
AJM4885 |
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It's been six weeks since the Peregrine left the port of Almas in the Republic of Andoran to sail across the Arcadian Ocean to the fledgling colony of Talmandor's Bounty, located on the island of Ancorato (one of the many islands in the region that comprise the ruined continent of Azlant, destroyed millennia ago during Earthfall).
The colony was founded by the Andoran government and the Bountiful Venture Company, a consortium of private interests, to export the islands resources such as agricultural goods, lumber, mined ore, as well as recovered artifacts, relics, and other antiquities of the ancient Azlanti Empire. The Peregrine carries a second wave of colonists as well as supplies and materials to reinforce the colony's first wave of settlers, launched six months ago aboard it's sister ship the Liberty's Herald.
A rush of excitement runs through the colonists as the lookout shouts "Land ho!" from his perch up in the crow's nest. A few hours later the ship sails into a small natural bay and, due to the shallowness of the water, drops anchor about 600 feet from the shore. As some of the crew prepare to lower one of the ship's boats into the water below another sailor peers through a spyglass at the colony before handing it to the Peregrine's captain. He, in turn, scans the shore before handing the glass to Ramona Avandth, the expedition's leader and appointed Governor of the colony, muttering something unintelligible as he does so. A look of concern crosses her face as she collapses the glass and scans the deck, searching. Her eyes alight on Ma'oa, as she approaches she says "A word with you and your friends, if you please." with that she heads into the Captain's quarters. Once everyone is inside, she shuts the door before sighing "We have a problem. Something's wrong, no one has gathered on the shore to welcome us, there's no smoke from any cook fires or the smithy, and some of the buildings look to have been burned." she rubs her forehead in frustration "We all know that sailors can't keep secrets, loose lips and all that, so it's only a matter of time before the other colonists figure that out, if they haven't already and things could become, well...tense" She peers at Ma'oa first, then at the rest of you before continuing "I've noticed that you lot are not like the other colonists, you're something different and I've noticed how you've gravitated towards one another, like seeking like I suppose, and I need your help."
She pulls out a map of Ancorato island and lays it across the Captain's Table. "Here is Talmandor's Bounty," she points to a circled red X on the map "over here" she points to another X "is another possible landing site, determined by the island's original surveyors, to establish the colony. Later it was designated as an emergency extraction point should any danger befall the original settlers. I'm going to ask Captain Markosi to sail to the second site, while I need you to take the ship's boat and search the colony for any clues as to what happened there. Once you've determined their fate, if possible, you will rendezvous with us at the extraction point. When we are all together and you've reported your findings, I will determine where we should disembark." She walks over to a chest against one wall of the room and produces a key. Unlocking the chest she removes a small wooden case and hands it Ma'oa "Unfortunately I cannot spare any of the colonial soldiers to accompany you, as I might need them should any tension escalate beyond my ability to control" Opening it you see four glass vials inside, on each vial is a label with the words "Cure Light Wounds" written on it in common. Ramona smiles weakly "It's not much, but it's the best I can do."

Aleece |

Aleece has all of her gear with her and was expecting to go ashore. While she enjoyed the ocean, she wouldn't mind having a steady bed to sleep on tonight.
Hearing of possible trouble she scans the beach area, then steps up, nodding at Ma'oa then Ramona. "We'll find out what happened. How long will you wait at the extraction point? Hopefully we'll be rescuing the first team and joining you with them. Maybe they found a better site and left instructions here."

Tiye Soumral |

The journey of the Peregrine has been blessedly uneventful, if one doesn't count the seasickness that Tiye experienced in the beginning. She got her 'sea legs' (as the sailors call it) eventually though, and spent much of her time talking with the other passengers, amusing herself with prestidigitation, playing cards, and practicing her aura reading skills on everyone aboard.
Tiye has been using the Read Aura occult Perception skill unlock, specifically for alignment auras. Depending on her level of success and how many people are aboard, she might have moved on to emotion auras after reading everyone's alignment.
An invasion of privacy? Perhaps. But Tiye is bored, and she'll be spending the next who knows how many years with these people. She thinks it's perfectly reasonable to want to know more about them.
So when the lookout finally spots land, she is more than ready to be off this ship. She stuffs everything back into her pack, bedroll tied on top, and goes topside to watch the island of Ancorato come into view.
"We have a problem. Something's wrong, no one has gathered on the shore to welcome us, there's no smoke from any cook fires or the smithy, and some of the buildings look to have been burned." she rubs her forehead in frustration "We all know that sailors can't keep secrets, loose lips and all that, so it's only a matter of time before the other colonists figure that out, if they haven't already and things could become, well...tense" She peers at Ma'oa first, then at the rest of you before continuing "I've noticed that you lot are not like the other colonists, you're something different and I've noticed how you've gravitated towards one another, like seeking like I suppose, and I need your help."
Hmm. Apparently Governor Avandth read Tiye's application to the company, caught her spellcasting (not that Tiye was trying to hide her fun with prestidigitation), or figured out what she was doing when she stared at one particular person for minutes on end. Well, Tiye expected the governor to make use of her abilities, if not quite this soon. She nods to the other woman. "A bad sign, to be sure. I will do my best to help discover the other colonists' fate." There are any number of things that could have happened. Plague, ancient Azlanti curses, monsters... who knows?

