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Round 1
Everyone tries to fight the disgust and filth they are stuck in as the Lake attacks Tessai. BD attempts a ruse to an invisable audience as Kyle prays for guidance.
Enemy Turn
The lake continues its assault on Tessai. It's clear that this large creature has reach.
1d20 + 12 ⇒ (17) + 12 = 291d8 + 5 ⇒ (2) + 5 = 7
1d20 + 12 ⇒ (9) + 12 = 211d8 + 5 ⇒ (1) + 5 = 6
Tessai just can't get her footing as she's pummeled by the fantastic force of the disgusting lake.
You notice that the water begins to swirl...
5' Kyle (26/26 1 CON dmg), Aemon (36/36 1 Con Dmg), Corellon (25/27 1 Con Dmg, 1 WIS Dmg, Disease?), Tessai (9/33 1 Con Dmg), Beppo (40/40 3 Str Dmg(-1hit/dmg), 1 Con Dmg, Diseased?),
PFL Brandon (39/39 1 Con Dmg, Disease?), B Devil (32/32 1 Con Dmg, 1 WIS Dmg, Cursed, 3pts STR dmg (-1hit/dmg), Disease?),
5' The Lake (Perfect, ),

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"It doesn't take full damage from your weapons, but it should hurt it. Just be careful of it's vortex attack. Its only weakness is that its will is soft." Kyle informs. He sees the water beginning to swirl. "He going to vortex!!"
Swim: 1d20 ⇒ 9
Fort Smell: 1d20 + 5 ⇒ (12) + 5 = 17
Fort Disease: 1d20 + 5 ⇒ (16) + 5 = 21
Kyle points shoots a blue bolt from his finger at the lake.
Lightening Arc: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Kyle moves toward the island to the west. "There is room for some up north!

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You take a quick assessment of your surroundings.
To get back out the way you game, you would have to climb up the stairs that were very slippery (DC 17 from the bottom). Ahead of you about 25', you see an island. If you have a 30' move, it would be one solid swim check / full round action that may provoke from the Lake. To your north is a patch of land that's only 10' away, but can only support 3 of you.

Tessai |

Spitting out gore and blood, Tessai shouts - "Foul! It is just foul!"
Drawing her rapier, and muttering under her breath, the tieflings' weapon starts to shine against the dim gloom of the hopeless place.
Using judgement of smiting - this should help according to Kyle's instructions right?
Then, with measured steps, Tessai assaults the creature relentlessly.
Attack fighting defensively: 1d20 + 3 ⇒ (5) + 3 = 8Damage: 1d6 + 6 ⇒ (3) + 6 = 9
Fort 1: 1d20 + 6 ⇒ (16) + 6 = 22
Fort 2: 1d20 + 6 ⇒ (17) + 6 = 23
Swim: 1d20 ⇒ 15
Current AC is 22

Corellon Aelasar |

Despite the sickening smell Corellon decides to try on, seeing the swirling water and heeding the warning from Kyle he makes a determined try for the island.
swim: 1d20 + 2 ⇒ (5) + 2 = 7
Fort Smell: 1d20 + 1 ⇒ (14) + 1 = 15
Fort Disease: 1d20 + 1 ⇒ (11) + 1 = 12
Do I still need the disease roll since I already failed last roll?
But pushing through the muck proves to be difficult, however, he manages to hold off the urge to vomit.

Tessai |

I'm guessing I don't really understand Damage Reduction then :D Is this innacurate?
Damage Reduction
Some magic creatures have the supernatural ability to instantly heal damage from weapons or ignore blows altogether as though they were invulnerable.
The numerical part of a creature's damage reduction (or DR) is the amount of damage the creature ignores from normal attacks. Usually, a certain type of weapon can overcome this reduction (see Overcoming DR). This information is separated from the damage reduction number by a slash. For example, DR 5/magic means that a creature takes 5 less points of damage from all weapons that are not magic. If a dash follows the slash, then the damage reduction is effective against any attack that does not ignore damage reduction.
Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk's stunning, and injury-based disease. Damage Reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.
Attacks that deal no damage because of the target's damage reduction do not disrupt spells.
Spells, spell-like abilities, and energy attacks (even non-magical fire) ignore damage reduction.
Sometimes damage reduction represents instant healing. Sometimes it represents the creature's tough hide or body. In either case, other characters can see that conventional attacks won't work.
If a creature has damage reduction from more than one source, the two forms of damage reduction do not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation.
Overcoming DR
Damage Reduction may be overcome by special materials, magic weapons (any weapon with a +1 or higher enhancement bonus, not counting the enhancement from masterwork quality), certain types of weapons (such as slashing or bludgeoning), and weapons imbued with an alignment.
Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).
Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction, regardless of their actual material or alignment. The following table shows what type of enhancement bonus is needed to overcome some common types of damage reduction.
Or there are certain types of DR that simply cannot be overcome?
Regarding dryland... Tessai is the tank, and only 3 fit there, so its really a non-issue - someone needs to stay in the water, and at least one of those has to be Tessai - Was expecting a heal from Kyle though :/
If Retcon is acceptable, and my take on DR is incorrect, then Tessai will use Judgement of Sacred Healing 2 instead.
EDIT: Just re-read my own post and understood why some DRs cannot be overcome :/

