• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

[LPF] Beggar's Belief

[sblock=OOC]
OOC: I haven't quite finished my post yet ;) so give me a few minutes and you'll have another option, I hope, as well as give you a better idea where everyone is positioned. EDIT: All clear, except addition of new map.

Yes, Megan is threatened by both sharks.

Per RAW: You may not take a 5-foot step using a form of movement for which you do not have a listed speed. So, unfortunately, no 5-ft step while swimming.

As I've posted (twice:erm:) before, you don't need to make a Str check to move the coracle now though I'm not sure what benefit you think you'll be getting by hanging onto it. Regardless of what you are carrying along, movement out of a threatened square provokes an AoO.
[/sblock]
 
Last edited:

log in or register to remove this ad

OOC: Megan was going to move the boat forward to expose the shark bait, but that's no longer necessary.


Megan accepts the shark bait from Stump and shoves it to the other shark, hoping that with food in mouth, they'll leave her alone. If they do go away, she will swim as speedily towards the surface/exit as possible in her current condition.
 
Last edited:

The first shark rips the goblin limb from Megan's hands and rolls away through the water with it. The second shark grabs for the bait held by Stump but ends up chomping down on the leprechaun engulfing his arm and a large part of his torso in its toothy mouth. Stump's eyes widen, bubbles stream out of his mouth and his limbs flail as the shark rolls away with him and swims away from the group in rapid zig-zags shaking Stump as he goes.

Megan sees her chance to surface and begins slowly swimming upwards as best she is able without blacking out.

OOC: Shark 1 provokes AoO from Megan and Ariel and moves so that it is no longer threatening. Shark 2 provokes AoO from Megan and Ariel also before it moves off the map (unless killed, of course). I would post a revised map but I'm at work now and left my maps at home. Sorry. No one is currently threatened by sharks.
[sblock=Combat]
Posted in INIT order
Code:
Character              AC    HP    InHand/Condition    Depth/Air remaining
Megan                  17   0/16   dagger/staggered    -20 ft./21 rnds
Shark 1                13    13    none/none           -25 ft./--
Shark 2                13    8     none/none           -20 ft./--
Ariel                  12  10/16   scimitar/off balance-20 ft./19 rnds
Guardian               17  9/19    cestus/none         -30 ft./21 rnds
Stump                  14    18    none/none           -20 ft./21 rnds

Round One - no combat, Ariel & Stump failed swim.
Round Two - Megan fails swim.
Round Three - Ariel fails swim
Round Four continuing - [/sblock]
OOC: Ariel is up!
 
Last edited:

Megan sees Stump being dragged away but is helpless to help him. She slowly swims toward the surface, seeing the water color gets lighter...and lighter...
 

Ariel Esimae, Female Aasimar Cleric

[sblock=OOC]What about Spell-like abilities like Channel Energy and Fire Bolt? Those require a concentration check? BTW, while threatened by two sharks, no way I was going to risk two AoOs to still have to make a concentration check that will likely fail. Sorry, no healing under those circumstances as Ariel has crappy AC right now.

So if I ignore VV's comments on the penalties for U/W fighting and follow GE's, Shark 2 is dead before hitting Stump, correct?

I really hate these encounters AFg made for 1st level characters. Frakkin' 3feet water in one, drugged up thugs in another, now fighting underwater.[/sblock]Ariel takes advantage of the wounded shark needing to continually move forward and slashes its eye, the sharp scimitar biting deep enough to mortally wound the creature.

She continues her struggle to swim upwards to the surface and safety.

[sblock=Actions]AoO: On Shark 2; Scimitar (1d20+3=21, 1d6+1=3) + Critical Confirm (1d20+3=22, 1d6+1=6) = 9 damage
Standard Action: Double move
Move Action: Move upwards, 30ft? Swim (1d20+1=10)[/sblock][sblock=Mini Stats]Initiative: +2
AC: 12 (17 without shield/flat-footed, 12 Touch)
HP: 16 Current: 10
CMB: +2 CMD: 14 Fort: +5 Reflex: +3 Will: +7 (+8 vs. Fear)
+1 for all with Resistance
Resistance: 5 Cold, 5 Acid, 5 Electricity

Current Weapon in Hand: none

Fire Bolt: 5/6 Remaining Channel Energy: 4/5 remaining
Deflection Aura: 1/1 remaining
Spells Remaining: Orisons: (Light, Resistance, Guidance, Detect Magic)
1st Level 4/4 [/sblock]___________________________________________

Nicki-Aycox_9-29-03_Wescyde-Scan.jpg
Ariel Esimae
 

If not for the difficult conditions of fighting underwater Ariel would have gutted the shark and saved Stump. As it is, the water blunts the force of her blow and she only succeeds in inflicting a serious, blinding wound on the creature.

As Ariel kicks upwards she is almost within fingertip reach of the mirror-like surface and her feet touch the sloping ground that leads up to the dry land of Vega island.

[sblock=OOC]
OOC: I know; I'm not fond of those encounters myself. Underwater combat rules are not something I have much experience with and keeping everything in mind, like the combat modifiers that VV posted earlier (-2 to hit and half damage for slashing), has been a struggle. Those are, or at least should be, still in effect even though I forgot to count them against you last time. With those rules Ariel's damage would be reduced to 5 points and the shark would still make off with Stump.

Also, a single move action will move you 1/4 of your speed; a full round action half of your speed so Ariel will rise to just 5 ft below the surface. Next round Ariel will not need a Swim check and can slog her way to shore if she chooses.

Spell-like abilities are activated mentally and have no components to deal with. My best guess (since I can't find a hard rule) is that they would not need concentration checks to use.

Still at work so still no new map.
[/sblock][sblock=Combat]
Posted in INIT order
Code:
Character              AC    HP    InHand/Condition    Depth/Air remaining
Megan                  17   0/16   dagger/staggered    -20 ft./21 rnds
Shark 1                13    13    none/none           -25 ft./--
Shark 2                13    3     none/none           -20 ft./--
Ariel                  12  10/16   scimitar/none        -5 ft./18 rnds
Guardian               17  9/19    cestus/none         -30 ft./21 rnds
Stump                  14    18    none/none           -20 ft./21 rnds

Round One - no combat, Ariel & Stump failed swim.
Round Two - Megan fails swim.
Round Three - Ariel fails swim
Round Four continuing - [/sblock]
OOC: The Guardian is up!
 






With the immediate thread gone and unable to reach Stump in time, the Guardian tries to swim straight up.

[sblock=OOC]

AC: 19 (currently 17), Touch: 12, FF: 16
CMD: 16
Fort +3, Refl +4, Will +1

HP: 18/19

[/sblock]
 

Into the Woods

Remove ads

Top