| Erina |
grindylow #5 - 5'step(L-2); attack range(Erin) 1d20 + 3 ⇒ (16) + 3 = 19
dmg - 1d6 + 1 ⇒ (5) + 1 = 6
grindylow#4: 5' step(I-5) attack Erina - 1d20 + 3 ⇒ (15) + 3 = 18 - trip 1d20 + 4 ⇒ (7) + 4 = 11
DMG - 1d6 + 1 ⇒ (5) + 1 = 6
So what happened? If this is in error, and Erina is on 4 hp, then:
Ready heavy flail (move action), Armor of Bones on self (standard action).Erina cries out in pain, and is obviously fearful. She looks around, noting her fallen companions. Gritting her teeth, she brings her flail round for service and makes a quick gesture in the air. Bone-like armour appears like a second skin around her trunk and upper torso, it's carapace creaking as she faces the slimy foes.
GM - Captain Mayhem
|
Very odd that first attack roll was a miss and now it shows a hit? How does that happen?
Going with what it was first time around but will be double checking from here on out.
_____________________________________________
End of Round 1
Spells and Conditions:
Ro - prone
Kale - prone
Initative Order:
Ro - attack: miss
Fortenns - 5'step; draw dagger, total defense
grindylows(odd) - varies see above
Kale - 5'step(G-50 attack; miss
Mario - stand from prone(acrobatics to avoid AoO - successful), draw weapon
grindylows(even) - varies see other page
Erina - draw weapon, armor of bones(su)
GM - Captain Mayhem
|
Round 2
The grindylows swarm the ship and seem to be everywhere. The group and the crew were surprised but maybe now that they have regrouped they can beat back the little beasts.
Spells and Conditions:
Ro - prone
Kale - prone
armor of bones - duration 1 hour
Initative Order:
Round 2:
Ro(03/08) - stand from prone(Acrobatics to avoid AoO - unsuccessful), 5'step(E-4) attack one hit dmg = 2
Fortenns -
grindylows(odd) -
Kale -
Mario -
grindylows(even) -
Erina(04/10) -
1d20 + 3 ⇒ (5) + 3 = 8
1d6 + 1 ⇒ (3) + 1 = 4
1d20 + 3 ⇒ (16) + 3 = 19
1d6 + 1 ⇒ (4) + 1 = 5
_____________________________
COMBAT MAP: HERE
Ro Tessu
|
Acrobatics to Avoid AoO 1d20 + 8 ⇒ (4) + 8 = 12
Rolling backward and away Ro comes up with two arrows locked into his bow string. He pulls and sends them at the monster before him. One scrapes the creature as it passes by leaving only a scratch.
Attack1 1d20 + 3 ⇒ (15) + 3 = 18
Attack2 1d20 + 3 ⇒ (4) + 3 = 7
DMG1 1d6 + 0 ⇒ (2) + 0 = 2
DMG2 1d6 + 0 ⇒ (5) + 0 = 5
Fortenns is up.
| Fortenns Bigby |
"They're too spread out, rope them in!" the wizard shouts as he slips port on the ship, lashing out with his little seven inch dagger blade against the dangerous, spear-wielding little sea-goblin. Tactical movement on his part, he waves Erina to get behind the thing and take advantage of his distraction...
Attack Roll vs Grindilow (I5) 1d20 + 1 ⇒ (4) + 1 = 5 vs AC
His slash goes predictably wide though as the beast slithers neatly out of the way of his knife, leaving the soft wizard set up for a brutal retaliation...
5' step (To H5), attack (missed), Done.
GM - Captain Mayhem
|
The two goblin-squids to the north advance on Ro Tessu. The monk has little area to move in with his bow as combatants are all around him. He goes down both to an enemy spear and the dozens of tentacles at his feet.
