Stirrings in the Deep

Game Master Zesdead

Paizo's The Emerald Spire'.

...in which our adventurers explore the Pleasure Gardens.

Party Health
Ea Zalinzel 92/92HP, 3 Hero Points, 1 Blessing of Pharasma
Yasmin al Akbar 74/74HP plus 2THP, 3 Hero Points, 1 Blessing of Nethys
Rallos Therinor 77/83HP, 3 Hero Points, 1 Blessing of Asmodeus
Titania Thrune 94/94HP, 2 Hero Points
Murassa Sonvar 66/66HP, 3 Hero Points

Maps
The Emerald Spire - Level 13
Cross Section of the Emerald Spire
Map of Fort Inevitable

Party Treasure


2,251 to 2,300 of 6,321 << first < prev | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | next > last >>

Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
Crag:
HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

"Interesting. Maybe we could swim from room to room, assuming that they're all sealed from the water. I'd still say some rest is in order. And I don't fancy resting in those putrid troglodyte halls, so we should either stay here or maybe take over the former bandits' space for a night."


M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • The proud warrior was usually read to press onward, but he nodded at Yasmin's notion of rest, mindful of his spell-wielding companions' needs.

    "We mustn't go far. Despite Jorqual's word, I wouldn't want to let much time go by before we continue our journey. The longer we're away, the higher chance for danger."

    Grayface suggests a campsite of the first room of this floor, where the crabs were first observed.


    Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

    I don't think this armor will allow me to swim correctly. I never tried to swim, in fact. But first and foremost, we must rest.


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    Aye, the armor will cut down on your ability to move in the water. and resting is a good idea...you three used a lot of spells today. And if we have to meet this bunyip...well, let's not think about that, shall we?


    Male Tengu Menhir Savant Druid 4 | HP: 34 AC: 17 Initiative: +2 Fort: 5 Ref: 3 Will: 8

    "Retreating to the bandit's resting place for the night is wise," the druid agrees. "We don't want to be too close to the shore of the water. There may be other predators than the bunyip about. I will take first watch."


    Moving back up to Splinterden or resting on this level?


    Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
    Crag:
    HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

    Splinterden.

    "Sounds like a plan, Pertreeko."


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    Aye...at least we know whats up there.
    .


    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • "I'll take middle watch."

    For future reference, Gray is happy to take any watch, but I figured some of us need a 8-hr block of sleep for spell recovery, so Grayface is willing to take 2nd watch and split up his nights into shifts.


    Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

    I'll take whatever watch is needed.


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    I will take the last watch....

    After everyone is settled in, Rallos will set out a tripwire alarm.

    craft traps: 1d20 + 9 ⇒ (4) + 9 = 13 I don't think you can take 20 on a craft traps check...


    Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
    Crag:
    HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

    "If you don't mind, I'll just lay down and rest for tonight." Near death experiences were pretty draining.


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    Of course, Yasmin. We need you fully rested tomorrow...


    Leaving the water-logged corridor behind, the group trudges back up the stairs towards the inevitable stench of the Troglodyte’s lair – ringing the chain that hangs in the corridor shortly before the top of the stairs - nothing happens for a minute or two and then, with a sharp fizzing sound, the rock that prevent access further up the stairs blinks out of existence. A sibilant voice calls out, ”Come… come…”

    Climbing the last remaining stairs, your troglodyte greets you, ”You have defeated the men of metal already?” Your passage through the lair is, as per your previous visit, filled with the troglodyte extolling the virtues and power of Skraa-orm. At the stairs leading up to the Splinter’s hideout, your guide wishes you well and then resumes it’s sentry duties in front of the closed doors.

    Apart from a curious burbling noise that grew and faded over ten minutes during the night, your rest in the Splinter's old hideout is uninterrupted.


    Male Tengu Menhir Savant Druid 4 | HP: 34 AC: 17 Initiative: +2 Fort: 5 Ref: 3 Will: 8

    Pertreeko will shake his head in continuing disbelief as they pass through the troglodytes' territory. "They're strange folk, and smell like the wrong end of a hibernating bear, but they're nice enough," he comments to the others, as they make their way to the Splinterden.

