GMDQ's Skull and Shackles (Inactive)

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A small band of mariners find themselves press-ganged into service on the Wormwood, led by the fearsome Barnabas Harrigan. Will they turn their misfortune to glory on the high seas, or will folly lead them to an ignominious watery death?


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Forces of Nature Battlemap

Finish your shopping; you can presume to have whatever you buy during this scene

You are all aroused around 4 a.m., called to help: the storm has arrived and it is whipping the ship around in a fury. Lee is sent to pump the bilges with Rogelio and Scott, and even with three rather than the usual two working the pumps, the rising waters are relentless and Lee quickly tires. Threnody is up in the rigging as usual, and working wet sails also wearies her, and she has to use a lot of her energy just to keep from slipping off the beams.

Lark works to batten the hatches and has a better time of it--though tiring he gets what he needs to get done and still has energy left to keep fighting the storm. Wahhe, with natural "sea legs" helps secure the ropes from the topdeck with ease and has little difficulty continuing to work.

Lee and Threnody are fatigued (-2 penalty to Str and Dex), and Lark, simply tired, is at a -1 penalty to Str-based rolls).

As you work into near-dawn, you are temporarily blinded as the entire ship is lit up by a lightning strike against the mainmast. "Luckily" the result is only several ropes severed, but failing to resecure the sails could quickly spell disaster for the ship, and the riggers and several swaps converge on the mainmast to fix it. The ship is so shook, even those in the bilges see it, and seeing he is flagging anyway, Scott tells Lee to go see what's happened above decks to see if the crew needs extra help. Lark also is sent to go above decks to help. Lark and Lee just arrive just as the following happens (everyone else is already on the top deck):

As the lightning dissipates, the air near the mainmast oddly stays lit, and this coalesces into a glowing violet figure, vaguely humanoid shaped, but made of dark clouds that flares constantly with electric sparks. A vague "face" forms in its "head," a gaping black cloudy hole for a mouth and two blindingly bright glowing eyes. It lights up the air around it with colorful arrays of light, which you could even see as beautiful if the ship weren't in danger of capsizing and everyone possibly about to be electrocuted.

Jane, Rafael, and Threnody are near the higher end of the mainmast, having been working to fix the rigging. The electric creature has manifested between those three and the way down, meaning until it moves or someone tries to make it, they are forced to cling to the slippery rigging 60 feet above the deck, unable to get down. Various crew above and below start issuing prayers to Besmara and Gozreh and even Pharasma.

The weird creature--indeed, let's call it a "wyrd"--gazes inquisitively at the three trapped riggers and the strange illuminations it creates begin to float toward Rafael, and in any moment the odd, flickering lights will engulf him. He scrambles toward the edge of the sail beam, screaming in panic, not knowing what will happen to him if the phenomenon touches him. His and Jane's hair stand on end due to the wyrd's proximity; Threnody's doesn't because of her fiend's blood providing minor protection from electricity.

GM only:

who gets trapped?: 1d6 ⇒ 4
who gets trapped?: 1d6 ⇒ 1
who gets trapped?: 1d6 ⇒ 5

Initiative
Thren: 1d20 + 2 ⇒ (18) + 2 = 20
Wahhe: 1d20 + 3 ⇒ (1) + 3 = 4
Lee: 1d20 + 8 ⇒ (17) + 8 = 25
Lark: 1d20 + 7 ⇒ (17) + 7 = 24
Comozant Wyrd: 1d20 + 7 ⇒ (17) + 7 = 24
Magpie Crew: 1d20 + 6 ⇒ (12) + 6 = 18

1d3 ⇒ 2

No combat has begun (yet), but I have rolled initiative, and ask the party to act roughly in initiative order, restricting actions to round-based actions

Order of Action
Lee HP 32/32 AC 19 T 12 FF 11 | CMD 14 | Fort +3, Ref +4 Will +6 | fatigued
Lark HP 43/43 AC 19 T 14 FF 14 | CMD 20 | Fort +2, Ref +7, Will +4 | -1 penalty to Str-based rolls
Wyrd hp 27/27 | AC 18 T 18 FF 15 | CMD 21 (can't be tripped) | Fort+1 Ref+9 Will+7
Thren HP 45/45 | AC 20 T 13 FF 17 |CMD 17 | Fort +3, Ref +7, Will +4 | fatigued
Magpie Crew
Wahhe HP 32/32 | AC 16 T 13 FF 13 | CMD 15 | Fort +4, Ref +4, Will +8

Environmental ConditionsThe raging storm’s rain and wind reduce visibility by three-quarters, imposing a −8 penalty on Perception checks. Ranged weapon attacks are impossible, except for siege weapons, which take a −4 penalty on attack rolls. The storm automatically extinguishes unprotected flames and has 50% chance of extinguishing protected flames. The severe wind imposes a −4 penalty on Fly checks, Small creatures are checked by the wind (DC 10 Strength check to move), and Tiny or smaller creatures are blown away (Muffin is safely belowdecks). The violent motion of the storm means spellcasting requires a successful concentration check to avoid losing the spell (DC = 15 + the spell’s level while on deck or DC = 10 + the spell’s level when belowdecks.) The wind and rain makes surfaces slippery, increasing the DCs of Acrobatics checks by 2 and Climb checks by 5.

