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You determine that the vortex is driven by some sort of object. What that particular object is, you don't know as nothing has manifested itself at this stage.
Ysoldt, Nilaglade (and Deroff), and Kyra all manage to prevent getting sucked in. Ysoldt lashes out at the Red ... thing and does damage.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Underwater Combat Rules in effect (see below)
Before Your Turn:
DC 12 Athletics/Fort to keep from being pulled into the vortex: Eddie
------------------
Those with ** may go
Kyra - AC 19, 32/32 (Battle Med Ysoldt; Readied action)
Eddie - AC 18, 38/38
Hazard
Ysoldt - AC 20, 35/35
White
**Nilaglade - AC 22, 39/39 (Guidance); Deroff AC 18, 30/30 (Battle Med Ysoldt)
**Eldon - AC 18, 27/27
Blue
Red (-6)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to spend 1 rd to tread water or sink (and be FF). Athletics check to tread water is waived; DC 10 Athletics to Swim. +5 movement due to Swim Fins.
* No fire-based spells or effects
* Resistance 5 to fire and acid
* Melee Slashing/Bludgeoning take a -2 penalty to attack
* Ranged Slashing/Bludgeoning Automatically Miss
* Ranged Piercing attacks have their range cut in half
CS/S: unaffected
F: 10' towards the center
CF: 20' towards the center

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"Alright boy. Get me a clearer shot."
Deroff's Athletics: 1d20 + 7 ⇒ (17) + 7 = 24
Deroff's Athletics: 1d20 + 7 ⇒ (6) + 7 = 13
Nilaglade & Deroff swim next to Ysoldt. "Hopefully there's no Turtle Dragon to eat us this time..."
He would spend time identifying the Red thing, but Ysoldt slashed it pretty well. Just Hunt Prey and start shooting.
Shortbow, Hunted Shot 1: 1d20 + 9 ⇒ (10) + 9 = 19
Shortbow, Hunted Shot 2: 1d20 + 9 - 5 ⇒ (10) + 9 - 5 = 14
Piercing: 1d6 + 1d6 ⇒ (4) + (2) = 6
Additional Piercing damage if either shot hit: 1d8 ⇒ 5
Sum all damage before applying Damage Resistance.
◆ Direct Animal Companion to ◆ Stride and ◆ Stride
◆ Hunt Prey: Red
◆ Hunted Shot

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Nilaglade looses 2 arrows at the thing. Both hit.
Just then a giant dragon turtle shows up... this one bigger than the last one... ;)
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Underwater Combat Rules in effect (see below)
Before Your Turn:
DC 12 Athletics/Fort to keep from being pulled into the vortex: Eddie
------------------
Those with ** may go
Kyra - AC 19, 32/32 (Battle Med Ysoldt; Readied action)
Eddie - AC 18, 38/38
Hazard
Ysoldt - AC 20, 35/35
White
Nilaglade - AC 22, 39/39 (Guidance); Deroff AC 18, 30/30 (Battle Med Ysoldt)
**Eldon - AC 18, 27/27
Blue
Red (-17)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to spend 1 rd to tread water or sink (and be FF). Athletics check to tread water is waived; DC 10 Athletics to Swim. +5 movement due to Swim Fins.
* No fire-based spells or effects
* Resistance 5 to fire and acid
* Melee Slashing/Bludgeoning take a -2 penalty to attack
* Ranged Slashing/Bludgeoning Automatically Miss
* Ranged Piercing attacks have their range cut in half
CS/S: unaffected
F: 10' towards the center
CF: 20' towards the center

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Eldon tries to swim 10' forwards.Perception: 1d20 - 1 ⇒ (16) - 1 = 15
He then supercools the water as a jet of frost heads towards red.
Amped Ray of Frost: 1d20 + 9 ⇒ (3) + 9 = 122d10 ⇒ (5, 9) = 14

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Eldon swims forward. His snowball smacks Red right in the head and breaks its neck.
Suddenly, a shark emerges from around the center of the vortex. You all notice that there's a large red gem embedded in its back behind the dorsal fin.
You realize that killing the shark-thing and/or removing the gem after destroying it will shut the vortex down
The shark swims up to Eldon and tries to bite him. The jaws connect and, not only do the jaws puncture poor Eldon, it gives him a nasty shock as well.
Jaws vs Eldon AC 18: 1d20 + 11 ⇒ (17) + 11 = 28
Piercing, Crit: 1d10 + 3 ⇒ (2) + 3 = 5 Doubled to 10
Electricity, Crit: 1d6 ⇒ 3 Doubled to 6
This option is weird... either I'm running this incorrectly or it's plain weird...
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Underwater Combat Rules in effect (see below)
Before Your Turn:
DC 12 Athletics/Fort to keep from being pulled into the vortex: Eddie
------------------
Those with ** may go
**Kyra - AC 19, 32/32 (Battle Med Ysoldt)
**Eddie - AC 18, 38/38
Hazard
Ysoldt - AC 20, 35/35
White
Nilaglade - AC 22, 39/39 (Guidance); Deroff AC 18, 30/30 (Battle Med Ysoldt)
Eldon - AC 18, 11/27
Shark Thing
Blue

