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The Soul Driver


DM Kathy  d20=9 ;
Tuesday April 18th, 2017 10:55:10 PM

[It is the same day as the zombie-ship battle. Spells and abilities have not refreshed.]

Zeoll summons a lantern archon, and instructs it to head over to the other ship. It teleports over, and is destroyed seconds after it appears over there. You hear a few shouts drifting across the water from the darkened ship.

Rill casts See Invisibility, then pulls out his Continual Flame and casts Water Walk.

Reggie begins steering toward the approaching ship.

Zod casts Control Winds, trying to make navigation difficult for the enemy ship. Not to mention for lantern archons.

Jozhur conceals himself and readies his bow. Terser prepares a rope and grapple. Tishe' and Bralin simply wait for what is to come.

The other ship is having difficulty navigating into the wind. You hear more shouts. Those of you with darkvision can tell that her crew are reefing sails just as fast as they can. As the other ship comes into range, Rill can tell there are no undead aboard. Which is odd, given that the name Soul Driver is painted on her bow.

Here is the beginning of a map. The Soul Driver isn't on it yet, because it's still too far away. You can re-position your character if you like.

AC 19/ 19/ 17. CMD 15 HP 91 /91 Tishe' (SteveK)   d20+17=21 ; d20+17=37 ;
Wednesday April 19th, 2017 5:39:49 AM


Tishe' stays calm until Zeoll's Lantern Archon is destroyed as it arrives at the other ship; "most black hands would recognize an archon, or maybe thought it was a will-o-wisp? Either way, they would be difficult to destroy for a regular crew. Something in this pattern doesn't weave smooth "

The sorceress casts a Fly spell, and flies vertically to the Lion Fish's mast, braving Zod's winds but confident in her own abilities

....
Fly check. 21 to fly vertical, 37 to hover (vs DC 15)

Spells
Lvl.... 0. 1. 2. 3. 4. 5
Slot....* 8. 8. 8. 6. 4
Used. * 0. 0. 3. 0. 0

Fly. 12 minutes. 60' movement

Zeoll (Cayzle) (AC26; HP62) 
Wednesday April 19th, 2017 6:30:53 AM


Zeoll sounds his horn and shifts his shield off his arm. He declares in a voice loud enough to carry to the other friendly ship, "They've attacked us! Get rready forr a fight!"

[OOC: Are we in round by round? Rill's deathwatch has a range of only 30 ft -- surely they are not that close yet?]

If Zeoll has the time for another action, he uses a sorcerer slot to cast Summon Fey Friend.

=====
DM Sanity Info

Cleric Spells:
0: guidance, create water, light, mending;
1: command x4, obsc mist, elf vision;
2: calm emo, calm emo, hold person, faerie fire
3: loc obj, sum mon III, glibness

Sorcerer Spells:
1st: 2 of 8 (mage armor x2)
2nd: 0 of 6
3rd: 0 of 4

Horn: 2 of 4
Rod: 1 of 3
Channel: 1 of 8

Rill (MarkB) HP 103/103 - AC 25/15/23 CMD 22  d20+26=37 ;
Wednesday April 19th, 2017 12:06:43 PM

Alerted to the attack on the Archon, Rill does what he can to ready the crew for combat.

“They’re not close enough for me to determine if they’re undead, but they don’t seem to be moving with that tell-tale gait we saw in the zombies and ghouls we encountered yesterday.”

Rill will move forward and cast Air Walk on Terser. If we have time, he will do the same for Bralin. (Not sure if we’re going round-by-round.)

“That should get you a bit more mobile if needed.”

Rill keeps a sharp eye out. (Perception 37.)

(Ed) Reggie | AC : 23 / Touch 22/ flat: 19 | HP: 130 / 130 | Rage used 0 /18 
Wednesday April 19th, 2017 5:16:38 PM

{ooc: I believe Reggie is at the wheel of her ship}

Zod |&| Kunda (Damarr) AC:22|26 T:21|15 FF:19|20 CMD: 36|31 HP: 99|70 
Wednesday April 19th, 2017 5:25:31 PM

Zod grunts at the sound of Zeoll's horn, and a smile creeps in when he hears the liontaur's shout. “I don’t have any more magic to help get us over to the other ship.” He calls to Reggie and Jozhur. “Never boarded another ship before either… This’ll be my first battle at sea!” He yells cheerfully into the wind.

For those guiding the party & steering the ships, Zod indicates the 80ft diameter Eye of calm in the center of the Control Winds spell, which cannot be moved, although Zod can, each round, adjust the wind pattern and strength around the Eye.

As he begins casting Call Lightning Storm (full-round action), Zod watches Reggie and Jozhur, taking his cue from the two veteran heroes for his next move.

((Kathy, are the Strong winds stormy enough to qualify for Call Lightning’s increased damage? Severe winds? Or does it have to be Windstorm strength or above? Control Winds & Call Lightning))

(MikeK)Bralin (AC35 / T20 / FF28 CMD 29 - HP 141/141)Shld Fth, Wtr Walk, Air Walk 
Wednesday April 19th, 2017 6:50:10 PM

Bralin accepts Rill's Air Walk spell with another nod.

The dwarf casts Shield of Faith on himself, pulls out his axe, and waits.

---

Spell List Highlight to display spoiler: {
0 – Detect Magic, Detect Poison, Purify Food and Drink, Stabilize
1 – Comprehend Languages, Divine Favor, Shield of Faith (x2)**, Identify (d)
2 – Align Weapon, Eagle’s Splendor, Lesser Restoration, Soften Earth and Stone (d)
3- Water Breathing, Stone Shape (d)
}


Terser (Warren G) [AC22/13/19 - CMD 27 - HP 156/156, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 1/28, channel 0/5) 
Wednesday April 19th, 2017 7:22:02 PM

With the air now solid beneath his feet, Terser walks up for a better view in front of the 'Fish. He searches for a spellcaster on the Soul Driver, ready to intercept them if they do something threatening.

ready action to activate ring of the ram if someone begins casting a spell towards us.

(Brock) Jozhur AC24 / Touch 17/Flat 17--CMD 26--HP99/99  d20+20=38 ;
Wednesday April 19th, 2017 9:43:27 PM

Jozhur nods to Zod. "We mostly just wait for the ships to close for now, unless you have a way to strike at a distance."

He also reminds Zod the strong winds will effect his archery, but the effectiveness of his shots are trivial until the ship's are in boarding range. He is the only archer, so the winds are likely beneficial.

Jozhur maintains his hiding spot and tries to locate the enemies aboard the ship.

Perception: 38 (Darkvision 60')


DM Kathy 
Wednesday April 19th, 2017 11:09:29 PM

Tishe' casts a Fly spell and goes aloft.

Zeoll sounds his horn, readies his shield, and begins summoning a Fey Friend.

Rill casts Air Walk on Terser and Bralin.

Zod begins casting Call Lightning. And sure, we'll say the current conditions qualify for increased damage. For all casters. Bwa-ha-ha-ha.

Bralin casts Shield of Faith and readies his axe.

Terser readies to disrupt casting.

Jozhur watches and waits, while Reggie steers the Dealer's Choice.

Because it was dark, you didn't spot the Soul Driver until it was at the outer limits of Darkvision, which means you don't have long to wait before the ships close to within range. Jozhur can get off a full round of shots before the ships close (go ahead and roll those attacks, in addition to your next round of actions.} Reggie can also take actions if she wants.

There are casters on the other ship, so Terser has his pick of spells to disrupt. The vampiric-looking Necromancer, the dark little halfling called Death, and the elf called Reaper are all casting spells. Which one do you disrupt? [I'll resolve these spells at the beginning of tomorrow's DM post.]

The big human called Spectre, and the smaller man called Death, do not cast spells. Nor do they seem especially interested in boarding the Lionfish or the Dealer's Choice. They seem to be waiting for you to come to them.

And here is our map. And, yes, I know that isn't a terribly realistic configuration, and yes, I'm aware that in a real battle, ships would drift and the distances between them would fluctuate. But we're going to abstract all that because making maps is hard, you guys. :)

(Brock) Jozhur AC24 / Touch 17/Flat 17--CMD 26--HP99/99  d20+15=18 ; d8+3=10 ; d20+26=29 ; d20+15=18 ; d20+15=23 ; d20+9=27 ; d8+3=6 ; d8+3=4 ; d8+2=10 ; 5d6=23 ; 5d6=22 ; 5d6=15 ;
Thursday April 20th, 2017 12:14:56 AM

Last round: Jozhur lets an arrow fly, then shifts position, trying to slip back into the shadows.

Attack hits AC 18, 10 damage
Move action: move and use stealth: 29

With the ships about to collide, Jozhur lets a flurry of arrows loose at the elf. "Now! Let them have it!"

First attack hits AC 19, 6 damage (plus 23 sneak attack if able)
Hasted attack hits AC 24, 4 damage (plus 22 sneak attack if able)
Second attack hits AC 28, 10 damage (Plus 15 sneak attack if able)

Boots of haste used: 1/10



Zod |&| Kunda (Damarr) AC:22|26 T:21|15 FF:19|20 CMD: 36|31 HP: 99|70  d20+13=26 ; d8+1=4 ; 3d10=14 ; 2d10=6 ; d20+3=12 ; d20+10=20 ;
Thursday April 20th, 2017 1:40:38 PM

Finishing his Call Lightning Storm spell, Zod speaks a command word, causing the High Woldian Symbol of Domi tattooed on his right arm to glow briefly.

On the deck of the Soul Driver, a magical warhammer made of force appears next to the Halfling, attacking vs AC 26, dealing 4 force damage (CL 12 vs SR if applicable). In nearly the same instant, a bolt of lightning streaks down from the sky to hit the Halfling for 20 electric damage, Reflex DC 20 for half (CL 20 vs SR).

