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The enemies already on them, Mr. Spleen doesn't have to use time to meet the sahuagin, and so can concentrate on catching them with its both claws.
Claw: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Grab: 1d20 + 10 ⇒ (11) + 10 = 21
Constrict damage: 1d4 + 2 ⇒ (3) + 2 = 5
Claw: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Grab: 1d20 + 10 ⇒ (16) + 10 = 26
And Rogar, stoically dodging and deflecting the sahuagin tridents, prepares to strike again with his dagger.
MW Dagger: 1d20 + 4 + 2 + 1 ⇒ (15) + 4 + 2 + 1 = 22 oops, forgot masterwork the last time
Damage: 1d4 ⇒ 1
attack S4 first, if it goes down, then S5

Grymp |

S5 Will: 1d20 + 4 ⇒ (11) + 4 = 15 Fail
Gresham kills S6 and moves towards relieving Doc.
As S1 had run away, Alessandra swims and attacks the other crossbow user.
Mr. Spleen finishes off S5, and then Doc moves over and kills S4.
Combat over, as S1 has swam back into the cave to the North.

Gresham Elmaleh |

Gresham nods as Chaenath points toward the north and the fleeing sahuagin. He swims a brief distance in that direction, waiting for his companions to catch up or indicate they wish to go in a different direction.

Grymp |

The tunnel rises above sea level here, creating an air pocket in this series of chambers. The floor is sand and a few items of furniture are scattered about, including a table, a poorly repaired chair, a bed with a sagging frame, and a crude fence of dried wood in the rear of the chamber. The entire cavern is overgrown with vines bearing tiny violet flowers that fill the room with a cloying fragrance.
As your heads break the surface of the water, you see that the Sahuagin that escaped is in the final stages of being devoured by a number of small plant creatures, eight to be exact.
The creatures have not noticed you.
Actions?
Knowledge (nature)?

Gresham Elmaleh |

Take 10 Knowledge (nature): 10 + 14 + 1d6 ⇒ 10 + 14 + (5) = 29
Gresham leans over to Doc and, cupping his hand over his mouth, whispers, "Rogar, perhaps this would be an excellent time to employ one of your bombs?"
Do there appear to be any valuables which might be harmed my an alchemist bomb?

Grymp |

Hey are xtabays, with that roll, feel free to read their entire entry!
You can see the furniture, who knows, although those things are back behind the plants.
With Chaenath's scream, you guys can finish up a surprise round of actions...

Gresham Elmaleh |

Gresham takes in the scene and angles his limbs to mimic the stance of the legendary kirin. Swift action to enter kirin style
"Note the telltale death's head pattern on their petals. These are xtabays, a mobile carnivorous plant."
Gresham drops his nodachi and readies his bow.
"Xtabays produce a soporific pollen which renders their prey unconscious. The pollen cloud is typically effective to a range of ten feet, so I recommend ranged attacks. Their speed is fairly slow, so hopefully we shall be able to eliminate them before they are able to deploy their pollen."

Alessandra |

Alessandra scoffs. "What kind of a name is that?! Were you thinky-types low on inspiration that day?" She glowers as Chaenath screams, giving away their presence. Time was, she'd have shot someone for doing that. She's clearly mellowing (or 'going soft' as she thinks of it).
Drawing her bow, she fires at the nearest plant.
Surprise round: standard action attack
Longbow: 1d20 + 6 + 5 + 2 - 2 ⇒ (17) + 6 + 5 + 2 - 2 = 28
Damage: 1d8 + 2 + 2 + 4 ⇒ (6) + 2 + 2 + 4 = 14

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"Whoever found an' gave name to th' plant, must've been usin' somethin' far stronger than booze.."
But time to wonder about the nomenclature is later, now is the time for some explosive weeding. Following Gresham's advice, Rogar keeps his distance to the carnivorous plants, and throws a bomb of fire and goo on them.
Bomb, PBS: 1d20 + 10 ⇒ (6) + 10 = 16
Fire Damage: 3d6 + 4 ⇒ (6, 5, 6) + 4 = 21
7 points splash damage, ref save DC 16 to halve. Also DC16 ref save to avoid entangled / glued to floor -effect

Gresham Elmaleh |

"Captain, it literally means 'Female Ensnarer' in Polyglot."

Chaenath Woodsea |

Assuming the scream is a free action Chaenath casts a Fortune Hex on Doc, her banshee like wail modulating into a high pitched exhortation to burnthemburnthemburnthemburnthemburnthem
The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result.

