
Cap'n Voodoo |

Dibbs- yep. it seems you need spells to make spells.
Jim jumps into the water ahead of the Groom and his feet quickly transform into flippers. Grabbing the back of Jim's glo pants, the Groom is towed down to the bottom of the grotto and into the dark passage. By the dim glow of Jim's tail light, the pair follow the tunnel a short distance to another opening.
perception checks.

Cap'n Voodoo |

The passage ends in a small cave with another exit leading upward. An old chest rests in the comfy muck of the floor, but of more immediate concern is the dark serpentine shape that swiftly swims toward you.
Madman Jim- 1d20 + 2 ⇒ (8) + 2 = 10
The Groom- 1d20 + 6 ⇒ (3) + 6 = 9
A-moray- 1d20 + 2 ⇒ (2) + 2 = 4
Round 1.
Jim
the Groom
A-moray

"Keelhaul" Kaul |

Kaul (who by my reckoning is at a mighty 3hp) will continue to try and defrost.
He gives his weapons and armour a prod to see if they're still ice-inducing...
"Burrr. Any o' youse magic jugglers know what that octo-witch chilled me with?"

James "Madman Jim" Patterson |

Perception check: 1d20 + 1 ⇒ (17) + 1 = 18
Round 1:
Status:
HP: 8/23 AC: 18 Conditions: None
Jim brings his rapier up in time to spear the toothy eel, inflicting a shallow wound along its side.
To hit: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
I'm not sure what the penalties are for fighting underwater; let me know if there are any.

Cap'n Voodoo |

Yep. we should get to know the underwater combat rules :). Jim has a swim speed so he's good, but otherwise you'd require a Swim check or you lose dex bonus to AC and -2 to attacks and half damage. Slash and Bludgeoning weapons always -2 /half damage. Piercing are normal attack and damage with good swim. Ranged weapons are -2 /5 ft range.

the Groom |

Swim -> 1d20 + 3 ⇒ (7) + 3 = 10
Knowing his crossbow likes it wet, the Groom takes a shot while staying clear.
Heavy Crossbow Attack into Melee and 5' space -> 1d20 + 4 - 4 - 2 ⇒ (19) + 4 - 4 - 2 = 17
Heavy Crossbow Damage -> 1d10 ⇒ 7
Status:7/15 hp, 19 AC, 4/5 bolts left

Cap'n Voodoo |

The moray undulates forward mouth agape and filled with small jagged teeth. Its powerful bite misses Jim however as it is wounded by rapier and bolt.
Round 2.
Jim
the Groom
Moray
Up top Half-Hitch continues his vigil of the tunnel. "So, what's the plan for the rest of the goblins? Are we heading out on the raft or establishing a base here?"

the Groom |

Round 2
Swim -> 1d20 + 3 ⇒ (1) + 3 = 4 Not trying to move, just trying to maintain his orientation
Heavy Crossbow Attack into Melee and 5' space -> 1d20 + 4 - 4 - 2 ⇒ (18) + 4 - 4 - 2 = 16 Or '14' if the swim check hurts his chances
Heavy Crossbow Damage -> 1d10 ⇒ 5
Status:7/15 hp, 19 AC, 3/5 bolts left

James "Madman Jim" Patterson |

Round 2:
Status:
HP: 8/23 AC: 18 Conditions: None
Jim continues to assail the sinuous sea serpent.
To hit: 1d20 + 6 ⇒ (8) + 6 = 14
Damage, just in case: 1d6 + 2 ⇒ (1) + 2 = 3

the Groom |

EDIT: Possible crit on the Round 1 attack. I am always thinking just a 20 for crossbows, but it is 19-20/x2
Confirm Heavy Crossbow Attack into Melee and 5' space -> 1d20 + 4 - 4 - 2 ⇒ (1) + 4 - 4 - 2 = -1
HA! not to be.

