CrazyHedgehog's Skull & Shackles Game (Inactive)

Game Master CrazyHedgehog

Fun and Action on the High Seas!


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The Exchange

Clinging on to the rope, Penta spies one of the droning stirges homin in on her and so tries to strike it with a snap of her whip. The scorpion whip leaps out with a loud crack and a metallic tang as the razor blades hit against each other, but the strike falls just short, the stirge darting out of the way just in time.

Atajay and Quara provide some covering fire with a volley of ear-piercing screams at two of the stirges. Atajay's hits, but the nearly mindless creature ignores the stunning effects of the spell, continuing to zero in on the sorcerer. Quara's spell is more successful, causing a great deal of hurt and stunning the dazed stirge out of the sky. It spirals down to splash in the water near where Batango hovers. First stirge makes the save against Atajay's spell by a whisker. The other stirge takes 6 points of damage from Quara's spell which puts it in the minuses, and fails the save as well.

Batango mutters an incantation and beseeches his fathomless guide, his hand wreathed in a grayish light. As one of the stirges draws closer, the witch reaches out to try to wrap it in the glow of the draining magic. But again, the tiny creature dances away. Touch attack did fail, stirges are small and quick so difficult to corner.

Arven you are still perched at the top of the cover, are you wanting to take an action?

Stirge Attack!

Initiative
23 - Penta
20 - Atajay
18 - Batango
18 - Quara
15 - Arven
14 - 4 stirges
13 - A'vandira

------

GM rolls:

stirge 2 Fort 1d20 + 2 ⇒ (18) + 2 = 20
stirge 3 Fort 1d20 + 2 ⇒ (9) + 2 = 11
stirge 4 Fort 1d20 + 2 ⇒ (5) + 2 = 7


Male Human Savage Barbarian 5
Spoiler:
HP:55(65)/55(65) AC 18/15/14 Saves F+7:R+5:W+3 Rage: 12/12;

Arven, dives into the water below ... (see previous post)...


Human Warpriest lvl 3, AC 18, touch 14, flat-footed 14 (Armor +4, +4 Dex), HP 21/21(3d8+3), Fort: +4, Ref: +5, Will: +6

Penta strikes out again, only to miss. She curses at the flying vermin. Quit flittin' around, you blood suckers. Arggg

Attack:: 1d20 + 8 ⇒ (2) + 8 = 10
Damage:: 1d6 + 1 ⇒ (1) + 1 = 2


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

One-handed, Quinta draws her sword and lashes out at the stirge bedeviling Atajay. "Away, you oergrown mosquito! Begone!"

Move action to draw, standard action to stab. Attack roll 1d20 + 2 ⇒ (11) + 2 = 13 for 1d8 + 1 ⇒ (2) + 1 = 3 damage.


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

Atajay tries to fire his electric jolt cantrip at the threatening stirge.

Ranged Touch Attack 1d20 + 3 ⇒ (20) + 3 = 23

Damage 1d3 ⇒ 2

Possible crit 1d20 + 3 ⇒ (4) + 3 = 7

Damage 1d3 ⇒ 2

The Exchange

Round 1, continued

With the fighting down below, Arven decides he can be of best help down in the water. He takes a leap and dives down into the cove. With he whoosh he hurtles past those of you dangling from the rope and the hovering stirges. He enters the water in a perfect dive, splashing Batango.

The remaining three stirges swarm around you. Atajay ducks and beats one away, but another attaches to Penta and another succeeds at attaching to Batango. The stirges dig in with their six barbed legs, gaining a strong hold on you as they jab their proboscis into your flesh. You can feel the blood being drained as their coloring begins to change from a pale pink to a deeper reddish-brown. Penta and Batango each take one point of Constitution damage. You can attempt to dislodge your guests, essentially a grapple check or Escape Artist check. Penta to move things along I'll post the action you've posted so far, but if you want to change your action in light of the attack just let me know.

A'vandira, still at the top of the cliff, looks for a way to help. She snatches up her crossbow and shoots at the one stirge still flitting around, circling Atajay. It is a clean shot, and the bolt hits the stirge straight through the middle, sending it tumbling out of the sky. 8 points of damage to the stirge and it's history.

