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3B - SWW - Part Two: Life on the Ocean Waves.

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 2490 posts
All Powerfull
DM
Wed 8 Feb 2017
at 20:47
  • msg #73

Re: 3B - SWW - Part Two: Life on the Ocean Waves

OOC: For our new player, here is the legend for the map:

Blue = characers
M = Kinstal Minare
L = Logan
A = Angati
C = Celene
K = Kassius
k = Kibeti (animal companion)

Green = allies
N = Captain Alohan Nuari
A = First Mate Amella
U = Urol (when he arrives)
Numbers 1 through 8 = sailors

Celene
player, 1247 posts
Sorcerer 6
Wed 8 Feb 2017
at 21:06
  • msg #74

Re: 3B - SWW - Part Two: Life on the Ocean Waves

Celene turns away from the ooze as Kassius is savaged by a new foe. She looks up in horror as the heads sway back and forth. What would the Cult of Malcanthet have done with an eight headed golem? She shook the thought from her mind and cast a spell into the creatures maw hoping to slow down the terror it could cause their crew.


Free :  | Swft :  | Move : None | Stnd : Cast Slow | Full :

DC 18 will save or be slowed. Technically it can affect them both if they are within 30'.

SRD:
An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.




HP: 29/29 |  AC: 10/10/10  | CMD : 12 | Saves: +4/+4/+9
Special Notes:
      (De)Buffs :
     Conditions :
      L0 Spells :
       - Unlim. : Dancing Lights, Daze (DC15), Detect Poison, Drench, Flame Burst,
                  Light, Mage Hand, Message,

       - 1/day  : Detect Magic, Light, Prestidigitation
      L1 Spells :
       - 10/10  : Burning Disarm (DC 16), Burning Hands (DC 16),
                  Charm person (DC17), Enlarge Person, Grease (DC 18), Hydraulic Push,
                  Mage Armor, Magic Missile, Summon Monster I, Vanish

      L2 Spells :
       - 5/6    : Create Pit (DC 19), Glitterdust (DC 19), Scorching Ray,
                  Summon Monster II

      L3 Spells :
       - 3/4    : Slow (DC 18)

      Abilities : Flame lance (8/8), Wand of Magic Missile (41),
                  Wand of Alter Self (25), Wand of Cure Light Wounds (50)

This message was last edited by the player at 12:25, Thu 09 Feb 2017.
Dungeon Master
GM, 2492 posts
All Powerfull
DM
Thu 9 Feb 2017
at 08:48
  • msg #75

Re: 3B - SWW - Part Two: Life on the Ocean Waves

Celene:
...what would the Cult of Malcanthet have done with an eight headed golem?


OOC: Ho, ho! Someone still thinks the DJM is in play!

Both the hydra and the ooze get caught inside Celene's spell. The slime instantly starts slowing down, but the hydra is able to throw off the effects. Angati uses her power and the hydra fails to resist the spell a second time.

OOC: They are now both slowed.
Logan
player, 755 posts
Unchained Rogue 5
Gwynharwyf's Blade 1
Thu 9 Feb 2017
at 13:39
  • msg #76

Re: 3B - SWW - Part Two: Life on the Ocean Waves

Logan, distracted by the sudden appearance of the hydra, barely manages to hit the ooze.

Attack: Two-weapon fighting. Hit Ooze for 10 damageMiss from concealment

HP: 39/39 AC: 21/16/16 CMD:19  F2 R12 W4

Abilities: Invisibility, Resiliency, Smite Evil

08:38, Today: Logan rolled 10 using 1d6+6.  Damage.
08:37, Today: Logan rolled 12 using 1d20+8.  Short Sword Attack.
08:37, Today: Logan rolled 14 using 1d20+8.  Rapier Attack.
22:37, Today: Logan rolled 41 using 1d100.  Miss chance . (Oops!  Forgot to roll earlier!)

This message was last edited by the player at 03:41, Fri 10 Feb 2017.
Angati
PC, 817 posts
Oracle 6
Time does bend
Thu 9 Feb 2017
at 13:48
  • msg #77

Re: 3B - SWW - Part Two: Life on the Ocean Waves

Angati started casting again, this time a Curse, on the slime, so that it would leave them alone a bit while they concentrated on the Hydra.


