
Leira |

Leira shrugs not understanding what the luck stones might really mean. She renews her dancing lights and sends them south. After she makes sure the passage is empty she moves forward and hears for any dangerous sound.
Stealth: 1d20 + 18 ⇒ (8) + 18 = 26
Perception: 1d20 + 24 ⇒ (16) + 24 = 40

Droja |

Droja will look at Kaos, "Giants would rub them together then pray to their heathen god for luck. I will not pray to any god of Giants."
The stones are Divine and not Arcane. According to the AP it takes a Religion check to identify them. Droja made the check. If you rub them together and pray to a Giant's god, you will get a ÷1 on your next D20 roll. Droja had to interest in doing so.

Anga Runedaughter |

anything is possible. Can we leave this horrible environment?
Anga looks wet, cold and miserable

GM Mazra |

Leira will see at the end of the massive corridor a largest room in the midst of the temple ruins. The western wall has completely collapsed and now consists of a pile of great stone blocks. Lake fish dart around the rubble and through the fallen stones. In the center of the room to the east, a short flight of stone stairs rises to a small stone dais.
Map Updated!

Leira |

Wow! That's an impressive chamber! I wonder if this was a temple offered to any particular god... Leira swims inside the strange dais chamber and renews her dancing lights sending them to the northern opening.
The girl halts a bit to wait for the others to catch up and join her, while she looks around for danger, tracking specially carefully the lake fishes.
Perception (+1 vs traps): 1d20 + 24 ⇒ (17) + 24 = 41

Leira |

When Ulfgard points the reddish silt Leira approaches a bit to examine it.
K. nature: 1d20 + 7 ⇒ (4) + 7 = 11
Without a clue of what that might be, the girl renews once more her dancing lights spell and moves up the stone dais, examining it for what might be there.
Perception (+1 vs traps): 1d20 + 24 ⇒ (13) + 24 = 37

Anga Runedaughter |

Anga also checks out the silt
know nature: 1d20 + 10 ⇒ (20) + 10 = 30
well, nice to see I can still get a 20 :D

GM Mazra |

Anga will note that the reddish silt is not natural.

Haskyll Stonereaver |

Haskyll struggles along at the back, swimming like a rock.
Next time, we need to swim, I am going to say no
DM, don't forget my Artifact hunter trait. I think it is up to 59% chance to id artifacts upon initial handling.

Leira |

Leira is quickly lured to the gold of the headband as the metal reflects her spell's light with golden rays. Once she reaches the skeleton she quickly inspects the area for traps and the object with detect magic.
Perception (+1 vs traps): 1d20 + 24 ⇒ (1) + 24 = 25
Spellcraft to identify: 1d20 + 12 ⇒ (20) + 12 = 32
If nothing dangerous is found the girl picks up the headband and shows it to the others with a success expression.

Haskyll Stonereaver |

Was thinking for the headband, but also will use it on the silt
Moving a cloth across his mouth and nose to not breathe in the silt, Haskyll takes a close look at the silt, trying not to stir it up to much.

Anga Runedaughter |

that silt be not natural. Ah don't know what it is, but it's best tha be careful

Leira |

Leira attempts to make some warning signs at the rest of the party pointing towards the humanoids.
Bluff (convey a message): 1d20 + 5 ⇒ (2) + 5 = 7
The girl then searches for the water elemental gem on her belt, determined to avoid being taken by surprise alone this time.
If the creatures approach with an aggressive attitude Leira breaks the gem and liberates the water elemental inside to fight

Anga Runedaughter |

Anga looks perplexed at leira's gesturings.
What tha hells are ye doin', lassie

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Kaos will notice her apprehension in her strange behavior. So he'll then cast shield and move up closer to her to find out what's going up.

GM Mazra |

The Large Humanoids see Leira and then Kaos and begin to move toward you,
Kaos' Iniative:: 1d20 + 8 ⇒ (12) + 8 = 20
Leira's Iniative: 1d20 + 5 ⇒ (18) + 5 = 23
Anga's Iniative: 1d20 + 2 ⇒ (6) + 2 = 8
Ulfgards's Iniative: 1d20 + 1 ⇒ (14) + 1 = 15
Haskyll's Iniative: 1d20 + 0 ⇒ (6) + 0 = 6
Droja's Iniative: 1d20 + 0 ⇒ (20) + 0 = 20
Large Humanoid's Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Round One
Leira, Kaos, and Droja can react before these Large Aquatic Humanoids.
Droja swims closer to see what is going on as she can't currently see the Large Aquatic Humanoids.

