baldwin the merciful |
torgue you are at the top of the rope and it will be move action next round to get on board. this is because there is no place for you to go right now, it's back up. Bri needs sot step out of the way next round.
Cir's arrows hit the enforcer in melee with sorrin. He still looks plenty healthy.
baldwin the merciful |
RD 10
Astri - grappled ship
Bri - climbed on galley
Torgue - climbs up but is stalled by lack of room.
Archers - dead
Sorrin -
Chell -
Capt/jenkie -
Smugglers/chimera - don't act
Cireladwen - hits for 23 Hp on enforcer
galley crew -
land crew -
Underwater friend -
* note movement options: 1) you can make an acro check and stand over the prone smuggler so both of you can occup a single hex L:23; 2) There is room at the very bow of the ship to stand L:22; 3) You could try to acro jump onto the bridge wheel house.
Chell Silves |
Round 10
GE round 3/5
GE Aoo: 1d20 + 5 ⇒ (19) + 5 = 24
Slam: 1d3 + 1 ⇒ (2) + 1 = 3
Even though it has not the intelligence to see the benefit of flanking an opponent, the Gravity Elemental does recognize friend from foe and happens to maneuver to an advantageous location.
Slam+Flanking: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Slam: 1d3 + 1 ⇒ (1) + 1 = 2
Move to K26 to get flanking with Sorrin and attack. It has enough movement to get around and not provoke. Gravity field is a full round action, not a constant effect. It is no longer in affect now.
Perception: 1d20 + 8 ⇒ (1) + 8 = 9
The priestess is too occupied with her own grappling hook and rope to see the Chuul but she does hear Astrianna call out a warning. Though she had never seen one herself she had heard about the dangerous, aquatic aberrations and didn't want to be around when it arrived. She finishes her knot and tosses the grappling hook in the hopes of getting another anchor point.
Throw of lifetime: 1d20 + 5 ⇒ (16) + 5 = 21 :Its either a -6 for distance or -10 for distance and improvised. Either way I make it.
Move to tie grapple to rope? Standard to throw.
Sorrin the Wayward |
Very well.
Sorrin steps away from the rail (K24), drawing his "sheathed" scimitar.
atk, dude who poked me, +3 scabbard: 1d20 + 10 + 3 ⇒ (4) + 10 + 3 = 17
dmg, dude who poked me, +3 scabbard: 1d6 + 6 + 3 ⇒ (5) + 6 + 3 = 14
Chell Silves |
Climb: 1d20 + 4 ⇒ (19) + 4 = 23 Too many good rolls recently
Shouldn't be an ACP cause MW(-1) and mithril(-3). Right?
Also, put the elemental wherever it is most beneficial. It has 100ft movement.
baldwin the merciful |
RD 10 Galley
The smuggler who dropped his bow last round pull out his short sword and jabs at sorrin.
att: 1d20 + 5 ⇒ (6) + 5 = 11;damage: 1d6 ⇒ 4
The two enforcers:
The one turns and swings at the small elemental,
rapier: 1d20 + 13 ⇒ (3) + 13 = 16;damage, ws, wt: 1d6 + 7 ⇒ (4) + 7 = 11
rapier: 1d20 + 8 ⇒ (3) + 8 = 11;damage, ws, wt: 1d6 + 7 ⇒ (6) + 7 = 13
The second enforcer drops his bow and draws his rapier and attacks the elemental,
rapier: 1d20 + 13 ⇒ (18) + 13 = 31;damage, ws, wt: 1d6 + 7 ⇒ (5) + 7 = 12
rapier: 1d20 + 8 ⇒ (18) + 8 = 26;damage, ws, wt: 1d6 + 7 ⇒ (4) + 7 = 11
That should destroy that creature.
baldwin the merciful |
Astrianna Sparacello |
Round 11
Acrobatics: 1d20 + 5 ⇒ (17) + 5 = 22
Astrianna curses as the Chuul smashes against the hull of the already dilapidated ship, swaying with the motion of the boat. "It's the Chuul! Captain, Jenkie, let's go!"
