GM Imperius' Skull & Shackles

Game Master bluedove

Skull & Shackles Art and Maps
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Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

Prepared Spells:

3rd (2/day)- Hastex2
2nd (4/day)- Mirror Image, Glitterdust x2, Bladed Dash
1st (5/day)- Shield, Rime Frostbitex2, Deivon's Parry x2
0th (at will)- Daze; Brand; Detect Magic; Ghost Sound; Light

For her part, Veronica casts Shield (2 encounters) before the meeting, holding off on the Mirror Images for now, as they would certainly stand out.

Eric gives recasts an extended Heroism (1 full dungeon) on himself, Mac and Veronica before they set out.

-----

Veronica grins at the exchange between Mac and "Slip".

Makes sense, I guess. Let's add a little bit of information and see what it gets us. The Brine's Banshee location shouldn't be of much value now that we picked it clean. As for details on the wheel, depends on how much we give away.

"That reply is fair." Veronica nods at the masked halfling "But neither us nor you got much from this exchange." She nods to Tucci, and then looks back to 'Slip' "You did ask for a lot of details now, though. We'll tell you the nature of the magic in the wheel, and where we found it. In exchange, you'll give us the details on the wrecker crew, and their location. Like for like."

"From what we could understand about the wheel, its magic seems to come from the spirit of a captain bound to it, helping the pilot keep the ship's course true through whispered guidance and a ghostly grip on the wheel. The ship itself sunk northeast of the strait between Raptor Island and Shark Island, towards the Eye."


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Ninja'd! Edited.

Brother MacLaren adds a few details that seem not too valuable to give away.

"The Brine Banshee’s captain, Xiribal Jalhazar, went down with the ship. Lashed to the wheel.
One of the sailors was scalded by hot water or steam shortly before dying. The lack of charring on the ship suggests it was not fire, but rather steam.

Whatever sank the ship caused it to break up, half of it falling into a rift. My guess is that was struck by a powerful force, but one that chose not to dive for the treasure it carried.

The ruins of the ship were, at the time we found them, occupied by a number of creatures, including some fish-like thing that was a master of illusions and mind control. It is dead now."


As Veronica shares some of the specifics about the wheel, Slip nods. About to respond, he turns as Mac provides more information. As Mac describes the death of one of the sailors, his eyes widen and the description of the fish-like thing has him leaning in and nodding. Looking from Mac back to Veronica, he responds. "I accept your proposal and the proffered information. The wreckers you seek are led by a half-orc wizard named Vakarla, and operate from a hidden island base southeast of the Rampore Isles."

He looks towards Tucci, "Bedu Hanji, the cruelest of the three rulers of the Rampore Isles, has ordered the crucifixion of captured Bag Island sailors. He displays these executions on the shoreline of the peninsula jutting from largest of the Rampore Isles. Hanji himself maliciously named it's eastern facing beach the Halfling Coast."

He turns back towards Mac. "Due east of the tip of that peninsula eight miles are two islands. Vakarla and her band bait their trap on the northern side of the Northern Isle."

He puases, giving enough time for the information to sink in. Folding his hands in front of him, he asks, "Is there any other information you seek?"


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Brother MacLaren suspects that either the steam attack or the illusionist-fish mean something to Slip, but as it wasn't part of the deal, he doesn't expect the halfling to offer any more information.

"We will be on our way."


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Tucci nods to the other halfling and heads back to the ship, "I suppose we should strike while the iron is hot?"

He plots a course for the two islands, but waits to start shouting orders until the captain confirms.

"That went better than I expected..." he muses half under his breath.


The halfling nods to the officers of the 'Charm', "We will be here at the Temple of the Hidden Name, if you learn secrets you desire to trade."

The halfling steps back and away into the darkness of the old warehouse.

Where to?


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

"Yeah, let's go after them. See if we wrap this up quickly. But be careful, wrecking ships is their game and they'll know the sea around their lair better than us. Don't want us to sail into a trap."


Leaving Beachcomber that late afternoon, the 'Chamr sails through the night around the eastern edge of Bag Island, and through the small archipelago north of it. The next morning, the southern of the two small islands can be seen, they are exactly where 'Slip' described they would be.

Sailing on, withing a couple hours, the 'Charm' crests the north-eastern tip of the second Isle. The call comes from the crows nest, a small merchant sailing ship with its sails lowered and flying a Rahadoumi flag has been spotted. As you near, using a spyglass the nameplate, Shining Star, can be read. The Shining Star appear to notice you and frantically try to its raise sails and get underway. As the crew moves about, the ship begins to slowly move towards western side of the island. It appears they intend to head out towards the open sea.

Please give me two Profession (sailor) rolls and let me know if you are approaching the 'Shining Star'

stuff:

Profession (sailor): 1d20 + 9 ⇒ (16) + 9 = 25
Profession (sailor): 1d20 + 9 ⇒ (6) + 9 = 15


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Tucci follows his captain's orders, but if they are to commit, he does the best he can.

Profession Sailor: 1d20 + 15 ⇒ (7) + 15 = 22 (+2 while navigating which feels like doesn't apply)
Profession Sailor: 1d20 + 15 ⇒ (5) + 15 = 20 (+2 while navigating which feels like doesn't apply)


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Brother MacLaren prepares the following spells:

0: Guidance, Stabilize, Create Water, Light
1: Divine Favor (2), Shield of Faith (2), Liberating Command, Extended Enlarge Person (D)
2: CMW, Instant Weapon, Suppress Charms and Compulsions, Aid, Bull's Strength (D)
3: Invisibility Purge, Water Breathing, Communal Resist Energy, Extended Fly (D)
4: Death Ward, Dimension Door (D)

The CMW is distilled into a draught and poured into his Sipping Jacket.

The Fighting Tankard (Last Call) holds the following draughts:
Shield of Faith
Death Ward
Extended Enlarge Person
Bull's Strength
Extended Fly
And, of course, some ale.

He uses 2 points of his Brew Reservoir for Extends on the draughts he prepares, and has 3 points left for casting spells.

He casts Extended Aid on Tucci for 1d8 + 7 ⇒ (4) + 7 = 11 temporary HP (reservoir down to 2).


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

"Hm. It's either a decent target for us, or a ship those wreckers are using as bait. Let's try closing in, but carefully. If there's any sign that they're leading us into a trap, we should stop pursuing."

Profession(Sailor): 1d20 + 11 ⇒ (15) + 11 = 26
Profession(Sailor): 1d20 + 11 ⇒ (2) + 11 = 13


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci HP: 45/45 +11temp; AC: 22, tch 14, flat 20 (barkskin +3na)
Kasin HP: 45/45 DR 5/evil; AC: 25, tch 15, flat 21 (not included: +3 dodge when moving); SR: 12
Tucci Conditions = Focus: None (sw, 7/7), Barkskin (+3 na, 3), Shared Training (outflank, 3), Aid (+1 att morale, 3)
Kasin Conditions = Focus: Bull (+2 str), Smite (sw, 1/1d, +6dam), Magic Fang (+2, 3)
Weapon Equipped = Pike (10’)
Boarding Pike: Att: BAB +5, Size +1, Str +4, Attu +1 Dam: Str +6, Attu +1 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +4, Str +3 Dam: Str +4 Crit: 20/x2 DR: none
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (7/7, +2 att/skill/ability/save (sacred) 1r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Spells Known (Caster Level 7, Concentration +11, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (5/5): Cure Light Wounds, Faerie Fire, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (2/4): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (1/2): Life Bubble, Magic Fang Greater, Summon Nature’s Ally
- - -

”Thanks for the aid MacLaren! You got it Captain!”