“Nothing like the beauty of a storm to set the stage for a good fight!” Zod calls excitedly across the water, as he and Kunda move toward the front of the Dealer’s Choice, preparing to board the enemy ship as Reggie steers them in.

~~~~~~~~~~~~~~~~~~~~~~
Standard Action: Activate Brahmah’s Tattoo – Spiritual Weapon (3 rounds at CL 3rd).
Free Action: Call first lightning strike after finishing spell (requires standard action after the first round).
Move: Toward the front of the ship, closer to the enemy.


Zeoll (Cayzle) (AC26; HP62)  d10=2 ;
Thursday April 20th, 2017 7:24:38 PM


[OOC: Zeoll loosed his shield (took it off while still holding it in one hand) so that he could cast with no arcane fail chance.]

Zeoll summons a Djinn next to him. He softly asks the Djinn in Auran to please fly in front of the enemy ship and go invisible. The next round, coup de grace any held foe or make an illusion of himself attacking with scimitars. The next round, become a whirlwind and seek to pick up only enemies and fly them as high and as far out to sea as possible, then dropping them.

[Added the Genie to the map. Made him transparent to show he is invisible.]

Zeoll himself dons his shield and casts Hold Person On Mr. Spectre. That's a DC (10+5wis+3feats+2bloodline+2cradled) = Will DC22. Then he takes a step forward.

=====
DM Sanity Info

Cleric Spells:
0: guidance, create water, light, mending;
1: command x4, obsc mist, elf vision;
2: calm emo, calm emo, hold person, faerie fire
3: loc obj, sum mon III, glibness

Sorcerer Spells:
1st: 2 of 8 (mage armor x2)
2nd: 0 of 6
3rd: 1 of 4 (SFF Djinn)

Horn: 2 of 4
Rod: 1 of 3
Channel: 1 of 8

(MikeK)Bralin (AC39 / T21 / FF32 CMD 29 - HP 141/141)Shld Fth, Wtr Walk, Air Walk 
Thursday April 20th, 2017 8:02:35 PM

Bralin moves to the front of the ship, keeping in a defensive stance.

--
Double move.
Total Defense


Zeoll (Cayzle) (AC26; HP62) 
Thursday April 20th, 2017 9:55:55 PM

Oh wait! I knew that was too low!

DC (10+5wis+3feats+2bloodline+2cradled+2 spell level) = Will DC24, two four, not 22!

AC 19/ 19/ 17. CMD 15 HP 91 /91 Tishe' (SteveK)  
Thursday April 20th, 2017 10:42:32 PM

They are close, and Tishe' decides to try and reduces the spellcasters. She flies forward then targets the Necromancer with a Resilient Sphere!

....
Fly towards Necromancer 60'

Resilient Sphere. Reflex Save DC 21 or captured within a spherical wall of force

Spells
Lvl.... 0. 1. 2. 3. 4. 5
Slot....* 8. 8. 8. 6. 4
Used. * 0. 0. 3. 0. 0

Fly. 12 minutes. 60' movement

Rill (MarkB) HP 103/103 - AC 25/15/23 CMD 22 
Thursday April 20th, 2017 10:52:42 PM

Rill cracks his knuckles, and then summons the power if his God as he casts Blindness/Deafness on the Necromancer (DC 20 Fortitude save or permanently blind.)

DM Kathy  d20+23=30 ; d20+7=19 ; 14d6=44 ; 5d8=19 ; d4=1 ; 5d10=28 ; d20+6=8 ; d20=3 ; d20+11=13 ; 5d10=29 ; d20=1 ; 10d6=43 ;
Friday April 21st, 2017 1:10:22 AM

At the end of the previous round, the spells go off. The Necromancer points a finger, and a lightning bolt streaks toward Tishe'. She takes 44 damage, Reflex save DC 22 for half. Then the lightning bolt arcs! Zeoll, Rill, and Terser each take 44 damage, Reflex save DC 22 for half. The halfling called Darkness finishes his spell, and a cloying miasma of greasy darkness envelops the forward section of the Dealer's Choice. All Good-aligned creatures (Zod, Reggie, and Jozhur take 19 points of damage and are sickened for 1 round. DC 20 Will save for half damage, and no sickened effect. Neutral creatures (Kunda) take 9 points of damage, DC 20 Will save for half, and no sickened effect either way. The elf called Reaper points a finger at Zod. A lightning bolt hits! Zod takes 28 damage, Reflex save DC 22 for half.

Jozhur fires at the elf called Reaper, but he was not successful in hiding from her sharp eyes. His arrows hit, but he is not able to sneak attack her.

Zod attacks the halfling called Darkness. His spiritual weapon hits, as does his lightning bolt.

Zeoll summons a Djinn and asks it to fly invisibly to the bow of the Soul Driver. Then he casts a Hold Person on the human called Spectre. He his held fast.

Bralin moves up and takes up a defensive stance.

Tishe' casts a Resilient Sphere, which the Necromancer is not able to avoid. Rill's Blindness spell cannot penetrate the Sphere and is lost.

The Necromancer casts Disintigrate, which automatically destroys the Resilient Sphere (At least, it automatically destroys a Wall of Force, and the description says the Sphere works the same way, so I'm assuming it applies.) Reaper sends another lightning bolt at Zod! Zod takes 29 damage, Reflex save DC 22 for half. Then she hurries to the Spectre's side. The Spectre tries again to resist the Hold Person, but fails. Meanwhile the halfling Darkness moves toward the bow and casts a spell at Bralin. Bralin takes 130 points of damage; DC 24 Fortitude save for 43 damage instead.

And our map. If you move, please move your character on the map.

(Brock) Jozhur AC24 / Touch 17/Flat 17--CMD 26--HP90/99  d20+10=29 ; d20+16=28 ; d20+16=34 ; d20+10=19 ; d8+3=9 ; d8+3=5 ; d8+2=5 ; 5d6=27 ; 5d6=17 ; 5d6=18 ;
Friday April 21st, 2017 2:24:48 AM

Jozhur shrugs off whatever it was the halfling sent spewing at him. He realizes they are up against some powerful magic wielders, hopefully no Black Lions have to go before Gargul today.

Jozhur can't help but notice Spectre seems a little helpless. He unleashes a flurry of arrows at the...man.

Will save: 29 (pass, took 9 damage)

Full hasted ranged attack
First hits AC28: 9 damage plus 27 sneak damage (36)
Hasted attack hits AC 34: 5 damage plus 17 sneak damage (22)
Second attack hits AC 19: 5 damage plus 18 sneak damage (23)

Boots of haste used: 2/10

Zeoll (Cayzle) (AC26; HP18 of 62)  d20+19=21 ;
Friday April 21st, 2017 11:42:56 AM


Zeoll prophylactically uses a hero point for a +8 on that save vs lightning. Rolling at his usual +11+8 is a +19 ... and a natural 2 still fails!!! Alas, Zeoll takes the full 44 damage!

The genie can't coup de gras this round because he has to move up. So he creates an illusion of himself appearing next to the Necromancer, seeing to swing and miss as it "ends its invisibility." The illusion is pink and not translucent on the map.

Then the still-invisible genie moves up behind Spectre, hoping to coup de grace him next round -- if he does not break free of the Hold!

The illusionary genie will seem to take an AoO if it is offered, but misses. The true genie will not take any AoOs while he is invisible.

As for the severely shocked Zeoll, he takes a five ft step forward and casts an extended Command at Darkness, who is just barely in range. The DC23 spell requires the enemy to FLEE.

Then Zeoll uses a move action to call on his Lady's help, becoming invisible. (Fey domain power).

=====
DM Sanity Info

Cleric Spells:
0: guidance, create water, light, mending;
1: command x3, command, obsc mist, elf vision;
2: calm emo, calm emo, hold person, faerie fire
3: loc obj, sum mon III, glibness

Sorcerer Spells:
1st: 2 of 8 (mage armor x2)
2nd: 0 of 6
3rd: 1 of 4 (SFF Djinn)

Horn: 2 of 4
Rod: 2 of 3
Channel: 1 of 8
Hero points 1 of 7
Hide Away Domain Power: 1 of 8

AC 19/ 19/ 17. CMD 15 HP 69 /91 Tishe' (SteveK)   d20+10=27 ; d20+17=26 ; d20+17=34 ; d20+17=34 ;
Friday April 21st, 2017 12:14:08 PM

The storm whips up and the Necromancer arcs a lightning bolt at Tishe'! She is able to ground herself by letting the bolt arc through thee nearby mast, but her hair still curls with the whiff of ozone! "Ouch!" She gasps, and smiles as her Sphere encloses the Necromancer... for a few seconds anyways. But at least that caster is on the defensive! Other spells are flying fast and furious, and Tishe' decides to show these bullies another power of Sargrass Spellweavers; unraveling other people's spells!

"I'll try and hold off their spells while you take the fight to them!" She shouts to the other Black Lions.

Tishe' casts Dispel Magic as a Counterspell against the halfling's Darkness, and then, hovering in mid-air, she Readies another Counterspeel Dispel Magic to Unravel whatever spell necromancer wants to cast next.
.....
Reflex 27, half damage
Fly hover Dc 26

Counterspell Dispel Magic vs Darkness = 34 (d20+ Tishe caster level+5 because of Weaving skill)

Unravel. Spellweaver may ready a Counterspell as a Move Action. Vs next spell Necromancer tries to cast = 34

Spells
Lvl.... 0. 1. 2. 3. 4. 5
Slot....* 8. 8. 8. 6. 4
Used. * 0. 0. 5. 1. 0

Fly. 12 minutes. 60' movement

Zod |&| Kunda (Damarr) HP: 76|66 AC:22|26 T:21|15 FF:19|20 CMD: 36|31  d20+17=19 ; d20+7=23 ; d20+10=28 ; d20+13=21 ; d20+8=17 ; d8+1=2 ; d8+1=7 ; d20+10=25 ; 10d6=30 ;
Friday April 21st, 2017 4:13:40 PM

Zod chokes on the smog, doubling over with a hacking cough, when the glimmer of a story flicks through his memory. Recalling one of the tales of King Eberyon and Queen Maab told by Zeoll the night he first met the Black Lions, Zod growls his determination and grits his teeth through the sickening cloud. Will save 21 (+8 class, +5 Wis, +2 cloak, +2 feat;+2 from Zeoll's Cradled ability, being the first save since. That's half the retroactive Hero Point I needed. C Man ftw!). Kunda, more concerned with meals than morality, shrugs off the evil vapors, Will save 23 (4 damage).

As the lightning bolt streaks by, Zod snorts sharply at the smell of his own singed hair, dodging the brunt of the shock, Reflex 28 (14 damage & 9 from the miasma).

"Using such strength against hapless sailors!?" Zod roars at the enemy casters, while the manifested symbol of Domi attempts to hammer the halfling Darkness again, hitting AC 21 & 17, for 2 & 7 force damage.

Zod moves to the front edge of the ship, as Kunda springs forward into the sea, with Acrobatics 25 for a horizontal jump, and slips smoothly beneath the waves. Unfortunately that means she no longer benefits from the Shared Extended Greater Magic Fang, but she continues her double move, holding her breath and swimming up to the Soul Driver underwater.

Zod casts Flame Strike, calling down a 20ft a pillar of flame over Necromancer, Death, Spectre, and Reaper, and most likely Zeoll's invisible Djinn (sorry, I think it misses the illusion though). They each take 30 damage (divine/fire), Reflex DC 19 for half.

Zod |&| Kunda (Damarr) HP: 62|66 AC:22|26 T:21|15 FF:19|20 CMD: 36|31  d20+10=30 ;
Friday April 21st, 2017 5:43:50 PM

((Missed a lightning bolt.... ouch.... nat 20 on save for 14 more damage.))

Zeoll (Cayzle) (AC26; HP40 of 62) 
Friday April 21st, 2017 6:30:43 PM


OH! OH! Zod, you are a godsend! Sent by the Lady herself! Zeoll forgot about his cradled +2 save bonus! He is happy to use it and MAKES his save! Sweet hero point, stop your tears! You were not spent in vain after all!

Header updated for half damage, not full damage, on that save.

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 134/156, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 1/28, channel 0/5)  d20+13=30 ; 3d6=13 ; d20+19=38 ;
Friday April 21st, 2017 10:26:54 PM

Terser overcomes his distraction to avoid the worst of the lightning. (Reflex 30) since the spell all went off in his fugue state, he instead runs forward and uses his ring to push darkness off the edge of the Soul driver.

(Move to within 30 feet, 13 damage to darkness and bull rush vs CMD 38)

(MikeK)Bralin (AC35 / T17 / FF32 CMD 29 - HP 108/141)Shld Fth, Wtr Walk, Air Walk  d20+18=24 ; 3d6=10 ;
Saturday April 22nd, 2017 10:58:26 AM

Bralin grunts as he is struck by a spell, but his dwarven constitution proves up to the task.
Barely - Fort 24

Noticing others are also hurt, he takes a step closer to his comrades, and channels the power of the sphere in a healing wave.

Then, Bralin leaps over the side of the boat, and heads toward the Soul Driver, walking on the water.

Mayhap, he is below line of sight. Either way, the unexpected angle of approach and the night might help conceal him.

---
Five foot step
Channel energy - Zeoll, Tishe, and Terser healed for 10 hp
Move toward ship


Rill (MarkB) HP 59/103 - AC 25/15/23 CMD 2259  d20+10=12 ;
Sunday April 23rd, 2017 7:58:48 PM

Rill is caught unawares with the lightning. He should have been expecting that.

He moves to the front of the ship near Zeoll, and invokes the name of his God, uttering a short Prayer for Terser, Bralin, Zoll and Tishe. (Prayer: 12 rounds, +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks)

DM Kathy  d20+18=34 ; d20+9=29 ; d20+16=32 ; d20+4=11 ; d20+7=23 ; d8=2 ; 5d10=30 ; 14d6=58 ;
Sunday April 23rd, 2017 11:06:27 PM

Jozhur takes advantage of Spectre's immobilized state, and fires at him. The first two shots hit, and seem to do damage.

Zeoll's genie moves up--and that's when he spots the Symbol etched on the foremast! The genie is wracked with pain! The genie takes a -4 penalty on attack rolls, skill checks, and ability checks. (DC 21 Fortitude save negates.) Zeoll himself casts a spell at Darkness, who easily resists it. Then the liontaur turns invisible.

Zod has a little more luck against Darkness; his glowing hammer smacks the halfling once for 2 damage. Then he calls down a Flame Strike. Most of his opponents are able to avoid the worst of the damage; Death appears to avoid it altogether. Even the ones who were hit, though, seem to have some kind of protection; they aren't as badly hurt as you would have thought. Meanwhile, Kunda leaves Zod and swims for the Soul Driver.

Terser wants to use his Ring of the Ram to push Darkness off the ship, but he is too far away for that. [The item description says it has a 50-foot range. Those are 5-food squares on the map, so you're about 75 feet from Darkness. Or am I missing something?]

Bralin heals his companions and starts across the water for the Soul Driver.

Rill moves up and casts a spell to help his companions.

Reaper casts a spell on Spectre, and he shakes off the Hold Person. Spectre pulls out a potion and drinks it. Meanwhile Reaper calls down another bolt of lightning on Zod. Zod takes 30 damage, DC 22 Reflex save for half.

The Necromancer steps away from the genie (it's not really, but he's not taking any chances) and casts a spell. A small white globe streaks from his hand to the deck of the Dealer's Choice, where it explodes into a burst of icy shards. Zod, Jozhur, and Reggie each take 58 points of cold damage, DC 22 Reflex save for half.

Darkness casts a spell and targets both Bralin and Rill. He commands you to Halt!; make a DC 21 will save or stand in place and take no actions.

And the map.

(Brock) Jozhur AC24 / Touch 17/Flat 17--CMD 26--HP90/99  d20+17=23 ; d20+15=29 ; d20+15=24 ; d20+9=27 ; d8+3=6 ; d8+3=9 ; d8+2=4 ;
Monday April 24th, 2017 12:35:25 AM

Jozhur rolls towards the Dealer's Choice's railing just as the icy orb explodes, completely avoiding the blast. (reflex save: 23, no damage)

He glances around at Reggie and Zod, then begins firing more arrows at the elf, Reaper. He pulls these arrows from a special spot in his quiver.

-----------------------------------
Full hasted attack with Drow Poison arrows (DC 13 Fort save, unconscious for 1 min./unconscious 2d4 hours)

First attack hits AC 29: 6 damage
Second attack hits AC24: 9 damage
Third hits AC 27: 4 damage

Boots of haste used: 3/10

Active Effects
Haste: Current AC 25, +1 attacks, current reflex save +18


Zod |&| Kunda (Damarr) HP: 3|66 AC:27|26 T:22|15 FF:24|20 CMD: 37|31  d20+10=21 ; d20+10=28 ; d20+6=10 ; d20+13=23 ; d20+8=10 ; d8+1=5 ;
Monday April 24th, 2017 9:32:32 AM

(OOC: It might not matter, but if it does, it occurred to me that a helpless creature, as Spectre was, gets no reflex save vs spells like Flame Strike. Also, I think you might've missed Tishe's counterspelling.))

Expecting the next lightning strike, Zod is still 5% too slow to avoid the full blast. Reflex 21. Seeing Jozhur's evasive roll from the corner of his eye, Zod does manage to duck most of the ice shards. Reflex 28. (30 & 29 damage; Zod has 3 HP).

With a roar of pain, Zod appears to fold in on himself. The minotaur's roar ends in a strange, wet, gurgling and slapping sound. As he rises back to his full 10' height, Zod's shape is changed to a mass of rotting earth and tangled vines; a Large plant creature only seen in the Wold's deepest swamps and marshes since the Awakening.

Beneath the waves beside the Soul Driver, Kunda climbs quietly (Stealth 10) up the side of the enemy ship. Staying below line of sight, the constrictor snake readies an action to bite & grab any enemy that appears over the railing.

In its final round, Zod's Spiritual Weapon hits Darkness (vs AC 23) for 5 force damage.

