Kali Starr |
Kali follows the others out into the water to head to the next room, taking some leisurely breaststrokes as she moves.
Taking 10 on the swim check for a 10.
DM Carbide |
Yes--AIUI, you're going back out into the hallway and heading west to the next door. Even though the flood has died down, there's still a current in the hallway that makes it a DC 10 Swim check to navigate.
DM Carbide |
With a bit of work, you manage to get to the other door and open it. On the other side there's an interface like the one on the previous door.
DC 5 STR checks to get through; let me know what order you're going in.
Kali Starr |
Strength Check: 1d20 ⇒ 2
Strength Check 2: 1d20 ⇒ 6
Having to make 2 Strength checks probably puts her somewhere at the end, but otherwise please place her in the middle somewhere.
DM Carbide |
Yup, just lots of time on the road leading up to the weekend, followed by an attack of homeowner hell domesticity and a recollection that I was waiting for everyone else to post when they were going in. Thanks for the bump. I'm going to assume that Kragnor goes in first, followed by Eva, followed by Kali. It doesn't specify how long the STR check to move through the door takes, and I can't find a rule about how long an STR check takes in general. For now, assume that every STR check you have to take costs 5' of movement.
Kragnor pushes through the interface into the room and is almost immediately confronted by a large, angry seallike creature! It rears up out of the water and bites at the startled dwarf for 4 HP. Its jagged teeth tear through blood vessels for another 1 HP bleed damage, and Kragnor is bleeding.
Round 1 (ongoing):
Initiative order
(Kali)
Creature-acted
Kragnor
Eva
Senja
Asvald
Eva, although you don't get a lot of detail you can tell something just moved in front of Kragnor, and the dwarf recoiled. Party up!
Eva Initiative: 1d20 + 1 ⇒ (12) + 1 = 13
Kali Initiative: 1d20 + 5 ⇒ (16) + 5 = 21
Kragnor Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Senja Initiative: 1d20 + 8 ⇒ (2) + 8 = 10
Bunyip Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Bunyip bite: 1d20 + 7 ⇒ (15) + 7 = 22
Bite damage: 1d8 + 1 ⇒ (3) + 1 = 4
Bleed damage: 1d6 ⇒ 1
Kragnor Stonebreaker |
"What the...!?" Kragnor roars as he is mauled by the angry seal. Taking a step to the north, he drops his hammer, draws his axe and swings it, two-handed, at the seal.
Power Attack: 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15
Damage: 1d10 + 4 + 6 ⇒ (5) + 4 + 6 = 15
DM Carbide |
Round 1 (ongoing):
Initiative order
(Kali)
Creature-acted
Kragnor-acted
Eva
Senja
Asvald
It's a seal of disapproval!
Kragnor hits the creature solidly!
AC 15 T 13 FF 12 -15 HP
Senja Kala |
Sorry to nag, but I'm glad it got things going! Some weird synchronicities out there in PbP land right now: I'm in two fights with giants and two fights with bunyips in different games!
Senja slips forward toward the opening, curious what's going on, but he can't force his way past the weird interface.
Str check: 1d20 - 1 ⇒ (2) - 1 = 1
Eva Baldursdóttir |
Knowledge (Arcana): 1d20 + 3 ⇒ (7) + 3 = 10
Eva pushes into the room and sees the creature, as well as the bleeding wound on the dwarf's arm. Drawing her sword, she swings it mightily at the thing.
Attack: 1d20 + 7 ⇒ (6) + 7 = 13
Asvald Bjornson |
Even if he can't see it, Asvald recognizes the sounds of battle when he hears it and quickly begins his rousing battle chant.
Raging Song: +2 morale to strength, +2 morale to con, +2 morale to will, +2 enhancement to con, -1 AC penalty.
DM Carbide |
Round 2:
Initiative order
Kali
Creature-
Kragnor
Eva
Senja
Asvald
Kali, you're up!
Kali Starr |
Sorry, I'm a little confused about the map. Are Senja and Asvald still in the water-filled hallway? I'll post an action once that's confirmed.
Knowledge (arcana): 1d20 + 8 ⇒ (14) + 8 = 22
That knowledge roll is for when Kali can finally see the enemy. With that high roll, does the creature have any DR, resistances, or immunities?
ETA: Is the enemy the square in front of Eva?
DM Carbide |
Yes, Senja and Asvald are still out in the hall; Asvald is treading water and singing, and Senja tried and failed to get through the doorway. The enemy is the square in front of Eva. When I was getting this going I didn't have my monster image files to hand, and I wasn't sure whether it would survive long enough to matter. You know it has no special defenses.
Kali Starr |
Thanks for clearing that up, Carbide.
Accepting Raging Song this round.
Kali pushes her way into the room, identifies the enemy, and uses her ki to turn invisible for a sneak attack next round.
Used Vanishing Trick this round. I'm assuming pushing through the barrier is a standard action, otherwise she'd move to the square south of Eva.
DM Carbide |
Moving through the barrier isn't called out as any sort of action, and I can't find anything about the action cost for taking a STR check. I arbitrarily decided that it costs 5' of movement for each attempt to get through, successful or not.
Kali Starr |
Okay, so Kali moves in and sees the creature, takes a swift action to turn invisible, and moves south of Eva. Does invisibility work submerged in water?
Kali Starr |
Nevermind about the invisibility underwater question, I found the answer. Apparently invisible creatures do leave an outline in the water, but they still receive a 20% miss chance instead of 50%.
DM Carbide |
The inside of the room where you're fighting is in air (though not exactly dry).