As Tucci follows the other ship, he prepares a few spells for the group as well as they get close.

He casts Magic Fang Greater (+1 bite, full dungeon) on Kasin. On himself he casts Barkskin (+3 natural armor, 3 encounters). Lastly, on the group he casts Shared Training (MacLaren & Veronica, 3 encounters, Outflank).


Veronica:
You notices discrepancies in how the ship sits in the water and how its crew sails it, If you chose to, make a DC 18 Will save to disbelieve

Mac feel free to roll the two Profession (sailor) rolls if you beat a 25 on the first one, please feel free to read Veronica's spoiler


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

Spoiler:

Will Save vs DC 18: 1d20 + 4 ⇒ (13) + 4 = 17
So close!

Veronica keeps watching the ship and the surrounding water as they approach, wary for any signs of a possible trap.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Profession (Sailor): 1d20 + 10 ⇒ (5) + 10 = 15
Profession (Sailor): 1d20 + 10 ⇒ (20) + 10 = 30

Brother MacLaren waits, rapier and tankard in hand.


The merchant ship continues to raise sails, to escape your pursuit. Realizing you are a faster vessel, the 'Shining Star' cuts hard back towards the island, appearing to try and out maneuver you as it sails back between the two Islands.

Mac and Tucci:
Based on the success of your second 'professional (sailor) rolls, you notice subtle irregularities in the ocean, such as the height and frequency of waves, or the coloring of the nearby sea. If you chose to, make a DC 19 Will save to disbelieve.


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Will: 1d20 + 8 ⇒ (3) + 8 = 11 vs DC 19

Tucci, none the wiser, pursues the ship into the straight. Silly halfling...


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Will DC 19: 1d20 + 9 ⇒ (17) + 9 = 26

Brother MacLaren calls out.
"Helm! There's illusions here - the sea, I think. Heave to and take a closer look. Captain! I suggest Detect Magic."

Knowing he is dealing with a caster capable of illusions, he casts Extended Invisibility Purge. At only 35' radius it won't catch a caster keeping their distance, but it might have its uses. It will last 3 encounters. (Brew Reservoir now down to 1.)


Mac:
As Mac notices the subtle irregularities in the ocean, the deep blue water becomes hallucinatory terrain, and he sees the dangerous shoals just feet below the turquoise water. Through the illusion cloaking the area, he can see the shattered remains of two sunken ships in the shallows.

As Mac cries out his warning, the officers and crew turn their attention from the ship a short distance away to the "deep" water they believed was safe.

Tucci and Veronica, please make a DC 19 Will save to disbelieve, give yourself the + 4 for mac's warning. If you succeed the will save please read Mac's spoiler. Also let's treat this as a 'suprise round' you get one standard action or one move action. Sorry Mac Casting invisibility purge (smart move by the way) is you Standard action. Once Veronica and Mac reroll and take their action I'll roll Initiative.

Edit: The ship is under a different illusion, but I feel it's safe to say that seeing the water is an illusion gives you a second roll to see if the ship is an illusion. If you've made the will save on the hallucinatory terrain, feel free to make a second roll on the ships DC 18 Will save to disbelieve.


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci HP: 45/45 +11temp; AC: 22, tch 14, flat 20 (barkskin +3na)
Kasin HP: 45/45 DR 5/evil; AC: 25, tch 15, flat 21 (not included: +3 dodge when moving); SR: 12
Tucci Conditions = Focus: None (sw, 7/7), Barkskin (+3 na, 3), Shared Training (outflank, 3), Aid (+1 att morale, 3)
Kasin Conditions = Focus: Bull (+2 str), Smite (sw, 1/1d, +6dam), Magic Fang (+2, 3)
Weapon Equipped = Pike (10’)
Boarding Pike: Att: BAB +5, Size +1, Str +4, Attu +1 Dam: Str +6, Attu +1 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +4, Str +3 Dam: Str +4 Crit: 20/x2 DR: none
Svingli’s Eye (0/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (7/7, +2 att/skill/ability/save (sacred) 1r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Spells Known (Caster Level 7, Concentration +11, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (5/5): Cure Light Wounds, Faerie Fire, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (2/4): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (1/2): Life Bubble, Magic Fang Greater, Summon Nature’s Ally
- - -

Tucci tries again to see through the illusion with MacLaren's help.
Will: 1d20 + 8 + 4 ⇒ (5) + 8 + 4 = 17 vs DC 19

Uncertain, he raises Shingle’s Eye to his own (move) and sees all with True Seeing (120’r, +10 perception for hidden or disguised, 1r). That should enable him to see through the hallucinatory terrain (and any other illusory or invisible bits within 120’).


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

Will vs DC 19: 1d20 + 4 + 4 ⇒ (2) + 4 + 4 = 10

"We're fighting illusions again?! I guess that's how they deal with their victims. You heard Mac, heave to! And be on alert! They might try something when they realise we didn't fall for their trap."

Following Mac's suggestion, Veronica casts Detect Magic in the direction they were being led to.

It's probably a wasted action (1 round only gives me the knowledge that there's magic in the area scanned), but I think it's the most logical action until the attackers show themselves.


Tucci:
Using the eye, Tucci see's all: the deep blue water as actually dangerous shoals just feet below turquoise water. Through the illusion cloaking the area, he can see the shattered remains of two sunken ships in the shallows. The small Ragadoumi merchant ship is actually a smallish leaky lugger, with sailors starting to pour from it's hold. In the air about fifty foot off the port bow is flying woman and near here is a rope decending towards the Charm' from what he believes is a extradimensional space. Sadly True seeing doesn't penetrate extradimensional spaces

Veronica:
Using detect magic: the water below you ripples with magic, as does the ship. There is also magic manifesting In the air about fifty foot off the port bow and near it a long thin strand of magic decends to the 'Charm' from a levitating ball of magic.

As Mac calls out his warning and casts his spell he see's a rope descending from the air a few feet off of the 'Charm's' port bow. Veronica, listening to Mac's recommendation casts 'detect magic' and sees what she sees. Meanwhile Tucci, ignoring the cleric, draws Shingle's Eye and sees much more.

The 'Charm', still moving dead ahead, strikes the 'illusioned' Reef, damaging the ship and running it aground. Unprepared for the collision several crew are thrown overboard, while the rest of the crew and officers are injured, some severely, and many knocked prone.

