DM - Voice of the Voiceless |
Roger - Deader's deaders are with the underwater squad with orders to follow.
Piratical Perception: 1d20 ⇒ 18
After a well earned rest and licking of wounds, you set out towards the Man's Promise with bloodied thoughts and ill intent. Fish and Obisyth put to water with Deader's minions following in tow. The waters are slightly choppy and a few riptides act on you under the water but you are able to ease your way out to the ship without too much distress.
The rest of the crew gets into the jollyboat and begins to row out towards the Man's Promise slowly. Looking at the ship from a distance, you see a few figures milling about on deck, though the complement seems a bit light for what you'd expect. The sun having set and darkness descending makes it a little difficult to pick out fine details, but the ship is lit with four lanterns hanging above decks, one fore, one aft and two amidships set on raised poles at the deck's side.
If you make this DC, then you can get a +4 to the Sense Motive below
Just as you begin to breach the aura of light surrounding the ship, you hear Plugg's voice raising above the relative silence and lapping waves "Hail, who the feck are ye?" squinted eyes across the railing before realization strikes "Bout feckin time ye laggards... Did ye get the water?" You hear a few footfalls upon the deck, but not too much movement.
You can safely cast prep spells - but you'll have five rounds of duration expended as I'd assume you'd cast far enough away to avoid detection.
Obisyth |
Obi leads the rest of the swimmers to the rear of the ship and then surfaces in a dark place unlit by the lamps to hear what, if anything, is said.
When it is time, she will indicate for Fish to cast Enlarge Person and Obi will cast Shillelagh.
MIDN. Cedrick Dragonne |
Bluff 1d20 + 5 ⇒ (1) + 5 = 6
Sense Motive 1d20 + 5 ⇒ (20) + 5 = 25
"I get a bad feeling, reckon that ship is the wrong sort of quiet... wonder if both boats have their hearts set on bad intentions?"
MIDN. Cedrick Dragonne |
"If we don't have surprise then its going to have to brawn or bullsh1t, which you reckon we start with?" Cedrick grins.
"Be right there Sir! We're a bit light handed here!" Cedrick yells.
"May as well just b%#&+@%s our way on and play lame duck, then once we hit the deck we start getting to work. Whatcha reckon?"
MIDN. Cedrick Dragonne |
"Reckon they might have a few they'd be keen to lend us"
"Righto here we go."
"Rowing fast as we can Sir! we've got injured and we're missing a few, bit of water here but not enough, poor bloody Deader went and had a mischief and the bastard had the map, no matter Sir, I'll draw you a new one when we get on board there, reckon between us we'd remember it ok!"
Bluff 1d20 + 6 ⇒ (16) + 6 = 22
"Row casual, row casual.."
DM - Voice of the Voiceless |
Looking up at the torch lit deck, you see the rosy faces of Plugg and Scourge... and two of their cronies perched one fore and one aft abovedecks. Plugg swears "Yer lucky... we was about tae cast off an leave ye feckin behind fer dead like." nodding at Scourge who lets a pair of lines down from the side of the boat. "Tie her off and prep the water fer liftin first like."
I've assumed that you are initially a good 20ft below the waters surface in order to avoid being seen.
Please double check your position on the boat on the map and let me know if you'd prefer a shuffling of position.
The starboard of your little skiff will come alongside port of the Promise - with the two lines cast down by Scourge at roughly columns J and M.
Peq-pez 'Fish' Elez-mek |
Alright, currently we have a Mage armor on myself and Nachni. Enlarge person on Obi.
Once the skiff enters the circle of light around the ship, Fish nods to Obi, casting the enlarging spell. Spells cast, they surface. Fish waits on Obi to decide on the right moment to climb.
MIDN. Cedrick Dragonne |
"Row casual? As opposed to what? Should I whistle innocently while doing so too?"
"Only if you have a knack for it, no one likes a lousy whistler" Cedrick quips back.
"Water up first? Aye Sir, on it right away."
Cedrick sets to work tying off the boat and 'securing the water', which actually translates as setting a few of the knots to untie very quickly after minimal jostling.
"Reckon that might make a distraction"
Nachni Charan |
Nachni helps to row the boat in to the Man's Promise, trying (and failing) to get any sense as to what is taking place on the ship.
