GMDQ's Skull and Shackles (Inactive)

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A small band of mariners find themselves press-ganged into service on the Wormwood, led by the fearsome Barnabas Harrigan. Will they turn their misfortune to glory on the high seas, or will folly lead them to an ignominious watery death?


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Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

With the arrival of reinforcements, Thren sees the need to reinforce her own team and begins singing.

Thren starts inspire courage as a move action. +2 morale bonus on saves vs. charm and fear, +2 competence bonus on weapon attack and damage rolls. She is not using the One Reason to Live for this. This takes her move action.

With music now filling the waters she attempts to stab at the smaller hammerhead that came up from below. Her magic infuses her blade as she thrusts her rapier downward.

attack on Galius: 1d20 + 9 + 1 + 1 + 2 - 2 ⇒ (16) + 9 + 1 + 1 + 2 - 2 = 27
damage: 1d6 + 1 + 1 + 2 + 2 ⇒ (4) + 1 + 1 + 2 + 2 = 10

...and now I think she's singing Under the Sea...


[Female human cleric of Besmara 7 HP: 40/45 AC: 19 TAC: 11 FFAC: 18 l BAB: +6 CMB:+ 6 CMD: 17 | Fort +5 Ref +3 Wis +9 | Init +1 Perception +3] Cleric 7

Sandara hangs back, seeing the sharks circling around everyone, and gets her crossbow ready.

Drawing and loading crossbow. I don't recall if you need a modified crossbow underwater, I just know bows don't work and range is limited.


Forces of Nature Battlemap

Both (curve) bows and normal crossbows have their range increment limited to 5 feet, which means you are at a -2 to attack for every 5 feet past the first. There is an underwater crossbow that has a range increment of 20 ft.


Forces of Nature Battlemap

Apologies, misread Chakam's attack post earlier; he should have taken out the manta ray. Hammerhead 3 is wounded but still around (because of total defense raising his AC

Hammerhead 3 attacks Chakam while Hammerheads 2 and 4 attack Kahuranga again, the former after taking a five foot swim. The positioning is a bit odd but as this is a 3d fight which is hard to place everyone properly they are moved so they can flank that this point. If concerns let me know.

Hammerhead 3 vs Chakam: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d8 + 7 ⇒ (3) + 7 = 10
Chakam I've lost track--if your AC is still low from charging it hits, if not it doesn't. I think it should not be still low and I just forgot to delete it from my tracker, so I am not deducting damage, but showing the damage roll just in case it is needed.

Hammerhead 2 vs Kahuranga, misfortune 1, flanking: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Hammerhead 2 vs Kahuranga, misfortune 1, flanking: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23

Hammerhead 4 vs Kahuranga, misfortune 1, flanking: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
Hammerhead 4 vs Kahuranga, misfortune 1, flanking: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Damage: 1d8 + 7 ⇒ (7) + 7 = 14

The curses continue to limit their effectiveness, but one of the sharks does nip the witch.

Round 5

Chakam | HP 61/61 | AC 28 T 16 FF 23 | CMD 22 |F + 11 R +11 W +9 (+4 vs fey+plant targeted)| Rusalka Form, ironskin
Kahuranga |HP 42/56| AC 18 T14 FF 16| CMD 17 | F +3 R +5 W +7 | Electricity 5 | freedom of movement, slipstream
Taniwha | HP 24/24| AC/T/FF 19/13/18| CMD 13| F +5 R +7 W +7 | Immune Paralysis, Sleep
Ormandar (big)| hp 79/79 | AC 25 T 8 FF 23 | CMD 26 (can’t be tripped) | F +9, R +4, Will +8 | ?
Summoned Manta Ray | HP 27 | AC 13 T 10 FF 12 | CMD 17 | F +5 R +4 W +2
Galius (little) | hp 23/59 | AC 18(20 T 12 FF 18) | CMD 23 | F+8 R+7 Will+3 | ?
Chad | HP 80/80 | AC 19/21 vs ranged T 14/16 vs ranged FF 15 /17 vs ranged | CMD 21 | F +5 R +8 W +4 | Electricity 5 | air bubble
Threnody | HP 72/72 | AC 21 T 13 FF 18 | CMD 20| F+5 R+10 +7 | Fire 5 Cold 5 |
Sandara | HP 39/39 | AC 16 T 11 FF 15 | CMD 16 | F +5 R +3 W +8 |
Hammerhead 2 | HP 22/30 | AC 18 T 12 FF 15 | CMD 22 | F +9 R +7 W +4 | misfortune 1 round
Hammerhead 3 | HP 14/30 | AC 18 T 12 FF 15 | CMD 22 | F +9 R +7 W +4 |

Hammerhead 4 | HP 30/30 | AC 18 T 12 FF 15 | CMD 22 | F +9 R +7 W +4 | misfortune 2 rounds[/ooc]


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Hammerhead 4 should also be -4 to attack from Evil Eye. If so that would make the 18 a 14 and a miss. I hope.

