"The Rock " |
@Calabaza - Out of combat just assume that one of the party's druids will help you with your wand of Barkskin. :)
Kitoro |
Kit hesitates, worried about her appearance, then has another concerning thought.
"But won't that make us float? Will we need to carry extra weight in order to descend?"
Once her concerns are assuaged, she agrees (though Harris is not concerned and waves her off).
Malachi Malarkey |
"Eh, a fine wand. But i think my own magic is stronger."
Malachi casts Barkskin on himself. And like the Rock says, is more than happy to wave Cala's wand about to cast on anyone else.
GM Jhaeman |
Preparations made, the Pathfinders venture into the thick fog aboard Malachi's magically-conjured jollyboat! The Rock is able to give directions and soon out of the fog rises the prow of a ship, jutting from the waves at an incline. Seaweed and gull droppings decorate the vessel, and the verdigris-encrusted brass nameplate reads Iron Tide.
The mast of the Iron Tide, shaped like a strong, proud human woman with hands curled around a rusty iron chain, protrudes from the water at a steep angle, and behind it rises the mast of a second ship, straight as an arrow, piercing the fog and beginning somewhere below the first ship.
Atop the foredeck of the Iron Tide, dulled screams for help come from thick spiny hedgerows!
Okay, everyone can have a look at Slide # 3. Malachi, would you like to add an oval for the boat (I'm not sure how big it is) and then folks can add their tokens.
Usual reminder to mark off expended wand charges, spells, etc.
Malachi Malarkey |
Per the item description, the Tricorne/boat can hold 12 passengers or crew and is 20' long, so I've added a 20' x 15' boat shape to the map.
Kitoro |
Did you mean to leave the ship spoilered?
"Well, there she is, complete with unhappy crew. What are you going to do with them?"
Kitoro |
Ah, I was thinking that the ship was our ship because it was small and the spoilered area was the wreck. It makes sense now.
Kit looks around for a way to climb aboard. If she finds one she climbs onto the deck. If not she asks The Rock for a lift. Harris turns into a raven and flies up to the crow's nest.
"The Rock " |
The Rock flies around the boat looking for an easy place for the people in the boat to climb aboard. He can easily ferry both the halfling and the kitsune aboard if need be.
"Yes, everyone needs to get on board first and then we can explore the ship I wager."
Ginger T-Rex |
Ginger is not exactly sure why everyone wants to go aboard the floating piece of wood on the water but if they want to go then so does she. There might be interesting things to chew on here and it seems all new and shiny to her.
You have to wonder what animals are actually thinking. :)
Malachi Malarkey |
"Eh, there's probably an easier way in below the surface, yes. Our treacherous protégé less likely to expect attack from beneath."
Who can get a Swim speed? The Rock could wildshape, so could Malachi, although Mal typically prefers his tentacled combat form which gives the ability to always Take 10 on Swim checks, but not an actual Swim speed.
"The Rock " |
The Rock nods as the Tengu's suggestion has a degree of merit.
"That is a good idea but we might miss something if we skip ahead."
I am concerned that we might miss entire encounters if we short-circuit our expected progress through the ships from top to bottom (this I think is highly likely). We might also miss out on a necessary McGuffin (or not, I just don't know). :)
My character has spells to help people swim if need be. I want to see the actual conditions inside the ship before buffing people up. I can assume that the ship is completely submerged but that may not actually be the case. :)
GM Jhaeman |
The lapping of the waves against the ship's hull continue as the Pathfinders discuss whether to board or investigate below.
The maps here will get tricky, but I'll try to describe the first one better so you can make your choice on how to proceed. I've added numbers (1 to 3) next to areas of the ship. The gist of the situation is that the ship is canted at an angle from "north" to "south", so Area 1, the forecastle, is raised up out of the water and is dry (it also contains two thugs screaming for help as they're trapped in spiny brambles--the green lines). Area 2, where the mast is, is the main deck. It starts off dry (as you can see) but gradually gets steadily submerged to a depth of 2.5 feet for each square away from the dry line. Area 3, the aft deck, is completely submerged, with depths ranging from just a few feet deep all the way to ten feet deep.
