Keith S. |
The wizard's acid arrow misses his target (which should also have a -4 for the target being in melee combat).
The two most wounded creatures step back 5 feet, the whirl and run / dive over the side of the ship.
The other two attack!
Against Wilma:
1d20 + 4 ⇒ (9) + 4 = 13, missing
Against Darvan:
1d20 + 4 ⇒ (9) + 4 = 13, missing
Player's turn.
Darvan Waverider |
Darvan holds out an upraised hand and calls out a gargling chant in Aquan, telling the 2 sahuagin to cease fighting with his Sealord power.
Sealord- DC:14(will), command up to 4hd of aquatic creatures.
Darvan's current hp: 16/35
Darvan's current ac:15
Keith S. |
The sea creatures will saves
1d20 + 4 ⇒ (7) + 4 = 11, failing
1d20 + 4 ⇒ (9) + 4 = 13, failing
The sahuagin take a 5 foot step back and hold, watching you...
And one takes an arrow hit from Wilma but is still standing.
Keith S. |
The two Sahuagin turn on each other, very willing to believe Darvan's tale. They stab and slash and the weak one ends up killing the strong one!
He bares his teeth in victory, as he howls over the body of his victim.
Dewyn's acid arrow goes astray and misses.
Players are up!
Keith S. |
And that puts the Sahuagin down. As it sinks to its knees, it gurgles something out past the blood bubbling in its mouth.
plurgh gurg gurg gurgle plurg shwirrrl gurg glug and ends in a croaking laugh as it dies.
Darvan, fluent in Aquan, understands that what was said was The Blood Fin Warband is now your enemy and will feast upon your flesh
One sailor is missing. Red dawn breaks upon the horizon. Day 5 is upon you.
What do you do?
Darvan Waverider |
Darvan turns to Willy and says "We could have asked him a few questions before you shot him in the face."
Darvan heals any wounded crew members and orders the night watch doubled from now on.
We examine the sahuagin bodies to see if they carry anything of value.
Are their tridents of decent quality?
Wilma 'Fire Marshal' Stededving |
Wim shrugs. I did ask a question. I asked it to get off my ship. Then I shot it.
Turns out I don't understand gurgle. I do wonder what you told that one creep that it started attacking the other one. Something about his sister?
Keith S. |
Fishguts replies I hear tell they are one of the more aggressive tribes of the fish folk. Although it be a bit hard to tell what an aggressive fish man may be. Lots of raiding and such. Some rumors they be working with pirates too. ..
Dewyn Falassion |
Dewyn nudges the man fish with his boot getting a better look of it.
" working with pirates?.. What? Like mercenaries?.. I could hardly believe these things would be interested in plunder! If these 4 attacked us this far from shore maybe we are near some.. Kind of an outpost or something? "
He kneels down getting a better look at the foul creature.
Keith S. |
The Hag continues south. You mark the spot on your map as well as possible and continue to scan the horizon for sails.
And spy a sail you do! On day 7 you see a sail to the south. For awhile you are closing with each other. Your sharp eyed Tengu look out actually sees the hull. Then, it veers off from you, heading west into the deep water!
Do you chase it? Or let it go? It is some sort of 3 masted sailing vessel but you cannot make out the colors.
Keith S. |
They are a long way away from ballista range.
Someone (one of you) make a profession sailor roll.
You are going against the opposing Captain, who rolls
1d20 + 12 ⇒ (10) + 12 = 22
Keith S. |
I should be clearer.
One person needs to make the "big" roll; others can help (assist) as normal.
Keith S. |
oh, THAT d20 roll.
Got it, my bad.
The Hag catches the wind well and you close on the other ship.
Soon you are very nearly in ballista range. You can make out that the ship is flying an Absalom flag.
Do you close and attack? or something else?
Darvan Waverider |
Does the ship look armed?
perception: 1d20 + 7 ⇒ (12) + 7 = 19
we'll maneuver so that Willy gets a shot with her balista.
prof sailor: 1d20 + 10 ⇒ (17) + 10 = 27
"Onward!" Darvan cries, waving his trident.
"Dewyn, try and use your magic on their officers when we close!"
at anything but combat, Darvan rolls like a madman
Dewyn Falassion |
Dewyn nods his head and waves at Darvan
" Yes Captain! "
Dewyn scans the ship gets ready to throw a bolt of acid at the first fancy hat wearing officer he can see
perception: 1d20 + 3 ⇒ (3) + 3 = 6
Isn't that the way it's supposed to work Darvan? :p
Wilma 'Fire Marshal' Stededving |
Wilma keeps trying to be helpful in sailing the boat, but it not always as useful as she thinks it is.
Aid(Sailor): 1d20 + 6 ⇒ (2) + 6 = 8
Finally, taking up gunning position, Wilma and Crew are ready to fire at the prey!
Wilma aims the heavy ballista for the rudder, hoping to keep the ship from manoeuvring.
Ballista: 1d20 + 6 ⇒ (13) + 6 = 194d8 ⇒ (3, 2, 5, 3) = 13
Keith S. |
The Hag bears in! Wilma's shot slams into the other ship's hull, wood chips flying!
The other vessel lets loose with a catapult shot from her aft bay
1d20 + 3 ⇒ (13) + 3 = 16, hitting your hull for 6d6 ⇒ (5, 3, 3, 2, 1, 6) = 20 damage!
