
Tae |

Tae closes one eye as he concentrates and aim 4 missiles at the beastie.
magic missile dmg: 4d4 + 4 ⇒ (2, 4, 3, 3) + 4 = 16

Renee le Rapide |

"Oh, non! Un monstre from the depths, again!"
At least this one shows itself better, so Renee is able to shoot couple of arrows into it without intervening water.
Swift: Judgement (Justice)
Longbow, PBS, DA, RS, Judgement: 1d20 + 11 + 1 - 2 - 2 + 2 ⇒ (4) + 11 + 1 - 2 - 2 + 2 = 14
Damage, PBS, DA: 1d8 + 3 + 1 + 4 ⇒ (5) + 3 + 1 + 4 = 13
Longbow, PBS, DA, RS, Judgement: 1d20 + 11 + 1 - 2 - 2 + 2 ⇒ (16) + 11 + 1 - 2 - 2 + 2 = 26
Damage, PBS, DA: 1d8 + 3 + 1 + 4 ⇒ (4) + 3 + 1 + 4 = 12

Xeram |

Not entirely. If a creature is mostly submerged, as is with this one's body, it does gain +8 cover.
Tae's magic missiles deal quite a blow to the wounded monster. It looks pretty injured. With Grog standing before him, and only the monster's head partially out of the water, Renee's shots miss.
-------------
Eldritch eel (-57, near defeat).
The stalk on its head starts glowing with an alluring light.
Everyone, willsave DC 17 please. If you don't pass, you feel compelled to move towards - and get close to- the light in the most direct way possible.
The monster sinks 5ft, the tempting light just below the surface.
========================
Eldritch eel, round 2
Carlaya
Tae, Grog & Ed Earl
Charis & Renee
---------------
Eldritch eel (-57, submerged)

Old Grog |

'Come swim in the water, it'll be nice.' went the voice. "I'm nae Havin' a bath!!!" growled Grin before stepping closer and smashing his hammer into the water splashing everyone.
Free action: Rage rounds 2 / 18
5' step east
Standard action attack.
Will: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Rage, Power attack, Negative Level: 1d20 + 15 + 2 - 2 - 1 ⇒ (9) + 15 + 2 - 2 - 1 = 23Damage: 2d6 + 11 + 6 + 6 ⇒ (1, 2) + 11 + 6 + 6 = 26
Pretty sure that missed due to this rule.

Tae |

will DC 17: 1d20 + 4 ⇒ (5) + 4 = 9
Tae walks toward the pool, suddenly fascinated with the shiny light.

Renee le Rapide |

Will save: 1d20 + 9 ⇒ (20) + 9 = 29
"Non, mes amies! Do not go there! Stay out of the water!"

The Maiden of Jewels |

Will Save: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
"Ed! What are you doing." She hisses loudly. "Damn, it's trying to fascinate us. Keep shooting, I'll see what I can do!"

Xeram |

Ctrl-C, Ctrl-V here? :)
Carlaya's attention is solely drawn towards the shiny light beneath the water, and she walks off the edge into the water with a big splash.
Tae and Ed Earl follow the same example.
Charis, Renee and Grog are unaffected.
Grog's attack hits just water.
Charis & Renee
----------------------
Eldritch eel (-57, submerged)

The Maiden of Jewels |

The Maiden shakes Ed. "Snap out of it!" She tries to rouse him to his senses.
Breaking Fascination is a standard action, right?
She then rounds the corner, approaching Tae.

Renee le Rapide |

Following Charis' example, Renee sprints to shake Tae out of his trance. "Wake up, mon petit ami, you don't want to be eaten by that thing."
Break fascination

Tae |

Tae panics and starts thrashing in the water for a moment, as he comes out of his trance and realizes he's in the pool... "I .. can't... swim!" he cries.

Xeram |

Tae snaps out of it the same way, a boot to the shoulder.
--------------
Eldritch eel (-57)
The creature moves 5ft back and snaps at the easiest looking target.
Bite vs Tae: 1d20 + 9 ⇒ (11) + 9 = 20 2d6 + 4 ⇒ (6, 1) + 4 = 11
Grab?: 1d20 + 14 ⇒ (17) + 14 = 31
Poor Tae's leg is savagely chewed, and he is grabbed.
========================
Eldritch eel, round 2
Carlaya
Tae (grappled), Ed Earl & Grog
Charis & Renee
-------------
Eldritch eel (-57)
Swim checks in calm waters is DC 10

Tae |

concentration to cast in water: 1d20 + 15 ⇒ (3) + 15 = 18
Tae casts windy escape to avoid the attack, if he can. that should be high enough for a 1st lvl spell to be cast in water, correct?, unfortunately it only gives dr 10/magic, which means he still takes 1 point and is grappled... but it would be worth the try. let me know if it was successful or not so I know how much dmg to take off his hp.
Then he does what any self-respecting halfling would do in the jaws of a giant eel.... He screams! "HELP!!!"

