
Ideyoshi the Lesser |
Reflex: 1d20 + 9 ⇒ (15) + 9 = 24. Ideyoshi tumbles out of the way as the dragon breathes hot steam, avoiding the brunt of the damage. But he fears for his fellow shipmates. He calls upon Shizuru to heal his wounds. Lay on Hands: 3d6 ⇒ (1, 1, 1) = 3. But the wounds contiue to scald!
A disembodied voice speaks. It seems to come from Ideyoshi's sword. "We need to sail in closer to fight that thing! Now!" Spend another mythic point to give everyone an aciton. Not sure if the crew gets a "move action" to move the ship in, but by gosh he's giving them one if he can.
He draws and hurls two chakram at the beast! Using the two move actions to draw, and spending a mythic point for a free standard action. Attack: 1d20 + 8 ⇒ (13) + 8 = 21; Damage: 2d8 + 6 ⇒ (8, 2) + 6 = 16; Attack: 1d20 + 8 ⇒ (5) + 8 = 13; Damage: 2d8 + 6 ⇒ (1, 3) + 6 = 10. He spends an immediate action to try and improve the first attack roll. Surge: 1d6 ⇒ 1.
Burning mythic points left and right.

Skaar |

Spurred by the paladin’s warning, Skaar jumps to his feet only to be caught by the beast’s scalding blast of steam.
Reflex: 1d20 + 6 ⇒ (12) + 6 = 18
Surge: 1d6 ⇒ 2
Nice!
Managing to barely avoid the bulk of the blast, the big orc is still badly scalded. Despite the pain, he chime in on the plan of attack. ”We gotta close. We’re never gunna bring that thing down with bows and the crew’s not gunna survive another breath.”

Davro Iramelis |

Reflex: 1d20 + 3 ⇒ (3) + 3 = 6
Davro draw takes cover and shouts to his allies,"I can't take much more of this! Get closer!" He roars. Then, Rageborn begins glowing a faint green color and Davro's burns wipe away.
1 Legendary point from Rageborn to heal 10 per Mythic Tier

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Not sure where Drogusk has gone to. For the moment, we'll assume he's below decks.
Ideyoshi: 29
Skaar: 24
Tasha: 24
Drogusk: 22
Davro: 7
Antagonist: 7
Ideyoshi's logic seems to resonate with the terrified sailors, and the ships slowly starts to turn toward the beast as Skar and Davro wait for a change to strike.
Not limited by their lack of magic, Tasha casts quickly, and breathes out lightning back at the beast, hitting it full on as it roars in pain.
It breathes again, another cloud of scalding steam enveloping you, and sending more sailors crying out in pain before collapsing on the deck. 32 hp; DC 20 Reflex save for half
Reflex: 1d20 + 8 ⇒ (7) + 8 = 15
12d6 ⇒ (3, 1, 5, 3, 3, 1, 2, 4, 2, 3, 3, 2) = 32
1d4 ⇒ 3
DT: 24
Assume the ship will reach the turtle next round -- but remember it has reach if you try to lean over the deck and attack it.

Skaar |

Reflex: 1d20 + 6 ⇒ (8) + 6 = 14
Ouch. No saving that one.
Skaar groans in pain as he's badly burned again. Despite the severity of his wounds, the big orc begins to take on a heroic presence and his wounds slowly knit shut.
Using Heroism SLA and a mythic power for Fast Healing 5.

Tasha Mournglory |

Reflex save 1d20 + 7 ⇒ (18) + 7 = 25
Tasha grunts with pain as the beast's breath scalds her -- 'Bloody again!' -- but manages to dodge the worst of it. 'This requires more decisive action.' Drawing on the power the foxhead awakened in her, Tasha hurls one of the spells she prepared the normal way at the dragon turtle: "Nivis casus!"
A bead of cold, blue light flies forth from Tasha's hand and expands into a zone of deadly cold and howling wind around the dragon turtle's head.
Tasha uses a charge of Mythic power to Empower her Iceball spell on the spot. 7d10 ⇒ (4, 1, 10, 3, 6, 8, 1) = 33 plus half, becomes 49 cold damage to the dragon turtle! Reflex save DC19 for half damage.
After casting, Tasha seeks cover somewhere. It's healing potion time...

