The Thaleniel Throne

Game Master GM Netherfire


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Male Half-elf Paladin 5, Cleric 1 (AC: 24, Flat-footed: 23, Touch: 12) (21/43) Good Horse (AC: 16, Flat-footed: 14, Touch: 16) (31/31)(45gp, 7sp 7cp), (75gp - General Fund)

"The military leader in our city to the south of your mountains said something the same," Nme'an admits.

He then looks out over the calm water with a frown. "Perhaps you are right here as well..." the knight says. After thinking for a moment, he readies his bow and fires a single arrow as far as he can straight at the distant tower while carefully observing arcing path towards the calm water.
Perception: 1d20 + 3 ⇒ (11) + 3 = 14

(Nme'an also uses Detect Evil to check for lake-born dangers.)


Male Human Urlghain Bardbarian 4 HP 26/50 4 STR DMG

Aid to Craft (Carpentry) 1d20 ⇒ 16

Mot grabs some of the wood and attempts to mimic Themps actions enhancing the boat.


Dungeon Master

Nme'an's arrow vanishes under flat surface of the lake, and the distant ripple spreads and dissipates. Nothing else disturbs the waters, and the holy warrior finds no lurking evil intent as far as his senses reach.

From the start of Themp's endeavor, it takes two hours for the city-slicker, with the help of the druidess and the Urlghain warrior, to piece together a better boat. The twin-hulled watercraft floats evenly when tested on the edge of the lake, and seems buoyant enough to support the weight of all of Thaleniel's champions and their equipment. Though it does not have a sail, the catamaran is complete with four oars -two of which were made by the crafty scoundrel. By the time they are finished with the project, the cloudy grey sky casts faint shadows that indicate midday to be a few hours away.

Whenever you guys disembark, I will need Swim checks from anyone using an oar. Profession (sailor) checks might help lower the overall DC. Once I can find a suitable catamaran icon for DG, please place your icon where they will sit on the boat. If you wish to improve the boat further (add a sail, anchor, or observation deck), roll more Craft (carpentry) checks at DC 20.


Dungeon Master

With a sigh, Olp clambers onto the boat with his spear and shield slung over his back. He seems uneasy about his balance and crawls low to the deck until he braces himself into a seated position.


Male Human Urlghain Bardbarian 4 HP 26/50 4 STR DMG

Mot enthusiastically hops into the small boat and grabs an oar before settling himself into one of the front seats and making as ready as he can.

Profession (Sailor)1d20 ⇒ 7
Swim 1d20 + 4 ⇒ (3) + 4 = 7
Swim 1d20 + 4 ⇒ (19) + 4 = 23
Swim 1d20 + 4 ⇒ (4) + 4 = 8
Swim 1d20 + 4 ⇒ (13) + 4 = 17
Swim 1d20 + 4 ⇒ (8) + 4 = 12
Not sure how many we need?

...nice.


Male Half-elf Paladin 5, Cleric 1 (AC: 24, Flat-footed: 23, Touch: 12) (21/43) Good Horse (AC: 16, Flat-footed: 14, Touch: 16) (31/31)(45gp, 7sp 7cp), (75gp - General Fund)

Nme'an climbs aboard the boat and moves to the side opposite Olp.

Swim: 1d20 + 0 ⇒ (20) + 0 = 20
Swim: 1d20 + 0 ⇒ (20) + 0 = 20
Swim: 1d20 + 0 ⇒ (5) + 0 = 5
Swim: 1d20 + 0 ⇒ (19) + 0 = 19
Swim: 1d20 + 0 ⇒ (3) + 0 = 3


Male Human Rogue lvl5 (AC 20; HP 28/37)

"Well, here goes nothing!", exclaims Themp as he hops onto the boat. "Hey, Red, could you keep on the lookout for any threats? I think I might be too distracted with the rowing by the time we reach the tower."

As he is done helping Beorae hop on, he checks everything one last time, makes sure everyone is as secured as they can be and sets on rowing.

Profession(Sailor): 1d20 + 0 ⇒ (10) + 0 = 10
Swin: 1d20 + 1 ⇒ (20) + 1 = 21
Swin: 1d20 + 1 ⇒ (17) + 1 = 18
Swin: 1d20 + 1 ⇒ (5) + 1 = 6
Swin: 1d20 + 1 ⇒ (4) + 1 = 5
Swin: 1d20 + 1 ⇒ (3) + 1 = 4

Perception: 1d20 + 7 ⇒ (15) + 7 = 22


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

Beorae follows the others onto the “boat” and directs Shark to lie down between the rogue and the paladin. ”Sure thing,” she replies to Themp, quickly braiding her hair back to keep it out of the way. She grabs hold of an oar and helps the crew push off. She keeps an eye out for anything of interest while they begin their crossing.

Swim: 1d20 + 3 ⇒ (10) + 3 = 13
Swim: 1d20 + 3 ⇒ (5) + 3 = 8
Swim: 1d20 + 3 ⇒ (12) + 3 = 15
Swim: 1d20 + 3 ⇒ (7) + 3 = 10
Swim: 1d20 + 3 ⇒ (19) + 3 = 22

Perception: 1d20 + 16 ⇒ (13) + 16 = 29


Dungeon Master

maths:

One Pro: (sailor) check passed 10, lowered DCs by 1.
Avg 15.25 (DC 14)
Avg 17.75 (DC 14)
Avg 8.5 (no progress)
Avg 12.75 (DC 9)
Avg 10.25 (DC 9)
Distance rowed: 1412ft Total distance to travel: 2640ft

no looking for real:

Truly though. Part of the fun in this game is the mystery. If you can’t control your urge to peek at the spoilers that explicitly tell you not to look, please don’t let on to others that you do.

