GMDQ's Skull and Shackles (Inactive)

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A small band of mariners find themselves press-ganged into service on the Wormwood, led by the fearsome Barnabas Harrigan. Will they turn their misfortune to glory on the high seas, or will folly lead them to an ignominious watery death?


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[Female human cleric of Besmara 7 HP: 40/45 AC: 19 TAC: 11 FFAC: 18 l BAB: +6 CMB:+ 6 CMD: 17 | Fort +5 Ref +3 Wis +9 | Init +1 Perception +3] Cleric 7

Sandara murmurs a brief prayer to Besmara. "May the Pirate Queen grant favor to the bold and a forgotten grave in the depths to the cowardly!"

Sandara casts prayer. For 6 rounds, all allies within 40' of her position gain a +1 luck bonus to attack rolls, weapon damage rolls, saves, and skill checks. All enemies get a -1 penalty to the same things.

As she prays over the crew, the fiery priestess loads her crossbow and waits for her enemies to give her a shot.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

From her perch, Thren begins a rousing song of battle with a blast from the One Reason to Live. As she begins to sing, she yanks out her bow and waits for enemies to come close enough to be worth shooting.

'Blood for freedom!'
So raise your banner, fight your war
Break the silence, no remorse!
Won't die today!

Blood for freedom!
Raise your banner, load your gun
Fight for freedom, the good die young!
Won't die today!'

Inspire courage, round one. All allies receive a +3 morale bonus against charm and fear effects, as well as a +3 competence bonus on attack and weapon damage rolls.


Male | Hero Points: 1 | Sylph Ranger (Freebooter) 8 | AC 19 / 21 vs ranged T 14 / 16 vs ranged FF 15 /17 vs ranged | HP 80/80 | F +6 R +10 W +4 | Spells: LVL 1: 2/2; LVL 2: 2/2 | Init +3 (5 in urban, 7 in/on water) | Perc +13

Not sure on miss percent for this, so I will just roll the stuff I am sure about.

Hearing the monkey scream, Chad attempts to shoot roughly where he thinks it would have come from.

Ranged attack (Weapon, Point Blank, Bless, IC): 1d20 + 12 + 1 + 1 + 1 + 3 ⇒ (7) + 12 + 1 + 1 + 1 + 3 = 25
Damage (Weapon, Point Blank, Bless, IC): 1d8 + 2 + 1 + 1 + 3 ⇒ (1) + 2 + 1 + 1 + 3 = 8

Praying to the gods that, if nothing else, he hits a foe not a friend, Chad draws another arrow and gets ready.


Forces of Nature Battlemap

You need a Perception check to pinpoint an unseen target; I will roll that for you

Chad Perception: 1d20 + 13 ⇒ (10) + 13 = 23

All that practice bounty hunting pays off, as Chad manages to realize the monkey is screaming a good 60 feet above him. He sees nothing there, however.

50% miss chance, roll low is good: 1d100 ⇒ 36

The monkey stops screaming.

And then it starts again.

"M%%+%#$#++##! Kill that archer!" A gravelly voice commands.

I have added in faded blue a Vakarla token to the map (faded blue, with a dotted outline. She is invisible, and others need to succeed upon a DC 23 Perception check to target her (or her monkey's) location. If she moves but remains invisible Chad, you will need to make another check to target her again. The miss chance is 50%. (The miss chance in the fog cloud is 20% at its edge and 50% farther away.)


Forces of Nature Battlemap

And now all of the approaching baddies surge onto the ship--all of them scarred and weathered half-orcs. Many climb up the rope that tied itself to the rail, or climb over each other, pouring onto the ship. Among them are four scarved, particularly nasty-looking cutthroats who leap onto the ship moving with preternatural haste and quickly move to engage in particular the archer they were warned about as well as the giant plant man, who is easily the scariest looking threat on the ship. Your crew moves quickly to engage and repel the more ordinary looking boarders, save Cogward who stays by the catapult.

The generic red squares (marked "GP" for "generic pirate") will be fighting your crew. Their damage stats will not be tracked. They won't hurt you or try to, but they can get in your way--counting as a creature for blocking line of sight, creating soft cover, etc. While certainly various area effects will impact them normally, the event-affecting targets are the Cutthroats and Vakarla.


Forces of Nature Battlemap

Forgot to note--Kahuranga, Lark, and Chakam are up


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

The druid screams loudly as the ship is boarded. If the green man wasn't enough already of a terrifying view, when he extends all his vines and starts throwing his thorns it becomes a true nightmare.

The mass of green plant tentacles engulfs the ship, hitting planks and men with reckless violence. The attacks don't hit hard, but they are such a swarm that the devastation is something impressive to look at. Chakam is very much aware he's a monster, and sometimes struggle to find comfort in the normal routines in the ship; however here, under attack, he truly lets it all out.

Attacks:

With the vines, with their 30 feet, and thorns (ranged), Chakam will start attacking the further enemies possible, then approach him. With the slams, he will focus on the enemies by him. Despite the many attacks, he doesn't do much damage at all, and prefer to focus more on the "chumps" than the 2 main enemies; My colleagues might are better suited for it. Once we can "clear" more the board I can help on the "bosses". If enemies here are human (half-orcs and half-elfs count as human for any effects related to race) I have a +4/+4 (attack/damage) from favored enemy (not added below); if any are animals I have a +2/+2.

Slam 1: 1d20 + 12 ⇒ (19) + 12 = 31
Damage: 1d8 + 6 ⇒ (6) + 6 = 12

Slam 2: 1d20 + 12 ⇒ (19) + 12 = 31
Damage: 1d8 + 6 ⇒ (3) + 6 = 9

Vine 1: 1d20 + 12 ⇒ (8) + 12 = 20
Damage: 2d6 + 6 ⇒ (6, 4) + 6 = 16

Vine 1 Grab: 1d20 + 15 ⇒ (13) + 15 = 28
Constrict Damage: 2d6 + 6 ⇒ (2, 1) + 6 = 9 Release after constrict

Vine 2: 1d20 + 12 ⇒ (19) + 12 = 31
Damage: 2d6 + 6 ⇒ (4, 5) + 6 = 15

Vine 2 Grab: 1d20 + 15 ⇒ (14) + 15 = 29
Constrict Damage: 2d6 + 6 ⇒ (2, 1) + 6 = 9 Release after constrict

Vine 3: 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 2d6 + 6 ⇒ (6, 6) + 6 = 18

