
Dain GM |

Okay, so for now Polux is now at E:8. He’ll be ready to move in and attack the creature next round (depending on where it moves…
Hey guys! Almost forgot about Snaga – so here goes…
Snaga is right next to the writhing bulk yet remains underwater, hidden from view in the murky depths. Since he can see the creature and it is not aware of him, he decides to be “sneaky” and take two quick strikes with both his kukri’s…
Attack 1
1d20 + 6 ⇒ (5) + 6 = 11
If it hits –
1d3 + 5 + 2d6 ⇒ (2) + 5 + (2, 5) = 14
Attack 2
1d20 + 6 ⇒ (20) + 6 = 26
If it hits –
1d3 + 5 + 2d6 ⇒ (1) + 5 + (5, 3) = 14
EDIT: Confirm Critical –
1d20 + 6 ⇒ (14) + 6 = 20
If it confirms –
1d3 + 5 ⇒ (3) + 5 = 8
Enemy attack coming soon…

Dain GM |

In an epic show of solidarity Hack furiously works on stabilizing the raft; Taissa takes a shot that pierces hard into the Hydra’s body; Daya takes a slice from the Hydra’s flesh; Jenner’s bullet scores a palatable hit; Polux kicks fast to the enemy and swims under the raft; Snaga takes a vicious slice from the belly of the beast; and Melthune manages to right herself on the raft.
The Hydra seems in danger of being bested for certain, yet for some reason it attacks…
The water is very deep here; deep enough so that the Hydra can submerge itself underwater. How deep? You don’t know – but it’s probable that the Hydra is likely very near its lair.
In which case it’s protecting its turf and won’t run.
This is lucky (in a way) because if it DOES run then it will disappear from sight and likely it will simply heal up and then come back after you again.
Even still; you’re certain that if you do not kill it this time, that – lair or no – that’s exactly what it will do…
The Hydra begins its attacks in sort of "Round Robin" style, attacking everything it can reach –
Attack: 1 on Daya
1d20 + 6 ⇒ (11) + 6 = 17
If it hits
1d8 + 3 ⇒ (8) + 3 = 11
Attack: 2 on Snaga
1d20 + 6 ⇒ (5) + 6 = 11
If it hits
1d8 + 3 ⇒ (8) + 3 = 11
Attack: 3 on Melthune
1d20 + 6 ⇒ (16) + 6 = 22
If it hits
1d8 + 3 ⇒ (7) + 3 = 10
Attack: 4 Hack
1d20 + 6 ⇒ (8) + 6 = 14
If it hits
1d8 + 3 ⇒ (5) + 3 = 8
Attack: 5 Raft
1d20 + 6 ⇒ (4) + 6 = 10
If it hits
1d8 + 3 ⇒ (3) + 3 = 6
EDIT: Wow! It looks like the Hydra missed everything except for Melthune and the raft.
Then the Hydra dives under the water!
Perception check to see it DC 18
New combat map and stats coming up soon...

Taissa Sloane |

Know. Nature: 1d20 + 5 ⇒ (11) + 5 = 16
Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Taissa pondered why the Hydra would be attacking so readily and a thought occurs to her. She voices it aloud to the others,
"The water is deeper, here, and it can hide. It's lair is close by, I'm certain. It's protecting its home and it won't run away. We need to kill it before it disappears below and heals itself!"
Taissa scanned her eyes on the surface of the water and beneath. She pointed it out, with a shout, "There! It's dived under the water! Polux, Snaga, go after it!"
Holding on steady feet upon the raft, Taissa flings her bow over her shoulder (it's on a leather strap) and takes her masterwork tool kit out and begins repairing the raft from the new damage done to it by the Hydra.
Craft Carpentry with masterwork tools bonus: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25

Dain GM |

Ninja'd by Taissa
Sorry for delay – was a bit distracted.
New battle map here.
The hydra is underwater; Polux is under the raft
Since the Hydra is now underwater, it is not easy to see. However, I realized that it took a “Full Attack” so it can only take a “Five Foot Step” so you don't need the Perception Check of 18 to see it.
It is now effectively 5 feet underwater and can be seen except for all the penalties for being “Underwater” which are shown Here.
Anyone who wants to take a “Ranged” attack needs to be on line 8 so you have an angle to shoot.
The raft's HP are now 4/20 with a bonus from Hack of 5 Temporary to bump it to 9 for the next 9 rounds.
That said, you’re up!

