From Shore to Sea (Inactive)

Game Master Zesdead

Paizo's 'From Shore to Sea'.

Party Health
Aella Brightsong: 52/52HP
Robert Gallman: 48/48HP
'Harry' Grawlund: 38/38HP
Kit'Arr: 45/45HP

Maps
The Lower Natatorium
The Ruined Island of Nal-Kashel
The Hellcoast


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The Eel is fighting beneath the surface of the water and therefore, although you aren’t swimming, the Combat Adjustments for Underwater fighting will apply – namely a -2 to hit with Slashing or Bludgeoning attacks (and half damage)… Piercing weapons are unaffected.

The eel, a huge beast and a monster of the deep, is too large and ungainly to avoid the flurry of steel and claw raining down upon it… the murky water is stained a livid crimson as blow after blow fall upon the ambush predator… heavily wounded, the eel thrashes in the water as it looks to escape…

GM Only:
Giant Moray Eel = 6/52

Waiting on actions from Robert and Heirang.


House Rules Male Half Dwarf Sorcerer (Elemental Bloodline Water) 6th level. 39 hp Healthy (29), Grazed (20), Wounded (10), Crit (<10); F +4 | R +3 | W +6 | AC 14/18 | 12 touch | 13 flat | init: +1 | Perception +7 | Low-light' |
Resources:
Elemental Ray 6/6; Spells: 1st 6/7, 2nd 6/6, 3rd 4/4

Harry decides letting the eel escape would be counter-productive to the party's explorations so he chants a spell, flinging a glob of acid at the fleeing beast...

Cast Acid Arrow at the eel.
Ranged Touch: 1d20 + 4 ⇒ (9) + 4 = 13
Acid damage, Rd.1: 2d4 ⇒ (4, 1) = 5
Acid damage, Rd.2: 2d4 ⇒ (4, 2) = 6


Heirang's globule of acid, flung with relative accuracy into the churning waters, causes the eel to thrash even further... and, even before Robert can raise his weapon again, the magically corrosive oils have ended the threat of the eel. Huge and dense, the dead creature sinks to the bottom of the shallow waters...

Combat Over

At one time - doubtless many centuries back, there may have been three entrances / exits from this chamber... but the ravages of time have seen collapses across two of the passageways - leaving the group no option other than to head southwards if they wish to continue with their investigations.

Actions?


House Rules Male Half Dwarf Sorcerer (Elemental Bloodline Water) 6th level. 39 hp Healthy (29), Grazed (20), Wounded (10), Crit (<10); F +4 | R +3 | W +6 | AC 14/18 | 12 touch | 13 flat | init: +1 | Perception +7 | Low-light' |
Resources:
Elemental Ray 6/6; Spells: 1st 6/7, 2nd 6/6, 3rd 4/4

"Come on," Harry motions to the others. "Best ta get moving here." He then takes up position at the rear of the group while watching ahead of the others.

Perception: 1d20 + 8 ⇒ (9) + 8 = 17 Darkvision 60'.


Heading southwards into the only passable tunnel, the group are soon in shallower waters... More bony growths support this circular passageway. The concave floor is slippery and uneven, and the water level drops to knee height. The tunnel diverges ahead, although one passageway - to the east - has completely collapsed. The rocks reflect light with an oily sheen.

Perception DC30:
Something gelatinous, and definitely alive, is moving beneath the surface of the waters.

Actions?


Female Human Oath of Corruption Paladin 6

Not even gonna bother rolling for that...

"This place has me oddly at unease. Let us be quick about our business..." The paladin keeps close to the group, though she can't help but trail her fingers along the various walls and supports, usually pulling away disgusted. She takes a moment to properly examine the collapsed passageway, poking slippery rocks here and prodding there. She quietly reprimands herself for not examining the previous collapsed exits like she should have.


Female Catfolk 5400/9000 XP
VITALS:
AC: 19, T: 14, FF: 15; HP: 24/24; F:3, R:7, W:2; CMB +2, CMD 16 ; Init: +4; Perc: +5
Rogue (Cat Burglar) 3
SKILLS:
Acrobatics +10, Bluff +9, Climb +14, Craft (boneworking) +6, Diplomacy +9, Disable Device +9, K (local) +8, K. (nature) +9, Perc +5, Sleight of Hand +10(+16), Stealth +11, Survival +6, Swim +6

Perception: 1d20 + 8 ⇒ (3) + 8 = 11

Too discusted with all that has happened, her focus is rather divided

"I hate wading through water... and after what we just faced... who knows what else could be waiting for us..." she grumbles under her breath. Sticking close to Aella

-Posted with Wayfinder


Male Human Gunslinger 6 | hp -1/48 | fortitude +6 | will +5 | ref+10 | AC 20 |17 touch | 13 flat | init: +7 | Perception +12

perception: 1d20 + 12 ⇒ (16) + 12 = 28

So close!

