The way of the Wicked

Game Master HighonHolyWater

The criminals and fellow inmates have received help to escape by Cardinal Thorn. They have been trained into a group and given a small task as part of a larger plan to free Talinguarde from the grasp of Mitra.
Map of Talinguarde
Current Party Map


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Your Narrator

No need to 5ft. step. You're practically standing next to 3 of them that want to climb down next round. :)


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

Round 3

Smiling at avoiding a heavy crossbow bolt, Carnadine strides forward to meet the new soldiers. When he arrives, he demands the first one to "beg for mercy."

The greatsword slashes down from the high guard position and whistles over the soldiers head. He is nonplussed. He wonders if Asmodeus was not proud of his taking cover.

Intimidate: 1d20 + 14 ⇒ (6) + 14 = 20
greatsword +pa: 1d20 + 8 - 1 ⇒ (2) + 8 - 1 = 9
if hit, damage: 2d6 + 9 ⇒ (6, 6) + 9 = 21

move action to move
standard action to Intimidate
if Intimidate exceeds by 10, the soldier is Commanded Will DC 15 to Fall prone
swift action to attack using Hurtful

Shield of Faith round 4 of 30. AC 19


M Human Brawler 3 (Strangler, Steel-Breaker)//Magus 2 (Staff Magus, Hexcrafter) || HP: 39/39 | AC: 18 / T: 14 / FF: 14 | Fort: +6, Ref: +9, Will: +4 | CMD: 19 | Init: +7, Perception: +6

Marvin walks forward, and smacks another sailor with his quarterstaff, wielding it in two hands for force; he's not really feeling this fight, but does see the benefit to ending it quickly and decisively.

Power Attack: 1d20 + 8 - 1 ⇒ (9) + 8 - 1 = 16
Damage: 1d6 + 1 + 3 ⇒ (6) + 1 + 3 = 10


Your Narrator

didn't beat it by ten
Carnadine's intimidation fails to take hold as the soldier regains his confidence when Carnadine misses him, Marvin succeeds and a loud crack sounds another soldier absorbs a powerful blow from the staff. The crossbowman beset by the flames screams as his skin blackens when after what feels like an eternity to him the flames wink out.

Several crossbowmen drop their crossbows and draw their swords, surrounding Kargeld attempting to cut him down, two of their blades finding flesh. The rest reload their crossbows and take aim again.

The three next to Tragershen climb down the ladder to join their three fellows below. The three below strike out with their spears, Carnadine takes a serious wound(19dmg crit) and Marvin a smaller cut(9dmg).

Two of the soldiers climbing down to the Frosthamar are pierced through the heart by arrows and fall into the waters below. Another two crossbowmen are also felled by the hail of arrows from Kargeld's soldiers, including putting the burnt one out of his misery. Meanwhile Kargeld and his axe cleave through all three swordsmen surrounding him, they fall to the ground and he roars triumphantly, raising his axe in the air above him. A return cry is echoed by his sailors.

Luna attacks forward with her rapier but it is only for show as her blade dances around slicing only the air.

Initiative Round 4 - Enemy Soldiers - Ally Sailors - Luna - Kargeld - Marvin - Carnadine - Tragershen

dm rolls:

