The Maiden of Copper
|
"Thank you, Bonaventure. I didn't expect to have to armor myself against a rational person, yet here we are."
AC will be adjusted in my summary bar.
Charis continues her flurry against the summoner.
Flurry 1: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
Non Lethal Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Flurry 2: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Non Lethal Damage: 1d6 + 2 ⇒ (3) + 2 = 5
"He has many questions to answer."
| DM Panic |
Claw: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15 for 1d6 + 3 ⇒ (6) + 3 = 9
Claw: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15 for 1d6 + 3 ⇒ (3) + 3 = 6
Bite: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15 for 1d8 + 3 ⇒ (2) + 3 = 5
Bite: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16 for 1d8 + 3 ⇒ (8) + 3 = 11
Zora, despite Bon's blessing, continues to struggle to find anywhere soft and squishy in order to stab the crab. Meanwhile, Charis and Giovanni find something soft and squishy in the creature's master as they wallop the blue-skinned map, yet he manages to still stay standing.
Recognizing the danger present with the intruder's revised tactics of "kill the healer", the undine falls back (withdraws) as his crab continues to snap and bite at the Maiden's improved defenses, failing to injure her at all. The undine, apparently aided by his magically enhanced speed (haste), trudges through the flooded hall with great speed.
Round 2 Con't
19 Zora : Stabs at crab twice, fails to injure it twice
13 Bon : Wand of mage armor on Charis
9 Giovanni : Crits undine for 20
Round 3
23 Maiden (26 dmg): Flurries at undine for 8
21 Crab (1 dmg): Fails to hurt Maiden
20 Undine (28 dmg): Withdraws into flooded hall
19 Zora :
13 Bon :
9 Giovanni :
Round 4
23 Maiden (26 dmg):
The flooded hall counts as difficult terrain until the second set of stairs, where the water becomes 5ft deep and likely requires swimming to continue. I'll mark this on the map.
Now Up: Everyone!
Bonaventure!
|
20 Undine (28 dmg): Withdraws into flooded hall
It looks like you dropped the 6 nonlethal damage from Charis's first attack.
So it looks like the undine should have 20 lethal and 14 nonlethal damage.
The Maiden of Copper
|
She doesn't want that man to get away. Besides, leaving your loyal companion to die?
Charis carefully tumbles away from the crab, into the watery steps and draws her longbow.
Acrobatics vs Crab's CMB to avoid AoO: 1d20 + 10 ⇒ (8) + 10 = 18
Longbow: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Crit Confirm: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d8 + 3 + 1d8 + 3 ⇒ (5) + 3 + (8) + 3 = 19
"Cowardly."
| DM Panic |
@Bon: Good catch!
The Maiden's arrow soars over the dark water and strikes true, hitting the wounded summoner in the back as he collapses into the water from sight.
It must be enough, as you watch the surprised crab leap forward at Giovanni, only to suddenly wink out of existence from the Prime Material Plane.
Out of combat!
The long hall beckons for further investigation, yet the Maiden's wounds would seem to require tending.
Apparently it existed to worry you all about being flanked by another group beyond?
Zora Magda
|
Zora doesn't really have any better options, so she steps up to continue to attack the crab, not expecting to do much damage.
Short Sword: 1d20 + 8 ⇒ (6) + 8 = 14
Dagger: 1d20 + 8 ⇒ (5) + 8 = 13
Yah, those won't hurt it.
Bonaventure!
|
Bonaventure casts detect magic in the closet and on the undine once Giovanni brings him back, sorting out any magic items.
I'll use Spellcraft to attempt to identify any non-potions we find (handing those off to a perceptive member of our party for identification), hopefully with a guidance, and use read magic to decipher any scrolls.
[dice=Spellcraft with guidance]1d20 + 5 + 1[/dice]
[dice=Spellcraft with guidance]1d20 + 5 + 1[/dice]
[dice=Spellcraft with guidance]1d20 + 5 + 1[/dice]
The Maiden of Copper
|
"Oh. The crab leaves when the master is defeated..." Charis pants. "That mephit...will warn the summoner's friends. We must hurry." She notes the claw marks across her leg. "I will need some assistance before we continue."
| DM Panic |
Initiative
Bon: 1d20 + 0 ⇒ (7) + 0 = 7
Giovanni: 1d20 + 3 ⇒ (15) + 3 = 18
Maiden: 1d20 + 5 ⇒ (10) + 5 = 15
Zora: 1d20 + 6 ⇒ (12) + 6 = 18
Crabs: 1d20 + 2 ⇒ (7) + 2 = 9
I imagine Giovanni will apply the Maiden's wand charges against her injuries before he heads off to fetch the Undine, so feel free to roll those next post.
