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i could use some, that thing bit me rather hard, I was able to avoid its claws.
Shows the rather large gash where blood is visible.
took six points of damage from its bite

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"Absolutely. I appreciate you putting that sword and that hammer to good use. This is the least I can do."
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
"One more time for good measure."
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Before the guards awake, Maaarv gives them a quick once-over to see if they hold anything interesting.

DM Feral |

The party climbs into the skiff and takes off toward the docks.
Exiting the Underdocks, you enter the Shallows, a wide rocky bay only a few feet deep and closed off by immense seawalls that funnel all traffic into the maze. Strung between them, a host of steep maze walls crusted with seaweed, barnacles, and small shellfish create narrow passages just wide enough for rowboats or rafts. Lashed along the sides are free-floating docks which allow longshoremen to help pull boats through or to the side for quick inspections. Every so often, a series of rusted spikes forms a crude ladder leading to the upper maze, where guards keep watch amidst strange shadows cast by weathered devices such as giant winches and claw-like crane arms. Water splashes softly throughout, creating an eerie echo, and the entire structure groans with ominous creaks and strains as if you were traveling through the belly of a great beast. Thankfully, navigating out of the maze is far easier than navigating in, and the ever-watchful eyes of Enforcers on the walls fall almost entirely on the cargos of incoming merchants.
As you draw closer to the end, the sounds of angry waves slam against the outer walls and echo like hordes of chanting goblins. As you reach the outer locks, a grizzled longshoreman calls down to you from above, telling you to hold tight. The first gate opens with a lazy moan, and he ushers you to move your craft into the small chamber ahead. Once inside, he lowers the gate behind you, then he bids you good luck as he slowly cranks apart the front doors to the open harbor where dozens of galleons and merchant ships bounce softly on their moorings in the water.
Suddenly the boat rocks as something heavy slams into it from the side. Popping up from beneath the surf are a pair of fish-faced sahuagin. They sneer at the party before preparing to slam into the boat again.
Bo'alo: 1d20 + 1 ⇒ (1) + 1 = 2
Corwin: 1d20 + 5 ⇒ (7) + 5 = 12
Karim: 1d20 + 2 ⇒ (12) + 2 = 14
M'grul: 1d20 + 1 ⇒ (16) + 1 = 17
Maarv: 1d20 + 2 ⇒ (6) + 2 = 8
Bad Guys: 1d20 + 1 ⇒ (9) + 1 = 10
Corwin, Karim, and M’grul are up.

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I glare at the one on the left side of the boat and attack!
Power attack
greatsword: 1d20 + 2 ⇒ (4) + 2 = 6
damage: 2d6 + 6 ⇒ (1, 5) + 6 = 12
bite: 1d20 - 3 ⇒ (1) - 3 = -2
damage: 1d6 + 2 ⇒ (6) + 2 = 8
edit: I end up biting my own tongue instead
Worried about the integrity of the boat, how calm swimmable does the water look?

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Having no options in moving away from the thing crawling up the side of the boat he hits it with a Colour spray while casting defensively DC15+double spell level 1d20 + 6 ⇒ (10) + 6 = 16... and fails

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Being a strong swimmer, these weak currents mean nothing to me. I can't fail even on a 1. Roll of 1 + 6 skill - 2 armor = 5
Power Attack frenzied one
greatsword: 1d20 + 2 ⇒ (14) + 2 = 16
damage: 2d6 + 6 ⇒ (1, 3) + 6 = 10
bite: 1d20 - 3 ⇒ (13) - 3 = 10
damage: 1d6 + 2 ⇒ (3) + 2 = 5

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Swim+Guidance: 1d20 + 1 + 1 ⇒ (12) + 1 + 1 = 14
Keeping himself afloat, Maaarv draws his rapier and stabs at the nearest creature.
Rapier Attack: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

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M'grul screams, his voice sounding like a teenager who is cutting at their own entrails in an fit of utter despair.
Swim 1d20 + 2 ⇒ (6) + 2 = 8
Not sure about casting while swimming etc
Mgrul tries to swim back to the group, next to one of the fighters.

DM Feral |

M'grul tries to cover up as he struggles to move in the water.
Total defense.
Bo'alo tries to paddle away defensively.
Swim to withdraw: 1d20 ⇒ 17
And manages to swim a few feet away.
The unwounded sahaugin claws and bites at the monstrous M'grul.
Claw: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Claw: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Bite: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
The party is up.

