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464 posts. Alias of Robert Henry.


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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?


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


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?


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


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


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

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

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

stuff:

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

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


Initiative:

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

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

knowledge (Nature) DC 16:

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

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

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

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

stuff:

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

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


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

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

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


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

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


This was the post before you went to the aquatic 'ruined temple'

narrator robot wrote:
As the word came down to the sub-officers that the crew could land and begin work on the fort, frantic activities began. Amborse, Jack and Owlbear quickly made themselves at home in the kitchen of the rundown mess hall's kitchen....

So I'm assuming Amborse had been getting it functional. So it should be usable. I'll have ambrose post saying so, after Veronica posts, or in the morning if she's not able to post.


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

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

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

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


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."


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

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


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


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

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

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

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

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


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

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

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

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

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


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

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


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

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


Rolling his eyes at Mac's declaration of the rules being guidelines, Fargo clearly begins to relax, shifting from his 'wererat' shape to halfling. You can see a bit of the rat in the little fellow, the same beady eyes, same muddy brown hair, the protruding nose and mustache that looks whisker like. But all-in-all just a red cheeked unimpressive looking halfling.

Having not liked his odds since the 'Charm' came in sight, Fargo shakes his head. "Drop me off in 'ell 'arbor?" He looks from Tucci towards the captain. "Sounds like ye means ta keep me ship an' cargo. If'n 'at be tha case, you's'l get no information from me, an' I's'l be takin' me rightful cause ta tha council of pirate lords."

His eyes twinkle as he shrugs, "Or you's pay me fair price an' I's'l answer all yer questions."

sense motive DC 32:
Fargo has no intention of going before the pirate council.
bluff: 1d20 + 15 ⇒ (17) + 15 = 32


Looking from the halfling back towards the captain, Fargo shakes his head, "You's got no right. Bein' newly 'pointed ta tha council, you's shouls uphold 'em rules, not breaks 'em when you's like. Even if me had slaves aboard me ship, ain't nothin' illegal 'bout it."

He glares at Veronica then looks towards Mac, "An' what you's gonna do, if'n you's do? Free me and me crew, pretend it aint never 'appened?"

I fear you're going to need to make some communication rolls. Killing him is one thing, getting him to talk is something else.


Coming to, Fargo is about to thank whoever healed him, but realizing he was tied to a chair in a cabin he didn't recognize, he spit instead.

As the Halfling threatened him, Fargo glares, his beady rat eyes looking at the halfling. "Might? you's attacked me ship fer no reason a'tall. I's be a captain me'self. Your'n Letter o' Marque don't make no provision fer attackin' Shackles ships. So's you's got's ta silence me."

He looks at the other officers. "So's what der ya recon I's f'gure me odds are?"


Veronica Blackblade wrote:
... She takes away his weapon, component pouch, and any other dangerous gear.
Veronica Blackblade wrote:
Veronica calls for some of the crew to watch Vitterande and flies back to the Jester's Grin at Mac's warning.

The crew stirp the wererat of it's gear: a potion of cure serious wounds, wand of lightning bolt (12 charges) a masterwork leather armor, a masterwork short sword, a masterwork hand crossbow with 10 bolts, a masterwork dagger and the Wererat's spell book. Taking the unconscious Fargo to Veronica's cabin and tie him to a chair.

How are you waking him? Also, if you disarmed the guards you aquired four sets: masterwork chain shirt, masterwork buckler, masterwork cutlass, light crossbow with 10 bolts, 35 gp


Combat over
As Mac enlarges, he smashes the nearest swarm of rats dispersing them. As the second swarm of rats nears he smashes several of them as well. Causing the rats to forget Fargo's instructions and scatter to the darker corners of the hold.

As Mac explores the hold, he finds no slaves only the stores of smuggled rum. worth 5 points of plunder. Each barrel and cask of rum bears a curious insignia.

Knowledge (local) DC 15:
The insignia marks the rum as the property of Arronax Endymion, lord of Hell Harbor.