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"There it is! That red gem is the source of the vortex power. Destroy that shark, and we will shut down the vorte."
Swimming up to the shark (5') Krya tries to slash at it with her magical scimitar.
◆ Stride/Swim 1d20 + 7 ⇒ (20) + 7 = 27
◆ Strike Scimitar +1: 1d20 + 8 ⇒ (9) + 8 = 17 Damage: 1d6 + 2 ⇒ (2) + 2 = 4
◆ Strike Scimitar +1: 1d20 + 8 - 5 ⇒ (6) + 8 - 5 = 9 Damage: 1d6 + 2 ⇒ (5) + 2 = 7

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Fort vs DC12 Vortex: 1d20 + 9 ⇒ (11) + 9 = 20
Eddie notices the swirling waters around them and decides to move away "Maybe if we move away the currents will be too weak."
Athletics to Swim: 1d20 + 5 ⇒ (18) + 5 = 23 Eddie swims away 15 feet, lining up a nice shooting lane on the shark.
"Batter the shark? Done." Eddie raises their staff and a spurt of water bashes into the beast.
◆◆ Spout, 30' Range, 5' Cube: Basic Reflex Save DC19, Bludgeoning: 2d4 + 4 ⇒ (2, 4) + 4 = 10

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Ref: 1d20 + 11 ⇒ (7) + 11 = 18
Kyra swims up to the shark and swings at it but misses. Eddie lines up the shark and bonks it right on the nose with a jet of water.
The vortex again begins pulling everyone except the shark creature and Eddie closer to it.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Underwater Combat Rules in effect (see below)
Before Your Turn:
DC 12 Athletics/Fort to keep from being pulled into the vortex: Everyone except Eddie
------------------
Those with ** may go
Kyra - AC 19, 32/32 (Battle Med Ysoldt)
Eddie - AC 18, 38/38
Hazard
**Ysoldt - AC 20, 35/35
White
Nilaglade - AC 22, 39/39 (Guidance); Deroff AC 18, 30/30 (Battle Med Ysoldt)
Eldon - AC 18, 11/27
Shark Thing (-10)
Blue
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to spend 1 rd to tread water or sink (and be FF). Athletics check to tread water is waived; DC 10 Athletics to Swim. +5 movement due to Swim Fins.
* No fire-based spells or effects
* Resistance 5 to fire and acid
* Melee Slashing/Bludgeoning take a -2 penalty to attack
* Ranged Slashing/Bludgeoning Automatically Miss
* Ranged Piercing attacks have their range cut in half
CS/S: unaffected
F: 10' towards the center
CF: 20' towards the center

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Fort Save: 1d20 + 7 ⇒ (19) + 7 = 26
Deroff's Fort Save: 1d20 + 8 ⇒ (19) + 8 = 27
If only my bard rolled this well against Mummy Rot...
Nilaglade and Deroff hold their ground against the vortex. "Killer shark. Got it."

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Fort vs the stream: 1d20 + 6 ⇒ (5) + 6 = 11
Ysoldt fight the currents, but they seems to be a little overwhelming this time. She is pulled towards the vortex despite her swimming in the other direction. Suddenly realising the shark is between her and Kyra, she swims towards the aggressive fish and attempts to commit some more underwater stabbing.
Dagger: 1d20 + 9 ⇒ (2) + 9 = 11 Nah.
◆ Fight the currents, ◆ Stride, ◆ Strike

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Ysoldt Swim: 1d20 + 5 ⇒ (5) + 5 = 10
Ysoldt manages to swim forward but is dragged towards the vortex center (white dot). She stabs the shark as she passes but is unable to hit it. Nilaglade and Deroff manage to hold their position.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Underwater Combat Rules in effect (see below)
Before Your Turn:
DC 12 Athletics/Fort to keep from being pulled into the vortex: Eldon, Kyra
------------------
Those with ** may go
Kyra - AC 19, 32/32 (Battle Med Ysoldt)
Eddie - AC 18, 38/38
Hazard
Ysoldt - AC 20, 35/35
White
**Nilaglade - AC 22, 39/39 (Guidance); Deroff AC 18, 30/30 (Battle Med Ysoldt)
**Eldon - AC 18, 11/27
Shark Thing (-10)
Blue
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to spend 1 rd to tread water or sink (and be FF). Athletics check to tread water is waived; DC 10 Athletics to Swim. +5 movement due to Swim Fins.
* No fire-based spells or effects
* Resistance 5 to fire and acid
* Melee Slashing/Bludgeoning take a -2 penalty to attack
* Ranged Slashing/Bludgeoning Automatically Miss
* Ranged Piercing attacks have their range cut in half
CS/S: unaffected
F: 10' towards the center
CF: 20' towards the center

