GM Imperius' Skull & Shackles

Game Master bluedove

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

Sense Motive: 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31 So close!

Eric studies the captain cautiously, but keeps quiet through the conversation for the moment, not really managing to get a decent feel for the halfling yet.


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

"Come on, captain. I can understand why you're upset with the way we handled things, but I think you're focusing too much on it and missing the big picture."

"We could take your ship and cargo, true. I wouldn't mind taking that rum of your hands. I'm much more interested in getting to the bottom of this, though - understand why someone would want us going after you. Who fed us this info, and why. I'm surprised you don't seem so interested yourself, considering it's your life we're talking about. Or maybe you already know or suspect who it is?"

"I'd be willing to let you keep your ship and your cargo, but I'd need some answers before making a decision. Like Tucci said, I'd even be open to buying all that rum from you and save you the trip to Chelliax, if that would sweeten the deal. Or help you lay low until we deal with whomever is after you. But I need a clearer picture of what's going on."


Shaking his head, Fargo knew he'd made a lot of enemies and any of them would want to see him dead. That was why this was his last trip and he was going to retire somewhere not in the 'Shackles.'

Relieved Blackblade was talking instead of cutting, he relaxes slightly, "Ok, Captain, one question at a time. What do you want to know?" He smiles, "I will tell you this for free, I'm not concerned because I'm not coming back. Once I sell this shipment, I'm headed for someplace warm and quiet far away from the Shackles."


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

"Well wouldn't it be convenient if you disappeared then here, today, huh? Cash in your pocket... No ship to tie you down... Free and clear, with nary a trace." Tucci suggests, encouraging him to keep speaking freely.

"So answer. Is this rum stolen, or do you work for Endymion? We'll start simply."

Does Tucci have any idea what fair market value for the rum would be? Also considering it's smuggled, which likely reduces its value maybe.
Profession Merchant: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26 (hope)


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

"You're retiring, huh? Makes some sense, but do remember someone's after you. My officer is right, you know? Might be safer to just let us buy your shipment now and help you get away, and avoid the whole trip to Chelliax and then wherever you're going. But let's get back to the questions - let's start with the ones he posed you."

"So, Fargo wants to retire." Veronica says to the others through their bonded mind "I'm guessing either he was a spy, and his superiors figured he's outlived his usefulness and want him gone - just like all those others we found out were killed afterwards. Or he's a convenient scapegoat for an actual spy who felt they were about to be found out - he's not going to work for anyone after this, so no one will miss him. And that his last trip takes him to Chelliax seems a little too convenient, and sounds like it won't end well for him either way."


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

Yes, I am pretty sure he ends up dead once he is out of our sight. Not much we can do about that - he won't trust us enough to willingly stay in our custody, and we don't have enough information to track down the conspirators who set him up. Let's just get what information we can before his inevitable demise.

I don't know of any rules, spells, or mechanisms to track down the source of a rumor. Of course there is just asking whoever told us "Where did you hear that?" and going up the chain, but that might be an unreasonably long detour.


Tucci Hedgehopper wrote:
"So answer. Is this rum stolen, or do you work for Endymion? We'll start simply."

Looking from the captain towards Tucci, Fargo nods, "I's worked fer Andymion in tha past. Smugglin' rum from 'ell's 'arbor ta Corentyn." He shrugs lightly. "Bringin' back anythin' from Musical instruments, ta fancy material, ta even tha occasional opera singer. But tha pay was terrifable, coppers on tha platinum. So's when I 'eard Endymion was on a quest lookin' fer Sempet Sevenfingers' tomb, I used me knowledge o' his warehouse and 'confiscated' his latest shipment o' rum." He adds, "Wern't stealin' as far as I's is concerned Endymion owes me 'at money."


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

"Captain. The rum is worth maybe 5,000gp - tops in a good port. Likely a lot less. And it's stolen to boot. I say we claim his ship, in exchange for telling folks we killed him. And pay for the rum so he can go retire. We do have the cash."

"Seems wrong to kill him now, or even bring him to the authorities, you know? We could just let him go entirely, but then we won't get his rum." Tucci is very rum focused, and also pretty flexible, though he'd rather not kill the guy for no reason.


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

"It's a nice plan, Tucci, but it hinges on him accepting our help. Not sure that's going to happen. Maybe if we let him in on what we've heard about him? Make him understand how dangerous things are for him, especially if he's going to Chelliax."

"Hmmm, Endymion has been away, then. Can you tell us for how long? That might... Explain a few things. See, we've heard some rumours concerning yourself, and well, things didn't really make sense. "

"Thing is, people are saying you might be spying for Chelliax." Veronica raises a hand to calm the other captain in case he means to refute the rumour. "Don't worry, doesn't matter much to me right now if that's true or not. The weird thing, though, is why Endymion wouldn't have acted on it sooner if that was true. The fact someone opted to spread that rumour when he's away is too much of a coincidence."

"Way I see it, someone wants you gone, eother because you DID spy for Chelliax, but have outlived your usefulness to them, or because they want to frame you for it, so Endymion or whomever else don't suspect them. Has to be someone who knew you'd be making this trip, though, for those rumours to work out how they hoped. And if they DO have ties to Chelliax... I don't think your voyage will end how you hope it does."

"So here's my proposal instead: we buy that rum off you, and help you get away safely from all this, so you can enjoy your retirement in peace - you're a clever guy, you proved as much up there. Say we take your ship and tell everyone we killed you, for spying for Chelliax. Whomever wants you gone thinks they've succeeded, so that's that threat gone. And then you just have us drop you off where you want to be, or where you can easily find passage there. Just a suggestion, mind, I'm open to other ideas. But I do think we're your best bet to get out of this alive."


As the grim Captain Blackblade began to speak, Fargo fidgetted around in his chair, Answering the first question, "Endymion left wroight after tha race you's won."