    Pertreeko takes first watch, his flat black eyes peering keenly this way and that until it's time for him to rest. The following morning, he stretches in a series of slow yoga-like poses as he meditates and prepares his spells for the day.


    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • Assuming we have unmolested travel through the troglodyte lair, back and forth again...

    The scarred warrior nodded in full agreement with Pertreeko -- these trogs smelled horrendous. It made him wonder how he and his friends smelled to them.
    "When the water devil hit me with its watery fists, it knocked the wind out of me and some of the sweat from my skin. Saved me the need to take a bath!" His joviality was a good defense mechanism. It was best not to think much about the monster, or the possibility of encountering it again.

    ---------

    Once again slogging through the waters where they so recently fought for their lives, the warrior took the lead with sword drawn. "Where to now? Pertreeko, you're the only one who witnessed what lies beyond. What is your council?"


    Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

    There are spells that can be used to breath under water for a short time, I prayed to Pharasma for those. Pertreeko, your ability to summon creatures out of nowhere can be very helpful here. Unfortunatly, I couldn't remember a prayer to allow people to swim easily in armor... If someone is still hurting from yesterday's wounds, please tell me so I can use the healing wand on you. I suppose no one is looking forward to his grave, even a watery one...

    Daily spells:
    lvl 0 Guidance, Light, Stabilise, Resistance
    lvl 1 Doom, Magic Weapon, Air Bubble *2
    Lvl 2 Spiritual Weapon, Bull's strenght, Cure Medium Wounds


    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • No one was left all too injured before bedtime, so I think we can assume that some healing magic was used pre-rest to get us all back up to full health.


    Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
    Crag:
    HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

    Yasmin and Rallos were down 6HP pre-rest according to GM Zed's accounting (top of page). A channel energy done pre-rest would bring us back to full.

    Also, can't Ea cast cure spells spontaneously by sacrificing other spells? Just wondering if she can safely memorize something other than Cure Medium Wounds without penalty.


    Everyone back to full health in the morning.

    Trekking back down from the Splinter's hideout, you find yourself at the entrance to the troglodyte's lair and are greeted by a different representative of the 'Children of Thagh'. An older troglodyte who introduces himself as Kargh, welcomes you to Godhome, "Slaagh told me that folk of 'Up Above' would seek passage through... He rests now... You have your offering to the God on the Box... Yes?"

    Yasmin / Ea - Clerics can always sacrifice spells to gain a 'Cure' spell of the same (or lower) level


    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • Grayface groaned quietly.
    I don't like being subject to these reptiles' will. I told 'em we shoulda camped down there near the water..., the fighter grouched to himself.

    Looking away from the trog, turning to his friends he said,
    "I'm not sure we have anything to compare to our previous...offering. Since we're up here anyway, before we pay their toll again we maybe should visit the Fort. I didn't like how clumsy my sword felt in the water and I'd like to find a spear for sale. Though if no one else has business there, then we should press on without my spear."

    "Anyone have anything for an offering? I'd rather not part with any weapons, armor, or gear. Shall we scrounge the Splinter den again?"


    Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

    You mean we have to pay each time tribute to the Godbox, Kargh? If that's the case, we should try to find something to please him first.

    Turning to Grayface
    If you prefer to go back to the Fort first, we can. I assume the local blacksmith could sell us some scrap metal, if we don't find enough metallic things in the Splinter's den.


    Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
    Crag:
    HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

    Yasmin shrugs, seeming not too concerned about the tribute. She pulls out the dagger that she never really uses. "Kragh, do you think this knife would be acceptable, or is it too small? Otherwise, I guess it's time for us to start searching."


    Kragh intones sadly, ”There are many of you to travel through; Skraa-orm will demand a greater sacrifice than what can be held in just one hand… I am sorry, sun dweller”

    Happy for you to salvage enough to get through from the remnants of the Splinter’s equipment and from Gorloth’s level – unless you plan on returning to Fort Inevitable?


