| Eric Blackblade |
Knowledge (Local)(Lore Master): 20 + 6 = 26
"Well, from what I've heard, dinossaurs roam the island, fiercely guarding some ancient ruins. Giant sized ruins, supposedly. Should still be pretty full of treasure, I'd think."
| Tucci Hedgehopper |
Party Divvy
Each of us obtains 6,164gp from the loot we’ve acquired.
Tucci doesn’t think we need further wands of healing - especially as we’ve a few spares and rarely use them.
He assembles some of his cash and gathers the raw materials for the following…
Lenses of Detection (3,500gp)
Featherscale Cloak (4,000gp)
Campfire Bead (720gp)
Boots of the Cat (1,000gp)
”Veronica, can you put these in the queue? I don’t need them soon, and I imagine you have much to craft, but maybe eventually? At your pace of course.”
”Oh!” he almost forgets, ”Could I have another vampiric touch for my armor? That was great! in the last fight, and it would be great to get again for the next one. It kept me going and that’s the truth.”
Veronica, if you can, would you please craft these for Tucci? I think they’ll be helpful on the island, but if it doesn’t happen in time that’s fine. Whenever you can.
He’ll also pick up a scroll of Flame Strike (1,000gp).
Total spent: 5,610gp
Tucci suggests they spend a couple days in port, at least. Let the crew enjoy themselves a bit before sailing out. Also sell loot - and of course sell the plunder too.
| Brother MacLaren |
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Knowledge (Local): 1d20 + 4 ⇒ (9) + 4 = 13
Brother MacLaren has learned quite a bit in the past few weeks, but only the very basics about the Island of Empty Eyes. He is happy to have Eric's expertise on the matter.
"Agasta! How good to see you again!"
Brother MacLaren embraces his wife. While it may be in part a business arrangement, she is pleasant company and they seem to like each other well enough.
@Tucci, if you don't mind, I would like to keep some of the things for Mac to give to Agasta - the pretty baubles, expensive perfumes and cosmetics, fashionable outfits and dresses, and the jewelry box. That makes the Party Divvy 5,779 each, so you are still under what you had spent. Mac had 12,687 before so now has 18,466.
Brother MacLaren presents his wife with some of the spoils of their journeys. "The jewelry in this box is high-quality imitation - and I guess even that has its place, as there are times when wearing the real stuff is unwise. But the box was nice, I thought. I also found a few other things that I you might like."
Brother MacLaren will buy components to brew potions, expecting to rely on his Brewkeeper abilities to make weak potions potent.
Remove Curse and Remove Blindness/Deafness (375 GP each, 750 total, and will need 2 days' work)
Shield of Faith, Protection from Evil, and 2 CLW (25 GP each, 100 total, and can all be done in 1 day)
That is 850 GP, leaving him with 17,616 GP.
| Tucci Hedgehopper |
Tucci is totally fine with the new divvy - and has cash from before just in case too - if there's more that you would like to keep. Though he's considering mr. moneybags and what he might be saving up for...
| Tucci Hedgehopper |
Tucci will try and sell the plunder over the next few days.
Profession Merchant: 1d20 + 8 ⇒ (9) + 8 = 17
Profession Merchant: 1d20 + 8 ⇒ (18) + 8 = 26
Profession Merchant: 1d20 + 8 ⇒ (11) + 8 = 19
If possible, he'll take a heroism prior to going out to sell, which adds +2 to these numbers. If not, no problem.
He takes the money and buys party favors...
Is it a day per point of plunder? If so, I think 5 days in port makes sense. 1 to sell loot, 3 to sell plunder, 1 to buy supplies.
Tucci is ready to go after however long it takes. He's eager to see his island! He still can't believe it...
| narrator robot |
preface
The three day journey from 'the Eye' is uneventful enough that Veronica happily works on some new Items, while Amborse see's that the crew is given enough rum and ale to start the party a little early.
The first evening
Once in port, the true party starts with the pirate counsels revels. The first evening finds Tucci getting happily drunk with the Captain and Quartermaster. The halfling happily watching as several folks approach to congratulate them.
First, their old friend Sandara Quinn, herself reasonably inebriated. Approaches, Veronica asks how she'd been and repeats the offer to 'join her fleet' In a slurred voice Sandara thanks Veronica for the offer to 'sail under her.' Quickly explaining that she is already a chartered captain and both Shivikah and "Badger" Medlar have their own ships in her fleet. She winks at her old friend telling her she was not the only one who had been busy but offers to come to her aid any time needed.
Later Pierce Jerrell the dashing young man with a handsome, square-jawed face and finely muscled frame whom they'd met in the 'bar brawl' approaches. He congratulates Veronica, and noticing the halfling and cleric greets them as well. It is obvious that the young man is smitten with Veronica as he tries to impress her with the size of his fleet.
As Pierce continues on his way Merrill Pegsworthy the one-legged middle aged ex-Eagle Knight still wearing his Eagle Knight coat and epaulets greets the officers and offers congratulations.
The highlight of the night is when Tessa Fairwind her friend the priestess Dindreann come by to congratulate the officers. But the biggest surprise is when 'Slippery Syl Lonegan' comes by, nodding, obviously proud she could brag that she'd 'sailed' with you, even if it was for only a short period of time.
Fairly late in the evening Mac learns his wife, having heard of their success sailed to Peril Peril to celebrate with her husband. When Mac takes her to the 'Charm' to show her the gifts, she catches her breath. "Oh my Dear." Her eyes brighten and she turns to shut the door to his private cabin...
In the morning
Once the officers and their guests have gotten around, Ambrose and Owlbear have a warm breakfast of sausage and 'Taldan' toast with pitchers of maple syrup and honey waiting in the officers mess. As the officers pour in he adds, "Seein' 'ow much fun ye officers was 'avin' an' 'ow much work we'd need to do a'fore we set off, I took the liberty o' tellin' the crew they 'ad five days shore leave an' to be ready to work when they got back."
| Brother MacLaren |
Brother MacLaren is happy to spend three days brewing (and spending time with his wife) and two days checking the supplies and restocking whatever needs restocking (and spending time with his wife). He is Quartermaster after all, and will do some Quartermaster work.
He congratulates Ambrose and Owlbear for their fine work on the excellent party (and breakfast), and checks in with Sandara Quinn. He will swap stories with Captain Quinn, hearing about what his fellow cleric has been up to.
| Veronica Blackblade |
"Thanks, Kroop. It was the right decision, and I know we weren't really in any state to make one after last night." Veronica nods and grins as she remembers how much they partied last night. "But you're right, there's a lot to get done. I have quite a few things I'm thinking of getting before we go get our island, and I'm sure Mac and Tucci do, as well."
As Tucci comes to her with his requests and the required materials, she nods "They all seem like good options. There's one thing I want to make as well, but I think I can have everything done by the time we reach the island. And I'll happily enchant your armour again - should be a bit more powerful now, as well." Her look turns more serious as she considers the last fight. "That fight, and the one before, with the elemental striking Eric, have got me thinking that I could be doing more when it comes to protecting you all. Most of my magic up to now has been only effective to protect only myself. But I think I'll be able to shield you all with a bit of magical luck from now on, that should be particularly helpful if we're ambushed again like that."
Veronica spends part of her day buying scrolls and raw materials to craft, and putting in an order for another Lesser Extend rod. She works as much as she can each day to make sure she gets everything done by the time they arrive at the island. But given her limits on how much she can work each day (8 hours per day, and she only needs to sleep for 2), she makes sure to enjoy their time off as well.
Her first priority is to make sure she and Eric manage fo spend some time with their family, sharing their exploits with their parents and older brother.
