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Swim: 1d20 + 10 ⇒ (14) + 10 = 24
Skrelznit swims to the shark, hoping to finish it off.
Short Sword: 1d20 + 10 ⇒ (3) + 10 = 13 Damage, Sneak: 1d4 + 7 + 1d6 ⇒ (3) + 7 + (1) = 11
Assuming shark isn't killed yet; if so, apply to the nearest sahuagin. Also, not sure if I have enough movement. If the squares are 5ft then yes; otherwise, please treat that attack as a Readied Action after moving as close as possible.

Hokina |

Round 0:
Sassarra calls on the power of the storm to blast at the shark.
The shark drops as Sassarra's power flows thru it.
Zaaka swims forward using his fins and barrels into the nearer fishman as a big spiky ball.
Zaaka quickly takes out one of the fishman.
Shark is dead, and the last Sahuagin is a little far for him.
Skrelznit moves closer to the last Sahuagin.
Round 0 end:
One of the Sahuagin, and the shark is dead.
Round 1 start:
sassarra goes, then the Sahuagin.

Sassarra |

Great, he's still flat-footed!
Sassarra spends a moment to charge herself with energy and once again releases a powerful blast at the remaining foe.
This time gathering power to not take burn when empowering a blast.
touch attack, point-blank, ff: 1d20 + 9 ⇒ (16) + 9 = 25
electric and sneak: 3d6 + 6 + 1d6 ⇒ (5, 6, 5) + 6 + (6) = 28 = 39 damage

Sassarra |

After searching the bodies for valuables and cutting off a big chunk of shark meat, Sassarra will gesture for the group to explore the North.
perception: 1d20 + 11 ⇒ (14) + 11 = 25
Zaaka Perception: 1d20 + 7 ⇒ (9) + 7 = 16

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Skrelznit is happy to lead the way.
Take Ten on Stealth (27) and Perception (26). If there are any traps, +1 on Perception.

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Aye, aye, Cap'n-k-k-k!
Stealth Synergy: 1d20 + 17 ⇒ (20) + 17 = 37
Well, there you go.

Hokina |

Moving north, you find your self in a room with numerous strange, organic filaments. They run from floor to ceiling like columns. The Fist-sized pink ovoids float from the filaments, bobbing in the lazy current.
The spheres as locathah eggs.
Unlike Sahuagin, Locathah don't like combat and don't get along with Sahuagin.
It is strange for Locathah eggs to be in a Sahuagin cavern.
You don't see anything else in the cavern, but you see the passage continues north.

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Knowledge Local DC25: 1d20 + 6 ⇒ (11) + 6 = 17
Nothing dangerous here, Cap'n!
Unless someone stops him, Skrelznit keeps moving North.

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Assuming Sassarra relays that conversation...
Skrelznit's eyes narrow in quiet rage.
To not provide the prey a quick, clean kill...
He shudders in horror.
These are truly monsters.
He looks to his captain for guidance, and if she does not object, he sets about releasing the queen, checking for traps first.
Trapfinding: 1d20 + 17 ⇒ (9) + 17 = 26
Disable Device: 1d20 + 11 ⇒ (16) + 11 = 27
Does it look like a CLW would help her?
Heal: 1d20 + 8 ⇒ (9) + 8 = 17

Sassarra |

She will relay the conversation and nod at Skrelznit when he gets out the picks.
Since I only missed it by a little, I assume that I get a clue from context.
{aquan}"They attack the surface people as well. We will avenge your dead as well as ours. Take your children to safety."
If the sahaugin had weapons, she will give her one. If not, she will give her dagger.
Is there anything else to the north?

Hokina |

Skrelznit does not see any traps, and has no trouble breaking the queen free. He also sees that she could use some healing, but the worse of her injuries (missing legs) can't be fixed with a cure spell.
The queen thanks the party many times before taking a trident Sassarra hands over and heading into the egg room.
Nothing else to the north.
When you go south:
The path far to the south leads up into a cavern hazed with fresh blood, and gobbets of flesh float about. A large group of sahuagin rush about the room. They looks to be eating, but are in some type of frenzy.

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Skrelznit is still upset that they don't provide their prey a quick, clean kill.
I says we guts 'em, Cap'n-k-k-k.

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Stealth Synergy: 1d20 + 17 ⇒ (14) + 17 = 31
Skrelznit smiles grimly and follows Sassarra's lead. He watches for an opportunity to strike with surprise on one of the sahuagin warriors.

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Looks good, Cap'n-k-k-k.
Zaaka, how about we flank them one at a time from right to left? Each one we take down quickly is one less counterattack.
Sassarra, what do you think about holding your fire to see if Zaaka and I take the first one out in the first round?

