Motteditor's Strange Aeons PBP

Game Master motteditor

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AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

Kyffin stares impassively at the soldiers on deck, but keeps his hands well away from his weapons.

He waits to see how bad it gets before making a move, slowly counting the seconds as his spell winds down.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Normally, I would wait for others to post, but since the end result is inevitable, I'm going to move us ahead even amidst the holidays.

The process seems to go back and forth, but all too soon it's apparent that the Razmirans plan to take everything on the ship, and couldn't care less if Skywin had already paid a tribute. The halfling grows angrier and angrier, despite any attempts to calm the situation, and finally it's clear both sides have had enough!

Captain Agrup pulls a massive greatsword, while the other sailors on the Starling pull scimitars and those on the Razmiran barge aim their crossbows!

Initiative:

Albert: 1d20 + 3 ⇒ (5) + 3 = 8
Jasno: 1d20 + 1 ⇒ (4) + 1 = 5
Kyffin: 1d20 + 1 ⇒ (4) + 1 = 5
Tenebrynn: 1d20 + 3 ⇒ (14) + 3 = 17
Tristain: 1d20 + 4 ⇒ (8) + 4 = 12
Antagonist: 1d20 + 2 ⇒ (8) + 2 = 10

Tenebrynn and Tristain are up for Round 1/2. I tweaked the situation a little because the Starling map just wasn't big enough for a combat with all of these people, so I moved four of the Razmiran sailors back to their boat. Assume they are in fact next to each other (despite the sail/oars and water between them on the map), though it's difficult terrain for two squares to cross from one boat to the other over the railing. Kyffin, you can assume your spell is still active.


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

Round 1

Status:
HP: 51/51 AC: 23 (f20/t12/shieldless 20) (included: +2 magic vestment)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Conditions = Magic Vestment (+2, 1/6h), Bull’s Strength (+4, 4/6m)
Scimitar: Attack: BAB +4, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Ranged: Attack: BAB +4, Dex +1 Damage: Str +4
Blessings (6/6, su, DC 15) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (4/5, su, sw, DC 15, 2d6)
Sacred Weapon (6/6r, su, sw, +1)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 6, Concentration +8)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Bull’s Strength, Burst of Radiance, Hold Person

Kyffin isn’t surprised when it ends in bloodshed, and he’s rather pleased he didn’t start it. By jove though, he is going to finish it!

He draws his scimitar, and swings at blue, trying to protect the sailor they just met.
Scimitar (magic): 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30 (bull) damage: 1d8 + 11 + 2 ⇒ (2) + 11 + 2 = 15 (bull)

crit threat Scimitar: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28 (bull) damage: 1d8 + 11 + 4 ⇒ (5) + 11 + 4 = 20 (bull, 2hp is fire)

"You religious fanatics, all the same! No understanding!"

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

You can hold on to those rolls, but you're not up yet, Kyffin.


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

Round 1

Vanyan moves slightly away from the goon near him (purple), recoiling from the violence he never wanted. Move 5’ up.

He casts force punch which will deal 6d4 ⇒ (2, 2, 4, 4, 3, 2) = 17 force damage and needs a DC 19 Fort save or get pushed 15’ back...overboards.

Tris' stats:

HP: 37/37
AC: 12
Points: 5/5 left
Spells: Lvl 1: 8/8 left (MM*0,IllOm*0,MurdCom*0,Vanish*0) dc 17
Spells: Lvl 2: 6/6 left (Kno*0,SpirW*0,Sugg*2) dc 18
Spells: Lvl 3: 3/4 left (ForPun*1, MagVest*0) dc 19
Cure Used: 0/2 used
Rod of Reach: 0/3 used
Scroll SMIII

"gad-ZOOKS!”

Wand of Magic Missile (5): 2/50 left
[ dice]3d4 + 3[/dice] force damage

Wand of Bless: 2/18 left
Bless (1/10): +1 to attacks and morale.

[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD

[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage

[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage

I'm sure this is a very reasonable suggestion. (DC 18 will)


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

(Oh shoot, sorry about that! Kyffin's just a little excited...)


AC 25, touch 14, flat-footed 22, hp 109, Fort +18, Ref +18, Will +18; +2 vs. enchantments, CMD 33, Perception +1

Albert curses his slow reflexes and prepares to smite the evil pirate captain.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1/2:

Albert: 8
Jasno: 5
Kyffin: 5
Tenebrynn: 17
Tristain: 12
Antagonist: 10

"Eeep!" Tenebrynn squeaks in surprise as the battle breaks out, and blasts the nearest Razmiran, nearly snapping his neck. He roars in pain and rushes the gnome and slashes her with his scimitar. 7 hp

On the other side of the boat, Tristain -- finding himself caught between foes -- tries to get away from one and blasts him backward, but he manages to catch himself on the side of the boat and charges forward with a roar. His blade catches the scholar a glancing blow that draw blood 3 hp

The rest of the Razmirans seem well prepared, and their blade draw blood on the unprepared combatants. 2 hp to Kyffin, 3 to Jasno From the other boat, bolts come flying in, Al and Tris both being hit once, though a second bolt towards both misses 7 to Al, 8 to Tris.

At the boat's stern, the captain of the other ship swings his blade in a wide arc, cutting Al and then Skywin 22 hp to both, who quickly pulls her rapier and hits the enemy captain with a quick couple jabs.

