Skull & shackles (Inactive)

Game Master DBH


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Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Kung draws his blade and gets ready for the coming battle.


ADVENTURE PATH COMPLETE

Niobe is just waiting for a target upon whom to call down lightning, as she has no other useful spells.


Are you sure you want to do that?

Sorry. I meant to have this map up earlier but the weekend got away on me. The new map. Ship Assault is up top. Please place yourselves where you wish to be. It is important!


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

I've placed Marnir at the wheel, I figure he'd be trying to navigate away as best as possible.


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Kung positions himself right at the prow of the ship, looking for the trouble that he knows is coming.


Are you sure you want to do that?

Still waiting for Niobe & Callidora?


Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

Bracing herself for the oncoming assault, Callidora casts a spell on herself, as both she and Cioldryss take on a deep grey-black metallic appearance.

Cast Ironskin (Share spells)

Niobe already said she was waiting to drop lightning on the first enemy to become visible


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)
GM_DBH wrote:
Please place yourselves where you wish to be. It is important!

I think GM_DBH is waiting for this? Probably just a post saying that your token is in place.


Are you sure you want to do that?

inits:

Kung: 1d20 + 5 ⇒ (16) + 5 = 21
Marnir: 1d20 + 4 ⇒ (18) + 4 = 22
Niobe: 1d20 + 2 ⇒ (20) + 2 = 22
Callidora: 1d20 + 3 ⇒ (15) + 3 = 18
Red: 1d20 + 1 ⇒ (18) + 1 = 19
Orange: 1d20 + 1 ⇒ (1) + 1 = 2
Yellow: 1d20 + 1 ⇒ (2) + 1 = 3
Green: 1d20 + 1 ⇒ (7) + 1 = 8
Purple: 1d20 + 3 ⇒ (16) + 3 = 19
Blue: 1d20 + 3 ⇒ (11) + 3 = 14
White: 1d20 ⇒ 9

Your pursuers emerge from the surrounding waters in a hunting formation, flying barely feet over the water as they hurtle towards the Unbound Drake.

Battle order is up top. Map is updated. You may act.


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

As calls of alarm ring out, Kung whips his head to the aft of the shift, cursing himself for choosing the wrong end of things. He studies the pursuers, trying to figure out who or what they are.

What are we looking at here? Who are these pursuers? Looking to know which of our pursuers have PC class levels and what they are, primarily (i.e. who are spellcasters)

Knowledge (local), red: 1d20 + 3 ⇒ (9) + 3 = 12
Knowledge (local), orange: 1d20 + 3 ⇒ (14) + 3 = 17
Knowledge (local), yellow: 1d20 + 3 ⇒ (11) + 3 = 14
Knowledge (local), green: 1d20 + 3 ⇒ (11) + 3 = 14
Knowledge (local), blue: 1d20 + 3 ⇒ (10) + 3 = 13
Knowledge (local), purple: 1d20 + 3 ⇒ (7) + 3 = 10
Knowledge (local), grey: 1d20 + 3 ⇒ (9) + 3 = 12
If (local) isn't the right Knowledge skill to use, Kung also has dungeoneering and nature with the exact same bonuses

I see this post describing them in broad terms, but without any ID as to which color is which NPC

Stats:

HP 130/130
AC 27 touch 18 flat-footed 21 (+8 armor, +5 dex, +1 natural, +2 deflection/ring, +1 dodge/haste)
DR 2/-
Speed: 70 ft (+30 haste)
Fort: +15, Ref: +16 (+1 dodge/haste), Will: +7
Conditions: grand destiny (2/2 uses), haste
Melee (+1 furious greatsword): +20/+12/+7 (+11 BAB, +7 str, +1 enhancement, -0/-3/-3 power attack, +1 haste)
Damage (+1 furious greatsword): 2d6+20 (+10 str (7x1.5), +1 enhancement, +9 power attack)
Ranged (+1 adaptive longbow): +17/+12/+7 (+11 BAB, +5 dex, +1 enhancement, +1 haste)
Ranged damage (+1 adaptive longbow): 1d8+8 (+7 str, +1 enhancement)
13/25 rds Rage remaining


Are you sure you want to do that?

