
| Gay Master | 
 
	
 
                
                
              
            
            yah that ain't making it. 
temperance is still in delay
north sea is still asleep
the elemental tries to shove leo overboard
bull rush: 1d20 + 3 ⇒ (19) + 3 = 22

| Gay Master | 
 
	
 
                
                
              
            
            [R5] [10+:Loran], [10: Leo], [9: Dolphins], [7: Ash], [5: T], [5: Captain & Crew]
[R6] [15: Victor ] [13: Temperance Delay], [ 11: Forsythe, Bless 6 ], [ 11-: North Sea Triton (sleep 2) & elemental ],
loran's octopus bites bite: 1d20 + 5 ⇒ (19) + 5 = 241d3 + 1 ⇒ (1) + 1 = 2
loran tries to touch the elemental 
touch: 1d20 + 1 ⇒ (16) + 1 = 17

| Gay Master | 
 
	
 
                
                
              
            
            acid damage: 3d4 ⇒ (3, 2, 1) = 6

| Gay Master | 
 
	
 
                
                
              
            
            leo tries to swim 
swim: 1d20 + 4 ⇒ (18) + 4 = 22

| Gay Master | 
 
	
 
                
                
              
            
            ooh he makes it. stays afloat.

| Gay Master | 
 
	
 
                
                
              
            
            dolphin attacks octopus
slam: 1d20 + 3 ⇒ (17) + 3 = 201d4 + 1 ⇒ (1) + 1 = 2

| Gay Master | 
 
	
 
                
                
              
            
            ash attacks the feared triton 
morningstar: 1d20 + 6 ⇒ (7) + 6 = 131d8 + 3 ⇒ (6) + 3 = 9

| Gay Master | 
 
	
 
                
                
              
            
            nope, misses the guy. 
the guy tries to run, provokes an aoo
ash's aoo: 1d20 + 6 ⇒ (5) + 6 = 111d8 + 3 ⇒ (4) + 3 = 7

| Gay Master | 
 
	
 
                
                
              
            
            the captain swings at the elemental 
greataxe: 1d20 + 8 ⇒ (16) + 8 = 241d12 + 6 ⇒ (7) + 6 = 13

| Gay Master | 
 
	
 
                
                
              
            
            and the crew lower ropes to leo.
oh, the mounted triton attacks ash
trident: 1d20 + 5 ⇒ (2) + 5 = 71d8 + 1 ⇒ (7) + 1 = 8

| Gay Master | 
 
	
 
                
                
              
            
            [R6] [ 11: Forsythe, Bless 7 ], [ 11-: North Sea Triton (sleep 3) & elemental ], [10+:Loran], [10: Leo], [9: Dolphins], [7: Ash], [5: Tritons ], [5: Captain & Crew]
[R7] [15: Victor Delay ] [13: Temperance Delay],

| WhatWouldTemperanceSay | 
 
	
 
                
                
              
            
            I start casting sleep again.
::whisper::Ash, can you get back to the boat before they slaughter you? I can't sleep that jerk that keeps charging you as long as he's underwater...

| Gay Master | 
 
	
 
                
                
              
            
            [R6] [10+:Loran], [10: Leo], [9: Dolphins], [7: Ash], [5: Tritons ], [5: Captain & Crew]
[R7] [15: Victor Delay ] [13: Temperance casting sleep], [ 11: Forsythe, Bless 7, delay ], [ 11-: North Sea Triton (sleep 4) ],
octopus-bite-dolphin: 1d20 + 5 ⇒ (1) + 5 = 61d3 + 1 ⇒ (2) + 1 = 3
tentacles: 1d20 + 3 ⇒ (5) + 3 = 8
Loran is up!

| Gay Master | 
 
	
 
                
                
              
            
            i'll post eventually. sorry. paused b/c of work and apt hunting.

| Gay Master | 
 
	
 
                
                
