
GM Nayr |

Belliott, that 20 grapple check would be a fail...sure you want to follow through with that, or is there something else you'd like to do?
The little elemental beasts behind the devilfish harry it, and one actually lands a sound strike on its thick hide. The creature hisses around the massive morsel of Belliott in his mouth.

xeyed-jack |

If Belliot falls, we are doomed.
Dodging the beasts' waving tentacles, Jack moves in close and slashes at the tentacles grasping Belliot; without waiting to see whether he freed Belliot, Jack spins and swings his sword in a lethal arc to deal the beast another wound.
attack: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
damage: 1d6 + 7 + 1 ⇒ (6) + 7 + 1 = 14
critconfirm: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
damage: 1d6 + 7 + 1 ⇒ (2) + 7 + 1 = 10
Jack readies himself to deal with any counterattack.
parry: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22 a -2 penalty may apply
counterattack: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
damage: 1d6 + 7 + 1 ⇒ (1) + 7 + 1 = 9

TapTap |

Drop Him
Belliott, Smelly-a-lot.
Don't taste good,
Gots a razor, cuts a lot.
Ain't fish food.
He Drops you
Another round of Inspire Courage
Attack 1, point blank,rapid shot,into melee, InspireC: 1d20 + 8 + 1 - 2 - 4 + 1 ⇒ (14) + 8 + 1 - 2 - 4 + 1 = 18
Damage 1: 1d4 + 2 + 1 + 1 ⇒ (2) + 2 + 1 + 1 = 6
Attack 2, firing in to melee: 1d20 + 8 + 1 - 2 - 4 + 1 ⇒ (17) + 8 + 1 - 2 - 4 + 1 = 21
Damage 2: 1d4 + 2 + 1 + 1 ⇒ (3) + 2 + 1 + 1 = 7
Tap frustrated at his ineffectivenesses, lifts his bow and aims two arrows into melee, deadeye.

GM Nayr |

Jack strikes true, slashing through two tentacles before thudding into the beast's maw. The creature screeches out in rage, and releases its hold on Belliott. The big barbarian stumbles out and away from the creature, as its thick, inky blood splashes out onto the cavern floor.
Belliott roars in rage and defiance, then slams his axe at home in the creature's torso, digging into it in a deep wedge. The creature roars and thrashes, throwing its tentacles about in a frenzy. Then, Tap's two arrows thud into its open gullet. The creature falls into the water with a lifeless splash.
Nice round! 250 XP awarded in the campaign thread

TapTap |

Tap sighs in relief, but casts an eye on Belliott who's bulging muscles seem to droop with some internal fatigue.

TapTap |

Take off a slab of this Beastie, Jack. We'll be hungry soon enough.
Tap looks south, past Rush's water elementals. Well, let us go that way. But first, Belliott needs to be attended

Rush: Weather Wise |

I'll send the elementals to scout for as long as they can (only get them for a few seconds) while I try to heal Belliot.
Rush moves over towards Belliot with his hands up and palms facing out. Hey there buddy, you okay? Calmed down? Okay with some healing?
Presuming he allows it, Rush will cast cure moderate wounds on Belliot.
CMW: 2d8 + 4 ⇒ (3, 7) + 4 = 14

TapTap |

Belliott, that Beastie poison you, did he?
I think Belliott has some saves to make, unless Rush has something that might cure ability damage.

Rush: Weather Wise |

If Belliott is poisoned, Rush does indeed have something. Anti-Toxin. Bought some with starting gold. Gives a +4 to an ongoing save. Rush will fish it out of his pack (get it? fish. since we're in the water) and hand one over to Belliott.
Drink this. It tastes terrible, but it will help.

TapTap |

Agreed. Let us go to the Octopuses garden to see what we may find.

GM Nayr |

The tunnel to the south opens into a wider cavern decorated with hundreds of leering skeletal parts, wriggling with worms. Four dark circular openings exit the chamber - one in each direction...one being the opening that you came from to the north.
Among the distended skeletal jaws decorating the walls is a dull metal bracelet snagged upon a jawbone. It does radiate magic.

TapTap |

How many checks does Belliott need to make?
Tap looks about for traps, the ceiling in particular, then scans the room for treasure.
Perception for Traps: 1d20 + 9 ⇒ (2) + 9 = 11
Perception for More Loot: 1d20 + 9 ⇒ (9) + 9 = 18

TapTap |

SpellCraft: 1d20 + 5 ⇒ (15) + 5 = 20
Tap looks at the bracelet with interest.

TapTap |

Oh these are useful...but usually come as a pair..hopefully there is another around here somewhere Tap looks about some more.
Perception: 1d20 + 9 ⇒ (16) + 9 = 25

TapTap |

Yes Jack. I had put it there as a marker for the elementals.
Feeling down trodden about the lost bracer pair, Tap turns west.
All right, let's go in to that big central cave, boys.