And one last edit: please use the "Ship Battle Map" link to see your positioning, not the other one.

Knowledge Nature or Arcana DC 19:

This creature is likely a comozant wyrd, a vaporous type of air elemental borne of storms. Lore says they communicate through some kind of power that manifests as an illuminating glow.


Forces of Nature Battlemap
Quote:
The ship is so shook, even those in the bilges see it, and

That should be "feel it." You can't see the lightning from there. :p


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

I'm unsure about the distance from the bilges to the deck, but I'm assuming it's a double move to get there.

Lee moves up onto deck sees the 'wyrd' floating above the ship...
Knowledge - Arcana: 1d20 + 9 ⇒ (14) + 9 = 23
...and recognizes what it is.

He shouts, "It's called a "comozant wyrd"! It's an Air Elemental that's associated with storms. That light around it is how it communicates!"


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark responds to Lee, "If it talks with light, can you make my hat glow? I'll try and get up there and signal to it."

To be clear, Lark is asking Lee to cast Light on his tricorne. Since Lee hasn't really acted yet, I hope he can cast Light now. If he can then Lark will dash over to the mast and start climbing.

Climb: 1d20 + 7 - 1 ⇒ (12) + 7 - 1 = 18

As he moves Lark shouts up to Rafael, "Rafael! Just hang on! We think it's trying to talk!"


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

If Lee still has actions after running up from the bilges he'll touch Lark's tricorn and cast Light on it.
It will glow like a torch for 50 minutes thereafter (or until dispelled).
Hopefully it will register as magical light and be interesting to the wyrd.


Forces of Nature Battlemap

Lee, you started the scene on the topdeck, as the initial narrative and battle map both clearly indicated:

Quote:
Lark and Lee just arrive just as the following happens (everyone else is already on the top deck):

I know it's a lot of text, but please read it carefully so I don't have to waste time repeating myself or hashing over unnecessary details. (Takes me a long time to write some of these posts!) If there's anything I can do to clarify these things in future, please advise. Anyway, yes, you have a standard action and can cast light now.

With glowing hat, Lark begins running over and trying to climb the mainmast. He struggles against the slippery wood but manages to get up about 10 feet.

This is sufficient to catch the comozant wyrd's attention. The light about to engulf Rafael dissipates and then reforms around Lark. Lark finds himself surrounded by a fuzzy, oddly cold, sparking static and the scent of ozone. While every hair stands on end, he is unharmed, however.

Lark:

You see images flash before your mind's eye, bright, confusing, and alien. You see ships, some with Chelish flags, some Shackles pirates, fighting. Hard to tell if he is referencing past events--like the fight at Port Peril that saw Aurora's Kiss lost--or current or even future ones. Throughout this slew of images, you feel a strong, growing sense of tension--the feel of a building storm. Somewhere in there, the weird shows an image of you speaking--and a sense of understanding. It seems that if you try to speak to it normally, it will be able to respond.

Lark, you can respond briefly now, and otherwise we can keep moving down the line of Initiative


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark grabs the best hold he can with one hand and tips his tricorne to the wyrd with the other. "I, uh, hear you. Is that a warning for us?"

Lark turns his head stern-ward and shouts, "Captain, I think they want to parley!"


Forces of Nature Battlemap

Thren is up but I figure she won't mind if I have Varossa answer.

Varossa stands in the wheelhouse, gripping the wheel with all her might to keep the ship on course amid the terrifying wind and waves crashing on deck. Most of the crew are working to hold the rigging tight and fix the damage from the lightning strike, so she alone has hold of the wheel. She shouts back, her voice carrying just barely above the roar of the storm. "I daren't let go! Keep talking to it! Tell it we mean it no harm!"

This will be a good time for social rolls (Bluff if you want to fool it in some way, Diplomacy if you want to make it friendlier). Others can Aid Another in the form of advising Lark (roll skill or Charisma check). I'll use my usual house rule and start with the highest roll.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren certainly does not mind if Varossa answers, especially given both the brevity and importance of that answer.

Aid Another, Diplomacy: 1d20 + 3 ⇒ (8) + 3 = 11

"Lark, whatever you're doing, it seems it's working! Let it know we're not here to cause trouble! And maybe that we'd like to get back to what we're doing, 'cause hanging up here like this waiting to fall or get zapped isn't much fun!" Thren shouts down to her compatriot.

Not much help, but help all the same!