Vine 3 Grab: 1d20 + 15 ⇒ (13) + 15 = 28
Constrict Damage: 2d6 + 6 ⇒ (5, 5) + 6 = 16 Release after constrict

Vine 4: 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 2d6 + 6 ⇒ (5, 6) + 6 = 17

Vine 4 Grab: 1d20 + 15 ⇒ (12) + 15 = 27
Constrict Damage: 2d6 + 6 ⇒ (3, 3) + 6 = 12 Release after constrict

Vine 5: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 2d6 + 6 ⇒ (2, 4) + 6 = 12

Vine 5 Grab: 1d20 + 15 ⇒ (11) + 15 = 26
Constrict Damage: 2d6 + 6 ⇒ (1, 4) + 6 = 11 Release after constrict

Vine 6: 1d20 + 12 ⇒ (15) + 12 = 27
Damage: 2d6 + 6 ⇒ (4, 6) + 6 = 16

Vine 6 Grab: 1d20 + 15 ⇒ (20) + 15 = 35
Constrict Damage: 2d6 + 6 ⇒ (3, 3) + 6 = 12 Release after constrict

Thorn 1: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 2d6 + 6 ⇒ (3, 6) + 6 = 15

Thorn 2: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 2d6 + 6 ⇒ (5, 6) + 6 = 17

Thorn 3: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 2d6 + 6 ⇒ (4, 1) + 6 = 11

Thorn 4: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 2d6 + 6 ⇒ (1, 6) + 6 = 13

Thorn 5: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 2d6 + 6 ⇒ (1, 2) + 6 = 9

Thorn 6: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 2d6 + 6 ⇒ (1, 6) + 6 = 13

Confirm Crit (Slam 1): 1d20 + 12 ⇒ (2) + 12 = 14
Extra Damage: 1d8 + 6 ⇒ (2) + 6 = 8

Confirm Crit (Slam 2): 1d20 + 12 ⇒ (9) + 12 = 21
Extra Damage: 1d8 + 6 ⇒ (6) + 6 = 12

Confirm Crit (Vine 2): 1d20 + 12 ⇒ (17) + 12 = 29
Extra Damage: 2d6 + 6 ⇒ (1, 3) + 6 = 10

Confirm Crit (Thorn 6): 1d20 + 7 ⇒ (8) + 7 = 15
Extra Damage: 2d6 + 6 ⇒ (5, 1) + 6 = 12


Forces of Nature Battlemap

Chakam, I hate to do this when you have done all that rolling, but I should also have just said it more clearly: targeted attacks against the generics are pointless. The generics are there more or less as scene dressing/there to keep the crew busy in the background and to add to the general "terrain difficulty." (The details of what they do as described in the AP is one sentence--the regular crew engage the PCs' crew. that's it. They have no real mechanical existence, save to be speedbumps.) Doing my best to interpret how this should work, I am working the generics in such a way that they don't really give or take individual damage--more will just appear as others die. The cutthroats and Vakarla are the PCs' targets and the event will not end until the cutthroats and Vakarla are dealt with, and targeting anyone else is a waste of your time. Narratively, there are a) too many of them for you to target them easily (your line of sight would be blocked to many of them) and b) they are weak enough for your crew to handle.

Because I should have just said that more clearly, please feel free to change your action.


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

I wasn’t referring to the generic ones, but to the half-orcs and any other non generics but unnamed. Of course if all targets are down the next attacks go on the monkey.


Forces of Nature Battlemap

Okay, I misunderstood. The four cutthroats (they are numbered) are your targets. Please identify which ones, by number, that you are targeting which ones in order of priority. Yes, as mentioned all of them are half-orcs, so please just add your bonuses as well to your rolls in the future.

You can't see the monkey and even if you could (by succeeding on a DC 23 Perception check), it is out of even your extended reach (60 ft.) (it is in the same square as Vakarla; only Chad has succeeded on the check to determine she is flying above you.).

Also, rereading through the green man: the thorn attacks are ranged attacks. You cannot attack with both the thorn attacks and the slams/vines at once -- ranged attack is one type of attack action, melee is a different type of attack action. A full attack is with either, not both--you can't attack with both thorns and vines any more than Chad can both fire his bow and hit something with his sword in one round. In other words, pick whether you attack with melee or ranged, not both. Also, remember that attacking ranged provokes AAOs from adjacent creatures. Please confirm whether you attacked with melee or ranged.


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

In nowhere it's written that you can't do melee and ranged attacks at the same time. This link mentions all the discussions about it, and like I said - a full attack doesn't limit you to only melee or only ranged. Slams, vines and thorns are all natural weapons from the creature, and by definition the creature can simply use all of them in a full attack.

Additionally: these natural attacks are extraordinary abilities of the creature, not supernatural or sla; they don't provoke. It's like saying the breath weapon of a dragon provokes an AoO, or that the spikes on the tail of a manticore would.

Of course, you might rule differently - it's your game. I'm just clarifying what the rules actually are for this craziness of natural attacks :) Heh.

Let's just say I focus my attacks on the four cutthroats: 3, 1, 2, 4, this order (like I said, from further to closer). As for perception:

Perception: 1d20 + 14 ⇒ (10) + 14 = 24


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Going to try out a new spell.

Kahuranga has been practicing for weeks to draw extraplanar creatures to aid him. He ascends 30 feet and begins to cast a spell. He draws a small silver candle from his component pouch and lights it. He takes a small wasp, quite dead, and throws it into the flame. The flame is extinguished, but the smoke is much more than one might normally expect.

Move action to ascend 30 feet, Standard to begin Summon Monster IV to summon a Celestial Giant Wasp. Total altitude is 60 feet above deck.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark steps around the mast, past Samms and behind one of the big cutthroats.

Attack, IC, prayer, flank: 1d20 + 11 + 3 + 1 + 2 ⇒ (5) + 11 + 3 + 1 + 2 = 22

If that hits:

Damage, IC, prayer, sneak attack: 1d6 + 5 + 3 + 1 + 4d6 ⇒ (3) + 5 + 3 + 1 + (2, 5, 4, 4) = 27
Debilitating Injury, Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.


Forces of Nature Battlemap

Kahuranga begins casting a spell.

Lark seriously wounds one of the cutthroats, and then, flailing wildly with his viny arms, Chakam-as-Green-Man grabs and crushes each of the four cutthroats to death.

Several of the less characterful pirates move out of the way of Chakam and Lark, clearing the area closest to the wheelhouse.

