
Kerruk Gahar |

What say you, Jack? I'm unwilling to make your decisions for you. I'm even more unwilling to leave our friends in enemy hands for much longer, however, It may be that if we win through to Sandara, she can help us with her own magic. I have a few tricks left up my own sleeve, come to that.

xeyed-jack |

Jack opens his eyes, but the light hurts his eyes, and he quickly shuts them again. He is strangely drowsy, and his mind spins like a marble rolling round a drain.
He nods his head at Kerruk's question.
Tak, matko, spróbuję. Pozwól mi chwilę odpocząć. Gdzie jest mój miecz?

xeyed-jack |

Jem rosółek, Mamo!
Jack rolls over and vomits.
For a long moment, it seems like Jack has fallen more deeply into a stupor, but he slowly turns over, discreetly wipes his chin, and says: I am afraid that I am not much use to you now. Not in a fight any way. Unless we can get someone on the ship over there to part with some healing magicks.

TapTap |

It is clear to me that we need poky weapons underwater, not slashing or bashing...In any case I'm going to kill that thing.

TapTap |

Kerruk, you have your spears which pierce the water well. I can use my dagger, though I'd prefer something else. Belliott though, he needs to grab a spear or some such from the stores. His axe is junk there.

TapTap |

CLW: 1d8 + 3 ⇒ (8) + 3 = 11
Taptap wonder at himself. It is a risk but weve got to do it

TapTap |

I've one spell left today.
Silly me, I was thinking I only had two spells a day, but I have four and used two. What is Jack at now? 13?
GM Nayr: I just realized Silent Image does not allow a save against it unless interacted with. Interpreting 'interacted' is the point. I can see a saving throw against fear from an image, but I'm not sure if that means they would disbelieve the image itself.. not sure.

Rush: Weather Wise |

I'll stay and tend to Jack, at least for as long as you are fighting that sea monster, Rush looks with obvious fear in his eyes towards where the battle with the eel took place. This may help he continues as he offers the spear to Belliot. (It's a short spear, 1d8 damage).
Heal: 1d20 + 5 ⇒ (8) + 5 = 13
Rush moves over towards Jack and helps him into a sitting position as he mumbles to himself I used to work on merchant ships ... got paid a lot for predicting the weather ... nice, pretty passengers ... stupid eels ... stupid island

TapTap |

I'm ok with how it was handled, btw.
Actually, we might need Jack along.
CLW: 1d8 + 3 ⇒ (3) + 3 = 6
That is 19 more hp Jack

TapTap |

Tap shouts up to the crew. Have we any percing weapons aboard. Spears and such? There is a nasty eel down here tearing us up.

GM Nayr |

Scourge sneers down from the railing, obviously feeling as if he and his cronies could have done a better job. Fipps, not noting his boss's inaction, nods, and rushes away to find some such weapons.
Within a moment, he comes back with a fist full of thick shafted weapons - boarding pikes. These work?
Scourge simply folds his arms and stalks away, obviously having had no intention of giving the group any assistance.

TapTap |

Aye, these will work. Tap turns his head towards his companions.
Surprisingly I am somewhat familiar with these pikes; my uncle used to use them when he was out at sea in the navy and he showed me something about them Tap grins.
The important thing to know is that these pikes are a reach weapon. Make sure there is five feet between you and that eel when you strike, or its useless.
Tap hefts his pike.
If you listen, I'll tell you how we do this thing.
Attack with one square between ie 10' away. Then step/swim back 5'. At the end of your turn you are 15' away. That way the eel has to take a move action to reach any of us provoking attacks of opportunity, instead of just needing a five foot step which doesn't provoke. If we do it right, then anytime it attacks us, most of us should get another free attack of opportunity.

TapTap |

Jack you should keep your cutlass because you are so skilled in its use. But Jack we need you down there with us because I expended our last healing spell on you. We can't get hurt.

TapTap |

Alternatively, I might try to scare it out with a ghostly sound. That costs me nothing to try.

TapTap |

I think these pikes will work well for me. Let's go down.

TapTap |

Tap begins to breakdance before the entrance of the snake's lair, inspiring courage in all his allies willing to accept it. Inspire COurage ROund 6 of 10
Tap thrusts it into the seaweed, then swims back 10 feet.
Attack+Guidance+Inspire Courage: 1d20 + 5 + 1 + 1 ⇒ (19) + 5 + 1 + 1 = 26
Small Pike Damage+Inspire Courage: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Swim: 1d20 + 7 ⇒ (20) + 7 = 27

GM Nayr |

As the group nears the seaweed and the rear cabin, the eel lashes out from its concealment in a last attempt to defend itself.
Attack Tap: 1d20 + 11 ⇒ (6) + 11 = 17
Damage: 2d6 + 9 ⇒ (4, 2) + 9 = 15
It no longer attempts to grab its prey for a meal, obviously hoping only to force its attackers away.
Eel has 10' reach. Everyone up!

xeyed-jack |

Jack grimaces, healthy but sore, and wishing his blade were as long as the others. He positions himself, and while the eel is busy ripping Tap's leathery flesh to shreds, Tap thrusts his blade and retreats.
swim: 1d20 + 4 ⇒ (8) + 4 = 12
attack: 1d20 + 12 ⇒ (1) + 12 = 13 flank,dance,blessing
damage: 1d6 + 8 ⇒ (6) + 8 = 14
intimidate: 1d20 + 7 ⇒ (17) + 7 = 24
His blade misses the eels slender body by a wide margin, but Jack feels like he might have scared it a bit.

