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Cynehelm is tanky, so should probably lead assuming we're expecting fights and not traps.
"Let's see what we have, here," says the fighter as he steps across to the other ship, sword and shield at the ready and alert for movement.(i.e. scouting)

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Damien's also pretty tanky.
"Awright, gurl, let's go," Damien elbows his grizzly bear companion as he proceeds across with Cynehelm.

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Lothar prepares for the worst by getting his crossbow out and loading a bolt.
"If there are sea serpents its best to be ready for them. Stay alert everyone while we search this place. he says as he scans the area for any signs of activity.

GM Kate |

Qigiq, Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Lothar, Search: 1d20 + 7 ⇒ (7) + 7 = 14
JR, Search: 1d20 + 1 ⇒ (17) + 1 = 18
Damien, Search: 1d20 + 6 ⇒ (7) + 6 = 13
JR suddenly stops the group from proceeding. The floor just beyond the boards is covered in gray mold!
Lothar Nature: 1d20 + 5 ⇒ (3) + 5 = 8
JR Nature: 1d20 + 4 ⇒ (20) + 4 = 24
Damien Nature: 1d20 + 4 ⇒ (7) + 4 = 11
Qigiq Nature: 1d20 + 7 ⇒ (1) + 7 = 8
Fafrd Nature: 1d20 + 4 ⇒ (2) + 4 = 6

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"Hold up! Mold, gray mold. Down under the floor. Lemme burn it away else we'll all get sick." He shimmies ahead to get a good view of it and starts scorching it away. Produce Flame

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"Is there a way we can help you to remove it?" Qigiq asks.

GM Kate |

JR keeps lobbing fire at the mold until it burns up and the area is clear!
The group then makes it safely to the other ship. You can head below decks, but you can see that it is flooded down there.
Important information!
You can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including casting spells with verbal components or activating items with command components) you lose all remaining air.
When you run out of air, you fall unconscious and start suffocating. You can’t recover from being unconscious and must attempt a DC 20 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious (unless you’re at 0 Hit Points).
Who would like to head below decks?

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"Hrm, good thing I bought a scroll of air bubble back in the city. It'll let one person breath normally underwater for one minute. I can use it on myself and come with someone that holds their breath, or I can use it on someone else and I'll remain up here..." He looks through the group, to see if anyone is interested in holding their breath and having him go with them, or just wants to go solo.

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Qigiq calls upon his divine source and instills light into his spear. He lowers the tip into the water to illuminate the near region of the hold. "I am not a strong swimmer, but if the king and his relic are still aboard, it should not prove too long of a search," he says.

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"I'm not a strong swimmer so if there is any trouble i won't be a great help. If no-one else wishes to go I'll go though." says Lothar as he stows his crossbow and makes sure his sword is free in case it is needed.

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"Neither am I, 'n I'd hafta leave my furry pal here behind," Damien shrugs. "But I'd go anyway!"

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"I've spent enough time around boats to know how to swim... and how to hold my breath." says the Ulfen very matter-of-factly.
Has Underwater marauder, so fighting underwater is pretty easy for him.
"I'll go down... if someone wants to go with, more the better. some folks should stay topside, just in case, though."

GM Kate |

Fafrd, along with anyone else who joins him, takes a deep breath and goes down below.
You immediately see the cause of the wreck and Hlavard's fate. Wedged into a hole in the side of the Shoreseeker is the head of an enormous sea serpent. Clutched in its jaws is the body of an Ulfen man wearing an ornate gorget. An axe is firmly embedded in the side of the serpent’s head. It would appear this was a fight to the death on both sides.
It will take one round to Swim to the sea serpent and Hlavard. The sea serpent's jaws are clenched tightly, and it will require an Athletics check Force them Open to retrieve Hlavard and the gorget. (If you do not have a crowbar, there is a -2 to this check.) Attempting the Athletics checks, like attacking, causes you to lose an extra round of air.

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I can air bubble Fafrd to give you plenty of time to make the check. I won't be able to cast spells underwater really without air bubble. Who's got a crowbar? Not I.
JR pulls out a scroll and reads it, circling his fingers and drawing a ring around the Ulfen's head. Magically, a bubble surrounds the man's head. "You've got one minute, quickly!" Then he waves Damien over to help keep an eye on the guy in case he needs a hand.

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"Perhaps you should have reserved that for yourself," Qigiq notes. He then calls upon his empyreal patron and transfers the illumination from his spear to Fafrd's shield.

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Fafrd goes back up, and grabs one of the two crowbars that were given to the Pathfinders and then heads back down. He then tries to unwedge the gorget.
athletics: 1d20 + 6 ⇒ (20) + 6 = 26
With a quick application of strength, he opens the serpent's jaws, and grabs the artifact. He then kicks and swims back up.
"That seemed too easy..."

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"I was gunna help ya, I swear..."