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Nilaglade stares at the shark, trying to note its openings and weakpoints. He marks it as his prey.
Then he fires a pair of arrows from his short bow.
Shortbow, Hunted Shot 1: 1d20 + 9 ⇒ (2) + 9 = 11
Shortbow, Hunted Shot 2: 1d20 + 9 - 5 ⇒ (4) + 9 - 5 = 8
Piercing: 1d6 + 1d6 ⇒ (6) + (4) = 10
Shooting underwater is tough.
"Deroff, over there. Force them to come to us."
Athletics: 1d20 + 7 ⇒ (20) + 7 = 27
Athletics: 1d20 + 7 ⇒ (2) + 7 = 9
◆ Hunt Prey: Shark
◆ Hunted Shot vs Shark
◆ Direct Animal to Stride Twice

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Forced move Athletics: 1d20 - 1 ⇒ (4) - 1 = 3
Eldon tries to swim away Athletics: 1d20 - 1 ⇒ (16) - 1 = 15
He then tries to Soothe his wounds, illusory fire licking around them. Soothe: 1d10 + 4 ⇒ (3) + 4 = 7

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Nilaglade marks the shark-thing as prey and fires at it twice. Unfortunately, he doesn't hit. Deroff swims towards the shark to try to drive it to the party. Eldon gets sucked towards the vortex. He manages to swim away from it before healing himself.
Eldon, where you moving to?
The shark-thing goes after Kyra.
Jaws vs Kyra AC 19: 1d20 + 11 ⇒ (20) + 11 = 31
Piercing, Electricity, Crit: 1d10 + 1d6 + 3 ⇒ (9) + (5) + 3 = 17
Crit Doubled to 34
The shark swims towards Nilaglade and Deroff and tries to bite Deroff, Nilaglade: 1d2 ⇒ 1
Jaws vs Deroff AC 18: 1d20 + 6 ⇒ (19) + 6 = 25
Piercing, Electricity: 1d10 + 1d6 + 3 ⇒ (6) + (6) + 3 = 15
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions:
Underwater Combat Rules in effect (see below)
Before Your Turn:
DC 12 Athletics/Fort to keep from being pulled into the vortex:
------------------
Those with ** may go
**Eddie - AC 18, 38/38
Hazard
Ysoldt - AC 20, 35/35
White
Nilaglade - AC 22, 39/39 (Guidance); Deroff AC 18, 15/30 (Battle Med Ysoldt)
Eldon - AC 18, 18/27
Kyra - AC 19, 0/32 (Battle Med Ysoldt; Dying 2)
Shark Thing (-10)
Blue
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to spend 1 rd to tread water or sink (and be FF). Athletics check to tread water is waived; DC 10 Athletics to Swim. +5 movement due to Swim Fins.
* No fire-based spells or effects
* Resistance 5 to fire and acid
* Melee Slashing/Bludgeoning take a -2 penalty to attack
* Ranged Slashing/Bludgeoning Automatically Miss
* Ranged Piercing attacks have their range cut in half

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"Kyra got chomped!" Eddie states the obvious. Their little porous brain tries to formulate a plan, it takes some time but finally they nod to themselves while swimming ahead and to the left... or at least try. They kick but don't seem to move.
Swim, Fins: 1d20 + 5 ⇒ (6) + 5 = 11
Regardless, Eddie raises their staff of water, sending a blast of current at the shark!
◆◆ Hydraulic Push, 60' Range, Water: 1d20 + 9 ⇒ (10) + 9 = 19
Damage (B) 5' Knock Back: 3d6 ⇒ (6, 5, 3) = 14

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Eddie's water jet knocks the shark back 5' as well as doing damage. The Vortex again tries to pull everyone (except Eddie) in.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions:
Underwater Combat Rules in effect (see below)
Before Your Turn:
DC 12 Athletics/Fort to keep from being pulled into the vortex: Everyone except Eddie
------------------
Those with ** may go
Eddie - AC 18, 38/38
Hazard
**Ysoldt - AC 20, 35/35
White
Nilaglade - AC 22, 39/39 (Guidance); Deroff AC 18, 15/30 (Battle Med Ysoldt)
Eldon - AC 18, 18/27
Kyra - AC 19, 0/32 (Battle Med Ysoldt; Dying 2)
Shark Thing (-24)
Blue
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to spend 1 rd to tread water or sink (and be FF). Athletics check to tread water is waived; DC 10 Athletics to Swim. +5 movement due to Swim Fins.
* No fire-based spells or effects
* Resistance 5 to fire and acid
* Melee Slashing/Bludgeoning take a -2 penalty to attack
* Ranged Slashing/Bludgeoning Automatically Miss
* Ranged Piercing attacks have their range cut in half
CS/S: unaffected
F: 10' towards the center
CF: 20' towards the center