~~~~~~~~~~~~~~~
Standard Action: Wildshape into Shambling Mound, as Plant Shape II. Nets +2 Dex, +4 Nat AC, resist fire 10, resist electricity 20, grab & constrict abilities.

Kunda: move & ready action to grab any enemy that come in sight on the deck of the Soul Driver.

Rill (MarkB) HP 102/103 - AC 25/15/23 CMD 2259  d6=6 ; d6=4 ; d6=4 ; d6=4 ; d6=2 ; d6=3 ; d8=8 ;
Monday April 24th, 2017 12:26:58 PM

Rillett senses the attempt to control him, and mentally brushes it aside without much efort (Will save 30.)

Rill looks at his companions being ground down, and curses the distance between us. He’s also puzzled that the moving ships that were on a collision course have miraculously stopped in the water. But he does what he can.

Before Bralin gets further away, Rill move to the front of the ship and channels energy, hoping to at least catch any on the Lionfish, and perhaps the Dealer’s Choice if it somehow begins to move again. This heals all within 30’ of the cleric for 23 damage. Then he uses a hero point to cast Mass Cure Light Wounds, healing all within 85’ of the cleric for 20 damage!

DM Kathy 
Monday April 24th, 2017 12:59:33 PM

Oh, crud, Damarr's right. I completely missed Tishe''s post. So, first, Steve K, you didn't need to spend a Hero Point. That "dark" spell was Unholy Blight, and there's no lingering effect to dispel.

Second, Tishe' did successfully counter the Necromancer's Freezing Sphere, so Zod, Jozhur, and Reggie did NOT take damage from it.

There's nothing in the description of "helpless" that says they're not entitled to a Reflex save, so that stands.

And Mark B, the ships were on an intercept course, not a collision course, and I did say we were abstracting it.

Zod |&| Kunda (Damarr) HP: 52|66 AC:27|26 T:22|15 FF:24|20 CMD: 37|31 
Monday April 24th, 2017 2:37:30 PM

OOC: updated header with 49 more health (20 from Rill, 29 added back from the freezing sphere).

(Ed) Reggie | AC : 23 / Touch 22/ flat: 19 | HP: 130 / 130 | Rage used 0 /18 
Monday April 24th, 2017 5:03:14 PM

{ooc: sorry for the silence and I might be due some actions but first can we get a basic summary of the damage everyone has taken? heck I might even be be unconscious by now}

Rill (MarkB) HP 102/103 - AC 25/15/23 CMD 2259 
Monday April 24th, 2017 5:50:27 PM

For Reggie - her damage so far:
4/21 - 19 points of damage and sickened for 1 round. DC 20 Will save for half damage, and no sickened effect.
4/23 - The Freezing Sphere did not go off thanks to Tishe' - no damage.


Terser (Warren G) [AC22/13/19 - CMD 27 - HP 144/156, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 1/28, channel 0/5) 
Monday April 24th, 2017 6:38:09 PM

sorry - should have been more clear. Missed a round of combat, so if possible, was going to use that round moving forward into range, and the second round to use the bull rush and continuing moving to the ship

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 144/156, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 1/28, channel 0/5)  d6=3 ; d6=2 ; d6=5 ; d6=6 ; d20+19=37 ; d10+12=14 ;
Monday April 24th, 2017 6:46:45 PM

Now that he has positioned himself and Rill has healed the lightning burns, Terser turns his channeling on the undead crew and then readies himself for any that approach him.

channel for 16 damage to the undead.
reach AoO vs first to come in range - AC 37 for 14 damage


(MikeK)Bralin (AC35 / T17 / FF32 CMD 29 - HP 141/141)Shld Fth, Wtr Walk, Air Walk  d20+12=23 ; d20+17=35 ; d10+17=20 ; d6=1 ; d20+17=29 ; d10+17=18 ; d6=4 ;
Monday April 24th, 2017 6:58:01 PM

"Halt!" commands the halfling, Darkness

"No," Bralin replies. [Will 23]
Rill's healing spell washes over him, and with a deep chuckle, the warrior stomps through the air to meet this halfling cleric.

He slams his axe down upon the halfling, and allows his backswing to trace an arc into the nearby crewman.
-----------------------

Move to Darkness.
Power Attack, Cleave
Attack Darkness hitting ac 35 for 20 hp plus 1 hp cold damage
Cleave atk on crewman hitting ac 29 for 18 hp plus 4 hp cold damage


--
Spell List Highlight to display spoiler: {
0 – Detect Magic, Detect Poison, Purify Food and Drink, Stabilize
1 – Comprehend Languages, Divine Favor, Shield of Faith (x2)**, Identify (d)
2 – Align Weapon, Eagle’s Splendor, Lesser Restoration, Soften Earth and Stone (d)
3- Water Breathing, Stone Shape (d)
}

AC 19/ 19/ 17. CMD 15 HP 91 /91 Tishe' (SteveK)   d20+17=26 ; d20+17=30 ;
Monday April 24th, 2017 7:07:26 PM

Tishe' feels healing coming from Bralin and Rillet and she is at full health!

Staying at a hover near the bow of the Soul Driver (two moves ago), Tishe' targets Spectre and casts Resilient Sphere! (Reflex D.C. 22 or caught)

And, utilizing her innate abilities as a Spellweaver, she concentrates on Necromancer, Ready to Counterspell the first thing he tries to cast! (Counterspell, Dispel Magic. DC 30 to Counterspell)

.....
Hover Fly 26

Standard action. Resilient Sphere. (DC 22 Reflex)

Move Action. Counterspell. (Wold PrC Spellweaver can Ready a Counterspell as a move Action (no Hero Point needed). (DC 30)

Spells
Lvl.... 0. 1. 2. 3. 4. 5
Slot....* 8. 8. 8. 6. 4
Used. * 0. 0. 5. 2. 0

Fly. 12 minutes. 60' movement

DM Kathy 
Monday April 24th, 2017 11:14:54 PM

[I realize I may not have been 100% clear. If your character moves, please move him or her on the map. Everybody should have the correct permissions to do that; let me know if you do not.]

