GM Aerondor
|
The summons was sudden and unexpected. One moment news was traveling around Absalom of the strange crystalline ship that appeared in Absalom’s harbor, defying the Harbor Guard’s defenses and attempts at interdiction, and the next instant a young Pathfinder, acting as courier, brought Venture-Captain Adril Hestram. The meeting occurred in the streets outside the Grand Lodge even as Hestram was coming. The facts of the matter were that a strange, seemingly derelict ship had
indeed appeared in the harbor, it appeared to be of ancient Azlanti make, and the Pathfinders wanted the first crack at it. A clandestine meeting was set up at Harbormaster’s Grange with Hestram and the First Harbormaster.
Upon arrival, Goodman Hugen of House Candren, a Grand Councilman and First Harbormaster, looks up from his cluttered. He quickly shoos away his secretary and walks around his desk to point out his window towards an ominously shaped vessel floating far out in the harbor.
“Thank you for bringing them Adril. The vessel first appeared at second watch. No one saw it enter the harbor and there was no warning of its approach through the Flotsam Graveyard. One instant the harbor was clear and the next instant it was there. According to the few eye witnesses we could find, it seemingly just faded into existence there in the water. Our gillmen and Wave Rider scouts reconnoitered it initially and reported there to be no signs of life on its decks and that it was seemingly constructed of a single piece of seamless, opaque white crystal. The Harbor Guard and Wave Riders immediately set up a cordone around the vessel to contain any threat it represented and the First Guard and Starwatch were placed on alert."
“When no threat appeared imminent we sent a Harbor Guard boarding party. They reported the top decks to be completely deserted and all access to the ship’s interior to be blocked off by a single sealed portal. Indecipherable glyphs are incised all throughout the ship’s hull but there is actual writing on the bow. We took copies from the bow to the city’s sages, and the script was identified as Azlanti. It translates as King Xeros, which we believe to be the ship’s name. Old travelers’ tales tell of a ghost ship that wanders the Great Beyond; it is sometimes referred to as the King Xeros of Old Azlant, a magical vessel launched by the Azlanti shortly before Earthfall. We think this may be the very same vessel here in our own harbor."
“This is where you Pathfinders come in. We believe the ship to be the self-same King Xeros and an artifact of the ancient Azlanti. We need to get inside the ship and find out what secrets it holds and if any danger exists. Since it’s old Azlanti, we figure it’s all kinds of magic and mysteries six ways to Oathday. The sages want a crack at it, but we think it’ll take more than just brains to get into it as it might be trapped or guarded. You Pathfinders are known for your ability to deal with this kind of prehistoric stuff and handle yourselves in a tight spot, so that’s why I’m turning to you. The last thing I need is a dozen dead scholars and some monstrosity from beyond time unleashed on the city. I need you to get on board that ship, find a way inside, do a bit of poking around, and figure out if this is something I should be worried about or if it just happens to be the discovery of the millennium. Your lodge has graciously extended the offer of your services if you’re agreeable, and you will of course have the opportunity to investigate and report on this phenomenon in your chronicles. I haven’t got a lot of time here, so I need your answer relatively quickly before this mystery turns into a fullblown crisis.”
Logan Gallonica
|
Logan lounges in the most comfortable chair in the office idly flipping through an old volume of the chronicles. He doesn't seem to be paying too much attention and he gazes out of the window at the mysterious ship. An expensive silver platter floats in the air next to him, on it sits a very exclusive bottle of Kyonin wine and a delicate crystal glass. The bottle raises itself and pouts a glass which then floats to his hand.
Turning to the harbour master he says, I suppose we could look into this little problem of yours, have your scholars been able to learn anything more useful about the vessel?
Knowledge Arcana if relevant: 1d20 + 8 ⇒ (13) + 8 = 21
Giovanni, the Lucky
|
A dashing young Taldan with unkempt brown hair and the thinnest of goatees saunters into the briefing room with a slight spring in his step. He is dressed in well-tailored finery and wears a polished Mithral Buckler on his left forearm. An equally shiny Mithral Rapier hangs loosely at his side, and judging by its nicks and scratches it has seen combat more than once. He surveys the group and brightens up as he eyes... Wine!
