Jacques N'Fey |
Found it. This should work adequately, I imagine.
Created a Core character for Flynras #227345-3. I couldn't see any way to give the character a specific number, though I don't see that it really matters.
S.S. G.M. |
The party is on a 4x5' stone platform at about 1 o'clock of a massive underground cave containing a large underground lake. A 50 ft wide waterfall falls nearby (from about 2 o'clock to about 3 o'clock) along the eastern edge of the cavern.
Approximately 100ft southwest of the stone platform is another stone platform with an immense red metal panel (approximately 7 o'clock). The lake continues roughly 1,000 feet off to the west narrowing in that direction down to a mere 20ish feet wide (at 8 o'clock).
The entire cavern is dimly lit with phosphorescent moss. The sound of lapping water (and your footsteps) echoes faintly throughout the cave.
Naxolel |
Naxolel suggests the party split into two boats, noting last time Drav and Belle paired up and Flynras and Naxolel paired up. Before launching, however, Naxolel looks closely to see if there is any figure or object on the stone platform - he'd hate being ambushed on the other side or while in the middle...
Bellasa Haera |
Belle will go with Drav given the fact that Flynras is not to be trusted - she asks Drav to hang back so she can keep an eye on him. While Drav rows (Belle is too much of a "lady" to row), she whispers to "rissa that she should also keep an eye on Flynras. She also mentions that his bacon is lightly poisoned. He is not to be trusted.
S.S. G.M. |
Naxolel carefully illuminates the stone platform across the lake to the south with his dancing lights, noticing nothing of interest other than the large, red, metallic plate inset into the distant southern wall, reminiscent of the metallic door leading out of the sleeping Sorshen's hall.
We'll wait and see if Drav and Flynras agree with Naxolel's plan.
It turns out that row boats use Survival checks by the rower.
Flynras Sweetwater |
Naxolel, your divine wisdom knows no bounds. Let us proceed to yonder platform with all speed.
Flynras steps into a boat standing in the bow with one boot up on the gunwale waiting for Naxolel to get in and start rowing.
Naxolel |
Perception: 1d20 + 5 ⇒ (1) + 5 = 6
Naxolel sighs with relief as he notes the stone platform, blurry in the destance, is clearly empty - holding neither creature nor container. "Looks like the coast is clear, let's load up!"
Unsure why Drav is just standing on the pier, but noticing Belle hop into a boat, Naxolel prepares to board the second boat - when Flynras cuts in front of him and hops into the prow like some "fancy" play actor, arms widespread. Grumbling, "damn infernal halfling" under his breath, Naxolel prepares to step down into the boat a little "roughly" - but stops at the last minute. Leaving his foot on the gunwale, a sly smile spreads slowly across the elf's face knowing the proud rogue has his back turned toward him. Thinking the little sneak thief too dexterous by half, Naxolel clearly shifts strategies and roughly pushes out with his booted foot - smoothly shoving the boat into the lake without boarding. "Oops! Sorry Flynras, but I let the boat slip out of my hands! I'm sure you can handle this. Good thing there are three boats!"
S.S. G.M. |
Belle: Make a perception check.
Inirissa *POPS* into visibility, her wings snapping taut with perfect timing as she pulls out of a max-power dive, snatching a baseball sized grub that is oozing luminescent green blood from numerous pin-prick wounds out of the air, barely avoids hitting Bellessa, the boat, and the water and *SOARS* back up toward the stalactite covered ceiling.
As she zooms past, she squeals: You sure do talk to yourself a lot mistress.
This is the first time you've seen Inirissa since you teleported into this cavern. Remember, she 'got bored' with you guys and left. Unbenownst to you she kissed the foot and immediately set out exploring the luminous 'stars' on the ceiling... invisibly.
Dravasp "Drav" Jannara |
Drav gets into the boat with Belle, her constant talking reminds him of the buzzing of his bees, and sets his mind at ease...
Something is different, his thoughts run louder in his head, but soon he'll find comfort smashing something with his earthbreaker.
Flynras Sweetwater |
Noting that Naxolel never bothered to untie the rowboat from the dock, Flyras simply pulls the boat back to the dock and offers a hand to Naxolel.
Certainly, I understand, Naxolel. The gigantic hands and feet that you big people have must be horribly unwieldy. It's a constant surprise to me that you're even able to walk without tripping.