The bard secures her bow in its case and grabs hold of the line she secured with her grappling arrow earlier. She grunts and hoists herself up with both hands, sputtering curses in seven different languages as her partially petrified arm locks up for a moment.
Move Action:Stow longbow
Move Action:Begin climbing the boarding line
Climb: 1d20 + 5 ⇒ (17) + 5 = 22
Cireladwen |
Attack:1d20 + 9 ⇒ (7) + 9 = 16 on Sorrin's attacker, rapid shot. Damage:1d8 + 5 ⇒ (7) + 5 = 12
Attack:1d20 + 9 ⇒ (11) + 9 = 20 rapid shot. Damage:1d8 + 5 ⇒ (1) + 5 = 6
Cireladwen briefly wonders if she brought enough arrows. She has 32 left, by her reckoning, but most have problems at this point in their porcupine impression.
Chell Silves |
Climb: 1d20 + 4 ⇒ (3) + 4 = 7
Chell finishes climbing just in time to see the Gravity Elemental slink back into..what ever plane it was pulled from. Robillard didn't mention how such a creature existed nor where it came from, only how to summon it. But as it disappeared, a vision passed before her eyes. Actually it was more of a memory. It was when she was younger and her foather was standing over her sternly. Beside him was her grandmother, the one that started her down the path to Quell. She remembered it well too. She had duties on the ship and to her grandmother but their was a fair in town. She wanted to go but her father wouldn't let her. Her grandmother pleaded lenience and, after much convincing, let the girl go. It was the only time he ever did such a thing. Chell got the message. This time was an exception. She wasn't likely to get such a powerful ally again.
As she vaults over the railing she sees multiple enemies and few places to go. So she vaults through the window on the bridge.
I choose the option Sorrin bypassed into the bridge. I'll take the damage and likely the AoO to get out of the way.
baldwin the merciful |
Astri begins to climb the rope that Torgue was using.
---
Chell using the galley to brace herself manages to get to top of the rope (barely) and slides over it. She comes tries to quickly climb/dive through the open window to the bridge (double move) which she does sucessfully. (You are now on prone on the floor inside the bridge/wheel house. You can see there a small table, the wheel, a some navigational equipment in the room.)
climb: 1d20 + 4 ⇒ (11) + 4 = 15
However, as she moves she takes a wicked attack from the oppenent.
rapier: 1d20 + 13 ⇒ (14) + 13 = 27;damage, ws, wt: 1d6 + 7 ⇒ (6) + 7 = 13
------
Sorrin form your position you there a distance between you and the enforcer but you do have access to the the smuggler. You blade is quick and you open a nasty slash across the man's chest. She stands there a bit confused barely teetering with consciousness.
----
Bri uses a withdraw action to avoid a potential attack
-----
torgues large belly finally rolls over the rail and he stumbles to keep his balance cursing all the entire time. Unfortunately there is an enforcer there ready to wahck at him.
rapier: 1d20 + 13 ⇒ (10) + 13 = 23;damage, ws, wt: 1d6 + 7 ⇒ (1) + 7 = 8
----
Jenkie glances back a tthe captain and then scurries up the rope that Chell was using. climb: 1d20 + 12 ⇒ (17) + 12 = 29 Being lightly armored in leather only he is not eager to get where the battle is still going so he does not double move.
baldwin the merciful |
remember that everyone gets that second wind ability that they can use twice a day as a standard action. 1d4+1 self healing.
RD 11: Galley
The glassy eyed smuggler pokes feebly at Sorrin then falls tot he floor unconscious,
shord: 1d20 + 5 ⇒ (9) + 5 = 14;damage: 1d6 ⇒ 4
----
The enforcer at L:25 (pin cushion) pulls and drinks a potion.
cmw: 2d8 + 5 ⇒ (1, 8) + 5 = 14
The remaining enforcer jabs at Torgue,
rapier: 1d20 + 13 ⇒ (4) + 13 = 17;damage, ws, wt: 1d6 + 7 ⇒ (2) + 7 = 9
rapier: 1d20 + 13 ⇒ (11) + 13 = 24;damage, ws, wt: 1d6 + 7 ⇒ (5) + 7 = 12
Hitting once more.
