Swashbuckler

Brother MacLaren's page

968 posts. Alias of Aldizog.


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M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

Well, we can't wait forever for Veronica. Hope she comes back when she can.

The old Chelish fort has been noticeably improved. Broken walls have been fixed with Wall of Stone, with some decorations added to the main gate through Stone Shape. The casks of rum are right by the entrance, and guests are free to help themselves from the taps as they enter.

Banners hang on the fort, and a large pavilion tent stands in the courtyard. The Mess Hall (B11) is also set up to accommodate guests. The plan is to have the feast primarily in the pavilion tent, weather permitting.

A bonfire has been built in the courtyard outside the pavilion tent, though it is not yet lit. Around the courtyard are trophies of the Charm's victories. Some of the Plunder from Cyrus Wolfe's hoard at Mancatcher Cove; the cloven ship's bell of the Deathknell; and a few other such mementos.

Tucci tends to lean towards 'sell all the loot' so I don't know what specific items we have, but our unused Plunder could be displayed to show our successes. And send a not-so-subtle message of 'Don't mess with us.'

The entertainers will alternate sets; first singing and dancing by Audessa Reyquio and her entourage as they serve appetizers and drinks, then the Flying Suncatchers taking over while the first group is busy preparing the dinner.

Everyone else feel free to add shat details you see fit.


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M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

I don't want to post too much without giving Ellie and Veronica a chance to chime in.

It's been all Tucci and MacLaren for the past while.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

"I can conjure wine as well, Lady Bloodmourn. But is it rum you're in the mood for? We've got that at the feast."

He'll conjure wine into her mug as they walk.


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M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

I'll leave Veronica to decide about Pierce Jerrell (sorry I overlooked him!) but I see no reason not to include him.

"Tucci is right, it would be unwise of us to give away too much of our defenses.
But we've taken Mancatcher Cove, we've defended Tidewater Rock, and we've seized this island itself from its monstrous inhabitants, so we know as much about amphibious attacks and land combat as we do about naval combat.

And it is possible that with our magic - for Tucci, Veronica, Ellie, and myself are all skilled in that regard - we could shape the channels and seabed for even better defense. We could create protected lagoons that only powerful magic could allow a ship to access. I hadn't considered that before, but thank you for the idea, Captain Sorrimarsh."

Control Water could be quite useful in that regard if we so chose.

Profession (Sailor) to Aid: 1d20 + 16 ⇒ (12) + 16 = 28


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

Mac has no Knowledge (Engineering), given those limited Cleric skill ranks.
Veronica has a bit (+5). I'm surprised it isn't a class skill for Magus since it is for both of the parent classes.
Ellie traded out Bardic Knowledge so she doesn't have it.
Tucci lacks it.

I guess we could try Intimidate in response to a "hypothetical" threat. Could backfire if it was seen as us being too prickly, or too aggressive towards our guests.

Maybe Bluff? Fabricating some stories about our defenses?
Mac has a +13 Bluff, and could maybe get some Aid Another.

He falls way short of Veronica's Intimidate skill, of course, but he's not bad. It would be my hunch that a failed check there would just be entertaining, as long as I make up a good story.

Thoughts? Other skills we might use?


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

First the background knowledge
Knowledge (Local): 1d20 + 5 ⇒ (18) + 5 = 23

He lacks the other skills. But he's good at Diplomacy.

"Agasta! So good to see you. How are things at the Rock? Well I can't say the rooms here are just like home, but it'll be a fine place to stay for a few days. I'll give you the tour and tell you how we made it safe."

"Captain Pegsworthy! Would you care to see the animals? Most extraordinary things we found on this island."

"Captain Quinn! Has Besmara favored you these past months? No, we haven't sunk the Wormwood yet. Do you think we'd do that without you?"

"The famous Zarena Visk!" From 'News Learned Later'
"You can keep sailing with Pharasma’s Price if you wish - they did rescue you, after all - but if you want a chance to get revenge for your crewmates, I think the Captain would be happy to have you aboard the Charm. Surviving the loss of your ship in the Eye of Abendego, well, you must be as tough as Gorum, or lucky as Cayden, or both!"

And as he makes light conversation, he casually works in a few questions about Avimar Sorrinash.

Diplomacy: 1d20 + 22 ⇒ (13) + 22 = 35


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

Brother MacLaren greets the arrivals with mugs of conjured ale.

"Welcome! In Cayden's name, have a drink with us. We extend you our hospitality."