He started to blubber when she commented about his reputation as a 'spy' biting his tongue as she raised her hand and continued. As she spoke he considered her offer, nodding at times, and seeming deep in thought, at others. As she continues, he considers the value of his cargo and his ship and what a realistic price would be. He also considers the cost of the trip and the payment of the crew along with the cost of discreetly sailing elsewhere.

As she finishes, he nods."a fair deal all t'ings considered." He gestures towards his own ship. "You's could 'ave taken me ship an' me life as well. I don't forget 'at. Breathing in deep and exhaling he nods, "I ask fer three things, A fair price fer tha' rum, ye drop me off in Ilizmagorti wit me body guards, and we's pay me crew from yer cut instead o' mine." He shrugs, "Lend me a navigator an' I's'l sail tha rum ta 'tha Isle of Empty Eyes" an' be off ta Ilizmagorti. Yer navigator can bring tha ship backs ta ya." He smiles, "Do we have an accord?"

Basically if you'll pay the crew, they will stay with the ship. If he's paying the crew they will disembark at Illizmagorti and you'll need to roll for 'hiring crew' and staff the rest from the 'Charm'. Either way, his crew or yours, the trip will take a couple weeks. I recommend sending an NPC as navigator, no need to spit the party for off camera stuff.

Appraise or Profession (Brewer) or Profession (Merchant) DC 20:
In a large city like Port Peril, this quality of rum would cost well above five thousand gold pieces.


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

Profession (Brewer): 1d20 + 11 ⇒ (19) + 11 = 30
5,000 gold is probably a low price for this rum. I am wary, though. If the same people who spread the rumor about the slaves and Fargo's Chelish spying also fed Merrill Pegsworthy the news about the rum, then it's plausible that us obtaining the rum is as much the goal of this manipulation as us attacking Fargo. Such as, we'd get in trouble for stealing from Arronax Endymion. Or something else. I plan to ask Cayden Cailean for his insights on the rum when I have a chance to buy the right components.


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

"I understand your worries, Mac. But as far as everyone will know, it was Fargo that stole the rum, not us. We just took it back and took care of a Chellish spy at the same time. I mean, I can understand if Arronax asks for it back, but I can't see why he'd be angry we have it. We've still got a ways of until the feast, anyway, so I'm sure you'll be able to ask for Cayden's guidance before we have to decide what to do with it. If it's too risky to serve at the feast, we can see how well known it is that we've got it. If it's not, we might even be able to sell it for a profit later, right?"

Veronica nods to the other captain with a smile.

"I can agree to those terms, captain, but I would add a single request of my own: tell us what you know about this mess we both seem to have gotten involved with. Don't worry, I won't go back on our deal if you really were a spy for Chelliax - can't really do much about it now of that's the case, and you're getting out of this now, anyway. But whatever you tell us can help us be better prepared. There's clearly something going on, and I don't like knowing nothing about it, and having people play me."


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

Tucci nods along with the offer, and the backchatter. "This is great! We'll get to the bottom of this - and keep the rum!"

He waits to see what the rat has to say.


As Captain Blackblade adds her single request, Fargo furrows his brow. He didn't like the idea of sharing details of his 'misspent youth' but he would to get out of the sticky situation. although he had no idea about any 'mess' they both 'seemed' to be involved in. Clearly the Captain is wanting details about something that he has no idea about.

Shaking his head, "Sorry, Cap'n, I's'l tells' ya 'bout me past if'n you's want ta 'ear, but I don't t'ink it'l shed any light on any 'present' situration."

He shifts in his seat. "Back when I's was rumrunnin' fer Endymion, 'eed have me ask a few question 'ear an 'air, an' bring back tha occasional sealed letter." Shrugging, "So's I'd open 'em letters and provide tha contents ta a 'information broker' 'air in Corentyn. I's is pretty sure tha feller worked fer tha Thrunes"

He looked quickly from the captain to the others, "An if ol' Endymion found out 'eed chase me till tha ends o' tha earth. But I ain't been in 'at game fer months. So's I don't know nothing abouts anything you's folks might be involved in."

It doesn't take a sense motive check to tell Fargo has basically spilled his guts.


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

Veronica nods and smiles at Fargo. "Thanks for telling me, captain, and don't worry, I'm not going to turn you in to Endymion. I intend to keep my deal to you. Once the story gets around that you're dead, I'm sure you won't have to worry about Endymion going after you, even if he gets wind of these new rumours going around."

"Well then, no sense wasting any more time. Let's start sailing back."


Breathing a deep sigh of relief, Fargo nods. "So's if'n one o' yous would introduce me ta me new pilot, I's'l 'ead back ter yer new ship wit 'em and get sailing towards yer isle."


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

Unsure who to send with the rat, Tucci is glad to let the Captain and MacLaren sort out that particular option.

As for where to go next, he suggests, "Let's not be un-careful. We're not done with the island, and while it might be beneficial to stop on the way back somewhere, we should be careful. We have crew there now, and they're poorly situated really. The fort is far from being secure, and there's a lot of the island yet we haven't investigated. Could be unknown dangers there."

"I say we go back more or less directly, Captain. Maybe a stop, if it's on the way mind, but not a lot of delay if we can help it. That's my idea."

He awaits orders for the new heading.


As the officers chat, Maheen can't help but overhear the conversation. Walking up to Veronica, he tips his hat, "Cap'n Blackblade, in my wild younger days, I sailed with Cap'n Redhawk, made the trip to Ilizmagorti several item." He nods towards the 'Jerster's Grin' "I can get her to the Isle of Empty Eyes and to Ilizmagorti then back again."

He pauses for a moment watching for the Captain's agreement. As he turns to head towards the 'Jerster's Grin' he looks back, "Where can I tell ol' Fishguts you are off to? He'll ring my neck if I don't bring word."


