
Pact Stone GM |

Okay, I picked up my four max water breathing spells. Hopefully that will get us almost there, or at least unless and until Hal can get some of his own. We should be good for breathing. Woot!
Breathing is good. The drowning TPK might have been a bit anti-climactic after all you've been through. I need at least one PC to make it to Deca-Jaws in order to actualize Pharasma's prophesy.
. . . and I see someone has maxed out on buffs. Sounds like someone might be working on a plan after all.

Pact Stone GM |

With 11-15 hours more of travel I guess we would just pass out tethered to Vonvoxen. When Hal wakes up it should be time for him to pray for new spells as well. Should I therefore also update Hal's spell list?
Do you mean sleep or pass out from failed Fort saves? It's going to be pretty hard to sleep under such brutal conditions.
Doing the math Hal expects he'll be able to pray sometime before you are anticipated to arrive. If Donkor's prayer was after midnight then Hal should be ready somewhere between 5-8 hours from now.
(You can plan your update, but it won't come into effect juuuuust yet. . .)

Donkor Sooron |

Donkor Sooron wrote:Okay, I picked up my four max water breathing spells. Hopefully that will get us almost there, or at least unless and until Hal can get some of his own. We should be good for breathing. Woot!Breathing is good. The drowning TPK might have been a bit anti-climactic after all you've been through. I need at least one PC to make it to Deca-Jaws in order to actualize Pharasma's prophesy.
. . . and I see someone has maxed out on buffs. Sounds like someone might be working on a plan after all.
Plan? Absolutely I have a plan. Make some dwarfs more powerful, stick them in front of deca-jaws to protect me, and if the fight goes bad, run away while they still have a couple rounds left in em.
We'll work out who gets what buffs when we get closer.
Will Jason have a chance to prep spells before we get there as well? Some haste or slow action would be excellent!

Pact Stone GM |

Will Jason have a chance to prep spells before we get there as well? Some haste or slow action would be excellent!
He's a spontaneous spellcaster (Sorcerer), so he picks from a pre-set list of spells he knows as he casts. Slow is on his list, haste is not. Based on the time required to get there, his spell slots will refresh. He'll be down with that slow plan then.

Breach Shattershield |

Shouting over the rush of water blasting in their ears, Breach yells,"So is there anything we know of this Deca-Jaws that might give us some dort of tactical advantage? I understand it has more or less blocked travel through its territory for some time, but obviously someone has made it through to tell of its existence. Any of you book worms heard of it 'fore now?"

Pact Stone GM |

Hurgah and Moonpate continue their race to the north, placing as much distance between themselves and the tusked creature as possible. Strangely, there is still no sign of pursuit. It’s almost as though the dig site is too distracted to be bothered.
OOC:
1. Any input on the navigation issue? While this appears to have been a very solid getaway*, I’ve now got you Moonpate and Hurgah charging towards a location they’ve never seen and only had briefly described to them in the vaguest of terms by a fruhgen they’ve now seemingly lost touch with. Love to get you there, goodness knows the Dune Squad will likely be torn to pieces without two of their prized power pieces to bail them out, but based on present circumstances I don’t see how the Reaver and the Potentate will find the Tumen Oasis unless they stumble upon it with a really lucky random die roll. I’m OK with that, I’m sure you will link up eventually, but I did want to make sure I wasn’t missing any part of your intentions.
*It seems like whatever the Asmodean monks' plan was it didn’t account for two hroses bolting out of the rock formation. How good a plan was it that it failed to account for a first level spell?
2. I am also assuming that you guys intend to race these horses into the ground and cover max distance in minimal time. They will take damage after multiple hours from the speed and eventually get fatigued – neither Moonpate nor Hurgah are particularly light. Unfortunately the Behind Enemy Lines team lacks the insane power of double clerics with semi-maxed channel energies, which you had the advantage of the last time you tried this stunt. Since your steeds are conjurations you probably don’t care too much about the damage, except that once fatigued your mounts will fail to run.
Ugh – once again it’s death by logistics out in the desert.
If it’s any consolation, I know some guys who have it worse. . .

