
Tucci Hedgehopper |

Tucci and Kasin both take their AoO’s on the caster…
Pike: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15 (focus)
damage (P): 1d6 + 5 + 1 ⇒ (6) + 5 + 1 = 12 (focus)
Kasin Bite (magic): 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16 (fang, focus)
damage (B/P/S): 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7 (fang, focus)
I’ll do the rest of my post when I know if I need to make a couple saves. Also, Robert, Kasin has SR 10 against this spell.
Er... Tucci and Kasin swing wildly, but are unlikely to connect as they're still breathing heavily from the ascent.

Brother MacLaren |

Mac's AC is just 12 right now with Enlarge and no armor; 10 base, +2 Dex, +1 Deflection, -1 Size. But he has DR 2/- after dropping the Mephit, so takes 5 damage.
Fort: 1d20 + 7 ⇒ (7) + 7 = 14
Brother MacLaren winces at the sting of the rapier, but then grins at the sorceress has revealed herself.
"Bad move."
He strikes at the sorceress as she tries to move away.
AOO, Bull's Strength, Deadly Juggernaut +1: 1d20 + 7 + 2 + 1 ⇒ (12) + 7 + 2 + 1 = 22
Damage, Bull's Strength: 4d6 + 6 + 3 + 1 ⇒ (5, 2, 5, 3) + 6 + 3 + 1 = 25
Unfortunately, it is not enough to finish her off, and his wife is not looking well after snakebites and lightning bolts.

Tucci Hedgehopper |

Kasin HP: 30/37 DR 5/evil; AC: 19, tch 14, flat 15 (included: +2 natural armor)(not included: +3 dodge when moving); SR: 10
Tucci Conditions = Focus: Bull (5/10r, +2str) (sw, 4/5), Light on Pike
Kasin Conditions = Focus: Bull (+2 str), Smite (sw, 1/1d, +5dam), Barkskin (1/50m, +2), Magic Fang (1/5m, +1)
Weapon Equipped = Boarding Pike
Boarding Pike: Attack: BAB +3, Size +1, Str +3 Attu +1 Damage: Str +4, Attu +1 (20/x3) DR: magic
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (+1 att/skill/ability/save (sacred), 6/6)
Spells Known (Caster Level 5, Concentration +8, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (4/5): Cure Light Wounds, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (2/3): Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
Tucci and Kasin get zapped!
Tucci Reflex: 1d20 + 8 ⇒ (9) + 8 = 17 vs DC 17 for 17hp dam
Kasin Reflex: 1d20 + 6 ⇒ (15) + 6 = 21 vs DC 17 for 17hp dam - resistance 10 to electricity = 7hp total damage (pending SR check)
Kasin steps away from the stairs and tries to look big so MacLaren’s wife can descend safely behind him. Tucci calls out "Guard her!"
Angry, and a bit frazzled, Tucci rushes to the edge, drawing a javelin as he does so, and launches it into the air at the caster!
Javelin: 1d20 + 6 - 1 ⇒ (13) + 6 - 1 = 18 (range)
damage (P): 1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6 (focus)

Veronica Blackblade |

With the sorceress finally visible, Veronica shoots forward towards her, hoping her cold spell is enough to hinder her casting.
Free action: Black Blade Strike for +2 damage for 1 minute
Attack (Charge,PA): 1d20 + 10 + 2 - 1 ⇒ (4) + 10 + 2 - 1 = 15
Damage (PA,2h): 1d6 + 9 + 3 + 2 ⇒ (5) + 9 + 3 + 2 = 19
Frostbite(cold, non-lethal): 1d6 + 5 ⇒ (4) + 5 = 9 +Fatigue+Entangled
Intimidate(Demoralise): 1d20 + 12 ⇒ (1) + 12 = 13

Brother MacLaren |
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Brother MacLaren says to his wife, "My Lady - get to safety! I will bring her down."
He drops his axe, flies 60' towards the sorceress, and grabs her.
Grapple, Bull's Strength, Deadly Juggernaut: 1d20 + 11 ⇒ (17) + 11 = 28
If she attempts to cast a spell, she will need two Concentration checks - one for casting while grappled and one for casting defensively (vs Veronica). She might still succeed, which is why Mac asks his wife to get to safety.

Robert Henry |

Tucci and Kasin miss, but MacLaren connects with his butcher's axe, almost knocking her off course.
As Tucci moves to the edge of the fortress and throws his javelin, almost hitting the nearly naked tattooed sorceress.
Veronica flies free but misses the chop with her grandmothers cutlass.
Worried about his wife, Mac warns her, then dropping his weapon flies at the woman attempting to grapple her. Lady Smythee, her hair slightly singed she takes her husbands advice and flees.
Squirming in the clerics grasp, the nearly naked tattooed sorceress snears at mac, but screams as her prey alludes her. Pointing her free hand she speaks a phrase in Sahuagin casting another lightning bolt through the majority of the enemies who kept her from killing the lady of the Rock.
Seeing his Liege lady safely below the final guard continues cranking the ballista.
Round 7 Bold may go.
Mac - 7 HP Deadly Juggernaut, Bull's Strength, Resist Energy (Electricity) Enlarge Person, Fly, Instant Weapon/Butchering Axe.
Tucci/KasinFocus: Bull/Magic Fang (bite)
VeronicaMirror Image @ 2 Shield, flight hex. Rime Frostbite
ok, Veronica, Tucci, Kasin, Reflex DC 17 - 35/-17 HP.
Isabella “Inkskin” Locke - 28 hp hp 66 + 7 AC 19, touch 12, flat-footed 17
Spells cast: 1st lvl: 2, 2nd lvl: 4, 3rd lvl: 4, 4th lvl: 2
Moto HP 33 AC 14, touch 13, flat-footed 12
Lady Agasta Smythee: - 41 HP HP 63 AC 15, touch 11, flat-footed 15
Blue guard Dead
Red guard HP 13 AC 16, touch 11, flat-footed 15
Concentration: grappled DC 24: 1d20 + 9 + 4 + 4 ⇒ (17) + 9 + 4 + 4 = 34
Concentration: defensive DC 21: 1d20 + 9 + 4 + 4 ⇒ (7) + 9 + 4 + 4 = 24
lighting bolt: 9d6 ⇒ (3, 2, 5, 5, 6, 3, 4, 1, 6) = 35 Reflex save 17

