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Cyrene kicks out cautiously, trying to paddle away from the elemental and back into her natural element - dry land!

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Marina uses her swim speed to go pull blue away from the water elemental.
If he resists grapple: 1d20 + 10 ⇒ (16) + 10 = 26
She might provoke from some of them moving but underwater and some don't even have weapons she's not too scared.

GM Fez |

Marina grabs the man and pulls him away from the doorway, her head nearly reaching the ceiling. All of the drug addicts seem to be struggling keeping their own heads above water, their lethargic movements actively working against them.
The elemental itself starts swinging at the two targets that injured it, namely Dissa and Kontha.
Slam (D)!: 1d20 + 12 ⇒ (15) + 12 = 27
Slam (K)!: 1d20 + 12 ⇒ (3) + 12 = 15
Damage (D): 1d8 + 5 ⇒ (2) + 5 = 7
Order 3rd round
Marina, Cyrene
Addicts [R: 0 [shaken], Y: 0 [shaken]], Guttermaw, Water Elemental -60
Dissa, Dulomak and Kontha

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Dissa tries to keep his footing, ready to destroy the elemental and then the summoner responsible.
Swim DC15?: 1d20 + 3 ⇒ (13) + 3 = 16
With breath held, and a light stream of bubbles trickling out from his lips, the warrior continues smiling as he presses his assault.
Primary Attack: 1d20 + 11 + 1 + 2 + 4 ⇒ (13) + 11 + 1 + 2 + 4 = 31
Primary Damage: 2d8 + 16 ⇒ (4, 3) + 16 = 23
Iterative Attack: 1d20 + 6 + 1 + 2 + 4 ⇒ (2) + 6 + 1 + 2 + 4 = 15
Iterative Damage: 2d8 + 16 ⇒ (5, 7) + 16 = 28
Haste Attack: 1d20 + 11 + 1 + 2 + 4 ⇒ (7) + 11 + 1 + 2 + 4 = 25
Haste Damage: 2d8 + 16 ⇒ (4, 3) + 16 = 23
Dissa searches for the being responsible for summoning the elemental.

GM Fez |

If you're staying on the pier you won't need to make the swim checks Dissa. You're big enough that your feet actually touch the bottom.
Dissa continues to unleash hell on the water elemental, eventually sending it back to the plane from whence it came.
Order 3rd round
Marina, Cyrene
Addicts [R: 0 [shaken], Y: 0 [shaken]], Guttermaw
Dissa, Dulomak and Kontha

Kontha |

Swim Check
1d20 + 3 ⇒ (12) + 3 = 15
Using her powerful legs to keep afloat she again bites at the water elemental
1d20 + 4 + 7 + 1 ⇒ (5) + 4 + 7 + 1 = 17
1d20 + 1 + 7 + 4 ⇒ (15) + 1 + 7 + 4 = 27
1d8 + 4 ⇒ (2) + 4 = 6
1d8 + 4 ⇒ (8) + 4 = 12

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Swim check
1d20 + 4 ⇒ (14) + 4 = 18
he will try to smash the dumb water elemental
1d20 + 4 + 1 + 8 ⇒ (20) + 4 + 1 + 8 = 33
1d20 + 4 + 1 + 8 ⇒ (16) + 4 + 1 + 8 = 29 confirm?
1d20 + 1 + 8 + 4 ⇒ (15) + 1 + 8 + 4 = 28
Damage
if no confirm from hit 1
1d10 + 6 ⇒ (10) + 6 = 16
If Confirm from Hit 1
2d10 + 12 ⇒ (8, 2) + 12 = 22
Hit 2?
1d20 + 6 ⇒ (2) + 6 = 8

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Cyrene is trying to get out of the water all together, being under three feet tall makes this encounter much harder!

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depending on how much time this is, Marina is trying to get these stupid addicts to not die by dragging them on shore or something. But if it's just this round I doubt she makes much if any progress before something else happens.

