| Eric Blackblade |
Aid Another (Profession Sailor): 1d20 + 4 ⇒ (2) + 4 = 6
Aid Another (Profession Sailor): 1d20 + 4 ⇒ (4) + 4 = 8
Aid Another (Profession Sailor): 1d20 + 4 ⇒ (14) + 4 = 18
Eric keeps trying his best to help make Tucci's job easier, both from doing his tasks as perfectly as he can, and from inspiring others to do the same.
| narrator robot |
With a steady hand on the helm and sound guidance from his fellow officers, Tucci manages to entirely avoid the Turtle monster. As they 'Thread the Iris' moving past the horrible scene, they notice the marks on the shattered hull of the 'Sullied Strumpet' which are exactly like the scars on the wreck of the 'Brine Banshee'. As they prepare for the next portion of the race, anyone using an eyeglass can identify the two ships racing ahead of them, neck and neck: the 'Barnacled B!&$@' and the 'Wormwood'
It was just two additional rolls, so Race Score + 2(total of 9)
I. Into the Storm
The 'Charm' 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.
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.
Skirting around the outside of the storm’s edge eliminates the need for the navigation check, and means the PCs avoid the Lightning encounter, but this subtracts 10 from the PCs’ Race score.
Lightning:
A sheet of lightning strikes the foremast of the 'Charm' dealing 45 points of electricity damage to the sails.
Sailing checks: The PCs roll five DC 30 sailing checks to improve their Race score during this leg of the race. Failing a check by 5 or more means the wind deals 6d6 points of damage to the ship’s sails. If the PCs chose to skirt around the storm, the DC for these checks is reduced to 20.
This feels irrelevant, but I'm including it just in case: If this reduces the sails to fewer than half their total hit points, the sails gain the broken condition, halving the ship’s maximum speed (Skull & Shackles Player’s Guide 11). Using magic (such as fabricate or make whole) to repair the sails is difficult with the violent motion of the storm, requiring Climb checks to get aloft and concentration checks (DC 15 + the level of the spell) to cast the spells successfully. PCs who succeed at a DC 15 Craft (sails) or Craft (ships) check can also jury-rig the sails, suppressing the broken condition until the sails take more damage. Failing to repair a broken condition on the sails subtracts 5 from the PCs’ Race score.
lightning: 10d8 ⇒ (2, 8, 8, 6, 1, 4, 4, 5, 2, 5) = 45
| Tucci Hedgehopper |
Tucci, I think you aren't including the +2 bonus to sailing checks from our ship's improvements.
Shoot! You’re right! I had +4 on my character sheet, but didn’t note where it was from and couldn’t find it so I removed it. Silly me - the ship!
Tucci does his best to navigate the storm.
Profession Sailor: 1d20 + 16 + 6 ⇒ (11) + 16 + 6 = 33 (eye, ship, know geo +2) vs DC 25
(Current sail HP after lighting strike: 315hp)
He then does his best to spill the sails bit so they don’t tear after the lightning strike!
Profession Sailor: 1d20 + 16 + 4 ⇒ (9) + 16 + 4 = 29 (eye, ship) vs DC 30
Profession Sailor: 1d20 + 16 + 4 ⇒ (8) + 16 + 4 = 28 (eye, ship) vs DC 30
Profession Sailor: 1d20 + 16 + 4 ⇒ (11) + 16 + 4 = 31 (eye, ship) vs DC 30
Profession Sailor: 1d20 + 16 + 4 ⇒ (15) + 16 + 4 = 35 (eye, ship) vs DC 30
Profession Sailor: 1d20 + 16 + 4 ⇒ (8) + 16 + 4 = 28 (eye, ship) vs DC 30
He looses a little momentum, but manages to keep the sails intact.
Race Score: 9 (not counting this post)
| Veronica Blackblade |
"Wait... Is that... Is that the Wormwood? How the heck did Harrigan's rat-infested piece of junk get in the lead?" Veronica fumes after taking a look at the ships through the spyglass. "We're not losing, not when we're this close, and definitely not to Harrigan! Tucci, get us through this storm, and in the lead. I know you can do it! Focus on piloting, I'll order the crew!"
Fiercely determined not to lose, Veronica focuses on aiding Tucci, shouting orders at the crew when needed and even stepping in to help with the main sail against the storm's winds.
Aid Another: Profesion(Sailor): 1d20 + 12 ⇒ (19) + 12 = 31
Aid Another: Profesion(Sailor): 1d20 + 12 ⇒ (10) + 12 = 22
Aid Another: Profesion(Sailor): 1d20 + 12 ⇒ (6) + 12 = 18
Aid Another: Profesion(Sailor): 1d20 + 12 ⇒ (19) + 12 = 31
Aid Another: Profesion(Sailor): 1d20 + 12 ⇒ (18) + 12 = 30
| Eric Blackblade |
Aid Another (Profession Sailor): 1d20 + 4 ⇒ (10) + 4 = 14
Aid Another (Profession Sailor): 1d20 + 4 ⇒ (3) + 4 = 7
Aid Another (Profession Sailor): 1d20 + 4 ⇒ (13) + 4 = 17
Aid Another (Profession Sailor): 1d20 + 4 ⇒ (12) + 4 = 16
Aid Another (Profession Sailor): 1d20 + 4 ⇒ (3) + 4 = 7
Even though he's struggling against the Eye's winds, Eric strives to do his job well, especially as he sees his sister so focused on getting ahead.
Assuming Mac's aid, this means Tucci gets all the checks AND we exceed the first and third by 5, and the fourth by 10 - so that's another +4, right?
| Brother MacLaren |
"I wouldn't be surprised if Barnabas Harrigan has magic of his own helping him - we do, after all, given what we have added to the Charm."
Brother MacLaren does his best to assist Tucci, taking responsibility for the sails on the foremast. It's far from the helm, and given the storm it's hard to hear Tucci's voice, so having an officer up front is worthwhile.
He automatically succeeds at the DC 10 to Aid Another, but Veronica rolled so I may as well.
Profession (Sailor): 1d20 + 11 ⇒ (11) + 11 = 22
Profession (Sailor): 1d20 + 11 ⇒ (20) + 11 = 31
Profession (Sailor): 1d20 + 11 ⇒ (11) + 11 = 22
Profession (Sailor): 1d20 + 11 ⇒ (17) + 11 = 28
Profession (Sailor): 1d20 + 11 ⇒ (1) + 11 = 12
| narrator robot |
Almost with Preternatural grace Tucci sales the 'Charm' into the storm. Fortunately, any mishaps or slightly improper adjustments are quickly dealt with by the fine officers and crew of the storm-lashed ship. As the storm continues, you occasionally get glimpses of the two ships. The Wormwood about a league ahead of you, and she less than a quarter of a league behind the 'Barnacle' as they sail towards the 'rings.'
Race Score + 5(total of 14)
J. Sharkskin Reef and Pinnacle Atoll
The 'Charm' must sail through the two concentric rings of Sharkskin Reef and around the towering spire of rock called Pinnacle Atoll.