Initiative:

Mac: 1d20 + 3 ⇒ (20) + 3 = 23

Enemy
Blue: 1d20 + 6 ⇒ (5) + 6 = 11
red: 1d20 + 6 ⇒ (8) + 6 = 14


knowledge (nature) DC 12:

Mac: untrained max is 10: 1d20 + 0 ⇒ (14) + 0 = 14


As Veronica picks up Vettierande and flies him over to the 'Charm' and Tucci moves over to the 'Jester's Grin' to heal his Capybara, Mac heads towards the hold, the only place slave captive may be.

SHIP's HOLD
Scores of barrels and casks lie stacked about this dark hold. As Mac moves around the barrels and casks looking for chained humans, instead he finds A squirming, roiling mass of squeaking rats drawing closer, teeth flashing and claws scratching everything in its path.

The image for the ship does not have the hold, assume the image is an open hold and the casks and barrels make it rough terrain
Round 1 Bold may go.
Mac

stuff:

Blue Rat Swarm HP 16 AC 14, touch 14, flat-footed 12 Fort +4, Ref +5, Will +2
Red Rat Swarm HP 16 AC 14, touch 14, flat-footed 12 Fort +4, Ref +5, Will +2


Combat over

As Veronica swoops, the half orc body guard chops at her with its cutlass. The blade cuts into the Captains flesh, but black necrotic smoke exits the wound instead of blood. Captain Blackblade attacks Fargo with sword and sorcery, knocking the wererat unconcious. Meanwhile Tucci and Kasin maul two of the four guards.

Seeing Vitterande, fall the guards quickly drop their cutlasses, the one nearest Veronica dropping to the deck, "Pologies ma'am I's just defenden me cap'n. I's 'opes ye understand."

Kasin - 19

stuff:

FARGO VITTERANDE - 65/28 nonlethal, unconscious HP 91 AC 26, touch 16, flat-footed 20 Fort +8, Ref +14, Wi ll +9 DR 10 silver
Blue Half Orc - 51 HP 57, AC 20, touch 13, flat-footed 17 Fort +6, Ref +6, Wi ll +2; +1 vs. fear, orc ferocity
Red Half Orc - 15 HP 57, AC 20, touch 13, flat-footed 17 Fort +6, Ref +6, Wi ll +2; +1 vs. fear, orc ferocity
green Half Orc HP 57, AC 20, touch 13, flat-footed 17 Fort +6, Ref +6, Wi ll +2; +1 vs. fear, orc ferocity
yellow Half Orc HP 57, AC 20, touch 13, flat-footed 17 Fort +6, Ref +6, Wi ll +2; +1 vs. fear, orc ferocity


Veronica Blackblade wrote:
90ft speed should let me easily circle around from the south and avoid any AoO from Yellow.

This is part of the reason I was whining about the map. Fargo has started descending the stair to the hold, so he is lower, there is no attack beside him, only above him, which would permit an AOO.


Watching with glee, Fargo assumes the magical and physical attacks will be aimed at his illusion. "Blast!" He curses when he realizes, too late, that his invisibility has been exposed and the 'Blackblade' was flying towards him. Unable to dodge the captains attack, wounded he begins to panic.

Eric, quickly puts three arrows into the nearest red bodyguard.

Meanwhile Tucci sends Kasin over the rail, and quickly follows along.

Round 3
Panicked Fargo's illusion disappears and he bolts down the mast, fleeing Withdrawal towards the Hold. Meanwhile his guards, surprised the crew of the 'Charm' is not attacking, try to do what they can. Two bodyguards blue and red attack Kasin, the first hitting but the second missing. While the nearest bodyguard yellow tries to put himself between his captain and the invaders.

Round 3 Bold may go.
Mac
Tucci
Kasin - 19 HP?
Veronica
Eric

stuff:

FARGO VITTERANDE - 32/13 nonlethal, Panicked HP 91 AC 26, touch 16, flat-footed 20 Fort +8, Ref +14, Wi ll +9 DR 10 silver
Blue Half Orc HP 57, AC 20, touch 13, flat-footed 17 Fort +6, Ref +6, Wi ll +2; +1 vs. fear, orc ferocity
Red Half Orc - 33 HP 57, AC 20, touch 13, flat-footed 17 Fort +6, Ref +6, Wi ll +2; +1 vs. fear, orc ferocity
green Half Orc HP 57, AC 20, touch 13, flat-footed 17 Fort +6, Ref +6, Wi ll +2; +1 vs. fear, orc ferocity
yellow Half Orc HP 57, AC 20, touch 13, flat-footed 17 Fort +6, Ref +6, Wi ll +2; +1 vs. fear, orc ferocity