GM Fez |

Shore's a bit too far for you to reach in one round with a semi-conscious addict being pulled along. But spending time keeping them above water isn't too difficult for you.
Cyrene, Kontha and Dulomak swim over to the roof of the shack, a foot or so above the water, climbing out as the sea roils around them. Inside Marina is fighting with the shiver addicts, attempting to keep each of them above water as they listlessly kick their legs and wave their arms, barely doing a thing to help her.
A terrible screeching is heard from the north. Looking that way you all see an enormous toad like daemon leaping high into the air. It begins gliding down, claws poised to attack Dissa. The Paladin's greater size and increased reach allows him to swipe at the beast as it comes crashing down on him. AoO
Crunch!: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16
Pouncing claw!: 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22
Pouncing claw!: 1d20 + 13 + 2 ⇒ (3) + 13 + 2 = 18
Order 3rd round
Marina, Cyrene
Addicts [R: 0 [shaken], Y: 0 [shaken]], Guttermaw
(Dissa AoO)
Dissa, Dulomak and Kontha

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Dissa continues to smile through held breath and the dispersed water elemental. As the toad closes, he swings in a silver flash of adamantine.
Fauchard AoO: 1d20 + 11 + 1 + 4 + 1 + 2 ⇒ (1) + 11 + 1 + 4 + 1 + 2 = 20 Fallback Strategy Not like this... a voice whispers as Dissa sees his attack fail.
Dissa braces a thrust, reconsidering his sweeping slash as a moment of deja vu overtakes him.
Fauchard AoO: 1d20 + 11 + 1 + 4 + 1 + 2 ⇒ (17) + 11 + 1 + 4 + 1 + 2 = 36
Fauchard AoO confirm?: 1d20 + 11 + 1 + 4 + 1 + 2 ⇒ (5) + 11 + 1 + 4 + 1 + 2 = 24
Crit Damage: 4d8 + 36 ⇒ (8, 7, 2, 2) + 36 = 55
Dissa then steps back to full attack the monster.
Fauchard Primary: 1d20 + 11 + 4 + 1 + 2 ⇒ (16) + 11 + 4 + 1 + 2 = 34
Fauchard Primary Confirm?: 1d20 + 11 + 4 + 1 + 2 ⇒ (8) + 11 + 4 + 1 + 2 = 26
Crit Damage: 4d8 + 36 ⇒ (8, 5, 1, 6) + 36 = 56
Fauchard Iterative: 1d20 + 6 + 4 + 1 + 2 ⇒ (5) + 6 + 4 + 1 + 2 = 18
Damage: 2d8 + 18 ⇒ (7, 4) + 18 = 29
Fauchard Haste: 1d20 + 11 + 4 + 1 + 2 ⇒ (2) + 11 + 4 + 1 + 2 = 20
Damage: 2d8 + 18 ⇒ (7, 6) + 18 = 31

GM Fez |

This is the end of the third round.
The waters start receding as Dissa dispatches the toad daemon. Despite his fauchard not cutting deeply into the monster he manages to strike several vital places and drop it. Inside the hut Marina has successfully prevented the addicts from drowning while Dulomak, Kontha, and Cyrene swiftly find themselves on top of the roof of the shack with no easy way down.
Mob initiative: 1d20 + 3 ⇒ (16) + 3 = 19
From the end of the wharf a large crowd of people has gathered, pressed together and yelling in your direction. "There they are! The ones worth a lifetime of shiver! Get them!"
Order 3rd round
Shiver addicted mob
Marina, Cyrene, Dissa, Dulomak and Kontha

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The stirges attempt to poke the outsider with their proboscis and attempt to attach
1d20 + 7 ⇒ (19) + 7 = 26 ta
1d20 + 7 ⇒ (8) + 7 = 15 ta
1d20 + 7 ⇒ (8) + 7 = 15 ta
damage
each will drain 1 point of Con. So I think it looses 3 Con if all 3 hit.

