
Tucci Hedgehopper |

Kasin HP: 19/19; AC: 16, tch 13, flat 13 (+3 dodge when moving); SR: 8
Weapon Equipped = Horsechopper
Tucci Conditions = Focus: None (sw, 3/3)
Kasin Conditions = Focus: Bull (+2 str)
Horsechopper: Attack: BAB +2, Size +1, Str +2 Damage: Str +3 (20/x3)
Sling: Attack: BAB +2, Size +1, Dex +1 Damage: +0 (20/x2)
Re-roll profession sailor (1/1w, recharging days: 0)
Touch of Good (+1 att/skill/ability/save, 6/6)
Spells Known (Caster Level 3, Concentration +6, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (4/4): Cure Light Wounds, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
Tucci does what he can to help with breakfast. Though small, he manages to be in the way with his big floppy feet, he burns the toast, fails to warm the biscuits, and overly waters the oats making something of a runny mess.
Triumphant he comes on deck, belly full of all the little samples taken throughout the preparation process. He tries to insert himself with the crew, to make ready for the trip to the other side of the island. He stays out of the way of those who know what they're doing - though he watches keenly to capture the rhythm of the ship. He does what chores fall to him, coil a rope here, insert a pinion there. Whatever is needed.
Horsechopper in hand and Kasin standing by he proclaims to the officers, ”Let’s go save your mates!”

Tempest TB |

I had used Weather Savvy last night. Dunno if that got missed, or if there was just nothing of note, but wanted to make sure.
Tempest awakens early and gets some focused meditation done on deck, reinforcing her connection to the sky. An uncommon practice, but she wants to be in top form for the day ahead.
As the others start to awaken, she makes her way back into the shared quarters and takes the time to lace up her new corset. Once done, she strikes a pose for Mac and Ellie as they finish up their preparations, "So, whatcha think?"

Robert Henry |

I had used Weather Savvy last night. Dunno if that got missed, or if there was just nothing of note, but wanted to make sure.
Both, I was going to type out a long weather forecast describing perfect weather, but I forgot to.
Also I've made the 'Man's Promise' a cut out so you can move her where you like, just remember a square is 1/5 of a mile and your speed is three miles an hour so, when you leave plus time for travel will be when you arrive at your location

Brother MacLaren |

Brother MacLaren looks over the sorceress in her new corset. Wears it better than its previous owners, but then she is not a rotting corpse ravenous for human flesh.
"Looks good. Quite the find there. Can your magic also mend that which is torn, or just clean things? It looks like it is in very good shape."

Ellie Dewblossom |

As the others start to awaken, she makes her way back into the shared quarters and takes the time to lace up her new corset. Once done, she strikes a pose for Mac and Ellie as they finish up their preparations, "So, whatcha think?"
Ellie claps her hands excitedly, allowing herself a moment of girlishness. "Love that on you! Though I have to say, in the-- admittedly brief-- time we've spent together I never would've pictured you in a top like that."
After checking to make sure her weapons were all in place and easily accessible, she leaves the ship for their second exploration of the island. Hopefully one that will prove more fruitful than the first.
Knowledge (geography): 1d20 + 3 ⇒ (11) + 3 = 14
"I just remembered... it was high tide when we last saw those grindylows. Makes sense that that's when they would be closest to shore, and easiest to find. Problem is, next one will be a while yet. Then again, low tide might let us get closer to their cave or wherever."
Feel free to read the spoiler. Ellie wouldn't bother explaining the tide schedule to a group of fellow sailors and would assume they know already, but if high tide was just before sunrise that means the next one is around sunset (give or take, time of year, etc).

Veronica Blackblade |
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After everyone is finished eating and she gets confirmation from Fipps and Tam that the ship is fixed enough to sail, Veronica adresses the crew.
"Everyone, we're able to set sail again thanks to your hard work. Our first order of business? Get this ship around the island and rescue Sandals and Conchobar. Let's go, they've waited long enough."
"Ellie, the wheel is yours. Get us there as fast as you can."
---
As Ellie raises her concerns about the tides, Veronica nods.
"If their cave is open to the sea, low tide could be a boon for us. It wouldn't surprise me if the grindylows' cave was at least partially submerged during high tide, and I'd much rather fight them outside the water."
Spells prepared:
0th: Detect Magic, Brand, Grasp, Daze
1st: Shield x2, Frostbite, Blade Grasp

Tucci Hedgehopper |

Tucci hears the Veronica's proclamation and nods. It'll be a little while, so he goes below decks and gets his gear together. As they may be on land a while checking other things out too, he brings his whole pack.
Well, except his plant of course. That's wedged somewhere on deck where it gets less sea spray - which Tucci cleans off regularly for its health.

