Skrelznit Stinklaw |
@GM, are those two related Dungeoneering checks, or is the second one about the vine-covered beasts?
Knowledge Dungeoneering: 1d20 + 5 ⇒ (8) + 5 = 13
Ha! Not bluffing it this time.
Watch out for tree-k-k-k. Viney things are "choke-men". Very dangerous and fast. Stay far away and shoots them with arrows-k-k-k.
Okay, bluffing a little bit. Skrelznit has his own unique nomenclature for a lot of things.
Hokina |
The 1st is the monster that Sarag can see in the spyglass. The 2nd is the monster that Sarag can see in the tree.
The late after noon sun reflects of the clean spring. A olive-green bird lands in the tree and is quickly grabbed by what ever is in the tree. The lodge looks to be in good construction.
Skrelznit Stinklaw |
But you's said they looked like child-things-k-k-k. Me is more worried about the parents-k-k-k.
Me says we make sure house is empty first-k-k-k.
Skrelznit glances with apprehension at the choke-men lurking in the tree.
And we stays far away from the tree.
Skrelznit Stinklaw |
Me likes that idea.
Skrelznit readies his sling.
I'm assuming the canopy prevents Looseal from bombarding.
Skrelznit Stinklaw |
Skrelznit lets fly as soon as all the kobolds are ready.
Sling: 1d20 + 6 ⇒ (13) + 6 = 19 Damage: 1d3 + 3 ⇒ (2) + 3 = 5
Grauchi |
"As our head chief used to say: "Its much easier to apologize, or hide a corpse, then to ask permission", isn't it?"
Sling: 1d20 + 4 ⇒ (6) + 4 = 10 vs flat footed
Damage: 1d3 + 1 ⇒ (2) + 1 = 3
Hokina |
Eepers is leaving. I wish him luck with adventures to come!
To move things along:[/ooc]
Sarag pull back his bow and fires.
Shortbow: 1d20 + 4 ⇒ (1) + 4 = 5
DMG: 1d4 - 1 ⇒ (1) - 1 = 0
A barrage of attacks go out but only Skrelznit's rock lands. The one he hits is thrown of balance falling from the tree.
1d20 ⇒ 7
1d6 ⇒ 1
Sarag: 1d20 + 2 ⇒ (13) + 2 = 15
Mopsank: 1d20 + 6 ⇒ (12) + 6 = 18
Grauchi: 1d20 + 5 ⇒ (7) + 5 = 12
Skrelznit: 1d20 + 4 ⇒ (1) + 4 = 5
Sassarra: 1d20 + 4 ⇒ (4) + 4 = 8
CHOKER: 1d20 + 6 ⇒ (18) + 6 = 24
Chokers (24)
Mopsank (18)
Sarag (15)
Grauchi (12)
Sassarra (8)
Skrelznit (5)
Round 1:
The one on the ground stands up and readies to attack anything that gets within range.
tentacle: 1d20 + 6 ⇒ (11) + 6 = 17
dmg: 1d4 + 3 ⇒ (4) + 3 = 7
If hits:
Grapple: 1d20 + 8 ⇒ (9) + 8 = 17
The 2nd one climbs out of the tree and readies the same.
tentacle: 1d20 + 6 ⇒ (6) + 6 = 12
dmg: 1d4 + 3 ⇒ (1) + 3 = 4
If hits:
Grapple: 1d20 + 8 ⇒ (2) + 8 = 10
Everyone is up.
I don't know where you all would be. So place your Tokens somewhere in range of the tree. then take your action.
Grauchi |
Careful to stay out of range, Grauchi remains in cover behind the wall It is a wall right?
Sling: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d3 + 1 ⇒ (2) + 1 = 3
My dice are stuck, they keep rolling the same
Skrelznit Stinklaw |
Skrelznit lobs another bullet at the one he hit before. Which one is that?
Sling: 1d20 + 6 ⇒ (14) + 6 = 20 Damage: 1d3 + 3 ⇒ (3) + 3 = 6
He commands Looseal to stay away and watch their backs. "Seek" trick
Hokina |
Sarag is also backing out from not having the time.
If there is anything you are having troube with in the game. Tell me. I want this to be fun for everyone.
Round 1 end:
The two Choker stand by the tree ready, but no one comes near them.
Sassarra lets free a bolt that slams into the tree.
