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Monsters of the Deep


DM Kathy 
Friday January 29th, 2021 10:54:04 PM

[Everybody take 10,000 XP for the previous scene.]

You pass through the rift. Hobie makes it safely. Kezzem's wound is a worry, since the blood may attract sharks, but you quickly heal it.

Of course, that is no guarantee that you are free from danger. Being experienced adventurers, you are on alert for anything lurking here in the depths.

And you are not disappointed. No sooner have you cleared the rift than you see an enormous sea-serpent! It has has bright, bulging eyes and rounded jaws filled with long, jagged teeth.

What could be worse than a sea-serpent?

Two sea-serpents. Both headed in your direction!

[OOC: Since this combat is in three dimensions, I want to try to do it without a map. Please let me know if that isn't going to work for you. The sea-serpents are Gargantuan in size, and have a 20-foot reach.]

Murphy, druid 18(KimMc) Huge H2O Elemntl AC 46/T25/F41 CMB 19 CMD 39 HP 268+12  d20+41=42 ;
Saturday January 30th, 2021 2:11:20 AM


"Two sea serpents, gargantuan, coming up our way!" Murphy announces to all in the halfling tongue. "It may be tough, but I might be able to outswim them. But you must hold on tight. Anyone with a better idea, speak now. If I can get us to a defensible position, then we can fight them there. Watch for boulders, crevices, shipwrecks, whatever. Meanwhile, for the next few seconds, do something that looks spectacular, intimidating."

In the Aquan (Aquatic) tongue, Murphy rears up and spreads his body wide and says loudly, [If you know Aquan, you can understand this - and Pressi gets the halfling equivalent in her mind] "O Great Sea Serpents. Many of us look small, yet we have slain mountain giants, great dragons, a mighty kraken, and have traveled to the moon above the sky. Surely you do not want to die at our hand this day? Instead, if you take us to a ship we seek, then tell us what you would have us do for you, that does no harm to our own nor to the innocent."

What does Murphy's foresight spell tell him?

His movement at run speed is 625. At standard speed 125. Run speed might be rough on those being pulled along.

Is the seabed below us, or, apart from the rift we just passed through, are we surrounded on all other sides by open water, the bottom far below us, whatever is above us so far above us so as to be of no tactical advantage?

Are there plants? Fish of any size or stripe? Little or big rocks, boulders? Shipwrecks? Crevices? A ceiling above - smooth or rugged - and how far above?

As we are in one group, with many dependent for movement in their halfling forms upon Murphy right now, how do they break off (not that I recommend that), swim, so we don't all get swallowed at once? Not that that would be a bad thing.

As one map is worth a thousand words, your descriptive powers, our hard-working DM, should fill us in enough that we are not fighting in a nondescript featureless amorphous glob of water.
==============
Perception: 42

Spells in effect:
Longstrider: 17 hrs 52 minutes
Water Breathing (from Succotash): 3 hrs 52 minutes
Foresight: 2 hrs 54 minutes --> [b]DOES THIS PROVIDE MURPHY ANY
Freedom of Movement: 2 hrs 54 minutes
Heroe's Feast: 10 hours 24 minutes

Spells on others:
Freedom of Movement (Hobie): 2 hrs 52 minutes

Murphy, druid 18(KimMc) Huge H2O Elemntl AC 46/T25/F41 CMB 19 CMD 39 HP 268+12 
Saturday January 30th, 2021 3:54:36 AM


I forgot to lst Magic Fang, Greater: 11 hrs 50 minutes

The Kezz'm (BrianW) - AC 41/21/36; HP 248/248; Greater Magic Weapon, Water Breathing  d20+7=27 ;
Saturday January 30th, 2021 1:54:07 PM

Kezzem cast Greater Magic Weapon on his dagger, or daggers if he has time to do both. I meant to state this earlier, but since I didn't, I'll understand if he can only get one spell off.

"Can somebody help get me over there?"

If not, Kezzem will try to muddle closer on his power.

Swim: 1d20 + 7 = 27. Natural 20.

Pressi (Melvin) - AC 26 (31), HP 144, CMD 26; Harper AC 31 (36), HP 102, CMD 30 (35) 
Saturday January 30th, 2021 9:25:04 PM

(updated header and sheet link)

-------------------

Ritual of Warding
Ritual of Healing
Heroes Feast?
Spectral Hand?
true seeing
water breathing (from murphy)

L1: 1
L4: 0+1
L5: 1+1


Pressi (Melvin) - AC 26 (31), HP 144, CMD 26; Harper AC 31 (36), HP 102, CMD 30 (35) 
Saturday January 30th, 2021 9:28:29 PM

Pressi doesn't exactly need foresight to know that this is going to be bad.

Her first move is to cast upon herself Alter Self: Merfolk. That should allow her to swim and cast better.

-------------------

Ritual of Warding
Ritual of Healing
Heroes Feast?
Spectral Hand?
true seeing
water breathing (from murphy)

L1: 2
L4: 0+1
L5: 1+1


Succotash (Jeremy) AC 31/16/29 CMD 23 HP 129/129 Valerie AC 40/16/34 CMD 33 HP 127/127 Spells 
Monday February 1st, 2021 7:53:26 AM

Succotash quickly slides off of Valerie’s back, and then casts Freedom of motion on her.

Succotash’s active spells:
Heroes Feast (12 temp HP)
Water Breathing

Valerie’s active spells:
Heroes Feast (11 temp HP)
Water Breathing
Freedom of Motion 180 min

DM Kathy  d20+23=43 ; d20+23=41 ; 12d10+28=89 ; d20+45=46 ; d6=4 ; d20+23=40 ; 6d10+14=44 ; d20=15 ;
Monday February 1st, 2021 5:07:52 PM

Murphy's Foresight spell tells him this could be trouble. He tries speaking to the sea-serpents in Aquan, but they show no sign of slowing down.

You are in a chamber of sorts, with a "roof" about 40 feet overhead and the seabed about 20 feet below you. You see no animals here other than the sea-serpents and your companions. You see no plants of any kind; there may or may not be microscopic plankton drifting around you. You don't see a shipwreck. There are, however, lots and lots of rocks.

Kezzem has already cast Greater Magic Weapon on both his daggers. [OOC: It's an hour/level spell, so it's reasonable to assume he would cast it well in advance.] He cannot swim very well on his own, but of course he can keep hold of the rope and be dragged along by Murphy. Of course, that means going where Murphy wants to go.

Pressi turns herself into a mermaid.

Succotash dismounts and casts Freedom of Movement on Valerie.

Since Murphy was kind enough to draw attention to himself, the first sea-serpent attacks him. Massive teeth crush down on the water elemental, doing 89 points of damage. It tries to hang on, but it clearly wasn't expecting the texture of a water elemental! [Natural 1 on the grapple check!]

The other sea-serpent attacks Bliss! Bliss takes 44 damage, and is grappled unless he has Freedom of Movement up.