Yeah, water ain't nothing new, but even I gotta agree with you kitty. I'd much prefer to be riding atop the sea, not in it.


Splashing through to the more shallow waters of the corridor, Kit’Arr suddenly feels something moving around her legs… coalescing up her ankles, a grey-ish ooze climbs upwards - instantly, she can feel her flesh burning…

Gray Ooze, Slam vs Kit'Arr: 1d20 + 6 ⇒ (11) + 6 = 17, hitting for 1d6 + 4 ⇒ (5) + 4 = 9 plus 1d6 ⇒ 4 acid damage and Grab

Gray Ooze, Grapple vs Kit'Arr: 1d20 + 10 ⇒ (19) + 10 = 29, Kit'Arr is Grappled and then Constricted for 1d6 + 1 ⇒ (4) + 1 = 5 plus 1d6 ⇒ 6 acid damage.

FYI, the Gray Ooze's CMD (for escaping Grapples) is only 11

Initiative Order

Kit'Arr, Initiative: 1d20 + 7 ⇒ (17) + 7 = 24
Robert, Initiative: 1d20 + 7 ⇒ (6) + 7 = 13
Heirang, Initiative: 1d20 + 1 ⇒ (15) + 1 = 16
Aella, Initiative: 1d20 ⇒ 19

Gray Ooze, Initiative: 1d20 - 5 ⇒ (11) - 5 = 6

Initiative Order
Kit'Arr, Aella, Heirang, Robert then
Gray Ooze

Everyone may act now


House Rules Male Half Dwarf Sorcerer (Elemental Bloodline Water) 6th level. 39 hp Healthy (29), Grazed (20), Wounded (10), Crit (<10); F +4 | R +3 | W +6 | AC 14/18 | 12 touch | 13 flat | init: +1 | Perception +7 | Low-light' |
Resources:
Elemental Ray 6/6; Spells: 1st 6/7, 2nd 6/6, 3rd 4/4

Harry recognizes the gray ooze for the danger that it is and immediately tries recalling what sort of weaknesses it has. Unfortunately his knowledge ran to other areas. Deciding to risk a cantrip here he sends a freezing ray of cold into the ooze.

Cast Ray of Frost on the Ooze.
Ranged Touch: 1d20 + 4 ⇒ (7) + 4 = 11; Cold damage: 1d3 ⇒ 3


Female Human Oath of Corruption Paladin 6

Sorry, uni's getting to me already!

"Eugh, it's almost as disgusting as some of the aberrations I've fought before." Doubting her sword to be of much help against something like this, she nonetheless draws it and does what she does best - purification through steel.

"Sorry kit, you're just going to have to trust me!"

Attack 1: 1d20 + 10 ⇒ (17) + 10 = 27

Damage 1: 2d6 + 13 ⇒ (2, 2) + 13 = 17

Attack 2: 1d20 + 5 ⇒ (17) + 5 = 22

Damage 2: 2d6 + 13 ⇒ (3, 2) + 13 = 18


Female Catfolk 5400/9000 XP
VITALS:
AC: 19, T: 14, FF: 15; HP: 24/24; F:3, R:7, W:2; CMB +2, CMD 16 ; Init: +4; Perc: +5
Rogue (Cat Burglar) 3
SKILLS:
Acrobatics +10, Bluff +9, Climb +14, Craft (boneworking) +6, Diplomacy +9, Disable Device +9, K (local) +8, K. (nature) +9, Perc +5, Sleight of Hand +10(+16), Stealth +11, Survival +6, Swim +6

unless the slam is touch. 17 doesnt hit. Rogue uncanny dodge =^^=

-Posted with Wayfinder


Ah, forgot about that!!!

The ooze clambers up Kit'Arr's legs and tries to crush her... yet she slides away with relative ease...

Retconning - Kit'Arr is not injured by the attack nor is she Grappled.