While Grauchi ducks out and back into cover behind the wall to throw a rock; that gets loge into the hole made by Sassarra's blot.
Just like before Skrelznit's rock slams into the same Choker (green).
Looseal does not see anything else alive. 1d20 + 6 ⇒ (9) + 6 = 15
Mopsank lets set and fires his crossbow, sending the bolt into the water.
crossblow: 1d20 + 6 ⇒ (6) + 6 = 12
DMG: 1d6 ⇒ 3
Green has taking damage from Skrelznit this round.
Start of round 2:
Green Choker moves up and seeing Grauchi, swings at him; grapping him.
tentacle: 1d20 + 6 ⇒ (13) + 6 = 19
DMG: 1d4 + 3 ⇒ (1) + 3 = 4
Grapple: 1d20 + 8 ⇒ (9) + 8 = 17
Blue Choker moves up and swings at Skrelznit.
tentacle: 1d20 + 6 ⇒ (16) + 6 = 22
DMG: 1d4 + 3 ⇒ (3) + 3 = 6
Grapple: 1d20 + 8 ⇒ (19) + 8 = 27
Everyone is up. Skrelznit and Gruachi are grappled.
Sassarra |
Sassarra spends a moment gathering energy, then steps forward to stab blue with a blade of pure lightning.
touch attack: 1d20 + 6 ⇒ (2) + 6 = 8
damage: 1d6 + 1 ⇒ (3) + 1 = 4
Skrelznit Stinklaw |
Gaaack!
Skrelznit struggles to draw his sword and stab the thing entangling him.
Short sword, grappled: 1d20 + 6 - 4 - 2 ⇒ (1) + 6 - 4 - 2 = 1 Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Double-Gaaack!
He whistles for Looseal to come help. "Come" trick
@GM, can I be part of a flanking team while grappled?
Hokina |
Round 2:
Sassarra swings her blade at blue, but Skrelznit's body keeps getting in the way.
Skrelznit's stabs out with his sword only hitting air.
Grauchi claws at Green. They can't AOO while grappling.
Unarmed strike: 1d20 + 1 ⇒ (15) + 1 = 16
DMG: 1d2 + 1 ⇒ (1) + 1 = 2
Mopsank seeing the opening to move, moves over behind blue; flanking with Sassarra. Sassarra's attack thrown blue off just a little allowing Mopsank to sink his dagger into Blue.
Dagger: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
DMG: 1d6 + 1d3 + 4 ⇒ (1) + (1) + 4 = 6
Wow. Ones on the normal damage and sneak damage.
End of Round 2:
Green takes 2 damage from Grauchi.
Blue takes 6 damage from Mopsank.
Grauchi took 4 damage from green. From when grappled.
Skrelznit took 6 damage from Blue.From when grappled.
start of round 3:
Blue hold onto skrelznit and squeezes him.
CMB: 1d20 + 13 ⇒ (14) + 13 = 27
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Green hold onto Grauchi and squeezes him.
CMB: 1d20 + 13 ⇒ (3) + 13 = 16
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Everyone is up.
Every damage roll I rolled was a 1.
Skrelznit Stinklaw |
Skrelznit struggles mightily as Looseal bites angrily.
Short sword, grappled, flanking: 1d20 + 6 - 6 + 2 ⇒ (10) + 6 - 6 + 2 = 12
Damage: 1d4 + 4 ⇒ (3) + 4 = 7 Looseal: 1d20 + 7 ⇒ (11) + 7 = 18 Damage: 1d4 ⇒ 2
If someone can move Looseal next to Skrelznit I'd be grateful.
-Posted with Wayfinder
Grauchi |
Active Modifiers
Totem Transformation: 9 rounds left: Natural weapons (bite [1d3], 2 claws [1d2], rake (2 claws), +2 CMB to grapple)
I should have been more clear, but I had next to no time to post. Totem Transformation is a standard action, so I couldn't claw-attack.
Grapple: 1d20 + 4 ⇒ (16) + 4 = 20
Grauchi twists and turns around to face the choke-man grappling him. He gets free of the creatures and takes a few steps away from the creature.
Sassarra |
With flanking she gathers up her blade again and strikes out at the bluish one. "Let him go. Or die, that works too."
touch attack: 1d20 + 8 ⇒ (19) + 8 = 27
damage: 1d6 + 1 ⇒ (2) + 1 = 3
Mopsank |
"Yes, I like 'die'. Let's make it that one!"
