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Ledt focus his electrical energy in the remaining conscious guard. Suddenly a shocking ray appears in his hand and the arc travels forth towards the foe.
Elemental ray+PB (touch): 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
Electrical damage+PB: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6

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The second guard collapses under the elemental assault of the annoyed halfling. There is a rowboat there for the taking... but I'm not sure how you intend to find the right ship...
You have one guard going into shock and slowly dying, the other will come round in half a minute or so, and probably not be very happy... you are out of rounds for the moment, what is your plan?
Status,
Zolaffer
Theodic
Peter (3 damage)
Gregor (2 damage)
-iron claw
Ledt

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Gregor looked on in shock as things went from negotiating bribes to outright assault. He'd seen some aggressive actions before in men, but this was...well, it was likely murder in its own right.
He barked at Ledt, "What in the name of Erastil are you doing? You can't just go around attacking and killing folk for saying things you don't like. You do that, and you're no better than the killers we track!"
He dropped to his knees beside the wounded men, quickly determining which needed the most help, and began trying to stabilize him. Unfortunately, the man twisted in agony as Gregor was trying to ascertain the worst of his wounds, and the dwarf's hand plunged directly into a wound, rather than feeling around the torn tissue.
heal: 1d20 + 7 ⇒ (1) + 7 = 8

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"Man... I like you Ledt.", Peter smiles.
"I would like to do this after them give us the information. Now, does anyone here have a rope? We need to tie the unconciouss guard. I'll try to stabilize the other."
Peter dropped to his knees beside Gregor and the wounded man. "Let's see what can I do for this condemned man."
Heal - Aid Another (Gregor): 1d20 + 1 ⇒ (9) + 1 = 10

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Ledt seems to grumble to his insides as he is being amonested "They were probably paid by the pirates to hamper us. They were asking for coin and time in an amount we do not have"
The halfling looks around to see if some of the ships are called the Hydra's Fang. He then registers the guards for any clue and specially for a list of ships or something similar.
He finally tries to help stabilise the fallen one.
Heal: 1d20 - 2 ⇒ (2) - 2 = 0

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Gregor can easily stabilize the worst wounded guard, while bits of old rope and belts can be used to tie up the second while he recovers from the colour spray.
The inner docks hold no large ships, but lots of rubble and junk. It is a regular maze that only rowboats and barges navigate. Ships are kept in the outer harbor.

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Once the guard was stabilized, Gregor looked around to see if there was any signs or information about where the Hydra's Fang might be docked.
Take 20 (27) on perception to search the area and the blockhouse for clues.
"And have you thought about what we are going to do with these guards? The Consortium is not going to be happy that we attacked them, no matter our reasoning. And somehow I don't think their tone was insulting and I didn't have the money is going to persuade the Consortium to drop the matter."

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Ledt shrougs as he helps in the search.
Scenarios are usually weird and unreasonable, specially old ones will expect you to fight some encounters you would find illogical. I would not worry too much about it

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And you don't have to fight the guards, you can/could have paid the bribe. I was pretty open about the fixed cost
Ledt does have some success in uncovered a couple of interesting pictures of unclad mermaids caught in compromising positions with sailors.
By this stage the previously unconscious guard is awake and very sore. I assume you have them both inside the blockhouse at this time?
Aside from the pictures, Ledt notices two pairs of oars learning on the door.
He also finds a wooden box that holds keys and a wooden and brass coin about the diameter of an apple and inscribed with the insignia of the Kortos Consortium.
There is a wooden chalk board on one wall, and opposite it a map of the outer harbour with numbers.
On the chalk board is listed
1 ba
2 dp
3 aj
4 ue
5 ty
6 gw
7 ai
8 ap
9 hq
10 gm
11 m m
12 nt
13 ff
14 hf
15 is
16 st
17 rp
18 sf
19 mt
20 qc
Lastly he finds a leather bound manifest log details hundreds more combinations over the past few months in a similar format with dates added.

