DM Dr Evil presents Serpent's Skull - Group A (Inactive)

Game Master DM DoctorEvil

Deck of the Jenivere

Map of Smuggler's Shiv

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Go ahead and dot here if it makes your lives that much easier.


Status: poisoned (-5 Dex); Conjurer 1 | AC 12 T 12 FF 10 | HP 9/12 | F +2 R +2 W +3 | Init +8 | Perc +2

Dot!


HP 10/10, 0 NL, AC Chelaxian Human ***INACTIVE*** Life Oracle/1

Dotting.


Male Dwarf Barbarian 1 | AC 15/10/15 | HP 16/16 | F +5, R +1, W +4 (+2 vs. spells, SLAs, and poison) | CMB +4, CMD 14 | Init +2 | Perc +7

Dotted!


Dot


"No one would have crossed the ocean if he could have gotten off the ship in the storm." - Charles Kettering

Most of you have gotten used to the routine of life at sea. The gentle roll of the deck below your feet, the constant sound of the wind snapping in the canvas sails above your head. There is comfort in the routine, but there is also boredom.

Some 71 days out of Magnimar, the Jenivere, with her cargo, crew, and passengers, is finally headed for the end of her run. The Sargavian city of Eleder and all the promise of that distant colony await those on the far end. Even better is the idea of land, and something different...something more than the routine.

While a few of you have been aboard since day 1, as passengers perhaps, or as crewmen, there are others who have only been with the ship for a few days. Ishirou, the mysterious and distant Tian man, boarded in Bloodcove, and while he hasn't been aboard long, he already has learned the routine.

One bell means the crew is changing shifts, and the tired and worn sailors can head below decks away from the oppressive tropical sun, and the constant, soul-sapping, wind. The new shift groans and rises to the deck for their turn braving the elements to guide the craft ever closer to its final destination.

Two bells means meals served in the tiny, cramped galley. Meals on board ship are not pleasant, especially for those with a sensitive palate. Cold, tasteless, gummy meat, stale vegetables, wormy fruit, and hard crusty bread make up the fare -- and that on a good day.

Three bells means the end of the watch, and lights out on the deck. It marks the end of another interminable day tossed upon the waves and beaten by the wind. Another day spent marking time, doing next to nothing as the routine grinds on. Ever on.

This evening is no different. As the sun sets, the heat of the day giving way to humid dampness of the tropical night, the sound of the two bells calling the crew and passengers to dinner, nearly sets your teeth on edge.

Answering the call, you find yourself crowding into uncomfortable benches in the undersized galley below decks. The smell of whatever horrible concoction has been prepared for your consumption almost makes you reel as you enter.

Looking about, you see the faces of those that have become familiar on this journey, as familiar as the routine of the ship. The Captain sits at the head of the room. A Chelish man whose family has made the Magnimar-Eleder for generations, Alizandru Kovack, commands the Jenivere with a stern hand. His strict discipline is often softened by First Mate Alton Devers, a sailor who has been friendly with both the passengers and the crew. Always quick with a joke or story, Devers can be counted on, when not attending to key duties, to relieve some of the monotony fo the sea journey.

Others in the galley include the strange Oriental man, Ishirou, who doesn't smile or speak to anyone, only slurps his soup in silence, staring downwards the entire time His polar opposite, the vivacious and verbose gnome, Gelik Aberwhinghe, can barely eat at meal times, he's so busy chatting, telling jokes, or regaling with stories of his exploits with the shadowy Pathfinder Society. Aboard since Magnimar, the little entertainer was once quite charming, but now, the sound of his voice and the echo of his tinny laughter only serves to irritate.

Sitting next to the gnome, trying to ignore his constant blathering is the mysterious red-head, Sasha Nevah. Slender and athletic, the young girl is lovely to look at at, but in discussions with her you've found she's not quite right. Her strange sense of humor, nervous twitches, and odd behaviour keep you on the lookout.

Alone on a bench at the far end sits Ieana. The plain-looking Varisian woman spends most of her time with her nose buried in a book, and today is no exception. Pushing up her eyeglasses with one hand, and turning the page with another, she studiously reads while awaiting the dinnermeal. Some say the woman is a Chelish spy, others that she is the secret lover of Captain Kovacs, but based on your experience, that is just ship's rumors, trying to liven up what is otherwise unremarkable.