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Fortitude vs forced movement: 1d20 + 6 ⇒ (6) + 6 = 12
◆ Athletis to swim away if needed: 1d20 + 5 ⇒ (9) + 5 = 14
Strike, Dagger: 1d20 + 9 ⇒ (9) + 9 = 18
REROLL - ◆ Strike, Dagger: 1d20 + 9 ⇒ (16) + 9 = 251d4 + 4 ⇒ (1) + 4 = 5
◆ Strike MAP, Dagger: 1d20 + 9 - 4 ⇒ (9) + 9 - 4 = 141d4 + 4 ⇒ (1) + 4 = 5
Ysoldt sees Kyra being TORN UP bad, and immediately rushes over to dispose of the angered fish. She struggles against the torrents, but eventually manages to break free of the vortex to close the gap on the shark. She attempts to slice it twice.
Dice bot, why do you hate me? Using a hero point to reroll that first strike.

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Ysoldt manages to resist being pulled in by the vortex. She swims towards the shark and stabs it, hitting it. The shark is almost dead but continues to fight, albeit a bit weaker than before.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions:
Underwater Combat Rules in effect (see below)
Before Your Turn:
DC 12 Athletics/Fort to keep from being pulled into the vortex: Nilaglade/Deroff, Eldon
------------------
Those with ** may go
Eddie - AC 18, 38/38
Hazard
Ysoldt - AC 20, 35/35
White
**Nilaglade - AC 22, 39/39 (Guidance); Deroff AC 18, 15/30 (Battle Med Ysoldt)
**Eldon - AC 18, 18/27
**Kyra - AC 19, 0/32 (Battle Med Ysoldt; Dying 2)
Shark Thing (-29)
Blue
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to spend 1 rd to tread water or sink (and be FF). Athletics check to tread water is waived; DC 10 Athletics to Swim. +5 movement due to Swim Fins.
* No fire-based spells or effects
* Resistance 5 to fire and acid
* Melee Slashing/Bludgeoning take a -2 penalty to attack
* Ranged Slashing/Bludgeoning Automatically Miss
* Ranged Piercing attacks have their range cut in half
CS/S: unaffected
F: 10' towards the center
CF: 20' towards the center

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Nilaglade's Fort Save: 1d20 + 8 ⇒ (14) + 8 = 22
Deroff's Fort Save: 1d20 + 7 ⇒ (15) + 7 = 22
Nilaglade and Deroff ignore the vortex.
"Eldon? Can you help Kyra?" Once Eldon gives the confirmation, he takes aim. "Then I'll buy you some time..."
Longbow, Hunted Shot 1: 1d20 + 9 ⇒ (7) + 9 = 16
Longbow, Hunted Shot 2: 1d20 + 9 - 5 ⇒ (14) + 9 - 5 = 18
Piercing: 1d8 + 1d8 ⇒ (4) + (7) = 11
Additional Piercing if either shot hit: 1d8 ⇒ 7
Combine everything before applying Resistance
Nilaglade tries to understand what he can do against the shark. What is its weakest Saving Throw? Recall Knowledge (Nature) +6 bonus
[b]"Come on, Deroff. We're going to... swim up to the ferocious shark."[/ooc]
Athletics: 1d20 + 7 ⇒ (18) + 7 = 25
Jaws: 1d20 + 8 ⇒ (13) + 8 = 21
Piercing: 1d8 + 2 ⇒ (2) + 2 = 4
◆ Hunted Shot vs Shark
◆ Recall Knowledge (Nature) +6
◆ Direct Animal Companion to ◆Stride and ◆Strike

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Eldon Athletics: 1d20 - 1 ⇒ (1) - 1 = 0
Eldon do you want to hero point that crit fail? Healing actions on hold until we resolve this.
Nilaglade: 1d20 + 6 ⇒ (12) + 6 = 18

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"Brine Shark. Great. Try to use mental attacks and target its willpower if you can!"

