Haskyll Stonereaver |
I cannot enlarge, but I am checking through my spell list to see what I can do.
After taking some time, Haskyll summons a small earth elemental to help in tearing the dam apart.
That will be the best that I can do for today.
Summon Monster 2, Duration 4 rounds, How hurt was everyone including the captain in the merrow fight ?
Haskyll Stonereaver |
bull Strength: 2d8 + 4 ⇒ (6, 3) + 4 = 13
Blessing of Life and Courage: 2d8 + 4 ⇒ (4, 3) + 4 = 11
CLW: 1d8 + 4 ⇒ (5) + 4 = 9
bless: 1d8 + 4 ⇒ (8) + 4 = 12
Magic Weapon: 1d8 + 4 ⇒ (2) + 4 = 6
Burning spells for cures, bless and magic weapon to Ulfgard, Bull strength and CLW to the captain, Blessing of Life and courage and bless to Mordea.
Captain - 22 hp back
Mordea - 23 hp back
Ulfgard - 18 back
Anga Runedaughter |
Anga will take the last watch, and probably prepare breakfast during it.
Haskyll Stonereaver |
Haskyll will take the last as well, as he needs to prepare spells in the morning afterwords.
Anga, if you got summon monster, I would suggest a couple of preparations of that spell for the game morning. :)
Anga Runedaughter |
I'm an evoker, not a conjuror
Dig, dig, dig!
my spells
spells
Lv 0 detect magic, prestidigitation, read magic, acid splash
Lv 1 Mage armour, shield, magic missile x3
lv 2 molten orb, scorching ray x2
Spellbook
As above plus
All 0 levels less necromancy and enchantment spells
Lv1 magic weapon, thunder stomp, Shield, identify
lv2 mirror image, invisibility
Haskyll Stonereaver |
Haskyll joins in the digging until nightfall
Kaos Axe Hands |
Kaos will start digging with his bear hands. But if someone watches him closely they may notice that his hands seem to have claws on them.
Haskyll Stonereaver |
In the morning after an excellent breakfast, Haskyll prepares several spells.
These should help us with the digging today, but be careful, I will not be able to really heal you if things go bad.
Preparing Soften earth and stone in domain slot, and 3 summon monster 2 for all my second level spells.
Ragnir Brightaxe |
Ragnir will fall in line beside Ulfgard and break up bigger rocks into littler ones, using a hammer.
GM Mazra |
The first day of full work on the dam produced successes in breaking up the structure as the Small Earth Elementals easily punched holes in the Softened earth.
By nightfall the dam was destroyed. The Captain surveys the situation. He is pleased with the progress, then says "We will move on at first light."
The night goes by quietly.
Day Twenty Two
You can again pick different skill check(s) on this day..
Cooking: You can assist Khorza now 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.)
Anga Runedaughter |
More cooking. Maybe oregano mixed with ginger?
cookin': 1d20 + 4 ⇒ (1) + 4 = 5
oops! Too much mint!
Ulfgard Strongfist |
Taking his old position and sounding Ulfgard rides to bow of the ship in wind and weather Perc: 1d20 + 9 ⇒ (3) + 9 = 12 The hard work has sapped Ulfgards concentration and he is not as observant as he uses to be.
Haskyll Stonereaver |
Haskyll will help with the fishing.
Str: 1d20 + 2 ⇒ (8) + 2 = 10
Ah such a wonderful day to be alive.
I would have used 4 CLW for any remaining injuries prior to going to bed for the night. As it is, I am back to my spells prepared as per on my profile.
GM Mazra |
A little past midday, everyone is at their task when Ulfgard spots a stone on the riverbank carved with a circle of thorns—the marker Silvermane described that will lead the party to the entrance to the Vault of Thorns.
Ulfgard calls back to the Captain, informing him of what was found. The Captain orders an all stop and weighs anchor.
Only, Haskyll, Ulfgard and Mordea are in a position to make a Perception roll. The captain and other crew members were too preoccupied with their task.
GM Mazra |
Round One
Mordea's Initiative: 1d20 + 7 ⇒ (14) + 7 = 21
Kaos' Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Anga's Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Ulfgard's Initiative: 1d20 + 1 ⇒ (6) + 1 = 7
Haskyll's Initiative: 1d20 + 0 ⇒ (20) + 0 = 20
Ragnir's Initiative: 1d20 + 0 ⇒ (4) + 0 = 4
Bloodtusk and Crew Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Orc's Initiative: 1d20 + 0 ⇒ (18) + 0 = 18
Orc Swimmer Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Mordea 21 (AC18 40/40)
Haskyll 20 (AC16/18 25/25)
Orcs 18 (AC)
Bloodtusk 11 (AC16 17/38)
Crew 11 (AC14 15/15)
Orc Swimmer 10 (AC)
Kaos 9 (AC17/21 41/41)
Anga 9 (AC17/21 25/25)
Ulfgard 7 (AC18 54/54)
Ragnir 4 (AC22/24 33/33)
Everyone is up.
