| Sverrïr Koltǫnn |
Sverrir answers through gritted teeth;
"Aye Lucid... more trouble by the feel o' it... Time to reel in our fish eh?"
The dwur braces ready to reel them back...
| Markus the Librarian |
Damage, pick-axe: 1d8 + 6 ⇒ (5) + 6 = 11
I love fighters, so... "output unpredictable". Am I doing something wrong, or is it just bad dice?
| Khyrn Lossen |
I'm not sure if there is a visible effect or not. Khyrn has to do something to instigate it, but it's not clear in RAW if there is any way for people to know something's happening if it doesn't affect them. DM call I think.
Seeing the effect on the monster, Khyrn tries to channel energy once again.
1d6 ⇒ 4
DC 15
Lucid*
|
Concerned about what else they might catch Lucid gives one pull trying to help his friends then drops the rope to ready his crossbow.
Strength Check to Aid Another: 1d20 - 2 ⇒ (8) - 2 = 6
| Pavo Alazario |
Pavo lets out a muffled shout, air bubbles releasing as he attempts to fight the ghasts effects, a battle that he looses, feeling his muscles freeze up and water rush into his mouth and nostrils, he hopes the rope around his waist saves him.
Fort save: 1d20 + 1 ⇒ (11) + 1 = 12
| GM Fanguar |
k, just wanted to double check.
The tow line goes taut as you begin to get reeled in. The ghast lopes after you and you all emerge splashing into the air. The undead monster comes out swinging.
Randomizer: 1d6 ⇒ 1
Attack Claw vs Khyrn: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 + 3 ⇒ (6) + 3 = 9 DC15 Fort
You guys can act.
| Khyrn Lossen |
Fort save: 1d20 + 5 ⇒ (17) + 5 = 22
Khyrn tries to move around to provide a flank to another character, attacking defensively with his dagger.
Attack, dagger, defensive: 1d20 - 1 ⇒ (15) - 1 = 14
Not giving myself the flank bonus to attack, figure somebody who attacks after Khyrn gets that
AC until start of next round: 12
8/17 hit points
| Markus the Librarian |
Marcus stumbles out of the water, barely gaining his feet as he spots the dreaded fiend. Heaving the unfamiliar pick axe, he attempts to skewer the walking death.
Grrrah! ENOUGH!!
Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d8 + 6 ⇒ (3) + 6 = 9
Lucid*
|
I was trying to have a readied action to shoot if it came out of the water, but maybe not enough time had passed to fully ready. Anyway, maybe I can get the shot off before it closes and I have to take -4 for shooting into melee combat? Has it come all the way out of the water yet? I know its hard, but I could use a map, or at least a better description of where people are.
As Lucid sees the creature he tries to identity it.
knowledge Religion: 1d20 + 8 ⇒ (3) + 8 = 11
Unsure what it is, but recognizing it as a threat, he fires his held shot, hoping to bring it down.
Light Crossbow: 1d20 + 5 ⇒ (20) + 5 = 251d6 ⇒ 2
Light Crossbow Confirm: 1d20 + 5 ⇒ (17) + 5 = 221d6 ⇒ 4
| Sverrïr Koltǫnn |
As his companions ungracefully exit the water, bringing with them a belligerent catch, Sverrir reacts accordingly; the dwur brings his light hammer to bear with a growling dwarven oath;
"Gadewch y mab y ddaear eich anfon yn ôl at eich ffiaidd bedd dyfrllyd!"
Cold Iron Light Hammer: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Let this son of the earth send you back to your watery grave abomination!
| GM Fanguar |
@Lucid: The readied action is fine. I know maps make everything easier, and I will continue to do so for busier/longer fights, but I probably wont bother for fights that can be over in 1-2 hits (of which there probably wont be any more)
With brutal efficiency you dispatch the undead horror and it collapses to the ground, never to move again.
Combat is over, you are victorious. Assuming, you're going to search the corpse.
Searching the corpse you find it wears a fine golden ring worked in the same eight-pointed star pattern found on the armour you found. It also has a pouch containing 100 gp in gold coins and his cloak.
Lucid*
|
Spellcraft: 1d20 + 8 ⇒ (20) + 8 = 28
Lucid examines the cloak and then explains what it is to the group. One of use should wear this immediately.
contemplating our next actions Lucid recommends Now we should rest and the caster prepare Air Bubble for us to fully explore this underwater lair.
| Pavo Alazario |
Not certain how long he was going to remain frozen in place, Pavo finally lets out a sigh of relief as his muscles relax and he allows his body to crumple to the floor. After a moment, he picks himself up as says, "I really hope I never have to do that again. Some of the things we have come across are right horrors."
