Arisira |
Arisira looks to the other pathfinders, to the serpent, and back again.
"But... the..."
A conflicted look flashes across her face before it settles into a steady resolve.
"You are right, of course, Mak'da. We should pursue the missing. Knowledge and understanding are no substitute for the importance of life. Ryssina. It has been our pleasure." The halfling flourishes into deep bow. "I would be honored if you would provide a future opportunity to learn from your collection"
GM Eddv |
Ryssina casts a spell of some sort very quickly, conjuring a series of air bubbles to protect the books and then opens the doors causing a rush of water into the room but allow you access to swim across the way to the Planetarium. I will need swim checks and then a strength check to open the door.
Valin Halcyon |
Valin lets out a sigh as he straps his shield to his back and makes his way across.
Swim: 1d20 + 1 ⇒ (20) + 1 = 21
Having crossed the water he tries to force an opening for his companions.
Strength: 1d20 + 5 ⇒ (13) + 5 = 18
GM Eddv |
Making his way across Valin gets the door moooost of the way open, but he needs just a little bit of help.
Which he will almost assuredly get at least one aid right!
Mak'da |
Mak.da will take to the air and simply fly across.
T'Kemba slips into the water with a contented hiss.
She has a swim speed and enough strength to easily pull those who are not themselves able to swim if that is OK. Otherwise I have a CL3 wand of touch of the sea I am happy to use on people.
Reaching the door Mak'da directs T'Kemba to help.
Handle animal, push: 1d20 + 12 ⇒ (15) + 12 = 27
T'Kemba str to aid: 1d20 + 7 ⇒ (12) + 7 = 19
GM Eddv |
T'Kemba is able to pull everyone into the planetarian after helping Valin get the door pulled open.
We are now on slide 3
You enter the flooded bottom chamber but (Praise Cayden) blessedly the water doesn't seem to have reached the upper level of this structure.
The chamber is littered with broken benches and the area that was likely once set up as a theatre for observers to be given a demonstration on the stars lays in ruins as the still water feels as though you are disturbing it from a deep slumber. As you do however ripples come out from beneath the stairs and a creature emerges, looking territorial and emits a mighty and thunderous bellow before anyone can react, attempting to cow the obvious threat to its domain, T'Kemba.
Intimidate: 1d20 + 13 ⇒ (15) + 13 = 28
Tylosaurus: 1d20 + 3 ⇒ (16) + 3 = 19
Arisira: 1d20 + 5 ⇒ (12) + 5 = 17
Valin: 1d20 + 8 ⇒ (13) + 8 = 21
Vera: 1d20 + 2 ⇒ (2) + 2 = 4
Mak’da: 1d20 + 6 ⇒ (13) + 6 = 19
T'Kemba: 1d20 + 3 ⇒ (20) + 3 = 23
The water here is over 20 feet deep meaning if you wish to move along the bottom that's fine but if you wish to reach the steps you are going to need to swim as though its calm water (DC 10 swim check) to make progress at 1/4 normal speed as a move action or 1/2 as a full round action unless you have a swim speed. A swim speed will grant you a +8 on this check.
Additionally, if you make an attack from anywhere but over the water, you are going to be subject to the underwater combat rules regarding ranged attacks and melee attacks (most salient for melee is that bludgeoning and slashing attacks take -2 penalty to hit and deal half damage which piercing are normal and for ranged weapons, you take a -2 to hit for every 5 feet of water the attack passes through).
Round 1
Valin
T'Kemba
Mak'Da
---
Tylosaurus
---
Vera
Arisira
Mak'da |
Makda tries to identify whatever this strange creature is.
Nature?: 1d20 + 7 ⇒ (3) + 7 = 10
Well, that isnt likely to learn anything. T'Kemba is demoralised for 3 rounds
Mak'da reaches down and casts a blessing on T'Kemba before flying up out of reach.
Casting Barkskin on T'Kemba. How high is the room?
T'Kemba |
T'Kemba slides through the water towards the enemy creature, her natural affinity for water helping her.
Bite, demoralise, pa: 1d20 + 11 - 2 - 2 ⇒ (1) + 11 - 2 - 2 = 8
Damage: 1d4 + 11 + 6 ⇒ (4) + 11 + 6 = 21
T'Kemba has a swim speed and therefore doesnt need to worry about the underater combat rules.
Arisira |
Just to make certain that I understand- We are on the bottom, underwater, and to get out of the water requires a swim check?
