brvheart |
Capricia the Pirate |
Capricia moves up to Manny and says, "Bad idea, O Crabmaster! See how they're licking their chops and are way too eager to take us to their leader? I believe there's an old saying along the lines of 'The worst cook of all time is the cook who ends up in another cook's pot!' I think we'd be walking into an ambush by most of the tribe."
brvheart |
As you are "ready for double cross" I will not consider anyone to be flat footed
As you get spread across the chamber the Grindlows attack surrounding the party
One attacks Laroisael
spear: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6 damage: 1d6 + 1 ⇒ (5) + 1 = 6
One attacks Capricia
spear: 1d20 + 2 ⇒ (19) + 2 = 21 damage: 1d6 + 1 ⇒ (6) + 1 = 7
Two attack Vilka
spear: 1d20 + 2 ⇒ (9) + 2 = 11 damage: 1d6 + 1 ⇒ (1) + 1 = 2
spear: 1d20 + 2 ⇒ (3) + 2 = 5 damage: 1d6 + 1 ⇒ (1) + 1 = 2
One attacks Nuts
spear: 1d20 + 2 ⇒ (6) + 2 = 8 damage: 1d6 + 1 ⇒ (1) + 1 = 2
One attacks Emerald
spear: 1d20 + 2 ⇒ (18) + 2 = 20 damage: 1d6 + 1 ⇒ (5) + 1 = 6
Two attack Manny
spear: 1d20 + 2 ⇒ (9) + 2 = 11 damage: 1d6 + 1 ⇒ (4) + 1 = 5
spear: 1d20 + 2 ⇒ (13) + 2 = 15 damage: 1d6 + 1 ⇒ (5) + 1 = 6
Then roll init
init Grindylows: 1d20 + 2 ⇒ (2) + 2 = 4
Nutѕ |
Nuts shouts "Jack! Where are you?"[/b] while others talk to the creatures in the cave. Before long, the grindlows decide to expedite the dealings.
Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Capricia the Pirate |
Capricia grunts stoically when the inevitable betrayal comes and a grindylow spear digs deep into her leg. She tries to stab the creature just southwest of her (left of Nuts) but her attack is not very accurate or strong.
Capricia the Pirate Initiative: 1d20 + 6 ⇒ (4) + 6 = 10
Capricia the Pirate mwk dagger: 1d20 + 8 ⇒ (6) + 8 = 14 for piercing, slashing damage: 1d4 + 1 ⇒ (2) + 1 = 3 (19-20)
Vikla Ragnardottir |
Oh no! A backstabbening! Whatever shall I do!
init: 1d20 + 2 ⇒ (12) + 2 = 14
init reroll: 1d20 + 2 ⇒ (1) + 2 = 3
6/7 seize the initiative remaining
rapier rapier power attack: 1d20 + 4 + 2 - 1 ⇒ (8) + 4 + 2 - 1 = 13
damage: 1d6 + 3 ⇒ (3) + 3 = 6
Laroisael |
Laroisael will target one of the grindylows and deliver a powerful scream
ear piercing scream, Fort DC 13 save to avoid daze and take half damage
EPS: 1d6 ⇒ 1
why are my rolls so horrible when I cast this spell-
brvheart |
Laroisael will target one of the grindylows and deliver a powerful scream
ear piercing scream, Fort DC 13 save to avoid daze and take half damage
why are my rolls so horrible when I cast this spell-
I can't help the horrible excuse of a die roller except to give you a 3.