Not in the galley, unsurprisingly are two other passengers. The first, a Mwangi man that boarded in Corentyn, has not been seen on the deck the entire journey. A prisoner of some sort, he was led aboard in leg irons, and has been locked in the brig since the ship left Cheliax. Just who and what he is remains a mystery.

The other reclusive passenger is the half-elven woman Aerys Mavato. Rarely seen out of her cabin, Mavato is trim and athletic with fierce blue eyes and dark hair. She has remained out of sight since a scrap occurred with a crewman who commented on how she could share a berth with him anytime. The crewman left worse for wear, and Aerys has been reclusive since.

The rest of the group seems lively enough, and you have gotten to know them all, at least a little bit. Still though, you look forward to the day when land is in sight, and the routine of the journey ends, and your new life in Sargava really begins.

Just now the dinner, or what passes or it, is served. Something that was once meat, now drowned in watery and lumpy gravy, with a mealy cornbread. Sighing mightily, you grab a spoon and tuck in, knowing it won't get better, but it will likely get worse.

Each player is invited to make their own opening post, as long or as brief as you like. At the end, please make a FORT save as you take the first bites of your dinner aboard the Jenivere


Male Human from Absalom Bard (archivist) 1 (AC 15, HP 13, Fort +2 Reflex +3 Will +2, Perc +4, Init +1, Atk Rapier +1, 1d6+1, Spells slots: 4/2 Bardic performance 7/7)

Mikail look the food with distaste.
"I should have minded more some of my magic lessons. A prestidigitation spell to to create a few make believe spices would be so useful now ...
Okhosa, you have it?"

Mikail take a hopeful look to his friend, then he look the captain.

"it that isn't against ship customs, naturally."


Male Dwarf Barbarian 1 | AC 15/10/15 | HP 16/16 | F +5, R +1, W +4 (+2 vs. spells, SLAs, and poison) | CMB +4, CMD 14 | Init +2 | Perc +7

Morgrym too wishes the cook could and would make something closer to edible. But he endured such food and worse when his family splurged for some useless trinket, rationalizing, but eventually selling it back at a loss. Sighing for the umpteenth time, he grabs the slippery chunk of meat, biting down with force. His teeth encounter resistance on a bone and he chokes slightly. But he regains control and bites down again with even more force, snapping the bone. Another, louder crack signifies another chipped or broken tooth, courtesy of whatever animal this used to be.

On his cramped bench, Morgrym mulls over his experience on the Jenevire. Cramped, musty, with meals like this every time. "...And I wish that gnome would shut up," he mumbles, almost unaware he started speaking aloud. It's not like most people would care. The Jenevire was full of oddballs, and most of Morgrym's shipmates agreed with him on most of these counts anyway.

"...And could someone tell me, why's that bookish weirdo always gettin' a bench to 'erself?" Mebee th' cap'n's in love with her after all. Fer some reason. And if, one more time..." Morgrym comes out of his reverie when his stomach lurches mightily, causing even his dwarven sense to go into turmoil. He rushes out of the galley to the side of the ship.

You had better be joking with us: 1d20 + 5 ⇒ (17) + 5 = 22 +2 against a poison, of course

"An' of course, that has ta happen every night. Looks as if they've found the perfect way to kill a dwarf." Morgrym wipes his mouth and ambles back into the galley to find his friends Okhosa and Varya.


HP 10/10, 0 NL, AC Chelaxian Human ***INACTIVE*** Life Oracle/1

Dragolan has managed to make the food more tolerable through the first part of the voyage by dint of frequent application of wine. In the last week, though, his stores have run out, and he's been reduced to surreptitious use of some of the spices he brought along. He sighs loudly and looks heavenward at the sight of the current offering (then slaps his hand down on his spoon as it begins to slide away). For at least the twentieth time (once for each meal since the wine ran out), he looks to the captain. "How long until we make landfall?"

Fort save: 1d20 + 4 ⇒ (3) + 4 = 7

Ah, well--my Fort saves have been consistently bad as both GM and player.


After a long shift on the deck tidying ropes the darkness of the galley, even with the stench of the food, was a relief.

Varya spends a minute looking for the least dented of the tin bowls. Shaking her head at the shoddy craftsmanship, she pours the greasy soup in, and sits down at the table.

She hears Mikail ask his question to Okhosa. "You might be able to trick your tongue with spells, but don't think you'll be able to trick your stomach," she says, grimacing at the foul tasting soup. From her own supply of ale she washes down the soup, and offers it to anyone else sitting nearby.