Mario is in a similar ind as the creatures try to surround the pirate and take his feet out from under him once more. He is successful in dodging the two spears but not in the half dozen squirming tentacles. They rogue drops once more to the deck.
grindylow#1(03/05) - 5'step(E-3) attack Ro 1d20 + 3 ⇒ (19) + 3 = 22; trip attempt 1d20 + 4 ⇒ (6) + 4 = 10
DMG: 1d6 + 1 ⇒ (3) + 1 = 4
grindylow#3 - 5'step(F-3) attack Ro 1d20 + 3 ⇒ (13) + 3 = 16; trip attempt 1d20 + 4 ⇒ (20) + 4 = 24
grindylow#5 - 5'step(M-3) attack Mario 1d20 + 3 ⇒ (3) + 3 = 6; trip attempt 1d20 + 4 ⇒ (7) + 4 = 11
grindylow#7 - 5'step(N-4) attack Mario 1d20 + 3 ⇒ (12) + 3 = 15; trip attempt 1d20 + 4 ⇒ (12) + 4 = 16
Kale and Mario are up.
| Kale Moore |
Round 2, 11 HP after AoO, 15 AC after standing
Kale feels the spear of the grindylow as he stands up, and tries to return the favor, but he finds himself still off balance from standing and his blade swings harmlessly short of the little menace.
Grindy 2 AoO: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Kale attack on Grindy 2: 1d20 + 4 ⇒ (6) + 4 = 10
Mario Nedraid
|
CURRENT HP: 7 (63%)
STATUS: Prone
Stance: Total defense AC21
Mario backrolls to his feet again... [move]
Acrobatics vs AoO: 1d20 + 8 ⇒ (6) + 8 = 14
"Curse it ye lubbers, send these things to Davye Jones Locker!"
He rolls flips and swings on a rope over to (J,5) [standard] to position himself to gang up on one of the creatures next round.
Acrobatics vs AoO: 1d20 + 8 ⇒ (13) + 8 = 21
Acrobatics vs spill: 1d20 + 8 ⇒ (16) + 8 = 24 And not a drop is spilled. Mario grins fiercely.
GM - Captain Mayhem
|
A burst of positive energy erupts throughout the deck. Healing both ally and adversary. The ships medic, Killik looks sheepish but his help is timely.
As the party tries to surround the grindylows the creatures try and surround the group and sailors on deck.
channel energy - heal 2d6 + 0 ⇒ (4, 3) + 0 = 7
AoO vs Mario (for standing) - 1d20 + 3 ⇒ (1) + 3 = 4; DMG 1d6 + 1 ⇒ (4) + 1 = 5
grindylow#2 - attack Kale 1d20 + 3 ⇒ (14) + 3 = 17; DMG 1d6 + 1 ⇒ (5) + 1 = 6
grindylow#4 - attack Fortenns 1d20 + 3 ⇒ (5) + 3 = 8; DMG 1d6 + 1 ⇒ (6) + 1 = 7
grindylow#6 - 5'step(k-5) attack Mario 1d20 + 5 ⇒ (14) + 5 = 19; DMG 1d6 + 1 ⇒ (4) + 1 = 5
Ernia to finish the round. I should be able to update again tonight when I get back from work.
MAP: HERE
| Erina |
Erina looks to Ro, and curses the sea-creatures. She says a prayer for him, hoping her party can turn the tide. Summoning courage she swings her flail at the grindylow menacing her and Bigby.
Attack: 1d20 + 1 ⇒ (12) + 1 = 13
Damage: 1d10 + 1 ⇒ (5) + 1 = 6
Is this a hit?
GM - Captain Mayhem
|
Sorry but that missed.
The timely channeling brings Ro back to consciousness but he is still on the deck at the mercy of two of the goblin-squids.
Spells and Conditions:
Ro - prone
armor of bones - duration 1 hour
Initative Order:
Round 2:
Ro(06/08) - stand from prone(Acrobatics to avoid AoO - unsuccessful), 5'step(E-4) attack one hit dmg = 2
Fortenns(07/07) - 5'step(H-5), attack miss
grindylows(odd) - varies
Kale(12/16) - stand from prone, attack miss
Mario(11/11)- swashbuckler move to J-5 :)
grindylows(even) - varies
Erina(10/10) - attack miss
| Fortenns Bigby |
Seeing Ro looking apparently dead on the deck, Fortenns shouts "Damnit! Man down! Lending a hand! Take this squidling, Oracle..." he races away (Provoking an attack of opportunity) from the goblin and stands beside Ro's down body, ready to teach at least two of these squid-bottom-goblins a serious lesson along the lines of color spray!