Initiative:

Mac: 1d20 + 3 ⇒ (10) + 3 = 13
Tucci: 1d20 + 1 ⇒ (8) + 1 = 9
Veronica: 1d20 + 1 ⇒ (2) + 1 = 3

Enemy
Vakarla: 1d20 + 2 ⇒ (13) + 2 = 15
Blue Wrecker Cutthroat: 1d20 + 5 ⇒ (8) + 5 = 13
Green Wrecker Cutthroat: 1d20 + 5 ⇒ (15) + 5 = 20
Orange Wrecker Cutthroat: 1d20 + 5 ⇒ (14) + 5 = 19
Red Wrecker Cutthroat: 1d20 + 5 ⇒ (16) + 5 = 21


Round 1
As the Charm comes to a crushing halt, a voice can be heard casting a spell from the air. Tucci may assume this is the woman he saw. The 'Charm' is instantly covered with Fog. Shortly thereafter can be heard two loud splashes in the water near the port bow, and what sounds like two pair of boots hitting the deck. As the sound of "Heave too ya lubbers" accompanied by cursing and boots scuttling on deck can be heard from he general direction of the 'merchant ship.'

Please place yourselves on the upper decks, I'll work on 'the fog' and et it placed afterwards.
Round 1 Bold may go.
Mac- 9 HP DC 20 Reflex saves or be knocked prone.
Tucci - 13 HP DC 20 Reflex saves or be knocked prone.
Kasin - 9 HP DC 20 Reflex saves or be knocked prone.
Veronica - 7 HP DC 20 Reflex saves or be knocked prone.
Eric - 13 HP DC 20 Ref lex saves or be knocked prone.

Stuff:

Mac: damage from collision: 4d6 ⇒ (3, 3, 2, 1) = 9
Tucci: damage from collision: 4d6 ⇒ (6, 4, 1, 2) = 13
Kasin: damage from collision: 4d6 ⇒ (1, 2, 3, 3) = 9
Veronica: damage from collision: 4d6 ⇒ (1, 1, 3, 2) = 7
Eric: damage from collision: 4d6 ⇒ (4, 5, 2, 2) = 13

Vakarla HP 84 AC 21, touch 13, flat-footed 18 Fort +9, Ref +7, Will +9
Blue Wrecker Cutthroat HP 40 AC 12, touch 9, flat-footed 11 Fort +7, Ref +2, Will +4
Green Wrecker Cutthroat HP 40 AC 12, touch 9, flat-footed 11 Fort +7, Ref +2, Will +4
Orange Wrecker Cutthroat HP 40 AC 12, touch 9, flat-footed 11 Fort +7, Ref +2, Will +4
Red Wrecker Cutthroat HP 40 AC 12, touch 9, flat-footed 11 Fort +7, Ref +2, Will +4

1-hit. 2- miss
Blue Wrecker Cutthroat: 1d2 ⇒ 1
Green Wrecker Cutthroat: 1d2 ⇒ 2
Orange Wrecker Cutthroat: 1d2 ⇒ 1
Red Wrecker Cutthroat: 1d2 ⇒ 2


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Reflex: 1d20 + 6 ⇒ (15) + 6 = 21
Brother MacLaren keeps his feet.

He channels the power of Cayden Cailean to heal any of the officers or the crew who are wounded (standard action), and takes a drink from his tankard (drinking Extended Fly as a move action).

Channel 1 of 4: 3d6 ⇒ (2, 5, 2) = 9


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci HP: 45/45; AC: 22, tch 14, flat 20 (barkskin +3na)
Kasin HP: 45/45 DR 5/evil; AC: 25, tch 15, flat 21 (not included: +3 dodge when moving); SR: 12
Tucci Conditions = Focus: None (sw, 7/7), Barkskin (+3 na, 3), Shared Training (outflank, 3), Aid (+1 att morale, 3)
Kasin Conditions = Focus: Bull (+2 str), Smite (sw, 1/1d, +6dam), Magic Fang (+2, 3)
Weapon Equipped = Pike (10’)
Boarding Pike: Att: BAB +5, Size +1, Str +4, Attu +1 Dam: Str +6, Attu +1 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +4, Str +3 Dam: Str +4 Crit: 20/x2 DR: none
Svingli’s Eye (0/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (7/7, +2 att/skill/ability/save (sacred) 1r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Spells Known (Caster Level 7, Concentration +11, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (5/5): Cure Light Wounds, Faerie Fire, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (1/4): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (1/2): Life Bubble, Magic Fang Greater, Summon Nature’s Ally
- - -

”Shoals!” Tucci cries as he sees the reality of the situation. He turns hard on the wheel but it’s too late!

Tucci Reflex: 1d20 + 9 ⇒ (9) + 9 = 18 vs DC 20, fall prone
Kasin Reflex: 1d20 + 8 ⇒ (1) + 8 = 9 vs DC 20, fall prone

Tucci would have started at the helm, and I think he fell over the rail. Kasin also fell, but took less damage, so I’ll say he is still up by the wheel.

"Thanks for the healing Mac! That did the trick."

Tucci directs Kasin toward the rope. Kasin stands up and moves in that direction. Tucci then stands up himself, and announces to the officers what he saw with the eye. Please read his spoiler here (link) with image!

He then grins, and casts Wind Wall (60’ x 30’, 1 encounter) in an area around the officers to clear out the fog in that space. I put a light blue box on the map.

Wind Wall and gasses:
I’m in another campaign wherein we fought a caster using cloud and fog spells and abilities. That GM ruled, and I agree, that Wind Wall done in a circle or square, 15’x15’ in this case, would suppress any gasses within that space. Essentially cutting off the gaseous emanations of the spell.

If you disagree and it won’t do that, Tucci will instead cast Protection from Evil (2 encounters) on himself.
- - -


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

Reflex vs DC 20: 1d20 + 4 ⇒ (14) + 4 = 18

Veronica falls to the deck with the shock, but quickly gets herself up, and casts her Flight Hex, to be able to chase the spellcasting woman down if she becomes visible.


M Human HP 51/51 ; AC 25, TAC 15, FFAC 21 | F:+4, R:+12, W+7| Init +5; Perception +11| Spells: 1st: 5/5 2nd: 1/6 3rd: 3/3

Reflex vs DC 20: 1d20 + 9 ⇒ (12) + 9 = 21

Eric manages to keep his balance, and draws his shortbow while starting his battle song.

Inspire Courage +2, 13/14 rounds left


Round 1
Keeping his feet Mac, sends a waive of positive energy healing the officers and crew as he quaffs the potion from his tankard. Tucci let's out a cry too late as he and Kasin lose their footing, but Tucci, using his magic, pushes the fog away from the deck; revealing two orc attackers on deck orange and red, two more blue and green in the water and the 'merchant ship' nearing. Veronica, also knocked to the ground, stands and casts her spell, Meanwhile Eric draws his weapon and begins to sing...

Round 2
Unaware of Mac's invisibility sphere Vakarla flies directly over the officers about twenty five foot up, casting her spell. Meanwhile the two Blue and Green Orcs in the water begin climbing the cargo net, as the other two Orange and Red Charge Kasin, chopping wildly at the large rodent. Able to move quickly, Kasin avoids both the attackers.

