GM Itzi's Skull and Shackles (Inactive)

Game Master Itzi

Map of the Siren
The Known Crew
Current Map
map of The Shackles
Loot List


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Female CG Human (Mwangi) Brawler (Battle Dancer) 10 | HP: 93/93| AC: 17 (13 Tch, 15 Fl) | CMB: +16 (+17 grapple, +20 trip), CMD: 29 (31 grapple, 32 trip) | F: +10, R: +12, W: +8 | Init: +3 | Perc: +13, SM: +0  | Speed 30 ft. | Dancing Dodge 3/3, Sparring Partners 2/2, Martial Flexibility 8/8 | Active Conditions: None | Appearance

"Look to starboard! Keep up the pace!" shouts Marisan, Pierce's gift giving her extra insight to help Tessa steer the ship.

+10 auto aids as well.


With Valeria flying above giving directions and Marisan and Harmony updating her on the position of the others ships in the sands, Tessa easily navigates through the treacherous waters and out the other side.

Once past the Silted Shrouds, it's a good six or seven miles of clear sailing and you manage to pull ahead of a large portion of the pack before reaching the next obstacle - The Raker Shoals. The low-lying coral reefs are a well-known hazard to ships in this region.

Race Score: 3

You must quickly chart a course through the shoals with a successful DC 18 Knowledge (geography) check. Failing this check subtracts 1 from the your Race score. For every 5 by which the check result exceeds the DC, reduce the number of uncharted reef encounters by one. At the same time, you should decide the speed at which you are traveling through the shoals - the maximum speed of the Siren is 90' feet. The faster the ship is moving, the less time you'll have to spot the reefs in advance and prevent damage to your ship.

You can avoid all of the dangers of the shoals (and all checks) by sailing wide around the shoals, but doing so subtracts 7 from your Race score.


Female Sylph Wizard 13 | HP: 67/67 | AC: 13(17/19) -1, T:13, FF:10 | CMD: 26 | CMB: +13| Fort: +8 | Ref: +10: Will: +13 | Init: +3 | Perception: 0(-2) lighting 13/13, cyclone 13/13 toppling 3/3 focus 1/1| Portrait | conditions: mage armor, protection of arrows, endure elements

Polli quickly casts heightened awareness on her, clearing her mind of the storm's influence (somewhat at least). With eyes a litte less drunk on wind and rain, she looks at the map, and runs her finger along a path. "This way." said with confidence.

geography: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23


RETIRED - married and living happily ever after.

Knw Geo: 1d20 + 12 ⇒ (9) + 12 = 21 Aided.

"Whale-back channel?" Harmony asks Polli, "Good choice, just remember the shoals half-way through."

---------------------------

Disciplinary Meeting:
"You spoke when you should, which is more than I could say about another member of the crew." Harmony replies with a wry twist of her mouth. "There's a line Val. The Siren is not trying to be a 'normal' ship. I said as much to the crew, if you disagree with me then say so. But if a decision is made then everyone needs to abide by it. You spoke your piece, Tessa listened and then gave an order you didn't like. Following that order, even if you don't like it, is where discipline comes in. I am going to propose to Tessa that there be no further repercussions for this particular incident as long as it is not repeated. We cannot have officers who will flout the captain's authority. If you feel I am being unfair then this is the time to say so, I won't take offense."


Human*, Slayer 9/Inquisitor 4 | HP 113/113 | AC 24 (t16/ff19) | CMD 30 | F +14, R +14, W +13 (+2 vs evil) | perception (darkvision 60') +25, sense motive +23 | +9 initiative | active effects: protection from evil, focused scrutiny, heroism, resist energy (30), crusader's edge

"There's a spur on the left side as you're coming out too..." Val adds.

I can't fail an aid check for geography, so that's another +2.

Disciplinary Metting:
don't say anything, she can say she won't take offense but that doesn't mean she won't... what do you have to gain by being honest... she said to follow orders and she ordered you to speak...

Val takes a deep breath and answers, "Ma'am... I don't really mind that the Siren's not different--I knew what I was signing up for when I became a pirate--but I do think that maybe we should be more honest about that... I think I might have acted differently if I had really understood the actual expectations. You and Te... Cap'n Steele are the captains, and we're not... the ships we take go to you, the property we capture goes to you, and the decisions all belong to you... I'll take my cut of what's left and keep my mouth shut."


RETIRED - married and living happily ever after.

No-longer-about-discipline meeting:
"What would you expect then?" Harmony asks, curiosity filling her tone? "How else could we run a ship, or ships, other than how we do? I'd like to hear your thoughts."


Human*, Slayer 9/Inquisitor 4 | HP 113/113 | AC 24 (t16/ff19) | CMD 30 | F +14, R +14, W +13 (+2 vs evil) | perception (darkvision 60') +25, sense motive +23 | +9 initiative | active effects: protection from evil, focused scrutiny, heroism, resist energy (30), crusader's edge

HR meeting:
”I don’t expect anything else, ma’am,” Val answers with some discomfort, ”a normal arrangement is alright with me.”


RETIRED - married and living happily ever after.

HR:
Harmony, with a straight face and perfect imitation parrots Val's words back to her from a few minutes before.
Val wrote:
When I signed on Polli described the Siren as being different and I guess I just bought into that naive vision

. "I want it to be real, not a 'naive vision'" Harmony continues. "And I want to know what you think. I'm not promising to change, but I would at least like to know what you really think."


Human*, Slayer 9/Inquisitor 4 | HP 113/113 | AC 24 (t16/ff19) | CMD 30 | F +14, R +14, W +13 (+2 vs evil) | perception (darkvision 60') +25, sense motive +23 | +9 initiative | active effects: protection from evil, focused scrutiny, heroism, resist energy (30), crusader's edge

HR:
”I really am okay with a normal ship, ma’am,” Val answers, ”but, uh... if you really want to know what I thought the Siren would be like... I thought the senior officers were supposed to be equals in all but duty... equally free to voice our hopes and concerns, in private... equally free to contribute to decision-making, when time allows... equal sharers in whatever prizes we claim... That is naive, I know, but that was the vision that excited me, ma’am.”