Brother MacLaren doesn't switch up his spells too much from the usual. Let's see...

Spells Prepared:
0: Purify Food and Drink, Guidance, Create Water*, Light
1: Enhance Water, Protection from Evil, Shield of Faith, Liberating Command, Remove Sickness, Enlarge Person (D)
2: CMW, Instant Weapon, Calm Emotions, Delay Poison, Suppress Charms and Compulsions, Bull's Strength (D)
3: Invisibility Purge, Open Slot, Dispel Magic, Communal Resist Energy, Fly (D)
4: Air Walk, Freedom of Movement, Death Ward, Dimension Door (D)
5: Summon Monster V, Plane Shift, Teleport (D)
As usual, CMW goes in Brother MacLaren's Sipping Jacket.
His Caydenite Fighting Tankard ("Last Call") holds:
Bull's Strength
Protection from Evil
Shield of Faith
Fly
Death Ward
Ale

Brother MacLaren will cast the following spells on himself at the beginning of the day:
Extended Air Walk (all day, Brew Reservoir at 6/7)
Extended Freedom of Movement (all day, Brew Reservoir at 5/7)


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

"Yes, we can provide rooms and transportation. And we do have plenty of time to prepare. We will provide room and board - good food, too! - while you are preparing."
So how much Plunder to spend on entertainment? 2? 3?

I believe if we fast-forward to the feast, we will have all of the crafting for Mac's items done. Anybody want any potions?


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

See you around in our other games, then! We are back up to 4 so we should be good. Thanks for offering to help us out.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

After arriving via Teleport, Brother MacLaren will make the rounds in Port Peril to ask about notable entertainers. We have some already, as Audessa Reyquio noted that her entourage can sing and dance, but a second group might be welcome.

He will also try to identify the place where the party, as the hosts of the feast, might buy the finest (or at least the most highly-regarded) clothing available in the Shackles.

Diplomacy to Gather Info: 1d20 + 19 ⇒ (16) + 19 = 35


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

Looks like we could only bring 1 plunder, would need to bring the ship for more. So 1 day.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

Teleport to Port Peril (Seen Casually?): 1d100 ⇒ 64

Brother MacLaren brings the party to Port Peril.

Mac had 1,091 GP before any current divvy. Doesn't look like there is much more to be had right now, but I don't think he has any high-priority purchases. The components and focus for Invoke Deity are probably next on his list to pick up for next level - the Chaos and Good abilities are pretty nice.


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M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

MacLaren has a lesser ring that grants +5 to Swim checks (row 46 on the tracking sheet) so he can put that in to sell and take the +10 ring.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

"We saw a circle like this in the Cyclops city of Sumitha. We concluded that it was a teleportation circle, with its partner inactive. My best guess is that this is the partner circle."
Didn't make the check so not reading the spoiler, but Veronica did previously make the Knowledge check on the Sumitha circle here and this one, when she first saw it, was noted as identical.

"Maybe I can block it off with Wall of Stone instead of destroying it. That way, if we later figure out a way to activate the circle, we can Stone Shape away the wall and have the circles for transport between here and Sumitha."

"What do we need to do next? More improvements to our island? Another excursion to Port Peril?"


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

Okay, so B30 is the tower cellar. When we were here before, it was noted it would take several days of excavation to open the way to B32 (magic circle) and B33 (amphitheater). So those are the two rooms that Veronica saw while Earth Gliding, and where we have now teleported to. The passageway to B30 should still be clogged but we can mess around with the magic circle if we want to.
The tower cellar (accessed by stairs from the tower ground floor) connects by a secret passage to B31 (the vault), B28 (the old garrison basement) and B29 (prison cells). The stairs in B28 go up to... B13? I see that there was a narrow set of stairs there that we never followed. We came to B28 through B31 instead. But it's a reasonable conclusion that those are the stairs from B13.
Can we get a map of the fort?

Brother MacLaren doesn't know anything about the arcane. He really only knows the basics of his own religion. Not one for Knowledge skills! But he is very good at many other things.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None
Ellie Dewblossom wrote:
Ellie purses her lips a bit. "Don't think I've heard the name. How'd it come up?"

"Captain Tessa Fairwind had us on a hunt for Chelish spies. We captured the leader of the ring, an alchemist, and turned her over to Tessa. We don't have the full picture yet, but we can ask Tessa when she arrives what information the alchemist has, uh, 'volunteered'. We do know that Cheliax is looking for allies among the Free Captains."

"Shall we get going? Back to the cellars?"