Ommerra |

Ommerra is decidedly not at home on a ship; she figured that out the first day, when she had to stay below in her hammock to keep from vomiting up the sailors' rations and occasional dried fruits that they are served every meal. After two weeks she was finally able to manage watching the billowing waves from on deck, but she still appears to be a little green -- even now, almost a month later. Thus it is with anxious and eager eyes that she sits up at the announcement that they've reached land, and watches carefully when the lookout confers with the governor. Something is wrong, she thinks.
When Ramona asks Ma'oa to join her in her quarters, Ommerra catches the ranger's eye to silently ask if she may join them, curious. She listens quietly as their leader confirms many of the clues of trouble that she suspected could be seen from the water. I imagine returning home is not an option, she considers. For I doubt based on what I have seen that there are enough provisions on the ship for all of us to travel another six weeks. Likely it is here or nothing.
She frowns, worried. My brother should be here, she thinks as she bites her lip. He was part of the original expedition, wasn't he? We must discover what has happened and where they have gone. He could be in trouble!
She looks admiringly at Aleece and Tiye, both of whom seem untroubled and ready to go, and she nods agreement with Aleece's optimistic thought. "Yes," she says carefully. She starts to speak again, but is unsure what to say and settles for closing her mouth and nodding confidently. Her brain is already turning over possibilities and questions that they should ask and answer. "I-- I must get my things. I'll be quick!" She waits until they are released, calculating where her possessions are and how to retrieve them swiftly.

Petre Costu |

Petre has had little trouble managing the voyage. While it's his first trip across the ocean, he knows his way around a boat and quickly adapts to seafaring.
At night, he charts the stars, making sure he can find his way home, should the need arise.
"Home," he thinks. "And where is home?"
He is disturbed from his reverie with Romana's request for an audience.
Lack of other colonists is bad news. It makes sense to send me along; I can ensure we find the extraction point. But what about the others?
Too many secrets not yet known and now another to keep hidden. No matter: I'm good at keeping secrets.
"You can count on me to play things close to the chest," Petre states. I travel light. Shouldn't add much weight to the dinghy."

Ma'oa |

Ma’oa enjoyed the trip across the ocean, taking joy in the ocean breeze, the spray in the wind, and falling asleep to the sound of the crashing waves at night. The trip, while relatively uneventful, was definitely educational, seeing which of the new colonists spent most of the journey belowdecks looking green, and which were all excitement and energy…and most interestingly, the few that shifted from one to the other over the weeks.
The shallowness of the water, resulting in dropping anchor a way from shore had her excited at the idea of traveling over the water to get to land, something she craved after weeks without a good swim. As Ramona approaches, the concern clear on her face before she even says a word, the ranger rolls her shoulders, understanding that the idyllic voyage part of the expedition was over. Catching the glance from some of the other companions she’d made during the journey, she nods, joining Ramona in the Captain’s cabin.
Studying the map, she pays attention to the plan, her mind contemplating what possible dangers may have befallen the colonists, and likely awaited them. Well, this was largely why she was here after all…time to earn her spot.
” Thank you, Ramona, if we have need of them, it’ll be more than appreciated. We don’t know what awaits us so any healing is better than none.” looking at the others as they all agree to join the trip ashore, she mentally takes stock of what she knows of their abilities. A good group.
” We’ll do everything we can to find them and figure out where they went if they are not here. We should have a lot more knowledge when we meet at the rendezvous point.”

