Jirah Aurellion |
Jirah follows along, pulling up the rear.
Take 10 on swim for a total of 14
Mudk |
swim: 1d20 - 2 ⇒ (15) - 2 = 13
swim: 1d20 - 2 ⇒ (13) - 2 = 11
swim: 1d20 - 2 ⇒ (15) - 2 = 13
swim: 1d20 - 2 ⇒ (19) - 2 = 17
Mudk tries valiantly to keep up splashing a bunch.
GM Harker |
I'll assume Xakon takes 10 on his swim checks.
The group has no issues swimming down the long hallway which eventually empties out into a much larger space. This room 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. There are doors to the north and south.
Already waiting for you in the center of the room is a roughly humanoid creature composed of entirely of thick gobbets of soggy, brown mud.
Knowledge (planes) to identify this creature. I'll tell you what you know once you are in visual range of the monster.
Unless you go underwater and/or start holding your breath, the only special rule here is that you need to make a swim check to make any movement, and you can't take 5 foot steps. Please remember that you only move quarter your speed with a swim check unless you take a full round action to move half your speed. You cannot take 10 during combat.
PC Initiative
Frēodwēn Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Jirah's Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Lady Sugarsnap's Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Mudk's Initiative: 1d20 + 1 ⇒ (12) + 1 = 13
Sivantanpisil's Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Xakon's Initiative: 1d20 + 3 ⇒ (12) + 3 = 15
1d20 + 7 ⇒ (1) + 7 = 8
Initiative (Round 1)
Sugarsnap/Truffles <= Up
Sivantanpisil <= Up
Xakon <= Up
Mudk <= Up
Jirah <= Up
Mud Creature
Frēodwēn
Sugar/Truffles, Siv, Xakon, Mudk, and Jirah are up. Currently, only Xakon can see the creature.
Frēodwēn |
Knowledge, planes: 1d20 + 5 ⇒ (1) + 5 = 6
unfortunately nothing that Frēodwēn knows will be revealed until after all of you have taken your first round of actions
-Posted with Wayfinder
Jirah Aurellion |
I can't do anything until Xakon calls it out, and the conga line we have going on gets moving.
Sivantanpisil |
Siv ducks underwater and moves gracefully through the water as though it doesn't exist. Coming up inside the room just short of the monster, she displays her necklace of Desna, May Desna bless you all in our time of need, my friends!" The necklace glows and a soft radiance fills the room.
I'll use 1 round of my liberation ability to move without impediment through the room, then using my standard action, cast Bless; +1 morale bonus to attack and save vs. fear to everyone with 50' of me. I'll release my holy symbol as a free action, then place my free hand back on my longspear, ready to use an AOO if the mud monster moves within my threatened area.
Xakon |
swim: 1d20 + 11 ⇒ (17) + 11 = 28
If you're swimming, I'm not sure if water counts as difficult terrain so I understand if you disallow the charge action.
Breathing underwater, Xakon shouts out a warning and then charges the creature.
Ahead there is a humanoid creature composed of entirely of thick gobbets of soggy, brown mud!
charge, melee: 1d20 + 7 + 1 + 2 ⇒ (16) + 7 + 1 + 2 = 26
cold iron pierce dmg: 1d4 + 4 ⇒ (2) + 4 = 6
SA: 3d6 ⇒ (6, 3, 6) = 15
GM Harker |
Xakon, the water is difficult terrain, so you won't be able to charge. Also, with a 30 foot move speed, you won't be able to move and attack since the swimming cuts 1 move action to the quarter speed of 7.5 feet which isn't enough to reach your target without a double move.
Also, you do not have to currently fight underwater, the creature is at the surface and there is 12 feet of air between the surface of the water and the ceiling. If you do wish to fight underwater, then I'll post the special underwater fighting rules and will start keeping track of how long you've been holding your breath. As a spoiler, if you fight underwater you'll have to make a swim action before you attack every round to see if you can keep your balance.
Mudk |
swim: 1d20 - 2 ⇒ (19) - 2 = 17
Mudk moves into the room focusing on swimming.
"Onward to our soggy deaths!" Full round action to move at half his speed, double move. 20' total of movement.
GM Harker |
A successful Swim check allows you to swim a quarter of your speed as a move action or half your speed as a full-round action. So, if your speed is 20 ft., you move 5 feet as a move action, or 10 feet as a full round action.
Long story short, you can only move 10 feet Mudk, so please re-position yourself or let me know where you would like to be.
Jirah Aurellion |
Swim: 1d20 + 4 ⇒ (5) + 4 = 9
Jirah swims forward 20 feet.
Mudk |
ack sorry. I thought it meant "if you do nothing but move you can move at half your speed." Someone move me 10' back towards the hallway please, or I'll do it tonight when I get home.
