
Jaed Zandorias |

"Agree. Let me go first to make sure there are no traps."
Jaed passes by Etam, stops at the fork to take a quick glance at the western hallway and then carefully continues South.
Perception: 1d20 + 5 ⇒ (17) + 5 = 22+1 to find traps

DM Puppet Master |

The hallway to the South appears uneventful until it opens up into the next room. This large chamber, like the one you just came from is partially flooded, with the south end just barely rising out of the stagnant water. However, it doesn't appear to be quite as deep as before, only rising about a foot off the floor. A large wheel is set into the floor of the dry area, attached to chains that rise up into the ceiling. A thick layer of slick, black mold covers the carvings on the walls of this chamber. This room is only difficult terrain for small creatures, AKA Millsy.

Jaed Zandorias |

"Should we mess with that wheel now or should we keep exploring until we find the gate it supposedly opens? It may be a good idea to have more information before touching anything as many things in this crypt appear to be trapped or cursed."

Etam Rethgifner |

"Hmmm…I believe you are correct, master Zandorias. I do not expect the wheel to be cursed, but from what I have understood it will open a gate. It would be good to try and understand exactly what might be behind it before we go around possibly unleashing yet another undead horror in this crypt."

Artair the Dwarf |

Seems it might be a good idea to inspect the gate prior to turning the wheel, but we might want to examine the wheel to see if we may need to find a key or something to activate it.

Finnrick |

Finnrick walks into the room and takes a look at the wheel.
Perception: 1d20 + 14 ⇒ (1) + 14 = 15
"I think that's probably a good idea Artair," he says.
"It looks like a wheel to me," He says with a shrug.
"Hopefully the gate room will be dry, Millsy isn't a huge fan of all this water."
Before they leave Finnrick picks up Millsy and holds her with one hand against his chest. She instantly tries to burrow into Finnricks shirt but it is obvious that she is happy to have her paws on something dry.

Jaed Zandorias |

Jaed walks with Finnrick to take a look at the wheel.
Perception: 1d20 + 5 ⇒ (2) + 5 = 7+1 to find traps
What a pair of awesome perception rolls :)
"Yep, just a wheel. Let's go to find that gate."
Jaed walks back into the West hallway, carefully checking for any traps.
Perception: 1d20 + 5 ⇒ (4) + 5 = 9+1 to find traps
I am assuming nothing happens when we check the wheel. Otherwise, ignore the last part.

DM Puppet Master |

As both Finnrick and Jaed head towards the wheel, they fail to notice that the floor between and their target drops off into a pit hidden beneath the water covering the floor.
Finnrick Swim DC10: 1d20 + 1 - 3 ⇒ (19) + 1 - 3 = 17
Jaed Swim DC10: 1d20 + 5 - 2 ⇒ (1) + 5 - 2 = 4
Finnrick manages to stay afloat, however Jaed immediately begins to sink under the dark water. Jaed is now 10 feet under water.
At the same time, six skeletons surge up from the back of the room and begin heading towards the group.
Init
Skeletons: 1d20 + 6 ⇒ (19) + 6 = 25
Etam: 1d20 + 2 ⇒ (4) + 2 = 6
Finnrick: 1d20 + 6 ⇒ (5) + 6 = 11
Jaed: 1d20 + 5 ⇒ (5) + 5 = 10
Artair: 1d20 + 2 ⇒ (1) + 2 = 3
Luck does not seem to be on the adventurer's side as the skeletons shamble towards the doorway. Some were too far away to get in an attack, but a few were close enough to claw at Etam and Finnrick.
Skeleton 1 Etam AC 19: 1d20 + 2 ⇒ (1) + 2 = 3 FF AC +4 cover from wall
Skeleton 2 Etam AC 15: 1d20 + 2 ⇒ (16) + 2 = 18 FF AC
Skeleton 3 Finnrick AC 14: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11 FF AC, skeleton has high ground
Damage Etam: 1d4 + 2 ⇒ (4) + 2 = 6
Party is up. It's a DC 10 swim check to move if you're in the water pit (1/4 speed as a move action, 1/2 speed as a full action). Jaed is currently underwater holding his 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.