Free : | Swft : | Move : | Stnd : Bestow Curse (slime)
Bestow Curse on Slime (the -4 to all option). DC 17 http://www.d20pfsrd.com/magic/...pells/b/bestow-curse
Archon positions himself flying somewhere in the air over the sea out of reach of Hydra and Ooze.
Archon attacks Hydra (2 light rays). Also Both Hydra and slime need to do Will save DC13 Aura of Menace.
14:31, Today: Angati rolled 21,2 using 1d20+3,1d6.  Archon Light Ray vs Touch AC.
14:31, Today: Angati rolled 15,1 using 1d20+3,1d6.  Archon Light Ray vs Touch AC.
Aura of Menace (Su) A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
Light Ray (Ex) A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.</small>

HP: 56 |  AC: 22 | CMD : 15 | Saves: 4/4/5
Special Notes:
      (De)Buffs :
     Conditions :
      L1 Spells : 6+1/6+1 CLW, Ill Omen, Protect from evil, Obscurring Mist, Divine Favor, Summon Monster ,Sanctuary, Liberating command
      L2 Spells : 4+1/4+1 Oracles Burden, Cure Moderate Wounds, Spiritual Weapon, Restoration Lesser, Instrument of Agony
      L3 Spells: 3+1/4+1 Cure Serious Wounds, Bestow curse, Summon monster III
      Abilities : Misfortune, Fortune, Starlight Agility (dodge), Time Flicker (3/3 minutes blur),Temporal Celerity

<small>Lantern ArchonCR 2
LG Small Outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
Aura aura of menace (DC 13)
Defense
AC 15, touch 11, flat-footed 15 (+4 natural +1 size +2 deflect vs. evil)
HP 13 (2d10+2)
Fort +4, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
DR 10/evil Immune electricity, petrification
Offense
Speed fly 60 ft. (perfect)
Ranged 2 x light rays +3 touch (1d6 ignores DR)
Spell-Like Abilities (CL 3rd):
  At Will—aid, continual flame, detect evil
Kinstal Minare
player, 14 posts
Fri 10 Feb 2017
at 00:25
  • msg #78

Re: 3B - SWW - Part Two: Life on the Ocean Waves

Kinstal remains between Logan and Kassius in case the ooze attacks them, taking aim at the ooze, looking for actual ooze and not some flotsam Kinstal swings.



19:16, Today: Kinstal Minare rolled 100 using 1d100.  Miss chance.
19:16, Today: Kinstal Minare rolled 18 using 1d20+10.  Attack ooze.
19:17, Today: Kinstal Minare rolled 9 using 1d8+3.  Dmg.

19:17, Today: Kinstal Minare rolled 8 using 1d20+5.  Attack ooze.
______________________________________________________________________________________________
 If the ooze attacks Logan or Kassius while I am adjacent to them I will use my Bodyguard ability to aid another.

Bodyguard (Combat)
Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally's AC. You may not use the aid another action to improve your ally's attack roll with this attack.
Aid Another:
You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC

19:25, Today: Kinstal Minare rolled 28 using 1d20+10.  Aid Another.
19:25, Today: Kinstal Minare rolled 20 using 1d20+10.  Aid Another.

This message was last edited by the player at 00:25, Fri 10 Feb 2017.
Dungeon Master
GM, 2494 posts
All Powerfull
DM
Fri 10 Feb 2017
at 08:32
  • msg #79

Re: 3B - SWW - Part Two: Life on the Ocean Waves

Logan advances to stand knee deep in chopped up ooze parts and chops at a tentacle that peaking over the gunnel. He severs it with his rapier but the creature does not react - this was apparently not a critical part of its main body.

Kinstal learns from the rogue's mistake and barrels past the slight half-elf so that he can lean out over the edge of the boat. His swings down and cuts deep into the slime (9 hp).

OOC: I will remember the bodyguard thing and the roll you made for it if it comes up in the opponents' turn.

