| Skarn Hornfels |
Knowledge (local): 1d20 + 10 ⇒ (3) + 10 = 13 +3 to identify creature abilities and weaknesses
Knowledge (nature): 1d20 + 9 ⇒ (8) + 9 = 17 +3 to identify creature abilities and weaknesses
"Nymphs? Some sort of forest creature I'm guessing, right? Well, not something I'm familiar with as a dwarf. Ask me about a xorn though, or a thoqqua. Those are critters we dwarfs know!"
| Druamin |
"Huh. I don't think being a dwarf has anything to do with it." Druamin puffs his chest up a little bit and there's a slight swagger to his step. "It's well known that nymphs only make themselves known to handsome and strong males. So... I'm just saying."
Bluff: 1d20 + 0 ⇒ (4) + 0 = 4
After barely a couple seconds his face cracks and he laughs a big belly laugh. He punches Skarn in the shoulder. "Ha. Just kidding, you know. I'm sure there's some nymph out there somewhere that would find you attractive."
| DM Carbide |
"There are worse sorts to spend time with." Reynard says, unconsciously reaching up and running a hand along one of his horns. "But nymphs are unpredictable, for sure."
Reynard, hold off on rejoining the party for a bit...I'm going to use your cutscene to provide some more background information.
| DM Carbide |
No problem; I did say after they finished with the fort, and they pretty much are.
| DM Carbide |
In the interests of getting the band party back together, I'm going to fast-forward you through the return to town. I'll also be putting up the area map.
You're just reaching the outskirts of town when the rain starts. The firepelt is not happy about this, skulking along with wet fur and dragging his tail behind him. Suddenly he looks up and bounds towards a passer-by, who tosses back her hood to reveal a familiar face. It's Shalelu. The cougar leaps up, putting his forepaws on her shoulders and licking her face while she skritches between his ears. "Kibb? If you're here, then where's Ja--" Then she spots the two of you. One quick recap later, she frowns, then nods slowly, thinking something through. "There's been something happening here. Five days ago the Paradise sank--" Rene's face falls. "--right about the time Fort Rannick was taken. Most of the customers aboard drowned, but one managed to get out. I spotted her and pulled her to shore. While we were waiting for the guards I managed to talk to her a little. According to her, the owner--a redheaded woman named Lucrecia--was doing her usual hostess deal, working the crowd, when she suddenly got a really strange look in her eye. It was like she'd just won a thousand-gold pot, that's how the survivor described it. She excused herself and went belowdecks. Next thing anyone knew, Paradise was sinking. Reynard, if you can I'd like you to check the wreck for any sign that it was sabotaged. Rene, see if you can find out anything from the other usual customers. You should have no trouble finding them--they're the ones who look as disappointed as you do. One other thing, and it's probably nothing--that survivor? She had a little seven-pointed star tattoo on one ankle. The only reason I could see it is that she'd kicked off her shoes and her hose had torn getting free of the wreck. Reynard, here's a potion of water breathing, in case you can't make that change yet. I'm going up to the fort and will send the rest of the team back down here once they finish retaking the place. Good luck, you two." Left unspoken is the possibility that your companions will fail.
To make a long story short, you quickly find indications on the wreck that it was deliberately scuttled--in fact, that it had been rigged to easily sink. The odd thing, though, was that it couldn't be done remotely. Whoever triggered the sinking had to have been belowdecks, and the water would have rushed in too quickly for a normal human to escape. Even the ability to breathe water wouldn't have saved the saboteur from being tossed around and bashed into things by the water's inrush. Mulling things over, you make your way back to where you were supposed to meet Rene. It doesn't really surprise you that he's not there. There is, however, a small beggar child with a note from the witch:
Reynard, my friend,
I wish you the best, but I am done with this adventure for now. Perhaps we shall meet again someday (preferably this side of the Boneyard). Do not look so disapproving! I did some of what the elf asked, and--you may find this of interest--at least two of the regular Paradise customers I spoke with also had star tattoos of the sort Shalelu described. Whatever it was, it didn't bring them any luck at dice. Ah, I can tell you are looking at me like that again. I had to have some reason to speak with them, after all. There was one other thing. I was speaking with one of the suckers former customers about others who may have frequented the club. He mentioned that one of the Black Arrows visited quite often. From the description, it was one of the three we rescued from the ogres. The one with the rapier. It's probably of no matter, though.
Sometime again, my friend,
Rene
With that, you settle in to wait for the party. You have just seen them approach when a wall of water surges down the nearby river, causing it to overrun its banks.
