|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
As the Devilfish nears the surface Neela casts a spell which creates a burst of golden motes underwater. The motes adhere to the creatures skin and eyes, causing the creature to be temporarily blinded.
Round #1 Rhialla, Aaron, Neela, and Randall are up, followed by the Devilfish, and then Percival and Jaina.
The Devilfish breaches the surface and roars an incomprehensible mishmash of words in several different languages as it lashes out at Aaron.
Jaina is up followed by Rhialla, Aaron, Neela, and Randall at the top of Round 1.
Since this is the big birthday party weekend I'm going to be pretty busy these next few days (my daughter's birthday is today, then we have the 4th, and my wife's is on the 5th). I probably won't be able to respond much but will be keeping an eye on things over the weekend.
Happy Independence Day to all our American players!
Perception (Aaron): 1d20 + 6 ⇒ (2) + 6 = 8
Progressing deeper into the complex Jaina grabs Aaron's shoulder, stopping him from stumbling into another of those hook traps before entering the next cavern. Using caution the party avoids the trapped seaweed and enters a rough cave with four exits (including the one you just entered by) leading off in roughly the four cardinal points. The walls of this cavern are decorated with literally hundreds of leering skeletons, several large worms wriggle in and out of the grotesquerie.
1d20 + 3 ⇒ (16) + 3 = 19
Both Jaina and Neela notice a dark shadow rising up from the cavern floor seconds before the creature breaches the surface. The rest of the party is surprised as a creature resembling an octopus, only with seven arms and the size of a horse, reaches out to attack Aaron.
Knowledge (arcana) DC:15:
The creature is a Devilfish, an aquatic magical beast. Possessing a rudimentary intelligence and several fiendish abilities many scholars believe the Devilfish's ancestors came from some Abyssal realm but over the millennia they have become more and more native to the Material Plane.
Knowledge (arcana) DC:20:
Dwelling in the depths of the ocean the Devilfish has developed a resistance to cold based attacks. In addition to grappling opponents with it's tentacles the Devilfish possesses a savage bite with which it can inject a debilitating poison which causes it's victim to grow weaker and weaker. Being an aquatic creature the Devilfish can only survive outside of the water for a few hours before it begins to suffocate and die.
Knowledge (arcana) DC:25:
Once per day the Devilfish can squirt a cloud of it's unholy blood which can partially blind everyone within it, except the Devilfish itself which can see through it with ease. Due to it's fiendish nature anyone caught within, or entering, this cloud can become nauseated by it.
With some struggling, and after some help from the rest of the party, Percival manages to free the grate from where it had become lodged. Swimming down to examine the bodies you find you find 150 gold pieces worth of coinage scattered about the cavern floor as well as the armored coat that one of the ghouls was wearing.
It's a +1 Armored coat
Perception (Jaina): 1d20 + 7 ⇒ (8) + 7 = 15
Perception (Neela): 1d20 + 3 ⇒ (7) + 3 = 10
Perception (Percival): 1d20 ⇒ 9
Perception (Randall): 1d20 + 5 ⇒ (18) + 5 = 23
Perception (Rhialla): 1d20 + 4 ⇒ (3) + 4 = 7
Randall while trying to rub some of the tarnish off the brass buttons on the coat notices something odd about one of them. Twisting it, the button comes apart to reveal a secret compartment. Inside the compartment lies a small wadded up feather.
It's an Anchor Feather Token
...or you could do that.
Percival takes several dives toward the cave floor and using his pike dispatches the ghouls with relative ease. Even though the ghouls try to retreat from the grate, the cavern is not deep enough for them to escape the merciless slaughter from above.
I hope you're proud of yourself.
Aaron recognizes the corpses as he says "That would be Ol' Red and Scurvy McGee." He shakes his head sadly "Poor Scurvy, I knew that coat would be the death of him."
It's a DC:25 Strength check to lift the gate from where it's been wedged to get to the bodies underneath.
With Percival nursing his wounds Aaron offers to take the lead. Half walking half swimming you follow the southeast corridor. As the water begins to deepen Aaron and Jaina, keeping a sharp eye peeled, spot another one of those hook traps stretching across the passageway.
Perception (Aaron): 1d20 + 6 ⇒ (11) + 6 = 17
Perception (Jaina): 1d20 + 7 ⇒ (19) + 7 = 26
Perception (Neela): 1d20 + 3 ⇒ (7) + 3 = 10
Perception (Percival): 1d20 ⇒ 13
Perception (Randall): 1d20 + 5 ⇒ (4) + 5 = 9
Perception (Rhialla): 1d20 + 4 ⇒ (14) + 4 = 18
While exploring the cave Jaina notices a strange metallic grate hidden in the seaweed below stretching across the cavern "floor". Diving down to investigate further she spies two human bodies trapped beneath the grate. One of which wears an armored greatcoat, which has somehow miraculously, survived being submerged in saltwater all this time. The pair of bodies turn their lifeless eyes toward Jaina and lunge at her, only to brought up short by the grate which trapped them there.
