Aldy Rolda |
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Aldy will begin trying to bring Brand back to consciousness.
GM - just so I understand your previous ruling - Aldy won't be able to get Brand's head above water due to my low strength? Even with the buoyant force of the water, I can't get just his head above the waves? And if I do misunderstand your ruling - what type of action would that be, and does it provoke (I'm assuming yes on the last one).
I may change my action if things are different than I understand them currently.
Then Aldy continues annoying the elemental and protecting his allies.
bodyguard: 1d20 + 9 ⇒ (16) + 9 = 25
bodyguard: 1d20 + 9 ⇒ (18) + 9 = 27
bodyguard: 1d20 + 9 ⇒ (7) + 9 = 16
bodyguard: 1d20 + 9 ⇒ (6) + 9 = 15
+4 AC vs. the first four Elemental attacks for Bree, Flint or Arkolo.
GM Mike Hallet |
@Aldy, You can hold his head above water, I thought your question was about moving him to the table.
As Arkolo prepares to fire, the elemental takes a swipe at the inquisitor.
Slam: 1d20 + 12 - 3 + 1 ⇒ (13) + 12 - 3 + 1 = 231d8 + 5 + 6 + 1 ⇒ (5) + 5 + 6 + 1 = 17
The force of the blow throws off Arkolo's first shot but he is able to connect with the second.
Arkolo (17 damage)
Breelajah
Flint
Aldy
Brand (44 damage, unconscious)
Water Elemental (51 damage)
Bold can act!
Brand Boulderstep |
If the elemental goes down first, it'll be safer for Brand too. :"P
Flint Jaycen |
Flint grunts, heaving a large piece of rock at the elemental. He overextends, opening himself up for attack. With the elemental's reach, I think I just triggered an AoO with my ranged attack.
Elemental Blast @ Elemental: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 2d6 + 11 ⇒ (6, 4) + 11 = 21
GM Mike Hallet |
Flint's blast tears the elemental apart, leaving the room quiet. In the southern alcove, a pair of submerged hatches are the only other exit from this room. (circled in green)
A few moments later, gallons of water rush into the room from the portal. You feel it push against you, but not with enough force to upset you.
Flint Jaycen |
Flint breathes in deep as the water splashes back down. He hops off the wall and swooshes through the water towards Brand. He boops the dwarf on the head. "Get up, mate."
Use Magic Device, DC 20: 1d20 + 4 ⇒ (18) + 4 = 22
Cure Light Wounds Wand: 1d8 + 1 ⇒ (6) + 1 = 7
He then turns towards the portal. "Uh... any way we can stop this thing?"
Brand Boulderstep |
"Urghh..." The dwarf awakens and pulls himself up.
Seeing the his own body's state, he begins using his wand.....
CLW 6d8 + 6 ⇒ (6, 1, 2, 7, 5, 8) + 6 = 35
Once fully healed, he looks at his companions, (Assuming this place isn't flooded. "So what's next? or how do we close this?"
Aldy Rolda |
I'm not sure we do close it... don't think I have any way to do it. It must drain somewhere, or else the whole spire would probably be flooded by now. Lets explore some more...
Kn Planes?: 1d20 + 9 + 1d6 ⇒ (6) + 9 + (2) = 17
Assuming there doesn't seem to be anything to be done about the portal, Aldy leads the way back around to the other passage. He'll move slowly, feeling underwater ahead of him with his rapier to avoid steeping in any sudden holes that might plunge him underwater.
Perception: 1d20 + 11 ⇒ (5) + 11 = 16 + 2 more for traps
Arkolo |
"Perhaps we should check that the water is actually draining before we continue? I don't want anymore surprises and I think there have been enough near drownings as is..."
Arkolo pulls out his own wand and uses it to patch himself up.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Aldy Rolda |
Sounds reasonable
Aldy will go check out the grates that the water is draining out of, and verify if he can that it is actually leaving the room.[/b]
Flint Jaycen |
Flint taps his chin. "Aye... good point about the waterfall. Perhaps this level just has an ecosystem of its own, created by whatever mad wizard built this place..." The dwarf nods his head decisively. "Guess we better find another exist, cause I don't want to go down that grate!"
