| Jack Escalara |
Save your lectures shaman. Jack's well versed in the ways of the sea. I countermanded nothing - she asked how I wanted to do it, and told me what she'd do. If that's how she gives an order, she is weak and this won't be last mutiny she faces. More'n likely though, she respects her crew,respects us and our abilities, and trusts us to get the job done even if it isn't exactly how she'd do it.
| GM_Starson |
The captain stands over some charts in her quarters as the team comes in. As the door is closed, she taps the table in thought.
Now that we're out to sea, and I know ya be loyal, it's time I explained how we're finding Redclaw's treasure.
She pulls a bottle with a weathered piece of parchment on the table, carefully pulling the parchment out. She continues to speak as she pulls it from the bottle.
My late husband, Warvil, used to travel in a team with two other captains. They split treasure 3 ways to take greater risks than they could alone. As such things often do, the relationship eventually fell apart and each went their separate way... but the biggest treasure they took was a horde from a brine dragon. In that horde, they found the key to Redclaw's treasure... an instrument they called "Three Reasons to Live"
She finally extracts the parchment and carefully opens it, laying it out for the team to read.
Varossa,
If you’re reading this, then I am most likely already winking
at Pharasma. Never before you did I find my equal in greed and
love of the sea, and I don’t regret any of the scars you’ve given
me. Since it seems likely I’m a dead man, I bequeath to you the
last of my possessions of any worth. This odd little horn may
seem broken and useless, but it’s the key to the lost treasure of
Jemma Redclaw. For safekeeping, I secured it with the guardian
of winds on this isle where I find myself marooned. It’s part of
a greater instrument. If you desire incredible wealth, retrieve it
and then speak with Stormeyes or Harkalm. You’ll have to knock
some heads to get at the gold, but that’s far from new to you.
If I ever loved anyone, you were it.
Warvil
She sighs and shakes her head... Warvil you dumb bastard... God I miss you. Least I was the one who did you in, not that stupid island
She swipes a arm across her face and refocuses.
My husband was stranded on a Island he called "Warvil's Folly". Smug bastard. He got off it somehow, but he kept the letter, and I found it after he passed. Now, I know where we can find the other captains, and I know where Warvil's folly is. So we go to each place, get the pieces of the horn, and then use them to unlock the treasure.
She smiles.
Now, you'll understand if I keep the information close to my chest.... you may have taken care of snowfeather, but a treasure this grand can tempt even the sternest of hearts, and I couldn't even trust my own husband to keep a cool head about this. I don't want you befalling the same fate, so I'll only let you know the exact location once we get close.
Socraties
|
bluff: 1d20 + 2 ⇒ (12) + 2 = 14
Reading the letter Socraties struggles to hold back tears, keeping himself only slightly watery-eyed as the letter reminds him of his late wife.
sense motive: 1d20 + 12 ⇒ (11) + 12 = 23
An instrument you say? Hmmm, I am quite intrigued, maybe once this is all over I can talk you into making it part of my share of the treasure? Though I would understand if you wanted to keep it as a connection to your late husband, I too have lost my spouse and can sympathize. Socraties does not completely ignore the comment about her having done in her own husband, but also is too distracted with the other ongoings to give it the attention it likely deserves.
I do not blame you for wanting to keep the information on a need to know basis, especially with one mutiny already having happened. What would you have us do while we wait to arrive?
| GM_Starson |
The Captain pulls out a map and lays it out, running her finger from lilywhite to another island.
This is Besmara's throne, where we'll find the first piece. It's a bit of a trek until then, so your just gonna have to do your best to help out and keep us safe until we get there.
She taps the expanse of the sea inbetween.
Sea's a dangerous mistress. I'll be shocked if we encounter no trouble between here and there. Plus, your still new, the crew will need ta get used to your faces.
| GM_Starson |
| Jack Escalara |
Taking some liberties with Knowledges GM - hope that's ok as Jack is a worshipper of Besmara
Sense Motive: 1d20 + 14 ⇒ (11) + 14 = 25
Ah - I haven't been to the Throne in a few years. The waters around there are especially treacherous. Will be visiting Queen Bes?
| Coatl |
Sense Motive: 1d20 + 2 ⇒ (10) + 2 = 12
"I think crew need to get used to Patzmiqui too. He still give a few the heebie jeebies." Coatl adds.
Know (geography): 1d20 + 4 ⇒ (17) + 4 = 21
"I don't know about rest of you, but this the best downtime between Pathfinder missions ever. Maybe retire from pathfinder society, go find Lady Luna." the druid muses over how he might use his share of the treasure.
