Giantslayer by DM DoctorEvil

Game Master DM DoctorEvil

Book 2 The Hill Giant's Pledge, Chapter 1: Rivers of Belkzen

Keelboat Map

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Zeke Magravi wrote:
How high up is Thin Mike from the deck?

The text says it takes 3 successful Climb checks to reach him. I would suggest that means his about 20', give or take, above the deck.


Grauk wrote:

Grauk finally manages to make it up on deck... and begins pondering if it was so wise to rush as much as he has. Are those real dragons!?!

[dice=Knowledge Arcane]1d20+7

Grauk Knowledge Arcana:
River drakes are not real dragons, but a close, lower-powered kin. They are thought to be descended from black dragons. They are conniving and careful hunters, and often attack other creatures for the mere sport of it, even if fully sated. They are also known to slay more than they can immediately eat, as they prefer their meat aged well. They are well known pests for riverine traffic and also have been heard to assault water-side towns or settlements.

Flyby Attack - Round 3 - continued

Flyby Attack - Round 3

21 Green Drake (12hp dmg)
21 Nakoma
21 The Crew
20 Grauk
20 Acacius
18 Red Drake (6hp dmg)
14 Raag Bloodtusk
13 Alpha Drake (out of range and line of sight)
9 Coxswain Halrex
7 Azen
4 Zeke

Both Grauk and Acacius make it to the deck and spy the threats with their own eyes. Grauk takes a quick mental inventory, while Acacius waits for the monsters to get within range.

Dazzled and damaged by Nakoma's spell the Red Drake beats a retreat away from the ship, shaking its head trying to clear the spots before its eyes.

Raag Bloodtusk rushes across the deck and bounds up the steps to the stern deck in one giant stride. He shouts out the drake a challenge, trying to direct its attention towards himself rather than any more of his crew.

Coxswain Halrex makes it to the maindeck, but is stuck behind crew members and Grauk, curses flying from her lips for them to move or hurry.

Azen and Zeke are up, finally, to close out the round. Will update the damages etc above when teh round resets, just reposting for initiative count right now.


Greenbelt | Roll20 | NG Female Human Arrowsong Minstrel Bard 6 | HP 39/39 | CMB +6 / CMD +18 | AC 18 / T 13 / FF 15 | Fort +3 / Ref +8 / Will +5 | Initiative +3 | Bardic Performances 18/18 (Inspire Courage at +2) | Perception +9 | Spells 1L 4/4 2L 3/3

The Red Drake having unfortunately flown out of the range of her bow, Azen moves to the edge of the boat and shoots at the Green Drake.

Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d8 + 2 ⇒ (5) + 2 = 7


Flyby Attack - Round 3 - continued

Azen moves to the port side rail and fires, but her fatigue from rowing affects her enough that the shot is short of the target and falls harmlessly into the sea.

Just Zeke left in Round 3


Male Varisian Cleric of Arqueros | HP: 35/35 Temp hp 0/1 | AC 19 (T12, FF 17) | CMB: +5 CMD: 17 | F:+6* R:+4 W:+8 | Init +2 | Perc +9, SM +8, Diplomacy +6 | Speed 20 ft. | Spells: 2nd: 3/4, 1st: 5/5 | Channel Energy: 4/5, Deflection Aura: 1/1, Touch of Good: 6/6 | Active Conditions: None

Zeke stows his shield in a flash (swift action), pulls out a javelin as he hurries towards the drake, and tosses it at the green drake.

Ranged Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Piercing Damage: 1d6 + 2 ⇒ (3) + 2 = 5


Flyby Attack - Round 3 - concluded

Zeke's toss of his javelin, after stowing his shield, hits the flying drake as it careens back towards the keelboat with murderous intent.

End of Round 3


Flyby Attack - Round 4

21 Green Drake (17hp dmg)
21 Nakoma
21 The Crew
20 Grauk
20 Acacius
18 Red Drake (20hp dmg, dazzled 1 round)
14 Raag Bloodtusk
9 Coxswain Halrex
7 Azen
4 Zeke

Despite being hit by Zeke's javelin, Green Drake cruises towards the boat, just above the waterline. As it approaches it spits a ball of acidic mucous at the deckhands crowding the port side rail. The sizzling spittle hits right at the railing in front of Acacius and spreads to an area within 5'.

Krothu fails to avoid the acidic mucous, and takes all the damage is entangled.

The acid causes 10hp damage and may entangle any within 5', that's Acacius, Zeke, and Krothu of the crew. DC 14 Reflex halves the damage and negates the entangle. If entangled, will take further acid damage each round until freed

Nakoma is up next.