Fortitude Save: 1d20 + 4 ⇒ (10) + 4 = 14


Mikhail don't forget your Fort save please.


Status: poisoned (-5 Dex); Conjurer 1 | AC 12 T 12 FF 10 | HP 9/12 | F +2 R +2 W +3 | Init +8 | Perc +2

Okhosa waves his hand over Mikhail's food, muttering arcane words as he does so. There you are; it should taste like my mother's spiced lamb now," he says with a small smile. "Anyone else?" he offers quietly to those seated nearby, before repeating the small ritual over his own food and digging in.

Fort: 1d20 + 2 ⇒ (20) + 2 = 22

"Sorry friends," he murmurs, chewing a particularly rubbery portion of meat, "can't do much about the texture..."


HP 10/10, 0 NL, AC Chelaxian Human ***INACTIVE*** Life Oracle/1

Dragolan gives the wizard a pleading look.


Status: poisoned (-5 Dex); Conjurer 1 | AC 12 T 12 FF 10 | HP 9/12 | F +2 R +2 W +3 | Init +8 | Perc +2

Just going to savour that successful Fort save for a moment...

.................. Okay, I'm done :)

Okhosa magically flavours Dragolan's food, as well as that of anyone else that wishes it.


Male Human from Absalom Bard (archivist) 1 (AC 15, HP 13, Fort +2 Reflex +3 Will +2, Perc +4, Init +1, Atk Rapier +1, 1d6+1, Spells slots: 4/2 Bardic performance 7/7)
DM DoctorEvil wrote:
Mikhail don't forget your Fort save please.

Fort save: 1d20 + 2 ⇒ (17) + 2 = 19

Fortunately Mikail has a strong stomach and generally is capable to keep the food down. Even this food.

"Thanks Okhosa. If you chip a tooth I can help, a cure spell can fix that."

Everyone that had contacts with Mikail during the voyage has noticed that he like to use his cantrips and spell. He like to mix mundane and magical solutions for the problem encountered. To help relieve the boredom of the voyage he has often used mending to help the crew repair some of the ship equipment.

"Sure Varya, but tricking our tongue can help, to a point. And a cleric capable to bless the food would help the stomach."

While not on par with the gnome, Mikail is generally chatty at the table. A way to "forget" what is in his bowl while eating the content.

"Okhosa, don't you think that someone capable to cast purify food and drink would be invaluable in a jungle expedition? From what I have read food poisoning is one of the great risks."


Status: poisoned (-5 Dex); Conjurer 1 | AC 12 T 12 FF 10 | HP 9/12 | F +2 R +2 W +3 | Init +8 | Perc +2

"Indeed. Divine magic would be a huge help." Het grimaces as he forces a large, unchewable chunk down his gullet. He turns to Varya. "Could I take you up on your offer, my lady? Even reflavoured, this food needs something to wash it down. I'd be grateful for a cup of ale."


Male Human from Absalom Bard (archivist) 1 (AC 15, HP 13, Fort +2 Reflex +3 Will +2, Perc +4, Init +1, Atk Rapier +1, 1d6+1, Spells slots: 4/2 Bardic performance 7/7)

"Thanks Varya, only a little sip. I don't want to deplete your reserve."


Male Human from Absalom Bard (archivist) 1 (AC 15, HP 13, Fort +2 Reflex +3 Will +2, Perc +4, Init +1, Atk Rapier +1, 1d6+1, Spells slots: 4/2 Bardic performance 7/7)

Note: normally Mikail don't wear his chain shirt while on the ship. It is stored in his chest


Varya slides a full cup of ale across the table to each of the two, ignoring Mikail's politeness. What good saving drink only for yourself, anyway?
"Planning an expedition into the jungle, are you Mikail?"
She drinks from her ale, thinking to herself, Not the first adventurer looking for fame and treasure in the jungle, and likely not the only one on this ship.


Male Dwarf Barbarian 1 | AC 15/10/15 | HP 16/16 | F +5, R +1, W +4 (+2 vs. spells, SLAs, and poison) | CMB +4, CMD 14 | Init +2 | Perc +7

Morgrym sidles up to the bench where the others are talking. If'n there's a jungle expedition, I'd like ta get in on that. Something to do's better'n stayin' here, at least."
By the smell of him, Morgrym has evidently given in and opened one of the sealed bottles of Dwarven Stout he keeps at his belt.
"Ahh, that was good. Vintage Dwarven Stout. Vintage! Makes me wonder, 'cause I've stomached plague, poison, mag'cal or otherwise, 'n everythin' else under the sun but the swill that Rambar Whatshisface fellow makes. There's gotta be a better cook ta replace him, the ship's fulla sailors! Yep, makes me wonder..." Morgrym tails off as he sits down. He looks and smells drunk, but anyone who knows dwarves knows that there are only two states of a drunken dwarf: Perfectly sober and unconscious.


