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sorry about your granddad :(
Darrioss tries to avoid the bite of the big eel.
acrobatics: 1d20 + 12 ⇒ (12) + 12 = 24
then stabs at it.
attack with flank: 1d20 + 8 ⇒ (8) + 8 = 16
damage: 1d6 + 2 + 3d6 ⇒ (4) + 2 + (2, 1, 3) = 12

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Indeed, sorry to hear about your grandpa, GM :|
Tesson stumbles forward and tries to hit the giant eel!
Mighty Magical Tankard, flank: 1d20 + 10 + 2 + 2 ⇒ (19) + 10 + 2 + 2 = 33
for Bludgeoning: 1d3 + 4 + 2 ⇒ (2) + 4 + 2 = 8

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Round 2: FIGHT!
Light Condition: Light from Edwin
Active Buffs: None
Active Penalties: None
Blue Eel(-39,Fine)
Red Eel(-27,Fine)
Volsung Dreamborn(-0,Fine)
Giant Eel(-19,Fine)
Darrioos(-10,Flanker Mesmerist Trick, Fine, Extra 10ft Darkvision)
Dolph, Son of a Shepherd(-0,Fine)
Victor(-27,Grabbed)
Edwin Towerfall(-0,Fine)
Tesson(-0,Fine)
Green Eel(-0,Fine)
Las Lejas(-0,Fine)
The eel takes a few blows from the Pathfinders, but it still has the goat in its mouth!
Victor and Dolph!
Incase he wants to use a reroll or special action or something.
And yes, it sucks. :(

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I'm really sorry, GM :(
Dolph is enraged at the beast taking hold of Victor and steps back to throw out a blow.
Dolph Attack with +1 Adamantine Dorn-Dergar vs Green: 1d20 + 10 ⇒ (3) + 10 = 13
Damage: 1d10 + 7 ⇒ (3) + 7 = 10
Victor, for his part, tries to gore the eel as best he can, flailing about.
Victor Gore Attack vs Green (power attack): 1d20 + 9 - 2 ⇒ (4) + 9 - 2 = 11
Gore Damage (power attack): 1d4 + 6 + 6 ⇒ (1) + 6 + 6 = 13

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Round 2 & 3: FIGHT!
Light Condition: Light from Edwin
Active Buffs: None
Active Penalties: None
Blue Eel(-39,Fine)
Red Eel(-27,Fine)
Volsung Dreamborn(-0,Fine)
Giant Eel(-19,Fine)
Darrioos(-10,Flanker Mesmerist Trick, Fine, Extra 10ft Darkvision)
Dolph, Son of a Shepherd(-0,Fine)
Victor(-27,Grabbed)
Edwin Towerfall(-0,Fine)
Tesson(-0,Fine)
Green Eel(-0,Fine)
Las Lejas(-0,Fine)
The large eel is unfazed by Dolph and Victor's counter attacks, in instead attempts to maintain its hold on the goat.
Grapple Vs Victor: 1d20 + 16 ⇒ (15) + 16 = 31
Firmly it keeps the goat in its mouth, and it begins to Gnaw the poor goat!
Automatic Grapple Damage: 2d6 + 9 ⇒ (3, 4) + 9 = 16
Gnaw Bite Attack VS Victor: 1d20 + 11 ⇒ (13) + 11 = 24
Gnaw Bite Damave VS Victor: 1d6 + 3 ⇒ (5) + 3 = 8
The green eel swims up to Las Lejas and attempts to electrocute him!
Tail (Touch) VS Las: 1d20 - 2 ⇒ (12) - 2 = 10
Shock Damave VS Las: 1d6 ⇒ 1
It misses with its attack.
Las and Volsung are up!

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Las, whip in hand, studies the eel in his face and attempts to shred it.
Whip wSC - Water: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d3 + 3 ⇒ (1) + 3 = 4
That water impedes his arms and Las cannot seems to overcome it. Unable to move easily, Las prepares for another attack.

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A look of horror on his faces as he sees the goat being gnawed, Volsung turns his hypnotic gaze on the large eel and steps back five feet to avoid a similar fate.
He then casts oneiric horror on the horrible creature, willing it to believe that the tables are turned and it is being attacked by an even larger version of Victor.
DC 17 Will save with a -2 for hypnotic stare.