Sivantanpisil |
ack sorry. I thought it meant "if you do nothing but move you can move at half your speed." Someone move me 10' back towards the hallway please, or I'll do it tonight when I get home.
Done.
Lady Sugarsnap |
Sugar is way in the back trying to keep her head above the water. clinging onto truffles.
sugar swim: 1d20 ⇒ 14
truffles swim: 1d20 + 4 ⇒ (16) + 4 = 20
current movement available is only 5' so we move up. double move would be 10 feet but Freo is there so can't go any further.
GM Harker |
Sugarsnap and Truffles also start swimming towards the room.
With Xakon right next to him, the Mudlord targets the halfling for both of its slam attacks. The first slam hits Xakon hard and is followed up by a river of mud that effectively grapples him. Xakon takes 13 damage and is grappled.
Slam 1: 1d20 + 13 ⇒ (12) + 13 = 25
Slam 2: 1d20 + 13 ⇒ (8) + 13 = 21
Damage: 2d6 + 3 ⇒ (6, 4) + 3 = 13
Grab: 1d20 + 12 ⇒ (14) + 12 = 26
Initiative (Rounds 1-2)
Sugarsnap/Truffles <= Up
Sivantanpisil <= Up
Xakon [13 Dmg; Grappled] <= Up
Mudk <= Up
Jirah <= Up
Mud Creature
Frēodwēn <= Up
Everyone is up.
Frēodwēn |
"Fear not, friends, we will prevail!"
standard action to inspire courage. Everyone gets +1 to attack and weapon damage rolls, and also to saves against fear
then begin full-round move action. Next round Frēodwēn should be 15' forward and have a move action remaining, right?
I have not yet moved him on the map
-Posted with Wayfinder
Lord Admiral Truffles |
Truffles starts to drown trying to keep his snout above water,
snort....gurgle...snort
any chance we can still take 10 on the swim considering we are so far removed from the combat
Jirah Aurellion |
Jirah swims forward again.
Full Round Move to Swim 15ft
Swim: 1d20 + 4 ⇒ (7) + 4 = 11
Mudk |
swim: 1d20 - 2 ⇒ (11) - 2 = 9
swim: 1d20 - 2 ⇒ (6) - 2 = 4
Mudk attempts twice to move closer but the water flow holds him back and he just flails uselessly against the liquid.
He is too busy splashing to talk.
After this combat I'm taking the armor off. This is getting ridonkculous.
Xakon |
Xakon attempts to stab his muddy skin expecting the worst.
Does this monster have any resistances?!?
melee, grappled: 1d20 + 7 + 1 + 1 - 2 ⇒ (12) + 7 + 1 + 1 - 2 = 19
cold iron pierce dmg: 1d4 + 4 + 1 ⇒ (3) + 4 + 1 = 8
GM Harker |
Sorry, I have to follow the rules mostly to the letter in PFS, so no taking 10 in combat even if you are a distance away.
Sivantanpisil continues to call upon Desna's blessings to move through the water like it was air and attacks the mud creature. Despite grappling Xakon, it easily avoids the attack. 2/3 rounds of Liberation domain power used.
Frēodwēn begins an inspiring oratory and begins to move forward. Assuming you make your swim check, Freod, you can move 5 feet now and 10 feet next round.
Sugarsnap prepares to move if/when Frēodwēn moves, although Truffles has some trouble swimming with his porcine feet. Unless you're going for a full round action, you can make another Swim check if you fail the first since Swim is just one move action.
Jirah swims into the room, but Mudk stays put as he barely treads the water in his armor.
Xakon, is your rapier enchanted with +1? Your character sheet seems to suggest that, but your posts in the discussion thread suggest otherwise.
Xakon |
@GM Harker: Sadly, it is not magical. I will correct it on my character sheet. It will be next time!
@Sugar: I recommend spontaneously summoning a shark or something aquatic to eat this thing. Although mud monster grappling a pig is a funny visual.
Xakon struggles in the grip of his foe while eyeing his companions struggle against the current underwater environment.
Your words are inspiring but I really need help with this mud monster! The VC told us to be ready to swim!
GM Harker |
I moved Freod up 1 square, he can move two more on his next post. Also moved Sugar up 1 square, although if she wants to stay adjacent to Truffles she can move herself back to him.
Frēodwēn and Sugar swim towards the room with the danger, while Truffles struggles to stay afloat.
Xakon's weapon does indeed hit the mud creature, but it appears completely resistant to his damage.
