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Ah, my bad. I should have said clearer, that door is only secret if you are on the other side somehow. From the way you came, it's totally visible. As you would find out later (but it doesn't matter much, so I'm telling you now to clarify this matter), the empty cellar that is 2F is basically a cover room that just serves as an entrance for smugglers. Probably to combat the high-tier possibility of teleport shenanigans and such.
Despite her speaking in a whisper, a detached voice that does not belong to Agosa hears Marra and reaches the ears of the team. "I believe they know. Be ready, Pathfinders!"

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Cirri considers freeing the slaves (because Slavery sucks!) but the mission takes precedence. She still plans to do it though when she hears footsteps.
Cirri pulls out her wand and shield and activates it. Clutching her quarterstaff, she stays at the ready.

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In that case: Marra cast Good Hope {link} on the group, and draws her small scimitar ready for battle, "Make room for them to come to us otherwise the door will be a bottleneck."
Good hope: +2 morale to attacks, damage, saves, skills ...

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With a sigh, Karos pulls out his big pistol and cocks it, aiming at the doorway.
Move action: Draw pistol
Swift action: Declare Judgment of Destruction. +3 sacred bonus to damage
Standard action: Cast divine favor. +2 luck bonus to hit and damage

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"Is this really to be our host???" V says as he looks about him in disgust.
Gleaming lapis energy emanates from his mask and spreads to the entirety of his form before fading.
I cast mage armor.

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Initiative, Cirri: 1d20 + 1 ⇒ (13) + 1 = 14
Initiative, Karos: 1d20 + 7 ⇒ (13) + 7 = 20
Initiative, Marra: 1d20 + 5 ⇒ (7) + 5 = 12
Initiative, Matsu: 1d20 + 1 ⇒ (14) + 1 = 15
Initiative, Shandra: 1d20 + 2 ⇒ (7) + 2 = 9
Initiative, Them: 1d20 + 2 ⇒ (7) + 2 = 9
Initiative, Also Them: 1d20 + 1 ⇒ (19) + 1 = 20
Roll-Off, Shandra vs. Them: 2d20 ⇒ (12, 19) = 31
A few seconds of hoping the secret door will not be noticed later, the door is quite literally rammed open by the shoulder of a burly man carrying a falchion. Four others can be seen behind him, carrying scimitars and shields. All of them wear garb of the Pure Legion. "Stand down, smugglers, in the name of the Laws of Man!" the leader bellows in Shandra's face. The ranger is visibly ruffled and caught off guard.
Intimidate, Demoralize vs. Shandra, DC 17: 1d20 + 13 ⇒ (6) + 13 = 19
Round 1
Karos (Divine Favor, Destruction Judgement)
Also Them (Captain)
Matsu
Cirri (Shield)
Marra (Good Hope, whole party)
Them (Flunkies)
Shandra (Shaken, 1 round)
Vanzetti (Mage Armor)

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"Uhhh...." Cirri isn't sure where to go with this, and her spells are not well designed for subduing rather than killing. She instead decides to tumble into combat, aided by an unseen gust of wind.
Spending 1 Arcane Pool point for Derring-Do Swashbuckler Deed.
Derring-Do: 1d6 ⇒ 5
Acrobatics vs CMD: 1d20 + 5 + 5 + 2 ⇒ (18) + 5 + 5 + 2 = 30
Cirri sweeps right in and tries to trip the captain.
Improved Trip, Combat Expertise, Good Hope vs CMD: 1d20 + 8 + 0 + 2 ⇒ (10) + 8 + 0 + 2 = 20
"So. We should avoid lethal strikes?"
Move Action: Acrobatics
Standard Action: Trip Attempt with Combat Expertise. AC is 23.

