Marnir Saltvig |
I've got two apparently.
Markizio Voralius |
I've got two apparently.
Markizio nodded, "OK then, that's settled. The captain and I will take the potions while Ghilda calls down Besmara's blessing for herself, Kung and Jane."
He added, "That will give us four hours down there so let's make them count."
----------
ready to go in the sinkhole full of water...
Marnir Saltvig |
"Sounds sensible to me," Marnir agrees. "We should set up a rope so that we can climb down and back out. Don't really fancy getting trapped down there," he says, pointing down into the darkness.
Ghilda Seaspray |
Ghilda summons Besmara's blessing to enable Kung, Jane and herself to breathe underwater.
Cast Water Breathing
Kungrusdak Nosvunkuk |
"Kung have potion. Already say."
Markizio Voralius |
"Kung have potion. Already say."
"It's OK Kung. Save it in case of an emergency."
Markizio was confident, "Four hours of underwater exploration should be enough and what would happen if you were in an underwater cavern and somehow the magic failed and you could no longer breathed water? Better to have a backup plan. I can turn into a gillman for a few minutes and get out but others will need the backup potions."
-----------
I did that to my players in Hell's Rebels. Cast a dispel magic and no longer allowed them to breathe underwater. They freaked. It was fun. :)
Louisiana Jane |
Jane looks at the potion. "Well, I'll eventually learn how to make you myself." she says to the bottle before downing it. "Might change the flavor though.. that taste isn't too good."
Marnir Saltvig |
"I don't really want to have to spend four hours down there," Marnir states as he starts knotting a length of rope before lashing it to the thick wooden beams they had excavated previously, hoping that they would support enough weight. "I can probably formulate some kind of magical way of breathing underwater if need be, but I'd rather we were back before that."
Marnir Saltvig |
Before the group begins to climb down Marnir summons a cluster of glowing balls of light. The lights shine with a warm red-orange light like burning torches, and he sends them down the shaft, illuminating the surface of the water. The lights linger below the surface of the water once they reach the cold depths.
I'll cast dancing lights for starters, might need something longer lasting once we're sure what's going on.
Louisiana Jane |
Jane finally turns into the monkey fish thing that she has been toying with. Then jumps in.
Kungrusdak Nosvunkuk |
Kung feels Besmara's magic enter him through Ghilda. He climbs down the rope, dropping the last 5' into the water to make a splash. He lets his eyes adjust to the look underwater and begins searching around for a path. With his new spear out, he swims towards the only path that he sees, waiting for the others to join him before continuing.
GM_DBH |
You move through the dark waters. Dim light for anyone who doesn't have Low light or Darkvision.
As you reach the next area D2. Perception checks please.
Stealth: 1d20 + 6 ⇒ (6) + 6 = 12
Stealth: 1d20 + 6 ⇒ (19) + 6 = 25
Stealth: 1d20 + 6 ⇒ (10) + 6 = 16
Stealth: 1d20 + 6 ⇒ (2) + 6 = 8
Stealth: 1d20 + 6 ⇒ (13) + 6 = 19
Stealth: 1d20 + 6 ⇒ (13) + 6 = 19
The tunnels are generally tubes 10 feet in diameter, and rooms are roughly ovoid with ceiling heights averaging 20 feet. Some show signs of being worked to enlarge the room. Remember that underwater is a three-dimensional environment for combat and maneuvering.
The arrows on the map show the slight current that flows through the tunnels.
Marnir Saltvig |
Marnir swallows down the briny potion, the salty taste lingering in his mouth as he quickly climbs down the rope, taking care to avoid the rotten wood protruding from the shaft's walls.
The water at the bottom is cool and still, and Marnir takes a few seconds to cast a spell of strength before diving under the water to follow Kung. He pulls out his boarding axe as he swims, ready to defend himself and his friends should anything beset them in the dim tunnels.
I'll cast heroism on myself before I go underwater, it lasts an hour so hopefully that'll be enough. I have neither low-light or darkvision sadly.
Perception, heroism: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
Markizio Voralius |
As promised, Markizio followed Kung down but did not make such a splashy entrance.
The cold water in the cavern was not pleasant and the magus was missing the use of his fins. Thinking to change back to a fin man, he warned his companions not to be sacred if he did so.