Perception 1d20 + 3 ⇒ (2) + 3 = 5
Sense Motive 1d20 + 1 ⇒ (2) + 1 = 3
Her position is fine. Will ready an action to case ghost sound to make a fish splash on this side of the ship if she hears anything from Fish or Obi. Bluff to disguise 1d20 + 8 ⇒ (8) + 8 = 16
Ouch, hope I got all the lousy rolls out of the way for Fish and Obi
Obisyth |
At the same time that Fish casts Enlarge Person and while beneath the ship, Obi casts Shillelagh on her club, which gives of an eerie underwater glow. She then hides it as best she can while she surfaces.
Stealth: 1d20 + 3 - 1 ⇒ (15) + 3 - 1 = 17 <-- -1 dex decrease from Enlarge Person
Next few days are going to be chaotic as I am really busy and then driving across the country. Will try to keep up, but feel free to DMPC me as necessary.
DM - Voice of the Voiceless |
Nachni / Deader - you can't ready actions outside of combat unfortunately for you.
As Cedrick goes through the motions of tying off the skiff, you can hear a few splashes from the opposite side of the ship. Luckily for those companions unseen there doesn't seem to be much reaction from the faces leering down from over the railing... unluckily those leering faces begin to sneer and laugh.
Plugg then opens his gullet "Good little Bootlick... always keen to try and get on the Cap'n's good side isn't he... problem for you ye little fecker... we've taken a vote an we don't needs ye anymore..." Then Scourge bellows "Now mateys... now!"
The sailors at fore and aft reach to their side and bring crossbows from their side to aim, as Plugg draws steel and Scourge readys his favored whip. You can hear the sounds of booted footfall on the topdeck behind them also.
Cedrick: 1d20 + 4 ⇒ (13) + 4 = 17
Fish: 1d20 + 3 ⇒ (18) + 3 = 21
Obisyth: 1d20 + 3 ⇒ (15) + 3 = 18
Deader: 1d20 + 1 ⇒ (1) + 1 = 2
Joneth: 1d20 + 5 ⇒ (10) + 5 = 15
Nachni: 1d20 + 4 ⇒ (10) + 4 = 14
IMPORTANT THINGS TO NOTE:
There is rigging on the side of the boat that you can use to climb, it's roughly 15 feet from sea level to the top railing, and the base DC for 1/4 speed climbing is DC 12; climbing at half-speed needs a DC 17. Fail by less than 5 = no progress, fail by more than 5 = fall into the water.
The ropes at J and M will give you a bonus of +5 to the climb check to ascend... but keep in mind for AoOs ;)
Also, the underwater crew will start on the water's surface.
I have put on the map all currently visible crewmembers. I'll update once people make the surface of the vessel.
Round 1: Fish, Promise's Crew, Obisyth, Cedrick, Joneth, Nachni, Deader + Deaders
Stupid map won't allow me to upload from work - so will do so from home later. Fish's position hasn't changed from previous though.
MIDN. Cedrick Dragonne |
Assuming he doesn't get totally pincushioned...
Cedrick goes for the ropes, attempting to scale them quickly while his opponents are busy with crossbows and before they all have steel out.
Climb - half speed 1d20 + 7 ⇒ (19) + 7 = 26
Worst case he falls into the water and is out of immediate danger, best case he gets up. Faffing about is the most dangerous path.
DM - Voice of the Voiceless |
Fish looks to Obisyth for guidance, not keen to be the first to climb and attempt the rail.
On the other side of the ship... things get a touch more interesting. Plugg clips a bag off his belt loop and pitches it at Nachni...
Tanglefoot Bag: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18 Entangled and DC 15 Reflex or glued to the boat.
...the sack breaking open and covering her in a thick film of sticky resin.
Scourge's whip snakes down towards Joneth's head...
Whip: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20 for 1d3 + 2 ⇒ (3) + 2 = 5 Non-lethal
...breaking across his brow and leaving a cruel bruise.
The men at the fore and aft take a bearing at Deader and Joneth respectively...
Crossbow at Deader: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16 for 1d8 ⇒ 4
Crossbow at Joneth: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17 for 1d8 ⇒ 3
...aim true and quarrels sinking into flesh.
Sandara turns to the rest of you and takes a knee "Off and up... I'll give ye a hand"
Aid another to anyone trying to ascend via the rope in row M.
Cedrick ascends the rope lightning quick, but in breaching the upper deck draws an opportunistic strike from Plugg...
Cutlass: 1d20 + 10 ⇒ (12) + 10 = 22 for 1d6 + 6 ⇒ (5) + 6 = 11
...his slight frame belying his strength and the blade slides easily through Cedrick's shoulder, drawing a braying laugh from Plugg. Though in making the main deck of the ship, he can see that there aren't as many sailors as he might have expected opposing you. Notably as well, none of the sailors you've befriended upon the journey are among them.
