Boldwin Stonearm |
Oh, right, that was just a standard.
Dropping the rope, Boldwin grits his teeth and makes the jump!
Acrobatics: 1d20 + 2 ⇒ (3) + 2 = 5
Unless we're within 5 feet, I'm pretty much screwed, lol.
Lieutenant Ambrose Jeggare |
Ambrose crumples as a bolt punches through his spell and lodges itself in his chest. He wrenches it out with a scream that begins to gurgle as his lungs fill with fluid, and the world starts fading to black. The encroaching darkness is banished suddenly by a bright light, the torn flesh knitting itself back together. His mortal wound now nothing but a dull pang, Ambrose finds his feet and joins the fray.
Round 5
Grappling hook: 1d20 + 3 - 4 ⇒ (7) + 3 - 4 = 6
Climb check: 1d20 + 3 ⇒ (15) + 3 = 18
GM Aku |
The battle truly started now.
You can hear screams, the sound of clashing metal, painful death cries. The flog blocks your vision, but not the sounds.
Your group finally makes it’s decisive move boarding the ship.
Ambrose, displaying a rare mastery of mundane tools, throw the grappling hook and in a swift movement, climb aboard the enemy ship. He lands, however, near a sailor grappling a rope and another holding a heavy crossbow.
Boldwin tried the grappling hook, but the fate was against him. Missing for a second time, the brave dwarf loses its temper and jumps into the enemy ship.
His short legs however, failed him and he barely was able to get a hold in the ship, almost falling in the shark infested waters.
Dughal too abandon his grappling hook attempts and simply jump in the merchant ship, drawing his weapon in the process. He lands almost on top of a defender. This one holding a heavy crossbow.
Atk: 1d20 + 6 ⇒ (16) + 6 = 22
Dmg: 2d4 + 6 ⇒ (3, 3) + 6 = 12
The poor defender falls without having any real chance to defend itself.
Sh’torek too draws his blade as he run and jump into the enemy ship. Once he lands, he see the enemy falling to Dughal Falchion.
Sandara using the group momentum, Sanrada too boards the ship, in her hand, a deadly rapier.
Japes follows lastly the group. It’s easy to see he is not risking himself for the party.
Map updated. Post your round 6 actions
Round6, do a Perception check:
The fog parts briefly and you see Captain Harrigan, Peppery and Mr Plugg rushing madly for the doors to the captain’s cabin below the aft deck, slashing and hacking as they move.
You notice a Rahadoumi sailor sneaking up behind Harrigan! The captain appears not to have seem it. What will you do?
Boldwin Stonearm |
Round 6
Perception: 1d20 + 2 ⇒ (19) + 2 = 21
Climb: 1d20 + 8 ⇒ (8) + 8 = 16
Cursing his clumsiness, Boldwin pulls himself onto the deck, promptly drawing his cutlass as opposed to his brass knuckles for once. The sword just seemed more appropriate for the pirate mood. Noticing that the captain is being snuck up on, the dwarf hesitates for a brief moment, recalling Harrigan's rule. Ah, to 'ell with it.
"Cap'n, behind you!" he shouts out to him.
Sh'torek |
Sh'torek swings with the flat of his blade, hoping to avoid killing anyone. "I don't want to kill you, but we are forced to fight on threat of death," he informs his combatant.
Falchion: 1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2 Non-lethal attack
Damage: 2d4 + 3 ⇒ (2, 2) + 3 = 7 Non-lethal
GM Aku |
Ambrose takes a defensive stance and walk away from his foe.
Boldwin climb aboard the ship, and see a sailor sneaking up his captain. After a brief moment of doubt, he yells a warning. The captain turns just in time to avoid the attack and kill his assailant. He then looks in the warning direction seeing Boldwin and giving him a acknowledge nod, and proceed to the captain quarters.
Dughal implacable and merciless, cut down another sailor.
Sh’torek walks up to a dark skinned woman, holding a rope, and tries to attack, while saying he does not mean to kill, and his attack is far from presenting any danger to the woman.
Sandara walks in the mist and attack one of the sailors.
Atk: 1d20 + 5 ⇒ (7) + 5 = 12
Dmg: 1d6 + 2 ⇒ (4) + 2 = 6
Japes close in the same sailor and tries to finish it.
Atk: 1d20 + 3 ⇒ (4) + 3 = 7
Dmg: 1d6 + 1 ⇒ (5) + 1 = 6 his attack, however. Don't offer any real danger.
