
Pact Stone GM |

Ok, this is either a torn, bloody and shaken monk, or a laughing one without a scratch.
OOC:
Not to nitpick, but technically Khyn doesn't qualify for either description. Now don't get mad, but I've got another crazy house rule here. I don't allow the shaken condition to stack with the dying condition. Now that's probably unfair springing that on you in the middle of a battle, but I feel strongly about it. Tell you what, in the unlikely event he lives, we'll make him real shaken.
Anyway, fun fact but if Khyn hadn't cleaved, he'd still be in the fight. Turns out that -2 penalty to AC made the difference on that bite. Does that mean credit for the kill will go to Moonpate?
Also, just a clarification: 5-stepping to O-11 would be if Hurgah was attacking Nigh-Halar, but I think everyone knows he was hunting Khyn, so I'll just put him at O-13, which was probably your intent, but for my useless map.
-----
The Reaver suddenly launches forward like a glowing comet of energy, part monster, part unstoppable eldritch force. His claws sink into Khyn drawing him forward as his savage bite sinks into the young monk's unprotected mid-section, eviscerating his guts and spewing them onto the floor.
A moment later, ungodly manifestations of Hurgah's force leap off of his body and begin skeletonizing the young monk's ki as though he was somehow enveloped by a swarm of unholy piranhas.
Hurgah spits out a length of chain from his mouth as he watches the light go out of the young monk's eyes. He then discards Khyn's dying body on the tent floor. As he does so, the half-orc can't help but notice one of those fancy fang flasks he had been eying earlier fall at his feet. . .
-----
Also thanks for this:
This configuration of Hurgah has the following stats:
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 natural, +2 deflection)
hp 74/93
Fort +12, Ref +6, Will +9
DR 2/-, 4/lethal; Resist fire 5, Dragon Resistances, Extreme Endurance (Fire)
Rage: 1 of 15, claws/bite: 1 of 6

Pact Stone GM |

Pact Stone GM wrote:Don't we want to spend a day or two reflecting on Thalia's smugness first?Karek will spend a long time reflecting on that. A very long time. It will haunt him while he sleeps, and he will stew on it during his waking hours. It will fuel his rages, and send his fury to new peaks. He waits eagerly for the day when they will meet again, and he will hammer the life out of her exceptionally flimsy body.
Probably with some form of Fire Resistance active.
Aww, see? That's more like it - I was starting to doubt my abilities to generate a compelling antagonist.

Pact Stone GM |

Heeding Donkor's call, Gandel hustles invisibly to the Pharasman's side.
"I'm here," the invisible halfling scholar whispers in the priest's ear. "Let me know when you're ready to move. I'll try to create a distraction until then."
This happens!
Though Max, if you wouldn't mind, roll me a Stealth check for Gandel. Gandel is practically weaving through the spearmen to get there and I'd like to see if they notice something's about. Gandel gets a +20 for his invisibility. (It's +40 when he's still.) Heh, as much as I prefer the amalgamated Stealth check, this is a situation where I can see that a Move Silently roll might make more sense. But Stealth it is!
"Wha? I thought you said the GM rolls the Stealth checks?"
I did, but since we're actually in combat, why not.

Pact Stone GM |

My plan, if possible, would be to direct the elemental whirlwind finish the job on V, Sy, and the bodyguard now nicely placed next to V. That should protect his rear for now. Moon is hurting big time and desperately wants to flee, but he won't leave Hurgah, his self-less and courageous protector, behind to fend for himself. So, if it is possible to do without provoking an attack of opportunity (however that can be finagled), he would like to cast Dimension Door step (or leap in desperation - which would be a funny sight)to Hurgah to touch him and then get the bejeebus out of here - teleporting together to inside the Red Tent where our stuff is, or as close as possible. If none of that is possible, then I will wait for the damage report from Hurgah's attack to decide what I should do next.
Moonpate is up and all of this is looking very possible.
Moonpate can join the growing Dune-Chain with a move action. He is no longer threatened and won't suffer any attacks of opportunity. There are though monks closing in on him from both sides.
He can 5'-step so that he is adjacent to Hurgah and dim door the pair away, possibly making it as far as half-way to the Red Tent. This assumes that Hurgah counts himself as willing and doesn't request a saving throw.

Vavonne Shear |

The Reaver suddenly launches forward like a glowing comet of energy, part monster, part unstoppable eldritch force. His claws sink into Khyn drawing him forward as his savage bite sinks into the young monk's unprotected mid-section, eviscerating his guts and spewing them onto the floor.
A moment later, ungodly manifestations of Hurgah's force leap off of his body and begin skeletonizing the young monk's ki as though he was somehow enveloped by a swarm of unholy piranhas.
"Glorious!"
"Soan! I want him for my special room!"