"Vyrtascorrus!" he barks, casting a handfull of multi-colored sand from the pouch at his hip over Ro's body, which ignites into a brilliant shimmering cone of color, blasting over his unconcious ally and the two Grindylow.
Grindies E2 and G2 and Ro need to make a Will Save DC 15 or be unconscious, blinded, and stunned for 2d4 ⇒ (2, 3) = 5 rounds, blinded and stunned for 1d4 ⇒ 2 rounds, and then stunned for 1 round. Not to mention prone from all the unconsciousness.
GM - Captain Mayhem
|
Fortenns takes a nasty stab to the back as he tries to turn and help Ro. With blood leaking down the back of his leg he casts his spell and knocks one of the creatures and Ro out. The other seems very afraid of the magic and moves away finding another target - Kale.
The grindylow attacks the warrior from behnd but his armor negates the blow.
The two grindylows Mario left behind are slow to move on thier squid like legs. They lurch and slide around the lifeboat till they make they're way to the fighting.
AoO vs. Fortenns: 1d20 + 3 ⇒ (11) + 3 = 14; dmg 1d6 + 1 ⇒ (5) + 1 = 6
grindylow#1 save: 1d20 + 2 ⇒ (6) + 2 = 8
grindylow#3 save: 1d20 + 2 ⇒ (18) + 2 = 20
Ro save: 1d20 + 4 ⇒ (3) + 4 = 7
grindylow#1: if conscious - attack Fortenns 1d20 + 3 ⇒ (19) + 3 = 22; dmg 1d6 + 1 ⇒ (3) + 1 = 4
grindylow#3: if conscious - 5' step to G-4 attack Kale 1d20 + 5 ⇒ (1) + 5 = 6; dmg 1d6 + 1 ⇒ (5) + 1 = 6
grindylow#5: double move to H-3
grindylow#7: double move to I-3
#1 and Ro both failed their saves.
So Fortenns took 6 points of damage from the AoO and then wasn't attacked again as #1 was unconscious. Please give me a grid to place your character I'm thinking your at F-4 is this correct?
#3 5'stepped to flank Kale and missed his attack.
Kale and Mario are up.
Mario Nedraid
|
AC 17, touch 14, flat-footed 13. . (+3 armor, +3 Dex, +1 dodge)
CURRENT HP: 6 (54%)
STATUS: Injured
Mario is about to attack when Fortenns rushes off; he shouts with rage at losing his flanking bonus.
[Standard action]
Rapier attack vs #4: 1d20 + 3 ⇒ (2) + 3 = 5 for a possible 1d6 + 2 ⇒ (6) + 2 = 8 piercing damage.
"Aaaaaaah! Hold still ye landlubber! I'd a' had 'im if'n it weren't fer yer cowardly runnin' away!"
[Move action]
Shifts a step to (J,4) to avoid being flanked himself.
| Fortenns Bigby |
I must have gotten confused. My map wasn't updated and in my head I had to get three spaces to hit two grindilow and not tag a standing friend. -Apparently- could have gotten away with a five-foot-step, but oh well, too late now. Stepping into G5 and firing diagonally would have been fine. Blame the old man's inability to move cautiously in combat.
GM - Captain Mayhem
|
Might have put you in a better spot for this turn though.
Ernia and Mario both take a damage from a grindylow spear. As a few of the creatures are fought back around them by various other members of the crew.
Spells and Conditions:
Ro - unconsious
armor of bones - duration 1 hour
Initative Order:
Round 3:
Ro(06/08) - delay - failed will save = unconscious
Fortenns(07/07) - move(F-4), cast color spray
grindylows(odd) - varies
Kale(12/16) - attack miss
Mario(11/11)- 5'step(K-4), attack miss
grindylows(even) - varies
Erina(10/10) - IS UP
grindylow#2: attack Kale 1d20 + 5 ⇒ (6) + 5 = 11; dmg 1d6 + 1 ⇒ (2) + 1 = 3
grindylow#4: attack Erina 1d20 + 5 ⇒ (19) + 5 = 24; dmg 1d6 + 1 ⇒ (1) + 1 = 2
grindylow#6: attack Mario 1d20 + 3 ⇒ (16) + 3 = 19; dmg 1d6 + 1 ⇒ (5) + 1 = 6
________________________________
| Erina |
Swinging wildly with her previous attack, Erina now finds herself alone with three grindylow nearby. She steels herself, not wanting to die here, in an unknown portion of the sea. She attacks again.