Since we're still waiting for posts, I"m going to skip a DM post for tonight.

I will note that Terser and Bralin have come into the area of the Symbol of Pain, so they'll need to make a DC 21 Fortitude save or take a -4 penalty to attack rolls, skill checks, and ability checks.

I'm sorry I misunderstood Terer's actions, Warren. You overcame Darkness's CMD, so you could have shoved him back into the crewman, and that probably would have knocked them both prone. I'll leave it up to the group whether they want those two prone or not. I'm guessing yes. :)

Zeoll (Cayzle) (AC26; HP62 of 62)  d20+4=15 ;
Monday April 24th, 2017 11:58:46 PM


Last round: Genie save vs symbol is a 15, so it fails.

This round:

The genie uses his major creation ability to create a wood cylinder around the foremast where the symbol is. Maybe blocking both line of sight and line of effect will stop the spell. Then the true genie rises ten ft up. He is still invisible.

The illusion takes a five ft step (as pre map) and pretends to attack.

Zeoll himself casts another Summon Fey Friend, in place of his Locate Object spell. That's his whole round. He is no longer invisible.

=====
DM Sanity Info

Cleric Spells:
0: guidance, create water, light, mending;
1: command x3, command, obsc mist, elf vision;
2: calm emo, calm emo, hold person, faerie fire
3: loc obj, sum mon III, glibness

Sorcerer Spells:
1st: 2 of 8 (mage armor x2)
2nd: 0 of 6
3rd: 1 of 4 (SFF Djinn)

Horn: 2 of 4
Rod: 2 of 3
Channel: 1 of 8
Hero points 1 of 7
Hide Away Domain Power: 1 of 8

(Ed) Reggie | AC : 23 / Touch 22/ flat: 19 | HP: 120 / 130 | Rage used 0 /18  d20+16=34 ; d20+19=33 ;
Tuesday April 25th, 2017 8:06:39 AM

{ooc: Will save = 34, Also Reggie was at the wheel of her ship (Don't recall the name actually), I moved Reggie to where she should have been}

{ooc: I think we are still a little bit away from our target (maybe we should label the ships on the map). also how many rounds of actions does Reggie have available?}

Reggie fights the pain of the damage she has taken, turning to drive her ship into a collision course hoping to take advantage of anything she can to increase her speed.

{ooc: profession sailor = 33}

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 144/156, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 1/28, channel 0/5)  d20+18=38 ;
Tuesday April 25th, 2017 11:31:35 AM

fort save 38 vs DC 21 - pass

Zod |&| Kunda (Damarr) HP: 52|66 AC:27|26 T:22|15 FF:24|20 CMD: 37|31  d20+7=17 ; d20+9=13 ;
Tuesday April 25th, 2017 6:43:17 PM

((Put the little bugger on his rump, I say!))

Zod grits his teeth at the barrage of spells from the powerful casters aboard the Soul Driver.

I haven't cast this many spells at one time in ages. The warrior druid thinks to himself. All this magic is giving me a stomach ache... The Shambling Mound known as Zod looks on wistfully as the dwarves begin laying into the Halfling.