She also makes sure to share some more drinks with their friends and allies: In particular, she makes sure to buy Pegsworth another drink and thank him again for his help and his blessing, telling him tales of all they've done since leaving Rickety's, and she seeks out Pierce, hoping they can get to share some more time and drinks together, without getting interrupted by a bar brawl this time (and if they do, that they at least get to join in together rather than leave as it starts).
Getting 2000 done per day (Taking 10 on Spellcraft checks lets me beat a DC 31 check. I'll note the DC on each item and roll if that's not enough for any of them.
- Day 1 and 2: Trapspringer Gloves (4000gp) DC 20
- Day 3: Campfire Bead (720gp) DC 16; Boots of the Cat (1,000gp) DC 16 (finish next day)
- Day 4 and 5: Lenses of Detection (3,500gp) DC 24
- Day 6 and 7: Featherscale Cloak (4,000gp) DC 30
She takes ghe opportunity to sell her Spellcrafting Amulet, now that her gloves accomplish the same goal, and buys the following things:
- Lesser Rod of Extend (3000gp)
- Scroll of Silence (150gp)
- Scroll of Bestow Insight (150gp)
- Scroll of Tongues (375gp)
- Scroll of Create Treasure Map (200gp)
- Scroll of Feather Fall (25gp)
- Wand of Moment of Greatness (750gp)
She also has Eric scribe a few extra scrolls in case they're needed:
- Scrolls of Aram Zey's focus x4 (100gpx4=400gp)
- Scroll of True Skill (12,5gp)
All that should leave me at 459,4gp, if I didn't make any mistakes.
| Brother MacLaren |
Brother MacLaren approaches Merrill Pegsworthy with two tankards. He holds one out to Captain Pegsworthy.
"To Lieutenant Drale."
He raises his own tankard in a toast, and takes a sip.
"I'm sorry than Andoran failed you. It's been hard out here in the Shackles, and I've tried to serve the cause of freedom as best as I can. While still dealing out suitable justice to those too evil and unrepentant to let go free."
The half-orc wrecker comes to mind.
"I hope myself to be able to go back and forth to Andoran and see myself as a fit citizen of that nation once again when this is all done. Especially our business with Harrigan. This life coarsens one, no doubt about that. But you have retained your honor and a reputation worthy of respect, as I hope to do."
He takes another sip. "Cayden Cailean has seen fit to grace me with increasing power as of late. The power to raise the dead - though not yet the power to regrow a leg. Still, if I am faithful and brave, that may come. If we - you and I - prove ourselves in thwarting a Chelish plot, it would be doing Andoran a great and necessary service for you to return to Andoran in triumph, ask for reinstatement as a ship captain, and demonstrate to the Admiralty their error. I would testify to what you have done with one leg, and offer to restore the other on the spot if you wished it. But only once the Admiralty recognized that you were an exemplary captain with but one."
| narrator robot |
earlier
As Veronica thanks Ambrose for getting the crew on leave, Mac chimes in and compliments their cooks' efforts. Pausing for a moment Lady Smythee reaches over and rest her hand on her husband's knee, "You're cook is the famous Ambrose Kroop? When he decides to retire from the sea, we should invite him to 'the Rock." Hearing the 'Lady's' observation, Kroop smiles, and nods the officers, "Thank you sirs." He nods to Agasta, "M'Lady." and taking the confused Owlbear by the arm heads back to the galley.
Mac
Knowing how to mix work with play, the officers go about taking care of things as well as entertaining old friends and new. Mac spends some time visiting with Sandara, reintroducing the old friend to his wife. Agasta joins in the retelling of the battle with the tattooed sorceress. When Sandara tells of her success with Shivikah and "Badger" Medlar each having their own ships in her fleet, Lady Smythee, chimes in. She explains that with the increase in reputation, the destruction of the ' sahuagin' in the area and the new trade with the tribe of Locathah they had rescured, that revenue on the 'Rock' has nearly tripled. She smiles at Mac, "That doesn't mean that I didn't love the jewelry and dresses."
Later, when Mac and Agasta approach Pegsworthy, the 'Captain' accepts the tankard and motions for them to sit at his table. Pausing for a moment at the toast, Merrill had forgotten how familiar the story had become back in Andoran. Lifting the mug, he nods and takes a sip of the frothy brew. The older man raises an eyebrow when Mac mentions Andoran and nods when the cleric speaks of serving freedom. It's Agasta's turn to give her husband a hard stare when he talks about being a 'fit citizen' actually huffing when he says 'This life coarsens one.'
As the subject turns to his leg and returning to Andoran, Pegsworthy shakes his head. "I appreciate anyone who'd be able to restore my leg. But I'd not return to Andoran." He spreads his hands gesturing towards the surroundings. "I've grown accustom to doing what I want when I want, I'd not be a good fit for the fleet anymore."He smiles, "If I'm being honest, I'd have done the same as the Admiralty. But out here a man doesn't need to follow the laws of the nation, just the laws of his heart."
Veronica
having prepared things at the ship and communicated with Tucci and Eric Veronica finds herself speaking with old friends. Pegsworthy is happy to listen to the tales and shares a few of his own since their meeting at 'Rickety's.' Later as she meets with Pierce in a tavern less prone to brawls. The young captain is an absolute gentleman, enthralled with her stories and clearly smitten by her.
| Brother MacLaren |
"I'm sorry, Agasta. I'm still getting used to this life. That wrecker still bothers me.
She did not offer battle and spare those who surrendered, as we have done on the Charm.
She sunk ships with trickery, drowning all hands aboard, and picked over their corpses.
So I judged her worse than any mere pirate or mercenary.
She begged to be set free, but expressed not a shred of remorse.
I snapped her neck after she was defeated and I still think it a mercy. Any others would have put her to death and made her suffer more. The Calistrians would have for certain.
I did what I had to do, and I don't think it was wrong, but I wish it hadn't been necessary.
That Cayden Cailean still blesses me with spells is some hint that what I did was not too grievous a sin, at least.
But if after this I can retire from the Charm and go back and forth from the Rock... Well I have a very lucrative idea."
| Tucci Hedgehopper |
Tucci spends his days busily buying, selling, and getting the ship fixed while they're in port.
Not sure how to do this? We have cash...
We have 45hp damage to the sails, and 27hp to the hull.
| Brother MacLaren |
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Does Make Whole work? MacLaren can prepare that. According to this, the spell affects a ship as if it were a construct, which means the cubic feet limitation on size does not apply.
| Veronica Blackblade |
Makes sense to me - I think the wording on that page is exactly to make sure it's usable on a ship
"Come on Pierce, I know I tell a good story, but you've heard most of it at the feast when I became a Free Captain! Why don't you share some of your own, too? I'm just as interested in you, you know?" Veronica grins at him, clearly enjoying being with him as well. "I want to make the most of our time together now - You know I have an island to clear out in a few days, and I'm sure you have places to be, too. So we should make sure to enjoy ourselves to the fullest! Of course, you do know where I'll be afterwards, so you're welcome to sail there and see me."
| narrator robot |
no I didn't copy and paste this directly from the AP, no not at all.