Attack on grindylow #4 1d20 + 1 ⇒ (3) + 1 = 4 for a possible 1d10 + 1 ⇒ (3) + 1 = 4 damage.
| Fortenns Bigby |
Oh boy oh boy! Crazy heroics time! AC: 11; HP: 7/1
Fortenns, ducks left, he dodges right, he hops, he ducks, he jumps, he turns, he spins..! Then he shuffles north on the boat and tries not to throw up from motion sickness. We may not be trying that again... ugh.
Acrobatics to Avoid AoO: 1d20 + 1 ⇒ (10) + 1 = 11 vs CMD... Which may or may not provoke an attack of opportunity from the goblin. Probably does. If Bigby is still alive at the end...
Setting himself finally into an optimal place (F2) he twists his hands through the complicated arcane gestures for his next and greatest spell... then hooks his thumbs, splays his fingers, and shouts "Ixen; Thraeixenarcaniss!" words of the dragon speech rolling off his tongue causing magical lightning to spurt from his fingertips and fan out in a sizzling arc over the three Grindilow on their side of the deck.
Burning Hands: one use of Versatile Evocation. Save: Reflex DC 15 for half of 1d4 ⇒ 4 lightning damage to the wet slimy critters. Assuming he's still living at the end. Cause there's another AoO coming against him unless 11 makes the acrobatics DC. ;p That should catch the H3, I3, and G4 Grindilow in the blast.
I swear I updated this game repeatedly and never saw my turn come up until this morning. O.o But then, I didn't check the bleeding discussion thread either. My bad. Sorry!
GM - Captain Mayhem
|
CMD is 12 sorry to say.
AoO vs Fortenns 1d20 + 3 ⇒ (8) + 3 = 11, 1d6 + 1 ⇒ (5) + 1 = 6
Unfortunately Fortenns never made it to the railing on the north side of the ship as a spear takes him in the back.
The grindylows press their assault against the group and crew of The Throaty Mermaid.
grindylow#3 attack Kale, 1d20 + 5 ⇒ (11) + 5 = 16, 1d6 + 1 ⇒ (4) + 1 = 5
grindylow#5 attack Erina, 1d20 + 3 ⇒ (11) + 3 = 14, 1d6 + 1 ⇒ (4) + 1 = 5
grindylow#7 attack Erina, 1d20 + 3 ⇒ (19) + 3 = 22, 1d6 + 1 ⇒ (3) + 1 = 4
Spells and Conditions:
Ro - unconscious
armor of bones - duration 1 hour
Initative Order:
Round 4:
Ro(06/08) - unconscious 02
Fortenns(-5/07) - will need stabilize roll on your next turn
grindylows(odd) - done
Kale(07/16) - IS UP
Mario(11/11)-
grindylows(even) -
Erina(06/10) -
Kale and Mario are up.
Mario Nedraid
|
AC 17, touch 14, flat-footed 13. . (+3 armor, +3 Dex, +1 dodge)
CURRENT HP: 6 (54%)
STATUS: Injured
Seeing Erina's danger, Mario will backflip and tumble to (I,2) to flank the Grindylow at (I,3) with her and sneak attack him.
Acrobatics: 1d20 + 8 ⇒ (16) + 8 = 24
Rapier flank attack: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25 for a possible 2d6 + 2 ⇒ (5, 5) + 2 = 12 piercing damage.
..Crit confirmed? 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13 for a possible extra 1d6 + 2 ⇒ (5) + 2 = 7 piercing damage.
"HA! That's got ya yer slimy #$%@#%#$!"
| Kale Moore |
Not having any luck hitting the gridylow at the edge of the ship, he turns to the one attacking him from behind. It proved a good idea, as his blade clips the monster before he can dodge away, and the monster falls, flailing his tentacles in his death throes.
"That's more like it." Kale moves closer to Erina to try to close ranks. He tries to draw the attention of one of the grindylows (the one in H3) from the badly injured woman. "You're next!" he shouts at the lethal little bugger.