Brand Boulderstep |
"Would you like to see if the waterfall leads to somewhere else?" Brand asks.
Aldy Rolda |
I believe the little grates in this room just allow water to drain. By my understanding, the waterfall is in a previous room (I have circled the waterfall and the direction water flows as I understand it in red on the map). The passageway I was planning on going down next leads to the same room that the waterfall drains in to.
Flint Jaycen |
Flint follows Aldy. "As usual, your eyes see things ours don't!"
I think Aldy's interpretation is right.
GM Mike Hallet |
My last update didn't post for some reason.
The green circles are hatches with grates that the water is flowing through. You could open the hatches and swim down.
Brand Boulderstep |
"Looks like down is a possible direction though I dislike the thought of having to swim..."
Aldy Rolda |
I'm also not super excited with swimming - particularly down a hole where we don't know how long until there is air again. I vote we go down the hallway into the room the waterfall drains in to.
Flint Jaycen |
Flint nods his head in agreement. Swimming is never the best option... In the back of the pack, he rolls a ball of earth between his palms, checking over his shoulder every now and then.
GM Mike Hallet |
The passage dips beneath the passage that crosses it, so for about a 15' stretch it is completely submerged (the area from Flint to Brand).
Aldy gets his head above water just in time to notice that he stands on the precipice of a room that is filled from wall to wall with water that reeks of dead sea life. A cascade pouring from the northern wall churns up silt and other filth in the water, creating a murky mess.
A portal, not as large in the one in the previous room sits in the middle of the south wall, water slowly draining into it, keeping the room from being flooded entirely.
You cannot see the floor.
Flint Jaycen |
Flint hears the news and frowns. "Torag's left peanut. I hate water." He looks at the others and shrugs. "But, I can clamber along the walls if Aldy doesn't see anything. Maybe something will swim up for the bait." His lips tighten, not excited about the idea of being bait.
Brand Boulderstep |
"Not such a good plan as the rest of us don't do too well in water or have the ability to pull you out if anything untoward happens." Brand points out.
"If we do go in, then perhaps we should make sure to rope each other to ourselves so that at least we can attempt to pull each other to safety."
Aldy Rolda |
For this next room at least, we can position Flint and Arkolo at the top of the waterfall. Good view of the room. I can use my elixir to let me swim to go in and scout the room, since the water seems a little deeper. If there is anything hostile in there, Flint and Arkolo can kill it and I should be able to retreat. I'd appreciate you tieing a rope around me to pull me out if I get knocked out though.
I have positioned people in my suggested formation for going into the room - if anyone has a different idea, let us know. If everyone is ok with this, I'll drink my extract of touch of the sea, and swim into the room to take a look around.
Flint Jaycen |
Flint nods eagerly at the rope idea. He pulls out some silk rope from his pack and begins tying it around his waist. The dwarf pats Brand on the shoulder as he slides by him. "You're not wrong about the water and the fallin and the drownin part. But Torag doesn't give his blessings to cowards." He shrugs and begins to climb towards the waterfall.
Sounds like a good plan. This climb speed really is coming in useful.
Arkolo |
"Excellent plan. Anything that keeps me out of the water is good by me. I admit I'm not overly found of all this water. And it seems to be infested."
Aldy Rolda |
Alright - lets get going then.
Aldy will tie a rope off to himself, hand it to Bree and Brand, then quaff his extract of touch of the sea and wade into the water. Arkolo seems happy to stand at the top of the water fall - Flint, did you want to be climbing around the walls somewhere or at the top of the waterfall? I'd say just place yourself where you want to be.
Brand Boulderstep |
"Excuse me. Yer calling me a coward?" Brand is offended by Flint's remarks even as he prepares the rope to be tied around himself.
