
GM BPChocobo TK2 |

As soon as Elindriel walks into the room, the helmet, in a soft voice, speaks once again in Elven.
"This is the deep sea hall. In a surprising move, Nhur Athemon created this room to allow visitors to see the beauty of the sea floor next to Azlant; you will see several school of ikapa hiding in the coral, and to your right is a rare mammoth anemone, although this one is still in its infancy. You may enter the water, but drinking it is highly discouraged for your own benefit."
As Elindriel spies the room, she sees two sets of spears and a writhing tails poking out from behind a couple of the coral walls.
Marked on the map as four-point stars for your benefit

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Elindriel points out the spears and tails to the others. "Let's move...slowly...to the door, and perhaps nothing will jump out and get us. Also, mind the baby mammoth anemone..."
She will make the equivalent of 5' steps until she reaches the door on the southern wall, in case there's something there that would get AoO's for moving faster...

GM BPChocobo TK2 |

As Elindriel makes her way to the southern door, the creature behind nearby coral darts out; the top half looks like a pale, blue-skinned elven woman, but the remainder of its body is that of a shark. Armed with a spear, it immediately darts forward; when it does so, two more of these creatures, including one that Elindriel missed spotting, come out to engage the party!
[spoiler=Inits]
A1: 1d20 + 3 ⇒ (15) + 3 = 18
A2: 1d20 + 3 ⇒ (12) + 3 = 15
A3: 1d20 + 3 ⇒ (18) + 3 = 21
SA: 1d20 + 2 ⇒ (1) + 2 = 3
Elindriel: 1d20 + 4 ⇒ (8) + 4 = 12
Jostrum: 1d20 + 4 ⇒ (14) + 4 = 18
Julian: 1d20 + 2 ⇒ (11) + 2 = 13
Ki/Sty: 1d20 ⇒ 20
Miss Dominique: 1d20 - 1 ⇒ (18) - 1 = 17
Init Order (bold = up!)
A3
Ki/Sty
Jostrum
A1
Miss Dominique
A2
Julian
Elindriel

GM BPChocobo TK2 |

It'll be a Kn: Nature to identify these things!
A3 DC 5 Acrobatics: 1d20 + 3 ⇒ (2) + 3 = 5
The elf/shark hybrid in the back immediately darts towards the party, swimming through the clear water with ease. It even dives through the air tunnel, before moving to thrust its spear towards the party schoolmarm!
A3 spear @ Miss Dominique: 1d20 + 8 ⇒ (9) + 8 = 17
Damage on hit: 1d8 + 4 ⇒ (7) + 4 = 11
Miss Dominique fort save vs DC 15: 1d20 + 5 ⇒ (5) + 5 = 10
The aasimar cleric feels her body go stiff as a searing pain tightens her muscles; Miss Dominique is paralyzed!
Init Order (bold = up!)
A3
Ki/Sty
Jostrum
A1
Miss Dominique
A2
Julian
Elindriel

GM BPChocobo TK2 |

Boom!
Miss Dominique is about to go stiff, but Desna smiles upon her; the cleric's body goes back to normal and the poison is staved.
The sharkwoman looks surprised and very angry.

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Ki sees the shark elves attack his party and decides to ride through the room, attacking with a Ride-By attack. My best understanding of the rules say 1) I have to attack as soon as I can with a charge, even a ride by, AND while Ki can now ride through allies on a change, he cannot attack from a square where an ally is. So Ki cannot attack the one of the right as he would have to do so from the square occupied by Julian. So he will ride all the way to the end of the hall, attacking the last one on the left. This will provide from shark-elf on the right. But note Mobility and Barkskin is +6 to his already decent AC.
Spirited Charge Ride By Attack: 1d20 + 12 + 4 ⇒ (14) + 12 + 4 = 303d6 + 24 ⇒ (1, 6, 2) + 24 = 33

GM BPChocobo TK2 |

Sounds good there Ki
Seeing Ki ride on his battle pig, a spear comes out and launches towards the wayang.
Need Nat20 to actually hit: 1d20 + 8 ⇒ (6) + 8 = 14
Damage on lucky hit: 1d8 + 4 ⇒ (8) + 4 = 12
Ki dashes past the first sharkwoman, lance at the ready and runs the sharkwoman through. Purple blood oozes out as the thing floats lifelessly in the suspended water.
Init Order (bold = up!)
A3
Ki/Sty
Jostrum
A1
Miss Dominique
A2 (unconscious)
Julian
Elindriel

GM BPChocobo TK2 |

Waiting until this afternoon for Jostrum, then botting him and continuing.