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"Look by the number 14. HF. Could that be short for Hydra's Fang? I bet it is. With the map and the slip number, we should be able to find it fairly easily. Grab the Consortium insignia, just in case we meet any more guards."
Gregor grabs one set of oars, and indicates that someone else should take the other. He was worried about Ironclaw in the boats, though. The little bear had been in boats before, of course, but not in craft as small as the rowboats they had seen outside.

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"How intelligent you are, Gregor!", Peter claps his hands mockingly for the dwarf.
"Let's check this out. Your little Pooh will come with us on the boat?", the Ranger points his head to the Gregor's bear direction. "I don't think this would be wise, don't disappoint me, mr. smart aleck", and he smiles while take the other oars.

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"That has most sense." Ledt picks up the insignia and an oar and moves to the boat with Gregor decided to move to dock 14.

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"No need to be so crass, Krauss," says Zolaffer. "Gregor's just trying to salvage what had been an entirely unworkable situation. Gratitude would be more appropriate than thinly veiled scorn."
He looks around at the party. "Just in case," he says, "Does anyone think they could fit into these guards' clothing and pull off their schtick? I'm afraid I lack both the necessary stature and the charm. You know, just in case."
He follows Gregor's lead.
We could have paid the bribe, yes, but most of us are new L1s with not even that much gold to scrap together in composite. Ledt, the aggressor in that combat, controls the pursestrings and thus whether we fight or not.

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The group unlocks the rowboats and sets off through the maze of docks, piers, sunken boats and other various obstacles. After several minutes rowing you get to a large iron sea gate that is shut. Beyond the waves are somewhat larger. Another pair of guards stand on the wharf nearby with what looks like some type of device to open the gates.

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Peter just smiles to Nalu after his comments.
"For the white eyes of Pharasma, more guards!? Just try to not hurt these this time, alright?"
The ranger shouts at the guards:
"Hey, friends! Can you please open the gates for us?"
Diplomacy: 1d20 ⇒ 9

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"Only those with a harbour master coin are allowed in and out!" calls the first of the guards.

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Peter looks to Gregor, waiting for him to show the coin with the insignia to the guards.

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The coins does the trick.
As you draw closer to the end, the sounds of angry waves slam against the outer walls and echo like hordes of chanting goblins. As you reach the outer locks, a grizzled longshoreman calls down to you from above, telling you to hold tight. The first gate opens with a lazy moan, and he ushers you to move your craft into the small chamber ahead. Once inside, he lowers the gate behind you, then he bids you good luck as he slowly cranks apart the front doors to the open harbor where dozens of galleons and merchant ships bounce softly on their moorings in the water.

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The creatures in the water are ... humanoid... but fishy.
You have one round to prepare and act as they seem to dive under the boats...

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Knowing in advance helps me with getting pictures up on the map. You can change it at appearance time if you really want to. Not that there are a lot of aquatic options... Feel free to move yourself between the two boats, there is room for four to a boat. I've split you evenly at the moment.

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How big and stable is our boat?
Ledt considers casting enlarge person , but as the boat would probably be too small, the halfling reloads his crossbow and renews his dancing lights moving them close to the humanoid figures.

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Peter holds his longspear in both hands and speaks to the creatures: "C'mon fellows, our business isn't with you, just let us go, right?"
Ready action to attack someone who enters his threaten area with the longspear (reach weapon).

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The two creatures surface under the boats as they try to tip them over.
Peter can make an AOO
STR: 2d20 ⇒ (15, 14) = 29
Both boats flip, dropping pathfinders into the sea!
"But our problem is with you, murderers." they snarl in a gurgly form of common.
Okay, for everyone's move action each round, you need to make a swim check to stay on the surface ,if you want to stay on the surface that is. Remember your Armour Check penalties! Those under water can hold your breath for 2xcon rounds, but rounds where you take a vigorous action count as double.
Status, party is up!
Two rowboats overturned.
Peter has an AOO he can make.

