Durvin Tamish |
I was the first one to go. I posted before init order was determined that I would bard song then swim to Sandara, then afterward I posted the skill checks (perc and swim) and included drawing my weapon while swimming.
GM Choon |
Oh, I took that wrongly. My bad.
1d20 + 6 ⇒ (2) + 6 = 8
1d8 + 7 ⇒ (3) + 7 = 10
1d20 + 6 ⇒ (17) + 6 = 23
1d8 + 7 ⇒ (4) + 7 = 11
1d20 + 7 ⇒ (11) + 7 = 18
The huge octogoblin wastes no time in laying into Reck. His huge distended jaws snap at him as he approaches and when he gets close. Reck is able to dodge the first, but is caught in the second. The beast tries to hold on, but Reck is able to avoid getting trapped in it's massive jaws.
The smaller female hisses as Noro closes and casts a spell while guarding herself with a javelin. Seaweed springs up from the floor of the cavern and threatens to entagle Noro. She then backpedals 5'.
Noro - DC 14 reflex or be entangled and take 1 damage
Noro_Kasuri |
I take it she didn't get to grapple the female creature then?
reflex DC 14: 1d20 + 3 ⇒ (12) + 3 = 15
weedsh? really?, fish for brainsh
Noro grapples the fish bimbo.
grapple attempt: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
Reck'Avok |
roll hard it is
claw, inspired, enhanced, true strike, spell combat: 1d20 + 5 + 1 + 1 + 20 - 2 ⇒ (6) + 5 + 1 + 1 + 20 - 2 = 31
damage: 1d4 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 7
claw, inspired, spell combat: 1d20 + 5 + 1 - 2 ⇒ (16) + 5 + 1 - 2 = 20
damage: 1d4 + 3 + 1 ⇒ (1) + 3 + 1 = 5
bite, inspired, spell combat: 1d20 + 5 + 1 - 2 ⇒ (3) + 5 + 1 - 2 = 7
concentration check DC 17: 1d20 + 6 ⇒ (18) + 6 = 24
claw, inspired, enhanced, shocking grasp, spell combat: 1d20 + 5 + 1 + 1 - 2 ⇒ (17) + 5 + 1 + 1 - 2 = 22
damage: 1d4 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 7
shocking grasp damage: 3d6 ⇒ (4, 3, 3) = 10
19 physical damage, 10 electrical damage
Snarling from the pain from his bite wound, Reck returns the favor. He lays into his massive foe twice with rending claws, summons crackling lightning around one claw, and slashes the beast again for good measure. The cavern suddenly smells like blood and ozone.
"'Ello, beastie!"
Durvin Tamish |
All Durvin can do is continue his waterborne rush to reach Sandara. He swims for all he's worth to get to the woman and try to get her to safety.
Move action, Swim 1d20 + 7 ⇒ (15) + 7 = 22
Move action, Swim 1d20 + 7 ⇒ (10) + 7 = 17
GM Choon |
Durvin dives like a whale and arrives at the bottom just after Sandra. Movement can be seen nearby that must be the zombies coming for their meal. The makeshift "ropes" that bind Sandra look easy enough to cut...
2d20 ⇒ (15, 3) = 18
1d8 + 7 ⇒ (3) + 7 = 10
1d20 ⇒ 4
You're here to shut down my caster, Noro. *disappointed GM face*
The female twists and writhes, but even her semi-octopus features cannot free her from Noro's grasp.
Meanwhile, the brute of the pair lunges for Reck with its teeth and tries to clamp down on his shoulder. Reck once again avoids being caught in the beast's mouth, but the teeth still leave a row of deep cuts (For 10 damage).
The water is quickly turning red.
Party up!
Reck'Avok |
currently at 4/26 hp
I think Durvin's bard song is applicable for this round but fades next round. If I'm wrong, subtract one from attacks and damage
claw, enhanced, inspired: 1d20 + 5 + 1 + 1 ⇒ (10) + 5 + 1 + 1 = 17
damage: 1d4 + 3 + 1 + 1 ⇒ (4) + 3 + 1 + 1 = 9
claw, inspired: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
bite, inspired: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
damage: 1d4 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Reck continues to punish the brute with tooth and claw.
hurt pretty bad. This better work.
Noro_Kasuri |
Your not going anywhere b*@!# Noro curses the queen. tightening her grip, forcing her into a most painful position.
maintain grapple to inflict damage w/rage: 1d20 + 5 + 11 + 1 ⇒ (18) + 5 + 11 + 1 = 35
damage to the queen: 1d6 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Durvin Tamish |
Durvin attempts to cut the bonds, and whether successful of not, works towards getting Sandara to the surface.
