| Durvin Tamish |
Durvin hears the commotion and moves back towards the others. As he clears the corner of the small structure inside, he casts a quick spell to try and stop one of the creatures in it's tracks.
Move
Cast Daze on red, DC 13 Will save
| Noro_Kasuri |
I forgot you did say to allow the attack of oppurtunity,
attack: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 1d3 + 3 ⇒ (3) + 3 = 6
| Isabella Valencia |
Reck's battle cry is as good an impetus as any, and Isabella dashes toward the scene of ambush. spotting the elongated limbs of the attackers grasping for her crewmates, Isabella smirks and looses both whips with a snap.
"Well, blow me down. Kindred spirits, eh? Two can roll those bones, laddies."
double move to stop next to red, draw whips.
| GM Choon |
The assaults continue.
4d20 ⇒ (18, 4, 9, 3) = 34
2d4 ⇒ (2, 4) = 6
The attacks shift somewhat and Blue's vines assault Isabella, but fail to actually grab hold of her. Noro also gets attacked, but her practiced nimbleness keeps her from harm.
Isabella takes 5.
Party up!
| Noro_Kasuri |
Noro needs a climb check to reach the creature correct? If so can nor climb up there and still atack?
| Noro_Kasuri |
acrobatics jump: 1d20 + 8 ⇒ (2) + 8 = 10
Noro attempts to leap at the dang thing but it is just a little out of reach.
HP 43/48
AC 13
rage used 2/10
| Reck'Avok |
Not having had the foresight to bring more than one missile weapon, Reck starts to climb the tree to get at the freakish attackers.
climb, accelerated: 1d20 + 7 ⇒ (18) + 7 = 25
this gets me 15 feet of movement, I believe you said the enemies were 10 feet up? If I need to double move to reach them I will, if I still have a standard left I'll attack
claw attack: 1d20 + 5 ⇒ (19) + 5 = 24
damage: 1d4 + 3 ⇒ (3) + 3 = 6
| Durvin Tamish |
Durvin decides to move closer to the others, and draws his bow as he does so. Once he gets to where he feels he has a clear shot, he fires at the one over both Noro and Isabella.
Move 15', drawing shortbow
Attack red 1d20 + 6 ⇒ (10) + 6 = 16, if that hits 1d4 ⇒ 4
| Isabella Valencia |
striking the red one.
attack, whip: 1d20 + 2 ⇒ (15) + 2 = 17
attack, whip: 1d20 + 2 ⇒ (1) + 2 = 3
damage: 1d3 + 3 ⇒ (2) + 3 = 5
damage: 1d3 + 1 ⇒ (1) + 1 = 2
Wow. What is the DEAL with me and dice lately? Even IRL I'm on a botch streak.
coiling into a striking stance, Isabella unleashes the snapping force of both whips straight up into the tree, but curses as one snags on a branch.
| GM Choon |
4d20 ⇒ (1, 13, 15, 10) = 39
3d20 ⇒ (3, 16, 5) = 24
3d4 ⇒ (1, 2, 1) = 4
With combined attacks from Noro and Isabella, one of the creatures goes down. The other turns its attention to the threat in the branches. Vine like tentacles lash out at Reck and unerringly wrap around the big half-orc's throat.
Red foe is down. I'll delete it in a while (on phone now)
Reck takes 9 damage and is now grappled.
Party Up!
| Noro_Kasuri |
OK did I miss something here? last I checked Noro failed her jump check to reach the creature. but hey you said it went down, so down it goes.
how high up is the blue one?
| Noro_Kasuri |
yeah not jumping that high (its a DC 40 to jump up 10 feet)
The tentacles grabbing Reck are lower. Noro rushes over and grabs at the vines grappling Reck.
basically attempting to grapple to aid reck in his escape attempt
grapple to aid Reck: 1d20 + 11 ⇒ (20) + 11 = 31
HP 43/48
AC 13
rage used 3/10
| Reck'Avok |
Reck makes no attempt to break the grapple. Despite the encircling vines around his neck, he knows he has plenty of air for the moment.
You're a fool to get this close to me, beast!
claw: 1d20 + 5 ⇒ (3) + 5 = 8
claw: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 1d4 + 3 ⇒ (4) + 3 = 7
bite: 1d20 + 5 ⇒ (14) + 5 = 19
damage: 1d4 + 3 ⇒ (4) + 3 = 7
HP 17/26
| GM Choon |
With two people in the tree now and two very angry females on the ground, the beast decides that discretion is the better path to survival. It disengages from Reck and rapidly ascends the tree. Moments later, several trinkets fall from the upper boughs, bouncing and thudding among the branches before landing on the ground with small thuds.