Combat map linked here. You should be able to move the icons about yourself. If you move, please use arrow tool to show the path for AoO purposes.

Morgrym remembers that comment, and the rest remember the dinner, the ale, the magical spices but little else of what happened until now.

Now, Morgrym senses everything is dark and silent. Slowly, sensation begins to creep back in -- the feel of sand below and of something wet lapping at his feet. The sound of ocean waves washing against a beach, and a heavy pressure on his legs. This idyllic sensory experience is abruptly changed by a searing pain in his left foot.

Morgrym (who had the highest Fort save above, using tiebreaker) takes 1 hp dmg.

The dwarf's eyes fly open to reveal himself prone on the beach, in the early dawn hours. A ochre-colored amphibious arachnid sits near, him a pincer squeezing his foot experimentally. The creature, in addition to the large claw-like pincers, has a long, thin stinger curled behind its back. Two more of its kind are slowly creeping out of the water toward the dwarf.

Morgrym can see, it appears to be just after dawn, the lumps of other shipwreck survivors nearby. He has the items he was wearing in the galley (likely no weapons, and perhaps armor?). There is a haphazard pile of gear about 10-15 feet away (marked by the smiley face).

Initiatives:

Morgrym: 1d20 + 2 ⇒ (2) + 2 = 4
Varya: 1d20 + 2 ⇒ (10) + 2 = 12
Mikhail: 1d20 + 1 ⇒ (13) + 1 = 14
Okhosa: 1d20 + 8 ⇒ (7) + 8 = 15
Dragolan: 1d20 + 1 ⇒ (11) + 1 = 12
Sea Scorpion 1: 1d20 + 5 ⇒ (12) + 5 = 17
Sea Scorpion 2: 1d20 + 5 ⇒ (14) + 5 = 19
Sea Scorpion 3: 1d20 + 5 ⇒ (19) + 5 = 24


Morgrym is first to be awake since he had the best Fort save above. The PC's wake up in the order of their saves at rate of one per round and may act in the round they awaken.

Feast on the Beach - Round 1

24 Sea Scorpion 3
19 Sea Scorpion 2
17 Sea Scorpion 1
15 Okhosa (out 1 round)
14 Mikhail (out 2 rounds)
12 Varya (out 3 rounds)
12 Dragolan (out 4 rounds)
4 Morgrym

Sea Scorpion 3 scuttles forward and tries to take a nibble from the unconscious Okhosa, but cannot get through his clothing.

Sea Scorpion 2 continues his assault on the now-moving Morgrym. The barely conscious dwarf is able wriggle away from these attacks, preventing any further harm.

Sea Scorpion 1 thinks Dragolan's large frame looks like a good meal and snips at him with a claw, testing the strange lump on beach.

Sea Scorpion 3 claw: 1d20 ⇒ 7
Sea Scorpion 2 claw 1: 1d20 ⇒ 3
Sea Scorpion 2 claw 2: 1d20 ⇒ 9
Sea Scorpion 2 sting: 1d20 ⇒ 8
Sea Scorpion 1 claw: 1d20 ⇒ 5

That, my friends, is some serious crappy rolling...Morgrym you are up, lying prone, being attacked by scary sea creature with no weapons. Best of Luck!. Looks like Okhosa regains consciousness next round and can join in after the scorpion assault.


Sorry if I didn't say it before, but map is linked at the top of the page for your ease of reference.


HP 10/10, 0 NL, AC Chelaxian Human ***INACTIVE*** Life Oracle/1

Dragolan snores stentorously, dreaming of better food.


Male Dwarf Barbarian 1 | AC 15/10/15 | HP 16/16 | F +5, R +1, W +4 (+2 vs. spells, SLAs, and poison) | CMB +4, CMD 14 | Init +2 | Perc +7

Yeah, no weapons, but it seems like Morgrym to wear his armor most of the time. Also, I can't seem to be able to move Morgrym.
Morgrym stands up from prone, groaning slightly, weaponless. "Gah...Ouch...WHAT THE GIANT BUGS?! By Trudd's hammer! I need a weapon!" He runs to the equipment pile to find something to kill these creatures with. One AoO, I believe, unless the bug has Combat Reflexes.