Etam Rethgifner |

Etam kicks the skeleton in front of him, dropping his spear to the ground and drawing his shield and hammer, and slams the skeleton in front of him:
Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Bludgeoning damage: 1d8 + 4 ⇒ (1) + 4 = 5
How should we do this? This first attack was more of a reaction to the damage, but next round I was thinking about attacking the southeastern skeleton, giving an opening to @Artair to attack a few extra skeletons. Alternatively, someone could get the oil from Etam's backpack, throw it at the skeletons and then @Finnrick could set them on fire. Which hopefully would kill them, not transform them into raging fire skeletons.

Finnrick |

"Jaed!"Finnrick yells, causing water to rush into his mouth. Without hesitation Finnrick spits the water out and dives down to rescue Jaed.
Swim: 1d20 + 1 - 3 ⇒ (1) + 1 - 3 = -1
Strength: 1d20 + 1 ⇒ (3) + 1 = 4
so my thinking is that Jaed and I could swim to safety together since we are all but useless in the water.
That's not good

Millsy the Cat |

Millsy lets out a roar as she hears the splash and senses that her master needs her help. "Seems, that yet again he needs rescuing."
"Roar!" Millsy bellows causing the air in the crypt to shudder as it reverberates off the stone walls of the corridor.
"I'm stuck in this tight hallway and now there is an army of the tasteless, bony creatures blocking my path."

Jaed Zandorias |

Everything happens so fast that Jaed takes some time to process what's going on. He suddenly finds himself underwater so his first instinct is to start swimming up.
Swim: 1d20 + 5 ⇒ (4) + 5 = 9
Not sure about that -2 you added before. It does not matter now but I don't know if I have to include it in future rolls.
Still confused, he doesn't seem to make any advance.
@DM: Couple of questions for whenever I get to the surface (if I am able to roll at least a 5 in the next 6 turns and don't die trying):
1. Can I shoot my crossbow from the water?
2. Can the skeletons reach us if we stay in the water?
@Etam & others: I like the idea of the burning oil. Another option is to push the skeletons to the water (after we get out, preferably) and hope that they don't know how to swim.

Artair the Dwarf |

Can I get by to hit anyone?
If so I would like to hit with my hammer
hammer: 1d20 + 5 ⇒ (18) + 5 = 23
dmg: 1d4 + 4 ⇒ (2) + 4 = 6
I dont think they have an issue with the water since they just came through it just fine. And I dont know how easy it would be to douse them in oil and light it, they are spread out and controlling oil might be difficult in a room that is flooded....