Mopsank, ever the opportunist, seems much more cocky when it's him with the upper hand.
Dagger #1: 1d20 + 6 ⇒ (19) + 6 = 25
Confirmation: 1d20 + 6 ⇒ (12) + 6 = 18
Crit Damage: 2d3 + 8 ⇒ (3, 1) + 8 = 12
Sneak Attack: 1d6 ⇒ 3
Dagger #2: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d3 + 4 ⇒ (3) + 4 = 7
Sneak Attack: 1d6 ⇒ 2
And what an upper hand it is.
If the crit kills it, aim the second attack at the green one, ignoring the SA damage.
Hokina |
As Skrelznit fights ageist greens hold, Looseal's rock slams into green.
Grauchi breaks free just as Mopsnak's and Sassarra blades sink into Blue; killing it.
It looks like Mopsank's other blade is about to miss, but Skrelznit's fighting green's hold shifts Green into the path of the blade.
End of round and combat:
Looseal and Mopsank finishes off Green.
Sassarra and Mopsank finishes off blue.
Now that the battle is over the party can smell something rotting coming from the little lodge.
When someone looks inside:
They find a good bed, a cabinet, a barrel of rotting food, and a rotting corpse hanging.
Flies flying around the barrel, and in and out of the corpses mouth.
Skrelznit Stinklaw |
Thanks, dollface-k-k-k. Looseal fluffs her feathers as if to say "What? Killing stuff? It's what we do."
Skrelznit communes with his Spirit Guide briefly and feels a wash of healing energy come over him.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7 Thanks, Spirit Guide!
Then, nosing about the lodge, Skrelznit peeks inside.
Whew! Somebody offed themself and the flies are feasting-k-k-k.
Nonetheless, he is intrigued by the cabinet, and checks it for traps while holding his nose.
Perception: 1d20 + 12 ⇒ (12) + 12 = 24
Down! Looseal. Rotting corpses is not food-k-k-k.
Looseal backs off briefly, but cocks her head at him as if he's crazy for believing such absurdities. Of course rotting corpses is food! Whatever, dude. Check your cabinet. I'll just check and see if this toe comes off easily...
Grauchi |
Grauchi drinks a potion of cure light wounds as he sees the choke-men are down. He gives a small kick to the one that hurt him and casts detect magics when looking around.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
He laughs at Skrelznits joke. "Thats is nobody we knows right?"
Hokina |
A suit of leather armor, eight finely tailored courtier’s outfits (30 gp each), a silver tankard (30 gp).
The cabinet is a spice cabinet with 5 pounds of pepper in waxed bags (worth 10 gp total).
A silver locket depicting a beautiful (for a human), buxom young blonde woman (45 gp).
A ghouls finger with a gold ring on it (50 gp), and a silver hatpin (5 gp).
Three potions, and a magic ring.
The woman looks somewhat like one of the woman you killed at the boudoir; just less rotting.
The clothes are Chelish in style.
They are potions of water breathing.
A ring of swimming.
Sassarra |
Sassarra seems interested in the potions and examines one. Then she seems disappointed. "Water breathing potions. I won't need them." and she'll hand them off to the others.
perception: 1d20 + 9 ⇒ (20) + 9 = 29
Skrelznit Stinklaw |
Perception locket DC15: 1d20 + 12 ⇒ (6) + 12 = 18
"One of the ghouls was once a girl-k-k-k. Who knew?"
Spellcraft DC17: 1d20 + 1 ⇒ (18) + 1 = 19
"We gots a ring of swim-real-good."
-Posted with Wayfinder
Grauchi |
I've updated the loot sheets. With Eepers and Sarag gone, should we divide their items over the group? I wanted the amulet of natural armor, but Eepers got it because he had less armor atm.
They had:
- amulet of natural armor +1
- 6 +1 arrow
- 20 masterwork arrows
- potion of invisiblity
- armor etc
- 325g each
What happens with all of this? Will new players be lvl2-geared?
Grauchi looks around and sees little of real value right now.
"More's to sell."
He begins packing as much as possible in his pack so he can sell it later. When he stumbles upon the locket with the human female, he takes a good look at it and puts it around his neck. It'll make for a good sales speech later. The ring he eyes closely and looks around.
"If nobodies wants the ring, we shalls takes it."
