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![]() Yeah, the map is almost useless now. There is no way to do 3D combat on a slide. ![]()
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![]() Deric falls unconscious and settles to the floor (at 30 ft). The eel's turn on their attackers. Blue and Green dice through the ink clouds. When they see nothing below the ink, they turn and lash out at the area where the attack came from. Yellow managed a hit, and is left frustrated as the squid vanishes in its teeth. Blue Miss: 1d100 ⇒ 10 Green Miss: 1d100 ⇒ 8 Yellow Miss: 1d100 ⇒ 54 Yellow Bite: 1d20 + 11 ⇒ (3) + 11 = 14
Round 4
Barkot
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![]() Yes, I noticed Kylee's token was still in the boat yesterday. I moved it where I interpreted her action as placing it. Reading your intent, I am hearing "ready an action to help Kylee into the boat if she surfaces." Is that correct? ![]()
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![]() The eels, yes. There are two of them adjacent to you. Below those two eels you can only see dark ink clouds. ![]()
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![]() I'm being generous to you by allowing you to not die automatically this round. You entered the drowning progression with your first failed check. The only way off is to get air. I allowed the healing to keep you from dying this round, but there are no further Con checks until you get air. If you want me to follow the rules, that's fine, Deric is now dead. Your call. ![]()
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![]() Paeral can't really see what happened on Deric's turn due to the ink clouds. I don't think that really changes much, so just pointing it out. Do whatever you think Paeral would do in this situation. ![]()
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![]() Deric gets free, but is unable to move, weighed down by his armor and remains at the 20-25ft deep square. @Paeral is up ![]()
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![]() By what mechanic do you think that you can move the eel? You are immobilized while you are grappled. Are you attempting to reverse the grapple or simply get free? If you get free, you will need a swim check to swim to the surface. If you reverse the grapple you would also need a swim check (but would be unable to do so without the use of your arms...) I can't imagine that you are attempting to reverse the grapple, so I will go with "get free and swim toward the surface". The roll in Gameplay will break the grapple, so I will need a Swim check (DC 10). Note that you can move 1/4 of your speed (5 ft) with a successful Swim check. ![]()
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![]() Since the squids were summoned "near Deric", I will put them at the 20ft level, which puts them at an adjacent level to all three squids A Medium squid cannot grab a Large eel, so no rolls will be needed Blue takes 3 damage, Green takes 5 damage, Yellow takes none. Back to Paeral and Deric ![]()
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![]() Right now, everyone is waiting for the squids to take their turns, Then Deric and Paeral can take their turns. ![]()
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![]() Sorry for not removing the dying tag. RAW I agree, the drowning rules state that in the next turn you die. I ruled that the healing reset you to the beginning of the drowning progression. You are conscious now, but still drowning. At the end of your turn, you will move to the next step which is 0hp and unconscious (gnaw kicks in at the start of the eel's turn, so you will at least be dying again possibly dead before the eel even has a choice to drop you) The only way to get off the drowning progression is to get air (or the ability to breathe water). ![]()
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![]() Jacobadiah 'Squint' Nirodin wrote:
I would think so. Note that you cannot direct the squids to do anything unless you have a way to shout through the water. Attacking the eels would be the only thing they would do until you have a better way to communicate with them. ![]()
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![]() Round 3
Barkot
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![]() Sorry, Deric. My regression to mean with the die roller just happened when you were the sole target. Just to set expectations: You are on the suffocation track already. The healing reset you to the beginning of the track. At the end of your turn, you will progress to the next step, which is Unconscious at 0 HP. ![]()
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![]() The condition that triggers that free check is not occurring during your turn, but I will allow it. ![]()
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![]() You need to make the Con check immediately upon being submerged, which was during the eel's turn. ![]()
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![]() As you wish, Deric. Please calculate your CMD while you are helpless, unconscious, and grappled. Maintain: 1d20 + 16 + 5 ⇒ (12) + 16 + 5 = 33 ![]()
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![]() Yes, he can only move half speed (and did 10ft to 25ft). He can also place you in any square adjacent to himself. Quote: Move: You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus. Technically, he should make a check to maintain, but since you are helpless... I think I got it right, but grappling is confusing, so let me know. I would also have given you a free escape attempt. Underwater definitely counts as a hazardous location to Deric. @Paeral Yes, that is accurate. I was still looking those rules up, so thank you. ![]()
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![]() The eels fight over the food their companion has captured. Bite vs AC 19: 1d20 + 11 ⇒ (16) + 11 = 27 Bite vs AC 19: 1d20 + 11 ⇒ (18) + 11 = 29
The eel grasping Deric gnaws at the food in its grasp, and Deric feels another set of teeth deeped in the eel's mouth attempt to bite him as well.
