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Tarrasque

CrazyHedgehog's page

Pathfinder Society Member. 1,376 posts (1,817 including aliases). No reviews. 1 list. No wishlists. 4 Pathfinder Society characters. 4 aliases.


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The Exchange

Rickety's Squibs
With little ceremony you consign Scourge to the sea. The pirate does surface, clinging to the plank. He curses you with fervor from his bobbing plank as you sail away. His voice soon fades, and soon you can see him no more. The denizens of the sea seem to have left him alone as you watch, but you can see the fins of sharks beginning to circle. It's not a far distance back to Bonewrack Isle, it's possible he could make it there. You consider whether his fate was a mercy or a death sentence.

A couple days' sailing brings you alongside the Slithering Coast. Following Kroop's suggestions, you scout carefully - the estuary where you might find Rickety's Squibs is well concealed by a tall headland. At last, with Raven's help you spy the likely place. Rounding the tall headland reveals a hidden cove at the mouth of a wide jungle river, its sluggish brown waters staining the waters of the blue sea like an ugly bruise. A series of docks has been built upon this estuary, with buildings concealed beneath the overhanging limbs of the jungle beyond. A wooden watchtower stands upon the promontory of the headland, carefully concealed among the trees to provide a clandestine view of the seas.

As the Rabbit Prince sails past the headland, a checkered flag of yellow and read is raised above the tower on the promontory, and an answering flag of blue is hoisted upon a yardarm at the docks ahead. A number of humanoid figures emerge from the shaded buildings and gather on a pier. A small, single-masted longboat soon sets out from the boathouse on the estuary to meet the ship, and the boat's crew hail you. They request that you drop anchor so that they may parlay with you.

Soon a short, stoop-backed old man with a leathery, weatherworn face requests permission to come aboard. He has watery blue eyes and a halo of frizzy white hair. He is followed half a dozen men armed with nought but dirks at their belts. When the man comes aboard, he runs an appreciative hand along the wooden railing and stomps hard on the deck. "Nice lines, this one. Rahadoumi, is it? See the teak working on the prow? Straight out of Azir. Well, yes. If you're looking for Rickety Hake, well you've found 'em. Where you sailing from, and what yer business be?"

DC 15 Knowledge (local):

Rickety Hake is a retired buccaneer and a former mate on the bearded wench under Free Captain Ella Gurnett (who fed the kraken at the Battle of Nolis Point). He receives a lot of business from the Free Captains looking to refit captured vessels. If he's lightly defended it's because he can afford to be. Harming Rickety Hake would anger a lot of pirates.

The Exchange

Dragons - Round 8 continued
Zaghigoth summons another fistful of fire to hurl at the dragon. As he does so Oshok'arr hovers nearby, giving guidance and encouragement. It helps the druid to find his target, and the fire burns the dragon's cruel face. 6 points fire damage to the dragon.

Yekskya perseveres in peppering the dragon with arrows. Two more find their target, one bounces off the dragon's steely hide but the other strikes true. The hits are starting to tell on the dragon. Second arrow hits for 14 points plus the bleed damage.

Wounded, Maudrill hurriedly finishes the words of his incantation and summons a third celestial eagle to the melee. The conclave of eagles swoop round and round to make sure the demoness is truly gone then turn on the dragon. They attack with fury and heart, but their claws aren't able to do much more than distract it. One of the eagles did get a successful aoo against Mellistra, for 2pts damage. She still escaped. Maudrill then invokes another spell, done quick before the dragon can respond with another attack. The aasimar vanishes from view, moving back towards Krolmnite. The first dragon's entanglement spell is still in effect and is a real pest. Despite his invisibility the plants respond to the movement and grasp at his feet and legs and threaten to hamper movement. Defensive casting successful. Moving through the entangled area threatens to slow movement, if you can make a Reflex save against DC 13 to avoid gaining the entangled condition. The entangle effect is a natural ability of the dragon with a duration of 1 minute per caster level, so it's not going anywhere soon.

Rowena edges closer, still wary of the situation. At least the demon is gone and attention seems to be drawn back to fighting a dragon, albeit a different one.

Quinta continues to sing to inspire her allies, but as she does so she also readies her heavy crossbow for an attack.

Hskoro the nagaji turns to Krolmnite again. "Come, it is on the ground!" He charges ahead, too fast for the vegetation to take hold (and nearly barrelling into Maudrill in the process). With a flying kick he launches himself at the dragon. 6 points damage to the dragon, with successful save vs. entangle.

Krolmnite follows behind, charging with his shorter legs. The plants try to grab him, but he hacks them to pieces in passing. He looks happier than you've ever seen him. Entanglement still in effect. A double move this round brings you to the edge of the effect, so you can focus on the dragon next round.

Round 9
The dragon Khlorprhaxus is an implacable foe. It throws Hskoro off with a crushing bite then turns its attention to the eagles surrounding it. Catching one in its claws it tears it apart before your eyes, the eagle making a sad cry as it is torn in two. 16 points damage to Hskoro, 18 points damage to the eagle. The dragon's wings fan out batting the other two eagles from the sky. They are hit with such force that as they hit the ground they return to the celestial planes, wounded beyond recall. 7 points damage to second eagle and 11 points damage to the third with a successful critical hit, I think that puts all three into minuses. Plus I suppose they take falling damage as they fall from the sky. Lastly the dragon's tail whips out, striking Hskoro and flinging him into the air. He lands heavily, and struggles to get up. 13 points damage to Hskoro, putting him at 0hp.

The endgame?

Updated Map

Initiative
18 - Khlorphraxus
17 - Zaghigoth & Oshok'arr
12 - Yekskya
8 - Maudrill
4 - Rowena
4 - Quinta
3 - Hskoro
3 - Krolmnite (delayed action)

========

GM rolls:

Hskoro Reflex 1d20 + 7 ⇒ (11) + 7 = 18
Hskoro attack 1d20 + 5 ⇒ (18) + 5 = 23
damage 1d6 + 3 ⇒ (3) + 3 = 6
Krolmnite Reflex 1d20 + 4 ⇒ (15) + 4 = 19
dragon bite 1d20 + 13 ⇒ (11) + 13 = 24
damage 2d6 + 7 ⇒ (4, 5) + 7 = 16
dragon claw 1d20 + 13 ⇒ (14) + 13 = 27
damage 1d8 + 5 ⇒ (2) + 5 = 7
dragon claw 1d20 + 13 ⇒ (14) + 13 = 27
damage 1d8 + 5 ⇒ (6) + 5 = 11
dragon wing 1d20 + 8 ⇒ (15) + 8 = 23
damage 1d6 + 2 ⇒ (5) + 2 = 7
dragon wing 1d20 + 8 ⇒ (20) + 8 = 28
damage 1d6 + 2 ⇒ (1) + 2 = 3
dragon tail 1d20 + 8 ⇒ (19) + 8 = 27
damage 1d8 + 7 ⇒ (6) + 7 = 13
crit confirm 1d20 + 8 ⇒ (17) + 8 = 25
damage 1d6 + 2 ⇒ (6) + 2 = 8

The Exchange

Rhest - Round 4 continued

The hobgoblin warrior fleeing by air to warn his fellows at the town hall raises concern. Helaku swoops in. The sorcerer appears to eyes as he blasts it with scorching rays of fire. The hobgoblin is nearly blasted from the sky, burned, blackened, but the hobgoblin myrmidon recovers and continues speeding towards the other building. The hobgoblin takes a blistering 28 points damage from the critical hit and the other ray.

Leonar spies the fleeing hobgoblin as well, and targets him with lightning. A bolt from above strikes down, and the hobgoblin is singed from the near miss. Will it reach the tower? Hobbie made its Reflex save, but still takes 4 points electricity damage.

Ambrose and Aleste keep hauling on the oars. The bell tower grows closer. Trellara dabbles her fingers towards the tower; one of the hobgoblin archers suddenly staggers and nearly collapses but recovers, shaking its head. Trellara turns to you with a worried look. "Sleep spell. Usually works a bit better than that though. These guys must be tough."

Those archers up on the tower continue to be a threat# Arrows continue to fall around you; one pings off the side of the dugout beside Ambrose, and another pierces Shaylar's thigh# Trellara takes another hit as well# #ooc# Shaylar takes 6 points of damage from arrow, Trellara takes 5 points of damage as well# #/ooc#

#ooc# Back up to top of next round, you're 120 feet from the bell tower #nearly there!# and the flying hobgoblin is 340 feet away from you but still has quite a ways to go to reach the town hall tower# And the lizardfolk are gathering apace# #/ooc#

#b# Initiative #/b#
28 - Shaylar
18 - Helaku
17 - Leonar
10 - Ambrose
10 - Trellara
5 - Aleste
4 - Hobgoblins
2 - Lizardfolk

=======

GM rolls:

Kolkuzan Fly 1d20 + 6 ⇒ (16) + 6 = 22
Kolkuzan Reflex 1d20 + 4 ⇒ (20) + 4 = 24
hobgoblin 6 Will 1d20 + 2 ⇒ (20) + 2 = 22
hobgoblin 2 Climb 1d20 + 3 ⇒ (2) + 3 = 5
hobgoblin 4 attack 1d20 + 6 ⇒ (20) + 6 = 26
1d4 ⇒ 3
damage 1d8 ⇒ 5
hobgoblin 5 attack 1d20 + 6 ⇒ (16) + 6 = 22
1d4 ⇒ 1
damage 1d8 ⇒ 6
hobgoblin 6 attack 1d20 + 6 ⇒ (8) + 6 = 14
1d4 ⇒ 2
damage 1d8 ⇒ 5
hobgoblin 4 crit confirm 1d20 + 6 ⇒ (4) + 6 = 10
crit damage 2d8 ⇒ (5, 3) = 8

The Exchange

Round 7 continued
Krolmnite moves forward and Hskoro heaves the plated gnome up into the air, quite a feat of strength. The paladin strikes hard, hewing through muscle and bone. The succubus Mellistra screams. A terrible scream, full of rage and pain and doom. You see that one of arms has been nearly shorn away, showering blood on those below. One of the celestial eagles cries as Krolmnite reaches apogee and falls back to earth. Not quite a crit, but still did terrific damage. She's hurtin'!

The succubus hurriedly beats her wings with fury, trying to gain more altitude. She hisses and spits the words "A curse on you!" - you're not sure if they are directed at Krolmnite or the dragon. Then, with a wave of her good hand, she teleports away.

Round 8
Have you ever seen a dragon smile? You're not sure if this qualifies, but the dragon Khlorphraxus seems mighty pleased to have disposed of the succubus as well. Now the wyrm turns his attention back to you. "Well, little ones, you have helped me ever so much. I may even let two of you live. Then again, it wouldn't do to have anyone know the location of my lair. So, run!"

The dragon swoops around and back again, coming in low and attacking Maudrill! Its dagger teeth close on the aasimar like a steel trap. Ouch! The dragon bites for 18 points damage.

Only one foe left! Top of the round starting with Zaghigoth and everyone.

Updated Map

Initiative
18 - Khlorphraxus
17 - Zaghigoth & Oshok'arr
12 - Yekskya
8 - Maudrill
4 - Rowena
4 - Quinta
3 - Hskoro
3 - Krolmnite (delayed action)

=======

GM rolls:

Mellistra Fly 1d20 + 14 ⇒ (10) + 14 = 24
dragon bite 1d20 + 13 ⇒ (19) + 13 = 32
damage 2d6 + 7 ⇒ (6, 5) + 7 = 18

The Exchange

Rhest - Round 3 continued
As Leonar circles, another bolt of lightning falls from the heavens, striking the hobgoblin lookout trapped in the pit. He's been well cooked, and is just hanging on to life. Hobbie failed save, taking 10 points electricity damage.

