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Day 2


DM Carl 
Monday February 13th, 2023 5:30:22 PM

*I won't be able to post this evening, and I've waited as long as I can before posting. Apologies for not giving 24 hours.

The night passes quietly, until it doesn't. No mortal creatures decide to attack the Sea Witch, but the weather decides it's going to give it a shot. It hits just before the dawn, bringing high winds and rough seas.

Those of you in hammocks may very well sleep peacefully through it, though your companions (and Khord!) probably don't fare so well. The worst of it ends an hour after dawn, but the seas remain choppy and getting around on board is difficult for those without sea legs.

*Anyone without any ranks in sailor must make a DC15 fort save or be sickened. Furthermore, the terrain is difficult for non-sailors unless a DC17 acrobatics check can be made (one check for the whole encounter).

Once the worst is over, breakfast will be served in the galley. It's just bowls of thick porridge, but there is some honey and raisins to sweeten it. The sailors eat and move aboard the ship with no obvious difficulty, their bodies accustomed to this sort of thing. Rio greets you as breakfast ends.

"A bumpy morning! Hopefully the porridge stays down. Don't you worry 'bout this, The Sea Witch has handled worse! Weather's gonna be ugly most of the day, though. We all know ya don't have your sea legs yet. No one'll think poorly if you want to weather the weather in bed." Her face turns serious. "Though I am going to ask you stay off deck. My men're busy enough without having to fish any'a you outta the drink." She answers any questions before leaving.

Scab places a bucket on the table when he comes to collect bowls. "Just in case!" he says with an obnoxious grin.

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32  d20+4=7 ;
Monday February 13th, 2023 7:06:57 PM

Corym is obviously excited at Snark's acceptance. This excitement at night is quickly replaced by intense sickness. Let's just say the crashing waves were not the only sound heard. Corym quite quickly accepts the bucket at breakfast. emptying his stomach contents before attempting to get any substance into his body.

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41  d20+6=19 ;
Tuesday February 14th, 2023 12:26:14 AM

Snark manages to hold onto his stomach contents.

He wakes, uses Prestidigitation to clean himself up, and checks on Corym. "Ooo. Sorry you're not feeling well there pal. But this is pretty commons. I spent some time on a ship and sometimes it even gets to me."

Once things calm down and Corym is feeling better, the little gnome will pull out two arrows. The fletching on one burns like a torch, but the arrow is not consumed.

"Corym, I made something for you, mostly to show you what you can do with the magic ability you have. This one has Continual Flame cast on the fletching. Look, you can keep this leather cover over it until you need the light. And this one has a Magic Mouth cast on it. Once you shoot it, it's gonna scream for 10 minutes. Both make pretty good signaling devices and would certainly freak someone out if you shoot 'em with it."

(The Continual Flame arrow is a permanent effect that provides light like a torch, but produces no heat. The light can be covered, but cannot be put out. The Magic Mouth arrow is a one time effect that will scream for 10 minutes after being fired from a bow.)

Snark spends Day 2 working on his magic item.

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK)  d20+7=25 ;
Tuesday February 14th, 2023 1:18:19 AM

Onesimos and Corym are on watch when the storm hits. All Benni can do is get soaked while he holds onto a mast and his dinner while listening to Corym lose his. Ugh!

Carefully, carefully, he makes his way to the cabin to change. There, the cleric gives Corym a Calming Touch, removing the sickened condition. ”A company is stronger, together”, he mumbles. The fragile-looking elf will go to each of the Luck Makers (and any Sea Witch officer, though he doubts they will need it), to also remove the seasickness from them.

The cleric nods to Captain Rio: he alternates staying in the cabin or riding the chop in the spirit beer hold.

……

Fort 25. Saved

Calming Touch (Sp): 6/day. standard action touch = d6+1/clc nonlethal heal +remove fatigued, shaken, and sickened conditions.

4 / 4+1 / 4+1 / 3+1
0 - Create Water, Purify Food and Drink, Stabilize, Detect Poison
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Prot v Chaos
2- Shield Other(D), Augury, Silence, Remove Paralysis, Make Whole
3- Prayer(D), Create Food and Water, Water Breathing, Daylight

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15  d20+8=11 ; d20+8=26 ;
Tuesday February 14th, 2023 8:10:01 AM

Teddy and Gore'Thum have taken sea journey's before but Teddy's anxiety at the state of the crew builds on the rocking of the ship and he doesn't handle it as well as in the past (11). Gore'Thum stays with him until he feels better (26)

Saniainen Noapte (Holly) AC19, CMD 15, HP 20/20  d20+4=13 ; d20+2=21 ;
Tuesday February 14th, 2023 1:31:05 PM

Sani takes one look at the porridge and gags. No offense, Scab. Under different circumstances, I'm sure it's delicious. Oh dear. Excuse me, please. She then grabs the bucket.
Cookies thoroughly tossed, she starts to feel a little better. The ship pitches violently, but she rolls with it. It seems she's found her sea legs.

Khord Briarmark AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+7=10 ; d20+10=21 ; d20+8=25 ; d20+7=14 ;
Tuesday February 14th, 2023 4:36:01 PM

Khord lurches awake as the storm starts the ship to rolling, and promptly empties his stomach (Fort 10), but oddly moving about does not seem to be a problem for him (acrobatics 21). He will gladly take the calming touch from Benni and finds himself a hammock to relax in for the day until the storm clears. "Add stroms at seas to the list of times it is good to have a cleric around," he chuckles as he gets command of his tummy again.

He does not seem to be effected by the pitching of the ship (Fort 25), but the rolling does make him stumble around (acrobatics 14) and bang into those who are unfortunate enough to get in his way. He soon gives up on moving around and curls up under Khord's hammock.

DM Edit: There were some odd non-english characters in the url link for Niko. I also threw it in the header so you didn't have to post it each time.


DM Carl 
Tuesday February 14th, 2023 7:13:06 PM

Corym's excitement is infectious, but the sea has other plans for him. It's hard to vomit and be positive at the same time.

Snark makes some novelty arrows for Corym. Perhaps he could make some that explode in a burst of water to put out torches, or cast rope trick on one to reach far up places. Perhaps these thoughts are already in his head as he gets to work.

OOC: Stuff will happen today, but unless you folks take this thing off the rails you'll have 8 hours to craft.

Benni braves the deck during the storm. Good thing he's holding onto the mast, otherwise there would be a serious risk of being knocked over by the waves. Contrary to his previous "no boo boo kissing" declaration, he makes Corym feel all better.

Gore'Thum stays by his friend's side as the sea sickness takes him.

Sani politely turns down breakfast. This gets a chuckle from Scab. "Don't be generous on my account, miss. Nobody ever said 'oh boy! porridge!' as far as I'm aware." Her belly seems to settle after a bit.

OOC: Typically there's no rerolling fort saves w/o spending a hero point unless I indicate otherwise. However, in the very near future there will be a chance to make another save, so this is fine.

The crew's distant demeanor seems to slacken a bit when the attractive sorceress gets sick. There are a lot of "happens to the best of us," and "we've all been there, miss. No shame," and even some "you just let me know if you need your hair held back." To their credit, they come across as concerned and don't seem to be posturing for her attention. Others sick may not get as much attention, but only Scab seems amused by the illness.

Khord moves gracefully around the ship, even as his stomach wants to empty himself. Perhaps he's just large enough to always be within arms reach of a hold, or maybe the minotaur's just surprisingly graceful. Either way he feels a lot better once Benni gets his hands on him. He finds a comfy place to recover.

The party seems to take Rio's orders to stay off the deck seriously, and shortly after breakfast there's a feeling of acceleration as The Sea Witch resumes its journey. A few boring hours pass, until mid-afternoon. The sound of several boots running across the deck thunders down into the lower decks and some shouting can be heard. The more keen-eared among you can make out the loudest call.

"Captain! Black sails approaching!"

Tykeas hp 39/39 AC20/F16/T14 CMB/CMD 14/14  d20=7 ; d20=18 ;
Tuesday February 14th, 2023 7:46:22 PM

fort 7+4=11 failed
Acrobatics 18+14= 32 success

Taking a moment to adjust to the wake of the ship, Tykeas tests is abilities with a simple dive roll. Seeing that movement is a bit more precarious than on land, his antics are stopped by a sudden bout of ...well lets just say the bucket was appreciated by all.

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32 
Tuesday February 14th, 2023 11:28:44 PM

After his morning of chunks, the alarm of black sails being flown was NOT what he needed. Despite this, he gets his bow out and prepares. He's not extremely well versed in sea combat, but arrows are a good solution universally.

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK) 
Wednesday February 15th, 2023 1:04:21 AM

Onesimos uses his Calming Touch on Teddy, Sani, and Khord. ”Yawning your breakfast doesn’t make it easier to defend the Sea Witch if it comes to a fight”, the cleric declares. Then he scrambles to the deck, still holding onto a rope or wooden stay at every step as he makes it to his chosen position near the Captain.

Will they fight in choppy seas? The elf doesn’t know.

…..
Calming Touch (Sp): 4 of 6 used. standard action touch = d6+1/clc nonlethal heal +remove fatigued, shaken, and sickened conditions.

4 / 4+1 / 4+1 / 3+1
0 - Create Water, Purify Food and Drink, Stabilize, Detect Poison
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Prot v Chaos
2- Shield Other(D), Augury, Silence, Remove Paralysis, Make Whole
3- Prayer(D), Create Food and Water, Water Breathing, Daylight

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41  d20+2=21 ;
Wednesday February 15th, 2023 1:26:54 AM

(Acrobatics 21)

Snark's former time on a ship seems to be paying off - he's able to navigate the effect of the swells and rolls of the ship. At the call about Black Sails, the little gnome breaks off his work and comes up on deck. Fairly steady on his feet, he walks over to Captain Rio. "Black Sails. That sounds bad. Is that bad?"

-----------------------------------------------------------------------------

Spells, * = cast/used:
0 (DC15): Detect Magic, Mending, Prestidigation, Message
1 (DC16): Grease (C), Mage Armor, Silent Image, Magic Mouth*, Magic Missle, Unseen Servant
2 (DC17): Glitterdust (C), Continual Flame*, Web, Scorching Ray, Levitate
3 (DC18): Summon Monster III(C), Haste, Stinking Cloud, Fly

Abilities/Items
Acid Dart (Sp) 8 - 0 used
Gnome (Sp) 1/day - Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals.

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20  d20+12=24 ; d20-3=3 ;
Wednesday February 15th, 2023 2:18:51 AM

Isaac is able to keep his meal down but he is unsuited to the tipping and pitching of the boat he decides it's best to stay down in the hold like the captain says. When Bennie comes around Isaac tells him he's fine it's the back and forth of the ship that bothers him.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15 
Wednesday February 15th, 2023 7:36:41 AM

Teddy and Gore'Thum try to remember if they've heard of the significance of black sails before, but can't figure out what to roll since they are untrained in knowledge local.

Khord Briarmark AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 
Wednesday February 15th, 2023 4:28:05 PM

Khord is nearly lulled to sleep by the rocking of the ship as he lounges in the hammock. Hearing the activity above and the call of black sails brings him back to his senses and a he bounds to his feet. He and Niko make there way towards the deck, he unsheathes his short swords, one black blade and one silver, and a mischievous gleam can be seen in his eye, "Now we earn our keep."

He tells Niko to heel and heads out on deck, being careful to stay out of the way of the sailors.

DM Carl 
Wednesday February 15th, 2023 6:15:59 PM

Tykeas also gracefully loses his cookies. Seems minotaurs have great sea legs, though.

*Confession time! I forgot Tykeas was also a minotaur when I described the berth ya'll were staying in. I'm officially calling ret-con and saying everyone has hammocks. Khord's officially off the floor. Also, please be sure to put your name in the header in addition to your character name.

Corym heads upstairs, feeling confident in his arrows. The blast of wind that hits him when his head pops above deck may make him reconsider the notion.

Benni makes sure everyone's tummy feels better, and thank goodness for that because what comes next would not be fun otherwise. It may still not be fun, but at least there's a chance!

Snark thinks about black sails and comes back with the notion that they are, indeed, bad. At least he's found his sea legs.

Isaac seems to have the opposite problem of everyone else, and finds it takes him longer to get anywhere.

Teddy and his companion seemingly don't know what black sails mean. That is fine, because they will be finding out very soon.

