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(To advance the action and maintain our good pace, I'll roll the DC19 Will save for everybody else.)
Haliban: 1d20 + 6 ⇒ (10) + 6 = 16
Hector: 1d20 + 7 ⇒ (13) + 7 = 20
Ninlil: 1d20 + 6 ⇒ (19) + 6 = 25
Alden: 1d20 + 1 ⇒ (6) + 1 = 7
While most of the team overcomes their fright, Haliban, Alden, and Fairbeaks are overwhelmed with panic. The trio flee the manifestation of the Brackish Emperor at full speed.
Haliban: 1d20 + 19 ⇒ (3) + 19 = 22
Alden: 1d20 + 1 ⇒ (10) + 1 = 11
Fairbeaks: 1d20 + 7 ⇒ (17) + 7 = 24
The slayer and the axebeak avoid catastrophe; however, the hellknight isn't so fortunate. Alden slips and falls, skidding on the slick surface toward a looming precipice.
Alden Reflex DC19 or fall: 1d20 + 5 ⇒ (2) + 5 = 7
You watch in horror as you see the hellknight slip over the edge...
Projected on the screen of his great helm, Alden's short life flashes before his eyes.
Falling Damage: 8d6 ⇒ (2, 2, 6, 1, 5, 1, 4, 1) = 22
The hellknight falls like a stone, about 80 feet, before he strikes a ledge with a sickening crunch of flesh, bone, blood, and steel against the ice.
By some miracle, Alden is injured but alive!
Now, he has to figure out some way to get back up the ice cliff to his companions on the main trail above.
Gods be praised, the image of the leviathan vanishes. The party approaches the precipice with care, peering down at the bruised and battered Alden far below.
Out of Combat
(A number of successful DC17 Climb checks required, unless Alden or his companions can think of another solution. See link for more info on the Climb skill.)
[Please note the elapsed time (1 hour, 6 min) since departing the beachhead for any spell/buff durations.]

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"What the nine hells was that?" Theo growls, as the immanent threat suddenly disappears.
He carefully makes his way to the edge of the ice cliff, peering over, though doesn't immediately see Alden... his darkvision only going sixty feet, and the fact the Hellknights fiery glowing mace is laying on the ice back where they started.
Hmm.. outside of darkvision range, and panic makes him drop his held stuff, so the continual flame weapon would not be on him!
"You alive down there?" He calls, tentatively... the call met by pained groans from down below.
Theo looks back at the others. "Sounds like he's still breathing... though its a long way down if so. My rope won't reach far enough. Will need to splice some together."
"Maybe knot it." He adds, a moment later. "Might not be in any condition to climb anything more difficult, in that can he's wearing."

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Yes!!! This is the kind of things I want to see happen to Alden lol.
I have Boots of the Cat so My falling damage is reduced to 8.
Boots of the Cat.
Am now blind which means I actually can't make the climb.....easily...
Contrary to what his companions might believe, Alden despite running for his life having lost his mind to fear temporarily lands on his feet. The magical protections cast on it working at its full power to help him absorb its impact.
As he gazes up the wall, he sees darkness and he groans as he realises that his flail had being left behind......this was such a smear on his honor....
His battered body was but a minor thing to this affront to his honor....
He begins to attempt a climb.....
1d20 - 2 ⇒ (20) - 2 = 18
1d20 - 2 ⇒ (14) - 2 = 12
Climb at Quarter speed due to being blind and normal climb speed.
Like 5ft?
And slides back down after a couple of attempts.
Hearing his companion's voice, he answers with a tinge of anger at himself.
"I'm alive but unable to climb out...."

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Haliban pulls out some silk rope and sets it near the edge. As he walks back to pick up his bow, "We need to pull him up quickly, That thing could be back soon."
Disgusted at his running away he wants revenge.

Overseer Tyranius |

The image of Sorrina Westyr appears as she helps an enormous water elemental dispatch a band of gargoyles. “We do not stand alone in our efforts, my friends. Our teams discovered a band of rebels fighting back against our adversaries and we have begun to coordinate with them. Some much needed assistance should be arriving shortly.”
Table GMs, the Allies benefit is now in play

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Theo will splice his and Haliban's silk ropes together, for a 120 feet worth, and fix a loop at the end, dropping it down (with a light attached) to Alden below.
"Put it over your head, and under your arms." He calls down, then attached one end to Fairbeaks.
With a bit of cajoling, he gets the large bird to haul the hellknight up, saving the need for him to embarrass himself trying to climb.
Push animal companion: 1d20 + 13 ⇒ (13) + 13 = 26
Its quicker than trying to knot the entire rope =)

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Alden does as instructed and is grateful for the assist.
The battered knight stands tall as he is finally pulled up.
"My thanks valiant ones. I shall have to search for my weapon as I seem to have misplaced it in my folly."

