
Batango |

Batango watches the scene unfold before him from the back lines, eying the creatures as they move forward, carefully picking out a target. After the first two receive blows from the others, he focuses his gaze on the third that snaps at Quara and focuses his malign gaze on the creature, muttering all the while.
Evil eye on the reefclaw attacking Quara for a -2 on attack rolls for 7 rounds, or 1 round with a DC 15 will save.

Arven "The Shark's Friend" |

Round 2
With the success against the reefclaw in front of him, Arven once more dives and strikes at the beast's underside trying to pierce through the armored plates that protect its vital organs.
Cutlass attack 1d20 + 4 + 1 - 2 ⇒ (3) + 4 + 1 - 2 = 6 inspire courage, underwater Damage 1d6 + 2 ⇒ (5) + 2 = 7 as a cutlass can do piercing damage, it can do full damage underwater.

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Round 1 continued
Atajay turns in the water and reaches out to the reefclaw attacking Kenya, his mouth open in a silent scream. Not silent, though, for the reefclaw. The monstrous prawn creature seems visibly affected, and its twitching claws go slack for a moment as it bobs in the water, dazed. 6 points of damage to the reefclaw facing Kenya.
Young Jack Scrimshaw, treading water next to Quara, ducks under the water and tries to slash at the reefclaw that's trying to drag the tiefling under the water. He opens up a large gash, and red water begins to sream into the water. 7 points of damage to the reefclaw facing Quara.
Batango also aids Quara, by focusing his evil eye on the reefclaw trying to drag her under. The reefclaw hesitates a bit, its grip lessening. I imagine the -2 penalty to attack rolls would also apply to grapples and other special attacks.
Round 2
Trying to keep from being dragged underwater herself, Kenya lashes out with her boarding axe. She bashes her adversary, and manages to hack off one of its compound eyes. 3 points of damage to the first reefclaw.
Arven swims down to attack the middle reefclaw with his cutlass. He thrusts at where he thinks the creature's vital organs would be, but its shell turns aside the blade.
Still trying to hold on to her encouraging melody, Quara turns her attention to breaking the reefclaw's grip on her. Fortunately for her, the thing is smaller than her, and despite its powerful claws she is able to prise them open and swim out of reach. Quara, sorry not to get back to you sooner about the grapple effect. Yes, to break the grapple you normally need to make a combat maneuver check (or Escape Artist check) and try to beat the creature's CMD. In this instance, I used the roll you made in your post, it was more than enough to break the grapple.
I think A'vandira's player is back so I'll give him a chance to post, either way I'm hoping to post tomorrow with the reefclaw's actions.
Oh and Arven's right we are using the underwater combat guide for this fight. If you are not familiar with them, there is a handy chart on p.433 of the core rulebook.
Thanks for the great posts everyone, you're doing great. Hope you're still enjoying the game.
Initiative
18 - Kenya Bloodblade
17 - Arven
17 - Quara
13 - A'vandira
12 - Reefclaws
5 - Atajay
4 - Jack Scrimshaw
4 – Batango
------
reefclaw 1 1d20 + 2 ⇒ (5) + 2 = 7
Scrimshaw attack 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
damage 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Kenya attack 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
Kenya damage 1d6 + 1 ⇒ (4) + 1 = 5

Quara Sher |

"Jack, my lad, you're quite a find," Quara sings, grinning at Jack Scrimshaw, "to get my tail out of that bind!"
The tiefling Bard continues to sing, supporting the group in battle, at she takes her own swing at the reefclaw that tried to take her down.
"Into the crab-pots
You will go
And thanks to that
Innocent crabs
More life may know!"
Attack roll 1d20 + 2 ⇒ (7) + 2 = 9 for 1d8 + 2 ⇒ (3) + 2 = 5 damage. Gehh, looks like a miss! But Quara maintains the Inspire Courage +1 effect.

