Corsairs of Varisia

Game Master dain120475

“Corsairs of Varisia” is a homebrew campaign which has low magic; emerging technology in the form of firearms; reavers, swashbucklers, buccaneers, and pirates.

“Corsairs of Varisia” campaign pits the starting party in a emerging town situated between Riddleport and Magnimar.

The town, formerly Roderic’s Cove, had been conquered by pirates from Riddleport, but has been recently liberated from support from the south to stop the advance of Riddleport into their waters.

The town was renamed “Beacon” and the lord of the town is calling on any who wish to make their fortune and become something great; with little to aid them but their wits and steel.


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Zayna Amjad wrote:

Zayna nods to John and moves to help Snaga with the other cannon. No idea what I'm doing here...lets see if I can figure it out.

Busy day today, so not so many posts.

No worries - it's all good :)

Meantime, I was a bit off - cannon are "Direct Fire" siege weapons, not "Indirect Fire" siege engines; so it's technically just an attack roll. So long as you have at least one rank in Knowledge: Engineering (you qualify) then you have less a penalty to firing (none, technically, as you're proficient with firearms).

The rules for firing siege engines are found Here.

You're currently out of range for now, but you'll be in range in formally 3 rounds for the cannon. At which point you'll be 500 feet out and things will pick up speed.

You're free to keep your first natural 18 for your attack roll with the modifier in.

I'm still letting people post on any follow-up on the Social Thread - meantime, as you get closer things will be more clear.

As for the rest of you, I hope you're good tossing grapples and going toe-to-toe with some Imperial Marines!

See you all soon, I got to crash out...


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Taissa, donning her masterwork studded leather armor, swiftly collects her weapons, lucerne hammer at her back, longbow and musket on her shoulder. She calls to Daya to fly to the crow's nest and keep an eye from there and report down to them what she sees. "Be careful, Daya."

Daya's Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Daya's Stealth (not to be noticed/seen by the enemy perched up in the crow's nest): 1d20 + 9 ⇒ (6) + 9 = 15

She puts the customised vest (granting him a DR/2 to all slashing/piercing weapons) on the pup and instructs White Fang to stay close to her. That she will require his aid when the time comes. She calls out to Captain John, "Where do you want me?"

Taissa looks about the ship, attempting to determine the best vantage point. She hears Vale's chanting and her spirit reinvigorates upon its melody.

Taissa's Perception: 1d20 + 9 ⇒ (13) + 9 = 22


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Polux makes sure his knives are well secured in their scabbards, then moves towards the side of the ship, looking across the expanse at the developments on the other two vessels.

He first looks for a grappling hook, taking it with him. Then he searches for cover, setting the grappling hook in easy reach, and taking hold of his own longbow - then he waits...


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Regarding Snaga and his gear:
Dain GM wrote:

1. Snaga will accept two kukri’s – if possible? But they need to be small sized. Failing that he’ll take two small daggers.

He’s good with daggers.

2. He needs small sized studded leather (if you have it).

3. A small-sized longbow or musket will work for him, if possible.

If you’d like to ret-con buying that stuff for him in the town, you’re welcome to do it.

Finally, he’s open to answering any questions you have; but it’s hard to give you general answers because there’s so much material to cover. The more specific your questions are the more detailed his responses will be.

At this point, if it is ok, I am simply gonna waive the specific RP of purchasing Snaga's gear, and just pay for it, if that is ok, and in the meantime:

Noticing the goblin's choice of weapon, Polux becomes curious, since the kukri is also his weapon of choice - "Where did you learn to wield one of these?" - he asks, passing him the gear requested, alongside a backpack, a shortbow and a quiver with 20 arrows, a length of silk rope, spare trail rations (5), a waterskin, a whetstone, and two outfits - one cold and another hot weather - "Keep this stuff also, it may come in handy"


Taissa Sloane wrote:
"Where do you want me?"

John glances behind you and notices that you have your bow out.

”Get on the foredeck – get ready to fire a volley and then we’re going to leap across,” he cries out to you.

Via Daya:

Not sure if you mean your crow’s nest or the enemy’s crow’s nest. For now I’m assuming you mean your own.

Daya is able to look down and can see that the heavier sailing vessel is almost right on top of the other ship and the marines have thrown grapples and some of them have boarded while another wave is ready to leap across. Behind them is a staggered firing line of sailors with muskets ready to fire into fray as soon as the chance allows them to.

There’s still some sort of officer-type on the quarterdeck directing things, but more than that Daya can’t see at this time.

