[PFS/DMK/EMS] The Emerald Spire Superdungeon

Game Master Kludde

Maps and Handouts


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The Exchange

HP 75/75 | AC25 T15 FF20 | Init +3 Perc +22 SPD 30 CMB +9 CMD 25 | F+13 R+15 W+8 | NG Traveller Gnome | Alchemist (Grenadier) 8 Master Chymist 3 | Bomb +12/+7; 4d6+5 (Fire) | sheet

Round 4 Mutagen +4 STR +2 AC -2 INT; Precise Bombs; Precise Shot; Point Blank
Fellgrim tosses another bomb (4/8) at the elemental ... taking care to exclude his allies from the splash damage using his Precise Bombs ability
Bomb: 1d20 + 9 ⇒ (1) + 9 = 10 for Fire: 2d6 + 2 ⇒ (6, 1) + 2 = 9 with Drift: 1d8 ⇒ 6 and Splash: 4 = 4
Which puts it long 1 and to the right; Reflex DC13 for half; and another paper cut :-)

Grand Lodge

Yoon, Female CG Human Pyrokineticist 7 | HP: 81/87 Burn/NL: 4/28 | AC: 21 (16 Tch, 17 Fl) | CMB: 3, CMD: 17 | F: +11, R: +10, W: +5 | Init: +4 | Perc: +11, SM: +1 | Speed 20ft | Active conditions: Elemental Overflow (4)

Thistle sloshes forward again, a grin appearing on his face now that he has finally gotten close enough to the battle to help turn the tide. Stopping just behind jelani, he reaches out to Bruce, sending a strong wave of healing energy into him.

cure mod: 2d8 + 4 ⇒ (4, 1) + 4 = 9

He then prepares for the inevitable attack from the watery monster.

We need to take this thing down faster, I'd you have stronger spells now would be a good time to use some, otherwise we will be short on spells and resources when we are trying to finish this level... Just my 2 cents

-Posted with Wayfinder


HP: 40/40; Rage 11/12
Stats:
AC 18, T 12, FF 17 // Fort +7, Ref +3, Will +2 // CMD 18

Jelani swings at the elemental again, throwing another burst of electricity into the swing.

Attack: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
Damage;electricty: 2d6 + 16 ⇒ (5, 3) + 16 = 241d6 ⇒ 2

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

With water splashing in all directions, Caranthir loses sight of the elemental, and two arrows fall harmlessly into the water.

Longbow Attack (rapid fire): 1d20 + 8 ⇒ (4) + 8 = 121d8 + 2 ⇒ (1) + 2 = 3
Longbow Attack (rapid fire): 1d20 + 8 ⇒ (2) + 8 = 101d8 + 2 ⇒ (6) + 2 = 8


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RFX: 1d20 + 8 ⇒ (5) + 8 = 13

Fellgrim does some more minor burning damage. Thistle tries to heal Jelani faster than the elemental can hurt him.

Jelani puts all his might behind the next slice, and manages to slash through the elemental's defences, delivering a jolt of electricity in the process. Finally, the elemental forces that keep this thing together seem to weaken a bit, though the creature is still trashing and bashing.

Caranthir seems to have lost it for a moment, as both of his arrows fly wide.

---
Thistle
Crowelani
Caranthir
Bruce
Fellgrim
Enora
---
Elemental (56)
---

Grand Lodge

F Caped Crusader 10
Stats:
HP 91/91 | Inspire 10/10 | AC:18, T:13 FF:16 | F:+9 (Immune Poison), R:+11, W:+9 | CMB: +11, CMD: 24 | Percep: +14 (+2 vs traps), SM:+5 | Init: +2 | Speed: 30

Bruce tries again with the mace.

melee: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27

Damage: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7

-Posted with Wayfinder

Dark Archive

Sorcerer 8 | AC 17/30 (T 13/11, FF 15/28). HP 42/52, Fort +5/10, Ref +6/10, Will +6/6. Init +12, CMB 0/11, CMD 13/23, Speed 30ft/30ft
attacks:
Confusion (dc25)Suggestion (dc25) Hideous laughter (dc 24), Charm (dc 23), Snowball (5d6 cold) ranged touch +5, dc 20 or stagger, L Crossbow +5 1d8 | Ankylosaurus tail +12 2d6+15 dc21 fort or daze 1 rnd (1d4 stun on crit)
Skills:
Bluff +22, Diplomacy +15, Handle Animal +12, Intimidate +14, Knowledge (arcana) +7, Knowledge (nature) +7, Linguistics +3, Perception -1/+15(+18 scent), Spellcraft +10, Use Magic Device +17

Enora fores off another set of magic missles.
dmg mm: 4d4 + 4 ⇒ (4, 4, 4, 3) + 4 = 19

-Posted with Wayfinder


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Bruce hits harder with his mace and this time there seems to be some effect. Or is it just the four missile that screech by and slam into the elemental that make it stop moving? We'll never know.

