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I don't know about the Potion Sponges. Heck, I don't even own the ARG. But APG is one of the five books that I do own. So I could actually buy potions of touch of the sea. And having used up my potion of fly, I definitely would have been interested, being a walking tin can myself. Didn't even know there was such as spell until today...

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Wizzy will spend 2 pp on a water breathing potion and he'll buy 2 potion of touch of sea if possible..
Wizzy will cast Heroism on himself before follow as well..

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I suppose one of them fancy sponges too if thats cool.. How much are they?
They're only 2 gp each.
.Ok, GM if you don't have a problem with it...
Jorin will use coins to buy potion of Water Breathing (750), 2 air crystals (50 ea), 2 potions of Touch of the Sea (50 each), long spear, 3 Potion Sponge (2 ea), and learn Alter Self (?).
I have darkvision, some of you may want a Sunrod or Everburning Torch.
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The water looks a bit on the cool side.
Jorin uses his wand to protect everyone from the chill of the water. Wand of Endure Elements on anyone that wants it, just let me know so I know how many charges to mark off.
He then drinks a potion to help him swim and puts a crystal in his mouth. Consume potion of Touch of the Sea and put an air crystal in mouth, but I won't start chewing unless I am about to run out of breath.
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He then readies the spear and plunges into the surf. The swim speed from the potion gives a +8 and allows me to take 10 even in endangered conditions. So with take 10, my swim check is 26.
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If anyone wants to rope together, I will try to pull you through. If no one says anything, I will assume not. But I will try to watch and see if anyone is foundering and needs help getting through.

EndlessForms |

Upon entering the cave, the ground slopes upward dramatically, revealing a spacious cavern. Minerals in the walls and ceiling reflect light onto the surface of the pool, giving the cave a weird, undulating illumination. The air reeks of brine and the foul odor of death; Airk’s body lies sprawled in the northeast corner, dumped unceremoniously on the floor of the grotto by Larro and his thugs as they sought to escape the sea cave. A number of skeletons litter the cavern floor, wrapped in the tattered remains of clothing. Skittering among the bones are two giant crabs!
crab: 1d20 + 1 ⇒ (18) + 1 = 19
jorin: 1d20 + 2 ⇒ (18) + 2 = 20
wizzy: 1d20 + 2 ⇒ (9) + 2 = 11
caradeum: 1d20 + 9 ⇒ (6) + 9 = 15
filios: 1d20 + 6 ⇒ (13) + 6 = 19
oswin: 1d20 + 5 ⇒ (2) + 5 = 7
grim: 1d20 + 7 ⇒ (3) + 7 = 10
Initiative:
1. Jorin and Filios
2. Giant crabs!
3. Caradeum, Wizzy, Grim, and Oswin
Jorin and Filios are up!

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I love me some crab cakes on the beach!
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Jorin steps forward and send a blob of green goo sizzling to the right hand crab and brandishies his spear against the other.
Acid Arrow at C2 and long spear ready to use AoO ig either closes with me.
Acid Arrow ranged touch: 1d20 + 5 ⇒ (1) + 5 = 6, crap I hate wasting a spell.

EndlessForms |

Jorin hurls an acid arrow but it misses its target. Filios then moves up and stabs into one of the crabs, nearly breaking it in two.
The first crab attacks Jorin!
claw: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d4 + 2 ⇒ (1) + 2 = 3
grab: 1d20 + 4 ⇒ (3) + 4 = 7
constrict if grappled: 1d4 + 2 ⇒ (1) + 2 = 3
The other crab goes after Filios!
claw: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d4 + 2 ⇒ (3) + 2 = 5
claw: 1d20 + 4 ⇒ (13) + 4 = 17
damage: 1d4 + 2 ⇒ (4) + 2 = 6
grab: 1d20 + 4 ⇒ (9) + 4 = 13
constrict if grappled: 1d4 + 2 ⇒ (3) + 2 = 5
Initiative:
1. Jorin and Filios
2. Giant crabs!
3. Caradeum, Wizzy, Grim, and Oswin
C2: 18 dmg
You guys are up!

