
Grutsnick |

Round 1 Init 13
HP = 84 + 12
AC = 17 (15 Reckless Abandon)
DR 3/-, 6/lethal
+10 Fort, +5 Ref, +5 Will
Weapon Equipped = None
Speed = 40'
Rage/Day = 15/16
Renewed Vigor = 1
Status Effects = Raging
Grutsnick howls in fury as he sees his friends hurt and Barker grappled by the beast. He swings again with his axe.
Greataxe Power Attack Raging Reckless Abandon +14/+9
1d20 + 14 ⇒ (18) + 14 = 321d12 + 17 ⇒ (4) + 17 = 211d20 + 9 ⇒ (5) + 9 = 141d12 + 17 ⇒ (2) + 17 = 19
+2 for Flanking from Alex if it applies.

DM Jonasty |

Not knowing the reach of the tentacles, Lorelei takes a 5 ft step back O-14 and then casts Acid Arrow at the creature.
For everyone: Meant to include this in the creature's post but Finnian's movement does NOT provoke and you are all able to determine from this that it only has 5 foot reach. Also, just to reiterate, due to the water level it is impossible to take a 5-foot step as a free action. Granted this doesn't affect Lorelei's action as her moving back won't provoke anyways but just as a reminder.

Barker Valdane |

"Let go, you overgrown lobster!" Barker fired his crossbow in the monster's face, wearing a grimace that might have been of pain or rage.
Attack 1: 1d20 + 9 ⇒ (12) + 9 = 21 (incl. -4 for grappled condition & +1 point blank shot)
Attack 2: 1d20 + 4 ⇒ (10) + 4 = 14 (incl. -4 for grappled condition & +1 point blank shot)
Dmg 1: 1d10 + 2 ⇒ (7) + 2 = 9
Dmg 2: 1d10 + 2 ⇒ (9) + 2 = 11
EDIT:
Whoops, 2 hands. Okay, attempt to break the grapple, I guess. 1d20 + 7 ⇒ (2) + 7 = 9

DM Jonasty |

As the creature explodes from the water with a roar Grutsnick answers in kind with a yell of his own, his axe biting deep into the chitinous hide. Finnian moved to engage but the water impeded him enough that it through his swing off.
Magical energies seemed to crawl in the air as spells began manifesting all around. A flash of light burst in front of the chuul's face with little effect. Alexander moved closely behind the creature and tried to reach a hand towards its armored hide but the thrashing movement of combat proved too dangerous. Lorelei sent streams of acid flying through the air and the sizzling burn and smell seemed to enrage the creature.
It struck out at Barker, hoisting him struggling into the air. Crushing him in its claw it then grabbed him close, pulling him into its mandibles where it began chewing vigoursly. Barker struggled to escape but he couldn't break the creature's strong grip.
Round 2:
Finnian: Init 23, HP 66/66, AC 24 (22 regularly)
Jorbuk(chuul): Init 16, HP 34/85 AC ?
Grutsnick: Init 13, HP 96/96(84 normally), AC 15 (20 regularly)
Barker: Init 13, HP 38/60 AC 18 (Grappled)
Reginald: Init 9, HP 62/62, AC 20
Lorelei: Init 7, HP 36/36, AC 12
Alexander: Init 1, HP 60/60, AC 17
I'm using Alexander's intended action and roll from the Surprise round as his Round 1 action. Reginald will be trying to line up a shot and waiting for his opportunity and essentially miss his Round 1 turn. If he's absent for Round 2 then I'll DMPC him for that but not gonna deal with it for now.
Please post your Round 2 actions.

Finnian Surotova |

Seeing Barker's plight, Finnian decides to forgoe defense and power for more accuracy.
attack 1 1d20 + 14 ⇒ (17) + 14 = 31
attack 2 1d20 + 9 ⇒ (4) + 9 = 13
damage 1 1d8 + 4 ⇒ (7) + 4 = 11
HP 66

DM Jonasty |

The chuul continues tearing into the morsel in its grasp, savoring the blood that comes shooting out of Barker’s side.
Chuul Round 2:
Barker Fort save in Tentacles DC 19: 1d20 + 5 ⇒ (15) + 5 = 20
Chuul grapple check (Standard action) to maintain grapple: 1d20 + 24 ⇒ (15) + 24 = 39
Mandible damage: 1d8 + 7 ⇒ (2) + 7 = 9

DM Jonasty |

Looks like you forgot to alter Barker's hps: Init 13, HP 60/60 AC 18 (Grappled)
Attack 1d20+8
Damage1d6+1
Edited accordingly, thanks. Also to note your attack rolls will suffer a -2 because you're grappled. Doesn't matter in this case cause you still missed but fyi going forward. Also damn you and continuing making the Fort save. ;-)

Finnian Surotova |

Its a good thing Barker keeps making his Fort save, otherwise it would free up the Chuul to attack others and those pincers hit hard! :), Thank you , Barker!

