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Good question about where the wreak is exactly. The map the scenario writer used wasn't very clear about that, so I placed it in the spot that seems to make the most sense.
Bedisa is able move and twist through the coral without cutting herself. On top of the coral she is able to look down into the tide pool that the crabs came out of and clearly see that there is something small and shiny in one of the pools. One of the crabs goes back towards the tide pool, seemingly curious about the half-orc perched on the coral above it.
A successful Acrobatics check lets you move across the coral without getting injured for one move action (half speed).

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Hey guys! Come on up. But be careful! Bedisa will try to convince the others to come up this way. As she does, a glint catches her eye.
Shiny something? she thinks to herself. Theres something shiny in this pool. Maybe its from the ship. Not sure if I want to swim down there with all the sharks and crabs around.. With that, she notices the curious crab and will wave at it.

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Bennett attempts to scamper over the coral to the other side, Toom any of these crabs to get it, I think. Any of you magic types able to mind grab it or something?
acrobatics: 1d20 + 7 ⇒ (20) + 7 = 27

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Acrobatic, untrained: 1d20 + 2 ⇒ (11) + 2 = 13
Eredur tries to reach the other side without getting hurt, but he might have miscalculated the distance
Magic hand cantrip: I do have it in my spellbook. I noticed this morning that I haven't added all my daily spells, I was one level 2 spell and one cantrip short. So I could theorically add Mage hand cantrip to the list of my daily spells. But I don't want to cheat, and will let the gM have his final say in the matter.

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”Hmph, as if a petty reef could slow me down. Pyrha, share your power.” With an eye roll, Pyrha approaches and places her hand on the gnome’s back. There’s a brief flash of light.
Pyrha casts Guidance on Zalgrim.
With boosted confidence Zalgrim jumps with all the force his scrawny little legs can give him...
Acrobatics: 1d20 - 4 ⇒ (7) - 4 = 3
...and promptly crashes into the reef as he crosses.

Pyrha |

”A flawless jump master,” Pyrha remarks, sarcasm dripping from her words. With a confident smile she casts Guidance on herself and leaps forward...
Acrobatics: 1d20 + 2 ⇒ (20) + 2 = 22
...and lands with perfect grace.

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At least it shows how it shouldn't be done.

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I'm moving most of you to the tide pool on the other side of the coral to speed things up. The damage is per 5 foot square of movement if you fail the Acrobatics check.
Coral damage: 2d4 ⇒ (2, 1) = 3
Zalgrim only takes half damage (1) due to being small.
Zalgirm, Bocke and Eredur cut themselves up moving across the razor sharp coral but make it across. Molvil remains on the other side of the reef, indecisive about whether they want to attempt the dangerous terrain. The crabs are still curious but not making any signs of aggression towards the party.
In the tidal pool the party finds several items floating in the water. There are two wands, one carved from drift wood and the other one made from fire hardened ash. There is also a recently removed crab claw that might still be edible and a severed finger with a heavy silver ring still on it. The pool is filled with the bones of fish and broken bits of shell but there are a few bones that once belonged to humanoids in this pool.

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Bennett leans into the water and grabs what he can from the floating goodies. Some stuff her may be useful. Let's grab them and get away from the crabs if we can.

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Professor, did you want to try to Acrobatics over the coral, or take the long way around walking by the curious crabs?

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So much for chivalry. No one offers the help the old lady cross the reef. "Sigh. Well, here goes." Professor Masaendri gingerly proceeds across the reef.
Acrobatics: 1d20 ⇒ 14

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Bocke will heal anyone who took full damage.
Zalgirm
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Bocke
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Eredur
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Molvil (if necessary)
CLW: 1d8 + 1 ⇒ (6) + 1 = 7

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The professor also takes the damage (3 points still to keep things simple).
Bennett picks up the various items and stows them somewhere safe for the time being.
I'm assuming Bennett takes the ring and leaves the finger behind? And do you want to take the crab leg? It weighs about two pounds and is hefty enough use as an improvised club in a pinch.
Zalgrim moves carefully past the giant crabs, which rub up against him with their long antennae but otherwise leave him alone, demonstrating that while these crabs look dangerous they are clearly not aggressive.
Does anyone want to do anything else before approaching the wreak of the ship?

