Kelly Forester |
I am assuming 6 lashes knocks Ciera out.
Kelly moves as quickly as he can without being too obvious to aid Ciera. Once he can get the lad to somewhere "safe" Kelly will search for the extract he handed to him earlier. Upon finding it, he administers the extract to the boy.
Extract of Cure Light Wounds: 1d8 + 2 ⇒ (3) + 2 = 5
Not sure how bad the wounds from the lashes will be, but assuming 5 doesn't cut it.
Kelly reaches into his bag and pulls forth the other extract, also administering it to the lad.
Extract of Cure Light Wounds: 1d8 + 2 ⇒ (4) + 2 = 6
After seeing to the boy, Kelly goes to get his grub and his rum. Along the way he will check in with Balsooma, both to get his take on what is going on, and to see if anything out of the ordinary is happening in his area as well.
After his conversation with Balsooma is complete, he will finish his meal, for a moment he considers dumping his rum over the side of the ship, but decides, with the increased scrutiny on him and his friends right now, it would be bad to be caught dumping rum right now. He also thinks a stiff drink wouldn't be too bad right now.
Ciera |
As punishment is announced, Ciera gasps and looks to Holgur to see if the big man will contradict the pirate's story. However, seeing that denial would be futile, she silences hersalf, instead shouting out at Fipps as the sailors grab her. "You lyin' bastard. You'll be sorry fer this!"
As the lashing is administered she does her best not to shout out, but after the second lash can't help but scream.
Balsooma Hishal |
Balsooma drinks his rum with a scowl plain upon his face. Seeing Ciera lashed bloody and Holgur led off to the sweatbox had soured things.
"Things are same as ever for me. I'm mostly ignored by any and all, it seems. Probably because I'm stuck in the galley all day," he says to Kelly when questioned about his work. "Fight like that on a ship is nasty work. Fine for the shore, but out here on the waves, it's foolish, stupid work. Wish I'd been down in those bilges to crack their skulls like coconuts. They wouldn't have been talking then."
Aardvark DM |
1d20 + 6 ⇒ (5) + 6 = 111d3 + 2 ⇒ (1) + 2 = 3
1d20 + 6 ⇒ (14) + 6 = 201d3 + 2 ⇒ (1) + 2 = 3
1d20 + 6 ⇒ (3) + 6 = 91d3 + 2 ⇒ (3) + 2 = 5
1d20 + 6 ⇒ (1) + 6 = 71d3 + 2 ⇒ (2) + 2 = 4
1d20 + 6 ⇒ (7) + 6 = 131d3 + 2 ⇒ (2) + 2 = 4
As Holgur is shoved into the box, Cieran is forced to the mast, his hands bound like all other Bloody Hour recipients. Even though about half the crew considers you all as friends, none are brave or foolish enough to act against the Captain's orders. Most of them just choose to look away from the event. Master Scourge, an angry smile of twisted pleasure on his face steps up with his whip at the ready. He manages to crack off three hard strikes before Cieran passes out from the pain. After that, the next one draws a wet bloody line across the youth's back. Much to the bosun's chagrin, he actually misses the unconcious boy, and some of the crew laugh before his glare stops them. The last hit, though, does strike true and leaves Cieran limp and bloodied.
Ciera takes 11 NL, then 9 L, damage. After the whipping she is at 2 hp, with 11 NL. Kelly's first cure of 5 will put her at 6 NL and 7 hp, making her conscious. Not sure if he still wants to use both extracts?
Holgur's time in the sweatbox isn't quite as violent. That night isn't the worst of it. There was some remaining heat from being on deck all day, but the gentle warmth of the night colls it easily enough. It is small and cramped, so his sleep was hard and uncomfortable. That night activities continued as normal, and he can see the others going about their nightly routines of drinking and gambling. The men loyal to Plugg and Scourge take point in keeping anyone from speaking with Holgur, or trying to bring him any food or water.
Day 20:
The next morning, Holgur is woken by the mast's clock, from one of his few moments of dozing off. As the others go about work on deck that day, the sun begins to ensure the sweatbox lives up to its name. The heat pounds on the metal sides, draining Holgur as he sweats out what little water he had, and has none to replenish it. At one point he manages to get a draft of fresh sea air, that helps him to deal for a bit, but it's not enough to undo the effects.
