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Down, Down, Down


DM Kathy 
Tuesday January 19th, 2021 4:05:19 PM

[Rather than giving XP for the previous scene, I'm going to have everybody level their character to 18.]

You discuss strategy and spells. Water Breathing, Freedom of Movement, and Beast Shape are variously discussed.

Murphy tells something of the history of Windhorn Hamlet. Nobody has anything to report on underwater activity. If there's fighting going on in Dragon Bay, it isn't happening near here.

The next day, you enjoy your Heroes' Feast. You were able to rent a good-sized fishing boat for a few copper and a promise to tell all about your adventures when you get back.

You cast off and use the oars to maneuver to the area the sages described. The time has come to make your final preparations.



Pressi (Melvin) - AC 26 (31), HP 132, CMD 25; Harper AC 30 (35), HP 94, CMD 29 (34)  d20+25=32 ; d4+16=17 ;
Tuesday January 19th, 2021 9:17:55 PM

The first thing Pressi does is cast prying eyes in all directions from the boat. If she can't dip them under the water, she scouts along the surface looking for any clues or creatures. (The instruction is: "return if you see a boat, boat remnants, or a sea creature with legs"). (She can send out 17 eyes, perception +15, movement 30, no swim speed).

While she waits, she looks over the water with her own eyes (Perception 32).

Finally, she takes some time to cast a divination (86% success rate). She asks "What happened to the ship after it sank below?"

Used Spells

L4: 0+1
L5: 1

Succotash (Jeremy) AC 32/17/30 CMD 22 HP 109/125 Valerie AC 37/15/32 CMD 32 HP 127/127 Spells 
Wednesday January 20th, 2021 5:33:34 AM

Succotash casts "Find the Path". It takes 3 rounds to cast the spell, and it lasts 10 min per level, so 170 or 180 min. using the spell as a guide, Succotash will direct the boat, until they get tot the point where they have to go under water, then he will cast water breathing on whoever wants him to. (Please let me know so I can figure out the duration of the spells)

Hobie (Nick T) HP 189/181 AC 33 Touch 19 Flat 27 CMD 37 Hero Points 8 Prepared Spells 
Wednesday January 20th, 2021 6:28:36 AM

Hobie will take out his lute and sing a sea shanty [link href ="https://www.youtube.com/watch?v=auI9Cx8SGX4"](you know which one)[/link] as they travel. Before descending into water, Hobie will cast his own Water Breathing on himself (he casts at a lower Caster Level than Sucker, so Sucker can cast on anyone else.

Hobie (Nick T) HP 189/181 AC 33 Touch 19 Flat 27 CMD 37 Hero Points 8 Prepared Spells 
Wednesday January 20th, 2021 6:30:01 AM

what did I do wrong on that link?

Hobie (Nick T) HP 189/181 AC 33 Touch 19 Flat 27 CMD 37 Hero Points 8 Prepared Spells 
Wednesday January 20th, 2021 6:30:38 AM

maybe the space
(you know which one)

Murphy Leafwin Pipewood(KimMc) Halfling Druid 
Wednesday January 20th, 2021 2:03:02 PM


At Grog's Inn, the night before we sail - was there any response to this query? --
"Uh, just what do you mean, 'real halflings'? Have there been pretend halflings here in Windhorn?" Murphy asks the folks at Grog's Inn.

What is the weather like this morning?

Murphy joins Hobie in singing the song, especially on the chorus:
"Soon may the Wellerman come
To bring us sugar and tea and rum
One day, when the tonguin' is done
We'll take our leave and go."
His harness/tow rope with multiple loops for people to place arms and/or legs through he has at the ready. He gets help anchoring the boat.

Spells cast and ongoing effects:
[Oh, gotta run. Will list spells and other preparations in a few hours...]

DM Kathy 
Wednesday January 20th, 2021 6:21:39 PM

Pressi sends out Prying Eyes. They can go underwater, but their vision down there is limited by the available light, so they can't go too deep. Well, they can go as deep as they want, but they can't see anything out of the light. Pressi also casts a Divination, asking What happened to the ship after it sank below? Her answer: THE RETURN OF THE SARGASS DISTURBED MUCH THAT HAD LAIN QUIET.

Succotash casts "Find the Path," and finds, not surprisingly, that the path leads mostly downwards.

Hobie casts Water Breathing on himself, not to mention Summon TikTok Meme.