Grutsnick |

Round 2 Init 13
HP = 84 + 12
AC = 17 (15 Reckless Abandon)
DR 3/-, 6/lethal
+10 Fort, +5 Ref, +5 Will
Weapon Equipped = None
Speed = 40'
Rage/Day = 15/16
Renewed Vigor = 1
Status Effects = Raging
"Hold on Barker!"
Greataxe Power Attack Raging Reckless Abandon +14/+9
1d20 + 14 ⇒ (10) + 14 = 241d12 + 17 ⇒ (11) + 17 = 281d20 + 9 ⇒ (19) + 9 = 281d12 + 17 ⇒ (9) + 17 = 26
Plus 2 if Alexander is threatening. Must.Buy.Improved.Crit.

DM Jonasty |

Finnian ducks in with a quick thrust before the chuul bites down again on Barker.
With a bellow Grutsnick leaps at the beast, axe swinging to and fro, thick ichor flying through the air. Moments later the chuul slides silently into the deep well of its home, fading from view and leaving a gore drenched Grutsnick panting slightly with a huge grin on his face.
End of Combat:
Finnian: Init 23, HP 66/66, AC 22
Jorbuk(chuul): Dead
Grutsnick: Init 13, HP 84/84, AC 20 (Fatigued)
Barker: Init 13, HP 29/60 AC 18
Reginald: Init 9, HP 62/62, AC 20
Lorelei: Init 7, HP 36/36, AC 12
Alexander: Init 1, HP 60/60, AC 17
Well that was quick. :-P

Barker Valdane |

Its a good thing Barker keeps making his Fort save, otherwise it would free up the Chuul to attack others and those pincers hit hard! :), Thank you , Barker!
I aim to please! ;)
Barker gasped for breath, coughing up a little blood. Sheathing his machete again, he nodded his thanks to the others for their efforts. "Thanks, all of you. I don't much fancy being lobster chow. At least the boggards aren't too likely to bother us if we rest up here for a bit. Probably they only come here to sacrifice people to Jorbuk. But we should look around, make sure that there are no other little problems lurking around," he added reluctantly.
He gathered up Alexina from where it dangled on his chest strap, patting it as though soothing a child. "I hate gods-damned swamps," he said with feeling.

Lorelei |

"Well, I guess we can always just walk around and hope we step on some gear. Just hopefully not the pointy end of a sword."
Lorelei will cast Detect Magic as she walks around the room, searching. Hoping that anything truly interesting will shine beneath the water.
Perception 1d20 + 11 ⇒ (11) + 11 = 22

DM Jonasty |

Lorelei almost loses her footing as she reaches the edge of the central pit. Scanning below she is able to feel the faint presence of magic just at the limits of her spell. Focusing in on the source she is able to determine that it is surrounded by a moderate aura. Due to the distortion from the water and lack of light she is unable to determine what type of aura it is.
Based on the range of the Detect Magic spell and where the aura was you are able to determine that the botttom of the pit is 60 feet deep.
Swimming notes:
- It is a single DC 10 Swim check to swim up to half your speed as a full round action (or a quarter your speed as a move action). So assuming you have a speed of 30 feet, if you make 4 successful Swim checks you will reach the bottom which will take 4 rounds.
- If you fail by 4 or less you simply make no progress for that round. If you fail by 5 or more, you not only make no progress but you lose a round of holding your breath as well as you struggle to orient yourself in the water. You cannot Take 10/20 on these checks.
- A character can hold their breath for a number of rounds equal to twice their Con score. If you fail your check by enough this duration can decrease, see above.
- Between the water's depth and the ambient light levels, the bottom of the pit is pitch black. Plan accordingly.
Whoever is going down into the pit please let me know any preparations you may want to do and then give me a bunch of Swim checks, at least 10, so I can reference them when determining how long you're down for and in case I need them if something happens while you're under.

Grutsnick |

Grutsnick wrote:Can we take 10 on that check? Let me brush up on the underwater combat rules quick before I volunteer. :)Nope, line 2 of the swimming notes.
Bah, reading comprehension fail!
Grutsnick will shuck his pack and greataxe, drawing his kukri before preparing to dive into the water.
"I'll take a look."
1d20 + 10 ⇒ (3) + 10 = 131d20 + 10 ⇒ (16) + 10 = 261d20 + 10 ⇒ (4) + 10 = 141d20 + 10 ⇒ (13) + 10 = 231d20 + 10 ⇒ (11) + 10 = 211d20 + 10 ⇒ (10) + 10 = 201d20 + 10 ⇒ (17) + 10 = 271d20 + 10 ⇒ (15) + 10 = 251d20 + 10 ⇒ (13) + 10 = 231d20 + 10 ⇒ (7) + 10 = 17
Waiting until I'm not fatigued, I will dive to the bottom and search for anything I can find. With Darkvision I should be able to see, but if I find that I cannot I will immediately swim to the surface and prepare for an attack.

