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Swimming into the main cavity, the trio swims into a room full of the remains of a formidable array of siege engines (ballistae) amid piles of moldering rope and rusting chain. At the forward end of the deck, a spiral stairway exits out to the main deck and two sets of steps (one to either side) lead into the bow cargo hold. There are several small fish here, but nothing that presents a danger.

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Chumtooth swims down the staircase into the forward hold, followed closely by Dantes and Faengrim. Rows of shelves follow the hull’s curving slope in this large storage area, but the crates they once held now lie in a large, jumbled heap at the bottom of the hold. Rotting remnants of food and other ship’s stores float near the top of the chamber, and tiny fish dart through the water, feeding on the decay. Also here is a gigantic box jellyfish that moves eagerly towards you, sensing new prey.
Chumtooth is up!
INITIATIVE
Chumtooth
Jellyfish
Faengrim
Dantes
Dantes Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Faengrim Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Jellyfish Initiative: 1d20 + 2 ⇒ (10) + 2 = 12

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The harpoon slides easily through the giant jelly, leaving a gaping hole in the bell. Tentacles move towards the group, two grasping at Chumtooth and one each at Faengrim and Dantes. Chumtooth is hit twice for 15 points of damage, Faengrim takes 8 and Dantes takes 10. Each of you needs to make a Fortitude save (DC 17) against poison or lose 1d4 Constitution.
Jellyfish vs. Chumtooth: 1d20 + 9 ⇒ (14) + 9 = 23 Damage: 1d6 + 4 ⇒ (1) + 4 = 5 plus poison
Jellyfish vs. Faegrim: 1d20 + 9 ⇒ (12) + 9 = 21 Damage: 1d6 + 4 ⇒ (4) + 4 = 8 plus poison
Jellyfish vs. Dantes: 1d20 + 9 ⇒ (15) + 9 = 24 Damage: 1d6 + 4 ⇒ (6) + 4 = 10 plus poison

Chumtooth |

Fortitude Save: 1d20 + 8 ⇒ (7) + 8 = 15
Con Damage: 1d4 ⇒ 3
Chumtooth grasps the magical harpoon as it returns to his hands and lunges at the jelly fish again.
Attack with harpoon: 1d20 + 13 ⇒ (9) + 13 = 22
Damage: 1d8 + 8 ⇒ (5) + 8 = 13
Under the effect of the haste spell, he strikes again.
Attack with harpoon: 1d20 + 13 ⇒ (18) + 13 = 31
Damage: 1d8 + 8 ⇒ (2) + 8 = 10
Finally, he strikes a third time.
Attack with harpoon: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d8 + 8 ⇒ (5) + 8 = 13

Faengrim |

Fort: 1d20 + 9 ⇒ (18) + 9 = 27
Faengrim swims up to the jellyfish and tries to impale it on his trident.
Zul (Trident): human bane, pwr atk
To Hit: 1d20 + 10 - 2 ⇒ (3) + 10 - 2 = 11 To Hurt: 1d8 + 3 + 6 ⇒ (7) + 3 + 6 = 16

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The jellyfish is definitely being hurt and is showing its wounds in multiple holes in the bell, but it stubbornly keeps attacking. Dantes, did you want to take an action this round?

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Once more, the tentacles snake out towards the party. Chumtooth is hit twice again for 13 points and Dantes once for 5 points! Both need to make DC 17 Fortitude saves or lose 1d4 Constitution.
Jelly vs. Chumtooth: 1d20 + 9 ⇒ (14) + 9 = 23 Damage: 1d6 + 4 ⇒ (1) + 4 = 5 plus poison
Jelly vs. Chumtooth: 1d20 + 9 ⇒ (17) + 9 = 26 Damage: 1d6 + 4 ⇒ (4) + 4 = 8 plus poison
Jelly vs. Dantes: 1d20 + 9 ⇒ (19) + 9 = 28 Damage: 1d6 + 4 ⇒ (1) + 4 = 5 plus poison
Jelly vs. Faengrim: 1d20 + 9 ⇒ (4) + 9 = 13 Damage: 1d6 + 4 ⇒ (1) + 4 = 5 plus poison

Chumtooth |

Fortitude Save: 1d20 + 8 ⇒ (5) + 8 = 13
Con Damage: 1d4 ⇒ 4
The jellyfish poison overwhelms Chumtooth's senses causing everything to go black as he passes out.
(Chumtooth at -2 due to Con damage)
Stabilize: 1d20 - 1 ⇒ (17) - 1 = 16

Faengrim |

Kill kill kill
Zul (Trident): human bane, power attack
To Hit: 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25 To Hurt: 1d8 + 3 + 6 ⇒ (5) + 3 + 6 = 14
Zul (Trident): human bane, power attack
To Hit: 1d20 + 10 - 2 - 5 ⇒ (17) + 10 - 2 - 5 = 20 To Hurt: 1d8 + 3 + 6 ⇒ (7) + 3 + 6 = 16

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Faengrim stabs again at the jellyfish and finally, it ceases to struggle and sinks to the bottom of the hull. The seawater has ruined the ship’s cargo of furs and cloth, but several small, sturdy metal drums have survived. In addition, a number of carefully padded packing cases have also survived intact.
I don't know if I mentioned this before, but I am placing an NPC cleric among the crew, just to help you guys between forays.