With a flourish he takes an impromptu swig of the floating bottle and just as quickly sets it back down delicately, every movement that of a trained performer.
He straightens his mustache (which really doesn't need straightening) and grins at the gathering. "Greetings, mi amors! I... am Giovanni! And I... am here!" He tilts his head to the side, bows and flashes a smile before continuing the motion into a twirl, landing in the nearest chair.
"It seems we have a mystery? Oui? Well you have called the perfect team! It seems there is no short of seafaring missions these days! When do we set out?"
GM Aerondor
|
History or Planes checks might reveal a bit of knowledge, but arcana is not specific enough for this.
Giovanni, the Lucky
|
I'll use my 1/day Lore Master to Take 20.
Knowledge (history or planes): 20 + 14 = 34
Giovanni springs out of his chair, but doesn't travel far from it.
"Mmm, ah, yes! I think I can remember a lyric or two about this very ghost ship! Maybe an old salty dirge... Let us see... How did it go?..."
He then promptly flops back into the chair, chin in hand as he stares into space visualizing the words.
GM Aerondor
|
Giovanni knows a lot.
In the final days of ancient Azlant, a few powerful mystics and seers may have gained some inkling of the coming Earthfall, though if so they failed to grasp the true magnitude of the imminent disaster. Nevertheless, in those days many strange and mysterious endeavors were undertaken in the dweomer-shrouded halls and planes-spanning observatories empowered by occult and little-understood energies. Planar travel was a wellknown if not overly common practice then, yet nothing of the advancements and experiments done in this field could match the christening of the King Xeros.
The King Xeros was an ether ship, a strange vessel grown from mystical crystal designed to pierce the enigmatic veil of the Ethereal Plane and plumb its inscrutable gray depths. Its mission was shrouded in mystery, and its passengers and cargo a closely guarded secret. When the ship was launched and slowly faded from its home waters into the ether, its mystery became legend and soon sank into distant myth, for upon leaving on its maiden voyage the King Xeros was never seen by the Azlanti again. Shortly thereafter Earthfall erased Azlant from the face of Golarion and the King Xeros of Old Azlant became just an obscure bards’ tale carried on by those steeped in ancient Azlanti lore.
Despite its disappearance from known Golarion history, the King Xeros was not erased entirely from the annals of time, for it continued to roam the Ethereal Plane on its endless mission. Reports began to trickle into planar cities and Material backwaters of a crystal ghost ship that plied the gray mists, appearing unexpectedly and disappearing just as suddenly. Boarding parties never found any trace of the original crew and many vanished altogether as the ether ship made a sudden disappearance. Many an Ethereal treasure hunter sought the King Xeros and the fabled riches or eldritch secrets it was said to carry, but only the occasional report from some itinerant traveler told of sightings of the lost ship as it slipped
through the Deep Ethereal.
No need for any other checks. Just any last preparations before you head out
Ragnar "Handy" Sorvino
|
Before you stands a medium height human who looks a bit tired and a lot ugly. He watches the floating tray for a moment then dismisses it when he realizes it is not a device.
"Always something to do in Absalom. It does sound like the body count will be lower this trip. I am Ragnar. The big snake with the fancy green hat is Hugsy."
Logan Gallonica
|
Logan makes a nonchalant wave as Giovani takes a drink, help yourself my friend, wine is always better drank in company and there is always more where that came from...
Standing and stretching he looks out over the bay at the floating ship as he listens to Giovanni's tales of ancient Azlant. Who know what secrets such a vessel contains, and what riches or dangers. We had best be prepared...
Before they set out Logan regards Hugsy with open curiosity. My, my, what an amazing animal you have here Ragnar. Perhaps I can help out a little to make sure he comes to no harm. Logan mutters a quick spell and carefully and slowly places his hand on the huge snakes flank. Tingling blue light flows from him and sheathes the snake in a protective field of magic.