Dain GM |

Holding on steady feet upon the raft, Taissa flings her bow over her shoulder (it's on a leather strap) and takes her masterwork tool kit out and begins repairing the raft from the new damage done to it by the Hydra.
Well done Tai! The raft is now up to 3d4 ⇒ (3, 3, 4) = 10 more HP for a total of 8 more HP for a total of 17 out of 20 for the next 8 rounds, then 12 HP for two more rounds.
FYI - I sent you a PM earlier.

Taissa Sloane |

Dain, I'm in the process of replying to the PM. You should receive it soon. Okay, it's sent now. Oh, and with Tais fixing the raft, that's all she can do this round, correct?
May I ask, why there is a cross over E:8 (Polux) on the new map?

Daya |

Dain, can Daya still attack the Hydra who's only 5 ft under the water? As a bird who catch fish out of the sea, can Daya not charge toward the water and reach out/in with her claws to attack? I wanted to ask before attempting the manoeuvre to see if it is a viable attack at this time? And if she can, what sort of penalties (if any) are involved?

Dain GM |

Dain, can Daya still attack the Hydra who's only 5 ft under the water? As a bird who catch fish out of the sea, can Daya not charge toward the water and reach out/in with her claws to attack? I wanted to ask before attempting the manoeuvre to see if it is a viable attack at this time? And if she can, what sort of penalties (if any) are involved?
For Daya to attack the creature she could be at the square "above" the water; but she'd need a reach weapon to be able to get the hydra as there is a 5 foot gap between her space and the hydra's space.
If she dove into the water, she could try that; but she'd need to occupy an adjacent space to the hydra and that means she'd be occupying the space that was actually "in" the water, not above it. In other words, Daya would have to be submerged in the water and attacking - but I'm pretty sure that would be bad for a bird, though I haven't seen any formal rules on that before. Unless you can find some other rules that allow a bird to be in the water and attacking, I think I'm going to have to rule that she can't attack because of the hydra's depth.
Regarding the X through Polux, that is to represent that he is not on the raft next to you guys, but under it. In other words, Polux is able to move to take a 5 foot diagonal move to F:9 to attack the creature, if he'd like, as he is now - like the hydra - 5 feet under the surface of the water.
Finally, doing a Repair Check on the Raft takes a Full Round action; so she can't attack or even pilot the raft at this round.

Jenner 'Holystone' |

Jenner swears colorfully again as the beast submerges. His gun reloaded, he takes a step forward, scanning the water.
Move to H8, fire. He is technically making a ranged attack while within the hydra's threatened space; if this results in an attack of opportunity from the hydra that is fine.
Attack, vs Touch AC, Rain, Improved Cover, Point Blank Shot: 1d20 + 5 - 2 - 8 + 1 ⇒ (18) + 5 - 2 - 8 + 1 = 14 Wooo, good time to roll high. :D
Damage, PBS: 1d8 + 1 ⇒ (6) + 1 = 7

Dain GM |

Move to H8, fire. He is technically making a ranged attack while within the hydra's threatened space; if this results in an attack of opportunity from the hydra that is fine.
Not actually; remember - the Hydra has traveled underwater. It is now 5 feet across from you but 10 feet below you.
Remember, though - Loading 1 Barrel of a One-Handed Firearm is a Standard Action; loading both a Full Round Action, without Rapid Reload.
But that's just for future reference, though. Meanwhile, you're pretty sure your shot hit and did damage, though.

Daya |

Daya continues to fly 5 to 10 feet (in a circular fashion) above the place where the Hydra submerged, doing so in a defensive manner so as to minimise injury by the creature if it emerges suddenly and attacks her.
Total Defense: You can defend yourself as a standard action. You get a +4 dodge bonus to your AC for 1 round.
Her golden eyes peer down into the murky water, hoping to catch a glimpse of the Hydra. (Not sure what the penalty is to see down into the murky water.)
Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Daya's HP 19/19, Current AC 26

Melthune |

Melthue widens her stance and moves to the opposite side of the raft to where the creature submerged.

