
Grymp |

Yes, his normal AC is 22.
This round you hit though!
K - 37, -2 AC (1 rounds), Nauseated (1 rounds)
C1 - Nauseated (1 rounds)
C2 - Dead!

Alessandra |

Alessandra snarls again, blades slashing through the air.
Short sword: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Short sword: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Dagger: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 1d4 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Unfortunately, being nearly-killed and then resuscitated does nothing for your coordination, and she misses handily.

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I feel like repeating myself, but here goes :)
It's a storm of claws, as the crab-formed living tumor keeps up it's furious assault. This time, whether by skill or chance, Mister Spleen finds an opening in the sahuagin's defences, and manages to cause some hurt.
Rogar, on the other hand, keeps poking the enemy with his newly-acquired longspear. But this is just as unefficient as it looks.
Claw: 1d20 + 6 ⇒ (20) + 6 = 261d4 + 2 ⇒ (1) + 2 = 3
Claw: 1d20 + 6 ⇒ (4) + 6 = 101d4 + 2 ⇒ (2) + 2 = 4
Grab: 1d20 + 10 ⇒ (9) + 10 = 191d4 + 2 ⇒ (1) + 2 = 3
crit confirm: 1d20 + 6 ⇒ (14) + 6 = 201d4 + 2 ⇒ (1) + 2 = 3
Longspear: 1d20 + 5 ⇒ (13) + 5 = 181d8 ⇒ 2

Grymp |

Mr. Spleen cries on his claw and manages to grab Krelloort.
Doc does manage to poke him with the longspear.
Alright, so Gresham is up, and then after their turn, both Krelloort and C1 are no longer nauseated, or in any way impeded, so make this a great round of attacks!
K - 46, -2 AC (0 rounds), Nauseated (0 rounds)
C1 - Nauseated (0 rounds)
C2 - Dead!

Chaenath Woodsea |

Huh, Chaenath has been cackling to extend the hexes. There should be at least 1 round left of the AC hex
Hah realized Chaenath didn't take a Round 5 action
**Round 5**
Chaenath sighs and hexes the big one's ability to attack and cackles to extend all the hexes.
Will Save DC 19 or attacks -2 for 10 rounds, otherwise just two round. The cackle also extends the AC hex.

Gresham Elmaleh |

[dice=Nodachi w/Combat Expertise and studied combat vs. Krelloort]1d20 + 9 + 2 - 1[/dice]
[dice=Inspiration to attack]1d6[/dice] Costs me two uses of inspiration, but makes my total attack roll a 25 which should hit.
damage: 1d10 + 5 + 2 ⇒ (6) + 5 + 2 = 13

Grymp |

Gresham hits!
K - 59, -2 AC (0 rounds), Nauseated (0 rounds)
C1 - Nauseated (0 rounds)
C2 - Dead!

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"I wanna get back t' th' surface. Dwarves ain't made fer fightin' underwater...

Grymp |

Kelroot should have -2 AC and -2 to attacks now right?
Yes on the Ac, did I miss why for the attacks? With a little luck you guys will kill him this round, so he won't get to attack.
Need actions from Doc, Alessandra and Chaenath!
K - 59, -2 AC
C1 -
C2 - Dead!

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"Will ye die already. ye bastard!"
Doc and his pet keep up their assault, dreaming of the day they are back on dry land.
Claw: 1d20 + 6 ⇒ (2) + 6 = 81d4 + 2 ⇒ (2) + 2 = 4
Claw: 1d20 + 6 ⇒ (12) + 6 = 181d4 + 2 ⇒ (1) + 2 = 3
Grab: 1d20 + 10 ⇒ (18) + 10 = 281d4 + 2 ⇒ (1) + 2 = 3
Longspear: 1d20 + 5 ⇒ (19) + 5 = 241d8 ⇒ 4

Grymp |

Mr. Spleen misses, so no grab, however doc hits with the longspear.
Alessandra repeats her attacks...
Short sword: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Short sword: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Dagger: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d4 + 1 + 2 ⇒ (4) + 1 + 2 = 7
... and hits three times!
Her first hit drops Krelloort, and so she turns with her next two against C1.
With Krelloort dead, the remaining concubine cowers and tries to surrender.
The party is up.
K - 62, -2 AC
C1 - 17
C2 - Dead!

Chaenath Woodsea |

Chaenath ignores the concubine. Will take us a day to hack at her seeing how long it took us to get through this one. And I do not know Aquan. I really should know Aquan. You speak Aquan right fish lady? Chaenath chats with the bleeding woman as she cast Detect Magic around the place.

