| Rynjin |
Meanwhile, Jrahk tries to make small talk with his new ghost roommate.
"So...this your first haunting? Seems like you waited a really long time to possess Jrahk."
"I wanted to wait for the worst possible time to show myself, defiler. I figured screwing over your chances at a seat on the Council was my best bet."
| TheGuyKnownAsAce |
Ace stays in the water and helps guide the ship.
Does ixrul have any zombie sharks or something to help?
percerp: 1d20 + 9 ⇒ (20) + 9 = 29
percerp: 1d20 + 9 ⇒ (15) + 9 = 24
percerp: 1d20 + 9 ⇒ (18) + 9 = 27
percerp: 1d20 + 9 ⇒ (17) + 9 = 26
percerp: 1d20 + 9 ⇒ (8) + 9 = 17
percerp: 1d20 + 9 ⇒ (5) + 9 = 14
| Jrahk Razortusk |
"I wanted to wait for the worst possible time to show myself, defiler. I figured screwing over your chances at a seat on the Council was my best bet."
"You know, if you just told us to leave your corpse alone, we would have."
Maybe.
| Ixrul Morcrom |
Tell him if he works with us we'll feed him souls, or whatever. If he doesn't, we'll splatter holy water everywhere and set up a fun little temple.
As they approach, Ixrul ASCENDS HIS MIND and prepares cleromancy. Fast study.
He will trouble sandra for a guidance and ask all nearby for assistance if they know anything about geography. Basically probably asking Aaron Gortus maybe Sandra?
8d4 ⇒ (4, 4, 4, 3, 1, 4, 1, 1) = 22 4 x 4 (+16)
Geo, Take 10: 10 + 11 + 16 + 2 + 1 = 40
FamAid: 1d20 - 1 ⇒ (6) - 1 = 5
Everyone else, feel free to aid.
He will also cast his mind forward through the route, attempting to figure out any future obstacles and produce a route through them now.
| Ixrul Morcrom |
Full speed, boyos?
| Rynjin |
Ixrul charts an excellent course.
Perceptions: 4d20 ⇒ (18, 10, 5, 3) = 36
However, there appear to be some uncharted reefs in the area, which Ace luckily spots a mere 220 feet away! You need to turn hard to Port or Starboard to avoid the reef.
Make me a Profession: Sailor check. The base DC is 15. However, since your ship is moving at 150 feet (more than 4 time sits 30 foot Acceleration), you take a -20 on the check, as well as the -4 from the Curse. Jalhazar's Wheel, however, adds +5 to this check. For simplicity's sake, roll your Profession: Sailor without any penalties (we'll assume Sandra panics and casts Bestow Insight on you for a +4) and without Jalhazar's Wheel, shooting for a DC 34 check.
If anyone has Profession: Sailor, now is a good time to Aid Another.
Sandra has one rank and 20 Wis, so automatically succeeds on the Aid check.
| Rynjin |
Actually you don't need it. Bestow Insight + Aid = You win!
AND JRAHK PULLS OUT THE HAIL MARY STEERING!
"Damn. Really thought I had you that time." Jalhazar says, disgruntled.
The ships zooms by the reef, so close you could reach out and touch it (assuming you didn't mind losing the appendage used) and out of the reefs safely!
With some risky maneuvers you make it through in record time, bypassing the vast majority of the ships in the race. Only two are now ahead of you: The Barnacled B$**~, and of course the Wormwood.
You get twelve minutes (another 20 miles) of smooth sailing before coming across the next challenge: Gozreh's Flow (or, to the more blasphemically inclined, Gozreh's Piss), a swirling ocean current that will drag you off course without careful tacking and maneuvering.
You need to make three successful DC 25 Kn. Geography checks, or DC 30 Survival checks. Commune with Nature or Find the Path negates this need. Also, Jrahk you can make three Profession: Sailor checks as well. Failure doesn't change the outcome, but success means you can gain a bit of a speed boost.
| Ixrul Morcrom |
Can anyone aid me on Kn Geo checks? That would let me take 10 - I get a 23.
| TheGuyKnownAsAce |
Oh hey I have some ranks in that
geo: 1d20 + 6 ⇒ (20) + 6 = 26
geo: 1d20 + 6 ⇒ (13) + 6 = 19
geo: 1d20 + 6 ⇒ (17) + 6 = 23
geo: 1d20 + 6 ⇒ (3) + 6 = 9
geo: 1d20 + 6 ⇒ (15) + 6 = 21
geo: 1d20 + 6 ⇒ (13) + 6 = 19
geo: 1d20 + 6 ⇒ (10) + 6 = 16
geo: 1d20 + 6 ⇒ (7) + 6 = 13
reallly?
| Rynjin |
All but one of those are successful Aids.
You make it through this hazard with minimum effort, Ace and Ixrul's knowledge of current flows guiding you through.
Almost immediately after navigating the Flow you see off in the distance Iris' Splinters, two tall spires of rock. There is a narrow 100 foot gap between them that you must carefully navigate.
Any prep?
| Rynjin |
They're in the Skull and Shackles Player's Guide. Gist of it is, you take a -5 to checks depending on how much faster than your ship's Acceleration you're going, up to -20 at 4 times as fast. Your ship has a max speed of a whopping 150 feet per round, but an acceleration of only 30 feet per round, so at max speed you're at 5x your acceleration, hitting a -20 to steering checks. I'm not 100% sure, but I'll say you can decelerate at the same rate.
| Ixrul Morcrom |
Ixrul will use the wand.
| Rynjin |
Took longer than I thought.