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Bennett puts some distance between him and the crabs and offers the items to the more learned members of the party for identification. Otherwise he is ready to proceed.

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Can Bocke identify the wands with Spellcraft?
Spellcraft: 1d20 + 4 ⇒ (17) + 4 = 21
Spellcraft: 1d20 + 4 ⇒ (15) + 4 = 19

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Bocke will heal anyone who took full damage.
"Ah, yes, thank you, Mr. Reed. Much appreciated." She begins to make her way along the shallow water toward the ship. Now that she knows that the crabs aren't aggressive, she doesn't feel the need to cross the sharp reef.

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Bocke examines the two wands and finds that they both have a sizable amount of magic in them still.
One is a wand of cure light wounds (27 charges), the other is a wand of burning hands (28 charges).
The ring is not magical but is silver and well made. Inscribed on the inside of the band are the words, "true love, MKH."
The crabs remain mildly curious of the party but once they leave the area they slowly make their way back to their tide pool.
Decide who is holding what and any other preparations you want to make. The only place to go now is to approach the wreak of the ship.

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Bocke cannot use a wand of burning hands and he has his own wand of cure light wounds. He'll take the latter if nobody else wants it.

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I do have the same Burning hands wand, so someone else should better pick it up. I can try to use the curative wands if needed, but it would too be better in the hands of a capable divine caster. Just know I can handle it, if needed.

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Bennett also carries a wand of healing. Fire wand to the professor. Bocke, hold the other healing wand as the most capable user. Let's get to that wreck. I don't want to stand in the water longer than we have to.
Bennett approaches the wreck with bow drawn.

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Bedisa looks at the wands. I can use this, right? Can you show me how? I've never used a wand before. Is there some trick to it?
Burning Hands is on the bloodrager spell list. She can take the wand if no one else wants it but probably would probably be in better hands of someone else.

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Bedisa can definitely use it. Bloodragers can use wands from level 1 if it's in your spell list. Molvil *might* be a better person to have use of it though. I've looked at your character sheets and I know that she could really use some more offensive options.

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"Oh, well, I daresay I am more likely to need the wand of Burning Hands. You seem to be a woman who can take care of herself in a tight spot, Ms. Bedisa." Professor Masaendri takes the wand and pockets it, grateful that she had sewn extra-deep pockets into her culottes.

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I put you guys in an order that I though would make sense, putting the two toughest people up front and the softest PCs in the back.
Bedisa approaches the tide pool in front of the ship and as she step into the water a cloud crowd errupts out of the water. She looks down in disgust as she realizes that the cloud is a swarm of thousands of tiny, hungry crabs. They are unable to penetrate the thick leather of her boots but they are swarming up her body and will quickly cover her.
Professor M: 1d20 + 3 ⇒ (12) + 3 = 15 Bocke: 1d20 + 6 + 4 ⇒ (6) + 6 + 4 = 16 Eredur: 1d20 + 2 ⇒ (9) + 2 = 11 Zalgrim: 1d20 + 3 ⇒ (16) + 3 = 19 Pyrha: 1d20 + 1 ⇒ (8) + 1 = 9 Hungry Crabs: 1d20 + 0 ⇒ (15) + 0 = 15
Bedisa
Zalgrim
Bocke
Bennett
Professor M
Crab Swarm
Eredur
Pyrha
Bold may act first. Bocke, I'm assuming you were planning on using heightened awareness for your initiative roll. And Professor M, it sounded like you were going to hold off casting heightened awareness after reaching the ship.

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Yep, that's what it's for!
Bocke wants to take out a bottle of alchemist's fire and throw it at the crab swarm. Bocke will damage Bedisa with splash. Can I get permission?
Alchemist's Fire, Dex plus BAB minus nonproficient vs touch: 1d20 + 4 + 1 - 4 ⇒ (20) + 4 + 1 - 4 = 21
Fire: 1d6 ⇒ 4 plus 1d6 next turn
Crit?: 1d20 + 4 + 1 - 4 ⇒ (2) + 4 + 1 - 4 = 3
Fire: 1d6 ⇒ 4
Bocke takes out his bow and fires an arrow at the swarm.
Longbow, PBS: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Piercing, PBS: 1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9