Steering the ship through both rings of the razor-sharp reefs requires four successful DC 30 sailing checks. Failing any of these checks results in 8d8 points of damage to the PCs’ ship as waves smash the vessel against the reefs.
The PCs can pass through only the outer ring of reefs, which requires only two checks, but the extra distance subtracts 2 from their 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 the PCs’ Race score.
Sailing checks: The PCs can make two DC 25 sailing checks to improve their Race score during this leg of the race.
| Tucci Hedgehopper |
Tucci tries hard not to damage the hull, but he’s totally willing to take the risk of damage to win the race!
Profession Sailor: 1d20 + 16 + 4 ⇒ (1) + 16 + 4 = 21 (eye, ship) vs DC 30 hull: 8d8 ⇒ (3, 2, 8, 5, 5, 1, 1, 2) = 27
Profession Sailor: 1d20 + 16 + 4 ⇒ (8) + 16 + 4 = 28 (eye, ship) vs DC 30
Profession Sailor: 1d20 + 16 + 4 ⇒ (10) + 16 + 4 = 30 (eye, ship) vs DC 30
Profession Sailor: 1d20 + 16 + 4 ⇒ (8) + 16 + 4 = 28 (eye, ship) vs DC 30
Early on he scraaaapes along a reef, but manages to mostly avoid them beyond that - with a little likely support from the other officers.
Likely Hull Points: 1233
Once on the other side, he tries to leap ahead so as to catch up to the leader.
Profession Sailor: 1d20 + 16 + 4 ⇒ (17) + 16 + 4 = 37 (eye, ship) vs DC 25
Profession Sailor: 1d20 + 16 + 4 ⇒ (12) + 16 + 4 = 32 (eye, ship) vs DC 25
Race Score: 14 (not counting this post)
| Brother MacLaren |
Brother MacLaren assists Tucci, delegating tasks to the crew and scurrying up the rigging himself as needed.
Profession (Sailor) to Aid: 1d20 + 11 ⇒ (1) + 11 = 12
Profession (Sailor) to Aid: 1d20 + 11 ⇒ (8) + 11 = 19
Profession (Sailor) to Aid: 1d20 + 11 ⇒ (17) + 11 = 28
Profession (Sailor) to Aid: 1d20 + 11 ⇒ (7) + 11 = 18
| Veronica Blackblade |
Aid Another: Profesion(Sailor): 1d20 + 12 ⇒ (10) + 12 = 22
Aid Another: Profesion(Sailor): 1d20 + 12 ⇒ (12) + 12 = 24
Aid Another: Profesion(Sailor): 1d20 + 12 ⇒ (16) + 12 = 28
Aid Another: Profesion(Sailor): 1d20 + 12 ⇒ (19) + 12 = 31
Veronica grabs onto the railing and winces as they scrape a reef going into Sharkskin reef, but quickly refocuses on aiding Tucci in sailing through the reef and around Pinnacle Attol, keeping a close eye on the competition and pushing the crew on, wanting to finally take the lead in the race.
Aid Another: Profesion(Sailor): 1d20 + 12 ⇒ (13) + 12 = 25
Aid Another: Profesion(Sailor): 1d20 + 12 ⇒ (13) + 12 = 25
| narrator robot |
As the Charm enters first ring of the Sharkskin Reef, Tucci miss judges the distance and as the wind catches the torn sail, the ships shifts and grates against the rock. For a moment the sound of grinding and splintering wood fills the air. Quickly able to adjust the helm, Tucci moves the ship off the rocks. With help from his fellow officers, giving direction to adjust the sails to compensate the slight damage, they are able to thread the second ring without mishap.
Coming out of the ring, far to the west, the 'Wormwood' is alone and clearly visible. Some twist of fate has pushed them off course and the race has become neck and neck.
Race Score + 2(total of 16)
K. Lightning Storm
As the 'Charm' heads out of the Eye of Abendego, an unnatural electrical squall strikes, and a corona of baleful green lightning limns their ship’s mainmast. As they look up the officers and crew watch the glowing and seemingly growing nimbus.
I think only Veronica and Eric have knowledge planes, after we determine if anyone knows what the 'nimbus' is, I'll need three rounds worth of action
| Tucci Hedgehopper |
Kasin HP: 52/52 (+14/14) DR 5/evil; AC: 25, tch 15, flat 21 (not included: +3 dodge when moving); SR: 13
Tucci Conditions = Focus: None(sw, 6/8), Shared Training (outflank, full)
Kasin Conditions = Focus: Bull (+4str) & Bear (+4con), Smite (sw, 1/1d, +7dam),
Weapon Equipped = None
Boarding Pike: Att: BAB +6/1, Size +1, Str +4, Attu +1 Dam: Str +6, Attu +1 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +5, Str +3(+5) Dam: Str +4(+7) Crit: 20/x2 DR: magic
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 (8/8, +3 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)
Rod of Extend Lesser (2/3, heroism)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 8, Concentration +12, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/5): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (5/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (3/3): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
- - -
Since I may not be available later...
Tucci has little ranged capacity, much to his chagrin, but he’ll try a few javelin volleys to at least edge it a bit! Kasin stays close with an attack readied in case it closes.
Round 1
While the officers are close, he’ll cast Resist Energy Communal (20 electricity, 2 encounters)[/url] including Kasin.
[ooc]Round 2
Javelin: 1d20 + 10 ⇒ (3) + 10 = 13
damage (P): 1d4 + 4 ⇒ (1) + 4 = 5
Round 3
Javelin: 1d20 + 10 ⇒ (19) + 10 = 29
damage (P): 1d4 + 4 ⇒ (1) + 4 = 5
Kasin Readied Attack
Kasin Bite (magic): 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23 (focus)
damage (B/P/S): 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8 (focus
- - -
Race Score: 16 (not counting this post)
| Veronica Blackblade |
Knowledge (planes): 1d20 + 8 ⇒ (9) + 8 = 17
Veronica looks up at the mass apparently growing mass of clouds apprehensively.
"Those don't look good... And here I thought the Eye would have been the toughest storm we would face during the race. But it should hinder the Wormwood just as much, if not more, if our experience aboard it was any indication of how they can handle a storm."
| Eric Blackblade |
Aid Another: Knowledge (planes): 1d20 + 6 ⇒ (5) + 6 = 11
Eric looks up as well and shouts to his sister.
"Hey V- Captain! Don't those clouds seem odd to you? Almost like the storm is forming right above us... Could it be magic of some sort?"
| Veronica Blackblade |
Veronica frowns at Eric's words and narrows her eyes furiously at the Wormwood for a brief moment as she considers the possibility he's raising. Examining the "clouds" more closely, she realises what they're dealing with.
"You're right, Eric, that's no storm - that's a Greater Lightning Elemental! Guess Harrigan is trying to cheat his way to victory. Everyone, get ready to deal with that thing!"
| Brother MacLaren |
Brother MacLaren (1) casts Divine Power and drinks Bull's Strength.
Then (2) he drinks Extended Fly and Enlarge Person
Then (3) he drinks Extended Shield of Faith and draws his rapier.
| Veronica Blackblade |
As Mac and Tucci start their preparations, Veronica addresses the rest kf the crew.