    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • I would love a spear for piercing damage for future water encounters, but I'm not sure its worth taking the game time to RP the journey back and forth just for one spear. By the way Ea, I love the idea about the scrap iron from the blacksmith. We might need to utilize that sometime in the future.

    Grayface beckons his friends back up the stairs toward the Splinter's den.
    "Save your dagger Yasmin. It might come in handy if you deplete your magic reserves. I seem to remember some places upstairs where we could scrap some large enough pieces of metal to appease the trog's god."

    The warrior led his friends back upstairs, with sword and shield readied in case of danger that might have returned to dwell there. There they tore apart some of the splinter's beds for iron plates and screws, hopefully salvaging enough handfuls to accede to the troglodyte's demands.

    GM Zed,
    Can we find an empty burlap sack or something similar there in the Splinter's lair? I would prefer to have our scrap metal bundled so it could be thrown from afar, as opposed to getting too close to that magnetic tower again!


    The offering of scrap metal (fragments of bed, items of kitchenware, a few hand tools and a pair of poorly fashioned swords - all tossed together in a pair of sacks) is 'accepted' by the God in the Box and you are duly shown to the stairs that lead downwards...

    ...back to the steps that lead into the water - where a scant few crabs still skitter around your feet. Apart from the lapping of water against the steps, all is deathly quiet...


    Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
    Crag:
    HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

    Yasmin shields herself with a protective barrier of force! Mage Armor She then offers her longspear to Grayface. "Here, this might be useful for you while we're underwater. "


    Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

    where should we go, Pertreeko? Where is the water deep and dangerous?


    Moving into the waist deep flooding of the corridor, you recall just how cold the water is here…

    There are three directions in which you could go from here

    • Returning to the room where you fought the large water elemental and defeated Jorqual – and then down the shafts into the completely flooded corridor
    • Investigating the eastern end of the corridor (the direction that the mephit disappeared)
    • Investigating the room to the south of where you fought the elementals (over the weir and into an almost entirely flooded room)


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    I think we should chase down that mephit


    Following the corridor to the eastern end, following the direction in which the water mephit fled, you descend a second set of steps in the water – the water level at the bottom of this second set of steps is now nearly at shoulder height. Turning south, the corridor suddenly slopes downwards and within ten feet of the corner, the water level is above head height… As far as you can see, through the reasonably clear water, the corridor heads directly south for a while…

    Map Update to Follow


    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • Meant to say thanks for the spear, Yasmin.

    Holding Yasmin's longspear at the ready, Grayface led the way through the high waters, ready to strike any enemy that showed its face. Feeling the heat seeping out through every wet pore, he began to wonder when he'd feel warm again.

    Good gods, this water is frigid.


    Casting some form of Water Breathing and heading south along the corridor?


    Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
    Crag:
    HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

    I don't think we have enough water breathing to go around. How much farther does this corridor go?

    Yasmin seems quite at home standing in the water, feeling no ill effect from the apparent cold. She wasn't sure how well she would swim in it, though. She looks for any magical auras that might be in the area. Detect magic.


    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • I'll be happy to accept the water breathing, but I'm sure we need to ration out the usage wisely. I don't have great perception, but if we get in combat I'll be nice to have around. We should evaluate what roles are most needed and give them the water breathing.

    With water up to his unshaven neck, the fighter wondered aloud, "There's got to be some way to drain this water, right?"


    Ea's Air Bubble will give Air Breathing (for four minutes) to two people...

    Yasmin looks into the ether and detects mutliple tiny auras along the corridor - each of them centred around areas of increased water flow. Looking for long enough, Yasmin confirms that the auras are conjuration and, furthermore, identical to the much ,arger portal through which the large water elemental escaped.

    The water is clear enough to see, once light is shone on the right direction, that the corridor opens up into a fully submerged room to your south.

    Map updated / also shows water depth where you have explored


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    Dpn't forget we still have these snorkel devices. We could use these as well as Yasmin's spell.