Holgur has taken 16 NL damage
1d20 + 5 ⇒ (17) + 5 = 22, 1d4 ⇒ 2
1d20 + 6 ⇒ (14) + 6 = 20, 1d4 ⇒ 4
1d20 + 7 ⇒ (5) + 7 = 12, 1d4 ⇒ 2
1d20 + 8 ⇒ (8) + 8 = 16, 1d4 ⇒ 2
1d20 + 9 ⇒ (2) + 9 = 11, 1d4 ⇒ 3
1d20 + 10 ⇒ (19) + 10 = 29, 1d4 ⇒ 1
1d20 + 11 ⇒ (19) + 11 = 30, 1d4 ⇒ 4
After only eight hours in the box, there is an excitement on deck that quickly carries to all the other crew. A call rings out, which sets the crew to activity, from up in the crow's nest can just be heard "Ship Ahoy!" As the call rings out, the crew is set to task. Captain Harrigan calls out orders, Mr. Plugg barks at others, and Master Scourge can be heard cracking his whip to motivate any laggards. The ship can be seen off in the distance, but if possible The Wormwood will catch up to it.
Holgur |
Whuzzat? Did I hear that right, a ship? I'm in this damned box. If the Wormwood sinks then I go down with her. If the other crew beat ours then I will ... Holgur does not complete the thought. Instead he yells out to whoever is nearest to the box "Let me out to fight! I'm no good in here and we will need every hand!"
Ciera |
After coming to, Ciera looks up at Kelly and gives him a twisted smile. "Thanks. The bastard realy let me have it that time." She unsteadily gets to her feet and winces at the feel of the rough cotton of her ripped shirt rubbing against the sores on her back. Stumbling slightly she makes her way below decks to the Quatermaster to get a new shirt which she finds a secluded corner to sway for the ripped and bloodied one she has on. After this she heads her hammock to sleep.
The next day, feeling little better, she does her best to do the tasks assigned to her until suddenly she looks up at the cry of "Ship Ahoy" and excitedly follows the lookout's pointing finger to finally see it in the distance. As the crew hustle she checks her wrist sheathes and then runs to her tasks.
What tasks are we given? Will there be time to get weapons/armour etc.?
Kelly Forester |
Yes I see no reason not to give the extra healing, that way Ciera can be in fighting shape this day.
In the morn, Kelly goes about his daily routine, gets his morning ration, and then replenishes his stock of extracts. He reports for his task.
When the call of the ship in the distance is heard, he quickly moves to grab his gear and make his way to deck, he looks around, tracking to spot Balsooma and Ciera.
"Lets do our best to stay together, would seem to increase our odd of survival. Also, try and blend into the middle of the crew, no reason to make ourselves stand out in the crowd. If'n you get the chance as well, lets see about ending the sentence of our ally a bit early as well."
With that Kelly turns to gaze out upon the water and finsh lacing up his jerkin, as he realizes just how nervous he is. He's spend much time aboard ships, and they've even been boarded a time or two, but never has he been on this end of such and exchange, at this point he's just hoping to keep his biscuit in his stomach this morning.
Aardvark DM |
Sorry again. Flu hit me hard for a few days, then the holidays showed up. All the while, I have been spending what little focus I had on superstar.
With the sign of a ship on the horizon, the crew seems to become a flurry of eager activity. Captain Harrigan turns The Wormwood to follow its prey, workers are hurried to their positions, and the ship prepares to close, board, and finally pirate the ship. Holgur is actually released from his punishment, simply because they can't afford to have both him and Jape out of comission to work the ship's functions. As the day wears on into evening, the ship closes the distance on its prey.
By dawn of the twenty-first day aboard The Wormwood, you have finally closed on your first target. There is less than half a mile of separation between the two ships. With the knowledge that a fight is imminent, Captain Harrigan barks an order to Ambrose, "Fishguts! You and your cook's mate need to grab some pigs, slaughter them, then toss them over the side to get the shark's attention."
As all is being put in order the Master Gunner, Riaris Krine, gathers your group together and explains. "Due to how your f@+~ing boarding class went, you s#+&heads got a job to do. The f$%@ing ship's f!%~ing wheel is on the g#& d$!n aft deck, just below the f&++ing sterncastle. You worthless f&~$s are going to grapple over, kill the buggers guarding it, take the f+@*ing wheel and guard the s@~%ty ship's boats. It's your f!!&ing job to kill anyone trying to get away in those boats. None of you stupid f+*&s get it in your head to f!~&ing move away from the wheel until the fighting's done, or you'll have to answer to me, and you don't f~+&ing want that. Oh yeah, keep in mind, as we f%+#ing get close to that piece of s+$@, s@&~'s going to get foggy. Just stick to what you've been f$*~ing told to do."