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

Veronica smiles as Maheen volunteers to sail the Jester's Grin. "Thank you, Maheen. I'm glad I can trust you with this." She nods towards Mac. "If Mac can spare some of his magic on it on the following days, we'll try to keep in touch and check in with you during your trip."

"As for keeping Kroop happy with a destination, I agree with Tucci. We should get back to our island and start working on making sure it's safe. Figure out what kind of supplies we need, too, and then think about going to port."


When the 'Charm' returns to The Isle of Empty Eyes, a beautiful, confident woman named Audessa Reyquio waits for them on the docks. Once on the beach the officers quickly learn her story.

Audessa is the de facto leader of seven former prostitutes from a brothel in Quent. They abandoned their previous employment after suffering one too many abuses under their harsh overseer. They bartered passage on a ship bound for Mediogalti Island, hoping to start over, but when they refused the crude advances of the ship's crew, the captain marooned them on the Island of Empty Eyes. Now destitute and stranded, Audessa seeks an audience with the 'lord of the Island' to request safe harbor for her people in exchange for honest work. Each of Audessa's courtesans also worked in their brothel's attached tavern, and is skilled in hosting parties and feasts-they can all cook, clean, sing, and dance.

After telling her story, Audessa, having spoken with Ambrose knows about the tavern, asks, "We seven see ourselves as entertainers and serving staff, could there be a home for us here in the fort" Seeing the 'Jerster's Grin unloading she continues, "Or should we acquire transport on the departing ship? We hear its destination is Mediogalti Island."


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

Status:
Tucci HP: 63/63; AC: 26, tch 15, flat 24 (included +3 net barkskin)
Kasin HP: 61/67 (+18/18) DR 5/evil; AC: 28, tch 18, flat 21 (included: +2 tiger; not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: Tiger and Bear (sw, +4, 10/10), Deadeye's Lore (day), Barkskin (+4, day), Bloodhound (day), Shared Training (outflank, bonded mind, day), Aquatic Trail (day), Life Bubble (day), Protective Luck (2/2r)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Barkskin (+4, day), Magic Fang (+2, day), Life Bubble (day), Protective Luck (2/2r)
Weapon Equipped = Pike (20’)
Boarding Pike: Att: BAB +7/2, 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 (7/8, +4 att/skill/ability/save (sacred) 1r)
Holy Lance (1/1, make weapon holy 4r)
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, Shared Training, Life Bubble)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 10, Concentration +14, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (3/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (2/5): Align Weapon, Aquatic Trail, Barkskin, Bloodhound, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (2/4): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
. . 4th (2/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -

Tucci is glad to be back on the island and hear that nothing particularly untoward happened in their absence. He sees his future here, and it would be a shame to backslide when they’ve been doing so well.

He’s surprised to find more people here. He’s doubly glad to be back - who knows what else they’ve missed. They will need people to live here. It can’t just be all crew after all.

Since Bonded Mind lasts all day, he uses it to consult with his Captain, ”We’ll need a good tavern. Well, honestly, it doesn’t even need to be good! Just clean. I say we give ‘em a plot of land to do just that. It’s our land after all! I’ll even invest so they can get it built and up and running quickly. I’ve always wanted to own a tavern, or at least a piece of one. This’ll be great!”

Tucci’s island dreams expand just a little bit further.


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

Brother MacLaren welcomes the new arrivals.
"Welcome! I think you have done much better than Mediogalti Island."
Isn't that the base of the Red Mantis Assassins?

"I do not know that we have a Lord of the Island yet. Veronica is our Captain, which means that she commands aboard the Charm. I myself am Lord of Tidewater Rock, but obviously that is a different island. It may be that Tucci ends up taking a larger role here in the future.
Still, if it is a tavern you are thinking of, I do feel that falls within my jurisdiction by divine mandate. Brother MacLaren, Brewkeeper of Cayden Cailean. I am also a cook of some skill. I'll be happy to help get a tavern up and running.
As it happens, we will be throwing a feast soon. And so I would recommend a test of your skills - that is, your proper tavern skills - before we ask you to support this effort.
What do you say? Ambrose, could you allow them the use of the galley to prepare a meal, serve it, sing and dance, and clean up afterwards?
So that we know what we are getting?
And regardless of the quality of the food or the meal in any regard, I should think you would be welcome to stay."


Having been listening to the officers speak with the lovely young lady, Ambrose pauses when Mac asks if they can use the galley. Unsure he wants to share his galley he responds. "I guess I wouldn't mind if that be what the Cap'n wants, but, why use the galley when we 'ave a perfectly jolly tavern kitchen 'ere in the fort?"

Encouraged, by the idea, Audessa, looks from Mac towards Ambrose, "That's a wonderful idea. I've seen inside the fort, you have a building that would be a passible tavern. Of course, it's been a long journey, we'd need to rest up and have a couple days to get ready it ready."

She then looks back towards Tucci and Veronica, smiling she gestures towards the 'Jester's Grin' "That ship is sailing soon and seems to be our only chance to leave." Wanting to secure a place for herself and the other women. "If we prove we are able to do as we say, what percentage of the 'Tavern' we create together do the girls and I get?"

B10 is a kitchen, B11 a tavern space, the building has bedrooms B18 & B19 above.


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

"I mentioned the Charm's galley because it was ready for use right now, fully stocked. There wasn't much in that kitchen in the fort. It had been completely ransacked.
But we are planning to hit a port to do some trading, so we could pick up some supplies for the kitchen.
It would just push everything back a few days."


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm
Brother MacLaren wrote:
"I do not know that we have a Lord of the Island yet. Veronica is our Captain, which means that she commands aboard the Charm. I myself am Lord of Tidewater Rock, but obviously that is a different island. It may be that Tucci ends up taking a larger role here in the future."