Pact Stone GM |

Where are the Carrion Birds When you Need them?
The two Azmodian monks stand side by side in the open desert, watching the two horses race away in a cloud of dust. Each knows that they will never catch the steeds on foot. The sight of their quarry’s escape is terribly demoralizing. Exhausted, one drops to his knees before finding the strength to pick himself up.
After spending a day and night combing the sands for their quarry without any water to speak of they are exhausted. Their only chance is to now follow the hoof tracks before they are lost in the next breeze. The monks bear no illusions though that they will succeed before they die of their own thirst and the desert claims them.
For a moment each silently considers turning back to the camp. There is water there. But there is also death. If they return without the heads of their foes, Vavonne Shear will kill them or worse, admit them to her special room. Unfortunately, the heads that they need have just galloped away.
They stagger forward, each coming to terms with their own death. Perhaps their dark Master will reward them in death. It cannot be any worse than the predicament of their present.

The Mithral Scarab |

The slave masters on the wall were pointing in the distance. When she squints her eyes, the Scarab can see the two riders disappearing over the northern horizon. Two men escaped by air the night before, now two more by horse. Did that make four? How many were killed in the Master Camp? How many escaped? Would they come back?
No, she decided. She would ahve to come to terms with the fact that she was on her own. If this dig was to be stopped, it was now up to her. All of Osirion was counting on her. She alone knew the true stakes and so the burden was hers. She had one plan left to try. She ducked back inside the tent and opened her pack. She would have to time this exactly.

Pact Stone GM |

Shouting over the rush of water blasting in their ears, Breach yells,"So is there anything we know of this Deca-Jaws that might give us some dort of tactical advantage? I understand it has more or less blocked travel through its territory for some time, but obviously someone has made it through to tell of its existence. Any of you book worms heard of it 'fore now?"
Sounds like Breach is calling for Knowledge (Arcana) checks. Any takers?
Let's say Breach raises this while the Dune Squad is still stopped waiting for Donkor to complete his prayers to his goddess. Although we're already fudging communication in the water, we've sort of made the precedent that you can't hear each other while the Vonovoxen is doing its thing.

Moonpate |

*It seems like whatever the Asmodean monks' plan was it didn’t account for two hroses bolting out of the rock formation.
Hah! Serves them right trying to mess with the Hurgentate. Under different circumstances, Moon would stop and summon some fleas to help keep them company in their final hours....Glad I thought of the Mount spells. I had almost overlooked their potential usefullness.
As for our plan, I would rather not run the horses full steam until they start to suffer. I would rather stagger our trek between gallop, canter, walk, dismounted walk to preserve their strength if we need it. Obviously, would like to get a good lead initially before slowing down.
As for getting to the Tumen Oasis, I think all we can do is head in the general direction and hope to catch sight of it. Do we have a potential estimate of how far/long we have before we might expect it? One thought would be, once we are closer to where we think it should be, to either fly up and use the elevation gain to scout it out better, or, to summon another elemental and see if it could direct us. I don't know if that is allowable though.

Hurgah the Reaver |

Might I suggest we ride for a few hours, then use a fly spell to do some aerial recon. If we are even somewhat close to the oasis, we should be able to spot it if we fly staight up a few 100 ft and do a 360 scan of the area. Edit: upon closer inspection of Moonpate's post, I see the clever wizard has already thought of this.

GM PC: Jason Belleson |

"So is there anything we know of this Deca-Jaws that might give us some dort of tactical advantage? I understand it has more or less blocked travel through its territory for some time, but obviously someone has made it through to tell of its existence. Any of you book worms heard of it 'fore now?"
Knowledge (Arcana) check for Belleson1d20 + 8 ⇒ (15) + 8 = 23
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After he finishes expending his last water breathing scroll, Jason responds to the eldest dwarf:
"Well, I've never heard of Deca-Jaws before but from the Janni's description - multiple heads, regenerating flesh - I'd guess we're looking a hydra. A ten-headed one no less."
"Only. . . only if it's somehow an amphibious hydra that we're dealing with, we've got major problems. In legends, one stops the beast from regrowing their severed heads with fire. That doesn't seem to exactly be an option here." He gestures to the infinite water surrounding you all.
"If we had a better choice, I'd say pack up our toys and go home. But I never could give up my air addiction."
"Looks like Donkor's just about finished. Guess it's time to get back on board - Hope Pharasma had some good ideas."