Jenner 'Holystone' |

*Facepalm* My bad. This is... also my first time playing a gunslinger, haha. If you want to retcon that damage, I would be fine with that, since Jenner technically didn't have anything in his gun to shoot...

Dain GM |

Melthune – you’re pretty much in the middle of the raft; there’s not much of an “opposite side” to where you could go.
Also, ironically, you’re as close to the enemy as you could get. If you move to any position at all, you’d just be moving farther away from the Hydra.
Jenner; for now I’m going to assume that you only loaded 1 barrel and were able to fire just one barrel and now the gun is empty.
So on your next round the only thing you could do is either re-load (one or both barrels) or possibly try to pilot the craft away from the Hydra – which is almost under you, and at the same by piloting the craft you might potentially prevent the Hydra from lunging up into the bottom of the raft with all it’s heads via a Bull Rush and (at the same time) you might also be trying to steer the raft to a more shallow spot so that the Hydra can’t swim and attack you, but would have to walk in the mud; and also by keeping the craft in more shallow water you'd be able to make sure that if it was destroyed that you won't lose the bulk of your gear to the bottom of a sinkhole...
However, that’s an option for next round :)
If it helps, your shot did do some good damage to it, so it's very close to dying.
Right now we wait for Polux to take action (I’ll roll Snaga after him). Currently Polux is able to swim to it this round and take one attack (with Sneak Attack added in), if he'd like to. So depending on how Polux does, he may be able to kill it this round.
As soon as he taps in, I’ll be able to move forward, though. Until then – see you all soon!

Polux |

Also, the 10th June is a bank holiday on my neck of the woods - probably not much activity during that day. Just a heads up ;)

Polux |

Polux plods through the muck, barely seeing where he is headed but sensing the huge mass of the hydra in front of him as some sort of shadow, distinguishable from other underwater vegetation.
Swim: 1d20 + 5 ⇒ (17) + 5 = 22
He manages to inch forward to stab at the creature, removing the kukri from his teeth, and plunging it, with as much strength as he can.
Kukri attack, Flanking with Daya?: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
Damage if it hits + SA?: 1d4 + 2 + 1d8 ⇒ (2) + 2 + (4) = 8
Strangely enough it seems that Kukri cannot deal puncturing damage..? So I guess Polux deals an astounding FOUR points of damage if he hits..?

Dain GM |

Polux plods through the muck, barely seeing where he is headed but sensing the huge mass of the hydra in front of him as some sort of shadow, distinguishable from other underwater vegetation.
[dice=Swim]d20+5
He manages to inch forward to stab at the creature, removing the kukri from his teeth, and plunging it, with as much strength as he can.
[dice=Kukri attack, Flanking with Daya?]d20+9+2
[dice=Damage if it hits + SA?]d4+2+d8Strangely enough it seems that Kukri cannot deal puncturing damage..? So I guess Polux deals an astounding FOUR points of damage if he hits..?
You can't flank with Daya; but the Hydra is effectively "Flat Footed" to you as it can't see through the murk.
According to the extremely poorly crafted underwater rules, it seems that there is no caveat that would prevent you from moving your full action (5 feet) and taking a 5 foot step and Full Attack Action. In other words, you could have moved the 5 feet via your swim check and attacked the creature with both weapons, if you want to - again; the Hydra is flat-footed to you, and you'd get a second Kukri attack to make (at a -2 penalty, of course), if you'd like to use it?
Worst case scenario I'll try to have Snaga take his full attack later tonight (he may get lucky; we'll just have to see what happens, though, but it's very, very close).

Jenner 'Holystone' |

Well, you can't, by the rules, take 5-foot steps in terrain you do not have a 'speed' to move in. I.e., if you don't have a listed swim speed (the way the hydra does), you cannot take a 5-foot step while swimming. You also cannot move any distance with a move action and then also take a 5-foot step.
Obviously, if this is being changed/ignored by our house-rules, ignore me.
Additionally, the very definition of a full-attack action is one in which you make no movement on the turn (save a 5-foot step, which, by RAW, we can't do in the water anyway).

