| Nymph |
Um, no it's DC 10. You take a penalty on the roll for every HP under 0 you are but the DC doesn't increase. Dying Rules.
| DM Davy Jones |
Neither of Nymph's attacks or Yuki's arrow land on the wily octo-gob.
Waitin' on Galean (not pressuring, just stating fact).
| Galean "Rafter" Santiago |
Bah! I'm feeling pressured! Also, sorry about routinely being the last one to post. Is that live octopus mine? It has 1 more round left, I believe.
Galean swings his cutlass at the grindylow, back to back with Nymph. "You alright? You smell funny!"
Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Confirmation: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Grab: 1d20 + 5 ⇒ (5) + 5 = 10
Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Confirmation: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d3 + 3 ⇒ (1) + 3 = 4
Crit Damage: 1d3 + 3 ⇒ (2) + 3 = 5
| DM Davy Jones |
That's an old map (as of this turn), it's dead.
Mwahahahaha. So you're moving around to the grindylow by moving to R35?
| DM Davy Jones |
That is the lacedon at P37. Q33 is the octo-gob. Nymph, you're aware that when you were swallowed you took 14 damage on the attack, right? So I count 21 total damage.
Galean's attack is quite heavy, but fails to kill the ghoul.
Attack (Harpoon): 1d20 + 7 ⇒ (5) + 7 = 12 Vs. Nymph, miss
Attack (Bite): 1d20 + 3 ⇒ (4) + 3 = 7 Vs. Galean
Attack (Claws): 1d20 + 1 ⇒ (7) + 1 = 8
Attack (Bite): 1d20 + 3 ⇒ (18) + 3 = 21 Vs. Yuki
Damage (Bite): 1d6 + 1 ⇒ (2) + 1 = 3 Make 2 DC 13 Fort Saves or paralyzed for 1d4 ⇒ 2, you get ghoul fever in 1 day
Attack (Claws): 1d20 + 1 ⇒ (20) + 1 = 21
Attack (Claws, Confirm Critical): 1d20 + 1 ⇒ (17) + 1 = 18
Damage (Claws): 2d6 + 2 ⇒ (1, 1) + 2 = 4 Make a DC 13 Fort Save or paralyzed for 1d4 ⇒ 3 rounds unless previously paralyzed.
| Nymph |
Ah! My bad. Fixed.
Feeling herself start to slip away she lets mind dive deeper towards the shark within in order to defend her friends. Hacking up shark teeth she stabs again at the harpoon wielder.
Swift+Move Action to swap out Bite for Ferocity.
Shortsword: 1d20 + 5 + 1 - 1 + 2 ⇒ (10) + 5 + 1 - 1 + 2 = 17
Damage (Piercing, Magic): 1d6 + 2 + 2 + 1 ⇒ (3) + 2 + 2 + 1 = 8
| Yuki Okano |
I'm a little confused about your attacks there. It looks like one of the lacedons attacked Yuki multiple times, but since it would have to move to attack her, it would only get one attack.
| DM Davy Jones |
Eh, my bad. The bite was first so we'll take that one - roll DC 13 Fortitude twice only. [url=https://www.youtube.com/watch?v=OMDvtt5L9LQ]For now.[url] Map updated.
| Yuki Okano |
Fort vs Paralyzed: 1d20 + 3 ⇒ (18) + 3 = 21
Fort vs Disease: 1d20 + 3 ⇒ (13) + 3 = 16
"Ewww, bad touch, bad touch!" Fighting off the aquatic ghoul's physiological attacks, Yuki swims back 5' and fires two arrows at him.
Longbow 1 + PBS - RS: 1d20 + 6 ⇒ (9) + 6 = 15
Longbow 2 + PBS - RS: 1d20 + 6 ⇒ (11) + 6 = 17
Damage 1: 1d8 + 1 ⇒ (5) + 1 = 6
Damage 2: 1d8 + 1 ⇒ (6) + 1 = 7
Moved 5ft. to T37, Touch of the Sea still in effect.
| DM Davy Jones |
Yuki successfully kills the ghoul attacking her, leaving only the remaining ghoul and the octo-gob queen, who reels from Nymphs's sword blow but remains intact.
