Astrianna Sparacello |
Astrianna still isn't quite used to having gills in her neck, but their effect is certainly welcome. "We should walk along the bottom of the ocean floor until we find the entrance. Less angles to be attacked..."
She leads everyone into the surf and along the bottom of the ocean, keeping an eye out for caverns and sharks.
Perception, seaworthy: 1d20 + 16 + 2 ⇒ (3) + 16 + 2 = 21
Chell Silves |
"Anything we may need that costs 400 or less? I still haven't seen what gifts the waves might bring," she says walking into the water and beginning to feel around for what might come to her hand.
baldwin the merciful |
As the group slips beneath the water, Chell's fingers run against the cliff where she finds a small ledge and she finds a longspear with a silver head, but the shaft is broken. Your ability provides that the item has the broken condition.
Chell cast water breathing on herself, Astri, Ptahh, and Sorrin. Bri needs to cast her own spell. I see you have water lung hex that lasts for 1 minute, but do you have anything that lasts longer?
Sorrin the Wayward |
Sorrin the Wayward wrote:Please don't waste Sorrin's sweet and rare decent roll!Your 23 is noted.
+3, trap. Hidden, secret... However you interpret. Please.
baldwin the merciful |
perception, Chell: 1d20 + 14 ⇒ (2) + 14 = 16 +2 on a ship
perception, Bri: 1d20 + 6 ⇒ (3) + 6 = 9
perception, Ptahh: 1d20 + 7 ⇒ (16) + 7 = 23
I have both Astri and sorrin's role
The party slips into the water and is roughly 10 to 15 feet below the surface,when Chell finds her treasure. Bri do you just have your water lung that lasts for 1 minute or do you have another method of breathing under water?
Far below the churning waves, a collection of statues in all shapes and sizes lies scattered across a small ledge. Roughly eighty feet below the surface, set into the rocky side of the island lurks the entrance to an underwater cave. One hundred feet from the shoreline, the ledge ends in a dark, murky drop. On the ledge, which runs around the eastern
rim of the island and fifty feet northeast of the statues, lies the carcass of a long-dead whale, its ribs jutting up from the sandy bottom.
The water for what you can see and sense is void of life.
Astrianna Sparacello |
If Embri can't continually keep up the water breathing, Astri has a water breathing potion
Astrianna takes in the incredible statue garden- no one had prepared her for this, and it was quite shocking. She peers at the collection curiously, committing it to memory. Is there a creature nearby that can turn other creatures into stone? I would have to get closer to inspect statues and see if they are worked with tools or not.
Astrianna points towards the entrance of the cave. "There, I see the cave! Other than the statues... nothing lives here. It makes sense, if this is the hunting grounds of the weresharks."
The bard starts to usher the group onward to the cave.
Astrianna Sparacello |
Astrianna imparts some wisdom on the others. "Those statues look too realistic to be sculpted... They are likely petrified creatures, which could include the large serpent. Either there is a powerful monster nearby that can petrify anything it wishes, or the cave was once the lair of such a beast. Be wary."
Chell Silves |
"I...did not prepare for that," Chell remarks. "In fact I don't think we can deal with that. I think we should leave," she warns.
Embrianna |
Water Lung is Bri's only method, but she can keep it up indef. Even in her sleep apparently. :)
"But what else are we going to do? Aren't we limited with our ways in?
Sorrin the Wayward |
Embrianna wrote:Good question."But what else are we going to do? Aren't we limited with out ways in?
A man is, too, allowed to show fear! I'm just agreeing with the Chaplain. It's somewhat her story arc. Petrification would suck.
Sorrin the Wayward |
Is there a tide situation? Where perhaps the cave mouth would be accessible during low tide without the need to be underwater?
Then again, if the statues aren't in swimming postures, perhaps that's also when the petra-beast comes out?
baldwin the merciful |
Astrianna Sparacello |
Astrianna is not amused with the talk of retreating. "We did not come all the way out here just to be known as those that turned tail at the threat of petrification. We don't know what we're up against yet. Given the weresharks still operate these waters, they probably killed whatever did this long ago. Now let's get diving and check out the cave entrance."
Chell Silves |
Hm. It made since that the creature that did this might be dead. It would be just as dangerous to the weresharks. Then again, maybe they knew another way in. "If you see movement don't look directly at it then."
Astrianna Sparacello |
Astrianna looks at the plateu as they descend into the waters. "This cave was once above water by the looks of it... Everything here could be very, very old."
Yup to the entrance!
baldwin the merciful |
perception, Chell: 1d20 + 14 ⇒ (14) + 14 = 28 +2 on a ship
perception, Sorrin: 1d20 + 7 ⇒ (2) + 7 = 9
perception, Bri: 1d20 + 6 ⇒ (19) + 6 = 25
perception, Ptahh: 1d20 + 7 ⇒ (6) + 7 = 13
perception, Astri: 1d20 + 16 ⇒ (19) + 16 = 35
kapoacinth, stealth: 1d20 + 23 ⇒ (5) + 23 = 28
As you descend you notice skeleton whale is fast closing the gap towards you.
