| Grymp |
Alas, darkness has fallen, so she cannot see even that just now.
So what's the plan?
| Alessandra |
Alessandra scowls as night closes in; it doesn't affect her, but some of her companions are now effectively blind. "OK, here's the plan: we stay here in the stockade tonight, recover, head out at first light and kick grindylow ass. Questions?"
She glowers. Any questions had better be good. Anything could be happening to her friends right now - and she's stuck here, waiting.
Do I recover the 2 hp overnight?
| Grymp |
@Alessandra - yes you would
Malevor and Chaenath are more damaged than they can heal overnight, so perhaps our new drinking buddy can fix them up before bed time?
What's the watch schedule?
Rogar "Doc" Ironsail
|
Rogar examines if the spring water is drinkable. This could be where they could fill their freshwater supplies, and fill that part of the official task.
| Grymp |
Works for me...
[rolls some nonexistent dice for wandering monsters]
And the evening and the dawn come, and you wake up refreshed just as dawn is beginning to break the next day!
| Alessandra |
Alessandra is awake early; used to sleeping on her own amid the dangers of the city, rising before dawn is her normal habit.
Wandering outside, she splashes cold water on herself, gazing into the pool: a monster with grey skin, tusks and coarse black hair stares back at her. She sighs. It would be nice to look like Bellara, or Sandra; but then, nobody has ever needed to rescue her from grindylows. Fine. If the price for being able to defend yourself is looking monstrous, she'll take it. She snorts. Like hell.
Stretching to loosen up her muscles, Alessandra begins her usual exercises and acrobatics, finishing with a knife-juggling routine. Faster and faster the blades whirl in her hands, before she sends them, one after the other, thudding into one of the stockade posts 20 feet away. They end up clustered around a single point, no more than a hand-span apart. Retrieving them, she nods, satisfied, and hastily dresses before the others can see her.
| Inquisitor Ethron |
Before nightfall: Ethron tends to the injured again, using his spellcasting abilities as best he can, one spell each.
Can we assume average dice roll since we aren't in combat? That heals 7 damage each (1d8+3 av 4+3). I can heal again in the morning if need be.
| Chaenath Woodsea |
Before Nightfall. Then we should go early in the morning, maybe grindylows will be lazy and sleep in.
To the healing man If you do not wish to join a pirate crew then maybe we will have to leave you here. Because what we are is a pirate crew
7 will get me back to full health. Thanks
Chaenath wakes up early next morning to play with Swum for a bit as he enjoys the fresh water she sees Alessandra's display and claps.
Do it again!
Anybody tracking loot?
| Inquisitor Ethron |
Ethron visibly bristles at the mention of them being pirates. "You are, eh?" He thinks it over.
"Just don't make me attack mercantile vessels and I'll join you. Besides, it's either join you or be stuck here. And honestly," he cranes a thumb to the hut with the dead guy in it, "the zombie isn't very good company. And I need something to drink. I haven't been sober this long in a long while."
Rogar "Doc" Ironsail
|
Early in the morning, when Alessandra and others start their routines and activities, certain dwarf rolls over and continues to snore heavily.
Later in the morning, Rogar gets up lazily, his beard and hair a complete mess. Wishing he had some grog to kick off the new day, but looks like he has to welcome the morning dry-mouthed. Sighing deeply, he sets up his alchemical equipment and prepares some extracts.
Preparing Shield, CLW; leaving two slots open
| Grymp |
By land, or by sea?
By land seems pretty difficult, as it's up and over the mountain and down a pretty steep cliff. I'll assume that you're going by sea.
You sail around the south end of the island looking for the cove that Alessandra saw the grindylows in. Sure enough, it is on the southwest end of the island, hidden in some shadows that you spy a 10' wide opening in the rocks that leads into the side of the mountain.
Luckily the tide is low, so it looks like you could walk in there, but at high tide, it would have been much harder to spot, and likely be filled with water on the inside, but we'llf ind out more about that once you enter.
Ready for a dungeon crawl? Let me know your marching order, and light sources.
| Chaenath Woodsea |
I'm a fan of squishy middles so Chaenath in the center of the order please. She still has no gear for light sources but can provide Dancing Lights
| Inquisitor Ethron |
Ethron will be staying near the back, bow at the ready.
"When we get into a fight, keep out of my line of fire. I'm a better shot when I'm aiming at a target that is distracted."
Coordinated Shot teamwork feat with Solo Tactics. If you threaten an enemy, I get a bonus. If you flank an enemy, I get a bigger bonus.
Rogar "Doc" Ironsail
|
"Move on, then! Got sum grindylow's to kill!"