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Lee offers encouragement and aid to Lark's efforts.
Diplomacy - Aid Another: 1d20 + 7 ⇒ (9) + 7 = 16


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark addresses the wyrd, "What brings you here, oh bright one? We seek only to weather this storm and travel on in peace."

Diplomacy: 1d20 + 8 ⇒ (12) + 8 = 20


Forces of Nature Battlemap

Dang good and well timed rolls

The wyrd regards Lark, little sparks arcing across its "face." Its eyes glow brighter, perhaps with understanding?

Lark:

Lark again is shown images of Chelish battle ships, but then also of other threats. Amidst visions of monsters that are somewhat vague and more nightmarish than real, two images stand out: one is of a huge tentacled creature, akin to a squid wearing a shell like a hermit crab, but it must at least be the size of the horse. The curled shell is dotted with eyes, and within the tentacles, just coming out of the shell's exit, lies a maw of countless sharp teeth.

The second image Lark recognizes: the hideous, twisted visage of Mother Grund, surrounded by a school of flying, sharp-toothed fish.

Lark then gets an image of him and the ship sailing in fair winds--the sense of threat from the wyrd's point of view is gone. You have convinced it: you are not one of the threats to his territory he is concerned about.

Slowly, the sparking aura around Lark dissipates. The wyrd reaches out wide, and then with a bright flash, he is gone.

And then, all of you realize, the wind has died down, and the thunder grows more distant. The clouds above lighten slightly, and while the rain pours down steadily, it feels like a mere shower compared to the pounding downpour it was moments before.

Varossa shakes her head as she retains her white-knuckled grip on the wheel. "I don't know what you did, but I think you just saved all of us. Collect 100 gold at the next rum ration."

It takes awhile for that rum ration to come--there is much work to be done to repair the damage from the lightning bolt and get the ship back on course. It also takes about two hours before Muffin releases his iron-clawed grip upon the cargo deck.

But once it is safe to do so, the ship sails under low sail so the majority of the crew can rest and recover from the harrowing experience, and rum in healthy measure is doled out.

This is another opportunity for influencing, shopping, etc. etc. Do whatever it is you need to take care of things.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Once her shift is done, Thren will head down to shop at Iulia's. "I don't suppose you carry any kind of tokens belonging to the gods. Holy symbols? I think after nearly getting my tail singed off by blinking talking ball lightning, I'm feeling a bit more religious."


Forces of Nature Battlemap

Iulia almost cracks a smile at Threnody's colorful language. "I'm not sure I have anything that quite suits immediately. I have non-blessed jewelry and whatnots... You could always ask Luisa to bless one. She's a priest of Pharasma--everyone thinks she's a devotee of Milani, but that's just a tattoo she got for her ex-girlfriend--and even if she's not your cup of tea, can't hurt to be on the good side of the god who'll take your soul in the end."


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

"Looking for a holy symbol for Desna, actually. Nothing magical. My way of saying thanks that my travels continue. But if you say Luisa can help, I'll go track her down."


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Once the sails are reduced Lark reports to Varossa. "I'm not sure if the wyrd was trying to give us a warning, but it did show me an image of Mother Grund. It also sent a vision of a huge squid-thing. It had a giant shell and more teeth than a shark! I don't know if we might see anything like that at our next port, but I'll certainly be on the lookout." Lark wipes his forehead and says, "I also wanted to say thanks for bonus."

When the rum is doled out Lark will take as large a ration as they'll give him. He feels the best way to celebrate their survival is to drink a little too much a sing a little too loud as the crew winds down before resting.

The Exchange

Female Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9]

Wahhe runs after Lark, but stays behind when he goes in to talk to Varossa. When he leaves, she nods, and follows him to drink. "Did I overhear you say something about Mother Grund?" She shivers visibly. "You know she killed my mentor, and I feel as if it's inevitable I, or we, have to face her. I'll join you in drink if you don't mind. Perhaps throw a line over to fish while you sing. This bothers me."

profession fishing: 1d20 + 9 ⇒ (9) + 9 = 18

Later Wahhe will take whatever she catches to Cobb, already gutted. Knowing he hates seafood she will offer to cook the fish herself or assist.


Forces of Nature Battlemap

Threnody finds Luisa in her quarters, checking on the medical supplies after having used up some in the post-storm aftermath. Threnody expresses her desire for a holy token of Desna. Luisa smiles. "Sailors navigate by the stars after all. And I'm sure some navigate by dreams," she says, a little non-sequitur, through true enough. She pulls out a box. "Faith, I think, comes from within, so it's really about what you find is best reminder of your faith. You could pick something out here--" she pulls out a few items she feels would be appropriate to Desna: a black satin ribbon, a dried azure-colored starfish, and a scrimshaw carving of a crescent moon--"Or make something yourself. Something from yourself, to honor your god. Write down a song, keep it in a pouch."

