3D - SWW - Part Four: Life on the Ocean Waves Part 2.   Posted by Dungeon Master.Group: 0
Dungeon Master
 GM, 2600 posts
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Sat 18 Mar 2017
at 14:28
3D - SWW - Part Four: Life on the Ocean Waves Part 2
OOC: First of all, just let me say that if Alohan wants to recover his weapon then he can give it a shot – but I am going to skip ahead so the rest of the players have something to do.

Once their affairs are settled as well as they can be in Rencrue, the Sea Wyvern casts off and sets sail out into the deep harbour and pulls alongside the Blue Nixie. A hasty conference is held where the night’s events are discussed – Alohan is very quiet as he gazes across the short stretch of water between their two boats, but Lavinia explodes when the native reveals how he was enticed into the surf.

This message was last edited by the GM at 11:59, Mon 20 Mar 2017.

Lavinia Vanderboren
 NPC, 56 posts
Mon 20 Mar 2017
at 12:00
3D - SWW - Part Four: Life on the Ocean Waves Part 2
“What…what sort of woman do you take me for!” she screams across the gunnel at him. “I am not one of your cheap floozies Alohan, just remember that!”

The noblewoman is obviously also upset that the assassin was not caught (although it looks pretty clear that it was ‘Lirith’ or at least Rowyn, Alohan’s evil ex-girlfriend posing as Lirith, who was the culprit.) She is then made even angrier when Celene explains what Avner did and how they are now forced to leave the island straight away. Lavinia’s slimy fiancé is still in his quarters, nursing his bruised face, so doesn’t hear the chain of expletives that she launches at him.

“We could have really done with another day or two on the island to rest and recuperate – my crew never even got to make landfall! This is so ridiculously unfair.”
Dungeon Master
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Mon 20 Mar 2017
at 12:00
3D - SWW - Part Four: Life on the Ocean Waves Part 2
But there is not much more to be done so the two vessels sail off into the open ocean in the moonlight. Very tough security measures are put into place on the Sea Wyvern so that no more interference with the food or water will be possible, and a look out is kept for Rowyn, Lirith or anyone else who shouldn’t be onboard.

Two days of smooth sailing to the south-west see them reaching the coast of the mainland again. The third day dawns with an unusual arrival. A trio of wyverns circle down towards the Sea Wyvern, sending the crew into a panic, but it soon becomes clear that the little dragon-like creatures mean no harm. The instead fly alongside the ship for several miles – and action that the crew decides must be a sign of good luck considering the name of the ship.
Dungeon Master
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Mon 20 Mar 2017
at 12:01
3D - SWW - Part Four: Life on the Ocean Waves Part 2
“Skipper?” yells down Amalie from the helm. The first mate has the watch and Alohan is down on the main deck, sulking around like usual. “I don’t like the look of those clouds,” she says, pointing to a dark, broiling mass of bad weather that is bearing down on them from the north.

The matter is discussed via flags, and Lavinia (who is technically the expedition leader) decides that it will be safest to find a sheltered harbour and weather out the storm while well anchored. A suitable cove is found and the two ships drop anchor.

The storm hits a few hours later and buffets the two ships from side to side. Everyone agrees that it would have been madness to face such a storm unnecessarily as the rain and wind increases in intensity, but about an hour into the gale something incredible is spotted.

Through the driving rain a tall-masted sailing ship is spotted entering the cove, cutting through the water with great speed and seemingly unaffected by the terrible storm. It’s sails hang in torn tatters from its masts but this doesn’t reduce its speed as it bares down on the Blue Nixie and rams it head on.

The alarm is sounded and everybody on the Sea Wyvern is brought out on deck as the sounds of combat sound out across the water – the storm intensifies so that it is almost impossible to make out the new ship now, but Amalie orders slack to be fed out on the anchor so that the Sea Wyvern can drift into the Blue Nixie’s stern so that the party can join the fight.

OOC: You have enough time to perform all of the preparations that you want to – it looks like this is going to be a big combat.
Kinstal Minare
 player, 27 posts
Mon 20 Mar 2017
at 13:34
3D - SWW - Part Four: Life on the Ocean Waves Part 2
Watching the strange ship sail in and ram the Blue Nixie, Kinstal knows they will be moving in to aid the other ship.  He grabs his gear and readies his longbow, hoping to get a few shots before they are close enough to board.
Celene
 player, 1299 posts
 Sorcerer 6
Mon 20 Mar 2017
at 13:49
3D - SWW - Part Four: Life on the Ocean Waves Part 2
As the Sea Wyvern closes into the Blue Nixie Celene begins to cast spells in preparation. First conjuring a field of force protecting her and then going for a wand to help her in the case that she is thrown overboard. Her skin turns slightly pale and her eyes turn into bright purple pools. If anyone were close by they'd see three small slits open on either side of her neck.