Kahuranga's screams as the shark's teeth gnash at him. "This will not do, Taniwha, let's see if we can get rid of these toothy beasts." His legs move in swift, scissorlike motion as he loops under one of the sharks to gain a more advantageous position. Once there, he rubs a glass rod, sympathitcally drawing upon the electrical charge of the saltwater, magically enhancing it, and launching it at the offending sharks.

Provoking an attack of opportunity from each of Hammerhead 2 and 4

Hammerhead 2 attack: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Hammerhead 2 attack: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12

Hammerhead 4 attack: 1d20 + 7 + 2 - 4 ⇒ (7) + 7 + 2 - 4 = 12
Hammerhead 4 attack: 1d20 + 7 + 2 - 4 ⇒ (18) + 7 + 2 - 4 = 23

Cast Lightning Bolt

Lightning Bolt Damage: 8d6 ⇒ (3, 3, 4, 5, 1, 2, 2, 3) = 23

Hammerhead 2 Reflex Save DC 18: 1d20 + 7 ⇒ (1) + 7 = 8
Hammerhead 2 Reflex Save DC 18: 1d20 + 7 ⇒ (2) + 7 = 9

Hammerhead 4 Reflex Save DC 18: 1d20 + 7 ⇒ (6) + 7 = 13
Hammerhead 2 Reflex Save DC 18: 1d20 + 7 ⇒ (19) + 7 = 26

Maybe Galius Reflex Save DC 18: 1d20 + 7 ⇒ (20) + 7 = 27

My goal here is to move above and on the other side of Hammerhead 2. If there is a position that would let me cast Lightning Bolt on 2, 4, and the Galius shark, then I would do that. Otherwise just 2 and 4.

Hammerhead 2 and 4 take 23 electrical damage, if Galius is affected he takes 11.


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

@GM: Yes, Chakam didn't charge last turn (just the one before).

The druid attacks the animal by himself, inspired by Thren.

Attack 1: 1d20 + 10 + 2 + 2 ⇒ (20) + 10 + 2 + 2 = 34 IC, FE
Damage: 2d6 + 6 + 2 + 2 ⇒ (5, 2) + 6 + 2 + 2 = 17

Confirm 1?: 1d20 + 10 + 2 + 2 ⇒ (2) + 10 + 2 + 2 = 16 IC, FE
Extra Damage: 2d6 + 6 + 2 + 2 ⇒ (4, 3) + 6 + 2 + 2 = 17

Attack 2: 1d20 + 10 + 2 + 2 ⇒ (12) + 10 + 2 + 2 = 26 IC, FE
Damage: 2d6 + 6 + 2 + 2 ⇒ (3, 5) + 6 + 2 + 2 = 18

Attack 3: 1d20 + 10 + 2 + 2 ⇒ (1) + 10 + 2 + 2 = 15 IC, FE
Damage: 2d6 + 6 + 2 + 2 ⇒ (5, 2) + 6 + 2 + 2 = 17

Attack 4: 1d20 + 10 + 2 + 2 ⇒ (15) + 10 + 2 + 2 = 29 IC, FE
Damage: 2d6 + 6 + 2 + 2 ⇒ (5, 6) + 6 + 2 + 2 = 21

After his attacks, he five-foot-swims towards Thren.

If the enemy drops on the first attack, he will actually move towards her.


Forces of Nature Battlemap

Kahuranga, you're right, I forgot evil eye. So... many... modifiers... to track. *sigh* On the lightning bolt, you will need to swim upward to hit Galius, since he is under Threnody's feet, so you need to arc the bolt diagonally downward. Given you are moving and provoking AOOs I don't see that being an issue.

Chakam kills the hammerhead near him and moves to rejoin the party. You got him so I moved you 30 ft, feel free to adjust exact position within reason but I moved you in Thren's direction Kahuranga swims upward, dodging hammerhead teeth, and arcs a lightning bolt, killing one hammerhead and severely injuring the other. The little shark dodges with remarkable agility, evading damage entirely.

The large shark Ormandar flaps his fins and the seaweed and algae from the sea floor and floating in the water grows and expands until you are all swimming in a 40 foot radius zone of entangling sea plants. I had trouble shaping the template but I think it gets everyone but Galieus, who is just at the very edge.

