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19:28, 19th April 2024 (GMT+0)

1E - TiNH - Part Five: Alohan and Kassius go Swimming.

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 1114 posts
All Powerfull
DM
Mon 2 Nov 2015
at 07:09
  • msg #1

1E - TiNH - Part Five: Alohan and Kassius go Swimming

Here is your top secret swimming thread. Please post your results here.

DC15 swim check required each round due to the current flowing into the cave and the confined space making the swim challenging
It is a 20' swim just to get down to the pipe
Keep track of how long you have held your breath - moving counts as two 'rounds'
DC10 acrobatics check needed at the end of each round to see if you touched a sea urchin.
If you do touch a sea urchin, then it is a DC11 fortitude check else be nauseated for 10 rounds - this will have a big effect on your swimming ability if you fail as you will no longer be able to take full round moves.
Do this until you get to 50' then let's talk....

Dungeon Master
GM, 1116 posts
All Powerfull
DM
Mon 2 Nov 2015
at 07:13
  • msg #2

1E - TiNH - Part Five: Alohan and Kassius go Swimming

Before you start, can I know if you are going to have a rope tied around you, and how? Also, are you wearing armour and are you carrying weapon(s)?

Also, if I don't hear from you guys before tonight, I'll process the first 50' of the swim myself just to get things moving.

This message was last edited by the GM at 07:31, Mon 02 Nov 2015.
Kassius
player, 229 posts
HP 16/16 | AC 18/15/13
Fort+4 | Refl+8 | Will+3
Mon 2 Nov 2015
at 13:09
  • msg #3

1E - TiNH - Part Five: Alohan and Kassius go Swimming

Kassius takes out his own rope, carefully tying it around his waist, before handing the other end to the ladies. Then, he strips off his leather armor, and rests his bow, quiver, and pack with it. Those can all be dragged up once the cap is removed, but will just slow him down underwater. He does however take a dagger, securing it firmly his his belt. The short weapon will be useful if there are anymore foes to fight, or if he gets caught in anything.

He looks over at his companion, the faithful Kibeti. This trip will have to be without him. "Kibeti kuka" he says firmly, ordering the cat to stay.

Then, suitably prepared, he looks over at Alohan, checking to see if the other man was prepared. Once he is, Kassius takes an enormous breath of air. As he does so he activates his magic. His eyes becomes bulbous, and the skin between his fingers web together in a strange parody of a frog. Then, with a run, he dives into the water. As he does, another change, elongated legs becomes readily apparent, as he practically flies through the air before landing gracefully in the water just above the pipe. He then dives down easily.


Swift action: activate animal focus: frog
Full Round action: Move. I'm getting a head start by diving (jumping) into the water.
08:05, Today: Kassius rolled 25 using 1d20+8.  acrobatics, jump.
08:08, Today: Kassius rolled 16,22 using 1d20+8,1d20+5.  swim, acrobatics (avoiding sea urchins).
By my count, he can jump up to 25 ft with the first check, but the pipe's only 15/20 ft away (not counting depth). So he jumps whatever that distance is, then continues the rest at half speed by swimming.

Dungeon Master
GM, 1118 posts
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DM
Mon 2 Nov 2015
at 20:37
  • msg #4

1E - TiNH - Part Five: Alohan and Kassius go Swimming

There's a rule for diving into water in Pathfinder? Sigh. Well, I suppose I shouldn't be surprised. Let's just say that the bonus from diving in cancels out the distance and depth from the shoreline to the start of the pipe.

Also, we'll say that Alohan goes first as he has a faster swim speed. Sorry Ron, but I am going to start rolling here. I also rule that Alohan takes off his armour (such as it is) to maximize his swimming ability. He's not going to bother with a rope since it would be tough to have two ropes going up the pipe.


21:17, Today: Dungeon Master rolled 24 using 1d20+5.  Alohan swim DC15.
21:17, Today: Dungeon Master rolled 26 using 1d20+6.  Alohan acro vs sea urchin.


Alohan makes an excellent entry into the drainage pipe, and shoots down the middle like an eel while staying well away from the walls. He makes it 20' into the pipe, holding one of the enchanted magic stones in front of him for light.

Breath held 2/28

21:20, Today: Dungeon Master rolled 23 using 1d20+5.  Alohan swim DC15 round 2.
21:20, Today: Dungeon Master rolled 15 using 1d20+6.  Alohan acro vs sea urchin round 2.


The barbarian continues making good progress and swims another 20' to reach the 40' mark without problems.

Breath held 4/28

21:21, Today: Dungeon Master rolled 18 using 1d20+5.  Alohan swim DC15 round 3.
21:22, Today: Dungeon Master rolled 13 using 1d20+6.  Alohan acro vs sea urchin round 3.


He swims another 20', straining against the current. He sees light at the end of the pipe!

