Ascension - Merchant's Guild

Game Master bbangerter

Cliff Face


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Will post shortly with some opening information.


The following is to give some feel for the layout of Coran, and some of its major features.

The city is located on the eastern coast of the continent. With the tail bone of the Chaggath Spine mountain range coming to an end at the edge of the city. The mountains run northwest from the city perhaps two dozen miles then turn westward cutting horizontally across the continent. A 20 foot high wall surrounds the western and southern sides of the city. The north being protected by the steep slopes and cliffs of the mountains, and the east side being open to the sea. The main gate lies on the west end beginning the road leading to Gumlat. The south side has a smaller gate that heads to Issust Hold. There is also a road connecting the Gumlat road to Issust hold for those wishing to avoid paying tariff's to enter Coran with goods destined between the smaller population centers.

The city is a sprawling affair. The major roads seem to be the only things specifically planned out, and everything else appears to have been built haphazardly in between them. The great library, which is built at the sound end of the city, lies at the end of Library Street. The street runs north to south, passing the Tower of the Heavens some 300 feet from the library and continues straight on for 3 miles to the north end of the city. The library is a 3 story building, with a single clock tower rising 70 feet into the air. The clock tower, a marvel in itself, is decorated with stained glass windows depicting an angelic being wielding a flaming sword. Two wings split off north and south from the tower, thousands of books stored inside.

The Tower of the Heavens itself is an odd structure for a tower. It measures roughly 100 feet across at the base, tapered inward slightly such that it is perhaps 90 feet across at the top of its squat 60 foot height. The entire building is made of some kind of marble. At times a door can be seen standing open on the south side of the tower. When the door is closed, those looking in from outside the grounds are unable to discern where the door is located precisely or how one might gain entrance. Those who have been inside the grounds say the entire building is covered with carvings of celestial bodies. Stars, moons, suns, comets, etc.

Around the tower itself is a circular area, the tower grounds, 100 feet distance in all directions from the tower. These grounds hold half a dozen more traditional wood and stone buildings for housing the students of the tower, the tower guards, kitchens and so forth. The grounds are well maintained, including a small garden. The grounds are encircled about by a 15 foot wrought iron fence with a large double gate on the south side.

A view of the mage tower grounds
All the stone and wood buildings are two story affairs. The two southernmost buildings are guard towers, with a platform running between the two on the second level. Fruit trees cover the north ends of the ground which provide fresh fruit all year round.

The grounds of the mage tower are fairly well lit even during the night. While the tower itself is white in color, those who look closely during the night notice that at times it has a faint colored tint. The color varies night to night - red, green, gold, blue, purple, and others.

Some of the rumors surrounding the mages of the tower include the following:
They capture and experiment on trolls and other creatures.
They are crossbreeding horrific monsters and creating new breeds of nightmarish creatures.
The consort with demons inside the confines of the tower.
That they plan to kill everyone in the city and turn them into mindless undead.
That they built the library to attract strangers to the city whom they then abduct for their experiments.
They are working to stave off threats from other worlds.
They are working with other worlds to take over this one.
They seek to overthrow the gods.
They seek to become gods.
They seek to release some dark god from his prison.
Or prevent the release of said dark god.

Running east to west in the city is the merchants road. This is a wide street and serves as an open market place for all kinds of street vendors. The official offices of the merchant's guild lies as its western end. An ornate building that exudes the wealth represented by the powerful merchants houses. A thick wall surrounds the building and the place is heavily guarded.

Several blocks north of the merchants road is beggars street. That's not its official name, which is known only by a few who care. Most folk avoid the street.

The harbor on the east end of the city contains numerous warehouses. Stretching out into the water are 3 large docks, and there is always activity going on day and night. Large cranes loading and unloading ships.

Various temples dedicated to the good and neutral deities can be found scattered about the city.

In the southwest end of the city is a section called Tiny Town (or often worse names) where many of the gnome and hafling residents reside. Larger folk are generally not welcome here, and a few unexplained accidents have been known to happen to such after dark.

The thieve's guild is located...
Haha, you wish.


Male Half-Elf Cleric 5 HP: 50/50

Dotting


Some additional information.

Because of your connections with the merchant's guild any purchases you make once the game is underway receive a 5% discount on the purchase price.