The octo-gob gibbers in pain, then thrusts again with her harpoon.
Attack (Harpoon): 1d20 + 7 ⇒ (2) + 7 = 9
But misses the due to the attack on herself. The last lacedon reaches for Galean again.
Attack (Bite): 1d20 + 3 ⇒ (10) + 3 = 13
Attack (Claws): 1d20 + 1 ⇒ (17) + 1 = 18
Damage (Claws): 1d6 + 1 ⇒ (4) + 1 = 5 DC 13 Fortitude save
| Nymph |
Nymoh stabs again at the aquatic goblin.
Shortsword: 1d20 + 5 + 1 - 1 + 2 ⇒ (8) + 5 + 1 - 1 + 2 = 15
| Yuki Okano |
Since it worked so well last time, Yuki fires two arrows at the remaining lacedon.
Longbow 1 + PBS - RS: 1d20 + 6 ⇒ (18) + 6 = 24
Longbow 2 + PBS - RS: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
| DM Davy Jones |
Ayre's still floating so we'll give Galean a bit before ENGAGE DRUID PROGRAM 1.1b! DESTROY ENEMIES FOR NATURE! is loaded. Also a head's up, I've got family in surgery today so my posts will be late.
| Nymph |
Oh noes! *channels good feelings*
| DM Davy Jones |
I return, everything went fine thank goodness. Even if it was so late I didn't get back until very, very late. ENGAGE DRUID PROGRAM 1.1b!
Galean-bot slices at the lacedon.
Attack (Scimitar/Cutlass): 1d20 + 3 ⇒ (13) + 3 = 16
Damage (Scimitar/Cutlass): 1d6 + 3 ⇒ (5) + 3 = 8
Galean-bot kills the lacedon, leaving only the shrieking octo-gob.
Galean-bot announces in triumph: Outcome optimal! Continue attack fellow meat-creatures!
------
The octo-gob squeals in terror now, then tries to take down Nymph with one last desparate strike.
Attack (Harpoon): 1d20 + 7 ⇒ (12) + 7 = 19
Damage (Harpoon): 1d6 + 4 ⇒ (6) + 4 = 10
The harpoon appears to sink deep, and the octo-gob squeals in delight instead of terror; you're not sure how you can tell, but you can.
| Yuki Okano |
I can't see the map on my phone, so please apply penalties as necessary, although if Yuki can move 5' to avoid them, she will.
As Nymph falls, Yuki steels herself to finish off the octogob queen.
Longbow 1: 1d20 + 6 ⇒ (17) + 6 = 23
Longbow 2: 1d20 + 6 ⇒ (18) + 6 = 24
Damage 1: 1d8 + 1 ⇒ (5) + 1 = 6
Damage 2: 1d8 + 1 ⇒ (2) + 1 = 3
| DM Davy Jones |
You're fine.
Yuki's arrows both strike home but the octo-gob remains up and screeching.
| Nymph |
Drowning in a miasma of her own blood Nymph stabs forth in a frenzy.
Shortsword: 1d20 + 5 + 1 - 1 + 2 ⇒ (16) + 5 + 1 - 1 + 2 = 23
Damage (Piercing, Magic): 1d6 + 2 + 2 + 1 ⇒ (3) + 2 + 2 + 1 = 8
| DM Davy Jones |
Nymph connects but the octo-gob lives!
She continues to jibber and then, in a mighty, terrifying convulsion of her tentacles goes shooting past all of you trailing bubbles in the water.
See map! This is a form of withdraw, so only Yuki gets an AoO.
Galean-bot is upset.