Mechanics:

Air Blast: 1d20 + 9 ⇒ (13) + 9 = 22for: 3d6 + 8 ⇒ (5, 6, 5) + 8 = 24
Pink Fort: 1d20 + 4 ⇒ (20) + 4 = 24

Purple scimitar vs. Tenebrynn: 1d20 + 6 ⇒ (17) + 6 = 23
1d6 + 1 ⇒ (6) + 1 = 7

Pink scimitar vs. Tristain: 1d20 + 6 ⇒ (16) + 6 = 22
1d6 + 1 ⇒ (2) + 1 = 3

Red scimitar vs. Kyffin: 1d20 + 6 ⇒ (16) + 6 = 22
1d6 + 1 ⇒ (1) + 1 = 2

Blue scimitar vs. Jasno: 1d20 + 6 ⇒ (17) + 6 = 23
1d6 + 1 ⇒ (2) + 1 = 3

Orange crossbow vs. Al: 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 22
1d10 ⇒ 7

Yellow crossbow vs. Al: 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17
1d10 ⇒ 2

Aqua crossbow vs. Tris: 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 22
1d10 ⇒ 9

Green crossbow vs. Tris: 1d20 + 8 - 4 ⇒ (3) + 8 - 4 = 7
1d10 ⇒ 6

Greatsword vs. Al: 1d20 + 17 ⇒ (2) + 17 = 19
2d6 + 13 ⇒ (3, 6) + 13 = 22
Greatsword vs. Skywin: 1d20 + 12 ⇒ (13) + 12 = 25
2d6 + 13 ⇒ (4, 5) + 13 = 22

Rapier: 1d20 + 18 + 2 ⇒ (7) + 18 + 2 = 27
1d4 + 5 ⇒ (3) + 5 = 8
Rapier: 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24
1d4 + 5 ⇒ (1) + 5 = 6

Purple: 24
Pink: 17
Skywin: 22
Agrup: 14

Party is up; don't forget the other ship is actually close by.


M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

Jasno curses himself for not preparing for the possibility of an attack earlier. He steps away from his attacker (5ft step) and chants a few choice words while holding a bit of worn leather that is fastened to his belt. (Cast mage armor)


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

Now that it's actually Kyffin's turn, he'll make the above attack, still on the same target.


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

I envisioned Tristain 5' up and 5' left with his last move.

Round 2

Tristain takes an arrow and a slash, he has few defenses from such assaults.

He again casts force punch which will deal 6d4 ⇒ (4, 1, 4, 3, 2, 3) = 17 force damage and needs a DC 19 Fort save or get pushed 15’ back...overboards.

Tris' stats:

HP: 25/37
AC: 12
Points: 5/5 left
Spells: Lvl 1: 8/8 left (MM*0,IllOm*0,MurdCom*0,Vanish*0) dc 17
Spells: Lvl 2: 6/6 left (Kno*0,SpirW*0,Sugg*0) dc 18
Spells: Lvl 3: 2/4 left (ForPun*1, MagVest*0) dc 19
Cure Used: 0/2 used
Rod of Reach: 0/3 used
Scroll SMIII

"gad-ZOOKS!”

Wand of Magic Missile (5): 2/50 left
[ dice]3d4 + 3[/dice] force damage

Wand of Bless: 2/18 left
Bless (1/10): +1 to attacks and morale.

[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD

[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage

[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage

I'm sure this is a very reasonable suggestion. (DC 18 will)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I believe you need to make a concentration check, Tris, since you're in melee (or you'll provoke [from two foes]): Thought components represent mental constructs necessary for the spell's function, such as picturing a wolf in vivid detail in order to cast beast shape to transform into a wolf. Thought components are so mentally demanding that they make interruptions and distractions extremely challenging. The DC for any concentration check for a spell with a thought component increases by 10. A psychic spellcaster casting a spell with a thought component can take a move action before beginning to cast the spell to center herself; she can then use the normal DC instead of the increased DC.


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

Yes, of course, but also, should be 5’ more to the left on the map...so only viciously murdered by one guy instead of multiple.

1d20 + 12 ⇒ (18) + 12 = 30 Concentration


AC 25, touch 14, flat-footed 22, hp 109, Fort +18, Ref +18, Will +18; +2 vs. enchantments, CMD 33, Perception +1

Albert's blade quickly snakes out and jabs into the enemy captain even as he calls down a smiting force upon the strike. smite, assuming evil

Rapier, power attack, smite: 1d20 + 11 - 2 + 4 + 2 ⇒ (5) + 11 - 2 + 4 + 2 = 20
Damage: 1d6 + 3 + 4 + 6 ⇒ (6) + 3 + 4 + 6 = 19

Quickly he swipes some healing dirt across his fresh wounds.

Wipe Some Dirt On It: 4d6 ⇒ (5, 6, 3, 3) = 17

AC 27 vs Captain, HP 33/46


Baseline Stats:
Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

Tenebrynn hops back a few steps and bumps into Jasno. ”Oh! Hi, Jasno.” With her back pressed up against his, she sends a blast of wind toward the Rasmiran who’d cut her. ”I don’t think these people are very nice.”
Air Blast: 1d20 + 11 ⇒ (3) + 11 = 14for: 3d6 + 11 ⇒ (2, 1, 3) + 11 = 17

Status:

Waking HP: 68/75
Dreamlands HP: 75/75
Nonlethal: 1
AC: 17 (14 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +11 // Ref: +9 // Will: +3 (+2 vs illusion)
Burn Accrued: 1/8
SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]

Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Point Blank Shot: +1/+1
Haste: +1 to hit, +1 reflex, +30ft movement speed

Elemental overflow:

  • +x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn)
  • Ability Score increases (+2): Dex, Con

  • RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Round 1:

    Albert: 8
    Jasno: 5
    Kyffin: 5
    Tenebrynn: 17
    Tristain: 12
    Antagonist: 10

    Agrup lets out a cry of pain as Al's blade catches him and his blade swings in a massive arc again, slashing across Al's chest and sending blood flying in a crimson arc 36 hp!. He tries to continue around to catch Skyin too, but the halfling slaps the blade away and responds with a perfect riposte.

    "You got this?" she calls as she leaps nimbly onto the taffrail and races with a spinning leap onto the other boat.

    Jasno retreats, bumping into Tenebrynn who fires a blast of air. With nowhere to go, she takes a cut from the desperate Razmiran, knocking off her own aim 3 hp from an AoO, and then she missed. The two find themselves fighting back to back, barely managing to avoid the blows of attackers on either side.