Varya dreams about big hammers and well polished armor.


Male Human from Absalom Bard (archivist) 1 (AC 15, HP 13, Fort +2 Reflex +3 Will +2, Perc +4, Init +1, Atk Rapier +1, 1d6+1, Spells slots: 4/2 Bardic performance 7/7)

Dreaming of a sea of green. A ivy covered pyramid in the background. "I will find you."

I have taken the liberty to move you, Morgrym, it is the right location?


Feast on the Beach - round 1 - concluded

while the others dream the dreams of the unconscious, Morgrym rises from his feet, the movement attracting a claw from the creature at his feet, but the attack is clumsy and the dwarf is able to roll away from it. As the dwarf stands, he feels a rush of dizziness from which he reels for a moment before stabilizing. Once on his feet with his land legs under him, Morgrym moves to the equipment pile. He is able to see his own weapons and gear thrown in among a pile of other items.

End of Round 1

As if this weren't already enough fun, all the PC's awaken with the sickened condition, which basically imposes a -2 to any d20 roll. This will last the length of the combat. Morgrym can pick his own weapon as a move action in the next round.

Sea Scorpion 2 AoO claw: 1d20 ⇒ 7


Feast on the Beach - Round 2

24 Sea Scorpion 3
19 Sea Scorpion 2
17 Sea Scorpion 1
15 Okhosa (may act this round)
14 Mikhail (out 1 round)
12 Varya (out 2 rounds)
12 Dragolan (out 3 rounds)
4 Morgrym

Okhosa begins stirring, his consciousness returning just in time to be aware that he may be a meal for a seaborne predator. Sea Scorpion 3 stings at the moving pile of meat, and snaps at it with its pincer-like claws. The claws snap shut on open air, but the stinger jabs the leg of the barely conscious wizard, who cries out in pain, taking a single hp of damage.

Sea Scorpion 2, seeing its dinner flee, moves towards the next lump on the beach. It's claws strike out at the unconscious Mikhail snipping him for 2 hp dmg.

The last scorpion continues its pursuit of the tasty looking Dragolan, but its still can't seem to find a tender enough spot to damage.

A hit from the stinger calls for a Fort save vs poison. Don't forget the sickened condition and its wonderful -2 penalty. After the save, Okhosa is up, followed by the possible armed and dangerous Morgrym.

Sea Scorpion 3 sting: 1d20 ⇒ 13
Sea Scorpion 3 claw 1: 1d20 ⇒ 1
Sea Scorpion 3 claw 2: 1d20 ⇒ 1
Stinger dmg, Okhosa: 1d2 - 1 ⇒ (2) - 1 = 1
Sea Scorpion 2 claw 1: 1d20 ⇒ 19
Sea Scorpion 2 claw 2: 1d20 ⇒ 14
Sea Scorpion 1 claw 1: 1d20 ⇒ 5
Sea Scorpion 2 claw 2: 1d20 ⇒ 9


Male Human from Absalom Bard (archivist) 1 (AC 15, HP 13, Fort +2 Reflex +3 Will +2, Perc +4, Init +1, Atk Rapier +1, 1d6+1, Spells slots: 4/2 Bardic performance 7/7)

Updating status:

AC 11, HP 11/13, Fort 0 Reflex +1 Will 0, Perc +2, Init -1 , Atk dagger -1, damage 1d4-1 , Spells slots: 4/4, know spells: 1st (2/day)—cure light wounds , sleep (DC 14)
most Knowledge +1
0th (at will)—daze (DC 13), detect magic , light, scrivener's chant
Bardic performance 7/7

Sickened condition applied

Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.


Status: poisoned (-5 Dex); Conjurer 1 | AC 12 T 12 FF 10 | HP 9/12 | F +2 R +2 W +3 | Init +8 | Perc +2

Well! First things first...

Fort save: 1d20 + 2 - 2 ⇒ (1) + 2 - 2 = 1

Did I make it...?

Head still spinning, Okhosa instinctively leaps to his feet.

So, what I do next depends on whether the scorpions use their AoOs or not, and what my hp total is after that... If I'm still relatively healthy after AoO I'll likely step back 5' and cast grease or enlarge person. If I'm too wounded, I'd likely withdraw behind Morgrym.