Chakam Reflex DC 12: 1d20 + 11 ⇒ (1) + 11 = 12 Auto fail on a 1
Kahuranga Reflex DC 12: 1d20 + 5 ⇒ (6) + 5 = 11
Taniwha Reflex DC 12: 1d20 + 7 ⇒ (15) + 7 = 22
Threnody Reflex DC 12: 1d20 + 10 ⇒ (1) + 10 = 11
Sandara Reflex DC 12: 1d20 + 3 ⇒ (6) + 3 = 9
Hammerhead 4 Reflex DC 12: 1d20 + 7 ⇒ (11) + 7 = 18

Not expecting the sea flora to revolt against the party, most everyone finds themselves entangled save for Taniwha, and the remaining hammerhead, who perhaps is used to the great white shark's shenanigans.

Entangled condition: An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.
More from the spell: Creatures that succeed on their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.

Galieus, hovering at the edges of the writhing green flotsam, tries to take another bite out of Threnody.

Bite Attack vs Thren, Power Attack: 1d20 + 14 - 2 ⇒ (19) + 14 - 2 = 31
Damage: 1d8 + 11 + 4 ⇒ (1) + 11 + 4 = 16

Thren and Sandara are Up

Wait, I forgot about Chad
Chad Reflex Save: 1d20 + 8 ⇒ (9) + 8 = 17

Chad moves downward and tries to get free of the entangling vines.

I actually have no idea if the entangle spell is a 3D effect or is across a plane. What do you think?


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

It depends on if it's a burst, emanation, or whatnot I believe. Some shapes go in all directions IIRC. I've always assumed 3D.

Escape Artist check, DC 12: 1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2

Thren tries to wiggle out of the vines, singing all the while, but has no luck slipping free.

attack Galius: 1d20 + 9 + 1 + 1 + 2 - 2 - 2 ⇒ (8) + 9 + 1 + 1 + 2 - 2 - 2 = 17

The vines add to the awkwardness of underwater combat as the bard tries to stab at the smaller shark and she only stabs kelp.


[Female human cleric of Besmara 7 HP: 40/45 AC: 19 TAC: 11 FFAC: 18 l BAB: +6 CMB:+ 6 CMD: 17 | Fort +5 Ref +3 Wis +9 | Init +1 Perception +3] Cleric 7

Strength check: 1d20 + 1 ⇒ (15) + 1 = 16

The Besmaran manages to snap several strands of seaweed and pull the rest away from her limbs, regaining the ability to move around a bit. Realizing the vines were still active, the cleric wisely chooses to try to move away from the active fronds.

Swim: 1d20 + 6 ⇒ (7) + 6 = 13

Moved off the map because well, I can't swim far enough with a standard action to go out of the area northward or southward.


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Entangle is a spread, so I think it goes in all directions and even through gaps and around corners and such. I think, given the vegetation requirement, that I wouldn't allow it to reach 40 feet up in an area where there isn't vegetation that long/tall. But kelp and such is definitely that long.

As for so many modifiers, I will take complete responsibility for keeping track of all the witchy stuff. I have a character playing a Shaman in my face to face (well, Zoom to face now) game, and it is not fun keeping track of all the things that he does to my NPCs.

Fortunately Kahuranga has Freedom of Movement, so the Entangle won't affect him.


Forces of Nature Battlemap

The remaining hammerhead recognizes its fate as cannon fodder and just swims slightly to its right and tries to get a last taste of flesh before its inevitable demise.

Bite Attack vs Threnody: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d8 + 7 ⇒ (3) + 7 = 10

It just manages to get in a bite due to Threnody's being caught up in the vines.

Or does it?
Misfortune check I nearly forgot: 1d20 + 7 ⇒ (14) + 7 = 21
still hits

End of Turn Reflex Save vs Entangle: 1d20 + 7 ⇒ (4) + 7 = 11
but then is entangled

Round 6

Chakam | HP 61/61 | AC 28 T 16 FF 23 | CMD 22 |F + 11 R +11 W +9 (+4 vs fey+plant targeted)| Rusalka Form, ironskin | entangled
Kahuranga |HP 56/56| AC 18 T14 FF 16| CMD 17 | F +3 R +5 W +7 | Electricity 5 | freedom of movement, slipstream
Taniwha | HP 24/24| AC/T/FF 19/13/18| CMD 13| F +5 R +7 W +7 | Immune Paralysis, Sleep
Ormandar (big)| hp 79/79 | AC 25 T 8 FF 23 | CMD 26 (can’t be tripped) | F +9, R +4, Will +8 | ?
Galius (little) | hp 33/59 | AC 18(20 T 12 FF 18) | CMD 23 | F+8 R+7 Will+3 | ?
Chad | HP 80/80 | AC 19/21 vs ranged T 14/16 vs ranged FF 15 /17 vs ranged | CMD 21 | F +5 R +8 W +4 | Electricity 5 | air bubble
Threnody | HP 46/72 | AC 21 T 13 FF 18 | CMD 20| F+5 R+10 +7 | Fire 5 Cold 5 | entangled
Hammerhead 4 | HP 7/30 | AC 18 T 12 FF 15 | CMD 22 | F +9 R +7 W +4 | misfortune 1 rounds
Entangled - -4 to Dex so AC is 16