Dantes Goldforge |

Dantes will cast enlarge person on himself and swim over to the captain. He'll use the advantage of his size to grab him and pull him up to the surface. Once there, he calls out to the crew, passing Chumtooth up for medical attention. "Lower the longboat!" Dantes orders.
Then he plunges back below. He works with Faengrim to bring the treasure up to the longboat. When the enlarge person wears off, he'll use bulls strength. When the items of apparent value are brought up and he and Faengrim are on the surface, he'll say "We don't know how dangerous this find is. We should open it away from the main vessel as a precaution."
Dantes will cast detect magic and detect poison on all of it before they start to open it.

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The detection spells reveal no magic and no poison. The ship's surgeon sees to Chumtooth. He casts a restoration, a cure serious wounds, and two cure moderate wounds. Chumtooth regains 47 hit points and all lost Constitution.
CMW: 4d8 + 14 ⇒ (3, 3, 3, 5) + 14 = 28
CSW: 3d8 + 7 ⇒ (6, 4, 2) + 7 = 19

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The drums contain fine oils, worth 2 points of plunder. The packing cases contain fine liquor worth 1 point of plunder.

Chumtooth |

Assuming there's time left in the waterbreathing potions...
Chumtooth gets to his feet and nods his thanks to the priest.
"Shall we search the rest of the upper half, and make sure we have missed nothing? I do not think we can claim anything from the deep rift without stronger magic."

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A search of the remaining wreck (at least, this half) turns up only a small box, a battered case, and an iron-banded sea chest with a lock on either side.
Dantes Perception: 1d20 + 0 ⇒ (16) + 0 = 16 (+2 w/familiar) (darkvision)
Faengrim Perception: 1d20 + 12 ⇒ (9) + 12 = 21 (low-light vision)

Faengrim |

OK. Assuming there are sunrods or some such we'll gather a few of those, rest up for the night and go back down for the second part.

Chumtooth |

Chumtooth asks the ship's healer, "Does your god have any magic that will help us resist cold or the crushing of deep water? If so, could you use that magic upon us in the morning before we dive again?"

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"Aye, Captain. I can provide protection from the elements that will last for 8 hours. For the pressure, I have a spell that can negate the effects for 7 hours. I will prepare them this evening."

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That night, the ship's surgeon casts healing spells and channels positive energy sufficient to restore everyone to full health. In the morning, he casts communal endure elements on the three of you, giving you each 8 hours of protection from the cold. He also casts pressure adaptation on Chumtooth and Dantes (Faengrim should be immune in his shark-man form), granting 7 hours apiece of protection from the great pressure. "I can do nothing about the vision issue," he admits.
I don't know if Dantes bothered to acquire the darkvision spell (as he doesn't need it) or whether he prepared it for the day. If so, we can retcon the casting of such on Faengrim and/or Chumtooth. Otherwise, you have glowsticks sunrods.
You descend into the abyss, 180 feet to the bottom. The water temperature drops as you venture deeper, light from the surface far above fades away into darkness, and the weight of the water above crushes against your bodies—the lightless depths are a hostile and alien environment. At the bottom of the chasm, the rift’s walls narrow and slope inwards, forming a ravine of pitch-black freezing water. The floor drops away at the northwest end into a vast sinkhole that continues even deeper underwater.
The Brine Banshee’s stern rests upright at the bottom of the rift, wedged against a shelf of dark rock. As you approach the wreck, a dark shape arises from behind it. The creature has four arms and is 16 feet tall, completely armored in dense, overlapping, bony plates! It drolls incessantly; pitch-black bile.

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Sorry, I should have done initiative rolls. You guys can go ahead and roll, or I will do it tomorrow.

Dantes Goldforge |

I am sorry. I did not gear Dantes towards some of the basic challenges of a partially aquatic campaign. I did not get darkvision in my spellbook. When we are in a spot to do some shopping again, I will try to be more thoughtful about such things. I will memorize light in place of acid splash for now to supplement our sunrods.

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INITIATIVE
Dantes
Chumtooth
Faengrim
Creature
The party is up!
Dantes Initiative: 1d20 + 5 ⇒ (14) + 5 = 19
Faengrim Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Creature Initiative: 1d20 + 2 ⇒ (1) + 2 = 3

Faengrim |

What's the roll to determine what it is?
Knowledge (nature): 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Faengrim appreciates the haste as he charges at the creature at the creature and stabs at it with Zul, activating Zul if it hits
Zul (Trident): human bane
To Hit: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18 To Hurt: 1d8 + 3 ⇒ (8) + 3 = 11 +2 to hit and damage if an aquatic humanoid.