Ambrose heaves at the oars with mighty strokes, willing the dugout to bring him within melee range of everything. It speeds along. It's moving apace, you're 135 feet away.

Trellara kneels in the canoe with bow drawn, ready to shoot at anyone else trying to aim at the dugout. Readied action to shoot at anyone trying to shoot at you.

Aleste works away at the oars too, but his earlier exertions seem to be tiring him out. He tries to summon the energy to keep going.

The hobgoblin in the pit cowers in one corner, afraid at being trapped and by being struck by lightning. For now it makes no attempt to escape.

You hear a commotion from within the tower and see emerge another three hobgoblin warriors. They look as if their armor has been hastily donned, and they are looking for targets as they take stock of the situation. Spying the dugout, the concentrate their fire your way.

Arrows start raining down on those of you still in the boat, two coming very close to hitting Ambrose and Aleste at the oars, falling just short of their targets. Trellara responds with an arrow of her own, but it bounces harmlessly off the top of the tower.

Another hobgoblin leaps up the stairs, wearing lighter armor than his comrades. An empty flask lies in his hands as he casts it away and takes to the skies! The hobgoblin, with the bearing of a true blademaster, whisks over the water towards the town hall.

The lizardfolk are still coming, but the one following your dugout is falling behind as you row faster.

Round 4
With the appearance of four more hobgoblins along the tower, Shaylar draws three arrows and takes aim. Quick as Leonar's lightning the arrows hit home, the three arrows puncturing the archer's chest only a finger's width between each of them. Good hits even at this distance; 33 points damage total.

Okay, Helaku and company up next. Dugout is about 135 feet away from the tower, with the flying hobgoblin about 120feet away.

Initiative
28 - Shaylar
18 - Helaku
17 - Leonar
10 - Ambrose
10 - Trellara
5 - Aleste
4 - Hobgoblin veterans
2 - Lizardfolk

=======

GM rolls:

hobgoblin 3 Reflex 1d20 + 3 ⇒ (7) + 3 = 10
Trellara attack 1d20 + 6 ⇒ (8) + 6 = 14
damage 1d8 ⇒ 6
Aleste Str 1d20 + 1 ⇒ (6) + 1 = 7
hobgoblin 4 1d20 + 6 ⇒ (1) + 6 = 7
hobgoblin 5 1d20 + 6 ⇒ (14) + 6 = 20
damage 1d8 ⇒ 5
hobgoblin 6 1d20 + 6 ⇒ (11) + 6 = 17
damage 1d8 ⇒ 7
3d4 ⇒ (3, 2, 1) = 6

The Exchange

Cogward looks decidedly uncomfortable to be asked to say a few prayers for the departed. Still, he mumbles a blessing over each form as it his heaved over the side to the ocean's embrace.

Once the ship is underway, Jake, Lonegan and Fipps are quick to give their assurances that they will put body and soul into their duties and not cause trouble. More than can be said for Scourge. Sullen, humiliated, the man looks up at you in challenge, though he directs his words to the new captain. "I have nothing to say to you. I promise you, you will regret this." He offers no resistance to being strung up.

Kroop agrees to help with what he knows. He looks surprised to see the rum bottle in his hand. "This? Heh, this is just for the cooking see, a marinade."

The Rabbit Prince Stats:

Sailing Ship
Colossal ship
Squares 4 (30 ft. by 105 ft.) Cost 10,000 gp
DEFENSE
AC 2; Hardness 5
hbp 1,620 (sails 360)
Base Save +6
OFFENSE
Maximum Speed 90 ft. (wind); Acceleration 30 ft.
CMB +8; CMD 18
Ramming Damage 8d8
STATISTICS
Propulsion wind or current
Sailing Check Profession (sailor)
Control Device steering wheel
Means of Propulsion 90 squares of sails (three masts)
Crew 20
Decks 3
Cargo/Passengers 150 tons/120 passengers

Rabbit Prince's Crew
Quara Sher (female tiefling) - captain
Arven (male undine) - first mate?
Penta Slaughter (female human) - boatswain and disciplinarian? I wasn't sure what Arven or Penta's title would be.
A'vandira Silvermane (female human) - navigator
Batango (male human) - ship's mage
Atajay (male human) - ship's mage
Sandara Quinn (female human) - ship's chaplain
Crimson Cogward (male human) - master of arms
Ambrose "Fishguts" Kroop (male human) - ship's cook

Aretta Bansion (female human swab): a bad tempered ex-harlot with big ears.
Fipps Chumlett (male human swab): a fat, pushy bully with a shaved head.
Jaundiced Jape (male half-orc swab): a humorless, greedy half-orc mute.
"Slippery" Syl Lonegan (male human rigger): an unhinged murderer who f led to sea to escape the gallows.
Kenya Bloodblade (female human gunslinger and swab): tough pirate fascinated with the possibilities of black powder.
Owlbear Hartshorn (male Shoanti human): simple-minded but loyal brute.
“Ratline” Rattsberger (male Halfling rigger): a rat-faced halfling with long arms and three missing fingers.
Rosie Cusswell (female Halfling swab): foul-mouthed tough who plays a mean fiddle.
Tilly Brackett (female human swab): a tough joker who likes her rum.

Plunder = A shorthand for all the items, trade goods, and valuables taken in a pirate raid. One point of plunder is equal to 1,000gp. It can be sold in port, and a canny pirate can try to earn more coin when converting it to money.
Infamy & Disrepute = As you engage in piracy, you start to build a reputation for yourselves. When in port, make a group Bluff, Perform, or Intimidate check. With success your reputation grows as people hear about your exploits. Infamy represents the total score for your reputation, while Disrepute indicates the extent to which you can cash in on that fame, providing you with tangible benefits. Your group's current Infamy rating is 2.

The Exchange

Dragons - Round 7 continued
Zaghigoth holds fire, literally with a glowing orb of fire resting in his hand. He waits to see the outcome of the parley with the dragon, though it doesn't stop him inching towards the succubus to get a closer shot should she become the next target. Oshok'arr lopes along behind him.

Yekskya decides to play along with the unfolding drama and transfers his aim to the dragon. He shoots two cold iron arrows at her, one of which hits. She really doesn't like the cold iron, and a hint of worry flashes across her face. One hit, 14 points damage to the succubuss.

Stymied as he realizes the demoness understands draconic, Maudrill completes his summoning spells, calling forth another golden-winged eagle from the celestial planes. The two eagles stoop and harry the succubus, driving down towards the ground.

Krolmnite tries to get at the demoness, but the canny succubus is hovering just out of reach. The nagaji Hskoro cups his hands together and looks up at her malevolent form. "Gnome! Have your sword ready! I will give you a boost!" He indicates for you to place your foot in his cupped hands so that he can throw you at her. Basically she is hovering about 10 feet above you, not sure if with your greatsword you would be able to reach her. But help is at hand! Go ahead and make an attack roll.

Arriving back on the scene Rowena stops for a moment to take in the situation. It wouldn't do to attack someone who turns out to be an ally! Welcome back!

Quinta creeps closer, doing her best to conceal herself amongst the jungle underbrush but continuing her ode to the dragon newcomer. It hovers with powerful beats of its wings, basking in the flattery. "You speak pretty words, human. I will likely eat your friends, but I will let you live. Mellistra! I have what I want, and I grow weary of your tricks. Begone!" Quinta you are now 30 feet away from the succubus, getting closer.

I'll wait to get Krolmnite's attack (assuming he does want to be a flying gnome) as it will impact on the rest of the round. Progress is being made!

Updated Map

Initiative
18 - Khlorphraxus
17 - Zaghigoth & Oshok'arr
12 - Yekskya
8 - Maudrill
5 - Krolmnite
4 - Rowena
4 - Quinta
3 - Hskoro
3 - Mellistra

========

GM rolls:

Lani fly 1d20 + 14 ⇒ (9) + 14 = 23
Hskoro Strength 1d20 + 3 ⇒ (18) + 3 = 21

The Exchange

Chapter 4: Hiding Evidence

Your celebrations continue long into the night, as you tell and retell your individual exploits during the fight. You also regale the rest of the crew with your encounters on Bonewrack Island. Afterwards, few are keen to set foot on the cursed isle.

One discovery that casts a shadow over your celebrations is finding the body of Jack Scrimshaw, the young swab you rescued from hungry reefclaws. Since that event the lad had been a firm ally, and it looks like he had been cut down at the bottom of the ladder leading up to the main deck. He died from multiple sword wounds and it was likely he was cut down by Jaundiced Jape, Aretta Bansion, or Shivikah - perhaps even all three. Well liked by most, his death casts a pall over the proceedings, but most are just keen to put recent events behind them and move on. The promotion of several to ship's officers helps ease the tension as well.

As you discuss what to do next, Fishguts Kroop chips in: "Harrigan is not one to forgive a slight easily, and he will be sore wroth that a ship's been stolen under his nose. Even if we hadn't planned to do the stealin'! Seems more and more likely to me now that Plugg was making for the Slithering Coast. We're not far off. There's an estuary, a few folk live there, and I reckon we should look up Rickety Hake. He's got a business turning vessels into squibs - changing their lines and rigging so they appear as another ship. He makes a pretty good living off of Shackles pirates."

Kroop starts to wander off, having purloined a rum bottle off passed out Tilly Brackett. Then, he turns around, something having occurred to him. "Seems to me, the sooner we can build a reputation for the Rabbit Prince and her crew, the better. An unknown ship sailing these waters is quickly going to attract the attentions of other pirates. They'll see us as prey." He takes a long swig of the rum and smiles as he smacks his lips and wanders off.

Searching the ship does turn up something positive. As a prize vessel, the ship was still carrying the Rahadoumi merchant's cargo, a collection of spices, exotic timber, dyed cloth, and other trade goods. In addition you also find Plugg's share of the booty, again it looks like he had kept the most expensive trade items for himself. Altogether you reckon it could fetch at least 2,000 gold in port (or 2 points of Plunder, to be explained in the next post).

Wow, seems you all have put a crew together in no time! Quara, as captain can I nominate you to make an Charisma-based check on behalf of the crew. Basically you can make either a Bluff, Intimidate, or Perform check (your choice) - the DC to beat is 21. I'll try to get the next post up later tonight, but if not it will be in the next day or so.

Batango: In theory, yes you can pulverize the skull and create a beverage that Tabook can imbibe to learn the spells. It's quite a few spells engraved on the scroll - are you thinking to try learning all of them?

The Exchange

Sorry guys, I dropped the ball a bit with this game, though I've only just realized that I've lost a post that I put up last week. I must have hit preview button instead of submit post. Let's see if we can catch up and see what there is to see in Rhest.

Bell Tower - Round 2 continued
Leonar gestures towards one of the hobgoblins trapped in the pit. A bolt of lightning hurtles down and blasts one of the hapless lookouts, leaving only a charred mess behind. 14 points electricity damage to the hobgoblin, leaving only one left in the pit.

Ambrose continues to pull at the oars, trying to close the gap so as not to just sit in the open. Trellara works away as well, until Ambrose grasps one of the oars from her. "You have a bow? Use it. I'll have a shot here." The rangy alchemist takes up the oars and bends to the work with a will, helping to drive the dugout forward. Ambrose between your roll and Aleste's you are able to increase the speed to 30ft for the next six rounds.

The remaining hobgoblin in the pit tries to back away from its fallen comrade and climb out. The stone sides are too steep and slick though, and it languishes in frustration. You can hear the sounds of orders being barked coming from the stone staircase at the top of the tower.

