DM-Camris' SAVAGE TIDE: Chapter 3, The Savage Kraken's Wake! (Inactive)

Game Master Camris

SECTION 5.3: THE SECRET OF THE THUNDERER
Bodyguards to Lady Vanderboren, our heroes have refurbished an old pirate ship just in time to embark on a fateful voyage south.
Trapped in an awakened Sargasso, they seek the heart of it to escape!
"With sloping masts and dipping prow,
As who pursued with yell and blow
Still treads the shadow of his foe,
And forward bends his head,
The ship drove fast, loud roared the blast,
The southward aye we fled."

-Coleridge "The Rhyme of the Ancient Mariner"

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Sargasso Overview Map
Roll20 Combat Map


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Half Fiend Half Elf Druid 8| HP 94/94| AC 22 (25), FF 19 (22), Touch 14| Fo +10 Re +5 Wi +12; SR 20| Init +3| Percep +23, Darkvision 60', Low-Light Vision| Wildshape 3/3, Destructive Smite 9/9

First thing the next day, Bryson triest to change back to normal. After trying all morning and failing, he eventually gives up. Bryson makes his way to the bow of the ship and sits on the figurehead until Annie comes to him.
"It'll be ok. We'll work this out. Come back to the cabin. You're spooking the crew."
"Ah don't know what ah'ma do. Ah just know ah need to be outside. The crew can die for all I care." Annie notes that last thing did not sound anything like Bryson.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

At work.

Will post when can. (^_^)


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

For the DM:
So Sunny will but (2)two Potion of Cure light wounds {1st/1st} : 50gp (Total 100 Gp) and (1)Elixir of love : 150gp

(^_^)

Sunny helps her friend Rynight Trendit shift/move her stuff from the ship to the shore.

Bluff:1d20 + 8 ⇒ (2) + 8 = 10

Stealth:1d20 + 10 ⇒ (14) + 10 = 24

Sleight of hand:1d20 + 8 ⇒ (18) + 8 = 26

For those that notice over the DC 24:
Slipping 100 pieces of shine and Sunny's three favorite buttons into Ryn's sea chest when she's not looking.
(^_^)

Come the following morning at sea. For the first time people have met the tanned Elf this new day finds her slightly less bright and bouncy than usual. She wears one of the large woven grass hats low over her brow and, while still being helpful, engages in chores that are more located about the main deck than her usual place up in the rigging.

By the mid day, though she is pretty much back to her normal self of bouncing, skipping and scampering about. (^_^)

Acrobatics:1d20 + 8 ⇒ (13) + 8 = 21

Prof Sailor:1d20 + 5 ⇒ (2) + 5 = 7

Prof Navigate:1d20 + 5 ⇒ (7) + 5 = 12

Perception:1d20 + 9 ⇒ (7) + 9 = 16

Even running some lines from the stern in an attempt to supplement the ship's stores.

Survival:1d20 + 4 ⇒ (4) + 4 = 8


Male Half-orc Monk (Iron Mountain) 8 |HP: 60/61 | AC:26 Current 29, T 19, FF 21 | Fort: +9 Ref:+10 Will:+12 (+14 Enchantment) |CMB +12 (+16 grapple), CMD 25 (27) | Init+3 | Perc +13 | Ki Pool 9/9

Settling after his first day as Captain. It was certainly a lot to take in, but the half-orc warrior listened and watched closely, learning the intricate details of the vessel that was now under his command. As Amella guided him through the learning curve, things became easier until he is finally able to, set the night watch, and settle into his cabin at the end of the night, glancing out the window,he smiles at the sight of the Nixie not too far off.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Come the end of the day Sunny draws in her lines frowning a little at the lack of anything having taken a bite. She stows her gear but this evening doesn't settle down.

She spends quite a few hours leaning against the stern railings and watching the sea sail away.


Fighter2/Witch5 Eldritch Knight1~ AC17 tch14 ff14 ~ HP 48/60 ~ Fort+7 Ref+5 Will+5 ~ CMD20 ~ Init+3, Per+2

Burian prepares and summons and invisible servant to assist him in his ship duties. This allows him to remain hyper-vigilant without a loss in efficiency. He wants Ghirrak's first days as captain to be smooth sailing with no surprises.