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"Here's what's going to happen," says Karos, his pistol pointed at the leader's face. "You're going to put down your weapons and let us tie you up. Or I'm going to paint that wall with your brains."
Intimidate (Influence Opponent's Attitude): 1d20 + 16 ⇒ (11) + 16 = 27
+2 Pistol, Divine Favor, Judgment of Destruction, Point-Blank Shot, Bane and Up Close and Deadly: 1d20 + 11 + 2 + 1 + 2 ⇒ (8) + 11 + 2 + 1 + 2 = 24 <-vs. Touch AC
Damage: 1d8 + 2 + 2 + 3 + 1 + 2 + 2d6 + 1d6 ⇒ (2) + 2 + 2 + 3 + 1 + 2 + (1, 6) + (1) = 20

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The leader looks a bit stricken, but, as he believes he is facing common smugglers, he laughs it up. "If you seriously think I would-"
Bang!
The man staggers backward, howling in pain. While Karos has missed his mark slightly, a bullet in the shoulder is still quite painful. He and his subordinates barely have time to marvel or curse before Cirri prances in and brings him to the ground with an expert flick of her staff.
Karos (Divine Favor, Destruction Judgement)
Captain (-20, prone)
Matsu
Cirri (Shield)
Marra (Good Hope, whole party)
Flunkies
Shandra (Shaken, 1 round)
Vanzetti (Mage Armor)

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Taking a few steps Matsu attacks with a lightning quick Iaijutsu strike, using the flat of the blade.
Attack: 1d20 + 10 + 2 - 4 ⇒ (6) + 10 + 2 - 4 = 141d8 + 14 + 3d6 ⇒ (2) + 14 + (6, 3, 1) = 26

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Having been shove out of position, Marra opts to cast Ear piercing scream {link} at the first Flunkie (outline in blue)
Ear piercing scream Fort save half vs DC14: 4d6 ⇒ (1, 1, 3, 4) = 9 Plus dazed for 1 round unless it saved.
Also, Karos didn't add +2 Good hope to his skill, attack and damage. Mstsu didn't add +2 to his damage.

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Ah, thanks for the buff tab again, Shandra, I forgot about it :)
Matsu steps up like a lightning bolt and strikes, but his efforts to keep his target relatively alive undermine his attempt to take him out of the fight.
Fort Save: 1d20 + 5 ⇒ (5) + 5 = 10
Marra opens her mouth wide and a small note comes out, but her target hears something more akin to a terrifying cacophony of pure pain. He reels from the impact.
"Surround them!" The Captain bellows from the ground. This feat is proven difficult by the bottleneck he and his men are in, which he is lying in front of and one of his best men is blocking as he huddles down and cradles his ears. As such, the only who can drops his scimitar and pulls a bow off of his back, firing quickly at Shandra. The shot goes far above its mark.
Shortbow vs. Shandra: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d6 ⇒ 3
Karos (Divine Favor, Destruction Judgement)
Captain (-22, prone)
Matsu
Cirri (Shield)
Marra (Good Hope, whole party)
Flunkies (blue -22 and dazed, 1 round)
Shandra (Shaken, 1 round)
Vanzetti (Mage Armor)

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Sparks, embers, and small puffs of smoke begin to emanate from the Amazing Vanzetti's mask as he shoots a dragon-shaped magical pyrotechnic at the leader!
I cast snapdragon fireworks, using False Focus to replicate the magnesium (+1 round of duration), ginger extract (+1 to overcome spell resistance), and saltpeter (+1 damage) alchemical power components. DC 17 Reflex save for half damage and no dazzling.
fire damage vs leader: 1d4 + 2 ⇒ (2) + 2 = 4

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Shandra tries to push the captain around with her shield, but her spikes catch on the wall just long enough for the man to escape her strike.

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Reflex: 1d20 + 2 ⇒ (12) + 2 = 14
The leader is put in more pain still as he is hit by a draconic firework, directly where he received his gunshot wound. It is not shaping up to be his day.
Shandra uneasily prepares to strike the man on the ground should he much more than run or continue to scream in agony. Perhaps she wonders how he was so much scarier ten seconds ago.
I forgot to bold Karos, but I suppose he is up now. Will do so in future rounds, if they survive that long.
Karos (Divine Favor, Destruction Judgement)
Captain (-26, prone, dazzled)
Matsu
Cirri (Shield)
Marra (Good Hope, whole party)
Flunkies (blue -22 and dazed, 1 round)
Shandra (Shaken, 1 round)
Vanzetti (Mage Armor, Snapdragon FIreworks)

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"You are overmatched," says Karos. "We are not here to kill you, but by the heavens we will do just that if you do not stand down. I give you a chance to live,"
Declare Bane. Fire
+2 Pistol, Divine Favor, Judgment of Destruction, Point-Blank Shot, Bane and Up Close and Deadly: 1d20 + 11 + 2 + 1 + 2 ⇒ (8) + 11 + 2 + 1 + 2 = 24 <-vs. Touch AC
Damage: 1d8 + 2 + 2 + 3 + 1 + 2 + 2d6 + 1d6 ⇒ (7) + 2 + 2 + 3 + 1 + 2 + (3, 5) + (3) = 28

