WhtKnt |
I'll get the new avatars up in a day or three, just keep going.
This chamber, once used as an armory for the auxiliary barracks, has been abandoned by the sahuagin. In their absence, a giant crab has taken up residence here, but it seems content to leave you alone if you do the same.
WhtKnt |
Satinder heads back to the ship as the others move forward into the next chamber, following the downslope of the tunnel and descending ever deeper. They emerge into a small chamber with two exits, going south and north. The chamber is guarded by three sahuagin and a hammerhead shark!
Dantes, you are up! Alexander, you're on deck. Map has been updated!
INITIATIVE
Dantes
Sahuagin 2
Alexander
Sahuagin 1
Kaede
Faengrim
Shark
Chumtooth
Sahuagin 3
Janus
Shauagin 2 Init: 1d20 + 1 ⇒ (17) + 1 = 18
Sahuagin 3 Init: 1d20 + 1 ⇒ (6) + 1 = 7
Shark Init: 1d20 + 5 ⇒ (2) + 5 = 7
Chumtooth Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Dantes Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Faengrim Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Janus Initiative: 1d20 + 0 ⇒ (5) + 0 = 5
Kaede Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Alexander Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Dantes Goldforge |
Dantes lays a hand on Faengrim's shoulder, using the contact to imbue him with enhanced strength for the melee to come.
Faengrim, +2 enhancement to strength for three rounds
WhtKnt |
Dantes casts a spell on his crewmate, granting him enhanced strength.
The sahuagin moves in and stabs its trident at Chumtooth. The weapon bites deeply into his side, drawing a jet of blood! (Chumtooth takes 7 points of piercing damage.)
Everyone can go ahead and post their actions and I'll just fill in where appropriate unless there is a conflict, in which case I will ask for clarification.
Alexander Valdell Caladir |
attack: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25
damage: 1d6 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Alexander moves to lash out at the sahaugin that attacked chum, empowering his blade with magic and striking with a quick thrust.
move action to close distance, standard to attack (P) swift for arcane strike. Do I need to make swim checks?
Faengrim |
Change Shape: Water Con +2 (+12 hp, +1 fort); Amphibious; Swim 30'
(from Dantes) +2 strength
Faengrim swims up to #1 and lashes out with his trident.
Trident: fav enemy, str bonus
To Hit: 1d20 + 8 + 2 + 2 ⇒ (6) + 8 + 2 + 2 = 18 To Hurt: 1d8 + 2 + 2 + 2 ⇒ (3) + 2 + 2 + 2 = 9
WhtKnt |
Alexander's weapon bites deep, tinting the water dark blue with blood. Sahuagin 1 stands and readies an attack should anyone get too close. Kaede promptly hexes it, but the fishman shrugs it off. Faengrim moves to the attack, striking deeply and adding to the dark blue of the water, but pays the price for his recklessness as the fishman launches an attack of its own, its trident striking home. Faengrim takes 6 points of damage. The shark swoops in and launches an attack against Faengrim as well, but its teeth do not penetrate his chain shirt. Chumtooth bites and slashes at the one that attacked him, but it proves too agile for him and both attacks miss. The third sahuagin moves to block further passage to the north, as Janus downs a potion from his belt.
We're back at the top of the initiative order. Everyone may post and I'll sort it all out.
Chumtooth is now healed. I have not been requiring Swim checks up to now (probably should have), so no.
Shaugin 1 vs. Faengrim: 1d20 + 4 ⇒ (16) + 4 = 20 Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Shark vs. Faengrim: 1d20 + 7 ⇒ (11) + 7 = 18 Damage: 1d8 + 7 ⇒ (5) + 7 = 12
Chumtooth |
Chumtooth bites and slashes again at the suhaugin before him.