TapTap |

This was a mistake. was Taps thought as the eel crunches on his legs, blood spraying everywhere.

TapTap |

Jack, I think you are going to get a chance tonight to eat the thing that ate you.

Kerruk Gahar |

Swim: 1d20 + 6 ⇒ (14) + 6 = 20
Kerruk descends easily, swimming like a dolphin. When he is close enough, he jabs viciously with his shortspear.
Attack: 1d20 + 1 + 2 ⇒ (13) + 1 + 2 = 16
Damage: 1d6 ⇒ 6
Kerruk issues a bubbling cry of triumph as he spears the eel.

GM Nayr |

As the eel attempts to retreat to its lair, Tap and Belliott pounce upon it, skewering it through with their spears. Kerruk and Jack join in, though the beast seems already dead - perhaps venting their frustration at this stubborn beast. Within seconds, the eel is floating up the surface in pieces.
Nice work - 400 XP awarded in campaign thread
The group clears away the thicker seaweed and finds its way into the captain's cabin. At the far end, near what would have been the sleeping area for the captain is a large chest, still in place and locked tight. It is bolted to the floor.
DC 25 disable device to open with proper tools, and it would take probably 10 minutes to remove the bolts and thus the chest from the floor.

TapTap |

Kerruk, I think I've seen you messing around with some lockpicks before..

TapTap |

Ah well. Tomorrow, I'll just keep my purse tied a bit closer on me body then. Tap winks.
Rush, might we find a key down below? Might as well look. And if none of us are trained in picking locks, then perhaps we can just bash it open?
Tap dives down deep and begins looking around.
Perception Take 20: 20 + 5 = 25
Tap also attempts to cast detect magic, repeatedly until he succeeds.

TapTap |

Jack what is our chances for not sharing the loot, Jack?

TapTap |

A key here abouts?
In any case. We can work on the bolts first. Lets do that. Then we can drag it up.

Rush: Weather Wise |

Rush taps his spear against his peg leg in impatience as he waits for the crew to come back up.
I hope the eel didn't get them, they're the only ones who seem trustworthy out of this whole lot.......and we still need to try and save their friends.
At this, he begins looking through his back to try and find some way to be useful in the fight with the grindylows he is sure will be upcoming.

GM Nayr |

There doesn't appear to be a key handy anywhere; one could only assume that the captain kept it on his person, and where his corpse now lay is a mystery.
The group spends several minutes taking turns to go down and work on the bolts, one working on the bolt while another lifts and pries to release tension. The whole while, Scourge and crew look on with impatience.
Luckily, no more eels or other denizens of the sea see fit to try the defenses of the two-legs, and the work proceeds undisturbed. Ten minutes later, the chest comes loose of its moorings, though it certainly is too heavy to float about.
One can see that one would be able remove the bottom of the chest with one of the pikes or an axe - the bottom is a bit rotten out. With a few well-timed strikes, Belliott smashes through the bottom, and the chest opens (upside-down) to reveal a trove...the Captain had quite a collection.
Several thousand silver pieces
Various pieces of fine jewelry
An elaborate chain shirt (radiates magic)
A quiver of arrows (radiate magic)
8 vials of differing liquids (radiate magic)
3 scroll cases (radiate magic)
3 pieces of cloth with odd runes drawn on them (radiate magic)

TapTap |

Appraise Jewelry: 1d20 ⇒ 11
Jack and Tap come up for breath I've no skill at this sort of thing, but these bracelets looks valuable.
Tap dives back down.
Spellcraft chain shirt: 1d20 + 4 ⇒ (11) + 4 = 15
Spellcraft arrows: 1d20 + 4 ⇒ (10) + 4 = 14
Spellcraft Potion #1: 1d20 + 4 ⇒ (11) + 4 = 15
Spellcraft Potion #2: 1d20 + 4 ⇒ (12) + 4 = 16
Spellcraft Potion #3: 1d20 + 4 ⇒ (15) + 4 = 19
Spellcraft Potion #4: 1d20 + 4 ⇒ (11) + 4 = 15
Spellcraft Potion #5: 1d20 + 4 ⇒ (20) + 4 = 24
Spellcraft Potion #6: 1d20 + 4 ⇒ (3) + 4 = 7
Spellcraft Potion #7: 1d20 + 4 ⇒ (7) + 4 = 11
Spellcraft Potion #8: 1d20 + 4 ⇒ (13) + 4 = 17
Spellcraft Scroll Case 1: 1d20 + 4 ⇒ (7) + 4 = 11
Spellcraft Scroll Case 2: 1d20 + 4 ⇒ (18) + 4 = 22
Spellcraft Scroll Case 3: 1d20 + 4 ⇒ (20) + 4 = 24
Spellcraft Cloth 1: 1d20 + 4 ⇒ (18) + 4 = 22
Spellcraft Cloth 2: 1d20 + 4 ⇒ (13) + 4 = 17
Spellcraft Cloth 3: 1d20 + 4 ⇒ (7) + 4 = 11

TapTap |

reemerging from the water, Tap speaks closely to Jack and Kerruk
If we give these to the captain no doubt we will make him more powerful. But that eel has made us week. I'm half dead, and you were a bit ago Jack. We can't take on the captain today.