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[dice=Eldon Athletics]d20-1
Eldon do you want to hero point that crit fail? Healing actions on hold until we resolve this.
** spoiler omitted **
** spoiler omitted **
Yes please

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Eldon Athletics, HP: 1d20 - 1 ⇒ (9) - 1 = 8
Eldon fails to get out of the vortex and is pulled into the center.
Eldon Ref: 1d20 + 8 ⇒ (4) + 8 = 12
Electricity: 1d6 + 3 ⇒ (5) + 3 = 8
Eldon suffers a shock and is expelled 40 feet upwards.
Essentially, you'll need to redo your turn since you're now out of range of Soothe
Nilaglade attempts to shoot the brine shark but misses both times.
Kyra Recovery: 1d20 ⇒ 20
Kyra stabilizes.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions:
Underwater Combat Rules in effect (see below)
Before Your Turn:
DC 12 Athletics/Fort to keep from being pulled into the vortex:
------------------
Those with ** may go
Eddie - AC 18, 38/38
Hazard
Ysoldt - AC 20, 35/35
White
Nilaglade - AC 22, 39/39 (Guidance); Deroff AC 18, 15/30 (Battle Med Ysoldt)
**Eldon - AC 18, 10/27 (40 feet above the party)
Kyra - AC 19, 0/32 (Battle Med Ysoldt; Wounded 1, Unconscious)
Shark Thing (-29)
Blue
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to spend 1 rd to tread water or sink (and be FF). Athletics check to tread water is waived; DC 10 Athletics to Swim. +5 movement due to Swim Fins.
* No fire-based spells or effects
* Resistance 5 to fire and acid
* Melee Slashing/Bludgeoning take a -2 penalty to attack
* Ranged Slashing/Bludgeoning Automatically Miss
* Ranged Piercing attacks have their range cut in half

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Eldon manages to swim back down. Meanwhile the shark attempts to bite Deroff, Nilaglade, Ysoldt: 3d3 ⇒ (2, 1, 1) = 4
Jaws vs Nilaglade AC 22: 1d20 + 11 ⇒ (7) + 11 = 18
Jaws vs Deroff AC 18, MAP: 1d20 + 6 ⇒ (10) + 6 = 16
Jaws vs Deroff AC 18, MAP 2+: 1d20 + 1 ⇒ (15) + 1 = 16
------------------
COMBAT TRACKER
Round: 4
Tactical Map
Active Conditions:
Underwater Combat Rules in effect (see below)
Before Your Turn:
------------------
Those with ** may go
**Eddie - AC 18, 38/38
Hazard
Ysoldt - AC 20, 35/35
White
Nilaglade - AC 22, 39/39 (Guidance); Deroff AC 18, 15/30 (Battle Med Ysoldt)
Eldon - AC 18, 10/27 (10 feet above the party)
Kyra - AC 19, 0/32 (Battle Med Ysoldt; Wounded 1, Unconscious)
Shark Thing (-29)
Blue
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to spend 1 rd to tread water or sink (and be FF). Athletics check to tread water is waived; DC 10 Athletics to Swim. +5 movement due to Swim Fins.
* No fire-based spells or effects
* Resistance 5 to fire and acid
* Melee Slashing/Bludgeoning take a -2 penalty to attack
* Ranged Slashing/Bludgeoning Automatically Miss
* Ranged Piercing attacks have their range cut in half

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Seeing Kyra is no longer bleeding Eddie sets their mushrooms eyes on the shark with the crystal. They raise their staff and blast it again with a spout of water. "Off you go, we're aren't food we're friends!"
◆◆ Spout, 30' Range, 5' Cube: Basic Reflex Save DC19, Bludgeoning: 2d4 + 4 ⇒ (2, 2) + 4 = 8
Afterwards Eddie's familiar Toady offers some guidance to Ysoldt, maybe it'll be helpful, maybe it won't even matter.
Spout and Guidance spells.

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Ref: 1d20 + 11 ⇒ (13) + 11 = 24
Eddie blasts the shark with some water. But being in the water, the shark manages to avoid the worst of the damage.
Again, you are all drawn towards the vortex center.
------------------
COMBAT TRACKER
Round: 4
Tactical Map
Active Conditions:
Underwater Combat Rules in effect (see below)
Before Your Turn:
DC 12 Athletics/Fort to keep from being pulled into the vortex: Ysoldt, Nilaglade, Deroff
------------------
Those with ** may go
Eddie - AC 18, 38/38
Hazard
**Ysoldt - AC 20, 35/35 (Guidance)
White
**Nilaglade - AC 22, 39/39 (Guidance); Deroff AC 18, 15/30 (Battle Med Ysoldt)
**Eldon - AC 18, 10/27 (10 feet above the party)
Kyra - AC 19, 0/32 (Battle Med Ysoldt; Wounded 1, Unconscious)
Shark Thing (-33)
Blue
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to spend 1 rd to tread water or sink (and be FF). Athletics check to tread water is waived; DC 10 Athletics to Swim. +5 movement due to Swim Fins.
* No fire-based spells or effects
* Resistance 5 to fire and acid
* Melee Slashing/Bludgeoning take a -2 penalty to attack
* Ranged Slashing/Bludgeoning Automatically Miss
* Ranged Piercing attacks have their range cut in half
CS/S: unaffected
F: 10' towards the center
CF: 20' towards the center