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Move *or* Standard action for Surprise round, so Skrelznit can't get in range and attack. He feels it's better to take a shot, then let the enemy come to him.
Skrelznit readies his bow and takes a shot at Red.
Shortbow, underwater @ 5ft, vs. Flatfooted: 1d20 + 10 - 2 ⇒ (2) + 10 - 2 = 10 Damage, Sneak Attack: 1d4 + 3 + 1d6 ⇒ (2) + 3 + (2) = 7 +1 Bleed
Well, I guess it's good to get the low rolls out of the way early, huh?

Sassarra |

Sassara sees the arrow go wide and zaps Red. Killing one before they reacted would put the odds in their favor.
attack vs. flatfooted touch: 1d20 + 10 ⇒ (3) + 10 = 13
electric damage: 3d6 + 4 ⇒ (6, 6, 3) + 4 = 19

Hokina |

Sassarra: 1d20 + 4 ⇒ (4) + 4 = 8
Skrelznit: 1d20 + 5 ⇒ (17) + 5 = 22
Zaaka: 1d20 + 7 ⇒ (15) + 7 = 22
1d20 + 1 ⇒ (11) + 1 = 12
Round 0:
Skrelznit's arrow slowly floats by one of the fishmen. In its frenzy it bites into the arrow; breaking it into pieces.
Sassarra's bolt kills one, leaving it floating.
Zaaka quickly charges in killing a 2nd one.
The group breaks out of its frenzy at two of their numbers deaths. Most look ready to run. But the last warrior turns readying to fight.
Round 0 end:
Two of the three warriors are dead.
The rest of the fish people looks ready to run.[ooc]
[ooc]Skrelznit and Zaaka go, then the warrior (if still alive). Round two party then warrior.
Round 1 start:

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Skrelznit swims quickly to the remaining warrior and attempts to stab him.
Short Sword: 1d20 + 10 ⇒ (14) + 10 = 24 Damage: 1d4 + 7 ⇒ (3) + 7 = 10

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Skrelznit briefly ponders whether to cut off the warriors' legs as a message to the rest, but decides it's not worth the trouble. Instead, he checks the bodies for loot and scouts the area.
Perception: 1d20 + 16 ⇒ (2) + 16 = 18

Sassarra |

Sassarra addresses them in the sea-tongue
"Anyone staying here and staying quiet won't be hurt." she commands. "In an hour, you can come and eat your fill from the bodies of your relatives. But you no longer eat other intelligent races. Ever." She ends with a withering stare "You may now thank me for my kindness."
intimidate: 1d20 + 7 ⇒ (15) + 7 = 22
On exiting to the next chamber, she'll fill in the others.

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Skrelznit is quietly impressed with his captain's wisdom.
Let's go find some treasures-k-k-k!
Take Ten on Perception & Trapfinding, as usual.

Hokina |

Next along the right wall:
Traveling up the tunnel, you find your self looking into some type of throne chamber.
Curtains of golden seaweed block either end of this room. A crudely chiseled dais sits against the back wall, supporting a stone throne of massive proportions. The throne’s eroded appearance, darkly stained stones, strange runes, and images of one-eyed beasts make it evident that it had sat in the slime at the bottom of the sea for long ages before being dragged up and placed here.
On the throne sits a massive four-arm member of the fish people. Near him stands two of the larges of their females standing as bodyguards.

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Just to be clear: "fish people" means sahuagin, not locathah, correct?
Skrelznit whispers to Sassarra,
He looks a little more fierce than we've seen before-k-k-k. I still thinks we can take 'im-k-k-k.

Sassarra |

Sassarra launches a cracking bolt at the base of the throne, inches away from his feet. "You've attacked the wrong people. Surrender now or die."
thundering blast for show: 1d20 + 9 ⇒ (14) + 9 = 23
intimidate: 1d20 + 7 ⇒ (19) + 7 = 26
I doubt it will work, but why not go dramatic?

Hokina |

Sassarra: 1d20 + 4 ⇒ (18) + 4 = 22
Skrelznit: 1d20 + 5 ⇒ (5) + 5 = 10
Zaaka: 1d20 + 7 ⇒ (3) + 7 = 10
female sahuagin: 1d20 + 3 ⇒ (4) + 3 = 7
Krelloort: 1d20 + 6 ⇒ (8) + 6 = 14
Okay. To order the INIT rolls:
I will rule that Sassarra actions Knocked Krelloort down in init from the her boldness and fear being struck into him.
In return Krelloort won't be flatfooted.
So the order will be: Party, then the three Sahuagins.
The four armed Sahuagin jumps back from the blast thrown at his feet. "You dare challenge Krelloort! You are nothing to my and my Concubines.
Round 1:
Party is up.

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Skrelznit begins to summon a watery ally.
Spells 1:4/5 2:2/3

Sassarra |

Sassarra whispers in draconic, "Let them come to us." she follows that up with a blast at Mister High and Mighty.
Gather power and empowered blast. Just out of point-blank.
touch attack: 1d20 + 9 ⇒ (15) + 9 = 24
electric damage, empowered: 3d6 + 3 ⇒ (5, 5, 3) + 3 = 16 Empowered is 24