GM Imperius' Skull & Shackles

Game Master bluedove

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Pierced by Tuccii's pike, the purple Harpy hisses at the halfling, while the Blue and Green harpies cry out as Mac teleports away with their new toy. Meanwhile Veronica's sword and sorcery 'brands' the red nearest harpy and it falls unconscious to the rocks below, the impact clearly killing the harpy

Round 3
The purple harpy, having it's hands full with the halfling and Capybara attacks Tucci, sadly missing with both swings of its morningstar and moves back so as not to get bitten by the rodent. Meanwhile the other sisters converge on the captain, using their flyby attacks attempting to stay as far away from her as possible. In their rush, three of the harpies come close enough to shatter Veronica's images, but none draw blood.

Round 3 bold may go
Mac
Tucci
Kasin
Veronica 1 mirror images
Eric - 20

stuff:

Red 'brand' Fort DC 14: 1d20 + 4 ⇒ (2) + 4 = 6
Red fall damage: 3d6 ⇒ (6, 1, 4) = 11

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
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,
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,
Purple Giant fiendish harpy - 19 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,
Red Giant fiendish harpy: dead
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,

Purple Full attack, Melee morningstar, Tucci: 1d20 + 11 ⇒ (2) + 11 = 13
Purple, full attack, Melee morningstar, Tucci: 1d20 + 11 ⇒ (11) + 11 = 22damage: 1d10 + 4 ⇒ (2) + 4 = 6
Purple, full attack, Melee morningstar, Tucci: 1d20 + 6 ⇒ (13) + 6 = 19
Purple, full attack Melee morningstar, Tucci: 1d20 + 6 ⇒ (7) + 6 = 13damage: 1d10 + 4 ⇒ (5) + 4 = 9
Blue, flyby attack, Melee morningstar, Veronic: 1d20 + 11 ⇒ (4) + 11 = 15damage: 1d10 + 4 ⇒ (4) + 4 = 8
Green, flyby attack, Melee morningstar, Veronica: 1d20 + 11 ⇒ (20) + 11 = 31 damage: 1d10 + 4 ⇒ (9) + 4 = 13
mirror image @ 4: 1d5 ⇒ 4
Orange, flyby attack, Melee morningstar, Veronica: 1d20 + 11 ⇒ (6) + 11 = 17damage: 1d10 + 4 ⇒ (5) + 4 = 9
swipes an image
Yellow, flyby attack, Melee morningstar, Veronica: 1d20 + 11 ⇒ (18) + 11 = 29 damage: 1d10 + 4 ⇒ (5) + 4 = 9
mirror image @ 2: 1d3 ⇒ 3
edited attack
Purple Full attack, talons, Tucci: 1d20 + 5 ⇒ (2) + 5 = 7
Purple, full attack, Melee talons, Tucci: 1d20 + 5 ⇒ (14) + 5 = 19damage: 1d8 + 3 ⇒ (6) + 3 = 9
Purple, full attack, Melee talons, Tucci: 1d20 + 5 ⇒ (14) + 5 = 19
Purple, full attack Melee taslons, Tucci: 1d20 + 5 ⇒ (7) + 5 = 12damage: 1d8 + 3 ⇒ (1) + 3 = 4


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

Grinning as she sees the harpy fall to her attacks, and the others managing only to hit her mirror images, Veronica eyes the only one close enough for her magic to be effective, and casts a spell, moving to the Yellow Harpy with blinding speed, delivering three powerful slashes when she arrives.

Spell Combat: Bladed Dash

Attack (PA, Spell Combat): 1d20 + 15 ⇒ (3) + 15 = 18
Damage: 1d6 + 18 ⇒ (2) + 18 = 20
Attack (PA, Spell Combat): 1d20 + 15 ⇒ (6) + 15 = 21
Damage: 1d6 + 18 ⇒ (4) + 18 = 22
Attack (PA, Spell Combat): 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 1d6 + 18 ⇒ (6) + 18 = 24

Flamboyant Arcana or Deivon's Parry if attacked:

Flamboyant Arcana if she stays within reach, Deivon's Parry if not (which means the Riposte isn't applicable).
Parry (PA): 1d20 + 17 ⇒ (13) + 17 = 30
Riposte (PA): 1d20 + 17 ⇒ (13) + 17 = 30
Damage: 1d6 + 18 ⇒ (2) + 18 = 20

AoO if needed (only if no parry attempted, as it consumes and AoO):

Attack (PA): 1d20 + 17 ⇒ (17) + 17 = 34
Damage: 1d6 + 18 ⇒ (5) + 18 = 23
Confirm? (PA): 1d20 + 17 ⇒ (9) + 17 = 26
Crit Damage: 1d6 + 18 ⇒ (2) + 18 = 20


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
- - -

Kasin performs another careful 5’ flap, so Tucci can press his foe!