A'vandira "Raven" Silvermane |

Swimming near Arven, I can't help but admire the Undine barbarian's grace while moving through the water. "He may be a boor, lacking a lot in manners and refinement, but look at him." - "Way to go A'vi. We're in a fight for our lives and you stop to admire some uncouth barbarian like a girl for the first time in the city." - "Oh, shut up Shadow!" - "No way. Having too much fun making fun of you."
With the reefclaw trying to pinch Arven, I slowly move into a position where I can catch the monster between us, all the while cursing the fatigue that's slowing me down. My dagger, frost-coated as it is, in hand I try to stab the creature when an opening presents itself.
However, being unfamiliar with fighting while immersed in water, my aim is completely off.
Attack, Dagger: 1d20 + 1 + 2 ⇒ (1) + 1 + 2 = 4 (-1 from fatigue +1 from inspire courage +2 from flanking)
Damage, Dagger: 1d4 + 1 ⇒ (1) + 1 = 2
Current status: Fatigued (-2 Str / -2 Dex) / AC 12
Current hp: 7/7

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Round 2 continued
A'vandira attempts to team up with Arven to keep the reefclaw near him guessing. She strikes out with her dagger, but misses as the reefclaw swims out of reach.
The reefclaws strike back. They come roaring back, snapping their claws and trying to pull you under the water and down towards the reef for a tasty meal. One manages to catch Kenya in its pincers, pinching the gunslinger painfully. Kenya takes 4 points of damage, but avoids the grapple and poison. Another reefclaw snaps at A'vandira, but misses. The third grasps at Jack Scrimshaw, dealing a painful injury. 3 points of damage to Jack Scrimshaw, not grappled but was poisoned by the serrated claw, losing 2 points of Strength.
On to Round 3!
------
reefclaw 1 1d20 + 2 ⇒ (16) + 2 = 18
damage 1d4 ⇒ 4
reefclaw 1 1d20 + 2 ⇒ (3) + 2 = 5
reefclaw 2 1d20 + 2 ⇒ (9) + 2 = 11
reefclaw 2 1d20 + 2 ⇒ (6) + 2 = 8
reefclaw 3 1d20 + 2 ⇒ (7) + 2 = 9
reefclaw 3 1d20 + 2 ⇒ (13) + 2 = 15
damage 1d4 ⇒ 3
Kenya Fort 1d20 + 3 ⇒ (10) + 3 = 13
Scrimshaw Fort 1d20 + 3 ⇒ (8) + 3 = 11
reefclaw 1 CMB 1d20 ⇒ 12
reefclaw 3 CMB 1d20 ⇒ 2
1d2 ⇒ 2

Quara Sher |

Quara's song becomes nonverbal; a series of rhythmic snarls and growls as she slices at the reefclaw that has now tasted both her and Jack's blood.
Maintaining Inspire Courage +1. Attack roll: 1d20 + 2 ⇒ (16) + 2 = 18 for 1d8 + 2 ⇒ (4) + 2 = 6 damage.

Batango |

Round 2
Batango continues to monitor the scene before him, feeling empowered by the sea around him. He keeps his dark forces pulsing in his eyes, ready to inflict more creatures with his gaze. He subjects the reefclaw fighting Raven and Arven with an evil eye to lower its defenses. Evil eye for a -2 to ac for 7 rounds, or 1 with a DC 15 will save.
Round 3
Batango sets his gaze upon the closest remaining reefclaw, giving it a -2 penalty to AC.
Gotta love this evil eye spam

Atajay |

Atajay sends another silent scream at the lobster attacking Kenya.
Cast Ear Piercing scream for 1d6 ⇒ 5 damage. DC 16 Fort save for half damage and to avoid stun.

Arven "The Shark's Friend" |

Arven is taken aback as the creature turns to attack 'Raven', his face reddens as an angry rage takes hold of him, in an attempt to save the woman from further harm. Swimming to maintain flanking.
Free action: Rage 1 of 7, AC=10
Cutlass attack 1d20 + 4 + 2 + 1 + 2 - 2 ⇒ (4) + 4 + 2 + 1 + 2 - 2 = 11 rage, inspire courage, flanking, underwater Damage 1d6 + 2 + 2 ⇒ (6) + 2 + 2 = 10 as a cutlass can do piercing damage, it can do full damage underwater.