Logan will cast Mage Armour on Hugsy. I assume you have a wand but this will last much longer and level 1 spell slots are plentiful. Logan already has Mage Armour on himself (1 hour, from a wand which he will continue to use as needed), Unseen Servant (11 hours), Overland Flight (11 hours), Darkvision (11 hours) and Sihedron Brand. If anyone else wants a mage armour let me know.
As we head towards the ship (I assume we will be rowed out although Logan is obviously flying) he will cast a bunch of preparatory spells. He casts Tongues so he can talk to any of the strange inhabitants who might be aboard (110min) as well as activating his wands of Heroism and Barkskin (50min each). As they approach the boat he casts Shield, Mirror Image and Elemental Body 1 turning into a small water elemental (11 min each). He puts down his haversack and talisman before casting elemental body and then reequips them so he can use them while transformed. His wands, scrolls, potions, mundane gear and metamagic rod are all in the pack. Everything else is stuff which works continuously.
Lastly he drinks an antiplague and antitoxin and uses a scroll of see invisibility.
Mirror Images: 1d4 + 3 ⇒ (3) + 3 = 6
He will travel with his lesser versatile rod in hand.
Resources
Spell slots: 1st 5/8, 2nd 6/8, 3rd 7/8, 4th 7/8, 5th 4/5
Fleeting Glance: 11/11
Laughing Touch: 11/11
Ragnar "Handy" Sorvino
|
"Thanks. He is worth keeping safe."
Before we get on the ship Ragnar will cast Barkskin on Hugsy and the strangely silent Sir Godfrey. +3 natural Armor for 80 minutes. And Longstrider on Hugsy. +10 speed for 8 hours. And lastly use his wand of Longstrider on himself.
Sir Godfrey
|
Do you like stereotypical paladins? Well, let's hope so, because that's what this man represents. From his perfect blonde locks of hair that waft gently in a breeze even when there isn't one, to teeth that shine when he smiles, to an annoying smile that appears somehow smug even when he is ever sincere, and down to the perfectly polished and shining armor of Sarenrae's knights.
This is Sir Godfrey, and he stands during the briefing with his chest out and hands resting absently akimbo on his hips. He takes a deep breath after everyone has finished recounting what they know of the ship. "Worry not, dear man. We shall explore this vessel and if we find evil we shall wipe it clear of the decks. The ship will shine with knowledge for us." He glances around at the others in the room and sniffs slightly at the consumption of liquor just before a mission, though he says nothing of it.
Eventually he looks back at the Harbormaster. "Are your men still on the deck, or should we be prepared for altercations when we arrive?"
Logan Gallonica
|
Listening to Godfrey Logan's eyes start to roll so much he is in danger of getting dizzy and falling over. Paladins, he mutters, why does it always have to be Paladins...
Turning back to the room Logan notices Gwynnis, yes, you make a good point, we don't want to get stuck on the ethereal plane. A Plane Shift scroll is probably a good idea although I don't think any of us can activate it without at least some risk. I can normally make most magic items do what I want but sadly I currently lack the funds... he says with a shrug.
Alvin~
|
Alvin is a red-haired, older looking gnome. Though quite old About 90, he still is jubilant and fresh as he has ever been. He has a cloak, and headband. You also see a spell pouch by his side.
I'm Alvin, and I deal with the power of illusion. He waves his hands around making a display of casting motions, but doesn't actually cast anything. Ooooo. I also like fireballs and lightning bolts too, just cause they're fun.
"I lack the funds as well." Alvin points to his headband, recently infused with new magic, as if he believes Logan understands the notion. "However, the Ethereal plane is serious stuff. We should definitely have a way out. I have a Teleport prepared, which should help us get out of any danger we may experience on the plane, but wouldn't get us out of the plane itself. Plus, I can't get all of us with it."
"But perhaps we are overthinking the situation too! I have this tendency to do that. Back in my day, we just went after things without regard for safety! I turned out alright." Alvin begins to ramble to himself about older times.
After done rambling, he casts a few spells.
He casts False Life on himself. False Life: 1d10 + 10 ⇒ (5) + 10 = 15
He casts False Life on Riddywipple. False Life: 1d10 + 10 ⇒ (3) + 10 = 13
He casts Overland Flight on himself.