=
Lark reports the vision to Varossa. She frowns at news of the image of Grund, and looks perplexed at the description of the shelled squid-thing. "I'm not aware of any such thing at our next destination, but I'll let the officers and the lookouts know to keep firm watch. We certainly don't need to tangle with more monsters. Thank you." She nods and takes her leave, going into her quarters with Hinsin.

Lark drinks a fair share of rum and sounds too loudly, much like a good deal of the crew, who are more than happy to help celebrate.

=
Wahhe fishes, inviting Lark to join him. Alongside some more ordinary catch, she gets a good-sized tuna and dresses it, bringing the prepared fish to Cobb. While he always has a bit of a look of distaste when he sees the fish, he nods to her, "I don't like the stuff, but I know it's the easiest thing to serve. You've helped me save supplies for the officers mess and the crew's breakfast alike, and whatever face I make, know I appreciate your service to the ship." He suggests it be spitted and roasted and if she will turn the spit, he moves to preparing accompaniments to go with it.

The crew later enjoys a mixture of tuna, shellfish, and rice, seasoned with bacon, and the best cuts of the tuna are sent to the officers mess. All eat well, which helps dull the memory of the storm quickly.

If there's anything else you wish to do, please say so NOW. If you're ready to move on, please say so as well. Thanks.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

The bard's eyes light up at Luisa's suggestion. "I never thought of that! Thanks Luisa!" She leaves and finds a spot away from the carousing and spends a little time thinking and composing before getting some rest.

Ready to move on.

The Exchange

Female Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9]

Ready to move on.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Ready.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Ready to move on.


Forces of Nature Battlemap

A few days of travel pass uneventfully, as the ship gets back on course and the crew repairs the ship and resumes normal duties. The ship heads northward, toward the central northern end of the vast archipelago that is the Shackles. While always spending some time at the helm and checking on the various operations of the ship, Varossa spends more time in her quarters, often with Hinsin. When Hinsin is attending to his other duties as steward, he walks about whistling an odd tune. Loudwing echoes him at times, creating an odd round of strange notes that are slightly off beat.

As islets and atolls grow larger in number--and then again in fewer--Varossa summons the Besmara's Whim recruits and several of her officers into her quarters.

"We're approaching the last known location of the third reason to live: Warvil's Folly. As the name suggests, Warvil spent a good deal of time here after a shipwreck. Obviously he eventually made it off the island, but it's remained his favorite hiding place when he needs to secure treasure or lay low. We've been spending the last couple days reviewing his journal to learn as much as we can about the place. While bearing in mind years have passed and things may have changed, I think the basics of it remain true:

"First, the island is occupied on one side by a tribe of lizard folk and on the other by a tribe of keches. They frequently fight with one another for territory and hunting grounds. Warvil found the lizardfolk could be treatied with, if handled delicately and with a willingness to prove one's worth. The keches on the other hand were just out for blood.

"Second, Warvil found the safest sanctuary on the island was a monastery built upon higher ground there. It was originally built by Abadarans who were there before Warvil was, who presumably tried to 'civilize' the lizardfolk and the keches. They were driven off. Or eaten. A druid named Magatta Uhl showed up and converted the ruins to a temple to Gozreh. This is also before Warvil's time, but he spoke of 'guardians' in the monastery that referenced the druid. I'm not sure what kind of 'guardians' he means, but if it's Gozreh, it's likely fey or elementals. Warvil managed to pass himself off as a worshipper of Gozreh and stayed safely within the temple when he needed safe haven. That's the most likely place he would have stashed the reason."

She looks around at the group. "You with me so far?"

She continues, "So we need a three-pronged approach to the island. Creed, I want you to take crew of your choosing in one of the launches and circle around to approach the kech side of the island. Your job is simply to drive back any keches coming out of the jungle; do NOT risk going into their village. We just want to do our best to ensure any of the other parties are least likely to be assaulted by them."

She nods to Lark and the rest of the party, "You four, I want to get into the monastery. Between a druid and a man who can apparently sweet-talk elementals into ending a storm, I can't imagine who better to send. Once you get into the monastery, look for the reason and then bring it back to the lagoon where we land. Now, you can try to head straight into the monastery, or...

"You can come with me to the lizardfolk camp first, to try to get some more information about where you're going. Personally that's what I'd advise."

Horemheb straightens and slams a palm on the table. "You can't go off the ship, Captain! I mean--" he stutters.

Varossa gives Horemheb a stern look but nods. "Relax, Horemheb. I think it's smart for me to begin the approach to the lizardfolk--they seemed to get along with Warvil and I think I can use that to buy us some favor with them. I'll make introductions and report back to the ship, as that is indeed where I belong--but Hinsin and you shall remain with the lizardfolk to continue to make nice with them, and ensure THEIR hunting parties also don't get in Greenwood's team's way. Is that understood?" Horemheb nods, and wisely keeps his mouth shut.

Varossa looks around. "Are there any questions about the plan or your orders?"