Pike: 1d20 + 14 ⇒ (15) + 14 = 29
damage (P): 1d6 + 8 ⇒ (1) + 8 = 9

Pike: 1d20 + 9 ⇒ (11) + 9 = 20
damage (P): 1d6 + 8 ⇒ (4) + 8 = 12


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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

"Thanks for getting me out of there, Mac. But, huh... What are we doing now? Do we fly back, in case they need help?"


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

"We are too far away for that. They can retreat if they need to, given Veronica's Haste spell. But I don't think they will need to."

He heals Eric.
Align Weapon to CMW: 2d8 + 10 ⇒ (3, 4) + 10 = 17


Dashing towards the nearest yellow Veronica slashes the creature twice. As Tucci stabs the purple harpy twice as well. Meanwhile, at the ship Mac heals Eric.

Round 4
The yellow Harpy having Veronica so near, swings her Morningstar at the Captain, who parries the blow and strikes with the blackblade. Blood flows and the yellow Harpy falls to the rocks below, her neck broken. The Purple Harpy wounded by Tucci, presses her attack with both weapon and talon. Screaming in frustration as the slippery halfling dodges all her attacks. Meanwhile the other three remaining Harpies continue their flyby assaults on the Captain. The first attacker blue pops Veronica's remaining image, as she dodges the second and third attacks.

Round 4 Bold may go.
Mac
Tucci
Kasin
Veronica
Eric - 3

stuff:

Yellow, attack, Melee morningstar, Veronica: 1d20 + 11 ⇒ (2) + 11 = 13 Parried
yellow fall damage: 3d6 ⇒ (2, 6, 4) = 12
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
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,
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,
Purple Giant fiendish harpy - 30 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,
Red Giant fiendish harpy: dead
Yellow Giant fiendish harpy dead

Purple, full attack, Melee morningstar, Tucci: 1d20 + 11 ⇒ (6) + 11 = 17damage: 1d10 + 4 ⇒ (9) + 4 = 13
Purple, full attack Melee morningstar, Tucci: 1d20 + 6 ⇒ (8) + 6 = 14damage: 1d10 + 4 ⇒ (4) + 4 = 8
Purple, full attack, Melee talons, Tucci: 1d20 + 5 ⇒ (19) + 5 = 24damage: 1d8 + 3 ⇒ (6) + 3 = 9
Purple, full attack Melee taslons, Tucci: 1d20 + 5 ⇒ (10) + 5 = 15damage: 1d8 + 3 ⇒ (3) + 3 = 6

Blue, flyby attack, Melee morningstar, Veronic: 1d20 + 11 ⇒ (11) + 11 = 22damage: 1d10 + 4 ⇒ (5) + 4 = 9
mirror image @ 1 (one is still bad): 1d2 ⇒ 2
Green, flyby attack, Melee morningstar, Veronica: 1d20 + 11 ⇒ (8) + 11 = 19 damage: 1d10 + 4 ⇒ (7) + 4 = 11
Orange, flyby attack, Melee morningstar, Veronica: 1d20 + 11 ⇒ (9) + 11 = 20damage: 1d10 + 4 ⇒ (1) + 4 = 5


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
- - -

Helpfully close, Tucci makes his attacks.
Pike: 1d20 + 14 ⇒ (17) + 14 = 31
damage (P): 1d6 + 8 ⇒ (6) + 8 = 14

Pike: 1d20 + 9 ⇒ (11) + 9 = 20
damage (P): 1d6 + 8 ⇒ (4) + 8 = 12

I believe that should drop him. If not, read the spoiler.

If not dropped:
Then Kasin 5’ flaps and makes his own!
Kasin Bite (magic): 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25 (fang)
damage (B/P/S): 1d8 + 7 + 2 ⇒ (3) + 7 + 2 = 12 (fang)

Kasin Bite (magic): 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23 (fang)
damage (B/P/S): 1d8 + 7 + 2 ⇒ (1) + 7 + 2 = 10 (fang)
- - -

Kasin flies off to orange, getting Tucci close enough for the next rounds actions - or an AoO if it goes after the captain again.

10’ Reach AoO if needed:

Pike: 1d20 + 14 ⇒ (11) + 14 = 25
damage (P): 1d6 + 8 ⇒ (3) + 8 = 11
- - -


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 eyes the remaining harpies, and waits, focusing her attention on the one to make the next move to attack her.

Readied action against attacking Harpy:

5ft step, cast Rime Frostbite defensively. If it hits, entangled will reduce her speed by half, which might just force her to remain adjacent this round.

