DM Dr Evil's PFS 00-02 The Hydra Fang Incident (Inactive)

Game Master DM DoctorEvil

The Hydra Fang


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Liberty's Edge

male elf rogue (knife master) 2 {} AC 17, FF 13, Touch 14 {} hp 6/13, nonlethal 0/13 {} Fort +0, Ref +7, Will -1 {} Init +4 {} Perception +6 {} CMD 16

Elael draws his own steel waving it around flippantly. "Here's my pass. You wanna see it up closer?"

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

What is a seacat anyway?

What was that little building we walked through to get onto the dock?

Liberty's Edge

Male Halfling Cavalier 2 | HP: 18/18 | AC: 19 | T: 14 | FF: 16 | CMD: 16 | Fort/Ref/Will: +4/+3/+0 | Init: +5 | Perception: +7 | Sense Motive: +0

"We don't exactly have time for passes," Tobi says, drawing his "greatsword".

"You're free to help us and walk away, but we will find the Fang."

Tug growls threateningly.

Scarab Sages

Male Init +5 Per +9 | AC 15/11/14 | HP 65/65 | F +8/R + 4/ W +7| CMB +6 CMD 17 | Fist (8/8 | Shape (8/8) | Selective Spell (3/3) | Spells: 1st | magic missile (2), mage armour, enlarge (2), prot. evil, feather fall | 2nd glitterdust (DC 18) , bull's strength (2), create pit (DC 18), stinking cloud (DC 18) | 3rd | heroism (2), haste, lightning bolt (DC 19) (2) | 4th | SM IV (2), Beast Shape II (2)

"Oh for the love of..." Archibald grumbles. "Put that away." he says, pacing onto the dock and casting hypnotism (DC 15). He draws himself up to his full height, lifting the brim of his hat and glaring at the dockworkers, eyes wide and nostrils flaring.

Duration: 2d4 ⇒ (3, 4) = 7

Spell Description:
Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total HD of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.

If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of –2.

While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.

A creature that fails its saving throw does not remember that you enspelled it.

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Nice! Excellent use for that spell! (These are not the droids your looking for!) Archy mind tricks


A sea cat is linked here looks like a big cross between a lion and a seal; this one is just a pup. I assumed that room was where the trap door lead down to, but it's unclear on any map what is supposed to be.

Initiative:

Milo: 1d20 + 8 ⇒ (16) + 8 = 24
ARchie: 1d20 + 3 ⇒ (19) + 3 = 22 casting Hypnosis
Tobold: 1d20 + 3 ⇒ (9) + 3 = 12
Elael: 1d20 + 4 ⇒ (1) + 4 = 5
Darvan: 1d20 + 4 ⇒ (3) + 4 = 7
Jalias: 1d20 + 2 ⇒ (3) + 2 = 5
Sea Cat: 1d20 + 1 ⇒ (12) + 1 = 13
Red Guard: 1d20 + 1 ⇒ (9) + 1 = 10
Blue Guard: 1d20 + 1 ⇒ (1) + 1 = 2

Underdocks - Round 1

24 Milo
22 Archie
13 Sea Cat
12 Tobold
10 REd Guard
7 Darvan
5 Elael
5 Jalias
2 Blue Guard

Go ahead and commit your actions this round starting with Milo and Archie

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Milo lets Archibald do his spell, certain that the old man's magic will diffuse the situation quickly.

Holding his action 'til after archie... who knows, in a second they might think we already showed them our pass and send us on our merry way!

Liberty's Edge

Male Halfling Cavalier 2 | HP: 18/18 | AC: 19 | T: 14 | FF: 16 | CMD: 16 | Fort/Ref/Will: +4/+3/+0 | Init: +5 | Perception: +7 | Sense Motive: +0

Tobi doesn't know a lot about magic, but he trusts his allies. He lowers (but does not sheath) his weapon at the wizard's words and instead gathers an air of authority, preparing to challenge whichever of the men is the sea cat's handler.

Tobi readies to give the sea cat the Down command if it attacks one of his compatriots.
Handle Animal: 1d20 + 7 ⇒ (15) + 7 = 22
Not sure exactly how you want to handle it (I'd say opposed checks since if it's his AC he gets a +4), but this post from JJ might be relevant.