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

Hmmm... we caught up pretty quickly to Knuckles Grype and the Thresher, as seen here. Like, right after taking down Inkskin Locke. Grype didn't get to be captain for more than a day or two. Sandara Quinn then took Grype's ship, noted here. So... perhaps what happened was that you were in fact press-ganged, but very quickly freed when we caught up? And sailed with Sandara? Or were marooned/tossed overboard somewhere in between Tidewater Rock and Mancatcher Cove, to be found by the Reefcracker?
We relieved Knuckles Grype of his command too quickly for Ellie to have spent even a few days on his ship.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

"Welcome back, Ellie! You'll have to tell us all about your adventures."

Is the mess hall the room in the fort that Audessa wanted to use a tavern back here? I would guess so.

Brother MacLaren brings out some tankards from the newly fixed-up kitchen. He sets them down and conjures ale for everyone.

"Just one round so that we don't lose track of time and spend the whole day swapping stories. We have more exploring to do!"

There's a lot to tell, but there's a good recap from Veronica here, and more from me here.

"The biggest thing, of course, was winning the Free Captain's Regatta and getting this island as a prize. Barnabas Harrigan was in the race, but we didn't get a chance to settle our debts with him. He has racked up more debt, you know. Had his Kuthite priests torture and mutilate Cut-Throat Grok for having been friendly to us on the Wormwood.
There's also some mystery surrounding Arronax Endymion, who used to be an admiral in the Chelish Navy. Is he still working for them here in the Shackles? Is he against them? We haven't had a chance to meet him yet."


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

Sure, let's have Ellie join us!


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

Great to have Veronica and Ellie back!

I had reached out to Ellie because I thought Veronica was gone for good, but I am happy to be wrong.

Though if Ellie is with us, perhaps Veronica might be allowed to retrain out Leadership and have Eric be in the background? I think 5 PCs plus a cohort might be a bit much.

I think it could work to say that Ellie was sailing with Sandara Quinn, who is coming to our island for the feast. She could show up at any time.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

"Shall we explore those rooms beneath the fort? If Veronica can Earth Glide again to give me precise directions, I can Dimension Door us there."

Mac will prepare Dimension Door in a 4th-level slot and Teleport in a 5th for extractions. He can take along 3 others with each spell. I think Veronica is MIA but can we bot her giving directions?


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M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

We have ABP so that should be a simple Keen Cutlass without the +1, and so a lower value.

Happy to do another Teleport; as that is a domain spell, it is just 1/day for Mac, meaning that it is a 2-day shopping trip there and back.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

Brother MacLaren can prepare Wall of Stone and will cast it as directed by Tucci (he has 2 5th-level slots per day not including the domain spell). He can also prepare Stone Shape, with more potential castings per day than Tucci, so he will cast that one as well.

He has no great skills at construction, but he can cast Teleport once per day (the 5th-level domain spell) should there be a need for additional supplies.


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M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

As I was reading back, I came across a pretty good synopsis of our early adventures by Veronica here. There's been a lot since then, of course.

Some notable NPCs for both feast invitations and things to follow up on:
Fargo Vettierande, ratfolk pirate in the service of Arronax Endymion. The whole episode with the rum is concerning. We got a note from Merrill Pegsworthy.

The Note:
The note reports that a shipment of smuggled rum will soon be leaving Hell Harbor for Cheliax, aboard a ship called the Jester's Grin. If the officers of the Charm can "liberate" this cargo, they'll acquire plentiful, quality libations for their dinner party that should impress their visitors. According to the note, a smuggler named Fargo Vitterande captains the 'Jester's Grin. Rumors indicate that Vitterande uses his cover as a smuggler to occasionally spy for Cheliax, and that he often works as a smuggler for Arronax Endymion, the ex- Chelish admiral who is lord of Hell Harbor and holds a seat on the Pirate Council.
The note says the Jester's Grin' will be leaving Hell's Harbor in two days time.
And from a subsequent post
The note informs the officers of the 'Charm' that the Jester's Grin is scheduled to stop at Ghrinitshahara in the Rampore Isles to drop off a shipment of slaves and take on fresh water before the long journey north to Cheliax. Once the ship leaves the Shackles, it will be almost impossible to find, so the officers have one chance to catch the Jester's Grin.
Lots of evidence to make us want to attack the ship. We found that there were no slaves, but that Fargo was in fact a spy (providing information from Arronax's private correspondence to an information broker in Corentyn who worked for the Thrunes) and that he did steal the rum from Arronax. Not invited to the feast! Probably dead anyway.