With the Maiden's bleeding staunched, Giovanni wades out into the water to fetch the blue skinned man as he sinks below the surface. Passing the first room on his right, he takes a glance within to ensure nothing hostile is about to leap out and attack him...
The silty water in this flooded room reeks of shellfish. Bones and other refuse are piled up in the southwest corner. Hundreds of toad-sized crabs clamber about the heap, skittering over top of each other.
They seem to recognize the presence of something foreign and chitter with excitement as they begin wading and disappearing into the water, apparently headed for Giovanni.
This is a crab swarm. When they are in the water, they are effectively protected from an alchemist's fire but are susceptible to any other attacks.
Once you successfully fetch the undine, we'll tackle the Spellcraft checks for any magic loot he may have.
Round 1
19 Zora :
18 Giovanni :
15 Maiden :
9 Crabs :
8 Bon :
Now Up: Zora, Giovanni, Maiden
The Maiden of Copper
|
I don't have a wand of Cure Light Wounds, actually, just one of mage armor. I thought I did have one. Does anyone have one they could spare?
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
That puts me at 39/40 HP.
"That feels much better." She drinks an elixir of swimming after her injuries are attended to.
Witnessing the swarm of crabs, Charis shakes her head. "Naturally this is the day I don't bring acid flasks with me...let's get that body, quickly." She double moves over to Giovanni.
Giovanni di Pietro di Bernadone
|
"I have something that I can use against them, but I need to get them out of the water... Let's use the body as bait."
That's the gist of Giovanni's plan, at least...
EDIT: I just realised, apart from my options, between us, we have a single, solitary acid flask... we need to rectify that, if there are going to be more swarms :-/
The Maiden of Copper
|
I thought I had a wand of CLW, thought I had some flasks...I did not check my inventory closely enough after the last level.
Bonaventure!
|
Unfortunately I have no tools to deal with swarms. I can donate a charge or two off my CLW wand to Charis. I would like to point out that technically the undine would have been knocked out before he had a chance to flee, so we would be able to inventory his possessions before having to deal with the crab swarm.
| DM Panic |
Ack! Charis! You should always have your own wand!
As for the swarm, we can say this one is handled by player creativity in "feeding" the swarm, which has no reason to swim past a free meal to pursue you all.
Giovanni's agile footwork help him quickly grab the fallen undine, and with Charis's aid they hurl the body into the room full of crabs while simultaneously liberating the fish-man of his pack.
Giovanni and Charis both observe as hundreds of tiny crabs swarm over the wicked wound carved open earlier by Giovanni, drinking in of his strange colored blood.
With the undine's pack secure, you dig up several items:
* potion (Bon identifies as cure moderate wounds)
* scroll #1 - invisibility
* scroll #2 - aqueous orb
* chain shirt
* dagger
* light crossbow with 10 mwk bolts
* ring (magical)
* antitoxin
* backpack
* flasks (10)
* glass bottles (5)
* hourglass (1 hour)
* ink & inkpen
* his journal
* several pearls (worth ~100-150gp)
* 71gp in coins
* two masterwork snorkels (functional, but slimy)
Bon isn't quite able to determine what the ring does, but it does radiate an abjuration aura, so you all quickly believe it would typically be protective in nature.
I moved everyone's icons back to the entrance for looting.
@Charis: I consider not having a CLW wand to be a common mistake, if you want to spend the 2pp and add one for those charges, we can say you picked it up earlier.
The sickening sounds of nearly a thousand tiny crabs slurping up the undine's body echoes down the water-filled hall.
| DM Panic |
E: 1d20 + 6 ⇒ (19) + 6 = 25
G: 1d20 + 15 ⇒ (4) + 15 = 19
As you grabbed the body, Giovanni briefly glimpsed into another open room to the south.
The brackish water in this room is mostly clear and smells clean. A gentle current flows south, where a waterfall can be heard.
It appeared either of the furthest two halls to the south would lead to an even further, larger chamber.
Zora Magda
|
Zora would be happy to donate her wand to heal Maiden's wounds... except she also never has picked one up!
The Maiden of Copper
|
Ack! Charis! You should always have your own wand!
@Charis: I consider not having a CLW wand to be a common mistake, if you want to spend the 2pp and add one for those charges, we can say you picked it up earlier.
I will take you up on that offer. Thanks to everyone who donated.
