GM Helio's PaPPbP

Game Master Helio

Map of the Shackles

The Magpie Princess


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F Exotic Elf TBA

Yay! I gots two whole HPs! Not jus', like, them half HPs! *bounces about with joy* (^_^)

Wait? Is them noises on'a first watch? Or tha' second? Or maybe tha' third?

Perception:1d20 + 6 ⇒ (11) + 6 = 17

Depending on which watch said things are happening, Suny skips over and peers at what ever t'is might be makin' tha's noises. (^_^)


Male Human Shaman 5 | HP 28/39 | AC 10 T 10 FF 10 | Ft +3 Rf +1 Wi +8 | Init +0 | Perc +6 l CMD 13

Ol' Salty will tell Suny to get back to bed =P

Ol' Salty will be awake for two shifts worth, though of course he is busy.


Fem Elf Bard 3
Ol`Salty wrote:
Ol' Salty will tell Suny to get back to bed =P

"Nuh-UH! I fink I heard somat..." Suny points towards the railing she's padding over towards...


Salty Sea Reavin' n' Slayin' Chap 2 -- HP: 22/22 | AC: 16 | T: 12 | FF: 14 | CMD: 17 | Fort: +6 | Ref: +4 | Will: -1 | Init: +2 | Perc: +5 | Rage: 6/6

Helio:
Never underestimate the paranoia of someone with the friggin' Paranoid drawback. :D

Reijo waits for an opportune moment to slip away, trying to get into the water unnoticed by not only his own companions, but especially by the two crew members left behind by Haremheb. In the water, he quietly swims a fair distance to shore.

70-80 ft. from the shore, he looks around for where people are, especially where Horemheb and the crew he took with him might be.

Before making it the rest of the way, he silently dips underwater... where he adjusts his doo rag (cap of human guise). A halfling man emerges from the water! Stealthily, the halfling swims to shore where nobody is near.

Without drawing attention to himself, the halfling begins discreetly searching around for Horemheb, Lanteri, or anyone from the rest of the crew of the Magpie. He figures where one might be, the rest might be...

To be continued, figured I'd let you fill me in before continuing.

Notice nobody is looking, then sneak off the ship:
Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Stealth: 1d20 + 8 ⇒ (13) + 8 = 21

Swim to shore:
Swim: 1d20 + 10 ⇒ (18) + 10 = 28

Search for the crew without being conspicuous:
Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Stealth: 1d20 + 8 ⇒ (13) + 8 = 21


Female Human Arcanist/1 ; HP 7/7 ; Reservoir 6/7 ; AC 11, touch 11, flat 10 (Dex +1); Init +1; Fort +1, Ref +1, Will +2 ; Perception +3

Nhati would like either first or last watch, so that she can get uninterrupted sleep.

GM: how do you rule getting sleep for being able to refresh spells? Must it be 8 uninterrupted hours, or can the 8 hours be in two installments with a watch break in between?

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@Nhati & other spellcasting friends - 8 hours in any order is fine. I'm not that much of a hardass GM =) I'll even say that since you've gotten a bit of sleep, you can get 1 spell-slot back already. Just in case you need it...

Reijo:

Believing yourself sneaky, you leap into the water and make your way to the shore. It's a long swim, but you make it with only slightly sore arms. You've swum your way off more than one ship...

Disguised as an everyday halfling, you make your way around the camp. They've mostly set down for sleep, though a number of them stay around a dying campfire to talk. You catch a few comments about Captain Lanteri and discussion of what the treasure you're seeking may be. Lanteri is nowhere to be found, nor her steward that you met back in Lilywhite, nor the angry orc you met back at the fight in the God's Revel. Horemheb is nowhere to be seen, though the launch is pulled up onto the beach... so unless he wandered off on foot, he's probably in one of the tents.

Other than the crates of supplies and goods waiting to be loaded onto the Magpie Princess, you don't see anything of note.


Salty Sea Reavin' n' Slayin' Chap 2 -- HP: 22/22 | AC: 16 | T: 12 | FF: 14 | CMD: 17 | Fort: +6 | Ref: +4 | Will: -1 | Init: +2 | Perc: +5 | Rage: 6/6

Helio:
The halfling keeps to the shadows and retreats a bit away from the encampment. He then circles round, keeping a safe distance from the camp, intent on approaching again to a position closer to the tents. He listens carefully to overhear the voice of either Horemheb or, if by luck, the captain or one of the other missing officers from one of the tents.