Murphy is somewhat distressed by the prospect of fake halflings running around out there, but no, it was just your silly DM trying to serve up some local color. Meanwhile, he rigs a harness so he can tow his companions through the water.

Pressi (Melvin) - AC 26 (31), HP 132, CMD 25; Harper AC 30 (35), HP 94, CMD 29 (34) 
Wednesday January 20th, 2021 9:32:41 PM

Pressi frowns at this riddle, but she passes it along to the others.

Once she recalls the prying eyes, she reviews the footage in an attempt to see anything in the area, but it's clear that it's time for them to move on.

And so she makes her own transformation by casting animal shapes on the group. Are there any recommendations? We need, beyond the swim speed, an ability like darkvision or low light vision.

Hobie (Nick T) HP 198/198 AC 37 Touch 23 Flat 30 CMD 44 Hero Points 9 Prepared Spells 
Thursday January 21st, 2021 3:42:33 AM

Updating Header

Succotash (Jeremy) AC 32/17/30 CMD 22 HP 109/125 Valerie AC 37/15/32 CMD 32 HP 127/127 Spells 
Thursday January 21st, 2021 5:40:38 AM

Well Pressi, as I said before, like you, without my voice, I can't cast spells, and a cleric who can't cast isn't going to be much help. and since one of Valerie's key strengths is her multiple attacks, I think she'll fair better with freedom of movement and water breathing, and she already has low-light vision. Succotash says as he casts light on Valerie's bow, which begins to glow like a torch, giving the affect that she has a halo on her head.

Bliss HP165+9 AC31 | Mookie HP76+13 AC42 | Cayzle 
Thursday January 21st, 2021 7:05:31 AM


"So ... the Sargrass woke up the Wellerman?" asks Bliss.

As for potential shapes, how about dolphins? They have sonar, right? Or whales?

Hobie (Nick T) HP 198/198 AC 37 Touch 23 Flat 30 CMD 44 Hero Points 9 Prepared Spells 
Thursday January 21st, 2021 12:13:29 PM

Just to clarify, Hobie will cast the Water Breathing only moments before the group decides to descend into the water.

Murphy Leafwin Pipewood(KimMc) Halfling Druid 
Thursday January 21st, 2021 2:49:24 PM


"I'll change into a water elemental once we're ready to dive," Murphy says. He is casting a few more spells.

[Am working until 5pm, may find it tough to post more until then... sorry]

DM Kathy 
Thursday January 21st, 2021 4:06:55 PM

Pressi relays the results of her Divination and offers to change her companions into animals.

Succotash lights up Valerie's bow.

Murphy has more spells to cast.

Bliss suggests becoming dolphins.

The Kezz'm (BrianW) - AC 39/20/34; HP 219/219 + 10; Rumpus AC 32/15/27 HP 95/95 + 9; Hero's Feast 
Thursday January 21st, 2021 5:21:08 PM

"Dolphins! Phewy, why would you want to be a dolphin when you could be a shark!"

Succotash (Jeremy) AC 32/17/30 CMD 22 HP 109/125 Valerie AC 37/15/32 CMD 32 HP 127/127 Spells 
Thursday January 21st, 2021 5:29:17 PM

"Well Kezzem, dolphins have been known to kill sharks. Of course they do so as a pack, or I should say pod, so it really isn't a fair fight"

Bliss HP165+9 AC31 | Mookie HP76+13 AC42 | Cayzle 
Friday January 22nd, 2021 7:28:36 AM


"Sharks are good too," agrees Bliss. "But I'll change into an octopus as soon as there's a fight."

"But more important, everybody needs a Water Breathing spell first and foremost!"

Bliss again ponders getting a Necklace of Adaptation of one of those Ioun Stones of Not Breathing.

Pressi (Melvin) - AC 26 (31), HP 132, CMD 25; Harper AC 30 (35), HP 94, CMD 29 (34) 
Friday January 22nd, 2021 2:33:25 PM

"I think my hesitation is that I can't know how much time we need. Is it 17 minutes? Half an hour? 2 hours? 17 hours? I'd love to extend alter self to a merfolk, but I'm not sure if we need more than half an hour. But I'd also like to hold on to my 8 level spell if it's just going to be me and one or two other guys."

Pressi thinks about it for a bit. "Maybe someone could send me a list (OOC: via email) of who wants or doesn't want to be a... I guess I'll go with dolphin or shark or something. I'm not sure how many of us can cast water breathing or how many times, though, so I guess I'll polymorph the rest."

