist Energy (Lightning 30), (SL 2, CL 11, 110 Minutes, cast after prisoner death)
Stone Skin (SL 4, CL 15, 150 minutes, cast before d-door attack)
Good Hope (SL 3, CL 10, 10 minutes, cast before d-door attack)
Shield of Faith (SL 1, CL 16, 10 minuhtes, cast before d-door attack)
Spell Immunity (SL 4, CL 16, 160 minutes, cast before d-door attack) Enervation, Lighting Bolt, Dimensional Anchor, Melfs Acid Arrow
Death Ward (SL 4, CL 7, 7 minutes, cast before d-door attack)
Divine Power, Quickend (SL 4, CL 16, 3/16 rounds, cast round after portal opened)
Spell Resistance, extended (36, SL 4, CL 24, 48 minutes, cast round after entering portal.

Dwight hp 144/144, ac 25  d20+17=30 ;
Monday March 23rd, 2009 9:18:37 PM

Dwight feels completely helpless as Vedik takes a deep breath and launches himself into the mysterious floating sphere of sure to be not-so-nice stuff.

Still covered by Tratains protection, Dwight moves a bit to the west (F30), in the hopes of grabbing Vedik (if needed) on his way out. During this time, he watches Vedik carefully (spot: 30) to see how he fairs inside.

DM Sanity stuff:

Bow in reach
Invisible
Sanctuary (from Tratain)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Death Ward
Ioun Stones (lavender and green)

SomeWhere in the Rainbow 
Tuesday March 24th, 2009 8:53:06 PM

Monthor stirkes hard, Fred whirls pasts the Legion Scout's defences laying three viscious wounds in the creature and bringing howls of pain from its throat.

Tratain throws a pair of spells. The first brings up a Prismatic Wall acroos the chamber and the second bolsters Vedik.

Ply readies on the approaching creatures, but the Prismatic Wall likely makes the point moot.

Vedick then soars upwards and barges into the Prismatic Sphere

Dwight moves closer to the sphere, though as he is still on the ground, there will be little he can do for Vedick.

The Legion is coming....


MonthorHit Points:(189 of 189) AC 32 
Tuesday March 24th, 2009 8:55:01 PM

ooc>
FYI, Monthor's axe is holy.....
DM noted thanks

MonthorHit Points:(189 of 189) AC 32 
Tuesday March 24th, 2009 8:57:21 PM

ooc> That sounded a lot harsher then I ment.... let's try.... oh never mind, it's fairly obvious what Monthor's axe can do. Sorry for the previous post. Feel free to delete.

SomeWhere in the Rainbow  d20+20=24 ; d20+20=22 ; d20+20=34 ; d20+20=34 ; d20+20=27 ; d20+20=24 ; d20+20=27 ; d20+18=24 ; d20+18=34 ; d2=1 ; d2=2 ;
Tuesday March 24th, 2009 9:18:06 PM

Lights flash and a rumble rolls slowly through the room as Vedick breeches the Sphere. To the Gray Knights he is lost from sight in the scintilating colors above, but did he make it?
Caster Level Checks against Vedick's Spell Resistance [All successful on the way in.]

The Demon on Monthor switches tactics and simply reaches out for the powerful warrior. A black nimbus aura flashes as the Legion Scout makes contact and Monthor feels a cold chill run through his body. [ I count Monthor's Touch AC at 19 Legion Hit AC 24 and 34 Con Drain 3 and thus 17HP]

The Anchors still lie in wait within the acid pool, possibly for a command, possibly out of fear.

Beyond the Prismatic Wall the Legion closes. map sent

MonthorHit Points:(189 of 189) AC 32 
Tuesday March 24th, 2009 9:54:03 PM

ooc> Would the bracers of protection protected him from the Con. damage? Is Con damage counted as energy attacks?

DM No Con attack is ability Drain not Energy Drain

Dwight hp 144/144, ac 25  d20+17=28 ;
Tuesday March 24th, 2009 10:07:01 PM

Dwight lifts off the ground on his broom, hoping to get a better view as to the whereabout of Vedik. (OOC: Should have done this last round, but thought I was already floatin'.....dang water in the ears has my equilibrium off)

Helplessly waiting, Dwight holds his bow readied and watches (spot: 28)

Dwight floats above where he was, but high enough to see into the giant floating sphere.

DM Sanity stuff:

FLying on broom
Bow readied with 4 arrows
Invisible
Sanctuary (from Tratain)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Death Ward
Ioun Stones (lavender and green)


MonthorHit Points:(172 of 172) AC 32  d20+29=33 ; d10+30=36 ; 2d6=7 ; d20+26=40 ; d10+30=36 ; 2d6=5 ; d20+22=31 ; d10+30=32 ; 2d6=11 ; d20+17=21 ;
Tuesday March 24th, 2009 10:27:32 PM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.139 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring
Greater Invisibility
Protection from Evil - a +2 deflection bonus to AC and a +2 resistance bonus on saves
Mountbank cape
Con damage 3

========================================================

Monthor rages at being touched by the demon and continues his attack on the scout.

Monthor swings Fred at the scout.

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

Two handed attack.
Power attack at -5, +10

Ac 33 for 36 physical and 7 holy damage
Ac 40 for 36 physical and 5 holy
AC 31 for 32 physical and 11 holy
AC 21

Total damage = 137

( Take THAT!!! )


Vedik AC 34 (15 touch) HP 206/214 (+16 temp) Character Sheet Current Spells 
Wednesday March 25th, 2009 4:36:37 PM

Vedik winces as the acid burns his flesh. Reaching out, he grabs the orb and tries to pull it free, flying out of the sphere back to his friends.



Tratain Current Spells HP 258/234 AC 42 
Wednesday March 25th, 2009 5:08:07 PM

Tratain waits and watches for the Old Dwarf to emerge from the Prismatic Sphere with the Legions Orb. If he is looking worse for wear Tratain will cast Heal on him.

If Vedik can escape from the Sphere with the Orb he yells to his Friends "Back through the Portal Now, before they follow us!"

If the group makes it out safely he will seal off the Portal entrance with a wall of Force.

OOC:Sorry for the If post but alot depends on if Vedik can make it out with the Orb or not.

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 96 Points - 150 Minutes
Death Ward - 7 Minutes
Divine Power - 23 of 24 Rounds
Good Hope - 10 Minutes
Righteous Might 6 of 24 Rounds DR 15/Evil

Splash Down Round 3  d20+20=39 ; d6=2 ; 6d6=20 ; 3d6=14 ;
Wednesday March 25th, 2009 8:27:30 PM

It is impossible to see into the Sphere of near blinding scintillating colors, but answers are had soon enough and not all of them are happy ones.

Monthor kills the creature in front of him. The Legion Scout does not even have the opportuinity to cry out in pain as Fred tears through it.

Vedick emerges from the sphere. In his charred and blackened hands is the Orb.
Vedik please make saves in the order listed. Wings of Flying are still providing Flight.

All ongiong spells have been destroyed.
Color Violet Creatures sent to another plane (Will DC 23 negates).
Color Indigo Insanity as the spell (Will DC 23 negates).
Color Blue Turned to stone (Fortitude DC 23 negates).
Color Green Poison (Kills; Fortitude DC 23 partial for 1d6 points of Con damage instead).
Color Yellow Deals 80 points of electricity damage (Reflex DC 23 half).
Color Orange Deals 40 points of acid damage (Reflex DC 23 half).
Color Red Deals 20 points of fire damage (Reflex DC 23 half).

I moved the flying Legion but will hold off from the Anchor's in the pool from acting as several folks were waiting on Vedick

Coming in over the Prismatic Wall are ten more of the Legion. They eearily float in silence and fall into groups on the left right and center.

Vedik AC 25 (13 touch) HP 182/182 Character Sheet Current Spells  d20=14 ; d20=5 ; d20=7 ; d20=9 ; d6=4 ; d20+11=24 ; d20+11=24 ; d20+11=21 ;
Wednesday March 25th, 2009 9:11:11 PM

Vedick emergs from the Sphere with the Orb a bit Vedik falls through the prismatic sphere, burned, singed and shocked. Not even seeing the creatures above him, he stands and begins making his way towards the portal with the orb.

"Time ta go" he calls.

OOC:
All buffs gone
Since my Will/Fort is above +23, I rolled the 1st 4 without modifiers since only ones count, easier to see.
Violet: Passed
Indigo: Passed
Blue: Passed
Green: Passed (4 con damage)
Yellow: Passed (40 electricity damage)
Orange: Passed: (20 acid damage)
Red: Failed: (20 fire damage)

DM adjusted Vedick's HP as a heal spell was employed by Tratain

Dwight hp 144/144, ac 25 
Thursday March 26th, 2009 7:59:26 AM

Dwight quickly falls in line behind Vedik, flying towards the portal as fast as Vedik.

Amazing, simple amazing. So glad that Vedik made it out, but the smell of burnt dwarf is most unpleasant!

DM Sanity stuff:

FLying on broom
Bow readied with 4 arrows
Invisible
Sanctuary (from Tratain)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Death Ward
Ioun Stones (lavender and green)

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Thursday March 26th, 2009 4:46:28 PM

"Throw the orb! Throw the orb!" Plyf shouts, then realizing it isn't easy to see her, she tosses an arrow down at her feet.

Water Breathing (?)
Magical Vestment (?)
Greater Invisible (?)
Resistance (?)

O- 8/2

1- 6


Tratain Current Spells HP 258/234 AC 42 
Thursday March 26th, 2009 6:00:23 PM

Tratain shouts to his comrades "Out Through the Portal Now! Lets go Plyf and Monthor. Monthor once we reach the other side and everyone is there yank our orb out of its spot to close it."

Tratain runs for the portal makeing sure everyone else has gone through before he steps through, and given enough time he Casts Wall of Force on the Wold side of the Portal to Block any more legion from comming through.

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 96 Points - 150 Minutes
Death Ward - 7 Minutes
Divine Power - 24 of 24 Rounds
Good Hope - 10 Minutes
Righteous Might 7 of 24 Rounds DR 15/Evil

MonthorHit Points:(172 of 172) AC 32 
Thursday March 26th, 2009 8:37:17 PM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.139 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring
Greater Invisibility
Protection from Evil - a +2 deflection bonus to AC and a +2 resistance bonus on saves
Mountbank cape
Con damage 3
=============================================================

Monthor nods at Tratain and dimension doors to the other side of the portal, next to the other orb. Once there he waits for the others to come through...

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance)  d20+3=15 ;
Friday March 27th, 2009 12:37:17 PM

Plyf is nervous on what to do. She understands that the orb must leave the room before the swarm of demons can pounce, but she too doesn't want to see anyone left behind.

Slinging her bow she yells, "I'm out of here!" She uses her move action to egress back into the watery forge on the other side. She swims up to the orb and waits for the others to come through before she attempts to remove it from the forge.

Action swim up to orb and prepare to remove it.
Swim: 15

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Monday March 30th, 2009 7:18:39 PM

Plyf continues to wait for the others to come through.

Vedik AC 25 (13 touch) HP 94/182 Character Sheet Current Spells 
Monday March 30th, 2009 7:46:50 PM

Vedik moves in incredibly heroic slow motion, carrying the orb like a football as he flies past the legion. "Goooooooooooooooooooooooo!" he shouts in a ridiculously exaggerated fashion.

At What Price 
Monday March 30th, 2009 10:32:20 PM

The Legion is flying quickly up on the group, Monthor activates Dimensional Door and stops at teh portal. Seems a planar gate can not be crossed via dimesnsional travel. One must step through and so the dwarf does.

Plyf too, makes a break fro the portal, slinging her bow as she does so.

Tratain pulls up short, frantically waving his companions through. The corner of his eye catches the dozen or so Legion demons closing and further off another score has just entered the cavern. He casts Wall of Force.

The first of the Raider Demons slam into the invisible barrier. Thier faces blast open and ichor sprays the invisible shield. Mouths rip wide in screams unheard, for though the floor vibrates from the cacophony behind that Wall nothing can penetrate it, including sound.

Dwight launches through and is followed immediately by Vedick and the orb.

A wisp of smoke coils from the floor on the other side of the Wall of force and quickly coalleses into a human male. His lip curls slightly before be gives what appears to be a gracious but short bow to the last Grey Knight.

The Portal fades into an inky pitch as Monthor, Vedick, Plyf and Dwight look on. The horror is realized and the portal is gone and Tratain is still on the other side.

Tratain Highlight to display spoiler: { email}

MonthorHit Points:(172 of 172) AC 32 
Tuesday March 31st, 2009 7:48:35 AM

Monthor sees the portal close as his mouth drops in horror......
.......
...
..
.

"..................................................DOH!!!!!!!....................................."
.......
....
..
.
" TRATAIN!!!!!!!!!!! "
......
..
.
" SOMEONE OPEN THAT PORTAL BACK UP AGAIN!!!! ME BOY'S ON THE OTHER SIDE!!!! "



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Tuesday March 31st, 2009 11:49:25 AM

"No, NO, NO!!!!!!"

Plyf screams as she waits for the others to come through, but once the orb crosses the barrier, the scene goes dark.

She slumps against the forge. "I shouldn't have left until I knew everyone was through. I knew I should have stayed to be sure."

She begins to cry at the thought of what may be happening to one of her new found friends as they speak. She is sure, if there is a fate worse then death he will be experiencing it.

"Do you think they will want to make a trade, him for the orb?" She attempts to speak over the sounds of her sobs.

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Tuesday March 31st, 2009 1:55:54 PM

The look on the fixers face as he realizes Tratain is not with them is quickly replaced by a second realization, that he is no longer protected by his underwater breathing spell.

Luckily he prepared several Water Breathing spells, and casts his last one. Being prudent, he touches everyone present, giving them a second layer against dispelling magics.

He takes a moment to recover his breath.

OOC:
Cast Water Breathing: SL 3, CL 16, Duration: 8 Hours on everyone. (Overlaps with 1st water breathing)



Dwight hp 144/144, ac 25  d20+15=25 ;
Tuesday March 31st, 2009 3:49:52 PM

Dwight looks around, trying to guess how much time may have elapsed since they left. He looks for the remains of his 'smoke' if any, should the on-slaught of eel-man not take his attention immediately.

spot: 25 (estimation of how long party has been gone from Forge room)

He then looks to the our Orb to see how Plyf's coming with its movement; it is at this point he realizes what he saw in the fog. "Trat....Surely he...can't be....something we...I should have" he stutters unable to put coherent words to his current situation.

MonthorHit Points:(172 of 172) AC 32 
Tuesday March 31st, 2009 5:08:07 PM

Action-
Monthor rips the other Orb up and out of it's emplacement.

" If we can't get him out, then we must find a way to leave now... he would have wanted it that way... and we can always rip through the netherworld later until we find him.... "


And Back Again 
Tuesday March 31st, 2009 11:24:48 PM

What has happened thoroughly sets in among the Grey Knights. Eyes scan about the room, Tratain is no where to be seen, nor is the portal. Monthor calls for the Portal to be opened again, is it possible now that the other orb is here?
Plyf wonders on the horrors being inflicted upon Tratain, perhaps the Legion will agree to a trade?
Vedick thanks his foresight and casts another water breathing spell upon himself
Dwight caught the man stepping from the smoke in the Demon realm and who or what that could be is a frightening thought indeed. Looking about, Dwight sees the room quite well, and therein lies a problem. It should likely be filled with the debris as a result of an Eversmoking bottle underwater. There should be nothing to see at all, but here the heroes were all in a small empty room.
No Wall of protecting color seals the door.
No dead Eel men or thier belongings.
No great group of warriors just out side.
The Wold is still. It seems as if all creation is giving a collective moment of silence for a true hero now fallen.

Monthor moves to grab the original, the warrior's mind still racing...


Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance)  d20+4=8 ;
Wednesday April 1st, 2009 11:24:31 AM

Plyf looks around and wonders why she didn't notice the room when she first came through. (No spot check?) "Um, this doesn't seem right guys. I believe I have one more use in my boots if we need them."
She looks around the room and uses her bardic knowledge to determine what just transpired.

Bardic Knowledge: 8

Tratain Current Spells HP 258/234 AC 42 
Wednesday April 1st, 2009 6:12:10 PM

Tratain turns right on the heels of Vedick but the portal is simply not there anymore. Looking back, the demons appear to scream and howl, pounding on the wall. Tratain glances around the room and is surprised to see a man looking at him from the other side of his wall of force, the Legion Demons appear to ignore him.

The man is richly appointed in well laying cloth silks and velvet of deep purple and blue. he stands about 6' and appears of normal build, perhaps 180 pounds. A silver or perhaps platinum band is about his head over top a very short and greying hairstyle. His hands are gloved in black leather and his feet are shod with high soft riding boots. Though Tratain's well trained eye spots that none shows any sign of wear at all. Tratain is surprised when the Man steps through his wall of force like it isn't even there and speaks to him.

A smile, or perhaps smirk crosses his face as he steps through the Wall of Force. "Well played Tratain Zerrakoth of the Grey Knights. Your Mother and Father would be quite proud of their boy. You and your companions have won this round. I admit I did not think you would and so I felt the need to see you personally and to tell you so." The man smiles and nods again, this time he turns 90 degrees to his left and starts walking as though descending a staircase and thus slowly sinks through the floor. Before completely vanishing he chuckles, "Flew straight into a Prismatic Sphere. Oh yes I like that one."

Tratain watches the Man, and as he walks through the Wall of Force like it wasn't there and taking in his appearance he begins to suspect he is more than he seems. He is also a little startled when the man mentions his parents. When he also admits to watching the goings on of the Grey Knights he is a little intrigued. he says "Greetings Friend. I do not believe we have had the pleasure of meeting. It seems you know who I am, but I am afraid I do not recognize you. I assume you are not affiliated with the Legion?"

The man pauses when Tratain speaks, as if the move on his part was not expected. "No, we have not officially met and here is not the moment we do." A small smirk and ' humph' is his response to the Legion leaving Tratain no doubts his assumption is completely correct. The man appears as if he wishes to say more, the look of someone with many secrets that he longs to tell, but in the end he simply nods, the portal opens and he turns to descend through the floor chuckling about Vedick's run through the sphere.

Looking up Tratain sees a demon, nearly half the size of one of the Scouts, approach and thump the wall. It's eyes narrow on Tratain and he begins to cast a spell....

Tratain glances at the Portal and tells the Man "Another Time then, I do seem a bit pressed for time at the Moment." He glances at the Legion troopers waiting on the other side of his wall.

He gives the Man a quick salute and finishes "If I can return this favor at a later time please send word and I will do whatever I can." He then steps through the portal........

......Arriving in the room with the rest of the Grey Knights, about a minute later.

He glances around the room and says "This looks a bit different, did you guys defeat all the Fish Men already? I was only a little bit behind you guys!"



Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells  d20+8=23 ; d20+11=21 ;
Wednesday April 1st, 2009 7:10:28 PM

Vedik turns, very happy to see Tratain return. "We got here about a minute ago. Were figuring out how to get you back. No fish men around when we arrived. Could be time shifting from planar travel, heard that happens some time. But why'd they leave the orb?

The old dwarf turns and looks around the room, checking to see if this is actually the room they left from, and any clues as to what my have happened.

OOC:
Spot 23, Knowledge: Arch/Eng 21



MonthorHit Points:(172 of 172) AC 32 
Wednesday April 1st, 2009 7:58:57 PM

ooc> SWEET!!!!

" Tratain!!! "

Monthor drops Fred and runs to Tratain, embrassing the cleric in a rib bruising dwarven hug that lifts his dear friend off the floor.

" Good to see ye alive girley. "

....
...
..
.

" Me thinks that once we remove the other orb from it's base that we'll be back to where we were. We should prepare accordingly... Not that mees one to run away from a fight... but me thinks that stealth and withdrawl be the better part of valor here... "

Monthor continues by suggesting that all appropriate buffs be casts anew, including the invisibility spells...