Succotash (Jeremy) AC 31/16/29 CMD 23 HP 129/129 Valerie AC 40/16/34 CMD 33 HP 127/127 Spells  9d6=32 ; d20+30=46 ; d20+30=37 ; d20+30=37 ; d20+30=36 ; d20+30=45 ; d20+30=43 ; 2d6+20=28 ; 2d6+20=25 ; 2d6+20=28 ; d8+20=24 ; d4+20=24 ; d4+20=24 ; d6=4 ; d6=2 ; d6=3 ; d6=1 ; d6=5 ; d6=2 ; d6=4 ; d6=4 ; d6=4 ; d6=4 ; d6=4 ; d6=6 ;
Monday February 1st, 2021 7:49:53 PM

Succotash sees his friends get chomped on and quickly channels energy to heal 32 damage. He then digs deep into his reservoir of heroism, and casts divine power on Valerie, and asks her to attack the Serpent attacking Murphy.

Left Talon: Hits AC 46 for 28 + 4 shock and 2 cold
Right Talon: Hits AC 37 for 25 + 3 shock and 1 cold
Divine Power Talon: Hits AC 37 for 28 + 5 shock and 2 cold
Bite: Hits AC 36 for 24 + 4 shock and 4 cold
Left Claw: AC 45 for 24 + 4 shock and 4 cold
Right Claw: AC 43 for 24 + 4 shock and 6 cold

Succotash's Daily stuff:
Channel Energy (9d6) 9/10
Dimensional Hop 180/180
Speak with Animals 21/21
Agile Feet 13/13

Succotash’s active spells:
Heroes Feast (12 temp HP)
Water Breathing

Valerie’s active spells:
Heroes Feast (11 temp HP)
Water Breathing
Freedom of Motion 180 min
Divine Power (+6, 18 temp HP) 18/18

Murphy, druid 18(KimMc) Huge H2O Elemntl AC 46/T25/F41 CMB 19 CMD 39 HP 268+12/196  d20+41=51 ;
Monday February 1st, 2021 8:38:10 PM

Hmmm...

Yay - Sea Serpents![u]
"A [u]prayer[u], Succotash, a prayer!" "A [u]haste
, anyone, a haste!" Murphy finds the largest local grouping of rocks & boulders he can - ensuring that there are nooks and crannies for his friends to hide in. As he races down, he says, "Hide among the boulders, take what cover you can, cast what spells you might. If any of you want me to take you elsewhere, tell me immediately." He discards the pull-ropes down with his friends into the deepest part of the rocks he can, then sprints to one side to try to draw the sea serpents toward him. If any state immediately they want to come with him, he can take perhaps one or two along, carrying them.

=========
In his huge water elemental form, Murphy is not subject to bleed attacks, critical hits, or sneak attacks. He has DR 5/-. As he has Freedom of Movement, he cannot be grappled.

Perception: 51

Spells in effect:
Longstrider: 17 hrs 51.9 minutes
Water Breathing (from Succotash): 3 hrs 51.9 minutes
Foresight: 2 hrs 53.9 minutes --> [NOTE: Does this 9th-level spell provide only ~6 or so seconds of warning before oncoming attack, and no spell-provided ideas how he might mitigate the danger? How about if some of the rocks below are boulders - which might cut down on damage to his friends, since no other mitigation info was provided? If there are no boulders, then the halflings can pile lots of little rocks on themselves for camoflage :-) ]
Freedom of Movement: 2 hrs 53.9 minutes
Heroes' Feast: 10 hours 23.9 minutes
Magic Fang, Greater: 11 hrs 49.9 minutes

Spells on others:
Freedom of Movement (Hobie): 2 hrs 51.9 minutes

Bliss HP130/165 AC31 | Mookie HP76+13 AC42 | Cayzle  d6+5=11 ; d20+23=35 ;
Monday February 1st, 2021 10:47:57 PM


Bliss sprouts his bramble armor as a free action, inflicting 11 hp damage to the monster grappling him.

Bliss activates a quickened spell-like ability -- Divine Favor +3

Bliss spends a full-round action round trying to wriggle out of the monster's grip. Escape Artist 35.

Mookie activates his Shield of Faith and uses total defense.

Hobie (Nick T) HP 198/198 AC 37 Touch 23 Flat 30 CMD 44 Hero Points 9 Prepared Spells  d20+30=46 ; d20+30=45 ; d20+30=34 ; d20+25=39 ; d20+20=25 ; d20+15=25 ; 2d6+25=33 ; d6=6 ; 2d6+25=37 ; d6=3 ; 2d6+25=33 ; d6=1 ; 2d6+25=30 ; d6=3 ; 2d6+25=29 ; d6=1 ; 2d6+25=32 ; d6=4 ; 2d6+25=32 ; d6=5 ;
Tuesday February 2nd, 2021 4:09:20 AM

Without a map, I'm not sure how to account for the penalties and how to choose who to shoot or whether to shoot, but since Hobie was attached to Murphy and one serpent melee attacked Murphy, I'm assuming he is fairly close to the serpent who attacked Murphy.

The penalty for shooting a bow underwater is -2 for every 5 feet the arrow has to travel. He will click his heels and shoot the closest serpent he can shoot.

Manyshot +30
Attack 46
Piercing 33, Electric 6 = 39
Piercing 37, Electric 3 = 40

Haste +30
Attack 45
Piercing 33, Electric 1 = 34

Rapid shot +30
Attack 34
Piercing 30, Electric 3 = 33

Iterative 1 +25
Attack 39
Piercing 29, Electric 1 = 30

Iterative 2 +20
Attack 25
Piercing 32, Electric 4 = 36

Iterative 3 +15
Attack 25
Piercing 32, Electric 5 = 37

Hobie (Nick T) HP 198/198 AC 37 Touch 23 Flat 30 CMD 44 Hero Points 9 Prepared Spells 
Tuesday February 2nd, 2021 4:10:40 AM

it's only -2 for attack rolls, no damage penalties shooting a bow underwater

Pressi (Kim for Melvin) - AC 26 (31), HP 144+12, CMD 26; Harper AC 31 (36), HP 102, CMD 30 (35) 
Tuesday February 2nd, 2021 11:45:08 AM


After hearing Murphy request 'haste' - Mermaid Pressi casts it right away when all are close together. Lasts 16 rounds. - Everybody is hasted.

When they reach the boulders at the bottom, she takes hold of a staff.

Harper complains about being all wet, and crouches behind a large rock to peek over the edge to keep her eye on the enormous snaky things.

[I can't get into Pressi's CS - but I think she can cast haste]

DM Kathy  d20+45=46 ; d20+33=34 ; d20+33=42 ; 6d8+14=46 ; d20+33=37 ; d20+45=64 ; 6d10+14=53 ;
Tuesday February 2nd, 2021 4:46:48 PM

Succotash channels some healing energy, then makes a heroic effort to cast Divine Power on Valerie. Valerie then goes to town on one of the sea-serpents. The creature does not seem to take cold damage, but all the other damage gets through.