Speeding up you notice that another ship has pulled ahead of you, the Sullied Strumpet.
That will no longer be an issue.
As it passes through Iris' Splinters an ENORMOUS turtle surface underneath it, smashing the ship to splinters.
You will reach the splinters in under twenty seconds, and the turtle is trying to close in.
If you succeed on three consecutive DC 25 Profession: Sailor checks you can out maneuver it (Jalhazar's Wheel adds a +5 here if you speed up, letting you move at full speed and still turn right/left as needed). Failure of one means you need to fight off the turtle. You probably don't want that.
If you wait for another ship to catch up to distract it, you can get by no issue, but that lets the Wormwood and the Barnacled B*&++ get further ahead.
| Rynjin |
As I already said you are not underwater. The ship has been, up until this round, moving 90 feet faster than you per round. If you were in the water, you're about 30 miles behind.
You could stick around to distract it if you wished, but you'd be out of the race entirely, unable to catch up with the ship...and potentially dead.
| Ixrul Morcrom |
Of course.
Also, this turtle - is it rowboat, yacht, or Zaratan?
Kn Nature: 1d20 + 14 ⇒ (14) + 14 = 28
| Ixrul Morcrom |
Are there any specifics about it that the Kn Nature gets, or is it just Big Turtle?
| Rynjin |
Missed your roll. Needed to be Kn. Arcana anyway. Assuming the same bonus:
This is a Dragon Turtle. But even bigger than the already Huge creatures normally get.
They can breathe Steam, capsize ships by ramming them, and are immune to fire, sleep, and paralysis.
| Ixrul Morcrom |
Very well.
Ixrul summons a medium water elemental. Only prepared SM IV today.
He will have it do as Jrahk directed.
| Ixrul Morcrom |
We won't reach it for 20 seconds? That's three rounds.
Ixrul will direct his Zombie Shark to attack it.
| Rynjin |
Right, but that would mean his focus would be on you and would move to intercept.
Just looked at it for the first time in a long time and your shark's AC is way off. It only has a +4 Natural armor. Template replaces AC, does not add.
The shark approaches, provoking from Hirgenzosk.
Attack: 1d20 + 18 ⇒ (1) + 18 = 19
But manages to slip under the beast's mighty maw.
Shark attack: 1d20 ⇒ 19
2d6 + 10 ⇒ (2, 3) + 10 = 15
The shark hits, though deals minimal damage to the armored carapace of the enormous dragon turtle.
It retaliates by biting the shark.
Bite: 1d20 + 20 ⇒ (9) + 20 = 29
Damage: 3d6 + 20 ⇒ (2, 4, 3) + 20 = 29
| Ixrul Morcrom |
It's still alive after that bite, so it'll keep fighting to distract the TORT.
The elemental will do the same.
| Rynjin |
Well, Jrahk still needs to make those Profession: Checks.
Turtle v Sharklemental round 2.
Hirgenzosk, annoyed by these pests, decides to show them who's boss.
AoO vs Elemental: 1d20 + 20 ⇒ (10) + 20 = 30
Damage: 3d6 + 20 ⇒ (5, 3, 2) + 20 = 30
The elemental's form is shattered with minimal effort.
Almost immediately afterwards a massive cloud of steam erupts from the water.
Damage: 12d6 ⇒ (1, 5, 2, 3, 2, 6, 5, 4, 3, 3, 3, 1) = 38
Ref: 1d20 + 7 ⇒ (13) + 7 = 20
The flesh melts from the zombie's bones, rendering it useless.
| Ixrul Morcrom |
And the elemental doesn't quite die - I have augment summons.
| Rynjin |
Jrahk flubs the steering checks, and the fight is on!
You need to hold off the beast for three rounds while you navigate the Splinters. Bright side, it can't use its Breath Weapon for a bit.
4d20 ⇒ (7, 19, 14, 9) = 49
1d20 ⇒ 15
Ixrul (31)
Hirgenzosk (17)
Ace (13)
Jrahk (13)
Odan (12) (Will NPC since I think he's still fighting off illness)
Ixrul is up!
| Ixrul Morcrom |
Delay for now.
Water Ele.
1d20 + 9 ⇒ (9) + 9 = 18
1d8 + 8 ⇒ (8) + 8 = 16
| Rynjin |
Water elemental is deader than dead.
Hirgenzosk charges at the ship.
Capsize (-10 penalty): 1d20 + 17 ⇒ (10) + 17 = 27
Jrahk, you can make a Profession: Sailor check. If the result is higher than a 27, that is good. If not, the Devil's Pallor begins to sink. Don't forget the -4.
Jalhazar cackles madly.
"Ahahahaha! What irony! The beast that sank the Banshee has come to wreak my vengeance on you for me!"
| Rynjin |
MUHAHAHAHAHAHAHAHA...ahem.
Hirgenzosk smashes a massive hole in the side of the ship, and water starts pouring in.
You have 10 rounds before the boat sinks. The ship can neither move nor attack during this time (my personal justification for this is that you only get 10 rounds because all hands are trying to stop the leak). If anyone has Make Whole, now would be a good time to cast it. If not...abandon ship.
| Jrahk Razortusk |
Jrahk spews forth a tirade of curses directed toward (in no particular order) Hirgenzosk, Jalhazar, Besmara and any other ocean-based deities who might have had a part in this, Harrigan, whoever the captain of the Barnacled B!&@$ is, Tessa for telling Jrahk about the race's prizes and thus encouraging him to enter, and his own useless muscles for being unable to wrench him free from a wispy old ghost.
Somewhere in there, he also orders Ixrul to get the ship floating again.