
Kiltem Stormcrow |

Kiltem ponders a long time watching the island. He finally speaks up talking w/ the other officers of the ship. Well, they know we are here. At least our ship. Should we go straight to the big house and try to parlay? Or do we land the jolly boat on the backside and explore the island and approach in secret?

Arthur Cantor Delgado |
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Well, if our goal is to take this island, I don't see us being able to parlay. I'm thinking if we officers sneak onto the island and cause our brand of mayhem, the crew can take the ship in to cause theirs.

Kiltem Stormcrow |

Well, if our goal is to take this island, I don't see us being able to parlay. I'm thinking if we officers sneak onto the island and cause our brand of mayhem, the crew can take the ship in to cause theirs.
You may well be right. BUT, they don't seem to have any ships? Unless we somehow can't see them... I don't know, maybe we can come to some deal. This IS D&D, so we will most likely have to murder-hobo it up.

Dungeon Master S |

There are NO ships docked here.

Slappy Wundershart |

I will use my bard ability to find out about the recently know state of Tidewater Rock from rumors and other songs of the island.. Know local = 26
Well no ships here, and someone in the keep. This makes our choice simple. Captain, I recommend that we pull away from the harbor and see if any ships come in for the night, maybe even watch it for a day or two. If none come back they might be marooned and in need of assistance. If not, we might spend our time watching and fishing we might have something to barter with. Kiltem could spend one day in the water, and one in the air scouting. Knowledge is power friends, and we're not on a time crunch that I know about.

"Lucky" Lucas D'Endrin |
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Lucky insists on befriending the capybara and adopting it as his pet. He asks Kilt for assistance in taming the magical creature!

Arthur Cantor Delgado |

Art muses on Slappy's suggestion. If we can keep a keen eye out without giving ourselves up, then this is a good plan, I think. We can spend a day or two gathering intel. Anyone opposed?
Where's the capybara...did I miss something??

Slappy Wundershart |

Where's the capybara...did I miss something??
There's no sign of life on the island outside of the keep itself. (Indeed, Kiltem doesn't see anything larger than a capybara.) There is a light on in the main tower though, so someone is home.
I can try to make friends for you if you want. It's not to hard talking to them.

"Lucky" Lucas D'Endrin |

Where's the capybara...did I miss something??
There's no sign of life on the island outside of the keep itself. (Indeed, Kiltem doesn't see anything larger than a capybara.)
If there's no actual capybara, Lucky might be convinced to befriend something the approximate size of one...

Kiltem Stormcrow |

While the Piranha pulls back to observe from a distance, the druid turns into his pelican form. He flops around awkwardly on the boat till Lucky helps heft him over the rail. Once in the air, the druid-bird becomes very graceful. Gliding away on the winds toward the island.
Kiltem takes his time scouting from above. He takes a closer look at the shoreline. (Where are the best places to bring a ship in, are there are secret/hidden coves?)
After flying over the island itself, he gives a closer approach to spy on the castle/tower.
Perception 1d20 + 13 ⇒ (20) + 13 = 33

"Lucky" Lucas D'Endrin |

"Lucky" Lucas D'Endrin wrote:A ship’s mascot might not be a bad idea.
If there's no actual capybara, Lucky might be convinced to befriend something the approximate size of one...
And Capybara are actual magical creatures IRL. So... win?

Dungeon Master S |

Kiltem, barred from entry due to bars on the window, manages to do some recon from outside. The building seems to be occupied by at least 3 people, two men and a woman. None of them seem to be heavily armed, nor do they look like they're worried about an attack. There are numerous places to land a hidden dinghy.

Kiltem Stormcrow |

Kiltem, barred from entry due to bars on the window, manages to do some recon from outside. The building seems to be occupied by at least 3 people, two men and a woman. None of them seem to be heavily armed, nor do they look like they're worried about an attack. There are numerous places to land a hidden dinghy.
The druid doesn't rush but he flies back and somewhat reluctantly turns into a human again. He gives a concise report to his comrades.
Are we ready to head in? Take the jolly to a hidden cove, and walk in on foot...

Dungeon Master S |

Just need one concurring vote, and I'll update.