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Alden tries to scale the ice cliff, only to realize how impossible the task would be on his own. Theo and Haliban splice their ropes together, and drop it down to the hellknight. Alden ties it around his body, and Theo has Fairbeaks haul the man up.
Reunited with his companions, Alden retrieves his flail, and the party resumes its trek.
Ninlil has found her bearings, and leads the way through the icy network of twisting, undulating tunnels.
[Please note the elapsed time (1 hour, 13 min) since departing the beachhead for any spell/buff durations.]

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Ninlil peers over the side, carefully, as Alden is rescued. "Phew! Glad to have you back! I hope there isn't more where that came from..."

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Perception
Haliban: 1d20 + 18 ⇒ (12) + 18 = 30 +4 vs traps
Hector: 1d20 + 11 ⇒ (13) + 11 = 24
Urien: 1d20 + 8 ⇒ (18) + 8 = 26
Ninlil: 1d20 + 1 + 2 ⇒ (12) + 1 + 2 = 15 (+2 heroism)
Snaggletooth: 1d20 + 21 ⇒ (11) + 21 = 32
Alden: 1d20 + 9 ⇒ (1) + 9 = 10
Theo: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30 (+2 with Stonecunning, +2 underground, +4 mountains)
Fairbeaks: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16 (+2 underground, +4 mountains)
The frozen tunnels level off, causing the melting water to accumulate in bone-chilling pools. Droplets run down the thawing walls with supernatural purpose, whittling away relief carvings of an enormous dragon devouring entire cities.
The hallways here are 40 feet tall, and the entire area is submerged in cold water to a depth of about 4 feet. The still water is extremely cold, below –20° F.
Thanks to the light sources, including Alden's flail, you've brought, Haliban, Snaggletooth, and Theo spot two prison guardians waiting in ambush.
To the west, lurks a monstrous, humanoid woman with lumpy, scaled hide, lank, tangled black hair and ragged sealskin garments, dripping with icy water. Her hair and clothing are both decorated with numerous shells and tiny living crustaceans. A curiously sweet smell wafts from her.
To the south, they spot a water veela, a lithe, androgynous humanoid aquamarine skin and an otherworldly grace.
Haliban: 1d20 + 14 ⇒ (13) + 14 = 27
Hector: 1d20 + 12 ⇒ (16) + 12 = 28
Urien: 1d20 + 4 ⇒ (13) + 4 = 17
Ninlil: 1d20 + 6 ⇒ (15) + 6 = 21
Alden: 1d20 + 1 ⇒ (17) + 1 = 18
Theo: 1d20 + 2 ⇒ (4) + 2 = 6 (+2 underground, +4 mountains)
Fairbeaks: 1d20 + 3 ⇒ (3) + 3 = 6 (+2 underground, +4 mountains)
Water Veela: 1d20 + 3 ⇒ (3) + 3 = 6
??: 1d20 + 2 ⇒ (17) + 2 = 19
Snaggletooth: 1d20 + 3 ⇒ (8) + 3 = 11
Conditions
Submerged: [DC10 Swim check to navigate, and submerged PCs treat the area as extreme cold. Extreme cold deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC15, +1 per previous check) or take 1d4 points of nonlethal damage)]
Natural Darkness: In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength– and Dexterity-based skill checks.
Surprise Round
Bold may act.
Hector
Haliban
Ninlil
---
??
---
Alden
Urien
Snaggletooth
Theo
Fairbeaks
---
Water Veela
Haliban, you're up in the Surprise Round!
[Please note the elapsed time (1 hour, 13 min) since departing the beachhead for any spell/buff durations.]

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Having no clear indication that any of the nearby beings are hostile Haliban plays it safe. He studies the (troll?) and readies to shoot anyone approaching with hostile intent with a Tangleshot arrow.
Ranged touch attack including Improved Precise Shot but not including any unknown bonuses: 1d20 + 18 - 1 ⇒ (1) + 18 - 1 = 18

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Alden looks at the water with distaste.
"We have to swim in this? Can we not bombard our foes with magical bolts or just shoot them where we are? I'm afraid my training and weapon does not do well in underwater fights."