Blue Melee cutlass Kasin flank: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28 protective luck
Blue Melee cutlass Kasin flank: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29 damage: 1d6 + 7 ⇒ (6) + 7 = 13 sneak attack: 2d6 ⇒ (5, 6) = 11
Red Melee cutlass Kasin flank: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17 protective luck
Red Melee cutlass Kasin, flank: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15 damage: 1d6 + 7 ⇒ (4) + 7 = 11 sneak attack: 2d6 ⇒ (1, 2) = 3
Yellow Melee cutlass readied attack: 1d20 + 12 ⇒ (18) + 12 = 30 damage: 1d6 + 7 ⇒ (6) + 7 = 13
Yellow Melee cutlass readied attack: confirm crit: 1d20 + 12 ⇒ (15) + 12 = 27 damage: 1d6 + 7 ⇒ (5) + 7 = 12
In case it 's Veronica
concealment, low is bad: 1d100 ⇒ 100


Brother MacLaren wrote:
... and casts Invisibility Purge

As Mac casts his spell, a wererat, the exact duplicate of FARGO VITTERANDE becomes visible high in the ships rigging near the central mast.


Tucci steers the 'Charm' towards the smuggler's vessel as the other officers prepare their attack. As the two ships collide together, Crew of the 'Charm' Throw grappling hooks over the rail of the 'Jester's Grin' tying the two ships together. As the 'Charm' attacks it's fellow Shackles Vessel, the defending ship's crew retreats, revealing Fargo's bodyguards, lifting their crossbows.

Round 2
Over the loud din of yelling crewmen, Fargo Vitterande calls out from the fore deck, "No! I don't deal in slaves! I'm just a smuggler!" Eric, Fargo does not appear to be casting a spell.

The four bodyguards, (recognizing the Captain as the greatest threat) fire their crossbows at Veronica. Cursing as they realized they'd missed, they drop their crossbows and draw cutlass' as they move to protect their Captain.

Veronica, Eric and Mac Will save DC 18 or be confused 8 rounds
Round 2 Bold may go.
Mac
Tucci
Kasin
Veronica
Eric

stuff:

FARGO VITTERANDE HP 91 AC 26, touch 16, flat-footed 20 Fort +8, Ref +14, Wi ll +9 DR 10 silver
Blue Half Orc HP 57, AC 20, touch 13, flat-footed 17 Fort +6, Ref +6, Wi ll +2; +1 vs. fear, orc ferocity
Red Half Orc HP 57, AC 20, touch 13, flat-footed 17 Fort +6, Ref +6, Wi ll +2; +1 vs. fear, orc ferocity
green Half Orc HP 57, AC 20, touch 13, flat-footed 17 Fort +6, Ref +6, Wi ll +2; +1 vs. fear, orc ferocity
yellow Half Orc HP 57, AC 20, touch 13, flat-footed 17 Fort +6, Ref +6, Wi ll +2; +1 vs. fear, orc ferocity

Blue Ranged attack light cross bow, Veronica: 1d20 + 8 ⇒ (5) + 8 = 13 damage: 1d8 ⇒ 6
concealment, low is bad: 1d100 ⇒ 6
Red Ranged attack light cross bow, Veronica: 1d20 + 8 ⇒ (7) + 8 = 15 damage: 1d8 ⇒ 1
concealment, low is bad: 1d100 ⇒ 90
Green Ranged attack light cross bow, Veronica: 1d20 + 8 ⇒ (16) + 8 = 24 damage: 1d8 ⇒ 6
concealment, low is bad: 1d100 ⇒ 88
Yellow Ranged attack light cross bow, Veronica: 1d20 + 8 ⇒ (2) + 8 = 10 damage: 1d8 ⇒ 3
concealment, low is bad: 1d100 ⇒ 12


Raising an eyebrow when Veronica accuses him of having a 'shipment' of slaves Fargo realizes he'd been set up.