Naxolel |
Grumbling in irritation, Naxolel steps back into the boat, unties the line, and launches the boat into the lake. Grasping the oars, he plunges the right oar into the water to turn the boat around and head toward the platform and red metal door. Drav, let's get going!
S.S. G.M. |
After the silliness with the false 'launch' of the rowboat, Naxolel launches the boat with Flynras standing at the bow and attempts to row toward 'distant' platform to the southwest.
The ripples of the false launch spread outward toward the cavern walls, the water is otherwise relatively still with a very slight currant flowing toward the southwest at about 50 ft/minute (aka 5ft per 6 seconds). You suspect that the water is relatively easy to swim in. A DC 10 Swim check.
As previously mentioned, controlling the rowboat requires a Survival check. So, Naxolel and Drav can each roll survival checks as the two people steering/rowing. Please roll until each of you beats a survival of 10. Rowers are assumed to be sitting. Flynras is standing. It is unclear whether or not Bellasa intends to stand or sit.
After about a 24 seconds rowing:
'Rissa's Perception: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
Inirissa flys down to hovel at Bellessa's shoulder and says, "Um, mistress, there are mean things swimming in the water. I think they wants to eats you."
Assuming you don't do something I haven't forseen, now it's time for initiative.
S.S. G.M. |
Flynras: Noticed the fighting penalty and the fact that the water is murky but did not personally noticed the out of place ripples.
Naxolel: Succeeded (barely) at rowing the boat, this means he didn't flounder and over the course of three 'rounds' moved 40 feet toward the destination platform. He also noticed the murkiness of the water (and reacted appropriately), but also did not notice the 'suspicious' ripples, and hasn't realized about the 'difficulty' of fighting while in the boat (and reacted appropriately).
Belle: Noticed nothing, presumably she was too busy relaxing in the boat resting while Drav rowed and was completely surprised when Inirissa alerted her to the danger.
Flynras and Naxolel: The minimum DC of the perception check to have heard Inirissa's comment depends on on the success or failure of Drav's survival check but it wouldn't be more than a 6, so, yes you both heard Inirissa's comment as your 'take 1' perception check beats a 6.
None but Inirissa (and possibly Drav) will be acting in the surprise round...
Dravasp "Drav" Jannara |
(Sorry I crashed last night, so catching up) Here goes;
Survival: 1d20 + 8 ⇒ (8) + 8 = 16
1st Perception: 1d20 + 10 ⇒ (5) + 10 = 15
2nd Perception: 1d20 + 10 ⇒ (12) + 10 = 22
Initiative : 1d20 + 3 ⇒ (5) + 3 = 8
How far is the destination? Belle, can you keep them off until I row to the shore? If not, he pulls his bow to fire at the approaching baddies..
S.S. G.M. |
Drav managed to row more efficiently than Naxolel and passed the other boat even though he started slightly later.
Drav's boat is is 60 feet from the northeast dock and 85 feet from the destination platform to the southeast. Naxolel's boat is 20 feet to the aft of Drav's, 40 feet from the origin and 105 feet from the destination. Drav failed to notice the suspicious ripples and will not get to act in the surprise round.
I just remembered that during the Incubus, Schir, and Daemon fight someone, (I think it was Drav) contracted a disease. It has a 24 hour onset time so there is no penalty until tomorrow morning.
Combat (There are 8 clawed humanoid creatures that swam out to ambush you):
Enemy #1, 2, 3, and 4: Each attempt to capsize Naxolel/Flynras's boat
Enemy #5, 6, 7, and 8: each attempt to capsize Drav/Belle's boat
Suddenly first one, then two... then 4 clawed hands reach out of the water, grabing the starboard side of Naxolel's boat and start shaking it, clearly attempting to capsize it.
Capsize attempt #1: 1d20 + 2 ⇒ (8) + 2 = 10
Capsize attempt #2: 1d20 + 2 ⇒ (18) + 2 = 20
Capsize attempt #3: 1d20 + 2 ⇒ (19) + 2 = 21
Capsize attempt #4: 1d20 + 2 ⇒ (1) + 2 = 3
Nearly simultaenously, one, then two... then 4 clawed hands reach out of the water, grabbing the starboard side of Drav's boat and attempt to capsize it as well. Inirissa howls fearcely and slashes at enemy #8's claw with the whip.