Kaos Axe Hands |
Am I fatigue?
Of course. Kaos will say with a heavy sigh. Pulling himself together he will pull up his arcan shield and head for the top deck.
Spell fail for shield: 1d100 ⇒ 69
GM Mazra |
Kaos was at the oars long enough to be Fatigued: A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.
Haskyll Stonereaver |
perception: 1d20 + 7 ⇒ (13) + 7 = 20
To ARMS, Ambush
Haskyll grabs up his spear, and brings the might of Torag into the fray.
Casting bless, party affected for 40/40 rounds.
Mordea |
Mordea will take her Crossbow and fire down at the fifth Orc wading across the shallow waters to climb aboard the boat.
Mordea Crossbow vs Orc 5: 1d20 + 5 ⇒ (15) + 5 = 201d8 + 1 ⇒ (8) + 1 = 9
EDIT: The Orc becomes ferocious while climbing aboard the ship.
half-orc GORVI |
The Orcs board the ship.
The Captain pulls out his Scimitar and goes after the seventh Orc that had just climbed upon Bloodtusk's ship.
The eighth Orc, just now aboard the keelboat, takes an opportunity to swing its Falchion at the ship's Captain. He catches the Captain unaware cutting deep into Bloodtusk's back.
Orc 8 w/Falchion vs Captain: 1d20 + 5 ⇒ (20) + 5 = 252d4 + 4 ⇒ (4, 2) + 4 = 10
Orc 8 w/Falchion vs Captain Confirm Crit: 1d20 + 5 ⇒ (12) + 5 = 172d4 + 4 ⇒ (2, 4) + 4 = 10
Bloodtusk took 20 points of damage from that critical strike (18/38 hps)
Bloodtusk w/Scimitar vs Orc 7: 1d20 + 9 ⇒ (15) + 9 = 241d6 + 3 ⇒ (2) + 3 = 5
Bloodtusk does manage to slice into the seventh Orc's flesh.
Grabbing his handaxe, one of Bloodtusk's crew members goes after the sixth Orc that had climbed aboard the keelboat. Khorza buries his handaxe into Orc hide.
Crew Member w/Handaxe vs Orc 6: 1d20 + 4 ⇒ (14) + 4 = 181d6 + 3 ⇒ (6) + 3 = 9
Mordea 21 (AC18 40/40)
Haskyll 20 (AC16/18 25/25)
Orcs 18 (AC13 6,6,6,6,-3,-3,1,6,6/6 C-12)
Bloodtusk 11 (AC16 18/38)
Crew 11 (AC14 15/15)
Orc Swimmer 10 (AC)
Kaos 9 (AC17/21 41/41)
Anga 9 (AC17/21 25/25)
Ulfgard 7 (AC18 54/54)
Ragnir 4 (AC22/24 33/33)
Again, if you are below topside, use the Bloodtusk Keelboat map.
Ragnir Brightaxe |
The jail is in the same location as the Girallon? Or in the bilge where we the tokens are?
Kaos Axe Hands |
Am I fatigue?
Of course. Kaos will say with a heavy sigh. Pulling himself together he will pull up his arcan shield and head for the top deck.
[Dice=Spell fail for shield] 1d100
The 30 move should get me a step from the double doors.
Ulfgard Strongfist |
Seeing the swimmer on deck Ulfgard happily greets him with shield and hammer
Attack: 1d20 + 6 ⇒ (20) + 6 = 262d6 + 10 ⇒ (1, 2) + 10 = 13
Attack: 1d20 + 5 ⇒ (15) + 5 = 201d4 + 4 ⇒ (2) + 4 = 6
Conf: 1d20 + 6 ⇒ (9) + 6 = 154d6 + 20 ⇒ (2, 4, 5, 2) + 20 = 33
Anga Runedaughter |
Anga casts mage armour, while moving onto deck. She also draws her pick.
What's goin' on? Oh orcs.
GM Mazra |
Round One Recap
Mordea sees the intruders and hits the fifth Orc with a bolt. The Orc becomes ferocious.
Haskyll also sees the intruders. He picks up his spear, then Blesses the party.
The Orcs climb aboard the keelboat. The one that came up on the port side of the boat is a badly burned orc with blotches of discolored and severely scarred flesh.