Round 1 Veronica activates flight hex and Tucci steers the 'Charm' towards the 'Jester's Grin', Mac Round 1 action?


Clearly disturbed by the thought of crossing the bloody Captain Blackblade and her infamous officers, Fargo capitulates. Slowly nodding his head, "Fine, if ya give me your'n word, from one capt'n sailin' the Shackles flag to tha another, I answer your'n questions, I go free ship, crew an' cargo."


Not entirely sure what the infamous Captain Blackblade would want to discuss with him, Fargo frowns, "I've no secrets from me officers or crew, ma'am, sensitive ain't somethin' we's worry about if ye catch me meanin'." He gestures towards the west and Ghrinitshahara port, "Happy ta have a 'sit down' with ye in a quite meetin' room in port, she ain't 'at far away."


Frowning, Fargo realizes he was not able to remove the 'threat' so easily. Shrugging, as if to say 'You can't blame a rat for trying.' He smiles, "Happy to Parlay, Cap'n. As long as ye stays on your'n ship and I's stays on mine."

Still in rounds, so no diplomacy checks. We can go that route if everyone wants to 'stand down.' If not we'll stay in rounds, since talking (to a certain extent) is free.


Initiative:

Mac: 1d20 + 3 ⇒ (16) + 3 = 19
Tucci: 1d20 + 2 ⇒ (4) + 2 = 6
Veronica: 1d20 + 1 ⇒ (13) + 1 = 14
average total: 13
Enemy
Fargo: 1d20 + 5 ⇒ (10) + 5 = 15
Blue: 1d20 + 2 ⇒ (17) + 2 = 19
Red: 1d20 + 2 ⇒ (20) + 2 = 22
Green: 1d20 + 2 ⇒ (13) + 2 = 15
Yellow: 1d20 + 2 ⇒ (10) + 2 = 12
average total:16.6
I don't remember which spell gives + 2 to the officers stat rolls, but 15 still doesn't beat the 16.6

knowledge: local DC 21:

Mac: 1d20 + 4 ⇒ (8) + 4 = 12
Tucci: 1d20 + 4 ⇒ (1) + 4 = 5
Veronica: 1d20 + 5 ⇒ (2) + 5 = 7
Eric: 1d20 + 6 ⇒ (17) + 6 = 23

Having given the order to pursue, the 'Charm gives chase as the 'Jerster's Grin' increases it's speed attempting to reach the safety of Ghrinitshahara's port before the 'Charm' can catch it. While the Shackles corvette is a very fast ship, it is not as fast as the magically enhanced 'Charm'. As the 'Charm' catches up to the Jester's Grin, it turns to face them.

Round one
Standing on fore deck of his ship, Fargo, in his wererat form calls out to the 'Charm' "Cap'n Veronica, I know you and your'n's, why would ye give chase to a lowly smuggler and privateer like me self?"

As the Wererat speaks, Eric confides in the others quietly, that Fargo, is in fact a lycanthrope and all that entails, but also seems to have a solid command of 'Arcane trickery'.

Veronica:
Will save DC 17 or follow the mental suggestion to let the ship pass on its way undisturbed

Round 1 Bold may go.
Mac
Tucci
Kasin
Veronica
Eric
stuff:

FARGO VITTERANDE HP 91 AC 26, touch 16, flat-footed 20 Fort +8, Ref +14, Wi ll +9 DR 10 silver
Blue Half Orc HP 57, AC 20, touch 13, flat-footed 17 Fort +6, Ref +6, Wi ll +2; +1 vs. fear, orc ferocity
Red Half Orc HP 57, AC 20, touch 13, flat-footed 17 Fort +6, Ref +6, Wi ll +2; +1 vs. fear, orc ferocity
green Half Orc HP 57, AC 20, touch 13, flat-footed 17 Fort +6, Ref +6, Wi ll +2; +1 vs. fear, orc ferocity
yellow Half Orc HP 57, AC 20, touch 13, flat-footed 17 Fort +6, Ref +6, Wi ll +2; +1 vs. fear, orc ferocity


The 'Jester's Grin' spots the 'Charm' at the same time Tucci spots it. As sails go up, the 'Jester's Grin' appears to be making a run for it, hoping to reach the safety of Ghrinitshahara's port before the 'charm' can catch it.