Beppo van Drotske |

fort vs stench: 1d20 + 5 ⇒ (8) + 5 = 13
fort vs disease: 1d20 + 5 ⇒ (13) + 5 = 18
Though still highly nauseated, Beppo manages to yell out, Shooters to the north! Others to the island! Make it fight on land! He then swims past the lake-thing toward the island as far as his move action (due to nausea) and 30' movement (with armor training) will allow.
swim: 1d20 + 7 ⇒ (16) + 7 = 23

Aemon Brooks |

Just as he slips Aemon shouts out.
"I'm falling! look out."
Then as he slides in to everyone behind him, he splashes into the water it catches him off guard and he starts to sink desperately slashing about trying to get to the surface. While gagging on the smell and taste of the pool.
Swim: 1d20 - 1 ⇒ (12) - 1 = 11
Filth: 1d20 + 4 ⇒ (10) + 4 = 14
Disease: 1d20 + 4 ⇒ (4) + 4 = 8
I'll have to make another swim to surface and if i make it can i move out of the pool?

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(In this case, a failed swim check just means you don't move but you flounder and suffer some penalities. In some cases, a failed swim check can mean that you sink. This is not one of them, thankfully.)
Round 2
Kyle zaps the lake with electricity as he swims to the north. Beppo and Tessai similarly move to land masses as many of the other flounder in the thick, gooey mess, unable to make any ground, so to speak.
(BD need Swim Check and fort saves for this round please)

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Enemy Turn
The Lake monster falls back into the 'water' and suddenly begins to spin around and around, forming a whirlpool vortex.
Everyone in the water must make a DC 19 Reflex save to avoid the whirlpool this round. If they fail, they are hit by the monster and they must make another reflex save to see if they are caught and captured by the vortex.
25'W Island Beppo (40/40 3 Str Dmg(-1hit/dmg), 1 Con Dmg, Diseased?, On Land (W)),
5' Kyle (26/26 1 CON dmg), Aemon (36/36 1 Con Dmg, Disease?), Corellon (25/27 1 Con Dmg, 1 WIS Dmg, Disease?2), Tessai (9/33 1 Con Dmg, On Land(N)),
PFL Brandon (39/39 1 Con Dmg, Disease?), B Devil (32/32 1 Con Dmg, 1 WIS Dmg, Cursed, 3pts STR dmg (-1hit/dmg), Disease?),
5' The Lake (Perfect, ),

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Do we make the reflex saves before or after the swim and fort saves?
Swim: 1d20 ⇒ 1
Smell: 1d20 + 5 ⇒ (7) + 5 = 12
Disease: 1d20 + 5 ⇒ (15) + 5 = 20
Reflex: 1d20 + 5 ⇒ (11) + 5 = 16
Reflex: 1d20 + 5 ⇒ (18) + 5 = 23
Kyle just flounders in place like a useless ragdoll.

Corellon Aelasar |

Swim: 1d20 + 2 ⇒ (2) + 2 = 4
FORT Smell: 1d20 + 1 ⇒ (19) + 1 = 20
FORT Disease: 1d20 + 1 ⇒ (6) + 1 = 7
Reflex: 1d20 + 9 ⇒ (10) + 9 = 19
Reflex: 1d20 + 9 ⇒ (19) + 9 = 28
While sickness continues to ovetake him, limiting any chance of pushing forward in the water, thankfully, his natural reflexes allow him to avoid being caught up in the vortex.

Aemon Brooks |

Swim: 1d20 - 1 ⇒ (2) - 1 = 1
Smell: 1d20 + 6 ⇒ (18) + 6 = 24
Disease: 1d20 + 6 ⇒ (10) + 6 = 16
Reflex: 1d20 + 8 ⇒ (5) + 8 = 13
Reflex: 1d20 + 8 ⇒ (14) + 8 = 22
Aemon again attempts to swim out of the stank murky pool failing and only splashing about.
"I can't get out.." He shouts as he takes in another mouth full.
He starts to panic more as the monster takes a vortex and tries to pull him in.