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You can get your summons up before the boat goes over due to the warning. Feel free to put the dolphin where you want it.
Anyone wanting to climb onto the top of a boat, after making your swim check, you will have a DC10 climb (no taking ten on this one)

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Then I'll be positioning it so it can get a charge on the baddy on the right boar from the lower left.
Can I identify these creatures? If I am trained (Arcana, Local), then modifier is +8
Knowledge Attempt, Local or Arcana: 1d20 + 8 ⇒ (5) + 8 = 13
Zolaffer finishes his spell right before going under, and summons a celestial dolphin. He points to the nearest creature from under the surface, firing off his second acid dart of the day (If such is possible underwater) and the dolphin follows his lead and charges.
Ranged Touch Attack: 1d20 + 3 ⇒ (2) + 3 = 5
Acide Dart Damage: 1d6 ⇒ 2
Dolphin Slam Attack: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
Dolphin Slam Damage: 1d4 + 3 ⇒ (1) + 3 = 4
(+2 damage if the critter is evil)
Trying to swim to surface: 1d20 - 1 ⇒ (9) - 1 = 8
Zolaffer flails his limbs ineffectively trying to reach the surface, but fails to move meaningfully.
28-2=26 rounds of air left. Summon will disappear before Zolaffer's turn after his next.

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Relevant knowledge check would be Nature and DC12
The acid splash is diverted by the water around, but the dolphin manages to bang hard into one of the creatures.
Status: Bold may post
Theodic
Gregor
Ledt
Peter (able to make AOO in addition to normal attack)
critter -red 6 damage.
critter - blue
Zolaffer - underwater (2 rounds breath used; 5' down)
- dolphin
Remember, a swim check each round of you will sink 5' further into the depths. Casting spells or using abilities with a verbal component can't be done underwater..

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Swim: 1d20 - 3 ⇒ (5) - 3 = 2
Swim: 1d20 - 3 ⇒ (16) - 3 = 13
Ledt short arms are not made for physical efforts and he struggles trying to get himself out of the water where he initially sinks. He appears 5 feet to the right of the attacker after going up another 5 feet in diagonal.
Can't move from phone, can anyone move my token please?
That probably means an AoO.
As for spellcasting, I believe it is possible with a concentration check

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Well, I'm learning a lot in this scenario. Sounds like you can cast underwater, concentration dc 15+spell level.
I'll not give the creatures an AOO on Ledt, as the first five foot move is really a sink down, which is not Ledt doing a move himself.
Status: Bold may post
Theodic
Gregor
Peter (able to make AOO in addition to normal attack)
critter -red 6 damage.
critter - blue
Zolaffer - underwater (2 rounds breath used; 5' down)
- dolphin
Ledt
Hopefully I moved Ledt to the correct place.

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swim, Gregor: 1d20 + 1 ⇒ (2) + 1 = 3
swim, Ironclaw: 1d20 + 2 ⇒ (4) + 2 = 6
swim, Gregor: 1d20 + 1 ⇒ (19) + 1 = 20
swim, Ironclaw: 1d20 + 2 ⇒ (5) + 2 = 7
Neither Gregor, nor Ironclaw were prepared to go into the water, and both struggled to stay afloat to no avail. Gregor finally managed to get his head above the surface, looking about frantically for any sign of his bear friend.

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"But our problem is with you, murderers."
"What?! Is that for the girl or for the guards? You know?! Forget it and feel my steel!"
AoO - Atk w/ PA: 1d20 + 3 ⇒ (7) + 3 = 101d8 + 7 ⇒ (6) + 7 = 13
Round 1
Peter tries to get back to the boat.
Is that a move + standard action, or can I do both as move action?
Swim + Climb: 1d20 + 2 ⇒ (6) + 2 = 81d20 + 2 ⇒ (9) + 2 = 11

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Kn. Nature - knowing my enemies' weakness: 1d20 + 4 ⇒ (6) + 4 = 10

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Trying to climb onto the upturned boat would be a standard action. Given Peter failed his swim, he can't try to climb onto the boat, but might want to use a standard action to try and get back to the surface.
Status: Bold may post
Theodic
Peter -still has a standard action available , underwater 5' down
Gregor
little bear - underwater (2 rounds breath used, 5' down)
critter -red 6 damage.
critter - blue
Zolaffer - underwater (2 rounds breath used; 5' down)
- dolphin
Ledt