Negative! We cannot allow meat-obstacle to egress! Fellow meat-creatures, pursue at optimal speed after recovering meat-creatures immersed in water!
| Yuki Okano |
Unfortunately, ranged weapons don't threaten unless you have a certain Feat. Is she still visible after the withdrawal?
| Galean "Rafter" Santiago |
Galean shudders, the metallic tinge in his voice disappearing. "Yuki, get Nymph! I'll commence pursui... Get the evil sea witch!" Swimming swiftly in the waters,
attack, charge: 1d20 + 5 ⇒ (10) + 5 = 15
damage: 1d6 + 2 ⇒ (2) + 2 = 4
| DM Davy Jones |
She is indeed.
Galean, you are not in charge range or in a straight line! You can move to Y45?
Also, remember your drowning crewmates and unconscious wizard?
| Galean "Rafter" Santiago |
I couldn't see the map on the phone, so I assumed that she was in charging range... Sorry. Can we retcon?
Galean decides against charging blindly towards the nothingness and snaps his fingers. A warm current of water washes around Nymph, the blood stopping to seep through her wounds. The druid heads towards her sinking body, getting ready to lift her to safety.
"Let her run away... We'll get her next time!", he shouts as he begins lifting Nymph away from sinking. "Let's find our crew and get the hell out of here..."
| Galean "Rafter" Santiago |
I assumed she would stop moving since if I stabilize her, the ferocity would stop. It's one or the other, I think. I'll leave it up to her if she's moving or not. Also, in the previous post, I meant that Nymph ISN'T sinking, rather than she is. I'm sorry.
| Nymph |
While Stabilize wouldn't technically turn Ferocity off she would keep bleeding out of she did anything.
"... Save Tilly... Shandara..." the sharkkin murmurs as Galaen helps her.
| Yuki Okano |
With two of her group seriously injured and perhaps in danger of drowning, Yuki lets the octogob queen go and attends to them instead. Since Nymph is still conscious, the oracle first moves to Ayre, casting Cure Light Wounds from one of the scrolls found earlier and healing some of his injuries.
CLW scroll on Ayre: 1d8 + 1 ⇒ (7) + 1 = 8
I'm assuming we're still in combat to some extent, otherwise Yuki would use the other scroll on Nymph.
| Ayre |
Ayre wakes up and immediately sends two missiles at the octogoblin
2d4 + 2 ⇒ (4, 1) + 2 = 7 magic missile
| DM Davy Jones |
Strategic thinking on Yuki's part! If you guys weren't leveling at story intervals that would totally be worth some XP or gold.
Sadly we are doing that you get nothing but a well-deserved pat on the back.
Ayre, that's a pretty liberal use of grouped initiative. Make a DC 10 Constitution check for me to determine if you can actually immediately fire a magic missile after being half-dead and drowned after stablizing since you were unconscious. It may not be in the rules but I'm feeling whimsical.
| Ayre |
well i figured i had lots of saved up energy from sleeping...
1d20 + 1 ⇒ (17) + 1 = 18 CON
| DM Davy Jones |
Ayre successfully wakes up and fires magic missiles at the octo-gob and it strikes home. She shrieks and sinks beneath the waves, leaving you to save Tilly, Badger, Sandara and Nymph.
| Nymph |
I thought it was Syl?
| DM Davy Jones |
I thought I had the kidnapped sailors right? Hmmm, I'll look them up again.
They do need to be saved, regardless.
| Yuki Okano |
With the octogob menace apparently taken care of, Yuki swims to Nymph and casts the other healing scroll on her.
Cure Mod. Wounds: 2d8 + 3 ⇒ (4, 8) + 3 = 15
"Good job guys! Let's get our friends out of here, collect the water, and get back to the ship. Well, if we have time we should probably sleep first."
| Nymph |
Stirring back to consciousness and normalcy the first thing Nymph does, instead of giving Yuki a hug, is to swim over to Tilly and start to cut her loose.
| DM Davy Jones |
Huh, didn't get a notice you all'd posted. And it was Badger. Score one for memory...I mean notes. Totally have notes.
Tilly is relieved to see Nymph, and clings happily to her once she's free, although obviously worse for wear - Badger and Tilly have been partially eaten by the octo-gobs.