Lizardfolk are still closing in, but are a good distance away yet.

Round 3
Shaylar readies two arrows, nocking both to his bowstring. He prepares to attack any foe that dares to show themselves. Great rolls, but no enemies in sight from your perspective so why not hold your attack for the moment.

Helaku swoops lower around the bell tower. It looks like there should have been an entrance to the tower at ground level, but that has since been submerged by the waters of the lake. As he does so he swoops around Leonar and gives him an update, a disembodied voice directed at the eagle. Looking across at the other edifice that looked like a town hall you can see figures milling about, and starting to take an interest in the goings on here. The figures look bigger than the hobgoblins - ogres!

Okay we can get Leonar and Ambose's (rowing) actions, I'll get up NPC actions. The dugout is currently 165 feet from the bell tower, and about 800 feet from the town hall.

Initiative
28 - Shaylar
18 - Helaku
17 - Leonar
10 - Ambrose
10 - Trellara (delayed action to be in step with Ambrose)
5 - Aleste
4 - Hobgoblin veterans
2 - Lizardfolk

======

GM rolls:

hobgoblin 1 Reflex 1d20 + 3 ⇒ (7) + 3 = 10
Aleste Strength 1d20 + 1 ⇒ (17) + 1 = 18
hobgoblin 2 Strength 1d20 + 3 ⇒ (12) + 3 = 15

The Exchange

Khlorphraxus - Round 7
The dragon continues to circle around the lip of the sinkhole. It holds its attacks though, as it listens to both parties. The wyrm preens at Quinta's flattering words, and it does appear to consider Maudrill's exhortations. Its head swings around to the succubus. "Is this true, Demon? Do you seek merely to drag me to the hells?" Excellent poem, Quinta!

Seeing the threat, the succubus tries to stave off the dragon's anger. "Khlorphraxus, don't listen to them! You will be a great and terrible dragon, but you are still young. It merely serves my purposes to aid you along the way. But, if you don't wish to become master of this land, then I waste my time here!"

We'll move forward with everyone's actions, Maudrill I've got yours.

Initiative
18 - Khlorphraxus
17 - Zaghigoth & Oshok'arr
12 - Yekskya
8 - Maudrill
5 - Krolmnite
4 - Rowena
4 - Quinta
3 - Hskoro
3 - Lani

=======

GM rolls:

Khlor Wisdom 1d20 + 1 ⇒ (9) + 1 = 10
Khlor Fly 1d20 + 7 ⇒ (17) + 7 = 24
Lani Fly 1d20 + 14 ⇒ (4) + 14 = 18
Lani Diplomacy 1d20 + 19 ⇒ (12) + 19 = 31

The Exchange

Atajay wrote:

Also, DM, Sandara gave me her hat as I recall. Did you ever say what it did? I didn't wirite it down, if so.

But nevertheless, I doubt I could use it while wearing my Charisma boosting headband, so I might want to come up with a nice way of giving it back to her without hurting her feelings, if that's true.

I may have posted it elsewhere, but in either case here are the powers of the hat:

Besmara’s Tricorne
Aura faint transmutation; CL 5th
Slot head; Price 2,600 gp; Weight 1 lb.
DESCRIPTION
This black leather tricorne hat is weather-beaten and saltstained. It grants its wearer a +2 competence bonus on Profession (sailor) and Swim checks.
If Besmara is your patron, once per day you can speak a command word to transform the hat into a small ship’s boat such as a cutter, jolly boat, or longboat (see the Skull & Shackles Player’s Guide). The boat is 20 feet long, has two pairs of oars and a single mast with a square sail, and can carry up to 12 passengers and crew. Upon command, or after 8 hours, the boat returns to hat form, dumping out any occupants.

Seeing as Sandara is the most significant follower of Besmara amongst the crew, it probably makes sense for her to hold on to it. I'm sure you'll find a way to give it back sweetly!

The Exchange

Well I'm impressed how quickly you all put together a chain of command! Next time I'll post up a bit more about your crew, so you can determine if you have enough to keep your ship seaworthy.

Anyone injured will also be able to get healing from Sandara, and Penta I presume though may have to wait until the following day when your divines can prepare new spells. Also, Quara at least is beginning to feel the effects of ghoul fever - Sandara should be able to remedy that as well.

This officially ends the first part of the Skull & Shackles adventure path - The Wormwood Mutiny. Well done! If you all are happy to continue then I'll start posting up the into the next chapter in your saga: Raiders of the Fever Sea.

The Exchange

Resolution - Round 4 continued

Jape and Lonegan glare at you murderously, but the effect of Atajay, a towering Arven, Quara, and Penta standing together over them is enough to make them lose heart. Fipps Chumlett looks positively frightened. A'vandira and Batango join you, and already your allies are cheering your victory, as your last foes throw down their weapons and surrender. The day is yours!

None of your crewmates contest Quara Sher as the new captain of the Man's Promise. and are more than pleased to see the harsh Mister Plugg gone. As predicted, sharks are always ready for a feast and are quick on the scene. All you can see of his remains is a spreading pool of blood in the water.

In the meantime, apart from Scourge, the other pirates who opposed you are happy to throw their lot in with you after the conflict. For some, fear of punishment was enough to keep them allied with Plugg; others perhaps aligned themselves with the first mate more readily. Everyone agrees though that it's better to serve a new captain than be marooned on some monster-infested flyspeck of an island.

Congratulations, the ship is yours! What do you plan to do with her next? What do you want to do with Scourge? Discipline him, or something more permanent? And the bodies of Conchobar, Narwhal, Badger, Aretta, and Shivikah?

Apart from having possession of the sailing ship, this encounter is pretty light treasure-wise. During the fight Plugg cast down his masterwork cat-o-nine-tails, but the rest of the gear he was wearing went overboard with him. In Plugg's cabin you find a leather drinking cup and a stash of 100 gold pieces and 200 silver. If you disposess Scourge of his gear, you recover the following: medium suit of leather armor, punching dagger coated with black dagger venom, masterwork handaxe carved with notches for the number of Scourge's kills, a shortbow with a leather quiver with a buttoned shutter to protect them from the elements (by Scourge's bunk), whip, potion of blur, potion of cure light wounds, corked dark green bottle containing 8 doses of oil of taggit, a hefty waxed coat with many hidden pockets, a leather snuff box with a diamond stud containing 1 dose of dark reaver powder (the box itself could easily be worth 100gp), a silver wedding ring that might fetch 25 gold, 14 platinum pieces and 29 gold pieces. If you really want to know him around you discover that he has 6 gold teeth that could be worth 5 gold each.

You also receive a +2 bonus to your Disrepute and Infamy scores for the successful mutiny and taking control of the ship. I'll post more info next time about what those scores represent.

The Exchange

Penta Slaughter wrote:

you forgot my actions again:P

Oh no! Truly I am an accursed GM! :)

Mutiny -Round 4
Penta takes a wary step back from Syl and Jape, brandishing her whips. A quick prayer beseeching Calistra's aid heals her wounds. Then a flick of one of her scorpion tongues pulls Jape's feet out from under him, sending the half-orc hard to the deck. A second flick with the other scorpion whip sends Jape's cutlass spinning away from him just as he tries to grab for it. The warpriest fixes both sailors with a steely glare as she tells them what they can expect if the make another move.

With those words it Might be worth making an Intimidate check to cow them.

The Exchange

My bad Quinta, I missed that out of the post - will put it in the next update. "Lani" does indeed understand Draconic, though she chose to address the dragon in Common.

Is there a word for a group of eagles? Flock doesn't really seem to cut it. Eyrie?

Edit: a convocation!

The Exchange

Thanks for the update Maudrill. Everyone's got their own style, that's very well laid out.

The Exchange

Mutiny - Round 3 continued

Noticing Jape's attack, A'vandira turns on the hulking half-orc and sends a coruscating ray at the sailor. It hits him dead on and seems to drain most of his strength away. True to her word, his cutlass suddenly seems unwieldy and heavy in his hands.

Plugg's hesitation becomes more pronounced as thanks to A'vandira's magic Arven increases in size until he is towering over the man. Suddenly the stern officer doesn't look so powerful and haughty. Flexing his muscles the undine gives a powerful shove with the flat of his sword, a shove that sends Plugg flailing backward. "Tell the sharks, Arven sent you." The man hits the railing and pitches over the side, into the briny deep!

Crimson Cogward is still battling Badger Medlar, as Batango thrusts the dagger in his hand into Shivikah's throat. It's a terrible wound for the ex-slaver, all the more surprising coming from the sea-witch. 4 points damage to Shivikah.

Quara continues to sing away to spur her fellows on. All the while she trades blows with Fipps Chumlett until finally she bats his blade aside and runs him through with her longsword. It's not a killing blow, but a grievous wound nonetheless. He looks down at the blade in horror. 10 points of damage to Fipps, he's hanging on to consciousness but a mere thread.

There's a loud report as Kenya raises her pistol again and fires point blank at Narwhal Tate just as he's loading his crossbow for another attack. The shot hurls the dwarf back onto the deck, and looking down you see there's not much left of him. Rolled a critical hit for Kenya Bloodblade, with her pistol causing a x4 multiplier to damage for a total of 19 points. Narwhal's dead.

The battle seems to pick up as your allies swarm the remaining sailors that were loyal to Plugg and Scourge. The fight seems to have gone out of them now that Plugg is gone and Scoure is lying senseless on the deck. Badger Medlar goes down under a flurry of blows, and Owlbear comes to Batango's aid by smashing Shivikah's skull with his club. Aretta Bansion is also taken down by Sandara and Kroop with his frying pan.

There are only three adversaries still left standing: Syl Lonegan, Jaundiced Japes, and Fipps Chumlett. Top of the round, Penta and Atajay have actions before they make their next move.

Updated Map

Initiative
21 - Penta
16 - Atajay
16 - enemies
13 - A'vandira
13 - Arven
13 - Crimson Cogward
7 - Batango
3 - Quara
3 - allies

=====

GM screen:

Jape Fort 1d20 + 4 ⇒ (1) + 4 = 5
Crimson 1d20 + 5 ⇒ (4) + 5 = 9
damage 1d6 + 3 ⇒ (3) + 3 = 6
Kenya attack 1d20 + 5 ⇒ (20) + 5 = 25
damage 1d8 + 1 ⇒ (8) + 1 = 9
Sandara attack 1d20 + 5 ⇒ (9) + 5 = 14
damage 1d6 + 2 ⇒ (5) + 2 = 7
Kroop attack 1d20 + 4 ⇒ (12) + 4 = 16
damage 1d6 + 2 ⇒ (4) + 2 = 6
Rosie attack 1d20 + 8 ⇒ (2) + 8 = 10
damage 1d4 + 4 ⇒ (4) + 4 = 8
Owlbear 1d20 + 6 ⇒ (10) + 6 = 16
damage 1d6 + 4 ⇒ (5) + 4 = 9
Ratline 1d20 + 4 ⇒ (19) + 4 = 23
damage 1d6 + 2 ⇒ (1) + 2 = 3
Tilly 1d20 + 5 ⇒ (4) + 5 = 9
damage 1d6 + 2 ⇒ (4) + 2 = 6
Kenya crit confirm 1d20 + 5 ⇒ (15) + 5 = 20
damage 3d8 ⇒ (2, 3, 5) = 10
Ratline crit confirm 1d20 + 4 ⇒ (6) + 4 = 10
damage 1d6 + 1 ⇒ (6) + 1 = 7

The Exchange

Dragon Redux - Round 6 continued

Smarting from the blast of dragon breath, Zaghigoth looks up at the dragon, stone-faced and determined. He gestures forward with his hand, sending a blast of fire at the enemy. Despite its size, the dragon is agile, and twists away from the fireball. No sooner have the flames left Zaghigoth's hand then his hand begin to glow with flame once again. Ranged touch result just missed, I'm afraid.