Murphy drags the group toward concealment. Honestly, there isn't a lot, but somebody very determined could probably make it work. Thanks to his elemental form, Murphy is currently immune to critical hits, so he took less damage last time, most or all of which was healed by Succotash.

Bliss becomes very spiky! He also activates his Divine Favor. He tries to wiggle free, and manages to do it! Perhaps it was the brambles.

Hobie is about 25 feet from one of the sea-serpents. Any closer, and he'll provoke attacks of opportunity by making ranged attacks. His Manyshot and Hasted shot hit, and do full damage.

Pressi casts Haste.

The serpent Valerie had been attacking turns and attacks her back! Its bite misses, but it slaps her with its tail for 46 damage.

The other serpent decides Bliss is too spicy and goes after Hobie instead. Its teeth sink in for 53 damage, and Hobie is grappled! (Unless he has Freedom of Movement up)

The Kezz'm (BrianW) - AC 41/21/36; HP 248/248; Greater Magic Weapon, Water Breathing  d20+7=25 ;
Tuesday February 2nd, 2021 5:15:14 PM

Kezzem will try to make his way to the nearest sea serpent.

Swim: 1d20 + 7 = 25.


Succotash (Jeremy) AC 31/16/29 CMD 23 HP 129/129 Valerie AC 40/16/34 CMD 33 HP 127/127 Spells  d3=2 ; d20+30=33 ; d20+30=38 ; d20+30=49 ; d20+30=43 ; d20+30=48 ; d20+30=40 ; 2d6+25=33 ; 2d6+25=27 ; 2d6+25=36 ; d8+25=32 ; d8+25=27 ; d8+25=26 ; d4+25=27 ; d4+25=29 ; d6=1 ; d6=2 ; d6=6 ; d6=6 ; d20=17 ; d20=13 ; d6=3 ; d6=6 ;
Tuesday February 2nd, 2021 9:30:45 PM

Succotash answers Murphy, "I wasn't able to prepare prayer, I had to prepare water breathing instead, but maybe I can bring some friends to the party." Succotash then cast Summon Monster XIII summoning 2 augmented dire sharks, which will arrive next round (dire sharks are off the Summon Monster XII list so he can summon 1d3, rolled a 2)

Meanwhile, Valerie lets out a roar of anger as the Serpent strikes her with it's tail, luckily the majority of her damage was absorbed by temp HP. She unleashes another full round action.

Left Talon: Hits AC 33 for 33 damage + 1 shock
Right Talon: Hits AC 38 for 27 damage + 2 shock
Haste Talon: Hits AC 49 for 36 damage + 6 shock
Bite: Hits AC 43 for 32 damage + 6 shock
Left Claw: Hits AC 48 for 27 damage + 3 shock
Right Claw: Hits AC 40 for 29 damage + 6 shock
Please ignore 2nd and 3rd d8 rolls, as well as the 2 random d20 rolls. I forgot the claws do 1d4 damage, and my mouse slipped while rolling d6 shock damage

Succotash's Daily stuff:
Channel Energy (9d6) 9/10
Dimensional Hop 180/180
Speak with Animals 21/21
Agile Feet 13/13

Succotash’s active spells:
Heroes Feast (12 temp HP)
Water Breathing
Summon Monster XIII (2 dire sharks) 18/18

Valerie’s active spells:
Heroes Feast
Water Breathing
Freedom of Motion 180 min
Divine Power (+6) 17/18

Dire Shark 1) 142/142 HP 2) 142/142 HP
N Gargantuan animal (aquatic)
Init +6; Senses Darkvision, blindsense 30 ft., keen scent; Perception +25

DEFENSE

AC 23, touch 8, flat-footed 21 (+2 Dex, +15 natural, –4 size)
hp 142
Fort +16, Ref +13, Will +8
DR 10/evil SR 15
Acid, Cold, Electricity Resistance 15

OFFENSE

Speed swim 60 ft.
Melee bite +17 (4d10+17/19–20 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks swallow whole (2d6+17 damage, AC 17, 11 hp)

STATISTICS

Str 34, Dex 15, Con 21, Int 1, Wis 12, Cha 10
Base Atk +11; CMB +27 (+31 grapple); CMD 39
Feats Bleeding Critical, Critical Focus, Great Fortitude, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception)
Skills Perception +25, Swim +20

Hobie (Nick T) HP 145/198 AC 37 Touch 23 Flat 30 CMD 44 Hero Points 9 Prepared Spells  d20+20=34 ; d20+20=25 ; d20+20=22 ; d20+15=17 ; d20+10=15 ; d20+5=8 ; 2d6+25=33 ; 2d6+25=30 ; d6=2 ; d6=2 ;
Wednesday February 3rd, 2021 1:40:03 AM

Thanks to his friend Murphy's spell, Hobie is not grappled (Freedom of Movement)

Hobie will fire a full barrage of arrows at the Serpent who attacked him. He'll five foot step back to be 25 feet away from the serpent and suffer a -10 on attack rolls (included in numbers below)

Last round 39-10 was a miss, so unless I did some math wrong, everything misses except the Manyshot, so it should be 67 damage minus any DR

Manyshot +20
Attack 34
Piercing 33, 2 electric = 35
Piercing 30, 2 electric= 32

Haste +20
Attack 25- Miss

Rapid shot +20
Attack 22 - Miss

Iter 1 +15
Attack 17- Miss

Iter 2 +10
Attack 15- Miss

Iter 3 +5
Attack 8- Miss

Pressi (Kim for Melvin) - AC 26 (31), HP 144+12, CMD 26; Harper AC 31 (36), HP 102, CMD 30 (35)  d20+26=40 ;
Wednesday February 3rd, 2021 7:45:28 AM


Pressi aims the staff down at an angle, and uses a charge for Passwall. If the seabed is mainly stone, then a 15' deep passage opens, being 5' wide by 8' across, with the opening angled down about 45 degrees so the top opening is farther away than the bottom below from the sea serpents. "Harper, hide." If any others wish a semi-secure hiding place, there it is. Then she looks up at the battle to see where she might be most useful, and moves to about 40' away from the nearer sea serpent.

Harper works her way to the opening, and tucks inside, all the way to the bottom.

[Kim is looking forward to Melvin returned to play Pressi far more effectively than he can]
=========
Perception: 40
Hasted

Murphy, druid 18(KimMc) Huge H2O Elemntl AC 47/T26/F42 CMB 19 CMD 39 HP 268  d20+21=41 ; d20+21=38 ; 4d6+24=35 ; d20+41=43 ;
Wednesday February 3rd, 2021 8:04:52 AM


Murphy swims up to where OctoBliss is and casts Freedom of Movement on him, then punches the nearby sea serpent (if he can with the haste) for (critical hit vs AC 39) 36 hp (forgot to include +1 from Amulet of Mighty Fists).
===========
Perception 43
etc.
Add Freedom of Movement for Bliss, 3 hours.

