
High God of Krynn |

Master Yap's initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Kuo-Toa initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Fiendish Dolphin initiative: 1d20 + 3 ⇒ (11) + 3 = 14
For the Fiendish Dolphins I am going to treat them as a small horde for expedience purposes as they are far too weak on their own to be a threat. This means they count as one entity that has combined hit-points and does 4d4 slam damage to anyone in the area they cover (until they are 1/2 strength where they do 2d4 damage). Once during the combat they also can inflict an additional +4 damage against all good aligned targets in an area (or +2 if at 1/2 strength). It will be a 15 by 15 area horde. It also makes sense as Dolphins are social animals and thus work as a team.

Jor Majere |

Seeing as the Athola is already moving and taking place next to doorway, Jor gives an approving nod as he takes place on the opposite side, leaving the middle open, which Gabriel would hopefully take care... and having better armro would be better suited for it

Alathea of Solace |

Round 1
Alathea remains in the back, as she has spent all of her lower level spells, she will use her crossbow to fire into the room at the Dolphins.
Heavy Crossbow 1d20 + 7 ⇒ (5) + 7 = 12
Crossbow Damage 1d10 ⇒ 9

High God of Krynn |

The Toa outraged that you've defiled the temple of the Goddess by your presence rush into attack with an angry fury not taking into account the stragety your party has set up. Two will provoke attacks from Jor and Athola as their held actions trigger. Athola can apply sneak attack as she can catch one of them off guard. In addition both Jor and Athola can make 1 attack of opportunity (no sneak attack on the 2nd attack though as by then the Toa will be aware of her)
Trident 1 on Athola: 1d20 + 8 ⇒ (4) + 8 = 12
Trident 2 on Athola: 1d20 + 8 ⇒ (16) + 8 = 24
Trident Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Trident 3 on Jor: 1d20 + 8 ⇒ (19) + 8 = 27
Trident Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Trident 4 on Jor: 1d20 + 8 ⇒ (6) + 8 = 14
Trident 5 on Gabriel: 1d20 + 8 ⇒ (10) + 8 = 18
Trident 6 on Gabriel: 1d20 + 8 ⇒ (16) + 8 = 24
Trident Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Next up is Master Yap. He casts a lightning bolt on the swarm of evil dophins yelling, "FISHIES DIE DIE!"
Save: 1d20 + 5 ⇒ (6) + 5 = 11 fail
Bolt of Lightning: 7d6 ⇒ (1, 1, 5, 4, 5, 3, 1) = 20
Doing 30 points of damage to the horde as it zaps through them causing the horde to be badly shocked.
considering a Lightning bolt as an AOE effect in this case as it is electricity underwater

Terevalis Unctio of House Mysti |

The Black Robe will use his wand of magic missles on one of the dolphins.
4d4 + 5 ⇒ (2, 3, 1, 4) + 5 = 15

Terevalis Unctio of House Mysti |

5th level (22): Dominate Person, Stirge Swarm,Cone of Cold Suffocate
4th level (21), Dalamar's Lighetning Lance, Bone Shatter, Lesser Globe of Invernability, Ride the Waves
3rd level: Fireball (20), Vampiric Touch, Lightening Bolt (20, Dispel Magic x2, Water Breathing
2nd— (19)Mirror Image, Schorching Ray x2, Spectral Hand, Elemental Dart, Summon Monster II
1st— (18)burning hands (DC 18), chill touch (DC 16), Shocking Grasp, Charm Person (17),
Protection From Evil, snowball (DC 17)
0 (at will)— acid splash , detect magic , disrupt undead , read magic

Athola |

Round 1: exrtra allowed attacks
1st AoO
Rapier attack: 1d20 + 13 ⇒ (13) + 13 = 26
Damage: 1d4 + 6 ⇒ (2) + 6 = 8
Sneak attack damage: 5d6 ⇒ (3, 5, 3, 1, 6) = 18
Bleeding: 5 HP per round, Heal Check of 15 to stop
Condition applied: Bewildered -2 on AC, -4 against rogue.
Slow Reaction: no AoO allowed
Pressure point: 1 Dex point damage. 15 Heal check to remove.
2nd AoO
Rapier attack: 1d20 + 13 ⇒ (8) + 13 = 21
Damag: 1d4 + 6 ⇒ (4) + 6 = 10
HP: 60 / 78

High God of Krynn |

With a sneak attack to its exposed side followed by a decisive cut across its throat, Altola takes down one of the Toa.
Gabriel strikes with two decisive strikes on his Toa wounding him badly but not enough to remove him from the fight.
As for the the Dophins, they move in and pummel and bite the party in a savage fury. Gabriel, Alathea and Jor taked 2d8 ⇒ (1, 6) = 7 damage from the swarming animals.
Round 2 Start!

Athola |

Round 2
She strikes out at the closest foe to her.
Add flanking bonus if needed.
Rapier attack: 1d20 + 13 ⇒ (18) + 13 = 31
Confirm critical: 1d20 + 13 ⇒ (5) + 13 = 18
Damage: 1d4 + 6 ⇒ (1) + 6 = 7
Sneak attack damage: 5d6 ⇒ (1, 6, 4, 6, 6) = 23
Bleeding: 5 HP per round, Heal Check of 15 to stop
Condition applied: Bewildered -2 on AC, -4 against rogue.
Slow Reaction: no AoO allowed
Pressure point: 1 Dex point damage. 15 Heal check to remove.
Rapier attack: 1d20 + 5 ⇒ (18) + 5 = 23
Confirm critical: 1d20 + 13 ⇒ (9) + 13 = 22
Damage: 1d4 + 6 ⇒ (2) + 6 = 8
Damage: 1d4 + 6 ⇒ (4) + 6 = 10
If different target is needed:
Sneak attack damage: 5d6 ⇒ (1, 3, 5, 2, 6) = 17
Bleeding: 5 HP per round, Heal Check of 15 to stop
Condition applied: Bewildered -2 on AC, -4 against rogue.
Slow Reaction: no AoO allowed
Pressure point: 1 Dex point damage. 15 Heal check to remove.

