
Sir Gareth d’Orionus |

Round 1
Sir Gareth unholsters his bow and shoots it.
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shortbow: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15 the -4 is lack of precise shot
if hit, damage: 1d6 + 5 ⇒ (2) + 5 = 7

DM Kalizar |

Ok, that only changes its AC. It has nothing to do with True Strike from Erastil's Dagger or Manyshot. The helm requires Flat Footed.
The helm causing a flat footed AC vs the first shot of the Manyshot is fine. I realized what you meant and adjusted my post, but not before you replied. It is a free action to use, I had forgotten for a moment that you had taken the Helm when Carlson left the group.
The issue comes however in that you cannot activate a command word item with a full attack to impart a bonus on one of the attacks. Command Word Activation is a standard action. If you had the means of taking an extra standard action in the round, I would allow the use, but it would need apply to the next attack you made, most probably in the following round.
In this case, were you to have spent a Hero point at the start of the round, cheesy but I will allow it, though understand enemies will be allowed to do the same, you could activate the Dagger for a +20 insight bonus on your first shot, fire the two arrow shot, and though I think it is exploitive of the nature of the full round attack action, I would allow the quick activation of the Free Action Insightful Shot from the Helm to apply to the last bow shot.

DM Kalizar |

This assumes Conner took the above into consideration, and acted as outlined, -1 Hero Point, use of the Dagger, and -1 use of the Helm.
Calling to Angel Watch out lady, Conner whispers a prayer to Erastil, and sends a trio of arrows striking deep into the head and side of the creature, between it's claw and limbs, fracturing it's hard carapace even as his arrows bend and snap as the thing struggles with it's prize.
The creature thrashes in pain as the arrows bite into it, and seeks to escape with it's still too fresh meal. It holds tight to Angel with it's pincer, maintaining it's grapple 1d20 + 16 ⇒ (16) + 16 = 32 and doing 1d10 + 5 ⇒ (3) + 5 = 8 damage, while the tentacles constrict around her, doing 1d10 + 5 ⇒ (6) + 5 = 11 additional damage. It waves it's second claw as if to shield itself from further arrows. The struggle with Angel allows it to move away from the bank, roughly 15', submerging into the cold dark waters of the moat. Angel struggles as it pulls her deeper into the blackness, panic and desperation evident on her face. Angel will get a free attempt to break the grapple due to the hazardous conditions.
D'witt, fearing to hit Angel with a stray explosive round, uses a regular cartridge and fires his pepperbox, 1d20 + 9 ⇒ (6) + 9 = 15 aiming a steady shot at one of the creature's eyes, but missing due to a sudden jerk of it's elongated head. He instead does 1d8 ⇒ 1 damage as it clips a tentacle, passing on to shatter against the plating along the beast's neck. As it sinks into the murk, his mind flashes for any memory regarding tales of the beast 1d20 + 4 ⇒ (4) + 4 = 8 , turning up nothing that fits with what he sees.
Xavorin calls upon his innate magics, a draconic growl rumbling in his throat, as a trio of magical bolts lash out and into the waters, following the creature into the murky shroud of the moat, striking home and momentarily illuminating the form for Sir Gareth to target. The bolts steam and scorch like a forge poker as they burn the creature's shell, bubbling steam escaping into the depths around the wounds.
Sir Gareth attempts to send an arrow along the same path Conner's took, but the water has a warping effect on the flight, and it sharply turns downward as it strikes the surface of Blackmire moat, the heavy head lodging in the silt and muck at the bottom of the wash.
Angel's free attempt to break the grapple while on the surface, then her normal round, albeit underwater. Deep breath now.