Brother MacLaren |

"And if they are not in a cave but just down at the bottom, then it is still better to face them at low tide so that we don't have to swim down as far. It gets darker the further down you go, and they may be acclimated to that.
In any event, I agree that low tide is best."
Spells prepared:
0: Guidance, Create Water*, Light, Mending
1: Shield of Faith, Divine Favor, Liberating Command, Enlarge Person (D)
2: Sound Burst, Lesser Restoration, Bull's Strength (D)

Ellie Dewblossom |

"Ellie, the wheel is yours. Get us there as fast as you can."
"Aye, cap'n," Ellie, who definitely does not leave the ship how dare you suggest otherwise, responds as she takes the helm. "Let's see if we can find 'em again. We've got a few hours yet before the tide's in our favor. Weigh anchor!" She begins her usual routine of barking various orders to whomever happens to be on deck.

Robert Henry |

Sailing around the ocean was just over nine miles, call it three hours. Low tide will be in three hours or so.
Smiling as Veronica congratulates them on a job well done, the crew makes ready to sail. As Ellie gives the command, they weight anchor and unfurl sails. The gentle south-easterly wind catches the 'Man's promise' and gently pushes the wounded ship around the Island.
After about three hours you crest the southern tip of the island from where you can see the upper portion of the walls of the stockade you'd found yesterday. As you sail northwest, cutting back into the wind, you notice in the rocky cliff face, just visible below the water line what appears to be the entrance of a nearly flooded cave.
entrance, when you look a second time, they are gone.

Tucci Hedgehopper |

Auto succeed at the profession sailor.
Perception: 1d20 + 12 ⇒ (8) + 12 = 20 vs DC 20
He worries about the approach. And considers the options.
Can we take the ship's boat to the entrance? Or is that too large as well?
While he's trying to piece that together, he goes to the captain and lets her know what he say, "Excuse me Captain, but I saw four creatures that looked a lot like those grindylows in that flooded cave. They're not there now, but I'm sure I saw 'em - so they know we're coming."
He'll warn about the churning waters too (swim DC 15) just outside the cave.

Veronica Blackblade |

Veronica nods at Tucci's report.
"Thank you Tucci. I was hoping we could catch them by surprise, instead of having to fight them all at the same time, especially in water. But I don't think there's anything we can do besides press on."
"I think we should try to stick together. I'm guessing they'll try to pull us down if they can, and I want everyone able to step in to help prevent that if one of us gets grabbed."

Brother MacLaren |

Brother MacLaren has taken the MW dagger that he found in the Wormwood's galley.
"With the Ring of Swimming, I am fairly confident in my ability to navigate these waters.
Should I go first?
I have a spell of protection but it only lasts a few minutes. Now may not be the time.
I also have that spell to free others from grapples, but I cannot use it on myself."

Robert Henry |

As Tucci, Vernica, and Brother Mac discuss options for entering the cave Ellie pilots the ship nearer the cave entrance dreaming of their second foray onto the island.
As the 'Man's Promise' nears the cave you all notice the caves mouth tapers quickly from over a hundred feet to less than ten feet. While the receding tide will continue to lower, the narrowness of the cave and the stalactites draping from the ceiling will make it impossible to maneuver even the smallest of ship's boats into the cave.
Sailing the 'Man's Promise' as close to the cave as possible but remain far enough away so as not to collide with the rocky island, Ellie gives the order to lower the anchor. The churning tidal waters buffet the 'Man's Promise' but the lowered anchor holds her firm as the intrepid adventurers prepare to enter the cave system of the 'Riptide Cove'.
I've placed your icons near the mouth of the cave. If I remember right, the approximate marching order was: Brother Mac in the front, Tucci near the front, and Tempest near the back. I'll Bot Melli bring up the rear. Which leaves Veronica and Ellie in the middle.

Tucci Hedgehopper |

Kasin HP: 19/19; AC: 16, tch 13, flat 13 (+3 dodge when moving); SR: 8
Weapon Equipped = Horsechopper
Tucci Conditions = Focus: None (sw, 3/3)
Kasin Conditions = Focus: Bull (+2 str)
Horsechopper: Attack: BAB +2, Size +1, Str +2 Damage: +2 (20/x3)
Sling: Attack: BAB +2, Size +1, Dex +1 Damage: +0 (20/x2)
Re-roll profession sailor (1/1w, recharging days: 0)
Touch of Good (+1 att/skill/ability/save, 6/6)
Spells Known (Caster Level 3, Concentration +6, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (4/4): Cure Light Wounds, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
”Does anyone need an edge?” Tucci offers the Touch of the Sea for one or two of his allies who may need it.
He then rides/hangs on to Kasin as appropriate, moving quickly to establish a beachhead so the others can close at their own pace. Still, he paces MacLaren so he’s not too far ahead.
As soon as Tucci ends up somewhere he can stand, he sends Kasin back for Melli or to assist the others (Kasin auto-assists swim checks - which I imagine is him swimming along and the assisted hanging on in part, if that works).