Sani realizes that she has plenty of time to craft on board. In fact, it's a great use of her time!
ooc: I'll mark each day as it passes, and you can assume you have 8 hours to craft unless I specifically say otherwise.

Khord bounds upstairs, seemingly very pleased with the possibilities ahead.

The party exits the sublevel of the ship to faces full of wind and rain. The worst of the weather passed this morning, but it's still very unpleasant up here. Those who haven't gotten their sea legs yet may find themselves at a disadvantage, especially since it can be assumed their enemies won't have that issue.

*If you failed that acrobatics check, everything is difficult terrain. Movement is halved.

Speaking of enemies, there is indeed a ship flying black sails chasing them. It's surprisingly close and appears to be slowly gaining on The Sea Witch (probably because it's not loaded up with beer). As the winds shift, a flag atop the shift's mast blows sideways, revealing a jolly roger.

Perception DC25, Highlight to display spoiler: {as the ship crests over a wave and hangs in the air for just a moment, the spray clears long enough for the name of the vessel to be read: The Jack's Joy.}

By the time everyone's on deck, the crew is already armed and prepared to fight. They exhibit a stoic demeanor as they move about the ship, angling the sails to squeeze as much power as they can from the winds. Other sailors pull ropes that expose the ship's canons, but the incoming ship is providing a very small profile. Banging and shouting below indicate the canons are being prepared to fire.

Rio and Hook stand near the ship's wheel. Hook smiles as you approach, sharpening his already sharp elven features. "And here I was thinking no one would be foolish enough to attack in this weather. These pirates must be awfully thirsty."

Rio's all business. "Check below and make sure the ballistae are ready ta fire. I still ain't sure putting Joey on ammo runner duty was the right call."

"Of course, Captain," comes Hook's reply, and he nods to you as he leaves.

Sense motive DC19, Highlight to display spoiler: {Rio wanted him gone for a moment.}

"Don't dally down there, Hook. We'll need your help with the stabbing up'ere." He doesn't reply, and Rio folds up her spyglass before clipping it back to her belt. "Seems the Lolly family still ain't keen on you lot. That's Jack's daughter's ship out there, and she's gonna catch us. The Witch is the fastest ship round these parts, but she's a bit heavy round the middle right now." Rio usually has at least a little smile on her face, but not now. "We're a poor target for piracy, friends. It's one thing to haul a chest of gold from ship to ship, but no one's gonna be moving a hundred barrels of beer across a plank. They don't mean to ask for our treasure and leave, they're here for the whole ship and anyone on it who won't turn sides." She looks the established members of the Luck Makers. "Listen'ere before Hook gets back. Jack's daughter's named Rita. Goes by Red Rita. Wish I could tell ya she's just a spoiled pirate's kid playing captain, but Rita's no joke. Likely she ain't here for the beer. Likely she knows you lot are on here and wants revenge for'er dad." She turns her head as Hook starts to make his way back towards here. "I got a lotta respect for you folks, but I'm gonna suggest you leave Rita to me. I'm sure there'll be plenty of targets for ya. Prepare yerselves, though. This might get rough!"

As if on cue, a wave crests over the rail and washes across the deck. The seasoned crew hold onto the ship until the water drains back into the sea. Hook returns and gives the Captain a nod. "Young Joey is doing you proud, Captain. They'll be ready should the Joy present them a target."

Saniainen Noapte (Holly) AC19, CMD 15, HP 20/20 
Wednesday February 15th, 2023 6:29:27 PM

Sani glances down at Snark. It's usually not good.
She quickly runs through her ranged spells in hopes of hitting 'em before they can board. Magic Missile will probably do nicely.

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14 
Wednesday February 15th, 2023 7:08:11 PM

The minotaur shifts his wait moving slightly to the left of the hatch and preparing his sling for attack

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41  d20+4=15 ;
Thursday February 16th, 2023 1:28:19 AM

(Take 10 on Perception for 28, Sense Motive 15)

Snark replies to Rio while Hook is gone, "Well, sorry if we put you at any risk. We'll do what we can to defend your ship."

"Awright. Let's see what they got." Snark will cast Mage Armor.

With his small size, it's probably not hard to stay below the side railing of the ship, peeking over occasionally as Jack's Joy approaches.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15 
Thursday February 16th, 2023 7:27:53 AM

Teddy is happy to stay out of the way and let the professional sailor crew do their jobs. He find a good place to stay out of direct line of sight to the approaching ship but still on/near the deck so he can run out and help if it becomes necisary.

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32  d20+8=24 ; d20+11=13 ; d20+1=13 ;
Thursday February 16th, 2023 8:22:09 AM

(forgot to roll acro the first time, 24)
(13 perception and 13 sense motive.)

Corym will quickly cast mage armor on himself, getting ready for the fight. If Rio wanted him to stay back, he needed no more urging to oblige.

Saniainen Noapte (Holly) AC19, CMD 15, HP 20/20 
Thursday February 16th, 2023 12:47:46 PM

Sani also casts Mage Armor, and checks that her mithril buckler is securely lashed to her forearm.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+11=13 ; d20+7=27 ;
Thursday February 16th, 2023 3:29:17 PM

Perception (2 + 11 = 13)

"Well, I guess we can add pirates to the list, eh Niko." Khord says to his dog. He begins to pace back and forth along the deck, looking like a caged animal waiting for his next meal. Niko puffs up and begins to bristle, stumbling as he tries to keep up with his master.

sense motive (20+7=27)

As the captain starts to relay information about our foes, Khord finds it odd he would send hook below with the pirates closing. He then wonders what kind of trouble the Luck Makers have started that they are the targets of a vendetta from a pirate family, and thinks to himself these are my kind of people. He approaches the rail and spits into the sea, yelling in full throat, "Domi, see me! May the dance of my swords be as a prayer to you!"

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK)  d20+7=18 ; d20+9=23 ;
Thursday February 16th, 2023 4:02:23 PM

Onesimos sobers when Captain Rio mentions Jack Lolly. ”Revenge it is, though it was by guile and not strength that we managed to defeat that Undead Pirate. I am sorry that it is our presence, meant to be a deterrent, is what is causing this fight.”

Benni is by the wheel and stabilizes himself as well as he can. He readies a Prayer spell for as soon as the pirates board.

……..
Perception. 18
Sense Motive. 23

Calming Touch (Sp): 6/day. standard action touch = d6+1/clc nonlethal heal +remove fatigued, shaken, and sickened conditions.

4 / 4+1 / 4+1 / 3+1
0 - Create Water, Purify Food and Drink, Stabilize, Detect Poison
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Prot v Chaos
2- Shield Other(D), Augury, Silence, Remove Paralysis, Make Whole
3- Prayer(D), Create Food and Water, Water Breathing, Daylight

DM Carl 
Thursday February 16th, 2023 6:26:18 PM

Sani goes through her list of spells. As a sorceress, it doesn't take long. She plans on punching first, it seems.
Tykeas readies his sling. He'll have to be a good shot with it, because the winds are howling still.
OOC: Wind strength is strong for this encounter. Ranged weapon penalty is -2 and tiny creatures need STR checks to move.
Snark and Benni apologize for bringing trouble to Rio's ship. This gets a smile from her. "Think you lot are just the cherry on top. She probably would'a attacked to hurt Heranmar anyway. You bein' here's a good thing." Snark plans on using the railing for cover. He no doubt notices the large channels cut into the bottom of the railings every few feet to allow water to drain off the deck. The minotaurs don't need to fear falling through them, but Snark certainly does. Something to keep in mind should a wave crash onto deck again.
OOC: For medium and smaller creatures there's a risk of being sucked out the drain channels should they be knocked over by a wave.
Teddy stays out of the way, but is prepared to jump into a fight.
Corym gives himself some protection, and Sani follows suit.
OOC: Track wand charges on your sheet. No need to include them with your post. If you bought a 1st level wand (750gp), it lasts one hour. I'll assume you cast it closer to fight time.
Khord and his companion prepare to add new bad guys to their list of victories. He wonders about Hook being sent away, but a look at the approaching ship shows they have a good 15 minutes or so before they're close.
Benni notes that guile helped them defeat Jack. Who's to say that won't be the case with her daughter?

It's a tense 15 minutes as The Jack's Joy gains on The Sea Witch. Rio and Hook consider turning hard to starboard to allow ballista fire, but the Joy's presenting a very narrow target. "May as well be askin' her to ram our side if we tried," Rio decides. "Be ready to answer if she decides to soften us up, but I bet she's more interested in gettin' her hands on us." She gives the Luck Makers a knowing look.

A woman with long, red hair stands on the bow of the Joy. Even at a distance one can tell that she is extremely pleased with herself. She cups her hands to her mouth to shout, and surprisingly her voice booms above the winds. It must be magically projected.

"That you, Rio? Would'a thought you'd be busy with your quilting circle or counting your liver spots. I can give you a sec if ya need to sit down to catch yer breath or rest them old bones!" A quick look at Rio sees the captain's face go crimson. Seems Rita knows Rio's soft spot. Rita continues, "If any've you don't wanna ride that wreck of a ship to the sea floor, you best be throwin' yer weapons down!"

OOC: The Jack's Joy will enter combat range in tomorrow's post. Feel free to take last minute actions, as well as readied actions for when the combat starts.


Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20  d20+6=15 ;
Thursday February 16th, 2023 9:06:19 PM

Isaac listens to Rio explain about Jack's daughter and sighs "Crazy woman should be thanking us for putten her old man down if she had meet him he would have drained and turned her like any other. No one should have to exist like that thing was livin in a mirror."

Isaac prepares his own spell bless and explains "This has a bit of short duration but it should keep for three minutes" Isaac makes sure to stay near the middle of ship so he doesn't tumble into the sea he didn't fancy his chances with his armor.
Isaac will cast Bless as soon as the encounter begins.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15 
Friday February 17th, 2023 7:33:04 AM

Teddy sits and waits. Gore'Thum stands vigilant guard over him.

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Friday February 17th, 2023 1:12:13 PM

Snark kind of laments his spell choices - Levitate and Stinking Cloud won't be very effective in this wind.

He says to Sani, "Sani - you may want to ready an action to cast Dispel Magic on an incoming spell from that ship."

"Hmmm. I wonder what I can do with what I got."


Snark will cast Silent Image to create a ghostly figure of Jack Lolly on the deck of Lolly's Joy, facing their captain and silently mouthing the word NO as it gestures trying to dissuade her from an attack. Appearing as a ghost, it might not seem unbelievable if their hands or arrows pass through it.

And maybe, just maybe, it will cause her and her crew to rethink this attack.

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK) 
Friday February 17th, 2023 2:09:57 PM



Onesimos silently curses: his planned spells do not help at all with a closing ship. Neither would revealing their identities. Tangentially, he wonders if ‘Jacks Joy’ knows… how do they know. The port of Heranmar is not above selling rumor and information it seems.

”she is trying to wound you with words instead of arrows, Captain. She wants you to lose heart or do something rash. Be strong.”

The cleric holds off acting unless a pirate boards the Sea Witch.

….
Calming Touch (Sp): 6/day. standard action touch = d6+1/clc nonlethal heal +remove fatigued, shaken, and sickened conditions.

4 / 4+1 / 4+1 / 3+1
0 - Create Water, Purify Food and Drink, Stabilize, Detect Poison
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Prot v Chaos
2- Shield Other(D), Augury, Silence, Remove Paralysis, Make Whole
3- Prayer(D), Create Food and Water, Water Breathing, Daylight

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 
Friday February 17th, 2023 3:57:24 PM

Eyeing up the distance between the them and the pirates, Khord contemplates getting out his short bow but decides against it, he wants to get up close and personal. He continues to pace, casting insults and rude gestures at the oncoming ship. The jovial young man everyone met in port replaced by a coiled spring of rage*, ready to release. Niko picks up on his masters vibe and matches it. Khord is planning to meet the first boarding plank and instructs Niko to flank with him as the pirates engage.

*Figurative rage, not a class ability

Saniainen Noapte (Holly) AC23, CMD 15, HP 20/20 
Friday February 17th, 2023 4:11:18 PM

Mage Armor has temporarily increased Sani's AC by +4. She still feels like she's probably chewy and good with ketchup, but perhaps a little less vulnerable than before.
She nods grimly to Snark. Got it. Dispel Magic at the ready; I'll cast it as soon as they pull in range.

