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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?


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