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Permission granted. How much splash do I take?
Bedisa will try to step away from the swarm! Too many crabs. She'll try to swing her sword as she moves away to try to get as many off her as possible.
Longsword: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d8 + 4 ⇒ (8) + 4 = 12

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Bennett fishes out an alchemist fire as well and tosses it at the swarm.
ranged touch attack: 1d20 + 6 ⇒ (2) + 6 = 8
damage: 1d6 ⇒ 4
scatter: 1d8 ⇒ 5

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Couple of things; this whole area is difficult terrain so you won't be able to make a five foot step and movement has double cost (so diagonal movement cost 10 feet for the first square and 20 for the second). Swarms don't normally threaten, so moving away won't provoke an attack of opportunity. Bedisa goes first, so she could slash at the crabs and then easily move out of splash range of the alchemy weapons. If you'd like to change where you want to move you can, but if you will get splashed twice if you chose to stay there.
Bedisa slashes at the crabs with her sword, but the silver piece sized crabs are too small for her to effectively damage them with her weapon.
Bocke tosses a flask of alchemist fire right into the center mass of the swarm. The flask bursts open and spreads across the carpet of crustaceans, which begin to pop as they cook in their shells. The fire coats the surface of the water and spread across the swarm.
No critical hit, but splash weapons do deal an extra 50% damage to swarms.
Bennett tosses a flask, but in his haste throws the flask a little too hard, only splashing a few of the crabs with alchemist fire.
Bedisa
Zalgrim
Bocke
Bennett
Professor M
Crab Swarm -7
Eredur
Pyrha
Bold still need to act!

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"Well, I understand not wanting to get too close, but you prevent those of us at the back from helping when you block the path that way!" Tutting at the group's lack of cooperation, she gingerly clambers up onto the reef so she can get within range to cast a spell.
Acrobatics: 1d20 ⇒ 18
Acid Splash: 1d20 + 5 ⇒ (13) + 5 = 181d3 ⇒ 3

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You're going to see table variation on whether or not acid splash can target a swarm at all. I say it can, but it does not cause additional damage.
Zalgrim takes a defensive stand whereas the Professor darts up onto the coral, narrowly avoiding any sharp pieces. She launches a glob of acid, which burns away a small patch of crabs. The ravenous crabs surge forward, covering Bocke and Pyrha and tearing at them with thousands of tiny claws.
Swarm Damage: 2d6 ⇒ (1, 6) = 7
Distraction: Fortitude Save DC 13; anyone inside the swarm is nauseated for 1 round on a failure
Round 1
Bedisa -2
Zalgrim
Bocke
Bennett -7
Professor M
Crab Swarm -10
Eredur
Pyrha -7
Round 2
Bedisa -2
Zalgrim
Bocke
Bennett
Professor M
Crab Swarm -10
Eredur
Pyrha
Bold can act!

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Fortitude: 1d20 + 5 ⇒ (2) + 5 = 7
"Damn crabs. I'm going to eat one of you before this adventure's over."
Bocke moves out of the swarm.
Um, to clarify, who got attacked, Bocke or Bennett? Square is on Bennett but you posted Bocke.

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Dang it, I've been getting you and Bennett mixed up. Yeah, it's intended for the swarm to be where it is so you're good.

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Get out of the crabs so we can set them aflame!
Eredur readies one of his magic wand Burning hand wand but waits until his companions are out of his line of fire, nearly litterally even if it would be a cone.
Delays until Pyrha and Bennet are out of the crabs

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Seeing the acid flasks doing more damage than her sword, she reaches in to grab hers and throws it at the swarm.
Acid Flask: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d6 ⇒ 4

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Botting Pyhra
Fortitude Save: 1d20 + 3 ⇒ (12) + 3 = 15
Unable to strike at the crab swarms, the genie backs away as quickly as possible.
Bedisa splashes the swarm with acid, dissolving a small patch of the hungry critters. It was a solid hit, but the tiny creatures pouring out of the tide pool just seem endless.
This is a TOUGH swarm.
Bennet's alchemist fire continues burning its through the crabs before fizzling out.
2nd Round Fire Damage: 1d6 ⇒ 1
Round 2
Bedisa -2
Zalgrim
Bocke
Eredur (Delayed)
Bennett -7
Professor M
Crab Swarm -17
Pyrha -7