Acid dmg: 2d8 ⇒ (5, 5) = 10
Duration: 1d6 ⇒ 3
Krothu DC 14 Reflex: 1d20 + 4 ⇒ (7) + 4 = 11

Crew Status:

Red (Barka) 2 hp dmg
Orange (Thin Mike) -2hp, unconscious, bleeding
Purple (Ghorza) 10hp dmg
Green (Krothu)
Black (Salty Pete)
Yellow (Oorug)
Cyan (Sharg)
Blue (Taug)


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

Reflex Save DC 14: 1d20 + 5 ⇒ (12) + 5 = 17

Acacius deftly dodges, but there is too much acid to avoid it all. His flesh burns.

35/40 hp


Male Varisian Cleric of Arqueros | HP: 35/35 Temp hp 0/1 | AC 19 (T12, FF 17) | CMB: +5 CMD: 17 | F:+6* R:+4 W:+8 | Init +2 | Perc +9, SM +8, Diplomacy +6 | Speed 20 ft. | Spells: 2nd: 3/4, 1st: 5/5 | Channel Energy: 4/5, Deflection Aura: 1/1, Touch of Good: 6/6 | Active Conditions: None

Reflex: 1d20 + 4 ⇒ (17) + 4 = 21

Zeke pivots, nimbly sidestepping most of the acid.


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

Nakoma strides over to the mast and begins to ascend to the crow's nest. 10 ft. to the mast and the rest of her turn is climbing.

Climb: 1d20 + 7 ⇒ (11) + 7 = 18


Flyby Attack - Round 4 - continued

Zeke and Acacius both see the spitball coming and are able to shield or avoid most of the acid and any entanglement in the goo. They each take minor damage, but are better off then they could be.

Nakoma meanwhile begins shimmying up the mast, headed towards the crow's next where the wounded man lies, oblivious to the flying enemies.

Barka continues steering the ship, so far without incident. Thin Mike stabilizes in the crow's next. Ghorza stays out of the fight for now, having taken enough damage. Splashed by acid and entangled, Krothu struggles to get free (check on drake's turn). Salty Pete gets the ballista ready and spins at the nearest drake, readying to fire next round. Oorug sprints to the aft deck and helps Salty Pete with the ballista, which really takes two men to operate effectively. Sharg readies an action if the spitting drake gets close. Taug moves closer to Red, nearing the aft deck.

Grauk and Acacius have actions now.

Thin Mike stabilize DC 10 Con: 1d20 + 1 - 2 ⇒ (13) + 1 - 2 = 12


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

Acacius moves over to Oorug and Salty Pete, unburdened by armour, and wielding his warhammer. His goal is to provide a better target should flying foes strike.

Could someone move Acacius up to 60ft? Current AC 12


Moved you. Please understand that that last section of the main deck is actually "over" the rest of the deck, not behind. Make sense?

Pending action from Grauk, whom I will run if not post at next check in.


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

Cheers. And I believe so.


Flyby Attack - Round 4

Grauk runs along the starboard side gunwale, hurrying to get to the aft secton along with Acacius.

The Red Drake dives at the sailors trying to crew the ballista, biting at Oorug as it swoops down. Fortunately, the sharp teeth snap down on only air.

With a foe finally near him, Captain Bloodtusk leaps into the fray, slashing and slicing at the Red Drake, hitting it in his battle-fury.

Coxswain Halrex moves to the rail and readies to attack if Green gets close enough.

Azen and Zeke are up now to close out the round.

Red Drake bite: 1d20 + 7 ⇒ (3) + 7 = 10
Bloodtusk scimitar, FE: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Dmg to Red Drake, FE: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6


Greenbelt | Roll20 | NG Female Human Arrowsong Minstrel Bard 6 | HP 39/39 | CMB +6 / CMD +18 | AC 18 / T 13 / FF 15 | Fort +3 / Ref +8 / Will +5 | Initiative +3 | Bardic Performances 18/18 (Inspire Courage at +2) | Perception +9 | Spells 1L 4/4 2L 3/3

Azen shoots again at the Green Drake.

Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d8 + 2 ⇒ (2) + 2 = 4


Will bot for Zeke based on their out of office not in Discussion from a few days ago.

Flyby Attack - Round 4 - concluded

Azen's shot at Green Drake flies just past the speeding dragon-kin, missing by a mere fraction.

Zeke replaces his shield and gets ready for melee, readying an attack if the Green Drake comes within reach.