"Mac, Tucci and I will handle this. Eric, if you can boost us with your spells and performances, do so as well. Everyone else, focus on keeping the ship on course. We're still in this race, and we're going to win it, while showing Harrigan he can't hope to stop us."
Veronica activates her Flight Hex, and enchants her Blackblade as usual (+1 and keen). Turn 1
She then casts her Mirror Image spell for additional protection.
Turn 2, and finishes her preparations by casting Haste on the group Turn 3
Mirror Image: 1d4 + 2 ⇒ (4) + 2 = 6
| Eric Blackblade |
"Aye aye, Captain!"
Eric quickly moves to cast extended Heroism (using the rod) on Veronica, Mac and Tucci, and then readies his horn to start his performance when the fight breaks out.
| narrator robot |
I was originally going to use 'theater of the mind' but gave up. I've moved a combat map up and placed characters where I thought would be logical, please move you character if you feel they would be in a different spot.
Mac: 1d20 + 3 ⇒ (5) + 3 = 8
Tucci: 1d20 + 2 ⇒ (17) + 2 = 19
Veronica: 1d20 + 1 ⇒ (10) + 1 = 11
Enemy
Greater Lightning Elemental: 1d20 + 13 ⇒ (10) + 13 = 23
Round 1
The unnatural electrical squall coalesces into a huge lightning elemental. The elemental remains near the top of the mast, balefully glaring at the officers and crew, as if looking, or feeling, for something. It's eyes falling on Eric it swoops down Flyby Attack Slamming into Eric, leaving the bard severely injured.
Round 1 Bold may go.
Mac
Tucci
Kasin
Veronica
Eric - 32 hp
Greater Lightning Elemental HP 110, AC 22, t 18, f-f 12 Fort +11, Ref +17, Will +6, DR 10/—Immune electricity, elemental traits
I think you five are the only ones wearing armor, but I wasn't sure if it would differentiate from sentient to Non sentient.
Mac@1, Tucci@2, Kassin@3, Veronica@4, Eric@5: 1d5 ⇒ 5
Elemental, slam, Eric: 1d20 + 20 + 3 ⇒ (18) + 20 + 3 = 41 damage: 2d8 + 6 ⇒ (7, 8) + 6 = 21 electricity: 2d6 ⇒ (6, 6) = 12
Elemental, slam, Eric: 1d20 + 20 + 3 ⇒ (3) + 20 + 3 = 26 damage: 2d8 + 6 ⇒ (2, 3) + 6 = 11 electricity: 2d6 ⇒ (3, 3) = 6
| Tucci Hedgehopper |
Kasin HP: 52/52 (+14/14) DR 5/evil; AC: 25, tch 15, flat 21 (not included: +1 haste, +3 dodge when moving); SR: 13
Tucci Conditions = Focus: Tiger (dex) & Bear (con) (sw, +4, 5/8), Haste, Heroism
Kasin Conditions = Focus: Bull (+4str) & Bear (+4con), Smite (sw, 1/1d, +7dam),
Weapon Equipped = Pike (extended)
Boarding Pike: Att: BAB +6/1, Size +1, Str +4, Attu +1 Dam: Str +6, Attu +1 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +5, Str +3(+5) Dam: Str +4(+7) Crit: 20/x2 DR: magic
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 (8/8, +3 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)
Rod of Extend Lesser (2/3, heroism)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 8, Concentration +12, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (4/5): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (5/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (2/3): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
- - -
Tucci swiftly takes on the mien of both the tigers and the bear (+4 to dex and con). He then hastily moves to Eric and tries to heal at least some of his injuries.
CLW on Eric: 1d8 + 5 ⇒ (4) + 5 = 9
He has Kasin stand guard in front of him and ready an attack in case of assault.
Kasin Bite (magic): 1d20 + 9 + 3 ⇒ (2) + 9 + 3 = 14 (focus, haste)
damage (B/P/S): 1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13 (focus)
- - -
Pike: 1d20 + 12 + 3 ⇒ (18) + 12 + 3 = 33 (heroism, haste)
damage (P): 1d6 + 7 ⇒ (6) + 7 = 13
- - -
| Brother MacLaren |
Mac's AC: +7 Armor, +2 Dex (Enlarged), +3 Deflection (Shield of Faith), +1 Dodge (Haste), -1 Size, +1 Natural = 23; so this thing will miss him only on a natural 1 (it has +23 to hit him).
Attack bonus: +5 BAB, +7 Str, +2 Luck (Divine Power), +1 Enhancement, -1 Size, +1 Haste = +15 (before TWF or PA)
Brother MacLaren... changes his plans when he sees just how big this thing is.
He hangs his tankard at his belt, drops his rapier, and casts Instant Weapon for a Dwarven Giant-Sticker.
Now he has 20' reach (can attack at 20' and 15' but not 5' or 10') and deals more damage.
Damage Bonus: +10 Str, +2 Luck = +12 (before PA).
Attack bonus: as before, because the Instant Weapon counts as Masterwork.
He takes a 5' step forwards.
Damage: 3d6 + 12 ⇒ (6, 2, 5) + 12 = 25
| Eric Blackblade |
The thing's speed catches Eric completely by surprise, and he briefly considers just Vanishing and letting the more experienced warriors deal with the creature. Tucci's healing touch fills him with a bit more confidence and he decides to stick to his original plan.
"Thanks, Tucci. But I don't know how much I can hold out if the thing keeps coming for me."
Eric starts his performance and stays behind Kasin, eyeing the elemental hovering above and trying to brace itself for its next attack.
Considering only the first attack and Tucci's healing, HP should be at 30 - going with IC (+3 Bonus) as planned. Rounds at 16/17
| Veronica Blackblade |
"Eric!" Veronica cries out as she sees the thing swoop in towards her brother, and then lets out a sigh of slight relief as Tucci swiftly moves in to heal him.
Narrowing her eyes at the creature, she takes to the air, trusting her magic to protect her from its attacks, and hacks away at it with her Blackblade.
Parry (IC, Heroism, Haste): 1d20 + 3 + 6 + 6 + 3 + 2 + 1 ⇒ (19) + 3 + 6 + 6 + 3 + 2 + 1 = 40
Using Black Blade Strike as a free action for an additional+2 damage
Attack (PA, IC, Heroism, Haste): 1d20 + 3 + 6 + 6 - 2 + 3 + 2 + 1 ⇒ (15) + 3 + 6 + 6 - 2 + 3 + 2 + 1 = 34
Damage (PA,IC,2h): 1d6 + 3 + 9 + 6 + 3 + 2 ⇒ (4) + 3 + 9 + 6 + 3 + 2 = 27
Attack (PA, IC, Heroism, Haste): 1d20 + 3 + 6 + 6 - 2 + 3 + 2 + 1 ⇒ (12) + 3 + 6 + 6 - 2 + 3 + 2 + 1 = 31
Damage (PA,IC,2h): 1d6 + 3 + 9 + 6 + 3 + 2 ⇒ (1) + 3 + 9 + 6 + 3 + 2 = 24
| narrator robot |
Round 1
The crew of the 'Charm' bravely continue their duties aboard ship, As the officers prepare to defend them from the Elemental. Tucci, turning the helm over to Conchobar, quickly heals Eric of the worse of the wounds and prepairs his trusty pike. Mac, seeing the magnitude of the monster, enlarges himself and magically arms himself with the largest weapon possible. Meawhile Eric begins to play his horn and Veronica climbs into the air wounding the elemental creature as it swipes one of her mirror images.