Attack the bonds? 1d20 + 5 ⇒ (10) + 5 = 15, damage 1d4 + 2 ⇒ (1) + 2 = 3
Swim while pulling her, or Aid another swim check, whichever's necessary 1d20 + 7 ⇒ (17) + 7 = 24
GM Choon |
2d20 ⇒ (14, 15) = 29
1d20 ⇒ 20
2d6 + 4 ⇒ (6, 2) + 4 = 12
The female twists and writhes. Somehow, she gives Noro the slip! She darts away toward the cave enterance Provoking. Surprise nat 20 for the escape! Her natural swim speed means she escapes
Durvin grabs Sandra just as the predator zombies under the water arrive! He attemlts to cut her bonds, but the "rope" doesnt give. As he retreats with her, the zombies attack, landing two punishing strikes before he can escape. (For 12 damage) They attempt to give chase, but are abruptly stopped. They are chained to the bottom!
Combat over. Sandra is conscious, but in bad shape.
Noro_Kasuri |
provoking as in Noro gets a punch in?
AoO if that is what you mean: 1d20 + 7 ⇒ (13) + 7 = 20
damage: 1d6 + 5 ⇒ (5) + 5 = 10
GM Choon |
The female "limps" out of the cave. Meaning she has a hard time swimming straight, but her natural speed is just too fast for an effective pursuit.
I'll post what you find in the cave later today/this evening. You may exit the way you came or clear the rest of the cave on your way back to the Wormwood and Plugg.
Reck'Avok |
my apologies, it seems a round of my posts got eaten in all the games I'm in.
"Th' cleric's 'urt pretty good. Best we find a snug cove t' bed down in an' let 'er recover."
I say we take the path of least expected enemies back out to the surface, make a camp, and nurse sandara back to health.
GM Choon |
On the way out of the cave you catch a few glimpses of retreating squidlings, but nothing attacks you. Sandra can barely speak, though her wounds have stopped actively bleeding.
Near the top of the bluff overlooking the cave, she grunts and groans. She eventually communicates in a pained whisper, My flag. Here. Somewhere.
GM Choon |
After about ten minutes of searching, you locate a small pirate flag that you recognize from the Wormwood. You bring it back to Sandra who grasps it and holds it tight to her. Suddenly, waves of energy ripple from her, healing everything they touch.
Thank you all. So much. I thought Inwas going to die in there. She says in a wobbling voice. She may be healed, but she is definately not recovered.
Durvin Tamish |
Durvin will use one of his own healing spells on her, to help her out. After that he reminds them, "Well, we found her, but don't we still need to find fresh water to bring back to the Wormwood?"
Did she channel? If so, do any of us get healed from it, and how much?
CLW on Sandara 1d8 + 3 ⇒ (8) + 3 = 11
Durvin Tamish |
Once Sandara is feeling better, he asks, concern heavy in his voice, "What about Ambrose? Do you know where he was taken? He was also missing, and we need to find him as well."
Both Sandara and Ambrose were missing.
GM Choon |
Sandra's channels: 8d6 ⇒ (3, 1, 5, 1, 2, 6, 3, 2) = 23
All of you are healed. As for Ambrose, here we go. :)
Oh gods! Ambrose! Sandra gasps. He was too heavy for them to tie. Ropes kept breaking. The girl squid thing order him hauled him out and fed to some kind of eel monster in a shipwreck outside their hell-hole! We have to go back!
GM Choon |
As you emerge back onto the beach the sun is about 4 hours away from setting. You can make out where the ship is by the group of Squidlings floundering with a man many times their size. It's Ambrose, and he's bound. The squid are lugging him out to sea!
Sandra bolts into the sea, screaming Abbrose's name over and over. She swims with desperation and it's the best youall can do to keep up. Thankfully, the water is calm at the moment as the tide is high and the wind calm.
The squidlings see you coming and drop their load immidiately. Black clouds of Ink spread into the water and they shoot off faster than you could hope to follow.
Sandra arrives first to assist the floundering Ambrose. He's in bad shape. Several chunks have been bit our of his flesh, presumably by the little monsters, and he is bleeding badly.
Sandra quickly adminishters some healing magic, and it's enough to stabilize him, but not before his blood attracts the attention of something. It brushes up against your legs as you stare into the inky blackness left by the Squids.
When the ink clears, you finally catch a sight of a giant morray eel circling you, and he catches sight of you.
5d20 ⇒ (2, 3, 10, 17, 18) = 50
The eel darts toward the weakened Ambrose from underneath, jaws open wide.
