| Gaius Lirsiiv |
So this campaign is written for 3.5, and I'm converting to PF. So after a little digging the official answer is that the blade is made of pure mithral.
My new rapier is mithral??!!??
| Thorgrym the Tracker |
My Perception mod is 12. Crank that result up by three, please! 31 is the new total.
I'm not going in first. I really want to, but the warriors should proceed first.
Grym has lots of hit points, he will lead the way.
| Dungeon Master S |
Grym and Gaius barely notice in time the swimming death coming their way from the ship's stern.
Initiative!
Ferox 1d20 + 8 ⇒ (10) + 8 = 18
Gaius 1d20 + 3 ⇒ (3) + 3 = 6
Grym 1d20 + 2 ⇒ (16) + 2 = 18
Morkeleb 1d20 + 1 ⇒ (2) + 1 = 3
Odric 1d20 + 4 ⇒ (7) + 4 = 11
Shark 1d20 + 5 ⇒ (9) + 5 = 14
Initiative Repost:
Surprise Round:
Grym 1d20 + 2 ⇒ (16) + 2 = 18
Shark 1d20 + 5 ⇒ (9) + 5 = 14
Gaius 1d20 + 3 ⇒ (3) + 3 = 6
Combat:
Ferox 1d20 + 8 ⇒ (10) + 8 = 18
Grym 1d20 + 2 ⇒ (16) + 2 = 18
Shark 1d20 + 5 ⇒ (9) + 5 = 14
Odric 1d20 + 4 ⇒ (7) + 4 = 11
Gaius 1d20 + 3 ⇒ (3) + 3 = 6
Morkeleb 1d20 + 1 ⇒ (2) + 1 = 3
| Thorgrym the Tracker |
Hey my initiative is a +3 remember!
Surprise Round
The ranger holds position just outside of the ship and waits for the shark to come to him. (Someone put me near Odric) Grym holds his dagger ready to thrust.
Somewhere in the back of his mind he is thinking about presenting Sandor with a large supply of fine shark skin for sword/weapon grips. Not too mention a hero's feast of shark steaks...
Readied Attack (or AOO)
dagger 1d20 + 8 ⇒ (14) + 8 = 22
damage 1d4 + 4 ⇒ (2) + 4 = 6
| Sandor Stouthammer |
I hope I can rewind a bit so I can respond to this
Sandor:You become increasingly uneasy, like a sensation on the back of your neck. Your mind flashes to the Harrowing. The desert, a place where the environment itself brings death. Your flash of insight becomes manifest. You instantly gain +8 temporary HP. You also gain +2 on all Constitution based checks. This bonus lasts....until the desert wins or loses....
Sandor stops his walking up and down the shoreline. He tenses up enough so that Bucho senses it and starts to emit a low growl. Having a bad feeling that he is denying his destiny, he starts to jog to the nearest boat pier.
Finding when he gets there that it is run by the city. Spending his fame he gets a potion of underwater breathing, and purchases a Bec de corbin (15gp), and 100 ft of Rope(2gp) from the guards. He also offers to pay one of them to row him out over the sunken ship.
When one agree's Sandor picks up 2 big rocks puts them and Bucho in the boat. Once the boat is being rowed out he then proceeds to tie off one end of the rope to the rock. He strips out of the armor and weapons, tells Bucho to guard them, and gives him a treat. he then ties other end of the rope around him and waits till they are in position.
When in position he informs the guard to not let the rock over the side, that he should be back within the hr.
With a silent prayer to Torag, Sandor Drinks the potion, grabs the rock the Bec de corbin and jumps overboard.
Perception to see friends: 1d20 + 6 ⇒ (11) + 6 = 17
| Dungeon Master S |
Sandor, your plan works as intended. You can work into initiative:
1d20 + 2 ⇒ (8) + 2 = 10
| Dungeon Master S |
The shark dashes towards Odric. Grym glides in and sinks his dagger to the hilt! (No AoOs drawn.)
Gaius is up.
| Sandor Stouthammer |
SWEET!!
AC: 12 HP 51/51
If you havn't seen a dwarf shimmy..well now you get to. Sandor shimmy's the rope down to his feet almost taking his short clothes with it, and places the rock he is holding onto it so it holds it in place.
He then readies his weapon, and looks at the group. Even without the rock the dwarf doesn't float, and has no problem walking on the bottom. Nor does he look quite as imposing while he starts talking crap to the shark
my take 10 Swim check is 12, but I am considering a -2 racial penalty for flavor.
| Dungeon Master S |
Yes, you can walk at the bottom. Since the hold is 5' from the floor. You can reach the shark overhead if you're standing on the bottom.