Round 2
The elemental. surprised a human would be willing to fight it in it's own element, swipes at Veronica two more times shattering two more mirror images.
Round 2 Bold may go.
Mac
Tucci
Kasin
Veronica
Eric - 12 hp
Greater Lightning Elemental - 17 HP 110, AC 22, t 18, f-f 12 Fort +11, Ref +17, Will +6, DR 10/—Immune electricity, elemental traits
AoO Elemental, slam, veronica: 1d20 + 20 + 3 ⇒ (14) + 20 + 3 = 37 damage: 2d8 + 6 ⇒ (8, 7) + 6 = 21 electicity: 2d6 ⇒ (6, 3) = 9
if I read the swashbucklers Opportune Parry and Riposte your at - 4 for size difference, so the aoo would hit, correct?
mirror image @ 6/1 is bad: 1d7 ⇒ 5
either way I get an image :)
Mac@1, Tucci@2, Kassin@3, Veronica@4, Eric@5: 1d5 ⇒ 4
Elemental, slam, veronica: 1d20 + 20 + 3 ⇒ (20) + 20 + 3 = 43 damage: 2d8 + 6 ⇒ (8, 7) + 6 = 21 electicity: 2d6 ⇒ (4, 1) = 5
mirror image @ 5/1 is bad: 1d6 ⇒ 4 another image :)
Elemental, slam, veronica: 1d20 + 20 + 3 ⇒ (6) + 20 + 3 = 29 damage: 2d8 + 6 ⇒ (3, 7) + 6 = 16 electricity: 2d6 ⇒ (1, 5) = 6
mirror image @ 4/1 is bad: 1d5 ⇒ 5 So three images left
| Brother MacLaren |
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Brother MacLaren moves west 20' and up 20' (so 20' away from the elemental) and strikes with his spear.
Attack, PA, IC +3: 1d20 + 15 - 2 + 3 ⇒ (15) + 15 - 2 + 3 = 31
Damage: 3d6 + 12 + 6 + 3 ⇒ (3, 2, 6) + 12 + 6 + 3 = 32
| Veronica Blackblade |
You should have known this thing wouldn't be hurt too much by your attacks. Veronica hears the Blackblade speak to her mind. Go ahead and channel your magic through me - I will give it an extra push.
Giving her sword a mental nod, Veronica focuses on her spell casting and infuses the blade with cold magic. This time, however, the blade itself turns shines brightly with an inner cold blue light, right before Veronica unleashed a vicious assault on the elemental.
Free Action: Energy Attunement: Blackblade deals cold damage until the start of the next turn. Full-round action: Spell-Combat with Rime Frostbite
Energy damage should bypass its DR. Total damage dealt: 83 cold, 43 cold non-lethal
Concentration vs DC 17: 1d20 + 17 + 2 ⇒ (10) + 17 + 2 = 29
Attack (PA, IC, Heroism, Haste, Spell Combat): 1d20 + 3 + 6 + 6 - 2 + 3 + 2 + 1 - 2 ⇒ (12) + 3 + 6 + 6 - 2 + 3 + 2 + 1 - 2 = 29
Damage (PA,IC): 1d6 + 3 + 6 + 4 + 3 + 2 ⇒ (2) + 3 + 6 + 4 + 3 + 2 = 20
Frostbite(cold, non-lethal, IC): 1d6 + 8 ⇒ (2) + 8 = 10 +Fatigue+Entangled
Intimidate(Demoralise): 1d20 + 21 ⇒ (1) + 21 = 22 If check exceeds DC by 10 or more, Will Save DC 18 or be frightened for 1 round
Attack (PA, IC, Heroism, Haste, Spell Combat): 1d20 + 3 + 6 + 6 - 2 + 3 + 2 + 1 - 2 ⇒ (3) + 3 + 6 + 6 - 2 + 3 + 2 + 1 - 2 = 20 I think the Entangle condition is already in effect, so this should hit.
Damage (PA,IC): 1d6 + 3 + 6 + 4 + 3 + 2 ⇒ (1) + 3 + 6 + 4 + 3 + 2 = 19
Frostbite(cold, non-lethal, IC): 1d6 + 8 ⇒ (3) + 8 = 11
Attack (PA, IC, Heroism, Haste, Spell Combat): 1d20 + 3 + 6 + 6 - 2 + 3 + 2 + 1 - 2 ⇒ (14) + 3 + 6 + 6 - 2 + 3 + 2 + 1 - 2 = 31
Damage (PA,IC): 1d6 + 3 + 6 + 4 + 3 + 2 ⇒ (4) + 3 + 6 + 4 + 3 + 2 = 22
Frostbite(cold, non-lethal, IC): 1d6 + 8 ⇒ (2) + 8 = 10
Attack (PA, IC, Heroism, Haste, Spell Combat): 1d20 + 3 + 6 + 1 - 2 + 3 + 2 + 1 - 2 ⇒ (13) + 3 + 6 + 1 - 2 + 3 + 2 + 1 - 2 = 25
Damage (PA,IC): 1d6 + 3 + 6 + 4 + 3 + 2 ⇒ (4) + 3 + 6 + 4 + 3 + 2 = 22
Frostbite(cold, non-lethal, IC): 1d6 + 8 ⇒ (4) + 8 = 12
| Tucci Hedgehopper |
Kasin HP: 52/52 (+14/14) DR 5/evil; AC: 25, tch 15, flat 21 (not included: +1 haste, +3 dodge when moving); SR: 13
Tucci Conditions = Focus: Tiger (dex) & Bear (con) (sw, +4, 5/8), Haste, Heroism, inspired
Kasin Conditions = Focus: Bull (+4str) & Bear (+4con), Smite (sw, 1/1d, +7dam), haste, inspired
Weapon Equipped = Pike (extended)
Boarding Pike: Att: BAB +6/1, Size +1, Str +4, Attu +1 Dam: Str +6, Attu +1 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +5, Str +3(+5) Dam: Str +4(+7) Crit: 20/x2 DR: magic
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 (8/8, +3 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)
Rod of Extend Lesser (2/3, heroism)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 8, Concentration +12, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (4/5): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (5/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (2/3): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
- - -
Tucci remains to guard Eric, and the other crew, as he cannot (yet) take to the air.