"Oh wait. Here's my wand. Giovanni, could you be so kind to apply this?"The sickening sounds of nearly a thousand tiny crabs slurping up the undine's body echoes down the water-filled hall.
The Maiden frowns. "I had hoped to merely subdue him. But..." she shakes her head. "He never should have run..."
She drinks an elixir of swimming. "Let's prepare to move on."
Bonaventure!
|
* potion (Bon identifies as cure moderate wounds)
BTW, I specifically didn't want to use Spellcraft to try to identify a potion, since it is easily done with Perception and my Spellcraft bonus isn't high enough to attempt if there is a better alternative.
"I can use these scrolls, if nobody else can? Charis, you maybe take the magic ring, ja?"
Before venturing further in Bonaventure consumes his elixir of swimming and potion of water breathing.
Zora Magda
|
Zora takes a look at the ring, seeing if she can determine anything about it.
Spellcraft: 1d20 + 5 ⇒ (16) + 5 = 21
"Let's take a breath here and see what this man would write in his journal." Zora skims the pages.
Bonaventure!
|
Zora, you can't use Spellcraft to identify a magical item unless you cast a spell like detect magic.
Bonaventure steeples his fingers at Karia's suggestion that they read the journal. "Ja, let us see what he was about."
The Maiden of Copper
|
"I can use these scrolls, if nobody else can? Charis, you maybe take the magic ring, ja?"
"Yes, let me try this." She puts the ring on. "What did the man's journal have? Perhaps a clue on one of the people we've come to rescue."
| DM Panic |
(The ring is just +1, so you can apply the benefits to your PC)
Flipping open the journal, everyone quickly realizes that Bon's the only one that can decipher the man's aquatic scribblings.
The full scope of what is written here will take Bon hours, if not days, to comprehend, but a quick skimming of the high level points seems to indicate that the undine is working with his "brothers and sisters" here to study several portals. Based on his research, it seems that they directly serve as a conduit from the Elemental Plane of Water.
Bon is able to ascertain the dead undine's name is Jorqual (hey, he wrote it on the inside of the cover!), and his specific task this year was taking readings from the Spire itself and then plugging those calculations into some working equations.
Bon is able to suss out that there will may be other undine summoners within the complex - Senethar and Dayana, both of whom are described as Jorqual's "sisters". Whether this is a racial kin term, or they are blood is unclear.
The Maiden of Copper
|
"Let us hope his sisters are more reasonable." She shakes her head and hears the crab swarm feeding with delight. "Although, when they realize what happened to their brother..." She exhales.
"Let us continue before these potions wear off." Charis wades through the water, towards Giovanni.
Zora Magda
|
"Let's proceed carefully. We have given these women reason to hate us, they are probably forewarned by the imp, and this environment favors them as well."
| DM Panic |
Perception
Bon: 1d20 + 0 ⇒ (7) + 0 = 7
Giovanni: 1d20 + 15 ⇒ (11) + 15 = 26
Maiden: 1d20 + 9 ⇒ (11) + 9 = 20
Zora: 1d20 + 10 ⇒ (14) + 10 = 24
Forming up, you head back down the flooded hall (this part is only 2ft deep, so it's double moving as if difficult terrain vs swimming until you hit the next set of stairs down).
The brackish water in this room is mostly clear and smells clean. A gentle current flows south, where a waterfall runs down into another larger room.
Most of you (well, excepting Bon) find the water on the east side of this room is a bit funny... almost lumpy at the surface. It almost seems to shudder somewhat, as if breathing.
The water in this room is also 2ft deep, so again difficult terrain.
Also, note the way the map works, there's an intersection where one hall is above the other hall. The east-west hall is 10ft above the north-south hall (which makes sense since you're about to go down flights of stairs and underwater if you continue east down the hall).
Choices - go into this room, or continue down the hall where you submerge/swim?
Bonaventure!
|
Bonaventure scans both ways with detect magic.
The Maiden of Copper
|
"Let us stay above the surface for as long as possible." Charis turns towards the room and waits for Bonaventure to give the OK.
Perception: 1d20 + 9 ⇒ (13) + 9 = 22
Zora Magda
|
Once Giovanni gives the all clear, Zora will move into the room and check around for any instabilities or traps.