Concentration vs DC 17: 1d20 + 21 ⇒ (7) + 21 = 28
Attack(PA): 1d20 + 17 ⇒ (20) + 17 = 37
Damage(PA, 2h): 1d6 + 18 + 3 + 2 ⇒ (3) + 18 + 3 + 2 = 26
Frostbite (cold, non-lethal): 1d6 + 10 ⇒ (2) + 10 = 12=2 non-lethal after resists, +Fatigued +Entangled
Confirm?: 1d20 + 17 ⇒ (8) + 17 = 25
Crit Damage(PA,2h): 1d6 + 18 + 3 + 2 ⇒ (5) + 18 + 3 + 2 = 28
Crit Frostbite (cold, non-lethal): 1d6 + 10 ⇒ (1) + 10 = 11+Fatigued +Entangled
Demoralise: 1d20 + 23 + 5 ⇒ (16) + 23 + 5 = 44
I think the crit takes her down, if not, she's panicked for a round, or frightened if she makes a DC 20 will save.

With a malicious grin, Veronica casts a spell, infusing her blade woth frost, and closes with the charging harpy in response, delivering a devastating hit before she can react.

Flamboyant Arcana vs the Harpy if she lives and attacks:

Parry(PA): 1d20 + 17 ⇒ (18) + 17 = 35
Riposte(PA): 1d20 + 17 ⇒ (16) + 17 = 33
Damage(PA, 2h): 1d6 + 18 + 3 + 2 ⇒ (2) + 18 + 3 + 2 = 25
Frostbite (cold, non-lethal): 1d6 + 10 ⇒ (4) + 10 = 14=2 non-lethal after resists, +Fatigued +Entangled
Confirm?: 1d20 + 17 ⇒ (16) + 17 = 33
Crit Damage(PA,2h): 1d6 + 18 + 3 + 2 ⇒ (6) + 18 + 3 + 2 = 29
Crit Frostbite (cold, non-lethal): 1d6 + 10 ⇒ (1) + 10 = 11+Fatigued +Entangled


Seeing their third sister fall, the remaining three Harpies cry out at the same time. Each turning a separate direction, flying up and away at speed.

withdrawal, 160 ft. do you give chase? If so who and which harpy?


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 (0/1, 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 (1/4): 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 watches them fly off, chuckling. "We may not be able to keep up with them captain, but I can track them!" I think even with haste our best move is only 150' per round (double move).

Tucci whips out a scroll of Aerial Tracks (link) and casts it with his vestment.

”I’d guess they have another cave somewhere to hide out. Let’s give them another shot!” Tucci says excitedly, ready to follow them at a distance wherever they may lead.

Survival, tracking: 1d20 + 27 ⇒ (16) + 27 = 43


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

"Good idea, Tucci. Can't really have a picnic spot with those things hanging around. But I don't think we'll be able to catch up to them. Let's see if we can find out where they'll be holing up, and then hunt them down."


Realizing they were not being immediately pursued; the three remaining Harpies slowly turn towards the north.


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

"I say we let it be. Too much hassle to give chase until we're ready. If they come back, we can sneak up on them in their caves next time and finish it. There's only three of 'em left."

"Let's see if they collected any loot huh? If we can air the place out, might be some nice sight seeing from up here - though I fear to imagine what their caves must look like presently."

Tucci is feeling less happy that he has scent at the moment - but he makes his way to their caves nonetheless.


As Tucci lands near the Harpies Eire the stench of dead things assail his nose. As he moves through the shallow caves all he finds are gnawed bones, rotting flesh and swarms the thematic sort, not the attacking sort. of flies. Clearly the Harpies were as barbaric and uncivilized as their Cyclopean cousins.

Where to now?


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

"Guess they weren't really interested in taking valuable things. We might as well check if the ones we took down had anything decent on them besides those morningstars they were wielding. Afterwards, I think we should go and meet back with Mac and Eric, and then see if we can track the remaining harpies down. If they're still on the island, might as well deal with them 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

"Sounds good Captain!"

Tucci will track them long enough to figure out if they've left the island (more or less) and then accompany Veronica back to the keep to meet up with the others.

Obviously if they head in the direction of the keep, we might take a side trip and return to the trail with the others.

Tucci will take 10 on his tracking until he looses the tracks or until his fly wears off.

Survival, tracking: 10 + 27 = 37


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Tucci is easily able to tell that though the harpies flew off in separate directions, their paths all appear to turn south eventually. It seems likely they have a pre-arranged meeting place on the southern slopes of this same plateau.

I don't know where the rest of your party is, so you'll have to let me know how long it will take you to rendevous and then travel 1-2 miles south of your current position. I'll work on getting the Island map up.


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 (0/1, 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 (1/4): 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, flying on Kasin along with Veronica, suggests "We know roughly where they went. I say we give them the thought they're safe for now, and we resupply. Come at 'em in the morning all sudden like - invisibly or dimensionally so they can't fly away so quick."

"I should be able to track them tomorrow too." he adds, pretty sure he's right, but not certain.

MacLaren and Veronica's brother, Eric, are at the fort.


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, let's meet up with Mac and Eric first, regardless, and see what they think. It's still pretty early in the day. Eric can turn us all invisible, I think, if we want to at least follow their trails and scout out where they are. If we figure we can catch'em by surprise then, can't see much of a reason to wait for tomorrow."