Arronax Endymion: former admiral in the Chelish Navy. We've never met him. According to Fargo he was smuggling stuff in and out of Cheliax, but we don't know if he is for House Thrune or against them. I think we invite him! Want to figure out what is going on.

Roweena Kellet (deceased): a harbor quartermaster in the employ of Arronax Endymion. She managed two of Endymion’s smaller trade warehouses. Had a ledger listing estimated bribes, either to have the named pirates lord turn traitor, or to have their followers overthrow them. Arronax Endymion's name had only a dash, rather than a number. This ledger was to be sent with Corlan, but Corlan and Roweena were killed by Giles Halmis before the ledger could be delivered (we don't know to whom). Not invited because dead.

Giles Halmis: this assassin we defeated, bargained with, and left alive. Could potentially hire him in the future if needed. Not invited.

Zarskia Galembar: the alchemist who hired Giles. We found that she was the leader of a spy ring working for Cheliax.

The Proof:
The papers and missives on the table were originally written using invisible ink, but Zarskia has already revealed the hidden messages. Many of the papers are encrypted or use ambiguous code words, but they nevertheless expose the identities of a widespread network of spies throughout the Shackles. The papers also detail the primary players in the spy ring—Corlan, Elliece Farhaven, Haddon Pike, and Roweena Kellet, as well as their ordered assassinations.

Also, resting on the table is an opened waterproof satchel. The instructions dated 3 weeks ago and written in Infernal, they read, “Silence is now key. Our plans will go into full force once our agent finishes his preparations. Destroy any remaining evidence and discreetly sell your business. Report to Nisroch for your next assignment.”

We turned Zarskia over to Tessa Fairwind. Zarskia is not invited.

Tessa Fairwind: She tasked us with hunting down the Chelish spy ring, and when we succeeded at that, sponsored us for entry into the Free Captains' Regatta. Invited!

There were some Calistrians and Norgorbites that we ran into in our "Spy Hunter" quest, but nobody we'd invite to the feast, I think. Strictly business transactions.

Caulky Tarroon: cabin girl for Barnabas Harrigan, we ran into her in Port Peril attempting to "recruit" some more sailors. We let her go, but she revealed that Harrigan relies on Kuthite priests and inflicted some pretty monstrous torture on some of our friends from the Wormwood who weren't able to escape when we did. Not inviting her or Harrigan. I guess it could be a bold play if we did, but I can wait for when the AP has us deal with him instead of trying to force it early.

Tsadok Goldstooth: high-ranking officer in the employ of Hurricane King Kerdak Bonefist, maybe his first mate? He administered our tests to be Free Captains. He seemed to be trying to rig at least some of the tests against us, but I kind of expect that's par for the course and nothing personal. So we'd invite him I think.

Merrill Pegsworthy: We met him at Rickety's Squibs. He christened our ship, as it is good luck to have a real Free Captain do that and we weren't of that rank at the time. Mac likes him as a fellow Andoran, even though Merrill's experience in the Andoran Navy had its problems. Merrill seemed particularly friendly with Veronica. He seems a decent fellow and is well-regarded. Invited!

Sandara Quinn: cleric of Besmara, friend from the Wormwood, escaped with us. We took a prize and gave it to her to captain; I think the previous GM didn't have her sail with us because we weren't at the point in the AP where we were supposed to have a fleet, so she is independent but sort of allied with us. We've talked to her a few times. Invited!

And Lady Agasta Smythee, of course.

So that's six: Agasta Smythee, Arronax Endymion, Tessa Fairwind, Tsadok Goldstooth, Merrill Pegsworthy, and Sandara Quinn, and of course their top officers. And that is in addition the Council, who we are supposed to invite, right? I guess Tessa and Arronax and probably Tsadok are on the Council.

I may have missed a name or two. Does the AP suggest anyone else we might have met? I guess the Master of Gales and the other captains from the Regatta? We didn't interact with them much but it would be polite.

Oh! Zarena Visk, only survivor of a ship that was rammed by the Wormwood during the Regatta (under "news learned later" spoiler). As a nice middle finger to Harrigan. Maybe they'd want to join our crew!


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

Also: with Dorian deciding not to join us, we are at 4 players if Veronica can post regularly, and 3 if she can't.
I realized that Ellie's player is back on the forums and has been a pretty consistent player with me in a PFS1 game. I think it would be great if she wanted to come back.