The Seahawk is slicing through the waves hard. Her prow will likely slam into the enemy in less than a minute.

You don’t see any gun crews manning the starboard bay of cannon, which is lucky, as you’re approaching it from that side. You’re moving hard on it even now; you have time to fire two barrages of the cannon before you slam into the Imperial ship.

Let me know what you’d like to do gang – you’ll be diving across and attacking the enemy in less then three rounds. Good luck!


Cannon: 1d20 + 6 ⇒ (16) + 6 = 22
Cannon: 1d20 + 6 ⇒ (13) + 6 = 19


Zayna Amjad wrote:

[dice=Cannon]1d20+6

[dice=Cannon]1d20+6

Nice shot - any particular target? You could aim for the sails, rudder, wheel, officers, crew or the hull in general. It's your call, but both of you shots did hit.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Dain GM:
I meant our crow's nest. I will refer to the enemy if that is what I mean. Thanks.

"There's an officer on the quarterdeck giving orders. Marines have grappled and some have boarded the other ship. The other ship have muskets on the ready. We will slam into the enemy very soon." Not sure which ship the officer is on re answer to Daya. Is the officer on the marine's ship or the other being attacked?

Taissa moves to the foredeck as ordered, and finding some cover and view of the other ship/enemy, knocks an arrow her bow, and waits for the right time to shoot.


Taissa Sloane wrote:

** spoiler omitted **

Taissa moves to the foredeck as ordered, and finding some cover and view of the other ship/enemy, knocks an arrow her bow, and waits for the right time to shoot.

Taissa - you're in range for shots from your longbow. The enemy ship is 160 feet out at this time.

You're free to take your shot if you'd like :)

EDIT: The officer is on the quarterdeck of the enemy ship, so it's likely it's the enemy officer, or one of them. He's also by the enemy's helm.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Taissa trains her eye on the enemy officer giving orders on the quarterdeck of the Imperial Ship. Taking consideration of the wind direction etc, she lets the arrow loose hoping it finds target.

Ranged Attack with +2 Comp Longbow: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23 (-2 penalty for range increment. Longbow range 110 ft, ship at 160 ft at this time)
Damage, if hits: 1d8 + 2 ⇒ (6) + 2 = 8


Taissa Sloane wrote:

Taissa trains her eye on the enemy officer giving orders on the quarterdeck of the Imperial Ship. Taking consideration of the wind direction etc, she lets the arrow loose hoping it finds target.

[dice=Ranged Attack with +2 Comp Longbow]1d20+8-2 (-2 penalty for range increment. Longbow range 110 ft, ship at 160 ft at this time)
[dice=Damage, if hits]1d8+2

Looks like you got him - he seems to flinch and cry out.

Now that he turns and sees you, he prepares his rebuttal...


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Taissa Sloane wrote:
Taissa moves to the foredeck as ordered, and finding some cover and view of the other ship/enemy, knocks an arrow her bow, and waits for the right time to shoot.

Taissa had cover and she aimed over what cover she had. How can he see her so well/readily and over 160 ft distance in her current (semi-concealed) position?


Sails I guess...? Whatever would be most damaging to the ship's function in combat. I'm not really sure, since I'm not a sailor from the age of exploration IRL.

:P


Taissa Sloane wrote:
Taissa Sloane wrote:
Taissa moves to the foredeck as ordered, and finding some cover and view of the other ship/enemy, knocks an arrow her bow, and waits for the right time to shoot.
Taissa had cover and she aimed over what cover she had. How can he see her so well/readily and over 160 ft distance in her current (semi-concealed) position?

He got hit by an arrow; that much was clear. As for you specifically? I never said he was aiming for you specifically, merely preparing his response. At this time I'm waiting for the rest of the gang to act.


Zayna Amjad wrote:

Sails I guess...? Whatever would be most damaging to the ship's function in combat. I'm not really sure, since I'm not a sailor from the age of exploration IRL.

:P

Sails are the biggest target - and if you hit them it will keep the ship from cruising and leave it dead in the water (if you destroy the sails).

You're free to make a damage roll, though - 6d6 damage.

Good luck!


HP 27 /37, AC 26, T12 FF24, Bab +4, Melee +7, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

At work. New posts weren't being shown.

Melthune strides onto the main deck fully armed and armored. Her crikson plume and cape adding a striking effect to her gleaming armor.

She takes position at the foot of the stairs which lead upto the stern-castle and hence the ship's wheel.

Depending upon the flow of battle will determine her following tactics.