    On the far side of the deck, Tristain slams the sailor attacking him back, his head hitting with a sickening crunch against the deck, where he falls motionless. Kyffin cuts down a second one, leaving himself and Tristain somewhat safe -- if it weren't for the crossbowmen, who hurry and reload their weapons on the other boat.

    Mechanics:

    Purple AoO: 1d20 + 6 ⇒ (17) + 6 = 23
    1d6 + 1 ⇒ (2) + 1 = 3

    Purple: 1d20 + 6 ⇒ (7) + 6 = 13
    1d6 + 1 ⇒ (3) + 1 = 4

    Blue: 1d20 + 6 ⇒ (8) + 6 = 14
    1d6 + 1 ⇒ (1) + 1 = 2

    Agrup: 1d20 + 17 ⇒ (19) + 17 = 36
    2d6 + 13 ⇒ (6, 2) + 13 = 21
    Agrup: 1d20 + 12 ⇒ (18) + 12 = 30

    Parry?: 1d20 + 18 ⇒ (20) + 18 = 38
    Riposte?: 1d20 + 18 ⇒ (13) + 18 = 31
    1d4 + 5 ⇒ (1) + 5 = 6

    Agrup crit?: 1d20 + 17 ⇒ (18) + 17 = 35
    2d6 + 13 ⇒ (1, 1) + 13 = 15

    Skywin Acrobatics: 1d20 + 15 + 1d6 ⇒ (14) + 15 + (4) = 33

    Purple: 24
    Skywin: 22
    Agrup: 39


    AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

    Round 2

    Status:
    HP: 51/51 AC: 23 (f20/t12/shieldless 20) (included: +2 magic vestment)
    Weapon Equipped = Scimitar
    Cold Iron/Silver Blanch Arrows = 10/10
    Cold Iron/Ghost Salt Arrows = 10/10
    Conditions = Magic Vestment (+2, 1/6h), Bull’s Strength (+4, 4/6m)
    Scimitar: Attack: BAB +4, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
    Ranged: Attack: BAB +4, Dex +1 Damage: Str +4
    Blessings (6/6, su, DC 15) (Holy Strike (std) or Powerful Healer) (sw)
    Fervor (4/5, su, sw, DC 15, 2d6)
    Sacred Weapon (6/6r, su, sw, +1)
    Pearl of Power (1/1, first)(1/1, second)
    Spells (Caster Level 6, Concentration +8)
    Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
    First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
    Second (14): Bull’s Strength, Bull’s Strength, Burst of Radiance, Hold Person

    Ignoring the crossbowmen for now, to his chagrin, he steps up on blue and takes another swing!
    Scimitar (magic): 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24 (bull) damage: 1d8 + 11 + 2 ⇒ (1) + 11 + 2 = 14 (bull)


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    M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

    Round 3

    Tristain, with a moment of non-threatening time, takes a second to look around. He doesn’t like the look of the archers but doesn’t have a good place to hide.

    He tries something he hopes will work.

    Dazing Magic Missile at all 4 of the boat archers, one on each.
    1d4 + 1 ⇒ (1) + 1 = 2 force damage & DC18 Will vs. Daze 1 round - orange
    1d4 + 1 ⇒ (3) + 1 = 4 force damage & DC18 Will vs. Daze 1 round - yellow
    1d4 + 1 ⇒ (3) + 1 = 4 force damage & DC18 Will vs. Daze 1 round - blue
    1d4 + 1 ⇒ (2) + 1 = 3 force damage & DC18 Will vs. Daze 1 round - green

    Then Tristain hits the deck. Might be out of sight of archers. Cover from the sides of boat?

    Tris' stats:

    HP: 25/37
    AC: 12
    Points: 5/5 left
    Spells: Lvl 1: 8/8 left (MM*0,IllOm*0,MurdCom*0,Vanish*0) dc 17
    Spells: Lvl 2: 6/6 left (Kno*0,SpirW*0,Sugg*0) dc 18
    Spells: Lvl 3: 1/4 left (ForPun*1, MagVest*0,DazeMM) dc 19
    Cure Used: 0/2 used
    Rod of Reach: 0/3 used
    Scroll SMIII

    "gad-ZOOKS!”

    Wand of Magic Missile (5): 2/50 left
    [ dice]3d4 + 3[/dice] force damage

    Wand of Bless: 2/18 left
    Bless (1/10): +1 to attacks and morale.

    [ dice]1d6+1[/dice] force damage
    [ dice]1d20+8[/dice] CMB to trip vs. CMD

    [ dice]1d20+2-4[/dice] to hit; ()
    [ dice]1d8-1[/dice] piercing damage

    [ dice]1d6+1[/dice] force damage
    [ dice]1d20+8[/dice] CMB to trip vs. CMD
    [ dice]1d6+1[/dice] force damage
    [ dice]1d6+1[/dice] force damage
    [ dice]1d6+1[/dice] force damage

    I'm sure this is a very reasonable suggestion. (DC 18 will)


    M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

    Round two

    With no room to move away from his attacker Jasno grabs his mace from his belt, focusing (swift action, Arcane strike) for a moment before he swings. (light mace: 1d20 + 1 ⇒ (11) + 1 = 12, dmg: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7.


    Baseline Stats:
    Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

    As the pressure begins to build and she finds herself pinned between friend and foe, sparks of blue begin to dance and crawl across Tenebrynn’s hair and arms. ”Get BACK!” The force of the gust she conjures surprises even her.

