GM Zed |
Moving along as misses from Dezco and Symon means that whether Luther lands a blow or not is somewhat moot
The mud creature is too fast for Symon and Dezco, their weapons flailing uselessly at water as Conner is dragged away – past Luther and into the portal on the southern wall…
…as he can see himself being dragged into the shimmering portal, Conner wriggles and fights against the creatures’ grip but to no avail… almost as if being pulled into a mirror, Conner’s torso… then his head… and then finally an outstretched hand – clutching for something to grab - disappear…
Actions?
Apologies if I have played the GM fiat card a little hard there – It was starting to feel a little unhealthy having a GMPC / second character for Luther to worry about plus it seems fairly clear that his player isn’t returning. It was time for positive action!!!
Luther Lightblade |
After Luther helps push Dezco up to breathe some air from the air bubble at the top of the room, he examines the portal and detects magic on the portal.
He shakes his head and returns them to collect Dru and move back to where Dez can safely breath air and the rest of the group can breathe water.
channel: 2d6 ⇒ (5, 5) = 10
Healing the group to full 4/6 channels left Luther tries to recover the breathing apparatus for Dez so they can continue to explore while Dez is still at least protected by barkskin.
It is disappointing we spent so many resources to such a disappointing end. I hate to rest again so soon. We have about a half hour of water breathing left for all but Dezco.
Luther finds by giving Dru some equipment from his pack, she can walk on the bottom with the rest of them.
Luther has a 23# pack
Symon |
Symon stares unbelieving as the mud monster carries their comrade off...and there is nothing he can do. He follows Luther's directions n a sort of haze, as the group returns to a breathable part of the dungeon.
GM Zed |
The best place for allowing people to air breathe / water breathe is at the point in the north-south corridor where it starts to slope downwards – moreorless where Drusellia ended up stranded
In terms of moving forwards, there are 2 doors (one to the east and one to the west) in the Mud Creature’s room and, back where you fought the large water elemental, there are two trapdoors (currently weighted closed) that lead to downwards ladders
Don’t forget that, in addition to the Aboleth’s Lung spell (which has been cast upon on Dru, Symon and Luther) you also have a Potion of Water Breathing (found in the Water Elemental’s room and identified by Drusellia)
GM Zed |
Opening the door to the east, there is a tremendous gurgling noise as the water within the mud creatures lair is suddenly pulled into the corridor...somewhat like a plug being lifted from a plughole... Caught in the strong currents, the party are pulled along with the flow of filthy water...
Everyone needs to make a DC15 Swim Check - will GM roll it for quickness
Swim Check DC15
Symon, Swim Check: 1d20 + 3 ⇒ (4) + 3 = 7, failed
Dezco, Swim Check: 1d20 + 1 ⇒ (3) + 1 = 4, failed
Drusellia, Swim Check: 1d20 - 1 ⇒ (13) - 1 = 12, failed
Luther, Swim Check: 1d20 + 1 ⇒ (7) + 1 = 8, failed
Symon, Dezco, Drusellia and Luther are all pulled along the corridor in the sudden tide...
It is a DC20 Reflex Save to catch yourself each round... For the sake of brevity, I will roll the party's saves
Reflex Save DC20 at 40ft
Symon, Reflex Save: 1d20 + 8 ⇒ (20) + 8 = 28, saved
Dezco, Reflex Save: 1d20 + 7 ⇒ (13) + 7 = 20, saved
Drusellia, Reflex Save: 1d20 + 4 ⇒ (7) + 4 = 11, failed
Luther, Reflex Save: 1d20 + 3 ⇒ (9) + 3 = 12, failed
Quick to react, Symon and Dezco clutch onto the wall as the corridor turns a corner...although they are buffeted by Luther and Dru being dragged away, they do manage to hold their grip...
Reflex Save DC20 at 80ft
Drusellia, Reflex Save: 1d20 + 4 ⇒ (1) + 4 = 5, failed
Luther, Reflex Save: 1d20 + 3 ⇒ (1) + 3 = 4, failed
Reflex Save DC20 at 120ft
Drusellia, Reflex Save: 1d20 + 4 ⇒ (18) + 4 = 22, saved
Luther, Reflex Save: 1d20 + 3 ⇒ (17) + 3 = 20, saved
Eventually, as the water slows, Drusellia and Luther manage to halt their travel - fully submerged in the passage, they find themselves in a long tunnel that heads to the west...and, someway down the tunnel, they can see the turbulent flow of a waterfall. Holding themselves still against the flow, they also observe several doors in the southern wall of the tunnel...
I have placed everyone on the map according to where their Reflex Save stopped them.
All - the prevailing current in the tunnel is twenty feet per round - no swim check is required to move with the current - DC10 Swim Check to swim against the flow.
Dezco - there is no air where you are...the corridor is fully flooded
GM Zed |
Allowing the flow to take him, Luther drifts several feet before arriving at a door on the southern side of the corridor. There is a grille in the lower half of the door, and as the door is pushed open, Luther surmises that it is there to equalise the water pressure / levels between rooms – making the opening of the door relatively easy.
