
Lark Greenwood |

Acrobatics, don't trip!, heroism, blinded, DC 10: 1d20 + 13 + 2 - 4 ⇒ (15) + 13 + 2 - 4 = 26
Acrobatics, avoid AoO, heroism, blinded: 1d20 + 13 + 2 - 4 ⇒ (7) + 13 + 2 - 4 = 18
Leaving a trail of blood Lark withdraws behind Corwin. He calls out in response to Emberar, "Falling back!"
Using withdraw to deny sahuagin LT 2 an AoO.

Kahuranga |

Seeing Lark safely withdraw from the melee, Kahuranga drops toward the lower deck. He flicks some water toward the berths and then blows dust into the air. The dust swirls toward the ceiling before freezing into a hail and ice storm, pummeling the sahuagin.
Move Action to fly down, then standard action to cast ice storm
Ice storm bludgeoning damage: 3d6 ⇒ (5, 1, 3) = 9
Ice storm cold damage: 2d6 ⇒ (2, 2) = 4
No save for the damage, but spell resistance does apply
"This should slow them down a bit. Lark and Corwin, perhaps if you could continue your retreat we could hold them here for a moment, and I could continue to harass them in there."
Snow and sleet continue to fill the room. Creatures inside this area take a -4 penalty on Perception skill checks and the entire area is treated as difficult terrain.

GMDQ |

Lark, withdrawal is a full round action where you move at full speed (in this case 30 ft due to the darkness halving your speed from 60'). Acrobatics to avoid AOO is a move action that halves your speed further. You can't do both in one turn. I am interpreting your action this way: you made an Acrobatics check to avoid AOO from both sahuagin and moved 15 feet, then used another normal move action to move up to 30. The result is the same, I'm just pointing it out so folks remember the actions and speeds that different forms of movement takes.
Kahuranga sees Lark appear next to Corwin after announcing his fallback, and descends to cast his spell. The priest and the two sahuagin soldiers scream as unexpected hail slams down upon them.
Thren, you're up! I will post the round summary after she acts.

Threnody 'Thren' Nocturne |

Sorry, Thursday's storm knocked out power for a full day, then the 'net was down. Back to business.
attack Sahuagin 2: 1d20 + 10 ⇒ (12) + 10 = 22
damage: 1d6 + 4 ⇒ (5) + 4 = 9
Thren sees Lark take multiple ugly hits before pulling back, feeling a bit of sympathy for her captain. Who jumped in front like she does. And paid the price-like she does.
The bard then makes her way up to the front over the jumbled battlefield and stabs the crazy (and badly wounded) sahuagin with her sword, all the while singing her heart out.
Standard action: hit sahuagin #2
Move action: cross the ship
Swift action: arcane strike
If my math's right, this guy's now at 0 hp.

GMDQ |

Thren, I'm confused. You said you were attacking sahuagin 2, which is the token labeled 2 on the north side of the ship. You've moved your character next to the sahuagin priestess (the large blue sahuagin in the flying superhero pose). If you want to move to sahuagin 2, you need to move farther and provoke and/or take precautions against AOOs--and moreover move into the space now covered in hailstones (difficult terrain, so slows movement). Please clarify--where do you move and who do you attack?
Kahuranga, what's the duration on the terrain effect of ice storm?
Also just reminding folks that some of the aoe and character markers are obscuring some of the walls on the ship, but bear in mind there are some walls and whatnot blocking clean line of sight from the cook's cabin. Thren would not have been able to fully see Lark be attacked from where she was standing, but certainly would see his state once he returned.
Sorry for continually stopping and asking for clarification. This is a complex fight, more than I expected!

Threnody 'Thren' Nocturne |

Grr...my bad. I misread which was which. I moved where I wanted to, even with difficult terrain (haste boosted my move enough for that). Is it acceptable to say I swung at the priestess instead for that damage? She obviously won't got down from it.