"The Rock " |
The Rock encourages Ginger to swim (or climb) on to the ship. The dinosaur will board where the water line meets the ship.
22 Swim (or Climb if necessary) on a take 10 to climb on board.
"I suggest that we investigate from dry to wet. I don't want to miss anything."
"If anyone needs a lift on board. Let me know."
@GM Jhaeman - That description helps quite a bit. :)
The Druid will see if there is any open space underneath the forecastle and the stairs or if the stairs go below deck.
31 Perception on a take 10.
I marked off the areas to examine first with red arrows on the map. They might both be closed off or lead nowhere else but better to be sure.
Kitoro |
Kit (somehow) makes it onto the ship and sticks her face in the seawater, testing her ability to breath. With a nod of approval she turns to the others and agrees, "Sounds like a sound way to start. We start over there," she points to the dry section of the ship.
GM Jhaeman |
Boarding the vessel, the Pathfinders get a better look at the main deck of the canted Iron Tide. It appears there's a door forward and two (submerged) doors aft.
I've revealed more of the map that shows the main deck in greater detail, including the doors that lead to areas "under" the foredeck and aft upper deck. This is a little confusing, but if you compare the two ship maps, it should become clear. I've moved everyone's token to this map, keeping the same locations. If you want to get to the submerged aft decks, you'll need to swim.
Kitoro |
[ooc]Concensus is that we go through the northern door. I think we did all the buffing we plan to do.
GM Jhaeman |
Moving through the forward hatch reveals what must have once been crew quarters. The room is bare in decoration, with the only adornment being four empty hammocks hanging from the rafters. The room reeks of brine and rotting wood, but a small hole in the hull provides a little fresh air and some light. Another door leads further forward.
We are now in dim light and the sloping nature of the floor makes this area difficult terrain.
"The Rock " |
The Rock casts Light on Ginger's leather training harness. He then pulls out a wand and attempts to quicken his reaction time in the next fight (Heightened Awareness is cast as well). The druid then puts his wand back in his bandolier and examines the room. He hovers over the debris as an air elemental and examines the room and door for traps or items of interest.
"Just give me a few seconds to check out the room and door for traps."
31 Perception on a take 10
Ginger T-Rex |
As soon as The Rock gives the go ahead signal that the room is not trapped his T-Rex companions makes his way through the door. While oversized for such small entries the animal is able to squeeze his way in with remarkable agility (Narrow Frame feat).
Kitoro |
Kit tags along and follows TR's example by casting the same spell on herself, also from a wand.
"Not exactly a hospitable place. You think those howlers upstairs slept here, or are the hammocks to old?"
Kit approaches the hammocks to see if they are old or new.
Malachi Malarkey |
Malachi considers briefly whether there's any merit in stealth, then shrugs and activates the Light function of his wayfinder.
Anyone who stands in our way is headed Besmara's way, yes.
"The Rock " |
The druid shakes his head at Kit's query.
"No, the men upstairs admitted to treasure hunting before I restrained them. They are clearly the thugs sent by Dargo."
The Rock has Ginger advance and then he attempts to opens the door to the unexplored room.
Kitoro |
"Not going to find anything interesting in here. I guess another door is in order, and in order means that one." Again she points, this time indicating the door opposite the one they entered through.
Kitoro |
"I guess we go down now."
Before doing that she pokes around in the room a bit looking for any clues. To aid in the lighting she casts a dancing lights spell.
"The Rock " |
The Rock gives the room a once over looking for any items of interest.
31 Perception on a take 10.
"The Rock " |
"Alright, this is the end of the road for our dry travels. It is time to get wet!"