Kasin Bite (magic): 1d20 + 9 + 6 ⇒ (8) + 9 + 6 = 23 (focus, haste, inspire)
damage (B/P/S): 1d8 + 4 + 5 ⇒ (2) + 4 + 5 = 11 (focus, inspire)
- - -
Pike: 1d20 + 12 + 6 ⇒ (5) + 12 + 6 = 23 (heroism, haste, inspire)
damage (P): 1d6 + 7 + 3 ⇒ (2) + 7 + 3 = 12 (inspire)
Pike: 1d20 + 12 + 6 ⇒ (5) + 12 + 6 = 23 (heroism, haste, inspire)
damage (P): 1d6 + 7 + 3 ⇒ (6) + 7 + 3 = 16 (inspire)
- - -
| narrator robot |
Flying nearer, but not too near, Mac wounds the lightning elemental. Unwisely the creature turns from the Captain to face Mac, causing its own undoing. The captain attacks with sword and sorcery, eviscerating the storm creature again and again. The unheard of happens; the lighting elemental goes unconscious and falls into the sea.
Race Score total of 16
Greater Lightning Elemental - 81 - 43 non-lethal HP 110, AC 22, t 18, f-f 12 Fort +11, Ref +17, Will +6, DR 10/—Immune electricity, elemental traits
Within seconds the 'Charm emerges from the depths of the storm and discovers the majority of the other contenders have not yet made it out of the Eye. In fact, the only other ship in contention is Captain Harrigan’s 'Wormwood'! To the east, the Kraken cruises in the distance, the Master of the Gales on deck observing the race’s finish.
| Tucci Hedgehopper |
Kasin HP: 52/52 (+14/14) DR 5/evil; AC: 25, tch 15, flat 21 (not included: +3 dodge when moving); SR: 13
Tucci Conditions = Focus: None (sw, +4, 5/8), Heroism
Kasin Conditions = Focus: Bull (+4str) & Bear (+4con), Smite (sw, 1/1d, +7dam)
Weapon Equipped = None
Boarding Pike: Att: BAB +6/1, Size +1, Str +4, Attu +1 Dam: Str +6, Attu +1 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +5, Str +3(+5) Dam: Str +4(+7) Crit: 20/x2 DR: magic
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 (8/8, +3 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)
Rod of Extend Lesser (2/3, heroism)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 8, Concentration +12, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (3/5): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (5/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (2/3): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
- - -
”Well done!” He shouts at the fine folk flying overhead.
He’ll top up Eric one more time.
CLW: 1d8 + 5 ⇒ (5) + 5 = 10
Not even Tucci can make that perception check!
Tucci retakes the helm, sheathing his pike. He hopes the next challenges occur swiftly, while the heroism is still running… He steers the course with Kasin at his side.
Race Score: 16 (not counting this post)
| Eric Blackblade |
Eric cheers as he sees the elemental fall down to the sea after Mac and Veronica's attacks, and then nods to Tucci as he heals the rest of the damage he suffered on its first attack.
"Thanks, Tucci. I think you took care of most of the damage from that thing's attack. Did hurt quite a bit, though. Guess I should be getting back to work now." He looks to Conchobar for orders assignments and then heads back to the lower deck.
I just placed Eric on the lower deck, as he should be back with the rest of the crew getting the ship moving.
| Veronica Blackblade |
Veronica flies back down and rejoins her place at Tucci's side.
"Just a little bit further now, Tucci. You've got this. Seems like it's just us against Harrigan now, and there's no way we're losing to him!"
| Brother MacLaren |
Mac still has most of his spells active (aside from Divine Power).
He flies back down to the deck.
"I wouldn't doubt that Harrigan has some underhanded trick to play..."
Also cannot make a DC 42 Perception.
| narrator robot |
Mac: 1d20 + 3 ⇒ (17) + 3 = 20
Tucci: 1d20 + 2 ⇒ (4) + 2 = 6
Veronica: 1d20 + 1 ⇒ (9) + 1 = 10
average : 12
Enemy
Blue: 1d20 + 8 ⇒ (18) + 8 = 26
purple: 1d20 + 8 ⇒ (2) + 8 = 10
average: 18
Mac: 1d20 + 0 ⇒ (8) + 0 = 8
Tucci: 1d20 + 0 ⇒ (8) + 0 = 8
Veronica: 1d20 + 8 ⇒ (7) + 8 = 15
Eric: 1d20 + 6 ⇒ (13) + 6 = 19
As the officers and crew watch the 'Wormwood' try and catch up to them, suddenly Tucci is attacked by two invisible creatures, the first missing but the second striking. while No true form can be detected, yet a sense of force and hulking malevolence is undeniable in this creature’s presence. Eric quickly realizes these creatures are called 'Invisible stalkers' elementals which are naturally invisible.
Round 1
Before anyone can attempt to stop them, the creatures again attempt to slam into Tucci, clearly trying to kill the helmsman and knock the Charm' off course. The stalwart Tucci holds his ground, as each of the creatures strike him once.
Round 1 Bold may go.
Mac
Tucci - 37 hp
Kasin
Veronica
Eric
Blue Invisible Stalker HP 80, AC 20, t14, f-f16, Fort +13, Ref +11, Will +4, natural invisibility, elemental traits
purple Invisible Stalker HP 80, AC 20, t14, f-f16, Fort +13, Ref +11, Will +4, natural invisibility elemental traits
suprise round,
blue, slam, tucci (ff): 1d20 + 12 ⇒ (1) + 12 = 13 damage: 2d6 + 4 ⇒ (3, 4) + 4 = 11
purple, slam, tucci (ff): 1d20 + 12 ⇒ (17) + 12 = 29 damage: 2d6 + 4 ⇒ (1, 5) + 4 = 10
Round 1/10
blue, slam, tucci (ff): 1d20 + 12 ⇒ (6) + 12 = 18 damage: 2d6 + 4 ⇒ (5, 4) + 4 = 13
blue, slam, tucci (ff): 1d20 + 12 ⇒ (9) + 12 = 21 damage: 2d6 + 4 ⇒ (6, 5) + 4 = 15
purple, slam, tucci (ff): 1d20 + 12 ⇒ (8) + 12 = 20 damage: 2d6 + 4 ⇒ (4, 4) + 4 = 12
purple, slam, tucci (ff): 1d20 + 12 ⇒ (3) + 12 = 15 damage: 2d6 + 4 ⇒ (2, 6) + 4 = 12
Stay the Course (move action): With a successful sailing check, the pilot can move the ship forward on its current facing at its current speed, and it can move directly forward or forward diagonally. Failing the check keeps the speed constant, but the ship can only move directly forward, not forward diagonally.
I don't see a 'sailing check' attached to this anywhere, so as long as someone is at the helm and takes a move action to stear the ship there will not be the reduction for 'uncontrolled action.
Sailing checks: The PCs can make two DC 20 sailing checks to improve their Race score during the final leg of the race.
| Eric Blackblade |
"Watch out! Those are invisible stalkers! Be careful!"
Eric gets closer in case he needs to help Tucci and starts his performance, hoping the others can put the things down quickly before they do more harm.
IC up, 14/17 rounds
| Veronica Blackblade |
"Invisible stalkers? Tucci, point them out to me and I'll work on making them visible!"
I don't think I can tell where they are, but Tucci should know, after being attacked. I'll make my rolls now, but assume I delay until I know where they are.
Concentration vs DC 19: 1d20 + 17 + 2 ⇒ (16) + 17 + 2 = 35
Veronica opens up by defensively conjuring countless shining particles over the area where the things should be. She then follows up by infusing her blade with arcane energy and striking at the (hopefully blinded) creature next to her (blue).