In the evening he racks his brains, and deliberates with Welt as to what specifically Bryson is afflicted with and what can be done for him.

prof sailor: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
perception watching horizons: 1d20 + 2 ⇒ (12) + 2 = 14

know arcana: 1d20 + 10 ⇒ (16) + 10 = 26
know dungeoneering: 1d20 + 10 ⇒ (18) + 10 = 28
know history: 1d20 + 10 ⇒ (4) + 10 = 14
know nature: 1d20 + 10 ⇒ (12) + 10 = 22
know planes: 1d20 + 10 ⇒ (9) + 10 = 19


Once clear of the cove, the Blue Nixie maneuvers close enough so that Lavinia can hold a shouted conversation with Ghirrak about the next set of courses.
From this point, you're making course SSE. Directly away from the continental mainland; and in fact out of the Densic Gulf entirely. You are now sailing the open Vohoun Ocean.
The difference becomes apparent as Parrotless Booker shows the new Captain the more technical aspects of how to hold a course without any land navigational markers and Lirith shows him the details of how all the various sails are raised and set for the wind conditions.
The waves, often a tooth rattling chop close in to the continental shelf, smooth out into slow surging rollers. Often times you can catch a wave on the reverse side and ride it for miles, and you feel like you can do it for ever.


Despite the extra work needed while the new Captain is being broken in, Ghirrak is popular among the crew. Among the passengers there is a wait and see attitude, as he was not nearly as friendly and approachable as Spinnaker Jon was. And among one passenger in particular, very negative.
After a single day of (apparently drugged) sleep, Milord Avner Meravachi hit the roof (so to speak) about the new Captaincy.
"Why wasn't I included in this? I would make a better Captain than this... this... sword swinging gladiator!" is a frequent refrain; to the point that even the friends he made among the passengers started to avoid him. He demands to speak to Lavinia personally; but any signals sent to the Blue Nixie come back "Maintain Course". The Nixie herself remained a couple miles away; comfortably in sight, but just out of sound.
This is something of a ships morale challenge. Left unchecked, he'll mess with the ship's sailing and combat effectiveness.


Sunny's fishing experiments are spotty. With the wind conditions, perhaps her hook was moving too quickly?
But sometimes she is bizarrely successful, as the time that a cloud of flying fish swooped low over the deck and two or three crashed into her to fall stunned to the deck.


Bryson remained shut in his cabin for days. Only Annie seeing him and bringing food. After a week or so, she is able to coax him out at night, and Burian is able to work at determining what the barest touch of the Savage Tide did to him.
His temper has certainly frayed, and he snarled at people over the least obstructions. While still cataloging the physical changes, one thing is apparent. This is his baseline form now, and turing into other forms and shapes seems to be affected as well. It's as if he is relearning how to turn into other forms all over again, and until he does, the new forms have extra fangs, horns and spikes.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sunny does try her best to both help calm Avner as well as trying to come to an understanding of what all the human issues going on are/were.

Diplomacy:1d20 + 4 ⇒ (6) + 4 = 10

The encounter with the flying fish leaves Sunny dripping wet and laughing merrily. (^_^)

Though not really suited for eating, nor are there enough to really go around. Sunny works at turning what she can into more bait so as to improve upon her chances of getting a better catch.

Survival:1d20 + 4 ⇒ (12) + 4 = 16 (Plus any bonuses from extra bait)
Profession(fisherman):1d20 + 5 ⇒ (10) + 5 = 15(Running the lines)

Between the two events, Sunny is her usual bright, bouncy and happy self where ever she can all over the ship.