DM Puppet Master |

@Jaed: The -2 was because you have 4 Str damage and Swim is a Str based skill, so it would apply to all your swim checks. Yes you can shoot your crossbow from the water. The skeletons can attack you as long as you are within 5 feet of them. If you imagine a 3D cube 15'x15' with a skeleton in the center, you are on the diagonal downwards from some of them if you're at the surface of the water, hence why one skeleton took a swing at Finnrick (And I just realized Finnrick should have had a +8 AC due to cover, but the skeleton didn't hit anyway).
In his wild flailing to get at his companion, Finnrick also dips below the surface of the water. The fact that he winds up roughly where he had been aiming seems to be more due to sheer luck rather than any actual skill on his part. Unfortunately for him, Jaed had likewise sunk down lower in the water. Finnrick is now 10 feet under while Jaed is 20 feet.
Claw 1: 1d20 + 2 - 2 ⇒ (8) + 2 - 2 = 8
Claw 2: 1d20 + 2 - 2 ⇒ (2) + 2 - 2 = 2
The water greatly hampers the creature's movements though. Here's the info about combat underwater. The tl;dr is that you should use a piercing weapon if you choose to attack back.
Meanwhile on the surface, Etam barely manages to recover enough to strike at the skeleton in front of him. Luckily, even though it's a glancing blow, the creature still crumbles to dust. Taking his opportunity, Artair rushes forward to crush another skeleton with his hammer. Unfortunately for him, this now makes him the easiest target of the undead minions. I interpreted Artiar's "Can I get by to hit anyone? If so I would like to hit with my hammer" to mean he would take the place of the skeleton Etam hit since that's the only way he could reach any skeletons this turn.
Artair, AC 19
Claw 1: 1d20 + 2 ⇒ (6) + 2 = 8
Claw 2: 1d20 + 2 ⇒ (17) + 2 = 19, Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Claw 3: 1d20 + 2 ⇒ (19) + 2 = 21 Damage: 1d4 + 2 ⇒ (1) + 2 = 3 I believe that's now enough to knock Artair out.
As Artair falls, he is replaced by a skeleton trying to claw at Etam's face.
Etam, AC 20
Claw 4: 1d20 + 2 ⇒ (1) + 2 = 3
Claw 5: 1d20 + 2 ⇒ (14) + 2 = 16
The new skeleton doesn't fair as well as its companions and is unable to find a gap in the young warrior's defenses. Its claws make an awful screeching noise as it rakes against the metal armor. Party is up again.

Etam Rethgifner |

Wasn't Artair healed for 9 damage after the frog room? In which case, I guess the last attack would have been on him and Etam wouldn't be able to attack anyone without moving.
@Artair:Good point on the oil + water. I guess we better reign in our inner pyromaniacs this time =(

Artair the Dwarf |

Yes I was, I thought that I had updated it, but I was on my phone and it must not have taken...
I have updated stuff to reflect where we are. I am going to assume that I am not subject to more attacks, but if I am, we can revise from there...
Swinging at the western most one, unless there is still one that was damaged...
hammer: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 1d4 + 4 ⇒ (1) + 4 = 5

Finnrick |

"Oh no he's sinking faster and now so am I“
Finnrick kicks towards Jaed in a second attempt to help bring him to the surface
swim: 1d20 + 1 - 3 ⇒ (1) + 1 - 3 = -1
STR: 1d20 + 1 ⇒ (3) + 1 = 4
same idea as before just from a little deeper
Are you serious!?

Jaed Zandorias |

@DM: Thanks! You're right, I assumed swim was Dex based. Now, what I don't understand is why I keep sinking. According to this if you fail by 4 or less you make no progress but you don't sink. Does it work different if you are already underwater?
Swim: 1d20 + 5 - 2 ⇒ (16) + 5 - 2 = 19
Jaed stops sinking when he reaches the bottom of the pit and, using it to get some impulse, he finally starts ascending.
@Artair: Good point. I totally forgot about the water, even if I am already underwater, haha.

Millsy the Cat |

"I need to find an opening, Finn needs me"
Millsy sees an opening behind Artair where she thinks she can attack the bone man from and darts to it. When she gets close enough she takes a snap at it.
Bite: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d4 ⇒ 1
Trip: 1d20 ⇒ 19
Millsy has a base speed of 50 so I think with the difficult terrain she cab still get there. Also I am on my phone and can't move her.

DM Puppet Master |

@Artair/Etam: Yeah, the last two claw attacks would have been against Artair, but they both miss anyway.
@Jaed: The answer is because the pdf specifically says you continue to sink for every failure. I think a good interpretation of the apparent difference in the rules is that you were surprised by falling into the water and since you never succeeded on your swim check, you were unable to halt your descent from the initial fall. Since you've now succeeded at a check, the failing by more than 4 rule will come into affect instead.
Artair crushes another skeleton as Millsy quickly darts into a corner and lashes out at another undead foe. The awkward angle makes things difficult however and the bite goes wide.
Etam still has an action and there's now enough room that he could engage with a skeleton.