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Oh wow, can only swim 7 and a half feet.
swims five feet to the east, attacking with full power
swim: 1d20 + 4 ⇒ (11) + 4 = 15
attack: 1d20 + 2 ⇒ (19) + 2 = 21
damage: 2d6 + 6 ⇒ (3, 3) + 6 = 12
Confirm crit
confirm: 1d20 + 2 ⇒ (20) + 2 = 22
damage: 2d6 + 6 ⇒ (3, 4) + 6 = 13
That is for getting me wet! sahaugin? What sahaugin?

DM Feral |

A few minutes later, the party manages to reach the docks and very quickly spots Du Moire’s flagship, the Hydra’s Fang.
The sails are raised and a few crew are visible on deck. It looks like she’s preparing to leave. You’ve arrived just in time.
It appears the party’s skiff has gone unnoticed so far. How do you want to approach? Climbing the sides of the ship will be much more difficult than scaling the rear. First person with an opinion wins!
I’ll get a map up in a bit.

DM Feral |

The party brings the skiff around to the rear and begins to climb aboard.
Corwin, leading the way, pulls on a line that seems to be connected to a bucket of fish guts that spill onto the boat underneath him making the surface slippery.
Reflex: 1d20 + 3 ⇒ (9) + 3 = 12
But he doesn't lose his footing.
When the party arrives on the deck, the crew turn and look at them in surprise.
"Who the hell are you lot", Du Moire, a powerfully built chelaxian with a finely made sword at his hip, shouts. "Ah, it doesn't matter. Kill 'em!"
Bo'alo: 1d20 + 1 ⇒ (6) + 1 = 7
Corwin: 1d20 + 5 ⇒ (3) + 5 = 8
Karim: 1d20 + 2 ⇒ (14) + 2 = 16
M'grul: 1d20 + 1 ⇒ (9) + 1 = 10
Maarv: 1d20 + 2 ⇒ (5) + 2 = 7
Goons: 1d20 + 2 ⇒ (4) + 2 = 6
Du Moire: 1d20 + 2 ⇒ (19) + 2 = 21
Du Moire quickly pulls a flask from his hip and downs the contents. A second later, he vanishes from sight.
The party is up.

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Maaarv draws a flask from his bandolier and quickly quaffs it down. Instantly, the faint outline of a shield hovers around the alchemist.
Drank Shield extract. Maaarv has +4 shield AC. It will last for 2 minutes.

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Noticing the bows, thinking that being at range doesn't do us much good as they can just fire back, seizes the opportunity to charge while surprise is on their side!
charge at G2, ending up in M8 drawing his Lucerne hammer as part of the move, power attacking
charge: 1d20 + 5 ⇒ (8) + 5 = 13
damage: 1d12 + 6 ⇒ (9) + 6 = 15
flat footed... I stand a chance....

DM Feral |

The guards draw weapons and attack the party.
Ranged vs Bo'alo: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Melee vs Corwin: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
The ranged guard then steps forward prompting Bo'alo to move forward and unleash his colorful spell.
Will: 1d20 + 1 ⇒ (3) + 1 = 4
Will: 1d20 + 1 ⇒ (8) + 1 = 9
Both guards slump to the ground.
Du Moire reappears with his sword in hand and slashes at Karim.
Vs Karim: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
The party is up.

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I'm assuming that Du Moire is visible and is in space O7 - since he attacked Karim.
Though Maaarv is startled a bit by Du Moire's sudden appearance, he focuses on what needs to be done. Noting that Karim has his scimitar drawn, Maaarv draws his rapier as he carefully shifts himself to flank Du Moire with the cleric.
"Take that!" Maaarv shouts as he thrusts the rapier at Du Moire.
Rapier Flanked Attack: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Critical Threat: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21
Critical Damage: 1d6 + 2 ⇒ (1) + 2 = 3

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Move to N5 and attack (flanking? Should at least have it with the soon to be summoned monster if i delay until it arrives?
attack: 1d20 + 6 ⇒ (18) + 6 = 24
damage: 1d12 + 3 ⇒ (11) + 3 = 14

DM Feral |

It doesn't matter too much. You hit anyway.
Corwin delivers a crushing blow but Du Moire shows no signs of falling.
M'grul's summoning spell finishes and a fiendish dog appears on the deck. It snaps at the sword-wielding pirate.
Dog /w flank: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Karim calls down his goddess's healing light.
Channel: 1d6 ⇒ 6
Du Moire, furious now, spins to attack the tiefling that wounded him badly.
Sword: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d8 + 2 ⇒ (5) + 2 = 7
The party is up.