End of Round 4


Flyby Attack - Round 5

21 Green Drake (17hp dmg)
21 Nakoma (clmbing, 10' up)
21 The Crew
20 Grauk
20 Acacius (5hp dmg)
18 Red Drake (26hp dmg)
14 Raag Bloodtusk
9 Coxswain Halrex (readied action)
7 Azen
4 Zeke (5hp dmg, readied action)

Swift as a bolt, Green Drake turns and charges toward the bridge of the boat, heading right for Coxswain Halrex, just over the top of the churning river water. The bite nearly snaps the neck of the cross coxswain in half, and she is barely standing by the time its done. Fortunately, the tail slap misses.

Will give Nakoma a chance to post. Will run her tomorrow if no word.

Green Drake bite, charge: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
Green Drake bite, charge, crit confirm: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Crit dmg to Halrex: 2d4 + 3 + 2d4 + 3 ⇒ (4, 3) + 3 + (2, 4) + 3 = 19
Green Drake tail slap: 1d20 + 2 ⇒ (3) + 2 = 5

Crew Status:

Red (Barka) 2 hp dmg
Orange (Thin Mike) -2hp, unconscious, stable
Purple (Ghorza) 10hp dmg
Green (Krothu) 10hp dmg, entangled
Black (Salty Pete)
Yellow (Oorug)
Cyan (Sharg)
Blue (Taug)


Flyby Attack - Round 5 - continued

Will also run Nakoma to keep things going.

Continuing to climb the mast, Nakoma makes it into the crow's nest where the wounded man lies, still unconscious but stable. She calls on the healing power of Desna, and a small butterfly lands on her shoulder as the healing energy surrounds her and those within 30'.

Barka keeps steering the boat, despite the presence of a man-eating drake right next to him. In the crow's next, Thin Mike is restored to consciousness. He slowly stands, thanking Nakoma for the healing magic. Ghorza leaps into action with one of the drakes right above him, but can't get close enough to attack.

Salty Pete and Oorug get the heavy ballista loaded and ready, but now the Red Drake is too close to shoot. They pivot the weapon at Green Drake, right on the port side rail, and fire. The big spear-like projectile flies right along the deck, just missing Zeke, but also missing the drake. Krothu is able to get out of the acidic mucous this round, and rushes over to hack at the Green Drake. Both Krothu and Shaug manage powerful hits against the drake, which staggers violently, but fails to go all the way down.

Acacius and Grauk are up now. Both the drakes are pretty badly hurt at this point.

Climb DC 15: 1d20 + 7 ⇒ (12) + 7 = 19
Channel: 1d6 ⇒ 6
Ghorza handaxe: 1d20 + 4 ⇒ (12) + 4 = 16
Salty Pete Ballista: 1d20 + 3 ⇒ (11) + 3 = 14
Krothu Reflex DC 14: 1d20 + 4 ⇒ (20) + 4 = 24
Krothu handaxe: 1d20 + 4 ⇒ (18) + 4 = 22
Dmg to Green: 1d6 + 3 ⇒ (4) + 3 = 7
Sharg javelin: 1d20 + 3 ⇒ (19) + 3 = 22
Dmg to Green: 1d6 + 3 ⇒ (6) + 3 = 9


Male HP: 25/26, AC 17*/14, FF 11, Touch 14*/13, Fort +4, Ref +4, Will +4, CMB +2, CMD 15, Initiative +3, Spells 1st 6/7, 2nd 3/4 Elemental Ray 6/6. Fire Resistance 10

Grauk moves over to Acacius "Let's give them a little surprise!" Grauk lets energy flow into Acacius who begins to rapidly grow in size.


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

Acacius grins, and prepares both to find steady ground and to strike at any approaching drake with the warhammer.

Please move Acacius to a space where he can both stand when enlarged and can AOO vs drake

AOO:

Agrimmosh, pa: 1d20 + 9 - 2 ⇒ (3) + 9 - 2 = 10
Damage before enlarge: 1d8 + 4 + 2 + 4 ⇒ (1) + 4 + 2 + 4 = 11


As I recall, unless there some other factor at play,Enlarge Person is a full-round cast. You don't have to move to him, as it is close range, but you will have to wait till next round for it to go off. Acacius, moved you adjacent to Red Drake. You can still attack this round while waiting.


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

More anticipating future enlargement. Duly noted!

Acacius strikes at the red drake, aiming to smite it down!

