Skulls and Shackles Campaign (Inactive)

Game Master Tyranius

Disrespute / Infamy = 18/18
Plunder = 15/15

Maps:
Isle of Empty Eyes | Tactical Map |
Man's Promise | Man's Promise (Key) |

Loot List: Plunder List


2,351 to 2,400 of 3,243 << first < prev | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | next > last >>

Female Human Arcanist 9

GM, you might wanna update Viviana ---> Natalie, and change her init from +3 ---> +8.

Natalie immediately spots the Air Mephit (since I automatically make the knowledge check to ID it) and frowns slightly. There was a high chance it was a familiar, and it could possibly make that captain himself an arcane caster, which didn't exactly bode well. She immediately triggers casting Invisibility, planning to cast Fly at the earliest opportunity.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Done! :)

Natalie quickly turns invisible upon seeing the Mephit.

Morton quickly casts a spell as an opaque sphere surrounds himself and the mephit. The white Sphere seems to shimmer as it completely consumes the man from view.

DC 18 Spellcraft:
He cast Tiny Hut

Just before the hut-like sphere appears you see that the Air mephit's form begins to blur in the wind.

Round 1
------------------------------------
Screaming Satyr
------------------------------------
Round 1
Natalie
-------------------------------------
Milksop Morton
Familiar-Blur
-------------------------------------
Round 1
Aishe
Jack
Charles


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Jack will cast another spell.Heroism


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Spellcraft: 1d20 + 8 ⇒ (12) + 8 = 20

"Don't let that sphere fool you - he can see us just fine. It doesn't keep us from entering, either. Ready yourselves." Aishe begins singing an inspirational song, then casts a spell to help her comrades, lending them hope. She holds her boarding pike at the ready, waiting for the ships to get just a little bit closer.

Move action: Begin bard song (Inspire Courage (+2 competence bonus to hit/damage, +2 morale bonus to charm and fear effects, 18 rounds remaining)
Standard action: Cast good hope (+2 morale bonus to hit/damage, skill checks, and saves)


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

"Very well then, let's go say hello!"

Drawing his Trident, Charles heads across to the edge of the ship.

4 squares south, and 2 west of his current position.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Jack and Aishe continue defensive spells to bolster the crew as Charles draws his weapon.

The crew aboard the Besmara's Fortune begins to do everything they can to stop the vessel from getting ripped apart.

The crew pulls the vessels closer as they continue to turn the Capstones.

20 feet now

Acrobatics: 1d20 + 5 ⇒ (17) + 5 = 22

The Screaming Satyr steps back and begins to run across the deck of the ship. The creature leaps from the railing and lands directly on the edge of the Besmara's Fortune. It's face contorted in a silent scream.

The screaming Satyr slams a fist down at Natalie. Tremorsense

Slam vs Natalie AC 12: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 1d6 + 4 ⇒ (1) + 4 = 5 + Salted Wound

The creature slams in Natalie and scrapes a line of skin from her arm. The wound begins to drip with salt and brine causing intense pain.

Salted Wound- Need a DC 16 Fort save or take a -1 penalty on attack and damage rolls for 1 round.

Active Buffs

  • Inspire Courage +2
  • Good Hope

Round 2
------------------------------------
Screaming Satyr
------------------------------------
Natalie (46/51; invisible)
-------------------------------------
Milksop Morton
Familiar-Blur
-------------------------------------
Aishe
Jack
Charles


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

So we're clear - the way I read it, tremorsense doesn't negate the 50% miss chance from invisibility; as with blindsense, tremorsense allows the individual to know the 5' square that someone is in, but doesn't give them the equivalent of blindsight (e.g., you don't know if the person is prone, standing, crouching, etc.).

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★
Aishe wrote:
So we're clear - the way I read it, tremorsense doesn't negate the 50% miss chance from invisibility; as with blindsense, tremorsense allows the individual to know the 5' square that someone is in, but doesn't give them the equivalent of blindsight (e.g., you don't know if the person is prone, standing, crouching, etc.).

Just got done reading a long post on Temorsense vs Blindsense and makes sense to me. I will correct on the next iteration. :) Thanks Aishe.

Miss Chance low hits: 1d100 ⇒ 69


Female Human Arcanist 9

Natalie remains largely unimpressed as she swiftly sidesteps the blow, triggering her shift ability to move 15 feet as a swift action, teleporting out before casting Fly and soaring up into the air.

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Natalie dodges the creature's blow as her image blurs into the air.

Morton begins to cast a complex spell as you hear loud mumblings from the opaque sphere. His familiar remains close at hand.

