GM Mazra |
Day Eighteen
You can pick different skill check(s) on this day.
Cooking: You can assist the boat’s cook, Gashnakh, in preparing meals and cleaning, stocking, and maintaining the galley (area A4). A successful DC 10 Profession (cook) check or Intelligence check is enough to cook a palatable meal. If a PC is skilled in cuisine, the crew is happy to let you take over cooking duties. A PC who fails this check by 5 or more is banned from the galley.
Fishing: You can help haul in the day’s catch to feed the crew. A successful DC 10 Profession (fisherman) check, DC18 Survival check, or a successful DC 10 Strength check is required to haul in the boat’s fishing nets. Four nets are cast into the river each day, and up to two individuals can haul in each net (one attempts the check, while the other can use aid another) every morning. At least one success indicates there is enough food to feed everyone on board for 1 day.
Lookout:You can watch for hazards from the crow’s nest atop the mast. Three successful DC 10 Climb checks are required to get to the crow’s nest. Any PC stationed in the crow’s nest gains a +2 circumstance bonus on Perception checks to notice approaching threats.
Rowing:You can spend 5 hours rowing the keelboat in the rowing banks (area A11). This requires a successful DC 5 Profession (sailor) or DC 10 Strength check. You must also succeed at a DC 10 Constitution check or be fatigued at the end of the shift.
Sounding: Helping the keelboat’s pilot avoid the shallows along the riverbeds requires a successful DC 10 Profession (sailor) check or DC 15 Perception check from the forecastle (area A3). If you fails this check by 5 or more, the ship runs aground and must be towed free by the horses, adding 1 day of travel to the journey.
Stable Mucking: Maintaining the horses and stable (area A2) requires a successful DC 10 Handle Animal check, DC 10 Profession (stable master) check, or DC 15 Ride check. If you fail this check by 5 or more on 2 consecutive days, one of the horses becomes sick and is not available for towing. This adds 1 day of travel to the journey, unless the animal is cured, requiring either a successful DC 15 Heal check or magic such as remove sickness.
Guarding Melira: (Self Explanatory.
Go ahead and pick your activities for Day Eighteen. I will need to know your location before the next event. Thanks.
Haskyll Stonereaver |
Before we go to the next day, I think anyone that can heal, should heal what we can.
But I have none left for the day
Fishing.
Str: 1d20 + 2 ⇒ (6) + 2 = 8
Only to have to set himself better.
Str: 1d20 + 2 ⇒ (3) + 2 = 5
Slipping, and trying again
Str: 1d20 + 2 ⇒ (8) + 2 = 10
Ragnir Brightaxe |
Ragnir has a cure moderate, and two cure lights available, plus 3 channels of 1d6 left. Should I roll those or is that enough to consider us healed. Looking at profiles, it looks like everyone's pretty close to hale and healthy. I think Ulfgard missed the cure moderate Ragnir already used on him.
Haskyll Stonereaver |
Ragnir, Kaos was about 19/41 hp, Ulfgard was at 41/54 hp at the end of the fight.
I recommend the CMW and a CLW on Kaos, and a CLW on Ulfgard. the rest a nights healing should deal with.
Ragnir Brightaxe |
Ragnir goes back to help with the fishing detail again.
str check: 1d20 + 3 ⇒ (18) + 3 = 21
Before sleep, Ragnir will use a CMW and CLW on Kaos, a CLW on Haskyll, and then channel for everyone
CMW: 2d8 + 4 ⇒ (5, 4) + 4 = 13
CLW: 1d8 + 4 ⇒ (4) + 4 = 8
clw: 1d8 + 4 ⇒ (6) + 4 = 10
channel: 1d6 ⇒ 6
channel: 1d6 ⇒ 2
GM Mazra |
It is nearly noon on a clear day. Everybody is busy with their task. Then coming from almost straight above and out of the sun three River Drakes descend on the Keelboat.