Let's say just under a mile, so close enough to 'dimensional door,' or try to signal with flags for 'Parlay', or just to give chase. What will you do.

Fargo Verrerande


An error on my part, I'd not read into the encounter itself. This information is available.

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.

Assuming the PCs lie in wait for the Jester's Grin, they encounter the rumrunner just east of the Rampore Isles. A successful DC 30 Perception check is required to spot the ship. We can also assume a successful DC 30 knowledge geography will give a good spot to 'lie in wait' as well.


Veronica:
Check the battle map's lower right corner under 'cellar'
B32. TELEPORTATION CHAMBER
A domed ceiling rises above this perfectly circular chamber. Golden glyphs and runes spiral down from the dome and across the room's floor, forming a raised circle around a pale blue disc. A large brass door leads farther east. The circle looks nearly identical to one of the ones in Sumitha.

Do you stand in the circle :)
25 Knowledge (arcana)

Spoiler:
The teleportation circle is out of calibration, the circle can be restored to its proper function and recalibrated with a successful DC 25 Spellcraft or Use Magic Device check, combined with a casting of the make whole spell.

B33· RUINED AMPHITHEATER
An oblong chamber opens beyond this immense brass door. The sunken floor resembles an amphitheater with multiple stone columns supporting the ceiling overhead. A small pool of water covers the floor near the eastern wall, surrounding a giant statue of a cyclops warrior that reaches almost to the ceiling.


Ninja'd by Mac, I don't think the conversation effects the next portion so will leave be.

 RUMRUNNING
When the officers of the 'Charm' return to their ship, Ambrose presents them with a note delivered by a silver raven. The note is from their good friend Merrill Pegsworthy. A ship bearing his flag had been seen on the horizon sailing south of 'The Isle of Empty Eyes.'

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.


Combat over

The officers of the 'Charm' make quick work of the Sapphire Jellyfish. As the giant Jelly fish floats to the bottom of the Atrium they notice to the south, bright light filters down from a set of stairs, casting weird shadows through the murky water.

Q5. TREASURE ROOM
Stairs climb out of the water into a chamber filled with stale air. Tons of fallen rock bury an alcove to the east. Dozens of small crates and chests lie neatly stacked about the room. Two ever burning torches illuminate this room.

Treasure: Bikendi's pirates kept their most lucrative booty here, confident the chamber's magic would hide anything they stored. The trove contains a potion of heroism, a ring of sustenance, a scroll of gaseous form, a skeleton anchor, a bone wand of false life (23 charges remaining), a diamond worth 1,000 gp, a jeweled headdress worth 800 gp., a jade necklace worth 350 gp., and a carved darkwood mask worth 100 gp. In addition, the chamber contains a variety of valuable trade goods stolen from ships, including alcohol, gems, ivory, ceramic vases, and whale oil, worth a total of 10 points of plunder.


The offiicers of the 'Charm' prepare themselves for repelling the large Jellyfish.

Round 1
Meanwhile the Jellyfish floats closer towards the officers. Even as Eric harpoons it, Tucci stabs it with his pike and Kasin bites it, the Jellyfish discharges its electricity blast.

Mac, Tucci, Kassin and Veronica (it could only move 30 ft so didn't get Eric) 28 points of electricity damage (With the resist energy it believe this will be 8 not counting any other sort of defenses) DC 22 Reflex for half. Any creature that takes damage from this electricity must also make a DC 22 Fortitude save to avoid being staggered for 1d4 rounds.
Round 2 Bold may go.
Mac
Tucci
Kasin
Veronica 4 mirror images
Eric 3 mirror images

stuff:

Sapphire Jellyfish - 42 hp 138 AC 24, touch 12, flat-footed 20 Fort +15, Ref +8, Will +5 Abilities: amorphous, DR 10/piercing or slashing; Immune electricity, mind-affecting effects, electric blast, poison
damage from blast: 8d6 ⇒ (5, 4, 6, 1, 2, 4, 4, 2) = 28
next blast in: 1d6 ⇒ 6
Electricity Blast (Ex) Once every 1d6 rounds as a standard action, a sapphire jellyfish can discharge a 20-foot-radius blast of electricity, dealing 8d6 points of electricity damage (DC 22 Reflex for half). Any creature that takes damage from this electricity must also make a DC 22 Fortitude save to avoid being staggered for 1d4 rounds.