Angel Dawnstar |

Angel will attempt to break free..
CMB: 1d20 + 10 ⇒ (1) + 10 = 11
Failing to do so she"ll heal herself and try again..
Heal: 4d6 + 8 ⇒ (4, 5, 5, 2) + 8 = 24
CMB: 1d20 + 18 ⇒ (12) + 18 = 30 Burning a hero point to add a +8 luck bonus
Assuming this gets her out she'll swim for the banks..
Swim: 1d20 ⇒ 2

Conner Hawthorne |


DM Kalizar |

The group sees Angel momentarily break the surface, gasping for breath, struggling in her armor to swim for the shore, flailing ineffectively. Conner sees bits of the creature, momentary flashes, as parts of the claws and tentacles follow her, lurching out to grab at her again. The murky depths give the creature a good deal of cover, a bit of concealment, making ranged shots difficult, but not impossible.
On the creature's turn it snaps at Angel with both claws, 1d20 + 13 ⇒ (9) + 13 = 22 and 1d20 + 13 ⇒ (12) + 13 = 25 both finding purchase and pulling her back under. They crush at her again for 2d10 + 10 ⇒ (4, 10) + 10 = 24 damage and the tentacles close up over her head, attempting to smother her with their paralytic venom, requiring another Fortitude save.
From the shore you see Angel struggle, flail under, and her glimmering armor starts to move further out into the moat.
BTW, please announce when you are adding the Hero Point before posting the roll; I know we are on the honor system here, but all the same please. Also, I realized I failed to roll confirmation on the surprise round, and failed to ask for a save last round. Got caught up in the descriptive text. I'll try to do better next time.

Angel Dawnstar |

Does noone have Liberating Command? Common people its a must have jeez..
Angel yet again gets crushed by the crab thing.. Again she heals herself and tries to break free..
Adding a hero point again for +8 bonus to cmb
Heal: 4d6 + 8 ⇒ (6, 2, 5, 1) + 8 = 22
Fort vs Poison: 1d20 + 11 ⇒ (5) + 11 = 16
CMB: 1d20 + 18 ⇒ (8) + 18 = 26
If successful..
Swim: 1d20 ⇒ 15
If she's able to reach the surface again.. "Help me you guys! Quit standing there!"

Angel Dawnstar |

Sorry i just got you ment me to say i was using the hero point in a different post.. I though u ment before the actually roll.. Sorry.. Ive had to use both of the ones i just got not to die here.. And not to be all ooc but my teammates should be reading attack actions for when it comes after me at least..

Conner Hawthorne |

Round 2, Point Blank, Precise Shot, Trick Shot (Standard Action)
Conner will use a standard action to fire a trick shot that ignores concealment.
LB Att: 1d20 + 12 ⇒ (6) + 12 = 18
LB Dam: 1d8 + 4 ⇒ (5) + 4 = 9

Sir Gareth d’Orionus |

Round 2
Sir Gareth sees Angel is desperate straits. While everyone is focusing on the beast, d'Orionus casts Ear-Piercing Scream on the creature. It hears a powerful scream, which is inaudible to everyone else.
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still holding shortbow
casts Ear-Piercing Scream, Fort DC 14
if fail (not likely), dazed and full damage. Otherwise, half damage
sonic damage: 2d6 ⇒ (2, 5) = 7

DM Kalizar |

Sorry i just got you ment me to say i was using the hero point in a different post.. I though u ment before the actually roll.. Sorry.. Ive had to use both of the ones i just got not to die here.. And not to be all ooc but my teammates should be reading attack actions for when it comes after me at least..
Unless anyone objects to it, I will burn a Hero Point on D'witt's behalf to use True Strike as part of his actions this round. Otherwise, he would not be able to hit the creature.
Seeing the creature again pulling Angel under, and Conner's shot missing, skipping off the hard shell of the carapace, D'witt faces a struggle as what to try next. Realizing if Angel gets pulled much further away, she will be a goner, he throws caution to the wind. Remembering his training he steadies himself, formulating a quick draught to steady his aim. As he feels the effects wash over him, he spins the carriage wheel around on his pepperbox, chambering an explosive round. He snaps the round off, hoping he can keep Angel out of the explosive effect, 1d20 + 30 ⇒ (9) + 30 = 39 striking what should be the creature's carapace above the eyes, the round doing 1d8 + 2 ⇒ (3) + 2 = 5 damage, the explosive charge detonating successfully in a small burst not of fire but scalding steam and carapace shrapnel for 3 damage as the blast itself fizzles out virtually upon impact.
Supernatural Fire does not work underwater, but I will allow the Int Mod to strike normally. Against the ear-splitting scream, Fort Save 1d20 + 5 ⇒ (17) + 5 = 22 for 3 damage.