Surprise Round
Stealth Alpha Drake: 1d20 + 7 ⇒ (10) + 7 = 17
Stealth Beta Drake 1: 1d20 + 10 ⇒ (20) + 10 = 30
Stealth Beta Drake 2: 1d20 + 7 ⇒ (1) + 7 = 8
Mordea’s Initiative: 1d20 + 7 ⇒ (15) + 7 = 22
Kaos’ Initiative: 1d20 + 4 ⇒ (19) + 4 = 23
Anga’s Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Ulfgard’s Initiative: 1d20 + 1 ⇒ (1) + 1 = 2
Haskyll’s Initiative: 1d20 + 0 ⇒ (6) + 0 = 6
Ragnir’s Initiative: 1d20 + 0 ⇒ (20) + 0 = 20
Raag Bloodtusk and other Half-Orc’s Initiative: 1d20 + 0 ⇒ (7) + 0 = 7
River Drake’s Initiative Alpha: 1d20 + 6 ⇒ (6) + 6 = 12
River Drake’s Initiative Betas: 1d20 + 7 ⇒ (3) + 7 = 10
Mordea, Ulfgard, Haskyll, Ragnir and the Half-Orc crew can make perception checks. A roll of 8 or higher you can see and take an action on River Drake 3 in the Surprise Round. A roll of 17 or higher, you can see the Alpha, River Drake 1 too. You would need to roll 30 or higher to notice all three coming out of the sun. If you happen to notice them, they will be about 50 feet above the boat.
Kaos 23 (AC17 41/41)
Mordea 22 (AC18 40/40)
Ragnir 20 (AC22 33/33)
Drakes 10,12 (AC? ?,?,?/?,?)
Raag 7 (AC16 38/38)
Half-Orcs 7 (AC14 15,15/15)
Haskyll 6 (AC16 25/25)
Anga 3 (AC17 25/25)
Ulfgard 2 (AC18 54/54)
Round One
Bloodtusk Keelboat map above is used for this encounter.
Haskyll Stonereaver |
perception: 1d20 + 7 ⇒ (18) + 7 = 25
Drakes incoming
As he quickly points in the direction of the incoming drakes while he heads to the centreline to grab his gear.
I would not have had most of my gear on at the edge, just common sense.
Edit, I also see 1 and 3
Mordea |
Mordea's Perception: 1d20 + 7 ⇒ (7) + 7 = 14
A shadow crosses over Mordea. "Something is flying down on us," Mordea calls out.
Surprise Round
Startled with crossbow in hand, Mordea does a fire, set, ready. The bolt goes sailing harmlessly toward the river bank.
Crossbow on Drake 3: 1d20 + 5 ⇒ (1) + 5 = 61d8 ⇒ 3
GM Mazra |
Ragnir's Perception: 1d20 + 4 ⇒ (12) + 4 = 16
GMPC Ragnir (It is a Holiday weekend in the States. We may not hear from Ragnir until Monday, so I will run his character to move game play forward a bit.)
Surprise Round
Seeing one of the Drakes descend on the keelboat, Ragnir asks for a bit of help, "Torag's beard, thar be fly'n beasties a com'n. Could use a wee bit o' shielding" Ragnir cast Shield of Faith .
Today's Villain |
Surprise Round
The First Drake spits a ball of caustic acid at Mordea in the crowsnest.
Drake 1 Acid Spittle: 2d8 ⇒ (5, 3) = 8
The Second one spits at the humans on the deck with a great splatter, effecting Haskyll and Ragnir.
Drake 2 Acid Spittle: 2d8 ⇒ (8, 5) = 13
Haskyll, Ragnir and Mordea will take the damage indicated above and received the Entangled condition, unless you make a DC 14 Reflex save. If saved, you take half damage (4 and 6 respectively) and you are not Entangled.
Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.
The third Drake is bigger than the others. It flies down toward the horse.
GM Mazra |
Surprise Round recap
A shadow crosses over Mordea. The rogue calls out a warning. Startled, Mordea totally misfires her crossbow.
Ragnir notices beasties too. He cast Shield of Faith.
The first and second Drakes spit at the party. They are about 50 feet above tge party. The third swoops down toward the horses.
Raag rings the bell, warning the crew of the danger.
The Half-Orc fisherman hears the bell, "Not again!
Haskyll moves to grab his gear.
Ulfgard recognizes that there are at least two Drakes.
@Ulfgard - Go ahead with your one Surprise Round actions and Round One actions.
Round One
Kaos heads up the stairs.