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Sorry, I here!
Jostrum moves behind Maul and tries to fire an arrow at the near shark-woman.
Attack: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29
Damage: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4

GM BPChocobo TK2 |

Despite losing some steam in the water, the arrow lands with a *plorp* into one of its fin's.
The lead shark-woman thrusts her spear through the water, aiming for Elindriel's chest, she also tries to bite her as well!
A1 spear @ Elindriel: 1d20 + 8 ⇒ (20) + 8 = 28
Damage on hit: 1d8 + 4 ⇒ (4) + 4 = 8
Confirming the crit: 1d20 + 8 ⇒ (7) + 8 = 15
Extra damage on crit: 1d8 + 4 ⇒ (3) + 4 = 7
Elindriel Fort Save vs DC 15 poison: 1d20 + 3 ⇒ (12) + 3 = 15
The speartip breaks through Elindriel's skin, but amazingly misses the lung the creature was aiming at. While a numbing sensation fills the elf, she resists it as she pulls the spear out of her chest. The sharkwoman, though, then tries to sink her teeth into the bardess, lunging its head into the air tunnel.
A2 bite @ Elindrel: 1d20 + 2 ⇒ (7) + 2 = 9
Damage on hit: 1d6 + 3 ⇒ (3) + 3 = 6
Elindriel uses her shoulder to push the sharkwoman back and its returns to its watery lair.
8 damage to you Elindriel
Init Order (bold = up!)
A3
Ki/Sty
Jostrum
A1
Miss Dominique
A2 (unconscious)
Julian
Elindriel

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Elindriel begins singing a song to help her comrades be more effective in battle.
Standard action: Begin Inspire Courage...and wish for next level, when I don't have to waste a round doing it.

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Trying to delay so that miss dominique can take a 5' step so I can step in and attacks full on.
1d20 + 11 ⇒ (4) + 11 = 151d8 + 7 ⇒ (6) + 7 = 13
1d20 + 11 ⇒ (14) + 11 = 251d6 + 7 ⇒ (6) + 7 = 13
1d20 + 11 ⇒ (11) + 11 = 221d6 + 7 ⇒ (1) + 7 = 8

GM BPChocobo TK2 |

@Julian: While your bite is easily avoided in the water, both of your hands still dive in through the water and bash the shark woman around. She's still alive, but she felt that.
The sharkwoman Maul mauled stabs at bites at him before swimming backwards in the water.
A3 spear @ Julian: 1d20 + 8 ⇒ (2) + 8 = 10
Damage on hit: 1d8 + 4 ⇒ (4) + 4 = 8
A3 bite @ Julian: 1d20 + 2 ⇒ (3) + 2 = 5
Damage on hit: 1d6 + 3 ⇒ (3) + 3 = 6
However, the alchemist's wounds knocked her around enough that her aim is still off!
Init Order (bold = up!)
A3
Ki/Sty
Jostrum
A1
Miss Dominique
A2 (unconscious)
Julian
Elindriel

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Jostrum moves further into the room and fires an arrow at the creature to his right.
Attack, PBS, Deadly Aim, Inspire: 1d20 + 10 + 1 - 2 + 2 ⇒ (2) + 10 + 1 - 2 + 2 = 13
Damage: 1d8 + 3 + 1 + 4 + 2 ⇒ (7) + 3 + 1 + 4 + 2 = 17

GM BPChocobo TK2 |

@Jostrum: Your arrow does little in the water and misses the sharkwoman.
@Ki: While I can't allow you to do an "interrupt" with a charge, just let me know when you want to charge otherwise.
The sharkwoman next to Elindriel once again tries to take her down.
A1 Spear @ Elindriel: 1d20 + 8 ⇒ (7) + 8 = 15
Damage on hit: 1d8 + 4 ⇒ (3) + 4 = 7
A1 Bite @ Elindriel: 1d20 + 2 ⇒ (12) + 2 = 14
Damage on hit: 1d6 + 3 ⇒ (2) + 3 = 5
Now fully aware of these threats, Elindriel's blade parries the spear and her buckler holds the aquatic fiend's maw back.
Init Order (bold = up!)
A3
Jostrum
A1
Ki/Sty
Miss Dominique
A2 (unconscious)
Julian
Elindriel

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Elindriel stops singing, but her voice lingers in the air as she swings her falcata at the shark-woman.
Free action: Stop singing (Lingering Performance, round 1/2)
Swift action: Imbue falcata (Arcane Strike)
Standard action: Attack A1
Attack (Falcata +1, Inspire Courage, Power Attack): 1d20 + 9 + 2 - 1 ⇒ (5) + 9 + 2 - 1 = 15
Damage (Falcata +1, Inspire Courage, Power Attack, Arcane Strike): 1d8 + 5 + 2 + 2 + 2 ⇒ (1) + 5 + 2 + 2 + 2 = 12

GM BPChocobo TK2 |

@Elindriel: Some luck from Miss Dominique is all you need to ensure your blade cuts into the shark woman, its blue and purple blood spewing into the water as she physically taunts you.

