Chaosorbit's PFS PbP GameDay VI - #8-20: Torrent's Last Will (Inactive)

Game Master Chaosorbit

Map and Handouts

Underwater Combat:

Movement: Creatures with a swim speed can use it to move freely underwater. Creatures without a swim speed who succeed at a Swim check can move up to a quarter of their speed as a move action or half of their speed as a full-round action. The DC of this check is 10 unless otherwise stated. If the creature has a surface to walk along, such as the bottom of a body of water, it can move at half speed without a check.

Melee Attacks: Natural attacks or attacks with bludgeoning and slashing weapons take a –2 penalty and deal half damage. Attacks that deal piercing damage don’t take these penalties.

Ranged Attacks: Thrown weapons are completely ineffective underwater. Attacks with ranged weapons except underwater crossbows (Pathfinder RPG Ultimate Equipment 17) take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties
from range.

Spellcasting: A creature that cannot breathe water must succeed at a concentration check (DC = 15 + spell level) to cast a spell underwater.

Fire: Nonmagical fire (including alchemist’s fire) does not burn underwater. Spells and spell-like abilities with the fire descriptor
are not effective underwater unless the caster succeeds at a caster level check (DC = 20 + spell level). If the check is successful, the spell produces a bubble of steam instead of its usual effect but otherwise functions as described. A supernatural fire effect is not
effective underwater unless its description states otherwise.

Freedom of Movement: The spell freedom of movement negates the penalty on melee attack rolls with bludgeoning and slashing weapons and allows creatures to move freely in all directions as if they had a swim speed equal to their base speed. Such creatures automatically succeed at all Swim checks.

Invisibility: An invisible creature displaces water and leaves a visible, body-shaped absence of water where it is located. The creature gains concealment (20% miss chance) rather than total concealment (50% miss chance).


A Pathfinder Society Scenario designed for levels 7-11.

On the Plane of Water, familiar sights grow on impossible scales, from monumental swaths of kelp to utterly titanic sea creatures. The Society has traced a powerful relic to a tremendous shell adrift within a miles-wide swarm of giant jellyfish, and with the help of new allies, the PCs might recover it. They had best beware, though, for the Plane of Water is home to sahuagin and worse that are not eager to welcome intruders.

Content in Torrent's Last Will also contributes directly to the ongoing storyline of the Dark Archive faction.

Initiative
[dice=Aelwynd] 1d20 + 12 [/dice]
[dice=Ariana] 1d20 + 2 [/dice]
[dice=Lore] 1d20 + 3 [/dice]
[dice=Nachts] 1d20 + 4 [/dice]
[dice=Rowanna] 1d20 + 9 [/dice]
[dice=Thunderhood] 1d20 + 2[/dice]