The Mudlord then releases Xakon and perhaps overconfidently swims into position in which it can attack everyone in its room. It follows up on that by slamming both Sivantanpisil and Mudk. Since it has a swim speed, it can take 5 steps in water without provoking. Both Siv and Mudk take 7 damage from two different slams.
Slam Siv: 1d20 + 13 ⇒ (6) + 13 = 19
Damage: 2d6 + 3 ⇒ (3, 1) + 3 = 7
Slam Mudk: 1d20 + 13 ⇒ (12) + 13 = 25
Damage: 2d6 + 3 ⇒ (2, 2) + 3 = 7
Initiative (Rounds 2-3)
Sugarsnap/Truffles <= Up
Sivantanpisil [7 Dmg] <= Up
Xakon [13 Dmg; Grappled] <= Up
Mudk [7 Dmg] <= Up
Jirah <= Up
Mud Creature
Frēodwēn <= Up
Effects
Inspire Courage: +1 competence bonus to weapon attack and damage, +1 morale bonus against fear and charm effects.
Everyone can go!
Sivantanpisil |
Sivvy turns and swims 5' away using the Liberation of Desna. Then turning back, she again calls upon the power of Desna and sends out a healing pulse to the party but singling out the mud monster not to receive her blessing.
3/3 Liberation now used. Using selective channel to avoid hitting the mudmonster although I'm unsure we've ever hurt him yet.
PositiveChannel: 2d6 ⇒ (4, 6) = 10 1 of 5
Bless is still going; +1 atk; 3/10 rds
Frēodwēn |
Could Frēodwēn have drawn his (magical, thankfully) longbow while swimming? Is it like regular move actions that way?
Xakon |
My rapier didn't hurt him. Maybe blunt weapons are better against it.
Xakon drops his rapier and draws his alchemical masterwork morningstar hoping to be more effective while he flanks with Mudk.
flank, melee: 1d20 + 6 + 1 + 1 + 2 ⇒ (20) + 6 + 1 + 1 + 2 = 30
silver B/P dmg: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6
SA: 3d6 ⇒ (5, 6, 1) = 12
confirm crit: 1d20 + 6 + 1 + 1 + 2 ⇒ (20) + 6 + 1 + 1 + 2 = 30
silver B/P dmg: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Frēodwēn |
From his position in the doorway, Frēodwēn sends some arrows at the mud construct. "We shall prevail today, friends!"
(None)
Round 2 action:
maintaining inspiration as a free action
Rolls:
longbow, attack, point blank, rapid shot, bless, inspiration, favored enemy: construct: 1d20 + 9 + 1 - 2 + 1 + 1 + 2 ⇒ (20) + 9 + 1 - 2 + 1 + 1 + 2 = 32 for piercing, cold iron, magic: 1d8 + 4 + 1 + 1 + 2 ⇒ (2) + 4 + 1 + 1 + 2 = 10
longbow, attack, point blank, rapid shot, bless, inspiration, favored enemy: construct: 1d20 + 9 + 1 - 2 + 1 + 1 + 2 ⇒ (2) + 9 + 1 - 2 + 1 + 1 + 2 = 14 for piercing, cold iron, magic: 1d8 + 4 + 1 + 1 + 2 ⇒ (2) + 4 + 1 + 1 + 2 = 10
crit confirm: 1d20 + 9 + 1 - 2 + 1 + 1 + 2 ⇒ (6) + 9 + 1 - 2 + 1 + 1 + 2 = 18 for piercing, cold iron, magic: 2d8 + 8 + 2 + 2 + 4 ⇒ (6, 7) + 8 + 2 + 2 + 4 = 29
Active Status effects:
inspiration
Bless
-Posted with Wayfinder
Xakon |
Sorry, I picked wrong time to retrain Nimble Steps. I don't think I can fail DC 10 Swim checks
Swim: 1d20 + 11 ⇒ (19) + 11 = 30
Acrobatics: 1d20 + 13 ⇒ (7) + 13 = 20
Lord Admiral Truffles |
Truffles tries to swim to catch Sugar
1d20 + 4 ⇒ (1) + 4 = 5
attempt again: 1d20 + 4 ⇒ (2) + 4 = 6
And Truffles is going under.
Lady Sugarsnap |
Sugar freaks as Truffles starts to sink and tries to go save him
swim: 1d20 + 0 ⇒ (5) + 0 = 5
looks like I have to waste my wild shape just to stay alive in an empty corridor
As Sugar and truffles both flounder in the water about to drown, Sugar gurgles and soon her whole body changes form, and becomes sleek dolphin.
move to try and not drown, standard to wild shape. next round go save truffles
Jirah Aurellion |
Jirah smirks and reaches out to touch the mud-thing.