Ideyoshi the Lesser |
Reflex: 1d20 + 9 ⇒ (14) + 9 = 23. Ideyoshi is prepared and takes cover again. "Steady as she goes," he says, preparing for the moment to strike.
If Ideyoshi readies an action to attack this round, will he be able to use the readied attack and also get his regular turn next round? Or should he just find something to do this round?

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

The dragon snaps at Ideyoshi as he draws close, but his jaws don't penetrate the Tien man's armor before his sword penetrates the creature's brain, driven to the hilt through the sea monster's eyes. It falls back into the choppy surf, its blood staining the water red.
1d20 + 8 ⇒ (7) + 8 = 15
1d20 + 18 ⇒ (1) + 18 = 19
3d6 + 8 ⇒ (5, 1, 1) + 8 = 15

Skaar |

Nice! Uh, good job guys.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

The rest of the voyage goes without incident. As the ship nears the island, Captain Valgarave scouts out a safe approach.
In his opinion, the western beach in the island’s harbor looks like the safest mooring. After the ship anchors safely in the cove, the captain agrees to put you ashore using a small dinghy.
"Give a signal when you're ready to get back. I'll wait up to six days, but after that, I gotta get back t'Blackcrag Cove to try and save my family. Remember t'make sure you eat only from the ship's stores -- those who partake of the bounty of Kraken’s Maw belong to the island forever."
As you prepare to depart, Drogusk hesitates.
"The island could be bad, but it could be worse if something happens to the ship. That dragon turtle may have been no coincidence. Me and BrainPal are gonna stay here and keep an eye on it, make sure we got a way to get back to the town."
And with that, you're now four...
On your first approach to the beach, a flight of brightly plumed parrots breaks from the forest, flying north. A pair of pteranodons swoops after them, snatching several parrots from the sky before wheeling clumsily west and vanishing back into the jungle.
The dense jungles of the island have a primordial air about them. Massive conifers, ginkgoes, and palms abound, with dense bromeliads, ferns, and vines as ground cover. Gigantic fruit hangs from trees, and sparkling rivers wind down from the volcano’s summit.
A series of giant stone heads can be seen about two and a half miles to the south, while the volcano looms at the center of the island, about four miles northwest.

Skaar |

The heat is stifling but, accustomed to fairly hostile conditions, the big orc is at home in the jungle terrain. He studies the surroundings, looking for anything out of place.
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
We’re not here looking for anything specific right? The prophecy was kind of vague.

Tasha Mournglory |

"Going towards the volcano seems counter-intuitive, given that we are seeking something to restrain the queen of the inferno," Tasha says, as she looks around. "Since these stone heads are the only other immediately evident landmark ... Shall we go see? Or shall I perform a divination?"
Tasha casts Detect Magic, just to be sure. A Flash of Omniscience is available, if you guys like. Perception 1d20 + 2 ⇒ (6) + 2 = 8

Skaar |

”Let’s check out the landmarks”, the hulking greenskin grunts. ”Someone put ‘em here for a reason.”

Ideyoshi the Lesser |
Post attack.
Following the attack, Ideyoshi focuses his energies on healing the crew and aiding those who fell overboard.
Back to the present.
"Very well Drogusk. If we fail in our mission, it will be up to you to aid the town in the evacuation."
Ideyoshi disembarks somewhat awkwardly, his legs seem to wobble from the many days at sea. "I suspect we will explore the volcano soon enough. But I agree with the plan."

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

As you travel, you notice the flora and fauna of Kraken’s Maw seems similar to what you've seen elsewhere, but also strangely upsetting -- the colors don't quite seem to match, mint green leaves where it should be jungle green, bark with a strange purplish hue and moss that looks almost gray. The sounds of birds in the canopy and little lizards darting around the undergrowth seem off as well.
Making your way through the thick growth takes time, making you wish for a nice path. After an hour, though, as the sun begins to set, you realize the heads have some sort of nests situated on them.