(Keep in mind: Pressi can dismiss the spell at will if we run into trouble.)

Murphy Leafwin Pipewood(KimMc) Halfling Druid 
Friday January 22nd, 2021 5:09:21 PM


Murphy casts longstrider on himself, as he usually does when heading toward likely conflict. Also Magic Fang, Greater.

"Look, between us, I can cast water breathing, and divide up 36 hours duration among us. Succotash can, too for how long, buddy? How about I take care of half of us, and he does the other half. I have it memorized twice in case we need more later."


DM Kathy 
Friday January 22nd, 2021 6:06:26 PM

There is further discussion of what spells to cast, and what creatures to become. It is an issue that you don't know how long you'll be down there. Are you going to find this thing in 5 minutes? Or are you about to embark on a long underwater odyssey? You don't know. But for now, the Universe is giving you time to figure it out.

Murphy Leafwin Pipewood(KimMc) Halfling Druid 
Saturday January 23rd, 2021 12:06:01 PM


"With water breathing," says Murphy, "and my tow rope, we should be able to haste swiftly downwards, if you don't change shape. If you take the shape of shark or dolphin, you can swim on your own, though not so swiftly as I. Once we are on the ship, our normal forms may be better for movement, combat if necessary.

"Freedom of Movement lasts 3 hours, and should help a great deal underwater. I will use one on myself, and have two more available for others."

[How about if we talk things over this weekend, and try to have our spell plans set in time for DM Kathy's Monday afternoon post?]

The Kezz'm (BrianW) - AC 39/20/34; HP 248/248; Rumpus AC 32/15/27 HP 101/101  d10=7 ; d10=1 ; d10=8 ; d8=2 ;
Sunday January 24th, 2021 1:36:50 PM

Header update.

Succotash (Jeremy) AC 31/16/29 CMD 23 HP 129/129 Valerie AC 40/16/34 CMD 33 HP 127/127 Spells 
Monday January 25th, 2021 5:46:36 AM

"I also have Freedom of Movement prepared, Murph, though I only have it prepared twice, and one of those is for Valerie. since I don't plan on swinging my mace anytime soon, I shouldn't need it for myself, so the extra is open to who ever wants it."

Succotash casts water breathing on everyone who wanted it, then says, "Shall we take the plunge?"

Pressi (Melvin) - AC 26 (31), HP 132, CMD 25; Harper AC 30 (35), HP 94, CMD 29 (34) 
Monday January 25th, 2021 12:37:03 PM

Pressi instead takes a water breathing and dives in

Murphy Leafwin Pipewood(KimMc) Halfling Druid/Huge Water Elemental AC 44/T23/F39 CMB 19 CMD 39 HP 
Monday January 25th, 2021 2:32:13 PM


Murphy casts know direction to understand where their boat is in relation to the shores he can see, and where due north lies.

We figure that Succotash, Valerie, Kezzem, Bliss, Mookie, Hobie, Pressi and Murphy are receiving water breathing. Harper? Is Harper staying on the boat, or was she left back on land with someone? Am assuming the latter unless otherwise corrected.

Figuring 8 people (including companion 'people'), Succotash's spell should last for 4.5 hours. Likely sufficient to the task, but time will tell. Murphy decides he can cast the spell later as needed if they run out of time, or someone's effect is dispelled.

He casts Freedom of Movement on Hobie, as earlier agreed. Succotash has Valerie covered with the same spell. Murphy reserves one Freedom of Movement for himself, but does not yet cast it. "If one other person wishes Freedom of Movement, let me know now, or tell me if you want it later. It should last about 3 hours."

The boat is anchored. The people are ready. As he steps over the stern he flows from halfling into huge water elemental. His multi-looped tow-rope is there so people can place arms, legs, waists through the various-sized loops.

Once all who are planning to be towed by him are firmly affixed, and anyone else coming along have taken the forms they choose are in the water, he heads downward. If all will be towed, he gradually accelerates to full speed. If some are swimming separate from him, he matches their pace, keeping perhaps a 20-30' gap between himself and his self-propelled companions. As the water eventually darkens with depth, he has no trouble seeing with his darkvision.
========
Note: Updated Character Sheet link starting today for 18th level. Still some tweaks left to be made.
Spells in effect:
Longstrider: 18 hrs
Water Breathing (from Succotash): 4.5 hrs

Spells on others:
Freedom of Movement (Hobie): 3 hrs

Murphy Leafwin Pipewood(KimMc) Halfling Druid/Huge Water Elemental AC 44/T23/F39 CMB 19 CMD 39 HP 
Monday January 25th, 2021 2:36:52 PM


Note: Murphy will be tracking the depth in feet as we move downward. If as encounters occur, as well as once we reach the ship, if the depth could be provided, I'd be grateful.