Gresham Elmaleh |

"Generally, Lady Chaenath, sahuagin speak both Aquan and Taldane."
He turns to Alessandra. "Captain, do you wish to accept this sauhagin's surrender?"

Alessandra |

Good rolls! *sniff* I'd almost forgotten what they look like...
Oh, and Alessandra is CN, she'd be trending E if it weren't for her G aligned companions, so... no surrender.
Short sword: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Short sword: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Dagger: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 1d4 + 3 ⇒ (2) + 3 = 5
*skrtlch* *skrtlch*
Alessandra briefly pauses her butchery of the enemy and looks up at Gresham. "Huh? Did you say something? I'm kind of in the middle of something here..."
Shaking her head at the inconsiderate nature of her crew, she resumes hacking at the last sahuagin until she's sure it's dead.

Gresham Elmaleh |

Gresham lends his blade to the bloody work, hoping to dispatch the creature quickly.
[dice=Nodachi w/Combat Expertise and studied combat vs. C1]1d20 + 9 + 2 - 1[/dice] damage: 1d10 + 5 + 2 ⇒ (6) + 5 + 2 = 13
[dice=studied strike damage]1d6[/dice]

Grymp |

Which is more than enough to finish off the last concubine. The concubines were just Advanced Sahuagin, but Krelloort was a 4 armed sahuagin mutant with 4 fighter levels! Oh, and a magic weapon that has yet to be identified!
Loot:
2 Potions of CMW
MW Scalemail
Magic Trident
eel leather and coral war harness (worth 75gp)
deep platinum necklace (worth 3000gp)
As an immediate action after a successful melee attack with the trident, Zul’s wielder can transmute the substance of the target creature into rigid coral. This attack deals 1d4 points of Dexterity damage and slows the target (as the spell) for 1 round as its flesh calcifies. A DC 16 Fortitude save negates the slow effect but not the ability damage. A target reduced to 0 Dexterity is permanently petrified, transformed into inert, mindless coral. Break enchantment or restoration reverses all of the effects of this calcification. This ability can be used up to 7 times per day.

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"Nice trident, but what'll it do?" Rogar says, scratching his beard.
Gotta get meself a wand o' Identify
Was there still some way to go from here?

Chaenath Woodsea |

I do not know what it does. Chaenath says in a huff. Maybe the last fish woman knows where the treasure and the beast are. she says as she turns away from the trident Oh she is dead.

Alessandra |

Alessandra snarls at the implied criticism. "Don't trust people who know you're gonna kill 'em once they've told you what you wanted to know. They'll lie. Basic stuff, that."
She looks around. Nope, nobody left to kill here.
"Right. Let's get moving."

Gresham Elmaleh |

Gresham hefts the trident.
"If you don't mind, Captain, I shall hold on to this until we are able to identify it."
Gresham gives a quick look about the room, including searching any exits for traps.
Take 10 Perception: 10 + 15 + 1d6 ⇒ 10 + 15 + (2) = 27 +2 to find traps

Grymp |

Krelloort's bedchamber is on one side of the room:
Among the personal items in Krelloort’s bedchamber is gold-plated conch shell engraved with images of sea elves and hippocampi (worth 1,200 gp) that holds a selection of putrid fish and humanoid livers (a sahuagin delicacy), a gilt tattooing kit that he uses on his slaves and concubines (worth 50 gp), and a burnished brass hand mirror (worth 20 gp). In the seaweed bed there is also a gold Varisian music box (no longer functional) that holds the ivory image of a dancing harrower (worth 400 gp). Inscribed on the underside of the lid are the words
“For my darling Isabella.”
Also, there is a massive stone throne in this chamber...
Gresham's perception check reveals that there is a chamber below the throne:
The chamber hidden below the great throne is empty save for two chests. One is a iron-banded chest decorated with skulls that seems to have held up remarkably well considering its immersion in seawater. The other is a stone box with the image of a fish-headed demon carved onto its lid, whose seams appear to have been sealed by lead.
Gresham identifies that there is a trap related to the opening of the stone box, but no such trap on the other one.
P: 1d20 + 15 ⇒ (16) + 15 = 31 Success
Gresham discovers there is a key hidden in a concealed hollow in the wall. This is the key to open the non-trapped chest.
The chest itself is magical.
Besides the variety of luxurious silks, fine furs, exotic spices, raw gold and silver ore, and other plundered pirate booty worth a total of 10 points of plunder, the treasures include a ship’s figurehead, two feather tokens, a pair of slippers, an ornate crown with undersea motifs crafted of deep platinum worth 5,000 gp, and a jeweled box (worth 500 gp) containing assorted jewelry worth 2,500 gp, as well as 2,083 gp, 18,900 sp, and 25,050 cp.
Now, about that trapped stone chest sealed with lead?