Status: poisoned (-5 Dex); Conjurer 1 | AC 12 T 12 FF 10 | HP 9/12 | F +2 R +2 W +3 | Init +8 | Perc +2
Okhosa Vusutan wrote:

Well! First things first...

[dice=Fort save]1d20+2-2

Did I make it...?

Head still spinning, Okhosa instinctively leaps to his feet.

So, what I do next depends on whether the scorpions use their AoOs or not, and what my hp total is after that... If I'm still relatively healthy after AoO I'll likely step back 5' and cast grease or enlarge person. If I'm too wounded, I'd likely withdraw behind Morgrym.

Bugger it - in the interest of swifter play, and because Morgym will be likely spending a turn picking up equipment and repositioning anyway, now would be the best time to cast enlarge person on him...

Ducking and weaving the scorpions' claws as he stands, Okhosa shrugs of doggedly whatever blows they manage to land on him, steps back, and draws some powdered substance from his pouch. "Morgrym, prepare yourself - you're about to become bigger and stronger!" he roars. Intoning loudly, he begins gesturing at the dwarf, hoping that the scorpions will not have a chance to strike him while he casts.

On ipad, so can't move Okhosa on the map... If anyone would care to shift him one square to the north (upwards on the map), I'd appreciate it :)


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HP 10/10, 0 NL, AC Chelaxian Human ***INACTIVE*** Life Oracle/1

So moved, Okhosa.


Male Dwarf Barbarian 1 | AC 15/10/15 | HP 16/16 | F +5, R +1, W +4 (+2 vs. spells, SLAs, and poison) | CMB +4, CMD 14 | Init +2 | Perc +7

Morgrym heeds Okhosa's warning, though he has been enlarged many times before and knows how to cope. The spell has yet to take effect, however, so he busies himself with other things. He rummages through the pile with all speed and pulls out his weapon, then steps 5 feet towards the scorpion that attacked him. "Good choice, Okhosa, lad," he booms, swinging his ancestral weapon over his head and down at the creature. "Not every dwarf carries a Longhammer!"
Hammer vs. Scorpion (Power Attack and Rage): 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 2d6 + 10 ⇒ (6, 5) + 10 = 21

Okay, first, if these are aquatic I get +1 to attacks and +2 Dodge to AC. Second, I must post from my iPod until the computer starts working again, so help with moving Morgrym would be appreciated from anyone if it's not too much trouble. Thanks to Mikail for doing it first.
Rage: 6/7 rounds left for today.


Feast on the Beach - Round 2 - concluded

Okhosa is unfortunately injected with a bit of weak poison from the sea scorpion, and he feels himself growing a bit more fuzzy-headed than he already was. He staggers to his feet, drawing two attacks from the adjacent sea monsters. One of the pinching claw misses, but the other clubs Okhosa for a bit of nonlethal damage.

Take 1 DEX dmg and need another Fort save next round.

Stepping backwards, the wizard casts Grease on the middle scorpion trying to take its legs out from under it. Despite a goodly number of legs, the eurypterid cannot maintain its footing in the greasy goo, and falls prone.

Grabbing his longhammer from the pile of gear, Morgrym rages, stepping forward and bringing the reach weapon down on the prone and squishy sea scorpion. The loud squelching sound that ensues, and the gut-wrenching explosion of goo that splashes all over is too gruesome to be described fully.

Sea Scorpion 3 AoO Claw: 1d20 ⇒ 11
Sea Scorpion 2 AoO claw: 1d20 ⇒ 15
Dmg: 1d2 - 1 ⇒ (1) - 1 = 0 = 1 Non-Lethal Dmg.
Sea Scorpion 2 DC 15 Reflex: 1d20 + 1 ⇒ (4) + 1 = 5

End of Round 2

EDITED: based on the below discussion. The reach weapon and the 5' step result in a squished scorpion and a happy, but oddly still raging, dwarf.


Male Dwarf Barbarian 1 | AC 15/10/15 | HP 16/16 | F +5, R +1, W +4 (+2 vs. spells, SLAs, and poison) | CMB +4, CMD 14 | Init +2 | Perc +7

No, I only took a 5' step, I definitely said that. The Longhammer is a reach weapon and this could hit from 10' away. This is not taking into account the Enlargement that didn't happen, by the way.