You hear a curse, followed by a hissed, "Hush, Mr. Swabb!" and then another muttering incantation. A shimmering wall of force appears across the deck, fully blocking passage between the two parts of the deck. It is 90 feet long and 10 feet high. It is sheer and unlikely not easy to climb, although those with special means of transit will not have trouble getting around it. It is nonetheless in the way.

Wisdom or Profession Sailor DC 15:

while with some work you can get around it, the bigger problem is while it sits flush with the floor, it is not actually anchored to the ship. If the ship moves forward to get free of the reef, as your pilot is actively trying get your ship to do, one of the ship's masts will crash into the wall and do a fair amount of damage to your ship. While the wall might also be damaged, in the worst case scenario you could end up stranded on the reef. As with most magic, the wall is unlikely to last forever, but the ship is likely to begin shifting very soon (within the next couple rounds), before the wall or its creator might be dealth with

You are experienced enough to know that whereever the invisible monkey and its spellcasting master was, they have likely now moved and you will have to try to target their location again or use some other means of tracking them. The DC to pinpoint has changed, as they have both moved and are taking measures to move more quietly.

GM Screen:

Stealth: 1d20 + 2 + 20 ⇒ (12) + 2 + 20 = 34

The DC is now DC 37 to spot them.


Forces of Nature Battlemap

Round #2
Vakarla| ???? | probably flying and invisible!
Mr. Swabb ??? | probably also flying and invisible!
Threnody | HP 63/72 | AC 21 T 13 FF 18 | CMD 20| F+5 R+10 +7 | Fire 5 Cold 5 |
Sandara | HP 39/39 | AC 16 T 11 FF 15 | CMD 16 | F +5 R +3 W +8 |
Chad | HP 71/80 | AC 19/21 vs ranged T 14/16 vs ranged FF 15 /17 vs ranged | CMD 21 | F +5 R +8 W +4 | Electricity 5
Crew & Generic Wreckers
Kahuranga |HP 47/56| AC 18 T14 FF 16| CMD 17 | F +3 R +5 W +7 | Electricity 5 | flying
Taniwha | HP 24/24| AC/T/FF 19/13/18| CMD 13| F +5 R +7 W +7 | Immune Paralysis, Sleep
Lark | HP 75/84 | AC 20 T 13 FF 15 | CMD 19 | F +5 R+9 W+6 |
Chakam | HP 52/61 | AC 26 T 16 FF 21 | CMD 22 |F + 11 R +11 W +9 (+4 vs fey+plant targeted)| Green Man form, 30 ft reach, barkskin

Ongoing: prayer, inspire courage +3

Threnody (and Sandara), and Chad!


Male | Hero Points: 1 | Sylph Ranger (Freebooter) 8 | AC 19 / 21 vs ranged T 14 / 16 vs ranged FF 15 /17 vs ranged | HP 80/80 | F +6 R +10 W +4 | Spells: LVL 1: 2/2; LVL 2: 2/2 | Init +3 (5 in urban, 7 in/on water) | Perc +13

Chad turns to look at the half-orc rushing up toward him at the behest of the invisible monkey... just in time to see its look of shock as the vines grab it and pull it away. "Thanks Master Chakam, I be owe'n you a pint in port!"

Wisdom: 1d20 + 2 ⇒ (4) + 2 = 6

The wave of force separating him from the rest of the crew gives the freebooter some pause for concern, but he pushes it from his mind. Kill flying monkey toting spellcaster now, worry about how to get to around this wall later. It isn't like I can't hit... hells take it, where did it go?

Perception (FavTer: Sea): 1d20 + 13 + 4 ⇒ (10) + 13 + 4 = 27

Assuming that is enough to spot it:

... there you are...

"You might as well come down and fight properly! Or don't, I could use the archery practice." He smiles and calls out, "The invisible one is there, bring her down to the depths!"

Move action: Freebooter's Bane: +2 attack and damage bonus to folks within 30 ft who can see or hear me on attacks vs. the invisible flying pest. Note: this does not mean you now suddenly see it... just that if you do spot it you get bonuses to attack and damage.

To better help illustrate where their foe is, he releases his arrow at it.

Ranged Attack (Weapon, Bless, IC, FB): 1d20 + 12 + 1 + 1 + 3 + 2 ⇒ (20) + 12 + 1 + 1 + 3 + 2 = 39 (+1 more for Point Blank if she closed to 30 FT or fewer)
Crit?: 1d20 + 12 + 1 + 1 + 3 + 2 ⇒ (12) + 12 + 1 + 1 + 3 + 2 = 31 (Same note on range.)
50 Miss? (Low good): 1d100 ⇒ 5

OK, so if it confirmed crit, it procs my bow's thundering abiliity: 2d8 sonic and she must roll a DC 14 Fort save or be permanently deafened... on top of it doing x3 normal damage...

Damage (Weapon, Bless, IC, FB): 1d8 + 2 + 1 + 3 + 2 ⇒ (2) + 2 + 1 + 3 + 2 = 10 (+1 if she is unfortunate enough to have tried to close the gap to 30 ft or fewer)
Crit: 2d8 + 4 + 2 + 6 + 4 ⇒ (3, 4) + 4 + 2 + 6 + 4 = 23 + Sonic: 2d8 ⇒ (1, 3) = 4 (Plus 2 more if Point Blank active.)

If he failed his perception roll... well, FML at this point, ;)


[Female human cleric of Besmara 7 HP: 40/45 AC: 19 TAC: 11 FFAC: 18 l BAB: +6 CMB:+ 6 CMD: 17 | Fort +5 Ref +3 Wis +9 | Init +1 Perception +3] Cleric 7

Perception: 1d20 + 3 ⇒ (13) + 3 = 16

Sensing that the spellcasting foe is rather capable, Sandara focuses for a moment. A second Sandara appears beside the first.

Sandara used copycat to create an illusory duplicate of herself that persists for 6 rounds,as if using mirror image.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Perception: 1d20 + 11 ⇒ (16) + 11 = 27

Thren looks around, still trying to find the source of the spells and monkey poo, but to no avail. Her singing continues in spite of this, bringing courage to the hearts of her friends and shipmates. She keeps her eyes open in case she gets a clue as to the target's location, ready to strike.

Thren maintains inspire courage for round 2 and readies an action to shoot as soon as a target presents itself.


Forces of Nature Battlemap

Thren, you & Sandara should also roll that Wisdom/Prof Sailor check

Chad thinks he knows where the wizard and her familiar are, but his arrow sails through the air until it arcs and curves downward, splashing into the ocean.

But Chad and Thren are aware of vague shapes in the fog cloud coming through to join the fight.

