
Cretien Dufrene |

if we are sure we have the spells and scrolls needed, otherwise wait.

Johnathan Eli Holbrook |

Johnathan is OK on spells, but could still benefit from a rest. And I think with Asher wounded and Angus low on spells that's not a great combo. We probably want to be topped off. Though I worry about having all these "surrendered" enemies around.

Cretien Dufrene |

i'd prefer we rest too, so i can change my portable bulwark into a breathing mask.

LeMond Asher |

Traveling underwater doesn't seem like it'll be a problem. I have a few underwater rounds, we've got plenty of waterbreathing scrolls, and it's only about 50 feet deep to the air-pocket.
With most of our crew alive, and the enemies defeated, we should be able to keep them under fairly close guard. Keep the hesitant captain away from the enemy captain so there is no conspiracy forming there, and wait for the morning. Duvall isn't necessarily waiting for us, but she might grow suspicious if the orc doesn't go down and check on her.
Asher will ask the Orc a final couple of question away from his captain, and the cross-examine the captain to make sure his story meshes with the orcs.
"When does Duvall expect the-orc/you to check on her?"
and...
"There is a foppish man with her, is there not? What are his specialties?"
Assuming we have enough time to rest before Duvall would expect the orc, my vote is on resting.

GMEDWIN |

First, Captain Glassmaker comes up to your group and says, "Ok, I have done my duty for my country, you have a really nice prize and my ship is damaged and the only one by the way. I will take my ship to Pezerillo now and get her patched up and present the bill to your superiors in Flint. If you want to oversee my retrieving payment from Dr. Meredith that is fine but then we will be shoving off."
The orc says, "In the morning first thing. There is a foppish man with her. He seems very well educated."
The captain confirms the orc's story.

GMEDWIN |

You lock the enemy sailors in the hold and you keep some of the Risuri sailors monitoring them throughout the night. Glassmaker makes good on his promise and sails his boat to the port nearby to refit. You give instructions to Captain Smith to have his men search the vessel for anything useful and the five of you look over the edge and of the Il Dracoon de Mere and see a shining but dull light coming from the water and above it around 500 feet is a churning vortex which is about another 1000 feet from you ships.
The five of you climb down into a row boat and paddle as close as you can to the vortex without being caught up in it.
Before jumping into the water, what do you do?

Cretien Dufrene |

Right before the group jumps in the water, Cretien ensures his belongings are secure to his person, any that would get too severely water damaged are in his mass reallocation unit, and he pulls his breathing mask over his head. Securing the goggles over his eyes and the breathing tube in his mouth, he leaps in after the others.

LeMond Asher |

Regaining my missing HP from our rest.
As they sit in the boat, the professor getting his mask ready, Asher checks his ammo. Specifically, he checks his two dry-load cartridges and makes sure they are conveniently reachable on his bandoleer, along with his other specialty ammunition.
"What's the play? We use the water-breathing scrolls, swim down and take hostages? I may have more naval battle experience, but that is behind us now and we are back into the exceptional weirdness of RHC work. This is no longer my specialty."

Cretien Dufrene |

"I am also no expert in this realm. I'm just doing my best to support, including following orders of whichever of us wants to take lead here."

Falko Escheus |
"Well, we know they're opening some kind of portal to another reality; a watery plane called- BLOODY HELL!!! Master Rackus!! The letter speaks of Master Rackus! It's Rackus Rock! That bloody weasel got out thanks to us! Someone drown me! DROWN ME NOW!!!" shouts Falko as he shifts and waives him arms about, sending the row boat in a dangerous rock, as his brain finally calls upon a buried piece of information.

Cretien Dufrene |

Cretien shows him the letter. "Let me know if there is any slang you don't understand. We have a ... colorful manner of speech."

Johnathan Eli Holbrook |

Johnathan looks from one speaker to the next, his face expressionless and waxy. Gradually he starts hissing, like a teapot boiling, that turns into: "ssssshhhHHH. Clear your heads, it will not be easy down there. Not pleasant."
He looks over at the vortex and his eyes water.