From his position on the northwest side of the pool, Yekskya fires another pair of thistle arrows arcing toward the dragon and prays he has the same success with this one that he did with the last. Indeed, one of his arrows strikes true, burrowing deep into the wyrm's toughened hide. Second arrow hits, for 17 points and the bleed damage.

Maudrill finishes summoning an eagle from the celestial planes. Appearing near the succubus, it immediately perceives a mortal enemy and stoops to the attack. Swooping down it rakes the demoness with its beak, a resounding blow of good against evil. 4 points damage to the succubus. Meanwhile Maudrill speaks to the dragon in sibilant Draconic. The majestic beast cocks its head as it listens, darting glances back and forth between the aasimar and the succubus. He begins summoning another eagle. Sorry Maudrill thought I'd posted earlier - could I get a Bluff check from you?

Krolmnite charges ahead, hacking at the grasping plants in his path. He makes a beeline for the demoness and is ready to smite the creature of the pit. He waves the blade at the succubus and roars a challenge at her, hoping to goad her into a fight.

A rustle from the jungle to the east heralds the return of Rowena! She looks shaken but once more in command of her fears and ready to rock. Rowena feel free to post up an action this round.

A lilting song rises from the underbrush as Quinta summons another celestial eagle and inspires everyone's actions to greater glory. The eagle hurls itself at the succubus, all rending beak and tearing claws. Its strong beak rends the demoness' wing. Inspire courage in effect, the eagle's beak attack hits for 3 points damage.

Hskoro draws a set of nunchaku and bounds forward to make a great leap, flipping over Krolmnite's head. As he reaches the summit of his leap he reaches up to try to hit the demoness but she kicks him away. The nagaji lands lightly on the ground and tries to fend off the vegetation that instantly tries to entangle him. Attempts a jump to try to reach the demon. Doesn't manage to leap quite as high as her, but close enough to hit with an attack that ultimately misses.

The succubus focuses most of her attention on the foes that are truly posing a threat: the eagles. With her sharp claws she swipes at one that draws to close and plunges her other hand into the breast of the other bird, impaling it. The eagle winks out of existence on this plane. It brings a cool smile of satisfaction to her darkly beautiful face, disappearing quickly as she turns back to the dragon. "Khlorphraxus, these little beings lie! I can make you powerful! A thing to be feared across the region. Stop messing around and kill them already! Only, keep one of them alive. They have spoken of an even greater treasure - Saventh Yhi." 4 points of damage from claw attack to Maudrill's summoned eagle, but with her second attack she scores a critical hit on her attack against Quinta's eagle, for a total of 9 points damage and dispelling it.

I'll get Rowena's action and Maudrill's Bluff check, then post the dragon's response accordingly. This is fun! Will you be wanting to seek out more dragons after this?

Updated Map

Initiative
18 - Khlorphraxus
17 - Zaghigoth & Oshok'arr
12 - Yekskya
8 - Maudrill
5 - Krolmnite
4 - Rowena
4 - Quinta
3 - Hskoro
3 - Lani

========

GM Screen:

dragon SM 1d20 + 1 ⇒ (9) + 1 = 10
Hskoro Acrobatics 1d20 + 9 ⇒ (17) + 9 = 26
Hskoro attack 1d20 + 8 ⇒ (3) + 8 = 11
damage 1d6 + 4 ⇒ (5) + 4 = 9
Hskoro Reflex 1d20 + 7 ⇒ (6) + 7 = 13
Hskoro Acrobatics 1d20 + 9 ⇒ (16) + 9 = 25
Leionthwe Fly 1d20 + 14 ⇒ (17) + 14 = 31
claw 1d20 + 11 ⇒ (4) + 11 = 15
damage 1d6 + 1 ⇒ (3) + 1 = 4
claw 1d20 + 11 ⇒ (20) + 11 = 31
damage 1d6 + 1 ⇒ (3) + 1 = 4
confirm crit 1d20 + 11 ⇒ (10) + 11 = 21
damage 1d6 + 1 ⇒ (4) + 1 = 5

The Exchange

Zaghigoth Stormbile wrote:


So, I was looking up some things on produce flame, and apparently there is a lot of uncertainty regarding how it functions...without getting into irrelevant things, I'm just wondering if I would still have it active after starting the cast of summon nature's ally. Usually, touch spells dissipate if you are "holding the charge" when you cast another spell, but the issues arise because produce flame isn't a touch spell in itself (range 0 ft), rather just allows you to make touch attacks. (Similarly, as I never actually cast summon nature's ally, it might still be in hand regardless). Your game, your ruling...apparently there are a bunch of threads debating the intricacies of this spell (well, particularly in regards too iterative attacks). If the produce flame would still be active, I'll use my turn to throw it at the dragon.

Hmm, this is a tricky call. When I first read the post I didn't see a problem with it, but as it's been a few days since I've been able to post the reply, the more I've thought about it the more I can see how it could be argued either way. I'm going to allow it, mainly as it's duration is 1 minute/level. I reckon any spell with a duration that long would expect that you would be casting other magic or taking actions in the meantime, so you must be able to hold the charge.

I expect to have next post up tomorrow evening GMT. I'm keen to see how this all plays out!

The Exchange

Krolmnite the Brave wrote:

Reflex versus Dragon Breath 1d20+4

Im not sure where the enemies are, DM. But the gnome will double move in the closest one's direction.

The succubus is 10 feet south of you, Krolmnite, just now hovering about 10 feet off the ground. The second green dragon is 30 feet away from you, hovering over the sinkhole so is perhaps more inaccessible.

The Exchange

Mutiny - Round 3

Penta Slaughter lashes her whips, and the bladed leathers wrap around Scourge's neck. He grapples with them in vain and his face turns scarlet as the whips constrict his breathing. Finally his breath gives out. The pirate's eyes roll back into his head and he collapses onto the deck, unconscious. I'm glad to have a player with an interest in using whips as a weapon, it's a chance to explore all the nuances involved in mastering them. 11 points nonlethal damage, just enough to render him unconscious.

Atajay draws nearer to the ongoing fight with Mister Plugg. Throwing his hands up as if he's about to blast Plugg to bits with an arcane bolt, he calls for the acting captain to surrender. Plugg looks startled by the threat, and certainly appears to expect Atajay to make good on it. He stays his hand and lowers his blade. Plugg has been successfully demoralized and is shaken for the next three rounds.

Unaware of Plugg's predicament, his allies fight on. Syl Lonnegan takes advantage of the warpriest's fight with Scourge to hack at her with his cutlass, a glancing blow to her arm. 4 points damage to Penta. Fipps Chumlett continues to trade blows with Quara Sher, another slash of his cutlass getting past her guard. 5 points damage to Quara. The others on the deck also fight on, not landing any telling hits.

Throughout the fight you are aware that not everyone is accounted for. Especially, Plugg seems to be missing some of his most loyal supporters. Then, you hear steps from below and three more sailors rush up the ladder to the main deck. One is Shivikah, the tall and burly Mwangi ex-slaver. Another is the human ex-harlot Aretta Bansion, along with the hulking half-orc Jaundiced Japes. Each of them have cutlasses to hand and immediately launch themselves into the fray by attacking you! Shivikah makes a thrust at Batango, who tries to dodge out of the way but not quite quickly enough. 4 points damage to Batango. Aretta attacks Sandara from behind, her blade punching through the protective force of Atajay's mage armor spell. The devotee of Besmara is surprised by the attack and grievously hurt. 7 points damage to Sandara. Jaundiced Jape leaps up and tries to slice Penta in two with his oversized sword, but she is able to nimbly dodge the overpowered attack.

A'vandira and Arven up next, basically Plugg has seven supporters left standing: Jape, Narwhal, Fipps, Aretta, Shivikah, Badger and Slippery Syl. Man, I didn't think it would take nearly so long for getting the next post up, otherwise I would have just given advanced warning that I'd be signing off for the holidays. It was good fun though.

BTW, totally agree with the success you've all had with winning your crewmates around. I think Quara's a key part of that success, but you've all done well with a combination of good Diplomacy rolls at key moments and good roleplaying. Keep it up! If you should manage to take the ship for your own, you may need those skills to hire new crew, and to keep them loyal to you. You wouldn't want a mutiny on your hands! ;)

Updated Map

Initiative
21 - Penta
16 - Atajay
16 - enemies
13 - A'vandira
13 - Arven
13 - Crimson Cogward
7 - Batango
3 - Quara
3 - allies

=========

GM rolls:

Badger 1d20 + 3 ⇒ (3) + 3 = 6
damage 1d6 + 1 ⇒ (1) + 1 = 2
Syl 1d20 + 3 ⇒ (16) + 3 = 19
damage 1d6 + 1 ⇒ (3) + 1 = 4
Fipps 1d20 + 3 ⇒ (16) + 3 = 19
damage 1d6 + 1 ⇒ (4) + 1 = 5
Tate 1d20 + 4 ⇒ (7) + 4 = 11
damage 1d8 ⇒ 6
Shivikah 1d20 + 3 ⇒ (15) + 3 = 18
damage 1d6 + 1 ⇒ (3) + 1 = 4
Aretta 1d20 + 3 ⇒ (17) + 3 = 20
damage 1d6 + 1 ⇒ (6) + 1 = 7
Jape 1d20 + 4 ⇒ (5) + 4 = 9
damage 1d6 + 2 ⇒ (3) + 2 = 5

The Exchange

Bell Tower - Round 2
Shaylar continues to pepper the tower with arrows. The hobgoblin ringing the bell takes one final arrow in the back and collapses. His other two arrows find their targets as well. Each hobgoblin hit, the first for 15 points damage - with previous hits that's enough to drop it to -7hp. The second is hit for 10 points, and the third for 5 points.

Trellara heeds Ambrose's suggestion and takes up another pair of oars. She pulls with all the might she can muster and the boat lurches forward, matching Ambrose's own efforts. Her wild song continues to carry on the wind. Trellara tries with the assist, but while an agile fighter she only has a Strength of 8.

Helaku swoops down, casting a powerful spell under the feet of the hobgoblins. There's a rumbling sound and the top floor of the bell tower tumbles away to reveal a magical pit ten feet across. The two hobgoblins fall in, and the dying lookout rolls in as well. The two warriors look stunned and hurt. Both failed their saves and fell the 30 feet, taking 16 points falling damage.

Over to Leonar and Ambrose, unfortunately with the assist it wasn't enough to increase the boat's speed but you can try again next round.

Initiative
28 - Shaylar
20 - Trellara
18 - Helaku
17 - Leonar
10 - Ambrose
5 - Aleste
4 - Hobgoblin veterans
2 - Lizardfolk

========

GM Rolls:

Attack, Composite Longbow: 1d20 + 16 ⇒ (19) + 16 = 35
Damage, Composite Longbow: 1d8 + 7 ⇒ (8) + 7 = 15
Damage, Composite Longbow: 1d8 + 7 ⇒ (3) + 7 = 10
Trellara Strength 1d20 - 1 ⇒ (15) - 1 = 14
Shaylar 3rd arrow 1d20 + 8 ⇒ (18) + 8 = 26
damage 1d8 + 4 ⇒ (1) + 4 = 5
hobgoblin 1 Reflex 1d20 + 3 ⇒ (8) + 3 = 11
hobgoblin 2 Reflex 1d20 + 3 ⇒ (3) + 3 = 6
falling 3d6 ⇒ (6, 6, 4) = 16

The Exchange

Post to follow, hopefully should be up tomorrow. I was hoping to get another post up this weekend, but got caught up in the festivities. BTW happy holidays to everyone!

