Onix |
Onix keeps on fighting the half orc.
Flurry, Bless, Strength of Stone: 1d20 + 8 ⇒ (10) + 8 = 18
1d8 + 5 ⇒ (5) + 5 = 10
Flurry, Bless, Strength of Stone: 1d20 + 8 ⇒ (9) + 8 = 17
1d8 + 5 ⇒ (2) + 5 = 7
Chaosorbit |
Onix focuses in on his target looking for a opportune moment to launch a flurry of blows. Just as he picks his moment, Kelson reaches a crescendo on his lute, and it seems a small woodland creature joining in. The song inspires Onix even more and his blows both land hard on the half orc. Who's confident look fades from his face and is replaced by fear as he gasps to catch his breath.
@Onix It didn't look like you added in Inspire Courage, so I added it in
Round 1: Slave Ships 2
Gnoll Star
Farg
Ozak 19 dmg
Gnoll Lightning 22 dmg - down
Curtzog (Half Orc) 34 dmg
Berttio (Human) 17 dmg
Kelson
Shine
Aramil
Gnoll Plus
Onix
Aramil is up
Shine* |
Shine casts Sound Burst so that it catches three of the enemy. Remove the burst when you see where it hit DM sir.
Sound Bust: 1d8 ⇒ 8 8 damage and DC 16 Fort Save or be stunned for your next turn.
Ozak Zhou |
Ill take my turn now just in case.
Ozak steps up next to the gunslinger and swipes at him twice.
Attack: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Attack: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Then he spends a ki point and vanishes.
Chaosorbit |
Going to put Aramil on delay for now.
As Farg approaches, the gnoll engaged with Ozak takes a step away from the on rushing Tiefling, and lurches forward with his spear at Ozak.
Gnoll Spear attack: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d8 + 6 ⇒ (4) + 6 = 10
The ninja deftly side steps the attack, moves forward and slices at the gunslinger. Missing on the first attack, but connecting on the second. Then vanishes!
Round 2:
Gnoll Star
Farg
Ozak 19 dmg
Gnoll Lightning 22 dmg - down
Curtzog (Half Orc) 34 dmg
Berttio (Human) 24 dmg
Kelson
Shine
Aramil delay
Gnoll Plus
Onix
Aramil and Farg may go.
Farg |
Farg pushes past Ozak and figures that it the man doesn't need his help he won't get it and instead the Tiefling goes straight after the captain.
Claw PA1d20 + 11 ⇒ (15) + 11 = 26 Damage 1d8 + 10 ⇒ (5) + 10 = 15
Chaosorbit |
Farg does provoke moving past the gnoll.
Farg focused on attacking the gunslinger moves past the gnoll allowing it a chance to stab at the tiefling with it's spear.
Gnoll Spear attack: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d8 + 6 ⇒ (3) + 6 = 9
The gnoll is too slow to hit the nimble Farg as he advances on the gunslinger with the big feathered hat, a claw flashing he drops the man.
Gnoll Lightning to Stabilize: 1d20 + 1 - 7 ⇒ (7) + 1 - 7 = 1 fail
Berttio to Stabilize: 1d20 + 1 - 5 ⇒ (3) + 1 - 5 = -1 fail
Meanwhile, the half orc too proud to admit defeat swings wildly with a powerful attack with his greatsword in an effort to damage the monk.
Power Attack Greatsword: 1d20 + 7 ⇒ (8) + 7 = 15
damage: 2d6 + 12 ⇒ (4, 1) + 12 = 17
The massive blow misses the monk, dismayed the half orc looks ready to run when moments later Shine lets forth a tremendous cacophony of sound. Dropping the half orc in his tracks. Which also effects the previously murderously commanded gnoll and the unconscious big hat man.
Fort save for Gnoll (plus): 1d20 + 4 ⇒ (13) + 4 = 17 save!
Round 2: Slave Ships 2
Gnoll Star
Farg
Ozak 19 dmg vanished
Gnoll Lightning 23 dmg - down
Curtzog (Half Orc) 42 dmg - down
Berttio (Human) 48 dmg - dead
Kelson
Shine
Aramil
Gnoll Plus 8 dmg
Onix
Bolds may act
Chaosorbit |
Aramil rushes onto the quarterdeck and slashes at the gnoll dropping it, leaving only one gnoll upright.
Kelson and Onix may go.
Chaosorbit |
@Kelson on delay -- Inspire Courage still up.
With all his comrades down, the remaining gnoll turns and attempts to jump overboard.
Karg and Onix get AOOs and may post them; Kelson may post his turn as well.
Round 3:
Gnoll Star
Farg
Ozak 19 dmg vanished
Gnoll Lightning 23 dmg - down
Curtzog (Half Orc) 42 dmg - down
Berttio (Human) 48 dmg - dead
Kelson delay
Shine
Aramil
Gnoll Plus 16 dmg - down
Onix
Chaosorbit |
@Kelson - no worries hope you had fun.