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

Chakam doesn't bother, for now, with the entangled condition. Instead, he swims at half-speed towards the enemies by Thren and attacks the smallest of them.

Attack: 1d20 + 10 + 2 + 2 - 4 ⇒ (3) + 10 + 2 + 2 - 4 = 13 IC, FE, Entangled

His attack, however, is not well succeeded.


Male? Tidewater Dragon Familiar HP: 24| AC/T/FF 19/13/18| F 5 R 7 W 7 CMD 13| Per 9

Bound by their empathic link and their steady friendship, Kahuranga and Taniwha realize they are going to have to split up to deal with these foes.

Taniwha flaps his wing fins and lashes his tail, throwing himself at the remaining hammerhead. He draws upon his draconic heritae to infuse his tail with electricity, swiping it at the hammerhead. The electricity jolts the shark, disrupting its nervous system in a fatal manner.

Taniwha Concentration check DC 17: 1d20 + 6 ⇒ (12) + 6 = 18

Taniwha touch attack: 1d20 + 6 ⇒ (12) + 6 = 18

4d6 ⇒ (3, 1, 6, 3) = 13

Move action to swim toward the shark. Standard action to cast Shocking Grasp and attack with it.


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Because of his tiny size, that attack by Taniwha would provoke an attack.


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Kahuranga swims through the entangling growths, getting closer to the Great white that is clearly in charge while keeping Chad between himself and the shark.

Ormandar Will Save vs Misfortune: 1d20 + 8 ⇒ (11) + 8 = 19

Ormandar saves. I'll try again next round with accursed hex if I'm not dead.


Forces of Nature Battlemap

I am highly unlikely to deal 56 pts of damage to anyone this round!

The hammerhead dies a shocking death.

Ormandar the white shark gives a large toothy grin and flaps his fins all at once. Magically he summons and flings a burst of nettles at Chad and Kahuranga.

Chad Reflex Save DC 14: 1d20 + 8 ⇒ (2) + 8 = 10
Kahuranga Reflex Save DC 14: 1d20 + 5 ⇒ (1) + 5 = 6

Acid Damage: 3d6 ⇒ (2, 4, 6) = 12

The barbs inject acid into the heroes' flesh. It burns mightily!

Before I forget, you will also take Acid Damage: 1d6 ⇒ 1 the next round, but then the effect ends

The shark then swims straight downward toward the wreck, partially concealed from those above him and concealed from those further away. (20%/50% miss chance respectively).

Galieus the shark withdraws 60 feet diagonally downward and straight back.

Chad reflex save vs Entangle: 1d20 + 8 ⇒ (2) + 8 = 10

Chad gets stuck but just moves half speed until he gets past the field of writhing kelp.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren tries to swim south past the edges of the frisky fronds, pulling and cutting away at the foliage.

Reflex save vs. Entangle, DC 12: 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24


Forces of Nature Battlemap

Thren, is Sandara doing anything?

And Chakam, all the minion hammerheads are dead so it's back to the top of the round with you after this


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

I didn't do anything with her because I thought, perhaps quite in error, that moving off the map took her out of combat.


Forces of Nature Battlemap

The world is larger than the battle map. The way you posted, it took it as she wanted to move westward and had run out of map to show her position. I do not consider that removal from combat. If you want to remove her from combat you'll have to say so and have her move sufficiently away she would not be targeted by the enemy. This said...

Folks, as we have it we are at the end of the round. Since no one else has posted here and the holidays are upon us, I'd like to officially put an end/pause button to this combat so we don't have to resume after a few days and remember what we are all doing. Officially at this moment:

Galieus and Ormandar flee into the depths, out of sight (especially since the water is full of kelp and blood it's hard to see far). They have probably not gone too far. The entangle spell disperses. Half of the wreck is close by, the other is likely deeper into a rift where the sea floor drops dramatically. You have a breather to consider what is next.


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

As the combat calms down, Chakam looks at the others and breathes deeply. He finally swims back to the surface.

Ok... Time to plan a little bit, I feel. But not fah' long... If we're all okay, we should swim back tah' the wreck tah' find what we're searching for.

