Harrow Tatterhood |
"Harrow be had at all those things, except explore local food. He do a good job with that. Harrow promise," the half-orc lies from behind his mask.
knowledge local: 1d20 + 3 ⇒ (19) + 3 = 22
GM Engleaktig |
The party chooses to engage the locals in a respectful way. The ratfolk love that you have an interest in their day-to-day lives. You pick up a lot of nuances about their culture that might have otherwise been missed.
__________
You gather together and follow the directions to the mysterious area. Unfortunately, it brings you to an area beyond the aquaculture. It's not far from the activity on the lake (as the crow flies). But you're out of sight of them.
Glen Fiddich |
"According to local legends, this bit of shore may be haunted and inhabited by the undead," Glen says. "Anybody see or sense anything?" He activates his wayfinder to shed some light upon the darkness.
Take 20 Perception for 41 or: 1d20 + 21 ⇒ (6) + 21 = 27
Then the inquisitor casts an orison and slowly pivots, looking for any magical auras around them.
Harrow Tatterhood |
Harrow groans at the thought of the haunted and undead. Nothing gave him the creeps like these unnatural abominations.
"If haunted, let all dead guys get more dead and not warn them. Harrow not think anybody live around the dead guys--maybe we go somewhere else," he suggests as his heart beats a little faster.
Glen Fiddich |
"Hey, guys, look! An underwater cave."
Glen Fiddich |
"I'm willing to explore, but I'd rather not do so alone. I'm a decent swimmer, but I'd need air sooner or later."
"What sort of ally did you have in mind, Mareq? Anybody else willing to get wet?"
Harrow Tatterhood |
Harrow agrees with Glen. "Harrow not like get wet if dead guys down there. Send somebody that like getting wet and dead guys."
Glen Fiddich |
"Know any mermaid necrophiliacs, Harrow?"
Mareq Bolthune |
"I shall summon a denizen of the Plane of Water. I think it best if we avoid the marids and their folk for now. They avoid the undead. It reminds them of the ghuls, genies who have been taken into undeath. It reminds them they are not all-powerful," says Mareq, waxing pedantic for a moment. "Perhaps Suhrealit-shol, an elemental with whom I have had some dealings in the past."
He concentrates and mutters in Aquan quietly, rhythmically until a whispering, susurrussing noise joins him from elsewhere. The noise gets louder and shatters the walls between planes, cascading a blue-green fountain of water forth, until the water itself stands upright and looks down at Mareq.
"તમે શું કરવા માંગો છો, જાદુગર? હું લીગ અને પ્રસન્નતા અને તેમના હૃદયને પ્રેમાળ કરું છું. તું મને કેમ રોકે છે?" it says.
Mareq looks at him and with a small bow, not a large bow, just a polite tip of the head, he says, "સુહરેલિટ-શોલ વડા પ્રધાનમાં આપનું સ્વાગત છે. નીચે એક રહસ્ય છે. આપણને પ્રીમિયમની જરૂર હોય તે હવા વગર તરંગોની નીચે એક ગુફા. શું તમે તેને અન્વેષણ કરી શકો છો અને તમને જે મળશે તે અમને કહી શકો છો?"
With a spray of water at Mareq, the elemental says, "આ માટે હું વિક્ષેપિત છું. એક દિવસ તમે મને આદેશ આપી શકશો નહીં. તે દિવસે, હું મારી જાતને તમારા ફેફસાંમાં મૂકીશ અને જોશે કે તેઓ શું અનુભવે છે ... દિવસો અને દિવસો સુધી, જ્યાં સુધી તેઓ ફૂલેલી જેલી તરફ વળે નહીં."
The elemental flows, rather than walks, into the lake and disappears.
Elemental explores cave
Mareq Bolthune |
Large water elemental with the Augment Summoning featthrown in (+4 strength and constitution).
N Large outsider (elemental, extraplanar, water)
Init +2; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 18, touch 12, flat-footed 15 (+2 Dex, +1 dodge, +6 natural, –1 size)
hp 84 (8d10+24)+16
Fort +11, Ref +8, Will +2
DR 5/—; Immune elemental traits
OFFENSE
Speed 20 ft., swim 90 ft.
Melee 2 slams +14 (1d8+5+2)
Space 10 ft.; Reach 10 ft.
Special Attacks drench, vortex (DC 21, 10–40 ft.), water mastery
STATISTICS
Str 24, Dex 14, Con 21, Int 6, Wis 11, Cha 11
Base Atk +8; CMB +16; CMD 29
Feats Cleave, Dodge, Great Cleave, Power Attack
Skills Acrobatics +9, Escape Artist +11, Knowledge (planes) +5, Perception +9, Stealth +5, Swim +26
Languages Aquan
SPECIAL ABILITIES
Drench (Ex)
The elemental’s touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).
Vortex (Su)
A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.
Water Mastery (Ex)
A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.