GM BPChocobo TK2 |

A3 Fort save: 1d20 + 3 ⇒ (1) + 3 = 4
Anemone Fort save: 1d20 + 8 ⇒ (13) + 8 = 21
The blast of sound resonates sharply through the water; some of it splashes out into the air tunnel, but the kelp and fish darting to and free seem unphased by the spell. The sharkwoman is stunned as her body is assaulted by the force of the cacophony.
The large anemone isn't stunned, but the sound blast still rocked it somewhat and its tendrils are now much more active.
The helmet speaks up again after Elindriel's attack. "These adaro you are attacking seem to find you as a delectable morsel." The helmet then turns towards the sea anemone. "I wouldn't be too wouldn't around that thing either, as you will see shortly."
Init Order (bold = up!)
A3
Jostrum
A1
Ki/Sty
Miss Dominique
A2 (unconscious)
Julian
Elindriel

GM BPChocobo TK2 |

@Julian: As you approach the large sea creature, it's writhing tentacles start lashing out; one of them goes towards your direction!
Sea Anemone AoO @ Julian: 1d20 + 3 ⇒ (2) + 3 = 5
Damage on hit: 2d6 + 1 ⇒ (6, 6) + 1 = 13
Even in his aggressive state, Maul sees this a mile away and easily avoids the attack.
Although the water provides some buffer, the attack still bashes the anemone, causing its mass to further writhe.
The anemone, however, senses easier prey, and its tentacles now go to the wounded, stunned sharkwoman!
Anemone tentacle @ A3: 1d20 + 3 ⇒ (10) + 3 = 13
Damage on hit: 2d6 + 1 ⇒ (1, 5) + 1 = 7
Grab @ A3: 1d20 + 9 ⇒ (17) + 9 = 26
A3 Fort save: 1d20 + 3 ⇒ (13) + 3 = 16
Dex damage on failure: 1d2 ⇒ 2
Helpless, the sharkwoman is bashed against the wall, and wrapped up by the tentacle, being dragged into its body!
Ki, if you want an attack to occur at the end of the round, let me know.
Init Order (bold = up!)
Ki/Sty
A3
Jostrum
A1
Miss Dominique
A2 (unconscious)
Julian
Elindriel
Sea Anemone

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Once Ki confirms that the Anemone is aggressive towards their party he will drop his lance and charge, pulling his sword. Too close to the creature to charge with the lance.
Spirited Charge with Sword: 1d20 + 11 + 4 + 2 ⇒ (1) + 11 + 4 + 2 = 182d6 + 10 + 4 ⇒ (3, 3) + 10 + 4 = 20

GM BPChocobo TK2 |

@Ki: Your sword's damage cuts heavily into the anemone; it almost let's go of its new lunch! It is still alive, although severely wounded.

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Jostrum steps further into the room and fires two arrows at the sharkwoman near Eli.
Rapid, PBS, Inspire, Cover: 1d20 + 10 - 2 + 1 + 2 - 4 ⇒ (20) + 10 - 2 + 1 + 2 - 4 = 27
Damage: 1d8 + 3 + 1 + 2 ⇒ (5) + 3 + 1 + 2 = 11
Rapid, PBS, Inspire, Cover: 1d20 + 10 - 2 + 1 + 2 - 4 ⇒ (2) + 10 - 2 + 1 + 2 - 4 = 9
Damage: 1d8 + 3 + 1 + 2 ⇒ (6) + 3 + 1 + 2 = 12
Crit Confirm, Rapid, PBS, Inspire, Cover: 1d20 + 10 - 2 + 1 + 2 - 4 ⇒ (8) + 10 - 2 + 1 + 2 - 4 = 15
Crit Damage: 2d8 + 6 + 2 ⇒ (1, 6) + 6 + 2 = 15 Can't remeber if inspire is included in crits. If so add 4 more.

GM BPChocobo TK2 |

I'm not sure what's more scary; that I failed to notice that, or that Ki had +17 overall modifier between everyone.
The water provides enough resistance that Ki could not get his blade through and merely skims the liquid barrier.
@Jostrum: Your first arrow, aimed right for the woman's neck, would have slain most men; but the water provided enough resistance that it wounds, but not critically. The second arrow falls far short and lands harmless into the clear blue water.
Despite her wound, the sharkwoman doesn't let up on Elindriel, once again going all out with spear and teeth.
A1 spear @ Elindriel: 1d20 + 8 ⇒ (9) + 8 = 17
Damage on hit: 1d8 + 4 ⇒ (2) + 4 = 6
A1 bite @ Elindriel: 1d20 + 2 ⇒ (14) + 2 = 16
Damage on hit: 1d6 + 3 ⇒ (1) + 3 = 4
Still on the defensive, Elindriel uses blade and shield to block aside both attacks!
Init Order (bold = up!)
Ki/Sty
A3
Jostrum
A1
Miss Dominique
Julian
Elindriel
Sea Anemone