Ferox!
| Thorgrym the Tracker |
bc my initiative is actually a +3, Ill make my attack now. If Ferox still techincally goes ahead of me, this probably shouldnt really matter anyway.
Round One
Emboldened by striking first blood Grym thrusts his dagger forth again
Attack 1d20 + 8 ⇒ (20) + 8 = 28
Dagger 1d4 + 4 ⇒ (3) + 4 = 7
| Ferox Kerr |
Ferox is going to delay until after the shark attacks.
He will then swim forward and try to distract it and aid Odric's attack.
Aid another: 1d20 + 4 ⇒ (2) + 4 = 6
| Dungeon Master S |
My bad. I have a file that I just copy paste for Initiative. I guess I saved the wrong one.
The shark advances into the party, eager for a meal. With a quick dash of the dagger, Grym stabs it in the eye, causing the shark to enter a berserker rage. Without missing a beat, the ranger plunges his hand back into the eye. This time the blade goes so deep that Grym's hand stops only when it hits the bone behind the eye. Grym has in fact, killed a shark with a dagger in single combat.
XP: 100 each, plus bragging rights for Phil.
| Thorgrym the Tracker |
In his excitement the ranger forgets his usual style of stealth while during a "mission". He hold the dagger up and yells (perhaps completely unintelligable underwater) BEST DAGGER EVER!!!!!
Thorgrym also marks the spot where the sharks body comes to rest on the floor. Grym plans to take the body after they finish with the ship.
| Morkeleb the Mighty |
This time the blade goes so deep that Grym's hand stops only when it hits the bone behind the eye.
WAIT WAIT WAIT!! There IS no bone behind a shark's eye!! They're only bone is jawbone, the rest is cartilage!! I CALL SHENANIGANS!! This must've been some imposter shark or something.
Morkeleb had been prepping to cast a spell, but the quick dispatching of the danger at Grym's hand catches him a bit aback. Huh. Well done, Grym. Remind me not to swim at you and try to eat you!
| Odric the Stout |
After a brief search around the hold, Odric makes his way under the stairs at the aft of the ship. The water is murky, little sunlight is filtering down through the depths and into the hold of the ship. As the light fades, the temperature drops noticeably.
He checks to make sure Thorgrym Sharkslayer is behind him and the warrior presses forward into the unknown.
| Sandor Stouthammer |
Sandor's amazement at Thorgrym's skill with the dagger is now many steps ahead of Odric's skill after the Knivesies game. After his shock at the situation Sandor points to the shark followed by a pointing to the rope and the surface. This will be a story to be told for generations to come.
Since he feels it is his destiny to continue this search, and he is very uncomfortable being here. Sandor strides/flails to the next hold to poke his head in and search.
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
| Dungeon Master S |
As the party moves deeper into the wreck, the trio of warriors move aft. Neither Odric nor Sandor catch anything of note, but the bad-ass du jour, Grym hear's chanting in a foreign tongue just on the other side of the door. The words are alien, and made moreso by the muddling of the water on its sound.
| Dungeon Master S |
Odric changes course (I'm assuming Grym alerted him, therefore I'll let anyone replace their starting position...within reason.)
It is in this moment that the fire in Sandor's belly truly ignites. This by Torag is what you had a vision of. The door flies open. Several bent metal bed frames and glass-paned cabinets lie shattered across the floor of the room. The room swirls with a haze of gore, fish heads, and half-eaten eels chumming the circling waters. In the middle of it all is a crone of a woman. Hair like rotting seaweed drapes this ancient witch. Loose, algae-colored skin sags off her starved frame. The door opens as she summons forth a Bucho sized shark..
Initiative Quick Post
Ferox 1d20 + 8 ⇒ (9) + 8 = 17
Gaius 1d20 + 3 ⇒ (7) + 3 = 10
Grym 1d20 + 3 ⇒ (14) + 3 = 17
Morkeleb 1d20 + 5 ⇒ (8) + 5 = 13
Odric 1d20 + 4 ⇒ (2) + 4 = 6
Sandor 1d20 + 2 ⇒ (10) + 2 = 12
Yvicca 1d20 + 7 ⇒ (8) + 7 = 15
| Dungeon Master S |
Initiative Repost:
She is not surprised by you, and Grym had enough alert everyone as she cast a spell with a 1 round Casting Time. Therefore, no surprise round. Combat was initiated on Odric's move action to smash the door open.