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Friday February 17th, 2023 9:19:39 PM

Isaac draws his sword and shield ready to start the fight.

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14  d20=3 ;
Saturday February 18th, 2023 2:10:54 AM

Realizing that his sling will be at a disadvantage with the wind, Tykeas "pockets" it for his short bow. Placing an arrow in it and waiting until the jolly is in range then firing. He intends to merely sink an arrow in her and cause some caution perhaps among the crew.
Attack = 11 -2 = total 9

DM Carl 
Saturday February 18th, 2023 12:35:02 PM

As The Jack's Joy approaches, Rio looks around. Seeing everything ready, she orders her men to furl the sails. "Ain't no reason to put it off any longer, and that'll keep the ship from movin' round so much."

Sure enough, The Jack's Joy starts making rapid progress. The smile on Rita's face shows this suits her just fine. As they approach, her pirates can be seen twirling grapples to anchor the ships together.

*Didn't want to start combat on the last post of the week, but the ship is about 100' out now. The deck contains many pirates, and any you manage to wound from this distance will be included in next week's combat.

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK)  d20+6=10 ;
Saturday February 18th, 2023 4:11:38 PM

Onesimos is ready. He looks hard at the many pirates on the ‘Joy’ and tries to fathom if there is something the Luck Makers could use. Mixed races? Monster races? Any undead? The last is especially interesting for the good cleric.

……….
Perception. 10

Calming Touch (Sp): 6/day. standard action touch = d6+1/clc nonlethal heal +remove fatigued, shaken, and sickened conditions.

4 / 4+1 / 4+1 / 3+1
0 - Create Water, Purify Food and Drink, Stabilize, Detect Poison
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Prot v Chaos
2- Shield Other(D), Augury, Silence, Remove Paralysis, Make Whole
3- Prayer(D), Create Food and Water, Water Breathing, Daylight

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 
Sunday February 19th, 2023 8:00:25 AM

As he sees the 'Joy" come within bow range, Khord questions his decision not to employ his bow. The wind and rolling of the deck below him seems to reassure him that waiting for the enemy to come to him is the right call.

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Sunday February 19th, 2023 7:07:21 PM

Snark scurries up to a higher area of the ship away from the railing nearest these rotten pirates. He readies an action to cast Fly on himself when the first grappling hook is thrown.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15 
Monday February 20th, 2023 6:52:07 AM

Teddy considers his spell list and what he might be able to use most effectively.

DM Carl 
Monday February 20th, 2023 6:06:12 PM

OOC: I apologize for the last post of the week. I'll be smushing the last two posts from each of together into today's post.

Isaac thinks Rita's crazy for wanting to avenge her dad, considering he was a non-hyperbolical monster. It's actually a really good point, isn't it? He draws his sword and watches the approaching ship to time his blessings.

Teddy and his...
ooc: Dude, your character is weird. I mean that in the best possible sense. I've never even considered a character could be second fiddle to their companion, Summoners excluded. I say all this in admiration, not derision. It does mean I have to twist my brain when writing posts concerning your actions. None of this is actually important, I just wanted to say it.
Teddy sits and considers spell usage while his protector stands vigilant.
Snark provides Sani with some advice, sensing she may be new to adventuring.
Sani takes his advice and stands ready to counter any spells thrown their way.

Meanwhile, in The Lands of Rest, a small, surprisingly wise looking imp tugs at the robes of an ancient Power. "Boss, look at this Snark guy!" He points to a pool of clear water that shows our heroes about to do battle. "Guy's been spending a lotta his time helpin' folks. He's kinda doin' our job for us, in a way." The ancient power does not notice, so the imp climbs up his robes, retrieves a token from a hidden pocket, and tosses it into the pool. "There ya go, kid. Keep it up!" Snark suddenly feels better about his chances, and feels a new weight in his pocket. In it, he finds a small vial filled with a prismatic cascade of color. The imp grabs his popcorn and settles in to watch the battle.

OOC: Hero point and an Anything Potion to Mark for all his help with our new players.

Suddenly, an image of Jack Lolly appears before The Jack's Joy. He mouths NO as he gestures for her to turn away. This does manage to shut Rita up for a moment, but just to gather her anger.

OOC: This is a fun idea, but the relationship between the two is a bit more complex than is presently evident.

Khord, twice decides to get up close with his attacks.

Tykeas tests his bow against the wind as the Joy closes, but the wind gusts and throws his arrow out to sea. It was a long shot anyway.

Benni attempts to sus out the enemy's makeup. All he sees are humans, and all of them very much alive. Most of them look very similar to the crew around him, actually. They wear different colors, so no risk of mixing up friend or foe. There's one guy in the group who stands by himself; the crew keeps their distance from him, giving him a circle of personal space. He looks to be sharpening a cleaver. Another man close to the captain is wearing a ridiculous floppy hat with an ostrich feather sticking out.

...Actually, wait. Benni sees the top of a head standing near the captain, but the rest of him is hidden behind the ship. Based on the size and distance, it's probably a halfling.

The distance between the ships closes. The enemy crew fires a few volleys of arrows, but soon discover the winds are too much for the archers on board to hit anything. When the ships are close enough, the crewmen aboard the Jack's Joy begin to throw grapples to bind the two ships together. Crewmen aboard the Sea Witch move to cut them away, but Rio stops them. "Leave them! Let them come!"

Her crew obliges, and soon the enemy begins their boarding. One enemy crewman swings across to land on the railing, only for the weather to remind him it exists. The ship rocks suddenly, and the pirate falls backwards into the sea. A murmur of laughter comes from both crews before they turn to kill each other.

Map is here. The enemy has more crew than the Sea Witch, hence the small number of them on the map. More enemy crew are waiting to board.

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Monday February 20th, 2023 7:48:53 PM

Snark was pretty sure his illusion would just anger Rio, but he was hoping it might cause some of the superstitious crew to pause and see it as a bad omen. He made the illusion continue to face Rio as she ignored it until the ship was abreast our ship.

Just before the first grappling hook landed, Snark's Fly spell was cast as a readied action. (last round)

As the crew swings aboard, he smiles and shouts, "Awright lads and lasses, let's give 'em what they came for." He gestures with his staff as he says, "Deorsum," to cast Create Pit from his staff. A pit opens on the deck as shown. (DC 18 reflex save for this pit, DC 16 for the sloped area around it, rules below. It's an extradimensional space that does not actually make a hole in the ship or give access to the deck below.)

Then he flies up to get some cover from the mast, landing on the first yard arm above the deck so he's out of melee reach and standing on the yard arm. (Partial cover, +2 to AC maybe?)

----------------------------
Create Pit - Creates a a 10-by-10-foot extra-dimensional hole with a depth of 30 feet. Does not displace the original underlying material. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.

Creatures who fall into the pit take falling damage as normal. The pit’s coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.

-----------------------------------------------------------------------------
Spells/Effects Running: Mage Armor, Fly, Create Pit (round 1 of 7)

Spells, * = cast/used:
0 (DC15): Detect Magic, Mending, Prestidigation, Message
1 (DC16): Grease (C), Mage Armor, Silent Image*, Magic Mouth*, Magic Missle, Unseen Servant
2 (DC17): Glitterdust (C), Continual Flame*, Web, Scorching Ray, Levitate
3 (DC18): Summon Monster III(C), Haste, Stinking Cloud, Fly*

Abilities/Items
Acid Dart (Sp) 8 - 0 used
Gnome (Sp) 1/day - Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals.


Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32 
Monday February 20th, 2023 11:02:17 PM

Corym nocked two arrows on his bow, preparing for when the enemy got closer to let go. Maybe he'd let some magic fly this fight - who knows.



“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK) 
Tuesday February 21st, 2023 1:13:10 AM

Onesimos waits for the pirates to board and makes an assessment. ”Luck Makers! Take out the officers if you can! Leave Rita for the Captain!”

Corym, they pirates are here at point blank range, I think it is time to fire now.


The cleric himself calls on Flower to help the Sea Witch. The Prayer boosts the Luck Makers and crew while hurting the pirates!
……

Prayer. 1 of 6 rounds. All Luck Makers and Sea Witch crew from Column O to AD get +1 to attack, weapons, saves, and skills. All pirates get -1.

Calming Touch (Sp):4 of 6/day
0 - Create Water, Purify Food and Drink, Stabilize, Detect Poison
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Prot v Chaos
2- Shield Other(D), Augury, Silence, Remove Paralysis, Make Whole
3- *Prayer(D), Create Food and Water, Water Breathing, Daylight

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15  d20+3=14 ; d20+2=12 ;
Tuesday February 21st, 2023 7:26:42 AM

Teddy crouches behind a doorway that leads into the ship. He sees the enemies swinging across the hooks and casts grease where a hook meets the ship hoping to trip up any invaders as they arrive (put it near e4, and yes the char concept is unusual and fun). He tries to stay small and hidden (stealth 12)

Gore'Thum steps out of cover and croaks in challenge. It would probably be scarier if he was still as big as a man instead of halfling sized (intimidation 14)

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15 
Tuesday February 21st, 2023 7:27:41 AM

(The save for grease is DC 14 dex or they fall prone)

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+15=18 ; d20+10=27 ; d20+15=21 ; d6+4=10 ; d6+4=5 ; d6+4=7 ; d20+10=13 ; d8+7=9 ;
Tuesday February 21st, 2023 3:58:23 PM

Khord and Niko waste no time getting to work on the pirates. He feels the effects of the prayer wash over him as he attacks. They will flank and attack the pirate E5 as he boards the Sea Witch, hoping to take him out quickly and then move on to the next.

Khord Primary Hand (d20+15= 18/ d6+4= 10) / (d20+10= 27 / d6+4= 5) (+2 human, +2 flank, +1 prayer)
Khord Secondary Hand (d20+15= 21 / d6+4= 7)

Niko Bite Attack (d20+10= 13 / d8+7= 9) (+2 flank, +1 prayer)



Saniainen Noapte (Holly) AC23, CMD 15, HP 20/20 
Tuesday February 21st, 2023 3:59:04 PM

Sani stands with the mast at her back. She casts the Detect Magic cantrip in hopes of identifying any incoming spells or spellcasters (other than Snark, whose magic she recognizes)-- which she'll turn back with Dispel Magic on her next turn.
If there isn't anything to dispel, she'll get ready for melee.

0 - Acid Splash, Resistance, *Detect Magic, Ray of Frost, Mage Hand, Message, Disrupt Undead
1 - Shield, Silent Image, Magic Missile, Shocking Grasp, Mage Armor (Imbued in Wand, 49 charges remaining), Protection from Evil, Enlarge Person
2 - Glitterdust, Scorching Ray, Spider Climb, Knock, Mirror Image
3 - Dispel Magic, Lightning Bolt

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32  d20+5=17 ; d20+5=17 ; d8-1=0 ; d8-1=3 ;
Tuesday February 21st, 2023 9:10:45 PM

(oops, yeah didn't see they're on board. In that case, Corym will fire twice. with a -2 from the strong wind.)

Two 17's to hit Cleaver guy, 3 damage total.

(Sorry, been a bit out of it lately. Secondly, I'm tired of using this bow. Next turn we're busting out the magic and making Snark proud.)

DM Carl  d20+7=17 ; d20+7=23 ; d20+8=14 ; 3d6=16 ; d20+7=8 ; 3d6=12 ; d20+2=17 ; d20+9=13 ; d20+13=22 ; d20+13=25 ; d20+13=32 ; d20+13=16 ; d20+8=23 ; d20+8=22 ; d20+8=15 ; d20+8=21 ; d20+13=31 ; d8+5=12 ; d8+5=8 ; d8+5=11 ; d8+5=13 ; d8+5=11 ; d8+5=8 ; d8+5=11 ; d20+13=31 ; d20+5=23 ; d8+5=9 ; d8+5=8 ; d20+13=14 ; d20+8=17 ; d20+10=13 ; d20+13=32 ; d20+13=28 ; d20+13=32 ; d20+13=26 ; d20+13=22 ; d20+8=20 ; d20+8=14 ; d20+8=27 ; d20+8=27 ; d8+5=13 ; d8+5=11 ; d8+5=13 ; d8+5=7 ; d8+5=7 ; d8+5=8 ; d8+5=7 ; d8+5=13 ; d20+8=23 ; d4=2 ; 7d6=27 ; d20+7=16 ; d20+7=21 ; d20+7=18 ; 4d6=10 ; d20+10=15 ; 4d6+3=13 ; d20+7=25 ; d20+13=14 ; d20+8=13 ; d20+6=12 ; d20+13=31 ; d8+5=12 ; d100=89 ;
Tuesday February 21st, 2023 9:53:14 PM

Snark makes a pit on the deck of The Sea Witch. Magic is wild sometimes, isn't it? The crewmen avoid falling (albeit barely for E4), but the nasty guy with the cleaver falls straight down and lands hard on his ankle (16 damage! Not bad for a 3d6). A string of curses blasts from the pit. If this guy didn't seem nasty before, he does now.