Feast on the Beach - Round 3

24 Sea Scorpion 3
17 Sea Scorpion 1
15 Okhosa (poisoned, needs Fort save)
14 Mikhail (may act this round)
12 Varya (out 1 round)
12 Dragolan (out 2 rounds)
4 Morgrym (raging)

Sea Scorpion 3, seeing its dinner stumble away, skitters up towards where Varya lays unconscious on the beach, but fails to get a good solid pinch of the paladin.

Sea Scorpion 1 continues pestering the sleeping Dragolan. The claw strikes result in 2 lost hp for the dozing oracle.

Sea Scorpion 3 claw 1: 1d20 ⇒ 2
Sea Scorpion 3 claw 2: 1d20 ⇒ 4
Sea Scorpion 1 claw 1: 1d20 ⇒ 17
Sea Scorpion 1 claw 2: 1d20 ⇒ 14
Claw 1 dmg: 1d2 - 1 ⇒ (2) - 1 = 1
Claw 2 dmg: 1d2 - 1 ⇒ (2) - 1 = 1

Heroes are up, starting with Okhosa, then Mikhail's wake up routine, then Morgrym SMASH!


Male Human from Absalom Bard (archivist) 1 (AC 15, HP 13, Fort +2 Reflex +3 Will +2, Perc +4, Init +1, Atk Rapier +1, 1d6+1, Spells slots: 4/2 Bardic performance 7/7)

As several RL hours have passed and it wouldn't make a real difference if I do the first part of my turn before Okhosa:

Mikail woke up with a sore leg from the claw hit and covered in sea scorpion guts ...
He get up and look around wildly while trying to assess the situation

"What is happening, what are these things?"

Mikail get up provoking a AoO and then use Knowledge nature to try to identify the creatures

Knw Nature: 1d20 + 1 ⇒ (4) + 1 = 5

With that roll, unless they are extremly common creatures, he will not identify anything

Unable to recognize the creature attacking him he groggily make a step back and draw his dagger.


HP 10/10, 0 NL, AC Chelaxian Human ***INACTIVE*** Life Oracle/1

"Sknx...Anca, I said I was sorry...." Dragolan winces in his sleep.


Status: poisoned (-5 Dex); Conjurer 1 | AC 12 T 12 FF 10 | HP 9/12 | F +2 R +2 W +3 | Init +8 | Perc +2

Seeing Morgrym easily capable of destroying these creatures with a single blow, Okhosa rethinks his plan of enlarging the dwarf and instead hurls an arcane burst of acid at the scorpion over Varya's prone form, then circles back to where the equipment lies.

Acid dart: 1d20 - 1 ⇒ (6) - 1 = 5
Damage: 1d6 ⇒ 3

That's more like the rolling I'm used to... Okhosa will move to directly north of the equipment - still on the road, so if someone could do that for me it'd be much appreciated :)


Okhosa Vusutan wrote:

Seeing Morgrym easily capable of destroying these creatures with a single blow, Okhosa rethinks his plan of enlarging the dwarf and instead hurls an arcane burst of acid at the scorpion over Varya's prone form, then circles back to where the equipment lies.

[dice=Acid dart]1d20-1
[dice=Damage]1d6

That's more like the rolling I'm used to... Okhosa will move to directly north of the equipment - still on the road, so if someone could do that for me it'd be much appreciated :)

Need another Fort save vs the poison as well, my friend. Unless you just want more DEX dmg?


Male Dwarf Barbarian 1 | AC 15/10/15 | HP 16/16 | F +5, R +1, W +4 (+2 vs. spells, SLAs, and poison) | CMB +4, CMD 14 | Init +2 | Perc +7

Morgrym takes a 5' step diagonally down and to the right.
"No growth, eh? Not a problem, I'm fully able o' bashin' these things inta bloody pulps! Nothin' bites a sleepin' dwarf, a sleepin' dwarf's friend, or any dwarf or dwarf's friend inna diff'rent state!" Morgrym's accent seems to deepen and intensify as his battle fury persists. Once again, he swings his hammer in an incredible arc and brings it crashing down, this time sacrificing some power for accuracy.
Morgrym SMASH (Rage only): 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 2d6 + 7 ⇒ (5, 5) + 7 = 17
Wow, these rolls...
"Izzair any ale in th' wreckage? 'Cause if we're stuck 'ere, after I bash these things I'm goin' ta drink it ALL!"
Oh, yeah, I'm going to stop raging at the start of my next turn.


Feast on the Beach - Round 3 - continued

Okhosa steps back behind the pile of equipment, seeing many of his own items there. He lets loose a acid-conjuring cantrip, but the glob of acid is thrown well short of the target, and sizzles on the sand harmlessly.