Angati's archon appears is a blinding flash of light, and the holy creature wastes no time in attacking the hydra. A searing beam of light flashes out from each eye and each lashes across the body of the hydra... it is like trying to fry a whole pig roast with the focused light from a magnifying glasses, the little beams seem so petty against the bulk of the creature (3 hp damage).

This pisses of the little archon no end. The flying avenger seems to exploded in a cloud of bright light, which flares out and washes over both the hydra and the slime. The hydra is initially able to resist the effects, but Angati puts a stop to that (hydra fails MF reroll). The mindless ooze immediately fails. Both of them seem intimated (menaced?) by the display of power from the little creature. The hydra therefore doesn't even see Angati's incoming curse and reals back as it saps its strength.

OOC: Geez, you're ladling on the debuffs, aren't you guys? Both the hydra and the slime are now slowed and, er... 'menaced', and the hydra is also cursed.
Dungeon Master
GM, 2495 posts
All Powerfull
DM
Fri 10 Feb 2017
at 08:38
  • msg #80

Re: 3B - SWW - Part Two: Life on the Ocean Waves

OOC: Kassius still to play and I also have a lot of NPC's to move which I won't be able to do until tonight.
Dungeon Master
GM, 2500 posts
All Powerfull
DM
Fri 10 Feb 2017
at 20:00
  • msg #81

Re: 3B - SWW - Part Two: Life on the Ocean Waves

OOC: Actually, as Beni pointed out to me in private, MF was used on the hydra in order to get the slow to work, so it can't be used on the menace. The hydra is therefore not <MENACED>.

Thanks for noting that Beni, your reward will probably be getting your character eaten, but nice work anyway.


Kassius:
18:46, Today: Kassius rolled 15 using 1d20+6.  knowledge (nature) (hydra).


Kassius has never seen one of these monster before and knows nothing more about them than the bedtime stories that his father read to him as a child, and they were to much myths to be useful.
Alohan Nuari
NPC, 619 posts
Barbarian 3 / Monk 2
Fri 10 Feb 2017
at 20:00
  • msg #82

Re: 3B - SWW - Part Two: Life on the Ocean Waves

Alohan roars in fury as foam starts appearing in his mouth. He pauses for a second, apparently trying to come up with an appropriate battlecry. "I HAVE HAD IT WITH DESE MOTHERFRAKING HYDRAS ON DIS MOTHERFRACKING BOAT!" he finally screams and then charges straight at the closest head. He strikes a heavy blow on the side of neck (13 hp) that makes the head shrink back and hiss at him.

OOC: Okay, forget the whole thing about not being able to get the body. You are always hitting the body unless you are trying to sever a head. Opps, read the rules wrong.

Urol comes running up the stairs, the gnome stopping at the top step and looking in wonder as he takes in the scene.
Urol Forol
NPC, 60 posts
38/38 HP
Fri 10 Feb 2017
at 20:01
  • msg #83

Re: 3B - SWW - Part Two: Life on the Ocean Waves

"My goodness!" he exclaims. "What a wonderful specimen of Flotsamous Oozious Enormious! Oh, be careful! I need to take a sample!"

Then he seems to notice the eight headed hydra and its hissing heads for the first time. He frowns "Ohhh.... you are a nasty brute, aren't you?" He unslings his magic heavy repeating crossbow (thanks Logan!) and takes careful aim...

.. and then Skald bumps him out of the way as he reaches the top of the stairs and both shots go wide.

"Come on grandpa!" yells the pale half-elf. "Let's get to work." He notches an arrow and deftly sends it into one of the creature's necks (5 hp). The gnome gives the ranger a cross look behind his back.

The door to the captain's quarters opens and Avner appears in the doorway, dressed in his nightgown and with a pointy sleeping hat with a tassle on top of his head.
Avner Meravanchi
NPC, 14 posts
Fri 10 Feb 2017
at 20:01
  • msg #84

Re: 3B - SWW - Part Two: Life on the Ocean Waves

"What is the blazes is going on here?!" he demands as he takes a step out onto deck. "Can't a young member of the aristocracy get a decent morning's sleep around here? I gave strict instructions not to be disturbed until noon, now who is..."