Everyone: Will save against fear DC 18 become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.
Round 2 Bold may go.
MacWill save against fear DC 18
Tucci - 4 HP Will save against fear DC 18
KasinWill save against fear DC 18
VeronicaWill save against fear DC 18
EricWill save against fear DC 18

Stuff:

Vakarla (haste 3/9) HP 84 AC 22, touch 14, flat-footed 19 Fort +9, Ref +8, Will +9
Blue Wrecker Cutthroat (haste/Rage) HP 40 AC 13, touch 10, flat-footed 12 Fort +7, Ref +3, Will +4
Green Wrecker Cutthroat (haste/Rage) HP 40 AC 13, touch 10, flat-footed 12 Fort +7, Ref +3, Will +4
Orange Wrecker Cutthroat (haste/Rage/charge) HP 40 AC 11, touch 10, flat-footed 12 Fort +7, Ref +3, Will +4
Red Wrecker Cutthroat (haste/Rage/charge) HP 40 AC 11, touch 10, flat-footed 12 Fort +7, Ref +3,

Vakarla Cast fear Will save DC 18 become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.
Orange Wrecker Cutthroat, Melee, falchion, Kasin: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17 damage: 2d4 + 7 ⇒ (4, 3) + 7 = 14
Red Wrecker Cutthroat Wrecker Cutthroat Melee, falchion, Kasin: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21 damage: 2d4 + 7 ⇒ (2, 4) + 7 = 13


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci HP: 45/45; AC: 22, tch 14, flat 20 (barkskin +3na)
Kasin HP: 45/45 DR 5/evil; AC: 25, tch 15, flat 21 (not included: +3 dodge when moving); SR: 12
Tucci Conditions = Focus: None (sw, 7/7), Barkskin (+3 na, 3), Shared Training (outflank, 3), Aid (+1 att morale, 3), Inspire (+2), Shaken 1r
Kasin Conditions = Focus: Bull (+2 str), Smite (sw, 1/1d, +6dam), Magic Fang (+1, 3), Inspire (+2), shaken 1r
Weapon Equipped = Pike (10’)
Boarding Pike: Att: BAB +5, Size +1, Str +4, Attu +1 Dam: Str +6, Attu +1 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +4, Str +3 Dam: Str +4 Crit: 20/x2 DR: none
Svingli’s Eye (0/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (7/7, +2 att/skill/ability/save (sacred) 1r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Spells Known (Caster Level 7, Concentration +11, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (5/5): Cure Light Wounds, Faerie Fire, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (1/4): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (1/2): Life Bubble, Magic Fang Greater, Summon Nature’s Ally
- - -

Tucci Will: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27 (inspire) vs DC 18 for no fear
Kasin Will: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18 (inspire) vs DC 18 for no fear

Tucci and Kasin shake off the fear!

If Veronica or MacLaren fail their fear saves:
Tucci will use his lucky halfling ability to make the save for them!
Tucci Will: 1d20 + 8 + 2 - 2 ⇒ (4) + 8 + 2 - 2 = 12 (inspire, shaken) vs DC 18

...damn. So Tucci can't save the day! :(
- - -

I’ll get my round up in a minute.


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci HP: 45/45 (+14con bump); AC: 22, tch 14, flat 20 (barkskin +3na)
Kasin HP: 45/45 DR 5/evil; AC: 25, tch 15, flat 21 (not included: +3 dodge when moving); SR: 12
Tucci Conditions = Focus: Bear +2con (sw, 6/7), Barkskin (+3 na, 3), Shared Training (outflank, 3), Aid (+1 att morale, 3), Inspire (+2), Shaken 1r
Kasin Conditions = Focus: Bull (+2 str), Smite (sw, 1/1d, +6dam), Magic Fang (+1, 3), Inspire (+2), shaken 1r
Weapon Equipped = Pike (10’)
Boarding Pike: Att: BAB +5, Size +1, Str +4, Attu +1 Dam: Str +6, Attu +1 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +4, Str +3 Dam: Str +4 Crit: 20/x2 DR: none
Svingli’s Eye (0/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (7/7, +2 att/skill/ability/save (sacred) 1r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Spells Known (Caster Level 7, Concentration +11, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (5/5): Cure Light Wounds, Faerie Fire, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (1/4): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (1/2): Life Bubble, Magic Fang Greater, Summon Nature’s Ally
- - -

Kasin bites at red, holding his position as Tucci hasn’t given him another command to flank. He joyfully munches away.
Kasin Bite: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15 (focus, inspire, shaken)
damage (B/P/S): 1d6 + 4 + 3 ⇒ (4) + 4 + 3 = 11 (focus, inspire)

Tucci swiftly takes on the strength of the Bear (+2 con) and rushes forward, stopping behind Kasin and also stabbing red!
Pike: 1d20 + 11 + 0 ⇒ (14) + 11 + 0 = 25 (inspire, shaken)
damage (P): 1d6 + 7 + 2 ⇒ (6) + 7 + 2 = 15 (inspire)


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M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Will DC 18, IC +2: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24

Brother MacLaren is slightly unnerved, but not terrified.

He flies at a 45-degree angle while drawing his rapier, so 15' north and 15' up. Then he drinks his draught of Extended Enlarge Person, growing to Large size.

He should be able to take AOOs on the grunts on the ground while being out of their reach, and also be able to take AOOs on the caster (who is adjacent to him, I believe, as I have tried to show with a Side View).


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

Veronica: Will vs DC 18 (IC): 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Eric: Will vs DC 18 (IC): 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
Veronica: Will vs DC 18 (Saving Finale): 1d20 + 4 ⇒ (6) + 4 = 10

An unnatural fear grips Veronica, and not even Eric's magic seems to help. Making use of her magical flight, the captain flies off the ship.

Panicked says to take a random path, which I'm a bit unsure how to handle - but regardless of thw direction she takes, Veronica is flying 120 ft away from the attackers.

----

"Sis! Come back!"

With nothing more he can do to help Veronica overcome the magical fear, Eric resumes his battle song, moves away from the boarding orcs, and gets ready to shoot at the flying woman.

Restarting IC. 12/14 rounds


Round 2
Even shaken both Tucci and Kasin wound the Red orc, as Mac, slightly unnerved, takes to the air and enlarges. Meanwhile, the captain, much to the crews dismay, flies off in fear, heading northeast towards the northern island. leaving Eric to wonder what will happen to his sister as he continues to encourage the others.

Round 3
Flinching as Mac draws near, Vakarla, looks towards the man. Seeing him glaring back at her, she nods, knowingly, "Ah so you can see me, but do you think coming so close is smart?" Trusting her mirror images to protect her, so giving up the AoO to Mac Vakarla flies back fifteen foot to get out of Mac's reach, but to place her where her attack will hit the human and the halfling. Waving her hands, she commands "vaS'a'" Sending a cone of fire towards Mac and Tucci.