GM Eddv |
Yes to be clear, you are at the bottom of 20 feet of water and swimming to the top requires DC 10 swim checks. Above the water is another 30 feet of clearance before the ceiling, or 10 feet if you manage to get onto any of the platforms
To that end, Valin, I need DC 10 swim check for you to get half of the way to the platform unless you possess a swim speed I dont know about
Mak'da |
If we are underwater then I would definately have used my wand of touch of the sea on everyone. It is CL3 so lasts for 3 minutes, gives people the ability to breathe underwater and a swim speed allowing you to take 10 and giving a +8 bonus. I had thought we were moving along the surface which is why I didnt bother.
GM Eddv |
Yeah, I am fine with allowing that - I could have been more precise or drawn a diagram but basically you went into the library on surface level, went underwater in the library and entered the Planetarium from its front entrance 20 feet underwater.
GM Eddv |
In which case Valin is able to do what he said he did
GM Eddv |
Sometimes I am the worst at simply looking at the turnover
The creature is willing, nay eager to assert its supremacy over a fellow aqua-reptile and bites at him after ignoring T'Kemba's feeble attempts to bite it first.
Bite: 1d20 + 13 ⇒ (18) + 13 = 312d6 + 16 ⇒ (6, 5) + 16 = 27
The creatures mighty jaws connect and pierce with even these enhanced scales on the snake and munches down for a lot of damage and then starts sliding the snake into its massive jaws.
Grapple: 1d20 + 23 ⇒ (7) + 23 = 30
For the first time, T'Kembas preferred combat style is being used against him! (or is it)
Round 1
Valin
T'Kemba (-27) GRAPPLED
Mak'Da
---
Tylosaurus
---
Vera
Arisira
Round 2
Valin
T'Kemba (-27) GRAPPLED
Mak'Da
---
Tylosaurus
---
Vera
Arisira
Vera Darkone |
Swim: 10 + 0 + 8 = 18
Vera swims forward a little further, and casts Bless on the party.
Arisira |
Arisira utilizes her newfound flippers and quickly swims out of the water and up onto the steps above. She stays low, to keep the creature in view, pulling out some ground mica, spreading it on her hand, and blowing it towards the creature. A golden glitter fills the water around the beast as it settles across its form and in its eyes
Move 30ft. Standard: Glitterdust. DC 17 Will or be blinded for 6 rounds
Valin Halcyon |
After the dust settles Valin moves in to help T'Kemba with the beast.
Attack, Bless: 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16
Damage: 1d10 + 9 ⇒ (9) + 9 = 18
GM Eddv |
Will Save: 1d20 + 2 ⇒ (7) + 2 = 9
The big blast of glitter at least temporarily blinds the giant beast as Valin attempts to take advantage of its impaired state and manages to succeed in driving his sword into its hide after a dive back into the water.
Round 2
Valin
T'Kemba (-27) GRAPPLED
Mak'Da
---
Tylosaurus (-18) BLINDED
---
Vera
Arisira
Conditions: BLESS
Mak'da |
Mak'da looks down at her companion, concern filling her eyes.
Dropping into the water she draws a wand as she moves and activates it. She places one hand on T'Kemba's flank and muttes, be safe and be lucky
Casting cats grace on T'Kemba
T'Kemba |
Hissing in rage and pain T'Kemba lashes out at the creature grabbing it.
Bite, pa, bless, demoralise: 1d20 + 11 - 2 + 1 - 2 ⇒ (14) + 11 - 2 + 1 - 2 = 22
Damage: 1d4 + 11 + 6 ⇒ (1) + 11 + 6 = 18
GM Eddv |
T'Kemba sinks her massive teeth into the creature's massive jaw, drawing obvious blood which fills the water like red ink.
The Creature attempt to bite down on T'Kemba once more.
Maintain Grapple to deal damage: 1d20 + 23 + 5 ⇒ (2) + 23 + 5 = 30
T'Kemba's heightened agility would have surely been enough to escape had she not already been trapped, but with the creature maintaining the upper hand its might jaws collapse down on T'Kemba once more.
Bite Damage: 2d6 + 16 ⇒ (6, 6) + 16 = 28
As it leaves T'Kemba's body life less it drops the snake content to allow it to slowly sink to the floor and turns it's attentive eyes to the armored knight whose sword pierced it's back.
Valin
T'Kemba (-55) GRAPPLED
Mak'Da
---
Tylosaurus (-18) BLINDED
---
Vera
Arisira
Conditions: BLESS
Vera Darkone |
Vera gives a quick glance at Mak'da as if to say. I'll help him soon as I can. She swims forward, and attacks the Tylosaurus with her rapier.