The nobleman's jaw drops as he takes in the seen. Two of the hydra's heads have finished ripping the first sailor in two and are now tossing the body parts between each other in some sort of horrific game, while the others continuing hissing and biting at the crew.

The tentacle of the ooze hold another sailor has finally dissolved through the man's skin and is quickly breaking him down into a nutritious mush.

Avner takes a deep break. "Well... Yes, I see. Very good then," he mutters. He quietly takes a step back and closes the door to the cabin.

OOC: Whew! I'm glad I have an excuse to not process the bad guys' turn right now. Kassius still play.
Kassius
player, 552 posts
Hunter 4
Sun 12 Feb 2017
at 01:43
  • msg #85

Re: 3B - SWW - Part Two: Life on the Ocean Waves

Kassius nimbly dodges backwards further away from the ship, moving cautiously to avoid more bites. Once he is satisfied that he is out of the Hydra's reach, he casts a familiar spell on his bow, causing it to hum slightly with power. The archon's ineffectiveness has convinced Kassius that more firepower is necessary.

Kibeti meanwhile continues to attack the ooze, shredding it despite the cat's dislike of having ooze guts on his claws. This will require significant licking afterwards to get clean!


Kassius
20:36, Today: Kassius rolled 28 using 1d20+10.  acrobatics.

HP: 20/37  AC 19 (FF=14, Touch=15),
Move Action: acrobatics (avoid AoO vs CMD of 28 or lower) move to middle of ship.
Standard Action: Cast Gravity Bow
Saves+8/+11(+12)/+6
Spells Slots: 1st: 4/5; 2nd: 4/4;  Animal Focus Minutes Left: 5/6, Door Sight 6/6
Current Buffs: Animal Focus (tiger), Gravity Bow

Kibeti
20:39, Today: Kibeti rolled 14,9,24,10,12,8 using 1d20+5,1d20+5,1d20+5,1d6+7,1d6+7,1d6+7.  Full attack (bite/claw/claw), damage.
8 damage vs AC 24+, or 20 damage vs AC 14+
Full Round Action: Full Attack Ooze

HP: 42/42 AC 21 (FF=17,Touch=14), Saves+7/+9/+6
Current Animal Focus: bull(+2 str)
Current Buffs: None!

Dungeon Master
GM, 2502 posts
All Powerfull
DM
Sun 12 Feb 2017
at 18:28
  • msg #86

Re: 3B - SWW - Part Two: Life on the Ocean Waves

Amella (whom I forgot about before) charges into combat behind her captain - she strikes a hard blow but it bounces off the hydra's tough hide.

Kassius backs off, avoiding the resulting AoO from the hydra, and makes it to the middle of the boat. Kibeti rips the ooze to shreads (20 hp).

OOC: I think that is it... Oh, and Angati cast curse on the slime, not the hydra like I said in the description.

<END OF PLAYERS' ROUND TWO>

HIT POINTS & MISFORTUNE
Kinstal AC:23/T14/F21 HP: 78/78 <MF NOT USED>
Angati  AC:22/T13/F20 HP: 56/56 <MF NOT USED>
Logan   AC:21/T16/F16 HP: 39/39 <MF NOT USED>
Celene  AC:10/T10/F10 HP: 29/29 <MF NOT USED>
Kassius AC:19/T15/F14 HP: 20/37 <MF NOT USED>
Kibeti  AC:21/T14/F17 HP: 42/42 <MF NOT USED>
Omi     AC:14/T14/F12 HP: 28/28 <MF NOT USED>

Alohan  AC:17/T16/F13 HP: 52/52 <MF NOT USED>

Flotsam Ooze AC:14/T6/F14 <MF NOT USED> -41 <SLOWED> <CURSED> <MENACED> -9 -20
8-headed Hydra AC:18/T9/F17 <MF USED> <SLOWED> -3 <MENACED> -13 -5

(De-)Buffs
Whole Party
None
Alohan
None
Angati
None
Logan
None
Kassius
Gravity bow until round 62
Kibeti
None
Celene
None
Omi
None