Will also cast Mage Armor from his Wands (1 is now out!) on Alvin and Riddywipple when close to the ship.
Riddywipple
|
You see a faerie dragon flying around Alvin, creating a flourish of fleeting movements as he floats around. He carries on him a Handy Haversack.
In a high pitched, squeaky voice he says, I'm Riddywipple, and it's nice ta meet cha all! Isn't adventuring just so much fun?
"Wow, they really like putting us together. Hey Ragnar and Uncle Godfrey." Riddywipple, like usual, floats over to Godfrey, becoming almost more his pet than Alvin's.
"Wow Gio..vee knee? You know a lot!"
Upon hearing Logan's little rant about paladin. "Hey! What do you have against Uncle Godfrey? He's sooooooo cool!"
Sir Godfrey
|
Godfrey gives Riddywipple both a thumbs up and a wink combined with a giant smile. "That's right little friend. Being good is the coolest! And evil is for losers, that receive my boot to their backside!" Godfrey then moves the thumb up to rub against his perfectly shaved cleft chin in thought.
"I think such a scroll would be a dubious proposition, since we don't have a reliable cleric of the Dawnflower to utilize it. Perhaps we may find a way to control the ship when we get on board to prevent it from leaving?"
Logan Gallonica
|
Aaah, Riddywhipple, I have nothing against your Uncle or indeed every Paladin, it's only all of the ones I have actually met who have been a pain in the posterior he says with a wink and a smile.
As for a scroll purchase, I have complete confidence that I can fool some piece of paper into believing I am a cleric of your dishy sun goddess...
Giovanni, the Lucky
|
As the banter continues Giovanni makes his way within whispering distance of Gwynnis.
Smiling warmly, he asks, "Ma belle dame, parlez-vous Céleste? Il est la langue des dieux, je suppose qu'il est votre langue maternelle."
Alvin~
|
Alvin ignores the Celestial banter and continues with the mission conversation.
"Speaking of foreign languages, since it's an Azlanti ship do we have an expert on the language in case we run into anything written? If not, I've got my Comprehend Languages scroll but rather not throw away gold if we have someone who understands the language."
"Ethereal threats... hrm... Riddy, make sure you have that Scroll of See Invisibility handy."
"Think I'm ready to head out once we decide the fate of the Plane Shift scroll."
Riddywipple
|
"The only paladin I've known is Uncle Godfrey, and he's never a pain." From the naive eyes of a faerie dragon...
"I can use magical items too! And I can puff dust from my lungs!" The faerie dragon is looking to impress others and breathes out a plume of vibrantly colored smoke in the air. He then coughs a little and lets out a big smile as is he has accomplished something.
Ragnar "Handy" Sorvino
|
Ragnar waves to his old friends.
"Sounds like we will be well prepared."
Logan Gallonica
|
Chuckling at the antics of the little dragon Logan turns to Alvin, I speak Azlanti but I am no expert, I'm afraid that I was a rather poor student, parties, theatre and drinking were always more interesting than musty old books. Happy to translate though if we come across any scribblings.
GM Aerondor
|
Your Harbor Guard sloop makes its way slowly and cautiously out toward the mysterious visitor. As the sloop draws nearer, details of the vessel become clear. It only superficially resembles a ship, with a symbol-covered hull of quartz glowing with a rosy tint in the wan light of evening. A tall aft castle of strangely faceted crystal rises from its stern sprouting from its sides giant, winglike sails of the same crystal that hang parallel to the water. It bears a split bow, between which rises a gigantic black spike towering over 60 feet into the air. It is the only portion of the ship that does not seem to made of the same opaque crystal. The main deck is uneven, broken into several subdecks. From a distance, one can make out the faint lines of decks and compartments through the crystal hull, but these these fade quickly upon closer inspection.