Pierce shrugs, "I grew up in the Drumish port city of Detmer watching the shipyards turn out caravels and navy frigates and daydreaming of one day sailing on one. Both my parents served in the upper echelons of Druma’s infamous Mercenary League, and made sure I received strict military training to follow in their footsteps and become a cadet in the Mercenary League." He puased here and rolling his eyes took a drink of his ale. "Hhowever, I came to appreciate the finer luxuries of life and realized that a long and arduous career in the Mercenary League wouldn’t give me even a fraction of the wealth of a successful Drumish merchant. The regimented and dehumanizing school my parents selected was horrible and we started to became estranged." He looks down at his hands and wiggled his fingers "When my sorcerous talents manifested I was struck by the ultimate realization that I was destined for a different fate." He smiles. "I stowed away on a Nirmathi trading ship bound for Tamran and quickly learned the ropes of sailing ships on Lake Encarthan. Eventually, I made my way to Korvosa where, short on funds, I signed on with a crew of Riddleport pirates." His smile turns wolfish "I found that this was the life for me, sailing the open sea with the chance of riches just over the horizon." Breathing a heavy sigh "But before I could enjoy more than a brief taste of the pirate’s life, our ship was attacked by a Chelish man-o’-war. I lost my eye to a rain of crossbow bolts, and woke in the hold as a prisoner, sentenced to hard labor on a Chelish slave galley." Taking another sip of the ale, he continued, "Fortunately dissident priests of Cayden Cailean broke into the jail where I was being held and unlocked the holding cells. I escaped in the chaos, and joined the dissidents for a short time, becoming an enthusiastic worshiper of the Drunken Hero." He lifts his ale again. "After some time, I found my way to the Shackles, where I won my current ship, a schooner called the Salty Flagon, in a high-stakes dice game." He nods "I've had some success, nothing like you of course." He smiles again. "If I'm honest my primary motivation is to make enough money to live the good life. After a successful series of raids, I'll find a port, carouse and celebrate wildly, with copious amounts of wine, gambling, companionship, and merriment."
As the evening winds down and the alcohol intake goes up Pierce starts making offers that he may not remember in the morning.
I don't have an opinion where this should go, if you want to accept and fade to black or if you want to turn him down, I think this character would at least offer.
| Veronica Blackblade |
Veronica listens intently with a smile as Pierce tells his tale. "Wasn't expecting your whole life story, but thanks for sharing. And those seem like fine goals to aim for." She adds with a grin. "If you ever want some help on those raids, I'd be happy to join. I promise I'll just take a fair share of the profits."
Veronica happily spends the night with Pierce, glad to finally be able to let go of her plans and goals for a bit and just have fun and party for a while.
Accept and fade to black seems appropriate, and I'm fine with is moving on to the island if everyone else is, as well.
| narrator robot |
Mac
Lady Agasta listens as her young husband shares his concerns. She'd know he was a gentle soul and was surprised he'd stuck with a life of piracy, but she was glad he had. Not having the words, she smiled and kissed him on the forehead.
Feel free to add any 'goodbyes' or final prep to the beginning of your post to wrap up here in Port Peril
Having finished the tasks they were working on and said good bye to friends and loved ones the officers welcomed the crew as they returned from 'leave.' Early morning of the fifth day in Port Peril the 'Charm' sets sail for The Isle of Empty Eyes.
THE lSLAND OF EMPTY EYES
The journey to the Island of Empty Eyes takes two days at full sails and is mostly uneventful. A high plateau forms the north and central portions of the island, surrounded by 500-foot high cliffs. Two long peninsulas jut from the plateau to the southeast and southwest. Two sheltered bays offer the best anchorages, a large one to the south (area A) and a smaller bay to the east ( area K). In addition, a number of beaches where boats can land line the island's shores. Scattered across the island, but especially along the beaches and cliffs of the central plateau, are large, weathered statues of giant cyclopes. The statues are all clearly of great age, but their single eyes, which once contained large and valuable gemstones, are now just empty holes-the reason for the island's mysterious epithet.
Approaching the island, the officers discover a number of low-lying shoals and barrier reefs just offshore. The helmsman must navigate these hazards to bring their ship into one of the sheltered bays and make landfall.
The ship's pilot must make three successful DC 20 sailing checks... Or leave the ship offshore and use ship's boats to reach the island. This makes navigating the shoals a much easier task (granting the sailing checks a +5 circumstance bonus), but the PCs' ship must remain nearly half a mile off the coast to avoid running aground.
since you are approaching from the southeast, the first Bay you see will the the southern one
A. BAY OF NO HOSPITALITY
White, sandy beaches encircle this deep, sheltered bay, stretching nearly two miles in every direction. To the north, a massive waterfall plummets from a high escarpment rising just above the tree line. The white stone walls of a seaside fort gleam on the western shore. A single tower reaches skyward from the fort, crowned with a torch like fixture of dazzling crystal.
| Brother MacLaren |
Brother MacLaren spends a last night with his wife before departing.
"The idea, my dear, is to make Tidewater Rock a trading hub of the Shackles. Cayden Cailean has blessed me with the power of teleportation. Not yet enough to travel to Andoran in an instant, but hopefully someday. Right now it would take me a few days to get there.
What if I could bring goods from anywhere to Tidewater Rock in the span of a day?
I could maintain connections to my old home, and see my family from time to time - with you joining me if you so wish - but we could make Tidewater Rock the place to find anything, for the right price.
That's something to think about. Safe journeys to the Rock - I will let you know how things go on the Island of Empty Eyes."
---
Tucci automatically makes the DC 20 checks if he gets an Aid Another, and MacLaren can automatically Aid Another.
"Captain, I suggest we head into that bay. I can help Tucci keep a lookout for shoals."
MacLaren will Aid Another if that is the plan.
| Tucci Hedgehopper |
Actually, with the ship's +2 bonus, I cannot fail DC 20 checks. Woot! Still, the more the merrier just in case.
Tucci is careful as he wends the nimble ship through the shoals with help from Brother MacLaren - once the Captain approves of course!
Profession Sailor: 1d20 + 19 + 4 ⇒ (20) + 19 + 4 = 43 (ship, MacLaren)
Profession Sailor: 1d20 + 19 + 4 ⇒ (7) + 19 + 4 = 30 (ship, MacLaren)
Profession Sailor: 1d20 + 19 + 4 ⇒ (9) + 19 + 4 = 32 (ship, MacLaren)
He gets in close and drops anchor, positioning the ship for a speedy exit should such a thing be required.
He gathers his things, eager to get in the ship's boat and head to land.
| Veronica Blackblade |
Prepared Spells (CL 9; (5/6/5/4/0/0/0), concentration +18(+20 to cast defensively))
3rd (4/day)- Hastex2, Tactical Adaptation, Dispel Magic
2nd (5/day)- Mirror Image x2, Glitterdust, Defending Bone, open
1st (6/day)- Rime Frostbite x2, Deivon's Parryx3, Blade Tutor Spirit
0th (at will)- Brand; Detect Magic; Ghost Sound; Light; open
Veronica gazes at the island as they approach, trying to take in every little detail. She nods at Mac's suggestion and takes in the sight of the sheltered bay as Tucci skillfully maneuvers the ship gowards it.
"Nicely done, Tucci. Let's get started with our exploration, then. I'm guessing that fort is the one that was built by the missing colonists. I was thinking we could start there, maybe we can find some notes or something about the island left behind by them before they disappeared
" Veronica gives the order to ready one of the boats for them to leave. "Best be careful, though - some of the rumours I've heard said the place might be haunted."
Before they leave, Veronica makes sure they're bolstered and protected with her magic as best as she can.
Casting the following spells and abilities:
- Protective Luck (with Soothsayer) on everyone (except Veronica): Starting with next time each of them is targeted by an attack roll, all attack rolls targeting that character must be rolled twice and take the worst result, for two rounds.
- Defending Bone (1 full dungeon) - Veronica
- False Life (Via Besmara's bones) (1 full dungeon) - Veronica
- Tears to wine (CL 9 means the bonus is increased to +5) (3 encounters) - everyone
False Life: 1d10 + 5 ⇒ (3) + 5 = 8
| Tucci Hedgehopper |
Kasin HP: 60/60 (+16/16) DR 5/evil; AC: 28, tch 18, flat 21 (not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: None (sw, +4, 9/9), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Protective Luck (1/1), Tears to Wine (+5 int/wis, 3/3 encounters)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +7dam), Greater Magic Fang (+2, full), Protective Luck (1/1)
Weapon Equipped = Pike
Boarding Pike: Att: BAB +6/1, Size +1, Str +4, Attu +2 Dam: Str +6, Attu +2 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +6/1, Str +5 Dam: Str +5(+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, +4 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)
Featherscale Cloak (1/1 feather fall)
Rod of Extend Lesser (0/3, barkskin, heroism, shared training)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 9, Concentration +13, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (3/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (3/4): Aerial Tracks, Life Bubble, Magic Circle Against Evil, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
- - -
”Thanks captain!” Tucci cries when various spells are cast. He’ll also request Heroism from Eric and loans him the rod for boosting.