The Exchange

Female Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9]

Wahhe lights up at the mention of another Druid. Wahhe mutters in Auran "If an elemental, I hope it's one who will aid us, not hinder us in our duties." Then in common. "I'm impatient to get to that monestary, but if you all wish to go to the Lizardfolk first, so be it."


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

"Only question I have is do we know anything about what the third item looks like? Oh, and when are we leaving?" Thren replies with an eager smile.


Forces of Nature Battlemap

Varossa raises an eyebrow that appears to question Thren's attention span. "It looks much like the other two."

(In case it hasn't been clear--and perhaps I failed to give an overall description prior--all of the objects sought so far have been more or less the same: a small hornpipe made from some horned animal, probably a goatlike creature. While the two so far look like they came from somewhat different creatures, they're more or less the same, the only difference being in size--which suggests they fit together to form a larger, single horn .)

"As for when we leave: as soon as we get reasonably close to shore and and get into the launches. You probably have about an hour to prepare."

Note, however, you can prepare your spells knowing you are preparing for an away mission. Of course that only applies to Wahhe since the other two of you are spontaneous casters, but still.

The Exchange

Female Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9]

I think I'm good, but if someone has suggestions for spells I'm open.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

After Varossa explains their approaches Lark says, "I think we should go with you to the meet the lizardfolk. If we're luckier than usual they can tell us how Warvil convinced those guardians to grant him safe passage."


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Lee's happy with the plan.
He's ready to meet with the Lizardfolk and take things from there.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren's ready to go whenever.


Forces of Nature Battlemap

The ship approaches a small, rocky island covered in lush jungle vegetation. It's difficult to make out anything on the island, let alone two tribes of villages, although you do think you see the tip of some kind of tower poking up on a higher point of the island through the trees.

Sailing toward the southeastern edge of the island, the Magpie Princess weighs anchor just above a few tiny islets that sit at the mouth of a river. From there, Creed and several crew go out in one launch, headed toward an islet covered in sand, where from there they can attempt to climb the high cliffs to get to the edge of Kech territory.

The party, Varossa, Hinsin, and Horemheb all get into the other launch. This launch is also equipped with a small dory so Varossa can get back to the ship ahead of Hinsin and Horemheb, who are to help remain with the lizardfolk for a bit. You carefully navigate into the river, slowly sailing up a very rocky and windy channel until, at last, coming out into a wider lagoon of bubbling bright blue water. A waterfall spills into the lagoon from the north along slightly gentler cliffs than those you passed on the way in.

To the east is a broad sandy beach of smooth, pale pebbles. A path of gray stones leads west from the northern end of the beach, providing
stepping stones across the falls and up to a series of rough-hewn steps carved into the cliffside. At the top of the cliff, the path winds its way into the shade of the jungle.

As you all begin to position the boat into mooring it at the southern edge of the lagoon, you hear what sounds oddly like a cross between a horse neighing and a dolphin squeaking. A giant seahorse-like creature--a hippocampus--shoots forth from the water, quickly beaching itself on the shore. Pursuing it are a pair of sea cats--hybrid panther-sharks--that are quickly approaching the shore. Further north you sight another hippocampus also being pursued by two more seacats.

Near the waterfall, a third hippocampus appears, but this one is being ridden by a humanoid figure, blue-gray in color, with finned legs: a triton. The slender figure spots you in the distance, waves a spear, and shouts in Common, "Help!"

Varossa, Horemheb, and Hinsin work frantically to get the boat in place. "We'd best help her," Varossa says, "Tritons can be helpful."


Forces of Nature Battlemap

Initiative:

Thren: 1d20 + 2 ⇒ (1) + 2 = 3
Wahhe: 1d20 + 3 ⇒ (14) + 3 = 17
Lee: 1d20 + 8 ⇒ (2) + 8 = 10
Lark: 1d20 + 7 ⇒ (2) + 7 = 9
Sea Cats: 1d20 + 1 ⇒ (8) + 1 = 9
Jenesara & Hippocampi: 1d20 + 2 ⇒ (11) + 2 = 13
Horemheb and Hinsin: 1d20 + 6 ⇒ (3) + 6 = 9
Varossa: 1d20 + 4 ⇒ (14) + 4 = 18

Combat Round 1
Varossa
Wahhe HP 32/32 | AC 16 T 13 FF 13 | CMD 15 | Fort +4, Ref +4, Will +8
Jenesara & Hippocampi
Lee HP 32/32 AC 19 T 12 FF 11 | CMD 14 | Fort +3, Ref +4 Will +6 |
Lark HP 43/43 AC 19 T 14 FF 14 | CMD 20 | Fort +2, Ref +7, Will +4 |
Sea Cat 1 hp 45/45 | AC 18 T 10 FF 17 | CMD 21 (can't be tripped) | Fort+7 Ref+6 Will+5
Sea Cat 2 hp 45/45 | AC 18 T 10 FF 17 | CMD 21 (can't be tripped) | Fort+7 Ref+6 Will+5
Horemheb and Hinsin
Thren HP 45/45 | AC 20 T 13 FF 17 |CMD 17 | Fort +3, Ref +7, Will +4 |

The seacats approach the hippocampi menacingly just as you get a plank out to get from the boat to the shore. Horemheb and Hinsin work to finish tying off the boat. Varossa shouts, "We'll take the ones further up the beach, you four get those two!" She runs off the plank up the beach, drawing her sword.