Arrayed around the vessel at a distance of perhaps a quarter mile is a ring of other Harbor Guard vessels, from sloops to cutters to dinghies; they seem to have turned out everything that could float in order to contain this potential menace. Within this cordone of vessels can be seen the forms of hippocampus-mounted Wave Riders patrolling closer in and even under the derelict hulk. A single accomodation ladder hangs over the port side just abaft of the fore deck, a shallowdraft barge moored at its foot, a sign that at least one patrol of the Harbor Guard still remains on board keeping watch over the upper decks of the mystery ship.
The lapping of water against the ship’s hull is drowned out by the sounds of sudden screams from the ship’s main deck, and flaring bursts from fiery explosions suddenly illuminate its superstructure. The Harbor Guards already aboard appear to have come under attack and cries of pain echo over the waters of the harbor.
I've put up a map of the top. You are currently on a barge alongside.
Ragnar "Handy" Sorvino
|
"It sounds like someone did something foolish. We should investigate quickly."
Ragnar will pull out his bow. With this many casters he doubts the party will do something as mundane as climbing the side of a boat but we will see.
The map shows a ladder hanging from the mid deck. An error between the map and box text?
GM Aerondor
|
The mid deck is the one aft of the fore deck. The habour barge is tied up below that ladder. If you want to you can start on that side instead. I'll shuffle the map around.
Logan Gallonica
|
Well, looks like the party has started without us, I cannot get you lot up there but I can speed you on your way!
With that Logan casts Haste on the party and flies upwards to get a clearer look at what is happening on board the ship, from a safe distance of course.
Spell slots: 1st 4/8, 2nd 6/8, 3rd 6/8, 4th 7/8, 5th 4/5
Fleeting Glance: 11/11
Laughing Touch: 11/11
GM Aerondor
|
Logan spies a group of guardsmen hudded in various spots on the deck.
Two large crystalie figures roam about, slamming the guards. Two other turrets, one near the top of each of the stairs, send gouts of fire at anything exposed...
Four of the guards appear to be dead already, and the others don't look like they have much time left...
Logan Gallonica
|
Better get up here fast people, these guards are taking a pounding. Also, watch for some weird fire spitters!
Arcana if relevant: 1d20 + 8 ⇒ (14) + 8 = 22
Shouting over to the guards he says, Gentlemen, I recommend an immediate withdrawal, the professionals have arrived to handle this situation. If any of you cannot swim please let me know and I can drag you over to our boat.
GM Aerondor
|
The fire shooters appear to be some type of animated object. The crystal things... Logan has no idea about.
Guess I should stick up an initiative block to keep track of things.
Status, bold may post: haste active.
Ragnar
Giovanni
Alvin
Sir Godfrey
Gwynnis
The things on the ship
Dead guards: 4
Logan.
Giovanni, the Lucky
|
While everyone's close together, let's do Shofar, Good Hope, Bardic Performance (24 rds remaining).
"New friends, I wish you to be old friends years from now! Find hope and inspiration through my words! Go forth and do good!"
+3 Competence Bonus on Attack/Damage
+2 Morale Bonus on Attack/Damage/Saves/Skills
Alvin~
|
Move Action
Alvin flies up into the air 35 ft. up.
Free Action
Alvin tries to identify the threat.
Knowledge (Arcana, Dungeoneering, Local, Nature, Planes, or Religion) (Good Hope): 1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 25 - 3 lower if Engineering, Geography, History, or Nobility.
Standard Action
Alvin tries out his new trick and creates a quasi-real pit beneath the Green crystalline figure. Shadow Conjuration, assuming they are walking, to mimic a Spiked Pit beneath the Green figure.
DC 25 Will save to check if it's real or not (If it's made, still 20% chance it is real for them and have to make the next save), then DC 25 Reflex save to not fall in the pit. Pit is 50 ft. deep. If it falls in, it takes the damage below and is Prone. DC 20 climb check to start climbing out and takes 1d6 piercing damage each round it is in contact with spikes.
Fall Damage: 5d6 ⇒ (1, 3, 3, 1, 6) = 14
Piercing Damage from Spikes: 2d6 ⇒ (2, 6) = 8
If it makes the Will save and passes the 20% chance, I guess it's just standing on top of a pit. If it makes the Reflex save, it gets to shunt to the side. At least this is how I've always seen it run...