The crew tangles with the other pirates, keeping more from boarding but also taking blows from the half-orc crew.

Everybody else!


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

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

Profession (sailor), Sandara: 1d20 + 9 ⇒ (11) + 9 = 20


Male | Hero Points: 1 | Sylph Ranger (Freebooter) 8 | AC 19 / 21 vs ranged T 14 / 16 vs ranged FF 15 /17 vs ranged | HP 80/80 | F +6 R +10 W +4 | Spells: LVL 1: 2/2; LVL 2: 2/2 | Init +3 (5 in urban, 7 in/on water) | Perc +13

I think I am going to cry.... ah well... :)

"Something else is comin' from the cloud ship, Cap'n!"


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Profession (Sailor): 1d20 + 10 ⇒ (3) + 10 = 13
T Wisdom check: 1d20 + 2 ⇒ (16) + 2 = 18

K perception: 1d20 + 3 ⇒ (16) + 3 = 19
T perception: 1d20 + 9 ⇒ (7) + 9 = 16

Giant Wasp Perception: 1d20 + 10 ⇒ (20) + 10 = 30

Kahuranga completes his incantation and a low hum fills the air. A wasp the size of a horse with iridescent eyes appears in the air above the ship.

"The wasp is with me, crewmates, may Calistria smile upon it in its quest for vengeance against these who have stolen her treasures."

Then he draws a familiar bit of driftwood from his component pouch and rubs it, calling forth a compact spherical thundercloud.

Celestial Giant Wasp is summoned. Standard action to cast Aggressive Thundercloud.

The giant wasp has a 60 ft fly speed. The Agressive Thundercloud has a 20 ft fly speed. This is a little unorthodox, so handle it however you think is best. I'm hoping to use the wasp and the spell to sweep the area. Since I know where the invisible pirate it, but Kuhuranga does not, I'm not sure how to handle that. The wasp fills a 10 by 10 cube, but only has darkvision, no scent or anything. Maybe it could bump into her. The cloud is a 5 foot sphere, and it stops when it enters a square that contains a creature, doing 3d6 electrical damage (reflex save for half DC 17)


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

Chakam gets ready to attack with one of his vines once an enemy that he can see appears.

'Ay should have memorized better spells. - he says - Don't know why I'm sah' lazy in the mornings!

Readied Attack:

Adding Inspire Courage from Thren

Attack (Vine): 1d20 + 12 + 3 ⇒ (9) + 12 + 3 = 24 Another +4/+4 if counts as human or animal
Damage: 2d6 + 6 + 3 ⇒ (3, 6) + 6 + 3 = 18
Grab: 1d20 + 15 + 3 ⇒ (18) + 15 + 3 = 36
Constrict: 2d6 + 6 + 3 ⇒ (6, 6) + 6 + 3 = 21


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Profession Sailor, DC 15: 1d20 + 14 ⇒ (11) + 14 = 25

Lark spits a curse at the invisible wall and calls out, "Belina, belay that! Chakam, Quinn, drop the anchor! This $@#%! wall might rip off a mast if we move."

It looks like Chakam and Quinn are right next to the anchor winch. Please let me know if that object on the map isn't what I think it is.

At Chad's warning the captain readies a melee attack in case anything emerges from the mist.


Forces of Nature Battlemap

I was wondering what the heck that thing was! Yes, let's say it's the anchor winch, which seems to make sense.

Belina with Rosie: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23

The pilot with aid from the muscular halfling manages to reverse course without damaging the rudder on the reef.

"How's about a little fire, Green Man?"

Another wall springs up, this one not of force but a wall of fire in the form of a ring around the very same winch Quinn and Chakam are standing near.

While those on the exterior of the wall feel minimal heat, Quinn and Chakam feel the searing flames.

Damage, no save: 2d6 + 9 ⇒ (2, 2) + 9 = 13

This will probably continue to hurt as long as one stays inside the ring of fire, or passes through it.

SR does apply, let me know if I should roll it, or you can roll it, her CL is 9

As the flames appear and individuals are harmed, a green-skinned half-orc piratess in a black hat and long coat appears hovering above your ship. She flies toward the bow of her ship, hovering over the water. She is approximately 80 feet above the lowest level of the topdeck.

A little monkey sits upon her shoulder, which begins screaming and throwing its scat at Threnody.

Poo: 1d20 + 6 ⇒ (13) + 6 = 19

The tiefling dodges.

Round #3
Vakarla| HP 84/84 | AC 21 T 13 FF 18 | CMD 17 |F +9 R +7 W +9 | haste, flying, probably other spells
Mr. Swabb 34/42 | AC 18 T 14 FF 16 | CMD 10 | |F +4 R +8 W +5 | haste, flying, probably other spells
Threnody | HP 63/72 | AC 21 T 13 FF 18 | CMD 20| F+5 R+10 +7 | Fire 5 Cold 5 |
Sandara | HP 26/39 | AC 16 T 11 FF 15 | CMD 16 | F +5 R +3 W +8 | copycat
Chad | HP 71/80 | AC 19/21 vs ranged T 14/16 vs ranged FF 15 /17 vs ranged | CMD 21 | F +5 R +8 W +4 | Electricity 5
Crew & Generic Wreckers
Kahuranga |HP 47/56| AC 18 T14 FF 16| CMD 17 | F +3 R +5 W +7 | Electricity 5 | flying
Taniwha | HP 24/24| AC/T/FF 19/13/18| CMD 13| F +5 R +7 W +7 | Immune Paralysis, Sleep
Lark | HP 75/84 | AC 20 T 13 FF 15 | CMD 19 | F +5 R+9 W+6 |
Chakam | HP 39/61 | AC 23 T 16 FF 18 | CMD 22 |F + 11 R +11 W +9 (+4 vs fey+plant targeted)| Green Man form, 30 ft reach, barkskin


[Female human cleric of Besmara 7 HP: 40/45 AC: 19 TAC: 11 FFAC: 18 l BAB: +6 CMB:+ 6 CMD: 17 | Fort +5 Ref +3 Wis +9 | Init +1 Perception +3] Cleric 7

Seeing nothing but fire around her, Sandara attempts to break through the flames....

2d6 + 9 ⇒ (4, 6) + 9 = 19

...and collapses from her burns!