The Exchange

Post to follow, hopefully should be up tomorrow. I was expecting to get another post in before the holidays, but got caught up in the festivities. BTW happy holidays to everyone.

Shaylar thanks for the update. From the description I thought it was a Manyshot, but when I checked your character sheet I missed it in your feat list - I do need to get my glasses checked! I will deduct damage from the second arrow accordingly.

The Exchange

Excellent! Sounds like fun. I think I'm at capacity for running games, so I might hold off on reading more and see if a new game is kicking off to play in.

I also came across another great new book - "The Martian" by Andy Weir. A bit of a cross between "Apollo 13" and "Castaway". I totally recommend it.

The Exchange

The Second Dragon - Round 5
With the demon-Lani flying away from him, Zaghigoth begins chanting, reaching out to the spirits beyond. Pivoting where he stands he drags the tip of his holly-and-mistletoe-tipped spear in a circle. Oshok'arr looks on with a knowing expression on her long snout.

Yekskya takes aim from the other side of the sinkhole, raining arrows on the new foe, former ally. One of the thistle arrows hits. It seems to do less damage than it should, as she shrugs off much of the pain. Still she looks across at the archer with an expression of pure malice and a near feline snarl. 4 points of damage to not-Lani. Unfortunately the bleed damage is cancelled out by her damage reduction.

Maudrill, still hidden from sight, tries to draw near to Krolmnite. Wary about giving away his position, he nonetheless shouts out the nature of your betrayer and tactical advice. As he tries to move through the entanglement area towards Krolmnite, the plants react to being stepped on and try to grasp their invisible prey. The aasimar's flaming sphere winks out of sight as he begins to draw power for a summoning spell of his own. The entanglement area is still in effect for a full munute (round 12), so to move through it to reach Krolm requires a DC 13 Reflex save to move normally, if you end your turn beside the gnome then you need to make a second save at the end for the end of your turn.

Rowena is still making her way back, hoping that her friends haven't yet been wiped out by the dragon.

With a shriek the celestial eagle summoned by Quinta tucks and dives at the demon, sensing a natural enemy. It attacks with razor sharp beak and claws. The demon fends off the attacks easily, and the eagle flies around for another pass. Meanwhile Quinta tries to find cover and concealment from view as she too draws power for a summoning spell.

With a mighty throw Hskoro hurls his spear at the demoness. Sadly it falls far short of hitting her.

The demoness turns on the eagle harrying her, ripping at it with needle sharp claws. She tears the eagle to shreds, sending it falling weakly to earth. Two claw attacks for 11 points total damage, plus 1 point of falling damage.

Round 6
A wailing sound comes from the north, building in power and fury until another emerald-scaled dragon comes screaming over the gully. At first sight it looks smaller than the one you've just defeated, but still larger than yourselves. It looks down at the dragon's corpse below then casts about for targets. It's head swings round towards Zaghigoth and Krolmnite and it hisses a noxious cloud of choking, burning gas. The cloud comes close to where the demoness hovers, and she shakes a clawed fist at the dragon. "Watch it, wyrm!" The dragon made a full move last round to reach the combat area, and opens up with a 40-foot cloud of acid gas. Krolmnite and Zaghigoth please can you make a Reflex save against DC 20, Zag if you could roll for Oshok'arr as well. Failure means you take 20 points acid damage, on a successful save you manage to dodge out of the way and only take 10 points of damage. The dragon hovers over the sinkhole, ready for its next attack. It speaks with a rasping voice. "What is this, demoness! You promised me they would be near death! They all look hale to me! What would your master say to that?"

Top of the round so I can get everyone's actions. The dragon is hovering over the sinkhole, about level with the edge and about 10 feet from the edge.

Updated Map

Initiative
18 - Khlorphraxus
17 - Zaghigoth & Oshok'arr
12 - Yekskya
8 - Maudrill
5 - Krolmnite
4 - Rowena
4 - Quinta
3 - Hskoro
3 - Lani

======

GM rolls:

Hskoro attack 1d20 + 5 ⇒ (2) + 5 = 7
Lani claw 1d20 + 11 ⇒ (15) + 11 = 26
damage 1d6 + 1 ⇒ (3) + 1 = 4
Lani claw 1d20 + 11 ⇒ (12) + 11 = 23
damage 1d6 + 1 ⇒ (6) + 1 = 7
falling damage 1d6 ⇒ 1
dragon init 1d20 + 1 ⇒ (17) + 1 = 18
breath 6d6 ⇒ (4, 3, 2, 5, 4, 2) = 20
1d4 ⇒ 3

The Exchange

Same here! Hope everyone enjoyed the holidays. I'd hoped to get a post or two up before the festivities started, but my time's not really been my own recently. Just writing next post now, it should be up presently.

BTW, has anyone played or run the Emerald Spire megadungeon? I got the print book at Christmas, it looks very exciting.

The Exchange

Mutiny - Round 2 continued
With A'vandira's magic coursing through his body, Arven tries to get past Plugg's defences. The magic perhaps throws off his sword arm, and the pirate deflects his blow.

Batango uses the magic of the pearl to recall to mind one of his spells. Casting it again, he targets Master Scourge, commanding him to flee. The pirate's eyes suddenly widen, and he starts to back away from the sea witch. Scourge is under effect of the spell, will move on his next turn.

Quara's song does much to rally the crew to your cause. In the final days of your voyage aboard the Man's Promise, the crew had become polarized between their allegiance to yourselves or to Plugg and Scouge. The fight so far has shown that you've swayed many to your cause who were previously on the fence, such as Tilly Brackett, Ratline Rattsberger, and young Jack Scrimshaw.

Wondrously, Quara's singing even wins around those previously opposed to you. Crimson Cogward, who you wouldn't have called an ally and was keeping neutral in the conflict, suddenly draws his cutlass. He moves up and slashes at Badger Medlar, opening up a deep cut on her back. The half-elf screams in surprise and pain. 5 points damage to Medlar. Basically, you're earlier efforts at influencing the crew won most of them over to you, while those that weren't slid down the scale to become hostile as they were in turn influenced by Plugg and Scourge. The exception was Crimson, who saw you as rivals and became hostile but due to your making a special effort with him you had brought his status up to indifferent until now. Well done!

Meanwhile the battle rages all around you. Ambrose Kroop appears from the cabin at the end of the main deck, and brains Conchobar with a frying pan. The gnome drops unceremoniously to the ground, his head staved in. 6 points damage to Conchobar and he's into minuses. Rosie Cusswell takes advantage of Cogward's entry into the fight by taking down Badger Medlar with her axe. 7 points damage to Medlar, putting her into minuses.

Ratline Rattsberger stabs Scourge as he tries to withdraw, the halfling's slim cutlass slicing up into Scourge's abdomen. It's a deep wound. Critical hit, 10 points damage. Owlbear Hartshorn clubs Plugg again. 6 points damage. Kenya Bloodblade takes a step back to draw her pistol and fires it at the crossbow-laden Tate. He howls as the shot slams into his chest. 6 points damage.

Updated Map You're carrying the day so far. Well done that most of the NPCs are allies rather than adversaries, otherwise this would have been a much more difficult fight.

Back up to the top of the round with Penta and Atajay.

Initiative
21 - Penta
16 - Atajay
16 - enemies
13 - A'vandira
13 - Arven
13 - Crimson Cogward
7 - Batango
3 - Quara
3 - allies

=======

GM rolls:

Scourge Will 1d20 + 3 ⇒ (3) + 3 = 6
Cogward attack 1d20 + 7 ⇒ (10) + 7 = 17
damage 1d6 + 4 ⇒ (2) + 4 = 6
Kroop attack 1d20 + 4 ⇒ (18) + 4 = 22
damage 1d6 + 2 ⇒ (4) + 2 = 6
Rosie attack 1d20 + 10 ⇒ (14) + 10 = 24
damage 1d4 + 4 ⇒ (3) + 4 = 7
Ratline 1d20 + 5 ⇒ (19) + 5 = 24
damage 1d6 + 1 ⇒ (5) + 1 = 6
Owlbear 1d20 + 6 ⇒ (19) + 6 = 25
damage 1d6 + 4 ⇒ (2) + 4 = 6
Tilly attack 1d20 + 4 ⇒ (1) + 4 = 5
damage 1d6 + 2 ⇒ (3) + 2 = 5
Kenya attack 1d20 + 6 ⇒ (12) + 6 = 18
damage 1d8 + 1 ⇒ (5) + 1 = 6
Ratline crit confirm 1d20 + 5 ⇒ (13) + 5 = 18
damage 1d6 + 1 ⇒ (3) + 1 = 4

The Exchange

Bell Tower Blitz - Round 1

Shaylar, seemingly lost in thought, suddenly erupts into motion. The elf lets fly two arrows with eagle eyes trained on the distant hobgoblins. One of the arrows falls short, but the other strikes the hobgoblin clanging the bell. 14 points damage to the hobgoblin. In only saw one attack roll, so took the liberty of rolling the other, which didn't quite make it. At 210 feet away to hit the hobgoblins incurs a -4 penalty at the moment for you, two range increments away for composite shortbow.

Trellara starts up a song to inspire the party as she unslings her own bow. It is a wild, keening song, the cry of the Tiri Kitor. Inspire courage, all allies gain +1 on attack and weapon damage rolls, and +1 save bonus vs. charm and fear effects.

Helaku vanishes and while invisible hurtles towards the bell tower. He arrives and spies the activity at the top of the tower. A full round of flight will put you in the sky over the top of the tower. Please can you make a Stealth check? Remember bonuses for being invisible.

Helaku:

At the top of the castle you can see the three hobgoblin warriors readying arrows to use against you. A stairwell leads to lower levels of the tower. You can hear activity below - these hobgoblins have friends.

Leonar takes to the sky in eagle form, summoning the lightning storm. Roiling dark clouds begin to gather over the sunken city.

Ambrose pulls on the oars for all he's worth, trying to close the gap between the dugout and the tower. The bad news is, it looks to me the rowboat has a speed of 15 feet a round. I'd say a successful DC 20 Strength check would have a result that you could up the speed to 30 feet a round for a short burst. There are more paddles, if someone else wants to assist, that would provide a +4 bonus to your roll.

Aleste draws back his own bow and targets one of the hobgoblin lookouts. The powerful pauliel bow sends the arrow searing across, but the arrow bounces of the stone parapet of the tower a few inches away from the hobgoblin.

The hobgoblins respond in kind. Arrows start whistling down around you. Two plonk into the water either side of the dugout, but another arrow hits Trellara in the shoulder. 5 points damage to Trellara.

The lizardfolk warrior is still shadowing your progress. What's more worrying, the bell's ringing seems to have stirred up the various lizardfolk camps on the edge of the lake. Responding to the signal, you see several lizardfolk around the lake's edge taking to the water and making for Rhest.

The bell tower is now 195 feet away. The lizardfolk warrior is still 30 feet behind you. The other lizardfolk are quite a ways behind that.