<START OF ENEMYS' ROUND THREE>
This message was last edited by the GM at 18:43, Sun 12 Feb 2017.
Dungeon Master
GM, 2503 posts
All Powerfull
DM
Sun 12 Feb 2017
at 18:32
  • msg #87

Re: 3B - SWW - Part Two: Life on the Ocean Waves


Situation at the start of round three. Green U = Urol. Green S = Skald
Dungeon Master
GM, 2504 posts
All Powerfull
DM
Sun 12 Feb 2017
at 19:21
  • msg #88

Re: 3B - SWW - Part Two: Life on the Ocean Waves

Despite the ooze suffering massive damage, it continues its attack, randomly selecting Logan as the target for the next blow. Kinstal tries to throw his heavily armed body between the ooze and the rogue, but is a second too slow (despite the ooze being slowed, menaced and cursed) and the thief is totally knocked off his feet as the slam from the newly grown tentacle connects (24 hp). The sticky tentacle instantly adheres to the half-elf's leg and deftly wraps around it again and again as it lifts Logan up off the deck. The thief is left swing from one leg 19' above the wooden railing of the ship.

As the thief spins around, struggling to free himself, he sees the sailor picked up a second before him slammed into the side of the ship repeatedly until he is head is nothing more than a bloody pulp.

OOC: Logan, you are grappled and immobile. You are still able to attack the slime or try and free yourself, and your friends may attempt to sunder the tentacle with a slashing weapon. The tentacle has the same AC as the ooze, hardness 0 and 10 hit points.

The hydra, moving in slow motion, pulls back with the lower half of its body sinking deeper in the water. Then it propels itself up out of the water with its finned back legs and rises like a jumping whale out of the waves. The front half of its body lands on the edge of the ship, shattering the wooden gunnel into splinters and tipping the whole starboard side of the boat down towards the water. The Sea Wyvern tilts at an alarming slope (about 45°) and everything not tied down, i.e. ropes, equipment, sailors, PCs; starts sliding in that direction.

OOC: Everyone (well, not Logan, the ooze has him firmly secured) make an DC12 acrobatics check or slide 2 squares to the left, i.e. towards the hydra. If you fail you also gain the <PRONE> condition. Make this check before you take any other actions in your round.

Alohan: Fail
Alohan MF reroll: Pass
Amella: Pass
Sailor 4: Fail
Sailor 6: Fail
Sailor 7: Pass
Sailor 8: Fail
Skald: Pass
Urol: Pass


To Angati's horror, she sees many of her friends and other members of the crew start sliding off the decking. She can't save them all (at least not now that we are playing the MF rules properly) but does play with time so that Alohan at least stays on board.

The hydra looses its grip a little and slips back so that the boat recovers a little (to about 30°), but starts wiggling around to do it again... It seems like this isn't the first sailing ship it has had to sink and it knows its stuff.

OOC: Now that the angle is more reasonable, there isn't any difficulty in moving around the ship, although it is unnerving looking down into the hydra's eight waiting hungry heads.
Dungeon Master
GM, 2505 posts
All Powerfull
DM
Sun 12 Feb 2017
at 19:26
  • msg #89

Re: 3B - SWW - Part Two: Life on the Ocean Waves

<END OF ENEMIES' ROUND THREE>

HIT POINTS & MISFORTUNE
Kinstal AC:23/T14/F21 HP: 78/78 <MF NOT USED>
Angati  AC:22/T13/F20 HP: 56/56 <MF USED>
Logan   AC:21/T16/F16 HP: 15/39 <MF NOT USED> <GRAPPLED> <IMMOBILE>
Celene  AC:10/T10/F10 HP: 29/29 <MF NOT USED>
Kassius AC:19/T15/F14 HP: 20/37 <MF NOT USED>
Kibeti  AC:21/T14/F17 HP: 42/42 <MF NOT USED>
Omi     AC:14/T14/F12 HP: 28/28 <MF NOT USED>