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren spots the half-orc and lets fly an arrow, pouring her power into the projectile even as she sings from the rigging. She glances down and sees the fire on the deck and Sandara in it, but focuses on Vakarla despite what's going through her heart. You'll pay for that, the bard thinks.

attack on Vakarla: 1d20 + 9 + 2 + 3 + 1 ⇒ (6) + 9 + 2 + 3 + 1 = 21
damage: 1d6 + 2 + 3 + 1 + 2 ⇒ (4) + 2 + 3 + 1 + 2 = 12

Standard action: readied action to shoot when Vakarla appeared.
Swift action: arcane strike
Free action: maintain inspire courage, round 3


Male | Hero Points: 1 | Sylph Ranger (Freebooter) 8 | AC 19 / 21 vs ranged T 14 / 16 vs ranged FF 15 /17 vs ranged | HP 80/80 | F +6 R +10 W +4 | Spells: LVL 1: 2/2; LVL 2: 2/2 | Init +3 (5 in urban, 7 in/on water) | Perc +13

Chad turns toward the half-orc, drawing an arrow as he does.

"Hey, I thought you were wanting to kill me, ye flying hag!" So saying he looses an arrow at the magic wielding opponent.

Ranged Attack (Weapon, Bless, IC, FB): 1d20 + 12 + 1 + 1 + 3 + 2 ⇒ (14) + 12 + 1 + 1 + 3 + 2 = 33
Damage (Weapon, Bless, IC, FB): 1d8 + 2 + 1 + 3 + 2 ⇒ (3) + 2 + 1 + 3 + 2 = 11

"Oh, sorry about hitting yer monkey before, by the by. I was aiming at you. Stay visible and I promise to focus on you alone."

Load for a move action, fire for a standard action. She should still be the target of Freebooter's Bane, so +2 to attacks and damages on her (though not her monkey) until she is dead, defeated, or I declare someone else to be my focused target.


Forces of Nature Battlemap

Forgot to note earlier, the wall of fire is 20 ft. high. Unlike spells like fireball it does not specify it damages object so I am assuming it harms creatures only and is not burning your deck, rigging, etc..

Two more cutthroats leap aboard the ship, on either side of the wall of force. The aftward one looks leerily up at the wasp. The foreward one is nicked by your boarders and repellers as it joins the fray.
Kahuranga, how high up is your wasp? Roll an AOO if appropriate vs the one near it.

Seeing Quinn fall, Rosie runs down the steps and pulls the ship's doctor clear of the flames so she cannot take further damage.

The other crew dance and tangle with the others. While they are boarding quickly, the crew is keeping them contained and preventing them from hacking at the rigging or doing damage to the ship.

Chakam, this would have triggered your readied action. I was originally planning for one to basically be instakilled by you, but then I wrapped you with a wall of fire. The wall is described as "opaque" so you would not actually be able to see it land on the deck, unfortunately. I will say you can try to blindly attack through the fire, hearing the fellow land nearby within your reach. But if you do, it is a 50% miss chance and you will take damage as if passing through the flames (2d6+9 damage) either way. It is up to you if you want to activate your readied action or lose your action and take your initiative at the usual time.


Forces of Nature Battlemap

BTW, Chakam, Lark, and Kahuranga are up


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

I will not take the readied action - I can't see through fire and in my current form I'd have to way to know where it landed or if it was a friend or foe.

Chakam concentrates for a moment, and his shape changes once again - this time into something he barely used before. Different than the Rusalka, this fey is large and looks almost transparent. The form is vaguely humanoid but the feet can't really be fully seen as it seems to float in the air. Yet, the whisperer takes flight and goes up, as fast as it can, leaving a phantasmagorical trail as it moves.

Image

Standard to wild shape into a whisperer. Move to move up in the air (its flight speed is 60, so assume 30 feet over where he was, diagonally towards the flying enemy.

GM:

This is yet another powerful shape, albeit not as strong. The whisperer is large and its six tendrils have 20-foot reach and do 3d10 points of damage. They attack against touch AC instead of regular AC. The extra effect they cause - the "cursed wound" - is not something that I get with fae form II, unless you decide to rule as some sort of poison (I wouldn't). The original creature is incorporeal and has rejuvenate - but I don't get either. I get some DR - 2/cold iron - plus resistance to poison and mind effects, blindsense 60 (instead of the creature's blind sight) and "see in darkness". The AC is 2 less than the Green Man's and it has 69 hit points instead of 61.

HP 47/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Perc +14 LLV BSen SiD


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Wasp was at least 30 feet above the deck looking for the flying pirate, so no AoO.

Kahuranga races toward the flying captain, pointing his pinky and thumb at her in a strange twisting, closing one eye and spitting. Move action to fly to square I am in, 65 feet up. Standard to use Evil Eye Hex.

Vakarla Will Save DC 19: 1d20 + 9 ⇒ (7) + 9 = 16 Failed save vs evil eye hex. She suffers a -4 penalty to All Saves for 8 rounds.

On his shoulder, Taniwha unleashes a gout of water from his open jaws directed at the monkey. Hydraulic push at the monkey.

Hydraulic Push CMB vs : 1d20 + 6 ⇒ (7) + 6 = 13 Hydraulic push is a bull rush, so hopefully that will throw the monkey backwards. He doesn't know it can fly.

The wasp follows its master, attacking his enemies as best it can.

Move action to move around Vakarla, standard to attack with sting and smite evil.

Celestial Wasp Sting: 1d20 + 6 ⇒ (20) + 6 = 26
Celestial Wasp Sting Crit Confirm: 1d20 + 6 ⇒ (14) + 6 = 20
Sting Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Sting Crit Damage: 1d8 + 6 ⇒ (1) + 6 = 7

Smite Evil adds +1 to hit and +4 damage, so if she is evil, then the crit is confirmed and she takes 8 more damage.

Vakarla Fort save vs Wasp Poison DC 18: 1d20 + 9 - 4 ⇒ (13) + 9 - 4 = 18


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Acrobatics, jump: 1d20 + 28 ⇒ (4) + 28 = 32
Acrobatics, ignore 20' fall, DC 15: 1d20 + 15 ⇒ (18) + 15 = 33
Expert Leaper allows ignoring 20' of falling, up from normal 15'

Lark scampers up the mast and flips into the air. Clearing the wall of force and fire he lands next to the anchor winch, ready to try and lower it.


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Record keeping:
6 More Rounds of Wasp, 8 More Rounds of Evil Eye -4 to Saves

Celestial Wasp: HP 34/34 | AC 14 T 10 FF 13 | CMD 19 |F +8 R +2 W +3


Forces of Nature Battlemap

Chakam, taking upon the form of a fearsome looking fey, flees in fear of the magical flames.