Dain GM |

Well, you can't, by the rules, take 5-foot steps in terrain you do not have a 'speed' to move in. I.e., if you don't have a listed swim speed (the way the hydra does), you cannot take a 5-foot step while swimming. You also cannot move any distance with a move action and then also take a 5-foot step.
Fair enough - in that case Snaga does his full attack, since he's right next to the Hydra...
Attack 1
1d20 + 6 ⇒ (11) + 6 = 17
If it hits –
1d3 + 5 + 2d6 ⇒ (2) + 5 + (4, 2) = 13
Attack 2
1d20 + 6 ⇒ (7) + 6 = 13
If it hits –
1d3 + 5 + 2d6 ⇒ (1) + 5 + (2, 6) = 14
EDIT: Okay - even at half damage, Snaga is able to drop the Hydra and it slips into the murk below...

Dain GM |

Location:In the waters of the Southern Swamps
Date: Pharast 19th
Time: 2:45 PM
Moon Cycle (Check March 19th 2014 for Moon Cycle): Moon
Weather: Roughly 50° F – Heavy Rain; cold wind and damp (Wind-chill makes it feel more like 42°
As the Hydra slips into the water Snaga pokes his head out of the murk and looks around at his companions.
”Chief?” he calls out, then ducks under and grabs at Polux and pulls him up to make sure he’s okay.
When the two of them get above the water he looks at his friends.
”We should go,” he says to the others.
”Hydra can live here – maybe breed here – there may be more of them here…” he says, clearly concerned that more Hydra could be around, but obviously something else is bothering him, too.
This hydra doesn’t seem very likely to be native; or rather, though it can live in swamps, it’s clearly not “Common”.
It would have had to move through shallower places to get to this very deep sinkhole in the swamp. It would have been a very great coincidence for it to get here; or it would have been very deliberate…
Certain lizard cults worship Snakes as gods – it is possible that such a cult may have forcibly or deliberately supplanted this creature as a deity to worship…
On the other hand; someone else may have put it here to draw the attention of possible worshipers…
He looks at his companions and grunts.
”We should go – it is not good to stay here long,” he says with a flat voice, hauling himself onto the raft, shaking himself free of the slimy water like a dog.
He glances at the others, waiting for them to get the raft in gear; then he looks at the raft.
”This boat is almost broken – we should fix it; but maybe not here?” he adds, somewhat cagily as he stares at the water, the rain continuing to fall.
”We maybe half hour from caves,” he adds with a grunt.
Right; so I need either a Profession: Sailor check to get out of here; and possibly some kind of check to repair the vessel. But you’re free to do that wherever you’d like.

Melthune |

Melthune sheaths her sword, slings her shield and looks for the pole she was using to help move the raft.
Perception:1d20 + 12 ⇒ (5) + 12 = 17
Once she's gathered it up she begins to help move the raft to some where better repairs etc can be made.

Melthune |

Melthune indicates the crags in the distance, "Is that where we are headed?" She asks, seeking directions towards moving the raft.
"It's high ground. Something solid to beach this on?"

Jenner 'Holystone' |

As soon as everyone's back on the damaged, listing raft, Jenner wastes no time.
"Aye, let's get gone from here!" he yells quickly, shoving his empty gun back into his belt-sash. "Those of you who can, see to patchin' some of the damage that beast did-- don't want this poor raft fallin' apart in the water beneath us--"
He starts trying to sail generally away from the hydra's territory.
Profession Sailor: 1d20 + 7 ⇒ (10) + 7 = 17
"I'll take high ground," he says to Melthune, "or low ground, or any ground at all, at this rate..."

Taissa Sloane |

Taissa leaves the pole/oar to someone else, and, once again starts work on repairing the damaged raft with her masterwork tools. She wipes the raindrops from her eyes from time to time.
Craft Carpentry: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27

Taissa Sloane |

Know. Nature: 1d20 + 5 ⇒ (14) + 5 = 19
As Taissa worked on the raft, she reflected on the hydra and its presence in the marsh waters.
She voiced her thoughts aloud, "I don't believe the hydra was native to this area. It either deftly moved through many shallow pockets of water to arrive at this place or it was deliberately brought and settled here in this deep sink hole. We have to be more vigilant."
Daya had taken to the air, again, this time 20 feet above the raft as the rain was heavier and she did not want to lose track of the raft and/or its occupants. Her golden eyes peered through the raindrops and scanned the area above/across and below.
Daya's Perception: 1d20 + 5 - 4 ⇒ (11) + 5 - 4 = 12 (-4 penalty included for poor visibility due to rain.)