As he does so, he keeps a small flask handy, just in case...

Sneak up to the tents, listen in on Horemheb and/or one of the other missing officers, and keep an invisibility potion handy just in case:
Stealth, get closer to the tents without being noticed: 1d20 + 6 ⇒ (17) + 6 = 23
Perception, listen in on Horemheb and/or Lanteri: 1d20 + 8 ⇒ (17) + 8 = 25

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GM Rolls:

Perc: 1d20 + 2 ⇒ (13) + 2 = 15
Perc: 1d20 + 2 ⇒ (2) + 2 = 4
Perc: 1d20 + 2 ⇒ (15) + 2 = 17

Reijo:

It takes a bit of work to find the tent where Horemheb is, but fortunately a single halfling goes entirely unnoticed in the dark of night. As you creep closer to the tent's wall and peer through a gap, you hear only the sounds of snoring. A quick glance confirms that Horemheb is quite fast asleep.

With no sign of Lanteri or the other officers, you spend another half hour sneaking around the edge of camp and checking every tent. Lanteri is nowhere to be found.


Salty Sea Reavin' n' Slayin' Chap 2 -- HP: 22/22 | AC: 16 | T: 12 | FF: 14 | CMD: 17 | Fort: +6 | Ref: +4 | Will: -1 | Init: +2 | Perc: +5 | Rage: 6/6

Helio:
Grumbling to himself in his mind, the halfling takes his leave of the camp. Swiping a half-filled bottle of rum from an unconscious man along the way, he inconspicuously makes his way back to a secluded part of the beach, where he slips in and swims back to the ship. Halfway through, he has a look around, dips underwater... and human Reijo's head comes back up again.

Answering Suny's remark from a darkened corner, Reijo waves his hand dismissively. "It just be me, Shaucy." The pirate swigs a bottle of rum, finishing whatever's left of it... as water drips from his soaked clothes.

Giving the bottle in his hand a glazed look with furrowed brows, "Huh. Me coulda shworn thish'ere bo'le been bigger than it be..."

The inebriated pirate looks like he's headed for a very sound sleep...

He'll take second watch, perhaps.


Male Human Shaman 5 | HP 28/39 | AC 10 T 10 FF 10 | Ft +3 Rf +1 Wi +8 | Init +0 | Perc +6 l CMD 13

More of a passing remark, Ol' Salty asks the sailor "Didye find what ye were looking for like?"


F Exotic Elf TBA

Suny gives Reijo a hug, not caring about his damp clothes, before helping him at least to the top of the stairs which lead down to where the hammocks have been set for sleeping.

She continues with her watch,

Perception:1d20 + 6 ⇒ (3) + 6 = 9

Until t'is time for her to toddle of and get some sleep.

(^_^)


Salty Sea Reavin' n' Slayin' Chap 2 -- HP: 22/22 | AC: 16 | T: 12 | FF: 14 | CMD: 17 | Fort: +6 | Ref: +4 | Will: -1 | Init: +2 | Perc: +5 | Rage: 6/6

"Bah." the drenched sailor responds to Ol' Salty. "Didn't find nuthin' but Grumpsh shnorin'."

Reijo returns Suny's hug. A naughty look comes over his face. "Aye, Shaucy... p'rahpsh ye wants ta help me get outta me shoakin' wet clothesh, eh?"


F Exotic Elf TBA

Giggles and gives Reijo a re-assuring pat,

"Ye be sozzled. Toddle off ta' sleepin' an' we be seein' each other in'a mornin'..." Suny says, even as she skips off to continue her watch. (In which she doesn't actually seem to see anything... :P)

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And so...

Roughly two hours into the watch, with the moon high and hidden behind a bank of clouds, you hear a faint disturbance on the still waters. It comes from the ship's port side, which is currently pointed towards the beach encampment... but that remains dark and motionless in the distance. With the curmudgeonly Reijo sound asleep with his bottle of pilfered booze, there shouldn't be anyone or anything left in the water to make any such noise.