If she didn't, then I'd probably seek to take Leadership at 11th (since only 3 PCs is a party that is pretty limited in diverse capabilities).


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

As to Bikendi: Veronica allowed him to possess her, and so he was able to pass to the dreamlands.

narrator robot wrote:
Bikendi smiles as Veronica agrees and enters her body. He begins to move casting his spell in ancient Ghol-Gan tongue, Soon the Dream stone cracks, a wave of energy rippling from it and the shard loses it's glow. As Bikendi is able to complete the ritual, and his spirit passes on into the Dimension of Dreams. he whispers the hoard's location to the captain. It lies in a sunken, air-filled temple just a few miles away, to the south east.

But then just to be sure:

Brother MacLaren wrote:
He also listens closely to Veronica in conversation afterwards, to make sure there is no trace of Bikendi left.

As to dramatis personae: that will take some going through.

Brother MacLaren is married to Lady Agasta Smythee of Tidewater Rock. This a 1-year marriage in a Shackles custom, as described here. It is an alliance and business arrangement, but MacLaren and Lady Agasta are not averse to mixing business and pleasure as they are both fond of each other. He brings her gifts sometimes and they have Sending Stones for contact in emergencies. Still, she's gotten used to doing things her way in her years as a widow so he tries to not cramp her style.

She proposed marrying one of the officers to cement our alliance and since Veronica already had a very prominent role as Captain, it seems reasonable to hope that Mac might have the lesser-but-still-cool title of Lord of Tidewater Rock.

Then there's Captain Merrill Pegsworthy, Captain Sandara Quinn (who has her own ship but is allied with us), Captain Tessa Fairwind, and I think a few more Captains and other notable personages. Need to review. Will post more later, maybe tomorrow.

As an aside: I actually really like this kind of task, though it takes a great deal of time (especially lacking a usable search function). Over in my Ironfang Invasion game, there's a bit in Book 4 where you have to in-character retell your adventures to date, and so you are reading back over the entire multi-year posting history of the campaign.


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M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

We spent 1 day in the Sunken Shrine gathering the rest of Bikendi's treasure.

Veronica found hidden rooms under the fort, including one that has a Teleportation Circle likely connected to the one in Sumitha. We haven't explored those rooms yet.

We spent a few days being manipulated into attacking the wererat pirate Fargo Vitterande, though we left him and his crew alive. We spread the story that we killed Fargo. But in fact we spared him and bought the rum off of him. However long it took to get to the Rampore Isles, have the battle, and get back. Tucci was very interested in acquiring the rum. I suppose by his mention of us drinking it we can make sure it is good enough to serve at the feast.

We met Audessa Reyquio and her crew. We established that Fishguts Kroop had gotten the fort's kitchen in decent shape. Reyquio and her girls are looking to open up a tavern. We are fine with that but need to hammer out financial arrangements. They want a share in the tavern, but since that would take a long time to have a bustling business, Veronica suggested paying them as crew for now. We said that for the feast, we would pay them extra to cook and entertain, they can keep any tips our guests give them, and we'll ensure that they are not mistreated by guests or by their old employers.

We spent a few more days exploring the island. I believe the dinosaur fence still needs fixing.

And that's where our new GM came in.

We teleported to Port Peril (a 2-day trip). Brother MacLaren bought components for Veronica to craft things that would take up 21 days total. Not sure where we are on all that.

After returning from Port Peril, we spent a few more days exploring the island. I'd think that Tucci's estimate is about right and we have spent a month so far.

The remaining two months until the feast should be plenty to:
1) Finish crafting the items
2) Repair the triceratops fence
3) Explore the hidden rooms under the fort
4) Maybe cast a Commune regarding Arronax Endymion and/or the rum, but I don't love that idea. Doing some investigation the hard way might be more fun. Something is going on, somebody was playing us, and we want to get to the bottom of it.
5) Clear out the clogged passages from B30 and see where they go?

Obviously we do not need to do it all day-by-day.

@Tucci - I don't have edit access to the tracking sheet, but there's more loot from post 4235.

@Nil - Bluedove noted that you found a minor magical goody of your choice in the Kelp Fields.

@All - I am noticing, reading over this, that Freedom of Movement and Liberating Command are as necessary here as in the tentacle-happy Strange Aeons AP. They get a lot of use.


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M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

From the beginning of this book, we had 3 months until the feast. I know we haven't spent anywhere near that time, so we should still have time to prepare. Even if we are not tracking it precisely, we've moved fast and have a lot of time to do further preparations.

We set aside 3,000 GP and also 3 plunder.