Edmond Harrow |

swim: 1d20 + 5 ⇒ (13) + 5 = 18
smell: 1d20 + 6 ⇒ (16) + 6 = 22
disease: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
reflex: 1d20 + 6 ⇒ (17) + 6 = 23
reflex: 1d20 + 6 ⇒ (3) + 6 = 9
[i]This is so undignified[/dice]
With his long arms and prodigious strength Edmond powers through the water and hauls himself onto the island beside Beppo.
I think the others can handle this. We'll have to deal with it! he shouts to the warrior to make himself heard over the roar of the water.

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Round 3
Kyle and Aemon flounder and are smashed by the waves.
1d8 + 5 ⇒ (7) + 5 = 12 (Extra Fort save VS. Disease.)
1d8 + 5 ⇒ (8) + 5 = 13 (Extra Fort save VS. Disease.)
Others move on land.
Enemy Turn
The lake remains in vortex form, content, it would seem, to attempt to drown Kyle and Aemon for a 2nd round.
DC to swim is now 19. Followed by two fort saves. Saved by Two reflex saves, just for those in water. Those on land are free of all those rolls for now :P
Status
25'W Island Beppo (40/40 3 Str Dmg(-1hit/dmg), 1 Con Dmg, Diseased?, On Land (W)), B Devil (32/32 1 Con Dmg, 1 WIS Dmg, Cursed, 3pts STR dmg (-1hit/dmg), Disease?, On Land (W)),
5' Kyle (14/26 1 CON dmg), Aemon (23/36 1 Con Dmg, Disease?), Corellon (25/27 1 Con Dmg, 1 WIS Dmg, Disease?3), Tessai (9/33 1 Con Dmg, On Land(N)),
PFL Brandon (39/39 1 Con Dmg, Disease?, On Land (N)),
5' The Lake (Perfect, ),

Edmond Harrow |

Edmond turns back to this massive disgusting lake monster.
Although he has no idea if his claws will even affect it, he is nothing if not pragmatic and rips into it regardless.
claw 1, pa: 1d20 + 8 ⇒ (16) + 8 = 24
claw 1 dam: 1d6 + 6 + 2 ⇒ (1) + 6 + 2 = 9
claw 2, pa: 1d20 + 8 ⇒ (6) + 8 = 14
claw 2 dam: 1d6 + 6 + 2 ⇒ (6) + 6 + 2 = 14
bite: 1d20 + 8 ⇒ (6) + 8 = 14
bite dam: 1d8 + 6 + 2 ⇒ (6) + 6 + 2 = 14

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Kyle wants to use a hero point to add 8 to his swim roll. He really wants to get to land.
Swim: to be made by GM
Smell: 1d20 + 5 ⇒ (4) + 5 = 9
Disease: 1d20 + 5 ⇒ (20) + 5 = 25
Reflex: 1d20 + 5 ⇒ (20) + 5 = 25
Reflex: 1d20 + 5 ⇒ (9) + 5 = 14
Extra Disease: 1d20 + 5 ⇒ (5) + 5 = 10
If Kyle can swim, he heads to dry land, the island if close enough.

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Edmond turns back to this massive disgusting lake monster.
Although he has no idea if his claws will even affect it, he is nothing if not pragmatic and rips into it regardless.
As you attack the vortex with 'natural' weapons, it gets a chance to suck you in. Two Reflex saves, please.

Beppo van Drotske |

Who knows how long this vortex thing will last. You're in this deep with these people, better do what you can.
Beppo takes a deep breath, draws his sword, and strikes the lakething unless he is too far away on the island, in which case he hesitates and you can ignore these rolls.
attack: 1d20 + 7 ⇒ (11) + 7 = 18
damage: 2d6 + 1 ⇒ (1, 1) + 1 = 3
reflex: 1d20 + 3 ⇒ (20) + 3 = 23
reflex: 1d20 + 3 ⇒ (4) + 3 = 7

Corellon Aelasar |

Corellon sees Kyle struggling and tries to throw him a rope as well.
Using BD's math +4 DEX, +3 BAB ... maybe my weapon finess might allow me the same anyway.
Throw Rope: 1d20 + 7 ⇒ (9) + 7 = 16
"Kyle grab the rope!" he says as he looks for something to secure hiself against so that he can offset the power of the vortex and Kyle's weight.
"I don't think there's anything I can do to hurt this thing - how am I supposed to fight a puddle?