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

"Let's wait here for a bit, Eric. I expect they'll find us when they need us."

Brother MacLaren is ready to go as soon as the party is back together.

"It might have been smarter on my part to hope you would make yourself invisible or otherwise keep yourself safe. I may have been too hasty with my solution."


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

"Agreed. I wasn't sure if we could all be made invisible today! That's neat." Tucci grins, ready to pick up the others and raid the unusual harpies.


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
Brother MacLaren wrote:

"Let's wait here for a bit, Eric. I expect they'll find us when they need us."

Brother MacLaren is ready to go as soon as the party is back together.

"It might have been smarter on my part to hope you would make yourself invisible or otherwise keep yourself safe. I may have been too hasty with my solution."

"Well, V's the smart one, so maybe she'll agree with you. Me though? I don't think there's any use overthinking it now. Your idea was smart enough and it got me out safely, which is good enough for me. Thanks Mac."

Eric then looks out towards the west, hoping to see Veronica and Tucci flying back.


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
Tucci Hedgehopper wrote:
"Agreed. I wasn't sure if we could all be made invisible today! That's neat." Tucci grins, ready to pick up the others and raid the unusual harpies.

"Well, let's go get them, then, and hunt down those harpies. See how they like being the ones getting ambushed!" Veronica replies with a grin as she starts flying back towards the fort.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

When preparations are made, Tucci is able to lead the party to where the remaining harpy-kin are laying low.

^ Got a map and big-boned birdy baddies cobbled together and ready to go. Let me know your buffs and approach and we'll get rolling.


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: 67/67 (+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), 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 (0/1, 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 (1/4): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
. . 4th (2/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -

My buffs can be seen in my spoiler, and it’s usually accurate too! :) For reference though, here they are as well.
Tucci Conditions = 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), Magic Fang (+2, day), Life Bubble (day), Protective Luck (2/2r), Fly (might have expired?)

Tucci tracks the dirty birds to their new nest, hoping to finish what they started. He hangs back with the others once he identifies the likely location, so they can surprise their quarry.

If the fly has expired, he’ll cast Air Walk (full dungeon) on Kasin when they get close so he can ‘fly’ up to meet them. Kasin is trained in both fly and air walk (as well as spider climb) from his Bridle of Tricks.


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 no longer have the magic of flight, unfortunately. And I did not prepare Air Walk today. I'll be on foot with some reach."

Brother MacLaren casts Enlarge Person on himself, then Instant Weapon for a Lucerne Hammer.


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

"Got you covered there, Mac, don't worry."

Using the Pearl of Power they looted from the cyclops, Veronica recovers one of her spent Fly spells and casts it on Mac with the aid of one of the Extend Rods. Afterwards, she also casts Enlarge Self on herself and uses her Flight Hex again.


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 adds his own magic to everyone else's, turning them all invisible before they fly closer to the harpies' nest.

Casting Invisibility on everyone (so 5 castings)

I've updated the buff lists, hope I didn't miss anything. Don't know how we're handling the Extended Fly spells, though - a 'full dungeon' is a bit harder to define when we're just exploring the island. Would be 20 minutes normally.

Active Party Buffs:

Veronica
Spoiler:

Shared Training (Outflank, Bonded Mind) (all day)
Defending Bone (50 hp) (all day)
False Life for 16 temp HP ( full dungeon)
Tears to Wine (full dungeon)
Life Bubble (full dungeon)
Enlarge Person (3 encounters)
Flight Hex (1 encounter, extendable)
Invisibility (2 encounters)

Eric

Spoiler:

Shared Training (Outflank, Bonded Mind) (all day)
Tears to Wine (full dungeon)
Life Bubble (full dungeon)
? Extended Fly ( Full dungeon)
Invisibility (2 encounters)

Mac

Spoiler:

Shared Training (Outflank, Bonded Mind) (all day)
Protective Luck
Extended Fly ( Full dungeon)
Enlarge Person (3 encounters)
Invisibility (2 encounters)

Tucci

Spoiler:

Deadeye's Lore (all day) (1)
Extended Barkskin (+4 natural armor, all day)
Bloodhound (all day)
Tears to Wine (full dungeon)
Life Bubble (full dungeon)
Invisibility (2 encounters)

Kasin

Spoiler:

Focus: Tiger & Bear (+4 dex and con) (always)
Greater Magic Fang (all day)
Protective Luck
Life Bubble (full dungeon)
Extended Fly ( Full dungeon)
Invisibility (2 encounters)


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Just to simplify things, I'll assume everyone takes ten on stealth and thus go undetected.

GM Rolls:
1d20 + 8 ⇒ (13) + 8 = 21

Veronica Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
MacLaren Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Tucci Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Eric Initiative: 1d20 + 5 ⇒ (16) + 5 = 21
DoI Initiative: 1d20 + 2 ⇒ (12) + 2 = 14

One of the escapees stands guard at the mouth of the cave. It's clear the interior is too cramped for this to be more than an emergency hide out.