Tempest TB |

---=== On the Ship ===---
Brother MacLaren looks over the sorceress in her new corset. Wears it better than its previous owners, but then she is not a rotting corpse ravenous for human flesh.
"Looks good. Quite the find there. Can your magic also mend that which is torn, or just clean things? It looks like it is in very good shape."
"No mending, no. Just cleaning. There is magic that can mend, but I never learned it."
Ellie claps her hands excitedly, allowing herself a moment of girlishness. "Love that on you! Though I have to say, in the-- admittedly brief-- time we've spent together I never would've pictured you in a top like that."
Tempest shrugs and smirks, and is that a blush? Couldn't be...
"Nothing wrong with indulging in a little preening now and then, is there?"
---=== Preparing for Action ===---
”Does anyone need an edge?” Tucci offers the Touch of the Sea for one or two of his allies who may need it.
Tempest nods solemnly, "I will. The water seems to be anathaema to me."
Assuming the spell is cast, Tempest dives into the water along with Mac and Tucci, keeping pace with them as they go. She seems to struggle with staying back, though, and seems to want to plunge ahead.

Ellie Dewblossom |

"I wouldn't say no to some magical assistance, although I'm a fair swimmer already. And I'm learning just how precious a mage's spells are. So someone else would probably get better use out of it, or maybe even save it for later."

Robert Henry |

Realizing the officers were getting ready to go overboard Tilly moves to the helm, resting her hand on one of the spokes. "Dooant worry Ellie, ahl watch t' 'elm for tha ."
Once the officers are down the cargo netting, it is a short swim into the turbulent water of the low ceiling tunnel. The tunnels are littered with partially eaten bones sucked clean of flesh. The grindylows decorate these bones with strange scrimshaw, and tie them together with sinew to create revolting “sculptures” resembling lurking horrors and twisted sea creatures from the depths, the product of sadistic and almost alien minds.
For convenience, I’m assuming everyone is ‘taking 10’ swimming through the ‘Entrance’ and that Melli is riding Kasin.’
The walls of bladed stone lining the entrance tunnel have been deliberately sharpened, so that any inexperienced swimmers would be injured when they bumped into the walls. As the light from the cave entrance behind them begin to dim. The tunnel waters begin to calm while the tunnel ahead seems to be illuminated by another source. It eventually opens into a deep cove, surrounded by high cliffs, churning with dark seawater, the source of light for the later part of the tunnel. Those who peered through the 'spyglass' at the Stockade yesterday recognize this as the cove that the grindylow were splashing about in, though the grindylow are nowhere to be seen now.
Swimming, when needed, will now be a DC 10
As our intrepid adventurers follow the tunnel further up and around, the light from the Cove becomes very dim. The tide has receded enough that they find themselves standing in soggy seaweed on a slight ‘high point.’ Two dark caves stand before you, one opening to the north east, the other to the south east.
Riptide: The caverns are deep, but still subject to the tides. The caverns are almost completely flooded at high tide, which occurs twice per day at roughly 12-hour intervals. The side-view map of the caverns shows the water level at low tide. The waters are very murky because of the endless tides, with a visibility of 10 feet. Unless otherwise indicated, Swim check DCs are 10 while within the complex.
Seaweed: Seaweed grows thick on all cavern floors between 5 and 8 feet deep. The DC of all Acrobatics checks made to walk on such surfaces are increased by +5.
Since 'Lake of Hooks' is on the map.
Lake of Hooks: In various locations throughout their lair, the grindylows have rigged up floating hooks in the seaweed. These cruelly barbed hooks are attached to pieces of cork by thin, strong sinews and float between 1 and 3 feet from the floor. While they deal no damage, the hooks grab the clothing and armor of those passing through them. When entering such an area on foot or by swimming through the seaweed, the PCs must make a DC 10 Ref lex save or be snagged by the hooks and become entangled. A snagged creature can escape with a DC 10 Escape Artist check or by breaking the hooks with a DC 10 Strength check. The only way to avoid the hooks is to swim above them or clear them from an area (hardness 2, hp 12, Break DC 18 per 5-foot square).

Tempest TB |

Swimming up to the fork, Tempest tries to look down each pathway to get a sense for what's ahead.
Perception: 1d20 + 2 ⇒ (12) + 2 = 14
"Left or right? Neither seem too appealing."