Climb:1d20 + 6 ⇒ (15) + 6 = 21(To help work the rigging)
Craft,Woodworking:1d20 + 6 ⇒ (10) + 6 = 16(Working at any minor repairs and stuffs)
Diplomacy:1d20 + 4 ⇒ (13) + 4 = 17(To be friendly)
Handle Animal:1d20 + 8 ⇒ (6) + 8 = 14(Dealing with the ship's livestock)
Heal:1d20 + 1 ⇒ (16) + 1 = 17(Helping with any one's sunburn, rope scrapes etc)
Knowledge(Local):1d20 + 4 ⇒ (17) + 4 = 21(It's tha' ocean!)
Perform(Dance):1d20 + 8 ⇒ (11) + 8 = 19('Cause peoples might be playin'a tune an' hasin' fun)
Profession(Sailor):1d20 + 5 ⇒ (17) + 5 = 22(Helping with rigging, ropes etc)
Profession(Carpenter):1d20 + 5 ⇒ (8) + 5 = 13(Working at any minor repairs and stuffs)
Profession(Navigator):1d20 + 5 ⇒ (5) + 5 = 10(Helping stay the course)

(^_^)

Yah.. Sunny still in't learnin' about peoples real gooder... (>_>)


Male Half-orc Monk (Iron Mountain) 8 |HP: 60/61 | AC:26 Current 29, T 19, FF 21 | Fort: +9 Ref:+10 Will:+12 (+14 Enchantment) |CMB +12 (+16 grapple), CMD 25 (27) | Init+3 | Perc +13 | Ki Pool 9/9

Amid the proces of learning the ropes as Captian and making plans on a heading with Lavinia, Ghirrak realizes the danger posed by the idiot Avener's griping.

Facing it head on, he takes the opportunity to meet with the arrogant blowhard in person, making it clear that not only were his actions observed, but that Ghirrak wouldn't tolerate anything that endangered either the good of the ship or Lavinia's mission.

Intimidate: 1d20 + 9 ⇒ (10) + 9 = 19

Getting a read on the passengers, her realizes the need for an increased presence and at least the perception of accessibility, making a point of greeting and interacting with those her encounters when on deck.

Sense Motive: 1d20 + 11 ⇒ (10) + 11 = 21
Diplomacy: 1d20 ⇒ 17


Half Fiend Half Elf Druid 8| HP 94/94| AC 22 (25), FF 19 (22), Touch 14| Fo +10 Re +5 Wi +12; SR 20| Init +3| Percep +23, Darkvision 60', Low-Light Vision| Wildshape 3/3, Destructive Smite 9/9

At great personal risk, Welt convinced Bryson to come out of his cabin. Welt's pointed speech on the difference between merely surviving in life and awesomely thriving in life really got to Bryson.

Before going back to the cabin, Bryson goes to see Avner. He figures his new look requires a new look.


When Ghirrak went to see Avner in his cabin, Avner's ever-present servant Banaby Chisk (always outside his door) took one look at him and just scuttled out of the way.

Ghirrak:
Avner is surprised and wary to see you. He endures your tongue lashing with apparent contrition.
His reaction, as befitting someone born and raised to politics, seems to bear out his words that he intends no challenge to you or Lavinia.
But...
Maybe something... else?


Bryson sees Ghirrak coming out of Avners cabin at the same time he goes in to see Avner.

Bryson:
Avner welcomes his old friend, politely not noticing Bryson's altered appearance.
"Never mind him." Avner said of Ghirrak. "He's just worried I'm after his command. Not that I COULDN'T do it.
"In any case, it's good to see you out of your cabin. Did Annie finally drag you out?"
He said good naturedly.


Sunny, Burian and Marius:
While helping with the foretopmen, you hear a rumor that Captain Ghirrak and Lord Avner got into a huge brawl belowdecks.


Knowlege:Geography DC25:
There is something... off about the ships course. Can't put your finger on it though.


Male Half-orc Monk (Iron Mountain) 8 |HP: 60/61 | AC:26 Current 29, T 19, FF 21 | Fort: +9 Ref:+10 Will:+12 (+14 Enchantment) |CMB +12 (+16 grapple), CMD 25 (27) | Init+3 | Perc +13 | Ki Pool 9/9

DM-Camris:
Sense Motive: 1d20 + 11 ⇒ (7) + 11 = 18


Half Fiend Half Elf Druid 8| HP 94/94| AC 22 (25), FF 19 (22), Touch 14| Fo +10 Re +5 Wi +12; SR 20| Init +3| Percep +23, Darkvision 60', Low-Light Vision| Wildshape 3/3, Destructive Smite 9/9

DM-Camris:
Bryson is naive to Avner's ways and fully believes that Avner does not care about the changes that have happened to him. [b]"Avner, you sure are a good ol boy and ah 'preciate you. Ah came by cause ah was thinking ah need a new look for my, uh, new look. An' there's nobody better than my good buddy."


