Skulls and Shackles Campaign (Inactive)

Game Master Tyranius

Disrespute / Infamy = 18/18
Plunder = 15/15

Maps:
Isle of Empty Eyes | Tactical Map |
Man's Promise | Man's Promise (Key) |

Loot List: Plunder List


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Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Just to bump the thread, and show that I am still monitoring it...

Charles grimly hangs on for dear life, as Jack navigates the reefs.

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You should have a bit more to do soon Charles :)

With the aid of his crew Jack is able to navigate the deadly reefs right in between the rings and around the towering spire. As the Besmara's Fortune heads out of the Eye of Abendego, an unnatural electrical squall strikes and a corona of baleful green lightning limns the top of their ship’s mainmast.

DC 19 Knowledge Planes:
This dangerous nimbus is quickly forming into a greater Lightning Elemental

You have 3 rounds of actions if you wish.


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Round 1
Cast good hope on the party as a whole.

Round 2
Cast haste on the party as a whole.

Round 3
Cast mirror image on herself and begin bard song (Inspire Courage).


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Round 1 get someone to hold the wheel
Round 2 Cast Divine favor.
Round 3 Cast weapon of awe Start judgement of justice and Purity


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles casts a spell, causing a Shield of force to appear in front of him, then hustles up the mast, like a born sailor.

Climb(Accelerated): 1d20 + 12 - 5 ⇒ (10) + 12 - 5 = 17 Vs DC 10.
Climb(Accelerated): 1d20 + 12 - 5 ⇒ (19) + 12 - 5 = 26 Vs DC 10.
Climb(Accelerated): 1d20 + 12 - 5 ⇒ (18) + 12 - 5 = 25 Vs DC 10.
Climb(Accelerated): 1d20 + 12 - 5 ⇒ (9) + 12 - 5 = 16 Vs DC 10.
Climb(Accelerated): 1d20 + 12 - 5 ⇒ (16) + 12 - 5 = 23 Vs DC 10.

I am not sure how high the mast is, but those rolls put me 75' up at the end of three rounds.


Female Human Arcanist 9

Natalie kinda doesn't have much to do in the prep time. I can cast Fly on Charles (and Heroism) if he wants them and I can take the wheel from Jack in the meantime since his range and damage is far superior to mine, assuming thats what people would like :)


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Jack will gladly leave the wheel to Natalie, but is there so little she can do? Also maybe fly on aishe, too?


Female Human Arcanist 9

I can cast a 3rd level spell 4 times. I have heroism active on me, so if o cast fly twice and heroism on Charles that's no more level 3 spells for the rest of the day. So yes I can cast fly on Aishe but any future battle today could be harder if I did so.

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Mast is 60 feet up Charles

Init:
Natalie: 1d20 + 8 ⇒ (17) + 8 = 25
Charles: 1d20 + 3 ⇒ (4) + 3 = 7
Jack: 1d20 + 3 ⇒ (20) + 3 = 23
Aishe: 1d20 + 4 ⇒ (4) + 4 = 8
Lightning Elemental: 1d20 + 13 ⇒ (18) + 13 = 31

Jack hands Natalie the wheel so he can go and check out the massive green hued lightning above near the main mast. Before thinking Charles grabs ahold and begins to climb the mast up to the crows nest. Just as he reaches it he realizes that he is face to face with a dark storm cloud who's eyes spark with intensity and anger.

Are you casting those spells Natalie?

The massive lightning elemental slams the full force of it's storm into Charles.

Slam vs Charles AC 28: 1d20 + 20 + 3 ⇒ (1) + 20 + 3 = 24
Slam vs Charles AC 28: 1d20 + 20 + 3 ⇒ (2) + 20 + 3 = 25

The raging lightning batters at Charles to little effect as the mass of roiling lightning and thunder shifts away, still hanging over the ship.

Oh my. That is unfortunate.