"... Then we make haste back to the surface and head for land. "



The Forge and the Mystery 
Wednesday April 1st, 2009 9:33:02 PM

Tratain is back, the group looks about them. The room is definately the exact same one that you left mere minutes ago, if even that long.
Plyf does not readily recall any stories, poems or lymrics that cover what just may have happened and may still be happening.

Monthor suggests powering back up in case the time shift the party seems to be experiencing is only temporary and that grabbing the original orb might fasilitate that very event.

If the time shift is not just a temporary thing, why would the Eel men have not taken the orb? If so much time has passed, why not take the orb?

[ooc No spot check required as it is the same room.]

Dwight hp 144/144, ac 25  d20+17=26 ;
Wednesday April 1st, 2009 10:25:23 PM

As the portal appears again, Dwight grabs his bow in shock and PURE fright as with two orbs it should not be possible. If Tratain wasn't so easily identified, Dwight likely would have fired half a dozen arrows at Tratain.

Still speechless, Dwight smiles, glowing in appreciation of Tratain's living return.

"I agree with Monthor. The time thing makes my head hurt. We couldn't have returned prior to our departure because then the orb wouldn't be here yet. We couldn't have returned only minutes after we left because all the eelman would be about, dead bodies lying there (pointing to the ones Monthor diced up earlier) as well as some of the smoke I left."

"Before we remove the other one, our goal is still to destory these orbs right? I suspect the forge must be used to un-make them. Vedik, what do you think? Others?"

"If Monthor is right, and we return to reality once the other orb is removed, destroying them would give the same result, while at the same time let us focus on one task -- escape."

ooc: spot: 26 (any difference in the light from outside from when we left? No sure how much sunshine existed outside before, but can Dwight determine if the sun has set whereas before it had not?)

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Thursday April 2nd, 2009 1:35:22 PM

Whaaa? This can not be?

"It's a trick or a trap!" she shouts. "How is this possible?"

Plyf is concerned that this Tratain is not the real Tratain, but a figment, phantom or doppleganger of his true form.

"Prove you are Tratain, with knowledge from his past that only these people would know!" She points to the others that know him better then herself.

She holds off on the Greater invisibility rod until they are ready.

Tratain Current Spells HP 258/234 AC 42 
Thursday April 2nd, 2009 7:27:59 PM

When challenged by Plyf Tratain says "Of course, Should I recount our Battle against he Shades after i opened the Gate for us to retrieve information from that Necromancer? Or perhaps our First meeting with Lord Arrack?" Once Tratain has settled the question of his identity he glances at the outside of the building to see if anyone is out there.

If no one is found he says "Lets Grab the Original Orb and Look around outside a bit. The Scholar told us that to destroy them we needed to touch them together, and that we wouldn't want to stick around long after we did it. Lets check outside for the Fish Men before we do anything with the Two Orbs."

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells  d20+17=35 ;
Thursday April 2nd, 2009 7:33:55 PM

Vedik frowns at Plyf's words. "Yer right lass. Speak up and prove you're Tratain."

The cleric braces himself for a fight.

Assuming Tratain does prove himself, the old dwarf begins to look around for clues as to what's happened. Otherwise calls on Alemi to dispel the magics on this creature.

OOC:
Sorry to post the if action, but I figured it would speed things along. :)
If Tratain identifies himself sufficently: Spellcraft check 35 to see if there's any spells active that might account for this..

If not: cast Targeted Dispel Magic, Greater on 'Tratain': (Caster level is 16 for checks)


Dwight hp 144/144, ac 25  d20+17=32 ;
Thursday April 2nd, 2009 8:01:58 PM

Dwight is a little caught by how quickly he allowed the new arrival to be Tratain, but it quickly convinced his initial reaction is correct and Tratain is the one he expected him to be.

Looking at Vedik, who holds one orb, and the other sitting in the forge, Dwight mumbles about destroying them while the option appears easy; but understands Tratain's point of inspection.

Having already looked around a bit, Dwight studies the old, fixed orb and asks Vedik if he sees any differences between the two orbs as he moves to examine the other one. (Spot: 32 studying the orb(s)

MonthorHit Points:(172 of 172) AC 32 
Thursday April 2nd, 2009 9:44:02 PM

Monthor falls back behind Tratain and follows the cleric.

Anyone There 
Thursday April 2nd, 2009 10:26:09 PM

A brief exchange occurs with Plyf challenging Tratain to prove it is truly him. Graciously he does so and to all present the matter is thoroughly settled. Dwight brings up that the mission is to destroy the orbs, which according to the Sage meant merely touching them together and then getting out of the way quickly. Do so now and then only having to Escape might be better than trying to escape with the orbs and then destroy them.

Tratain has a different idea and wishes to peek about outside of the forge.
Dwights keen eye can tell that by the light reaching this deep, it must be between mid morning and mid afternoon. Other than that, the diffused light 50' below the waves is all the same. He still believes destroying the orbs should be done immediately and than more sight seeing, but understands and concededs the option.

Dwight also inspects the two orbs now that they are in such close proximity for any differences. Except for shape and size there is little that the two have in common. Save one identifying feature of red veining like one would see in fine marble. Both orbs have a 1/4 circumfrance band about 1/4" wide that is nealry identical.

Spell craft DC 35 Highlight to display spoiler: { The band is a magical planeshift rune. Or rather 1 part of an 8 part rune. The original orb and the orb from the demon realm make up part 7 and 8}

Tratain looks outside of the Forge and 200' away he spies a lone Eel man. A silver chain shirt is over the upper part of his body and in his left hand he holds a staff glowing as bright as the noonday sun. He appears to have no other weapon and no other creature can be seen, though Tratain knows that if the Eel man did not have the Daylight staff he would not have seen him either. That Eel Man Wants to be seen.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance)  d20+3=14
Friday April 3rd, 2009 10:50:46 AM

Still suspicious, she accepts the words from the others that knew him better and waits for the group to decide what to do, adding in her thoughts.

"Is the nearby fishing village in danger from the destruction of these things? I'm not one to care much about ruins, especially those inhabited by a bunch of gill faced jerks, but the village isn't really that far away."

Spellcraft: 14

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Friday April 3rd, 2009 11:59:48 AM

"You are right Plyf, we do not know the extent of the explosion when we touch the orbs together, and it is wise to limit the destruction we cause." He points to the band on the orbs. "Those bands are part of a rune in eight pieces. The two orbs we have seem to be part seven and eight. It may be like the planar key for a plane shift spell. There is something to consider: It seems likely there are 6 other orbs, likely on other planes. We may be able to somehow change the orb from this plane to open to one of the other six orbs."

When he notices the Eel man outside, he ponders it. "That is curious. Perhaps something has changed in their attitude towards us."

MonthorHit Points:(172 of 172) AC 32 
Friday April 3rd, 2009 1:59:21 PM

Let's go talk to the gill head.... Who's our diplomat-like guy?

Tratain Current Spells HP 258/234 AC 42 
Friday April 3rd, 2009 2:51:12 PM

Tratain says "Make sure both Orbs are secured, Vedik you hold onto the one we took from the Legion, Monthor Hold onto the Original one. I will go out and speak to him, Plyf would you like to come as well? I don't know what he wants but remember it may become dangerous. If you would rather stay here I understand, I can survive quite well on my own for a while if it comes down to it. Vedik if you could be ready to take the others away with your Dimension door wand if things turn badly. I will Try and stall them if they attack until you can come back."

Once everyone is ready Tratain walks out to speak to the Eel Man, he has his weapon out but not held in a threatening manner.

Tratain Current Spells HP 258/234 AC 42 
Friday April 3rd, 2009 2:53:06 PM

Tratain also says "I agree with Plyf that destroying the Orbs here may cause destruction to the village by accident. Unless it looks really bad we can just hold onto both of them until we can find a safe place to dispose of them."

MonthorHit Points:(172 of 172) AC 32 
Friday April 3rd, 2009 4:45:35 PM

Monthor follows direction....

Dwight hp 144/144, ac 25  d20+17=29 ; d20+15=34 ;
Friday April 3rd, 2009 8:36:22 PM

Before the group splits, Dwight asks if anyone in the group has a spell that allows us to hear each other despite a small distance. It would be great if we all knew what Tratain and that eel-man are discussing.

Then,

Dwight watches as Tratain and Plyf head off, leaving Dwight the sole bystander without a specific task. He takes it upon himself to stand guard near the entrance. "I'll be near the door," the invisible voice of Dwight announces, "watching. The first sign of trouble and we are outta here. While we wait, is there a particular spot somewhere in the Wold that would benefit from the explosion we predict will soon be made? Some haven of evil, this might provide an excellent opportunity, just a thought."

Dwight moves over to the door and takes watch; both his companions and for enemies.
spot: 29
listen: 34

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance)  d20+7=10 d20+10=12
Monday April 6th, 2009 6:33:19 PM

"I'm ready when you are." She carries one of the tridents she pulled off of one of their dead and holds her rod of Greater invisibility in the other.

Listen: 10
Spot: 12

Dwight hp 144/144, ac 25 
Monday April 6th, 2009 8:20:06 PM

"Plfy, umm, I'm not sure if wielding their friends/comrades trident is really the best way to be diplomatic. I'm sure they know we are the ones that killed them. Not that many land-walkers around."

OOC: Course you are invisible, but I needed something to add today. :)

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Monday April 6th, 2009 9:09:21 PM

ooc:LOL

Plyf explains her reasoning, "I'm not bringing it to piss them off, I'm bringiong it because it is more worthy then my rapier, daggers or bow in water."

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Tuesday April 7th, 2009 6:49:03 PM

Plyf contemplates how this story will unfold when she is at last out of danger with her hair and feet dry. perhaps a story, or song would do nicely. Of course, she will be the heroine of the group, but what is a bard if they do not provide some form of artistic license?

Parlay 
Tuesday April 7th, 2009 9:53:54 PM

Sorry guys, Final Four weekend took me out

Tratain and Plyf move off to talk to the Eel man. Mention is made of using a spell to allow everyone to hear what is going on, but none is cast. Plyf, though invisible, she knows she displaces water readily enough to let the Eel man know wheree she is, though is would still provide some concealment.

The orbs are held by Monthor and by Vedick, the original and Legion orb respectively. Dwight stands ready at the door.

At about 60' the Eel man holds up a hand. "Land Walkers I and my people thank you. With the rift to the Legion opened the binding upon us was removed. We grant you passage back to your lands in return. take the orbs with you, they are cursed constructs." He falls silent, obiously expecting a responce of some kind. His demeanor and tone are decidely not freindly, but nor are they hostile. It is clear he still does not like you, but equally clear that he recognizes you as the emancipators of this people under the waves.


MonthorHit Points:(172 of 172) AC 32 
Wednesday April 8th, 2009 5:51:49 AM

"How novel... someone NOT trying to kill us.... and another adventure.... WITHOUT any treasure.... how quaint.... "



Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Wednesday April 8th, 2009 8:35:29 AM

Vedik watches the Eel man, waiting for a hostile action that does not come. "I wonder if we will get out of this without a fight after all."

As it becomes clear they will not be fighting, he begins to look over the ruins of this once great city. Much that could be done here to help he thinks.

"Hope Tratain remembers to mention Gargul" he says to Monthor. "Still need to finish that task."



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance)  d20+7=27 ;
Wednesday April 8th, 2009 5:28:43 PM

Plyf senses if this eel man is telling the truth.

IF he is, "We are sorry we had to defend ourselves against your uncontrolled aggressions. I can only hope you and your people can understand why it was so important for us to succeed, and in so doing, free you all, even if we didn't know it at the time." Plyf takes all the treasure she had gathered off thaie dead, along with their weapons and piles it into a heap. "These belong to your people, hopefully, the next time you encounter land walkers, they will receive a better reception then us."

IF he is lying, "It's a trick, on guard everyone!!!"

Sense Motive: 27 (Natural 20 WOOT!)

not lying dm


Tratain Current Spells HP 258/234 AC 42  d20+8=10 ;
Wednesday April 8th, 2009 5:31:45 PM

Tratain listens to what the Eel Man says and Replies "Like my friend has said, we are sorry for those who were killed, but it could not be helped at the time. Can you tell us about the Orbs? How did it come to be here and how did your people come to be enthralled to the Legion. What will your people do now and is there anything we might do to help you at this time?"

Dwight hp 144/144, ac 25  d20+15=24 ;
Wednesday April 8th, 2009 8:28:19 PM

Dwight continues to watch, hearing Monthor mumble about lack of treasure. Then as Plyf returns what little treasure that existed he wonders what words the dwarf and lady will share once the group is alone and in the safety of a known town/city.

spot: 24

Parlay continued 
Wednesday April 8th, 2009 9:58:25 PM

Plyf senses no deception and so returns the belongings. The Eel Man looks at the pile and then back placidly at her and Tratain. Sense Motive DC 20 Highlight to display spoiler: {} He is surprised and unsure of what to make of the offer.[/ispoiler] He seems to decide on ignoring the gesture other than a nod and then addresses the questions posed.
"Memories of how long ago and why are gone, I can not say. It is as if we have awakened from a long and terrible dream. I can feel it, but can not hold any memory or images from it. As what our next meeting will hold, it is too soon to say. Perhaps some day, perhaps not. I can not tell you what we will now do for as the dream held us it also gave direction and purpose. We have neither at this time. But I feel we will draw together and soon discover it. And in that purpose you will be remembered."

He gestures off and towards the surface, "Your passage is open land walkers."

MonthorHit Points:(172 of 172) AC 32 
Thursday April 9th, 2009 8:14:36 AM

Monthor signs and gathers up the loot and places it in his haversack......

" Hummm... no... we're not giving this stuff back.... don't think so rookie..... "

Monthor starts humming to himself...

" Do we stay or can we go now.. ta ta tum.... "



Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Thursday April 9th, 2009 8:23:54 AM

When the parlay is finished and Tratain gives the word to leave, Vedik gathers the group.

He casts Water Walking on them, bringing them quickly to the surface. Once there, he gestures the group towards the rowboat. "We need to return that, and thank Jason, our brave spy and lookout, who is probably very hungry from his day's vigil. We should think of some way to reward him. Tratain, do you think we could spare a little money from the party treasure? I have an idea if his folks approve."





Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Thursday April 9th, 2009 11:56:14 AM

Plyf snears at Monthor before replying, "I suppose you would take candy froma baby for throwing a tantrum then too, wouldn't you?" her glare, like that of judge. "These people attacked us with no will of their own, and those treasures belong to their children and grand children. Will you really take from those that needed our help?"

She turns her back on the group, "If this is how you treat those in need, you are little less then mercenaries and not the hero's I signed on to assist."

She begins swimming for the surface.

Dwight hp 144/144, ac 25 
Thursday April 9th, 2009 12:30:53 PM

Dwight nods in Plyf's direction, having known this was going to be the pair's reaction. "Monthor, surely in the scheme of things, those items are worth more as a diplomatic offer than what we could sell them for." Dwight looks to Monthor, hoping his words are encouraging enough, "besides, if you leave them, the story the eel-men tell of Monthor and Fred will likely have a more meaningful impact."

"Just think about, the devastating landwalker carrying a massively sharp axe which is swung with such speed that those put against him are struck down. He does this not to murder our fathers and fore-fathers, but to offer aid which has been refused. His life in jeopardy he continues on. When our eyes are opened and thanks given, the frightening bearded one takes leave causing no more harm and returning heirlooms; meer trinkets in value, but meaningful to our people."

Again Dwight wonders if his words have any merit against Monthors defenses, if not, he looks to Tratain to offer a satisfactory compromise between Plyf and Monthor before Plyf splits and Monthor loses his temper.

------------------------------------
"Vedik, what have you in mind? I'm not sure how much the townfolks know about the eel-men, but there may be a possibility of trade between them now. What do you think? Surely we must inform their council."


MonthorHit Points:(172 of 172) AC 32 
Thursday April 9th, 2009 2:05:05 PM

Monthor listens to Plyf, shrugs and then continues to pile the party's loot back in his bag.

" The spoils of war... and the coins are used to outfit us so that we can so MORE and GREATER good..."



MonthorHit Points:(172 of 172) AC 32 
Thursday April 9th, 2009 2:07:54 PM

To Dwight....

" Dwight buddy... we need the coin. If the eel dude objects, fine, but he doesn't seem to care. And Me's into this for the little ones and the old people and the small animals... NOT for the glory... Me's would have joined me Pappy in the army if me wanted glory.. And Fred.. well... he's not saying much right now... to much water in his ears me guesses...."



Tratain Current Spells HP 258/234 AC 42 
Thursday April 9th, 2009 5:24:34 PM

Tratain says to the Eel Man "You have been held in sway by Dark Powers for far too long. If you seek a purpose there are powers of light that you may choose to follow. We who follow the light do not seek to enslave to force obedience, you can choose to follow or not now as you and your people see fit. There are Alemi the Healer and Domi the Protector. Gargul the Caretaker of Souls, Ffloy the Trader. Pantheon the seeker of Justice and Flower who spreads compassion to all. If you would be interested to hear more about one or all of the Powers of Light I could visit and speak with you and your people about them, or see if a priest from one of their respective temples would come and visit with your people."

When the Arguement breaks out Tratain says "These Items belong to them, so their dispensation will be determined by our new friend here. If you want these items we will return them, or if you do not we will keep them. The choice is yours, to make freely and we will abide by your descision."

Parlay concluded 
Thursday April 9th, 2009 10:02:12 PM

Mothor begins bagging the items. The Eel man simply stares at the dwarf.
Plyf objects and gives the group a bit of her mind before beginning to swim to the surface on her own. The Eel man turns an unblinking grey eye on her for a moment, but says nothing.
Dwight tries to arrange for a settlement and finally Tratain puts the question directly to the Eel man. A few moments pass, but he finally speaks.
"It is as the hairy little one says. Take those things and be gone with them. And these as well." With those words the Eel man drops the staff, pulls his chainsirt off and drops it as well. "These are the crafted things of your world landwalkers. Not ours. Your words just now have given me some hope for your people and one day..." he trails off and then starts to allow the current to pull him away. "We have our own reverences Land walker, but I hear the heart in your offer. Fare you well in your travel." And then with a powerful kick of his tail, he shoots into the darkening sea and is gone.

The staff still glows as the noonday sun and illuminates the way as the party rises to the surface under the Water Walking spell. The surface breaks about you, to the West a great run sun is hurrying to the horizon, the staff's illumination throws the power of daylight for 90' about the party.

Across the face of the Wold, the air suddenly goes silent. An air of anticipation. A vision swims before the eyes of every living being in the Wold. A vision of an armorless human warrior with a slim sword standing next to a large iron Bell...

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

Jurgen steels himself and strikes the Bell with the flat of his sword. The Bell begins to quivver... and...

DONG!!!

At the peel of the Chaos Bell, the ground around the paladin erupts in rich blue light. Shapes appear, facing outward, and the heroes the Wold over can recognize some of them. There are the Five Crones facing the swampy ground, an Icy Mountain facing the cold area, Culver Woods, Ma'ab, Ebyron, and others surrounding the Bell and looking outwards. The Powers raise their hands and direct the vibrations of the Chaos Bell outward, into the lands of the Southern Continent.

"IT IS TIME", each Power joins the chorus, "THE LANDS CANNOT BE SAVED UNLESS THEY ARE CHANGED. LET THE GREAT MIGRATION BEGIN!"

Nearby an awed "By the gods..." can be heard in the following silence of the thunderous announcement. The rowboat is about 20' behind the party and sitting in it is Jason.

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells  d20+12=21 ;
Friday April 10th, 2009 10:43:02 AM

"Alemi's hand, what was that?" Vedik says alarmed. Being fairly sure he recognizes some of the religious figures from the vision, he tries to recall some bit of information on this 'Great Migration'.

After the vision, he whispers to the group. "Save tha conversation Plyf and Monthor were having for another, more private time."

He then walks over to the boat. "By tha gods is right Jason." As the moment passes, he continues. "Well done Jason! You've earned the gratitude of the Grey Knights today Although", he chides not too seriously before breaking into a laugh. "We did ask ya ta watch from the shore."