"You think if we stick close to shoreline that mean we run into more trouble or less?" the perceptive jungle boy asks bluntly.
"You think more people come try to take ship?" he adds suddenly, as if the thought just popped into his head and he didn't bother to filter it before speaking it out loud. "I'll tell you about problem my tribe in Mwangi had another time, but same problem could be here. We need to get to know crew better to see if there is anyone who still thinks mutiny is a good idea and is just waiting for right moment. Super secret guard mission for just us."
| Jack Escalara |
Less trouble from pirates - more trouble from reefs, rocks, and tides. Personally Jack'd rather take his chances with the shoreline than the open waters. Rocks and reefs are predictable, and avoidable by a competent crew. Avoiding pirates is harder - less predictable. As far as people coming to take the ship - well, we are in the shackles. Pirates abound. And unless our Captain Varossa has a Letter of Marque from the Hurrican King, we'll be seen as fair prey for those that prowl the waters of the Shackles.
| Ortun |
With an eye roll, Ortun drops the matter.
Listening to the captain talk about her lost love, and the greed of material wealth in the same breathe gave him a sort of comfort. These are my type of people he thinks to himself.
Looking at the charts and their perspective route, he wonders what other secrets the captain is keeping but does not broach the subject in her presence.
"Looks like a pretty straightforward voyage. Can you tell us anything about what we are likely to encounter once we get to Besmara's Throne?"
Once his friends are finished with their queries, he heads back topside where he looks for Yamtisy or Horemheb to see if either have an assignment for him.
| GM_Starson |
The Captain nods to Jack.
Jack's got the right of it. I've got good maps and a even better pilot. She can handle the coastline no problem. As for visiting the Queen, let's just say I'd rather we keep our presence on the isle itself to a minimum.
She indicates Coatl next.
Yes, any murmurs of more mutiny I will absolutely want to hear about. I'm fairly confident in those who are left... anyone I didn't think I could trust, even if just a bit, I gave their servrance and had them step off at Lilywhite, so only the most loyal should remain. Can't be to careful though... just don't provoke the crew by nosing about.
To Ortun she continues,
Other than keeping an eye out for other pirates? Nothing I can say for sure. That's why I went to the trouble of hiring 5 very capable warriors to the crew.... your what's gonna stand between whatever might object to me taking the piece of the reasons to live, and my dainty hindquarters.
| GM_Starson |
The Captain sighs and sits down, leaning on her elbow, tired and sad looking again.
We... had an argument. We had both had some celebration grog... a little to much. I said we should go after a big score, something for us to settle down... maybe even have some little wake riders know?
The smile is wistful as she recalls a lost dream.
I love the sea, I could never leave her, not truly, but a family? Children to take the ship from us one day?
She sighs as the dream passes.
But Warvil wanted to sail the seas forever. So... we quarreled... like couples do, like we had done a thousand times. I don't know what came over him. He hit me... I was lying on the floor, and I was so enraged, and he was screaming, and then he reached for his pistol...
She places her hand over her face, as if a long faded bruise was still there.
Warvil was deeper in his cups than either of us had realized. Otherwise he would have remembered I'm.... I was, a much faster draw than him.
She looks at Setare and her face is grim.
Learn a lesson from me girl. Bullets and Grog don't mix.
| Coatl |
Sense Motive: 1d20 + 2 ⇒ (15) + 2 = 17
"Sad story." Coatl nods in affirmation of Setare's words of comfort. He watches the woman, observing her and her mannerisms.
I hope this experience on a pirate ship doesn't break Setare. She a good woman with a good heart.
"Just curious captain. If they call it "three reasons to live", do you know what the reasons are? We gonna be sneaky on pirate queen's island?"
| Jack Escalara |
Three parts of the instrument- three reasons to live. I suspect the name refers to the instrument itself, being split in three pieces and all. The treasure my friend, the treasure is the reason to live!
| GM_Starson |
The captain nods.
Jack, once again, has the right of it. As for what we'll be doing on the pirate queen's island, I'd rather wait until we're closer to talk about it more.
She sighs and sits up.
For now, your dismissed. Make yourselves useful.
Socraties
|
Profession(Sailor): 1d20 + 7 ⇒ (14) + 7 = 21 Socraties tries to "make himself useful".
| Coatl |
profession sailor: 1d20 + 6 ⇒ (10) + 6 = 16
"Don't worry cookie. Patzmiqui stay out of your food. He just gonna get the rats out. Trust me, you appreciate this. Nice to meet you. You can call me Coatl. How long you been cooking for Captain?"