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The captain, in serious pain, still seems to have no idea he isn't dealing with average smugglers. "You were lucky the first time. I'll never compromise the honor of the Pure-"
Bang!
His monologue is cut short by his own scream, then his quiet as he lolls back in a pool of blood. His soldiers stand there in stunned silence for a second, then snap back into action.
Karos (Divine Favor, Destruction Judgement, Bane)
Captain
Matsu
Cirri (Shield)
Marra (Good Hope, whole party)
Flunkies (blue -22 and dazed, 1 round)
Shandra
Vanzetti (Mage Armor, Snapdragon Fireworks)

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Cirri sighs as the man gives his life for the law. Sometimes you need to know when to stand down. Try to stop the bleeding once this is over.
Improved Trip, Combat Expertise, Good Hope: 1d20 + 8 - 0 + 2 ⇒ (3) + 8 - 0 + 2 = 13
Cirri tries to topple the soldier with the blue sash, but she can't make good purchase. She steps back so Matsu can get in.

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Taking a moment to charge her weapon with acrane power (swift action) Marra moves up standing over the dead or dying Captain bring her in range to attack the Flunke in blue with her small scimitar.
+1 keen scimitar w/+2 GH: 1d20 + 13 + 2 ⇒ (19) + 13 + 2 = 34 to hit
if hits w/+2GH +1AS: 1d4 + 6 + 2 + 1 ⇒ (1) + 6 + 2 + 1 = 10 damage
Critical Threat
to Confirm: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16 Nat 1 not confirmed

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Oops, I was dumb with hit points, thought Blue had as many as his happy captain.
Cirri makes to bring the soldier with the blue sash to the ground, but, even hardly aware of his surroundings, his feet are too firmly anchored to the ground. Such lower body strength is to no avail, however, when Marra steps forward and carves a painful wound into his stomach.
Karos (Divine Favor, Destruction Judgement, Bane)
Captain
Matsu
Cirri (Shield)
Marra (Good Hope, whole party)
Flunkies (blue -19 and dazed, will end on his turn)
Shandra
Vanzetti (Mage Armor, Snapdragon Fireworks)

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As said in Discussion, there's a wall between you and your target. I'll change to Blue for now, unless you'd like to do something else, in which case I'll go to Retcon One.
Matsu moves forward, once again with the speed and accuracy of a lightning bolt! His blade sings through the air, taking down the still-groggy soldier as a puppet whose strings were cut. The soldier with the red sash roars in anger, rushing to the door and slicing at Marra with a scimitar larger than her own. The other two Legionnaires shoot at her with hastily retrieved bows. Their rage, however, makes their strikes go far beyond the intended mark, and the halfling is able to dodge with practiced ease.
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Shortbow vs. Marra: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d6 ⇒ 2
Shortbow vs. Marra: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 ⇒ 5
Karos (Divine Favor, Destruction Judgement, Bane)
Matsu
Cirri (Shield)
Marra (Good Hope, whole party)
Flunkies
Shandra
Vanzetti (Mage Armor, Snapdragon Fireworks)
Party is up!

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With a single flamboyant wave of his arm, V both blasts the legionnaire in front with another pyrotechnic...
snapdragon firework vs red: 1d4 + 2 ⇒ (3) + 2 = 5
...and attempts to zap him with an icicle!
ray of frost, augmented with liquid ice both as focus and component, vs red: 1d20 + 3 ⇒ (10) + 3 = 13 minus whatever penalties for cover
piercing damage + cold damage: 1d3 + 2 ⇒ (3) + 2 = 5

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How high is the ceiling?
Cirri realizes it's really cramped in here...