DM Carbide |
Round 2 (ongoing):
Initiative order
Kali-acted
Creature-acted
Kragnor
Eva
Senja
Asvald
The bunyip retreats a few feet and emits a deafening roar that echoes through the chamber. Everyone inside, DC 13 Will save or panicked for 2d4 ⇒ (4, 3) = 7 rounds.
Eva Baldursdóttir |
Will: 1d20 + 7 ⇒ (18) + 7 = 25
Eva growls, then trudges forward and swings at the creature again. I assume I can't flurry?
Boop: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
Damage: 1d8 + 7 ⇒ (8) + 7 = 15
DM Carbide |
The bunyip is out into a fairly deep pool of water; since you're essentially having to swim to it and tread water while you attack your movement to get there wasn't a 5' step. So, no flurry.
Senja Kala |
Str check, DC 5: 1d20 - 1 ⇒ (2) - 1 = 1
Senja tries to push his way through the shimmering layer where air meets water in the doorway, and once again fails to get any purchase, bouncing ineffectually off the interface.
Kragnor Stonebreaker |
Will: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Kragnor ignores the dumb seal's roaring and does a cannonball into the water, swinging the pointy end of his hammer as he drops into the water. Eehya!"
Power Attack, Rage: 1d20 + 8 + 1 - 2 ⇒ (5) + 8 + 1 - 2 = 12
Damage: 1d12 + 4 + 6 + 1 ⇒ (10) + 4 + 6 + 1 = 21
DM Carbide |
At some point one of the people inside is going to reach out and pull Senja through, you know.
DM Carbide |
Round 2 (ongoing):
Initiative order
Kali-acted
Creature-acted
Kragnor-acted
Eva-acted
Senja-acted
Asvald
Eva hits it solidly. It's looking pretty peaked at this point, but it's still fighting. Kragnor misses it, though.
Asvald Bjornson |
If you accepted the rage you get +2 to the will save.
While his little friend gathers momentum for another try, Asvald pushes past him. Emerging into the larger chamber, the young ulfen brandishes his sword dangerously and then whistles a sharp note causing the blade to shine like the sun for a brief moment.
Intimidate: 1d20 + 8 ⇒ (1) + 8 = 9
DC 12 will vs blind for a turn.
DM Carbide |
The creature gets its eyes closed in time.
Round 3:
Initiative order
Kali
Creature-
Kragnor
Eva
Senja
Asvald
Kali, over to you!
Kali Starr |
Continuing to accept the Raging Song
Still invisible, Kali throws a shuriken at the bunyip, which then makes her visible. "It's also got a lust for blood guys, although I don't quite remember how that works. Maybe it freaks out like a barbarian?"
Shuriken vs. Flat-Footed: 1d20 + 5 ⇒ (10) + 5 = 15
Damage + Precision damage: 1d2 + 1 + 2d6 ⇒ (2) + 1 + (5, 6) = 14
DM Carbide |
Kali's shuriken penetrates some vital spot, and the creature ceases to do much besides bleed out.
Speaking of bleeding, Kragnor, you've taken another 2d6 ⇒ (4, 5) = 9 points of bleed damage, and you're still bleeding. Other than that, out of combat!
Senja Kala |
Str : 1d20 - 1 ⇒ (8) - 1 = 7
Senja pops through the shimmering barrier to find his companions looking at a bleeding bunyip in the water. "What are you guys doing?" he asks. "Besides bleeding, that is." He taps Kragnor with the infernal healing wand as he makes this last observation.
Kragnor Stonebreaker |
Kragnor takes out his healing wand and begins to use it as Senja appears and taps him with his wand. "Glad you could join us, Wang."
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Kali Starr |
"Well, that went a little better." Kali observes with a slight shrug, as she looks around the room for more doors, traps, valuables, or anything else of interest.
Take 10 on Perception for a 15.
Senja Kala |
Senja rolls his eyes at Kragnor, then rolls them further as he notes that there was an easier way into this room - a doorway from the chamber with the taciturn woman and her water elemental pet.
He scans the room for any other exits, and looks into the water to see if there's anything interesting. "Shall we move on?" he asks, once this search is done.
Perception: 1d20 + 8 ⇒ (14) + 8 = 22
DM Carbide |
There is nothing here besides the body of the bunyip. To the west down the hallway, there's a door and what is apparently a larger opening at the end of the hall.
Senja Kala |
"Well, nothing to see here, I guess," Senja observes. "Let's see what's down the hall, hopefully a room with a regular door instead of one of those impenetrable bubbles!"
DM Carbide |
The bubbles are nice if you want to be able to breathe on the other side, though.
Senja Kala |
That's a nice 'glass half full' way of looking at it, but the glass is always too full if you're stuck in it and too feeble to break the surface tension to get to the air on the other side. :)
Kali Starr |
"Lead the way, Kragnor! I'll help you look for traps."
Perception (aid Kragnor): 1d20 + 5 ⇒ (7) + 5 = 12
Kragnor Stonebreaker |
Kragnor glances sidelong at Kali, then grumbling, leads the way to the next door.
Perception: 1d20 + 10 ⇒ (3) + 10 = 13
DM Carbide |
It's a DC 10 Swim check to keep from being swept away by the current, but most of you can take 10 and someone can hang onto Senja.
After pausing to hyperventilate before going back out into the hallway, the group makes its way to the next door. There are no signs of traps, but Kali and Kragnor both notice that there's water flowing from the hall into the room through the grate at the bottom of the door.