Round 2
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Screaming Satyr
------------------------------------
Natalie (invisible)
-------------------------------------
Milksop Morton
Familiar-Blur
-------------------------------------
Aishe
Jack
Charles


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

With a sigh, Charles rages, causing his form to Blur, and closes with the satyr.

Zul: 1d20 + 10 + 2 + 2 + 2 ⇒ (5) + 10 + 2 + 2 + 2 = 21, for 1d8 + 15 + 3 + 2 ⇒ (4) + 15 + 3 + 2 = 24 damage.


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Moving a step aside Jack feels his power cursing through him calling upon Besmaras aid he channels divine destruction through his body and shooting at the sartyr
RaDARSPB: 1d20 + 14 ⇒ (14) + 14 = 281d8 + 15 ⇒ (7) + 15 = 22
RaDARSPB: 1d20 + 14 ⇒ (8) + 14 = 221d8 + 15 ⇒ (8) + 15 = 23


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Spellcraft (to identify what he's casting, Good Hope): 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26

Not wishing to allow the caster to complete whatever spell he is casting, Aishe casts another spell to aid her comrades, then skirts around the satyr, leaps across the gap between the ships, and enters the opaque circle, boarding pike at the ready.

Free action: Maintain bard song (Inspire Courage (+2 competence bonus to hit/damage, +2 morale bonus to charm and fear effects, 17 rounds remaining)
Standard action: Cast haste
Move action: SE -> S -> S -> S -> S -> S
Acrobatics (Familiar, Good Hope, Haste): 1d20 + 6 + 2 + 12 ⇒ (1) + 6 + 2 + 12 = 21

Swift action: Imbue pike (arcane strike)

AoO's, if needed:

AoO (+1 Boarding Pike of Repelling, Power Attack, Good Hope, Haste, Inspire Courage): 1d20 + 8 - 2 + 2 + 1 + 2 ⇒ (15) + 8 - 2 + 2 + 1 + 2 = 26
Damage (+1 Boarding Pike of Repelling, Power Attack, Good Hope, Inspire Courage, Arcane Strike): 1d8 + 4 + 6 + 2 + 2 + 2 ⇒ (3) + 4 + 6 + 2 + 2 + 2 = 19

AoO (+1 Boarding Pike of Repelling, Power Attack, Good Hope, Haste, Inspire Courage): 1d20 + 8 - 2 + 2 + 1 + 2 ⇒ (8) + 8 - 2 + 2 + 1 + 2 = 19
Damage (+1 Boarding Pike of Repelling, Power Attack, Good Hope, Inspire Courage, Arcane Strike): 1d8 + 4 + 6 + 2 + 2 + 2 ⇒ (7) + 4 + 6 + 2 + 2 + 2 = 23

AoO (+1 Boarding Pike of Repelling, Power Attack, Good Hope, Haste, Inspire Courage): 1d20 + 8 - 2 + 2 + 1 + 2 ⇒ (16) + 8 - 2 + 2 + 1 + 2 = 27
Damage (+1 Boarding Pike of Repelling, Power Attack, Good Hope, Inspire Courage, Arcane Strike): 1d8 + 4 + 6 + 2 + 2 + 2 ⇒ (5) + 4 + 6 + 2 + 2 + 2 = 21

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Haha was not expecting that Aishe. It is also difficult to discern what he is casting in the dome as you cannot see him. From what you can tell from hearing him is that he may be trying to summon something.

Aishe's song increases the group's movements as they all become in sync with one another. Stepping back Aishe leaps across the gap in between the two ships. She lands right on the edge on the Dryad's Grave

As Aishe lands on the deck she sees the balding man casting a spell but is met with a blast of sand and grit from his familiar.

Damage: 1d8 ⇒ 6

DC 13 reflex for half

Jack finds a weak spot in the screaming satyr's defenses and is able to land two arrows in an open joint.

Flying into a rage Charles jams the prongs of Zul into the screaming satyr's chest cavity.

The screaming Satyr slams it's fists at Charles.

Slam vs Charles AC 24: 1d20 + 10 ⇒ (3) + 10 = 13
Slam vs Charles AC 24: 1d20 + 10 ⇒ (7) + 10 = 17

Charles' blurred image confuses the construct as the bloodrager shifts out of it's path.