You know that Purple, red, Yellow, Orange and Green are Clerics of Norgorber. With Purple being the Leader. White you haven't seen before, but he wears no armor so likely he's an Arcane caster. The Tengu (Blue) has armor and weapons. A warrior of some type.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Marnir draws his axe as he moves purposefully towards the port gunwale, handing the wheel to a nearby petty officer. He makes some arcane movements around his mouth before unleashing an ear-splitting roar out across the sea towards the oncoming attackers. "DRAKES! STAND FAST!"

Inspired rage starts without an action as combat begins, Move Action to move 20ft while drawing my axe, Standard Action to cast shout which I think can get yellow and red only. They take 5d6 ⇒ (6, 2, 5, 5, 2) = 20 sonic damage and are deafened for 2d6 ⇒ (1, 2) = 3 rounds, unless they pass a DC 18 Fort save which negates the deafness and halves the damage.

Stats:

HP (107) 83/(145) 121
AC 26, touch 15, flat-footed 26 (+9 armour, +2 deflection, +2 Dex, +1 dodge, +2 natural armour, -1 rage, +1 haste)
Speed: 60ft (+30ft haste)
Fort: +18, Ref: +12, Will: +17 (+4 vs fear) (+2 Fort & +4 Will rage, +2 Fort & Ref heroism, +1 Ref haste)
Conditions: inspired rage, heroism, see invisibility, water breathing, touch of the sea, 6 mirror images, death ward, haste
Melee attack (+2 furious battleaxe): +22/+22/+13 (+9/+4 BAB, +5 Str, +2 enhancement, -3 Power Attack, +2 rage, +2 furious, -1 Reckless Rage, +2 heroism, +1 haste)
Melee Damage (+2 furious battleaxe): d8+29 (+7 Str, +2 enhancement, +3 Arcane Strike, +9 Power Attack, +3 rage, +3 Reckless Rage, +2 furious)
20/28 rds raging song remaining


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Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Kung, grateful for the enhanced speed from haste, leans on all of his familiarity with a ship's movement as he begins charging towards the rear of the ship. His peg-leg begins its rhythm even as he begins grabbing the rigging, hopping on cannons, bouncing off masts, and vaulting other pirates in one of the most violent--yet effective--displays of parkour seen on the Drake yet. He launches himself off the gunwale between two cannons, his peg-leg still rhythmically tapping as he replaces the firm footing of the ship with equally firm footing of the stormy winds. He continues in a straight line towards the new caster in the back, diving between two of the Norgorberites to get there.

Actions:

Free: enter rage
Full round: charge 125' using air walk and swinging reposition
Free: 5' step (allowed by swinging reposition)
(charge attack from the transparent position, then 5' step to the solid position)

Looks like there are two threatened squares to pass through:
Acrobatics (to avoid AoO), savage sailor: 1d20 + 14 + 3 ⇒ (14) + 14 + 3 = 31
Acrobatics (to avoid AoO), savage sailor: 1d20 + 14 + 3 ⇒ (16) + 14 + 3 = 33

+3 furious greatsword, charge: 1d20 + 24 + 2 ⇒ (15) + 24 + 2 = 41
Damage, S: 2d6 + 24 ⇒ (2, 5) + 24 = 31


Stats:

HP 24+130/130
AC 23 touch 14 flat-footed 17 (+8 armor, +5 dex, +1 natural, +2 deflection/ring, +1 dodge/haste, -2 rage, -2 charge)
DR 2/-
Speed: 70 ft (+30 haste)
Fort: +15, Ref: +16 (+1 dodge/haste), Will: +9 (+2 rage)
Conditions: air walk, haste, grand destiny (2/2 uses), rage
Melee (+3 furious greatsword): +24/+16/+11 (+11 BAB, +7 str, +3 enhancement, -0/-3/-3 power attack, +1 haste, +2 rage)
Damage (+3 furious greatsword): 2d6+24 (+10 str (7x1.5), +3 enhancement, +9 power attack, +2 rage)
Ranged (+1 adaptive longbow): +17/+12/+7 (+11 BAB, +5 dex, +1 enhancement, +1 haste)
Ranged damage (+1 adaptive longbow): 1d8+8 (+7 str, +1 enhancement)
12/25 rds Rage remaining


Are you sure you want to do that?

Niobe
ref save vs Call lightning Yellow: 1d20 + 3 ⇒ (10) + 3 = 13 I doubt that saves
damage: 3d6 ⇒ (4, 1, 2) = 7

Marnir
fort save vs Shout Red: 1d20 + 9 ⇒ (14) + 9 = 23
fort save vs Shout Yellow: 1d20 + 9 ⇒ (17) + 9 = 26

Kung Flashes across deck and ignores the futile attempts to hinder him, lashing out brutally at White, wounding him deeply.