Bliss HP130/165 AC31 | Mookie HP76+13 AC42 | Cayzle 
Wednesday February 3rd, 2021 4:57:44 PM

Bliss tumbles back out of reach of the monster. (move action).

Then he casts his Greater Poly to become a Giant Octopus. (standard action).

Then he turns on his shield of faith (swift action).

He turns off his bramble armor for this round (free action).

Mookie hangs back out of reach.

DM Kathy  d20+33=36 ; d20+33=36 ;
Wednesday February 3rd, 2021 5:44:37 PM

Kezzem maneuvers into position. He can attack the sea-serpent next round.

Succotash begins casting a summoning spell, while Valerie continues attacking the sea-serpent. Her first attack misses, but the others all hit and do damage. And by the time she's done, that sea-serpent has stopped moving.

One serpent down

Thanks to Freedom of Movement, Hobie slips out of the sea-serpent's teeth, much to its surprise. He opens fire, hitting with a Manyshot. The creature does not seem to have any damage reduction, although as previously mentioned, it doesn't seem to take cold damage.

Pressi creates a hiding place for Harper (and anyone else who wants it).

Murphy casts Freedom of Movement on Bliss. If he also wants to punch the sea-serpent, he'll need to spend a Hero Point. Haste won't help with that.

Bliss tumbles back from the sea-serpent, turns himself into an octopus, and exchanges his bramble armor for a shield of faith.

The sea-serpent is not too bright and doesn't have any ranks in Spellcraft. It is convinced it can bite and swallow Hobie if it just tries hard enough! So it tries again. Its teeth fail to connect with the nimble halfling, and its tail misses as well.

Pressi (Melvin) - AC 26 (31), HP 144, CMD 26; Harper AC 31 (36), HP 102, CMD 30 (35) 
Wednesday February 3rd, 2021 8:21:23 PM

With a wave of her hand, Pressi casts Ill Omen on the remaining sea serpent.

Succotash (Jeremy) AC 31/16/29 CMD 23 HP 129/129 Valerie AC 40/16/34 CMD 33 HP 127/127 Spells  d20+17=18 ; d20+17=37 ; 4d10+17=39 ; d20+15=27 ; d20+30=47 ; 2d6+25=30 ; d6=3 ;
Wednesday February 3rd, 2021 8:32:35 PM

At his command, Succotash's two dire sharks attack the remaining sea serpent. the first one misses with a natural 1, but the 2nd Hits AC 37 for 39 damage. Valerie swims over to the remaining serpent (Swim 27) and lashes out with one of her talons hitting AC 47 for 30 damage + 3 shock.

Succotash's Daily stuff:
Channel Energy (9d6) 9/10
Dimensional Hop 180/180
Speak with Animals 21/21
Agile Feet 13/13

Succotash’s active spells:
Heroes Feast (12 temp HP)
Water Breathing
Summon Monster XIII (2 dire sharks) 17/18

Valerie’s active spells:
Heroes Feast
Water Breathing
Freedom of Motion 180 min
Divine Power (+6) 16/18

Dire Shark 1) 142/142 HP 2) 142/142 HP
N Gargantuan animal (aquatic)
Init +6; Senses Darkvision, blindsense 30 ft., keen scent; Perception +25

DEFENSE

AC 23, touch 8, flat-footed 21 (+2 Dex, +15 natural, –4 size)
hp 142
Fort +16, Ref +13, Will +8
DR 10/evil SR 15
Acid, Cold, Electricity Resistance 15

OFFENSE

Speed swim 60 ft.
Melee bite +17 (4d10+17/19–20 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks swallow whole (2d6+17 damage, AC 17, 11 hp)

STATISTICS

Str 34, Dex 15, Con 21, Int 1, Wis 12, Cha 10
Base Atk +11; CMB +27 (+31 grapple); CMD 39
Feats Bleeding Critical, Critical Focus, Great Fortitude, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception)
Skills Perception +25, Swim +20

The Kezz'm (BrianW) - AC 41/21/36; HP 248/248; Greater Magic Weapon, Water Breathing  d20+26=46 ; d20+26=41 ; d3+7=9 ; d6=1 ; d3+7=9 ; d20+26=28 ; d20+26=28 ; d20+21=36 ; d20+21=32 ; d20+16=19 ; d20+16=24 ; d20+11=25 ; d3+7=9 ; d6=5 ; d3+7=8 ; d6=3 ; d3+7=8 ; d6=2 ; d3+7=8 ; d6=3 ; d3+7=8 ; d6=5 ; d3+7=9 ; d6=2 ; d3+7=8 ; d6=3 ; d10+6=16 ;
Wednesday February 3rd, 2021 8:34:56 PM

Kezzem clicks his Boots of Speed together and makes with the stabby-stabs.

Attack (Haste): 1d20 + 26 + 2 (GMW) = 48. Natural 20!
Crit Confirm: 1d20 + 26 + 2 (GMW) = 43!
Damage: 1d3 + 5 + 2 (GMW) + 1d6 fire = 9 + 1 fire.
Crit Damage: 1d3 + 5 + 2 (GMW) = 9.

Attack #1: 1d20 + 26 + 2 (GMW) = 30.
Damage: 1d3 + 5 + 2 (GMW) + 1d6 fire = 9 + 5 fire.

Off-Hand Attack #1: 1d20 + 26 + 2 (GMW) = 30.
Damage: 1d3 + 5 + 2 (GMW) + 1d6 cold = 8 + 3 cold.

Attack #2: 1d20 + 21 + 2 (GMW) = 38.
Damage: 1d3 + 5 + 2 (GMW) + 1d6 fire = 9 + 5 fire.

Off-Hand Attack #2: 1d20 + 21 + 2 (GMW) = 34.
Damage: 1d3 + 5 + 2 (GMW) + 1d6 cold = 8 + 3 cold.

Attack #3: 1d20 + 16 + 2 (GMW) = 21.
Damage: 1d3 + 5 + 2 (GMW) + 1d6 fire = 8 + 5 fire.

Off-Hand Attack #3: 1d20 + 16 + 2 (GMW)= 26.
Damage: 1d3 + 5 + 2 (GMW) + 1d6 fire = 9 + 2 cold.

Attack #4: 1d20 + 11 + 2 (GMW) = 27.
Damage: 1d3 + 5 + 2 (GMW) + 1d6 fire = 8 + 3 fire.

Two-Weapon Rend (if AC <= 34): 1d10 + 6 = 16.

"Yes, I can stab eight times in six seconds now," says Kezzem.

Murphy, druid 18(KimMc) Huge H2O Elemntl AC 47/T26/F42 CMB 19 CMD 39 HP 268  d20+21=41 ; d20+21=30 ; d20+21=37 ; d20+21=38 ; 4d6+24=37 ; 2d6+12=18 ; 2d6+12=19 ;
Thursday February 4th, 2021 12:11:20 AM


Murphy goes a full round on the sea serpent before him. Nat 20 for 37 hp, two more hits for 18 and 19. Total 74 hp damage. "You should have taken me up on the deal I offered."