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Karos hates the waste of life, still hoping they will surrender, but not holding his breath. As long as they're trying to kill Pathfinders, he'll keep shooting.
+2 Pistol, Divine Favor, Judgment of Destruction, Point-Blank Shot and Bane vs. Red: 1d20 + 11 + 2 + 1 + 2 ⇒ (12) + 11 + 2 + 1 + 2 = 28 <-vs. Touch AC
Damage: 1d8 + 2 + 2 + 3 + 1 + 2 + 2d6 ⇒ (5) + 2 + 2 + 3 + 1 + 2 + (4, 2) = 21

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Drawing arcane power into her weapon, Marra attacks the flunky in the red shirt with her scimitar before tumbling through his space into the front room, to threaten the flunkies and make room for others to attack.
+1 keen scimitar w/+2 GH: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19 to hit
if hits w/+2GH +1AS: 1d4 + 6 + 2 + 1 ⇒ (2) + 6 + 2 + 1 = 11 damage
acrobatics(tumble through foe DC=CMD+5) w/+2 GH: 1d20 + 18 + 2 ⇒ (19) + 18 + 2 = 39 Other two flunkies with bows out probably don't threaten, but if they do would add +2 to the DC each.

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Karos, not that you've been needing it, but remember Good Hope.
Marra, as Red is now down, which foe would you like to attack?
Reflex, Red: 1d20 + 2 ⇒ (9) + 2 = 11
The foremost soldier makes to throw himself against the wall to avoid the firework, but it crashes painfully into him despite his efforts. V's next trick, an icicle, narrowly misses, hitting the wall and causing frost to quickly creep across over a small patch. As the man shows no signs of backing down, Karos quickly follows up with a shot to the guts, blasting him to the ground in a bloody heap. Marra twirls into the next room, receiving no reprisal as the remaining two Legionnaires are currently carrying bows. They appear to regret that particular decision as she ponders which one to hit.
???: 1d20 - 4 ⇒ (11) - 4 = 7
Cirri looks to the ceiling in search of a way to overcome the choke point, noting the musty cellars are but ten feet tall.
Karos (Divine Favor, Destruction Judgement, Bane)
Matsu
Cirri (Shield)
Marra (Good Hope, whole party)
Flunkies
Shandra (Delaying)
Vanzetti (Mage Armor, Snapdragon Fireworks)

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Maybe it doesn't matter now, but if it makes any difference, I forgot to add good hope to my attack roll (and damage roll, if you rule that such applies to spells).

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It'd still miss, given cover, and the results would've been the same, him going down between the efforts of you and Karos. And good hope wouldn't apply, just to confirm, as your spell is not a weapon damage roll. I believe things such as that apply to weapons, items (including splash weapons), and some (if not all) Supernatural abilities and SLAs (like ray powers), but not to spells.

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Ten feet tall. Red soldier is unconscious. Or maybe dead.
Well, they have longbows, so Cirri isn't worried about provoking them. She runs right past.
"We'll stop their critical wounds, but you have to surrender. If not..."
Quarterstaff: 1d20 + 8 ⇒ (7) + 8 = 15
Arcane Strike Damage: 1d6 + 3 + 2 + 1 ⇒ (4) + 3 + 2 + 1 = 10

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Well, their tactics say they "don't consider retreat until it's too late," but you're giving them an opportunity to surrender, and they're being slaughtered, so...
"Okay, fine! We surrender! Just stop hurting us!" The man with the green sash, about to be sliced up by Marra, breaks down. He drops his weapons and gear, beckoning his fellow to do the same, and drops into a crouch to check on his leader and his fellow subordinates. "Dead, dead, barely alive...How?!" He sputters, after moving from the captain, to the blue sash, to the red, respectively. "They told us you were just some run-of-the-mill smugglers from the Pathfinder Society! In exchange for sparing some of our lives, we won't report you. There may be more of us about, however, not likely as lenient..."
Heal: 1d20 ⇒ 20
As the two finish binding the wounds of their only living comrade, the crate in the next room opens itself again, and with some difficulty, a squat, ugly man pops out and strolls over. He doffs his fez to the team and begins to speak rapidly. "Oh, effendi! My apologies, we did not expect any Pure Legion jackals." At this, the conscious soldiers glare but say nothing. "I am Masur the Ill-Favored, servant of the good Bey in all things. I was waiting for you by the entrance to the sea cave, but we had unexpected company in the form of these fools, who seem to have been tipped off about your presence here. Perhaps it would be better if they cooled their heels awhile in the cells. Now, what services do you require?"