Attack #3: 1d20 + 4 ⇒ (12) + 4 = 16; damage 1d8 + 3 ⇒ (3) + 3 = 6
Move: to H4
I assume they have the AC and HP listed in the bestiary on the PRD. If Kale doesn't drop this one, disregard his movement.
GM - Captain Mayhem
|
The sea goblin Mario left behind slithers after the quick tumbler. Mario finishes the beast surrounding Erina but the other takes the poor old diviner takes a spear from another.
Cursing Mario gets ready to fight for his life.
Kale finishes one sea goblin and the other fighting him flees in terror jumping back into the ocean. He steps up and sees Erina fall before a spear.
Spells and Conditions:
Ro - unconscious
armor of bones - duration 1 hour
Initative Order:
Round 4:
Ro(06/08) - unconscious 02
Fortenns(-5/07) - will need stabilize roll on your next turn -edit: rolled = stable
grindylows(odd) - done
Kale(07/16) - attack hit dmg=6
Mario(11/11)- move(I-2), attack hit dmg=12
grindylows(even) - done
Erina(-5/10) - stabilize roll please
grindylow#2 - flees back over the side
grindylow#4 attack Erina 1d20 + 3 ⇒ (20) + 3 = 23... 1d6 + 1 ⇒ (6) + 1 = 7
confirming.. 1d20 + 3 ⇒ (20) + 3 = 23... 1d6 + 1 ⇒ (1) + 1 = 2
grindylow#6 attack Mario 1d20 + 3 ⇒ (5) + 3 = 8... 1d6 + 1 ⇒ (5) + 1 = 6
___________________________________________
GM - Captain Mayhem
|
Round 5
Grindylow spears fly all over the place and one gets close to Mario, 1d20 + 3 ⇒ (17) + 3 = 20... 1d6 + 1 ⇒ (3) + 1 = 4 slicing him across the forearm.
Splashes can be heard form both sides of the ship as most of the sea goblins are fleeing but there are still those trying to kill the group.
Kale and Mario up
Mario Nedraid
|
AC 17, touch 14, flat-footed 13. . (+3 armor, +3 Dex, +1 dodge)
CURRENT HP: 1 (07%)
STATUS: Seriously Injured
The slash to the arm made Mario reel back.
"YARR! You made me SPILL MY DRINK!"
He steps to (H,2) to flank the Grindylow at (H,3) with Kale and sneak attack it out of pure pique.
Rapier flank attack: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16 for a possible 2d6 + 2 ⇒ (5, 1) + 2 = 8 points of piercing damage.
"THERE! That's got ya yer slimy #$%@#%#$!"
| Kale Moore |
Round 5, 5 HP, AC 15
Seeing Erina fall angers Kale, but seeing the grindylows begin to run, he decides to try chasing off the one that dropped her instead of getting revenge. He can't afford to swing and miss again. "You think you're big because you can kill an old lady! TRY ME!
Intimidate to demoralize grindy in I5: 1d20 + 7 ⇒ (10) + 7 = 17 (oh and +4 for being larger, so 21) vs DC 11; should be shaken for 3 rounds, but hopefully he just joins the others in fleeing.
GM - Captain Mayhem
|
The death of another grindylow helps Kale scare off the creature hovering above Erina. It withdraws like all the others and as quickly as the squid-like goblins rushed on deck they have fled.
In their wake are numerous sailor's lying on the deck hurt as well as those still unconscious. The captain kills the blinded and stunned grindylow with a thrust of his cutlass and starts barking off orders.
"Throw them dead sea goblins over board! Gather the wounded around the main mast, hurry in case some be at death's door. Killik! KILLIK! Heal them soon as they are gathered! Don't look at me like that man it's an order!"
Channel energy x2 4d6 + 0 ⇒ (5, 5, 1, 5) + 0 = 16
Soon everyone is feeling better than they were and the unconscious crewmen rise to their feet.
COMBAT OVER
| Kale Moore |
Kale moves Erina, Fortenns, and Ro close to the mast first, and then helps with any other downed crewmen. Then he finds Mario among the standing wounded, and offers his hand as they both get healed.
"Thanks for taking out the one on my back. I'd like to replace that drink you lost to repay you. My name's Kale."