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Hearing Gresham mention about the trap, Rogar moves closer and picks up his thieves tools. Finest set tools for enterprising thief or trapspringer, they should be.
"Gimme a little room 'ere, I be trying t' disable th' trap. If ye hear me screamin', I failed bad"
Disable device, masterwork tools: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31

Chaenath Woodsea |

Chaenath gives herself the Fortune Hex and cackles to herself as she Detects Magic and tries to identify everything.
Chest:
Spellcraft: 1d20 + 15 ⇒ (10) + 15 = 25
Spellcraft: 1d20 + 15 ⇒ (3) + 15 = 18
Nope
Second:
Spellcraft: 1d20 + 15 ⇒ (8) + 15 = 23
Spellcraft: 1d20 + 15 ⇒ (8) + 15 = 23
YES
Third:
Spellcraft: 1d20 + 15 ⇒ (2) + 15 = 17
Spellcraft: 1d20 + 15 ⇒ (19) + 15 = 34
YES
Fourth:
Spellcraft: 1d20 + 15 ⇒ (2) + 15 = 17
Spellcraft: 1d20 + 15 ⇒ (18) + 15 = 33
Yes
Kn:History:
Spellcraft: 1d20 + 12 ⇒ (18) + 12 = 30
Spellcraft: 1d20 + 12 ⇒ (1) + 12 = 13
Yes
Go ahead and unspoiler everything but the chest
Stopping her somewhat distrubing chuckles Chaenath cocks her head at Gresham. Do you want to try and see what is so magical about the chest?
Will give Fortune Hexes to anyone who wants it

Gresham Elmaleh |

"Unfortunately, Lady Chaenath, I lack the ability to perceive magical auras."
Take 10 Knowledge (history): 10 + 14 + 1d6 ⇒ 10 + 14 + (1) = 25
"The throne is an artifact of ancient Ghol-Gan, the cyclops empire."

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"Mmmm... Stone throne, jus' what any dwarf would want in 'is quarters. Can we pry it off? I could sure rest me arse on that"
As soon as he is done with the trapped chest, Rogar moves to the throne and starts figuring out how they could loot it.

Grymp |

Fortunately, a 31 is sufficient to disable the trap! Which is lucky, as the trap would have released sassone leaf residue into the water and would have affected all in the room.
Unfortunately, there is absolutely nothing within the stone chest, it was entirely a trap designed to entice unwary adventurers.
Dream big Rogar! Dream big!
Ok, so the chair weighs 8,000lb. I will entertain reasonable solutions on how to move that bad boy, and if you get it moved it would be worth 5,000 gp to certain antiquities buyers.
Do I interpret that Rogar sat on the throne then? Even if it was just a quick hop on it as he proclaimed how much his arse would love it?

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Do I interpret that Rogar sat on the throne then? Even if it was just a quick hop on it as he proclaimed how much his arse would love it?
Hell yeah! Rogar planted his bottom on the throne! (I hope I have the hitpoints to receive whatever punishment incoming...)

Chaenath Woodsea |

We could shrink it Chaenath says doubtfully But would have to go get a scroll and came back. Then we can throw it at enemy ships and sink them by making it full size! she continues warming up to the idea. Sit on this! We could say.
Shrink Item OP
Ancient Cyclops artifact! Chaenath is over the moon. I was looking for these things when I was enslaved! Doc. I will fight you for this chair! Or our champtions will. Swum! Attack Mr.Spleen!
Swum does not attack Mr.Spleen

Grymp |


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Will save, heroism : 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13 +5 vs spells, is it a spell or SLA?

Grymp |

Hmmm, excellent question, so let's see
the throne bears a potent curse from the ancient days of lost Ghol-Gan.
The curse cannot be removed short of
And the "short of" part doesn't talk about dispel magic, break enchantment and the like.
It doesn't sound like a spell, or SLA to me.
I wouldn't have said that the throne detects as magical either.