Red looks desperate and turns to cast Dispe magic on Kung.

dispel magic: 1d20 + 7 ⇒ (12) + 7 = 19

Kung your Air walk is gone, you plummet to the waters 10' below.

Purple ignores Kung and casts on Marnir.

Flame strike: 12d6 ⇒ (4, 4, 3, 5, 5, 6, 1, 1, 4, 3, 6, 5) = 47

Ref save DC18 for half damage.

She points at Marnir and screams, "Take him!"

Callidora may act.


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)
GM_DBH wrote:

Red looks desperate and turns to cast Dispe magic on Kung.

[dice=dispel magic] 1d20 + 7;

Kung your Air walk is gone, you plummet to the waters 10' below.

I think the dispel check failed. The DC to dispel a spell is 11 + the spell's caster level (not spell level). Niobe's caster level is 12, so the DC would be 23. I think all of the spells active on Kung came from 12th level casters, so none should be dispelled by a 19 (unless maybe someone cast something from a wand?).


ADVENTURE PATH COMPLETE

Niobe concentrates on her lightning and brings another stroke down on the one who cast the flame strike (purple).

Call lightning damage: 3d6 ⇒ (6, 6, 6) = 18

Ref save is DC 19.


Are you sure you want to do that?

You are still flying then Kung. :(

White looks to be in great pain and hurriedly scrabbles for something in his belt pouch.

AOO for you Kung

ref save vs Call lightning Purple: 1d20 + 7 ⇒ (18) + 7 = 25

Purple is caught by the edge of the lightning bolt.

Blue flies in and attacks Marnir savagely.

scimitar: 1d20 + 15 + 6 ⇒ (19) + 15 + 6 = 40
scimitar Crit?: 1d20 + 15 + 6 ⇒ (13) + 15 + 6 = 34
Image? 1d7 Marnir is 1: 1d7 ⇒ 6

His attack slice harmlessly through an image. :(

Orange & Green join in the assault on Marnir

Dispel magic vs Mirror Image Green: 1d20 + 7 ⇒ (7) + 7 = 14
Dispel magic vs Mirror Image Orange: 1d20 + 7 ⇒ (10) + 7 = 17

No spells are removed. :(

Red & Yellow both cast Invisibility on themselves.

Those with See Invisibility can still see them. Kung Can not!

Kung & Marnir can now act. Niobe has used her spell, Kung you have the AOO first. If it does not kill White he goes Invisible.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Marnir barely has to move to dodge the birdman's sword slash and he turns towards his assailant to take him on. "The group of two fliers in the middle just went invisible!" he calls out between verses of his warchant, hoping that Niobe or Cally can illuminate them. His axe flashes out at speed as Marnir presses the attack against the birdman.

Free Action to continue inspired rage, Swift Action to use Arcane Strike, Full Round Action to full attack blue.

Axe attack: 1d20 + 22 ⇒ (10) + 22 = 32
Damage: 1d8 + 29 ⇒ (4) + 29 = 33

Axe attack: 1d20 + 22 ⇒ (7) + 22 = 29
Damage: 1d8 + 29 ⇒ (3) + 29 = 32

Axe attack: 1d20 + 13 ⇒ (19) + 13 = 32
Damage: 1d8 + 29 ⇒ (6) + 29 = 35

Stats:

HP (111) 87/(145) 121
AC 26, touch 15, flat-footed 26 (+9 armour, +2 deflection, +2 Dex, +1 dodge, +2 natural armour, -1 rage, +1 haste)
Speed: 60ft (+30ft haste)
Fort: +18, Ref: +12, Will: +17 (+4 vs fear) (+2 Fort & +4 Will rage, +2 Fort & Ref heroism, +1 Ref haste)
Conditions: inspired rage, heroism, see invisibility, water breathing, touch of the sea, 5 mirror images, death ward, haste, fast healing 4
Melee attack (+2 furious battleaxe): +22/+22/+13 (+9/+4 BAB, +5 Str, +2 enhancement, -3 Power Attack, +2 rage, +2 furious, -1 Reckless Rage, +2 heroism, +1 haste)
Melee Damage (+2 furious battleaxe): d8+29 (+7 Str, +2 enhancement, +3 Arcane Strike, +9 Power Attack, +3 rage, +3 Reckless Rage, +2 furious)
19/28 rds raging song remaining


Are you sure you want to do that?