Lieutenant Ambrose Jeggare |
Round 7
Finding his immediate area unthreatened, Ambrose barks out a command in Infernal.
Brandishing his saber in one hand, he advances from his precarious position near the ship's rail, stepping over the sailor dying at his feet.
Can I acid splash some rope holding sails or masts? Aside from a pitiful nova, I don't have a whole lot of tactical options that are immediately available without the aid of GM fiat.
GM Aku |
The black skinned woman says to Sh'torek "I do not with to kill, either, but I will defend myself against the bloodthirsty ones among you!"
Sh'torek attacks again, but the woman is hard to hit, and trying not to hurt her, makes it even harder.
Then, the black skinned woman say some strange words and make some strange gestures. From her hands a little bit of smoke and nothing more. After that, she pick up a morning star.
Dughal moves and attack the sailor closest to him. Hitting again, and once more, dropping another defender.
Boldwin moves closer the woman and try an attack at her, but he too misses.
Ambrose command his servant to drop the barrels.
While Sandara moves inside the combat and attack the black skinned woman.
Atk: 1d20 + 5 ⇒ (16) + 5 = 21
1d6 + 2 ⇒ (4) + 2 = 6
and she is the first one to hit the woman.
Japes move inside the mist, and you lose sight of him.
All around you, the battle continues, you see briefly in the mist the sailors and the pirates fighting. Lot's of painful screaming's, and it's impossible to know who is winning.
The same gnome that was in the water some seconds ago, walks near Dughal yelling madly and from her hands, fire emerges, burning everything in it's path.
Boldwin and Dughal, you need a reflex DC 15 or take 7 points of fire damage.
Black Dhugal |
ref: 1d20 + 5 ⇒ (11) + 5 = 16
Round 8
Dhugal nimbly dodges the fire and then brings his falchion down with two hands upon the gnome.
Attack: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 2d4 + 4 ⇒ (3, 3) + 4 = 10
Boldwin Stonearm |
Round Eight
Reflex: 1d20 + 2 ⇒ (4) + 2 = 6
Boldwin shouts out in pain as the gnome's flames burn his arms and singe his beard.
Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
The dwarf swings his blade at the dark-skinned woman more out of reflex than skill, whiffing the blow terribly.
GM Aku |
Boldwin,Dughal,Sh'torek attack again their respective enemies, but some sort of bad luck affects them all. No one hits, no one is even closer of hitting their enemy.
Japes appear out of the mist, behind the gnome and attacks her!
Atk: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13 but it's not enough to bypass the small woman protection.
Sandara tries to cast a spell
Con: 1d20 + 6 ⇒ (12) + 6 = 18
Touch: 1d20 + 6 ⇒ (11) + 6 = 17
1d8 + 3 ⇒ (4) + 3 = 7 touching the gnome, transferring to her a painful wicked energy, then she says "Yer defiance is futile! Resist and ye die. Surrender and ye live!"
The gnome however, don't accept the offer and again, from her hands, a guff of flames bursts, hurting pirates and sailors alike.
Boldin, Sh'torek, do a reflex DC 15 or take 6 fire dmg. If you pass, you take 3 fire dmg.
The black skinned woman, just enters a defensive stance, protecting herself from everyone else attack.
Sh'torek |
Ref: 1d20 + 2 ⇒ (4) + 2 = 6
Reeling a bit from the flames, Sh'torek remains steadfast.
Non-lethal
Falchion: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7 Funny. Outside of 1 roll, even if I wasn't fighting non-lethal, I still would've missed. :P
Damage: 2d4 + 3 ⇒ (3, 3) + 3 = 9
AC 15; Hp's 20/26
Boldwin Stonearm |
Reflex: 1d20 + 2 ⇒ (8) + 2 = 10
Once more, flames wash over Boldwin, eliciting another shouted curse from him. And once more, he attacks, only to miss completely.
Attack: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
What the hell is wrong with these dice?
GM Aku |
Once again, Dughal, Boldwin, Sh’torek attack and miss their targets. One would think that the goddess of the Pirates don’t want those two enemies dead!
Ambrose stays alert trying to see the gnome trough the mist and when she starts to cast another spell, he sends off a magic missile in her direction!
Dmg: 1d4 + 1 ⇒ (2) + 1 = 3 the gnome falls to Ambrose magic, her injuries pilling up, making her lose consciousness, however before falling, her spell goes off, engulfing Sandara, Boldwin and Sh'torek in a burst of flame.
