Seadogs and Scallywags

Game Master Grymp

Man's Promise * Rickety Hake * Tidewater Rock

Plunder: 4
Rules

Gresham's Treasure Spreadsheet

No combat!:

BEAT TO QUARTERS, COMBAT BE AFOOT!

Round 7

Spleen: Attacked and grappled
Wreckers: One is grappled by spleen. Another disappeared.
Sandara: UP!!
Chaenath: UP!!
Doc: UP!!
G'Lub: UP!!
Vakarla:


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N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

I'm pretty confident that all preparations have been made.


Roll20 Maps Loot
Gresham Elmaleh wrote:
I'm pretty confident that all preparations have been made.

Custer was "pretty confident" of the same.

RPG Superstar 2013 Top 8

I've made all of my long term preparations, there are short term preparations which may happen when my character sees what lies in the cove. :)


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

I'm good to go!


Roll20 Maps Loot

Alright, so what's the plan then, sail into the cove, land elsewhere on the island?


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

I presumed we were sailing in to the cove, but if Alessandra or anybody else wants to do anything else I am fine with whatever.

The Exchange

Male N Dwarf Alchemist (Toxicant) 10 | HP: 93/93 | AC: 2520 (14 Tch, 2217 FF) | CMB: +7, CMD: 21 | F: +12/16, R: +12/16, W: +7/11 F: +14/18, R: +14/18, W: +9/13 | Init: +3 | Perc: +15, SM: +2, Darkvision 60' | Speed 20ft | Bombs: 11/16 | Active conditions:

Straight to the cove, I say. If we don't want to take the ship there, we can always use a smaller boat to approach.


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

We can take a launch if you prefer.


Roll20 Maps Loot

Mancatcher Cove forms an almost perfectly round bowl in the side of this jungle-cloaked island. The water in this circular bowl is an almost indigo hue compared to the turquoise of the waters surrounding the island, hinting at the extreme depth of the cove. Cliffs surround the bowl on all sides except the entrance, and a few small beaches have formed where the water meets the rock face. The jungle grows thickly atop these cliffs, the massive trees spreading their branches out and over the cove. From these trees a series of interlaced vines have grown like a loose net canopy 100 feet above the water, giving the cove a cavelike quality in the shadows of predawn or twilight. More vines, creepers, and roots extend down the cliffs, creating a dense maze of twisting tendrils that shroud numerous dark hollows in the rock.

Your ship glides gently into the cove, and while the bottom of the center of the cove is much to deep, you are able to drop anchor to the shallower areas around the edge.

Perception DC 23:
After your ship has been in the cove for roughly an hour, you are able to hear sounds coming from under the ship in the area of the ship's rudder.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Per: 1d20 + 10 ⇒ (14) + 10 = 24

There's something in the waaater. Near the rudder.


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

Gresham looks about as Chimera sails in to Mancatcher Cove, hoping that they have timed their arrival appropriately to see the Dawnflower's first kiss.

Perception: 1d20 + 15 + 1d6 ⇒ (8) + 15 + (4) = 27

Hearing the noises beneath the rudder, Gresham produces a pair of swim fins from his haversack (though the fins appear to be too long to fit inside the sack) and begins lacing them on near the ship's rail.

"I shall investigate those noises, would anybody care to join me?"


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Chaenath shrugs and says Would be nice to swim and taps anyone who is going underwater and herself with a Water Lung Hex.

Underwater breathing for a minute

The Exchange

Male N Dwarf Alchemist (Toxicant) 10 | HP: 93/93 | AC: 2520 (14 Tch, 2217 FF) | CMB: +7, CMD: 21 | F: +12/16, R: +12/16, W: +7/11 F: +14/18, R: +14/18, W: +9/13 | Init: +3 | Perc: +15, SM: +2, Darkvision 60' | Speed 20ft | Bombs: 11/16 | Active conditions:

"Don't care wettin' me beard meself. But Mr. Spleen won't mind a little swim. And he be not needin' no help fer breatin' th' water. He'll be takin' care o' yer back, Gresham."

And not needing another command, the remotely crab-like mound of flesh scurries towards the ship's rail. There it grows into the battle form, and waits until Gresham is ready to dive, and jumps down along the quartermaster.

Since Mister Spleen is effectively a king crab, it has aquatic subtype


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

"Why go fight it on its own terms? If it's staying in the water I don't care about it, and if it's coming out I'd much rather fight it where I can shoot it."