He then sees the group to shore, and returns Jason to his family. At some point, he speaks with his parents privately, asking for permission to give the lad a specially crafted weapon. He doesn't mention this to Jason, preferring to keep it a surprise.

OOC:
Knowledge Religion 21: on Great Migration



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance)  d20+4=23 ;
Friday April 10th, 2009 4:05:05 PM

Plyf watches the negotiations between the other party members and the eel man himself. She seems satisfied that the group in majority isn't just out for the loot, despite reasoning to the contrary of being generous. She hopes the eel people fare well and she swims back down and picks up one of the spears she had before.

When the event occurs

Plyf goes still as what transpires from afar appears right before her eyes. She waits for a reaction from others as she attempts to understand what just occured.

Bardic Knowledge : 23

MonthorHit Points:(172 of 172) AC 32 
Friday April 10th, 2009 8:04:57 PM

Back on the boat, Monthor is glad to FINALY be out of the water...
After seeing the vision....

" Oh great!!! Don't we already have ENOUGH to do??!?!??!?!?!"



Dwight hp 144/144, ac 25 
Friday April 10th, 2009 8:10:19 PM

Dwight nods in Tratain's direction, more than satisfied with his response regarding the items.

-----

"Jason," Dwight begins, a little upset that he was on the boat and in harms way, rather than on shore as expected.

vision

Having lost his train of thought regarding Jason, Dwight takes a moment to think about what he just saw. At first he is unsure if other saw it, but that quickly gets answered. "It seems Ebryron has completely returned as an equal in the few years since his birth," he begins with a small smirk of past times. "As is usual it seems, the Gods have set the ripples which may come as waves if we remain unsure of its goal."

"Jason, how would you like a piggy back on the water?" offers Dwight as the water walking spell is still active.

Tratain Current Spells HP 258/234 AC 42 
Monday April 13th, 2009 6:17:23 PM

Tratain says "Lets take Jason back to land and decide what to do from there. I don't know much about whats going on in that Vision, but the lands seem far from ours."

A Continent Divided 
Monday April 13th, 2009 8:54:21 PM

A bit of chiding is directed at Jason, who shrugs and sheepishly offers, "but nothing exciting hapens to those sitting on the sidelines." The group quickly adapts to the the vision as true experienced adventurers do. Jason nods to the offer and the group is quickly making thier way to shore, when even thier past experiences are put to the test. The Southern horizon literally lifts from its moorings and pivots vertically. Like a great mountain rising thousands of miles into the sky, it seems as if a great stretch of the wold is ripping itself free and even from as great as a distance as the Gray Knights must be the ripple of the techtonics can be felt. The land before them continues to ries and then slowly begins to rotate through the axis and then lengthwise as if turing upside down. Where the sky was for a moment visible between the Wold and the floating continent a great cloud forms of dust and debris. The Gray Knights know enough, especially Vedick and Monthor, that when so much land and earth is moved the the dust and debris could very well spread to cover everything they know. It may even be enough to blot out the very sun. Such events though,too take some time and nothing is certain.

The group is on shore and quickly back to the village, where nearly everyone if its inhabitants are standing outside dumbfounded by the spectacle that looms to the south. It would seem the vision the Gray Knights witnessed was seen by every sentient in the Wold and at least those of this tiny village don't care that the events began so far from home.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Monday April 13th, 2009 11:24:52 PM

"Everybody, Head for higher ground!!!" Plyf tries to warn everyone. "When the wave from this hits, it might be fifty or one hundred feet high. Take what you can run with and go!!!"

Plyf looks to the group, We need to get out of here ourselves and find someplace to destroy those things."

Dwight hp 144/144, ac 25 
Tuesday April 14th, 2009 3:38:53 PM

Dwight looks to Plyf, not sure if her first suggestion would actually do any good, given the size of the wave and the lack of mountains in the area.

"I do agree, despite the choas around us, these orbs really need to be destroyed. It makes me a bit nervous with magic and the Gods changing things to have so much destructive power so close to activation."

OOC: Is there a particularly evil place we could teleport too, touch the orbs and leave?


Tratain Current Spells HP 258/234 AC 42 
Tuesday April 14th, 2009 7:08:00 PM

Tratain stares at the Southern Continent as it rearranges itself before the groups eyes. He says "That is much more impressive than any vision. I recognized a few of the figures from the vision so I don't think what is happening is bad. We should return to Lord Arraks and ask him about it. Also the Orbs. I can take us there tomorrow. Lets stay here for the night and see what we can do here to help before we leave."

MonthorHit Points:(172 of 172) AC 32 
Tuesday April 14th, 2009 8:23:32 PM

Monthor considers what he has seen and grows concerned. He first makes these concerns known to his friends.

" This village will likely be destroyed soon. The tectonics involved in these kind of movements will create great waves. These waves, will strike the shore and destroy everthing for miles.... nothing is certain... but it would be best is the villagers cleared out to the high grounds for a while. "

Monthor then takes his concerns to the village elders (ooc> or whoever else is in charge).



Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Tuesday April 14th, 2009 8:55:10 PM

Vedik frowns. "Do not cause panic. If they are in danger, causing chaos will not help. If not, panicking them for no reason is not good."

"Can we do anything to protect the village? Wall spells or such?"

A Continent Divided 
Wednesday April 15th, 2009 9:15:21 AM

Soory about the missed posts. I will get on tonight and keep us moving forward.
Someone let our newest Joe know after tonight he will be entering the game

DM Dan

Hello Darkness my old Friend 
Wednesday April 15th, 2009 10:34:31 PM

The group seems a bit torn themselves on what to do. Plyf shouts a warning to those standing about, "Everybody, Head for higher ground!!! When the wave from this hits, it might be fifty or one hundred feet high. Take what you can run with and go!!!"
Some begin to heed her cries, stirred from their trance of awe inspiring events. Shouts and cries erupt from several villagers, calling for their loved ones. "Flee for your lives" "Run! Run or die!" "Leave it be and come on, we haven't time!" "The Baby! grab the baby!"

Monthor moves to find the village elders to tell them of the likely impending destruction headed towards the village.

Vedik cautions against starting a panic, though now it seems to late. Could the power of the Gray Knights do anything to assist. Was thier magic mighty enough?

Vedick also recognized some of the Powers, Ebyron, Maab, the Crones and he has heard the fable of the Migration of the Southern lands. In times of great peril to the south, the Powers through magic and a connection to the lands beyond any understanding can actually rearrange the continent as if it were a great puzzle. Several versions of the fable tell differing stories of moral character as to why and what immidiately follows such action and are generally slanted, Tratain has noted, to suit the audience of the time and location. Until now none he ever read about seemed to think it was anything more than a fable and nothing has ever been mentioned about any true devastation as a result. In fact the very opposite was usually the case, the Migration averted such things. Then again, it is now far more than fable.

Dwight brings to the forefront the orbs and the required destruction of said objects. Is there some bastion of evil the group could teleport to and then destroy them and thus perhaps strike a mighty blow agianst the darkness as well. DM does not know if the group does or not

As the great stretch of the souther sky becomes ground and turns upside down, and people flee from the spectacle while others merely stand blinking at what could be thier own deaths and those of all they know, a lone figure strides towards the assembled Knights. A thin human male, carrying a quarterstaff and wearing a full robe so as to cover most of the rest of himself. He is a few inches under 6 feet and while his gait and frame suggest a young man, his face and eyes tell of one far beyond his years.

He comes to stand 10' from the group. "You have returned at last. I am Echlhin Cambell and I have come from Lord Aarack to meet with you and lend you aid." His arm extends a sealed scroll, lord Aarack's personal ensignia clearly vivsible in the wax. The arm wears well made leather gloves and sturdy leather and steel bracers. A construction commonly used in Plateu City among the finest in magical protections.

The scroll, penned in his own hand is indeed from lord Aarack. Gray Knights, my lord Gargul came to me in a dream this night and laid before me the lands of the south. Powers gathered about a group of heroes lead by a great bear. These champions of all the south stood against the great host of ga'al and the god of Domination himself and in so doing rang a great Bell. With that the lands sundered and Ga'al was laid low. From the land of shadows, Gargul showed me the man that now delivers this as one who has walked the path of good alone for long enough. He showed me this man's desire and heart and so i send him to you. Lord Aarack

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Thursday April 16th, 2009 12:01:51 AM

Plyf waits for a que from the others and in her usual suspecious manner, "Can we trust him with what we know?"

Dwight hp 144/144, ac 25 
Thursday April 16th, 2009 10:07:07 AM

Dwight offers what aid he can, helping people up who have fallen down, tending to any minor injuries that occur. Mass help is beyond his ability at this time and may cause more harm that good he thinks.

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

New stranger with scroll.....

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

Dwight nods to the new male, and reads the note with great interest. Noticing the safeguards and Lord Aaracks hand, not easy to forge, Dwight feels confident in taking the dragons word.

"Plyf, This notice is from Lord Aarack, his handwriting is hard to impossible to forge. And few know of the Gray Knights close connection with Aarack. I believe we can trust him, as much as the group has been willing to trust you, (a slight pause) and me for that matter. Course my story is a bit different, perhaps during calmer times I'll relate it to you."

To the new stranger not of this land, "The name is Dwight G. Twiggebundler, halfling of course, current attachment with the Gray Knights, handy with a bow, enjoys flying and a lover of all foods." Clad in well worn cloths, with the occassional patch here and there, a bow across his left shoulder, and a sack over his right. Extending from sack is the obvious handle of a broom.

OOC: My next post won't be until Sunday, most likely. If the game needs to progress don't let me hold you up.

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet 
Thursday April 16th, 2009 1:24:35 PM

Looking to the group, he understands any concern they may have for his authenticity.

"Ask what you will of me, and I will answer what I feel is pertinent." He says to the group. "I am a friend of nature who has found his place in service to Gargul, for those needing to know something about me."

He calmly watches the events unfolding around him. "Given the magnitude of these events and the forces at work, I have my doubts as to any loss of life here."

When the introductions and questions are over, he returns a pair of opaque glasses to his face and waits for the group's decision.

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Thursday April 16th, 2009 5:04:54 PM

Vedik looks over the stranger. "Yeah? Vedik Talutah, Fixer of Alemi. Funny he sent you here, as we're probably going back there shortly. Such is the way of things." Be nice if there's no tidal wave."

"Questions later though. Lets make sure these people are safe and calm". He throws a look at Plyf.

"Anyone know anything that might help?"



Tratain Current Spells HP 258/234 AC 42 
Thursday April 16th, 2009 6:07:00 PM

Tratain looks over the note with the others and then Introduces himself to the Newcomer. He says "Greetings friend, my name is Tratain. It is nice to meet you. Did Lord Arrack send any other word with you? And do you know anything about whats going on down there in the lands to the south? If theres a host of Ga'alians somewhere that need to be fought I would like to know where they are."

MonthorHit Points:(172 of 172) AC 32 
Thursday April 16th, 2009 8:43:16 PM

" Welcome Heck.. Me be Monthor of the Dirt City Axe Head Clan...said "Mage Killer". This... "

:: Pointing to his Dwarven battle axe ::

"...is Fred. Don't touch Fred.... "

" Me be friend to little children, old people and dumb clerics.... and me hates bullies.... "



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Friday April 17th, 2009 11:29:15 AM

Plyf, looks around, "I suggest we get out of here ourselves. I don't think we should believe, we are out of trouble until the, umm, you know, things are destroyed. If these people don't get hit by a tidal wave, good for them, we are done here. If they do, there isn't anything we can about it anyway, at least not I."

Plyf continues to look around nervously, like she has stolen a prize diamond or something from the king.



Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet 
Monday April 20th, 2009 12:37:21 AM

Echlhin pulls a small bag from his pouch and pulls out of it what appears to be a live cricket. He then pulls a bottle from his bag, drops the cricket in, reseals the bottle and returns it to his back pack.

Hearing Plyf's comment, Echlhin sighs. He then mutters something in another language {in Celestial}Highlight to display spoiler: { "... probably enjoys throwing stones at a hornet's nest too..."}

While he knows his presence may disturb the townsfolk, he can no longer sit idly by. Echlhin begins wandering the town, doing what he can to calm those who will listen, and aid those who have been hurt in the panic. He does not try to stop those who are fleeing, he only only calm them and prevent further injuries.


Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Monday April 20th, 2009 1:58:14 PM

"We are not leaving these people until we are sure there is no danger, and until tha panic we've caused subsides." He looks pointedly at Plyf when he says 'we've caused'.

He stores the orb and assists the newcomer in calming the townsfolk.



Lights Out [DM Jeff] 
Monday April 20th, 2009 2:23:21 PM

Plyf wonders if Echlhin can be trusted, but her concerns are set aside by Dwight's assurances that it is certainly in Lord Aarack's hand. Tratain and Monthor both give introductions. Echlhin offers his service to the group, but Vedik thinks the wave is a more pressing concern. Plyf suggests that there is still danger and Echlhin puts himself into the work of calming and aiding. The rest of the group stands and watches...

The rapidly moving cloud is faster than could seem possible. Then again, what experience does anyone really have with Great Migrations. The Knights have only seconds to brace themselves before the cloud finally hits. Dust whips around them, scratching any exposed skin and everyone is forced to shield their eyes. And even those with glasses are unable to see anything beyond a few inches from their face.

The Wold, at least this part of it, has gone dark. Even blessed with darkvision, everything remains pitch black. This is no magic, divine or arcane, but simply a matter of not being able to see beyond the thick dust. Amidst the wind, the Knights are able to make out frantic screams. The storm twists directions and it seems that the same terrified shouts of the villagers are coming from every direction. But it appears the Knights first guess that the storm would not harm is correct.

Until the Knights feel the ground beneath them suddenly shake. Not an earthquake, but a huge piece of debris smashing to pieces somewhere very close to the group. Perhaps the Grey Knights, and the fleeing villagers, are not out of the storm quite yet...

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Monday April 20th, 2009 7:13:45 PM

"I TOLD YOU SOooooo!!!" Plyf's words are drowned out soon enough by the cacophony of chaos.

She swears under her breath at how naive some of the group members are and attempts to find cover, hoping when all of this is over, she and her comrades will still be alive.

OR suffer an even worse scenario, and have the dread return with their minions and destroy the entire village, or those left and recapture the orbs.

Dwight hp 144/144, ac 25 
Monday April 20th, 2009 9:41:39 PM

Dwight attempts to look in Plyf's and then Monthor's direction, hoping the two of them don't come to blows during the dangerous wind.

"Perhaps we should make haste to enter a stone building, or even the cave from earlier."

Dwight is hesitant to move from his fixed spot without a destination in mind. The wind and his small figure is not likely to agree easily.

Tratain Current Spells 
Monday April 20th, 2009 9:44:14 PM

Tratain attempts to help any of the villagers during the Dust storm. When the dust has settled he see's what he can do to help rebuild what he can.

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet  d20+27=46 ; d20+27=29 ;
Monday April 20th, 2009 11:24:29 PM

Covering his mouth with some of his clothing, Echlhin continues to try and aid any that he finds. While he attempts to be mindful of his surroundings, his focus is more on helping the locals.

(Rolled a Listen 46 and Spot 29, just in case) If he hears Plyf's comment, he ignores it and focuses on other more important sounds, such as any cries for help or of pain. While he has always been known for his eyesight, the dust is everywhere and is making discerning anything difficult. Luckily his glasses are helping to shield his eyes somewhat from the dust and debris.



Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Tuesday April 21st, 2009 2:06:54 PM

Vedik moves to help the locals, ignoring Plyf's sarcasm. He aids where he can, using whatever cure spells he has remaining.

Settling Dust 
Tuesday April 21st, 2009 9:51:48 PM

The wind whips and flies all about the group. Some hold thier ground, others more off through the blinding storm to try and assist others. The cries of villagers are completely swallowed by the screaming wind, fine particles of sand and grit force thier way into everything, escape is impossible. The debris threatens to choke and blind, the wind seems bent on driving the dust to the point of flaying skin and then. Just as suddenly as the wave of debris struck, it is gone. A fine earth orange powder coats everything in sight. On everyone's tongue is a sweet earthy taste, like a deep ale or perhaps oaken aged port. None in the group moved very far before it was over and the villagers as well are stuned in the passing the storm to now be doing much. One man then flings his arms wide and calls for praise to Alemi at the top of his lungs.

What were moments ago cries of fear and panic, quickly change to shouts and tears of joy. Everyone, to a soul, was perfectly fine and indeed on old man is leaping and spinning his way towards the bulk of the villagers. A high pitched cry of joy spraying from dust colored lips as he kicks and jumps about all he gets near. But as he passes any, they too let out a shout and fall in behind him, jumping and hooting likewise. A human train is forming and headed straight at Monthor, a single file line of nearly 8 people hooting and jumping behind an old man.

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Wednesday April 22nd, 2009 8:08:55 AM

Vedik returns the call to Alemi with one of his own, chuckling as the line approaches Monthor. When the festivities have settled down, he sees to the buildings, looking for signs of damage from the quake. He repairs what he can with the woldsblood he has remaining.

He then makes his way to Jason's parents and seeks permission to return in a few weeks with a gift for the boy, a short sword.

Returning to the group, he takes the first moment of peace to speak to everyone. "We need to decide tha fate of tha orbs. Knowing that there are more out there, and that they weren't made just to bring tha legion here, I'd like to study them a bit more. We should find out who has the remaining ones, and having these may be tha best way to do it.".

He lets out a sigh.

"After we fulfill our obligations to Gargul, exterminate tha Son's of Dread, and find a place ta live for the time being.".

OOC:
Vedik has 15 drops available for repairing, if needed.



Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet 
Wednesday April 22nd, 2009 12:28:23 PM

Echlhin watches the scene approaching Monthor for a moment, then returns to the group to continue their previous discussion.

"Where were we... " he says. Turning to Tratain, "Tratain was it? I hope that I pronounced it correctly. This Lord Aarack did not send any word with me, other then the missive and whatever it contained. I do not have any news of the lands in the south."

He then faces Vedik, "As I know nothing of these orbs you are speaking of, I will not put forth any suggestions. If your group wishes, I will go off somewhere while you debate the issue."

While waiting for further questions from the group, he begins to dust himself off and cleans his glasses.

Dwight hp 144/144, ac 25 
Wednesday April 22nd, 2009 3:46:05 PM

Dwight says his own quiet prayers to Ebryron as the village begins to rejoice. Adventurer or not, he can't turn down a good time, it's against his halfling nature. He enjoys the hoots and hollers, relaxing for just a bit.

He clears off a table and ask Ebryron the bless the survival of everyone with good food. (Cast: Create Food and Drink:--- complete meal for 15 people, though it is expected more as a snack with this many people around.)

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

To Vedik, "It is a bit scary to know more orbs exist, perhaps even under legion control I suppose. I can understand your need to study them. Do you think we could at least store the other back where it was? Having two in the same area could be disasterous to us should they even accidently touch."

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

"Echlhin, if you are to join us full right, it is best you be part of the discussion, though at this time it might just be in a listening mode. The orbs are portals to other areas, planes of existence. We just stole one from an evil force we call the Legion. Our recovery of their orb, released an entire city of eel-men from forced domination and worship to them. During this recovery, we learned there are other such orbs; though we have not avenue at this point as how to find them. I suspect the orbs will have a way of finding each other."

Turning to Vedik, "having seen the forge and fixed the one orb, do you think you could activate it without the forge ?"



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance)  d20+7=22 ; d20+10=24 ;
Wednesday April 22nd, 2009 5:00:40 PM

Plyf coughs and sputters at the suddeen end to the storm. As soon as visibility returns, she begins looking for what abd where the large sound of crashing came from and if anyone was hurt by it.

She seems extremly nervous, her hands and legs shaking from the very recent events that have occured.

She approches the group, attempting to stifle her whimpering fears. "Do you think the legion caused all of this to happen? It seems very ironic that as soon as we leave the watery ruins, we encountered this storm?"

She watches the line of dancers, still not sure if the village or the group is out of danger.