Underdocks - round 1 - continued

Archibald's spell begins to have an affect on all the men and the sea cat. The lead thug and the cat, both stand down fascinated by the grumpy old wizard. The Blue thug, blinks for second, then resumes his aggressive pose, shooting a questioning look at his ally.

HD affected: 2d4 ⇒ (2, 2) = 4
Thug Red Will Save: 1d20 + 1 ⇒ (12) + 1 = 13
Thug Blue Will Save: 1d20 + 1 ⇒ (14) + 1 = 15
Sea Cat Will Save: 1d20 + 1 ⇒ (10) + 1 = 11

Nice touch! Milo you can jump in, Tobold, if you want a bit different action, just say so.

Liberty's Edge

Male Halfling Cavalier 2 | HP: 18/18 | AC: 19 | T: 14 | FF: 16 | CMD: 16 | Fort/Ref/Will: +4/+3/+0 | Init: +5 | Perception: +7 | Sense Motive: +0

Oh did he finish the spell this round? Haha! Well if that's the case, Tobi instead readies for the confused looking thug to attack. Can I ready a free/standard action combo? If successful, fast mounting is a free action, if not it's a move. So basically, if the thug attacks Archibald, Tobi will attempt a quick mount and charge (unless I can't ready a partial action charge).

Dice!:
Ride to Fast Mount (DC 20): 1d20 + 9 ⇒ (12) + 9 = 21
Tobi's Melee Attack: 1d20 + 6 ⇒ (9) + 6 = 15
Greatsword Damage: 1d10 + 3 ⇒ (7) + 3 = 10
Tug's Melee Attack: 1d20 + 4 ⇒ (18) + 4 = 22
Bite Damage: 1d6 + 1 ⇒ (5) + 1 = 6

If I can't do any of that, I'll just delay until the blue thug gets aggressive.

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Well, just need one guy and maybe he can convince the other guy, so will let Archie run with it... its all on what he has to say now =)
He knows enough to realize the magic won't last long if they get aggressive prematurely

Milo stands ready in case things go sour, but is pretty sure Archibald can talk his way through it.

Readied Action:

Ready an action to zap a hostile thug in case things go bad. Ray of Frost converted to fire
Ray of Frost Fire Ranged Touch: 1d20 + 3 ⇒ (17) + 3 = 20 (not sure if there's a cover penalty on this, apply it if so)
Fire Damage: 1d3 + 3 ⇒ (3) + 3 = 6

Scarab Sages

Male Init +5 Per +9 | AC 15/11/14 | HP 65/65 | F +8/R + 4/ W +7| CMB +6 CMD 17 | Fist (8/8 | Shape (8/8) | Selective Spell (3/3) | Spells: 1st | magic missile (2), mage armour, enlarge (2), prot. evil, feather fall | 2nd glitterdust (DC 18) , bull's strength (2), create pit (DC 18), stinking cloud (DC 18) | 3rd | heroism (2), haste, lightning bolt (DC 19) (2) | 4th | SM IV (2), Beast Shape II (2)

Archibald waggles his eyebrows at the ensorcelled thug, whose brows dance up and down in unison. "You will direct us to DuMoire's ship.. and cease this unsufferable waste of time."

Sorry about the hold up there, i probably should have included this in my original post. Had a pretty big weekend with the start of session coming up and Mardis Gras. I'm only allowed one request but our new friend wont remember being enspelled. Poor bastard is going to be pretty confused.

Liberty's Edge

Male Halfling Cavalier 2 | HP: 18/18 | AC: 19 | T: 14 | FF: 16 | CMD: 16 | Fort/Ref/Will: +4/+3/+0 | Init: +5 | Perception: +7 | Sense Motive: +0

Tobi waits with bated breath to see the results of Archibald's gambit.


I suppose the Hypnotism spell is a full round action, but I'll let it slide for now, since i missed it already.

The Red Thug starts digging in his pocket and pulls out a schedule of some kind. The Blue Thug starts to protest and advances as if to attack, but the combined attacks from Milo, Tobold, and Tug make him fish food before he can react.