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Elindriel imbues her blade and lashes out with it once more.
Swift action: Imbue falcata (Arcane Strike)
Standard action: Attack A1
Attack (Falcata +1, Inspire Courage, Power Attack): 1d20 + 9 + 2 - 1 ⇒ (15) + 9 + 2 - 1 = 25
Damage (Falcata +1, Inspire Courage, Power Attack, Arcane Strike): 1d8 + 5 + 2 + 2 + 2 ⇒ (1) + 5 + 2 + 2 + 2 = 12

GM BPChocobo TK2 |

@Elindriel: Your blade strikes true this time and the sharkwoman is severely injured!

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on my phone about to embark on a cross country trip that will hopefully provide a better future for my family
Maul unleashes his fury.
1d20 + 11 ⇒ (19) + 11 = 301d8 + 7 ⇒ (8) + 7 = 15
1d20 + 11 ⇒ (20) + 11 = 311d6 + 7 ⇒ (2) + 7 = 9
1d20 + 11 ⇒ (12) + 11 = 231d6 + 7 ⇒ (3) + 7 = 10
Confirm
1d20 + 11 ⇒ (6) + 11 = 171d6 + 7 ⇒ (1) + 7 = 8

GM BPChocobo TK2 |

"Oh dear.", quips the helmet as Maul savage decimates the rare anemone. One of his claws literally rip through the spongy creature and it falls limp, dead from the assault.
Instantly, the water turns from clear blue to a nearly black, murky fluid. The kelp and tiny fish are no more, but the sharkwomen remain.
Ki, you're up! On mobile so no fancy init tracking right now. 2 Targets remain, the one by Elindriel and the now freed sharkwoman on the other side.

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Without his lance Ki cannot reach into the water to attack. He sheaths his sword as he rides to retrieve his lance. Leaning from the saddle he leans to puck it up.
Ride check: 1d20 + 16 ⇒ (3) + 16 = 19 Unsure of the DC.

GM BPChocobo TK2 |

Basically moving to the side of the mount like that is roughly equivalent to using the Cover option, so DC 15 which you automatically passed!
Ki runs by, this time retrieving his lance as he prepares it for another charge!
Miss Dominique: I technically have skipped you, so if you want to do anything before Ki and the sharkwoman's actions, please let me know!
The critically wounded sharkwoman has just enough strength left to make one last stab at Miss Dominique!
A3 spear @ Miss Dominique: 1d20 + 8 ⇒ (5) + 8 = 13
Damage on hit: 1d8 + 4 ⇒ (4) + 4 = 8
However, the damage she received was too much and the creature floats unconsciously in the black, murky water.
Init Order (bold = up!)
Ki/Sty
Jostrum
A1
Miss Dominique
Julian
Elindriel

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Jostrum takes a step back and fires at the remaining sharkwoman!
Rapid, PBS, Inspire: 1d20 + 10 - 2 + 1 + 2 ⇒ (5) + 10 - 2 + 1 + 2 = 16
Damage: 1d8 + 3 + 1 + 2 ⇒ (7) + 3 + 1 + 2 = 13
Rapid, PBS, Inspire: 1d20 + 10 - 2 + 1 + 2 ⇒ (14) + 10 - 2 + 1 + 2 = 25
Damage: 1d8 + 3 + 1 + 2 ⇒ (5) + 3 + 1 + 2 = 11
Did not factor in cover.

GM BPChocobo TK2 |

Before she can make one more attempt at Elindriel, another deadly arrow from Jostrum lands in her chest; her spear drops as she floats motionless in the water.
Combat over

GM BPChocobo TK2 |

@Elindriel: There are no magical auras in the room, just the sound of rippling water that nearly blacks out the party's light sources.

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Would your spell penetrate the water like air? Ki asks, as he is unschooled in such things. These shark elves, they might have had a lair. Who is the best swimmer among us? Perhaps we should have a look? I myself can swim quite acceptably if I take off my armor.

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"Well, before we do that, let's see if we can get a better idea of what we might be looking for..."
With that, Elindriel casts light on a pebble, then casts mage hand to move it into the water, hoping to observe how it is affected by the water around it as well as scan the walls with better light.
Of course, realizing that this is likely just an illusion - all of the other rooms were, after all - she attempts to see through it.
Perception: 1d20 + 9 ⇒ (6) + 9 = 15
Will Save: 1d20 + 4 ⇒ (18) + 4 = 22