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The crabs should have taken 1d6 persistent fire from Bocke's last round.
Bocke will delay until Bennett has moved. Assuming nobody moves into the crab swarm, Bocke will draw an alchemist's fire and throw it.
Are we supposed to take nonproficient penalties for throwing flasks?
Thrown vs touch: 1d20 + 4 + 1 - 4 ⇒ (20) + 4 + 1 - 4 = 21
Damage: 1d6 ⇒ 4
Crit?: 1d20 + 4 + 1 - 4 ⇒ (15) + 4 + 1 - 4 = 16
Damage: 1d6 ⇒ 4
Edit: Also Acrobatics for moving onto coral.
Acrobatics: 1d20 + 8 ⇒ (3) + 8 = 11

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I actually don't know what kind of profficency alchemist item count as. I did roll for the extra damage for the second round...I mixed your names up again. His last round only did splash. Once again, swarms are immune to critical hits, but do take an extra 50% damage from splash weapons.
Bocke gets another direct hit, yet the swarm of crabs continue to surge forward. As he retreats up the reef, the sharp coral slices up his leg.
Slashing: 1d4 ⇒ 4
Round 2
Bedisa -2
Zalgrim
Bocke -4
Eredur (Delayed)
Bennett -7
Professor M
Crab Swarm -23
Pyrha -7

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Bennett steps back and draws another flask of alchemist's fire. He drops it on the swarm.
AF, ranged touch: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d6 ⇒ 4

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Bennett's flask of fire strikes the center of the crab mass, killing off of the most of the remaining creatures. The small number of crabs remaining are of no significant threat and can be easily brushed off.
Congratulations! You defeated a very dangerous swarm. I will have a follow up post later, but feel free to take care of any healing and make plans to explore the wreakage.

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”Excellently handled, as to be expected of seasoned Pathfinders. I’ll be certain to purchase some of those flasks come my first payday.” Zalgrim frowns when he notices Pyrha’s wounds, but gives more attention to his injured allies. ”Don’t mind the lass, death is temporary for her. Unlike us.”
To confirm, Bennet and Pyrha received 7 Damage, and Bocke received 4?
Zalgrim draws a vial of devil’s blood, swirling and activating the mixture. ”I’m quite aware we have wands, but humor an aspiring gnome. Uselessness is a feeling I’m ill used to.” Provided Bennett has no issue, Zalgrim takes a moment to anoint his injured ally in the unholy liquid, shooting warmth through his veins and speeding the regeneration of his wounds.
Fast healing 1 to Bennet for 1 minute (10 Hp).

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Bennett watches his wounds heal, Thank you, that is unsettling but helpful. Bennett will probe the hole in the boat with bow drawn.

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Bocke will offer his wand if CLW to anyone. Just roll for healing if you want it.
Self:
CLW, level 1: 1d8 + 1 ⇒ (6) + 1 = 7

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Eredur adresses himself to Pyrrha and Bennet
Didn't wanted to endanger you more by using my wand, lad and lass. You would have been burned too. I hope to be more helpful soon.

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The Professor hops down from the reef, splashing into the knee-deep water. She wades over to the entrance hole of the ship and prepares to cast Heightened Awareness once everyone is ready to enter.
Basically, once the first person goes in, she'll start casting, then enter as soon as she's done.

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In the tide pool around the ship the party finds a few discarded trinkets and some rusted tools, but among the debris are three bright green tourmalines laying in the coral.
The ship is in reasonable condition, all things considered, except for the large hole gouged through its hull. A rope ladder hangs down from the deck, ending about three feet above the ground. It’s brittle, as if it’s been soaked and dried in the hot sun many times, but it is intact. Within the large hole, the hold appears dark and empty.
The ship has three levels. The gap in the hull is large enough for the party to enter and looks like it would lead into the ship's hold. The ladder reaches all the way to the top deck, but the combination of its poor condition and the slick, barnacle crusted deck make climbing it appear to be somewhat difficult (Climb DC 10). The ship is tilted slightly in the direction of the reef but is tall enough that the party can only see a little bit of the deck about.