Alessandra has fought up close and personal, but it's not her preference. Too many things can go wrong. The idea of getting up close and personal underwater strikes her as all kinds of wrongness.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

It might be sabotaging the ship A-lee-san-dra Chaenath points out.


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

Gresham covers his mouth with his fist as he coughs and regards Mr. Spleen. "Rogar, this... being... is... yours?" Cough. "Does... Mr. Spleen... take direction from others?"

Addressing Alessandra, "Indeed, Captain. I should hate to be marooned on this island if, as Chaenath surmises, the Chimera is indeed being sabotaged. Might I also suggest that, in extremis you should be able to use your bow underwater, albeit at a significant disadvantage." Gresham pauses to consider. "Perhaps you might stand abaft and employ your bow against any enemies which present themselves?"

Gresham tugs at the laces of his swim fins and straightens. Bowing slightly to Chaenath and indicating the side of the ship, "Ladies first? Or if the Lady prefers, I shall be the proverbial canary."

Before entering the waters of the cove Gresham readies his nodachi and quaffs an extract.

That is an extract of shield


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Chaenath gives Gresham and herself Water Lung and then she gracefully floats down the side of the ship by feather falling and easily slips into the water.

Silly. You can't be a canary unless you can fly she says as she descends ahead of Gresham.


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

Gresham clambers down after Chaenath. "I did say 'proverbial', Lady Chaenath..." before letting go and plunging the last five feet into the waters of the cove.


Roll20 Maps Loot

Alrighty then, so Chaenath, Gresham, and the creepy thing all go under the water. You need only go just below the surface, and you spot three creatures who seem to be working to sabotage the ship's rudder.

You have seen these creatures before, they are sahuagin. Also circling the ship, are three hammerhead sharks.

You three have a surprise round to do whatever you wish, so let's hear it!


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

Gresham takes in the sights under the ship at the same time as he wonders at the strange sensation of breathing water. He breaks the surface of the water briefly to shout, "Sahuagin!" before returning beneath the waves to ready for an attack.

Swift action to enter kirin style and ready an action to attack the first enemy which approaches, using combat expertise

The Exchange

Male N Dwarf Alchemist (Toxicant) 10 | HP: 93/93 | AC: 2520 (14 Tch, 2217 FF) | CMB: +7, CMD: 21 | F: +12/16, R: +12/16, W: +7/11 F: +14/18, R: +14/18, W: +9/13 | Init: +3 | Perc: +15, SM: +2, Darkvision 60' | Speed 20ft | Bombs: 11/16 | Active conditions:

"Not just mine. It is me. Well, part o' me anyways, har! And whether it'll follow yer orders, I have no idea. No one ever tried tellin' it anythin'. And it ain't a talky type, either. But I'll reckon, if ye'll point, it'll punch."

As part of the team dives down, Rogar moves to the railing to observe the situation. Upon hearing the Gresham's report, Doc's hand moves to his bombs. Sadly, there isn't much he can do while the enemy is underwater. "Try th' lure to th' surface!" he hollers after Gresham.

---
Underwater, Mr. Spleen snaps it claws menacingly, but holds still. The creature has enough sense against charging the enemy all by itself, so it waits. Ready action to attack if any enemy comes close


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Surprise Round

Assuming the range isn't that far away.

Chaenath snaps out a quick spell of Ear-Piercing Scream at the closest Saughin.

Sonic Damage: 3d6 ⇒ (3, 1, 3) = 7

Dazed one round. Fort Save DC 16 to negate daze and halve damage


Roll20 Maps Loot

Reflex: 1d20 + 4 ⇒ (20) + 4 = 24 Success

Ok, the Sharks won initiative, and so they start swimming towards those of you that are in the water, and yes, Alessandra, they are on the surface, fins showing, etc.

The party is up. From here on, I will move the Sharks to the bottom of initiative with the Sahuagin.