Pact Stone GM |

One thought would be, once we are closer to where we think it should be, to either fly up and use the elevation gain to scout it out better, or, to summon another elemental and see if it could direct us. I don't know if that is allowable though.
Not only are they allowable, they are encouraged. Those are both very clever ideas, at least better than traveling blind – which would you like to try first?
For summoning: You must be able to speak the summoned creatures language, but we already know Moonpate is quite up on at least a few elemental languages. There's no guarantee the creature he summons will have any knowledge, but there's a chance. Also remember the duration is very short, even with Moonpate's abilities, so any conversation will need to be rushed.
For flight: Here’s hoping there’s only one area that matches your very limited description.

Pact Stone GM |

The Hurgentate travel for just over an hour at a gallop, after which time Moonpate calls for a halt to protect his conjurations. While they are composed of magic, their frothing layer of sweat seems very real, as is the heat and their exertion. By now though, the dig site is safely in the distance.
What’s troubling though is that they can still see the dig site at all. Hurgah notices it first. There’s a trail of smoke rising from the dig site’s location. It’s far away, but it’s thick and black – very, very black.
The pair are not sure what the smoke column might mean, but they very much doubt that it is a good thing.
Rest time is over – they prod their mounts forward.

Pact Stone GM |

The Aquabahn
Faren blows his whistle and the giant ray beats its wings once more, dragging the hapless Dune Sliders in its wake.
About an hour later the Vonovoxen dips its wings and drops into what appears to be a major planar current. The great ray holds its wings still and simply glides, maximizing the natural propulsion. At first, you feel like you are in a waterfall, continually falling forward at an incredible speed, battered on all sides. But after a few minutes you feel the Vonovoxen level out and the ride becomes incredibly still. To your sides you can see signs of the terrain blowing by you at amazing speeds. You must be traveling a truly remarkable number of miles in mere minutes.
You are far from alone in the current. Many sea creatures both alien and familiar seem to harness the stream as some sort of super-highway. For a time the Vonovoxen sails in amongst a huge pod of whale-like beasts with razored fins. An excited Orchid waves to the creatures and sings as best she can in the water. The pod appear to sing back. They create a momentous and complex chorus hinting at a collective social intelligence. But the pod reaches its destination and exits the stream, leaving you alone once more. For a few moments you can't help but feel rather lonely.
The sensation does not last. Later the Vonovoxen passes a herd of giant sea horses, each as large as a man or dwarf. Unlike the hippocampi of Absalom, however, these creatures seem to have mastered some form of psychoportation, they constantly blink ahead in the stream, traveling almost as fast as the Vonovoxen - it takes quite some time for the ray to overtake them. You suspect the sea horses did not enjoy being passed, and they gave it their all to keep up. The spectacle is so engaging, Sooron almost forgets to update his life-giving spell.
Later the Vonovoxen comes upon a huge cloud of fish glowing with an electric rainbow of bio-luminescence. While harmless in passing, the effect is truly amazing and you wonder if you will ever again see such beauty in your lifetime. There must be thousands of fish - it is as though the school were itself an entire civilization. Many of them, especially the red ones, seem quite taken with Halstadt's holy symbol, a sign the dwarf takes as a good omen. Unfortunately, the Vonovoxen is passively swallowing the fish through its filter as it travels, possibly by the hundreds. At one moment, one or more of the fish finally comprehends the danger and darts out of the stream to safety. This acts as a trigger-signal and it reverberates throughout the school. A half-second later the titanic-sized school suddenly exits the great current as one. For the next minute, it feels as if the lights have been turned off and you are hurtling through dark waters of the unknown once more.
Your journey continues.