Captain Bloodtusk draws out his scimitar and attacks. But as he moves against one of the Orcs, another cuts a wicked gash into the Captain's back. He does slice into the eighth Orc.
Khorza grabs his handaxe and uses it to cleave into the sixth Orc. That Orc becomes wild-eyed.
Kaos grabs his axe and puts up an arcane Shield. He heads topside.
Anga puts up Mage Armor then grabs her War Pick.
Ulfgard saw the one Orc trying to sneak up on the port side, he moves and stands ready. When the burned Orc climbs aboard, Uflgard Agrimmoshes the green skinned intruder. He nearly gets a critical strike against the deformed Orc. He does land a blow with Shield too.
Ragnir is guarding the bilge. You can take Round One and Two actions or remain on guard.
Mordea 21 (AC18 40/40)
Haskyll 20 (AC16/18 25/25)
Orcs 18 (AC13 6,6,6,6,-3,-3,1,6,6/6 C-12)
Bloodtusk 11 (AC16 18/38)
Crew 11 (AC14 15/15)
Orc Swimmer 10 (AC16 -19/?)
Kaos 9 (AC17/21 41/41)
Anga 9 (AC17/21 25/25)
Ulfgard 7 (AC18 54/54)
Ragnir 4 (AC22/24 33/33)
Round Two
Everyone's up!
Haskyll Stonereaver |
Round 2
Haskyll moves over to start helping the crew fight off the boarders.
attack: 1d20 + 3 + 2 + 1 + 1 ⇒ (6) + 3 + 2 + 1 + 1 = 13
BAB,STR,Magic,Bless
damage: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12
AC 16, HP 25, Bless 39/40 rounds
Mordea |
Mordea's Blessed Crossbow vs Orc 5: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 231d8 + 1 ⇒ (2) + 1 = 3
Mordea loads another bolt and takes aim. She fires again at the fifth Orc. The bolt sticks into the Orc, but the Orc does not fall.
"Enough of this!" Mordea drops her Crossbow into the crow's nest and climbs down to the deck. She jumps down the last ten feet or so. This time she twisting her left ankle on the landing.
Mordea's Acrobatic: 1d20 + 10 ⇒ (1) + 10 = 11
Falling damage: 1d6 ⇒ 3
Mordea 37/40
Kaos Axe Hands |
Kaos will take a double move. He will move up the lower stairs and then engage Orc 7.
Oops I got turned around Kaos will engage Orc 2
Today's Villain |
Kaos would come up from the rower's station nearer the bow of the boat, after the Orc's initiative.
The burned Orc howls at Ulfgard, then pulls out a finely crafted Dwarven Waraxe. He cuts twice into the Dwarf Ranger Barbarian.
Burned Orc w/Dwarven Waraxe vs Ulfgard 1st Attack: 1d20 + 9 ⇒ (17) + 9 = 261d10 + 4 ⇒ (7) + 4 = 11
Burned Orc w/Dwarven Waraxe vs Ulfgard 2nd Attack: 1d20 + 4 ⇒ (19) + 4 = 231d10 + 4 ⇒ (1) + 4 = 5
Ulfgard takes 16 points of damage.
Orc One moves and attacks the cook, also known as Anga. It nearly lands a wicked hack on the Dwarf Wizard.
Orc 1 w/Falchion vs Anga: 1d20 + 5 ⇒ (20) + 5 = 252d4 + 4 ⇒ (4, 2) + 4 = 10
Orc 1 w/Falchion vs Anga confirm Crit: 1d20 + 5 ⇒ (12) + 5 = 172d4 + 4 ⇒ (3, 2) + 4 = 9
Anga takes 10 points of damage.
Orc Two moves through Orc One and up the stairs to get at the Dwarf Wizard. (Anga gets an Attack of Opportunity.)
Orc 2 w/Falchion vs Anga: 1d20 + 5 ⇒ (1) + 5 = 62d4 + 4 ⇒ (2, 1) + 4 = 7
The clumsy Orc drops his Falchion.
The third Orc moves toward the starboard side stairs, blocking Kaos from reaching topside.
The fourth Orc attacks the human female that landed poorly on the deck, but swings above the fallen Rogue.
Orc 4 w/Falchion vs Mordea: 1d20 + 5 ⇒ (2) + 5 = 72d4 + 4 ⇒ (2, 4) + 4 = 10
Note: I did not indicate that Mordea is also prone.
The fifth Orc also goes after the fallen human female, but it too misses the prone Rogue.
Orc 5 w/Falchion vs Mordea: 1d20 + 5 ⇒ (7) + 5 = 122d4 + 4 ⇒ (1, 2) + 4 = 7
The sixth Orc is killed by Haskyll's spears.