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Still enlarged, Dissa will call out as mightily as possible to the crowd.
"This tormentor is slain. The dock is yours. Do not fret or toil or risk your lives for the lure of drugs. Your minds are being poisoned from the dimension of dreams. We will work to help you, but you must cease your aggression. We wish you no harm!" Dissa thunders over the crowd, hands outstretched with his Fauchard nestled in the crook of his elbow and behind his heel.
Diplomacy: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
Dissa calls back to the famous peasant pose, in an attempt to ease the crowd. He appears nonthreatening, but ready to strike out with his weapon if necessary.
If the mob closes within 20 feet, Dissa will attempt to sunder the dock in front of the mob, 15 feet away.

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"I am afraid of hurting or killing the innocent and downtrodden. I see no honor in fighting this mob. They are the very citizens we seek to help." Dissa speaks quietly to Marina.

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Dissa barely stifles his laughter at Marina's quip. "Indeed. When did you get so funny?" The shoulders of the very large man shake slightly as he giggles under his armor.

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Cyrene seems rather unimpressed. "I don't see what's so funny!" She says, tiny hands on hips and glaring at the much larger form of Dissa. "First of all they want to kill us! Secondly these are innocent people! We can't hurt them."
The tableau of a halfling standing on top of a building to scold a twelve foot tall man is probably far funnier than the joke...

GM Fez |

The mob seems to amble, Dissa's words causing some of them to stumble and question what they're doing. But then a voice calls out from within, "Screw that! I need my shiver!" The chorus of "Yeahs!" and "Get them!"s is a bit disheartening. The crowd surges forward prompting Dissa to destroy the section of the pier. "We'll still get you!"
Order 4th round
Shiver addicted mob
Marina, Cyrene, Dissa, Dulomak and Kontha

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"Sigh. Anyone have sleep or something, or are we going to have to tie up every one of these guys individually? Or we could just run away with these three to interrogate them about another hideout. Anyone who can't swim get in the boat?"

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The half orc has had enough of the foolishness of the drugged addled people and will roar in frustration
1d20 + 11 ⇒ (8) + 11 = 19 intimidate

Kontha |

Kontha, seeing her master and her friend and caretaker growl and roar at the mob will let out a bellow to aide him
1d20 + 3 ⇒ (12) + 3 = 15 aide

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Marina tries to shepherd the 3 addicts inside into the boat. Obviously she can't easily grapple and drag all three of them simultaneously, so hopefully they cooperate otherwise she'll have to tie them up.

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Cyrene follows Marina and tries to look threatening.
After that fails I have no idea what to do... :)

GM Fez |

Marina is able to rouse the addicts from their slumber using gentle and not-so-gentle methods. Leading them to the small craft near the building they get in without much fuss. The crowd on the other side of the split in the docks grows more agitated and begins throwing broken bottles, garbage, and other detritus at the only person they can reach, Dissa. This comes as 2 line attacks of 20 feet in length. DC 20 Reflex save for half damage from each of these hits.
Garbage damage: 4d4 + 4 ⇒ (1, 1, 4, 2) + 4 = 12
Garbage damage: 4d4 + 4 ⇒ (1, 3, 1, 2) + 4 = 11
Order 5th round
Shiver addicted mob
Marina, Cyrene, Dissa, Dulomak and Kontha

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Cyrene hops into the boat with Marina and keeps an eye on the three vagrants, feeling rather useless...

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"Now might be the time for your glitterdust, Cyrene." Dissa mutters as he evaluates his options.
He steps gently into the water, cognizant of his size and weight. He attempts to ease his way in carefully, expecting to be able to stand up without needing to swim.
Moves quarter speed to be very careful not to upset the boat while feeling for the earth below.

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"That's an idea!" She replies, delighted and promptly covers a group of grumbling addicts in sparkles!