
Darvan Waverider |

Darvan gargles out a brief prayer in Aquan invoking a Bless.
(+1 on attack rolls for all my friends)
Then he calls out "Atri, hold this gap ... I'll take the rear." and takes a 5' step back to switch places with Dewyn.

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Not sure if there is any monster within reach, but on the map it looks like there is a gap, so:
Wilma casts a Chord of Shards (DC 15 RFX for half damage, 15' cone) to catch as many of the ugly creature within the blast.

Keith S. |

(@ Wilma - please post how much damage your spells do, and / or roll the damage as appropriate)
chord of shards damage catches two of them for 2d6 ⇒ (6, 5) = 11, killing both.
The acid splash misses as Dewyn's aim is off when jostled by a wave as he casts the spell.
Atri needs to go, then the bad guys.

Keith S. |

Atri - the beasts charge in, so take your readied action and chop at one of them! Or more than one if you have cleave!

Keith S. |

And that's a miss for Atri!
The sea gobbos swarm in, 3 on Atri and 3 on Darvan!
One tries to trip Atri with his tentacles, the other two stab with their spears
1d20 + 4 ⇒ (2) + 4 = 6 for a trip on Atri,
1d20 + 2 ⇒ (2) + 2 = 4 for a spear
1d20 + 2 ⇒ (8) + 2 = 10 for a spear
And the same thing against Darvan!
1d20 + 4 ⇒ (1) + 4 = 5 for a trip on Darvan,
1d20 + 2 ⇒ (16) + 2 = 18 for a spear
1d20 + 2 ⇒ (16) + 2 = 18 for a spear
Two spear hits on Darvan for 1d6 + 1 ⇒ (2) + 1 = 3 and 1d6 + 1 ⇒ (4) + 1 = 5 damage.
Party's turn. AC15 on grindylows.

Atri Vulturis |

Atri retorts!
Blessed Pike: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12dmg: 1d8 + 5 ⇒ (6) + 5 = 11
Dude, who broke my dice? Lame.
Atri begins to study these creatures intently, intent on learning weaknesses.

Dewyn Falassion |

Seeing the Grindylows stacking up before Arti, Dewyn moves within touch range and casts Resistance on him.
Resistance: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Spells:
Acid Splash - SPENT
Resistance - SPENT
Detect Magic
Mending
Level I Spells
Mage Armor
Ray of Enfeeblement
Summon Monster I
Level II Spells
Blindness/Deafness
Acid Arrow

Keith S. |

(wow. If 16 goblins [grindylows] take out 4 3rd level dudes, this will be a new personal best for my TPK list).
The grindylows laugh at the pitiful attempt of the party to injure them!
Three attack Atri and three attack Darvan!
Against Atri!
1d20 + 4 ⇒ (6) + 4 = 10 as a combat maneuver to trip
1d20 + 2 ⇒ (16) + 2 = 18 attack with a spear
1d20 + 2 ⇒ (16) + 2 = 18 attack with a spear
Two hit for 1d6 + 1 ⇒ (1) + 1 = 2 damage and 1d6 + 1 ⇒ (4) + 1 = 5 damage
Against Darvan!
1d20 + 4 ⇒ (10) + 4 = 14 as a combat maneuver to trip
1d20 + 2 ⇒ (16) + 2 = 18 attack with a spear
1d20 + 2 ⇒ (3) + 2 = 5 attack with a spear
and one hits for 1d6 + 1 ⇒ (3) + 1 = 4 damage
PCs may go

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Wilam moves next to darvan (It's 10 foot blocks, so assuming there is some space), then casts another chord of shard (defensively) at the huddled mass of sea-goblins.
Conc: 1d20 + 3 + 4 ⇒ (14) + 3 + 4 = 21
Damage: 2d6 ⇒ (6, 5) = 11 DC 15 RFX

Darvan Waverider |

Darvan uses his Sealord power to try to mentally dominate three of the Grindylows in the back of the pack, telling them to stop attacking. (up to three HD of aquatic critters, DC:12)
(current HP:14/27)

Keith S. |

Three goblins save against the power of Darvan!
1d20 + 2 ⇒ (20) + 2 = 22
1d20 + 2 ⇒ (18) + 2 = 20
1d20 + 2 ⇒ (9) + 2 = 11
And one grindylow is controlled by the Sea Priest.
Wilma kills two of the buggers, and Atri spikes another.
Waiting for Dewyn.