Ellie Dewblossom |

"Don't know. Since these passages have clearly been worked by the grindylows to deter people like us, I guess whichever one looks more dangerous. Veronica?"
I vote right, for no particular reason. I think this is a perfect instance where we all decide as players, and then in-character the decision is the captain's.

Tucci Hedgehopper |

Kasin HP: 19/19; AC: 16, tch 13, flat 13 (+3 dodge when moving); SR: 8
Weapon Equipped = Horsechopper
Tucci Conditions = Focus: None (sw, 3/3)
Kasin Conditions = Focus: Bull (+2 str)
Horsechopper: Attack: BAB +2, Size +1, Str +2 Damage: +2 (20/x3)
Sling: Attack: BAB +2, Size +1, Dex +1 Damage: +0 (20/x2)
Re-roll profession sailor (1/1w, recharging days: 0)
Touch of Good (+1 att/skill/ability/save, 6/6)
Spells Known (Caster Level 3, Concentration +6, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (3/4): Cure Light Wounds, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
Tucci will totally cast Touch of the Sea (lasts 3 minutes) on Tempest before they enter the water. He’ll hold off on Ellen for now. Thanks.
Tucci eyes the corridors and shrugs. Following Tempest's lead, he'll listen before following Ellie's lead and picking at random.
Perception: 1d20 + 12 ⇒ (2) + 12 = 14
If MacLaren doesn't already head that way, he'll gesture down the right path with his horsechopper.
If MacLaren head's down the left passage, he shrugs without a worry and follows closely behind.
He debates casting a preparatory spell, and decides to hold all that he can in reserve. Might be more swimming.

Veronica Blackblade |

"That makes sense Ellie, although I can't really tell which one seems worse in this darkness. I'm guessing the lack of light doesn't bother them much if they live here. Can you conjure some up for us, like you did so well on our training sessions? Here, target my dagger and let me take the lead."
Veronica approaches the fork, casting a defensive spell as she moves, ready to swim down whatever path seems worse.
Perception: 1d20 + 4 ⇒ (16) + 4 = 20
Casting Shield (lasts 3 minutes), and will go right if everyone agrees, unless we get some indication on what would be the "correct" path.

Robert Henry |

If anyone conjures light, you may all read the post for Tempest,

Tucci Hedgehopper |

Oh, I hadn’t realized it was that dark already. Also, I realized why I didn’t buy a torch…
Tucci casts Light on the blade of his horsechopper and follows along still leaning to the right after seeing a bit more.

Tempest TB |

"The right looks like a mouth and throat, the left looks like a stomach. Definitely some...'artistic' liberties taken with these. The right is shallower."
She frowns and thinks a moment, "I'm inclined to go left, myself."

Brother MacLaren |
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Brother MacLaren casts Light to add to the illumination.
Do you need free hands to swim? Nothing I can find says that you do. So Brother MacLaren will have rapier and dagger in hand, with Light on the dagger.
"I'd go right, to where it is shallower. Less potential for anyone to be dragged far down - if they are only 10' down we can more easily get to help them. And, I can make myself (or another human) big enough to stand on the bottom if it would be helpful."

Veronica Blackblade |

"From what I can see, it doesn't seem like there's much of a difference between the paths that would point to one being a trap for us - both seem to have those hooks to hinder us as we approach as well. With that in mind, I agree with Mac - better to go with the shallower cave for now."
Veronica moves towards the opening to the right, and does her best to break some of the hooks in their way.
Strength: 1d20 + 4 ⇒ (16) + 4 = 20

Brother MacLaren |

Brother MacLaren will go through the space that Veronica cleared and then clear the next section of hooks.
Strength: 1d20 + 3 ⇒ (18) + 3 = 21