DM Jonasty |

With Darkvision I should be able to see, but if I find that I cannot I will immediately swim to the surface and prepare for an attack.
I figured you'd be the one or one of the folks going down especially since you do have Darkvision. When swimming down you can see fine as it gets deeper, it's regularly dark, not Darkness dark.

DM Jonasty |

Grutsnick dives to the bottom of the hole, the lightless depths posing no problem for him. Swimming to the area Lorelei initially pointed out to him Grutsnick finds the first of what appear to be many corpses. Inspecting the body, he finds some mundane equipment that has long since deteriorated but he does find a ring on one decayed finger.
Swimming back to the surface he takes a huge breath and then prepares to dive back down. Apparently Jorbuk fed well before we arrived.
Given Grutsnick's Swim mod and Con, unless I actively choose to screw with you guys he will eventually be able to loot the lair of all the "good stuff". I will assume Lorelei has Detect Magic running the whole time while he's bringing stuff up. I'll still need Spellcraft checks to Identify things, please post which item you're checking with each roll so I can keep track of which ones you get.
Loot:
2 rings (both magical, one faint abjuration, one moderate evocation)
1 Chain shirt (magical, faint conjuration)
1 copper torc (magical, faint abjuration)
1 ruby with black striations (magical, moderate conjuration)
1 wand (magical, moderate illusion)
3 diamonds (worth approx 1,000gp each)
190pp
450gp
280sp

Lorelei |

Lorelei examines each piece of loot as Grutsnick retrieves it and then dives down for more.
Loot + Spellcraft Checks -
2 rings (both magical, one faint abjuration1d20 + 13 ⇒ (6) + 13 = 19, one moderate evocation)1d20 + 13 ⇒ (3) + 13 = 16
1 Chain shirt (magical, faint conjuration)1d20 + 13 ⇒ (14) + 13 = 27
1 copper torc (magical, faint abjuration)1d20 + 13 ⇒ (8) + 13 = 21
1 ruby with black striations (magical, moderate conjuration)1d20 + 13 ⇒ (18) + 13 = 31
1 wand (magical, moderate illusion) 1d20 + 13 ⇒ (19) + 13 = 32

DM Jonasty |

Loot
2 rings (both magical, one faint abjuration, one moderate evocation)(both failed, can try again the next day)
Mistmail
Torc of Lionheart Fury
Elemental Gem (Magma)
Wand of Greater Invisibility (CL 7)(5 charges)

Lorelei |

Lorelei praises Gruntsnick's stamina and swimming and shares what info she get about each item. She apologizes for not being able to figure out the rings yet, but says she will try again tomorrow.

Finnian Surotova |

Finnian gives the items a cursory look and shrugs.
"I have no problem with anyone taking what they can use from these. I do not see anything I particularly need."

Barker Valdane |

"I think it suits you. A crown for the king of monster killers," Barker said with a grin at Grutsnick. "If no one else wants it, I guess I could use that mistmail. Leather may be better in the heat, but I don't care to be tackled by tentacles again. As for traps, I'm sure we can rig something - if we could add the illusion of Jorbuk still being alive, it might keep this place clear for us on the way back. Lorelei, do you know anything that might help us there?"
Can we rig some traps with Survival checks? My knowledge of traps is sadly sub-par.

DM Jonasty |

I'm fine with a Survival check to rig up a natural trap. It won't be as good as a rogue using craft trapmaking but it'll do.
So it sounds like Grutsnick is wearing the Torc, Barker's got the Mistmail and Lorelei is carrying everything else. Sound right?
Barker let's assume you get healed back up to full with some channeling. That being said, Alexander seems to have dropped off the grid a bit here. I'm going to post the next update shortly but also I'm going to see if he checks in at all with the OOC thread because otherwise I will open the recruitment back up and see about getting a replacement divine healer in here.

Alexander Do'Rafien |

My sincere apologies guys. I was on the boards but for some reason the thread for the game lost the dot. I am still here and ready to go if you will still have me. Again sorry about the mistake and I really do like the game.
Alexander will allow another blast of positive energy to heal any injured. 3d6 ⇒ (3, 2, 6) = 11
I agree the torc suits you Grutsnick. Do you think we need to be able to traverse over the water yet or should I hold off on that spell for a while?
May I look at those rings Lorelei? Spellcraft1d20 + 7 ⇒ (5) + 7 = 121d20 + 7 ⇒ (6) + 7 = 13
Well that's no help lol.