    Air Blast: 1d20 + 12 ⇒ (12) + 12 = 24for: 4d6 + 11 ⇒ (6, 5, 3, 5) + 11 = 30
    Bull Rush (vs CMD): 1d20 + 10 ⇒ (16) + 10 = 26

    Status:

    Waking HP: 65/75
    Dreamlands HP: 75/75
    Nonlethal: 2
    AC: 17 (14 T / 12 FF) // 25% miss chance for ranged attacks
    Fort: +11 // Ref: +9 // Will: +3 (+2 vs illusion)
    Burn Accrued: 2/8
    SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]

    Ongoing Effects:
    Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
    Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
    Point Blank Shot: +1/+1
    Haste: +1 to hit, +1 reflex, +30ft movement speed

    Elemental overflow:

    +x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn)
    Ability Score increases (+2): Dex, Con

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Round 2:

    Albert: 8
    Jasno: 5
    Kyffin: 5
    Tenebrynn: 17
    Tristain: 12
    Antagonist: 10

    Al, left one on one with the enemy captain, continues to duel with him, slashing him once as he swings his greatsword again. He cuts a vicious blow on Al, blood flowing copiously down to the deck 17 hp.

    Elsewhere on the boat, Tenebrynn blasts the sailor in front of her, ducking under his strike, and he goes flying back, calling out "Razm-" before dying with his god's name on his lips. Unfortunately in the power, she flies back slightly herself and bumps Jasno, whose swing goes awry. Still, it's enough to provide a distraction and Kyffin cuts into him, causing him to spin and turn his attention to the half-orc. His blow lands harmlessly on Kyffin's armor, leaving the Razmiran in dire straits.

    On the other boat, Tristain's spell hits the four archers and they all bonk backward for a minute, trying to clear their head so they can resume their assault as the spellcaster ducks behind the hull. Unfortunately, Skywin seems so surprised by the sudden bonking, her own aim is off and she barely manages to slash the crossbowman once.

    Mechanics:

    Rapier, power attack, smite: 1d20 + 11 - 2 + 4 + 2 ⇒ (12) + 11 - 2 + 4 + 2 = 27
    Damage: 1d6 + 3 + 4 + 6 ⇒ (1) + 3 + 4 + 6 = 14

    Rapier, power attack, smite: 1d20 + 6 - 2 + 4 + 2 ⇒ (4) + 6 - 2 + 4 + 2 = 14

    Purple AoO: 1d20 + 6 ⇒ (12) + 6 = 18

    Orange Will: 1d20 ⇒ 2
    Yellow Will: 1d20 ⇒ 14
    Aqua Will: 1d20 ⇒ 5
    Green Will: 1d20 ⇒ 12

    Blue vs. Kyffin: 1d20 + 6 ⇒ (12) + 6 = 18
    Agrup vs. Al: 1d20 + 17 ⇒ (12) + 17 = 29
    2d6 + 13 ⇒ (1, 3) + 13 = 17
    Agrup vs. Al: 1d20 + 12 ⇒ (10) + 12 = 22

    Skywin: 1d20 + 18 ⇒ (2) + 18 = 20
    1d4 + 5 ⇒ (2) + 5 = 7
    Skywin: 1d20 + 13 ⇒ (1) + 13 = 14

    Blue: 14
    Orange: 9
    Yellow: 4
    Aqua: 4
    Green: 4
    Skywin: 22
    Agrup: 53


    AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

    Round 4

    Status:
    HP: 59/59 AC: 23 (f20/t12/shieldless 21) (included: +1 sacred armor)
    Weapon Equipped = Scimitar
    Cold Iron/Silver Blanch Arrows = 10/10
    Cold Iron/Ghost Salt Arrows = 10/10
    Conditions = Magic Vestment (+2, 1/6h), Bull’s Strength (+4, 4/6m)
    Scimitar: Attack: BAB +5, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
    Ranged: Attack: BAB +5, Dex +1 Damage: Str +4
    Blessings (6/6, su, DC 15) (Holy Strike (std) or Powerful Healer) (sw)
    Fervor (4/5, su, sw, DC 15, 2d6)
    Sacred Weapon (7/7r, su, sw, +1)
    Sacred Armor (6/7m, su, sw, +1)
    Pearl of Power (1/1, first)(1/1, second)
    Spells (Caster Level 7, Concentration +9)
    Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
    First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
    Second (14): Bull’s Strength, Bull’s Strength, Burst of Radiance, Hold Person
    Third (15): Invisibility Purge, Magic Vestment

    Kyffin takes another stroke at blue…
    Scimitar (magic): 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20 (bull) damage: 1d8 + 11 + 2 ⇒ (3) + 11 + 2 = 16 (bull)

    If he drops, Kyffin will use his move action to cross over to the other boat, or at least begin doing so. I assume there’s a gang-plank of some kind between the two ships?


    M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

    Round 4

    Tristain pops his head up, looking over the railing at the dazed archers. Huh. I can’t believe that worked. Still prone, he crawls 5’ south, putting his back against the raining/cover, and looks to see how Al is going.

    ”You need help there, Al? I got some help for you.” Tristain pulls his mind together and sends a spray of big magic missiles over into Al’s foe.

    6d4 + 4 ⇒ (4, 2, 4, 4, 2, 3) + 4 = 23 force damage

    Tris' stats:

    HP: 31/43
    AC: 12
    Points: 4/5 left
    Spells: Lvl 1: 7/8 left (MM*0,IllOm*0,MurdCom*0,Vanish*0) dc 17
    Spells: Lvl 2: 7/7 left (Kno*0,SpirW*0,Sugg*0) dc 18
    Spells: Lvl 3: 2/5 left (ForPun*1, MagVest*0,DazeMM,Haste) dc 19
    Cure Used: 0/2 used
    Rod of Reach: 0/3 used
    Scroll SMIII

    "gad-ZOOKS!”

    Wand of Magic Missile (5): 2/50 left
    [ dice]3d4 + 3[/dice] force damage

    Wand of Bless: 2/18 left
    Bless (1/10): +1 to attacks and morale.