GM Nayr |

Hundreds of remains float in this large bowl of water, which churns with bones, scraps of flesh, and the carcasses of strange, almost alien fish. Just visible through the roiling stew are humanoid bodies floating in the water, wan corpses drifting near the bottom of this cauldron like sleeping guardians.
Two figures hang from the ceiling above the churning water, bound hand and foot with thick strands of seaweed and sinew and weighted with heavy ingots of silver. Sandara kicks and struggles, her body covered in blood and grime but her eyes still clear. Rosie...poor little Rosie beside her is barely conscious. Significant chunks have been taken from her thighs, her stomach, her arms - bites, by the looks of them. Her eyes roll through the cavern, though whether or not they actually see anything is anyone's guess.
Two sounds come out when you enter the cavern - one is the desperate cry from Sandara. The second is a hungry scream, which comes from a hideous female Grindylow whose body is bedecked with human bones like a dress. She holds a terrifying harpoon, and has one clawed hand on the other end of the ropes that hold up her struggling captives.
Another form rises out of the bubbling soup in the center of the cauldron - a grindylow grown beyond normal proportions. Huge and blubbery, the creature rises out of the water, fully three times the size of any grindylow seen before.
With a hideous, hissing laugh, the female grindylow cuts through the ropes.
Initiative Brinebrood queen: 1d20 + 4 ⇒ (9) + 4 = 13
Initiative Whale: 1d20 + 4 ⇒ (5) + 4 = 9
Initiative Belliott: 1d20 + 1 ⇒ (7) + 1 = 8
Initiative Kerruk: 1d20 + 2 ⇒ (12) + 2 = 14
Initiative Rush: 1d20 + 3 ⇒ (18) + 3 = 21
Initiative Tap: 1d20 + 6 ⇒ (12) + 6 = 18
Initiative Jack: 1d20 + 8 ⇒ (18) + 8 = 26
This chamber is obviously deeper than any other in which you've been...and its obvious that the beast in the center of the water could never escape it through the cavern through which you entered. The queen is the north of the chamber, in a small alcove. She has cut the ropes, and Sandara and Rosie are about to fall into the pool with the massive beast.

Kerruk Gahar |

Knowledge (nature): 1d20 + 7 ⇒ (1) + 7 = 8
hopefully that got the rubbish rolls out of the way early...
Although Kerruk is completely mystified as to the nature of the threat, he nonetheless rallies quickly, pointing his hand at the pool's edge, elbow locked, face grim. His eyes glow with the baleful radiance of red stars shrouded by fog.
Summon Nature's Ally I, by way of a temporary distraction. A Poison Frog will appear at the pool's edge and leap to attack.

TapTap |
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Does it look like you can creep around the edge of the bowl and not have to swim?
Tada!!
Tap runs out shouts!
My queen! Yer Succulency in Honey
I was expect'n you to be fair, and sightly,
To be praised from afar, tasted nightly.
The seas' delight, Taptap was promised,
Lasciviously, down his ornery gullet.
But Oh, ye 'ol Royal Bones and Clacks,
Surprised I was, finding you prepared thusly
So I thought: look at her flesh, just a bit more closely
Disabused of any notions, I saw
Yer flesh ain't fit for a slaw
Too spiny, too scaled, too craw.
Indeed, Were you peppered and boned?
I'd never knowed.
And I sees you below, in a bowl,
the grisliest of stews, I ever knewed
with a bit of shhite and a bit of shat,
Just like number nine, at X-eyed Jack's
the Sailor's Sailorest Diner.
Did the cook know what she was doin?',
The queen's bitsies look like they'd take some chewin'
yer sushi is too dank,
yer tetes fried too crispys.
If I ates you,
surely I's 'll 'ave the shhitsies.
But I sees you below, in a bowl,
in the grisliest of stews, I ever knewed
with a bit of shiite and a bit of shat,
Just like number nine, at X-eyed Jack's
the Sailor's Sailorest Diner.
Inspire Courage

Kerruk Gahar |

Froggie will attack the big kahuna in the pool
Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Dmg=1 (+dc10 Fort save or lose...CON damage: 1d2 ⇒ 2
The varicoloured amphibian leaps valiantly - if a frog can be valiant - at the tentacled nightmare in the pool, little jaws snapping furiously.

TapTap |

I think the frog should get the +1/+1 Inspre Courage bonus, btw)

Rush: Weather Wise |

Before Jack rushes off, Rush will cast ant haul on him, increasing his carrying weight to help him save the captives. Rush will then use his move action to launch himself back into invisibility (still has 3 minutes of it left for today) and remind everyone that he is almost out of juice.

GM Nayr |

Jack rushes forward, more quickly than anyone could have guessed. He plunges into the water, causing the queen to glance down, brows furrowed in surprise, and the giant grindylow to gurgle out a roar and look down into the water.