Ouch. Attack the one doing the Singing. Bards are easy. :)


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Kung takes advantage of the opening from spellcasting and targets a wicked slice of his greatsword at the foe in white.

Attack of Opportunity:

+3 furious greatsword: 1d20 + 24 ⇒ (17) + 24 = 41
Damage, S (cold iron/silver from enhancement), witch hunter: 2d6 + 24 + 3 ⇒ (5, 3) + 24 + 3 = 35

Crit?: 1d20 + 24 ⇒ (3) + 24 = 27
Crit damage: 2d6 + 24 + 3 ⇒ (5, 6) + 24 + 3 = 38 supresses one random beneficial spell effect on spellcaster if critical hit confirmed

He then quickly shifts position so that he can attack both of the casters out here. Still focusing on the target in white first, he only shifts his attention to the one in purple after the one in white begins falling to the water's surface. As he strikes, furiously and frequently, his pegleg can be seen to continually tapping out its frantic pattern, though it makes no sound as it taps only on the air that's somehow solid enough to support the half-orc.

Actions:

5' step
Full round: full attack vs white first, then purple if white falls

+3 furious greatsword: 1d20 + 24 ⇒ (9) + 24 = 33
Damage, S (cold iron/silver from enhancement): 2d6 + 24 ⇒ (4, 5) + 24 = 33 +3 (witch hunter) if vs. foe that casts spells or has spell-like abilities

+3 furious greatsword: 1d20 + 19 ⇒ (10) + 19 = 29
Damage, S (cold iron/silver from enhancement): 2d6 + 24 ⇒ (4, 4) + 24 = 32 +3 (witch hunter) if vs. foe that casts spells or has spell-like abilities

+3 furious greatsword: 1d20 + 14 ⇒ (19) + 14 = 33
Damage, S (cold iron/silver from enhancement): 2d6 + 24 ⇒ (2, 3) + 24 = 29 +3 (witch hunter) if vs. foe that casts spells or has spell-like abilities

+3 furious greatsword, haste attack: 1d20 + 24 ⇒ (18) + 24 = 42
Damage, S (cold iron/silver from enhancement): 2d6 + 24 ⇒ (1, 1) + 24 = 26 +3 (witch hunter) if vs. foe that casts spells or has spell-like abilities

Crit? (3rd iterative attack): 1d20 + 14 ⇒ (16) + 14 = 30
Crit damage: 2d6 + 24 ⇒ (2, 5) + 24 = 31 +3 (witch hunter) if vs. foe that casts spells or has spell-like abilities; supresses one random beneficial spell effect for 1 round if critical hit confirmed

Crit? (haste attack): 1d20 + 24 ⇒ (12) + 24 = 36
Crit damage: 2d6 + 24 ⇒ (5, 2) + 24 = 31 +3 (witch hunter) if vs. foe that casts spells or has spell-like abilities; supresses one random beneficial spell effect for 1 round if critical hit confirmed


Stats:

HP 24+130/130
AC 25 touch 16 flat-footed 19 (+8 armor, +5 dex, +1 natural, +2 deflection/ring, +1 dodge/haste, -2 rage)
DR 2/-
Speed: 70 ft (+30 haste)
Fort: +15, Ref: +16 (+1 dodge/haste), Will: +9 (+2 rage)
Conditions: air walk, haste, grand destiny (2/2 uses), rage
Melee (+3 furious greatsword): +24/+16/+11 (+11 BAB, +7 str, +3 enhancement, -0/-3/-3 power attack, +1 haste, +2 rage)
Damage (+3 furious greatsword): 2d6+24 (+10 str (7x1.5), +3 enhancement, +9 power attack, +2 rage)
Ranged (+1 adaptive longbow): +17/+12/+7 (+11 BAB, +5 dex, +1 enhancement, +1 haste)
Ranged damage (+1 adaptive longbow): 1d8+8 (+7 str, +1 enhancement)
11/25 rds Rage remaining


Are you sure you want to do that?

Marnir returns the Tengu's attack with savage retaliation, leaving him bleeding badly, but still standing.

Kung cuts the Caster in half before he can use his Dust of disappearance slipping quickly to the side he then slaughters the Cleric.

Red gains a new appreciation of the value of discretion and bolts away.

Red is invisible.

Callidora can now act.


Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

Locking her eyes on one of the flying clerics, Callidora imposes her will, trying to take control of their mind and directing the deaths of their companions.

Cast Dominate Person (DC 23 Will) on Orange. Kill your companions


Are you sure you want to do that?

Will save vs dominate person: 1d20 + 9 ⇒ (12) + 9 = 21 Oh dear.

Orange turns to Green with glazed eyes.

Will save vs dominate person New save + 2: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23

New save as it is against his nature. Lucky for him.

The remaining Clerics decide to that Red has the right idea and turn to flee.

Red & Green are still invisible.

Blue takes a 5' step back and also joins in running.

Blue is still on the map, it's just a little small.

The Party may now act. What are you doing?


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Good work Kung, I suspect taking down that cleric turned the tide (pun totally intended).

"Yeah, you'd better run!" Marnir calls out after the fleeing clerics and the bleeding birdman. "Let's get out of here before they come back," he suggests leaping up the stairs to the quarterdeck and taking over at the wheel. He keeps an eye out for any sign of their pursuers doubling back, but tries to get the Drake heading out to the open sea.

I'm hoping they're done, and we can get out of here before anyone else comes our way.


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

With the rage clouding his hearing--or is the rage becoming selective?--Kung attempts to make sure at least one more of these foes can't come bother the Unbound Drake again in the future, dashing off after the only foe he can see on footing that still grabs air like ground.

Every once in a while, rage has to be a factor in Kung's decision-making, no? Feel free to call him back with more force; he'll eventually comply, especially if he sees the ship start moving away.

Actions:

Full round: charge vs. blue

+3 furious greatsword, charge: 1d20 + 24 + 2 ⇒ (14) + 24 + 2 = 40
Damage, S: 2d6 + 24 ⇒ (4, 1) + 24 = 29


Stats:

HP 24+130/130
AC 23 touch 14 flat-footed 17 (+8 armor, +5 dex, +1 natural, +2 deflection/ring, +1 dodge/haste, -2 rage, -2 charge)
DR 2/-
Speed: 70 ft (+30 haste)
Fort: +15, Ref: +16 (+1 dodge/haste), Will: +9 (+2 rage)
Conditions: air walk, haste, grand destiny (2/2 uses), rage
Melee (+3 furious greatsword): +24/+16/+11 (+11 BAB, +7 str, +3 enhancement, -0/-3/-3 power attack, +1 haste, +2 rage)
Damage (+3 furious greatsword): 2d6+24 (+10 str (7x1.5), +3 enhancement, +9 power attack, +2 rage)
Ranged (+1 adaptive longbow): +17/+12/+7 (+11 BAB, +5 dex, +1 enhancement, +1 haste)
Ranged damage (+1 adaptive longbow): 1d8+8 (+7 str, +1 enhancement)
10/25 rds Rage remaining


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Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

Is it really against a cleric of the Murder God's nature to kill his buddies?


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Are you sure you want to do that?

You don't know what their relationship was. :)

Gathering up the bodies left behind you find:

Loot:

Cleric:
Wand of Cure serious wounds (14 charges)
Unholy water (2)
+1 glamered chain shirt,
+1 grayflame short sword,
MW short sword,
Headband of inspired wisdom +2,
Ring of mind shielding,
Silver unholy symbol of Norgorber 25gp

Witch:
Dust of disappearance (4 doses),
Potions of cure moderate wounds (3),
Potion of gaseous form,
Wand of Cure moderate wounds (24 charges);
MW quarterstaff,
Necklace of adaptation

Marnir investigates the Bag of Holding found inside Harrigan's Glove of storing. Inside you find out just why your enemies were so desperate to get it back!

You find all the evidence you need to not only prove that Harrigan was the traitor Tessa Fairwind was seeking, but also all the intelligence they need to locate an approaching Chelish armada.

Also included among the papers are details on a secret entrance to Fort Hazard created (and subsequently forgotten) by a previous Hurricane King. Harrigan's notes indicate he plans to escort the Chelish admiral and several of her more powerful captains into
this tunnel to finish off Kerdak Bonefist once Port Peril is taken.

Of particular note to you is the timetable on one of these documents, for if this chart is to be believed, the Chelish armada is not far from launching its assault on the Shackles!

There should be just enough time for you to travel to Port Peril and call for an emergency meeting of the Pirate Council-if the other pirate lords act quickly, they can organize their combined fleets into an armada that can meet the Chelish fleet just north of the Shackles.