Robert Henry |

Ellie: 1d20 + 5 ⇒ (11) + 5 = 16
Mac: 1d20 + 2 ⇒ (2) + 2 = 4
Melli: 1d20 + 4 ⇒ (11) + 4 = 15
Tempest: 1d20 + 3 ⇒ (7) + 3 = 10
Tucci: 1d20 + 1 ⇒ (8) + 1 = 9
Veronica: 1d20 + 1 ⇒ (15) + 1 = 16
average 11.66
Enemy
Blue: 1d20 + 2 ⇒ (14) + 2 = 16
Cyan: 1d20 + 2 ⇒ (5) + 2 = 7
Green: 1d20 + 2 ⇒ (8) + 2 = 10
Magenta: 1d20 + 2 ⇒ (13) + 2 = 15
Orange: 1d20 + 2 ⇒ (1) + 2 = 3
Purple: 1d20 + 2 ⇒ (15) + 2 = 17
Red: 1d20 + 2 ⇒ (9) + 2 = 11
Yellow: 1d20 + 2 ⇒ (8) + 2 = 10
average 11.125
Tucci knowledge: aberation untrained: 1d20 + 0 ⇒ (10) + 0 = 10
Grindylow: With a large head and numerous teeth, this unsightly creature resembles a goblin from the waist up and a greasy octopus below.
As Veronica and MacLaren move forward and begin sweeping away swaths of the hooked corks with their weapons, Tucci also moves forward and spies several Grindylow, hidden in the seaweed on the northern side of the eerily decorated cave.
Realizing the jig is up, the Grindylow on the northern side of the cave begin to communicate with others of their kind on the opposite side of the cavern. Strangely one of the purple Grindylow is wearing a black tri-corner hat.
Round 1 Bold may go.
Ellie
Mac
Melli
Tempest
Tucci
Veronica
Blue Grindylow
Cyan Grindylow
Green Grindylow
Magenta Grindylow
Orange Grindylow
Purple Grindylow
Red Grindylow
Yellow Grindylow
THe Grindylow are submerged in the deeper portion of the cave. Looking at the map, 'The Lake of Hooks' appears to be in three to five foot of water. Once past it the water drops to about ten foot. Please remember underwater combat rules. Since we are now in initiative, swim rolls must be rolled, if you pass through the 'Lake of Hooks' you must also roll.
Swimming, when needed, will be a DC 10
Lake of Hooks: In various locations throughout their lair, the grindylows have rigged up floating hooks in the seaweed. These cruelly barbed hooks are attached to pieces of cork by thin, strong sinews and float between 1 and 3 feet from the floor. While they deal no damage, the hooks grab the clothing and armor of those passing through them. When entering such an area on foot or by swimming through the seaweed, the PCs must make a DC 10 Ref lex save or be snagged by the hooks and become entangled. A snagged creature can escape with a DC 10 Escape Artist check or by breaking the hooks with a DC 10 Strength check. The only way to avoid the hooks is to swim above them or clear them from an area (hardness 2, hp 12, Break DC 18 per 5-foot square).

Tucci Hedgehopper |

Kasin HP: 19/19; AC: 16, tch 13, flat 13 (+3 dodge when moving); SR: 8
Weapon Equipped = Horsechopper
Tucci Conditions = Focus: Frog (1/10r, +4 competence Swim) (sw, 2/3)
Kasin Conditions = Focus: Bull (+2 str)
Horsechopper: Attack: BAB +2, Size +1, Str +2 Damage: +2 (20/x3)
Sling: Attack: BAB +2, Size +1, Dex +1 Damage: +0 (20/x2)
Re-roll profession sailor (1/1w, recharging days: 0)
Touch of Good (+1 att/skill/ability/save, 6/6)
Spells Known (Caster Level 3, Concentration +6, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (2/4): Cure Light Wounds, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
Tucci treads water and swims a bit.
Swim: 1d20 + 6 ⇒ (5) + 6 = 11 vs DC 10
He'll take on (swift) the aspect of the Frog for a time (+4 competence bonus on Swim checks).
Then he casts Touch of the Sea and reaches over to touch Veronica. ”This should help you shift about.”
Then he readies himself for the incoming uglies!
Kasin will tow Melli where she wills (move) and move (move) into rear guard in case there are more of them in the next chamber.

Ellie Dewblossom |

Swim: 1d20 + 8 ⇒ (19) + 8 = 27
Ellie swims toward the grindylows. "Watch out!" she barks, her voice echoing in the cave. "They're here, underwater!"
Inspire Courage! Round 1.

Brother MacLaren |

Brother MacLaren readies to stab the first Grindylow that comes within reach.
Damage: 1d6 + 3 + 1 + 2 ⇒ (2) + 3 + 1 + 2 = 8

Robert Henry |

If I read the 'High Tide/Low Tide' part of the map correctly, the 'Lake of Hooks' in 'D3' as well as the enterance tunnel are both shallow water, so you would be able to stand and walk in those areas. beyond the 'Lake of Hooks' becomes around 10 ft deep,
As Tucci's aspect becomes for amphibian he blesses Veronica with amphibian attributes of her own. Quickly Ellie moves forward and warns the others about the grindylows Inspiring them with her warning. Mac forgets about chopping away the floating hook traps, and turns his rapier towards the enemy, waiting for them to approach.
Round 1 Bold may go.
Ellie
Mac
Melli
Tempest
Tucci
Veronica