Rumors surrounding the tower seem to be going through a phase of revival in the city. Tales told in taverns and inns about the vilest crimes and wildest fancies the mages are purported to have caused. No two tellers ever tell it in the same way. Those who have been around a while have seen the ebb and flow of the rumors. They are just rumors, but one can't help but wonder what truths lie behind them.

There is a tension in the city though. Fewer people walk the streets at night, they aren't as safe as they once were. The city guard carries on as though nothing has changed. And only fools dare the open roads alone these days. You feel a madness will take the city if something doesn't change. Something has to give. Something has to break. Something has to yield.


Winter, 4474, 4 days ago

You spent the last three days on the Ioso islands, having traveled there with Anton di Alkanov, one of the wealthiest merchants in Coran and holder of the second seat in the merchant's guild. Anton is middle aged, finely dressed, well mannered and polite at all times. He understands people, and it is rare he cannot win over a person. In the past, time and again you have proven yourself capable in the field. You worked hard to earn the trust of the guild, and not long ago you were selected by the guild to serve its growing needs. You normally work on behalf of the merchant's guild as a whole, and it is not common that one of the seats asks you to personally accompany them, but times are troubling. You assume Anton wants something more of you then some extra company, but you know it would be improper to ask. He will speak when he is ready.

3 days ago
Winter skies overhead you've set sail for Coran. Cold winds from northern seas have made for some rough waters. As dusk approaches the white triangles of another ship to the south can be seen cresting over the horizon.

1 day ago
The captain has maintained a steady course, but you hear the whispers among the crew. And a casual glance back shows the other ship following behind you. It is gaining on you. That isn't surprising considering your craft is fully laden with goods from isles.

Anton di Alkanov seems calm. He stands on the foredeck smoking casually from a pipe, obviously lost deep in thought. The cold does not seem to affect the man.

Today, late morning
When you awoke Anton was back on the foredeck. The ship giving chase not more than 1000 feet behind now. You went about your business for a time, though not being a sailor by trade that didn't amount to a whole lot. Master di Alkanov glances back your direction and gives his head a slight tilt and nod. You approach the man with casual ease and stand near him.

He takes a pull from his pipe and breathes out the sickly sweet smoke. ”Well as I see it we have two problems. That ship following us isn't running the banner of the crescent moon. They will overtake us by nightfall.”

The game isn't quite underway yet, but while I start going through your characters as you finish them up I wanted you to be able to start making plans and asking questions about your first situation. Most of my time currently though is still focused on suggesting additional touches to back stories and tying some pieces together.

Each group is going to have one or two encounters (and I use that word loosely - not necessarily combat encounters) to get a feel for each others playing before they start colliding with the other factions.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Dot!


Male Half-Elf Cleric 5 HP: 50/50

"It appears, Master di Alkanov, we will get a chance to earn our pay this trip," Garion mentions. He looks around at his companions, "Ready yourselves, friends, we will have guests for supper."

Since we ended up on a ship afloat, I'm going to check Garion's readied spells. The ship's been following us for a day or two, right? He would have prepared more appropriately.


Human Air Elementalist 8 HP 56/56, AC 17 | T 13 | FF 14 | CMD 17 (19 vs sunder) | Fort +4 | Ref +5 | Will +8 (+1 vs fear) | Init +4 | Perc +8 (Awareness Familiar)

A clicking screech from high above signals the descent of a small winged lizard, who makes a beeline for the white robed woman standing on the foredeck.

"I told you not to get too close, Skyfire. It's probably not safe. Although I know you were careful."

The winged lizard alights on Aria's shoulder, turning around carefully so it faces her fore again, releasing a few clicks and clacks and small screeches. It curves its tail around her arm, stabilizing itself in the process.

"Yes, I imagine so. But we really should ask permission before charging off like that. A spy would be useful, but I'm just not sure how good a one you are."

She turns to Master di Alkanov. "Do we have any orders? Or just general preparation for combat?"


@Garion, yes, you have plenty of time to change up your spell selection.

Anton gives a wry smile, "I've never been very good at dealing with uninvited guests. I will entrust them to your care to be sure they are properly entertained for the evening Miss Stellar."