The lefthand orange orc, seeing what happened to his cohort, determines Tucci is the greater threat. Stepping forwards they attacks the halfling. Seeing their shipmate step forwards, red Takes advantage and moves forwards as well. Instead attacking Kasin, missing they bury the edge of their Falchion into the deck. Meanwhile the two orcs moving onto the deck, seeing the way clear, move forwards and attack Kasin as well. The attacker on the right green hitting, the one on the left blue, not.

Mac you get an AoO on Varkala, she has four mirror images, feel free to roll that as well, a 1 will hit
Round 3 Bold may go.
Mac - 13 HP Reflex DC 15 for half
Tucci - 13 HP - 13 HP more Reflex DC 15 for half
Kasin - 6 HP
Veronica Panicked 2/9 rds.
Eric - 4 HP

Stuff:

Veronica's direction: North 1s 1, counting clockwise: 1d8 ⇒ 2
The AP has Vakarla casting 'mirror image' (amongst other things) while hiding in the 'rope trick' I'd forgotten to roll that. So
mirror image: 1d4 + 3 ⇒ (1) + 3 = 4
Vakarla (haste 4/9) (invisibilty field 5/9) (mirror image@ 4) HP 84 AC 22, touch 14, flat-footed 19 Fort +9, Ref +8, Will +9
Blue Wrecker Cutthroat (haste/Rage) HP 40 AC 13, touch 10, flat-footed 12 Fort +7, Ref +3, Will +4
Green Wrecker Cutthroat (haste/Rage) HP 40 AC 13, touch 10, flat-footed 12 Fort +7, Ref +3, Will +4
Orange Wrecker Cutthroat (haste/Rage) HP 40 AC 13, touch 10, flat-footed 12 Fort +7, Ref +3, Will +4
Red Wrecker Cutthroat (haste/Rage) - 26 HP 40 AC 13, touch 10, flat-footed 12 Fort +7, Ref +3,

Vakarla: Burning hands, Mac and Tucci, Reflex DC 15 for half: 5d4 ⇒ (1, 4, 2, 2, 4) = 13
Orange Wrecker Cutthroat, Melee, falchion, Tucci: 1d20 + 9 ⇒ (17) + 9 = 26 damage: 2d4 + 7 ⇒ (1, 1) + 7 = 9
Red Wrecker Cutthroat, Melee, falchion, Kasin, flank: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16 damage: 2d4 + 7 ⇒ (1, 4) + 7 = 12
green Wrecker Cutthroat, Melee, falchion, Kasin: 1d20 + 9 ⇒ (16) + 9 = 25 damage: 2d4 + 7 ⇒ (1, 4) + 7 = 12
blue Wrecker Cutthroat, Melee, falchion, Kasin: 1d20 + 9 ⇒ (5) + 9 = 14 damage: 2d4 + 7 ⇒ (1, 1) + 7 = 9


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci HP: 19/45 (+14 con bump); AC: 22, tch 14, flat 20 (barkskin +3na)
Kasin HP: 38/45 DR 5/evil; AC: 25, tch 15, flat 21 (not included: +3 dodge when moving); SR: 12
Tucci Conditions = Focus: Bear +2con (sw, 6/7), Barkskin (+3 na, 3), Shared Training (outflank, 3), Aid (+1 att morale, 3), Inspire (+2)
Kasin Conditions = Focus: Bull (+2 str), Smite (sw, 1/1d, +6dam), Magic Fang (+1, 3), Inspire (+2)
Weapon Equipped = Pike (20’)
Boarding Pike: Att: BAB +5, Size +1, Str +4, Attu +1 Dam: Str +6, Attu +1 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +4, Str +3 Dam: Str +4 Crit: 20/x2 DR: none
Svingli’s Eye (0/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (7/7, +2 att/skill/ability/save (sacred) 1r)
Lucky Halfling (0/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Spells Known (Caster Level 7, Concentration +11, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (5/5): Cure Light Wounds, Faerie Fire, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (1/4): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (1/2): Life Bubble, Magic Fang Greater, Summon Nature’s Ally
- - -

Tucci: 1d20 + 9 ⇒ (1) + 9 = 10 vs DC 15 for 13hp fire damage

Kasin steps back out of flank at Tucci’s insistence, and bites at red once again.
Kasin Bite: 1d20 + 8 + 4 ⇒ (14) + 8 + 4 = 26 (fang, focus, inspire)
damage (B/P/S): 1d6 + 4 + 4 ⇒ (5) + 4 + 4 = 13 (fang, focus, inspire)

Tucci 5’ steps, swiftly extends the pike, and tries to at least take out an image so MacLaren can take out the spell caster. He attacks the flying troublemaker.
Pike: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20 (inspire)
damage (P): 1d6 + 7 + 2 ⇒ (3) + 7 + 2 = 12 (inspire)


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

AOO, IC +2: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29
Mirror Image, 1 is real: 1d5 ⇒ 5
Brother MacLaren stabs an image as the caster flees.
"Nice trick."

Reflex DC 15: 1d20 + 6 ⇒ (3) + 6 = 9 13 damage taken.
He is not fast enough to dodge the flames, but he uses the Sipping Jacket's stored draught to heal his injuries (swift action).
CMW: 2d8 + 7 ⇒ (2, 8) + 7 = 17
Fully healed, he pursues the caster and strikes again.

Rapier, IC +2, PA: 1d20 + 9 + 2 - 2 ⇒ (15) + 9 + 2 - 2 = 24
Mirror Image, 1 is real: 1d4 ⇒ 1
Damage: 1d8 + 6 + 2 + 4 ⇒ (5) + 6 + 2 + 4 = 17


Round 3
As Vakarla moves back to cast her spell, Brother Mac 'pops' one of her mirror image. Smirking at his 'nice trick' comment.

Meanwhile, Kasin takes a serious bite out of the wounded red Wrecker and Tucci turns his pike, elongating it, he destroys another one of the wizard's images.

Mac, taking a sip from his jacket, heals himself while he presses the attack on the Wizard, thrusting with his rapier, he pierces both her magic and her shoulder. Bleeding Vakarla curses at the priest "Damn your eyes!"

Round 3 Bold may go.
Mac
Tucci - 22 HP
Kasin
Veronica Panicked 2/9 rds.
Eric - 4 HP

Stuff:

Vakarla (haste 4/9) (invisibilty field 5/9) (mirror image@2) - 17 HP 84 AC 22, touch 14, flat-footed 19 Fort +9, Ref +8, Will +9
Blue Wrecker Cutthroat (haste/Rage) HP 40 AC 13, touch 10, flat-footed 12 Fort +7, Ref +3, Will +4
Green Wrecker Cutthroat (haste/Rage) HP 40 AC 13, touch 10, flat-footed 12 Fort +7, Ref +3, Will +4
Orange Wrecker Cutthroat (haste/Rage) HP 40 AC 13, touch 10, flat-footed 12 Fort +7, Ref +3, Will +4
Red Wrecker Cutthroat (haste/Rage) - 39 HP 40 AC 13, touch 10, flat-footed 12 Fort +7, Ref +3,


M Human HP 51/51 ; AC 25, TAC 15, FFAC 21 | F:+4, R:+12, W+7| Init +5; Perception +11| Spells: 1st: 5/5 2nd: 1/6 3rd: 3/3

Eric keeps up his song, and lets loose two arrows towards the flying woman - hoping to at least remove some of the illusory images to make it easier for the others to hit her.

