Urram |
"They are cunning. Traps and ambush... we must be careful." Urram takes the opportunity to apply his magical armor and activate his mechanical shielding gadget.
"We should move on, before they make any more surprises."
Fenna Pender |
"This whole place is nasty" grumbles Fenna.
"You alright Kari?"
"Before we go farther, let me take a look for any more traps. Check those two for possessions while I'm doing it."
Fenna checks the area ahead for traps.
Perception: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
CLW on Self: 1d8 + 2 ⇒ (2) + 2 = 4
Kari Surfdancer |
Kari healed herself again and checked the slain grindylows for items of interest.
Cure Light Wounds (Kari): 1d8 + 2 ⇒ (8) + 2 = 10 Spells remaining: 2/5
Perception: 1d20 + 6 ⇒ (15) + 6 = 21
GM Clockwork |
Are you back-tracking and taking the other fork, or progressing through the room of grindylows you just beat?
GM Clockwork |
As you progress forward swim across the deep pool where the rock trap was, you again find a floor where Fenna and Urram can stand in waist-deep water. A few feet beyond the floating grindylow corpses (small spear anyone?) pathway forks, again to the right, where the water is visibly deeper. Directly ahead the passageway appears to double back to the left.
Fenna Pender |
Fenna eyes the deeper pool warily.
"What do you think guys? Personally I'm all for solid ground under my feet for a little while."
Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Kari Surfdancer |
"Let's check the shallower passage first," Kari agreed. "Although I'll have to hold my breath if I want to be on solid ground!"
She swam forwards towards the left passage.
Swim, taking 10: 10 + 2 = 12
Perception: 1d20 + 7 ⇒ (19) + 7 = 26
GM Clockwork |
After a sharp switchback in the tunnel, a gradual upward slope leads out of the water and into this roughly round chamber with a dome-like ceiling. The floor is covered in a mixture of sand and coarse stones. Rising from the ground near the center of the room is a massive statue of a hand, carved from a smooth, pearlescent, sea-green marble. The hand is bent back at the wrist and posed as if to catch something or to cradle something in its palm. If anything more exists of the statue, it is buried beneath the earth.
Sitting atop the hand, a very large grindylow, perhaps as tall as Fenna, sits atop the hand like a throne. His eyes are narrow, and his voice is deep.
"Umbuso we-Brinetooth owakwamukelayo, i-elb yamanzi," with one hand on his spear, he waves his other hand wide, like a welcome. "Uletha abanye abahambahamba kusukela ogwini. Chaza."
Map Page 3
Urram |
"Izibingelelo eziyinhloko. Ngilapha kusukela ekamu lomuntu. Bafuna ukuthula nesizwe sakho. Ingabe uzoxoxa nami?" Urram asks, bowing his head politely.
Kari Surfdancer |
Kari couldn't understand the language the grindylow was speaking. By his appearance, she thought he might be the chief of this tribe. "What is he saying?", she whispered to Urram.
Urram |
"He asked me why I was here, with drylanders. I said I want to negotiate a peace between them and the humans." Urram responds in a distracted whisper.
GM Clockwork |
I just kind of threw your tokens on the board, if you want to spread yourselves out as though you were speaking
You hear a screeching from the cave behind, followed by a second and third. The sound is growing closer.
"CHA!" he the regal monsters slides his tentacles out of the palm of the throne. He levels his spear. "Abahambahamba baye baxosha emanzini ami. I-Brinetooth ayikwazi ukuyivumela."
Brinetooth: 1d20 + 5 ⇒ (18) + 5 = 23
Grindylow: 1d20 + 2 ⇒ (19) + 2 = 21
Kari: 1d20 + 3 ⇒ (16) + 3 = 19
Fenna: 1d20 + 3 ⇒ (8) + 3 = 11
Urram: 1d20 + 3 ⇒ (14) + 3 = 17
Oh, how nice! Give me a few to put my round together
Round 1
Brinetooth
Grindylow
Kari
Urram
Fenna
GM Clockwork |
Due to the talking, let Fenna start with the target studied, if you like
Brinetooth slithers forward slowly. He thrusts his spear at Kari, through Urram.
Cleave@Urram: 1d20 + 9 ⇒ (14) + 9 = 23
spear dmg: 1d8 + 8 ⇒ (1) + 8 = 9
Cleave@Kari: 1d20 + 9 ⇒ (19) + 9 = 28
spear dmg: 1d8 + 8 ⇒ (5) + 8 = 13
Trip@Urram: 1d20 + 9 ⇒ (18) + 9 = 27
His spear strikes Urram and Kari, but the creature has overextended itself.
You spot the grindylow round the corner at the far end of the tunnel.