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy has been spending a lot of her free time below deck the last two days, way in the front of the ship in a room mostly taken up with ropes and anchors. She says she has some project she needs to finish. Now she stands on deck wearing a heavy cloak to break the wind and gazes back at the closing ship. Will we turn and fight, or let them close on us? They are almost in range of a Sleet Storm. she offers. That wound likely loose them a sailor or two and cause a mess in their rigging.


Male Undine Monk 5 HP: 17/55 Ki: 0/4 (3 stunning fists left)

Vados moves towards the group, loosening his neck and shoulders with practiced movements. He bows slightly to Anton di Alkanov.

Lord, I suggest you remain in your cabin during the engagement. I cannot guarantee your safety on deck.


Human Air Elementalist 8 HP 56/56, AC 17 | T 13 | FF 14 | CMD 17 (19 vs sunder) | Fort +4 | Ref +5 | Will +8 (+1 vs fear) | Init +4 | Perc +8 (Awareness Familiar)

Aria turns towards Cindy as the wind whips her hair free from its restraint. "At what range do you think their missile weapons will hit us? I can try to provide some protection against that if I knew when was the best time to cast the spell."


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

The young witch watches the closing boat, trying to get a feel for how fast it is gaining on them. She looks to Aria surprised that anyone would be asking a kid her opinion about something so important but she tries her best to answer. Dad taught me that a good heavy crossbow shoots farther that a longbow. It could begin to land bolts on our deck once the distance has closed by half or so (500-600 feet). But those bolts would not be very accurate. If they have casters with long range spells like a fireball or my sleet storm the range wound be about the same, depending on the skill of the caster. Can anyone see if they have archers or casters standing by on deck?

Perception: 1d20 + 8 ⇒ (2) + 8 = 10

Anton, I need to know if the captain of our ship will continue to flee even as we are being boarded or will turn to face this threat?

Cindy has two long term buffs (5 hours each). I suspect its time to cast both; Mage Armor and False Life.

False Life: 1d10 + 5 ⇒ (2) + 5 = 7

And now we get into game physics. GM Ascension, I need to ask about spell points of reference. If I levitate on a moving ship will the ship sail out from under me, even if I am only 5' up? If I cast Obscuring Mist does it stay with the ship, assuming light or no wind, or does the ship sail away from it? And does the size/mass of the vehicle matter? Please assume that Cindy has tested this by casting Obscuring Mist earlier.


Human Air Elementalist 8 HP 56/56, AC 17 | T 13 | FF 14 | CMD 17 (19 vs sunder) | Fort +4 | Ref +5 | Will +8 (+1 vs fear) | Init +4 | Perc +8 (Awareness Familiar)

If you levitate by the ropes, you can use the ropes for guidance and to keep yourself over the ship. One of my tactics as well.

Aria swiftly makes her way back to the Aftcastle (or whatever deck is facing the approaching ship. She says the magic words to enchant an armor of white dim light around her body. mage armor (increases armor by +2 for 5 hours)


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

much more interested in what happens to "stationary" spells like walls and clouds. Or what would happen to a Rope Trick cast at deck level on a moving boat. From a real physics point of view, which may be useless to even think about, it makes sense that object that are large enough can carry a spell with them. Maybe a row boat with Obscuring Mist cast on it will row out of the mist. But maybe a large galleon would carry a mist spell on its deck. To me its constructive to remember the speed at which the planet in hurtling through space when considering the question. :) Spells are not cast based on some standard universal coordinate system. They are cast on/in something.


Human Air Elementalist 8 HP 56/56, AC 17 | T 13 | FF 14 | CMD 17 (19 vs sunder) | Fort +4 | Ref +5 | Will +8 (+1 vs fear) | Init +4 | Perc +8 (Awareness Familiar)

I believe the easiest way to control that is to just have an area spell or any type of directional spell have the area or direction controlled by the caster. If you want it to be stationary, regardless of the ship's movement (i.e. universal location), you can have it that way. Or if you want it move with the ship (i.e. relative location), you can have it that way too... But I'll leave it up to the DM to decide.


Unless a spell with a long duration has some form of anchoring to the ship the ship will move out of the area of effect.

So obscuring mist would be moved out of. Levitate would also leave you stranded, though a rope tied to your waist would keep you with the ship.

Cindy Lu:
At this distance you aren't able to make out much. You can see figures working in the rigging, adjusting the sails, and others moving about the deck.