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sunny would frown at certain rumors. "Dun't sound like them peoples a-tall!" She'd mutter/reply dismissively.

Sunny keeps helping out how ever and where ever she can. (^_^)


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Male Human Wizard 8

Marius was similarly dismissive of the rumours, though in his case it was because he felt sure any brawl between Ghirrak and Avner would be over before it had properly begun.

Whatever the truth of the matter, he doubted anything had been truly resolved. It was time, he thought, to have a quiet word with Avner, as someone of similar social standing, and see if he could get to the bottom of his dissatisfaction.

Perhaps, given a better understanding of Avner's desires and goals, he could try and channel him in a more productive direction. Productive both for himself and for the expedition as a whole.

It wasn't something he was overly optimistic about. Nevertheless, some time later, he wound up rapping on Avner's cabin door.


Tapping, gently rapping upon the chamber door.....


Fighter2/Witch5 Eldritch Knight1~ AC17 tch14 ff14 ~ HP 48/60 ~ Fort+7 Ref+5 Will+5 ~ CMD20 ~ Init+3, Per+2

Burian outwardly merely sighed upon hearing the rumored conflict, but thinking on it was souring his stomach.
His isopod Welt clicks and gurgles advice... "Put out of mind what's beyond your control.... Finish your duties then we train."

Before continuing his search for areas in need of maintenance, Burian asks .. though he knows better... "Melee training? or-"

"Put your sword out of mind as well."


Sense Motive DC25:
You notice the fortopman and archer, Skald, seems to be trying to keep out of sight of the new Captain. Always keeping a sail between him and Ghirrak, keeping his back turned, etc.

Bryson:

Avner, alone among the passengers and crew (with the possible exception of Annie) throws his arm around you and offers a bottle of wine.
"Bryson my friend! I am glad you have come to me for help. You must not take those people to heart, for they are jealous. Yes jealous!
"You are taller, stronger, more intimidating! In the Great Kingdom you would be in demand! Nobles would patron you, women would be attracted to you like magnets!
"These people,"
He waived his hand to include the people on the ship. "They are small town people. Backwards.
"There are things that can be done with the right clothing. My man Banaby can work wonders in that. Let's start with this..."
He said, starting to sketch out what he meant.
To his credit, he's not bad at all at design.


Sunny:
The passengers seem more relaxed now. It seems to you that Ghirrak's little talk with Avner seems to have done some good, as he's avoiding the women now.

Marius:
Avner invited you in, breaking into a grin as he did so. Inside, his man Banaby deftly stitched what looked like a mans waistcoat in the latest style of the Great Kingdom.
"Welcome welcome! Would you care for a glass?" He asked you, offering a glass of a nice chablis.


Burian:

During the weeks that follow, the only things that interest you are the projects Professor Forol drags you into. Capturing strange wildlife, the glowing of the ships wake at night, the stars in the southern sky, all these and more the mind of the gnome academic leaps to and fro.
There is something about the positions of the stars, as well as the ocean patterns of wind and wave that bother you.

Knowledge:Planes DC22 AND Knowledge:Nature DC22:

You are off course! You think there is a major current sweeping you way further East than you should be.


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Half Fiend Half Elf Druid 8| HP 94/94| AC 22 (25), FF 19 (22), Touch 14| Fo +10 Re +5 Wi +12; SR 20| Init +3| Percep +23, Darkvision 60', Low-Light Vision| Wildshape 3/3, Destructive Smite 9/9

Sense Motive: 1d20 + 10 ⇒ (16) + 10 = 26

After spending time talking (drinking) with Avner, Bryson does feel better. He starts making more appearances on deck, especially once he has his new clothes.

