"I don't like how this is starting out. I can't do much in combat while in the water," Grak says, doing his best to keep up with the group but concerned about being attacked in the water.
Grak Swim Check: 1d20 + 5 ⇒ (2) + 5 = 7
Ordrax Swim Check: 1d20 + 4 ⇒ (2) + 4 = 6
Veltisiel Swim Check: 1d20 + 0 ⇒ (19) + 0 = 19
Raush Swim Check: 1d20 + 3 ⇒ (10) + 3 = 13
Ravenna takes 10 on Swim Check.
Swimming though the narrow opening is not so difficult, but as you enter area D1 The water begins to toss you about.
Ravenna and Veltisiel are safe, but the rest of you might cut yourselves on the rocks. DC 10 Reflex save or take 1d3 slashing damage.
The rock walls have been deliberately sharpened to take advantage of your need to use the walls to navigate. After a narrow neck of tunnels, the passage opens into a tall chimney that soars nearly 80 feet before opening into the sun above. Beyond, another passages opens further into the hillside.
By the time you push forward into this new hole, the guards are long gone.
There is a small spot above water at the intersection. Area D3 looks rough and natural, but there are jaws of fish and sharks stuck, spiked, and tied to the walls leading to it. The walls of D7, on the other hand, are carefully carved to resemble the rib cage of a huge fish or whale, giving the impression that you are being swallowed. The path sinks back into the water in each of those rooms.
Reflex: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d3 ⇒ 2
Raush growls as the rocks pierce his skin, salt stinging on the wound. With a grunt he hops on relatively dry land. "Nice place. This whole fish theme ties it all together. Who's for going the way that looks like they wanted to scare people away from?"
I'd go for D7.
|Ravenna van Klef|
"Weird..." says Ravenna as she hauls herself out of the water and gets a look at the surroundings. She pulls back her hair and squeezes water out of it. "Sure, might as well check that first."
Heading to D7. You guys can move on the square covered by the orange oval thing. You'll notice that little crevice that goes off to the left there. A small creature like Ordrax can move through there easily. A medium pirate can fit through those with an escape artist DC 20. Otherwise you can swim into the room, which is quite deep.
Reflex: 1d20 + 5 ⇒ (11) + 5 = 16
Grak initially gets caught off guard by the rough water, but gathers himself before getting pushed into the wall. Stopping at the intersection to take a break, he follows the others.
I'm not sure what crevice you are referring to. Also, how often should we make a swim check, or will you do it for us?
Just before you get to D7 there is a small turn off to the left. I just marked it on a big red arrow on the tactical map. I'll make the swim checks if there is some sort of danger. In most of the tunnel complex at low tide like it is now there isn't any current, so you need to make DC 10 checks to move. You can take 10 on those if we aren't in combat.
As the group moves into the room, Grak notices the side passage and tries to squeeze in.
Escape Artist: 1d20 + 4 ⇒ (10) + 4 = 14
Not being able to maneuver well enough while swimming, he can't get in and follows the others into the room.
Escape Artist: 1d20 + 3 ⇒ (19) + 3 = 22
Somehow, Raush manages to squeeze inside the crevice, quietly going forward.
The depths of the strangely carved room are shrouded in seaweed, providing plenty of cover for dangerous creatures. As Grak lowers himself into the water, he feels the prodding of small spears. But even in water he is deft enough to avoid them.
Grindylow spear: 1d20 + 3 ⇒ (11) + 3 = 14
Grindylow spear: 1d20 + 3 ⇒ (3) + 3 = 6
Grindylow Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Ordrax Initiative: 1d20 + 6 ⇒ (7) + 6 = 13
Raush Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Veltisiel Initiative: 1d20 + 5 ⇒ (2) + 5 = 7
Grak Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Ravenna Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Grindylow get a surprise attack, partial charging out of the depths to stab at Grak. Everyone beats their initiative, though. The Grindylows are 5 feet below the surface of the water.
Would have cast Mage Armor, from my scroll, before entering the cave.
Veltisiel snaps his fingers, and a bolt of magical energy streaks out, tearing underwater and striking the grindylow in the chest.
Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5
Surprised by the sudden attack from below, Grak yells and tries to backup to create some space between him and the monsters.
Swim: 1d20 + 5 ⇒ (12) + 5 = 17
He then pulls his crossbow off of his back while treading water.
Swim: 1d20 + 3 ⇒ (2) + 3 = 5
Raush does his best to follow after Ordrax quickly, but a sudden flow of water throws him back. *#@§ I thought trouble would be here, not there.
The grindylow stabbing at Grak do not pursue him into the shallower water, content to let the water give them cover and confident that the invaders must come to them. One of them lashes his tentacles and jets toward Ordrax, meeting the advancing kobold.
Grindylow spear attack: 1d20 + 2 ⇒ (18) + 2 = 20
Spear damage: 1d6 + 1 ⇒ (6) + 1 = 7
The rest of them will hang about in the water, waiting to see if you are bold enough to advance.
Back to PCs for initiative
|Ravenna van Klef|
"Dang it, I need a bow or something," mutters Ravenna. "Or some way to finish my gun."
She moves into the water to try to get into a position to aid Grak.
Swim: 1d20 + 5 ⇒ (15) + 5 = 20
Not sure if I can get into attack range, or if it will take my full turn to swim that far.
Rapier attack: 1d20 + 6 ⇒ (7) + 6 = 13
Rapier damage: 1d6 ⇒ 4 (probably not a hit)
Since Ravenna moved up to attack, Grak tries to circle around behind her to try to get a better angle at the creatures. However, he struggles to swim with his crossbow in his hand.
Swim: 1d20 + 6 ⇒ (1) + 6 = 7
Swim: 1d20 + 3 ⇒ (19) + 3 = 22
With a strong breaststroke, Raush rushes at the grindylow, itching for some violence. Unused to attacking in the water, however, his fist goes wide.
Unarmed Attack: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 + 3 ⇒ (3) + 3 = 6