Tasha Mournglory |

"Hold," Tasha calls. squinting at the nests. "I like his not. This island is full of unsightly mutations. Let's not approach those nests in the dark."

Skaar |

Skaar peers out into the darkness. ”What kinda nests?”
Any knowledge applicable?

Skaar |

It’s the middle of the night now right?
”We don’t have a ton of time. We should check it out now”, the hulking greenskin grunts.
Ever an orc of action, Skaar leads the way forward.

Skaar |

Dim light is better than no light!

Skaar |

We’re on a timer. A whole city’s at stake!

Ideyoshi the Lesser |
Use Wild Magic to cast Darkvision on us non-orcs. Kill the baddies, then rest. That's my preference.
-Posted with Wayfinder

Tasha Mournglory |

I... guess I could do that. Hmmm. I'd completely spaced out on that option! ^^; Okay, that's four surges down. Could I bother you for a spot of healing?
"If we must, then," Tasha says. "I have grim forebodings about this, though."
When the time comes that our puny human eyes can no longer see, Tasha will use Wild Arcana to grant herself and Ideyoshi sight in darkness.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

You continue on, the sun continuing in its inexorable path toward night.
As you get closer to the nests, you see two humanoids with large, black-feathered wings and dark gray skin flying toward you. In place of hair, they have plumage. They call out in a strange, airy, musical tongue, swirling in broad loops.

Skaar |

Skaar's fought these before!
Do we have time before they're upon us?

Tasha Mournglory |

"Hello," Tasha mutters, eyeing the - to her - strange creatures warily, but without immediate hostility. "What have we here?"
Knowledge check to identify:
Knowledge (arcana) 1d20 + 16 ⇒ (5) + 16 = 21
Knowledge (history) 1d20 + 14 ⇒ (12) + 14 = 26
Knowledge (nature) 1d20 + 12 ⇒ (19) + 12 = 31
Knowledge (planes) 1d20 + 12 ⇒ (14) + 12 = 26
Knowledge (religion) 1d20 + 12 ⇒ (7) + 12 = 19

Ideyoshi the Lesser |
Crap, healing. How many days did we have for the rest of our journey? I'm concerned we're running out of CLW wand charges. Any chance we could've used Infernal Healing and my Lay on Hands to patch us up over the journey?
During the remainder of the trip to the island, Tasha was healed at least of the following: Lay on Hands x 6: 12d6 ⇒ (4, 1, 1, 2, 6, 5, 4, 1, 2, 2, 2, 5) = 35

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Tasha, you believe the creatures are members of an avian race known far to the northwest as the strix. At the moment, they seem more wary than aggressive.
Ideyoshi -- the entire journey was three days long, with the turtle attack coming in the morning of the final day. So far, from what I can see, you've not healed at all since that fight until your last post.

Tasha Mournglory |

While on the road, Tasha thanks Ideyoshi for his healing efforts on her behalf.
When her memory throws up its essential que card when puzzling over what the winged humanoids might be, her expression becomes a mixture of wonder and sorrow.
"Strix," Tasha says, breathing the word more than speaking it. "Weapons down, gentlemen. Please."
Drawing on the power, Tasha draws a magic of communication out of the aether and whispers it to the wind. With the magic enveloping her, she raises her hands in a peaceful gesture and calls out to the Strix in their own language: "Greetings! We come in peace! Please pardon our intrusion onto your lands, but we have come in dire need, seeking the Tears of Last Remorse. May we ask for the help of the noble strix?"
I'm assuming Tasha knows enough of the Strix' history to justify her being sympathetic to what has been done to them.
Tasha uses a surge to cast Tongues.

Skaar |

Skaar would be healed up by his Fast Healing. Don't worry about him for the dragon turtle fight.

Davro Iramelis |

Davro does have a bit of damage on him(42 I believe), but he'll heal himself with his wand when able
Wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Wand of CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Wand of CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Wand of CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Wand of CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Wand of CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Healed for 31 whenever it's available. So he's down 11.

Tasha Mournglory |

"We have been invited to their homes," Tasha translates. "Be polite and be non-aggressive, please. The Strix are a people who have suffered much -- at the hands of humans. Their vengeance is terrible once roused."