Gandel |

Max, if you wouldn't mind, roll me a Stealth check for Gandel. Gandel is practically weaving through the spearmen to get there and I'd like to see if they notice something's about. Gandel gets a +20 for his invisibility.
Full double movement for Gandel is 60 ft per round. Gandel moved 35 ft. from square Q-14 to square L-19 - greater than half speed but less than normal speed. Therefore, he takes a -5 penalty to his Stealth check. So...
Stealth check: 1d20 + 20 + 11 - 5 ⇒ (17) + 20 + 11 - 5 = 43 (invisible, moving > half speed)

Moonpate |

Moonpate can join the growing Dune-Chain with a move action. He is no longer threatened and won't suffer any attacks of opportunity. There are though monks closing in on him from both sides.
He can 5'-step so that he is adjacent to Hurgah and dim door the pair away, possibly making it as far as half-way to the Red Tent. This assumes that Hurgah counts himself as willing and doesn't request a saving throw.
In Auran: "Great Wind of the Vosh Dune Pride, finish our enemies before you!"
In Draconic: "Hurgah, don't let go of your kill!"
Moonpate casts Dimension Door and triggers the ethereal step as he grabs Hurgah and yells again in Draconic: "Come with me! We are not done exacting vengeance!"
The teleportation, if Hurgah agrees, should shift both of us and that dead punk monk as far to the Red Tent as possible. Where we are in relation to danger will determine our next course of action. We will certainly want to grab that blasted meteor hammer and fang flask and either buff up for more action or dimension door again (using my trusty mug of wonders bonded item for the casting) to the Red Tent.

Breach Shattershield |

Shouting to his kinsmen,"Draw near, brothers! We shall smash our way through these fools as we have the devils of the deep! Breach looks for the nearest guardsmen blocking him from his younger kin and marking him for death upon the foot long blades projecting from his fist.

Pact Stone GM |

Full double movement for Gandel is 60 ft per round. Gandel moved 35 ft. from square Q-14 to square L-19 - greater than half speed but less than normal speed. Therefore, he takes a -5 penalty to his Stealth check. So...
Ah yes, I forgot his movement penalty, thank you.
Nonetheless, with that result it's an automatic failure for every spearman, even on a 20.
Gandel easily weaves in-between the soldiers and the only one who even knows he is there is Donkor.

Pact Stone GM |

Big-T’s Reprisal
In Auran: "Great Wind of the Vosh Dune Pride, finish our enemies before you!"
OOC: I'm raising the DC of his whirlwind by 1 for Moonpate invoking his correct clan-name in the right language at the right time.
The mighty pridesman dives back into battle.
OOC: Still in whirlwind form, the elemental returns itself to H-11, H-12, I-11 & I-12 the airspace around Vavonne Shear, Sylaxer and bodyguard #1. He is large enough to engulf three people at once.
The cyclone accelerates and there is once again a deafening sucking sound.
Vavonne Shear's Reflex save against the wind's buffet attack (DC 19) 1d20 + 6 ⇒ (11) + 6 = 17 (fails!)
Whirlwind slam damage against Vavonne Shear 1d8 + 4 ⇒ (4) + 4 = 8 (applies!)
Sylaxer's save against the wind's buffet attack (DC 19) 1d20 + 8 ⇒ (12) + 8 = 20 (succeeds)
Whirlwind slam damage against Sylaxer 1d8 + 4 ⇒ (7) + 4 = 11 (n/a)
Bodyguard’s save against the wind's buffet attack (DC 19) 1d20 + 1 ⇒ (6) + 1 = 7 (fails!)
Whirlwind slam damage against bydyguard 1d8 + 4 ⇒ (8) + 4 = 12 (applies!)
Vavonne Shear's Reflex save against the wind's suspension effect (DC 19) 1d20 + 6 ⇒ (4) + 6 = 10 (fails!)
Sylaxer's save against the wind's suspension effect (DC 18) 1d20 + 8 ⇒ (15) + 8 = 23 (succeeds)
Bodyguard's save against the wind's suspension effect (DC 18) 1d20 + 8 ⇒ (19) + 8 = 27 (fails!)
While Vavonne is fantasizing about what she can do with Hurgah's bloodshed added to her power, Big-T returns with lightning speed scooping her up once again, taking her new found bodyguard with her. This time though, Sylaxer is ready and he dives low, where the vortex is too narrow to capture him. With an expert roll he regains his feet coming up on the other side of the cyclone. From there, he prepares to finish the meddling wizard once and for all. He can smell the wizard's blood.
Satisfied with two foes for the moment, Big-T grabs hold and begins to apply a stress fracture to every individual bone in their bodies. He then touches his tip to the sand and scoops up a gazillion individual particles of sand, using the individual grains as micro-weapons against his ensnared victims, blinding them in the process.
What he is really looking for though is the one who managed to knock him from his place a few moments ago. Where was the one they called Master Soan?