The door leads to another flooded corridor that, at a junction, heads to a door in the east and also to a door in the west. Also allowing the waterflow to take him, Symon follows Luther into the corridor beyond the door… There are two further doors leading to the south but Luther confirms quickly that they lead to nothing more than empty cupboard type areas…
Both of the unexplored doors have grilles in them and, whilst there seems to be no waterflow into the eastern door, there is a very definite flow of water into the western one.
Drusellia Malacore |
Dru clings to the handhold, gasping for air between muttering her feelings regarding water.
GM Zed |
Submerged and breathing water, Luther and Symon examine the doors that lead from the corridor. The one to the west, as noticed previously, has an open grille in the lower half of the door through which water is flowing at a significant rate. The one to the east, examined by Luther, also has a grille in it however when Luther puts his hand to it, it doesn’t feel like there is any flow of water across the door…
Note that whilst Dru, Luther and Symon are all breathing water – Dezco is not!!! I haven’t been counting the rounds that he has been submerged however he does not have an infinite capacity of air in his lungs!!!
Drusellia Malacore |
Even though Dru is magically empowered to breath water, her natural fear of such causes her to believe that she requires air, even if this is not the case. Hence, her panic.
GM Zed |
Shoving the door open, Symon sets in motion yet another violent water draining event... For a moment, Symon sees a pool about four feet below him and, moving around in it... a large eel-like creature...
...and then the crashing flow of water washes over him... dragging and pulling at him...
Rolling Swim Checks for Symon: DC15
Symon, Swim: 1d20 + 3 ⇒ (17) + 3 = 20
Caught by surprise, Symon still manages to resist the torrents of water from lifting him from his feet... and towards the pool...
Initiative for Party and Enemy
Symon, Initiative: 1d20 + 6 ⇒ (13) + 6 = 19
Luther, Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Dezco, Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Drusellia, Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Giant Moray Eel, Initiative: 1d20 + 6 ⇒ (10) + 6 = 16
Initiative Order
Symon then
Giant Moray Eel then
Luther, Dezco and Drusellia
Symon may act now
Any creatures in the hallway within 10 feet of the door are caught up in a flood of rough water moving 20 feet per round. Creatures can avoid being dragged along by succeeding at a DC 15 Swim check; otherwise, the water moves them 20 feet that round into this room’s water. A swept-away creature can catch itself on a corner or doorway by succeeding at a DC 20 Reflex save.
The hallway that the adventurers are in is still fully underwater whilst the pool with the Eel in it is some five feet deep and rising... the water level is currently three feet below the hallway.
GM Zed |
Leaning forwards within the torrent of falling water, Symon stabs at the eel as it cuts through the water nearby to the ledge… the froth and spume however obscures his vision and he just misses his opportunity…
Circling and writhing, the creature – which is at least fifteen feet in length – retreats to the far side of the room, away from the stabbing metal that punctured the water near to it. Meanwhile, the water level in the room is rising very quickly…
Everyone may take their turn now – remember, anyone at Symon’s position (or immediately adjacent to Symon) is required to make a DC15 Swim Check to avoid being swept into the room. Symon did not need to make one this turn as I GM rolled for him as the door was opened.
Luther Lightblade |
Luther makes no attempt to stop being swept into the room. He gestures and a force weapon attacks the eel.
spiritual weapon: 1d20 + 7 ⇒ (12) + 7 = 191d8 + 1 ⇒ (3) + 1 = 4
GM Zed |
Moving forward 10ft and letting the water take him puts Dezco into the room with the Eel - but not adjacent to it (it moved to the back end of the room to avoid being stabbed by Symon)
Waiting on an action from Drusellia - I think there maybe computer access issues with her player though so may GMPC in a short while
Drusellia Malacore |
I'm getting back on my feet, but it's a long, hard road. I'm having to rebuild all my PFS and PF characters in Hero Lab, as they were lost when it crashed.
Dru lets the current do with her as it will.
GM Zed |
Luther's weapon slices into the flank of the eel, dark crimson blood staining the water as it tries to move away...
As the water continues to rise, the huge eel slaps into Dezco...
Giant Moray Eel attacks, 1=Dezco, 2=Luther, 3=Drusellia: 1d3 ⇒ 1, Dezco
Giant Moray Eel, Bite vs Dezco: 1d20 + 11 ⇒ (15) + 11 = 26, hitting for 2d6 + 9 ⇒ (3, 5) + 9 = 17 and Grab
Giant Moray Eel, Grapple vs Dezco: 1d20 + 16 ⇒ (1) + 16 = 17, Dezco is Not Grappled
The water level is now at around six feet within the room - Everyone may take their turn now
Symon |
Symon moves towards the giant eel and strikes with his rapier.