Etam Rethgifner |

Etam seizes the chance and runs to Artair's side. He strikes at the western skeleton:
Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Bludgeoning damage: 1d8 + 4 ⇒ (1) + 4 = 5
Whilst doing so, he tries to see any sign of movement where moments before Jaed and Finnrick were standing.

Jaed Zandorias |

@DM: Well, that makes a lot of sense.

DM Puppet Master |

So eager is Etam to continue pushing their advantage that he swings a little too early, missing their undead foe.
As Finnrick continues to float downward, he watches as Jaed goes zoom up past him. A blur of movement catches his eye as he notices a skeleton standing on the bottom of the pit attempt to claw at the retreating form.
Claw vs Jaed: 1d20 + 2 - 2 ⇒ (3) + 2 - 2 = 3
Jaed manages to whiz through unscathed. As the undead creature watches its prey escape, it almost seems to cackle as it turns towards its new dinner. Reaching out, it attempts to slice the druid with its long, sharp claws.
Claw 1: 1d20 + 2 - 2 ⇒ (20) + 2 - 2 = 20
Claw 2: 1d20 + 2 - 2 ⇒ (13) + 2 - 2 = 13
Confirm Crit: 1d20 + 2 - 2 ⇒ (12) + 2 - 2 = 12
Damage: 1d4 + 2 ⇒ (1) + 2 = 3 /2 since it's not a piercing weapon for 1 damage
Finnrick manages to pull away slightly, narrowly avoiding the creature slicing open an artery. Luckily the weight of the water slowing its movements reduces the impact of the blow as his feet settle on the bottom of the pit.
If you wish to attack back, here are underwater combat rules
The skeletons appear unfazed by the downward trend of their luck and their fallen companions. If anything, they appear happier as they can each reach a delicious morsel of living flesh to gnaw upon.
Etam AC20
Claw 1: 1d20 + 2 ⇒ (11) + 2 = 13
Claw 2: 1d20 + 2 ⇒ (9) + 2 = 11
Artair AC 19
Claw 1: 1d20 + 2 ⇒ (15) + 2 = 17
Claw 2: 1d20 + 2 ⇒ (9) + 2 = 11
1 Etam, 2 Artair: 1d2 ⇒ 1
Etam AC20
Claw 1: 1d20 + 2 ⇒ (6) + 2 = 8
Claw 2: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
While most of the blows rain harmlessly down upon their armor, one skeleton does manage to get in a lucky shot as it savagely rips a chunk out of Etam's thigh.
Party is up.

Finnrick |

"Are you kidding me, I'm running out of air and there is a skeleton down here clawing at me."
Forgetting his companions and the battle raging above the surface Finnrick draws his scimitar and slashes at the skeleton beginning his own private duel underwater.
scimitar: 1d20 + 1 - 2 ⇒ (15) + 1 - 2 = 14
damage: 1d6 + 1 ⇒ (4) + 1 = 5/2=2 Slashing
Not sure if I read it correctly but I think I have firm footing

DM Puppet Master |

Aiding swim sounds most like the Aid trick. So Millsy can aid if she has it, otherwise Finnrick would need to make a handle animal check to get her to help.
Artair smashes another skeleton. Millsy does her best to imitate the dwarf, but her bite is more of a bark danger-wise and one claw bounces off the corner of the stone wall. The skeleton seems hardly phased by the small scratch of the other claw attack.
Etam and Jaed still have actions.

Jaed Zandorias |

Jaed continues his increasingly desperate climb to the surface.
Swim: 1d20 + 5 - 2 ⇒ (14) + 5 - 2 = 17
And with a last push he finally gets his head out of the water. After taking a big breath he looks around and realizes that Finnrick is still underwater. Not thinking it twice, he dives again to try to help him.
Swim: 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5
Not sure if the last roll counts as a (failed) aid check or a failed swim check. Either way I suppose Jaed is underwater again but not sure how deep he is.