    As you stand in the corridor, debating how to proceed, you become aware that the water – which had been very clear – is starting to cloud with suspended dirt and mud.

    GM Only:
    Mudlord, Stealth: 1d20 + 18 ⇒ (20) + 18 = 38

    Perception DC38:
    An amorphous mass of mud is moving, behind the increasingly opaque water, up the corridor towards you


    Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

    Is that mud normal? I don't think so... Another elemental maybe? Or is it a natural whirlwind or other phenomenon, Pertreeko? Why the clear water is now all dirty?

    Ea is tense and preparing herself for another battle, in that strange watery realm

    Know Nature to see if it's a natural phenomenon: 1d20 + 5 ⇒ (19) + 5 = 24


    Ea – the rate at which the water appears to be clouding with mud does not appear to be natural; especially as there doesn’t appear to be much of a water current in this part of the flooded area.


    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • Grayface opened his eyes under the cool clear water to get a better view, but he couldn't make heads or tails of anything. The magical light helped with illumination but just looked like any other watery corridor to him. Pulling his head out of the water again, he moved forward until he was forced to swim.

    "Well, this place ain't gonna clear itself out."

    GM, the water here quickly gets deeper than our height per your post(s) above. Is there still a pocket of air to breath above the water, or does the water eventually fill the corridor completely? Either way, Gray will move south. If there is an air pocket, I'll swim at the surface. If there is no air, I'll go under and swim south.


    Grayface - the corridor rapidly drops to be completely beneath water. There is an air gap of about one foot in the room that the tunnel feeds into...but Grayface wouldn't be able to see that until he gets closer.


    Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
    Crag:
    HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

    Yasmin conjures dancing lights and tries to illuminate the way ahead. "I bet it's something burrowing - keep an eye out!"

    She's also happy to trade places with whomever wants to be closer.


    As Grayface swims into the water, holding his breath and using touch more than sight to guide himself, there is a sudden bow-wave of detritus towards him... In seconds he is engulfed by a rolling mass of mud - that, taking a semi-humanoid shape, slams at him with fists of sludge...

    Surprise Round - Mudlord, Slam vs Grayface (Charge / Underwater): 1d20 + 13 + 2 - 2 ⇒ (10) + 13 + 2 - 2 = 23, hitting for 2d6 + 3 ⇒ (2, 2) + 3 = 7 (halved for Bludgeoning Underwater): 3

    Mudlord, Grab vs Grayface: 1d20 + 12 ⇒ (2) + 12 = 14, missing

    Initiative for Party and Enemy

    Rallos, Initiative: 1d20 + 6 ⇒ (13) + 6 = 19
    Grayface, Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
    Pertreeko, Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
    Ea, Initiative: 1d20 + 1 ⇒ (12) + 1 = 13
    Yasmin, Initiative: 1d20 + 1 ⇒ (12) + 1 = 13

    Mudlord, Initiative: 1d20 + 6 ⇒ (20) + 6 = 26

    Initiative Order
    Mudlord then
    Rallos, Ea, Yasmin, Pertreeko and Grayface

    With a second slam, the mud creature grabs at Grayface... Digits of filth enveloping the stricken fighter...

    Mudlord, Slam vs Grayface (Underwater): 1d20 + 13 - 2 ⇒ (10) + 13 - 2 = 21, hitting for 2d6 + 3 ⇒ (2, 5) + 3 = 10 (halved for Bludgeoning Underwater): 5

    Mudlord, Grab vs Grayface: 1d20 + 13 ⇒ (18) + 13 = 31, Grayface is Grappled (and Underwater).

    Everyone may take their turn now - note that Grayface is just at the position where he is submerged, everything north of him is shoulder deep in water...


    Roll20 |Female Halfling Hunter / Swashbuckler (Mouser) 3 | HP 33/33 | AC:21 T:16 FF:16 CMD:16 | F+4 R+9 W+3 (-2 penalty vs fear) | Init+5 | Perc+12
    Crag:
    HP 24/24 | AC:27 T:17 FF:20 CMD:20 | F+2 R+10 W+2 | Perc+8

    What kind of knowledge check is it to learn more?

