
| Leialoha | 
 
	
 
                
                
              
            
            Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
"The shark comes." Leialoha casts and a crackling ball of electricity flies across the water, exploding over the fins and what looks like an electrical storm.
Casts empowered electricity-ball. DC 21 Reflex save for half.
Damage: 9d6 ⇒ (1, 5, 2, 6, 3, 4, 2, 6, 5) = 34 *1.5 = 51 + 4 = 55 (or 27 if saves are made)

| brvheart | 
 
	
 
                
                
              
            
            reflex shark: 1d20 + 5 ⇒ (7) + 5 = 12
reflex shark: 1d20 + 5 ⇒ (9) + 5 = 14
reflex shark: 1d20 + 5 ⇒ (14) + 5 = 19
reflex shark: 1d20 + 5 ⇒ (12) + 5 = 17
Well, that was a quick battle as they only have 22 HP! They are at -5 even if they make their saves! Fried shark anyone? XP 400 each player

| brvheart | 
 
	
 
                
                
              
            
            So you make it to the entranceway.
The smell of sea foam and rotten fish seems to have soaked into the stone itself as the hewn tunnel opens into an antechamber slick with sea silt and
algae. The tropical rays filter in through an opening high above the floor, yet the carved relief and stone murals give the feeling of being several fathoms below the surface. The air is humid and stale and the water flowing from the interior chamber has turned a darker shade of red.

| Natalie Desmee | 
 
	
 
                
                
              
            
            Natalie scowls at how short the whole thing was her hand resting on her sword still in it's scabbard. She settles back and helps the party get to the cave. Once there Natalie gets out of the canoe with a spring in her step and a mischievous grin. She hopes that whatever trouble is here will be enough to sate her need for action. When the party forms she takes the rear guard knowing that two strong warriors are up ahead and waits for the group to head out. Taking a sunrod from her haversack she slaps its head against her thigh to activate the light.

| Ivar "Goldilocks" Theodinson | 
well at least I was not in the water when he cast that storm
Ivar, places his axe back on his lap, following Natalie out of the canoe, he assists the rest of the party, waiting for Oro-Tu, he drops his shield onto his left arm and holing his axe out asks
"Can anybody cast light? It will be easier to light a weapon so we don't need a torch"
Ivar will walk behind Oro-Tu, going into the shrine of Frenzy (cove)

| brvheart | 
 
	
 
                
                
              
            
            You mean besides the six Tulita warriors with tridents near the rear of the chamber? Looks like they are positioned to defend the place against intrusion.

| Silas Frey | 
 
	
 
                
                
              
            
            Silas sheathes his sword, taking in the chargrilled smell. As they step onto land he starts to look around earnestly, whilst the fighters take the lead. He waits to see if either Oro-tu or Leiahola will take the lead speaking to the Tulita or if he will need to step up.
Perception: 1d20 + 9 ⇒ (20) + 9 = 29
Sense motive: 1d20 + 6 ⇒ (20) + 6 = 26

| Oro-Tu | 
 
	
 
                
                
              
            
            Wow nice rolls.
Oro-Tu nods and waves the tulita away, barking in his native tongue as to their quest at the behest of the tribal leaders, and that they should move aside to not interfere.
Sense Motive: 1d20 + 2 ⇒ (10) + 2 = 12
Perception: 1d20 + 11 ⇒ (20) + 11 = 31

| brvheart | 
 
	
 
                
                
              
            
            You sense they have no peaceful intent. While they are members of these tribes, they seem to wear strange markings. "Death to all interlopers, love live Dajobas!"

| Ivar "Goldilocks" Theodinson | 
Dajobas, huh, wonder what they will think of their god when they wake up dead
Ivar nudges Oro-Tu with his elbow a little
"That was a good speech boss, honest, made me want to sit down and sing and hold hands, but since it doesn't appear they want to do It the easy way I guess we'll do it the hard way."
then a little softer,
do you want to rush-in one to the left and one to the right, or do you want to step into the room between the pillars and wait for them?
init: 1d20 + 3 ⇒ (10) + 3 = 13
Ivar will only be able to move 40 ft. so he will not be able to charge in the first round and I doubt if they will wait for him to get there in the second round, it looks like Oro-Tu and Silas could both get to the ones in the very middle in the first round. Ivar can set a defensive perimeter for the squishy characters or he can move forward hopefully preventing flanks, whichever you all want, or something else, just tell him, without instructions he will use the pillars and try to keep from being flanked.

| brvheart | 
 
	
 
                
                
              
            
            initiative warriors: 1d20 + 5 ⇒ (18) + 5 = 23 No surprise round here.

| Natalie Desmee | 
 
	
 
                
                
              
            
            Seeing negotiations break down and the aggressiveness of the other natives Natalie smiles a mischievous grin as her right hand becomes a blur drawing her cutlass out. "Looks like we fight mateys."
initiative: 1d20 + 6 ⇒ (15) + 6 = 21
draw sword on initiative check

| brvheart | 
 
	
 
