| - Echo - |
Agreed. As many healing potions as they'll give us.
As Echo finally bursts through the jungle and onto the beach, having led the others here, she points at the wreck. Although she smiles for a moment, in a flash the smile is replaced by a mournful, solemn frown.
"It looks like ours." she remarks.
Then she walks towards the ocean.
A whole bunch of clarifying questions:
About how far out does it look? Judging by how much of the ship is sticking up out of the water, about how deep can we guess the water is over there? How stable does the wreck look? Mostly whole or mostly shattered? Is the water around here calm? Or is the current strong and dangerous looking? Does the beach look like gentle sand, or are there rocks and stuff sticking up out of the water? Any signs of coral? And lastly, are there any large rock formations sticking out of the water?
And some rolls you might need to answer them:
Knowledge Geography: 1d20 + 11 ⇒ (10) + 11 = 21
Knowledge Nature: 1d20 + 11 ⇒ (3) + 11 = 14
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Survival: 1d20 + 6 ⇒ (3) + 6 = 9
---
Before heading into the water, Echo focuses her psychic powers on her own well-being, augmenting her health, defences and skill at swimming. Casting false life, mage armour, and monkeyfish on herself before entering the water.
False Life HP: 1d10 + 4 ⇒ (10) + 4 = 14
Pharithstilis Euduethistle
|
Pharithstilis reminds everyone that the grippli said they were attacked when they tried to approach the wreck.
Casts mage armor on himself. Will cast Bestow Insight (+2 insight to Swim checks for 4 mins. Can dismiss spell to roll twice and take higher roll) on himself and anyone else who wants to take a dip.
| Aki Mori |
"I'd rather we took a look around the shore for a bit before swimming," Aki comments drily, though she makes certain to ward herself, as well.
Casting mage armor
| Celebeth Quinciel |
Celebeth peeks out curiously from the jungle edge at the ship. Finally she eases out onto the beach.
"I agree with Aki," she says. "I'd rather not have someone pop out and shoot arrows at me while I'm trying to swim back to shore."
| GM Fuzzfoot |
The wreck looks to be about 200 ft off shore, and it is hard to tell depth, but could be 20-30ft or more. The ship is pretty well wrecked but looks stable enough. The waves are light, but not perfectly calm. Beach is rocky sand, and no sign of coral, although Pharithstilis finds a sand-dollar.
You see no indication of any danger, though.
| - Echo - |
"Alright... Let's go." Echo says after some contemplation. She follows Nathan out into the surf.
| GM Fuzzfoot |
Map up - blue box shows area under water. Ship is also upside down, but we can use our imagination....
| - Echo - |
As they near the shipwreck, Echo looks around for signs of dangerous sea creatures or unstable sections of the ship.
Knowledge Engineering: 1d20 + 10 ⇒ (14) + 10 = 24
Knowledge Nature: 1d20 + 11 ⇒ (20) + 11 = 31
Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Is that big hole in the side at water surface level? Can we swim into it, or will climbing be required?
| GM Fuzzfoot |
The side of the ship has a huge gaping hole, and you can swim right into it. Echo thinks the remains of the wreck will hold, but clearly it wasn't designed for this, so you should be cautious. No signs of creatures.
Pharithstilis Euduethistle
|
Pharithstilis pockets the sand dollar and wades out into the surf until he is forced to take the plunge.
Swim: 1d20 + 3 ⇒ (18) + 3 = 21
Following Nathan, he heads for the area of deck (or hull?) sticking above water. As soon as he is able to pull himself out of the water, he draws his dagger and has a look around.
Perception: 1d20 + 4 ⇒ (18) + 4 = 22
| Celebeth Quinciel |
Celebeth looks for a convenient place to stash her traveling spellbook, since she can't risk it getting wet and waterlogged. Finally she settles on quickly burying it with her tools just off the beach, under a small pile of rocks that she can quickly find later.
Then it's off into the surf to join the rest of the party at the wreck!
Swim: 1d20 + 4 ⇒ (13) + 4 = 17
"Hey Pharithstilis!" she shouts to the gnome as they swim out. "Keep yer pants on this time!"
| - Echo - |
"Hey Pharithstilis!" she shouts to the gnome as they swim out. "Keep yer pants on this time!"
Echo lets out a laugh, despite their circumstances. "Sounds like there's an exciting story there!" she jokes.
After examining the ship, she remarks. "Looks stable enough, but be careful."
She swims into the ship's interior and looks around.
Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Pharithstilis Euduethistle
|
With a whistle and a wiggling of his fingers, Pharithstilis summons up some dancing lights and moves them into the hole in the hull to help Echo with some illumination.
| GM Fuzzfoot |
The ship is upside down, so you can see what's left of the flooring in the lower deck. This is where the slaves were held, and you see manacles still attached to the floor. Luckily you don't see any bodies.
Pharithstilis feels something rub against his leg.