Still, it sounds vaguely like quiet rowing. And... a soft, distressed voice? You can't quite make out the words from the deck of the Magpie Princess. And standing at the port rail, you can see nothing through the thickening mist and pitch-black night. Even the beach camp has been rendered entirely invisible.


Male Human Shaman 5 | HP 28/39 | AC 10 T 10 FF 10 | Ft +3 Rf +1 Wi +8 | Init +0 | Perc +6 l CMD 13

Ol' Salty was just in the middle of making a fresh salve for Bellamy when he heard the distressed voice. Standing up to investigate, the old man picked up a burning lantern (or a lantern that he casts light on), and cautiously investigates.

"Oi, is someone down there?" Ol' Salty asks, his hand resting on his sheathed dagger. Lil' Fisher climbs onto the old man's shoulder, staring into the mist, curious as ever.


F Exotic Elf TBA

Is Suny still about?

Much cheers ta' every one! (^_^)

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@Suny - if you're still on first watch, you're still there... just busy doing Suny-things, probably :)

Ol' Salty's eyes scan the mist for signs of movement. Sure enough, a small rowboat begins to drift into view. An elderly woman sits at the front of the boat, her arms outstretched towards the Magpie Princess. Hunched and wrinkled, she looks as though she's seen well over her fair share of years on or off the sea. She looks like something out of a child's fairy tale as her tiny rowboat drifts closer through the mist.

Her voice, though weak, is at last audible. In a thick, full-blooded Mwangi polyglot, she calls out. "Shipwrecked... Lost... Please, help..." Each word hangs on the air as though it could be her last.


F Exotic Elf TBA

Suny pads over to the railings, off to one side of Salty's light, peering over the railing and looking about inquisitively.

Perception:1d20 + 6 ⇒ (5) + 6 = 11

Noting the small boat and its occupant, Suny tries to work out what sort of rowing boat it is. Long boat, Captain's gig etc.

Profession Sailor:1d20 + 5 ⇒ (2) + 5 = 7

Then tries to note details about the lady in said boat,

Sense motive:1d20 + 4 ⇒ (8) + 4 = 12

Yay, is perfectly safe, like. An' we should's be helpin' Gran. :P Bad dice roller. :P


Male Human Shaman 5 | HP 28/39 | AC 10 T 10 FF 10 | Ft +3 Rf +1 Wi +8 | Init +0 | Perc +6 l CMD 13

I can't believe I actually got to use this spell

Ol' Salty has no idea what the woman is saying, so to bridge the language barrier he mutters a few aquan words of magic. Casts Comprehend Languages

He then speaks to Suny without breaking eye contact with the old woman. "Wake up em crew, Suny, this here be important. Bring food n water too."

After that he addresses the old woman in Common. "Hello? Who goes there?" He will pay close attention to her answer, as this is a very strange circumstance.

Sense Motive: 1d20 + 14 ⇒ (15) + 14 = 29


F Exotic Elf TBA

Suny nods and quickly skips off to do as Salty asks...

*Scamper, scamper, scamper..* (^_^)


Salty Sea Reavin' n' Slayin' Chap 2 -- HP: 22/22 | AC: 16 | T: 12 | FF: 14 | CMD: 17 | Fort: +6 | Ref: +4 | Will: -1 | Init: +2 | Perc: +5 | Rage: 6/6

Suny finds Reijo as dour as ever to have been awoken before he could sleep off the entirety of his inebriation. Rubbing his eyes and his aching head, he asks before bothering to get up, "Fer a bloody ol' woman 'e told ye t'wake me from me sound slumb'r, did 'e?" After momentarily deciding to go back to sleep, the grumpy sailor scowls as he changes his mind again and gets up.

Eventually, Reijo makes his way to the deck and announces to Ol' Salty, "What be the bloody 'mergency, Ol' Farty?"


F Exotic Elf TBA

Suny continues to scamper about and gently wake people... though she hesitates to disturb those who were saying that they needed sleep for gathering their magical energies...