Veronica Blackblade |

Veronica nods at Tucci as she feels her hands and feet change under the halfling's spell.
"Thanks, this will definitely help."
Veronica takes a quick look at her now webbed hands and ponders rushing the nearest grindylow for a moment. But she decides to follow Mac's lead and wait for the creatures to come to them. She channels some magic through her dagger and waits for them to make the first move.
Swift action: Arcane pool, moving 5ft down, and readying an attack on the first grindylow that comes within reach as well
Attack: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Damage: 1d4 + 5 + 1 ⇒ (2) + 5 + 1 = 8

Melli Lillifeet |

Melli moves forward toward Veronica, following her lead, drawing her rapier, and readying an attack of her own. "Wait for 'em it is!"
Rapier: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
Damage?: 1d4 + 1 ⇒ (1) + 1 = 2

Robert Henry |

Due to maintenance issues introducing the O.R.C. the website was down last night. Tempest, feel free to take two rounds of actions this round.
Veronica and Melli, since no grindylow approached to you want me to apply your 'readied action' do attacking the nearest square of 'sea of hooks'.
Finding themselves standing in two feet of water on the rocky outcropping, the hero's surge foreword to meet the grindylow. the sea goblins chatter amongst themselves, pointing and gnashing thier teeth at the captain and her officers. Splitting up, Half the creatures quickly move to a tunnel off the southwestern side of the cavern. While the other half surge forward, avoiding their 'Sea of Hooks' towards the area that Mac had opened up. The first Blue grindylow, still wearing Sandara's hat, ducks under mac's attack and lashes out with its tentacles at Mac, failing to trip the slippery Caydenite.
Round 2 Bold may go.
Ellie inspire 1 rd
Mac
Melli
Tempest take 2 rounds of actions
Tucci
Veronica
Grindylow
Blue
Cyan:
Green:
Magenta:
Orange
Purple
Red
Yellow
trip: 1d20 + 4 ⇒ (2) + 4 = 6
Swimming, when needed, will be a DC 10
Lake of Hooks: In various locations throughout their lair, the grindylows have rigged up floating hooks in the seaweed. These cruelly barbed hooks are attached to pieces of cork by thin, strong sinews and float between 1 and 3 feet from the floor. While they deal no damage, the hooks grab the clothing and armor of those passing through them. When entering such an area on foot or by swimming through the seaweed, the PCs must make a DC 10 Ref lex save or be snagged by the hooks and become entangled. A snagged creature can escape with a DC 10 Escape Artist check or by breaking the hooks with a DC 10 Strength check. The only way to avoid the hooks is to swim above them or clear them from an area (hardness 2, hp 12, Break DC 18 per 5-foot square).

Tempest TB |

Tempest swims up to the lake of hooks, intoning a familiar spell as she does.
Reflex Save: 1d20 + 5 ⇒ (10) + 5 = 15
She easily avoids getting tangled up in the hooks, and unleashes a wave of multicolored light over three of the grindylows. Purple, pink, and red.
Casting Color Spray. DC 16 Will save or:
2 HD or less: unconscious, blinded, and stunned rounds: 2d4 ⇒ (3, 2) = 5 and then
3 or 4 HD: blinded and stunned rounds: 1d4 ⇒ 4 and then
5 or more HD: stunned 1 round
Effects are cumulative.
As soon as the Color Spray fades, she turns her focus to the one wearing Sandara's hat, and fires an arc of lightning at it.
Elemental Ray
Ranged Touch Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Electricity Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Robert Henry |

first round
Hearing the grindylow were near, Tempest moves up past Melli wading into the 'Lake of Hooks' as if it wasn't even there. Spying the nearest blue Grindylow, she blasts it with her lighting bolt.
second round
As the grindylow rush forward into the gap Mac created, Tempest, smiles wickedly, and sends her color spray at the three grindylows in the rear. Two fall to her magic as the third purple turns her way and makes an obscene gesture.
Round 2 Bold may go.
Ellie inspire 1 rd
Mac
Melli
Tempest
Tucci
Veronica
Grindylow
Blue: - 2 HP
Cyan:
Green:
Magenta: unconscious, blinded, and stunned rounds 1/5 rds
Orange
Purple
Red unconscious, blinded, and stunned rounds 1/5 rds
Yellow
Magenta Will DC 16: 1d20 + 2 ⇒ (9) + 2 = 11
Purple Will DC 16: 1d20 + 2 ⇒ (15) + 2 = 17
Red Will DC 16: 1d20 + 2 ⇒ (6) + 2 = 8

Melli Lillifeet |

Sure, you can apply my attack to the sea of hooks.
Melli steps into the sea of hooks, weaving through the worst of it, and gets in range of the (blue) grindylow. But the hooks, while they don't catch her, do throw her aim off, and she missed her lunge.
Reflex (DC 10): 1d20 + 7 ⇒ (10) + 7 = 17
Rapier (blue): 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Damage?: 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Tucci Hedgehopper |