Melthune wrote:

At work. New posts weren't being shown.

Melthune strides onto the main deck fully armed and armored. Her crikson plume and cape adding a striking effect to her gleaming armor.

She takes position at the foot of the stairs which lead upto the stern-castle and hence the ship's wheel.

Depending upon the flow of battle will determine her following tactics.

At this point the ship is been pivoted to slam headfirst into the enemy ship. So the sterncastle will be aft to the foredeck, and the foredeck is clearly poised to slam forward into the enemy ship hard.

At which point you'll be able to leap across the gap and land hard among the enemy - hopefully with weapons ready. But sadly you'll be coming up hard on the firing line which is clearly aft to the marines which are ready to stab into the neutral ship.


Right – so the guys in red are marines. The guys on the north ship fighting the red guys are the guys you’re defending. The guys in blue on the southern ship are the sailors with the muskets.

Combat map Here.

The gray spots are hatches below and the olive squares are the masts. The "officer" is on the aft deck.


HP 27 /37, AC 26, T12 FF24, Bab +4, Melee +7, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

Melthune will be braced for impact.


Melthune wrote:
Melthune will be braced for impact.

No worries - I'll take care of your position then.


HP 27 /37, AC 26, T12 FF24, Bab +4, Melee +7, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

A work

Am hoping things will not 'heat up' untill a little later. :)


6d6 ⇒ (5, 2, 4, 5, 3, 4) = 23
6d6 ⇒ (6, 2, 1, 1, 1, 3) = 14


Zayna Amjad wrote:

6d6

6d6

Well done, Zayna - your gun crew has severed the aft mast.

The Imperial ship would be considered dead in the water, except for the fact that it's currently grappled with the other ship.

At this time I need actions from Hack, Polux and someone to NPC Stefan.

Then it's their turn.


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

I'm back, tests came out good, so it looks like the seizure was related to his flu. He's home now and we have to watch him for a week, but hopefully that's it.

Stefan watches as they approach the enemy ship. He positions himself so he can immediately board and braces for impact.


Stefan Lebeda wrote:
I'm back, tests came out good, so it looks like the seizure was related to his flu. He's home now and we have to watch him for a week, but hopefully that's it.

I'm happy your grandson is healthy. Seizures suck, a lot. Meanwhile, your position has been noted - good hunting.

I've waited nearly 48 hours to do some real action - most of that was my own fault for personal reasons.

I'll have something up in a little bit. See you all soon!


Enough talk!

Prologue

As the cannon balls slams into the enemy ship and masts they crack apart and the sails split asunder from both the shots of the cannon fired by Ella and Snaga and Zayna and Ren.

Uraga swings the barrel of the hackbut toward the officer on the far deck and fires it; the heavy lead balls slam into the torso and the man screams with rage and pain even as Taissa’s arrow finds its mark as well.

Khal lifts his axe and slams it against his shield again and again screaming and rage.

John swings the tiller and causes the ship to drive hard toward the enemy vessel even as Vale raises his hands and begins to chant, the sound growing stronger – any second the spell to materialize.

Hack, Polux and Stefan are as prepared as they are going to be.

Round 1

The ship slams into the enemy vessel – you’re all able to see what’s going on, but at this time it’s initiative.

Current Positions

Daya G;13
Ella B:14
Hack D:14
Mel D:15
Polux D:16
Ren B:17
Snaga B:13
Stefan B:15
Taissa F:13
Zayna B:16

Enemy Initiative
1d20 + 3 ⇒ (9) + 3 = 12

Group Initiative
1d20 + 4 ⇒ (16) + 4 = 20

Battle Map found Here

EDIT: You guys go first, then...


Zayna moves out of the way, and raises her musket, firing it at one of the enemy marines. As she pulls the trigger there is a burst of smoke and fire back into her face. "Agh!" she cries, jerking back.
_________________________

Move to B13.
Attack on -C13 (PBS, Deadly Aim): 1d20 + 7 + 1 - 1 ⇒ (1) + 7 + 1 - 1 = 8 MISFIRE!
Gun gains the broken condition.


Zayna Amjad wrote:
"Agh!" she cries, jerking back.

Wait - your hands don't explode into bloody stumps? Nuts! ;)

Don't worry - more to come soon...


Meanwhile -

Kristin hops up to grab the wheel while Johnny grabs his pistol from his belt and charges down the deck toward the enemy ship.

Uraga takes another shot at one of the men with a musket and drops the guy at C:2.