Aleece |

As the team moves over to the long boat Aleece casts a spell on herself to make her comfortable regardless of heat or cold. Endure Elements Probably unnecessary, but it wouldn't be available to cast again once they land. Then she adds a protective hex to each of them just in case they got attacked by anything. It would only help against the first attack, but it might be a life saver against a surprise.
Using Soothsayer to grant the Protective Luck hex to each except herself. Without Cackle she can't extend it past the first round. But she can re-apply it later and it will protect against the first round of attacks, if any. Duration of Soothsayer if not activated is 24 hours.

AJM4885 |

When everyone is ready the sailor's throw a knotted net over the side of the ship and a pair of sailors scramble down to the boat below to help anyone into the boat that needs it. Once everyone is seated the pair scurry back up the netting and haul it back over the rail. With a nod, they wish you good luck.
The link to Roll20 is under my alias. I've just kind of randomly seated everyone, so feel free if you'd like to rearrange your tokens. The ship's boat moves at 30' a round and requires two people to row, so it will take you about two minutes of rowing to reach the shore.
Thankfully, due to the protective nature of the bay, the water is calm enough so that the journey isn't unduly arduous.
1d20 + 14 ⇒ (13) + 14 = 27
Aleece: 1d20 + 7 ⇒ (14) + 7 = 21
Ma'oa: 1d20 + 5 ⇒ (2) + 5 = 7
Ommerra: 1d20 + 6 ⇒ (8) + 6 = 14
Petre: 1d20 + 3 ⇒ (19) + 3 = 22
Tiye: 1d20 + 8 ⇒ (1) + 8 = 9
As you near the shore you can see a single pier jutting out into the bay. You are surprised as the water around you erupts and three creatures suddenly appear from the murky water below. These creatures appear to be a cross between a goblin and an octopus with a humanoid torso giving way to a tentacled lower half.
These creatures are Grindylow. These ravenous, sadistic, creatures are thought to be a distant cousin of the goblin but are in fact not humanoid at all. Nonetheless grindlyow can be as wicked as any goblin and take great pleasure in the misfortune of others and in spreading mayhem wherever they go.
Initiative:
?????????: 1d20 + 2 ⇒ (20) + 2 = 22
Aleece: 1d20 + 2 ⇒ (14) + 2 = 16
Ma'oa: 1d20 + 2 ⇒ (15) + 2 = 17
Ommerra: 1d20 + 1 ⇒ (3) + 1 = 4
Petre: 1d20 + 5 ⇒ (15) + 5 = 20
Tiye: 1d20 + 2 ⇒ (1) + 2 = 3
Go ahead and rearrange yourselves, or give me the thumbs up, and I'll continue.

Ommerra |

Ommerra tries her best to weather the crossing in the little boat, sitting close to the front so she can see the choppy water. She takes a deep breath and fixes her eye on the beach, and is so distracted that she almost misses the approach of presumed enemies in the water.
Knowledge (dungeoneering), free inspiration: 1d20 + 7 + 1d6 ⇒ (2) + 7 + (3) = 12
"Those are grindylows," she calls out over the sound of the waves. "Ravenous, sadistic, goblinlike creatures-- though they are sea creatures, not humanoid. I might be able to talk to them, but I doubt it will affect their intentions."
As far as I'm concerned, everyone can assume that Ommerra will share everything she recalls in a Knowledge check. I will try to write up what she's saying, but I think everyone can feel free to read the spoiler if she meets the DC.

Petre Costu |

"Talk to them, if you'd like," Petre quips. "I'll prepare for the less diplomatic approach."
Reaching into his tunic, Petre murmurs as he places a hand on Ma'oa. "May your blade strike true at these creatures."
He casts Guidance on Ma'oa.

Tiye Soumral |

I'm good with my current position.
Tiye frowns at the strange creatures ahead. She had hoped- naively, perhaps- that they wouldn't have to fight until they reached the shore. "If they are anything like goblins, I doubt talking to them will make any difference." Reaching into a pouch fastened to her belt, she pulls out a marble. Nothing special; it's the cheapest kind, a tiny sphere of murky grayish-brown glass. Projectile at the ready, the psychic focuses on a spell. The feeling of armor surrounding her, the contentment of safety. The air around her shimmers for a moment as her spell takes effect.
Cast mage armor on myself.

Ma'oa |

currently can't view the map from my phone it'll be a couple hours before I'm at a computer some good with wherever I am in the boat.