Waiting on actions from Kit'Arr and from Robert


Female Catfolk 5400/9000 XP
VITALS:
AC: 19, T: 14, FF: 15; HP: 24/24; F:3, R:7, W:2; CMB +2, CMD 16 ; Init: +4; Perc: +5
Rogue (Cat Burglar) 3
SKILLS:
Acrobatics +10, Bluff +9, Climb +14, Craft (boneworking) +6, Diplomacy +9, Disable Device +9, K (local) +8, K. (nature) +9, Perc +5, Sleight of Hand +10(+16), Stealth +11, Survival +6, Swim +6

"It's touching me!" she meows loudly with a hiss and jumps away
"Kill it!"

She takes a few steps back. Her claws out incase it gets closer

ready action if it gets closer

-Posted with Wayfinder


GMPC for Robert

Robert, Attack vs. Touch; damage: 1d20 + 13 ⇒ (10) + 13 = 23, hitting for 1d8 + 6 ⇒ (4) + 6 = 10

GM Only:
Gray Ooze = 2/50

The ooze, badly wounded by Robert's gun and Aella's devastating swordplay, slips beneath the water and is quickly replaced by a second gelatinous creature... moving towards Kit'Arr once more, it slams against her... and once more, she moves easily past the blow.

Gray Ooze 2, Slam vs Kit'Arr: 1d20 + 6 ⇒ (10) + 6 = 16, missing

Everyone may act now


Female Human Oath of Corruption Paladin 6

Aella takes a step forward and swings her sword upwards and around, slinging water from the tip of her blade into poor Kit's face.

Attack 1: 1d20 + 10 ⇒ (12) + 10 = 22

Damage 1: 2d6 + 13 ⇒ (1, 5) + 13 = 19

She lets loose her sword at the zenith of its arc, hurtling it end over end, and only just manages to catch it by the pommel. The sword, now inverted, she drives with both hands down into the disgusting creature.

Attack 2: 1d20 + 5 ⇒ (4) + 5 = 9

Damage 2: 2d6 + 13 ⇒ (2, 4) + 13 = 19

Function over form, Aella.


Aella's first swing strikes the ooze centrally and rips part of its external membrane... protoplasm, stinking and foul, dribbles from the wound...

GM Only:
Gray Ooze 2 = 31/50

Waiting on actions from Heirang, Kit'Arr and Robert.


Female Catfolk 5400/9000 XP
VITALS:
AC: 19, T: 14, FF: 15; HP: 24/24; F:3, R:7, W:2; CMB +2, CMD 16 ; Init: +4; Perc: +5
Rogue (Cat Burglar) 3
SKILLS:
Acrobatics +10, Bluff +9, Climb +14, Craft (boneworking) +6, Diplomacy +9, Disable Device +9, K (local) +8, K. (nature) +9, Perc +5, Sleight of Hand +10(+16), Stealth +11, Survival +6, Swim +6

As the creature gets close, her readied action goes off
Attack: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 1d6 + 5 ⇒ (2) + 5 = 7

She then moves to try and shred the creature
Claw 1: 1d20 + 11 ⇒ (11) + 11 = 22
Claw 2: 1d20 + 11 ⇒ (12) + 11 = 23
Damage 1: 1d6 + 5 ⇒ (5) + 5 = 10
Damage 2: 1d6 + 5 ⇒ (3) + 5 = 8

-Posted with Wayfinder


Again and again, Kit'Arr's claws rend the ooze...

GM Only:
Gray Ooze 2 = 6/50

...virtually drained of its fluid, the gel-like creature flops backwards.

Waiting on actions from Heirang and Robert


House Rules Male Half Dwarf Sorcerer (Elemental Bloodline Water) 6th level. 39 hp Healthy (29), Grazed (20), Wounded (10), Crit (<10); F +4 | R +3 | W +6 | AC 14/18 | 12 touch | 13 flat | init: +1 | Perception +7 | Low-light' |
Resources:
Elemental Ray 6/6; Spells: 1st 6/7, 2nd 6/6, 3rd 4/4

"Keep it up there!" Harry encourages his teammates as he sends a freezing ray into the ooze.

Cast Ray of Frost on the Ooze.
Ranged Touch: 1d20 + 4 ⇒ (3) + 4 = 7; Cold damage: 1d3 ⇒ 1


GMPC for Robert

Robert, Attack vs. Touch; damage: 1d20 + 13 ⇒ (10) + 13 = 23, hitting for 1d8 + 6 ⇒ (6) + 6 = 12

After Heirang's spell does nothing to deter the ooze, Robert once more levels his gun... and, with a bang that echoes around the tunnels, obliterates the formless creature.