Arthur Cantor Delgado |

We won't get a better opportunity than this. Let's go!! Sandara, take care of the ship.

Kiltem Stormcrow |

Okay, lets go!
The party takes the jolly boat into a hidden cove on the far side of the island. As usual when they party has been out at sea for a while, the druid rolls around in the dirt and says a quiet prayer to the Mother. The rest of the party looks on awkwardly for a few moments while Kiltem makes his devotional.
Once on land, Kiltem casts LongStrider and GreaterMagic Fang, he also takes his preferred large tiger form.
Tiger and Rogue take party lead.
El Capitan takes next spot.
Then Slappy.
The tall Mwangi Slayer takes post as rear guard.

Kiltem Stormcrow |

Perception
Kiltem: 1d20 + 13 ⇒ (17) + 13 = 30
Ko: 1d20 + 11 ⇒ (1) + 11 = 12
Art: 1d20 + 9 ⇒ (10) + 9 = 19
Lucky: 1d20 + 15 ⇒ (2) + 15 = 17 (+4 v. Traps, +2 in water)
Slappy: 1d20 + 17 ⇒ (16) + 17 = 33
Knowledge Geography
Lucky 1d20 + 7 ⇒ (15) + 7 = 22
Slappy 1d20 + 9 ⇒ (14) + 9 = 23
Knowledge Nature
Slappy 1d20 + 9 ⇒ (16) + 9 = 25
Kiltem 1d20 + 11 ⇒ (2) + 11 = 13
Survival
Kiltem 1d20 + 11 ⇒ (9) + 11 = 20
Ko 1d20 + 5 ⇒ (15) + 5 = 20

Dungeon Master S |

Kiltem leads the party into the island proper. Windward Isle is 2 miles long by 1 mile wide and is almost
entirely surrounded by rough shingle and gravel beaches.
Its central elevation never rises above 100 feet, so the tower of Tidewater Rock commands a good view of almost the entire island. Its soil is rocky and barren, with thin salt grasses, scrub trees, and a few boggy areas where peat is collected. Fauna consists of nothing larger than small serpents and mice. There are a few small areas of cultivated land where roots, grains, and vegetables are raised to supply the castle, and an orange grove grows near the lagoon. A small hutch inland from the anchorage provides shelter for a goatherd In addition, you walk by a fresh water spring.
After a 30 minute hike, the tower comes into view. The keep of Tidewater Rock sits right on the lagoon’s edge, where the water ranges from knee deep to neck deep, with powerful ebb tides and rip currents that can sweep invaders out to sea. Tidewater Rock is a fortified tower house over 70 feet tall, built upon the same stone shingle that makes up the western shore of Windward Isle. The tower house is composed of reinforced masonry walls atop a 10-foot-high stone base filled with packed dirt. A stone stair rises 10 feet to the heavy front door, and at all times but the greatest ebb of low tide, the shingle below the castle is a swirling morass of tide water. At high tide, the waves lap at the very lip of the door stoop, making assailing the castle virtually impossible.
No map yet. Just need to confirm talking, sneaking, or killing.

Kiltem Stormcrow |

Kiltem doesn't really have a problem with killing. Death is part of the natural cycle of life. The strong survive and the weak perish.
That said, he doesn't really like to kill for no reason. He is happy to try sneaking over talking...
Last thought, Kiltem can take an aquatic wildshape to search this lagoon. Its always possible there is an underwater entrance into the keep.

"Lucky" Lucas D'Endrin |

Lucky likes the idea of an underwater entrance and encourages Kilt to seek one out if possible.

Kiltem Stormcrow |

The tiger shrinks back into Kiltem’s burly mutton-chopped human shape. Kiltem lays out his underwater plan. The party sits tight. The druid walks down to the water’s edge. Then his shape slips into a massive cephalopod form. A giant octopus begins his scouting mission.
Perception 1d20 + 11 ⇒ (13) + 11 = 24

Dungeon Master S |

Kiltem doesn't find any underwater entrances.... With a 1 and a check below the DC, there isn't much else to say.

Dungeon Master S |

Kiltem doesn't find any underwater entrances.... With a 1 and a check below the DC, there isn't much else to say. Kiltem's check is different than anyone looking to do any kind of trail work up top.