Combat over

Grand Lodge

Yoon, Female CG Human Pyrokineticist 7 | HP: 81/87 Burn/NL: 4/28 | AC: 21 (16 Tch, 17 Fl) | CMB: 3, CMD: 17 | F: +11, R: +10, W: +5 | Init: +4 | Perc: +11, SM: +1 | Speed 20ft | Active conditions: Elemental Overflow (4)

Thistle breaths a big sigh of relief as the monstrosity finally dissipates. He looks around at his two battered companions and pulls out his wand of cure light wounds.

1d8+1, roll as many times as you need and I will count up the charges to keep track.

-Posted with Wayfinder


HP: 40/40; Rage 11/12
Stats:
AC 18, T 12, FF 17 // Fort +7, Ref +3, Will +2 // CMD 18

Healing: 1d8 + 1 ⇒ (1) + 1 = 2
Healing: 1d8 + 1 ⇒ (3) + 1 = 4

Jelani takes two taps from the healing wand, thanking Thisstle. "Feel pretty good now!" he announces.

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

"Of concern is that this place is becoming increasingly deadly as we continue our explorations. We must remain vigilant," Caranthir says as he searches the room for anything interesting.

perception: 1d20 + 8 ⇒ (7) + 8 = 15 also cast detect magic.

Grand Lodge

F Caped Crusader 10
Stats:
HP 91/91 | Inspire 10/10 | AC:18, T:13 FF:16 | F:+9 (Immune Poison), R:+11, W:+9 | CMB: +11, CMD: 24 | Percep: +14 (+2 vs traps), SM:+5 | Init: +2 | Speed: 30

Normally Bruce would use his own wand, but since Not-Thistle is offering.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Bruce also checks the room after casting detect magic.

Perception: 1d20 + 10 + 1d6 ⇒ (5) + 10 + (6) = 21

I take it the red lines on the map are doors.


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Actually, no, they're just there to indicate where the fog of war starts

There's a large portal here (the blue glowing thing). You've not been to the middle-southern room, you've only glanced at it from a distance. From atop a waterfall.

Grand Lodge

F Caped Crusader 10
Stats:
HP 91/91 | Inspire 10/10 | AC:18, T:13 FF:16 | F:+9 (Immune Poison), R:+11, W:+9 | CMB: +11, CMD: 24 | Percep: +14 (+2 vs traps), SM:+5 | Init: +2 | Speed: 30

"Wasn't there a blue glow down in that other room? Maybe this portal will take us down there. Bruce takes a second to drink an extract before stepping into the portal.

I will let the GM place me in the new location. Current buffs are Dark Vision, Heightened Senses and Touch of the Sea.


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Bruce steps through the portal and ends up submerged in an endless expanse of clear, blue water. There's no discernable up or down here, though any bubbles that escape from Bruce's mouth float upward from him. Just behind him, a human-size clamshell holds nothing but a blue swirling vortex, the faces of the other Pathfinders vaguely discernible on the other side.

The Exchange

HP 75/75 | AC25 T15 FF20 | Init +3 Perc +22 SPD 30 CMB +9 CMD 25 | F+13 R+15 W+8 | NG Traveller Gnome | Alchemist (Grenadier) 8 Master Chymist 3 | Bomb +12/+7; 4d6+5 (Fire) | sheet

Seeing Bruce step though the portal, Fellgrim moves to what looks like a bench on the opposite wall and ties his silk rope to it while calling out to the rest of the party to alert them of Bruce's situation ...
"Bruce went through the portal!"

Grand Lodge

F Caped Crusader 10
Stats:
HP 91/91 | Inspire 10/10 | AC:18, T:13 FF:16 | F:+9 (Immune Poison), R:+11, W:+9 | CMB: +11, CMD: 24 | Percep: +14 (+2 vs traps), SM:+5 | Init: +2 | Speed: 30

As Bruce's extract takes effect he grows webs between his fingers and his feet reshape into flippers. Taking advantage of this Bruce swims up after the bubbles.