    "Gray - look out!" As Grayface gets caught in the creature's grasp, the sorceress uses a bit of magic to try and get him free. swift action - Liberating Command. Grayface can immediately attempt to break grapple/escape artist at a +8 bonus.

    She then tries to strike the creature with tendrils of ice!
    Freezing Arc!: 7d6 ⇒ (5, 3, 3, 3, 4, 3, 4) = 25 Reflex DC17 for half damage

    With her move action, she's moving backwards as soon as some space clears up.


    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • Sweet! Thanks Yasmin.
    GM, I'm not sure if any underwater penalties apply to my CMB roll, since the combat maneuver isn't technically an attack of any type. Correct me if I'm wrong. I will roll to escape simply with my standard CMB + Yasmin's granted bonus.
    Immediate escape Grapple: 1d20 + 8 + 8 ⇒ (7) + 8 + 8 = 23

    I will post my turn's action in a couple/few hours when I get home.


    male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11

    Rallos dashes forward and slashes at the mudlord with his rapier.

    attack: 1d20 + 8 ⇒ (9) + 8 = 171d6 + 1 ⇒ (2) + 1 = 3


    Grayface - I don't think you take any penalty to your escape attempt due to being underwater- however, you are 2 short of the creature's CMD... A gentle reminder to everyone (as this level is quite brutal in places)... You do have Hero Points available to use...


    Rushing forward, Rallos squeezes down the corridor and stabs at the creature grabbing his friend... his rapier cuts into the creature, causing an insignificant amount of damage...

    With a crackle of ice forming in the water, Yasmin sends out an arc of freezing energy...

    Yasmin check to defeat Mudlord's Spell Resistance: 1d20 + 4 ⇒ (17) + 4 = 21

    The cold envelopes the mud, freezing it in places...the 'head' of the creature turns towards Yasmin - seeing her for the first time, it lets out an aggressive roar...

    Mudlord, Reflex Save vs Freezing Arc: 1d20 + 9 ⇒ (5) + 9 = 14, Save Failed

    GM Only:
    Mudlord=39/67HP

    Knowledge (Planes) DC16:
    Mudlords are agile creatures made of living mud. Some are natural elemental creatures, and others were created by long-term mixing of earth and magical water, such as by an enchanted fountain or pool leaking into the surrounding soil. Regardless of their origin, mudlords are xenophobic and highly territorial.T hey avoid contact with humanoid creatures, and go to great lengths to ensure their mud­ filled lairs are far from any humanoid settlements. If a group of humanoids settles too close to a mudlord enclave, the mudlords aggressively attempt to eradicate the humanoid infestation from their lands.

    Because its natural form is a loose pile of mud and detritus it can flatten itselfeven further, a common mudlord tactic is to blend in with a swamp, quicksand, or other depression in the earth and wait for intruders to approach.

    Among their own kind, mudlords are rambunctious and playful, engaging in wrestling matches, mud­ throwing contests, and races. They have been known to ally with earth, mud, and water elementals, but consider themselves the superiors in these alliances because of their greater intelligence.

    In combat, Mudlords use their fluid form to engulf and smother their opponents...

    Grayface, Ea and Pertreeko may act now


    Female Human Cleric (10)-Init+1-HP 93/93-AC 22, T13,FF 21-Fort +12,Ref+7,Will+14-Per+10; Channel 6/6 CLWd 6/50 CMWd 25/50 REnWd 50/50

    Know Planes: 1d20 + 5 ⇒ (16) + 5 = 21

    A mudlord! Creature of water and earth... They are quite aggressive, but that won't surprise anyone.

    Says Sister Zalinsel, with a grim humor

    Ea then prays to Pharasma, and a spiral forms on her morningstar's head

    Cast Magic Weapon on my morningstar. Do I know something about the mudlord strengths and weaknesses?

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    Current Characters


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