Agrimmosh, PA: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24

Damage, Impact: 2d6 + 4 + 2 + 4 ⇒ (6, 4) + 4 + 2 + 4 = 20


Male HP: 25/26, AC 17*/14, FF 11, Touch 14*/13, Fort +4, Ref +4, Will +4, CMB +2, CMD 15, Initiative +3, Spells 1st 6/7, 2nd 3/4 Elemental Ray 6/6. Fire Resistance 10

My bad, I'll still go with it.


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Male Varisian Cleric of Arqueros | HP: 35/35 Temp hp 0/1 | AC 19 (T12, FF 17) | CMB: +5 CMD: 17 | F:+6* R:+4 W:+8 | Init +2 | Perc +9, SM +8, Diplomacy +6 | Speed 20 ft. | Spells: 2nd: 3/4, 1st: 5/5 | Channel Energy: 4/5, Deflection Aura: 1/1, Touch of Good: 6/6 | Active Conditions: None

Zeke lets out a gasp of surprise as a massive ballista bolt narrowly misses his head. "Watch where you're shooting that!"


Flyby Attack - Round 5 - continued

As Grauk chants and motions, casting a growth spell on Acacius the self-same warrior strides up to Red Drake. He doesn't need to be over-sized to strike a telling blow, and his smash with the magical hammer crushes the skull of Red Drake, killing it instantly. The dead lizard slumps to the deck, and slowly slides off into the river with great splash.

The death-blow is welcomed with a hearty hurrah by Captain Bloodtusk who nods in admiration of Acacius martial prowess. The captain wastes no more time however, and soon leaps down the stairs from the aft deck, approaching the last remaining drake.

Coxswain Halrex steps back from the rail and snaps her whip at Green Drake but while it snaps with a loud crack, it doesn't strike the invading drake.

That leaves Azen and Zeke up again to finish the round.

Halrex whip: 1d20 + 6 ⇒ (5) + 6 = 11


Greenbelt | Roll20 | NG Female Human Arrowsong Minstrel Bard 6 | HP 39/39 | CMB +6 / CMD +18 | AC 18 / T 13 / FF 15 | Fort +3 / Ref +8 / Will +5 | Initiative +3 | Bardic Performances 18/18 (Inspire Courage at +2) | Perception +9 | Spells 1L 4/4 2L 3/3

Azen shoots at the green drake.

Attack: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13 (point blank)
Damage: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10


Waiting for a Zeke post. Will run him at next check in if no action.


Male Varisian Cleric of Arqueros | HP: 35/35 Temp hp 0/1 | AC 19 (T12, FF 17) | CMB: +5 CMD: 17 | F:+6* R:+4 W:+8 | Init +2 | Perc +9, SM +8, Diplomacy +6 | Speed 20 ft. | Spells: 2nd: 3/4, 1st: 5/5 | Channel Energy: 4/5, Deflection Aura: 1/1, Touch of Good: 6/6 | Active Conditions: None

Zeke pulls out another javelin and throws it at the drake.

Attack: 1d20 + 5 ⇒ (13) + 5 = 18 Not sure how high in the air the green drake is. If its in melee right now with the green sailor then there's a -4 penalty on my attack roll for lacking precise shot.
Piercing Damage: 1d6 + 2 ⇒ (6) + 2 = 8


Flyby Attack - Round 5 - concluded

Azen's shot from the fore deck misses the Green Drake.

Zeke hurls another javelin at the same target, but the roiling action of combat causes the drake to shift at the last moment, and a promising throw is wasted as the javelin flies into the water.

End of Round 5


Flyby Attack - Round 6

21 Green Drake (33hp dmg)
21 Nakoma (clmbing, 10' up)
21 The Crew
20 Grauk
20 Acacius (5hp dmg)
18 Red Drake (26hp dmg)
14 Raag Bloodtusk
9 Coxswain Halrex (19hp dmg)
7 Azen
4 Zeke (5hp dmg)

Having had enough damage from the pesky ship, Green Drake disenages, withdrawing back 60' from the port rail, and preparing fly away.

Anyone can act if they have 60' (or farther range attempts)


Female Shoanti Warpriest of Desna 4 | HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

Nope, not me.


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

Acacius stands ready, in case the drake attempts to swoop back in.


Male HP: 25/26, AC 17*/14, FF 11, Touch 14*/13, Fort +4, Ref +4, Will +4, CMB +2, CMD 15, Initiative +3, Spells 1st 6/7, 2nd 3/4 Elemental Ray 6/6. Fire Resistance 10

Grauk casts glitterdust on the fleeing drake hoping it might cause the creature to crash into something.