Mario Nedraid
|
Mario grimaces as he boots another dead sea goblin overboard, then the healing burst rolls over him and he gasps with relief. When Kale approaches he sheathes his sword with the ease of long practice and takes his hand.
"Cayden's Mug; That's the best offer I've had in weeks! I'll take you up on THAT sir!. And I am Mario. Oh, and sorry about all the swearing; life at sea, you know how it is."
| Erina |
Erina comes to with a gasp, wincing with horrific remembered pain. She sits up, blinking her eyes and shaking her head. Her heavy flail lies where she dropped it, mute testimony to her martial failure. She grimaces, and her armor of bones dissipates. Suddenly she remembers. Ro, Fortenns! They are beside her, still breathing.
Erina hangs her head, gives silent thanks to her Lady of Bones and pulls herself up. Where, she wonders, is her employer?
GM - Captain Mayhem
|
The captain walks about the deck as the men pick themselves up and others clear away grindylow bodies. "You'll be ridin' the rest of this trip hanging from the main yard if you don't get to some work Mario!" the captain bellows as he stands around chatting.
"See to our passenger. I didn't see any of them sea-goblins getting away from the deck, but you never can be to careful."
| Kale Moore |
"Oh, and sorry about all the swearing; life at sea, you know how it is."
Kale responds with a smile, "What swearing? I grew up on the docks, I've heard it and used it all myself."
He claps Ro on the shoulder. "Forget it. Those things were slippery. I couldn't get a blade on them, either. I was just lucky I wasn't swarmed like you were." He turns to Fortenns and Erina as they pick themselves up. "I'm going to go check on Sephrial." He then heads below deck with Mario. If any of the injured teammates follow, he helps them down the steps.
| Fortenns Bigby |
Laying face up on the deck, Fortenns glares at the clouds. After quite a while he manages a struggling "Ow...?" and contemplates his position. Several mistakes were obviously made in the course of that last encounter.
One: A lack of quickly-cast defensive spells left him far too vulnerable to attack.
Two: Improperly schooled companions are unaware of the full -scope- of his talents, and need to be informed of the value of enemy groupings and tactical maneuvers during an engagement such as this, as detailed in the Lorevan's Tactical Evocation Primer. Sub-Note: Get a copy of this tome to share around with the others onboard.
Three: While -theory- about tactical risk-vs-reward maneuvering vis-a-vis walking away from one goblin and leaving oneself open to shoot three goblins is sound, in PRACTICE one needs aforementioned abjurations to prevent one's precious blood from spraying out in unwanted geysers.
...
Seventy Four: The direction of the wind IS of importance when casting illusion spells, wherein those spells contain itchy sand which can be blown back into one's face.
Seventy Five: As mentioned before, it always pays to be aware of the effects of one's surroundings on the vagaries of footing, but specifically be aware of the placement of any soapy water on a moving ship's deck, and avoid greasy foods for breakfast when combat may be impending.
At long last he hauls himself creaking to his feet and groans, muttering to himself "Why did I decide to go on this trip again...? Oh yes... practical experience. Ugh. Aroden return and deliver me from my own inane ideas..." He weaves belatedly after the others, fingering the rend in his formerly pristine robe and calculating the thaums of magical energy he is going to have to cycle in order to return the pattern to it's previous condition.
GM - Captain Mayhem
|
The group makes it's way to Sephriel's cabin with Mario leading the way.
Knocking at the door their is no answer and they find it unlocked and open.
Rushing in they discover the room exactly as they had left it not ten minutes earlier, except for Sephriel lying face down on his bloodied bed, his back full of stab wounds and slashes. And Thanzeril lies on the floor at the foot of the bed looking unwounded, just unconscious.
It seems to the group Sephriel got his wish after all.
| Kale Moore |
"Ugh. Should've figured. Wonder if the grindys were working for the killer, or just an opportune time?" He crouches and looks more closely at Thanzeril, to make sure he's unconscious. "Why would they spare Thanzeril? Unless they were both rendered unconscious by a spell or poison first. But then why stab Sephriel in the back? Let's turn him over, and see if he was stabbed anywhere in the front." Kale moves to Sephriel's shoulders, and looks to Mario with a wave and a point toward Sephriel's feet.