GMDQ |

No problem
Thren moves forward, protectively in front of Lark, and slashes at the priest.
The priest snarls, clutches her holy symbol protectively before her as the ground is too slick for her to step back quickly. She tries to cast a spell, looking first at Threnody, but then with a look of doubt, points at Corwin instead.
Concentration, Casting Defensively plus with indoor sleet, DC 26: 1d20 + 12 ⇒ (18) + 12 = 30
Corwin feels his muscles begin to stiffen.
Corwin Will Save DC 16: 1d20 + 5 ⇒ (4) + 5 = 9
And finds his person magically held, unable to move.
Meanwhile Threnody, though seeing no one quite yet, feels a brush of movement near her...
Invisible Sahuagin Attack! vs Flat Footed Thren: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
Damage + Sneak Atack: 1d4 + 5 + 3d6 ⇒ (3) + 5 + (3, 5, 2) = 18
She feels a dagger slip past the protection of her armor and dig deep... to see fading into view another sahuagin, this one wearing a Rahadoumi naval officer's hat.
The fitter of the two sahuagin warriors moves around to flank Thren, but the ice storm forces him to move so slowly he only just can get into position. He also looks like he is foaming a bit at the mouth now.
The more severely wounded warrior makes his way forward to attack Thren, swinging one claw at her.
Sahuagin Lt 2 Attack Thren, blood frenzy: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14
But driven to distraction, he misses!
Round 2 going into 3
Emberar HP 41/48 | AC/T/FF: 19/12/18 | CMD 19 (23 v. overrun/trip) | F+9 R+4 W+8 (+2 v. enchant) | fly, haste
Corwin HP 91/95 | AC 20, T 10, FF 20 | CMD 22| F+9 R+3 W+5 | haste, paralyzed for 4 rounds
Kahuranga hp 34/34 | AC 19, 21 vs missiles T 14 FF 12 | CMD 17 | Fort +2 Ref +4 Will +5 +2 vs air/elec | mage armor, fly, haste
Threnody HP 31/63 | AC 21 T 13 FF 18 | CMD 19| Fort +5, Ref +9, Will +6 | haste
Lark HP 19/68 | AC 19 T 14 FF 15 | CMD 19 | Fort++2(4), Ref+8, Will+6 | 4 Con damage, bear's endurance, heroism, haste
Sahuagin Priest hp 35/57 | AC 21 T 12 FF 21 | Fort +7 Ref +4 Will +11 (+2 vs good) | ??
Sahuagin Infiltrator hp 52/52 | AC 22 T 13 FF 19 | Fort +6 Ref +12 Will +8 ?? |
Sahuagin LT 1 hp hp 37/50 | AC 20 T 13 FF 17 | Fort +6 Ref +7 Will +6 (1 vs fear)
Sahuagin LT 2 hp hp 9/50 | AC 20 T 13 FF 17 | Fort +6 Ref +7 Will +6 (1 vs fear)
Emberar and Corwin (if he gets unparalyzed), then rest of party. Some good tactics, folks, don't despair yet.

Threnody 'Thren' Nocturne |

Reminder for the future, it wouldn't have changed anything, but Thren has the Disruptive feat when dealing with casters.
Thren realizes she's now surrounded, bleeding a bit more, and that if the sahuagin don't kill her it's likely Sandara will after this fight. Stirred on by that, she takes a swing at the badly wounded sahuagin.
attack on sahuagin lt 2: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
But feeling just a mite hemmed-in her aim is off.
Then she moves back against the wall with as much agility as she can muster, singing all the while.
Acrobatics to avoid AoO: 1d20 + 13 ⇒ (4) + 13 = 17
Standard action: swing and miss
Move action: move 5' south Acrobatically if possible
Swift action: Arcane strike
Free action: maintain Inspire courage
Free action: put bounty out on die-roller

GMDQ |

Thanks for the reminder, Thren. Yes, if just barely, it wouldn't matter but it's still important. Can you please put "Disruptive" in your microstatblock so I remember. See my Arcane Duelist for an example (and no, just because I play an Arcane Duelist does not mean I will remember your class abilities when I'm trying to run four fish monsters. ;p :) )
Hoping Emberar is able to post soon as I know he's got that scroll of dispel and I don't want to bot his choice as to how he is going to use it.

