
Hokina |

The removal of the wooden planks reveals a sinkhole descending into the rock. It drops thirty feet to the still, dark surface of water below. The broken remnants of a wooden platform and stair cling to the wall, but the structures themselves have long since rotted away and dropped into the inscrutable depths.

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Skrelznit salutes sharply.
Cap'n-k-k-k! I asks for the honor of descending firstly-k-k-k.
He casts Monkey Fish on himself and climbs down to five feet above the waterline (if possible, otherwise as close as he can get), unless prevented. He does not need the rope and does not use it, preferring to leave it as an emergency measure or for another crew member.
Spells 1:4/5 2:3/3
Perception: 1d20 + 16 ⇒ (2) + 16 = 18 (+1 vs. Traps)

Hokina |

Quinn drinks down the potion before joining the party in the water.
After swimming down, no light can be seen. The cave carves to the south-west.
looks like everyone has darkvision.
Moving into a cavern, you can see a path to the west that turns south, and a path to the north that turns west, but also slopes up.

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Skrelznit prefers the path to the north/west.

Sassarra |

Sassarra will let Skrelznit take the lead. He's got cave experience. She will gesture that we should all go quietly.
Sassara Stealth: 1d20 + 15 ⇒ (1) + 15 = 16 24 (or more) with Stealth Synergy
Zaaka Stealth: 1d20 + 18 ⇒ (9) + 18 = 27

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Stealth Synergy: 1d20 + 17 ⇒ (11) + 17 = 28

Hokina |

Slowly sneaking up above the waters level, your lungs switch from breathing water to cool air. The chamber feels cold, and your breath shortens; like there was a wight on your chest. 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 driftwood 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.
The vines are Xtabay. They are carnivore plants that use their pollen to put their victims to sleep.

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Skrelznit asks Besmara for a blessing of remembrance. Guidance
Knowledge Nature, Guidance: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
He hisses at Sassarra,
'Ware, Cap'n-k-k-k. The vines be carnivorous, an' if ye breathe their pollen ye'll be providing a meal for them-k-k-k.
Without getting closer, he scans the area for treasure or critters.
Perception: 1d20 + 16 ⇒ (7) + 16 = 23
Am I understanding the vine mechanics correctly? It seems that Sassarra's constant air bubble would protect her from the pollen. But just in case we should tie a rope around whoever goes up so the rest of us can pull them back if needed.

Hokina |

Yea. Sassarra is not effected by the pollen.
Skrelznit sees a hand floating in a glass jar, and a box under the bed. He can also tell there is something tiny under the bed's sheet.
The room is starting to fill with pollen from the 8 of the plants he sees.
You have time to do 1 round of actions before you will need to make a Will check (DC 14) [other then Sassarra who is protected from the pollen].
If you are going to attack the plant, then roll initiative.
Hearing Skrelznits words, Quinn quickly cast Guidance on Skrelznit. She then drops her head back below the water line.

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Skrelznit pokes the thing under the sheets first, then the box under the bed. If neither seems angry or hungry, he will pull the sheets back, then reach under and pull the box out.
Trapfinding, Take Ten, Guidance: 10 + 17 + 1 = 28

Hokina |

No one finds any traps.
Pull back the sheet, Skrelznit finds a wand.
Wand of web (17 charges)
In the Box Skrelznit finds three potions of water breathing, with a note under them saying to remember to restock before running out.
I put on the loot list the Potions and "a wand". Do you also want the hand in a jar?

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Do you also want the hand in a jar?
We are kobolds. Do you even need to ask? Of course!
Spellcraft DC18: 1d20 + 5 ⇒ (6) + 5 = 11
This is clearly a wand of earwax removal-k-k-k. See how the tip ends in a little blunt hook-k-k-k?
Skrelznit proceeds to show the crew the proper way to use a wand of earwax removal.
When his ears are properly cleaned and sanitized, he turns his attention to the hand in a jar.