    [ dice]1d6+1[/dice] force damage
    [ dice]1d20+8[/dice] CMB to trip vs. CMD

    [ dice]1d20+2-4[/dice] to hit; ()
    [ dice]1d8-1[/dice] piercing damage

    [ dice]1d6+1[/dice] force damage
    [ dice]1d20+8[/dice] CMB to trip vs. CMD
    [ dice]1d6+1[/dice] force damage
    [ dice]1d6+1[/dice] force damage
    [ dice]1d6+1[/dice] force damage

    I'm sure this is a very reasonable suggestion. (DC 18 will)


    M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

    Round three

    Jasno focuses (swift action, Arcane strike) for a moment before he swings again, failing to take advantage of his attacker being surrounded. (light mace: 1d20 + 1 + 2 ⇒ (9) + 1 + 2 = 12, miss.)


    Baseline Stats:
    Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

    Tenebrynn, eyes wide at how far the rasmiran has been thrown, blurts in alarm as she notices the arcs of blue crackling up and down her arms for the first time. ”Whoa whoa whoa!” The arcs don’t heed the alarm in her voice and, with a bright flash, leap from the little gnomes form and jolt all her nearby allies. She then looks down and realizes she’s bobbing twenty feet in the air. ”WHOA! Tristain?! Are you doing this?!”

    fly 20 feet up, haste all friendlies (probably doesn’t reach Skywin though)

    Status:

    Waking HP: 65/75
    Dreamlands HP: 75/75
    Nonlethal: 2
    AC: 17 (14 T / 12 FF) // 25% miss chance for ranged attacks
    Fort: +11 // Ref: +9 // Will: +3 (+2 vs illusion)
    Burn Accrued: 2/8
    SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]

    Ongoing Effects:
    Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
    Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
    Point Blank Shot: +1/+1
    Haste: +1 to hit, +1 reflex, +30ft movement speed

    Elemental overflow:

    +x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn)
    Ability Score increases (+2): Dex, Con


    1 person marked this as a favorite.
    M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14
    Tenebrynn wrote:
    ”WHOA! Tristain?! Are you doing this?!”

    ”What?!” *BONK* ”OW!” Tristain’s head jerks up as Tenebrynn goes flying so quickly that he bonks his head against the railing he was cowering behind. He looks at Tenebrynn confusedly and quizzically.

    ”What are you doing? No...I didn’t do that. I wish *I* could do that, but no, I didn’t do that. Why would I do that!?!” Tristain, already overwhelmed, needs a place to quietly bonk. This was all very insane.


    AC 25, touch 14, flat-footed 22, hp 109, Fort +18, Ref +18, Will +18; +2 vs. enchantments, CMD 33, Perception +1

    Dirt On It, last round: 4d6 ⇒ (1, 1, 5, 1) = 8

    the level up would bump Al's HP to 53, so he would be at 4 HP after the crit, then use a lay on hands on his turn for 8, so the following 17 damage leaves him at -5 HP

    Albert collapses under the captain's onslaught and his features shift and flow into that of the Not Doctor.

    Stabilize: 1d20 - 5 ⇒ (17) - 5 = 12

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Round 3:

    Albert: 8
    Jasno: 5
    Kyffin: 5
    Tenebrynn: 17
    Tristain: 12
    Antagonist: 10

    Tristain sees Al falls and rushes to help, blasting the captain who staggers a little but manages to keep his feet. He's bleeding freely but steps over the gray creature's body -- giving it a strange look you think, though the mask makes it hard to tell.

    Kyffin takes advantage of Jasno's distraction to dispatch the remaining sailor on the Starling and begins making his way over to the other boat no gangplank; they just scrambled over the railings, with the boats lashed together. He's still on the Starling however as he sees the enemy captain move toward Tristain, sword raised. It comes down in a sickening thunk on the cowering scholar, who bonks in pain 23 hp to Tris!.

    On the other boat, three of the archers unleash bolts at the flying Tenebrynn, startled to see the gnome suddenly take to the sky. 10, 2 and 8 hp, though not sure if you get any sort of miss chance. The remaining Razmiran sees his thrust easily knocked aside by Skywin, who thrusts twice and sends him collapsing to the deck.

    Mechanics:

    Agrup: 1d20 + 17 ⇒ (13) + 17 = 30
    2d6 + 13 ⇒ (6, 4) + 13 = 23

    Yellow crossbow: 1d20 + 8 ⇒ (14) + 8 = 22
    1d10 ⇒ 10
    Aqua crossbow: 1d20 + 8 ⇒ (12) + 8 = 20
    1d10 ⇒ 2
    Green crossbow: 1d20 + 8 ⇒ (16) + 8 = 24
    1d10 ⇒ 8
    Orange sword: 1d20 + 6 ⇒ (12) + 6 = 18

    Parry?: 1d20 + 18 ⇒ (19) + 18 = 37
    Attack: 1d20 + 18 ⇒ (17) + 18 = 35
    1d4 + 5 ⇒ (4) + 5 = 9
    Attack: 1d20 + 13 ⇒ (16) + 13 = 29
    1d4 + 5 ⇒ (3) + 5 = 8

    Yellow: 4
    Aqua: 4
    Green: 4
    Skywin: 22
    Agrup: 76


    AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

    Round 5

    Status:
    HP: 59/59 AC: 23 (f20/t12/shieldless 21) (included: +1 sacred armor)
    Weapon Equipped = Scimitar
    Cold Iron/Silver Blanch Arrows = 10/10
    Cold Iron/Ghost Salt Arrows = 10/10
    Conditions = Magic Vestment (+2, 1/6h), Bull’s Strength (+4, 4/6m), Sacred Armor (4/10r), Divine Favor (+3, 1/10r)
    Scimitar: Attack: BAB +5, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
    Ranged: Attack: BAB +5, Dex +1 Damage: Str +4
    Blessings (6/6, su, DC 15) (Holy Strike (std) or Powerful Healer) (sw)
    Fervor (4/5, su, sw, DC 15, 2d6)
    Sacred Weapon (7/7r, su, sw, +1)
    Sacred Armor (6/7m, su, sw, +1)
    Pearl of Power (1/1, first)(1/1, second)
    Spells (Caster Level 7, Concentration +9)
    Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
    First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
    Second (14): Bull’s Strength, Bull’s Strength, Burst of Radiance, Hold Person
    Third (15): Invisibility Purge, Magic Vestment

    Hearing Al fall, and seeing their captain make his way to Tristain, Kyffin begs Sarenrae for extra oomph as he swiftly casts Divine Favor (+3 attacks/damage (luck)) with the holy symbol he got out last round. He steps up to the captain and swings!