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"I still think th' name-giver was havin' a bit too many mugs o' xtabentún"

Grymp |

Alrighty then, so shall we press on?
The xtabays were just turning to react to Chaenath's scream, when Doc nailed them with his bomb. Alessandra quickly picked off the survivors, and the deed was done.
You suspect that the xtabays are responsible for there being breathable oxygen in this space, and now with no xtabays and some fire, the oxygen will start diminishing as you breath it. Luckily, you can all breath water right now, so no problem.
On the plus side...
[spoiler=Perception DC 12]Hidden within the bed covers is a wand of web(37 charges), and beneath the bed, there is a small coffer containing three potions of water breathing.

Chaenath Woodsea |

Chaenath is going to be taking 20 on the chamber anyway if possible, unless there is an obvious way out.
Per just in case: 1d20 + 10 ⇒ (19) + 10 = 29
Oohhh, look a wand, and potions!
What are the exits from here?

Gresham Elmaleh |

"Captain, I have already imbibed a potion of water breathing from your stores. We have no idea how extensive these water-filled caverns are, perhaps it would be wise for at least you to imbibe one as well? I do not know the extent of Lady Chaenath's ability to grant that capability. Regarding the disposition of the wand of web, I am quite capable of manipulating magical devices should you wish me to use it on your behalf, but perhaps it would be best suited to Lady Chaenath?"
Before exiting back into the water, Gresham will drink an extract of barkskin, an extract of false life, and an extract of shield. He also taps himself again with his wand of heightened awareness.
Use Magic Device: 1d20 + 14 ⇒ (11) + 14 = 25
[dice=false life]1d10 + 4[/dice]
barkskin will last 40 minutes, false life will last 4 hours, heightened awareness will last 10 minutes, and shield will last 4 minutes so it is the last thing I do before exiting the room.

Grymp |

This tunnel is a dead end, it was the north tunnel out of the last cavern. You had come into the ambush cavern from the east, and there was a western exit.
Assuming you swim back down to the ambush cavern and go to the west, that cavern then turns south and opens into another cavern. This cavern looks to be the sahuagin equivalent of a barracks. It is empty of sahuagin.
You came into this room from the north, there are passages to the south and east out of here.

Chaenath Woodsea |

Unless there's any markings that we could get from a Per check I guess we flip a coin. 1 for south, 2 for east
Flip: 1d2 ⇒ 2
Let's go east!

Gresham Elmaleh |

Gresham nods and swims toward the east.

Grymp |

You travel down the passage, and come into a cavern. In the midst of this cavern is a large crab.
Knowledge(nature) DC 19 to ask questions...
Alessandra: 1d20 + 5 ⇒ (3) + 5 = 8
Chaenath: 1d20 + 1 ⇒ (19) + 1 = 20
Doc: 1d20 + 2 ⇒ (15) + 2 = 17
Gresham: 1d20 + 0 ⇒ (15) + 0 = 15
Crab: 1d20 + 0 ⇒ (16) + 0 = 16
Chaenath and Doc are up!
You're still under water.

Gresham Elmaleh |

[dice=Knowledge (nature) w/heightened awareness]1d20 + 14 + 2 + 1d6[/dice]
Immunities, special attacks, special defenses if I can get them. I'll pass them on to my allies when I can.

Chaenath Woodsea |

Are we underwater? If underwater Chaenaht hexes crab's AC. Otherwise will hex it's saves hoping that Doc can stick it in place easier. Either way Will DC 18 for 2 round hex or 10 round of Hex

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Not at his best, fighting underwater, Rogar stays put with his dagger drawn.
"Looks a bit like ye, Mister Spleen," he comments to his familiar as he readies to strike if the enemy ventures too close.
Mr. Spleen doesn't answer, it keeps a position next to its master.
Rogar, MW dagger: 1d20 + 4 + 2 + 1 ⇒ (6) + 4 + 2 + 1 = 13
Damage: 1d4 ⇒ 4
Mr. SpleenClaw: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

Grymp |

You're still under water.
@Gresham - It is a Giant Rock Crab. Immune to Mind Affecting Effects, it has a Constrict Attack and Grab.
Chaenath attempts to Hex the creature, but it is immune.
The crab comes forward and attacks Gresham with it's claw...
Claw: 1d20 + 6 ⇒ (15) + 6 = 211d6 + 4 ⇒ (2) + 4 = 6 Hit
Grapple: 1d20 + 12 ⇒ (19) + 12 = 311d6 + 4 ⇒ (4) + 4 = 8 Successful I believe, so Gresham is grappled.
The whole party is up.
It is apparent that the creature has 10' reach, only Gresham is currently within that reach, but of course the creature is grappled, so not threatening, UNLESS it took the -20 to be otherwise. I'll leave it to you guys to guess that out.
Anyways...