Bryson takes note of Skald's attempts to remain out of Ghirrak's sight and begins to call his name whenever Ghirrak is about. If a volunteer is needed, he'll suggest Skald. He'll even cast Light near where Skald is so Ghirrak might take notice of him.

Annie is concerned at the amusement that Bryson is taking from all this.


Fighter2/Witch5 Eldritch Knight1~ AC17 tch14 ff14 ~ HP 48/60 ~ Fort+7 Ref+5 Will+5 ~ CMD20 ~ Init+3, Per+2

know planes: 1d20 + 10 ⇒ (7) + 10 = 17
know nature: 1d20 + 10 ⇒ (6) + 10 = 16

DM:
After a voicing a couple quickly debunked thoughts and theories... "Terribly sorry Professor Forol... I wish I could be more help."
"Believe me... my mind will dog these peculiarities.. whether it be my bidding or not."


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sunny is her usual bright, bouncy, friendly self. During the day scampering about helping with what ever and where ever she can. (^_^)

Perception:1d20 + 9 ⇒ (11) + 9 = 20(Looking out over the ocean's waves from the crow's nest for a span at random times during the day(And sometimes the night)
Profession(Sailor):1d20 + 5 ⇒ (5) + 5 = 10(Helping with the rigging and rope work.)
Profession(Carpenter):1d20 + 5 ⇒ (11) + 5 = 16(Helping keep the ship 'Ship-shape')
Craft,Woodworking:1d20 + 6 ⇒ (14) + 6 = 20(Helping fix little things or even make new things to help folks)
Profession(fisherman):1d20 + 5 ⇒ (1) + 5 = 6(Still trying to catch just a little bit extra to help keep meals fresh and interesting)
Profession(Navigator):1d20 + 5 ⇒ (10) + 5 = 15(Just helping with keeping the ships heading to where they're meant to be going)

Come the evenings Sunny enjoys relaxing with the crew/folks. bouncing about to any musical tunes people might play on any instruments aboard.

Perform(N)(M)(Dance):1d20 + 8 ⇒ (12) + 8 = 20

Before finding some where comfortable to snuggle up to sleep and thence enjoy the next day's adventure.

(^_^)


Weeks passed in a semi idyllic state. The weather was very warm; torrential downpours in the afternoon followed blazing clear skies and little wind. The sails did little work moving the ship, but were very useful giving shade.
For the passengers and crew there was little enough to do between bouts of combat practice and fishing for surprisingly scarce fish.
Except for the new Captain.
Ghirrak was buried in continuous state of stress as the officers took turns drilling him in all the minutae of knowledge that a Captain needs to know. All the names of the lines making up the rigging, how and what to shift in the cargo bay to make the ship more stable, and even the remarkably detailed paperwork listing of all the ships financials and consumables. He began to understand why Spinnaker Jon’s hear turned from grey to white.

One fog shrouded morning, as the fog burned off overhead, a shout went up from the lookout. Running out on deck you can’t help but notice a looming cliff face a half mile off. It thrusts a column of bare rock an incredible mile up at least and had a thick crown of green jungle foliage. A flock of tiny birds was barely visible high in the air.

Perception DC22:
You realize those birds are actually full adult Wyverns very high up. Even higher than the top of the cliff.

Parrotless Booker is flabbergasted.
”It… it’s impossible! We should be in the open Ocean!” He said as he frantically started to rustle through a sheaf of maps.

But before he could investigate further, the ringing of an alarm bell sounded across the water, and the bloom of a fireball cleared the fog even more to reveal the Blue Nixie in close combat with a lateen rigged ship that had apparently used its oars to sneak up on her. That ship has the bloody red sails marking the Crimson Pirates!

Knowledge:Local DC16:
The ship is the Devil’s Howl, commanded by Longshanks Le’Shiv. Her captain is famous for wielding a whip both in and out of combat, disarming opponents and stripping the flesh off of the backs of both his own crew and unfortunate victims alike.

Perception DC25:
You spot a small pinnace with red sails, maybe 25-30 pirates aboard her trying to circle around to board the Blue Nixie from her blind side.