Riddywipple
|
"A SHIP! OH BOY!!!!"
Double Move Action
Riddywipple zips around, not doing much of use, but looking for anything interesting. Ending 25 ft. up.
Perception (Good Hope): 1d20 + 15 + 2 ⇒ (20) + 15 + 2 = 37
Ragnar "Handy" Sorvino
|
Ragnar will have Hugsy attack blue.
Hugsy now has a climb speed of 40 and regular speed of 40 so easily goes up the side of the boat.
Even if the upper deck is 10 feet above the mid deck Hugsy should still be able to attack.
Including Haste, Inspire, and Good hope.
Bite: 1d20 + 11 + 1 + 3 + 2 ⇒ (8) + 11 + 1 + 3 + 2 = 25 for dmg b/s/p non magic: 1d4 + 10 + 3 + 2 ⇒ (1) + 10 + 3 + 2 = 16
Grab: 1d20 + 16 + 1 + 3 + 2 ⇒ (19) + 16 + 1 + 3 + 2 = 41 then constrict b non magic: 1d4 + 10 + 3 + 2 ⇒ (3) + 10 + 3 + 2 = 18
GM Aerondor
|
Alvin doesn't recognise these crystalline forms either.
The pit seems to materialise until the green hued crystal creature but either the nature of the ship, or that of the creature seems to repel it. The creature does not fall.
Alvin recognises this as a form of spell resistance
Hurgy closes on the creature, but can't land his patented move. Even his lucky party hat doesn't help. The creature does however swot him for having the audacity to attack him.
AOO: 1d20 + 22 ⇒ (5) + 22 = 27
But all the magical protections that have been layered on the snake manage to repel the blow.
Ragnar lets fly with a barrage of arrows at the green tinted creature. At least a couple of them seem to hit, although they do nothing like the damage he was expecting them to do.
Riddywipple sees no new threats not already mentioned. Those fire jets look hot though...
Status, bold may post: haste, good hope, inspire courage all active (+6 to hit, +5 to damage)
Sir Godfrey
Gwynnis
The things on the ship
Green 18
Dead guards: 4
Logan.
Ragnar
Giovanni
Alvin
GM Aerondor
|
Logan is flying and thus not in your way. You can't really run up the ladder though. Given you had time to prepare a bit, I'm happy for Gwynnis to swap spots for Sir Godfrey in the starting location.
Gwynnis Tilia-Faced
|
Totally forgot--I always count as having a running start!
Gwynnis abruptly jumps up on deck, then steps behind the giant creature, opposite Hugsy.
Swift Spend 1 ki for +20 bonus on Acrobatics to jump
Move Movement
Free Sheath the wand while moving
Acrobatics (Avoid AoO): 1d20 + 14 ⇒ (4) + 14 = 18 AC 36 w/ mobility
Sir Godfrey
|
"Worry not Madam, when there is danger and folks scream for aid I do not hesitate to move to their rescue! I shall be out of your way post-haste!" And with haste, thanks to the myriad of buffs floating around. Sir Godfrey will scale the ladder with alacrity despite his arm, moving quickly to engage the blue crystal creature after taking just a brief moment to pose for dramatic effect that is ruined as the monk simply jumps past him. "Ladies first, I suppose. I am a gentleman after all."
"Face me fiend!" Seeing it take a swing at the snake he will spring forth under it's reach and rear back into a practice stance, swinging his blade around with enough force to smash a hole in the wall of a keep... full of evil.
Quick climb the ladder and step up next to the blue crystal with spring attack to avoid any risk of combat reflexes. Standard action to hit it."
+3 Adamantine Great Sword(Power Attack, Party Buffs): 1d20 + 18 - 3 + 6 ⇒ (19) + 18 - 3 + 6 = 40
Damage(Power Attack, Party Buffs: 2d6 + 21 + 5 ⇒ (3, 3) + 21 + 5 = 32
Crit Confirm(Power Attack, Party Buffs): 1d20 + 18 - 3 + 6 ⇒ (18) + 18 - 3 + 6 = 39
Crit Damage(Power Attack, Party Buffs: 2d6 + 21 + 5 ⇒ (3, 4) + 21 + 5 = 33
Shadow of Sarenrae
|
Sir Godfrey's shadow flies into the air after him, taking note that none of the things on the deck seem to actually be alive. With that in mind it opts to seperate from where any good shadow would be, following the person who casts it.