DC15 Will Save


FlyBy Attack - Round 6 - continued

As Nakoma and Acacius watch, Grauk stops his casting of enlargement and intones a spell that sends a rain of sparkling glitter down on the departing drake. Sunlight glinting off the glitter only dazzles the drake, not blinding it.

Will see if Azen or Zeke have anything. If no post by tomorrow, I will run them.

Green Drake DC 15 Will: 1d20 + 4 ⇒ (18) + 4 = 22


Greenbelt | Roll20 | NG Female Human Arrowsong Minstrel Bard 6 | HP 39/39 | CMB +6 / CMD +18 | AC 18 / T 13 / FF 15 | Fort +3 / Ref +8 / Will +5 | Initiative +3 | Bardic Performances 18/18 (Inspire Courage at +2) | Perception +9 | Spells 1L 4/4 2L 3/3

Azen shoots at the green drake.

Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d8 + 2 ⇒ (4) + 2 = 6


Male HP: 25/26, AC 17*/14, FF 11, Touch 14*/13, Fort +4, Ref +4, Will +4, CMB +2, CMD 15, Initiative +3, Spells 1st 6/7, 2nd 3/4 Elemental Ray 6/6. Fire Resistance 10

Wait Grauk was casting in Round 5 so in Round 6 when it's flying away it seems like that would be done and he could cast glitterdust... for all the good either will do us now.


I will let you (and Acacius) choose if you want to finish the enlarge person spell or not. The combat will basically be over, and great big dude on a boat doesn't seem like the best idea...


Flyby Attack - Round 6 - concluded

Azen fires one more shot as the drake flies off and just before its speed burst carries it out of range. This time, when it really matters, her shot is true, and the speeding arrow is the last straw for the half-dragon which careens into the river surface with a crash and splash that is impressive in size and scope.

With that fleeing drake dead, the crew can begin to recover from the battle.

End of Combat

Will have a post-combat summary up in Discussion later today.


Cursing and shouting, Captain Bloodtusk is very animated after the attack on the keelboat. He looks after his crew, especially the badly hurt Coxswain Halrex who took a serious bite from one of the invaders.

"I am sick of those bloody thieves taking from us along the river! No better than vultures, just harder to kill!" He is hopping mad and it is quite apparent. "Somebody needs to take those things out root and stem. Taking a horse right from my stables! Outrageous!"


Greenbelt | Roll20 | NG Female Human Arrowsong Minstrel Bard 6 | HP 39/39 | CMB +6 / CMD +18 | AC 18 / T 13 / FF 15 | Fort +3 / Ref +8 / Will +5 | Initiative +3 | Bardic Performances 18/18 (Inspire Courage at +2) | Perception +9 | Spells 1L 4/4 2L 3/3

Azen will use all of her spell energy for the day healing people up, as directed by the captain.

4 light, 2 moderate:

CLW: 1d8 + 4 ⇒ (5) + 4 = 9
CLW: 1d8 + 4 ⇒ (2) + 4 = 6
CLW: 1d8 + 4 ⇒ (4) + 4 = 8
CLW: 1d8 + 4 ⇒ (3) + 4 = 7

CMW: 2d8 + 4 ⇒ (2, 3) + 4 = 9
CMW: 2d8 + 4 ⇒ (4, 8) + 4 = 16

Then she will politely suggest that she should stay on watch or at least above deck all day watching for and shooting drakes rather than rowing. It would be a much better protection to have an archer up on deck all day. She isn't unwilling to work, but work on deck would allow her to be close in case of an attack.


Male Varisian Cleric of Arqueros | HP: 35/35 Temp hp 0/1 | AC 19 (T12, FF 17) | CMB: +5 CMD: 17 | F:+6* R:+4 W:+8 | Init +2 | Perc +9, SM +8, Diplomacy +6 | Speed 20 ft. | Spells: 2nd: 3/4, 1st: 5/5 | Channel Energy: 4/5, Deflection Aura: 1/1, Touch of Good: 6/6 | Active Conditions: None

Zeke says a quick prayer to Arqueros as the last drake crashes into the water. He turns, gathering the wounded close together. When everyone is close he holds his holy symbol aloft and leads the group in prayer. Healing energy flows from his sigil of Arqueros and out into the crew.

Channel Energy: 2d6 ⇒ (5, 4) = 9
Channel Energy: 2d6 ⇒ (3, 5) = 8
Channel Energy: 2d6 ⇒ (3, 5) = 8
Channel Energy: 2d6 ⇒ (3, 2) = 5
Channel Energy: 2d6 ⇒ (5, 6) = 11

If the crew is fully healed before he uses them all, let me know.