Whip attack: 1d20 + 5 ⇒ (7) + 5 = 121d2 ⇒ 1
Capsize attempt #5: 1d20 + 2 ⇒ (12) + 2 = 14
Capsize attempt #6: 1d20 + 2 ⇒ (10) + 2 = 12
Capsize attempt #7: 1d20 + 2 ⇒ (3) + 2 = 5
Enemy #8 enraged by the damage it suffered attacks Belle but misses.
#8 Attacks Belle: 1d20 + 2 ⇒ (9) + 2 = 11
Both boats heave violently imposing a -4 penalty to combat actions (instead of the previously mentioned -2) for a round and counts as violent motion (i.e. a DC 15+spell level concentration check) for spellcasting purposes.
You can try to continue rowing toward the destination if you want, the survival check DC increases to 12 if you are rocking violently and by an additional 1 for each enemy that is currently grabbing on your boat. Additionally, your speed (a max of 30 for a full round action) will decrease by 10ft per enemy grabbing on the boat.
Other important mechanics. The sides of the boats provide cover to both sides as long as the allies are in the boats and the enemies remain in the water. If someone falls (or jumps) into the water. The water is calm (DC 10 Swim checks).
Combat modifiers that might play:
- The water provides improved cover (+8 AC) unless you are able to target part of the enemy that isn't submerged (a readied action to attack a claw or a claw that is grabbing the boat).
- The sides of the boat provide both sides cover (+2 AC) to both sides unless you attack a claw that is grabbing the boat.
- With some exceptions, if you fall overboard you're going to want to use piercing weapons as other weapons do half damage and suffer a -2 attack penalty...
Holy Cow! I had most of that post pre-written and it still took me almost 3 hours to get it all submitted.
S.S. G.M. |
Oops! I forgot to tell you more stuff. It is now Flynras's turn.
Initiative order:
- Flynras (21) - Standing in the bow of Nax's boat
- Enemy 1 (19) - Grabbing Nax's boat, starboard side (northwest)
- Enemy 2 (17) - Grabbing Nax's boat, starboard side (northwest)
- Enemy 3 (17) - Grabbing Nax's boat, starboard side (northwest)
- Enemy 4 (16) - Grabbing Nax's boat, starboard side (northwest)
- Enemy 5 (15) - Grabbing Drav's boat, starboard side (northwest)
- Bellasa (14) - Sitting in the rear of Drav's boat
- Enemy 6 (12) - Grabbing Drav's boat, starboard side (northwest)
- Inirissa (11) - Flying 5 above Belle
- Enemy 7 (11) - Grabbing Drav's boat, starboard side (northwest)
- Drav (8) - Rowing from the center if his boat
- Naxolel (4) - Rowing from the center of his boat
- Enemy 8 (3) - not grabbing, attacking Belle -1 HP
Total distance between two farthest partymembers is Drav to Nax 30 ft
Flynras Sweetwater |
Initiative appears to be:
Fynras: 21
Belle: 14
Drav and Naxolel: 8 (appear to be tied)
Not sure where the monsters appear on the list. Ninja'd by GM
Nax! We're not going to go anywhere unless we get these monsters off of the boat. Stow the oars and start stabbing, unless you want to sink to the bottom of the lake!
Flynras will full-round attack one of the claws grabbing the boat. (Unless that is some kind of called shot, in which case, I'll take the cover penalty and stab the thing outright.)
I am assuming passing the CMB check eliminates the entire -4 to hit.
Rapier: 1d20 + 7 ⇒ (9) + 7 = 16 Dam: 1d4 + 4 ⇒ (2) + 4 = 6
Dagger: 1d20 + 6 ⇒ (14) + 6 = 20 Dam: 1d3 ⇒ 2
Naxolel |
Naxolel peers intently over the side, trying to figure out what's rocking the boat.
Knowledge Religion: 1d20 + 9 ⇒ (13) + 9 = 22
Pulls in the oars. By the gods! Flynras, 'ware the Lacedons in the water! They are diseased aquatic ghouls, who can paralyze you if you let them bite or claw you! May the power of Nethys rebuke the unrestful dead! Channel energy to harm the Lacedons within 30 feet.
Channel Energy DAM (DC=13): 3d6 ⇒ (4, 6, 5) = 15
S.S. G.M. |
Sorry Flynras. Had you ever expressed any glimmer of preparedness toward enemies I'd have totally allowed you to have your weapons in hand but you were standing "nanchalantly" in the bow, preparing to not get knocked into the water and then you pulled yourself back to the dock.