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Knowledge-Nature with Bardic Knowledge & Heroism: 1d20 + 4 + 4 + 2 ⇒ (17) + 4 + 4 + 2 = 27
Special Attacks & Resistances

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As the party begins descending into the water, Ninlil takes a moment to cast resist energy, communal on each of them. Duration 10 minutes, resist cold 20.

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As the party begins descending into the water, Ninlil takes a moment to cast resist energy, communal on each of them.
---
The monstrous, humanoid woman to the west hurls a javelin at Haliban and ducks to the south, behind the wall of the cavern.
Javelin; Damage: 1d20 + 10 ⇒ (19) + 10 = 291d6 + 4 ⇒ (4) + 4 = 8
Conditions
Submerged: [DC10 Swim check to navigate, and submerged PCs treat the area as extreme cold. Extreme cold deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC15, +1 per previous check) or take 1d4 points of nonlethal damage)]
Natural Darkness: In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength– and Dexterity-based skill checks.
Resist Energy, Communal: Duration 10 minutes, resist cold 20.
Surprise Round
Bold may act.
Hector
Haliban (-8)
Ninlil
---
Qallupilluk
---
Alden
Urien
Snaggletooth
Theo
Fairbeaks
---
Water Veela
Snaggletooth and Theo, you're up in the Surprise Round!
[Please note the elapsed time (1 hour, 13 min) since departing the beachhead for any spell/buff durations.]

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We're not actually submerged are we? Thought it was just 4' of water... which is basicaly deep bog. (Same general movement restriction, just no need to swim!)
And how does this affect a Large creature like Fairbeaks?
And would Feather Step help at all (on me or Fairbeaks)?

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Theo does not look at all pleased that he is standing chest deep in freezing cold water.
Still, the creatures soon to be causing all the trouble, were further along, so that meant he had to get there... quickly.
With a hasty appology to Fairbeaks, he grabs hold of the bird, and pulls himself onto its feathery back, hoping the axe beak can get them through the water quicker, with its higher stance, and stronger stride.
Just using my action to mount the bird... it has no saddle, and doesn't much like being ridden =)
Ride, no saddle: 1d20 + 2 - 5 ⇒ (15) + 2 - 5 = 12
He curses the entire time... and if Fairbeaks could, he probably would to.

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Knowledge (nature) to recognize the other strange creature: 1d20 + 5 ⇒ (3) + 5 = 8
"Ninlil, I do not recognize that thing--have you seen it in your reference studies?"
Snaggletooth adds, "I can barely see through this water--is there anyone hiding beneath it?" He sticks his head under water for good measure.
Snaggletooth will try to Perceive whether there are any hidden combatants lurking beneath!: 1d20 + 21 ⇒ (16) + 21 = 37 Using a move or standard to make an active perception check.
"BY RANGINORI is that cold!!"

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Theo mounts Fairbeaks, an image destined someday to be captured in heroic, burnished bronze by some Pathfinder sculptor in Skyreach.
Snaggletooth is certain he saw the monstrous, humanoid woman swim around the stone wall in the west of the cavern. The water veela in the south, seems to move like a fish in water, too.
With supernatural grace, the veela begins undulating seductively in the frigid water. She smiles at Hector, beckoning him to join her for a dance.
(Hector, please attempt a DC21 Will save vs the compulsion.)
Conditions
Submerged: [DC10 Swim check to navigate, and submerged PCs treat the area as extreme cold. Extreme cold deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC15, +1 per previous check) or take 1d4 points of nonlethal damage)]
Natural Darkness: In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength– and Dexterity-based skill checks.
Resist Energy, Communal: Duration 10 minutes, resist cold 20.
Round 1
Bold may act.
Hector
Haliban (-8)
Ninlil
---
Qallupilluk
---
Alden
Urien
Snaggletooth
Theo
Fairbeaks
---
Water Veela
Hector, Haliban, and Ninlil, you're up!
[Please note the elapsed time (1 hour, 13 min) since departing the beachhead for any spell/buff durations.]

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"Hey Veela, Is the javelin thrower a friend of yours? Do either of you speak common?"
With one enemy out of sight and another possible enemy merely dancing Haliban will delay until more information is forthcoming.