Pact Stone GM |

In Draconic: "Hurgah, don't let go of your kill!"
Moonpate casts Dimension Door and triggers the ethereal step as he grabs Hurgah and yells again in Draconic: "Come with me! We are not done exacting vengeance!"
The teleportation, if Hurgah agrees, should shift both of us and that dead punk monk as far to the Red Tent as possible. Where we are in relation to danger will determine our next course of action. We will certainly want to grab that blasted meteor hammer and fang flask and either buff up for more action or dimension door again (using my trusty mug of wonders bonded item for the casting) to the Red Tent.
You can make the Red Tent with two dim doors. Nice! And, as you say, going half way and buffing is also an option.
However, Hurgah did not actually have a hold on Khyn, that was just my flavor text, he was just making a full attack. So you would have to wait a full round for Hurgah's turn to come back before he or Moon could scoop up any treasure.
I think we'll need to hear from Jace whether Hurgah is prepared to go (fore go a save). It sounds like Moonpate may have said exactly the one line which could possibly convince him, but we'll see.
Regardless, a very good round for Moonpate the Potentate. Well-played.

Hurgah the Reaver |

Hurgah drops the tattered remains of the dying monk and bellows at the top of his lungs: Svaust ui frevor, wux faessiri! Svaust ui frevor?
He seems lost in his rage, but somehow, Moonpate's words and touch bring him back. He glances about him, to the bleeding wizard and the others flocking to Donkor. Then he nods curtly to the Potentate and let's himself be carried off, fangs bared in a bloody snarl of defiance to those who remain.
It seems Moonpate noticed that when Hurgah rages, he actually functions a bit like an Oracle under the Tounges curse, only with draconic.

Moonpate |

You can make the Red Tent with two dim doors. Nice! And, as you say, going half way and buffing is also an option.
Having walked the distance between the Red Tent and the Party Tent, Moon will pick a spot for relocation that is hopefully out of direct line of sight to the Party Tent and/or as discreet a spot as possible.

Pact Stone GM |

Seeing Moonpate and Hurgah disappear in a flash of magic to what Donkor hopes is safety, the Pharasman executes his plan to extricate the Dune Squad from the hornet’s nest. “Quick! Grab hands! We’ll find those two again at the rally point! I, uh, think!”
I will attempt to smash my decanter in a crazy explosion of devastating tidal-wave-like water whilst simultaneously plane-shifting to the elemental plane of water.
I’d say that’s wishful thinking if Donkor thinks he can break the GM’s pet artifact with his bare hands and strength score of 14.
However with a hero point, a powerful prayer to Pharasma, and a casting of plane shift he can cause the device to open.
The crystalline decanter suddenly unfolds, multiplying several times in size, forming a shimmering gate into a world of perfect blue beyond. The portal has perfect symmetry, yet at the same time it seems to be in constant motion, never quite appearing the same way twice.
OOC: Well there goes the special effects budget! You know that money was supposed to be earmarked for the appearance of Ahn’Selota.
Although most of the Dune Squad does not realize it, they are staring into the fabled Gateway of Cascades, a planar access point to A’Viss, an aquatic metropolis ruled by powerful creatures native to the elemental plane of water.
And something is poking out from the unnatural wall of water inside the gate. It’s the head of the frugen the “Killer Campers” met a few days earlier, a tiny-sized elemental humanoid (think mini-half-genie/half-marid).
“Wha? Moonpate’s clever solid friends?” it says, “Back for more? Okay! Though different now sounds my name, the spelling still. . .”
“There’s no time for riddles!” interrupts Donkor. “Everyone inside now!!!” Sooron dives into clear blue water inside the portal, past the excited frugen, hauling what’s left of the Dune Squad behind him.
The last one in is the dwarf Karek. As soon as Kogan grabs a breath and makes it inside to the great blue beyond, Donkor is already shaking what is left of his crystal decanter, hoping to somehow close the gate.
From out of nowhere, Master Soan appears at the gate’s edge—it is as though he sensed Donkor’s plan and was already moving to put a stop to it. He reaches out and grabs for Karek. A deadly ki-empowered mysticism surrounding his hand. (Might as well use the good stuff in a final attack. . .)
SHWOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOSH!
As quickly as it formed, the gate collapses.
[Keano]. . . Woah[/Keano]

Donkor Sooron |

Very good, thank you sir beetle. I think I am a little confused by the text though...I'm not sure if we are still waiting for a final attack of "the good stuff" to land on Karek from beyond, or were we perhaps fortunate enough to drag Master Soan with us? Or did the final attack fail because of the closing of the gate? Assuming that we are out of combat, and that we are all in water and not immediately near to land, my immediate actions are as follows:
"Gentlemen. I think our cover is blown."
Cast water breathing on the group.