Chaenath Woodsea |

Chaenath gives Gresham a Fortune Hex and cackles
The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result, duration 2 rounds

Grymp |

It is unfortunate that such a great Knowledge roll was somewhat wasted. I mean, by the time Gresham gets an action, Chaenath has figured out the mind affecting immunity, and everyone has seen the grab/constrict in effect.

Gresham Elmaleh |

Gresham grimaces in pain as the giant crab seizes him in its giant claw. He speaks, his voice odd in his ears beneath the surface of the water. Not for the first time he wonders how the magic of water breathing functions.
"Captain, Mr. Spleen, Rogar. I shall occupy this beast until you close, then I will endeavor to free myself since this appears to be an untenable position."
Delay until after Doc/Mr. Spleen & Alessandra so they can hopefully close without an AoO and attack its lower grappled AC. Then I'll come off delay and attempt to break free.

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"Sure thin', Gresh! Spleen, get behind it!"
And so Doc swims closer together with his familiar. Individually the aren't particularly effective, but together they should be able at least to harass the beast. And hopefully get an opening for Alessandra.
Rogar, MW dagger: 1d20 + 4 + 2 + 1 ⇒ (7) + 4 + 2 + 1 = 14
Damage: 1d4 ⇒ 1
Mr. Spleen, Claw: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Grymp |

Both Doc and Spleen missed.
Ok, let me see then, Alessandra previously used the following numbers to attack, so I'll just copy them...
Swift action to get free Move action; full round attack against crossbows
Short Sword: 1d20 + 6 + 2 + 1 - 2 ⇒ (16) + 6 + 2 + 1 - 2 = 23
Damage: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Dagger, Off-hand attack: 1d20 + 6 + 2 - 2 ⇒ (7) + 6 + 2 - 2 = 13
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Short Sword: 1d20 + 1 + 2 + 1 ⇒ (17) + 1 + 2 + 1 = 21
Damage: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6
All piercing damage so no modifiers for underwater
Her first and third attacks hit.
Gresham?
Crab - 15

Gresham Elmaleh |

Gresham ties to focus past the pain of the crab's claw crushing the life out of him and study its movements, then wriggle free and assume his fighting stance.
Move action for studied combat, standard action for CMB check to break out of the grapple with Combat Expertise, swift action for Kirin Style.
CMB to break the grapple w/ Combat Expertise: 1d20 + 8 + 2 - 2 ⇒ (14) + 8 + 2 - 2 = 22
Fortune CMB to break the grapple w/ Combat Expertise: 1d20 + 8 + 2 - 2 ⇒ (11) + 8 + 2 - 2 = 19

Grymp |

Sorry, the forums weren't indicating there was a new post!
Gresham breaks free from the Crab's embrace!
The crab is up...
The crab will attack Gresham with two claws...
Claw: 1d20 + 6 ⇒ (18) + 6 = 241d6 + 4 ⇒ (4) + 4 = 8 Hit
Claw: 1d20 + 6 ⇒ (12) + 6 = 181d6 + 4 ⇒ (5) + 4 = 9 Miss?
Grapple: 1d20 + 12 ⇒ (7) + 12 = 191d6 + 4 ⇒ (5) + 4 = 9 If Gresham's CMD is 20 right now, then that's a miss!
The whole party is up.

Gresham Elmaleh |

Yes, those numbers reflect my barkskin, shield, and Combat Expertise. I've now also increased them to account for my fighting defensively.
Only due to his defensive posture is Gresham able to weather the crab's relentless assault, but it takes its toll. He takes a moment to analyze its fighting technique, then lunges with his nodachi, attempting to drive the point between the crab's chiton. Recovering from his lunge Gresham pulls back into an even more defensive posture, trusting to Chaenath's supernatural luck to guide his blade.
Knowledge (nature) DC 15 + the crab's CR: 1d20 + 14 + 1d6 ⇒ (15) + 14 + (1) = 30
Nodachi w/Combat Expertise, fighting defensively, and studied combat: 1d20 + 9 + 2 - 1 - 4 ⇒ (14) + 9 + 2 - 1 - 4 = 20 damage: 1d10 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Fortune Nodachi w/Combat Expertise and studied combat: 1d20 + 9 + 2 - 1 - 4 ⇒ (15) + 9 + 2 - 1 - 4 = 21