Anton waves the captain over, who has been moving about the ship all morning calling out orders and keeping his sailors busy trying to gain some advantage in speed over their pursuers. The captain gives a slight bow, "What can I help with Master di Alkanov?"

"Captain, these six would like to discuss plans with you regarding our pursuers. It seems our efforts to outrun them are falling short. Will we continue to attempt flight?"

The captain hesitates only a moment before responding, "We're fully laden with cargo, our draft depth is holding 'er back. They get close enough an they'll hook us with grapples, and there be no running then. It'll be a rough fight though and my sailors only have basic skills with a blade. But if'n your prepared to fight them then we might can do enough damage to chase them off. Just give me the word."


Male Half-Elf Bard 3/Rogue 2

After days spent sitting on the deck, tapping his dagger's sheath against his thigh in a mute beat to keep time, and singing sea shanties that people mostly ignored it, the promise of combat excites Talathel. It is, at least, a reprieve. "I'd suggest, if they do have archers or mages, that we lay under some manner of cover, hide. If we lie in wait before they are close enough to see us hide, we could manage to catch a boarding party by surprise. Standing in plain sight will simply paint us as targets."


Human Air Elementalist 8 HP 56/56, AC 17 | T 13 | FF 14 | CMD 17 (19 vs sunder) | Fort +4 | Ref +5 | Will +8 (+1 vs fear) | Init +4 | Perc +8 (Awareness Familiar)

"Oh, you can do that if you want to. I think it will be surprise enough that we are choosing to fight back. And I'll have no time to cast the spells needed if we try to go the surprise route. I have no intention of letting them board at all."

She turns to the captain.

"Let me know when they're about to fire on us. Will they pull alongside before the combat's engaged? I can conjure a wind wall easily enough, it will give us time for the crew to clear the deck."


Male Human Ranger 2/ Inquisitor of Abadar 3

Standing against the rail He starts to check Cindy's math in his head, He is sure he could hit the ship from here with an arrow but it would be an inefficient use of a finite resource.

He scans the deck of the approaching ship for any large weapons like catapults or ballistae.

perception 1d20 + 10 ⇒ (2) + 10 = 12

I hate fighting at sea, give me some rock beneath my feet and some brush for cover. At least you cannnot drown on dust.

Well, let them come. I doubt they suspect what is waiting here for them. They probably think this will be easy pickings, I look forward to showing them the error in their judgement.

he then proceeds to remove his bow from his efficient quiver and string it. He tosses his shoulders a bit, feeling the weight of the chain shirt on his back, and wonders at the wisdom of wearing it. Abadar give me a swift death if I should go over the side.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy looks to Vados as she asks Anyone care to be large as the boarders arrive?


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Continuing a quick discussion of tactics Cindy says. I plan to summon a cloud of noxious vapors on the largest group of boarders. Its a 20 foot radius area, and anyone in it is going to want out of it pretty bad. Once they come out they are likely to stay nauseated for a few rounds. This stuff is bad. While nauseated all they can do is stumble around and barf, so put um out of their misery. No attacks, spells, concentration. single move action only for 2-5 rounds after they exit the cloud.

Also if I slumber an enemy he will be down for a half minute. They are attacking us. I have no problem with us taking them out while they sleep. They would do the same to us. But if we want prisoners these sleepers are good candidates. Just don't let their friends wake them up.


Male Undine Monk 5 HP: 17/55 Ki: 0/4 (3 stunning fists left)

Vados looks to Cindy Lu and inclines his head.

The benefit of your magicks would be most appreciated.

He includes his head towards Aria, her mage armor glowing faintly around her.

Especially if it hardens my skin.

Vados joins Aria at the stern of the ship, and stares out at the pursuers.

If they board us, they will fall. If we board them, we will bring them to their knees. If we sink their ship without dirtying our hands with their blood, all the better. It matters not to me.

Vados glances back to the rest of the group.

My goal - our goal - is to protect our Lord and the property of the Guild. Tell me where I will be most useful in that endeavor, and I will carry out my duty.

Vados does have a preternatural undine swimming ability, so while I don't think he could keep up with a ship, he might be able to intercept it or sneak aboard if that seems like a good idea.