Unable to hold back any longer, the Wildshaped minotaur leaps into the sea and pulls himself toward the Soul Driver. Acrobatics 17 to jump, Swim 13 to move another 5ft (13ft of movement left after the horizontal leap, half movement swimming, rounded to nearest workable amount).

~~~~~~~~~~~~~~~~~~~~~
Move Action (unused this round in previous post): Jump & swim toward enemy ship.

((If Reggie is able to move the Dealer's Choice closer to the enemy, Zod will stay put & attempt to board from a better vantage))

(MikeK)Bralin (AC35 / T17 / FF32 CMD 29 - HP 141/141)Shld Fth, Wtr Walk, Air Walk 
Tuesday April 25th, 2017 7:39:04 PM

Bralin's eye flashes from halfling to crewman. In his mind's eye they are prone.
He chuckles again.
That would be useful.

AC 19/ 19/ 17. CMD 15 HP 91 /91 Tishe' (SteveK)  
Tuesday April 25th, 2017 7:58:10 PM

Tishe' feels a bead of sweat roll down one cheek as she continues to concentrate on the Necromancer to counter the bullies spells.

.....
Ready a Counterspell as a move Action (no Hero Point needed). (DC 30)

Spells
Lvl.... 0. 1. 2. 3. 4. 5
Slot....* 8. 8. 8. 6. 4
Used. * 0. 0. 5. 2. 0

Fly. 12 minutes. 60' movement

DM Kathy  d20+7=18 ; 3d6+12=24 ; d20+10=18 ; d20+15=18 ; d20+15=16 ; d20+15=23 ;
Tuesday April 25th, 2017 10:55:12 PM

Jozhur fires several shots at Reaper. They hit, and she is looking badly hurt.

Zod changes his shape as Kunga stealths hear way onto the Soul Driver.

Rill heals his companions.

Terser channels energy against undead. Unfortunately, none of the Soul Driver's crew are actually undead; they are living beings in disguise. Nice to know that for sure, though. Thanks to Terser's previous efforts, both Darkness and the crewman next to him are now prone.

Bralin takes full advantage of this, attacking both prone opponents.

Tishe' tries to catch the Spectre in a Resilient Sphere. She succeeds!

Zeoll's genie tries to cover the Symbol of Pain. The fix is successful, but the cylinder could be pretty easily removed. If he wants, the genie can take more time to further secure it. Meanwhile, Zeoll begins summoning another friend.

Reggie steers the Dealer's Choice forward, trying to ram the Soul Driver. [I move it sideways a little, too, so you wouldn't run over Zod.] You knock into the Soul Driver with a resounding crunch! The Soul Driver is damaged, and a few of the crew are knocked prone. [Reggie has a couple of rounds of actions, but I ask that we not try to unspool the combat too far back. Maybe take two actions next turn?]

The Necromancer, Death, and Reaper begin to move toward the bow of the Soul Driver. So does the Spectre, who manages to get through the Resilient Sphere. [OOC: He's under the effects of a Blink spell.] When they get close to Darkness, the Necromancer tries to cast a spell. It is countered by Tishe'. Darkness casts a spell, casting carefully to make sure he doesn't get attacked. He succeeds (barely!) and the entire group disappears.

Only the regular crew are left--as far as you can see. One of them is prone. He stands up, provoking an Attack of Opportunity from Bralin. Assuming he survives that, he attacks Bralin, but misses. Two other crewmen come up to Terser. One of them had to stand up, thanks to Reggie's ramming, so he has double moved and can't attack. The other attacks Terser, but misses badly. The remaining two crew are focused on the fake genie--and at least now they know he is fake.

And the map.

(Brock) Jozhur AC24 / Touch 17/Flat 17--CMD 26--HP90/99  d20+20=26 ; d20+2=5 ; d20+26=46 ; d20+15=33 ; d8+3=6 ; 5d6=26 ;
Wednesday April 26th, 2017 12:26:06 AM

Jozhur gasps when his target disappears as he is lining up his next shot. "What was that? Teleport? Invisibility?" He glances about for signs of the enemy as he disappears from sight, then fires an arrow at one of the crew surrounding Bralin.

-------------------------
Perception: 26
Spellcraft: 5
Stealth: 46

Attack hits AC 29, 6 damage plus 26 sneak damage

Zeoll (Cayzle) (AC26; HP62 of 62)  d10=2 ; d20+12=21 ;
Wednesday April 26th, 2017 6:09:58 AM


Zeoll's luck runs funny, like it tends to do when dealing with the fey, and he summons a second Djinn.

Zeoll, however, has been focused on the enemy. What was that spell just cast? Teleport? Spellcraft check to ID a spell ... 21

Seeing as it does not hurt either way, Zeoll casts Faerie Fire at the last known location of the disappearing enemy.

Djinn One does indeed work hard to secure the barrier that stops the evil symbol.

Zeoll asks Djinn Two to call for a surrender using his telepathy. He does so.

The illusion "fights" with the two crew next to it.

=====
DM Sanity Info

Cleric Spells:
0: guidance, create water, light, mending;
1: command x3, command, obsc mist, elf vision;
2: calm emo, calm emo, hold person, faerie fire
3: loc obj, sum mon III, glibness

Sorcerer Spells:
1st: 2 of 8 (mage armor x2)
2nd: 0 of 6
3rd: 1 of 4 (SFF Djinn)

Horn: 2 of 4
Rod: 2 of 3
Channel: 1 of 8
Hero points 1 of 7
Hide Away Domain Power: 1 of 8

Rill (MarkB) HP 102/103 - AC 25/15/23 CMD 2259  d20+13=19 ; d20+26=31 ; d20+31=33 ;
Wednesday April 26th, 2017 3:04:57 PM

Rill attempts to determine the spell they used to vanish (Spellcraft 19, so up to level 4 spell.)

Surprised by so quick a retreat, Rill will call out to those that remain on the Soul Driver "Your leaders have abandoned you. We will be taking this ship back to port in Bonetown. You can go back as corpses or as part of the crew that sails her, the choice is yours. I suggest you drop your weapons." Then he uses Dimensional Hop to appear on the Soul Driver amidships.

With See Invisibility in effect, he looks around for anything amiss. He halfway expects those that fled to reappear, and will remain ready (readies a standard action to cast a spell.) (Perception 31.) He also tries to gauge the reactions of the crew (Sense Motive 33.)

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 144/156, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 1/28, channel 0/5)  d20+16=25 ; d20+11=17 ; d10+21=28 ; d10+21=26 ;
Wednesday April 26th, 2017 3:10:32 PM

Since he can no longer see the halfling he had been targeting, Terser begins to dispatch the crew that seem to be waving their weapons in his general direction.

hit vs AC 25 for 28 damage and AC 17 for 26 damage

edit: he only makes these attacks if they do not drop their weapons, as Rill suggested.

(Ed) Reggie | AC : 23 / Touch 22/ flat: 19 | HP: 120 / 130 | Rage used 0 /18  d20+18=32 ; d20+18=37 ; d20+13=17 ; d20+13=17 ; d10+10=16 ; d10+10=16 ; d10+10=14 ; d4+4=6 ;
Wednesday April 26th, 2017 4:39:48 PM

Once the ship collide Reggie rushes forward and leaps to the deck of the Soul Driver.

{ooc taking two actions this round the first just moving the second full attack}

Reggie fully engulfed in her rage, her eyes now pitch black, surrounded in a shadow of black. Her veins turning black as the remnants of power from her heartseed course through her.

She begins her assault on the crew of the Soul Driver.

{ooc: attacks - hot AC 32, 37, 17, 17}
{ooc: damage (in order) 16, 16, 14, 6}

AC 19/ 19/ 17. CMD 15 HP 91 /91 Tishe' (SteveK)   d20+18=28 ; d20+17=30 ;
Wednesday April 26th, 2017 6:14:00 PM

Tishe' also carefully looks at the somantic and verbal components of Darkness to determine the type of spell used, and calls it out to her crew mates.

"Too many spellcasters", she mumbles to herself. "I can nullify one, even two others, but three?" The sorceress shakes her head while hovering where she is is, "that's just not in the pattern. "

Spellcraft 28

Hover Fly. 30

Spells
Lvl.... 0. 1. 2. 3. 4. 5
Slot....* 8. 8. 8. 6. 4
Used. * 0. 0. 5. 2. 0

Fly. 12 minutes. 60' movement


(MikeK)Bralin (AC35 / T17 / FF32 CMD 29 - HP 141/141)Shld Fth, Wtr Walk, Air Walk  d20+20=26 ; d10+11=17 ; d6=3 ; d20+20=26 ; d10+11=15 ; d6=1 ; d20+20=21 ;
Wednesday April 26th, 2017 6:52:23 PM

Bralin's humor evaporates as quickly as the people they came looking for.

He takes an irritated swing at the crewman getting back up.
AoO - hits ac26 for 17 + 3 (cold) hp damage

The crewman, as well as his mates continue to fight. Very well. The dwarf steps forward, chops into a new opponent, and again attempts to connect with the first man on the backswing. The rocking ship proves too much, however, and his axe head hits a beam instead.

--
Move 5'.
Attack man directly opposite, hitting ac 26 for 15 + 1 (cold) hp damage.
Cleave attack misses - nat 1


DM Kathy 
Wednesday April 26th, 2017 10:59:03 PM

Jozhur fires an arrow and hits one of the crew. He is unable to tell what spell was cast, but Zeoll recognizes a Shadow Walk. His genie has finished neutralizing the Symbol--for the time being, at least--and his other genie issues a telepathic call for surrender. There is no immediate effect.

Rill also calls for surrender, and uses Dimensional Hop to move to the Soul Driver. He looks around, but the only invisible creature he sees is Zeoll's genie.

Terser attacks the crew, and drops one of them.

Reggie leaps over to the Soul Driver and begins attacking.

Tishe' also recognizes the Shadow Walk spell. It's likely the command crew are long gone.

Bralin also attacks, and drops another crewman.

The rest of the crew think better of their defiance. They drop their weapons and hold up their hands in surrender.



(Ed) Reggie | AC : 23 / Touch 22/ flat: 19 | HP: 120 / 130 | Rage used 0 /18 
Thursday April 27th, 2017 8:42:42 AM

{ooc, not sure if Reggie did anything (hit? not hit? any morale effect? anything besides just "attacks")}

Reggie takes a few steps back. and stumbles into a seat. slowly her complexion starts to come back. She seems "out of it" for a bit.


Zeoll (Cayzle) (AC26; HP62 of 62)  d20+28=44 ;
Thursday April 27th, 2017 10:01:21 AM


Zeoll explains to everybody that the enemy has shadow walked away.

Then Zeoll asks his two Djinn to disarm the prisoners and bind them. Zeoll also approaches the Djinn that has not used his major creation ability and kindly asks him to make him a plushie pirate ship that is embroidered with the name "Soul Driver."

The old taur helps search the captive ship top to bottom, after casting a Taurs Try cantrip and his Elf Vision spell. The latter not only gives a boost to perception but also allows the detection of secret doors in passing.

Search check (perception) 44

Zod |&| Kunda (Damarr) HP: 52|66 AC:27|26 T:22|15 FF:24|20 CMD: 37|31  d20+9=26 ; d20+14=18 ; d20=3 ; d20+8=25 ;
Thursday April 27th, 2017 10:07:51 AM

Swimming the rest of the way (26) and clambering up onto the Soul Driver, Zod resumes his natural form as he rises to his feat, frustration clear in his hunched, predatory stance.

"Aaghh!" The minotaur growls. Seeing the effect of Zeoll's Faerie Fire (Spellcraft 18) and the surrendering crew, he punches a dent in the timbers of the ships railing.

Taking the deck of the Soul Driver at the same time as her master, the 3 Int snake reacts to Zod's evident anger and quickly slides next to the two nearest crewmen. "No!" Calls the minotaur, and Kunda closes her mouth and lowers her head eye-level with the crewman.

((Assuming we're no longer acting by rounds..))

Zod stands next to his large snake, both towering over the medium ship mate. "Where did they go?!" He demands (Intimidate 25, Kunda silent aid another Intimidate 3).

Rill (MarkB) HP 102/103 - AC 25/15/23 CMD 2259  d20+31=51 ;
Thursday April 27th, 2017 11:16:31 AM

Rill will use his Deathwatch ability to see if any of the fallen foes are yet alive. If they are, he will cast Cure Light Wounds to stabilize and perhaps revive them. He makes sure the remaining enemies can see him doing this. He actually cares less about their welfare than what help and information they may provide. But he is pretty sure their former masters were not pleasant employers for these men, and hopes to provide any clever crewmen a glimmer of hope.

"None of you deserves to live for what you did to the Dealer's Choice and who knows how many other vessels and their crew. Certainly, your unprovoked attack on our ship warrants death. Yet you are still alive, and we offer healing. So consider your next actions and words very carefully. What do you know of those who abandoned you? What other ships have fallen victim to the men that left?"

He will use Sense Motive on any that respond. (Sense Motive 51)
As they talk, he will use his Probe Psyche ability on each (his Sense Motive is sufficiently high that it cannot fail the DC.)

-----------------------
Probe Psyche - After one minute of observation and/or conversation, a seeker can use this ability, with a Sense Motive check at DC 30, to know the creature's alignment and fully understand the creature's personality. This also gives the seeker insight into that particular creature, gaining a +2 Insight bonus to attacks, armor class, and spell DC against the creature.

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 144/156, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 1/28, channel 0/5) 
Thursday April 27th, 2017 4:11:05 PM

Terser doesn't trust that the ship's masters are gone for long. Even they can't have enough spares to casually abandon two in a row. He supervises collecting weapons from the crew.

Is there some way the ship could be used as a focus point for teleporting? It wouldn't do to take it back to Bonetown, just to have them pop in and start wreaking havoc in the middle of the night.

He suggests that they scuttle the new ship and take back the crew as captives on the Dealer's Choice.

AC 19/ 19/ 17. CMD 15 HP 91 /91 Tishe' (SteveK)  