”Totally, I’m ready for the responsibility! I’ll do a good job - I swear!”

Brother MacLaren wrote:

"Still, if it is a tavern you are thinking of, I do feel that falls within my jurisdiction by divine mandate. Brother MacLaren, Brewkeeper of Cayden Cailean. I am also a cook of some skill. I'll be happy to help get a tavern up and running.

As it happens, we will be throwing a feast soon. And so I would recommend a test of your skills - that is, your proper tavern skills - before we ask you to support this effort.
What do you say? Ambrose, could you allow them the use of the galley to prepare a meal, serve it, sing and dance, and clean up afterwards?
So that we know what we are getting?
And regardless of the quality of the food or the meal in any regard, I should think you would be welcome to stay."

Tucci can’t say he’s not disappointed, ‘cause he is. But he didn’t think of the things Mac has already thought of - and planned for. MacLaren is definitely more suited on all fronts to command the tavern, or at least see it’s established. ”Oh, good call there Mac! That’s a great idea!”

Brother MacLaren wrote:
"I mentioned the Charm's galley because it was ready for use right now, fully stocked. There wasn't much in that kitchen in the fort. It had been completely ransacked. But we are planning to hit a port to do some trading, so we could pick up some supplies for the kitchen. It would just push everything back a few days."

”Totally. Brother MacLaren’s right. He can see your skills right away, today, in the galley. If you wait to refit the tavern proper, it’ll be a while, and if it doesn’t work out, a while after that before we can get you to a port.”


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

"Is the tavern kitchen in such good shape already, Ambrose? Well done!
I suppose that is the space they'd be working in for the feast."


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

"Well, I'm no cook, so I can't say either way, but I'd figure the kitchen would be more comfortable for them all to work at, too, if it's already in working order. Doesn't really matter, though - Ambrose, you're our cook, I'd say you're the one in charge here - if you think the kitchen is the right choice, then the kitchen it is!" Veronica says with a smile, before turning to Audessa.

"Now, as for your questions - you're welcome to stay and rest for a couple days, as I imagine you need it. Don't worry about the leaving ship, either. Mac's idea for a dry run is a good one, and I do think you'd be better here than Mediogalti. But it should still be a choice you should make on your own, without the pressure of having to decide befor the Jester's Grin sails out. You won't be stranded here - if you want to leave later, we'll take you somewhere you agree to."

"Now, as for your stake in the tavern..." Veronica sighs. "I'll be honest, I haven't really given much thought to that kind of issues, yet. There's still quite a lot to be done around here, and I don't mean just fixing the fort. We should probably explore the whole island and make sure it's safe before we try to turn into a proper port. Now, I'm willing to sit down and talk options with you if you want, but it might be quite sometime before you start having more customers besides just our crew. So here's my suggestion, for now: you all get payed like the rest of the crew, and do what you can to help. I'm sure Ambrose will welcome all the help you can give him, especially considering we might need more people if we want this whole fort fixed. That will give us a bit of time to think on a fair offer to you for when this place is ready for business."

Diplomacy: 1d20 + 11 ⇒ (4) + 11 = 15


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

Brother MacLaren sees Veronica's delivery as a bit unsteady, so he tries his own.

"The Captain's terms are fair. Our crew are treated well, at least so I think, but you can ask them for yourselves in private.
For this feast coming up, we'll pay you extra, you can keep any tips our guests give you, and we'll ensure they don't mistreat you.
Once the island is up and running, I would suggest you can operate the tavern as tenants, with terms to be negotiated. Perhaps a reasonable fixed rent, and you keep all the proceeds from the tavern. Something like that. As the Captain says, if at any time you wish to leave, we can provide transportation.
And, should any acquaintances from your prior employment seek to harm you here, we will ensure they do not."

Diplomacy: 1d20 + 19 ⇒ (18) + 19 = 37


Looking from Mac, to the Captain and back to Mac, Audessa smiles. "I believe the proper vernacular is we have an accord." She gestures towards the fort, "The girls and I, will get settled in then start helping Ambrose get the kitchen and dining hall prepared. Just let us know when you want us to throw a party for your crew." She winks at the heavy cook, Then turns back towards the Captain, "In preparation for the official shindig that is."

As the sophisticated woman moves towards the fort, Ambrose asks, "Are we home fer a bit?"


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

”Let’s investigate the island, starting at the western peak” at C ”and then deal with the dinosaurs. I don’t think we can readily domesticate them. Maybe we fix the pen, and keep them until the party? Use them for meat then? I dunno what to do…” at D.


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

"I think so, Ambrose. For a bit at least."

He addresses Tucci.

"If we can transport the creatures somehow, then I imagine we can sell them.
Such as, Baleful Polymorph them into marmots, and sell them to somebody who wants dinosaurs and can Dispel the effect."

Magus doesn't get that spell until level 13? That's a ways away.

"We may need to keep them penned up and fed until we can arrange that. Unless one of our guests at the feast wants to buy them and handle transportation themselves. I think they are worth more as spectacles and specimens than as meat."

Spells for the Day:
0: Purify Food and Drink, Guidance, Create Water*, Light
1: Divine Favor (2), Protection from Evil, Shield of Faith, Liberating Command, Enlarge Person (D)
2: CMW, Instant Weapon, Align Weapon, Resist Energy, Suppress Charms and Compulsions, Bull's Strength (D)
3: Invisibility Purge, Open Slot, Dispel Magic, Communal Resist Energy, Fly (D)
4: Divine Power, Freedom of Movement, Death Ward, Dimension Door (D)
5: Summon Monster V, Righteous Might, Teleport (D)

As usual, CMW goes in the Sipping Jacket.
Tankard holds:
Bull's Strength
Protection from Evil
Shield of Faith
Fly
Death Ward
Ale


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

"Oooooh, that's a good idea. They are pretty cool in their current form. I suppose we can keep 'em around as a conversation piece, at least past the party." Tucci agrees with MacLaren, easily casting aside his notion of eating them.