Race Score: 3

Reef 1

Perception:

Perception - Donomsail: 1d20 + 2 ⇒ (10) + 2 = 12
Perception - Harmony: 1d20 + 12 ⇒ (19) + 12 = 31
Perception - Marisan: 1d20 + 11 ⇒ (5) + 11 = 16
Perception - Polli: 1d20 + 0 ⇒ (10) + 0 = 10 *
Perception - Tessa: 1d20 + 11 ⇒ (18) + 11 = 29
Perception - Valeria: 1d20 + 15 ⇒ (11) + 15 = 26

Harmony spots the first reef 260' out and Tessa easily adjusts for it.

(DC 5 Profession (sailor) check - easily made)

Reef 2

Perception:

Perception - Donomsail: 1d20 + 2 ⇒ (4) + 2 = 6
Perception - Harmony: 1d20 + 12 ⇒ (16) + 12 = 28
Perception - Marisan: 1d20 + 11 ⇒ (8) + 11 = 19
Perception - Polli: 1d20 + 0 ⇒ (19) + 0 = 19 *
Perception - Tessa: 1d20 + 11 ⇒ (11) + 11 = 22
Perception - Valeria: 1d20 + 15 ⇒ (3) + 15 = 18

Harmony, again, proves to have the eyes to spot hazards at a distance - 230' this time.

(DC 5 Profession (sailor) check - easily made)

Reef 3

Perception:

Perception - Donomsail: 1d20 + 2 ⇒ (18) + 2 = 20
Perception - Harmony: 1d20 + 12 ⇒ (6) + 12 = 18
Perception - Marisan: 1d20 + 11 ⇒ (18) + 11 = 29
Perception - Polli: 1d20 + 0 ⇒ (10) + 0 = 10 *
Perception - Tessa: 1d20 + 11 ⇒ (18) + 11 = 29
Perception - Valeria: 1d20 + 15 ⇒ (8) + 15 = 23

Marisan spots the third one at a distance of 240 feet.

(DC 5 Profession (sailor) check - easily made)

The hazards of the shoals avoided, another three or four miles brings you to Gozreh's Flow.

Sometimes called Gozreh’s Piss by the less reverent, the swirling wash of powerful ocean currents called Gozreh’s Flow sweeps out of the Sodden Lands along the southern fringes of the Eye. Competitors must tack into the strong wind while navigating the treacherous currents.

You must make three successful DC 25 Knowledge (nature) or DC 30 Survival checks during this leg to avoid the strong easterly currents dragging you back. Each failed check subtracts 1 from your Race score. Casting commune with nature or find the path eliminates the need for any checks. There is no way to avoid Gozreh’s Flow.

Once through the Flow, you can make three DC 20 Profession (sailor) checks to to improve your race score by +1 for each roll passed.


Female Sylph Wizard 13 | HP: 67/67 | AC: 13(17/19) -1, T:13, FF:10 | CMD: 26 | CMB: +13| Fort: +8 | Ref: +10: Will: +13 | Init: +3 | Perception: 0(-2) lighting 13/13, cyclone 13/13 toppling 3/3 focus 1/1| Portrait | conditions: mage armor, protection of arrows, endure elements

Polli climbs (levitates) up in the rigging, and screams down the direction the wind is about to take. Soaked to the bone, gusts of wind tearing at her hair, and yet her LOUD voice is filled with exuberance. She slices her hand in the direction a huge blast is coming and screams "Starboard!" then twists her hand wildly as it shifts "SOUTH!"

taking 10, for 28 on all three

Once through she jumps down, floating at the last moment to not break anything, into the arms of Dony, where she loses her self in her cleric for a good several minutes.


Female Human Swashbuckler 11| HP: 80/10 | AC: 27, T:18, FF:18 | CMD: 30 | CMB: +8| Fort: +5 | Ref: +14: Will: 3*/+4 | Init: +14 | Perception: +14 | Panache: 4

Tessa grins as the crew continues to call out obstacles and properly identify her surroundings and optimal paths. Tessa spins the wheel and stands on her tiptoes as she looks side to side for the best path forward.

Profession Sailor: 1d20 + 13 + 5 ⇒ (14) + 13 + 5 = 32
Profession Sailor: 1d20 + 13 + 5 ⇒ (13) + 13 + 5 = 31
Profession Sailor: 1d20 + 13 + 5 ⇒ (4) + 13 + 5 = 22


The officers and their crew work together like a well oiled machine and, with Polli's aid, seem to anticipate every shift of the wind's mood, moving them quickly through the Flow, leaving them way ahead of most of the pack.

Race Score: 6

Not far out of Gozreh's Flow, you see ahead of you two jagged shafts of rock, called the Iris’s Splinters, rising out of the ocean here, forming a narrow 100 foot gap between them. Competitors must “thread the Iris” and sail between these splinters.

One of the few ships ahead of you, the Sullied Strumpet closes in to pass between the rocks. As she does so, a gigantic turtlelike behemoth surfaces ahead of them. As you watch, the beast smashes into the other ship with a bellow, capsizing the light sloop. As the creature plucks hapless sailors from the water, you have a chance to slip past the feasting creature and pass through the gap.

Knowledge (arcana) DC 24:
The creature is a dragon turtle. A huge creature capable of capsizing boats and breathing a large cloud of burning steam. It's slow, but very tough.

Three successful DC 25 Profession (sailor) checks to do so. No taking 10 allowed on this one, folks. Failing any of the checks, will mean having to hold off the monstrous creature while you pass through the narrow space.

The safer, but slower, strategy would be to wait for another ship to pass and then move through while they're occupied with the beast. You'll only need a single DC 25 Profession (sailor) check, but you'll lose 1d3 off your Race Score.