She looks to Kelly, "You did best during boarding school, whatever the f!~! that's worth. You are in charge of you and your f#*@ing cronies during boarding. They f##! it up, it's your f+@&ing fault. It would be Holgur, but he showed he doesn't listen to Captain's orders."
Holgur |
Holgur listens to the master gunner but his attention wavers at times. He looks about for Scourge, Plugg, Jape, Fipps and others in their camp. If they see an opportunity to put a knife in his back they will probably take it. As Krine speaks Holgur stretches his limbs and puts on his armor and checks his gear. At the same time he looks over his companions to see if they have suffered anything at the hands of the ship's officers.
When Krine has left Holgur addresses the others. "I'm still a bit fuzzy in the head from being in the 'box. It's clear enough that we have to get over to our prey and then to the wheel and clear out anyone who defend it. But some of you might as well know that this will be a well guarded area. That is, if the crew over there know what they are doing."
If that ship's crew are hardy enough they might win. The Wormwood is undermanned and might not have what it takes to come out on top. I doubt it, but there it is all the same. If the other side looks likelier to win than we are, I say we go over to the other side. Eff this prison-ship and all who sail on her, with a few exceptions."
"Of course, if we kill too many of her crew the survivors won't want us."
Holgur |
"It's probably to kill anyone that falls into the water. Maybe it rids people of the idea of swimming away to lifeboats that are close-by. Maybe the cap'n is just a sick bastard."
"Yer absolutely right about them others not takin' a shine to pirates, though."
Aardvark DM |
Everyone had the night of the 20th to rest, heal, and prepare whichever spells they want for the day. I will move ahead after I've heard from everyone, just to make sure everyone is back from the holidays.
Edit: Ciera, Grok informs you that other than thrown weapons, all she has is a light crossbow. That will take a Diplomacy check to talk her into handing out.
Aardvark DM |
You guys were given all your initial equipment after your success with the reefclaws. You have a bow and daggers, I'm not sure why you would want an improvised weapon to throw?
Holgur |
You guys were given all your initial equipment after your success with the reefclaws. You have a bow and daggers, I'm not sure why you would want an improvised weapon to throw?
It has been a while since I looked at Holgur's equipment; I forgot that he has the bow.
Ciera |
Ciera didn't have a bow initially - thought one might be handy for ship-to-ship combat though... A light crossbow would prob be even better than a shortbow...
Diplomacy: 1d20 + 7 ⇒ (8) + 7 = 15
Also was posting to bump the thread! Hopefully the others aren't too caught up in the season to notice.
Just noticed that Ciera was/is carrying a female entertainer's outfit in her pack. If Grok went through it she might suspect that she's a girl - or that "he's" a bit weird!
Aardvark DM |
Grok looks around nervously, and seeing only Balsooma and Ambrose in the vicinity, agrees to the request. "Now, ya be careful wit dis here crossbow. It's a nice one, and I could be keelhauled jus' fer given it to ya from the shop. Ya bring it back when yer done." With that she hands you the crossbow, and a score of bolts.
It's a Masterwork light crossbow, and 20 bolts.
Balsooma Hishal |
Happy New Year! Hope everyone had a good Christmas and all.
Balsooma sets to work with a scowl. It's a messy business, and it's only a little time before blood cakes his arms up to the elbows. "The sea is dangerous enough, it seems," he says to Fishguts, watching the sleek, deadly fins that now trail the Wormwood. "Why bother stirring up more trouble? I don't understand this."
Holgur |
The sight of Balsooma on deck and Ciera with his crossbow steady Holgur's nerves. Now where did Kelly get to? he wonders. The activity on deck increases as the Wormwood closes on her prey. In a situation like this it would be easy for someone to stick a knife in someone's back. But the officers would not want to waste manpower right now. Still Holgur can't help but wonder what will happen to him if they do take the other ship. Perhaps if he fights well enough he will not be thrown back in the box. At this point all he can think of is how not to get thrown to the sharks.
Kelly Forester |
Kelly spends the day of pursuit doing what he can to make sure his friends are in top shape to survive the coming day. After the "pep talk" from Riaris, Kelly wanders off to prepare his tools and gear. After a bit he finds his way back to his friends.
"Well, it's official we're all f!#ked, I've been put in charge, and we're all done for. What do you all think of this. Until this day, we've been nothing but press ganged prisoners, but if we go through with this willingly, we go from being slaves, to pirates."