Meanwhile:
While the party searches the redecorated jail, Shalelu has been in deep thought. "The smell of that incense is familiar...I smelled something like it, and recently. Wait, that was it! When I rescued a woman from a shipwreck in Claybottom Lake! Mostly she smelled like the lake, but there was a hint of that same smell on her. She'd been aboard the Paradise, a floating gambling hall, when it sank. The owners may have used the same incense. You'd better get to Turtleback Ferry--I set Reynard and Rene to investigate the sinking and talk to some of the other customers who weren't on board when it went down. Meet them, and bring one of the veils with you. The scent should stay with it if you wrap it tightly and keep the rain from getting to it." For it has indeed begun to rain. The party marches back to Turtleback Ferry through a steadily increasing rainfall, fords the charmingly named Skull River a few miles upstream of the town, and has just come in sight of of the outskirts (and a familiar-looking tiefling) when a wall of water surges down the river from upstream.
| Trox Ragmend |
With Shalelu. "The Paradise, a floating gambling hall? Sounds more like a whore house from the name." Clearly this is not an idea that sits well with Trox.
| DM Carbide |
The image of a surfing dwarf is...unusual. Of course, it's not as out of the question in Pathfinder as it was in a system I used to play, back when rocks were soft--in it, dwarves were denser than water. They didn't tend to go to sea much.
| Reynard Freeman |
Reynard waves to the others, just in time for them to be obscured by the rushing waters. Confused, but ever-curious, he draws a flask from his coat and drains the contents. As the Fly spell takes effect, he effortlessly sails aloft above the roaring waters, staying high enough to look down and see if he can detect anything amiss with the river.
I'll pause in case there's something in the water and we need to roll for initiative, rather than just flying straight to the other side.
| Trox Ragmend |
Trox looks from the water to Reynard, nodding a greeting.
"This come with you?" is all he gets out before the new arrival takes to the air. Really he did not have a ton more to say.
| DM Carbide |
Cordwin, you recall that there's a dam at the headwaters of the river, where it flows out of the Storval Deep. This looks like a lot of water overtopped the dam and surged downriver (possibly caused or exacerbated by the amount of rain that's been falling...you know from observation that the rain seems to have been much more intense in the mountains).
Also, you're still not showing credit for your bardic knowledge. It's apparently a known bug with PCGen.
Reynard, from above you can see that the surging waters are already threatening to wash away any building within fifty or so feet of the river's former banks, tearing through the center of the community to fill Claybottom Lake. A group of children and a woman huddle aboard one of the old turtleshell ferryboats, the tiny stormtossed vessel lodged up against the general store and threatening to capsize any moment. Beyond, the town's church stands solid, its foundations already three feet deep in floodwaters. Frantic movement is visible through the upstairs windows as townsfolk trapped inside rush about in a desperate attempt to save scriptures, comfort the sick, and pray for deliverance.
| Trox Ragmend |
"Not sure I would be able to fly well, or what I could do to help."
| Reynard Freeman |
"No, I've only got a bit of magic that advanced." 1 3rd level spell/day
GM, How far away is the town? I've got Fly for 7 minutes, if I can get there and ferry some people to higher ground, I'll do that.
| Druamin |
Druamin scans the situation rather quickly. Buildings about to be destroyed, a ferryboat with women and children stuck on it, and some people stranded in the church. Definitely the women and children are the priority.
Druamin races along the fast flowing river to where he is right across from the nearly capsized raft. "Hold on, I'll help you out. Get a rope ready." He shouts over the noise of the torrent. Once he makes eye contact with one of the women, leaps from the bank into the flowing stream. Mid-air his body transforms into an immense, sleek bodied fish. Spray from the raging water glistens on its scaly skin for a moment before the giant gar smoothly slides into the water. Moments later the long and toothy snout extends from the water and the boats edge. Druamin snaps the air a few times as he tries to get the rope in his mouth.
Is this going to work?
| DM Carbide |
It will, but you'll have something else to contend with. More to come when I have more time to post.
| DM Carbide |
Reynard, the densest part of town starts about half a minute's flight away. At the moment the only people you can see who are in real trouble are the woman and children in the boat.
Changing, Druamin leaps into the water. He immediately notices that there's a large water snake sharing the flood with him, and it's heading for the boat.
Round 1:
Initiative order
Erond
Trox
Druamin
Snake
Reynard
Cordwin
Erond, Trox, and Druamin can act! Right now, Druamin is the only one who's aware of the snake.