Once past the beast, you can increase your Race Score with two more DC 25 Profession (sailor) checks at +1 each.


Female Sylph Wizard 13 | HP: 67/67 | AC: 13(17/19) -1, T:13, FF:10 | CMD: 26 | CMB: +13| Fort: +8 | Ref: +10: Will: +13 | Init: +3 | Perception: 0(-2) lighting 13/13, cyclone 13/13 toppling 3/3 focus 1/1| Portrait | conditions: mage armor, protection of arrows, endure elements

knowledge arcane: 1d20 + 17 + 2 ⇒ (19) + 17 + 2 = 38

"Dragon Turtle!" Polli yells, leaning over the railing to get a good look at the majestic beast "It is SLOW... but lovely"


Female Human Swashbuckler 11| HP: 80/10 | AC: 27, T:18, FF:18 | CMD: 30 | CMB: +8| Fort: +5 | Ref: +14: Will: 3*/+4 | Init: +14 | Perception: +14 | Panache: 4

Tessa turns her head when Polli shouts at her about a dragon turtle. She briefly considers the epic tale of battling said dragon turtle instead of sailing around it. While either by accident or on purpose, she misses her turn and pulls far too wide.

Profession Sailor: 1d20 + 13 + 5 ⇒ (2) + 13 + 5 = 20
Profession Sailor: 1d20 + 13 + 5 ⇒ (12) + 13 + 5 = 30
Profession Sailor: 1d20 + 13 + 5 ⇒ (17) + 13 + 5 = 35


Human*, Slayer 9/Inquisitor 4 | HP 113/113 | AC 24 (t16/ff19) | CMD 30 | F +14, R +14, W +13 (+2 vs evil) | perception (darkvision 60') +25, sense motive +23 | +9 initiative | active effects: protection from evil, focused scrutiny, heroism, resist energy (30), crusader's edge

”Watch out, Cap’n,” Val shouts as she leaps down to the main deck and grabs the ropes for the mainsail. She barks some orders to the riggers in an effort to trim the sail so the captain can cut away from the beast more quickly.

Aiding Tessa for +2 on her checks (I can’t fail, even on a 1).


RETIRED - married and living happily ever after.

Harmony begins to sing, a rousing sea shanty of her own composition that tells of the Siren's exploits thus far.

Inspire Competence to Tessa, +3. If not then she can auto aid for +2


Female Human Swashbuckler 11| HP: 80/10 | AC: 27, T:18, FF:18 | CMD: 30 | CMB: +8| Fort: +5 | Ref: +14: Will: 3*/+4 | Init: +14 | Perception: +14 | Panache: 4

With the help of her crew, Tessa is able to pull the ship around just in time and make the turn. Without looking at them, she calls out "Thanks!"


Race Score: 8

Past the Splinters, you must now skim through the outer edge of the titanic maelstrom that is the Eye of Abendego, tacking against the powerful northwesterly storm winds created by the cyclone’s counter-clockwise rotation.

GM Die Rolls:

Storm Hazard: 1d100 ⇒ 78
Storm Hazard: 1d100 ⇒ 47
Storm Hazard: 1d100 ⇒ 60

Lightning Damage: 10d8 ⇒ (5, 1, 4, 4, 2, 6, 8, 5, 6, 4) = 45

With the turbulent winds and waves of the storm, the Siren is tossed this way and that. It takes all of Tessa's skill to keep the ship on a steady course to the next waypoint in the race. Periodic high waves wash over the deck and threaten to carry crewmembers away with the dark water. The rigging suffers as well. Ropes snap and wet sails slap this way and that. Polli is occupied for a while with a leak that opens in the main hold, but she manages to seal the breach.

Just as the sylph is returning to the main deck a sheet of lightning strikes the foremast. Tongues of flame curl around the hole in the sail, but are quickly extinguished by the driving rain. The foresail seems fine ... for now.

Navigating through the hurricane requires a successful DC 25 Profession (sailor) or Survival check. Characters with at least 5 ranks in Knowledge (geography) or Knowledge (local) gain a +2 bonus on the checks. Failing this check subtracts 3 from the PCs’ Race score.

You can also make five DC 30 Profession (sailor) checks to increase your Race Score by +1 each. Failing a check by 5 or more means the wind deals 6d6 points of damage to the ship’s sails.


Female Sylph Wizard 13 | HP: 67/67 | AC: 13(17/19) -1, T:13, FF:10 | CMD: 26 | CMB: +13| Fort: +8 | Ref: +10: Will: +13 | Init: +3 | Perception: 0(-2) lighting 13/13, cyclone 13/13 toppling 3/3 focus 1/1| Portrait | conditions: mage armor, protection of arrows, endure elements

"Tar Here, Quickly!" Polli leads her constricted assistants with sharp hurried commands, the worry for her ship (and all that are on it) evident in her face for all to see.  They work together frantically but efficiently, making her emergency drills she shoves on people not such a dumb idea.  Until finally the last water seeping through open wounds is dressed as properly as possible. She treats her 'staff' with a rare beaming smile (significantly less rare in massive thunderstorms) and a "Good Work"

Then she is back on deck just in time to see the entire world light up in a stunning brightness, a deafening crack, then turns her insides all puddly with awe.  If Polli was the worshiping kind, Dony's God would be the one she would whisper prayers to.  All her love of knowledge and magic is a tiny candle to the terror and exuberance she feels when Nature lets you know its true power.
As the moment settles, she is casting drench to put out fires, yelling to check under the deck for cracks, and herself is inspecting every inch of the above deck mast.


Female Human Swashbuckler 11| HP: 80/10 | AC: 27, T:18, FF:18 | CMD: 30 | CMB: +8| Fort: +5 | Ref: +14: Will: 3*/+4 | Init: +14 | Perception: +14 | Panache: 4

"HOLD 'ER STEADY, SIRENS!" Tessa shouts loudly into the wind, fighting to keep them on the right track. She uses all of her innate skill at navigation and sailing to turn the ship at the correct moment to avoid damage to the ship and make the most of the storm.