Round 2
Penta tries to strike the stirge that's clamped on to her with her dagger, but it's awkward to say the least and she misses.

In the clear for the moment, Atajay tries to help dislodge the one feeding on Penta, sending an electric jolt at it. It is an expert shot, sizzling the stirge, though Penta only feels a buzz of electric current. 2 points electricity damage to the stirge latched on to Penta.

Two stirges left, latched on to Batango and Penta. Batango up next, and Quara do you want to revise your action, as there are now no stirges near to you?

Updated Map

Initiative
23 - Penta
20 - Atajay
18 - Batango
18 - Quara
15 - Arven
14 - 4 stirges
13 - A'vandira

------

GM rolls:

stirge 1 attach 1d20 + 7 ⇒ (7) + 7 = 14
stirge 2 attach 1d20 + 7 ⇒ (3) + 7 = 10
stirge 4 attach 1d20 + 7 ⇒ (16) + 7 = 23
A'vandira attack 1d20 + 3 ⇒ (16) + 3 = 19
damage 1d8 ⇒ 8


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

Yeah, I guess I'd better. ^^

Climb 1d20 + 5 ⇒ (9) + 5 = 14

Snarling, Quara shimmies claws her way up the cliff and -- unless she falls off the rocks and into the water -- kicks out at the stirge feasting on Penta.

Unarmed attack roll: 1d20 + 2 ⇒ (13) + 2 = 15 for 1d3 + 1 ⇒ (1) + 1 = 2 nonlethal damage.


Batango grimaces and looks down at the stirge attached to him, face twisting into a foul expression. He glares at the creature, pushing his powers of dread into the thing's consciousness. Evil Eye hex to give the stirge -2 AC for 7 rounds, or 1 round with a DC 15 will save He lets out a sharp whistle, and Tabook appears from the witch's pack. The otter chirps and leaps down at the stirge and tries to bite it.

Tabook Bite: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1


Human Warpriest lvl 3, AC 18, touch 14, flat-footed 14 (Armor +4, +4 Dex), HP 21/21(3d8+3), Fort: +4, Ref: +5, Will: +6

Penta shoves the knife at the vermin. She yells at it. I can breath underwater, How 'bout you? She frees her hand and pushes off the cliff in a backwards swan dive.

Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d4 ⇒ 2
Swim: 1d20 + 6 ⇒ (8) + 6 = 14


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

Atajay fires an electric jolt at the one fighting Batango.

Ranged touch 1d20 - 1 ⇒ (16) - 1 = 15

Damage 1d3 ⇒ 2

He continues to move down the rope if possible, as well.

Climb 1d20 ⇒ 17

The Exchange

Round 2 continued
Batango looks down on the stirge feasting on his blood, and turns its evil eye towards it. The stirge cringes, but keeps feeding. Unnoticed, Tabook creeps up on it. The otter pounces on the stirge, biting with sharp teeth used to cracking open shellfish. However the stirge is unperturbed. Despite failing its save and minus -2 AC due to Batango's hex, Tabook's bite doesn't quite beat its AC.

Casting about for a foe, Quara digs into the rock face and climbs up beside Penta, kicking out at the stirge gripping on to her. It's an awkward angle, but she bashes the stirge. 2 points of nonlethal damage to the stirge, Quara is up beside Penta on the cliff.

Arven treads water beneath in the cove, watching for any more stirges to show themselves.

The two stirges keep gorging themselves, their color deepening to a dark, scarlet hue. 1 point of Constitution damage each to Penta and to Batango.

It's difficult to target the two stirges left without the risk of hitting either Penta or Batango, so A'vandira puts up her crossbow and starts shimmying down the rope. For a sorcerer, she's not bad at climbing!

Round 3
Penta jabs her knife in and skewers the stirge on her. The thing rolls off and tumbles down to the water. Penta follows close behind with a perfect swan dive. 2 points of damage to the stirge, along with the lethal and nonlethal damage it already received is enough to disable it. The fall down into the cove is likely enough to kill it.

Atajay sends another electric jolt, this time at the one attached to Batango. The witch feels a buzz as the jolt hits the stirge, slightly sizzling it. He continues to climb down the rope, reaching the water. 2 points of electricity damage to the remaining stirge, it's still attached.