Just before entering the cavern, Rogar drinks a mutagen.
| Chaenath Woodsea |
Chaenath casts Dancing lights. The tiny globes, shining blue and green, spread out from her to float in a line providing light both in front and behind the group. They keep pace with them as they make their way inside.
| Grymp |
Alrighty then (sorry about the weekend intervening!)
Malevor leads off the group, and you start trudging through water that ranges from ankle to waist deep. it is clear that at high tide (in roughly 5 hours from now) this cave would be completely filled with water.
The cave ranges between 5 and 15 feet in diameter. It goes east roughly 30 feet and then turns to the right (south). Following along 30 more feet, it then makes a U-turn around to your left, to head back north-east. After 30 more feet, it opens into a wide open cave, roughly 30' in diameter and it extends up a considerable distance.
You hear a fluttering, and are attacked by some creatures that are insectoid with two pairs of bat wings, a tangle of thin legs, and a needle-sharp proboscis.
Alessandra: 1d20 + 4 ⇒ (9) + 4 = 13
Chaenath: 1d20 + 2 ⇒ (3) + 2 = 5
Doc: 1d20 + 2 ⇒ (20) + 2 = 22
Malevor: 1d20 + 4 ⇒ (6) + 4 = 10
Ethron: 1d20 + 4 ⇒ (3) + 4 = 7
Critters: 1d20 + 4 ⇒ (6) + 4 = 10
Doc
Alessandra
Malevor
Critters
Ethron
Chaenath
Doc, Alessandra, and Malevor are up. The critters are approaching by flying down at you. There are 8 of them in total.
| Alessandra |
Alessandra's breath hisses out between her tusks as she spots the intruders swooping down. She does her best to identify them, but lacking a formal education is reliant on what she has heard from other people. Oh well. If it's alive, she can kill it; she's learned that much.
Faster than the eye can quite follow, she nocks an arrow to her beloved longbow, and then again.
Knowledge Arcana, untrained: 1d20 ⇒ 19
Longbow (BAB, Dex, Rapid Shot, Deadly Aim: 1d20 + 3 + 4 - 2 - 1 ⇒ (2) + 3 + 4 - 2 - 1 = 6
Damage (Str, Deadly Aim): 1d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Longbow (BAB, Dex, Rapid Shot, Deadly Aim: 1d20 + 3 + 4 - 2 - 1 ⇒ (20) + 3 + 4 - 2 - 1 = 24
Damage (Str, Deadly Aim): 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10
Confirm critical: 1d20 + 3 + 4 - 2 - 1 ⇒ (20) + 3 + 4 - 2 - 1 = 24
Critical Damage (Str, Deadly Aim): 1d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5
| Inquisitor Ethron |
In my homebrews, double Nat 20 is an auto success with max damage. But that's just me.
Know: Arcana: 1d20 + 9 ⇒ (8) + 9 = 17
Do they have any resistances or DR?
Ethron gasps at the creatures as they attack. "I'm too sober to die now!"
To Hit: 1d20 + 4 ⇒ (12) + 4 = 16 +1 if within 30ft.
Damage: 1d8 ⇒ 7 +1 if within 30ft.
Rogar "Doc" Ironsail
|
knowledge (arcana) : 1d20 + 7 ⇒ (12) + 7 = 19
Without hesitation, Doc joins the battle by throwing a bomb at the closest Stirge, trying to catch as many of them as possible.
tanglefoot bomb : 1d20 + 6 ⇒ (19) + 6 = 25
damage : 2d6 + 3 ⇒ (3, 5) + 3 = 11 DC 14 ref or entangled
| Grymp |
Alessandra fires her bow twice in rapid succession, her first s&*@ missing and the second skewering one of the flying creatures, which dies and falls to the ground.
@Chaenath - They have no special vulnerabilities
@Ethron - They have no special resistances
Doc hurls a bomb and directly hits one, but the splash damage flames 3 more to death.
The remaining 4 creatures attack:
Random: 4d5 ⇒ (1, 5, 3, 1) = 10 Alessandra, Rogar, Ethron, Alessandra
Touch Attack: 1d20 + 7 ⇒ (9) + 7 = 16 Hit
Touch Attack: 1d20 + 7 ⇒ (13) + 7 = 20 Hit
Touch Attack: 1d20 + 7 ⇒ (6) + 7 = 13 Hit
Touch Attack: 1d20 + 7 ⇒ (18) + 7 = 25 Hit
2 of the creatures attack Alessandra, and 1 each in Rogar and Ethron. All manage to stick to you and they strike with their long suckers and start draining your blood.
2 pints of Con DMG to Alessandra, and 1 Each to the other 2.