Coatl makes small talk with the cook, mostly to make small talk and prove himself useful, and perhaps a little to get a feel for one of the crew members. They will be on the ship for a while, so he figured he might as well start getting to know people.
| Ortun |
Once his friends are finished with their queries, he heads back topside where he looks for Yamtisy or Horemheb to see if either have an assignment for him.
Profession Sailor: 1d20 + 10 ⇒ (14) + 10 = 24
Severely wanting to return to his previous life as a helmsman, Ortun knows that it would be irresponsible of him to assume the job of one of Captain Lanteri's crew.
He grabs a coil of rope and begins to organize a small portion of the deck.
| GM_Starson |
Socrates heads through the ship, where he finds Iulia going through the stores.
Old-timer! She waves him over.
Your good with numbers right? Help me with the inventory.
As he helps her, she looks at the flag he carries and says...
So... you carry a flag... part of some noble house? The nobles back in the home country where always up to something...
Coatl runs into Cobb in the kitchen, a Galtan Man with a mop of hair and a sour look on his face. Sticking out of his mouth is a pipe and he constantly plums a acrid smoke.
See here now Jungle Rat! He waves his pipe in Coatl's face. Unless your a cook, or can do something to help make this food taste better, I don't want you in here! If you wanna make sure we're clear of rats, keep that damn snake down in the hold where we keep the damn food!
He is very clearly a rather grouchy man.
Ortun looks up at the Helm and sees a beautiful female half-elf. She sees him looking with longing at the helm and she winks at him and waves him over.
Well howzya? Names Belina. She shakes his hand with a firm grip, calloused from holding the wheel in all the right spots.
Captain mentioned you used to be a helmsman.
She leans into the wheel, handling it clearly like an expert.
I bet you've been some interesting places! That's why I sail after all. See all the sights, all across the world! So many beautiful stars to see from so many ports!
| Jack Escalara |
Profession Sailor: 1d20 + 11 ⇒ (14) + 11 = 25
Jack will stick to helping out in the rigging and the crow's nest for the first part of the journey. He'll invite Setare to come with him, and offer to show her the ropes (pun intended!).
Setare - ye look like the type that would do well up in the rigging. Nice and stable on your feet - come on up here, and I'll show you a few things about how to sail a ship.
| Ortun |
Ortun walks slowly on the deck towards the helm, drawn by his former position. There he spots the lovely Belina and is momentarily taken aback.
"Well met, Belina. My names Ortun if you didn't hear Xosrov bragging about cleaning me out the other night. There is truly nothing greater than a fine vessel cutting through the ocean spray. I have seen much and many in my day, but rarely have I seen such a beauty as you, or one so skilled. "
sense motive: 1d20 + 5 ⇒ (4) + 5 = 9 Off, I'll leave it there
| GM_Starson |
You can still influence folks without the sense motive, the sense motive just clears up some of the likes and dislikes a little more clearly.
She laughs and shifts the wheel.
Ooof, ya flatterer. I like ya.
She winks again.
Don't think it'll be so easy though, lots of folks find me pretty, right until I break out the maps. Then their eyes sorta glaze over, and they get perked up when I talk about my sextant for all the wrong reasons!
She laughs at the joke.
------------------------------------------
Up high in the rigging, Jack and Setare see Anatoley.
Oh! If it ain't beauty and the beast!
As a fellow half-orc, this is clearly good nature ribbing on Anatoley's part. He tosses Jack a line as he pulls himself, his dexterity on the rigs a start contrast with his size.
Course, If I had fur like a proper beast maybe I'd get more beauties heh mate?
Socraties
|
I am rather good at numbers dear, I would be happy to help. What might be your name? he waits to catch her name before going on.
sense motive: 1d20 + 12 ⇒ (2) + 12 = 14
Not exactly nobility, but a few amongst our group seem to act and be treated like nobility. They are VEERRY secrative and most definitely always up to something. My current sources say they are planning some sort of coup on one of the nearby countries, bu that is all the details I have been able to pick up.
bluff: 1d20 + 13 ⇒ (14) + 13 = 27
| GM_Starson |
Socrates, It's Iulia, the quartermaster. You've met her already.
Iulia flicks his forehead.
Your getting senile old man. It's Iulia. I. U. L. I. A.
As he goes on about his friends, Iulia rolls her eyes and calls out some numbers before continuing.