Updated Map - Arven, Penta, and Atajay in the water; Batango hovering about 10 feet up, Quara and A'vandira further up still. Batango, Quara, and Arven are up.

Initiative
23 - Penta
20 - Atajay
18 - Batango
18 - Quara
15 - Arven
14 - 4 stirges
13 - A'vandira

------

GM rolls:

stirge 4 Reflex 1d20 + 1 ⇒ (11) + 1 = 12
A'vandira climb 1d20 + 1 ⇒ (13) + 1 = 14


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

I can't get the map to work due to my stupid slow signal...

"Hold still, man," Quara growls as she shimmies and swings down the rope to get to where Batango is, kicking out at the stirge still feasting on Batango.

Acrobatics 1d20 + 9 ⇒ (17) + 9 = 26 to shimmy. Attack roll 1d20 + 2 ⇒ (3) + 2 = 5 for 1d3 + 1 ⇒ (2) + 1 = 3 nonlethal damage to the stirge.


Seeing that the stirge has withered slightly under his gaze, the witch pulls out his knife and tries to hack the pest away, while Tabook also jumps at the beast.

Dagger: 1d20 - 2 ⇒ (19) - 2 = 17(I believe I get a -2 penalty for technically being grappled)
Dagger Threat: 1d20 - 2 ⇒ (10) - 2 = 8
Damage: 1d4 - 1 ⇒ (1) - 1 = 0
Crit Damage: 1d4 - 1 ⇒ (3) - 1 = 2
Tabook Bite: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1


Human Warpriest lvl 3, AC 18, touch 14, flat-footed 14 (Armor +4, +4 Dex), HP 21/21(3d8+3), Fort: +4, Ref: +5, Will: +6

Penta treds water 'member to look in thier nest on the ledge


Male Human Savage Barbarian 5
Spoiler:
HP:55(65)/55(65) AC 18/15/14 Saves F+7:R+5:W+3 Rage: 12/12;

Arven swims to Botango's side and strikes the feeding pest with his cutlass.

Swim speed 30ft
Cutlass attack 1d20 + 5 ⇒ (9) + 5 = 14 damage 1d6 + 2 ⇒ (5) + 2 = 7


With the prospect of having to swim, I have recalled Shadow back into my skin. Standing on the edge of the cliff, I shoot the stirges with my crossbow. When I see the others are in control of the situation, I start to climb down the rope as well. Hearing Penta's remark, I look around for the stirges' nest while hanging onto the rope. "Ya think there's treasure in there? Or maybe some little ones? Whadda ya wanna do with 'em if there are?"

The Exchange

Round 3 continued
Keen to detach himself from the stirge hungrily feasting on him, Batango clumsily tries to stab it with his knife. He misses, but Tabook has more success as the otter jumps on the tiny magical beast. His attack stuns the stirge, which flops down into the water below Batango. 1 point of damage to the stirge, now unconscious after previous lethal and nonlethal damage taken.

Quara shimmies down the rope next to Atajay, followed by A'vandira. Arven swims over and ensures that any of the stirges in the water are truly dead. Penta reminds the group about the stirges' nest above.

From this point forward, I'll assume everyone has a means of breathing underwater and so will jump forward with the next section. Just let me know how you are going to breathe underwater and the duration. Also, if anyone does intend to climb back up to try to get at the stirges' nests, please roll Climb check (DC 15 unless you climb back up the rope and retie it somewhere so you can use it to climb down to the nests) and see spoiler.

Stirge Nests:

It is rough going trying to reach the stirge nests. They certainly made efforts to nest somewhere out of reach from predators. However, you eventually make your way over to the ledge where the nests are only to find, alas, no treasure! These nearly mindless creatures have no real interest in treasure, just blood.

Alone in the bowl of the cove, you can feel the pull of the currents grabbing at you. It seems there are two exits from the bowl; one a submerged tunnel leading to the west that leads out to open sea, and to the east another submerged tunnel leading deeper into caverns. Either way, you find yourselves in a long, narrow tunnel nearly 100 feet long. The ocean churns in this narrow place, making it difficult to swim. In fact, you realize that the currents seem to be pushing you towards patches of deliberately shaped bladed stone lining the walls of the tunnel.