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GM Rolls:

Bluff: 1d20 + 13 ⇒ (12) + 13 = 25

There's a moment of audible surprise, followed by the sound of an oar against the water. As the old woman comes closer and clearer through the fog, you can see just how emaciated she is. Her wrinkled skin shows signs of damage from exposure, and her clothing is tattered and sun-bleached.

In a wavering polyglot, slow and careful as she apparently translates the Taldane in her head, she replies. "Aela... Grund. Wrecked... so thirsty, please." The tiny boat--a standard rowboat, far too small for a ship's launch or a captain's gig--drifts closer, the old woman outstretching her hands pleading for mercy.

Ol' Salty:

Something about the woman doesn't sit right with you. You can't quite put your finger on what, but there's definitely something wrong with the situation--how did she get all the way out here, now, in that condition, unnoticed?


Male Human Shaman 5 | HP 28/39 | AC 10 T 10 FF 10 | Ft +3 Rf +1 Wi +8 | Init +0 | Perc +6 l CMD 13

Quietly, Ol' Salty whispers to Lil Fisher "Mind if ya bring me that there rope, Son?" to which the little otter scampers away to get it. In the meantime, Ol' Salty speaks in Aquan "Magic" which allows him to cast Detect Magic.

"Don't ye fret ma'am, water is on the way. Where do ye hail from?" Asked Ol' Salty, attempting to stall for time.


F Exotic Elf TBA

*Skipen', skipen', skip*

(^_^)

*Poky, pokey, poke*

(^_^)

*"Whisper, whisper, whisper...*


Female Human Arcanist/1 ; HP 7/7 ; Reservoir 6/7 ; AC 11, touch 11, flat 10 (Dex +1); Init +1; Fort +1, Ref +1, Will +2 ; Perception +3

Nhati wakes up when Suny rouses her. She comes to the top deck to see what's going on.

Seeing the old woman, she speaks to her in Polyglot, saying, "What happened? Where were you wrecked? How long have you been in this row boat?"

To Tai, she says, "Get one of the sailors, and see if they can bring some water!"

Nhati stays on guard, though, in case this is a trap.

Sense Motive: 1d20 + 2 ⇒ (15) + 2 = 17


Salty Sea Reavin' n' Slayin' Chap 2 -- HP: 22/22 | AC: 16 | T: 12 | FF: 14 | CMD: 17 | Fort: +6 | Ref: +4 | Will: -1 | Init: +2 | Perc: +5 | Rage: 6/6

With a half-frown, Reijo takes a hint. He fills a bottle of fresh water to be lowered with Lil' Fisher's rope.

He remains very wary, however. With a lit lamp in his other hand, he eventually walks over to his mates. Leaning over the edge of the deck, he aims the light at the emaciated woman, giving her a careful once over with a furrowed, severe gaze. As she speaks, he carefully observes her mannerisms, her tone, and other signs that something is up beyond the apparent.

Search the emaciated woman from the deck:
Perception: 1d20 + 8 ⇒ (5) + 8 = 13

Sense any ulterior motives:
Sense Motive: 1d20 ⇒ 20


F Exotic Elf TBA

With most of the crew roused and the 'senior' folks gathering at the railings above the skiff which bumps against the hull Suny wanders over to the opposite railing and looks out over the sea... and down into the waves below,

Perception:1d20 + 6 ⇒ (16) + 6 = 22

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The rowboat drifts closer, now nearly touching the Magpie Princess at the waterline. The woman stares up, her ancient eyes glaring through Ol' Salty. Suny returns to the bulwark with the others in tow. Their eyes still glazed over with interrupted sleep, neither Nhati nor Reijo see anything of real interest down below. In his bones, though... Reijo feels something wrong. His paranoia hadn't led him wrong. Yet.

The woman speaks again, slow and raspy. "The mainland. Traveling. To find..." The woman stops, abruptly, twisting her head to look at the others along the rail. A twisted smile crosses her aged visage. "A meal."

At once, the woman's appearance melts away into something far older. Wrinkles layer upon wrinkles as her skin decays into something like gnarled algae, thin and filthy seaweed-like hair draping down her shoulder. Cold laughter bellows with an unseen, unnatural strength...

Everyone on the deck needs to make a DC 16 Fortitude save! At least you're all awake...