Round 1
Urram (9 damage, prone) <- UP NEXT
Kari (13 damage) <- UP NEXT
Fenna <- UP NEXT
Round 2
Grindylow
Brinetooth
Kari Surfdancer |
Redoing, since Kari didn't take damage.
Kari took a shot at the massive grindylow and then moved around the pillar to threaten it from the other side.
Kinetic Blast, into melee: 1d20 + 7 - 4 ⇒ (1) + 7 - 4 = 4
Damage (bludgeoning: 1d6 + 4 ⇒ (5) + 4 = 9
Kari's Ac is currently 21 (not in aquatic terrain). She can threaten with her brass knuckles!
Edit: Kari's archetype doesn't allow her to take burn, so she can't move and use Kinetic Blade.
Fenna Pender |
That went sour fast!
Fenna moves in on the grindylow from the side, drawing her gladius and machete.
Attack #1: 1d20 + 5 + 1 - 2 ⇒ (20) + 5 + 1 - 2 = 24
Damage: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Attack #2: 1d20 + 5 + 1 - 2 ⇒ (16) + 5 + 1 - 2 = 20
Damage: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Includes Studied Target
Attack #1 Crit?: 1d20 + 5 + 1 - 2 ⇒ (9) + 5 + 1 - 2 = 13
Damage: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Urram |
Urram abandons his spear, scrabbling backwards in undignified fashion on the floor before making a throwing gesture at the grindylow accompanied by shouted arcane words.
MM: 1d4 + 1 ⇒ (4) + 1 = 5
GM Clockwork |
vsCrawling: 1d20 + 9 + 4 ⇒ (11) + 9 + 4 = 24
spear dmg: 1d8 + 8 ⇒ (8) + 8 = 16
Brinetooth swings at the elf as he scambles across the ground, knocking him out before he can unleash his spell.
Fenna and Kari move to the sea-creatures flanks, Kari swings wide, but Fenna comes up behind to send her swords into Brinetooth's back, he wails loudly.
The grindylow from the hallway move closer, as their leader retaliates against Fenna.
The grindylow from the hallway move closer, as their leader retaliates against Fenna.
vsFenna: 1d20 + 9 ⇒ (10) + 9 = 19
spear dmg: 1d8 + 8 ⇒ (2) + 8 = 10
Trip@Fenna: 1d20 + 9 ⇒ (4) + 9 = 13
The spear strikes true against the half-elf.
Round 2
Urram (25 damage, prone) <- UP NEXT
Kari (9 damage) <- UP NEXT
Fenna (10 damage)<- UP NEXT
Round 3
Grindylow
Brinetooth
Fenna Pender |
Fenna ignores the new arrivals, there's simply nothing else to do about it. She presses her attack against the chief.
Attack #1: 1d20 + 5 + 1 - 2 + 2 ⇒ (10) + 5 + 1 - 2 + 2 = 16
Damage: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Attack #2: 1d20 + 5 + 1 - 2 + 2 ⇒ (2) + 5 + 1 - 2 + 2 = 8
Damage: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Kari Surfdancer |
I can't see the other grindylow on the map.
Fenna could take a 5ft step to move into flank with Kari. There's a pillar opposite Fenna, so Kari can't move into flank.
Note: Kari's at full HP.
Kari desperately summoned an ice blade and attacked the grindylow leader.
Move Action: Gather Power, Standard Action: Attack
Kinetic Blade: 1d20 + 5 ⇒ (12) + 5 = 17 +2 if Fenna can move into flank.
Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Fenna Pender |
Sure, Fenna will move to flank if she can. Don't know where the two other ones are, but unless the square's occupied she'll do it even if it places her as flanked. She's only good for one more hit anyway before going down, and we need at least one successful attack this round.
GM Clockwork |
The grindylow, I think, would hold off while you fight the big one. Beyond that feels a little dishonest to the game.
Brinetooth arrogantly takes a swipe behind at Kari before taking a step toward the water.
vsKari: 1d20 + 9 ⇒ (8) + 9 = 17
spear dmg: 1d8 + 8 ⇒ (3) + 8 = 11
Trip@Kari: 1d20 + 9 ⇒ (20) + 9 = 29
the spear misses Kari, but the Brinetooth's tentacles send her to the ground in a heap.
Round 3
Urram (25 damage, dead?) <- UP NEXT
Kari (13 damage) <- UP NEXT
Fenna (9 damage) <- UP NEXT
Round 4
Grindylow
Brinetooth
Fenna Pender |
Fenna continues her attacks.