The seventh Orc continues to attack the Captain. Bloodtusk receives a near critical blow.
Orc 7 w/Falchion vs Bloodtusk: 1d20 + 5 ⇒ (18) + 5 = 232d4 + 4 ⇒ (4, 1) + 4 = 9
Orc 7 w/Falchion vs Bloodtusk Confirm Crit: 1d20 + 5 ⇒ (8) + 5 = 13
The eighth Orc takes a step and slashes at the Captain, cutting again into Bloodtusk. The Captain staggers and falls.
Orc 8 w/Falchion vs Bloodtusk: 1d20 + 5 ⇒ (16) + 5 = 212d4 + 4 ⇒ (3, 3) + 4 = 10
The Ninth Orc skirts the boat's edge, just behind the other Orcs, the turns to engage the Dwarf Cleric. It barely gets a slice in on Haskyll.
Haskyll gets an Attack of Opportunity on the Ninth Orc.
Orc 9 w/Falchion vs Haskyll: 1d20 + 5 ⇒ (12) + 5 = 172d4 + 4 ⇒ (1, 1) + 4 = 6
Mordea 21 (AC18 37/40)
Haskyll 20 (AC16/18 25/25)
Orcs 18 (AC13 6,6,6,6,-3,D,1,6,6/6 C-12)
Bloodtusk 11 (AC16 18/38)
Crew 11 (AC14 15/15)
Orc Swimmer 10 (AC16 -19/?)
Kaos 9 (AC17/21 41/41)
Anga 9 (AC17/21 15/25)
Ulfgard 7 (AC18 38/54)
Ragnir 4 (AC22/24 33/33)
half-orc GORVI |
Ghorza turns his attention to the fifth Orc, hacking into the green meanie with his handaxe.
Blessed Ghorza w/Handaxe vs Orc: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 241d6 + 3 ⇒ (2) + 3 = 5
The Half-Orc fisherman, Sharg, also goes after the fifth Orc.
Blessed Sharg w/Handaxe vs Orc: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 171d6 + 3 ⇒ (6) + 3 = 9
The fifth Orc dies from the strike.
The Coxswain organizes the rowers to go topside.
Mordea 21 (AC18 37/40)
Haskyll 20 (AC16/18 25/25)
Orcs 18 (AC13 6,6,6,6,D,D,1,6,6/6 C-12)
Bloodtusk 11 (AC16 -1/38)
Crew 11 (AC14 15/15)
Orc Swimmer 10 (AC16 -19/?)
Kaos 9 (AC17/21 41/41)
Anga 9 (AC17/21 15/25)
Ulfgard 7 (AC18 38/54)
Ragnir 4 (AC22/24 33/33)
GM Mazra |
Correction- I was looking at the wrong profile for the burned skinned Orc on Ulfgard. It is not a Dwarven Waraxe it is a Falchion. Both attacks still hit. The damage is wrong on Ulfgard. Also, the second strike is a potential Critical Hit.
Burned Orc on Ulfgard Damage 1: 2d4 + 9 ⇒ (4, 4) + 9 = 17
Burned Orc on Ulfgard Damage 2: 2d4 + 9 ⇒ (1, 2) + 9 = 12
Burned Orc w/Falchion vs Ulfgard 2nd Attack Confirm Crit: 1d20 + 7 ⇒ (8) + 7 = 152d4 + 9 ⇒ (4, 1) + 9 = 14
It did not confirm the Crit. But Ulfgard took 29 points of damage.{25/54) Yes. This is a bad a$$ Orc.
Ulfgard Strongfist |
You said he had an ac of 10 in the beginning?
Feeling this is a worthy opponent Ulfgard is a bit wary.
Attack: 1d20 + 6 ⇒ (3) + 6 = 92d6 + 10 ⇒ (1, 2) + 10 = 13
Attack: 1d20 + 5 ⇒ (2) + 5 = 71d4 + 4 ⇒ (4) + 4 = 8 Double miss
Ragnir Brightaxe |
Ragnir will move full speed above decks, but given the map, I can't tell where any of the stairs from the lower deck with the bilge lead to. They don't match up with any of the other decks. He's got 160' of movement if he has to sprint all out. I'd prefer Ragnir to sprint the first round, and do a move and act the second if anyone is around. Just can't tell where Ragnir can go.
GM Mazra |
The bilge is of course the top image on the Bloodtusk Keelboat map. There is one flight of stairs to a storage area at the stern. Then another flight of stairs to a ladder. The ladder leads up to where the Girallon is kept. An 'S' indicates the trap door to this level. Then it is the length of the rower's deck to get to the stairs that will take you topside near the boat's bow.