Attack (Rapid Shot, IC): 1d20 + 8 - 2 + 2 ⇒ (9) + 8 - 2 + 2 = 17
Damage (IC): 1d6 + 2 + 2 ⇒ (6) + 2 + 2 = 10

Attack (Rapid Shot, IC): 1d20 + 8 - 2 + 2 ⇒ (9) + 8 - 2 + 2 = 17
Damage (IC): 1d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6

Inspire Courage at 11/14. I think that was just enough to take down the remaining images (miss by 5 or less).


Round 4
Glaring at Eric as he fires two arrows towards her, Vakarla Flies away from Mac in straight line, parallel to the ship. As she gets about thirty feet away from him, "qaStaHvIS" he hears her casting and sees a blinding ray of sunlight burst from her hand towards him, blinding him.

Intent on pursuing Tucci the orange wrecker, steps forwards and attacks the halfling, but his swing goes wide. While the badly wounded red wrecker also steps forwards intent on the rodent that wounded him attack Kassin, badly missing the rodent he chops into the deck. Meanwhile the other two green and blue shuffle forwards and attack the giant rodent as well, both wounding the giant rodent.

As the battle rages between the officers and the wizard and her vanguard, the other ship continues to approach. Her Illusions dropped, it is clear that the ship isn't a merchant ship at all, but r small, leaky lugger whose smaller crew looks ready to attack.

Round 5 Bold may go.
Mac blinded one round.
Tucci - 22 HP
Kasin - 10 HP
Veronica Panicked 3/9 rds.
Eric - 4 HP

Stuff:

Vakarla (haste 5/9) (invisibility field 6/9) (mirror image@2) (blinding ray 1/7) - 17 HP 84 AC 22, touch 14, flat-footed 19 Fort +9, Ref +8, Will +9
Blue Wrecker Cutthroat (haste/Rage) HP 40 AC 13, touch 10, flat-footed 12 Fort +7, Ref +3, Will +4
Green Wrecker Cutthroat (haste/Rage) HP 40 AC 13, touch 10, flat-footed 12 Fort +7, Ref +3, Will +4
Orange Wrecker Cutthroat (haste/Rage) HP 40 AC 13, touch 10, flat-footed 12 Fort +7, Ref +3, Will +4
Red Wrecker Cutthroat (haste/Rage) - 39 HP 40 AC 13, touch 10, flat-footed 12 Fort +7, Ref +3,

Vakarla: Blnding Ray, Mac: Ranged touch attack: 1d20 + 7 ⇒ (19) + 7 = 26 Fort DC 17 or blinded one round.
Orange Wrecker Cutthroat, Melee, falchion, Tucci: 1d20 + 9 ⇒ (10) + 9 = 19 damage: 2d4 + 7 ⇒ (1, 2) + 7 = 10
Red Wrecker Cutthroat, Melee, falchion, Kasin, flank: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14 damage: 2d4 + 7 ⇒ (4, 2) + 7 = 13
green Wrecker Cutthroat, Melee, falchion, kasin: 1d20 + 9 ⇒ (16) + 9 = 25 damage: 2d4 + 7 ⇒ (1, 1) + 7 = 9
blue Wrecker Cutthroat, Melee, falchion, kasin: 1d20 + 9 ⇒ (19) + 9 = 28 damage: 2d4 + 7 ⇒ (2, 2) + 7 = 11
blue Wrecker Cutthroat, Melee, falchion, kasin: confirm crit: 1d20 + 9 ⇒ (11) + 9 = 20 damage: 2d4 + 7 ⇒ (4, 3) + 7 = 14


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M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Brother MacLaren swipes at the caster as she flees.
AOO: 1d20 + 9 + 2 - 2 ⇒ (12) + 9 + 2 - 2 = 21
Misses by 1, so pops an image.

Tucci should also get an AOO I think, which might pop the last image.

As the bright light strikes him, Mac is temporarily blinded, but he knows where the caster was before she shot the ray. He drinks Shield of Faith from his tankard and pursues.


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Tucci AoO (to see if he pops the final image).

Pike: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23 (inspire) Images: 1d2 ⇒ 2
damage (P): 1d6 + 7 + 2 ⇒ (2) + 7 + 2 = 11 (inspire)

... and he does indeed!


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci HP: 23/45 (+14 con bump); AC: 22, tch 14, flat 20 (barkskin +3na)
Kasin HP: 28/45 DR 5/evil; AC: 25, tch 15, flat 21 (not included: +3 dodge when moving); SR: 12
Tucci Conditions = Focus: Bear +2con (sw, 6/7), Barkskin (+3 na, 3), Shared Training (outflank, 3), Aid (+1 att morale, 3), Inspire (+2)
Kasin Conditions = Focus: Bull (+2 str), Smite (sw, 1/1d, +6dam), Magic Fang (+1, 3), Inspire (+2)
Weapon Equipped = Pike (20’)
Boarding Pike: Att: BAB +5, Size +1, Str +4, Attu +1 Dam: Str +6, Attu +1 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +4, Str +3 Dam: Str +4 Crit: 20/x2 DR: none
Svingli’s Eye (0/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (7/7, +2 att/skill/ability/save (sacred) 1r)
Lucky Halfling (0/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Spells Known (Caster Level 7, Concentration +11, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (5/5): Cure Light Wounds, Faerie Fire, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (1/4): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (1/2): Life Bubble, Magic Fang Greater, Summon Nature’s Ally
- - -

Kasin steps back out of flank at Tucci’s insistence, biting at red again as he does so..
Kasin Bite: 1d20 + 8 + 4 ⇒ (10) + 8 + 4 = 22 (fang, focus, inspire)
damage (B/P/S): 1d6 + 4 + 4 ⇒ (6) + 4 + 4 = 14 (fang, focus, inspire)

Tucci 5’ steps, swiftly reduces the pike, and attacks red as well. If red is down, orange.
Pike: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23 (inspire)
damage (P): 1d6 + 7 + 2 ⇒ (2) + 7 + 2 = 11 (inspire)


oops, it realy is just Round 4
Having ruined on of Vakarla's images as she retreated, Mac is blinded by the light. The now glowing Mac drinks his potion from the tankard and moves the direction the half orc flew. Also, ruining the last of her images as she flees, Tucci shifts his pike and attacks the same red half orc again. As Kassin mauls the red wrecker, dropping them to the deck really dead.