When the team reaches land and prepares to investigate the haunted fort, Tucci prepares by casting the following:
- Deadeye's Lore (full dungeon) (1)
- Barkskin (+4 natural armor, full dungeon) (2 - rod)
- Shared Training (MacLaren, Veronica, & Eric; full dungeon; Outflank & Bonded Mind) (2 - rod)
- Magic Fang Greater (+2 Kasin’s bite, full dungeon) (3)
Note Eric is now included in the shared training, and we have two feats to share. That enables us to have our own private communications without being overheard…
Tucci will check for tracks as they go. With Deadeye Lore, he can check for tracks at full speed.
Survival, tracking (take 10): 10 + 25 + 11 = 46 (lore, heroism, tears)
As they approach the fort, he’ll also look around for mundane issues - first at a distance with his spyglass, then again as they near the gates.
Perception, spyglass: 1d20 + 24 + 7 ⇒ (10) + 24 + 7 = 41 (heroism, tears) (-1 / 20')
Perception: 1d20 + 24 + 7 ⇒ (15) + 24 + 7 = 46 (heroism, tears)
| Brother MacLaren |
Divine Favor, Shield of Faith (2), Protection from Evil, Liberating Command, Enlarge Person (D)
CMW, Instant Weapon, Aid (2), Bear's Endurance, Bull's Strength (D)
Invisibility Purge, Magic Circle Against Evil, Dispel Magic, Open Slot, Fly (D)
Freedom of Movement, Death Ward, Dimension Door (D)
Summon Monster V, Righteous Might (D)
CMW is in the Sipping Jacket
Last Call holds:
Shield of Faith
Enlarge Person
Fly
Death Ward
Empowered Aid
Ale
MacLaren hands a flask to Tucci. "This should make you tougher, if you need it."
Empowered Aid - (1d8+9)*1.5 temporary HP, lasts 2 encounters or until depleted. Empowered CMW would be (2d8+9)*1.5, but this can be done proactively before you are injured. Also gives the effects of Bless.
He casts Extended Magic Circle Against Evil, and then has 2 points left in his brew reservoir.
The cleric goes along with the party and keeps an eye out.
Assume Take 10 on Perception for a 22.
| narrator robot |
Please place yourself on the map :)
Mac: 1d20 + 3 ⇒ (7) + 3 = 10
Tucci: 1d20 + 2 ⇒ (8) + 2 = 10
Veronica: 1d20 + 1 ⇒ (18) + 1 = 19
Enemy
GIANT SPYGLASS OCTOPUS: 1d20 + 5 ⇒ (2) + 5 = 7
Mac: 1d20 + 0 ⇒ (15) + 0 = 15
Tucci: 1d20 + 5 ⇒ (7) + 5 = 12
Veronica: 1d20 + 8 ⇒ (8) + 8 = 16
Eric: 1d20 - 6 ⇒ (18) - 6 = 12
Rds before noticing octopus: 1d4 ⇒ 1
Veronica, one casting of protective luck, Tucci one casting of deadeye's lore or drink the potion, Mac casts Extended Magic Circle Against Evil,
Once the 'Charm' has passed the reef and entered the seemingly calm bay, the order is given to drop anchor and lower ships boats. As the crew begins to go about their business, a cry goes out from the Crow's Nest "Sea Monster!" as the sailor points toward the Starboard side, A storm of tentacles, each thirty feet in length, flails with deadly precision from the leathery body of this gigantic octopus.
Round 1 Bold may go.
Mac
Tucci
Kasin
Veronica
Eric
Giant Spyglass Octopus: HP 152 AC 20, t 10, f-f 18, Fort +15, Ref +13, Will +8
| Tucci Hedgehopper |
Kasin HP: 60/60 (+16/16) DR 5/evil; AC: 28, tch 18, flat 21 (not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: Tiger (dex) & Bear (con) (sw, +4, 8/9), Deadeye Lore (+4 survival, full)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +7dam), magic fang (+2, full)
Weapon Equipped = Pike
Boarding Pike: Att: BAB +6/1, Size +1, Str +4, Attu +2 Dam: Str +6, Attu +2 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +6/1, Str +5 Dam: Str +5(+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, +4 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)
Featherscale Cloak (1/1 feather fall)
Rod of Extend Lesser (3/3)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 9, Concentration +13, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/6): 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 (3/4): Aerial Tracks, Life Bubble, Magic Circle Against Evil, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
- - -
When MacLaren hands him the flask, Tucci is touched, ”Thanks Mac! I really appreciate the offer. I’ll wait a bit to see if there are hostiles before quaffing.” Still, he keeps it handy.
He casts Deadeye Lore in the prep round, not knowing anything is coming…
Then he sees the giant beast! ”Damn but you’re a big one! Can’t have that feeding off the ship while we’re away!”
He’ll cast Magic Fang Greater (+2 bite, full dungeon) on Kasin. Then he’ll swiftly take on the mien of both the tigers and the bear (+4 to dex and con) as he rushes (with his short legs) to join.
Kasin double moves into danger!
| Brother MacLaren |
If the giant octopus has Combat Reflexes, then it will be able to take AOOs even flat-footed, and won't be limited to just taking 1.
Brother MacLaren casts Extended Freedom of Movement on himself (1 whole dungeon, Brew Reservoir down to 1), draws his rapier, and takes a 5' step.
| Veronica Blackblade |
I'll choose Mac as the target of the first Protective Luck, since he and Kasin are the more likely to engage in close range melee with an enemy
"Guess we have to start cleaning up our island before even leaving the boat. Let's see if we can bring it down before it damages the ship too much."
Veronica casts her Flight hex and glides near the others, drawing her Blackblade and enchanting it, getting ready to engage the thing next round.
Swift Action: Arcane Pool for +2 and Keen
| narrator robot |
Round 1
As the officers begin to move towards the giant Spyglass Octopus the crew tries to get away from it. As it swims to the surface of the water, 5 ft move the Cephalopoda glares menacingly at the 'Charm.' Using its monstrously long arms, the octopus reaches over the rail, flailing its limbs snatching at the fleeing sailors hoping for an easy meal. The long rubbery black arms of the giant flail about the ship, barely missing the beloved cook, knocking one sailor into the mast, smashing another against a catapult, four sailors screaming are snatched up by the flailing limbs of the deep water monster.
Round 2 Bold may go.
Mac
Tucci
Kasin
Veronica
Eric
Giant Spyglass Octopus: HP 152 AC 20, t 10, f-f 18, Fort +15, Ref +13, Will +8 Base Atk +12; CMB +23 (+27 grapple); CMD 35 (can't be tripped) Feats Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, I ron Will, Lightning Reflexes, Multiattack8, Skill
Crew HP 11, AC 12, t 12, f-f 10 CMD 15
1 ambrose miss concealment
2 crew - 6 grappled
3 crew - 8
4 crew - 7 grappled
5 crew - 5
6 crew miss
7 crew - 10 grappled
8 crew - 10 grappled
A little rough math here, Let's say it's 15 ft reaching over the rail. a third of the crew are within it's reach, as is Kasin and Veronica, since it can't see over the rail, it uses blind fighting to attack and grab
1st tentacle: veronica @ 1, Kasin @ 2, named officers 3-5, crew 6-32: 1d32 ⇒ 4 which named officer?: 1d9 ⇒ 1 Ambrose
attack tentacles #1: 1d20 + 17 ⇒ (12) + 17 = 29 damage: 1d6 + 4 ⇒ (5) + 4 = 9 plus grab: 1d20 + 27 - 20 ⇒ (10) + 27 - 20 = 17 but does not gain the grappled condition itself.
