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It takes the party a couple of hours to sift through the dozens of ship skeletons that litter Absolam's coast before you find the one you're looking for. Once you do, though, there's no question that it's her. 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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As Celie stands a the front of the boat peering out into the fog, she notices two men aboard the the partially-sunken ship's forcastle.
GM Roll 1: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14
GM Roll 1: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19
As you row closer, it appears that the two men notice you as well. But instead of open hostility, the thugs seem releived/irritated by your arrival, shouting out "About time you lazy bastards showed up, we've been waiting for hours! The little git finally gave up waiting and went below deck over an hour ago! Said he'd be back as soon as he found the thingy-majigey he was lookin' for. Hurry up and get aboard before he comes back!"

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Celie seems intrigued by the men shouting at her from a ship. But she's not into that line of work. She calls back to them.
"Yeah Yeah, Hold your horses love, we're on our way." she motions to the others to be ready. "Has he got any leads before he went down?"

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Vordrek, perplexed, stays silent for now and hopes this plays out in their favor.
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As the group boards the wrecked vessel, the men cry out in surprise "Hey, you're not the fishermen! Men, to arms!"
Initiative!
Oloch: 1d20 + 3 ⇒ (3) + 3 = 6
Celie: 1d20 + 10 ⇒ (5) + 10 = 15
Vordrek: 1d20 + 1 ⇒ (14) + 1 = 15
Jager: 1d20 + 9 ⇒ (9) + 9 = 18
Thugs: 1d20 + 6 ⇒ (18) + 6 = 24
Seeing their mistake, The thugs charge the group, one coming down the stairs at Oloch, and one attacking Celie on the top deck.
Attack Vs. Celie: 1d20 + 6 ⇒ (7) + 6 = 13
Attack Vs. Oloch: 1d20 + 6 ⇒ (13) + 6 = 19
Damage Vs. Celie: 1d6 + 2 ⇒ (5) + 2 = 7
The attack against Oloch is defeated as it bounces off his armor. Celie isn't so lucky as the man's rapier stabs her in the hip.
The party is up! Some map magnification may be required.

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Celie never landed on the ship, she floated up to the same level.
Celie floats back five feet and stares at the pirate that just stabbed her. "You shouldn't have done that. Now I am mad. Go to sleep." Slumber hex, DC 17 Will

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Vordrek holds out one hand, fingers spread. "No. We're not." Three bolts of pure force erupt from his fingertips.
Targeting the one closest to me, by Oloch.
Magic missile: 3d4 + 3 + 1 ⇒ (3, 3, 3) + 3 + 1 = 13

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Apologies if PC placement wasn't right. I interpreted "flies up ot the top of the deck" as literally flying to the top-most part of the deck.
Thug's will save: 1d20 + 4 ⇒ (4) + 4 = 8
Celie once again sends her opponent to sleep while Oloch and Vordrek dispatch his companion.
Combat over!
So from here, the map gets complecated. Essentially, the Iron Tide crashed into an already-sunken vessel and has now become one shipwreck piled on top of another. You'll have to enter the Iron Hide's hull and navigate through the holes into the other ship. A side-shot is provided on the bottom left corner of the map.

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Celie ties up the creep that stabbed her. After he is securely tied, Celie cuts off his index finger to wake him up. "I'm sorry, did that hurt love?" she asks as he screams. "Next time, you won't stab a lady."

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Vordrek reaches Celie just as she finishes tying up the sleeping thug. He glowers at her when she mutilates his hand. "Was that necessary?" he growls. "I can fix your little scratch there. I can't grow back a finger." He places one hand on Celie's stab wound and the other on the man's bleeding hand. Speaking a short incantation, his holy symbol and both hands glow briefly with golden light.
Cure light wounds, Celie: 1d8 + 4 ⇒ (7) + 4 = 11
Cure light wounds, thug: 1d8 + 4 ⇒ (1) + 4 = 5
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Celie thins about Vordrek's words, "Yes, he stabbed me. I needed to teach him not to hurt a woman." She places the finger in a bad on her waist. "I also needed a new finger for my necklace."

//Oloch\\ |
I am sorry about my lack of posts of late. I get back into town yesterday and should be back on a regular posting schedule.
Oloch climbs aboard the vessel, and quaffes a potion Of water breathing as he moves towards the bow. "We might as well start forward, and move to the stern. No other way to make sure we look everywhere." he says before moving to the door and entering the forecastle.
[ooc]I am not sure if the two top pictures are one ship or two side by side. If there is no forecastle on this ship, Oloch will look around for another entrance below decks.