Alessandra |

Alessandra rolls her eyes. "Right. Stone throne. Just what we were looking for - or did you MISS the fact it weighs over a TON, and there's a whole load of other treasure there just waiting for us to claim it?! C'mon, Doc, you're not a Stone Dwarf - you're a Sea Dwarf, they're way better!"
"Now let's loot this place and get the !"%"£%^"£$^ out of here!"
Gresham hefts the trident.
"If you don't mind, Captain, I shall hold on to this until we are able to identify it."
The half-orc girl shudders and unthinkingly runs a hand across the three puncture marks in her torso. "You can keep it. Just...keep it away from me, alright?"

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A strange gleam lights in Doc's eyes. He seems to be seated very comfortably on the throne of stone, and inside he feels like he's always meant to be there.
"We'll find a way, cap'n. It not jus' any throne. It be th' seat o' grand empire t' come. Th' empire o' Rogar th' First o' 'is name! We haul th' throne t' Tidewater Rock, an' it shall serve as th' Capital. And from there we conquer all Shackles! An empire shall rise! And crush all who oppose!"
Sitting there and dreaming of an empire, Rogar fails to come up with any actual ideas for moving the throne.

Alessandra |

"..."
"???"
As if realising that you cannot give utterance merely to punctuation marks, the half-orc girl finds her voice. Tilting her head quizzically to one side, she looks at Rogar. "Doc, did one of them shark-things hit you on the side of the €¢°$¥€^ing head when I wasn't `π÷$¢°¥$ing looking?!?!?!! Seriously, what the @%%&£•÷÷$$^ing +%#£&$^€• are we gonna do with an empire?!?!?!"
She shakes her head, suddenly old beyond her years (as teenagers are wont to do). "C'mon, Doc. Let's get real here. I got enough problems commanding a goddsdamn ship, you know? An' I need your help just to do that much!"

Chaenath Woodsea |

Chaenath goes with it. Yes Great Rogar, First of your name. I, and Swum, shall be your first advisors and we shall do as you say. First we must loot everything else here. Then we must go abduct a wizard and force her to come here and shrink the chair. Then we shall take it TideWater Rock and set it in your throne room! the elf gives a very theatrical bow.

Grymp |

Proceeding along then? Ok, going back out of the throne room (unfortunately without the throne at this time Rogar, sorry!). Back down the ramp, back to the big main room, down through the barracks room and into another room that has 4 hammerhead sharks in it. These sharks you handle with relative ease.
There's an exit out of this room off to the NE, but before we do that, I'd like everyone to give me a Perception check. For those of you with an affinity for stone things, please add your +2, and if anyone happens to be wearing the deep platinum pendant from way back in event 11, they can take an additional +4 on the check.

Chaenath Woodsea |

Per: 1d20 + 10 ⇒ (20) + 10 = 30
O Great Rogar First Of Your Name. Chaenath proclaims pretty much ignoring Alessandra There is a hidden passageway to the West. Maybe in there will be even more riches to proclaim the start of your glorious empire!

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"WHAT WE DO WITH AN EMPIRE!?!?!?!" Rogar rages. He stands up in the chair, shouting "We conquer the neighboring lands! We crush our enemies! See them driven before us! Hear the lamentations of their women!"
Then he calms down, Chaenath's advice about the throne sounding like a good plan. The dwarf nods, grumbles something approvingly, and jumps down form the chair.
--
Perception: 1d20 + 11 ⇒ (18) + 11 = 29
"Bah, I can see that meself, lass. Get t' work everyon'. We'll clear th' way t' find more gold t' build our unstoppable army!"
And like any glorious leader should, Rogar is the first to start digging the passageway.

Grymp |

Ok, after several hours of digging, and no doubt listening to Rogar's delusions of a mighty empire stretching hither and yon, you manage to clear out the passageway.
Behind 15' of narrow passage you find a large (15' diameter) cavern. Near the back wall of the cavern a ship's anchor has been driven into the ground. Its heavy chain is wrapped around some skeletal remains. The rotten remains of a captain's coat still hang from the skeleton's frame, but even more interesting is the silvery pendant that dangles from the captain's neck.

Grymp |

There is no magic on the pendant, or in the room, other than what you guys have with you I suppose.

Chaenath Woodsea |

Oooh look at the shiny thing!
Chaenath swims over and takes the necklace from the skeleton.
Per: 1d20 + 10 ⇒ (11) + 10 = 21
Kn:History: 1d20 + 12 ⇒ (1) + 12 = 13