Male Half-Elf Bard 3/Rogue 2

He looks at the ship with narrowed eyes. "None of my spells will be any good here. I'm best off hidden, placed in some manner where if we're faced with a more even match than you assume, my song can reach everybody."


Human Air Elementalist 8 HP 56/56, AC 17 | T 13 | FF 14 | CMD 17 (19 vs sunder) | Fort +4 | Ref +5 | Will +8 (+1 vs fear) | Init +4 | Perc +8 (Awareness Familiar)

Aria shakes her head. "I was, unfortunately, not as prepared for combat as I had planned to be in this circumstance, and cannot cast this spell again until I have relearned the correct signs for energy transference." Aria and Skyfire both look out towards the enemy approaching them from the distance behind them. "I'll be more prepared next time."

She looks around at the others.

"If you plan on firing ranged weapons, let me know where you want to fire from. I would suggest from one of the castles, but which one depends on where the ship attacks us from. I'll try to set up a wind wall across the side of the ship without the winds affecting your attacks."


Ship Map

The ship of course also has a cargo hold and cabins beneath the fore and aft decks. The crows next is on the back mast of the ship if anyone wants to take position there, 35' feet the deck of the ship, it could comfortably hold one archer or spell caster.

Otherwise you have plenty of time to position yourselves wherever you like on the ship.

Anton retires to his quarters as you discuss plans with the captain.

"They won't be able to fire their hooks till they are broadside. They'll be within 50 feet or so before they attempt it. Then they'll wind the cranks to pull us in close and drop the boarding planks. If they've got archers they'll try an shower the deck with em afore they get close enough for boarding." He pulls a spyglass from a pocket and takes a look at the chasing ship. "Well, if your ready we'll furl the sails and wait for 'em?" He waits expectantly for a signal from the group.

Mikal:
The ship is still far away currently to make out much, but you'll see soon enough they have half a dozen ballista like contraptions. They can be moved by two men carrying each and mounted into either side of the ship. Large spear like hooks loading into them with thick ropes attached to a ring at the end of a 15' metal haft.


Human Air Elementalist 8 HP 56/56, AC 17 | T 13 | FF 14 | CMD 17 (19 vs sunder) | Fort +4 | Ref +5 | Will +8 (+1 vs fear) | Init +4 | Perc +8 (Awareness Familiar)

Aria keeps an eye on the combatants, drawing a white fan from her backpack. She makes a few swift motions and utters a magic word or two, making the air charged with energy.

Ready Action: Cast wind wall at the first sign of ranged attacks Either from J22 to M22 (if attacked from behind), or J or M12 to 21 (if attacked from the side): 25 feet high wall that protects against all normal ranged attacks (heavy projectiles are unaffected) for 5 rounds.

"Ready" Skyfire releases a screech at the same time, as though to indicate that he too is ready.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I think we gotta let um on board to hurt um. Should we lay low and not show resistance until they are grappling us? Cindy uses Vados' wand of Mage Armor to cast it that spell on him and then hands the wand back to him.

Can you provide a map of the other ship as well? I need to at least know relative size to us? hmm. I wonder what a captured ship is worth...


Male Half-Elf Bard 3/Rogue 2

"I'll be of far less help up there, where my song's effects cannot reach. Especially if they overwhelm us and the matter comes to blades. Also, if we can board them, my talents will be an asset in both looting and advancing into the lower quarters, if we so choose." He grabs reaches into his Bag of Holding, and a few moments later pulls out a bag of caltrops, placing it on his belt beside the one he always keeps on his person.

Ready Action: Throw a bag of caltrops at the planks once they have been put down.

"I suppose we'll save the vote on a counterattack and looting spree for after we've ensured safety here?"


Male Undine Monk 5 HP: 17/55 Ki: 0/4 (3 stunning fists left)

Vados nods curtly to Cindy Lu and stows the wand.

Aquan: <Hann'yyo>

Translation:
Thank You

Vados positions himself in the center of the ship, waiting until it's clear which side their pursuers will attack from.

"Indeed, Talathiel. Safety first."

Vados says this unironically, missing any potential humor in his statement.

I'm probably in K16 or L16 right now. I'm assuming that the hatch shown on the ship is over the hold?


Cindy Lu wrote:


Can you provide a map of the other ship as well? I need to at least know relative size to us? hmm. I wonder what a captured ship is worth...