Pact Stone GM |

Great description Beetle. Let me know when I can revise Hal's spell list.
Hal signals Gandel, who calls for yet another stop. This time Faren is slightly less irritable, having made excellent time in the Aquabahn.
Halstadt finds a quiet basin nearby and begins his morning meditation. This is the first time he has ever prayed to the great Forge Fire underwater.
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OOC: Looks like it's break time again if anyone wants to take advantage of it.
Hal, just a reminder that Donkor doesn't have the air situation completely covered.
I don't know if this is the right time for it, but have you ever seen the Angradd specific spell? It's called Planned Assault (link)

Halstadt Morgrym |

Hal will also take Divination and cast it before the confrontation with DecaJaws to determine if there is any weakness we might exploit if we have to combat the creature.

Pact Stone GM |

Hey Beetle, a few questions regarding Hal's spell list. (1) I like Planned Assault but it is a 3rd level spell.
Yep - that's a problem. 3rd level slots are rather at a premium.
With 6 of us if Hal takes 2 water breathing spells it gives the group 4 hours and 40 minutes worth of air whereas 3 spells gives us a full 7 hours of air.
In the discussion thread, Karek has brought to my attention that those numbers are really 4 hours (for 2 castings) and 6 (for 3 castings) - we've forgotten Bunky the weasel, which makes 7 persons total.
How much longer is the trip?
You don't really know - nobody ever seems to want to ask the janni. All you were told is once you cross through the gate, you've got a full day's ride to the dig site. I imagine if you ask Faren how long the trip is, he would tell you he's can't say with all the constant stopping. This sounds like a serious problem - Hal doesn't have enough water breathing magic to reach Donkor's next opportunity to pray for new spells. Urp!
(2) Lesser Planar Ally requires a GP element to the casting. Do I have to pay that price immediately upon casting or can I pay it at the first opportunity? If I can pay Tuesday for a Divine Ally versus DecaJaws today I will gladly do so. Otherwise I will probably take Summon Monster IV to give us more targets for DecaJaws to bite at.
Hal believes that he has to complete the payment before he can actually get the services. That includes the 500 plus whatever is bargained for. Now I believe rather than cash you can offer magic items and cannibalize your gear so there might be that option, if you have stuff to part with. It is one expensive spell though.
(3) Some of my better spells are Fire based, fire spells (I believe) still work underwater but they are powered down a bit, how do you handle that?
Hal has probably tried this before, so he would have some knowledge. There is a concentration check when using magical fire, DC 20 + spell level - a pretty tough check. If successful you get killer steam. Another thing to watch out for is water surface acts like a wall. You can't hit targets on the other side.
(Aside - I considered taking Sanctuary a number of times and hoping Deca would fail will saves attacking us letting us just pass by without a fight but the duration is not long enough and there are 5 not 6 of us, that would have been an awesome way to avoid the fight altogether! Alas much like the die roller even the printed word confounds my plans.
Sounds like a cool plan to me. The only flaw I see is that the DC on a 1st level spell is not very high. You would have to hope that Deca-Jaws has a terrible Will save.
Hal will also take Divination and cast it before the confrontation with DecaJaws to determine if there is any weakness we might exploit if we have to combat the creature.
Let me know when you want to cast it!

Halstadt Morgrym |

"Orchid how much longer is the trip? I will need to know so that I may ask Angradd to grant me the power to allow us to continue breathing".

Moonpate |

Rest time is over – they prod their mounts forward.
At the next period of rest for the horses Moon will cast Fly on super-fly Hurgah and have him whiz about to see if he can spot a likely oasis, with the thought being that his eyesight is probably keener that the Potentate's.

Gandel |

With respect to the Deca-Jaws, Gandel will use his once-per-day Lore Master ability to take 20 on the Knowledge (arcana) check, for a total of 31 on the check. Hopefully this will be enough to allow him to use his Naturalist ability when the party encounters the creature.
Beautiful description of the Elemental Plane of Water. Once this adventure is over Gandel may try to find a way to become an aquatic adventurer just so he can return here!

