
Ixrul Morcrom |

Everyone list important things you can do. We need as many ideas as possible - I have a feeling this Rock is a tough one. If you've got powerful magical consumables, list 'em.
- I have 20 skeletons to use. They're weak, but they can do some scratch damage and make the enemy risk AoOs or waste actions.
- I can summon stuff for 6 rounds.
- I can summon swarms for Concentration + 4 rounds.
- We can smack explosive runes on things.
- I might be able to sneak 20 skeletons into the tower, but it's risky.
- I can have skeletons aid you for a +2 to hit.
- I have a reach rod of metamagic. Stone call would have a range of 600 feet with it.
- I can use clauraudience/clairvoyance to scout a bit.
- If there's a major beefsteak, I can ray of exhaustion him.
- We can use shrink item shenanigans.
- I can throw up a symbol of mirroring if we want to engage from a range.
-I can throw up a spiked pit for some nasty damages and to destroy artillery.
- I have several transport spells, such as Burrow, Gaseous Form, and Fly.

Jrahk Lacertus |

I'm quite good at making dudes wet themselves, climbing, and swimming.
I have Assisting Gloves that I'd like to use up here so I can get different gloves later.
Did I mention smashing dudes?

Jrahk Lacertus |

I know, but I'd only get 90 gp. I feel like I'd be better off actually using them, since they're basically a consumable.

TheGuyKnownAsAce |

-Area effect spells
-good close combat (up to 62 max (94 crit) if I'm lucky)
--mirror image
-can hit goasts and shielded wizards via magic missile
Just wait till I find some boots of speed

Ixrul Morcrom |

Also, forgot to mention: I can cast Haste, which is a super good buff. I could also have skeles follow behind y'all and using the aid action to boost your attack rolls.

Cyrdic Forthill |

-I can self-buff by using my psionic/racial abilities. Not too much, but it's pretty decent. This includes giving me +4 to saves and mitigating damage done by spending PP. It's not DR, since it effects even stuff that circumvents it.
-I'm a great swimmer/climber/sailor.
-I could join a circus, I'm so acrobatic.
-I have a +12 to stealth. Not Slickjaw levels, but respectable enough, I suppose.

Jrahk Lacertus |

By the way...what happened to Gortus? I don't think we ever really decided what we were going to do with him. Is he dead, or tied up and unconscious below-decks?
Might be nice to have a badass him on our side.

Rynjin |

Also, forgot to mention: I can cast Haste, which is a super good buff. I could also have skeles follow behind y'all and using the aid action to boost your attack rolls.
Skeletons are too dumb to aid.
Your options with mindless undead are pretty much limited to "Go here, kill this". I might allow Grappling as well if you wanted to try it.
Not as limiting as it sounds, really. You can accomplish a lot with just a few skeletons. Set them up for a flank (but you'd have to direct them specifically to go to a certain square for that, so wouldn't be able to give an order like "Go, attack" and expect them to reliably do so), bust down doors, set of traps, etc.

Ixrul Morcrom |

Probably a bad idea to recruit Gortus. Currently, he could turn on one of us - especially me - and kill us in a full attack. Especially me.
The spells I'm thinking of packing:
0 - Acid Splash, Detect Magic, Prestidigitation, Read Magic
1 - Air Bubble, Infernal Healing, Snowball, Snowball, Enlarge Person, Ray of Enfeeblement
2 - Stone Call X2, Summon Swarm, Invisibility, Mirror Image
3 - Spiked Pit, Fly, Haste
Seem solid?
-----------
There are some things Slick had that should be added to the party fund:
- CP 270 SP 135 GP 758 PP 19
- 1 potion of haste
- 17 Alchemist's Fire
- 2 Tanglefoot bags
- 3 oil
- 1 CMW potion
- +1 Mithril Chain Shirt (Small Sized)
-----------
Not sure if I said this enough, but Gortus has a good chance of killing any one of us in a full attack. Especially me.