Just waking, and seeing himself under attack by the lobstrosities, Mikhail takes a keen look at the creatures, then decides he's never seen their like before. He'll certainly make a note of them in his journal, if he survivies, he thinks. He groggily stands, which draws another wildly-missing claw attack, unsheathing his knife so he can fight back once his land-legs settle beneath him.

His battle rage still fueling him, Morgrym steps down the beach towards the next nearest scorpion. Again his hammer arcs, and again the boneless creature is turned to pulp (or worse).

Sea Scorpion 1 AoO claw: 1d20 ⇒ 2

End of Round 3


Feast on the Beach - Round 4

17 Sea Scorpion 1
15 Okhosa (poisoned, needs Fort save)
14 Mikhail
12 Varya (may act this round)
12 Dragolan (out 1 round)
4 Morgrym (raging & smashing)

Ignorant to his fellow eurypterids plight, the remaining hungry sea scorpion only knows hunger. Having tasted the soft, succulent flesh of Dragolan, it continues trying to make a meal of the sleeping gourmet. Hit once again, the oracle loses just one more HP.

Scorpion claw 1: 1d20 ⇒ 10
Scorpion claw 2: 1d20 ⇒ 18
Dmg claw, Dragolan: 1d2 - 1 ⇒ (2) - 1 = 1

Okhosa, if he failed his save again, can take a third try here, if it was successful on attempt two, then no need. Otherwise, the party is up, including the now-waking Varya Tial.


Status: poisoned (-5 Dex); Conjurer 1 | AC 12 T 12 FF 10 | HP 9/12 | F +2 R +2 W +3 | Init +8 | Perc +2

Fort: 1d20 ⇒ 8

:(

Just checking, I'm sickened, and I've lost 2 Dex now, right?


Okhosa Vusutan wrote:

[dice=Fort]1d20

:(

Just checking, I'm sickened, and I've lost 2 Dex now, right?

Yes, and for round 4, you need another Fort save or take another DEX point. The DC is only 10, you can do that...


Status: poisoned (-5 Dex); Conjurer 1 | AC 12 T 12 FF 10 | HP 9/12 | F +2 R +2 W +3 | Init +8 | Perc +2

Fort: 1d20 ⇒ 14

Woohoo!

Fighting down the growing clumsiness in his limbs, Okhosa glances swiftly at the equipment in front of him, hoping to spot his crossbow, and hoping further that it's loaded...

If the crossbow is easy to pick up, and also loaded, I'll grab that, 5' step to the left, and attempt to shoot the last scorpion. If it is not both handy and loaded, I'll just do the step and acid dart away.

Ranged attack roll: 1d20 - 1 ⇒ (1) - 1 = 0
Xbow Damage: 1d8 ⇒ 5
Acid Dart Damage: 1d6 ⇒ 1

Well, haven't scored a 0 on an attack roll for a while!


Waking up to the sounds of crunching carapace and the Morgrym yelling, Varya sleepily looks around. Seeing Dragolan getting stabbed at by the remaining scorpion, she gets up and rushes to try to distract it.
"Hey get away from him!"

Move to get up, standard to move to the space between Mikail and the Scorpion, right next to Dragolan.


Male Human from Absalom Bard (archivist) 1 (AC 15, HP 13, Fort +2 Reflex +3 Will +2, Perc +4, Init +1, Atk Rapier +1, 1d6+1, Spells slots: 4/2 Bardic performance 7/7)

Still unstable Mikail move next to remaining scorpion and try a graceless stab with his knife.

attack: 1d20 - 1 ⇒ (13) - 1 = 12
damage: 1d4 - 1 ⇒ (4) - 1 = 3


Male Dwarf Barbarian 1 | AC 15/10/15 | HP 16/16 | F +5, R +1, W +4 (+2 vs. spells, SLAs, and poison) | CMB +4, CMD 14 | Init +2 | Perc +7

Morgrym is tired. Not wanting to burn too much energy in case of further fights, he suppressed his anger, but is now slower and slightly weakened. Nevertheless, he steps 5 feet down and to the left into the Grease and attempts yet another overhead slam. His strike is less powerful and clumsier than his previous ones, and he devotes all other available resources on his accuracy.
Morgrym SMASH: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 2d6 + 3 ⇒ (4, 2) + 3 = 9
Morgrym is fatigued for 4 rounds.

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