Tucci Hedgehopper |

Kasin HP: 5/37 DR 5/evil; AC: 19, tch 14, flat 15 (included: +2 natural armor)(not included: +3 dodge when moving); SR: 10
Tucci Conditions = Focus: Bull (6/10r, +2str) (sw, 4/5), Light on Pike
Kasin Conditions = Focus: Bull (+2 str), Smite (sw, 1/1d, +5dam), Barkskin (1/50m, +2), Magic Fang (1/5m, +1)
Weapon Equipped = Boarding Pike
Boarding Pike: Attack: BAB +3, Size +1, Str +3 Attu +1 Damage: Str +4, Attu +1 (20/x3) DR: magic
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (+1 att/skill/ability/save (sacred), 6/6)
Spells Known (Caster Level 5, Concentration +8, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (4/5): Cure Light Wounds, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (2/3): Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
Tucci and Kasin get zapped!
Tucci Reflex: 1d20 + 8 ⇒ (14) + 8 = 22 vs DC 17 for 17hp dam
Kasin Reflex: 1d20 + 6 ⇒ (3) + 6 = 9 vs DC 17 for 35hp dam - resistance 10 to electricity = 25hp total damage
Tucci flops to the floor, just barely down and bleeding, but with a lot of blood left to lose. Kasin stands stunned for a moment, hair raised.

Tucci Hedgehopper |

Kasin HP: 5/37 DR 5/evil; AC: 19, tch 14, flat 15 (included: +2 natural armor)(not included: +3 dodge when moving); SR: 10
Tucci Conditions = Focus: Bull (6/10r, +2str) (sw, 4/5), Light on Pike
Kasin Conditions = Focus: Bull (+2 str), Smite (sw, 1/1d, +5dam), Barkskin (1/50m, +2), Magic Fang (1/5m, +1)
Weapon Equipped = Boarding Pike
Boarding Pike: Attack: BAB +3, Size +1, Str +3 Attu +1 Damage: Str +4, Attu +1 (20/x3) DR: magic
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (+1 att/skill/ability/save (sacred), 6/6)
Spells Known (Caster Level 5, Concentration +8, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (4/5): Cure Light Wounds, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (2/3): Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
Kasin attempts to do his duty guarding the poor wife of MacLaren from others. He follows her down the stairs and stands between her and danger.
Stabilize: 1d20 + 1 ⇒ (13) + 1 = 14 vs DC 11
Tucci bleeds a little before stopping on his own.

Veronica Blackblade |

Reflex: 1d20 + 3 ⇒ (3) + 3 = 6
Veronica grits her teeth as the lightning bolt surges through her. Figuring all she can do is try to bring the caster down as fast as possible and again hoping the frost hinders her enough, she focuses on her target, attempting to ignore the pain from her previous spell.
Moving into position to flank with Mac, she takes a well aimed slash at her opponent, discharging her cold spell from her blade and letting the frost creep over the naked woman.
Attack(Flank): 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28
Damage (2h): 1d6 + 9 + 2 ⇒ (6) + 9 + 2 = 17
Frostbite(cold, non-lethal): 1d6 + 5 ⇒ (6) + 5 = 11 +Fatigue+Entangled
Crit (Flank)?: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
Crit Damage? (2h): 1d6 + 9 + 2 ⇒ (2) + 9 + 2 = 13
Crit Frostbite(cold, non-lethal): 1d6 + 5 ⇒ (5) + 5 = 10
Intimidate(Demoralise): 1d20 + 12 ⇒ (11) + 12 = 23 If crit hit, frightened for a round, shaken for rounds=damage dealt afterwards. If check exceeds DC by 10, frightened for 1 round, shaken afterwards.

Brother MacLaren |

Brother MacLaren grabs the sorceress's free arm and pins it to her side, wrapping her up in a bear hug.
"No more."
Grapple to Maintain and Pin: 1d20 + 11 + 5 ⇒ (2) + 11 + 5 = 18
Whew! Her CMD would be lowered by Fatigued and Entangled but that would have been just enough otherwise.
Fly DC 15 to Hover, Enlarge, CL5, Good Maneuverability, Grappled: 1d20 + 4 - 1 + 2 + 4 - 2 ⇒ (13) + 4 - 1 + 2 + 4 - 2 = 20
He cannot move with his Grappled foe unless he uses his Grapple check standard action to pick the "move with foe" option; this round he picked "Pin Opponent."

Robert Henry |

As Lady Smythee and Kasin leave the rooftop, Veronica cuts the nearly naked tattooed sorceress badly.
Mac is able to grab the arm the woman is flailing about.
Her eyes grow wide as she realizes both arms are pinned and she is unable to strike. Almost in reaction, her snake familiar once again materializes flesh and blood and bites Mac for treating it's master in such a fashion. Having released her leg to bite him, the little serpent dangled for a moment, then drops towards it's death. Cursing, the sorceress growls, "Blast! I'll not be captured." Biting down on something in her mouth, she begins to cough and spit up first foam, then blood. Her body goes limp and she releases the sword she was holding.
As you look below you see that your crew is putting the other raiders to death and it appears that the sorceress ship is sailing away.
Combat is effectively over, Mac give me a Fort DC save, let me know what you all do. I'll need to give you descriptions of her tattoos, gear and vessels. Probably in tomorrows post.