This will be another fight where you'll be fighting "your" monsters while the NPCs fight "theirs." I'm just tracking your fight as most of the rest goes on in the background.

Wahhe is up! Use the "shore map" not the "ship map")

The Exchange

Female Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9]

Wahhe shouts in Aquan "we're coming, friend!". She moves across the plank and She summons 1d3 ⇒ 3 stirges


Forces of Nature Battlemap

Seeing the new arrivals are here to help, the triton riding the hippocampus moves closer, to help flank the sea cats. She wields a shell spear. She appears to be bleeding a bit, apparently already having tried to fend off some of the predators. Full move to get on the map

The beached hippocampi just do their best to take a defensive stance. Full defense

Lark and Lee are up


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark round 1, move+jump, attack

Acrobatics, DC 20: 1d20 + 11 + 5 ⇒ (4) + 11 + 5 = 20

Attack, seacat 1: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11

Lark sees the further seacat focused on the hippocampus and leaps behind it. He tries to strike a vulnerable spot, but the plunge into deep water spoils his aim.

This could have been great! I was just too excited to use Expert Leaper to shortcut into a flanking spot.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Round 1.

Lee steps 5' SW.

Lee casts Scorching Ray at seacat #1.

Ranged Touch - Scorching Ray - seacat #1: 1d20 + 5 ⇒ (15) + 5 = 20
Hits.

Damage - Scorching Ray - seacat #1: 4d6 ⇒ (3, 1, 3, 2) = 9
Fwoosh.


Forces of Nature Battlemap

The first sea cat tries to dig into its prey and drag it away before these horrible interlopers burn him to death.

Sea Cat 1, bite hippocampus: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Sea Cat 1, claw 1 hippocampus: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

Sea Cat 1, claw 2 hippocampus: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

Rend Damage: 1d4 + 4 ⇒ (3) + 4 = 7

The first seacat buries teeth and claws fully into the frightened creature, and literally tears it in half, spraying blood everywhere. The triton cries out in shock and grief.

Meanwhile the second seacat maneuvers to flank Lark and tries to pull him away from their prey.

Sea Cat 2, bite Lark: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

Sea Cat 2, claw 1 Lark: 1d20 + 9 ⇒ (2) + 9 = 11
Miss!

Sea Cat 2, claw 2 Lark: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

Fortunately Lark comes out much better than the hippocampus, but still sports some nasty gashes.

Having finished tying off the boat, Horemheb runs up to assist Varossa.

Hinsin moves forward while playing his flute, and the jaunty tune gives you all some courage.

Inspire Courage +2 to everyone!

Threnody is up!

Damage so far: Sea Cat 1 9 HP, Lark 11 HP


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Acrobatics: 1d20 + 11 ⇒ (17) + 11 = 28

Our dashing bard dives off the end of the boat, her rapier whistling from its scabbard as she moves. She hits the water with a splash, her blade leading with a crimson flash.

In case I need a Swim check.

Swim: 1d20 + 9 ⇒ (6) + 9 = 15

attack on Sea Cat 2: 1d20 + 6 + 1 + 2 + 2 ⇒ (13) + 6 + 1 + 2 + 2 = 24
damage: 1d6 + 1 + 1 + 2 + 2 ⇒ (1) + 1 + 1 + 2 + 2 = 7

Thren takes advantage of the sea cat's efforts to use Lark as a chew toy to score a light wound to its flank. "Hit it while it's distracted!" She shouts to Lark.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

This may be a bit out-of-order, but in the interest of progress...

Round #2

Lee tries to cook seacat #1 again.

Lee casts Scorching Ray at seacat #1.

Ranged Touch - Scorching Ray - seacat #1: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Hits

Damage - Scorching Ray - seacat #1: 4d6 ⇒ (5, 2, 3, 1) = 11
Hmmm...

Lee 5' steps NE.


Forces of Nature Battlemap

Varossa shoots at one of the other sea cats with her pistol, and, sword in her other hand, moves forward to engage it in melee.

Wahhe and her stirges are up. It's a move action to command the stirges, although uncommanded, they will attack the nearest creature to them. I'll put the stirges on the board, but Wahhe, you can move them to whatever starting position you want.

The Exchange

Female Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9]

I figured the top two stirges would naturally go to 1 and the other flew to two cuz i imagined them appearing sort of in the middle toward ready to go whichever way the cats moved. Wahhe wants to casst entangle on seacat 1, but is there enough sea grass or seaweed to do so?