Emberar "Sunstruck" Lealtus |

I believe you can also make a Will save, Corwin!
Emberar, realizing that his crew is in trouble up ahead, decides the time has come to cut loose. "Clear the door!" he cries.
Assuming that Kahuranga gives me a place to stand, he'll move up to the door and...
As he steps into the darkness, Emberar begins to read the words on the scroll, and as he completes them, he casts his hand forward into the darkness.
Keltheald, please let this work!
CL check: 1d20 + 5 ⇒ (11) + 5 = 16
Mechanically, I think this'd be: 1) delay until Kahuranga's turn. 2) Move up to the door (square K is currently occupying). 3) Cast dispel magic on the darkness!

GMDQ |

Good catch, Emberar. As a full round action Corwin, you can attempt another saving throw. DC is 16.
Emberar is delaying so Kahuranga, you're up.

Kahuranga |

Since I am probably about to die, please note that my mini stat block here is correct. It differs some from what is in the shortcuts. I think 34 hit points was from when I didn't realize how we were generating hit points.
I was hoping to be on this crew longer before I had to die playing the hero, but here goes.
"Clearing the door!"
Kahuranga flies into the galley and takes a hard left, attempting to slip behind the Sahuagin pirate.
Sahuagin Infiltrator Attack of Opportunity: 1d20 + 10 ⇒ (6) + 10 = 16
The swashbuckling shark man misses in his surprise. I think, might be wrong about his bonus to hit.
Flying through the cabin until he lines up a good shot, he draws a small glass rod from a pouch on his bandolier and rubs it with a preserved mouse pelt. Pointing the rod at his foes, he unleashes a crack of light and thunder as a tiny portion of the power of a storm.
Lightning bolt damage: 7d6 ⇒ (5, 4, 2, 1, 3, 1, 5) = 21
Cleric Reflex save: 1d20 + 4 ⇒ (16) + 4 = 20
LT 2 Reflex save: 1d20 + 7 ⇒ (15) + 7 = 22
Infiltrator Reflex save: 1d20 + 12 ⇒ (17) + 12 = 29
All three save, so 10 electrical damage to each. That was a waster.
Move action to fly through the door. I can do that with only provoking the attack from the Infiltrator. Standard action to cast lightning bolt. You're up Emberar. Hope you do better than I.

GMDQ |

I'll fix your statblock, thanks! Technically you need to make a concentration check to cast in the ice storm but I think you'd succeed on a 1 so no need. Infiltrator Attack bonus with dagger is correct--but do remember a creature may not choose to take an AOO. :) (This was fine though.) Thren, the square behind you was normal terrain so you just 5 foot stepped into it.
Kahuranga makes good use of his flight, flies through the cabin, and sends a lightning bolt through most of the creatures. While they all dodge the worst of its effects, the heavily damaged one falls to the ground, smoking and very unconscious.
Emberar then moves forward and casts dispel magic, targeting the darkness spell in the room. The darkness of the room is now slightly less dark, more of a normal bluey-black darkness than a malevolent purply darkness, but it is still dark, because there is no lighting in the area. (To be clear, the darkness spell dispelled the light in addition to creating its own effect, so you are still in the dark. )
Presuming Corwin wants to do this Will save vs Hold Person: 1d20 + 5 ⇒ (18) + 5 = 23
Corwin struggles until he can move again. Can act normally next round
Lark is up.

Threnody 'Thren' Nocturne |
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Kahuranga: you're doing just fine. Trust me, we've already done plenty worse in the past. Sometimes the dice just don't cooperate. Thren went down to negatives four separate fights on Brightglass Island. You too one down, so you're doing good.