Murphy Leafwin Pipewood(KimMc) Halfling Druid/Huge Water Elemental AC 44/T23/F39 CMB 19 CMD 39 HP 
Monday January 25th, 2021 2:41:58 PM


Ack! Now I see the email. Harper is on the boat, and whether she joins us or serves as temporary skipper of the boat, she should have water breathing. That means the spell lasts 4 hours for each of us. If she comes, there are some loops she can use to join us for the ride.

Pressi (Melvin) - AC 26 (31), HP 132, CMD 25; Harper AC 30 (35), HP 94, CMD 29 (34) 
Monday January 25th, 2021 3:22:27 PM

Harper was going to stay on the boat. But if she gets a water breathing and a loop, she will come with us instead.

DM Kathy 
Monday January 25th, 2021 5:20:52 PM

After some discussion, you cast your spells and slip into the water. Murphy shifts into a huge water elemental and grabs the rope to tow his companions.

Down you go, into the waters of Dragon Bay. Near the surface, the daylight filters through, showing mysterious, looming shapes below. The deeper you descend, the less light there is. By the time you reach the bottom of the bay, the light is dim.

You are close to one of the looming shapes you saw as you descended. It is some kind of structure, built mostly of metal, with strange protrusions around a massive, hollow wheel. You're not sure what it is or what it was supposed to do.

Both Succotash and Murphy's spells indicate that you should go northeast from here, so you begin heading in that direction.

Succotash (Jeremy) AC 31/16/29 CMD 23 HP 129/129 Valerie AC 40/16/34 CMD 33 HP 127/127 Spells 
Monday January 25th, 2021 5:39:40 PM

Succotash climbs on Valerie's back, and instructs her to grab on of the loops with her talons. He is a bit intrigued by the metal structure, but since he has know idea as to what it may be, he doesn't bother wasting time on it. Though his voice doesn't carry far underwater, he tells his friends, with words and gestures that they need to head north.

Murphy Leafwin Pipewood(KimMc) Halfling Druid/Huge Water Elemental AC 46/T25/F41 CMB 19 CMD 39 HP  d20+41=56 ; d20+24=31 ;
Monday January 25th, 2021 7:00:59 PM


Murphy thinks a lot, and does things
Murphy has been gauging the depth they have attained, which is ____ (For DM Highlight to display spoiler: {Fill in the blank if you are the DM :-)}) feet below the surface. Murphy telepathically lets Pressi know the depth.

As they approach the metallic structure, Murphy casts Foresight*

Murphy generally agrees with Succotash's directions, but modifies it to the northeast, pulling the group that way.

As he can talk underwater, he says, not loudly, but for those in the immediate vicinity, "I've cast a spell called Foresight, to help alert me to imminent threats. If I tell you something is coming, please believe me. Meanwhile, how are you doing?"

Now they are on the bottom and approaching the structure, after the brief conversation with his friends, Murphy also casts Freedom of Movement.

==========
*Foresight: This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and on Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.
==========
Perception: 56 - To accurately take in what he is observing, be alert to and aware of potential threats (including invisibility). Includes him glancing left, right, toward the back, and upwards (3D threat environment), as well as ahead of them.
Knowledge, Engineering: 31 - To begin to try to understand the nature of the metallic structure, protrusions, and hollow wheel.

Spells in effect:
Longstrider: 17 hrs 50 minutes
Water Breathing (from Succotash): 3 hrs 50 minutes [yeah, I'm guessing it took us about ten minutes to get to the bottom and orient ourselves, subject to DM correction on actual time]
Foresight: 3 hrs
Freedom of Movement: 3 hrs

Spells on others:
Freedom of Movement (Hobie): 2 hrs 50 minutes

Pressi (Melvin) - AC 26 (31), HP 132, CMD 25; Harper AC 30 (35), HP 94, CMD 29 (34) 
Monday January 25th, 2021 9:19:27 PM

Harper begins to meow as they swim beneath the surface, holding on to the various links. It's pretty clear she wasn't even happy on the boat.

