Tinka nodded and reached behind her, threading her staff down the back of her robe so as to free her hands.  Even as Velma began to stuff her clothing into the bag they saw the water level in the middle of the tunnel rising, rapidly.  Tinka, in an even higher pitched voice than normal said, "I don't have any water breathing spells prepared, I never would have thought..." then her voice cut off in a squeak as Velma began to shift, her form growing and fur sprouting from her naked form even as the sound of rushing water began to sound in the enclosed tunnels.<br/><br/>Tinka quickly cast a magical spell on herself, her hands glowing white for a moment before she reached out and repeated the spell, touching Velma's furred flank even as she finished shifting.  A touch that quickly turned into a grab as Tinka's small fists closed on Velma's hair and the gnome began climbing up Velma's form like a monkey.  Velma's clawed hands likewise glowed white for a moment, and Tinka had just enough time to say, "A spider climb spell in case..."<br/><br/>Then the wall of water, the rushing sound that had been growing, swept into the dim light that Tinka's staff gave off.  The pair had just enough time to take a breath before it slammed into them both, washing them quickly down the tunnel.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">ooc</div><div class="spoiler_body">Ok, the wall of water is a force that is unstoppable.  Velma takes either 10 damage or no damage, because im not sure if her DR would effect that and I rolled like fucking shit on the damage roll.<br/>https://elliquiy.com/forums/dicebot.php?r=81105<br/><br/>But more importantly, the duo is now underwater.  Velma needs to make a swim check, DC 20  (thank god for increased strength with bear form huh?) EACH turn until she makes her save.  She can hold her breath for double her con score modifier  (which I think would be 10 turns?).  IF she doesn't make a DC 20 swim check in the first ten rolls, you then have to start making rolls to hold your breath, which is DC 10 con save, with the DC of that increasing by 1 every turn.<br/><br/>As soon as Velma makes a DC 20 swim check, she manages to snag her claw on a gap in the tunnel, and aided by Tinka's spider climb spell, is able to stick fast to the ceiling of the tunnel, where there's enough room for her and Tinka to breathe.  This is of course assuming that Tinka hasn't drown by that point.   So go ahead and use the die roller to make swim checks and in your next reply let me know how many it took before she rolled a 20 or higher, and feel free to describe the scene as the pair is swept down the sewer tunnels in an unstoppable flood.<br/><br/><br/>http://www.d20pfsrd.com/skills/swim</div></div>