Karek Kogan |

Absolutely spectacular, gentlemen. I am loving this.
Karek sees the monks hauling after him, and feels certain that there was still some life in the fallen one. Before he can even think about battling through them (probably with a spear stolen from a guard) to finish the devil-worshipper, Sooron's portal opens up. Karek, going airborne once again, dives for it. It's not until right before he lands that he realizes just what he was diving into.
Wader! I didna sine ub- is about all he can get out before he kicks away Master Soan's hand and his words are cut off.
After the Water Breathing spell is cast, Karek regains his bearing.
Ride, Sooron. De Witch can mak'em believe anyding she wands. When we ged back do da camp, we hide and hid vrom da shadows. Karek looks around again. Where did ye dake us?

Pact Stone GM |

Dune Sliders in the Damp
Very good, thank you sir beetle. I think I am a little confused by the text though...I'm not sure if we are still waiting for a final attack of "the good stuff" to land on Karek from beyond, or were we perhaps fortunate enough to drag Master Soan with us? Or did the final attack fail because of the closing of the gate?
The later. I was leaving it a bit vague to create some suspense, possibly to imply that Karek would be hit with something like a quivering palm. But no - technically everyone got through on Donkor's turn as he cast the spell, the leaping through was just flavor text. Karek is good and Soan is still on the prime material plane.
Assuming that we are out of combat, and that we are all in water and not immediately near to land, my immediate actions are as follows:
"Gentlemen. I think our cover is blown."
Cast water breathing on the group.
Those assumptions are all accurate and Donkor casts his spell, having a high enough caster level to cover everyone. We're out of initiative so we can resolve actions normally.

GM PC: Jason Belleson |

ooc: Uh, does waterbreathing enable people to speak and be heard underwater?
I guess it does, otherwise we've got ourselves a PBP where people just type "blub, blub, blub" a whole lot. Could be cool, but maybe let's just go with the flow.
Jason put his hand to the strange magical gill which, thanks to Sooron's magic, was now affixed to his neck. He listened as his comrades debriefed their current situation.
Ride, Sooron. De Witch can mak'em believe anyding she wands. . ."
"Yeah," thinks Belleson to himself, "like maybe even something as dangerous as the truth." He flashes a look over to Gandel, his fellow Pathfinder who is also floating in the water. Thalia would be a serious problem.
When we ged back do da camp, we hide and hid vrom da shadows. Karek looks around again. Where did ye dake us?
"Good question." adds Jason aloud as he takes in the deep blue world before him. "I've never seen water so pure - is this the Obari Ocean?"

Pact Stone GM |

Behind Enemy Lines and Low on Ammunition
Well we still need to learn if Moon and Hurgah actually escape the Master Camp. You two lucky skunks! This is like a dream scenario. Completely surrounded, wounded, and totally cut-off inside the enemy camp. This is like a wonderfully clichéd military movie.
What I am going to do is post the storyline info pertinent to Moon and Hurgah with the spoiler tag “Behind Enemy lines”. That way it won’t jar the text from the rest of the Dune Squad quite as much. However, I don’t mind if people read posts pertaining to the other party members – I can trust you to separate your knowledge.
Moonpate has just transported the pair to a semi-secluded alley behind a row of white tents with a dimension door spell. They now find themselves approximately mid-way to the Red Tent where they believe the Dune Squad’s weapons are still stored. For the moment, there’s no one else in sight.
Hurgah and Moonpate are about 700 feet away from the Golden tent, the point they vanished from. They can still hear the commotion coming from their north.
Moonpate believes he can make it right inside the Red tent with one more dim door. Though he may yet need that spell for another purpose. On the other hand, Hurgah’s primary buffs are going to wear off in another 30 seconds or so at which point their offence is going to degrade.
So! What’s the plan you two? Run to the Red Tent? Stealth to the Red Tent? Quickly transport to the Red Tent by way of dim door? Or something else entirely.