Benni calls on Flower to aid in battle.

Teddy hides and places a grease trap for pirates swinging over. It appears under the feet of E4, who is already on the slanted edge of a pit. The pirate's feet fly over his head and he slides down into the pit, landing next to cleaver (12 damage).
Gore'Thum croaks menacingly. E4 is the only one close enough to care, but he doesn't seem particularly worried about a giant frog (will 17). Perhaps Gore'Thum can make him regret that.

Khord and his canine get to work! They surround E5 when he lands, maybe because he was looking at the giant frog croaking at him. Whatever the reason, he finds himself suffering the full brunt of their attacks for a total of 31 damage! It's not enough to down him, but he's losing blood pretty quickly.

Sani readies an action to counter any spells. Only the halfling looks like he's likely to cast anything.

OOC: You don't need a detect magic cantrip to counterspell, and you should roll spellcraft (the skill) and a dispel check (d20 + caster level) ahead of time. I'll roll these for you this round.

Cleaver guy gets a hand on the lip of the pit, but falls back in (climb 13). You see no sign that E4 gets even close. Cleaver guy glares pure hatred at Snark before he falls. "Get that gnome, but leave him alive! Anyone who kills him takes his place!" The enemy crewmen blanche a bit at the thought.

Your crewmates all charge forward to attack the boarders. F1-3 each approach enemy crewmen, stabbing the enemy with their rapiers. F4 approaches the halfling, who looks very upset that his protection is sitting in a pit.

Patch runs up to E4 and attempts to knock him overboard. The pirate makes a weak attempt to stab the approaching Quartermaster, but Patch just knocks the blade aside (nat 1). Unfortunately, E4 braces against the rail and Patch's bull rush fails.

Scab laughs at Patch's failed attempt. "That's what you get for being fancy. Why knock them away when a good stabbing will do?" He springs forward with surprising grace and thrusts his rapier at E4, only to find his attack turned aside by an armor stud. He springs back just as nimbly, but with a big 'ol sour look on his face.

The pirates counterattack the crew, each to devastating effect (each pirate got a confirmed crit).

F4 suddenly arches his back as electricity surrounds him. The halfling grins as a tiny imp's invisibility fades. "What a waste..." Sani sees the halfling start to cast a spell, but can't figure out what it is in time (spellcraft 16 vs DC 17). The halfling sends a ray of fire that scorches F4's face and burns his hair clean off. The crewman falls to the ground trying to put out the fire. The rain takes care of it, but the crewman stays down. The halfling sends a 2nd bolt at Niko, scorching the good boy for 13 fire damage.

OOC: The rain will put out any fire quickly. Sani did not use a spell slot for dispel magic since she failed the spellcraft check.

E5 looks panicked as his blood drains away and he finds himself surrounded. He looks behind him over the rail, but decides drowning is not a good idea either. He sees Niko hit by the ray and figures his best chance is killing the dog to clear a path away. Both his attacks are...well, they're pathetic (nat 1 + a 13). His eyes widen in terror when he realizes he just tried to kill a minotaur's pet and he's still trapped. He tries to leap off the railing over Niko, but slips on the wet wood. It is not this pirate's day.

Three more pirates leap onto the deck. One (E8) stabs F3 through the shoulder as he lands, pushing the crewman back and knocking him over. F3 hits his head hard on the deck and stays down. His chest still rises and falls. No more pirates look to be leaping onboard.

Combat Tracker

E1 -23
E2 -16
E3 -23
E4 -23
E5 -29
C -16
Ha -17

F1 -32
F2 -20
F3 Down
F4 Down

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Tuesday February 21st, 2023 9:57:09 PM

Isaac unleashes his Bless spell making sure that the group is in range (50 ft)
Everyone gets +1 to hit and +1 against fear.

He moves near the hole but doesn't try to engage. no sense tumbling into a hole with a bunch of enemies

(Ooc:Weird I thought I posted today)

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Tuesday February 21st, 2023 10:01:17 PM

Isaac stumbles his way closer to snark trying to act as some sort of barrier between him and whatever was going to attack him.

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14  d20+6=16 ; d8=4 ;
Tuesday February 21st, 2023 11:02:17 PM

[ooc] Going to assume he is with in 30 feet now. Not sure all the penalties and bonus's from everything except for -2 due to wind. So my rolls will need adjusted [/i] Tykeas takes aim at the small pirate firing spells and lets go. (attack +16 Figures in wind penalty) (damage 7)

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Wednesday February 22nd, 2023 12:12:15 AM

Snark flies down, drawing his Enlarge wand in his other hand as he goes. He casts Enlarge on Isaac. "Don't worry about me Isaac. The one threatening me is ol' Leave-It-To-Cleaver, and he's down in a hole."

Enlarged, Isaac has reach, so he can hit anything within 10' feet, which may give him an AOO against nearby enemies that move or cast spells. Like if the imp uses a spell-like ability.

He shouts, "Somebody get that stupid halfling before he casts another spell."

He looks up to see how the Rio-Rita match is going. "Hey Rita, how's your dad doing? Maybe we can arrange for you to go see him."

For the DM: It looks like E3 and E6 ended their turn on the sloped area, so they should make a DC 16 reflex save or fall in the pit.

----------------------------
Create Pit - (Round 2 of 7) Creates a a 10-by-10-foot extra-dimensional hole with a depth of 30 feet. Does not displace the original underlying material. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.

Creatures who fall into the pit take falling damage as normal. The pit’s coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.


----------------------------
Enlarge Person - (Round 1 of 10) Increases size category to the next larger one. +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed. Equipment is similarly enlarged by the spell. Melee weapons deal more damage. Any enlarged item that leaves an enlarged creature’s possession instantly returns to its normal size. "

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK) 
Wednesday February 22nd, 2023 1:12:17 AM

Onesimos calls to Snark, ” I’ll slow him down!”, and casts a Silence spell at a point in space that will hopefully give the Halfling something to think about.

….

Silence at point P/Q,21/22. 1 of 6 rounds. 20’ radius, no save b/c point in space. Radiating 20’ covers the Halfling so he either has to move 40’ through the Silence, swing back to the Joy, fall into the Pit or move to melee range of Isaac.

Prayer. 2 of 6 rounds. Allies Column O to AD get +1 to attack, weapons, saves, and skills. All pirates get -1.

Calming Touch (Sp):4 of 6/day
0 - Create Water, Purify Food and Drink, Stabilize, Detect Poison
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Prot v Chaos
2- Shield Other(D), Augury, *Silence, Remove Paralysis, Make Whole
3- *Prayer(D), Create Food and Water, Water Breathing, Daylight

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15 
Wednesday February 22nd, 2023 7:21:09 AM

Teddy hesitates, wanting to help against the swarm of pirates but also too nervous to leave his hiding spot. Gore'Thum croaks an admonishment for him to help and he suddenly has an idea. He channels his own nervousness and fear into a spell, enhancing it and throwing it at the enemy as an attack (cause fear, DC 15 will save for e1, e2, e3, they are immune if they have 6 or more HD).

Gore'Thum decides to stay where he is - sooner or later the enemy will realize there's a second caster and send someone after Teddy, and he stands ready to defend him.

DM James: The Upper Deck, Fop Overboard.  d20+18=38 ; d20+18=37 ; d6+5=8 ; d20+19=25 ; d8+11=18 ; d20=14 ; d20+10=16 d20=11
Wednesday February 22nd, 2023 9:23:57 AM

As soon as Rita's feet hit the deck and her large frame came into view Rio rushed forward to meet her halfway across the deck. "Yer a sloppy fat pig Rita!”, Rio yelled out as her sword came out of it's sheath during her charge. The mithral blade flashed as it drew a deep line across Rita's abdomen (16 hp, Crit).

Rita wouldn't be one upped as one hand closed on the wound while she yelled back over the wind. "You won’t defeat me by lying on your back Rio!” Rita called back as she swept her giant curved blade at Rio clumsily, but still well enough to draw blood. (18 hp)

KS: Local DC 17 Highlight to display spoiler: {There is a rumor that Rio was given the Sea Witch as payment for unspecified services and people talk.}

Meanwhile Hook stayed where he was and brought out a symbol.as he yelled at the fop.
"Water looks good Billy, why don't you take a swim."
(Suggestion, DC 15)

The fop shrugged and hopped over the rail and into the water. Rita screamed and yelled. "By the gods Hook, thought you was on our side!"

If Rio was surprised she didn't let on as she continued to face off against Rita.

Sense Motive DC 21 Highlight to display spoiler: {Through the wind and rain you could see Rio's lips tighten at Rita's words. Hook was in deep trouble with the captain.}

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41  d20+9=26 ; d20+4=10 ;
Wednesday February 22nd, 2023 11:47:38 AM

(Knowledge Local 26, Sense Motive 10)

Snark is aware of the rumor but doesn't care.

Saniainen Noapte (Holly) AC23, CMD 15, HP 20/20  d20+10=24 ;
Wednesday February 22nd, 2023 12:51:18 PM

Sani kicks herself for not just blasting the halfling before. No matter; she'll do it now. She sends a searing beam of fire at the jerk, literally fighting fire with fire.

0 - Acid Splash, Resistance, *Detect Magic, Ray of Frost, Mage Hand, Message, Disrupt Undead
1 - Shield, Silent Image, Magic Missile, Shocking Grasp, Mage Armor (Imbued in Wand, 49 charges remaining), Protection from Evil, Enlarge Person
2 - Glitterdust, *Scorching Ray, Spider Climb, Knock, Mirror Image
3 - Dispel Magic, Lightning Bolt

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 39/52  d20+15=18 ; d20+10=21 ; d20+15=22 ; d6+4=5 ; d6+4=8 ; d6+4=10 ; d20+10=15 ; d8+7=9 ;
Wednesday February 22nd, 2023 3:16:51 PM

Silence settles over Khord as Benni casts to counter the halfling. The spells quiets the yelp from Niko as he takes a firebolt to his flank. The halfling will pay for attacking his dog, but first he must finish the pirate in front of him.

Khord Primary Hand: (d20+15= 18, d6+4= 5 damage), D20+10= 21, d6+4= 8 damage)
Khord Secondary Hand: (d20+15= 22, d6+4= 10)

Niko bite attack: (d20+10=15, d8+7= 9)



Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 39/52  d6=3 ; d6=2 ; d6=6 ;
Wednesday February 22nd, 2023 3:25:05 PM

looking at my sheet, realized I should be adding sneak attack damage to Khords attacks since he is flanking a favored enemy so:

Khord Primary: (d6= 3 damage), (d6= 2 dmamge)
Khord secondary: (d6= 6 damage)

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32  d20+7=24 ; 4d6=17 ;
Wednesday February 22nd, 2023 9:26:38 PM

Seeing that his bow didn't do much and adjusting for the wind, he puts it away and fires a scorching ray at E8.

(24 to hit, 17 damage.)

"Snark did you see that!?" he says, doing a very goofy looking power pose after firing the scorching ray.

DM Carl  d20+5=10 ; d20+13=25 ; d20+13=21 ; d8+5=8 ; d8+5=7 ; d20+13=27 ; d20+13=25 ; d20+8=20 ; d20+8=16 ; d8+5=11 ; d8+5=12 ; d8+5=11 ; d20+10=11 ; d20+11=17 ; d8=6 ; d20+13=28 ; d8+5=11 ; d20=20 ; d100=34 ; 3d6=8 ;
Wednesday February 22nd, 2023 9:36:47 PM

Corym doesn't have line of sight to Cleaver guy since he's in a pit, so he fires them at the pirates instead. Unfortunately both attacks go wide, albeit just barely.
OOC: Enemy pirate AC is 18

Isaac blesses the party before Snark makes him grow.
OOC: Bless should affect all friendlies on the lower deck and stacks w/ prayer

Tykeas' shot is true, but ricochets off the halfling. A shimmer of color washes over the little gal for just an instant.