Surprise!
-------------------
➤Eric
➤Veronica
➤Tucci
➤MacLaren

Round 1
-------------------
➤Eric
➤Veronica
➤Tucci
➤MacLaren

DoI

So you have initiative and surprise. I have my doubts this enemy will even get to act. You can place your markers before you act, have at 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 (+20/20); AC: 28, tch 17, flat 24 (included +3 net barkskin, +2 tiger)
Kasin HP: 67/67 (+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, 8/10), 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), Magic Fang (+2, day), Life Bubble (day), Protective Luck (2/2r), Air Walk (full), Invisible
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 (0/1, 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 (1/4): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
. . 4th (0/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -

Though I’m riding Kasin currently, we usually fight separately. Here’s a graphic (image) if you want to use it for Kasin.

Before battle, he’ll cast Air Walk (full dungeon) on Kasin, and another on MacLaren so he can join in on the fun!

Tucci and Kasin start back a bit initially, for fear their smell will trigger the beast. So in the surprise round, Kasin just moves up while Tucci takes a stab. Note: his pike can extend from 10’ to 20’ with a swift action. He has it at 10’ as noted in my spoiler.

Tucci also swiftly takes in the mien of the Tiger and Bear (animal focus).
Pike: 1d20 + 14 ⇒ (4) + 14 = 18
damage (P): 1d6 + 8 ⇒ (4) + 8 = 12

Now visible, Tucci presses his attacks, while Kasin holds steady (and is still invisible).
Pike: 1d20 + 14 ⇒ (8) + 14 = 22
damage (P): 1d6 + 8 ⇒ (3) + 8 = 11

Pike: 1d20 + 9 ⇒ (15) + 9 = 24
damage (P): 1d6 + 8 ⇒ (2) + 8 = 10


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

Brother MacLaren moves up during the surprise round, alongside Tucci.

In the full round, he attacks twice with his Instant Weapon from 20' away, bashing with the hammer-head and stabbing with the spike.

Attack, PA, Invisible, vs flat-footed: 1d20 + 11 - 2 + 2 ⇒ (13) + 11 - 2 + 2 = 24
Damage: 3d6 + 7 + 6 ⇒ (5, 1, 6) + 7 + 6 = 25

Iterative: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24
Damage: 3d6 + 7 + 6 ⇒ (5, 3, 1) + 7 + 6 = 22
Confirm?: 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22
Extra Crit Damage: 3d6 + 7 + 6 ⇒ (5, 4, 4) + 7 + 6 = 26


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

Like the others, Veronica flies closer during the surprise round, and then takes three quick slashes at the harpy at the same time as her companions.

Swift Action: Arcane pool for +2 and Keen, Spell Combat: Brand. Blackblade is at +5, so ignores alignment based DR.

Attack (PA, Spell Combat, Invisible): 1d20 + 5 + 7 + 7 - 2 - 2 - 1 + 2 ⇒ (11) + 5 + 7 + 7 - 2 - 2 - 1 + 2 = 27
Damage: 1d6 + 5 + 7 + 4 ⇒ (2) + 5 + 7 + 4 = 18

Attack (PA, Spell Combat): 1d20 + 5 + 7 + 7 - 2 - 2 - 1 ⇒ (18) + 5 + 7 + 7 - 2 - 2 - 1 = 32
Damage: 1d6 + 5 + 7 + 4 ⇒ (6) + 5 + 7 + 4 = 22
Confirm? (PA, Spell Combat): 1d20 + 5 + 7 + 7 - 2 - 2 - 1 ⇒ (11) + 5 + 7 + 7 - 2 - 2 - 1 = 25
Crit Damage: 1d6 + 5 + 7 + 4 ⇒ (4) + 5 + 7 + 4 = 20

Attack (PA, Spell Combat): 1d20 + 5 + 2 + 7 - 2 - 2 - 1 ⇒ (11) + 5 + 2 + 7 - 2 - 2 - 1 = 20
Damage: 1d6 + 5 + 7 + 4 ⇒ (3) + 5 + 7 + 4 = 19


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

From the Air Walk casting on Kasin, I'm assuming we're ruling the previous Fly spells have expired.

Figuring the others can handle the guard well enough on their own, Eric moves back enough to get a good view of the cave's opening for when the rest of the harpies come rushing out, and readies his bow, not wanting to give his presence away before they close in, to avoid being mobbed like last time.

Delay for right now. Thinking it's best for Eric to stay invisible until we engage the other two.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

The harpy shrieks in pain under Veronica's full assault, falling prone and silent before her final blow even lands. The stirring cries of her sisters echo throughout the dark caves.

Surprise!
-------------------
Eric - delays
Veronica - move
Tucci - move
MacLaren - move

Round 1
-------------------
Veronica - full attack for 79 damage, killing the sentry
➤Eric
➤Tucci
➤MacLaren

DoI

Refunding round 1 actions to everyone but Veronica since the sentry didn't survive. It is completely dark inside the cave, so only Kasin would be able to see without some light.