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Skrelznit examines the area.
Perception: 1d20 + 18 ⇒ (16) + 18 = 34 +1 vs. traps
If he finds nothing of interest, he turns his attention to the 2nd room.
Perception: 1d20 + 18 ⇒ (7) + 18 = 25 +1 vs. traps

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Skrelznit also enjoys a good crab étouffée, but readies his sword just in case.

Hokina |

crab: 1d20 ⇒ 11
Zaaka: 1d20 + 7 ⇒ (3) + 7 = 10
Skrelznit: 1d20 + 5 ⇒ (11) + 5 = 16
sassarra: 1d20 + 4 ⇒ (4) + 4 = 8
Round 1 Just Skrelznit, then the crap goes.
Round 2+: Party goes, then Crab.
Round 0:
When they're in place, Sassarra fires at the crab.
Sassarra fries some of the crab.
Round 1:
Skrelznit is up. Crab is on the map now.

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Skrelznit's friend arrives for the party as Skrelznit steps up to attack.
Dolphin, Flanking: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20 Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Short Sword, Flanking: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20 Damage: 1d4 + 7 ⇒ (1) + 7 = 8
Dolphin present for rounds 2,3,4,5.
Dibs on the big k-k-k-klaw!
I don't think Looseal can be with us, but if GM says it's reasonable I won't argue.

Zaaka the Pointy! |

Zaaka's tailblade lashes out as the crab rushes past him to his cousin.
AoO: 1d20 + 13 ⇒ (8) + 13 = 21
damage: 1d6 + 12 ⇒ (1) + 12 = 13
He follows it up with a flurry of stabs.
tail attack: 1d20 + 11 ⇒ (14) + 11 = 25
tail damage: 1d6 + 12 ⇒ (3) + 12 = 15
spikes: 1d20 + 11 ⇒ (8) + 11 = 19
spike damage: 1d4 + 12 ⇒ (3) + 12 = 15
bite: 1d20 + 7 ⇒ (15) + 7 = 22
bite damage: 1d4 + 3 ⇒ (2) + 3 = 5

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Skrelznit attempts to collect and preserve as much of the best meat as he can, muttering a prayer of thanks to Besmara as he does.
Profession Butcher, Guidance: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
The eyeballs is the best parts-k-k-k!
He then enters the other room and looks around.
Perception: 1d20 + 16 ⇒ (20) + 16 = 36 +2 vs. traps

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That was one hungry crab if it ate a trident whole.
Where to, Cap'n-k-k-k?

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Skrelznit leads on, Taking Ten on Perception.

Hokina |

Stealth: 1d20 ⇒ 9
Stealth: 1d20 ⇒ 9
Stealth: 1d20 ⇒ 10
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Perception: 1d20 + 10 ⇒ (5) + 10 = 15
Party is not seen by them.
zaaka: 1d20 + 7 ⇒ (5) + 7 = 12
Skrelznit: 1d20 + 5 ⇒ (7) + 5 = 12
sassarra: 1d20 + 4 ⇒ (13) + 4 = 17
Fish people: 1d20 + 1 ⇒ (15) + 1 = 16
shark: 1d20 + 7 ⇒ (15) + 7 = 22
Round 0:
You come in the room seeing two fish people with tridents, and a shark.
Sahuagin
Hammerhead Shark.

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Knowledge Nature: 1d20 + 5 ⇒ (11) + 5 = 16
Knowledge Nature: 1d20 + 5 ⇒ (8) + 5 = 13
Skrelznit whispers to Sassarra,
The fish people are sahaugin, and that's a hammerhead shark-k-k-k. Pass it on.
He motions that the group should try to sneak into position and strike all at once.
Stealth Synergy works pretty well for us.

Sassarra |

We should still have a surprise round. By the way, I'm assuming Quinn is holding back for healing and emergency rescue.
Sassarra calls on the power of the storm to blast at the shark.
Empowering a lightning blast.
touch attack, point-blank, ff: 1d20 + 9 ⇒ (12) + 9 = 21
electric and sneak: 3d6 + 6 + 1d6 ⇒ (4, 6, 6) + 6 + (3) = 25 = 36 points of damage.