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Round 2 continued
Atajay reaches out with another silent scream at the aberrant crustacean attacking Kenya. The sonic attack stuns the reefclaw, and it stops moving and drifts limply down to lie on the coral reef below. A few brave fish dart up to it and nibble at its outer shell. It doesn't resist. 5 points sonic damage to the first reefclaw, and it is dying.
Young Jack Scrimshaw attempts to fight back against the reefclaw near him, thrusting out blindly with his cutlass. But, wounded, his ineffective jabs only seem to goad the reefclaw on.
Batango turns his withering gaze on the reefclaw in between A'vandira and Arven. The creature momentarily seems to move more slowly, but it quickly recovers. The reefclaw made its Will save, still -2 AC for the next round.
Round 3
Her foe dispatched, Kenya swims over to help Arven and A'vandira. She hacks away with her boarding axe, but she is not as nimble in the water as the undine. Her attack misses.
Seeing A'vandira attacked by the reefclaw, Arven flies into a rage and throws himself at it. He thrusts with his cutlass right at where he thinks the heart must be, and his blade cuts through the hard carapace like butter. Bleeding heavily, the creature begins to spasm horrifically, its claws and tail flailing about dangerously in its death throes before it also swirls down to the reef. Arven and A'vandira are only just able to swim out of its way. The water is now red with streaks of blood. 10 points of damage to the reefclaw, well executed between Batango's evil eye and Arven's attack. This one is now dying, too.
Quara darts in and attacks the remaining reefclaw, trying to defend Jack Scrimshaw. With a slice of her blade, she cuts deeply into its body. Like the other reefclaw, the creature flails and spasms in the water, and one of its claws manages to catch Quara before she can back out of the way. 6 points of damage to the reefclaw, it is now disabled. Quara takes 2 points of damage from its violent death throes, and needs to make a Fort save against DC 13 to avoid taking 1 point of Strength damage.
Well done! The field of battle is yours. You still need to fill the four crab pots, you have two so far, and need another 14 in order to fill each pot with four crabs.
------
reefclaw 1 Fort 1d20 + 2 ⇒ (13) + 2 = 15
Scrimshaw attack 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
reefclaw 2 Will 1d20 + 4 ⇒ (11) + 4 = 15
Kenya attack 1d20 + 4 ⇒ (3) + 4 = 7
reefclaw 1 1d20 + 2 ⇒ (4) + 2 = 6
reefclaw 1 1d20 + 2 ⇒ (8) + 2 = 10
reefclaw 2 1d20 + 2 ⇒ (3) + 2 = 5
reefclaw 2 1d20 + 2 ⇒ (10) + 2 = 12
reefclaw 3 1d20 + 2 ⇒ (9) + 2 = 11
reefclaw 3 1d20 + 2 ⇒ (20) + 2 = 22
damage 1d4 ⇒ 2
1d2 ⇒ 1
Scrimshaw Fort 1d20 + 3 ⇒ (11) + 3 = 14

Atajay |

"I don't suppose any of you good swimmers could make it own there and get us some lobsters. Sooner we get out of here, sooner we can get healed up," the sorcerer gasps as he tries to keep from going under.

Quara Sher |

Fortitude save 1d20 + 2 ⇒ (19) + 2 = 21.
Hissing with pain, Quara backs away from the dying reefclaw.
"I say we cut up these bastards and put them in the pots," she says. "They've got shells, they might as well be giant crabs. It'll be much faster than fishing for individual crabs."
The tiefling drags herself out of the water and shakes herself, drops of water flying from her striped fur.
"Anyone who needs doctoring, come over here," she says as she brings out her trusty healer's kit.

Arven "The Shark's Friend" |

Arven swims with grace through the water, despite feeling a little fatigued after his strike at the deadly marine creature. Feeling the salt water flow past his near naked body, he feels exulted after so long aboard the skip. In his state of pleasure, he forgets about the crabs and just enjoyed the sensation of the swim.
Perception for a crab: 1d20 + 6 ⇒ (5) + 6 = 11

A'vandira "Raven" Silvermane |

"Well A'vi, you've got to admit that Arven is doing his best to make an impression on you." - "He sure does Shadow, he sure does. Not so sure how to deal with it, I'm afraid. But I'll think of something. First we need to gather crabs for dinner." - Yes indeed. And I'm hungry too. Can you let me out? I'll see if those reefclaws are good eating. And I'll keep an eye out for sharks. They're bound to home in on the blood in the water." - "Alright, fly my feathered friend, fly!"
Exposing part of my chest, I fully reveal the image tattooed on my chest. My skin ripples and before the eyes of my friends, the raven starts to move and gain substance and then, with a shriek, tears itself from my exposed flesh, flapping its wings and lifting into the sky.
Smiling at the surprised expression on their faces, I introduce my familiar to them: "Friends, meet Shadow! Raven, you already know my new friends."
After explaining some of the story behind the tattooed raven familiar, I am reminded that we still need to catch dinner and I quickly set off to look for crabs. However, distracted by Arven gliding through the water, and secretly admiring his graceful moves and muscular body, I'm not really finding any.
Perception check: 1d20 + 1 ⇒ (8) + 1 = 9
Current status: Fatigued (-2 Str / -2 Dex) / AC 12
Current hp: 7/7