Initiative:

Mac: 1d20 + 3 ⇒ (15) + 3 = 18
Tucci: 1d20 + 2 ⇒ (14) + 2 = 16
Veronica: 1d20 + 1 ⇒ (20) + 1 = 21

Enemy
jelly fish: 1d20 + 4 ⇒ (3) + 4 = 7


knowledge: Nature DC 16:

I'm figuring Jelly fish should be very common, probably could have done the same with the sharks
Mac: 1d20 + 0 ⇒ (3) + 0 = 3
Tucci: 1d20 + 4 ⇒ (14) + 4 = 18
Veronica: 1d20 + 8 ⇒ (20) + 8 = 28
Eric: 1d20 + 6 ⇒ (20) + 6 = 26

Having dispelled the dangerous trap, Mac has cleared the way to enter the atrium. As they do so, a tremendous, translucent jellyfish glowing with blue internal light, and the water around its bell vibrating with an electrical charge moves forwards from its resting place in the corner.

Tucci, Veronica and Eric quickly recognize it as a 'Sapphire Jellyfish.' Like other jelly fish its tentacles are poisonous and bludgeoning weapons don't work well, but what separates it from the Giant Jellyfish (it's distant cousin) is that it has developed an immunity to electricity, and it can blast electricity.

Round 1 Bold may go.
Mac
Tucci
Kasin
Veronica 4 mirror images
Eric 3 mirror images

stuff:

Sapphire Jellyfish hp 138 AC 24, touch 12, flat-footed 20 Fort +15, Ref +8, Will +5 Abilities: amorphous, DR 10/piercing or slashing; Immune electricity, mind-affecting effects, electric blast, poison


Q2. OVERGROWN STATUES
Two giant statue of a feminine figures with a veiled faces stands here, overgrown with layers of coral. Their features are barely discernible, but the each hold a fist-sized gem in its outstretched hand.

The statues hold a fire opal worth 500 gp in hand, but prying the gemstones free from the overgrown coral requires a successful DC 26 Strength check.

DC 25 Knowledge (religion):
the statue as a representation of one of the seven forms of the goddess Sivanah-that of a cyclops.

Q3. PORTICO
Wide stone steps lead to dual alcoves in the undersea cliffs. Giant brass doors bar the northern passageway, but the southern passage lies open, its doors smashed and broken. As Tucci looks around he sees a Trap: The temple entrance bears a powerful enchantment that assaults the minds of those who aren't followers of Sivanah. It seems Bikendi's expertise in mind-affecting magic allowed him to counteract and bypass it when he came here. The symbol is triggered when anyone passes through the doorway.

SYMBOL OF INSANITY Disable Device DC 33:
EFFECTS
Trigger location; Duration 160 minutes; Reset automatic (1 day)
Effect spell effect (permanent symbol of insanity [CL 16th],
DC 22 Will save negates); multi ple targets (all targets within 6o feet)

Q4. AQUATIC ATRIUM
One of the columns supporting the high ceiling of this room has toppled, collapsing the chamber's northwest corner. To the south, bright light filters down from a set of stairs, casting weird shadows through the murky water.
This room is mostly visible through the open door


Combat over, please stay in round for movement through the maze.

Striking repeatedly Tucci finishes off the female shark, clearing the officers way to investigate the sunken ship and the corral maze.

The sunken ship, the Lady's Kiss, was an expeditionary vessel of the Pathfinder Society lost at sea. Bikendi's gang discovered the wreck during their own dive and added its spoils to their treasure trove. The ship holds nothing of value now and serves as little more than a home for tropical fish.

Hazard: The razor-edged formations of the coral maze pose a danger to swimmers. Anyone swimming through the maze must make a successful DC 20 Swim
check each round or take 1d6 points of slashing damage. Alternatively, the PCs can chop though the coral (hardness 2, hp 15, Break DC 23 per 5-foot-square section) to create a safer route through the maze.