Shenkt "Hack" Corchran |

Hack begins to assit Tai in the repairs of the raft.
We need to make this thing whole in case we are attacked again.
Craft Carpentry: 1d20 + 4 ⇒ (12) + 4 = 16
Let me help you there, Tai. We can get this thing good as new, eh.

Taissa Sloane |

Taissa looked up from her carpentry work; the rain falling onto her face.
"Aye. Two pairs of hands are better than one, Hack, especially in a downpour. Thank you." Taissa gave him a quick, impish grin and returned to work; Hack settled industriously beside her.

Polux |

Polux dives down after the hydra corpse until it hits the bottom.
Shouldn't be too far, right Dain?
He then goes about cutting off one of the heads with his blade, bringing it back up top.
”Chief?” he calls out...
Polux breaks the surface spitting murky water - "That should teach the overgrown snake, right? Well done Snaga" - he compliments their goblin companion, climbing onto the disintegrating raft, and throwing the head on board - "Not much of a God, huh?" - he grins at Snaga - "That one's for you" - he motions at the hydra head.
Sticking his kukri on the wood, he wrenches some of the water out of his clothes, and helps Snaga up - "I'll keep on watch in case there are any cousins of that one out and about" - he adds to his companions - "Let me know if you need a hand to keep this one afloat"
He then returns to his 'watch' position at the tip of the raft, looking for any signs of their destination, since they should be close.
Perception: 1d20 + 5 ⇒ (15) + 5 = 20

Dain GM |

Quick Notes –
1. You can begin repairing the raft as soon as you get it to a place to kind of “work on it”. In other words, you won’t really be able to repair it on a flowing morass of water; but after some clever Profession Sailor checks which should only take you about 3 – 5 minutes (tops) you’d be able to find a small bump of relatively dry land to haul the raft onto and drag it up onto.
Taissa’s Natural 20 (coupled with Hack’s “Aid Check”) nets out to a 29; but I’m upping it with some modifiers. Given the standard Craft/Repair rules (including some modifiers I’m giving you for the Natural 20) – you are able to repair8 HP per Hour of Work. The raft currently has 5/20 HP. In one hour you can bump it up to 13 HP. If you work for 2 hours it will be at full HP.
Once you reach the bump of dry land, how long do you want to work on the raft?
2. Polux – via the swim…
The depth of the “sinkhole” seems rather – substantial. You swim down for a bit – you’re not sure (you think it’s about 60 feet before you feel the bottom) which seems fairly deep for a small swamp.
It’s easy to feel about and feel for the bulk of the corpse; but as for cutting off the head? That’s a bit tricky unless you have something that is good at cutting/hacking a long tentacle-like neck (such as a Sawtooth Dagger – a derivative of the Sawtooth Sabre – like a Survival Knife).
Of course, you can do that with a kukri, but it would probably take you about 5 rounds to do it.
FYI – you know, it’s pretty dark down there – but, uh, you know – while you’re down there, if you could make another Perception Check while you’re “down below” (not just the one on the raft) – that would be very, very good…
Of course, normally you could do a Take 20 on this while you’re down there, except for the fact that it’s almost black down there (being that’s it pretty deep); and it’s (for some unusual reason) pretty deep. Also, you can only do a “Close Search” with a Take 20 on Perception on a 10x10 area, and it’s a bit wider then that.
You can hold your breath for the standard 2x Constitution in rounds; in your case 28 rounds (almost 3 minutes, not bad).
At a Double Move speed you can go 10 feet a round – so that’s a total of 12 rounds for the trip (there and back) but it grants you 16 rounds to do your thing via the Perception Check to scout things out. But again – remember the penalties for searching in the murky water.
So yeah – when you get down there; make your Perception Check.
It’s not an easy roll given the penalties; you may want to get some type of back-up down there – (Snaga will definitely go) but for now Jenner/Melthune are piloting the raft to dry round (roughly 20 feet a round for about 3 minutes; or 600 feet from the spot) and Tai and Hack are prepared to work on the raft via Repair Work – but you can try to ret-con this and let them keep their earlier rolls via Ret-Con; if you’d like to ask them.
Okay – just keep me posted on your plans :)
3. Daya’s Perception – it’s hard to see much, but you think that there is a rather large rocky “hill” (possibly about 150 feet in height and with a rough radius of about 200 feet – possibly).