Initiative:

Alessandra: 1d20 + 5 ⇒ (9) + 5 = 14
Chaenath: 1d20 + 1 ⇒ (20) + 1 = 21
Doc: 1d20 + 2 ⇒ (5) + 2 = 7
Gresham: 1d20 + 0 ⇒ (15) + 0 = 15
Sahuagin: 1d20 + 1 ⇒ (1) + 1 = 2
Sharks: 1d20 + 5 ⇒ (19) + 5 = 24

GM:

Sh1 - 3
Sh2 -
Sh3 -
Sk1 -
Sk2 -
Sk3 -


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

Gresham briefly contemplates the simple efficiency of the sharks as they glide through the water toward him. Once they are nearly upon him he puts aside his academic curiosity in favor of immediate survival. Gresham shifts the grip on his nodachi to thrust forward, thus sharply reducing the drag on his weapon and increasing the force delivered as the weapon's sharp point plunges toward the shark.

Take my readied action to attack, using the nodachi as a piercing weapon (since it is piercing or slashing) to avoid the -2 to hit and half damage since I have a 10 foot swim speed from my swim fins.

Nodachi w/Combat Expertise: 1d20 + 9 - 1 ⇒ (3) + 9 - 1 = 11 damage: 1d10 + 5 ⇒ (3) + 5 = 8


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

How close are the sharks?

Chaenath ascends out of the water in creepy fashion.

Activating Flight Hex and coming up say 20 feet over the water.


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Alessandra grins, high above. One order of feather-fletched death, coming down.

Longbow, Manyshot, Rapid shot: 1d20 + 6 + 5 + 2 - 2 - 2 ⇒ (15) + 6 + 5 + 2 - 2 - 2 = 24
Damage: 2d8 + 4 + 4 + 8 ⇒ (5, 3) + 4 + 4 + 8 = 24

Longbow, Rapid shot: 1d20 + 6 + 5 + 2 - 2 - 2 ⇒ (19) + 6 + 5 + 2 - 2 - 2 = 28
Damage: 1d8 + 2 + 2 + 4 ⇒ (5) + 2 + 2 + 4 = 13

Longbow: 1d20 + 1 + 5 + 2 - 2 - 2 ⇒ (15) + 1 + 5 + 2 - 2 - 2 = 19
Damage: 1d8 + 2 + 2 + 4 ⇒ (4) + 2 + 2 + 4 = 12

The Exchange

Male N Dwarf Alchemist (Toxicant) 10 | HP: 93/93 | AC: 2520 (14 Tch, 2217 FF) | CMB: +7, CMD: 21 | F: +12/16, R: +12/16, W: +7/11 F: +14/18, R: +14/18, W: +9/13 | Init: +3 | Perc: +15, SM: +2, Darkvision 60' | Speed 20ft | Bombs: 11/16 | Active conditions:

"Ugh... sharks... I has no love fer yer kind."

Happy to be standing safely on the deck, Rogar grabs one of his bombs, and takes aim at the ominous fin breaking the water's surface.

Tanglefoot bomb: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 3d6 + 3 ⇒ (1, 5, 6) + 3 = 15

DC16 ref or entangle. If it looks like the bombs don't work, Rogar grabs a crossbow and starts shooting next turn


Roll20 Maps Loot

Alessandra's first two shots send Shark1 plummeting under the water.

Her next two shots likewise finish off Shark2.

Doc's bomb strikes Shark3 and damages it, but with the water washing over it, the tanglefoot effect does nothing.

As Shark 3 gets close, Gresham attacks it unsuccessfully.

Shark 3 then attacks Gresham:

bite: 1d20 + 5 ⇒ (14) + 5 = 191d8 + 4 ⇒ (2) + 4 = 6

The three sahuagin take note and drop the tools they were using on the rudder, draw their crossbows and shoot at...

Choice: 3d2 ⇒ (1, 2, 1) = 4

Gresham...

heavy crossbow: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 01d10 ⇒ 3
heavy crossbow: 1d20 + 3 - 4 ⇒ (7) + 3 - 4 = 61d10 ⇒ 7

Doc's disgusting thing...

heavy crossbow: 1d20 + 3 ⇒ (14) + 3 = 171d10 ⇒ 5

The Sahuagin are all 10' below the surface of the water and near the stern of the ship at the rudder. the lone remaining shark is right up on Gresham.

The party is up!

GM:

Sh1 - 3
Sh2 -
Sh3 -
Sk3 - 15


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

If none of my allies threaten shark 3 then it will miss due to Artful Dodge. I'm not sure if Mr. Spleen threatens it or not. Let me know and I'll deduct the hit points if necessary.

Gresham attempts to recover from the shark's vicious attack as he studies it's movements and lunges forward again, aiming for a nerve cluster that will seriously damage the shark while maintaining his defenses.