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Round 3: FIGHT!
Light Condition: Light from Edwin
Active Buffs: None
Active Penalties: None
Blue Eel(-39,Fine)
Red Eel(-27,Fine)
Volsung Dreamborn(-0,Fine)
Giant Eel(-19,Fine)
Darrioos(-10,Flanker Mesmerist Trick, Fine, Extra 10ft Darkvision)
Dolph, Son of a Shepherd(-0,Fine)
Victor(-51,Dead?)
Edwin Towerfall(-0,Fine)
Tesson(-0,Fine)
Green Eel(-0,Fine)
Las Lejas(-0,Fine)
Giant Eel Terrible Will Save: 1d20 + 3 - 2 ⇒ (13) + 3 - 2 = 14
The eel releases the small goat to attack a large invisible goat! It flails wildly against the unseen foe!
Darrioos, Dolph, Edwin, Tesson are up!

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Victor has DR 5/evil, as I mentioned before, so unless the eel is somehow getting through that, he’s not dead
I’m not posting my action until we confirm his DR is in effect because it would drastically change Dolph’s reaction

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Edwin continues to attack big one.
+2 scimitar Power attack-Furious Focus: 1d20 + 12 ⇒ (19) + 12 = 31
damage: 1d6 + 6 + 4 ⇒ (3) + 6 + 4 = 13
crit comfirm: 1d20 + 12 ⇒ (18) + 12 = 30
damage: 1d6 + 6 + 4 ⇒ (3) + 6 + 4 = 13

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Round 3: FIGHT!
Light Condition: Light from Edwin
Active Buffs: None
Active Penalties: None
Blue Eel(-39,Fine)
Red Eel(-27,Fine)
Volsung Dreamborn(-0,Fine)
Giant Eel(-45,Fine)
Darrioos(-10,Flanker Mesmerist Trick, Fine, Extra 10ft Darkvision)
Dolph, Son of a Shepherd(-0,Fine)
Victor(-36,Unconscious )
Edwin Towerfall(-0,Fine)
Tesson(-0,Fine)
Green Eel(-0,Fine)
Las Lejas(-0,Fine)
Victor’s limo body rests in the water, and Edwin launches a powerful slash against the eel. It is looking much worse for wear!

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Tesson tries to attack twice as he attempts to cast a minor spell to enhance his tankard.
Concentration DC 15: 1d20 + 11 ⇒ (2) + 11 = 13
Mighty Magical Tankard: 1d20 + 10 + 2 + 2 ⇒ (10) + 10 + 2 + 2 = 24
for Bludgeoning: 1d3 + 4 + 2 + 1 ⇒ (1) + 4 + 2 + 1 = 8
Mighty Magical Tankard: 1d20 + 10 + 2 + 2 ⇒ (5) + 10 + 2 + 2 = 19
for Bludgeoning: 1d3 + 4 + 2 ⇒ (2) + 4 + 2 = 8

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@GM Cool, and NP. Thanks for clarifying!
Dolph's eyes go red as Victor goes unconscious. "How dare you, eely villain!" His attacks grow stronger with his anger. Move action to use martial versatility to get power attack
Attack with +1 Dorn Dergar vs Giant Eel (power attack): 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24
Damage: 1d10 + 7 + 6 ⇒ (3) + 7 + 6 = 16
Victor Stabilize: 1d20 + 2 - 3 ⇒ (3) + 2 - 3 = 2

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With a swing of a mighty mug, the giant eel's face gets bashed twice and it is enough to bring hi down!
Dolph and Darrioos change their attention to the smaller eel. While Darrioos's jab treads only the water, Dolph lands a decisive blow against the foul creature! It's skull cracks from the dergar's mighty pummeling!
The Pathfinders find themselves with one very wounded goat, and only one path forward.
Heal/Buff as needed, then proceed to text below.
More bony growths support this circular passageway. The concave floor is slippery and uneven, and the water level drops to knee height. The tunnel diverges ahead, although one passageway has completely collapsed. The rocks reflect light with an oily sheen.
To which that encounter is two gray oozes, which the party would destroy fairly quickly so skip.
Dolph Survival: 1d20 + 12 ⇒ (20) + 12 = 32
Dolph is successfully able to track some wet foot prints that move into and out of the water on the little shore coming up.
This half-collapsed room is strewn with the remnants of recent slaughter. Several villagers lie on the floor here, wounded and dying, entangled in nets and impaled by broken tridents—their cries of pain echo throughout the room. The metallic tinge of blood hangs heavy in the air of the chamber.
"Oh, please, help us!"
"I am wounded so terribly!"
"My leg! I cannot feel my leg!"
"Where is my son?!"