Swim: 10 + 8 = 18
Attack with Bless: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Mak'da |
I think the creature has taken 36 damage before Vera and it gets a glitterdust save.
Mak'da |
Quick question that I am unsure of the answer to. Does the maintain suffer from blinded miss chance?
GM Eddv |
Ah Good catch. As for the grapple question I feel like this is a rules versus logic question but I think RAW she would get the miss chance.
Hit on 51 or Higher: 1d100 ⇒ 10
Will Save: 1d20 + 4 ⇒ (9) + 4 = 13
The creature misses its mark and T'Kemba slips away.
Valin
T'Kemba (-27) UNCONSCIOUS
Mak'Da
---
Tylosaurus (-38) BLINDED
---
Vera
Arisira
Conditions: BLESS
Mak'da |
Phew! T'Kemba is no longer unconscious
Hoping to end things more quickly Mak'da reaches out and blesses T'Kemba with greater strength before swimming around the monster to set her up to attack next turn.
Cast spell then move, cant get into a flank yet as dont have enough movement.
T'Kemba |
T'Kemba glides forward around Vera and snaps at the horrible creature that hurt her again.
Bite, bless, BS, pa, demoralised: 1d20 + 11 + 1 + 2 - 2 - 2 ⇒ (18) + 11 + 1 + 2 - 2 - 2 = 28
Damage, pa, bs: 1d4 + 11 + 6 + 3 ⇒ (1) + 11 + 6 + 3 = 21
Valin Halcyon |
Valin slides forward to a spot where the monster can't track him and T'Kemba at the same time.
Attack, Bless, Flank: 1d20 + 11 + 1 + 2 ⇒ (16) + 11 + 1 + 2 = 30
Damage: 1d10 + 9 ⇒ (5) + 9 = 14
Arisira |
The water continues to interfere with Arisira's magical abilities.
Can they even hear me under water?
She ducks her head under the surface and shouts to the pathfinders.
"Make short work of this foe! There is much more to explore and learn!"
Inspire?
GM Eddv |
No need!
The party's combined efforts down the massive prehistoric beast.
As the combat ends it occurs to Mak'da that its pretty unusual for a beast like this to be confined to such a small space.
Mak'da |
That had crossed my mind.
This place is pretty small for this beast. There is either a larger exit somewhere around or maybe it has grown up here, trapped until it was too big to leave. Strange...
She calls T'Kemba back to her and starts to heal her with a wand.
CLW: 5d8 + 5 ⇒ (7, 1, 4, 7, 8) + 5 = 32
Arisira |
Arisira wades back into the water, along side the others.
"There are magics which could shrink such a creature for transport or travel. I doubt we will find another means of egress for such a creature- but it will be worth our time to thoroughly search"
Mak'da |
Of course says Mak'da tapping Valin with the wand. She activates on herself again and swims down with him and T'Kemba in case there are more dangerous creatures lurking down there.
Did anyone else buy the wand? It is from Ire Part 1.
Arisira |
I honestly didn't think about it at the time
GM Eddv |
Swimming around the bottom, Valin finds, frustratingly that there is no larger exit or area.
However it got in here, it did so under conditions for less than ideal for a creature of its size and type.
Mak'da |
OK, lets keep exploring them. Mak'da looks around for an exit.
GM Eddv |
There seem to be four obvious paths forward - stairs headed further up, and a pair of rooms on the upper catwalks.
Mak'da |
Lets check out the rooms on these upper catwalks says Mak'da heading upwards with T;Kemba.
Arisira |
Arisira presses on with her companions. Arrow knocked, she keeps an eye out for movement or signs of life within the planetarium.
Perception: 1d20 + 10 ⇒ (20) + 10 = 30
GM Eddv |
The first of the rooms is a bust as its merely a collapsed tower going upward.
The second and third however present methods of ascending higher.
Arisira picks up sounds of footprints pacing as if an ambush waits at the top of that staircase, while the other is more silent.
Mak'da |
How long since the fight with the enormous dino?
Lets spring the ambush whispers Mak'da.
GM Eddv |
Maybe a minute or three, depending. Going which way, into the ambush or sneaking around the ambush?
Arisira |
"I think we can make quick work of whatever foe should choose to waylay us. Let us spring it on them!"
I have 2 level 2 spells left- so I will likely inspire and plunk away. Attacking seems to be more of our forte than anything else. It also appears that we have lost Vera for at least a short stretch
Mak'da |
My wand of cats grace lasts for 3 minutes so its important if we have been going for one minute or three...:)
We know they want to ambush us, lets spring it and turn it back on them!