Strength check: 1d20 + 1 ⇒ (12) + 1 = 13
Energized by the arrival of fresh meat the pair attempt to move the bars of their prison but are unable to escape.
The water in this cave is about 12' deep. The ghouls can only reach about arms length from beneath the grate. You could easily ignore them and swim on or you could finish them off. If you decide to attack them then you would need to make a DC:10 Swim check to swim down to them. Once on the bottom you would then be within reach for them to attack.
Clutching it's wounded side the grindylow attacking Percival attempts to flee, only to be cut down before it can escape.
To make things simple you can easily dispatch the remaining, sleeping, grindylow without having to roll for it.
Dispatching the remaining grindylow with ease, the party searches the rest of the cavern. (1d6 ⇒ 2) Jaina finds Sandara's tricorne hat on one of the grindylows while the rest of the party finds two other exits from the cave, one leading south the other southeast.
Which one do you want to take?
Swim check: 1d20 + 1 ⇒ (1) + 1 = 2
Unable to balance herself in the water Rhialla is still able to jab the sleeping grindylow with her rapier. Although the creature survives her attempt to assassinate it, the damage still proves to be too much as it begins to bleed out.
Damage (coup de grace): 2d6 + 2 ⇒ (5, 1) + 2 = 8
Percival, you're up.
Jaina's punch crushes the creature's nose as it's eyes roll up into the back of it's head. With blood dribbling from it's nose it disappears below the water.
Aaron takes his time and places his blade on the grindylow's throat. With careful precision he slices the creatures windpipe, killing it instantly.
Neela and Rhialla are up.
The first grindylow attacks the Rhialla's but the Cleric's many images confuse her attacker and it lunges, stabs and bites at one her figments.
The three grindylows surrounding Percival attack, one of the two severely wounded ones manages to stab Percival with it's spear before both succumb to their wounds. The third completely misses his target with all of his attacks.
Grindylow #3 (attack (spear)/Percival): 1d20 + 2 ⇒ (2) + 2 = 4
Grindylow #4 (trip/Percival): 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
The grindylows facing Jaina continue to attack the Brawler. Both of them feebly attempts to strike the agile Ifriti, who manages to dodge their attacks.
Grindylow #5 (trip/Jaina): 1d20 + 4 ⇒ (1) + 4 = 5
Grindylow #6 (trip/Jaina): 1d20 + 4 ⇒ (13) + 4 = 17
The grindylow severely wounded by Rhialla strikes back at the Cleric. A look of triumph quickly turns to dismay as it strikes another one of Rhialla's images before it too succumbs to it's wounds.
Grindylow #7 (trip/Rhialla): 1d20 + 4 ⇒ (19) + 4 = 23
The last grindylow presses it's attacks against Aaron. The Ranger winces in pain as the little creatures teeth sink into his shoulder, ripping a gobbet of bloody flesh which it quickly swallows.
Grindylow #8 (trip/Aaron): 1d20 + 4 ⇒ (7) + 4 = 11
Jaian and Randall are up. Followed by everyone else in the top of round 3
Swim check: 1d20 + 7 ⇒ (9) + 7 = 16
Rhialla's rapier pierces one of the creatures attacking Jaina and in a spurt of arterial blood it sinks beneath the water.
Swim check: 1d20 + 13 ⇒ (10) + 13 = 23
Neela and Percival are up.
I'm going to say that since Jaina and Randall are currently "tripped" and haven't made their Swim checks yet that they are considered off balance until they do. Percival since you are on the cavern floor I'm going to say that you have Firm Footing and won't take any negatives to your attack roll.
Grindylow #1 (attack (spear)/Randall): 1d20 + 2 + 2 + 2 ⇒ (3) + 2 + 2 + 2 = 9
The three grindylows attacking Percival dive beneath the surface of the water to continue their attack. As they approach, the big Chelaxian lashes out with his dagger killing one of them 1d3 ⇒ 2. One of the remaining grindylows tangles Percival's feet causing him to be off balance as they savagely maul him.
Grindylow #2 (trip/Percival): 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Grindylow #4 (trip/Percival): 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
The grindylows around Jaina press their attack against the floundering Brawler. Given her lack of balance she is unable to avoid being hit as the grindylows swarm around her.