Free :  | Swft :  | Move : None | Stnd :  | Full :

Casting Mage Armor: +4 AC (6 hours)
Alter Self : Gillmen - +2 Str, Swim Speed 30 (30 Rounds)


HP: 29/29 |  AC: 14/40/14  | CMD : 13 | Saves: +4/+4/+9
Special Notes:
      (De)Buffs :
     Conditions :
      L0 Spells :
       - Unlim. : Dancing Lights, Daze (DC15), Detect Poison, Drench, Flame Burst,
                  Light, Mage Hand, Message,

       - 1/day  : Detect Magic, Light, Prestidigitation
      L1 Spells :
       - 09/10  : Burning Disarm (DC 16), Burning Hands (DC 16),
                  Charm person (DC17), Enlarge Person, Grease (DC 18), Hydraulic Push,
                  Mage Armor, Magic Missile, Summon Monster I, Vanish

      L2 Spells :
       - 6/6    : Create Pit (DC 19), Glitterdust (DC 19), Scorching Ray,
                  Summon Monster II

      L3 Spells :
       - 4/4    : Slow (DC 18)

      Abilities : Flame lance (8/8), Wand of Magic Missile (41),
                  Wand of Alter Self (24), Wand of Cure Light Wounds (50)

This message was last edited by the player at 15:09, Mon 20 Mar 2017.

Dungeon Master
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Mon 20 Mar 2017
at 14:29
Re: 3D - SWW - Part Four: Life on the Ocean Waves Part 2
Kinstal Minare:
Watching the strange ship sail in and ram the Blue Nixie, Kinstal knows they will be moving in to aid the other ship.  He grabs his gear and readies his longbow, hoping to get a few shots before they are close enough to board.


Unfortunately the poor weather and the layout of the battle prevents Kinstal being able to take advantage of his bow early on (DM: This will become more clear when I get the battlemap posted). The warrior takes up a position at the bow of the Sea Wyvern, ready to fire arrows as soon as he is able to spot the enemy.

Celene casts a couple of spells.
Kassius
 player, 567 posts
 Hunter 4
Tue 21 Mar 2017
at 01:40
Re: 3D - SWW - Part Four: Life on the Ocean Waves Part 2
Kassius summons his magic, enhancing bow and cat alike, then calling on the local aquatic life to come to his aid as well.


casts Gravity bow (6 minutes) on self, monkey fish on Kibeti (6 minutes, cast via share spells), and summon monster II (6 rounds, summon an octopus: http://www.d20pfsrd.com/bestia...ed-creature-octopus/)
Dungeon Master
 GM, 2605 posts
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Tue 21 Mar 2017
at 09:12
Re: 3D - SWW - Part Four: Life on the Ocean Waves Part 2
Kassius makes his preparations.

The rain clears a little as the prow of the Sea Wyvern slams into the stern of the Blue Nixie. Now there are three ships shoved together in the little cove, jostling with each other in the large swell.

The ship that has rammed Lavinia’s vessel is now more clear. It is a three masted galleon made of jet black wood, except the figurehead which is made of a red timber. The figurehead is a great shark seemingly leaping out of the prow with jagged teeth of metal.

The sails are black and tattered, surely unable to provide any real motive force, but the ship is still pushing against the Nixie as though under full sail. And above the crow’s nest flies a flag, the most feared flag in the Sea of Dread...



A skull above crossed rapiers set on a field of crimson - the dreaded flag of the 'Crimson Fleet', the loosely collected group of pirates that has plagued ships in these waters for decades. A crimson flag flown before a battle signifies 'No quarter asked for nor given'. As the Crimson Fleet's flag is itself crimson, they always enter every battle with this understanding... needless to say they are not fameous for taking prisoners unless it is to make slaves of them.

This Crimson Fleet flag has been modified - a pair of demonic horns has been added to the skull.

The Sea Wyvern finally gets close enough that it is possible to jump onto the stern of the Blue Nixie. The party can see that their friends on the other boat are already in a desparate fight for their lives. With dismay the party see what they are up against. These are not even just normal Crimson Fleet pirates, these are SAVAGE PIRATES, cursed by the black pearl, running towards their friends on the Blue Nixie at top speed.