Out of curiosity Kung. Did you take Harrigan's Peg-leg? It is a Rod of splendor after all.

So what now?


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ADVENTURE PATH COMPLETE

Niobe finishes the combat breathing hard. She looks back and forth as if to scan the waters, unsure if they've actually won the engagement. Slowly she releases her hold on nature's energies. Is that it? They've been driven off.

She lets out a sigh and slumps a bit in the water, her tail slowly swishing back and forth to keep herself upright.

"I guess Harrigan had bigger plans than we thought," she says. "How do these kinds of jerks always manage to get an audience? It's like people are incapable of seeing that they're following a corrupt demagogue."


Are you sure you want to do that?

Early in the AP you heard that Harrigan had been captured by the Chelaxian's and 'escaped'. It seems he bought his freedom by agreeing to work for Cheliax and bring down the Shackles.

When Sargava declared independence from Cheliax the Cheliaxian's sent a huge fleet to bring Sargava to heel. The fleet was intercepted and destroyed by the pirates of the Shackles. So there is a lot of bad blood. To get Sargava back Cheliax knows they need to destroy the Shackles as a threat.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

With the Drake safely out in open water Marnir plots a course for Port Peril. "We need to talk to Tessa and the other Council members as soon as we can. Looks like those Chelish bastards might only be days away from launching their attack," he says, the slightest burr of anger edging into his voice.

Proposed plan - back to Port Peril at top speed, meet with Tessa Fairwind first to tell her about what we found and get her take on the best course of action, then arrange a meeting of the Pirate Council and get them to come together to protect The Shackles from Cheliax.


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Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

Agreed on all counts.

"That was completely insane!" Callidora says with a mixture of exhaustion and elation. "Oh they see it, they pretend not to, but they follow him because he gives them the freedom to be as horrible as they'd like to be, while still being accepted rather than shunned for it. They flock to him because he's the worst of them, they don't have to feel bad when he's just that much worse."


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Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Some top grade subtext from our merpeople there.


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

"Maybe he just pays lots." Kung says, simply, fitting Harrigan's peg-leg in place of his own.


ADVENTURE PATH COMPLETE

"I'm sure with our weather magic we can get the ship there soon!" says Niobe. "If only there were some way to transport the entire ship all at once..."


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)
Kungrusdak Nosvunkuk wrote:
"Maybe he just pays lots." Kung says, simply, fitting Harrigan's peg-leg in place of his own.

...apparently completely forgetting his own experience as slave labor for the same awful man.


Are you sure you want to do that?

Welcome to Book six: From Hell's heart.

Rumors of a Chelish sympathizer among the pirate lords have been whispered for years in the Shackles, but until Captain Barnabas Harrigan's recent capture by the Chelish navy, the rumors were simply that. Indeed, the existence of those rumors may well have compelled Harrigan to take his chances surrendering when his ship the Wormwood was captured.

The Shackles have long vexed Cheliax. As long as the pirate confederacy has existed, it has made travel along the west coast of Garund hazardous, but its alliance with Sargava and its role in that nation's successful bid for freedom from Chelish rule is an insult to Cheliax's pride that has festered for decades.

Armed with the intelligence recovered from Harrigan's fortress you know that the Chelish armada, led by Admiral Druvalia Thrune, is somehow sailing through the Eye of Abendego to launch an invasion of the Shackles . You also have a timetable of the invasion, which reveals that the armada will emerge from the cover of the Eye in the very near future.

You know that as members of the Pirate council you have the authority to call an emergency meeting of the council. This is the quickest way to gather the forces needed to withstand the coming storm.

You race back to Port Peril, using magic to ensure a following wind that allows you to back the best speed possible.

Anything you want to do in preparation as you sail back to Port Peril. You can send out messages to any allies you can think of that are not on the council.


ADVENTURE PATH COMPLETE

"Who all shall we call in, cap'n?"


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Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

I've never made it to book 6 of an AP, this is an exciting time!

"We need to get messages out to anyone friendly to us. Norva, Kyra and Captains Endymion and Aiger should be our first priority. We can probably get a message to each of them before we reach Port Peril," he says hopefully.

I can use Spell Kenning to cast sending twice per day to try to get in contact with our allies before we make port.


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Are you sure you want to do that?

You can also call Captain Pierce Jerrell, and the guy you met way back in book Two. Captain Merrill Pegsworthy.

