
DM Frogfoot |

Suny, you can see your companions splash in the lake below from the light from the holes they fell through.
Caln, you successfully prevent Daisy from bolting, but she won't move where you command her to go. She stomps her hooves and snorts in fear of the centipedes.
Oozula, you gasp in pain and shock when your small body impacts against the water, and you inhale some water. You begin to sink.
If you are underwater, either because you failed a Swim check or because you are swimming underwater intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his breath only half as long as normal.) After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown. The DC for the Swim check depends on the water, as given on the table below.
Each hour that you swim, you must make a DC 20 Swim check or take 1d6 points of nonlethal damage from fatigue.
Action
A successful Swim check allows you to swim a quarter of your speed as a move action or half your speed as a full-round action.

.Suny. |

So, Suny has one or two rounds to get to Oozula. NO worries! It'll be easy. (^_~)
Assuming round one to get off the wagon.
Round 2:
Acrobatics:1d20 + 8 ⇒ (20) + 8 = 28(To make the dive)
Swim:1d20 + 10 ⇒ (10) + 10 = 20
See? No problems at all! (^_^)

.Suny. |

? Wus that tha' signal ?
As posted, on Round 2 Suny jumps. (^_^)

Arthur Cogsworth |

Arthur falls out of the Strider on the way down as he yells "Command Lambda Alpha Nu Beta!"
He and the Strider crash into the water heavily. The strider doesn't appear broken as it sinks but Arthur hits the water full on with a painful smack.
1d20 - 1 ⇒ (6) - 1 = 5
The Strider, having no need for silly things like breathing, starts walking underwater towards the island.

Arwen McLyntier |

Swim check: 1d20 + 4 - 1 ⇒ (13) + 4 - 1 = 16 Arwen having little difficulty to swim tries to get closer to the kobold to provide assistance
i am coming to get you so hold on. When i grab you your task will just be to let of and try not to panic.

Caln |

Round 2 Action
Still sitting on the wagon...
Cast Bless - +1 bonus on attack rolls and on fear saves

DM Frogfoot |

Arthur, Armelio, it would help if you indicate what your die rolls are when you make your posts, like Suny and Arwen do.
The three bugs strike! Two of them flank Armelio and attempt to stab him with their pointy legs.
Bug 1: 1d20 + 6 ⇒ (4) + 6 = 10
Bug 1: 1d6 + 3 ⇒ (4) + 3 = 7
Bug 2: 1d20 + 6 ⇒ (12) + 6 = 18
Bug 2: 1d6 + 3 ⇒ (6) + 3 = 9
The third bug races up the side of the wagon and rears up for a slam attack on Caln!
Bug 3: 1d20 + 6 ⇒ (9) + 6 = 15
Bug 3: 1d8 + 3 ⇒ (3) + 3 = 6
Jaxx, you get an AOO on Bug 3 by attacking it out the window of the wagon as it climbs to attack Caln.
Down below, Suny and Arwen land in the water, quite a bit more gracefully than those who fell first. Suny slips beneath the surface of the water with barely a ripple, whereas Arwen does performs a dive worthy of some Olympian athlete from Vigil.
Suny, you get a bonus to your Swim check to rescue one deputy of your choice due to your nat20 on your acrobatics roll. I'm going to try and make critical successes and failures feel more "critical" going forward.
It's dark down here in the lake, but there are three new skylights in the roof where you fell, so you can see well enough that there's a small island in the middle of the lake about 100 feet from you, with a hut. It's difficult to get a good look while trying to keep your head above water, or rescue your friends, but anyone watching carefully would see the occasional movement on the island.
The lakeshore is maybe 300-400 feet from you in any direction. You seem to have landed smack-dab in the middle of it, by your reckoning.

Armelio Rovil |

Round 2
Armelio backs away from the centipedes dashing to the wagon, then rattles his shield. "Hey... lets all safely fall..." He chants with a "whoop whoop" sound coming from his shield. The pale cool vapor envelopes Jaxx, Caln, and himself.
"You got about 10 seconds to jump..."
provoking AoO from 1 and 2 for movement, casting via arcane bond 3 rounds of feather fall...

Arthur Cogsworth |

The headlights come on automatically when it's dark, so yes unless the water is bright for some reason. It's walking on its own towards the island.
Second round is swim checks to resurface1d20 - 1 ⇒ (20) - 1 = 19
Arthur manages to get himself above the water and starts moving towards the island, breathing heavily.