Meanwhile, with the alacrity of an Ustalavan assassin trained since birth, Lark leaps over the magical walls and grabs the anchor winch himself. Once near the flames, the heat gets to him, but with slightly less intensity one would feel when passing directly through the wall (or having it cast right next to you the moment it rises).

Fire damage: 2d4 ⇒ (1, 4) = 5

Str check to move the winch

Because Belina managed to shift the rudder, the ship is slowed, but it is still indeed sliding and drifting inch by inch. Lark figures from the point they moved the ship, that give them 30 more seconds to work with. 5 rounds before the ship crashes into the wall of force.

Kahuranga harries Vakarla successfully with magic and giant wasp, while the monkey is torn from her shoulder, but fortunately Vakarla had the presence of mind to be sure the monkey had flight magics cast upon him before she took him high up over the water. The monkey gives Taniwha a raspberry.

Grimacing in pain from two arrows and a giant wasp sting, she is nonetheless not ready to give up. Forcing a grin at Chad, she says, "Thanks for the reminder."

Casting defensively, Combat Casting DC 23: 1d20 + 13 + 4 ⇒ (11) + 13 + 4 = 28

She incants a spell while dodging the giant bee in her face, and a vague shape begins to appear in front of Chad.

Chad Will Save DC 19: 1d20 + 4 ⇒ (10) + 4 = 14

Chad Fortitude Save DC 19, + Inspire Courage vs fear: 1d20 + 6 + 3 ⇒ (8) + 6 + 3 = 17

Chad:
This vague shape clarifies into the form of the creature Vakarla has apparently summoned: Golly Fleetfoot, the captain of Aurora's Kiss, but bloated and greenish-pale, with baleful glowing eyes and sharp, inhuman teeth. You could have saved me, boy, but you failed me, you worthless fool! He lunges for your throat.

And he strangles... you... to death.

The rest of the crew sees Chad pale as the vague, foggy looking shape moves toward him. He clutches his chest... and falls to the ground, apparently having had a heart attack.

Chad is dead from Phantasmal Killer. I normally don't use SOD spells but this was a specific part of this character's tactics, who is, after all, a master illusionist. Chad, now would probably be a really good time to spend two hero points to cheat death. If you do, you will be unconscious but stable at -9 HP. And knowing me, you probably get a cool vision or something.

Vakarla cackles wildly. Her monkey flies back toward her shoulder and clings to her.

Round #4
Vakarla| HP 46/84 | AC 21 T 13 FF 18 | CMD 17 |F +9 R +7 W +9 | haste, flying
Mr. Swabb 34/42 | AC 18 T 14 FF 16 | CMD 10 | |F +4 R +8 W +5 |
Threnody | HP 63/72 | AC 21 T 13 FF 18 | CMD 20| F+5 R+10 +7 | Fire 5 Cold 5 |
Sandara | HP 26/39 | AC 16 T 11 FF 15 | CMD 16 | F +5 R +3 W +8 | copycat
Chad | HP -10/80 | AC 19/21 vs ranged T 14/16 vs ranged FF 15 /17 vs ranged | CMD 21 | F +5 R +8 W +4 | Electricity 5 | dead?
Wrecker Cutthroat 5 | HP 40/40 | AC 12 T 10 FF 10 | CMD 17 |F +7 R +2 W +4 |
Wrecker Cutthroats 6 | HP 35/40 | AC 12 T 10 FF 10 | CMD 17 |F +7 R +2 W +4 |
Crew & Generic Wreckers
Kahuranga |HP 47/56| AC 18 T14 FF 16| CMD 17 | F +3 R +5 W +7 | Electricity 5 | flying
Taniwha | HP 24/24| AC/T/FF 19/13/18| CMD 13| F +5 R +7 W +7 | Immune Paralysis, Sleep
Lark | HP 75/84 | AC 20 T 13 FF 15 | CMD 19 | F +5 R+9 W+6 |
Chakam | HP 39/61 | AC 23 T 16 FF 18 | CMD 22 |F + 11 R +11 W +9 (+4 vs fey+plant targeted)| whisperer form, 20 ft reach, barkskin, probably other corrections I haven't made because I am late for work


Male | Hero Points: 1 | Sylph Ranger (Freebooter) 8 | AC 19 / 21 vs ranged T 14 / 16 vs ranged FF 15 /17 vs ranged | HP 80/80 | F +6 R +10 W +4 | Spells: LVL 1: 2/2; LVL 2: 2/2 | Init +3 (5 in urban, 7 in/on water) | Perc +13

Ooof. Serves me right for taunting I suppose. Spending the 2 points, leaves me with 1 and at -9 HP (if something hits me for 1 I die... again). Sadly this also removes Freebooter's Bane bonuses from the table, no more +2 to attack/damage... sorry y'all. You have this.

Chad's eyes widen as the misty form takes shape. "Captain Fleetfoot?" "No... I didn't... it wasn't... stay ba-"

His voice goes out as the shade connects to him. He drops his bow as one hand attempts to break the phantasmal grasp on his throat, the other responding to the pain in his chest by gripping his shirt over his heart. Within seconds, the sylph quartermaster collapses to the deck, unresponsive.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren sees Chad drop and snaps off arrow after arrow at the floating mage, her temper rising in a hurry. Her song continues to drift down to those below as she sings, her voice audible over the crackle of flames. The color of the flames seems to linger in her arrows as her magic flows through them.

full attack on Vakarla: 1d20 + 9 + 3 + 1 ⇒ (7) + 9 + 3 + 1 = 20
full attack on Vakarla: 1d20 + 4 + 3 + 1 ⇒ (18) + 4 + 3 + 1 = 26
damage: 1d6 + 2 + 2 + 3 + 1 ⇒ (1) + 2 + 2 + 3 + 1 = 9

Full attack action: shoot Vakarla
Swift action: arcane strike
Free action: maintain inspire courage, round 4


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Str, DC ?: 1d20 + 1 ⇒ (4) + 1 = 5

Lark grits his teeth and heaves on the anchor winch.


[Female human cleric of Besmara 7 HP: 40/45 AC: 19 TAC: 11 FFAC: 18 l BAB: +6 CMB:+ 6 CMD: 17 | Fort +5 Ref +3 Wis +9 | Init +1 Perception +3] Cleric 7

Con check: 1d20 ⇒ 10

Stablized.


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

Chakam flies over, stopping at 15 feet away from Vakarla, and then attacks. One of his mist tendrils grows out of nowhere and try to envelop the enemy in a grapple.