OOC: Okay, party moves first.

This message was last edited by the GM at 09:19, Tue 21 Mar 2017.

Dungeon Master
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Tue 21 Mar 2017
at 09:17
Re: 3D - SWW - Part Four: Life on the Ocean Waves Part 2


Battlemap... and its a huge one!

Blue N = Alohan Nuari
Blue M = Kinstal Minare
Blue A = Angati
Blue L = Logan
Blue C = Celene
Blue K = Kassius
Blue k = Kibeti

Green U = Urol
Green S = Skald
Green A = Amalie (first mate)
Green s = Shefton (the cook)
Green 1-8 = Sea Wyvern crew

Lt Blue T = Tolin (Jade raven ranger)
Lt Blue Z = Zan (Jade raven rogue)
Lt Blue L = Liamae (Jade raven sorceress)
Lt Blue K = Kaskus (Jade raven druid)
Lt Blue L = Lavinia (opps, two L's, will change)
Lt Blue R = Cap. Rodrigo

Red 1 -14 = Savage pirates
Angati
 PC, 847 posts
 Oracle 6
 Time does bend
Tue 21 Mar 2017
at 11:32
Re: 3D - SWW - Part Four: Life on the Ocean Waves Part 2
As they prepared for the Battle, Angati pulled out her Extend Rod and called Kinstal, Logan and Kassius and Kibeti to her side calling upon the luck of the gods on them and herself.

OOC: That would be 3 castings of divine favour with extend rod for +2 to hit and dmg luck bonus on Kinstal, Logan and Kibeti. As time allows in that order... it will last for 2 minutes. http://paizo.com/pathfinderRPG...lls/divineFavor.html if there is just time for one then it would be on Kinstal, if for two, Kinstal and logan, and if time for the three then Kibeti also. thats 3 lvl 2 spells ticked off


Angati was about to start running onto the other ship when she thought of something...  "Urol.... if you have things that can go boom.... give them to the archon... he can put them right at their backs... I'll summon him now""

HP: 56 |  AC: 2226 | CMD : 15 | Saves: 4/4/5
Free : | Swft : | Move : | Stnd :  Summon Lantern Archon


Special Notes:
      (De)Buffs : Manta Ray (Beast Shape II)
     Conditions :
      L1 Spells : 6+1/6+1 CLW, Ill Omen, Protect from evil, Obscurring Mist, Divine Favor, Summon Monster ,Sanctuary, Liberating command
      L2 Spells : 2+0/4+1 Oracles Burden, Cure Moderate Wounds, Spiritual Weapon, Restoration Lesser, Instrument of Agony
      L3 Spells: 4+1/4+1 Cure Serious Wounds, Bestow curse, Summon monster III
      Abilities : Misfortune, Fortune, Starlight Agility (dodge), Time Flicker (3/3 minutes blur),Temporal Celerity


OOC: If you feel that won't work or you have any qualms against it, let me know... I don't really know in detail how bombs work, but with the archon's teleportation, it can drop Urol's bombs at will wherever they are needed most... it's just an idea... I don't know if bombs work with another one dropping them... or if there is any other stuff we could use for this... otherwise, just have the archon summoned, it doesnt change much.
Celene
 player, 1301 posts
 Sorcerer 6
Tue 21 Mar 2017
at 11:36
Re: 3D - SWW - Part Four: Life on the Ocean Waves Part 2
Celene rushes forward moving behind Alohan and staring forward towards the dark ship that begins off loading cursed seamen. Celene quickly calls a spell from the power thrumming through her veins. It's one she hadn't tried before she hoped it would be effective.


Free :  | Swft :  | Move : To K:31 | Stnd: Cast Create Pit  | Full :

Casting Create Pit on squares K:9, K:8, J:9, J:8

7, 5 need reflex saves DC 19 or fall 30'. If they make it they move to the closest non-pit squares.

Anyone ending movement adjacent to the pit has to make a Reflex Save DC 19 with a +2 bonus or fall in. So 1,2,4,6,8 would make it on their turn if they don't move away.

Pit is 30' deep, has a climb DC of 25. Lasts 7 rounds.