Jenner 'Holystone' |

Dunno how many Sailor checks we'd need, but:
Profession Sailor: 1d20 + 7 ⇒ (1) + 7 = 8
Profession Sailor: 1d20 + 7 ⇒ (14) + 7 = 21
Profession Sailor: 1d20 + 7 ⇒ (15) + 7 = 22
Profession Sailor: 1d20 + 7 ⇒ (20) + 7 = 27
Profession Sailor: 1d20 + 7 ⇒ (19) + 7 = 26
Profession Sailor: 1d20 + 7 ⇒ (11) + 7 = 18
The first time he tries to navigate the damaged raft, it nearly goes right over (or maybe it DOES go over, with a natural 1!), but, if the craft doesn't flip, then once Taissa and Hack's work starts to have an effect, the raft is less off-balance, and Jenner calms down a bit from his energetic and varied oaths in three different languages.
"How bad are folks hurt? I can do somethin' for ye if any of us need it," he says now that the craft is navigating smoother. "Once we get onto some land..."

Taissa Sloane |

Well done Tai! The raft is now up to 3d4 ⇒ (3, 3, 4) = 10 more HP for a total of 8 more HP for a total of 17 out of 20 for the next 8 rounds, then 12 HP for two more rounds.
Dain: That was after the repairs were done once the Hydra submerged (and didn't attack the raft again). I'm now confused why you say the raft only has 5hp before we start working on it, again. Please clarify.

Dain GM |
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Jenner: Your rolls allow you to get the craft to the “dry spot” in about 4 minutes; modest but eventual. This assumes you take off right away before Polux takes his dive, but those rolls can be in place via Ret-Con, though.
Taissa: No worries; here’s some clarification from the original ruling on the Repair Check: The Temporary HP lasts for one minute for every Rank the Character has in the appropriate skill (2 minutes for 2 ranks; 4 minutes for 4 ranks, and so on) and the Duration of the Temporary HP is not effected by Misc. Modifiers.. So in other words, as you have only 1 rank in Craft Carpentry the Temporary HP lasts only 1 minute (or 10 rounds). After the combat is over the quick repairs you guys made to keep things stable kind of fall apart. To make those repairs permanent you guys need to do some actual work on it. Of course, you don’t formally need to, but the raft is not in good shape, so it’s kind of up to you all.

