
Hadjii |

Hadjii peers in from the farther entrance, and reports his observation:
"There is actually no vegetation here: I believe this place has not been tended in many generations -- so it makes sense the plant growth would be an illusion. Real gardens require quite a bit of tending!"

Hadjii |

Hadjii's Knowledge:Arcana check: 1d20 + 3 ⇒ (7) + 3 = 10

Findlay McDougal |

Findlay's Knowledge:Arcana check: 1d20 + 27 ⇒ (11) + 27 = 38

GM Pox |

So to recap you know for sure the water is more then 5' deep, there is a column in the middle of the room thats top is even with the waterline and it's base is somewhere in the depths below. Beyond that there is a small blue, sparkly pyramid floating just above the waterline.. The ceiling is only 5' above the waterline..

Findlay McDougal |

Findlay will have one ghost fly over the pedestal, and dance around...
the other ghost flies over to the pyramid, and dances...
they dance in a 9-square pattern, centered on their respective center points -- swooping about just above the water...

Findlay McDougal |

actually, Findlay makes a bit of a show: after a couple of rounds of dancing in their respective areas, the ghosts "accidentally" bump into each other (see the red *X*) -- then they fight each other to the death!
and Findlay casts Magic Missile to finish the survivor...
(an observer looking over at Findlay during the fight can see him moving his -- as if the had puppets in each hand, fighting each other)

Hadjii |

unbeknownst to anyone distracted by the ghost-fight, the huge, invisible, non-detectable air elemental that is Hadjii wafts in, and *reaches* behind the battle to snag the pyramid from 10' away...

GM Pox |

The ghosts will take forever to kill each other, probably longer than thats left on the duration of the spell.. They only do 1d6+2 each round and have well over 100 hps so..
While the ghosts duke it out Hadjii grabs at the pyramid, need a strength check to move it, and suddenly the room plunges into darkness. Meanwhile over where the rest of the group is a cloud of nasty gas appears.. Need Fort saves from everyone but Hadjii.

Hadjii |

Hadjii's Strength check: 1d20 + 2 ⇒ (4) + 2 = 6
of course

Findlay McDougal |

Findlay's Fortitude save: 1d20 + 16 ⇒ (1) + 16 = 17

GM Pox |

Can is fine, Findlay is Nauseated by the supreme burrito fart.. Hemket decides to stop breathing..
Perception checks for those who made their save.. Hadjii you can as well.

GM Pox |

Before things in Hadjii's area went black and the fart smoke appeared you did notice something in the water..
Hadjii you are unable to detach the tiny pyramid.. Apparently some invisible force has it stuck in place.

Amarantha Van der Griest |

page turn
Fort: 1d20 + 15 ⇒ (14) + 15 = 29
I'm an idiot, I forgot to put life bubble on everyone

GM Pox |

Yea your stat line has a bunch of spells showing that you did not cast before coming in here. At least I can't find where you cast them..
Amarantha is not bothered by the stench, however you realize if you do not move you will have to save again next round.
We are not in initiative atm, but it is obvious there is an active enemy in the room.. With everyone on their guard he will not get another surprise round. It's on yall atm..

Amarantha Van der Griest |

When I click on my icon it highlights the stinky field, if you could move me down out of it.
Ama casts Invisibility Purge

Hadjii |

Hadjii whips out his Oil of Daylight, and slathers it over the pyramid...

Findlay McDougal |

if the boats we came here on are still there, Findlay staggers to the back of one, and ralphs over the stern

GM Pox |

The boats are still there.. Amarantha could command one to move them to the other dock area.. Moved yall two over there..
Hadjii dispels the darkness, but doesn't see any enemies..

Amarantha Van der Griest |

Off the platform is water.. Swim or fly?
I'll take the mundane route and walk along the brown part invisibility
Come to me o boatman of styx

Hadjii |

Hadjii presses his large, airy form against the ceiling -- and swaps out a prepared Stoneskin to start spontaneously casting Summon Nature's Ally 5: if he makes it through to cast next round, a large water elemental will appear in the pool below him!

GM Pox |

Hadjii spell goes off and Can needs to make another fort save for being in the gas.. Nothing else happens..