Murphy, druid 18(KimMc) Huge H2O Elemntl AC 47/T26/F42 CMB 19 CMD 39 HP 268 
Thursday February 4th, 2021 12:16:50 AM


"Your hands are a blur, Kezzem. Really!" Murphy says. "Maybe later we can provide Grog's Inn with some sea serpent meat."

Hobie (Nick T) HP 145/198 AC 37 Touch 23 Flat 30 CMD 44 Hero Points 9 Prepared Spells 
Thursday February 4th, 2021 2:21:24 AM

(You mentioned in the bit about Hobie's attack that the creature doesn't take cold damage, but Hobie's bow isn't doing any cold damage)

Hobie (Nick T) HP 145/198 AC 38 Touch 24 Flat 30 CMD 44 Hero Points 9 Prepared Spells  d20+24=31 ; d20+24=26 ; d20+24=37 ; d20+19=25 ; d20+14=32 ; d20+9=27 ; 2d6+25=34 ; 2d6+25=30 ; d6=4 ; d6=4 ; 2d6+25=30 ; d6=6 ; 2d6+25=33 ; d6=1 ;
Thursday February 4th, 2021 2:32:37 AM

When the sea serpent misses, Hobie will take another 5 foot step, but this time in toward the monster instead of away from it, exposing himself to an AOO, but reducing the attack penalty by 4.

All attacks include the penalty for shooting underwater.

Based on previous hits and misses I think the total damage would be 142

Manyshot + 24
Attack 31
Piercing 34, Electric 4 = 38
Piercing 30, Electric 4 = 34

Haste +24
Attack 26 - Miss

Rapid shot +24
Attack 37
Piercing 30, Electric 6 = 36

Iter 1 + 19
Attack 25 - Miss

Iter 2 +14
Attack 32
Piercing 33, Electric 1 = 34
Iter 3 +9
Attack 27 - Miss

Bliss HP166/201 AC28 | Mookie HP76+13 AC42 | Cayzle  d20+37=51 ; d20+28=45 ; d8+28=33 ; d6=4 ;
Thursday February 4th, 2021 4:34:21 PM


If there is still a foe to fight, Bliss activates his Arcane Strike and then swims/tumbles to move within range and bites:

Acrobatics to avoid AoOs: 51

Raging bite after a move action to move up: Hits AC45 for 37 nonlethal damage plus a save vs poison ... Poison (with BSIII) Fort DC22, 1/rnd for 6 rnds; for 1d3 Str; cure 2 saves

DM Kathy 
Thursday February 4th, 2021 8:01:24 PM

Pressi casts Ill Omen.

Succotash's sharks arrive and attack. Valerie switches targets.

Kezzem lays into his sea-serpent, hitting a few times. The serpent doesn't seem bothered by the fire damage, but the stabby damage hurts it just fine.

Hobie keeps firing. Murphy gets into the act and does more damage.

It's hard to say for sure who finished it off, but the second sea-serpent is a goner. Bliss can save his Arcane Strike, and Murphy's words fall upon dead ears.

Knowledge: Arcana 29 Highlight to display spoiler: {These were sea-serpents, and sea-serpents collect treasure! Maybe their lair is somewhere nearby.}



Succotash (Jeremy) AC 31/16/29 CMD 23 HP 129/129 Valerie AC 40/16/34 CMD 33 HP 127/127 Spells 
Thursday February 4th, 2021 8:47:07 PM

"Well, that was exciting!", Succotash says as he scratches Valerie behind the ears, praising her for her hard work. He then has his sharks follow him until the time runs out on the spell. "So does anyone know if these snakes are good for anything?", he says as he cuts a sea-serpent steak with his dagger, and offers it to Valerie, who devours it.

Succotash's Daily stuff:
Channel Energy (9d6) 9/10
Dimensional Hop 180/180
Speak with Animals 21/21
Agile Feet 13/13

Succotash’s active spells:
Heroes Feast (12 temp HP)
Water Breathing
Summon Monster XIII (2 dire sharks) 16/18

Valerie’s active spells:
Heroes Feast
Water Breathing
Freedom of Motion 180 min
Divine Power (+6) 15/18

Dire Shark 1) 142/142 HP 2) 142/142 HP
N Gargantuan animal (aquatic)
Init +6; Senses Darkvision, blindsense 30 ft., keen scent; Perception +25

DEFENSE

AC 23, touch 8, flat-footed 21 (+2 Dex, +15 natural, –4 size)
hp 142
Fort +16, Ref +13, Will +8
DR 10/evil SR 15
Acid, Cold, Electricity Resistance 15

OFFENSE

Speed swim 60 ft.
Melee bite +17 (4d10+17/19–20 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks swallow whole (2d6+17 damage, AC 17, 11 hp)

STATISTICS

Str 34, Dex 15, Con 21, Int 1, Wis 12, Cha 10
Base Atk +11; CMB +27 (+31 grapple); CMD 39
Feats Bleeding Critical, Critical Focus, Great Fortitude, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception)
Skills Perception +25, Swim +20


Pressi (Melvin) - AC 26 (31), HP 144, CMD 26; Harper AC 31 (36), HP 102, CMD 30 (35)  d20+27=38 ;
Thursday February 4th, 2021 9:41:53 PM

"They're good for collecting treasure," Pressi responds. "There must be a lair nearby, assuming I didn't collapse it."

Pressi begins to detect magic.

Murphy, druid 18(KimMc) Huge H2O Elemntl AC 47/T26/F42 CMB 19 CMD 39 HP 268  d20+13=15 ; d20+23=34 ; d20+41=59 ;
Friday February 5th, 2021 2:06:30 AM


"They are probably good for food, so long as their meat is not toxic. And I'm pretty certain it is not. One can eat the meat of a viper, and not be poisoned. Perhaps someone wants to take a few sea serpent teeth? If someone does, it might be good for each of us to have a tooth as a souvenir - and perhaps it might be useful in magical research. If we have time on the way back, let's take some meat for Grog's Inn. Perhaps some for the two pubs in Humble's Ford."

"Hey, good work everyone. Between Hobie and Kezzem, we have warriors among us whose speed at attacking is flat amazing."

"Oh, yeah, that makes sense," Murphy responds to Pressi's comment. He thinks it over. He comments that he has heard that eels live in little holes and tunnels. 'Dirt' serpents dig underground burrows. Kind of like halflings. "So, we need to figure out where their home is down here.

The druid uses his acquaintance with nature (Knowl: nature: 34) to try to do some informed guessing as to good places to look. "It might be on the way to the ship. Succotash, you still have an idea on that, right?"

