
GM BPChocobo TK2 |

@Artemus: Bah, misread part of the HP; so it would take both attacks to end the croc, but it already got hit for 9 earlier. First puts it at 19 damage, and the 2nd one will hit as even with a -2 grapple penalty, that will hit the croc's 14 AC. So Belcher was not attacked and both went to croc who was hit twice and then poofed. Thank you for correcting me on the attacks at least :)

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Faeros is waiting to see what Thunderstealer is able to do. Hoping to be able to take the clearest possible attack in this critical moment.
GM is Thunderstealer still providing cover while pinned? I could see an argument either way but It looks like I now have clear line of sight, with precise shot?

GM BPChocobo TK2 |

Nope since Thunderstealer is inside the guy, he's technically not blocking your aim :) The only way Thunderstealer can provide cover is if he escapes the engulf, then positions himself between you and the mud creature. While technically I should have the mud creature's icon over Thunderstealer's, I have it the other way around so Thunderstealer can move himself if he does make the escape roll (its CMD is 25)
Moral of the story, feel free to shoot away before something does give it cover from you :)

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Excellent
Faeros activates Bane (elementals) and then does all he can to end the creature.
(Bane, point blank shot, coordinated shot, deadly aim, rapid shot)
arrow1: 1d20 + 9 + 2 + 1 + 1 - 1 - 2 ⇒ (10) + 9 + 2 + 1 + 1 - 1 - 2 = 201d8 + 2d6 + 8 ⇒ (2) + (4, 4) + 8 = 18
arrow2: 1d20 + 9 + 2 + 1 + 1 - 1 - 2 ⇒ (17) + 9 + 2 + 1 + 1 - 1 - 2 = 271d8 + 2d6 + 8 ⇒ (3) + (6, 4) + 8 = 21
Finally some good looking numbers for us!

GM BPChocobo TK2 |

And with a pair of errors, Thunderstealer feels the mud start loosening off of it as the water becomes saturated with bits of floating dirt and muck.
Combat over... although Nilfyr is still bleeding out!

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Breathing a sigh of relieve Artemus re-enters the submerged room and with both his Dancing Lights and his Detect Magic begins to search it. He guilds his lights to assist the other search as well.
Perception: 1d20 + 9 ⇒ (6) + 9 = 15
The next time we have to fight under the water reminds me to cast Touch of the Sea on Nilfyr.

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Nilfyr nods his thanks, once again, to Thunderstealer, and chuckles at Artemus' jest. "That would likely have been useful, I agree. If only we knew beforehand that we would have been fighting, we could have more effectively prepared."
He attempts to assist with the finding of treasure, lending his eyes to the effort.
Perception (Take 10): 10 + 13 = 23

GM BPChocobo TK2 |

Now free of threats, the party carefully scours the room for valuables... but come empty handed. The only thing this room offers are a pair of doors as exits while the portal sucking in water is a curiosity, but the small size means that only Belcher could try and squeeze through.
Anything else? If not, pick a new path to explore :) Besides the two doors, there are also the grates in the other portal room.

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Thank you for healing, Thunderstealer. Remember that I also have a wand, in case yours gets low.
I would suggest this door, (left) simply because it is closer to the entrance in case anything goes wrong. Otherwise I have no preference, other than to stay as dry as possible when that is an option.
Also Faeros is almost out of Agile Feet

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"I, too, have a wand; please feel free to use it to heal me if I cannot do so myself."
"As to your suggestion, Faeros, I believe this door is likely as good as any."

GM BPChocobo TK2 |

For spell durations, I'm rounding to assume about 20 minutes has passed since casting spells.
The party opens the next door... and see an empty storeroom, bare shelves the only thing remaining in the flooded chamber.
Eastern door or grates? :)

GM BPChocobo TK2 |

Artemus finds no magic auras in the empty storeroom. Satisfied that they have thoroughly examined the chamber, the party goes to the next door and Thunderstealer opens it.
Immediately, the water in their chamber begins to surge into the flooded hallway, the current threatening to push them into hallway!
Artemus Swim: 1d20 - 1 ⇒ (20) - 1 = 19
Faeros Swim: 1d20 + 6 ⇒ (1) + 6 = 7
Nilfyr Swim: 1d20 + 4 ⇒ (20) + 4 = 24
Thunderstealer: 1d20 + 5 ⇒ (2) + 5 = 7
Belcher: 1d20 + 6 ⇒ (17) + 6 = 23
Faeros Reflex: 1d20 + 7 ⇒ (6) + 7 = 13
Thunderstealer Reflex: 1d20 + 1 ⇒ (13) + 1 = 14
Faeros Reflex: 1d20 + 7 ⇒ (14) + 7 = 21
Thunderstealer Reflex: 1d20 + 1 ⇒ (5) + 1 = 6
Faeros Reflex: 1d20 + 7 ⇒ (8) + 7 = 15
Thunderstealer Reflex: 1d20 + 1 ⇒ (15) + 1 = 16
Both Thunderstealer and Faeros are sucked in by the current and are pulled into the hallyway; the others manage to resist the pull! About halfway through, Faeros manages to keep his hand on a corner and resists the current pull.
It's a DC 15 Swim check to resist being dragged any further. If you make a DC 20 Swim check, you can instead move 1/4 of your speed the opposite direction of the current (towards the mud creature chamber). Finally, if you cross a corner or a doorway, you can attempt a DC 20 Reflex to try and grab onto a corner or a doorway as you pass by them. Next turn, you still need to make the Swim check though or get pulled in once more!
Map updated!