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Dantes casts haste on his companions and both of them feel a sudden surge of energy filling their limbs. Chumtooth hurls his harpoon, with it catching the creature between the bony plates! Faengrim considers what this might be for a moment, but draws a blank. Undeterred, he swims towards the creature and strikes with Zul. Unfortunately, the bony armor turns the blow.
The creature, angered by the wound caused by the harpoon, snaps and slashes at Faengrim. Faengrim is hit three times with claws and once with a bite. (Faengrim takes 7 piercing, 16 slashing, and 4 cold damage!)
Party is up!
STATUS
Faengrim -27
Creature -29
Creature claw vs. Faengrim: 1d20 + 14 ⇒ (15) + 14 = 29 Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Creature claw vs. Faengrim: 1d20 + 14 ⇒ (3) + 14 = 17 Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Creature claw vs. Faengrim: 1d20 + 14 ⇒ (18) + 14 = 32 Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Creature claw vs. Faengrim: 1d20 + 14 ⇒ (15) + 14 = 29 Damage: 1d4 + 3 ⇒ (4) + 3 = 7

Chumtooth |

Chumtooth recalls his harpoon and swims into a flanking position behind the creature. He lunges at it again.
Sneak Attack: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31
Damage: 1d8 + 8 + 3d6 ⇒ (6) + 8 + (4, 4, 2) = 24

Faengrim |

Change Shape: Water
Con +2 (+13 hp, +1 fort); Amphibious; Swim 30'
"Ouch." Faengrim tries to bury Zul into the creature, activating it's ability with each hit.
Zul (Trident): human bane, haste, power attack
To Hit: 1d20 + 10 + 1 - 2 ⇒ (13) + 10 + 1 - 2 = 22 To Hurt: 1d8 + 3 + 6 ⇒ (6) + 3 + 6 = 15
Zul (Trident): human bane, haste, power attack
To Hit: 1d20 + 10 + 1 - 2 ⇒ (7) + 10 + 1 - 2 = 16 To Hurt: 1d8 + 3 + 6 ⇒ (3) + 3 + 6 = 12
Zul (Trident): human bane, haste, power attack
To Hit: 1d20 + 10 + 1 - 2 - 5 ⇒ (16) + 10 + 1 - 2 - 5 = 20 To Hurt: 1d8 + 3 + 6 ⇒ (3) + 3 + 6 = 12

Dantes Goldforge |

Dantes readies his favorite wand and triggers it, sending two shards of force through the water and into the creature. Magic missiles, damage 2d4 + 2 ⇒ (1, 1) + 2 = 4
Does Dantes know anything about this creature that would help them fight it?
Knowledge check 1d20 + 12 ⇒ (19) + 12 = 31. That's the roll if dungeoneering, planes or religion apply. Please subtract 1 if it is nature, and add 4 if it is arcana.

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This is a charda (a blackwater specimen), but it's far too big! Most are about four feet in size. The black bile is supernaturally cold and it can expel the bile as a breath weapon. They are also more vigorous and animated in cold environments (like this one). They are known to be immune to both cold and poison and are hard to kill, fighting on well-past the point that other creatures would succumb.

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Sorry. Got confused as to whose turn it was.
The attacks come hard and fast, but the creature continues its assault, despite the massive amount of damage it has suffered. Bleeding from multiple wounds and slowed by the calcification effects. it still manages to connect with Chumtooth, biting for 5 points of damage plus 2 cold.
The party is up!
STATUS
Faengrim: -27
Chumtooth: -7
Creature: -84 (slowed, -5 Dex)
Fortitude: 1d20 + 7 ⇒ (3) + 7 = 10
Fortitude: 1d20 + 7 ⇒ (9) + 7 = 16
Dex damage: 2d4 ⇒ (3, 2) = 5
Creature vs. Chumtooth: 1d20 + 13 - 1 ⇒ (11) + 13 - 1 = 23 Damage: 1d6 + 3 ⇒ (2) + 3 = 5 plus 1d6 ⇒ 2 cold

Chumtooth |

Chumtooth lunges again with his harpoon.
Attack: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35
Confirm Critical: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20
Damage: 1d8 + 8 + 3d6 ⇒ (4) + 8 + (5, 6, 4) = 27
Extra Crit Damage, if applicable: 1d8 + 8 + 3d6 ⇒ (5) + 8 + (3, 3, 1) = 20
Second Attack, from Haste: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16
Last Attack: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15

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Chumtooth slams the harpoon home and pulls sharply upward, gutting the creature like a fish! It dies with a gurgle. As it dies, it rapidly reduces in size to about 4 feet tall.
Combat over!

Faengrim |

"I'm glad that one's down. I really have to learn how to dodge better." Faengrim goes in to investigate the wreckage.

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As you approach the aft portion of the vessel, you note that the ship’s helm still stands atop the poop deck, a moldering corpse lashed to the wheel. Below this, the mizzenmast juts up forlornly at the center of the quarterdeck. Its moldering sails hang lifelessly in the chill, dark water. The main deck has been swept clean and the railing is smashed in several places. Only broken stays and snapped ropes remain to indicate that two longboats were stored next to the steps to the quarterdeck.
You can either enter the cabin beneath the poopdeck, the cabins beneath the quarterdeck, or through the gaping hole where the ship was torn in half, the gun deck, or the cargo hold.