Chumtooth |
Chumtooth points to the rift, then to his forearm, tapping on it and then his finger.
He then points to the part of the ship not in the rift, then points to his eyes, then back to the ship.
(In other words: which part of the ship do you want to look into first, shipmates?)
WhtKnt |
Dantes, did you come along? Just curious as to how many of you are down here.
WhtKnt |
The three of you start your descent into the rift. Before you can enter the rift proper, however, Chumtooth and Faengrim are quick to spot a large hammerhead shark and a smaller bull shark gliding in for the kill. A short distance away (about 90 feet), a figure floats in the water, blue-skinned and with the upper body of a man and the lower body of a fish.
Faengrim is up! The two sharks are 20 feet away.
INITIATIVE
Fangrim
Bull shark
Galieus
Chumtooth
Ormandar
Dantes
Dantes Perception: 1d20 + 0 ⇒ (2) + 0 = 2 (+2 w/familiar) (darkvision)
Faengrim Perception: 1d20 + 12 ⇒ (17) + 12 = 29 (low-light vision)
Chumtooth Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Dantes Initiative: 1d20 + 1 ⇒ (7) + 1 = 8
Faengrim Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Ormandar Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Galieus Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Bull Shark Initiative: 1d20 + 6 ⇒ (14) + 6 = 20
Faengrim |
Change Shape: Water
Con +2 (+13 hp, +1 fort); Amphibious; Swim 30'
"Ugh!" Faengrim vocalizes his disgust at the merman. He charges (descriptive)at the closest shark.
Zul (Trident): human bane, fav enemy
To Hit: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32 To Hurt: 1d8 + 3 + 3 ⇒ (1) + 3 + 3 = 7
confirm crit Zul (Trident): human bane, fav enemy
To Hit: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21 To Hurt: 1d8 + 3 + 3 ⇒ (5) + 3 + 3 = 11
WhtKnt |
Faengrin hits the bull shark hard, skewering the beast and sending it spiraling into the rift. Galieus, the hammerhead shark, snaps at Faengrim, taking a large chunk of the shark-kin's flesh. (Faengrim takes 18 points of damage!)
Chumtooth is up!
Chumtooth |
Chumtooth swims up behind the hammerhead attacking Faengrim, and strikes at his flank with his harpoon.
Attack w/harpoon, flanking: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35
Confirm Critical: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35
Damage: 2d8 + 14 + 3d6 ⇒ (4, 2) + 14 + (6, 4, 3) = 33
WhtKnt |
Though the attack does considerable damage to the great hammerhead, it persists in its attack! The merman casts a spell, but it seems to have no effect whatsoever.
Dantes and Faengrim are up!
Dantes Goldforge |
Dantes sees the merman casting and frowns. He readies a wand and looks for the perfect opportunity to strike.
[ooc]Ready wand of magic missiles, and readies a standard action: If the merman starts casting again, Danes tries to interrupt him with the wand, doing 2d4 + 2 ⇒ (3, 3) + 2 = 8 damage.
WhtKnt |
The hammerhead shark turns and bites at Chumtooth, taking its pound of flesh. (Chumtooth takes 18 points of damage.)
Chumtooth is up!
Chumtooth |
Chumtooth strikes back with his harpoon.
Attack: 1d20 + 13 ⇒ (14) + 13 = 27
Damage: 1d8 + 6 ⇒ (1) + 6 = 7
He then bites at the hammerhead with his own teeth.
Bite Attack: 1d20 + 10 ⇒ (14) + 10 = 24
Damage: 1d8 + 6 ⇒ (7) + 6 = 13
WhtKnt |
Chumtooth clamps down on the hammerhead, having speared it with his harpoon, but the shark stubbornly refuses to die! It thrashes and whirls about. The merman smiles wickedly, his teeth becoming more shark-like and his body lengthening and becoming more streamlined. He transforms into a great white shark and swims to close the gap between himself and Faengrim! Easily reaching the shark-kin, the great beast snaps at Faengrim, very nearly taking his leg off. (Faengrim takes 21 points of damage and 6 bleed!)