Active Party Buffs

Haste

Round 3
------------------------------------
Screaming Satyr (-69)
------------------------------------
Natalie (invisible)
-------------------------------------
Milksop Morton (-19)
Familiar-Blur
-------------------------------------
Aishe
Jack
Charles


Female Human Arcanist 9

Natalie immediately casts the spell, Mad Monkey's, aiming to send a swarm into the casters hut to interfere with any spellcasting he might attempt. If the man leaves the hut, then his own spell would end, and his concealment would be lost, and her friends could go back to slaughtering him.

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Natalie. It is a 1 round cast time. Unless I am missing something that turns that summons into a standard action.

Natalie begins to weave a complex spell as Milksop Morton's spell completes.

Elementals: 1d3 ⇒ 1

45 feet away on the Besmara's Fortune a small fire elemental appears causing the deck to begin to sizzle and pop as the salty water quickly begins to dry from the wood. Small tendrils of smoke begin to rise as the elemental lashes out at Charles.

Slam vs Charles AC 24: 1d20 + 4 ⇒ (15) + 4 = 19

The fire elemental misses the large man.

Familiar breath weapon rounds: 1d4 ⇒ 1

Seeing the woman in his hut the balding man quickly reverts to casting as defensively as he can as he attempts to dodge her boarding pike.

Concentration Cast Defensively DC 19: 1d20 + 12 ⇒ (7) + 12 = 19

An arrow of acid flies at Aishe

Acid Arrow RTA AC 12: 1d20 + 6 ⇒ (5) + 6 = 11

The acid arrow darts right past Aishe and sizzles against the deck as the man sneers.

The air Mephit begins to hurl all manner of vile curses at AIshe as it spits loose pieces of dust and gravel from it's mouth. The air mephit retreats to the rear of the ship and begins to concentrate as it calls out in a strange language.

Attempting to summon another air mephit

Active Party Buffs

Haste

Round 3
------------------------------------
Screaming Satyr (-69)
------------------------------------
Natalie (invisible)
-------------------------------------
Milksop Morton (-19)
Familiar-Blur (1 round breath)
-------------------------------------
Aishe (46/52)-need a reflex save
Jack
Charles


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Reflex Save (Good Hope, Haste): 1d20 + 7 + 2 + 1 ⇒ (9) + 7 + 2 + 1 = 19

Aishe, bolstered by her spells, avoids the brunt of the mephit's attack. She swings her boarding pike at the wizard then steps in close, ready to lash out if he begins to cast.

Free action: Maintain bard song (Inspire Courage (+2 competence bonus to hit/damage, +2 morale bonus to charm and fear effects, 16 rounds remaining)
Swift action: Imbue pike (arcane strike)
Standard action: Attack wizard
Attack (+1 Boarding Pike of Repelling, Power Attack, Good Hope, Haste, Inspire Courage): 1d20 + 8 - 2 + 2 + 1 + 2 ⇒ (14) + 8 - 2 + 2 + 1 + 2 = 25
Damage (+1 Boarding Pike of Repelling, Power Attack, Good Hope, Inspire Courage, Arcane Strike): 1d8 + 4 + 6 + 2 + 2 + 2 ⇒ (8) + 4 + 6 + 2 + 2 + 2 = 24

Not an action: 5' step south


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

With a roar, Charles unleashes his full fury on the fire elemental, and the Satyr.

Starting on the fire elemental, since I don't really want our ship to burn... any additional attacks go into the satyr.

Zul: 1d20 + 10 + 2 + 2 + 1 ⇒ (13) + 10 + 2 + 2 + 1 = 28, for 1d8 + 15 + 3 + 2 ⇒ (2) + 15 + 3 + 2 = 22 damage.
Zul: 1d20 + 10 + 2 + 2 + 1 ⇒ (20) + 10 + 2 + 2 + 1 = 35, for 1d8 + 15 + 3 + 2 ⇒ (3) + 15 + 3 + 2 = 23 damage.
Zul: 1d20 + 5 + 2 + 2 + 1 ⇒ (4) + 5 + 2 + 2 + 1 = 14, for 1d8 + 15 + 3 + 2 ⇒ (3) + 15 + 3 + 2 = 23 damage.
Crit confirmation: 1d20 + 10 + 2 + 2 + 1 ⇒ (13) + 10 + 2 + 2 + 1 = 28, for 1d8 + 15 + 3 + 2 ⇒ (6) + 15 + 3 + 2 = 26 *ADDITIONAL* damage.