Thursday April 27th, 2017 5:38:04 PM

Tishe' knows the spell and knows the command team got away. It feels like Cinnamon Valley all over again when Skalipy got away from them time and again. The frustration builds and she exclaims the worst thing that comes to her mind. "Piggies!"

Terser' s suggestion of scuttling the ship makes Tishe' smile. "Can't you see them teleporting back to the ship and drowning in the crushing darkness below? That would serve them right!" And Tishe' has just the spell for that, too...

Zeoll (Cayzle) (AC26; HP62 of 62) 
Thursday April 27th, 2017 7:19:21 PM


Zeoll says, "They shadow-walked, not teleporrted. No worrries, we can sell this boat too. And we'll need the gold for the magic item I am planning to crraft. An expensive magic item, too!"

(MikeK)Bralin (AC35 / T17 / FF32 CMD 29 - HP 141/141)Shld Fth, Wtr Walk, Air Walk  d20+9=21 ;
Thursday April 27th, 2017 7:31:13 PM

With Rill reviving the wounded, and the major players apparently fled, Bralin decides to explore the quarters of this vessel and see if anything can be found.

Perception 21

DM Kathy 
Friday April 28th, 2017 12:44:16 AM

Reggie sits down exhausted. [OOC: Reggie hit twice, and did damage, but didn't kill her opponent.]

Zeoll has one of the genies make him a souvenir, while the other searches the ship. The searching genie soon finds the Symbol of Weakness inscribed on the sterncastle. He is also able to determine what many of you probably already suspect: the Soul Driver is, in fact, the Insight in disguise.

Bralin's explorations tell him much the same, and he turns up nothing of particular value.

Terser worries aloud about the command crew teleporting back to the ship, which may be a worry. Tishe' thinks she may have a solution for it, though.

Zod is questioning the crew, and asks where the others went. "I-I-I don't know," the sailor stammers. "Th-they didn't tell us."

Rill, after reviving one of the fallen crew, is able to probe more deeply. You learn the real names of the command crew: Nikodem Zyre (“the Necromancer”), Elmar Wake (“Death”), Soliania Krisdithas (“Reaper”), Kondar Wright (“the Spectre”), and Lothar Tawles (“Darkness”). You also learn that the crew attacked another ship, the Kara this very evening, and left no survivors. You are confident that the remaining crew truly do not know where the command crew went.

Zeoll believes you can sell the Insight, but it might not fetch as much as you might like. The Symbols will need to be removed before the ship is safe to operate, and that expense will cut considerably into your profit.

You can, on the other hand, sell the gear belonging to the crew. Each had a potion of Water Breathing, a potion of Cure Moderate Wounds, a +1 breastplate, 2 +1 short swords, a masterwork heavy crossbow, and a masterwork whip.

(Brock) Jozhur AC24 / Touch 17/Flat 17--CMD 26--HP90/99 
Friday April 28th, 2017 1:24:44 AM

"I don't like our crew being split between three vessels, but I guess we will be okay." He glances about their captive sailors, "Especially if this lot can be trusted to help sail. Think they know anything of Attuell?"

ooc: What alignment are the sailors? (per Probe Psyche?)

Rill (MarkB) HP 102/103 - AC 25/15/23 CMD 2259 
Friday April 28th, 2017 1:03:35 PM

Rill will work with the others to separate this group from their potions, armor and weapons. He looks flatly at the surrendered crew.

"While I accept your surrender, I do not speak for all of us. We will confer to see what justice may require. At a minimum, your goods are forfeit."

Rill will talk with the others outside earshot of these folks.

"Well, what should we do? I certainly think we take their stuff as a start. Maybe we take some on as crew, but can we trust them?"

"As for this gear, we should keep the potions and sell the rest. I wonder what these ships are worth?"

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 156/156, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 1/28, channel 0/5) 
Friday April 28th, 2017 3:57:03 PM

"My concern, Captain, was that if they're powerful enough to shadow walk, then they could possibly also teleport. And being familiar with a ship, could they not jump right to it, wherever it may be? "

Terser searches around for more symbols, of pain or other things. It doesn't look too difficult to remove. Maybe he could just carve that piece out of the mast?

Zeoll (Cayzle) (AC26; HP62 of 62) 
Friday April 28th, 2017 4:48:58 PM


Zeoll alerts his friends to the two symbols, and he urges Tishe to please dispel them.

He thinks that both captured ships should be returned to Bonetown and sold. Maybe some of the proceeds can go to the survivors that we met earlier in the adventure.

(Ed) Reggie | AC : 23 / Touch 22/ flat: 19 | HP: 120 / 130 | Rage used 0 /18  d20+11=27 ;
Friday April 28th, 2017 9:18:41 PM

It takes a few rounds but soon Reggie is back to "normal".

She takes a moment to take in her surroundings and the scene before her. the damage didn't seem to bad, she remembers steering a ship, but now there was a collision,

great a DUI. she thought to herself.

As some of the crew deal with the other sailors, and some look for more info about the enemies that escaped.

Reggie moves to look over the damage to the two ships. she begins to evaluate how to separate them and keep them afloat.

{ooc: craft ships roll = 27}

There is talk of selling them, "I might be interested in keeping one of these. If the price is right at least."

AC 19/ 19/ 17. CMD 15 HP 91 /91 Tishe' (SteveK)   d20+17=18 ; d20+17=27 ; d20+17=28 ; d20+8=11 ;
Friday April 28th, 2017 10:56:44 PM

Tishe' nods at Zeoll's suggestion and casts Dispel magic against the symbols on the front and back of the Insight. The first spell probably doesn't remove bathtub ring, so Tishe' casts another spell to remove the second symbol; the advantage of being a sorcerer.

The woman from the Sargrass is also good enough of a sailor to steer the Insight while Reggie takes the Dealers Choice and Tula navigates the Lion Fish. And so, all three ships can get back to Bonetown.

Dispel. 18, 27, 28

Sailor. 11

(MikeK)Bralin (AC35 / T17 / FF32 CMD 29 - HP 141/141)Shld Fth, Wtr Walk, Air Walk 
Saturday April 29th, 2017 10:58:10 AM

Bralin looks about at their fleet.

"We must make haste back to Bonetown," he remarks, "'ere we add yet another vessel to our collection'.

Zod |&| Kunda (Damarr) HP: 52|66 AC:27|26 T:22|15 FF:24|20 CMD: 37|31 
Saturday April 29th, 2017 11:20:32 AM

Zod takes little interest in the loot collected, but he nods when Reggie says she might want to keep one of the recovered ships.

"I'm no sailor, and I can't say I've got any interest in taking charge of one of these boats m'self, but I do enjoy the space that comes with not squeezing 3 Large creatures and 6 medium ones, plus your crew, onto the Lionfish. And, if there's no objections, I would like to continue traveling with you folks, at least until we catch these dangerous pirates pretending to be undead. I've got a bone to pick with that elf, Krisdithas, calling herself Reaper.."

Zod rubs the back of his neck, hair singed and muscles still twitchy from the series of lightning bolts.

(Brock) Jozhur AC24 / Touch 17/Flat 17--CMD 26--HP90/99 
Sunday April 30th, 2017 4:33:41 PM

"We need to question them, get whatever information we can. I believe we may have some differing opinions on what constitutes acceptable interrogation tactics. I believe we've used a zone of truth in the past."

Jozhur glances around at their small fleet. "We should also make haste for Bonetown. Being spread across three ships complicates things if we are attacked again."

DM Kathy 
Sunday April 30th, 2017 10:40:09 PM

Jozhur's spell tells him that three of the sailors are Neutral, and the other two are tending toward Evil.

Rill supervises the gathering of the loot, and suggests maybe some of the sailors could be taken on as crew.

Zeoll asks Tishe' to dispel the Symbols, which she is able to do after a couple of tries.

Reggie is concerned about the ships. The Lionfish is completely undamaged. The Dealer's Choice has minor damage in the bow where she was used as a battering ram. The damage to the Insight is more extensive.

Terser points out that the Insight might not be much of a prize, given that the command crew might be able to teleport back aboard.

Zod and Bralin are anxious to get the ships back to Bonetown because your habit of acquiring new ships is getting a little ridiculous at this point.

However, you are not far from Bonetown at all. Indeed, now that the sun is rising you can clearly see the smudge of land in the distance. You can be there within the hour.

AC 19/ 19/ 17. CMD 15 HP 91 /91 Tishe' (SteveK)   d20+8=19 ;
Monday May 1st, 2017 3:35:40 PM

"Port ho!", the Spellweaver calls, "set sail thus and thus and lets go!"

She is happy, sun is up, breeze in her hair, and in command of a prize ... for at least an hour or so.

Profession Sailing. 19

Zeoll (Cayzle) (AC26; HP62 of 62)  d20+28=42 ;
Monday May 1st, 2017 3:55:36 PM


Zeoll gives the orders! Back to Bonetown we go!

His tail switches back and forth, however, and he keeps super alert. It just seems to him that the party got the best of that fight -- IF we did -- by luck as much as skill, and he's expecting the enemy to heal up and return soon.

Perception on watch: 42

(Ed) Reggie | AC : 23 / Touch 22/ flat: 19 | HP: 120 / 130 | Rage used 0 /18  d20+19=33 ; d20+11=19 ;
Monday May 1st, 2017 4:39:46 PM

Reggie works with the crew getting both ships as seaworthy as possible. separating the two and keeping both afloat.

teaching lesser experienced crew the ins-and-outs of ship repairs and basic seamanship as well as damage control,

there is something that can be said for working like this without the aid of magic. she is forming a bond with the crew.

{ooc: profession sailor = 33, craft ships = 19}


Terser (Warren G) [AC22/13/19 - CMD 27 - HP 156/156, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 1/28, channel 0/5) 
Monday May 1st, 2017 6:02:13 PM

As they discuss fixing the ship, Terser suddenly remembers the mallet in his bag!

"I can fix it!"

He removes a strange looking rubber mallet with the word "Felix" on the side, takes it in both hands, and swings it as hard as he is able at the damaged prow of the Insight.

LnB prize - as Level 1 Mending

Zod |&| Kunda (Damarr) HP: 52|66 AC:22|26 T:21|15 FF:20|20 CMD: 36|31  d20+5=18 ;
Monday May 1st, 2017 6:52:25 PM

Zod helps situate the detained crew from the Soul Driver, then watches as Reggie works with the good guys' crew to make some quick repairs.

Although it's a new application for him, the minotaur smiles as he finds some similarities to his own Craft (carpentry 18), and lends a few timely points on woodworking in general. He chuckles when Terser brings his mallet to bear on the ship, nodding appreciatively when the gift's magic sets in.

Zod will stay on the Soul Driver as they head into port, keeping watch over the pirates until the others decide whether the crew will be consigned to the Lionfish or turned over to the guards.

Rill (MarkB) HP 102/103 - AC 25/15/23 CMD 2259  d100=30 ;
Monday May 1st, 2017 7:22:15 PM

Rill withdraws to pray (fills an open spell slot with Divination.)

He casts Divination, and is successful! He asks, "where will be meet Reaper and her cohorts next?"

-------------
"...a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week. The advice granted by the spell can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn’t act on the information, the conditions may change so that the information is no longer useful."

(MikeK)Bralin (AC35 / T17 / FF32 CMD 29 - HP 141/141)Shld Fth, Wtr Walk, Air Walk 
Monday May 1st, 2017 8:40:26 PM

Bralin wanders over to see how Terser plans to fix a ship by hitting it with a hammer.

DM Kathy 
Monday May 1st, 2017 10:54:26 PM

You make some quick repairs before setting sail, and Terser brings out a little bit of magic to help speed things along. Zod assists with the more mundane method of knowing what he's doing.

You return safely to Bonetown before mid-morning. The familiar sounds and smells of the port greet you as you sail your small armada to the docks. The smells are especially notable; it's already quite warm despite the early hour. It's going to be another scorcher.

Rill does some divination, and the best answer your DM can provide is "there are other tasks before you now."

You have acquired two ships, one of which has issues that may be insurmountable. You have gear to be sold, and Insight crew whose fate you need to decide. And speaking of the Insight, just where is Captain Atuell, and what part did he play in all of this?

Zod |&| Kunda (Damarr) HP: 52|66 AC:22|26 T:21|15 FF:20|20 CMD: 36|31  d20+9=24 ;
Tuesday May 2nd, 2017 12:49:41 AM

On the way back to Bonetown, Zod watches the former crew of the Insight. As he and Kunda stand and walk among the men, the minotaur attempts to size them up. After a time, the minotaur leans in close to the most apparent leader among the 5 and sniffs deeply, nostrils flared. "How did they pay you for your hand in dishonorable deeds?" he asks, noting the man's response and the reaction of the group. Sense Motive 24.

Seeing the sea-worthy duo as such, Zod follows Reggie and Johzur, observant, but staying out of their way. He does make a point to ask them about Bonetown, never having been before, and asks about any guards or government, regarding the captive crew's fate. ((So the wiki says there's no guards..))