Grymp |

Gresham gets a solid hit against the crab.
Short Sword: 1d20 + 6 + 2 + 1 - 2 ⇒ (11) + 6 + 2 + 1 - 2 = 18 Hit
Damage: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Dagger, Off-hand attack: 1d20 + 6 + 2 - 2 ⇒ (12) + 6 + 2 - 2 = 18 Hit
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Short Sword: 1d20 + 1 + 2 + 1 ⇒ (16) + 1 + 2 + 1 = 20 Hit
Damage: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6
All piercing damage so no modifiers for underwater
All three of Alessandra's attacks hit.
When I first went to ghost Alessandra for last round, I had picked some numbers she used for an archery attack earlier against the creeper. I quickly realized my mistake, as those numbers were not usable under water, so I switched her to the melee attacks she is using now. When I rolled the attacks that never happened, can I tell you that a full round of arrows from Alessandra did enough damage too finish the crab? She's deadly!
Crab - 38

Chaenath Woodsea |

Chaenath uses her Healing Hex on Gresham and Cackles to keep the Fortune Hex going.
Healing Hex CMW: 2d8 + 6 ⇒ (5, 6) + 6 = 17
Fortune active for two more rounds

Gresham Elmaleh |

Gresham spares a moment to look over his shoulder and nod at Chaenath as her touch causes nearly all of his wounds to heal. Then he returns his attention to the rock crab with renewed vigor.

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Dagger and claw, Rogar and his familiar keep up their assault - even if their previous attacks were harmlessly glanced away by the crab's carapace.
Rogar, MW dagger: 1d20 + 4 + 2 + 1 ⇒ (7) + 4 + 2 + 1 = 14
Damage: 1d4 ⇒ 1
Mr. Spleen, Claw: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Mr. Spleen, Claw: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

Grymp |

Mr. Spleen's two swings both hit, and amazingly enough they are enough to drop the crab!!!
Within the silt at the bottom of the cave lies a masterwork trident with the broken condition.
There is nothing else of interest in this cavern.
Leaving that cavern and going back to previous one, you find only one path which you have not yet followed, and that is to the south. This passageway goes on for some time, and Rogar definitely feels like it is descending
This passageway ends in a roughly 15' across cavern that has two exits, one to the north, and one to the SE. Inside the cavern is a single shark, and two sahuagin. You are quickly able to dispatch these three as a minor hindrance.
The passage to the north goes level, and the one to the SE appears like it descends even further.
Which shall it be?

Gresham Elmaleh |

I think its safe to assume that my 4 minute shield extract has expired by this time, correct?

Grymp |

I think its safe to assume that my 4 minute shield extract has expired by this time, correct?
Yes, quite likely.

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And we are still underwater? Has Rogar's 6-minute Touch of Sea expired already? If so, he'll have to swim dwarven-style - feet firmly in the ground...
"I prefer we check this depth first, before goin' any deeper. T' north, mates!"
Rogar sends Mister Spleen swimming towards the northern passage, and starts following it soon after.

Gresham Elmaleh |

Gresham propels himself through the water with his swim fins along with the party, his nodachi at the ready and his eyes searching for trouble.

Grymp |

Yes, virtually this entire dungeon is under water, which I imagine is why the module gives so many breathing potions.
You swim north and come into another chamber...
Numerous strange, organic laments fill this chamber, running from floor to ceiling like columns. Fist-sized pink ovoids float from the laments, bobbing in the lazy current.
Another corridor leads north out of this cavern, or you can go back to the south.

Gresham Elmaleh |

Knowledge (local): 1d20 + 14 + 2 + 1d6 ⇒ (12) + 14 + 2 + (6) = 34
"These are locathah eggs, roughly one week from hatching."
Gresham continues swimming north, per the plan of his companions.

Grymp |

Swimming up the corridor, you come to yet another cavern. The sole occupant of this room is a fishlike humanoid with crested fins and an orange coloration, shackled to the far wall. It would appear that the creature’s legs have been removed, And crudely stitched up with ragged scars, and carved crude tattoos into its scaly flesh.

Gresham Elmaleh |

Gresham studies the creature briefly, then addresses it in Aquan.
Diplomacy: 1d20 + 10 + 1d6 ⇒ (14) + 10 + (3) = 27
If allowed, Gresham will open the shackles.
Take 10 Disable Device: 10 + 18 + 1d6 ⇒ 10 + 18 + (6) = 34

Grymp |

The creature responds in like kind, "yes, the terrible sahuagin captured me, and have taken control of my eggs. They tortured and deformed me. They will eat my hatchlings when they emerge, or enslave them, and for a mother, the thought of either is terrible."
She is, obviously, more than willing to get rescued and immediately, but slowly, swims to the adjacent chamber and begins collecting up her eggs.
"How do I get out of here?"