Leira |

Seeing the creatures getting closer, Leira cracks the gem and a large water elemental is summoned in front of them to fight.
Swim: 1d20 + 5 ⇒ (18) + 5 = 23
Leira then swims forward.
The water elemental starts to deliver powerful slams on the first creature.
slam+water mastery-PA: 1d20 + 12 + 1 - 3 ⇒ (19) + 12 + 1 - 3 = 29
Bludgeoning damage+water mastery: 1d8 + 5 + 1 + 6 ⇒ (6) + 5 + 1 + 6 = 18
slam+water mastery-PA: 1d20 + 12 + 1 - 3 ⇒ (5) + 12 + 1 - 3 = 15
Bludgeoning damage+water mastery: 1d8 + 5 + 1 + 6 ⇒ (6) + 5 + 1 + 6 = 18

Today's Villain |

Going ahead with the Large Aquatic Humanoids actions.
Startled by the sudden appearance of a Large Water Elemental that slams into one of their numbers, three Large Aquatic Humanoids were all close and attack the creature from the Plane of Water with powerful claws.
The first one disperses some of the Water Elemental with a wicked swash from its right claw. The second one tears into Water Elemental with a rending attack that would have done more damage to just about everything else. But Elementals are resistant to such extra damage from attacks.
The fourth one also was successful with its attacks against the Water Elemental.
Aquatic Humanoid 1 Claw 1, PA, less DR: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 221d6 + 4 + 4 - 5 ⇒ (5) + 4 + 4 - 5 = 8
Aquatic Humanoid 1 Claw 2, PA, less DR: 1d20 + 9 - 2 ⇒ (8) + 9 - 2 = 151d6 + 4 + 4 - 5 ⇒ (2) + 4 + 4 - 5 = 5
Aquatic Humanoid 2 Claw 1, PA, less DR: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 241d6 + 4 + 4 - 5 ⇒ (4) + 4 + 4 - 5 = 7
Aquatic Humanoid 2 Claw 2, PA, less DR: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 201d6 + 4 + 4 - 5 ⇒ (5) + 4 + 4 - 5 = 8
Aquatic Humanoid 4 Claw 1, PA, less DR: 1d20 + 9 - 2 ⇒ (14) + 9 - 2 = 211d6 + 4 + 4 - 5 ⇒ (5) + 4 + 4 - 5 = 8
Aquatic Humanoid 4 Claw 2, PA, less DR: 1d20 + 9 - 2 ⇒ (20) + 9 - 2 = 271d6 + 4 + 4 - 5 ⇒ (6) + 4 + 4 - 5 = 9
The third one swims above the other three and throws a javelin at the Water Elemental. But the pointy stick did little damage to the Elemental.
Javelin -4 for ten feet of water less DR: 1d20 + 9 - 4 ⇒ (15) + 9 - 4 = 201d8 + 5 - 5 ⇒ (1) + 5 - 5 = 1
Leira 23 (AC19 61/63)
Large Water Elemental (AC18 27/68)
Kaos 20 (AC20/MA21 104/104)
Droja 20 (AC16 60(75)/60(75FL)
Large Aquatic Humanoids 18 (AC>15 -18,?,?,?/?)
Ulfgard 15 (AC22/G26 103/103)
Anga 8 (AC17/MA21/G25 60/60)
Haskyll 6 (AC21/G25 64/64)
Everybody but Droja and Leira are up for actions.