Please can everyone make a Swim check against DC 15 to avoid the currents driving you onto sharp rocks. Otherwise take 2 points of damage from the rocks. Which way do you want to go next? Left (west) or Right (east)?

Riptide Cove

------

GM rolls:

1d3 ⇒ 2
1d20 + 4 ⇒ (16) + 4 = 20


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

Swim 1d20 ⇒ 15

Not a strong swimmer normally, Atajay luckily avoided the sharp rocks! He began swimming toward the right side of the tunnel.


Normally not the worst swimmer in the bunch I can hear the voice of my old teacher in the back of my head as the current pushes me towards and onto the blade-shaped stone on the wall. With a cry that is more frustration than pain, strangely distorted by the water, I struggle to work myself free and continue through the tunnel.

Pressing a hand against my side, I pinch the cut closed, praying that Arven's shark friends are not going to be drawn towards the blood and dropping in uninvited.

Swim check: 1d20 + 3 ⇒ (1) + 3 = 4
Current hitpoints: 11/13


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

"Can I have another hit of that magic of yours before we pop into the drink?" Quara asks Batango.

Provided she gets a charge of the Hex, the tiefling plunges into the sea.
"I'd guess we're going into the caves," she tells the others while water-paddling. "Ow! Curses!"

Swim check 1d20 + 3 ⇒ (6) + 3 = 9. Take 2 damage... >_<


Human Warpriest lvl 3, AC 18, touch 14, flat-footed 14 (Armor +4, +4 Dex), HP 21/21(3d8+3), Fort: +4, Ref: +5, Will: +6

Penta sets behind Atajay's wake and swims hard against the current. She grimaced as the salty brine flowed past her tongue and into her lungs. It would be downright scary if she couldn't breath water, but the challenge only spurred her to push harder.

Swim: 1d20 + 6 ⇒ (10) + 6 = 16


Batango presses two fingers into Quara's clavicle, a single pulse of bluish-green light transferring from his digits into her throat. "Fill your lungs with brine, like de Fathomless One..." After administering the hex to Quara, he also applies it to himself, and Tabook, and submerges into the sea. He swims after the others quite expertly. While the older man shows his age on land, in the water he proves to be much sprier than his physical form would suggest.

Swim: 1d20 + 11 ⇒ (19) + 11 = 30

The Exchange

You swim on, deeper into the caverns. The tunnel leading into this tidal natural cavern is decorated with the jawbones of numerous frightful-looking fish, resembling the throat of some hideous aquatic creature. It's high tide just now, so the caverns are nearly entirely flooded apart from a few tiny air pockets above some of the deep caverns. Otherwise, the cavern complex is completely submerged. The waters are pretty murky because of the endless tidal forces, with a visibility of 10 feet. The seaweed grows pretty thick as well, growing as tall as 5 to 8 feet in many places.

You find the tunnels far from empty. Rather, you find swimming towards you a shoal of grindylows! Eight of the small goblinfolk swim towards you brandishing spears. At least one of them wears a tricorne hat, while another has a clay pipe tucked away against its side. They are swimming towards you, and they don't look very happy!

Go ahead and roll initiative. Anyone with a result of 13 or higher can also post an action. The tunnels and cavern are submerged, so refer to the rules for underwater combat in the core rulebook. Anyone not using magic to breathe water can find some air pockets at the top of the cavern, but keep track of how long your character is holding their breath for. Is anyone using the water breathing potion you found?

Initiative

13 - grindylows

Grindylow Attack

======

GM rolls:

init 1d20 + 2 ⇒ (11) + 2 = 13


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

DM, I thought we divvied up the water breathing potion and had a couple hours per person. I might be misremembering.

Initiative 1d20 + 2 ⇒ (15) + 2 = 17

Atajay starts casting his Sleep spell. DC 16 Will to resist.


Human Warpriest lvl 3, AC 18, touch 14, flat-footed 14 (Armor +4, +4 Dex), HP 21/21(3d8+3), Fort: +4, Ref: +5, Will: +6

I used the potion, and took a 2 hr draught.

Penta wants to scream in frustration, but only a muted rumble pierces the water. How many things on this island will try and kill us?

Penta calls upon Calistra's favor once again. Shortly after she seems to split into two duplicates of herself.