Snark suggests they shut the halfling up, then peeks in on the Captain. Good news is Rita's outnumbered, and she looks down right furious. He takes another crack at inserting familial strife into the mix. She stays surprisingly cool on that subject, just shaking her head and keeping her focus on Rio. Her reply is to Rio, but Snark can pick it up. "Your little friend there really knows how to make friends. You giving him charm lessons or somethin'?"

Benni casts one of the most overpowered spells in all of existence and the halfling droops her shoulders and rolls her eyes.
OOC: I realized I've been misgendering the halfling the whole time. She's a she.

Teddy steals himself and tries to make the pirates flee in terror, but evidently they're made of tougher stuff than he hoped.
OOC: They have exactly 6HD.

Sani sends a ray of fire streaking towards the halfling, but it goes wide.
OOC: I made a ranged touch attack based on your sheet & got a 10. Go ahead and roll your d20s to hit and damage when appropriate.

Khord can't hear the pirate screaming in terror as he's cut to pieces. Hopefully it's enough to know he died screaming after trying to hurt Niko.

Corym sends a scorching ray at an enemy, blackening a large chunk of flesh. That’s gonna hurt for a while, then it’ll get all itchy when it heals. Gross…

A stream of blood continues pouring from F4's wounds, but F3 just appears knocked out.

F1 and F2 both see they're very poorly positioned. They look at each other and make tactical withdraws. They fend off E1 and E2's attacks, but E7 and E8 both take advantage of the opening. F1 takes a rapier through the gut and falls over. Blood flows from the wound, only to be washed away down the drains by the rain. F2 also takes a hit, but runs to hide behind the suddenly very large Isaac. He is in rough shape but still capable.

E1/2/7/8 all fight against the weather to advance on the rest of the targets.
OOC: remember that the entire deck is difficult terrain due to rain and the ship's motion

E6 takes a 5' step towards Isaac, but stumbles in the rain and provides Isaac with an opening due to his reach. E6 recovers and stabs towards Isaac, hitting AC 28 for 11 piercing damage.
OOC: Isaac gets an AoO against E6

The halfling grips the railing and tries moving through the grease. It should be enough, but it's not (reflex nat 1). Her foot flies out suddenly and she bangs her chin on the railing. The blow causes her to let go, then slide down into the pit. Who knows what happens down there, because no one can hear any of it. The imp nopes out and dives in after her.

Cleaver guy's head makes another appearance before sliding back down into the pit. E3 tries to grab at him, but it's not enough. He makes some movement towards the rest of the fun.

Patch quickly heads over to F4 kneels before him. He puts his hand on the man's wounds and tries to say something, but quickly realizes he can't hear himself. A stormy look crosses his face before he starts to drag F4 away from the silence field.

Scab looks at the mangled body of E5 and gives Khord a big thumbs up. He decides to use the silence field to his advantage and makes his way towards Patch while trying to keep the Quartermaster between him and the enemy.

A huge spray of ocean water erupts skyward from between the two vessels, splashing down on top of the already soaked combatants. They just couldn't pick a nice, sunny day for this, could they?

E1 -23
E2 -16
E3 -23
E4 -23
E5 -29
E8 -17
C -16
Ha -25

F1 Down
F2 -27
F3 Down
F4 Down

Map



Saniainen Noapte (Holly) AC23, CMD 15, HP 20/20  d20+5=25 ; 4d6=11 ; d20+5=17
Wednesday February 22nd, 2023 11:16:02 PM

Ranged attack +5 (BAB 3, Dex mod 2), 25 to hit
4d6 fire damage of 11

Isaac Harker (Justin M) HP 62/62 AC22/ T12 / FF 20  d20+11=14 ; d20+11=15 ; d20+11=20 ; 2d6+5=16 ;
Wednesday February 22nd, 2023 11:31:38 PM

Isaac now buffed with :(Enlarge person,bless and prayer) feels like he can take on the pirates single handedly. "Alright you lot. Off our ship NOW!"
He looks over at the halfling in the pit unsure if he can attack the spell caster at such a odd angle but takes a swing.

ooc:Dice were not happy blew 2 of my hero points on it.
Attack Roll 3: 20
Damage roll :16

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK)  d20+14=19 ; d20-2=18 ; 3d6=12 ;
Thursday February 23rd, 2023 12:31:51 AM

Onesimos doesn’t know or sense the meaning of Rita’s words, but Hook’s actions speaks that the mate is on the Sea Witch’s side. Glancing about the battle, he sees there are cremates in trouble but he is out of position… so now he will have to do something reckless.

Stairs are too far away on the shifting deck. So the elf makes his way to the rail and leaps to the deck below, surprisingly agile!

Once there, standing or prone, he grabs his woven symbol and sends a burst of healing, Selective Channeling to only Luck Makers and Sea Witch crew!
….

Sense Motive. 19
Acrobatics. 18
Selective Channel: 30’ burst, no verbal component, only allies. 12 healing! (Includes F4 and F5, but not F1 or F2)

Silence at point P/Q,21/22. 2 of 6 rounds. 20’ radius, no save b/c point in space. Radiating 20’
Prayer. 3 of 6 rounds. Allies Column O to AD get +1 to attack, weapons, saves, and skills. All pirates get -1.

Calming Touch (Sp):4 of 6/day
Channel: 1 of 6/day
0 - Create Water, Purify Food and Drink, Stabilize, Detect Poison
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Prot v Chaos
2- Shield Other(D), Augury, *Silence, Remove Paralysis, Make Whole
3- *Prayer(D), Create Food and Water, Water Breathing, Daylight

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Thursday February 23rd, 2023 1:38:26 AM

Snark hollers to Corym. "Great, kid! Don't get cocky."

The little gnome is disheartened to see some of the crew go down. As Benni moves in to unleash some healing, the gnome flashes him a thumbs up. "Wow, nice jump!"

He flies back up to his perch on the yard arm, stowing his wand as he goes. Looking across the battlefield, he sees what he was hoping for and casts Glitterdust. Centered on I/J 18/19, the 10' radius spread should affect E1, 2, 3, 7, 8. (I doubt it would affect Cleaver as he is down in the pit.) They are covered in a glittering glow, and each needs to make a DC 18 Will save or be blinded as well. Blinded is bad, but a blinded creature gets another save each round.

Snark snarls, "SURRENDER AND I'LL SPEAK TO THE CAPTAIN ABOUT SPARING YOUR LIVES. BUT KEEP FIGHTING AND YOU'RE SURE TO HAVE A VISIT WITH GARGUL."

For the DM: It looks like E3 and E6 once again ended their turn on the sloped area, so they must make another DC 17 reflex save or fall in the pit. Also, I was off on this save DC - I corrected it here and on the map.

----------------------------
Create Pit - (Round 2 of 7) Creates a a 10-by-10-foot extra-dimensional hole with a depth of 30 feet. Does not displace the original underlying material. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.

Creatures who fall into the pit take falling damage as normal. The pit’s coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.


-----------------------------------------------------------------------------
Spells/Effects Running: Mage Armor, Fly, Creat Pit (round 3 of 7), Enlarge (round 2 of 10), Glitterdust (round 1 of 6)

Spells, * = cast/used:
0 (DC15): Detect Magic, Mending, Prestidigation, Message
1 (DC16): Grease (C), Mage Armor, Silent Image*, Magic Mouth*, Magic Missle, Unseen Servant
2 (DC17): Glitterdust* (C), Continual Flame*, Web, Scorching Ray, Levitate
3 (DC18): Summon Monster III(C), Haste, Stinking Cloud, Fly*

Abilities/Items
Acid Dart (Sp) 8 - 0 used
Gnome (Sp) 1/day - Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15 
Thursday February 23rd, 2023 7:34:47 AM

Teddy takes advantage of 3 enemies grouping up to hit them with another grease spell. E2, E7, and E8 all must save vs 14 dex or fall down. Gore'Thum decides nothing is coming to attack Teddy, so he double moves to help RI get flanking against RA

DM James: The Upper Deck Continues.  d20+18=38 ; d20+18=28 ; d20+13=28 ; d6+5=11 ; d6+5=6 ; d20+19=31 ; d20+14=24 ; d8+11=15 ; d8+11=14 ; 3d8+6=18 ;
Thursday February 23rd, 2023 9:14:37 AM

Hook, Rio, Rita, and Gore Thum battled on the upper deck a scant few feet from the ships wheel as waves blasted from between the ships and water coated the heaving deck. Rio, Rita, and Hook all seemed well prepared for the uncertain surface as their legs and knees bent to keep their balance.

The verbal sparing between the two captains hadn't stopped through the fight however as Rio quipped, "I heard yer daddy begged fer mercy, jes like yer will, Rita!" The Sea Witch captain was a marvel with the rapier and once more she sliced deep into the red haired pirates belly. (Crit, Damage 22, 6. Total 28 hp, 42 total this fight)

Rita wasn't to be bested however as she responded. "I see your pet thinks he can help you out you gray haired old hag." Rita snarled as she turned on Gore Thum. Her dueling blade slashed aft strikingGore Thum(29 hp). "Call yer frog off or I'll kill him with me next strike! Rita yelled.

Hook was clearly at odds with what to do, so he took the safe way out and stepped up behind Rio and laid a hand on her shoulder and healed her. (18 hp)

"Teddy, git yer pet away. I got dis ginger pig! She's gettin' ready to run."

DM James:
Rita: 42/94
Rio: 85/85
Hook: 42/42
Gore Thum 10/39


DM James: The lower Deck Continues.  d8=2 ; d20=10 ; d20+6=7 ; d20+6=19 ; d20+6=16 ; d20+6=18 ; d20+6=26 ; d20+6=12 ; d20+13=29 ; d8+5=12 ; d20+7=12 ; d20+2=20 ; d20+2=4 ; d20+2=12 ; d20+2=4 ; d20+13=23 ; d8+5=6 ; d20+12=32 ; d6+4=6 ; d20+12=13 ; d20+7=20 ; d20+9=13 ; d20+8=9 ; d100=40 ; d20+12=25 ; d6+4=7 ; d20+12=30 d6+4=6
Thursday February 23rd, 2023 3:31:15 PM

Sani was going to fire her scorching ray at the hafling, but she was in the pit. She picked a random sailor(E2) instead for 22 Damage which blows him off the deck and onto the other ship, dead..
Issac commanded the whole lot of evil pirates to leave the Sea Witch. He thought to attack the hafling but she was 30' down inside the magic pit and out of his reach so he took a swing at the one closest to him. (E6). Since the hafling was out of reach, your Hero Points went unused. Also, you can only use one hero point per round, all the 2 points uses are not allowed in the Wold.
Benni healed several of the crew and the Luck Makers.
Snark flies around and offers leniency and then casts Glitterdust.
Teddy

F4's wounds heal over a bit and F3 shakes his head as he rises from a prone position as he backs up to the rail in a strategic withdrawal..

F2 moves next to Snark and reaches into a barrel to withdraw a crossbow. F1 while still alive stays where he is. .

E1/2/7/8 all fight against the weather to advance on the rest of the targets. E1 falls is washed across the deck as the other three make their move, since he is unconscious he's unaffected by Snark's Glitterdust, however as E7 moves up to attack Corym he avoids the cloud and hits the man with his sword. (Crit Damage 24hp), the other two (E2 and E8) move as best they are able to get into a better position but end up blinded as the cloud explodes in their faces.

OOC: remember that the entire deck is difficult terrain due to rain and the ship's motion

E6 takes another 5' step around Isaac stabs towards Isaac hitting AC 22 for 6 damage.

From inside the pit the hafling shouts out an incantation as Black Tentacles form at the edge of the pit that encompass Issac and E6. Issac is grappled and takes 6 damage. (DC22 to escape and be able to move.). E6 manages to avoid the tentacles. Niko is also grappled and takes 6 damage.

Cleaver guy gets E4 to help him climb out, but still manages to slip and fall back inside the pit.

Patch is still unable to hear anything so he keeps dragging F4 away from the silence field.

The ship rocks again as the storm buffets the ship about as the two captains face off on the upper deck. Otherwise Benni realizes that the ship's position has shifted as the silence envelopes him.

