Lillian Mistborn |
Ok. Just wonder how its gonna "try to dodge" at this close range ;)
-Posted with Wayfinder
Happy Jim |
Jim is waiting for any potential boarders. Is there something else he should be doing?
Lillian Mistborn |
think we are in the same boat... haha. Anyway. We both are there waiting to see if we get boarded.
-Posted with Wayfinder
DoubleGold |
okay so the cannon if fired hit: 9 + 1d20 - 8 ⇒ 9 + (13) - 8 = 14
dmg: 30 + 3d10 ⇒ 30 + (8, 1, 3) = 42 1/4 is 10 This thing had 15 ac.
Okay, you all ram and shoot at it. The pirates all stand back up and they have go into the mist to see you all. They are now aboard your ship.
Round 2 Heroes are up
Afli, Ratfolk Wizard |
since we don't have a tactical map, I am making some assumptions here...
If the Queen Zombie is within 35 feet Afli will target her, if not, if a ghost is within 35 feet target the ghost, otherwise target a zombie.
Happy Jim |
Jim laughs as he wades into the ranks and swings his sword to hit as many as he can.
Power Attack: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
Damage: 1d8 + 7 + 4 ⇒ (7) + 7 + 4 = 18
"Avast, ye dogs! You don't want to live forever, do you?"
Cleave: 1d20 + 9 - 2 ⇒ (5) + 9 - 2 = 12
Damage: 1d8 + 7 + 4 ⇒ (3) + 7 + 4 = 14
-2 to AC until start of next turn.
Firdall_Firetail |
This is assuming that I am not already engaged.
Firdall and a few nearby crew feverishly reload the cannon and take another shot at the lockness monster before the undead reach the cannon.
Fire Cannon: 1d20 + 12 - 8 ⇒ (14) + 12 - 8 = 18 Damage: 30 + 3d10 ⇒ 30 + (1, 10, 2) = 43
That's more like it!
DoubleGold |
okay so you kill the beast, but you have several enemies on board, well they are actually hanging onto the ledge of your boat. Happy Jim kills 2 enemies as he knocks them down and either one shots them or knocks them off the ledge as they can't hold on.
con: 3 + 1d20 ⇒ 3 + (16) = 19
con: 3 + 1d20 ⇒ 3 + (19) = 22 yeah they fall off the ledge from damage took. they would need nat 20s with the damage they took
whoever didn't act in round 2 is up
Lillian Mistborn |
Lillian will take a step back, avoiding the undead pirate infront of her, then she conjures up a sphere of fire behind it!
Fire!: 3d6 ⇒ (1, 3, 3) = 7 DC16 Ref
-Posted with Wayfinder
Happy Jim |
Jim laughs as he hears the splashes from the falling men.
"Sorry, boys, no stowaways. Cap'n's orders."
Allie "Cat" Calico |
"Not to late to have a dance, I hope," Allie says to no one in particular as she somersaults into melee.
Acrobatics: 1d20 + 17 ⇒ (7) + 17 = 24
She closes on the pirate closest to her.
Attack with rapier: 1d20 + 7 ⇒ (20) + 7 = 27
Confirm Critical: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d6 + 2 ⇒ (6) + 2 = 8 x2 = 16 points
Attack with Dagger: 1d20 + 7 ⇒ (20) + 7 = 27
Confirm Critical: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d4 + 2 ⇒ (2) + 2 = 4 x2 = 8 points
Rapier: 2d6 ⇒ (3, 3) = 6
Dagger: 2d6 ⇒ (6, 4) = 10
Happy Jim |
Jim watched the Captain wade into the melee like a swirling tornado of death and destruction. She looked like Besmara's wrath incarnate as her blades danced.
"Blimey, Cap'n, don't be so greedy! Leave some for the rest of us poor sods," he said with a wide, teasing smile.
Sweet Jeebus, Cat, did you bribe the Dice Roller!?
DoubleGold |
okay, so you all defeat the last of the pirates, it is night time and you are all about 2 days away from land if you go normal speed. You could take turns manning the ship during the night. Or you just rest, leaving the ship on slowest speed hoping you don't crash into anything. The water is very calm and will be for hours, you will travel 2 miles during an eight hour rest if you leave in on the slowest speed of just sail. You could go super fast during the night, though I would not leave that unattened as you would likely hit something.
What do you all do?
Happy Jim |
Jim would be willing to take the night shift, if we need the speed. I'll leave that up to the others to decide.