Pressi begins with a cast of detect magic, and throws a few dancing lights. She also takes some time to cast spectral hand, just in case.


Bliss HP165+9 AC31 | Mookie HP76+13 AC42 | Cayzle 
Monday January 25th, 2021 11:58:59 PM


Bliss and Mookie hold on tight to the rope as they get towed down.

Bliss is glad that Pressi is creating lights. That's a good idea.

Mookie thinks to Bliss, "We should check out that circle wreck on the way back., There might be treasure!"

"Yeah," thinks Bliss.

Hobie (Nick T) HP 198/198 AC 37 Touch 23 Flat 30 CMD 44 Hero Points 9 Prepared Spells 
Tuesday January 26th, 2021 9:54:55 AM

Hobie hangs on tight as he's dragged by Murphy. He nods when he mentions the foresight spell. Hobie is ready to become a Merperson and go into combat should Murphy alert him.

DM Kathy 
Tuesday January 26th, 2021 5:31:01 PM

[OOC: Insight grants "warnings of impending danger or harm." Well, that's nice and vague. Will it warn you that your meal is high in cholesterol? That the streets are icy? That your horse might kick you? I'm going to limit it to "imminent threat to life and limb;" please let me know if you want something else.]

Spellcasting continues as you descend and head northeast. You pass by the mysterious structure, and see there's another structure of some kind off to your left. Of more immediate concern, however, is your path. Until now you have been traveling along the ocean floor, but now you can see that there is a rift of some kind up ahead. In about 30 feet, the surface you're traveling on (or near; you're floating) drops away, passing under the rest of the seabed. As you get closer still, it becomes evident to both Murphy and Succotash that your path takes you into the rift, not over it.

The opening is pitch-black. Some kind of swirling current passes through it, so traversing the area is going to be tricky.

Pressi (Melvin) - AC 26 (31), HP 132, CMD 25; Harper AC 30 (35), HP 94, CMD 29 (34) 
Tuesday January 26th, 2021 9:25:42 PM

(OOC: I think the idea is that impending danger is supposed to continue along other divinations like the Rod of Alertness or Augury. That is, is there a hostile or trap nearby (probably within a round or two movement wise - just enough to stop a nasty surprise, but it won't tell you what's in the building in front of you.) Maybe it also stops you from doing something that will cause great harm in the next round. But yeah it probably won't ping some creature far away or in a foreboding rift.)

Pressi continues to drop dancing lights into the rift and to detect magic all around. "Is this going to be one of those times where we actually make it more risky a device falls into the wrong hands by not just leaving things alone or bombing the area? Like, this doesn't seem like the kind of thing a Sahaugin would just navigate, and I DO have a rod that would let me seal this rift right up...."

Thinking for a moment, she considers casting Locate Creature (Sahaugin) to see if any of them are in the area. But at the last second, she remembers there are some problems with that.

Instead, she casts true seeing as she peers into the void.



Murphy Leafwin Pipewood(KimMc) Halfling Druid/Huge Water Elemental AC 46/T25/F41 CMB 19 CMD 39 HP  d20+41=42 ;
Wednesday January 27th, 2021 12:13:59 AM


[Re: Foresight: You made me laugh, Kathy! Don't worry - I'll trust you with the details. But it is a 9th level spell, no?]

Passing by and seeing the mysterious structure apparently reveals no more details of it to the engineering mind, but the druid also understands that is not our present goal. What with another structure observed now off to the left, we seem to be in a target-rich exploratory environment.

Murphy says, "We're about 80 or 90 feet deep now. In clear water - which it seems fairly clear where we are - you'll often have at least dim light to 250, sometimes to almost 500 feet deep... but things certainly can vary. And that rift is going to take us way below 90 feet. Thanks for the lights, sweets. Everyone be certain you are well affixed to the silken rope. And keep an eye out for each other - the person on your left, the person on your right. Prepare for a very deep bath, heroes. If any want to back out before the rift, speak now. I can get you back up top to the boat in a couple of minutes. If not, and you're willing to come along, well, hang on tight!"