With no established system of justice, Zod will appear surprised, and, after a moment's thought, suggest they offer fair wages for good work, plying the seamen's skills where needed, and perhaps use a bit more strong-armed suggestion if necessary.

"I suppose we must pray they have the courage to prove themselves."

Unused to structured civilization, Zod is taken aback when challenged to provide said solutions. It could be interesting if the men prove honorable & able, but would be troublesome otherwise. With a snort the minotaur shakes his head clear of the thought.

Zod watches quietly as they come into port, impossibly hiding at the fringes of the returning Heroes. He casts Reduce Animal on Kunda, and the snake slides onto his shoulders.

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 156/156, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 1/28, channel 0/5) 
Tuesday May 2nd, 2017 5:03:51 PM

"We don't know what, if anything, these men actually did. It could have all been perpetrated by their masters. I'm sure there are those running around Bonetown with as bad or worse points on their resumes.

They could hire on with another ship that lacks crew. If they prove untrustworthy, I'm sure the Bonetown Captains will deal with them quickly enough."

(Ed) Reggie | AC : 23 / Touch 22/ flat: 19 | HP: 120 / 130 | Rage used 0 /18 
Tuesday May 2nd, 2017 5:23:19 PM

offering her two cents Reggie interjects, "these men are no different than me, freed slaves. They should be treated as such. At least that is how I see 'em"

(MikeK)Bralin (AC35 / T17 / FF32 CMD 29 - HP 141/141)Shld Fth, Wtr Walk, Air Walk 
Tuesday May 2nd, 2017 5:29:45 PM

Bralin spent the last year not commenting on other people's customs, and he's not about to start here.

Having nothing to offer, the dwarf silently waits for Zeoll to make some decisions.

He does brush a bead of sweat from his brow, and chuckles in self absorbed amusement.

(Brock) Jozhur AC24 / Touch 17/Flat 17--CMD 26--HP90/99 
Tuesday May 2nd, 2017 5:48:32 PM

Jozhur nods to Reggie, "They could be captives, or maybe they were hired help. Either way, they may or may not know fully what they were aiding. Either way, they should be questioned. They may have useful information."

He also explains to Zod the Captian's Council and the Harbormaster. While the Harbormaster generally doesn't care about criminal activity, he may make an exception for the "Soul Driver". The Captain's Council may also take issue with situation.

Jozhur will suggest the solution of stripping the crew members of their belongings, questioning them, and leaving it at that.

Zeoll (Cayzle) (AC26; HP62 of 62)  d20+25=26 ; d20+25=37 ;
Tuesday May 2nd, 2017 7:36:03 PM


Zeoll springs into action.

He agrees that the captives should be free to go. Let them tell the story. It will only serve to help our reputation.

He asks Bralin and anyone else who is interested to go with him to the Harbor Master. He wants advice on selling the two captured ships. And he wants to tell the Lionfish's news. And he wants to know what is going on hereabouts.

Gather Info 26.

Then he and any who want to join him head into town, frequenting watering holes and such places. He is looking for news of the mysterious Captain Atuell.

Gather Info 37

(Brock) Jozhur AC24 / Touch 17/Flat 17--CMD 26--HP90/99  d20+16=36 ;
Tuesday May 2nd, 2017 8:35:15 PM

Zeoll has Jozhur's attention when he mentions "watering holes". He happily accompanies Zeoll. He enjoys a little more than his fair share of ale and helps dig up whatever information he can.

Aid Zeoll's diplomacy check: 36

AC 19/ 19/ 17. CMD 15 HP 91 /91 Tishe' (SteveK)  
Tuesday May 2nd, 2017 9:20:04 PM

Tishe' sails the second captured ship into Bonetown with a skeleton crew and busies herself in tying her up.

DM Kathy 
Tuesday May 2nd, 2017 10:35:48 PM

Zod and Jozhur question the crew from the Insight. None of them were captives or slaves; all were paid crewmen who received a share of the plunder. All knew what they were getting into when they signed on. And, although all of them seek to minimize the extent of their involvement, you're pretty sure all of them participated in the raids, including killing helpless sailors. A couple of them seem to kind of enjoy that part, the others insist that it was nothing personal, just the way things are.

Zeoll goes to the Harbormaster and asks about selling the Dealer's Choice and the Insight. There's some trouble with that last one; Captain Atuell is known locally to be the master of the Insight, and as far as anyone knows he's still around. As for Dealer's Choice, the Harbormaster says he'll put the word out.

Then Zeoll and Jozhur visit watering holes, looking for Captain Atuell. You find a couple of places where Atuell had been seen last night; he is nowhere to be found this morning. Although, to be fair, many denizens of Bonetown are nowhere to be found this morning; a night of carousing will do that. It might be best to try again this afternoon. In the meantime, there are prisoners to deal with and loot to sell.

Rill (MarkB) HP 102/103 - AC 25/15/23 CMD 2259 
Wednesday May 3rd, 2017 11:40:28 AM

Rillett is glad to be back in Bonetown. It not the prettiest town, nor the best smelling. It also not safe, nor clean, nor remotely law abiding. On second thought, he's only sorta glad to be back. But, it's home for now.

Regarding the prisoners, Rill will confer with the Black Lions. "They should probably be hanged for their crimes, but I would prefer a better means of justice. The Harbormaster is unlikely to want to deal with them, as they committed no crimes in the areas under his authority. The Captains' Council may just welcome them as fellow pirates. Could we put them to work, and trust them to complete it? Maybe Goodie Bess has a need for some strong backs?" (I assume they are locked up and being guarded by the crew.)

After the discussion about the prisoners, he will take the loot to the Catacombs, stopping off at the Temple of Rest, the local church of Gargul and see what news the chief priest Yaas Farril may have.

"I head to the Temple of Rest and then to the Catacombs, if any of you would like to join me."

AC 19/ 19/ 17. CMD 15 HP 91 /91 Tishe' (SteveK)  
Wednesday May 3rd, 2017 11:43:47 AM

Tishe' makes an unladylike snort. "Whether Captain Attuell is complicit or not, the 'Insight' is our now, taken while it was engaged in Piracy. We also have witnesses of its own crew that they attacked and destroyed other ships in these waters to include 'Dealer's Choice'!



Zeoll (Cayzle) (AC26; HP62 of 62) 
Wednesday May 3rd, 2017 1:41:52 PM


Zeoll laughs and agrees with Tishe wholeheartedly. "We won the vessel in a fairr fight, and she's ourrs to sell orr sink! If Atuell wants to prress a claim, grreat -- we verry much want to talk to him!"

Later, he talks over the prisoner issue with Rill and anyone interested. "My frriends, this is Bonetown, and the only justice is the justice we make. Ourr choices arre to kill these crriminals, set them frree, orr something else that we decide and do, not anyone else. We can't make Goodie Bess ourr gaolerr, even if she wanted to be. We've alrready taken theirr goods. I suggest we use Arrcane Marrk or Geas or Bestow Currse or Baleful Polymorrph to impose ourr own justice, and then frree them."

Zod |&| Kunda (Damarr) HP: 52|66 AC:22|26 T:21|15 FF:20|20 CMD: 36|31 
Wednesday May 3rd, 2017 4:56:32 PM

Zod shakes his head in disgust at the captured crew, dislodging the generally still snake from her preferred perch atop his head. "I would not trust this lot with much..." He says to Rill and the others. "If they can be put to work under a watchful eye, that might be of some benefit, but if there's no taskmaster to set them to..." Zod shrugs, and again eyes the pirates with disdain. "Cowardly men like this know the path they choose, and the end they'll meet there. It'd be a mercy, for them and the rest of the Wold, if we give them a painless death now."

Uninterested and generally confused by politics, Zod leaves the question of the Insight's former master to the others. He does volunteer to stay with the captive crew and ship, though, if it seems necessary. "I don't know no Attwell." Zod says with a grin. Otherwise he'll tag along with Rill running errands.

(Ed) Reggie | AC : 23 / Touch 22/ flat: 19 | HP: 120 / 130 | Rage used 0 /18  d20+13=24 ;
Wednesday May 3rd, 2017 5:25:24 PM

Noro will eventually make her way to question the former crew of the Insight.

"I'm looking for information, And I think You lot may know something." she begins, she cracks her knuckles and loosens up to begin the beat-down.

"now, we can do this the easy way, or the hard way. I am leaning toward the hard way myself, but I am also feeling generous. I'll let you decide."

"what do you lot know about the Bloodkin? in particular their slave trade?"

{ooc: Intimidate = 24}



(MikeK)Bralin (AC35 / T17 / FF32 CMD 29 - HP 141/141)Shld Fth, Wtr Walk, Air Walk 
Wednesday May 3rd, 2017 5:31:55 PM

Bralin shakes his head at Zod's suggestion.

"To kill a man in battle is one thing, to execute him, I like not. And, if as Zeoll states, there are no authorities or jails on this island, then releasing them, mayhap with a spell to compel them from evil acts, is our only course."

Having had his say, the dwarf decides to see if the WLA have a presence in Bonetown, and if so, what they may know of the location of Atuell.

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 156/156, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 1/28, channel 0/5)  d20+21=37 ;
Wednesday May 3rd, 2017 6:19:26 PM

Terser isn't exactly skilled in interrogation, but he can pull a scarier face than most. He will back up Reggie while she asks her questions, saying nothing but being generally imposing.

intimidate 37

(Brock) Jozhur AC24 / Touch 17/Flat 17--CMD 26--HP90/99  d20+25=37 ; d20+17=30 ;
Wednesday May 3rd, 2017 7:49:53 PM

Jozhur assists Reggie in her questioning and will also probe into whether they know anything about Attuell. He reminds the crew "Your fate lies with us. We're not above executing murderers, though we tend to be forgiving to those who show a little remorse."

Bluff: 37
Sense motive: 30

DM Kathy 
Wednesday May 3rd, 2017 10:39:57 PM

Rill suggests putting the captured crew to work, before departing for the Catacombs. Zeoll suggests some kind of magical restraint for the men.

Tishe' points out that your group should have salvage rights to the Insight, whether or not Captain Atuell is still around.

With Terser's help, Reggie attempts to question the captives about the Bloodkin and slavers. She doesn't uncover much. Only one of the men has ever even served on a Bloodkin ship, and his information is badly out of date. He shares nothing that Reggie doesn't already know.

Jozhur turns the questioning to Atuell, and is somewhat more successful.

"Atuell? He ain't real," one sailor explains.

"Nah, he's real," another says. "Just--he ain't a person exactly. He's a magical whatsit."

"He ain't a real person," the first elaborates. "Like I said. Just somethin' the cap'n made."

Bralin is able to find a small WLA office here, but they aren't sure where to find Atuell.

AC 19/ 19/ 17. CMD 15 HP 91 /91 Tishe' (SteveK)  
Thursday May 4th, 2017 11:15:23 AM

Tishe' agrees with Bralin. "No killing helpless prisoners. We can Mark of Justice them, and they already know that with all their advantages, ship, command crew, and magic items ... they were still beaten. They have a chance to turn a new thread. And if I can allow Eberyon to have time to Atone, we will give no less to mortals "



Rill (MarkB) HP 102/103 - AC 25/15/23 CMD 2259 
Thursday May 4th, 2017 4:29:33 PM

"Tishe, how is it that you came to allow a god time to atone? Was this something that happened back on the Sargass?"

Rill is not sure if he should be impressed with Tishe or seek a way to restore her mental health, or perhaps both. Having truck with a god can take a toll on a person.

"I do like your solution to dealing with our prisoners. I have looked within their hearts. There is a darkness within two of them but the other three have the capacity for good works. Perhaps if we give them a task toward a good purpose, the three will sway the other two. Could we keep the more damaged ship and put them to work on repairs, perhaps under the watchful eye or the Harbormaster or Tula?"

"As for Atuell, both Deathwatch and my ability to Probe Psyche would reveal if he were undead or a construct. He was in a disguise, and is younger than he appeard, but when I looked at him, he was as alive as you or me."

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 156/156, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 1/28, channel 0/5) 
Thursday May 4th, 2017 6:02:48 PM

"Unless of course, there was magic more powerful than your own concealing his nature." Terser shudders to think at facing something more powerful than the magic his friends command, as the energy that can come from them seems much bigger than their bodies could contain.

(Brock) Jozhur AC24 / Touch 17/Flat 17--CMD 26--HP90/99 
Thursday May 4th, 2017 6:23:23 PM

Jozhur ponders things a moment, "Could it be possible one of the enemy who fled, the 'Captain', was going around disguised as a made up character, 'Attuell'? Did we ever confirm both Attuell and the Insight were not in Bonetown when the last disappearances occurred?"

(MikeK)Bralin (AC32 / T17 / FF29)CMD 29 - HP 141/141) 
Thursday May 4th, 2017 7:05:56 PM

