Re: 1:30pm Firesday, 10th week 852s
A bit after four hours of traveling the party comes across a patch of, relatively, dry land. A mound of dirt is merely wet from the rain, and allows everyone to dump the water from their shoes and give the chocobos some time to rest while everyone, except those with rings of sustenance, eats some rations for lunch.
Gurlop, sitting on Garus' shoulder like an over-sized parrot because of the rain, screeches nearly directly into his ear. The rest of the party, still not quite accustomed to this behavior, all turn their heads to see Garus grimacing while looking around for whatever the reason his companion deemed necessary of his attention.
02:46, Today: teslas, on behalf of Garus, rolled 12 using 1d20+10. DC 10 Fortitude vs Deafness.
JAGA is the first to spot the issue. Further in the distance, two ghastly humanoid shapes are approaching the party from opposite sides at rapid rates, one more quickly than the other. They are making no wake in the water as they move, which is a bit of a surprise to JAGA and Garus. As they come closer, everyone is able to see that they are, in fact, partially transparent. Gurlop takes flight immediately.
DAI, ZEIG, and SILI have seen a ghost, and these are moving like it was, through objects and substance like weeds and water without disturbing it at all. Both have at least a 60' move speed.
The two humanoid shapes are advancing, slowly rising out of the water as if walking along the bottom. JAGA spotted them as they were a little below belly-button level, while Gurlop likely saw one's head and shoulders nearly as soon as it emerged.
Both have partial cover from ranged attacks currently, due to being partially submerged in water.
Knowledge checks will occur when the creatures are closer, due to the rain and being partially submerged. It is clear to SILI, DAI, and ZEIG that they are incorporeal, however.
Gurlop begins his ascent, reaching an altitude of 30' above Garus.
Round 1:
23: Gurlop - Total Defense (+4)
21: SILI
18: ZEIG
17: Garus
15: Chocobos
14: MILO
14: JAGA
12: DAI
11: #1
11: #2
. = muddy ground, +2 to Balance and Tumble DCs
, = 1' deep water, +7 to Tumble DCs
The party has come across spots where the water suddenly gets very deep, as if there was a 3'-6' wide hole. Such a situation is a DC 15 Reflex save to avoid falling prone (and underwater) and is impossible to spot due to the opaque water.
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This message was last edited by the GM at 21:16, Mon 18 June 2012.