Round 1
-----------------------------------
Lightning Elemental (fly 60 feet in air)
-----------------------------------
Natalie
Jack
Aishe
Charles (60 feet up mast in crow's nest)


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

I am quite happy to take Fly :-)

If it full attacked (which means that it couldn't 'Fly By'), shouldn't it only be a 5' step away from Charles after 'shifting'...? Assuming that is the case...

Bracing himself, Charles rages, causing his form to be surrounded by a shell of crackling electricity Resist Energy(Electricity) even as his movements speed up Haste. He then steps up, and starts swinging.

Zul, Rage, Haste, Good Hope, Bard Song: 1d20 + 12 + 2 + 1 + 2 + 2 ⇒ (4) + 12 + 2 + 1 + 2 + 2 = 23, for 1d8 + 21 + 3 + 2 + 2 ⇒ (7) + 21 + 3 + 2 + 2 = 35 damage.
Zul, Rage, Haste, Good Hope, Bard Song: 1d20 + 12 + 2 + 1 + 2 + 2 ⇒ (8) + 12 + 2 + 1 + 2 + 2 = 27, for 1d8 + 21 + 3 + 2 + 2 ⇒ (4) + 21 + 3 + 2 + 2 = 32 damage.
Zul, Rage, Haste, Good Hope, Bard Song: 1d20 + 7 + 2 + 1 + 2 + 2 ⇒ (12) + 7 + 2 + 1 + 2 + 2 = 26, for 1d8 + 21 + 3 + 2 + 2 ⇒ (8) + 21 + 3 + 2 + 2 = 36 damage.


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Looking at Charles and that charles is in melee Jack asks for bane elementals lets his arrows speak.
RADA: 1d20 + 19 ⇒ (14) + 19 = 331d8 + 2d6 + 13 ⇒ (2) + (2, 6) + 13 = 23
RADA: 1d20 + 19 ⇒ (3) + 19 = 221d8 + 2d6 + 13 ⇒ (4) + (4, 1) + 13 = 22
RADA: 1d20 + 19 ⇒ (12) + 19 = 311d8 + 2d6 + 13 ⇒ (2) + (2, 1) + 13 = 18
RADA: 1d20 + 19 ⇒ (1) + 19 = 201d8 + 2d6 + 13 ⇒ (1) + (6, 5) + 13 = 25


Female Human Arcanist 9

I"ll grant Fly on Charles because it lets him close, but less inclined to burn fly on Aishe as I think Charles and Jack have this well in hand. If she insists, I'm happy to cast it, I am just reluctant to burn everything on a (so far) manageable enemy.

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Yup- My fault Charles. Posted late at night and dulled my GM senses :)

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Charles and Jack unleash hell on the Elder Lightning Elemental. Screaming into the storm a small bit of the electricity leaps from the elemental to Charles forming a bit of a protective barrier.

Only two of Jack's arrows land as the cracks of lightning all about temporarily blind him and they don't seem to do as much damage as he thought that they would.

Charles stabs Zul directly into the storm able to crack through it twice as well, though it also doesn't do nearly as much damage to the lightning elemental as he would have wished it to.

Round 1
-----------------------------------
Lightning Elemental (-69; fly 60 feet in air)
-----------------------------------
Natalie
Jack
Aishe
Charles (60 feet up mast in crow's nest)


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Seeing Charles' first strike fly wide, Aishe casts a spell to inspire his blow. However, without a way to reach the elemental, she merely continues singing.

Immediate Action: Cast Gallant Inspiration to add 2d4 ⇒ (4, 3) = 7 to Charles' first roll to hit

Free action: Continue bard song
Full-round action: Double move, to climb mast
Climb (Good Hope, Accelerated): 1d20 + 6 + 2 - 5 ⇒ (20) + 6 + 2 - 5 = 23 (vs. DC 10, moves 30')
Climb (Good Hope, Accelerated): 1d20 + 6 + 2 - 5 ⇒ (11) + 6 + 2 - 5 = 14 (vs. DC 10, moves 30')

If Charles is flying, and if there is not enough room for both of them, could he perhaps take a 5' step to vacate the crow's nest and make room for Aishe?