GMDQ |

The priestess steps further back and points at Lark, a bolt of ice shooting out from her finger.
Ranged Touch Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Crit Confirm?: 1d20 + 5 ⇒ (11) + 5 = 16
And a razor sharp icicle lands right into one of his open wounds.
Critical Damage: 2d6 + 4 ⇒ (4, 4) + 4 = 12
The infiltrator somersaults past the awakening Corwin and lunges at Lark with his sharp teeth, hoping to take the torch-bearer down.
Acrobatics to Avoid AOO, DC 22: 1d20 + 14 ⇒ (20) + 14 = 34
Bite attack: 1d20 + 11 ⇒ (20) + 11 = 31
WTF? Okay then.
Crit Confirm: 1d20 + 11 ⇒ (18) + 11 = 29
Bite, Critical Damage: 2d4 + 10 ⇒ (3, 3) + 10 = 16
He tears open a large, bleeding gash, and Lark falls to the ground, bleeding profusely. -9 hit points and dying
The torch remains lit, but if it stays on the (non icy part of the) floor, it will probably set the floor on fire soon.
The remaining lieutenant jabs at Thren while frothing at the mouth and then also deciding to try to bite her with that frothy mouth.
Trident Attack, blood frenzy: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29
Damage: 1d8 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Bite Attack, Blood frenzy: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
He pierces through Thren's armor fiercely, but she dodges easily when it closes in for the bite.
Okay, that was nasty, but you guys got this. Several of you still have taken no damage
Let's just call this Round 3
Emberar HP 41/48 | AC/T/FF: 19/12/18 | CMD 19 (23 v. overrun/trip) | F+9 R+4 W+8 (+2 v. enchant) | fly, haste
Corwin HP 91/95 | AC 20, T 10, FF 20 | CMD 22| F+9 R+3 W+5 | haste, no longer paralyzed!!
Kahuranga hp 49/49 | AC 19, 21 vs missiles T 14 FF 12 | CMD 17 | Fort +2 Ref +4 Will +5 +2 vs air/elec | mage armor, fly, haste
Threnody HP 17/63 | AC 21 T 13 FF 18 | CMD 19| Fort +5, Ref +9, Will +6 | haste
Lark HP -9/68 | AC 19 T 14 FF 15 | CMD 19 | Fort++2(4), Ref+8, Will+6 | 4 Con damage, bear's endurance, heroism, haste, dying
Sahuagin Priest hp 25/57 | AC 21 T 12 FF 21 | Fort +7 Ref +4 Will +11 (+2 vs good) | ??
Sahuagin Infiltrator hp 52/52 | AC 22 T 13 FF 19 | Fort +6 Ref +12 Will +8 ?? | (didn't take damage because he has Evasion)
Sahuagin LT 1 hp hp 27/50 | AC 20 T 13 FF 17 | Fort +6 Ref +7 Will +6 (1 vs fear)

Lark Greenwood |

I should have reminded you earlier, but Lark has Resiliency. When he hits 0 HP (or lower!) he gets 14 temporary HP for 1 minute. So he's still up and fighting at 5 HP.
Also, I'll second that WTF!? Seriously.

Corwin Corke |

ah, you beat me to the will save GM! I'll take it
As he struggles to overcome the spell, Corwin can't quite stop the attack on the captain. His eyes fill with anger. Not about to let someone take out a man under my protection! With his body now responding again, and the feeble light of a sputtering torch, he brings his sword up to slash at the creature.
sword,PA: 1d20 + 15 ⇒ (14) + 15 = 29 dam: 2d6 + 17 ⇒ (6, 5) + 17 = 28
sword,PA: 1d20 + 10 - 2 ⇒ (4) + 10 - 2 = 12 dam: 2d6 + 20 ⇒ (4, 3) + 20 = 27

