The Captain swings his axe in a powerful two handed blow that rends the undead flesh of the giant squid. His second blow is spoiled as the squid blasts him and the adjacent giant crab with a dark foul smelling ink. While under water this ink is a powerful defense, on the deck of the Rumpled bed sheet it is merely a brief if persistently malodorous distraction. The lithe dark figure of Rook springs forward to deal a glancing blow to one of the attacking undead. Marienna swings her glowing
cutlass (1d20+8=14, 1d20+3=15), but cannot pierce the undead squid skin. Finn finds his own blade more effective and makes a pair of wounds on the top of the squid. Gnurl's magical missiles strike the giant crab tossing bits of rotten crab meat and shards of shell into the sea. He then scampers ten feet up the mast with ease. Below decks Radoon draws his blades and sets to work on the tenticle. He manages to wound it once, but this is not enough to make it withdraw. The crew fights bravely to defend their ship. A burly sailor (4) with a great axe used to cut boarding lines slices off a tenticle from the giant squid. Another lands a blow only to be nearly cut in half by snapping crab claws. Bolts and sling stones rain down from the masts and crows nest. A sailor (5) amidships fires his blunderbuss into the mass of crabs and sea zombies creating a shower of fleshy and chitonous gobbits, but not actually dropping any of the horrible undead. Beside Finn a sailor jabs his harpoon at the giant squid, but it glances off. The nets breched crabs and zombies begin to scuttle about the deck. One of the crabs makes for the forecastle. A female sea zombie (7) with a big wicked looking dagger gripped in her few remaining teeth begins to climb up the mast in pursuit of Gnurl. Seaweed is wrapped in the remains of her blond hair like ribbon and she wears the remains of a once fine red and gold ball gown. The zombie squid's tenticles seem to be everywhere
1d20+15=26, 1d20+15=31, 1d20+15=29, 1d20+15=34, 1d20+15=30, 1d20+15=24 . Morwyn, Marienna, Finn, Rook, Radoon and a sailor (3) all get hit (
damage respectively (1d6+9=13, 1d6+9=15, 1d6+9=14, 1d6+9=11, 1d6+9=13, 1d6+9=11) ) This time the tenticles attempt to wrap around and squeeze you (see below). A couple of the zombies and the crab attack Morwyn and Rook without hitting. Marienna is grappled
Grapple check (1d20+7=11)).
OOC: [sblock=All hit by a tenticle this round]Please make an opposed grapple check with the giant zombie squid. You roll base attack bonus+Str. Mod+size mod (0 for medium creatures). You have to beat the squid's roll, which unfortunately is going to be shall we say challenging? He gets +8 for being huge, +9 for a 28 str. and a +4 racial bonus in addition to his bab of +18. Even with the penalty of -10 I've imposed for being out of the water that's +29. Good luck!) Here are the squid's rolls, he really rolled badly indeed unless Rook also rolls a natural 1 he won't be grappled.
Grapple Checks (1d20+29=35, 1d20+29=36, 1d20+29=44, 1d20+29=30, 1d20+29=40, 1d20+29=39) Use the same order as above. [/sblock]
OOC: [sblock=Those who fail their grapple check]Grappling Consequences
While you’re grappling, your ability to attack others and defend yourself is limited.
No Threatened Squares
You don’t threaten any squares while grappling.
No Dexterity Bonus
You lose your Dexterity bonus to AC (if you have one) against opponents you aren’t grappling. (You can still use it against opponents you are grappling.)
No Movement
You can’t move normally while grappling. You may, however, make an opposed grapple check to move while grappling.
Options:
When you are grappling (regardless of who started the grapple), you can perform any of the following actions. Some of these actions take the place of an attack (rather than being a standard action or a move action). If your base attack bonus allows you multiple attacks, you can attempt one of these actions in place of each of your attacks, but at successively lower base attack bonuses.
Activate a Magic Item
You can activate a magic item, as long as the item doesn’t require spell completion activation. You don’t need to make a grapple check to activate the item.
Attack Your Opponent
You can make an attack with an unarmed strike, natural weapon, or light weapon against another character you are grappling. You take a -4 penalty on such attacks.
You can’t attack with two weapons while grappling, even if both are light weapons.
Cast a Spell
You can attempt to cast a spell while grappling or even while pinned (see below), provided its casting time is no more than 1 standard action, it has no somatic component, and you have in hand any material components or focuses you might need. Any spell that requires precise and careful action is impossible to cast while grappling or being pinned. If the spell is one that you can cast while grappling, you must make a Concentration check (DC 20 + spell level) or lose the spell. You don’t have to make a successful grapple check to cast the spell.
Damage Your Opponent (Highly unlikely!)
While grappling, you can deal damage to your opponent equivalent to an unarmed strike. Make an opposed grapple check in place of an attack. If you win, you deal nonlethal damage as normal for your unarmed strike (1d3 points for Medium attackers or 1d2 points for Small attackers, plus Strength modifiers). If you want to deal lethal damage, you take a -4 penalty on your grapple check.
Exception: Monks deal more damage on an unarmed strike than other characters, and the damage is lethal. However, they can choose to deal their damage as nonlethal damage when grappling without taking the usual -4 penalty for changing lethal damage to nonlethal damage.
Draw a Light Weapon
You can draw a light weapon as a move action with a successful grapple check.
Escape from Grapple
You can escape a grapple by winning an opposed grapple check in place of making an attack. You can make an Escape Artist check in place of your grapple check if you so desire, but this requires a standard action. If more than one opponent is grappling you, your grapple check result has to beat all their individual check results to escape. (Opponents don’t have to try to hold you if they don’t want to.) If you escape, you finish the action by moving into any space adjacent to your opponent(s).
Move (Almost impossible in this situation)
You can move half your speed (bringing all others engaged in the grapple with you) by winning an opposed grapple check. This requires a standard action, and you must beat all the other individual check results to move the grapple.
Note: You get a +4 bonus on your grapple check to move a pinned opponent, but only if no one else is involved in the grapple.
Retrieve a Spell Component
You can produce a spell component from your pouch while grappling by using a full-round action. Doing so does not require a successful grapple check. [/sblock]
OOC: Actions?