Total concealment/low is bad for you: 1d100 ⇒ 58 just to save time blind fighting/low is bad for you: 1d100 ⇒ 69
2nd tentacle: veronica @ 1, Kasin @ 2, named officers 3-5, crew 6-32: 1d32 ⇒ 20
attack tentacles #2: 1d20 + 17 ⇒ (11) + 17 = 28 damage: 1d6 + 4 ⇒ (2) + 4 = 6 plus grab: 1d20 + 27 - 20 ⇒ (17) + 27 - 20 = 24 but does not gain the grappled condition itself.
Total concealment/low is bad for you: 1d100 ⇒ 20 just to save time blind fighting/low is bad for you: 1d100 ⇒ 9
3rd tentacle: veronica @ 1, Kasin @ 2, named officers 3-5, crew 6-32: 1d32 ⇒ 10
attack tentacles #3: 1d20 + 17 ⇒ (6) + 17 = 23 damage: 1d6 + 4 ⇒ (4) + 4 = 8 plus grab: 1d20 + 27 - 20 ⇒ (2) + 27 - 20 = 9 but does not gain the grappled condition itself.
Total concealment/low is bad for you: 1d100 ⇒ 24 just to save time blind fighting/low is bad for you: 1d100 ⇒ 31
4th tentacle: veronica @ 1, Kasin @ 2, named officers 3-5, crew 6-32: 1d32 ⇒ 24
attack tentacles #4: 1d20 + 17 ⇒ (16) + 17 = 33 damage: 1d6 + 4 ⇒ (3) + 4 = 7 plus grab: 1d20 + 27 - 20 ⇒ (15) + 27 - 20 = 22 but does not gain the grappled condition itself.
Total concealment/low is bad for you: 1d100 ⇒ 34 just to save time blind fighting/low is bad for you: 1d100 ⇒ 36
5th tentacle: veronica @ 1, Kasin @ 2, named officers 3-5, crew 6-32: 1d32 ⇒ 13
attack tentacles # 5: 1d20 + 17 ⇒ (2) + 17 = 19 damage: 1d6 + 4 ⇒ (1) + 4 = 5 plus grab: 1d20 + 27 - 20 ⇒ (4) + 27 - 20 = 11 but does not gain the grappled condition itself.
Total concealment/low is bad for you: 1d100 ⇒ 88 just to save time blind fighting/low is bad for you: 1d100 ⇒ 30
6th tentacle: veronica @ 1, Kasin @ 2, named officers 3-5, crew 6-32: 1d32 ⇒ 17
attack tentacles # 6: 1d20 + 17 ⇒ (7) + 17 = 24 damage: 1d6 + 4 ⇒ (2) + 4 = 6 plus grab: 1d20 + 27 - 20 ⇒ (8) + 27 - 20 = 15 but does not gain the grappled condition itself.
Total concealment/low is bad for you: 1d100 ⇒ 52 just to save time blind fighting/low is bad for you: 1d100 ⇒ 96
7th tentacle: veronica @ 1, Kasin @ 2, named officers 3-5, crew 6-32: 1d32 ⇒ 27
attack tentacles 7: 1d20 + 17 ⇒ (7) + 17 = 24 damage: 1d6 + 4 ⇒ (6) + 4 = 10 plus grab: 1d20 + 27 - 20 ⇒ (17) + 27 - 20 = 24 but does not gain the grappled condition itself.
Total concealment/low is bad for you: 1d100 ⇒ 99 just to save time blind fighting/low is bad for you: 1d100 ⇒ 2
8th tentacle: veronica @ 1, Kasin @ 2, named officers 3-5, crew 6-32: 1d32 ⇒ 12
attack tentacles #8: 1d20 + 17 ⇒ (10) + 17 = 27 damage: 1d6 + 4 ⇒ (6) + 4 = 10 plus grab: 1d20 + 27 - 20 ⇒ (19) + 27 - 20 = 26 but does not gain the grappled condition itself.
Total concealment/low is bad for you: 1d100 ⇒ 25 just to save time blind fighting/low is bad for you: 1d100 ⇒ 67
| Brother MacLaren |
Brother MacLaren casts Liberating Command as an immediate action as soon as the first crewman is grappled. The crewman gets an immediate-action Escape Artist check at an extra +18 bonus.
Was going to Dimension Door Veronica into melee but I see she is already a 5' step away.
He then moves up and channels to heal, hoping to buy some more time for the remaining grappled crewmen while Veronica takes the fight to the monster.
Channel 1 of 4: 3d6 ⇒ (3, 5, 1) = 9
He'll provoke an AOO for moving, but is at AC 24 with Haste and he has Freedom of Movement active.
| Eric Blackblade |
Eric begins his inspiring performance and after watching the thing just reach across the deck towards several sailors, decides to carefully cast Heroism on his sister.
"Go get that thing, V!"
Can start Inspire Courage as a move action now
Concentration vs DC 19: 1d20 + 6 + 3 ⇒ (16) + 6 + 3 = 25
IC rounds 18/19
| Tucci Hedgehopper |
Kasin HP: 60/60 (+16/16) DR 5/evil; AC: 28, tch 18, flat 21 (not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: Tiger (dex) & Bear (con) (sw, +4, 8/9), Deadeye Lore (+4 survival, full), Hasted, inspired
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +7dam), magic fang (+2, full), Hasted, inspired
Weapon Equipped = Pike (20’)
Boarding Pike: Att: BAB +6/1, Size +1, Str +4, Attu +2 Dam: Str +6, Attu +2 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +6/1, Str +5 Dam: Str +5(+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, +4 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)
Featherscale Cloak (1/1 feather fall)
Rod of Extend Lesser (3/3)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 9, Concentration +13, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (4/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (3/4): Aerial Tracks, Life Bubble, Magic Circle Against Evil, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
- - -
Tucci swiftly extends his pike as he moves up a little closer. He’ll then cast Barkskin (+4 natural armor, 3 encounters) upon himself for extra protection.
Kasin circles in place out of a general eagerness to get in the fight. He readies an attack should it close or he get grappled (thereby being moved adjacent).
Kasin Bite (magic): 1d20 + 12 + 5 ⇒ (17) + 12 + 5 = 34 (fang, haste, inspire)
damage (B/P/S): 1d8 + 7 + 4 ⇒ (3) + 7 + 4 = 14 (fang, inspire)
- - -
| Veronica Blackblade |
"Thanks, Eric. I will. I won't let that thing harm more of the crew."
Veronica flies up just enough to be able to have a clear view of the creature, and nods at Mac as she sees him raising his holy symbol to heal the captured crew. As soon as he's done, she unsleashes her magic and swiftly moves towards the creature, leaving behind a trail of multicoloured images.
Free action: Black Blade Strike, 5ft step diagonally upwards to get a clear line at the octopus, Spell Combat: Bladed Dash.