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Fortitude vs forced movement: 1d20 + 6 ⇒ (7) + 6 = 13 Whew! Close.
◆ Dagger (P), Guidance: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Damage: 1d4 + 4 + 1d6 ⇒ (4) + 4 + (3) = 11
◆ Dagger (P), MAP - 4: 1d20 + 9 - 4 ⇒ (15) + 9 - 4 = 20
Damage: 1d4 + 4 + 1d6 ⇒ (3) + 4 + (5) = 12
As the shark bites down on NIlaglade and Deroff, Ysoldt takes the opportunity and attempts a few stabs. "Stop struggling! It will only hurt more!"

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"Don't worry boy, we got this."
Fort: 1d20 + 7 ⇒ (20) + 7 = 27
Deroff's Fort: 1d20 + 8 ⇒ (15) + 8 = 23
"See? No problem. Let's see how the shark feels when it's the prey!"
Shortbow, Hunted Shot 1: 1d20 + 9 ⇒ (1) + 9 = 10
Shortbow, Hunted Shot 2: 1d20 + 9 - 5 ⇒ (2) + 9 - 5 = 6
"Right... uh... Deroff! YOU show the shark how it feels!"
Jaws: 1d20 + 8 ⇒ (11) + 8 = 19 Maybe hits with flanking
Piercing: 1d8 + 2 ⇒ (2) + 2 = 4
Jaws: 1d20 + 8 - 5 ⇒ (11) + 8 - 5 = 14
Piercing: 1d8 + 2 ⇒ (1) + 2 = 3
"Hey Ysoldt! Sharks have a soft underbelly, try hitting there."
Nilaglade will attempt to Aid Ysoldt's Strike.
◆ Hunted Shot vs Shark
◆ Direct Animal Companion to ◆ Strike and ◆ Strike
◆ Prepare to ↺ Aid Ysoldt with Nature +6

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Fortunately for Nilaglade and Deroff, Ysoldt's attacks are enough to stop the shark, which eventually causes the vortex to subside. The undead squid-things are eventually slain (you can just swim up to them and hack them to chum). You notice a giant moray eel peeking out of a nearby crevasse.
You have 10 minutes to heal and catch your breath

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"Kyra, you alright?" Nilaglade shouts as Deroff swims over.
Nilaglade's Medicine check is +6. Deroff needs 15 HP. I'm pretty sure other members have better Medicine checks.
"That's a... big eel." He sighs and prepares his bow.

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Eddie quickly heads over to Kyra and feeds her a couple goodberries, takes another ten minutes to refocus, then does it again.
"Wakey wakey time for berries and salt water." It doesn't rhyme but that's ok.
◆ Consume Goodberry: 2d6 + 8 ⇒ (6, 4) + 8 = 18
◆ Consume Goodberry: 2d6 + 8 ⇒ (2, 4) + 8 = 14
"When you are all ready I can try to calm the eel, or maybe its smart and will help us?"
Will use wild empathy after the healing and prep is complete.

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Kyra Medicine: 1d20 + 9 ⇒ (15) + 9 = 24
Healing, Deroff: 2d8 ⇒ (4, 7) = 11
Ten minutes later, a tuna approaches one of you, sent via animal messenger. The tuna has a pouch at its side containing 5 Lesser Healing Potions.
"They’ve become desperate! Several shivers have broken through, and Baron Utomo is on his way here. Rally as many allies as you can and return to the monastery. Thanks to you the tides have finally turned, but the sharks are still circling. We need one final push!"
Returning to the front lines, you have an opportunity to rally potential allies to help in the final battle. Rirzik rushes you past both of the battlefields you fought in, where they can attempt a skill check to rally allies to help in the final push against Baron Utomo.
Skill Checks:
Vortex:
DC 14 Ocean Lore or DC 16 Nature to recruit the fascinated giant moray eel to the battlefield
Merfolk:
DC 18 Diplomacy to convince Afmari and her merfolk that helping the monastery will cement an alliance.
DC 14 Dragon Lore / DC 16 Diplomacy to convince Afmari and her merfolk that helping the monastery will help bring fame
Monks (Rear Guard):
DC 16 Warfare Lore, DC 18 Performance or DC 22 Diplomacy to give a rousing speech to restore their morale and convince a few monks to participate

