Tarren the Dungeon Master |
"Steer for the Lion" Ewald snaps at Galador
Profession Sailor 1d20+1
Profession Sailor 1d20+1
Profession Sailor 1d20+1
The rangers muscles strain as he pulls hard on the oars sending the boat racing through the water towards the cave.
Ewald, finally getting the hang of it (perhaps due to the extra adrenaline), steers the boat towards the Lion. The party has time to leap out of the water onto the rocky shore just as something dark surges toward the now empty boat.
Galadar |
Hopping out of the boat, I draw my kukris and move to the side, widening our front so that if the creature can make onto land, I will be able to more easily flank it.
"Spread out," I say, "don't bunch up."
Any chance of the boat drifting out? Does someone need to bull it further ashore or is there something to tie it off to?
Tarren the Dungeon Master |
Hopping out of the boat, I draw my kukris and move to the side, widening our front so that if the creature can make onto land, I will be able to more easily flank it.
"Spread out," I say, "don't bunch up."
Any chance of the boat drifting out? Does someone need to bull it further ashore or is there something to tie it off to?
Someone can tie it off if you want. The shore is rocky enough. That would have to be standard action though. (Move action gets you out of the boat.)
Amanda Veiled |
I rolled my Initiative earlier and matched (22), but my bonus is lower, so it wins the tiebreaker.
Amanda takes a half-step back before steeling herself and firing off a ray of scorching heat at the creature.
Scorching Ray Attack 1d20 + 7 ⇒ (15) + 7 = 22
Damage 4d6 ⇒ (3, 2, 1, 2) = 8
Wow, my damage rolls with that spell are consistently ugly.
Ewald Salodar |
Initiative 1d20 + 2 ⇒ (7) + 2 = 9
Standing right by the boat Ewald launches a furious series of attacks at the creature
Two bladed sword
1d20 + 8 ⇒ (2) + 8 = 10
1d20 + 8 ⇒ (7) + 8 = 15 damage 1d8 + 3 ⇒ (2) + 3 = 5
1d20 + 3 ⇒ (7) + 3 = 10
1d20 + 3 ⇒ (14) + 3 = 17 damage 1d8 + 3 ⇒ (2) + 3 = 5
Tarren the Dungeon Master |
Although Liandra, Amanda, and Eria strike the creature, the tentacles quickly constrict the catboat until it bursts in on itself. The monster then pulls much of it under the water, leaving only refuse and shards of wood on the surface.
Still, it has been stung enough that it retreats down to the bottom of the cove to see if there is anything edible on its new toy.
Tarren the Dungeon Master |
Sorry guys, I've misremembered something from the various high-tide/low-tide, seawalls up/seawalls down, combinations. You guys can much more easily find the entrance as it is now above water level. The cave is large enough to sail a boat into now. (Too bad you no longer have one. You wouldn't have reached it in the boat without confronting the 'hand of the deep' in any case.)
So, through an entrance large enough to sail a ship through, you can see a huge stone cavern. There are sacks of fish guts and parts hung on the rocks dripping chum into the water by your feet and you'll have to swim if you wnat to enter the room.
On the other side of the cavern, about 150' away are very large wooden double doors (25' in height) made from wood from ships and reinforced with metal. You wouldn't have to swim all that way to reach the doors though as stone ramps run around either side of the cavern.
Ropes hang from the ceiling and are coiled at the side. On either side of the wooden doors are contraptions that look like seige equipment.
Three hobgoblins wait on the stone ramps.
Without a boat to sail in, you'll still have to swim 30' to reach the ramps.
Amanda Veiled |
On the other side of the cavern, about 150' away are very large wooden double doors (25' in height) made from wood from ships and reinforced with metal. You wouldn't have to swim all that way to reach the doors though as stone ramps run around either side of the cavern.Ropes hang from the ceiling and are coiled at the side. On either side of the wooden doors are contraptions that look like seige equipment.
Three hobgoblins wait on the stone ramps.
Without a boat to sail in, you'll still have to swim 30' to reach the ramps.
Tarren:
What is the distance to the hobgoblins? And are they positioned grouped together on the ramp?
Tarren the Dungeon Master |
Tarren the Dungeon Master wrote:
On the other side of the cavern, about 150' away are very large wooden double doors (25' in height) made from wood from ships and reinforced with metal. You wouldn't have to swim all that way to reach the doors though as stone ramps run around either side of the cavern.Ropes hang from the ceiling and are coiled at the side. On either side of the wooden doors are contraptions that look like seige equipment.
Three hobgoblins wait on the stone ramps.
Without a boat to sail in, you'll still have to swim 30' to reach the ramps.
Tarren:
** spoiler omitted **What is the distance to the hobgoblins? And are they positioned grouped together on the ramp?
The ramps are on either side of the cavern. The base of each ramp is about 30' distance swimming. The hobgoblins are 20' up the ramp so they can see the entrance better. There are 2 on one side and one on the other.
Ewald Salodar |
Ewald steps up bow in hand and takes aim at the single hobgoblin.
"Let's me try and take this one down first then head for his ramp. I'll cover the rest off you till you get there"
1d20 + 9 ⇒ (15) + 9 = 24 damage 1d8 + 2 ⇒ (6) + 2 = 8
1d20 + 4 ⇒ (9) + 4 = 13 damage 1d8 + 2 ⇒ (1) + 2 = 3
How are the Hobgoblins armed?
Amanda Veiled |
Amanda moves up to the soldier's position. "Blast - they are too far for the reach of my spells or I would aid you."
She will slip into the water and work her way along the cave wall rather than diving in, keeping her head just above water as she hand-over-hands her way. Assuming this is feasible, of course.
Amanda Veiled |
Two Swim checks (half speed for full-round action), assuming DC10 for calm water
Swim 1d20 - 1 ⇒ (18) - 1 = 17
Swim 1d20 - 1 ⇒ (14) - 1 = 13
So I believe she reaches the near ramp in two rounds of swimming.
Clarification: I'm not clear on which side of the entrance we were on or which ramp the two hobgoblins were on. Amanda's intention is to hug the wall and move to the ramp on that side. She is still in hobgoblin guise, though I doubt that matters much.
Ewald Salodar |
Initiative 1d20 + 2 ⇒ (3) + 2 = 5
Ewald concentrates on his target sinking two more arrows into the goblinoids flesh
1d20 + 9 ⇒ (18) + 9 = 27 Damage 1d8 + 2 ⇒ (2) + 2 = 4
1d20 + 4 ⇒ (19) + 4 = 23Damage 1d8 + 2 ⇒ (2) + 2 = 4
in addtion Alarin swoops across the water and ends up in the creatures face
bite 1d20 + 5 ⇒ (12) + 5 = 17 damage 1d4 ⇒ 1