DM James:
Upper Deck Fight continues later once Gore Thum's actions are known. Gore Thum is on the bubble for getting in Rita's way.

Combat Tracker

E1 Down
E2 1/39
E3 16/39
E4 16/39
E5 10/39
E6 23/39
E7 - Blind
E8 - Blind 31/39 Grappled
C -16
Ha -17

F1 -32
F2 -20
F3 Down
F4 12/39

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 39/52  d20+16=27 ; d6+4=7 ; d6=1 ; d20+16=21 ; d6+4=10 ; d6=5 ; d20+9=29 ; d20+9=27 ; 2d8+14=24 ;
Thursday February 23rd, 2023 4:09:37 PM

Seeing the pirate drop, Khord looks for the halfling and sees her fall in the pit. His eyes find the next pirate in her vicinity and he moves across the deck to engage, flanking with Benni. Niko follows and takes a vicious bite at the pirate also, scoring a critical hit.

Khord primary attack (d20+16= 27, d6+4= 7 damage +d6= 1 sneak attack)

Niko bite attack (d20+9= 29, crit confirm d20+9= 27, 2d8+7= 17 damage)

OOC: mistakenly rolled off hand attack for Khord, doesn't get when use a move action. and mistakenly doubled strength and bless/prayer damage on NIko's Bite.

DM James: Niko is grappled.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 51/52 
Thursday February 23rd, 2023 4:10:49 PM

Also forgot to add healing to Niko.

Isaac Harker (Justin M) HP 56/62 AC22/ T12 / FF 20  d20+10=20 ;
Thursday February 23rd, 2023 8:08:46 PM

Isaac is not happy with his current state and attempts to get out of the grapple. but the tentacles are to strong and Isaac is still grappled.
"Snark a little help!" he calls out.
Cm to escape grapple:20

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Thursday February 23rd, 2023 8:24:17 PM

Snark sighs at the appearance of the tentacles.

"Oh man, I really gotta learn Dispel Magic. Hey Sani, can you try getting rid of these tentacles?"

(Will post more later.)

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14 
Thursday February 23rd, 2023 11:55:52 PM

Tykeas, seeing that the winds are not in his favor, moves (double moive due to diff terrain) seeking a more advantageous viewpoint of those in the pit. He figures that high ground will help with the wind varience.

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK)  3d6=8 ;
Friday February 24th, 2023 1:06:31 AM

Onesimos grimaces; 8 cardinal directions and the Sea Witch just happens to drift in the one direction most disadvantageous to the Luck Makers. Wardd or some other higher power was playing games. What’s more, being in the Silence zone himself, Benni can’t dismiss it since he needs to speak!

But that is of lesser importance. The cleric has people to save. He continues to move forward, avoiding tentacles and pits. Grasping his woven symbol of Flower, he silently sends forth another burst of Channelled healing energy that includes everyone on the main deck except for Corym and Tykeas. (8 healing)

……
Silence at start point P/Q,21/22. 3 of 6 rounds
Prayer. 4 of 6 rounds. Allies Column O to AD get +1 to attack, weapons, saves, and skills. All pirates get -1.

Calming Touch (Sp):4 of 6/day
Channel: 2 of 6/day (no verbal component).
0 - Create Water, Purify Food and Drink, Stabilize, Detect Poison
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Prot v Chaos
2- Shield Other(D), Augury, *Silence, Remove Paralysis, Make Whole
3- *Prayer(D), Create Food and Water, Water Breathing, Daylight

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41  d20+13=23 ;
Friday February 24th, 2023 1:12:46 AM

(I'm a little confused. Narrative says E2 and E8 are blind, status shows E7 and E8 are blind. Narrative says E2 was killed and then blinded, status shows E2 is still up.)

Snark can see that Corym is in trouble. He uses a Hero Point to cast a spell from his staff.

Making a sweeping motion with his staff as he says, "Perfundo", Snark casts Hydraulic Push on E7 to move him directly away (down or south on the map) from Corym. Push attempt is a bull rush roll of 23 against E7's CMD. Is successful, this moves E7 back 5' + 5' for every 5 by which 23 exceeds his CMD.

Then he begins casting Summon Monster III (full round action.)

For the DM: It looks like E3 once again ended its turn on the sloped area, so E3 must make another DC 17 reflex save or fall in the pit. (also, did the DM make this save for E3 and E6 last round?)

(Also, when it comes to climbing out, climbing is at one quarter speed, a climb skill check is required for each "move" action, and a failure results in damage from whatever height the climber was at when he fell. So I guess a 30' deep pit would require four climb checks over a couple rounds.)

-----------------------------------------------------------------------------
Spells/Effects Running: Mage Armor, Fly, Creat Pit (round 4 of 7), Enlarge (round 3 of 10), Glitterdust (round 2 of 6)

Spells, * = cast/used:
0 (DC15): Detect Magic, Mending, Prestidigitation, Message
1 (DC16): Grease (C), Mage Armor, Silent Image*, Magic Mouth*, Magic Missle, Unseen Servant
2 (DC17): Glitterdust* (C), Continual Flame*, Web, Scorching Ray, Levitate
3 (DC18): Summon Monster III(C), Haste, Stinking Cloud, Fly*

Abilities/Items
Acid Dart (Sp) 8 - 0 used
Gnome (Sp) 1/day - Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals.



Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+7=13 ; d20+16=17 ; d20+11=14 ; d20+16=24 ; d6+4=7 ; d6=5 ;
Friday February 24th, 2023 6:23:09 AM

Niko yelps and struggles against the tentacles to no avail. (CMB to break grapple = 13)

Khord takes out his frustration at the tentacles on E6, unleashing the fury of his blades (sort of)

Khord primary hand: (d20+16= 17 (fumble?), d20+11= 14)
Khord Secondary: (d20+16= 24) (d6+4 +d6= 13 damage)

Khord snarls as he does not strike true, unleashing a string of profanity that is mercifully lost in the magical silence.

DM James: The Upper Deck Continues, Rio and Gore Thum take a fall  d20+19=25 ; d8+11=18 ; d20+14=18 ; d20+18=36 ; d20+18=34 ; d6+5=11 ; d20+13=26 ; d6+5=9 ; d20+3=14 ;
Friday February 24th, 2023 8:53:29 AM

Rita glared back at the hafling sized frog and swiped at it. Whether by design or luck Rita's attack disabled Gore Thum(10 hp) as her next attack targeted Rio and missed the nimble captain of the Sea Witch.

Rio was a force to be reckoned with as her rapier sliced and poked Rita (Crit, 22 hp) and then again as Rita was distracted in putting down Gore Thum (Hit, Damage 9 hp).

Hook, still uncertain of what to do laid a hand on Rio who almost immediately dropped her weapon and stood motionless on deck. "We best be goin' Rita." Hook recommended. "She's done. Won't even be able to feed 'erself." he lied.

Convinced by Hooks words Rita laughed loudly as she clutched her stomach and made her way back to the Joy.

Rio: Bestow Cuse, =6 Wisdom. Current Wisdom is 2 and she isn't aware of her surroundings any more.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 20/48 AC 18/18/15  d20+9=24 ; d6=6 ;
Friday February 24th, 2023 9:14:47 AM

(I forgot the difficult terrain, Gore'Thum shouldn't have been able to reach the fight. Oops. Also I never updated his HP after the boggard fight, he should have been full as he has taken no damage this fight.)

Gore'Thum should retreat, but he is too outraged by the insult to do so. "I am no one's pet!" he roars, hitting AC 26 for 9 damage.

Teddy hears the yelling up top and goes to help but can't reach the fight to heal Gore'Thum this round.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Friday February 24th, 2023 9:43:01 AM

Gore'Thum goes down. Teddy runs up to him, but that takes his entire round so he isn't able to heal Go'reThum this round.

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14 
Friday February 24th, 2023 9:51:50 AM

posted last night but it isn't there this am. must be a data mulcher.will try to get the post back up today when I hava a sec.

Saniainen Noapte (Holly) AC23, CMD 15, HP 20/20  d20+9=19 ;
Friday February 24th, 2023 1:01:05 PM

Sani (who is standing in square Q13 on the map) casts Dispel Magic to free her comrades from the writhing tentacles.
_______________________________________________________
D20 + 4 CHA modifier + 3 caster level + 2 Spell penetration

0 - Acid Splash, Resistance, *Detect Magic, Ray of Frost, Mage Hand, Message, Disrupt Undead
1 - Shield, Silent Image, Magic Missile, Shocking Grasp, Mage Armor (Imbued in Wand, 49 charges remaining), Protection from Evil, Enlarge Person
2 - Glitterdust, Scorching Ray, Spider Climb, Knock, Mirror Image
3 - Dispel Magic, Lightning Bolt

Corym Morhice (MarkB subbing for Ben V) AC20 T15 F16 CMD20, HP 15/39  d20+9=28 ; 4d6=10 ;
Friday February 24th, 2023 5:13:17 PM

(Oops - I forgot to sub post for Corym Thursday.)

Corym takes a deep wound from the pirate in front of him. "It may be just a flesh wound, but it's a pretty good one."

If Snark's spell does not push the pirate back, Corym will Withdraw from where he is to T11.

If Snark's spell does move the pirate back, Corym will move 30' to N12, and will cast Scorching Ray at the pirate that hit him, hitting AC 28 for 10 fire damage.


Isaac Harker (Justin M) HP 56/62 AC22/ T12 / FF 20  3d6=14 ;
Friday February 24th, 2023 7:33:43 PM

Isaac uses his lay on hands to heal Niko.
Lay on hands:14hp
Ooc: if I Am read the map correctly Niko is knocked out next to me.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 
Friday February 24th, 2023 8:59:19 PM

Niko is actually at full health, he is grappled by the black tentacles. The grey shade is very similar for down and grappled on the map.



“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK) 
Saturday February 25th, 2023 4:10:22 AM

Onesimos sees Captain Rio is in trouble and scrambles across the heaving deck towards the Wheel.

……
Double move + Difficult Terrain. Move to V,19

Silence at start point P/Q,21/22. 4 of 6 rounds
Prayer. 5 of 6 rounds. Allies Column O to AD get +1 to attack, weapons, saves, and skills. All pirates get -1.

Calming Touch (Sp):4 of 6/day
Channel: 2 of 6/day (no verbal component).
0 - Create Water, Purify Food and Drink, Stabilize, Detect Poison
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Prot v Chaos
2- Shield Other(D), Augury, *Silence, Remove Paralysis, Make Whole
3- *Prayer(D), Create Food and Water, Water Breathing, Daylight

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14  d20+9=20 ; d8+3=9 ;
Saturday February 25th, 2023 10:00:04 AM

Tykeas quickly takes aim and fires at the closest pirate. (e8, damage d8+3=9 attack = 20-2 or 18). Hsi aim appears to be true inspite of the wind and water.

DM Carl  d6=3 ; d6=6 ; d6=4 ; d6=6 ; d20=1 ; d20=19 ; d20+10=12 ; d20+10=26 ; d6+4=5 ; d20+7=23 ; d20+7=19 ; d100=19 ; d8=6 ; d8=2 ; d20=18 ; d20+7=20 ; d20=3 ; d20+8=20 ; d20+4=17 ; d20+7=17 ;
Saturday February 25th, 2023 1:19:55 PM

OOC: Seems there's been some confusion, with players posting new actions after James described just what happened on the upper deck in a separate post.

Khord moves into position and scores a solid hit on E6. Niko wants to help, but is currently being crushed by some tentacles.
Isaac fails to escape the tentacles and calls for aid.
Snark calls on Sani to dispel them. She makes the attempt, and it's a solid one. The tentacles shrink momentarily before the push of Sani's spell wears out, but they immediately return to full power.

OOC: Spell penetration only counts against spell resistance, which doesn't apply here. Dispel checks are just D20 + caster level, which would be D20+6 for you. You rolled a 10, for a dispel check of 16. Unfortunately, the target is 17.