Alohan  AC:17/T16/F13 HP: 52/52 <MF NOT USED>

Flotsam Ooze AC:14/T6/F14 <MF NOT USED> -41 <SLOWED> <CURSED> <MENACED> -9 -20
8-headed Hydra AC:18/T9/F17 <MF USED> <SLOWED> -3 <MENACED> -13 -5

(De-)Buffs
Whole Party
None
Alohan
None
Angati
None
Logan
None
Kassius
Gravity bow until round 62
Kibeti
None
Celene
None
Omi
None


<START OF PLAYERS' ROUND THREE>

Situation at the start of the players' round three.
This message was last edited by the GM at 19:27, Sun 12 Feb 2017.
Angati
PC, 820 posts
Oracle 6
Time does bend
Mon 13 Feb 2017
at 14:56
  • msg #90

Re: 3B - SWW - Part Two: Life on the Ocean Waves

Angati concentrated on Alohan so as to avoid having him fall onto the Hydra monster, but that made her loose her footing, drop and slide a bit. She swore at this, but she profited to stand up helping herself with the foremast and then she used a rope to secure herself to it, as she started casting yet another spell.

Meanwhile, the lantern archon continued to launch its ray's upon the hydra, and even though the light rays were incredibly precise, they seemed to cause little damage. Seeing the little damage the archon was causing, Angati cried to the Archon... "take that cannon ball and teleport way up just above him, drop it on him...."

Then, she finished casting Liberating command on Logan.


Free : | Swft : | Move : | Stnd : Liberating command on Logan
LOGAN you get +12 to your escape or grapple check
http://www.d20pfsrd.com/magic/.../liberating-command/
Total dmg 6 (pitiful considering there was a critical there... way below dice mean value....
15:47, Today: Angati rolled 17,1 using 1d20+3,1d6.  Confirm critical.
15:47, Today: Angati rolled 23,1 using 1d20+3,1d6.  Archon Light Ray vs Touch AC.
15:47, Today: Angati rolled 22,4 using 1d20+3,1d6.  Archon Light Ray vs Touch AC.
11:39, Today: Angati rolled 6 using 1d20-1.  Acrobatics Check (Frigging Armor....).Bestow Curse on Slime (the -4 to all option). DC 17 http://www.d20pfsrd.com/magic/...pells/b/bestow-curse
Archon positions himself flying somewhere in the air over the sea out of reach of Hydra and Ooze.
Archon attacks Hydra (2 light rays). Also Both Hydra and slime need to do Will save DC13 Aura of Menace.
14:31, Today: Angati rolled 21,2 using 1d20+3,1d6.  Archon Light Ray vs Touch AC.
14:31, Today: Angati rolled 15,1 using 1d20+3,1d6.  Archon Light Ray vs Touch AC.
Aura of Menace (Su) A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
Light Ray (Ex) A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.</small>

HP: 56 |  AC: 22 | CMD : 15 | Saves: 4/4/5
Special Notes:
      (De)Buffs :
     Conditions :
      L1 Spells : 5+1/6+1 CLW, Ill Omen, Protect from evil, Obscurring Mist, Divine Favor, Summon Monster ,Sanctuary, Liberating command
      L2 Spells : 4+1/4+1 Oracles Burden, Cure Moderate Wounds, Spiritual Weapon, Restoration Lesser, Instrument of Agony
      L3 Spells: 3+1/4+1 Cure Serious Wounds, Bestow curse, Summon monster III
      Abilities : Misfortune, Fortune, Starlight Agility (dodge), Time Flicker (3/3 minutes blur),Temporal Celerity

<small>Lantern ArchonCR 2
LG Small Outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
Aura aura of menace (DC 13)
Defense
AC 15, touch 11, flat-footed 15 (+4 natural +1 size +2 deflect vs. evil)
HP 13 (2d10+2)
Fort +4, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
DR 10/evil Immune electricity, petrification
Offense
Speed fly 60 ft. (perfect)
Ranged 2 x light rays +3 touch (1d6 ignores DR)
Spell-Like Abilities (CL 3rd):
  At Will—aid, continual flame, detect evil
Kinstal Minare
player, 16 posts
Mon 13 Feb 2017
at 15:07
  • msg #91

Re: 3B - SWW - Part Two: Life on the Ocean Waves

As the huge hydra clambers on the deck of the ship Kinstal manages to maintain his balance and not plummet into the ooze. (That would have become a very sticky situation)  Kinstal continues to hack at the ooze, connecting once with a glancing blow.