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Yes, Charles could move out of the crowsnest.

With Aishe's aid Charles is able to land another dulled blow to the massive elemental.

Natalie continues to use the rest of her concentration to steer the ship in the right direction during the raging storm.

Seeing Aishe climb into the crows nest next to the bloodrager, the elemental sparks begin to intensify as it smashes into Aishe.

Bull Rush vs Aish CMD 20: 1d20 + 26 ⇒ (19) + 26 = 45

Aishe is pushed right out of the crows nest by the massive storm as she crashes to the deck below.

Fall damage: 6d6 ⇒ (3, 5, 2, 6, 2, 6) = 24

Round 2
-----------------------------------
Lightning Elemental (-94; fly 60 feet in air)
-----------------------------------
Natalie
Jack
Aishe (35/59; prone)
Charles (60 feet up mast in crow's nest)


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles winces as he sees Aishe slam into the deck below.

That had to hurt...

Gritting his teeth, he continues to hew away at the elemental!

Zul, Rage, Haste, Good Hope, Bard Song: 1d20 + 12 + 2 + 1 + 2 + 2 ⇒ (5) + 12 + 2 + 1 + 2 + 2 = 24, for 1d8 + 21 + 3 + 2 + 2 ⇒ (3) + 21 + 3 + 2 + 2 = 31 damage.
Zul, Rage, Haste, Good Hope, Bard Song: 1d20 + 12 + 2 + 1 + 2 + 2 ⇒ (3) + 12 + 2 + 1 + 2 + 2 = 22, for 1d8 + 21 + 3 + 2 + 2 ⇒ (1) + 21 + 3 + 2 + 2 = 29 damage.
Zul, Rage, Haste, Good Hope, Bard Song: 1d20 + 7 + 2 + 1 + 2 + 2 ⇒ (11) + 7 + 2 + 1 + 2 + 2 = 25, for 1d8 + 21 + 3 + 2 + 2 ⇒ (6) + 21 + 3 + 2 + 2 = 34 damage.


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Torn between healing aishe and Killing the storm Jack nocks another arrow and let it fly.
RSDA: 1d20 + 19 ⇒ (7) + 19 = 261d8 + 2d6 + 13 ⇒ (7) + (6, 4) + 13 = 30
RSDA: 1d20 + 19 ⇒ (6) + 19 = 251d8 + 2d6 + 13 ⇒ (6) + (5, 6) + 13 = 30
RSDA: 1d20 + 19 ⇒ (15) + 19 = 341d8 + 2d6 + 13 ⇒ (4) + (4, 4) + 13 = 25
RSDA: 1d20 + 14 ⇒ (12) + 14 = 261d8 + 2d6 + 13 ⇒ (1) + (2, 6) + 13 = 22


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Aishe stands and heals herself, resolving to merely support Charles and Jack rather than have that happen again...

Free action: Maintain bard song
Move action: Stand
Standard action: Cast cure moderate wounds on herself
Cure Moderate Wounds: 2d8 + 8 ⇒ (2, 8) + 8 = 18

Seeing Charles' first strike miss, Aishe again works to inspire his efforts.

Immediate action: Cast gallant inspiration on Charles, increasing his first hit roll by 2d4 ⇒ (1, 4) = 5

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Between Jack's slew of arrows and Charle's massive blade the elder lightning elemental quickly dissipates into the air as the storm begins to calm slightly.

Aishe stands and stands to her wounds from the fall as the group continues their race. Emerging from the depths of the storm you quickly discover you are on the home stretch and that the majority of the other contenders have not yet made it out of the Eye. In fact the only other ship in contention is Captain Harrigan's Wormwood! To the west the Kraken cruises in the distance, the Master of Gales on deck observing the races finish.

