VV - W10 Question -


Kingmaker


It is likely that our party will face river water rushing into our room here at W10 in the Cyclops Tomb along with another nasty surprise.

I am not sure how to handle this water -

- How long does it take the room to fill up?
- What other rooms will be filled up in the tomb? Couldn't this trap flood the entire tomb or are the other floors too high?
- What kind of checks should be made (and when) by the party to see if they can walk and then eventually swim around in the water as it rushes in?
- Any advice on how the eel battle should be handled as the water fills the room?
- Do you have any clever or interesting additions to the room?

Thanks for your help Pathfinder fans!

John


Don't have it with me, but I believe it was described pretty thoroughly in the AP, isn't it?


Rickmeister wrote:
Don't have it with me, but I believe it was described pretty thoroughly in the AP, isn't it?

It does a pretty good job saying that the water fills up the room in 10 rounds and reaches the stairs leading to the next room. The trap descriptions mentions party members are knocked prone if under the trap and take 2d6 of damage per round.

But I just wanted to make sure I handled the water effects on movement and attack correctly and in a fun manner. Should the party's movement be impaired after 3 rounds when the water might be at knee height? What effect will it have? How is combat effected if they are in the room after 5 rounds of water coming in? Can they shoot a cross bow under water at the eel?

Thanks for the help.

Silver Crusade

Physics will dictate the water levels out on the stairs nearby at the same height, so just getting past the portcullis won't be enough. You can use the rules for "bogs" to get an idea of what low levels of water do.

Water of about 1 foot in depth costs 2 squares of movement to move into and the DC of Acrobatics checks in such a square increases by 2.

Use "Underwater Combat" rules once the water is chest-deep or higher on a character. For most medium characters, this will be after 2-3 rounds, and the rules provide that characters without a swim speed or Freedom of Movement ring will need to make a swim check or have enough weight to keep them on the floor. As noted in the underwater combat section, crossbows can be fired underwater at a -2 penalty for each square.

As to combat, the eel wouldn't be able to move (swim speed only) until the water reaches chest height on it. Arbitrarily, I'd say 3 rounds. Plus, it can't breathe air and will likely be "holding breath" those first few rounds till the water covers it.

The zombies, not such problems.


Have the water rush in for ~4 rounds. Then, when the panic is spreading describe a silvery, streamlined-something dropping with a big splash into the water...

Ruyan.


Pathfinder Maps, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I thought I remembered a thread that had some helpful advice for this area - and I found it! link

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