Batango |

As Raven's raven takes flight from her body, Batango looks at it with some amount of puzzlement, then looks to Tabook. He tugs at one of his ropey braids and ponders for a moment. "We have talked of de nature of familiars before, but you did not say dat you be keeping yours in de skin. I have not seen such a ting, I am tinking. Perhaps it is strange for me as a witch...our linkss to familiars are different den dat of other arcanists."
Batango is a bit too distracted now to fetch the crabs, but he grants the swimmers his water lung hex.

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You are all a bit surprised when A'vandira's raven familiar bursts from her chest and takes to the sky, and a bit distracted from hunting for crabs. The raven circles around where the reefclaws have fallen, but their carcasses have sunk down to lie on the reef in the water below you. Red streams of blood color the water, some of it your own. Raven continues to circle over you.
Arven swims down easily and grabs a blue-shelled crab, stuffing it into one of the pots and returning to the surface. The undine seems to be in his element.
Batango treads water as he places a hex on those who want it, and you find that you are able to breathe under the water like a fish. Jack Scrimshaw is delighted with this, and he and Kenya join Arven by each bagging themselves a crab as well. Tabook paddles happily about in the warm water, occasionally grasping on to the witch for a rest. Quara and Atajay look on from the sidelines, treading water, encouraging the rest of you in your crab hunting.
From above, you hear a hoarse croak from Raven as he flies off, to wheel above a point off to your left. You look in that direction and see, about 150feet away, that sure enough a tell-tale pointed fin surfaces as it almost casually cruises your way. The shark is a few rounds away, to your left (west). The ship is about 200feet to your south. I've reprinted the rules for catching crabs below.
Crabs caught: 5
It takes four crabs to fill each of four pots. Each round any individual can spot a crab with a successful DC 10 Perception or Survival check, followed by a successful DC 10 Swim check to swim down and grab it.
-------
Scrimshaw Percept 1d20 + 1 ⇒ (12) + 1 = 13
Scrimshaw Swim 1d20 + 7 ⇒ (18) + 7 = 25
Kenya Percept 1d20 + 6 ⇒ (12) + 6 = 18
Kenya Swim 1d20 + 3 ⇒ (16) + 3 = 19
1d4 ⇒ 2
1d4 ⇒ 3

Atajay |

"A gods be damned shark! Everyone scatter! You'll not get my other leg, you mangy bastard,". With those words the sorcerer turns and starts swimming as fast as he can to the ship, panic etched on his face, but thankful he had the spell played on him to breathe water.
Swim 1d20 ⇒ 3

A'vandira "Raven" Silvermane |

Despite the grimness of the situation, I can't help but smile when Atajay's words register and I can't refrain from commenting: "Atajay, I've heard sharks being called many names, 'bastard' among them. But never before have I heard referred to them as 'mangy'. Somehow I can't get my head around the idea of mange and sea water." An angry squawk from above tells me that Shadow feels I'm talking too much, given the situation, even though I am already swimming as fast as I can. Casting a quick glance towards my flying familiar, I immediately lower my gaze again, tracking the fin gliding through the water.
Thanking the Drunken God for watching over me, I see that the shark is taking its time, homing in on the blood. As my feet touch upon the rough texture of the coral reef, I let out a profound sigh of relief as I scrabble to safety.

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Round 3 continued
Seeing the shark, Quara swims over to where a nob a coral reef reaches up to the surface of the water, forming a small island, about 15 feet in diameter. Scrambling up, the tiefling shouts out to the rest to get out of the water.
A'vandira, watching Atajay, turns her attention to the gliding shark's fin and starts swimming towards the small reef island that Quara is using for refuge.
Atajay starts swimming as strongly as possible towards the Wormwood. He finds it difficult with his peg leg, but fortunately the water is calm and he makes some progress. With a full round of swimming you can make half your move speed, 15ft. The ship is 185 feet away.
Jack Scrimshaw dives deep again, a few moments surfacing again closer to the reef island. You see the boy is struggling with a heavy load, one of the reefclaws. [/b] "We might as well grab what we can." he grunts as he shoves the body onto the reef. [b] "Help me stuff this into one of the pots, will you?"
Batango's turn next, then round 4
Crabs caught: 5 + 1 reefclaw
Crabs needed: 7
Initiative
18 - Kenya Bloodblade
18 - shark
17 - Arven
17 - Quara
13 - A'vandira
5 - Atajay
4 - Jack Scrimshaw
4 – Batango
------
shark init 1d20 + 5 ⇒ (13) + 5 = 18
Jack percept 1d20 + 1 ⇒ (17) + 1 = 18
Jack swim 1d20 + 7 ⇒ (18) + 7 = 25