Threnody 'Thren' Nocturne |

GMDQ, please stop showing off how you've managed to bribe the Crankipator :)
attack on LT 1: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
attack on LT 1: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
damage on LT 1: 1d6 + 6 ⇒ (1) + 6 = 7
Thren bites back a shriek of pain as she's impaled by the sahuagin's trident. Corwin's rush gets a sigh of relief from her and she focuses her efforts on her attacker. Her blade passes harmlessly by the creature's head on her first strike, but her second attack manages to tag it.
Full attack (hasted)
Swift action: Arcane strike
Free action: maintain inspire courage round 3

Kahuranga |

"Excellent. In future I recommend we take great pains to keep Mr. Corke in finer fettle. His strong arm is best kept swinging. I shall endeavor to keep this magician occupied until you can strike her down."
Kahuranga intones something that sounds like a distant thunderstorm, swirling a scorched twig. A small storm cloud appears above his palm before he casts it in the direction of the priest.
Standard action to cast agressive thundercloud.
Priest Reflex save DC 17: 1d20 + 4 ⇒ (12) + 4 = 16
[ood]That fails unless I've missed something in the priest's stats.[/ooc]
agressive thundercloud damage: 3d6 ⇒ (3, 3, 2) = 8
Whittle by whittle.

GMDQ |

Yep, she failed. Though if I am reading this right, she now has 20% concealment. On the upshot you've added a little more light to the area as well.

Emberar "Sunstruck" Lealtus |

Emberar bellows and—finally able to see—hustles into the galley, stepping into the open doorway to harass the priestess.
Attack the priestess (PA, FF): 1d20 + 9 ⇒ (12) + 9 = 21 for 1d10 + 11 ⇒ (7) + 11 = 18
Miss chance (1-20 bad): 1d100 ⇒ 79
Will move due north from the square I would’ve ended up in on my delayed action, which is just east of Lark...but I’m on my phone, someone move me to the Galley door pretty please? 10’ due east of the priestess. And thanks to my reach I am now threatening her!

GMDQ |

The priestess collapses after Emberar's and Kahuranga's combined efforts. A literal thundercloud of doom hanging over her head to boot.

GMDQ |

Though possibly suicidal, the sahuagin infiltrator bellows in bleeding rage, slips over to combat Threnody. 5' step
His AC is -2
Attack Thren, Dagger 1, flanking, blood frenzy: 1d20 + 10 + 2 + 2 ⇒ (19) + 10 + 2 + 2 = 33
Attack Thren, Dagger 2, flanking, blood frenzy: 1d20 + 10 + 2 + 2 ⇒ (18) + 10 + 2 + 2 = 32
Attack Thren, Bite, flanking, blood frenzy: 1d20 + 6 + 2 + 2 ⇒ (5) + 6 + 2 + 2 = 15
Confirm Crit, Dagger 1, flanking, blood frenzy: 1d20 + 10 + 2 + 2 ⇒ (20) + 10 + 2 + 2 = 34
Dagger Critical+Sneak Attack: 2d4 + 10 + 3d6 ⇒ (3, 3) + 10 + (4, 5, 1) = 26
Taking Threnody down with the first attack, she bleeds heavily on floor. (Now SHE'S at -9) What I'd like to do is have him turn his attacks on Lark next, but I'm not sure you can have more than 1 target per round. What do y'all think?
The sahuagin lieutenant picks his way over the ice to try to stab at Corwin, but the terrain prevents him from being able to get into position.
Trident Attack Corwin, Blood frenzy: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
Damage: 1d8 + 7 + 2 ⇒ (6) + 7 + 2 = 15