Angel Dawnstar |

AS she struggles her limbs going stiff she calls out to the Dawnflower for saving grace.. "My Everlight please let me find my husband.. Do not let it end like this"
CMB: 1d20 + 10 ⇒ (17) + 10 = 27
Wow! She had a 15 swim check btw.. Didn't expect that to actually work..

DM Kalizar |

The party sees Angel break free of the creature, barely pushing off as her muscles begin to spasm, jerking with the onset of rigidity. She manages to suck in a feeble breath of air as she sinks under the surface, her armor pulling her to the bottom of the moat.
She broke free of the creature, but the paralysis of the poison still set in, sinking her like a stone to the slit dark depths below.

Angel Dawnstar |

Um.. Help guys.. Shes got 4 rounds before she starts having to make con checks.. How deep is the water Kalizar, im what 5' from the bank?

DM Kalizar |

This is still round 2, waiting for Xavorin to act. Everyone else has acted this round, if out of sequence.
Allowing Angel to break free as the creature moved back on it's turn, and allowing she managed 5' before the paralysis kicked in, Angel was just over 10' from the bank before she sank beneath Blackmire moat. The depth of the moat is not visible, the creature kicked up quite a bit of silt, and the waters were already dark, not easily judged. Angel's decent is likewise uncertain, not being able to see her. It is as much as anyone can guess.
Despite the paralysis, I am giving Angel a round before the drowning begins. She will not be able to hold her breath due to loss of muscle control so her last gasp escapes her and drowning begins on round 4. She will start rolling Constitution checks at that time to survive.

DM Kalizar |

Are you asking him to hit it with the Fireball or Magic Missile? He is correct that the creature submerged when it backed away, and he lost direct line of sight. He must have sight on the creature for magic missile, which the silt cloud obscures.
If he wants to fire off the Magic Missiles, I will give him a full round action to the roll for the miss chance, but if it misses, he will not have had the shot, so will lose acting for the round. Obscured the miss chance will be 50%.
If he wants to fire the fireball into the murk, guessing as to the creatures location, he may do so. He will need to make a Spellcraft Check of 23 on a 1d20+6 to maintain the spell as it strikes the water.
From Angel I need three consecutive 1d8 rolls please, so I may randomly determine how far down and in what direction she is sinking.

Angel Dawnstar |

All this is looking like ill be rolling a new character.. Man you have it out for paladins eh..
Randomness: 3d8 ⇒ (3, 7, 3) = 13

Angel Dawnstar |

Oh i know, its no hard feelings.. This dam thing would have taken any of us with such a high grab check.. She's probably the best one to get grabbed tbh.. Her ability to heal herself and prob the higest cmb at +10.. I doubt anyone else would have done as well considering the circumstances.. Just a tough fight with the tactics its using..

DM Kalizar |

I will assume from Xavorin's post that he will try to target the creature with the Magic Missile. Miss Chance 1d100 ⇒ 45
Xavorin scours the scene as best he can, trying to spot any glimpse of the creature. The waters churn about the surface in rough eddies and cross ripples as movement below reaches the surface. The silt is too great and he does not get a bead on the beast, nor does he sight the sinking Angel. I can't see her guys, do any of you?
Angel has sunken below the surface into the occluding cloud of silt and swamp matter kicked up by the beast. The lobster like fiend is likewise hidden, but no doubt is down there, somewhere.
It is the beginning of Round 3. The map showing the obscured squares is updated. Round 3 Map
Does anyone know, is D'witt still with us? And, just as an aside, I do not normally "have it out" for players, paladin or otherwise, in any of my campaigns. This particular creature was taken from the original source materials, statted at roughly the equivalent CR rating as originally intended, in an appropriate spot and as level appropriate as possible. In this case, the circumstances and dice were not in the group's favor. At least three avenues of approach were available. This one was not ideal.