Quara Sher |

The instant the shark comes within range, Quara utters a phrase in an old language: "Simil clamo, simil moris!" -- and inside the shark's head, an unholy din starts up, an unearthly wailing noise that no one else can hear.
Quara casts Ear-Piercing Scream on the shark for 1d6 ⇒ 5. Fortitude save of DC15 halves this damage. A failed save means the shark is dazed for one round.

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Round 3 continued
Responding to Jack Scrimshaw's call for help, Batango swims over to the small coral rock and helps stuff the reefclaw into one of the pots. It pretty well fills the pot.
Round 4
Kenya keeps one eye on the roving shark, and the other still looking for crabs for the pots. She spots one, and tries to swim down to grab it, but it dodges into the coral before she can reach it.
The shark fin appears and reappears periodically, steadily drawing closer to you and moving to the south of the coral rock most of you cling to, and will soon mean that it passes between you and the Wormwood. The water is clear enough that you can see it pretty easily, a 10foot long sleek blue-skinned shark. Shark moves 60feet, spiralling in towards you and the blood it smells in the water; it's still 90feet away from you at the moment. Jack shouts and points, and following his gaze you see a second shark on the horizon, also heading for you. This shark is to the west of you as well, about 150 feet away.
Arven, quite at home in the water, easily swims down to catch another crab, reappearing to flip it up onto the islet to go into the pot.
Quara, back to you. Both of the sharks are still out of range of your readied spell.
@Batango: For those who received the water lung hex, do they need to dismiss the effect in order to breathe air again?
Crabs caught: 6 + 1 reefclaw
Crabs needed: 6
Initiative
18 - Kenya Bloodblade
18 - sharks
17 - Arven
17 - Quara
13 - A'vandira
5 - Atajay
4 - Jack Scrimshaw
4 – Batango
------
Kenya percept 1d20 + 6 ⇒ (5) + 6 = 11
Kenya swim 1d20 + 3 ⇒ (4) + 3 = 7
1d4 ⇒ 1
1d4 ⇒ 3
Arven percept 1d20 + 5 ⇒ (6) + 5 = 11

Quara Sher |

"Did anyone bring a crossbow?" Quara asks. "If we can get that first one to bleed, the other one should attack it and we can try to get by. Only problem is, the more blood in the water, the more sharks will come out to feed..."

Arven "The Shark's Friend" |

"We've done here, let's get the hell back to the ship, you're sitting ducks up there on the reef. We want to get away from this bloody mess of water as fast as we can. Like you said its the blood that attracts them." Arven takes the catch, making sure none of the crabs or the reefclaw are loosing blood. "Come, lets make a run for it." He readies his cutlass to defend himself.

Atajay |

Atajay was paying no attention to the crab pots now...he was swimming with all he had in him.
Swim 1d20 + 0 ⇒ (12) + 0 = 12

Quara Sher |

"Hrn. Let's go, then," Quara rumbles. She dives into the water and starts swimming back to the ship. The instant one of the sharks comes close enough, however, she hits it with her spell.
Swim check: 1d20 ⇒ 19.

Batango |

@Batango: For those who received the water lung hex, do they need to dismiss the effect in order to breathe air again? -- I honestly have no idea. The entry for the hex is strange. All it says is that a air-breathing target can breathe water or a water-breathing target can breathe air, though it doesn't mention that they lose the ability to breathe the other - your call. (It also says the effect lasts one minute, but a witch who casts it on herself can maintain it while they sleep so they can sleep underwater, which seems silly. Other than taking sleep effects into consideration, I suppose).
Batango sees that the rest of his compatriots are opting to swim back to the ship, and he is not one to stand and fight the threats alone. He makes sure Tabook is at hand and begins to swim back to the ship as well. He keeps an eye out on the sharks, though, ready to give them a taste of its wicked gaze against any who get too close.
Swim 1d20 + 8 ⇒ (18) + 8 = 26

A'vandira "Raven" Silvermane |

"Arven, you sure about this? Returning to the ship with only half of the required number of crabs seems to me like giving Plugg another reason to hound us. Not sure I'm looking forward to that." Casting a wary look at the circling shark's fin, an idea pops into my head, triggered by Quara's suggestion of making one shark attack the other. "Shadow! Can you fly to that second shark and peck it? Make it bleed, so that this shark will turn back."