The Sand Sage |

“Your summoner is gone now creature of the pride. You are free to go.”
His words are almost a whisper, but they include a gesture followed by a touch of the sage’s ring. A soft blue light dances from his hand and alights upon the cyclone.
OOC: cast dismissal
The eye of the storm inside the cyclone turns as though to regard the Sage curiously for a moment before it is forced to obey. It then dissipates, returning to its natural home of endless sky, mildly perturbed that its fight remains unresolved.
The following instant the whirlwind collapses and Vavonne Shear is dumped on the ground for the second time. The monk and the Exemplar’s bodyguard are left on the ground choking as they spit up volumes of course sand from their lungs.
As soon as she is able, Vavonne shoots the sage a particularly angry flash from her eyes. No doubt she wonders why it is that if he had such power available he waited until now to wield it.
Some day he and she would have a chat about this incident, she thinks – perhaps even in her special room.
The Sand Sage does his best to give no sign that he has noticed. He makes another motion with his hands and his trademark swarm of eyes return to him. He appears to give the eyes telepathic instructions and they fly out the tent in a dozen different directions.
“I trust you can handle it from here Soan. I will alert you once I have re-located them. In the meantime, I will attend to the Exemplar.”
“The dig must proceed.”

Moonpate |

Behind Enemy Lines and Low on Ammunition
Well we still need to learn if Moon and Hurgah actually escape the Master Camp. You two lucky skunks! This is like a dream scenario. Completely surrounded, wounded, and totally cut-off inside the enemy camp. This is like a wonderfully clichéd military movie.
What I am going to do is post the storyline info pertinent to Moon and Hurgah with the spoiler tag “Behind Enemy lines”. That way it won’t jar the text from the rest of the Dune Squad quite as much. However, I don’t mind if people read posts pertaining to the other party members – I can trust you to separate your knowledge.
** spoiler omitted **
cliche or not, this is what exciting adventure is all about. Of course, in the movies the heroes do usually escape. Unless we are the heroes that are sacrificed to create a plot vehicle for vengeance with the surviving heroes. I would rather that didn't happen. I'd like to continue to be the plucky comic-relief...and exact some more vengeance of my own as well.
While quickly taking in the surroundings and trying to get Hurgah's opinion, Moon will cast Mage Armor. If he can't do that at the same time, then he will use one of his potions of cure mod instead while trying to get Hurgah's opinion.

Pact Stone GM |

"The Gateway of Cascades"
Although completely submerged in water, as your vision slowly adapts, you can begin to see that you are in a vast underwater street. The street is flanked on both sides by massive crenulated buildings of turquoise, each lined with masterfully crafted coral. The buildings rise 75 feet off of what looks to be a street of shellstone. You are currently drifting down towards that street, particularly Karek who is starting to sink like a rock.
The street is lit with magical orb-like lights, the source of which is not apparent, but the lights are all attached to the outcropping of one fortress-like building or another. The lights are all perfectly neutral in color, as though carefully designed to preserve the water’s natural hue.
But the most impressive sight is the titanic metal gate immediately behind you. Composed of some silvery metal you do not recognize, the gate has been carved with bas relief of coils of sea serpents and a massive dragon turtle over its primary arch. In the center of the door is a massive ring of brass, as though the door were meant to be pulled open only by a giant-king.
The street appears to be, for the moment, quite empty. That is if one discounts the still nameless frugen fluttering around the Dune Squad. The creature moves much faster here – and everywhere it goes it leaves a frothing trail of thousands of tiny gem-like bubbles. Its eyes are peeled wide open. You suspect the idea of mortals coming through the gate was not a concept the frugen ever previously contemplated.
OOC: You are descending and will soon hit the street below. Anyone who succeeds on a DC 0 Swim check can avoid making a shock wave (loud noise) when they hit. Please note your armor check penalty. Anyone who makes a DC 10 or higher doesn’t have to land on the street at all, unless they wish to. Swimming with any kind of encumbrance though, even light, will eventually become fatiguing.

Donkor Sooron |

Sooron ensures that all are still within the range of his spell, and channels energy to heal those with injuries as the descent begins.
Channel Energy Heal:4d6 ⇒ (6, 3, 2, 1) = 12
He then turns his attention to attempting to control his descent to the city floor:
Swim: 1d20 - 6 ⇒ (9) - 6 = 3
With that out of the way, and falling vaguely under control, he speaks.
"By Pharasma's grace, we should be in the Elemental Plane of Water. She granted me powers beyond those She has ever favoured me with in the past to make this possible. I advise you all to give Her thanks for aiding our escape from that desperate situation."
"Unfortunately I have not been here before, and although Pharasma has aided us yet again with a spell to breathe this water, it shall not last long. We must find a way back to our own plane as quickly as possible. It can be hoped that the potentate and the half-orc still survive. They disappeared from sight before I triggered the spell. I only wish they had been able to journey with us. If they are lost however, it will merely make our revenge against that treacherous druidess all the sweeter."
He then turns to the little frugen, "Greetings, my friend. I apologize for my brusqueness before, but we were in some hurry. Although we are still quite pressed for time, I would be honoured if you would consent to test me with another fine riddle!"