GMDQ |

Round 4
Emberar HP 41/48 | AC/T/FF: 19/12/18 | CMD 19 (23 v. overrun/trip) | F+9 R+4 W+8 (+2 v. enchant) | fly, haste
Corwin HP 91/95 | AC 20, T 10, FF 20 | CMD 22| F+9 R+3 W+5 | haste
Kahuranga hp 49/49 | AC 19, 21 vs missiles T 14 FF 12 | CMD 17 | Fort +2 Ref +4 Will +5 +2 vs air/elec | mage armor, fly, haste
Threnody HP -9/63 | AC 21 T 13 FF 18 | CMD 19| Fort +5, Ref +9, Will +6 | haste
Lark HP 7/82(68) | AC 19 T 14 FF 15 | CMD 19 | Fort++2(4), Ref+8, Will+6 | 4 Con damage, bear's endurance, heroism, haste
Sahuagin Priest hp -1/57 | AC 21 T 12 FF 21 | Fort +7 Ref +4 Will +11 (+2 vs good) | ?? dying
Sahuagin Infiltrator hp 24/52 | AC 20(22) T 11(13) FF 17(19) | Fort +6 Ref +12 Will +8 ?? |
Sahuagin LT 1 hp hp 20/50 | AC 20 T 13 FF 17 | Fort +6 Ref +7 Will +6 (1 vs fear)

Kahuranga |

I don't think there is a requirement to declare the target of all of your attacks before you make any of them.
Kahuranga flicks his hand to the right, direction the miniature cloud toward the lieutenant.
Lieutentant Reflex save DC 16: 1d20 + 7 ⇒ (4) + 7 = 11
Agressive thundercloud damage: 3d6 ⇒ (3, 6, 3) = 12
So he will have concealment granting a 20% miss chance against him.
He then intones a familiar curse toward the infiltrator.
Infiltrator Will save vs Misfortune DC 17: 1d20 + 8 ⇒ (15) + 8 = 23
Move action: Direct cloud, Standard Action: Misfortune Hex.

Threnody 'Thren' Nocturne |

Yes, you can target multiple opponents in one round. *sigh* Sandara's gonna kill me if I don't bleed out....
Inspire courage is no longer active. This means the +2 bonus to stuff is gone. Haste is running.

GMDQ |

Okay, then
The lieutenant, after dropping Thren, turns on Lark. The dagger attack hits
Damage, blood frenzy: 1d4 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Now Lark is also unconscious and bleeding. Note if his temp HP runs out before he is healed, the hp loss could be enough to kill him

Corwin Corke |

haste attack from last round- @the same one he was attacking
sword: 1d20 + 15 - 2 + 1 + 2 ⇒ (19) + 15 - 2 + 1 + 2 = 35 dam: 2d6 + 20 + 2 ⇒ (3, 2) + 20 + 2 = 27 crit?: 1d20 + 15 - 2 + 1 + 2 ⇒ (2) + 15 - 2 + 1 + 2 = 18 dam: 2d6 + 20 + 2 ⇒ (3, 5) + 20 + 2 = 30
Now will multiple foes, and both of his employers down, Corwin is pretty pissed. @same one unless it has dropped
sword,PA,FF: 1d20 + 15 + 1 ⇒ (13) + 15 + 1 = 29 dam: 2d6 + 17 ⇒ (4, 3) + 17 = 24
sword,PA: 1d20 + 10 - 2 + 1 ⇒ (9) + 10 - 2 + 1 = 18 dam: 2d6 + 20 ⇒ (5, 6) + 20 = 31
haste,PA: 1d20 + 15 - 2 + 1 ⇒ (2) + 15 - 2 + 1 = 16 dam: 2d6 + 20 ⇒ (2, 5) + 20 = 27

GMDQ |

For simplicity's sake so we don't have to retcon a lot of action, let's say all of that damage is this turn, and the Infiltrator is now really most sincerely dead. You are standing such that you can hit the Lt with the rest of your attacks, and both are now down.
Two of your number lie unconscious and bleeding, but the sahuagin are all dead or near-death. The infiltrator has been churned into so much chum by Corwin.
The ship is dark and silent. Emberar, standing in the door to the galley, sees the hatch down below is open. The light from Kahuranga's thundercloud is just enough that he can see water partly fills the lower level, and the sheen of several large bulbous objects... giant fish-like eggs.

Corwin Corke |

"Sunstruck, get yer ass over here," Corwin bellows as he kneels down next to his injured comrades. He picks the torch up off the floor before it sets the whole damn place alight, and stomps out any of the embers that may have spread.