You have the Advantage at the moment. You have several options.
You can take the Savage Kraken and bring her up next to the Nixie to reinforce her.
You can take the Savage Kraken and bring her up next to the Devil’s Howl to flank and board her.
You can stand off and bombard the Devil’s Howl from a safe distance.
You can make your way off into what’s left of the fog and escape.
What do you do?


Half Fiend Half Elf Druid 8| HP 94/94| AC 22 (25), FF 19 (22), Touch 14| Fo +10 Re +5 Wi +12; SR 20| Init +3| Percep +23, Darkvision 60', Low-Light Vision| Wildshape 3/3, Destructive Smite 9/9

Excited to get this game going again!

Perception: 1d20 + 21 ⇒ (11) + 21 = 32
Bryson stands there looking at the birds up high. His wings flex a bit and his tail twitches. His change did not lesson his senses any. "Those are wyverns. Do anybody want wyvern meat? Or maybe a belt made of 'em?" He was about to leap into the air when the alarm sounds.

Perception: 1d20 + 21 ⇒ (10) + 21 = 31
"There's another one coming up. Ah'll git it. Ya'll save Miss Lavinia." Then he does launch himself into the air. He streaks over to the small pinnace. His glee is evident. Here was his first chance to really flex his newfound abilities as well as vent the wrath that comes from them.
He casts Greater Magic Fang as he flies. If there is time before he makes contact with the ship, he will also cast Barkskin.


I'll wait to see if anyone else does anything away from the ship before mapping.


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

At work. Many hours till I can be posting. Will post asap. Looking forward to the Captain's orders. (^_^)


Fighter2/Witch5 Eldritch Knight1~ AC17 tch14 ff14 ~ HP 48/60 ~ Fort+7 Ref+5 Will+5 ~ CMD20 ~ Init+3, Per+2

perception: 1d20 + 2 ⇒ (3) + 2 = 5

Burian looks to Ghirrak levels his cutlass toward the attacking ship....
"Flank the pirates! "
He mutters a few words for a protective spell as Welt scuttles up his legs and clamps on to his back.
Burian unfurls his mammoth man-bun.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sunny scampers up on deck to see what all the commotion is about...

Perception Check 1:1d20 + 7 ⇒ (8) + 7 = 15

Knowledge(Local):1d20 + 4 ⇒ (20) + 4 = 24

Perception Check 2:1d20 + 7 ⇒ (2) + 7 = 9

"Oooo bad man..." Sunny mutters to herself. Racing to find Captain Ironfist, she bounces to attention

"Ready fer orders, Sir!"


Male Half-orc Monk (Iron Mountain) 8 |HP: 60/61 | AC:26 Current 29, T 19, FF 21 | Fort: +9 Ref:+10 Will:+12 (+14 Enchantment) |CMB +12 (+16 grapple), CMD 25 (27) | Init+3 | Perc +13 | Ki Pool 9/9

Ghirrak's eyes dance across the scenario, running the options through his head even as everyone else starts talking. Seeing the second ship coming, he feels a glimmer of relief as Bryson sets his sights on it. The bastards would have their hands full with the transformed druid.

Perception: 1d20 + 11 ⇒ (10) + 11 = 21
Knowledge local: 1d20 ⇒ 11
Perception: 1d20 + 11 ⇒ (14) + 11 = 25

Without turning around her roars out the command. "All hands! The nixie's under attack, ready for battle! Take us alongside the pirates so we can hit them from both sides!"

He turns barking orders as the ship begins speeding toward the exchange. "Marius, I need you up front! The minute we get within range, light them up!"


Carfully navigating through the last of the fog, you furl sails and coast along silently on momentum alone towards the Devil's Shout on the far side. You emerge about 50 yards away to see the Nixie and the Shout have closed to boarding action. You see grapples and boarding planks have been dropped into place and they are currently locked together. The mass of the pirates have pushed back the Nixie's crew, but they are fighting hard there and the Jade Falcons are making a difference.

Perception DC20:
You see aside from some crossbowmen, there is at least one spellcaster up in the Devil's Shout fighting top, shooting down on the Nixie's defenders.