Init: 1d20 + 6 ⇒ (9) + 6 = 15

Standard Action: Cast Divine Favor

Move Action:

Copycat (minor): At 1st level, as a move action you can create an illusory double of yourself. This double functions as a single mirror image, and lasts for a number of rounds equal to your warpriest level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability doesn’t stack with the mirror image spell.


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

Initiative 1d20 + 1 ⇒ (18) + 1 = 19

Floating elegantly in the water, Quara puts one hand to her heart and uses the other to whip her blade out of the sheath. And she sings. She sings a haunting, blood-stirring tune to fire the senses and strengthen the arm...!

Move action: draw longsword. Standard action: commence Inspire Courage +1! Everyone take a +1 to attack and damage rolls and saves vs. fear.


Initiative: 1d20 + 1 ⇒ (1) + 1 = 2


Male Human Savage Barbarian 5
Spoiler:
HP:55(65)/55(65) AC 18/15/14 Saves F+7:R+5:W+3 Rage: 12/12;

Swim 1d20 + 10 ⇒ (4) + 10 = 14
Swim speed 30ft
Initiative 1d20 + 2 ⇒ (11) + 2 = 13
Con 16, holds breath 32 rounds (plus 8 rounds if raging) 1 of 32

Arven carries his cutlass as he swims towards the spear carrying creatures. He rises to the surface, taking in a long gulp of air, before continuing on his way, ready to do battle if needs be.

The Exchange

Sorry guys, wrote an update on Sunday, but it seems to have been eaten by grindylows. I'll try to recreate it here, but I won't redo all the rolls.

Water Breathing Potion: Yes, you had measured out the water breathing potion found to the whole group. For one person the potion should last for five hours. To split it between the six of you, you should get 50 minutes each. If Penta is taking a 2 hour's dram, then the rest of you get 36 minutes each. If Batango and Quara are making use of the water lung hex, they get a minute's extra use of air; let me know if that is incorrect. I don't know that it's normal to split up potions, but I'm willing to make an exception for this type, and I think you could all use it. All the more reason to find your friends and get out of there!

Grindylow Guards - Round 1
Seeing the grindylows gather for the attack, A'vandira responds by hurling a ray of frost at them. It's a bit more difficult to do underwather, and the ray is more a stream of freezing water that streaks towards one of the creatures. With a flick of its tentacles, it easily moves out of the way. The frozen ray breaks up into small chunks of ice drifting to the surface. Cast ray of frost.

Quara readies to defend by drawing her sword. As she does so, she begins calling out in a haunting tune that bolsters your confidence. The song is made all the more haunting by the strange harmonics of the flooded cavern. +1 inspire confidence effect now in use.

With a wave of his hand, Atajay sends a wave over the grindylows, compelling them to sleep. Some of them manage to shake off the effect, but four of the grindylows succumb and slumber, their bodies drifting on the strong current.

Penta calls upon the divine power of Calistria for aid. She also summons a copy of herself. The two Pentas look and act like two mirror images of each other.

Arven gulps a deep breath and swims back down. As he swims towards the grindylows, he senses the thick fronds of seaweed clawing at him in an unnatural way. It seems someone has seeded the thick pelt of seaweed in this area with metal hooks that snag at clothes and skin. Arven could you make a DC 10 Reflex check please to avoid become entangled in the hooks.

The grindylows sense that the young undine could be in trouble, and mass to attack. While the barbarian works at trying to free himself, two of the grindylows attack with their spears and one of them manages to score a painful jab on his opponent. 7 points of damage to Arven from the spear attack.

Updated Map - Grindylows shaded purple are currently sleeping.

Initiative
20 - A'vandira
19 - Quara
17 - Atajay
15 - Penta
13 - Arven
13 - grindylows
2 - Batango

------

GM rolls:

A'vandira init 1d20 + 8 ⇒ (12) + 8 = 20
A'vandira ranged touch 1d20 + 3 ⇒ (2) + 3 = 5
grindylow 3 1d20 + 3 ⇒ (12) + 3 = 15
damage 1d6 + 1 ⇒ (6) + 1 = 7
grindylow 4 1d20 + 3 ⇒ (7) + 3 = 10


Human Warpriest lvl 3, AC 18, touch 14, flat-footed 14 (Armor +4, +4 Dex), HP 21/21(3d8+3), Fort: +4, Ref: +5, Will: +6

water breathing is two hours per level, the potion is a min of 5th level for a total of 10 hours. Arven refused drink, so 2 hrs per person


Batango focuses his gaze on the grindylow closest to him, pushing his grim psychological effects onto the creature to weaken its defenses. The witch taps Arven on the shoulder and gestures to the one he has targeted, suggesting him to attack it.