1d100 ⇒ 19
1d20 ⇒ 14
1d20 ⇒ 4

Mot, Nme’an, Themp, and Beorae climb into the catamaran, taking up an oar and a seat. Near the rear of watercraft, the original side of the rowboat where Mot sits, rests a tiny barrel. It is definitely not empty, it feels as though it is half full. The lid is sealed to protect against the elements, but made to come open again with a bit of effort. Pass a DC 10 Strength check to open the little barrel. With a strong push, hulls scrape free of the beach and float freely over the waters.

The rowers begin with a terrific pace and coordinated movements, and the catamaran glides easily over the Stillwater Lake. Themp offers timely advice here and there, his friends pay him heed. Oars dip quietly and create churning furrows before lifting and beginning again. An unexpected splash in the water, independent from the boat and a fair distance away, breaks the concentration of the rowers, even though both Themp and Beorae see the tailfin of a harmless trout before the splasher flops below the surface.

Perhaps, like Olp, the champions of Thaleniel feel an unease as they continue over the quiet lake. Or perhaps their minds wander, or their concentration is never fully regained. Whatever the cause, the four continue to row slightly out of synchronization, and their progress is a little slower than when they started. Still, in about ten minutes time, the group finds themselves just over halfway between the cottage and the looming tower of Ithalgol’s Keep.

Let’s get 5 more Swim checks! And more Perceptions and/or Profession (sailor) checks, if you want.


Male Half-elf Paladin 5, Cleric 1 (AC: 24, Flat-footed: 23, Touch: 12) (21/43) Good Horse (AC: 16, Flat-footed: 14, Touch: 16) (31/31)(45gp, 7sp 7cp), (75gp - General Fund)

Swim: 1d20 + 0 ⇒ (18) + 0 = 18
Swim: 1d20 + 0 ⇒ (5) + 0 = 5
Swim: 1d20 + 0 ⇒ (18) + 0 = 18
Swim: 1d20 + 0 ⇒ (10) + 0 = 10
Swim: 1d20 + 0 ⇒ (17) + 0 = 17

Perception: 1d20 + 3 ⇒ (13) + 3 = 16
Perception: 1d20 + 3 ⇒ (3) + 3 = 6
Perception: 1d20 + 3 ⇒ (3) + 3 = 6
Perception: 1d20 + 3 ⇒ (1) + 3 = 4
Perception: 1d20 + 3 ⇒ (15) + 3 = 18


Male Human Urlghain Bardbarian 4 HP 26/50 4 STR DMG

Mot tucks into the manual labor with gusto.

Swim 1d20 + 4 ⇒ (1) + 4 = 5
Swim 1d20 + 4 ⇒ (3) + 4 = 7
Swim 1d20 + 4 ⇒ (19) + 4 = 23
Swim 1d20 + 4 ⇒ (7) + 4 = 11
Swim 1d20 + 4 ⇒ (3) + 4 = 7

As he's rowing, the Urlghain notices the curious box. Without thinking he kicks at it, trying to open the container to discover it's contents.

STR 1d20 + 3 ⇒ (3) + 3 = 6

Irritated, he kicks again...

STR 1d20 + 3 ⇒ (18) + 3 = 21

What's in the box! WATS IN THE BAAAAAWWWWWX?!


Male Human Rogue lvl5 (AC 20; HP 28/37)

Profession(Sailor): 1d20 + 0 ⇒ (16) + 0 = 16
Swim: 1d20 + 1 ⇒ (14) + 1 = 15
Swim: 1d20 + 1 ⇒ (18) + 1 = 19
Swim: 1d20 + 1 ⇒ (6) + 1 = 7
Swim: 1d20 + 1 ⇒ (20) + 1 = 21
Swim: 1d20 + 1 ⇒ (3) + 1 = 4

Perception: 1d20 + 7 ⇒ (9) + 7 = 16


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

Perception (Shark): 1d20 + 2 ⇒ (3) + 2 = 5
Shark just hunkers down in the boat, uncertain about this watery crossing.

---

Swim: 1d20 + 3 ⇒ (6) + 3 = 9
Swim: 1d20 + 3 ⇒ (9) + 3 = 12
Swim: 1d20 + 3 ⇒ (9) + 3 = 12
Swim: 1d20 + 3 ⇒ (19) + 3 = 22
Swim: 1d20 + 3 ⇒ (1) + 3 = 4

Perception: 1d20 + 16 ⇒ (5) + 16 = 21


Dungeon Master

more maths:

One Pro: (sailor) check passed 10, lowered DCs by 1.
Avg 11.75 (DC 9)
Avg 10.75 (DC 9)
Avg 15 (DC 14)
Avg 12.5 (DC 9)
Avg 8 (no progress)
Total distance rowed: 1412ft + 1148ft = 2560ft. Total distance to travel: 2640ft
Distance to shore: 80ft.
Boiled down to Initiative-time: Swim DC 10 = 8ft. Swim DC 15 = 30ft.

no looking:

1d20 ⇒ 4
heh, WOW...

With his second kick, Mot foot knocks the little barrel onto its side and pops the lid open. Onto the deck spills a handful of ...salt?

The crew moves in unison, under the direction of Themp, eventually working up to the speed they started with, and minute by minute, they inch toward the island at the center of the lake.

Finally, they are close enough to see the matted, overgrown grass that rings the dark stone that makes the sheer flat walls of the tower. The watercraft is just under one hundred feet away, and the rowers pull their oars through the water a few times before realizing they are making very little progress, in any at all. Shark seems to act annoyed and tries to pace through the tight quarters of the boat.

Beorae:

While some in the group urge their companions to row harder, or resynchronize and work together, Beorae notices her furry friend bristle and move away from his spot on the boat. With a disregard to the other rowers, Shark pads over the cramped quarters while never taking his eyes and ears away from where he sat moments ago. The druidess sees his nostrils flare, and follows his alarmed gaze to the boards the connect the two hulls of the catamaran.