DM Jonasty |

My sincere apologies guys. I was on the boards but for some reason the thread for the game lost the dot. I am still here and ready to go if you will still have me. Again sorry about the mistake and I really do like the game.
Absolutely you're still welcome. And the dot thing happens to me about once every 3 or 4 days for some reason. Now I just end up looking by name cause of it.
Update coming soon.

Finnian Surotova |

I just go to 'my account' and click on my main name. On your profile page there is a campaigns tab. Click it and it shows each campaign you're in (or GMing) along with all of its associated threads and how many new posts there are. It shows for all of your aliases too.

Barker Valdane |

Wasn't sure how many rolls to make, so here are a few:
Survival for trapmaking: 1d20 + 11 ⇒ (8) + 11 = 19
Survival for trapmaking 2: 1d20 + 11 ⇒ (17) + 11 = 28
Survival for trapmaking 3: 1d20 + 11 ⇒ (7) + 11 = 18
Survival for trapmaking 4: 1d20 + 11 ⇒ (3) + 11 = 14
Survival for trapmaking 5: 1d20 + 11 ⇒ (12) + 11 = 23
Haha, this place is festooned with traps like spiderwebs.
Thanking Alexander for his aid, Barker suggested that they try a stealthier approach through the swamp to avoid being held up by patrols.
Stealth: 1d20 + 12 ⇒ (12) + 12 = 24

DM Jonasty |

With traps concealed, you head back into your sweep of the area. Despite some of the commotion you've caused recently, there doesn't seem to be any real concerted effort to find you. You don't come across any patrols and other than some native wildlife you don't see much.
Having explored the outlying area you turn in and head directly towards the central ruins. It's midday as you come upon the first true significant ruins, structures rising 2 and 3 stories high out of the water. It is at the first of these major structures that you come across more of the boggard population.
In front of you stands a large structure, only rising 15 feet above the water line but easily 200 feet across on it's facing wall. Set into this wall is a large stone portculis at least 15 feet wide. Its hard to see anything past it, the interior seems to be shadowed from the intact roof above.
Lounging in front of the gateway are 3 boggards, garbed similarly to the ones you've already seen. They don't seem to be actively watching for anything and the impression you get is of bored individuals clocking time on a routine task.
I'm assuming you guys are going to pounce. ;-) That being said, let me know what you guys want to do to setup for this (strategies, cast spells, drink potions, etc). This will be outside of Initiative as you guys are well hidden thank's to Barker Stealth check help. Once you're all set, everyone will get a Surprise round action and then we'll go on to Init.
I'll have a map ready soon but assume you're 60 feet away, hidden within a copse of trees right now, waste high water everywhere still. Between you and them is some scattered cover and they're in front of a gate set into a large wall that stretches to either side of them for a distance. You guys can do whatever you want where you're at with no problem or Stealth required(obviously if you're screaming and shouting this negates it but I'm giving you the benefit of the doubt, lol), but if you want to get closer to them, either during the prep stuff or your actual surprise round action, then you'll need to make your own individual Stealth checks at that point.

Alexander Do'Rafien |

Alexander will gather everyone up and say I think perhaps now would be an excellent time to use that spell of mine. Please gather close. With that Alexander takes out a rune carved rod and begins a prayer in celestial and everyone begins rising out of the water until they are hovering an inch above the water and feel as if they are on solid ground.
That should give us an advantage or at least negate their advantage.
Water Walk 6 people, which should cover all of us unless my math is off, extended from rod so will last 2 hours.

Barker Valdane |

Grutsnick crouches next to Barker, whispering to relay his idea on "strategy".
"What do you think Barker? Charge and kill them, or shoot them from range?"
"I'm a ranged kinda guy," Barker said with a grin, patting Alexina. "But are you as effective at range as you are close up? We don't want to give the croakers a chance to blast us again."
As they rose up out of the water, Barker crouched to remain hidden. "Good job, Alex. Let's take them out nice and quick, so they don't raise a ruckus. Lorelei, Alexander, do you have a way to keep 'em quiet?"
Stealth to move closer, if we decide to do that: 1d20 + 12 ⇒ (7) + 12 = 19

Lorelei |

Lorelei shakes her head. "Sorry, but I don't have anything prepared for this distance. Color Spray is the only spell I have memorized that has a chance to stun things, but I'd need to be about 15 ft from them. I'm willing to try sneaking closer to try it though."[/b]
Stealth if needed 1d20 + 2 ⇒ (18) + 2 = 20
Also if needed the dc on the will save is 16