For now, he swam and watched.
------------
perception: 1d20 + 7 ⇒ (7) + 7 = 14
Louisiana Jane |
Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Swimming after these two isn't too bad, Jane thinks as she moves along.
Ghilda Seaspray |
Ghilda slips into the water, Brine's Sting at the ready once she reaches the bottom of the rope. Ghilda examines the area the group is in.
Perception: 1d20 + 10 ⇒ (14) + 10 = 24
GM_DBH |
Map updated. What's with all these high perception rolls anyway? It ruins my fun.
As you swim into the next chamber you all notice it's brighter in the northern tunnel, as if there were some form of lighting there. This lets you see the shadows of the Sahaugin waiting to ambush you, and Marnir points out to the rest of you there are more Sahaugin waiting in the western tunnel.
You have a surprise round on the Sahaugin, they were waiting and haven't realized you've spotted them.
The party can go.
Marnir Saltvig |
"Fishmen everywhere!" Marnir calls, his voice carrying strangely through the water. He points one hand at the northern tunnel, and his axe at the western to indicate where the creatures lie in wait. He then begins a low rumbling chant in Ulfen, which transmits audibly through the cold water.
Surprise Round - Standard Action to start my inspired rage.
He then kicks forward through the water towards the northern tunnel, hoping to create a bottleneck to prevent the fishmen from surrounding them. Marnir's boarding axe stabs out at the leading fishman.
Round 1 - Move Action to swim up the tunnel, Swift Action to use Arcane Strike, Standard Action to attack red.
Swim, heroism, inspired rage: 1d20 + 13 + 2 + 1 ⇒ (11) + 13 + 2 + 1 = 27
Axe attack, heroism, inspired rage: 1d20 + 8 + 2 + 1 ⇒ (13) + 8 + 2 + 1 = 24
Damage, Arcane Strike, inspired rage: 1d8 + 4 + 2 + 1 ⇒ (1) + 4 + 2 + 1 = 8
Markizio Voralius |
Markizio shakes his head, "I knew it. When will you people quit!"
He then cast a spell that conjured up a magical shield to block their attacks and made his falcata crackle with energy.
------------
cast shield as standard action and use arcane pool to bestow shocking burst on falcata
HP 51/51
AC 20, touch 12, flat-footed 18
Conditions: shield so AC=23, shocking burst
Melee (+1 keen falcata): +8 = +1(magical) +4(base) +3(STR)
Melee Damage (+1 keen falcata): 1d8+4 = +1(weapon) +3 (str), 17-20, x3
5/6 arcane pool
Spell used: shield
Ghilda Seaspray |
Ghilda moves into the opening, on her way to support Marnir, after casting Guidance on herself.
----------
Round One
- Surprise Round - cast Guidance on self
- Full-round action - Swim + Guidance: 1d20 + 6 ⇒ (7) + 6 = 13 Move ten feet
HP 53/53
AC 18, touch 13, flat-footed 16
Active conditions: Prayer
Melee (+1 Brine's Sting): +6 = +4(base) +1(STR) +1(weapon enhancement), 18-20, x2
On a successful hit that deals damage, the target must succeed at a DC 14 Fortitude save or take a –1 penalty on attack and damage rolls for 1 round as salty brine drips painfully onto the wound. A new saving throw must be made each time the weapon deals damage. On a successful critical hit against a creature with the aquatic or water subtype, the target takes an additional 3d6 points of damage as its flesh cracks and withers from dehydration as salt crystals form around the wound.
Melee Damage (+1 Brine's Sting): 1d6+4 = +1(weapon enhancement) +1(STR) +2(Weapon of Awe)
Ranged Touch (Icicle): +7
Ranged Touch Damage (Icicle): 1d6 + 3
7/7 Icicle; 5/5 Channel Positive Energy
Spells used: Water Breathing
Kungrusdak Nosvunkuk |
Kung swims up the western tunnel, following his captain's example. He allows the skald's song to wash over him, letting it inspire his innate roiling anger.
Kung is using inspired rage to get his own rage bonuses without fatigue afterwards. Not interested in fatigue underwater. This means that he can't use his rage powers, so Superstition is not in effect.