Attack, Bite: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Attack, Kukri: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Faengrim |
Change Shape: Water Con +2 (+12 hp, +1 fort); Amphibious; Swim 30'
(from Dantes) +2 strength
Trident: fav enemy, bull's strength
To Hit: 1d20 + 8 + 2 + 2 ⇒ (12) + 8 + 2 + 2 = 24 To Hurt: 1d8 + 2 + 2 + 2 ⇒ (2) + 2 + 2 + 2 = 8
Trident: fav enemy, bull's strength
To Hit: 1d20 + 3 + 2 + 2 ⇒ (19) + 3 + 2 + 2 = 26 To Hurt: 1d8 + 2 + 2 + 2 ⇒ (3) + 2 + 2 + 2 = 9
Janus Ult |
Janus takes aim at the shark and lets loose an alchemicaly empowered bolt.
1d20 + 21 ⇒ (18) + 21 = 39
1d10 + 1 + 3d6 + 5 ⇒ (7) + 1 + (2, 5, 5) + 5 = 25 No save on the direct bomb damage.
10' radius 8 dmg Dc 18 reflex save for half. Ignores friendlies.
Explosive missile, Explosive bomb, Precise bomb.
Dantes Goldforge |
Dantes begins casting a spell on his captain, knowing that if he swells him to the size of an ogre his prowess will increase as well..
Start casting enlarge person on Chumtooth.
WhtKnt |
Botting Kaede.
Dantes next begins casting another spell on his captain. The sahuagin nearest Alexander and Chumtooth snaps at the captain even as it stabs its trident at Alexander, but manages to miss with both attacks. Alexander quickly finishes the wounded fishman off. The sahuagin nearest Faengrim attacks him, managing a painful stab with the trident. (Faengrim takes 10 points of piercing damage.) Kaede follows with a cure light wounds on the wereshark-kin. Faengrim gains 12 hit points.) Faengrim quickly finishes his foe, but the shark takes another bite out of his side. (Faengrim takes another 11 points of piercing damage.) Denied his foe, Chumtooth swims to the shark and slashes into it, taking a deep bite from it. The remaining sahuagin stays where it is, and Janus finishes off the shark with an alchemical bolt.
Party is up!
Sahuagin 2 vs. Alexander: 1d20 + 4 ⇒ (9) + 4 = 13 Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Sahuagin 1 vs. Faengrim: 1d20 + 4 ⇒ (15) + 4 = 19 Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Sahuagin 1 vs. Faengrim: 1d20 - 1 ⇒ (18) - 1 = 17 Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Cure light wounds: 1d8 + 5 ⇒ (7) + 5 = 12
Shark vs. Faengrim: 1d20 + 7 ⇒ (17) + 7 = 24 Damage: 1d8 + 7 ⇒ (4) + 7 = 11
Faengrim |
Change Shape: Water Con +2 (+12 hp, +1 fort); Amphibious; Swim 30'
(from Dantes) +2 strength
Faengrim moves to assist his captain in dispatching the sahaugin.
Trident: fav enemy, strength
To Hit: 1d20 + 8 + 2 + 2 ⇒ (17) + 8 + 2 + 2 = 29 To Hurt: 1d8 + 2 + 2 + 2 ⇒ (1) + 2 + 2 + 2 = 7
WhtKnt |
The remaining sahuagin is dispatched before it can react! Exits go north and south.
Faengrim |
Change Shape: Water
Con +2 (+12 hp, +1 fort); Amphibious; Swim 30'
Faengrim makes sure he isn't too injured before doing as his captain says.
Perception: 1d20 + 12 ⇒ (13) + 12 = 25 +2 v aquatic humanoid
Stealth: 1d20 + 7 ⇒ (9) + 7 = 16 +2 v aquatic humanoid
WhtKnt |
The party swims down the tunnel into a much larger room. The water in this cavern is murky with the haze of fresh blood, and gobbets of flesh float in the water. Exits can be seen to the north and south, each covered with a curtain of carefully cultivated seaweed. Among the debris can be seen a number of sahuagin, including children. There are twelve sahuagin in all; four of which are young. They do not seem to have noticed the party yet.
Chumtooth |
Chumtooth makes a quick motion of his thumb across his throat, and gives a nod towards the room's occupants.