Combat Over

And so, following the tunnel around now that the threat of the oozes has dissipated, the group clamber a small slope up and out of the water...

Survival DC15:
Several pairs of damp footprints emerge from the water here.

...and around to a most heinous scene. This half-collapsed room is strewn with the remnants of recent slaughter. Several villagers lie on the floor here, wounded and dying, entangled in nets and impaled by broken tridents — their cries of pain echo throughout the room and the metallic tinge of blood hangs heavy in the air of the chamber.

Map update to follow


House Rules Male Half Dwarf Sorcerer (Elemental Bloodline Water) 6th level. 39 hp Healthy (29), Grazed (20), Wounded (10), Crit (<10); F +4 | R +3 | W +6 | AC 14/18 | 12 touch | 13 flat | init: +1 | Perception +7 | Low-light' |
Resources:
Elemental Ray 6/6; Spells: 1st 6/7, 2nd 6/6, 3rd 4/4

Survival: 1d20 + 8 ⇒ (1) + 8 = 9

"By th' Gods..." Harry breathes, "What happened here?"


Female Catfolk 5400/9000 XP
VITALS:
AC: 19, T: 14, FF: 15; HP: 24/24; F:3, R:7, W:2; CMB +2, CMD 16 ; Init: +4; Perc: +5
Rogue (Cat Burglar) 3
SKILLS:
Acrobatics +10, Bluff +9, Climb +14, Craft (boneworking) +6, Diplomacy +9, Disable Device +9, K (local) +8, K. (nature) +9, Perc +5, Sleight of Hand +10(+16), Stealth +11, Survival +6, Swim +6

"This... this is not what i would wish on anyone.... is there no way to help them? " she looks at each those still alive. This was not what she wanted or wanted to see

-Posted with Wayfinder


Female Human Oath of Corruption Paladin 6

Overcome by a shocked grief, Aella can't find the words to say. Instead, she ties her helm to her hip, rushes to the center of the room, and raises her hand to the heavens. A rush of warmth shoots down her arm from up above, spreading outwards from her body in a blast of holy light.

Channel Positive Energy; 6/8 LoH uses left

Channel Positive Energy: 3d6 ⇒ (2, 3, 5) = 10

She groans, and is about to do it once more, but she realizes that wasting her resources could be a terrible idea, as much as it pained her...

"Speak to me! Who can I save? PLEASE!"


Three of the villagers are disabled and pleading for aid, while another five lie unconscious and dying. As Aella asks for guidance, the three disabled villagers point to the more grievously injured and beg that they be helped first. Aella's channelling seems to have an immediate effect, two of the unconscious villagers seem to stir... yet, with weapons still brutally impaled in limbs and torso, the villagers are surely doomed without further medical attention...

Will Save DC19:
The villagers are nothing more than a very convincing illusion.

Perception DC25:
The northern wall of the room, where the most injured villagers lie, is precariously balanced... and jury-rigged to collapse if anyone approaches.

Actions?


House Rules Male Half Dwarf Sorcerer (Elemental Bloodline Water) 6th level. 39 hp Healthy (29), Grazed (20), Wounded (10), Crit (<10); F +4 | R +3 | W +6 | AC 14/18 | 12 touch | 13 flat | init: +1 | Perception +7 | Low-light' |
Resources:
Elemental Ray 6/6; Spells: 1st 6/7, 2nd 6/6, 3rd 4/4

Will save: 1d20 + 7 ⇒ (2) + 7 = 9
Perception: 1d20 + 8 ⇒ (13) + 8 = 21


Female Human Oath of Corruption Paladin 6

Tears bubbling in the corners of her eyes, Aella rushes over to the nearest villager in need of her aid. She prepares to administer emergency aid when...

Will Save: 1d20 + 6 ⇒ (16) + 6 = 22

She stops, wipes the wetness from her cheeks, then sighs.

"They're fakes... illusions..."

Aella tosses a rock at the illusive villager before turning away and crouching down. She scratches the dirt at her feet listlessly.

"Such a fool... all action, no thought..."

The situation has affected her more than she is willing to admit...