Evil Eye on the grindylow next to Arven, diagonal to me. -2 to AC for 7 rounds, or 1 round with a DC 15 will save.


Male Human Savage Barbarian 5
Spoiler:
HP:55(65)/55(65) AC 18/15/14 Saves F+7:R+5:W+3 Rage: 12/12;

Reflex save 1d20 + 2 ⇒ (3) + 2 = 5

Arven becomes entangled in the fronds of the dangerous seaweed.


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

Quara swims forward just far enough so she can see the enemy -- and stops singing so she can unleash some of her magic at the surging grindylows. "Simul clamo, simul moris!"

Ear-piercing scream on the awake grindylow down from Arven. 1d6 ⇒ 3 sonic damage, DC15 Fort. save to half. Dazed if save fails. I'll resume singing next round, and keep switching it up.


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

Atajay targets one of the awake creatures and tries to interrupt its normal thought patterns, giving his friends time to take it out.

Cast Daze. DC 15 Will save to avoid.


Human Warpriest lvl 3, AC 18, touch 14, flat-footed 14 (Armor +4, +4 Dex), HP 21/21(3d8+3), Fort: +4, Ref: +5, Will: +6

Penta heads over to aid Arven. She attacks his opponent with a knife.

Swim: 1d20 + 8 ⇒ (3) + 8 = 11

Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Damage should get another +2 from divine favor and inspire


Male Human Savage Barbarian 5
Spoiler:
HP:55(65)/55(65) AC 18/15/14 Saves F+7:R+5:W+3 Rage: 12/12;

Despite being entangled in the weeds, Arven strikes out at the nearest spear carrying enemy. He yelps out, "Some healing won't go amiss" through the water as the spears piece his skin and the blood flows out.

Cutlass attack 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16 (inspire) Damage 1d6 + 2 ⇒ (4) + 2 = 6 half damage from slashing weapon under water
Hydrated Vitality Fast Heal 2

Arven:

HPs: 15

The Exchange

Grindylow Guards - round 1 continued
Batango fixes his evil eye on the grindylow closest to him, putting it off its attack against Arven. For that grindylow, the grotto darkens as doubt and fear creep in from the edges of its field of vision. The grindylow made its save, but the for the next round it is evil eye'd

Round 2
A'vandira swims up above your group so as to get a clear shot of the enemy. She tries another ray of frost and this time hears a satisfactory thump as a cap of ice slams into the grindylow's chest. 3 points of cold damage to the grindylow.

Quara unleashes one of her trademark ear-piercing screams, and one of grindylows throws its hands over its ears in a vain attempt to block out the sound. 3 points of sonic damage to the second grindylow.

Rest of update to follow tomorrow!

Initiative
20 - A'vandira
19 - Quara
17 - Atajay
15 - Penta
13 - Arven
13 - grindylows
2 - Batango

=======

GM rolls:

grindylow 1 Will 1d20 + 2 ⇒ (15) + 2 = 17
A'vandira ranged touch 1d20 + 3 ⇒ (15) + 3 = 18
damage 1d3 ⇒ 3
grindylow 2 Fort 1d20 + 1 ⇒ (13) + 1 = 14

The Exchange

Round 2 continued
The grindylow hit with Quara's ear-piercing scream failed it's Fortitude save, so it is also dazed for a round.

Atajay slings a similar spell at one of the other grindylow warriors, in hopes of confounding its thoughts. But the creature shakes off the effect and snarls as it jets through the water. This one managed to make a successful save.

Penta and her double swim over to help Arven, angling in on the grindylow that Quara had dazed with her sonic spell. The two warpriests stab and pierce the grindylow several times with a dagger. They are vicious blows, and leave the grindylow dying. 6 points of damage to the grindylow, and it's out.