Gripping his new spear in hand, he strikes forward at the lead sahaugin in the tunnel.
+1 keen spear: 1d20 + 13 ⇒ (14) + 13 = 27
Damage, P: 1d8 + 16 ⇒ (7) + 16 = 23
HP 65+12/65
AC 18, touch 11, flat-footed 15 (+6 armor, +3 dex, +1 natural, -2 inspired rage)
CMD: 23 (+5 BAB, +7 Str, +3 dex, -2 inspired rage)
Fort: +12, Ref: +11, Will: +7 (+2 inspired rage)
Conditions: inspired rage
CMB: +12 (+5 BAB, +7 Str)
Melee (+1 keen spear): +13 (+5 BAB, +7 str, +1 enhancement, -2 power attack, +2 inspired rage)
Melee Damage (+1 keen spear): 1d8+16 (+7 str, +1 enhancement, +6 power attack, +2 inspired rage)
13/13 rds Rage remaining
Kungrusdak Nosvunkuk |
Sorry, that's probably my bad; I posted a full round of actions, neglecting the surprise round. Please retcon my post so that the movement is in the surprise round. The attack will likely be used in the first round, but I should have waited to post that when requested. I was very anxious to get the math right on the new weapon; I think I glossed over the fact that we were only in a surprise round.
Markizio Voralius |
Markizio saw both his captain and Kung crowd in the small tunnels and yelled, "Unless you want to take on the entire tribe of sea-devils, I suggest you let them in so we can fight them."
-----------
delay as there's no room to maneuver
HP 51/51
AC 20, touch 12, flat-footed 18
Conditions: shield so AC=23, shocking burst
Melee (+1 keen falcata): +8 = +1(magical) +4(base) +3(STR)
Melee Damage (+1 keen falcata): 1d8+4 = +1(weapon) +3 (str), 17-20, x3
5/6 arcane pool
Spell used: shield
BTW, I'm assuming if we can breathe underwater then we can talk, right?
Kungrusdak Nosvunkuk |
From Kung's previous post:
Surprise Round
Move up to sahaugin
Round 1
Mighty spear thrust at sahaugin
Hearing his friend's words burble through the water, Kung draws back a short 5' in the water, to begin drawing the sahaugin into the underwater chamber where Markizio and the others can make an attack.
GM_DBH |
One thing I had forgotten. You need to make a swim check to successfully attack, unless you have a swim speed like Jane. DC10 for calm water as you are in here.
Slashing & Bludgeoning weapon are at -2 to attack, and half damage underwater. Piercing is normal. Thrown weapons are out altogether. Ranged is -2 for every 5 feet of water they have to pass through.
Spellcasting is normal since you are all water breathing at the moment.
Kungrusdak Nosvunkuk |
Swim: 1d20 + 13 ⇒ (9) + 13 = 22
Kung can't roll less than a 14 on Swim unless there are penalties applied; does he need to roll Swim for each attack?
GM_DBH |
[dice=Swim]1d20+13
Kung can't roll less than a 14 on Swim unless there are penalties applied; does he need to roll Swim for each attack?
No,we can take it as made for anyone who has over 10 in Swim. I'll let you know if the water conditions change to make a roll needed.
Marnir Saltvig |
My bad, I posted both for expidiency's sake, didn't really think about th sahuagin going before us in the first full round. I also can't fail a DC10 Swim check, and my boarding axe has a piercing spike bit. I do need a better piercing weapon though methinks, something like Kung's spear.
Markizio, there's theoretically room to move in to fight. The GM specified at the top of the page that the tunnels are 10ft in diameter, so there should be enough room to fight two abreast.
Louisiana Jane |
Unsure what the othes are seeing, Jane pulls out a nasty, nasty drought and drinks it.. Giving herself Dark vision.
Markizio Voralius |
Markizio moved up to his captain and delivered a slash with his falcata.
Hampered by the water, he failed to cut the fishdevil.