reflex: 1d20 + 1 ⇒ (15) + 1 = 16
swortsword: 1d20 + 3 ⇒ (13) + 3 = 16dmg: 1d6 + 2 ⇒ (5) + 2 = 7
swortsword: 1d20 + 3 ⇒ (15) + 3 = 18dmg: 1d6 + 2 ⇒ (2) + 2 = 4
swortsword: 1d20 + 3 ⇒ (3) + 3 = 6
spear: 1d20 + 3 ⇒ (20) + 3 = 23spear confirm: 1d20 + 3 ⇒ (19) + 3 = 22dmg: 3d8 + 6 ⇒ (6, 5, 2) + 6 = 19
spear: 1d20 + 3 ⇒ (3) + 3 = 6
spear: 1d20 + 3 ⇒ (16) + 3 = 19dmg: 1d8 + 2 ⇒ (7) + 2 = 9
shortbow: 1d20 + 3 ⇒ (16) + 3 = 19
shortbow: 1d20 + 3 ⇒ (19) + 3 = 22confirm: 1d20 + 3 ⇒ (14) + 3 = 17dmg: 3d6 + 3 ⇒ (5, 3, 4) + 3 = 15
shortbow: 1d20 + 3 ⇒ (2) + 3 = 5
shortbow: 1d20 + 3 ⇒ (20) + 3 = 23confirm: 1d20 + 3 ⇒ (16) + 3 = 19dmg: 3d6 + 3 ⇒ (4, 3, 6) + 3 = 16
shortbow: 1d20 + 3 ⇒ (12) + 3 = 15
shortbow: 1d20 + 3 ⇒ (6) + 3 = 9
shortbow: 1d20 + 3 ⇒ (16) + 3 = 19
shortbow: 1d20 + 3 ⇒ (11) + 3 = 14
shortbow: 1d20 + 3 ⇒ (14) + 3 = 17
shortbow: 1d20 + 3 ⇒ (12) + 3 = 15
shortbow: 1d20 + 3 ⇒ (3) + 3 = 6
shortbow: 1d20 + 3 ⇒ (16) + 3 = 19
shortbow: 1d20 + 3 ⇒ (8) + 3 = 11
shortbow: 1d20 + 3 ⇒ (10) + 3 = 13
shortbow: 1d20 + 3 ⇒ (16) + 3 = 19dmg: 5d6 ⇒ (6, 2, 3, 5, 2) = 18
kargeld: 1d20 + 11 ⇒ (2) + 11 = 13dmg: 1d12 + 10 ⇒ (12) + 10 = 22
kargeld: 1d20 + 11 ⇒ (11) + 11 = 22dmg: 1d12 + 10 ⇒ (12) + 10 = 22
kargeld: 1d20 + 11 ⇒ (13) + 11 = 24dmg: 1d12 + 10 ⇒ (6) + 10 = 16
Luna: 1d20 ⇒ 2


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

Round 4

Watery blood leaks out of the deep spear wound. Carnadine grits his teeth in pain and whispers a prayer to Asmodeus. If I take my post in the legions of Hell now, I won't be able to topple Mitra here.

He regrips and twirls his greatsword. Then, he slashes at the unnerved soldier cutting him down.

free action to drop grip of greatsword
swift action to touch of corruption on himself, 1 of 7: 2d6 ⇒ (6, 3) = 9 heals 9 +17 = 26 HP
free action to regrip greatsword
move action to flank with Marvin?
standard action to greatsword: 1d20 + 8 ⇒ (14) + 8 = 22
if hit, damage: 2d6 + 9 ⇒ (5, 1) + 9 = 15 if flank +1 +15 = 16 damage

Shield of Faith round 5 of 30. AC 19


M Human Brawler 3 (Strangler, Steel-Breaker)//Magus 2 (Staff Magus, Hexcrafter) || HP: 39/39 | AC: 18 / T: 14 / FF: 14 | Fort: +6, Ref: +9, Will: +4 | CMD: 19 | Init: +7, Perception: +6

*Watery* blood? And did I miss something that lost you like half your AC?

Marvin moves five feet, if necessary, then spellstrikes with another searing brand at the tip of his staff as he attacks twice, once again holding the quarterstaff in a one-hand grip.

Concentration (Cast defensively; DC 15): 1d20 + 4 + 3 + 2 ⇒ (9) + 4 + 3 + 2 = 18

Power Quarterstaff Arcane Pool Brand Spell Combat 1: 1d20 + 8 - 1 + 1 - 2 ⇒ (8) + 8 - 1 + 1 - 2 = 14 (+2 if flanking)
Damage: 1d6 + 1 + 1 + 1 + 2 ⇒ (5) + 1 + 1 + 1 + 2 = 10

Spell Combat 2: 1d20 + 8 - 1 + 1 - 2 ⇒ (3) + 8 - 1 + 1 - 2 = 9 (+2 if flanking)
Damage: 1d6 + 1 + 1 + 2 ⇒ (2) + 1 + 1 + 2 = 6


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

Tragershen moves to the nearest crossbowmen (drawing his dagger as he goes) and casts color spray at them, revealing himself (still disguised as a common sailor) and his two illusionary duplicates to those remaining.