Meanwhile Arven tries to fend off the other grindylow with his cutlass. The hooks hold him fast to the kelp, but he has enough freedom of movement to drive his blade home in his opponent's chest with a great slashing blow. Even with damage from slashing weapons being halved, Arven does enough damage to put the grindylow into minuses, it was the same one suffering under Batango's evil eye. The hooks hold you fast, you can escape their clutches either with a successful DC 10 Escape Artist check or by breaking free with a DC 10 Strength check.

The four warriors that Atajay put to sleep continue to drift on the current, sinking down below the fight. The two remaining grindylows come on and stab at Arven and Penta with their spears. One of them manages to get a lucky jab in Arven's side, spilling some of the undine's blood. 2 points of damage to Arven from the grindylow.

Over to Batango and Tabook next.

Updated Map

Initiative
20 - A'vandira
19 - Quara
17 - Atajay
15 - Penta
13 - Arven
13 - grindylows
2 - Batango

=======

GM rolls:

grindylow 4 Will 1d20 + 2 ⇒ (13) + 2 = 15
Penta Reflex 1d20 + 4 ⇒ (18) + 4 = 22
grindylow 3 attack 1d20 + 3 ⇒ (15) + 3 = 18
damage 1d6 + 1 ⇒ (1) + 1 = 2
grindylwo 4 attack 1d20 + 3 ⇒ (11) + 3 = 14


Male Human Savage Barbarian 5
Spoiler:
HP:55(65)/55(65) AC 18/15/14 Saves F+7:R+5:W+3 Rage: 12/12;

Breathing underwater round 3 of 32(40)
Rage round 1 of 9; Fatigue 0 of 2

The hooks holding Arven fast, make the undine start into a rage as he attempts to kill the swimming beasts in front of him, cutting at them with the weapon in both hands.

Attack cutlass 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26 Damage 1d6 + 3 + 3 ⇒ (5) + 3 + 3 = 11 half damage from slashing weapon under water
Crit Confirm cutlass 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18 Damage 1d6 + 3 + 3 ⇒ (6) + 3 + 3 = 12 half damage from slashing weapon under water

I'm assuming getting off the hooks is a standard action, however if its just a move action then a strength check 1d20 + 4 ⇒ (16) + 4 = 20

Hydrated Vitality Fast Heal 2 (last of the day)


Batango curls his fingers, the water around his hand bubbling in a bluish light. He extends his arm and opens his fingers as he plants his palm on Arven's back, imparting some of the sea's nourishment within him, healing a few of his wounds.

Hex of healing: 1d8 + 2 ⇒ (7) + 2 = 9


Human Warpriest lvl 3, AC 18, touch 14, flat-footed 14 (Armor +4, +4 Dex), HP 21/21(3d8+3), Fort: +4, Ref: +5, Will: +6

Penta smiles and looks at the Grindylow on her like a lion looks at a antelope. She waits for an opening and stabs at the prey.

Attack: 1d20 + 7 ⇒ (7) + 7 = 14

damage: 1d4 + 3 ⇒ (1) + 3 = 4


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

Atajay targets another grindylow and uses Daze again.

Will DC 15 to resist.


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

Quara resumes her bardic song, the eerie melody floating on the water like ink, stirring everyone's blood like fire -- everyone except the grindylows, that is...

Inspire courage +1. I'd swim up to help, but there are rather a lot of people in the way... ^^;

The Exchange

Round 2 continued
Floating behind Arven, Batango extends an arm to place a hand on the undine's back, gifting him with healing power as he tries to escape the hooks binding him.

Round 3
A'vandira tries to help Arven as well by targeting the grindylow facing him with a coruscating, enervating ray. It seems to wither a bit under the spell's effects. Casts ray of enfeeblement, the grindylow losing 2 Strength after failing a Will save.

Quara takes up her inspiring melody, firing your hearts as you battle the guards. Inspire courage in effect!

Atajay tries to daze the other grindylow to halt its attacks, but it seems to escape the worst of the spell's effects. Grindylow made its Will save with a natural 20, unfortunately.

Penta tries to stab the same creature, hitting it but unfortunately her weapon doesn't penetrate its rubbery skin. Very nearly a successful hit.