DM Frogfoot |

Jaxx: Yes and yes.
Looking down through the murky depths, Arthur, you see two dim lights below that show your strider, making its way along the lake's bottom toward the incline of the island as it rises from the lakebed.
However, a large black shape briefly blocks your view of the lights as it swims over the strider. The shape obscures the light before it swims on in some unknown direction.

Feykin Jaxx |

As the creature approached Caln, it was too late to take advantage. But, it became the immediate threat and needed dealing with. Placing his crossbow down, Jaxx drew his sword.
atk bug3? mw elven-blade, flank: 1d20 + 4 + 1 + 2 ⇒ (3) + 4 + 1 + 2 = 10
dmg bug3? mw elven-blade, sneak: 1d8 - 1 + 2d6 ⇒ (1) - 1 + (1, 3) = 4
Loving these dice.

DM Frogfoot |

Bugs 2 and 3 try to bite Armelio as he moves past them quickly.
Bug2: 1d20 + 6 ⇒ (14) + 6 = 20
Crit confirm: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Bug3: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Round 3 - Bug3 full attacks, striking at Caln and Jaxx both with its many legs.
Attack vs Caln: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Attack vs Jaxx: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
The ground begins to shudder and crack near the front left side of the carriage, where the weight of the bug creature that climbed aboard adds to the danger of the wagon falling through.
Down below, Arthur, your swim roll was successful enough that you can assist your comrades if you need to. Also, you keep your head above water enough to see two eyes flash briefly in the reflected light, watching you. The eyes are on the island.

Armelio Rovil |

Round 3
Armelio steps back, and works his hands together to form a snowball while muttering. "Fool? I'm not the one sittin in a wagon when the ground is crumblin beneath us, and our allies are falling like ... some kind of.. flightless birds....Thin ice, buddy, yer walking on thin ice." As he whips the snowball at the nearest centipede, he realizes he just sounded like his father. Armelio shivers.. but not from the cold.
snowball: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13 vs touch AC
3d6 + 1 ⇒ (3, 4, 1) + 1 = 9 plus DC14 fort save or staggered one round

Caln |

Caln prayers to Pharasma for healing from his terrible wounds received so far...
Cast Cure Moderate Wounds
2d8 + 3 ⇒ (8, 3) + 3 = 14
Back to 18 HP

.Suny. |

Suny glides effortlessly through the waters,
Perception:1d20 + 6 ⇒ (16) + 6 = 22
Noting that her comrades are moving along together well, she slips through the water beneath them looking for other things which might have fallen into the waters.
(^_^)

.Suny. |

Ah...sowwie. Din't notice yer sterlin' performance there...
Sunny surfaces and helps Arthur above the water as well.
"Okeys!" She says brightly "Now that we's found this won'erfull-est place. How is we gon'a meet up with every one else?" Sunny asks.
Sunny's swimming skills would be enough to keep every one afloat with nary a dice roll. (^_^)

DM Frogfoot |

Those of you in the lake below make your way slowly but surely in the direction of the island. All around you, ripples bounce across the surface of the water as small, wet, round shapes briefly break up to visibility before sinking down into the depths again.
Bug fort save: 1d20 + 4 ⇒ (18) + 4 = 22
Armelio's snowball impacts on the insect's carapace and everyone up top hears ice forming in cracks upon the creature's body. It writhes and hisses in its hostile voice, clearly highly damaged. You think that Bugs 2 and 3 are at death's door, lashing out desperately with the ferocity of cornered animals. Bug 1 is slyly looking for an opening in Armelio's defenses, and curls up a bit. Total defense action.
Bug 2 tries to rear up and slam its body against the magus.
Slam attack: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Bug 3 full attacks with the desperation of the nearly-dead.
Attack vs Caln: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Attack vs Jaxx: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Caln |

I HATE BUGS!!!
Round 4 action - attack bug 3with Morningstar
Attack: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d8 ⇒ 5

Armelio Rovil |

Round 4
Armelio's fluffy ring starts to sputter. "Whoop.. now or never... Think I'm done letting these wriggly things get to second base with me." He whacks the vermin out of his face with his spiked shield, and then drops in the hole.
spiked heavy shield bash vs bug2?: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
damage: 1d6 + 2 ⇒ (5) + 2 = 7
last round of Feather Fall
As he floats down, he yells up... "Hey... I left my rope up there. Don't let anyone take it."