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Ahem
"Eel. Moray? Can I call you that? We need your help. See that Monastery? Plenty of nice people there who will keep you nice and fed- but only if they survive." Once he convinces the eel he isn't seaweed, Nilaglade gets the creature's attention.
Nature: 1d20 + 6 ⇒ (1) + 6 = 7
Hero Point: 1d20 + 6 ⇒ (16) + 6 = 22
"Howdy Merfolk. Um, Afmari. Beautiful... tail you have there. I'm a bit jealous. We have to help protect the Monastery. Think of the alliance you can form with them. Oh, and uh once this is over, maybe you and I can chat somewhere a bit more private? I have so much to learn about your culture." He winks.
Diplomacy: 1d20 + 9 ⇒ (12) + 9 = 21
"Attention, guards! You've done a fantastic job. We're almost done. Just a bit more and we'll save the day. Deroff and I will be putting our lives on the line, for the good of all. If we stand or swim or... I don't know what word you would use to idle underwater... float? hover? If we all fight together then we will survive together. Now who's with me?!"
Diplomacy: 1d20 + 9 ⇒ (18) + 9 = 27

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Eddie watches in awe as Nilaglade rallies their allies, ready to step in if needed "You're words sound good!" They nod and bob in the water, frequently struggling with the swim fins.

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The once-colorful monastery has been coated gray in silt. Several of the outlying buildings have been reduced to rubble. Wounded aquatic monks circle the ruins looking for survivors, the more injured being carried to the main hall, entire limbs missing from the once proud martial artists.
"Incoming!" A sentry atop the only remaining watchtower strikes a metal gong, the vibrations reverberating throughout the water as monks scramble to their positions.
Nilaglade, Avoid Notice: 1d20 + 10 ⇒ (16) + 10 = 26
Kyra, Detect Magic: 1d20 + 12 ⇒ (6) + 12 = 18
Ysoldt, Scout: 1d20 + 9 ⇒ (18) + 9 = 27
Eddie, Search: 1d20 + 12 ⇒ (12) + 12 = 24
Eldon, Investigate: 1d20 + 9 ⇒ (10) + 9 = 19
Baron Utomo Init: 1d20 + 10 ⇒ (11) + 10 = 21
Red: 1d20 + 7 ⇒ (15) + 7 = 22
Blue: 1d20 + 7 ⇒ (9) + 7 = 16
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COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Underwater Combat Rules in effect (see below)
Ally Assistance: (see below)
◆ Merfolk: The draconic merfolk deal 2d6 cold damage to a single target with a torrent of chilled water.
◆ Moray Eel: The giant moray eel lashes out and attempts to grab a creature adjacent to the fissure
◆ Monks: The undine monks churn the waters to deal 2d6 bludgeoning damage to one target, with a DC 20 basic Reflex save
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Those with ** may go
**Ysoldt - AC 20, 35/35
**Nilaglade - AC 22, 39/39 (Guidance); Deroff AC 18, 26/30 (Battle Med Ysoldt)
**Eddie - AC 18, 38/38
Red
Baron
Eldon - AC 18, 10/27
Kyra - AC 19, 32/32 (Battle Med Ysoldt)
Blue
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to spend 1 rd to tread water or sink (and be FF). Athletics check to tread water is waived; DC 10 Athletics to Swim. +5 movement due to Swim Fins.
* No fire-based spells or effects
* Resistance 5 to fire and acid
* Melee Slashing/Bludgeoning take a -2 penalty to attack
* Ranged Slashing/Bludgeoning Automatically Miss
* Ranged Piercing attacks have their range cut in half
The PCs have the opportunity to receive help from their allies in the final encounter with the sea devils, depending on which allies they secure. Each ally grants the use of a special action that can be used once per round by any PC.

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While Nilaglade does motivational speeches, Ysoldt keeps focused on patching up Deroff and Eldon.
Treat Wounds, Assurance, Deroff: 2d8 ⇒ (3, 4) = 7
Treat Wounds, Assurance, Eldon: 2d8 ⇒ (8, 5) = 13
This takes 10 minutes for both with Ward Medic
"That should do it. Try to stay out of trouble for a whi-" just as she is about to finish the recommendation, the bell rings. She sighs with a little frustration visible in the face. "Right. No rest for the wicked. Or us." she clears her throat and smiles at the party. Pulls out the dagger and swims to position herself above the ravine.
From the middle of the bridge, she looks into the distance at the rallying riders and shouts. "Hey! Is Utumo coming at all, or is he scared?"

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"We'll talk later!" Nilaglade finishes his attempts to woo the Merfolk when the gong sounds. "Come on, boy. Time to be heroes."
Deroff's Atheltics: 1d20 + 8 ⇒ (7) + 8 = 15
Deroff's Atheltics: 1d20 + 8 ⇒ (1) + 8 = 9
"Bah, I can't see anything... hey monks, can you blast one of the Sea Devils? Maybe one with a Reddish tint if you see 'em?"
Nilaglade will pull out his bow, Direct Animal Companion, and use the Monk Ally Assistance on Red.