You drew your rapier (move action) and stabbed (standard) the claw of #6 (barely hitting, no the CMB check was solely to know in advance that under normal circumstances the boat would inflict a -2 penalty on attack rolls) for 6 points of damage.
The Lacedon #6 roars in fury and lets go of the boat, a wicket gleam in his ink black eyes.
Lacedon 1 and 2 are outside or the range.
L3 Will: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
L3: Saved and took 7 points of damage
L3 Will: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
L4: Saved and took 7 points of damage
L3 Will: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
L5: Saved and took 7 points of damage
L3 Will: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
L6: Saved and took 7 points of damage, the wicked gleam gutters and films over, and he sinks below the water.
L3 Will: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
L7: Saved and took 7 points of damage
L3 Will: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
L8: Saved and took 7 points of damage
I can't believe I didn't notice the egregious initiative theft... I'll try to remember that L6 gets to act before he dies...
Bellasa "Belle" Haera |
Belle, not looking forward to swimming with the dead, casts levitate on herself and rises as far as she can above the surface of the water.
She will also use her height advantage to get a better idea of teh battlefield and will call out to Drav, Nax and Flynras the positions of the lacedon (as if they aren't already apparent.
She also calls to 'Rissa, "Try and keep them off of Drav so he can get us to safety on the other side!"
S.S. G.M. |
Damn... I've got to keep editing this every hour until i finish... Sorry, I'm not sure how much of not realizing ya'll were waiting on my actions is because i'm stupid and how much is because i'm sick.
Lets try again. I... forgot that after Flynras I had to go again... I blame this head cold! (I swear I'm not stupid.) I'll post this in stages and post “done” at the end when I'm actually finished.
At the top of the round, Flynras stabbed #1's (yes, I said #6 earlier, I was wrong) claw causing him to roar in fury and let go of the boat.
#1 Full attacks Flynras (AC 19 + 2 cover)
Full attack on Flynras: 1d20 + 3 ⇒ (17) + 3 = 201d20 + 3 ⇒ (3) + 3 = 61d20 + 3 ⇒ (10) + 3 = 13
And misses all three times.
#2 and #3 each attempt to aid #4 to capsize Nax's boat.
Capsize aid attempt #2: 1d20 + 2 ⇒ (17) + 2 = 19 = Failure
Capsize aid attempt #3: 1d20 + 2 ⇒ (13) + 2 = 15 = Success
Capsize attempt #4: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12 = Failure
#4 Is unsuccessful in capsizing the boat. However, Nax's boat is rocking violently (combat is still -4, and spellcasting requires DC 15+spell level concentration check)
Lacedon #5 delays his action.
Belle:
Belle's Concentration Check: 1d20 + 6 + 5 ⇒ (17) + 6 + 5 = 28
Belle succeeds in casting levitation, moves up, and gives instructions to Inirissa.
Lacedon #6 delays his action (these monster's tactics are annoying!)
Inirissa:
How am I supposed to do that mistress?!
She attacks #8 again hitting for another point of damage.
Rissa's whip attack: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 251d2 ⇒ 1
#5 and #6 each come out of delay and attempt to aid #7 to capsize Drav's boat.
Capsize aid attempt #5: 1d20 + 2 ⇒ (2) + 2 = 4 = Success
Capsize aid attempt #6: 1d20 + 2 ⇒ (10) + 2 = 12 = Success
Capsize attempt #7: 1d20 + 2 + 2 + 2 ⇒ (16) + 2 + 2 + 2 = 22 = Failure
For the sake of Drav and my sanity i'm going to delay him until after Naxolel channels. Which means Nax channeled and killed #1 (the one Flynras hurt) and greviously wounded #7, #8, #2, #3, and #4 (#5 and #6 are the two on the front of Drav's boat that I previously called #1 and #2 accidentally).
I created a picture so I shouldn't make any more mistakes like that.
It's now Drav's turn, before #8 gets to go to close out the round.
DONE.
Bellasa "Belle" Haera |
Sorry to hear you're under the weather! Hope you're feeling better soon!
Yeah - no fun! I think we are just getting used to teh flow here as well. Pretty fun though (and thanks for rolling my concentration check - I'm sure you rolled your eyes at me when you had to do it).
=)
Dravasp "Drav" Jannara |
Drav does not want to go swimming today, instead he uses the Klar (already on his arm) to attack the beasties..
