Rogar "Doc" Ironsail |
So can we follow without swimming? I wasn't sure of that..
Grymp |
You can at least follow without swimming as far as you can see up the corridor.
Ok, as the creature swims away, you glance at one another and decide immediately to follow.
Of most importance possibly is that the fight is continuing, so I will allow Ethron to keep his Judgment up, but normally a Judgment is not like a Smite and won't last the rest of the day and such.
Ok, so a quick double move up the corridor brings you to a larger cavern.
Hundreds of remains float in this large bowl of water, which churns with bones, scraps of flesh, and the carcasses of strange, almost alien fish. Just visible through the roiling stew are humanoid bodies floating in the water, wan corpses drifting near the bottom of this cauldron like sleeping guardians.
In addition to the creature you just chased up the tunnel, you spy two grindylows in the room as well. One is small, a female wielding a harpoon, and she was just completing a spell when you came into the room.
Suspended from chains in the middle of the room, you spy both Sandara Quinn and Bellara bound hand and foot and weighted down with ingots of what looks to be silver. Both appear to be in bad shape, and have numerous chunks taken out of them. Clearly they have been getting munched on. Oh, and the small grindylow is in a position that would allow her to release the chains to let the captives drop into the water.
You have stopped at a virtual precipice, where the cavern grows much deeper if you continue on and will need to swim, which might be a problem as all of your opponents have natural swim speeds. Beneath the surface of the water, you are not clear how deep it is, but you have the impression that you can see figures swimming beneath the surface.
Summary:The cavern is roughly round, 40' diameter. You see 3 clear threats, the small and large grindylows and the creature from the previous room. You see your shipmates dangling in the middle of the room, and have the impression of other enemies below the water. The enemies are all out of range right now for melee, and because they are swimming likely have some cover from the water. The bad guys are close to one another, and your shipmates are suspended 10' up.
Hint:This is the boss fight!
The party is up!
D - 22 DMG; Evil Eye for 6 rounds (-2/+0)
Q -
W -
Chaenath Woodsea |
Chaenath opens her mouth and gesturing at the small spellcaster snaps out an Ear Piercing Scream
for Sonic damage: 2d6 ⇒ (2, 3) = 5 damage
Fort Save DC 15 will halve the damage and she'll avoid the one round daze effect. Nobody else hears anything btw.
Inquisitor Ethron |
"Small one! On it!" Ethron's stance changes again, fully upright and with a wider stance. Swift Action: Change to Judgement of Justice. +1 to Hit. He aims carefully at the small grindylow.
To Hit + Judgement: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
Damage: 1d8 ⇒ 2 40ft away PBS doesn't apply.
Spellcraft: 1d20 + 7 ⇒ (7) + 7 = 14
What are Grindylows? Knowledge: Arcana?
Knowledge Arcana: 1d20 + 9 ⇒ (19) + 9 = 28 If they're Planes or Religion, add +2.
Questions: Special resistances and/or attacks? AC and/or DR? More questions available?
Alessandra |
Apologies - I double posted; am on my phone. Think I fixed it.
Alessandra gapes in disbelief as she sees what these - these things have done to her friends. "Death. Much death. And pain. Quickly." Her usual wise-cracking has disappeared; she can barely grate the words she does manage to find.
She retains just enough reason to pick her target: the thing they wounded earlier. If she can kill it, it's one less thing in her way.
Longbow: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d8 + 5 ⇒ (8) + 5 = 13
Longbow, confirm Critical: 1d20 + 4 ⇒ (14) + 4 = 18
Critical Damage: 2d8 + 10 ⇒ (7, 4) + 10 = 21
Longbow: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Powered by hate and rage, her arrows are extra deadly right now. Her tusks are bared as she snarls wordlessly in satisfaction.
Grymp |
Ethron fires his bow at the small grindylow and strikes true!
@Ethron – Grindylows do not normally have any special resistances, or attacks, but you are pretty sure that the large one is big enough to swallow you whole should it get the opportunity.
Alessandra focuses her fire and delivers a devastating attack on the devilfish, killing it. Her second attack misses as she adjusts fire onto the small grindylow.