Kasin HP: 19/19; AC: 16, tch 13, flat 13 (+3 dodge when moving); SR: 8
Weapon Equipped = Horsechopper
Tucci Conditions = Focus: Frog (1/10r, +4 competence Swim) (sw, 2/3)
Kasin Conditions = Focus: Bull (+2 str)
Horsechopper: Attack: BAB +2, Size +1, Str +2 Damage: +2 (20/x3)
Sling: Attack: BAB +2, Size +1, Dex +1 Damage: +0 (20/x2)
Re-roll profession sailor (1/1w, recharging days: 0)
Touch of Good (+1 att/skill/ability/save, 6/6)
Spells Known (Caster Level 3, Concentration +6, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (2/4): Cure Light Wounds, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
I think I’m wading, but let me know if you need a swim check for anything.
"Wow, pretty colors!" Tucci exclaims as the cavern fills with light. "Cool!"
Tucci moves up a tiny bit and reaches his horsechopper between Melli and MacLaren to stab at blue. If blue is down by his turn, he’ll merely ready an attack on any grindylow that swims up!
Horsechopper (cold iron): 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26 (inspire)
damage (P/S): 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10 (inspire)
critthreat Horsechopper (cold iron): 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14 (inspire)
damage (P/S): 2d8 + 6 + 2 ⇒ (1, 7) + 6 + 2 = 16 (inspire)
He sort of chitters with his cheeks a bit and calls out to Kasin. Kasin moves southwest of Tucci to guard the southern passage against more grindylows who Tucci thinks are coming from that way.

Robert Henry |

I think I’m wading, but let me know if you need a swim check for anything.
You are in fact wading, the water drops of significantly just past the 'lake of hooks'
As Melli moves up into the barbed corks she thrusts her rapier at the blue grindylow while Tucci moves himself and his pet into postion. The Blue Grindylow bobs back from Melli's attack, grinning evilly at her. But, it doesn't see the blade of Tucci's goblin-weapon slashing forward. Tucci's strike runs true, slashing the Blue creatures neck it turns looking at halfling, the light going out of it's evil eyes as it sinks below the waterline.
Round 2 Bold may go.
Ellie inspire 1 rd
Mac
Melli
Tempest
Tucci
Veronica
Grindylow
Blue: - 12 HP dying, unstable
Cyan:
Green:
Magenta: unconscious, blinded, and stunned rounds 1/5 rds
Orange
Purple
Red unconscious, blinded, and stunned rounds 1/5 rds
Yellow
blue stabilize DC13: 1d20 + 1 ⇒ (11) + 1 = 12
Swimming, when needed, will be a DC 10
Lake of Hooks: In various locations throughout their lair, the grindylows have rigged up floating hooks in the seaweed. These cruelly barbed hooks are attached to pieces of cork by thin, strong sinews and float between 1 and 3 feet from the floor. While they deal no damage, the hooks grab the clothing and armor of those passing through them. When entering such an area on foot or by swimming through the seaweed, the PCs must make a DC 10 Ref lex save or be snagged by the hooks and become entangled. A snagged creature can escape with a DC 10 Escape Artist check or by breaking the hooks with a DC 10 Strength check. The only way to avoid the hooks is to swim above them or clear them from an area (hardness 2, hp 12, Break DC 18 per 5-foot square).

Brother MacLaren |

Brother MacLaren swims forward and stabs at the one that withstood Tempest's spell.
Attack, IC, PA: 1d20 + 5 + 1 - 1 ⇒ (4) + 5 + 1 - 1 = 9
Damage: 1d6 + 3 + 1 + 2 ⇒ (2) + 3 + 1 + 2 = 8
Whoosh...

Ellie Dewblossom |

Keeping up her magic, Ellie moves closer to the stunned grindylows.
Inspire Courage! Round 2.
Rapier + Inspire Courage vs red: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Damage + Inspire Courage + Arcane Strike: 1d6 + 2 + 1 + 1 ⇒ (6) + 2 + 1 + 1 = 10

Ellie Dewblossom |

Escape Artist vs lake of hooks: 1d20 + 3 ⇒ (18) + 3 = 21
Ellie nimbly skirts between the hooks as she wades deeper among them.