The other ship is narrower (by 5'), and also shorter (by 15') but is otherwise identical.


Male Human Ranger 2/ Inquisitor of Abadar 3

Mikal turns to Talathel If it comes to melee combat, we should team up and try to flank opponents. It may be hard in such close quarters, but that would give us our best advantage.

He then moves to a position next to the fore mast and uses it for cover as the 'pirate' ship approaches. He draws an arrow and fits it to his bow. As the ship gets closer, he tries to determine if he can see who might be in charge on the other ships deck and will target him with his bow.

perception: Take 10 + 10 = 20


Male Half-Elf Bard 3/Rogue 2

"Agreed. You take the brunt of their attacks, and I'll ensure they drop from behind." He drew his bow and notched an arrow, determining distances and aim so he could do it more swiftly later. "Captain, how close to capacity are we? I'd rather like to know how much more we can hold before I set my eye on things."


Male Half-Elf Cleric 5 HP: 50/50

Boy, go away for a day or two and you guys go nuts. :)

Garion has been watching all this preparation quietly so far. But now he speaks. "If it would be helpful, I can cast both Water Breathing and Water Walk. Might be useful, don't you think?"


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I hope we don't need them but if they are long term buffs, might be good to pre-cast. I can fly when I need to so I should not need your spells, but combat is chaotic, so no telling what might happen. and being able to take cover under the water might be good.

Cindy is going to start behind Vados whom she plans to enlarge a 4 or 5 rounds before company arrives. She will also cast a Summon Monster spell just before boarders land.


The game is now in motion

"FURL THE SAILS" the captain bellows, his voice easily carrying across the length of the ship. "JACOBS, TAKE THE OFF WATCH AND SHIFT THE HOLD. PREPARE TO BE BOARDED."

Immediately the deck becomes a hive of activity and sailors begin climbing the masts and moving into the rigging.

Then in a normal voice, "She's going to list when they hook her. Brace yourselves for it."

The ship slows and comes to a drift on the waves. Those giving chase alter their course slightly and are approaching from the east-southeast. As they get closer to can make out the activity on their deck. The crew is setting several portable ballista like devices on their starboard side, and loading them with large harpoon like projectiles. They then hook to the railing a number of wide planks, perhaps 8' wide and 10' long, these are currently tilted back towards their deck, but could easily be pushed forward to provide a bridge between the ships. The entire setup will provide cover for those working the ballista.

On the after deck a man with a tower shield stands near the helmsman, providing him full cover from ranged aggressors. A burly half-orc can be seen pacing the deck shouting orders. The remainder of the crew are a mix of humans, undines, and half-orcs.

It is not long before activity in their rigging shows them adjusting sails, furling some and reducing their speed. In all their crew looks to be a little over 20 sailors. A few have bows strapped to their backs, but all hands are to busy with other tasks presently.

The vessel closes the gap, 200', 150', 100', 75', 50', 40', 30'.

You of course have plenty of time to cast any additional buffs, or cast other spells as they are closing. I'll be posting again tonight with a updated map showing the approaching ship and we will then move into round by round actions.


Cindy, it will take them around 5 rounds to bring the ships together once they hook you, so presumably you'll do the enlarge at that point in time.


"We are carrying a full load Master Talathel. Mostly spices and a few preserved fruits that can't be found on the mainland. Several barrels of tobacco as well."


Human Air Elementalist 8 HP 56/56, AC 17 | T 13 | FF 14 | CMD 17 (19 vs sunder) | Fort +4 | Ref +5 | Will +8 (+1 vs fear) | Init +4 | Perc +8 (Awareness Familiar)

Round 1 of Incoming Boarders
(Mage Armor (+2 armor))

As the pirate ship pulls up alongside their vessel, Aria swiftly leaps down to the lower deck and with a string of words and waving a white feather fan in an unusual pattern, conjures a strong wind to brace on the deck, hurling upwards with intense force.

"Never fear. I don't think they'll be making off with any cargo. Not this time."

Wind Wall on whatever side the pirate ship is approaching from (whether port or starboard, J or M) 12 to 21. Round 1/5

Skyfire launches from her shoulder and returns to the aft castle with a screech, where he hovers as though waiting for the others to join him there.