The Rock drops some of his equipment and holds any that might be damaged by water. He then changes his form into a medium sized water elemental. As a tip of the hat to Malachi he appears as half-man, half octopus with watery tentacles supporting his upright liquid form. He re-equips what is left of his equipment (the rest is merged into his form).
"Now who is up for a little swim?"
The druid casts Touch of the Sea on Ginger (and on Calabaza and Kitoro with two pearls of power if they desire it).
I am assuming that you two are accepting the buff and I have marked off the resources accordingly. :)
Kitoro |
Absolutely accepting the spell
Kit follows the others into the water.
Malachi Malarkey |
"Eh, nice" Malachi winks at The Rock's new shape. "I can do a squid-shape if I need to move quickly, but this form typically works well enough beneath the waves, by Besmara!" The tengu's four tentacles wave about.
Malachi completes a couple more spells before going under. Longstrider - because might as well - and Bull's Strength. The latter is good for 6 minutes which might get us through all remaining encounters, and if it doesn't there's still a trick or two remaining.
GM Jhaeman |
The Pathfinders move into the cold, murky waters below. The room is bare, apart from eight hammocks hanging just above the still waters. The room, like the rest of the Iron Tide tilts at a downward angle; there's a door on the wall opposite the stairs.
I've moved everyone's tokens into the appropriate room which, on the map, is the third "ship" from the right. (feel free to rearrange your tokens) Without your light sources, lighting here would be Darkness. The water deepens steadily at 2.5 feet ever 5 feet toward the door; the first 5 feet of depth is considered both difficult terrain and an obstacle (x4 movement cost); beyond that, movement requires a Swim check.
I'll ask everyone to list their buffs/active spells in their taglines along with durations (round or minute per level durations especially could become relevant). As much of this area is submerged, everyone will need a way to breathe underwater (or we'll have to track holding breath durations). I'll put a little "underwater cheat sheet" in the Discussion thread over the weekend.
Kitoro |
@Malachi Malarkey
That means that you should add heroism with a duration of 160 minutes to your tag line from the spell Kit cast on you. And everyone who downed a potion should add water breathing 10 hours.
Harris joins the group, looking forward to the novel experience of heading undersea, and Kit takes the plunge and begins exploring the wet room, then waits by the door for someone bigger to enter the next area.
"The Rock " |
The Rock does not feel the cold of the water as he descends (Endure Elements is active) and he is able to navigate the water easily in his elemental form and see perfectly well in any darkness. He swims towards the door looking for traps or anything of interest.
31 Perception on a take 10.
26 Swim check on a take 10 (Swim speed of 60).
@Kitoro/Calabaza - Touch of the Sea duration is 9 minutes.
Ginger T-Rex |
Ginger swims with her master (also not registering the cold due to Endure Elements) and feels that breathing water is as natural as breathing air. She takes a snort sniff to be sure but does not spit it out as she usually would. While she is confused about why this is the case she notices that everyone else is breathing and moving perfectly normally underwater.
30 Swim check on a take 10 (Swim speed of 30).
Calabaza Blanca |
UMD Wand of Shield: 1d20 + 16 ⇒ (19) + 16 = 35
Everyone remember, you have Barkskin +2 from my wand.
Malachi Malarkey |
I've just pushed Mal a little closer to the front of the party. He's a bit slower, having no Swim speed, so it will make sense to keep him to the front when not in combat.
"The Rock " |
@Malachi - I can set you up with a Touch of the Sea spell if you like. Just let me know and I will burn another pearl of power. :)
Malachi Malarkey |
@Malachi - I can set you up with a Touch of the Sea spell if you like. Just let me know and I will burn another pearl of power. :)
If you've got the Pearl to spare, then yes that's a good idea. Being able to 5' step is always handy ;)
"The Rock " |
1 person marked this as a favorite. |
@Malachi - You now have Touch of the Sea up on your character. Everyone in the party (except your bird) now has a swim speed. :)
The Rock gives a good tug (or push if appropriate) on the door attempting to move the party along.