"Might be along a wall, might be up in the roof of this place, could be tucked into the bottom. Let's do some looking. One thing, though. I don't want us to take too long on this. Maybe look for 10 minutes or so, then continue on to the ship. Or, should we just continue to the ship, and look later?"

He swims to take up again the rope harness, and gives everyone time to get a grip. Likely half of his normal movement speed will be a good pace to move onward, yet keep an eye out. If some want to swim separately, then he paces himself to their swimming speed - especially that of his favorite mermaid, or a giant octopus.

As they search ahead, Murphy's perception for now is 59. Pretty sharp senses at the moment.

The Kezz'm (BrianW) - AC 41/21/36; HP 248/248; Greater Magic Weapon, Water Breathing 
Friday February 5th, 2021 2:30:08 PM

"I think Murphey just became one with the universe," says Kezzem.

"So, if I can stab 8 times in 6 seconds, then in 60 seconds I could stab them...let's see, carry the 7...like, a lot of times!"

Succotash (Jeremy) AC 31/16/29 CMD 23 HP 129/129 Valerie AC 40/16/34 CMD 33 HP 127/127 Spells 
Friday February 5th, 2021 5:30:17 PM

“Hey don’t forget Valerie, she can attack 6 times in 6 seconds, after charging 120ft!”

Pressi (Melvin) - AC 26 (31), HP 144, CMD 26; Harper AC 31 (36), HP 102, CMD 30 (35) 
Friday February 5th, 2021 8:34:37 PM

"I dunno," Pressi the ex-monk teases. "Hitting six times in six seconds seems kind of low to me, but I can't quite imagine why..."

DM Kathy 
Friday February 5th, 2021 8:58:11 PM

Succotash feeds Valerie a bit of sea-serpent, which she seems to enjoy.

Pressi suggests that there might be treasure to be found. Murphy helps her look, but cautions the group not to spend too much time on it.

The lair is surprisingly well-concealed, considering it belonged to such big creatures, but Pressi's Detect Magic helps you locate it. Not to mention the treasure inside it. Among assorted fish bones, you find:

+3 vicious scimitar (small); Staff of Swarming Insects; Mantle of Faith; Staff of the Woodlands; Wand of Heroism (40 charges remaining); +5 heavy wooden shield of fortification (moderate); silver and coral necklace; gold scepter set with precious gems

Bliss HP166/201 AC28 | Mookie HP76+13 AC42 | Cayzle 
Saturday February 6th, 2021 12:45:50 PM


Bliss changes back into a halfling and admires the silver and coral necklace. He tries it on.

Mookie gasps, "Wait! Kid! -- oh"

Succotash (Jeremy) AC 31/16/29 CMD 23 HP 129/129 Valerie AC 40/16/34 CMD 33 HP 127/127 Spells  d20+2=20 ; d20+2=17 ;
Sunday February 7th, 2021 3:31:50 PM

Succotash picks up the scepter, and jokingly says, "Look I'm a king!" He then attempts to appraise the thing, as well as the necklace, Bliss tried on, or at least assist others in the process.

Scepter appraise check 20
necklace appraise check 17

Pressi (Melvin) - AC 26 (31), HP 144, CMD 26; Harper AC 31 (36), HP 102, CMD 30 (35) 
Sunday February 7th, 2021 9:05:13 PM

Pressi moves from the various staves to the mantle of faith (the staves, after all, may be more in Murphy's territory). You can almost hear the gears turning as she checks out the loot.

After all, she already used half the power in the current staff.

Moving on, however, she reminds the group that they still need to keep moving toward their goal.

Murphy, druid 18(KimMc) Huge H2O Elemntl AC 47/T26/F42 CMB 19 CMD 39 HP 268  d20+41=51 ;
Monday February 8th, 2021 2:40:29 AM


As they find the treasure trove, Murphy reminds people, "Bliss and Hobie need some healing, looks like."

Then once they figure out what is there, Murphy makes a few comments and observations. "Ooh - a scimitar - I have a scimitar, but this one looks far more vicious than my +1 weapon." "My - a great Staff of the Woodlands! The sea serpents must have come across a druid before. And a cleric." Murphy says he feels sorrow for those adventurers who lost their lives to these creatures. He thinks maybe a druid also bore the heavy wooden shield.

He changes back into his own halfling body for a few moments. "If someone else thinks to use it soon, that is fine - but otherwise I'd like to put this scimitar on my waist in case within the ship we need to engage in hand-to-hand combat." The Staff of the Woodlands he also checks to see if someone else wants to carry it. If not, he will place it in his haversack for relatively easy access in his own form.

"Yes. Please, someone take the Wand of Heroism - and take advantage of it on each of us once we come in sight of the old ship we seek."

"And let us get on our way, as Pressi urges." He ensures someone is able to find a spot to store each item for the time being. Then he wildshapes back into a huge water elemental, has the carry rope, and heads out once all have properly attached themselves, first using know direction to ensure his bearings, but relying on Succotash's earlier divination to know the proper route to travel.
===========
Perception: 51 for general travel awareness.

Spells in effect: [Note: I subtracted 8 minutes from time elapsed since end of combat to finding treasure then continuing on our way - If DM Kathy says it is longer (or shorter) than this, I will make suitable adjustments after being notified]
Longstrider: 17 hrs 43.9 minutes
Water Breathing (from Succotash): 3 hrs 43.9 minutes
Foresight: 2 hrs 45.9 minutes --> [NOTE: Does this 9th-level spell provide only ~6 or so seconds of warning before oncoming attack, and no spell-provided ideas how he might mitigate the danger? How about if some of the rocks below are boulders - which might cut down on damage to his friends, since no other mitigation info was provided? If there are no boulders, then the halflings can pile lots of little rocks on themselves for camoflage :-) ]
Freedom of Movement: 2 hrs 45.9 minutes
Heroes' Feast: 10 hours 15.9 minutes
Magic Fang, Greater: 11 hrs 41.9 minutes

Spells on others:
Freedom of Movement (Hobie): 2 hrs 43.9 minutes
Freedom of Movement (Bliss): 2 hrs 51.9 minutes

Succotash (Jeremy) AC 31/16/29 CMD 23 HP 129/129 Valerie AC 40/16/34 CMD 33 HP 127/127 Spells  4d8+18=32 ;
Monday February 8th, 2021 6:10:05 AM

When Murphy points out that Hobie and Bliss are still in some pain, Succotash says. "What kind of friend am I? I was too impressed by the loot to notice my friends wounds! Let me do something about that now!"The cleric then casts Mass Cure Critical Wounds, swapping another casting of Summon Monster VIII, healing 32 hp for anyone who is in need, then saddles up, as Valerie grabs Murphy's rope, and commands his sharks to follow.