Male Half-Elf Cleric 5 HP: 50/50

Assuming that Vados doesn't need magical water breathing, and that Cindy and Aria can both fly, Garion will cast Water Breathing and Water Walk, touching Mikal and Talathiel. This will give each of us 3 hours and 20 minutes of water breathing and 16 minutes and 20 seconds of water walking.

Once the two ships are grappled and the pirates(?) start to board, he will cast Bless.


Male Half-Elf Bard 3/Rogue 2

"That's a shame, I was rather hoping we could loot our way into a nice, fat bonus." Talathel digs into his pouch and retrieves a stick of butter, beginning to chant lowly. Then, he wipes off his fingers and retrieves his bow.
Forget the caltrops. Better idea. Instead, he readies grease, to be cast on one of the planks when it's lowered. If there is more than five feet between each, then he'll cast it on the middlemost plank, otherwise the leftmost, to try and get them to fall into the water.

He'll begin singing on the last turn of preparation, so that he's free to act once they board.

Inspire courage: An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.


Everyone make initiative rolls
Also if I've placed you wrong please state what grid location you should be in.

As the ship approaches you can see the half-orc is dressed in a breastplate, and has a battle axe strapped across his back. His pacing on the deck is one of a practiced seaman. The rest of the crew is wearing leather armor. The undines have longspears strapped to their backs while the others have short swords at their waists and short bows on their backs.

Mikal, you are free to take some shots with your bow at the half-orc who is bellowing orders if you wish. One full attack action for every 30' the ship moves closer. As soon as it hits 30' Aria's wind wall will be going up. Go ahead and roll attacks/damage for any shots you take.

Alternately you can choose to make attacks against some of the crew. Those shown on the deck have cover. There are another 6 not currently show, one in the crows nest with a longbow, and 5 others up in the rigging with light crossbows. All of these ones have partial cover.

"We may make a haul yet", replies the captain. "All hands on deck", he bellows. "Prepare to be boarded." The sailors aboard your ship begin pouring out of the hold where they have been shifting and securing cargo. Many have light crossbows in hand, and daggers strapped to their waists.

From the other ship you can make out the words of the half-orc. "Reel 'em in boys." All four ballista fire and three large spear like objects embed themselves into the side of your ship, a thick rope is tied to the end of the long metal hafts. The fourth projectile fails to penetrate. Immediately the men taking cover behind the raised boarding planks begin working cranks and the ropes go taught.

"Brace yourselves", shouts the captain. Not a moment later the entire ship lists 10 degrees to port. The enemy ship in turn lists hard to starboard and the two ships draw closer together cutting crossways through the water.

At Aria's incantation the sound of rushing wind fills your areas as ocean spray flies skyward in a wall of wind and drops of water. Several on the enemy ship loose arrows as the two ships right themselves again, but these are easily diverted by the wall of wind.

At the same time Cindy places one of her small hands on Vados back and he begins to grow in size.

The creaking and groaning of wood echos across the waves. 20', 15', 10'. The boarding planks are pushed forward, a loud clattering sound momentarily deafening you as they crack against the railing. The back eastern most plank lies at an odd angle having struck the railing where it curves upward to follow the stairs. About the same time the half-orc winks out of sight.

The undines in the front line move onto the planks as they come down.

Anyone with other readied actions feel free to declare where you place spell effects, etc.

Otherwise we are now following init order.

Updated map

Q20 is their helmsman. O21 is the man with the tower shield. The pale faced ones are undine, armed with spears. The others are human or half-orc, armed with short swords and short bows.


Male Half-Elf Bard 3/Rogue 2

Readied Grease is cast on the 10-foot square of N17, N18, O17, O18. Inspire Courage is now active, 1/14 turns per day used. Also, he moves to L17, since by my count everyone but the leftmost sailor will be under the benefits of his song.

"Keep count of any Undines who slip off!" he shouts to all the crossbowmen before starting the sea shanty he'd been singing earlier, though now with gusto at the promise of having an audience.

Initiative roll: 1d20 + 4 ⇒ (9) + 4 = 13


Male Undine Monk 5 HP: 17/55 Ki: 0/4 (3 stunning fists left)

As Cindy's spell takes effect, Vados shouts a battle-cry in his native tongue:

<Eh'neeek chock!>

Init: 1d20 + 4 ⇒ (18) + 4 = 22

This is what I think I'm looking at for Vados' stats in his enlarged/mage armored state. Let me know if I goofed anything up.