The hypnotized thug shows you the schedule and a harbor map. The schedule has numbered moorings and the initials of the ships docked there. Looking closely you see that #14 has HF notated after it.

Glancing quickly at the harbor map, you see that mooring #14 is at the far northwestern edge of the harbor, which is only reachable by boat.

Liberty's Edge

male elf rogue (knife master) 2 {} AC 17, FF 13, Touch 14 {} hp 6/13, nonlethal 0/13 {} Fort +0, Ref +7, Will -1 {} Init +4 {} Perception +6 {} CMD 16

"It never goes smooth. Why does the plan never go smooth?" says Elael irritably, stowing his favorite knife. "Any of you got a rowboat or something?"


Doesn't take too much looking to see two rowboats moored to the pilings here. Unfortunately, the oars are locked on both boats.

Liberty's Edge

male elf rogue (knife master) 2 {} AC 17, FF 13, Touch 14 {} hp 6/13, nonlethal 0/13 {} Fort +0, Ref +7, Will -1 {} Init +4 {} Perception +6 {} CMD 16

Locked like ah...Disable Device locked? :D

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Milo scowls at the boats and the map and the water and after a moment everything else.

"In Underbridge, only people that hit water have their throats opened or rocks for shoes." He mutters unhappily, clearly not enthused about a trip out into the harbor on purpose.

After a moment, he pulls out a book from his pack, and pages through it, grumbling under his breath as he does so.

Taking a few minutes while everyone gets sorted, to memorize an air bubble spell in his empty spell slot. A swimmer he isn't!


Elael Foxfire wrote:
Locked like ah...Disable Device locked? :D

Couldn't hurt to give it a shot.

Liberty's Edge

male elf rogue (knife master) 2 {} AC 17, FF 13, Touch 14 {} hp 6/13, nonlethal 0/13 {} Fort +0, Ref +7, Will -1 {} Init +4 {} Perception +6 {} CMD 16

Elael hops aboard the boat ahead of the others, taking out his lockbreaking tools as he does so. "It'll just be a minute, folks!" he says, as he applies the tools and his expertise to the lock.

Disable Device w/tools: 1d20 + 11 ⇒ (12) + 11 = 23


Elael cracks the oarlocks allowing the rowboats to be used. Still confused, the harbor guard allows you all to file into the boats and head for berth #14. It isn't until you are well out of his reach that he begins to yell and gesticulate at you threatening to call the gendarmes.

Two boats, tell me who is in which one, if you don't mind

Exiting the Underdocks, you enter the Shallows, a wide rocky bay only a few feet deep and closed of by immense seawalls that funnel all traffic into the maze. Strung between them, a host of steep maze walls crusted with seaweed, barnacles, and small shellfish create narrow passages just wide enough for rowboats or rafts. Lashed along the sides are free-floating docks which allow longshoremen to help pull boats through or to the side for quick inspections. Every so often, a series of rusted spikes form a crude ladder leading to the upper maze, where guards keep watch amidst strange shadows cast by weathered devices such as giant winches and claw-like crane arms. Water splashes softly throughout, creating an eerie echo, and the entire structure groans with the ominous creaks and strains as if you were traveling through the belly of a great beast. Thankfully. navigating out of the maze is far easier than navigating in, and the ever-watchful eyes of the Enforcers on the walls fall almost entirely o the cargoes of the incoming merchants.

As you draw closer to the end, the sounds of angry wave slam against the outer walls and echo like hordes of chanting goblins. As you reach the outer locks, a grizzled longshoreman calls down to you from above, telling you to hold tight. The first gate opens with a lazy moan, and he ushers you to move your craft into the small chamber ahead. Once inside, he lowers the gate behind you, then he bids you good luck as he slowly cranks apart the front doors to the open harbor where dozens of galleons and merchant ships bounce softly on their moorings in the water.

GM Rolls:
1d20 + 6 ⇒ (15) + 6 = 211d20 + 6 ⇒ (16) + 6 = 22

Perception DC 21:
You see a dark shape with a green dorsal fin following along at at distance once you clear the sea gate. The fin keeps getting closer.

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

How many people fit in a boat?
What sort of skill does it take to guide said boat?
Do we know how long it should take to reach the Fang?