Keith S. |

Dewyn misses with his slash.
One grindylow tries to trip the wizard and another tries to stab him
1d20 + 4 ⇒ (16) + 4 = 20 to trip
1d20 + 2 ⇒ (5) + 2 = 7 to stab
one grindylow stabs at Atri
1d20 + 2 ⇒ (12) + 2 = 14 to stab
One grindylow tries to trip Darvan and another tries to stab him.
1d20 + 4 ⇒ (1) + 4 = 5 to trip
1d20 + 2 ⇒ (12) + 2 = 14 to stab
One tries to trip Wilma
1d20 + 4 ⇒ (14) + 4 = 18 to trip
And out of all of that, Wilma is tripped and is lying in the water, and so is Dewyn.
There are 3 less grindylows alive and 1 is just standing there listening to Darvan gurgle.
Map later. Players may go. There are still 3 grindylows in front of each "line" of characters.

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From within the water, wilma tries to swim backward.
I never figured out if being prone allows you to crawl away, but having a layer of water will make that easier. Do I need a check? The water seems pretty calm here.

Keith S. |

No swim check. But I believe crawling in itself does provoke an attack of opportunity.

Dewyn Falassion |

Dewyn stands back up out of the murky water (provoke an AoO?) stabbing wildly at the closest Grindylow.
1d20 + 1 + 1 ⇒ (20) + 1 + 1 = 221d4 + 1 ⇒ (1) + 1 = 2
SPELLS:
Level 0 Spells
Acid Splash - SPENT
Resistance - SPENT
Detect Magic
Mending
Level I Spells
Mage Armor
Ray of Enfeeblement
Summon Monster I
Level II Spells
Blindness/Deafness
Acid Arrow

Keith S. |

And @ Wilma - standing up is a move action. You still get a standard action too.

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I somehow thought it was a standard action
Casting defensively, Wilma casts a Daze spell on one of the watergobbo's
Conc: 1d20 + 7 ⇒ (2) + 7 = 9 DC 14, but never mind...

Keith S. |

Atri slaughters a grindylow is style, blood splashing high! Dewyn manages to stab one in the eye and it is done for too!
Two attacks of opportunity against Dewyn as he stands up:
1d20 + 2 ⇒ (14) + 2 = 16 hit for 1d6 + 1 ⇒ (5) + 1 = 6 damage
1d20 + 2 ⇒ (3) + 2 = 5
Two attacks of opportunity against Wilma as she stands up:
1d20 + 2 ⇒ (3) + 2 = 5 miss
1d20 + 2 ⇒ (19) + 2 = 21 hit for 1d6 + 1 ⇒ (2) + 1 = 3 damage
The grindylows swarm in for the attack, sensing they are getting the better of you.
1 trip on Atri and 1 stab
1d20 + 4 ⇒ (17) + 4 = 21 for a trip, and Atri is in the water on his back!
1d20 + 2 ⇒ (10) + 2 = 12 for a spear, miss
1 trip against Dewyn
1d20 + 4 ⇒ (6) + 4 = 10 for a trip, miss
1 trip on Darvan and 1 stab
1d20 + 4 ⇒ (7) + 4 = 11 for a trip, miss
1d20 + 2 ⇒ (4) + 2 = 6 for a spear, miss
1 trip against Wilma
1d20 + 4 ⇒ (17) + 4 = 21 for a trip, and Wilma is pulled down again
4 grindylows against Dewyn and Atri, 6 against Darvan and Wilma, although one is standing there picking its nose with a tentacle, under the control of Darvan.

Atri Vulturis |

Acrobatics vs. CMD to avoid prone AoO: 1d20 + 9 ⇒ (9) + 9 = 18
Don't know if that's applicable.?.?.?
As Atri stands with flourish he attacks without 'kawing'. DC 10 Perception check reveals he is embarrassed at letting a 'kaw' slip while killing the last grindylow.
1d20 + 1 + 1 + 9 ⇒ (15) + 1 + 1 + 9 = 26dmg: 1d8 + 5 ⇒ (6) + 5 = 11

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Aarr! These scruvy curs! Wilma cries out in misery as she is pulled down again.
I can keep this up all day!
Wilma stands back up and throws a rapier stab at one of the grindylows
Attack: 1d20 + 2 ⇒ (11) + 2 = 131d6 ⇒ 2
No, I cannot keep this up all day. I'm being hit two-for-one with better BAB and damage.