Dantes and Faengrim are up!
Faengrim |
Faengrim screams in pain. On reflex, he stabs at the transformed merman with his trident, activating its ability as he does so.
Zul (Trident): human bane, fav enemy
To Hit: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24 To Hurt: 1d8 + 3 + 3 ⇒ (3) + 3 + 3 = 9
Transmuting Strike]As an immediate action after a successful melee attack with the trident, Zul’s wielder can transmute the substance of the target creature into rigid coral. This attack deals 1d4 points of Dexterity damage and slows the target (as the spell) for 1 round as its flesh calcifies. A DC 16 Fortitude save negates the slow effect but not the ability damage. A target reduced to 0 Dexterity is permanently petrified, transformed into inert, mindless coral. Break enchantment or restoration reverses all of the effects of this calcification. This ability can be used up to 7 times per day.
WhtKnt |
You are 60 feet down, on the seafloor at the lip of a marine trench. The great white is 90 feet from Dantes.
Dantes Goldforge |
Worried about the prowess of this merman, Dantes utters one of his most powerful spells to try and single him out while his warrior companions deal with the sharks. Black tentacles erupts from the sea floor. It isn't some sort of dark kracken, but merely the effect of Dantes spell.
Casting black tentacles, centered on the merman/shark. CMB check 1d20 + 7 + 4 + 1 ⇒ (12) + 7 + 4 + 1 = 24. If that catches him, then 1d6 + 4 ⇒ (4) + 4 = 8 damage and he's grappled.
WhtKnt |
Dantes casts black tentacles, only narrowly catching the agile great white. (Ormandar is grappled.) Meanwhile, with Chumtooth, the hammerhead sinks its jaws again into Chumtooth's yielding flesh! (Chumtooth takes 17 points of damage!)
Chumtooth is up!
Chumtooth |
Chumtooth stabs and bites back at the hammerhead.
Attack, Harpoon: 1d20 + 13 ⇒ (8) + 13 = 21
Damage: 1d8 + 6 ⇒ (5) + 6 = 11
Bite: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 1d8 + 6 ⇒ (5) + 6 = 11
WhtKnt |
Chumtooth rips a large chunk of flesh from the shark's sides, exposing its innards! It turns belly up and spirals into the trench, blood draining from its lifeless body.
Despite being grappled, the great white still snaps at Faengrim, managing another bite that slashes through flesh like a hot knife through butter. (Faengrim takes 21 points of damage (and don't forget your 6 bleed).)
Forgot his saving throw from Zul last turn, so here it is. He loses 1d4 ⇒ 4 from Dexterity and (Fort save: 1d20 + 9 ⇒ (6) + 9 = 15 ) is slowed.
Faengrim and Dantes are up!
Faengrim |
This guy is brutal
Faengrim continues to plunge his trident into the merman, activating it's ability with every strike, all the while his own blood flows freely.
Faengrim takes a 5' Step away from him after.
Zul (Trident): human bane, fav enemy, power attack
To Hit: 1d20 + 10 + 2 - 2 ⇒ (11) + 10 + 2 - 2 = 21 To Hurt: 1d8 + 3 + 3 + 6 ⇒ (7) + 3 + 3 + 6 = 19
Zul (Trident): human bane, fav enemy, power attack
To Hit: 1d20 + 10 - 5 + 2 - 2 ⇒ (18) + 10 - 5 + 2 - 2 = 23 To Hurt: 1d8 + 3 + 3 + 6 ⇒ (6) + 3 + 3 + 6 = 18
Bite: magic, silver, secondary atk, fav enemy, power attack
To Hit: 1d20 + 9 - 2 + 2 - 2 ⇒ (7) + 9 - 2 + 2 - 2 = 14 To Hurt: 1d6 + 2 + 2 + 3 ⇒ (2) + 2 + 2 + 3 = 9
WhtKnt |
Faengrim stabs frantically at the shark, inflicting grievous wounds before backing off. The shark's flesh hardens with each strike until very little is left uncalcified. As its lifeblood leaks out, it transforms back into a merman, a coral statue save for its head and lower left arm. It sinks to the seafloor and thuds heavily into place, dead. Its gear remains uncalcified, including a pair of brass bracers, its trident, and a sharkskin weapons vest. With the immediate danger past, the way is clear to descend into the rift or to explore the bow more thoroughly.