Malevor and Doc?
D - 56 DMG; Evil Eye for 6 rounds (-2/+0), DEAD!
Q - 5 DMG
W –
Rogar "Doc" Ironsail |
Spellcraft : 1d20 + 8 ⇒ (8) + 8 = 16
"Ain't that one ugly m'therf'cker.." Rogar mutters, once he lays his eyes on the large grindylow. He is about to toss a bomb towards the monster's direction, but then hears Chaenath's warning, and switches target.
Tanglefoot bomb @small grindylow, 2nd increment : 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25
Damage : 2d6 + 3 ⇒ (4, 4) + 3 = 11
critical confirm : 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20
critical extra damage : 1d6 + 3 ⇒ (4) + 3 = 7
splash damage:5, DC14 ref save or stuck/entangled
Grymp |
Rogar hurls his bomb and strikes the grindylow queen squarely. She screams as she is injured, and the blast burns the large grindylow as well.
Reflex for Queen: 1d20 + 3 ⇒ (17) + 3 = 20 Success
Reflex for damage by W: 1d20 + 1 ⇒ (12) + 1 = 13 Fail
Shrieking in pain, the queen pulls the chain, and both of the two sailors fall into the water and start sinking to the bottom of the cave. The queen then submerges into the water herself.
The large grindylow swims towards you to attack Malevor.
Malevor has been braced for this and leaps forward to strike the creature first.
Rapier Attack: 1d20 + 8 ⇒ (13) + 8 = 21 Hit
DMG: 1d6 + 7 ⇒ (2) + 7 = 9
His blade sinks deep, but the creature keeps coming...
bite: 1d20 + 6 ⇒ (15) + 6 = 21 Hit
DMG: 1d8 + 7 ⇒ (4) + 7 = 11
The creature then attempts to grab/grapple Malevor.
Grab: 1d20 + 12 ⇒ (2) + 12 = 14 Fail
Finally, as a swift action, the creature will attempt to trip Malevor.
Trip: 1d20 + 12 ⇒ (2) + 12 = 14 Fail
The party is now up again!
D - 56 DMG, DEAD!
Q - 23 DMG
W – 14 DMG
Grymp |
Malevor is an amazing front line! Special attacks fail, and he does major damage as guys come in. Oh wait, he should get an AOO for the trip, stand by!
Rapier Attack: 1d20 + 8 ⇒ (19) + 8 = 27 Crit threat
DMG: 1d6 + 7 ⇒ (3) + 7 = 10
With a rapier, that threatens a critical hit!
Rapier Attack: 1d20 + 8 ⇒ (16) + 8 = 24 confirmed
DMG: 1d6 + 7 ⇒ (4) + 7 = 11
21 more damage kills (well, it's at negative anyways) the large grindylow, so it is dying!
I'm even more amazed at Malevor now!
D - 56 DMG, DEAD!
Q - 23 DMG
W – 35 DMG, dying
Chaenath Woodsea |
That was NOT the small one A-less-sandra! Chaenath says to the half-orc girl chidingly and then puts her face in to peer at what the heck might be going on underwater.
Perception: 1d20 + 7 ⇒ (15) + 7 = 22
She see anything?
Chaenath Woodsea |
Chaenath tries to swim towards the chain as fast as she can.
Swim Check for Move action: 1d20 + 5 ⇒ (9) + 5 = 14
Two things swimming at the bottom! Two feet, Two legs, don't know what they are. We need to pull the chained ones up!
Then with her Standard Action Chaenath gives a Water Lung Hex to Bellara.
Changed my actions up to a move and hex rather than a full move if that's ok Grymp
Rogar "Doc" Ironsail |
Have the chains submerged as well, or can they be grabbed from dry land?
Inquisitor Ethron |
"NO!!" Ethron doesn't hesitate, putting his own life at risk as he drops his bow, diving in after the two of them. Swift Action: switch to Judgement of Purity. +1 to all saving throws. I'll need it for the Fort Save to avoid damage swimming.