Swift action arcane pool for +1 and keen, Spell Combat: Glitterdust (hitting the two stalkers and the two squares behind them). Will Save DC 16 or be blinded, targets get another save at the end of their turns.
The description makes me think the fight follows immediately after the next one. While I think Haste should be gone (last one encounter), the flight hex can be extended at no cost, so is it still on effect? If so, I can take a 5ft step into the air over Tucci, in case there's any issues with cover from the railing, and clearing the square for him to move, if he wants.
Attack (PA, IC, Heroism, Spell Combat): 1d20 + 3 + 6 + 6 - 2 + 3 + 2 - 2 ⇒ (8) + 3 + 6 + 6 - 2 + 3 + 2 - 2 = 24
Damage (PA,IC): 1d6 + 3 + 6 + 4 + 3 ⇒ (4) + 3 + 6 + 4 + 3 = 20
Attack (PA, IC, Heroism, Spell Combat): 1d20 + 3 + 6 + 1 - 2 + 3 + 2 - 2 ⇒ (12) + 3 + 6 + 1 - 2 + 3 + 2 - 2 = 23
Damage (PA,IC): 1d6 + 3 + 6 + 4 + 3 ⇒ (1) + 3 + 6 + 4 + 3 = 17
| Tucci Hedgehopper |
Kasin HP: 52/52 (+14/14) DR 5/evil; AC: 25, tch 15, flat 21 (not included: +3 dodge when moving); SR: 13
Tucci Conditions = Focus: None (sw, +4, 5/8), Heroism
Kasin Conditions = Focus: Bull (+4str) & Bear (+4con), Smite (sw, 1/1d, +7dam)
Weapon Equipped = None
Boarding Pike: Att: BAB +6/1, Size +1, Str +4, Attu +1 Dam: Str +6, Attu +1 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +5, Str +3(+5) Dam: Str +4(+7) Crit: 20/x2 DR: magic
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 (8/8, +3 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)
Rod of Extend Lesser (2/3, heroism)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 8, Concentration +12, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (2/5): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (5/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (2/3): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
- - -
On the first hit, Tucci immediately activates his armor.
Vampiric Touch Immediate touch attack: 1d20 + 10 ⇒ (12) + 10 = 22 invisibility: 1d100 ⇒ 59 damage/temp hp: 4d6 ⇒ (5, 3, 3, 6) = 17
He spends a move action working the wheel - unwilling to give up an inch of what they’ve achieved so far! While he does that however, he tries casting Faerie Fire (2 encounters) at the beasts who are attacking him! He should be able to get both in the 5’ range of the spell. He casts defensively.
Concentration: 1d20 + 12 ⇒ (2) + 12 = 14 vs DC 17
...and the spell fails! Though he has another shot at it next round, the creatures remain invisible this round.
Kasin also bites at the still invisible foe.
Kasin Bite (magic): 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25 (focus) Invisibility: 1d100 ⇒ 81
damage (B/P/S): 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12 (focus)
Race Score: 16 (not counting this post)
| narrator robot |
Round 1
The Blue Invisible Stalker instantly feels its life energy drained as Tucci gains it. Keeping one hand on the helm, Tucci attempts to cast another spell but fails. However, Kasin does not fail, taking a bight from the purple Invisible Stalker. Mac attempts to purge the invisibility from the creatures, however learns that it's their natural state so nothing can be purged. Eric begins to play his trumpet I think? as the captain casts glitterdust on the two creatures. Not only making them outlined in gold, but blinding the purple one on the right. While adding injury to insult, slashing the seeing blue not once but twice.
Veronica from your position I am giving blue partial cover from the stair rail, but even at + 2 you still hit both attacks
Round 2
Almost as if commanded to focus on the helmsman, the wounded and blinded creatures continue their attack on Tucci. The sighted one striking him twice, the blind none at all.
Purple regained his sight at the end of round two
Round 2 Bold may go.
Mac
Tucci - 38 (- 37 + 17 - 18)
Kasin
Veronica
Eric
Blue Will Save DC 16: 1d20 + 4 ⇒ (20) + 4 = 24
purple Will Save DC 16: 1d20 + 4 ⇒ (9) + 4 = 13
Blue Invisible Stalker - 54 HP 80, AC 20, t14, f-f16, Fort +13, Ref +11, Will +4, Defensive Abilities natural invisibility Immune elemental traits
purple Invisible Stalker - 12 (blind) HP 80, AC 20, t14, f-f16, Fort +13, Ref +11, Will +4, Defensive Abilities natural invisibility Immune elemental traits Blnded –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks.
Round 2/10
blue, slam, tucci (ff): 1d20 + 12 ⇒ (18) + 12 = 30 damage: 2d6 + 4 ⇒ (3, 2) + 4 = 9
blue, slam, tucci (ff): 1d20 + 12 ⇒ (11) + 12 = 23 damage: 2d6 + 4 ⇒ (3, 2) + 4 = 9
purple, slam, tucci (ff): 1d20 + 12 - 2 ⇒ (11) + 12 - 2 = 21 damage: 2d6 + 4 - 2 ⇒ (2, 1) + 4 - 2 = 5
low misses: 1d100 ⇒ 67
purple, slam, tucci (ff): 1d20 + 12 - 2 ⇒ (1) + 12 - 2 = 11 damage: 2d6 + 4 - 2 ⇒ (1, 5) + 4 - 2 = 8
low misses: 1d100 ⇒ 96
purple Will Save DC 16: 1d20 + 4 ⇒ (15) + 4 = 19
| Tucci Hedgehopper |
Kasin HP: 52/52 (+14/14) DR 5/evil; AC: 25, tch 15, flat 21 (not included: +3 dodge when moving); SR: 13
Tucci Conditions = Focus: Tiger & Bear (sw, +4, 4/8), Heroism
Kasin Conditions = Focus: Bull (+4str) & Bear (+4con), Smite (sw, 1/1d, +7dam)
Weapon Equipped = None
Boarding Pike: Att: BAB +6/1, Size +1, Str +4, Attu +1 Dam: Str +6, Attu +1 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +5, Str +3(+5) Dam: Str +4(+7) Crit: 20/x2 DR: magic
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 (8/8, +3 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)
Rod of Extend Lesser (2/3, heroism)
Spell Storing Armor (empty)
Spells Known (Caster Level 8, Concentration +12, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (1/5): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (5/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (2/3): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
- - -
Tucci continues to get hammered on multiple fronts and does what he can to stave off their attacks. He swiftly focuses, gaining the dexterity of the tiger and the constitution of the bear.
- - -
He makes another attempt at casting, this time a cure light wounds on himself.
Concentration: 1d20 + 12 ⇒ (13) + 12 = 25 vs DC 17
CLW: 1d8 + 5 ⇒ (8) + 5 = 13
"All right then you bastages! Now you're going down!"
Kasin also bites at the no longer invisible foe.