Goggle and Bright Light Hindered Perception: 1d20 + 9 - 1 - 4 ⇒ (19) + 9 - 1 - 4 = 23

Edit: Ha, made it anyway!

Liberty's Edge

male elf rogue (knife master) 2 {} AC 17, FF 13, Touch 14 {} hp 6/13, nonlethal 0/13 {} Fort +0, Ref +7, Will -1 {} Init +4 {} Perception +6 {} CMD 16

My suggestion: Darvan, Tobi, and Elael in one boat, and Archibald, Milo, and Jalias in the other boat. Melee threats and wizards, respectively!

Perception: 1d20 + 6 ⇒ (5) + 6 = 11

Elael rides in the unlocked boats stoically, flipping his knife between his fingers. He is impatient for more action, more adventure, more excitement. He looks to the Fang, oblivious to his surroundings.

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Despite his newly memorized spell, Milo still doesn't seem comfortable having to take a boat to reach their destination.

"Those prigs on the boat's gonna granny us right quick if they look." He mutters, as he looks at the lot of them in the boats. "Ain't divin' nowheres in these. Apples in a barrel."

He pulls out rope and grapple, and makes sure the rope is knotted for easier climbing. Then hooks it on the edge of the rowboat for quick access later, if they have to board quickly.

"Any a those gits start objectin' to our presence, will learn 'em quick ta keep their noggins low." He says grimly, taking up a position in the front of the boat, ready to lay down suppressing fire should it be required.

Milo can start shooting from 120', so if it does look like they're going to face opposition just closing in, he fully intends to rain down fiery destruction from afar via Produce Flame and Snapdragon Fireworks.

He fidgets constantly as they make their way through the inner harbor, clearly nervous, keeping a white knuckled grip on the gunwale.

As they clear the outer locks and start out into deeper waters, he looks back towards dry land longingly, then suddenly frowns, gazing out over the water through his smoked goggles.

"Uh... what are those?" He says pointing towards the approaching fin.

Seems unlikely any of these will apply, but if they do: Knowledge (arcana/local/religion): 1d20 + 7 ⇒ (9) + 7 = 16 (modifier is the same for all three)

Scarab Sages

Male Half-Elf Wizard 1 | 8/8HP | AC12 | T12 | F10 | F2 R2 W1 | +1 Perc | +2 Init | CMD15

I'm down with Darvan/Tobi/Elael and Archi/Milo/Jalias. I bet we still got more strength on our side ;)

Before entering the boat, the Osirion wizard starts to hum. Quickly the humming turns into an otherworldly song and a sheet of translucent armor forms over him.

AC 16! Used my arcane bond.

"What's what?.."

Perception: 1d20 + 1 ⇒ (13) + 1 = 14
Knowledge Nature: 1d20 + 7 ⇒ (1) + 7 = 8

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

As long as you know you're the one rowing! =)

GM: is there more then just the one incoming thing?
Can we ready an action at this point?

Liberty's Edge

Male Halfling Cavalier 2 | HP: 18/18 | AC: 19 | T: 14 | FF: 16 | CMD: 16 | Fort/Ref/Will: +4/+3/+0 | Init: +5 | Perception: +7 | Sense Motive: +0

The thing is that Darvan and I both come with extra bodies, so we should probably be on different boats...

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

We're trying to board a ship, no? Might need to leave the pets behind. They can't climb a rope, and even if its only 10' to the deck, that puts it at a DC 40-type jump

Liberty's Edge

Male Halfling Cavalier 2 | HP: 18/18 | AC: 19 | T: 14 | FF: 16 | CMD: 16 | Fort/Ref/Will: +4/+3/+0 | Init: +5 | Perception: +7 | Sense Motive: +0

No, sir. Tug is already in the underdocks and can't climb back up the ladder. He's coming if he has to swim to a dock and board there.

Tobi's Perception: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
Tug's Perception to Aid: 1d20 + 5 ⇒ (9) + 5 = 14

Tobi takes their surroundings in carefully, but notices nothing until a bark from Tug alerts him to something in the water... a green dorsal fin rapidly approaching.