              
            
            there we go. fixed the fear'ed triton running away. =) 
at least i didn't swing with him. only the mounted one charged ash. 
and had to surface next to him, in order to do it from where he was before. 
leo uses his Alter Self spell-like ability, and turns into a Triton. ( he's an aasimar, triton's are native outsiders. =)
meh. i'm fine calling it. the octo/dolphin will fight. 
since there's no danger of leo drowning, i think he and ash can take the mounted triton and get the others before they wake.

| Gay Master | 
 
	
 
                
                
              
            
            
          
| Gay Master | 
 
	
 
                
                
              
            
            so its about half a day to Seal Isle. The captain sends a few people ashore to get water. the rest idle their time hunting some seals that day, they deploy their little raft, there's 2 on shore, 2 on the boat, and one on each dinghey.
do y'all want to help? and take seats on one of the two hunting boats? or just stand idly by? and let them send out one hunting boat instead of two?

| Gay Master | 
 
	
 
                
                
              
            
            For every day spent hunting near Seal Isle, each one of
the two boats can make a Survival skill check. 
One character must lead the hunt and that individual makes the
roll. Every other person in the boat may attempt to aid
the lead hunter (a DC 10 Survival check to give the leader
a +2 bonus). If an aid roll fails, that individual only gets
in the way imparting a -2 penalty. Perhaps their clumsy
efforts spook the seals.
To catch a seal the leader hunter must beat a DC 15.
That catches one seal. For every three better than that,
the hunting party catches one additional seal in a day.

| Gay Master | 
 
	
 
                
                
              
            
            you made the check to read the text. you can do the same to aid the hunter =)

| Gay Master | 
 
	
 
                
                
              
            
            k, forsythe aids , temperance aids i guess, 
we'll call it a 3 seal day for that boat. 
this is boring so i won't waste chatter on it. 
if ya don't stop, the captain spends 3 days here hunting seals basically. 
get about 10 pelts out of the ordeal.

| Gay Master | 
 
	
 
                
                
              
            
            lol. a penguin leaps at you viciously too. and you cut it down as you go.
the narwhale horn looks real nice. ( knowledge arcana or spellcraft checks pls ) it alone is worth about 3-4,000gp, on top of that they have about 2,600gp worth of ivory in much more tradable pieces, like 50gp, 70gp, 30gp, etc.

| WhatWouldTemperanceSay | 
 
	
 
                
                
              
            
            Also, even if there isn't much there mechanically, I love that the module gave us a chance to go seal clubbing. They just cram in as much despicable as possible for us.
If I ever see a baby with candy, I will be forced to take it.

| Gay Master | 
 
	
 
                
                
              
            
            the narwhal horn is surprisingly durable. you think it will function as a masterwork staff, and that it'll be easy to enchant. if enchanted as a staff, rod or wand, you can take a reduction on the cost to create the item. and creating the item will equal 1,500gp / day rather than 1000gp/day.
you think they'd swap all the tusks, and the horn, for the scrap you salvaged from the mithral cobras.

|  Forsythe Dominem | 
 
	
 
                
                
              
            
            That's like 10 lbs of mithral. That's like 5kgp!
I say we just kill them and take their damned horn.
I'd feel less moral compunctions about that than clubbing seals.

| Gay Master | 
 
	
 
                
                
              
            
            [b]Initiatives:[b]
Ash: 1d20 + 2 ⇒ (8) + 2 = 10
Forsythe: 1d20 + 5 ⇒ (11) + 5 = 16
Leo: 1d20 + 1 ⇒ (14) + 1 = 15
Loran: 1d20 + 3 ⇒ (1) + 3 = 4
Temperance: 1d20 + 4 ⇒ (15) + 4 = 19
Victor: 1d20 + 4 ⇒ (8) + 4 = 12

| Gay Master | 
 
	
 
                
                
              
            