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"This terrain makes me wish our friendly veela was along with us . . ."
anyone else think we should call on our allies boon?
Will save w/ charmed life: 1d20 + 7 + 5 ⇒ (9) + 7 + 5 = 21
"You can stop that gyrating. It's not as appealing as you might think."
Kn(nature) w/ spending inspiration on Quallapilluk: 1d20 + 9 + 1d6 ⇒ (9) + 9 + (3) = 21
Hector can feel Haliban's uncertainty, and he finds it contagious. delaying

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Knowledge (nature) to identify our friend, + heroism: 1d20 + 18 + 2 ⇒ (5) + 18 + 2 = 25 Immunities?
"Huh. Well then."
Also delaying. Wouldn't mind bringing our friend in here. Swimming? Naah.

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Alden can't swim. Need help. Probably CPR.

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The veela smiles at Haliban, and she replies in accented Common. "Of course I understand you, human. The quallupilluk isn't so much my friend, as she is my colleague. We're both guardians of the prison. You shall not pass."
Haliban, Hector, and Ninlil hesitate, unwilling or reluctant to make a move, wondering if now would be a good time to call on their new friend, the veela rescued earlier.
The qallupilluk moves out of sight, somewhere deeper in the tunnels.
Conditions
Submerged: [DC10 Swim check to navigate, and submerged PCs treat the area as extreme cold. Extreme cold deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC15, +1 per previous check) or take 1d4 points of nonlethal damage)]
Natural Darkness: In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength– and Dexterity-based skill checks.
Resist Energy, Communal: Duration 10 minutes, resist cold 20.
Round 1
Bold may act.
Hector (delayed)
Haliban (-8; delayed)
Ninlil (delayed)
---
Qallupilluk
---
Alden
Urien
Snaggletooth
Theo
Fairbeaks
---
Water Veela
Alden, Urien, Snaggletooth, Theo & Fairbeaks, you're up! (Hector, Haliban, and Ninlil are delaying.)
[Please note the elapsed time (1 hour, 13 min) since departing the beachhead for any spell/buff durations.]

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Yes, please tell us - what prisoners do you guard and at whose behest?
Your colleage is an interesting one, with that resistance to both the cold of the area and fire and her habit of wrestling with creatures until they transform into willing minions. I'm very curious who could command the loyalty of you both. We would really prefer this not devolve into violence yet AGAIN, please won't you let us pass without the need for pointless violence leading only to your own death?
As he speaks, Urien seems to gain an increase in focus via body posture and tone when gazing at the Veela he is speaking with (using Perform-Act for...)
Standard Action Bardic Performance: Fascinate (DC 19 Will Save, audible & visual needed, 90 ft range) - primarily doing this to penalize Sense Motive checks vs. us and hopefully prevent other hostile actions while we work out way to a diplomacy check.

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The veela's eyes glaze over, like a 420 advocate at a Grateful Dead concert. She struggles to understand the bard's words, and responds in a halting, distracted monotone, "We are Kelizandri’s most loyal followers, guarding this prison, more focused on keeping the rebels entombed than protecting the Untouchable Opal."
Conditions
Submerged: [DC10 Swim check to navigate, and submerged PCs treat the area as extreme cold. Extreme cold deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC15, +1 per previous check) or take 1d4 points of nonlethal damage)]
Natural Darkness: In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength– and Dexterity-based skill checks.
Resist Energy, Communal: Duration 10 minutes, resist cold 20.
Round 1
Bold may act.
Hector (delayed)
Haliban (-8; delayed)
Ninlil (delayed)
---
Qallupilluk
---
Alden
Urien
Snaggletooth
Theo
Fairbeaks
---
Water Veela
Alden, Snaggletooth, Theo & Fairbeaks, you're up! (Hector, Haliban, and Ninlil are delaying.)
[Please note the elapsed time (1 hour, 13 min) since departing the beachhead for any spell/buff durations.]

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Snaggletooth says, "Ninlil, if they are Kelizandri worshipers fighting against the rebels... maybe we shouldn't humor them anymore. Perhaps they're trying to delay us from reaching our goal!"
Snaggletooth is not a combat familiar in that sense, so he's not really going to take a turn or have combat actions. I'll sneak in a turn for Ninlil tomorrow morning when I can, in-between meetings.