Tykeas gets to a better position.
Benni lambasts the ill fortune of falling under his own spell. He heals those around him as best he's able. The enemy wounds start to stitch up as well, but rip back open when the DM checked Benni's sheet for selective channeling.
Snark pulls a trick from his staff to shove E7 hard against the mast he's standing next to. The pirate grunts in pain as his head hits hard against the wood, leaving a smear of blood behind (9 bludgeoning damage from DM prerogative). The blind pirate is very disoriented after the blow.
Khord continues attacking the trapped pirate. His first attack almost causes his weapon to slip from his hand, but his second hand attack nearly kills the man.
OOC: Letting both your attacks in since the first one was within 24 hours of my previous post.
Gore'Thum goes down, but is stable.
OOC: Not gonna ret-con all that, but I will say Gore'Thum isn't bleeding out.
Corym uses Snark's spell to get outta dodge.
Isaac goes to heal Niko, but the dog's at full health. He may make a bonus standard action this turn.
Benni thinks he should go help Rio (you may use the double move this round if you like, but doing it now would give you two rounds of action in a single round).

On the upper deck, Rita lets loose a cry. "Back to the Joy or you're swimmin home!". The enemy all look up at the noise, then at each other, then everyone who's able makes a mad dash for their own ship. Few people see it, but Rita eyes Hook warily and says something no one could possibly hear. She grabs the rope on the grapple she swung in on and cuts it from the grappling hook. She leaps and swings back to the Jack's Joy on it. Up on the Joy, the pirate that Hook made jump off has climbed back on board and begins helping her back onto the ship.

E3 quickly moves around the pit and repeats Rita's maneuver. There's a cry of pain from the pit, then the guy with the cleaver appears over the edge of the pit. The halfling clings to his back, though she appears to be weightlessly trailing behind him.

Sense motive DC25, Highlight to display spoiler: {She's trying very hard to hold on while staying out of reach of him. There's real fear on her face.}

He moves to grab a rope, presumably to cut it and get back to the Joy as well.

The tentacles continue squeezing everyone stuck in them, doing 5 bludgeoning damage. E6 tries to escape from Khord and Niko, but a tentacle finds his neck and squeezes. He tears at it, weak from blood loss, until he goes limp in it's grasp. With him no longer fighting against them, the tentacles fully encircle him and drag him under their mass.

E8 manages to escape their grasp, but is still blinded. He desperately heads in the direction he knows his ship is, narrowly avoiding falling into the pit that so effectively wrecked their attack.

E7 also stumbles in what he hopes is the right direction, nearly slipping on the grease (reflex 19).

The back of the ship pitches up suddenly, and Patch realizes he can hear. He wastes no time in healing F4's wounds, and the crewmate wakes with a gasp.

Hook looks back and forth between Rio and Rita, as if making up his mind.

The rear of the ship suddenly plunges hard back into the sea as the waves fall from under it. When it hits bottom, a roar of water is heard just prior to a giant wave cresting the deck of the ship and washing NE across. Everyone on the lower deck is at risk as the water rushes over it.

OOC: Anyone within attack distance of something solid, like a wall, mast, rail, or the cargo hold grate, can make a DC 8 will save to grab it and hold on. Everyone else must make a DC 15 reflex save or be knocked prone and pushed 5' to the NE. Increase the distance by 5' for every 5 the save is failed by. Anyone gripped in the tentacles stays put. Add your size bonus to the roll if applicable.

Cleaver guy grips the rail and holds tight. The halfling likewise maintains her grip on Cleaver guy.

Blind and standing on grease, E7 has no chance and is knocked prone. He ends up on the grate as water pours into the cargo hold. F2 barely manages to grab the mast in time to hold on. F1 is already up against the wall and can't be pushed further. F4 is already prone and rolls along with the water. Patch and Scab lean into the wave and stay put. The downed and dead roll along with the wave. F3 is pushed along into the pit, where he lands with a splash. That's probably not good. E8 barely manages to avoid him as he leaps over the body.

It's a fantastically ill-timed wave that throws the entire retreat into chaos, and your DM is just pleased as punch that it happened.

E1 Down
E2 1/39 Overboard
E3 16/39
E4 ???
E5 Dead
E6 Dead
E7 - 30/39 Blind
E8 - Blind 31/39
C -16
Ha -17

F1 7/39
F2 19/39
F3 Down & drowning
F4 12/39

Map


“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK)  d20+4=14 ;
Saturday February 25th, 2023 2:56:02 PM

Onesimos … well… intends to scramble to the wheel, but the strong wave washes him across the deck! Luckily, he is near the middle of the ship and only goes a short way.

Wet and cold, he picks himself up and drags himself onto the upper deck.

…..
Reflex 14. Slide 5’ prone to northwest
Get up from prone, then move

Silence at start point P/Q,21/22. 4 of 6 rounds
Prayer. 5 of 6 rounds. Allies Column O to AD get +1 to attack, weapons, saves, and skills. All pirates get -1.

Calming Touch (Sp):4 of 6/day
Channel: 2 of 6/day (no verbal component).
0 - Create Water, Purify Food and Drink, Stabilize, Detect Poison
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Prot v Chaos
2- Shield Other(D), Augury, *Silence, Remove Paralysis, Make Whole
3- *Prayer(D), Create Food and Water, Water Breathing, Daylight

Corym Morhice (MarkB subbing for Ben V) AC20 T15 F16 CMD20, HP 15/39 
Saturday February 25th, 2023 6:41:06 PM

Using the rolls from the previous post, Coyrm will cast Scorching Ray at the halfling, hitting AC 28 for 10 fire damage.

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41  d20+3=6 ; d20+3=12 ; d6=4 ; d6=1 ;
Saturday February 25th, 2023 7:32:54 PM

(Looks like the halfling had 25 damage at one point from falling in the pit, but maybe he healed himself back to 17? Also, may not be an issue if he's fleeing.)

Snark finishes his summoning spell, calling forth a Lantern Archon. He tells the archon to attack the halfling. The ball of light flies out of reach above the deck and two beams of light shoot at the halfling, hitting AC 6 and 12 for 4 and 1 damage.

Snark is worried about the drowning crewman in the pit. He will fly south, land on the yard arm above the deck, and cast Unseen Servant into the pit. He tells the Unseen servant to keep the friendly crewman head above water. The invisible Unseen Servant cannot fly or swim, but it can walk on water and lift 20lb or drag 100lb, so it should be able to invisibly hold the man's face above the water.

Snark keeps a sharp eye out for any of our crew being washed into the sea, ready to go rescue them.

He's glad the enemy is fleeing. He says, "Hook! Don't abandon us! We'll need your help to sail this ship with Cap'n Rio out of commission."

And to Rita, he says, "Run away Rita.
You didn't need too much persuadin'
I don't mean to sound degradin'
But with a face like that
You got nothin' to laugh about
Red lips, hair and fingernails
I can see you're a mean old Jezebel"


-----------------------------------------------------------------------------
Spells/Effects Running: Mage Armor, Fly, Creat Pit (round 5 of 7), Enlarge (round 4 of 10), Glitterdust (round 3 of 6)

Spells, * = cast/used:
0 (DC15): Detect Magic, Mending, Prestidigitation, Message
1 (DC16): Grease (C), Mage Armor, Silent Image*, Magic Mouth*, Magic Missle, Unseen Servant*
2 (DC17): Glitterdust* (C), Continual Flame*, Web, Scorching Ray, Levitate
3 (DC18): Summon Monster III(C), Haste, Stinking Cloud, Fly*

Abilities/Items
Acid Dart (Sp) 8 - 0 used
Gnome (Sp) 1/day - Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals.

Isaac Harker (Justin M) HP 45/62 AC22/ T12 / FF 20  d20+2=6 ; d20+9=23 ; d20+11=20 ; 2d6+5=9 ;
Saturday February 25th, 2023 9:15:59 PM

Isaac is still encased in tentacles and tries again to get out and succeeds.
Cm to get out :23
Isaac moves back towards Snark and attacks the blinded pirate (Nw on the map 10ft attacking E7)
Attack:20
Damage:9

Saniainen Noapte (Holly) AC23, CMD 15, HP 20/20  d20+6=15 ; d20+4=7 ;
Saturday February 25th, 2023 9:34:15 PM

Sani is tossed high in the air by the wave and crashes down to the deck, hard. She was in the middle of trying to cast Dispel Magic again, but she was disrupted by the angry sea and the spell fails.

0 - Acid Splash, Resistance, *Detect Magic, Ray of Frost, Mage Hand, Message, Disrupt Undead
1 - Shield, Silent Image, Magic Missile, Shocking Grasp, Mage Armor (Imbued in Wand, 49 charges remaining), Protection from Evil, Enlarge Person
2 - Glitterdust, Scorching Ray, Spider Climb, Knock, Mirror Image
3 - *Dispel Magic, Lightning Bolt

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+9=19 ; d20+9=20 ; d20+7=19 ;
Sunday February 26th, 2023 8:50:15 AM

Sanse Motive: (d20+9= 19) Khord hears the cry from the pit but it doesn't register in the scrum on deck.

Refelx: (d20+9= 20) The wave crashes over him, but whether through luck or skill he keeps his feet.

Niko struggles against the tentacles and can still not break their hold. (d20+7= 19)

Khord, seeing the retreat of the pirates moves to try to capture one of them before they can getaway. He quickly sheathes his short swords, and moving towards the cleaver guy, halfling, and E4 he stops on the edge of the grease, drawing his lasso and preparing to try to entangle E4 who could be in range if the grease keeps him from moving next round.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 47/52 
Sunday February 26th, 2023 8:54:23 AM

Forgot damage to Niko again, 5 bludgeoning from tentacles.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15  d8=1 ; d8=8 ; d8=7 ; d8=4 ;
Sunday February 26th, 2023 6:52:48 PM

Teddy heals Gore'Thum 25 hp.

DM Carl  d100=46 ;
Monday February 27th, 2023 4:03:54 PM

Benni picks himself up and continues moving to the upper deck.
Corym sends a ray that burns through the halfling's robes and leaves a circle of charred flesh on her back. She grits her teeth from the pain, not wanting to yell in Cleaver guy's ear.
Snark abuses the free action economy to taunt Rita and ask Hook to stay. Somehow, he finds time to help keep a drowning crewman's head above water. He really is a resourceful little guy*. Rita has no time for his shenanigans, but Hook does turn to give Snark a sad look. One doesn't have to be an expert on reading people to know that's regret on his face.
His lantern archon flies up and starts peppering the halfling with beams of light, but the halfling's able to twist out of the way. She's a slippery little thing.
Isaac escapes the black tentacles and attacks a blind pirate. Blind, prone, and alone, the pirate tosses his weapon and raises his hands. "I surrender! I surrender! Please don't kill me!" He shakes with fear and holds his hand against the fresh wound from Isaac.
Sani is unable to cast her spell due to the wave tossing her around.
OOC: Technically, the wave knocked you down after your turn was done. You start this round prone, and standing up is a standard action. You could have cast detect magic while remaining prone. This is not a critique, just a lesson. Standing up may well be the better option.
Khord moves to try and capture E4, though he can hear E7 surrendering and may decide on another course of action.
OOC: E4 is also still in the pit.
Teddy heals his frog.

Rio stays put.
Patch watches the newly woken F4 roll away in the wave, but pays him no mind. He'll live. He starts making his way to the pit, taking a detour around the tentacles. He moves quickly over the deck, his years of experience moving aboard ship evident. He puts a hand on Khord's shoulder, just to announce his presence.
Scab takes off up the stairs, yelling as he moves. "Yea, Hook! Listen to the halfling and stay put! Let's talk this over!" The edge in his voice and the knife in his hand seem to indicate he's not actually interested in talking it over.
Hook takes Scab's approach as the kick in the butt he needs. He grabs the grapple Fop swung in on and cuts the rope attached to it. He swings across the gap between the ships, already climbing the rope when he reaches the other side.
F4 stands and starts making his way up the deck. F1 bolts up the stairs as fast as he can, talking a double move to end up near Rio. "Cap! Cap, say somethin'!" He looks like he wants to shake her, but dares not put his hands on her.
F2 decides he's safest right here surrounded by adventurers.
Cleaver guy grabs a grapple on the rail and quickly cuts it with what must be an exceptionally sharp dagger. He and the halfling swing back to their ship.
A voice can be heard screaming for help. It's probably E2 trying not to drown in the ocean.
E7 stays down with his hands clutching his wound. He desperately tries to blink the glitterdust from his eyes. "Why ain't this stuff washing off?!"
E8 keeps blindly moving forward. He gets excited when he reaches the rail and starts moving along it. He finds another grapple and moves to grip the rope and return like his comrades. He better hurry. The crew back on deck is using axes to cut any ropes still attached to The Sea Witch.
No one has eyes in the pit, and what happens is a mystery.
Fop reaches down and pulls Rita up. She shoves him out of the way without thanks and starts yelling at her crew to get her ship away from here. The crew left on board is already doing just that, but they move a little faster now that the captain's back on ship.
The weather continues to rage around both ships. Those climbing back on board The Jack's Joy do so with all haste before the ocean reaches up to claim them.