Kahuranga |

Kahuranga makes a smoothing gesture toward Thren while chanting, "mu-te-tu-ku..."
Thren's wounds suddenly close and her bleeding stops. The mess remains.
Standard to cast stabilize. I can do that at 40 feet, so in two rounds I can stabilize both of them. I have a wand of CLW I can burn some of to bring them back to positive. Not sure how much Sunstruck wants to burn his resources.
"Excellent work, Corwin. It seems we two new recruits have proven our worth today."

Emberar "Sunstruck" Lealtus |

"You certainly have," Emberar says grimly. "Now, make sure the sahuagin are properly dead." He casts light on the end of his halberd and then rushes over to Lark to heal him.
Dropping Water Walk for CSW: 3d8 + 6 ⇒ (2, 6, 4) + 6 = 18
Assuming the flames don't seem to be spreading too fast, he does the same for Threnody.
(Though I think I can only drop prepped spells, so...CMW): 2d8 + 6 ⇒ (5, 7) + 6 = 18
As soon as the sahuagin are all confirmed dead, he begins to channel energy.
Channel 1: 3d6 ⇒ (3, 1, 4) = 8
Channel 2: 3d6 ⇒ (2, 5, 2) = 9
I'm guessing by that point at the latest, we'll need to move, but that should have everyone conscious in a not-too-scary place.

Threnody 'Thren' Nocturne |

The bard sits up with a groan after Sunstruck heals her back to wakefulness. "Oh good, no visions this time," she mutters as she looks herself over. She glances over to Lark and gives him a half-smile. "I bet you now get why I was so mad back at Brightglass!" She teases tiredly. The tiefling woman rises to her feet slowly, reclaiming her weapon. Then she looks around at the rather messy battlefield.
"Let's loot the bodies before we forget or set the whole ship on fire." She suggests. Then she begins using healing magic herself.
cure light wounds, Thren: 1d8 + 5 ⇒ (8) + 5 = 13
cure light wounds, Thren: 1d8 + 5 ⇒ (6) + 5 = 11
cure light wounds, Lark: 1d8 + 5 ⇒ (7) + 5 = 12
cure light wounds, Lark: 1d8 + 5 ⇒ (4) + 5 = 9
"That's what I got, after that I've got my wand."
Sunstruck, yes, you can only convert prepared spells into cure wounds spells. It doesn't work with say, a wand; that's not a prepared spell, it's a magic item. Domain spells are, however, prepared and fair game.

GMDQ |

Corwin retrieves the torch before the damp wooden floor catches fire and makes sure no ember ignites any tar covered surface. There is no immediate danger and no sounds or signs of other hostile presences.
There is the rest of the deck to explore, sahuagin bodies, and possibly the deck below, but again from what you can see, that level is flooded and filled with giant fish eggs.

Threnody 'Thren' Nocturne |

Thren starts looking around the immediate area to see if there's anything of value stashed by the sahuagin.
Perception: 1d20 + 10 ⇒ (6) + 10 = 16

Lark Greenwood |

"Good work, everyone. I wish I could say that was all part of the plan so y'all could show us your stuff." Lark shakes his head at his torn and bloody armor. "At least now you know how our fights usually go."
"Let's salvage what we can and go check on Rosie." Before he starts searching Lark peers into the lower hold and says, "Has anyone seen these before? I was figuring to burn this wreck when we leave. That sound right to y'all?"
Perception, heroism: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Knowledge local, heroism: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14

Threnody 'Thren' Nocturne |

"I disagree, Lark. Our fights have usually gone with you and Lee in fine shape and me torn to ribbons. With one notable exception. Don't worry, I can get you back to proper attire soon enough, I have lots of practice." Thren banters. "Other than that, burning this thing sounds good. I was definitely wondering about the eggs though. Are they sahuagin eggs? Tasty? Valuable? Any loot down there?"