Profession Sailor DC25: 1d20 + 13 + 5 ⇒ (6) + 13 + 5 = 24
Profession Sailor DC30: 1d20 + 13 + 5 ⇒ (14) + 13 + 5 = 32
Profession Sailor DC30: 1d20 + 13 + 5 ⇒ (15) + 13 + 5 = 33
Profession Sailor DC30: 1d20 + 13 + 5 ⇒ (16) + 13 + 5 = 34
Profession Sailor DC30: 1d20 + 13 + 5 ⇒ (13) + 13 + 5 = 31
Profession Sailor DC30: 1d20 + 13 + 5 ⇒ (14) + 13 + 5 = 32


RETIRED - married and living happily ever after.

"Riggers to the foremast!" Harmony yells as an errant gust threatens to force the Siren off course and the foresail out of its bolt ropes. She scrambles into the rigging herself to help as best she can.

Aid the first check and then Harmony is in the rigging which is why she doesn't help with the rest! ;)


Race Score: 13

Tessa demonstrates her skills again as she maneuvers the Siren through the small portion of the storm's reach to break through to the simply stormy winds surrounding the last waypoint of the race. The last waypoint consists of the two concentric rings of Sharkskin Reef and the towering spire of rock called Pinnacle Atoll.

It's difficult to tell at this point how many ship are before you and how many are behind you. You're reasonably confident, however, that there can't be more than two or three ships ahead of you.

Steering the ship through both rings of the razor-sharp reefs is very dangerous (and requires four successful DC 30 sailing checks). Failure risks the reefs tearing holes in your ship's hull that even Polli may not be able to manage.

Failing any of these checks results in 8d8 points of damage to your ship as waves smash the vessel against the reefs. You can choose to can pass through only the outer ring of reefs, which requires only two checks, but the extra distance subtracts 2 from your Race score. Sailing wide around the outer ring to avoid all of the reefs eliminates the need for any sailing checks, but subtracts 6 from your Race Score.

Once past the waypoint, you can make two DC 25 Profession (sailor) checks to improve your Race Score during this leg of the race.


Female Human Swashbuckler 11| HP: 80/10 | AC: 27, T:18, FF:18 | CMD: 30 | CMB: +8| Fort: +5 | Ref: +14: Will: 3*/+4 | Init: +14 | Perception: +14 | Panache: 4

The moment had come, as she knew it would. Tessa could have sailed the ship blindfolded earlier, doing it by feeling the spray of water on her skin the wind whipping across the deck. But not now, not with these reefs ahead. It would take more than Tessa's skill to see them threw this rough patch.

She started shout out commands that were relayed among the crew, listening to the feedback from her officers and making adjustments on the fly. No, it was no longer about Tessa's skill alone, she needed her crew if the Siren was going to make it through this challenge in one piece.

Profesion Sailor DC30: 1d20 + 13 + 5 ⇒ (9) + 13 + 5 = 27
Profesion Sailor DC30: 1d20 + 13 + 5 ⇒ (9) + 13 + 5 = 27
Profesion Sailor DC30: 1d20 + 13 + 5 ⇒ (13) + 13 + 5 = 31
Profesion Sailor DC30: 1d20 + 13 + 5 ⇒ (5) + 13 + 5 = 23

Profesion Sailor DC25: 1d20 + 13 + 5 ⇒ (18) + 13 + 5 = 36
Profesion Sailor DC25: 1d20 + 13 + 5 ⇒ (17) + 13 + 5 = 35


Human*, Slayer 9/Inquisitor 4 | HP 113/113 | AC 24 (t16/ff19) | CMD 30 | F +14, R +14, W +13 (+2 vs evil) | perception (darkvision 60') +25, sense motive +23 | +9 initiative | active effects: protection from evil, focused scrutiny, heroism, resist energy (30), crusader's edge

Val makes sure to present a stoic facade to the crew as she watches Captain Steele struggle to maintain control of the ship.

should I offer to take a shift... with that magic wheel I could steer through here without breaking a sweat... no, that would only add insult to injury... best do what I can to help, quietly...

The master gunner takes up position in the ropes to Tessa’s left where she can look down at the reefs drawing near the hull. She splits her time between calling warnings to the captain and relaying orders to the crew.

aiding all the rolls.


RETIRED - married and living happily ever after.

Harmony stays in the shrouds, calling advice when she can.

Also aiding. Lowest is a 27 now. Will Inspire Competence do the job for the last 3?


Race Score: 15

Sorry, Inspire Confidence is too short of a duration.

Reef Damage: 8d8 ⇒ (4, 8, 2, 8, 7, 8, 6, 3) = 46

The Siren makes it through most of the reef and is circling around to exit when there's a scraping crash and the ship lurches hard to port. The sound of snapping timbers and cracking wood echoes from below deck. Polli and her team race below to effect repairs while the rest of the crew works quickly to free the ship. It's not more than ten minutes later and the injured ship slips back into the race and clear of the reefs.

As you move away from the storm, the rain actually increases. More flashes of lightning follow. And even more flashes of lightning. There are cries from the crew and everyone looks up to see a corona of baleful green lightning limn the mainmast.

Less than a minute later and the lightning coalesces into an animated form - an elemental!

A DC 19 Knowledge (planes) check by anyone on deck will give you all three rounds of preparation time before the creature fully appears and combat begins.

Combat Begins!

Initiatives:

Donomsail: 1d20 - 1 ⇒ (18) - 1 = 17
Harmony: 1d20 + 2 ⇒ (11) + 2 = 13
Marisan: 1d20 + 3 ⇒ (8) + 3 = 11
Polli: 1d20 + 3 ⇒ (9) + 3 = 12
Tessa: 1d20 + 13 ⇒ (16) + 13 = 29
Valeria: 1d20 + 5 ⇒ (6) + 5 = 11
Elemental: 1d20 + 13 ⇒ (11) + 13 = 24

Round 1

Tessa is up first. The elemental is still up at the top of the mainmast.