Hack leaps across to C:14 and takes a heavy swing out of the enemy with a musket, nearly dropping the guy at C:13.

Snaga holds his action, waiting to see what Polux will do.

Ella draws out her experimental gun and lobs a pot of Alchemist Fire down the stairway to where their cannons are and a dull thump and explosion can be heard – followed by screams.

Ren moves over to B:14 drops the sailor carrying the musket easily with his rapier.

As Zayna pulls her trigger, the musket explodes in her hands and she screams in pain, yet not before charging over to B:13.

Finally Vale raises his hands the sudden presence of an Air Elemental erupts on C:7 and uses a whirlwind to slide down over the gunmen from C:7 through C:3 and disrupts their shots before they get a chance to fire…

Zayna, do you have any melee weapons on you at this time? I hope so…

Guys - the rest of you can move at this time.... Good hunting!


I'm a monk! I have my fists, feet and/or rifle butt. I also have the quick clear deed. No worries.


Zayna Amjad wrote:
I'm a monk! I have my fists, feet and/or rifle butt. I also have the quick clear deed. No worries.

Too late - you're doomed, doomed! :)


HP 27 /37, AC 26, T12 FF24, Bab +4, Melee +7, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

At work

Melthune calmly surveighs the opening phases of the hattle. That no enemy have yet 'counter-boarded' is a good sign.

Perception:1d20 + 12 ⇒ (9) + 12 = 21

She begins to walk from her position before the aft castle to where the two ships have become joined and the battle rages.


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Just got home, and gotta hit the sack, but I wanted to ask Dain GM how, in terms of game mechanics, could Polux do the following - move to -D:15 = 25' then using the running start to jump across from E:16 and land on -I:20 = Acrobatics DC20?

Polux is a flanker, and the bad guys are packed too tightly on their ship for him to get into position, so I wanted to jump across in a Erroll Flynn pirate like manoeuvre - if it is possible:

Acrobatics: 1d20 + 11 ⇒ (12) + 11 = 23


hp 19/19, AC 22, T15 FF17, bab +3, melee +8, cmb 8, cmd 19, F +3, R +9, W +2, Init +5, Perc +5 Roc Animal Companion 4

Daya remains at G:13 and goes into Total Defense (standard action) to defend herself against enemy attack. Her AC is now 26 (22+4).

Daya was up in the Crow's Nest earlier. Is that the case now?


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Glad the news was good, Stefan. Hope the home recovery goes well for him.

Taissa moves forward to D:14. Crouching, (so she isn't a ready/easy target for the enemy) she nocks a new arrow into her longbow, takes aim and shoots at the enemy officer at the helm (-D-3).

Ranged Attack with +2 comp longbow: 1d20 + 8 - 2 ⇒ (9) + 8 - 2 = 15 (-2 penalty for range increment)
Damage, if hits: 1d8 + 2 ⇒ (7) + 2 = 9

Okay so I'm confused as to who are the good guys and who are the bad guys. I know red guys are the marines -- so bad. So the grey guys all along line -C are bad guys with muskets? And the blue guys (along line -I) are the good guys we're defending?


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Stefan, I am very happy to know that your grandson is doing well - I really hope he bounces back quickly and remains healthy. Take good care of him, and yourself.


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

Stefan moves forward quickly so he can come to grips with the enemy as fast as he can (as well as gaining cover from the shooters).

actions:

Enter Crane Style, move to -B,13 (unless those aren't bad guys, in which case he moves to -D,13), attack (fighting defensively, power attack).

attack vs -C,13 (or -E,12) 1d20 + 9 ⇒ (16) + 9 = 25
damage 1d8 + 7 ⇒ (8) + 7 = 15

status:

AC-23
hp-31/31
status-Crane stance, fighting defensively


HP 27 /37, AC 26, T12 FF24, Bab +4, Melee +7, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

Round 2(?)

Melthune continues to advance, angling her shield to best cover herself from enemy fire.

Fighting defensively. Add +2 to AC, -4 to attacks, which she's not doing at the moment any way.

Also, what's the height difference between -A,15 and -B,15 ?


Taissa Sloane wrote:
Okay so I'm confused as to who are the good guys and who are the bad guys. I know red guys are the marines -- so bad. So the grey guys all along line -C are bad guys with muskets? And the blue guys (along line -I) are the good guys we're defending?

Taissa - not sure what's confusing you - you're spot on accurate.

And your shot hits the target!