"Yeah, guys..." Tobi says, also pointing at the fin. "I can't help but think that that thing isn't just coming to say 'hi'."

I assume it's moving side to side rather than popping up every so often. (i.e. shark not dolphin or porpoise)

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Heh. Wasn't talking about boarding the rowboat here. Was talking about boarding the much larger Hydra Fang out in the harbor once we find it.

Liberty's Edge

Male Halfling Cavalier 2 | HP: 18/18 | AC: 19 | T: 14 | FF: 16 | CMD: 16 | Fort/Ref/Will: +4/+3/+0 | Init: +5 | Perception: +7 | Sense Motive: +0

Yes, I knew what you meant, but again, he can't climb back up the ladder and I'm not leaving him in the underdocks...

Scarab Sages

Male Human (Keleshite) Druid (Saurian Shaman) 4 [ HP 31/31 | AC 21/T12/FF19 | Fort +5, Ref +3, Will +6 | Init +4 | Perception +9 ]

Sure, as soon as you stop casting spells...:-P

Sorry for the delay in posting. Things have been crazy this week, and will probably continue to be so next week.

Darvan loads Sahba into the boat, rope tied around her to assist with boarding the ship when they arrive.

Perception: 1d20 + 7 ⇒ (4) + 7 = 11

He turns to their rear when Milo alerts the others to the presence of the creatures.

Assuming he sees them.

Knowledge (Nature): 1d20 + 6 ⇒ (2) + 6 = 8


I am going to put Tobold/Tug, Elael, and Milo in boat 1. And the rest in boat 2.

As Tobold points out the oncoming fins, you see there are actually two about 40' away, and as they approach in the shallow water, you can make out the humanoid forms and green scaly skin attached.

The humanoids both carry tridents and have split one headed for each boat without stopping.

Initiative:

Darvan: 1d20 + 4 ⇒ (6) + 4 = 10
Tobold: 1d20 + 4 ⇒ (2) + 4 = 6
Milo: 1d20 + 8 ⇒ (7) + 8 = 15
Jalias: 1d20 + 2 ⇒ (8) + 2 = 10
Elael: 1d20 + 4 ⇒ (9) + 4 = 13
Archie: 1d20 + 3 ⇒ (2) + 3 = 5
Sahuagin Blue: 1d20 + 1 ⇒ (18) + 1 = 19
Sahuagin Red: 1d20 + 1 ⇒ (15) + 1 = 16

Working on a map with no success, so we'll go without for now


Sahuagin Surprise - Round 1

19 Sahuagin Blue
16 Sahuagin Red
15 Milo
13 Elael
10 Darvan
10 Jalias
6 Tobold
5 Archie

With the boats about 30' apart, each Sahuagin moves towards a boat, swimming underneath and attempting to turn over the small craft. Both scaly creatures struggle, rocking the boat by failing to capsize either.

Per the text this is a DC 15 Strength challenge, though I would thin it might be actually much harder than that...

Blue vs Boat 1: 1d20 + 2 ⇒ (6) + 2 = 8
Red Vs Boat 2: 1d20 + 2 ⇒ (4) + 2 = 6

Heroes are up!

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Milo lets loose of string of angry invectives in orcish, as the scaly creatures attempt to capsize his boat!

He utters a few quick arcane words, and shoots out a fan of electrical energy over the side and down towards the water, into the one that threatens the boat he, Tobold and Elael are on.

Cast burning hands, using versatile evocation to convert it to electricity damage (As I'm assuming shooting fire into the water won't work too well). If possible, would like to hit both critters, but seems unlikely we, or they, were that close to together. (edit: reread the earlier post, and you say the boats are 30' apart, so just toasting the one!)

Ozone Nightmare: 4d4 + 4 + 1 ⇒ (3, 2, 1, 4) + 4 + 1 = 15 electrical damage (DC 15 Reflex for half)

Liberty's Edge

male elf rogue (knife master) 2 {} AC 17, FF 13, Touch 14 {} hp 6/13, nonlethal 0/13 {} Fort +0, Ref +7, Will -1 {} Init +4 {} Perception +6 {} CMD 16

In the unlikely event that Milo didn't just roast him, Elael will attack!