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

Caranthir looks through the portal to see if Bruce is still visible.

"I do hope that was wise," he comments.


Arcanist 4 | AC 17 (T 13, FF 15). HP 27, Fort +4, Ref +5, Will +5. Init +2, CMB 0 CMD 12, Speed 30ft
attacks:
Create Pit (dc16 or 2d6 dmg), Burning hands, Ear-piercing scream, Color Spray (dc15), Staff of Minor Arcana (10 charges) 4 magic missles 2 crg/8 min shield 1 crg, Prescience 6, Arcane Reservoir 5
Skills:
Appraise +8, Knowledge (arcana) +11, Knowledge (all others) +8, Linguistics +9, Perception +1, Spellcraft +11, Use Magic Device +10

"Extraordinary stuff. I'm glad he went in. I can't swim that well."


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Bruce swims, but there seems to be no surface in sight. As soon as he turns around, the bubbles from his mouth float in the other direction - it seems 'up' is wherever his head is pointing.

It's still possible to swim back to the portal before running out of breath

Grand Lodge

Yoon, Female CG Human Pyrokineticist 7 | HP: 81/87 Burn/NL: 4/28 | AC: 21 (16 Tch, 17 Fl) | CMB: 3, CMD: 17 | F: +11, R: +10, W: +5 | Init: +4 | Perc: +11, SM: +1 | Speed 20ft | Active conditions: Elemental Overflow (4)

Uhhh... I hope he comes back... thistle thinks to himself.

Expecting the man can take good care of himself, thistle makes use of the time waiting to search the room. He then decides to go check out the room that the ice mephit ran too, realizing that this room didn't connect the way he thought it might.

I can't move my token yet, ilk try to as soon as I can get to a computer.

-Posted with Wayfinder

Grand Lodge

F Caped Crusader 10
Stats:
HP 91/91 | Inspire 10/10 | AC:18, T:13 FF:16 | F:+9 (Immune Poison), R:+11, W:+9 | CMB: +11, CMD: 24 | Percep: +14 (+2 vs traps), SM:+5 | Init: +2 | Speed: 30

Bruce will swim back down and return through the portal.

The Exchange

HP 75/75 | AC25 T15 FF20 | Init +3 Perc +22 SPD 30 CMB +9 CMD 25 | F+13 R+15 W+8 | NG Traveller Gnome | Alchemist (Grenadier) 8 Master Chymist 3 | Bomb +12/+7; 4d6+5 (Fire) | sheet

Fellgrim stands a bit sheepishly, holding his rope, as Bruce returns through the portal.
"Ah ... welcome back?"
... then he recovers the rope and repacks it away.

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

"I suppose this portal explains how the elementals are getting in here, and perhaps why this level is flooded," Caranthir muses.

Caranthir assists in a search of the room, then says "Should we continue searching the room to the south?"

perception: 1d20 + 8 ⇒ (15) + 8 = 23


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There's some crates in the current room, which contain some unremarkable wine, some moody ration, and a potion of water breathing.

Thistle find that the mephitis route took him through a flooded corridor, of which the floor leads down, and into the room he oversaw earlier.

Grand Lodge

Yoon, Female CG Human Pyrokineticist 7 | HP: 81/87 Burn/NL: 4/28 | AC: 21 (16 Tch, 17 Fl) | CMB: 3, CMD: 17 | F: +11, R: +10, W: +5 | Init: +4 | Perc: +11, SM: +1 | Speed 20ft | Active conditions: Elemental Overflow (4)

"Is there a way to close the portal?" Thistle wonders out loud. "Otherwise, I suppose we should keep moving. That mephit is around here somewhere..."

Grand Lodge

F Caped Crusader 10
Stats:
HP 91/91 | Inspire 10/10 | AC:18, T:13 FF:16 | F:+9 (Immune Poison), R:+11, W:+9 | CMB: +11, CMD: 24 | Percep: +14 (+2 vs traps), SM:+5 | Init: +2 | Speed: 30

"Nothing but water through there. Lets see if there is another way down that does not involve jumping off the waterfall." Bruce circles back around to the hallway were they last saw the mephitis, keeping an eye out for traps or an ambush.

perception: 1d20 + 10 + 1d6 ⇒ (7) + 10 + (5) = 22

"Anyone want that potion? I already have one."