Kelson misses with his bow shot; but as the Gnoll turns to make his escape Onix nails him, sending him slightly off balance. Still it looks as if he may make it over the edge of the boat.
Farg still has his AOO, so the gnoll will either be down or into the water depending. If he escapes, pursuit is an option if you want, keep in mind it's night so if you don't have darkvision and you jump in you may have some trouble. Firing or spelling from the boat is an option too, but again only those with darkvision really stand any chance.
So be thinking about if you want to try something. Also, be thinking about your post combat stuff. As it will be coming up soon.
Chaosorbit |
Farg and Shine (running across the ship) both miss and with that the gnoll is into the water.
If anyone wants to pursue or attempt to shot at or cast at the gnoll let me know
If not we are out of initiative, let me know what you are doing.
Aramil Sionadel |
Aramil initially moves to chase the gnoll, then shrugs as he decides against it. "Ah, let the wretch go. He's definitely lost the taste for battle and I'm not eager to pursue him at this point. Besides, he's bleeding profusely while swimming in a harbor at night. Odds are a shark will finish what we started."
Chaosorbit |
Kelson quickly scans the deck for signs of the captive Pathfinder agent or any slaves. There is no sign of either on the deck or on the aft quarterdeck above it. There are two doors ahead at the Forecastle and presumably a deck or maybe even 2 below where the could be.
Ozak Zhou |
Ozak draws a wand and tries to use it.
UMD infernal healing: 1d20 + 12 ⇒ (19) + 12 = 31
Then trues to use his blur.
UMD: 1d20 + 12 ⇒ (20) + 12 = 32
"Can anyone cure light wounds I still need healing but don't want to waste another minute. We must search below." Ozak says after healing with his wand.
really 2 critical threats... sigh.
Farg |
Farg pulls out a wand and taps Ozak with it.
CLW 1d8 + 1 ⇒ (5) + 1 = 6
Chaosorbit |
Detect Magic and searching of bodies:
On the big hat man
Plus black powder horn with 10 doses of black powder, mwk
battleaxe, mwk pistol with 9 bullets, and 16 paper alchemical cartridges
(bullet), waterproof bags (2), and 40 gp
On Half-Orc
DC18 on Breastplate:
Potion:
Plus thunderstones (2),
mwk greatsword, heavy mace, crowbar, gold medallion (250 gp), 88 gp
On
Gnolls
Mundane gear and a few coins
Shine* |
Shine shares what items have magic auras but is only able to identify the three potions.
Spellcraft Bullets: 1d20 + 5 ⇒ (10) + 5 = 15
Spellcraft 1: 1d20 + 5 ⇒ (4) + 5 = 9
Spellcraft 1: 1d20 + 5 ⇒ (20) + 5 = 25
Spellcraft 1: 1d20 + 5 ⇒ (19) + 5 = 24
Spellcraft 1: 1d20 + 5 ⇒ (8) + 5 = 13
Spellcraft 1: 1d20 + 5 ⇒ (15) + 5 = 20
Ozak Zhou |
Ozak tasts the potions.
Perception potion 1: 1d20 + 7 ⇒ (11) + 7 = 18
Perception potion 2: 1d20 + 7 ⇒ (12) + 7 = 19
Perception potion 3: 1d20 + 7 ⇒ (11) + 7 = 18
Would it be ok if i just drank the cure mod and save farg his charge?
Chaosorbit |
Inside the forecastle are the crew’s berths and two storage areas containing barrels of potable water, a sail repair kit, and coils of rope. A staircase descends from here into the hold.
If you want to do any other buffing before heading into the hold, let me know. Also what's the order you are going down?
Chaosorbit |
The hold of the At Sea has been outfitted to accommodate a mixture of live and boxed cargo. Iron rings attached to the inside of the hull on both sides provide anchor points for manacles. Along the port side, iron cages have been bolted to the floorboards and hull. Barrels and crates are packed into several sections of the hold. And there are two doors toward the stern.
Four slaves are chained to the starboard side’s iron rings. Two Keleshite women, a Vudrani man, and a female gnome who is gagged.
Two grotesque four legged creatures snarl as you descend the stairs. Drool foaming at there mouths. Apparently, recently set free from the iron cages. One of the slaves lets out a terrified scream, the gnome has a glimmer of excitement in her eyes, and the other 2 slaves cover themselves up as if expecting to be attacked.
Map Slave Ships 3
km: 1d20 + 4 ⇒ (15) + 4 = 19
cp: 1d20 + 7 ⇒ (20) + 7 = 27
Make two separate Perception checks and reveal if you equal or exceed the DC
Initiative
Aramil: 1d20 + 3 ⇒ (16) + 3 = 19
Ozak: 1d20 + 6 ⇒ (8) + 6 = 14
Shine: 1d20 + 2 ⇒ (4) + 2 = 6
Onix: 1d20 ⇒ 7
Kelson: 1d20 + 2 ⇒ (12) + 2 = 14
Farg: 1d20 + 2 ⇒ (9) + 2 = 11
Creature Moon: 1d20 + 5 ⇒ (15) + 5 = 20
Creature Sun: 1d20 + 5 ⇒ (11) + 5 = 16
NOTE: Squares with crates and barrels are considered difficult terrain.
