Dread Captain Devon |
Bleh, sorry. Holiday weekend and last minute childcare. My home office is still a nightmare despite my move being almost two months done so my computer has been buried in a pile of things. Sorry for the delay/flaking out.
Quillin wades in and sprays the seaweed center of the room with a blast of light and color. The grindy's working on the harvest are deluged by lights of a million shades as they all fall unconscious from the sudden assault of magic.
Ajani steps in and moves to the right stepping on the landing a few feet away from 2 grindy's, allowing others to pass by.
Bart pauses for a moment, contemplating his actions. (Holding until I get a post)
Hassan moves in fires a bolt but misses his intended target. The light enhanced bolt skitters across the rocks and into the seaweed laden mass creating an odd glow in the center of the room that offsets the algae light in odd ways.
Mel takes a well aimed shot at the group of three on the left and a grindy gasps in pain as it drops dead from the bolt.
Fjori scrabbles up the left side and approaches the now 2 grindy's grouped there. With ax and cutlass the Nord quicly dispatches the closest grindy in a brutal spray of viscera.
1d20 ⇒ 20
1d20 ⇒ 6
1d20 ⇒ 14
1d20 ⇒ 7
the last grindy standing near Fjori turns and starts to squirm/"run" to the far exit, making it almost to the door.
On the right side near Ajani one grindy turns to do the same as his brethern across the room and runs while the closest one moves up to Ajani and attempts to attack him with a rusty trident of sorts. The barbs pass by the Vanara in a wide attach that leaves the druid unscathed.
Bart can take his held actiona at rounds end otherwise init is back up. Two dead, three on the run and three unconscious.
Hassan Al-Quorri |
Hassan concentrates for a moment, summoning forth the power of the seas, and sends a Water Blast arcing across the room at the fleeing Grindy, but in the darkness and confusion manages only to dampen the walls.
Water Blast => 1d20 + 2 ⇒ (2) + 2 = 4
Water Blast: 6/7
Ajani Ihejirika |
With a yelp of surprise, Ajani dodges the grindy's attempted stab; fortunately for him, the creature's aim is off, giving the Vanara an opportunity to try and strike back with a blow from his club.
Attack: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 1d6 - 1 ⇒ (1) - 1 = 0
Sigh. Of course. Actually hit the thing, but crap damage.
Dread Captain Devon |
Acid strikes one runner and the ruthless double assault of Fjori's cutlass and ax take the other while water and bolts fly about the room. In an almost comical juxtaposition to the flurry of chaos Bart walks into the room, stays on the floor and follows the right ridge and casually grabs the last grindy assaulting Ajani and smashes its skull in.
A sole grindy makes its way along the ridge to the floor and moves to the far exit seemingly to turn and run to a corridor beyond. Injured on the run. Fjori or Ajani could move and maintain line of sight. Mel/Quillin/Hassan are looking at partial cover for ranged attacks.
Quillin
Ajani
Bart
Hassan
Mel
Fjori
Ajani Ihejirika |
Knowing he has practically no useful way of attacking at range, he reminds himself to pick up something that will allow him to reach out and touch someone rather than having to be in their personal space before stepping aside to let Fjori take the lead in the chase.
Delay until Fjori's action.
Quillin |
The partial cover gives Quillin a 20% miss chance but as Magic Missile never misses as long as you can see just part of the target the result is moot
Not sure where you got that, Mel- cover is an AC bonus and concealment is a miss chance. Two different creatures:
If a creature has cover, but more than half the creature is visible, its cover bonus is reduced to a +2 to AC and a +1 bonus on Reflex saving throws. This partial cover is subject to the GM's discretion.
Quillin |
Quillin laughs hysterically upon seeing the grindy keels over in a miasma of acrid fumes as the back of its head dissolves. He then spots Hassan cutting off a spell mid-cast and nearly keels over himself as he convulses with laughter.
Catching his breath he smirks at Hassan, "Well, if you're awake now, perhaps you can scan the place for magic." The gnome carefully wades through the slippery algae to the door that the last grindy was slithering for and listens for alarms.
perception: 1d20 + 5 ⇒ (12) + 5 = 17
Hassan Al-Quorri |
Hassan pauses his spell in mid-cast, happy to save the energy. He graces Quillin with a withering glare, but nonetheless casts Detect Magic instead and begins idly scanning the room for anything of notice, muttering under his breath.
Perception => 1d20 ⇒ 6
Dread Captain Devon |
The widish opening leads to slightly deeper water and a pair of tunnels that branch left and right. In the din glow of the algae Mel can see that the right branch splits after another ten feet. One branch would almost certainly wheel back behind the group, the other longer, narrower right branch leads further into parts unknown.
Path A, B1 or B2. B1 being the one that winds back.
Dread Captain Devon |
I'll assume that Mel scouts the route...
Mel scouts ahead and finds that after a twisting 15 feet or so the cavern one more splits into a fork, with the left most for splitting again. It is clear that the right fork probably matches up with the tunnel off the last fork (B1).
Off the left fork path the left branches to a an alcove some 10 feet in diameter that features a strange pattern of marking on the wall. Mel notes that the 3 feet deep water covers a floor that is covered with seaweed and muck but that sports well hidden bars.
The right branch leads onward into another passage that goes into the heart of the complex.
So unless you want to double back your option are inspect the alcove or continue into the cave system.
Ajani Ihejirika |
Noting the strange pattern of markins on the wall, Ajani's tail flicks back and forth, his simian curiosity getting the better of him. Looking back to the others, he gestures to the strange markings.
"Should we examine those before moving forward? They are right here at us, after all."
Dread Captain Devon |
Mel Stealth: 1d20 + 9 ⇒ (20) + 9 = 29
Mel stays ahead of the group and returns with a variety of information.
Down the hall the water continues to get deeper, leaving it so that all of you must swim into the next chamber which is roughly 40 feet away. Halfway down the hall a set of hooks and barbs have been set to float amongst the seaweed but Mel figures that everyone's ability to swim will make that easy enough to get through if everyone is diligent. Swim DC 10
In the next cave a series of skulls and bones adorn the wall and within the murky pool therein, Mel has noticed what looks to be an octopus of tremendous size easily able to grab any one of you and yet another if it so cared to. It did not appear to notice Mel and there are three other exits from that chamber. Mel confirms that were you to enter the chamber all of you would be forced to swim.
Ajani Ihejirika |
Apparently it's for grumbly Chelaxians, as well.
"Before we go further...what shall we do about this octopus Mel brought to our attention? I might be able to convince it to let us pass, should it notice us, but that may not suffice to keep us from it's grasp."
Quillin |
here's the: underwater combat table
use pokey weapons is the take away...
Quillin winks at Mel, "A moment, me lad. I'll send in a decoy." So saying he begins an incantation to release the REEFCLAW!
Dread Captain Devon |
I have a hard time imagining Quillin summoning the majesty of Zeus (especially a Liam Nesson Zeus) but I will try :p
Quillin summons the Reefclaw which slithers in the water from places unknown. Under direction of the conjurer, the abberation heads the the chamber where the octopus awaits.
So is Mel right on this thing's "heels" or are you folks giving the reefclaw a round or two to start a fight? Help me understand your plan.