Anga has also taken Round One actions already. Everyone else up.
Mordea |
Mordea's Reflex Save: 1d20 + 8 ⇒ (10) + 8 = 18
Mordea sees the wad of spittle heading her way, she jumps out of the crowsnest and onto the rope ladder. Her crossbow is attached at the stock with rope and slings loose beside the rogue. Mordea is still hit by some of the caustic spit.
Mordea climbs down to the top deck.
HP 29/33
Today's Villain |
Round One
The First Drake stays on target. It flies down and lands on the deck. Using its long snout, the Drake barely manages to sink it's teeth into the Human Rouge.
Drake 1 bite: 1d20 + 7 ⇒ (11) + 7 = 182d4 + 3 ⇒ (1, 3) + 3 = 7
The Second Drake goes after the Half-Orc who was still on the edge of the keelboat. The Drake does not land but flaps its massive wings staying even with the movement of the keelboat. It bites hard into the Half-Orc. The fisherman screems out in pain.
Drake 2 bite: 1d20 + 7 ⇒ (12) + 7 = 192d4 + 3 ⇒ (1, 2) + 3 = 6
Clearly seen now, the third Drake is much larger than the other two. It flies down and bites into one of the horses. The big Drake struggles to hold onto the large horse and fly off . But the powerful winged creature manages to do so.
Drake 3 flyby bite: 1d20 + 12 ⇒ (10) + 12 = 222d6 + 7 ⇒ (6, 3) + 7 = 16
Grapple: 1d20 + 19 ⇒ (2) + 19 = 21
Kaos 23 (AC17 41/41)
Mordea 22 (AC18 22/40)
Ragnir 20 (AC22 20/33)
Drakes 10,12 (AC? ?,?,?/?,?)
Raag 7 (AC16 38/38)
Half-Orcs 7 (AC14 9,15/15)
Haskyll 6 (AC16 25/25)
Anga 3 (AC17 25/25)
Ulfgard 2 (AC18 54/54)
half-orc GORVI |
Captain Bloodtusk grunts as he sees one of his horses being carried off, "We need that horse. Coxswain, full on with the oars". Raag yells out. The big Drake flies off on the port side of the vessel toward a hilly cave along the shore. Raag Bloodtusk steers the starboard rudder sending the keelboat in the direction of the big Drake.
The fisherman makes a full retreat away from the side of the boat toward his Captain.
The Half-Orcs on the oars and the Coxswain stays on task. The Half-Orc cook peeks out of the kitchen.
Haskyll Stonereaver |
Round 1, I guess my warning that there were multiples coming didn't help. :(
reflex: 1d20 + 2 ⇒ (15) + 2 = 17
Seeing the ball of spit headed his way, he dives under the lifeboat, and then rolls back out from under it, with spear in hand.
Torag, give us the strength to win this fight.
Bless active 40/40 rouunds, HP 19/25
Ragnir Brightaxe |
"Bloody damned lizard! Looks like we'll be havin' drake steaks tonight!"
Ragnir moves to attack the drake to the south.
attack drake 1: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d10 + 3 ⇒ (5) + 3 = 8
GM Mazra |
Round One Recap
Kaos is moving toward the sound of battle.
Some of the River Drakes's spittle hits the Rogue. Mordea climbs down to the deck.
Shifting Ragnir's initiative.
Here is an image for flavour: River Drake Attack.
The first River Drake swoops down and bites Mordea. The second one hovers off the port side of the deck biting the Half-Orc fisherman. The larger third one makes a flyby attack on the horses. It barely manages to fly off with one of the big equines.
Ragnir, now with axe in hand, takes a step and cuts into the first River Drake.
Raag steers the keelboat in the direction of the horse stealing Drake. The fisherman Half-Orc attempts to flee its attacker.
Haskyll dives under the skiff to avoid the brunt of the spittle though some of the caustic substance hit the Dwarf Cleric. Haskyll then cast Bless over the party.
Anga runs toward the commotion, bringing up Mage Armour as she goes.
Ulfgard arms himself with shield and hammer.
Kaos 23 (AC17 41/41)
Mordea 22 (AC18 22/40)
Drakes 10,12 (AC? -8,?,?/?,?)