I'm good to take a little break for the holidays! Let's reconvene in discussion and find out who's still actually "on the boat" (pun intended), if we even need to replace, and how to move ahead. GM: Thanks for your hard work so far, mate. I know these boards aren't always easy.


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Kahuranga propels himself to the surface with a strong series of kicks. He takes a moment to expel water the water from his lungs in a process that is not at all pleasant.

"A few moments to restore myself, and I will be ready to proceed. It may be necessary for some of us to keep watch for that shark fellow, who I suspect was some sort off shape shifting spell caster. The rest will investigate the wreck. It seems unlikely that the bow of the ship houses the secrets to its speed, but we should be thorough. And where is the stern? I fear it must have fallen into the deeper waters."


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

A few quick strokes and the bard surfaces with the others.

"Let's recover and then head down to check out the ship. Both halves, if need be." Thren agrees as she listens to her compatriots.


Forces of Nature Battlemap

The bow of the Brine Banshee lies directly before you. Chad indicates that he feels the remains they seek lie further on, but this part of the wreck may still be worth exploring.

The bow of the ship lies on its side at a slight angle. Looking down upon it as you carefully edge closer, you can see into a broken portion of the cargo hold. Debris is piled in there; you would have to get closer to see if there was anything of value. Based on its construction there are probably also officers' cabins accessed from the topdeck much as on your own ship; these you have to swim down to access.

The sharks appear gone for now, but you can't see into the darkness of the rift to know where they might have gone.


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (5) + 1 = 6

Kahuranga will take a couple of rounds to restore himself to health.

Cure Light Wounds Wand -2 charges.

"Let's see what we can find in the portion of the ship we have found, then we will re-evaluate our situation."

Ready to head down. I vote checking the broken open hull before the cabins.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

cure light wounds, wand: 1d8 + 1 ⇒ (8) + 1 = 9
cure light wounds, wand: 1d8 + 1 ⇒ (5) + 1 = 6
cure light wounds, wand: 1d8 + 1 ⇒ (4) + 1 = 5

Thren breaks out her wand and uses it to deal with her various bites.

"Ready to proceed!"


[Female human cleric of Besmara 7 HP: 40/45 AC: 19 TAC: 11 FFAC: 18 l BAB: +6 CMB:+ 6 CMD: 17 | Fort +5 Ref +3 Wis +9 | Init +1 Perception +3] Cleric 7

Sandara, realizing how slow some of the party happens to be, acts to speed people along.

Sandara casts slisptream on Thren.


Forces of Nature Battlemap

As you proceed with your exploration, use the Land Battle Map to note where you are headed (the map is labeled with area markers). Make Perception checks as you feel appropriate.

The obvious point of entry is through a hole in the main deck (A2); you can enter what looks like was the gun (ballista) deck (A6). While you can see partially the Cargo deck (A7) you'll have to swim through the gun deck to get there.

When approaching the main deck, you can also see a door into the starboard cabin. Because of the wreck's positioning, the door to the port cabin (A5) is thoroughly blockaded by debris, which would take hours to clear. (I would ask that you politely ignore that "s" on the smaller scale map at the bottom and explore as you would normally. I decided it was easier for y'all to navigate with the markers on and trust you not to metagame.)


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

Chakam will move through A2 towards A6

Perception: 1d20 + 14 ⇒ (4) + 14 = 18

As people are ready, the Rusalka moves towards the hole in the main deck. He tries to keep his eyes ready and prepared, as the tresses swiftly touch the sunk wood almost in a trancing dance manner.

Ironskin is probably still up - Let me know, GM. It lasts for minutes per level, which in my case is 8 via magical knack


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Kahuranga moves to back Chakam up, swimming close behind with his dragon frined.


Forces of Nature Battlemap

You enter the gun deck. The rotted, rusted remains of what once were ballistae are scattered against the sea-floor-ward end of the deck. The engines and bolts are thoroughly ruined by several months in seawater, plus possible exposure to whatever creatures live nearby. You can swim downward to the main cargohold where the ship is rent in twain; at a glance it looks like little is there.

Also from the gun deck, two sets of stairs, each flanking a third spiral staircase that leads from the main deck that lead downward into a semi-separate cargo hold in the bow of the ship (A8). You could also access the bow cargo hold from the main one. From the gun deck, you cannot see into the bow cargo hold. However, you can see about halfway down the steps what looks like translucent, slimy sea anemones floating in the water, waving about. There isn't a whole lot of other sea flora around here otherwise.

Chakam can also hear movement, something large moving slowly. The way the water moves, whatever it is is unlikely a shark.