While the Pirates are gathering you can also do some shopping since you are in the largest city in the Shackles. No time to get anything crafted though.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Thanks GM. I worked through as many of our contacts as I could remember, forgot those two though.
As for shopping I'm going to pick up three potion sponges one filled with a potion of water breathing and two with potions of touch of the sea in case we have any more underwater emergencies. That'll cost me 856gp.


Are you sure you want to do that?

Shopping done?


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Yeah, I'm done for now. Can't come up with much else I want to buy right now.


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)
GM_DBH wrote:
No time to get anything crafted though.

Does that mean we can't get enhancements to our existing equipment? I.e. +1 furious greatsword > +2 furious greatsword, etc?


Are you sure you want to do that?

One thing we can get sorted out now. Manir can you give me your presentation of evidence to the Free captains. Make your best roll to see how well you sway the assembled Pirates.

You have gathered your allies and friends, making a powerful group. Something Kerdak Bonefist seems well aware of as he glares suspiciously at you when you enter the noisy council chamber. The many colorful Captains all enjoying their alcohol and reunions with shouts, laughter and the occasional outbreak of violence.


Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

Shopping done


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Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Marnir strides confidently into the council chamber and to his appointed place. He looks around at the other Free Captains assembled to hear what he has to say - some friends, a small number of enemies, many who are no more than acquaintances, all overseen by the Hurricane King Kerdak Bonefist himself.

Marnir reaches into the satchel at his waist and pulls out a thick sheaf of papers which he slams loudly and dramatically on the table in front of him. "I took these papers from the corpse of the traitor Barnabas Harrigan," he announces loudly, looking around the room for any reaction. The news of Harrigan's death had most likely reached all the ears in the room by now, but still the announcement of it in the council chamber could have provoked a reaction from his former allies.

"These papers show the detailed plans that Harrigan made with the Chelish navy for an invasion and occupation of The Shackles. They describe how Harrigan planted spies and saboteurs throughout The Shackles in an attempt to destabilize it, how he worked with Admiral Druvalia Thrune to plan her attack on our fleet, and how he planned to sneak into Fort Hazard to murder the Hurricane King and take his place as a ruler of a Chelish puppet state!" Marnir yells, raising the map of Fort Hazard with it's hidden entry way.

"My crew and I put our lives on the line to end Harrigan's treachery and protect The Shackles. Now it is time for everyone one of us here to do the same before the devil-lovers arrive through the Eye and try to wipe us out," he finishes, looking up towards Bonefist for his response.

I'll spend a round of raging song to activate Glorious Epic giving me a +4 bonus on my Diplomacy check.

Diplomacy: 1d20 + 23 + 4 ⇒ (13) + 23 + 4 = 40


Are you sure you want to do that?

Regardless of what you say or what proof you provide, you are unable to convince Hurricane King Kerdak Bonefist of the legitimacy of Your concerns.
He even goes as far as to suggest that you have forged the information in an attempt to justify an attack on an old enemy, but "even supposing this threat were real," he points out that meeting the Chelaxians on the open sea only plays to Cheliax's strengths and concentration of force, especially their teleporting diabolic allies.

Bonefist argues that the Free Captains do their best in battle when they make small surgical strikes, or attack from defensive positions. "If this Chelish threat is real and not some farcical invention by untested Lords and Ladies eager to cast a disparaging light upon their rival Harrigan-who they obviously feel deserves more humiliation than mere death can offer-let those devils try their hand against our ports, after they have been forced to endure the wrath
of Abendego itself!"

The Hurricane King grows more and more stubborn the longer the meeting continues, and eventually he simply dismisses the council, declaring his decision final. Bonefist suggests that the lords of the council make ready their squadrons for when they will be needed,
but cautions that, as in every previous attempt to invade the Shackles via a stealthy approach through the Eye of Abendego, what emerges from the northern storm will be in no shape to take even a single atoll.

He even goes as far as to imply that any captains who sail north on this foolish mission to fight phantoms might well be branded
traitors against the Shackles-especially if all of this is but a ruse intended to distract the Shackles' defenses from a still-hidden attack.

Perception DC20:

After the council meeting, there is grumbling and gossip among the pirate lords. You even hear whispers naming the Hurricane King a coward, or speaking of a need for new leadership. Any pirate confronted with such opinions is quick to mutter excuses about why it's better to follow Kerdak Bonefist's advice-he is, after all, the
Hurricane King, and has been for 38 years . He must know what he's doing!