It was 3 days from the regatta to port, and then we spent 5 days in port to sell plunder and buy supplies.
From there, 2 days to the Island of Empty Eyes.

We spent 2 days in the fort. Initial battle with the animate dreams, then returning with better spells.

Tasks in the fort:
1) There were passages from B30 that I don't think we cleared out. They go to two other chambers.
2) We didn't get around to healing Ederleigh. Found him dead a couple of days later.

We spent 2 days in Sumitha. Nearly cleared it the first day, but had to fall back and finish it the second.
Tasks in Sumitha:
1) There's a giant trapper that we just left there
2) There are a whole bunch of Bane arrows from the Gargoyles that were assigned to Veronica and Eric... not sure what to do here. Eric used a bunch but some should be left.

We spent 1 day dealing with Bikendi and purifying the fort.

15 days so far. More later.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None
narrator robot wrote:

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."

I believe we have already met this group and made arrangements with them. I thought I had this weird sense of deja vu but here it is.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

Brother MacLaren is certainly happy to see the lovely ladies. He is married, and has no lecherous designs on the new arrivals, but as with Sefina he can still appreciate beauty.

At least these ones aren't dangerous to look at.

"I am Brother MacLaren, priest of Cayden Cailean. May I offer you an ale while you tell your tale?"

If they have any mugs or waterskins he will conjure ale for them; otherwise he will pass around his tankard.

"As my friend Tucci said, we have no inn, but there are buildings on this island that you can use. An old fort. May I ask how you came to be here? This island was quite a dangerous place until very recently. Those who marooned you here could have sentenced you to a grisly fate. I am pleased to say it is safer now."

Diplomacy: 1d20 + 19 ⇒ (3) + 19 = 22

As they talk, he listens carefully, alert for any signs of deception. A pretty face is no guarantee of peaceful intentions.
Sense Motive: 1d20 + 9 ⇒ (12) + 9 = 21


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

"That's a good idea, Tucci.
Or, I could Teleport us onto that ship so we can ask questions. Well, most of us anyway. I can take three others, so we'd be missing Kasin.
Captain, what do you recommend?"


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M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

Brother MacLaren will heal Nil.

Align Weapon to CMW: 2d8 + 10 ⇒ (1, 3) + 10 = 14
Resist Energy to CMW: 2d8 + 10 ⇒ (1, 4) + 10 = 15
Divine Favor to CLW: 1d8 + 5 ⇒ (3) + 5 = 8

That is 37 back, so only down 3 now.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

"I guess? I wouldn't have thought to, but if you wish..."

Brother MacLaren does not actually have Water Breathing prepared today, and he used his open slot already for Owl's Wisdom.

"I suppose I'll need a charge off of that wand, Tucci."

He deactivates the Water Walk property of his armor and follows Tucci underwater.


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M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

Brother MacLaren moves up and touches the angry kelp.

Touch Attack: 1d20 + 11 ⇒ (8) + 11 = 19

Will DC 19 or be Plane Shifted to the Elemental Plane of Fire. This will affect only the seaweed monster and leave Nil behind.

If the seaweed makes its save, MacLaren will use a swift action to cast Liberating Command on Nil (didn't do that before because it would have ended his "holding the charge" on Plane Shift). Nil would then get an immediate-action Escape Artist check with a +20 competence bonus.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

Will, Owl's Wisdom: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24

"Sefina said it could lure you closer. Plants use scent to attract insects."

Brother MacLaren casts Plane Shift, holding the charge, and moves forward 30'. He is Water Walking with his Buccaneer's Breastplate.


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M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

For getting out to the Kelp Fields, Brother MacLaren can walk on the water via his Buccaneer's Breastplate, and on the air via his all-day Extended Air Walk.

He will take the time to prepare Owl's Wisdom in his open slot.

Once the party is close to the Kelp Fields, he will cast Extended Owl's Wisdom.

Then, once he sees the creature, he will cast Plane Shift, close to melee holding the charge, and try to touch it. At least, that is the plan. We'll see how things go.

"Nil, the three of us all have options for flight and air walking. Do you need the benefit of our magic?"


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M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

"If it grabs its victims to crush and drown them, I am protected."
All-day Freedom of Movement.

"I could try to Plane Shift it to the Plane of Fire. That would be a quick and easy solution."
Could prep Owl's Wisdom in open slot for a little DC boost and resistance to hallucinations.

"If that doesn't work, I can attack it with weapons, I guess."