Ragnir 20 (AC22 20/33) Shifted
Raag 7 (AC16 38/38)
Half-Orcs 7 (AC14 9,15/15)
Haskyll 6 (AC16 19/25)
Anga 3 (AC17 25/25)
Ulfgard 2 (AC18 54/54)
Round Two
Kaos continues to move toward the sound of battle. He brings up a Shield spell.
Everyone please go ahead and take actions.
Mordea |
Mordea's Shortsword: 1d20 + 6 ⇒ (14) + 6 = 201d6 + 2 ⇒ (4) + 2 = 6
Mordea barefoot and angry, bleeding and in pain from the acidic spittle and bite, grits her teeth. She then draws her shortsword and slashes into the first River Drake.
Today's Villain |
The singularly minded River Drakes stay on target.
Drake 1 bite: 1d20 + 7 ⇒ (12) + 7 = 192d4 + 3 ⇒ (3, 4) + 3 = 10
The first River Drakes takes another chunk out of Mordea.
Mordea takes 10 points of damage.
Drake 2 bite: 1d20 + 7 ⇒ (13) + 7 = 202d4 + 3 ⇒ (1, 4) + 3 = 8
The second one likes the taste of Half-Orc blood. It goes for the kill, following the fleeing fisherman. The River Drakes bites hard again into Half-Orc flesh. The fisherman barely hangs on to consciousness.
Kaos 23 (AC17 41/41)
Mordea 22 (AC18 12/40)
Drakes 10,12 (AC? -14,?,?/?,?)
Ragnir 20 (AC22 20/33) Shifted
Raag 7 (AC16 38/38)
Half-Orcs 7 (AC14 1,15/15)
Haskyll 6 (AC16 19/25)
Anga 3 (AC17 25/25)
Ulfgard 2 (AC18 54/54)
half-orc GORVI |
Raag continues to steer the boat. He yells out at the Half-Orc fisherman, "Fight that thing or die!"
Half-Orc Handaxe: 1d20 + 4 ⇒ (4) + 4 = 81d6 + 3 ⇒ (4) + 3 = 7
Fearing his Captain even more than the River Drake, the Half-Orc fisherman finds the courage to pull out his handaxe and attack the River Drake. But the pain of his wounds proved too much to make an effective strike.
Anga Runedaughter |
Anga darts out onto the deck, and sees a river drake.
She casts a magic missile at it
magic missiles: 2d4 + 4 ⇒ (2, 4) + 4 = 10
Ragnir Brightaxe |
attack drake 2: 1d20 + 3 ⇒ (14) + 3 = 17
damage: 1d10 + 3 ⇒ (1) + 3 = 4
"Stop bitin' th' lass, ye overgrown excuse fer a gecko! Ragnir brings his axe down on the Drake again.
Haskyll Stonereaver |
Round 2
Running out onto the deck following the drake that spit at him, and seeing the other one already tied up.
Bloody miserable thing spit at me will you
attack: 1d20 + 3 + 3 + 2 + 1 ⇒ (20) + 3 + 3 + 2 + 1 = 29
BAB,STR,Flank,Bless
damage: 1d8 + 4 ⇒ (3) + 4 = 7
confirm: 1d20 + 3 + 3 + 2 + 1 ⇒ (5) + 3 + 3 + 2 + 1 = 14
BAB,STR,Flank,Bless
damage: 2d8 + 8 ⇒ (1, 7) + 8 = 16
GM Mazra |
Round Two recap
Again, Kaos is working his way to the top deck.
Mordea slices into the first River Drake.
The first River Drake takes another bite out of Mordea.
The second Drake nearly kills the Half-Orc fisherman.
The third Drake continues to fly off with its equine catch.
Ragnir brings his axe down again on the first River Drake.
Raag steers the keelboat into the direction of the larger third Drake.
The Half-Orc fails to strike the second Drake.
Haskyll spears the second Drake nearly hitting a critical artery.
Anga moves around the stables and sees the first Dragon-like creature. She immediately sends a pair ofMagic Missiles at the sleek winged beast.
Ulfgard double times it towards the action.
Kaos 23 (AC17/21 41/41)
Mordea 22 (AC18 22/40)
Drakes 10,12 (AC16 -28,-7/?; AC? ?/?)