Angus McCormick |

casting his last CMW on himself the night prior + rest puts angus at full. Any one still wounded in the morning ?y
Crap I am going to try and get some bloody revenge once we get to this guy.. Ok lets just make an easy plan. We dive and storm in that dam place and either they surrender or we just show them full forcce what is cost to... well you get the picture

LeMond Asher |

"Yes, we can worry about this later." Asher says as Johnathan expresses (?) his frustration. "Now put that away, and lets get that magic on us before we go underwater and drown."
GM: What do I need to worry about having a wet firearm? My intentions are to keep my gun unloaded (ejecting a previously loaded shot, wasting it) during the dive until we reach air. Will it be fireable once I come out the other side? If something threatens us underwater, I can load a dry-load round in that case. Also, the dry-load says that it creates a bubble around my gun, so IF my gun would be too wet to fire once we emerge into air, would loading this dry-load catridge now avoid that effect? Or am I overthinking this and John can simply presti-dry it after we emerge?
Once he has waterbreathing cast on him, Asher dives (with his musket in whatever state the above questions lead).
Swim: 1d20 + 5 - 1 ⇒ (16) + 5 - 1 = 20

Falko Escheus |
Falko lets go, though with clear pain, and says: "Ok, ok! You're right. This we'll deal with on our return. In the meantime... Let's take a swim."
He then lets Johnathan supervise the spells to go underwater, while asking him, worried: "You have spells that use fire?"
Finally, with a big sigh, he lets himself down in the cold water, asking his father for guidance.
Swim with ACP: 1d20 + 3 - 2 ⇒ (16) + 3 - 2 = 17

GMEDWIN |

@Asher, i think what would make the most sense would be the first shot after coming out of the water would still need to be a dry load and then you could use your weapon in the air pocket normally. Although after coming out of the sea I would think you character would thoroughly scour his weapon so as it not to get rusty from the seawater.

Cretien Dufrene |

swim: 1d20 + 1 ⇒ (9) + 1 = 10

Cretien Dufrene |

perception: 1d20 + 7 ⇒ (20) + 7 = 27 darkvision as well

GMEDWIN |

GM Rolls
Surprise round: Octopi, Chretien, Falko, Shark, Asher, Great white.
Octopus 1 attacks 1d5 ⇒ 2 1= Cretien, 2= John, 3= Falko, 4 = Asher, 5= Angus... John
1d20 + 5 ⇒ (16) + 5 = 21 hit 1d3 + 1 ⇒ (1) + 1 = 2 plus poison DC13 Fort 1d20 + 4 ⇒ (13) + 4 = 17 pass
Octopus 2 attacks 1d5 ⇒ 2 1= Cretien, 2= John, 3= Falko, 4 = Asher, 5= Angus... John
1d20 + 5 ⇒ (17) + 5 = 22 hit 1d3 + 1 ⇒ (2) + 1 = 3 plus poison DC13 Fort 1d20 + 4 ⇒ (20) + 4 = 24 pass
Great White 1d5 ⇒ 3 is closest to Falko, Shark 1d5 ⇒ 4 is closest to Asher.
Surprise Round, Cretien Falko PLease add an initiative roll and if you want to move, I am also going to require a Swim roll.

Cretien Dufrene |

Cretien takes a shot at the nearest visible enemy.
init: 1d20 + 3 ⇒ (12) + 3 = 15
attack: 1d20 + 7 ⇒ (5) + 7 = 12
dmg: 1d10 + 1 + 2d8 ⇒ (2) + 1 + (4, 2) = 9
activating firepower on my Thundershot consumes one of my 14 daily uses of it, but the shot is magical in nature and shouldn't be bothered by firing underwater.