Grapple: 1d20 + 11 + 4 + 2 + 1 + 2 ⇒ (4) + 11 + 4 + 2 + 1 + 2 = 24 Favored enemy, Inspire courage, Prayer, Flank with wasp

I don't have grab neither constrict neither Improved Grapple. If she has a way to take an attack of opportunity against an enemy 15-feet away from her, my maneuver provokes and it doesn't do any extra damage. If I succeed, she's simply grappled this round.


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

I was waiting for the Wrecker Cutthroats, but I guess that was wrong. Sorry?

Kahuranga reaches out with a now familiar gesture, twisting fate around Vakarla.

Vakarla Will Save DC 19: 1d20 + 9 - 4 ⇒ (7) + 9 - 4 = 12 Hah!Finally something is going right.

Misfortune Hex:
Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result.

And with an almost subconscious gesture, he directs the tiny thunderstorm toward one of the boarders (number 5).
Wrecker Cutthroat Reflex save: 1d20 + 2 ⇒ (11) + 2 = 13
Agressive Thundercloud Damage: 3d6 ⇒ (1, 2, 3) = 6 Electrical damage. Number 5 now has a 20% miss chance against for attacks against him because of the cloud surrounding him.

Taking advantage of Vakarla being grappled, Taniwha pounces, lashing out with his electrical tail.

Taniwha touch attack Shocking grasp: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23 +3 if wearing metal armor or carrying a metal weapon.

Shocking Grasp damage: 4d6 ⇒ (1, 4, 4, 2) = 11

This assumes that she is grappled. If she is not grappled, then Taniwha provokes an Attack of Opportunity because he is tiny and has to enter her square.

And finally...

The wasp attacks again.

Wasp Sting: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25 Wasp is immune to mind affecting, which I think means it does not benefit from Inspire Courage. But it does get the flank bonus.

Wasp Sting damage: 1d8 + 6 ⇒ (4) + 6 = 10

Vakarla save vs poison: 1d20 + 9 - 4 ⇒ (17) + 9 - 4 = 22 Succeeds


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Just realized that because of Misfortune hex she has to make that poison save again. And that the Wasp is still Smiting Evil. So if she is evil, she takes 4 more damage.

Vakarla save vs poison DC 18: 1d20 + 9 - 4 ⇒ (10) + 9 - 4 = 15

Dex damage: 1d2 ⇒ 2 She takes 2 Dexterity damage. Poison lasts for 6 rounds, Cure is 1 save.


Forces of Nature Battlemap

Actually, Kahuranga, the crew, generic pirates, and cutthroats do get a turn in the middle there, I presume some folks were just posting while they could. I'll just resolve everything in order

Sorry for the delay, folks, I managed to give myself food poisoning or something last night and have been recovering.

For a moment, it appears Chad goes completely still, but those of you nearby can see his chest move in shallow, pained breaths. Sandara also appears to be safe for the moment.

Threnody flings arrows at Vakarla, hoping to avenge Chad.

The wrecker that boarded on the aft side of the ship tries to move through Rosie to get to the mid-upper deck, his eyes on the wheelhouse.

Acrobatics DC 16: 1d20 + 5 ⇒ (16) + 5 = 21

He leaps over the little halfling with ease and lands next to Belina, sneering evilly at the pilot.

The other wrecker recklessly charges through his comrades, pushing his way to get to Threndy, your own crew swiping at him as he shoves his way past to get to Threnody. He takes 10 damage from AOOs He moves with the fleetfootedness of the easily enraged and swings his falchion at the tiefling.

Wrecker 6 attack: 1d20 + 8 ⇒ (20) + 8 = 28
Confirm Crit: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 4d4 + 14 ⇒ (2, 2, 1, 2) + 14 = 21

And he slams his blade into her, hard, and she begins to bleed a good deal.

The other crew work to maneuver; the ones at the aft move to harry the wrecker and keep him away from Belina. Meanwhile two of the normal half-orc crew get cut down, but Jack Scrimshaw also falls unconscious and bleeding to the deck.

Kahuranga sends his angry little stormcloud after the wrecker, which zaps him good. While the cloud makes it harder for the others to hit him, he is also now covered in a cloud that hurts.

Taniwha, also wishing to be shocking, flies toward Vakarla and tries to zap her with his shocking grasp spell. Vakarla swipes at him with her falchion as he tries to get close.

Vakarla AOO: 1d20 + 5 ⇒ (11) + 5 = 16

But Vakarla is a wizard, not a warrior, and the little dragon dodges easily and then zaps her good.

THEN the wasp stings her, and poisons her, and suddenly, she has stopped laughing.

Lark, trying to work the winch by himself, strains and fails to get it moving. The heat of the wall pours onto him.

Fire Damage: 2d4 ⇒ (2, 4) = 6

Perhaps sensing that Vakarla, now very badly injured, is likely to try to maneuver away, Chakam grabs her with his fey tendrils, and she is grappled.

LOL I just now noticed that Vakarla has essentially a greater invisisibility power she can use as a swift action for a certain number of rounds. The earlier running text said she cast normal invisibility on herself and I never thought to look up her school powers (the power is mentioned in her tactics, but the way the book is laid out you have to turn between three pages to run the fight and I didn't notice it). Welp, she is going to try to use this NOW, but dumb me for not noticing sooner, and dumb developer for not saying this UP FRONT! Ah well, at least it makes the combat go faster!

Vakarla gets very quiet and her green face goes a shade greener. She concentrates, trying to save her hide however she can. Mr. Swabb flies away, trying to avoid danger. He withdraws 40 feet; the little red square marked "M"

Chakam, from your roll I'm guessing your CMB is 11
Concentrate to use Spell Like Ability while Grappled, DC 25: 1d20 + 13 ⇒ (14) + 13 = 27

She suddenly goes transparent. Chakam, if I am reading things right, her only benefit vs you is a +2 to CMD to maintain the grapple. Others I am ruling you know what square she is in but you still get a 50% miss chance. This is a swift action, so she gets a standard.

Concentrate to use Spell-Like Ability while grappled, DC 22: 1d20 + 13 ⇒ (10) + 13 = 23

And a flashing ray of light emanates from where she was.

Ranged Touch Attack vs Chakam, grappled, 2 Dex damage: 1d20 + 6 - 3 ⇒ (12) + 6 - 3 = 15
Ranged Touch Attack vs Chakam, grappled, 2 Dex damage, Misfortune: 1d20 + 6 - 3 ⇒ (6) + 6 - 3 = 9

The ray seems like it will strike Chakam full in the face, but the winds of fate are not blowing in Vakarla's favor today. As she stares the angry giant wasp in the face, perhaps she regrets certain recent actions.