Current Stats:

--------------------
DEFENSE
--------------------

AC 19, touch 19, flat-footed 16 (+4 Mage Armor, -1 Large Size)
Ref +5 (-1 Dex)
--------------------
OFFENSE
--------------------

Melee
Unarmed Strike +8 (-1 size, +1 str) 2d6+6 (+1 str, increased weapon size)x2
Masterwork Cold Iron Siangham +8 (-1 size, +1 str) 1d8+5 (+1 str, increased weapon size) x2
Ranged
Masterwork Shuriken (-1 size, +1 str) +6 1d2+5 (+1 str) x2 10ft
--------------------
STATISTICS
--------------------

Str 21, Dex 12, Con 14, Int 8, Wis 14, Cha 7
Base Attack +3; CMB +11 (+1 str, +1 large); CMD 23 (-1 dex, +1 str, +1 large)

How thick are the planks? I'm wondering about the possibility of smashing through one.

Also, how many men can each plank hold abreast? Just one, or two?


Male Half-Elf Cleric 5 HP: 50/50

Initiative: 1d20 + 3 ⇒ (8) + 3 = 11


@Vados. Your AC goes down by 2 for increased size. -1 from loss of 2 dex, and -1 just because of the larger size. With +4 mage armor that puts you at 18.

Planks could hold 2 abreast uncomfortably, not quite enough room for fighting two abreast - but if a non-combat situation 2 would fit.

Despite the now very slippery plank, the undine N18 manages to maintain its balance.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

After Cindy casts Enlarge Person on Vados(4 rounds remaining) she will activate her Natural Armor Scarshield hex, increasing her AC to 19 (3 rounds remaining) and then the Fly hex on herself (2 rounds remaining).

Two rounds before she expects the boarders to storm forward she begins another full round spell. This time she casts Summon Monster III, calling forth air elementals that appear up in the air near the enemy's crow's next the round before combat begins in earnest.

She commands them to attack the man in the crows nest, and they do so the round they were summoned, using fly by attacks on the man.

Number of summoned creatures: 1d3 ⇒ 3

Fly-By-Attack: 1d20 + 6 ⇒ (19) + 6 = 251d4 + 1 ⇒ (4) + 1 = 5

Fly-By-Attack: 1d20 + 6 ⇒ (18) + 6 = 241d4 + 1 ⇒ (2) + 1 = 3

Fly-By-Attack: 1d20 + 6 ⇒ (9) + 6 = 151d4 + 1 ⇒ (1) + 1 = 2

That last round before combat, as her elemenals attack she calls forth a Stinking Cloud, centering it on the Undine in Q18.

Initiative: 1d20 + 5 ⇒ (6) + 5 = 11


No one at Q18. Did you mean R18 or Q17 or Q19?


Human Air Elementalist 8 HP 56/56, AC 17 | T 13 | FF 14 | CMD 17 (19 vs sunder) | Fort +4 | Ref +5 | Will +8 (+1 vs fear) | Init +4 | Perc +8 (Awareness Familiar)

Initiative
1d20 + 4 ⇒ (4) + 4 = 8
Skyfire
1d20 + 3 ⇒ (1) + 3 = 4

(Not certain what round count we're on, as the picture shows the ships already grappled. (Thought that would take 5 rounds, but okay. :P))

Actions for Round 1: Cast wind wall on the southern side of the ship, as mentioned above.

Actions for Round 2: It looks like its too late to sunder the grappling ropes, but that would have been my first choice. So instead she grabs up her sword and casts shield on herself. (+4 shield bonus for 5 minutes (50 rounds))

When they were within range (40' or so), Skyfire vaults into a swooping charge (sudden swoop) against one of the boarders (O14).

Sudden Swoop (Charge)
1d20 + 8 ⇒ (4) + 8 = 12 for
1d3 - 2 + 2 ⇒ (2) - 2 + 2 = 2

Cindy Lu, stop taking all the good d20 rolls for your air elementals... :P


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)
GM Ascension wrote:
No one at Q18. Did you mean R18 or Q17 or Q19?

the guy in the middle back-only guy on far port side. Cannot see scale on phone. Hope that is enough detail to resolve.

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