Listen: 22
Spot: 24



A Celebration and Some Conversation [DM Jeff] 
Wednesday April 22nd, 2009 6:34:53 PM

The Knights begins to discuss the orbs and what to do with them. Echlhin, although offering to remove himself from the conversation, is invited to take part. Dwight considers how to find other such orbs and the possibility of activating them. Plyf wonders if there is connection between the Legion, the orbs, and the dust-storm. She is unable to find anything out of the ordinary in the village.

Dwight's snacks are only the beginning and it isn't long before a party is in full swing. The Knights are free to talk amongst themselves and check on the village. Vedik worries about the buildings, but is unable to find anything worthy of fixing. There is only one home that was damaged enough to warrent Woldsblood, but there is nothing of it left. The woman who lived there, Nalia, thanks Vedik for his concern, but doesn't want him to worry. "Been lookin' for a way to get Simon to propose. Bein' homeless, he'll have to take me in." She grins wickedly.

The sun is still hidden in dust and as the light begins to set, there is idle chatter from the villagers about whether or not it would rise in the morning. Unphased by the possiblity of never seeing the sun again, they keep up the festivities until early hours of the morning. The Knights are free to stay as long as they want and there are a few spare beds if they want to spend the night.

And a good night's rest may be in order. After all, the list of things to start on for tomorrow have gotten pretty vast: finding somewhere to lay down their burdens, fulfilling their promise to a God, destroying a vast network of evil do-ers, and figuring out the secrets of a set of mysterious teleporting orbs... Hey, nobody said being an adventurer was going to be easy.

Tratain Current Spells 
Thursday April 23rd, 2009 6:07:37 AM

Tratain looks around the town making sure that no one is hurt. He tells his friends "Lets spend the night here. In the Morning I will teleport us to Lord Arracks and we can consult with him about the Orbs and this Great Migration Business."

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Thursday April 23rd, 2009 8:58:58 AM

Vedik answers Dwight. "I don't know, but I suspect yes. The lore we studied on tha first orb said it could only be fixed at tha forge. Somehow tha orb Monthor carries is set to tha one I carry. If we activated it now, I figure it would open a portal to where tha orb I have is, and vice versa. There may be a away to 'reset' tha orbs to one of tha other orbs we don't have, but that may take tha forge."

He strokes his beard.

"I've made some contacts with the loremasters in the Star Tower in Plateau City, as I'm studying ta be one. My contact is skilled in architecture mostly, but I bet he'll know someone who might know more about planar travel"

He then finds the old man who cried out to Alemi and approaches him quietly. "You've brought joy to these people when they most needed it, and I would like to thank you for that gift with a gift of my own." He then asks to see the old mans house. Once there, with permission he blesses it in the name of Alemi, invoking one of the most powerful uses of Woldsbood he knows: to Hallow and Consecrate his bedroom, affixing the spell Endure Elements to it. When done, he tells the man. "This place is blessed by Alemi. For the next year, your old bones will sleep comfortably no matter how warm or cold the weather may get. Thank you."

He then returns to the party, enjoying the celebration.

OOC:
Draw woldsblood 3 times, 4 drops each (can not fail).
Use 10 to Consecrate and Hallow the mans room, affixing Endure Elements to it.
Store 2 remaining drops.
Did Jason's parents give permission for the sword?

DM Jeff: Edit: Ah yes. Sorry. I knew I forgot something. They did. I'll make sure to include something along these lines in the next post

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Thursday April 23rd, 2009 1:39:12 PM

Plyf casts a quick spell and summons a mandolin and begins to play it for those wanting to dance.

She isn't really in a celebratory mood right now, as her mind wanders over the last couple of days. So much has happened since she made her transition from common, very good, but common thief, to the more legitimate profession of being a bard. She's had close calls before sure. A guard here, or group of militia there. A powerful trap now and then that would either captur, harm or kill someone like herself looking for a bit of extra gold, but going straight was supposed to make her life easier and safer, now here she is fighting eel people under the water, with ties to demons and devils.

It's tough going straight.

"Let me know what watch order you all want me on tonight:, she tells the group when the time comes for sleep. She hopes the others in the group know what they are doing, because she really isn't sure what their next course of action should be.

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet 
Thursday April 23rd, 2009 3:02:07 PM

To Vedik and Dwight, he says "I am assuming that you have taken one of these to various experts in magics and information on the planes. If you haven't I can take a look at them, though I would not call myself an expert in these areas, but I do have some training."

With that, he continues to listen to them and learn what he can about their situation.

Echlhin does not participate in the festivities, but instead simply enjoys the food and watches from the outskirts.

Vedik expresses his concern to Echlhin, that the village's crops may have difficulty growing with all of this dust. Given the strange taste to the dust Echlhin is uncertain that there will be any problem, but he will memorize a Plant Growth in the morning.

The next morning, before the group departs, he will go to their fields and cast it to enrich the plants before the group departs.

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet  d20+17=21 ;
Thursday April 23rd, 2009 3:09:33 PM

(Oops, forgot something)

Before going to sleep, Echlhin goes out to catch some crickets or other bugs that he can later feed to his pet (Survival roll 21).

MonthorHit Points:(172 of 172) AC 32 
Thursday April 23rd, 2009 3:11:57 PM

ooc>
Any chance of getting our XP before moving on?
Monthor only needed about 150 XPs for the next level.

Sorry about the non posting. Had to fly at the last minute 1/2 way across the country for work . I'll post tonight.

XP will be gotten out bfore the next module fires up


MonthorHit Points:(172 of 172) AC 32 
Thursday April 23rd, 2009 7:59:21 PM

ooc> Backing up some....

Monthor spends some time celebrating with the villagers but then he, and Fred the axe, look around for anyone in distress.

Once back with his friends... Monthor and Fred try to make Eck feel part of the group. Having worked for druids in the past, Monthor feel a bit of a kindred spirit with the new companion. Seeing however that Eck isn't the "partying type", Monthor rejoins the festivities.



Dwight hp 144/144, ac 25 
Thursday April 23rd, 2009 8:13:23 PM

Dwight enjoys the party, but refrains from drinking any village specials since his last rounds are still rather fresh in his mind, less than a week ago though it seems much longer. Once beds are found, Dwight retires early, taking watch if needed.

His dreams begin easy, cleansing in the cool, shallow spring of home, Crescent Valley. The dirt dissolves away from him, though he continually finds more hidden in various crevices. The sleep brings great rest as perceived from his dream state.


Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Friday April 24th, 2009 2:20:56 PM

Plyf drinks some local wine and attempts to not appear the nervous fool.

With every strum of her instrument, she can't help but think of the creatures that began to pour out of the openings in that room with the orb. The malice in their dark hallow eyes makes her shudder a bit.

She doesn't seem to understand how the rest of the group can remain so calm. Don't they think they would be looking for this thing?

She's convinced though, after seeing them in action, that the Dread better send a whole lot of them, to get that orb back.

Dust in the Wind 
Friday April 24th, 2009 9:53:07 PM

The group stays throught the night and enjoys the festivities. Like activity is taken on, like a quick stop by the old man from Vedik. Quickly the reason for such celebration is ascertained, until the dust cloud rolled in the man was dying. "Had taken ill about 30 days ago with the drowning cough." A twinkle hits his eye, "But in rolls that cloud and here I am breathing deep without a pain to it." He gives full credit to Alemi, his family patron for gneretions and to whom he had been praying to throughout the last few days.

Jason's family grants the approval of the gift, trusting that it will be appropriate to the boy so quickly growing to a man.

Most of the group's discussions revolve around the orbs.The Knights were told they were gateways, that they were dangerous in the extreme, but they were not told that they were only 2 in a grander set. Where might the others be and where might they go. Discovering and recovering one had freed an imprisoned people. Could going after the others achieve like results? Then there was the promise to Gargul. Surely a powerful adventurer appearing to Lord Aarrack in a dream from Gargul and then coming to join the Gray Knights is no coinsidence on that array. There was also a pernament residence. If they were going to go after these orbs, the Knights would need a very very secure place to hold them.

Morning comes as does the sun and Echlhin goes to the small areas of crops, as the village mostly gathers and fishes. Echlhin finds that his suspisions were more correct then he could have possibly imagined. The new plant growth in the small gardens is thick and vibrant, the fruits and vegatables all completely ripe though the season is only just begun. The dust through the sky seems to have already settled, impossible as it seems and the day is practically alive with possibilities. It has been a very long time since such a great feeling of near euphoric good has been noticed by every single member of the Knights on the same morning.

Tratain teleports the group to Platuau City, there was much to begin...

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Sunday April 26th, 2009 12:32:18 PM

Plyf takes in the smells of the city. This is what she is more used to. The hustle and bustle of the city life is the stuff rogues crave.

She gained the majority of her experience in the cities of the Wold. Never staying to long in one place for fear of gaining a reputation, amongst the law and the lawless. never having joined a thieves guild, she was more endangered by her peers, then any schmoe militia guard she could talk into letting her go.

Her mood changes with the new location and she no longer watches over her shoulders, waiying for the demons to attack.

Dwight hp 144/144, ac 25  d20+15=28 ;
Sunday April 26th, 2009 6:21:49 PM

Dwight takes in the scenery, almost becoming accustomed to the dizziness of teleporting. He looks around to see if the city had the same Wold event as the small fishing village. (spot: 28)

He also looks to the sky and calls for Whisk, his eagle, to check his condition and to wonder if Ebryron might give some specific clue through it.

------------
OOC: I thought we were teleporting to see Arrack? Either way, Dwight's actions are about the same.

DM quest. Arrack is in Plateua City right?I though he was and that is why I had the group go there. Please correct if I am wrong.

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Monday April 27th, 2009 8:27:15 AM

Vedik greets Lord Arrack warmly and respectfully. "My Lord, it is good to see you again. Thank you for sending us our new companion. How is your flower garden recovering?"

He then tells Arrack about the orbs, what they've seen and heard and speculate on the matter of the remaining orbs.

More privately, he broaches the topic of his conversion to wizardry with Lord Arrack. As a dragon, he may have useful insights into the differing nature of arcane and divine magics that may be useful to Vedik in making the transition.

OOC:
Arrak has a house in PC, and a cave out in the wilds a bit where he can be himself I think. So either works really, depending on where he might be. Echlhin probably knows as he just came from there.

One note the module for DM sanity: Vedik has a ton of administrative things he would like to do after he becomes a wizard (Join the star tower, see the lore masters, swap his gear for wizardly stuff in the catacombs, etc).

DM Jeff: We're in the process of figuring out xp/loot and all that jazz. As soon as we do, you'll have an opportunity to visit the Catacombs and such.


Tratain 
Monday April 27th, 2009 11:15:04 AM

Once Back in the City Tratain tells the others "Well, we need to go see Lord Arrack so we should go do that. I also want to go talk with that sage we hired to do the Original research on the Orbs and see if he has found out anything else. I will also take our items to the Catacombs once we find out what they are and sell what we don't need and split the Gold up."

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet 
Monday April 27th, 2009 11:36:13 AM

Echlhin says, "If we have some time after the important matters are discussed, I need to stop somewhere within the city. If we have a lot of time, I am contemplating crafting something."

He goes with the group, to meet with Lord Arrack and the sage who did the original Orb research.

If there is time after their meetings, Echlhin goes to the local WLA and speaks with an officer about his absence. He hands over his pin badge and leaves his membership decision to the officers of the organization.

MonthorHit Points:(172 of 172) AC 32 
Monday April 27th, 2009 12:00:05 PM

Monthor sticks around with Tratain...

" Gold... good.... beer.... better... but need gold to get beer.... "

ooc> Monthor's futur plans depend on his take of the loot...

Dwight hp 144/144, ac 25 
Monday April 27th, 2009 8:39:29 PM

Dwight follows the group to meet Arrack. As the group tends to split to their own agenda's, or handle group tasks more quickly separating, Dwight tells everyone to at least check in tonight at Tratain's house. "Uh," as he remembers the pile of rubble that was Tratain's house, "perhaps we need to pick someplace else to meet?"

---------------------------------
Afterwards, seeking the sage out interest's Dwight.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Monday April 27th, 2009 11:54:34 PM

Plyf remains with the group, in high spirits.

When introduced to Lord Arrack, she curtsies in a very lady like fashion.

"Greetings sir. It is a pleasure to meet you."

Dwight hp 144/144, ac 25 
Tuesday April 28th, 2009 8:48:20 PM

Dwight makes a checklist of things to accomplish while in the City.

1. Restock some items
2. Speak with Sage
3. Speak with Lord Arrack
4. Check in with WLA regarding updates and information



Lord Arrack 
Tuesday April 28th, 2009 9:01:31 PM

The Gray Knights arrive by Greater Teleport near the house of Lord Arrack. No sooner have they arrived then the high lord is strolling out to meet them in person. First glances about show no evidence of the mighty dust cloud that arrived on top of the Knights yesterday and Arrack's face shows no signs that anything has been amiss. He nods to Vedick, "You are polite to ask, but I fear my meager talents may not be enough. A full replanting may end up being my only solution. you are the Knights seems well and please come in." with that the door is opened by one of his staff and Arrack escorts the group to a small study on the main floor. The chairs are rich as are the decorations and the smell of mahogony greets you as you enter. Drinks are at the ready as are two more servants with trays of fruit and cheese.

Lord Arrack listens to the tale of the orbs and the suspisions that they are part of a grander set. He conveys his belief they are quite dangerous and should be destroyed, but the choice and the orbs belong to the Knights and the final decision is yours. Private time is not possible, in fact much time at all is not possible. Within an hour after arriving, lord Arrack stands. "My apologies, but I am called away on other business and must take my leave. I can made arrangements for a wing to be made available for your short term use while you are in the city at Star Apartments her in Gold Quarter. I have also taken liberty to arrange dinner at the Blue Ale Tavern this evening. Until tonight then." Lord Arrack gives a courteous nod and then the servants see the Gray Knights out.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Wednesday April 29th, 2009 11:07:38 AM

Plyf enjoys the refreshments, but stays quiet, attempting to learn as much as possible about what the Gray Knights have been up since before she came along.

She thinks the visit was rather brief, but hey, he set up some apartments for us, so he is at least thoughtful.

"Looks like the day is ours and he will join us tonight. let's go have a little fun somewhere? Maybe go pick up some ladies?"



Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Wednesday April 29th, 2009 4:09:56 PM

Vedik thanks Arrack with a bow. "Until this evening then."

To the group, he says "We've learned to respect Lord Arrack's wisdom. Let us plan for their destruction. The cave seems a good remote place to do it. Let us plan to teleport there in the morning and be done with them." It's clear the fixer is not thrilled by the prospect of destroying them, but understands what needs to be done.

He shakes his head at Plyf. "Fun comes later for me, but enjoy yourselves."

He spends the day in prayer at the arranged apartments, preparing for the conversion he is planning to ask of Alemi.

MonthorHit Points:(172 of 172) AC 32 
Wednesday April 29th, 2009 8:56:21 PM

Before partaking in Arak's generous offers, Monthor offers one brief comment.

" Hummm, we agreed to destroy these things didn't we? Let's GET HER DONE! "



Dwight hp 144/144, ac 25 
Wednesday April 29th, 2009 9:27:13 PM

Dwight understands Vedik's disappointment and mentally commends him for sticking with 'whats good for the wold' versus his personal interest.

"Vedik, we know that touching them will cause a big explosion, as a fixer, would it be possible to connect them in a way to activate the magic/explosion, but only destroy one orb? I'm sure if there is a way, it would be quite difficult, but might be worth some thought."

"I suppose the other side is, once the orbs are destroyed, the other orbs aren't our problem since none will have access to our Wold. Might be nice to actually check something off our ever growing list of things to accomplish before the Wold goes bust or we die...again." Dwight adds cheerfully, checking behind him to make sure Gargul hasn't appeared to reap his soul personally.

------

Off to see the sage then, just to be sure about the orbs before its too late.

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet 
Wednesday April 29th, 2009 11:34:12 PM

On his way out, Echlhin asks if there is something he might be able to do for Lord Arrack's garden, or if he may take a look at it. If permitted Echlhin looks into the Lord Arrack's garden situation and does what he can.

To the group he asks "Do we know how large this explosion is going to be if that is the decision?"

After this, he checks on the arrangements provided and cleans himself up for dinner.



MonthorHit Points:(172 of 172) AC 32 
Thursday April 30th, 2009 8:03:40 AM

DO IT!! DOOOO IT!!!! Let's destroy the orb!!!

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Thursday April 30th, 2009 10:53:39 AM

Plyf looks sideways at Monthor and grimaces. "You go right ahead big boy. You are likely the only one that will survive being in the proximity of such a blast. I doubt my evasion would help against such a explosion, since it isn't really an attack."

Plyf stays with the group, determined to chronicle their exploits, even at the sacrifice of her own hedonistic ways.

Tratain 
Thursday April 30th, 2009 2:42:08 PM

Tratain says "We have quite a bit to do before tonight. I am going to stop at Gargul's Temple here in the City to keep our end of the Deal we made to keep him informed of what we discover about the Legion. After that I'm going to the Sage we talked with originally about he Orbs and see if he has discovered anything else. When we destroy the Orbs we need to find somewhere very out of the way so that we don't unintentionally damage someplace we shouldn't.

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet 
Thursday April 30th, 2009 3:02:20 PM

While always having enjoyed a garden, Echlhin listens to what Tratain says and agrees with him. He will accompany Tratain around the city on his tasks and he will do what he can for Lord Arrack's garden, if permitted, only if there is enough time.



MonthorHit Points:(172 of 172) AC 32 
Thursday April 30th, 2009 4:39:35 PM

Monthor also accompanies Tratain. And keeps an eye out for trouble.

Dwight hp 144/144, ac 25 
Thursday April 30th, 2009 9:26:47 PM

Dwight looks to Monthor, wondering what has gotten him so 'do it now'. Perhaps there wasn't enough blooshed in this last bit of expedition for him, or perhaps he's just a bit water-logged and the pressure in his ears hasn't balanced back out. Surely this should happen soon, the question is before or after he gets a piece of Plyf?

"Monthor, I'm curious, which city has the best ale? I can partake of such a limited amount before I feel the effects, I've never been able to answer this question." Dwight inquires as they wonder through the city towards the temple/sage.

MonthorHit Points:(172 of 172) AC 32 
Thursday April 30th, 2009 9:40:41 PM

To Dwight...

" Dirt City of course!!! Me Momma owns a tavern there and serves the best ale in the Wold!!! Ye'll have to go with me some day soon and partake in a nice dwarver dark ale.. chilled of course... "


Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Thursday April 30th, 2009 9:57:21 PM

Plyf almost laughs out loud at Monthor's statement. "Is the fact that your mom serves it, make it the best in the Wold, or is there a special brew that your mom serves made by someone else? I can't imagine a goblin or orc making the best brew in the Wold. I haven't been to Dirt City yet though. Hard for a girl like me to remain inconspicuous there." She smiles.

OOC [DM Jeff] 
Friday May 1st, 2009 3:01:51 PM

[Sorry guys. We'll have a post up tonight. Treasure and XP too.

Dan and I are in the middle of an awkward time. Trying to figure out everything and write a module at the same time. Hopefully, next week, we'll be a much smoother duo. More like Batman and Robin than Captain Hook and Smee.]

Treasure and XP 
Saturday May 2nd, 2009 12:17:52 AM

8250 xp Each
Hero Point to Vedick for Flying into the Prismatic Sphere.

I was only on the last part of the last module, so if anyone else did something you guys feel is worthy of a hero Point, Please speak up and state your case.

On Treasure I would like to rely on the group to list what they got,
I know at the end the leader of the Eel men gave the group a magical staff and told you to keep the rest. What I don't know is what the rest is

Leaving Lord Arrack's 
Saturday May 2nd, 2009 11:45:12 AM

The group exits and several things are on the agenda. As the group discusses who might be going where to do what first the stroll through Gold Quarter takes on a differnt tone than what lord Arrack was portraying. The Streets are abuzz with conversation of the great vision that all here shared as well. Rumors are rampant on whom the bell striker might be, what happened afterwards and who the other beings were in the vision. Every passer by also seems to be speaking to someone about the great land that rose into the sky to the south. Gold Quarter seems to be in fairly good control of any wild end of the wold talk, but even from here the cries rise form less sophisticated sections. That is when another fact strikes the Gray Knights. About nearly every home and along some rooftops are heavily armed men and woman looking out to other sections of the city. Gold Quarter is far more tense than the surface might indicate to lesser seasoned travellers.