Kiltem Stormcrow |

Kiltem doesn't find any underwater entrances.... With a 1 and a check below the DC, there isn't much else to say.
bugger, I don't think we can get a reroll or anything... Sorry guys

Dungeon Master S |

I have placed a map so you get a feel for the scope of the keep.

Arthur Cantor Delgado |

Well...shall we approach, with caution and what stealth we can muster?

Dungeon Master S |

Just let me know what you're doing and where.

Kiltem Stormcrow |

How do we want to do this guys? Do we wait another day and have Kiltem try to search the lagoon again? Or can wildshape into something that can easily climb up to the roof under the cover of darkness and tie off a rope for the rest of the party?

Morkeleb the Mighty |

Art hunkers down, beckoning the crew down with him. Boys, I'm all for recon, but I can't see our situation improving with time. It *looks* like we've caught them with a skeleton crew, and can take the place. If they've got a ship or three out there, and they show up tonight, we're in too tight a spot, with us on land and our ship out there--we'll lose everything. I say we strike while the iron is hot, and take this place NOW.
What say you? Speak up, and don't be shy!

"Lucky" Lucas D'Endrin |

Lucky agrees.

Slappy Wundershart |

I agree Captain, we need to act, but I need to be clear, we are going to murder hobo this? No chance at parley? What if they are stranded here, What if their boat sank? What if it is only women and children?

Kiltem Stormcrow |

The party pulls back and waits for the cover of darkness. The druid goes to sleep and takes a lovely 8 hour nap. The others get rest as well w/ someone on watch.
The druid uses a Fog Cloud spell to assist with stealth. Lucky pulls out a long length of rope, earlier in day had pre-knotted it to make it very easy to climb. The party sneaks to the base of the wall beneath the battlements on the roof.
The unfortunate looking Kiltem wildshapes into an even uglier creature. In moments his gross muttonchops turn a dirty orange color and his bulky form turns into a massive long armed primate. Lucky loops the knotted rope around the giant orangutan. Then with a climb speed of 30', ape-Kiltem easily climbs up to the roof. With the pre-tied loop in the end, even his clumsy ape fingers can loop it around a stone piece and drop the end down to his comrades.
Everyone climbs up to the roof and we begin to take the keep.
An additional obscuring mist spell can be used to provide more cover.

Dungeon Master S |

Kiltem brings in a fog before the party makes the 70' climb. Once atop the tower, the party finds themselves on a walkway with very little space.
Just as the party takes the roof a pair of guards react to intruders. Based on their frantic response, you get the distinct impression that they weren't expecting action.
"Quick, get downstairs! Sound the alarm!"
Round 1:
Art: Go
Lucky: Go
Slappy: Go
Ko: Go
Guards: TBD
Kiltem: TBD
Foes: 1d20 + 1 ⇒ (13) + 1 = 14
Kiltem: 1d20 + 1 ⇒ (5) + 1 = 6
Ko: 1d20 + 6 ⇒ (8) + 6 = 14 (Always in surprise)
Arthur: 1d20 + 4 ⇒ (20) + 4 = 24
Lucky: 1d20 + 11 ⇒ (12) + 11 = 23 (+2 in the water)
Slappy: 1d20 + 2 ⇒ (20) + 2 = 22

"Lucky" Lucas D'Endrin |

Lucky edges to the side to let his more physical mates rush in first...
Delay until last in the surprise round, then I'll probably move forward to set up a flank for a sneak attack or something - Ko, can you get past him and block the stairs?

Dungeon Master S |

There is no surprise round. The party climbing up was stealthy. (Strictly speaking I didn't even check to see if you can all do it without rolling to climb too.)