For all the wet surfaces, she at first only sees glistening boards and the beams supporting them underneath. Two fat rings around one of the beams contract, or tighten, in an unusual way. In a split-second she recognizes them as a two, slimy seaweed-green tentacles gripping the boat, pulled taut and vanishing below the depths shadowed by their watercraft!
Two tentacles isn’t much to go off of; you can wait to see more of the creature before rolling Knowledge (nature) to identify. If you roll now, you’ll get some generic info about things with tentacles.

At this time I would like an Initiative roll from everyone, and for everyone to limit their actions to one Standard or Move action.


Male Half-elf Paladin 5, Cleric 1 (AC: 24, Flat-footed: 23, Touch: 12) (21/43) Good Horse (AC: 16, Flat-footed: 14, Touch: 16) (31/31)(45gp, 7sp 7cp), (75gp - General Fund)

Initative: 1d20 + 1 ⇒ (17) + 1 = 18

Nme'an notices that progress has slowed and rows harder.

Swim: 1d20 + 0 ⇒ (19) + 0 = 19


Male Human Urlghain Bardbarian 4 HP 26/50 4 STR DMG

Mot reaches into the salt container, seeing if there's anything buried in this one.

Initiative 1d20 + 2 ⇒ (2) + 2 = 4


Male Human Rogue lvl5 (AC 20; HP 28/37)

Still rowing, Themp notices some shuffling by his side. He turns just in time to see Mot fumbling over a big jar of salt all over his seat.

Swim: 1d20 + 1 ⇒ (13) + 1 = 14
Initiative: 1d20 + 3 ⇒ (1) + 3 = 4


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

Salt? Why would he keep salt on this boat?

-----

Init: Beorae: 1d20 + 1 ⇒ (19) + 1 = 20
Init: Shark: 1d20 + 4 ⇒ (11) + 4 = 15

Beorae's eyes are locked on the flexing tentacles for a moment before she considers the obvious. "Salt!" she exclaims while grabbing a handful of the stuff. "That's why he has it! A creature has the boat. Should we use the salt?" she half-asks, half-commands. She doesn't wait for an answer before flinging the salt at the tentacles wrapped around the boat.

Salt: 1d20 + 3 ⇒ (10) + 3 = 13 (ranged splash attack)

Move to pick up salt, standard to throw it. That valid? If not, she picks some up but doesn't throw it.


Dungeon Master

Tantalizing tentacle Initiative 1d20 + 7 ⇒ (14) + 7 = 21
The Thing goes first.
Beorae will have to start her turn with a handful of salt. She can keep the above ranged attack roll on her turn or decide to change her actions.

Themp and Nme’an pull their oars with gusto, but to no avail. Perhaps the boat is stuck on something? Beorae frantically reaches between Olp and Shark to grasp a handful of salt on the deck around Mot’s feet. Just as she cries out that something has taken hold of the boat, Themp and Nme’an hear a gentle splash to their side.

A slimy, rubbery tentacle, deep green with blotches of brown, snakes over the hull and tightens around the wood! It is followed up by another, on the other side of the catamaran, between Mot and Olp, which also wraps around the top of the boat and back into the water. The surface between the twin hulls churns, before bursting with more muscular green arms!
1d100 ⇒ 100 tentacle 1d20 + 8 ⇒ (19) + 8 = 27 for 1d4 + 7 ⇒ (1) + 7 = 8 plus grab 1d20 + 14 ⇒ (15) + 14 = 29
1d100 ⇒ 27 tentacle 1d20 + 8 ⇒ (14) + 8 = 22 for 1d4 + 7 ⇒ (3) + 7 = 10
1d100 ⇒ 23 tentacle 1d20 + 8 ⇒ (1) + 8 = 9 for 1d4 + 7 ⇒ (1) + 7 = 8

Two arms flail blindly and Nme’an is able to duck under one of them. But the third swoops and strikes Beorae in the gut! As soon as it does, the remainder of the long tentacle quickly coils around her torso!

The body all of these tentacles must be attached to is still obscured by the churning waters, but the attentive suspect the creature to be beneath the surface, just in front of the boat.

Knowledge (nature) DC 15:

The sticky slime coating these tentacles is quite similar to slugs, snails, and other mollusc creatures of the deep. Maybe the druidess is onto something! Salt might harm its sensitive skin.

Knowledge (nature) DC 21:

This particular type of slime is known to dissolve on contact with strong concentrations of salt. However, the creatures that secrete such a slime use it to glide effortlessly through freshwater, and when thickly coated over the unique skin of such water creatures, it acts as an accelerant to their natural ability to recover from wounds. On this creature, the brown blotches are most definitely scar tissue.

Depending on the number of limbs and anatomy of this water creature, it is possible that it no longer has the free appendages to swim against the progress of the rowers.

You guys are up! Beorae took 8 damage and is grappled. If any of you try to stand up in the boat, please pass an Acrobatics check DC 10 to keep your balance and not fall into the water. Otherwise, crawling over the decks must be done at half-speed. There is some salt on the deck at Mot’s feet, but the majority is still in the small barrel.


Male Half-elf Paladin 5, Cleric 1 (AC: 24, Flat-footed: 23, Touch: 12) (21/43) Good Horse (AC: 16, Flat-footed: 14, Touch: 16) (31/31)(45gp, 7sp 7cp), (75gp - General Fund)

At the risk of losing his second bludgeoning instrument to deep water, Nme'an draws his Masterwork Warhammer and swings it at the base of the tentacle gripping Beorae.

Masterwork Warhammer: 1d20 + 6 ⇒ (20) + 6 = 26 Confirm?: 1d20 + 6 ⇒ (14) + 6 = 20 for DMG: 1d8 + 1d8 + 1d8 + 2 + 2 + 2 ⇒ (7) + (8) + (8) + 2 + 2 + 2 = 29


Male Human Urlghain Bardbarian 4 HP 26/50 4 STR DMG

Knowledge (Nature) 1d20 + 6 ⇒ (2) + 6 = 8 Balls.