GM Kate |

Fafrd easily pops open the jaws of the beast, releasing the body of Hlavard and the famous gorget.
You head back across the boards to your ship so you can start the journey home as quickly as possible.
Qigiq, Perception: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
Lothar, Search: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
Cynehelm, Scout: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
JR, Search: 1d20 + 1 + 1 ⇒ (12) + 1 + 1 = 14
Damien, Search: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Fafrd, Avoid Notice: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
SS1, Stealth: 1d20 + 8 ⇒ (8) + 8 = 16
SS2, Stealth: 1d20 + 8 ⇒ (7) + 8 = 15
Initiative!
Lothar
SS1
SS2
Qigiq
Fafrd
JR
Cynehelm
Damien
Suddenly, you hear some splashing from the ocean!
Lothar is up, but in an odd situation. The creature rolled Stealth for initiative and beat your Perception DC so they are hidden to you, but you beat them in initiative and get to go first. You know something is up, so you might take defensive actions, ready an action, or use the Seek action to look for your hidden opponent.

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Lothar hears the telltale splashing of water and knows that danger is coming. He grabs the crossbow from his back and loads a bolt while scanning the water trying to find where the danger is coming from.
Seek is a secret roll, right?

GM Kate |

Yup!
Lothar can't quite make out the source of the splashing, until suddenly, two small sea serpents poke their heads out of the water!
The first sea serpent Swims up and Climbs aboard! It then undulates in a sickening way, aiming a waterspout directly at JR!
waterspout: 1d20 + 7 ⇒ (5) + 7 = 12
No damage, but please attempt a Will save!
The second attempts the same thing, aiming at Cynehelm! waterspout: 1d20 + 7 ⇒ (4) + 7 = 11
No damage, but please attempt a Will save!
Initiative!
Lothar
SS1
SS2
Qigiq
Fafrd
JR
Cynehelm
Damien
Everybody up! I'll resolve actions in initiative order unless you tell me otherwise.

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Will Save, Basic?: 1d20 + 6 ⇒ (17) + 6 = 23
"Sea serpents? Get them off the ship!" He tries to shake off whatever attack that was and steps out of Damien's way before tossing a ball of fire at the one in front of him.
Produce Flame, 30' Range: 1d20 + 7 ⇒ (19) + 7 = 261d4 + 4 ⇒ (2) + 4 = 6
Can we get the relevant skill for recall knowledge on these please?

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@Junior, you should be able to just tell her you are taking a 'recall knowledge' check... she can check your character sheet and make the relevant secret roll. It needs to be secret, as there is a cost to critically fail.
Fafrd pulls out his sap, and moves to serpent #2. He then whacks it with his sap.
sap: 1d20 + 6 ⇒ (19) + 6 = 25 NL Bludgeoning: 1d6 + 3 ⇒ (1) + 3 = 4

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Qigiq calls upon the cold of the north and sends a lance of ice toward the sea serpent (#1). He then strides to a central position near the mast. "Be careful," he warns. "The ice will explode soon."
Cast (V, S) winter bolt, Stride
Spell Attack: 1d20 + 7 ⇒ (19) + 7 = 26
P: 1d8 ⇒ 6
You fling a hollow icicle filled with winter’s wrath. Make a spell attack against a target within range. The bolt deals 1d8 piercing damage and lodges in the target. At the end of the target’s next turn, the bolt shatters, releasing a whirl of snow and ice that deals 1d12 cold damage to the target and all adjacent creatures. The bolt can be removed with an Interact action, which causes it to melt harmlessly without detonating.
Critical Success: The initial bolt deals full damage and is especially well anchored, taking 2 Interact actions to remove. The bolt’s explosion deals double damage.
Success: The bolt and its explosion deal full damage.

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@Junior, you should be able to just tell her you are taking a 'recall knowledge' check... she can check your character sheet and make the relevant secret roll. It needs to be secret, as there is a cost to critically fail.
Yes but I don't want to make a check that I'm not trained in, and I need to decide on how to use my three actions. Its much more streamlined if you mention the relevant knowledge straight off so we can decide. At least that's how I see it.

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Lothar moves up to the handrail around the stairs and takes a moment to try to pick out the creature's weakest point to aim for.
That's a Stride and Hunt Prey. Lothar also gets a free Recall Knowledge thanks to his Monster Hunter feat. Then i will Strike!
He then fires the corssbow at the sea serpent!
Crossbow Attack: 1d20 + 6 ⇒ (7) + 6 = 13
Crossbow Damage: 1d10 + 2 ⇒ (3) + 2 = 5
"Hold still while i'm trying to shoot you!" he mutters under his breath.

GM Kate |

Sorry for the confusion! No saves needed since the attack rolls didn't land. It is a Nature check to identify.

GM Kate |

Qigiq crits with a powerful spell!
Fafrd knocks the other one in the head with a sap!
Lothar has posted and so is unbolded, but I'll resolve the action after the others have gone.
Initiative!
Lothar
SS1, -12 hp
SS2, -4 hp
Qigiq
Fafrd
JR
Cynehelm
Damien

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I've already posted my spell attack and used up my last action to move so Damien can charge if he chooses. If regular charge is still a thing...
JR raises an eyebrow as the quiet Qigiq lays into the serpent with his magic "Great looking spell, you should teach me on the ride home..."

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"It may take more than the ride home to devote yourself to Pulura!" he quickly calls back.