Concentration vs DC 19: 1d20 + 18 + 2 ⇒ (2) + 18 + 2 = 22
Attack (PA, IC, Heroism, Haste, Spell Combat): 1d20 + 5 + 6 + 6 - 2 + 3 + 2 + 1 - 2 ⇒ (6) + 5 + 6 + 6 - 2 + 3 + 2 + 1 - 2 = 25
Damage (PA,IC, BB Strike): 1d6 + 5 + 6 + 4 + 3 + 3 ⇒ (4) + 5 + 6 + 4 + 3 + 3 = 25
Attack (PA, IC, Heroism, Haste, Spell Combat): 1d20 + 5 + 6 + 6 - 2 + 3 + 2 + 1 - 2 ⇒ (18) + 5 + 6 + 6 - 2 + 3 + 2 + 1 - 2 = 37
Damage (PA,IC, BB Strike): 1d6 + 5 + 6 + 4 + 3 + 3 ⇒ (4) + 5 + 6 + 4 + 3 + 3 = 25
Crit Confirm? (PA, IC, Heroism, Haste, Spell Combat): 1d20 + 5 + 6 + 6 - 2 + 3 + 2 + 1 - 2 ⇒ (8) + 5 + 6 + 6 - 2 + 3 + 2 + 1 - 2 = 27
Crit Damage (PA,IC, BB Strike): 1d6 + 5 + 6 + 4 + 3 + 3 ⇒ (6) + 5 + 6 + 4 + 3 + 3 = 27
Attack (PA, IC, Heroism, Haste, Spell Combat): 1d20 + 5 + 6 + 6 - 2 + 3 + 2 + 1 - 2 ⇒ (1) + 5 + 6 + 6 - 2 + 3 + 2 + 1 - 2 = 20
Damage (PA,IC, BB Strike): 1d6 + 5 + 6 + 4 + 3 + 3 ⇒ (4) + 5 + 6 + 4 + 3 + 3 = 25
Attack (PA, IC, Heroism, Haste, Spell Combat): 1d20 + 5 + 1 + 6 - 2 + 3 + 2 + 1 - 2 ⇒ (12) + 5 + 1 + 6 - 2 + 3 + 2 + 1 - 2 = 26
Damage (PA,IC, BB Strike): 1d6 + 5 + 6 + 4 + 3 + 3 ⇒ (4) + 5 + 6 + 4 + 3 + 3 = 25
Parry (PA, IC, Heroism, Haste, Spell Combat, size): 1d20 + 5 + 6 + 6 - 2 + 3 + 2 + 1 - 2 - 6 ⇒ (20) + 5 + 6 + 6 - 2 + 3 + 2 + 1 - 2 - 6 = 33
If Parried:
Attack (PA, IC, Heroism, Haste, Spell Combat): 1d20 + 5 + 6 + 6 - 2 + 3 + 2 + 1 - 2 ⇒ (15) + 5 + 6 + 6 - 2 + 3 + 2 + 1 - 2 = 34
Damage (PA,IC, BB Strike): 1d6 + 5 + 6 + 4 + 3 + 3 ⇒ (6) + 5 + 6 + 4 + 3 + 3 = 27
Crit? (PA, IC, Heroism, Haste, Spell Combat): 1d20 + 5 + 6 + 6 - 2 + 3 + 2 + 1 - 2 ⇒ (18) + 5 + 6 + 6 - 2 + 3 + 2 + 1 - 2 = 37
Crit Damage? (PA,IC, BB Strike): 1d6 + 5 + 6 + 4 + 3 + 3 ⇒ (1) + 5 + 6 + 4 + 3 + 3 = 22
| Robert Henry |
Round 2
Acting quickly MacLaren casts Liberating Command. As the #2 sailor drops to the deck with a moan, Mac quickly heals him and the other five injured sailors. Eric encourages officers and crew alike, while Tucci prepares himself and Kasin for battle. Veronica, flies up so she can see the creature and 'dives' at it. Slashing at its head, eyes and tentacles, wounding it fiercely.
The wounded giant octopus flails its arms dropping the three sailors into the bay. Lifting it's great maw it snaps at the captain, who was ready to parry, but the giant octopus bites into her leg, wounding her badly as poison seeps into her leg. The giant octopus continues it barrage of arms grasping at whatever it can get it's tentacles on.
Flailing it's arms the octopus just misses Mac and Veronica, but catches Owlbear and three other unfortunate members of the crew.
Round 3 Bold may go.
Mac
Tucci
Kasin
Veronica 15 plus poison: Bite-injury; save Fort DC 23;frequency 1jround for 6 rounds; effect 1d3 Str; cure 2 consecutive saves.
Eric
escape artist DC 35: 1d20 + 2 + 18 ⇒ (19) + 2 + 18 = 39
Giant Spyglass Octopus: - 102 HP 152 AC 20, t 10, f-f 18, Fort +15, Ref +13, Will +8, Base Atk +12; CMB +23 (+27 grapple); CMD 35 (can't be tripped) Feats Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Multiattack8, Skill
There are three sailors in the water, two at - 1 HP
Crew HP 11, AC 12, t 12, f-f 10 CMD 15
1 crew miss
2 crew miss
3 crew - 9 grabbed
4 officer owlbear - 6 grabbed
5 Mac miss
6 crew - 5 grabbed
7 veronica miss
8 crew - 10, grabbed
Octopus, bite, Veronica: 1d20 + 19 ⇒ (18) + 19 = 37 vs: 33 damage: 2d6 + 9 ⇒ (2, 4) + 9 = 15 plus poison: Bite-injury; save Fort DC 23;frequency 1jround for 6 rounds; effect 1d3 Str; cure 2 consecutive saves.
still roughhere, it stays put, it's 15 ft reaching over the rail. the crew are fleeing so less of them, but more officers. it uses blind fighting to attack and grab
1st tentacle: veronica @ 1, Kasin @ 2, Mac @ 3, Tucci @ 4 named officers 5-8, crew 8-24: 1d24 ⇒ 15
attack tentacles #1: 1d20 + 17 ⇒ (8) + 17 = 25 damage: 1d6 + 4 ⇒ (4) + 4 = 8 plus grab: 1d20 + 27 - 20 ⇒ (9) + 27 - 20 = 16 but does not gain the grappled condition itself.
Total concealment/low is bad for you: 1d100 ⇒ 63 just to save time blind fighting/low is bad for you: 1d100 ⇒ 75
2nd tentacle: veronica @ 1, Kasin @ 2, Mac @ 3, Tucci @ 4 named officers 5-8, crew 8-24: 1d24 ⇒ 17
attack tentacles #2: 1d20 + 17 ⇒ (18) + 17 = 35 damage: 1d6 + 4 ⇒ (5) + 4 = 9 plus grab: 1d20 + 27 - 20 ⇒ (17) + 27 - 20 = 24 but does not gain the grappled condition itself.
Total concealment/low is bad for you: 1d100 ⇒ 99 just to save time blind fighting/low is bad for you: 1d100 ⇒ 50
3rd tentacle: veronica @ 1, Kasin @ 2, Mac @ 3, Tucci @ 4 named officers 5-8, crew 8-24: 1d24 ⇒ 18
attack tentacles #3: 1d20 + 17 ⇒ (13) + 17 = 30 damage: 1d6 + 4 ⇒ (5) + 4 = 9 plus grab: 1d20 + 27 - 20 ⇒ (19) + 27 - 20 = 26 but does not gain the grappled condition itself.
Total concealment/low is bad for you: 1d100 ⇒ 18 just to save time blind fighting/low is bad for you: 1d100 ⇒ 33
4th tentacle: veronica @ 1, Kasin @ 2, Mac @ 3, Tucci @ 4 named officers 5-8, crew 8-24: 1d24 ⇒ 6 offocer 1-9: 1d9 ⇒ 9
attack tentacles #4: 1d20 + 17 ⇒ (16) + 17 = 33 damage: 1d6 + 4 ⇒ (2) + 4 = 6 plus grab: 1d20 + 27 - 20 ⇒ (18) + 27 - 20 = 25 but does not gain the grappled condition itself.