10:03, Today: Kinstal Minare rolled 4 using 1d8+3. Dmg.
10:03, Today: Kinstal Minare rolled 19 using 1d100. Miss chance.
10:03, Today: Kinstal Minare rolled 18 using 1d20+10. Attack ooze.
10:03, Today: Kinstal Minare rolled 100 using 1d100. Miss chance.
10:01, Today: Kinstal Minare rolled 17 using 1d20+1. Acrobatics.



AC: 23/14/21  | CMD : 21 (23 vs o/run) | Saves: +9/+3/+2

This message was last edited by the GM at 17:12, Tue 14 Feb 2017.
Logan
player, 757 posts
Unchained Rogue 5
Gwynharwyf's Blade 1
Mon 13 Feb 2017
at 21:30
  • msg #92

Re: 3B - SWW - Part Two: Life on the Ocean Waves

Logan squirmed, trying to free himself from the grip of the giant ooze.

Standard: Escape Artist

HP: 39/39 AC: 21/16/16 CMD:19  F2 R12 W4

Abilities: Invisibility, Resiliency, Smite Evil

16:29, Today: Logan rolled 27 using 1d20+26.  Escape Artist + Liberating Command.

Kassius
player, 554 posts
Hunter 4
Tue 14 Feb 2017
at 01:31
  • msg #93

Re: 3B - SWW - Part Two: Life on the Ocean Waves

Kassius is normally quite sure-footed, able to move through forest thickets without stumbling. What he isn't used to is the whole frakking ground moving underneath him and flinging him back towards a rampaging monster. Yelping in surprise he stands up and tries to back away from the Hydra, but another sudden lurch of the boat leaves him vulnerable as he backs away.

Kibeti meanwhile continues to attack the ooze, trying to finish it off.



Kassius
20:22, Today: Kassius rolled 11 using 1d20+10.  acrobatics.
20:28, Today: Kassius rolled 11 using 1d20+10.  acrobatics (avoid AoO).

HP: 20/37  AC 19 (FF=14, Touch=15),
Move Action: Stand from Prone (provokes AoO)
Standard Action: Move 15 ft away from Hydra (failed acrobatic check, so this provokes a second AoO if the hydra has combat reflexes). Ugh.
Saves+8/+11(+12)/+6
Spells Slots: 1st: 4/5; 2nd: 4/4;  Animal Focus Minutes Left: 5/6, Door Sight 6/6
Current Buffs: Animal Focus (tiger), Gravity Bow

Kibeti
20:30, Today: Kibeti rolled 24,10,10,12,9,13 using 1d20+5,1d20+5,1d20+5,1d6+7,1d6+7,1d6+7.  Full attack (bite/claw/claw), damage.
12 damage vs AC 24+, or 35 damage vs AC 10+
Full Round Action: Full Attack Ooze

HP: 42/42 AC 21 (FF=17,Touch=14), Saves+7/+9/+6
Current Animal Focus: bull(+2 str)
Current Buffs: None!

Celene
player, 1253 posts
Sorcerer 6
Tue 14 Feb 2017
at 04:44
  • msg #94

Re: 3B - SWW - Part Two: Life on the Ocean Waves

Celene slips on the deck and slides towards the slowly moving hydra. On her back she attempts to cast a spell while keeping out of the way of the hydra's darting heads. Her defensive posture causes her to fail the casting.


Free :  | Swft :  | Move : None | Stnd : Cast Vanish | Full :

23:43, Today: Celene rolled 13 using 1d20+11.  Cast Defensively DC 17.
23:33, Today: Celene rolled 5 using 1d20.  acrobatics.