150 yards away, Bryson approaches the pirates overloaded Boarding Pinnace.
TACTICAL OVERVIEW
Bryson may place himself anywhere on the board.


Half Fiend Half Elf Druid 8| HP 94/94| AC 22 (25), FF 19 (22), Touch 14| Fo +10 Re +5 Wi +12; SR 20| Init +3| Percep +23, Darkvision 60', Low-Light Vision| Wildshape 3/3, Destructive Smite 9/9

Bryson will make directly for the tiller while casting Call Lightning. He comes in high (move 60' closer; 20' above the deck) so that the entire crew can see their doom.

Call Lightning DC18: 3d6 ⇒ (3, 4, 4) = 11 on the pilot


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sunny bounces too and snaps a salute to the Captain before scampering off and calling orders to the crew.

Profession(Sailor):1d20 + 5 ⇒ (11) + 5 = 16

Organizing the 'proper' fighters first, the defensive fighters next and thence the folks who'll be staying below and keeping things as repaired as they can while helping with those who'll take wounds from the fighting above.

Once the crew area as ready as she can help make them, Sunny then climbs the fore mast

Climb:1d20 + 6 ⇒ (18) + 6 = 24

Acrobatics:1d20 + 8 ⇒ (4) + 8 = 12

And takes up a vantage point to look over the enemy vessel they're approaching.

Perception:1d20 + 9 ⇒ (4) + 9 = 13

With an idea as to where the enemy senior crew are arraigned about their stern castle Suny deftly unties a rope.

Disable Device:1d20 + 9 ⇒ (8) + 9 = 17

Profession(Sailor):1d20 + 5 ⇒ (19) + 5 = 24

So as to be able to swing across and into the other ship's rigging when the distance is short enough and the time for boarding comes.

For the DM:
Sunny will also be trying to get an idea as to how many and which of the enemy crew might be right rotters and which might be press-ganged into service. The better to try and diplomacy a change in odds amongst the fighting.

Also... Sunny is looking for any one or thing 'Odd' about the people on the Pirate ship. Y'know... monstrous forms... or other dangerous things...

(^_^)

Wishin' every one all'a very bestest!


Male Half-orc Monk (Iron Mountain) 8 |HP: 60/61 | AC:26 Current 29, T 19, FF 21 | Fort: +9 Ref:+10 Will:+12 (+14 Enchantment) |CMB +12 (+16 grapple), CMD 25 (27) | Init+3 | Perc +13 | Ki Pool 9/9

"Target the spellcaster!" Ghirrak roars as they approach, pointing out the location of the Devil's Shout's arcanist.

Perception: 1d20 + 11 ⇒ (17) + 11 = 28


Fighter2/Witch5 Eldritch Knight1~ AC17 tch14 ff14 ~ HP 48/60 ~ Fort+7 Ref+5 Will+5 ~ CMD20 ~ Init+3, Per+2

Burian hurries to the center of their own fighting men. He clasps his amulet, and makes a few wide gestures as he speaks...
"Measure your risks, but execute decisively... Imbue every strike with your will to live.. do not allow yourself or your brother to become surrounded in battle.. we will grind them down."

casting Bless: 50' radius. 6 minutes. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.


Bryson, what do you look like?

Surprise!
Bryson kicks things off by calling a lightning bolt on the tillerman, who has no chance to scream before he is vaporized in an actinic flash.
Even in the scrum of the fighting amidships, this attracts attention.
From the Fighting Top of the Devil's Shout come a cluster of flashing blue Magic Missiles, slamming into Bryson for a total of 4d4 + 4 ⇒ (1, 3, 4, 4) + 4 = 16 force damage.

Still 20 feet away from the beam of the Devil's Shout and closing with agonizing slowness, Ghirrak shouts a command and the crew opens fire on the pirate ships fighting top. A difficult target because at this angle the planking offers total cover and concealment.
Ballista 1: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18 Miss.
Ballista 2: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25 Hit! Dealing 6d6 ⇒ (1, 5, 2, 3, 2, 2) = 15 damage.
Ballista 3: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27 Critical Hit! Dealing 18d6 ⇒ (1, 5, 6, 3, 1, 5, 1, 6, 3, 1, 5, 6, 4, 4, 5, 3, 4, 4) = 67 damage.
Two big hits blast all the way through the planking, creating big holes and degrading the protection. You see two guys fall out, blood spraying.
The last hit, well, it went all the way through the planks and burst through the mainmast as well. With a slow groan and the screams of the men falling away, the maintopmast topples over onto the deck of the Blue Nixie!
You don't see any obvious spellcasters among the half dozen figures you can glimpse up there.