Karek Kogan |

Karek has a positive Swim modifier even with his armor on, so he can get around by taking ten if he wants. However, he doesn't have a particular agenda (revenge aside), so...
Karek sinks to the bottom, taking pains to not disturb the seabed too much. A range of emotions plays on his face as he tries to comprehend where they are. As he lands on the ocean floor, making relatively little noise for all of his weight, he recognizes the little frugen.
Ello, Sir! Oh, and danky, Varasma, doo. I dink.
He turns his attention to the elaborate architecture of the gate and the street. He finds it thoroughly fascinating.

Breach Shattershield |

Swim 1d20 + 4 ⇒ (12) + 4 = 16
Showing an amazing knack for swimming, considering his people are not well known for the skill,Breach glides through the water looking very at home. After gently touching down on the street, he turns to the others some of whom look a little shocked at his grace and says,"Chasing some of the things that live in the underdark requires skills in water, boys"

Hurgah the Reaver |

Hurgah lands in a crouch, tusks bared and ready to tear into any threat that might present itself. When none appear, his claws and fangs retract, but the fury of his rage is still clearly visible in the blood-shot eyes.
Then, he suddenly inhales sharply and exhales in a slow, measured hiss. Moonpate easily recognizes this as a meditation-like method to focus and clear the mind. For a few seconds, the clouds of anger seem to lift from Hurgah's vision. He begins muttering arcane words, and once more his already massive frame swells in size.
Moment of Clarity rage power, cast Enlarge Person.
The giant half-orc looks down at the wizard, the fire of rage already returning to his eyes.
"Maek, levethix. Hurgah geou wiilirk vur dronilnr marfedelom ekess shio batobot stand persvek hesi idol," he rasps to the Potentate.
Draconic translation: Lead, wizard. Hurgah will follow and bring death to all that stand in our way.
Rage: 2/15, Claws/bite: 1/6, Enlarge: 1/40

Moonpate |

The plan is to use my Fly scroll on Hurgah while he loads up on the important gear. Then to cast Fly on myself followed by Stoneskin. Then we blaze out of here (also picking up some gear too - like his Rod of Hard Knocks - if necessary). The plan will be subject to change depending upon the circumstances, of course.

Pact Stone GM |

The Decanter of Endless Mystery
So did my decanter survive intact and in my possession, after all is said and done?
Ah! I was coming to that important detail. Thank you for noticing.
In Donkor’s hand is what is left of the artifact previously described as the decanter of endless water. Currently, it is a small, flat circular piece of crystal which now fits neatly into the palm of Donkor’s hand. It looks vaguely like what might have once been the very bottom of the decanter.
But what’s interesting is that if you watch it carefully, the crystal is slowly growing, or perhaps more accurately reassembling or even replicating. It is possible it is returning to its original form or perhaps something very different.
Sooron doesn’t know how he knows this, but for some reason his brain seems to think whatever process the decanter is undergoing will take exactly as long as it will take for a single drop of water to travel from The Swells of Joharon to the True Source of A’Viss. Although he knows this, he has no idea what it means or how long a period of time that actually is. Donkor’s heard before how some magic items impart knowledge of their workings to their owner before and he wonders if this is a similar manifestation, but in this case the knowledge he has is clearly incomplete.
More questions, less answers. What is this? A wanna be episode of Lost?

Halstadt Morgrym |

"Are you saying we have no way back Donkor? How much time do we have before this spell runs out?"
Hal looks around to see if there is some area that is not completely submerged by water.
He will also make a Knowledge of the Planes check to see what he knows about the Elemental Plane of Water.
Knowledge Planes - 1d20 + 6 ⇒ (10) + 6 = 16

Pact Stone GM |

[Sooron] then turns to the little frugen, "Greetings, my friend. I apologize for my brusqueness before, but we were in some hurry. Although we are still quite pressed for time, I would be honoured if you would consent to test me with another fine riddle!"
The fruhgen swirls around Donkor at an accelerated pace. It’s not clear if it’s excited or panicked. Perhaps it hasn’t decided either.
“Uh, uh, how did. . .you can’t cross from the All-Parts through the gate! That’s backwards! It’s never been done! Not by groundlings!”
At that point the Dune Squad gradually starts landing on the shellstones which form the street below. Hal looks around to see if he can spy some sort of air pocket. But from the looks of it, the Dune Squad must be hundreds of feet below the surface – assuming there is a surface – he can’t see one.
Something’s not right here. This far down your ears should be popping and your body should be subjected to a great deal more pressure. This water feels…gentle somehow. It’s not even cold.
What Halstadt does see is giant looming towers on both sides of him. This must be a very important street of some great city. But if so, where is everybody?!