When he hits the water, a divine light seems to glow from him, allowing him to move as quickly as he could on land. Activate Liberation Domain ability. Freedom of Movement active.
Ethron swims as quick as he can, grabbing the chain around them and breaking for the surface. Would this count as an Aid with Chaenath helping?
Swim for the surface: 1d20 - 2 ⇒ (10) - 2 = 8 Does Freedom of Movement apply to this?
Freedom of Movement: 2/3
Rounds able to swim: 22/24
Grymp |
i'm a huge fan of original thinking and such, so here's how I'll rule this.
Chaeneth cast her hex and swam. Ethron Did a move action to swim, and an attempt to grab the chain.
Ethron, give me a Reflex Save, to include your +1 for the judgement. Beat a DC 15 and you snagged the trailing end of the chain.
Next round, the two of you can work to swim to "shore" with it.
Sound good?
Grymp |
Excellent, so Ethron DID grab the end of the chain. Swimming with it will induce a -5 penalty, but if Someone aids you, you will gain the standard +2. While you have the end of the chain, the two prisoners at the other end of it are still plummeting to the bottom and to towards whatever awaits them down there.
Rogar "Doc" Ironsail |
"'old on, lad. I'm comin'! " Rogar shouts, and dives in to help the inquisitor with the chain.
Aid swim : 1d20 - 1 ⇒ (8) - 1 = 7 Our swim skills sure suck...
Alessandra |
Alessandra grimaces at Chaenath: "It's dead, OK? One less thing to fight." Her bloodlust sated for the moment, she pulls herself together to try and think more tactically.
Any ideas for what I should do? Looks like the rescue is in hand and enemies are dead?
Alessandra |
Grinning suddenly amid the chaos - looks like her friends are being rescued, most of their enemies are dead - Alessandra dives in to the water, drawing her short sword and a dagger, to look for anything that might be left. She pays particular attention to the spellcasting thing, whatever it is, and tries to find it.
Move action: draw weapons, move into water towards small spellcaster
Change standard action into 2nd move action: study small spellcaster (+1 to hit and damage)
Grymp |
Alright, so on her initiative, the grindylow queen uses her water jet ability, and shoots herself back down the cavern that you came in from.
If you made the Perception check...
Make some swim checks then, to get that chain to shore, and some strength checks to drag your comrades up from the deep please.
While the combat is somewhat over, there is obviously a time sensitivity to saving the hostages, and the chance of more combat with the figures beneath the water, so let's stay in rounds until things are not quite as scary.
So, the party is up!
Oh, and the module specifically states that the queen bails if the large grindylow is defeated, so I'm not throwing a softball here.
Chaenath Woodsea |
Cowarrrrd!
Per: 1d20 + 7 ⇒ (8) + 7 = 15
Chaenath Hexes a Water Lung onto Sandra and then attempts to help Ethron pull the chain ashore.
Swim: 1d20 + 5 ⇒ (10) + 5 = 15
Aid Str: 1d20 ⇒ 4
Both the NPC prisoners should have water lung for a minute so that should buy us some time
Rogar "Doc" Ironsail |
Perception : 1d20 + 7 ⇒ (6) + 7 = 13
"T' small bugger's escapin'! Bah, let 'er run, and let's heel up those poor ladies! "
Swim: 1d20 - 1 ⇒ (16) - 1 = 15
Str : 1d20 + 0 ⇒ (17) + 0 = 17
Grymp |
Alright, I'm positive you can haul them ashore within the next minute, and then, of course they would get the time for holding their breath and such, so let's say...
Combat Over
There is still the issue of the other creatures at the bottom of the pool if you want to deal with them (and gain their treasure), but they can't come up and get you.
So, let's see, there is some TREASURE to be found in this cavern...
Vindictive Harpoon
Aura Moderate transmutation; CL 9th
Slot none; Price 10,305 gp; Weight 16 lbs.
Description
This +1 returning harpoon (Pirates of the Inner Sea 18) is made from the jagged, scrimshaw-carved tusk of a narwhal attached to a 50-foot length of woven sinew. Unlike most thrown weapons, a vindictive harpoon functions as well underwater as on land, and its wielder takes no penalties on attack rolls underwater.