Everyone please update your HP profile stat line.
baldwin the merciful |
Cireladwen |
Cireladwen pulls another two arrows from her quiver, placing them into the bow string in quick succession.
Against L:25; Rapid shot again. 1d20 + 9 ⇒ (13) + 9 = 22 Damage:1d8 + 5 ⇒ (7) + 5 = 12
2nd attack:1d20 + 9 ⇒ (1) + 9 = 10 Dexcheck to not fumble: 1d20 + 4 ⇒ (20) + 4 = 24
One arrow seems to be on an honorable trajectory, but the other doesn't notch properly and falls straight down, eliciting a groan of frustration.
The elf had gotten too excited. She knows that now.
Torque2 |
HP 52/76(62/86 when raging)
AC 19/T11/FF19 (-2 when raging)
Saves F10/R3/W4
Weapon in hand:Longbow
Rage used 0/16
Effects:
Torgue 5' steps back and draws his Greatclub so he avoids AoO.
(done)
Astrianna Sparacello |
I forgot about the second wind thing.
Better hope he wakes up before Astri gets over there...
Round 12
Astrianna continues climbing up the side of the Galley. She means to crest the side of the ship and gracefully roll past the enforcer guarding the rails, but her petrified arm locks up and she barely manages to keep herself from slipping into the drink. Fortunately the enforcer is distracted by Torgue.
She uses the distraction to cast a spell, rapidly flicking the fingers on her non-petrified arm, and snapping a brittle bar of iron at the enforcer as she attempts to hold him in place.
Move Action: Finish climbing up the Galley
Climb: 1d20 + 5 ⇒ (3) + 5 = 8
Standard Action: Cast Hold Person on Enforcer L26 DC 16 Will Save
Just in case he has combat reflexes, casting defensively.
Casting Hold Person defensively, concentration check: 1d20 + 9 ⇒ (17) + 9 = 26
Chell Silves |
Round 12
Chell stands up in the bridge and takes a moment to check the nasty gash she on her thigh from the smuggler outside. Looking angrily at him she says one word. "Flee" It is a command charged with the power of her god and every bit of charisma she can muster.
Move: Stand up.
Standard: Command (Flee) on L25. DC 15 Will
Free: I doubt the bridge is only a 5-by-5 space so 5ft step back away but still keep the smuggler in line of effect and sight through a window. If I can't do that here is a concentration check for casting defensively. DC 16
Concentration: 1d20 + 9 ⇒ (20) + 9 = 29: Balls
Astrianna Sparacello |
Seriously?! Has any of Astrianna's spells ever worked? I think she made a smuggler drop his shortsword once.
Embrianna |
Where exactly is the ship we are on headed? To the beach or away from it?
Bri moves to the back end of the boat to get in range of some of the beach archers and attempts to put one to sleep.
"I think it best we beach the ship until we deal with the Chuul."
Astrianna Sparacello |
The ship is anchored in the bay, it's not going anywhere. Until we take it from their warm, dead hands and sail off into the sunset with it. :)
baldwin the merciful |
Chell
will save: 1d20 + 3 ⇒ (12) + 3 = 15+2 if fear based
RD 12 - update
Astri - Hold person spell
Bri - moves, slumber hex
Torgue -
Archers - dead
Sorrin -
Chell - casts spell
Capt/jenkie -
Smugglers/chimera -
Cireladwen - 12 HP damage
galley crew -
land crew -
Underwater friend -
Torgue and sorrin can take their actions.
Jenkie is holding on the rope until the area L:25 is cleared out. He doesn't have a death wish.
slumber save G32: 1d20 + 3 ⇒ (7) + 3 = 10
He falls to sleep
baldwin the merciful |
Sorrin the Wayward |
Sorrin steps away and swings at the waking man beneath his feet, Jump off the ship or die!
atk, goldilocks, +3 scabbard, prone: 1d20 + 10 + 3 + 4 ⇒ (4) + 10 + 3 + 4 = 21
dmg, goldilocks, +3 scabbard: 1d6 + 6 + 3 ⇒ (5) + 6 + 3 = 14