    Scimitar (magic): 1d20 + 9 + 5 ⇒ (13) + 9 + 5 = 27 (bull, favor) damage: 1d8 + 11 + 5 ⇒ (8) + 11 + 5 = 24 (bull, favor)

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    That'll take care of the captain.


    Baseline Stats:
    Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

    Ranged Miss Chance 25% (high = success): 1d100 ⇒ 37
    Ranged Miss Chance 25% (high = success): 1d100 ⇒ 61
    Ranged Miss Chance 25% (high = success): 1d100 ⇒ 22

    Two of the bolts make their way through the churning winds around Tenebrynn and find their mark. Another flash of blue obscures the gnome for a moment, and when the brightness fades, her hair is shock white once more and her skin pale, as if she were bleached.

    Coolly, as if reading meaningless sounds from a page, she looks down at the priests who had shot her. ”Ow. That hurt. Tit for tat.” she gestures toward the nearest of the remaining Razmirans and sends a bolt of lightning screaming toward him.

    Electric Blast: 1d20 + 14 ⇒ (20) + 14 = 34for: 4d6 + 7 ⇒ (6, 2, 3, 6) + 7 = 24
    crit?: 1d20 + 14 ⇒ (9) + 14 = 23for an additional: 4d6 + 7 ⇒ (6, 5, 6, 5) + 7 = 29

    Status:

    Waking HP: 53/75
    Dreamlands HP: 75/75
    Nonlethal: 2
    AC: 17 (14 T / 12 FF) // 25% miss chance for ranged attacks
    Fort: +11 // Ref: +9 // Will: +3 (+2 vs illusion)
    Burn Accrued: 2/8
    SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]
    Ongoing Effects:
    Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
    Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
    Point Blank Shot: +1/+1
    Haste: +1 to hit, +1 reflex, +30ft movement speed

    Elemental overflow:
    +x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn)
    Ability Score increases (+2): Dex, Con


    M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

    Round 5

    After getting whacked by the evil Captain, Tristain closes his eyes waiting for the next sickening crunch that will mean his own end...and he hears it, and so he waits to die. Strangely, he doesn’t feel the strike and slowly opens one eye to see Kyffin removing his sword from the evil captain’s chest.

    KYFFIN!! Tristain smiles, happy (and surprised) to be alive.

    He crawls over to the amorphous shape of Al, looking at it with disgust. ”Al, you there, buddy? What did the Captain do to you?”

    With his very limited healing magics, Tristain tries to suffuse Al back together though he is very injured himself.

    1d8 + 5 ⇒ (2) + 5 = 7 CLW

    Tris' stats:

    HP: 8/43
    AC: 12
    Points: 4+1/5 left
    Spells: Lvl 1: 7/8 left (MM*0,IllOm*0,MurdCom*0,Vanish*0) dc 17
    Spells: Lvl 2: 7/7 left (Kno*0,SpirW*0,Sugg*0) dc 18
    Spells: Lvl 3: 2/5 left (ForPun*1, MagVest*0,DazeMM,Haste) dc 19
    Cure Used: 0/2 used
    Rod of Reach: 0/3 used
    Scroll SMIII

    "gad-ZOOKS!”

    Wand of Magic Missile (5): 2/50 left
    [ dice]3d4 + 3[/dice] force damage

    Wand of Bless: 2/18 left
    Bless (1/10): +1 to attacks and morale.

    [ dice]1d6+1[/dice] force damage
    [ dice]1d20+8[/dice] CMB to trip vs. CMD

    [ dice]1d20+2-4[/dice] to hit; ()
    [ dice]1d8-1[/dice] piercing damage

    [ dice]1d6+1[/dice] force damage
    [ dice]1d20+8[/dice] CMB to trip vs. CMD
    [ dice]1d6+1[/dice] force damage
    [ dice]1d6+1[/dice] force damage
    [ dice]1d6+1[/dice] force damage

    I'm sure this is a very reasonable suggestion. (DC 18 will)


    AC 25, touch 14, flat-footed 22, hp 109, Fort +18, Ref +18, Will +18; +2 vs. enchantments, CMD 33, Perception +1

    Albert returns to consciousness with Tristain leering over him and has a moment of fright that the boy is going to head bonk him back into oblivion. Then he realizes it was Tristain that healed him despite being heavily wounded himself. "Looks like we both need some dirt, boy." Albert swipes healing dirt on them both and struggles to his feet. swift action dirt on Al, standard action dirt on Tristain, move action stand

    Dirt On It, Albert: 4d6 ⇒ (2, 2, 4, 4) = 12

    Dirt On It, Tristain: 4d6 ⇒ (5, 3, 1, 2) = 11


    M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

    Tristain flinches away from Al’s weird hand, but eventually relents. ”Why don’t you use your magics to fix yourself, Al? You...you’re...you’re really broken.”

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Jasno?


    M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

    Jasno move ahead so he can see Albert, doing what he can to assist in the healing. (Cure light wounds: 1d8 + 6 ⇒ (5) + 6 = 11).

    Sorry all. I wasn't seeing post count from my campaign list.

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Sorry, I should have realized this earlier, but considering the captain is dead, you're going to make short work of the remaining Razmirans and it's incredibly unlikely you're going to die at this point. And there's unlikely to be another fight today, so resources are somewhat irrelevant.