"By giving caution I am now deemed a coward. Having powers that grants you the skill to clamber onto the stone lets you now judge others I see. I'll remember that the next monster that comes barreling in. I should stay back then."
GM Mike Hallet |
Aldy swims into the room and explores a bit. As he crosses the middle of the room, he feels something quickly rush up his legs. It feels like mud?
Reflex save Aldy
Breelajah |
Bree helps Brand hold onto the rope. Bree raises a silent eyebrow at Flint's offhand comment. A little condescending but Bree has learned to not interfere with other peoples' issues.
He watches as Aldy moves out into the chamber.
Perception: 1d20 + 7 ⇒ (5) + 7 = 12 Keeping an eye out for any monsters in the water.
Flint Jaycen |
Flint grabs onto the wall and turns back to Brand, "Nah, yer not a coward. They wouldn'ta waded into this infested water-world in the first place." He turns back to the wall and mutters, "But stone-clambering is pretty nice." He waddles along the wall, turning at the splash near Aldy.
GM Mike Hallet |
Aldy is caught completely by surprise as the mud suddenly rises up around him and engulfs him. This is no ordinary mud, it is a mud creature.
(Perception DC was 40 for Aldy, more for the others, so you didn't have the option to the take the opportunity attack.)
damage: 1d6 + 3 ⇒ (3) + 3 = 6
smother: 1d20 + 12 ⇒ (14) + 12 = 261d6 ⇒ 6
Mud begins to try to push its way into Aldy's mouth and nose as it squeezes around his torso trying to smother him.
Knowledge (planes) DC 16 to identify.
Aldy: 1d20 + 6 ⇒ (18) + 6 = 24
Arkolo: 1d20 + 8 ⇒ (9) + 8 = 17
Brand: 1d20 + 6 ⇒ (20) + 6 = 26
Breelajah: 1d20 + 3 ⇒ (17) + 3 = 20
Flint: 1d20 + 5 ⇒ (15) + 5 = 20
Mud: 1d20 + 7 ⇒ (3) + 7 = 10
Brand
Aldy (6 damage, hold breath 18)
Breelajah
Flint
Arkolo
Mud
Bold may act!
Aldy Rolda |
Aldy attempts to claw his way out of the mud.
Escape Artist w/ inspiration: 1d20 + 8 + 1d6 ⇒ (15) + 8 + (2) = 25
Breelajah |
The rope in Bree's hands goes taut as the mud monster engulfs Aldy. "Brand, help me pull on this. Maybe we can pull him out!" He yanks on the rope.
Strength: 1d20 + 3 ⇒ (16) + 3 = 19
Brand Boulderstep |
Pull Rope! 1d20 + 3 ⇒ (6) + 3 = 9 oh no.
And when he can identify it. 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
Brand pulls urgently as well as he hears Bree call.
"Seems like trouble.."
Flint Jaycen |
Flint curses under his breath as the monster appears. He shuffles along the wall then gathers up a ball of earth in his hands. Looking quickly between the ball and the monster, he growls in pain as several old wounds leak open along his arms. Ignoring the pain, he bowls it forward! The chunk of rock skips across the water until it collides with the beast.
Elemental Blast, Pushing @ Mud Monster: 1d20 + 8 ⇒ (16) + 8 = 24 Accepting one burn.
Damage: 2d6 + 11 ⇒ (6, 6) + 11 = 23
Free Bull Rush @ Mud Monster: 1d20 + 8 ⇒ (6) + 8 = 14 Ah, fail. So, it hits and wounds the mud thing, but does not push it.
Arkolo |
Arkolo looks carefully at the living mud before shrugging his shoulders and declaring "It's a mud creature!"
Kn: Planes: 1d20 + 7 ⇒ (1) + 7 = 8
Swift: Activate Judgement of Justice, Full Attack.