Ragnir 20 (AC22/24 20/33) Shifted
Raag 7 (AC16 38/38)
Half-Orcs 7 (AC14 1,15/15)
Haskyll 6 (AC16 19/25)
Anga 3 (AC17 25/25)
Ulfgard 2 (AC18 54/54)
Round Three
Haskyll Stonereaver |
Round 3
I could use some help here!! He yells as he attempts to skewer the drake again.
attack: 1d20 + 3 + 3 + 2 + 1 ⇒ (1) + 3 + 3 + 2 + 1 = 10
BAB,STR,Flank,Bless
damage: 1d8 + 4 ⇒ (7) + 4 = 11
Only to have the tail deflect the spear head into the deck.
Bless active 38/40 rounds. HP 19/25
Ragnir Brightaxe |
Ragnir runs towards the second drake, standing beside Haskyll, using his shield to offer some protection. saving shield on Haskyll
"All right, lizard, yer friend left, an' I be havin' a taste fer drake steak this evenin'.
attack drake 2: 1d20 + 3 ⇒ (16) + 3 = 19
damage: 1d10 + 3 ⇒ (6) + 3 = 9
Anga Runedaughter |
round three
Anga moves forward, and casts a scorching ray at drake 1
scorching ray: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10 touch attack
damage: 4d6 + 2 ⇒ (6, 2, 3, 4) + 2 = 17
GM Mazra |
Round Three recap
Kaos hussles it up to the stairs leading to the main deck.
Fighting through pain, Mordea makes a feeble missed attack against the first Drake.
Injured, the first Drake flies away from Ragnir and Mordea.
The second Drake, startled by the attack from behind, misses his bite against the Half-Orc.
Ragnir moves up next to Haskyll giving the Cleric a little extra protection. The Dwarf Warpriest then slashes into the Drake with his axe.
Raag continues to steer the keelboat towards the third Drake.
The Half-Orc fisherman slices with his hand axe into the sleek bluish Drake.
Haskyll attempts to skewer the second Drake, but the big flying beast's tail slammed the spear into the deck.
Anga attempts to finish off the first Drake with a ray of scorching fire, but the lunge of the ship as it increased speed caused her ray to miss the flying creature. (Touch AC 13)
Ulfgard continues to double-time it towards the action.
Kaos 23 (AC17/21 41/41)
Mordea 22 (AC18 22/40)
Drakes 10,12 (AC16 -28,-20/?; AC? ?/?)
Ragnir 20 (AC22/24 20/33) Shifted
Raag 7 (AC16 38/38)
Half-Orcs 7 (AC14 1,15/15)
Haskyll 6 (AC16/18 19/25)
Anga 3 (AC17 25/25)
Ulfgard 2 (AC18 54/54)
Round Four
Haskyll Stonereaver |
Round 4. Someone had moved me into contact with the drake, which doesn't work for me. :)
Recovering quickly from his miss.
Aye, steaks sounds good
attack: 1d20 + 3 + 3 + 2 + 1 + 1 ⇒ (4) + 3 + 3 + 2 + 1 + 1 = 14
BAB,STR,Flank,Bless,Magic
damage: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7
2H STR,Magic
Boy do I feel silly, I forgot this spear was magic. Bless active 36/40 rounds, HP 19/25
Kaos Axe Hands |
Kaos will move up the steps while pulling out a throwing axe. When he is within ten feet he will let it fly.
The throw: 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 111d6 + 3 ⇒ (1) + 3 = 4
Get out of the way. Kaos will yell up to the Half Orc in front of him.
Mordea |
Mordea will move in front of Haskyll, flanking the second Drake with the Half-Orc fisherman. She thrusts her shortsword into the body of the sleek blue Dragon. There would have been no way her strike would have penetrated the scaly hide of a traditional Dragon, but this is a River Drake, its hide is smooth and thin. Mordea buried her shortsword to the hilt into the beast's body. The Drake lets out a cry, then slumps motionless on the deck of the keelboat. It will kind of taste like chicken.
Mordea's Shortsword w/ Flank: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 161d6 + 2 + 2d6 ⇒ (5) + 2 + (4, 5) = 16