DC 42 Perception:
You notice that Captain harrigan is doing a last ditch effort to slow you down as Peppery Longfarthing is on deck and casting some sort of spell. As the spell completes you sense a force of hulking malevolence racing towards the Besmara's Fortune. It is undeniable that a pair of unearthly creatures are on board.

Player Status:

Natalie
Jack
Aishe (53/59)
Charles


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

After the Elemental slain, Jack retakes the helm and guides the ship towards the finish line.
No chance to reach that.


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Perception: 1d20 + 24 ⇒ (19) + 24 = 43.

Charles cries out in anger.

"Oi! Captain Harrigan is making a last ditch effort to slow us down - Peppery Longfarthing is on deck and casting some sort of spell! He's summoned something - a pair of somethings - and they are on board our ship! Foul!"

Charles then hustles forward to engage whatever it is.


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

At his first chance Jack will cast see invisible.

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Jack:
Jack's spell completes just as he sees a pair of invisible stalkers fly onto the ship near him.

Init:

Natalie: 1d20 + 8 ⇒ (18) + 8 = 26
Charles: 1d20 + 3 ⇒ (17) + 3 = 20
Jack: 1d20 + 3 ⇒ (10) + 3 = 13
Aishe: 1d20 + 4 ⇒ (9) + 4 = 13
Inivsible Stalkers: 1d20 + 8 ⇒ (4) + 8 = 12

Round 1
Natalie
Charles
Aishe
Jack

-------------------------------------------
Invisible Stalkers
-------------------------------------------


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles charges forward to engage the closest Stalker!

Zul: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29, for 1d8 + 21 ⇒ (6) + 21 = 27 damage.

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I believe so far Jack is the only one able to see invisibility


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Sorry, I thought that I had spotted them with my Perception check of 43. If not, I will wait for someone to Glitterdust them ;-)


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

KnowRel: 1d20 + 6 ⇒ (18) + 6 = 24"Invisible stalkers"
Seeing those come Jack again imbues his weapon with the bane property elemental and starts shooting at the closest leaving the helm for a sailor to hold on.
RADA: 1d20 + 18 ⇒ (17) + 18 = 351d8 + 2d6 + 11 ⇒ (6) + (5, 6) + 11 = 28
RADA: 1d20 + 18 ⇒ (19) + 18 = 371d8 + 2d6 + 11 ⇒ (8) + (5, 1) + 11 = 25
RADA: 1d20 + 13 ⇒ (17) + 13 = 301d8 + 2d6 + 11 ⇒ (8) + (2, 6) + 11 = 27


Female Human Arcanist 9

Spellcraft: 1d20 + 18 ⇒ (15) + 18 = 33

Assuming Jack wasn't hiding his spellcasting Nalatie successfully ID's his spell and she has her familiar cast the very same spell, which means that by Round 1 her familiar should be able to communicate the general area the invisible stalkers are

Natalie listens to her familiar chatter excitedly to her, guiding her aim as she blindly blasts the area with her Glitterdust spell (DC 21), attempting to outline the invisible creatures. Natalie isn't entirely stupid, she expects the purpose of these creatures is to distract the pilot of the ship to allow Harrigan to take the lead. Fortunately however, she had the perfect counter, and so steps closer to take the wheel.

I'll take the wheel here and direct the ship from now on. Those summoned creatures can try and attack me if they want on their turn, but Natalie can just trigger Emergency Force Sphere (as an immediate action) and hedge them out. I can keep the Sphere up for 10 rounds, and it has Hardness 20 and 100 HP. In addition, Glitterdust is a 10 foot radius and hopefully avoids hitting Jack while touching both of them, effectively outlining them for everyone so I can steer the ship in peace while everyone else promptly murders them.


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

I'm a little confused by the placement of everything; Jack is inside quarters, as are the stalkers. Should we assume that they are, instead, on the upper deck, and everyone else has to go up the stairs to reach them?