The creatures cooped up in iron cages for who knows how long are eager to attack. The first ones springs forward toward Aramil gnashes and at him with gnarly teeth.
Bite: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d10 + 6 ⇒ (10) + 6 = 16
Round 1
Creature Moon
Aramil
Creature Sun
Ozak
Kelson
Farg
Onix
Shine
Chaosorbit |
My hour ran out on working on that post.
So part 2...
Appears to hit Aramil's flat footed.
The hungry creature takes a big bite of the half-elf leg and attempts to pull (trip) him off his feet.
trip: 1d20 + 8 ⇒ (14) + 8 = 22 (beats CMD)
The force of the creature's attack rips Aramil off his feet (prone).
Let me know if I missed anything re: AC, if not also Aramil also give me a Fort save.
And it is Aramil's turn.
Ozak Zhou |
I couldn't get on to past last night but just before going down I will re up my shield and then stealth down.
umd: 1d20 + 12 ⇒ (4) + 12 = 16
Stealth: 1d20 + 10 + 4 ⇒ (7) + 10 + 4 = 21
perception: 1d20 + 7 ⇒ (3) + 7 = 10
Chaosorbit |
@Ozak Are you stealthing down before Farg or with the group?
km Perception: 1d20 + 8 ⇒ (15) + 8 = 23
th moon Perception: 1d20 + 8 ⇒ (20) + 8 = 28
th sun Perception: 1d20 + 8 ⇒ (6) + 8 = 14
Anyone can do this if they would like.
Shine* |
Appears to hit Aramil's flat footed.
The hungry creature takes a big bite of the half-elf leg and attempts to pull (trip) him off his feet.
[dice=trip] 1d20 + 8 (beats CMD)
The force of the creature's attack rips Aramil off his feet (prone).
Let me know if I missed anything re: AC, if not also Aramil also give me a Fort save.
And it is Aramil's turn.
If the creatures are evil then the attack missed as Aramil is within Shines Magic Circle and gains +2 to AC vs Evil, making his flat footed AC 20, unless I missed something. :)
Chaosorbit |
Chaosorbit wrote:If the creatures are evil then the attack missed as Aramil is within Shines Magic Circle and gains +2 to AC vs Evil, making his flat footed AC 20, unless I missed something. :)
Appears to hit Aramil's flat footed.
The hungry creature takes a big bite of the half-elf leg and attempts to pull (trip) him off his feet.
[dice=trip] 1d20 + 8 (beats CMD)
The force of the creature's attack rips Aramil off his feet (prone).
Let me know if I missed anything re: AC, if not also Aramil also give me a Fort save.
And it is Aramil's turn.
Shine's protective aura seems to have no effect on the onrushing beastie.
Ugly, but not evil...
Shine* |
Shine enters the darkened under-deck and her dark vision kicks in, allowing her to see quite well. She tries to move quietly but her armor hampers her.
Stealth: 1d20 + 2 ⇒ (5) + 2 = 7
Perception 1: 1d20 + 13 ⇒ (18) + 13 = 31
Perception 2: 1d20 + 13 ⇒ (6) + 13 = 19
Knowledge Arcana: 1d20 + 5 ⇒ (8) + 5 = 13
She immediately spots the hiding half orc ready to sneak up on the party on the port side and points him out. There is a scoundrel there. she points. Do not allow him to surprise you! She also recognizes the Troll Hounds and adds. We fight Troll Hound and likely need to use fire or aide to prevent their healing.
Yep, Shine ruins everything. :)
Farg |
Perception1d20 + 12 ⇒ (18) + 12 = 30
Perception1d20 + 12 ⇒ (2) + 12 = 14
Farg immediatly spots the half orc even before Shine points him out. The Tiefling then moves quickly his spear hefted tightly to skewer the other troll hound.
Attack PA1d20 + 11 ⇒ (5) + 11 = 16 Damage 1d8 + 11 ⇒ (7) + 11 = 18
Move and activate Luck. Attack two handed with PA
Chaosorbit |
Going to go ahead and post some stuff, with Aramil prone, well go ahead move forward a bit.
@Aramil feel free to post your actions.
The half orc once spotted, continues to move through the cargo. He stops and drinks a vial, falchion at the ready.
The second Trollhound bounds forward and lunges at one of the slaves, intent on attacking the nearest living thing.
Bite: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d10 + 6 ⇒ (5) + 6 = 11
The hound takes a big chunk out of the screaming slave woman, she looks faint but is still conscious.
Kelson begins to inspire courage and Karg steps forward jabbing the trollhound with his spear. Driving it deep, the hound lets out a yelp.
Round 1
Creature Moon
Aramil 16 dmg
Creature Sun 18 dmg
Ozak
Kelson
Farg
Onix
Shine
Bolds are up.