DM Frogfoot |

Armelio angles the spike of his shield upward at the bug's sensitive underbelly as it rears up for its slam attack, dealing lethal damage and causing it to curl up dead. He swiftly jumps down into the nearest hole, deftly avoiding the remaining bug's halfhearted swipe.
Caln's shout echoes in the hills around as he brings his morningstar down with a CRACK on the marauding insect. As it dies, Caln, you notice something curious - a small, gossamer white glow briefly flows from the dying bug's body to your morningstar as the bug falls off the carriage.
Jaxx perception: 1d20 + 8 ⇒ (4) + 8 = 12
Jaxx, you also spot the brief glow. It's gone in an instant, but your eyes are equally swift.
Down below, Oozula spends her turn recovering from her damp ordeal. Arthur is beside her, having helped her along, and Suny is also alongside on the other side. Arwen is near the shore as well.

Caln |

Just checking to make sure that I have the above ground situation correct. Bug 1 is curled up in a protective ball. Daisy is freaking out. Caln is sitting on the drivers bench of the wagon and Feykin is inside the wagon...
Caln keeps an eye on the creepy crawly bug as he carefully steps off the wagon. Feykin, we need to tie a rope to Daisy, drop it to the folks below and then use Daisy to pull them out. Keep an eye on that last bug.
Caln rummages through the contents of the wagon until he finds enough rope to reach the water below. He then ties the rope together and then ties it to Daisy's tack and finally lowers it into the hole.

Arthur Cogsworth |

Arthur coughs some with his hand to his chest.
As the adrenaline wares off the normally very polite man begins swearing like a dwarven sailor.
"Holy mother of ";#-@;%+ the water -#-;%@-# chest@-$-#; I ^£=♪PAIN! ♪Π~_£±¢∞!!!!!!! HAAAHH!!!!!"
As he does this, the strider climbs back up on the sand next to him. All of the previous things, crossbow etc, have been folded back in for ease of underwater travel. Water pours off the exterior and the padding is soggy, but it doesn't seem broken or water logged.

.Suny. |

Suny helps people onto the small island, then goes back to happily laughing, splashing, playing and other-wise frolicking in the waters. (^_^)

.Suny. |

Suny stops cavorting for a moment, "Aye, that's whut I bin said." (^_^)

.Suny. |

Suny blushes, embarrassed, as she wades ashore.
"Ah, well sorry I am fer not pickin' tha' speakin' better." She says apologetically.
"It' just that I did say how's we gon'a meet up with them folks whut still be up above." She absently scratches at her wet mop of blond hair even as she returns to smiling "It's, just, I in't seen so much water all in'a one place since leavin' home almost. Guess I just got all excited, is all." (^_^)

DM Frogfoot |

Looking around on the island, which is very modestly sized, you see a small hill rising out of the middle, with a ramshackle hut built atop it. Further off, beyond the isle, on the lakeshore, you see a column of light that illuminates what appears to be a naturally formed staircase climbing high all the way to the surface.
Suny finishes speaking just as she takes her last step out of the cold water of the lake. You all hear a hiss-SNAP sound as a snake tries to bite her ankle! It slithers out of the water itself and strikes.
Attack vs Flatfooted AC: 1d20 + 5 ⇒ (15) + 5 = 20
1d4 ⇒ 3
If it connects, roll a Fortitude save.
Up top,
Jaxx, the curled-up bug flees back down the hole quickly, leaving you and Caln alone with Daisy and the wagon. That means combat's over for now. The wagon's front driver side wheel is stuck in the dirt - the extra weight of the bug when it climbed aboard the wagon caused the wagon to break through the ground slightly. It's not moving anymore, but the situation is precarious.

.Suny. |

"Ow!" Sunny squeals/cries as the serpent emerges from the lake and latches onto her ankle.
Fort Save:1d20 + 2 ⇒ (18) + 2 = 20
Sunny proceeds to skip and hop around, serpent still trailing,
"Get-it off! Get-it off! Get-it off!"
Acrobatics:1d20 + 4 ⇒ (11) + 4 = 15(To not fall over or nuffin')

icehawk333 |

Arthur punches a button on the strider and a scribe desk with quill and pen and some different inks pops out, bone dry.
He begins working on a scroll, mumbling more curses under his breath.
you do realize that takes all day, right?