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

"I have a scroll," Caranthir says. "Let someone else take it."

The Exchange

HP 75/75 | AC25 T15 FF20 | Init +3 Perc +22 SPD 30 CMB +9 CMD 25 | F+13 R+15 W+8 | NG Traveller Gnome | Alchemist (Grenadier) 8 Master Chymist 3 | Bomb +12/+7; 4d6+5 (Fire) | sheet

"I would be happy with the potion."


Arcanist 4 | AC 17 (T 13, FF 15). HP 27, Fort +4, Ref +5, Will +5. Init +2, CMB 0 CMD 12, Speed 30ft
attacks:
Create Pit (dc16 or 2d6 dmg), Burning hands, Ear-piercing scream, Color Spray (dc15), Staff of Minor Arcana (10 charges) 4 magic missles 2 crg/8 min shield 1 crg, Prescience 6, Arcane Reservoir 5
Skills:
Appraise +8, Knowledge (arcana) +11, Knowledge (all others) +8, Linguistics +9, Perception +1, Spellcraft +11, Use Magic Device +10

"Perhaps this is the portal through which the aquatic creatures came. We should not go through there or we are lost on the plane of water. We should find a way to close this portal instead lest more creature come to this plane." Enora suggests.

knowledge arcana/spellcraft to figure out how to shut it down: 1d20 + 11 ⇒ (13) + 11 = 24

Grand Lodge

Yoon, Female CG Human Pyrokineticist 7 | HP: 81/87 Burn/NL: 4/28 | AC: 21 (16 Tch, 17 Fl) | CMB: 3, CMD: 17 | F: +11, R: +10, W: +5 | Init: +4 | Perc: +11, SM: +1 | Speed 20ft | Active conditions: Elemental Overflow (4)

So please don't throw anything at me if I misinterpreted this. The way the Mephit went is the way to get down to this lower room... right?

Thistle moves along with Bruce, ready to continue the exploration of this watery level.

I have a feeling I am going to be swimming soon enough... This armor is going to be... fun...


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Enora:

The only way of closing the portal that Enora can think of is a dispel magic spell.

The mephit indeed went through the corridor down into the lower room. The map is a bit 3D, with changing water levels and pipes, so let me know if things are unclear, or if you're uncertain about things.

Moving into the corridor, the ground quickly drops to the point where there is no choice but to swim on.

Bruce hears that something must be present in the southern room.

I'm assuming the group stick together. If you're going into the room, please make a swim check (you can take 10, it's calm water)


Arcanist 4 | AC 17 (T 13, FF 15). HP 27, Fort +4, Ref +5, Will +5. Init +2, CMB 0 CMD 12, Speed 30ft
attacks:
Create Pit (dc16 or 2d6 dmg), Burning hands, Ear-piercing scream, Color Spray (dc15), Staff of Minor Arcana (10 charges) 4 magic missles 2 crg/8 min shield 1 crg, Prescience 6, Arcane Reservoir 5
Skills:
Appraise +8, Knowledge (arcana) +11, Knowledge (all others) +8, Linguistics +9, Perception +1, Spellcraft +11, Use Magic Device +10

"We need to find some way to dispel the magic of this portal. Unfortunately that power is beyond me now."

Enora takes 10 for swimchecks, she can't be too good at that.

The Exchange

HP 75/75 | AC25 T15 FF20 | Init +3 Perc +22 SPD 30 CMB +9 CMD 25 | F+13 R+15 W+8 | NG Traveller Gnome | Alchemist (Grenadier) 8 Master Chymist 3 | Bomb +12/+7; 4d6+5 (Fire) | sheet

Roscoe will take 10 on swim checks as well when possible; trying to stay with the party.

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

Without armor or heavy gear, Caranthir easily swims the on.

+5 on swim

So it looks like the next room is all underwater, and also has another portal? Yikes! Do we want to send just one ahead to scout? Bruce?

Grand Lodge

Yoon, Female CG Human Pyrokineticist 7 | HP: 81/87 Burn/NL: 4/28 | AC: 21 (16 Tch, 17 Fl) | CMB: 3, CMD: 17 | F: +11, R: +10, W: +5 | Init: +4 | Perc: +11, SM: +1 | Speed 20ft | Active conditions: Elemental Overflow (4)

Thistle looks at the water, so calm and inviting... to those who aren't wearing armor.