Mot's eyes widen as he sees the myriad tentacles launch out of the water, but the Highland warrior doesn't hesitate in fear. Instead he attempts to bolt to his feet, drawing his family's shining greatsword in the process!

Acrobatics 1d20 + 8 ⇒ (10) + 8 = 18

Balancing easily on the shuddering Catamaran the bardic berserker starts to try to walk over Shark and Beorae to the end of the boat, but after a moments irritation at the futility of it, leaps overboard into the thrashing waters!

Two move actions I think.


Dungeon Master

no looking:

Limb regrowth in 2d3 ⇒ (3, 1) = 4 rounds.

The head of the half-elf’s warhammer whacks the base of the tentacle against the hard wooden side of the boat. The rubbery limb seems to resist the blunt force somewhat, but even so, the green skin darkens to black and brown blotches. Beorae feels the grip around her body slacken and the limp tentacle flops off of the deck and down into the deep.

Olp growls a curse in his native tongue and slides the shortspear from the pack on his back. It jabs at the closest tentacle -one wrapped around the boat.
Mwk shortspear 1d20 + 4 ⇒ (3) + 4 = 7 for 1d4 - 1 ⇒ (3) - 1 = 2
The spearhead misses and the small red-scaled warrior recoils for another attack.

If anyone else cares to take a dip, here are is a run down on the Swim skill. Melee attacks while in water take a -2 penalty to attack and damage. Ranged attacks underwater automatically fail, and shooting at something below the surface has a 50% miss chance. Ungrappled Beorae (and Shark) and Themp still have their turns to take.


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

Beorae slowly opens her eyes, until now unaware that she had closed them when Nme’an swung his warhammer in her direction. ”Thanks…” she breathes, as she assesses the situation.

Perception: 1d20 + 16 ⇒ (3) + 16 = 19 (Where else is the creature; just up front? Is the boat going to break?)
Knowledge (nature): 1d20 + 9 ⇒ (17) + 9 = 26

Beorae looks over her shoulder at the nearing shoreline, then considers that the creature might not be able to hold the boat and resist their paddling at the same time. And certainly not if there’s salt involved… But if the ship breaks before then… ”Mot! Help me get the barrel up front!,” Beorae shouts, unaware that the giant of a man had jumped into the lake while her eyes were closed. ”Mot? MOT!! Why are you in the water?! Themp, help me salt this thing!" The druidess flings the salt at the creature and picks up another handful. (using attack from before)

Meanwhile, Shark growls and prepares to attack the next appendage that makes its way onto the boat.
Readied Attack: Bite: 1d20 + 4 ⇒ (12) + 4 = 16 for 1d6 + 2 ⇒ (5) + 2 = 7


Male Human Rogue lvl5 (AC 20; HP 28/37)

In no time, all hell breaks loose. Giant tentacles shoot out of the water towards them, grabbing Beorae in the process. Mot heroically cannonballs into the lake, while Nme'an frees the druid.

Before he can draw his bow, Beorae shouts Themp her orders.

"Yes, ma'am!"

The city dweller quickly hops over to the barrel, grabs a handful and flings it overboard.

Acrobatics: 1d20 + 8 ⇒ (11) + 8 = 19 Move from D14 to D13

Salt: 1d20 + 3 ⇒ (8) + 3 = 11


Dungeon Master

no looking:

2d6 ⇒ (5, 3) = 8

Beorae’s handful of salt sizzles when it makes contact with the slimy tentacles. The salt from Themp’s hand likewise scatters and burns at the glistening, rolling arms.
Themp, your bonus to make ranged touch attacks is BAB plus DEX [3 + 5]. The salt has a throwing range of 10ft, and Themp is throwing at 15ft away, which puts a -2 penalty to his attack roll. Though his DEX modifier makes up for it this time.
Shark snaps at a nearby tentacle but misses.

The water under the catamaran roils as some of the tentacles uncoil from around the ship and whip about violently!

don’t peek:

Tentacle 1 1d20 + 8 ⇒ (11) + 8 = 19 for 1d4 + 7 ⇒ (1) + 7 = 8 plus grab 1d20 + 14 ⇒ (17) + 14 = 31
Tentacle 2 1d20 + 8 ⇒ (4) + 8 = 12 for 1d4 + 7 ⇒ (3) + 7 = 10 plus grab 1d20 + 14 ⇒ (8) + 14 = 22
Tentacle 3 1d20 + 8 ⇒ (5) + 8 = 13 for 1d4 + 7 ⇒ (3) + 7 = 10 plus grab 1d20 + 14 ⇒ (16) + 14 = 30
Tentacle 4 1d20 + 8 ⇒ (2) + 8 = 10 for 1d4 + 7 ⇒ (3) + 7 = 10 plus grab 1d20 + 14 ⇒ (3) + 14 = 17
Tentacle 5 1d20 + 8 ⇒ (15) + 8 = 23 for 1d4 + 7 ⇒ (2) + 7 = 9 plus grab 1d20 + 14 ⇒ (6) + 14 = 20
Tentacle 6 1d20 + 8 ⇒ (10) + 8 = 18 for 1d4 + 7 ⇒ (2) + 7 = 9 plus grab 1d20 + 14 ⇒ (20) + 14 = 34
Tentacle 7 regrowth is halted for 1 round.
6d6 ⇒ (3, 6, 4, 2, 1, 5) = 21

All but Themp find themselves ducking and dodging powerful swings. The swimming Highlander suddenly feels an arm strike the submerged part of him, and tightly coil around his form and drag him through the water! Likewise the Knight Lieutenant feels a hard wallop to his side, and with alarming speed the rubbery limb snakes around his midsection and squeezes! The druidess and the grey tiger manage to keep away from the tentacles that assail them.