Veronica Blackblade |

"Come Mac. Just throw her body on the roof and lets check on Tucci and your wife. Those bolts of hers were pretty powerful, and I only got hit once. I'm afraid they might be in an even worse shape."
Veronica turns back towards the roof sees Tucci lying unconscious nearby. She carefully picks up the halfling, and looks for signs of Kasin and the lady Smythee. Not seeing any of them, she figures they escaped downstairs and heads towards the stairs.

Brother MacLaren |
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"Veronica, you have the Farglass? I would ask that you use its ability to hear what is happening. That ship is sailing away - you may be able to learn where they are going." That is, use the Clairvoyance/Clairaudience ability and pick Clairaudience.
Brother MacLaren flies to the roof and heals Tucci.
Liberating Command -> CLW: 1d8 + 5 ⇒ (1) + 5 = 6
Then he descends to see if any of the forces of Tidewater Rock or the Charm are in desperate need of immediate healing or a Stabilize.
After that, he will seek out Lady Smythee.

Veronica Blackblade |

"Good idea, Mac." Veronica replies, as she carefully sets Tucci down after the cleric has healed him. "I won't be much use healing anyone, anyway. I'll see what I can learn, you two focus on healing anyone who desperately needs it."
She takes the Farglass and points it towards the fleeing ship, calling upon its power to hear what is being said aboard the ship for as long as the magic holds. When the spell ends, she takes a look at the dead captain, searching for any additional clue.

Tucci Hedgehopper |

Kasin HP: 5/37 DR 5/evil; AC: 19, tch 14, flat 15 (included: +2 natural armor)(not included: +3 dodge when moving); SR: 10
Tucci Conditions = Focus: none (sw, 4/5), Light on Pike
Kasin Conditions = Focus: Bull (+2 str), Smite (sw, 1/1d, +5dam), Barkskin (2/50m, +2), Magic Fang (2/5m, +1)
Weapon Equipped = Boarding Pike
Boarding Pike: Att: BAB +3, Size +1, Str +3 Attu +1 Dam: Str +4, Attu +1 Crit: 20/x3 DR: magic
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (+1 att/skill/ability/save (sacred), 6/6)
Spells Known (Caster Level 5, Concentration +8, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (4/5): Cure Light Wounds, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (2/3): Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
Tucci, still smoking, awakens looking up at MacLaren. ”Oh good. We won.” He grins weakly.
He gathers up his pike and uses it to help him stand as he looks over the edge at the field of battle below.
”MacLaren, we should gather our injured for some of your sweet sweet channelling, though I doubt they’ll return quickly.” He holds off healing himself for now unless he sees further hostility. There may be others who need it more.
He follows the big priest in seeking out his wife and, he presumes, Kasin still guarding her.

Robert Henry |

Having dropped the body of the nearly naked tattooed sorceress on the roof, Mac see's to Tucci, then the two of them descend to the fourth level where they find a livid Lady Smythee, and a diligent Kasin. Lady Smythee, still showing burns from the lightning asks, "Tell me you killed that B!+<h!"
As her two officers descend, Veronica uses the Clairaudience portion of the 'farglass' and hears general see going jargon. One loud bombastic voice does stand above the others sounding like it's giving orders. She hears the orders to sail northwest, the previous captains name was Isabella “Inkskin” Locke, this new captain's name is Knuckles Grype and he is no friend to the Sahuagin.
Once Tucci, Mac and Kasin are done visiting with Lady Smythee and they head to the keeps entrance, they find that the guards and crew of the 'Charm' have won the day. The raiders, like their captain, fought to the bitter end and the few wounded raiders have put out their misery and the wounded guards and crew are being cared for.
Tattoo's: treasure map tattoo (see description below), spell tattoo of vampiric touch (acts as scroll)
Brine's Sting:
Aura moderate necromancy; CL 8th
Slot none; Price 8,320 gp; Weight 2 lbs.
Description: Brine’s Sting is a slim MW rapier with a hilt guard in the shape of a writhing purple sea snake. On a successful hit that deals damage, the target must succeed at a DC 14 Fortitude save or take a –1 penalty on attack and damage rolls for 1 round as salty brine drips painfully onto the wound. A new saving throw must be made each time the weapon deals damage. On a successful critical hit against a creature with the aquatic or water subtype, the target takes an additional 3d6 points of damage as its flesh cracks and withers from dehydration as salt crystals form around the wound.
Construction Requirements: Craft Magic Arms and Armor, horrid wilting. Cost 4,320 gp
Svingli's Eye
Aura moderate divination; CL 10th
Slot none; Price 28,800 gp; Weight 6 lbs.
Description Unlike the heavy cast-brass mariner’s astrolabes normally used at sea, this astrolabe is of the more common type found on land (Pathfinder RPG Advanced Player’s Guide 185), made of flat discs of brass. The famed navigator-astrologer Svingli of Morm, a drowned settlement of old Lirgen, was said to have sacrificed her eye to the instrument to grant her knowledge of things beyond mortal sight, thus giving the astrolabe its name. In addition to an astrolabe’s normal +2 circumstance bonus, Svingli’s Eye grants a further +2 competence bonus on Knowledge (geography), Profession (sailor), and Survival checks when used to navigate on land or sea. Once per day, the user can make a DC 20 Perception check while using Svingli’s Eye as a move action to catch a glimpse of how things really are for 1 round, as if with a true seeing spell. While using the astrolabe’s true seeing ability, the user can also see through concealment caused by smoke or fog and gains a +10 competence bonus on Perception checks to spot hidden or disguised creatures or objects.
Construction Requirements: Craft Wondrous Item, know direction, true seeing; Cost: 14,600 gp
DEEP PLATINUM This rare platinum alloy is characterized by blue-black whorls of an almost disturbing aspect, and is virtually unknown to those living above the surface of the sea. It is actually mined from platinum deposits in the deepest ocean trenches, where it is tainted by exposure to poisonous deep sea vents called “black smokers.” Only aboleths, krakens, or even stranger creatures of the ocean depths can recover this metal from these fathomless trenches. On land, deep platinum has the same value as normal platinum, but it is of inestimable value to undersea races such as the sahuagin, who often ascribe religious or magical qualities to the rare metal.
The Treasure Map The map tattooed on the Isabella Locke’s back depicts the outlines of several small islands. A stylized half sun sits to the right of the islands, while simple images of a monstrous eye and the face of an aged, bearded king are to the left. Beneath the map are five lines of crude verse:
From blue bight’s embrace
Spy the Grave Lady’s prize tooth
With the Dawnflower’s first kiss
Climb the Captain’s wayward orb
To claim old king’s hoard
Knowledge checks that may help decifer some of this: Geography (you may want to use the charts on the Charm. and the new magical item), History or local, Religionc(actually a couple of them of them), and a local again as well.
I'll work on getting the info copy and pasted once we determine if we have enough knowledge, yet :)