GM Rolls:

Hag: 1d20 + 5 ⇒ (20) + 5 = 25
Mooks: 1d20 + 3 ⇒ (9) + 3 = 12

Suny: 1d20 + 3 ⇒ (15) + 3 = 18
Reijo: 1d20 + 3 ⇒ (6) + 3 = 9
Nhati: 1d20 + 1 ⇒ (15) + 1 = 16
Salty: 1d20 ⇒ 4
Vik: 1d20 + 5 ⇒ (10) + 5 = 15
Bellamy: 1d20 + 2 ⇒ (7) + 2 = 9
Ini Order: Her, Suny, Nhati, Viktorra, [HithertoUnknownOpponents :)], Reijo and Bellamy, Ol' Salty

Round 1:

GM Info:

Grund 46/46 [Fly 1/10]
Azu1 11/11
Azu2 11/11
Azu3 11/11
Azu4 11/11

With her laugh breaking into more a raving cackle, the ancient woman begins to drift skyward... flying straight up from her rowboat, hair dancing around her head like living sea snakes. As she drifts up past eye-level, you get a good glimpse at the creature--who cannot now be mistaken for any mere woman of any age. Claw-like nails protrude from twisted and warty hands. Stopping nearly 20 feet above your heads, she points down at Ol' Salty as her eyes stare through him with unnerving force!

Ol' Salty needs to make a DC 16 Will save or become staggered!


F Exotic Elf TBA

Suny was on the other side of tha' boat when Gran when an' did her... thing... I were lookin!

Fort Save:1d20 + 4 ⇒ (9) + 4 = 13 (Plus any bonuses for starting the encounter something like 15' to 20' away)

Suny shudders as the woman's voice echoes up from below though, as the apparition which comes to float above the railing, Suny sags against the far railing and groans,

"Shoudn't eated tha' fish fer dinner..." Before shaking her blond mop and thence turning to scamper up the rat lines,

Climb Check:1d20 + 5 ⇒ (20) + 5 = 25 (Not counting anything nasty Gran be doin' ta' peoples)

Much like a scared rat up a drain pipe.

Suny's plan outlined for DM:
Basically.. get to a stay maybe one 'level' above Gran.. something like the 'top-sail sheets'. Make a Knowledge Sailor check to begin taking the sheet off the yard at the mast... maybe a bit closer to Gran, thence move 'far'(Away from Gran) away to the other, outer end of the yard-arm. Thence make an acrobatics check to swing wide and hence wrap her up in the top-sail sheet. (^_^)

As she climbs, Suny giggles, "This is gon'a be sooo much fun!" (^_^)

EDIT: O'course, if'n I seed somat over t'other railin'.. I be more'n climbin'. I be yellin' me blond head off t'boot!


Male Human Shaman 5 | HP 28/39 | AC 10 T 10 FF 10 | Ft +3 Rf +1 Wi +8 | Init +0 | Perc +6 l CMD 13

I'll wait to post when it's closer to my turn
Fort Save: 1d20 + 3 ⇒ (12) + 3 = 15 Darn, so close
Will Save: 1d20 + 8 ⇒ (19) + 8 = 27


Male Sea Otter Familiar HD 5 l HP 19/19 | AC 19 T 16 FF 15 | Ft +3 Rf +5* Wi +8 | CMD 10*

Fort Save: 1d20 + 3 ⇒ (13) + 3 = 16There we go!


Salty Sea Reavin' n' Slayin' Chap 2 -- HP: 22/22 | AC: 16 | T: 12 | FF: 14 | CMD: 17 | Fort: +6 | Ref: +4 | Will: -1 | Init: +2 | Perc: +5 | Rage: 6/6

Reijo saw it coming. Well, certainly not the grotesque creature flying above them, judging by his grumpy, astonished expression... indeed, his mouth is involuntarily rendered ajar, his pipe almost dropping into the dark waters below. But certainly, he knew something was up.

"An' that's what ye gets fer trustin' an ol' crone in tha mid'le ovthe night," he chastises his companions for showing kindness rather than suspicion. His free hand reaches for his cutlass...