Then the surface of the water breaks! A single, enormous eye with three dancing pupils lies at the center of the writhing mass of deep green tentacles. The jumbling eyes quiver with an unearthly malice that is all too comprehending to belong to a simple-minded beast. Below the bizarre optic undulates rings upon rings of teeth that lead to a shuddering, stretchy maw with oozing slime!
This does not appear to be a naturally occurring creature. Roll Knowledge (arcana) to identify!

You guys are up! Mot took 9 damage and is grappled. Nme’an took 9 damage and is also grappled.

Also, Beorae and Nme’an: this encounter began with the two of you rowing with both arms. This would mean your shield would not be equipped in one of your hands. I went ahead and counted your shield bonus towards your AC for this round of attacks, but if you want to benefit further from your shield AC bonus, you will need to spend the move action to equip it. Under a normal scenario, I would assume your characters would always have their shield equipped unless otherwise stated. With that in mind, please be conscientious of how many hands you have available for things like weapons and fire-beams and healing wands. Just a friendly reminder; let me know if you have any questions.


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

Knowledge (arcana): 1d20 + 5 ⇒ (16) + 5 = 21
Beorae grabs the barrel with both hands and shouts, ”Shark, defend me!” while dragging it forward on the “deck” of the boat. At the last moment, she tips it forward so that the salt pours out onto the middle of the creature, hoping to hit is eyes and mouth. (She doesn’t want to pour out all of the salt, if that can be avoided. Half should suffice.)

Shark’s Readied Bite: 1d20 + 4 ⇒ (14) + 4 = 18 for 1d6 + 2 ⇒ (3) + 2 = 5


Male Human Urlghain Bardbarian 4 HP 26/50 4 STR DMG

"Dinnae woory!" Mot calls out as his head pokes above water, "Ah'll nae let hem get awaaay!" The word is drawn from his mouth to a comical length as he is wrapped by a massive tentacle and pulled through the water.

Moments later the big Highlander bursts back up through the waves, visibly struggling to break free!

Break Grapple CMB 1d20 + 6 ⇒ (1) + 6 = 7

Thanks. Thanks dice. I hate you too.


Male Half-elf Paladin 5, Cleric 1 (AC: 24, Flat-footed: 23, Touch: 12) (21/43) Good Horse (AC: 16, Flat-footed: 14, Touch: 16) (31/31)(45gp, 7sp 7cp), (75gp - General Fund)

Nme'an winds up for a repeat performance of his massive strike...

Warhammer Attack of Impossible to Missingness: 1d20 + 6 ⇒ (4) + 6 = 10

...but misses.


Male Human Rogue lvl5 (AC 20; HP 28/37)

"At least now I have something to shoot..." mumbles Themp, slightly off-put by the hideous sight. He immediately draws his bow and fires at the creature's eye.

ATK: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23 Point-Blank
DMG: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4


Dungeon Master

Olp scrapes up the last of the salt spilled by the Highlander and throws it at the tentacled horror.
Ranged touch 1d20 + 4 ⇒ (14) + 4 = 18

Shark chomps down on a passing tentacle but it pulls away before his teeth can tear it off.

Beorae:

A tale Beorae heard, one told by the eldest of elvish crones, described a terrible water creature of seven arms and three eyes. A cruel creation by a cruel god, they called it. Hateful, hungry, and horrifying, these were the words followed by the monster of the deep. Said to know the secrets of the Underdark, to delve the fatally cold waters below the bedrock, and find its way to any lake or spring, and drag down whatever air-breather it could find, to show the victim a nightmarish fate worse than drowning. It could smell fear, and reveled in the taste of fearful flesh. Reckless, restless, and ravenous, these were the words the inspired many a hero to seek it out and slay it. None yet have, and the abomination has survived a thousand spears and gnashed its teeth against a thousand skulls. Tales follow this sea creature, of alien mind and purpose, that understands tongues older than elves and trees. It wanders alone, ever devious and devouring, said to be birthed from the darkest corners of the deep, where mere memories of light are banished and madness comes tumbling in.

It is the silent strength of undercurrents. It is chill of waters from the deep. It is the brush felt on a swimmer’s leg. It is the Quons’Maki, first and the last of the nonfish.

A foul odor wafts up to Beorae as the poured salt burns loudly against the eye and green skin of the sea monster. Barks and gurgles belch out amid the thrashing as the eye develops black and brown spots, and the creature recoils when Themp’s arrow hits home.

Perception DC 17:

The guttural belches and barks could be incoherent babble ...or an obscure language quite unlike anything designed for human mouths…
Roll Linguistics or Knowledge (planes) to identify!

no looking:

3d6 + 1d4 ⇒ (6, 1, 3) + (1) = 11
1d20 + 14 + 5 - 4 ⇒ (7) + 14 + 5 - 4 = 22
(+4 circumstantial CMD) 1d20 + 14 + 5 - 4 ⇒ (8) + 14 + 5 - 4 = 23

Heavily burned and blinded, the green tentacles tighten their grip on both Mot and Nme'an as the bizarre monster rolls back below the churning surface. The two warriors find themselves dragged down with it! Mot's hairy head vanishes below the water, and Nme'an gets pulled overboard, rocking the catamaran as he goes! The two of them feel the cold, strong grip of the tentacles and the water surging over their bodies as the monster makes a downward swim.

The boat recovers, and Themp and Beorae cannot see their traveling companions from Thaleniel!