Breath held 6/28

21:23, Today: Dungeon Master rolled 12 using 1d20+5.  Alohan swim DC15 round 4.
OOC: Failed, so no progress.
21:23, Today: Dungeon Master rolled 21 using 1d20+6.  Alohan acro vs sea urchin round 4.

At this end of the pipe the going is much more difficult. The inside of the metal pipe is filled with barnacles which cause the sea urchins to protrude further out into the current. Alohan makes no progress as he has to hack away at the shellfish to make a route. (Still at 60')

Breath held 8/28

21:27, Today: Dungeon Master rolled 18 using 1d20+5.  Alohan swim DC15 round 5.
21:27, Today: Dungeon Master rolled 15 using 1d20+6.  Alohan acro vs sea urchin round 5.

No more checks needed for sea urchins past this point.

Alohan swims forward again and reaches the end of the pipe. He looks up and sees the sun on the surface of the water, but he sees now that he is deep down at the bottom of the harbour and will need to swim up. (End of pipe is 80', now at 40' depth)
Breath held 10/28

21:29, Today: Dungeon Master rolled 25 using 1d20+5.  Alohan swim DC15 round 6.

Alohan shoots up towards the surface like a cork out of a bottle!

Breath held 12/28

21:30, Today: Dungeon Master rolled 23 using 1d20+5.  Alohan swim DC15 round 7.

Alohan reaches the surface and tastes fresh air!

The native looks around and sees that the sun is low in the east. It is dawn, and means that the party must have been under the ground trapped in Parrot Island for about 24 hours.
Dungeon Master
GM, 1119 posts
All Powerfull
DM
Mon 2 Nov 2015
at 20:39
  • msg #5

Re: 1E - TiNH - Part Five: Alohan and Kassius go Swimming

Kassius:
Kassius takes out his own rope, carefully tying it around his waist, before handing the other end to the ladies. Then, he strips off his leather armor, and rests his bow, quiver, and pack with it. Those can all be dragged up once the cap is removed, but will just slow him down underwater. He does however take a dagger, securing it firmly his his belt. The short weapon will be useful if there are anymore foes to fight, or if he gets caught in anything.

He looks over at his companion, the faithful Kibeti. This trip will have to be without him. "Kibeti kuka" he says firmly, ordering the cat to stay.

Then, suitably prepared, he looks over at Alohan, checking to see if the other man was prepared. Once he is, Kassius takes an enormous breath of air. As he does so he activates his magic. His eyes becomes bulbous, and the skin between his fingers web together in a strange parody of a frog. Then, with a run, he dives into the water. As he does, another change, elongated legs becomes readily apparent, as he practically flies through the air before landing gracefully in the water just above the pipe. He then dives down easily.


Swift action: activate animal focus: frog
Full Round action: Move. I'm getting a head start by diving (jumping) into the water.
08:05, Today: Kassius rolled 25 using 1d20+8.  acrobatics, jump.
08:08, Today: Kassius rolled 16,22 using 1d20+8,1d20+5.  swim, acrobatics (avoiding sea urchins).
By my count, he can jump up to 25 ft with the first check, but the pipe's only 15/20 ft away (not counting depth). So he jumps whatever that distance is, then continues the rest at half speed by swimming.


So Kassius is at 15' (the pipe is 80' long) after the first round and has:

Breath held 2/26

This message was last edited by the GM at 20:41, Mon 02 Nov 2015.
Kassius
player, 231 posts
HP 16/16 | AC 18/15/13
Fort+4 | Refl+8 | Will+3
Mon 2 Nov 2015
at 22:14
  • msg #6

Re: 1E - TiNH - Part Five: Alohan and Kassius go Swimming

Despite the head start, Kassius swims slower, and stays behind Alohan going up the pipe.

Round 2: Breath held 2/26, Animal Focus 1/10

Ok, so my speed is 30 ft, so each swim check takes me 15 ft forward. So I need 5 successful checks (not counting the one above). Here goes!
Round 2: Breath held 4/26, Animal Focus 2/10
17:06, Today: Kassius rolled 25,13 using 1d20+8,1d20+5.  swim, acrobatics (avoiding sea urchins) round 2.
Success!

Round 3: Breath held 6/26, Animal Focus 3/10
17:06, Today: Kassius rolled 24,25 using 1d20+8,1d20+5.
Success!

Round 4: Breath held 8/26, Animal Focus 4/10
17:07, Today: Kassius rolled 20,20 using 1d20+8,1d20+5.  swim, acrobatics (avoiding sea urchins) round 4.
Success!

Round 5:Breath held 10/26, Animal Focus 5/10
17:07, Today: Kassius rolled 11,12 using 1d20+8,1d20+5.  swim, acrobatics (avoiding sea urchins) round 5.
Acrobatics made, but swim failed. Don't advance.

Round 6:Breath held 12/26, Animal Focus 6/10
17:08, Today: Kassius rolled 25,11 using 1d20+8,1d20+5.
Success! One more round and I'm out!