Druamin Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Erond Initiative: 1d20 + 5 ⇒ (15) + 5 = 20
Skarn Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Trox Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Enemy Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Reynard Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
| DM Carbide |
Oops, sorry. Between Reynard and the snek.
| Druamin |
As soon as he senses the large snake, Druamin changes course and charges at it.
Am I close enough to attack it? If so, use the attack from the spoiler.
bite snake as Giant Gar: 1d20 + 11 ⇒ (2) + 11 = 13
dmg: 2d8 + 5 ⇒ (5, 3) + 5 = 13
| DM Carbide |
I don't have a map for this, so will try to do this ToM. The party is over 100' from the boat and the snake, and the water around the boat is more than 6' deep.
Round 1 (ongoing):
Druamin closes with the unsuspecting snake, but a stray current deflects his jaws just in time for the bite to miss. Flat-footed AC 14, sadly. However, the attack is obvious enough that the rest of the party can now see the snake.
Erond and Trox can act!
| Trox Ragmend |
Trox knows he can swim... really well... but armor makes it harder still he strides forward and if he can reach the snake attacks whispering to himself.
"I can probably swim enough."
+1 Adamantine Longsword PA: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 1d8 + 13 ⇒ (7) + 13 = 20
| DM Carbide |
Trox is far enough away that it'll take at least a couple of rounds to reach the snake (fewer if Druamin does something clever, now that he's drawn its attention).
| DM Carbide |
Round 1 (ongoing):
Initiative order
Erond-acted
Trox-delaying
Druamin-acted
Snake-acted
Skarn
Reynard
Cordwin
The snake rounds on Druamin and bites at him. Druamin, if your AC is 28 or less, take 13 HP; if you take damage and your CMD is 28 or less, the snake wraps itself around you.
Skarn, Reynard, and Cordwin to go!
Grab?: 1d20 ⇒ 11
Bite damage: 1d8 + 10 ⇒ (3) + 10 = 13
Snake: AC 17 T 12 FF 14 HP taken: 0
| DM Carbide |
Not very; the boat is a good fifty feet from any high points that you could reach without wading.
| DM Carbide |
As Druamin breaches with the snake wrapped around him, Cordwin puts a crossbow bolt into it!
Don't forget to add the inspire courage bonus. Erond can also get a shot off, I think--it's a move action to start inspiring, isn't it?
| DM Carbide |
Skarn advances, while Reynard goes for the rescue.
[b]Round 2:[//b]
Initiative order
Druamin (-13 HP, grappled)
Erond
Trox
Snake
Reynard
Cordwin
Druamin, Erond, and Trox can act! Note that Druamin is able to keep close enough to the surface to allow missile attacks against the snake.
Snake: AC 17 T 12 FF 14 HP taken: 2
| Trox Ragmend |
Trox flat out sprints to get close mumbeling.
"I can swim. I can swim. I can swim.
| DM Carbide |
Trox reaches the edge of the water, and will have to wade about thirty feet (difficult terrain) and swim another twenty feet to get to the fight or the boat.
| Druamin |
The snake's body somehow is able to circle around Druamin's huge fish form and start squeezing. Druamin ignores the snakes grasp and turns his long snout to bite at it.
bite,grappled: 1d20 + 11 - 4 ⇒ (15) + 11 - 4 = 22
dmg: 2d8 + 5 ⇒ (2, 2) + 5 = 9
The gar gets a free grab with the successful bite so I'll try to use that to reverse the grapple.
reverse grapple,grab: 1d20 + 11 + 4 ⇒ (19) + 11 + 4 = 34 The 'grab' ability says a +4
| DM Carbide |
Round 2 (ongoing):
Initiative order
Druamin (-13 HP, grappling)
Erond-acted
Trox-acted
Snake-acted
Skarn
Reynard
Cordwin
Druamin bites the snake and tears it loose from around his armored form, keeping a tight grip on it, while Erond's conjured force weapon hits the enemy. It manages to wriggle free of Druamin's jaws, though.
Skarn, Reynard, and Cordwin to go!
[ppc]Snake: AC 17 T 12 FF 14 HP taken: 24[/ooc]
| DM Carbide |
Correct, Druamin isn't grappled any more. Skarn is still about 60' from the boat. Cordwin, don't forget about the +4 to hit and to damage from Erond's inspiration.
| DM Carbide |
The boat is lodged against the general store, and if you could get there you could reach it to stabilize it.