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Edwin takes out his wand for healing and starts using it.
clw - Darrioos: 1d8 + 1 ⇒ (5) + 1 = 6
clw - Darrioos: 1d8 + 1 ⇒ (3) + 1 = 4
clw - Victor: 1d8 + 1 ⇒ (8) + 1 = 9
clw - Victor: 1d8 + 1 ⇒ (7) + 1 = 8
clw - Victor: 1d8 + 1 ⇒ (5) + 1 = 6
clw - Victor: 1d8 + 1 ⇒ (8) + 1 = 9
clw - Victor: 1d8 + 1 ⇒ (3) + 1 = 4
clw - villagers: 1d8 + 1 ⇒ (2) + 1 = 3
clw - villagers: 1d8 + 1 ⇒ (8) + 1 = 9
clw - villagers: 1d8 + 1 ⇒ (2) + 1 = 3
clw - villagers: 1d8 + 1 ⇒ (5) + 1 = 6
clw - villagers: 1d8 + 1 ⇒ (5) + 1 = 6

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Before moving on, Las pulls out his wand of Infernal healing and offers to heal up the goat
UMD+Inpiration: 1d20 + 12 + 1d6 ⇒ (12) + 12 + (4) = 28 +10 hit points
UMD+Inpiration: 1d20 + 12 + 1d6 ⇒ (20) + 12 + (2) = 34 +10 hit points
UMD+Inpiration: 1d20 + 12 + 1d6 ⇒ (15) + 12 + (2) = 29 +10 hit points
Las prepares his last extract and makes it Shield
I think I have only used one
Upon seeing the villagers, Las drinks his shield extract and looks for the creature that intends to eat these villagers.
Percpetion: 1d20 + 10 ⇒ (20) + 10 = 30
Still have whip in hand

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When he sees the scene, Tesson rushes to help the villagers out of the broken tridents and nets.
He intends to heal them with his own feel good stick but, as Las and Edwin heal them, the dhampir suddenly remembers it might not be as good an idea as he thinks.
Is there a check to make to help the villagers?

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Are we on the map on slide 5?
If so, have we come up from the south?

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@Volsung So it can fit.
Edwin gets to work healing the villagers, who are grateful for the healing. ”Kind master, please, a little more.” Some plead.
Edwin, make a will save.
Odd... Are the villagers not casting shadows from Edwin’s light?
Darrioos gets to work cutting nets.
Darrioos, make a will save.
@Tesson Magical healing or heal skill would be your best option in this case.

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While a number of the party move to help the villagers, Volsung stays out in the hall, scanning both north and south for possible threats.
Perception: 1d20 + 8 ⇒ (7) + 8 = 15

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@Las Don't worry about the infernal healing and take your charges back. Edwin already healed Victor, and I would rather not use infernal healing anyways
Dolph also goes to help with freeing and healing the villagers. "Whoever is responsible for such evil shall feel the wrath of the weapon of my ancestors!"
I'm assuming that means a will save as well?
Will Save: 1d20 + 6 ⇒ (4) + 6 = 10 Add +2 if it's a spell or spell like ability

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"There is something odd about these villagers. It is possible that things are not what they appear to be."
Las invokes his jade wayfinder, picks up a rock and tosses it at the healthiest looking villager.
Will save wGuidance: 1d20 + 8 ⇒ (2) + 8 = 10

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Edwin Will Save: 1d20 + 7 ⇒ (16) + 7 = 23
Tesson Will Save: 1d20 + 6 ⇒ (10) + 6 = 16
After his third cast of the wand charge, Edwin realizes something about these villagers. They appear to be unreal, as if they are a manifestation of some kind. They look and feel real enough, but in the same way a manikin feels real.

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"They appear to be unreal, as if they are a manifestation of some kind."

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Darrioos finds the similar sensation.
Edwin detects no evil.
Detect Magic+Knowledge Arcana
”Please, a little more.”
”I need more healing.”
”My son will die if he doesn’t get more!”