Knowledge Nature DC 17:
The "anemones" are actually jellyfish pupae. From the size of them, they will become utterly enormous jellyfish, although it would take years for them to mature.


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

Nature: 1d20 + 11 ⇒ (17) + 11 = 28

Jellyfish... - says Chakam towards Kahuranga and the dragon, not advancing further until the group is together - ... These are just pupae, but from their size, they will likely becom' quite, quite large. It takes years fae' them tae' mature, though... But of course, considering the small ones around here, I'd guess we might hav'a big one closeby. Maybe even already in tha' bow cargo hold, though I can't really see anything in there.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

"We want to check the bow cargo hold while we're nearby?" Thren suggests.


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

"We might find something of value there, even if it isn't the secret of the ship. Who knows what cargo they might have been carrying. Anyone feel like being bait to see if there is a bigger one in there? Neither Taniwha nor I are particularly resistant to jellyfish stings."

I figure there is either a big momma jellyfish or the little ones will constitute a swarm.


Forces of Nature Battlemap

"Word went wide across the Shackles that the Banshee was loaded with treasure," Sandara reminds the party. "That's assuredly why the priests of Norgorber want its location. But they only asked us to confirm the location... so what we do with what we find here up to us..." She finishes, her eyes filled with goldlust.

"Do we have any way we can approach with some... subtlety?"


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

"I don't have anything prepared to be subtle, and that isn't my forte anyway. I do have the ability to bring forth some disposable allies. Let's use them as bait to see if there is anything lurking in the hold."

Kahuranga begins to cast a complicated spell to summon some bait.

Full round action to cast Summon Monster 4. I have two of these prepared. I'll use it to summon some celestial sharks. Sharks are on the 3rd level list, so I get d3 of them. There is nothing aquatic on the Level 4 list.

number of sharks: 1d3 ⇒ 3 Woohoo! Let's feed some sharks to some sea monster.

If everyone is willing to wait, I'll send the sharks into the hold one at a time to try to lure out anything within, trying to keep them in sight so we can see what happens.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

"Bait? I like this idea. Especially if it isn't me." Thren grins. She lets Kahuranga cast his spell and waits for the results.


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Celestial Shark Stats:
Unnamed Hero
Celestial shark (Pathfinder RPG Bestiary, 247)
N Large animal (aquatic)
Init +5; Senses blindsense 30 ft., darkvision 60 ft., keen scent, low-light vision; Perception +8
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)
hp 22 (4d8+4)
Fort +7, Ref +5, Will +2
Resist acid 5, cold 5, electricity 5; SR 7
--------------------
Offense
--------------------
Speed swim 60 ft.
Melee bite +5 (1d8+4)
Space 10 ft.; Reach 5 ft.
Special Attacks smite evil
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 13, Int 1, Wis 13, Cha 3
Base Atk +3; CMB +7; CMD 18
Feats Great Fortitude, Improved Initiative
Skills Perception +8, Swim +11
--------------------
Special Abilities
--------------------
Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Keen Scent (Ex) While underwater, notice creatures in 180 ft with scent, or 1 mile if blood.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Smite Evil (1/day) (Su) +0 to hit, +4 to damage when used.
Spell Resistance (7) You have Spell Resistance.
Swim (60 feet) You have a Swim speed.

I put tokens on the map.


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

Chakam smiles towards Kahuranga and Thren, and holds back - giving space for the animals to advance to the hold.


Forces of Nature Battlemap

As Kahuranga summons some bull sharks, into the lower level of the hold below, there is movement and a giant jellyfish does indeed appear to attack the creatures.

Initiative:

Chad 1d20 + 7 ⇒ (8) + 7 = 15
Chakam 1d20 + 5 ⇒ (12) + 5 = 17
Kahuranga & Taniwha and summons 1d20 + 3 ⇒ (17) + 3 = 20
Threnody & Sandara 1d20 + 3 ⇒ (18) + 3 = 21
Jellyfish 1d20 + 2 ⇒ (16) + 2 = 18

I spent a good bit trying to figure out how best to draw the battlemap, understanding you are inside a ship tilted on its side and since we are underwater we are paying a lot of attention to the Z axis as well as X and Y. Ultimately, I gave up. You can go to the "land map" to see your tokens and move things around to get a general sense of things, but I've not drawn anything in. Please use "theater of the mind" and bear in mind you are in the cramped hold of a ship and will be unable to move very much--but so will the jellyfish

Kahuranga, thanks much for the stats. In future I don't need the whole stats but if you could make a microstatblock that I can copy and paste into the round summary that would be awesome. :)