Per GM request:
Fort save vs DC 16: 1d20 + 7 ⇒ (17) + 7 = 24


Male Human Oracle (Heavens) L1/Bard (Seasinger) L1 - | AC16 (T12FF14) | HP 17/17 | Saves: F2R6W4 | Init: +2 | Perc: +4 (Dark 30ft) | Status: Normal

Fort Save DC16: 1d20 + 2 ⇒ (9) + 2 = 11


Female Human Arcanist/1 ; HP 7/7 ; Reservoir 6/7 ; AC 11, touch 11, flat 10 (Dex +1); Init +1; Fort +1, Ref +1, Will +2 ; Perception +3

Fort Save: 1d20 + 2 ⇒ (3) + 2 = 5

What does failing the save mean? Also, with the sleep Nhati's had, has she recovered any spell slots or arcane reservoir, or is she still running with what was left over from yesterday?

Nhati gapes at the creature, trying to figure out what it is.

Knowledge (Local): 1d20 + 8 ⇒ (15) + 8 = 23
Add +2 for arcana, subtract -1 for geography, nature, history, or religion. Other knowledges aren't trained.

Assuming that she can still cast a spell despite failing the fortitude save:

Nhati speaks some arcane words and holds out her hands. A searing ray of heat shoots out in the direction of the hag, or whatever it is.

Scorching Ray

Ranged touch attack: 1d20 + 3 ⇒ (16) + 3 = 19
Damage if hits: 4d6 ⇒ (3, 1, 1, 1) = 6

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@Nhati - A failed Fort save here is only a bit of Strength damage, nothing that would stop you from doing what you're doing :) Also, I totally forgot about your arcane pool. In addition to getting one spell slot back (whichever one you want), regain 1/4 of your reservoir as well. Anyone else with expendable resources I've forgotten, 1/4 of that stuff too.

Waiting a bit on the others, then resolving actions/posting the rest of the bad guys' actions.


Male Human Shaman 5 | HP 28/39 | AC 10 T 10 FF 10 | Ft +3 Rf +1 Wi +8 | Init +0 | Perc +6 l CMD 13

Oh, I was waiting for the hithertounknownopponents

With powerful words beseeching the terrible might of Gozreh, Ol' Salty transfers a blessing to all allies around him.

Ol' Salty casts BLESS!

+1 on attack rolls, and +1 on saves vs. Fear


Male Human Oracle (Heavens) L1/Bard (Seasinger) L1 - | AC16 (T12FF14) | HP 17/17 | Saves: F2R6W4 | Init: +2 | Perc: +4 (Dark 30ft) | Status: Normal

"Fool woman! Ye woke me outta me beauty sleep!" Shouted No-Eyes waiving his fist.
He launched into a rude and insulting shanty pillorying women in general (and motivating all women in hearing range to slap him), while simultaneously crooning the spell Animate Rope under his breath.
Bluff: 1d20 + 8 ⇒ (6) + 8 = 14
A rope hanging from a yardarm whos end was coiled down on deck uncoiled and snaked through the air to wrap up the woman.
Bellamys CMB vs the womans CMD: 1d20 + 3 ⇒ (5) + 3 = 8 Success means she gains the Grappled condition.


Male Sea Otter Familiar HD 5 l HP 19/19 | AC 19 T 16 FF 15 | Ft +3 Rf +5* Wi +8 | CMD 10*

Poor Bellamy...


Salty Sea Reavin' n' Slayin' Chap 2 -- HP: 22/22 | AC: 16 | T: 12 | FF: 14 | CMD: 17 | Fort: +6 | Ref: +4 | Will: -1 | Init: +2 | Perc: +5 | Rage: 6/6

Reijo can't help but laugh a few grunts agreeably with some of Bellamy's woman pillorying...

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Viktorra wastes no time with words, drawing her pistol and leveling it at the foul woman.

Pistol: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23
Dmg: 1d6 ⇒ 2

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GM Info:

Grund 46/46 [Fly 1/10]
Azu1 11/11
Azu2 11/11
Azu3 11/11
Azu4 11/11

As the sound of Viktorra's gun rings through the air, something splashes in the water below the ship. Out of the dark sea, four fish launch themselves full-speed towards the bulwark, gliding on their fins like wings. Despite their small size, their gnashing maws are full of plenty of needle-sharp teeth.