Hokay! You guys are up, and no one took any damage. Since the monster is moving Mot and Nme'an into a hazardous area, they get to make a free attempt to break the grapple with a +4 bonus (this attempt does not count against their actions). Success leaves your character with heads just below the surface of the water right next to the boat (no Swim check to resurface, but a Climb or Swim will be needed to get back into the boat). Otherwise, they will be pulled 15ft below the surface of the water and still grappled. The DC to break the grapple is 22. They do not need to make Swim checks until they are free of the grapple. Each of you can hold your breath for a number of rounds equal to double your Constitution score, though any exertion (such as attack rolls, casting spells, etc) reduces that duration by one round per action.


Male Human Urlghain Bardbarian 4 HP 26/50 4 STR DMG

As the tentacle tightens it's hold, Mots eyes start to cloud as the plague of fury begins to take hold of his blood. His muscles strain and pull against the creatures form, striving to break free of it's hold.

Mot is Raging. 10 rounds remain after this one.
HP is now 44. AC is now 16. CON is 20, so for 10 rounds, mot can hold his breath for 40 rounds, :P

Raging Free CMB grapple-break! (Hopefully) 1d20 + 12 ⇒ (3) + 12 = 15
I think the dice actually do want us to die.
Raging CMB grapple-break 1d20 + 8 ⇒ (11) + 8 = 19
F@#$ me.


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

Perception: 1d20 + 16 ⇒ (2) + 16 = 18
Linguistics (untrained): 1d20 + 2 ⇒ (1) + 2 = 3 (huh… nope!)
Knowledge (planes, untrained): 1d20 + 2 ⇒ (6) + 2 = 8

”NO!” Beorae shouts as Mot goes under and Nme’an is dragged overboard in full plate. The druidess leans back in the boat for stability and begins to call upon the forces of Nature to aid her companions. Her heart racing and fearful for her friends’ lives, she says the druidic chants quickly and with desperate intent. (Summoning something or other…)

Shark, still defending Beorae, is ready to lunge.
Readied Bite: 1d20 + 4 ⇒ (17) + 4 = 21 for 1d6 + 2 ⇒ (4) + 2 = 6


Male Half-elf Paladin 5, Cleric 1 (AC: 24, Flat-footed: 23, Touch: 12) (21/43) Good Horse (AC: 16, Flat-footed: 14, Touch: 16) (31/31)(45gp, 7sp 7cp), (75gp - General Fund)

Nme'an can hardly comprehend what happened. One moment he had defended one of the more vulnerable members of the party with one of the mightiest blows he had ever delivered... And the next... There was a weighty splash and everything went dim.

Realizing the creature had apparently pulled him off the boat, Nme'an struggles against the grasping tentacle...

AntiGrapple?: 1d20 + 5 ⇒ (3) + 5 = 8
AntiGrapple?: 1d20 + 5 ⇒ (6) + 5 = 11

...but can hardly move.

(13 rounds of holding breath remaining)


Male Human Rogue lvl5 (AC 20; HP 28/37)

"Crap! Where are they?!" exclaims, Themp, at loss.

He frantically searches the water for any sign of his companions.

Perception: 1d20 + 7 ⇒ (16) + 7 = 23


Dungeon Master

no looking:

Grapple 1d20 + 14 + 5 - 4 ⇒ (7) + 14 + 5 - 4 = 22
Grapple 1d20 + 14 + 5 - 4 ⇒ (12) + 14 + 5 - 4 = 27
Limb regrowth resumes. 3 rounds left.

Mot and Nme’an wrestle against the tentacles wrapped around them, but they are unable to break free. The other slimy arms of the creature pump the freshwater and descend deeper, pulling the two further from the surface. Themp’s eyes catch the glint of Nme’an’s armor as the half-elf is pulled deeper into the lake, and for now, he is able to discern the dark shape growing smaller by the second. He estimates them to be about 30ft below the surface.

Mot and Nme’an are moved another 15ft deeper and are now 30ft from the surface of the water. This is your 2nd round underwater and you are still grappled. I didn’t say it above: after you reach a number of rounds underwater equal to your CON score, you need to make a CON check DC 10 to hold your breath (the DC increases by 1 for each following round). The Endurance feat bonus can be counted towards CON checks to hold your breath.

You guys are up! Beorae’s summoned creature appears.


Male Human Urlghain Bardbarian 4 HP 26/50 4 STR DMG

Mots eyes roll wildly in his head as his one free hand scrabbles about on his belt searching for a smaller weapon. The meaty glove wraps around a smooth cylindrical object and he pulls it free only to find that instead of a dagger, he is holding one of his potions from the Gnomes. Without thinking, the savage Highlander shoves the potion, bottle and all, into his mouth and with a sickening crunch, begins chewing!

Drank Potion of Enlarge Person
Assuming everything is kosher, Mot is now Large sized.
AC is 14. HP is 44. 9 rounds of Rage remain. 38 rounds until he has to hold his breath, wait, equal to your CON score? I thought it was CONx2?

Not sure if being Large would make it tough for the squid to keep grappling or not. It boosts Mot's CMB to 10 I think. 10 while Large and Raging.


Male Half-elf Paladin 5, Cleric 1 (AC: 24, Flat-footed: 23, Touch: 12) (21/43) Good Horse (AC: 16, Flat-footed: 14, Touch: 16) (31/31)(45gp, 7sp 7cp), (75gp - General Fund)

Nme'an struggles but does not get free.

Fail: 1d20 + 5 ⇒ (5) + 5 = 10

(12 rounds till death.)


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

Underneath the surface, the currents of water nearby twist and whorl, seemingly at their own volition. In a moment, a small water elemental appears and races toward the creature holding Mot and Nme’an! With a brutal impact, the elemental slams into the tentacles holding onto the paladin.
Power Slam: 1d20 + 5 + 1 - 1 ⇒ (16) + 5 + 1 - 1 = 21 for 1d6 + 3 + 1 + 2 ⇒ (4) + 3 + 1 + 2 = 10
Elemental: Round 1/4

---

”I need to learn to summon larger elementals…” Beorae muses, massaging her forearms briefly. ”Themp, get us to shore if you can.” Not waiting for a reply, she instantly goes back into a summoning chant, although to the trained ear, this one is a little different than the last. 1d3 ⇒ 3


Male Human Rogue lvl5 (AC 20; HP 28/37)

"Aye, aye, ma'am!"