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"Oh, way over there.. that's far. Fungal spirits need to help get the ball of frost over there." They toss a ball long distance at the closest enemy.. the blue witch?
I'll leave the option of using an ally to someone else this round!
◆◆ Ray of Frost, 120' Range, Cold, Reach Spell +30ft: 1d20 + 9 ⇒ (20) + 9 = 29Cold Damage: 2d4 + 4 ⇒ (1, 1) + 4 = 6
Reach spell, ray of frost. Lucky roll!

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Nilaglade pulls out his bow, has Deroff swim forward then commands the monks to attack the Red Shark.
Eddie, I'll target the Baron's mount since the Baron's riding on it and won't be affected by the speed penalty.
Eddie shoots a snowball and smacks the baron's mount right in the face, giving it a bloody snout and slowing it down temporarily.
Reflex: 1d20 + 6 ⇒ (3) + 6 = 9
Bludgeoning: 2d6 ⇒ (1, 6) = 7
Nilaglade has the monks hammer the red shark with water. The shark doesn't get out of the way in time and catches the water attack right in the face.
Ysoldt Athletics: 1d20 + 5 ⇒ (2) + 5 = 7
Ysoldt Athletics: 1d20 + 5 ⇒ (15) + 5 = 20
Ysoldt Athletics: 1d20 + 5 ⇒ (7) + 5 = 12
Meanwhile Ysoldt moves forward.
DC 10 Athletics to swim, check waived if you're just treading water but you need to spend an action to not sink
Baron Utomo orders his mount forward. It swims forward and grows a tail. Meanwhile a Red Shark with apparently a busted up snout swims forward.

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COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Underwater Combat Rules in effect (see below)
Ally Assistance: (see below)
Merfolk: The draconic merfolk deal 2d6 cold damage to a single target with a torrent of chilled water.
Moray Eel: The giant moray eel lashes out and attempts to grab a creature adjacent to the fissure
Monks: The undine monks churn the waters to deal 2d6 bludgeoning damage to one target, with a DC 20 basic Reflex save
------------------
Those with ** may go
Ysoldt - AC 20, 35/35
Nilaglade - AC 22, 39/39 (Guidance); Deroff AC 18, 30/30 (Battle Med Ysoldt)
Eddie - AC 18, 38/38
Red (-14)
Baron / Bunyip (-12; -10 Speed)
**Eldon - AC 18, 23/27
**Kyra - AC 19, 32/32 (Battle Med Ysoldt)
Blue
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to spend 1 rd to tread water or sink (and be FF). Athletics check to tread water is waived; DC 10 Athletics to Swim. +5 movement due to Swim Fins.
* No fire-based spells or effects
* Resistance 5 to fire and acid
* Melee Slashing/Bludgeoning take a -2 penalty to attack
* Ranged Slashing/Bludgeoning Automatically Miss
* Ranged Piercing attacks have their range cut in half
The PCs have the opportunity to receive help from their allies in the final encounter with the sea devils, depending on which allies they secure. Each ally grants the use of a special action that can be used once per round by any PC.

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Kyra moves forward and has the merfolk hit the Baron with some cold water.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Underwater Combat Rules in effect (see below)
Ally Assistance: (see below)
Merfolk: The draconic merfolk deal 2d6 cold damage to a single target with a torrent of chilled water.
Moray Eel: The giant moray eel lashes out and attempts to grab a creature adjacent to the fissure
Monks: The undine monks churn the waters to deal 2d6 bludgeoning damage to one target, with a DC 20 basic Reflex save
------------------
Those with ** may go
Ysoldt - AC 20, 35/35
Nilaglade - AC 22, 39/39 (Guidance); Deroff AC 18, 30/30 (Battle Med Ysoldt)
Eddie - AC 18, 38/38
Red (-14)
Baron (-9) / Bunyip (-12; -10 Speed)
**Eldon - AC 18, 23/27
Kyra - AC 19, 32/32 (Battle Med Ysoldt)
Blue
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to spend 1 rd to tread water or sink (and be FF). Athletics check to tread water is waived; DC 10 Athletics to Swim. +5 movement due to Swim Fins.
* No fire-based spells or effects
* Resistance 5 to fire and acid
* Melee Slashing/Bludgeoning take a -2 penalty to attack
* Ranged Slashing/Bludgeoning Automatically Miss
* Ranged Piercing attacks have their range cut in half
The PCs have the opportunity to receive help from their allies in the final encounter with the sea devils, depending on which allies they secure. Each ally grants the use of a special action that can be used once per round by any PC.