GM Jhaeman |
It takes a bit of strength to push the door open against the weight of the water on the other side, but The Rock quickly manages it. On the other side is the completely submerged cargo hold of the Iron Tide.
But unlike the other areas the Pathfinders have explored so far, this one isn't unoccupied: a trio of almost translucent ghostly figures are lurking in the waters and turn to face The Rock, their faces contorted with rage!
We'll start an encounter and I'll roll Initiative.
GM Jhaeman |
Initiative (Round 1)
The Rock + Ginger
Calabaza
Malachi
Kitoro
Ghostly Creatures
Bold should go!
Initiative (Calabaza): 1d20 + 9 ⇒ (10) + 9 = 19
Initiative (Malachi): 1d20 + 3 ⇒ (13) + 3 = 16
Initiative (Kitoro w/ Heightened Awareness: 1d20 + 4 + 4 ⇒ (5) + 4 + 4 = 13
Initiative (The Rock): 1d20 + 14 ⇒ (5) + 14 = 19
Initiative (ghostly creatures): 1d20 + 7 ⇒ (4) + 7 = 11
This room is completely flooded, and if you don't have a swim speed, I'll need a Swim check to move. Assume the ceilings are 10' high but the ghostly creatures are at "floor" level.
Kitoro, this will expend your heightened awareness.
As a free action on your turn, you can attempt to identify these creatures with a Knowledge (religion) check.
I've put a little aquatic combat cheat-sheet in the Discussion thread. Most important things to pay attention to are movement speeds, how spellcasting works underwater, and penalties to attack rolls based on weapon type.
Kitoro |
"They look like ghosts or a haunt."
Kit begins a performance, doing an inspiring water dance (inspire courage +3).
"I always wanted to try that, though I will miss using my finger puppets."
Knowing these are undead, she also knows that most of her spells are useless so she beats a retreat to the top of the stairs.
"The Rock " |
The Rock springs into action. He has no idea about what they are facing but trusts in the forces of nature to resolve any problem. He speaks a few words of power and draws power from a nearby ley line to power his incantation. The water elemental/druid swims away from the door of the room.
The Rock has a swim speed, can breathe underwater and has Darkvision in his elemental form.
"We should let them come to us."
Explosion of Rot (both Red and Blue are caught in the area of effect). This spell will damage living and nonliving creatures (including undead and constructs).
Explosion of Rot, CL 10, Reflex DC 18 for half damage and not to be staggered: 10d6 ⇒ (1, 5, 1, 4, 5, 3, 4, 4, 1, 4) = 32
Rounds of being Staggered: 1d4 ⇒ 4
Ginger T-Rex |
The Rock commands Ginger to defend Malachi. The powerful creature moves in front of the door. His extensive training allows him not to be frightened by the sight of these strange creatures (Attack all trick was taken twice) and Ginger prepares a nasty bite should one of the creatures come too close.
Ginger can breathe underwater and has a swim speed.
Ginger's training harness is shedding light in a 20' radius.
Readied Bite, Reach 10 feet, Gr. Magic Fang, Bard Song: 1d20 + 13 + 2 + 3 ⇒ (9) + 13 + 2 + 3 = 27
Damage (B/S/P), Gr. Magic Fang, Bard Song: 3d6 + 16 + 2 + 3 ⇒ (1, 2, 4) + 16 + 2 + 3 = 28
Grapple, Bard Song: 1d20 + 19 + 3 ⇒ (4) + 19 + 3 = 26
@GM Jhaeman - Ginger has the Narrow Frame feat and typically does not take any penalties for attacking or defending while squeezing. Now if this translates into not taking a penalty for attacking someone else that is in a doorway I will let you decide.
Calabaza Blanca |
I was still on the old map. I would have been at the base of the stairs, closer to the front.
How does Invisibility work underwater? Opinions vary wildly.