Polux |

What the heck, I'll do it!. Perception: 1d20 + 5 ⇒ (14) + 5 = 19

Dain GM |

[dice=What the heck, I'll do it!. Perception]d20+5
Re; Perception Check –
It’s dark beneath you; you can’t see even your own hand in front of your face and are only dimly aware that above you is the surface – not because it is brighter, but because you are able to move up with greater ease while moving down is harder with each passing moment.
When you reach the bottom you sense the bulk of the body of the hydra beneath you. As you seek to take a trinket for your mates above, your hand snakes out to the sandy bottom to feel around for the most impressive trophy.
It’s easy enough to discern the swollen corpse of the hydra with only a touch; it’s fleshy skin almost rubbery under your chilled, filth-covered fingers.
Yet as you pat around for a good grip at the corpse to begin to saw at the neck, your other hand absently plunges down against the bottom of the hole; yet it does not feel the mere silty sand you expected. Instead, your palm suddenly splays against a very round, smooth stone which – in of itself – is not so remarkable. Yet as you lift it absently you feel the tell-tale shape beneath your hand and realize it is – in fact – a skull.
Prepared to disregard it as nothing so remarkable your fingers slip below the skull to feel at the ribbed torso. They brush lightly against where the neck would be, yet in that moment you do not feel a neck; you feel rather a strange piece of jewelry about it – like a collar or a necklace.
You quickly assume it is exactly that – the collar of some dead slave, perhaps, but as you pause for a split second your fingers absently trace a pattern that seems somehow familiar to you – yet you do not recall why, or what it could be – and in any case, the filth in the water has nearly covered it…
Suddenly curious, yet undeterred by the strange shapes, you place your blade back between your teeth and reach your hands about in a sweeping motion in the sands below.
Very quickly you feel other skulls – several, if not dozens… perhaps much more…
Many of them are human; others feel as if they may be goblin; but others you cannot tell – yet their shape is long and strange and hideous under your curious touch.
As you feel blindly about you are aware that many of these heaps of bones are wearing naught but cheap trinkets of little worth; yet as you reach gingerly through the boneyard beneath you, you feel also the shapes of strange gear and weapons…
Pulling yourself slowly across the shallow part of the filth you eventually reach the very edge of this sinkhole, your hands feeling the smooth, rocky walls rising up.
Taking some comfort in a conduit back to reality, you feel an almost palatable sigh of relief ebb through your body; until your fingers brush against a very distinct feeling in the natural wall of this mysterious hole in the swamp.
Your breath catches suddenly in your chest as your searching fingers slowly trace over an almost cyclopean set of strange stonework that – even in the darkness of this filth – your heart tells you is by no means natural…
As this thought digests in your subconscious the sudden press of the black, murky waters falls like a weight on your very soul. Yet beyond that mere damp ruination which presses on your body, you now feel an urge to flee as a slowly encroaching madness threatens to whisper into the very recesses of your mind.
Your teeth clamp hard on the blade in your mouth and you would draw it forth and smite the damnable presence that teases you with hints of dread and death – yet you cannot strike that which you cannot see, and the darkness is like a veil to smother all light and life from you forever.
Your limbs thrash in the water as your torso writhes about, struggling to escape this feeling; instead you are only aware of the slow avalanche of filth-speckled bones which slowly tumble onto you, yet Providence has allowed you to evade their dead grip, for a time.
But now you feel only the need to flee – to light; to life; to the sweet air above…
So you kick your legs with a sudden urge and swim to safety and the surface of the swamp as the darkness – the corpses – and the hidden ruins of some bygone age can be ignored as you rush for air.
Ignored – yes; but not forgotten…

Taissa Sloane |

Once you reach the bump of dry land, how long do you want to work on the raft?
It makes sense to fully repair the raft -- so, we will spend the full 2 hours on repairs.
When Daya returned and flew close enough to the raft to inform Taissa of what she had seen (in Roc), Taissa relayed the information to the others.
"Daya has seen a large, rocky hill, roughly 150ft high and 200ft wide. Possibly a good place to put the raft ashore and properly repair it. It will take about two hours, but it will be wholly repaired."

Jenner 'Holystone' |

Jenner wouldn't sail off without Polux, of course. So assuming the sail checks happen once they get Polux back on...
And yes, I agree with Taissa that we would want the raft fully repaired.
"Your feathered friend has good eyes!" Jenner says. "Aye, we'll aim for that, then-- and hope this thing doesn't fall apart beneath us 'fore we get there. Polux, man, you were down there so long I feared that thing had a mate to eat you!"

Dain GM |

"Daya has seen a large, rocky hill, roughly 150ft high and 200ft wide."
Tai - that hill is actually the very place that you guys are sailing to (which is roughly a half hour away from your current position - if you sail directly there and don't stop). I had given some minor details on it with the first Perception Check made by Melthune, but I gave Daya a little more description of it based on her height and some other modifiers.
I'm sorry I didn't explain it better, but yes; Daya is able to see that the place you're sailing to eventually is a large rocky hill about 150 feet high and a radius of 200 feet, so it's actually roughly 400 feet wide.
You were able to find a place to make full repairs on the raft about 600 feet from where the hydra attacked (again - about 3-4 minutes pushing along).
Finally, if you guys wait for Polux to come up and tell you what he saw that's cool; however, you're free to keep the natural 20 and Hack's aid check to repair the raft no matter where you guys "park".

Taissa Sloane |

Dain, I realise that. I was playing out what Daya had seen. If that is the same place that Holystone is steering us toward (based on some remark by Melthune) -- it's all good. I'm simply handling information IC as my characters receive it.