The three sailors amidships are wielding nets and spears and look to Bootlick with hungry eye.
Round 1: Promise's Crew, Fish, Obisyth, Cedrick, Joneth, Nachni, Deader + Deaders
John Rhasp |
Deader didn't get upset often. Something about this though. This struck a chord in his fractured mind.
"You think that I have come to greet you..." he half-sings, wearing an expression of focused anger. Then he takes a swig from a flask and vanishes.
Drinking Potion of Invisibility. Start casting Summon Monster. Command my crew up on deck to attack.
Deader's Crew |
Greedy Climb: 1d20 + 2 ⇒ (10) + 2 = 12
Greedy Stealth: 1d20 + 16 ⇒ (15) + 16 = 31
Buddy Climb: 1d20 + 2 ⇒ (7) + 2 = 9
Buddy Stealth: 1d20 + 16 ⇒ (3) + 16 = 19
Ghoul Climb: 1d20 + 7 ⇒ (9) + 7 = 16
Ghoul Stealth: 1d20 + 7 ⇒ (13) + 7 = 20
The ghoul moves 10 feet up the side. Greedy moves 5. Buddy doesn't manage to get out of the water.
Peq-pez 'Fish' Elez-mek |
Fish wraps her thin arms around the enlarged Obisyth's neck, piggy-backing herself onto her friend.
Given that Obisyth's enlarged reach should let her grasp the ropes from her current position, and make it easier to reach the top, Fish is just going to hold on and let her do the hard part. I figure this will use up Fish's turn, but if you feel she'll have something left once that climb is finished, just let me know. Not sure what to roll to hang on, but here are my two best guesses.
Climb 1d20 + 1 ⇒ (5) + 1 = 6
CMB 1d20 + 2 ⇒ (19) + 2 = 21
*Edit Hmm, hope it's the later.
Obisyth |
Perception: 1d20 + 11 ⇒ (7) + 11 = 18 <-- to figure where to climb that will put me closest to someone on the deck
Not really sure how far I can move since I am climbing while Enlarged.
Climb: 1d20 + 8 ⇒ (18) + 8 = 26 <-- get on the deck as fast as possible
Let me know if I can attack this round.
Sorry for the short post. Still running like crazy trying to get the move across the country organized. Presently in an empty home with a list a mile long of things to get done.
Joneth Revane |
Already wounded, Joneth tries to climb fast and close the distance to his attackers as quickly as possible. Unfortunately, despite Sandara's help and owing perhaps to the crossbow bolt sticking out of his shoulder, the tiefling rogue falters and loses his grip on the rope, falling into the water.
Climb (Half-speed): 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
DM - Voice of the Voiceless |
Nachni Concentration: 1d20 + 6 ⇒ (12) + 6 = 18 When entangled, you need to make a concentration check to cast - luckily you made it.
Obisyth clumps up to and onto the deck of the Promise in quick order, causing heads to turn and take notice. Reaching the top and readying her weapon takes all her effort for the moment though and she is unable to lash out. Fish enjoys the free ride and slides off her steed and onto the deck beside her.
Joneth has trouble climbing, but luckily as his grip slips Sandara is there to catch him and prevent his taking a bath in the brine. She clears space for him to try again.
Nachni works with the tacky substance coating her and seeks to impress upon Plugg's mind...
Plugg Will Save: 1d20 + 3 ⇒ (12) + 3 = 15
...but the wily ex-first mate come Captain resists her call.
Cedrick's hund sees his master struck and growls at the bastard that did it...
Intimidate attempt: 1d20 - 2 ⇒ (5) - 2 = 3
...but fails to make impact upon Plugg's resolve.
Breaking up post - bad guys actions incoming shortly.
DM - Voice of the Voiceless |
Scourge barks at the sailors "Get the wet b1tches" and the net wielding pirates turn to do his command. Folded nets are unleashed at Obisyth and Fish in turn...
Net at Obisyth: 1d20 + 4 ⇒ (19) + 4 = 23
Net at Fish: 1d20 + 4 ⇒ (14) + 4 = 18 Both are entangled by a net
...tangling the pair and allowing the third of their number to drop the net and lunge with spear...
Spear at Obisyth: 1d20 + 3 ⇒ (10) + 3 = 13 for 1d6 + 1 ⇒ (1) + 1 = 2
...whose enlarged and tangled form proves an easier mark, drawing a narrow scar of blood.