Elael reacts quickly to the aquatic threat, drawing a dagger, leaning over the side of the rowboat, and stabbing down into the water at the sahuagin.

Dagger vs. Sahuagin: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Scarab Sages

Male Half-Elf Wizard 1 | 8/8HP | AC12 | T12 | F10 | F2 R2 W1 | +1 Perc | +2 Init | CMD15

Jalias invokes the aid of Gozreh through magical song. An arcane-charged verse from a poem of an old man at sea fighting the elements while staying true to his heart, his nature, ends with a brief shimmering orb of force around the half-elf and his companions. It then disappears as suddenly as it had appeared.

+1 Deflection bonus for all of those within 10 feet of Jalias for 3 rounds. 4 uses remaining for the day.

Scarab Sages

Male Human (Keleshite) Druid (Saurian Shaman) 4 [ HP 31/31 | AC 21/T12/FF19 | Fort +5, Ref +3, Will +6 | Init +4 | Perception +9 ]

Darvan orders Sahba to attack, if able, then lashes out with his scimitar at the nearest sahuagin.

Swift action: Order Sahba to attack
Standard action: Attack sahuagin
Attack (Scimitar): 1d20 + 6 ⇒ (11) + 6 = 17
Damage (Scimitar): 1d6 + 4 ⇒ (4) + 4 = 8

EDIT: Forgot the Handle Animal roll
Handle Animal (Animal Companion): 1d20 + 4 + 4 ⇒ (4) + 4 + 4 = 12

The Exchange

Female Velociraptor Animal Companion (Druid) 4 [ HP 32/32 (4HD) | AC 21/14/17 | Fort +7, Ref +8, Will +2 | Init +4 | Perception +5 (Scent) ]

Sahba lunges at the creature.

Standard (or Full round) action: Attack sahuagin
Attack (Bite): 1d20 + 4 ⇒ (3) + 4 = 7
Damage (Bite): 1d6 + 2 ⇒ (6) + 2 = 8

If she can get a full attack in...
Attack (Claw 1): 1d20 + 4 ⇒ (8) + 4 = 12
Damage (Claw 1): 1d4 + 2 ⇒ (3) + 2 = 5

Attack (Claw 2): 1d20 + 4 ⇒ (11) + 4 = 15
Damage (Claw 2): 1d4 + 2 ⇒ (3) + 2 = 5

Scarab Sages

Male Init +5 Per +9 | AC 15/11/14 | HP 65/65 | F +8/R + 4/ W +7| CMB +6 CMD 17 | Fist (8/8 | Shape (8/8) | Selective Spell (3/3) | Spells: 1st | magic missile (2), mage armour, enlarge (2), prot. evil, feather fall | 2nd glitterdust (DC 18) , bull's strength (2), create pit (DC 18), stinking cloud (DC 18) | 3rd | heroism (2), haste, lightning bolt (DC 19) (2) | 4th | SM IV (2), Beast Shape II (2)

Archibald will cast daze upon any that remain.


Sahaugin Surprise - Round 1 - continued

To everyone's surprise, Milo arcs electricity through the air instead of flames, burning the reptilian attacker who avoids some of the flesh-charring, but still cries out in a groan of agony.

The fish-man thrashes right into a stabbing attack by Elael, which pierces his scaly hide, causing a jagged cut as well.

IN the other boat, Darvan's scimitar flashes, and a wound opens in Red Sahaugin. Then the dinosaur's lunging attacks miss the slippery target, nearly upsetting the boat, and tipping everyone out.

Jalias calls forth a warding spell covering the heroes in his boat should the sahaugin attack again.

Blue Sahaugin Reflex DC 15: 1d20 + 4 ⇒ (15) + 4 = 19

Need an action from Tobold/Tug, then Archie can Daze any remaining, then on to round 2 if any remain.

Liberty's Edge

Male Halfling Cavalier 2 | HP: 18/18 | AC: 19 | T: 14 | FF: 16 | CMD: 16 | Fort/Ref/Will: +4/+3/+0 | Init: +5 | Perception: +7 | Sense Motive: +0

Tobi and Tug attack as well with blade and tooth.