Initiative
28 - Shaylar
20 - Trellara
18 - Helaku
17 - Leonar
10 - Ambrose
5 - Aleste
4 - Hobgoblin veterans
2 - Lizardfolk

=======

GM rolls:

Aleste init 1d20 + 3 ⇒ (2) + 3 = 5
Trellara init 1d20 + 2 ⇒ (18) + 2 = 20
Shaylar attack 1d20 + 12 ⇒ (4) + 12 = 16
lizardfolk init 1d20 ⇒ 2
Aleste attack 1d20 + 8 ⇒ (11) + 8 = 19
damage 1d8 + 3 ⇒ (8) + 3 = 11
hobgoblin 1 attack 1d20 + 5 ⇒ (5) + 5 = 10
hobgoblin 2 attack 1d20 + 5 ⇒ (20) + 5 = 25
damage 1d8 ⇒ 5
1d6 ⇒ 2
hobgoblin 3 attack 1d20 + 5 ⇒ (5) + 5 = 10

The Exchange

Betrayal! Round 4
The change in situation prompts Zaghigoth to shout to Oshok'arr to focus her attention away from the downed dragon to the new threat. The iguanodon bounds through the trees towards Lani, or what looked like Lani. Zaghigoth follows closely behind, moving easily through the undergrowth. Oshok'arr moving 30 feet towards Lani, and Zaghigoth making a double move to get closer.

Yekskya is stunned at Lani's sudden transformation, while Maudrill reacts instinctively. With a brief crackle of energy, he vanishes from sight, but not before sending his flaming sphere hurtling at his former ally. It wheels across and surrounds the revealed figure, but the flames do not seem to touch her. Invisible, Maudrill ponders the nature of the creature taunting the group.

Maudrill:

You think this might be a succubus, a demonic creature from the Abyss. A succubus is an evil outsider capable of laying enemies low with sensual charms and subtle manipulation. They have numerous magical powers, including the ability to change shape. She must have fine skills, to be able to impersonate a particular individual. Succubi are difficult to defeat - aside from their magical powers they have strong defences to magic, including spell resistance and immunity to fire, electricity and poisons. They also have resistances to acid and cold effects.

Anger fuelling him, Krolmnite dashes towards Lani. Still inside the area affected by the dragon's entanglement powers, Krolmnite's charge is checked as the plants reach up and try to hold him fast. Entangled area is difficult terrain, but with a double move you make progress across it. Krolm please can you make a Reflex save against DC 13 to avoid getting entangled.

Slowing to a halt, Rowena gasps for breath as she tries to regain her composure. The fear of the dragon was overwhelming, but she tries to draw strength from deep within. Her friends need her! Technically, I think since you don't know the dragon's dead you're still under the effect of the frightful presence until the end of the duration, but in the interest of being able to contribute to the fight, I'd say with the dragon's demise you are able to overcome the fear and get a hold of yourself. Still, three rounds of running at full speed away means it will take three full rounds to return to the location. ;)

Quinta snarls at Lani accusingly, while Hskoro succeeds in wading through the entangling vegetation and breaking free. Free as well from the crippling dragon fear, he rushes towards the once-gnome and hurls two shuriken at her. She dodges them easily and they each bite deeply into the trunk of a tree.

The creature that was once Lani or at least was pretending to be Lani rises up in the air on her bat-like wings. She soars over Hskoro and Krolmnite. "Ha ha my dear enamoured gnome, what fun I had with you! When I heard your lady friend gushing about some champion of Smiad I knew I had found just the right group to help Khlorphraxus wipe out his rival." Her tail lashing, she produces a small stone and hurls it at Quinta. It falls short of the Chelish singer (terrible throw) but as it hits the ground it erupts in a loud boom. An answering roar echoes from not far away.

Back to the top of the round, so can get everyone's actions.

Updated Map Lani/creature is currently hovering near Krolmnite, about 10 feet off the ground.

Initiative
17 - Zaghigoth & Oshok'arr
12 - Yekskya
8 - Maudrill
5 - Krolmnite
4 - Rowena
4 - Quinta
3 - Hskoro
3 - Lani

-------

DM rolls:

Lani Reflex 1d20 + 9 ⇒ (1) + 9 = 10
Hskoro attack 1d20 + 5 ⇒ (3) + 5 = 8
Hskoro attack 1d20 + 5 ⇒ (8) + 5 = 13
ranged attack 1d20 + 5 ⇒ (1) + 5 = 6

The Exchange

Update to come tomorrow. I've had some computer issues this week - I think they're sorted now, but given the late hour anything I write now will probably be incoherent.

The Exchange

Update to come tomorrow. I've had some computer issues this week - I think they're sorted now, but given the late hour anything I write now will probably be incoherent.

The Exchange

Sorry folks the Paizo site went down on Monday while I was halfway through this post, and afterwards my laptop was having issues of its own. Things still seem to be running slow today, not sure if it's to do with the computer or the website. Fortunately I'd been saving everything as I went along.

Mutiny - Round 2
Penta ignores the rest of the crew and decides to go after Master Scourge. She moves away from her fight with Syl Lonegan, and the man takes an ineffectual swipe at the warpriest as she goes. Penta lashes out with her specially treated scorpion whips at Scourge, both wrapping around the man and opening up painful gashes. Both attacks hit for a total of 13 points damage.

Atajay hurls one of his signature sonic screams at Mister Plugg. He winces at the excruciating sound only he can hear, but appears to shrug off the sonic attack. He looks around for the caster, and his eyes narrow as they settle on the sorcerer. Made his Fort save with a 19.

Black hearted rogue Fipps Chumlett swipes at Quara and slashes the tiefling with his cutlass. 4 points of damage to Quara Sher. His crony Narwhal Tate cranks back his crossbow and shoots another quarrel at Kenya Bloodblade. The fat dwarf barks out a laugh as the bolt hits her square in the chest. 6 points of damage to Kenya.

Scourge, who was just about to swat Halfling Ratline with his whip, is taken aback by Penta's attack and responds in kind. He cracks his whip and leaves a stinging welt on Penta's cheek, but his whip isn't treated in the same way that hers are doesn't bite as deeply. Syl Lonegan tries to follow up with an attack from behind, but Penta easily fends him off. 1 point nonlethal damage to Penta.

Half-elf Badger Medlar stabs your ally Rosie Cusswell in the gut, a deep wound (7 points damage to Rosie), while Conchobar Shortstone deftly tumbles out of the way of Sandara and Tilly's attacks. With a flourish, the gnome continues to sign away as he drops his crossbow and produces his cane. A hidden blade extends from the wooden shaft and he uses it to stab Tilly Bracket (3 points damage to Tilly).

Meanwhile Plugg seems to put all his energy into fending off attacks from Arven and Owlbear. The air is rent with the sound of clashing blades!

A'vandira moves up to where Arven is scrapping with Plugg and lays a hand on his back. Arcane energies flow through the conduit into the barbarian, causing him grow taller and fill the space. Enlarge person is a full-round spell, so Arven will be supersized on your turn next round.

Arven, Batango and Quara are up.

Updated Map

Initiative
21 - Penta
16 - Atajay
16 - enemies
13 - A'vandira
13 - Arven
13 - Crimson Cogward
7 - Batango
3 - Quara
3 - allies

======

GM rolls:

Syl aoo 1d20 + 4 ⇒ (4) + 4 = 8
Plugg Fort 1d20 + 6 ⇒ (13) + 6 = 19
Shivikah attack 1d20 + 3 ⇒ (6) + 3 = 9
Aretta attack 1d20 + 3 ⇒ (19) + 3 = 22
1d6 + 1 ⇒ (6) + 1 = 7
Jape attack 1d20 + 3 ⇒ (9) + 3 = 12
1d6 + 1 ⇒ (3) + 1 = 4
Badger attack 1d20 + 4 ⇒ (14) + 4 = 18
1d6 + 1 ⇒ (6) + 1 = 7
Narwhal ranged 1d20 + 5 ⇒ (14) + 5 = 19
1d8 ⇒ 6
Scourge attack 1d20 + 8 ⇒ (15) + 8 = 23
damage 1d3 ⇒ 1
Fipps attack 1d20 + 4 ⇒ (13) + 4 = 17
1d6 + 1 ⇒ (3) + 1 = 4
Syl attack 1d20 + 4 ⇒ (7) + 4 = 11
Conchobar Acrobatics 1d20 + 7 ⇒ (19) + 7 = 26
Conch attack 1d20 + 2 ⇒ (17) + 2 = 19
damage 1d4 ⇒ 3

The Exchange

The Mutiny - Round 1 continued
A'vandira hurls a ray of frost at one of the nearby enemy sailors, Fipps Chumlett. It misses him, but it does give him pause.

Arven hearing Quara's final words sees red and makes a grab for Plugg, hoping to take the braggart out of the fight and make him surrender or be thrown to the denizens of the deep. He bull rushes the first mate and shoves him back against the far railing, but not before Plugg slashes him with his cutlass. He seems good with a blade, and his cutlass though spotted with rust boasts a basket hilt adorned with a grinning skull. "Tell your men to put down their weapons or you feed the fish." the undine bellows. As a result of the bull rush you send him backwards 10 feet, another couple points and you'd have been able to shove him over the edge. He hits with an attack of opportunity for 8 points of damage.

Crimson Cogward, who you would expect to throw himself into a fight, instead hovers around the edge of the melee, watching everything.

At the snap of his allies letting loose, Batango turns abruptly and points his hand, fingers curled, at Scourge. "And how de tides turn upon you! Be gone, wretched beast!" Batango casts his magic, but Scourge just laughs. "Ha ha ha! Is that the best you can do, old man? Did I ever tell you that you remind me of my father? I never did like him. I'll enjoy gutting you." Scourge rolled a 20 for his Will.

Quara draws her longsword and shouts across to Hartshorn. "Owlbear, me old luv, help us! Remember who gave you healing and friendship! Please, help us! Stop Plugg and Scourge and their lackeys!"

Owlbear does indeed remember. After a few moments pondering, he turns towards Arven and Plugg. As he raises his club it looks like he's going to brain Arven Shark's Friend, but instead he brings it crashing down on Plugg. He shouts at the Shoanti, "Have you lost your mind, you imbecile!" but Owlbear just responds with "You mean to me. Owlbear not like you any more." Owlbear hits for 4 points damage - you had previous Diplomacy checks to win Owlbear's friendship, and he remembers Quara and Arven's kindness previously.

The fight continues. Kenya tries to hack at Fipps Chumlett, trying to clear room so she can fire her pistol. Her attack misses. You discover that one of the sailors Tilly Brackett is backing you as she draws her sword and she and Sandara harry the odious little gnome, Conchobar. Rosie Cusswell drives her prized handaxe into Badger Medlar, and another Halfling, Ratline Rattsberger, comes out on your side as he strikes Scourge. You also hear some fighting going on belowdecks.

All I can do tonight, but I'll get Atajay's action and can post up the first part of the next round.

Updated Map

Initiative
21 - Penta
16 - Atajay
16 - enemies
13 - A'vandira
13 - Arven
13 - Crimson Cogward
7 - Batango
3 - Quara
3 - allies

=====

GM rolls:

A'vandira ranged touch 1d20 + 4 ⇒ (6) + 4 = 10
Plugg aoo 1d20 + 11 ⇒ (10) + 11 = 21
damage 1d6 + 6 ⇒ (2) + 6 = 8
Scourge Will 1d20 + 3 ⇒ (17) + 3 = 20
Owlbear attack 1d20 + 6 ⇒ (15) + 6 = 21
damage 1d6 + 3 ⇒ (1) + 3 = 4
Kenya attack 1d20 + 6 ⇒ (2) + 6 = 8
damage 1d6 ⇒ 4
Sandara 1d20 + 7 ⇒ (17) + 7 = 24
damage 1d6 + 1 ⇒ (3) + 1 = 4
Tilly attack 1d20 + 6 ⇒ (9) + 6 = 15
damage 1d6 + 1 ⇒ (4) + 1 = 5
Ratline attack 1d20 + 5 ⇒ (12) + 5 = 17
damage 1d4 + 1 ⇒ (4) + 1 = 5
Rosie attack 1d20 + 8 ⇒ (11) + 8 = 19
damage 1d4 + 3 ⇒ (1) + 3 = 4
Jack 1d20 + 3 ⇒ (9) + 3 = 12
damage 1d6 + 1 ⇒ (2) + 1 = 3

The Exchange

Paizo site went down last night just as I was posting this. Luckily I'd saved it.