    With the captain dead -- killed with a huge strike from Kyffin -- you're able to revive Al and make quick work of the remaining Razmirans.

    Searching the other barge, you find it has a large cabin that contains a few hammocks, boxes with personal effects, and two large chests. Two large trap doors in the floor are open, and the smell of unwashed flesh wafts upward. The trap doors lead into the sodden, filthy hold where
    14 rowers sit. They look up in shock as you peer down at them.

    On the dead Razmiran captain, you're able to find a potion of
    blur, a potion of bull’s strength, a potion of cure moderate wounds; a +1 chain shirt, a +1 greatsword, a masterwork shortbow with 20 arrows, an amulet of natural armor +1, a cloak of resistance +1, a ring of protection +1, and 219 gp. He also has a pair of keys that prove to open the chests in the cabin.

    The other eight sailors each had 1 potion of cure light wounds and a vial of alchemist's fire, studded leather armor, a masterwork heavy crossbow with 10 bolts, a masterwork scimitar, and a throwing axe, plus a total of 231 gp.

    The chests contain 1,205 gp, 10,450 sp, a bejeweled oil lamp worth 450 gp, a set of ivory dice worth 700 gp, a simple but well-made brown robe, and a pair of polished silver vambraces.


    AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

    Kyffin will heal those who need it at fights end, trying to leave a spell or two in reserve just in case.

    "Damn Razmirans." He spits over the side, "I guess they lived up to their reputation." He helps hoist the loot back to their ship, wondering how much of it the captain was going to let them keep.

    He'll give the items a quick scan with Detect Magic, before doing the same with the ship one last time before departure.

    "What about the rowers?" he asks the captain. "Shall we set them free?"


    M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

    Tristain recoils a bit from Al.

    "What happened to you, Al? How do we fix you?" Tristain asks as he moves away. "What are you?"

    * * *

    "Yeah we should free them! Of course! No one wants to be slaving on a boat, unless they do, but they probably don't," Tristain will help ID the magic items, and even free the rowers if they are slaves.

    None of the magics is good for Tristain, but maybe there is another city/town on the Lake that we can trade/sell loot?


    M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

    Jasno shakes his head. "Doesn't look like I'll be sailing these waters much longer. Turning to Tristain. So I take that doesn't normally happen?"

    ***

    Considering the discussion of the slaves Jasno pipes up. "Just for clarity sake, I was hired help aboard the ship. But if its not to much trouble, might I join you all as far as your destination? I'm not going to be able to sail out in the open after this. Not for awhile."

    Jasno may be paranoid or overly cautious here. Not entirely sure how accurate his response is. Going mostly on the bit about the 'religious enforcers.' Just seemed like a good RP opportunity to connect with the party a bit more.


    1 person marked this as a favorite.
    AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

    "Aye," Kyffin eyes the sailor and measures his request, "We could use the help... if you think you're up to it. What we're doing is dangerous - we're trying to pin down and destroy a great evil, who had its way with us. Our very minds were warped, and their unravelling..." he glances at Tristain, "...some more rapidly than others, is what leads us forth."

    "It's bloody messy, and that's a fact." he says as he wipes the blood of his enemies off his blade. Not wanting to talk about his own past, he refrains from asking the sailor his.

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    I think that makes sense Jasno.

    "We certainly can't leave them," Skywin says. "Even if they're freed, it's too dangerous. Razmirans on one bank, Kyonin elves -- who don't like strangers -- on the other.

    "We're going to have to take them on the Starling, and we'll sink this barge," she decides. "We'll find a safe haven to leave them as soon as we can."

    The freed men and women clamber aboard the new ship gratefully, though their addition means it's incredibly crowded, with little room to move around or operate freely.

    Still, you have some time to investigate the items you also took off the ship, noticing several of them radiate magic, including potions, some weapons and armor, and from the chest, the vambraces. Skywin offers to let you keep anything you want, thanking you for your help and realizing it's probably best not for her to have items taken from Razmirans as she continues to ply these waters. Just one piece of magic in addition to what I spelled out above:

    Spellcraft DC 20:

    They're vambraces of defense: These polished steel vambraces grant a +1 deflection bonus to AC. Once per day, as an immediate action, if the wearer has at least one hand free, when he would normally be hit with an attack from a ranged weapon, he may deflect it with the bracers, taking no damage from it, as if he had the Deflect Arrows feat. (Price 6,000 gp)


    M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

    Jasno nods at Kyffin. "I'll help as best I can. I have no intention of being caught on my own by more of these fellows. He gestures toward the Razmirans. Unexpected places. How the winds have urged me on as of late. Jasno thinks aloud as he watches the sails of a ship within view, stealing a moment for himself before regarding Kyffin respectfully. My name is Jasno, what's yours? He extends his hand toward Kyffin.


    AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

    Kyffin smiles and shakes the sailors rough hands, "Well, apparently, my name is Kyffin. Have a touch of memory issues you see, but that names seems reliable. Welcome."

    He'll do what he can to identify the items, not having much skill at it.

    Spellcraft: 1d20 + 5 ⇒ (9) + 5 = 14 vs DC 20

    He shrugs and passes them to Tristain. "Can you make out what these do? It's beyond me."


    M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

    ”Oh, thank you Kyffin,” Tristain examines the bracers.

    1d20 + 15 ⇒ (8) + 15 = 23 Spellcraft

    If no one minds, Tristain wouldn’t mind wearing these.

    Tristain listens to Jasno and Kyffin talk while he works and sorts and tries to make room among the refugees. To him, he would give the boat over to the rowers and let them row far far away.

    ”Instead of capsizing the boat, why not have the rowers follow us in it? We can capsize it later if we wish, but also, maybe they can sell it for money or burn it for firewood or capsize it later. Seems odd to let it go to waste,” Tristain asks Skywin, but knows that it’s her boat and if she wants to load it with the unwashed hordes, she can.