The ships are still too far apart for boarding, but the yardarms are just touching. A bunch of the crew decide to charge across the yardarms or swing across on ropes. This is safer than it might otherwise be with the pirate crew mostly involved on the other side of the ship.
Anyone who wants to cross to the Enemy ship right now must make an Acrobatics check DC15. Success means place yourself on the other ships railing wherever you like. Failure means I place you.

Sunny:

You can't see any particular senior crew in all the fighting.
Looking at the enemy crew, you don't see any who look press ganged or enslaved, but there might be down belowdecks; sometimes the pirates chain prisoners to their oars.
You see nothing particularly 'Odd' or monstrous aboard the enemy ship.


Round 1____________

Players take your turn in order of posting, enemies will go last.

TACTICAL OVERVIEW: BOARDING THE DEVIL'S SHOUT
TACTICAL OVERVIEW: THE PIRATE'S BOARDING PINNACE


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Acrobatics:1d20 + 8 ⇒ (7) + 8 = 15

(^_^)


Which square do you want to be placed?


Fighter2/Witch5 Eldritch Knight1~ AC17 tch14 ff14 ~ HP 48/60 ~ Fort+7 Ref+5 Will+5 ~ CMD20 ~ Init+3, Per+2

Burian further enhances himself with an arcane phrase and gesture. Though anxious to get in the fight, he waits until the ships are nearer.

casting Aid upon myself temp hp: 1d8 + 6 ⇒ (3) + 6 = 9


Half Fiend Half Elf Druid 8| HP 94/94| AC 22 (25), FF 19 (22), Touch 14| Fo +10 Re +5 Wi +12; SR 20| Init +3| Percep +23, Darkvision 60', Low-Light Vision| Wildshape 3/3, Destructive Smite 9/9

[ooc]
Greater Magic Fang: +1 to all
Barkskin: +3 natural ac
Call Lightning: 5/6 bolts
Bryson is in his base form, wings flapping claws out, and fangs biting.

I want to target the mage. Can I see where those magic missiles came from?
Perception: 1d20 + 21 ⇒ (14) + 21 = 35

He rushes up to the caster (or closest enemy) and takes a bite out him.

Bite: gtr magic fang
to hit: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18 to hurt: 1d6 + 5 + 1 ⇒ (2) + 5 + 1 = 8


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4
DM-Camris wrote:
Which square do you want to be placed?

Sorry, was a quick post before heading off to work. :)

Work related tales:

So.. it is the beginning of Summer here. Previous two days were the first tastes of summer heat with temperatures rising well into the 29'C.
On top of that the work place in which I reside has had a rather unfortunate and catastrophic failure.
The plumbing has failed rather explosively. The result leaving effluent flooding/pooling(Ponding?) through said work space.
This, in turn, has led to said permanent work space being abandoned and initial work being carried out simply under a hastily bought party function type tent.
Again in said early high temperatures.
Leaving myself quite worn out and haggard.
In a short while a replacement shelter/work space has been rented/acquired and is now slowly in the process of being fitted out so as duties can be maintained.

Still... am under some environmental duress etc but, silver lining, the old work space is son to be completely rebuilt/furbished.

Much cheers to all.

Top, or near enough to, 'F-17' please? (^_^)


Male Half-orc Monk (Iron Mountain) 8 |HP: 60/61 | AC:26 Current 29, T 19, FF 21 | Fort: +9 Ref:+10 Will:+12 (+14 Enchantment) |CMB +12 (+16 grapple), CMD 25 (27) | Init+3 | Perc +13 | Ki Pool 9/9

IS Marius even with us anymore or are we missing our ship's wizard?

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