Using his spear in a criss-cross slashing pattern Tucci severly damages the red shark that attacked the captain. As Kasin mauls the blue shark that attempted to eat it. Keeping a safe distance and a keen eye out for any other trouble, Mac watches on as the Captain ends the threat to Kasin and wounds the fish trying to eat her. Meanwhile Eric continues inspiring his friends and is able to keep from poking himself or one of the other officers with the harpoon.

Round 2
Oblivious to its mates demise, the red female megalodon attempts to bite the captain again. Exited as her jaws close around the Captain, she begins to shake her great head, but becomes frustrated, realizes she'd only bitten a mirror image.

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

stuff:

Blue Megladon - 125 HP 112 unconscious, unstable
Red Megladon - 91 HP 112 AC 23, touch 8, flat-footed 21 Fort +14, Ref +13, Will +8 swallow whole (2d6+15 damage, AC 17, 11 hp)
blue stabalized DC 23: 1d20 + 3 ⇒ (13) + 3 = 16
Red Melee bite Veronica: 1d20 + 17 ⇒ (11) + 17 = 28damage: 4d10 + 15 ⇒ (3, 5, 1, 9) + 15 = 33 plus grab: 1d20 + 29 ⇒ (20) + 29 = 49
images @ 5, one is bad: 1d6 ⇒ 2


As the officers of the 'Charm' see the Gargantuan sharks and begin to react accordingly, Veronica recognizes them as a type of Megladon.

Round 1
The sharks for their part, being appex predators 'charge' towards what they think will be an easy meal. The first shark Blue swimming up below the large rodent, stabbed by Tucci once and bitten by Kasin, it s unable to bite the slippery Capybara. The second Red megladon, is harpooned by Eric while attempting to bite Veronica, meanwhile, the Captain uses her black blade to parry the sharks attack.

Round 2 Bold may go.
Mac
Tucci
Kasin
Veronica 5 mirror images
Eric 3 mirror images

stuff:

Blue - 26 hp 112 AC 21 23, touch 8, flat-footed 21 Fort +14, Ref +13, Will +8 swallow whole (2d6+15 damage, AC 17, 11 hp)
Red - 16 hp 112 AC 21 23, touch 8, flat-footed 21 Fort +14, Ref +13, Will +8 swallow whole (2d6+15 damage, AC 17, 11 hp)
Blue, random attack: Mac@1, Tucci@2, Kasin@3, Veronica@4, Eric@5: 1d5 ⇒ 3
Blue Melee bite Kasin: 1d20 + 17 + 2 ⇒ (4) + 17 + 2 = 23 protective luck
Blue Melee bite Kasin: 1d20 + 17 + 2 ⇒ (18) + 17 + 2 = 37
Red, random attack: Mac@1, Tucci@2, Veronica@3, Eric@4: 1d4 ⇒ 3
Red Melee bite Veronica: 1d20 + 17 + 2 ⇒ (15) + 17 + 2 = 34 Parried


Initiative:

Mac: 1d20 + 3 ⇒ (20) + 3 = 23
Tucci: 1d20 + 2 ⇒ (17) + 2 = 19
Veronica: 1d20 + 1 ⇒ (9) + 1 = 10
average 17.3
Enemy
Blue: 1d20 + 6 ⇒ (4) + 6 = 10
red: 1d20 + 6 ⇒ (14) + 6 = 20
average 15

knowledge: nature DC 19:

Mac: 1d20 + 0 ⇒ (7) + 0 = 7
Tucci: 1d20 + 4 ⇒ (12) + 4 = 16
Veronica: 1d20 + 8 ⇒ (6) + 8 = 14
Eric: 1d20 + 6 ⇒ (4) + 6 = 10

As the officers of the 'Charm' slip into the water, they are quickly noticed by a mated pair of Gargantuan sharks, swimming below them near what seems to be a sunken ship. Large as a dragon, these shark’s jaws open to reveal a cavernous, tooth-lined gullet capable of swallowing a horse whole.

below and away, say 100 ft.
Round 1 Bold may go.
Mac
Tucci
Kasin
Veronica 5 mirror images
Eric 3 mirror images

stuff:

Blue megaladon hp 112 AC 23, touch 8, flat-footed 21 Fort +14, Ref +13, Will +8 swallow whole (2d6+15 damage, AC 17, 11 hp)
Red megaladon hp 112 AC 23, touch 8, flat-footed 21 Fort +14, Ref +13, Will +8 swallow whole (2d6+15 damage, AC 17, 11 hp)


As the word came down to the sub-officers that the crew could land and begin work on the fort, frantic activities began. Amborse, Jack and Owlbear quickly made themselves at home in the kitchen of the rundown mess hall's kitchen. Conchobar had crew cleaning up the garrison barracks. Samms had crew filling in the pit in the middle, so as no one would fall and hurt themselves. Ratasberg and crew began to clear out the entryway, looking at what was needed to repair the gate. Giffer took some crew to the basement to determine what it would take to clear out the rocks and possibly open the potetial tunnel and Maheen set up a rotation of crew to stay on watch aboard the ship. Buy the end of the evening, Amborse had a clam chowder ready to serve to the worn out crew in the 'new mess' and by the end of the evening, some of the crew returned to the ship to sleep and others slept quietly under the stars in the fort,

The next morning, after everyone grabed a bite to eat, work details were set up and the officers were ready to go. Tilly and crew had a skiff waiting to sail the officers to the reported location of treasure.

Q. SUNKEN SHRINE
In the thousands of years following the fall of Ghol-Gan, more than one ancient ruin has been swallowed by the sea, whether because of Earthfall, earthquakes, or just the ravages of time. One such location now lies just below the water's surface a few miles southwest of the Isle of Empty Eyes, a holy shrine dedicated to the cyclops incarnation of Sivanah, the patron goddess of illusions and mysteries. Bikendi Otongu originally came to this site while researching the magic practiced by the great cyclopes of old. After discovering the powerful illusions and abjurations of Sivanah's temple, he decided to use it as a perfect hiding place for his gang's most valuable treasures.

Following Bikendi's directions, the officers of the 'Charm' sail to the ocean over the temple, but getting to the secret cache actually requires a prolonged diving expedition. a successful DC 25 Perception check to find the shrine in the dim light of the ocean floor 100 feet down. Swimmers must succeed at DC 15 Fortitude saves every minute or take 1d6 points of damage from the water pressure at that depth.

SHIPWRECK AND CORAL MAZE
The remains of a sai ling ship sit among the rocks on the ocean floor. Beyond it, an immense, cavelike maze of overlapping coral grows across an ancient, gia nt-sized ruin.


2 people marked this as a favorite.
Tucci Hedgehopper wrote:
He instructs them to poke around some of the foundations and areas where there might be secret caches or tunnels or the like.

I will resist the urge to RP this communication with creatures of an intelligence of 4.

After much talking, pantomiming and charades with the instinctive and impulsive earth elementals, Tucci is able to explain that he's not enquiring about the 'open air above the ground' or the 'water near the ground' or the 'basements of the buildings above the ground' and learns that there might be open pockets of not rock or dirt or waster east of the 'great tower' under the walls.

Meanwhile, Mac finishes 'blessing' the fort for his deity and Eric makes sure the fort is safe for officers and crew alike. As the 'Afternoon watch' passes and evening begins to approach, Tucci recommends they may consider doing something with the dinosaurs.


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.area Q on the island map

Epilogue
As the officers of the 'Charm' cautiously move through the fort, they find the insane human, the one Bikendi identified as Ederleigh, dead, succumb to the 'dream attacks' but no sign of the Hag or her pet phase spider Paeta. It appears that having felt the destruction of the stones magical abilities the Hag abandoned her bluff and returned to her own dimension.

Having removed the threat of cyclops invasion, the ghost sorcerer Bikendi, the nightmare ghosts his condition caused and the dimensional creatures hunting him, the officers of the 'Charm' realize the fort is now safe for occupation. But is the island?


Slowly shaking his head, "Sadly, only I have the knowledge to finish my transition. If you permit me to enter your body to complete my task I will tell you the location of my 'buried treasure'." He looks at the other officers, then back. "I desire to pass into the dream world. I've no wish to remain a ghost forever." Looking back at the captain he extends his hand, "Do we have an accord?"

Sense Motive:
yeah he's telling the truth

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