Kahuranga |

Knowledge: 1d20 ⇒ 11 +13 Arcana, +9 Nature, +10 Planes if any of those apply.
Kahuranga will take a moment to ponder the eggs before seeing whether any of the Sahuagin were carrying any arcane items.
Casting Detect Magic and poking about.

GMDQ |

The eggs, you all think are very reasonable to assume, are sahuagin eggs. Shining a light below, you see bloated corpses of mariners, floating in the brine, probably placed there to be eaten by the hatchlings.
You search the bodies and the lower deck.
Upon the bodies, you find the following:
wand of cure moderate wounds (11 charges)
potion of lesser restoration
potion of cure moderate wounds
cloak of resistance +1
Aura faint illusion; CL 5th
Slot head; Price 3,500 gp; Weight 1 lb.
Description
Preserved sections harvested from several different human faces cover this mask. When worn, the mask desaturates the wearer’s color, making him appear shadowy and granting a +5 competence bonus on Stealth checks. Once per day as a full-round action, the wearer can cause the mask’s features to take on the appearance of any creature of the wearer’s basic size and shape within 60 feet that he observes, allowing the wearer to adopt that creature’s appearance for 1 hour. This grants him a +10 bonus on Disguise checks made to appear as the creature. The mask also grants the wearer a +1 bonus on attack rolls and weapon damage rolls made against the creature he is disguised as, as the mask builds upon the wearer’s rage and jealousy of the target’s appearance.
Construction
Requirements Craft Wondrous Item, disguise self, rage; Cost 1,750 gp
+1 studded leather
+1 trident
+1 trident
mwk trident
mwk underwater heavy crossbow (x3)
50 crossbow bolts
mwk daggers (x2)
dagger (x6)
gold unholy symbol of Dagon (worth 100 gp)
mwk thieves tools
1172 gp (mainly in the mother-of-pearl form of coinage many seafolk use, but also some mundane coinage)
In the storage room:
The room is a mess, clearly searched through by the sahuagin upon their arrival.
You find a number of mundane weapons that probably belonged to the original crew. The only non-damaged, useful items include 3 masterwork scimitars and an alchemical silver dagger. You also find 2 ballista bolts in good condition (but the stored ballista there are in very poor condition and would be hard to remove). Most supplies and foodstuffs are in bad shape, though there is some food in the galley that could be restored with purify food and drink if any of you are capable of casting it.
More interesting, you find a large chest in surprisingly excellent condition. It is made of wood coated with a resined canvas (picture something like a steamer trunk), with reinforced metal hinges and corners made of steel and coated in bronze. It is unlocked, with minor signs that it had been picked and de-trapped by whomever opened it.
Within is three bolts of high quality Rahadoumi silk, one purple (20 yards, worth 400 gp), one crimson (20 yards, worth 300 gp), and one a golden color (but to be clear, not gilded) (20 yards, worth 300 gp). (Or the three together serve as 1 point of plunder).
Unlike almost everything else here, this cloth is in excellent condition, untarnished by mold or dampness. Examining the area with detect magic you realize the cloth is ordinary, but the trunk itself is magical, imbued with simple transmutation and warding magics that allow it to protect the contents from the elements so long as the trunk is shut. It is not so elaborate that it would preserve the contents--i.e., if you put a side of meat within, it would likely spoil--but it keeps out the effects of extreme cold, heat, and is effectively waterproof. It is about 3 feet wide by 2 feet long by 2.5 feet deep. You'd guess its value at about 2,000 gp, bearing in mind capability, size, and craftsmanship. Unfortunately its key to lock it appears to have been lost.

Kahuranga |

"I would agree. Take whatever is of value and burn the rest to the water. Some extra measures to ensure that the eggs are destroyed first might be worthwhile. These creatures seem to be wholly evil."
I'm not sure how we typically divvy up loot. I have no magic items contributing to my saves, so I would be happy to use the cloak. I'm also willing to carry the wand of Cure Moderate as a back up healer.
Having a great time, BTW. thanks for taking me on everyone.