Tucci has Mnemonic Vestments and a scroll of Freedom of Movement so he can cast that 1/day without using up the scroll, if we wanted to protect someone else?


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

"Greetings, Sefina. My name is Brother MacLaren. I am a priest of Cayden Cailean, a god of bravery, freedom, and ale."
He raises his tankard and takes a sip.

"Yes, we have a crew with us. Some on the ship, and some preparing the island for a feast. There will be a great number of visitors. Most of them do not breathe underwater, but there may be a few who can, through magic or through birth. I have some magic to allow my group to breathe underwater at times, and it sounds like it may be needed.

What is this new and dangerous creature? If it would pose a threat to us or to you, we would seek to kill it or drive it off."


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M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

"Tucci, you're staring! And her eyes are up there!"

Oh...

Brother MacLaren casts Suppress Charms and Compulsions, targeting himself, Tucci, and Veronica. If the Fascinate is a compulsion effect, then it is suppressed for 10 rounds or as long as Mac concentrates.

If it isn't a Compulsion effect, then Tucci remains Fascinated.

Because his protective spell is such a short duration effect, Mac will not move any closer to the creature. He wants to be able to have a conversation.

"I am Brother MacLaren. We are not hostile. May we speak from a distance?"


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

Brother MacLaren is no prude, but he is also no lech. He doesn't react with alarm or embarrassment, nor does he stare.

Instead, he just sort of casually looks around. Are there clothes on the side of the pool somewhere? If there are no clothes to be found, he will assume this "woman" - and he's pretty sure she's no ordinary human woman to have survived on this island of savage Cyclops - doesn't wear clothes.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None
Tucci Hedgehopper wrote:
Some healthy trees may be needed, as Brother MacLaren suggests.

Mac is keeping quiet and not suggesting anything.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

I was going to make a post being a hair less conciliatory than Tucci, along the lines of "Yes, we are going to have to cut some healthy trees, and no, diseased or rotting ones won't work. You can accept that fact and negotiate with us on the amounts and locations of trees to be cut, or we can leave and someone less reasonable can take over this island."

But then I considered that if Tucci wants to be lord of this island, he should set the tone with the treants.

The coconut fruit/fiber/coir solution is great, as is the greenwood solution.

If we do need any wood from other sources, we can trade for it. Perhaps MacLaren can brew some coconut rum to trade.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

Brother MacLaren looks skeptical of Tucci's deferential response, but does not contradict the halfling.


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M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

If it doesn't understand us, I can take some time to prepare a spell that might help.
Tongues if needed, since I have an open slot, but let's try Common first.

Brother MacLaren is considerably more diplomatic, and will give it his best try.

"Noble palm tree, I am Brother MacLaren, priest of Cayden Cailean. As my halfling friend says, we mean you no harm. Unfortunately we have had to battle the cyclops of this island, as well as those crabs, but we would welcome peaceful relations with the other inhabitants. Can you understand our speech?"

Diplomacy: 1d20 + 19 ⇒ (16) + 19 = 35


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

Spells for the Day:
0: Purify Food and Drink, Guidance, Create Water*, Light
1: Divine Favor, Protection from Evil, Shield of Faith, Liberating Command, Remove Sickness, 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: Air Walk, Freedom of Movement, Death Ward, Dimension Door (D)
5: Summon Monster V, Plane Shift, Teleport (D)
As usual, CMW goes in Brother MacLaren's Sipping Jacket.
His Caydenite Fighting Tankard ("Last Call") holds:
Bull's Strength
Protection from Evil
Shield of Faith
Fly
Death Ward
Ale

Brother MacLaren will cast the following spells on himself at the beginning of the day:
Extended Air Walk (all day, Brew Reservoir at 6/7)
Extended Freedom of Movement (all day, Brew Reservoir at 5/7)

We can talk in our minds, Nil, thanks to Tucci's spell.
Shared Training for the Bonded Mind feat.
Uh, Tucci? Veronica? I think that palm tree might be alive. Well not just alive, but animate. Like a person. Am I imagining that?


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None
Tucci Hedgehopper wrote:
”Well sure, of course! I figured the good Brother would handle the healing, just trying to lend a hand!”

"Much appreciated, Tucci! Who else is still hurt?"

Brother MacLaren lifts his tankard Last Call and channels the healing power of Cayden Cailean. The smell of freshly brewed beer wafts over the party.

