Buchart
|
Sounds like a plan and I believe we're all in, Master Wizard!
Buchart starts handing off children to Anaba once the ferry is stable and we have it tied off, always taking care for the current! Once it is unloaded. We can tie off with lengths of rope so it's tethered to shore... with plenty in the ferry to tie off again if needed.
Shall we reconnoiter?
| GM Pablo |
Buchart and Anaba work on the ferry removing all the school kids. Little Tabitha Kramm eyes open wide as she get lifted up by Buchart. The school teacher Tillia Henkenson is all thanks and praise "Praise the gods and thanks to you heroes! We would have all been in the belly of that snake if not for you. When the flood waters came in the schoolhouse we climbed aboard the boat, but then it broke its lines and sent us into the village. Dear me, look at the village and my little schoolhouse all underwater."
They tie off the ferry, but it is already embedded in the mud and firmly stuck.
Sekkimm finishes buffing and turns all Squiward.
Cela and Fernleaf fly over to one of the homes closest to the river. Fernleaf coaxes the villagers one at a time onto Cela's back so she can fly them to dry land.
Rolande stays in the more shallow water where his boots keep him above water. He finds a rowboat drifting nearby and helps a family into the boat.
| GM Pablo |
The next few minutes goes by...
Anaba gets Buchart to enlarge her (using her wand) which helps wading in the waters.
You work in teams rescuing several on the trapped families. The water is frigid, but you each manage to move a family to dry ground.
Sekkimm freaks out a family when he grabs them in his tentacles, but they are relived when delivered safely to dry ground.
Anaba Perception: 1d20 + 9 ⇒ (12) + 9 = 21
Buchart Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Cela Perception: 1d20 + 14 ⇒ (16) + 14 = 30
Fernleaf Perception: 1d20 + 12 ⇒ (8) + 12 = 20
Rolande Perception: 1d20 + 14 ⇒ (9) + 14 = 23
Sekkim Perception: 1d20 + 0 ⇒ (14) + 0 = 14
Cela Fernleaf and Rolande notice what at first appears to be a huge black tree being swept downriver on a collision course with the church. Moments before the "tree" hits, it submerges.
A few moments later, the floodwaters surge violently, and with a thunderous roar, legendary Black Magga rises from the flood. The sight of the immense monster's immense primeval head rising as high as the temple's steeple sends the villagers of Turtleback Ferry into
a blind panic.
Your attention is diverted back to the temple as the two dozen villagers who had sought
shelter within are in danger of either being crushed to death or eaten by the ravenous menace.
Anaba Initiative: 1d20 + 5 ⇒ (19) + 5 = 24
Buchart Initiative: 1d20 + 5 ⇒ (15) + 5 = 20
Cela Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Fernleaf Initiative: 1d20 + 4 ⇒ (19) + 4 = 23
Rolande Initiative: 1d20 + 6 ⇒ (12) + 6 = 18
Sekkimm Initiative: 1d20 + 8 ⇒ (6) + 8 = 14
Black Magga Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
KN Local check to know some rumors about this beast
(see pictures under Turtleback Ferry Map)
Anaba
Fernleaf
Buchart
Cela
Rolande
Sekkimm
Black Magga
| GM Pablo |
FYI The water is not that deep excluding the river maybe chest deep.
Looking around to asses the situation you notice three things:
1. The rain has stopped.
2. The waters seem to have receded a little bit.
3. A Gargantuan monster storming through the village ready to smash the temple to pieces, eating the tasty villagers inside.
The water however is cold and prolonged exposure will not be good.
Almost everyone will want a hot cocco when all is said and done. Not sure how one puts that as non-non-non lethal damage.
The monster was said to dwell in the Storval Deep to the North, not in Skull River.
BLOOD TONGUE: Many who have seen Black Magga and
lived can never speak of their experiences. Supposedly,
when they attempt to tell the tale, black blood wells
from their throats and into their mouths, choking
their words. Thus, far fewer claim to have seen Black
Magga than actually have.
GOD-PROOF: Black Magga is older than many gods.
Divine magic is said to have little effect whatsoever on
her abominable form. Anyone who cuts Magga's black
heart from her vile chest and bathes in its putrescent
blood will likewise become invulnerable to the power
of the gods.
STORM BRINGER: Sightings of Black Magga often
herald powerful storms and hurricanes. It is said that
the beast summons these storms to pull victims into
her watery domain, whereupon she captures them,
consumes them, and transforms them into monstrous,
vermicular horrors.
| GM Pablo |
Black Magga is 300' away you fly and move forward 60' so are 240'
Anaba slogs through the water double move and is @270' unless Sekkimm pulls Anaba forward faster.
Rolande walks on the water 120' (now 180' away) if less than 5' which 80' of the flooded area is. He is somewhat hidden with the temple between him and the beast.
Cela reverts to normal form and casts Call Lightning.
Fernleaf (no idea what he can do against this monster in water over his head).
It is now up against the temple and looks intent on ripping it apart to get at the tasty villagers inside.