Total concealment/low is bad for you: 1d100 ⇒ 16 just to save time blind fighting/low is bad for you: 1d100 ⇒ 7
5th tentacle: veronica @ 1, Kasin @ 2, Mac @ 3, Tucci @ 4 named officers 5-8, crew 8-24: 1d24 ⇒ 3
attack tentacles # 5: 1d20 + 17 ⇒ (17) + 17 = 34 damage: 1d6 + 4 ⇒ (4) + 4 = 8 plus grab: 1d20 + 27 - 20 ⇒ (8) + 27 - 20 = 15 but does not gain the grappled condition itself.
Total concealment/low is bad for you: 1d100 ⇒ 83 just to save time blind fighting/low is bad for you: 1d100 ⇒ 74
6th tentacle: veronica @ 1, Kasin @ 2, Mac @ 3, Tucci @ 4 named officers 5-8, crew 8-24: 1d24 ⇒ 24
attack tentacles # 6: 1d20 + 17 ⇒ (19) + 17 = 36 damage: 1d6 + 4 ⇒ (1) + 4 = 5 plus grab: 1d20 + 27 - 20 ⇒ (13) + 27 - 20 = 20 but does not gain the grappled condition itself.
Total concealment/low is bad for you: 1d100 ⇒ 95 just to save time blind fighting/low is bad for you: 1d100 ⇒ 44
7th tentacle: veronica @ 1, Kasin @ 2, Mac @ 3, Tucci @ 4 named officers 5-8, crew 8-24: 1d24 ⇒ 1
attack tentacles 7: 1d20 + 17 ⇒ (19) + 17 = 36 damage: 1d6 + 4 ⇒ (2) + 4 = 6 plus grab: 1d20 + 27 - 20 ⇒ (1) + 27 - 20 = 8 but does not gain the grappled condition itself.
Total concealment/low is bad for you: 1d100 ⇒ 56 just to save time blind fighting/low is bad for you: 1d100 ⇒ 63
8th tentacle: veronica @ 1, Kasin @ 2, Mac @ 3, Tucci @ 4 named officers 5-8, crew 8-24: 1d24 ⇒ 18
attack tentacles #8: 1d20 + 17 ⇒ (7) + 17 = 24 damage: 1d6 + 4 ⇒ (6) + 4 = 10 plus grab: 1d20 + 27 - 20 ⇒ (13) + 27 - 20 = 20 but does not gain the grappled condition itself.
Total concealment/low is bad for you: 1d100 ⇒ 14 just to save time blind fighting/low is bad for you: 1d100 ⇒ 3
| Veronica Blackblade |
Fort save vs DC 23(Heroism): 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
Strength: 1d3 ⇒ 3
Wincing from the pain as the octopus bites fiercely into her leg, and can feel her strength being sapped away as the poison enters her bloodstream. Gritting her teeth, she slashes at the beast furiously, trying to kill it before it does anymore damage.
Attack (PA, IC, Heroism, Haste): 1d20 + 5 + 5 + 6 - 2 + 3 + 2 + 1 ⇒ (1) + 5 + 5 + 6 - 2 + 3 + 2 + 1 = 21
Damage (PA,IC, BB Strike2h): 1d6 + 5 + 7 + 6 + 3 + 3 ⇒ (6) + 5 + 7 + 6 + 3 + 3 = 30
Attack (PA, IC, Heroism, Haste): 1d20 + 5 + 5 + 6 - 2 + 3 + 2 + 1 ⇒ (14) + 5 + 5 + 6 - 2 + 3 + 2 + 1 = 34
Damage (PA,IC, BB Strike2h): 1d6 + 5 + 7 + 6 + 3 + 3 ⇒ (1) + 5 + 7 + 6 + 3 + 3 = 25
Attack (PA, IC, Heroism, Haste): 1d20 + 5 + 5 + 1 - 2 + 3 + 2 + 1 ⇒ (10) + 5 + 5 + 1 - 2 + 3 + 2 + 1 = 25
Damage (PA,IC, BB Strike2h): 1d6 + 5 + 7 + 6 + 3 + 3 ⇒ (4) + 5 + 7 + 6 + 3 + 3 = 28
| Brother MacLaren |
Assuming that Veronica's two hits for 53 damage are enough to drop the octopus...
Brother MacLaren sheathes his rapier and draws his potion of Delay Poison.
"Veronica, I've got something that can help you! Fly to me!"
It will have to be next round, so she'll need to make another save against poison.
| narrator robot |
Combat over, but don't forget you have folks in the water.
Even poisoned, Veronica butchers the octopus. In the Cephalopod's death throws it drops the Owlbear and the other three sailors. Owlbear and one of the sailors land in the water, the other two on the deck
There are two wound sailors on deck @ - 9 HP and - 10 HP, and in the water: Owlbear - 6 HP and four sailors two @ - 1 HP, one @ - 10 HP. there are presently no sharks visible.
Crew HP 11, AC 12, t 12, f-f 10 CMD 15
3 crew - 9 grabbed
4 officer owlbear - 6 grabbed
6 crew - 5 grabbed
8 crew - 10, grabbed
I figure there is a 50/50 chance water or ship: 1 water, 2 ship
#3: 1d2 ⇒ 2
#4: owlbear: 1d2 ⇒ 1
#6: 1d2 ⇒ 2
#8: 1d2 ⇒ 1
| Tucci Hedgehopper |
Kasin HP: 60/60 (+16/16) DR 5/evil; AC: 28, tch 18, flat 21 (not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: Tiger (dex) & Bear (con) (sw, +4, 8/9), Deadeye Lore (+4 survival, full), Hasted, inspired
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +7dam), magic fang (+2, full), Hasted, inspired
Weapon Equipped = Pike (20’)
Boarding Pike: Att: BAB +6/1, Size +1, Str +4, Attu +2 Dam: Str +6, Attu +2 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +6/1, Str +5 Dam: Str +5(+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, +4 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)
Featherscale Cloak (1/1 feather fall)
Rod of Extend Lesser (3/3)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 9, Concentration +13, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (4/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (3/4): Aerial Tracks, Life Bubble, Magic Circle Against Evil, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
- - -
last round of combat
Tucci nods, and Kasin dives into the water (swim speed) to help corral the wounded. Tucci, already at the rail, drops his pike (on the deck thank you), pulls out his rope of climbing (link), and commands it to knot itself.
first round after combat
Tucci commands the rope to tie itself to something sturdy as he tosses the rest overboard to the swimmers.
Kasin swims, helping to drag the farther flung folk to the rope.
Later rounds
Tucci helps haul folks over the rail. Kasin, eventually and last, climbs the rope as well (take-10 = 18).
| Veronica Blackblade |
Fort vs DC 23: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25
Veronica nods to Max as she sees the octopus fall to her strikes, and quickly joins the cleric.
"Thanks, Mac. You always seem prepared for everything."
While Mac gives her the potion (and the accompanying shot), Veronica gets ready to fly out and help anyone still overboard in getting back up.
| Brother MacLaren |
Brother MacLaren hands Veronica a shot of potent spirits to boost the effect of the potion (move action) then vaults over the side of the ship to land on the water (move action).
The next round, he will Channel to heal again and start helping crew out of the water.
Channel 2 of 4: 3d6 ⇒ (1, 2, 4) = 7
| narrator robot |
As the overboard sailors are pulled back aboard things start to get back to normal. Owlbear, still wet, has gotten four good oarsmen to row and has started lowering the ships boat into the water. As the officers ready to leave Ambrose approaches and asks "Cap'n, the crew's askin' about goin' ashore. They know their goin' to be 'earrr a while an' be 'opin' to be allowed some time to get settled in."
Basically, I need to know if you're keeping the crew on board for now, if so, for how long. I don't need to know right this instant, but will need to know eventually
Once Ambroses questions are answered, the officer load aboard the ships boat and head for the abandoned Chelish fort. A hundred foot from the beach nestled near the western river flowing down into the bay. The fort itself is surrounded by a fifteen-foot-high outer stone walls with multiple watch towers. The outer walls themselves attached a much larger stone tower, clearly made with larger stones and different esthetic.