Just checking in now that the holidays are drawing to a close. I will update my list of infusions, and find my list of initial gear and get my stats updates accordingly. Hope all had a good New Year!!
Ciera |
Ciera thanks Grok effusively.. "I'll keep it safe" she says as she secrets the valuable device in her shirt. If its too much of a risk you should keep it, but I won't say no!"
As the ship draws closer Ciera keeps an eye on the crew members that are not on the group's side, wary in case of a double-cross.
Kelly Forester |
During the day of pursuing the prey ship, Kelly manages to find a couple of hours to work his craft as an alchemist. After a stop by the ships store and spending a hefty sum of gold, he is able to complete his craft, the vial of blue liquid...
Craft Alchemy: 1d20 + 9 ⇒ (9) + 9 = 18
...Glows briefly, and smells of the sea, before Kelly stoppers the vial and stores it in his pouch.
I managed to find my list of initial gear. Also the check above is to craft a potion. This required spending 25 gp worth of "components" I hope there are no issues getting them on the ship.
Aardvark DM |
Given your environment, and guessing you made a touch of the sea potion, I'm not going to be a stickler about the ingredients as long as you pay the price for them. Actually, for that spell, I would almost figure the ingredients would more likely come from the kitchen.
As the ships draw closer it is easy to see that the prey is a Rahadoumi vessel by the colors they are flying. The ships close as The Wormwood slowly makes headway on the ship it chases, and you find yourselves roughly less than half a minute before drawing up alongside them to begin boarding. 4 rds
At this point, the crew on the sterncastle of the Rahadoumi ship, named Man's Promise, begin firing crossbows at your ship. They also fire the two ballista at The Wormwood's rigging in a futile attempt to slow the ship. It is then that the deck of the Man's Promise is blanketed in banks of heavy mist, and you can see Captain Harrigan giving an approving nod to Peppery Longfarthing.
You have 4 rounds to take any actions before the ships close, the crew of the enemy ship are in a fog cloud and therefore have total concealment (50% miss chance). You must roll higher than 50 as higher rolls are always better.
Round 1, they are 120' away, and four of them are on the sterncastle.
Holgur |
The crew of the sterncastle make inviting targets, even though they are not primary targets for the group. When the ships draw close Holgur looks for anything that can serve as cover and gets behind it. As he does he urges the others to do the same.
If there is no hard cover he will look for any unfriendly crew. Should one of them pass in front of him he will stand behind them to use them as soft cover. No attack on round 1[ooc]
Once they are within 100 feet of the quarry Holgur lets his arrow fly. [ooc]Round 2
Attack
1d20 + 4 ⇒ (16) + 4 = 20+2 if the targets are human
Ciera |
We are approaching from behind (aft). Our target is the wheel (aft). 4 sailors at the stern (front) are shooting at us.
Are their any sailors on the aft deck (e.g. the wheel itself) or up in the rigging?
Balsooma Hishal |
Balsooma crouches down, the big man trying to get some cover behind the side of the ship. He grins upon noticing the ship's colours: "Rahadoum. Who better to prey on first but the god-deniers, it seems. "
Aardvark DM |
Ciera |
Ciera follows Holgur's example, taking cover behind a barrel and then peering around it, trying to find a good target. Aiming, she lets loose a bolt which streaks into the mist, striking the rail that had, for a moment, looked like a sailor's leg.
Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Miss: 1d100 ⇒ 18
Damage: 1d8 ⇒ 2
Aardvark DM |
As the ships get closer Holgur and Ciera find a nice firing position. They wait until the distance is not quite so great, before they go for the shot. When he fires, Holgur, manages to get a solid hit against one of the four near the ballistae. Cieran's shot, though, manages to solidly hit, what was thought to be a leg. The distance continues to shrink.
Round 1, no shot
Round 2, Holgur hits, Cieran misses
1d4 ⇒ 1
Round 3
As the ship's grow closer, one of the men on the sterncastle fire at the group. The shot thunks helplessly into the hull below your position.
1d20 + 1 ⇒ (4) + 1 = 5
Holgur |
As soon as the first arrow flies, Holgur nocks another one and takes aim at the crew of the Man's Promise. Once he sights the figure he fired at before distinctly he looses his shot. Same target as before, if he still stands.
Attack
1d20 + 4 ⇒ (15) + 4 = 19 +2 if human
Miss chance
1d100 ⇒ 56
Damage
1d8 + 3 ⇒ (8) + 3 = 11 +2 if human
It looks to him like he hit someone but, with all the fog, he can't be sure. "How do they expect us to fight in that mess that Longfarthing conjured up?" he mutters.