Arven "The Shark's Friend" |

Whoops: misread the caught, needed thing ... thought caught 6; needed 6, meant we'd got them all ... darn...
In which case, Arven would continue to dive for more crabs ... until the'd got them all ... whoops ... back to the reef, which I still don't think is that safe ...
sorry everyone ... and you too GM ... good job Arven isn't any cleverer than me ... and he's not the best!!

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Round 4 continued
With Arven and Atajay in the water, Quara dives in and starts swimming back to the Wormwood . She keeps her spell prepared, in case the sharks come any closer. Spell prepared; with successful Swim check Quara swims 15feet towards the ship.
A'vandira directs her raven familiar Shadow to attack the second shark. The black birds circles around and heads west, flying at best speed to intercept the shark. The second shark is too far away for Shadow to reach it in one turn, but with a double move this round the raven can reach the shark next round.
Atajay continues to swim as fast as possible back towards the ship, unwelcome memories of past shark encounters bobbing to the surface of his mind. The sorcerer plows on, conscious of the blue fin off to his right, meandering in his direction. Haven't really got a map as such that I can post up, but Atajay is currently 110feet from the ship, 30feet from the coral islet. The first shark is about 175feet away from Atajay to the west (on 'Jay's right in his current direction). The shark shark is a couple rounds away from being able to intercept.
Jack, seeing Arven continuing to flip crabs easily up into the pots, splashes back into the water. "Here, I'll help you!" The brave lad swims down and plucks another crab off the coral, a bright red specimen.
Batango is perched atop the coral islet. He sees Quara dive in and follow Atajay back to the ship, and decides to follow suit. Batango moves 15feet back to the ship.
Round 5
Kenya has better luck this time, and manages to catch a crab for the pot. She keeps an eye on the approaching sharks.
The sharks continue to approach, one nosing straight on towards the coral reef, and the other spiralling in casually.
Okay, so I have A'vandira as only one on the coral island. Quara and Batango are swimming towards the ship, currently they are 15feet from the islet. Atajay also swimming towards the ship, 30feet from the islet. Arven, Jack Scrimshaw, and Kenya still in the water to look for crabs.
[ooc] Crabs caught: 8 + 1 reefclaw (3 pots full)
Crabs still needed: 4
Initiative
18 - Kenya Bloodblade
18 - sharks
17 - Arven
17 - Quara
13 - A'vandira
5 - Atajay
4 - Jack Scrimshaw
4 – Batango
------
Jack swim 1d20 + 7 ⇒ (10) + 7 = 17
Jack percept 1d20 + 1 ⇒ (10) + 1 = 11
Kenya swim 1d20 + 3 ⇒ (9) + 3 = 12
Kenya percept 1d20 + 6 ⇒ (14) + 6 = 20

Arven "The Shark's Friend" |

Arven continues to search for the crabs, hoping this will be the last time as he is confident he will be able to catch up with those swimming towards the ship in double quick time. No seem to be as swift in the water as he.