Grindylow #5 (attack (spear)/Jaina): 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22
Grindylow #6 (attack (spear)/Jaina): 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13
Grindylow #7 (attack (spear)/Jaina): 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18
The severely wounded grindylow turns and faces Aaron, grasping, stabbing, and biting at the Ranger. The grindylow grins, showing his jagged teeth, as it wraps it's tentacles around Aaron's legs and pulls him underwater.
Grindylow #8 (trip/Aaron): 1d20 + 4 ⇒ (14) + 4 = 18
I screwed up. Thinking about it yesterday, the grindylows shouldn't have gotten their bite attack during the surprise round. You can only take a move or a standard action during the round.
Yes, I realized this morning I had forgotten Aaron's initiative.
Percival, you've been pulled underwater. You're too far beneath the action to get an attack in. You will need to make 2 DC:10 Swim checks to return to the surface.
Swim check: 1d20 + 13 ⇒ (19) + 13 = 32
Aaron swims over to one of the grindylows harassing Randall and swings his cutlass in an overhand chop.
With Percival and Randall's help Jaina manages to extricate herself from the seaweed. Swimming further into the cavern Rhialla's words soon prove prophetic as the water around you begins to roil as several grindylows jet to the surface, surrounding the party.
1d20 + 14 ⇒ (3) + 14 = 17
Perception (Jaina): 1d20 + 7 ⇒ (6) + 7 = 13
Grindylow #2 (trip/Percival): 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Grindylow #3 (trip/Percival): 1d20 + 4 ⇒ (15) + 4 = 19
Grindylow #4 (trip/Percival): 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
Grindylow #5 (trip/Jaina): 1d20 + 4 ⇒ (17) + 4 = 21
Grindylow #6 (trip/Jaina): 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Grindylow #7 (trip/Jaina): 1d20 + 4 ⇒ (1) + 4 = 5
Grindylow #8 (trip/Randall): 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8
The grindylows swarm around the party, concentrating their attacks on Jaina, Percival, and Randall. During the sneak attack the grindylows attack using their tentacles to pull their victims below the surface of the water (Jaina, Percival, and Randall must make a DC:10 Swim check or sink to the bottom of the cavern thereby having to spend a full round and making two additional DC:10 swim checks to return to the surface). Before being pulled underwater two of the three creatures attacking Percival manage to skewer him with their spears while one manages to sink his shark-like teeth into him as well (Percival takes 9 points total damage).
Jaina: 1d20 ⇒ 6; Randall: 1d20 ⇒ 1; Grindylows: 1d20 ⇒ 10
Neela, Percival, and Rhialla are up, followed by the grindylows, then Jaina and Randall.
NOTE: Characters must make a DC:10 Swim check each round or be considered "Off Balance". Off balance characters lose their Dexterity bonus to AC and attacking creatures get a +2 bonus on attacks against them.
With the flick of his hand Randall sends the glowing balls of light into the southeast opening revealing a large cavern. The walls of the entrance are decorated with the jawbones of several different species of fish. The effect makes it seem as if you were entering the maw of some hideous sea creature.
Swim check: 1d20 + 13 ⇒ (9) + 13 = 22
Aaron stands at the edge of the cliffs, steeling his nerves, then with a leap he expertly dives into the water of the cove.
Which way do you go?
Aaron picks up his pack and slings it over his shoulder "You heard the little lady. Wouldn't want to keep these friends of your's waiting any longer than we have to."
Knowledge (geography) or Profession (sailor) DC:10:
You can tell from the coloration of the water below that no rocks lie below the surface. You might be able to dive from the cliff top without fear of bashing your head open, although if you enter the water at the wrong angle you could hurt yourself (DC:15 Acrobatics or Swim check (DC:20 if higher than 50 feet) or take 2d3 points of non-lethal damage (+1d6 lethal damage for each 10 foot increment over 50 feet)).
Spellcraft (Neela): 1d20 + 10 ⇒ (15) + 10 = 25
Neela takes the vial from Randall and after casting a spell stares at the liquid within for a few seconds "It's a potion of Water Breathing. It will allow one person to breathe underwater for up to 10 hours or it can be divided equally between any number of people up to the 10 hour duration"
Randall uses his spell to clean the dirt and grime off of anyone who wants it, although it's not as satisfying as a hot bath it will make due.
Percival, make me another DC:13 Fortitude save.
As you are eating breakfast Aaron emerges from the central hut dressed in a suit of finely made studded leather, his trusty crossbow slung over his shoulder and a well used cutlass strapped to his hip. In his hands he holds a suit of leather armor "Perhaps one of you could use this? Don't mind the blood stains, it used to belong to "Riddleport" Bob. At least it did until the ghouls caught up with him. They tossed it back over the wall when they were finished with him. I tried to clean it up as best as I could" He looks to Jaina and Neela, the only two unarmored people in the group.