But now you have a larger issue. You've taken a large amount of time and you're rapidly approaching the deadline to get back to the Man's Promise - and there's a bit of treasure to be had.
Badger is relieved to be rescued and hoarsely exclaims at you, Oh thank the gods! Did Harrigan send you to rescue us?
Sandara is likewise grateful and gives Galean a peck on the cheek. She'll also settle her hat on his head and grin.
That looks pretty good on you, berryboy! You should keep it.
Each sailor had a bundle of 8 four pound silver ingots, worth 20 gp each, attached to their feet. The queen octo-gob had a potion, a wand, a small harpoon, a lobster pot containing two daggers and a silver dagger of seemingly high quality, a rusting sickle of dull gray iron, a fancy blade made of exquisite scrimshaw depicting an octopus encircling a ship, and 12 blades of various shape (roll 1d100 12 times someone!)
In addition dozens of small scrimshaw objects litter the chamber in various nooks and crannies - most worth only a few coppers but you see another scrimshaw piece with an octopus eating whales with gold and silver rings hammered into it. You find a huge hooked tooth from a massive sea creature containing a cavity stuffed with six pearls and a whale skull with some...curious...carvings on it (roll Spellcraft to identify)!
You also find two sets of highly crafted manacles, four crossbow bolts that glimmer strangely in the ocean, a spearhead made of silver, 211 sp and 136 gp scattered on the the floor of the cavern.
Galean, the hat gives you +2 to Profession (sailor) and Swim checks if you want to keep it. It can also turn into a 20 foot long boat (cutter, jolly boat, longboat) with two sets of oars and a single mast with a square sail that can carry up to 12 passengers and crew for up to 8 hours.
You've either got to move all your loot aboard somehow, take the ship or abandon the loot you don't think you can hide in the water barrels. You've got about 2 hours to decide and then you'll be back at the boat.
| Galean "Rafter" Santiago |
Galean grins widely as he receives the hat, giving Sandara a spectacular salute. He then goes to the edge of the water and gazes into it, looking at his reflection. "That hat looks awesome!" he says, too excited.
Weapon Type: 1d100 ⇒ 21
Weapon Type: 1d100 ⇒ 39
Weapon Type: 1d100 ⇒ 73
Weapon Type: 1d100 ⇒ 60
Weapon Type: 1d100 ⇒ 45
Weapon Type: 1d100 ⇒ 88
Weapon Type: 1d100 ⇒ 21
Weapon Type: 1d100 ⇒ 78
Weapon Type: 1d100 ⇒ 76
Weapon Type: 1d100 ⇒ 25
Weapon Type: 1d100 ⇒ 24
Weapon Type: 1d100 ⇒ 97
Turning back from his terrifying, brave and utmost manly appearance of a hardened seawolf, Galean begins talking. "Well, we were sent here to get water, but we decided to come get you first. Obviously." His eyes catch the scrimshaw blade, the young boy thinking whether or not he can use it.
"We were planning a mutiny. I suggest we get all the loot onboard, and then when we're fresh in the morning, make the preparations, and strike!" The last word is enhanced by him plunging his cutlass in the sand.
| Yuki Okano |
Dang, I was hoping we'd get an opportunity to heal up and get our spells back before we had to go back.
Once all the loot is gathered together, Yuki casts Detect Magic on it and then tries to identify it. To speed things up, I have no issues with the GM making those checks for me with a +5.
Spellcraft on whale skull: 1d20 + 5 ⇒ (6) + 5 = 11
"Well, I think we definitely earned all this cool stuff and should totally bring it with us. I mean, I can just spend an hour everyday creating water, no problem if we need room in the barrels. I was hoping I could heal us all up, but I'm out of spells I think. That might be a problem if Plugg and Goldtooth try to take our loot from us."
| DM Davy Jones |
Rapacious sadistic pirates might steal your loot! Say it ain't so.
So are you going to tell Badger that Harrigan in fact did not send you to save her while talking about mutiny in front of her, and he didn't care that she died or just sort of mention it in passing via Galean? Hint: checking the campaign info tab should influence your decision.