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Tesson tries to detect magic.
Knowledge Arcana: 1d20 + 13 ⇒ (3) + 13 = 16

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Realizing that weirdness was at hand in the collapsed chamber, Volsung moves to its entrance and casts detect magic and after concentrating on that for a few rounds, detect psychic significance.
If needed.
Knowledge(arcana): 1d20 + 4 ⇒ (6) + 4 = 10
Spellcraft: 1d20 + 5 ⇒ (4) + 5 = 9
Sense Motive: 1d20 + 7 ⇒ (13) + 7 = 20

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Volsung passes on his findings to the others and shakes his head.
"This could be an illusion of some sort."
He studies the scene carefully looking for evidence of this and uses a wand to cast [i]burst of insight[/] on himself.
Disbelief Will Save: 1d20 + 10 + 4 ⇒ (18) + 10 + 4 = 32

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Volsung breaks the illusion. The foul fiends that rule this island clearly preyed on the good nature of Pathfinders to waste time and resources!

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So, there is no nothing there under or hidden by the illusion?

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Back from my grieving. Grandpa is finally at peace and the funeral is over.
@Volsung Nothing else remains in this room once you can decipher the villagers are an illusion meant to make you guys waste healing resources on them.
Progressing to the next room...
A dank pool of seawater has seeped into this domed chamber and flooded most of the room. In the chamber’s dark recesses, seaweed floats in the dark water in tangled mats.
The passage also opens up to the left.
What will the party do?

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Sorry to hear about his passing and your grieving. My condoleances, GM!
Tesson goes around the room, trying carefully to see if anything is hiding under the seaweed.
Perception: 1d20 + 10 ⇒ (17) + 10 = 27

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Volsung follows Tesson with rapier in hand and bubbles galore.*
"Does it look like Darrioos needs to take a dip so as to look under the water?"
* lesser known heroine from an early James Bond movie.

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Tesson looks into the water...
... And clearly sees an ambush waiting for them if they get near it. Some sort of magical spear rests at the corpse of a skeleton long dead, but two creatures wait close by just waiting to attack whoever comes near it.
You can decide if you want to risk it or move on.

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"Agreed"

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Tesson nods. "Indeed. But what choice do we have. We should find another issue to climb back to the surface..."

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The Pathfinders swiftly ignore the obvious trap, continuing down the passage.
This domed room smells horrible, and a pool of polluted water floods the eastern end of the chamber. One creature ahead of them resembling a large crustacean monstrosity comes from the shadows, and a second one attacks from the domed room!
Round 1: FIGHT!
Light Condition: Light from Edwin
Active Buffs: None
Active Penalties: None
Darrioos(-0,Flanker Mesmerist Trick, Fine, Extra 10ft Darkvision)
Dolph, Son of a Shepherd(-0,Fine)
Victor(-0,Fine)
Tesson(-0,Fine)
Volsung Dreamborn(-0,Fine)
Edwin Towerfall(-0,Fine)
Las Lejas(-0,Fine)
Blue Chuul(-0,Fine)
Red Chuul(-0,Fine)
Fight 1 of 3 remaining.

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Edwin moves closer to the red one and attacks.
+2 scimitar Power attack-Furious Focus: 1d20 + 12 ⇒ (10) + 12 = 22
damage: 1d6 + 6 + 4 ⇒ (4) + 6 + 4 = 14

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Las advances, whip in hand. He studies the target of Edwin's attack and lashes out with his whip.
Whip wSC: 1d20 + 8 ⇒ (3) + 8 = 11 Damage: 1d3 + 3 ⇒ (1) + 3 = 4
Recall Knowledge (nature?): 1d20 + 9 + 1d6 ⇒ (2) + 9 + (3) = 14

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Round 1: FIGHT!
Light Condition: Light from Edwin
Active Buffs: None
Active Penalties: None
Darrioos(-0,Flanker Mesmerist Trick, Fine, Extra 10ft Darkvision)
Dolph, Son of a Shepherd(-0,Fine)
Victor(-0,Fine)
Tesson(-0,Fine)
Volsung Dreamborn(-0,Fine)
Edwin Towerfall(-0,Fine)
Las Lejas(-0,Fine)
Blue Chuul(-0,Fine)
Red Chuul(-14,Fine)

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Tesson goes towards the crustacean behind him, swiftly making his tankard magical, and strikes the creature.
Mighty Magical Tankard: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28
for Bludgeoning: 1d3 + 4 + 2 ⇒ (1) + 4 + 2 = 7