Pact Stone GM |

No sooner does Moonpate exit the from his dimensional door than he casts mage armor (“Arcana Guardanis!”). While he casts he keeps an eye out for any signs of approach. He can hear a great deal of commotion to the northwest where he just left from. The wizard suspects a great number of soldiers and guards will be converging on that point. Hopefully that will give him the window of opportunity he needs.
For his part, Hurgah forces a pause in his rage and also casts a spell – doubling his size. He can almost see over the tops of the tents. Moonpate knows they will not be able to remain unseen here for long.
Fortunately they don’t need to:
Without wasting another moment Moonpate grabs his mystic beer stein and uses its arcane energy to cast dimension door one more time. Visualizing the Red Tent and our pile of equipment, he places a hand on Hurgah and wisks them to their destination.
OOC: Also fortunately: he has just enough power to transport a size Large Hurgah!

Pact Stone GM |

Nice choice on the Moment of Clarity rage power - I continue to appreciate Hurgah's build.
Rage: 2/15, Claws/bite: 1/6, Enlarge: 1/40
I that the 1 for claw/bite is just a typo right? He started the claw/bite at the same time as the rage when he tore into poor Brother Khyn.

Pact Stone GM |

Return to the Red Tent
Moonpate steps through his mystic portal once again, this time transporting an even larger half-orc with him. Remarkably, the Dune Squad’s Gear is all still here, still loosely piled on the table where it was left. (Everybody breathe a sigh of relief) The Red Tent is otherwise vacant, you can still see the chairs and couches where less than an hour ago you waited endlessly with Thalia.
There is one important detail that differs from when you left it, however. The tent door on the west side has now been pinned wide open. Standing in the open doorway are 4 guards. They are all facing outwards though, away from you, looking westward. It is not yet clear if they noticed Moon and Hurgah’s sudden arrival. When you were last here, there were also more guards posted outside the tent at each of the four corners. You don’t immediately see any signs that they are still here, but you cannot be sure. There are also no longer any slaves here – the inside of the tent is otherwise empty.
OOC: It is possible that you have a surprise round here if you want one. Please each make me a Stealth check. I believe there is a size penalty for Hurgah’s new found size.
And just in case, yes, Moon’s dimension door ends that particular turn. While there is a tactic where a spellcaster can dim door someone else and have them act immediately after, in my book you have to be planning for that to work – you can’t take in wholly new surroundings and adapt on the same turn. In this case, it’s either going to be a surprise round in your favor or an initiative. If there’s a surprise round, you have the option of remaining hidden.

Hurgah the Reaver |

No typo. The rage round still counts, even with Moment of clarity, but Hurgah only activates his claws and teeth right before he is about to make an attack, and retracts them again once the attack is done. This is to conserve his very limited daily uses of his main offense.
As soon as Hurgah spots the guards, he lets out a low growl, and brings his claws and teeth out again. His muscle tense, and he hunkers down slightly, like a tiger about to pounce upon unsuspecting prey.
No stealth check. Rage prevents "...any ability that requires patience or concentration.". In my book, that includes stealth. The point is moot anyway. You'd have to be a pretty daft guard not to notice a 10 ft. monster with razor-claws and glowing eyes suddenly popping up behind you.
Rage: 3/15, Claws/bite: 2/6, Enlarge: 2/40
Edit to accommodate the Ninja Beetle.

Donkor Sooron |

"Are you saying we have no way back Donkor? How much time do we have before this spell runs out?"
Hal looks around to see if there is some area that is not completely submerged by water.
"If we can find no other route, it is possible that my Lady may favour me with the ability to return to our own realm. With my Decanter - which seems also to be some sort of gateway to this realm - now sadly diminished however," he says, beckoning toward the piece of crystal in his hand, "It may prove more difficult. It will be much better for us if we can find another way to return. I believe we should have a little over two hours before my magic begins to fade."
Sooron includes the frugen in this explanation to answer his question as well.