Twang! (PBS,JoJ,CS,RF,PS,DB): 1d20 + 9 + 1 + 2 + 1 - 2 ⇒ (6) + 9 + 1 + 2 + 1 - 2 = 17
Piercing Damage: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Twang! (PBS,JoJ,CS,RF,PS,DB): 1d20 + 9 + 1 + 2 + 1 - 2 ⇒ (12) + 9 + 1 + 2 + 1 - 2 = 23
Piercing Damage: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10
GM Mike Hallet |
For future reference, I'll call pulling on the rope a standard action to assist Aldy's escape artist check with your strength check.
With a strong tug of the rope, Aldy is able to escape.
Flint and Arkolo each hit it once.
The mud creature decides to go for Flint.
slam: 1d20 + 13 ⇒ (8) + 13 = 212d6 + 3 ⇒ (6, 5) + 3 = 14
slam: 1d20 + 13 ⇒ (14) + 13 = 272d6 + 3 ⇒ (2, 4) + 3 = 9
grab: 1d20 + 12 ⇒ (4) + 12 = 16
It bashes him twice and grabs him, pulling him free of the wall.
Brand
Aldy (6 damage)
Breelajah
Flint (17 damage, 8 nonlethal, grappled)
Arkolo
Mud (33 damage, grappled)
Bold may act!
Breelajah |
Seeing that Aldy is free, Bree wades forward in the water. He pulls his battleaxe free as he moves then swings it at the monster.
battleax@monster: 1d20 + 7 ⇒ (10) + 7 = 17
damage: 1d8 + 3 ⇒ (1) + 3 = 4
GM Mike Hallet |
Remember the water is 8 feet deep. If you don't have a swim speed you can swim one-quarter of your land speed as a move action with a DC 10 swim check. Since you are in combat you can't take 10 unless you have an ability that allows it.
Aldy Rolda |
Aldy swims around the side of the monster, and attempts to distract it with his rapier while Bree goes for a more substantial strike.
Aid Bree: 1d20 + 8 ⇒ (13) + 8 = 21
Bodyguard: 1d20 + 8 ⇒ (15) + 8 = 23
Bodyguard: 1d20 + 8 ⇒ (7) + 8 = 15
Bodyguard: 1d20 + 8 ⇒ (6) + 8 = 14
Bodyguard: 1d20 + 8 ⇒ (5) + 8 = 13
Bree gets +4 to his attack, and Flint or Bree (or brand if he moves up and is adjacent to me) get +4 AC vs. the first 4 attacks next round.
Breelajah |
Forgot about the water depth. I moved only 5 feet anyway. And here's my swim check. Do I take a penalty from attacking while swimming?
Swim: 1d20 + 4 ⇒ (13) + 4 = 17
Brand Boulderstep |
Seeing no other choice, Brand too engages the beast.
Swim 1d20 + 3 ⇒ (12) + 3 = 15
Attack 1d20 + 7 ⇒ (14) + 7 = 211d10 + 3 ⇒ (2) + 3 = 5
Feeling the water get into his armor, wetting his beard is more then enough to send the grumpy dwarf into grumpy overdrive!
Arkolo |
Arkolo continues to let fly with arrows at the creature...
Twang! (PBS,JoJ,CS,RF,PS,DB): 1d20 + 9 + 1 + 2 + 1 - 2 ⇒ (10) + 9 + 1 + 2 + 1 - 2 = 21
Piercing Damage: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Twang! (PBS,JoJ,CS,RF,PS,DB): 1d20 + 9 + 1 + 2 + 1 - 2 ⇒ (15) + 9 + 1 + 2 + 1 - 2 = 26
Piercing Damage: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Flint Jaycen |
"AHHHHHHHHHHHghghghghgh!" Flint screams in fear and then spits out some mud. Alright, cowardice may have been the right choice.
Escape Artist: 1d20 + 5 ⇒ (12) + 5 = 17
He thrashes around in the mess, unable to escape the grasp of the mud monster.
Swim: 1d20 + 0 ⇒ (11) + 0 = 11 If I got pulled off the wall, I probably need this! Justtttttttt enough.