Succotash's Daily stuff:
Channel Energy (9d6) 9/10
Dimensional Hop 180/180
Speak with Animals 21/21
Agile Feet 13/13

Succotash’s active spells:
Heroes Feast (12 temp HP)
Water Breathing
Summon Monster VIII (2 dire sharks) 14/18

Valerie’s active spells:
Heroes Feast
Water Breathing
Freedom of Motion 180 min
Divine Power (+6) 13/18

Dire Shark 1) 142/142 HP 2) 142/142 HP
N Gargantuan animal (aquatic)
Init +6; Senses Darkvision, blindsense 30 ft., keen scent; Perception +25

DEFENSE

AC 23, touch 8, flat-footed 21 (+2 Dex, +15 natural, –4 size)
hp 142
Fort +16, Ref +13, Will +8
DR 10/evil SR 15
Acid, Cold, Electricity Resistance 15

OFFENSE

Speed swim 60 ft.
Melee bite +17 (4d10+17/19–20 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks swallow whole (2d6+17 damage, AC 17, 11 hp)

STATISTICS

Str 34, Dex 15, Con 21, Int 1, Wis 12, Cha 10
Base Atk +11; CMB +27 (+31 grapple); CMD 39
Feats Bleeding Critical, Critical Focus, Great Fortitude, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception)
Skills Perception +25, Swim +20

DM Kathy 
Monday February 8th, 2021 5:31:17 PM

Bliss tries on the necklace, much to Mookie's consternation. True, it hadn't detected as magical, but you never know. It could be some kind of cursed artifact. Bliss doesn't feel any different, though. Although maybe that's what the cursed necklace wants you to think.

Succotash waves the scepter about, which would have been fun for the DM if it was a cursed artifact. But it isn't. Neither is the necklace for that matter. Succotash estimates that the scepter is worth about 1200 gold and the necklace maybe half that.

Pressi contemplates the magic items but doesn't claim any for the moment.

Murphy claims the scimitar, and urges somebody to grab the Wand of Heroism. He also reminds the group that you have injured people.

Succotash jumps on that last point and casts a mass cure before saddling Valerie and getting ready to move.

Pressi (Melvin) - AC 26 (31), HP 144, CMD 26; Harper AC 31 (36), HP 102, CMD 30 (35) 
Monday February 8th, 2021 8:59:12 PM

Pressi picks up the wand of heroism (for now) and lets Murphy take the Staff of the Woodlands.

As she swims, her mermaid form begins to fade, and she joins harper back on the pull object.


Murphy, druid 18(KimMc) Huge H2O Elemntl AC 47/T26/F42 CMB 19 CMD 39 HP 268  d8=8 ; d8=2 ; d8=6 ; d8=6 ;
Monday February 8th, 2021 9:22:11 PM


Murphy salutes Succotash for the healing wash for his friends. The druid uses one of his wands of cure light wounds, once for Hobie, once for Bliss, once again for Hobie, and a 3rd time for Hobie. Hobie accumulates 23 of the 21 hp he needed. Bliss got 3 hp of the 3 he needed. The whole party is up to full hit points.

He casts know direction, to get his bearings.

"Edasi avastamise poole!" says Murphy. "Onward to discover!" he translates from the Auran. He wild shapes, arranges the pulling harness. And, with everyone holding on who is going to hold on, he heads forward with the retinue toward the ship and artifact.

The Kezz'm (BrianW) - AC 41/21/36; HP 248/248; Greater Magic Weapon, Water Breathing 
Tuesday February 9th, 2021 12:25:55 AM

"I've got the happy stick!" says Kezzem as he takes out his wand of cure light wounds. "Who needs it?"

OOC: If everyone could put their total HP along with the current HP in their headers that would great. It really helps me out to see who's down.

Murphy, druid 18(KimMc) Huge H2O Elemntl AC 47/T26/F42 CMB 19 CMD 39 HP 268 
Tuesday February 9th, 2021 1:11:38 AM


"Kezz'm - everyone is fine now, I think. You can bring out your stick later - but thanks!" [However, if someone got injured and not fully healed, Brian's counsel is sound.]

Succotash (Jeremy) AC 31/16/29 CMD 23 HP 129/129 Valerie AC 40/16/34 CMD 33 HP 127/127 Spells 
Tuesday February 9th, 2021 6:20:01 AM

Succotash informs Murphy as to which direction his "Find the Path" spell is leading, and then with dire sharks in tow, joking says, "Giddy up Murphy!"

Succotash's Daily stuff:
Channel Energy (9d6) 9/10
Dimensional Hop 180/180
Speak with Animals 21/21
Agile Feet 13/13

Succotash’s active spells:
Heroes Feast (12 temp HP)
Water Breathing
Summon Monster VIII (2 dire sharks) 13/18

Valerie’s active spells:
Heroes Feast
Water Breathing
Freedom of Motion 180 min
Divine Power (+6) 12/18

Dire Shark 1) 142/142 HP 2) 142/142 HP
N Gargantuan animal (aquatic)
Init +6; Senses Darkvision, blindsense 30 ft., keen scent; Perception +25

DEFENSE

AC 23, touch 8, flat-footed 21 (+2 Dex, +15 natural, –4 size)
hp 142
Fort +16, Ref +13, Will +8
DR 10/evil SR 15
Acid, Cold, Electricity Resistance 15

OFFENSE

Speed swim 60 ft.
Melee bite +17 (4d10+17/19–20 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks swallow whole (2d6+17 damage, AC 17, 11 hp)

STATISTICS

Str 34, Dex 15, Con 21, Int 1, Wis 12, Cha 10
Base Atk +11; CMB +27 (+31 grapple); CMD 39
Feats Bleeding Critical, Critical Focus, Great Fortitude, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception)
Skills Perception +25, Swim +20

Hobie (Nick T) HP 198/198 AC 38 Touch 24 Flat 30 CMD 44 Hero Points 9 Prepared Spells  d8+1=2 ; d8+1=3 ; d8+1=9 ; d8+1=7 ;
Tuesday February 9th, 2021 7:12:35 AM

Hobie will use four taps from his own CLW wand to heal up after Suckers great healing. He can take the wand of Heroism if noone else wants to carry it. A spell like that that lasts 50 minutes at a pop is quite handy.

"Before we move on, everybody come let me use this great wand on you." He'll cast it on each party member, using 6 charges (unless you already have some morale bonuses that wouldn't stack with this)

Everyone gets a +2 Morale Bonus to Attack rolls, Saving throws, and Skill checks for 50 minutes.

Heroism minutes 50/50

Bliss HP165 AC32 | Mookie HP76+13 AC42 | Cayzle 
Tuesday February 9th, 2021 8:15:51 AM


No longer a raging Octopus, of course, Bliss thanks Succotash and Murphy.

Feeling more heroic, Bliss is happy to continue as before toward the party's destination.

"You should still take off that necklace," says Mookie. "that's a girl's necklace!"

Bliss shrugs. "I like it."

The Kezz'm (BrianW) - AC 41/21/36; HP 248/248; Greater Magic Weapon, Water Breathing  d20+20=21 ;
Tuesday February 9th, 2021 2:06:35 PM

"Must...resist...urge...to...make...bad...joke...," says Kezzem.