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Cirri puts her staff at rest as the remaining guards calm down. "Oh, thank you so much! Now um, get out of here?" Cirri lets them take the remaining soldier for some medical care. Two needless deaths...
The short man emerges, and Cirri is glad to speak to someone who isn't trying to kill her. "Oh, hi, Masur! Odd nickname you've got...but we need help escorting someone to Wadi al-Hesr. He should be in the back."
Diplomacy: 1d20 + 2 ⇒ (18) + 2 = 20
Cirri extends her hand for a shake.

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Perception, Cirri: 1d20 + 2 ⇒ (3) + 2 = 5
Perception, Karos: 1d20 + 13 ⇒ (20) + 13 = 33
Perception, Marra: 1d20 + 13 ⇒ (9) + 13 = 22
Perception, Matsu: 1d20 ⇒ 15
Perception, Shandra: 1d20 + 9 ⇒ (17) + 9 = 26
Masur chuckles and shakes Cirri's proffered hand. "I do not recall which childhood mishap earned me that title, but it stuck. The Bey has been forewarned of your cargo, I'm sure he is about...Ah, there he is!" The short man exclaims as Agosa peeks out from around the corner of the cells. When chained with the expensive manacles they were carrying and shut in the cells, the soldiers hiss at the cleric and call Masur and his master infidels. Noting the unconscious survivor's disheveled and bloody state, Agosa holds out a hand to heal him, but his fellows drag him further back into the cell, as if the priest was more likely to give a plague or a wound than cure one.
Masur begins once again with directions and explanation. "Though we have longed for your esteemed presence, have yearned to show you all the delights of Qassabah Heb Amar, the blessed Bey El Makkra sends word that you may not ascend to the rooms above. For, if you do, you will certainly be captured by the Pure Legion”—at this Masur spits on the ground—“and that would be tragedy indeed. The Bey cares not for his own security, but for yours alone, I assure you. I am bidden to take you to another route, whereby you may pass through the stronghold undetected and go on your blessed way in safety.”
"It is a secret route, untouched and unseen for hundreds of years, but it will take you through a complex of tunnels to the southern postern gate, where I have arranged camels for all of you to Wadi al-Hesr." He talks as he walks, bidding all to follow once the Legionnaires are secure in their cells. The Pathfinders follow Masur down the staircase they just came up, to the beach where their boat is moored. He then points out the "secret" route, which was rediscovered not ten minutes ago by none other than the Pathfinder Society. "I will not be accompanying you through the tunnels, so use your best judgement. Some say it has become haunted after centuries of lack of use, and while I do not believe it, nor would I be surprised. Besides, I must attend to my master and stall the Pure Legion, curses unto their name, as well as keep them away from the southern gate. Have you any questions?"

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"Oh. Anything else about those tunnels? Is there a sign we can use to recognize your agents?"
Oh man, more undead?
Cirri tries to recall anything interesting about these tunnels.
Knowledge: 1d20 ⇒ 16
+7 Arcana, +7 Dungeoneering, +4 Local, +7 Nature, +4 Geography, +7 Planes

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"I am the only one, it is better that way. Only one is required, and more would increase the likelihood of the secret slipping out, you see?"
As she listens, Cirri is also mulling over a wealth of knowledge gleaned from her career as a Pathfinder and elsewhere. She recalls one passage in particular, perhaps due to its gruesome topic:
In 4612, Sa'ad Bakir, ambitious thief and scion of the Bakir family of Katheer, met his end at Qassabah Heb Amar. He sought to take the ultimate prize from the Bey of the day (the current one's great-grandfather), his daughter Ahira, but was sloppy. He was captured, Ahira was returned to her opulent chambers, and the thief, unbeknownst to his lover, was tortured terribly for his grave misdeed. After some time of this, he woke up one day to find his tormentors gone and himself unbound. Although free, his injuries and fatigue got the better of him, and he fainted in a hall on his way out of his prison castle. As it was also ankle-deep in water, he drowned not a hundred yards from freedom, nothing else in his way, dying a death more ignominious than the torture he had escaped. It is still unknown to us what became of his captors.
From wherever she has heard this passage, Cirri also knows of rumors that the Bey of that time practiced the ultimate sin of religion, and to some evil deity at that, which may have explained his lust for torture. Additionally, she has heard tales of the place being haunted, just as Masur seems to describe.
Marra, while walking and listening, scans the rag for particular magical properties. She is able to discern that it is a Dead Man's Shroud, a cloak capable of hiding the wearer from the risen dead, as well as from normal sight, for a time. From its location and appearance, it can be guessed that perhaps smugglers abandoned it or forgot its existence, for how long one cannot say.