House Rules Male Half Dwarf Sorcerer (Elemental Bloodline Water) 6th level. 39 hp Healthy (29), Grazed (20), Wounded (10), Crit (<10); F +4 | R +3 | W +6 | AC 14/18 | 12 touch | 13 flat | init: +1 | Perception +7 | Low-light' |
Resources:
Elemental Ray 6/6; Spells: 1st 6/7, 2nd 6/6, 3rd 4/4

"Och...an illusion?" Harry stares at the illusion before he too confirms the presence of the craftily created magic. "Now th' question being who be th' one creating the spell? Gerlach, or something else?"


"Whoever it was must be truly monstrous. How could one even imagine such a thing to confuse us with?" She shakes her head. "Well... where to now? We must be going in the right direction, at least. No one traps the wrong path, do they?"


Female Human Oath of Corruption Paladin 6

Oops!


Female Catfolk 5400/9000 XP
VITALS:
AC: 19, T: 14, FF: 15; HP: 24/24; F:3, R:7, W:2; CMB +2, CMD 16 ; Init: +4; Perc: +5
Rogue (Cat Burglar) 3
SKILLS:
Acrobatics +10, Bluff +9, Climb +14, Craft (boneworking) +6, Diplomacy +9, Disable Device +9, K (local) +8, K. (nature) +9, Perc +5, Sleight of Hand +10(+16), Stealth +11, Survival +6, Swim +6

Perception: 1d20 + 8 ⇒ (9) + 8 = 17

She frowns and then stamps her foot
"I really dont like being messed with like this... we best then be careful for more illusions" she growls and her claws come out

-Posted with Wayfinder


House Rules Male Half Dwarf Sorcerer (Elemental Bloodline Water) 6th level. 39 hp Healthy (29), Grazed (20), Wounded (10), Crit (<10); F +4 | R +3 | W +6 | AC 14/18 | 12 touch | 13 flat | init: +1 | Perception +7 | Low-light' |
Resources:
Elemental Ray 6/6; Spells: 1st 6/7, 2nd 6/6, 3rd 4/4

"Yeah, let's keep movin' here." Harry chimes in.


Moving onwards, having avoided the trap and lure of the illusory villagers, the group continue their methodical search through the ancient complex. Continuing to follow the passage around, they notice a room off to the right - a dank pool of seawater has seeped into this domed chamber and flooded most of the room (although it is impossible given the murkiness of the water to tell how deep the flooding is). In the chamber’s dark recesses, seaweed floats in the dark water in tangled mats.

Perception DC26:
The seaweed, floating benignly in the centre of the chamber, appears to have small ripples emanating from it... as if it were gently swimming to stay afloat. In fact, the more that the group observe the 'seaweed' the more convinced they are that it is sonme kind of animal rather than a mat of plants...

Actions? Examining this room to the right or continuing onwards... I totally need to get a map update sorted as well!!!


House Rules Male Half Dwarf Sorcerer (Elemental Bloodline Water) 6th level. 39 hp Healthy (29), Grazed (20), Wounded (10), Crit (<10); F +4 | R +3 | W +6 | AC 14/18 | 12 touch | 13 flat | init: +1 | Perception +7 | Low-light' |
Resources:
Elemental Ray 6/6; Spells: 1st 6/7, 2nd 6/6, 3rd 4/4

Perception: 1d20 + 8 ⇒ (11) + 8 = 19

Harry eyes the pool with a wary eye. "Not sure if checking here would be worthwhile. I say we press on here."


Female Catfolk 5400/9000 XP
VITALS:
AC: 19, T: 14, FF: 15; HP: 24/24; F:3, R:7, W:2; CMB +2, CMD 16 ; Init: +4; Perc: +5
Rogue (Cat Burglar) 3
SKILLS:
Acrobatics +10, Bluff +9, Climb +14, Craft (boneworking) +6, Diplomacy +9, Disable Device +9, K (local) +8, K. (nature) +9, Perc +5, Sleight of Hand +10(+16), Stealth +11, Survival +6, Swim +6

Perception : 1d20 + 8 ⇒ (10) + 8 = 18

-Posted with Wayfinder


Female Catfolk 5400/9000 XP
VITALS:
AC: 19, T: 14, FF: 15; HP: 24/24; F:3, R:7, W:2; CMB +2, CMD 16 ; Init: +4; Perc: +5
Rogue (Cat Burglar) 3
SKILLS:
Acrobatics +10, Bluff +9, Climb +14, Craft (boneworking) +6, Diplomacy +9, Disable Device +9, K (local) +8, K. (nature) +9, Perc +5, Sleight of Hand +10(+16), Stealth +11, Survival +6, Swim +6

"I too believe that. This place seems void of anything interesting!" she points in a random direction
"Forward!"