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Theo has no idea what the others are getting on about, trying to talk to the bad guys... and has no intention of playing along. Holding on to Fairbeaks for dear life, he commands the bird to move
With an aggravated squawk, the axe beaks starts moving quickly through the water, its long legs and the weight of Theo on its back giving it enough purchase to move along the bottom.
Double move for Fairbeaks (moving 50'). He has the Narrow Frame feat, so can go through the narrow section there without issue.
Reaching the strange water creature, he tries to swing at it with his studded club, though is not really familiar with fighting while mounted... much less mounted on a cantankerous bird.
ride to fight while mounted: 1d20 + 2 - 4 ⇒ (19) + 2 - 4 = 17
Still, he stays on, and takes his swing.
+1 silver tetsubo, PA: 1d20 + 15 ⇒ (14) + 15 = 29, for 1d10 + 14 ⇒ (8) + 14 = 22
And the rest of you, stop delaying, so while we're all on the same initiative block! =)

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"I'm gonna pass through all of you whether you like it or not!" Alden proclaims, still at a rather safe distance.
"I'd suggest you all withdraw instead of being blood smears in these waters!" Intimidate 1d20 + 9 ⇒ (7) + 9 = 16 sigh really....

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Ninlil asks, "Might we investigate around yonder corner?" as she gestures, summoning a ball of electricity. This one glows more brightly than the others you have seen and lands on top of the veela!
Ninlil will reenter. Standard action to cast Aggressive Thundercloud, Greater and drop it on the veela. Move action to...move half speed across the bottom? If we're using the swim rules, she's carrying enough to weigh her down. She would have aimed at the qallupilluk, but we can't see it anymore and I don't want her to outkick her coverage, so to speak.
Aggressive Thundercloud, Greater: DC 22 reflex negates: 6d6 ⇒ (2, 4, 4, 1, 3, 2) = 16

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Veela Will DC19: 1d20 + 6 ⇒ (20) + 6 = 26
[@Theo, need a DC10 Swim check (as called for in the scenario, not just the GM being a prick) from Fairbeaks. A successful Swim check allows you to swim a quarter of your speed as a move action or half your speed as a full-round action. If this requirement changes what actions you'd like to make, just let me know.]
Alden tries to intimidate the water veela. It doesn't work, but it doesn't break the creature's fascination with Urien, either.
Heeding the sound advice of Snaggletooth, Ninlil, like a sylph Winnie the Pooh, calls another little black rain cloud, dropping it on top of the water veela.
The water veela evades the crashing bolts of lightning within the cloud and snaps out of her bard-induced reverie. She looks rather cross.
Conditions
Submerged: [DC10 Swim check to navigate, and submerged PCs treat the area as extreme cold. Extreme cold deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC15, +1 per previous check) or take 1d4 points of nonlethal damage)]
Natural Darkness: In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength– and Dexterity-based skill checks.
Resist Energy, Communal: Duration 10 minutes, resist cold 20.
Round 1
Bold may act.
Hector (delayed)
Haliban (-8; delayed)
---
Qallupilluk
---
Alden
Urien
Ninlil & Snaggletooth
Theo
Fairbeaks
---
Water Veela
Hector and Haliban are delaying, but I'll give them until later this evening to re-enter the fray, before I advance the action with the water veela's reaction to the attacks. Might be helpful.)
(If your PC wishes to call for help from your friendly veela, please have your PC say so.)
[Please note the elapsed time (1 hour, 13 min) since departing the beachhead for any spell/buff durations.]

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Haliban sighs.
"We are going past you. Feel free to stand aside at any time to save yourself some misery."
He then swims closer to the Veela.
swim DC 10 to double move: 1d20 + 7 ⇒ (13) + 7 = 20
"Anyone know how to contact that Veela we rescued earlier?"

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I'm confused. How is 4' of water forcing a large creature to have to swim? That's not in the rules... they apply if a creature is swimming, or walking in chest deep water (ie: the medium critters)
And, as an aside, with firm footing, a successful swim checks allows you to move twice as fast as without

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"It sure would be nice if some of those rebels would show up right about now."
Hector tries to wade forward.
Swim: 1d20 + 5 ⇒ (5) + 5 = 10
I've done a double move if it's half speed as per Theo's suggestion, but if it's only quarter then needs to move back '15.