That isn't much at all. And a coup? Suuuuure they are.
It doesn't seem like Socrates has made much headway with Iulia.
| Jack Escalara |
Just tell the ladies you shave - they'll be impressed by your dedication to personal hygiene. And it'll serve as a good excuse as to why you don't have time to take care of the smell!
Jack lets out a guffaw at his joke and shoots Anatoley a big grin as he goes about his work in the rigging.
| Ortun |
Ortun chuckles at Belina's joke. Easy to win your affection? It be easier to sail through the Eye of Abendego methinks.
"I too find the couture of a sea chart interesting. Though no need for a star chart on this boat; one merely just need to gaze into your eyes to see the heavens."
Ortun gives a pause to see if his comment hit the mark or sailed wide. "In all seriousness though, Captain seems like she has a good head and her shoulders and the crew appears quite competent. How long have you sailed with Captain Lanteri and the rest of the crew?"
| GM_Starson |
Anatoley laughs at the joke and parries back.
Or, even better, I could just have you be my wing man! I'll smell like roses by comparison! Good thing ya got a girl with no sense of smell right Setare?
He winks at her with a grin.
------------------------------------
Belina does smile at the remark... she apparently appreciates it, even if she isn't wooed by it.
Been with them a good 20 years or so. Joined up young, back when the Magpie Prince, that's what it was called back then, first set sail after the late captain won her in a card game. Not many left from before the Captain came aboard and married the late Captain. She sailed the "Shark Queen" at the time.
She gets a sad look and sighs.
Lost a lot of good folks that day... both of them wanted to take a Taldan merchant ship, and it was a race to see who would take it.... unfortunately, the shipment was a entire cohort of mercenaries. The Shark Queen took most of the damage, but most of our officers and crew died. So, we used the Shark Queen to repair up the Magpie Prince, and the two captains agreed to split the new ship...
She gives a mildly lecherous grin and wiggles her eyebrows.
And they spent long hours in the captain's quarters "Arguing"... and only half the time was the screaming at each other in anger! So enough, they got hitched and made it official.
Setare' Katsu
|
Anatoley laughs at the joke and parries back.
Or, even better, I could just have you be my wing man! I'll smell like roses by comparison! Good thing ya got a girl with no sense of smell right Setare?
He winks at her with a grin.
Setare looks at Anatoley a little confused and then at Jack with a questioning look on her face.
"Ehh ... no ... I ... I can smell ... " and she demonstrates by smelling and sniffing a little bit.
"But tha ... thanks so much Anatoley fo... for your concern re... regarding my senses. Eh ... eh ... if you need anything ple... please tell me! I ... I am not good at ... at sailing but maybe I ... I can support in o... other ways?!" she says with a certain eagerness to make friends.
Diplomacy: 1d20 + 10 ⇒ (11) + 10 = 21
| GM_Starson |
Anatoley chuckles loudly.
Ya a sweetheart lass... ya can help me by passing that rigging line here... Now just make that knot that Jack showed ya...
... Anatoley appreciated your jokes and kindhearted nature. You feel Anatoley has grown closer to you...
| Coatl |
Sorry! I thought I posted. I love reading you guys though, top notch!
Sense Motive: 1d20 + 2 ⇒ (17) + 2 = 19
"Ohhh, Jungle Rat! That a new one. I like you. So I can stay if I help? Coatl will be best helper you ever had. You be amazed at fungus that can make soup extra tasty. I'll go find some."
The jungle rat scurries out of the galley as quick as he barged in to head down to the hold, where Patzmiqui can find a few snacks and he can look for the damp, dark areas where mold and mushrooms grow.
Totally up to you GM how successful Coatl is there. He is a bit annoying and not easy on the eyes, but his helpfulness isn't for lack of effort!
| GM_Starson |
Coatl Survival?: 1d20 + 11 ⇒ (9) + 11 = 20
Coatl doesn't find much in the way of mushrooms or mold down on the hold. They just set out after all. But a spark of thought comes to mind as he realizes that it wouldn't be to hard to GROW the mushrooms and molds from his home in the jungle down here in the hold.... he has several in his spell component pouch and as part of his rations after all. Maybe even some of his druid magic might help...
| Coatl |
Down in the hold, Coatl allows his eyes to adjust to the darkness. The ship is well sealed, so there is virtually no light anywhere, and eventually the druid has to give in, casting light from his wayfinder to see his way around.
"Patzmiqui. You find the rats. I pray."