He waits to see if anyone has any questions or requests or counsel. If all seem to want to go ahead, with Murphy double checking how well people are situated, he goes ahead, out over the rift at first, then slanting downwards. He attends to Succotash's directions.
==============
Perception: 42 - To accurately take in what he is observing, be alert to and aware of potential threats (including invisibility). Includes him glancing left, right, toward the back, upwards, ahead, and downwards (which, I suppose is also 'ahead').
Knowledge, Engineering: 31 - To begin to try to understand the nature of the metallic structure, protrusions, and hollow wheel.

Spells in effect:
Longstrider: 17 hrs 55 minutes
Water Breathing (from Succotash): 3 hrs 55 minutes [Since we only descended less than 100 feet, and Murphy, who can move 125', was going perhaps half speed, I'm thinking it took us about 1-2 minutes to get to the bottom and orient ourselves, and another few minutes to get to the edge of the rift, subject to DM correction on actual time]
Foresight: 2 hrs 57 minutes
Freedom of Movement: 2 hrs 57 minutes

Spells on others:
Freedom of Movement (Hobie): 2 hrs 50 minutes

Bliss HP165+9 AC31 | Mookie HP76+13 AC42 | Cayzle 
Wednesday January 27th, 2021 1:20:06 AM


Bliss makes sure that he and Mookie are TIED to the rope, not just holding on. And in addition, he uses one arm to physically hold Mookie.

"What am I, a baby?" he complains.

Succotash (Jeremy) AC 31/16/29 CMD 23 HP 129/129 Valerie AC 40/16/34 CMD 33 HP 127/127 Spells 
Wednesday January 27th, 2021 5:28:20 AM

Succotash doesn't like what he sees when he realizes that they have to enter the underwater trench, he is glad that he had the foresight to cast light on Valerie's bow, but he has a bad feeling about what lies ahead. He gives a nod of agreement to Murphy as if to say, "Let's go brother, we got this!" though inside he is thinking, "This is going to suck, and no sane person dives into an undersea trench willingly!"

Hobie (Nick T) HP 198/198 AC 37 Touch 23 Flat 30 CMD 44 Hero Points 9 Prepared Spells 
Wednesday January 27th, 2021 3:07:24 PM

Assuming that it's dark inside the trench, Hobie will cast Darkvision on himself.

=================================
Darkvision - 11 hours

DM Kathy 
Wednesday January 27th, 2021 6:33:40 PM

Pressi sends her Dancing Lights ahead, then casts True Seeing. You can see that the slope heads downward for quite a ways before passing out of sight under the overhanging seabed. You can see there are a lot of sharp rocks and corals around the entrance. These, combined with the unpredictable current, are going to make navigating the space a challenge.

Murphy takes a careful look, then cautions his friends to keep hold of the rope. Bliss actually ties himself to it, and takes hold of Mookie for good measure.

Succotash calls out encouragement, and the group starts forward. Immediately, you see that this is going to be a tricky bit of navigation. Everyone needs to make a DC 25 Survival or Acrobatics check to keep from smacking into something sharp. If you succeed at your check, you can use the Aid Another action to help someone else.

Hobie may want to hold off on his spell; right now the current is providing "vigorous movement," so you'd need to make a Concentration check.

Pressi (Melvin) - AC 26 (31), HP 132, CMD 25; Harper AC 30 (35), HP 94, CMD 29 (34)  d20+25=31 ; d20+11=17 ; d20+19=33 ;
Wednesday January 27th, 2021 10:36:29 PM

(Pressi survival check 31, Harper Acro Check 17 but Pressi can aid Harper with acro 33).

There isn't much more that Pressi wants to do as of yet (except maybe Moment of Prescience), but if someone has a suggestion, she might do something soon.

(OOC: I'll try to link the new sheets soon, as well as the updates to what spells were cast thus far,)

Bliss HP165+9 AC31 | Mookie HP76+13 AC42 | Cayzle  d20+13=25 ;
Thursday January 28th, 2021 12:23:16 AM

DC 25 Survival or Acrobatics check:

Bliss at +37 Acrobatics can't fail, and he helps whoever he can.

Mookie at Acrobatics +13 gets a 25 so he's ok, though last post I mentioned that Bliss was holding him tight.

Hobie (Nick T) HP 198/198 AC 37 Touch 23 Flat 30 CMD 44 Hero Points 9 Prepared Spells 
Thursday January 28th, 2021 2:20:22 AM

"Murphy, as we dive deeper, I'd like to be able to see in the dark. Could you turn and brace the current for me, so that I can be behind you in your slipstream and cast the spell without the current disrupting me?"