Round 7:Breath held 14/26, Animal Focus 7/10
17:09, Today: Kassius rolled 10,6 using 1d20+8,1d20+5.  swim, acrobatics (avoiding sea urchins) round 7.
Double Fail!
17:09, Today: Kassius rolled 9 using 1d20+4.  Fort Save.
Triple Fail!
Kassius is nauseated: "The only action such a character can take is a single move action per turn."

With a move action, I can only move 1/4 speed. Luckily, I only have 5 ft to go before I reach the end of the tunnel!
Round 8:Breath held 16/26, Animal Focus 8/10
17:12, Today: Kassius rolled 26,14 using 1d20+8,1d20+5.  swim (1/4 speed), acrobatics (avoiding sea urchins) round 8.
Success!



Kassius swims easily through the pipe at first, his magical adaptions giving him inhuman aquatic agility. However, as he nears the end and sees the glimmer of light, he starts letting himself get overconfident. He brushes against an urchin, and feels the spikes dig into his skin, causing nausea. Pausing to regroup himself, he barely swims the last few feet, emerging with a wet, sickened cough besides Alohan.
Alohan Nuari
player, 268 posts
1 Savage Barbarian
1 Unchnd Martial Artist
Tue 3 Nov 2015
at 01:44
  • msg #7

Re: 1E - TiNH - Part Five: Alohan and Kassius go Swimming

If Alohan was out of breath, he didn't show it. He was a man that, in his youth, completed his trials of the sea on multiple occasions. For a boy his age, he was one of the fastest Nuari on the isles. Anything less would have been a embarrassment.

He carefully treaded water, waiting patiently for Kassius to rise. It took his companion some time and Alohan was seconds away from resubmerging to look for him when the half-orc broke the plane of water. He witnessed the man spew into the ocean, no doubt succumbing to the urchin's poison. "Ya did well." was all he could say. He grabbed Kassius's arm and began hauling him towards Parrot Isle. "Der be work left ta do."
Swim: At this point, can we take 10 to get to the shore?
Dungeon Master
GM, 1122 posts
All Powerfull
DM
Tue 3 Nov 2015
at 08:10
  • msg #8

Re: 1E - TiNH - Part Five: Alohan and Kassius go Swimming

Alohan Nuari:
Swim: At this point, can we take 10 to get to the shore?


OOC: Sure thing.

It is a pleasant dawn morning in the grand lagoon and Alohan is able to help the nauseated Kassius to the nearby mud-flats of Parrot Island without much difficulty. The two adventurers slog their way up the gentle incline of stinky mud until they reach the slightly drier ground at the tree line and slump down on the undergrowth of the jungle. Then they rest while Kassius catches his breath and settles his stomach. He also unties the rope from his waist.

It will take a bit of bush-whacking, but the hunter is pretty confidant that he could lead them from this point to the stone trap door where Vanthus ambushed them, saving a muddy walking around the circumference of the island. Did Alohan bring his machete?

OOC: Let me know if you want to take any precautions. Of course going the long way and then following the broken paving stones would be quieter than slicing your way through the jungle.
This message was last edited by the GM at 08:13, Tue 03 Nov 2015.
Alohan Nuari
player, 269 posts
1 Savage Barbarian
1 Unchnd Martial Artist
Tue 3 Nov 2015
at 12:32
  • msg #9

Re: 1E - TiNH - Part Five: Alohan and Kassius go Swimming

Alohan allowed Kassius all the time he needed. He squatted in the muddy sand, watching the lagoon -and the rest of Sasserine- awake from its slumber while his companion dry heaved. Had any of the citizens known what dwelled so close to their homes he suspected the undead menace would not have been allowed to exist for so long. But alas, him and his companions had ended the threat -at great cost. Tried as he might, he couldn't shake Logan's death from his mind. And the sore sting of Celene's words.

After Kassius had collected himself, Alohan unlooped his trusty machete and held it out to the half-orc."In de essence of dime, I be dinking we cut n' walk."
Machete: I would image it's still looped to his loincloth. He is starting to like this weapon.
Kassius
player, 232 posts
HP 16/16 | AC 18/15/13
Fort+4 | Refl+8 | Will+3
Tue 3 Nov 2015
at 12:57
  • msg #10

Re: 1E - TiNH - Part Five: Alohan and Kassius go Swimming

Kassius finishes his wheezing, still feeling slightly nauseous from the swim, and very glad to back on solid ground. "Agreed. Hopefully there is nothing else on this cursed island to attack us."
Kassius says with a grimace.
Dungeon Master
GM, 1127 posts
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DM
Tue 3 Nov 2015
at 16:10
  • msg #11

Re: 1E - TiNH - Part Five: Alohan and Kassius go Swimming

OOC: OK, see you back in the main 1E thread.
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