"But we should push 'em back and fix the fence. Figure out what they eat, other than grazing, you know animal husbandry."

Animal Handling: 1d20 + 15 ⇒ (2) + 15 = 17 to figure out how to care for them

I don't really need to know, but want to make sure they don't starve to death, or need shelter, or whatever. You know, make sure they don't die for our inactivity.


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

"Hmmm, I suppose you're right, Mac. Didn't really comsider the idea of just showing them off before. Not sure for how long the pen will hold of we fix it - it has been broken down already, after all. But might as well try. If it doesn't, will just have to think of some other way to handle them."

"We also have a few other things to tackle eventually, too, that we know of already: there's the two rooms in the basement that we can explore, that dark room back in Sumithia if we want to try and light it up. And we flew over that bridge on the way to Sumithia with those statues - might be worth checking out if they're really just statues, or more of those construct things we fought back at the cyclopean city. But I'm fine with Tucci's plan for today. And there's no rush for us to finish exploring the island, I think. If you guys want to head out for supplies, we could do that. There's stuff will need for the fort, probably, and I haven't been crafting anything lately - don't have much in the way of crafting supplies left."

Prepared Spells:

Prepared Spells (CL 10; (5/6/5/4/2/0/0), concentration +19(+21 to cast defensively))
4th (2/day)- Displacement, Dimension Door
3rd (4/day)- Displacement, Tactical Adaptation, Fly x2
2nd (5/day)- Mirror Image, Defending Bone, Bladed Dash, Glitterdust, Frigid Touch
1st (6/day)- Rime Frostbite x2, Enlarge Person, Deivon's Parry, Blade Tutor Spirit
0th (at will)- Brand; Detect Magic; Ghost Sound; Light; open

Also, typical start of day preparations:
-Protective Luck on everyone else
-Tears to Wine (+5 to checks, full dungeon)
-False Life from figurehead
-Defending Bone (all day)
-Will cast extended fly on Eric and Kasin

False Life: 1d10 + 6 ⇒ (10) + 6 = 16


Smiling and nodding at Mac's answer, Fishguts follows the fine lady towards the fort, shouting orders at the crew as he moves.

Having discussed several options, the officers of the 'Charm head towards the plateau to the west.

C. CAVES
Rocky hills and ridges rise from this elevated plateau. No trails provide access to its lofty heights, though a 90-foot-high waterfall descends from its northern face.


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

Status:
Tucci HP: 63/63; AC: 26, tch 15, flat 24 (included +3 net barkskin)
Kasin HP: 61/67 (+18/18) DR 5/evil; AC: 28, tch 18, flat 21 (included: +2 tiger; not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: Tiger and Bear (sw, +4, 10/10), Deadeye's Lore (day), Barkskin (+4, day), Bloodhound (day), Shared Training (outflank, bonded mind, day), Life Bubble (day), Protective Luck (2/2r)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Barkskin (+4, day), Magic Fang (+2, day), Life Bubble (day), Protective Luck (2/2r), Fly
Weapon Equipped = Pike (20’)
Boarding Pike: Att: BAB +7/2, 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)
Holy Lance (1/1, make weapon holy 4r)
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, Shared Training, Life Bubble)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 10, Concentration +14, 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 (2/5): Align Weapon, Aquatic Trail, Barkskin, Bloodhound, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (2/4): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
. . 4th (2/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -

Tucci prepares by casting the following:
- Deadeye's Lore (all day) (1)
- Barkskin (+4 natural armor, all day) (2 - rod)
- Bloodhound (scent, +8 perception (smell), +4 survival (scent), all day) (2)
- Shared Training (MacLaren, Veronica, & Eric; all day; Outflank & Bonded Mind) (2 - rod)
- Life Bubble (all day) (3 - rod)
- Magic Fang Greater (+2 Kasin’s bite, all day) (3)

As these are all all day spells (thinks in large part to the rod), he’d have cast them at breakfast on the party. Note: I've added Life Bubble even though we're not going into the water. It has a variety of benefits for land as well, so Tucci's going to habitually cast it daily on the group.

As they approach the waterfall, Tucci takes a moment to admire its beauty. ”Now that’s gorgeous. We must find a good picnic spot within sight of that majesty, and build a little pavilion for the comfort of our residents and guests.” He adds thinking aloud.

Riding the flying Kasin, he’ll leisurely fly up the falls, taking in the beauty of the scene, and looking around for other items of interest. He’ll use his spyglass to take a closer look at interesting rock outcroppings and the like as Kasin flys lazy circles.

Perception: 1d20 + 25 ⇒ (3) + 25 = 28


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

Brother MacLaren doesn't cast any spells at this time.

He waits for Tucci to report back, sipping ale and watching the waterfall.


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

"Eh, this island was feared, a place from where people didn't return. And now we're picking out picnic spots." Veronica says with a laugh. "Not that I'm complaining - if people eventually want to come here sightseeing, that's a good thing for us, I guess."

She looks up at Tucci, and uses her Flight hex to join him up there and take a good look at the peak and the surrounding area.


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

Eric flies around as well, taking in the view and appreciating the majesty of the waterfall.

Well, the ruins are bound to be enough to get crazies like that wizard guy over here, at least. Sight's pretty, though. Maybe I can whip up a song or something to make it known when we're ready to get people visiting the island?