Arthur Cantor Delgado |

Art takes initiative and rushes to try to block the guard from getting down the door.
I'm hoping that, since we've got them flat footed, I might be able to go through his space to block the stairs? Acrobatics check?
Art scrambles past the gawking guard, and drops to hands-and-knees behind him, hoping another of his crew will take the cue...
Use Derring Do on acrobatics check
Acrobatics: 1d20 + 10 + 1d6 ⇒ (1) + 10 + (3) = 14 <--well fak

Dungeon Master S |

Art tries to wiggle by, but the man blocks his progress, leaving him toe to toe!
Round 1:
Art: Oof Standard Action remaining
Lucky: Go
Slappy: Go
Ko: Go
Guards: TBD
Kiltem: TBD

Arthur Cantor Delgado |

Not one to let a good idea fail because of bad luck, the captain tries to get by again!!
once again, use Derring Do to gtf by
Acrobatics: 1d20 + 10 + 1d6 ⇒ (7) + 10 + (5) = 22
assuming this is enoughhe then drops to all fours behind the scalawag, and looks up at Kiltem & Ko with a grin!

Arthur Cantor Delgado |
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Slappy moves and giggles a bit because he is going to try one of his new spells.
Cast unnatural lust on red (DC16) I think he really really likes his friend.
awesome...and I'm standing next to him on my hands & knees...ya joik!!

"Lucky" Lucas D'Endrin |

Acrobatics: 1d20 + 9 ⇒ (6) + 9 = 15
Lucky twirls through the battlespace and alights on the parapet to the west of the enemy!
Sneak Attack - Main Hand Kukri: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15 for Normal damage: 1d4 + 5 ⇒ (3) + 5 = 8, Precision damage: 4d6 ⇒ (3, 5, 1, 3) = 12, and 4 Bleed Damage per round.
• Target is Bewildered: –2 to AC, -4 to AC vs. Lucky for 1 round.
• Target takes 1 point of Strength damage
Sneak Attack - Off Hand Kukri: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14 for Normal damage: 1d4 + 5 ⇒ (2) + 5 = 7, Precision damage: 4d6 ⇒ (6, 2, 6, 2) = 16, and 4 Bleed Damage per round.
• Target is Bewildered: –2 to AC, -4 to AC vs. Lucky for 1 round (adds to duration).]
• Target takes 1 point of Strength damage

Dungeon Master S |

The pirates split up their approach to quickly overcoming the two guards.
Art dedoubles, using the ricochet from his first attempt to power his second, getting behind the guard for an easy push off the ledge.
Slappy does an end around and tries to bamboozle the second guard WILL: 1d20 ⇒ 18, but he shakes off the spell.
Lucky will need to redo: The map isn't accurate, and if I'm reading it correctly he's trying to stand in the same square as Art. Also, after 13 years of Pathfinder: you can't move and take 2 attacks!
Round 1:
Art: Tumble through.
Lucky: Go
Slappy: Spell
Ko: Go
Guards: TBD
Kiltem: TBD

Harisko "Ko" |

It looks like the guard is still free and clear to flee down the stairs? Except for taking an AoO from Art, of course. Did Art's action set Ko up for a bull rush? Would he get a bonus if he did that?

Dungeon Master S |

Lucky rushes over. Instead of shoving him over Art, the rogue opts for a quick slash of the throat. The guard drops dead between the two.
Round 1:
Art: Tumble through.
Lucky: Kill
Slappy: Spell
Ko: Go
Guards: TBD
Kiltem: TBD

Harisko "Ko" |

NM, the map is updated. If I charge and bullrush, would I be able to Bull Rush over top of Art without pushing Art (based on his description of being crouched behind the guy. e.g. push the guy to the left on the map. And, if I did that, would I get a bonus and/or would we not consider the space Art is in, so, that a successful bull rush would push him off?

Harisko "Ko" |

NM again, lol.
Ko charges the other guard with his buckler forward, hiding the draw of his cutlass. He draws and slices in one motion, hoping to catch the guard by surprise.
cutlass power attack: 1d20 + 9 ⇒ (17) + 9 = 26
cutlass power attack: 1d6 + 8 ⇒ (5) + 8 = 13
Crit confirmation
cutlass power attack: 1d20 + 9 ⇒ (5) + 9 = 14
cutlass power attack: 1d6 + 8 ⇒ (4) + 8 = 12

Dungeon Master S |

My apologies for not giving a better description. The center of the tower is still 10' up. Still, he can end around. I've moved him.
Ko whips around to the other side to find the guard. He dashes forward and slashes his throat before he can cry out!
For quickly dispatching the two guards atop the tower, the pirate earns a total of 400 XP.