Perception: 1d20 + 11 ⇒ (5) + 11 = 16
| DM Panic |
Initiative
Bon: 1d20 + 0 ⇒ (6) + 0 = 6
Giovanni: 1d20 + 3 ⇒ (5) + 3 = 8
Maiden: 1d20 + 5 ⇒ (5) + 5 = 10
Zora: 1d20 + 6 ⇒ (19) + 6 = 25
Elemental: 1d20 + 1 ⇒ (18) + 1 = 19
As you all enter the room warily, the water begins to rupture before it explodes upward in a vaguely humanoid shape and lurches forward!
DC8 Know Planes will ID this as a medium water elemental.
Round 1
25 Zora :
19 Elemental :
10 Maiden :
8 Giovanni :
6 Bon :
Now Up: Zora!
Zora Magda
|
Zora takes advantage of her quick reflexes and steps forward to try and slice apart this watery tart.
Short sword +1 Attack: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d4 + 1 + 2d6 ⇒ (1) + 1 + (4, 2) = 8
Cold iron dagger Attack: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d3 + 2d6 ⇒ (1) + (1, 3) = 5
| DM Panic |
Slam vs Zora: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14 for 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13
@Zora: Alas, the elemental is not subject to sneak attack.
Zora steps up and inflicts what should would normally expect to be a telling strike upon a mortal man, but instead finds her daggers wet. Luckily, she's fleet enough to somersault away as the watery "man" slams back in her direction.
Round 1
25 Zora : Stabs for 3 (no sneak!)
19 Elemental (3 dmg): Slams at Zora but misses
10 Maiden :
8 Giovanni :
6 Bon :
[b]Round 2
25 Zora :
Now Up: Everyone!
Bonaventure!
|
Bonaventure retrieves his wand of bless and activates it.
The Maiden of Copper
|
Wordlessly, Charis steps up and pummels the creature.
Flurry 1, Bless: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Flurry 2, Bless: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Thanks, Flurry of Whiffs
"Maybe I should have stuck to using my bow..." She barely manages to pull her hands away.
Zora Magda
|
"Ack! There are no critical spots to injure this thing... I will distract it."
Zora fights defensively, hoping it is enough to keep from getting drown.
Attack, fight defensively: 1d20 + 10 + 1 - 4 ⇒ (8) + 10 + 1 - 4 = 15
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
AC is 23 for next round.
| DM Panic |
Slam vs Gio: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10 for 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12
The four Pathfinders struggle to land blows, even with the blessing imparted by Bon.
The watery elemental, clever enough to realize its being flanked, backs out of it (5ft step) and tries to slam into the elf with the wicked blade.
Round 1 Con't
10 Maiden : Flurry of whiffage
8 Giovanni : Wades around, swings, misses
6 Bon : Draws wand, blesses
Round 2
25 Zora : Stabs and misses
19 Elemental (3 dmg): 5ft out of flank, slams at Gio and misses
10 Maiden :
8 Giovanni :
6 Bon :
Round 3
25 Zora :
Now Up: Everyone!
Bonaventure!
|
BTW, elementals can't be flanked.
Bonaventure conjures a globule of acid and launches it at the watery creature.
[dice=Acid Splash vs. touch AC, firing into melee, with cover]1d20 + 3 + 1 - 4 - 4[/dice] acid damage: 1d3 ⇒ 2
The Maiden of Copper
|
"Let's try that again."
Flurry 1, Bless: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Flurry 2, Bless: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Better, I guess.
Zora Magda
|
Zora continues to poke and prod the watery creature.
+1 Short Sword Attack: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
| DM Panic |
Slam: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21 for 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11
The Pathfinders have a little more luck as one of Maiden's kicks knocks some of the watery mass from her foe. Zora plunges yet another knife into the watery mass as it seems to consider her its most worthy foe thus far and slams into her, drenching any remaining part of her that might've been dry.
Round 2 Con't
10 Maiden : Flurries, connects for 4
8 Giovanni : Swings, misses
6 Bon : Acid splash, misses
Round 3
25 Zora : Stabs for 2
19 Elemental (9 dmg): Slams at Zora for 11
10 Maiden :
8 Giovanni :
6 Bon :
Round 4
25 Zora :
Now Up: Everyone!
Bonaventure!
|
Sorry, a 12 touch AC misses a small/medium water elemental? Please note I already took a penalty to hit for cover, rather than having you add it to the monster's AC. Otherwise I hit a 16 touch AC with you adding cover.
[dice=Acid splash vs. touch AC, firing into melee]1d20 + 3 + 1 - 4[/dice] acid damage: 1d3 ⇒ 3
The Maiden of Copper
|
Flurry 1, Bless: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Flurry 2, Bless: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
One of Charis's fists seems to slap the water away from the monster. "It's like...churning butter."