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I am not sure if the two top pictures are one ship or two side by side. If there is no forecastle on this ship, Oloch will look around for another entrance below decks.
The two visible pictures technically show the same deck, just different parts. The first picture shows the upper decks while the second picture allows you access to the interior of the main deck.
P.S. For this last part of the mission, be sure to move your character on the map as you explore the ship, even when not in combat. I think it will cut down on confusion greatly.Oloch wades into the water as he heads for the back-end of the ship where two doors sit 3/4 of the way submerged. The doors are swollen with water and the hinges rusted from salt exposure, but the warpriest is still able to rip off the door with ease. Seeing that the interior room is submerged and lightless, Oloch casts Light on his armor and chugs his potion before diving in. Once inside, you note this well-decorated room wasn't meant for any regular sailor. The furniture looks as though it must have been high-quality and expensive at one point. And there are the remains of a bed against the back wall, as opposed to the standard sailor hammock. While water seems to have taken it's toll on the rest of the room, you notice that a chest in the corner seems to be particularly well preserved.

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Vordrek looks around the room. "Hm. Captain's quarters, I would imagine."
Using detect magic.
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Sorry, long weekend.
As Vordrek casts detect magic, it appears that the very chest itself is magical. Opening it, you find that not only is there no moisture inside, but the chest's contents are remarkably well preserved. Among the contents are a captain’s along with a small cache of treasure containing 3 labelled potions of endure elements and 2 labelled potions of water breathing.

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He picks up the potions one by one and examines them. "Fascinating." He takes a whiff of one of the water breathing potions. "I'll have to learn how to make one of these. Or at least reproduce its effects myself."

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Celie's search turns up nothing interesting as the rest of the room has succumbed to the effects of time and salt water. As Vordrek investigates the potions, Jager and Oloch swim into the next room. This lightless room, completely submerged in water, is empty and nondescript but for a stairway that leads down further into the vessel.

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Celie follows Oloch, playing with fox.
Fox "Why are we in this wet place?"
Celie "Money."
Fox "Can't you do something else to earn money?"
Celie "Yes, but i need to stretch my legs sometimes."
Fox "Ewwww, i didn't mean that."
Celie looks at Fox.
Celie "Get your mind out of the gutter. You've been that way since we meet that Kitsune fighter."
Fox "He was foxy, i can't help it."

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Celie gives the door a push and it lazily swings open. The gloomy water in this room is much more chilled than the normally pleasant waters of Absalom’s harbor. As you cast your light into the room, you see multiple sets of eyes looking back at you! The eyes swim forward to reveal horrid undead creatures with long, sharp teeth, and pallid flesh stretched tight over their starved frames. They utter undecipherable screams as they swim toward you.
Initiative!
Oloch: 1d20 + 3 ⇒ (5) + 3 = 8
Celie: 1d20 + 10 ⇒ (20) + 10 = 30
Vordrek: 1d20 + 1 ⇒ (6) + 1 = 7
Jager: 1d20 + 9 ⇒ (11) + 9 = 20
Undead: 1d20 + 4 ⇒ (5) + 4 = 9
Celie and Jager are up first! Underwater Combat Rules are on pg. 432 of the Core Rule Book. Keep in mind that, while I'm negated the otherwise needed swim checks, movement hindrances will still apply.

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Celie sees the undead coming at her, She hexes the first one with misfortune and swims behind the others in teh room. 17 Will

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Jager swims next to Oloch and readys his pistol to fire.
Attack: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23
Damage: 1d8 + 6 ⇒ (3) + 6 = 9
Readies to fire if one gets within 10 ft. And currently my pistol is protected and my ammo is cartridges fo they are good too.

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Undead will save: 1d20 + 7 ⇒ (7) + 7 = 14
The undead creature fells Celie's spell wash over him, but swims forward anyway. As the horde descends upon you, Jager fires a shot at the first one in range, but it's not enough to slow it down. They converge and begin to tear into you wild abandon.
Bite attack vs. Jager: 1d20 + 5 ⇒ (19) + 5 = 24
Misfortune Reroll: 1d20 + 5 ⇒ (13) + 5 = 18
Ooh, lucky!
Bite attack vs. Oloch: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Bite attack vs. Oloch: 1d20 + 5 ⇒ (4) + 5 = 9
Oloch's fort. save vs. disease: 1d20 + 8 ⇒ (3) + 8 = 11
Oloch's fort. save vs. paralysis: 1d20 + 8 ⇒ (13) + 8 = 21
Most of the undead tear at the party's armor in vain. One, however, finds an opening in Olochs armor and bites his elbow. The half orc immediately begins to feel his muscles tighten and knot, but is luckily able to shake it off.
Party is up!

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Vordrek follows suit, grasping his own holy symbol and producing a second wave of holy energy.
Channel energy (vs undead): 2d6 ⇒ (4, 2) = 6 DC 10 Will half)
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