James "Madman Jim" Patterson |

Round 3:
Status:
HP: 8/23 AC: 18 Conditions: None
The heavy exertion while holding his breath is taking its toll on Jim's accuracy. Might be best to retreat and draw the beast after us....
To hit: 1d20 + 6 ⇒ (2) + 6 = 8

the Groom |

Round 3
Seeing that the eel is so elusive, the Groom lets the crossbow go to swing on its strap, instead he draws his rapier and tries to swim in to more directly help Jim, (perhaps to help set up a flank next round).
Swim -> 1d20 + 3 ⇒ (7) + 3 = 10
Rapier Attack-> 1d20 + 4 ⇒ (14) + 4 = 18
Rapier Damage-> 1d6 ⇒ 6
Oops. Didn't see your earlier post. let's see if this hits, and if we stay, get a flank going.

James "Madman Jim" Patterson |

Round 4:
Status:
HP: 8/23 AC: 18 Conditions: None
Jim maneuvers to trap the eel between him and the Groom, but it nimbly evades his attack.
To hit: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13

the Groom |

Round 4
the Groom starts to sweat it underwater as the eel bites fairly hard. He makes a determined stab at the creature.
Swim -> 1d20 + 3 ⇒ (7) + 3 = 10
Flanking Rapier Attack-> 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
Rapier Damage-> 1d6 ⇒ 3
Confirm
Flanking Rapier Attack-> 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Rapier Damage-> 1d6 ⇒ 4
Status: 1/15 hp, 19 AC, 3/5 bolts left

Cap'n Voodoo |

Aw, so close. a +1 damage modifier would have had it.
the Groom drives his rapier into the six foot fish yet again and its blood mixes with the Groom's as it tears into the offending sword arm.
the Groom-6 hp damage.
Receiving no response, Half-Hitch glances nervously at the water. "They've been down there a while, huh?"
Round 4.
Jim
the Groom
Moray

the Groom |

no more of that pesky holding my breath.
Stabilize dc 15 -> 1d20 + 0 ⇒ (16) + 0 = 16 Stable at -5
the Groom drops his rapier, having given up the fight. It drops to the cave floor, the Groom meanwhile hangs like a rag-doll.

James "Madman Jim" Patterson |

Round 4:
Status:
HP: 8/23 AC: 18 Conditions: None
Damnation! Jim kicks by the deadly eel, trying to grab hold of the Groom and retreat back to the surface with him.

Cap'n Voodoo |

uh Jim, you might want to change you condition to imperiled. so i rolled my least lucky die for the AoO and... huzzah- i got a 2!
Jim grabs the Groom's collar dodging the weakened eels jagged teeth and swims for their lives. The battered moray lurks in its lair while the equally beat sailor breaks the surface and drags the limp inquisitor ashore.

Dingus Mack |

"I myself am not so anxious to leave this cozy grotto". "Maybe we can keep careful watch, and not get eaten or attacked for at least a few minutes". "I'll be glad to keep first watch".
Dingus then see's Jim appear drawing the corpse of the Groom. "Over there". "Quick". "Is he dead"?

James "Madman Jim" Patterson |

Jim throws his sword to shore with a clatter, gets the Groom onto dry land, then pulls himself out of the water, gasping for breath. "I don't know...that damned reef eel down there took a couple of solid pieces out of him, and he's lost a lot of blood. Any more of those libations left?"

the Groom |

the Groom revives and looks around, a little surprised at bring topside. Looking at his empty scabbard, "Thanks for bringing me up, but I will need to go back down there, if my sword is still down there. I don't think she will let me sleep well with it down there. Is the eel dead or alive, at least that will determine how well I need to swim? " Looking over his numerous wounds and battered companions, "Well at least it isn't going anywhere. Perhaps the morning will be best."
Status: 4/15 hp

James "Madman Jim" Patterson |

"Injured but alive, mate. After it bit you that last time I grabbed you and ran. We'll get your sword back right quick, once we've rested a bit and sorted the fish out."

the Groom |

"Not so much the sword, but the guard. It's a tooth from the beast that took my finger. Figuring that it was another of Her creatures that took it from me, gives me a little solace, but for everyone's benefit around me, I had best retrieve it before we put back out on the water."

