
Jerin |

Jerin has some spells to buy but they won't affect this encounter since he has to scribe them into his book. He also plans to craft a Handy Haversack but that will also be after this encounter.
He is ready to go, character is updated with adjusted spell selection.

DM Aron Marczylo |

The rest of the day passes uneventfully, but you notice more people are getting ill.
10% chance to catch blood veil
Curnach 1d100 ⇒ 86
Ariana 1d100 ⇒ 12
Krenn 1d100 ⇒ 31
Jerin 1d100 ⇒ 44
You all wake and as you make your way downstairs, Eries Yelloweyes waits patiently, handing you the potions ordered as they needed to be taken during the night when no one would hear them.
"I shall lead you down through a passage into the sewers. My children have cleared the way for us and you can enter the water there close to where the ship sank. I hope you all have the strength to swim down there. One of my children suggests it's close to eighty feet down." she explains before leading the way down into a sewer behind the building and then heading through the tunnels, out to a exit where the water leaks out into the river. "This is the closest I can take you to here. This is the best way to get in and when you come up me and my children will pull you back into here so you can get to land." she smiles as when she says that wererats emerge from the walls, but in their human form and looking like normal average people, some with looking more like Curnach's old self from months back.
Says here you'll need a light source as it's so deep in the water. I assume you'll cast light on something?

DM Aron Marczylo |

As you all decend you start to see the wreckage far below.
As you get closer obvious damage is revealed from the fire and trebuchet strikes mar the ship's broken hull, which lies on it's side in two pieces amid the splinters of it's masts.
The ship was broken over a rock outcropping, it's bow fallen to one side and a large section of the stern on the other.
As you get over closer you notice that upon the stern section's upper deck, the 10-foot-diameter hole allows easy access into the ship if you choose to enter at this end.
There are multiple doors to choose from on the ouside on this end of the ship.
The hatch in front of you is closed tightly, with the water filling the area only making it harder to open. DC 26 strength check to open. That's both entrances in front of you whilst the opening to the right of you can be opened with DC 20 instead.
All is silent in the water, though debries float around of broken boxes and many small broken shards of small black boxes.

DM Aron Marczylo |

Krenn will swim up to the stern upper deck and look inside the ten foot hold.
Climbing into the hole on the side of the ship, caused by trebachet fire you can see inside there is a bunch of more debris, far thicker in quantity. You think this is where the majority of items must've spilled out from.
left leads into the huge rocky outcrop which the ship crashed against when falling down. Right there is a pole, but that's from the mast so you can walk past that and there's a door right at the end. Much more debree down here. Outside there were some fish but there doesn't appear to be any inside the boat for some reason.

DM Aron Marczylo |

Before we approach, Jerin will cast his usual spells and one non-usual
Shield 10 minutes
Mage Armor 5 hours
Mirror Image 5 minutes mirror images 1d4+1
Fly 5 minutes...picture aqua-man!!! :)There are 5 Jerin's again....
Roll lowest and it can be the Three Amigos :)

Curnach Daveck |

Well as you've blown a third level spell to cast Fly, I guess I won't need one of the Touch of the Sea's (Level 1) I prepared...
Curnach touches Arianna and Krenn, and the three of them grow webs between their fingers, their feet transforming into flippers, and their gloves and boots melding into the new form.
Cast Touch of the Sea x3. 5 minutes of 30 feet swim speed and a +8 racial bonus to swim checks for the three of us, the ability to take 10 on swim even when distracted or endangered and ability to use the run action while swimming. Lets enter, don't mind which door.

DM Aron Marczylo |

You guys going to let Krenn go into the ship himself or you guys going to try one of the other doors.

Krenn Weststone |
Right there is a pole, but that's from the mast so you can walk past that and there's a door right at the end.
Krenn will wave for the others to follow him, and then he'll go to the door at the end. If it is closed, he'll try it. If it is locked, he'll break out the crowbar...

DM Aron Marczylo |

DM Aron Marczylo wrote:Right there is a pole, but that's from the mast so you can walk past that and there's a door right at the end.Krenn will wave for the others to follow him, and then he'll go to the door at the end. If it is closed, he'll try it. If it is locked, he'll break out the crowbar...
As I said there are 3 entrances at the top there. All requiring a Strength DC to open. The one leading into the hold is DC 26 whilst the captain's door is DC 23.