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Casting for added Power Jack adds bane construct to his weapon and starts shooting at the satyr
Attack: 1d20 + 17 ⇒ (6) + 17 = 231d8 + 2d6 + 17 ⇒ (7) + (2, 6) + 17 = 32
Attack: 1d20 + 17 ⇒ (18) + 17 = 351d8 + 2d6 + 17 ⇒ (1) + (2, 1) + 17 = 21
Attack: 1d20 + 17 ⇒ (6) + 17 = 231d8 + 2d6 + 17 ⇒ (2) + (3, 4) + 17 = 26

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Aishe stabs her pike at Mortan wounding him as Charles and Jack finish dispatching the man's constructs and fire elemental. The construct falls to the deck in multiple pieces with a heavy thud that rocks the ship slightly.

The flames from the elemental singed the wood slightly but does not look as if it will burn down the vessel.

Active Party Buffs

Haste

Round 3

Natalie (invisible)
-------------------------------------
Milksop Morton (-43)
Familiar-Blur (1 round breath)
-------------------------------------
Aishe (46/52)-need a reflex save
Jack
Charles


Female Human Arcanist 9

You shouldn't need to wait for me, my Mad Monkey's spell triggers and goes off I believe.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Yup it completes at the beginning of your turn so you still get your action this round if you want.


Female Human Arcanist 9

If the spellcasting completes, can I see how he responds to the swarm materialising in his tiny hut, and THEN cast a spell, or do I have to decide what to cast now? If its the latter, I might as well cast something like Snowball on the fire elemental or something.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Yes you can most definitely see how the monkey's would react first :)

Natalie's spell completes as hundreds of monkeys begin to climb out of the grates on the Dryad's Grave. Screeching and clawing the monkeys begin to swarm all over Morton as others begin o hurl various goods all about the ship.

Damage: 1d6 ⇒ 3
Fort save: 1d20 + 5 ⇒ (6) + 5 = 11

Morton looks about with a crazed look. Where are all of these monkeys coming from?

Morton grabs at what few monkeys he can to pull them off of him but the monkeys seemingly are replaced by two more in a never ending swarm.

Active Party Buffs
Haste

Round 3
Natalie (invisible)
-------------------------------------
Milksop Morton (-46; nauseated)
Familiar-Blur ()
-------------------------------------
Aishe (46/52)
Jack
Charles


Female Human Arcanist 9

Do the monkey's steal or disarm any items that Morton might be carrying?

With Milksop Morton staying in his hut and having cover from any ranged attacks, there isn't much Natalie can do. I could cast an AOE spell, but that would hit Aishe as well, so I think I'll just pass my turn. If Milksop leaves the safety of his hut, then I'll just nuke him from range with Magic Missile or Scorching Ray.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

The Mad monkeys steal would go off at the beginning of Morton's turn.

As Natalie hangs back floating in the air she hears the screeches and screaming from within the opaque hut and does not want to risk harming Aishe

Mad Monkey Steal CMB vs Morton CMD: 1d20 + 7 + 5 ⇒ (10) + 7 + 5 = 22

The crazed monkeys steal a ring right off of the man's finger.

Swarm Damage: 1d6 ⇒ 6

What the hell. Give it back! Morton screams as he grasps for the ring.

He steps back and the sickness begins to wear off. The air mephit flies towards the swarm of monkeys. It opens it's mouth and sand and gravel pour forth all over the monkeys.

Breath Damage: 1d8 ⇒ 6
Breath Rounds: 1d4 ⇒ 3
Monkey reflex: 1d20 + 8 ⇒ (20) + 8 = 28

The majority of the monkeys dart out of the way of the air mephit but he still catches a few of them and just barely misses Aishe as well.

Morton falls to his knees before Aishe. Stop. Stop. Stop this at once. I will give you whatever you want. Just don't kill me.

Active Party Buffs
Haste

Round 3
Natalie (invisible)
Mad Monkeys (-4)
-------------------------------------
Milksop Morton (-52)
Familiar-Blur (Breath 3 rounds)
-------------------------------------
Aishe (46/52)
Jack
Charles


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

"This one is pleading for his life. What say you?" Aishe calls out to her comrades.


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

"A pitty... but then being merciful... has its uses. If he pleads for his life.. why not shanghai him and his boat? Always wanted to be an admiral!"


Female Human Arcanist 9

"Oh come on, couldn't I shove a scorching ray down his throat first? Pleeeeeeeeease?" Natalie weedles.

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Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Morton's eyes narrow at the mention of someone taking his boat.

What item were you after? It is yours I swear it.


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Wow, sorry - completely missed that the party was up...

"A ring. Perhaps you know of which I speak?"

Dark Archive

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Morton rocks back with a sneer as he holds up his hand. Crudely cut amethysts and a single engraved skull decorate the band of this thick iron ring.

This thing? It's yers. Just have mercy on myself and the Dryad's Grave.