Female Human Swashbuckler 11| HP: 80/10 | AC: 27, T:18, FF:18 | CMD: 30 | CMB: +8| Fort: +5 | Ref: +14: Will: 3*/+4 | Init: +14 | Perception: +14 | Panache: 4

"Lightning genie, mainmast!" Tessa screams loudly. [b]"All hands on deck!"[b/] orders and pulls out Wayfinder, heading towards the mainmast.

Does it look like she can attack it if she wer eto climb up there?


Female Sylph Wizard 13 | HP: 67/67 | AC: 13(17/19) -1, T:13, FF:10 | CMD: 26 | CMB: +13| Fort: +8 | Ref: +10: Will: +13 | Init: +3 | Perception: 0(-2) lighting 13/13, cyclone 13/13 toppling 3/3 focus 1/1| Portrait | conditions: mage armor, protection of arrows, endure elements

knowledge planes: 1d20 + 16 + 2 ⇒ (10) + 16 + 2 = 28

Polli comes back up to the deck in time to the green lightning. "It's not a lightning genie, berry, it is an air elemental!" she shouts, rushing over to Marisan, she pulls her magic through her ring, to cast fly again on the master of arms.


Human*, Slayer 9/Inquisitor 4 | HP 113/113 | AC 24 (t16/ff19) | CMD 30 | F +14, R +14, W +13 (+2 vs evil) | perception (darkvision 60') +25, sense motive +23 | +9 initiative | active effects: protection from evil, focused scrutiny, heroism, resist energy (30), crusader's edge

Val grabs her hat and transforms into the four-armed version of herself as she draws her bow. While Polli and the other spellcasters weave together magic to aid them all in combat, the slayer climbs the aft-mast. She studies the elemental and pronounces judgment against it as she climbs.

Spending 1 round to transform and draw my bow while moving to the mast/rigging. Then 2 rounds double moving to climb up, activating studied target in one and judgement (purity: +1 saves) in the other. Because I have 4 arms, I can hang in the rigging normally and still fire my bow without a problem.


Yes, Tessa could attack it if she climbs up. I'll assume that's what she's doing.

Yes, Val can fire her bow that way. Technically Val normally wouldn't be able to invoke her Judgement until combat has officially begun, but since I'm already limiting you to combat rounds of activity I'll allow it.

With that roll, Polli would recognize that it's a Greater Lightning Elemental. Unsurprisingly, it's immune to electricity and uses it in its attacks. It especially focuses on those with metal armor or weapons.

I need both Tessa and Valeria to make two Climb DC 15 rolls to scale their respective masts in the current weather and combat conditions. Then if no one else has any pre-round-1 preparations to make, I'll move us into Round 1.


Human*, Slayer 9/Inquisitor 4 | HP 113/113 | AC 24 (t16/ff19) | CMD 30 | F +14, R +14, W +13 (+2 vs evil) | perception (darkvision 60') +25, sense motive +23 | +9 initiative | active effects: protection from evil, focused scrutiny, heroism, resist energy (30), crusader's edge

skill checks:

climb1: 1d20 + 12 ⇒ (9) + 12 = 21 15'
climb2: 1d20 + 12 ⇒ (18) + 12 = 30 30'
climb3: 1d20 + 12 ⇒ (19) + 12 = 31 45'
climb4: 1d20 + 12 ⇒ (11) + 12 = 23 60'

Despite the weather, Val adroitly climbs into position near the top of the aft-mast.


Female Sylph Wizard 13 | HP: 67/67 | AC: 13(17/19) -1, T:13, FF:10 | CMD: 26 | CMB: +13| Fort: +8 | Ref: +10: Will: +13 | Init: +3 | Perception: 0(-2) lighting 13/13, cyclone 13/13 toppling 3/3 focus 1/1| Portrait | conditions: mage armor, protection of arrows, endure elements

seeing that Tessa is about to climb in this mess Polli runs over and casts spider climb on her. " Don't fall!" she advises.


RETIRED - married and living happily ever after.

"Well bugger." Harmony says as Polli explains what's happening. "What are the odds that that's natural?"

Harmony hastes the crew before they get out of range, then casts heroism on herself and then finally invokes the Sirens collective wrath. Inspire Courage.


Female Human Swashbuckler 11| HP: 80/10 | AC: 27, T:18, FF:18 | CMD: 30 | CMB: +8| Fort: +5 | Ref: +14: Will: 3*/+4 | Init: +14 | Perception: +14 | Panache: 4

Like a spider, Tessa zips up the mainmast towards the lightning genie. She declares "LIGHTNING GENIE, GET OFF MY SHIP!"

Assuming I can reach it with haste. I'll add attack rolls in case I can attack, it not just use them next round.

Attack!: 1d20 + 18 + 2 + 1 ⇒ (8) + 18 + 2 + 1 = 29 Damage: 1d6 + 10 + 8 + 2 ⇒ (6) + 10 + 8 + 2 = 26
Attack!: 1d20 + 13 + 2 + 1 ⇒ (20) + 13 + 2 + 1 = 36 Damage: 1d6 + 10 + 8 + 2 ⇒ (4) + 10 + 8 + 2 = 24
Confirm?!: 1d20 + 13 + 2 + 1 ⇒ (18) + 13 + 2 + 1 = 34 Damage: 1d6 + 10 + 8 + 2 ⇒ (6) + 10 + 8 + 2 = 26

Intimidate!: 1d20 + 14 ⇒ (13) + 14 = 27

P/R:

Parry!: 1d20 + 18 + 2 + 1 ⇒ (11) + 18 + 2 + 1 = 32
Riposte!: 1d20 + 18 + 2 + 1 ⇒ (14) + 18 + 2 + 1 = 35 Damage: 1d6 + 10 + 8 ⇒ (3) + 10 + 8 = 21