Hokina |
Yea. The stuff they got from party loot returns to party loot.
New players will be level 3 and geared to level 3.
You would level soon anyway. So just go ahead and level to 3.
Don't forget that you get a bonus teamwork feat at odd levels, and you have two ranks of background skills.
I also added the spyglass to the loot in case you want to take that.
As the day passes deeper into the evening you hear waves beating less and less on the rocks; a sign of low tide.
Skrelznit Stinklaw |
I'll take the spyglass. I think Mopsank can probably make best use of the potion of invisibility.
Ding! Ah, the beautiful sound of leveling up.
Grauchi |
I had missed the spyglass. Thanks!
I've updated the loot sheet. Anyone can check for errors. I've added a total of the weight we're carrying with the extra equipement we'll sell when we get the chance. Including an empty barrel for water, we're very close to our limit. Its about time we get some donke- I mean new team mates. :)
"Good, the sun goes down, we can see better now and its hurts our eyes less". Can everybody still go ons? Or do you needs a break?
I saved my spells, but I noticed Skrelznit has used 3/3 lvl 1 spells. I'm not sure if suddenly leveling, earlier than forseen, may disrupt the natural flow of when to rest in the adventure.
He looks around and sees if this place has some good equipement to rest, like beds and the like, ready to call dibs in case the others want to rest. He also checks if the wall surrounding the compound can be closed off. Lastly he'll use his tracking skills to check how recent there were humanoids, other than the choke-men around here.
Survival: 1d20 + 10 ⇒ (8) + 10 = 18
Are the tides here the same as in reality, 2 low tides and 2 high tides each day?
Sassarra |
"I'm ready to go." she says, "We have people waiting."
We've leveled up, but we're going in at less than full strength. I think it evens out.
Hokina |
You stand at the top of cliffs surround a deep cove churning with dark seawater.
You are about 80 feet above the waters, but can walk around the edge (acrobatics check) to an area only 40 feet above the waters.
Being near to the sea makes the water a little Rough.
I replaced the map on the battle map link.
The darkness of the water shows that there is no rocks near the surface.
A good Acrobatics or Swim could prevent any damage from jumping in.
Skrelznit Stinklaw |
Profession Sailor: 1d20 + 9 ⇒ (2) + 9 = 11
"No rocks in water-k-k-k. We can jump in-k-k-k."
Skrelznit prepares to do so. If not prevented,
Acrobatics: 1d20 + 5 ⇒ (14) + 5 = 19 to climb down.
Swim: 1d20 + 9 ⇒ (6) + 9 = 15 to jump in.
-Posted with Wayfinder
Sassarra |
Sassarra is leaping before Skrelznit hits the water.
prof: sailor: 1d20 + 10 ⇒ (10) + 10 = 20
acrobatics: 1d20 + 8 ⇒ (14) + 8 = 22
swim: 1d20 + 9 ⇒ (20) + 9 = 29
Reminder - those of you who don't have storm winds within you might want to take a potion of water breathing.
Grauchi |
KnowGeo: 1d20 + 4 ⇒ (12) + 4 = 16
"Yess, on these area's the water is rather deep and there are no rocks"
Grauchi looks at the path Skrelnitz is taking, and takes the same path down the clifs for a spot to jump from. As Sassarra and Skrelznit are in the water he aims in between.
"BOMMBS AWAYY!" Expecting the sound not to travel too far.
Acrobatics: 1d20 + 0 ⇒ (19) + 0 = 19
Swim: 1d20 + 2 ⇒ (15) + 2 = 17
Skrelznit Stinklaw |
Looseal lands on the far shore and preens her feathers.
Skrelznit Stinklaw |
Skrelznit begins to swim into the caverns.
Swim: 1d20 + 9 ⇒ (9) + 9 = 18
Hokina |
You come to a split.
To the south East is a natural tidal cavern is decorated with the jawbones of numerous frightful-looking fish, resembling the throat of some hideous aquatic creature.
To the north East you find a cavern carved to resemble the interior of some great sea creature, its ribs towering over and around the chamber.
The north Cavern generates a light riptide. The riptide is not strong enough to effect swimming. But it would make the area under water would pull in and hold any Debris or anything else that has floated into the cave.
I marked up the map to make it more easy to pick where you are going. Also the bottom part of the map shows the flooding level. The line marking what it is now.