You see one of the statues move and there are two medium figures trying to blend in the water and rocky floor.
You believe the two creatures could be kapoacinth, also known as, underwater or aquatic gargoyles. They are really hard to see on the rocky floor, they nearly blend in plain sight.
baldwin the merciful |
Chell: 1d20 + 2 ⇒ (1) + 2 = 3
Sorrin: 1d20 + 5 ⇒ (4) + 5 = 9
Bri: 1d20 + 2 ⇒ (18) + 2 = 20
Ptahh: 1d20 + 2 ⇒ (3) + 2 = 5
Astri: 1d20 + 2 ⇒ (13) + 2 = 15
skeleton Whale: 1d20 + 6 ⇒ (7) + 6 = 13
kapoacinth: 1d20 + 3 ⇒ (15) + 3 = 18
Razor Coast Initiative Order:
Bri
Kapacointh
Astri
Skeleton Whale
Sorrin
Ptahh
Chell
I need to create a battle map.
baldwin the merciful |
The game is lacking on battle map for this so I put this together.
Statue Garden and Cave entrance
You are swimming from the upper left down to the lower right dark cave opening.
The skeleton Whale is in the lower left swimming up towards you. It is haloed in white.
The Kapacointh are medium sized and haled in red, but they are really hard to actually see.
The yellow haloed items I made large to represent statues (which are actually medium and smaller sixed but I wanted you to be able to see them on the floor). I only put three on the map to keep it uncluttered, these yellow statue have not moved.
Chell Silves |
Chell is unprepared for what happens next. She was looking for glowing eyes in the murky water to turn her into a statue. Not for the statues to come alive and the whale to be undead. Definately not prepared. "Look ahead. The dead whale approaches. And the statues are moving. And...something else behind them. I can't tell what. Looks like they aren't as petrified as we thought." On her turn she holds out the spear for Ptahh who stands behind her. It would work better in the water than his weapons. And then she blesses all their weapons for greater accuracy.
Move to give Ptahh the spear? I think it can also be masterwork sonce my price limit is 400gp. Also can we assume she spent at least 10 min mending it beforehand? No one really uses sunder so 10 min to make it not broken is probably enough. Standard to cast Bless.
Astrianna Sparacello |
Round 1
Astrianna's eyes widen at the sight of the skeletal whale fast approaching. This actually stings quite a bit in the ocean water, causing her to flinch and squint- just in time to see two Kapacointh scuttle about. "Undead whale and two gargoyles! Kapacointh to be precise. They can't all be Kapacointh, but this place is clearly evil..."
She weaves a spell while bubbling tune in Aquan that was said to be popular on the elemental plane of water- fitting, given the circumstances. No one hears the effects of the sonic blast except the skeletal whale as the bard attempts to rattle its bones.
Move Action: Begin Inspire Courage (20/21)
Standard Action: Ear-piercing Scream on the skeletal whale, DC 16 Fort save for half damage, if failed dazed for 1 round and full damage.
Ear-piercing scream, sonic damage: 4d6 ⇒ (6, 1, 6, 5) = 18
baldwin the merciful |
Bri you are roughly 80 ft or so from the closest Kapacointh, so it's out of your range for you slumber hex. Instead I will have you swim half your speed as a full round action. That should get you 15 feet closer.
swim: 1d20 + 5 ⇒ (5) + 5 = 10
Make a Swim check once per round while you are in the water. Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move action). If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater.
If you are underwater, either because you failed a Swim check or because you are swimming underwater intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his breath only half as long as normal.) After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown. The DC for the Swim check depends on the water, as given on the table below.
baldwin the merciful |
RD 2: kapacointh
both of the water gargoyles swim and you notice they glide and cover great distances in the water.
F:8 moves to -F:7 (55 ft).
F:6 moves to -C:4 (45ft).
Note: they have 60 ft swim speed.
------
Astri's scream doesn't have an effect on the undead skeleton whale.
Undead are immune to any effect requiring a fort save (unless the effect also works on objects or is harmless).
Astrianna Sparacello |
I knew that about undead and fort saves, but I could have swore Ear-piercing scream could also be used on objects so I thought it would work. Of course, it doesn't, and the target is one creature. A great waste of a spell slot.
Just to remind everyone: Inspire Courage Active: +2 competence attack/damage +2 morale save vs fear and charm
Chell Silves |
That is why I didn't use Sound Burst in the swamp. Useless. I am going to find out what lightning does underwater though.
baldwin the merciful |