Parry!: 1d20 + 18 + 2 + 1 ⇒ (4) + 18 + 2 + 1 = 25
Riposte!: 1d20 + 18 + 2 + 1 ⇒ (17) + 18 + 2 + 1 = 38 Damage: 1d6 + 10 + 8 ⇒ (3) + 10 + 8 = 21

Parry!: 1d20 + 18 ⇒ (6) + 18 = 24
Riposte!: 1d20 + 18 ⇒ (15) + 18 = 33 Damage: 1d6 + 10 + 8 ⇒ (2) + 10 + 8 = 20

Parry!: 1d20 + 18 ⇒ (5) + 18 = 23
Riposte!: 1d20 + 18 ⇒ (4) + 18 = 22 Damage: 1d6 + 10 + 8 ⇒ (4) + 10 + 8 = 22


Polli shouts out to the crew what's appearing on the mast and so the officers of the Siren are prepared for when the elemental finally collesces.

Round 1

None are more ready than Captain Steele, herself. Already at the top of the mast and ready to strike with her blade, Wayfinder. She stabs at the being twice with her blade, connecting with it both times, but not doing anywhere near as much damage as she would have liked.

Immune to criticals and DR 10/-

GM Die Rolls:

Elemental Slam: 1d20 + 20 + 3 ⇒ (8) + 20 + 3 = 31
Elemental Slam Damage + Electricity: 2d8 + 6 + 2d6 ⇒ (1, 5) + 6 + (4, 1) = 17

Elemental Slam: 1d20 + 20 + 3 ⇒ (9) + 20 + 3 = 32
Elemental Slam Damage + Electricity: 2d8 + 6 + 2d6 ⇒ (8, 2) + 6 + (1, 2) = 19

The roiling maelstrom of vapor and lightning slams at Tessa with two pseudopods of energy. She actually manages to parry the first attack and strike back at it, but the second one catches her low in the thigh.

Tessa takes 16 points of bludgeoning damage and 3 points of electrical damage.

Everyone else is up and then Tessa is up for Round 2.


Human*, Slayer 9/Inquisitor 4 | HP 113/113 | AC 24 (t16/ff19) | CMD 30 | F +14, R +14, W +13 (+2 vs evil) | perception (darkvision 60') +25, sense motive +23 | +9 initiative | active effects: protection from evil, focused scrutiny, heroism, resist energy (30), crusader's edge

Well... its probably not going to take me more than a round or two to figure out that I'm completely worthless against this thing...

From her perch on the other mast, Val shifts the focus of her judgement (to destruction: +1 damage) and begins unloading arrows at the creature.

longbow 1 (pb/rs/st/ic/haste/des): 1d20 + 15 - 2 + 2 + 2 + 1 ⇒ (3) + 15 - 2 + 2 + 2 + 1 = 21
for: 1d8 + 4 + 2 + 2 + 1 ⇒ (8) + 4 + 2 + 2 + 1 = 17

longbow 2 (pb/rs/st/ic/haste/des): 1d20 + 15 - 2 + 2 + 2 + 1 ⇒ (18) + 15 - 2 + 2 + 2 + 1 = 36
for: 1d8 + 4 + 2 + 2 + 1 ⇒ (2) + 4 + 2 + 2 + 1 = 11

longbow 3 (pb/rs/st/ic/haste/des): 1d20 + 15 - 2 + 2 + 2 + 1 ⇒ (5) + 15 - 2 + 2 + 2 + 1 = 23
for: 1d8 + 4 + 2 + 2 + 1 ⇒ (6) + 4 + 2 + 2 + 1 = 15

longbow 4 (pb/rs/st/ic/haste/des): 1d20 + 10 - 2 + 2 + 2 + 1 ⇒ (12) + 10 - 2 + 2 + 2 + 1 = 25
for: 1d8 + 4 + 2 + 2 + 1 ⇒ (4) + 4 + 2 + 2 + 1 = 13


Female CG Human (Mwangi) Brawler (Battle Dancer) 10 | HP: 93/93| AC: 17 (13 Tch, 15 Fl) | CMB: +16 (+17 grapple, +20 trip), CMD: 29 (31 grapple, 32 trip) | F: +10, R: +12, W: +8 | Init: +3 | Perc: +13, SM: +0  | Speed 30 ft. | Dancing Dodge 3/3, Sparring Partners 2/2, Martial Flexibility 8/8 | Active Conditions: None | Appearance

Marisan surges up into the sky, giving new definition to the term “flying kick.”

Pummeling Charge: 1d20 + 16 ⇒ (13) + 16 = 291d20 + 16 ⇒ (4) + 16 = 201d20 + 13 ⇒ (1) + 13 = 14
Damage: 1d10 + 17 ⇒ (9) + 17 = 26


Female Sylph Wizard 13 | HP: 67/67 | AC: 13(17/19) -1, T:13, FF:10 | CMD: 26 | CMB: +13| Fort: +8 | Ref: +10: Will: +13 | Init: +3 | Perception: 0(-2) lighting 13/13, cyclone 13/13 toppling 3/3 focus 1/1| Portrait | conditions: mage armor, protection of arrows, endure elements

Magical orbs of pure force spring from Polli's hand to slam into the thing giving lightning a bad name.

magic missile: 4d4 + 4 ⇒ (4, 2, 2, 1) + 4 = 13


Female Human Swashbuckler 11| HP: 80/10 | AC: 27, T:18, FF:18 | CMD: 30 | CMB: +8| Fort: +5 | Ref: +14: Will: 3*/+4 | Init: +14 | Perception: +14 | Panache: 4

Fighting a lightning elemental sixty feet above upon the mainmast in a storm is not for the feint of heart. Tessa isn't scared however, instead, she tries to intimidate the creature and says "You cannot be on my ship! The Sirens do not give you passage! You picked the wrong place!"