Instead it ends up hovering silently between Logan and Alvin in case anything moves in their directs it can try and hinder.
GM Aerondor
|
Sir Godfrey launches a massive blow at the blue crystal creature. It, remarkably, stays standing.
The guardsmen, being good at following orders, jump. One is a bit late and is squashed by a massive fist swinging at him.
Those close to the creature feel their limbs start to slow down...
Hugsy, Sir Godfrey and Gwynnis Will DC 17 or lose your haste
Faced with a choice of targets, the crystal creature spits the difference, belting out at both Hugsy and Sir Godfrey.
attack Hugsy: 1d20 + 22 ⇒ (17) + 22 = 39
attack Sir Godfrey: 1d20 + 22 ⇒ (18) + 22 = 40
damage, Hugsy: 2d10 + 9 ⇒ (4, 6) + 9 = 19
damage, Sir Godfrey: 2d10 + 9 ⇒ (1, 5) + 9 = 15
The flame turrets also turn their energy on the pathfinders.
touch vs Hugsy: 1d20 + 6 ⇒ (15) + 6 = 21
touch vs Sir Godfrey: 1d20 + 6 ⇒ (8) + 6 = 14
Fire damage, Hugsy: 6d6 + 1 ⇒ (5, 2, 6, 2, 1, 4) + 1 = 21
The creature at the back, with no guardsmen to contain it, strides forward and slams into Gwynnis.
attack, flank: 1d20 + 22 + 2 ⇒ (18) + 22 + 2 = 42
damage: 2d10 + 9 ⇒ (9, 5) + 9 = 23
Status, bold may post: haste, good hope, inspire courage all active (+6 to hit, +5 to damage)
Logan.
Ragnar
Hugsy - 40 damage
Giovanni
Alvin
Sir Godfrey - 15 damage
Gwynnis - 23 damage
Green 83
Dead guards: 5
Ragnar "Handy" Sorvino
|
Hugsy DC17 Will save: 1d20 + 5 ⇒ (18) + 5 = 23
Hugsy writhes in pain but sticks to hiss target.
Includes Inspire Courage +3 to hit and dmg, Good Hope +2 to hit and dmg, Haste +1 to hit and extra attack.
Bite: 1d20 + 11 + 3 + 2 + 1 ⇒ (2) + 11 + 3 + 2 + 1 = 19 for dmg p/b/s: 1d4 + 10 + 3 + 2 ⇒ (2) + 10 + 3 + 2 = 17
Haste bite if the first misses: 1d20 + 11 + 3 + 2 + 1 ⇒ (8) + 11 + 3 + 2 + 1 = 25 for dmg p/b/s: 1d4 + 10 + 3 + 2 ⇒ (3) + 10 + 3 + 2 = 18
Grab: 1d20 + 16 + 3 + 2 + 1 ⇒ (11) + 16 + 3 + 2 + 1 = 33 if successful constrict b: 1d4 + 10 + 3 + 2 ⇒ (3) + 10 + 3 + 2 = 18
Ragnar eyes the metal thing spitting fire but decides to finish focus fire He'll switch to green if blue goes down.
Including: Rapid Shot -2 to hit extra attack at full BAB, Deadly Aim -3 to hit/+6 to dmg, Haste +1 to hit 1 extra attack, Inspire Courage +3 to hit and dmg, Good Hope +2 to hit and dmg, Precise and Improved Precice Shot no penalties for firing, and Manyshot extra arrow on first shot.