GM BPChocobo TK2 |

In hindsight... this should really be initatived somewhat. Important because if Nilfyr drops rope, or something else, it may provide some aid to Faeros :) I'll take everyone's actions, and those who haven't posted for the round will be bolded.
Artemus: 1d20 + 2 ⇒ (7) + 2 = 9
Faeros: 1d20 + 8 ⇒ (12) + 8 = 20
Nilfyr: 1d20 + 3 ⇒ (20) + 3 = 23
Thunderstealer: 1d20 ⇒ 13
Belcher: 1d20 + 4 ⇒ (12) + 4 = 16
Init Order! (bold = up!)
Nilfyr
Faeros
Belcher
Thunderstealer
Artemus

GM BPChocobo TK2 |

I sincerely apologize; I had training today that took far longer than I was expecting! I'll have a proper update tomorrow.
@Faeros: I need a DC 20 Reflex or melee touch attack against AC 20 to grab the rope, otherwise you're going down the hallway!
@Nilfyr: I need a DC 17 Strength check

GM BPChocobo TK2 |

Faeros manages to grab onto the rope with Thunderstealer!
Unfortunately, their combined weight with the current's pull nearly sends Nilfyr down into the water until Belcher manages to bite and grab on, both of them barely holding on.
For Thunderstealer and Faeros, it's now only a DC 12 Strength check to hold onto the rope. However, Belcher/Nilfyr need to make a combined DC 17 Strength check to not lose the rope and automatically send the other two deeper in. On the Nilfyr/Belcher Strength check, highest is the lead and the other is then attempting to aid.
Starting next round of action, although Artemus can act effectively twice.

GM BPChocobo TK2 |

:Artemus: you know that eventually the current flow will reduce, but it'll take some time.
I did forget to mention that; if they pass their Strength check by +5, so 17+, then they can climb up 20' closer.
Although unless Artemus aids Nilfyr right now, bad thngs about to happen. :P

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Atremus quickly summons a water elemental to help the Warpriest. At appears next to the man and after a quick command in Aquan from its summoner grabs on to Nilfyr.
Strength Assist: 1d20 + 4 ⇒ (10) + 4 = 14
Its nice to have a buddy about anyway. :)
N Small outsider (elemental, extraplanar, water)
Init +0; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
hp 17 (2d10+6)
Fort +6, Ref +3, Will +0
Immune elemental traits
OFFENSE
Speed 20 ft., swim 90 ft.
Melee slam +7 (1d6+5)
Special Attacks drench, vortex (DC 13, 10–20 ft.), water mastery
STATISTICS
Str 18, Dex 10, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +5; CMD 15
Feats Power Attack
Skills Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, Perception +4, Stealth +8, Swim +16
Languages Aquan
SPECIAL ABILITIES
Drench (Ex)
The elemental's touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).
Vortex (Su)
A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.
Water Mastery (Ex)
A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.

GM BPChocobo TK2 |

Nilfyr almost loses his grip, but is somewhat surprised when a water elemental grabs the rope and manages to help the half-elf support Thunderstealer and Belcher!
Faeros Strength: 1d20 + 2 ⇒ (19) + 2 = 21
New round!
Init Order! (bold = up!)
Nilfyr (supporting rope)
Faeros (clinging to rope)
Belcher
Thunderstealer (clinging to rope)
Artemus
Elemental (supporting rope)

GM BPChocobo TK2 |

@Faeros: You can move (we'll round to 10'), but you cannot help pull Thunderstealer up as you're not close enough to reach him nor in a position to just pull on the rope to pull him up. Don't forget your own Strength check :)

GM BPChocobo TK2 |

Hmm, thinking about it, if the Rope Strengthcheck for Nilfyr/Belcher/Elemental exceeds the DC by 5+, then I'm ok with saying that the rope gets pulled up 5' for every 5 it beats. So if the elemental manages to aid, that'll bring Faeros and Thunderstealer that much closer :)

GM BPChocobo TK2 |

Faeros holds onto the rope while the combined might of Artemus' elemental and Nilfyr slowly pull the duo back up!
New round!
Init Order! (bold = up!)
Nilfyr (supporting rope)
Faeros (clinging to rope)
Belcher
Thunderstealer (clinging to rope)
Artemus
Elemental (supporting rope)