Terevalis Unctio of House Mysti |

Round 2
The Black Robe will use another charge from his wand of magic missles on a dolphin
5d4 + 5 ⇒ (3, 3, 1, 3, 4) + 5 = 19

High God of Krynn |

The Toa proceed to stab with their tridents and bite with their teeth. I'll assume that one of the Toa is taken out by Jor as he hasn't acted yet.
Trident 1 on Athola: 1d20 + 8 ⇒ (5) + 8 = 13
Bite 1 on Athola: 1d20 + 3 ⇒ (19) + 3 = 22
Bite Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Trident 2 on Jor: 1d20 + 8 ⇒ (9) + 8 = 17
Bite 2 on Jor: 1d20 + 3 ⇒ (1) + 3 = 4
Trident 3 on Gabriel: 1d20 + 8 ⇒ (11) + 8 = 19
Bite 3 on Gabriel: 1d20 + 3 ⇒ (8) + 3 = 11
Trident 4 on Gabriel: 1d20 + 8 ⇒ (12) + 8 = 20
Bite 4 on Gabriel: 1d20 + 3 ⇒ (8) + 3 = 11
Master Yap wands the swarm of Dolphins
Wand Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Wand damage: 4d6 ⇒ (1, 3, 5, 3) = 12
Terevalis and Yap shooting magic manages to finish off the swarm of Dophins leaving their bodies dead and floating through the water.

Terevalis Unctio of House Mysti |

The Black Robe will use another charge of his wand and blast one of the guards
5d4 + 5 ⇒ (2, 4, 2, 1, 2) + 5 = 16

Athola |

Round 3
Athola being please of taking out one of the threats moves in to attack one of the remaining guards.
Add flanking bonus if needed.
Rapier attack: 1d20 + 13 ⇒ (9) + 13 = 22
Damage: 1d4 + 6 ⇒ (4) + 6 = 10
Sneak attack damage: 5d6 ⇒ (6, 6, 3, 2, 2) = 19
Bleeding: 5 HP per round, Heal Check of 15 to stop
Condition applied: Bewildered -2 on AC, -4 against rogue.
Slow Reaction: no AoO allowed
Pressure point: 1 Dex point damage. 15 Heal check to remove.

High God of Krynn |

Speeding things along the party now with a numerical advantage is able to kill the remaining Toa. The courtyard is now littered with bodies and weapons and corpses of dead dolphins.
You now find yourself in what looks like a coral garden outside a massive underwater citidel. The garden is beautifully decorated with glowing coral with pretty shades of blue and green that have bioluminessence and shine as bright as a torch. Various other weeds and underwater flowers grow around the area although the schools of fish that were around here have vacated the area due to the fighting.
There is an exit to the East and West. The West Exit seems to be where the dolphins came from. Which way do you go from here?

High God of Krynn |

Remember you are missing those every important artifacts. They more likely are probably still inside that large citadel you went out of. Unfortunately Alathea used her finding spell to track the Sea Witch and not try and locate the Artefacts themselves. Just don't want you to go too far off the rails here.

Terevalis Unctio of House Mysti |

Without being able to scry on the items though, do we know that they are in the citadel? The baddies might have them with them.

Alathea of Solace |

Without being able to scry on the items though, do we know that they are in the citadel? The baddies might have them with them.
That was my assumption :-). I do not have Scry for the day though, just Locate Object which I already used.

Terevalis Unctio of House Mysti |

I am fine either way. If we meet the enemies it might be more of a surprise on them than on us

Athola |

For the sake of the story being unfolded, perhaps we should go more in line with it. also we have limited resources, and once the still lives ones come along, the alarm would be raised, and there would be no safe area to hide in and recover. Also we are limited by time for water breathing.

High God of Krynn |

Using Clarivoyance, Alathea finds out that to the north there is no enemies and to the west seems to be another tunnel north, a tunnel snaking further west and to the east a tunnel which at the end seems to be a passageway heading south. To the south you find the passage leads to a dead end chamber but that side passage you can't see into as it appears to be shrouded in magical darkness and some glowing runes line the outside of the doorway. To identify the magic involved you'll need a spell-craft check.

High God of Krynn |

The group approaches the door and Terevalis using his detect magic sees there is a combination of two spells cast in the room. First there is a Darkness Spell that shrouds the room from normal sight. As for the other spell the runes help maintain an Undead Ward spell, allowing it to be permanent until it is removed or dispelled. This spell is typically used to keep Undead at bay and in a closed space with seemingly only one exit a good spell to use to trap Undead creatures inside an enclosed space. As this seems to be blocking a tunnel the dark-vision of Terevais and Yap just see a small hallway leading into some kind of room but see no creatures from the angle they are at. Fortunately (or unfortunately), this barrier does not keep living creatures from entering. What do you do?