Aardvark DM |
Holgur, there are four people on the sterncastle, let me know with a number which one you are aiming for each time. Also, missed it before, but unless you have a Comp longbow (made for Str +3, at 400gp ) you don't add Str modifier to damage with fired weapons.
Ciera |
Ciera turns back behind the barrel and cranks the crossbow as quickly as she can. Turning she releases another bolt through the mist and hears an impact. Unfortunately, once again, there is no accompanying cry of pain. "Bloody mist! It'd be easier to hit a sardine in a school of salmon!"
Attack: 1d20 + 6 ⇒ (17) + 6 = 23
Miss: 1d100 ⇒ 3
Damage: 1d8 ⇒ 2
Kelly Forester |
I am getting really bloody tired of the forum eating my posts. Repost of Round 1 actions. Also, don't see it reflected, but I am assuming since we started at 120' and we close in 4 rounds, the ships are getting 30' closer every round? Ergo, round 1 = 120', round 2 = 90'? I am going to write range penalties accordingly.
Kelly struggles with the decision for a moment, but decides to take aim at the first figure he can spy.
1d4 ⇒ 2
Soon after he spies a silhouette, he brings the crossbow to sight, and looses a bolt.
To Hit: 1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2
Damage: 1d8 ⇒ 3
Miss Chance: 1d100 ⇒ 22
Having not used, the weapon for a long time, Kelly realizes that it had not been assembled properly after it was stored. He curses himself as he realizes the problem, and spends the next few seconds correcting the problem and reloading.
We never really covered any fumble rules/penalties, so even though the flavor sounds like it, I'm just spending the move action to reload. If there are any further penalties, just let me know.
Kelly Forester |
Angered by his last attempt, Kelly takes aim at the same 'person' he aimed at before and looses.
To Hit: 1d20 + 3 - 2 ⇒ (6) + 3 - 2 = 7
Damage: 1d8 ⇒ 8
Miss Chance: 1d100 ⇒ 72
The bolt homes in on what Kelly confirms is an actual target, as he sees the siloute shift, the bolt seeks in on him, center mass. 10 feet or so short of the target, the bolt skips off a line and goes flying off at and odd angle. Kelly curses again levers back the action of his crossbow, and slams another bolt into the firing channel.
Holgur |
Both attacks are aimed at that wretched walking piece of offal known as #2. (No pun intended)Forgive me for the mistake about the damage bonus; Holgur is still delirious after being in the hot box.
Aardvark DM |
Curse you Kelly for using your mathses to resolve distances each round ;). No, I'm not using any fumble rules. Also, Kelly, you mentioned round 1, and took two actions, so I need a round 3 from you as Holgur and Ciera didn't act on round 1.
Holgur's first shot was rewarded with a cry of pain, and his second rung true victory as the sounds of a man dying could be heard at the other end of it. Cieran, however seems incredibly vexed by the misleading shadows moving, or not, within the fog. Kelly seems to be having an almost similiar string of ill luck in hitting the enemy.
Holgur |
Round 4 action
Besmara seems to be on Holgur's side today. But he knows that is not always cause for celebration. For the moment it is enough, though and he nocks another arrow, takes aim and fires at a silhouette of a sailor. The sound of the arrow striking wood declares his failure.
I know the other side gets to act before this, but I have the opportunity to post so I am taking it.
Attack vs. #3 enemy
1d20 + 4 ⇒ (16) + 4 = 20 +2 vs humans
Miss chance
1d100 ⇒ 37
"Thirty Seven?!"
Ciera |
Might as well follow Holgur's lead...
Attack vs. #3 enemy:
Attack: 1d20 + 6 ⇒ (5) + 6 = 11
Miss: 1d100 ⇒ 12
Damage: 1d8 ⇒ 3
Ciera takes aim again but, for the third time, her bolt skewers nothing but tendrils of mist. "@$%& it! ^%*7ing ^&*( mist! %^($ it!"
Kelly Forester |
Round 3:
Kelly Spends a moment clearing his head, as the moment ends, he spots a target and fires.
Target: 1d4 ⇒ 1
To Hit: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d8 ⇒ 1
Miss Chance: 1d100 ⇒ 40
Kelly is excited to see his bolt sail straight to through the torso of his target, but with a lack of reaction, Kelly studies his prey as he reloads. As the angle of the Sun to the deck changes, he notices the target shift accordingly."Damn this fog," he mumbles as he finishes his routine.