Ethron fires his bow and shoots one of the creatures off of Alessandra. (this attack comes after the creatures)
There are 3 of them left, and everyone but Ethron is up. The 3 with creatures on you are grappling.
| Grymp |
Good spot, thanks! - not that I think it's needed, but here goes:
[Dice=Extra crit damage]d8+4
Yeah, so they have 5HP each, so that's overkill!
| Alessandra |
Alessandra swears in a mixture of Orcish and common as she draws her shortsword. "Suck on this, you little grzahsk*!"
+1 Shortsword: 1d20 + 1 + 3 + 2 ⇒ (9) + 1 + 3 + 2 = 15
Damage: 1d6 + 1 + 2 ⇒ (5) + 1 + 2 = 8
*one who performs the functions in orc society that even goblins look down on
| Chaenath Woodsea |
Chaenath hits one of the two remaining ones with an Evil Eye Hex targeting its AC. Let's say the one on Ethron
-2 to AC for 7 rounds. Reduced to 1 round if makes Will save DC 15
Easy to kill. Now Easier to Hit! Kill the nasty suckers!
Rogar "Doc" Ironsail
|
Is there another way to get them out besides killing them? And do they now share the PC's square? Precision bombardment in plans ;)
Cr500cricket
|
Malevor steps him to jab at the nearest one
Attack: 1d20 + 8 ⇒ (20) + 8 = 28
damage: 1d6 + 7 ⇒ (3) + 7 = 10
Gah screw it. Let's go for overkill
Critical: 1d20 + 8 ⇒ (7) + 8 = 15
damage: 1d6 + 7 ⇒ (4) + 7 = 11
Sorry, had a Rugby game yesterday and took a nice hit to the head. I have another tomorrow so I may not be available then either
| Grymp |
@Rogar - you can thump them out, or grapple them off
Malevor kills the one on Rogar!
| Inquisitor Ethron |
Ethron looks over at Chaenath. "Why are you laughing!?"
Dropping his bow, he pulls his rapier, stabbing at the one still stuck to him.
To Hit: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
| Grymp |
As the Stirges come up, there are still two of them alive, one on Ethron, and one on Alessandra, so they each suck another point of CON out of those two.
Ethron then deals 3 points of damage to the one on him.
Alessandra, Rogar, Malevor, and Chaenath are up.
Rogar "Doc" Ironsail
|
Rogar draws a dagger, and tosses it at one of the oversized mosquitoes.
thrown dagger, PBS : 1d20 + 7 ⇒ (19) + 7 = 26
damage, PBS : 1d4 + 1 ⇒ (4) + 1 = 5
conf : 1d20 + 7 ⇒ (15) + 7 = 22
damage, PBS : 1d4 + 1 ⇒ (1) + 1 = 2
| Chaenath Woodsea |
Chaenath looks at Ethron I was laughing? and tries to swat the last Stirge off of the healer.
I don't think this should provoke an AOO as the Stirge is grappling. This is the one with -2 to AC as well
unarmed swat: 1d20 ⇒ 171d3 ⇒ 1
| Grymp |
So the stirge on Ethron now has 3 lethal and 1 nonlethal damage. For a 5HP creature, he seems to be holding strong!
Rogar "Doc" Ironsail
|
oh yeah, this round's action, too
Running out of pointed objects to throw, and bombs doing more harm than good, Rogar follows Chaenath's example. If that pansy elf can hit it, so can I
Unarmed strike : 1d20 + 2 ⇒ (6) + 2 = 8
Damage : 1d3 ⇒ 1
| Alessandra |
"Enough of this!"
Alessandra swipes at the remaining whatever-it-is, hoping they can move on to find their friends before she dies of old age.
+1 Shortsword: 1d20 + 1 + 3 + 2 ⇒ (10) + 1 + 3 + 2 = 16
Damage: 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7
| Grymp |
And Alessandra ends the threat of the small easy to kill critters!
By my count, Rogar got 1 pt of Con drained, 3 for Alessandra, and 2 for Ethron.
So, both Alessandra and Ethron should be down 3HPs, and have a -1 on all Con based checks, right?
There's no real damage to heal.
This is a large cave, and before anyone asks, there's no treasure to find.
Leading back out the south of the cavern is a cave that goes further on your path to save your friends. It goes SE roughly 30', and then it widens up a bit and goes NE for 30', at which point the cavern splits, with one route going NE, and the other SE.
Which direction?
| Alessandra |
profile updated for the -3 Con *grumble*
The half-orc girl ruefully examines where the stirges pierced her grey skin and holds the puncture wounds tight until they stop oozing black blood. "And I'd only just recovered from that £$%^**&^%^% eel! It's just one !£%$&*()&*%*^ thing after another..."
She looks around and thinks for a moment. "North? South? Any preference? If in doubt, North for mine..."