Pharithstilis Euduethistle
|
I guess then Pharithstilis was unable to climb out of the water. He's then at the hull breach but has not entered.
"Teehee. Celebeth, stop! That tickles!"
Pharithstilis looks around but sees Celebeth isn't near. "Oh I hope that was just a fishy." he gulps and maneuvers one of the glowing orbs to just beneath the surface to get a better look at what's swimming around down there.
| - Echo - |
Does she see any other entrances, doorways, or holes she could swim through?
"This is the slave deck. We'll have to head deeper into the ship to find anything useful."
Hearing Pharithstillis giggle, Echo ducks under the water to see what's under the surface.
| GM Fuzzfoot |
I am not artistic enough to really draw this up, but...
As you enter the hole, you find the floor slanting above you, and the ceiling underwater deeper than you can stand, although you can find a number of handholds to take a break from swimming.
What you recall from the layout of the ship is that the cargo hold would now be below you, and that the hatch to get to it is at the far side of the boat, underwater.
As Echo dives under, she can just make out the hatch, and it is clear of debris. However, a giant moray eel comes poking out of it towards you!
This is a large creature (long), and starts about 30 ft away from you.
Looking at the map, consider this a map of the floor above you. Everywhere is water, but the blue box indicates completely submerged (ie. no breathing area). Underwater rules will apply here.
Aki Mori: 1d20 + 3 ⇒ (9) + 3 = 12
Celebeth: 1d20 + 3 ⇒ (20) + 3 = 23
Echo: 1d20 + 1 ⇒ (20) + 1 = 21
Nathan: 1d20 + 5 ⇒ (9) + 5 = 14
Pharithstilis: 1d20 + 3 ⇒ (13) + 3 = 16
Eel: 1d20 + 6 ⇒ (14) + 6 = 20
Round 1: (Bold may act)
Celebeth (0 dmg)
Echo (0 dmg)
Eel/Red (0 dmg)
Pharithstilis (0 dmg)
Nathan (0 dmg)
Aki (0 dmg)
| - Echo - |
Echo pops her head back out of the water and calls out "Giant eel! Over there!" she points it out for good measure.
Ducking back under the water she stares HARD at the eel, overloading its simple mind with memories of pain and confusion. Casting mind thrust II at the eel. Which deals:
Damage: 4d8 ⇒ (5, 6, 4, 8) = 23 Will DC 16 for 1/2 damage
Concentration check to cast underwater: DC is 17.
Concentration Check: 1d20 + 6 ⇒ (14) + 6 = 20
| GM Fuzzfoot |
Will Save: 1d20 + 3 ⇒ (18) + 3 = 21 Ouch - bad break there!
Round 1: (Bold may act)
Celebeth (0 dmg)
Echo (0 dmg)
Eel/Red (11 dmg)
Pharithstilis (0 dmg)
Nathan (0 dmg)
Aki (0 dmg)
| Celebeth Quinciel |
Concentration: 1d20 + 7 ⇒ (18) + 7 = 25
Celebeth manages to center herself in the water for a moment and launches a brace of magic missiles with the goal of convincing the eel to find a different lunch.
Magic missile damage: 2d4 + 2 ⇒ (2, 3) + 2 = 7
| GM Fuzzfoot |
The eel takes a few blasts of magic to the face, and shudders as the mind thrust blasts it. But it is made of sterner stuff, and it rushes forward in the water. It latches on to Echo's leg and starts gnawing away.
Bite Attack vs Echo: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 2d6 + 9 ⇒ (4, 1) + 9 = 14
Grab: 1d20 + 16 ⇒ (2) + 16 = 18
Round 1: (Bold may act)
Celebeth (0 dmg)
Echo (0 dmg)
Eel/Red (18 dmg)
Pharithstilis (0 dmg)
Nathan (0 dmg)
Aki (0 dmg)
| Aki Mori |
None of her spells would be particularly wise to use at present, and so Aki tries to swim over while drawing Yang, then stab at the eel.
Swim: 1d20 + 4 ⇒ (14) + 4 = 18
Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d6 ⇒ 4
| - Echo - |
Ouch! That tore through all fourteen of my temp hp, leaving me at full regular hp, and I'm grappled.
Pharithstilis Euduethistle
|
Laughing Touch targets Touch AC, so I hope it landed. If it did, then the eel can only move or take a defensive action for one round, which I hope means it loses its grapple on Echo.
| GM Fuzzfoot |
Pharithstilis acts quickly, and while none of you have ever seen an eel laugh before, this one does so. And in doing so, it won't be able to maintain the grapple. So, I am also willing to say that this immediately breaks the grapple as well.
Nathan lines up an excellent shot, and icy coldness batters the eel. Aki tries to stab the large aquatic creature, but can't quite get the stab in line in time.