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Aishe calls out to the others, "He has the ring, and is offering it to us in return for mercy. What say you? Take it and leave, or kill him, take it and his ship, then leave?" To the captain, she adds, "Give me the ring; you have no power to bargain here. Whether it is your ship or your life, it is forfeit. If we wish either, we will take it."


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles shrugs.

"I have no strong opinion either way. That said, if we *do* release him, and he ever crosses us again, his life will definitely be forfeit."


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

"Well, he knows we are his betters. And he will tell everyone. So run little man run. Know your magic, your statue are no danger to us!"

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Morton hands Aishe the ring as he stands up wiping himself off. I will be on my way once you get off my ship. He says looking at the deck.


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles nods.

"Remember what I said..."

He then moves back to the party's ship.

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Morton nods his head as the two ships begin to part ways.

Returning below deck to Haneilius Fitch.

Ah, Well done. Well done indeed. Now that you have it I can tell you the course. The Brine Banshee began her last voyage in Port Peril, then headed to Quent for resupply and shore leave. From Quent she sailed to Ollo, stopping briefly to sell cargo before journeying northwest around Shark Island's coastline. I think our best bet is to start in Ollo and follow the Brine Banshee's course from there.


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Aishe nods at Fitch. "That sounds reasonable; let us move quickly, and be done with this quest of ours."


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles nods.

"That sounds like a plan! Let's make haste..."


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Shrugging Jack turns around and moves to the helm yelling at the sailors that we have a new goal and it is time to let the ship fly

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Once their ship clears the strait between Shark Island and Raptor Island, however, Fitch announces to the PCs that the Brine Banshee’s last course wasn’t northwest as many in Ollo believed, but north northeast— the captain intended to skim the fringes of the Eye of Abendego to raid merchant ships in the waters near Botosani. The Brine Banshee’s course followed a line from the two islands north of Shark to the Eye’s edge, cutting between the Eye and the eastern coast of Mediogalti Island and into Rahadoumi waters.

Needa DC 18 Profession Sailor or survival to correctly follos the course set out by Fitch


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Prof Sailor: 1d20 + 13 ⇒ (2) + 13 = 15 Reroll from trait
Prof Sailor: 1d20 + 13 ⇒ (3) + 13 = 16


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Survival (Assist): 1d20 + 10 ⇒ (7) + 10 = 17.


Female Human Arcanist 9

Profession: 1d20 + 16 ⇒ (11) + 16 = 27

Let the woman handle it~

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Jack and Charles seem to be confused by the instructions and have quite a bit of difficulty following the course until Natalie hops in with some direction. With gentle guidance the Besmara's Fortune is quickly back on path.

After a few hours the ring begins to pulse, indicating that the presence of Vargus Brack's corpse must be nearby as the two islands drop out of sight below the southern horizon.

There is only water all around as stony outcrops rise out of the sandy sea floor and small sea plants grow in scattered clusters


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles wrinkles his nose as he regards the ocean.

"Would it have been too much to hope for, that it could have crashed on a reef?"

With a sigh, he prepares to go swimming...


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Aishe nods, then walks to the rails of the ship and begins singing. The song evokes peaceful memories, images of still waters, the feel of feather-light breezes. The water seems to react as well; the waves still themselves in the area near her. She stops after a minute, saying, "We should have an easy time swimming, with that; it should hold that way for about an hour."

She pulls out a potion of water breathing. "Well, we've got these potions; we might as well use them."

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Will update tonight. Been absolutely slammed at work this week. Big inspection.

Dark Archive

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Aishe calms the waters as the group dives in. The ocean floor is only 60 feet deep in this region. Breathing is made unnaturally easy with the potions though a bit more difficult to actually speak.

The shipwreck lies on its side on the ocean floor. Only half the ship is visible, however; the Brine Banshee’s bow section rests next to a rift in the ocean floor. Natalie notices the wreck’s angle, with its prow pointed away from the fissure, suggesting that the ship split in two when she sank, and the vessel’s stern section dropped into the murky depths of the underwater trench. The ring of the iron skull points to the rift as the location of Vargus’s corpse.

A sleek hammerhead shark circles around the vessel leading around a small school of bull sharks.

Basically the Bow of the ship rests at the bottom here that you can see so far at 60 feet. You believe the stern section is deeper down in the ravine at 180 feet down. Will post a map once you decide which part to go to.

Underwater combat is back into effect and will only need swim checks during combat. If you have a magic item that bypasses the rules for underwater combat just remind me as you use it as it has been a little bit since we last did it.

Underwater Combat

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