Kasin Bite (magic): 1d20 + 9 + 5 ⇒ (9) + 9 + 5 = 23 (focus, inspire)
damage (B/P/S): 1d8 + 4 + 5 ⇒ (8) + 4 + 5 = 17 (focus, inspire)
Race Score: 16 (not counting this post)
| Veronica Blackblade |
Veronica follows up with another spell, bolstering everyone's speed, before hacking at the creatures again.
Taking a 5ft step into the air, above Tucci, and Spell Combat with Haste. First two attacks on blue, crit on purple.
Concentration vs DC 21: 1d20 + 17 + 2 ⇒ (16) + 17 + 2 = 35
Attack (PA, IC, Heroism, Haste, Spell Combat): 1d20 + 3 + 6 + 6 - 2 + 3 + 2 + 1 - 2 ⇒ (11) + 3 + 6 + 6 - 2 + 3 + 2 + 1 - 2 = 28
Damage (PA,IC,2h): 1d6 + 3 + 6 + 4 + 3 ⇒ (1) + 3 + 6 + 4 + 3 = 17
Attack (PA, IC, Heroism, Haste, Spell Combat): 1d20 + 3 + 6 + 6 - 2 + 3 + 2 + 1 - 2 ⇒ (14) + 3 + 6 + 6 - 2 + 3 + 2 + 1 - 2 = 31
Damage (PA,IC,2h): 1d6 + 3 + 6 + 4 + 3 ⇒ (6) + 3 + 6 + 4 + 3 = 22
Attack (PA, IC, Heroism, Haste, Spell Combat): 1d20 + 3 + 6 + 1 - 2 + 3 + 2 + 1 - 2 ⇒ (17) + 3 + 6 + 1 - 2 + 3 + 2 + 1 - 2 = 29
Damage (PA,IC,2h): 1d6 + 3 + 6 + 4 + 3 ⇒ (2) + 3 + 6 + 4 + 3 = 18
Crit? (PA, IC, Heroism, Haste, Spell Combat): 1d20 + 3 + 6 + 1 - 2 + 3 + 2 + 1 - 2 ⇒ (8) + 3 + 6 + 1 - 2 + 3 + 2 + 1 - 2 = 20
Crit Damage (PA,IC,2h): 1d6 + 3 + 6 + 4 + 3 ⇒ (5) + 3 + 6 + 4 + 3 = 21
Edit: Elementals are immune to crits :(
| Eric Blackblade |
Eric keeps up his performance while moving to get a clear shot, drawing his bow on the way, and letting an arrow fly at the Purple stalker.
Attack (IC, Haste): 1d20 + 9 + 3 + 1 ⇒ (7) + 9 + 3 + 1 = 20
Damage (IC): 1d6 + 1 + 1 + 3 ⇒ (3) + 1 + 1 + 3 = 8
| Brother MacLaren |
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Brother MacLaren takes two quick strikes with his giant spear. He will strike whichever one is still up.
Already factoring in -4 cover on my attacks here.
Attack, PA, Cover, IC, Haste: 1d20 + 12 - 2 - 4 + 3 + 1 ⇒ (12) + 12 - 2 - 4 + 3 + 1 = 22
Damage: 3d6 + 10 + 6 + 3 ⇒ (1, 1, 2) + 10 + 6 + 3 = 23
Hasted Attack: 1d20 + 12 - 2 - 4 + 3 + 1 ⇒ (16) + 12 - 2 - 4 + 3 + 1 = 26
Damage: 3d6 + 10 + 6 + 3 ⇒ (6, 4, 3) + 10 + 6 + 3 = 32
| narrator robot |
Concentrating, Tucci heals himself as he maintains his grip on the helm, while Kasin bites the Stalker again. Moving to the air Veronica puts down the nearest stalker then wounds the second. while Eric puts an arrow into the same. Mac, lifting the dwarven Giant-Sticker, mauls the second Stalker repeatedly driving it to the deck. Both Stalkers release odd moaning sounds and dissipate onto the wind.
Combat over: Race Score: 16, Tucci do you want to make those two Sailing checks before I tally the points?: The PCs can make two DC 20 sailing checks to improve their Race score during the final leg of the race.
M. Finish Line
With the Master of the Gales observing the race’s ending, the finish line of the regatta lies at a tiny island called Coaming Point, about 25 miles northwest of Cauldron Rock. The first ship to sail past the island wins the regatta. At this point, only the 'Charm' and the 'Wormwood streak' toward the finish line...
Total up the PCs’ Race score to determine the winner of the race.
Blue Invisible Stalker - 93 - 54 HP - 17 - 22 HP 80, AC 20,
purple Invisible Stalker - 109 - 12 - 17 - 18 - 8 - 23 - 32 HP 80, AC 20
| Tucci Hedgehopper |
Kasin HP: 52/52 (+14/14) DR 5/evil; AC: 25, tch 15, flat 21 (not included: +3 dodge when moving); SR: 13
Tucci Conditions = Focus: None (sw, +4, 4/8)
Kasin Conditions = Focus: Bull (+4str) & Bear (+4con), Smite (sw, 1/1d, +7dam)
Weapon Equipped = None
Boarding Pike: Att: BAB +6/1, Size +1, Str +4, Attu +1 Dam: Str +6, Attu +1 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +5, Str +3(+5) Dam: Str +4(+7) Crit: 20/x2 DR: magic
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 (8/8, +3 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)
Rod of Extend Lesser (2/3, heroism)
Spell Storing Armor (empty)
Spells Known (Caster Level 8, Concentration +12, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (1/5): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (5/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (2/3): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
- - -
Tucci will quaff a potion to see how close he can get to healthy, and then the wand, just in case of further attack.
CMW: 2d8 + 3 ⇒ (7, 4) + 3 = 14
CLW: 2d8 + 2 ⇒ (4, 2) + 2 = 8
He’ll then sail on!
Profession Sailor: 1d20 + 16 + 4 ⇒ (4) + 16 + 4 = 24 (eye, ship) vs DC 20
Profession Sailor: 1d20 + 16 + 4 ⇒ (10) + 16 + 4 = 30 (eye, ship) vs DC 20
Race Score: 16 (not counting this post)
| narrator robot |
+ 2 Race score present total 18
As the wounded helmsman refocuses on the race, the 'Charm', Having the better angle and clearly faster ship, pulls ahead of the 'Wormwood.'. Arriving at the tiny Island leagues before the 'Wormwood'. To show his disdain for them Harrigan turns the 'Wormwood' away, not even finishing the race. As the ships arrive at the finish line 'The Master of the Gales' sends invitations to the captains of the ships to join him on the 'Kraken' To Veronica, Captain of the winning ship, he invites her and her officers to join them as well. Once the Captains have arrived 'The Master of the Gales' announces the winners.
As winners of the Free Captains’ Regatta, the officers of the 'Charm' receive the regatta’s rich prize purse—with 16 entrants, including themselves, the purse totals 8,000 gp. More importantly, the PCs gain a seat on the Pirate Council of the Shackles. The Master of the Gales ceremonially attaches a broken, silver-plated manacle on Veronica's wrists as a symbol of this honor, representing their freedom from the constraints of other nations’ laws and authority, but also the responsibility that now binds them to the welfare of the Shackles and its people, whom they now represent. Finally, the Master of the Gales presents the officers with a deed granting them lordship over a small island in the north of the Shackles. But a deed is only a piece of paper; in order to truly claim dominion over this island, the officers must explore it and deal with any monsters or other inhabitants there.