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"I agree. Do we have a horn or some sort of prearranged signal to work with?" A grumbling Alden attempts to wade in sort of....
Swim, oh dear 1d20 + 3 ⇒ (19) + 3 = 22

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[@Theo, need a DC10 Swim check (as called for in the scenario) from Fairbeaks. A successful Swim check allows you to swim a quarter of your speed as a move action or half your speed as a full-round action. If this requirement changes what actions you'd like to make, just let me know.]
"Heard you lot hemming and hawing, wondering if you could use my help," giggles the water veela you rescued, as she glides past you. "Looks like you do need me, after all."
She swims past Haliban and tries to slip past the red veela.
The red veela slashes at your ally, drawing blood. "I'll have your head, rebel!"
Red AoO vs Green, mwk dagger; damage: 1d20 + 13 ⇒ (14) + 13 = 271d4 + 5 ⇒ (2) + 5 = 7
Cursing the Kelizandri loyalist, your ally lashes out with with one of her own two daggers, mindful of the dangerous, sparking thundercloud.
Green vs Red, mwk dagger; damage: 1d20 + 13 ⇒ (11) + 13 = 241d4 + 5 ⇒ (2) + 5 = 7
Heartened by the sudden appearance of the friendly veela, Haliban moves closer, though progress is slow in the frigid water and on the slick surface on the bottom.
Hector and Alden follow Haliban's example, in a slow pursuit of the qallupilluk.
The green water veela shouts, "Oh, sweet Ranginori! It's a freakin' qallupilluk!" The hideous monster appears only a few feet away from your ally.
Conditions
Submerged: [DC10 Swim check to navigate, and submerged PCs treat the area as extreme cold. Extreme cold deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC15, +1 per previous check) or take 1d4 points of nonlethal damage)]
Natural Darkness: In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength– and Dexterity-based skill checks.
Resist Energy, Communal: Duration 10 minutes, resist cold 20.
Round 2
Bold may act.
Qallupilluk
---
Alden
Urien
Ninlil & Snaggletooth
Theo
Fairbeaks
Green Water Veela (-7)
Hector
Haliban (-8)
---
Red Water Veela (-7)
Everybody, you're up! Theo & Fairbeaks can jump in with actions from Round 1 and Round 2, with Swim checks for any movement.)
(If your PC wishes to call for help from your friendly veela, please have your PC say so.)
[Please note the elapsed time (1 hour, 13 min) since departing the beachhead for any spell/buff durations.]

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My objection have been made, will leave it at that!
Previous: Fairbeaks Swim: 1d20 + 5 ⇒ (17) + 5 = 22
Rest of turn plays out as mentioned.
Theo is way out of his element. Fighting from the back of the axe beak is not something he has any practice at. Trying to hit something under the water with a club, no matter how big, he quickly learned was not nearly as effective as he'd hoped.
He thought briefly of switching back to his short sword, but remembers one of the others mentioning that the strange elemental creatures needed magic weapons to do much damage. Any advantage his sword would have, would be quickly negated by the creature's magical defenses.
In the end, he sticks to the club, trying to stay on the bird, and clubbing the water, trying to strike the creature beneath the surface.
ride check to fight vs DC 10, no saddle: 1d20 + 2 - 4 ⇒ (13) + 2 - 4 = 11
melee vs red, +1 silver tetsubo, PA: 1d20 + 15 ⇒ (18) + 15 = 33, for 1d10 + 14 ⇒ (4) + 14 = 18 damage. 20% miss chance: 1d100 ⇒ 98
secondary vs red, +1 silver tetsubo, PA: 1d20 + 8 ⇒ (12) + 8 = 20, for 1d10 + 14 ⇒ (1) + 14 = 15 damage. 20% miss chance: 1d100 ⇒ 76
GM, can I dismount to the square to the left of the veela? I really didn't intend to stay onboard here.. was mostly just a delivery device =)

Fairbeaks |

Fairbeaks is not enjoying the water. Despite the fact it barely reaches his belly, it seems to be hindering far more than expected! Though, the fact that Theo has clambered onto his back, appears to annoy him even more! Clearly he does not appreciate being used as a pack animal.
He tries to pluck the veela out of the water, like it were some sort of tasty fish.
Bite (magic) vs red, PA: 1d20 + 8 ⇒ (4) + 8 = 12, for 2d6 + 14 ⇒ (4, 6) + 14 = 24
He has little luck, too distracted by the water, and the unwanted rider!