GMEDWIN |

The description doesn't say anything of the sort. Do you have dryloads like Asher. The weapon needs air to fire. If you can send me the info on either firepower or thundershot then I will allow it.
Here are the rules of Aquatic combat: Aquatic combat is fairly similar to land combat with a few exceptions, as
summarized in the Underwater Combat section of the Pathfinder® Roleplaying
Game Core Rulebook™. Some important things to remember:
Thrown weapons are ineffective underwater, even when launched
from land. Attacks with other ranged weapons take a –2 penalty on
attack rolls for every 5 feet of water they pass through, in addition to
the normal penalties for range.
Nonmagical fire (including alchemist’s fire) does not burn underwater.
Spells or spell-like effects with the fire descriptor are ineffective
underwater unless the caster makes a caster level check (DC
20 + spell level). If the check succeeds, the spell creates a bubble of
steam instead of its usual fiery effect, but otherwise the spell works as
described. A supernatural fire effect is ineffective underwater unless
its description states otherwise. The surface of a body of water blocks
line of effect for any fire spell. If the caster has made the caster level
check to make the fire spell usable underwater, the surface still blocks
the spell’s line of effect.
Casting spells while submerged can be difficult for those who cannot
breathe underwater. A creature that cannot breathe water must
make a concentration check (DC 15 + spell level) to cast a spell underwater
(this is in addition to the caster level check to successfully cast a
fire spell underwater). Creatures that can breathe water are unaffected
and can cast spells normally. Some spells might function differently
underwater, subject to GM discretion.
Finally, aquatic combat allows characters to travel in three dimensions.
One simple way to track this is to place a die next to each creature, and
use the face up side of the die to track how many feet above the surface
the creature swims.

Cretien Dufrene |

ech, looks like i was remembering a different tech-style class. looks like i don't do anything, ever, until we get to where there is air. i spend all my turns until then swimming to avoid enemies, going total defense if that is not an option or there is no need to move.

LeMond Asher |

This is going to be rough for me too, I've only got a couple of these shots. I wish pathfinder didn't restrict dex-weapon melee attack skill behind a feat.
Init if needed: 1d20 + 6 - 1 ⇒ (16) + 6 - 1 = 21
On my first turn I'm going to go full defensive. (Are we near each other at all, or am I isolated near this shark?)

GMEDWIN |

There are two groups, there is the group of Falko and Asher who had passed their original swim check and then there is the other group of John, Angus and Chretien, who are 30 feet deeper and about 30 feet away from F+A, the two sharks are close to each other and the two octopi are on John. I wanted to come up with a map but it is really hard.
Young Great white swims to attack Falko 1d20 + 8 ⇒ (6) + 8 = 14 miss
Init: John 1d20 + 6 ⇒ (10) + 6 = 16, Angus 1d20 + 1 ⇒ (13) + 1 = 14, GW shark 1d20 + 8 ⇒ (4) + 8 = 12, Octopi 1d20 + 3 ⇒ (14) + 3 = 17, Shark 1d20 + 5 ⇒ (9) + 5 = 14
Order: Asher, Octopi, John, Chretien, Shark, Angus, GW Shark, Falko
Round 1
Asher

LeMond Asher |

Asher draws steel, pulling forth his officer's rapier at the attacking shark, and tries to stab the beast with a lunge.
Melee attack (First one!): 1d20 + 4 - 1 ⇒ (11) + 4 - 1 = 14
Damage: 1d6 - 1 ⇒ (2) - 1 = 1

GMEDWIN |

Octopus 1 full attacks JOhn, bite 1d20 + 5 ⇒ (15) + 5 = 20 hit 1d3 + 1 ⇒ (3) + 1 = 4... Poison DC 13 Fort 1d20 + 4 ⇒ (20) + 4 = 24 pass,
tentacles vs CMD 1d20 + 3 ⇒ (16) + 3 = 19, you are grabbed.
Octopus 2 full attacks JOhn, bite 1d20 + 5 ⇒ (6) + 5 = 11 miss
tentacles vs CMD 1d20 + 3 ⇒ (18) + 3 = 21, you are grabbed.
John, Cretien

Cretien Dufrene |

total defense