Still snagged by the fishing hooks, Arven nonetheless is able to fence with the grindylows. With expert use of his cutlass, he knocks a grindylow's spear out of the way, slices off several tentacles, then skewers it through its black heart. Then with a burst of strength the undine barbarian breaks free of the troublesome hooks. Yes, a Strength check is easily enough to break fee of the hooks, as would an Escape Artist check. You realize that in future you can either avoid them by swimming above their reach or by taking the time to clear them away. It was almost a pity to use that great critical hit against just the one grindylow, as it was well more than enough damage for it.

The lone grindylow remaining awake makes a desultory stab at Penta and starts to back away from the fight when a deep cry comes from behind the group. Looking back, you see another patrol of eight grindylows approaching from another cavern. As they spew out of the tunnels and swarm at you, one tries to gut Quara but with a powerful kick she is able to move out of the way.

Updated Map - Of the first shoal of grindylows, only one is still on the go, with four more in magical slumber.

Initiative
20 - A'vandira
19 - Quara
17 - Atajay
15 - Penta
13 - Arven
13 - grindylows
2 - Batango

------

GM rolls:

A'vandira touch attack 1d20 + 3 ⇒ (18) + 3 = 21
grindylow Will 1d20 + 2 ⇒ (1) + 2 = 3
damage 1d6 + 1 ⇒ (1) + 1 = 2
grindylow Will 1d20 + 2 ⇒ (20) + 2 = 22
grindylow attack 1d20 + 3 ⇒ (2) + 3 = 5
grindylow attack 1d20 + 3 ⇒ (7) + 3 = 10


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

"Well, NOW it's a party,
And for less than five quid
I'll serve you up as sushi
You Goblin-faced squid!
"

Quara continues to sing while turning to face the next wave of attackers, her sword lashing out at the Grindylow who just tried to disembowel her.

Attack roll 1d20 + 3 ⇒ (16) + 3 = 19 for 1d8 + 2 ⇒ (1) + 2 = 3. Minor action to continue Inspire courage +1

We have a nice bottleneck going for us here, so I'd like to suggest we don't advance into their space; make them come to us so they can't swarm and flank us.


Male Human Savage Barbarian 5
Spoiler:
HP:55(65)/55(65) AC 18/15/14 Saves F+7:R+5:W+3 Rage: 12/12;

Arven, with a sleeping enemy in front of him, smiles as he ends the creatures life by cutting it's stomach wide open, before moving further into the cavern. "Kill them before they wake, to make our way out." blubs the undine.

Full round action: Coup de Grace, damage 1d6 + 6 + 1d6 + 6 ⇒ (5) + 6 + (2) + 6 = 19 half for under water.
Five foot swim into space of dead G.


Breathing underwater round 4 of 32(40)
Rage round 2 of 9; Fatigue 0 of 4 rounds


Male Human Savage Barbarian 5
Spoiler:
HP:55(65)/55(65) AC 18/15/14 Saves F+7:R+5:W+3 Rage: 12/12;

Arven, with a sleeping enemy in front of him, smiles as he ends the creatures life by cutting it's stomach wide open, before moving further into the cavern. "Kill them before they wake, to make our way out." blubs the undine.

Full round action: Coup de Grace, damage 1d6 + 6 + 1d6 + 6 ⇒ (6) + 6 + (6) + 6 = 24 rage, half for under water.
Five foot swim into space of dead G.


Breathing underwater round 4 of 32(40)
Rage round 2 of 9; Fatigue 0 of 4 rounds


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

Atajay casts Daze on the first of the new coming grindylows.

Will DC 15.


Batango gives a sour look at the sight of the new group of grindylows and whips his hand around in the water, wreathing it with a haze of grey light. He moves further to the middle of the group so that he can get a view down both passages.

Cast touch of fatigue and hold the charge, move wherever I can to the center of the group.


Human Warpriest lvl 3, AC 18, touch 14, flat-footed 14 (Armor +4, +4 Dex), HP 21/21(3d8+3), Fort: +4, Ref: +5, Will: +6

Penta knew that they would be in real trouble, if they faced the new group without handling the first. She swims in deeper (SE) to the active grindylow.

Swim: 1d20 + 8 ⇒ (3) + 8 = 11

Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d4 + 3 ⇒ (2) + 3 = 5

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