The decision has been made to destroy the orbs, but where and how is still in the air. Does the group split up now and simply meet back up at the Blue Ale? There is also the treasure to both identify and than possibly sell to the catacombs.

From 1st Eel Men Underwater Battle
2x Large Trident
36 gemstones
3 necklaces of corral and pearl
5 smooth stone rings of onyx with melted inlaid sapphire stone

From Second Underwater Battle
Large Tridentx3
Ring
Rodx2
Journal

From Eel Man Parlay:
Glowing Staff
Chain Shirt.

Barring some convention of transport other than carrying them, The Gray Knights are garnering a lot of scrutiny from the 5, nearly 6' long tridents.

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Sunday May 3rd, 2009 10:34:42 PM

Vedik casts detect magic, refreshing his memory of what items were magical. Informing the group, he then returns to his work. He spends the day crafting until its time to meet Arrack, loosing himself in the work and concentrating on his life as a Fixer.

In the morning, he will pray for spells, and begin the process of his conversion to a wizard.



Tratain 
Monday May 4th, 2009 6:09:49 AM

Tratain tells the others "I'm going to talk to the sage we hired before real fast. I also don't like the looks of all those soldiers everywhere. Either something has happened recently or they expect something to happen, I want to go ask some of those guards whats going on."

DM Update on Magic Items 
Monday May 4th, 2009 9:33:46 AM

2x Large Trident Faint Universal
36 gemstones Total value 12,950
3 necklaces of corral and pearl Total value 1,800
5 smooth stone rings of onyx with melted inlaid sapphire stone Total value 2,500

From Second Underwater Battle
Large Tridentx3 Faint Universal
Ring Strong Abjuration
Rodx2 Strong Universal and Moderate Divination
Journal non magical Appraise Check DC 25

From Eel Man Parlay:
Glowing Staff Strong Universal
Chain Shirt Strong Abjuration

Dwight hp 144/144, ac 25  d20=6 ; d20=5 ; d20=8 ; d20=19 ;
Monday May 4th, 2009 8:03:42 PM

Dwight agrees with Tratain about the presence of the guards. He encourages those that are carrying the large odd weapons to store them in some haversacks to avoid any additional looks. "I've got room in mine if need be," he offers.

"I'll go and see what leads and stories I can find about the recent times in Plateau City." With that Dwight heads directly to the WLA hall, and uses his rank of Guardsman to learn of the recent past. He begins by asking several low level new inducties, and continues up the ranks until he gets a detailed answer.

gather info: 6, 5 , 8 , 19

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet 
Monday May 4th, 2009 8:54:08 PM

While wondering about the guard presence, Echlhin leaves inquiry into those matters with those who may be better suited. He continues to follow Tratain in his trek to the sage

MonthorHit Points:(172 of 172) AC 32 
Monday May 4th, 2009 10:01:28 PM

Monthor signs and puts all the tridents in his haversack.

" There... "



The party splits up 
Monday May 4th, 2009 10:40:29 PM

Vedick casts Detect magic on the items and then heads to the apartments that have been made available through lord Arrack and spends the remainder of the day crafting Something uber cool to be sure

Tratain asks someone to follow up on what is going on with all the guard, discreet though they be at the moment. For himself he is heading to see if the sage will grant him an audience on short notice. from here it will mean Tratain will be off for the better remainder of the day.

Dwight agrees about the guards and starts seeing what he can learn. Dwight is very much out of practice it would seem. Were he not a memeber of the WLA he probably would have had a difficult time learning the day of the week. He does not make it very far up the chain of command as it were, but the ansers he picks off from the people he speaks to are all very much the same and it is a multiple part answer. Part one, apparently they all think Dwight has been underground for awhile, or generally had his eyesight obscured by a dark place his head has been inside of. Two, Those with cash have upped the guards about their stuff because of all of the 'End of the Wold' talk spreading like wild fire through the city. Rumors of some Migration cult have even reached the WLA. Yes sir, The doom-sayers are out in full force and with the southern horizon ripping itself free like that the other day it is not surprising they are getting traction. Part three, when the Wold is coming to an end crime goes up.

Echillan follows Tratain and Monthor stashes the Tridents, but finds the central compartment of his Haversack only capable of holding 8 cubic feet which a single 8 foot trident uses.

Much of the items are going to be carried the old fashion way likely. Haversacks are simply not meant to transport large weapons and staves.

Vedick has no issue in reaching the apartments and gaining entrance. Guards and defensive weapons are everywhere in Gold Quarter and the few citizens about are on thier best behavior. WIthin, the apartment complex of 8 rooms is exquisite in decoration and privacy. 5 full master suites with private baths and closet, a grand dining room fully stocked with drink and great fire and a stocked crafting room with worktables, common elixers, oils and tools.

Tratain and Echlhin has a slightly different journey. Departing Gold Quarter puts them onto nearly deserted streets about Gladiator park o nthier way to Dragon Quarter and the sages known residence. Gladiator Park is never precisely bussling with activity , but it is distinctively unihabited and while Echlihan has no reference it is enough to make the hairs stand up on the back of Tratain's neck. Tratain is no footpad or green mark however and his gear and stride scream it quite loudly. The feeling of eyes upon the pair is palpable, but nothing materializes. Spot DC 35 Highlight to display spoiler: { One of the great oaks a few trees back twists ever so slightly as you pass on the road never closer than 120' from it}

Monthor and Plyf head to the apartments as well, loot in tow to get it quickly off the streets.

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet  d20+27=44 ;
Tuesday May 5th, 2009 12:24:37 AM

While walking with Tratain, Echlhin is unaware of the lack of normal activity but out of the corner of his eye he does notice the great oak twisting slightly as they pass by (spot check 44). Echlhin makes no outwards sign of his noticing and quietly mentions it to Tratain as they continue on their way.

Given his lack of knowledge of these areas, he waits for a cue from Tratain as to how they should respond.



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance)  d20+6=19 ; d20+6=17 ; d20+6=14 ; d20+6=9 ; d20+6=22 ; d20+6=11 ; d20+6=12 ; d20+6=23 ; d20+6=12 ; d20+6=8 ;
Tuesday May 5th, 2009 10:50:39 AM

Plyf stays with Monthor. "I can do some appraising and some identifies if you like? All I need are a few pearls."

ooc: Oops, you already gave us the value of the loot, so disregard the above rolls for appraising.

DM Note the common stuff is no big deal the journal had an APpraise check of 25 Your first roll of 19 is applied to that

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Tuesday May 5th, 2009 10:52:48 AM

Vedik enjoys the day, his first free moment to craft in a long long time. Almost halfway finished, his Vedik's Helm of Focus is shaping up nicely. With his Fixer gifts to speed the process, he looses himself in the work.

At the end of the day, he puts away the materials and cleans the workbench. He then takes a few moments to refresh the party wands he is carrying, drawing his full daily amount of woldsbood.

He finally washes up and heads out to meet Lord Arrack for dinner.

OOC:
Use drop of woldsbood from personal container to speed crafting
Craft 2 days worth of time on Vedik's Headband of Focus (18 / 35 days)
Draw 4 drops of wolds blood 10 times (can not fail)
Recharge wands:
6 drops to recharge 2 charges of Good Hope
8 drops to recharge 2 charges of Dimension Door
24 drops to recharge 6 charges of Stone Skin
2 drops to recharge 2 charges of Cure Light Wounds



Tratain  d20+12=31 ;
Tuesday May 5th, 2009 5:29:31 PM

Tratain doesn't quite notice the Tree as he and Echlhin walk past it but after it is mentioned Tratain says "That seems quite Odd, perhaps we should go and take a quick look? You are more of an expert than I in terms of what that could mean. Although there is a Treant living here in the Park, we have spoken to it once or twice. Lets go see if that is him or what else we can learn. Also that reminds me. We have a strange tree that appeared in our yard a while back. Think you could take a look at it and tell me if there is anything strange about it?"

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet 
Tuesday May 5th, 2009 6:19:30 PM

"I can take a look at the tree in your yard when we get the chance." he says to Tratain.

Echlhin will return to where he saw the moving tree and investigate further.

Dwight hp 144/144, ac 25  d20+15=18 ; d20+15=28 ; d20+15=22 ;
Tuesday May 5th, 2009 9:49:18 PM

Dwight, disappointed with his obvious finds, Dwight wonders the street. Aside from a pack with a broom handle sticking out, a small dagger at his side, and bow across his shoulder he doesn't appear to well armed. His WLA pin is being worn, preventing any major problems with him wondering hopefully.

In thought, he wonders around the commonly populated areas. He makes sure to not put himself into trouble realizing the truth of choas bringing an increase in crime. As he wanders, he looks for any that may need help, and offers his. Otherwise, he looks for physical changes within Plateau City.

Eventually as evening set, Dwight goes to meet Lord Arrack.

spot: 18
listen: 28 (as he wanders past people)
gatherin info: 7 (no bonus--:( )

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance)  d20+9=10 ; d20+16=18 ; d20+4=14 ;
Wednesday May 6th, 2009 11:53:46 AM

Plyf looks over the journal a bit more closely. She is going over it to find hidden text or perhaps inuendo. she quickly gives up after determining he skills are lacking, but attempts one more thing, her bardic knowledge.

Decipher Script: 10 (natural 1)
Search: 18 (Natural 2)
Bardic Knowledge: 14



MonthorHit Points:(172 of 172) AC 32 
Wednesday May 6th, 2009 9:21:21 PM

ooc> What's the plan on the loot? Who's Catacombing? Monthor needs drinking money!!!
Also, I need two new feats for Monthor. Anyone have any ideas?

Monthor secures the loot and returns to find Tratain.

A Conversation in the Shade [DM Jeff] 
Thursday May 7th, 2009 1:08:36 AM

[OOC: Buzz, I can't seem to find your character sheet anywhere. Would you mind tossing me a link to it? I'll throw it on the Woldipedia site, so that I don't get so lost anymore]

As Tratain and Echlhin approach the tree, there are a few minutes where nothing happens. The tree acts... exactly as a tree should. When Monthor comes looking for the two Knights, he finds them standing in the shade of a tree, staring very intently at it. The wind seems to shake the branches around wildly, until the Knights notice that there is no wind at all. It seems that their guess of a treant is most correct.

"Why heeeeeeeeeeeeeeeeeeelloooooooo, Younglings. Sooooo many Younglings about these days. But so few take the time to notice me. You can caaaaall me Big Acorn."

Big Acorn is surprisingly talkative for a treant. It seems that, before the Great Migration, he was often used as a playground for "young Younglings". And even some of older Younglings would take the time to enjoy the company of the ancient oak. But since the Great Migration, "nobody seems to want their young Younglings to plaaaaay with me anymore. But that is the way with you little ones. Always hustling and bustling about. Why, I remember the laaaaast Migration. It was many summers before you people caaaalmed down again. I suppose it will take just as long for you Younglings to caaaaalm down. Not that many summers is a long time for a treant. But I was so used to Younglings."

Vedik continues his crafting and makes use of his Fixer powers. Then he joins up with the rest of the Knights for dinner with Lord Arrack.

Dwight surveys Plateau City and, while he finds the occasional ruffian, each time the halfling approaches, they quickly scatter. The sharpshooter gains the thanks of quite a few people. And, oddly enough, he also is warned a few times about the coming End Times. While the seasoned adventurer is hardly shaken by such words, it is clear that there are a number who are. Eventually, after a day well spent making sure the city remains as they left it, Dwight heads to dinner feeling that he has made Plateau City safer. At least for the time being.

Plyf, who would normally have no trouble with an item such as the journal, cannot seem to crack it. She does recognize that it is a very old book and, while not magical, has a certain incredibility to how long it has survived: it is three or four times as old as the bard. Frustrated, she joins the Knights with Lord Arrack. Perhaps tomorrow she'd be able to unlock the book's secrets.

The three Knights all show up at the Blue Ale Tavern at the same time. They are shown to a private serving room, where a table is filled with various appetizers. "Friends!" The voice comes from the far side of the room, where Lord Arrack sits with an aide at his side. He quickly pens something on a piece of paper, hands it to the aide, and then sends him away. "I presume the others will be along shortly? Well, come. Sit! We can chat for a while before we have to get down to business."

Tratain 
Thursday May 7th, 2009 6:49:43 PM

Tratain sits and listens to the Treant for as long as he is able. He says "Can you tell me about the Great Migration? I have never heard of it before. Any stories you could share with us about it would be most appreciated."

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet 
Thursday May 7th, 2009 9:10:02 PM

Echlhin joins in listening to Big Acorn, hoping to learn more about the Great Migration.

As the time for the meeting approaches, he mentions it to Tratain. When the time arrives, Echlhin will bid farewell to Big Acorn, mention that he hopes to be able to spend more time with him in the future, and head to the Blue Ale Tavern for the arranged meeting.

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Thursday May 7th, 2009 10:50:28 PM

Enjoying the fine fare Lord Arrack provides, he raises a glass to the host. "Thank ya m'lord."

When an opportunity presents itself, he inquires about Arrack's insight into arcane and divine magic. Otherwise he enjoys himself while waiting for the rest of the Grey Knights to join them.

The Blue Ale Tavern [DM Jeff] 
Friday May 8th, 2009 2:07:28 PM

Big Acorn ponders the Knight's questions. He hums to himself while thinking and eventually starts to speak.

"I don't know a lot about the Great Migration. Trees don't have the best view-points on Wold-shifting events." He laughes loudly, as if there was a joke in there. It takes him a few minutes to calm down. "Have you ever replanted a tree, Young Tratain? When the land becomes so hostile to our roots? And so it has to be moved, even though moving it risks killing the tree, sometimes it has to be done to save the tree. Younglings don't seem to understand this. So worried about where their home is and whether the Wold is coming to an end. You're all too worried about the storm clouds in the distance to see the beautiful day. The trees of the South might be able to tell you more. But I think worrying all the way up here is a bit silly when everything is happening all the way down there."

When the Knights mention that they are heading off to the Blue Ale Tavern, Big Acorn leans down close and tries to whisper in his booming voice. "Beeeeee careful, my friends. Too many Younglings may worry about the dark clouds coming, but you three seem to be the type to seek out the darkness. " With that puzzling statement, Big Acorn shakes his branches in what must be a good-bye. "Come back again, my friends. How I do miss you Younglings."

---

Vedik asks Arrack about magic and the Lord scratches his head thoughtfully. "Less interested in Woldsblood and more interested in magic, eh? Well, I do know a few people who may be able to help." He pulls out an intricate pipe and leans forward to light it with one of the candles on the table. "I'll send word to the Star Mage Tower. I'm sure they'd love to get their hooks into a Gray Knight." He grins at Vedik, taking a brief inhale on his pipe and attempting to blow smoke rings, failing rather gracefully.

"Now. Where are th-." Just as he starts speaking, the door opens up and in walk Tratain, Echlhin, and Monthor. "Ah! There you are! Come and eat. And tell me what you plan on doing with those orbs of yours."

Plyf (AC:23; HP: 137)  d20+15=19
Saturday May 9th, 2009 5:12:54 PM

Plyf doesn't seem offended at not being included in the invitation and joins the group anyway. "I can pay for my own, if you don't mind my company." She curtsies to all those present.

Diplomacy: 19

Dwight hp 144/144, ac 25 
Sunday May 10th, 2009 9:40:38 PM

Dwight feeling gleefully happy with himself having helped those in need, especially after fumbling with the obvious rumor before, responds to Arrack. "Our intention is to destroy them, sooner rather than later. We believe we know how, but are still deciding the best way to make it happen. It is likely to cause quite the explosion and we don't want any innocents killed or wildlife destroyed."

"Course with the Migration started now, its really hard to tell, where a safe area to do such a thing is. All this dooms-say stuff, and dirt storms, and I'm sure those aren't the wierdest of things to happen in the last 24 hours."



Tratain 
Monday May 11th, 2009 4:10:27 PM

Tratain walks in and sits and says "Greetings Lord Arrack. As Dwight says we intent to destroy the Orbs, but we need to find someplace safe to do it. We were told all we have to do is touch the two Orbs together then we would have a minute or two to clear the Area. The trick will be to find someplace to do it that we won't destroy anything important by accident. I was thinking perhaps the Scab mountains would be a good place, I think its mostly deserted."

He continues "We have also discovered that our two Orbs are part of a set. There are Eight of them all together. I really hope none of the others are here on the Wold as well. I would also like to ask if you have discovered anything further relating to the sons of Dread and the Darkmoon gate. Now that the Legion seems to be taken care of we can go back and finish with them. If they have a stronghold maybe there would be a good place to detonate the Orbs."

MonthorHit Points:(172 of 172) AC 32 
Monday May 11th, 2009 8:07:17 PM

Monthor follows in behind Tratain, tips his axe in salut towards Arrack and then makes his way towards the bar for a drink... no make that two.... three?....

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet 
Monday May 11th, 2009 8:47:35 PM

Echlhin makes a gesture of greeting towards Lord Arrack and joins the others at the table, to listen and learn more of about the Knights' situation.

Dwight hp 144/144, ac 25 
Monday May 11th, 2009 9:46:13 PM

Dwight looks to Monthor as he picks up his third mug. If only I could handle that much. No, no, I must not try again. I know I have low tolerance, just let it be, remember the last time. Funny yeah, but Couzin Theodore Flatfoot Riverbank has yet to forgive you for stuffing him in your sack as you tried to steal the clothes he was still wearing

When Lord Arrack speaks, Dwight snaps out of his internal conversation.

Dinner at the Blue Ale 
Monday May 11th, 2009 9:54:20 PM

Lord Arrack nods in greeting as each of the Gray Knights comes to the table and listens as Dwight and Tratain both speak of desroying the orbs. His brow arches involuntarily at the mention of them being part of a set, obviously something he did not know. "To the matter of a safe place, I have every confidence that you will secure such a location." Lord Arrack takes a drink and sits back slightly, "Yes the Dark moon gate. Your assault has seemed to give them pause for some caution and the idea of destroying the orbs inside a Dread stronghold holds a great deal of merit. Unfortunately as of now, I don't know where one is. I am sure one exists, perhaps not in the traditional sence, but a gathering place of some kind. That much we know and we have narrowed the area, but it seems we are at the end of what magic can do. So now we are commencing with the slow process of investigating the old fashion way."

"It will take time, but they know we have interest in them and they know we are no force to easily put aside and so they have moved slower and more in secret."

Monthor arrives at the bar and orders several drinks. Monthor only Highlight to display spoiler: {An older man turns and nods to the dwarf and then smirks. Lifting his own ale mug he shoots Monthor a sly wink, downs it quickly and then heads towards the back. The dwarf notices that no other in the bar pay him the slightest attention, not even to the point of glancing up as he passes through the busy dining area}

Plyf (AC:23; HP: 137)  d20+7=17 ; d20+10=28 ; d20+14=29 ;
Monday May 11th, 2009 11:56:49 PM

Plyf listens closely to the words of those at the table. She looks around for people that may be spying on them or listening to their conversation, then adds. "Where would someone go to obtain information on a Dread location?"

Listen: 17
Spot: 28
Gather Information: 29

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Tuesday May 12th, 2009 8:04:39 AM

Vedik thanks Lord Arrak for his advice, nodding in agreement about the Star Tower.

"I intend to head there once I am a wizard, which will hopefully be tomorrow if Alemi graces me."

He enjoys the dinner, pondering how to find an enemy that doesn't want to be found.

MonthorHit Points:(172 of 172) AC 32 
Tuesday May 12th, 2009 4:58:48 PM

Monthor puts his mug down and looks towards the back door. He picks himself off the stool, hefts Fred in his hand and heads after "something". Monthor makes a point of passing by Tratain and taps the cleric on the shoulder and mumbles
{Somethings up }
before continuing to make his out back.