Dana the Doppelgänger |

"Hmm? Where did the shiny go? Oh, hello Charis...why am I in waist high water?"
Swim: 1d20 + 4 ⇒ (17) + 4 = 21
Swimming to shore, Ed swings his blade at the thing.
+1 greatsword, Negative Level, Power Attack, Vital Strike: 1d20 + 14 - 1 - 2 ⇒ (14) + 14 - 1 - 2 = 25
Damage: 4d6 + 14 ⇒ (1, 6, 2, 2) + 14 = 25

Carlaya |

Swim: 1d20 + 5 ⇒ (1) + 5 = 6 Oof
Carlaya thrashes her arms wildly, but doesn't move anywhere. She instead tries to defend herself.
DC 10 means a 6 shouldn't cause you to slip underwater. Assuming that was my move action, standard for total defense

Xeram |

I see nothing about defensive casting being impossible on an immediate casting, so sure.
Tae makes a quick casting, preventing much of the injury the eldritch eel otherwise would have caused. The attack still gets 1 dmg through, and he is grappled between the many teeth.
=======================================
Eldritch eel, round 2
Carlaya takes a total defense, treading water with haste.
Tae (grappled) yells for help.
Ed Earl, not in danger of an aoo, with the eel chewing on a leg of halfling, gets out of the pool. He hits the water's surface, causing a solid smash splash.
Like Grog mentioned before, submerged creatures have total cover from land based attacks, unless under circumstances.
Grog
Charis & Renee
-------------
Eldritch eel (-57)

The Maiden of Jewels |

Liberating Command fails again due to action economy. Tae lacks an immediate action to make the escape artist check.
The Maiden knows she can't break through the water, and Tae seems too distracted to really help. She decides to use her longsword and help Grog's aim.
Aid Another: 1d20 + 7 + 2 - 1 ⇒ (8) + 7 + 2 - 1 = 16
That's a +2 attack bonus for Grog.
"Grog, hit it hard! I'm getting tired of things in pools trying to bite us."
At the start of Tae's turn, the Maiden will cast Liberating Command. Tae can make an Escape Artist check with a +12 bonus as an immediate action to escape the grapple.

Renee le Rapide |

"Merde...." Renee mutters, as the eel dives down to chew the halfling. Looks like his bow doesn't do much here, so he reluctantly puts it down. Shaking his head, and muttering curses, the half-orc starts stomping onwards, drawing his greataxe as he goes. When he touches the pool, the water ripples, allowing him easy passage to sink his axe into eel-skull.
Free action: activate Liberation. Swift: Bane
Greataxe, Judgement, bane: 1d20 + 7 + 2 + 2 ⇒ (5) + 7 + 2 + 2 = 16
Damage, bane: 1d12 + 3 + 2 + 2d6 ⇒ (8) + 3 + 2 + (2, 6) = 21

Old Grog |

Grog nods his thanks to The Maiden and furiously pronounces, "'S nae right, four months till me next bath be due!" Bristling with indignation he hops in and thrusts down with his hammer like it was a spear, causing the water to foam with its passing.
Swim check: 1d20 + 4 ⇒ (10) + 4 = 14
Rage, power attack, water attack penalty, aid another bonus, negative level: 1d20 + 15 + 2 + 2 - 2 - 1 ⇒ (19) + 15 + 2 + 2 - 2 - 1 = 35Damage: 2d6 + 11 + 6 + 6 ⇒ (1, 2) + 11 + 6 + 6 = 26 Unfortunately I think that damage is halved since it's a blunt weapon. There is also a -2 to hit.

Xeram |

I'm assuming Grog went in at the lower 10ft from the eel.
Renee's attack misses by but 1.
Grog hops in and moves another 5ft down.
Underwater, he puts in great effort, and the hammer smacks into the eel.
Too hurt from the previous round, it is the fatal blow.
Combat over!

Tae |

Tae thrashes about in the water, splashing and clawing his way to the surface. take 10 on swim if he can
"thankee thankee!! Oh my I would've died in there! Gotta learn to teleport as soon as I can!"

Carlaya |

Carlaya gets out of the pool and shakes herself off, not unlike a wet dog. "Say, Tae, got any fire magic in that arsenal of yours? I'm soaked."

The Maiden of Jewels |

"Looks like we're mostly unharmed." The Maiden feels herself for a moment, to make sure she's not dreaming (or a pile of ash.)
"Let's move on, then. How about the northern door, here?"
Perception, Heroism, Neg Level: 1d20 + 13 + 2 - 1 ⇒ (13) + 13 + 2 - 1 = 27
Disable Device, Heroism, Neg Level: 1d20 + 12 + 2 - 1 ⇒ (8) + 12 + 2 - 1 = 21
+3 vs traps
Stealth, Heroism, Neg Level: 1d20 + 8 + 2 - 1 ⇒ (10) + 8 + 2 - 1 = 19

Tae |

Tae casts a quick series of prestidigitation spells to dry everyone who got wet. "Not exactly fire, but it works."