Round 4 Bold may go.
Mac: blinded one round
Tucci - 22 HP
Kasin - 10 HP
Veronica Panicked 3/9 rds.
Eric - 4 HP

Stuff:

Vakarla (haste 5/9) (invisibility field 6/9) (mirror image@0) - 17 HP 84 AC 22, touch 14, flat-footed 19 Fort +9, Ref +8, Will +9
Blue Wrecker Cutthroat (haste/Rage) HP 40 AC 13, touch 10, flat-footed 12 Fort +7, Ref +3, Will +4
Green Wrecker Cutthroat (haste/Rage) HP 40 AC 13, touch 10, flat-footed 12 Fort +7, Ref +3, Will +4
Orange Wrecker Cutthroat (haste/Rage)HP 40 AC 13, touch 10, flat-footed 12 Fort +7, Ref +3, Will +4
Red Wrecker Cutthroat (haste/Rage) - 64 HP very dead...


M Human HP 51/51 ; AC 25, TAC 15, FFAC 21 | F:+4, R:+12, W+7| Init +5; Perception +11| Spells: 1st: 5/5 2nd: 1/6 3rd: 3/3

Turning his attention towards the half-orcs hacking at Tucci and Kasin, Eric lets loose another twl arrows aimed at on of them (Green).

Attack (Rapid Shot, IC): 1d20 + 8 - 2 + 2 ⇒ (16) + 8 - 2 + 2 = 24
Damage (IC): 1d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Attack (Rapid Shot, IC): 1d20 + 8 - 2 + 2 ⇒ (1) + 8 - 2 + 2 = 9
Damage (IC): 1d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6


Round 4
As the wounded red half orc drops to the ground dead, Eric puts an arrow into the shoulder of the Wrecker green behind the dead orc.

Round 5
Sneering at Mac, who'd rightly predicted her location, Vakarla remembering she too had haste active taunts, "How far can you follow me Caydenite?" Flying away from Mac towards the west, giving up the AoO she flies out of his vision and is soon prickled with five magic missiles.

While their leader dances with the cleric the Wreckers continue attacking the officers on the ship. The nearest, orange steps forwards slashing twice at the Hafling. Cutting him twice, the second most grievous, dropping the plucky halfling to the ground. While the wounded green half orc and his friend blue moves forwards and swings their falchions repeatedly at Kassin, but the rodent, luckier than it's master, is unscathed.

Edit:
As the combat continues, the Wrecker's small ship, slows down, waiting for the Wreckers to take possession of the 'Charm' before they move in.

Mac, if you guessed that Vakarla stayed at the height you two were fighting at you would be correct. But you don't know what direction she went after the first 35 ft. If you choose to follow her, I figure you have a 1 in 3 chance of flying a direction that would let you see her. Feel free to follow her 60 ft and roll 1d6, if you roll a 1 you're close enough to attack, if you roll a 2 you're within 35 ft of her and see her. If you don't roll a 1 or 2 but want to keep searching use a second round to head a different direction and roll another 1d6 a one puts you right beside her, a 2 puts you within 35 ft.
Veronica: you have fled 480 ft with no persuit, I believe that is far enough to no longer be in a blind panic. As you continue flying, feel free to roll a perception check to observe your surroundings
Round 5 Bold may go.
Mac
Tucci - 53 HP
Kasin - 10 HP
Veronica Panicked 5/9 rds.
Eric - 4 HP

Stuff:

Vakarla (haste 6/9) (invisibilty field 7/9) (mirror image@0) - 17 HP 84 AC 22, touch 14, flat-footed 19 Fort +9, Ref +8, Will +9
Blue Wrecker Cutthroat (haste/Rage) HP 40 AC 13, touch 10, flat-footed 12 Fort +7, Ref +3, Will +4
Green Wrecker Cutthroat (haste/Rage) - 7 HP HP 40 AC 13, touch 10, flat-footed 12 Fort +7, Ref +3, Will +4
Orange Wrecker Cutthroat (haste/Rage) - 11 HP 40 AC 13, touch 10, flat-footed 12 Fort +7, Ref +3, Will +4

Vakarla moved 80 ft, (haste) cast spell
Vakarla: magic missles, Mac: 5d4 + 5 ⇒ (4, 1, 1, 1, 3) + 5 = 15
Orange Wrecker Cutthroat, Melee, falchion, Tucci: 1d20 + 9 ⇒ (13) + 9 = 22 damage: 2d4 + 7 ⇒ (1, 2) + 7 = 10
Haste Orange Wrecker Cutthroat, Melee, falchion, Tucci: 1d20 + 9 ⇒ (18) + 9 = 27 damage: 2d4 + 7 ⇒ (1, 3) + 7 = 11
green Wrecker Cutthroat, Melee, falchion, kasin: 1d20 + 9 ⇒ (15) + 9 = 24 damage: 2d4 + 7 ⇒ (1, 2) + 7 = 10
Haste: green Wrecker Cutthroat, Melee, falchion, kasin: 1d20 + 9 ⇒ (1) + 9 = 10 damage: 2d4 + 7 ⇒ (2, 1) + 7 = 10
blue Wrecker Cutthroat, Melee, falchion, kasin: 1d20 + 9 ⇒ (2) + 9 = 11 damage: 2d4 + 7 ⇒ (4, 1) + 7 = 12
haste blue Wrecker Cutthroat, Melee, falchion, kasin: 1d20 + 9 ⇒ (5) + 9 = 14 damage: 2d4 + 7 ⇒ (2, 4) + 7 = 13
confirm crit Haste Orange Wrecker Cutthroat, Melee, falchion, Tucci: 1d20 + 9 ⇒ (15) + 9 = 24 damage: 2d4 + 7 ⇒ (1, 2) + 7 = 10


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

AOO, IC: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
Brother MacLaren misses the caster, but shrugs off her spell with no injury. Brooch of Shielding has taken 15 damage.

He moves to protect Tucci and stabs at a half-orc, staying high enough that he is protected from their melee attacks. If they have ranged attacks, his AC of 21 is correct.

Rapier vs Orange, IC, PA: 1d20 + 9 + 2 - 2 ⇒ (19) + 9 + 2 - 2 = 28
Damage: 1d8 + 6 + 2 + 4 ⇒ (7) + 6 + 2 + 4 = 19
Confirm?: 1d20 + 9 + 2 - 2 ⇒ (13) + 9 + 2 - 2 = 22
Crit Damage: 1d8 + 6 + 2 + 4 ⇒ (5) + 6 + 2 + 4 = 17

"Eric, drag Tucci back!"