Dinner at the Blue Ale 
Tuesday May 12th, 2009 8:49:00 PM

Lord Arrack answers Plyf, "That my dear is the million gold piece question. Now begins the argous process of trying to infiltrate the Dread and learn what we can. we do know that not all connected to them are undead. Powerful mortals and lackeys alike call the Dread master and ally. So we are starting there.."

Monthor taps Tratain on the shoulder as he heads to the back. Unlike the man he is following Monthor gets a glance and note of acknowledgement as he passes on his way. The back door stands open and just under a flickering oragne and yellow torch on the other side of the street is the old man. Dark shadows dance across his face obscuring his features and clothing. His arms seem to be pulled about his thin and frail frame and fingers are working something smalll before his attentive eyes.

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet 
Tuesday May 12th, 2009 10:01:03 PM

While paying attention to Lord Arrack, Echlhin wonders where Monthor is going.

MonthorHit Points:(172 of 172) AC 32 
Wednesday May 13th, 2009 7:27:57 AM

Monthot remains close to the door.

"You were seeking mine and Fred's attention... we'll we are here..... what can we do for you? "

Monthor touches his right arm and a light blue glow momentarily engulfs him and the tell tale signs of a protection from evil aura activates.



Plyf (AC:23; HP: 137)  d20+7=17 ;
Wednesday May 13th, 2009 11:07:44 AM

Plyf takes a sip of wine and taps her thin jaw line with the tip of her index finger. "Well, there is one of two places we can begin. Either the very dregs of a major city or the very elite. My parents live in Plateau City. I don't think they are aware of me taking up the adventuring life. I would like to keep it that way."

She listens to the others as she contemplates a good place to begin their journey, especially in her home town.

Knowledge Local: 17



Tratain 
Wednesday May 13th, 2009 2:29:55 PM

As Monthor taps him on the shoulder Tratain watches the Dwarf for a moment and then says "Pardon me for a moment, I will be right back. You guys wait here, I will call you if needed. I'm not sure whats going on but if we all storm out of here we might scare away someone trying to help us. I'll be right back."

Tratain then gets up and follows Monthor out the door to listen to the conversation between him and the stranger.

Outside the Blue Ale 
Wednesday May 13th, 2009 10:35:56 PM

The old man looks up as Monthor speaks, "So you are one of them then. I wasn't sure at first, but now I can see it all too well." the torche above him flicker in an unheard or felt breeze. Tratain appears in the door and spies the old man as well and he grins as thier eyes meet, "Good good that makes two then. There is a change coming Knights Upon the wind life soft blowing snow." He inhales deeply and runs both hands up and through long unkept hair. It is then Monthor and Tratain spy a tarnished symbol of Gargul clutched in his left hand.

Inside, Lord Arrack stifens slightly and then resumes his formal but more relaxed posture. "Yes Alemi willing I am sure good Vedick." The lord then stands, placing the cloth napkin from his lap to the nearly untouched dinner before him. "I'm afraid I have matters which require my attention. I ask you stay and enjoy my hospitality as long as you wish. The Blue Ale Tavern is premier among the City halls in thier fare." Lord Arrack gives a short bow and then turns to leave.

Dwight hp 144/144, ac 25 
Wednesday May 13th, 2009 10:50:31 PM

As Tratain gets up to follow Monthor, Dwight stays as requested enjoying the closest berry-like fruit. He isn't really concerned as the Blue Ale should be as safe as anywhere at the moment.

------

Dwight sits concerned that Lord Arrack has twice now suddenly ended a conversation with the knights. Surely his world, concerns, land, etc. is in as much turmoil as the rest of the Wold he tries to convince himself, but he also wonders how easy it is to annoy a dragon Did my begonia gift to him die, does that mean I insulted his gardening ability?

Sitting with only a few of his comrades now, Dwight begins to wonder what clues he is missing and again remember being embarassed at his own legion hall.

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Thursday May 14th, 2009 7:53:42 AM

Vedik stands and raises a glass as their host leaves. "Thank you again."

Looking over to Tratain and Monthor, he makes his way over, ale in hand. He doesn't disrupt the conversation, but simply moves into the group quietly.

MonthorHit Points:(172 of 172) AC 32 
Thursday May 14th, 2009 10:43:30 AM

" Me be Monthor of the Axehead Clan of Dirt City. Of the Grey Knights. Said "Mage Killer".
" That's Tratain."
Monthor points to his axe.

" This be Fred. He doesn't say much. The rest of the girls are inside."

"We're listening.... "


Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet 
Thursday May 14th, 2009 7:14:31 PM

Echlhin says as Lord Arrack begins to depart, "If you must leave Lord Arrack, then I will not try and detain you. Please let me know if you need any assistance, or if you would like my help with your garden. Thank you for what you have provided for us."

Tratain 
Thursday May 14th, 2009 7:34:17 PM

Tratain waits and listens to what the man is saying.

Plyf (AC:23; HP: 137) 
Thursday May 14th, 2009 7:46:44 PM

Plyf is also a bit perplexed by everyone getting up to leave, but she stays where she is, contemplating what kind of move should be taken by the group as she sips on her wine.

Dwight hp 144/144, ac 25  d20+13=24 ; d20+15=20 ;
Thursday May 14th, 2009 11:02:55 PM

Dwight looks to the others still at the table, each in turn with what appears to be a knowing smirk. Before either Plyf or Echlhin can say anything about it he speaks, "Welcome to the daily life and challenges of being a Gray Knight. Even the dull moments have twists and turns, though personally at the moment I'm not sure which twist we are riding."

"Being relatively new to the Knights myself, my first encounter was far wierder than the one we just returned from. I had been captured by a Demon, who was attempting to torment my soul or something. She is distracted by some sort of attack. I escape, grab my meager supplies and rush out the room only to see demons fighting demons, in a city I knew to be full of demons. Taking my chances, knowing I'd need help to escape the cursed city, I joined forces with the better looking beasts. As it turns out, they were the knights in disguise. At the end of the battle, the female demon killed, the first orb was found."

"I apologize for I have not done the story any real justice in my telling but I fear having the plot untold due to the mid-twist in play."

Dwight then slowly turns in his seat to see anything of importance in the direction Tratain went.

spot; 24
listen: 20

Outside the Blue Ale 
Thursday May 14th, 2009 11:07:05 PM

Dwight, Echlhin and Plyf remain at the table after lord Arrack departs, each with thier own thoughts.

Vedick joins Tratain and Monthor just as the dwarf introduces himself and Fred. "Ahhh, three now. yes we have three. Half of the merry band. Perhaps that will be enough, perhaps not." The old man takes a few steps into the street, the torch behind him growing dim, even thought the source of its light has the magic of everburning. "Listening are you you say. We have our dobhts on that, but that is not my decision." the old man looks skyward momentarily, "Can you feel it Knights? It is Change, it is..." he seems to struggle for a word, "It is...well it simply is I suppose. Your man Echlhin knows it well. One can practically taste it. The anticipation is nearly overwhelming, but I will wait. Patience is after all a virtue and what I will tell you is not for the common filling the inside of this place." The old man steps back and leans back into the far wall agian.

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet 
Friday May 15th, 2009 7:08:46 AM

"Well that is interesting Dwight, I do not know what I would have done in that situation... I wonder what has the attention of the others. Shall we go join them?" Now that the host has departed, Echlhin leaves the table and joins the others.

Plyf (AC:23; HP: 137) 
Saturday May 16th, 2009 3:51:34 PM

"Don't worry Dwight. I will have you tell the story to me in several different ways and it will be then, that a true epic story can be told. Each time you speak of it, you will remember something new that lay at the bottom of your conciousness, waiting to be shared."

She continues to stay with Dwight, knowing no Knight should remain alone at this time, also departs if the other two do.

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Sunday May 17th, 2009 10:33:12 AM

Vedik listens to what the old man has to say, remaining quite. He knows well the feelings the man is expressing, and with him being a faithful of Gargul, there is little doubt there will be trouble with his words.

The old dwarf frowns slightly.

Tratain 
Sunday May 17th, 2009 2:28:41 PM

Tratain listens to what the man has to say. When it becomes apparent that he is reluctant to speak without all of the group there Tratain will gather the others outside hopeing that the man will continue speaking about whatever it was he thought was important enough to need all of the Knights there to discuss.

Dwight hp 144/144, ac 25 
Sunday May 17th, 2009 3:12:52 PM

"I'd enjoy that, though story telling is not at all a strength of mine."

--------------
As Tratain returns to gather Dwight and Plyf, Dwight quickly moves towards the area where the rest of the group has ventured. To close for his bow, but his mind begins racing about how to help should someone need it, pumped by his success earlier in the day.

MonthorHit Points:(172 of 172) AC 32 
Monday May 18th, 2009 9:55:37 AM

Monthor waits for the others...



Dwight hp 144/144, ac 25 
Monday May 18th, 2009 9:24:39 PM

As Dwight enters the doorway he tries to take it all in, a mysterious stranger? What are we honey to bears?

Outside the Blue Ale 
Monday May 18th, 2009 9:48:29 PM

"Ah excellent everyone is here. It can begin then." with these last words the Knights can feel the air starting to move slightly ever so gently past them and from either side. The air moves as if collecting in the center of the street. The man smiles again, "Ahh it is all of you then. See it starts." with these words the street groans and the pavers rise and fall, then rise and fall again. As if underneath of it a great beast's breathing filled and emptied its lungs. The street rises and falls again, more forcefully this time and the air flow to the center increases now picking up dust, small bits of dirt and licking at the ends of Monthors beard and the longer hair ends of the other Knights. All the while the old man stares into the epicenter of the coallesing winds and smiling.

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet  d20+27=39 ;
Monday May 18th, 2009 10:06:26 PM

Echlhin watches the scene unfold before him. Noticing the man's stare, Echlhin looks towards the epicenter (spot 39) and if nothing is apparent, shifts his vision to perceive the Realm of Shadow (at will, free action).

Plyf (AC:23; HP: 137)  d20+7=15 ;
Monday May 18th, 2009 10:14:34 PM

Plyf joins the others and asks, "Who is this guy?"

Once the area begins to change though, she looks at Monthor and says, "Is Fred thirsty?"

She leaps out of the building to flank the man in the street toward the right. She waits for the actions of others before she pulls her weapons.

Sense Motive, hunch: 15

ooc: I posted this once and the page locked up. That roll was a 9 total, but they both fail.
See you all next week. Anthony will be subbing for me during the week. Thanks Anthony :)


MonthorHit Points:(172 of 172) AC 32 
Tuesday May 19th, 2009 1:25:55 PM

" CALL IT TRATAIN!!! DO ME AND FRED CHARGE THE GEEZER!!! "

ooc> Readied action - Bull rush on the old dude.



Tratain 
Tuesday May 19th, 2009 4:21:30 PM

Tratain says "Hold for a moment Monthor, he hasn't actually threatened or attack us at all. Lets see whats going on before we pick a fight, be ready though just in case."

Tratain then waits to see what happens ready to defend himself and his comrades should this prove to be an attack, but he doesn't think it is as of yet.

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells  d20+17=36 ;
Tuesday May 19th, 2009 9:34:06 PM

Vedik shifts uncomfortably as the old mans words and the wind make him uneasy. He looks to see if he can understand what is occurring.

OOC:
Spell Craft: 36

Dwight  d20+13=21 ;
Tuesday May 19th, 2009 10:37:28 PM

Following Tratain's thoughts, for now, Dwight holds his ground. Seeing the ripples, he watches the effect on nearby buildings and other such items that don't normally move in such a manner.

Spot: 21

Still, near the door, he holds the frame for balance, if only to prevent nausea.

Plyf (By Anthony) 
Tuesday May 19th, 2009 10:39:55 PM

Plyf sees Monthor tighten his grip on Fred, and hears Tratain return a call to wait. Despite the chaos of the scene, Plyf maintains her flank and also holds any hostile action.

Outside the Blue Ale 
Tuesday May 19th, 2009 10:55:35 PM

with Monthor's words the old man raises an eyebrow, indeed both of them. His hands partially come up in a sign of surrender, "Please hold yourselves, I am but the messenger here and I am particularly fond of the phrase and would ask you hold it in the same regard." The winds pick up and a small ball of light and darkness seems to be forming at the epicenter of the winds. The street groans again and splits in several places ever so slightly. A small rivlet of blood seems from the 'wounds' in the pavement

MonthorHit Points:(172 of 172) AC 32 
Wednesday May 20th, 2009 7:22:58 PM

Monthor waits....

ooc> Readied action... Bull Rush if Monthor gives "the word"



Tratain  d20+10=22 ; d20+8=12 ; d20+12=15 ; d20+16=28 ;
Wednesday May 20th, 2009 8:09:48 PM

Tratain watches what is going on, attempting to figure out if the group is being attacked or not. So far there hasn't been any overt threats to his friends but he has never seen anything like what is going on right now. He continues to wait and stand ready to defend is friends should the need arise.

Spellcraft - 22
Sense Motive - 12
Spot - 15
Knowledge Religion - 28

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet 
Wednesday May 20th, 2009 8:21:01 PM

While Echlhin does not think that the old man intends to cause harm, he watches warily both the scene unfolding and the old man's actions.

Dwight  d20+13=29 ; d20+7=27 ; d20+7=22 ;
Wednesday May 20th, 2009 9:35:51 PM

Dwight is a bit alarmed at the road begins to split and bleed. To what end is this magic bursting forth?

spot: 29
knowledge nature: 27 (natural 20)
spellcraft: 22

Curious, but semi-cautious, Dwight remains standing in the doorway.


Plyf (By Anthony) 
Wednesday May 20th, 2009 9:38:14 PM

"For now," Plfy mumbles slightly preferring to quickly end an attack that could be coming rather than being hit first. I do hate when I'm the messenger and take the blame, for something that can't be proven that I did. Despite the tense situation a quick flashback of her early days brings a quick smile.

Outside the Blue Ale 
Wednesday May 20th, 2009 9:44:44 PM

DM's have to beg patiance from our great players here. Bit of miscommunication between us and the PTB has us in a bit of a limbo. Hopefully we will get this tidied up and onto the big big fun. [insert evil DM laugh]

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells  d20+17=25 ;
Thursday May 21st, 2009 8:58:17 AM

Vedik reacts alarmingly to the rivulets of blood, guessing what it could be. His eyes narrow and he speaks harshly. "You better not be drawing woldsbood here."

He braces himself for the tell tale drawing on everyones soul that much woldsblood would cause while he seeks to identify the substance.

OOC:
Spellcraft DC 25: Is that woldsbood?



Outside the Blue Ale 
Thursday May 21st, 2009 9:18:22 PM

The man shakes his head to Vedick, but says nothing, hi concentrtion aparently being used to create the what affects the Gray Knights are now witnessing. Vedick can be ceratin, but he is fairly certain the blood is not Woldsblood

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet  d20+21=26 ; d20+11=25 ;
Thursday May 21st, 2009 9:52:29 PM

Distracted by Vedik's comment about woldsblood, Echlhin has a had time grasping if it is a spell being cast (Spellcraft 26).

Seeing the blood, Echlhin begins thinking about other planes and possibilities (Knowledge Planes 25) and wonders if there is a connection.

Plyf (By Anthony) 
Thursday May 21st, 2009 10:35:43 PM

As the moments creep by, Plyf tries to make sense of what she is seeing.

Dwight 
Thursday May 21st, 2009 10:37:05 PM

Unsure of what is actually happening, Dwight pulls out his broom and prays Vedik's thoughts are not true. That much Woldsblood in a city would likely spell disaster for many.

MonthorHit Points:(172 of 172) AC 32 
Monday May 25th, 2009 11:22:03 AM

Monthor waits.....

ooc> Did anyone ever identify and/or sell the loot off????


[DM Jeff] 
Tuesday May 26th, 2009 12:52:27 AM

[OOC: We're still waiting on module approval by Jerry, but regardless of that we'll have something up for you all tomorrow evening at the latest.]

Outside the Blue Ale 
Tuesday May 26th, 2009 10:29:20 AM

The blood continues to trickle from underneath the street, but instead of spilling into the multitude of cracks the blood lifts from the ground and begins to form a sphere. Each additional drop that 'falls' into teh sphere from the street expands the now eyeball sized blood sphere. The old man's eye's widen slightly at the sight in wonder and awe. His concentration is unfaltering and sweat begins to bead upon his forehead.

Suddenly a piercing scream, the shattering of wood and the scent of sulphur splits the air in the alley. The man spins towards the far end, his concentration snapping. The wind vanishes, the blood sphere falls with a splat and the street settles again. A flash erupts near the alley entrance, intense as the noonday sun and several cries of pain are cut terribly short. The old man shrinks back into the shadows, "This is for no one else." he croaks and the shadows seem to swallow him.

DM, No as far as the game is concerned the loot has not been identifyied or sold and is still located in several haversacks or tied up as a large bundle like the Tridents.

Tratain Current Spells 
Tuesday May 26th, 2009 4:55:16 PM

Tratain yells at the man, "Stay there until we find out whats going on here. You need to explain who this message was from. Monthor lets go check out the end of the Alley and see what is there, and see if anyone was hurt who needs our help. Keep an eye open for trouble as well as I am really not sure what is going on here. Everyone else be ready, for any trouble either from down the alley or that man. Keep alert until we know what is going on."

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Tuesday May 26th, 2009 6:10:48 PM

Vedik activates his wings of flying and takes to the air, trying to get a better view. He moves with Monthor to investigate.



Plyf (AC:23; HP: 137)  d20+19=27 ;
Tuesday May 26th, 2009 8:14:43 PM

Plyf, unsure of what is happening, or if this is a trap, pulls her weapons and uses the cloud from the wind and the darkness, to hide near the messenger, waiting to pounce as needed.

Hide: 27

Thanks Anthony, for covering for me.

Dwight 
Tuesday May 26th, 2009 9:47:49 PM

Dwight mumbes to himself, "just when answers were getting close, the whole Wold wants attention." Hoping on his broom, he glides over to where the floating eye dropped to the ground. He attempts to get any of the 'blood' that remains while others scatter about.

No problem Buzz, didn't miss much

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet  d20+27=45 ;
Tuesday May 26th, 2009 10:43:30 PM

Watching the rest head off down the alley, Echlhin remains behind trying to keep an eye on the old man (spot check: 47) though he has figures the "messenger" may have departed using the Realm of Shadows.

If the man has disappeared, Echlhin again shifts his vision to perceive the Realm of Shadows and tries to determine if the old man has truly left.



Trouble in the Alley [DM Jeff]  d20+25=37 ;
Wednesday May 27th, 2009 2:25:26 PM

Map

Echlhin watches the old man with keen eyes, but at first it seems to be for naught. Once hidden (so he thinks) in the shadows, he starts praying very softly and mid-sentence he disappears completely. Thinking the man has gone to the Realm of Shadows, Echlhin's sight alone travels to the Realm and... there, amidst the flows of Woldsblood, prays the old man.

Meanwhile Plyf hides herself in the shadows, not matching the old man's trip to the Realm of Shadow, but disappearing all-the-same.

Dwight looks to salvage whatever blood was dropped, but cannot find it. He is sure that he is right over where the sphere dropped, but there are no splashes on the ground.

Monthor and Traitain go check out the flash of light. Vedik does the same from the air. As they approach the end of the ally, a voice booms out. "You have no right to leave us behind, Vran! We found the key!" Another, much smaller voice, shouts. "I knew it, Llor! He never intended on opening the portal for us!" The first voice, much quieter now, replies. "Quiet. We've other problems to deal with. Malik, get rid of these pests."

In front of the alley, blocking the exit, are four figures. Three of them are drawing weapons and one of them (Figure 4 on your map) begin casting a spell. Spellcraft Check DC 21: Highlight to display spoiler: {Mass Suggestion}. Just as he finishes, the man shouts "Go to bed". Everyone except for Echlin and Plyf make Will Saves DC 23 or Highlight to display spoiler: {be compelled, as per the spell Suggestion, to go to bed}.