Initiative:

Mac: 1d20 + 3 ⇒ (10) + 3 = 13
Tucci: 1d20 + 2 ⇒ (4) + 2 = 6
Veronica: 1d20 + 1 ⇒ (10) + 1 = 11

Enemy
Blue: 1d20 + 1 ⇒ (16) + 1 = 17
Green: 1d20 + 1 ⇒ (16) + 1 = 17
Orange: 1d20 + 1 ⇒ (6) + 1 = 7
Purple: 1d20 + 1 ⇒ (10) + 1 = 11
Red: 1d20 + 1 ⇒ (11) + 1 = 12
Yellow: 1d20 + 1 ⇒ (12) + 1 = 13

knowledge (Nature) DC 16:

Tucci: 1d20 + 4 ⇒ (9) + 4 = 13
Veronica: 1d20 + 8 ⇒ (10) + 8 = 18
Eric: 1d20 + 6 ⇒ (18) + 6 = 24

Cresting the lip of the plateau Veronica, Eric and Tucci, see a few caves and nests. Spread across the rocky terrain are several creatures. Save for the tattered wings and taloned feet, these creature resemble fiendish cyclops with a wild look about them. Veronica quickly recognizes them as some sort of fiendish harpy cyclops hybrids. Eric, having more knowledge about such things, determines they would have traits from all three heritages; like the harpys captivating song and the fiendish resistance to physical damage as well as that from fire or ice and the desire to smite good.

Round 1
As if on cue the six Harpies take flight and begin their captivating song.

Everyone roll six DC 16 Will save, or begin moving towards the Harpies. I will take the colors in alphabetical order, so if you fail one you will be drawn to its equivalent in order
Round 1 Bold may go.
Mac
Tucci
Kasin
Veronica
Eric

stuff:

Blue Giant fiendish harpy hp 52 AC 17, touch 11, flat-footed 15 Fort +4, Ref +7, Will +6. Spell resistance 11, Resist Cold and Fire 10, DR: 5/good, Special Attacks: captivating song, smite good
Green Giant fiendish harpy hp 52 AC 17, touch 11, flat-footed 15 Fort +4, Ref +7, Will +6. Spell resistance 11, Resist Cold and Fire 10, DR: 5/good, Special Attacks: captivating song, smite good
Orange Giant fiendish harpy hp 52 AC 17, touch 11, flat-footed 15 Fort +4, Ref +7, Will +6. Spell resistance 11, Resist Cold and Fire 10, DR: 5/good, Special Attacks: captivating song, smite good
Purple Giant fiendish harpy hp 52 AC 17, touch 11, flat-footed 15 Fort +4, Ref +7, Will +6. Spell resistance 11, Resist Cold and Fire 10, DR: 5/good, Special Attacks: captivating song, smite good
Red Giant fiendish harpy hp 52 AC 17, touch 11, flat-footed 15 Fort +4, Ref +7, Will +6. Spell resistance 11, Resist Cold and Fire 10, DR: 5/good, Special Attacks: captivating song, smite good
Yellow Giant fiendish harpy hp 52 AC 17, touch 11, flat-footed 15 Fort +4, Ref +7, Will +6. Spell resistance 11, Resist Cold and Fire 10, DR: 5/good, Special Attacks: captivating song, smite good

All six, are flying with in 100 ft of Eric, Veronica, Tucci and Kasin, who are 100 ft above Mac, they all perform captivating song: DC 16 Will saving throw or become captivated. A creature that successfully saves is not subject to the same harpy’s song for 24 hours. A victim under the effects of the captivating song moves toward the harpy using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy simply stands and offers no resistance to the harpy’s attacks. This effect continues for as long as the harpy sings and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.


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

Will #1: 1d20 + 12 ⇒ (13) + 12 = 25
Will #2: 1d20 + 12 ⇒ (18) + 12 = 30
Will #3: 1d20 + 12 ⇒ (13) + 12 = 25
Will #4: 1d20 + 12 ⇒ (18) + 12 = 30
Will #5: 1d20 + 12 ⇒ (8) + 12 = 20
Will #6: 1d20 + 12 ⇒ (9) + 12 = 21

Resisting the harpies' songs, Brother MacLaren drinks Fly and casts Dimension Door, putting himself at the level of the others.

With the +9 from Fly spell at 10th level, his Fly is +16 so he automatically makes the DC 15 to Hover.


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

Will: 1d20 + 11 ⇒ (6) + 11 = 17 vs DC 16
Will: 1d20 + 11 ⇒ (20) + 11 = 31 vs DC 16
Will: 1d20 + 11 ⇒ (17) + 11 = 28 vs DC 16
Will: 1d20 + 11 ⇒ (11) + 11 = 22 vs DC 16
Will: 1d20 + 11 ⇒ (11) + 11 = 22 vs DC 16

Tucci also pulls it off. I'll get my post together, but in case Eric, or Veronica, fails a save, Tucci tries to make it for them (Lucky Halfling).

Will: 1d20 + 11 ⇒ (5) + 11 = 16 vs DC 16

... he just squeaks out a save if they need it.


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

Status:
Tucci HP: 63/63; AC: 28, tch 17, flat 24 (included +3 net barkskin, +2 tiger)
Kasin HP: 61/67 (+18/18) DR 5/evil; AC: 28, tch 18, flat 21 (included: +2 tiger; not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: Tiger and Bear (sw, +4, 9/10), Deadeye's Lore (day), Barkskin (+4, day), Bloodhound (day), Shared Training (outflank, bonded mind, day), Life Bubble (day), Protective Luck (2/2r)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Barkskin (+4, day), Magic Fang (+2, day), Life Bubble (day), Protective Luck (2/2r), Fly
Weapon Equipped = Pike (20’)
Boarding Pike: Att: BAB +7/2, 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)
Holy Lance (1/1, make weapon holy 4r)
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, Shared Training, Life Bubble)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 10, Concentration +14, 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 (2/5): Align Weapon, Aquatic Trail, Barkskin, Bloodhound, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (2/4): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
. . 4th (2/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -

Tucci rides Kasin, his pike like a lance, as he charges forth against the nearest foe! Kasin is flying at 60’ so a double move should get me within reach (pike at 10’ currently). He swiftly becomes like the tiger and bear, and strikes!