2d20 ⇒ (16, 19) = 35
2d6 + 9 ⇒ (5, 4) + 9 = 18
It hits the weakened Ambrose hard, its jaws wrapping clear around the poor man's midsection. Sandra concentrates and funnels another spell into him.
I almost lost him that time! She screams. Kill that thing before it eats him!
Party up, the eel is within one move action of all of you as long as you pass a DC 10 swim check. It has Ambrose grappled.
Noro_Kasuri |
swim check: 1d20 + 10 ⇒ (20) + 10 = 30
Noro swims quickly ahead of Reck toward the eel. Once there she attempts to grapple it herself.
grapple the eel: 1d20 + 9 ⇒ (12) + 9 = 21
Noro_Kasuri |
Holding on Durvin.
Also, be prepared to level to 4 for one fight. Your climax is nigh. :)
that sounds dirty
GM Choon |
I'm going to assume Durvin is Inspiring Courage
2d20 ⇒ (17, 9) = 26
3d6 ⇒ (1, 4, 4) = 9
The eel adjusts its jaw for a better grip, ripping gaping holes in Fishgut's skin. Sandra grunts as she forces more potent healing into him and the wounds mostly close, but it seems to be a war of attrition, and you're loosing.
Party Up!
Durvin Tamish |
Sorry, finally just got a chance to get back on the computer after my trip.
Round 2:
Durvin, after singing a rousing tune to help everyone face the eel, tries to swim close enough to help heal Ambrose. Once he's close enough he sings a spell while avoiding opening himself too much while casting.
Swim check, 1d20 + 7 ⇒ (19) + 7 = 26
Concentration DC 17 (to cast defensively if needed) 1d20 + 6 ⇒ (17) + 6 = 23
Harmonic spell, means his Inspire lasts this round for free, Lingering makes it go through rounds 3-4 as well.
CLW on Ambrose 1d8 + 3 ⇒ (1) + 3 = 4
Reck'Avok |
claw, inspired, enhanced: 1d20 + 5 + 1 + 1 ⇒ (15) + 5 + 1 + 1 = 22
damage: 1d4 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 7
nonlethal cold damage: 1d6 + 3 ⇒ (5) + 3 = 8
intimidate check from enforcer feat: 1d20 + 9 ⇒ (5) + 9 = 14
claw, inspired: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
bite, inspired: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
damage: 1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6
nonlethal cold damage: 1d6 + 3 ⇒ (6) + 3 = 9
intimidate check from enforcer feat: 1d20 + 9 ⇒ (3) + 9 = 12
Reck launches a barrage of attacks, trying to distract the monstrous eel from its lunch.
GM Choon |
Noro Grapple: 1d20 + 9 ⇒ (18) + 9 = 27
Eel: 1d20 + 11 ⇒ (5) + 11 = 16
damage: 2d6 + 9 ⇒ (4, 4) + 9 = 17
Noro in her rage manages to reach into the eel's mouth and pry it's jaws off ambrose. The eel squirms and turns around seemingly in its own skin and bites Noro. It's sharp teeth open huge gashes in Noro's arms and hands.
Eel is now grappled instead of grappling
Party up
Noro_Kasuri |
Fighting the pain and the sting of the water in her bleeding wounds. the water darkening from a combination of blood and eel slime, Noro attempts to rip the eel in two.
Grapple check plus rage: 1d20 + 11 + 5 ⇒ (16) + 11 + 5 = 32
damage to the eel: 1d6 + 5 ⇒ (6) + 5 = 11
current hp: 31/48
Durvin Tamish |
Sorry, was waiting to see if Noro's damage killed it.
Round 3:
Now that Noro had the creature occupied, and Ambrose was free of its grip, Durvin was better able to try healing him again. This time without having to worry about the eel all the while. He wraps Ambrose in healing, and then does what he can to help the man swim to safety.
CLW again on Kroop 1d8 + 3 ⇒ (8) + 3 = 11
Harmonic spell, bard song continues for round 4 and 5 also.
Swim check 1d20 + 7 ⇒ (4) + 7 = 11, to help Ambrose swim away from the fight.
Reck'Avok |
claw, enhanced, inspired: 1d20 + 5 + 1 + 1 ⇒ (9) + 5 + 1 + 1 = 16
claw, inspired: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
damage: 1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6
bite, inspired: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
damage: 1d4 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Reck's worries ease as Noro twists the eel off of the unfortunate cook. With the most pressing concern out of the way, the half-orc gets to focus on a much more pleasant task: Beating the piss out of something.