[Combat Rounds Everyone]

Tratain Current Spells HP 211/211 AC 38  d20+10=15 ; d20+24=43 ; d20+21=37 ; d20+17=18 ;
Wednesday May 27th, 2009 4:36:56 PM

Tratain see's the man cast a spell at the group but is unable to identify it, but is able to fight off its effects. (Spellcraft 15, Will Save 43).

He says "That wasn't civil at all" and fires off a quicken Dimensional Anchor at the Mage, but it misses wide (Darn Nat. 1!)

He then readies an action to counterspell the caster if he should try and cast another spell (Using Greater Dispel Magic, Caster Check Roll is 37 so if he casts a spell and has a caster level of 26 or less Tratain Counters his spell.)

He says to them "Put your weapons away right now and explain what is going on. We have no idea who you are but you have just cast spells at us and are drawing weapons. You get one chance to explain before my friend here cuts you down."

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells  15d6=45 ; d20+26=44 ;
Wednesday May 27th, 2009 8:32:26 PM

Vedik follows Tratain's lead and holds back before striking. He looks at the caster, waiting for him to move. "Try to cast again and we'll attack."

OOC:
Will Save DC 23 (passed: 44)

Ready Action: If the spell caster starts to cast: Cast Flame Strike, targeting near the caster (should get all four if they haven't moved before it triggers). 23 Fire damage / 22 Divine damage, DC 23 Reflex save for Half.

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet  d20+21=23 ; d20+27=42 ; d20+21=24 ; d3=1 ;
Wednesday May 27th, 2009 8:40:09 PM

(Spellcraft check = 23) Echlhin recognizes that the mage has cast a spell of Mass Suggestion and informs the party.

With his vision still allowing sight into the Realm of Shadows he watches the old man, trying to discern if he's casting a spell with his prayers or simply praying for an outcome. (Spot Check to read lips = 42, Spellcraft check = 24)

Echlhin begins spontaneously casting Summon Nature's Ally VIII (used up Whirlwind), to summon one (1d3 = 1, yay 1) dire tiger to a nearby position (currently planning R27).

MonthorHit Points:(172 of 172) AC 32 (34 against evil)  d20+13=24 ; d20+26=44 ; d20+26=44 ; d10+30=36 ; d10+30=34 ; d10+30=31 ; 2d8=13 ; 2d6=7 ;
Wednesday May 27th, 2009 9:50:21 PM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack

Protection from evil: the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person).

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

Saving throw
(DM role against spell resistance 20 please)
Saving throw 24
( Protection from evil).

-----------

Monthor shrugs off the spell and readies an attack.

ooc> If anyone in the opposing group makes an offensive move - Move 10 feet and attack #1.
Two handed attack
Power attack +5,-10
Hits AC 44 ( crit 44) for 36 (101) damage, Thunders ( role dc 14 or deafened) 13 sonic damage, 7 vs evil
Total damage potential 121



Dwight hp 144, ac 26  d20+11=23 ;
Wednesday May 27th, 2009 9:58:18 PM

Dwight frustrated at having missed whatever 'blood' seeped back into the earth considers calling it a night, but decides his friends likely wouldn't appreciate it.

Taking lift, Dwight floats upward and readies his bow with 3 arrows.



Plyf (AC:23; HP: 137)  d100=2 ; d20+18=31 ;
Wednesday May 27th, 2009 11:54:45 PM

Plyf knows this town like the back of her lithe hands. Her concerns for bring trouble here to the people that she protected for many years worries that her parents may now be in danger. Now glad she chose not to see them just yet, she is glad she lead none of these people to her home.

Now on to the current matter, there is trouble and when there is trouble, there are people up to no good. Plyf speaks softly to Eichlin, "I am transporting behind them, take my hand if your coming. Plyf reaches out to touch the newest edition and if he in any way recoils or has a negative reaction to the idea, by herself, she uses her Boots of Teleport to reappear at S11.

Touch Echlhin for teleport only if consenting. AC 31
Teleport to S15: On target with 02%

Trouble in the Alley - Round 1 [DM Jeff]  d20+15=19 ; d20+15=26 ; d20+15=28 ; d20+8=18 ; d20+26=43 ; d20+21=41 ; d20+21=34 ; d20+16=25 ; d20+11=25 ; d20+24=38 ; d20+19=20 ; d8+12=20 ; 3d8+36=43 ; d6+7=13 ; d20+25=32 ; d20+24=26 ; d20+7=9 ; d20+22=24 ; d20+17=24 ; d20+12=19 ; d20+7=14 ; d20+22=33 ; d20+17=30 ; d20+3=10 ; d20+15=18 ; d20+15=28 ; d20+10=17 ; d20+5=20 ; d6+1=4 ; d6=6 ;
Thursday May 28th, 2009 5:17:18 AM

Map

[OOC: Whoops. Sorry Yves. Didn't see your Spell Resistance. You'll be happy to know that the spellcaster failed their Caster Level check]

Echlhin does not see a spell being cast by the old man and he suspects that it is simply a prayer. The man stops speaking and turns his eyes to stare at Echlhin. His tiger materializes.

Dwight prepares to attack. [OOC: Was that a ready action? Remember to state the conditions :) I'll let it slide this time and you can do your attack rolls now]

Everything is tense while Tratain offers his ultimatum. There is a brief second where everyone is sizing up their opposition. Actions are readied by Monthor and Vedik, but is the group going to need them?

Plyf teleports herself to the rear of the enemies...

---

And then all hell breaks loose.

The second Plyf arrives at S15 she hears the familiar noise of steel whizzing through air. It doesn't connect with anything, but the rogue finds herself toe-to-toe with a no longer invisible man who, with a look of frustration of his face, decides to try a proper attack. He manages to get a quick stab into the rogue and flames escape the sword, but the rest of his attacks are off balance and miss. [Plyf takes 10 damage [4 piercing + 6 Fire]]

"They're with Vran! We'll have to go through them to get to him! Kill them if we have to..." Figure 2 shouts to his companions and their offensive begins. Any chance at diplomacy seems to disappear when the man speaks: they were following his words before he had even finished.

The spellcaster (Figure 4) sees that the Knights are not so easily taken down and tries to cast a spell, but is immediately countered by Tratain's readied action. Spellcraft Check DC 24: Highlight to display spoiler: {Time Stop}.

Vedik, seeing a spell being cast, drops a Flame Strike. It blasts Figures 1-4.

Monthor rushes forward to Figure 1. Both Figure 1 and 2 get attacks of opportunity on the dwarf, but neither of them can connect. Monthor, on the other hand, has no such problem. Fred lays waste to Figure 1. For a moment, it appears that his legs are going to give out underneath him, but he manages to overcome both the Thundering and the Massive Damage. And then the man raises his own axes, shouts a battlecry, and throws himself into the dwarf.

The battleaxe digs into Monthor's flesh twice, one of them being an especially brutal hit. When the handaxe hits a second later, it almost seems a bug bite compared to the others. [Monthor takes 76 damage]

Figure 2 attempts to join in the fight against Monthor, but all six of his short sword swings fail.

Recognizing that his companion is on the verge of death, Figure 3 lays a hand on the barbarian and casts a spell. Spellcraft Check DC 21: Highlight to display spoiler: {Heal}. Suddenly, Figure 1's wounds all close up and the man seems ready for another few seconds against Fred. Figure 3 also moves to behind his fighting companions.

---

While the group might be surprised that the Gray Knights are such a formidable force, they certainly aren't ready to back down. Whatever the old man has of theirs, it appears they value it enough to kill...

---

Misc Info
Figure 1: 162 Damage Taken [Highlight to display spoiler: {150 Healed}, Rage
Figure 2: 45 Damage Taken
Figure 3: 45 Damage Taken
Figure 4: 45 Damage Taken
Figure 5: 0 Damage Taken

---

Combat Rounds. That means only one round of actions. Please include all active spell effects at the bottom of your post for my ease. If I've forgotten something or made a mistake, send me an email or make a Private DM post and I'll fix it ASAP.

Map

MonthorHit Points:(96 of 172) AC 32 (34 against evil)  d20+26=36 ; d10+30=35 ; 2d6=2 ; d20+23=42 ; d20+23=30 ; d10+30=40 ; d10+30=37 ; d10+30=31 ; 2d6=7 ; 2d8=3 ; d20+19=29 ; d10+30=35 ; 2d6=9 ; d20+14=28 ; d10+30=35 ; 2d6=10 ;
Thursday May 28th, 2009 12:04:01 PM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack

Protection from evil: the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person).

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

" TAKE OUT THE ONE ON THE LEFT AND THE MAGIC USER IN THE BACK!! "

Monthor shrugs off the damage and renews his attack on the two in front of him.

--------------
Monthor attacks, two handed #2
Power attack -5/+10
Cleaves to #1 if able

Attack 1 Hits AC 36 for 35 physical and 2 holy damage

Attack 2 Hits AC 42 ( crit 30) for 40 (108) damage, 7 holy damage ( and 3 thundering damage, role vs DC 14)

Attack 3 Hits AC 29 for 35 physical and 9 holy damage

Attack 4 Hits AC 28 for 35 physical and 10 holy damage.



Vedik AC 25 (13 touch) HP 214/214 (Flying 30') Character Sheet Current Spells  d20+17=23 ; d20+17=27 ; 15d6=53 ;
Thursday May 28th, 2009 4:27:45 PM

Worried that he could tell what the spell was, he focuses on what his will be. A large column of roaring sheets of flame descend on the area of the four front enemies, burning them with holy power.

OOC:
Spell Craft DC 21: Passed (23): Know 1st spell
Spell Craft DC 24: Passed (27): Know 2nd spell

Cast Firestorm: 27 Fire, 26 divine damage DC 26 Reflex Half, hitting 1,2,3,4
I'm not sure if you can bend a shapeable spell enough to hit 5, so 5 gets out this round.

Buffs:
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Wings of Flying - Vedik usually keeps this active, unless wings would be an issue.
Ring of Counterspells - Greater Dispel Magic



Plyf (AC:23; HP: 127/137)  d100=61
Thursday May 28th, 2009 8:52:36 PM

"OWWWW, you fatherless son!" She shouts as the damage not only causes a slight wound, but ruined a perfectly good shirt.

She turns around and watches across the street where other building lie in the night. She remembers that halfling bakery where her father used to take her for a sweet bread when she was good and teleports to the roof, over looking the battle and off the map.

Actions, teleport withing range of bow off the map, somewhere around S4 or 3, or further if necessary.

Teleport on building across street: On target with 61%

Dwight hp 144, ac 26  d20+23=39 ; d6=1 ; d6=2 ; d6=3 ; d6=1 ; d6=4 ; d20+18=33 ; d6=6 ; d6=1 ; d6=3 ; d6=4 ; d6=5 ; d20+13=32 ; d6=6 ; d6=1 ; d6=4 ; d6=4 ; d20+23=27 ; d6=5 ; d6=2 ; d6=3 ; d6=2 ; d6=3 ;
Thursday May 28th, 2009 10:22:07 PM

OOC: Dwight was hoping to not have to fire, so he held during round 1. This is why I didn't give an action piece.

Round 2:

Seeing the battle is going, Dwight focuses his efforts on person 4. He quickly unleashes 4 separate arrows at him.

arrow 1: holy arrow: Hits AC: 39
Dmg: 1 + 2(fire) + 3(ice) + 5(holy) = 11

Arrow 2: holy arrow: Hits AC 33
Dmg: 6 + 1(fire) + 3(ice) + 9 (holy) = 19

Arrow 3: ice arrow: Hits AC 32
Dmg: 6 + 1(fire) + 8 ice = 15

Arrow 4: holy arrow: Hits AC 27
Dmg: 5 + 2(fire) + 3(ice) + 5 (holy) = 15

Total: 18 + 6(fire) + 17(ice) + 19 (holy) = 60 dmg

OOC: If figure 4 has been knocked down, figure 2 and figure 5 are his next targets.

Whisk, circle around behind the group and be prepared to follow a runner

=================
flying on broom
Lavender and green ioun stone
cloak of resistance + 3
boots of speed
ring of blink
ring of invisiblity


Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet  d20+21=33 ; d20+21=29 ; 15d6=62 ; 15d6=56 ;
Thursday May 28th, 2009 11:36:01 PM

(Spellcraft 33 and 29) Echlhin recognizes the Time Stop cast by the spellcaster (#4) and the Heal spell cast by the other (#3).

With Plyf out of the way Echlhin casts a Quickened Flamestrike (from Spellstaff) and another Flamestrike, catching all 5 opponents with both spells. (Reflex Save 22 for both, save for half damage.) 62 Damage (31 Fire, 31 Divine) from the first and 56 Damage (28 Fire, 28 Divine) from the second.

After casting, he repositions himself. (Move to Q-27, left of tiger)

================================
Ring of Counterspells - Grtr. Dispel available
Didn't remember to put up any daily protections, so none atm (oops)


Tratain Current Spells HP 211/211 AC 38  d20+10=12 ; d20+10=14 ; d4=1 ; d4=3 ; d4=4 ; d4=4 ; d4=4 ; d4=4 ; d4=3 ; d4=2 ;
Friday May 29th, 2009 4:56:44 AM

Tratain is unable to recognize either of the spells being cast through his knowledge of spellcasting but he recognizes the effects of the spell their healer has cast. (Spellcraft 12 and 14)

Tratain casts a Quickened Heal on Monthor (Monthor Heals 150) and he then casts Extended power Word Stun on an enemy. (Primary Target is The Wizard, If he is down then Thier Healer is Next. If he is down as well then the Guy with the Two Axes that Hit Monthor last round.)

After he casts his spell he moves next to Monthor and will Intercept the First attack made against the Dwarf (Protector Power)

Power Word Stun: No Save
151 or Higher HP - No Effect
101 to 150 Stunned for 4 Rounds
51 to 100 HP - Stunned for 12 Rounds
51 Or less - Stunned for 25 Rounds

-------------------------------------------------
Greater Magic Weapon - Warhammer
Greater Magic Vestment - Armor of Heavy Fortification
Greater Magic Vestment - Shield of Reflecting
Permanent See Invisible, Tongues, Comprehend Language
Ring of Counterspellsx2 - Greater Dispel Magic


Trouble in the Alley - Round 2 [DM Jeff]  d100=92 ; d100=78 ; d100=51 ; d20+26=35 ; d20+21=40 ; d20+16=31 ; d20+11=27 ; d20+24=27 ; d20+19=30 ; d8+12=20 ; d8+12=17 ; d20+22=37 ; d20+17=33 ; d20+12=22 ; d20+7=9 ; d20+22=33 ; d20+17=27 ; d4+7=10 ; 2d6=8 ; d4+4=6 ; d6=1 ; 6d6=25 ; d20+6=18 ; d4+1=3 ; 2d6=6 ; d4=2 ; d4=3 ; 18d6=60 ; 18d6=61 ; 3d8(2+8+7)+15=32
Friday May 29th, 2009 6:05:28 AM

Map

Monthor beats on Figure 2. With his third hit, he utterly destroys the fighter who was unable to really do much in this fight. The dwarf cleaves to Figure 1, but is unable to connect and neither does his final hit.

Plyf escapes ground zero and finds a building across the street to fire from.

Dwight unleashes a volley of arrows. THe first strikes perfectly into Figure 4, but in the exact moment it does, Figure 4 disappears altogether. It certainly didn't appear to be a spell he cast... Spellcraft Check DC 21: Highlight to display spoiler: {Figure 4 must have had some sort of Contingency active}. Instead of wasting his time firing blind, Dwight turns to Figure 2 who is only able to dodge one of them. [OOC: I originally rolled versus total concealment for you for the remaining 3 arrows, but when all three came out against you, I decided that it would be more favorable for you to switch targets instead. Does that work for you?]

Vedik attempts to bring a Fire Storm down and Echlhin wants to lay waste with Flamestrikes. Tratain, recognizing that Monthor needs to be healed, attempts to do just that. All three begin casting their spells, but find them cut-off midway. They know the words to speak, but are unable to make them escape their mouth. [Spellcraft Check DC 22: Highlight to display spoiler: {Silence}.] But where did the spell come from? Neither Figure 3 or 4 were ready to act so quickly...

Tratain, realizing he won't be able to help with spells (at least from where he's standing), moves to protect Monthor. [OOC: I presume that, after the Quickened spell failed, you wouldn't try another spell. So I'll give you a chance to do act again for Tratain this round.]

---

The loud sounds of battle abruptly disappear, even though combat continues. Only Plyf, away from the others, can hear anything.

Figure 1 continues fighting with Monthor, but clearly the dwarf comes out on top this round. Monthor manages to dodge most of the man's mad swings. And Tratain, heroically, throws himself between Monthor and one of the axe strokes. Amazingly enough, a hit destined for the dwarf's head misses both of them completely. [Monthor takes 17 damage]

Figure 3 lays a hand on himself and casts a quickened spell. [Spellcraft Check DC 18: Highlight to display spoiler: {Cure Serious Wounds}. Some of his wounds fade away into nothingness. And then, immediately after, he casts another. [Spellcraft Check DC 23: Highlight to display spoiler: {Unholy Aura}. Figure 1 seems invigorated as do the rest of the attackers, but Figure 3 hardly looks pleased. The healer turns his head behind and says something, but only Plyf has any chance of hearing it. [Plyf Only - Listen Check DC 21: Highlight to display spoiler: {"Do something, Llor! I can't keep this up forever. If Vran escapes you know it won't matter whether these fools kill us or the Dread do..."}]

It doesn't seem to bother Figure 5 when Plyf teleports away. Instead, he tears a bead off his necklace and throws it into the alley. The bead explodes into a violent ball of flame, managing to hit everyone except for Echlhin and his tiger. And only Monthor, with his spell resistance, manages to shrug off the spell entirely. [Tratain, Vedik, Dwight take 25 fire damage. Reflex Save vs DC 14 for half]

Nobody is able to determine what Figure 4 is doing or whether the spellcaster is even still there... That is until, in the blink of an eye, most of the Knights find themselves deep in trouble.

The alleyway turns into a complete mess of fire. Out of nowhere, two massive balls of fire erupt on the Knights in the exact same moment. Vedik, Dwight, Echlhin and the Dire Tiger take 60 fire damage. Reflex Save vs DC 22 for half AND Vedik, Dwight, Echlhin and the Dire Tiger take 61 fire damage. Reflex Save vs DC 22 for half]

Furthermore, although none of the Knights know it yet, there is an invisible wall blocking the alley exit that extends the entire width as well as 90 feet up. [OOC: Someone still has to discover the wall and it's dimensions, but I'm telling because I assume that someone will and it'll make determining the next round easier for everyone.]

Roll 3 Different Spellcraft Checks:
Spellcraft Check DC 27: Highlight to display spoiler: {The Knights in the alley were hit with Delayed Blast Fireballs}
Spellcraft Check DC 25: Highlight to display spoiler: {What is blocking the alley is a Wall of Force}
Spellcraft Check DC 29: Highlight to display spoiler: {This much magic, this fast means that there are either many more enemies than there appear to be or a Time Stop must have been used.}

---

The Knights are bruised, silenced, and separated. But if that's exactly where these mysterious attackers wants them, they aren't showing it. One thing is clear: they aren't afraid to burn through their resources to get rid of the Gray Knights.

That Old Man may be much more trouble than he's worth...

---

Misc Info
Figure 1: 163 Damage Taken [Highlight to display spoiler: {150 Healed}, Rage, AC 30?? [Q18]
Figure 3: 45 Damage Taken [Q17] [Highlight to display spoiler: {32 Healed}]
Figure 4: 56 Damage Taken [??]
Figure 5: 0 Damage Taken [R14]

There is a Silence spell on the battlefield [Blue Ring on the Map], but none of the characters know where it extends.

There is a Wall of Force spell on the battlefield [Purple Line on the Map], but none of the characters know that it is 20 feet wide and 90 feet high.