(Would that work DM?)

Murphy Leafwin Pipewood(KimMc) Halfling Druid/Huge Water Elemental AC 46/T25/F41 CMB 19 CMD 39 HP  d20+23=36 ; d20+41=53 ;
Thursday January 28th, 2021 4:18:44 AM


Murphy briefly backs out of the strong current for Hobie's sake before they get past the edge of it. He does so, Hobie casts his spell, then the watery druid heads forward.

Murphy is 32 feet long, and weighs 18,000 pounds. He can move up to 125' per round with native ability. Unless the currents exceed 62' movement speed, likely he has the ability to counter well enough to avoid the sharp rocks, and thus protect those in his tow fairly well. Yet, we shall see.

The water elemental threads the passageway, relying upon his darkvision and feel for the currents.

This situation recalls to mind the swimming race Murphy was in during the Crescent Valley Competition some years back. One of the largest halflings he knows, one Lotho of the BadApples team, managed to fill his mouth with water as Murphy took his first breath. It took will and fortitude to recover, but he pulled through strongly in the middle and end of the race. He came in ahead of Lotho, tying for 2nd place with Candy BadApple. Violet of the Culverwood's 'Forest Walkers' won that competition. [See Murphy post on Sept 3 2013, and DM Kent's post on the same date.]

As they progress Murphy remains alert to further changes in the environment.

[Is this rift some sort of a tunnel?]
==============
Survival: 36/25 - Murphy's navigation through the current - and his successful navigation should give all others a +2 on their DC 25 Survival or Acrobatics check (if not obviate the need entirely?)
Perception: 53 - DM use as needed

Spells in effect:
Longstrider: 17 hrs 53 minutes
Water Breathing (from Succotash): 3 hrs 53 minutes
Foresight: 2 hrs 55 minutes
Freedom of Movement: 2 hrs 55 minutes

Spells on others:
Freedom of Movement (Hobie): 2 hrs 53 minutes

Succotash (Jeremy) AC 31/16/29 CMD 23 HP 129/129 Valerie AC 40/16/34 CMD 33 HP 127/127 Spells  d100=81 ; d20+15=28 ; d20+15=27 ; d20+7=23 ;
Thursday January 28th, 2021 5:36:42 AM

Succotash manages to avoid banging into the walls, and even manages to aid Valerie. If someone else is able to offer Valerie some additional aid she will pass (rolled a 23 with Succotash's help already added to the die roller), otherwise the dinosaur will scrape the rocks.

Murphy Leafwin Pipewood(KimMc) Halfling Druid/Huge Water Elemental AC 46/T25/F41 CMB 19 CMD 39 HP 
Thursday January 28th, 2021 9:26:36 AM


The +2 from Murphy should cover Valerie, taking her from 23 to 25.

The Kezz'm (BrianW) - AC 41/21/36; HP 248/248; Rumpus AC 32/15/27 HP 101/101  d20+13=15 ;
Thursday January 28th, 2021 1:14:26 PM

Acrobatics: 15.

Kezzem slams into something sharp.

"Help! I'm stuck!"

Spells in Effect:
Water Breathing ? (form ????)

DM Kathy  d100=7 ; d6=5 ; d6=1 ;
Thursday January 28th, 2021 7:44:59 PM

Pressi maneuvers nimbly through the opening. Harper has some trouble, but with help from Pressi and Bliss, she manages to avoid the sharp rocks. Mookie is fine, being held by Bliss.

Murphy glides through with ease. Succotash swims through with somewhat less ease, but safely. Between them, they are able to assist Valerie.

Hobie paused to cast his spell, so he still needs to make his check to get through.

Kezzem, however, runs afoul of a cross-current and smacks into a sharp protrusion. He takes 6 points of slashing damage, but he does make it through the opening; no further checks needed.

The slope continues downward for a short distance, taking you further under the seabed. Or the upper seabed? There's seabed down here, too, obviously. It's a little eerie down here, and obviously pitch-dark.

Survival 15 Highlight to display spoiler: {This rift or chasm or whatever you want to call it looks relatively new. Giving it some thought, you believe it was probably caused by all the seismic activity around the return of the Sargass.}

Pressi (Melvin) - AC 26 (31), HP 132, CMD 25; Harper AC 30 (35), HP 94, CMD 29 (34) 
Thursday January 28th, 2021 9:29:44 PM

Pressi's survival headband is in overdrive (no fail) as she looks through the rift. "The ship WAS buried where nobody could get it. This rift is new... probably caused by the seismic activity when the Sargrass returned."