He will first power attack #7 (who is already wounded)
If he finishes it off, he'll go after #5 with his second attack, if not, he'll attack #7 again is this OK in pathfinder?
first attack: 1d20 + 11 ⇒ (15) + 11 = 261d6 + 9 ⇒ (2) + 9 = 11
second attack: 1d20 + 6 ⇒ (15) + 6 = 211d6 + 9 ⇒ (4) + 9 = 13
S.S. G.M. |
I'm sorry... I've looked at 10 different references trying to find any way to justify that you were somehow managing to row the boat while wearing the klar and I can't... You were using your Klar hand to row, therefore, you were not already wearing it. (It's a light shield/weapon not a buckler, therefore it doesn't leave your hand free. Sorry.)
That said even with the violent motion penalty, and any potential 'sitting' penalty you killed #7. You also have two weapon fighting so you can wield both your earthbreaker and the klar as a move action and kill #7 with a standard.
Lacedon #8 can't attack Belle, or Inirissa so it moves slightly (5ft swim) and full attacks Drav... missing three times.
Full attack on Drav: 1d20 + 3 ⇒ (16) + 3 = 191d20 + 3 ⇒ (4) + 3 = 71d20 + 3 ⇒ (3) + 3 = 6
It is now the top of the next round.
- Flynras (21) - Standing in the bow of Nax's boat: threatens #2; #3 and #4 would require a 5ft step that you can't make because Nax is there. You'll (probably) need to kill #2 then move through Nax to the other end of the boat. (With cover you wouldn't provoke.)
- Enemy 2 (17) -7hp, Grabbing Nax's boat, starboard side (northwest)
- Enemy 3 (17) -7hp, Grabbing Nax's boat, starboard side (northwest)
- Enemy 4 (16) -7hp, Grabbing Nax's boat, starboard side (northwest)
- Bellasa (14) - Levitating over the rear of Drav's boat
- Inirissa (11+) - Flying 5 above Belle's empty seat
- Enemy 5 (11) - Grabbing Drav's boat, starboard side (northwest)
- Enemy 6 (11) - Grabbing Drav's boat, starboard side (northwest)
- Naxolel (4) - Rowing from the center of his boat
- Drav (8) - Rowing from the center if his boat
- Enemy 8 (3) -2hp, not grabbing, attacking Drav
DONE
Flynras Sweetwater |
Thanks for the situational awareness
Great work weakening these things, Nax! Let's finish them off and go give Drav a hand.
As I still have to deal with the rocking boat, I am only going to attack once at #2's claw. Penalty should be -4 only
Rapier Atk: 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23 Dam: 1d4 + 4 ⇒ (4) + 4 = 8
Threat Confirm: 1d20 + 9 - 4 ⇒ (14) + 9 - 4 = 19 Bonus: 1d4 + 4 ⇒ (2) + 4 = 6
That Lacedon is certainly dead...
Move to the other side of Naxolel and await another chance to attack.
Lacedons 3,4,and 5 are up
S.S. G.M. |
Sorry for the error about #8. As I noticed my error I couldn't go back in and update it because the server's been down. #8 is down 9 not 2. My bad. Thanks for the word Nax.
Yes, 5 and 6 are still out of range of a channel.
Flynras skillfully severs #2's hand which inexplicably kills it and moves to the rear of the boat (where he'll be able to threaten #3 and #4).
#3 attempts to aid #4 to capsize Nax's boat to no real effect, the -4 penalty remains.
Capsize aid attempt #2: 1d20 + 2 ⇒ (10) + 2 = 12 = sucess
Capsize aid attempt #3: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10 = Failure
Inirissa attacks #8 again hitting for another point of damage bringing it's total to -10.
Rissa's whip attack: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 261d2 ⇒ 1
Rissa's whip confirm: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10 does not confirm.
#5 attempts to aid #6 to capsize Drav's boat to no real effect, the -4 penalty remains.
Capsize aid attempt #2: 1d20 + 2 ⇒ (3) + 2 = 5 = Failure
Capsize aid attempt #3: 1d20 + 2 ⇒ (4) + 2 = 6 = Failure
It's now Naxolel's turn followed by Drav.
Done.
S.S. G.M. |
If he finishes it off, he'll go after #5 with his second attack, if not, he'll attack #7 again is this OK in pathfinder?
Sorry Drav, I forgot to answer the question. Had your lack of an full round action not prevented you from doing that, it would have very much been OK in pathfinder to have done that.