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 will cast Light on his armor (a Buccaneer's Breastplate, a gift from his wife that had belonged to her late first husband).

As he is still Invisible, the light appears to emanate from nowhere. I believe this means that enemies can pinpoint his square, but he still has total concealment).

He will proceed in slowly, Air Walking and being alert.


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

Seeing the magical light moving inside the cave, Eric follows along invisibily towards the mouth of the cave and peers inside.

Moving after Mac


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 (+20/20); AC: 28, tch 17, flat 24 (included +3 net barkskin, +2 tiger)
Kasin HP: 67/67 (+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, 8/10), 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), Magic Fang (+2, day), Life Bubble (day), Protective Luck (2/2r), Air Walk (full), Invisible
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 (0/1, 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 (1/4): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
. . 4th (0/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -

Tucci casts light on the spike of his pike as Kasin air walks into the chamber - Tucci is looking for trouble.

Perception: 1d20 + 25 ⇒ (14) + 25 = 39


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Tucci's light reveals the final two harpy kin, and they hiss in response. Unable to identify the threat, they back away further into the cave and give voice to their strangely captivating song. Fortunately, the party remains unaffected, having resisted their song already once today.

Previous Round:
Surprise!
-------------------
Eric - delays
Veronica - move
Tucci - move
MacLaren - move

Round 1
-------------------
Veronica - full attack for 79 damage, killing the sentry
Eric - (double?) moves
Tucci - casts light, moves
MacLaren - casts light, moves
DoI - move, sing

Round 2
-------------------
➤Veronica
➤Eric
➤Tucci
➤MacLaren

DoI

Party is up! Though MacLaren mentioned moving forward, it does not look as though he moved on the map.


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 flies inside the cave, and stops near one of the floating lights.

"Hey! Thought you could ambush us and then just leave? Think again. I'm more than capable of taking you two down alone."

Hopefully that will get them charging at me rather than running away again. If they leave, I'll just have to try teleporting us after them.

Eyeing the harpies closely, Veronica readies herself for their attack.

I'm not too sure about the distances, but I think a 60ft fly speed would have let me get inside the cave and ready an action. If not, disregard the readied action spoiler.

Readied attack if they get within range:

Attack (PA, Enlarged ): 1d20 + 5 + 7 + 7 - 2 - 1 ⇒ (8) + 5 + 7 + 7 - 2 - 1 = 24
Damage (PA, Enlarged): 1d8 + 5 + 7 + 4 ⇒ (4) + 5 + 7 + 4 = 20

Flamboyant Arcana if attacked:

Parry (PA, Enlarged ): 1d20 + 5 + 7 + 7 - 2 - 1 ⇒ (15) + 5 + 7 + 7 - 2 - 1 = 31
Riposte (PA, Enlarged ): 1d20 + 5 + 7 + 7 - 2 - 1 ⇒ (7) + 5 + 7 + 7 - 2 - 1 = 23
Damage (PA, Enlarged): 1d8 + 5 + 7 + 4 ⇒ (6) + 5 + 7 + 4 = 22

Veronica's AC should be 20 due to Enlarge Person, she has 16 temporary HP from the False Life spell granted by our figurehead, and has DR 5/bludgeoning from the Defending Bone spell. No other protections at the moment.


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 moves in after his sister, but refrains from taking any action that would alert the harpies to his presence.

Just moving again

Active Party Buffs:

Veronica
Spoiler:

Shared Training (Outflank, Bonded Mind) (all day)
Defending Bone (50 hp) (all day) False Life for 16 temp HP ( full dungeon) Tears to Wine (full dungeon)
Life Bubble (full dungeon)
Enlarge Person (3 encounters)
Flight Hex (1 encounter, extendable)
Arcane Pool: +2 and Keen (1 encounter)

Eric

Spoiler:

Shared Training (Outflank, Bonded Mind) (all day)
Tears to Wine (full dungeon)
Life Bubble (full dungeon)
Invisibility (2 encounters)

Mac

Spoiler:

Shared Training (Outflank, Bonded Mind) (all day)
Protective Luck
Extended Fly ( Full dungeon)
Enlarge Person (3 encounters)
Invisibility (2 encounters)
Air Walk (full dungeon)

Tucci

Spoiler:

Deadeye's Lore (all day) (1)
Extended Barkskin (+4 natural armor, all day)
Bloodhound (all day)
Tears to Wine (full dungeon)
Life Bubble (full dungeon)
Invisibility (2 encounters)
Focus: Tiger & Bear (+4 dex and con) (1 encounter)

Kasin

Spoiler:

Focus: Tiger & Bear (+4 dex and con) (always)
Greater Magic Fang (all day)
Protective Luck
Life Bubble (full dungeon)
Extended Fly ( Full dungeon)
Invisibility (2 encounters)
Air Walk (full dungeon)


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 is behind Veronica, invisible, with reach at 15' and 20' due to his Instant Weapon of an Enlarged Lucerne Hammer.