James "Madman Jim" Patterson |

"Mates, this looks like as fine a place as any to overnight. We can bring over everything we salvaged, set watches to be sure the reef goblins don't sortie, then tomorrow morning we can kill the eel, recover the Groom's sword guard (with the rest of the sword, one hopes), take the chest, and be on our way. Agreed?"

Dibbets |

Not needing any further invitation, Dibbets takes a sizable swig from one of his myriad flasks before cutting free the sea-gobbo's clothing to use as a make-shift pillow and blankets.
Soon after he is snoring loud enough to wake the dead.
Unless the Cap'n is a particularly cruel simian - I assume we re-group come mornin and re-start the healing process?

James "Madman Jim" Patterson |

Perception check: 1d20 + 1 ⇒ (19) + 1 = 20
Not bad, but of the five of us, three have stellar Perception checks and two don't. How'd we end up with the two worst ones on the same watch?

Cap'n Voodoo |

How'd we end up with the two worst ones on the same watch?
I was just going with the first two folks listed on the watch sched. Should have just opened it up- I was up late with the Wall Street protesters- cops closed down the camp in Albuquerque also.

James "Madman Jim" Patterson |

While on watch, Jim has uncased and strung his bow, and when the lone goblin tries to sneak up on the party Jim will draw a bead on it and prepare to fire if the gobbo doesn't run off.

Cap'n Voodoo |

to be honest the goblins would haved sneaked away at the first opportunity. so moving along.
You see no further sign of the goblins that night and exploration the next day finds the caves cleared out aside from piles of worthless refuse- fish bones, dead sea urchins, a driftwood corral for the young'uns and other goblin weirdness.
A reconnoiter of the underwater cave finds the dead moray eel along with three little goblin corpses drifting around the darkened cave. The chest has been dragged away, but miraculously the Groom's blade remains lodge in the muck. Perhaps the little scavengers were put off by the spooky hex dangling from the pommel.
Half-Hitch notes, "The sneaks must have swum away under our noses. So what next? We've got a raft anyway. Do we try and island hop our way back to civilization or take a look around. I have to say my vote is to leave though- Raptor Island is a pretty dangerous place."

Dibbets |

A flashing neon sign can be seen atop Dibbet's short head.
It reads 'Free Healing'
Anyone who wants some - take your own 1d8+3 and slap on some extra HP; I have up to 7 so don't be shy.
Does HH need any healing Cap'n?
Profession (Sailor): take 10 for 16 What does Dibbets think of our chances on the raft right now - will it hold together enough to get us at least to a friendly port?

James "Madman Jim" Patterson |

Jim nods to Half-Hitch. "With you on that, mate. This ain't a fit place for such as we. If the raft will bear us, let's try our hands at island-hopping."
Healing for Jim: 1d8 + 3 ⇒ (5) + 3 = 8
That takes him to 29/33, which is good enough for now. "Say, can any of you magic the salt out of water? If not, we'll have to spend a bit of time landward."
If the raft is good enough, Jim's going to take some of his rope and make a sounding line. "The Freeport Pilot's Guild, they'll pay for information about the waters here." He chuckles. "For some reason, no one tends to stay around long enough to write anything down."

James "Madman Jim" Patterson |

"I can't take tha brine out ought the briney, but I ken conjure up fresh drinkings" holding out his hand palm down and making water run from his fingers. create water cantrip "An I've mean o' makin hardtack more palatable as well." purify food and drink cantrip
In another campaign I played in, purify food & drink would also desalinate water (and prestidigitation would chill it...makes Serpent's Skull a bit easier when the oracle and the bard could basically turn out unlimited amounts of cold water).