Faengrim, you are still bleeding.
Faengrim |
Does Faengrim have to get to the surface to quaff a healing potion? If so, he'll 'run' all the way. If not he'll take a potion this round.
WhtKnt |
I'm going to rule that you can take the potion underwater, just because. Maybe these potions are formulated to be taken submerged?
Chumtooth |
Chumtooth waits for Faengrim to drink the potion a feel its effects. He then points to the rift, indicating they should investigate.
Once everyone is ready, he swims down into it, keeping his harpoon at the ready.
Faengrim |
Potion of Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8
Potion of Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Potion of Cure Moderate Wounds: 2d8 + 3 ⇒ (5, 8) + 3 = 16
Potion of Cure Moderate Wounds: 2d8 + 3 ⇒ (4, 6) + 3 = 13
Faengrim takes some potions before swimming down into the depths.
WhtKnt |
Your trio proceeds down into the depths of the trench. The water temperature drops as you venture deeper, light from the surface far above fades away into darkness, and the weight of the water above crushes against your bodies--the lightless depths are a hostile and alien environment. Soon, you are in pitch-blackness (which doesn't bother Dantes) and ice-cold water. As you pass 100 feet, the cold and pressure of the water above begin to take their toll.
Everyone takes 1d6 ⇒ 3 pressure damage, and 1d6 ⇒ 5 cold damage per minute unless you have something that mitigates such effects.
Finally, you reach the bottom of the rift, 180 feet down.
Chumtooth |
Chumtooth, aware of the crushing and cold on his torn and wounded body, motions to the others to swim back up out of the rift. He then makes his way back up and towards the other half of the ship in the shallower water.
Dantes Goldforge |
Dantes quickly swims up to Chumtooth. Before he obeys the captain's command to surface, he casts two spells on the captain in hopes that it will help him with his exploration.
Casting bulls strength on Chumtooth and then haste on all three of them. Once the spells are in place, he'll follow Faengrim.
Chumtooth |
As Dantes magic takes effect, Chumtooth pauses his upward climb and points back down into the rift. Motioning that they should swim quickly to the wreck and search as efficiently as possible.
Swim, double speed: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25
WhtKnt |
With the exception of Dantes, how are you seeing?
WhtKnt |
It is pitch-black at this depth. No light penetrates from the surface.
WhtKnt |
If you wish to continue your exploration of the upper half, I'll go ahead and post for that.
Dantes Goldforge |
I am good with exploring the upper half. If Chumtooth wishes, Dantes can break away to go get some lighting from the ship. I'm assuming we have some sort of alchemical lighting up there.
Sorry! Wrong avatar!
WhtKnt |
I'm almost certain that someone on board has sunrods.
Many of the ship’s railings are smashed, hinting at the violence of the Brine Banshee’s sinking. A rusting anchor chain hangs from a battered capstan, trailing down to the ship’s anchor buried in the sand nearby. The foremast is snapped off 25 feet above the deck. On the main deck, a jumble of tangled rigging and shattered beams from the foremast rests against the steps leading up to the forecastle, concealing and blocking the entryway into the port cabin. The main cargo hatch is still fastened shut, but you can simply swim around through the tremendous opening where the Brine Banshee split in two. The mainmast is shorn away just above the deck, and no sign of it remains.
Faengrim |
Change Shape: Water
Con +2 (+13 hp, +1 fort); Amphibious; Swim 30'
We'll do all that then.
Perception: 1d20 + 13 ⇒ (2) + 13 = 15