Rushing over the rail, they surge past those nearest in a frenzy of gnashing teeth. Two of them find purchase, clamping onto Ol' Salty and Reijo like oversized leeches. The other two glide past, sailing over the other side of the ship...

Ol' Salty takes 5 damage and Reijo takes 3 damage... and there's a piranha-like fish attached to you!

GM Rolls:

Atk: 1d20 + 3 ⇒ (15) + 3 = 18
Atk: 1d20 + 3 ⇒ (2) + 3 = 5
Atk: 1d20 + 3 ⇒ (4) + 3 = 7
Atk: 1d20 + 3 ⇒ (18) + 3 = 21
Dmg: 1d4 + 1 ⇒ (4) + 1 = 5
Dmg: 1d4 + 1 ⇒ (4) + 1 = 5
Dmg: 1d4 + 1 ⇒ (3) + 1 = 4
Dmg: 1d4 + 1 ⇒ (2) + 1 = 3

Ini Order: Her, Suny, Nhati, Viktorra, Fishies, Reijo and Bellamy, Ol' Salty


Salty Sea Reavin' n' Slayin' Chap 2 -- HP: 22/22 | AC: 16 | T: 12 | FF: 14 | CMD: 17 | Fort: +6 | Ref: +4 | Will: -1 | Init: +2 | Perc: +5 | Rage: 6/6

Round 1

...and a sharp-toothed fish gnashes into his lantern-bearing forearm before he can draw his blade! "Bloody'ells!" Reijo exclaims as he grabs the little devil by its gnashing jowl. Pressing on either side with sufficient strength, he forces its mouth open before pulling it from his forearm's tender flesh. Looking at it vengefully, he begins to squeeze even tighter, "Oi Blindey! Methinks we founds somethin' fer ye ta fry up fer supp'r t'night!"

Grapple fish [std] to remove it from being attached to him (intent on crushing its head [std] next turn):
CMB (Grapple) vs fish's CMD: 1d20 + 5 ⇒ (20) + 5 = 25


F Exotic Elf TBA

Suny continues to scamper up into the rigging...


Male Human Shaman 5 | HP 28/39 | AC 10 T 10 FF 10 | Ft +3 Rf +1 Wi +8 | Init +0 | Perc +6 l CMD 13

Modified Round 1
Break Grapple: 1d20 + 3 ⇒ (18) + 3 = 21
Ol' Salty may not be the strongest anymore, but the old man has enough experience to break out of the fish creature's grasp. He then takes a 5ft. step away from the creature, so that he'll be able to cast spells safely.

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GM Rolls:

Vik Fort: 1d20 + 6 ⇒ (18) + 6 = 24
StrDmgSalty: 1d6 ⇒ 4
StrDmgBelamy: 1d6 ⇒ 5
StrDmgNhati: 1d6 ⇒ 1
NhatiSR: 1d20 + 4 ⇒ (8) + 4 = 12

GM Info:

Grund 44/46 [Fly 2/10] [EE 1/3 Left]
Azu1 11/11 [WaterFarSide]
Azu2 11/11 [OnDeck]
Azu3 11/11 [OnDeck]
Azu4 11/11 [WaterFarSide]

Round 1 Wrap-up

The unnerving glare of the floating sea-witch cuts through the crew like an unseen knife. Although you stay on your feet and steel yourselves against the woman, the creeping chill digs deep into your flesh and weakens your resolve.
Salty takes 4 Str damage, Bellamy takes 5 Str damage, and Nhati takes only 1 Str damage.

Seeing nothing over the opposite bulwark, Suny takes to the rigging like a monkey. Scrambling upward, she makes incredible time and is practically level with the flying woman in seconds.
@Suny - Sounds good :) Since you weren't really looking, I'll spare you the save for now... but you'll need to make one once you set your sights on her!

Fortunately--sort of--the strange chill immediately jogs Nhati's memory. Countless stories had been told of these creatures, though they were the bane of any sailor. The woman before you was one in only the most generous of terms: she was none other than an elder sea hag. With her ghastly appearance and raking disease ridden claws, she was a force of the sea truly to be reckoned with.