Etam Rethgifner |

Etam grunts in pain and tries to reposition himself in front of the western skeleton. He strikes with the hammer at the same time, but a flash of pain in his leg makes his swing goes wide.
1d20 + 5 ⇒ (4) + 5 = 9

DM Puppet Master |

Failing the swim check means sinking 10 feet. Or 20 feet if you're in medium or heavy load.
Claw 1: 1d20 + 2 - 2 ⇒ (18) + 2 - 2 = 18
Claw 2: 1d20 + 2 - 2 ⇒ (18) + 2 - 2 = 18
Damage 1: 1d4 + 2 ⇒ (1) + 2 = 3 1
Damage 2: 1d4 + 2 ⇒ (3) + 2 = 5 2, so 3 damage total[/dice]
The skeleton scores two hits. Luckily the water slows its movement enough to stop the blows from being truly nasty.
Above the water, the two remaining skeletons face off against their remaining foes.
[ooc]Etam AC 20
Claw 1: 1d20 + 2 ⇒ (17) + 2 = 19
Claw 2: 1d20 + 2 ⇒ (13) + 2 = 15
Artair AC 19
Claw 1: 1d20 + 2 ⇒ (7) + 2 = 9
Claw 2: 1d20 + 2 ⇒ (20) + 2 = 22
Confirm Crit: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
The skeleton facing Artair gets in a lucky blow that narrowly avoids the dwarf's jugular vein.
Party is up again.

DM Puppet Master |

In retribution for his near fatal blow, Artair easily crushes the skeleton's skull, causing it to collapse in front of him.
Jaed, Finnrick, and Etam all have actions.

Jaed Zandorias |

Jaed continues his diving towards Finnrick, trying to help him to get some impulse towards the surface. I must help him to get out of the water. We are in a real disadvantage here.
Aid swim: 1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 14
Finnrick gets a +2 on his next swim check.

Finnrick |

This was a horrible idea, I'm not a fighter, I need to get out of here.
Finnrick takes one last swing at the skeleton and bends his legs and pushes of the bottom swimming with all his might towards the surface.
attack: 1d20 + 1 - 2 ⇒ (7) + 1 - 2 = 6
damage: 1d6 + 1 ⇒ (6) + 1 = 7
swim: 1d20 + 1 - 3 ⇒ (9) + 1 - 3 = 7
I am struggling at the bottom of this pit

DM Puppet Master |

With a loud crunch Millsy takes out the skeleton's femur. Now lacking a leg bone, the skeleton collapses to the floor, falling apart as it does so. Seeing all their foes vanish and that Finnrick has yet to emerge from underwater, Etam rushes to jump into the underwater pit, his momentum taking him to the bottom.
Claw 1: 1d20 + 2 - 2 ⇒ (7) + 2 - 2 = 7
Claw 2: 1d20 + 2 - 2 ⇒ (16) + 2 - 2 = 16
Damage 2: 1d4 + 2 ⇒ (1) + 2 = 3 1 damage
Everybody is up again. Still in combat because (technically unknown to Artair), there's another skeleton attacking Finnrick.

Jaed Zandorias |

Jaed is getting increasingly desperate trying to drag Finnrick out of the skeleton's reach. When suddenly the water around him starts bubbling and a figure rushes next to him, he fears that another skeleton was joining the fight. Luckily, he quickly recognizes the figure of the fighter. This is our opportunity, Etam can distract that skeleton while Finnrick escapes!
So making another effort he tries to reach the druid's arm again.
Aid swim: 1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 11
Finnrick gets a +2 to his swim check again. Let's see if this time he is more lucky.

Finnrick |

Finnrick looks up and sees Jaed's hand reach out towards him. He reaches for the hand and attempts a last ditch effort to swim to the surface.
swim: 1d20 + 1 - 3 ⇒ (4) + 1 - 3 = 2
He realizes that he can't make it with his pack so shrugging it off he gets ready for a final attempt, but the corners of his vision are already starting to go black.