Attack #1: 1d20 + 5 + 1 - 2 ⇒ (16) + 5 + 1 - 2 = 20
Damage: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Attack #2: 1d20 + 5 + 1 - 2 ⇒ (15) + 5 + 1 - 2 = 19
Damage: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10
GM Clockwork |
As the large, toothy creature bends down to threaten Kari, Fenna desperately leaps onto his back, and drives her blades straight through the boss's chest. Its blood gushes out onto the sand. Fearfully, the other grindylow flee down the tunnel.
Kari Surfdancer |
Kari stood up and stepped around the fallen enemy; she said an urgent prayer to heal her fallen friend.
Move Action: Stand up, 5 ft step, Standard Action: Cast Cure Light Wounds. I think Urram should be in the same space as Brinetooth (the elf didn't move away successfully).
Cure Light Wounds (Urram): 1d8 + 2 ⇒ (8) + 2 = 10 Spells remaining: 1/5
Kari has to at least try to save Urram.
Urram |
So, am I still alive? Technically I died in round 3 since I fail my stabilise in round 2...
Fort: 1d20 - 10 ⇒ (19) - 10 = 9
I can go away and gen something else if people want to leave Urram to be eaten by the fishes...
Kari Surfdancer |
Assuming, as per the discussion thread, that Urram isn't dead:
Kari examined Urram closely, and gave a sigh of relief when she saw signs of breathing. "He's alive!" She cast her last spell to try to get him back on his feet.
Cure Light Wounds (Urram): 1d8 + 2 ⇒ (3) + 2 = 5
"That's the last of my magic for today," she announced. She got up and searched the body of the chief, and the rest of the chamber, scanning for magic auras.
Casting Detect Magic.
Perception, taking 10: 10 + 7 = 17
GM Clockwork |
As Kari brings Urram back to consciousness, the hoots and hollers of the grindylow can be heard as they flee. The grindylow chief bears a number of items with a magic aura: his decorated spear, one of the charms on his neck, as well as a ring he is wearing.
Set behind the throne, in a large pile of 'gifts' (consisting primarily of smooth stones and carved bones) there is a faint glow. At the bottom of the pile, Kari discovers a medium-sized chest. The lock appears to be rusted shut, but inside there appears to be a few auras of magic.
Urram |
How many spellcraft checks should I be making?
Spellcraft, Spear: 1d20 + 11 ⇒ (20) + 11 = 31
Spellcraft, Charm: 1d20 + 11 ⇒ (11) + 11 = 22
Spellcraft, Ring: 1d20 + 11 ⇒ (7) + 11 = 18
Spellcraft, Gift: 1d20 + 11 ⇒ (20) + 11 = 31
Spellcraft, Chest 1: 1d20 + 11 ⇒ (20) + 11 = 31
Spellcraft, Chest 2: 1d20 + 11 ⇒ (1) + 11 = 12
Spellcraft, Chest 3: 1d20 + 11 ⇒ (15) + 11 = 26
Spellcraft, Chest 4: 1d20 + 11 ⇒ (6) + 11 = 17
Use whichever are necessary :)
Kari Surfdancer |
Kari looked at the chest and checked for traps.
Perception: 1d20 + 11 ⇒ (4) + 11 = 15
Assuming it's not trapped, she will bash the lock open with Kinetic Blade (2d6+7 bludgeoning damage), taking care not to damage the items inside.
GM Clockwork |
Urram determines Brinetooth's magical belongings are:
+1 Agile Spear
+1 Amulet of Natural Armor
Ring of Ferocious Action
Unable to examine the aura's in the chest, Kari attempts to slam the lock, but is unsuccessful.
Urram |
Urram waves Kari back and attempts a little more, refined, approach.
DD: 1d20 + 14 ⇒ (1) + 14 = 15
A second attempt could scarcely be less effective...
DD: 1d20 + 14 ⇒ (14) + 14 = 28
Fenna Pender |
Kari is much quicker getting to Urram. Fenna has to get her swords out of, and herself up off of, the grindylow chieftain.
She takes a moment to close up her own wounds, then offers to use her last spell to help out if anyone else needs it.
When they find the locked chest while searching about, Fenna declares the lock non-functional and leaves it for Urram to toy with. Instead she takes alook at the giant hand statue, a very odd decoration for a watery cave.
CLW (Self): 1d8 + 4 ⇒ (6) + 4 = 10
CLW: 1d8 + 4 ⇒ (5) + 4 = 9
Disable Device: 1d20 + 10 ⇒ (8) + 10 = 18
Perception: 1d20 + 9 ⇒ (8) + 9 = 17
If anyone needs a bit more healing go ahead and claim the second CLW above. If nobody claims it, Fenna will just keep the spell uncast.
Yeah, It was a very slim chance Fenna would be able to top Urram's roll on Disable Device.