Stirge 1 to cat 1 attach: 1d20 + 7 ⇒ (16) + 7 = 23
Stirges 2 to cat 1 attach: 1d20 + 7 ⇒ (1) + 7 = 8
Stirge 3 to cat 2 attach: 1d20 + 7 ⇒ (18) + 7 = 25

Stirge 2 makes a frustrated buzz sound unable to grab on.

Stirge 1 grapples sea cat 1 and sinks its probiscus deep into it. percentage for disease: 1d100 ⇒ 58

Stirge 3 sinks its probiscus into cat 2. percentage for disease: 1d100 ⇒ 95

both drain 1 con to their respective meals but no diseases are passed on


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark round 2, 5’ step, full attack

Lark takes the opportunity created by Threnody’s flashy dive and shifts over to flank the second seacat.

Attack, seacat 2: 1d20 + 5 + 2 + 2 ⇒ (7) + 5 + 2 + 2 = 16
Attack, seacat 2: 1d20 + 4 + 2 + 2 ⇒ (17) + 4 + 2 + 2 = 25

Damage: 1d6 + 1 + 2 + 3d6 ⇒ (4) + 1 + 2 + (4, 3, 3) = 17

Lark's Sneak Attack makes seacat 2 Disoriented for 1 round. It's -2 on all attacks and -4 on attacks against Lark.


Forces of Nature Battlemap

Oops, I neglected to post the round summary on round 2; since we're near the bottom of this round, I'm just moving Thren to the top of the next round (she doesn't get an extra turn--or lose one, really--just since she hasn't gone yet, and she is to go next, I'm moving her to the top). I hope that makes sense.

Round 2 to Round 3
Thren HP 45/45 | AC 20 T 13 FF 17 |CMD 17 | Fort +3, Ref +7, Will +4 |
Varossa
Wahhe + stirges HP 32/32 | AC 16 T 13 FF 13 | CMD 15 | Fort +4, Ref +4, Will +8
Jenesara & Hippocampi
Lee HP 23/32 AC 19 T 12 FF 11 | CMD 14 | Fort +3, Ref +4 Will +6 |
Lark HP 32/43 AC 19 T 14 FF 14 | CMD 20 | Fort +2, Ref +7, Will +4 |
Sea Cat 1 hp 23/44 (45) | AC 18 T 10 FF 17 | CMD 21 (can't be tripped) | Fort+6 (7) Ref+6 Will+5 | -1 Con
Sea Cat 2 hp 21/44 (45) | AC 18 T 10 FF 17 | CMD 21 (can't be tripped) | Fort+6 (7) Ref+6 Will+5 | -1 Con, disoriented (-2 to attacks, -4 vs Lark)
Horemheb and Hinsin

Hinsin's inspire courage continues

Since the rest of you have the first sea cats well surrounded -- and there is no longer a hippocampus to rescue -- the triton maneuvers to flank the hippocampus with Varossa.

Sea cat 1 is mightily distracted by the stirges. It swipes at them.

Sea cat 1, bite blue stirge: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

The blue stirge is batted into the water and, unconscious and dying, it quickly drowns. It moves on to the next.

Sea cat 1, claw pink stirge: 1d20 + 9 ⇒ (2) + 9 = 11

It misses.

Sea cat 1, claw pink stirge: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d4 + 3 ⇒ (3) + 3 = 6

But with its second swipe, it quickly eliminates the pink stirge as well.

Two out of the three pests gone, it then maneuvers to engage other foes.

Meanwhile sea cat 2 is in agony and angrily tries to retaliate against the yellow haired stab monster.

Bite Lark, flanking: 1d20 + 8 + 2 - 4 ⇒ (18) + 8 + 2 - 4 = 24
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Claw Lark: 1d20 + 9 + 2 - 4 ⇒ (7) + 9 + 2 - 4 = 14

Claw Lark2: 1d20 + 9 + 2 - 4 ⇒ (6) + 9 + 2 - 4 = 13

Its teeth sink into Lark's shoulder but Lark manages to get free and dodge the razor sharp claws.

Hinsin switches from fluting to whistling, but still maintaining the song's courageous effect. He moves toward the sea cats, drawing his rapier.

Horemheb moves in on the sea cat the triton and Varossa are fighting and slices it with his rapier.

Threnody is up!

The Exchange

Female Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9]

Question about maintaining grapple. How does it work? "A stirge has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached stirge can be struck with a weapon or grappled itself—if its prey manages to win a grapple check or Escape Artist check against it, the stirge is removed." But then it says it effectively has an AC of 12 because it loses it's AC bonus. Does the cat have to get out of the grapple first?