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Eyes squinting a bit in the darkness, Urien growls in frustration and casts a light spell on his dagger, throwing it (still in its sheath) towards the melee so that he can see.
Attack roll to land the light-infused dagger in the square Theo is in, which should be AC 5, -4 to hit for throwing through allies: 1d20 + 6 + 3 - 4 ⇒ (12) + 6 + 3 - 4 = 17
I'm assuming that there's actually not enough light over there to see by, so using my turn to fix that. If that assumption is incorrect, I'll start an inspire courage bardic performance instead and move a bit closer.

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So I had you inspire courage. To move closer, please make a DC10 Swim check.
Fairbeaks ferries Theo into battle. The ranger strikes the red water veela twice, two solid blows.
Urien begins a rousing oratory, inspiring courage in his friends, and moves closer to the fight.
Your ally, the green rebel water veela, slips around to the red water veela's flank and stabbing the prison guardian twice with her masterwork daggers. "Let's put this one down quickly, so we can deal with the qallupilluk!"
Green vs Red, mwk dagger, flank, Inspire Courage; damage: 1d20 + 13 + 2 + 2 ⇒ (11) + 13 + 2 + 2 = 281d4 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Green vs Red, mwk dagger, flank, Inspire Courage; damage: 1d20 + 13 + 2 + 2 ⇒ (8) + 13 + 2 + 2 = 251d4 + 5 + 2 ⇒ (2) + 5 + 2 = 9
The red water veela tries to avoid the great aggressive thundercloud's bursts of lightning.
Red Reflex DC22: 1d20 + 9 ⇒ (1) + 9 = 10
Red Fortitude DC22: 1d20 + 10 ⇒ (13) + 10 = 23
Conditions
Submerged: [DC10 Swim check to navigate, and submerged PCs treat the area as extreme cold. Extreme cold deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC15, +1 per previous check) or take 1d4 points of nonlethal damage)]
Natural Darkness: In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength– and Dexterity-based skill checks.
Resist Energy, Communal: Duration 10 minutes, resist cold 20.
Inspire Courage +2
Round 2
Bold may act.
Qallupilluk
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Alden
Urien
Ninlil & Snaggletooth (Please roll 6d6 electricity damage vs Red)
Theo & Fairbeaks
Green Water Veela (-7)
Hector
Haliban (-8)
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Red Water Veela (-59)
Everybody, you're up! Theo & Fairbeaks can jump in with actions from Round 1 and Round 2, with Swim checks for any movement.)
(If your PC wishes to call for help from your friendly veela, please have your PC say so.)
[Please note the elapsed time (1 hour, 13 min) since departing the beachhead for any spell/buff durations.]

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Swim in an attempt to get around
1d20 + 3 ⇒ (12) + 3 = 15
This is slow going....
Alden wades through the water, forcing his way through with pure determination as he attempts to get to the other side.

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"Bless you."
Haliban can cross off 'hearing a Veela sneeze" from his bucket list.
But he takes the advice and regretfully attacks the enemy Veela after studying it for a moment.
manyshot including deadly aim, improved precise shot, rapid shot, point blank shot, inspire, study target: 1d20 + 13 + 1 + 2 + 2 ⇒ (13) + 13 + 1 + 2 + 2 = 31
cold iron, piercing, magic: 2d8 + 18 + 2 + 4 + 4 ⇒ (3, 8) + 18 + 2 + 4 + 4 = 39
shot #2 including deadly aim, improved precise shot, rapid shot, point blank shot, inspire, study target: 1d20 + 13 + 1 + 2 + 2 ⇒ (10) + 13 + 1 + 2 + 2 = 28
cold iron, piercing, magic: 1d8 + 9 + 1 + 2 + 2 ⇒ (3) + 9 + 1 + 2 + 2 = 17
shot #3 including deadly aim, improved precise shot, rapid shot, point blank shot, inspire, study target: 1d20 + 8 + 1 + 2 + 2 ⇒ (14) + 8 + 1 + 2 + 2 = 27
cold iron, piercing, magic: 1d8 + 9 + 1 + 2 + 2 ⇒ (7) + 9 + 1 + 2 + 2 = 21

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Heh, I finally decide to check in before I go to bed and you beat me to it!
Aggressive Thundercloud: 6d6 ⇒ (1, 5, 6, 4, 1, 2) = 19