A look of shock passes across Aaron face as Percival tells him of your encounter with the ghouls (Sheesh, a little tact. Maybe?). With a tear in his eye and a lump in his throat he manages to whisper "Thank you." Then in a stronger voice "I didn't have the heart to kill her. So, thank you, thank you for releasing her from that horrible undeath that held her."
Since we are coming up on an area that many consider a meat grinder I wanted to post this so, you know...just in case.
When your character's current hit points drop to a negative amount equal to his Constitution score plus his level or lower, or if he succumbs to massive damage, he's dead. A character can also die from taking ability damage or suffering an ability drain that reduces his Constitution score to 0 (see Special Abilities).
Certain types of powerful magic, such as raise dead and resurrection, can restore life to a dead character.
Back when I ran in 3.5 and everyone died at -10, regardless of how healthy or frail a character was, I allowed players to add (or subtract) their Constitution modifier to allow a little more breathing room. Sometimes even that didn't seem enough (poor Gordon, I think the party got rich off the loot from his dead corpses) so I let them add their level as well. Since Pathfinder has gotten rid of the hard-coded death threshold I decided to get rid of the Con modifier part and just keep the plus his/her level cushion.
Apparently I forgot to add this in the description of the loot you find in the fields.
"With Rhialla back up on her feet the party continues searching the field. Soon Jaina notices a flash of white off the beaten path. Going to investigate she finds a humanoid femur bone protruding from the ground. digging further she uncovers the entire skeleton it's clothing all but rotted away by time except for a golden buckle attached to a moldy leather belt. Also hooked on this belt is a small glass vial, inside of which she can see some type of liquid, which has miraculously withstood the ravages of time.'
Perception DC:18 or Spellcraft DC:20:
It's a potion of Water Breathing
As far as being "Banged up" as Percival put it I just want to remind you that, according to the loot list, Jaina, Percival, and Rhialla are all carrying potions of Cure Moderate Wounds as part of their reward for taking the Man's Promise.
Whew, The Saga of Aaron Ivy. Oh, and DING level 3. Please post your updates to your character here (since this is an odd numbered level if you take the average for hit points, round down).
A glimmer of hope crosses the young man's face as he escorts you inside the palisades walls "You'll forgive my initial reaction to your approach. I thought you were the ship's whores returning in another attempt to kill me." His hand strays to a silver locket he wears around his neck " They've managed to kill and eat the other survivors, I'm the last one." he heaves a heavy sigh "Even my beloved Rebecca wants me dead, but she can't help herself. It's the sickness you see."
Perception check DC:20:
One of the creatures appears to be wearing Sandara's tricorne hat.
With a pleading look in his eyes Aaron rattles on "You're welcome to spend the night here and go out in the morning. I'll even go with you, if you'd like. It's been so long since I've had anyone to talk to I was afraid I might be going crazy"
*His/Her Infernal Majesty's Ship. A prefix used by the Chelaxian navy.
"Gods be praised, real people.' says the voice from behind the wall "About time. I've been stuck on this bloody rock for almost two years now."
I've got a question regarding the Perception DC to identify a potion. Under the Perception skill it reads that the DC is 15+Caster Level, while under the Identifying Magic Items section it states that the DC is 15+spell level. Which one is correct?
Perception (Jaina): 1d20 + 7 ⇒ (20) + 7 = 27
With Rhialla back up on her feet the party continues searching the field. Soon Jaina notices a flash of white off the beaten path. Going to investigate she finds a humanoid femur bone protruding from the ground. digging further she uncovers the entire skeleton it's clothing all but rotted away by time except for a golden buckle attached to a moldy leather belt. Also hooked on this belt is a small glass vial, inside of which she can see some type of liquid, which has miraculously withstood the ravages of time.
Leaving the corn field behind the party follows the trail back to the T intersection. Following the path to the northwest this time you come to the base of the granite ridge, it's summit jutting some 500 feet above you. You notice that simple steps have been carved into the path making the climb to the top much easier than you would have suspected.
Reflex save: 1d20 + 3 ⇒ (2) + 3 = 5
Jaina deftly dodges the acidic spittle leaving Rhialla to take the brunt of the attack. Momentarily taken aback by the sudden appearance of the ankheg Rhialla is unprepared when the creature sprays it's acid at her.
Suddenly regretting it's decision to attack the Ankheg rears back and hisses. Before turning tail and burrowing back underneath the ground the beast releases a stream of caustic acid directly at Jaina, unfortunately Rhialla also gets caught in the acidic spray.
As the creature begins to bury itself in the soft loam it leaves itself vulnerable to attack from those closest to it.