
DM JZ |

Hugruk leaves the girl tied up in the house.
The party climbs down the ladder and travels through a long, muddy tunnel. The passage leads to a shadowy, submerged area beneath the city docks. Hundreds of tall pylons hold up the planks on which the feet of Diobel's busy longshoremen now trod. The sea washes in, lapping against the rocky shore. A narrow system of walkways and docks traverses the rocks. These must be the 'Underdocks' that Katiya mentioned.
A set of muck-limned footprints lead from the tunnel entrance to a walkway bridging it to the Underdocks.

Augusto Mancha |

How the the Lighting conditions here?, is it dark, dim, well lit Etc?
Augusto kneels down by the Foot prints, examines then closely. He this drags his finger across one of the prints, and smells it.....
Survival Check
1d20 + 6 ⇒ (2) + 6 = 8

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Is it the case that no legal mooring or trade is supposed to go on down here? If we bray someone, I want to be sure they deserve it.
"The girl told us Darcielle wasn't planning to stick around; he was going to move the ship to another mooring, but it would still have to be hidden until it's mended. Which means it would probably still be nearby."

DM JZ |

Their way lighted by Augusto's spell, the party follows the footprints through a maze of creaky wooden planks, passing many shifty looking people loading and unloading goods from rowboats. The tracks end at a dock guarded by two very tough looking men. A sea-cat sits besides one of them. It hisses and growls at party when they approach.
"Whaddya think you're doing here? Sightseeing?" challenges sea-cat's master.

Fendrel Eronitin |

Fendrel's impatient nature carries him past Hagruk, towards the seacat and his master.
"I think that I'm walking on free land, same as you, friend. Now, we happen to be looking for a couple of cut-throats to get in our way so we can cut them down. You seem like you'd fit the bill. Does Darcielle pay you enough to put your life on the line?"
Fendrel's impatient and getting shot has put him in a bad temper. Going to take an intimidate check to try to cow the pirate.
1d20 ⇒ 15

Fendrel Eronitin |

Fendrel smirked. "Besides, you just as well admitted you know who we're talking about. That's a pretty common first name, Darcielle, especially in a port town where there're a whole lot of foreign names. Suddenly thinking of an out-of-town pirate who's trying to keep himself unfound? That's damning evidence there. Maybe enough for the town watch to poke their noses in, and certainly enough for anyone else looking for Darcielle to decide that... talking to you might be worthwhile." Fendrel left a pregnant pause to allow the man's mind to think on what sort of conversations might happen with the criminal element that's hunting DuMoire.
A second intimidate check, to help out Augusto's already spectacular roll.
1d20 ⇒ 8
...F***.

Rondu -The Round Mound of Pound |

Rondu stows his crossbow and digs his money pouch out of his backpack.
"What would consider to be the 'right price'? How about your lives and 20 gp?"
If they agree I wil given the men 20 gp (to share.

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"No need to get your money out, pal."
to the dock guards
"It's no longer just the Eagle Knights and the Church of Asmodeus you'll have to watch your backs for.
Mr Fancy-Pants Darcielle just killed a 'made man', and burned all his bridges with the real powers of Diobel.
Any promises he made aren't worth a single copper.
And if they can't get him..."
"...well, they'll just have to take out their frustrations on anyone who helped him get away."
"You should be paying us, for making your problem go away. So you and your families can sleep at night."
Intimidate 1d20 + 10 ⇒ (12) + 10 = 22. While we're on a roll...
I don't know how much we are assumed to know about the local mob/thieves guild/etc, since I don't know if we are locals. That's why I'm keeping it vague, who 'they' are.

DM JZ |

"Alright, alright! We'll show you a map of where Du Moire's ship is. You can even take the rowboats to go after him. Just leave us out of this mess!"
On the wall of their guard post is a chalkboard with a chart labeled with 20 numbers, each followed by a set of initials. One side of the chart reads mooring, the other side reads ship. Pinned to the adjacent wall hangs a map of the outer harbor marking the locations of the numbered moorings. The initials next to #14 read “HF”. The map shows mooring 14 located in the northwestern part of the outer harbor.
The guards unchain the rowboats and hand out oars.

DM JZ |

Rowing out of from the Underdocks, you enter a maze of barnacle-encrusted canals just wide enough for small boats like yours. Standing atop the walls are dockworkers who direct you to the canal locks. Once there a grizzled longshoreman calls down to you from above, telling you to hold tight. The first gate opens with a lazy moan, and he ushers you to move your craft into the small chamber ahead. Once inside, he lowers the gate behind you, then he bids you good luck as he slowly cranks apart the front doors to the open harbor where dozens of galleons and merchant ships bounce softly on their moorings in the water.
Fendrel's keen elven eyes pick out a smaller ship that has been scorched and battered. Closer than ever, the Hydra's Fans is yet many hundreds of yards away.
Everyone please roll a perception check.

DM JZ |

You and your ever-vigilant companions quickly notice the shadowy underwater shapes following your ships. You are not surprised when these hideous amphibian creatures burst out of the water and attack.
Combat has started
I've rolled for Fendrel. He was not surprised.
Everyone please roll initiative and state and roll your actions.

