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The chef looks curiously at the warpriest before replying "Hmm, not sure where Dargo went. He left a few hours before ye showed up. Looked like he'd hired some new muscle, too. And I can tell ye where the cave is just fine. As for the room, I ain't got the faintest clue what's his and what isn't. Ye'll have to figure that out on ye're own."
The man caught outside in the net just continues mumbling apologies and begging for his life.

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I'm just going to assume that someone searches the room.
Searching the room, it appears that Dargo left his notes scattered all about. It takes a few minutes to piece them together but it seems as though Airk had discovered the location of The Sniper, which is currently aboard a sunken vessel named Vaydren's Might. These notes reveal the location of Vaydren’s Might: 1,500 yards offshore in the Flotsam Graveyard, beneath a one-mast ship known as the Iron Tide. The Iron Tide is recognizable by its mast, which still protrudes above the green waves of the harbor, and is carved into the likeness of a woman clutching dangling, iron chains. You also find a small bag containing 7 potions, each labelled potion of water breathing.

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Alright, to the cave it is.
The chef gives quick directions to the cave, telling you it's not accessible by land, so you'll need to borrow some form of vessel. It's at this time that the city guard appears on the scene. Once they've established who is at fault and who isn't, they take a statement from each of you and lead the men away in chains. While the two thugs look dejected and miserable, the chef looks over his shoulder and says with an evil grin "Good luck, land lovers. You're gonna need it!" He disappears then as the last guard shoves him out the door. Before leaving, the guard turns to you and says "If you need a boat to finish your assignment, feel free to use this old codger's rowboat. He won't be using it for a long time."
It's a bit of a tight squeeze fitting the five of you in a single rowboat, but you are able to do so without fear of the vessel capsizing. Setting out to the North, you're able to row to the sea cave in about twenty minutes. Unfortunately, dawn has also brought with it high tide. The surf mostly obscures the entrance to the cave as it crashes against the rocks surrounding the grotto, and you have to do a double-take to even notice the lip of the cave peeking above the waterline. Furthermore, the surf itself is treacherous, as it slams repeatedly against the surrounding rocks with terrific force.
I'll need a DC 15 swim check from everybody who is going inside. There's about a foot and a half of clearance between the cave roof and the water, so you won't be able to fit the boat inside.

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Celie looks at the waters lapping against the shore. She watches as Oloch jumps into the water and starts to swim. She activates her Flight hex and flies over to the cave, flying far enough above the water not to get wet.

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Sorry guys, busy weekend.
Swim: 1d20 + 1 ⇒ (6) + 1 = 7 Swim: 1d20 + 1 ⇒ (16) + 1 = 17
He climbs out of the boat, but quickly makes no progress. On the second try, however, he makes it across to the cave.
-Posted with Wayfinder

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Alright, here we go.
Valrar decides to stay with the boat to keep it fom drifting as the rest of the team moves in. After a short, claustrophobic swim, the team notes that the flooded tunnel widens up into a large cave. 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. A number of other skeletons litter the cavern floor, wrapped in the tattered remains of clothing.
Before you can make your way farther in, the pool in the center of the room swirls and splashes as two enormous crabs climb out to face you. As they crawl toward you, it almost looks as though the ground beneath them moves with them. A closer look notes , however, that it's not the floor that's moving, but a swarm of smaller crabs that rise from the pool to follow their larger cousins toward a potential meal.
Initiative!
Oloch: 1d20 + 3 ⇒ (9) + 3 = 12
Celie: 1d20 + 10 ⇒ (18) + 10 = 28
Vordrek: 1d20 + 1 ⇒ (1) + 1 = 2
Jager: 1d20 + 9 ⇒ (15) + 9 = 24
Giant Crabs: 1d20 + 1 ⇒ (14) + 1 = 15
Crab Swarm: 1d20 + 2 ⇒ (3) + 2 = 5
Celie and Jager are up first! Note that the map has been updated.