Manyshot: 1d20 + 18 - 2 - 3 + 1 + 3 + 2 ⇒ (10) + 18 - 2 - 3 + 1 + 3 + 2 = 29 for dmg cold iron, piercing, magic: 2d8 + 20 + 6 + 4 ⇒ (3, 2) + 20 + 6 + 4 = 35
Haste: 1d20 + 18 - 2 - 3 + 1 + 3 + 2 ⇒ (9) + 18 - 2 - 3 + 1 + 3 + 2 = 28 for dmg cold iron, piercing, magic: 1d8 + 11 + 4 + 2 ⇒ (7) + 11 + 4 + 2 = 24
Shot #1: 1d20 + 18 - 2 - 3 + 1 + 3 + 2 ⇒ (17) + 18 - 2 - 3 + 1 + 3 + 2 = 36 for dmg cold iron, piercing, magic: 1d8 + 10 + 3 + 2 ⇒ (2) + 10 + 3 + 2 = 17
Shot #2: 1d20 + 13 - 2 - 3 + 1 + 3 + 2 ⇒ (10) + 13 - 2 - 3 + 1 + 3 + 2 = 24 for dmg cold iron, piercing, magic: 1d8 + 10 + 3 + 2 ⇒ (3) + 10 + 3 + 2 = 18
GM Aerondor
|
Sorry, got that damage round the wrong way. Green was on 18 and blue on 65. Green was the one that Ragnar could easily target from the boat.
Hugsy tries to bite the metal creature, but without luck.
Ragnar, having found his range, drops several more arrows into the Green crystal creature.
Status, bold may post: haste, good hope, inspire courage all active (+6 to hit, +5 to damage)
Logan.
Giovanni
Alvin
Sir Godfrey - 15 damage ; Will DC 17 vs slow
Gwynnis - 23 damage ; Will DC 17 vs slow
Green 54
blue 65
Dead guards: 5
Ragnar
Hugsy - 40 damage
Alvin~
|
Move Action
Alvin remains airborne and flies near Hugsy. 15 ft. off ground.
Standard Action
He scoffs. "Ugh, just as I feared. This isn't my battle."
He casts Displacement on Hugsy. 50% miss chance on Hugsy now.
Riddywipple
|
Move Action
Riddywipple moves near Alvin.
Standard Action
"Oh, I'll do that thing Alvin taught me. When there's distance fire, tunnels work great!"
Riddywipple casts Silent Image to form an image of a tunnel, 5 ft. high, that goes on the North end of the ship and attempts to block the vision of the northern firing turret. It's a 5 foot wide arched tunnel complete with sconces inside that mimic a false Continual Flame spell.
Placed on map.
Gwynnis Tilia-Faced
|
Gwynnis maintains her position as long as possible, setting the flank for her allies, then strikes with a rapid fire succession of blows from her darkwood staff.
Swift Spend 1 ki for extra attack
Free 5-ft. step
Shillelagh 1: 1d20 + 19 ⇒ (12) + 19 = 31 Bludgeoning/Magic: 2d6 + 9 ⇒ (2, 1) + 9 = 12
Shillelagh 2: 1d20 + 19 ⇒ (8) + 19 = 27 Bludgeoning/Magic: 2d6 + 9 ⇒ (2, 1) + 9 = 12
Shillelagh 3: 1d20 + 14 ⇒ (3) + 14 = 17 Bludgeoning/Magic: 2d6 + 9 ⇒ (3, 2) + 9 = 14
Shillelagh 4: 1d20 + 14 ⇒ (18) + 14 = 32 Bludgeoning/Magic: 2d6 + 9 ⇒ (5, 4) + 9 = 18
Shillelagh (haste): 1d20 + 19 ⇒ (5) + 19 = 24 Bludgeoning/Magic: 2d6 + 9 ⇒ (5, 5) + 9 = 19
Shillelagh (ki): 1d20 + 19 ⇒ (17) + 19 = 36 Bludgeoning/Magic: 2d6 + 9 ⇒ (1, 4) + 9 = 14
Conditions: I'll wait until everybody else is done attacking, so that they have an opportunity to full attack blue. Assuming blue drops at some point, I will redirect the remaining attacks at green (-2 attack w/o flanking) and 5-ft. step according to the red arrow. If blue is still standing after my haste attack, I will instead step onto the "1", and spend ki for the AC bonus instead of an extra attack.