Folding his legs and getting comfortable sitting on the floor, the druid closes his eyes and dismisses the light spell. He begins a low humming chant while Patzmiqui silently roams the hold, looking for unwanted stowaways.
Need an hour to swap out read magic for create water.
Eventually, the druid clambers around, finding a corner where he can create some space. He pulls out a bundled up swatch of linen holding some of the scraps and trash he had grabbed while he was in the galley. Carefully, he cuts and kneads, rolling the compostable materials into a pungent smelling paste, which he smears around a small patch of the floor. He chants the incantation for creating water and allows several gallons to soak into the wood and mush without washing it away.
Finally, he pulls some of the materials out of his spell component pouch and ration bag, sprinkling 3 different types of mushroom spores into the prepared bed. Satisfied, he heads back up to the galley.
"I bring you special mushrooms in a couple days. Need some time to germinate. In the meantime, Coatl has special spell just for you. This jungle rat gonna make you look like an all-star for crew." Coatl proclaims, barging back into Cobb's space. He rubs his hands together, and begins randomly casting purify food and drink around the cupboards and in the pots and piles of peeled potatoes and the like.
"When I'm done, you gonna be everyone's favorite cook." Coatl's grin is toothy and wide.
| GM_Starson |
Cobb frowns as the Coatl casts his magic around. But he does notice that some of the softer vegetables have gone firmer and he nods reluctantly.
When ya done. For now, your taking up room. Get out of here Jungle Rat...
Though, he doesn't say it quiet as mean as he did before, it's clear he's had enough of Coatl's presence without some more solid help.
Cobb will remember that... (If you have Coatl do that each morning he's on the ship to stretch the supplies, it may have bonus effects on Cobb and the rest of the crew...)
| Coatl |
I'll work it into my posts occasionally, but you can assume that Coatl will happily contribute by casting purify food and water and create water liberally.
| GM_Starson |
Alright, I think everyone's gotten the chance to impact some crew members, so we'll stroll right along...
As the day moves along, the sun rises high to the sky, and everyone takes some time on deck to let the ocean breeze cool everyone down....
Coatl will: 1d20 + 7 ⇒ (3) + 7 = 10
Setare will: 1d20 + 5 ⇒ (4) + 5 = 9
Ortun will: 1d20 + 10 ⇒ (3) + 10 = 13
Jack will: 1d20 + 10 ⇒ (11) + 10 = 21
Socrates will: 1d20 + 5 ⇒ (8) + 5 = 13
Crew?: 1d4 + 2 ⇒ (2) + 2 = 4
OOOOOoohh boy...
Softly, so softly you almost can't hear it at all, is a soft, gentle music that washes over everyone. It's beautiful. It's so beautiful you almost want to cry. Such a song could only be sung by an angel... as you look out over the sea you see her, winging this way. She truly is an angel, a divine being, all your hopes and dreams rolled into one. She is.... perfection. You will fight to protect her, KILL to protect her if you have to. But for now, you wait for her to come to you.
Init Setare: 1d20 + 9 ⇒ (20) + 9 = 29
Init Coatl: 1d20 + 1 ⇒ (12) + 1 = 13
Init Ortun: 1d20 + 1 ⇒ (11) + 1 = 12
Init Socrates: 1d20 + 9 ⇒ (4) + 9 = 13
Init Jack: 1d20 + 4 ⇒ (2) + 4 = 6
Init Siren: 1d20 + 3 ⇒ (4) + 3 = 7
PATHFINDERS.... Isn't it lovely music?
Setare Isn't it lovely music?
Coatl Isn't it lovely music?
Ortun Isn't it lovely music?
Socrates Isn't it lovely music?
------------------
Siren
Crew
------------------
Jack
| Jack Escalara |
Kn Arcana: 1d20 + 5 ⇒ (19) + 5 = 24
I'd like to know resistances and the details of her siren song.
Sirens - tricky creatures.
Jack looks around and realizes he's the only one of the party unaffected by the Siren.
Well, can't hear her sing if there is no sound...
Jack will cast silence and walk over to Socraties. Once Socraties snaps out of it, Jack will point towards the Siren.
| GM_Starson |
Silence is a 1 round casting time, so it'll go off on your next turn Jack. Also, are you casting it on yourself?
As Jack begins to cast his spell, several sailors step up from below, wandering onto the deck.
Such... pretty... music...