GM Pox |

We seem to have hit some sort of stalemate between the group and it's unknown advissary. I will tell you said advissary's only job is to not let the pyramid get taken. If the group is unable to interact with it you will never see the baddie, so it is entirely on the group atm..

Hemket |

I don't have anyone who can fly and my strong guy is puking. Not much I can do.
Hemket will take a close look at the pyramid mount to see if there's a way to get it clear without brute force.
perception: 1d20 + 31 ⇒ (5) + 31 = 36
if he sees such a way, he will use disabled device to make it so.
disable device: 1d20 + 40 ⇒ (17) + 40 = 57

Hadjii |

as he dips down from the ceiling, Hadjii will direct his water elemental to grab the pyramid, and hold it up high out of the water -- thus handing it up:
large water elemental's strength check: 1d20 + 5 ⇒ (5) + 5 = 10
large water elemental's strength check: 1d20 + 5 ⇒ (5) + 5 = 10
large water elemental's strength check: 1d20 + 5 ⇒ (15) + 5 = 20
it takes a few tries...

GM Pox |

Hemket will have to swim to reach the pyramid if he cannot fly..
When the large water elemental attempts to move it the first time he is attacked from below..
4d20 ⇒ (13, 10, 3, 7) = 33 not sure it's AC and HP's.. Assuming they all hit and unless it has 200ish hps it dies..
Yall do see some commotion in the water, but vision past 5' in it is no good.. You only make out a large blur tearing the elemental to pieces..

Amarantha Van der Griest |

I assume Invisibility Purge did not reveal anything?
Come out of the cloud Canaan
Assuming He does, Ama will use Hand of Mercy to remove the sickened condition.
Hemket, you can use my boots to fly and I'm sure you'll look marvelous in them

GM Pox |

It's not invisible, you cannot see past 5' in the water as it's murky and the thing has reach so it doesn't have to show itself to attack.. There is a spell or two out there that could help the situation if one is clever enough though..
Can is nauseated not sickened, he can move out of the cloud with his action, but will continue to vomit for Rounds: 1d4 + 1 ⇒ (4) + 1 = 5 after.

Hadjii |

Hadjii will burn a Mythic Point to cast <Creeeping Ice> on the surface of the pool...
"If we wait a few minutes, we may be able to grab the pyramid in complete safety..."

GM Pox |

The pool starts to freeze over and nothing happens immediately..
1d20 ⇒ 10
The group has a couple of rounds of actions if they wish..

GM Pox |

The ice grows 1' in all directions per round, so it will be several rounds before it reaches the landing area, assuming Hadjii cast the spell under the pyramid. If he wishes to start it somwhere else just let me know where.

Hadjii |

Hadjii centers ice between pillar and pyramid, so it grows around those two features simultaneously...

GM Pox |

Ok so it takes about 30 rounds for the ice to grow back to where Can and Hemket can get on it. On the other side Amarantha and Findlay still have 20' of water between them and the ice at this time. The area under Hadjii is still water as well. Actions?

Amarantha Van der Griest |

Ama will happily watch the water freeze

Findlay McDougal |

prestidigitating himself clean, Findlay mentally notes:
"My ghosts seem to be pretty ineffective at destroying each other -- they will turn on us long before the ice has sealed the way. Perhaps a few arrows are in order?"
Findlay will have one drift into Hemket's view...the other one swatting at it as it moves...

Hemket |

Hemket will blow away the ghosts.
studied target, point blank, deadly aim, rapid for 2 extra, clustered, etc.
to hit: 1d20 + 28 ⇒ (11) + 28 = 39 damage: 2d8 + 48 ⇒ (1, 6) + 48 = 55
to hit: 1d20 + 28 ⇒ (2) + 28 = 30 damage: 2d8 + 48 ⇒ (3, 5) + 48 = 56
to hit: 1d20 + 28 ⇒ (10) + 28 = 38 damage: 1d8 + 24 ⇒ (1) + 24 = 25
to hit: 1d20 + 28 ⇒ (4) + 28 = 32 damage: 1d8 + 24 ⇒ (7) + 24 = 31
to hit: 1d20 + 28 ⇒ (20) + 28 = 48 damage: 1d8 + 24 ⇒ (7) + 24 = 31
even at 1/2 that will likely put one down.