Jrahk Lacertus |

Point taken. But if he's still with us, we could off him and use the Walk the Plank imposition, which might help with attacking from the ship.

Ixrul Morcrom |

Let's go to the Rock, then.
Current plan:
1) Approach the island.
2) As we do final approach, Haste on the party, Huge on the Jrahk, Fly and Invisibility on the Ixrul. Doop, I believe you can throw up a mirror image.
3) Send the skeletons Ogreboard first with instructions to grapple and claw enemies.
4) Follow by using indirect a summon swarm spell as soon as we arrive.
5) Jrahk charges in to Rustle. His main focus will be beating down the upper-tier mooks as he will be able to consistently put them down with one attack.
6) Ace and Cyrdic will Rumble with the strongest mooks.
7) Ixrul will maintain the swarm as long as possible. If either a caster or a martial who appears Stronk and Stronk and Down to Donk shows up, he will ready an action to snowball them if they cast/ray of exhaustion them.
8) Rinse and repeat.

Jrahk Lacertus |

Sounds good.
Let's rock.

Ixrul Morcrom |

BA DUM TSSH

Rynjin |

You head for the Rock.
On your second day at sea, a thick bank of fog rolls in with the evening, reducing visibility to only a few yards and navigation to guesswork. From the gloom comes the dull clanking of a rusted ship’s bell somewhere nearby, echoing eerily in the fog.
Suddenly, the hulk of a ship looms in the fog off the port bow. Its hull is rotten and stained black with age and rot. Before the mists swallow the ship once more, the ship’s name can momentarily be seen on its worm-eaten bow—Deathknell.
You remember tales of the ghost ship Deathknell being told in ports all across the Fever Sea. It is the ship of Captain Whalebone Pilk who searches the seas for men to feed to his crew and fuel his ghostly ship.
You've heard rumors that the Deathknell always stalks its prey for 2 nights before dragging them to a watery hell on the third...

Jrahk Lacertus |

Lack of knowledge: 1d20 - 1 ⇒ (6) - 1 = 5
WELL WHATEVER LEARNING THINGS IS BORING

Ixrul Morcrom |

Kn Local: 1d20 + 12 ⇒ (11) + 12 = 23
Seeing Jrahk's incomprehension, Ixrul shares what he knows with the Orc.

Jrahk Lacertus |

Jrahk shudders as he paces the deck, making a nice solid *clunk* with every other step.
"Hate ghosts. We keep away from it."

Ixrul Morcrom |

Ixrul seals all the skeletons in the cargo room for now, in case the Deathknell's crew has someone who could steal his control of them.
"We are going to have to fight them."

Ixrul Morcrom |

"Magic weapons can hurt ghosts. Wouldn't be surprised that most are corporeal, though - they're more common."

Jrahk Lacertus |

Jrahk is suddenly very happy that he had his falchion magic-ified.
"Ok. We fight."

Ixrul Morcrom |

"I'm going to go below and memorize new spells. Sandra, we may be dealing with undead soon - pray to Besmara accordingly."
Turning to Arron, he says "Unless you wish to risk your free will being compromised, I would advise going below and staying there for a while."

Arron Ivy, Ghast Pirate |

"Not too worried about it myself." Arron says.
"Won't be as much use in a fight against things I can't paralyze, but you gentlemen probably need all the help you can get, and I'm stronger willed than you give me credit for."
"But I will bow to the will of the captain if that is what HE desires." he sighs dramatically.

Ixrul Morcrom |

"Very well. I would appreciate not being disturbed for a while. Everyone, rest - I believe it will appear again tomorrow night and attack the night after tomorrow."
Turning to Cyrdic, Ixrul says "If I may, could I suggest that we attack in tomorrow not should the chance arrive?"

Cyrdic Forthill |

"Arron, I think you know your limits better than we do. Use your best judgment, especially during the fight. We won't think any less of you if you feel like you have to...remove yourself quickly, should it possibly come to that.
Everyone else, let's get some rest. I want double the normal amount on watch tonight. Plan your sleep schedules accordingly. We attack tomorrow night."