Tucci Hedgehopper |

Tucci helps search the dead woman, as well as checking the boats. He’s surprised by the cache of water breathing. When he finds it, he hands two out to MacLaren and two to Veronica keeping two for himself. ”Oh, we’ve had these a while also, we should all have one just in case.” He hands out an Elixir of Swimming to everyone as well.
Knowledge (geography, local, or religion): 1d20 + 4 ⇒ (9) + 4 = 13 vs DC 10 to aid another
If I’m to be the Helm some day, I need to be better at this stuff.

Veronica Blackblade |

Veronica looks over the dead captain's few possessions and takes her platinum brooch and the intricate astrolabe, which she looks over with Detect Magic.
Should be DC 25 for the Astrolabe and DC 23 for the Rapier, right? I can make both by taking 10
"Hmm, this should prove useful if we run into anyone else who likes to turn invisible. And it should be a decent aid for navigation as well. I can't make much of the map or text, but I say we copy it down and compare it to our charts aboard the Charm."
When they get back to Mac, Veronica recounts what she heard through the Farglass:
"Our lightning throwing guest was Isabella "Inkskin" Locke, and she's been replaced by one Knuckles Grype. They're heading northwest. Could they be heading towards those islands on the tattoo map? I also heard some comments about the new captain not liking Sahuagin, which seems odd, unless the previous one had dealings with them. Would explain the previous attacks.
Assuming she managed to copy down the map and lines of verse, Veronica will look over the ship charts to try and find the archipelago on the map.
Knowledge (Geography): 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25 Does the chart or the astrolabe grant a +2 circumstance as well?
Knowledge (History): 1d20 + 4 ⇒ (16) + 4 = 20
Knowledge (Local): 1d20 + 4 ⇒ (10) + 4 = 14
Don't have religion trained, probably best if one of the others roll those

Brother MacLaren |

Brother MacLaren responds to his wife. "Sort of; I had her defeated, and she swallowed poison to avoid capture. But... there is a spell to compel the dead to talk. It isn't likely to succeed, but it may be worth a try. I can try it not in the morning, but the next day."
Due to the recent casting limit, a 2 AM attack is particularly bad for Mac. All of the spell slots he used in this battle are unavailable when he prays at dawn. So he'll be nearly out of spells for this coming day.
"First, let me tend to your wounds, and those of our forces."
He Channels to heal everyone who is injured.
Channel 1 of 4: 3d6 ⇒ (4, 2, 4) = 10
Channel 2 of 4: 3d6 ⇒ (2, 4, 3) = 9
Channel 3 of 4: 3d6 ⇒ (6, 1, 5) = 12
Shield of Faith -> CLW on Lady Smythee: 1d8 + 5 ⇒ (4) + 5 = 9
"Perhaps you can tell us something about her. She seemed to know you, or at least your name. Had you heard the name Inkskin Locke before?"
He turns his attention to the map.
Knowledge (Religion) vs riddle, Tucci's Aid: 1d20 + 4 + 4 ⇒ (20) + 4 + 4 = 28
Brother MacLaren is quite certain that he can figure out some of this riddle.
"'Gray Lady' is probably Pharasma and 'Dawnflower' is Sarenrae, I assume. 'Dawnflower's first kiss' probably means sunrise. Not sure about 'Gray Lady's prize tooth'."
Those are my guesses, but I don't know of any lore about Pharasma's teeth.
He then looks over the brooch taken from Isabella Locke.
"Sahuagin are associated with sharks, are they not? And so is this Deep Platinum? So that brooch that Inkskin wore might suggest that she was an ally or friend of Sahuagin... or that she killed one and took it. Hard to say."
"I have to hope that Inkskin, if she was allied with the Sahuagin, was the most powerful thing they had to throw at us. I am not sure why they are attacking Tidewater Rock, but maybe a Speak With Dead will reveal the reason."
It's a Will DC 15, so not great odds, but maybe worth a shot.