---------
swim: 1d20 + 7 ⇒ (16) + 7 = 23
falcata to hit, underwater: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11
damage, arcane strike: 1d4 + 2 + 2 ⇒ (2) + 2 + 2 = 6
HP 51/51
AC 20, touch 12, flat-footed 18
Conditions: shield so AC=23, shocking burst
Melee (+1 keen falcata): +8 = +1(magical) +4(base) +3(STR)
Melee Damage (+1 keen falcata): 1d8+4 = +1(weapon) +3 (str), 17-20, x3
5/6 arcane pool
Spell used: shield
Ghilda Seaspray |
I think my post accounted for surprise action (casting Guidance on myself) and my first round (moving up to half my normal speed swimming - full round). If I get to move again before monsters' turn, which I doubt, I would move towards Kung.
GM_DBH |
The Sahaugin move to attack, their ambush ruined, but their ferocity undimmed.
Sahaugin:
Red Attacks Marnir.
Trident: 1d20 + 4 ⇒ (9) + 4 = 13
yellow Attacks Markizio.
Trident: 1d20 + 4 ⇒ (5) + 4 = 9
Orange Attacks Kung.
Trident: 1d20 + 4 ⇒ (13) + 4 = 17
Black Attacks Kung.
Trident: 1d20 + 4 ⇒ (10) + 4 = 14
I take those are misses? :(
The party can go again.
These are just mooks but those rolls still suck.
Marnir Saltvig |
Relieved to have Markizio fighting beside him, Marnir pulls his axe back and unleashes a roar of anger at the fishman next to him. The sounds is powerful under the water and Marnir directs the full force of it at the fishman. He follows it up with a slash of his axe and continues his war chant.
Move Action to use Intimidating Glare against red, Swift Action to use Arcane Strike, Free Action to continue inspired rage, Standard Action to attack red.
Intimidate, heroism: 1d20 + 14 + 2 ⇒ (18) + 14 + 2 = 34 shaking him for 1d4 ⇒ 4 rounds + 1 round for every 5 over the DC, with 1d6 ⇒ 6 sonic damage from Battle Roar.
Axe attack, heroism, inspired rage: 1d20 + 8 + 2 + 1 ⇒ (2) + 8 + 2 + 1 = 13
Damage, Arcane Strike, inspired rage: 1d8 + 4 + 2 + 1 ⇒ (8) + 4 + 2 + 1 = 15
Markizio Voralius |
The magus regripped the falcata, adjusted its blade angle, and swung again at the nearest devil fishman.
---------
cast acid splash defensively, use spellstrike to attack whoever is close
swim: 1d20 + 7 ⇒ (8) + 7 = 15
cat defensively DC 17: 1d20 + 6 + 3 + 4 ⇒ (16) + 6 + 3 + 4 = 29, pass
falcata to hit, underwater: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19
damage, arcane strike: 1d4 + 2 + 2 ⇒ (1) + 2 + 2 = 5
spell damage: 1d3 ⇒ 2
HP 51/51
AC 20, touch 12, flat-footed 18
Conditions: shield so AC=23, shocking burst
Melee (+1 keen falcata): +8 = +1(magical) +4(base) +3(STR)
Melee Damage (+1 keen falcata): 1d8+4 = +1(weapon) +3 (str), 17-20, x3
5/6 arcane pool
Spell used: shield
Louisiana Jane |
Being under water, Jane doesn't like to use her magic... she trusts her bow though. Fires at the Red target.
Crossbow: 1d20 + 7 ⇒ (20) + 7 = 27Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Crossbow: 1d20 + 7 ⇒ (5) + 7 = 12Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Kungrusdak Nosvunkuk |
Yes, all of those strikes missed Kung; 18 while raging or under inspired rage.
Kung watches with pleasure as the first sahaugin he struck floats away, a whisper of blood creating a trail through the water to the single but deadly wound. When two other sahaugin quickly take its place, the barbarian smiles with glee. Kung like kill fish-men. They stupid to keep attacking, but fun to kill!
He strikes one of them with the spear, happy to have a good tool for this underwater battle.
+1 keen spear: 1d20 + 13 ⇒ (17) + 13 = 30 vs. orange
Damage, P: 1d8 + 16 ⇒ (4) + 16 = 20
He slowly pumps his arms after his strike to withdraw another 5', making room for more of the Drake's officers to get into the battle.
GM_DBH |
No sign of Ghilda osting so I'll move us on.
Two more of the Fishmen die, but they still press the attack with their bloodthirsty ferocity.