Deric falls unconscious as the eel drags him underwater. Round 3
Barkot
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![]() Paeral stays in the boat (and has an action remaining) Sure, I will let Paeral aid the escape attempt by grabbing on to Deric's arm, but I think it would be a Strength check. A CMB would be more appropriate if Paeral were adjacent to the eel ![]()
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![]() Kylee notices that Barkot is staring straight ahead toward the far bend where the lake continues out of view. He makes no response and hardly seems to notice that Kylee is helping him. Yes, you can tell he is entranced ![]()
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![]() You are in the 0-5 ft block (which I am calling 5ft deep) he is in the 5-10 ft block (which I am calling 10 ft deep) ![]()
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![]() Strength: 1d20 + 6 ⇒ (2) + 6 = 8 The eel ends up getting moved adjacent to Deric (so that one is 10ft deep). Deric attempts to break out of the eel's jaw, but is unable to kick his leg free. Paeral, a large man in full plate and a 10ft long eel are pulling straight down on the side of the boat. I need an Acrobatics check to avoid getting thrown in the water. ![]()
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![]() Oh, right. Deric would be moved to an adjacent square by rule. @Deric, I need a decision about whether you want to hold on to the boat or not. If you hold on, give me a Strength check. @Paeral creatures who are not on the surface or in the first 5ft below have total cover to ranged attacks. You can see their shadows and can recognize them as mechanically Large eels. ![]()
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![]() FYI Deric, I am currently considering you to be "Climbing" and not "Swimming". Obviously, you can release as a free action and become "Swimming", if you wish. ![]()
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![]() Deric slips into the water, attempting to get closer to Barkot. As Paeral wryly cautions the warrior, he gets a glimpse of enormous shadows emerging from the depths of the water. Deric feels a rush of water disturbed from underneath him, then suddenly three great sets of jaws strike at him. The first two go for the same leg and interfere, but the last jaw latches on, and Deric is help firmly. Bite vs FFAC 20: 1d20 + 11 ⇒ (1) + 11 = 12 Bite vs FFAC 20: 1d20 + 11 ⇒ (8) + 11 = 19 Bite vs FFAC 20: 1d20 + 11 ⇒ (11) + 11 = 22
Barkot continues removing his armor. 1 minute to remove a breastplate by rule. If needed, we will consider the armor to be hastily donned until it is removed Round 2
Barkot
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![]() You can move your boat adjacent to Barkot's boat with a move action. If you plan to try to restrain him while still seated, you will take a prone penalty. Either way, you'll need an Acrobatics check to avoid tipping the boats over. ![]()
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![]() Barkot becomes entranced, stands up, and begins removing his armor. Now I have to go look up how long it takes to remove a breastplate Putting us in "Initiative" for now, though I won't roll unless something else starts happening Barkot was rowing the boat with Kylee in it. The other two boats are ~10 feet away Round 1
Barkot
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![]() The party continues on, emerging into another large lake lit by phosphorescent lichens and mosses attached to the stalactites far above. This lake smells rather briny, highlighting the fact that the rest of the water to this point has been fresh water and very clean. As the party enters the lake, each member begins hearing whispers. At first, they are low and indistinct, they get a bit louder as everyone hears a seductive voice in their own native language promising pleasure, wealth, glory, and whatever else the individual might desire above all else. Everyone make a Will Save ![]()
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![]() Barkot watches the runes and notices one flare as a gate opens. The gate is tiny and closes almost immediately. Water splashes toward the gate as if a small amount of water no longer exists. It appears you have identified the drainage system. ![]()
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![]() Squint is very familiar with summoning magic, and these runes seem familiar, but they are odd. It feels like summoning runes, but seen in a mirror. Ulyi is also familiar with summoning runes, but he thinks they look correct. ![]()
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![]() The walls do radiate magic like in the Crow, but Squint is able to filter that known aura out of his vision. The glow makes the skeletons stand out, as they are distinctly non-magicak and stick out as areas of black within the otherworldly glow. Squint also notes a series of magically glowing runes right at water level that radiate strong conjuration magic. The runes appear to stretch around the entire lake. ![]()
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![]() Closing the door, the party waits a few minutes for the air to clear and the queasiness in their bellies to subside. Boarding the boats in their previous order, the party grabs the oars and starts rowing, following the flowing water to the west. The lake constricts here to a width of thirty feet or so, the cave walls narrowing down to form a tunnel. The ceiling is thirty feet above, while numerous ledges line the walls at varying heights. Several of these ledges contain manacled humanoid bodies. The remains are in advanced stages of decomposition, and in many cases are no more than skeletons. Anything the party would like to do here or keep rowing? ![]()
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![]() I am only hearing one vote for getting back in the boats at this point and no other options that have been presented. Is boarding the boats the consensus? ![]()
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![]() Barkot also thinks the name sounds familiar, but again not from books. Maybe he met someone with that name? Removing the plaque is a Strength check. I'll let you take 20 while Deric is gathering and washing the gems. There are 20 tourmalines worth 2,000gp in total. The platinum in the plaque is worth 750gp, it would likely be worth more to a knowledgeable collector. The historical artifact has been successfully defaced. ;) ![]()
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![]() The name Ayandamahla seems familiar, but Squint doesn't think that familiarity comes from book learning. ![]()
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![]() Kylee detects no magical auras on the giant, the throne, or the chests. Paeral finds no evidence of a secret door, but does notice a platinum plaque on the back of the throne which reads (in Thassilonian): “A gift for my Mistress Sorshen from her humble servant Ayandamahla, dedicated this celebrated day, the 25th anniversary of her ascension to rulership in Eurythnia. Present: Runelord Sorshen, Ayandamahla and her daughters Ashamintallu and Erixadallax, Lord & Lady of the Burning Bright, the Sisters of Charming & Delectation, and the Baron of Calamities, along with all slaves, servants, and supplicants in this, the Lady’s Light. May she reign unchallenged forever.” As Kylee and Paeral are performing these searches, Deric comes and begins rooting through the rotting garbage in the remainder of the chests. The stench is unbearable, and all three are Sickened. In one of the chests, Deric sees a few purple gemstones interspersed in the rotting filth. You may pick through the garbage to extract the gemstones if you wish, but the stench in the room will be so bad that the Sickened condition will persist until you leave the hall, at which point the 5 minute counter will start ![]()
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![]() The giant is wearing filthy Large sized hide armor and wielding a Large battleaxe. As Paeral approaches the treasure chests, he notices a foul stench of rot. Carefully throwing open the lid of one shows it to be filled to the brim with rotting meat and bones. The stench of the opened chest makes him want to retch. If you persist in opening the other chests that smell just as foul: Chest after chest is filled with the same offal. You are Sickened for 1d10 ⇒ 5 minutes. The final chest does appear to have some tourmalines floating in the offal. |