Move action to use studied combat on shark 3 and standard action to attack with Combat Expertise which increases my AC by 2.

Nodachi w/Combat Expertise and studied combat: 1d20 + 9 + 2 - 1 ⇒ (1) + 9 + 2 - 1 = 11 damage: 1d10 + 5 + 2 ⇒ (5) + 5 + 2 = 12

The shark's flailing tail knocks Gresham's nodachi out of line and harmlessly away from its vitals. Gresham grunts (he contemplates the strange sound underwater) as he brings his weapon back to a guard position and edges closer to the sahuagin.

5-foot step/swim closer to sahuagin 1, swift action to use kirin style on sahuagin 1.

Knowledge (nature) DC 15 + the creature's CR: 1d20 + 14 + 1d6 ⇒ (12) + 14 + (1) = 27

Kirin Style Success:
Gresham gains a +2 bonus on saving throws against that creature's attacks and a +2 dodge bonus to AC against that creature's AoOs.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Chaenath decides to hurt the Sahaugin's ability to defend themselves cackling from above the sea.

Closest Saughin gets a Evil Eye to AC. -2 to AC for 10 rounds or 2 based on Will Save DC 19


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Alessandra continues shooting any visible targets.

Longbow, Rapid Shot, Manyshot: 1d20 + 6 + 5 - 2 - 2 + 2 ⇒ (17) + 6 + 5 - 2 - 2 + 2 = 26
Damage: 2d8 + 4 + 4 + 8 ⇒ (3, 8) + 4 + 4 + 8 = 27

Longbow, Rapid Shot: 1d20 + 6 + 5 - 2 - 2 + 2 ⇒ (14) + 6 + 5 - 2 - 2 + 2 = 23
Damage: 1d8 + 2 + 2 + 4 ⇒ (6) + 2 + 2 + 4 = 14

Longbow: 1d20 + 1 + 5 - 2 - 2 + 2 ⇒ (15) + 1 + 5 - 2 - 2 + 2 = 19
Damage: 1d8 + 2 + 2 + 4 ⇒ (8) + 2 + 2 + 4 = 16

The Exchange

Male N Dwarf Alchemist (Toxicant) 10 | HP: 93/93 | AC: 2520 (14 Tch, 2217 FF) | CMB: +7, CMD: 21 | F: +12/16, R: +12/16, W: +7/11 F: +14/18, R: +14/18, W: +9/13 | Init: +3 | Perc: +15, SM: +2, Darkvision 60' | Speed 20ft | Bombs: 11/16 | Active conditions:

On deck, Rogar decides it's rather futile to bombard the sharks with fire and goo. So instead the dwarf loads a bolt into his crossbow, and looses it towards the fin.
Crossbow: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d8 ⇒ 8

Meanwhile, under the surface, Mr. spleen turns it's attention towards the last shark. The tumor familiar rolls closer to the fish, and tries to get it into its claws.
5ft "step" to move closer if not adjacent already
Claw: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Claw: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

BTW, the familiar's AC is 18 in battle form


Roll20 Maps Loot

Gresham's attack on the shark misses.

@Gresham - what do you want to know about Sahuagin?

@Chaenath - as they are underwater, they have total cover relative to you. Here are some rules onunderwater combat.

Alessandra kills the last shark, and so there is no one for Mr. Spleen to attack.

Rogar, Chaenath, and Mr. Spleen, what's your plans? The sahuagin are still entire submerged.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Hexes require being able to see the target so I should be fine right? It's not a touch ranged attack or anything like that. Theyre kinda like Cause Fear type spells.


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

Whatever you want to tell me. In general I'd like to know energy resist/immune, most powerful special attack, most powerful special defense, about in that order. IIRC there isn't too much special about sahuagin aside from their frenzy ability. In this istance I'd actually like to know what language they speak so I can potentially communicate with them.

The Exchange

Male N Dwarf Alchemist (Toxicant) 10 | HP: 93/93 | AC: 2520 (14 Tch, 2217 FF) | CMB: +7, CMD: 21 | F: +12/16, R: +12/16, W: +7/11 F: +14/18, R: +14/18, W: +9/13 | Init: +3 | Perc: +15, SM: +2, Darkvision 60' | Speed 20ft | Bombs: 11/16 | Active conditions:

With only the sahuagin remaining, Mr. Spleen moves alongside Gresham and prepares to attack any approaching fish-men.