Jrahk Lacertus |

The ghosts are probably scared of me. Can't say I blame 'em.

Ixrul Morcrom |

oh no
we're already in the watery hell
AND ITS THE OCEAN

Cyrdic Forthill |

Don't recall ever seeing a ship like this before...the only thing of note before our rematch with Gortus is this little tidbit-"Alrighty then, done failing to get people to fail saves in my WotW campaign and ready to take it out on you guys, let's-a go!"
Rynjin confirmed as evil RNG wizard.

Ixrul Morcrom |

sokay i remember

Rynjin |

You sail on, preparations made.
The second day passes without incident.
On the next evening, however...
A nor’easter off the Eye sweeps across the Fever Sea, bringing a front of high winds and a purplish-black sky. Even before nightfall, the hurricane lamps must be lit to pierce the gloom. As the ship rides up and down with the swells and sporadic rain lashes the deck, the strained clanking of a bell can be heard once again coming over the water. A red ship’s lantern shines in the darkness as the dark bulk of a derelict whaler looms out of the night.
Fight or flee?

Rynjin |

Don't recall ever seeing a ship like this before...the only thing of note before our rematch with Gortus is this little tidbit-"Alrighty then, done failing to get people to fail saves in my WotW campaign and ready to take it out on you guys, let's-a go!"
Rynjin confirmed as evil RNG wizard.
The FIRST time you fought Gortus.
You set sail. You sail for 3 days without incident.
On the fourth night, you see something drifting from the mist.
A ship suddenly comes into view, sailing across the setting sun. The glaring light behind it makes the details of the ship difficult to make out, but its lines suggest a whaler riding low in the water. As the last light of day disappears below the horizon, the distant ship also drops from sight in the gloom of twilight.
Cyrdic:You can easily tell the ship was moving directly AGAINST the wind.

Jrahk Lacertus |

GET 'EM

Ixrul Morcrom |

Lemme double-check my spells, then down2clown.

Rynjin |

Initiative (Boats): 2d20 ⇒ (14, 12) = 26
The ghost ship reacts quickly to the sight of your boat, having waited a while for this.
It sinks slowly beneath the waves a good distance out, and then pops back up right beside you.
Grappling hooks are tossed from on deck, though by whom you cannot see. You hear a number of small splashes, six in all.
Your turn. You see no enemies yet but you are grappled with the ship.

Jrahk Lacertus |

Jrahk searches the water for the source of the splashes.
Perception: 1d20 + 9 ⇒ (16) + 9 = 25

Ixrul Morcrom |

STANDARD cast haste, MOVE back away from the edge
Ixrul hastes himself, Cyrdic, Jrahk, Ace, and iunno Sandra?
Ixrul then moves away from the edge they are being attacked from.
Roll20?

Cyrdic Forthill |

Cyrdic backs up from the edge they're being grappled from as well, bringing his soulbolt up to bear (as a free action now) as he does. He also manifests Offensive Prescience on himself (+2 on Damage).
Just gonna roll initiative now, probably going to bed pretty soon.
Initiative: 1d20 + 6 ⇒ (9) + 6 = 15

Ixrul Morcrom |

Might head to bed soon, so...
Ixrul tries to figure out what kind of magic would let a boat sink and resurface like that.
Kn Arcana: 1d20 + 14 ⇒ (3) + 14 = 17
Initiative: 1d20 + 11 ⇒ (9) + 11 = 20

Jrahk Lacertus |

Where ya guys going, the fun's over here!
Init: 1d20 + 1 ⇒ (11) + 1 = 12

TheGuyKnownAsAce |

I have to go to work so Ace will start off with some color flash, then some scorching rays at the captain whalebone guy
Rynjin, I give you permission to roll the dice for me if needed

Ixrul Morcrom |

Down to clown?
If Ixrul gets the chance, he'll begin casting SM III.