HP: 29/29 |  AC: 10/10/10  | CMD : 12 | Saves: +4/+4/+9
Special Notes:
      (De)Buffs :
     Conditions :
      L0 Spells :
       - Unlim. : Dancing Lights, Daze (DC15), Detect Poison, Drench, Flame Burst,
                  Light, Mage Hand, Message,

       - 1/day  : Detect Magic, Light, Prestidigitation
      L1 Spells :
       - 09/10  : Burning Disarm (DC 16), Burning Hands (DC 16),
                  Charm person (DC17), Enlarge Person, Grease (DC 18), Hydraulic Push,
                  Mage Armor, Magic Missile, Summon Monster I, Vanish

      L2 Spells :
       - 5/6    : Create Pit (DC 19), Glitterdust (DC 19), Scorching Ray,
                  Summon Monster II

      L3 Spells :
       - 3/4    : Slow (DC 18)

      Abilities : Flame lance (8/8), Wand of Magic Missile (41),
                  Wand of Alter Self (25), Wand of Cure Light Wounds (50)

Dungeon Master
GM, 2508 posts
All Powerfull
DM
Tue 14 Feb 2017
at 06:38
  • msg #95

Re: 3B - SWW - Part Two: Life on the Ocean Waves

OOC: Angati casts liberating command to allow Logan to make his escape artist check during her round, not his. Logan gets free before his round and may take a normal turn, i.e. to attack or more sensibly retreat and heal up, not that he ever does that! ;) I will wait for Logan to take that turn before I proceed to the enemy's round since I need to know if he is a target for the ooze.

As Kassius pointed out, Angati already used her immediate action to activate MF, so she can't use it for Liberating Command as well. Let's say she used her move action to stand up, her standard action to cast liberating command and she doesn't manage to tie herself to the mast this round (nice idea though).

She does manage to shout out her commands to the archon though.

The archon scorches the hydra again with similarly little effect (6 hp). Then it responds to Angati's command and teleports down to the deck to grab the ship's anchor (cannons haven't been invested yet so it can't use a cannonball!). It will teleport back up next round.

Kinstal continues hacking away at the ooze, but it is hard to know what is slime and what is just flotsam, he thinks hopes he might have hit something important somewhere in his wild swings (4 hp).

Assisted by Angati's spell, the cunning rogue twists out of the tentacle's grip and lands nimbly on the deck (where he gets to take his turn).

Kassius slips down the deck, and only manages to save himself from falling overboard by scrambling to his feet. This unfortunately brings him right in line with the hydra's heads and two of the leap to attack (it has combat reflexes). One of the heads manages to bite him on the shoulder... again (8 hp).

Kibeti manages to keep his feet (instantly passes due to +12 acrobatics) and rips into the ooze, ignoring the junk and driftwood to find the creature itself (miss check made and passed) with his bite (12 hp).

Celene also slides towards the hydra, but stops her 5' short of it. She tries to cast a spell up at the hydra from back, but fails (did you burn up a spell slot?).

OOC: Logan still to move.
This message was last edited by the GM at 09:38, Tue 14 Feb 2017.
Urol Forol
NPC, 61 posts
38/38 HP
Tue 14 Feb 2017
at 06:43
  • msg #96

Re: 3B - SWW - Part Two: Life on the Ocean Waves

"Get out of my way!" screams Urol at Skald as he tries to get a good angle on the hydra from behind the ranger.

"Bah! You're such an old fart!" barks the half-elf, but he makes way and casts a spell (gravity bow) on the gnome's magical heavy repeating crossbow. Two bolts crack out from it, and one lands in the body of the hydra (6 hp).
Alohan Nuari
NPC, 620 posts
Barbarian 3 / Monk 2
Tue 14 Feb 2017
at 06:50
  • msg #97

Re: 3B - SWW - Part Two: Life on the Ocean Waves

"De snakes try to be sinking de boat!" screams Alohan, rather redundantly. "Grrrraaaah!"

He slashes his Taiaha into the neck of the head closest to him (5 hp).

By his side, Amella attacks but misses.

Sailors #7 and #8 charge in and one of them actually manages to hit the hydra solidly (11 hp).

Sailors #4 & #6 resurface on the water and thrash around, trying to get away from the hydra and find a rope so they can climb back up on deck - everyone is too busy to through one down right now.
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