Ready action, if a sahuagin comes to melee:

Claw: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Grab: 1d20 + 10 ⇒ (12) + 10 = 22
Constrict Damage: 1d4 + 2 ⇒ (2) + 2 = 4
King Crab has grab and constrict special ability - ie. makes a grapple attempt if claw attack hits. If the grapple is successful, deals constrict damage (and the enemy is grappled, as normal)

Point is to stay more than 5ft away from the sahuagin - Mr. Spleen doesn't want to take full attacks from three sahuagin :) Rogar delays


Roll20 Maps Loot

Against the Hex...

Will: 1d20 + 4 ⇒ (19) + 4 = 23 Success

@Gresham - Sahuagin can fly into a rage when injured, similar to barbarian rage. They have bite and claw attacks, in addition to the crossbow and trident.

Ok, so that's the whole party. The three sahuagin reload their crossbows.

Next round, the party is up.

Spoiler:

Sh1 - 3, -2AC (2 rounds)
Sh2 -
Sh3 -


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Chaenath hexes the next closest Sahaugin and cackles

-2 to AC for 10 rounds or 2 based on Will Save DC 19. The Cackle extends the duration of the other Hex back to 2 rounds


Roll20 Maps Loot

Will: 1d20 + 4 ⇒ (6) + 4 = 10 Fail

Spoiler:

Sh1 - 3, -2AC (2 rounds)
Sh2 - -2AC (10 rounds)
Sh3 -


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

Gresham kicks closer to the sahuagin, ready to dodge their crossbow bolts, at the same time evaluating the capabilities of another of their number.

Swim 10 feet closer to the sahuagin, total defense, and swift action for kirin style on sahuagin 2.

Knowledge (nature) DC 15 + the creature's CR: 1d20 + 14 + 1d6 ⇒ (6) + 14 + (2) = 22

Kirin Style Success:
Gresham gains a +2 bonus on saving throws against that creature's attacks and a +2 dodge bonus to AC against that creature's AoOs.

Gresham calls out to the sahuagin, wondering at the strange sound of his voice under the water. "Your act of aggression against our ship is regrettable, however perhaps we can come to an accord if you cease hostilities."


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Frustrated at the lack of targets, Alessandra peers down into the water. "What the Hells is going on down there?"

She grins. Only one way to find out. Been a while since she did any close-quarter fighting. Carefully setting down her bow, she draws both her blades and vaults over the side of the rail "Let'sgooooooooo!"

Draw weapons, dive into water near Sahawhatsits

Swim: 1d20 + 6 ⇒ (19) + 6 = 25

The Exchange

Male N Dwarf Alchemist (Toxicant) 10 | HP: 93/93 | AC: 2520 (14 Tch, 2217 FF) | CMB: +7, CMD: 21 | F: +12/16, R: +12/16, W: +7/11 F: +14/18, R: +14/18, W: +9/13 | Init: +3 | Perc: +15, SM: +2, Darkvision 60' | Speed 20ft | Bombs: 11/16 | Active conditions:

Mr. Spleen interprets Gresham's approach as an assault, and so the critter follows the man to engage the sahuagin. It swims closer to one of the fish-men and grabs the creature into firm embrace of its claws.

Claw : 1d20 + 6 ⇒ (20) + 6 = 26
damage : 1d4 + 2 ⇒ (4) + 2 = 6
crit confirm : 1d20 + 6 ⇒ (1) + 6 = 7
grab : 1d20 + 10 ⇒ (13) + 10 = 23
constrict damage : 1d4 + 2 ⇒ (2) + 2 = 4


Roll20 Maps Loot

Doc, give me a swim check for the spleen to be able to move forward.

Alessandra splashes into the water, cool!

Who all has the breathing spell then? Just Gresham though right? And Chaenath, who is floating above the water?


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Yeah Spleen doesn't need it though. It's there till Round 10. I can swoop down and give Alessandra the hex next round

The Exchange

Male N Dwarf Alchemist (Toxicant) 10 | HP: 93/93 | AC: 2520 (14 Tch, 2217 FF) | CMB: +7, CMD: 21 | F: +12/16, R: +12/16, W: +7/11 F: +14/18, R: +14/18, W: +9/13 | Init: +3 | Perc: +15, SM: +2, Darkvision 60' | Speed 20ft | Bombs: 11/16 | Active conditions:

Mister Spleen is technically a king crab, and thus has an aquatic subtype, so it can move in water without swim checks (and breathe water as well!)