Pike: 1d20 + 14 ⇒ (18) + 14 = 32
damage (P): 1d6 + 8 ⇒ (6) + 8 = 14


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

Will 1 vs DC 16: 1d20 + 7 + 4 ⇒ (4) + 7 + 4 = 15
I'll substitute that one for Tucci's Lucky Halfling roll
Will 2 vs DC 16: 1d20 + 8 ⇒ (10) + 8 = 18
Will 3 vs DC 16: 1d20 + 7 + 4 ⇒ (14) + 7 + 4 = 25
Will 4 vs DC 16: 1d20 + 7 + 4 ⇒ (10) + 7 + 4 = 21
Will 5 vs DC 16: 1d20 + 7 + 4 ⇒ (3) + 7 + 4 = 14
Using Kin Bond for a reroll with Veronica's modifier. We fail, we lose our actions anyway :)
Will 5 vs DC 16 (Kin Bond): 1d20 + 8 ⇒ (19) + 8 = 27
Will 6 vs DC 16: 1d20 + 7 + 4 ⇒ (8) + 7 + 4 = 19

That's all of them! Only took two rerolls :)

Knowing how dangerous the harpies' song can be to them, Eric manages to muster the will to resist the creatures' captivating melody, calling upon both Tucci's luck and his bond with his sister.

"Everyone, be careful! Don't listen to their song! Focus on mine, instead!"

With those words, Eric starts singing, infusing the music with magic meant to counteract the harpies' own.

Move action: Countersong

Perform(Sing): 1d20 + 17 ⇒ (19) + 17 = 36

Countersong, 20/21 rds

Seing his bardic music successfully blocking the harpies' influence, Eric stops singing and adds his insights on them.

"So, besides the harpy and cyclopean features, those things also seem to be, err, one third fiendish? How does that even work? The important thing, though, is that you should expect them to be somewhat resistant to normalweapons, fire and ice, and probably able to do extra harm to good aligned targets. Be careful."

With everyone back to their senses, Eric starts his more typical inspiring song.

Standard Action: Inspire Courage +3, 19/21 rds


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

Will 1 vs DC 16: 1d20 + 8 ⇒ (5) + 8 = 13
Will 2 vs DC 16: 1d20 + 8 ⇒ (20) + 8 = 28
Will 3 vs DC 16: 1d20 + 8 ⇒ (14) + 8 = 22
Will 4 vs DC 16: 1d20 + 8 ⇒ (18) + 8 = 26
Will 5 vs DC 16: 1d20 + 8 ⇒ (15) + 8 = 23
Will 6 vs DC 16: 1d20 + 8 ⇒ (10) + 8 = 18

One of the harpies' songs manages to overcome Veronica's will, but before she can start gliding towards her, Eric's song snaps her out of it.

"Thanks, Eric. That helped. Now, let's deal with these things, shall we? Can't have them threatening our picnic spot."

Veronica casts Mirror Image, and follows Tucci (60ft only) - hopefully she'll draw some of their attacks, too.

Mirror Image: 1d4 + 3 ⇒ (2) + 3 = 5

I'll do the buff list tomorrow, but I think the relevant ones right now are Veronica's defenses (DR 5/bludgeoning, Images, 16 temporary HP), and Protective Luck on everyone else. Tucci has Barkskin, and +4 to dex and con.


Having been subdued by the Cyclops the daughters of Imerta had only ventured from their Eyrie at night. So aware there were humans on the island, the harpies had no idea how truly dangerous the officers of the charm were. Angry the humans had been able to resist their song, they grew more frustrated as Eric began his. Suprised Veronica manifested several images and at Mac's sudden arrival. They were pleased as the smaller meal on the large rat drew closer, even laughing as their sister was piked by the little fellow.

Round 2
Hearing the bards song, the two northern Blue and Green harpies, charge toward Eric attempting to end his song with their morningstars. While able to strike in spite of the protective luck, they noly wound the bard Meanwile the three Purple, Yellow and Orange western harpies 'fly by' Tucci and Kasin swinging their morningstars all clearly missing. As the southern, Harpy Red charges Veronica blasting one of her mirror images.

Round 2 Bold may go.
Mac
Tucci
Kasin
Veronica 4 mirror images
Eric - 20 HP

stuff:

Blue Giant fiendish harpy hp 52 AC 17 15, touch 11, flat-footed 15 Fort +4, Ref +7, Will +6. Spell resistance 11, Resist Cold and Fire 10, DR: 5/good, smite good
Green Giant fiendish harpy hp 52 AC 17 15, touch 11, flat-footed 15 Fort +4, Ref +7, Will +6. Spell resistance 11, Resist Cold and Fire 10, DR: 5/good, smite good
Orange Giant fiendish harpy hp 52 AC 17, touch 11, flat-footed 15 Fort +4, Ref +7, Will +6. Spell resistance 11, Resist Cold and Fire 10, DR: 5/good, smite good
Purple Giant fiendish harpy hp 52 AC 17, touch 11, flat-footed 15 Fort +4, Ref +7, Will +6. Spell resistance 11, Resist Cold and Fire 10, DR: 5/good, smite good
Red Giant fiendish harpy hp 52 AC 17 15, touch 11, flat-footed 15 Fort +4, Ref +7, Will +6. Spell resistance 11, Resist Cold and Fire 10, DR: 5/good, smite good
Yellow Giant fiendish harpy - 9 hp 52 AC 17, touch 11, flat-footed 15 Fort +4, Ref +7, Will +6. Spell resistance 11, Resist Cold and Fire 10, DR: 5/good, smite good