This is going to take forever to dry out...

Dipping into the water he tries to hold himself in place, and quickly realizes that the weight of his armor is going to be a problem.

I had hoped to save this for something else... but I suppose, it is this or go without protection.

Steadying himself again back where his feet touch the bottom, Thistle takes a moment to cast bull's strength on himself. Bringing my strength to 18 (+4) and my armor check penalty remains at (-3)

Calming himself down, with his newly enhanced strength, he dips into the water again. The armor, while heavy, doesn't feel like so much of a burden anymore, and he moves into the room, ready to support his companions when the inevitable underwater conflict happens again.

Please just don't let there be crabs...

Taking 10 now gives me a result of 11. Hopefully we don't have to figure out how to hold our breath for too long... Strength spell lasts for 4 minutes. I cast shield of faith at the beginning of this level, it was also only supposed to last for 4 minutes. Please let me know if/when that expires.


HP: 40/40; Rage 11/12
Stats:
AC 18, T 12, FF 17 // Fort +7, Ref +3, Will +2 // CMD 18

Jelani swims into the room pretty easily. "Anyone have a spear or something? I can't fight with my hammer in this water."

Take 10 on swim for a 15

Grand Lodge

F Caped Crusader 10
Stats:
HP 91/91 | Inspire 10/10 | AC:18, T:13 FF:16 | F:+9 (Immune Poison), R:+11, W:+9 | CMB: +11, CMD: 24 | Percep: +14 (+2 vs traps), SM:+5 | Init: +2 | Speed: 30

I think Bruce still has 2 or 3 minutes left on his touch of the sea.

Bruce switches back to his spear and swims out into the room trying to stay as quite as possible and looking for any danger.

Stealth: 1d20 + 9 ⇒ (2) + 9 = 11

Perception: 1d20 + 10 + 1d6 ⇒ (14) + 10 + (3) = 27


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As Bruce swims into the room, the murky depth suddenly rise up to form a creature made up, seemingly, of nothing but globs of mud.

GM rolls:

Perception: 1d20 + 13 ⇒ (15) + 13 = 28
Init, Thistle : 1d20 + 0 ⇒ (20) + 0 = 20
Init, Bruce W: 1d20 + 2 ⇒ (8) + 2 = 10
Init, Asuna: 1d20 + 2 ⇒ (5) + 2 = 7
Init, Crowelani: 1d20 + 1 ⇒ (15) + 1 = 16
Init, Carathir: 1d20 + 7 ⇒ (12) + 7 = 19
Init, Fellgrim: 1d20 + 3 ⇒ (14) + 3 = 17

Init, Mud: 1d20 + 7 ⇒ (12) + 7 = 19

---
Thistle
---
Mud
---
Caranthir
Fellgrim
Crowelani
Bruce
Asuna
---

Grand Lodge

Yoon, Female CG Human Pyrokineticist 7 | HP: 81/87 Burn/NL: 4/28 | AC: 21 (16 Tch, 17 Fl) | CMB: 3, CMD: 17 | F: +11, R: +10, W: +5 | Init: +4 | Perc: +11, SM: +1 | Speed 20ft | Active conditions: Elemental Overflow (4)

Thistle does his best to swim, albeit very slowly, into the room behind Bruce and shakes his head as the mud coalesces. before long, the very walls will turn into something to attack us...

Definitely picked the wrong level to use the pregen in... :) Not exactly sure where the 10' deep starts. Once I get into that part, I will only be able to move 1 square as a move action, so it might be tough to get very far in the room. I am going to place my token in the room on the assumption that we were all moving together.

Once inside, he casts one of the few spells he has remaining. A dancing blue scimitar appears in front of the mud creature, spinning and slashing, unslowed by the murky water. It immediately slashes out at the mud creation.

Attack, Spiritual weapon: 1d20 + 7 ⇒ (3) + 7 = 10 for Spell damage: 1d8 + 2 ⇒ (6) + 2 = 8

Probably doesn't matter this time, but this thing does spell damage (not weapon), doesn't threaten, and attacks once per turn for 4 turns, this one being the first. Mainly it acts just like a scimitar that I wielded, except I don't have to wield it and it does spell damage instead of weapon damage (ie spell resistance, etc)


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The mud creature throws a ball of much at Thistle, which splashes up murky sand and water into the cleric's eyes.