Keith S. |

(I have no idea if one can use acrobatics to stand up / avoid attacks of opportunity, but it seems reasonable as you can use acrobatics to move through a threatened square).
Atri and Dewyn each kill a Grindylow.
There are two attacks of opportunity against Wilma as she stands up
1d20 + 2 ⇒ (6) + 2 = 8
1d20 + 2 ⇒ (1) + 2 = 3
And the sea goblins decide to stab with pointy things rather than trip this round!
against Atri
1d20 + 2 ⇒ (4) + 2 = 6
against Dewyn
1d20 + 2 ⇒ (17) + 2 = 19 hitting for 1d6 + 1 ⇒ (1) + 1 = 2 damage
against Wilma
1d20 + 2 ⇒ (1) + 2 = 3
Against Darvan:
1d20 + 2 ⇒ (4) + 2 = 6
1d20 + 2 ⇒ (19) + 2 = 21 hitting for 1d6 + 1 ⇒ (2) + 1 = 3 damage
6 goblins remain against Darvan / Wilma, 2 against Atri / Dewyn.
Players turn! Map later, as I have some work - life balance issues at the moment.

Atri Vulturis |

Atri swings yet again!
+Power attack: 1d20 + 1 + 1 + 9 - 2 ⇒ (19) + 1 + 1 + 9 - 2 = 28dmg: 1d8 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Confirm: 1d20 + 1 + 1 + 9 ⇒ (5) + 1 + 1 + 9 = 16dmg: 1d8 + 5 ⇒ (5) + 5 = 10
Attempt to intimidate the remaining foe
"This WILL BE YOU next!"
Intimidate: 1d20 + 7 ⇒ (19) + 7 = 26

Keith S. |

Atri slays a grindylow and scares the other away!
Dewyn stabs at it as it squirts away but he misses.
Wilma puts down a grindylow as well, and the others break away, squirting off at high velocity (no attacks of opportunity).
The only one left is the one "charmed" by Darvan.
Out of combat time.
What next?
Note: the grindylows are not actually there anymore but you get the layout of the cave.

Darvan Waverider |

They all headed back up into the caves?
Quickly interrogate the Grindylow (if he speaks Aquan, common, Sylvan, etc.)
Ask him:
How many there are in the caves?
Which fork leads to the captives?
Are there any traps for invaders?
Any dangerous creatures?
Where they keep their plunder? (heh, we're pirates, right?)
What are current party HPs at?
Darvan current HP: 11/27

Dewyn Falassion |

I'm at 12/18.. I tried to hold onto my big spells for anything bigger than a goblin..just in case.
Level 0 Spells
Acid Splash - SPENT
Resistance - SPENT
Detect Magic
Mending
Level I Spells
Mage Armor
Ray of Enfeeblement
Summon Monster I
Level II Spells
Blindness/Deafness
Acid Arrow

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The level 0 spells can be cast an unlimited number of times, you only have a limit on which ones you can cast on a day. (You can select 4(?) level 0 spells from your known list, but you can cast those four an unlimited number of times)

Keith S. |

The grindylow looks at Darvan with loving eyes....
This place is HUGE! Many, many rooms. Many, Many dangerous grindylow, and other things too! Sometimes grindylow disappear and we find BONES!
...But that might be one of us eating him too.
Much Plunder! Piles of it! Fabulous riches! Queen keeps all. ALL! Can you imagine, no share with us? But I sneak out this he holds up a green copperpiece crusted with a barnacle or two.
Many, many traps for invaders. They pull you down, trip up your tricksey legs. Say, why don't you have nice tentacles?
Queen and Whale wait for you now. Those that run go to tell her. You are in trouble......

Darvan Waverider |

"But where are the captives?
channel to heal: 2d6 ⇒ (4, 2) = 6
heal(treat deadly wounds on Darvan): 1d20 + 9 ⇒ (1) + 9 = 10
heal(treat deadly wounds on Dewyn): 1d20 + 9 ⇒ (17) + 9 = 26
heal(treat deadly wounds on Wilma): 1d20 + 9 ⇒ (1) + 9 = 10
(DC:20 heals up 1hp/level) heal Dewyn for 3
channel to heal: 2d6 ⇒ (6, 4) = 10
Everyone should be full up. Darvan has 1 channel left.

Keith S. |

The little sea goblin looks confused. Captives? he asks querulously?
His eyes roll back in his head in concentration and he bites one of his tentacles to aid his brain function.
Oh, you mean the Queen's snacks! She has them with the whale! The whale eats a LOT he smiles broadly, head bobbing up and down quickly.