AJM4885 |

Surprise round
Petre I moved back to where you were originally seated. The boat requires two rowers, so I assume that would be you and Ma'oa.
Everyone is startled as the heads of three gindylow breach the surface. They begin shouting in a language that many of you recognize as Aquan "மற்றவை மிக அதிகமாக இருந்தன, இவை அனைத்தும் தனியாக உள்ளன. நாங்கள் அவற்றை மீண்டும் குகைக்கு அழைத்துச் சென்று இன்றிரவு விருந்து வைக்கிறோம்."
"The others were too many, these are all alone. We take them back to the cave and tonight we feast."
The grindylow with a reddish tinge around it's gills stabs at Ma'oa, and misses.
Attack roll (red): 1d20 + 2 ⇒ (8) + 2 = 10
The grindylow with the seafoam green eyes attempts to stab Tiye. He curses in aquan as the boat rises on a wave and his thrust strikes the wooden side.
Attack roll (green): 1d20 + 2 ⇒ (6) + 2 = 8
On the opposite side of the boat a grindylow smiles, showing his jagged teeth and a blue tongue. He thrusts his spear at Petre and also curses in aquan as the same wave that saved Tiye also raises Petre clear of his clumsy attempt.
Attack roll (blue): 1d20 + 2 ⇒ (3) + 2 = 5
Round #1
Initiative:
Grindylows (22)
Petre (20)
Ma'oa (17)
Aleece (16)
Ommerra (4)
Tiye (3)
The grindylow's continue to press their attacks at the same surface dwellers as they did before. the first two take hapless swings as the rocking motion of the boat continues to spoil their aim. However the grindylow facing Petre, perhaps wiser than the others, times his thrust perfectly and stabs Petre in the chest. Blood spurts from the wound as the grindylow draws it back for another attack.
Attack roll (red): 1d20 + 2 ⇒ (6) + 2 = 8
Attack roll (green): 1d20 + 2 ⇒ (2) + 2 = 4
Attack roll (blue): 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Petre takes 4 points of damage.
Important note: Fighting the grindylows from inside the boat is challenging. PCs who remain seated take a –2 penalty on attack rolls. A character can negate this penalty by standing up and attacking, but anyone standing in the boat must attempt a DC 10 Acrobatics check each round in which they attack. Success means they remain standing until they attack again (or another effect threatens their balance, such as a trip attack by way of the grindylow’s tentacles).
A PC who fails must attempt a DC 10 Reflex save. If successful, the PC immediately sits back down as a free action (standing back up is a move action, as normal), but a PC who fails this save falls overboard into an adjacent square.
PCs fighting in the water follow the normal rules for aquatic combat.
Everyone else can go now.

Tiye Soumral |

GM, think I can get both Red and Green in a color spray?

Aleece |

Aleece yells at the creatures in Aquan. "மற்றவர்கள் பலராக இருந்திருக்கலாம். ஆனால் நாங்கள் பலமாக இருக்கிறோம். புறப்படுங்கள், நாங்கள் உங்களை வாழ அனுமதிப்போம். போராடுங்கள், நீங்கள் இறந்துவிடுவீர்கள்!"
Seeing the wound she refreshes the Protective Luck hex on Petre. Whenever that creature is targeted by an effect that requires an attack roll, including weapon attacks, the attacker must roll twice and take the worse result. The surprise round activated the hex for those attacked. Ma'oa and Tiye are no longer protected....

Ma'oa |

Setting the oar down, Ma’oa takes a deep breath as a subtle shudder seems to pass over her entire body, her frame seeming to become a bit more flexible while maintaining its power. With a look of focus and a deep breath, she grabs her spear and dives over the side of the boat.
Free action: Drop Oar. Standard action: Change Shape (Swim speed of 30 feet). Move action: Dive in down 10ft underwater (grabbing spear) slightly loose interpretation of If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move

Petre Costu |

Petre grabs at his chest, trying to stanch the wound as he cries out in pain. His mind swimming, he dares not try to stand up on the boat.
As he feels the luck granted by Aleece flowing through him, he risks casting a spell near the grindylow.
If I don't make it, I have a better chance of surviving by keeping everyone else standing.
With a wave of his hand and a short chant, he casts Bless on the party.