Sahaugin:
Black Attacks Kung
attack: 1d20 + 4 ⇒ (6) + 4 = 10 Miss.
Blue Attacks Markizio
attack: 1d20 + 4 ⇒ (1) + 4 = 5 Miss.
Yellow Attacks Marnir
attack: 1d20 + 4 ⇒ (12) + 4 = 16 Miss.
Again with the Scheisse!
The party may go now.
Markizio Voralius |
Markizio continues to press his attack and targets the most wounded fishdevil with his blade.
But fighting underwater was proving to be most difficult today. not to mention the crappy dice rolls. :)
---------
cast acid splash defensively, use spellstrike to attack whoever is most wounded
swim: 1d20 + 7 ⇒ (2) + 7 = 9
cast defensively DC 17: 1d20 + 6 + 3 + 4 ⇒ (4) + 6 + 3 + 4 = 17
falcata to hit, underwater: 1d20 + 8 - 2 ⇒ (6) + 8 - 2 = 12
damage, arcane strike: 1d4 + 2 + 2 ⇒ (3) + 2 + 2 = 7
spell damage: 1d3 ⇒ 2
HP 51/51
AC 20, touch 12, flat-footed 18
Conditions: shield so AC=23, shocking burst
Melee (+1 keen falcata): +8 = +1(magical) +4(base) +3(STR)
Melee Damage (+1 keen falcata): 1d8+4 = +1(weapon) +3 (str), 17-20, x3
5/6 arcane pool
Spell used: shield
Louisiana Jane |
Jane loads up another arrow and fires at Yellow.
Crossbow: 1d20 + 7 ⇒ (12) + 7 = 19Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Marnir Saltvig |
Marnir works in concert with Markizio to bring down the fishmen as quickly as possible, slashing with his blade as his battle roar reverberates off the tunnel walls, before continuing his chant in the northern tongue.
Move Action to use Intimidating Glare against blue, Swift Action to use Arcane Strike, Free Action to continue inspired rage, Standard Action to attack yellow.
Intimidate, heroism: 1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33 shaking him for 1d4 ⇒ 1 round + 1 round for every 5 over the DC, with 1d6 ⇒ 4 sonic damage from Battle Roar.
Axe attack, heroism, inspired rage: 1d20 + 8 + 2 + 1 ⇒ (12) + 8 + 2 + 1 = 23
Damage, Arcane Strike, inspired rage: 1d8 + 4 + 2 + 1 ⇒ (2) + 4 + 2 + 1 = 9
Kungrusdak Nosvunkuk |
Kung was enjoying the challenge and exertion of the fighting underwater, with his fury inspired by his captain's song. He continues his assault, striking out at the only remaining sahaugin on his side of the cavern.
+1 keen spear: 1d20 + 13 ⇒ (2) + 13 = 15
Damage, P: 1d8 + 16 ⇒ (6) + 16 = 22
Ghilda Seaspray |
Ghilda moves in support of Kung, finally, and stabs at the Sahuagin with Brine's Sting.
----------
Round ???
Move five feet
Melee Attack (Brine's Sting): 1d20 + 6 ⇒ (6) + 6 = 12
if applicable, Damage: 1d6 + 2 ⇒ (6) + 2 = 8
HP 53/53
AC 18, touch 13, flat-footed 16
Active conditions: Prayer
Melee (+1 Brine's Sting): +6 = +4(base) +1(STR) +1(weapon enhancement), 18-20, x2
On a successful hit that deals damage, the target must succeed at a DC 14 Fortitude save or take a –1 penalty on attack and damage rolls for 1 round as salty brine drips painfully onto the wound. A new saving throw must be made each time the weapon deals damage. On a successful critical hit against a creature with the aquatic or water subtype, the target takes an additional 3d6 points of damage as its flesh cracks and withers from dehydration as salt crystals form around the wound.
Melee Damage (+1 Brine's Sting): 1d6+4 = +1(weapon enhancement) +1(STR) +2(Weapon of Awe)
Ranged Touch (Icicle): +7
Ranged Touch Damage (Icicle): 1d6 + 3
7/7 Icicle; 5/5 Channel Positive Energy
Spells used: Water Breathing