Roll20 Maps Loot

Ahhhh, my bad! Sorry!

Spleen finishes off Sahuagin 1.

2 and 3 drop their crossbows, which are corded to them, and proceed to attack Mr. Spleen with claws and a bite.

Sahuagin 2

Claw1: 1d20 + 4 ⇒ (12) + 4 = 161d4 + 2 ⇒ (1) + 2 = 3
Claw2: 1d20 + 4 ⇒ (17) + 4 = 211d4 + 2 ⇒ (2) + 2 = 4
Bite: 1d20 + 4 ⇒ (13) + 4 = 171d4 + 2 ⇒ (2) + 2 = 4

Sahuagin 3

Claw1: 1d20 + 4 ⇒ (17) + 4 = 211d4 + 2 ⇒ (4) + 2 = 6
Claw2: 1d20 + 4 ⇒ (3) + 4 = 71d4 + 2 ⇒ (2) + 2 = 4
Bite: 1d20 + 4 ⇒ (6) + 4 = 101d4 + 2 ⇒ (4) + 2 = 6

The party is up!

GM:

Sh1 - dying
Sh2 - -2AC (10 rounds)
Sh3 -


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

Gresham kicks his fins and swims toward the sahuagin, the point of his nodachi slicing the water in front of him.

Assuming that 10' will get me to sahuagin 2. If it won't and 20' will, then I'll charge.

Nodachi w/Combat Expertise: 1d20 + 9 - 1 ⇒ (14) + 9 - 1 = 22 damage: 1d10 + 5 ⇒ (4) + 5 = 9

Gresham spares a moment to evaluate the last sahuagin.

Knowledge (nature) DC 15 + sahuagin 3's CR: 1d20 + 14 + 1d6 ⇒ (12) + 14 + (3) = 29

Kirin Style Success:
Gresham gains a +2 bonus on saving throws against that creature's attacks and a +2 dodge bonus to AC against that creature's AoOs.


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Alessandra launches into a full attack against the nearest enemy.

Swift Action: Use Quick Runner's Shirt to get a move action, used to study target (both remaining Sahaguin)

Cutlass (BAB, Str, Enhancement, Studied Target, TWF): 1d20 + 6 + 2 + 1 + 2 - 2 ⇒ (16) + 6 + 2 + 1 + 2 - 2 = 25
Damage (Str, Enhancement, Studied Target): 1d6 + 2 + 1 + 2 ⇒ (6) + 2 + 1 + 2 = 11

Cutlass (BAB, Str, Enhancement, Studied Target, TWF): 1d20 + 1 + 2 + 1 + 2 - 2 ⇒ (17) + 1 + 2 + 1 + 2 - 2 = 21
Damage (Str, Enhancement, Studied Target): 1d6 + 2 + 1 + 2 ⇒ (6) + 2 + 1 + 2 = 11

Shortsword (BAB, Str, Enhancement, Studied Target, TWF): 1d20 + 6 + 2 + 1 + 2 - 2 ⇒ (13) + 6 + 2 + 1 + 2 - 2 = 22
Damage (Off-hand Str, Enhancement, Studied Target): 1d6 + 1 + 1 + 2 ⇒ (5) + 1 + 1 + 2 = 9


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Chaenath casts Water Lung on Alessandra and cackles to keep the other hexes going.

The Exchange

Male N Dwarf Alchemist (Toxicant) 10 | HP: 93/93 | AC: 2520 (14 Tch, 2217 FF) | CMB: +7, CMD: 21 | F: +12/16, R: +12/16, W: +7/11 F: +14/18, R: +14/18, W: +9/13 | Init: +3 | Perc: +15, SM: +2, Darkvision 60' | Speed 20ft | Bombs: 11/16 | Active conditions:

I guess Alessandra's cutlass takes underwater penalties, since it's slashing. Now, having said that, what about the claws of Mr. Spleen and Sahuagin? Claws are S/B type, and by RAW I couldn't find anything that makes aquatic creature exception to those rules. But it would be rather silly if aquatic creatures couldn't use their natural weapons effectively

Two claws hit Mr. Spleen - it takes 10 damage

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