---

Combat Rounds. That means only one round of actions. Please include all active spell effects at the bottom of your post for my ease. If I've forgotten something or made a mistake, send me an email or make a Private DM post and I'll fix it ASAP.

Map

MonthorHit Points:(96 of 172) AC 32 (34 against evil) 
Friday May 29th, 2009 8:05:58 AM

ooc> One problem.. Monthor was beating on #2....

Jeff C: ... This is what I get. Fortunately, I have the day off so I can figure out exactly whether or not this is the end of the world... ;) I'll have it fixed asap.

Later Jeff C: There we go. Fixed. And yet, I feel like I'm cheating since one of the enemies died and none of his friends seem to care. But after the length of that post... I'll come back to it later.

NOTE FOR EVERYONE: I haven't updated the map. Figure 2 is, most definitely, dead. It'll be updated on the next map.

Plyf (AC:23; HP: 127/137)  d20+3=18 ; d20+3=21 ; d20+3=21 ; d20+3=18 ; d20+3=17 ; d20+3=8 ; d20+3=15 ; d20+17=29 ; d20+1=3 ; 7d6=24 ; d20+12=27 ; d6+1=6 ; d6+1=5 ; 7d6=20 ;
Friday May 29th, 2009 12:20:17 PM

Plyfs first action would be to insure, there are no innocent people on the street and no guards apparent that will be harmed in the battle. If so, she will first get them to safety in some manner. No lowly night guard is going to have a chance to break up this bar room brawl, unless their high commander just happens to be with them.

Now, if all is safe except for the competitors for this message we were to get, she runs up and over the crest of the building and turns, using it for cover if possible, as she looks down into the fray. Nocking her arrow, she focuses on #1 or #2, whichever Monthor is working on.

Spell checks
DC24: 18 fails
DC22: 21 fails
DC21: 21 succeeds
DC27: 17 fails
DC25: 8 fails
DC29: 15 fails

Listen check
DC 21: 18 fails

Move to R3

Attack #1 or #2, whichever Monthor was beating on.

First attack hits AC 31 for 6 normal damage. 24 damage from Sneak Attack and a Crippling Strike subtracting two strength from the defender.

Second attack hits AC 29 for 5 damage. 20 damage from Sneak Attack and a Crippling Strike subtracting two strength from the defender.

Trouble in the Alley - Round 2.5 [DM Jeff] 
Friday May 29th, 2009 3:18:30 PM

Updated Map

[OOC: After a great deal of talking, your friendly neighborhood DMs have come up with a ruling. Tratain and Echlhin don't lose their spells. Tratain is going to continue the same action he intended to, but after moving to P17 and out of the Silence spell.

Joe B, I'm only offering Tratain the opportunity to run out of the alley because he had already stated he was doing that.

The program I'm using doesn't allow me to cut off part of the circle, but the Wall of Force stops the Silence spell beyond it.]

Tratain rushes forward to remove himself from the magical silence. As he passes by rushes by the combat, he is attacked by the barbarian who manages a glancing blow. [Traitain takes 15 damage]. Also, Tratain Only: Highlight to display spoiler: {Figure 4 (at P4) makes no attempt on you, getting clearly out of your way actually (U16) and Figure 6 moves from Q14 to S15. After the Timestop Spell, Figure 4 is at Y15.}

Tratain ends his movement at Q15 and casts a Quickened Heal. [Monthor is healed 150 damage]

Tratain also attempts to get rid of Figure 4, whom only he can see, with a Power Word Stun. The word fires like an arrow at Figure 4, but it has no effect on the caster. And then, out of nowhere, Tratain hears his own Power Word ringing in his ears. Fortunately, Tratain is nowhere near injured enough for it to have any effect. Tratain Only: Spellcraft Check DC 27: Highlight to display spoiler: {Spell Turning}.

[Sorry about that. Unpause! Does this answer everyone's questions and concerns?]

Updated Map


Tratain Current Spells HP 196/211 AC 38  d20+10=12 ; d20+10=30 ; d20+10=25 ; d20+10=20 ; d20+10=16 ; d20+10=29 ; d20+24=39 ; d8+5=12 ; d20+21=31 ; 10d6=35 ; d20+21=33 ;
Saturday May 30th, 2009 2:13:53 PM

Tratain grimaces when his spell is reflected back at him. If a group this powerful came prepared to fight and the knights were taken by surprise this could get very ugly.

The first thing Tratain does is cast a quickened Spiritual Weapon on the Wizard. A Warhammer Made of force appears next to the Man and attempts to swing at him. (It Hits AC 39 for 12 Force Damage Roll to Beat SR is 31)

Next Tratain casts Destruction upon the Wizard (Fort Save DC 25 Fail = Die, Save for 35 Damage Roll to Beat SR = 33)

Tratain Moves to P17 (Two Diagonal Moves to Avoid AOO) and Tells Monthor to stand next to him, and then he Intercepts the First attack Made by the Cleric Against Monthor

MonthorHit Points:(172 of 172) AC 32 (34 against evil)  d20+31=40 ; d10+20=30 ; 2d6=11 ; d20+28=33 ; d10+20=27 ; 2d6=8 ; d20+24=29 ; d10+20=28 ; d6=6 ; d20+19=25 ; d20+20=31 ; 2d6=6 ;
Saturday May 30th, 2009 7:20:23 PM


Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Ring of Energy Resistance ( Major, fire, 20 points)
Protection from evil: the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person).

=====================
Monthor moves 5' north/east and starts swinging at the cleric

------------
Two handed attack

" AT THEE!!! " but really, no one can hear him anyway....

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

Attack 1 Hits AC 40 for 30 physical and 11 holy damage

Attack 2 hits AC 33 for 27 physical damage and 8 holy damage

Attack 3 hits AC 29 for 28 physical and 6 holy

Attack 4 hits AC 25 for 31 physical and 6 holy



Plyf (AC:23; HP: 127/137) 
Sunday May 31st, 2009 11:11:50 AM

ooc: So Plyf would switch to one. :)

MonthorHit Points:(172 of 172) AC 32 (34 against evil) 
Sunday May 31st, 2009 1:39:39 PM

ooc> RATS!!! Forgot flanking bonuses.....
Please add 2 to all attack roles.....
1- 42
2- 35
3- 31
4- 27



Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 70 of 191 Character Sheet Dire Tiger 91 of 152 hp  d20+12=18 ; d3=3 ; d20+12=30 ; d3=3 ; d20+12=23 ; d20+25=33 ;
Sunday May 31st, 2009 11:38:50 PM

Echlhin fails to avoid either blast of fire (1st failure in private dm post and ignore d3 roll, i'm tired). His dire tiger fairs much better and avoids some of each of the blasts (again clicked the d3... I need sleep :)). The tiger goes to attack (#1) but is stopped by the wall of force (Move to p20).

(Darkwalk DC = 20, Concentration check = 33) Echlhin shift himself into the Realm of Shadows (treat as Incorporeal) and moves into the tavern, hoping to avoid future blasts and preparing to heal himself next round (move to J27 if my math on max movement is correct).

Knights: 1. Mysterious Bad Guys: 0. [DM Jeff]  d20+15=31 ; d20+26=34 ; d20+21=33 ; d20+16=24 ; d20+11=13 ; d20+21=32 ; d20+19=39 ; d20+19=36 ; d8+12=14 ; 3d6+21=37 ; d20+22=34 ; d4+1=4 ; d20+29=31 ; d20+23=39 ; d20+18=21 ; d20+18=35 ; 18d6=61 ; 18d6=45 ;
Monday June 1st, 2009 3:54:33 AM

Plyf looks out for anyone who might be in trouble. She sees some people feeling the scene, but nobody appears to be dumb enough to run towards the fight. Her arrows fly towards Figure 1, but none successfully strike. [OOC: As an aside, I believe sneak attacks with ranged weapons have to be done within 30 feet?]

Tratain worries about the kind of damage these enemies could do and then deals some damage himself. The Forcehammer clips Figure 4 in the shoulder. And then the man is hit by Tratain's Destruction. The man who already had looked bloodied, looks even worse now. Blood gushes out of his open wounds, but he still stands. The Protector also moves to Intercept for Monthor.

Monthor enjoys the single-minded nature of his combat. Instead of allowing Tratain to defend him, though, the dwarf moves into a flanking position on his target. It doesn't help him much though as only two swings get through.

Echlhin uses his Grim powers to Darkwalk away from the alley. He goes back into the tavern where the Knights were just eating and, not surprisingly, finds it completely empty.

Both Dwight and Vedik are too stunned by the Time Stop assault to do anything and just remain where they are.

---

Figure 1 doesn't seem bothered by Monthor being healed and continues attacking, but both the battleaxe and the hand axe only hit once. [Monthor takes 51 damage]

Figure 2 is still dead as ever, but anyone who cares to check sees that he is melting.

Although only Tratain can see him, Figure 6 is starting to look very worried. He shouts, "We leave now. Scatter and meet at the teleport circle."

Figure 5 moves to R16, but Tratain is unable to get an attack in because the rogue tumbles expertly. The man reads from a scroll and touches Figure 6 and Figure 3 who is touching Figure 1. And they all disappear. [Spellcraft DC 20: Highlight to display spoiler: {Teleport} As they go, the last thing Monthor and Tratain hear is a bloodthirsty shout, "We'll kill you later. We'll find you and kill you!"

Figure 4 looks fairly concerned and that's before he realizes he's alone. When that occurs, he looks downright terrified. He manages to cast a spell in between dodging blows from the Forcehammer. [Spellcraft Check DC 24: Highlight to display spoiler: {Time Stop}

One second he is there, the next he is gone...

And both Monthor and Tratain find themselves in the middle of two exploding fireballs. Even Monthor's resistance doesn't protect him from the assault. [Spellcraft Check DC 27: Highlight to display spoiler: {Delayed Blast Fireball}. [Tratain and Monthor take 61 Fire damage. Reflex Saves DC 22 for half AND Tratain and Monthor take 45 Fire damage. Reflex Saves DC 22 for half].

---

The street is now eeriely silent, even for those outside of the Silence spell. There are panicked voices, but they are far, far away. If the Knights hadn't been here, they might not have believed a fight had occured. Well, except for the invisible wall blocking the alley. And the burn marks that paint the buildings, the ground, and Vedik and Dwight. And Figure 2's once-body, now-goo pile that is pooling around Monthors feet.

After a couple minutes, the Wall of Force disappears. But the Silence remains for quite a bit longer. And, out of the alley and appearing quite out of nowhere, is the Old Man who might have started this whole thing.

---

Misc Info

There is a Silence spell on the battlefield [Blue Ring on the Map, but it ends at the Wall of Force]

There is a Wall of Force spell on the battlefield [Purple Line on the Map].

---

We're out of combat rounds now.

Dwight hp 144, ac 26  d20+21=41 ; d20+21=24 ; d20+15=19 ;
Monday June 1st, 2009 6:00:23 AM

Dwight manages to evade both fireblasts, but still is unable to do much other than fly higher to get above the silence and wall of force. By the time he gets there, everthing appears to be over, but he remains cautious as he looks about (spot: 19)

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet [link href="http://docs.google.com/View?id=dgp8ptwz_4ff58n9fc"] 
Monday June 1st, 2009 6:34:06 PM

Echlhin casts Heal upon himself after entering the inn, and after returning to find that the foes have left ends his Darkwalk and returns to where the old man was, to see if he is going to explain what just happened.

Tratain Current Spells  d20+15=32 ; d20+15=20 ;
Monday June 1st, 2009 7:15:50 PM

Tratain manages to avoid part of the more powerful of the two Fireballs, but the second one he is unable to dodge at all. At the end of it he is a little Crispy and alot annoyed.

He casts Heal on Himself and Monthor if he needs it. When the man walks out of the Alley he says "You Sir have a whole lot of explaining to do. Who were those men and why were they after you. They didn't seem to have any qualms killing anyone who got in their way. I would like an explanation now."

MonthorHit Points:(172 of 172) AC 32 (34 against evil)  d20+16=31 ; d3=2 ; d20+16=31 ;
Monday June 1st, 2009 8:49:47 PM

Reflex saves 31 and 31

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

Monthor gladly accepts the heal spell from tratain. Cursing himself for not switching out his rings, Monthor puts on his ring of Energy Resistance.
He then pokes a bit at the dead body.
Monthor sees if any of the fighter's gear remains intake.
If there's anything left, he then waves over his party mates.
" This stuff is likely good quality but Me's a bit worried about the weapons. Anyone have a detect magic or a detect evil spell they can cast? "



Vedik AC 25 (13 touch) HP 214/214 (Flying 30') Character Sheet Current Spells 
Tuesday June 2nd, 2009 8:48:18 AM

Vedik relaxes slightly as the immediate threat seems to have passed. He turns his attention to the old man that seems to have started it all.

Bits and Pieces [DM Jeff] 
Tuesday June 2nd, 2009 4:38:51 PM

As most of the group moves to ask questions of the Old Man, his eyes are on Monthor. At first he shouts from within the silence spell and then, realizing his prediciment, hobbles towards the dwarf. "TOUCH NOTHING!"

The Old Man reaches into a bag at his waist and pulls a long cane out of it, much longer than the bag is. Carefully, he approaches the goo that Monthor is investigating. In his speech is nothing of the mysterious stranger of before. "These men were a Deathsquad. Agents of the Sons of Dread. Who you have recently aggrivated." The cane prods the clothing as it continues to melt, until he finds a small golden coin. He flicks it out of the mess and then drops the already-melting cane to the ground. The coin would almost be ignoreable if it were not for the glowing skull adorning it.

"My name is Vran. I was once an Agent of the Sons. The coins are cursed. The results can be... alarming." He pulls out a coin that is an exact replica of the one on the ground. "But now I am a servant of only the Great Eye. There are very few of them who know who I used to be. That may not be so for much longer... But regardless I have been charged with reminding you of the promise you made to Him and to help you on your way to that."

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet [link href="http://docs.google.com/View?id=dgp8ptwz_4ff58n9fc"] 
Tuesday June 2nd, 2009 9:09:51 PM

Echlhin listens to what Vran has to say, waiting for the group to respond to his statements as he has little knowledge as to what promises the Knights have made.

Tratain Current Spells 
Wednesday June 3rd, 2009 6:11:59 AM

Tratain listens to what Vran has to say and then responds "I would like to know more about those men who attacked us, they seemed quite capable. I would like to know everything you know about them and if you know how we can find them. Also if you know anything about the Sons of Dread or where we might find them we would appreciate that knowledge as well. We have a bit of a score to settle with them."

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Wednesday June 3rd, 2009 7:57:43 AM

Vedik nods, descending to the floor. "Yes, quite a score."

He listens to what the old priest has to say. This sort of inside information did not come lightly, nor cheaply, and the old dwarf respects that.

He reminds the group. "In the morning, I will by Alemi's grace be transformed. I plan to make arrangements for our teleportation to wherever we wish to destroy the orb. With luck, we can put that behind us and be ready within the day to deal fully with the Sons of Dread."

Plyf (AC:23; HP: 127/137)  d20+5=14 ;
Wednesday June 3rd, 2009 11:58:21 AM

Plyf is very happy that no innocents in the streets were harmed by the encounter and even more so that buildings also remain in tact.

Jumping lithly down to the ground from the roof, she rejoins the others and listens to Vran before asking.

"How does one actually leave the Sons of Dread and why would you want to? It takes an evil individual to want to join such an organization and to swear fealty to the undead is not something one takes lightly, so tell us your storey old man, if you have any chance of us believing you." She looks to her companions as she continues, "Otherwise, how do we know this isn't some elaborate trap, to make sure the orbs are together for therm to retreave?"

After a moment she asks, "What promise is he speaking of? I have made no promise, but I'm not opposed to helping you all with one, if you have declared an oath to perform an action."

Dwight hp 144, ac 26 
Wednesday June 3rd, 2009 5:29:08 PM

Dwight nods and waits for Vran response, in particular he looks for a measure of proof, and perhaps some level of explanation before the grounds erupts again.

MonthorHit Points:(172 of 172) AC 32 (34 against evil) 
Wednesday June 3rd, 2009 7:53:51 PM

Monthor looks at the Old Man and what he did with the dead body...

" Safe to search him now? "



The Step-Son of Dread? [DM Jeff] 
Thursday June 4th, 2009 2:02:25 AM

At Monthor, Vran points as the goo. "Give it another moment to let his body... turn. And then salvage what you can." His choice of words appears to be accurate. Of the equipment that hasn't been turned to goo, there is a set of half-plate armor, and amulet, and his light pick. [OOC: I'm sure you'll do the work to find out. I'm writing this down right now so you know and I don't forget. +3 Mithril Half-Plate, Amulet of Natural Armor [+1], +1 Light Pick [Chaotic]. Also, the rest of the equipment... Dan and I just forgot. I'll have that ASAP.]

Vran sighes and shakes his head, not so much at the Knights but more at himself. The old man doesn't seem to notice that the coin is bouncing along his fingers. After all the Knights have their say, he sighes again and then begins to speak.

"Miss, I appreciate your idealized notions of right and wrong, bu-." He stops, glances at the coin and then to Plyf and then starts speaking again. "No. I won't make excuses. You are correct. Of the mistakes I've made, and there have been plently, those pacts... They will haunt me for the rest of my days. As for them, I cannot tell you much about that specific group. Little more than strangers. But they are one of many Dread Deathsquads. They are answerable to almost none but themselves. I... I led one. I will not detail what I did, but you know the Sons of Dread. I'm sure you can imagine it. And if you want to punish me for those crimes, I will go willingly."

"One day, I started seeing signs everywhere. Weird, unconnected images. If a woman was pregnant, I knew before she did. Sometimes I would see blood seeping out of cracks in the walls, but when I went to seek it out there would be nothing. For two years this happened. I thought I was going crazy. But then the dreams started... A lidless eye watching me. Always watching." He flips the coin over in his hand and on the side opposite the glowing skull is an eye. "And one day, this cursed coin was marked."

"The story itself is... perhaps unimpressive. You have all been called to defend and protect. And I'm sure you have callings that easily rival mine. But that was mine... One year ago, I was given a mission by the Sons that would require absolute secrecy for a great deal of time. Using that opportunity, I escaped and started following the visions Gargul gives me... Which leads me to why I was looking for you, the Gray Knights."

Plyf (AC:23; HP: 127/137)  d20+7=8 ;
Thursday June 4th, 2009 11:33:49 AM

Plyf folds her arms as he begins his likely well prepared speech on the rights and wrongs of the world, but as he claims responsibility for his acts, her defences are also lowered and she finds herself feeling a bit sorry for the old man. When he is finished she will remark, "I'm not the law in these parts and if anyone here wants to see you brought to justice, then I will agree, but instead, I curse you. I curse you o live until all the broken hearts you have caused are mended and all the wrongs you have done are made right two fold."

She leans up against the building of the tavern they were in and asks, "So, where is the rest of your "death squad"? Did you destroy them so that you could run away from your nefarious obligations or are they looking for you?"

Sense Motive: 8 (Rolled a natural 1 again, darn it)

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Thursday June 4th, 2009 1:45:12 PM

The old dwarf softens somewhat in his stance towards the old man.

"I know what it means to be called by a god, and I can respect that, at least. I suggest we move out of the open, and discuss things further in private."



Dwight hp 144, ac 26  d20+6=9 ; d20+6=14 ; d20+15=24 ;
Thursday June 4th, 2009 6:50:59 PM

Dwight, nods semi-understandingly as he has stood before a God before, a most uncomfortable position to be in given that Dwight had just awoken only to find himself dead.

"If we assume that to be true, to what end have you looked for and found us?" Dwight inquires impatiently hoping to get answers quicker than combatants return.

Sense motive (on plyf's question): 9
sense motive (on dwight's question): 14

spot: 24 (anyone watching the group?)

Tratain Current Spells 
Thursday June 4th, 2009 9:14:39 PM

Tratain waits and listens to what the man has to say. He wants to hear what the Man offers before asking any further questions.

MonthorHit Points:(172 of 172) AC 32 (34 against evil) 
Thursday June 4th, 2009 9:35:16 PM

Monthor also listens.....

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