The efforts of the officers to claim the isle for themselves are detailed in the next volume of the Skull & Shackles Adventure Path, “Island of Empty Eyes.” Congratulations, you have finished the third book of the Skull and Shackles Adventure path 'Tempest Rising' Please level up to ninth level and award 4 points of Disrepute and Infamy for winning the regatta with an overwhelming victory
This fact may have also had to do with Harrigan leaving. Either way, the officers and crew of the 'Charm' have now more than ever earned the undying enmity of Captain Barnabas Harrigan.
| Tucci Hedgehopper |
Everyone please take a look at the spreadsheet and let me know if you want to keep any of the alchemical bits or other loot slated to sell. I’ll do a divvy next post, but it looks like we’ll get something over 6kgp each - depending on what we decide to keep.
Tucci cheers the captain on their win, please with his own contributions to the cause. He can’t believe he is part owner of an entire island! He can’t wait to get out and see it. It's a long way from his abandonment on that isle long ago - when the party found him.
When he learns of captain Harrigon’s betrayal of the other ship, he’s not surprised. ”A dangerous enemy to have. We’ll have to be careful.” In truth though, he’s not too concerned. They’re a good team, and complement each other well. They’ll survive - and even thrive - even with such a nemesis as that.
| Veronica Blackblade |
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Veronica stands proudly through the ceremony, accepting the broken manacles graciously.
Of course, you still don't measure up to Lara. her Blackblade's voice rings out in her mind, but she can get a sense of pride from it as well. But this is an impressive feat all the same, even if you did have my help. Congratulations are in order, for you, your officers and your crew. Well done.
She lets out a small chuckle as she looks down at the hilt of her blade. Thanks.
As the ceremony ends, she turns towards Mac and Tucci, with a wide smile on her face. "Thanks, both of you. This wasn't just me, we got here together. I know I wouldn't be here without you two. Mac, you've been with me since this all started and have supported me admirably all this time. And Tucci, besides all the help you've given since you joined, it was your piloting that got us here. Couldn't have asked for a better helmsman. Thank you both." She looks gratefully at both of them for a while, and then gives them a grin. "Now, I know we have an island to explore and make it our own, and possibly other obligations that come with this." She raises her manacled arms in front of her. "But I'd say our biggest priority right now is taking the Charm back to Port Peril or Quent and celebrate. I think we and the crew earned it. And we might as well stock up in whatever we might need for our trip to our new island."
---=== After the news about the 'Barnacled B~$!%'===---
"I'm not surprised. As I wouldn't be either if we got confirmation that the Elemental and the Invisible Stalkers were his doing. No denying he's dangerous, and I'm not going to just go charging after him... But I can't wait for the day when we finally bring him down."
| narrator robot |
PART ONE: A PRJZE LIKE NO OTHER
Having proved their mettle in the Free Captains' Regatta during, the 'Charm' returns to Port Peril with the rest of the fleet. Tales of the Ship, crew and officers exploits have raced ahead of them and spread to every tavern in the port, where bards embellish the heroics of the officers and those who lost their lives and ships to the Eye, earning the officers free drinks in every establishment. The officers friends and allies offer their hearty congratulations, as does the Shackles' Pirate Council, which hosts a fete in honor of the 'Charms' victory. The Master of the Gales does not partake in the victory revels, but at some point during the celebrations he pulls the officers aside to explain their prize; an entire island that they can call their own, located in a remote archipelago north of the Rampore Isles.
"It's called the Island of Empty Eyes," the Master of the Gales explains, "for the queer statues that leer over its shores. Uninhabited and fraught with danger, make no doubt, but naught that pirates of your capabilities can't handle. You've landed a seat on the Pirate Council as well, but winning a race don't make a sailor a captain, nor a freebooter a lord. You'll need to show the Council you can tame the island and make it your own, if you want to claim your seat. The lords of the Council will come calling in three months to see if you're worth the honor that's been bestowed upon you, and they'll expect to be feted as befits pirate lords of their stature. Provided you look like you know what you're doing, they'll take your oath of loyalty and grant you your seat on the Council. If not. .. well, you wouldn't be the first winner of the Regatta who failed to live up to expectations." He puases looking at each of you to see if you have any further questions.
Prior to setting sail for the Island of Empty Eyes, the officers can make Knowledge (geography), Knowledge (local), or Diplomacy checks to gather information to learn more about their destination. Feel free to make these rolls before or after you talk to the Master of Gales
| Tucci Hedgehopper |
Knowledge Geography: 1d20 + 12 ⇒ (10) + 12 = 22
Tucci shares the stories he knows of the island, but he is eager to find out on his own what's there.
That said, he thoroughly enjoys the party. He drinks, uncharacteristically, rather too much. But it's free! ...and he can't help himself. He's never had this many people say how wonderful he is at one time, so he enjoys it.
Eventually, he passes out on top of Kasin who drags him home to the Charm.
The next morning, bleary eyed and wishing everyone would stop shouting, he gets together with the officers. "I'm going to sell the last of the loot today, but we should reserve a princely sum for the party. Maybe buy some supplies now - since there will be little on the island I suspect."
"It sounds like a lot, but maybe 3,000 gold set aside? And a like amount out of the plunder we've accumulated. (so three plunder) We'd have something north of 5,000gp depending on what we can get in the market. We could throw one hell of a party with that much cash - and we may find more on the island."
"But just in case we don't, we'll be well stocked. So what do you say, shall I sell some plunder, and reserve 3,000gp from our loot as well? We could increase our personal income if we sell that Ring of the Iron Skull (link) that we've been hanging on to, but no one is using..."
| Veronica Blackblade |
On their trip back, Veronica starts working on a new item she intends to give to Eric, after seeing how much he's magical skills have been improving. She also has him study her spellbook and transcribing some spells to scrolls that he can put to use when she finishes his vest.
Working on a Mnemonic Vestment on the three day trip back, and having Eric scribe a scroll of Gaseous Form and Glitterdust for him to carry. Vest would be at 4500/5000 when we arrive, I should be able to get the rest done on the first day.
During the party, Veronica makes sure to talk and party with everyone, recounting her own version of events to their allies. She talks at length with Sandara, eager to learn what she has been up to, and repeating her offer to have her sail under her.
---=== Next morning ===---
"Yeah, setting aside that amount seems reasonable." Veronica replies as she ponders Tucci's suggestions. "And I can't see too much of a reason to hang on to that ring, either. Figure we can grab some scrolls of the magic stored within and just have Eric cast from them if needed. The extra gold should come in handy for getting ready to tackle pur new island."
Knowledge (Geography): 1d20 + 6 ⇒ (15) + 6 = 21
Knowledge (Local): 1d20 + 5 ⇒ (17) + 5 = 22
"Speaking of, it might not be a bad idea to do some research on the island if we have the time. Having some clues about what happened to the previous settlers could help us better prepare, for example."
How much time do we need to spend here to sell loot and get anything we need?