Augusto Mancha |

Initiative roll
1d20 + 5 ⇒ (8) + 5 = 13
Drawing his trusty blade, Augusto spits forth a curse into the wind
"Sahugin! I hate these fishy Bastards! it will take weeks to get the smell off my blades!"
He then unleases a pair of Furious blows on the Creature in front of him
i Attack the monster to the northeast of me, the one above Hagurk
MH ATK
1d20 + 3 ⇒ (4) + 3 = 7
MH DMG
1d8 + 3 ⇒ (4) + 3 = 7
OH ATK
1d20 + 3 ⇒ (15) + 3 = 18
OH DMG
1d8 + 1 ⇒ (1) + 1 = 2

Rondu -The Round Mound of Pound |

Initiative Roll: 1d20 + 7 ⇒ (13) + 7 = 20
Rondu holds his oar tightly with his left hand while unleashing an combo headbutt/elbow smash to the fish dude in front of him.
Flurry of Blows:
- Headbutt: 1d20 + 2 ⇒ (14) + 2 = 161d6 + 2 ⇒ (4) + 2 = 6
- Elbow Smash: 1d20 + 2 ⇒ (5) + 2 = 71d6 + 2 ⇒ (2) + 2 = 4.

DM JZ |

Rondu's headbutt hits!
Fendrel misses
Sahuguin to Hagurk's south attacks with a trident.
Attack 1d20 + 4 ⇒ (12) + 4 = 16 - MISS
Augusto's follow-up attack hits.
Sahuguin attacks Fendrel with a trident.
Attack 1d20 + 4 ⇒ (11) + 4 = 15 - MISS
Sahuguin attacks Rondu with its claws.
Attack 1d20 + 4 ⇒ (5) + 4 = 9 - MISS
Attack 1d20 + 4 ⇒ (14) + 4 = 18 - HIT
Damage 1d4 + 2 ⇒ (1) + 2 = 3
Sahuguin attacks Augusto with a trident and deals a most grievous wound!
Attack 1d20 + 4 ⇒ (14) + 4 = 18 - HIT
Damage 1d8 + 3 ⇒ (1) + 3 = 4
Hagruk's attack on the fish-man to his south hits!
Sahuguin to Hagurk's north attacks with a bite.
Attack 1d20 + 4 ⇒ (9) + 4 = 13 - MISS

Augusto Mancha |

HP 12/18
2 from the first fight, Org. 6, but I healed 4 of it in a previous post, 4 from this one
unless i've missed an attack somewhere
I turn to attack the Sahuguin to Hagurks south
Augusto Taunts the Sahuguin that hit him, as he turns to attack again
HA! It will take more than that to put an end to Mancha! Nice hit Shanks!, lets finish this one off!
Full round attack
MH ATK
1d20 + 3 ⇒ (7) + 3 = 10
MH dmg
1d8 + 3 ⇒ (8) + 3 = 11
OH ATK
1d20 + 3 ⇒ (13) + 3 = 16
OH DMG
1d8 + 1 ⇒ (7) + 1 = 8

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"Don't worry; I can keep you going if need be!"
Initiative 1d20 + 1 ⇒ (13) + 1 = 14
Attack roll 1d20 + 2 ⇒ (7) + 2 = 9
Potential confirmation (if required) 1d20 + 2 ⇒ (18) + 2 = 20
(It's 00:50 here; just rolled back from running my game, and I'm off to bed, so I'll roll confirmations at the same time as attacks, just so I'm not holding anyone up.
Damage 2d4 + 1 ⇒ (3, 4) + 1 = 8

Rondu -The Round Mound of Pound |

Rondu roars mightily as he attempts to gouge the fish dude’s eye then tries to cave in his skull with a viscous hammer fist to the side of the head.
"KABOOOOOSH"
Flurry of Blows:
- Eye gouge: 1d20 + 2 ⇒ (18) + 2 = 201d6 + 2 ⇒ (4) + 2 = 6
- Hammer fist: 1d20 + 2 ⇒ (2) + 2 = 41d6 + 2 ⇒ (6) + 2 = 8

DM JZ |

Rondu gouges his amphibian foe's eye.
Fendrel deals a vicious cut to the sahuigin's shoulder.
Sahuguin to Hagurk's south attacks again.
Attack 1d20 + 4 ⇒ (10) + 4 = 14 - MISS
Augusto two-headed sword whirls and slices into Hagruk's foe.
Sahuguin attacks Fendrel with a trident.
Attack 1d20 + 4 ⇒ (9) + 4 = 13- MISS
Sahuguin attacks Rondu with a trident.
Attack 1d20 + 4 ⇒ (2) + 4 = 6- MISS
Sahuguin attacks Augusto with a trident. - HIT
Attack 1d20 + 4 ⇒ (20) + 4 = 24 - HIT
Confirm critical 1d20 + 4 ⇒ (3) + 4 = 7 - NO
Damage 1d8 + 3 ⇒ (8) + 3 = 11
Hagruk misses.
Sahuguin to Hagurk's north attacks with a trident.
Attack 1d20 + 4 ⇒ (2) + 4 = 6- MISS

Augusto Mancha |

LOL! I was deciding either to heal or attack last round, and thought, i have 12 HP their max dmg is 11, i'll be good one more round if they do max dmg. Thats what i get for roleplaying a taunt! ><
Now the question is, Do i risk casting while standing there, or step off the boat then cast? Are the boats moving? Can i 5 foot step off the boat, or is water considered difficult terrain? Also i don;t have the swim skill, So i oculd very well just heal and sink to the bottom, lol. What is the DC to cast defensively as to not provoke an AOO?