The pirate at fore reloads his crossbow and unleashes it at Nachni...
Crossbow at Nachni: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16 for 1d8 ⇒ 8
...pinning the lass through the lung with a well aimed quarrel.
While the elevated salt at aft sees his target fade from view and changes bead to the prone Joneth...
Crossbow at Joneth: 1d20 + 4 + 1 - 4 ⇒ (8) + 4 + 1 - 4 = 9 for 1d8 ⇒ 3 Joneth is currently prone in the boat
...though the side of the jolly boat is all the quarrel strikes.
Plugg leers at Cedrick "Gonna gut ye boy..." lashing out with wicked and cruel cutlass again...
Plugg at Cedrick: 1d20 + 10 ⇒ (19) + 10 = 29 for 1d6 + 6 ⇒ (6) + 6 = 12
Crit confirm: 1d20 + 10 ⇒ (19) + 10 = 29 for 1d6 + 6 ⇒ (5) + 6 = 11 Ouch!
...batting away his defence with cruel disdain before following through on his promise. His blade cuts deep, and Cedrick tastes the tang of blood on his tongue as even as warm blood spills out his belly feels o'ercold.
Scourge raises his arm and brings down his whip upon Joneth after his fall...
Scourge at Joneth: 1d20 + 6 + 1 + 4 ⇒ (8) + 6 + 1 + 4 = 19 for 1d3 + 2 ⇒ (2) + 2 = 4 Non-lethal
...adding a second welt to his chest.
Round 2: Promise's Crew, Fish, Obisyth, Cedrick, Joneth, Nachni, Deader + Deaders
Ouch, a good round for the pirates...
Nachni Charan |
Yes, ouch! Sorry for forgetting concentration last time, I forgot exactly how tanglefoot bags worked and thought that Reflex save also avoided entangled. Quick question, you said sea to railing was roughly 15 feet. If I were to five foot to J11 would I be within 15 feet of Plugg or is it going to be 20+ feet? Can you also roll the 2d4 on the tanglefoot bag so we know how long its going to be?
Peq-pez 'Fish' Elez-mek |
Glaring at the pirate between her and Plugg, Obi, Plugg is mine. Help me get there. Dearest friend, I would be most obliged if you turned that sailor before us into red goo. Also, if you would be so kind as to move to the right, you august presence stands betwixt me and destiny.
I may not be able to post until monday. So here are the rolls for once Obi goes. Fish will move to J6 then either J7, if the pirate is down, or I7, if pirate is up, taking the AoO.
Concentration, attack(Plugg), damage1d20 + 7 ⇒ (18) + 7 = 251d20 + 4 - 2 ⇒ (18) + 4 - 2 = 201d6 ⇒ 6
Deader's Crew |
Let's see if we can start turning the tide...
Ghoul Stealth: 1d20 + 7 ⇒ (14) + 7 = 21
Ghoul Climb: 1d20 + 7 ⇒ (11) + 7 = 18
Ghoul moves the rest of the way up with 5 feet to spare and moves to M5 to attack. Since he's coming over the side after having been using stealth, I'm pretty sure I catch him flat footed unless he makes a Perception check that beats my Stealth roll.
Ghoul Claw: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
If damage is dealt, DC 13 vs Paralysis and DC 13 vs Disease
Greedy Stealth: 1d20 + 16 ⇒ (17) + 16 = 33
Greedy Climb: 1d20 + 2 ⇒ (16) + 2 = 18
Buddy Stealth: 1d20 + 16 ⇒ (7) + 16 = 23
Buddy Climb: 1d20 + 2 ⇒ (6) + 2 = 8
Greedy makes it up 10 feet. Buddy flails in the water.
John Rhasp |
"...that I simply want to meet you..." Deader's voice echoes from somewhere in the boat.
A rippling rent in space shimmers and shows a brief glimpse into glittering blackness, like looking off the edge of a cliff out into a moonless night sky.
A pair of terrible things slip through.
Summon Monster 2 with It Came From Beyond goes off.
Nachni Charan |
Ha, yes, fair enough on the unknown quality of the glue :) Now that I see that -2 on my CMB, I like my chances on getting a spell off better than pulling off something with the whip while entangled.
Nachni drops to the floor of the boat to try to get the gunwale between her and the crossbowman and calls out to Plugg "A stick!" Casts hideous laughter DC 14
Concentration 1d20 + 6 ⇒ (17) + 6 = 23
AC now 20 against ranged attacks.