Bralin responds to Rill, nodding at Tishe.

"She speaks of the trial of the Fey King, at his Awakening. The heroes of the Wold were called upon to declare judgement upon him, and we voted for Atonement."

The dwarf's eyes lose their focus for a moment, while he dwells on the memories.

"T'was some time ago, it seems."

Waving away the past, Bralin returns to the task at hand.
"Could Atuell be some form of doppleganger or clone or some such?

Better yet, now that we have met in combat, have we some means of scrying their company?"

Zeoll (Cayzle) (AC26; HP62 of 62)  d20+25=31 ;
Thursday May 4th, 2017 7:12:09 PM


Zeoll surveys his friends -- are there any leads or avenues we have left to try? The old liontaur is just not sure where to go with the group's mission to take on this evil group.

At least we now have some real names: Nikodem Zyre (“the Necromancer”), Elmar Wake (“Death”), Soliania Krisdithas (“Reaper”), Kondar Wright (“the Spectre”), and Lothar Tawles (“Darkness”). But what's next?

At the least, he can prowl around town and see what info there is to gather on those names.

Gather Info 31

Zod |&| Kunda (Damarr) HP: 52|66 AC:22|26 T:21|15 FF:20|20 CMD: 36|31  d20+5=15 ;
Thursday May 4th, 2017 7:27:10 PM

Zod nods in deference to Bralin and the others. "If it attacks me or mine, I put it down. If it thinks better and runs off, maybe I let it go." The minotaur smiles, shaking his head. "Seems I don't yet have a mind for the rules in this half-civilized port town." Zod scratches his ear and flicks a gob of something green from his finger. "But if it's order you want, I know a former Mailed Fist Captain or two that might lend some wisdom and a hard bark to stiffen up a few spines."

Zod sits back to whittle his quarterstaff, carving fluid designs into the unpolished wood. Craft Carpentry 15.

DM Kathy 
Thursday May 4th, 2017 10:59:32 PM

You discuss Captain Atuell, and Rill is quite confident that his spells would have told him if Atuell were undead or a construct. Alas, this appears to be an error on your DM's part. You kept asking if Atuell was undead, and he is not; however, he is a construct, and if the Probe Psyche should have told you that, I apologize.

Zeoll attempts to find information about the real crew of the Insight, but you don't turn up very much. You begin to suspect, however, that Elmar Wake was the human man who was paying bards to spread the "old legend" of the Soul Driver.

You are still working your way through options of what to do with the captured crew, and I won't interfere in that unless you have a specific question.

The next day, you receive word from the Harbormaster that Eloi Kole would like to buy the Dealer's Choice for 5,000 gold.

(Ed) Reggie | AC : 23 / Touch 22/ flat: 19 | HP: 120 / 130 | Rage used 0 /18 
Friday May 5th, 2017 4:40:49 PM

Reggie leaves the prisoners to their fate having gained nothing new.

Reggie heads to the nearest tavern to have some drinks, pondering what to do next. she begins doubting whether her past ever happened.

Rill (MarkB) HP 102/103 - AC 25/15/23 CMD 2259 
Friday May 5th, 2017 6:32:42 PM

Rill returns from the Catacombs with a big bag of coins. He takes out a pen.

"Hmmm. Lemme see. Sold weapons, armor. Then there was that ship, let's sell that to Eloi Kole. There are 8 of us ... carry the one ... ok, and then...OK. So we have 21,553 GP to distribute. We also have 5 potions of Water Breathing and five potions of Cure Moderate Wounds.

"How much do we need to pay the crew? Shall we say 300 gold for Captain Zeoll to distribute and give to Tula for ship supplies? If this seems fair, then each of the Black Lions would get 2,656 GP for their share.

"As for the potions, I suggest:
Jozhur - 1 Water Breathing, 1 CMW
Zeoll - 1 Water Breathing
Zod - 1 CMW
Reggie - 1 Water Breathing, 1 CMW
Bralin - 1 Water Breathing, 1 CMW
Terser - 1 Water Breathing, 1 CMW

"I left Tishe and myself off as least likely to be hurt or unable to deal with being underwater. Besides, I need you all to have healing potions in case I go down.

"Fair enough? Everyone good with this?"



Zeoll (Cayzle) (AC26; HP62 of 62) 
Friday May 5th, 2017 8:03:52 PM


Zeoll nods and thanks Rill for his loot division. "You have done well forr us, my frriend!" he says.

He also agrees with the selling of the ship.

"What, the Catacombs wouldn't take it?" he asks Rill with a grin.

AC 19/ 19/ 17. CMD 15 HP 91 /91 Tishe' (SteveK)  
Friday May 5th, 2017 8:48:54 PM

Tishe' nods as Bralin speaks. She tells the tale as written in the Black Cathedral of Plateau city; "The Fey King created the Wold's Cradle and inspired the creation of the Wold, but he was put to sleep by Maab through many ages long time. At long last, the elves of the Wold chose to awaken him, and he rose in anger, and might have conquered all. But the heroes of the Wold forced him to bow, and chose to offer him the chance to Reform. Since then he has worked many changes to the Wold, trying to make amends."

"When the elves awoke Eberyon, I have been told multiple avatars of Eberyon were seen all over the Wold. I and my packpates in the Bloodpack met His avatar on the Sargrass that looked like a white-skinnned drider and fought and beat him. But we knew that it contained only a sliver of Eberyon's power, and we wouldn't have been able to succeed unless the Fey King wasn't fighting on so many fronts at the same time."

Zod |&| Kunda (Damarr) HP: 52|66 AC:22|26 T:21|15 FF:20|20 CMD: 36|31 
Sunday May 7th, 2017 6:47:00 PM

Zod listens closely as Tishe and Bralin recount their first-hand experiences with the Wold's First Immortal Power. He agrees with Rill's loot division and takes the healing potion with a distracted thank-you.

Perhaps also inspired by Tishe's recollection of the Fey King's promise to Reform, Zod returns to the discussion of the captive pirates. "Maybe for now, we should add the three sailors to help crew your Lionfish and make repairs to the Insight. For those other two.." Zod gives another disdainful snort "Curse them with a word of warning, or turn them into jellyfish for the rest of their lives.... I stand by my first statement as to their rewards."

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 156/156, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 1/28, channel 0/5) 
Sunday May 7th, 2017 8:49:18 PM

Terser continues to hoard his money, hoping inspiration for some improved gear will come his way. Maybe this group of wizards will have some powerful item that will suit him to a tee.

DM Kathy 
Sunday May 7th, 2017 10:42:32 PM

Reggie heads for a much-deserved drink. Maybe when all this Soul Driver nonsense has been wrapped up, the group will have time to look at Zod's clue about slavers. And maybe that will lead to the answers Reggie seeks.

Rill takes the loot to the Catacombs, but makes a vow to hunt down and eliminate the creature calling itself "Captain Atuell." [OOC: I can't go back to the beginning of the module and have Rill kill him; among other things, he gave you guys some information. But if you want to hunt him down and kill him now, you can.]

Tishe' and Bralin continue catching Zod up on somewhat-recent Woldian history.

You sell the Dealer's Choice and divvy up the proceeds. The Insight proves more difficult to get rid of. Nobody seems to want a ship where the former command crew could teleport back aboard at literally any minute. Perhaps with time, it will seem less of a threat. Or perhaps you'll just have to break her up for parts.

At any rate, it would seem the adventure of the Soul Driver is winding down.

Experience Points! The zombie fight aboard the Dealer's Choice was worth 4,000 XP each, which I think I forgot to award. This final scene was worth 24,000 each. And let's make this "last call," and try to wrap up anything still outstanding from this adventure. New challenges await!

(Ed) Reggie | AC : 23 / Touch 22/ flat: 19 | HP: 120 / 130 | Rage used 0 /18  d20+11=27 ;
Monday May 8th, 2017 5:02:58 PM

"I would recommend we scuttle the Soul Driver, salvage what we can and make repairs or improvements to the Lionfish" Reggie suggests.

Reggie spends time on the Lionfish during her downtime looking hings over. She seems to making measurements and drawing up plans.

Looking to add some sort of siege weaponry on board.

{ooc: craft ship = 27}

(MikeK)Bralin (AC32 / T17 / FF29)CMD 29 - HP 141/141) 
Monday May 8th, 2017 6:22:18 PM

"Agreed", responds Bralin to Reggie. Breaking up the vessel seems like the only option.

The dwarf also thanks Rill for taking care of the equipment distribution.

Afterwards, its time for some introspection, and Bralin wanders off for some alone time.

Zeoll (Cayzle) (AC26; HP62 of 62) 
Monday May 8th, 2017 6:45:22 PM


Zeoll has some business at the Catacombs. Other than that, he is happy to practice his mending spell and his Profession Sailor aboard the Lionfiish.

Privately, he again talks with his friends about his idea of converting the Bonetowners from the illegal piracy of theft and pillaging to the legal piracy of taxation, border control, and policing the waves.

AC 19/ 19/ 17. CMD 15 HP 91 /91 Tishe' (SteveK)  
Monday May 8th, 2017 7:01:38 PM

Tishe' thinks scuttling is a fine idea! After removing any cargo and loose items below deck, the spellweaver helps with removing the useful parts of the ship; sailcloth, ropes, anchor and bell. Then has the ship towed out to one side of Bonetown harbor where it may make a lovely reef and uses her Pearl of the Sirines to swim under the keel before casting a single spell... Passwall. The spell puts an immediate ten foot diameter hole in the bottom of the Soul Driver, and Tishe' swims quickly away as the hulk settles to its final resting place!

That taken care of, Tishe' is glad to see the former crew working off their crimes, and is able to settle for easy days at Portside House, weaving on her big loom and using Prestidigitation to help tell stories of the Sargrass to the children who happen by.



Rill (MarkB) HP 102/103 - AC 25/15/23 CMD 2259 
Monday May 8th, 2017 7:38:07 PM

Rill will look about the Soul Driver, becoming familiar with the vessel himself.

"I have no problem with scuttling the ship. It seems that the local superstitions render it valueless anyway. But the likelihood of them using it as a teleport destination seems slim. They used Shadow Walk to leave and Shadow Walk is not precise. If they can teleport, their familiarity with the vessel only improves their ability to gain access to the ship, and it's hard to see why they would want it again give the fact that we have the same access."

"As for our prisioners, I like Tishe's idea of the Mark of Justice and having them work off any debt."

Rill also agrees with Zeoll's proposal to move the town's illegal piracy of theft and pillaging to the legal piracy of taxation, border control, and policing the waves.

Zod |&| Kunda (Damarr) HP: 52|66 AC:22|26 T:21|15 FF:20|20 CMD: 36|31  d20+5=18 ; d20+10=25 ;
Monday May 8th, 2017 8:20:03 PM

Zod takes a sizable plank from the Insight before Tishe and the others sink it. He begins the slow process of whittling away the board to reveal what muses may have hidden inside (Carpentry 18).

At ease in Bonetown, Zod and his companion fall into semi-seclusion. He joins Reggie and the others at the tavern to ask more about the heroes and the pirate cove they call home, and can be seen around, usually looking for a drink or another competitive spirit, but he spends most of his time getting familiar with the natural areas around Bonetown (K:Nature 25).

Zod is agreeable to Zeoll's plan to legalize and control piracy in the waters around Bonetown, although he doesn't see a particular place for himself in the plan as of yet.

(Brock) Jozhur AC24 / Touch 17/Flat 17--CMD 26--HP90/99 
Monday May 8th, 2017 9:35:40 PM

Jozhur shugs at Zeoll, "The circumstances surrounding the 'Soul Driver' are pretty sinister, even for Bonetown. I can understand no one wanting anything to do with it."

His eyes light up when Reggie mentions adding siege weaponry to the 'Fish. "Magana was obsessed with putting a ballista on board. Problem is, the deck would be too cramped for our larger friends to move around on. Maybe we could engineer some sort of platform to put it on, out of the way."

Rill (MarkB) HP 102/103 - AC 25/15/23 CMD 2259 
Monday May 8th, 2017 9:49:15 PM

"Maybe we need a bigger ship."

DM Kathy 
Monday May 8th, 2017 10:10:21 PM

As this adventure winds down, Reggie begins looking at the possibility of mounting a siege weapon on the Lionfish. You find the spot on the forecastle deck where a ballista can be mounted. There isn't one there now; some of the larger members of the crew kind of appreciate having the extra space. It would be an easy enough task to mount a ballista, though, if that's what the crew agreed upon. Jozhur suggests a platform or similar structure to keep the ballista out of the way--although that would take longer to arrange.

You decide to scuttle the Insight, and Tishe' is readily able to accomplish this. Zod claims a souvenir plank and begins carving it into....something.

The other bits and pieces you salvage bring you enough coin to pay your incidental expenses for a while.

You end up turning the captured crew over to the Harbormaster, who pledges to find honest work for them. Well, honest-ish. This is still Bonetown.

And as the former Insight makes its way to the bottom of the harbor, you all prepare for your next adventure.....

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