Round 4:
Kelly fires one final time as the ships close the final distance.
Target: 1 = 1
To Hit: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d8 ⇒ 5
Miss Chance: 1d100 ⇒ 44
Kelly adjusts for the casting of shadows in the mist, he fires, his shot again shows to fly true, but instead of the meaty thud of impact, he target simply flinches at the near impact as it seems Kelly over compensated and ended up firing just long on the other side of his target. Disgusted with the situation, Kelly just stows the crossbow and prepares to start the boarding procedures.
Aardvark DM |
Despite Holgur's removal of one of their crew, the shots incoming from Man's Promise continue to instead bombard the ship as a whole, as well as the rigging.
It makes little difference, as the ships have collided, the jarring sound of the hulls skidding off one another brings to life the real fear that either one of them could very well litter the sea floor. The fog rests heavy over the deck of the other ship, and lines are tossed, and gangplanks laid. It is then that Riaris gives the signal for your group to launch your grapples and cross to the other ship.
Remember, grapple is considered an improvised weapon, with a range of 10'. The ship is an AC 5. Standard to throw, move to tie off.
Ciera 1d20 + 4 ⇒ (3) + 4 = 7
Holgur 1d20 + 8 ⇒ (1) + 8 = 9
Kelly 1d20 + 2 ⇒ (14) + 2 = 16
Sailor 1 1d20 + 1 ⇒ (1) + 1 = 2
Sailors 3-4 1d20 + 1 ⇒ (17) + 1 = 18
Sailors 5-6 1d20 + 1 ⇒ (17) + 1 = 18
Round 1:
Sailor 3 -
Sailor 4 -
Sailor 5 -
Sailor 6 -
Kelly -
Holgur -
Ciera -
Balsooma -
Sailor 1 -
The sailors will not be going until they have targets on board, so it's all you guys this first round.
Kelly Forester |
Kelly nods to his friends, a look, a mix of terror and excitement, upon his face. "Okay, let's do this," is the only thing he says before he slings his hook to the rail of the other ship.
Aiming at the railing in square G19
1d20 + 2 ⇒ (9) + 2 = 11 Note: not -4 due to throw anything
Move action to tie off
Holgur |
"AYE!' Holgur yells heartily in reply as he whirls his grappling hook. at G20
Attack
1d20 - 2 ⇒ (3) - 2 = 1I assume the squares are five feet each
As he readies to throw an enemy arrow shoots past his head and spoils his aim, the hook not even making contact with its target.
Ciera |
Ciera shoots one final time before carefully securing the crossbow to her belt and flicking her wrists to release two knives.
Aiming at the one in F19
Attack: 1d20 + 6 ⇒ (9) + 6 = 15
Miss: 1d100 ⇒ 15
Damage: 1d8 ⇒ 8
Oh for *&%# sake! (unless the ocean breeze has cleared it??.. :) )
Are the squares 5'? How much higher is the sterncastle of the other ship than ours? How much lower is the small boat?
What would be the DC of a jump across without the rope?
Aardvark DM |
The squares are indeed 5' and it is safe to assume that unless otherwise stated, we will be dealing in 5' squares (as it is easiest to manage the rules using them).
The two ships are roughly of equal height. So where you are is at the same level as the aft deck. The sterncastle (with the two ballistae) is 10' higher, and the main deck is 10' lower.
The cloud did not dissipate, it may be getting renewed frequently.
You may jump across if you so wish, with the normal DC's
5 feet/ DC 5
10 feet/ DC 10
15 feet/ DC 15
All are doubled without the 10' running start
Aardvark DM |
I sent Balsooma a PM, I'll give it a day, then I'll just throw the grapple for him. I don't like to nag people about how active they are, especially for all the times I just go silent for 2-3 days (or more).
Balsooma Hishal |
Sorry! I'd only been skimming the posts while the ranged attacks were going on, and didn't realise it was time for boarding.
Balsooma stands up, murmuring a quick prayer to Besmara: "Let my skin be like shark's hide, my aim as true as the plunging cormorant, and you shall get tribute from me before the sun has bled into the waves."
Swift action: Judgement, +1 to attack rolls.
Grappling hook to F20: 1d20 + 3 - 8 ⇒ (6) + 3 - 8 = 1
Hefting his grappling hook in one hand, the rope trailing behind, he hurls it towards the opposing ship, where it crashes uselessly into the ships side-planks and drops into the ocean.
What would be the action/s to retrieve a grappling hook and try again?