Aemon Brooks |

Extra Fort save: 1d20 + 6 ⇒ (14) + 6 = 20
Swim: 1d20 - 1 ⇒ (2) - 1 = 1
Smell: 1d20 + 6 ⇒ (8) + 6 = 14
Disease: 1d20 + 6 ⇒ (20) + 6 = 26
Reflex: 1d20 + 8 ⇒ (19) + 8 = 27
Reflex: 1d20 + 8 ⇒ (1) + 8 = 9
"Help! Help me!"
Aemon screams out still unable to get out of the pool.
I'm getting no where..

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Round 3
As Edmond attacks the Lake, a look of shock can be seen as the very water he tries to attack pulls him in and pounds him!
1d8 + 5 ⇒ (2) + 5 = 7
Kyle tries to swim out...
1d20 ⇒ 1 Even with others throwing ropes (multiple aid another), he just can't get out. So, he flounders. Aemon is also hit hard.
1d8 + 5 ⇒ (5) + 5 = 10
Enemy Turn
The Lake stops spinning. It pulls water around it, making it look stronger as it strikes those in the water with it.
1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 251d8 + 9 ⇒ (2) + 9 = 11 It Hits Edmond
1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 231d8 + 9 ⇒ (4) + 9 = 13 And Kyle
1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 151d8 + 9 ⇒ (6) + 9 = 15 And Aemon (Remember, Flat Footed AC when Floundering)
Status
25'W Island Beppo (40/40 3 Str Dmg(-1hit/dmg), 1 Con Dmg, Diseased?), B Devil (32/32 1 Con Dmg, 1 WIS Dmg, Cursed, 3pts STR dmg (-1hit/dmg), Disease?),
N Island PFL Corellon (25/27 1 Con Dmg, 1 WIS Dmg, Disease?3), Tessai (13/33 1 Con Dmg),
PFL
10' In Water The Lake (Perfect, ), Brandon (21/39 1 Con Dmg, Disease?), Kyle (1/26 1 CON dmg, Disease), Aemon (8/36 1 Con Dmg, Disease?),

Aemon Brooks |

Swim: 1d20 - 1 ⇒ (19) - 1 = 18
Smell: 1d20 + 6 ⇒ (18) + 6 = 24
Disease: 1d20 + 6 ⇒ (3) + 6 = 9
Reflect: 1d20 + 8 ⇒ (20) + 8 = 28
Reflect: 1d20 + 8 ⇒ (15) + 8 = 23
Aemon finally swims out of the water, then crawls on the solid land and tries to get as far away from pool as he can.
can i use a HP for you to reroll kyles swim.

The Black Devil |

BD uses Move action to pull rope out. Standard to tie Corellon. Corellon moves/swims into muck (move action) and grabs Kyle. Another party member on that side of land pulls you both out (standard action).
North Island is Corellon and Tessai. Devil and Beppo are on the West island.
"Get ready to pull this rope.", Devil says to Beppo. Having drawn on the rope when it seemed Kyle might have grasped it, he had enough of it in hand, he hoped. No, he reasoned. Tying a clumsy big loop in the end of the rope, he opened his mind, and saw every potential of the casting of the loop, in the casting of a spell.
(Standard Action to cast True Strike and make an attack at -2
Improvised Lasoo -4, -2, +2 BAB +3 DEX, +20 True Strike: 1d20 + 19 ⇒ (4) + 19 = 23
"NOW, Beppo!", Devil calls as the clumsy loop falls around the struggling priest.

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I know I'm being evil here...but there IS only so much you can do in a round.
Tying a lasso is probably a full round... standard at best...but let's say it's a move. Casting is a standard as you pointed out. Throwing it is another standard. Suggestion/Answer: Use hero point rule to gain an extra standard action this turn.

Edmond Harrow |

Swim: 1d20 + 5 ⇒ (11) + 5 = 16
smell: 1d20 + 6 ⇒ (9) + 6 = 15
disease: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
I admit I'm a little lost with what's going on here but my intention is to swim to the western island

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The Lake pulled you in as you tried to attack it, pulling you into the putrid waters. You get to make another Fort save as it slammed you. Now that its your turn, you are swimming to get back on land. Since it is no longer creating a whirlpool, the DC to get back on land is back to normal (12) and you don't have to worry about extra reflex saves. (It had you trapped earlier with little chance to get out).

Corellon Aelasar |

Seeing Devil's skilled rescue attempt for Kyle, Corellon tries to aid Aeomon out of the water, he thows him a line ...
Throw Rope: 1d20 + 7 ⇒ (20) + 7 = 27

Tessai |

Taking a standard action to swap from Paired Opportunist to Precise Strike.
Moving to the edge of the island with sword and shield in hand, now beyond reasoning, Tessai roars at the creature - "Come on then!! We will not be stopped even if I die here!! Everyone go for the other side! I'll hold it off!! MOVE!"