Round 2: (Bold may act)
Celebeth (0 dmg)
Echo (0 dmg)
Eel/Red (29 dmg) laughing - move action only
Pharithstilis (0 dmg)
Nathan (0 dmg)
Aki (0 dmg)
| GM Fuzzfoot |
Yah, that was an excellent use too! Eels have 2 sets of teeth, so if he maintained the grapple, chew chew chew!
| - Echo - |
Echo draws her dagger and thrusts it at the eel.
Attack: 1d20 + 2 ⇒ (10) + 2 = 12
Piercing Damage: 1d4 ⇒ 1
| Celebeth Quinciel |
Swim: 1d20 + 4 ⇒ (4) + 4 = 8
It's all Celebeth can do to try to keep treading water.
| GM Fuzzfoot |
The eel retreats back towards its hole while laughing. Then it stops.
AoO for Echo.
Round 2: (Bold may act)
Celebeth (0 dmg)
Echo (0 dmg)
Eel/Red (29 dmg)
Pharithstilis (0 dmg)
Nathan (0 dmg)
Aki (0 dmg)
Pharithstilis Euduethistle
|
Not quite sure how his spell will act underwater, Pharithstilis ducks under to get a better look at the eel, and with a point of his finger, sends an electric jolt it’s way.
Jolt cantrip
Casting Underwater DC15: 1d20 + 8 ⇒ (12) + 8 = 20
Ranged Touch: 1d20 + 4 ⇒ (4) + 4 = 8
Electricity Damage: 1d3 ⇒ 3
“I don’t think I hit it,” he coughs up between breaths once he surfaces.
| Aki Mori |
Aki watches the eel carefully, ready to strike when it returns.
Readied action to attack.
Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d6 ⇒ 5
Wow, terrible rolls. XD
| - Echo - |
Echo tries to stab it with her dagger as it retreats.
Attack: 1d20 + 2 ⇒ (16) + 2 = 18
Piercing Damage: 1d4 ⇒ 2
| GM Fuzzfoot |
Echo manages a small nick as the eel retreats, but everyone else has a hard time adjusting to working underwater, and miss with their attacks.
Round 3: (Bold may act)
Celebeth (0 dmg)
Echo (0 dmg)
Eel/Red (31 dmg)
Pharithstilis (0 dmg)
Nathan (0 dmg)
Aki (0 dmg)
| - Echo - |
Not wanting to swim any closer to it, Echo stares HARD at the eel, overloading its simple mind with memories of pain and confusion.
Casting mind thrust II at the eel. Which deals:
Damage: 4d8 ⇒ (2, 2, 6, 6) = 16 Will DC 16 for 1/2 damage
Concentration check to cast underwater: DC is 17
Concentration Check: 1d20 + 6 ⇒ (17) + 6 = 23
| Celebeth Quinciel |
Swim: 1d20 + 4 ⇒ (13) + 4 = 17
Celebeth manages to keep herself righted, and moves to a position where she can stab the eel if it shows itself again.
Readied mithral rapier attack: 1d20 + 7 ⇒ (16) + 7 = 23
Readied rapier damage: 1d6 + 3 ⇒ (1) + 3 = 4
| GM Fuzzfoot |
The eel again attacks, seeing Celebeth as an easy target. However, as it closes, it takes a rapier poke in the snout.
Not yet dissuaded from having its meal, the eel continues it's lunge. It bites Celebeth and latches on!
Bite Attack: 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 2d6 + 9 ⇒ (4, 3) + 9 = 16
Grab: 1d20 + 16 ⇒ (7) + 16 = 23
Round 3: (Bold may act)
Celebeth (16 dmg)
Echo (0 dmg)
Eel/Red (43 dmg)
Pharithstilis (0 dmg)
Nathan (0 dmg)
Aki (0 dmg)
| Aki Mori |
Swim: 1d20 + 4 ⇒ (1) + 4 = 5
Aki tries to swim around the thrashing eel, but catches a wave in the face, breathing in water and leaving her choking and sputtering.
That's what I get for forgetting to roll swim last round...
Pharithstilis Euduethistle
|
“Zzzzzzzap!” Pharithstilis tries for another jolt trick aimed at the eel.
Concentration DC 15: 1d20 + 8 ⇒ (8) + 8 = 16
Ranged Touch: 1d20 + 4 ⇒ (1) + 4 = 5
But this time the spell just fizzles in the water.
| Celebeth Quinciel |
Ow.
| GM Fuzzfoot |
Nathan's blast dissuades the eel, and it lets go of Celebeth. It swims slowly out of the ship.
It is disabled - exactly 0 hp, so it will limp away if you let it.
| - Echo - |
As the eel swims away, Echo drifts back to the surface for a welcome breath of air. She swims over to Celebeth and looks at her wounds.
"Hold still." She tells her. Then Echo STARES at the wound for an uncomfortable amount of time, and the wounds slowly close under her gaze.
Casting cure light wounds on Celebeth.
Healing Celebeth: 1d8 + 4 ⇒ (3) + 4 = 7
Healing Celebeth: 1d8 + 4 ⇒ (6) + 4 = 10
You're fully healed.