Ferox 1d20 + 8 ⇒ (9) + 8 = 17
Grym 1d20 + 3 ⇒ (14) + 3 = 17
Yvicca 1d20 + 7 ⇒ (8) + 7 = 15
Morkeleb 1d20 + 5 ⇒ (8) + 5 = 13
Sandor 1d20 + 2 ⇒ (10) + 2 = 12
Gaius 1d20 + 3 ⇒ (7) + 3 = 10
Odric 1d20 + 4 ⇒ (2) + 4 = 6
| Dungeon Master S |
Autopilot Ferox: Ferox swims forward into the hold, drawing his dagger and enjoying visions of Grym level grandeur. He readies an attack.
Grym is up.
| Thorgrym the Tracker |
Round One
The ranger steps/swims into the room and moves to the left, (clearing the door for others).
If Grym is close enough to attack he does so, if just out of range he readies a dagger thrust forthe shark.
Attack/readied attack 1d20 + 8 ⇒ (4) + 8 = 12
Dagger 1d4 + 4 ⇒ (3) + 4 = 7
| Dungeon Master S |
Grym slides in, but this time his dagger doesn't find the target. The sea hag turns the Evil Eye on Grym. "You killed Skinshear! Behold my gaze and despair!" WILL: 1d20 + 3 ⇒ (10) + 3 = 13. NO! Grym's eyes go wide with thoughts of doom. You are Staggered.
Morkeleb!
| Odric the Stout |
Jumping Morkeleb in line, I may not be able to post much tonight... If this causes a problem sorry! I'll rescind it.
Round the First
Odric swims past the shark and twists his way away from the gnashing teeth, trusting Grym to be able to handle it. He swims to the far side of the Sea Hag and unleashes The Eagle on her.
Acrobatics: 1d20 + 4 ⇒ (1) + 4 = 5 <- Bah!
Power Attack (Furious Focus) with MW Heavy Pick: 1d20 + 9 ⇒ (19) + 9 = 28 for 1d6 + 6 + 2 ⇒ (4) + 6 + 2 = 12 damage.
| Dungeon Master S |
Yes, this is a Mind-Affecting Fear effect.
| Morkeleb the Mighty |
ROUND 1
Morkeleb takes stock of the foe--a spellcaster. Typically strong of will, but less so of physicality. Maybe she won't be able to resist this . . .
He takes in a deep breath (of water), and appears to scream, but no sound issues forth. Stranger still is the shifting water from his mouth, like a sonic blast that pushes the water aside. It strikes the crone, who cringes and grabs her ears.
Cast Ear-Piercing Scream. Target takes 2d6 ⇒ (2, 2) = 4 sonic damage and is staggered for 1 round. Fort save DC 16 halves damage and negates stagger.
| Dungeon Master S |
FORT: 1d20 + 10 ⇒ (16) + 10 = 26. She seems to take some damage, but her determination doesn't waver at all.
| Thorgrym the Tracker |
[dice=FORT]d20+10. She seems to take some damage, but her determination doesn't waver at all.
Holy Fortitude Morkeleb! But hey, 2 damage is 2 damage.
| Sandor Stouthammer |
ROUND 1
Sandor takes a move action 1 square towards the small shark that is all the farther he can move in a move action, and thrusts his mighty polearm at the creature. No not that polearm Odric.
Poke to the small shark: 1d20 + 6 ⇒ (1) + 6 = 7
Obviously Sandor's left arm is so practiced at using his shield that it causes the stab to go up and puncture the door frame. Sandor gives it a hefty tug causing a few bubble from his bum to escape.
| Ferox Kerr |
Round 2
Seeing the threat of the hag, Ferox casts Litany of Sloth against her.
Concentration (DC16): 1d20 + 6 ⇒ (16) + 6 = 22
| Gaius Lirsiiv |
Noticing Grym's sudden change, Gaius takes advantage of the firm footing available in the wreck and moves to his companion. He places a hand on the rangers shoulder and casts Protection From Evil on Grym, hoping to suppress the effects of the hags magicks.
O Dungeon Master, be this hag evil? If she be, Grym receiveth another saving throw, this time with a +2 Morale bonus. Grym, you also get +2 to AC vs. the attacks of evil creatures.
Gaius averts his eyes from the Hag, keeping her in his peripheral to avoid her evil eye.
| Dungeon Master S |
I'll take spellcraft or knowledge arcana dear Gaius.
What's Litany of Sloth do again?