-Posted with Wayfinder


Male Human Gunslinger 6 | hp -1/48 | fortitude +6 | will +5 | ref+10 | AC 20 |17 touch | 13 flat | init: +7 | Perception +12

paerception: 1d20 + 12 ⇒ (10) + 12 = 22

Eh, either way is the same for me. But let's get movin already.


Female Human Oath of Corruption Paladin 6

"But think of the treasure!" The fit of silliness passes over her quickly, and she looks down at her feet, hands by her side. "Right. Forwards it is."


Moving past another collapsed tunnel, the group head ever northwards... and, in the dim up ahead, see something large - alien yet with crustacean features - shambling away from them.

Knowledge (Dungeoneering) DC17:
Chuuls are armored, crustacean-like predators that lurk beneath the surfaces of shallow ponds and mires, bursting from concealment to snatch up prey in their chitinous pincers and then paralyzing them with their mouth tentacles before eating them alive.

Chuuls are excellent swimmers but prefer to attack land-bound creatures or those wallowing in shallow water. Once they seize their victims, chuuls often drag grappled foes back into deep water to drown them.

GM Only:
Chuul 1, Stealth: 1d20 + 9 ⇒ (3) + 9 = 12

Perception DC12:
...and, from the opening in the tunnel to the east of where the creature is moving, there comes the sound of something moving.


House Rules Male Half Dwarf Sorcerer (Elemental Bloodline Water) 6th level. 39 hp Healthy (29), Grazed (20), Wounded (10), Crit (<10); F +4 | R +3 | W +6 | AC 14/18 | 12 touch | 13 flat | init: +1 | Perception +7 | Low-light' |
Resources:
Elemental Ray 6/6; Spells: 1st 6/7, 2nd 6/6, 3rd 4/4

Perception: 1d20 + 8 ⇒ (7) + 8 = 15

Harry stares at the alien creature with a look close to fear. "Aye, what BE that thing?" He points to the eastern tunnel, "I t'ink there be more of 'em there."


At Heirang's exclamation, the shambling creature spins and sees the group. Raising an enormous pincer to point at the explorers, it rumbles something in an alien language... and starts to move inexorably towards Kit'Arr and the rest...

Initiative for Party and Enemy

Robert, Initiative: 1d20 + 7 ⇒ (2) + 7 = 9
Kit'Arr, Initiative: 1d20 + 7 ⇒ (3) + 7 = 10
Heirang, Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Aella, Initiative: 1d20 + 1 ⇒ (11) + 1 = 12

Chuul, Initiative: 1d20 + 7 ⇒ (6) + 7 = 13

Initiative Order
Heirang then
Chuul then
Aella, Kit'Arr and Robert

Heirang may act now

Also, map updated...


House Rules Male Half Dwarf Sorcerer (Elemental Bloodline Water) 6th level. 39 hp Healthy (29), Grazed (20), Wounded (10), Crit (<10); F +4 | R +3 | W +6 | AC 14/18 | 12 touch | 13 flat | init: +1 | Perception +7 | Low-light' |
Resources:
Elemental Ray 6/6; Spells: 1st 6/7, 2nd 6/6, 3rd 4/4

Despite the quaking in his boots, Harry does not hesitate as he sends an acidic bolt flying at the creature...

Cast Acid Arrow at the Chuul. Ranged Touch: 1d20 + 4 ⇒ (12) + 4 = 16
Acid damage, Rd. 1: 2d4 ⇒ (2, 4) = 6
Acid damage, Rd. 2: 2d4 ⇒ (4, 4) = 8


Heirang's magical acid slams into the chuul... burning a vicious hole within its carapace yet doing little to slow it...

GM Only:
Chuul 1 = 71/85

...and, as a second beast emerges from the side tunnel, the group are swiftly overwhelmed by the lumbering beasts.