The black skinned woman tries to cast a spell of her own, but her attempt is in vain. It appears that she is not used to cast magic in a real combat.
Japes takes the opportunity to attack the sailor
Atk: 1d20 + 3 ⇒ (10) + 3 = 13
Dmg: 1d6 + 2 ⇒ (4) + 2 = 6
The other Sailor moves in and attack Japes.
Atk: 1d20 + 3 ⇒ (12) + 3 = 15
Dmg: 1d6 + 2 ⇒ (6) + 2 = 8
GM Aku |
Nthanda, the black skinned woman, swears in her native Polyglot when the plucky gnome falls. Her own wounds sting and throb, and she knows she cannot take another blow like that. She drops her mace to the deck as a sign of surrender, restrained fury in the gesture, and drops to one knee next to Victoriana.
Oh why not, let's try casting defensively one more time to fail completely: 1d20 + 5 ⇒ (6) + 5 = 11 ..Yep.
And now Besmara deserts her wholly, she thinks with dull misery. She cannot even heal her fallen crewmate. Nthanda stares with blank resentment at the pirates that ring her and the fallen gnome. Taken alive by pirates is a bad fate.
"She will be dying, if I am not healing her," she says flatly. "Strike if you are wishing, but I do as I must."
Sh'torek |
Reflex: 1d20 + 2 ⇒ (12) + 2 = 14 You know, I think I'll just fall on my blade just to put me out of my misery. Two separate threads where a Ref save is required. Both failed by 1. So annoying. And slightly humorous at the same time strangely enough. :p
Was I attacking Nthanda? If not...
Non-lethal
Falchion: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4 Yahtzee!
Damage: 2d4 + 3 ⇒ (2, 4) + 3 = 9
GM Aku |
The pirates shift their attention from the surrounded woman and the unconscious gnome to the fleeing sailors.
Dughal, the implacable in one swift and brutal sword slash drop one more of his enemy.
Boldwin steps near Ambrose and attack and hit his target, his attack however, nowhere near vicious as Dughal’s attack.
Sh’torek still insisting into not killing, once again fake an attack at his enemy.
While Sandara moves and attack the same target as the dwarf.
Atk: 1d20 + 5 ⇒ (5) + 5 = 10
Dmg: 1d6 + 2 ⇒ (6) + 2 = 8 her attack however offer no real danger.
Japes attack again his enemy
Atk: 1d20 + 3 ⇒ (5) + 3 = 8
Dmg: 1d6 + 1 ⇒ (3) + 1 = 4
Only to be attacked in return.
Atk: 1d20 + 3 ⇒ (15) + 3 = 18
Dmg: 1d6 + 1 ⇒ (1) + 1 = 2 the sailor hit the man, and it's easy to that japes is almost dying from his wounds.
Nthanda, with no one near, knell besides her crewmate and cast her last spell on her.
CLW: 1d8 + 2 ⇒ (6) + 2 = 8 and as the gnome wakes up, she says ”Don’t be resisting. If ye be wanting to live.”
GM Aku |
The sailors attack Boldwin and Sh’torek.
Atk Boldwin: 1d20 + 3 ⇒ (1) + 3 = 4
Dmg: 1d6 + 1 ⇒ (2) + 1 = 3
Atk Sh’torek: 1d20 + 3 ⇒ (1) + 3 = 4
Dmg: 1d6 + 1 ⇒ (5) + 1 = 6
Besmara is smiling at the pirates. The attacks went astray; it doesn’t even got close to hitting the pirates.
Post your round Eleven actions!
Lieutenant Ambrose Jeggare |
Round 9
Five-foot step away, cast flare at the pirate attacking Boldwin.
Round 10
Cast flare at the pirate attacking Sh'torek.
Round 11
Cast flare at the pirate attacking Japes.
It seems I'm having a hard time keeping up with combat. If I miss another round, I'll default to spamming flare. It's a marginally useful debuff. I'll also send various mundane commands to the unseen servant to create havoc like opening doors, pushing over things and making difficult terrain by moving rope or other stuff into the way.