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Swim: 1d20 + 9 ⇒ (1) + 9 = 10
attack on Seacat #2: 1d20 + 6 + 2 + 2 + 1 + 1 ⇒ (13) + 6 + 2 + 2 + 1 + 1 = 25
damage: 1d6 + 1 + 1 + 2 + 2 ⇒ (1) + 1 + 1 + 2 + 2 = 7

Throws RNG d6 into microwave, sets on high, pushes start. Laughs at the first d20 evilly, pauses microwave, throws it in with its friend, triples the time, hits start.

The melee has become a frothing, messy affair. There's half a hippocampus over there, stirges in strange colors, tritons, seacats, and pirates everywhere. Our bard shakes her head to get her hair out of her eyes and stabs the seacat again, her magic flowing strongly into her blade. The chaotic battlefield doesn't prevent her from landing her blow, but it is again a light wound.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Round #3

Well, it looks to Lee like we are paying attention to Seacat #2 instead of #1. Lee's a joiner, so he'll shift focus.

Seacat #2 is in deeper water, so Scorching Ray is probably not the best idea. Instead, Lee will rely on the old trusty, Magic Missile.

Damage - Magic Missile - Seacat #2: 3d4 + 3 ⇒ (2, 2, 2) + 3 = 9
Zot!


Forces of Nature Battlemap

Sorry, Wahhe, I missed/forgot that they grapple their foes when they attach. However, a grappled opponent can make a full attack; that is part of what the "attack with a weapon" line is referring to (see also the grapple rules in Combat chapter of the Core Rulebook), and a monster's natural weapons (claw, bite) count as "weapons" for this purpose. So the sea cat would still keep its action as he did it, full attacking the stirges, so there is no point in redoing the rolls. It WOULD however take penalties for being grappled -- relevantly, -2 to all attacks. Unfortunately the sea cat rolled well enough that the two stirges are still killed even after applying the penalties.

That said, purple stirge was still grappling sea cat 2. And if you're grappling, I believe you can only attack the target you're in a grapple with. Which means sea cat 2 can't have attacked Lark and had to attack the purple stirge instead. Applying those rolls to the stirge instead of Lark, including penalties to attack, the third stirge is also dead and Lark is less wounded. (still at 32 hp).

And with that, don't feel bad--the stirges did what they're supposed to, absorb damage meant for the party. Because of their arrival, Lark in particular is in much better shape than he'd otherwise be (especially because the first sea cat also would have attacked him).

Maintaining a grapple is something you do on your turn--it doesn't apply to what the enemy does on its turn. If the initiator of a grapple wants to keep grappling its target every round, it needs to make a grapple check at the start of its turn. Stirges get a +8 to this roll. This would apply if the stirges were still alive, but doesn't since they are now all dead.

If there are any further questions or objections, let's take it to OOC. Grappling is complicated.

Taking advantage of the sea cat being surrounded, Varossa rams her rapier into the sea cat's eye to its hilt, and it is now dead. She shouts to Hinsin and Horemheb to help her with the other cat.

Wahhe and, sadly, no stirges are up

GM Rolls:

Just for fun, sneak attack!: 5d6 ⇒ (1, 3, 4, 4, 5) = 17

The Exchange

Female Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9]

Wahhe grunts as she has become particularly fond of those pesky stirges. But at this point she's had it. She steps to the edge of the boat, takes a dart out and throws it at seacat 2.

attack: 1d20 - 1 + 3 ⇒ (10) - 1 + 3 = 12 completely missing it.

She realizes her wasted attack and mutters "respond, not react."

I have darts + 3...no clue where they came from but that's what's on my paper sheet and on here. dont remember but seems a waste


Forces of Nature Battlemap

As noted, your bonus to attack with darts should in fact be +6. Adding in Hinsin's inspire courage bonus (+2), that is in fact adequate to hit! (10+6+2=18) I'll roll damage. Since it's a thrown weapon, Strength applies to that (but not to hit, since it's a ranged weapon)

Dart damage, Inspire Courage: 1d4 - 1 + 2 ⇒ (4) - 1 + 2 = 5

Jenesara's mount takes a careful 5' swim toward the seacat still threatening her hippocampus, and makes urging noises toward the hippocampus. (In Aquan, she is simply trying to calm the creature and get it to move away from the sea cat.) The hippocampus responds and withdraws, dragging itself up the beach with its hooves.

Lark and Lee up! Lark, FYI while she'll probably move to engage the other hippocampus, for now Varossa DOES count as flanking the first sea cat with you.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark round 3, full attack

Attack, seacat 1: 1d20 + 5 + 2 + 2 ⇒ (14) + 5 + 2 + 2 = 23
Attack, seacat 1: 1d20 + 4 + 2 + 2 ⇒ (7) + 4 + 2 + 2 = 15

Damage: 1d6 + 4 + 2 + 3d6 ⇒ (2) + 4 + 2 + (3, 3, 2) = 16

Lark turns from the seacat that appears to be dying and plunges his blade deep into the vitals of the other.

Lark's Sneak Attack makes seacat #1 Disoriented for 1 round. It's -2 on all attacks and -4 on attacks against Lark.

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