Conner Hawthorne |

Round 3
Conner drops his Bow and Helm on the shore, then jumps in to grab Angel, based upon her last position. If he cannot find her this round, then he will avoid closing with the creature and come back to shore.
The Boots of the Mire allow walking on water in swampy terrain as long as it is not more than 5 feet deep. I do not know how casual the embankment is, or what impact that will have, if any?
Swim: 1d20 + 7 ⇒ (8) + 7 = 15

DM Kalizar |

For a moment, Conner thought he spotted Angel's form, but it was lost as the creature momentarily loomed into view, also searching for it's prey.
Creature's perception check to notice either Angel or Conner in the muck 1d20 + 19 ⇒ (17) + 19 = 36 or 1d20 + 19 ⇒ (20) + 19 = 39 odds Angel or evens Conner 1d6 ⇒ 3, it's eyes bulging and flicking in various directions, the tentacles around it's mouth lashing out, tasting for scent in the waters. Spying both, it lunges for the easier prey, and Conner notes the beast brush past him towards something deeper nearby, a single claw strike 1d20 + 13 ⇒ (7) + 13 = 20 snapping within a few feet of his face in warning as the creature disappears into the muck once more, a thicker cloud kicking up with it's passing.

Angel Dawnstar |

Eh its ok.. Someone was gonna die to that thing, the numbers chose me.. I suppose nothing will be known of her husband... Or her for that matter.. You guys are now boned too, with only 3 pc's and 1 that doesnt seem to post often.. It would be ill advised to attack the castle with only 3..
On a side note you can spend as many hero points as you want, as long as you have them.. Meaning you could reroll again..
On another side note if Angel does indeed die here what do you want me to do Kalizar?

Sir Gareth d’Orionus |

Round 3
Seeing Conner swimming back to the bank without Angel, d'Orionus knows the stakes have significantly increased. He drops his bow by the wall and casts Light on his brooch (so it always faces in front of him). "I'll get her, or die trying." He takes a deep breath and dives into the murk as far out as his full plate allows swimming toward her.
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standard action to cast Light
Acrobatics standing jump, 1 ft every 2: 1d20 - 5 ⇒ (13) - 5 = 8
Swimming toward her: 1d20 + 3 ⇒ (4) + 3 = 7
Perception: 1d20 + 12 ⇒ (7) + 12 = 19
move action toward Angel
round 1 of holding breath
Burn a Hero point for the swim check. If the DC is 10, because it is still water, I'll just take the +4. Otherwise, I'll reroll.

DM Kalizar |

Xavorin perception chance to first catch sight of the creature, if so, his would missiles strike. As he is still on shore, his DC would be 18. 1d20 + 12 ⇒ (5) + 12 = 17.
Conner and Sir Gareth dive into the waters, attempting to locate Angel at the bottom of the moat. Conner fails to notice her in the muck, but the creature looming forth from the black draws his attention. Sir Gareth follows with his muted light, hovering 5' above Conner as he momentarily retreats back towards the surface. Conner is about 15' above the creature, Sir Gareth 20', watching as the creature closes on a mud-covered form that could be Angel, or perhaps a lost battering ram from the siege of Blackmire.
Xavorin attempts to spy his target, catching only a briefest glimpse before loosing sight in the eddies of the surface, distorting the light of the overhead sun. I don't see them, do you D'Witt? They don't have much time.