Aishe casts a spell to quicken everyone's actions, then moves across the deck in a blur of motion.

Standard action: Cast haste
Move action: 60' closer to the stalkers, whether that's up stairs, or whatever.

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Yea, not a real good map for this. The 'quarters are the upper deck with the wheel which have steps on either side reaching it. The steps being the two boxes on either side.

@Charles- The 43 Perception is fine. You were able to track them across.

Natalie reads Jack's movements and cats a spell of her own, outlying the entire area in a mass of glitter. She reads correctly as the invisible stalkers are here to distract the pilot of the ship, if not kill them outright so that the vessel veers off course. Natalie rushes up the stairs to take the wheel from Jack so that he can fight.

Red DC 21: 1d20 + 4 ⇒ (10) + 4 = 14
Green Dc 21: 1d20 + 4 ⇒ (18) + 4 = 22

One of the air elemental assassins seems to get slightly blinded by the massive amount of dust, most of which fell into the sea

Charles rushes up the stairs and stabs Zul into the red stalker now that they are easier to see with the glitter covering their floating bodies. Aishe increases everyones speed as she rushes up the opposite side to cut them off.

With Natalie taking the wheel jack releases three arrows that all tear through the green stalkers mass of air. It screeches in pain, similar to the sound of a shrill whistle as Jack's arrow seem to be meant for the elemental.

The green Stalker rushes Jack and slams the force of the wind on the poor archer.

Green slam vs Jack AC 18: 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 2d6 + 4 ⇒ (4, 3) + 4 = 11

As the elemental swings at him it quickly dissipates into nothing and scatters to the wind.

The red stalker blindly claws out at Charles.

Green slam vs Charles AC 29: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 2d6 + 4 ⇒ (4, 3) + 4 = 11

Green slam vs Charles AC 29: 1d20 + 12 ⇒ (5) + 12 = 17

Round 2
Natalie
Charles (65/76)
Aishe
Jack (48/59)

-------------------------------------------
Invisible Stalkers (Red -27; Blinded)
-------------------------------------------


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Taking advantage of the stalker's blindness (which should hopefully reduce its AC!), Charles roars, causing his form to Blur, and rips into the creature...

Zul: 1d20 + 12 + 2 + 1 + 2 ⇒ (19) + 12 + 2 + 1 + 2 = 36, for 1d8 + 21 + 3 ⇒ (7) + 21 + 3 = 31 damage.
Zul: 1d20 + 12 + 2 + 1 + 2 ⇒ (20) + 12 + 2 + 1 + 2 = 37, for 1d8 + 21 + 3 ⇒ (6) + 21 + 3 = 30 damage.
Zul: 1d20 + 7 + 2 + 1 + 2 ⇒ (7) + 7 + 2 + 1 + 2 = 19, for 1d8 + 21 + 3 ⇒ (1) + 21 + 3 = 25 damage.


Female Human Arcanist 9

If Jack moved just slightly I think I could hit them with two Scorching Rays and still steer the boat, but otherwise, I think I'll just focus on piloting. As long as I'm steering, its impossible for them to attack our pilot ---> no drop in speed --> no chance in losing. I'm a bit sad I never got a chance to use Emergency Force Sphere though :(


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Jack grabs a few more arrows and let´s them loose.
Attack: 1d20 + 18 ⇒ (1) + 18 = 191d8 + 2d6 + 11 ⇒ (6) + (3, 6) + 11 = 26
Attack: 1d20 + 18 ⇒ (11) + 18 = 291d8 + 2d6 + 11 ⇒ (6) + (1, 3) + 11 = 21
Attack: 1d20 + 13 ⇒ (15) + 13 = 281d8 + 2d6 + 11 ⇒ (3) + (4, 1) + 11 = 19

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The remaining invisible stalker falls with ease and Natalie is able to keep the ship on course, much to Captain Harrigan's dismay.