Robert Henry |

Knowledge (local): 1d20 + 7 ⇒ (17) + 7 = 24 whe rolled higher than I expected
Smiling as Brother MacLaren tells her of how he defeated the nearly naked tattooed sorceress. As he asks about the captain, she furrows her brow, "There was a Tian pirate Soshimira, Captain of the Dragon’s Dishonor He had a little slave girl he called 'Bella Inkskin' cause he kept tattooing her. Don't know if it's her or not, been years since he's been this way. But rumor has it he found a map of old Cyrus Wolfe’s fabled hidden treasure. You know the story place called Man Catcher's Cove. Rumor has it protected by a monstrous beast."
As Mac and Tucci made their way to the battlefield, the crew and guards thanked them for helping heal everyone.
A little assumption here on my part, the charts are + 4, the 'eye' + 2, also added Tucci's 'aid' to her rolls :)
Later as they join the captain in her quarters, they looked at the rubbing of the map and poem she'd made.
Using the 'eye' and her ships charts, Veronica realizes the islands to be an unnamed archipelago in the Shackles north of the Ushinawa Isles and west of Besmara’s Throne. These islands lie 110 miles northwest of Tidewater Rock as the albatross flies. She also realizes [i]'The monstrous eye represents the Beast of Mancatcher Cove,
Examining the images on the map and rereading the poem, Mac knows his assumption, that the two goddesses' imagery is somehow involved, is correct. But nothing else seems to make it clear. Mayhap seeing this 'cove' would give him more clues.
If you want to try and speak with the dead, let me know when that can happen and we'll plan on moving that way once we determine what we will do in the meantime.
Cyrus Wolfe was known for his attack at Aspenthar and had been given the Hurricane Crown as a result. It is rumored that he left his treasure trove in a cave, on an unknown island, he named 'mancatcher cove' for the monster that lived in it.
Isabella “Inkskin” Locke wears little in the way of clothing, the better to show off her many tattoos, including a large stylized sea snake tattoo on her left hip and abdomen. More crudely rendered tattoos crowd the rest of her flesh, principally sharks and other creatures with gaping maws filled with jagged teeth. Most interesting, however, is the large tattoo of a map inscribed between her shoulder blades. Isabella wears a large set of wooden false teeth that have been sharpened into points like the maw of a shark.

Tucci Hedgehopper |

Tucci thanks MacLaren for the healing, always impressed by the waves of Caydenite power. He shares out his cure light wounds (up to four) to any others who may still need a little more juice, starting with MacLaren’s wife (not sure how wounded she may yet be).
He listens to the knowledge of his companions, injecting his own suggestions here and there by way of helping.
”Sounds like we’re headed to a great treasure then - if this is indeed the map. Poor woman!” He feels for the sorceress they just killed. Her dedication ran to the bitter end.
When MacLaren suggests trying to speak with dead, he agrees. ”It’s worth a shot, but if the pirate is on his way there as well, we should get going with the tide and hope we have the faster ship. So let’s bring her with us and give her a burial at sea after speaking with her one more time.”
In game, how are we handling Ellie’s disappearance? Asking for someone who is looking to take over at Helm. :)

Veronica Blackblade |

"The spell sems like a good idea to me as well, although I imagine she might try to resist. But I agree with Tucci, we should try to catch up with Isabella's former crew as fast as possible. I imagine they should be slower than us after losing so many in that fight, but better to not give them any chance of grabbing the treasure before us."
"Heh, first we bring down the Deathknell, now we're going after Captain Wolfe's hoard. We're on our way to becoming the most renowned pirates around these parts."

Brother MacLaren |
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"I have mixed feelings about leaving. We do not know if the Sahuagin attacks on the Rock are done. But, I think it likely that she was working with them. Shaping her wooden teeth to be like a shark's? That sounds like a woman who wanted to be a Sahuagin. I hope that she is the best and strongest they had to send and that the attacks will cease.
Veronica, what if Knuckles Grype and his crew are the first to get to the island, face the Beast of Man Catcher's Cove, deal with any traps, and get the treasure, only for us to take it from him? As long as we are close enough to take it from him before he gets away.
We are pirates, after all. I'm not averse to letting him do the hard work and we swoop in to take the treasure.
Though I have a feeling it won't be that easy."

Tucci Hedgehopper |

"I dunno Mac. If we let them take the hoard first, then everyone will know they took it first. We'd just be the second group to take it. No one remembers the second person to do something..."
"Besides, there might be some cool stuff in that pile, and they might use it on us!" he chuckles, somewhat dreamily. He should be more concerned about his health, considering his near brush with death. He really should!
He turns to Veronica, "So captain, which way? Do we take the treasure first, or second? Though I like our reputation, MacLaren's not wrong. It could be tough down there." He waffles, not wanting to disagree with MacLaren.

Veronica Blackblade |

"Heh, I like Mac's plan, Tucci. And I don't think you have to be that worried about our reputation." She gives the halfling a mischievous grin. "We'd be the ones sailing out of the archipelago with the loot and showing up at a port with it. Who do you think everyone is going to believe actually got the treasure? Some crew that managed to take down the Beast of Man Catcher's Cove, but then lost to some other pirates? Nah, it will be their word against ours, and we will be the ones holding the treasure."
"But while that plan means we might there's not as much pressure to set sail as soon as possible, we'd best not delay too much. Don't want them to get away with the treasure before we get there."

Robert Henry |

As the officers of the 'Charm' discuss their plans, Ambrose keeps the crew distracted by having them help clean up the docks and stow the longboats for Lady Smythee.
As the first watch rolled around, both the fortress and the ship had doubled the watch heading into the night. while the officers talked into the night about their plans and ideas.
Once the sun rose, a bloodshot eyed Ambrose asked Veronica. "So's captain, what am yaw orders?"