You never did roll initinit: 1d20 + 2 ⇒ (7) + 2 = 9
MannyGoblin |
Manny attempts to flips himself over Nuts so he can attack the Grindylaw in a flank attack
Acrobatics: 1d20 + 10 ⇒ (10) + 10 = 20
Dagger,Flank,Sneak attack: 1d20 + 10 ⇒ (20) + 10 = 301d3 - 1 + 2d6 ⇒ (3) - 1 + (2, 4) = 8
Crit: 1d20 + 10 ⇒ (2) + 10 = 121d3 - 1 ⇒ (3) - 1 = 2
brvheart |
Laroisael will target one of the grindylows and deliver a powerful scream
ear piercing scream, Fort DC 13 save to avoid daze and take half damage
why are my rolls so horrible when I cast this spell-
fort save: 1d20 + 1 ⇒ (17) + 1 = 18
brvheart |
Manny attempts to flips himself over Nuts so he can attack the Grindylaw in a flank attack
[dice=Acrobatics]1d20+10
[dice=Dagger,Flank,Sneak attack]1d20+10;1d3-1+2d6[dice=Crit]1d20+10;1d3-1
As the water is 8' deep, Manny kind of has to use the bottom to flip under Nuts rather than over him but I will allow it killing the Grindylow.
Emerald Delta Waters |
Move 5ft under water below capricia to cast; burning hands (DC 14) (as electricity w/point to increase level) on the two above me: 5d4 + 1 ⇒ (3, 4, 1, 3, 4) + 1 = 16
brvheart |
Move 5ft under water below capricia to cast; burning hands (DC 14) (as electricity w/point to increase level) on the two above me
reflex: 1d20 + 2 ⇒ (18) + 2 = 20
reflex: 1d20 + 2 ⇒ (15) + 2 = 17Nutѕ |
"So surprised.", Nuts says sarcastically, and starts slamming his fists into the nearest creature.
Flurry 1: 1d20 + 7 ⇒ (4) + 7 = 111d4 + 1 ⇒ (1) + 1 = 2
Flurry 2: 1d20 + 7 ⇒ (6) + 7 = 131d4 + 1 ⇒ (2) + 1 = 3
brvheart |
test roll: 1d20 ⇒ 20
test roll: 1d20 ⇒ 14
To try and reset the roller and not take advantage of the last one being low
Two of them move to flank
One attacks Laroisael
spear: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15 damage: 1d6 + 1 ⇒ (2) + 1 = 3
One on Emmy
spear: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11 damage: 1d6 + 1 ⇒ (2) + 1 = 3
One on Capricia
spear: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5 damage: 1d6 + 1 ⇒ (1) + 1 = 2
the last on Vilka
spear: 1d20 + 2 ⇒ (13) + 2 = 15 damage: 1d6 + 1 ⇒ (3) + 1 = 4
brvheart |
Initiative Order Round Two
Emmy
Manny
Vilka
Capricia
Laroisel
Nuts
Grindylows
Capricia the Pirate |
Capricia presses the attack against her foe, sensing an opening. Her attack is nearly as comically bad as her opponent's, however.
Capricia the Pirate mwk dagger: 1d20 + 8 ⇒ (2) + 8 = 10 for piercing, slashing damage: 1d4 + 1 ⇒ (1) + 1 = 2 (19-20)
Vikla Ragnardottir |
Vikla takes 4 damage on account of not currently wearing armor
time to stab some more!
rapier power attack: 1d20 + 2 + 4 - 1 ⇒ (18) + 2 + 4 - 1 = 23
confirm: 1d20 + 2 + 4 - 1 ⇒ (20) + 2 + 4 - 1 = 25
damage: 1d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9
damage crit: 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Vikla takes gruesome revenge for the wound she received!
Emerald Delta Waters |
Laroisael will target one of the grindylows and deliver a powerful scream
ear piercing scream, Fort DC 13 save to avoid daze and take half damage
[dice=EPS]1d6
why are my rolls so horrible when I cast this spell-
first, at 3rd level caster you get 2d6 instead of 1, 2nd the save is for daze, it has no half damage on save. My bloodline is for sonic and electrical, why it's a signature spell for me, but I needed a area of effect spell lately. Sonic and force saves rarely allow saves vs damage by design because there is no defense against these. It would be akin to save vs sword.
brvheart |
rolling second die for Laroisael
damage: 1d6 ⇒ 4
fort: 1d20 + 1 ⇒ (9) + 1 = 10
So Laroisael is not hit as she killed hers the previous round.