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci HP: -8/45 (+7 con bump); AC: 22, tch 14, flat 20 (barkskin +3na)
Kasin HP: 28/45 DR 5/evil; AC: 27, tch 17, flat 21 (included: defensively +2 dodge)(not included: +3 dodge when moving); SR: 12
Tucci Conditions = Focus: Bear +2con (sw, 6/7), Barkskin (+3 na, 3), Shared Training (outflank, 3), Aid (+1 att morale, 3), Inspire (+2)
Kasin Conditions = Focus: Bull (+2 str), Smite (sw, 1/1d, +6dam), Magic Fang (+1, 3), Inspire (+2)
Weapon Equipped = Pike (20’)
Boarding Pike: Att: BAB +5, Size +1, Str +4, Attu +1 Dam: Str +6, Attu +1 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +4, Str +3 Dam: Str +4 Crit: 20/x2 DR: none
Svingli’s Eye (0/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (7/7, +2 att/skill/ability/save (sacred) 1r)
Lucky Halfling (0/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Spells Known (Caster Level 7, Concentration +11, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/5): Cure Light Wounds, Faerie Fire, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (1/4): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (1/2): Life Bubble, Magic Fang Greater, Summon Nature’s Ally
- - -

Kasin steps back out of flank at Tucci’s insistence, biting at orange as he fights defensively.
Kasin Bite: 1d20 + 8 + 0 ⇒ (1) + 8 + 0 = 9 (fang, focus, inspire, defensively)
damage (B/P/S): 1d6 + 4 + 4 ⇒ (6) + 4 + 4 = 14 (fang, focus, inspire)

Tucci must withdraw as he’s too close for effective action, and is grievously wounded, so he does so. Once in a place of relative safety, he extends his pike.

Tucci bleeds!

Stabilize: 1d20 + 2 ⇒ (5) + 2 = 7


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Round 5
Resisting Vakarla magic attack, Mac closes with the half orcs and severely wounds the orange Wrecker who'd attacked his friend.

Meanwhile Kasin misses biting the evil orcs that hurt his friend.

Round 5 Bold may go.
Mac
Tucci - 53 HP (unconcious)
Kasin - 10 HP
Veronica Panicked 5/9 rds.
Eric - 4 HP

Stuff:

Vakarla (haste 6/9) (invisibilty field 7/9) (mirror image@0) - 17 HP 84 AC 22, touch 14, flat-footed 19 Fort +9, Ref +8, Will +9
Blue Wrecker Cutthroat (haste/Rage) HP 40 AC 13, touch 10, flat-footed 12 Fort +7, Ref +3, Will +4
Green Wrecker Cutthroat (haste/Rage) - 7 HP HP 40 AC 13, touch 10, flat-footed 12 Fort +7, Ref +3, Will +4
Orange Wrecker Cutthroat (haste/Rage) - 47 disabled HP 40 AC 13, touch 10, flat-footed 12 Fort +7, Ref +3, Will +4


M Human HP 51/51 ; AC 25, TAC 15, FFAC 21 | F:+4, R:+12, W+7| Init +5; Perception +11| Spells: 1st: 5/5 2nd: 1/6 3rd: 3/3

Veronica: Perception: 1d20 + 8 ⇒ (2) + 8 = 10

---

"Aye aye!" Eric moves quickly towards Tucci and tries to drag the unconscious halfling up the stairs as carefully as he can with his empty hand, leaving himself in the way of any wrecker that tries to climb from the other side.


Veronica:
The island below is diamond shaped, covered with jungle and lined with white beaches. There seems to be a small creek running from it's gentle sloping hill towards the southeast. There seems to be some sort of clearing near the creek before it runs down the beach into a narrow inlet. feel free to fly that way and continue rolling perception

Round 5
As Eric drags the unconcious halfling back, Mac hears the wizard casting again. Sounding like she's just outside his sight, probably as the furthest reach of her spell. Instantly he sees two scorching rays shooting towards him, burning through his armor.

The severely wounded Wrecker, chops at Kasin one last time, missing badly, then drops unconscious. Meanwhile the other two Green and Blue Wreckers continue pressing their advantage, moving closer to Kasin and chopping repeatedly with their falchions. Both strike the rodent twice, fortunately the wounds are not as bad as they could have been.

Round 6 Bold may go.
Mac - 19
Tucci - 54 HP unconscious
Kasin - 24 HP
Veronica Panicked 5/9 rds.
Eric - 4 HP

Stuff:

Vakarla (haste 7/9) (invisibilty field 8/9) (mirror image@0) - 17 HP 84 AC 22, touch 14, flat-footed 19 Fort +9, Ref +8, Will +9
Blue Wrecker Cutthroat (haste/Rage 6/10) HP 40 AC 13, touch 10, flat-footed 12 Fort +7, Ref +3, Will +4
Green Wrecker Cutthroat (haste/Rage 6/10) - 7 HP HP 40 AC 13, touch 10, flat-footed 12 Fort +7, Ref +3, Will +4
Orange Wrecker Cutthroat (haste/Rage 6/10) - 47 unconscious HP 40 AC 13, touch 10, flat-footed 12 Fort +7, Ref +3, Will +4

Vakarla moved 80 ft, (haste) cast spell
Vakarla: scorching Ray, Mac: Ranged touch attack: 1d20 + 7 ⇒ (17) + 7 = 24 damage: 4d6 ⇒ (1, 2, 2, 4) = 9
Vakarla: scorching Ray, Mac: Ranged touch attack: 1d20 + 7 ⇒ (12) + 7 = 19 damage: 4d6 ⇒ (1, 6, 2, 1) = 10
Orange Wrecker Cutthroat, Melee, falchion, kasin: 1d20 + 9 ⇒ (6) + 9 = 15 damage: 2d4 + 7 ⇒ (1, 1) + 7 = 9
green Wrecker Cutthroat, Melee, falchion, kasin: 1d20 + 9 ⇒ (19) + 9 = 28 damage: 2d4 + 7 ⇒ (3, 1) + 7 = 11
Haste: green Wrecker Cutthroat, Melee, falchion, kasin: 1d20 + 9 ⇒ (8) + 9 = 17 damage: 2d4 + 7 ⇒ (1, 2) + 7 = 10
blue Wrecker Cutthroat, Melee, falchion, kasin: 1d20 + 9 ⇒ (13) + 9 = 22 damage: 2d4 + 7 ⇒ (1, 1) + 7 = 9
haste blue Wrecker Cutthroat, Melee, falchion, kasin: 1d20 + 9 ⇒ (18) + 9 = 27 damage: 2d4 + 7 ⇒ (4, 2) + 7 = 13
confirm crit green Wrecker Cutthroat, Melee, falchion, kasin: 1d20 + 9 ⇒ (6) + 9 = 15 damage: 2d4 + 7 ⇒ (4, 2) + 7 = 13
confirm crit haste blue Wrecker Cutthroat, Melee, falchion, kasin: 1d20 + 9 ⇒ (14) + 9 = 23 damage: 2d4 + 7 ⇒ (1, 4) + 7 = 12


M Human HP 51/51 ; AC 25, TAC 15, FFAC 21 | F:+4, R:+12, W+7| Init +5; Perception +11| Spells: 1st: 5/5 2nd: 1/6 3rd: 3/3

Seeing the remaining half orcs focused on attacking Kasin, Eric grabs one of Tucci's healing potions and pours it into the halfing's mouth.

CMW: 2d8 + 3 ⇒ (8, 1) + 3 = 12

Still keeping IC up, 8/14 rounds left


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

Perception: 1d20 + 8 ⇒ (16) + 8 = 24

Veronica pays close attention to the island below her as she flies by, alert for any danger that might be lurking below.

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