Dain GM |

Dain, I realise that. I was playing out what Daya had seen. If that is the same place that Holystone is steering us toward -- all good. I'm simply handling information IC as my characters receive it.
Ah! No worries - I just wanted to make sure I wasn't being confusing.
FYI - check your Inbox; I had a chance to answer your questions last night; I hope it helps, but if you have any follow-up questions about it, let me know and I'll do my best to answer them. Right now I'm headed off to work, but I'll see you guys later tonight!

Taissa Sloane |

Dain: Yes, I have checked my inbox and received your answers. Thank you. I shall reply later tonight. Have a good day at work. :)

Polux |

Polux breaks the surface of the murky waters, taking a deep breath and standing there, bobbing for a moment.
Climbing onto the raft, he stands up and wrenches some of the water out of his clothes, smiling at Jenner's comment - "I guess that one would be up for an indigestion - I have been told I am a tough one to swallow"
Checking to see if his weapons are in place, he adds - "I did find something disturbing - to say the least - down there. It seems to match Taissa's impressions regarding the fact that the creature was somehow 'drawn', and deliberately left here" - he stares at the waters.
"There is definitely something down there - I found solid ground and walls, as if it had been a building or a pit of some sort... I could feel a LOT of dead bodies littered on its floor, still wearing their baubles, weapons and gear, as if they had been thrown in there still alive?" - he ponders for a moment - "I say it seemed like a pit of sorts because I could feel walls rising around it, or at least one wall if it had been a building before - on the wall I touched a symbol, and felt a...'Presence?'" - the man shakes his head - "Feelings of dread and death overwhelmed me down there, there's something wrong about the place but I cannot explain it any better than this - there is something, and it may have to do with the reason why that beast was here"
Shrugging, he turns again to the others with a grin - "Either that or I was freaking out. But we should take another look, maybe at a later opportunity" - he finishes moving onto his watch position.

Dain GM |

As Polux finishes his tale, Hack rubs his chin thoughtfully at the information.
Holystone, can ya mark the spot with your sailin' skills, my friend?
”Huh! How you going to mark hole in water? What - you maybe scratch an X on water? he says, chortling to himself for a bit.
Then he thinks about it for a while, trying to figure out why Hack seems interested, even if the others didn't.
”It be hole – why go into hole in water?” he adds as the others begin to move the raft on.
"I could feel a LOT of dead bodies littered on its floor, still wearing their baubles, weapons and gear, as if they had been thrown in there still alive?"
Snaga’s eyes widen in surprise.
He turns to Polux.
”They want to fix raft; that take time, yes? Maybe hour – maybe two… We are not so good at fixing things – what can we do while they tinker, eh? Why not go look in hole now and look – why wait?” he says to Polux.
The goblin peers up at his chief.
”You say maybe snake god be nothing, yes? Well… where is your heart, eh chief?” he says to Polux as the rain splatters down on his face and his gleaming yellow eyes stare up at him.

Shenkt "Hack" Corchran |

And ya call yerself a sailor, Holystone? Mark the position by the sun, landmarks, or whatever.
Hack looks for any landmarks and takes note of their position.
survival: 1d20 + 8 ⇒ (17) + 8 = 25

Dain GM |

And ya call yerself a sailor, Holystone? Mark the position by the sun, landmarks, or whatever.
Hack, you can definitely attempt to mark it; but being that is a pretty heavy downpour covering the sun, with hints of flash floods earlier wiping out most a lot of landmarks on the ground so it's not going to be easy, though I'll certainly note the roll :)
Snaga looks above his head and squints at the mention of the sun, then looks at Hack thoughtfully.
He moves over to him, peering up at the towering barbarian.
"You got balls - I like that," he says with nod.
"They want to fix raft, maybe? Good! Let them work - you, me - we go into hole and see what there is to find... Maybe human bandits can wait a little while - we close anyhow..." he says, then peers above again at the sky, as if seeking the sun.
"It only midday," he says with a thoughtful glance to Melthune, then he shrugs.
"We get to bandit camp maybe in an hour or so - maybe less - maybe more, if it take a long time to fix raft..."
He looks back at Hack.
"You have strong heart; that is good thing - Snaga will remember," he says with a nod.