Robert Henry |

Thank you Ellie! Once anyone is beyond the 'lake of hooks' they will need to swim.
Stepping forward Mack thrusts his rapier at the purple Grindylow, but the refraction of light in the water causes his aim to be off.
While Ellie wades through the 'Lake of Hooks' and thrust her rapier into the chest of the red unconscious grindylow.
Round 2 Bold may go.
Ellie inspire 1 rd
Mac
Melli
Tempest
Tucci
Veronica
Grindylow
Blue: - 12 HP dying, unstable
Cyan:
Green:
Magenta: unconscious, blinded, and stunned rounds 1/5 rds
Orange
Purple
Red - 10 HP Dying, unstable
Yellow
red stabilize DC11: 1d20 + 1 ⇒ (6) + 1 = 7
Swimming, when needed, will be a DC 10
Lake of Hooks: In various locations throughout their lair, the grindylows have rigged up floating hooks in the seaweed. These cruelly barbed hooks are attached to pieces of cork by thin, strong sinews and float between 1 and 3 feet from the floor. While they deal no damage, the hooks grab the clothing and armor of those passing through them. When entering such an area on foot or by swimming through the seaweed, the PCs must make a DC 10 Ref lex save or be snagged by the hooks and become entangled. A snagged creature can escape with a DC 10 Escape Artist check or by breaking the hooks with a DC 10 Strength check. The only way to avoid the hooks is to swim above them or clear them from an area (hardness 2, hp 12, Break DC 18 per 5-foot square).

Veronica Blackblade |

Reflex: 1d20 + 3 ⇒ (3) + 3 = 6
Strength: 1d20 + 4 ⇒ (20) + 4 = 24
Testing out the effectiveness of Tucci's spell, Veronica swims forward with a powerful stroke towards the nearest grindylow. While not nimble enough to avoid the small hooks hiding on the seaweeds, she easily breaks them loose and uses her momentum to pierce her target with her dagger.
Attack: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Damage: 1d4 + 5 + 1 ⇒ (1) + 5 + 1 = 7

Robert Henry |

The area of the 'lake of hooks' and to it's west is shallow, including the tunnel, west of the 'lake of hooks' is 10 ft deep
As Veronica moves into the 'lake of hooks' her cloths snagging on the trap, the purple Grindylow begins to smirk. His eyes widen as she tears loose from the trap and thrust her dagger into its shoulder. Panicking the purple Grindylow, strikes out at Mack with its tentacles while thrusting its spear at Veronica and then tries to bit her.
Mac easily avoids the creature's octopus-like arms and Veronica sidesteps the things mouth. The spear seems to be aimed true, but scrapes off of Veronica's magical shield. Realizing it was at a disadvantage in the shallow water, the purple grindlow moves back 5 ft into the deeper water of the cave.
Hearing noise behind them, our hero's realize that there are grindylow heading up the cave to their south. The first yellow grindylow arriving in enough time to try and trip Kassin with it's tentacles. Caught by suprise, Kassin goes down in a splash of water.
Round 3 Bold may go.
Ellie inspire 2 rd
Mac
Melli
Tempest
Tucci
Veronica
Grindylow
Blue: - 12 HP dying, unstable
Cyan:
Green:
Magenta: unconscious, blinded, and stunned rounds 1/5 rds
Orange
Purple - 7 HP
Red - 10 HP Dying, unstable
Yellow
Purple trip Mac: 1d20 + 4 ⇒ (9) + 4 = 13
Purple, spear, Veronica: 1d20 + 2 ⇒ (12) + 2 = 14 for damage: 1d6 + 1 ⇒ (5) + 1 = 6
Purple, bite, Veronica: 1d20 - 2 ⇒ (15) - 2 = 13 for damage: 1d3 ⇒ 3
yellow trip Kassin: 1d20 + 4 ⇒ (15) + 4 = 19
Swimming, when needed, will be a DC 10
Lake of Hooks: In various locations throughout their lair, the grindylows have rigged up floating hooks in the seaweed. These cruelly barbed hooks are attached to pieces of cork by thin, strong sinews and float between 1 and 3 feet from the floor. While they deal no damage, the hooks grab the clothing and armor of those passing through them. When entering such an area on foot or by swimming through the seaweed, the PCs must make a DC 10 Ref lex save or be snagged by the hooks and become entangled. A snagged creature can escape with a DC 10 Escape Artist check or by breaking the hooks with a DC 10 Strength check. The only way to avoid the hooks is to swim above them or clear them from an area (hardness 2, hp 12, Break DC 18 per 5-foot square).

Ellie Dewblossom |

"We've got them now! Press on!" Wading out into deeper water, Ellie stabs out at one of the few remaining nearby.
Inspire Courage! Round 3.
I think this needs a Swim check: 1d20 + 8 ⇒ (8) + 8 = 16
Rapier + Inspire Courage vs purple: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Damage + Inspire Courage + Arcane Strike: 1d6 + 2 + 1 + 1 ⇒ (5) + 2 + 1 + 1 = 9