Shocking Grasp Attack Roll: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 4d6 ⇒ (5, 4, 3, 3) = 15
Concentration to Cast Defensively: 1d20 + 7 ⇒ (3) + 7 = 10
Folio Reroll: 1d20 + 9 ⇒ (10) + 9 = 19
GM Harker |
Xakon, with a modifier that high you can skip further swim checks if you can make the roll on a 1. The same goes for anyone else if your modifier is high enough, but please indicate that somewhere in your post.
Mudk takes advantage of the creature moving adjacent to him and attacks it, but his weapon misses.
Sivantanpisil adjusts her position in the water and channels positive energy, healing those injured by the mud monster.
Xakon tries to tumble through the water, but is not nimble enough to escape an attack of opportunity from the enemy, and it hits him with another slam. Xakon takes 11 damage from the AoO.
AoO Slam on Xakon: 1d20 + 13 ⇒ (15) + 13 = 28
Damage: 2d6 + 3 ⇒ (6, 2) + 3 = 11
The halfling rogue retaliates with an attack from his morningstar, but he quickly learns that since it's composed purely of mud, the creature is immune to flanking and critical hits. Moreover, his weapon does not appear to injure it all.
Frēodwēn's first shot from his magical bow hits also, and finally does some damage to the creature, although not critically so.
Sugarsnap transforms into a dolphin and swims over to assist the sinking Truffles.
Jirah casts Shocking Grasp, but finds herself running afoul of the mud creature's spell resistance and the spell is ineffective.
Jirah Caster Level + racial trait vs. spell resistance: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
The mud creature turns its full attention to Mudk now, perhaps due to the paladin being between it and the only person to harm it so far. It strikes Mudk twice with its two slams and attempts to grapple him with the second attack, but it does not manage to get a grip on him. Mudk takes 22 damage in total from the two slams.
Slam 1: 1d20 + 13 ⇒ (9) + 13 = 22
Damage: 2d6 + 3 ⇒ (1, 5) + 3 = 9
Slam 2: 1d20 + 13 ⇒ (13) + 13 = 26
Damage: 2d6 + 3 ⇒ (6, 4) + 3 = 13
Grab: 1d20 + 12 ⇒ (3) + 12 = 15
Initiative (Rounds 3-4)
Sugarsnap/Truffles <= Up
Sivantanpisil <= Up
Xakon [14 Dmg] <= Up
Mudk [22 Dmg] <= Up
Jirah <= Up
Mud Creature
Frēodwēn <= Up
Effects
Inspire Courage: +1 competence bonus to weapon attack and damage, +1 morale bonus against fear and charm effects.
Bless: +1 morale bonus to attack rolls and fear saves.
All the PC's are up!
Frēodwēn |
"This is a dark fight, friends, but I know we will carry the day." Frēodwēn says as he again looses a pair of arrows at the creature and treads water.
Xak, looks like maybe you would aid Mudk
Lowest possible swim roll for this guy while wearing the flippers is 11
shakes fist diiiiiiccceee gooooodddssss!!
Round 3 action:
continue inspiration
Rapid shot
Rolls:
longbow, attack, point blank, inspiration, bless, favored enemy, rapid shot: 1d20 + 9 + 1 + 1 + 1 + 2 - 2 ⇒ (2) + 9 + 1 + 1 + 1 + 2 - 2 = 14 for piercing, cold iron, magic: 1d8 + 4 + 1 + 1 + 2 ⇒ (1) + 4 + 1 + 1 + 2 = 9
longbow, attack, point blank, inspiration, bless, favored enemy, rapid shot: 1d20 + 9 + 1 + 1 + 1 + 2 - 2 ⇒ (6) + 9 + 1 + 1 + 1 + 2 - 2 = 18 for piercing, cold iron, magic: 1d8 + 4 + 1 + 1 + 2 ⇒ (5) + 4 + 1 + 1 + 2 = 13
Active Status effects:
Inspiration (3 rounds consumed in this fight so far)
Bless
-Posted with Wayfinder
Mudk |
power attack: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 252d4 + 10 + 1 ⇒ (3, 2) + 10 + 1 = 16
Mudk attacks again with a roaring wordless challenge. As a swift action he lays hands on himself.
layonhands: 2d6 + 36 - 22 ⇒ (4, 2) + 36 - 22 = 20
36 is my base hp 22 the damage I received I'm at 20 hp now.
Sivantanpisil |
Sivvy shouts out to the paladin, "MUDK, is it evil?"
Cast Protection from Evil. +2 AC deflection bonus, +2 saves, natural attacks of evil summoned creatures auto-fail... not sure if this is summoned, but worth a shot as it's kicking our collective butts.
BardichePowerAttack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d8 + 9 ⇒ (6) + 9 = 15