Forces of Nature Battlemap

Round #5
Vakarla| HP 2/84 | AC 19/T10(21 T 13 FF 18) | CMD 17 |F +9 R +7 W +9 | haste, flying, grappled (held), 2 Dex damage, poisoned
Mr. Swabb 34/42 | AC 18 T 14 FF 16 | CMD 10 | |F +4 R +8 W +5 |
Threnody | HP below0/72 | AC 21 T 13 FF 18 | CMD 20| F+5 R+10 +7 | Fire 5 Cold 5 | stable
Sandara | HP 26/39 | AC 16 T 11 FF 15 | CMD 16 | F +5 R +3 W +8 | copycat
Chad | HP -10/80 | AC 19/21 vs ranged T 14/16 vs ranged FF 15 /17 vs ranged | CMD 21 | F +5 R +8 W +4 | Electricity 5 | stable
Wrecker Cutthroat 5 | HP 34/40 | AC 12 T 10 FF 10 | CMD 17 |F +7 R +2 W +4 |
Wrecker Cutthroat 6 | HP 25/40 | AC 12 T 10 FF 10 | CMD 17 |F +7 R +2 W +4 |
Crew & Generic Wreckers
Kahuranga |HP 47/56| AC 18 T14 FF 16| CMD 17 | F +3 R +5 W +7 | Electricity 5 | flying
Taniwha | HP 24/24| AC/T/FF 19/13/18| CMD 13| F +5 R +7 W +7 | Immune Paralysis, Sleep
Lark | HP 64/84 | AC 20 T 13 FF 15 | CMD 19 | F +5 R+9 W+6 |
Chakam | HP 39/61 | AC 23 T 16 FF 18 | CMD 22 |F + 11 R +11 W +9 (+4 vs fey+plant targeted)| whisperer form, 20 ft reach, barkskin
grappled (holder)

FINISH HER!


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

I think everyone who can go before the cut throats is unconscious.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Um, GMDQ...you realize Thren's been up in the rigging shooting this whole time? I never moved up or down; I held still. If you want to say that wasn't possible, then my first attack round should be gone as I would've had to come down. Second, Sandara's at -2 hp from getting cooked in the wall of fire. Third...Thren's at "below0" hp? Really? I know you're eager to maintain your streak of putting Thren down, but come on now, she's hardly been hit and too high up to singe :p


Forces of Nature Battlemap

Regarding HP, Thren, the "below zero" should have been by Sandara's entry. I accidentally clicked on the wrong row when typing that in. As for being in the rigging, I did forget, because somehow the "R" I put over your icon disappeared. (If any of you ever notice any positioning markers are missing or disappear I encourage you to add them to the board. That would be a huge help.) I am not eager to take any character down and I am sorry for the errors I made. This is a very difficult fight to run, and staying up all night puking the other night didn't help my alertness any.

The cutthroat's action would change to using a second move action to climb up to your position, and you have taken no damage. I'm going to keep his first d20 roll as a Climb check. Threnody you should be at 63 hit points and do have an action to take before the cutthroats go.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Not a problem. I did figure you meant Sandara, not Thren. I hadn't noticed the missing 'R' yet. And I'm teasing about dropping Thren. You already got a cohort and Chad down, so it's been a serious fight.

attack on Vakarla: 1d20 + 9 + 3 + 1 ⇒ (4) + 9 + 3 + 1 = 17
attack on Vakarla: 1d20 + 4 + 3 + 1 ⇒ (7) + 4 + 3 + 1 = 15

Thren sees the cutthroats trying to get to her position and lets fly two arrows in rapid succession, each one glowing red. The first zips wide of the flying mage, the second falls short.

Full attack action: shoot Vakarla
Swift action: arcane strike
Free action: maintain inspire courage, round 5


Forces of Nature Battlemap

The wrecker by the wheel tries to push Belina, who with both hands having been on the wheel is unarmed, out of the way.

Trip: 1d20 + 8 ⇒ (11) + 8 = 19

The fog does not seem to cause him any trouble in impeding his vision. This is an archetypal ability he has

She crashes to the ground, and he moves to step over her body, and out of the little stormcloud that is chasing him.

Rosie and Cog try to keep him occupied, Rosie attempting to tumble around the wheelhouse to get to the other side to flank with Cog.

Rosie Acrobatics Avoid AOO: 1d20 + 4 ⇒ (2) + 4 = 6
Rosie Acrobatics actual leaping: 1d20 + 4 ⇒ (10) + 4 = 14

I think that's enough to get a Small sized creature past the wheel. but she provokes.

Wrecker AOO: 1d20 + 8 ⇒ (5) + 8 = 13

But his falchion strikes the post that the wheel is attached to.

Rosie and Cog attack.

Rosie, flanking, IC: 1d20 + 7 + 2 + 3 ⇒ (8) + 7 + 2 + 3 = 20

Cog, dagger, flanking, IC: 1d20 + 4 + 2 + 3 ⇒ (19) + 4 + 2 + 3 = 28
Cog confirm crit: 1d20 + 4 + 2 + 3 ⇒ (14) + 4 + 2 + 3 = 23
Sneak Attack: 1d6 ⇒ 2

Rosie Handaxe Damage, IC: 1d4 + 3 + 3 ⇒ (3) + 3 + 3 = 9
Cog dagger damage, IC: 2d4 + 6 + 3 ⇒ (2, 1) + 6 + 3 = 12

Wrecker Fortitude save vs Poison DC 11: 1d20 + 7 ⇒ (2) + 7 = 9
Con Damage: 1d2 ⇒ 2

"And you can take your f%#*ing falchion and shove it up your stinking green ass!" Rosie adds to the onslaught for emphasis as the cutthroat gazes upon the mariners, gobsmacked at the unexpected fury of the little halfling and the one handed man.

Damn, don't f$@+ with the level 2 NPCs!

The other cutthroat tries to pull himself up onto the spar and stand on it.

Acrobatics, Keep Balance, it should have been +6 last time: 1d20 + 6 ⇒ (14) + 6 = 20

And he now actually swings his blade at Threnody for real.

Attack, Falchion: 1d20 + 8 ⇒ (5) + 8 = 13

But now he misses.

The rest of the crew dance with their partners.

Rest of the party up


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Disable Device: 1d20 + 14 ⇒ (14) + 14 = 28

Feeling unable to budge the winch on his own Lark disengages the gears, trying to free the anchor to drop under its own weight.

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