Victoriana Whitecap |
Victoriana, still wounded (and out of spells), leaves her crossbow on the deck, and stands up slowly, kicking away her crossbow, hands high over her head in a similar gesture of defeat. She stumbles towards Nthanda to steady herself against the railing,
Bluff (to speak with a very heavy Mwangi accent): 1d20 + 4 ⇒ (9) + 4 = 13
(Not sure if it's an opposed bluff check here, just generally checking to see how accurate the accent is, since she's also fluent in Polyglot)
"I be surrender!" she shouts, in an accent even stronger than Nthanda's. "Please, no hurtin'. These ones prisoner now."
And then she hangs her head, in tears, and mutters a few words to Nthanda in Polyglot.
"Might be wise I tell these pirates that I speak Polyglot first, and only a little Taldan. Don't want to get into trouble by running my mouth off."
Nthanda |
All too aware that resisting at this point will mean more pain and probably death, Nthanda watches helplessly as the pirates and the crew of the Man's Promise fight it out. She kneels on the wooden deck next to Victoriana and closes her eyes unhappily. Besmara can be a cruel goddess, at times. The fish are going to feast well on corpses tonight.
Actions: Nthanda will cast stabilize each turn on one person (pirate or otherwise) she sees fall in battle that is within thirty of her, but otherwise will not act or move from her position, unless Victoriana goes somewhere, in which case, she will follow her.
Nthanda darts a sharp look at Victoriana and her words, then nods, slowly, to signal her understanding.
GM Aku |
Through the fog, you can see the Rahadoumi crew scattering or surrendering. Below, Captain Harrigan momentarily appears, gripping what appears to be a human heart in his hands.
The Sailors you were fighting surrenders.
The fog persists for some more moments and then it dissipates. A line of prisoners from the Man’s Promise is paraded before Captain Harrigan and the cheering crew of the Wormwood.
Aboard the Wormwood, a party begins as the pirates celebrate their victory with fine food and drink from the Man’s Promise’s hold. Captain Harrigan holds a meeting with his top officers and divvies up the plunder from the Man’s Promise among the crew in the early evening. Bolstered by gold and good drink, the party lasts for 36 hours, well into the next night. Naturally, no work takes place during the party.
During this time, you Except Nthanda and Vic can take up to 5 ship actions of your choice, or do nothing but drink and revel like most of the pirate crew does.
Ambrose, Boldwin, Sh’torek and Dughal, you each receive 275Gp as part of the booty. Also you receive three potions of cure moderate wounds and a potion of invisibility, to diving among yourself.
To Boldwin, the captain tossed him a magic amulet, as thanks for his warnings. amulet of natural armor +1
Intentions?
==/==
Being taken by pirates is dreadful enough. Being tied into the fetid bilges is somewhat worse.
They used iron manacles to bound the prisoners from the Man’s Promise, Nthanda and Vic being gagged as well. But surprisingly no further abuse came from the pirates, except you know, the killing and such. From above, noises from a big party. Hang in there just for36 hours! :D
Victoriana Whitecap |
Being bound and gagged will, of course, put a damper on Victoriana's natural desire to plot an elaborate escape scheme with Nthanda.
The pirates have probably taken all of her possessions, although they might not have identified them all. One of them is a Traveler's Any-Tool, which is essentially a magic swiss-army knife--but without a Detect Magic spell (and Spellcraft DC 24 to figure out how to use it) it just looks like a rather nice carpentry hammer (its last use) made by a clever smith out of scrap metal. She's hoping that whatever pirate took it doesn't know what it's for, and that that might make it easier to get back.
Boldwin Stonearm |
It felt odd, having his skin magicked-up by the new amulet that now hung down from his neck. He was never much of a jewelry person either. But he was not about to start complaining about loot, of all things. All too glad to have a break from all the work they had to put up with, Boldwin enjoys the party.
He takes the chance to meet up with Kroop and have a drink with him, taking the opportunity to embellish the story of their victory in as wildly a matter as one might think possible. Perhaps it would sound better if they were a bit more drunk, at any rate.
Diplomacy: 1d20 + 1 ⇒ (20) + 1 = 21 to influence Kroop
He tries to spread the cheer to Tilly Bracket and Badger Medlar, but with little in the way of success.
Diplomacy: 1d20 + 1 ⇒ (7) + 1 = 8 Tilly
Diplomacy: 1d20 + 1 ⇒ (7) + 1 = 8 Badger
Not seeing much point in trying to rub elbows with more unfriendly types, Boldwin spends the rest of the time hanging out with Rosie, drinking while trying to invent new curse words that sound progressively more stupid the more he drinks.
That's 3/5 actions, don't think I'll do anything else with the rest.