                
                
              
            
            This short entryway opens into the shrine’s antechamber. A vaulted ceiling held aloft by six mighty limestone pillars depicts sharks and other predators of the deep feasting on all manner of beings. Suspended by the first two pillars is a massive set of jaws that belongs to some immense shark.

| Oro-Tu | 
 
	
 
                
                
              
            
            initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Oro-Tu spits at their reply, grimacing. He mutters to Ivar, "Will try to use my reach to our advantage, get between those pillars. Maybe circle around and hit the side."

| brvheart | 
 
	
 
                
                
              
            
            Iniative Order
Warriors
Natalie
Oro-Tu
Ivar
Leialoha
Silas
Aurora
The warriors hide behind the pillars taking up positions to ambush you as you come through, but to avoid ranged attacks.

| Natalie Desmee | 
 
	
 
                
                
              
            
            Not liking the look of those jaws Natalie darts areound the sides already expecting them to try and bottleneck the entrance.
move and standard - double move up the right side to the nearest warrior
reflex: 1d20 + 9 ⇒ (6) + 9 = 15

| brvheart | 
 
	
 
                
                
              
            
            The hanging shark jaw belongs to a dire shark and is actually a trap. Stepping on a pressure plate located right within the entrance of this area causes the jaws to swing forward and snap shut.
shark trap: 1d20 + 15 ⇒ (19) + 15 = 34
damage: 2d8 ⇒ (7, 2) = 9
Anyone bitten is held fast by the jaws. You can make a Break/Pry Open DC 20 or Escape Artist DC 30 check.

| Oro-Tu | 
 
	
 
                
                
              
            
            Oro-Tu hops over the jaw past Natalie. He then takes one hand and pulls up on the jawbone, holding the lower jaw with his foot to pry it open.
Strength, Raging: 1d20 + 6 ⇒ (16) + 6 = 22

| brvheart | 
 
	
 
                
                
              
            
            For those that can't get to the Roll20 site
Shrine of Frenzy
The jaw has sprung though and is now difficult terrain for that area.

| Aurora Shadowbane | 
 
	
 
                
                
              
            
            "Can anybody cast light? It will be easier to light a weapon so we don't need a torch"
yes can cast light anytime.
seem to have init already, guess i will cast prayer and ready my sword, swift action to activate holy blessing.
OK everyone, pray with me.

| Leialoha | 
 
	
 
                
                
              
            
            "Let's Pele's fire consume them and cleanse them of the taint of the shark." Leialoha casts an empowered fireball toward the back of the room and slightly to his left.
Looking to catch the four at the back of the room although the one  to the right of the pillar on the right side will probably get a bonus to his reflex save. I don't think I can position it to catch a fifth.
Damage: 9d6 ⇒ (1, 4, 1, 5, 1, 5, 5, 2, 4) = 28 * 1.5 = 42 + 4 = 46. Reflex save DC 21 for 23.

| brvheart | 
 
	
 
                
                
              
            
            I am actually going to have to roll for this one. 
reflex: 1d20 + 2 ⇒ (18) + 2 = 20
reflex: 1d20 + 2 ⇒ (15) + 2 = 17
reflex: 1d20 + 2 ⇒ (3) + 2 = 5
reflex: 1d20 + 2 ⇒ (3) + 2 = 5
Four dead warriors. Might want to watch the alpha striking!

| brvheart | 
 
	
 
                
                
              
            
            The two remaining warriors move around to avoid Oro-Tu's pole arm one attacking him and one Ivar.
trident: 1d20 + 8 ⇒ (7) + 8 = 15
damage: 1d8 + 3 ⇒ (5) + 3 = 8
trident: 1d20 + 8 ⇒ (16) + 8 = 24
damage: 1d8 + 3 ⇒ (2) + 3 = 5
They both miss especially being -1 for the prayer.

| brvheart | 
 
	
 
                
                
              
            
            Silas would have moved to protect the flank opposite Aurora. Top of round.

| Oro-Tu | 
 
	
 
                
                
              
            
            Pretty sure I threaten 2 diagonally, reach is different than movement, at least it was in 3.5. I don't know if they included the 3.5 exception for reach verbatim, but one of the devs for PF clarified on the boards that even if you don't threaten 15' away (two diagonal), there's no way to move from 15' to 5' without passing through an imaginary 10' reach. I am ok if you don't want to allow it, but it sort of neuters the whole point of a reach weapon if you allow that kind of movement.
Oro-Tu hits the one 10' away with his polearm, leaving the other next to him for Ivar.
Attack 1: 1d20 + 15 - 2 ⇒ (20) + 15 - 2 = 33
Damage: 1d10 + 10 + 7 ⇒ (2) + 10 + 7 = 19
Attack 2: 1d20 + 10 - 2 ⇒ (15) + 10 - 2 = 23
Damage: 1d10 + 10 + 7 ⇒ (5) + 10 + 7 = 22
If he falls from the first blow, then make that last attack an unarmed strike on the one next to me, with an extra +1 to attack and this for damage:unarmed damage: 1d3 + 9 + 4 ⇒ (3) + 9 + 4 = 16
Crit!: 1d20 + 15 - 2 ⇒ (16) + 15 - 2 = 29
Damage: 1d10 + 10 + 7 ⇒ (10) + 10 + 7 = 27

| brvheart | 
 
	
 