DM Aron Marczylo |

Captain's Door. Strength 1d20+4+2
Grrr. Try the hold door. Strength 1d20+4+2
Try the third door. Strength 1d20+4+2
Actually it's DC 20 for the captains. Second is 23 and final is 26. You could keep going, hoping that it's weakened after the first force.
The door budges slightly, but it's still shut due to the force of pressure from the inside. If you keep going you are confident you can force it open.

Krenn Weststone |
Captain's try two 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Captain's try three 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Captain's try four 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Captain's try five 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Captain's try six 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Captain's try seven 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Captain's try eight 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
Wow. Hopefully that's gotten all the bad rolls out. That had to have been one of the most pathetic displays any of the have seen. A bulky dwarf huffing and puffing, both feet on the wall by the door, heaving against the crowbar. Just. Pathetic.

DM Aron Marczylo |

After the repeated ramming of the dwarf against the door it finally opens, force of the water blowing out.
Along with a few other bits of ruined furnishings, the scorched sheets of a canopied bed twist like ghosts above the snapped wooden bed frame. Knotted amid the linens, a drowned corpse wearing the birdlike mask of a Queen’s Physician twirls in the current. The body appears to be wrapped tightly in the linen.
There are no other doors in here, just windows and since the ship is on it's side, you are all effectly standing on the wall which the body has drifted to in death.

DM Aron Marczylo |

Didn't realised Curnach's really high Perception.
Upon the body, detect magic reveals the mask to be magical and Curnach notices a discernable lump on the corpse. Investigating the body he finds inside the long black coat is a unholy bronze symbol to Urgathoa, The Pallid Princess, Goddess of disease, gluttony and undeath.

DM Aron Marczylo |

The item is as Follows:
Aura faint conjuration; CL 5th
Slot head; Price 2,000 gp; Weight 2 lbs.
Description
Resembling the more common nonmagical doctor’s mask, a plaguebringer’s mask grants a +2 resistance bonus on saving throws against nauseating scents and immunity to one specific disease (the disease must be chosen at the time of the mask’s creation—the ones in this adventure grant immunity to blood veil). The mask veils the wearer’s alignment, making him register as neutral to alignment-detecting effects.
Construction
Requirements Craft Wondrous Item, misdirection, remove disease; Cost 1,000 gp
The magic item looks exactly identicle to the masks of all the doctors who you have seen at Citadel Volshyenek.

Jerin |

You can take it if you want, Jerin plans to make a collection of the masks from the bodies of the "doctors" he will be creating in his wake! The plague suddenly appears from this ship and the doctors seem to be involved.
Jerin is actually more curious as to why? Doesn't it seem wierd to bring a plague to your own city? Maybe Lleosa doesn't even really know what is going on...maybe this head doctor is in league with the temple of Urgathoa and isn't really even allied with the throne...

Krenn Weststone |
Jerin is actually more curious as to why? Doesn't it seem wierd to bring a plague to your own city? Maybe Lleosa doesn't even really know what is going on...maybe this head doctor is in league with the temple of Urgathoa and isn't really even allied with the throne...
Drawn from real world politics... Create an outside threat to consolidate the people behind the current leader.

DM Aron Marczylo |

Few more doors lef to knock over. Maybe curnach should give it a try ;)

Krenn Weststone |
The hold door.
First strength attempt. 1d20 + 4 + 2 + 1 ⇒ (5) + 4 + 2 + 1 = 12
Second strength attempt. 1d20 + 4 + 2 + 1 ⇒ (3) + 4 + 2 + 1 = 10
Third strength attempt. 1d20 + 4 + 2 + 1 ⇒ (15) + 4 + 2 + 1 = 22
Fourth strength attempt. 1d20 + 4 + 2 + 1 ⇒ (8) + 4 + 2 + 1 = 15
Fifth strength attempt. 1d20 + 4 + 2 + 1 ⇒ (7) + 4 + 2 + 1 = 14
Sixth strength attempt. 1d20 + 4 + 2 + 1 ⇒ (19) + 4 + 2 + 1 = 26
Whew! Krenn tries not to let the exertion show.