E4 ???
E7 - 21/39 Blind
E8 - Blind 31/39

Map

*warning: light cursing

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 47/52  d20+7=27 ; d20+11=30 ;
Monday February 27th, 2023 4:30:33 PM

Niko finally breaks away from the tentacles (d20+7= 27) backs away 5 feet and barks angrily at the rolling mass of black tendrils.

Khord goes to the rail, hearing the drowning man, and tries to drop his lasso down for him to grab a hold of, wanting as many captives as he can manage so they can play them off each other during interrogations.

If he is near, he throws him the rope (d20+11= 30) and starts to pull him aboard.

over his shoulder he yells, "Secure the man surrendering, do not harm him, we have questions need answering."

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41  d8+3=8 ;
Monday February 27th, 2023 5:20:22 PM

(Resourceful little guy? I resemble that remark. Snark even had a ship in his pocket in case things went really bad.)

Snark yells across to the other ship. "Looks like you two have new names - Run Away Rita and Cowardly Cleaver. Watch your back over there Hook."

Snark turns his attention to the crew of the Sea Witch. He's worried about Rita, but he's sure Benni or Teddy can see to her. He flies over the pit so he can see what's going on in there (he can take 10 to hover). Satisfied the Unseen Servant is keeping our crewman from drowning, he yells down at the pirate in the pit, "Just simmer down there. Drop your weapons and we'll have you out of there shortly. And you, blind guy at the rail - you might want to do the same."

Snark instructs the Lantern Archon to fly down to F3 in the pit and cast Aid on him, giving him 8 temporary hit points.

-----------------------------------------------------------------------------
Spells/Effects Running: Mage Armor, Fly, Creat Pit (round 6 of 7), Enlarge (round 5 of 10), Glitterdust (DC 18, round 4 of 6)

Spells, * = cast/used:
0 (DC15): Detect Magic, Mending, Prestidigitation, Message
1 (DC16): Grease (C), Mage Armor, Silent Image*, Magic Mouth*, Magic Missle, Unseen Servant*
2 (DC17): Glitterdust* (C), Continual Flame*, Web, Scorching Ray, Levitate
3 (DC18): Summon Monster III(C), Haste, Stinking Cloud, Fly*

Abilities/Items
Acid Dart (Sp) 8 - 0 used
Gnome (Sp) 1/day - Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals.

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32 
Monday February 27th, 2023 6:14:41 PM

Corym pulls his bow back out and waits for any signs of shenanigans. Perfectly happen to accept the supposed surrender, but still wary at the pirate's integrity. He shouts "Yeah! Run away!"

Isaac Harker (Justin M) HP 45/62 AC22/ T12 / FF 20  d20+6=24 ; d20+3=21 ;
Monday February 27th, 2023 10:18:11 PM

Isaac tries to remember what the penalty is for a pirate that has surrendered as he kicks the weapon away from the blind pirate that has surrendered. The other pirates seemed to be fleeing and unfortunately he couldn't give chase as the rocking of the boat still made it hard for him to maneuver not to mention his large size. He would most likely fall down the hole and crush everyone inside if he tried to chase the fleeing pirates. "Put your hands behind your back and get on the deck." he tells the pirate that has surrendered.

Trying to recall laws around piracy: Profession guard:24
Intimidate the pirate:21


Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14  d20+9=21 ; d8+3=9 ;
Tuesday February 28th, 2023 1:14:10 AM

Seeing the pirates flee, and one remaining pirate near him (E7) Tykeas takes a shot (attack 21-2)19 Damage = 9.

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK)  d20+8=11 ;
Tuesday February 28th, 2023 1:40:35 AM

Onesimos is hearing calls for surrender and adds his own voice. ”Yes, take prisoners and be merciful for those who ask for it. Justice can always be done later in cool heads and more knowledge.”

But really, Benni needs to check on Captain Rio. He gets to her side and does a quick diagnostic, and casts Detect Poison, and shakes his head. ”Teddy, can you Detect Magic? The Captain’s condition isn’t poison or health. I’m thinking magic. If we know what type, we should be able to have her recover.”

….
Heal. 11
Cast Detect Poison

Silence at start point P/Q,21/22. 4 of 6 rounds
Prayer. 6 of 6 rounds. Allies Column O to AD get +1 to attack, weapons, saves, and skills. All pirates get -1.

Calming Touch (Sp):4 of 6/day
Channel: 2 of 6/day (no verbal component).
0 - Create Water, Purify Food and Drink, Stabilize, Detect Poison
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Prot v Chaos
2- Shield Other(D), Augury, *Silence, Remove Paralysis, Make Whole
3- *Prayer(D), Create Food and Water, Water Breathing, Daylight

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15  d20+10=11 ;
Tuesday February 28th, 2023 6:35:02 AM

Gore'Thum thanks his pet for the healing and takes stock of the situation. Teddy examines the injured, starting with the captain, trying to figure out what's wrong and asking nearby witnesses what they saw happen.

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Tuesday February 28th, 2023 1:36:57 PM

Also, as the Lantern Archon descends into the pit to cast Aid on our crewman, the pirate in there must make a DC 13 Will save or be affected by its Aura of Menace.

Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura.

DM Carl  d20+2=5 ;
Tuesday February 28th, 2023 7:49:31 PM

OOC: Short on time today.

Khord lowers his rope down into the sea, walking along the deck towards the flailing man. His rope smacks the pirate in the face, causing him to grab at it and wrap it around his hands. He looks up at the green-skinned half orc and blanches, but capture beats drowning by a wide margin. Though, that depends on the capturer, one supposes.
Snark gives Rita the parting gift of his derision. He flies over to the pit to check on the status, and is likely horrified to see E4 holding F3's head under water. He hasn't been down there long enough to have drowned, but clock is ticking. E4 has not noticed Snark, and indeed seems oblivious to the fact that his team lost.
Corym prepares a shot, but seems glad the fight is over.
Isaac remembers that Hook City does not take kindly to pirates, but that they consider both capital and corporal punishment to be barbaric. They are simply imprisoned for a term dependent on the severity of their crimes. A crewman who surrendered peacefully and did not manage to harm anyone could expect to spend 5-10 years in Hook City jail.
Tykeas takes aim at the prone, weaponless, and surrendered pirate that Isaac is currently giving instructions to. Maybe he takes a moment to reconsider shooting an arrow at him?
Benni asks Teddy to detect magic on the Captain. His own detect poison spell comes up empty.
Teddy detects magic on the captain and senses a number of auras surrounding her and a few pieces of her gear. She is breathing normally, albeit pretty quickly.
Snark's lantern archon gets close to the pit, causing the pirate to gasp in sudden fear and look up. He immediately pulls F3's head from the water and stammers out, "J j jjjust keeping him from drowning, good sirs!" It's obviously nonsense.

E8 ignores Snark's suggestion to stay put and cuts the rope. He swings back over the The Jack's Joy. It's just in time too, because her sails are full and she's already peeling away from the combat. Rita stands on the aft deck of the ship, grinning an ugly grin at Rio's frozen form. Hook appears to be trying to get her attention elsewhere with some urgency.

***

Combat is over. Congratulations on living through it.


Saniainen Noapte (Holly) AC23, CMD 15, HP 20/20 
Tuesday February 28th, 2023 7:52:28 PM

Sani picks herself up and makes her way over to Benni and the Captain.
I can cast Detect Magic if you'd like. I know you asked Teddy, but I can provide backup if you want it.

Isaac Harker (Justin M) HP 58/62 AC22/ T12 / FF 20  2d6=7 ; 2d6=6 ;
Tuesday February 28th, 2023 9:30:47 PM

Isaac is a little worried about how rough the jail is but considering the pirate he served under the pirates sentence would seem to be fair. Isaac makes sure the pirate is secured before healing him.
Isaac uses his channel energy to heal the group as best he can.
Channel energy 1:7
Channel energy 2:6
Total healing 13

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 28/39 
Tuesday February 28th, 2023 10:53:58 PM

Corym lowers his bow, giving a heavy sigh of relief. He hadn't liked that pirate being in his face. "I was a fan of the occasional skullduggery when I lived in Hook City, but not to this level. I guess everyone's really stepped up their game."

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14 
Tuesday February 28th, 2023 11:01:38 PM

Seeing that things are under hand, Tykeas lowers his bow then sees to drying it off and replacing it with his sling. Sighing he mutters under his breath Finally back to a true weapon

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK) 
Wednesday March 1st, 2023 1:20:40 AM

Onesimos nods to Sani, ”Please do, I only asked Teddy because he was the closest to me, but you or Snark could both fit the bill. We need to determine what type of spell is affecting the Captain. I can remove a curse, and you can dispel current magic, but we need to know which one!”

Benni looks about. Tykeas and Corym are keeping Eagle eyes, Snark and Khord are dealing with prisoners, Large Isaac is there too. Sani and Teddy are with the priest on the back deck. No one is in the hold…

“Oh!!! Khord! Corym! Check the hold and Cargo! They gave up too easily when Rita looked like she thought she had won. What did she win?”

Prayer ends and while waiting for Captain Rio results, Benni speaks the short words to dismiss the Silence spell.

…..

Silence : Dismissed
Prayer: Ends

Calming Touch (Sp):4 of 6/day
Channel: 2 of 6/day (no verbal component).
0 - Create Water, Purify Food and Drink, Stabilize, Detect Poison
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Prot v Chaos
2- Shield Other(D), Augury, *Silence, Remove Paralysis, Make Whole
3- *Prayer(D), Create Food and Water, Water Breathing, Daylight

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Wednesday March 1st, 2023 2:33:36 AM

(Since combat is over, I'll assume we're not going round by round.)

As the duration of the Create Pit spell expires, the floor of the pit rises up until it is level with the deck and is gone. Water spills out, along with our crewman and the pirate. The Lantern Archon cast Aid on the crewman, which returns him to consciousness temporarily. Snark tells him, "Listen, you got a little temporary strength for a couple minutes. So go below and crawl into your bunk before you pass out again when it fades."

To the pirate that was trying to drown him, "And you! I got half a mind to use magic to pitch you overboard. So mind yourself. I'm sure the crew of the Sea Witch will get you secured." He thanks the Lantern Archon and tells it to keep an eye on him for the few more rounds it's here.

"Patch, Scab and the rest of you crew, can to get these pirates secured? Don't kill them - I'm sure Cap'n Rio will want to talk to them once we get her squared away."

Then he will fly over to where Captain Rio and the others are. He will take 10 for a Heal check of 16 to determine that Captain Rio is not dying or getting any worse. He takes Benni, Teddy and Sani aside. "Listen, Rio ain't getting any worse, so we can get her fixed up in a few minutes. She was being a little sketchy about us getting into certain areas of the ship. This is a good opportunity to make sure we know what's going on, and to make sure Hook didn't leave any nasty little surprises behind."

Then he goes below with Corym and/or anyone else to check Hook's quarters and the other areas of the ship we were excluded from with Detect Magic, you know, to make sure nothing's amiss. If anyone tries to stop him, he will explain the need to check things over since there was a traitor aboard.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 47/52 
Wednesday March 1st, 2023 6:22:52 AM

Khord pulls the pirate back aboard, grabbing him roughly and dragging him over to the pirate from the pit. He removes his manacles from his haversack and shackles the two pirates together. All the while, Niko circles the pair of raiders giving them hard looks and some stray snarls. "These manacles are enchanted, if they become submerged in salt water they grow twenty times heavier and will drag you down. So don't get any ideas about escaping."

Once they are secured he takes in the scene on deck, happy to see none of his new companions seem to be seriously hurt. "why did they give up so quickly, what were they after, and what in the Domi's hammer was going on with Hook?"

He leaves Niko to watch over the prisoners and heads below decks to check on the cargo.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15  d20+9=17 ;
Wednesday March 1st, 2023 8:38:59 AM

Teddy tries to identify what ails the captain (arcana 17) and if he succeeds casts the proper spell to fix the problem (he has remove curse)

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