AJM4885 |

Okay, retcon time. I had forgotten about the Protective Luck hex Aleece had put on everyone before they disembarked.
Protective luck re-roll: 1d20 + 2 ⇒ (10) + 2 = 12
Petre has a horrifying vision of the spear sticking into his chest but, fortunately, the vision causes him to flinch at the last second and the spear skitters harmlessly across his armor instead.
Petre takes no damage.
Tiye and Petre, remember you are being threatened by the grindylow so you'll need to cast defensively or you will provoke an AoO. Tiye, you can cast the spell but you risk affecting Ma'oa in the effect.

Ommerra |

Ommerra stands up, and brings her longspear around to bat at one of the grindylows threatening Ma'oa, hoping to distract it.
Aid another (DC 10: +5 Ma'oa attack vs green), bless: 1d20 + 1 + 1 ⇒ (19) + 1 + 1 = 21 (Success! Ma'oa gets a +5 on her next attack vs the green grindylow.)
Acrobatics to remain standing (DC 10): 1d20 + 1 ⇒ (1) + 1 = 2 (Failed!)
Reflex save to sit down again (DC 10): 1d20 + 3 ⇒ (8) + 3 = 11 (Success! Whew.)

Tiye Soumral |

Tiye takes a moment to center herself, necessary for a psychic to cast a spell while dodging enemy attacks. But while she's doing so... there goes Ma'oa, right into her line of fire. Change of plans. She raises her marble, stares at the closest grindylow, and gives the projectile a mental push.
Casting Defensively, DC 15: 1d20 + 5 ⇒ (4) + 5 = 9
Unfortunately, the distraction earlier cost her. The spell fizzles.

Petre Costu |

Petre will still cast Bless, but will cast defensively.
Concentration: 1d20 + 1 + 3 ⇒ (19) + 1 + 3 = 23
Everyone has a +1 morale bonus on attack rolls and saves against fear.

AJM4885 |

Round #2
Initiative:
Grindylows (22)
Petre (20)
Ma'oa (17)
Aleece (16)
Ommerra (4)
Tiye (3)
The two grindylow, suddenly taken aback from the sudden transformation of their prey, both turn to face the new menace in their midst. They lash out with spears at Ma'oa but are unable to pierce her suddenly preternatural hide.
Attack roll (red) (+flank): 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Attack roll (green) (+flank): 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13
On the opposite side of the boat, the other grindylow continues to press his attack against Petre, but he can't seem to find the luck to strike him.
Attack roll (blue): 1d20 + 2 ⇒ (16) + 2 = 18
Attack roll (Protective Luck re-roll) (blue): 1d20 + 2 ⇒ (2) + 2 = 4
Okay, the party's up

Petre Costu |

Petre takes out his dagger and attempts to stab his foe.
Attack + Bless - Seated: 1d20 + 1 - 2 ⇒ (20) + 1 - 2 = 19
Crit?: 1d20 + 1 - 2 ⇒ (4) + 1 - 2 = 3
Damage: 1d4 ⇒ 1

Ma'oa |

The fluidity and grace with which Ma'oa moves through the water makes it instantly clear who is the true aquatic predator. Diving below one of the grindylow, she takes advantage of the distraction caused by Ommerra's jab, rising swiftly to skewer the creature on her spear.
Spear/Aid/Flank/Bless: 1d20 + 3 + 5 + 2 + 1 ⇒ (9) + 3 + 5 + 2 + 1 = 20
Piercing/Cold Iron: 1d8 + 2 ⇒ (7) + 2 = 9
Swim speed 30; Aquatic Combatant (+2 swim/no melee penalties underwater)

Ommerra |

Ommerra stands up again, and swings her longspear at the other grindylow on the northern side of the boat.
Aid another (DC 10: +5 Ma'oa attack vs red), bless: 1d20 + 1 + 1 ⇒ (12) + 1 + 1 = 14 Success! Ma'oa gets +5 on her next attack vs the red grindylow.
Acrobatics to remain standing (DC 10): 1d20 + 1 ⇒ (7) + 1 = 8 Failed!
Reflex save to sit down again (DC 10): 1d20 + 3 ⇒ (1) + 3 = 4 Oof!
Ommerra overextends herself and loses her balance, her left arm flailing wildly as she tries to steady herself, before tipping over into the water.