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"Ha ha! Excellent work with that hammer, my friend! But this one seems a tougher nut to crack."
Maaarv drops his rapier and carefully steps away from Du Moire. Once out of reach, he quickly mixes a Frost Bomb and throws it at the captain.
Frost Bomb Ranged vs. Touch AC: 1d20 + 5 ⇒ (6) + 5 = 11
Cold Damage: 1d6 + 4 ⇒ (4) + 4 = 8
If the attack hits. DC 14 Fort. Save or staggered. Precise Bomb Discover prevents splash damage to allies. 1 more bomb left
Edit: I don't like that attack roll. I have a physical copy of the Pathfinder Character Folio. If you allow a reroll:
Attack Reroll: 1d20 + 5 ⇒ (12) + 5 = 17

DM Feral |

I'll take your word on the folio.
Fort: 1d20 + 2 ⇒ (17) + 2 = 19
The bomb connects blowing a frost-rimmed hole in Du Moire's chest and dropping him to the deck.
Combat over.
The remaining crew throw there hands up in surrender.
"Don't hurt us. The ship is yours. We won't fight you."
"You're Pathfinders right?", another says. "The tablets you're after are below decks - in the hold. I should warn you, we don't go down there anymore. It's full of undead."

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Maaarv collects his rapier and sheathes it. He then gets his wand of Cure Light Wounds. He moves towards Bo'alo and taps the man on the chest with the wand.
"Here you go."
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Maaarv then stashes his wand, and quaffs a vial of bright green, viscous liquid. As he does so, he feels a little more reckless and more agile.
Drank Maaarv's Mutagen, which gives Maaarva +4 to his Dex and -2 to his Wis. The effect will last for 20 minutes. 38 charges remaining on CLW wand.

DM Feral |

That’s what I like to hear.
The crew makes way for the party to head below.
Below decks, the dimly-lit hold has taken on a foot of brackish bilge water, and clammy air laps against your skin. The sole light emanates from a small whale-oil lamp mounted on the lower mast. The cavernous hollow contains dozens of water-damaged crates roped in neat stacks secured tightly to the sidewalls. The remaining portion of the hold is set up like a common room with hammocks, an open larder, and a small kitchen where food is prepared. The accommodations appear radically stripped down, presumably to make room for contraband or increased speed. Toward the bow, loud banging echoes from a wooden door, sodden and swelled shut and held fast with thick black chains.
With a key taken off Du Moire’s rapidly cooling body, Corwin unlocks the chains. A moment later, the doors drift open and three hideous undead figures come into view.
Bo'alo: 1d20 + 1 ⇒ (19) + 1 = 20
Corwin: 1d20 + 5 ⇒ (18) + 5 = 23
Karim: 1d20 + 2 ⇒ (2) + 2 = 4
M'grul: 1d20 + 1 ⇒ (8) + 1 = 9
Maarv: 1d20 + 2 ⇒ (19) + 2 = 21
Undead: 1d20 + 2 ⇒ (8) + 2 = 10
Bo’alo, Corwin, and Maarv are up.

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Maaarv draws a flask of Alchemist's Fire from his bandolier as he steps up next to Corwin. He hurls the flask at the undead character in the middle, hoping to light things up.
Alc. Fire vs. Touch AC: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18 The +2 comes from the mutagen
Fire Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Splash Damage to the two adjacent undead: 5.

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General knowledge to tell what undead these might be? Corwin has also fought ghouls (definitvely knowing) in the past if that might matter
karim or anyone!, any tips on fighting these things? Figures the cleric would be the best at knowing what these are combined with possible vulnerabilites
power attack g2
attack: 1d20 + 3 ⇒ (10) + 3 = 13
damage: 1d12 + 6 ⇒ (8) + 6 = 14as blugeoning if skeleton like, otherwise piercing, i know some undead matter
then takes a 5ft step backwards towards bolo. M6
Keep at range if you can! Let them come at me!

DM Feral |

Without the proper knowledge skill you won’t know but I’ll give you that Corwin recognizes they are undead and he knows all standard undead traits.
Maarv’s bomb connects setting the center undead’s soggy flesh aflame and Corwin’s hammer finishes the job smashing the thing to pieces.
Bo’alo is up. If he hasn’t acted by the time I get home (~5 hours) I’ll NPC him for this turn.

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It's alright, Maaarv can stay at N7 - that's where I intended him to be. I figure to chalk it up to the hit his Wisdom took from the mutagen. As I said, he's feeling a little reckless. But I appreciate the concern. In Maaarv's first PbP, he almost died in 3 seperate combats. The first one was the worst - 3 or 4 failed Fort Saves in a row against giant centipede toxin or whatever - I think he took 10 Dex damage. It was nasty.