Lucid*
|
Lucid, pleased that Pavo has recovered, still pushes for rest. I say we head back to that wolf den and camp for a night. Tomorrow we should be able to provide a few minutes of water breathing to finish exploring this area.
| Markus the Librarian |
Looking to Pavo, It's what happens when you disturb what has not been disturbed for centuries. I never thought I'd live to see what we've seen in the last two days.
Then he turns his attentions to Lucid, What more could those watery depth hold?! But, yes... discretion is the better part of valor.
Lucid*
|
Lucid brings up the idea of the Air Bubble bubble spell saying that he can memorize one and asks Ramos and Khyrn to do likewise.
Zeros:Acid Splash, Dancing Lights, Detect Magic, Message
First Level: Magic Missile, Grease, Air Bubble.
Lucid*
|
Right Lucid rolls out of his blankets, casts Dancing Lights to illuminate the cavern and begins to dig through his backpack checking rations. 4 days of rations remaining here, but they are getting a little gamey.
He then pulls out a traveling spellbook and begins to study his choice of spells for the day.
| Ramos the Herald |
I can't see us being here for four more days. As is Lucid we have found enough here that I won't have to worry about working for the next year. I can put up some some dry bread in the meantime. Kneeling Ramos withdraws a dogeared set of cards and slowly shuffling them back and forth with the hands of a experienced gambler. His quiet prayer complete Ramos shuffles back the cards and rises, putting away the rest of his kit. Right, I'm ready.
New spells: Orisons: DC 14 Detect Magic, Read Magic, Light, Create Water 1st Level Spells: DC 15 Bless, Air Bubble x2, Lesser Confusion.
Lucid*
|
We have a total of 4 Air bubbles prepared. Who shall explore? It is only two minutes of air, but that is a lot more than no minutes air. Someone should have a light and someone should be able to detect magic. I think at least three of us can fit that bill though.
| Pavo Alazario |
"I'm no fish, but I've done my share of swimming. I'm pretty good at picking out valuables as well. I'll go back in the water." It is obvious that Pavo has seemed to completely forgotten the trials he had faced the day before under the creatures paralysis and he is eager to dive back in.
| Sverrïr Koltǫnn |
Sverrir looks disdainfully at the near empty flask of dwarven spirit and end of his rations;
"Am out of food and more dangerously low on the hard stuff..."
The dwur stretches and cracks his neck before addressing his comrades once more;
"Afore we go gettin' wet again lads, I suggest we check o'er the loot to ensure all that can be claimed is so... nei?"
The tattooed miner gestures to the newly procured cloak and other items they have collected, but without owners...
"Fren Markus, ye still wish tae wield my pick? Yer more than welcome!"
| GM Fanguar |
We'll just say that Marcus, Pavo, Lucid and one of either Ramos or Khyrn go into the flooded chamber. So that's 4 castings of air bubble.
The four of you plunge back into the depths, magical light guiding your way. In the room that you found the ghast, you find the moldering gnawed bones and little else. In the other room, oposite the ghast room, you find a gnawed remains of a long dead corpse. Nearby, you find the missing red lantern. Amoung the scraps of its leather armour, you find the familiar star insignia, common to all the dead in this area. Nearby a glint of shining steel pokes out of a ruined scabbard.
short sword +1
The closed door reveals little more than another ancient privy.
| Ramos the Herald |
I'll go. Announces Ramos, gritting his teeth as he feels the cold, stagnant water rush into his boot.
Spellcraft: 1d20 + 7 ⇒ (14) + 7 = 21
Noticing the lantern, the priest of Ralishaz excitedly points, and clumsily picks it up. While also motioning for someone to collect the rust free sword and star insignia before motioning for the group to return to the surface.
I forget, were we just missing the red lantern?
Lucid*
|
I think so. We have one. Only one other was missing. The others were in place iirc.
I have to vote that Marcus take the cloak for now. He seems to be our front line guy. Sverrir would be a good choice as well, but I bet his saves are already pretty good.
Lucid*
|
{ooc] I gotta go back and re-read the description of the lantern room with the elevators and shaft. I think we gotta hang the two missing lanterns and light all of them for something. But not sure if we need to go up first or not - since we have them all, lets hang and light. Do they take oil? I recall one had a torch in it when we found it, right? [/ooc]
Lets head back to the room with the shaft up. I say we hang these two lanterns up and get them all lit. Maybe new passage will be revealed or something.
Lucid*
|
Once back in the Lantern Hall Lucid goes about making sure each lantern is hung just so. If there is a place for oil he will add enough oil to get each burning. However then need to be lit, he will light them and choose to do so in the order of the colors of the rainbow from lighter to darker.
My understanding/recommendation is that Makrus is wearing the +1 cloak and Pavo is carrying the magic short sword. Once back to town we can discuss equitable distribution of treasure and come up with something reasonable and fair. Since we have a ring of feather falling, maybe we can use it as a safety measure for people climbing that shaft?