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"Huh?" Damien is startled by the serpents, and turns to face the remaining one. "Well, ya made quick work of the one, let's see if big Ruby and I kin finish off the second." He rushes over to the serpent, clubbing it with his hammer.
Warhammer: 1d20 + 6 ⇒ (11) + 6 = 171d8 + 3 ⇒ (5) + 3 = 8
Not quite enough action eco to command his companion. Btw, sorry for the delay.

GM Kate |

Damien gives it a solid whack with the hammer, but its not enough to take it out. Lothar fires his crossbow but his aim is a little off.
The creature extends its spines out and crawls around the deck, scratching as many people as it can! (Fafrd, Damien, Qigiq, and Cynehelm)
spines!: 1d4 + 2 ⇒ (3) + 2 = 5, DC 14 basic Reflex save from those four people
It then tries to bite Cynehelm!
jaws!: 1d20 + 9 - 5 ⇒ (13) + 9 - 5 = 17
ouch!: 1d6 + 2 ⇒ (5) + 2 = 7
Initiative!
Lothar
SS2, -12 hp
Qigiq
Fafrd
JR
Cynehelm
Damien
Everyone is up!

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Reflex vs. DC 14: 1d20 + 4 ⇒ (3) + 4 = 7
Qigiq grunts at the sea serpent's spines catch him in the chest and thigh. He steps toward the bow of the ship and then calls upon his empyreal patron, unleashing streams of greenish aurora over the beast.
Step, Cast (V, S) color spray
Critical Success: The creature is unaffected.
Success: The creature is dazzled for 1 round.
Failure: The creature is stunned 1, blinded for 1 round, and dazzled for 1 minute.
Critical Failure: The creature is stunned for 1 round and blinded for 1 minute.

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Fafrd moves in, taking a flank.
sap sneak attack: 1d20 + 6 ⇒ (18) + 6 = 24 NL B sneak: 1d6 + 3 + 1d6 ⇒ (2) + 3 + (6) = 11

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"Time to wash this filth off the deck!" JR clears the group and lines up a blast of powerful water, trying to do just that: sweep the creature off the deck and back into the sea.
Hydraulic Push, Spell Attack: 1d20 + 7 ⇒ (8) + 7 = 153d6 ⇒ (1, 6, 3) = 10
Hydraulic Push Spell 1
Attack Evocation Water
Source Core Rulebook pg. 344
Traditions arcane, primal
Cast Two Actions somatic, verbal
Range 60 feet; Targets 1 creature or object.
You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.
Critical Success The target takes 6d6 bludgeoning damage and is knocked back 10 feet.
Success The target takes 3d6 bludgeoning damage and is knocked back 5 feet.
Heightened (+1) The damage increases by 2d6.

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Reflex save: 1d20 + 5 ⇒ (14) + 5 = 19
With my shield raised, my AC is 19, fortunately, so It looks like I'm unscathed. If it's still within a stride of me when my turn comes (but not overboard), I'll strike at it again then raise my shield:
Longsword: 1d20 + 9 ⇒ (18) + 9 = 27 for damage: 1d8 + 4 ⇒ (8) + 4 = 12.

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Reflex save: 1d20 + 7 ⇒ (20) + 7 = 27
Sorry, missed this.
Fafrd again shows amazing agility, dodging all f the creature’s spines
He then raises his shield after attacking.
also forgot that I get 3 actions, evidently. Gonna just keep it simple.

GM Kate |

Will save vs color spray: 1d20 + 5 ⇒ (11) + 5 = 16
It is a Creature 1, so it does not get a raised success vs the Incapacitate, which means it fails!
The serpent is stunned 1, blinded for 1 round, and dazzled for 1 minute.
Fafrd gets a powerful blow, taking it down!
JR blasts it off that side of the ship, just in case.
Captain Vriggdahl nods approvingly. "Well done, Pathfinders. But if you've got what you came for, let's set sail as quickly as possible in case there are more." The weather improves, and the journey home is uneventful.
Venture-Captain Torrsen is delighted by your return with Hlavard’s body and the gorget. “This will greatly please the Grenskuldrs. Thank you. I’ll make sure that you’re all on the list for a very special event coming up soon.” Torrsen says nothing more about what this special event might be, though he does open up a nearby cabinet and take down an armful of vials. He says, “Let’s just say these might come in handy,” and gives each of you a vial of lesser winter wolf elixir.

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JR wipes his hands on his pants and smiles "Looks like we're done here then. A quick sail home sounds good. And maybe a beer to celebrate eh?"
----------
Back with the VC, Junior is happy to oblige. This was his third mission and he was starting to fall into a pleasant routine: get it done, get a reward, take some time off and relax.
"Huh, sounds like another frosty trip is in the works. Isn't there anything a bit more temperate available?" He cracks a smile and takes the gift with thanks.
Well, done. These quests are short but they've all been fun. Thanks Kate, get little adventure. Even if the idea of anything underwater petrifies most characters. Thanks for volunteering Fafrd.

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Fafrd is made for underwater. :D
The Ulfen finally relaxes as they are on their way back, and has a beer with JR. "Was a good mission. No one died."