He likewise readies an attack.

Has Combat Reflexes, so I am posting two AOOs if provoked.

Readied Attack:
Attack, PA, Invisible, vs flat-footed, Cover: 1d20 + 11 - 2 + 2 - 4 ⇒ (20) + 11 - 2 + 2 - 4 = 27
Damage: 3d6 + 7 + 6 ⇒ (2, 4, 2) + 7 + 6 = 21
Confirm?: 1d20 + 11 - 2 + 2 - 4 ⇒ (14) + 11 - 2 + 2 - 4 = 21
Extra Crit Damage: 3d6 + 7 + 6 ⇒ (4, 4, 1) + 7 + 6 = 22

AOO #1:
Attack, PA, Cover: 1d20 + 11 - 2 - 4 ⇒ (4) + 11 - 2 - 4 = 9
Damage: 3d6 + 7 + 6 ⇒ (4, 5, 1) + 7 + 6 = 23

AOO #2:
Attack, PA, Cover: 1d20 + 11 - 2 - 4 ⇒ (2) + 11 - 2 - 4 = 7
Damage: 3d6 + 7 + 6 ⇒ (1, 5, 2) + 7 + 6 = 21


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 (+20/20); AC: 28, tch 17, flat 24 (included +3 net barkskin, +2 tiger)
Kasin HP: 67/67 (+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, 8/10), 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), Magic Fang (+2, day), Life Bubble (day), Protective Luck (2/2r), Air Walk (full), Invisible
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 (0/1, w/in 30’ I roll a save)
Mnemonic Vestment (0/1, 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 (1/4): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
. . 4th (0/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -

Tucci, eager to rush ahead and engage the enemy, nevertheless abides his captain and remains with the others. He actually takes a 5’ step back, but extends his pike to 20’ (swift).

He readies an attack, and prepares for the AoO sure to come. (Allied soft cover does not provide cover against Tucci’s attacks.)

Readied Pike: 1d20 + 14 ⇒ (13) + 14 = 27
damage (P): 1d6 + 8 ⇒ (1) + 8 = 9

AoO Pike: 1d20 + 14 ⇒ (14) + 14 = 28
damage (P): 1d6 + 8 ⇒ (4) + 8 = 12


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Recognizing the enlarged woman and remembering the earlier battle, the harpies resist the bait. The last of their kind, they stand together, backs against the wall and take up defensive postures.

Total defense. Party is up again.

Previous Rounds:
Surprise!
-------------------
Eric - delays
Veronica - move
Tucci - move
MacLaren - move

Round 1
-------------------
Veronica - full attack for 79 damage, killing the sentry
Eric - (double?) moves
Tucci - casts light, moves
MacLaren - casts light, moves
DoI - move, sing

Round 2
-------------------
Veronica - moves, ready attack
Eric - moves
Tucci - moves, ready attack
MacLaren - moves, ready attack
DoI - total defense

Round 3
-------------------
➤Veronica
➤Eric
➤Tucci
➤MacLaren

DoI


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

"Don't want to try your luck? Well, suit yourselves."

Veronica infuses her blade with her cold magic, and glides forward towards the harpies, slashing at one (Blue) with her frost enchanted blade.

Standard Action: Rime Frostbite, delivered via Spellstrike, move (60ft fly speed), Free Action Black Blade Strike (+3 to damage for a minute/encounter)

Attack (PA, Enlarged): 1d20 + 5 + 7 + 7 - 2 - 1 ⇒ (14) + 5 + 7 + 7 - 2 - 1 = 30
Damage (PA, Enlarged, BB Strike, 2h): 1d8 + 5 + 10 + 6 + 3 ⇒ (7) + 5 + 10 + 6 + 3 = 31
Frostbite (cold, non-lethal): 1d6 + 10 ⇒ (4) + 10 = 14 +fatigued, +entangled (1 round)
Intimidate (Tears to Wine): 1d20 + 23 + 5 ⇒ (18) + 23 + 5 = 46 If check exceeds DC by 10, Will DC 20 or target is panicked for 1 round and shaken afterwards.