Pact Stone GM |

When can Hal pray for spells again? Perhaps a temporary solution is to pray for more water breathing spells.
OOC:
I believe we set the precedent that Hal prays to Angradd at dawn. He is not certain what time it is in the strange place he now finds himself. But when he left his world, it was mid to late afternoon. The sun had a long way to go in the sky.
It's sooner for Sooron (. . . that joke didn't quite work). Donkor prays to Pharasma at midnight.
P.S. I owe you a Knowledge result roll. It's on my list!

Pact Stone GM |

No typo. The rage round still counts, even with Moment of clarity, but Hurgah only activates his claws and teeth right before he is about to make an attack, and retracts them again once the attack is done. This is to conserve his very limited daily uses of his main offense.
Got it! I see where I went wrong - I thought the claws were on a duration but it's his draconic bloodline power.
No stealth check. Rage prevents "...any ability that requires patience or concentration.". In my book, that includes stealth. The point is moot anyway. You'd have to be a pretty daft guard not to notice a 10 ft. monster with razor-claws and glowing eyes suddenly popping up behind you.
As you wish. Sounds like initiative it is - send me a couple of rolls guys. Perhaps you would be willing to accept the guards as flat-footed if you can beat their initiative.

Pact Stone GM |

"The Gate Crasher’s Guide to the Elemental Plane of Water"
The Elemental Plane of Water is a truly immense spherical shell of water. On one side is the Plane of Air, which provides most of the light for the plane, and near which most of the plane's fresh water is located. On the other extreme is the Plane of Earth, where the waters of the plane near total darkness and their highest level of salinity. At these borders the elements merge, and occasionally large pockets of air or pieces of earth and rock break off, scatting into the waters of the plane. It is in these pockets of air and stone that most non-natives make their homes.
The Elemental Plane of Water is inhabited almost exclusively by aquatic and other water-breathing creatures. The race of genies known as marids control a vast empire, in nearly-constant warfare with the native sahuagin. In the darker depths, cyclopean kraken and brine drakes make up its less innocuous denizens. Beyond these larger populations, small settlements of water mephits, tritons, merfolk, and a staggering variety of more mundane aquatic life makes its home here.*
*Adapted from Pathfinder Wiki – thanks guys! (And thanks Todd Stewart)
P.S. Always carry a +1 towel inscribed helpfully with the words “Don’t Panic!”

GM PC: Jason Belleson |

"If we can find no other route, it is possible that my Lady may favour me with the ability to return to our own realm. With my Decanter - which seems also to be some sort of gateway to this realm - now sadly diminished however," he says, beckoning toward the piece of crystal in his hand, "It may prove more difficult. It will be much better for us if we can find another way to return. I believe we should have a little over two hours before my magic begins to fade."
"Well thank Pharasma anyways – at least we are still alive and that is a blessing." Jason nods in thanks to Donkor for saving him from the arrow shower as well as for ending the reddish halo that first surrounded him when he entered the water, by granting him the benefit of the goddesses’ healing.
"But it sounds like our fortunes won't hold out for long if we can’t find a source of air soon. Maybe that should be our top priority. Though I'd settle for a route home as well."
Then looking a the architecture of the road and flanking towers, Belleson adds, "Too bad, I know of some people back home at the lodge in Absalom who would give their right arm for a chance to explore this place.”
“Air it is then. Where should we start?”
OOC: +12 hp for anyone wounded. I think that was just Jason, Karek and Donkor for this group.

Pact Stone GM |

"So Many AoO's and So Little Time"
Initiative for guardsmen: 1d20 + 0 ⇒ (12) + 0 = 12
I’m afraid it looks like the guardsmen are first then. They appear unarmored and wield spears, two-handed, but not long spears. All four are 10 feet away. Two valiantly charge. One at Hurgah, one at Moonpate.
The two charging potentially provoke from Hurgah due to his reach.
The third hurls his spear at Hurgah.
Guardsman throwing a spear 10 feet at Hurgah's AC 16: 1d20 + 1 ⇒ (19) + 1 = 20 (hit)
Possible damage for spear 10 feet: 1d8 + 2 ⇒ (5) + 2 = 7 (Applies)
The fourth appears smarter still. He seeks to dash 30 feet away drawing out a signaling horn. He might also draw an attack of opportunity from Hurgah.
So, who would Hurgah like to use his Attack of Opportunity on? To protect himself from the guard charging at him? Protect Moonpate? Or shut down the alarm?

GM PC: Jason Belleson |

The fruhgen's shock appears to be progressing to catatonia. He seems to be looking past you staring at the mighty gate behind you.
"You can't break the Gateway of Cascades. That's not possible - not possible!"
"Well it sure doesn't look broken to me. If we could somehow pull it open, could we just exit that way? Where would we end up?"