Chuul 1, Claw vs Kit'Arr: 1d20 + 14 ⇒ (15) + 14 = 29, hitting for 2d6 + 7 ⇒ (1, 2) + 7 = 10 plus Grab
Chuul 1, Grapple vs Kit'Arr: 1d20 + 19 ⇒ (6) + 19 = 25, Kit'Arr is Grappled and Constricted for 2d6 + 7 ⇒ (6, 2) + 7 = 15

Everyone may act now


Female Human Oath of Corruption Paladin 6

Aella's sword rips free of its sheath as she steps forward, using the motion to send her monstrous blade slashing in a wide arc. It pained her to think, but sometimes killing came as easy to her as breathing.

Attack 1: 1d20 + 10 ⇒ (11) + 10 = 21

Damage 1: 2d6 + 13 + 2d6 + 1 ⇒ (3, 4) + 13 + (4, 4) + 1 = 29

Attack 2: 1d20 + 5 ⇒ (1) + 5 = 6

...if only when she needed it.


Aella's sword smashes into the creature grappling Kit'Arr, crunching through carapace and biting into soft flesh beneath it, yet it is far from enough to convince the monster to drop the catfolk.

GM Only:
Chuul 1 = 42/85

Waiting on actions from Kit'Arr, Heirang and Robert.


House Rules Male Half Dwarf Sorcerer (Elemental Bloodline Water) 6th level. 39 hp Healthy (29), Grazed (20), Wounded (10), Crit (<10); F +4 | R +3 | W +6 | AC 14/18 | 12 touch | 13 flat | init: +1 | Perception +7 | Low-light' |
Resources:
Elemental Ray 6/6; Spells: 1st 6/7, 2nd 6/6, 3rd 4/4

Harry, satisfied his spell was indeed effective, proceeds to cast another spell at it, though of lesser power.

Cast Ray of Frost at the Chuul. Ranged Touch, melee: 1d20 + 4 - 4 ⇒ (10) + 4 - 4 = 10; Cold damage: 1d3 ⇒ 2


Female Catfolk 5400/9000 XP
VITALS:
AC: 19, T: 14, FF: 15; HP: 24/24; F:3, R:7, W:2; CMB +2, CMD 16 ; Init: +4; Perc: +5
Rogue (Cat Burglar) 3
SKILLS:
Acrobatics +10, Bluff +9, Climb +14, Craft (boneworking) +6, Diplomacy +9, Disable Device +9, K (local) +8, K. (nature) +9, Perc +5, Sleight of Hand +10(+16), Stealth +11, Survival +6, Swim +6

Sorry guys. Power was out for 3 days. Hard time charging my phone even

-Posted with Wayfinder


Female Catfolk 5400/9000 XP
VITALS:
AC: 19, T: 14, FF: 15; HP: 24/24; F:3, R:7, W:2; CMB +2, CMD 16 ; Init: +4; Perc: +5
Rogue (Cat Burglar) 3
SKILLS:
Acrobatics +10, Bluff +9, Climb +14, Craft (boneworking) +6, Diplomacy +9, Disable Device +9, K (local) +8, K. (nature) +9, Perc +5, Sleight of Hand +10(+16), Stealth +11, Survival +6, Swim +6

She yowls out in pain as she feels her bones break and crack under the preasure. Instinctively she tries to break free of the death hold

EA: 1d20 + 13 ⇒ (6) + 13 = 19

-Posted with Wayfinder


Male Human Gunslinger 6 | hp -1/48 | fortitude +6 | will +5 | ref+10 | AC 20 |17 touch | 13 flat | init: +7 | Perception +12

Robert, not wanting to hit Kit accidentally, charges the beast grappeling the cat. Drawing his beautifully made cutlass while in motion.

Chatge Attack vs. Chuul: 1d20 + 14 ⇒ (5) + 14 = 191d6 + 2 ⇒ (1) + 2 = 3


Kit'Arr writhes and squeezes to get from the creature's grasp... but to no avail - and, although Heirang and Robert land damaging blows on the beast, they can do little to release their friend.

GM Only:
Chuul 1 = 37/85

Chuul 1, Maintain Grapple vs Kit'Arr: 1d20 + 19 + 5 ⇒ (3) + 19 + 5 = 27
Chuul 1, Transfer Kit'Arr to Paralytic Tentacles, 1d6 + 7 ⇒ (6) + 7 = 13 damage

...nor can Kit'Arr can't resist when she is dragged into the enveloping tentacles of the beast.

Kit'Arr - please make a Fort Save DC19 or be paralysed for 6 rounds.

Everyone may act now

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