GM Engleaktig |
Elemental Fort Save: 1d20 + 11 ⇒ (1) + 11 = 12, Damage: 2d6 ⇒ (1, 1) = 2
The large elemental swims forward. Suddenly, it is wracked with pain, and it takes 2 HP of damage. (It ran into an aura; it doesn't necessarily know where the danger is. Does it have a means to communicate with the party?) Since you're all waiting above water, you might not know that the elemental has experienced something bad. But, I'll roll init, anyway.
Initiative Rolls:
??? Init: 1d20 + 4 ⇒ (11) + 4 = 15
Berosius Init: 1d20 + 3 ⇒ (9) + 3 = 12
Glen Init: 1d20 + 6 ⇒ (16) + 6 = 22
Harrow Init: 1d20 + 4 ⇒ (5) + 4 = 9
Kelson Init: 1d20 + 2 ⇒ (3) + 2 = 5
Mareq+Husarq Init: 1d20 + 2 ⇒ (2) + 2 = 4
__________
Worrisome Waters
Round 1
Glen is up!
Glen Fiddich |
"So, Mareq, any word from your buddy? Wonder how it's going down there..."
Mareq Bolthune |
"So, Mareq, any word from your buddy? Wonder how it's going down there..."
Mareq would've cast Message on all involved, enabling the elemental to be heard by the entire team (if the GM will allow it). Assuming they speak Aquan.
BTW, Aquan in my previous post is represented by the Gujarati language.
Glen Fiddich |
"No hablo Agua, Mareq-con." Glen grins, good-natured, at his other-worldly jest. "It's a rude play on your name. A joke. In bad taste."
"Oh, never mind." The inquisitor vows to himself, Stick to business and leave humor to the bards, Glen.
Mareq Bolthune |
"No hablo Agua, Mareq-con." Glen grins, good-natured, at his other-worldly jest. "It's a rude play on your name. A joke. In bad taste."
"Oh, never mind." The inquisitor vows to himself, Stick to business and leave humor to the bards, Glen.
LOL!
Glen Fiddich |
Unsure of what the team will face, but forewarned by the legends of haunts and the undead, Glen draws his sword and mutters a prayer. "Cayden Cailean, protect us from evil!"
Protection from Evil, Communal: Allies (except for the summoned elemental) gain a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Second, allies immediately receive another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. Third, the spell prevents bodily contact by evil summoned creatures.
Mareq Bolthune |
"Suhrealit-shol says it sees some sort of HUGE undead skeletal creature. The bones of countless creatures dribble from the rib cage of this thing!" says Mareq.
Glen Fiddich |
Knowledge (religion), Monster Lore: 1d20 + 10 + 4 ⇒ (2) + 10 + 4 = 16
"Some kind of huge skeleton with bones and skulls of countless smaller creatures dribbling from its joints and rib cage? Gee, I'm not sure... "
Mareq Bolthune |
[dice=Knowledge (religion), Monster Lore]d20+10+4
"Some kind of huge skeleton with bones and skulls of countless smaller creatures dribbling from its joints and rib cage? Gee, I'm not sure... "
Mareq shrugs.
GM Engleaktig |
Worrisome Waters
Round 1
__________
The inquisitor calls upon the divine to protect the party.
__________
The pile-o-bones strikes from its cave with natural attacks. The elemental gives a blow-by-blow description of what happens. It sounds like the attacks are roughly analogous to a bite, claw, claw.
Bite: 1d20 + 22 ⇒ (11) + 22 = 33, Damage-DR: 2d8 + 10 - 5 ⇒ (7, 3) + 10 - 5 = 15
Claw: 1d20 + 23 ⇒ (10) + 23 = 33, Damage-DR: 2d6 + 10 - 5 ⇒ (1, 4) + 10 - 5 = 10
Claw: 1d20 + 23 ⇒ (2) + 23 = 25, Damage-DR: 2d8 + 10 - 5 ⇒ (2, 4) + 10 - 5 = 11
Grab: 1d20 + 30 ⇒ (17) + 30 = 47
After DR, the elemental takes 36 HP of damage and is grappled.
__________
Sorted Initiative:
Glen--Communal Protection from Evil
Unknown undead--Full attack
Berosius
Harrow
Kelson
Mareq
__________
Berosius, Harrow, Kelsopn, and Mareq are all up. Your enemy and your ally are both underwater at this point.
Harrow Tatterhood |
Harrow doesn't know what this thing is, and Ragathiel doesn't enlighten him. He casts shield of faith in preparation for a battle.
knowledge religion: 1d20 + 9 ⇒ (2) + 9 = 11
Glen Fiddich |
"Mareq, can Sushi-Hole drag the bag-a-bones up here, where we can whack at it?"
Berosius |
"Told you," Berosius says to no one in particular. He then casts blessings of fervor on the team.
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
- Increase its speed by 30 feet.
- Stand up as a swift action without provoking an attack of opportunity.
- Make one extra attack as part of a full attack action, using its highest base attack bonus.
- Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
- Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
Mareq Bolthune |
"can anyone help us breathe underwater?"
"Not I, I'm afraid. Not much experience with it. Water was always in short supply on the Plane of Fire," says Mareq with a shrug of his shoulders.
Glen Fiddich |
"Let's see if Mareq can convince his buddy Sushi-Hole to lure the bag-o-bones to the surface, first."
"Then we can go for a dive and a swim."
Mareq Bolthune |
Mareq, do you want the elemental to retreat?
"સુહ્રેલિટ-શોલ, વસ્તુને સપાટી પર લાલચ આપો જેથી અમે તેને જોડી શકીએ અને તમને સહાય કરી શકીએ," says Mareq via message.
Harrow Tatterhood |
Harrow is glad that his best friend has such good spells, and he prepares to engage anything he can see.
"Bring it up where we see it," he says.
Glen Fiddich |
Glen shivers as a little of Berosius's fervor infects him, too.
(Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves)
Mareq Bolthune |
The water elemental immediately dissolves into a whirling vortex of water, 40ft tall, and begins moving to the surface of the water, hopefully leading the undead monstrosity.
Vortex ability
Extra 30ft of movement from Blessing of Fervor
GM Engleaktig |
OK. Just to let you know where I'm coming from: The elemental gets the first 5-feet of movement for "free." But the undead has a lot of reach. Moving provokes.
AOO: 1d20 + 22 ⇒ (9) + 22 = 31, damage: 2d8 + 10 ⇒ (4, 3) + 10 = 17
As the elemental moves strategically, it takes 17 HP more damage from the undead.
Since you're all readying and waiting, the new initiative will be the undead, then the party. I've taken the liberty of moving both the elemental and the undead. But feel free to adjest the elemental, slightly, to better suit your needs.
__________
Worrisome Waters
Round 2
__________
The undead monstorsity chases after the elemental and attacks once from it's long reach:
Bite: 1d20 + 22 ⇒ (8) + 22 = 30, damage: 2d8 + 10 ⇒ (4, 3) + 10 = 17
The elemental coincidentally takes 17 HP more damage from the undead. (34 HP of total damage since the previous post.)
__________
Round 2, continued
The whole party is up!
Berosius |
Berosius waits for the elemental to come within 50 feet of his position. He then casts reach cure critical wounds on it.
Full-round casting. Takes a 5th level spell slot.
Cure critical wounds: 4d8 + 10 ⇒ (6, 3, 3, 7) + 10 = 29
Mareq Bolthune |
OK. Just to let you know where I'm coming from: The elemental gets the first 5-feet of movement for "free." But the undead has a lot of reach. Moving provokes.
The vortex form of the elemental does not provoke.
The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through the creature’s space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.
Mareq's Summoned Ally |
The undead monstrosity chases after the elemental and attacks once from it's long reach. The elemental coincidentally takes 17 HP more damage from the undead.
The elemental, Suhrealit-shol, feels its power leeching from the wounds the undead thing has caused. But as it reaches the surface, it feels the healing energy of one of the mortals suffuse its essence. Why a mortal would do such a thing is oddly beyond the alien thinking of Suhrealit-shol.
Thanks, Berosius!
This round, the elemental selects the extra attack from Blessing of Fervor
Suhrealit-shol turns (if a water elemental can actually "turn") and slams the undead thing!
Slam 1: 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25 Dmg: 1d8 + 5 + 2 + 1 ⇒ (4) + 5 + 2 + 1 = 12
Slam 2: 1d20 + 14 + 1 ⇒ (7) + 14 + 1 = 22 Dmg: 1d8 + 5 + 2 + 1 ⇒ (5) + 5 + 2 + 1 = 13
Slam extra: 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23 Dmg: 1d8 + 5 + 2 + 1 ⇒ (8) + 5 + 2 + 1 = 16
Mareq Bolthune |
Mareq thinks and thinks, wondering how he might help in this situation.
Suhrealit-shol is a powerful ally, but cannot prevail alone. It will soon vanish and return to its watery realm.
Ah ha! thinks Mareq. Just the thing.
He weaves the aetherial strands of magic together and casts them at the undead creature, hoping to siphon some of its power. Siphon Might
Siphon Might Fort DC18/half: 1d6 + 4 ⇒ (3) + 4 = 7 All siphoned strength is given as a Strength bonus to Harrow.
Glen Fiddich |
"I see you now, m#%%##~#$!%~! Come and get some!" Glen unleashes an insulting tirade so vicious and spiteful that the bag-o-bones is physically scorched by his fury.
Blistering Invective: Intimidate check to demoralize: 1d20 + 20 ⇒ (8) + 20 = 28 (DC equal to 10+target’s Hit Dice+target’s WIS mod. Success: target is shaken for one round; duration increases by 1 round for every 5 by which you beat the DC.)
Fire Damage: 1d10 ⇒ 8 (DC16 Reflex or also catch fire)
(SR negates fire damage only)