If attacked - Flamboyant Arcana:

Parry (PA, Enlarged, IC): 1d20 + 5 + 7 + 7 - 2 - 1 + 3 ⇒ (9) + 5 + 7 + 7 - 2 - 1 + 3 = 28
Riposte (PA, Enlarged, IC): 1d20 + 5 + 7 + 7 - 2 - 1 + 3 ⇒ (18) + 5 + 7 + 7 - 2 - 1 + 3 = 37
Damage (PA, Enlarged, BB Strike, 2h, IC): 1d8 + 5 + 10 + 6 + 3 + 3 ⇒ (8) + 5 + 10 + 6 + 3 + 3 = 35
Frostbite (cold, non-lethal): 1d6 + 10 ⇒ (4) + 10 = 14 +fatigued, +entangled (1 round)
Confirm (PA, Enlarged, IC): 1d20 + 5 + 7 + 7 - 2 - 1 + 3 ⇒ (18) + 5 + 7 + 7 - 2 - 1 + 3 = 37
Crit Damage (PA, Enlarged, BB Strike, 2h, IC): 1d8 + 5 + 10 + 6 + 3 + 3 ⇒ (4) + 5 + 10 + 6 + 3 + 3 = 31
Crit Frostbite (cold, non-lethal): 1d6 + 10 ⇒ (3) + 10 = 13
Intimidate (Tears to Wine): 1d20 + 23 + 5 ⇒ (7) + 23 + 5 = 35 If check exceeds DC by 10, Will DC 20 or target is panicked for 1 round and shaken afterwards. If not and the crit hit, frightened for a round and shaken afterwards.


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

Seeing his sister charge forward to engage the harpies, Eric starts his inspiring music and steps closer, getting ready to fire.

Move and start Inspire Courage (bonus at +3). Should still be invisible, but the song might give his position away.

IC +3, rounds 18/21

Active Party Buffs:

Veronica
Spoiler:

Shared Training (Outflank, Bonded Mind) (all day)
Defending Bone (50 hp) (all day) False Life for 16 temp HP ( full dungeon) Tears to Wine (full dungeon)
Life Bubble (full dungeon)
Enlarge Person (3 encounters)
Flight Hex (1 encounter, extendable)
Arcane Pool: +2 and Keen (1 encounter)
Rime Frostbite(9 charges)
Inspire Courage+3

Eric

Spoiler:

Shared Training (Outflank, Bonded Mind) (all day)
Tears to Wine (full dungeon)
Life Bubble (full dungeon)
Invisibility (2 encounters)
Inspire Courage+3

Mac

Spoiler:

Shared Training (Outflank, Bonded Mind) (all day)
Protective Luck
Extended Fly ( Full dungeon)
Enlarge Person (3 encounters)
Invisibility (2 encounters)
Air Walk (full dungeon)
Inspire Courage+3

Tucci

Spoiler:

Deadeye's Lore (all day) (1)
Extended Barkskin (+4 natural armor, all day)
Bloodhound (all day)
Tears to Wine (full dungeon)
Life Bubble (full dungeon)
Invisibility (2 encounters)
Focus: Tiger & Bear (+4 dex and con) (1 encounter)
Inspire Courage+3

Kasin

Spoiler:

Focus: Tiger & Bear (+4 dex and con) (always)
Greater Magic Fang (all day)
Protective Luck
Life Bubble (full dungeon)
Extended Fly ( Full dungeon)
Invisibility (2 encounters)
Air Walk (full dungeon)
Inspire Courage+3


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 moves to get closer.

"Double move to engage" always feels like a wasted turn, but MacLaren generally lacks ranged capability and I don't see any need to cast more spells now. So double move.


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 (+20/20); AC: 28, tch 17, flat 24 (included +3 net barkskin, +2 tiger)
Kasin HP: 67/67 (+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, 8/10), 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), Magic Fang (+2, day), Life Bubble (day), Protective Luck (2/2r), Air Walk (full), Invisible
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 (0/1, w/in 30’ I roll a save)
Mnemonic Vestment (0/1, 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 (1/4): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
. . 4th (0/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -

Kasin must also double move, but Tucci will still get a strike, which he takes at blue!

Pike: 1d20 + 14 + 3 ⇒ (11) + 14 + 3 = 28 (inspire)
damage (P): 1d6 + 8 + 3 ⇒ (5) + 8 + 3 = 16 (inspire)


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Ok, to the best of my ability, this is how it would go. XD

Veronica and Tucci press their attacks against the Blue Harpy and the monstrosoty hits the cave floor hard. Her sister swipes with a claw at the Magus and her attack is parried effortlessly, quickly followed up with a counter that nearly slices the creature in two.

Out of combat. The blue harpy is only unconscious and could possibly stabilize unless you want to finish her off.


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 laughs as their foes are vanquished, "Ha! Damn stinky birds. At least they won't be pestering us."

He pokes around the lair with his light to see if there's any loot. He doesn't expect any, but no stone unturned...

Perception: 1d20 + 25 ⇒ (2) + 25 = 27

When he's done he'll suggest, "Do we want to try and corral the dinosaurs today? Not sure how that's gonna go. Gotta fix the fence too." He turns to MacLaren, "You got any Make Whole spells today?"


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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

Coup de Grace: 1d8 + 10 + 20 + 12 + 6 ⇒ (1) + 10 + 20 + 12 + 6 = 49

Veronica quickly dispatches the unconscious harpy, and then nods to Tucci.

"Yeah, I figured we'd stick to our original plan and try to get that fence fixed, now that we've made sure your little picnic spot is safe." She replies with a chuckle.

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