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"Nor I," says Karos, "But I will go. Cayden's laughter will protect me."
I volunteer to take the shroud and scout ahead.
"Is anyone else concerned about who told the Legion we were coming?"

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Perception, Karos: 1d20 + 13 ⇒ (11) + 13 = 24
Intelligence Check?: 1d20 ⇒ 16
Karos takes the shroud and ventures forward, leaving the others to stand ready and ponder his question. As he rounds the bend, before him is a long hallway, with several slight alcoves and two feet of tide water on the floor difficult terrain and a -2 to Acrobatics checks. He also hears a faint splashing, though there seems to be no movements in the water, which tapers off by the end of the hall, so the sound is likely coming from this passage. The Alkenstar man is given little time to investigate, however, as a battered, tortured Keleshite man appears! He is clad in sodden rags, his dripping hair is matted with salt, and he is coughing up massive gouts of seawater! He also carries an hourglass under one arm, but as he takes it in both hands and upends it, Karos begins to feel sleepy. Agosa, who had been following up until the bend, also sees the man and promptly collapses. He nearly falls face-first into the water, but his head is instead painfully propped up by the wall on his way down.
Karos, if you could make me a DC 14 Will save, or fall asleep.
Upon hearing the loud splash of the priest's unconscious body, massive amounts of rats pour from some cracks in the walls in search of a meal. Most are too small and not unified enough to pose a threat, but five particularly large ones, if lean from hunger, zero in on Karos, up or not!
Initiative, Cirri: 1d20 + 1 ⇒ (13) + 1 = 14
Initiative, Karos: 1d20 + 7 ⇒ (6) + 7 = 13
Initiative, Marra: 1d20 + 5 ⇒ (2) + 5 = 7
Initiative, Matsu: 1d20 + 1 ⇒ (6) + 1 = 7
Initiative, Shandra: 1d20 + 2 ⇒ (7) + 2 = 9
Initiative, Rats: 1d20 + 3 ⇒ (6) + 3 = 9
Cirri
Karos (pending save)
Rats
Shandra
Marra
Matsu
Vanzetti

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"The story of Sa'ad Bakir is pretty sad, all things considered- what is that? Oh boy..." Cirri frowns as she sees... yup, undead.
Cirri flips through her notebook and casts a spell. Her hands and feet become webbed and sticky, and she uses this opportunity to climb up along the wall towards Karos.
Casting Monkey Fish, then climbing up 5 feet above the ground and crawling 5 feet across. I'm on the southern wall.

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Will save (DC 14): 1d20 + 9 ⇒ (1) + 9 = 10 I hate you, Paizo die roller. I hate you like I hate salads and migraines. I hate you like I hate bad poetry and Tolkien knock-offs. I hate you like I hate cold showers and con funk...

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@Karos: I know, right? Anyway, I assume you're not popping your reroll, as you didn't say anything, but if you want to, just holler.
Cirri casts a spell and walks across the wall towards a more advantageous position, while Karos sways slightly and collapses in the water. The rats paddle quickly forward, accustomed by now to easy meals rendered helpless by whatever lurks in this hallway. While they have no clue as to what it is, they appreciate it for the bounty it provides when people come by. They swarm the unconscious Karos, biting madly.
Damage: 1d4 ⇒ 3
Bite: 1d20 + 1 ⇒ (11) + 1 = 12
Damage: 1d4 ⇒ 3
Bite: 1d20 + 1 ⇒ (18) + 1 = 19
Damage: 1d4 ⇒ 1
Bite: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 1d4 ⇒ 4
Bite: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 1d4 ⇒ 3
I don't think any of those miss while you're helpless, so if you could now make me 5 Fort saves vs. Disease, sorry. Multiple failures don't give you more diseases, though.
Okay, so, if you fall unconscious in this water, you are considered drowning (0 to -1 to dead over 3 rounds, I think, arghhhhh) but another PC can essentially prop up the PC with a standard action, removing the risk. However, if combat occurs in the PC's square or the ones adjacent, there is a chance of them falling back in again.
Cirri (Monkey Fish)
Karos -14 (ZZZ)
Rats
Shandra
Marra
Matsu
Vanzetti
Party is up!