DM Aron Marczylo |

As Krenn had seen before many boxes float around the hull here. Many smashed small black boxes that appeared to have once contained something, though they appear to have been in the water so long any trace of whatever was there is gone and there is no magic aura to be seen on these items. Very few appear to still have peices of flash attached to them.
The flesh is hard to discern straight away, but you realize that the fur attached to it is that of a rat. You have no idea how it died as there is so little flesh left.
The doors to the hold are open for only a little while before a shark lunges out around the corner at Krenn.
attack 1d20 + 12 ⇒ (20) + 12 = 32
crit threat 1d20 + 12 ⇒ (8) + 12 = 20 fail, normal damage
damage: 1d6 + 12 ⇒ (6) + 12 = 18
The shark appears to be by itself at the moment.
Round 1
Group Initiative:
Curnach Daveck: 1d20 + 8 ⇒ (3) + 8 = 11
Jerinthian Kos: 1d20 + 4 ⇒ (9) + 4 = 13
Arianna Rothschild: 1d20 + 1 ⇒ (13) + 1 = 14
Krenn Whetstone: 1d20 + 2 ⇒ (15) + 2 = 17
Shearskin: 1d20 + 2 ⇒ (13) + 2 = 15
Yvicca: 1d20 + 7 ⇒ (1) + 7 = 8
Order:
Krenn Whetstone
Shark
Arianna Rothschild
Jerinthian Kos
Curnach Daveck
Being a druid you can identify this as a animal companion of another druid, not a wild shark.

DM Aron Marczylo |

The jigsaw shark bites at Krenn once again
attack 1d20 + 12 ⇒ (13) + 12 = 25
damage: 1d6 + 12 ⇒ (4) + 12 = 16
The fangs on this shark appears incredibly sharp and it's skin extra thick.
over to the rest of the group.

DM Aron Marczylo |

knowledge nature 1d20+10
Does Jerin know enough about the relative power of these beast to understand if it would be affected by Daze Monster?
If so he casts Daze Monster DC 20 Willpower Save
It appears strong, but it's not that strong:
DC 19
will: 1d20 + 2 ⇒ (19) + 2 = 21 succeed

DM Aron Marczylo |

Arianna will stab the creature with her rapier.
Attack roll: 1d20+6
No healing for Krenn? Aww poor Krenn.

DM Aron Marczylo |

Will DC 19
1d20 + 2 ⇒ (18) + 2 = 20
Once again the creature appears to be lucky enough to shake off this spell.
Suddenly a new shark materialised out of nowhere, appearing in front of Arianna. It's fangs seek out the one who is smelling of blood, Krenn.
attack 1d20 + 5 ⇒ (20) + 5 = 25
crit threat 1d20 + 5 ⇒ (5) + 5 = 10 fail
damage 1d8 + 4 ⇒ (1) + 4 = 5
You now see a horrible looking old wrinkled woman, leering at you all. Her form is so disgusting you all feel physically repulsed by the look of this creature.
Fort DC 16
Krenn 1d20 + 10 ⇒ (13) + 10 = 23
Jerin 1d20 + 2 ⇒ (15) + 2 = 17
Arianna 1d20 + 4 ⇒ (9) + 4 = 13
Curnach 1d20 + 8 ⇒ (19) + 8 = 27
Arianna 1d6 ⇒ 2 of strength damage
The Sea Hag leers at Krenn, revealing a horrible and evil glowing eye, probing into his psyche.
Will DC 16
Krenn 1d20 + 3 ⇒ (11) + 3 = 14
Krenn gains the staggered condition.
A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take swift and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.
Round 2
Order:
Krenn Whetstone
Shark (Jigsaw)
Arianna Rothschild
Jerinthian Kos
Curnach Daveck
Yvicca (Sea Hag)

DM Aron Marczylo |

Sea Hags often swim and steal whatever they like from the sea. Like other hags they are witches who can weaken people with their horrorfying appearance.
Sea Hags can leer at a person and stagger them, making them weak, however they are limited to using this abilitiy three times a day. If done on a person twice they end up in a comatose state.
These monsterous humanoids are also amphibious and rarely attack on land. Their claws are usually their main weapons for attacks.
Sea Hags also have spell resistance 15