Channel #1: 3d6 ⇒ (2, 1, 4) = 7
Channel #2: 3d6 ⇒ (1, 3, 5) = 9

Veronica was down 48 and Tucci healed her for 35, so she had 13 damage left - all good now. Nil was down 29 after using Windy Escape so now down 13?

Align Weapon to CMW on Nil: 2d8 + 10 ⇒ (6, 1) + 10 = 17


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None
Veronica Blackblade wrote:
She then looks thoughtfully at the giant crabs' remains. "Hmmm. Hey, Mac, think Kroop can make anything good with these, if we bring some parts to him? I'm thinking back to the crab and reefclaw meal way back at the Wormwood, which was amazing. If he could whip up something like that, I'm sure the crew would appreciate it, and it seems like a waste to just leave the crabs here to rot."

"A good idea, Veronica, but crab spoils very quickly. Let's cook it as soon as possible! Tucci, can you conjure any fire creatures?"

Brother MacLaren casts Summon Monster V, expending a point from his reservoir to Extend it. He conjures his guardian spirit, a Caypup named Rumble.

The celestial dog is a red hound like a juvenile mastiff, with vibrant blue eyes. It is Small, but probably at the large end of that size range, so approaching 60 lbs. The creature description calls it a 'large, regal canine' even though it is officially Small.

Rumble will remain for 20 minutes (1 min/level when a Summon Monster spell is used to conjure a Guardian Spirit, and then doubled for Extend). "We need some heat. Lightning on seaweed, to make steam, maybe?"

Mac starts piling seaweed around the giant crab while Rumble uses his Call Lightning spell-like ability. A bolt of lightning strikes down, and while it isn't quite a proper crab boil, there is a need to move fast.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

If the crab grabbed Veronica before Tucci's attack, then the crab itself counts as Grappled on Tucci's turn and so takes a -4 Dex (typically -2 AC). It can avoid counting as Grappled if it takes a -20 to its CMB check, which it did not do. So with that -2 AC maybe Tucci hit with his iteratives?

MacLaren had only the one Liberating Command prepared so Veronica will take Constrict damage.

Brother MacLaren casts Dimension Door to bring Veronica out of the Crab's grasp. They reappear on the other side of the crab, so that Veronica can get flanking with Tucci.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

Veronica has Mirror Image up, as noted earlier. 6 images. Does that change anything?

Tucci Hedgehopper wrote:
I think Veronica would have started the battle with mirror image going, as she often did. [dice=images]1d4+3 I’ll track them.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +13 R +11 W +13 | Mv 30' | Init +4 | Per +14 Spells 4/6/6/5/4/3 | Channel 5d6 4/4 | Agile Feet 6/6 | Active: None

Brother MacLaren attacks with rapier and tankard.

Rapier, PA -2, Outflank, TWF: 1d20 + 13 - 2 + 4 - 2 ⇒ (20) + 13 - 2 + 4 - 2 = 33
Damage: 1d6 + 6 + 4 ⇒ (5) + 6 + 4 = 15
Confirm?: 1d20 + 13 ⇒ (12) + 13 = 25
Crit Damage: 1d6 + 6 + 4 ⇒ (1) + 6 + 4 = 11
His rapier has two minor powers. One is that a foe hit must make a DC 14 Fort save or take -1 to hit and damage for 1 round (a pretty trivial save at this level). The other, which I don't think has come up yet, is +3d6 on crits vs foes of the aquatic or water subtypes. Which should apply here?
Bonus Damage: 3d6 ⇒ (5, 2, 3) = 10
So 36 from that hit if a 25 confirms.

Tankard, PA -2, Outflank, TWF: 1d20 + 12 - 2 + 4 - 2 ⇒ (17) + 12 - 2 + 4 - 2 = 29
Damage: 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5

Rapier Iterative: 1d20 + 8 - 2 + 4 - 2 ⇒ (20) + 8 - 2 + 4 - 2 = 28
Damage: 1d6 + 6 + 4 ⇒ (4) + 6 + 4 = 14
Iterative Confirm?: 1d20 + 8 ⇒ (14) + 8 = 22
Crit Damage: 1d6 + 6 + 4 ⇒ (5) + 6 + 4 = 15
Bonus Damage: 3d6 ⇒ (2, 3, 6) = 11
Another 40 damage if a 22 confirms.

And two AOOs for Kasin due to Outflank (if Kasin has Combat Reflexes).

Wow! A pretty good round for no buffs. 81 damage plus triggering AOOs from allies.

If the Crab is down after the first 36-point crit, then MacLaren will use a move action to walk up and out of the swarm (he has Air Walk).

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