You all find a potion of water breathing that miraculously survived the fall, a trio of silver shoe buckles worth 5 gp each, a ghoul finger with a gold wedding ring on it worth 50 gp, and a silver hatpin worth 5 gp.
Red Ramage
|
"Bah!" snorts Reck in disapproval as the cowardly beast flees the scene. "Guess we kin beat th' tar out o' those things with th' cleric's 'at."
Reck scoops up the potion without further comment and heads towards the area seen through the spyglass, ready for a proper dust-up.
| GM Choon |
The jungle remains more sparse as you journey toward the caves where you spotted Sandra's stolen tricorne hat. As you crest the last bluff, you spot a massive hole in the ground. It leads down about 50 feet and murky water churns at the bottom. Presumably, this is a daredevil's entrance into the caves below. Numerous roots and crevices make securing a rope easy, but the walls themselves look like climbing them will be tricky. The stone here is weak, and you're not sure which parts, if any, will hold.
| Noro_Kasuri |
Noro looks to see who brought a rope. Once she has rope she promptly secures it and lowers the rope down.
looksh like I'll go firsht she ays as she begins her descent.
climb check: 1d20 + 9 ⇒ (10) + 9 = 19
| GM Choon |
When Noro has gone about half way, four massive Mosquitos emerge from the far wall of the cave and swarm her!
4d20 ⇒ (13, 15, 3, 1) = 32
4d20 ⇒ (18, 3, 10, 6) = 37
2d100 ⇒ (58, 84) = 142
6d20 ⇒ (17, 1, 10, 1, 1, 8) = 38
Two manage to land on her and attach themselves. They insert their oversized proboscis and begin to drain blood at a frightening rate.
Noro takes 2 Con damage, Party up!
Noro: this attachment is not a grapple, its a specific monster ability. Next round it specifically calls for a grapple confirmation and your spiffy grapple powers will come into play then. That being said, the big bugs are concidered grappled and can be counter grappled.
| Noro_Kasuri |
Noro tries to hold onto the rope with one hand and tries to grab one of these bugs and rip it off of her.
is this a grapple check, or an attack roll
Grapple check: 1d20 + 9 ⇒ (5) + 9 = 14
unarmed attack roll: 1d20 + 6 ⇒ (12) + 6 = 18
damage?: 1d3 + 3 ⇒ (2) + 3 = 5
| GM Choon |
Either works. I'll take the attack, though both succeeded
The bug squirms in pain as Noro's grip cracks its exoskeleton. It struggles to fly back to the hole. When it arrives a buzzing sound can be heard and four more bugs emerge in an angrily buzzing swarm.
Seven bugs now in play, though only three are near Noro.
| Durvin Tamish |
Durvin looks worried, if she had only waited they could have discussed another way in. He draws his bow and tries to hit the other bug stuck to her, "Careful Noro, try not to move too much, I don't want to hit you."
Attack the other bug on her 1d20 + 6 ⇒ (10) + 6 = 16, damage 1d4 ⇒ 1
| Reck'Avok |
knowledge(nature): 1d20 + 4 ⇒ (14) + 4 = 18
reflex save: 1d20 + 3 ⇒ (19) + 3 = 22
claw attack: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
crit confirm: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
damage: 1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6
crit damage: 1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Reck eyes the mosquitoes warily, running through his teachings to see if he remembered anything about them. As Noro is repeatedly attacked, his eyes narrow.
We don't have time for this.
With a roar, Reck launches himself off of terra firma and into the void. As he falls, he summons a spark of arcane energy into his right claws. Reck slams into the wall of the hole roughly in a shower of dirt and debris. With his booted feet scrabbling for purchase, Reck digs his left claws into the wall to stop his fall, and slashes with his right claws at one of the beasts attacking Noro.
| GM Choon |
Reck smashes into the wall like some kind of flying force of nature. His savage attack kills the big outright, and it falls to the swirling water below.
The other bugs, that Reck now recognizes as Stirges, buzz angrily and two move to join the two that were already present. They pair off and attack!
4d20 ⇒ (19, 13, 11, 13) = 56
4d100 ⇒ (45, 92, 60, 32) = 229
All four manage to latch onto their prey. Sharp noses pierce Reck and Noro, draining blood as the first did.
Reck and Noro both take 2 con damage. Reck, DC 13 fort save please.