D'witt Hirshue |

Perception check: Angel 1d20 + 10 ⇒ (17) + 10 = 27
Perception check: creature 1d20 + 10 ⇒ (3) + 10 = 13
Unless the first one counts for the critter too, I guess D'witt spotted Angel and probably Gareth swimming towards her.
"I see Angel but I don't see the beast." The tiefling, knowing where the others are continues to scan the water for the creature. "Firing blindly into the water would be futile and wasteful. Hold yourself until you see it." His eyes dart over the water, watching for signs of movement.
Basicly all he can do is ready an action, attacking, until he has a target. Gareth rolled well enough to spot Angel, and it would be counter productive to add another body in the water.
If the oppurtinity to attack arises:
Standard action: Explosive Missle (infuse one shot with power of a bomb (explosive type, splash radius 10'), load and fire weapon). Use of Precise Bombs (number of squares up to Int mod, 3, are not affected by splash damage) to target any friendly people that may be caught within the AoE, i.e. Angel, Conner, or Gareth
Attack: ranged (I'm not sure the distance so -1 per 20' past the first 20') 1d20 + 8 ⇒ (10) + 8 = 18
Pistol damage 1d8 ⇒ 1
Bomb damage 2d6 + 3 ⇒ (5, 5) + 3 = 13 plus catch on fire (1d6 fire each round until extinguished, Ref save vs 15)

DM Kalizar |

With range and shooting into water penalties, D'Witt's shot would have only just missed the creature. Explosive rounds will only do the bonus INT damage, they will not work underwater being an SU effect.
The perception check and concealment/cover effects are ongoing, just giving everyone rough locations on the map. Difficult to do 3D mapping. Sir Gareth is 15' deep, Conner 20' deep, Angel 30' deep, the creature 20-30' deep, being large.
Order remains Conner (11 rounds holding breath), Creature, D'witt, Xavorin, Sir Gareth (13 rounds holding breath), and Angel, paralyzed. On Angel's turn she will fall unconscious.
Time is becoming desperate as the group realizes Angel must have started drowning by now, and every second counts. Conner and Sir Gareth are holding their breaths, submerged in the muck and dark, straining their eyes in the hopes of seeing clear to their companion and a way to rescue her from the beast.

Sir Gareth d’Orionus |

Round 4
Sir Gareth continues to look for Angel with Light on his brooch. He lets his weight bear him down and uses his limbs to close on the target.
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Perception: 1d20 + 12 ⇒ (6) + 12 = 18
Swimming toward her: 1d20 + 3 ⇒ (9) + 3 = 12
move action toward Angel
round 2 of holding breath

DM Kalizar |

Sir Gareth Spots Angel and the creature, determinedly swimming downwards into the danger, his light giving eerie shadows in the particle heavy waters. The creature spies his approach and snaps it's claw in his direction 1d20 + 13 ⇒ (4) + 13 = 17 in warning, failing to strike him. The swim moves Sir Gareth to 25' depth, above and off to the side of Angel, on level with the creature. Sir Gareth still has one action. The Taldan noble notices the closer he gets, that the creature is holding Angel with it's second claw while the beast's tentacles swish in the water, sensing a new food source nearby. The waters seem to glow a sickly green in response to the light of Gareth's brooch.

Sir Gareth d’Orionus |

Round 4 continues
Sir Gareth Spots Angel and the creature, determinedly swimming downwards into the danger, his light giving eerie shadows in the particle heavy waters. The Taldan noble notices the closer he gets, that the creature is holding Angel with it's second claw while the beast's tentacles swish in the water, sensing a new food source nearby. The waters seem to glow a sickly green in response to the light of Gareth's brooch.
Sir Gareth calls on Her light of the sword to guide him and punches the creature with his spiked gauntlet.
_____________________________________swift action to activate justice judgment +1 attack
piercing attack: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17
if hit, damage: 1d4 + 8 ⇒ (3) + 8 = 11
round 2 of holding breath

DM Kalizar |

Sir Gareth's spiked gauntlet scrapes across the creature's hardened shell, gouging the rough enamel and scouring away some of the swamp slime build up, but fails to land solidly enough to do damage. His light shines between the two combatants, perhaps giving D'witt and Xavorin better luck at striking the beast.
After the duo act, we can move on to Round 5.