Chumtooth then hurls his harpoon at the nearest sahuagin.
Ranged Attack: 1d20 + 11 ⇒ (15) + 11 = 26
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Faengrim |
Change Shape: Water
Con +2 (+12 hp, +1 fort); Amphibious; Swim 30'
Lead Blades
Faengrim casts Lead Blades on his weapon and readies for the slaughter.
WhtKnt |
Chumtooth spears the nearest sahuagin, a wounded individual who falls easily before the savage attack.
Surprise round over. Faengrim and Janus may act!
INITIATIVE
Faegrim
Janus
Sahuagin
Chumtooth
Kaede
Dantes
Alexander
Dantes Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Janus Initiative: 1d20 + 0 ⇒ (19) + 0 = 19
Kaede Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Alexander Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Faengrim Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Sahuagin Initiative: 1d20 + 1 ⇒ (12) + 1 = 13
Janus Ult |
Janus will hold action waiting for the enemy to bunch up. Trying to target one of the adults that will be more of a threat.
1d20 + 7 ⇒ (12) + 7 = 19
1d10 + 3 + 1d6 + 5 ⇒ (6) + 3 + (2) + 5 = 16No save on the direct bomb damage.
10' radius 6 dmg Dc 18 reflex save for half. Ignores friendlies. Lights original target on fire dealing 1d6+5 for 2 more turns and deals 10' radius 6 damage Dc 18 reflex save for half ignore friendlies on those turns as well. Burning not put out by water but Dc 18 reflex full round action to put out.
WhtKnt |
Faengrim? I will bot him if I don't hear anything by the end of the day.
Faengrim |
So sorry. I don't know how I missed this.
Change Shape: Water
Con +2 (+12 hp, +1 fort); Amphibious; Swim 30'
Lead Blades
Faengrim is almost giddy as he continues to attack.
Trident: lead blades, fav enemy
To Hit: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18 To Hurt: 2d6 + 2 ⇒ (6, 1) + 2 = 9
WhtKnt |
Faengrim tears into the foe, his blade ripping flesh and trailing dark blue ichor, but still the fierce sahuagin comes! Most of the sahuagin scatter, but two more advance on Faengrim, slashing with tridents as they come! Janus looses a crossbow bolt into the melee, blowing Faengrim's foe in gibbets, and damaging the other two. One of the remaining two fishmen manages to slash Faengrim with a deep cut. Faengrim takes 9 points of damage!
The party is up!
Shauagin Ref Save: 1d20 + 4 ⇒ (15) + 4 = 19
Shuagin vs. Faengrim (trident): 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Sahuagin vs. Faengrim (trident): 1d20 + 4 ⇒ (10) + 4 = 14 Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Faengrim |
Change Shape: Water
Con +2 (+12 hp, +1 fort); Amphibious; Swim 30'
Lead Blades
Faengrim stabs and stabs.
Trident: fav enemy, inspire courage, lead blades
To Hit: 1d20 + 8 + 2 + 2 ⇒ (7) + 8 + 2 + 2 = 19 To Hurt: 2d6 + 2 + 2 + 2 ⇒ (2, 6) + 2 + 2 + 2 = 14
Trident: fav enemy, inspire courage, lead blades
To Hit: 1d20 + 3 + 2 + 2 ⇒ (14) + 3 + 2 + 2 = 21 To Hurt: 2d6 + 2 + 2 + 2 ⇒ (3, 3) + 2 + 2 + 2 = 12
Dantes Goldforge |
Dantes readies his axe, and stays by the exit. He prepares to slash down any of them that try to flee past him.
Readied attack
To hit 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Damage 1d8 + 2 ⇒ (4) + 2 = 6
Janus Ult |
Janus pulls another bolt, takes aim, and fires on the adults fighting his crewmates.
Firing on one of the adults that has not moved in to combat yet but looks like it might.
1d20 + 3 ⇒ (20) + 3 = 23
1d20 + 3 ⇒ (15) + 3 = 18 For confirmation.
2d10 ⇒ (7, 3) = 10