Xeram |

The door looks safe to Charis.
When she opens it, you see a chapel, about 50 by 30 feet at its largest surface.
Benches, a stage complete with a preaching stand and candleholders.
The entire room is supported by 4 pillars.
With the candleholders still faintly burning, this room has been used recently.

The Maiden of Jewels |

Whip at the ready.
Crack open the door.
Take a peek in.
"These things always look safe, at first..."
She sneaks in, around the side and towards the altar.
Perception, Heroism, Neg Level: 1d20 + 13 + 2 - 1 ⇒ (5) + 13 + 2 - 1 = 19
Disable Device, Heroism, Neg Level: 1d20 + 12 + 2 - 1 ⇒ (5) + 12 + 2 - 1 = 18
+3 vs traps
Stealth, Heroism, Neg Level: 1d20 + 8 + 2 - 1 ⇒ (18) + 8 + 2 - 1 = 27

Xeram |

As Charis sticks to the wall on her way to the preaching stand, nothing happens.
When she gets within 10 foot of the stage, the already vaguely lit chapel's walls are affected by 'something'.
Upon the nearby wall, the letter C appears, formed in a creepy fashion of writing.
Will Charis, negative lvl: 1d20 + 6 ⇒ (5) + 6 = 11
Charis takes 2 wis dmg.
What will you do from here?

The Maiden of Jewels |

The Maiden backs away from the stage and behind a pew. "Couldn't it just fire an arrow or something?"
Unsure of what happened, The Maiden remains silent and keeps an eye out for any kind of trap she can disable.
Perception, Heroism, Neg Level, Wis: 1d20 + 13 + 2 - 1 - 1 ⇒ (16) + 13 + 2 - 1 - 1 = 29
Disable Device, Heroism, Neg Level: 1d20 + 12 + 2 - 1 ⇒ (16) + 12 + 2 - 1 = 29
+3 vs traps
Stealth, Heroism, Neg Level: 1d20 + 8 + 2 - 1 ⇒ (20) + 8 + 2 - 1 = 29

Xeram |

Nearby is relative in this room.
Awaiting to see whatever devious trap might be here, the tension of the strange writing creeps in Charis' mind.
Will Charis, neg lvl, wis pen: 1d20 + 5 ⇒ (5) + 5 = 10
Another letter appears, the letter H this time.
Charis takes 2 wis dmg.
Nothing springs forth from anywhere, though.

The Maiden of Jewels |

Well I'm not gonna roll better than that, so
Whatever this room is doing to her, she doesn't like it. The Maiden promptly leaves the room and closes the door.
"That did something to my head...ow. Let's look somewhere else? Anyone else has a suggestion?"

Carlaya |
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"Derrrr.. Charis.. What are you doing in there? Are you okay?" Carlaya drools again, not able to properly plan a path forward. And reminded that her wisdom score is near unintelligent animal level.

Old Grog |

Grog puts down his mug of ale and belches before agreeing with Carlaya and says, "Dey be actin' strange fer sure."

Tae |

"Can someone fix them... they both look a little... diminished? I mean, really, she's drooling on herself... that's not normal, is it?"

Old Grog |

Seeing the indecision in the party, Grog fishes a bottle out of his pack, muttering "Dey say I'd never find that answer at tha bottom o a bottle. I says Dey be wrong!"
Which way?: 1d3 ⇒ 2
He spins the bottle on the floor and it ends up roughly pointing east. Grog picks it up, puts it back carefully and then hammer in hand walks east, bushy eyebrows waggling.
Perception: 1d20 + 13 ⇒ (18) + 13 = 31

Xeram |

The hallway is dimly lit, a few candles in the back only. It does not bother his dwarven eyes.
When Grog stands at the entrance of the hallway, he sees small airvents, grated. The candles are standing at a big stone, a stone in which the form of an otherworldly creature is hewn.
Looking at it gives off this very bad vibe.
Can i get a willsave DC 17 please, or you are shaken for the next minute.

Old Grog |

Will: 1d20 + 4 ⇒ (11) + 4 = 15 Does the +2 for mind affecting apply here? Sounds like it should.
"Eh? Wot's dat?" grumbles Grog.

Tae |

Tae casts detect magic when Grog comments on what he's seen and walks so he's about 25' from the door.
will save if nec from there: 1d20 + 4 ⇒ (20) + 4 = 24

The Maiden of Jewels |

The Maiden walks up behind Grog.
Will Save, Heroism, Negative Level: 1d20 + 6 ⇒ (3) + 6 = 9
And shivers.

Old Grog |

The +2 is from Fortified Drinker. Grog more or less continually drinks (surely his liver is going to explode some day?!) and shambles about. As far as I know that works vs Su abilities.