
Kazariah |

Kazariah and Drake walk around the side of the lagoon to inspect the drake, seeming to confirm Daichi's theory of what happened. Kaz shares the information with the party.
She also keeps an eye out for anything else out of place.
Perception K: 1d20 + 17 ⇒ (7) + 17 = 24 (using aspect of the falcon).

GM_CariMac |

Kazariah sees two swift moving shadows in the water. Two red creatures with the claws of a lobster move toward her out of the water swiftly.
Daichi Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Derric Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Leo Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Kazariah Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Jayna Initiative: 1d20 + 6 ⇒ (5) + 6 = 11
Kiko Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Reefclaw 1: 1d20 + 5 ⇒ (16) + 5 = 21
Reefclaw 2: 1d20 + 5 ⇒ (4) + 5 = 9
Initiative Bold May Act
Kazariah Surprise Round
Round 1
Derric: 22
Reffclaw 2: 21
Reefclaw 1: 13
Kazariah: 13
Leo: 12
Jayna: 11
Kiko: 11
Daichi: 5

Kazariah |

Kazariah casts entangle, hoping to catch the creatures before they can get into range of the party.
Putting a circle on the map to indicate where the spell is. DC 14 save.
Range long (400 ft. + 40 ft./level)
Area plants in a 40-ft.-radius spread
Duration 1 min./level (D)
Saving Throw Reflex partial; see text; Spell Resistance no
DESCRIPTION
This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.
If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.

GM_CariMac |

Reflex Reefclaw: 1d20 + 1 ⇒ (3) + 1 = 4
Reflex Reefclaw: 1d20 + 1 ⇒ (1) + 1 = 2
Kazariah casts a spell that causes the overgrown grass and weeds to grow even more. The reefclaws find themselves entangled in the weeds as they try to swim toward her. They manage to move closer, but cannot attack.
Initiative Bold May Act
Round 1
Derric: 22
Reffclaw 2: 21
Reefclaw 1: 13
Kazariah: 13
Leo: 12
Jayna: 11
Kiko: 11
Daichi: 5

Daichi Konjou |

Daichi runs forward to the edge of the water to get close enough to strike, then fires a spear of rock at the nearest reefclaw.
Attack: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11

GM_CariMac |

Drake's bite sinks deep into the reefclaw (red) in front of him, and Jayna's Missile hits the one in the back (blue). Daichi misses, and Leo moves as fast as he can clanking as he moves in armor.
The red tinted reefclaw claws at Drake. The first claw connects. It does some slight damage 2 DMG, but Drake avoids getting grabbed. The blue tinted reefclaw doesn't manage to get out of the entangling weeds.
Claw: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d4 ⇒ 2
Claw: 1d20 + 2 ⇒ (11) + 2 = 13
Grab: 1d20 + 8 ⇒ (1) + 8 = 9
Reflex Blue: 1d20 + 1 ⇒ (6) + 1 = 7
Take Strength Dmage: 1d2 ⇒ 1 frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
Round 2/3
Derric: 22
Reffclaw 2: 21Red 7 DMG
Reefclaw 1: 13 Blue 4 DMG
Kazariah: 13
Leo: 12
Jayna: 11
Kiko: 11
Daichi: 5

Drake the Tiger |

That was actually Kazariah's attack, with Drake guarding because they weren't up to them yet. (Sorry for the confusing wording.) I'll roll Drake's attack below.
Constitution Save: 1d20 + 1 ⇒ (12) + 1 = 13
Claw 1: 1d20 + 3 ⇒ (7) + 3 = 10
Claw 2: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d4 + 1 ⇒ (3) + 1 = 4 (just in case that last one hit)

GM_CariMac |

Drakes second claw just hits the reefclaw, and he does some damage.
Round 2/3
Party Up
Derric: 22
Reffclaw 2: 21Red 11 DMG
Reefclaw 1: 13 Blue 4 DMG
Kazariah: 13
Leo: 12
Jayna: 11
Kiko: 11
Daichi: 5

Daichi Konjou |

Daichi shifts into his next strike, sending another spike at the more injured monster.
Attack: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7

GM_CariMac |

Red falls to Leo's attack. Blue manages to tear itself away from the grasping vines, and moves up to attack. Drake. It tears into the wolf's flesh doing some good damage. 5 DMG It fails to grapple the animal companion.
Take Strength Damage: 1d2 ⇒ 1 frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.[/dice]
Reeflaw Reflex: 1d20 + 1 ⇒ (14) + 1 = 15
Claw: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d4 ⇒ 2
Claw Crit Confirm: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d4 ⇒ 3
Grapple: 1d20 + 8 ⇒ (1) + 8 = 9
Round 3/4
Party Up.
Derric: 22
Reefclaw 1: 13 Red Dead Blue 7 DMG
Kazariah: 13 Drake 5 DMG
Leo: 12
Jayna: 11
Kiko: 11
Daichi: 5

Daichi Konjou |

Daichi switches his strike to the remaining creature and continuing to fire stone missiles into the melee.
Attack: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
Damage: 1d6 + 5 ⇒ (3) + 5 = 8

GM_CariMac |

Out of Comabt
Examining the body the group sees several violent strikes with an edged weapon was the cause of the sea drake's death. You look up the hill and get a good look at Brinewall Castle.
Brinewall Castle
Brinewall Castle is a large and intimidating structure. Although only two stories tall (with the exception of one three-story tower and the dungeons beneath it), the squat castle looks all the larger for its position atop the bluff west of the village, looming over the surrounding region with a commanding presence. The castle is built of gray stone, though close inspection reveals numerous different types of stone were used in its construction (as parts of the castle were rebuilt several times).
Congratulations: Level up to level 3