On your side of the Temple there would be some cover. I'll see if I can create a map, but the scale here is very large and prohibitive to making a map with 5' squares.
| GM Pablo |
Black Magga starts attacking the Temple trying to rip it open probably to get to the people inside. All around you see people who were on their roofs, start climbing down to risk the cold waters rather than wait for rescue. They are panicked screaming and fleeing as far away from the creature as possible.
A portion of the Temple's Bell tower is torn off by the creature and falls blocking the front exit. No one is brave enough to exit the rear and into Black Magga.
Fernleaf drinks his touch of the sea potion and prepares to get on Cela.
Buchart is up!
Cela
Fernleaf waits for Cela and
Rolande
Sekkimm
Anaba rides Sekkimm
Black Magga
Buchart
|
Unfortunately for the people in the temple we are too far away for a Magic Missile to be effective. So, recall Magic Missile and fly 60' closer to the beastie! Next round I'll be within the 170' range and MM it in the head to try to get it's attention! I will not get any closer that 100' until everyone else is closer, as well.
Why don't you pick on someone your own size, you sea wart from hell!!!
Buchart
|
I will say you stop at 170' away - how high up do you want to fly?
Was sacrificing height for distance. Given that the range was too far for MM and since movement up is half speed, level is normal (60') and diving is double speed. So, a double move would be 120' while flying where as double move on foot is 60', correct? Would ideally end up about 100' north of Black Magga and about 40' high, so actually at a slight ascent.
| GM Pablo |
Spell Resistance vs Call lightning: 1d20 + 7 ⇒ (15) + 7 = 22
The lightning bolt has no effect.
FYI Any spells cast roll 1d20 + caster level to overcome Black Magga's spell resistance.
Buchart positions himself 100' north of Black Magga and 40' high.
Sekkimm drags Cela through the water closer to the beast.
Black Magga continues to tear at the Temple, the foundation shakes as stones fall around the temple the bell tower is totally destroyed and there are holes in the roof where tentacles have ripped away clay tiles. It seems annoyed, but unaffected by the lightning and does not seem to understand that Cela is the origin.
Buchart is up!
You are on the map now.
Buchart
|
"Nothin' personal squiddy, but hear there's gold in yer belly!"
Regardless of how futile it is... attempt to hit it in the eyes with Magic Missile
Spell Resistance: 1d20 + 7 ⇒ (6) + 7 = 13
Magic Missile: 4d4 + 4 ⇒ (3, 2, 4, 2) + 4 = 15
Then, prepare my bow
| Rolande Deerborne |
Damage resistance ala that demon we fought in the gold city. I will switch to cold iron bullets for my next volley.
Pepperbox two-handed w/grit: 1d20 + 12 ⇒ (18) + 12 = 301d8 + 7 + 2d6 ⇒ (7) + 7 + (5, 3) = 22
Pepperbox two-handed: 1d20 + 12 ⇒ (16) + 12 = 281d8 + 7 ⇒ (2) + 7 = 9
Pepperbox two-handed w/grit (rapidshot): 1d20 + 6 ⇒ (3) + 6 = 91d8 + 7 + 2d6 ⇒ (1) + 7 + (6, 1) = 15
| GM Pablo |
It tries to contact Rolande's mind
Rolande make a will save DC20 (you have +7 total)
Buchart's enlarge person has more than a minute left). He casts Bulls Strength.
Cela Flies with Fernleaf behind Buchart.
Lightning Bolt
Call Lightning: 1d20 + 7 ⇒ (10) + 7 = 173d10 ⇒ (2, 3, 10) = 15
Does not pass spell resistance
Rolande - Will save
Sekkimm
Anaba rides Sekkimm
Black Magga
Buchart
Cela
Fernleaf waits for Cela and
GMPablo
|
Rolande saves!!
(That included all your bonuses)
Rolande stands firm at 30' and fires cold iron bullets from his magic pepperbox.
The bullets cut though the creatures DR and and it lets out a horrific squeal. It has perhaps been centuries since someone has damaged the beast.
Black Magga -46
Sekkimm towing Anaba is 20' behind Rolande - Actions?
Buchart
|
Moved tile to where I thought I was according to placement on the other map. On my initiative, cast Shield and as a swift action use two arcane pool points to enhance sword and give it the keen weapon property. Use any movement I have left to go further west.
| GM Pablo |
Anaba Moves up.
Black Magga not happy exhales a 60' cloud of
foul-smelling, poisonous breath. This cloud of black smoke covers Anaba, Rolande - Sekkimm is immune since he is breathing underwater.
Will Saving throws - Rolande and Anaba
Black Magga -46
Buchart is up! (you still have 60' of move from last round too!)
Buchart
|
Diving charge at Black Magga after buffed fully. Read about swift actions and have been doing them wrong! Will have used extra movement from last round to arm and enhance sword. Longsword w/Arcane Strike, attacking two handed, Power Attack.
Longsword: 1d20 + 15 - 2 ⇒ (18) + 15 - 2 = 312d6 + 21 ⇒ (5, 5) + 21 = 31
Forgot to add +2 for charge, but w/keen weapon the 18 is a crit threat!
confirm crit: 1d20 + 15 - 2 + 2 ⇒ (2) + 15 - 2 + 2 = 172d6 + 21 ⇒ (3, 6) + 21 = 30
No dice on the confirmation! Pun intended!