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Celie looks at the crabs and quickly at fox, "Don't say one word." she warns her familiar, then she casts out a net of webbing that covers all of the little bitters. DC is 16 Reflex

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Giant Crab 1 Ref. Save: 1d20 + 2 ⇒ (4) + 2 = 6
Giant Crab 2 Ref. Save: 1d20 + 2 ⇒ (3) + 2 = 5
Crab Swarm Ref. Save: 1d20 + 4 ⇒ (18) + 4 = 22
The giant crabs become entagled in the magical webbing and are unable to free themselves. The swarm, however, slips between the fine strands and continues rolling toward you.
Jager is up!

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Unless it's been 5 minutse since we've entered, I'm still flying.
Celie looks at the crabs on the ground, "Fire, I like that idea. Stand back please." she says as her hand starts to glow a bright red. Flames start to lick the tips of her fingers as she chants the enchantment for Burning Hands. She waits until her team is clear and lets her hands' fire burn the little crabs away. Moving away to get all of the crabs within her flames.
Burning Hand DC 15: 5d4 ⇒ (3, 2, 1, 2, 3) = 11

//Oloch\\ |
Oloch does his best to move through the swarm at Celie's call. Slapping and stomping the little buggers flat, he makes it through, and pulls a flask of acid out, waiting for his team to get out of the way.
[/ooc] I will ready an action to throw the flask if the burning hands does not kill everything.. and once everyone is out of the way.[/ooc]

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Spreading his fingers in a similar fashion, Vordrek speaks the same short chant as fire leaps from his fingertips.
Burning Hands (DC 14 Reflex for half: 5d4 + 1 ⇒ (4, 3, 4, 3, 4) + 1 = 19
-Posted with Wayfinder

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It will last 50 minutes, But they could break free. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC (16) of this spell.

//Oloch\\ |
Just to make it simple.. Oloch replaces the unused flask, and draws his sword as he walks over to the giant crabs. "Well, we will eat well tonight!!!!" he says as he brings the giant sword down on each head in turn.
Considering that they are caught in the net and are held still, I don't think that I need to make an attack or damage roll... its a pretty foregone conclusion that eventually, the shells would crack and they would be dead.

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Crab 1 CMB: 1d20 + 8 ⇒ (6) + 8 = 14
Crab 2 CMB: 1d20 + 8 ⇒ (3) + 8 = 11
Try as they might, the crabs are unable to break free as the warpriest mercilessly beats them to death.
I'll wave any needed damage rolls in the interest of keeping the game moving. What would you guys like to do now that nothing is trying to eat you?

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Sifting through the piles of bones, you quickly determine which body to be the newest addition and though it has been a little over two weeks since the thugs deposited Airk’s corpse in the sea cave, 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.
Upon closer inspection of the wayfinder, Vordrek and Jager are able to find a hidden compartment on it. Popping off the back , you find a neatly folded up set of notes and, though they have sustained significant water damage, you're able to determine that Airk was suspicious of Dargo's intentions for some time now. In fact, it appears that he was planning on ditching his young associate in an attempt to find The Sniper on his own and return it safely to the Society before calling Dargo out on his suspected crimes.

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"He's a compatriot of ours-- or was. I say he deserves as proper a burial as we can give in here."

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Yes to the wreck! And i can show everyone how useful guns are under water........
If I'm not mistaken, you can buy a type of air bladder that'll allow you to fire a gun underwater. It only works once but it might be worth looking into. And the shipwreck in question is where the venture captain said the The Sniper was last reported to be. You've found several potions of breathe underwater now so since drowning isn't an issue, I'll be waiving the needed swim checks for the purpose of movement and underwater combat. I'll update later tonight once I get off work.

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We have the potions so we will be able to breath. Im just worried about my gun. If possible can we buy a scroll of air bubble on the way to the wreck? Celie can cast it as its on the witch speel list. If she would be so kind. I would probably get a level 3 scroll so it lasts longer.