Brother MacLaren |
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Brother MacLaren goes back to sleep with his wife for a few hours.
In the morning, he prepares to leave. "We shall return with the treasure, Agasta. Or, at least, a good story.
Should there be any need, do not hesitate to call on me again with the Sending Stones. I think the Sahuagin attacks will not resume anytime soon."
He looks to the dead sorceress, likely under a sheet somewhere outside the tower.
"This is grim, but I fear we must bring her remains to get some answers. We will sew her into a sheet, bring her aboard, ask our questions tomorrow, and then give her a burial at sea."
He helps with the macabre task of getting Inkskin on the Charm.
That done, he washes his hands thoroughly, then conjures a pair of pints of ale for himself and Lady Smythee.
"To good fortune!" he toasts, and drinks with her before going aboard the Charm.
Spells for today:
Bless, Divine Favor, Shield of Faith, Liberating Command, Enlarge Person (D)
Sound Burst, Instant Weapon, Resist Energy, Bull's Strength (D)
Deadly Juggernaut, Fly (D)

Tucci Hedgehopper |

Tucci is sure to expend his healing to any who have need the night before - before dawn’s lovely morning kiss refreshes him.
He helps with the dead sorceress, to ensure she’s respected in death. She may have been evil, but there’s no reason to sink to her level.
He drinks with the priest before jogging a bit to catch up to Veronica, ”’scuse me captain, but could I have a word?” He looks for permission out of respect before continuing.
- - -

Veronica Blackblade |

Am I that scary to the crew? Are they treating me like Harrigan now?
Hoping her worry doesn't show, she tries to give Tucci a reassuring smile as she replies.
"Of course, Tucci, you don't need to ask permission to talk to me. I'd like to think anyone in the crew can just come to me if they need to. And you're an officer now, too - I hope to rely on your advice as much as I do Mac's and Ellie's."
Her smile drops a bit at his question, and she looks over at the now empty helm for a moment before answering.
"I'll miss having her around. She was a good friend and a good sailor. But we need a helmsman, and you were already my second choice." She turns towards the halfling, with her smile returning to her face. "You've been helping her out quite a bit already, I'm sure you'll do just as well on your own."

Tucci Hedgehopper |

"Great!" Tucci can't help but be excited. He'll miss Ellie too, more than he realizes at the moment. But the helm. He's dreamed of that since he was a little halfling.

Robert Henry |

Having said goodbye to friends and family on Tidewater Rock, loaded up the body of the nearly naked, tattooed sorceress and worked out which officers would be handling the helm, The 'Charm' her officers and crew set sail towards the Island of Mancatcher Cove.
The sun warm and the breeze refreshing, the 'Charm' makes good time heading towards their destination. As full night sets and the third bell rings, with no sign of their prey on the horizon, the Officers of the 'Charm' know, at the pace they are sailing, they'll will arrive at their destination on the morrow, towards the midafternoon.

Brother MacLaren |

If the night passes uneventfully, Brother MacLaren prepares the following spells in the morning:
Bless, Divine Favor, Shield of Faith, Liberating Command, Enlarge Person (D)
Sound Burst, Instant Weapon, Resist Energy, Bull's Strength (D)
Speak With Dead, Fly (D)
"If the spell succeeds, I will be able to ask two questions of Inkskin. I was thinking of these:
'Why did you attack Tidewater Rock?'
and,
'Were you allied with Sahuagin?'
What do you all think? It might not succeed, of course."

Tucci Hedgehopper |

Kasin HP: 37/37 DR 5/evil; AC: 17, tch 14, flat 13 (not included: +3 dodge when moving); SR: 10
Tucci Conditions = Focus: none (sw, 5/5)
Kasin Conditions = Focus: Bull (+2 str), Smite (sw, 1/1d, +5dam)
Weapon Equipped = Boarding Pike
Boarding Pike: Att: BAB +3, Size +1, Str +3 Attu +1 Dam: Str +4, Attu +1 Crit: 20/x3 DR: magic
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (+1 att/skill/ability/save (sacred), 6/6)
Spells Known (Caster Level 5, Concentration +8, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (5/5): Cure Light Wounds, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (3/3): Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
Tucci rises early to relieve the Helm. He’s still very excited. When MacLaren suggests they deal with the deceased, he shrugs, turns over the Helm and joins him below, leaving Kasin on deck to guard the helm.
”Those are excellent questions. I hope she answers truthfully.”

Robert Henry |

Will: 1d20 + 5 ⇒ (2) + 5 = 7
As Mac, Veronica and Tucci join Amborse in the hold, the old cook reverently uncovers the dead nearly naked tattooed sorceress. Nodding to the captain he leaves the piece of sail at the end of the table and leaves the room. As Brother Mac says his prayer, the sorceress body jerks, and raspily sucks in air, her eyes shooting open, but the rest of her bloating body unable to move. She looks towards Mac, giving a wolfish grin showing her wooden shark like teeth.
As he asks his first question she peels her lips back in a snarl, almost laughing, "You, you brought the attack to your precious rock." Seeming proud of her reasoning she continued, "You fools killed Krelloort's son and took the totem necklace. The chief wants it back, I was sent to retrieve it."
Mac since it is obvious that she is working with the sahuagin, do you want to ask a different question?

Robert Henry |

Hearing the second question the dead sorceress laughs with glee, answering, "In the cave, right next to mine!" Something shifts in the air as the evil glare leaves her eyes and the corpse relaxes and returns it's soul to the Boneyard.
So, the officers return to the deck and their responsibilities. It's a few more hours of smooth sailing when the call comes from the crows nest. "Land Ho!" Soon to the naked eye the archipelago is visible.
Following Isabella’s tattoo map eventually brings the 'Charm' to the small unnamed island in the southwest Shackles wherein lies Mancatcher Cove. The island is actually a series of small islands composed of carbonate platforms atop ancient reefs, forming a rough crescent open to the north. But another ship has come to Mancatcher Cove before them—Isabella Locke’s ship, the 'Thresher'.
As you sail towards archipelago Tucci's sharp eyes notice the ship hidden behind one of the small islands to the east several of you recognize it as the vessel that attacked Tidewater Rock. The Junk takes no aggressive action at this point, but it would be clear that they would have seen you by now.