Daya wrote:

Daya remains at G:13 and goes into Total Defense (standard action) to defend herself against enemy attack. Her AC is now 26 (22+4).

Daya was up in the Crow's Nest earlier. Is that the case now?

You can still be in the Crow's Nest - I thought you'd be town helping Taissa in combat, though it's your call.

Meanwhile, where is White Fang?


Polux wrote:

Just got home, and gotta hit the sack, but I wanted to ask Dain GM how, in terms of game mechanics, could Polux do the following - move to -D:15 = 25' then using the running start to jump across from E:16 and land on -I:20 = Acrobatics DC20?

Polux is a flanker, and the bad guys are packed too tightly on their ship for him to get into position, so I wanted to jump across in a Erroll Flynn pirate like manoeuvre - if it is possible:

[dice=Acrobatics]d20+11

Polux, I'm a bit confused. You do realize that it's 80 feet from E:16 to -I:20 right? That would require a DC of 80 to hit the other side because that's 80 feet away. Is there something else you'd rather try doing?


Stefan Lebeda wrote:

Stefan moves forward quickly so he can come to grips with the enemy as fast as he can (as well as gaining cover from the shooters).

** spoiler omitted **

attack vs -C,13 (or -E,12) 1d20+9
damage 1d8+7

** spoiler omitted **

Stefan, you reach D:13 and are able to attack the guy on D:12. You hit guy - well done!.


Melthune wrote:

Round 2(?)

Melthune continues to advance, angling her shield to best cover herself from enemy fire.

Fighting defensively. Add +2 to AC, -4 to attacks, which she's not doing at the moment any way.

Also, what's the height difference between -A,15 and -B,15 ?

The entire prow is roughly the same height. However, your round 2 action might want to wait until after all the good guys go, then all the bad guys go.

As of right now, Hack has not posted a combat action.

So that means we're waiting on him; then the bad guys get to go.


*Bows* Just getting Melthune's actions in before I have to head off to bed and get some sleep before the new working day. :)


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

It should be read -E:16. My bad.


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6
Dain GM wrote:

Meanwhile -

Kristin hops up to grab the wheel while Johnny grabs his pistol from his belt and charges down the deck toward the enemy ship.

Uraga takes another shot at one of the men with a musket and drops the guy at C:2.

Hack leaps across to C:14 and takes a heavy swing out of the enemy with a musket, nearly dropping the guy at C:13.

Snaga holds his action, waiting to see what Polux will do.

Ella draws out her experimental gun and lobs a pot of Alchemist Fire down the stairway to where their cannons are and a dull thump and explosion can be heard – followed by screams.

Ren moves over to B:14 drops the sailor carrying the musket easily with his rapier.

As Zayna pulls her trigger, the musket explodes in her hands and she screams in pain, yet not before charging over to B:13.

Finally Vale raises his hands the sudden presence of an Air Elemental erupts on C:7 and uses a whirlwind to slide down over the gunmen from C:7 through C:3 and disrupts their shots before they get a chance to fire…

Zayna, do you have any melee weapons on you at this time? I hope so…

Guys - the rest of you can move at this time.... Good hunting!

By the way, I am assuming also these coordinates are not correct? Should be -B:14, -C:7, etc?


Polux wrote:
It should be read -E:16. My bad.

No worries; then it's all good. I don't know if you can see it very well, but I tried to make a slight "red line" on the deck toward the prow and stern - this is to represent the raised part of the ship. So basically if you charge up the stairs and leap across to E:16 you're able to be looking down on the entire company below you on their "main deck".

And yes, I forgot all the minus symbols in front of those coordinates earlier. Sorry about that...


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4
Dain GM wrote:
Stefan Lebeda wrote:

Stefan moves forward quickly so he can come to grips with the enemy as fast as he can (as well as gaining cover from the shooters).

** spoiler omitted **

attack vs -C,13 (or -E,12) 1d20+9
damage 1d8+7

** spoiler omitted **

Stefan, you reach D:13 and are able to attack the guy on D:12. You hit guy - well done!.

according to the map I'm looking at, there are no people in row -D?


Stefan Lebeda wrote:
according to the map I'm looking at, there are no people in row -D?

You are correct. I mistyped that earlier. I had you at -D so that you could chose to strike either the gunner at -C:12 or the swordsman at -E:12. Either target was hit; do you have a preference for the swordsmen or gunner?

Sorry, I made a mistake typing.

Meanwhile, we're still waiting on Hack's combat action - I'll give him a bit longer, just in case.


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

no problem, I'll take a gunman

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