Deader's Crew |
Bloody Human Skeletons as base creature. 1d3 ⇒ 2 Two of them arrive in square I9. One adjusts to J10. The other moves to flank at H10.
The inhuman things were covered in tiny mouths and dripped crimson all over the deck. They tore at Plugg with single-minded savagery.
Bigger one
Claw Attack, flanking: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Claw Attack, flanking: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Smaller one
Claw Attack, flanking: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Claw Attack, flanking: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Good luck Cedrick. Hope that takes some heat off you.
Obisyth |
Just trying to figure how I was hit. Using my shield, I have an AC of 19. Large = -1, -2 Dex from size, -4 Dex from entangled, should result in an AC of 15.
Also, do I get an AoO against one of the net throwers? I have a 10' reach and I believe that nets have a max range of 10'.
If one of the net wielder's drew an AoO:
AoO: 1d20 + 5 - 1 + 1 + 1 ⇒ (9) + 5 - 1 + 1 + 1 = 15 <-- -1 Size, +1 Str, +1 Shillelagh
Damage: 3d6 + 3 + 1 + 1 ⇒ (6, 2, 1) + 3 + 1 + 1 = 14 <-- +3 Str, +1 Enlarged Str, +1 Shillelagh
Trying to clear the way for Fish, Obi swings her huge green glowing club at the nearest sailor.
Attack-club-shillelagh/large @ J7: 1d20 + 5 - 1 + 1 + 1 ⇒ (2) + 5 - 1 + 1 + 1 = 8 <-- -1 Size, +1 Str, +1 Shillelagh, -2 more if entangled
Damage: 3d6 + 3 + 1 + 1 ⇒ (1, 5, 1) + 3 + 1 + 1 = 12 <-- +3 Str, +1 Enlarged Str, +1 Shillelagh
The dice hate me. Are there any bonuses from Nanchi, not sure if she is using Derring Do?
DM - Voice of the Voiceless |
Sorry for the short delay - had an epic couple of days for work.
Obisyth - reading in I see that technically the net is a ranged weapon and throwing one would give an AoO... but that doesn't mentally jive with my mental image of net fighting. I mean gladiators used it in close quarters without much distress. So in this case no, no AoO.
Given that you didn't apply armor check penalty on your climb roll I assumed you didn't have your shield out then, and you hadn't drawn it since... so the hit remains.
Obisyth swings wildly with club, but cannot find purchase with the strike.
Fish tries to move across the deck, pulling on the rope attached to the net entangling her...
Strength: 1d20 + 1 ⇒ (18) + 1 = 19 vs 1d20 + 1 ⇒ (16) + 1 = 17
...just barely forcing the pirate to drop the trail rope and managing to move. The pirate between lashes out...
AoO: 1d20 + 3 ⇒ (2) + 3 = 5 for 1d6 + 1 ⇒ (4) + 1 = 5
...missing badly before she reaches her destination and ??? - Fish, you didn't clarify exactly what you were attempting in your post?
Nachni attempts to cloud Plugg's mind once more...
Will Save: 1d20 + 3 ⇒ (18) + 3 = 21
...but the pirate's mind proves resilient again.
Deader - I'm not keen on you summoning two medium size creatures into a single space, but you can achieve your intended target destinations without doing so anyway.
Deader summons bleeding creatures from beyond that tear at Plugg, opening rents and wounds upon him.
His companions on the opposite side of the vessel have mixed success, but one climbs over the railing and lashes out...
Fort Save: 1d20 + 3 ⇒ (4) + 3 = 7
...and the sailor stiffens under the strike.
Round 2: Promise's Crew, Obisyth, Fish, Cedrick, Joneth, Nachni, Deader + Deaders
Joneth Revane |
Grateful for Sandara's help, Joneth gets up quickly and grabs hold of the rope. Knowing that he has no time to play it safe considering the circumstances, he starts to move up the side of the ship as fast as he can and this time manages to avoid any accidents as he reaches the deck, ready to join the fight.
Round 2
Move action to stand up and standard action to climb the rope at half speed.
Climb (Half speed): 1d20 + 6 + 5 ⇒ (6) + 6 + 5 = 17
MIDN. Cedrick Dragonne |
HP -3
1d20 + 1 ⇒ (6) + 1 = 7
Yay. I'm sure this will eventually be fun once Cedrick ha some actual gear... I have to admit being a martial with no gear sucks hard.