Dragon Hunting - Round 3 continued
Yekskya takes aim again, his arrows unerringly seeking out the weak points in the dragon's armored defense. Two arrows pierce its heart, and with a rending cry the dragon collapses to the earth! Maudrill whirls out of the way of the falling beast, while Krolmnite tries to move but is hindered by the entangling vegetation. The dragon falls at his feet with a thunderous thump, and with a single mighty blow the gnome hews through its neck and severs the head. Stupendous! Two arrows take the dragon down into the negatives. Sorry that Krolmnite didn't have the opportunity to land a telling blow, your smite would have been enough to finish it off as well. But just wait!

You gather and congratulate yourselves on your good fortune in slaying the beast. Killing that dragon wasn't so hard now, was it? Your thoughts are only just beginning to turn to what kind of treasure the dragon might have in its lair when you become aware of Lani's deep laugh. "Ha ha ha! Excellent. To be honest, I thought Malagitoryx would put up more of a fight. O, my brave adventurers. My brave fools! Khlorphraxus will be pleased."

Lani's form starts to shift. She seems to be growing taller. And are those wings sprouting from her back? Tiny horns form from her forehead, and a long sinuous tail that wraps around her legs. A demon!

We're still in initiative, Maudrill and Krolmnite you still have actions despite dodging the falling dragon, feel free to modify or change your actions above.

Initiative
17 - Zaghigoth & Oshok'arr
14 - Malagitoryx
12 - Yekskya
8 - Maudrill
5 - Krolmnite
4 - Rowena
4 - Quinta
3 - Hskoro
3 - Lani

The Exchange

Your boat weaves between the drowned buildings. Leonar perches expectantly on one the edge of the dugout. The lizardfolk warrior is still following at a distance, but isn't closing.

You draw nearer to the old bell tower. The stone building protrudes from the lake at a slant, reaching a height of thirty feet above the surface of the water. Eroded images of dozens of lions - stalking, sleeping, and pouncing - adorn its sides. A rickety-looking wooden platform has been built around the tower's circumference at water level, with three small skiffs docked alongside. It appears that the tower is three stories tall, but only its upper two floors remain above water. A massive iron bell that looks like it weighs tons hangs within the upper level of the old tower. The highest building in the area, it is a natural choice for a watchtower.

Atop the tower are three hobgoblin warriors, keeping watch for intruders into their domain. The guards you encountered at the roadblock barricade seemed bored and inattentive. These guards in contrast seem to take their task very seriously indeed. Obviously this is an honoured post. One of the guards turns in your direction, his gaze raking the boat and moving on. Lizardfolk on the lake must be a common sight, and the sight of the dugout doesn't raise much concern. Then his gaze comes back to you, and he focuses more intently. Suddenly there is great excitement and he calls out to his comrades. The hobgoblin and one of his allies take up bows and start firing in your direction. the other warrior takes the hilt of his sword and starts banging on the bell, making a ringing clamor that carries across the lake.

Roll initiative!

Your dugout is about 210 feet from the bell tower. No map for this yet, but I'll create one if we need one.

Helaku, no problem with casting the fly and having the invisibility ready to go.

Initiative

4 - Hobgoblins veterans

======

GM rolls:

initiative 1d20 + 2 ⇒ (2) + 2 = 4

The Exchange

The Mutiny - Round 1
Quara Sher finishes her tale by breaking into song, her words a thinly veiled warning as to Plugg's true intentions. His eyes go wide in surprise as his plans are laid bare. Conchobar Shortstone and Narwhal Tate likewise are astonished to have been found out. A brief, tense moment, then everyone goes for their weapons. Chaos ensues!

With quick refleses, Penta is the first to react to the situation. She bursts between her allies to move on top of one of the hatches on the main deck, unlooping her twin whips as she does so. From here she reach most of the crew on deck, all of whom are strangers to her. She even has time to say a few prayers for protection. Penta casts Bless, all allies within 50ft of her gain +1 to attack rolls and saves against fear.

Atajay slips forward, summoning magic and channelling it at Plugg in a sizzle of electrical energy. The stormborn sorcerer seems to summon the power of the hurricane itself, as the blast nearly jolts Plugg off of his feet. It is indeed worthy of a critical hit, and Plugg is flat-footed. 29 points electrical damage to Plugg! He's smoking!

A smoking Plugg rasps a command and Narwhal and Conchobar raise the crossbows at their sides and fire. Conchobar starts singing a jaunty tune, belittling creatures from the sea and bolstering his allies. It doesn't do Narwhal's aim any good, as the bolt he shoots at Quara goes wide. Conchobar's quarrel however, hits Arven in the small of the back - a treacherous act! Critical hit with crossbow on Arven, for 7 points damage total. Conchobar using inspire courage on allies.

Plugg meanwhile backs away from the fight, smarting from his wounds. He casts down his cat-o-nine-tails, draws his cutlass. As he does so he shouts at Owlbear Hartshorn. "Attack them you lummox! You big oaf! Or you'll get worse from me!" The towering but simple minded brawler does nothing, just looking back and forth at Plugg and the rest of you. Atajay if you have a weapon to hand you can make an attack of opportunity against Plugg as he makes a tactical retreat.

The other pirates draw their weapons. Fipps Chumlett and Syl Lonegan charge the party, laying in with their cutlasses. Blue-clad bully Fipps slashes Quara as he gets past her guard Was nearly a crit, 4 points damage to Quara. Syl Lonegan, rumoured to be an unhinged murderer who went to sea to escape the gallows, chooses the newcomer as his targer, diving at Penta Slaughter. Penta in this instance I think you get an attack of opportunity with your whip as he moves within your reach. Otherwise another potential critical, fortunately only doing 3 points of damage.

Badger Medlar, across the deck, draws her cutlass and clashes blades with the Halfling Rosie Cusswell. The Halfling has been a friend and ally to you throught the voyage.

Scourge moves through the crowd, edging away from the frontline but closer to Penta and to Plugg. He grabs up his whip and punching dagger and cracks the whip. It snaps and hits Penta in the face, leaving a deep welt. 3 points of nonlethal damage to Penta.

Updated Map I've made a few more changes, let me know if its any clearer.

A'vandira and Arven up next, Arven I have your action unless you want to change it.

Initiative
21 - Penta
16 - Atajay
16 - enemies
13 - A'vandira
13 - Arven
13 - Crimson Cogward
7 - Batango
3 - Quara
3 - allies

========

GM rolls:

allies 1d20 ⇒ 14
enemies 1d20 ⇒ 16
Crimson 1d20 + 1 ⇒ (12) + 1 = 13
Penta Acrobatics 1d20 + 4 ⇒ (15) + 4 = 19
Narwhal 1d20 + 5 ⇒ (1) + 5 = 6
Conchobar 1d20 + 5 ⇒ (20) + 5 = 25
damage 1d8 ⇒ 1
confirm crit 1d20 + 5 ⇒ (15) + 5 = 20
crit damage 1d8 ⇒ 6
Badger 1d20 + 4 ⇒ (1) + 4 = 5
Fipps 1d20 + 4 ⇒ (20) + 4 = 24
damage 1d6 + 1 ⇒ (3) + 1 = 4
Syl 1d20 + 4 ⇒ (20) + 4 = 24
damage 1d6 + 1 ⇒ (2) + 1 = 3
Fipps confirm 1d20 + 4 ⇒ (11) + 4 = 15
Syl confirm 1d20 + 4 ⇒ (4) + 4 = 8
Scourge 1d20 + 7 ⇒ (18) + 7 = 25
damage 1d3 + 2 ⇒ (1) + 2 = 3

The Exchange

Dragon Hunting - Round 3

Zaghigoth reaches Yekskya's side and uses his wand of healing on the archer, mending some of his horrid wounds. The half-orc urges Oshok'arr to go help his comrades fight the dragon. The iguanodon resolutely tears off through the trees, putting all her effort into moving closer. Oshok'arr reaches the edge of the gully and pulls up just short of the twisting, entangling vegetation. From where she is she can't quite reach the hovering dragon. Moved Oshok'arr a full-round's movement towards the dragon, cut short at the edge of the entanglement effect. She can't reach the dragon at the moment, but could try her luck by moving into the entangled area and down into the gully beside Krolmnite. Or she could try jumping down.

The green-scaled dragon ignores the celestial eagle and banks in a wide circle along the rim of the sinkhole, coming to rest on the top edge just behind Krolmnite and Maudrill. The wyrm edges just outside the area of entanglement and its jaw snakes forward to bite at Krolmnite whilst it rakes the aasimar with its claws. Krolmnite your readied action should kick in here, don't forget inspire courage and any other appropriate bonuses. Since you have a readied action you go first, but unless your move drops the dragon it bites you for 8 points of damage, and two claw attacks hit Maudrill for a total of 19 points damage. The dragon is just outside the entanglement effect and is using it's long neck to attack Krolmnite with reach.

Quinta and Maudrill, you're now in the area of effect for the dragon's frightful presence, if you can make a Will save against DC 17 to avoid becoming panicked and running away for 16 rounds (!). You both get the +1 bonus for inspire courage, Maudrill you also gain a +4 bonus to your roll as you are within Krolm's aura of courage.

The dragon is still a dangerous foe, but your tactics seem to be working; no one has fallen yet and the dragon has taken a lot of punishment.

Updated Map

Initiative
17 - Zaghigoth & Oshok'arr
14 - Malagitoryx
12 - Yekskya
8 - Maudrill
5 - Krolmnite
4 - Rowena
4 - Quinta
3 - Hskoro
3 - Lani

========

GM rolls:

M bite 1d20 + 17 ⇒ (11) + 17 = 28
damage 1d8 + 6 ⇒ (2) + 6 = 8
M claw 1d20 + 17 ⇒ (13) + 17 = 30
damage 1d6 + 6 ⇒ (6) + 6 = 12
M claw 1d20 + 6 ⇒ (18) + 6 = 24
damage 1d6 + 6 ⇒ (1) + 6 = 7
eagle aoo 1d20 + 4 ⇒ (14) + 4 = 18
damage 1d4 + 1 ⇒ (1) + 1 = 2
fright 5d6 ⇒ (1, 6, 3, 4, 2) = 16

The Exchange

Update tomorrow - since Thanksgiving it's been unexpectedly hectic around here, must be the holidays.

The Exchange

Update tomorrow - since Thanksgiving it's been unexpectedly hectic around here, must be the holidays.

The Exchange

Trellara crooks an eyebrow at the proposal, but turns to translate for the benefit of the impatient lizardfolk. They look inordinately pleased, slapping each other on the back and their eyes glistening. The lead warrior holds out a clawed paw, looking for the gold. Via Trellara's interpreting, he explains that you will need a boat to reach the city, unless you want to swim.

The lizardfolk beckon you forward. They lead you to their dugout canoe. Their leader indicates that you are welcome to take it. The dugout is long enough for all of you to find room, and finding paddles you are soon able to push off and row towards the ruins of the city.