    And he turns his attention to Jasno.

    ”I’m Kyffin. No, wait, no, I’m Tristain,” Tristain says, having a bit of a mind slip as he was thinking about other things. ”Hey Jasno, do you have any pull with Skywin? Maybe see about having the rowers stay over there and follow us, or get towed by us or something so we have some room to breathe around here?” Tristain definitely does *NOT* like being around so many people.

    He begins to bonk the back of his head against the mast, happy to have that much room at least.

    *bonk*!
    *bonk*!
    *bonk*!


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    AC 25, touch 14, flat-footed 22, hp 109, Fort +18, Ref +18, Will +18; +2 vs. enchantments, CMD 33, Perception +1
    Tristain wrote:
    "What happened to you, Al? How do we fix you?" Tristain asks as he moves away. "What are you?"

    "I'm me, boy, like I've always been. This unsightly form is my curse for helping those fools with their danged manual. Remember, you ever find a manual written by me, Al Hazard, you best leave that thing alone, ain't no good gonna come from it." With effort, Albert shifts his form back to the familiar old man.

    Al assists with the healing efforts and continues his service as the sailors are brought aboard. "Ain't right keeping folks in a filthy hold like that, some of them likely suffered badly for it." Al tends the sailors looking for signs of disease or affliction that could threaten the party

    Heal check: 1d20 + 3 ⇒ (18) + 3 = 21


    M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

    Jasno turns to Tristain, extending his hand. "Well met Tristain. I can't say I'd be able to convince Skywin one way or the other, but I can at least see your suggestion is given consideration.

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

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    The now former slaves have some wounds and are undernourished, but nothing that looks like its contagious as long as you safely escape Razmiran.

    Meanwhile, Skywin shakes her head. "It wouldn't be able to keep up with us, and I'm not willing to leave these poor bastards on their own," she says. "There are a few other reasons too -- it'll look suspicious having one of those barges stay so close -- but unfortunately I don't think there's a way to keep it."

    With the debate apparently settled, she has the crew finish sinking the barge and resumes sailing, the Starling packed in like sardines in an Alkenstar tin. It's uncomfortable, but after a few days, Skywin declares that they seem to be in a safe area and steers the ship toward a River Kingdoms fishing hamlet called Vestonia. After ensuring that the Sellen Starling contains no agents of Razmiran or Kyonin, the elders of the hamlet welcome the erstwhile slaves.

    Heinrich takes this moment to declare that he's done with the journey. If there are things he can't remember, well, that seems preferable to the things he does remember since he woke up in that horrible asylum. He decides to disembark with the slaves, saying he plans to live out his life in this little village and if Lowls wants to come for him, good luck finding him here!

    "Farewell," Gossa calls out as he disembarks, before he and his fellow professor fall to talking.

    "Strange man. Imagine, being happy there?" Wreben asks.

    "Yes, very strange. Probably not even a single book to read..."

    More happily, one of the slaves approaches Kyffin and holds out his boots.

    "I want you all to have these, my thanks for rescuing us," he says. "Guess those damned Maskies's god never told 'em, but they're magic. Can help you move fast; I figured I could use 'em if I ever managed to get on deck, but ... never did until you let us out." They're boots of speed.

    Tristain, meanwhile, hasn't been letting the time pass without working, managing to continue his studies despite the distractions and crowding.

    He studies in "The Codex of Three Prescriptions," "Manual of Silence," and "The Unified Manual of Understanding" lead him to learn that according to a folio regarding extraplanar undead, the ghouls of the Dreamlands are far more social—though no less wicked—than their bestial kin in the waking world. They have rich histories and large communities led by royalty. In addition, a discourse on the dread Plateau of Leng explains that a more powerful form of ghoul inhabits regions where the Dreamlands connects to Leng. These Leng ghouls are shrewder than their lesser kin.

    Finally, he discovered the proper phrase that allows him to use the Dreamlands excursion occult ritual to reach a ghoul necropolis.


    AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

    Kyffin agrees with Skywin's arguments, mostly as she is their guide here and so knows best.

    He tries to stay out of the way during the journey, made harder by the mass of crushing bodies. He tries at least to clear a space for Tristain to study, even if it means standing guard outside his (likely shared) cabin.

    When Heinrich gets off with the others, he's immediately jealous. "I wish I could join you Heinrich, but I must see this through to the bitter end - and take my revenge. Perhaps there's still a little evil in me, but I must be clear of this mystery." He shakes his hand and wishes him well.

    Even more surprised is he by the offer of such a powerful magical aid. He thanks the ex-slave profusely and suggests, "You'll do well I think. You have a good heart. Keep your head down and avoid Razmir." He chuckles a bit at that advice, knowing the last thing the man is likely to do is to head back to Razmir.

    He takes the boots to Tenebrynn first, offering, "You should use these. Your blasts are quite powerful, and they'll help you move about a bit too if you need to."

    He awaits Tristain's research as they continue down river, knowing that sooner or later they'll end up in the dream again.


    M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

    Boots of muthacatting speed!? I think Kyffin should have them, but Tene is good too IF they offer another blast.

    Tristain barely notices Heinrich’s departure. Deep in his own books and isolation, he grunts a goodbye that he quickly forgets even offering. In a week or so, he’ll probably ask where Heinrich had gone off to, as it had not imprinted in his mind.

    What had imprinted is the knowledges about the Dream Ghouls and their superiority in the Dream Lands. He will talk at length with others about it when he is interrupted from his reading and studies. He probably isn’t likely to come to decks on his own (that might require talking to others) but will try to be patient when interrupted in his study.

    ”So yeah, we can go to the ghoul realm whenever. I can also research another location as well,” Tristain explains with trepidation. ”And...and...maybe if we’re going back, we should invite Skywin or Jasno. We might need the extra help with Heinrich gone.”

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