Themp promptly picks a row. "Olp, help me move this thing!" he shouts at the kobold.

Swim: 1d20 + 1 ⇒ (8) + 1 = 9
Swim: 1d20 + 1 ⇒ (8) + 1 = 9

wat


Dungeon Master

Olp hops to, dropping his spear on the deck and grasping an oar. The small muscles under his red scales tense as he pulls.
Swim 1d20 - 1 ⇒ (5) - 1 = 4
Swim 1d20 - 1 ⇒ (17) - 1 = 16
The boat makes a small about of progress toward the shore, but the two rowers have not yet coordinated their efforts.

Nme’an feels an unexpected slam against the slimy arm that is wrapped around him. The impact seems to cause a little bit of brownish bruising but the tentacle does not relent. The Knight Lieutenant also sees his comrade grow double in size underwater, and their assailant slows and struggles to keep hold of the expanding Highlander.
Being Large also boosts Mot’s CMD by 1, but his grapple remains. Remember that his increase to Strength while Raging also increases his CMD by 2.

no looking:

1d20 + 14 + 5 - 4 ⇒ (17) + 14 + 5 - 4 = 32
1d20 + 14 + 5 - 4 ⇒ (16) + 14 + 5 - 4 = 31
Damaged limb regrows in 2 rounds.
Tentacle 1d20 + 8 - 2 ⇒ (14) + 8 - 2 = 20, 1d100 ⇒ 50, for 1d4 + 7 ⇒ (4) + 7 = 11

The slimy green creature from the deep manages to maintain its grasp on the two air-breathers, all while swiping out at the aggressive water spirit, but its efforts to do so distract it from swimming too much deeper.
Mot and Nme’an move 5ft deeper, now 35ft from the surface and are still grappled. This is their 3rd round underwater. The attack on the water elemental misses. Beorae’s second summons appears.


Male Half-elf Paladin 5, Cleric 1 (AC: 24, Flat-footed: 23, Touch: 12) (21/43) Good Horse (AC: 16, Flat-footed: 14, Touch: 16) (31/31)(45gp, 7sp 7cp), (75gp - General Fund)

Seeing as struggling against the meaty tentacle is getting him nowhere, Nme'an removes one hand from his Warhammer and instead grips the evil creature's slimy appendage. A sudden stream of heated bubbles burst forth from the point of contact and race for the surface as the Knight Lieutenant lets loose a point blank Fire Bolt.

Fire Bolt: 1d20 + 5 + 2 - 2 ⇒ (11) + 5 + 2 - 2 = 16 for DMG: 1d6 ⇒ 3


Male Human Rogue lvl5 (AC 20; HP 28/37)

Cursing under his breath, Themp tries catching up with Olp.

Swim: 1d20 + 1 ⇒ (4) + 1 = 5
Swim: 1d20 + 1 ⇒ (4) + 1 = 5


Dungeon Master

Beorae, after looking over the water elemental stats, it doesn’t look like you factored in the Augment Summoning bonuses? I’m not going to retcon the extra damage it would have dealt from last round, but I think I got the bonuses below properly adjusted. The dolphins benefit from the same augmentation, too!

The druidess completes her chant, and there are no obvious changes to those above the surface of the water. But Mot and Nme’an see three triangular shapes bobbing towards them and the tentacled monster at an astonishing speed. In seconds, the two recognize the shapes as dolphins! The small pod spreads slightly to different targets as they reach the point of impact, nose first. One charges the arm that wrestles with the huge Highlander, another slams against the Knight Lieutenant’s restraints, and the third goes for the bulbous head of the abomination itself.
Charging Aid to Mot’s CMB 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Charging Slam on Nme’an’s tentacle 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 for 1d4 + 3 ⇒ (3) + 3 = 6
Charging Slam on The Thing 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12 for 1d4 + 3 ⇒ (2) + 3 = 5

The water spirit adds to the barrage and slams against Nme'an's tentacle, but it does not break him free.
Slam 1d20 + 7 + 1 - 1 ⇒ (12) + 7 + 1 - 1 = 19 for 1d6 + 5 + 1 + 2 ⇒ (1) + 5 + 1 + 2 = 9

No bubbles escape its wriggling rows of teeth, but everything surrounding the slimy creature can feel it shudder and squeal at the burns and bashes sustained amid the forces of nature swarming to the aid of its prey.

Up above, the half-elf takes up an oar and begins to row.
Swim 1d20 + 3 ⇒ (15) + 3 = 18
Swim 1d20 + 3 ⇒ (1) + 3 = 4

Elemental round 2/4. Dolphin round 1/4. Mot still has his actions left, and a dolphin provided a +2 to Mot's CMB roll to break the grapple.


Male Human Urlghain Bardbarian 4 HP 26/50 4 STR DMG

The water roils around him as the massive warrior struggles to break free of the creatures grasp!

Raging Large Aided CMB to break grapple! 1d20 + 12 ⇒ (8) + 12 = 20

Emperors bones! >:(


Dungeon Master

no looking:

1d20 + 14 + 5 - 4 ⇒ (7) + 14 + 5 - 4 = 22
1d20 + 14 + 5 - 4 ⇒ (9) + 14 + 5 - 4 = 24
Tentacle 1 1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8 for 1d4 + 7 ⇒ (3) + 7 = 10
Tentacle 2 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14 for 1d4 + 7 ⇒ (2) + 7 = 9
Tentacle 3 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18, 1d100 ⇒ 28 for 1d4 + 7 ⇒ (3) + 7 = 10
Bite 1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8 for 1d8 + 3 ⇒ (5) + 3 = 8
Grapple transfer attempt, tentacle -> mouth 1d20 + 14 - 4 ⇒ (12) + 14 - 4 = 22
Damaged limb regrows in 1 round.