Forces of Nature Battlemap

Round 1
Threnody | HP 72/72 | AC 21 T 13 FF 18 | CMD 20| F+5 R+10 +7 | Fire 5 Cold 5 |
Sandara | HP 39/39 | AC 16 T 11 FF 15 | CMD 16 | F +5 R +3 W +8 |
Kahuranga |HP 56/56| AC 28 T14 FF 16| CMD 17 | F +3 R +5 W +7 | Electricity 5 |
Taniwha | HP 24/24| AC/T/FF 19/13/18| CMD 13| F +5 R +7 W +7 | Immune Paralysis, Sleep
Summoned Shark 1 hp 22 | AC 14 T10 FF13 | CMD 18 | F+7 W+5 W+2
Summoned Shark 2 hp 22 | AC 14 T10 FF13 | CMD 18 | F+7 W+5 W+2
Summoned Shark 3 hp 22 | AC 14 T10 FF13 | CMD 18 | F+7 W+5 W+2
Giant Jellyfish hp 94 | AC11 T9 FF 9 | CMD 23 | DR?? | Immune mind effects
Chakam | HP 61/61 | AC 28 T 16 FF 23 | CMD 22 |F + 11 R +11 W +9 (+4 vs fey+plant targeted)| Rusalka Form, ironskin |
Chad | HP 80/80 | AC 19/21 vs ranged T 14/16 vs ranged FF 15 /17 vs ranged | CMD 21 | F +5 R +8 W +4 | Electricity 5
[/ooc]

Threnody, Kahuranga, and their entourage is up!


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Fight with a jellyfish in cramped quarters probably isn't about mobility anyway, so the theater of the mind will be good.

Kahuranga orders his sharks to attack the revealed jellyfish.

I'm guessing that it probably has reach and gets at least one attack of opportunity. If it is actually a jellyfish, it is probably too dumb to have feats.

Shark 1 Attack: 1d20 + 5 ⇒ (16) + 5 = 21

Shark 2 Attack: 1d20 + 5 ⇒ (14) + 5 = 19

Shark 3 Attack: 1d20 + 5 ⇒ (9) + 5 = 14

Shark 1 damage: 1d8 + 4 ⇒ (4) + 4 = 8

Shark 2 damage: 1d8 + 4 ⇒ (7) + 4 = 11

Shark 3 damage: 1d8 + 4 ⇒ (7) + 4 = 11

Kahuranga swims behind his wall of sharks, reaching out to twist fate around the Jellyfish.

Kahuranga will swim to within 30 ft. of the jellyfish and attempt to Misfortune Hex it. Not sure of bonus, but that check probably makes it.

Jellyfish Will Save DC 19 vs Misfortune: 1d20 ⇒ 17


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren begins singing again, bolstering her allies.

Inspire courage is active, granting a +2 morale bonus on saves against charm and fear, as well as a +2 competence bonus on weapon attack and damage rolls/

Then the bard works a quick spell into the space between verses.

Thren casts good hope. For the next 8 minutes, all the good guys and gals and sharks get a +2 morale bonus on saves, attack rolls, ability checks, skill checks and weapon damage rolls. This overlaps with her inspiration. Therefore, we all get the +2 morale bonus to all that stuff, with a further +2 competence bonus on weapon attack and damage rolls.


[Female human cleric of Besmara 7 HP: 40/45 AC: 19 TAC: 11 FFAC: 18 l BAB: +6 CMB:+ 6 CMD: 17 | Fort +5 Ref +3 Wis +9 | Init +1 Perception +3] Cleric 7

Swim: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12

Sandara paddles forward a bit to get a shot at the large jellyfish.

attack on giant jellyfish: 1d20 + 6 + 2 + 2 - 6 ⇒ (5) + 6 + 2 + 2 - 6 = 9

But her bolt flies past and get stuck in a wall.


Forces of Nature Battlemap

Giant Jellyfish AOO: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Shark 1 Fort Saving Throw vs Poison DC 17: 1d20 + 7 ⇒ (6) + 7 = 13
Con Damage: 1d4 ⇒ 4

The jellyfish lashes out at the first shark that launches its attack and does so swifter than you expect--its tentacles seem to reach out to around 15 feet. The sharks retaliate, their sharp teeth well able to penetrate the wobbly flesh of the jellyfish. Jellyfish hp 64/90

When it gets a chance to respond fully, it lashes out at the sharks with all its tentacles. Attacking Shark 1 first, if it is finished off, final attacks are vs Shark 2

Jellyfish Tentacle 1: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Con Damage: 1d4 ⇒ 3

Jellyfish Tentacle 2: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Con Damage: 1d4 ⇒ 4

Jellyfish Tentacle 3: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Con Damage: 1d4 ⇒ 3

Jellyfish Tentacle 4: 1d20 + 9 ⇒ (1) + 9 = 10

Shark 1 Fort Saving Throw vs Poison DC 17: 1d20 + 7 ⇒ (8) + 7 = 15

Shark 1 Fort Saving Throw vs Poison DC 17: 1d20 + 7 ⇒ (6) + 7 = 13

Shark 1 Fort Saving Throw vs Poison DC 17: 1d20 + 7 ⇒ (5) + 7 = 12

It's hard to tell what kills the shark first, the force of the jellyfish's blows or the deadly poison from its tentacles, but it disappears from this plane of existence almost as quickly as it came. The other two sharks remain unscathed.