Balancing, holding on and swinging Wayfinder, she is not put off that she isn't doing as much damage as she would like. Instead, she continues to pummel it while Marisan fights alongside her and Polli's missiles and Val's arrows slam into it.

"KEEP ON IT, LADIES!"

Attack!: 1d20 + 18 + 2 + 1 ⇒ (17) + 18 + 2 + 1 = 38 Damage: 1d6 + 10 + 8 + 2 ⇒ (4) + 10 + 8 + 2 = 24
Attack!: 1d20 + 13 + 2 + 1 ⇒ (14) + 13 + 2 + 1 = 30 Damage: 1d6 + 10 + 8 + 2 ⇒ (4) + 10 + 8 + 2 = 24
Intimidate!: 1d20 + 14 ⇒ (4) + 14 = 18

P/R:

Parry!: 1d20 + 18 + 2 + 1 ⇒ (8) + 18 + 2 + 1 = 29
Riposte!: 1d20 + 18 + 2 + 1 ⇒ (4) + 18 + 2 + 1 = 25 Damage: 1d6 + 10 + 8 + 2 ⇒ (2) + 10 + 8 + 2 = 22

Parry!: 1d20 + 18 + 2 + 1 ⇒ (15) + 18 + 2 + 1 = 36
Riposte!: 1d20 + 18 + 2 + 1 ⇒ (3) + 18 + 2 + 1 = 24 Damage: 1d6 + 10 + 8 + 2 ⇒ (5) + 10 + 8 + 2 = 25


RETIRED - married and living happily ever after.

Charm Monster. DC18

Harmony starts singing, a song of storms and crashing waves that rises and falls like the Siren itself. The effect is oddly entrancing.


GM Die Rolls:

Elemental Will Save vs DC 18: 1d20 + 6 ⇒ (17) + 6 = 23

Donomsail offers up a prayer to Gozreh and Harmony attempts to soothe the savage breast with song. The elemental's breast will not be soothed in such a way, however, as it resists the bard's alluring offer. As an alternative, Polli attempts to soothe it via arcane missiles. Marisan takes the definition of a flying kick just a little far, so, consequently, only one of her strikes hits the creature. All of Valeria's arrows strike true, but seem to do little damage.

Round 2

Tessa stabs at the elemental again with her blade even as she feels the tingle of electricity through the hilt and the force of nature vanishes in a swirl of static and sparks.

Combat Ends!

Race Score: 15

With the elemental vanquished, you all return to your positions to finish out the last leg of the race. As the Siren sails further away from the storm, you see that, lo and behold, there are no ships between you and Coaming Point - where the finish is. Looking back, in fact, you see only one ship remotely close behind you. And with a sense of satisfaction, you can see that it's the Wyrmwood.

Perception:

Perception - Donomsail: 1d20 + 2 ⇒ (18) + 2 = 20
Perception - Harmony: 1d20 + 10 ⇒ (2) + 10 = 12
Perception - Marisan: 1d20 + 8 ⇒ (5) + 8 = 13
Perception - Polli: 1d20 + 0 ⇒ (19) + 0 = 19 *
Perception - Tessa: 1d20 + 9 ⇒ (8) + 9 = 17
Perception - Valeria: 1d20 + 12 ⇒ (10) + 12 = 22

You spare little attention to your old ship as while it is closing, there is no way it will reach you before you reach the finish.

GM Die Rolls:

Stalker #1 Attack vs Tessa FF AC 18: 1d20 + 12 ⇒ (2) + 12 = 14
Stalker #1 Damage: 2d6 + 4 ⇒ (1, 4) + 4 = 9

Stalker #2 Attack vs Tessa FF AC 18: 1d20 + 12 ⇒ (2) + 12 = 14
Stalker #2 Damage: 2d6 + 4 ⇒ (6, 2) + 4 = 12

Ten minutes later, whether by instinct on Tessa's part or incompetence on her assailants, the swashbuckler avoids the two invisible fists thrown at her.

Combat Begins!

Initiatives:

Donomsail: 1d20 - 1 ⇒ (9) - 1 = 8
Harmony: 1d20 + 2 ⇒ (8) + 2 = 10
Marisan: 1d20 + 3 ⇒ (2) + 3 = 5
Polli: 1d20 + 3 ⇒ (3) + 3 = 6
Tessa: 1d20 + 13 ⇒ (16) + 13 = 29
Valeria: 1d20 + 5 ⇒ (3) + 5 = 8
Stalkers: 1d20 + 8 ⇒ (4) + 8 = 12

Round 1

Tessa is up before the enemies.

Tessa is at the wheel and aware that at least two invisible foes are on board the Siren. Unfortunately, it's a Perception DC 34 to identify which squares the enemies are in.

Short term spells from the last combat have expired.

Also, unless someone takes a Move action each round next to the wheel, the Siren will be considered 'Uncontrolled' and you will lose 1 point from your Race Score.

I know we've got a couple of people out on vacations/birthdays, so there's no rush for this combat.


RETIRED - married and living happily ever after.

"I'll take the wheel! Take them!" Harmony calls to Tessa, ready to swap places with her fiance.


Human*, Slayer 9/Inquisitor 4 | HP 113/113 | AC 24 (t16/ff19) | CMD 30 | F +14, R +14, W +13 (+2 vs evil) | perception (darkvision 60') +25, sense motive +23 | +9 initiative | active effects: protection from evil, focused scrutiny, heroism, resist energy (30), crusader's edge

Probably doesn’t matter here but my perception is +15, not +12

Val uses her magic to see the invisible, studies the two assailants, and calls out the positions of all the enemies she can spot.


Female Human Swashbuckler 11| HP: 80/10 | AC: 27, T:18, FF:18 | CMD: 30 | CMB: +8| Fort: +5 | Ref: +14: Will: 3*/+4 | Init: +14 | Perception: +14 | Panache: 4

Tessa moves to strike where she believes the enemies are hiding. "Ah HA!" she says, stabbing and striking the air.