Orchid of the Star Tribe |

"Orchid how much longer is the trip? I will need to know so that I may ask Angradd to grant me the power to allow us to continue breathing".
"I don't know for sure - I haven't ever been exactly. It's been years since the Star Tribe has used the Tumen Oasis and when we did none of us were going or coming from A'Viss."
"I'd say we're look at a day or so - maybe two? Tough to know without the sun eh? Takes some getting used to."
Roger that on cannibalizing the 4th level slots.

Pact Stone GM |

With respect to the Deca-Jaws, Gandel will use his once-per-day Lore Master ability to take 20 on the Knowledge (arcana) check, for a total of 31 on the check. Hopefully this will be enough to allow him to use his Naturalist ability when the party encounters the creature.
It definitely is enough to engage Gandel’s naturalist ability. That’s a well-timed use of the Lore Master ability if there ever was.
1. Gandel has all the knowledge you can find in the Bestiary on hydras. Share as you like. It’s terrifying rate of regeneration will not be lost on you.
2. Deca-Jaws is a 10-headed amphibious hydra (at last reported counting anyway). He’s equally at home on land or sea, though thankfully he’s rather slow on both.
3. It also has a unique ability – its heads can detach at the base of their neck. The disembodied heads and necks sprout fins. They swim and attack independently. Deca-Jaw’s intelligence score is also higher than a normal hydra – the beast has a high-order predator’s cunning, refined from decades spent at the top of the food chain.

Phrip |

2. Deca-Jaws is a 10-headed amphibious hydra (at last reported counting anyway). He’s equally at home on land or sea, though thankfully he’s rather slow on both.
3. It also has a unique ability – its heads can detach at the base of their neck. The disembodied heads and necks sprout fins. They swim and attack independently. Deca-Jaw’s intelligence score is also higher than a normal hydra – the beast has a high-order predator’s cunning, refined from decades spent at the top of the food chain.
Duuuude. Maybe being captured and tortured by devil monks would have been better. The Pate is feeling extra bad now (in a metagame sort of way).

Pact Stone GM |

After the horsemen’s second stop, Moonpate casts fly upon Hurghah.
Hurgah soars upward in a corkscrew motion, scanning the area to all sides.
Alas he sees very little save for endless sand. He does not see any signs of the lost city of Tumen, let alone an associated oasis.
He does note that the strange black smoke trail from the dig site far behind them has now dissipated. Whatever it was, it is now gone.
When the spell expires, the half-orc gently lands back on his horse. Briefly the Hurgentate look at one another, their expressions guarded. If a battle is to take place, it does not look like they will be involved—hopefully the others can handle it. Dejected, they press on.

Pact Stone GM |

Are my water breathing spells going to last long enough for Donkoor to regain his spells? If not I think unfortunately we may need to let Bunky go...
Unfortunately, you don’t really know - your time sense is too impaired out here and no one is keeping track. All you know is that you now have 10 hours of air lined up – if you don’t see the oasis gate by then and if Donkor can’t replenish, it’s a potential game ender. Removing Bunky would extend your spells and be the conservative choice, though given the potential response from Karek, I don’t know if I’d call it the safest necessarily.
Hal completes his prayer session and silently swims back up on on the Vonovoxen, his expression rather grim and stoic, even for a dwarf.

Karek Kogan |

Now that Bunky is confirmed among us, Karek takes the creature out of his pack for a bit of fresh, er, water. The already water-logged weasel does not seem to be very pleased with his surroundings, but enjoys the chance to cavort around, snapping at a very small passing fish. Karek looks at Hal.
Ready do go?