RT: 1d20 + 12 ⇒ (5) + 12 = 17 Thistle is blinded. On his turn, he can make a DC 16 RFX save as a free action to shake out the mud from his eyes.

We're in combat, which counts as sufficient distraction not to be able to take 10

---
Caranthir
Fellgrim
Crowelani
Bruce
Asuna
Thistle

---
Mud
---
---


Arcanist 4 | AC 17 (T 13, FF 15). HP 27, Fort +4, Ref +5, Will +5. Init +2, CMB 0 CMD 12, Speed 30ft
attacks:
Create Pit (dc16 or 2d6 dmg), Burning hands, Ear-piercing scream, Color Spray (dc15), Staff of Minor Arcana (10 charges) 4 magic missles 2 crg/8 min shield 1 crg, Prescience 6, Arcane Reservoir 5
Skills:
Appraise +8, Knowledge (arcana) +11, Knowledge (all others) +8, Linguistics +9, Perception +1, Spellcraft +11, Use Magic Device +10

swim: 1d20 - 1 ⇒ (20) - 1 = 19
know planes: 1d20 + 14 ⇒ (6) + 14 = 20
Not having an idea what it is. Enora swims closer and a jet of flame goes over the water.

burning hands reflex 15 half: 4d4 ⇒ (4, 1, 3, 3) = 11


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Enora:

It's a mudlord. You may ask a single question on what it can do.

Grand Lodge

F Caped Crusader 10
Stats:
HP 91/91 | Inspire 10/10 | AC:18, T:13 FF:16 | F:+9 (Immune Poison), R:+11, W:+9 | CMB: +11, CMD: 24 | Percep: +14 (+2 vs traps), SM:+5 | Init: +2 | Speed: 30

Know Planes: 1d20 + 10 + 1d6 ⇒ (9) + 10 + (1) = 20

Any DR? If I get a second question any special abilities?


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[spoiler=Bruce[
The mudlord has DR 10/magic
[/spoiler]

Grand Lodge

F Caped Crusader 10
Stats:
HP 91/91 | Inspire 10/10 | AC:18, T:13 FF:16 | F:+9 (Immune Poison), R:+11, W:+9 | CMB: +11, CMD: 24 | Percep: +14 (+2 vs traps), SM:+5 | Init: +2 | Speed: 30

"I hope you have some magic weapons or this thing will be difficult to kill."

First think I need to do when we get back to town is enchant one of these weapons.

Bruce swims forward and looks for an opening.

Studied combat for for +2 to attack and damage. Does this thing have elemental traits? Also if I have touch of the sea still active I can continue taking ten on swim checks while in combat.

The Exchange

HP 75/75 | AC25 T15 FF20 | Init +3 Perc +22 SPD 30 CMB +9 CMD 25 | F+13 R+15 W+8 | NG Traveller Gnome | Alchemist (Grenadier) 8 Master Chymist 3 | Bomb +12/+7; 4d6+5 (Fire) | sheet

Fellgrim drinks his potion of enlarge person, which enables him to stand in the shallow end of the pool for now. After that, he will cast shield to give him an effective AC 22.

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

sorry, are we fully underwater, or can we still use regular weapons? Can we even talk?


HP: 40/40; Rage 11/12
Stats:
AC 18, T 12, FF 17 // Fort +7, Ref +3, Will +2 // CMD 18

Also curious about the answers to Caranthir's questions.

Edit:Also moved myself to stay with the group. DM, unless otherwise stated I will not go more than 30' from Bruce, 15' feet if he's not stealthing. I can't always get on Drive to move myself, so please keep me with them. That's why I frequently state I'm following them.


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The room has a high water level, but the ceiling is at the same level as before, which basically means there is more than enough room to be above water and talk, attack through air. You're not underwater unless you want to be, or if you've failed your swim check badly. The Mudlord is fighting on the surface. From atop the waterfall it is possible to see the action (and use missile weapons).

Bruce doesn't get a second question, so all he knows about is the DR. Enora still has a question, though.

RFX: 1d20 + 9 ⇒ (16) + 9 = 25

Enora tries to dry up the mud creature, but it manages to avoid most of the fiery blast. Bruce studies the creature, while Fellgrim enlarges himself and prepares for combat.

I've also moved Caranthir a bit closer, in light of the 'move with the group' clause

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Caranthir
Fellgrim
Crowelani
Bruce
Enora
Thistle
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Mudlord (5)
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