GM Clockwork |
After assessing the lock, Urram and Fenna are sure that picking it would be impossible. Another good smack like Kari gave the lock before might be enough to break it off.
Kari Surfdancer |
Assuming that Urram and Fenna relay their assessment.
Since the lock didn't seem to be yielding to finesse, Kari tried brute force again, smashing it with a blade of ice.
Kinetic Blade bludgeoning damage: 2d6 + 6 ⇒ (4, 6) + 6 = 16
Fenna Pender |
After giving the hand sculpture a look over, Fenna starts casting about for a big rock in the event Kari's blade doesn't work on the chest.
Anything of note about the giant hand?
GM Clockwork |
A second hit from Kari's blade busts the lock off the chest. It takes a bit of force to pry the rusted container open: the grindylow seem to have been pleased to add the chest to the pile without worrying about its contents.
As you pry off the lid, the rusty hinges in the back break off. Inside you find even more treasures:
Cloak of Resistance +1
+1 mithral chain shirt
ring of swimming
aquatic cummerbund
wand of flaming sphere with 9 charges
In addition, there is a pile of 470 gp, which Fenna recognizes as being minted in Cheliax before the ascension of House Thrune.
Kari Surfdancer |
Kari looked over the treasure with approval, and tried on the cummerbund. "Very nice! What do we want to do about the coin — take it back to the canoe, or leave it here and come back for it after we clear out the cave system? It's a lot of weight to swim with in combat."
The coins would weigh 9.2 lbs. If Fenna takes the mithril chain shirt, and leaves her masterwork one behind, it's possible we could carry the coins without being encumbered.
GM Clockwork |
With the treasure gathered, are you leaving the way you came in or continuing to explore the caves
Kari Surfdancer |
Continuing to explore the caves. Leaving the gold behind unless someone else can carry it.
Kari gave Urram some more healing, and cast a defensive spell on herself, Fenna and Urram.
Casting Barkskin on everyone (+2 natural armor enhancement, doesn't stack with the amulet of natural armor).
Cure Light Wounds(Urram): 1d8 + 4 ⇒ (4) + 4 = 8
She swam back to the chamber with the deeper water and explored south.
Swim, taking 10: 10 + 7 = 17
Perception: 1d20 + 11 ⇒ (16) + 11 = 27
Current AC: 24 (in the water). I'm assuming that Shield of Faith has run out.
Spells remaining: 1 1st lvl, 1 2nd lvl.
GM Clockwork |
This part of the cave system is similar to the previous tunnels and chambers, except the floor here slopes down 5 feet, making the water here 10 feet deep. On the other side of the deep chamber, you can see another shelf.
Kari Surfdancer |
Kari swan forward cautiously, on the lookout for another net trap.
Swim, taking 10: 10 + 7 = 17
Perception: 1d20 + 11 ⇒ (10) + 11 = 21
Fenna Pender |
Fenna complains weakly for a moment about further exploration since the gindylow chieftain is now dead. But really she knows it's a good idea, if only to prevent having to return to the caves.
She doesn't want to leave the gold, or the chain shirt she was previously wearing since it should go to the colony's armory. Fenna takes one of her bags and loads the stuff into it, then ties it up securely with one end of her rope. She ties the other end to her belt.
She can move freely for about 45', then she must stop and drag the bag to her. It's a clunky solution, but to her mind better than having to make a return trip.
She swims along after Kari, much more easily now due to the new ring she's wearing. When they come to the deep water room though, she unties the rope from her belt and finds a place on the wall to hand or wedge the free end until she comes back.
Swim: 1d20 + 7 + 5 ⇒ (9) + 7 + 5 = 21
Urram |
Urram - feeling much better thanks to KAri's ministrations - follows along, mentally noting how effective the magic in Fenna's new ring seems to be. His mind wonders as he considers how he might be able to pass along magic infused into his gadgets in a similar fashion...
GM Clockwork |
Before venturing into the deep, Kari has a quick look under the water and has a look around. The water is pretty murky with lots of tricky waves of light and darkness, but you spot a particularly odd patch of darkness. Straining her eyes, she is sure she spots a pair of tentacled creatures...
Knowledge (nature): 1d20 + 8 ⇒ (19) + 8 = 27
that she's sure are octopi.
Kari Surfdancer |
"Two octopi," Kari said in a low voice, pointing towards the dark shapes in the water. She swam forward slowly, hoping not to provoke the creatures.
Handle Animal: 1d20 + 5 ⇒ (3) + 5 = 8 Not sure that this applies in this situation, but she's not a druid, so she doesn't have Wild Empathy.
Fenna Pender |
"Um, I doubt octopi are a problem for the colony. Best left alone" Fenna warns.
"Unless you're thinking ahead to dinner."