Party up.
| Noro_Kasuri |
AGain with the weakening effect. Noro grabs at another stirge to rip it off of her. and hoefully squish its little brain from it's head.
attack: 1d20 + 6 ⇒ (2) + 6 = 8
you no good lousy .... (insert a string of varisian curses here)
| Durvin Tamish |
Durvin calls out to the group, "I've got you both, go ahead and jump toward the center on three and you will float down. 1.. 2.. 3!"
Ready an action to jump in as soon as Reck and Noro let go, since it's a free action. (Assuming we are all within 20' of each other since we all came from the same side of the opening) Casting Feather Fall which will get all 3 of us for 3 rounds.
| Noro_Kasuri |
Noro hears the halflings words. You better not drop ush Noro yells back up as she lets go of the rope leaping out as directed.
| GM Choon |
Reck wounds both his bugs as be releases the wall. Noro pushes off the wall, and Durvin jumps the instant before. It takes a second for Durvin to finish the cast. Wind builds in your ears before you suddenly decelerate and float gently into the water.
The bugs panic. They let go and start frantically buzzing in an effort to get back up into the air. The rest don't follow you down. They just hover about 10 feet up and buzz in frustration.
The water is warmer than the ocean water slightly and is very deep. There is a single tunnel to the south leading into the cave system that is your goal.
| Noro_Kasuri |
Noro swims toward the cave looking for some dry ground weakened by the blood loss, but finally the blasted bugs are gone, for now.
swim check: 1d20 + 10 ⇒ (19) + 10 = 29
Noro is down 4 con
| GM Choon |
The party falls into the water and makes for the cave. It's dark and dank and smelly, but no bugs are attacking you so it's an improvement. Well, maybe a step sideways.
The ocean water is causing rhythmic pulses in the cave's currents. It's not enough to endanger your footing, but it's there. You come to a fork in the cave. Left or right.
Where to?
| GM Choon |
Your path curves to the right for a dozen feet or so before opening into a chamber with ribbed walls carve by the ebb and flow of the ocean. Seaweed clings to your thighs as you trudge. Suddenly, six of the tentacled goblins burst from the seaweed
and rush you!
6d20 ⇒ (1, 12, 12, 18, 17, 7) = 67
2d4 ⇒ (1, 3) = 4
9d20 ⇒ (12, 13, 19, 12, 5, 4, 14, 18, 15) = 112
Noro and Reck both take a hit as the squid's little spears poke and prod. (For an embarassing 1 damage each).
Party up. You are aurrounded and each of you have two foes adjacent. Map to come.
| Noro_Kasuri |
I ain't got time for thish, alright ya little fish headsh, I'm gonna squish the ink right out of your asshes Noro pounds on the first on octo-goblin with a kick to the face.
attack: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d3 + 3 ⇒ (1) + 3 = 4
| Reck'Avok |
"I thought yeh liddle bastards 'ad enough o' me th' first time!"
Reck lays into the goblins around him with tooth and claw.
claw, enhanced, inspired: 1d20 + 5 + 1 + 1 ⇒ (20) + 5 + 1 + 1 = 27
critical confirm: 1d20 + 5 + 1 + 1 ⇒ (18) + 5 + 1 + 1 = 25
damage: 2d4 + 6 + 2 + 2 ⇒ (3, 4) + 6 + 2 + 2 = 17
claw, inspired: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
damage: 1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6
bite, inspired: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
critical confirm: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
damage: 1d4 + 3 + 1 ⇒ (1) + 3 + 1 = 5
critical damage if applicable: 1d4 + 3 + 1 ⇒ (4) + 3 + 1 = 8
If I kill one, I shift attacks to the next. If I have to, taking a 5 foot step west to get to a fresh foe.
| GM Choon |
Sorry for that little delay
4d20 ⇒ (11, 7, 5, 10) = 33
4d20 ⇒ (7, 2, 16, 18) = 43
Reck devastates his two targets, leaving little more than bloody hunks of sushi behind. Noro also connects, though her foe remains "standing" on its tentacles.
A flurry of spear prods follow and writhing tentacles trip up both Reck and Noro, landing them in 2-3 feet of murky, muddy sea water! Thankfully, none of the attacks manage to land a harmful hit.
Party up!
Edit: Map updated!
| Reck'Avok |
Free of enemies, Reck rolls to his feet and moves to engage one of Durvin's foes.
stand up from prone as move action, 5-foot step, standard to attack. hopefully "lake of hooks" isn't too bad, I didn't see it in character so I'd have no reason to avoid that square!
claw, enhanced, inspired: 1d20 + 5 + 1 + 1 ⇒ (16) + 5 + 1 + 1 = 23
damage: 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6