Aleece |
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Aleece watches the melee, a little bit in awe of Ma'oa, but really just to decide on who to protect. When Petre was attacked she decided to renew his protective hex again, but then saw Ommerra falling. As Ommerra goes over the side Aleece instead activates her Waterlung hex, targeting Ommerra with it. "Relax and breath deep Ommerra."
Water Lung (Su): An air-breathing target can breathe water or an aquatic target can breathe air. This lasts 1 minute. If the witch uses this hex on herself, she can maintain it while she sleeps, allowing her to safely sleep underwater.
Ommerra is the only one still protected by the Protective Luck hex.

AJM4885 |

Ma'oa and Ommerra, you find that the boat was passing over a sandbar when you were attacked. The water is only 5 feet deep here, you can stand up but you will still be in about chest deep water.

Tiye Soumral |

Ma'oa takes out the grindylow attacking Tiya with ease, freeing the psychic to try her spell again on the other one. She stands up, holds up her marble again, and pushes. This time the projectile goes flying.
Telekinetic projectile at Red. I'm assuming the X over Green means that it's dead.
Ranged Attack + bless: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Damage: 1d6 ⇒ 1
Acrobatics, DC 10: 1d20 + 2 ⇒ (1) + 2 = 3
Reflex save: 1d20 + 2 ⇒ (19) + 2 = 21

Ma'oa |

Ma'oa and Ommerra, you find that the boat was passing over a sandbar when you were attacked. The water is only 5 feet deep here, you can stand up but you will still be in about chest deep water.
She'll still stick with swimming. A skilled swimmer an maneuver in 5 ft of water

AJM4885 |

Round #3
Initiative:
Grindylows (22)
Petre (20)
Ma'oa (17)
Aleece (16)
Ommerra (4)
Tiye (3)
The red grindylow swims forward, into the spreading pool of blood from his cohort, to attack Ma'oa with it's spear but misses horribly
Attack roll (red): 1d20 + 2 ⇒ (1) + 2 = 3
the blue grindylow, unused to having a meal just fall into his lap, pauses for a moment before deciding to ignore it's futile attempts to stab Petre and, instead, decides to focus on Ommerra as she splashes into the water next to him. Ommerra winces in pain as the spear tip grazes her arm, drawing a trickle of blood
Attack roll (blue): 1d20 + 2 ⇒ (10) + 2 = 12
Attack roll (blue) (Protective Luck re-roll): 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Okay, everyone else is up

Aleece |

With the usual chaos of any melee Aleece considers her options. She has a daze cantrip, but the creatures aren't really humanoid. Most of her spells that might be useful require a touch. Since the creatures are fighting the two that are in the water she decides Ommerra needs help more than Ma'oa.
She refreshes the Protective Luck hex on Ommerra. Without armor it is less effective, but it should stop a critical hit....

Petre Costu |

Buoyed by nicking the creature, and concerned to save Ommerra, Petre stabs at the grindylow again.
Attack: 1d20 + 1 - 2 ⇒ (11) + 1 - 2 = 10

Ommerra |

Ommerra isn't helpless in the water, since she's often gone swimming in the past, but since she can feel the sandbar beneath her she steps back out of the grindylow's reach to stab through the surf with her spear.
Five-foot step back, and attack as standard action. According to the rules document, it doesn't look like we can 5-foot step when swimming, so fortunately she can touch the ground!
Attack (blue grindylow), bless: 1d20 + 1 + 1 ⇒ (14) + 1 + 1 = 16
Damage (piercing): 1d8 + 1 ⇒ (3) + 1 = 4

Tiye Soumral |

It looks like Ma'oa has things well in hand on the port side, so Tiye turns to starboard where Petre and Ommerra are fighting the other grindylow. Time to practice her aim some more. She stands up, a marble in hand, and lets it fly at the enemy.
Ranged attack + bless - shooting into melee: 1d20 + 2 + 1 - 4 ⇒ (17) + 2 + 1 - 4 = 16
Damage: 1d6 ⇒ 6
Acrobatics: 1d20 + 2 ⇒ (8) + 2 = 10
This time she manages to remain standing despite the rocking of the boat.

Ma'oa |

Completely at ease in the water, Ma'oa executes an effortless rolling turn, plunging her spear deep into the other grindylow as she deftly avoids its attack.
Spear/Aid/Bless vs Red: 1d20 + 3 + 5 + 1 ⇒ (17) + 3 + 5 + 1 = 26
Piercing/Cold Iron: 1d8 + 2 ⇒ (7) + 2 = 9
Swim speed 30; Aquatic Combatant (+2 swim/no melee penalties underwater)