Haskyll Stonereaver |

Cannot get a moment to check things
Partially feeling the commotion that has started by the water elemental, Haskyll moves as fast as he can towards the others.
x4 run speed / swimming speed.
He then sets himself on the soft ground, and readies heartspit for anything that gets close.
AOO: 1d20 + 7 + 4 + 1 - 2 ⇒ (1) + 7 + 4 + 1 - 2 = 11 Add 2 if Giant
BAB, STR, Magic, PowerExtra is Bane
damage: 2d6 + 6 + 4 + 1 ⇒ (5, 1) + 6 + 4 + 1 = 17Add extra: 2d6 ⇒ (5, 4) = 9 if Giant
Base, STR, Power, Magic, Extra is Bane
Only to have kicked the base, and almost lose his grip on heartspit.

Anga Runedaughter |

Anga casts a spell, and vanishes, to reappear closer to the action
casts dimension door since her swim speed tanks. Remember it is a quarter of your land movement unless you have a swim speed

Haskyll Stonereaver |

Oops, forgot about that. will move me back.

Haskyll Stonereaver |

Worrysome

GM Mazra |

Round One
Seeing the Aquatic Humanoids making a move toward her, Anga cracks a gem.
A large Water Elemental appears and engages the large Aquatic Humanoids, slamming into the first one.
Kaos advances toward the large Aquatic Humanoids.
Droja swims toward the action as far as she can in the time allotted.
The Large Aquatic Humanoids defend themselves against the hostile Water Elemental. They manage to disperse much of the Water Elemental's form.
Ulfgard and Haskyll swim toward the action.
Anga Dimensions Door to her present location.
Suddenly out of the darkness a massive lobster-like creature emerges swimming toward Anga.
Leira 23 (AC19 61/63)
Large Water Elemental (AC18 27/68)
Kaos 20 (AC20/MA21 104/104)
Droja 20 (AC16 60(75)/60(75FL)
Large Aquatic Humanoids 18 (AC>15 -18,?,?,?/?)
Ulfgard 15 (AC22/G26 103/103)
Anga 8 (AC17/MA21/G25 60/60)
Haskyll 6 (AC21/G25 64/64)
Crustacean Aberration (AC? ?/?)
Round Two
Everyone is up!

Droja |

Seeing the large lobster-like creature with its massive claws swim out toward Anga, Droja exclaims, "We are all going to die!"
She then begins to seek diligently for help in this situation.
Droja begins a Summoning spell.
I will wait to post the monsters actions.

Leira |

Leira casts greater invisibility and disappears from sight.
Swim: 1d20 + 5 ⇒ (13) + 5 = 18
Invisible she swims unnoticed to a spot where she can later sneak attack the strange creatures.
Meanwhile the water elemental keeps slamming with all his strength at the first humanoid.
slam+water mastery-PA: 1d20 + 12 + 1 - 3 ⇒ (7) + 12 + 1 - 3 = 17
Bludgeoning damage+water mastery: 1d8 + 5 + 1 + 6 ⇒ (1) + 5 + 1 + 6 = 13
slam+water mastery-PA: 1d20 + 12 + 1 - 3 ⇒ (14) + 12 + 1 - 3 = 24
Bludgeoning damage+water mastery: 1d8 + 5 + 1 + 6 ⇒ (7) + 5 + 1 + 6 = 19

Anga Runedaughter |

bloody hells!Anga says as the monstrosity looms over her.
Quickly she casts an empowered magic missile at the creature
concentration check def cast: 1d20 + 16 ⇒ (15) + 16 = 31
empowered magic missile: 5d4 + 10 ⇒ (2, 1, 2, 2, 4) + 10 = 21 x1.5=21 damage

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Knowledge Nature: 1d20 + 5 ⇒ (13) + 5 = 18
Kaos moves up five and Attacks with both hands on the pick and teeth flashing.
He will start with the injured one first then the next closest if the first one falls.
Cold iron heavy pick: 1d20 + 14 + 1 ⇒ (2) + 14 + 1 = 171d6 + 14 ⇒ (4) + 14 = 18
Cold iron heavy pick: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 281d6 + 14 ⇒ (6) + 14 = 20
Cold iron heavy pick crit: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 143d6 + 42 ⇒ (3, 2, 3) + 42 = 50
Bite: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 281d6 + 16 ⇒ (1) + 16 = 17
Bite crit: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 121d6 + 16 ⇒ (3) + 16 = 19
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC.
Current AC 26, HP 112
DD Bite 7/7