Allie "Cat" Calico |
"Those of you with eyes made for the dark would be best suited for crewing the ship at night. If we anchor, we would have to set a watch, anyway. We're not in a hurry to get anywhere, so we don't need to achieve and maintain speed. Just give me a few good souls who would prefer to sleep during the day...if we're not taking a ship, that is," Allie says, ending her statement with a wink and a flip of her golden hair.
Lillian Mistborn |
"I will take the nest. My sight is better than most" she ads with a grin
-Posted with Wayfinder
Firdall_Firetail |
"While I don't see better in the dark than most, I'm always willing to take my turn at the wheel or the nest. As long as I get my rum ration, I can get by."
DoubleGold |
okay, so you all go normal speed and nothing happens. You get to a place name Tidewater rock, which is actually a castle on this small island.
Captain Harrigan claimed the remainder of Antiochus’s
fleet and took control of several of Smythee’s undefended
castles. He made an attempt to take the Tidewater Rock
as well, only to discover that Smythee’s able widow had
taken charge of its defenses. She managed to fend off his
attack with such alacrity that Harrigan decided to leave
the widow to rot in her tower.
Although Tidewater Rock remains a secure base and
harbor, it does not command the reputation it once
did. The current owner of the Rock is Agasta Smythee,
widow of the late Iron Bert. Though Lady Smythee is a
competent and formidable figure, without any of her late
husband’s ships or network of castles, the Lady of the
Rock has fallen upon hard times. Lady Smythee’s forces
have been reduced to a small body of loyal guards
and a few family retainers whom she employs to
eke out a living. The Rock still commands some
treasures—its favorable location, its security, and
the late captain’s fabled iron shirt from which he
gained his nickname—but it is otherwise remote
and at the mercy of what the sea chooses to
throw upon its shores.
You come face to face with Agaste after reaching land and walking around for about fifteen minutes you are in front of the small castle tide water rock itself. Not knowing who you all are and thinking you are all intruders, she demands you leave this place as her and allies ready weapons at you from 60 feet away.
Widow of Iron Bert Smythee, Lady Agasta is of
legitimately noble birth, albeit a far-sprung offshoot of a
long-exiled Galtan family. She was once a rare beauty, but
now in her middle years she has filled out her big-boned
frame into a stocky matron, though she still remains a
handsome, if rough-edged, woman. She maintains a
commanding presence and rules Tidewater Rock like
a countess on a Galtan estate, not afraid to give a
misbehaving servant or unruly guest the rough
side of her tongue.
What do you do?
Allie "Cat" Calico |
"Let's have a chat with the Lady, before she decides to kill us for trespassing on her land," Allie suggests.
"Hello!" she says with a friendly tone. "We were just having a look around your adorable island. I'm Captain Cat Calico, and this is my courageous crew of rakes and scoundrels. Give your regards to the Lady Smythee, lads."
Diplomacy: 1d20 + 10 ⇒ (14) + 10 = 24
Happy Jim |
Jim bows in a dramatic, sweeping fashion. And smiles flirtatiously at the woman.
Lillian Mistborn |
Lillian will wave in a friendly mannor from her perch in the Nest
-Posted with Wayfinder
DoubleGold |
She lets you in to the 4 story building. Well my mistake, I thought you all wanted to take over this place like pirates. Anyway, I have place for you all to rest in this building and we will talk in the morning okay?
She leads you all to the 4th floor and tells you not to leave that room until morning. Though if any of you want to leave that room during the night, I need a stealth check, otherwise just let me know you will be good.
Lillian Mistborn |
all good. A proper nights rest will do us all good
-Posted with Wayfinder
Firdall_Firetail |
I'll bring along some rum and rations from the boat and we can make a room party out of it.
As long as the room has "facilities" or at least a chamberpot, we should be fine. "Since me sleeping schedule is still set to ships watches, we should probably keep watches here, just in case. I'll take mid watch"
Allie "Cat" Calico |
Allie presses an ear against the door, stills her breath, and listens carefully.
I wonder why they don't want us to leave until morning...seems a bit suspicious...
Perception: 1d20 + 10 ⇒ (5) + 10 = 15
Happy Jim |
Jim kicks back and relaxes with a bunch of red grapes he had gotten from - somewhere. He notes the captain pressing against the door, shrugs and spits a seed into a corner.
Firdall_Firetail |
Fridall shrugs and takes another pull from the wineskin. 'Spending the night' makes me think undead... or perhaps werewolves. I wonder if she is keeping us safe, using us to dispose of a problem for her, or expecting a problem to dispose of us.