Attack-melee: 1d20 + 9 ⇒ (19) + 9 = 28
Confirm Crit: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
crit damage: 2d6 + 2 ⇒ (4, 1) + 2 = 7
Drusellia Malacore |
Dru moves out of range of the eel and launches a magic missile volley.
Dru vs. moray eel (magic missile): 2d4 ⇒ (4, 2) = 6
GM Zed |
It is only the dwarf, unaccustomed to water and unhappily fighting within the rapidly filling room, who fails to land a blow upon the eel – Symon’s rapier digs in the deepest and, in retaliation, the eel loops around and snaps at him.
Giant Moray Eel vs 1=Dezco, 2=Luther, 3=Symon: 1d3 ⇒ 3 = Symon
Giant Moray Eel, Bite vs Symon: 1d20 + 11 ⇒ (10) + 11 = 21, hitting for 2d6 + 9 ⇒ (5, 6) + 9 = 20 plus Grab
Giant Moray Eel, Grapple vs Symon: 1d20 + 16 ⇒ (13) + 16 = 29, Symon is Grappled
…the giant beast opens its jaws wide and, clamping down viciously, grabs Symon…almost instantly, the stricken rogue can feel teeth flensing his flesh…
The water level is now seven feet deep within the room – everyone may take their turn now
Drusellia Malacore |
Dru blasts another magic missle at the eel.
Dru vs.moray eel (magic missile): 2d4 + 2 ⇒ (1, 4) + 2 = 7
GM Zed |
Dezco just misses the eel as it continues to gnaw Symon…his blade deflected by the turbulent water surrounding the thrashing beast…
Symon’s attempts to escape the eel’s grip are met with further tightening of the jaws… Luther’s healing, flowing through the water gives the fetchling hope… yet, even as Drusellia’s missiles slam into the beast, the blood loss become too much and he slips into unconsciousness…
Giant Moray eel, Gnaw (automatic hit): 2d6 + 9 ⇒ (3, 1) + 9 = 13
Giant Moray eel, Second Bite vs Symon: 1d20 + 11 ⇒ (19) + 11 = 30, hitting for 1d6 + 3 ⇒ (2) + 3 = 5
Giant Moray Eel, Free Action to release Symon
The eel, dropping the fallen rogue, scythes through the water looking for it’s next victim…
Symon is now Unconscious and Dying – he needs to make a DC10 CON check (with a -1) penalty to stabilise
Everyone may take their turn now
Luther Lightblade |
Luther will stabilize him automatically
Luther channels again, and more energy heals all but their foe.
channel +ve: 2d6 ⇒ (3, 6) = 9
2/6 channels left
The weapon of force attacks for the last time.
spir weapon: 1d20 + 6 ⇒ (19) + 6 = 251d8 + 1 ⇒ (8) + 1 = 9
crit?: 1d20 + 6 ⇒ (10) + 6 = 161d8 + 1 ⇒ (7) + 1 = 8
Drusellia Malacore |
Dru valiantly throws another volley of magic missiles.
Damage (magic missile): 2d4 + 2 ⇒ (4, 3) + 2 = 9
GM Zed |
Dezco’s blade is slowed within the water but, this time at least, the razor-sharpened edge of his sword finds its target – slicing deep into the muscle of the eel…as the water turns deep red, Luther’s ghostly blade and Drusellia’s missiles end the fight. The lifeless remains of the eel swiftly sinking to the floor…
Combat Over
…there are no other exits from this room and the water level is rising quickly (seven feet or so now)… pretty soon Dezco will be left unable to breath once more…
Options are to retrace steps back to the long east / west corridor and explore from there or, instead, go through the door to the east that Luther was previously examining
Luther Lightblade |
Luther looks for valuables or secret doors.
3xperception: 1d20 + 15 ⇒ (12) + 15 = 271d20 + 15 ⇒ (19) + 15 = 341d20 + 15 ⇒ (11) + 15 = 26
As he heals Symon with a wand.
3xCLW: 3d8 + 3 ⇒ (6, 4, 6) + 3 = 19
Symon |
Startling awake in the cold water, Symon immediately tries to breath in some air, only realizing as he chokes that he is still under the water breathing spell. He ducks his head under the water and gives a thumbs up to his friends.
Currently at 11 HP, I think
GM Zed |
Luther, having looked around for exits from the eel’s tank – and having found none, uses a wand to heal Symon’s wounds…
Symon – you were at 8HP (after Luther’s channelling) not -8HP and therefore, your current HP total is a much healthier 27
…and, as the water fills the room, Dezco takes a final breath of air…
Actions?
Luther Lightblade |
They take the east door after Luther checks it out. When Dez opens the door, Luther summons a dolphin on the other side.
perx3: 1d20 + 15 ⇒ (4) + 15 = 191d20 + 15 ⇒ (5) + 15 = 201d20 + 15 ⇒ (5) + 15 = 20
wands at 41/14 charges for clw--I think Dez can use one too--Summon to complete as door opens
Luther makes the one more room signal.