Pact Stone GM |

Breath of Life
The Vonovoxen resumes its course once more.
This leg of the journey, however, is different. Rather then enjoy the majesty of their surroundings, or focus on the challenge of enduring the high-speed travel, the Dune Squad is now preoccupied with the issue of time and their remaining air. With Jason’s scroll expended and Donkor’s spell capacity exhausted, everyone keeps one eye on Hal. The dwarven priest is the only thing keeping the Dune Squad from a watery grave. No doubt the pressure weighs heavily on Morgrym. He seems to keep his eyes front as if constantly searching for some sign that the gate is near. Although the halfling archivist’s description of Deca-Jaws is terrifying, the Squad would rather be there to face him, than die never having reached their destination at all.
An hour or so into the leg, the water begins taking on a musty uncomfortable quality and you know from experience that the water breathing magic is already waning.
Hal refreshes it. A ripple of a flame-like light arcs from his outstretched hand and makes contact with each of the Dune Squad and they are soon breathing naturally once again.
Time ticks by, as does ocean canyon after ocean canyon. The great world of water is truly endless is size and scope but it is a feature which is fast losing its charm. You are uncertain if it has been minutes or hours, but the dreaded sensation of discomfort in your lungs and chest begins to return. Hals’ magic has begun its gradual collapse once more.
The dwarven priest waits until the last possible moment, but then refreshes it again with another arc of flame. A collective sigh of relief washes over the Dune Squad, but this time it is less jubilant, for with it comes the ready knowledge that the relief is only temporary.
It is probably your imagination, but it feels as though with each casting the magic lasts shorter and shorter. Before you know it, Hal is forced to call upon his magic a third time. With the aid of Gandel’s magic of communication, the dwarf is able to reassure you the spell is not his last, but he doesn’t appear very optimistic about his reserves. Although the situation has not been explained to them, even the janni are beginning to sense the desperation of their passengers. Faren does what he can to hasten the great Vonovoxen along, while Orchid tries to spot a more favorable current higher up or perhaps even lower in order to find an edge of speed.
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OOC: You would all owe a series of Fort saves as well from the usual rigors of the trip, but to save time, I’ll just ask Hal or Donkor to burn off a channel energy on their character profiles which will effectively negate the damage (or so I will assume for the purpose of streamlining).

Halstadt Morgrym |

Hal will spend the Channel Energy to avoid the rigors of the trip. That is his first of the day as the one he expended the day before he would have recovered when praying for spells.
Is Hal stopping to cast the spell or just casting it on the fly? Anything that may disrupt the spell is unacceptable based on the dire situation, Dune Squad can't afford to lose Water Breathing spells at this point. Let me know when the second to last spell has to be cast as the Dune Squad will have to have a discussion about it.

Pact Stone GM |

In my haste to catch up, I forgot the OOC portion of my post in relation to Hurgah’s aerial reconnoiter.
As a default, I roll the Perception checks for players - that way they don't know if they flubbed a roll or if there's nothing to be found. So I actually disregarded Jace’s roll of 4 and did a re-roll last night. I thought it neat that my policy would work in the PCs' favor yet again, but as you can unfortunately see, it certainly doesn't look like it helped. : (

Pact Stone GM |

Hal will spend the Channel Energy to avoid the rigors of the trip. That is his first of the day as the one he expended the day before he would have recovered when praying for spells.
Exactly.
Is Hal stopping to cast the spell or just casting it on the fly? Anything that may disrupt the spell is unacceptable based on the dire situation, Dune Squad can't afford to lose Water Breathing spells at this point.
Good point. My flavor text above entitled "Breath of Life" should reflect that the Dune Squad is stopping and starting every 2 hours for Hal to perform a quick casting from a stationary position.
Let me know when the second to last spell has to be cast as the Dune Squad will have to have a discussion about it.
Based on the above post, that would technically be in 2 more castings (4 more hours). But let's just fast forward to that point and say you are there so you guys can have that discussion, if you'd like.