Tobi's Melee Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Greatsword: 1d10 + 3 ⇒ (5) + 3 = 8
Tug's Melee Attack: 1d20 + 2 ⇒ (4) + 2 = 6
Bite Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Critical Confirmation: 1d20 + 4 ⇒ (11) + 4 = 15
Critical Damage: 1d10 + 3 ⇒ (4) + 3 = 7

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Another string of angry curses escape the small gnome as he hangs on in the front of the boat. Not only because his spell did not have the desired effect due to the creature's nimbleness, but also due the unfamiliarity of the element he was forced to use.

"I hate boats!" He growls vehemently.

I'm going to assume that Tobi's attack will finish the one on our boat, is the 2nd one within the 25' range of a close range spell? Otherwise Milo will swear some more come his turn. =)


Sahaugin Surprise - Round 1 - concluded

Acting as a team, Tobold and Tug both attack the nearest sahaugin. While the wolf's jaws snap shut just short of the thing, it only leads the enemy into the blade of Tobold's greatsword. Wielding the weapon to bst effect, the cavalier slays the fish-beast.

From his boat, Archibald attempts to stun the remaining fish-man, but the thing averts his gaze in time to avoid the stunning spell.

Sahaughin DC 14 Will Save: 1d20 + 4 ⇒ (15) + 4 = 19

End of round 1


Sahaugin Surprise - Round 2

16 Sahuagin Red
15 Milo
13 Elael
10 Darvan
10 Jalias
6 Tobold
5 Archie

The remaining sahaugin attacks the second boat, aiming his trident at Jalias, but the attack is ill-aimed, and strikes the gunwale of the boat instead, sending splinters of wood flying through the air.

Sahaugin attack: 1d20 + 4 ⇒ (2) + 4 = 6

Heroes are up. Milo, the boats were about 30' apart, I can imagine they have come within 25' during the combat action. Go ahead and use a "close" spell if needed.

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Hurray!

With the requisite curse, Milo points one finger towards the creature attacking the other boat, utters an arcane word, and fires off an elemental ray of cold at maximum range.

Fire a ray of frost at the far off sahuagin. Once again not sure if I can use the fire version in water, so will just leave it in its original frosty form (eeew!)

Ray of Frost ranged touch in bright light: 1d20 + 3 - 1 ⇒ (11) + 3 - 1 = 13 for 1d3 + 2 ⇒ (1) + 2 = 3 cold damage

Scarab Sages

Male Human (Keleshite) Druid (Saurian Shaman) 4 [ HP 31/31 | AC 21/T12/FF19 | Fort +5, Ref +3, Will +6 | Init +4 | Perception +9 ]

Darvan attacks once more, swinging his scimitar at the creature.

Standard action: Attack sahuagin
Attack (Scimitar): 1d20 + 6 ⇒ (17) + 6 = 23
Damage (Scimitar): 1d6 + 4 ⇒ (3) + 4 = 7

The Exchange

Female Velociraptor Animal Companion (Druid) 4 [ HP 32/32 (4HD) | AC 21/14/17 | Fort +7, Ref +8, Will +2 | Init +4 | Perception +5 (Scent) ]

Sahba lunges at the creature once again.

Standard (or Full round) action: Attack sahuagin
Attack (Bite): 1d20 + 4 ⇒ (14) + 4 = 18
Damage (Bite): 1d6 + 2 ⇒ (4) + 2 = 6

If she can get a full attack in...
Attack (Claw 1): 1d20 + 4 ⇒ (18) + 4 = 22
Damage (Claw 1): 1d4 + 2 ⇒ (3) + 2 = 5

Attack (Claw 2): 1d20 + 4 ⇒ (19) + 4 = 23
Damage (Claw 2): 1d4 + 2 ⇒ (4) + 2 = 6

Liberty's Edge

male elf rogue (knife master) 2 {} AC 17, FF 13, Touch 14 {} hp 6/13, nonlethal 0/13 {} Fort +0, Ref +7, Will -1 {} Init +4 {} Perception +6 {} CMD 16

Elael continues to engage with the creature, heartened that his allies are competent enough to engage them and kill the other one. "Hey, guys. Doesn't this seem a little random?", he jokes.

Dagger Attack: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

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