Up close she looks to be a poor-ish merchant vessel, not well maintained. You can see her name across the stern, Truewind.
The sailors run about trying to get organized to repel you, gathering up crossbows and hatchets and boarding pikes and cutlass. The Captain waves a pistol in the air angrily at you, shouting curses!
Truewind sailing check 1d20 + 12 ⇒ (10) + 12 = 22
You are 90 feet out.
Players may go. If you beat his sailing check, you may close up to 30 feet. Or you may maintain distance or you may fall off.
Wilma may also fire the siege engine, Dewyn may aid Darvan or whatever he wishes.
Darvan Waverider |
"Alright lads and lasses, we're closing in. Be ready to give them a volley with your crossbows and then show them the pointy end of your swords!"
profession sailor: 1d20 + 10 ⇒ (12) + 10 = 22
"Give 'em a taste of the crossbow thingy Willy!"
Wilma 'Fire Marshal' Stededving |
With the help of Crew, Wilma reload and takes another shot
Can I actually aim for something else than the boat? Say, the steering wheel, or the captain?
Attack, Ballista: 1d20 + 6 ⇒ (16) + 6 = 224d8 ⇒ (5, 8, 8, 8) = 29
Keith S. |
You can try to shoot at the rudder (it is a much higher AC). You can shoot at a person too (also much harder to hit).
You can also shoot sails.
You can download the player's guide for free (I believe) and it covers naval combat.
Where do you shoot this round?
Keith S. |
You can find the Captain. He is the fellow waving pistols and cursing you, your heritage, your dubious parents, your dog, your cat, and (finally) the Hag.
The ballista narrowly misses the Captain, who dives away out of sight.
You still hear him yelling at you.
They fire back with a catapult
1d20 + 3 ⇒ (5) + 3 = 8, but the shot misses!
You won the sailing check, so you closed 30 feet. You are now 60 feet out.
The Truewinds sailing check is 1d20 + 3 ⇒ (1) + 3 = 4
This is lower because the Captain is hiding from your ballista shot.
The players may now take another turn.
Dewyn Falassion |
Dewyn aims his crossbow a little higher to get a good enough arch at the enemy ship, he take a deep breath and utters a small prayer to any gods who will listen and with a click lets the Screaming Bolt fly towards the enemy ship.
1d20 + 4 ⇒ (7) + 4 = 111d8 ⇒ 7
Keith S. |
Someone (prob Darvan as Captain steering in the ship) make an attack roll to represent grappling the enemy ship.
This is treated as a combat maneuver.
The Hag's CMB is +8 plus the person's sailor skill or wisdom skill.
The CMD of the Truewind is 29.
The crew lets fly with a volley of crossbow bolts. A few desultory shots come back, with none of your crew being wounded.
While it appears that the Truewind has twice the crew of the Hag, they appear to be running about in disarray or is cowering in fear.
Keith S. |
[patience, my young apprentices....come to you, good things will]
The ballista bolt hits and kills the helmsman. The Truewind helm spins and she turns into the wind, sails luffing.
The screaming bolt increases the general panic on the ship, as well as sticking in the shoulder of a sailor.
Your attempt to grapple fails, however.
There is no effective counter fire from the Truewind.
The Captain can now be seen on the deck, roughly shoving his crew into groups to fend you off (he knows you are coming to board him). The crew has a varied assortment of hand axes, boarding pikes, clubs, crossbows, and such, as weapons.
You do note he has about twice the crew you have.
You have the advantage (no sailing check needed).
You may move to contact distance and grapple again if you wish. Even if you fail to grapple, your crew (and any players) may simply jump onto the enemy ship.
You may stay at 30 feet and shoot at them.
Darvan Waverider |
"Give 'em another round Willy!" Darvan cries out.
He looks to Dewyn and calls out "Now's the time to blast somebody important looking!"
Darvan holds the 'Hag steady while it looks like we have the advantage and casts Hold Person (DC:10+2+3=15) on the opposing captain.
"Let's cut the head off this snake before we climb in to wrestle with it!"
Dewyn Falassion |
"aye aye captain!"
Deywn gives Darvan a quick wave and begins scanning the enemy ship for the captain. He picks out the bobbing fancy hat of the captain in the crowd and sends a screeching bolt of acid his way.
Acid Arrow
Ranged touch attach
1d20 + 3 ⇒ (10) + 3 = 132d4 ⇒ (4, 4) = 8
deals and additional 2d4 damage next round as well
2d4 ⇒ (3, 4) = 7
Keith S. |
The ballista bolt misses the crew but does cause some of them to duck out of sight.
The acid arrow also misses the Captain, as he is in cover.
The Captain rolls his will save
1d20 + 6 ⇒ (8) + 6 = 14, failing and is frozen in place!
A ragged volley of crossbow bolts comes at the Hag,
1d20 + 3 ⇒ (10) + 3 = 13, but most miss and only a minor injury is sustained.
The pilot of the other ship hauls the wheel and shouts orders at the crew, and the Truewind heels over and begins to slip away from you!
sailing check 1d20 + 4 ⇒ (6) + 4 = 10
If you beat the sailing check of 10, you may choose to stay at your distance, or close up to 30, or fall off up to 30.
You are currently 30 feet away.
Players may go!