Sense motive DC20:

Testing the mood of the assembled Captains is enough to establish that while many of the pirate lords might support your desire to meet the Chelish armada headon, very few of the Shackles ' lords are eager to risk their reputations or lives by openly defying the Hurricane King. On the other hand, should someone take the initiative and meet an incoming enemy fleet with their own, such an act would go far to earn support for a possible change in leadership in the Shackles.

Marnir:

Tessa Fairwind approaches you and encourages you to take matters into your own hands. She'll go as far as to say that if you can defeat the Chelish fleet, she'll certainly support you in any bid you might wish to make for rule of the Shackles.

Tessa herself, like many of the pirates of the Shackles , may not be fond of the current Hurricane King, yet she has no real taste
for rule herself If asked why not, she points out how little sailing the Hurricane King does these days-how he remains locked away in Fort Hazard for days, if not weeks at a time. "I still have the love of the open sea in my heart," Tessa says. "Perhaps when I 've grown old and gray I'll think differently about such a sedentary life, but for now, I am too restless to pin myself down, even in as 'lovely' a city as Port Peril."

So what are you doing now? Arronax Endymion & Tessa Fairwind will both give you command of their Fleets. The Devils own 5 ships & Fairwind's Luck 7 ships.


Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

"There's definitely sentiment that Bonefist needs replacing." Callidora whispers to her companions after a bit of making her way around the room.,

Perception: 1d20 + 16 ⇒ (11) + 16 = 27
Sense Motive: 1d20 + 6 ⇒ (11) + 6 = 17


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

I can't fail either of those checks.

Marnir is aghast and angry when Bonefist stubbonly refuses to act on Harrigan's documents and can barely restrain himself when the Hurricane King suggests that he might have made the whole thing up. His lip curls in disgust as Bonefist dismisses the council and slinks off back to his chambers.

"Spineless whelp," he mutters under his breath as he packs up his papers. He turns to see Tessa at his elbow and his mood improves immensely when he sees her smile. "If Bonefist won't listen then someone will have to face down the Chelaxians, and it sounds like that someone will have to be me," he says ruefully once Tessa has explained her stance. "Not sure I'd want to be king either, but we'll see what happens," he adds with a smile.

The mutterings of the other Free Captains as they leave the chamber suggest little support for Bonefist but a substantial fear of reprisal for defying him, which saddens Marnir, but a quick chat with Arronax Endymion helps somewhat when he pledges his ships to the fight.

"Aye, he's not as popular as he might seem," Marnir replies to Cally as they regroup. "We've got some support among the captains, but not enough for most of them to risk their guts to defend their home. We need to get back to the Drake and make ready. Looks like we're taking the lead against the Chelaxians."


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Are you sure you want to do that?

Although the Master of the Gales may not have said much during the council, he suspects that his home port of Drenchport may be the first target of the Chelish armada, because of its northerly location.

The time line you recovered from Barnabas Harrigan confirm his fears. As a result, the Master has decided to leave his ships at Drenchport, but he offers his personal aid to you.

15th level Storm Druid. Between the Master of the gales, Callidora & Niobe the weather is your b@~%$.

It is a dull morning as your ragtag fleet sets sail from Port Peril. Along with your Ship another 47 ships of all types and makes are sailing with you.

Along with Tessa Fairwind & Arronax Endymion are many old friends and aquaintances. Pierce Jerrell has shown up with his Lucky Gamble squadron of 6 ships. Along with Larrisa Hanch leading 3 ships in Hanch's Marauders.

Sandara Quinn has made her pilgrimage to Besmara's throne and prospered since then. She leads 6 warships in the Queen Bes's Own Squadron.

Alise Grogblud rescued from Dagon's jaws, has whipped the 4 merchantmen you brought back into The Lost squadron.

Norva & Kyra have both bought their ships to the cause. Norva leading 5 in Norva's smugglers. Kyra brings 4 in the Masterless.

Captain Aiger seems to have decided that following your lead brings him the good fortune he has lacked so far. He comes with 5 ships and looks more excited leading Barracuda's raiders.

Lastly is captain Merrill Pegsworthy, whom you met so long ago at Rickety Squibs. He comes with his latest prizes, 3 ships in the Drale's Eagles Squadron.

It is not long before your course is clear, panicked Merchantmen & fishermen are fleeing southward from the Devil's arches, bringing tales of a huge fleet heading directly for Hell harbor!

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