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Round 5 continued
Arven swims down to the reef, hoping to swiftly scoop up another crab before the sharks cruise close enough to be a worry. He spots one and reaches out to grab it, but the crab scuttles to safety, just out of the undine's reach.
Quara continues to swim hell for leather for the Wormwood. However, despite her natural ability at swimming, her lack of skill gets in the way of her making much progress. Quara moves 7ft towards the ship.
A'vandira clutches on to the small coral islet. She focuses her eyes on her raven Shadow as the bird wings out across the water. Suddenly, the raven wheels and dives, claws raking the back of one shark just as its fin breaches the surface. The shark twitches and dives immediately, but it doesn't seem that perturbed by the attack. A small trail of blood trickles out into the water. Shadow's attack hits, but with a damage of 1d3-4, it did negligible damage.
Atajay also swims for all he's worth; the ship comes fractionally closer. He is still far out ahead of the rest of you. 15 feet closer to the ship; only 155 feet to go!
Jack Scrimshaw keeps casting about in the shallow water by the islet for another crab, but in his thrashing about he doesn't see any.
Batango swims on for the ship, closing on Quara as she struggles on. 15feet closer, only 170 feet away.
Didn't hear from everyone, but figured folks are either away at the moment, or their characters were just swimming for the ship, so went ahead to move things on.
Round 6
Kenya manages to catch another crab, and crawls out of the water with it, trying to get out of reach of the sharks.
The first shark closes in on Atajay. Whether his past history with sharks has made him a target, or because he is in the lead, or just rotten luck, but it goes for Atajay. Just as closes on the sorcerer, it comes within reach of Quara's prepared spell, and she springs it on the shark. A ear piercing scream that only the shark can hear echoes through the water in a powerful pulse, causing terrible pain for the shark. Unfortunately, it doesn't daze or deter the shark, and it swims up and clamps Atajay's torso in its jaws. It shakes the man about terribly, ripping open a terrible wound, and blood - Atajay's blood - fills the water. His body lies still. Ah, things were going so well. Quara's prepared spell hit the shark, but it made its Fort save - sharks are tough - so it only took 3 points sonic damage. It scored a critical hit on Atajay for 13 points of damage, which means Atajay is dying at the moment. Quara and Batango are near enough to help, the rest of you are a bit further away at the moment, around the little coral outcropping. Sharks are scary.
The other shark arrows in, towards the reef. It senses prey, but most of you are out of the water and clinging on to the coral reef sticking out above the surface. However, it does spot an undine swimming underwater and dives for the attack at Arven, biting a gash in the big man's good leg. Shark bites Arven for 7 points of damage.
Sorry about lack of map for this one, I feel things are spread out too much to make a proper map of it, that would be big enough for you to see where everyone is. I'm away to Paizocon UK this weekend, so likely this is my last post until I get back since I'll be getting ready. If I don't post again before, I should be back posting next Tuesday (23rd). How exciting! C'mon Atajay, make that stabilize roll!
Crabs caught: 9 + 1 reefclaw (3 pots full)
Crabs still needed: 3
Initiative
18 - Kenya Bloodblade
18 - Quara (changed due to delayed action)
18 - sharks
17 - Arven
13 - A'vandira
5 - Atajay
4 - Jack Scrimshaw
4 – Batango
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Arven perception 1d20 + 5 ⇒ (9) + 5 = 14
Arven swim 1d20 + 8 ⇒ (1) + 8 = 9
Quara swim 1d20 + 1 ⇒ (8) + 1 = 9
Shadow attack 1d20 + 4 ⇒ (10) + 4 = 14
damage 1d3 - 4 ⇒ (2) - 4 = -2
Jack perception 1d20 + 1 ⇒ (1) + 1 = 2
Jack swim 1d20 + 7 ⇒ (9) + 7 = 16
Batango swim 1d20 + 8 ⇒ (6) + 8 = 14
Kenya perception 1d20 + 6 ⇒ (8) + 6 = 14
Kenya swim 1d20 + 3 ⇒ (11) + 3 = 14
shark 1 Fort 1d20 + 5 ⇒ (14) + 5 = 19
shark 2 attack 1d20 + 5 ⇒ (16) + 5 = 21
damage 1d8 + 4 ⇒ (3) + 4 = 7
shark 1 attack 1d20 + 5 ⇒ (20) + 5 = 25
confirm critical 1d20 + 5 ⇒ (11) + 5 = 16
damage 2d8 + 8 ⇒ (3, 2) + 8 = 13
1d20 ⇒ 10

Quara Sher |

"No!" Quara roars, and she flings another sonic pulse at the shark. "Simul clamo, simul moris!"
Another Ear-Splitting Scream for 1d6 ⇒ 3 sonic damage, Fort. save DC 15 for half and to avoid dazing. That's my last spell for the day, I'm afraid. I'd have saved the slot for a healing spell, but I figured we should get the stupid fish off of Atajay first.

Arven "The Shark's Friend" |

Wrenching the cutlas from his teeth, Arven starts to fight the shark, retreating towards the reef as he does. His ferocity ignoring the pain from the shark's bite.
Move action: draw cutlass
Rage and attack: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22 (rage). Damage 1d6 + 2 + 2 + 1 ⇒ (4) + 2 + 2 + 1 = 9 (rage, peg-leg trait) piercing damage, full damage in underwater combat.
5ft step towards the safety of the reef.
Not sure if there is a -2 on the attack for a piercing weapon, I think not.