Oops, almost forgot--I acccidentally left off the Jellyfish's saves. They are Fort +12, Ref +5, Will +3. This is indeed just enough for it to save vs Kahuranga's hex, though barely.

Also a note about the jellyfish: this should seem obvious to seasoned adventurers by looking at it: the giant jellyfish's amorphous form renders it immune to critical hits and sneak attacks

Chakam is up!


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

Chakam moves towards the Jellyfish and attacks it with one of his tresses.

Attack: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 2d6 + 6 ⇒ (3, 1) + 6 = 10

These sharks sure help, mate! Let's keep pressing at it! - says the druid, worried about the creature in front of them.


Forces of Nature Battlemap

Chakam finds battering the jellyfish with his tresses is less effective than the neighboring sharks' teeth; indeed the attack seems to bounce right off the creatures' gelatinous flesh. DR 10/slashing or piercing

Chad gets behind Chakam and casts delay poison on him in case the jellyfish turns its tentacles upon him.

Round 1
Threnody | HP 72/72 | AC 21 T 13 FF 18 | CMD 20| F+5 R+10 +7 | Fire 5 Cold 5 |
Sandara | HP 39/39 | AC 16 T 11 FF 15 | CMD 16 | F +5 R +3 W +8 |
Kahuranga |HP 56/56| AC 28 T14 FF 16| CMD 17 | F +3 R +5 W +7 | Electricity 5 |
Taniwha | HP 24/24| AC/T/FF 19/13/18| CMD 13| F +5 R +7 W +7 | Immune Paralysis, Sleep
Summoned Shark 2 hp 22 | AC 14 T10 FF13 | CMD 18 | F+7 W+5 W+2
Summoned Shark 3 hp 22 | AC 14 T10 FF13 | CMD 18 | F+7 W+5 W+2
Giant Jellyfish hp 64 | AC11 T9 FF 9 | CMD 23 | DR 10/slashing or piercing | F+12, R+5, W+3 | Immune mind effects
Chakam | HP 61/61 | AC 28 T 16 FF 23 | CMD 22 |F + 11 R +11 W +9 (+4 vs fey+plant targeted)| Rusalka Form, ironskin, delay poison |
Chad | HP 80/80 | AC 19/21 vs ranged T 14/16 vs ranged FF 15 /17 vs ranged | CMD 21 | F +5 R +8 W +4 | Electricity 5


[Female human cleric of Besmara 7 HP: 40/45 AC: 19 TAC: 11 FFAC: 18 l BAB: +6 CMB:+ 6 CMD: 17 | Fort +5 Ref +3 Wis +9 | Init +1 Perception +3] Cleric 7

attack on giant jellyfish: 1d20 - 6 + 6 + 2 + 2 ⇒ (6) - 6 + 6 + 2 + 2 = 10

Sandara reloads and fires, not wanting to risk getting stung. Her bolt just misses and joins the first in the wall of the hold. This gets a bit of cursing from the Besmaran.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

attack on giant jellyfish: 1d20 - 6 + 8 + 2 + 2 + 2 + 1 ⇒ (8) - 6 + 8 + 2 + 2 + 2 + 1 = 17
damage: 1d6 + 2 + 2 + 2 + 2 ⇒ (4) + 2 + 2 + 2 + 2 = 12

Thren brings her bow out and cracks off a shot sizzling with arcane energy. She continues to sing as she fires, her voice inspiring the heroes.


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Shark 2 attack: 1d20 + 5 + 2 + 2 ⇒ (3) + 5 + 2 + 2 = 12
Shark 2 damage: 1d8 + 4 + 4 ⇒ (5) + 4 + 4 = 13

Shark 3 attack: 1d20 + 5 + 2 + 2 ⇒ (7) + 5 + 2 + 2 = 16
Shark 3 damage: 1d8 + 4 + 4 ⇒ (7) + 4 + 4 = 15

The two remaining bull sharks grab the jellyfish tentacles, their heads thrashing side to side in a cutting-tearing motion.

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