While still managing a hold on the enlarged and enraged Casns, the monster’s three hateful pupils hone on the source of its burns, and for a moment, an unearthly gaze bores into Nme'an's eyes. Then the Knight Lieutenant sees the circular, tooth-lined maw stretching toward him! Meanwhile, the creature’s flailing arms attempt to beat back the dolphins and water elemental.

Though tightly bound, the submerged half-elf jerks his shoulders and head away from a swift chomp that misses by mere inches. A tentacle manages to whip out and strike the elusive water spirit, and another green arm smacks a dolphin off-course. However it dares not pull these creatures into its grip for all the trouble caused by its two prizes from the boat.

One of the 3 dolphins takes 9 damage. The water elemental takes 10 damage. Mot and Nme'an are still grappled, this is their 4th round underwater, 35ft below the surface.


Male Half-elf Paladin 5, Cleric 1 (AC: 24, Flat-footed: 23, Touch: 12) (21/43) Good Horse (AC: 16, Flat-footed: 14, Touch: 16) (31/31)(45gp, 7sp 7cp), (75gp - General Fund)

Sensing an opportunity, being so close to the creature's head, Nme'an says a brief prayer and takes a swing at the monster's eye.

1d20 + 6 + 2 - 2 + 3 ⇒ (11) + 6 + 2 - 2 + 3 = 20 for 1d8 + 2 + 3 ⇒ (6) + 2 + 3 = 11


Male Human Urlghain Bardbarian 4 HP 26/50 4 STR DMG

Mot writhes in fury under the press of the ever deepening waters. His off hand tries to bring sword to bear, but the grip of the abomination holding him under is irrefutable. Once again the Highlander is left to scramble about on his belt, this time though, his had finds hilt of dagger. With a furious tearing he pulls the blade free, now the size of a short sword as the monster of a man glares at the monster of a fish dragging them down.

Enbiggened Raging Dagger Power ATK 1d20 + 8 ⇒ (15) + 8 = 23
DMG 1d6 + 8 ⇒ (2) + 8 = 10

Ooooof course, now that Mot is attacking, the dice work for him. :/


Male Human Rogue lvl5 (AC 20; HP 28/37)

Swim: 1d20 + 1 ⇒ (3) + 1 = 4
Swim: 1d20 + 1 ⇒ (2) + 1 = 3


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

The water elemental once again strikes at the creature.
Flanking Power Slam: 1d20 + 7 + 1 - 1 ⇒ (11) + 7 + 1 - 1 = 18 for 1d6 + 5 + 1 + 2 ⇒ (2) + 5 + 1 + 2 = 10

The dolphins take the elemental’s lead and lunge at the central body of their foe, ignoring the tentacles for now.
Flanking Slam: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20 for 1d4 + 3 ⇒ (3) + 3 = 6
Flanking Slam: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23 for 1d4 + 3 ⇒ (3) + 3 = 6
Flanking Slam: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8 for 1d4 + 3 ⇒ (3) + 3 = 6

Up above the water’s surface, Beorae tries to help Themp get the boat safely to shore. ”We need to help them down there, but I don’t have any great ideas. There should be an elemental and dolphins, and I think I hurt it badly with the salt, but I think it can regenerate when it’s underwater.”
Swim: 1d20 + 3 ⇒ (15) + 3 = 18
Swim: 1d20 + 3 ⇒ (3) + 3 = 6

Elemental round 3/4, Dolphins round 2/4


Dungeon Master
GM Netherfire wrote:


If anyone else cares to take a dip, here are is a run down on the Swim skill. Melee attacks while in water take a -2 penalty to attack and damage.

Just a reminder, for those of you who are not naturally aquatic creatures. The penalties do not apply to piercing weapons. Aside from that, Mot: I think your damage dice is too high? +5[raging str] +2[power attack] +1[???]. Let me know if I'm missing something, otherwise, please adjust the modifier for your raging dagger damage in future posts.

Nme’an’s warhammer bludgeons deep into the white of the monster’s eye, burying deep into the jelly-like tissue as black spots spread over the thrice-pupiled organ. Good shot, Red 2! Blinded for 1d4 ⇒ 3 rounds.
Mot’s dagger plunges hilt deep into the rubbery, muscular flesh, and the green slimy body is buffeted by water and dolphin noses alike. The two warriors feel the grip around them suddenly release, but then Nme’an sees the rows of teeth snapping at him blindly and savagely!
1d2 ⇒ 2, 1d100 ⇒ 50, bite 1d20 + 8 ⇒ (4) + 8 = 12 for 1d8 + 3 ⇒ (6) + 3 = 9
It’s attempts fruitless, the badly wounded tentacle beast pumps seven tentacles and makes an escape, leaving the big man and the half-elf to fend for themselves below the surface. Deeper it dives into the murk of the lake, leaving thick trails of black blood.
Blinded Acrobatics to avoid AoO 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0

Mot, Nme’an, 3 dolphins, and a water elemental can make an attack of opportunity against the slimy green monster as it swims 30ft deep.

Olp rows with Themp and Beorae but together they make a lot of splashes and little progress.
Swim 1d20 - 1 ⇒ (3) - 1 = 2
Swim 1d20 - 1 ⇒ (17) - 1 = 16

You guys are up! Please stay in Initiative. Wherever Mot and Nme'an decide to go (pursue or ascend to surface), I will require Swim checks. Passing Swim DC 10 will move you 1/4 of your move speed as one move action. Passing DC 20 will get you 1/2 your move speed as a move action. Mot and Nme'an are 35ft below the surface.

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