B1. COURTYARD
Beyond the fort's shattered gates stretches a square courtyard, overgrown with weeds and surrounded by multiple buildings, their broken windows looming dark and silent.
B2. GATE TOWERS
Several beams have pulled free from the foundations of these stone towers where the main gates shattered, causing the towers to lean precariously. Their only access appears to be the battlements along the connecting walls.
| Tucci Hedgehopper |
Kasin HP: 60/60 (+16/16) DR 5/evil; AC: 28, tch 18, flat 21 (not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: None (sw, +4, 8/9), Deadeye Lore (+4 survival, full), Shared Training (outflank, bonded mind, full), Heroism (+2, full)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +7dam), magic fang (+2, full)
Weapon Equipped = Pike (20’)
Boarding Pike: Att: BAB +6/1, Size +1, Str +4, Attu +2 Dam: Str +6, Attu +2 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +6/1, Str +5 Dam: Str +5(+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, +4 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)
Featherscale Cloak (1/1 feather fall)
Rod of Extend Lesser (1/3 heroism, shared training)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 9, Concentration +13, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (3/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (3/4): Aerial Tracks, Life Bubble, Magic Circle Against Evil, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
- - -
Before they get to close and something else jumps out at them, Tucci casts Shared Training (MacLaren, Veronica, & Eric; full dungeon; Outflank & Bonded Mind) (2 - rod).
Note, we can now chat among ourselves as if we had a message spell going, except we don’t need to whisper and cannot be overheard.
He’ll also ask Eric for his heroism now, and offer up the rod to lengthen it.
”Captain, I suggest leaving the crew on board until we clear the beach and the fort at least.” Tucci suggests out of a sense of care.
He looks up at the leaning towers, ”Front door looks busted and maybe unsafe. Shall we walk about and see if there’s a back door?”
| Veronica Blackblade |
"Yeah, I agree. No sense in exposing he crew to further danger, until we have a safe place for them to settle in - the fort would be a good option, I think, once we make sure no monsters are there."
Veronica will complete her long lasting spells before leaving the Charm (Including using Protective Luck on the whole crew if we can spare the time that would take (9 minutes if I can get one sailor per round)
---=== At the fort ===---
Knowledge (Engineering, Heroism): 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
"Yeah, might not be a bad idea to scout the surrounding area first, anyway. Ensure we don't get caught by surprise if we have to retreat from the fort."
| Tucci Hedgehopper |
Kasin HP: 60/60 (+16/16) DR 5/evil; AC: 28, tch 18, flat 21 (not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: None (sw, +4, 8/9), Deadeye Lore (+4 survival, full), Shared Training (outflank, bonded mind, full), Heroism (+2, full), Tears to wine (+5 int/wis, 3/3 encounters)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +7dam), magic fang (+2, full)
Weapon Equipped = Pike (20’)
Boarding Pike: Att: BAB +6/1, Size +1, Str +4, Attu +2 Dam: Str +6, Attu +2 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +6/1, Str +5 Dam: Str +5(+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, +4 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)
Featherscale Cloak (1/1 feather fall)
Rod of Extend Lesser (1/3 heroism, shared training)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 9, Concentration +13, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (3/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (3/4): Aerial Tracks, Life Bubble, Magic Circle Against Evil, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
- - -
"Aye captain!"
Tucci will check for any tracks from time to time that might lead to a secret door. He looks haphazardly, not regularly, so he might miss something (I can't wait until I can track at full speed!).
Survival - Tracking, take 10: 10 + 25 + 7 = 42 (heroism, tears)
He’ll also stop a few times and squint through his glasses to see what there is to see (figure once per side of the keep).
East Perception: 1d20 + 24 + 7 ⇒ (16) + 24 + 7 = 47 (heroism, tears)
South Perception: 1d20 + 24 + 7 ⇒ (15) + 24 + 7 = 46 (heroism, tears)
West Perception: 1d20 + 24 + 7 ⇒ (12) + 24 + 7 = 43 (heroism, tears)
North Perception: 1d20 + 24 + 7 ⇒ (13) + 24 + 7 = 44 (heroism, tears)
| narrator robot |
The officers, with Tucci and Kasin in the lead, take a lap around the perimiter of the fort. While finding signs of local flora and fauna there is no sign of recent scentient activity or secret enterances. The only exception is the breach in the wall north of the main doors. Which looks to have been caused by the same 'rock barrage' that damaged the main gate towers.
It does not appear that if there are any denizens in the fort, that they move about the exterior of its walls
| Brother MacLaren |
I had been waiting to see if Eric might make the Knowledge check.
Brother MacLaren moves along with the group. He has his tankard in one hand and his cestus on the other - sword is sheathed for now in case he needs to cast a spell.
| Eric Blackblade |
Knowledge (Engineering) vs DC 25: 1d20 + 6 ⇒ (20) + 6 = 26
Eric takes a better look at the towers as they circle back to the fort's entrance.
"Be careful around those towers. They seem way too damaged to be safe. Wouldn't surprise me if they fell down if someone tried to climb them or stand on them."
"So, are we going in through the gates?" Eric will cast Extended Good Hope (3 encounters) on the party before they go, following it up with a charge from his new Moment of Greatness wand (2 encounters)
| Tucci Hedgehopper |
Kasin HP: 60/60 (+16/16) DR 5/evil; AC: 28, tch 18, flat 21 (not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: None (sw, +4, 8/9), Deadeye Lore (+4 survival, full), Shared Training (outflank, bonded mind, full), Heroism (+2, full), Tears to wine (+5 int/wis, 3/3 encounters), Good hope (+2, 3/3 encounters), Moment of Greatness (double morale, 2/2 encounters)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +7dam), magic fang (+2, full), Good hope (+2, 3/3 encounters), Moment of Greatness (double morale, 2/2 encounters)
Weapon Equipped = Pike (20’)
Boarding Pike: Att: BAB +6/1, Size +1, Str +4, Attu +2 Dam: Str +6, Attu +2 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +6/1, Str +5 Dam: Str +5(+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, +4 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)
Featherscale Cloak (1/1 feather fall)
Rod of Extend Lesser (1/3 heroism, shared training)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 9, Concentration +13, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (3/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (3/4): Aerial Tracks, Life Bubble, Magic Circle Against Evil, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
- - -
"Naw, the front door is OK as long as it won't fall on us as we walk in." Tucci grins.
Feeling quite juiced up with all the buffs, he carefully warns Kasin not to climb the rickety towers before he strides in with him. He looks around the courtyard for tracks or signs of passage before he starts checking out rooms.
Survival - Tracking: 1d20 + 25 + 7 ⇒ (17) + 25 + 7 = 49 (heroism, tears)
Perception: 1d20 + 24 + 7 ⇒ (2) + 24 + 7 = 33 (heroism, tears)
If nothing leaps out, he’ll start with B15 and work his way counter clockwise (B16s, 14, 13, 12, etc).
| narrator robot |
As the officers pass safely through the dilapidated gate towers into the overgrown courtyard, Tucci finds old tracks from building to building.
It's obvious that this place had been lived in at one point in time by several people. But how long ago, how many and how recent the newest tracks is impossible to determine.
B15. GARRISON BARRACKS
Dozens of broken cots and torn blankets litter this room. The ceiling rises fifteen feet overhead and a set of stairs climbs the eastern wall. Two exits lead north and west.
Do you investigate upstairs, or continue to B16
| Brother MacLaren |
Brother MacLaren will follow as Tucci indicates. On to B16, I think.
He also looks around. But Tucci's Perception bonus has now gotten so high that I don't see a reason to roll.