SV Will: 1d20 + 20 = 21. Natural 1. Oh Kezzem.

"Murph, I can't just go around bringing my stick out," says Kezzem. "That's generally frowned upon!"

DM Kathy 
Tuesday February 9th, 2021 4:58:41 PM

Pressi temporarily claims the Wand of Heroism while Murphy finishes up the healing. Belatedly, Kezzem pulls out his happy stick and waves it about, much to Murphy's disapproval.

Hobie heals himself, and also wants to use the Wand of Heroism on the party, which he can do if Pressi agrees.

Bliss continues to wear the necklace because sometimes a halfling turned into an octopus just wants to feel pretty.

Succotash's spell is still active, and he leads the party deeper into the rift. There is no light down here, and the main part of the seabed continues to form a kind of ceiling overhead.

[Remind me what light sources you're using.]

Succotash (Jeremy) AC 31/16/29 CMD 23 HP 129/129 Valerie AC 40/16/34 CMD 33 HP 127/127 Spells  d20+37=51 ;
Tuesday February 9th, 2021 5:54:37 PM

OOC... Heroism doesn't stack with Heroes Feast, as both are moral bonuses, so use which ever bonus is better, depending on the situation

(The bow on Valerie's head has light cast on it.)

"Hey Hobie, don't forget to hit Valerie up with that Heroism Wand, She can benefit from it as well.", Succotash says as he watches the archer handing out taps from the wand. The cleric peers in to the darkness, utilizing the torch like light of Valerie's bow. Perception: 51

****************************************
Succotash's Daily stuff:
Channel Energy (9d6) 9/10
Dimensional Hop 180/180
Speak with Animals 21/21
Agile Feet 13/13

Succotash’s active spells:
Heroes Feast (12 temp HP)
Water Breathing
Summon Monster VIII (2 dire sharks) 12/18
Heroism (50 min) 300/300

Valerie’s active spells:
Heroes Feast
Water Breathing
Freedom of Motion 180 min
Divine Power (+6) 11/18
Heroism (50 min) 300/300

Dire Shark 1) 142/142 HP 2) 142/142 HP
N Gargantuan animal (aquatic)
Init +6; Senses Darkvision, blindsense 30 ft., keen scent; Perception +25

DEFENSE

AC 23, touch 8, flat-footed 21 (+2 Dex, +15 natural, –4 size)
hp 142
Fort +16, Ref +13, Will +8
DR 10/evil SR 15
Acid, Cold, Electricity Resistance 15

OFFENSE

Speed swim 60 ft.
Melee bite +17 (4d10+17/19–20 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks swallow whole (2d6+17 damage, AC 17, 11 hp)

STATISTICS

Str 34, Dex 15, Con 21, Int 1, Wis 12, Cha 10
Base Atk +11; CMB +27 (+31 grapple); CMD 39
Feats Bleeding Critical, Critical Focus, Great Fortitude, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception)
Skills Perception +25, Swim +20

Murphy(KimMc) Huge H2O Elemntl AC 49/T28/F44(N/A) CMB 23 CMD 42 HP 268 DR5/- 
Tuesday February 9th, 2021 6:14:08 PM


Succotash and Murphy healed Hobie before he redundantly healed himself when he already was at full hit points. As Murphy had just explained to Kezzem, the healing was complete. Hobie would have realized, one thinks, that he was fine and thus would not have wasted 4 charges from his wand of CLW. Okay? :-)

"All right, Kezzem. You have two of the 'sticks' of cure light wounds, right? Keep them safely stowed, then, so as not to cause offense." Murphy says with a smile, "Considering stick stowage, have you considered adding Bill's Pants O' Plenty to your wardrobe?"

When Succotash says, "Giddyup, Murphy," Murphy responds with a horsey-sounding whinny - not the typical gurgling sounds of a water elemental.

Concerning Lights (and seeing)
Pressi has been keeping dancing lights up and running, and has been using true seeing. The pink bow around Valerie's neck has a light spell on it. Murphy has darkvision out to 60 feet, and Hobie has it out to 120 feet. Others can add details if I missed something here.
============
Perception: 53 for general travel awareness. (keeping prior roll of 51, and adding +2 from Heroism effect)

Spells in effect: [Note: Considering PC interactions, adding two minutes elapsed since last time remaining for spells]
Longstrider: 17 hrs 41.9 minutes
Water Breathing (from Succotash): 3 hrs 41.9 minutes
Foresight: 2 hrs 43.9 minutes
Freedom of Movement: 2 hrs 43.9 minutes
Heroes' Feast: 10 hours 13.9 minutes
Magic Fang, Greater: 11 hrs 39.9 minutes
Heroism: 49.9 minutes

Spells on others:
Freedom of Movement (Hobie): 2 hrs 41.9 minutes
Freedom of Movement (Bliss): 2 hrs 49.9 minutes

Some huge water elemental form benefits:
You are immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/—. Water elemental: As elemental body III. You gain a +4 size bonus to your Strength, a –2 penalty on your Dexterity, a +8 size bonus to your Constitution, and a +6 natural armor bonus. You also gain swim 120 feet, darkvision 60 feet, the ability to create a vortex, and the ability to breathe water.

Pressi (Melvin) - AC 26 (31), HP 144, CMD 26; Harper AC 31 (36), HP 102, CMD 30 (35)  d20+25=31 ;
Tuesday February 9th, 2021 9:07:23 PM

Pressi continues to cast dancing lights and detect magic as best as she can, and she or someone else can cast Find the Path again (she also has True Seeing and Merfolk's low light vision until either spell expires - don't know how long we've been down here). (Perception 31).

She continues to ignore all sorts of men wand talk as she tries to get any bearings. "I'm beginning to think Sebastian the Crab might be misguided. Under the sea, no thank you. Do we think another prying eyes or ethereal jaunt might make a difference?"



Murphy(KimMc) Huge H2O Elemntl AC 49/T28/F44(N/A) CMB 23 CMD 42 HP 268 DR5/- 
Wednesday February 10th, 2021 12:27:13 AM


Note: I have from leaving the anchored boat to setting off away from the sea serpents' treasure lair at 18 minutes and 1 round. DM Kathy can correct my estimated timekeeping if she thinks I'm off.

The Kezz'm (BrianW) - AC 41/21/36; HP 248/248; Greater Magic Weapon, Water Breathing  d20+20=25 ;
Wednesday February 10th, 2021 12:43:27 PM

SV Will: 1d20 + 20 = 25.

"Murph, stop saying things that make me want to say bad jokes!" whines Kezzem.

Hobie (Nick T) HP 198/198 AC 38 Touch 24 Flat 30 CMD 44 Hero Points 9 Prepared Spells 
Wednesday February 10th, 2021 4:44:58 PM

Hobie will tap the raptor with the wand as well. He’ll keep holding on to a Murphy and looking around with his dark vision.

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