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

Acacius states:

"I will leave my javelins in a spot on the deck, so I am able to better fight these flying beasts should they strike again. Please point out a spot which will not interfere with deck operations."


Male HP: 25/26, AC 17*/14, FF 11, Touch 14*/13, Fort +4, Ref +4, Will +4, CMB +2, CMD 15, Initiative +3, Spells 1st 6/7, 2nd 3/4 Elemental Ray 6/6. Fire Resistance 10

"It'll take them a few days to heal up... depends how petty they're feeling if we see them again this trip."


Between the channeled healing of Arqueros via Zeke's connection, and the magical spells of Azen, all the heroes and all the crew are returned to full health. Coxswain Halrex seems to take a new attitude towards the heroes after her near death experience and the brazen way they took on the pesky river drakes. She lets you skip rowing duty for the afternoon, and take some leisure time, a rare commodity indeed for a ship's crew.

The crew shares the new-found respect for the newcomers, most calling out heartily or giving a firm handshake as you pass by on the deck. While he thanks you for your service, Captain Bloodtusk seems tight-lipped and troubled.

Diplomacy DC 15:
He says, "I really want to put ashore and hunt down that last drake. It may not get my draft horse back, but I'd get some revenge on those vultures, they are worse than pirates! Besides, rumor has it that the drakes keep a hoard like their bigger cousins. What say you? Do you have time for a rest-stop for the night and we can send a search party our for the drakes lair?" You can tell he would really like to do this, but it might upset the timetable you require to get to Ghostlight March as soon as possible.


Male Human Fighter 4 (Phalanx Soldier) | HP 27/40, Temp 0/0 | AC 22 with shield / Touch 14 / FF 19| Fort +6 / Ref +5 / Will +3 (+1 vs trample saves) | CMB 9 / CMD 21 (+1 vs bull rush, drag, overrun, and trip attempts) | Init +3 | Per +1 |

"What is the matter, Captain?", Acacius flat out asks once he realises that something is amiss.

Diplomacy: 1d20 - 1 ⇒ (5) - 1 = 4


Male HP: 25/26, AC 17*/14, FF 11, Touch 14*/13, Fort +4, Ref +4, Will +4, CMB +2, CMD 15, Initiative +3, Spells 1st 6/7, 2nd 3/4 Elemental Ray 6/6. Fire Resistance 10

Grauk wiles away his evening but has no luck with the tight lipped Captain.
Diplomacy: 1d20 + 3 ⇒ (7) + 3 = 10


Greenbelt | Roll20 | NG Female Human Arrowsong Minstrel Bard 6 | HP 39/39 | CMB +6 / CMD +18 | AC 18 / T 13 / FF 15 | Fort +3 / Ref +8 / Will +5 | Initiative +3 | Bardic Performances 18/18 (Inspire Courage at +2) | Perception +9 | Spells 1L 4/4 2L 3/3

Azen takes the Captain aside and asks him what is up, hoping that their almost-familial connection will allow him to open up.

Captain, can you tell me what is bothering you?

Diplomacy: 1d20 + 12 ⇒ (11) + 12 = 23

Azen learns that the captain wants to stop and hunt the last drake... both to get revenge, and to get treasure.

It requires a rest stop for the night... which might upset our timetable at Ghostlight March.

I honestly don't remember why we needed to hurry, so might need a refresher on that, but in general, I vote to stop and hunt the thing down. Especially if we get a share of the treasure.


Male Varisian Cleric of Arqueros | HP: 35/35 Temp hp 0/1 | AC 19 (T12, FF 17) | CMB: +5 CMD: 17 | F:+6* R:+4 W:+8 | Init +2 | Perc +9, SM +8, Diplomacy +6 | Speed 20 ft. | Spells: 2nd: 3/4, 1st: 5/5 | Channel Energy: 4/5, Deflection Aura: 1/1, Touch of Good: 6/6 | Active Conditions: None

Zeke returns to his duties sounding, watching the skies for more drakes, as well.

If Azen tells him what the captain wants Zeke ponders for a moment. "We should continue with our original plan. Time is of the essence. We don't know when Trunau will get attacked again."

Zeke thinks accomplishing our mission and therefore defending an entire town is more pressing that hunting a drake for vengeance. That said, I'm all for hunting a drake. I'm fine with however the vote swings.

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