Veronica Blackblade |

"All those attacks for a necklace ?! I know deep platinum has some religious weight with the Sahuagin, but still. I'd have expected them to come after us for revenge for killing the chief's son first, with the necklace a secondary worry."
"I think this means they won't stop attacking even with Isabella's death, though. We probably have a bit of time before they realise she isn't coming back and send someone to scout, but we should probably try to prioritise finding this lair after we deal with Mancatcher's Cove. The Rock won't be safe until then."
-----
"Nicely spotted, Tucci. They don't seem to want to attack us, but I figure they know we're here too."
"I did like Mac's plan of letting them face the challenges of Mancatcher's Cove first and then swoop in and take the loot ourselves. But now that they know we're here, I'm not sure if they'll try to rush fhe treasure to ensure they get there first, or wait to see ahat we do. Let me see if I can get any clue from what's going on aboard the ship."
Veronica take the non-magical spyglass and tries fo have a look at the enemy ship.
Perception: 1d20 + 5 ⇒ (11) + 5 = 16

Tucci Hedgehopper |

"Seems to me their crew will know where their caves are. We leave a few alive, as we usually do, we can ask 'em."
He waits to see what the captain sees through the spyglass, still frustrated he does not have one of his own yet. Kasin's collar comes first!

Brother MacLaren |

Brother MacLaren sews up the sheet again, with a good number of rocks inside.
"Pharasma, we commit this body to the deep."
He tips Inkskin Locke into the water.
Then he will take the Farglass and look at the 'Thresher'. If he sees the captain giving orders, he will activate the Clairaudience ability.

Robert Henry |

As Veronica uses the spyglass to observe the slightly smaller Junk, she notices the name 'Thresher on the side of the vessle. The crew seems to be standing at the ready, and an ugly plug of a man is holding a spyglass looking back at her.
Once Mac finishes putting the nearly naked tattooed sorceress to rest, he gathers his own magical spyglass and observes the ship called the 'Threasher.' Seeing the same ugly plug of a man occasionally looking their direction and giving orders as he talks with his fellow sailors. Things Mac picks up as he listens (outside of the regular orders and conversation going on) "ye lubbers be ready to sail, if they come fer us, we'll give 'em what fer. But if they sail to the cove, we'll wait fer 'em. The'll either soften up the fish-boys or collect ol' Cyrus Wolfe's treasure fer us. We 'ave no need to be in a 'urry"

Tucci Hedgehopper |

Tucci takes the Svingli's Eye Astrolabe out for a moment and considers using it, but waits to see what those with spyglasses have to say.
Everyone OK if I claim this for now at least? It’s a bit pricey but the true seeing 1r might come in handy someday and it helps me keep us on course.

Veronica Blackblade |

"Doesn't seem like they're moving. Their new captain is watching us back, and the crew seems to be ready for us to attack. Mac, have you managed to hear anything about their plans with the Farglass?"
Go ahead and keep the Eye. Make sense for the Profession (Sailor) bonus to go to the pilot first. Which reminds me - do we get Sandara's hat back or did it leave with Ellie? Boosting my own check next helps me with the aid another actions and with the crew rolls during combat.

Brother MacLaren |

Brother MacLaren shares what he heard.
"So they are waiting for us to get the treasure, then planning to take it from us. Can't fault them for that - pirates, after all. But I'd suggest we take them out first before going for the treasure.
And I think that the 'fish-boys' comment means that the Sahuagin lair is here."

Veronica Blackblade |

"Heh, thinking the same thing as us, basically." Veronica replies with a grin. "Can't fault them for that, true. But I agree - better we deal with them now then have that threat at our backs. And if the Sahuagins are here as well, probably best we tackle them next - ensure the attacks on the Rock stop happening and so we don't risk facing them after our battle with the Beast. I'd prefer if we're the ones choosing when the fights happen."
She turns to the rest of the crew. "Seems the Thresher's crew thinks they can just lie in wait while we do the work for them. We're taking them down now! Everyone, to your posts!"
Pre rolling the profession sailor aids to Tucci in case they're needed:
Aid another: Profession (Sailor): 1d20 + 7 ⇒ (18) + 7 = 25
Aid another: Profession (Sailor): 1d20 + 7 ⇒ (5) + 7 = 12
Aid another: Profession (Sailor): 1d20 + 7 ⇒ (19) + 7 = 26

Robert Henry |

Since the junk is not running, no rolls are needed
Mac: 1d20 + 2 ⇒ (3) + 2 = 5
Tucci: 1d20 + 1 ⇒ (19) + 1 = 20
Veronica: 1d20 + 1 ⇒ (5) + 1 = 6
averaae:10.3
Knuckles Grype: 1d20 + 2 ⇒ (3) + 2 = 5
As the Charm' jumps forwards, the Junk comes out from the Island it had been hiding near. The two ships near, as you watching the enemy approach you see multiple siege weapons unmanned, but you also know it takes few crew to sail the smaller ship. About half the crew in still sailing the ship, the other half lining the gunwale with grapples, pikes and boarding axes. Still, Combined the sip carries less still than what they lost in the attack. The burly fellow with the spyglass, is at the helm calling out orders.
At the last moment he cuts the wheel, dropping the lateen sails trying to ram the Charm. Tucci is familiar with the ship, cutting the 'Charm' Minimizing the damage and placing the two ship beside each other. Your crew moves towards the gunwale, as your deck crew moves with boarding planks to give you access to the Junk's helm.
You have five rounds to prep. Tucci remember, sailing (I think) is a move action, so just a standard every round.
Round 1 Bold may go.
Mac
Tucci
Veronica