            Initiatives:
White Tusk: 1d20 + 3 ⇒ (11) + 3 = 14
Joseph Calls From Water: 1d20 ⇒ 19
Whale Hunters: 1d20 + 3 ⇒ (11) + 3 = 14

| Gay Master | 
 
	
 
                
                
              
            
            [r1] [19: Temperance], [19: Calls From Water], [16: Forsythe], [15: Leo], [14: White Tusk], [14: Whalers], [12: Victor], [10: Ash], [4: Loran]

| WhatWouldTemperanceSay | 
 
	
 
                
                
              
            
            Since I have a hard time remembering it, can I just set a rule of "anytime anyone or anything looks like it may approach the boat, I cast mage armor ASAP as long as it seems like they won't obviously see and hear me"?
I figure it's prudent until I can cast it all day every day to cast it before anything closes on the boat so I'm not then casting it to start a fight like I did this time. Grr.

| Gay Master | 
 
	
 
                
                
              
            
            okie. we'll set that up for the next time. 
or this time as well, and just say the shaman made a sense motive check successfully rather than a spellcraft check. 
[r1] [19: Calls From Water], [16: Forsythe], [15: Leo], [14: White Tusk], [14: Whalers], [12: Victor], [10: Ash], [4: Loran]
[r2] [19: Temperance, casting sleep],

| Gay Master | 
 
	
 
                
                
              
            
            [r1] [16: Forsythe], [15: Leo], [14: White Tusk], [14: Whalers], [12: Victor], [10: Ash], [4: Loran]
[r2] [19: Temperance, casting sleep], [19: Calls From Water],
Calls from Water casts. 

|  Forsythe Dominem | 
 
	
 
                
                
              
            
            Spellcraft: 1d20 + 9 ⇒ (19) + 9 = 28
He cast Bull's Strength. We need to take out that caster. If you have attacks that can reach, ready to interrupt his next spell. I'll try to hold him with magic but he may resist.
I cast Hold Person (DC 16) on the guy who just cast a spell.

| Gay Master | 
 
	
 
                
                
              
            
            Will Save: 1d20 ⇒ 4
only thing i hate about rolling their save with the modifier, is that you know how good their save is after that. =/ . let me see if this adds to the mystery. =D

| Gay Master | 
 
	
 
                
                
              
            
            lol. that's a clear failure. =)

| Gay Master | 
 
	
 
                
                
              
            
            [r1] [14: Whalers], [12: Victor], [10: Ash], [4: Loran]
[r2] [19: Temperance, casting sleep], [19: Calls From Water], [16: Forsythe], [15: Leo], [14: White Tusk],
Leo's Longbow: 1d20 + 4 ⇒ (13) + 4 = 171d8 ⇒ 3
White Tusk's Bone Spear: 1d20 + 7 ⇒ (4) + 7 = 111d8 ⇒ 2

| Gay Master | 
 
	
 
                
                
              
            
            both miss.
two of the whalers are close enough to row up to the boat and climb on board the low Frosthamar. the four man ship rows up with both men. 
and the ship with #5 decides to move over to the side, but has to double move.

| Gay Master | 
 
	
 
                
                
              
            
            [r1] [12: Victor], [10: Ash], [4: Loran]
[r2] [19: Temperance, casting sleep], [19: Calls From Water], [16: Forsythe], [15: Leo], [14: White Tusk], [14: Whalers],
Zach you're up with Victor.

| Victor_Moreau | 
 
	
 
                
                
              
            
            Presience, then I fire my hand crossbow at the paralyzed guy.
Presience: 1d20 + 4 ⇒ (7) + 4 = 11
Attack: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d4 + 1d6 ⇒ (2) + (2) = 4
If the Presience is higher, I use it for the attack roll.
It's lower, so I save it.

| Gay Master | 
 
	
 
                
                
              
            
            15 hits him while paralyzed.
sneak attack damage: 1d6 ⇒ 6
 
	
 
     
     
     
 
                
                 
	
  
	
 