Crossing the expanse, you see that the lake is pretty shallow, the darkish water rarely reaching a depth greater than twenty feet. Most of the buildings must have been made of wood, and these have collapsed and rotted into tangled piles of debris. The lakebed is crisscrossed by a regular network of canals, all that remain of the city's streets, deeper by ten feet on average than the mounds of ruins around them. The waters are quite murky.

Not all of Rhest's buildings have collapsed. A fair number of stone buildings survive, most completely submerged but a few protruding several feet above the surface of the murky waters of the lake. Two of the stone buildings are noticeably larger and better preserved than the others: an old bell tower and a large building that may once have been a town hall.

The citizens of Rhest seem to have had a particular affinity for lions. Numerous statues of the proud felines dot the ruins, and lion visages stare down at you from various angles. Ambrose is reminded of the story that many refugees from Rhest settled in Brindol, and to this day statues of guardian lions stand in front of important sites.

As you approach you have a better look at the three hobgoblin sentries on top of the bell tower. They certainly seem to take their jobs seriously, but so far don't seem to have taken a lone lizardfolk dugout as a threat. You hear a chittering roar like the roar of the greenspawn razorfiend you fought in the fens.

You also notice that two of the lizardfolk seem to be trailing your canoe underwater, about thirty feet behind. You are about 250 feet from the bell tower.

-------

GM rolls:

Ambrose 1d20 + 6 ⇒ (5) + 6 = 11
Helaku 1d20 + 4 ⇒ (16) + 4 = 20
Leonar 1d20 + 14 ⇒ (5) + 14 = 19
Shaylar 1d20 + 13 ⇒ (13) + 13 = 26
Aleste 1d20 + 11 ⇒ (20) + 11 = 31
Trellara 1d20 + 8 ⇒ (7) + 8 = 15
1d20 ⇒ 9

The Exchange

Atajay wrote:
DM, I can't get the map to increase in size. I see what I assume to be an opponent close to Atajay (the bald headed picture). Who is that? I'm thinking about dropping a Shocking Grasp on him, but I want to be sure it isn't one of the ones that don't completely hate us.

Yeah the link comes up a bit fuzzy, even when zoomed in. Try the link below, I've tried to zoom in as much as possible before making the snapshot. Essentially, from where you are Plugg is ideally situated to plant a shocking grasp on. Or by moving through your allies and across the deck you can also reach the gnome, Conchobar Shortstone, as well as Scourge, Narwhal Tate, Tilly Bracket (you can count her as an ally), Fipps Chumlett and Syl Lonegan.

Biggerer map

The Exchange

Helaku wrote:
Anyone have a gold tracker running for us? Or can think of a different sort of suitable "contribution"? Is the 2,842gp ea in the campaign tab accurate?

You all did make a few group purchases after receiving your shares of 2842gp on returning to Drellin's Ferry: 2 wands of cure light wounds, 2 scrolls of lesser restoration, 90gp worth of travel rations. Assuming you split the costs between the group, you should each have been left with 2,404gp. Ambrose I think made some additional purchases from Brother Derny, totalling 250gp.

The Exchange

Quara:

Mister Plugg is being friendly because he's feeling smug. He's feeling confident that the crew will be able to take you down at his command, so he feels he can indulge in some conversation. All he needs to do is give the sign, and Narwhal Tate and Conchobar will shoot you from behind with their crossbows. Plugg's sure that Master Scourge will see to it that the rest of the crew play their part in disposing of you. If only this damnable catwoman would stop speaking!

Atajay - absolutely you can cast Mage Armor on you and Sandara (she has AC 11).

Arven - just a note that you still have a +2 bonus to Diplomacy, Bluff, Intimidate and Perform when interacting with the crew, as a result of your victory in your bout with Owlbear Hartshorn.

The crew stand in rapt attention as Quara recounts your adventures. Crimson Cogward looks intrigued, as he always is by grisly tales of death and blood. Scourge scowls as the lot of you mutter to each other in Aquan. Conchobar Shortstone leans against the winch for the ship's boat. The dwarf Narwhal Tate edges towards the railing.

The Exchange

Round 2 continued
Focusing his arcane powers on the dragon, Maudrill effects a dimensional slide to translate across to the stone clefts near to Krolmnite, just out of the field of grasping vegetation. The aasimar's face lights up in fury as he breathes out a cone of fire at the green wyrm. The dragon twists and escapes the worst of it, but at the same time Maudrill summons his flaming sphere. It comes bounding across the pit and sears the dragon from the back. There is a smell of cooking flesh and its wings look horribly singed. Looking at the map you were too far away to be in range for fire breath, but your dimensional slide handily takes care of that. Let me know if you are alright with that and your current position on the map below. Dragon just failed its Reflex save against flaming sphere, taking 11 points fire damage. It did however make quite a successful save against the flame breath, taking only 7 points of damage.

Krolmnite stands his ground. The writhing plants are unable to hold him down. Blade ready, he beckons the dragon to come within reach.

Rowena is still possessed by the dragonfear, fleeing through the jungle. No problem, just keep us informed so we know you are still part of the game. Unfortunately the fright is in effect for you until Round 10.

Quinta completes her spellcasting, summoning a glorious, golden-feathered eagle that circles above the melee. It stoops and dives at the dragon, attacking with beak and claw. Though it strikes with divine might, it batters against the dragon's scaled hide without effect. No DR, just dragonhide in general is very, very tough. Also, feel free to use bardic performance and spellcasting in future, it looks to be one of the perks of being a bard.

Hskoro is struggling to hold his composure as he comes face to face with the dragon. If it weren't for the vines holding him fast, you think he would have bolted in the same way Cat did.

Lani totters at the edge of everything, practically jumping up and down in excitement. A wicked grin shows on her face as the dragon is taking a beating.

Back up to Round 3. I'll get Zaghigoth's actions and then I'll post the dragon's retaliation.
Updated Map

Initiative
17 - Zaghigoth & Oshok'arr
14 - Malagitoryx
12 - Yekskya
8 - Maudrill
5 - Krolmnite
4 - Rowena
4 - Quinta
3 - Hskoro
3 - Lani

------

GM rolls:

Reflex flaming sphere 1d20 + 8 ⇒ (9) + 8 = 17
damage 3d6 ⇒ (3, 2, 6) = 11
Reflex fire breath 1d20 + 8 ⇒ (17) + 8 = 25
damage 4d6 ⇒ (5, 3, 4, 2) = 14

The Exchange

Aleste steps forward and starts to say, "Actually, I do speak a smattering of Dra.." when Trellara speaks up in fluent Draconic, even approximating the sibilant accent of the lizardfolk. Helaku and Aleste are able to translate their words for the rest of the group. "Greetings. Your people and my people have often been at war, but let us not have bloodshed today, for we are on the same side. I have guided these warm-blood bandits through the swamp to Rhest, they have been summoned by those already in the city. They require safe passage and a boat to row across to the ruins. After today, it would please me to cross blades with yourselves." A dangerous light glints in the elf's eyes as she rests her hand on the pommel of her sword; this must be a ritualistic phrase.

Before the lizardfolk can reply, Trellara hurries on, gesturing to encompass the rest of you. "These warm-bloods are generous. For their safe conduct they will pay handsomely. I have been well rewarded already." She looks back at you and with a nod of her head gestures at the lizardfolk significantly. Aleste looks nonplussed, then shrugs. "Uh, right. That's pretty much what I was going to say."

The six lizardfolk warriors draw closer, looking at each other as they size up the situation. Finally the lead warrior turns back to you, a cold, calculating look in his eye. His short remark is easily translated: "How much?"

------

GM Rolls:

T Bluff 1d20 + 3 ⇒ (4) + 3 = 7
lizardfolk SM 1d20 ⇒ 2

The Exchange

You row out to the Man's Promise. Tension builds as you row the two boats within reach of ranged weapons fire, and you are perhaps surprised when none fall. Instead ropes are thrown down for you to climb aboard.

Once on the main deck, you see most of the crew at ease around the deck. That's curious enough, but what's more no one looks very comfortable. Master Scourge leans on the railing, leering across at you. Conchobar Shortstone, the gnome rigger, rakes Penta with lascivious eyes. Mister Plugg affects a grand welcome from where he stands by one of the masts. "Well, well! Didn't think you would return, to be honest. We didn't hear from you, I was starting to think those sea demons had gotten you all as well. By the way, welcome back Sandara, Kenya. Glad to see you didn't become fish food. And, who is this fetching creature?" Mister Plugg makes a shallow bow in Penta's direction.

Plugg chuckles and a wry smile crosses his face. The laugh seems alien coming from him. "In fact, another hour and we would have set sail, we've finished all our repairs. Ah, you did manage to bring back some fresh water, didn't you?" He throws a glance at Owlbear Hartshorn, but the big man just looks back blankly.

Warm Welcome

The Exchange

Yeah, I do expect it will be quiet over the next few days - Happy Thanksgiving to my fellow Americans!

I'll put up the next post and we'll maybe pick up after the weekend.

The Exchange

Penta, are you still happy to manage the group's loot? It looks like as a group you managed to appraise and decipher the items. Here are the items found in Riptide Cove:

8 4-pound silver ingots (20gp each)
6 pearls inside colossal sea creature's tooth (75gp each)
422sp in assorted coins
512gp in assorted coins

scrimshaw shark's jawbone (250gp)
scrimshaw hammerhead shark skull (250gp)
harp made from orca jaw set with pearls (500gp)
walrus tusk set with gold and inlaid with map of Shackles (400gp)

4 +1 heavy crossbow bolts
1 silver spearhead
lesser bracers of archery
vindictive harpoon - to Arven

wand of mirror image (23 charges) - to Atajay
Besmara's tricorne from Sandara - to Atajay
1 headband or alluring Charisma (+2) - to Atajay
1 pearl of power (1st level spells) - to Batango
1 feather token (anchor)

whale skull (weighs 25 pounds) with scrimshaw carvings equating to arcane scrolls of alter self, black tentacles, blur, color spray, daylight, enlarge person, hypnotism, slow, touch of idiocy, vampiric touch - to Batango .

Vindictive Harpoon:

Vindictive Harpoon
Aura moderate transmutation; CL 9th
Slot none; Price 10,305 gp; Weight 16 lbs.
This +1 returning harpoon (Pirates of the Inner Sea 18) is
made from the jagged, scrimshaw-carved tusk of a narwhal
attached to a 50-foot length of woven sinew. Unlike most
thrown weapons, a vindictive harpoon functions as well
underwater as on land, and its wielder takes no penalties on
attack rolls underwater.

I'll do a full update tomorrow, so you still have time to post actions as you near the ship and/or initiative rolls.

The Exchange

Round 2 continued
Convinced the dragon was about to make a meal out of him, Yekskya is glad of the distraction as the wyrm rounds on Krolmnite instead. He tries to aid the gnome by peppering the dragon with arrows. One hits, and like his other hits it burrows in deep. 12 points damage, plus two points bleed damage. This dragon is taking a beating!

With the dragon near to Krolmnite, Lani yells out from where she is standing at the edge of the fight, shouting with demonic fury. "Don't let it get away! Kill it! Kill it!"

Maudrill up next, then Krolmnite and Quinta - Krolmnite I've got your action. Rowena is still fleeing through the jungle. Speaking of which - Rowena, are you still with us? I'm aware Werner has had to come and go a bit, but I've been NPCing Cat for a while now.

Initiative

17 - Zaghigoth & Oshok'arr
14 - Malagitoryx
12 - Yekskya
8 - Maudrill
5 - Krolmnite
4 - Rowena
4 - Quinta
3 - Hskoro
3 - Lani

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