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Carardeum moves up and fires an arrow at the crab attacking Jorin.
Attack, PBS: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
Damage: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10

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Unless the crab has reach, Jorin would get an AoO when it closed with him. If it has reach, just ignore this.
long spear AoO attack: 1d20 + 7 ⇒ (2) + 7 = 9, if hits long spear AoO damage: 1d8 + 6 ⇒ (5) + 6 = 11, but he misses anyway
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Jorin takes a step back and attempts to stab the spidery thing.
long spear attack: 1d20 + 7 ⇒ (9) + 7 = 16, if hits long spear damage: 1d8 + 6 ⇒ (3) + 6 = 9

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After waiting for Wizz to begin his inspiration, Oswin steps up and swings his sword at the nearer crab (#1).
Power Attack: 1d20 + 11 - 2 + 3 ⇒ (12) + 11 - 2 + 3 = 24
Damage: 1d8 + 5 + 4 + 3 ⇒ (1) + 5 + 4 + 3 = 13

EndlessForms |

Caradium's arrow breaks against the crab's shell, although Jorin is able to find a soft spot with his longspear. Wizzy inspires the party while Oswin finishes off the first crab. The party quickly overruns the second crab. (1 hp left)
Out of combat!
It has been a little over two weeks since the thugs deposited Airk’s corpse in the sea cave and it did not take long for the crabs to make significant headway on their feast; the veteran Pathfinder is now a mass of bones and picked-over flesh. Resting in the middle of his remains is his broken wayfinder; the name Airk is engraved on the back in Common.

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It isn't much, but lets gather what is left of Airk's remains so they can be interred properly.
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Jorin searches the cave and pool of water for anything else of interest, value or even curiosity.
perception: 1d20 + 2 ⇒ (18) + 2 = 20
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If you want, one of you clerics (or I suppose the bard) can use my Wand of CLW to heal Filios, just let me know how many charges are used up.

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"I have a wand for that, Filios. Just a moment."
Wand CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Wand CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Wand CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Wand CLW: 1d8 + 1 ⇒ (5) + 1 = 6
So that's 22 HP healed. If you really want those last 2, let me know!
"Right Jorin. But let's explore this cave completely and then gather his remains on our way out."

EndlessForms |

The party looks around the cave but is able to find nothing else of interest except the remains of their fallen companion.

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Thank you, Jorin. Thank you, Oswin. I concur, let us leave this place.
Filios quickly does one circuit around for secret exits before leaving.
Perception: 1d20 + 10 ⇒ (19) + 10 = 29

EndlessForms |

You'll need a way to get out to the wreckage you want to investigate. Youcan purchase a rowboat at the Docks for 50 gp, or rent one for the day for 5 gp. Alternatively, you might hire a fisherman or take some other way out there.

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"It looks like we need a boat to get out there.. I suggest we hire a fisherman! They'll know these parts the best and we can have him wait on us.." If everyone agree's Wizzy will ask around about purchasing a fisherman's time for the day..
Dip: 1d20 + 16 ⇒ (14) + 16 = 30

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Agreed. However, any competent fisherman is probably already out at sea and won't be back until late.
I would suggest we plan to arrive just before low tide in the morning. That should give us the maximum daylight and least depth to swim.

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"If this unfortunate fellow here was slain days ago then his helper one Dargo Mar is in on it.. The guy is already out there now, so either we try and catch up to him, or we wait on him at the Mermaid.. The first option wouldn't allow time to wait.. The second would.. Which do you all prefer?"

EndlessForms |

There are several fishermen willing to take you out to the wreckage for only 10 gp.