She continues to cast detect magic and dancing lights, and she continues to watch via true seeing.

Bliss HP165+9 AC31 | Mookie HP76+13 AC42 | Cayzle  d20+27=39 ;
Thursday January 28th, 2021 11:06:15 PM

Survival +18=auto

Bliss looks around after passing through the rift. He's glad for the light that Miss Pressi is magically making. Bliss continues to hold tight to the rope and to Mookie.

Perception 39


Murphy Leafwin Pipewood(KimMc) Halfling Druid/Huge Water Elemental AC 46/T25/F41 CMB 19 CMD 39 HP  d20+23=29 ; d20+41=51 ;
Thursday January 28th, 2021 11:14:20 PM


After getting through that pinch-point with relatively few scrapes [will look to see how Hobie does], Murphy

He notices Kezzem's light wound. "Blood draws sharks. Can someone tap Kezzem with a wand to stop his bleeding?" It's rather hard for Murphy to draw a wand in this form. Likewise, if Hobie gets cut, then we'll want to fix that immediately.

To Pressi's comment, he says, "That's likely what happened, yep."

As soon as any healing is handled, Murphy asks, "Ready?" If so, then he says, "Onward." Murphy continues the descent with friends in tow.
==============
Survival: 29 - Murphy posits what may have happened here, and concurs with Pressi.
Perception: 51

Spells in effect:
Longstrider: 17 hrs 52.5 minutes
Water Breathing (from Succotash): 3 hrs 52.5 minutes
Foresight: 2 hrs 54.5 minutes
Freedom of Movement: 2 hrs 54.5 minutes

Spells on others:
Freedom of Movement (Hobie): 2 hrs 52.5 minutes

Succotash (Jeremy) AC 31/16/29 CMD 23 HP 129/129 Valerie AC 40/16/34 CMD 33 HP 127/127 Spells  d20+15=24 ; d8+5=13 ; d20+15=18 ;
Friday January 29th, 2021 5:57:19 AM

"It's hard to believe that something that happened so far away could cause such an impact, here, but here we are!" Succotash says in surprise as he realizes the source of this undersea trench. Murphs right, "Here Kezzem let me patch you up." Succotash casts Cure Light Wounds, swapping it for one of his two prepared endure elements, healing 13 hp.

OOC... Please ignore second d20+15, I was thinking I could attempt an aid another for Hobie, but forgot that doing so is a standard action and since Succotash cast a spell, he couldn't do so."

Pressi (Melvin) - AC 26 (31), HP 132, CMD 25; Harper AC 30 (35), HP 94, CMD 29 (34) 
Friday January 29th, 2021 10:44:54 AM

If needed, Pressi will do an aid another for Hobie.

The Kezz'm (BrianW) - AC 41/21/36; HP 248/248; Rumpus AC 32/15/27 HP 101/101  d8=3 ;
Friday January 29th, 2021 2:17:46 PM

(For some reason Kezzem's post didn't got through).

"Nevermind, 'tis but a scratch!"

(The roll was for his wand of CLW, but since Succo has since posted healing, I will add the charge back on).

Murphy Leafwin Pipewood(KimMc) Halfling Druid/Huge Water Elemental AC 46/T25/F41 CMB 19 CMD 39 HP 
Friday January 29th, 2021 5:33:02 PM


"Yes, Kezzem, it's only a scratch," Murphy agrees. "Yet the scent of blood somehow or other carries quickly to the nostrils of sharks. That's why we take care of light wounds immediately, before we draw too many sharp shark teeth towards us." If Hobie ends up scratched as well, then perhaps Kezzem's wand can treat the wizard/archer.

Bliss HP165+9 AC31 | Mookie HP76+13 AC42 | Cayzle  d20+27=44 ;
Friday January 29th, 2021 8:21:04 PM


Bliss looks around for sharks.

Perception 44

Hobie (Kim for Nick T) HP 198/198 AC 37 Touch 23 Flat 30 CMD 44 Hero Points 9  d20+12=25 ;
Friday January 29th, 2021 8:57:01 PM


Just so can get past the issue of whether Hobie is scratched - here is an acrobatics roll for him - adding +2 from Pressi's aid another: 25 - he narrowly avoids the sharp edges.

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