Construction
Requirements Craft Magic Arms and Armor, freedom of movement, telekinesis; Cost 5,305 gp
Grymp |
Sandara expresses her gratitude for your having saved her, and while she would love to use her healing magic to fix everyone up, unfortunately while dangling upside down, her holy symbol fell into the water and is now at the bottom of the cavern.
Bellara is in bad shape, and barely conscious (1hp)
"That leg will likely need to come off," says Sandara appraisingly. "It's an odd thing Mr. Plugg sending you lot out to find us, just before we was captured I heard him plotting to kill you in the near future anyways." She spies Ethron, "I don't believe we have met, stranger, but I do appreciate your assistance."
Chaenath Woodsea |
Chaenath kneels to the recently rescued ladies and casts a Healing Hex on both of them.
Healing Hex: 1d8 + 3 ⇒ (1) + 3 = 4
Healing Hex: 1d8 + 3 ⇒ (6) + 3 = 9
Plugg did not send us we came on our own.. wait Plugg wants to kill us? But we are bringing him water.
Grymp |
Sandara responds, "Well, I cannot speak regarding you two, nor the newcomer, but as for Rogar, Alessandra, Bellara, Diego, and Shaeda, he has no love for them, and intends to kill them."
Following your healing spell, Sandara says, "well, she is away from the brink of death, for now, but that leg is still going to need to come off. I fear the creature did too much damage while chewing on it. It was a terrible thing to watch."
Alessandra |
Alessandra turns pale. "What?! But - magic, right? You can heal her, can't you? Oh - your holy symbol, right? Whatsit look like?"
Waiting just long enough to hear the answer, the teenager recklessly dives in to find the symbol. She is NOT in a mood to be messed with: she's been bitten, blood-sucked and now plotted against. Anything that tries to mess with her is going to get the worst day of its life.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Chaenath Woodsea |
Spellcraft: 1d20 + 10 ⇒ (9) + 10 = 19
Take the harpoon with you A-less-sandra! Chaenath sticks her face in the water and hits one of the mysterious swimming things with an Evil Eye if they're withing 30 feet. Otherwise she will swim on the surface to get that close to them and then use the Evil Eye to target their attack rolls.
Alessandra |
The half-orc girl grins wickedly as she snatches up the harpoon. "Nice weapon. Have to see how it works."
Taking a moment to study her target, she sinks toward it and flings the harpoon at it, watching gleefully as it returns to her hand.
+1 Harpoon: 1d20 + 3 + 4 + 1 + 1 - 1 ⇒ (14) + 3 + 4 + 1 + 1 - 1 = 22
Damage: 1d6 + 1 + 2 + 2 + 1 ⇒ (4) + 1 + 2 + 2 + 1 = 10
Grymp |
Having killed the two lacedons, you discover they were both being held down with MW manacles, so you've got 2 sets of those now.
Also, you find:
Four +1 heavy crossbow bolts, a silver spearhead, an iron bracelet, 211 sp, and 136 gp in assorted coins.
The iron bracelet is magical, but you cannot discern more than that it is part of a pair, and it's mate is kissing.
One of the lacedons bears a tattoo of a five-pointed star being eaten by a whale on its naked body.
Inquisitor Ethron |
Ethron lets out a long sigh, the aura around him fading as he climbs out of the water. "Name's Ethron. My ship was ambushed and I was marooned on this island. I owe your crew my life. Considering we just saved yours, I'd say drinks are in order."
After hearing her tale of capture and conflict, Ethron looks to the rest of the party. "Sounds like my adventure is just starting."
Looking over the loot, Ethron picks up one of the daggers and the manacles. "Mind if I keep these? I like the design, and those manacles could come in handy."
When Sandara mentions the amputation, he approaches her. "I've had some field medic training. I offer my assistance." Heal: 1d20 + 8 ⇒ (5) + 8 = 13 That's enough for an Aid.
The iron bracelet is magical, but you cannot discern more than that it is part of a pair, and it's mate is kissing.
I assume you mean "missing." :P