Blue, Melee morningstar, Charge Eric: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28
Blue, Melee morningstar, Charge Eric: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26damage: 1d10 + 4 ⇒ (4) + 4 = 8
Green, Melee morningstar, charge Eric: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28
Green, Melee morningstar, charge Eric: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29 damage: 1d10 + 4 ⇒ (8) + 4 = 12
Orange, Melee morningstar, Tucci: 1d20 + 11 ⇒ (3) + 11 = 14
Orange, Melee morningstar, Tucci: 1d20 + 11 ⇒ (19) + 11 = 30damage: 1d10 + 4 ⇒ (5) + 4 = 9
Purple, Melee morningstar, Tucci: 1d20 + 11 ⇒ (2) + 11 = 13
Purple, Melee morningstar, Tucci: 1d20 + 11 ⇒ (17) + 11 = 28damage: 1d10 + 4 ⇒ (1) + 4 = 5
Red, Mac 1, Veronica 2: 1d2 ⇒ 2
Red, Melee morningstar, charge Veronica: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18 damage: 1d10 + 4 ⇒ (10) + 4 = 14
Yellow, Melee morningstar, Tucci: 1d20 + 11 ⇒ (7) + 11 = 18
Yellow, Melee morningstar, Tucci: 1d20 + 11 ⇒ (6) + 11 = 17 damage: 1d10 + 4 ⇒ (6) + 4 = 10


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

Apologies again for forgetting this!
Kasin Will: 1d20 + 6 + 4 ⇒ (11) + 6 + 4 = 21 (morale) vs DC 16
Kasin Will: 1d20 + 6 + 4 ⇒ (14) + 6 + 4 = 24 (morale) vs DC 16
Kasin Will: 1d20 + 6 + 4 ⇒ (7) + 6 + 4 = 17 (morale) vs DC 16
Kasin Will: 1d20 + 6 + 4 ⇒ (7) + 6 + 4 = 17 (morale) vs DC 16
Kasin Will: 1d20 + 6 + 4 ⇒ (18) + 6 + 4 = 28 (morale) vs DC 16

OK then! Go Kasin!

I'll get a post up later today.


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

Status:
Tucci HP: 63/63; AC: 28, tch 17, flat 24 (included +3 net barkskin, +2 tiger)
Kasin HP: 61/67 (+18/18) DR 5/evil; AC: 28, tch 18, flat 21 (included: +2 tiger; not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: Tiger and Bear (sw, +4, 9/10), Deadeye's Lore (day), Barkskin (+4, day), Bloodhound (day), Shared Training (outflank, bonded mind, day), Life Bubble (day)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Barkskin (+4, day), Magic Fang (+2, day), Life Bubble (day), Protective Luck (2/2r), Fly
Weapon Equipped = Pike (10’)
Boarding Pike: Att: BAB +7/2, 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)
Holy Lance (1/1, make weapon holy 4r)
Lucky Halfling (0/1, 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, Shared Training, Life Bubble)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 10, Concentration +14, 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 (2/5): Align Weapon, Aquatic Trail, Barkskin, Bloodhound, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (2/4): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
. . 4th (2/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -

Tucci directs Kasin toward purple (5’ flap - he auto succeeds at the fly check).

Pike: 1d20 + 14 + 3 ⇒ (8) + 14 + 3 = 25 (inspire)
damage (P): 1d6 + 8 + 3 ⇒ (1) + 8 + 3 = 12 (inspire)

Pike: 1d20 + 9 + 3 ⇒ (11) + 9 + 3 = 23 (inspire)
damage (P): 1d6 + 8 + 3 ⇒ (6) + 8 + 3 = 17 (inspire)


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

Judging that he seems unlikely to be able to fully protect Eric against a dedicated assault, Brother MacLaren thinks of another option.

"Eric - want to Teleport out of here?"

If Eric agrees, Mac will 5' step and cast Teleport, bringing Eric back to the fort.


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

Eric's eyes widen in surprise as the harpies charge him, used as he is for enemies to focus on the typically more intimidating melee fighters - usually his sister. When Mac suggests he let him teleport him away, he just nods.


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

Veronica looks worriedly as the two harpies charge Eric, and lets out a quick sigh of relief as she sees Mac disappear with him, before focusing on the one that targeted her.

Taking Eric's warning about their resistance to cold into account, ahe sticks to her damaging cantrip and lets a flurry of attacks at ghe harpy next to her.

Swift Action: Arcane Pool for +2 and Keen, 5ft step, Spell Combat: Brand, Free Action: Black Blade Strike

Concentration vs DC 15: 1d20 + 21 ⇒ (15) + 21 = 36

Attack (PA, Spell Combat): 1d20 + 5 + 8 + 6 - 2 - 2 ⇒ (15) + 5 + 8 + 6 - 2 - 2 = 30
Damage: 1d6 + 5 + 6 + 4 + 3 ⇒ (1) + 5 + 6 + 4 + 3 = 19
Confirm? (PA, Spell Combat): 1d20 + 15 ⇒ (5) + 15 = 20
Crit Damage: 1d6 + 18 ⇒ (5) + 18 = 23
Caster Level vs Spell Resistance 11: 1d20 + 10 ⇒ (8) + 10 = 18
Fortitude save DC 14 or take 2 extra damage, I think? Can Brand crit?

Attack (PA, Spell Combat): 1d20 + 15 ⇒ (11) + 15 = 26
Damage: 1d6 + 18 ⇒ (5) + 18 = 23

Attack (PA, Spell Combat): 1d20 + 10 ⇒ (10) + 10 = 20
Damage: 1d6 + 18 ⇒ (4) + 18 = 22

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