Happy Jim |
"Should be fun either way." Jim punctuated his words by spitting out another seed.
DoubleGold |
Allie hears nothing but complete silence.
When heroes wake up, they find a bunch of treasure in the areas they are allowed to take in return for their help.
Everyone level up to level 5, and add 5000 GP, and you can spend that gold now if you wish I'm going to make sure everyone is leveled up before continueing on
DoubleGold |
okay, so the next morning the lady Smythe you meet is taking hostage. Commander Kyan Kain and his army are commanding you to come out of the building and surrender. Yes the building has windows, and you are on the 3rd floor. Give us all your gold and equipment, and we will let you all live, if not, we kill her and burn down the giant building afterward, you choice. If you look out the window they are 60 feet from the building with plenty of trained archers in case snipers attempt, and some swordsman 10 feet from the door.
He is also teamed up with some Sahuagins, and they arrived by the Thresher (a very special boat to them, that would make a couple of guards surrender if sunk or captured) and 2 longboats. The boats are to your right, about 300 feet from the building, as they arrive from that part of the shore. And they have your boat under hostage, which is like 600 feet from the front of this building. Like 120 guards surrounding the area. And there is no sneaking out of the building either, unless you go invisible.
What do you all do?
Firdall_Firetail |
"Now that's a fine way to wake up in the Mornin'. This place is supposed to be a fortress right? We should look around and see if there is anything that could help. Maybe a cannon or secret passage"
Firdall begins a quick search of the third floor.
If needed
Perception: 1d20 + 10 ⇒ (17) + 10 = 27
Happy Jim |
"Oh, come on! We've only just woke up!" Jim whined when he heard the ultimatum.
He looked outside and paled at the five score soldiers.
"A bit overkill, dontcha think?"
"Spread out and search all the rooms and floors for anything that would be useful: cannons, powder, shot, oil, weapons, food, and anything that could be used to build a barricade."
"Aye, Cap'n."
He looked about frantically for anything that might help.
Perception: 1d20 + 8 ⇒ (19) + 8 = 27
Afli, Ratfolk Wizard |
Afli will yell out to the sahuagin...
Perception: 1d20 + 4 ⇒ (17) + 4 = 21
To Allie, Afli says "I think we can probably withstand a little at the front gate, I can provide a fog cloud if we want to take the fight to them, and haste us if necessary."
Happy Jim |
"Withstand them? You mad, Afli? There's five score of them. Pretty sure the technical term for that is an 'army'. Maybe if we can hide, we can pick 'em off bit by bit, but a siege will just end with us dead."
Allie "Cat" Calico |
"We could set a trap for them in the entry hall. Get them to storm the gate, then fill the area with flame and cannon fire. That would even the odds, pretty quick. Of course, it will only work if we have fire and cannons!" Allie says with a giggle.
Lillian Mistborn |
been a hectic few days. But promise to to more active again soon. But coming week out of town cause of work. So my replies will be slow
-Posted with Wayfinder
DoubleGold |
Happy Jim does find a secret basement passageway that leads out of the building and nearly goes on for 3 miles to another part of the island. good job, needed a 25 to find that.
As you all go through that passage, they do search the building and do not seem to be following you as you close the passage behind you. You hear one say They seem to have dissappeared like magicians you hear detect magic going off thinking that invisibility was casted and failure. They aren't here at all, I don't get it, we have the entire building surrounded. I wanted if they are creatures that can plane shift?
Firdall_Firetail |
One we are out of earshot.
"So what is the plan? Do we want to start a hit and run campaign to cut down their numbers and rescue lady Smythe? Remain in hiding and listen/scout to see what they do next?" Or make a break for one (or more) of the ships and renegotiate with cannons pointing at them? Things might get interesting if we can capture or take out all of the ships
Allie "Cat" Calico |
"Well, I'd like to get our ship back, for one. Perhaps we can sneak aboard at dark, take out the guards and get away. Lady Smythee may have to entertain her new guests on her own - especially if they're interested in robbing and killing us!"
Happy Jim |
"We'll need to make for the longboats then. So I guess we sit here quiet-like til dark. A bit boring, but better than dying. It's a shame what happened to Lady Smythee though. She sure set out a good spread. I hope we can help her out later," Jim said with a shrug.
To see what we know about Commander Kain...
K. Local: 1d20 + 8 ⇒ (12) + 8 = 20
Happy Jim |
Jim looked to the Captain to see if she wanted him to go and take a listen.