                
                
              
            
            I think this is what you are referring to:
"10-Foot Reach and Diagonals: I’m confused about reach and diagonals. I heard somewhere online that you don’t threaten the second diagonal with a 10-foot reach but that you somehow get an attack of opportunity when opponents move out of that square, but the Rules Reference Cards show that you do threaten the second diagonal. Which one is correct?
The cards are correct. As an exception to the way that diagonals normally work, a creature with 10 feet of reach threatens the second diagonal. These changes will be reflected in the next errata."
In other words, creatures with a 10' reach do threaten the 2 diagonals, however a reach weapon does not. I have read where it specifically states this. So when you are large your reach is 2 diagonals but only 3 with the weapon. Note the reach template near the bottom:
reach Note the difference between the reach of a large tall and a 10' reach weapon in the templates.
You take the first one down with your first attack so the second takes the unarmed damage, but is still standing.

| Ivar "Goldilocks" Theodinson | 
nice work with the fire, need to remember to buy Leialoha a drink, and look, it chased the other right too us
looking aghast at Oro-tu, Ivar, smiling says,
"thanks for leaving one for me"
he then attacks the one left standing,
full attak, power attack
war axe attack: 1d20 + 14 ⇒ (14) + 14 = 28 for  damage: 1d10 + 8 + 4 ⇒ (6) + 8 + 4 = 18
war axe attack: 1d20 + 9 ⇒ (7) + 9 = 16 for  damage: 1d10 + 8 + 4 ⇒ (7) + 8 + 4 = 19

| Oro-Tu | 
 
	
 
                
                
              
            
            "Silas, help me watch for more of those traps. Let us look to the left first." As an afterthought, he says, "Let's search the traitors first for anything important."
Perception: 1d20 + 11 ⇒ (12) + 11 = 23 Also listening for sounds of anyone approaching the sounds of battle from this room.
Oro-Tu leads the way, with Silas nearby, moving cautiously with weapon drawn.

| Natalie Desmee | 
 
	
 
                
                
              
            
            Seeign the battle over so quickly Natalie scowls darkly and puts up her cutlass. She helps the party search the bodies and keep alert for danger.
perception: 1d20 + 11 ⇒ (20) + 11 = 31
when the party is ready to proceed she takes her spot in the back with Leialoha, she whispers lowly. "Ye might wants to save some juice for when we really need it. Me would hate to see us undone because you were lacking in spell power." she smiles to take the sting out of her words.

| brvheart | 
 
	
 
                
                
              
            
            The wall on the eastern side of this room is completely devoid of any marking except a single shark’s tooth made from obsidian.

| brvheart | 
 
	
 
                
                
              
            
            If you are searching the bodies Natalie you hear something from the opening to the right. Sounds like something lapping and not waves like a wet haunch of meat slapping stone.

| Natalie Desmee | 
 
	
 
                
                
              
            
            "Mateys theres be a sound coming from over there" she points them to the right across the room "and it doesn't make like water or waves, like a wet piece of meat slappin against te stone."

| brvheart | 
 
	
 
                
                
              
            
            Oro-Tu, you detect a trap just inside the archway that is the entrance.
A curved archway beckons into darkness like the
maw of some great behemoth from the deep. Brackish
water, ankle-deep, ebbs and flows in concert with the
sound of waves echoing from the antechamber outside.
However, the sound of lapping seawater is punctuated
with thick splashing sounds like a wet haunch of meat
slapping stone.

| brvheart | 
 
	
 
                
                
              
            
            A shark currently occupies this chamber. It passed through the shrine during high tide, and the receding water stranded it. The shark is slowly suffocating, but the dying shark is still dangerous and will lash out at any who comes close to it.

| brvheart | 
 
	
 
                
                
              
            
            Silas attempts to disable the trap
disable device: 1d20 + 10 ⇒ (4) + 10 = 14
And he sets off the trap and the archway slams shut in front of Silas and Oro-Tu!

| Oro-Tu | 
 
	
 
                
                
              
            
            might as well try. Dd=disable?
Oro-Tu assists Ivar in trying to open to portal.
aid, Strength: 1d20 + 4 ⇒ (4) + 4 = 8
He grunts, not seeing it as possible at the moment. "Silas can you try to open it?"
 
	
 
     
    