The finish line of the regatta lies at a tiny island called Coaming Point, about 25 miles northwest of Cauldron Rock. With the defeat of the invisible stalkers you seem to be leading by a considerable margin. Captain Harrigan makes a determined effort to catch up but has no chance of winning as you cross past the small island as you are victorious.

The Master of Gales proclaims the Besmara's Fortune as the clear winner of the race which seems to sour Captain Harrigan even more than before. Less than an hour later ThepHarasma's Price sails out of the eye and limps across the finish line. On board the ship is one of the crew from the Barnacled B#+&+, which was lost at the Pinnacle Atoll. the survivor, Zarena Visk, tells a harrowing tale of how the Wormwood maliciously rammed and sunk the B@#@#, losing all hands other than Zarena. It was only by sheer luck that the Price even saw Zarena in the storm tossed waters and picked her up. Even more damning is that Zarena has solid proof of her story as she holds up a piece of the Wormwood's dragon figurehead that broke off during the attack, to which she used to stay afloat.

With this tale the Master of Gales scowls and disqualifies the Wormwood from the race.

You gain 4 disrepute and Infamy and that is the conclusion to Book 3.

As winners of the Free Captains’ Regatta, the Besmara's Fortune receive the regatta’s rich prize purse—with 16 entrants, including themselves, the purse totals 8,000 gp. More importantly, the Besmara's Fortune gain a seat on the Pirate Council of the Shackles. The Master of the Gales ceremonially attaches a broken, silver-plated manacle on one of the your wrists as a symbol of this honor, representing your freedom from the constraints of other nations’ laws and authority, but also the responsibility that now binds them to the welfare of the Shackles and its people, whom they now represent. Finally, the Master of the Gales presents the group with a deed granting them lordship over a small island in the north of the Shackles. But a deed is only a piece of paper; in order to truly claim dominion over this island, you must explore it and deal with any monsters or other inhabitants there.

Level up to lvl 9


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles grins.

"Well done, everyone! It sounds like we have some exploring to do!"

Hopefully the current 'residents' don't cause too many problems...


Female Human Arcanist 9

Hey GM I had a cool trick I wanted to run by you. Is it possible for me to cast Beast Shape II and take the form of a tiny creatures, somehow enter an enemy creatures space, then cast Emergency Force Sphere and Shift out of it, leaving them inside? Text seems to indicate that Emergency Force Sphere is immobile so if I can get someone else inside it, maybe I can keep them within it?

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By RAW it should work. Though easier said than done as you will provoke an AoO entering their square and another AoO for casting a spell. Tricky but could possibly get it off once in awhile :)

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Having proved your mettle in the Free Captains’ Regatta you return to Port Peril with the rest of the fleet. Tales of the Besmara's Fortune exploits have raced ahead of them and spread to every tavern in the port, where bards embellish the heroics of the crew and those who lost their lives and ships to the Eye, earning the Besmara's Fortune free drinks in every establishment. Your friends and allies offer their hearty congratulations, as does the Shackles’ Pirate Council, which hosts a fete in honor of your victory.

The Master of the Gales does not partake in the victory revels, but at some point during the celebrations he pulls you aside to explain your prize—an entire island that they can call their own, located in a remote archipelago north of the Rampore Isles.

“It’s called the Island of Empty Eyes,” the Master of the Gales explains, “for the queer statues that leer over its shores. Uninhabited and fraught with danger, make no doubt, but naught that pirates of your capabilities can’t handle. You’ve landed a seat on the Pirate Council as well, but winning a race don’t make a sailor a captain, nor a freebooter a lord. You’ll need to show the Council you can tame the island and make it your own, if you want to claim your seat. The lords of the Council will come calling in three months to see if you’re worth the honor that’s been bestowed upon you, and they’ll expect to be feted as befits pirate lords of their stature. Provided you look like you know what you’re doing, they’ll take your oath of loyalty and grant you your seat on the Council. If not... well, you wouldn’t be the first winner of the Regatta who failed to live up to expectations.”