Tucci Hedgehopper |

Kasin HP: 37/37 DR 5/evil; AC: 19, tch 14, flat 15 (included: +2 natural armor) (not included: +3 dodge when moving); SR: 10
Tucci Conditions = Focus: Bull (2/10r, +2 str) (sw, 5/5)
Kasin Conditions = Focus: Bull (+2 str), Smite (sw, 1/1d, +5dam), Barkskin (1/50m, +2), Fang (1/7m, +1)
Weapon Equipped = Boarding Pike
Boarding Pike: Att: BAB +3, Size +1, Str +3 Attu +1 Dam: Str +4, Attu +1 Crit: 20/x3 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (+1 att/skill/ability/save (sacred), 6/6)
Spells Known (Caster Level 5, Concentration +8, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (4/5): Cure Light Wounds, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (2/3): Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
Knowing they have more to do after this fight, Tucci doesn’t overdo it. Still, he places a Barkskin (+2, 50m) on Kasin, and a Magic Fang (bite) as well on the last round. On the last round of prep, also he’ll swiftly focus on his strength (1m, +2 str).
- - -
As the ships meet, Tucci, whistles for Kasin to charge across the plank and into flank while he reaches out, swiftly lengthening his pike to swing. Kasin draws an AoO as he gets into position.
Kasin Bite (magic): 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27 (fang, focus)
damage (B/P/S): 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10 (fang, focus)
Pike: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29 (focus)
damage (P): 1d6 + 5 + 1 ⇒ (3) + 5 + 1 = 9 (focus)
critthreat Pike: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19 (focus)
damage (P): 2d6 + 10 + 2 ⇒ (6, 6) + 10 + 2 = 24 (focus)

Veronica Blackblade |

Sailing is indeed a move action, we checked when we were discussing if the ships could "double move" during their turns
As they near the enemy ship, Veronica opts only for enchanting her blade with her frost spell and using her flying magic. As soon the Charm gets into position, Veronica darts forward and strikes at the Thresher's new captain.
Rime Frostbite, Flight Hex, Arcane pool for +1 and Keen
Attack (PA): 1d20 + 10 - 1 ⇒ (12) + 10 - 1 = 21
Damage (PA,2h): 1d6 + 9 + 3 ⇒ (2) + 9 + 3 = 14
Frostbite(cold, non-lethal): 1d6 + 5 ⇒ (6) + 5 = 11 +Fatigue+Entangled
Intimidate(Demoralise): 1d20 + 12 ⇒ (10) + 12 = 22
"We brought down your former captain, what makes you think you stand a chance?"

Brother MacLaren |
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We are all ganging up one one man? He has no crew or backup?
Brother MacLaren will delay for now, judging his contributions to be unnecessary. He drinks some ale. He has not cast any preparatory spells.

Robert Henry |

We are all ganging up one one man? He has no crew or backup?
You are in fact ganging up on one man with no back up.
As the burly captain releases the wheel he quicly applies some sort of fluid to his gauntlets. His eye set on Veronica, he only notices Kasin long enough to back hand the large rodent as it nears him. As Kasin's wound instantly turns black, the capabera bites the gauntlented mans leg while Tucci cuts him badly with his pike.
Veronica moves across the gangplank and the fellow starts to smile as he thinks he's going to get a shot at her. But her quick work with blade and magic, sets him back on his heel, blinking as she talks about his former captain.
Mac, watches as his fellow officers quickly dispatch the new captain. It's also obvious by the way the 'Charm's crew quickly captures the other that their vanguard had been on the boats.
The burly gauntleted man, howls, "Parley! paley! I be Knuckles Grype a fellow gentleman o' fortune, no need to be killin' each other!"
Round 2 Bold may go.
Mac
Tucci/Kasin Kasin - 10 hp need Fort save DC12 Tucci focus/strength (1m, +2 str). on Kasin Barkskin (+2, 50m) and Magic Fang (bite)
Veronica
Knuckles Grype: - 52 HP, - 11 non-lethal, fatigued, entangled. HP 71, AC 19, 12, 17
AOO, Knuckles, spiked gauntlet: 1d20 + 13 ⇒ (17) + 13 = 30 f0r damage: 1d4 + 11 ⇒ (4) + 11 = 15 + bloodroot poison
Type poison (injury); Save Fortitude DC 12; Onset 1 round; Frequency 1/round for 4 rounds; Cure 1 save
EFFECT
1 Con damage and 1 Wis damage.
Yeah, I don't love the AP here, I think the main purpose was to reward the PC's for beating the sorcerss. It literally says under Knuckles (a sixth level fighter) descriptions Morale Knuckles has more bluster than courage, so if he is reduced to 25 hit points or fewer, he calls for parley, offering to surrender the Thresher to the PCs and join their crew as a loyal follower.
But hey, more money right?

Tucci Hedgehopper |

Kasin HP: 27/37 DR 5/evil; AC: 19, tch 14, flat 15 (included: +2 natural armor) (not included: +3 dodge when moving); SR: 10
Tucci Conditions = Focus: Bull (2/10r, +2 str) (sw, 5/5)
Kasin Conditions = Focus: Bull (+2 str), Smite (sw, 1/1d, +5dam), Barkskin (1/50m, +2), Fang (1/7m, +1)
Weapon Equipped = Boarding Pike
Boarding Pike: Att: BAB +3, Size +1, Str +3 Attu +1 Dam: Str +4, Attu +1 Crit: 20/x3 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (+1 att/skill/ability/save (sacred), 6/6)
Spells Known (Caster Level 5, Concentration +8, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (4/5): Cure Light Wounds, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (2/3): Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
Tucci holds up a hand and a whistle, as he and Kasin delay for the moment.
Fort: 1d20 + 6 ⇒ (16) + 6 = 22 vs DC 12