Today's Villain |
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Kaos will know that he is underwater.
Ironically it is Knowledge (Local) 13 to determine the species of the Large Aquatic Humanoids, and a 15 to know these particular Humanoid's traits. It is a Knowledge (Dungeoneering) 17 to know the Lobster-like creature.
Round Two Start
Leira becomes invisible and moves toward the Large Aquatic Humanoids. Though invisible, she is underwater and her movement creates a bubble under the water. Two of the large Aquatic Humanoids react to her displacement underwater.
Large Aquatic Humanoid 1 must roll over 20 to react to Leira's movement: 1d100 ⇒ 42
Large Aquatic Humanoid 4 must roll over 20 to react to Leira's movement: 1d100 ⇒ 42
Both notice the Rogue Arcanist's movement and take an opportunistic attack. Each one managed to get a claw into Leira.
Large Aquatic Humanoid 1 claws at Leira's movement: 1d20 + 9 ⇒ (16) + 9 = 251d6 + 4 ⇒ (4) + 4 = 8
Large Aquatic Humanoid 4 claws at Leira's movement: 1d20 + 9 ⇒ (14) + 9 = 231d6 + 4 ⇒ (1) + 4 = 5
From the Core Rule Book: Invisibility: An invisible creature displaces water and leaves a visible, body-shaped “bubble” where the water was displaced. The creature still has concealment (20% miss chance), but not total concealment (50% miss chance). Leira takes 13 points of damage.
Leira's Water Elemental continues to slam into the first Large Aquatic Humanoid. Both of its attacks were effective, though not quite enough to stop the Large Aquatic Humanoid.
Kaos pulls out a piercing weapon, his Cold Iron Heavy War Pick. He sticks the first Large Aquatic Humanoid. It goes unconscious. He then turns and strikes the fourth one. The Heavy Pick pierces deep into the Large Aquatic Humanoid's chest. It too falls unconscious.
Both the first and fourth are out of action.
Droja begins a summoning spell.
Almost in a panic now, the remaining two Large Aquatic Humanoids fight for their life.
The second one continues to work on the Large Water Elemental. It viciously disperses the Elemental sending it back to its Plane of Water.
Aquatic Humanoid 2 Claw 1, PA, less DR: 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 261d6 + 4 + 4 - 5 ⇒ (6) + 4 + 4 - 5 = 9
Aquatic Humanoid 2 Claw , PA, less DR: 1d20 + 9 - 2 ⇒ (20) + 9 - 2 = 271d6 + 4 + 4 - 5 ⇒ (3) + 4 + 4 - 5 = 6
Aquatic Humanoid 2 Claw , PA, Confirm Crit + Rend: 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 181d6 + 4 + 4 + 1d6 ⇒ (2) + 4 + 4 + (5) = 15
The third takes a five foot swim and goes after the Dragon-like Humanoid. But either simply missed or could not penetrate Kaos' defenses.
Aquatic Humanoid 3 Claw 1, PA, less DR: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 191d6 + 4 + 4 - 5 ⇒ (1) + 4 + 4 - 5 = 4
Aquatic Humanoid 3 Claw , PA, less DR: 1d20 + 9 - 2 ⇒ (5) + 9 - 2 = 121d6 + 4 + 4 - 5 ⇒ (2) + 4 + 4 - 5 = 5
Ulfgard swims up and hits the Crustacean.
Anga cast an empowered Magic Missile at the Lobster-like creature so effectively that she is not immediately attacked by the Crustacean.
Leira 23 (AC19 48/63)
Large Water Elemental (AC18 GONE/68)
Kaos 20 (AC20/MA21 104/104)
Droja 20 (AC16 60(75)/60(75FL)
Large Aquatic Humanoids 18 (AC17 -11U,-13U,?,?/57)
Ulfgard 15 (AC22/G26 103/103)
Anga 8 (AC17/MA21/G25 60/60)
Haskyll 6 (AC21/G25 64/64)
Crustacean Aberration (AC? -33/?)
I will wait a little for Haskyll's actions before taking the Crustacean's actions. But this is like two battles going on, so everyone can go ahead with what you will do in Round Three.