Moonpate |

Alas he sees very little save for endless sand. He does not see any signs of the lost city of Tumen, let alone an associated oasis.
Drat, well then there is nothing for it but to summon some elemental friends and see if they can point us in the right direction.
Looking upon the vast emptiness of the surrounding desert and considering what lies behind them, Moonpate puffs out his prodigious cheeks and brings his mount to a halt. Dismounting, he grabs a handful of sand, finding the elements touch reassuring as he summons forth a denizen from the plane of earth. Muttering the arcane syllables, Moon drops the sand at his feet and concentrates. The grains of sand rapidly move away and gather more around them, forming a small mound that grows and sprouts rough shaped limbs. The mass loses its granularity as it hardens into a stout rocky being with glittering flecks of quartz forming eyes that stare dispassionately back at the slightly larger and much softer conjurer.
Cast Summon Monster II: small earth elemental
Moonpate bows slightly to the creature, and in a voice filled with the appropriate gravity generally expected of those treating with those of the earth he makes his inquiry in Terran.
"Greetings. I stand on the earth, a friend of the earth, and feel its strength beneath me. I, Moonpate, have called you forth to glean answers. Your tribe knows the shape and order of all sand and stone around us. We seek an oasis near here, a place where sand and earth meet water, that which the ancient humans called Tumen, and one that apparently contains a portal to the plane of water. As friend I have called you, show us the way to this place and I will have twice in one day cause to sing your tribe's praises."

Donkor Sooron |

"Orchid. We need to know exactly how much time we have left until we reach this portal. We will need to make some very difficult decisions if the answer is not satisfactory" Hal glances at Karek with a sad look in his eyes as he finishes his sentence.
"Indeed, that may be the case. I brought you all here, so I will be the one to stay. No arguments. "

Orchid of the Star Tribe |

"Orchid. We need to know exactly how much time we have left until we reach this portal. We will need to make some very difficult decisions if the answer is not satisfactory" Hal glances at Karek with a sad look in his eyes as he finishes his sentence.
"Not far now, maybe a half day at most," she says cheerfully.

GM PC: Jason Belleson |

"Indeed, that may be the case. I brought you all here, so I will be the one to stay. No arguments. "
"Uh, sure, but aren't you the guy who we need to cast the next batch of breathing spells?"
"I don't think it works if you or Hal draw the short straws - then none of us make it."
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OOC: Sheesh! The things people will do to try to get out of this PBP!

Pact Stone GM |

Moonpate bows slightly to the creature, and in a voice filled with the appropriate gravity generally expected of those treating with those of the earth he makes his inquiry in Terran.
"Greetings. I stand on the earth, a friend of the earth, and feel its strength beneath me. I, Moonpate, have called you forth to glean answers. Your tribe knows the shape and order of all sand and stone around us. We seek an oasis near here, a place where sand and earth meet water, that which the ancient humans called Tumen, and one that apparently contains a portal to the plane of water. As friend I have called you, show us the way to this place and I will have twice in one day cause to sing your tribe's praises."
DC 10 Knowledge check 1d20 + 1 ⇒ (5) + 1 = 6
The creature thinks carefully and thoughtfully as only its kind can do, but then it shakes its head matter of factly. It does not know of such a place. As time on the spell begins to expire, it suggest you perhaps try asking one of its larger, older brethren.
OOC: If you are inclined to try your luck burning more spells, monster summoning III will get you 1d3 small elementals (more checks), whereas a monster summoning IV gets you a Medium elemental with Knowledge of +2 or 1d4+1 small elementals
*I am subbing the creatures Knowledge (Dungeoneering) and Knowledge (Planes) skill scores for a general Knowledge check as knowledge of regional terrain features is something an Osirion elemental clan creature could reasonably know.

Donkor Sooron |

Unless my math is wrong, which is quite possible, we won't have enough air to get to my next spell replenishment, but should be through the gate before that time assuming we don't all drown first. So my getting more spells might not be necessary.
One thing I noticed looking at Hal's character was that he had taken Water Breathing for level 3 and for level 4. I didn't realize we could fill a higher level slot with a lower level spell. ack! Ah well.
I suppose Donkor will also ask Orchid and Untranslatable if there are any other sources of air around before he starts volunteering to be left behind. :)