Siren Song (Su) When a siren sings, all non-sirens within a 300-foot spread must succeed on a DC 19 Will save or become enthralled (see below). The effect depends on the type of song the siren chooses, and continues for as long as the siren sings and for 1 round thereafter. A creature that successfully saves cannot be affected again by any of that siren’s songs for 1 hour. These are sonic, mind-affecting effects. The save DC is Charisma-based. Enthralled creatures behave in one of the following four ways, which the siren chooses when she begins singing.
•Captivation: This functions exactly like a harpy’s captivating song. (Affected persons follow harpy, get extra saves if it forces them into dangerous situations)
•Fascination: Affected creatures are fascinated.
•Obsession: An obsessed victim becomes defensive of the siren and does all he can to prevent harm from coming to her, going so far as attacking his allies in her defense. The victim is not controlled by the siren, but views her as a cherished ally. This is a charm effect.
•Slumber: The victim immediately falls asleep, rendering the creature helpless. While the siren is singing, no noise will wake the sleeping creature, though slapping or wounding him does. The creature continues sleeping for 1d4 minutes after the siren stops singing, but can be awakened by loud noises or any other normal method.
The Siren meanwhile flies closer, gaining some air... she's about 200 feet out now, and about 70 feet above the ship.
Jack finishes his spell, and silence falls around him and his comrades.
Alright everyone! Your safe from the siren's song so long as you stay within 20 feet of jack.... but no talking! ;P
PATHFINDERS.... Isn't it lovely music?
Setare
Coatl
Ortun
Socrates
------------------
Siren
Crew
------------------
Jack
| Jack Escalara |
What are the mechanics if someone leaves the silence bubble? Do they automatically fall back under the harpies control, or do they get a new save? Or are they immune?
Jack lets his actions do the talking - he looses an arrow at the harpy.
Range Attack, 1 range increment: 1d20 + 5 + 2 - 2 ⇒ (13) + 5 + 2 - 2 = 18
Damage: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8
| GM_Starson |
Reading over the mechanics, I would say since you only gain the immunity for an hour after making the save, and it holds for "As long as the siren sings +1 round", that stepping out of the bubble will make someone fall under her sway again, no getting a new save since it's the same song, your just immune to it while in the bubble.
Socraties
|
Socraties shakes his head as he gains his senses as he looks around and attempts to say "what just happened?" He quickly realizes the situation. He quickly pulls his flag from his handy haversack (move action) and begins to perform a dance, making an awkward face as he hopes he remembers the moves his late wife taught him, to inspire courage (standard action).
Flagbearer and Inspire Courage are in effect, +2 TO HIT AND DAMAGE and +1 to saves against fear and charm.
| Coatl |
Coatl shakes his head, confused. Sailing was not something he was green at, though he wasn't quite the salty sea dog that some of these men and women were.
A siren was a new experience for him though. In the magical silence, he wrestles in his mind with what to do. Why did he feel that way about the enchanting creature? And why did it suddenly stop? Either way, he felt threatened, and unsure what to do next.
The absence of any ranged weapons in combination with the magical silence meant the druid was a little hamstrung at the moment. Coatl reaches into his gear, grabbing a tanglefoot bag in one hand and a thunderstone in the other.
"..." he scowls at no one in particular.
| Ortun |
Faced with little choice, Ortun follows Setare's lead and draws and loads his crossbow.
| GM_Starson |
Jack's bolt flies straight and true, striking the siren who's song shoots into a crescendo of pain. As she does so, the other crew members all shift their eyes towards jack. They yell something at him, and charge at him!
However, once they enter his bubble of silence, they stop, dazed and confused, trying to figure what is going on, and why they can't hear each other...
The siren swoops down and glares at everyone, as if confused why her song isn't drawing anyone away. She makes motions at the team, but nothing seems to happen?
PATHFINDERS.... Isn't it lovely music?
Setare
Coatl
Ortun
Socrates
------------------
Siren -10
Crew
------------------
Jack
| Jack Escalara |
Jack makes a rude gesture at the Siren, and looses another arrow at the creature.
Attack: 1d20 + 5 + 2 + 2 ⇒ (17) + 5 + 2 + 2 = 26
Damage: 1d8 + 4 + 2 + 2 ⇒ (5) + 4 + 2 + 2 = 13
Setare' Katsu
|
Setare is happy that she is not affected by whatever the siren is doing and after seeing who the target actually is with the support of Jack she focuses and shoots a bolt at the siren.
Crossbow, range -2,flag/inspire: 1d20 + 9 + 2 - 2 ⇒ (13) + 9 + 2 - 2 = 22
Crossbow damage, flag/inspire: 1d8 + 2 ⇒ (7) + 2 = 9