Emerald Delta Waters |
Move 5ft under Vilka and cast magic missile on the 1 on Capricia.
magic missile CL 3: 2d4 + 1 ⇒ (4, 2) + 1 = 7
brvheart |
"Help!!! Help!!! We are in here!!!" You hear Scrimshaw yelling out from deep within the caverns beyond.
Laroisael |
but Laroisael took her 3rd level in fighter so her caster level should still be 2nd right?
Laroisael hears the call for help and shouts back “Hold on tight, we’re coming!”
brvheart |
but Laroisael took her 3rd level in fighter so her caster level should still be 2nd right?
Laroisael hears the call for help and shouts back “Hold on tight, we’re coming!”
On top of that it is 1d6 per two levels. I will let this go. You were correct at 1d6.
Laroisael |
Laroisael will activate her luck and fire an arrow at a grindylow.
Shortbow Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Shortbow Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Nutѕ |
Again, Nuts knees and elbows and headbutts whatever is close to him. The selection process is simple. Got tentacles? Ya gettin' a bruise.
Flurry 1: 1d20 + 7 ⇒ (4) + 7 = 111d4 + 1 ⇒ (2) + 1 = 3
Flurry 2: 1d20 + 7 ⇒ (16) + 7 = 231d4 + 1 ⇒ (2) + 1 = 3
brvheart |
Manny stabs again at the Grindy between himself and Nutts
Manny forgot to roll for sneak attack which he gets for the flank
sneak damage: 2d6 ⇒ (3, 3) = 6
brvheart |
Manny and Nuts dispatch the last of this group of Grindylows. Besides her Tricorne, you find on them Sandara's heavy crossbow, 10 bolts, and her msw rapier.
brvheart |
The water gets lower and lower and at low tide you can actually get out of the water at a passage to the south. It seems to be from where you heard Scrimshaw.
Capricia the Pirate |
Capricia unstows her buckler, sheathes her dagger, and unsheathes her falcata again once on dry land.
This will be her standard operating procedure: Use falcata and buckler when on dry land, use mwk dagger and stow buckler when swimming is involved. Unless no one else claims the mwk rapier just found. Then she'll use that while swimming.
brvheart |
Capricia unstows her buckler, sheathes her dagger, and unsheathes her falcata again once on dry land.
This will be her standard operating procedure: Use falcata and buckler when on dry land, use mwk dagger and stow buckler when swimming is involved. Unless no one else claims the mwk rapier just found. Then she'll use that while swimming.
Truthfully, you are not going through that deep of water for that long that wearing your studded leather would adversely affect you
Laroisael |
With the grindylows taken care of, Laroisael immediately starts looking for Scrimshaw and Sandara.
Perception: 1d20 + 10 ⇒ (20) + 10 = 30
Nutѕ |
"We're looking for you! Keep shouting!" the halfling screams in the direction where their mates were heard last.
Emerald Delta Waters |
I cast prestidigitation on myself to get dry, draw my sword staying behind Vilka in marching order, casting resistance and light too.
Anyone else need to dry out.
brvheart |
You come to a four way. To the left the walls of this small cavern display strangely ribbed markings
brvheart |
Manny puts Sandara's hat on his head. Stooopid grindys!
Manny, you think you see two creatures in the water in the left passageway. That has to be quite a sight!!!
Emerald Delta Waters |
Detect Magic on the tricorne hat.
Spellcraft: 1d20 + 11 ⇒ (17) + 11 = 28
Besmara's Tricorne
Source Inner Sea Gods pg. 261, Pathfinder #55: The Wormwood Mutiny pg. 58
brvheart |
Detect Magic on the tricorne hat.
[dice=Spellcraft]1d20 + 11
It grants its wearer a +2 competence bonus on
Profession (sailor) and Swim checks.brvheart |
With the grindylows taken care of, Laroisael immediately starts looking for Scrimshaw and Sandara.
[dice=Perception]1d20 + 10
You hear cries from the east.
brvheart |
The tunnel opens into a wider cavern decorated with hundreds
of leering skeletal parts, wriggling with worms. Four dark
circular openings exit the chamber.
brvheart |
When entering a greyed area you must make a DC 10 Reflex or become entangled.
Everyone make a save please.