Seeing the recognition in Nhati's eyes, the hag raises a single finger against the blast of fiery magic. It strikes her finger and fizzles with a cacophony of exaggerated laughter and crackling cinders. The report of Viktorra's gun silences her as the bullet cracks against the hag's chest.

As Ol' Salty grabs the fish off his arm and throws the flopping thing to the ground, the old hag cackles once more. Reijo's fish follows in a flash, the grumpy sailor scowling down at the fish with no illusions to his intent. Bellamy's rope stretches high in an attempt to ensnare the witch, but to no avail.

Round 2
Ini Order: Her, Suny, Nhati, Viktorra, Fishies, Reijo and Bellamy, Ol' Salty

With a peal of unearthly laughter and a comment about Bellamy's drooping line, the hag drifts closer--a mere 10 feet above your heads--and directs a pointed claw at Viktorra. The hag's thick Mwangi is even more exaggerated without her disguise. "Strike me, she dares? The first to die, she'll be!"

Viktorra must make a DC 16 Will save or become staggered!
VikWill: 1d20 + 6 ⇒ (6) + 6 = 12


Male Human Oracle (Heavens) L1/Bard (Seasinger) L1 - | AC16 (T12FF14) | HP 17/17 | Saves: F2R6W4 | Init: +2 | Perc: +4 (Dark 30ft) | Status: Normal

No-Eyes sagged under the weakening influence of the Hag.
Biting off a curse, lifted his right eyepatch and cast Color Spray at her. Will save DC14 or bad stuff.


F Exotic Elf TBA

Acrobatics:1d20 + 7 ⇒ (16) + 7 = 23

Climb:1d20 + 5 ⇒ (12) + 5 = 17

Suny almost dances across the main-mast yard (Horizontal pole sails hang from) when she notes Granny floating level with herself.

Will Save:1d20 + 2 ⇒ (16) + 2 = 18(+2 vs. fear; +1 vs. exhausted, fatigued, staggered, or temporary penalties to ability scores)

Seeing this she scampers higher, aiming for the top-sail yard. (Horizontal pole the sails above the main-sails hang from)

Climb:1d20 + 5 ⇒ (19) + 5 = 24

Acrobatics:1d20 + 7 ⇒ (13) + 7 = 20

Suny's free nature, spirit and dress sense not inhibiting her motions at all as she scoots higher in the rigging. Suny's bright laughter and giggles a happy counter point to Gran's cacophony. (^_^)


Female Human Arcanist/1 ; HP 7/7 ; Reservoir 6/7 ; AC 11, touch 11, flat 10 (Dex +1); Init +1; Fort +1, Ref +1, Will +2 ; Perception +3

Nhati feels herself weaken a bit, but her mind is still strong, which is what she relies on. However, she's a bit nonplussed when the hag counterspells her scorching ray; that's not something she has experienced much, and it gives her pause.

She sees Old Bellamy fire a color spray at the witch. She watches carefully to see how the witch reacts; if it looks like she's uneffected, the Nhati will attempt a second scorching ray at the witch. If the witch is stunned, even if only for one round, from the color spray, then shey will instead look to the flying fish creatures that have come in, and will fire magic missiles at them. She hopes that the hag doesn't have an unending ability to counterspell....

If Scorching Ray at the witch:
Ranged Touch Attack: 1d20 + 3 ⇒ (13) + 3 = 16
Fire damage if hits: 4d6 ⇒ (6, 1, 3, 4) = 14

If Magic Missile, focus both on one fish:
Two missile damage: 2d4 + 2 ⇒ (1, 3) + 2 = 6


Female Human HP- 48/48 AC- 19 FF- 15 T- 14 F- +8 R- +5 W- +6 CMD- 20 CMB- +6 Init- +8 Perc- +7 Rage- 5/6 Blessings 5/5 Fervor 1/4 Sacred Weapon 4/4

Sensing that this is not a fight to be spare on her goddesses' blessings, Vik calls upon Besmara's aid with a quick prayer.

"Forgiv' me, Pirate Queen, but this here sea monster attacked us first. We can' be blamed for this one!

Using my standard action to cast Shield of Faith, and my swift to Fervor-Cast Divine Favor. +2 deflection AC, and +2 attack/damage. Hopefully that will be enough.

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