how deep is the water leading to Bhal-Hamatugn?


Shackled City Adventure Path


Let's just say some of the PC's in my group "fell in" so the depth is pretty important.

I read the intro to Bhal-Hamatugn a couple of times but I couldn't find any info on the depth.

Paizo Employee Creative Director

GlassJaw wrote:

Let's just say some of the PC's in my group "fell in" so the depth is pretty important.

I read the intro to Bhal-Hamatugn a couple of times but I couldn't find any info on the depth.

I'd say 15 feet. Deep enough for a Huge monster to lurk in there. Not that I advocate putting Huge monsters in the water in front of Bhal-Hamatugn.


Hmm, just 15 feet? I would have figured more but that seems reasonable.

And no, no Huge monsters in the drink. My players are in enough trouble as it is. ;>)

Paizo Employee Creative Director

GlassJaw wrote:

Hmm, just 15 feet? I would have figured more but that seems reasonable.

And no, no Huge monsters in the drink. My players are in enough trouble as it is. ;>)

Deeper water works fine as well. If you make the water 30 feet deep you can infest it with aquatic purple worms..


James Jacobs wrote:
Deeper water works fine as well. If you make the water 30 feet deep you can infest it with aquatic purple worms..

And if there is a TPK and my players get mad at me, I can just tell them Mr. Jacobs told me to do it!!


James Jacobs wrote:
I'd say 15 feet. Deep enough for a Huge monster to lurk in there. Not that I advocate putting Huge monsters in the water in front of Bhal-Hamatugn.

Funny, I'm getting a distictly different impression here :-0


I made it 49 feet in my recent game. (d100 roll). It was infested with a water elemental--whichever is the one stronger than huge. Rowing their own boat over (as this was their second trip), and the boat got capsized by the sudden whirlpool. Fun and games ensued.


Steev42 wrote:
I made it 49 feet in my recent game. (d100 roll). It was infested with a water elemental--whichever is the one stronger than huge. Rowing their own boat over (as this was their second trip), and the boat got capsized by the sudden whirlpool. Fun and games ensued.

Very nasty indeed. Well my players attacked the ferryman immediately. He jumped in the water. The players fished in the boat and started rowing across. I had the ferryman hit the boat from underneath. I rolled an 18 on his Str check. A good roll but I didn't think he would be able to tip the boat over from underneath.

I gave the ranger (who was piloting the boat) an untrained Profession (sailor) check. I know you can't make Prof check untrained but I made an expection. He was just trying to keep the boat from tipping. He got a 15 on his check. Decent. So I gave everyone a Balance check DC 10. Of the 3 people that fell in, 2 have on full plate. That's where we ended last week.


GlassJaw wrote:

Very nasty indeed. Well my players attacked the ferryman immediately. He jumped in the water. The players fished in the boat and started rowing across. I had the ferryman hit the boat from underneath. I rolled an 18 on his Str check. A good roll but I didn't think he would be able to tip the boat over from underneath.

I gave the ranger (who was piloting the boat) an untrained Profession (sailor) check. I know you can't make Prof check untrained but I made an expection. He was just trying to keep the boat from tipping. He got a 15 on his check. Decent. So I gave everyone a Balance check DC 10. Of the 3 people that fell in, 2 have on full plate. That's where we ended last week.

Hrm...swim check with full plate...probably rough waters, considering there's a kuo-toa monk swimming around roughing it up, too...that's pretty nasty even.

But as an aside; I said this is their second trip. I neglected to metion this is taking place between Smoking Eye and Soul Pillars (and post-Fiendish Foot, which I placed in between them as well, setting it in the Demonskaar). Enough time has passed since their first attack that the fingerlings have matured...that's what I'm looking forward to.


GlassJaw wrote:
And if there is a TPK and my players get mad at me, I can just tell them Mr. Jacobs told me to do it!!

After all of GlassJaw's famous AP tweaks, you expect your party to believe you ? ;-) Maybe an aquatic, undead Tongueeater...


Chairborne Ranger wrote:
GlassJaw wrote:
And if there is a TPK and my players get mad at me, I can just tell them Mr. Jacobs told me to do it!!
After all of GlassJaw's famous AP tweaks, you expect your party to believe you ? ;-) Maybe an aquatic, undead Tongueeater...

Hmm, interesting idea... ;>)

Actually, the underwater battle went really well, both in fun factor as well as the party's tactics.

So the cleric, dwarf, and wizard fall in the water (which I ended up making 20'). The cleric and dwarf promptly fail swim checks and fall to the bottom. The ferryman, seeing the unarmored wizard (and not being a dummy), starts grappling him.

The dwarf rages but keeps failing swim checks and starts walking back to the shore (they were about 40-50' out). The cleric though pulls out his scrolls of water breathing (the party spent a lot of their gold to make a TON of scrolls after Flood Season) and casts one on himself and one on the dwarf.

While this is going on, the wizard is getting grappled but the monk jumps in the water as well. He eventually finds the wizard and kuo-toa and starts a 3-way grapple underwater!! We all read up on underwater combat beforehand and I know the grapple rules pretty well so that certainly helped. It was a crash course in some of the more difficult 3ed combat mechanics.

The monk starts dealing pretty decent damage to the ferryman and the ferryman eventually breaks the grapple and swims away to Bhal-Hamataghun. The party then strolls right into the shrine and starts raising holy hell. In the meantime, the ferryman has gone to the central chamber and altered Mangh, the high priestess and everyone else in the joint.

Needless to say, I can't wait until they walk into the central shrine... ;>)

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