HP: 29/29 |  AC: 14/40/14  | CMD : 13 | Saves: +4/+4/+9
Special Notes:
      (De)Buffs : Casting Mage Armor: +4 AC (6 hours), Alter Self : Gillmen - +2 Str,
                  Swim Speed 30 (30 Rounds)
     Conditions :
      L0 Spells :
       - Unlim. : Dancing Lights, Daze (DC15), Detect Poison, Drench, Flame Burst,
                  Light, Mage Hand, Message,

       - 1/day  : Detect Magic, Light, Prestidigitation
      L1 Spells :
       - 09/10  : Burning Disarm (DC 16), Burning Hands (DC 16),
                  Charm person (DC17), Enlarge Person, Grease (DC 18), Hydraulic Push,
                  Mage Armor, Magic Missile, Summon Monster I, Vanish

      L2 Spells :
       - 5/6    : Create Pit (DC 19), Glitterdust (DC 19), Scorching Ray,
                  Summon Monster II

      L3 Spells :
       - 4/4    : Slow (DC 18)

      Abilities : Flame lance (8/8), Wand of Magic Missile (41),
                  Wand of Alter Self (24), Wand of Cure Light Wounds (50)

Dungeon Master
 GM, 2607 posts
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Tue 21 Mar 2017
at 18:53
Re: 3D - SWW - Part Four: Life on the Ocean Waves Part 2
Angati has time to cast her preparations. Urol hands over a 'frost bomb' from his belt to the summoned archon.

Celene casts her spell and causes the surface of the decking to warp and ripple and an extra dimensional pit to open. Both SP5 & SP7 fall into it.

OOC: I'll check for the adjacent bad guys at the end of their turn if appropriate.
Celene
 player, 1302 posts
 Sorcerer 6
Tue 21 Mar 2017
at 19:04
Re: 3D - SWW - Part Four: Life on the Ocean Waves Part 2
Shall I roll fall damage or do you want to handle that?
Dungeon Master
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Tue 21 Mar 2017
at 20:03
Re: 3D - SWW - Part Four: Life on the Ocean Waves Part 2
They have DR 5/magic, do they even take damage?

I would prefer to roll since I know their acrobatics stats.
Celene
 player, 1303 posts
 Sorcerer 6
Wed 22 Mar 2017
at 00:36
Re: 3D - SWW - Part Four: Life on the Ocean Waves Part 2
It is 3d6. So potential for 13 through DR.
Kassius
 player, 568 posts
 Hunter 4
Wed 22 Mar 2017
at 01:34
Re: 3D - SWW - Part Four: Life on the Ocean Waves Part 2
Angati: Divine favor is a personal spell, self only sadly.
Kassius
 player, 569 posts
 Hunter 4
Wed 22 Mar 2017
at 01:42
Re: 3D - SWW - Part Four: Life on the Ocean Waves Part 2
Angati: Divine favor is a personal spell, self only sadly.
GM: Is there a walking path onto the Blue Nixie? Would an acrobatic check be needed to move across?
Also, is our ship still capable of moving? Could we move the ship to D13 or so and give the ranged attackers (me + spellcasters) a good angle/line of sight to attack?

Angati
 PC, 848 posts
 Oracle 6
 Time does bend
Wed 22 Mar 2017
at 07:23
Re: 3D - SWW - Part Four: Life on the Ocean Waves Part 2
In reply to Kassius (msg # 18):

Darn but you are right... I had not noticed this... ok, lets make them protection from evils then.. but it won't be using the rod... so thats 3 lvl 1 spells lasting for 6 minutes... if i had time for more, I'd cast it on myself and other people from the party...

Dungeon Master
 GM, 2609 posts
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 DM
Wed 22 Mar 2017
at 09:39
Re: 3D - SWW - Part Four: Life on the Ocean Waves Part 2
Kassius:
Angati: Divine favor is a personal spell, self only sadly.
GM: Is there a walking path onto the Blue Nixie? Would an acrobatic check be needed to move across?


Yes, there is now a walking path. To keep things simple I am going to say that there is no acrobatics check needed to move from the bow of the Sea Wyvern to the stern of the Blue Nixie.


Kassius:
Also, is our ship still capable of moving? Could we move the ship to D13 or so and give the ranged attackers (me + spellcasters) a good angle/line of sight to attack?


Oh wow, that is a cool idea!

Sure, you can yell out to the first mate who is still at the helm and she will let a bit more anchor chain out and try to aim at D13 - sailing checked needed of course. Do you want the two ships to be touching or there to be a gap between them? If there is a gap, then how much?


@Angati, you have heaps of time to cast spells so do you want a protection from evil on everyone?