Batango |

Batango narrows his eyes as the shark rips into Atajay and mentally castigates the group for splitting up, despite the fact that he was part of it. Wondering if he and Quara have enough firepower to deal with the shark and perhaps save Atajay from his fate, he decides on a different approach. Fixing his gaze on the shark, he gestures with his hands instead of his eye this time, muttering a spell.
"Grim patron of deep fathoms and waves, grant me control over this beast...Be gone!"
Cast command on the shark to flee from me for one round as quickly as possible. Will save DC 15 negates. Swim check to move towards Atajay.
Swim: 1d20 + 8 ⇒ (16) + 8 = 24

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Round 6 continued
Arven takes the cutlass from his teeth and thrusts at the shark. He slices deep into the fin, and the shark flinches and swims away. The shark is pursued by Raven, flying overhead, looking for another opportunity to dive down at the shark. Yep, shark takes 9 points of damage, no penalty for a piercing weapon, and a great hit to boot.
A'vandira reaches out and grasps Arven, helping the undine out of the water onto the small coral perch. She also readies an attack in case the shark returns, a dehydrating touch attack. Jack Scrimshaw scrambles out of the water as well, casting about for any more crabs on the way, but not seeing any.
Batango gestures at the shark biting at Atajay, willing it to flee. Shark failed its save, swims 180 feet away on its turn next round. With your Swim roll, you easily manage to grab Atajay and keep swimming for the ship.
Atajay lies limp in Batango's arms, but his breathing is steady, as long as he can be seen to quickly. [ooc] Well done, Atajay, glad you were able to make the stabilization check.
Round 5
Kenya kicks at the coral perch in frustration as she watches Atajay's and Batango's struggles. "Stuff this," she mutters. "I'm going in." With that she dives into the water, ignoring the sharks and swimming powerfully towards the others.
Quara unleashes another inaudible scream at the shark harassing Atajay. The scream seems to wound the shark, but it's not dazed. Instead, the shark turns and swims quickly away in the direction it had come. You soon see its fin far in the distance, turning ever so slightly towards the retreating fin of the other shark as it moves away from the coral islet. 2 points of damage to the shark from the ear-piercing scream, and the shark is now 180 feet away, with the other shark now 60 feet away from the coral island.
In the distance, you finally see activity on the Wormwood as a jolly boat is organized and a small crew starts rowing your way.
Your choice, you can either finish combat now and return to the ship/be rescued by the boat, or if you want to try to retrieve the last crabs you need you can do that to. If so, Arven's action's up next.
Initiative
18 - Kenya Bloodblade
18 - Quara
18 - sharks
17 - Arven
13 - A'vandira
5 - Atajay
4 - Jack Scrimshaw
4 – Batango
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Jack percept 1d20 + 1 ⇒ (3) + 1 = 4
Jack swim 1d20 + 7 ⇒ (4) + 7 = 11
shark Will 1d20 + 2 ⇒ (7) + 2 = 9
Kenya swim 1d20 + 3 ⇒ (19) + 3 = 22
shark Fort 1d20 + 7 ⇒ (19) + 7 = 26

Batango |

With the immediate threats out of the way, Batango keeps his grip on Atajay and treads water for a few moments, bringing a hand up to the sorcerer's forehead. "The sea destroys, yet it too knows life." The witch's hand glows blue as he bestows his hex of healing on his fallen companion.
Healing: 1d8 + 1 ⇒ (4) + 1 = 5
This will be my action whether combat continues or no.

Arven "The Shark's Friend" |

Arven uses his power to dive in and swim out as far as he can to where Atajay and Botago now tread water. Hoping to protect them from a further attack or just use his strength to keep them floating. His cutlass gripped once more between his teeth.
Still raging, swims 60ft full round action, unless he can do the equivalent of a run in water.
I'm thinking whilst raging, Arven wouldn't have the skills and concentration to catch a crab and he'd want to save his friends anyway.

Quara Sher |

"Let me have a look," Quara says as she swims over.
Heal 1d20 + 6 ⇒ (4) + 6 = 10.
"Let's get him back to the reef," she says once she's done with her ministrations. "Better we put him down somewhere safe until the boat gets to us, rather than draw in every bloodthirsty critter in the deep while we schlep him to the boat."