EndlessForms |

It's still midday and they can get you there in less than an hour.
Out of the fog rises the prow of a ship, jutting from the waves at an incline. Seaweed and gull droppings decorates across the vessel, and the verdigris-encrusted brass nameplate reads Iron Tide. The mast of the Iron Tide protrudes from the water at a steep angle, and behind it rises the mast of a second ship, straight as an arrow, piercing the fog and beginning somewhere below the first ship.

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Ok, for some reason I was thinking it was further away than that and didn't want to be going down at night.
To the fisherman, Boat Captain, is it shallow enough that you can anchor here?
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To the others, Are we all going down together or should some of us scout first?

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"Looks like out spot.." Wizzy puls out his Water Breathing potion and 2 Touch of the Sea potions.. He then applies them to his potion sponges and store them.. When everyone is ready he'll recast heroism on himself and will use one of his scrolls of Alter Self to take the form of a Mermaid for abit.. He also downs an Anti-Plague and an Anti-Toxen.. After which he dives overboard and awaits the others..

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To the fisherman, Wait until dark for us to return. If we have not returned by then go home for the night and check back tomorrow. If you have still not heard from us, go to Venture-Captain Adril Hestram and tell him what you know. I am quite sure he will recompense you appropriately.
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While speaking to the fisherman. Jorin puts his potions of healing and swimming potions into the odd Undine material. He then drinks the potion that will allow him to breathe as a fish. Apply potions of Cure Light Wounds and Touch of the Sea to 2 of his potion sponges. Consume Potion of Water Breathing.
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To the others, Let's get this party started! He grips his spear and slips into the water.

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Caradeum loads all his gear into a waterproof bag and seals it up. He then casts Touch of the Sea on himself and pops an air crystal in the mouth of his familiar and himself. He quickly rolls off the side of the boat, splashing into the sea.

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Not clear about the setup here. Do we really need to swim/dive, or can we actually climb into the wreckage? Can we get into the ship itself? If it's a totally swimming deal, I'm much better off waiting in the boat. Unless I can hop the boat back to town and pick up a different potion - i.e. Water Breathing.

EndlessForms |

@Oswin: retconned purchases are fine for now so you can join the others. You knew you were coming to a shipwreck so like the others you would have been prepared to get in the water sooner or later.
The fisherman tells you it is too deep and dangerous to set anchor in these parts. He brings his boat near the wreck and watches as the party dives into the water one-by-one. A low fog over the water allows the party to quietly swim up to the wreckage. As the party approaches, you can hear voices on the slanted deck above.
thugs: 1d20 + 6 ⇒ (20) + 6 = 26
jorin: 1d20 + 2 ⇒ (12) + 2 = 14
wizzy: 1d20 + 2 ⇒ (3) + 2 = 5
caradeum: 1d20 + 9 ⇒ (5) + 9 = 14
filios: 1d20 + 6 ⇒ (19) + 6 = 25
oswin: 1d20 + 5 ⇒ (7) + 5 = 12
grim: 1d20 + 5 ⇒ (6) + 5 = 11 +2 underground
Because of its angle, the entire surface of the Iron Tide is considered difficult terrain.
Initiative: Surprise Round!
1. Thugs
2. Filios, Caradeum, Jorin, Oswin, Grim, and Wizzy
You guys are up with surprise round actions (move or standard only)!

EndlessForms |

@Jorin: mundane chatter
The party approaches the ship. Filios tries to stay hidden but the splashing of his companions alerts the two men, who turn and draw their rapiers, moving to block the staircase to defend the sunken ship.
Initiative:
1. Thugs
2. Filios, Caradeum, Jorin, Oswin, Grim, and Wizzy
You guys are up!

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Oswin tries to swim closer, having cast water breathing and drinking his sea potion before jumping in.
Swim: 1d20 - 2 + 8 ⇒ (11) - 2 + 8 = 17
Swim: 1d20 - 2 + 8 ⇒ (8) - 2 + 8 = 14
Can't move tokens in my tablet. If it didn't happen, please move me 5' south from last round. 10' feet for a full- round this time.