Is it here?: 1d100 ⇒ 24
Attack!: 1d20 + 18 ⇒ (3) + 18 = 21 Damage: 1d6 + 10 + 8 ⇒ (3) + 10 + 8 = 21
Is it there?: 1d100 ⇒ 99
Attack!: 1d20 + 13 ⇒ (4) + 13 = 17 Damage: 1d6 + 10 + 8 ⇒ (4) + 10 + 8 = 22
Intimidate!: 1d20 + 14 ⇒ (12) + 14 = 26

P/R:

Parry!: 1d20 + 18 ⇒ (17) + 18 = 35
Riposte!: 1d20 + 18 ⇒ (5) + 18 = 23 Damage: 1d6 + 10 + 8 ⇒ (2) + 10 + 8 = 20

Parry!: 1d20 + 18 ⇒ (1) + 18 = 19
Riposte!: 1d20 + 18 ⇒ (6) + 18 = 24 Damage: 1d6 + 10 + 8 ⇒ (5) + 10 + 8 = 23


GM Die Rolls:

Stalker #1 Attack vs Tessa FF AC 20: 1d20 + 12 ⇒ (20) + 12 = 32
Stalker #1 Damage: 2d6 + 4 ⇒ (6, 2) + 4 = 12

Stalker #1 Attack vs Tessa FF AC 20: 1d20 + 12 ⇒ (16) + 12 = 28
Stalker #1 Damage: 2d6 + 4 ⇒ (5, 5) + 4 = 14

Stalker #2 Attack vs Tessa FF AC 20: 1d20 + 12 ⇒ (14) + 12 = 26
Stalker #2 Damage: 2d6 + 4 ⇒ (2, 4) + 4 = 10

Stalker #2 Attack vs Tessa FF AC 20: 1d20 + 12 ⇒ (7) + 12 = 19
Stalker #2 Damage: 2d6 + 4 ⇒ (5, 5) + 4 = 14

Stalker #1 Crit Confirm vs Tessa FF AC 20: 1d20 + 12 ⇒ (3) + 12 = 15
Stalker #1 Damage: 2d6 + 4 ⇒ (1, 2) + 4 = 7

Tessa stabs into the air with deadly thrusts. Unfortunately, there wasn't anything to thrust at where she stabbed. The figures she was trying to strike seem to know when to move and when to strike as invisible fists slam into her from both sides.

Tessa takes 36 points of bludgeoning damage.

Everyone else is up and then Tessa is up for round two. Remember, if someone doesn't take a move action at the wheel you lose a point of Race Score.


RETIRED - married and living happily ever after.

Harmony reaches out to grasp the wheel, even as she coats the area just behind Tessa in glitterdust.

"I've got this, you get them!" She commands, hoping that Tessa will move and make her job easier.


Female CG Human (Mwangi) Brawler (Battle Dancer) 10 | HP: 93/93| AC: 17 (13 Tch, 15 Fl) | CMB: +16 (+17 grapple, +20 trip), CMD: 29 (31 grapple, 32 trip) | F: +10, R: +12, W: +8 | Init: +3 | Perc: +13, SM: +0  | Speed 30 ft. | Dancing Dodge 3/3, Sparring Partners 2/2, Martial Flexibility 8/8 | Active Conditions: None | Appearance

Marisan enters her dance stance and leaps upon one of the enemies that have (hopefully) been revealed by Harmony's spell.

Pummeling Charge: 1d20 + 14 ⇒ (9) + 14 = 231d20 + 14 ⇒ (11) + 14 = 251d20 + 11 ⇒ (17) + 11 = 28
Damage: 1d10 + 15 ⇒ (9) + 15 = 241d10 + 15 ⇒ (4) + 15 = 191d10 + 15 ⇒ (8) + 15 = 23


Female Sylph Wizard 13 | HP: 67/67 | AC: 13(17/19) -1, T:13, FF:10 | CMD: 26 | CMB: +13| Fort: +8 | Ref: +10: Will: +13 | Init: +3 | Perception: 0(-2) lighting 13/13, cyclone 13/13 toppling 3/3 focus 1/1| Portrait | conditions: mage armor, protection of arrows, endure elements

Polli moves Harmony's side, touches her arm, and turns her invisible.


Female Human Swashbuckler 11| HP: 80/10 | AC: 27, T:18, FF:18 | CMD: 30 | CMB: +8| Fort: +5 | Ref: +14: Will: 3*/+4 | Init: +14 | Perception: +14 | Panache: 4

Tessa cries out from the massive wounds that take half of her life from her. Not one to shy away from danger however, she swashbuckler presses her attack and once more tries to find the invisible foes.

Concealment, if needed: 1d100 ⇒ 78
Attack!: 1d20 + 18 ⇒ (12) + 18 = 30 Damage: 1d6 + 10 + 8 ⇒ (2) + 10 + 8 = 20
Concealment, if needed: 1d100 ⇒ 50
Attack!: 1d20 + 13 ⇒ (2) + 13 = 15 Damage: 1d6 + 10 + 8 ⇒ (5) + 10 + 8 = 23
Intimidate!: 1d20 + 14 ⇒ (3) + 14 = 17

P/R:

Concealment, if needed: 1d100 ⇒ 51
Parry!: 1d20 + 18 ⇒ (3) + 18 = 21
Riposte!: 1d20 + 18 ⇒ (8) + 18 = 26 Damage: 1d6 + 10 + 8 ⇒ (2) + 10 + 8 = 20

Concealment, if needed: 1d100 ⇒ 46
Parry!: 1d20 + 18 ⇒ (2) + 18 = 20
Riposte!: 1d20 + 18 ⇒ (14) + 18 = 32 Damage: 1d6 + 10 + 8 ⇒ (1) + 10 + 8 = 19

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