Artair the Dwarf |

By my count Finnrick has a 10 for constitution and thus can be under water for up to 20 rounds, he has been under for 5 rounds at this point. The number of turns he can stay under is shortened by one round for each of the full actions he has taken. This would be 1) dropping his pack and 2) the two attacks that he has made. So he has 12 more rounds to make it to the surface before he has to make checks to prevent drowning, though that could change from attacks and being attacked. Is this a correct understanding of the underwater rules?

DM Puppet Master |

@Artair: That is a correct understanding. Being attacked doesn't affect how long he can stay underwater, though as you pointed out, making attacks does.
Seeing that Finnrick's ability to swim is...severely lacking, Etam tries to distract the skeleton.
To Hit: 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15
And unfortunately just barely misses. But he does at least manage to gain the skeleton's attention.
Claw 1: 1d20 + 2 - 2 ⇒ (7) + 2 - 2 = 7
Claw 2: 1d20 + 2 - 2 ⇒ (9) + 2 - 2 = 9
The attacks are so feeble, Etam makes no attempt to even look like he's trying to parry the blows.
Everybody up again.

Finnrick |

With a shake of his head his vision comes back to normal and he sees his companions around him.
Are they here to rescue me. I can do this.
He grabs his pack and tries yet again to make his way to the top.
swim: 1d20 + 1 - 3 + 2 ⇒ (1) + 1 - 3 + 2 = 1
I guess I shouldn't have dropped my pack and thanks for the clarification on drowning Artair
I can't do this

Artair the Dwarf |

I assume that now that I am underwater that I can see what is going on below the surface? It looks like MURKY water has a 1d8 ⇒ 2*10 distance that we can see. Correct?
On a different note: I just got my beginners box today!!!

DM Puppet Master |

Dropping stuff is actually generally a free action, so that probably wouldn't have counted against oxygen. And yeah, you can see the stuff underwater Artair.
Seeing Finnrick flailing about, Etam decides it would be safer to stay away from the druid, less he get knocked upside the head. Instead, he tries to finish off the skeleton Artair managed to wound.
To Hit: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
With the skeleton gone, Etam pull a rope out and wraps it around Finnrick, hoping to swim to the surface and physically drag the druid out.
Swim to surface: 1d20 + 4 ⇒ (20) + 4 = 24
With a Str of 19, Etam can lift about 700lbs over his head. I'm not sure how much he's carrying or how much Finnrick weighs, but that's probably enough to drag the elf out, especially given that he's in water.
With a mighty heave, Etam drags the practically drowning Finnrick up to the surface of the water. He then peers down into the water to see if he needs to jump in and grab any of his other companions.
As long as everybody else can make it to the surface fine, you're out of combat rounds.

Artair the Dwarf |

With a str of 18, if finnrick dropped his stuff, I will pick it up and head to the surface.
swim: 1d20 + 10 - 4 ⇒ (13) + 10 - 4 = 19
swim: 1d20 + 10 - 4 ⇒ (3) + 10 - 4 = 9
swim: 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 25
swim: 1d20 + 10 - 4 ⇒ (5) + 10 - 4 = 11
swim: 1d20 + 10 - 4 ⇒ (4) + 10 - 4 = 10
That should be enough...
CAN WE GET NEW DICE???
I assume now we will need to look around. I will use my perception skills on the wheel and also look around the room in general...
perception stone: 1d20 + 7 ⇒ (16) + 7 = 23
perception: 1d20 + 5 ⇒ (3) + 5 = 8

Jaed Zandorias |

Relieved to see Finnrick getting out of the water Jaed starts swimming towards the surface.
Swim: 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20
Swim: 1d20 + 5 - 2 ⇒ (5) + 5 - 2 = 8
Swim: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10
That should suffice.
Finally outside the pit Jaed takes his time to get some deep breaths. "Ok, let's take a look at that wheel and hope there aren't more of those things around."
Perception: 1d20 + 5 ⇒ (2) + 5 = 7+1 to find traps
I second getting new dice. :)