Knowledge Geography or Local 10+:
The island lies in the northern part of the Shackles
and has no known settlements, but Chelish
warships have sometimes been scouted in the
waters near the island.

Knowledge Geography or Local 15+:
Sailors claim the island got its name from the
large statues along its shores. The statues’ eyes
are missing, though some say the bare sockets
once held enormous gemstones.

Knowledge Geography or Local 20+:
Colonists settled the island once before and built a
fort there, but they disappeared soon after. Some
say they left on a treasure hunt, but others claim
they perished and their spirits now haunt the island.

Knowledge Geography or Local 25+:
Some say giant-sized ruins stand in the island’s
highlands. They’re filled with ancient treasure, but
ravenous dinosaurs fiercely guard the ruins.

Knowledge Geography or Local 30+:
The island’s ruins date back to the time of ancient
Ghol-Gan—an empire of cyclopes that once
spanned the entire west coast of Garund.


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

KnowLocal: 1d20 + 2 ⇒ (5) + 2 = 7
"Ba never heard of. Must be some flyshit somewhere backwater. No matter, we will sail there, clean it and make it our b."


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Knowledge(Geography): 1d20 + 0 ⇒ (2) + 0 = 2.
Knowledge(Local): 1d20 + 0 ⇒ (20) + 0 = 20.

Charles crinkles his brow thoughtfully.

"If it is the one that I think it is, the island lies in the northern part of the Shackles and has no known settlements, but Chelish warships have sometimes been scouted in the waters near the island."


Female Human Arcanist 9

Knowledge Geography: 1d20 + 19 ⇒ (14) + 19 = 33
Knowledge Local: 1d20 + 19 ⇒ (11) + 19 = 30

"Dont be too harsh Jack, while there might be dinosaurs or a possible cyclops, theres rumors of a large sum of treasure on the island at the ruins on the island, its certainly worth a look, in any case."

Feel free to read the spoilers


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles considers Natalie's revelations thoughtfully.

"Well, dinosaurs would make for some fairly impressive guard animals... and even the ruins of a fort would be easier to renovate than building one from scratch... so the site sounds like it is not without potential!"

He then frowns.

"That said, if there really are spirits haunting the island, we should probably go prepared for incorporeal creatures."

We did, after all, just acquire an additional 2000gp each ;-)

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

I will push forward Monday morning. Give you a couple of days for purchases.


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Jack will spend 50 gp for a bouquet of flaming red roses to be delivered to a certain red haired captain. Using invisibility to stay anonymus

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Hehehe

The journey to the Island of Empty Eyes takes several weeks and is mostly uneventful. A high plateau forms the north and central portions of the island, surrounded by 500-foot high cliffs. Two long peninsulas jut from the plateau to the southeast and southwest. Two sheltered bays offer the best anchorages, a large one to the south (area A) and a smaller bay to the east (see area K). In addition, a number of beaches where boats can land line the island’s shores. Scattered across the island, but especially along the beaches and cliffs of the central plateau, are large, weathered statues of giant cyclopes. The statues are all clearly of great age, but their single eyes, which once contained large and valuable gemstones, are now just empty holes—the reason for the island’s mysterious epithet.

New map of the Island at the top. You can either bring the beach to landfall at Area A or K. Which one?


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

K/L looks like the smaller bay, so I would recommend trying it as the initial landfall.


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

K


Female Human Arcanist 9

Captains the boss

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Jack, with the rest of the help from the Captain's steers the ship through the reefs around the island.

Huge stone pylons lead from the shore into the island’s eastern bay here. The broken beams and timbers that once formed a giant dock lie smashed between them, half-submerged in the water. Three giant-sized canoes and a catamaran lie beached on the sand nearby.

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