Your Narrator

Marvin and Carnadine with their combined blows and cuts bring two more of their enemy to the ground. Two crossbowmen in front of Tragershen have their minds overwhelmed and they fall to the deck spasming uncontrollably. One other soldier near him falls to his knees closing his eyes and shakes off the assault on his mind and comes at Tragershen with his shortsword. "Die enemy of Mitra." He slashes forward, unconcerned with the duplicates he seems to be seeing and for a moment triumph lights up his eyes but the next disappointment when his blade merely cleaves the air fizzling out one of the duplicate images.

Another round of crossbow bolts finish being reloaded and are aimed. Much less coordination is shown than before and they all pick different targets and only one hits it target, unluckily Luna is hit again in the side and cries out. The two spearmen on deck with you see this opportunity and slash towards Luna but she stumbles back and is able to dodge their attacks. She stabs back in retaliation stabbing one of them through the shoulder with her rapier.

Two more come to join the battle near Tragershen, shortswords ready and three advance carefully towards the crazed looking Kargeld. Their attacks belie their caution and Kargeld is wounded again and looks to be on the verge of collapse. He doesn't let his wounds slow him in the slightest and swings in a giant arc cleaving through them, blood flying. Only one of them falls however.

Kargelds Sailors come to his aid seeing their captain severely wounded. One is killed instantly with an arrow through his eye, the other riddled with arrows and falls leaving Kargeld free from attackers again.

Initiative Round 4 - Enemy Soldiers - Ally Sailors - Luna - Kargeld - Marvin - Carnadine - Tragershen

gm rolls:

will: 1d20 ⇒ 10will: 1d20 ⇒ 17will: 1d20 ⇒ 12d4 ⇒ (1, 2) = 31d4 ⇒ 3
shortsword: 1d20 + 3 ⇒ (18) + 3 = 21mirror?: 1d3 ⇒ 3
crossbow: 1d20 + 2 ⇒ (10) + 2 = 12crossbow: 1d20 + 2 ⇒ (17) + 2 = 19crossbow: 1d20 + 2 ⇒ (4) + 2 = 6crossbow: 1d20 + 2 ⇒ (15) + 2 = 17dmg: 1d10 ⇒ 7
spear: 1d20 + 3 ⇒ (8) + 3 = 11spear: 1d20 + 3 ⇒ (12) + 3 = 15
shortsword: 1d20 + 3 ⇒ (19) + 3 = 22confirm: 1d20 + 3 ⇒ (6) + 3 = 9dmg: 1d6 + 2 ⇒ (5) + 2 = 7
shortsword: 1d20 + 3 ⇒ (15) + 3 = 18dmg: 1d6 + 2 ⇒ (3) + 2 = 5
shortsword: 1d20 + 3 ⇒ (19) + 3 = 22dmg: 1d6 + 2 ⇒ (5) + 2 = 7
greataxe: 1d20 + 10 ⇒ (9) + 10 = 19dmg: 1d12 + 10 ⇒ (6) + 10 = 16
greataxe: 1d20 + 10 ⇒ (18) + 10 = 28dmg: 1d12 + 10 ⇒ (1) + 10 = 11
greataxe: 1d20 + 10 ⇒ (2) + 10 = 12
shortbow: 1d20 + 3 ⇒ (8) + 3 = 11
shortbow: 1d20 + 3 ⇒ (11) + 3 = 14
shortbow: 1d20 + 3 ⇒ (18) + 3 = 21dmg: 1d6 + 1 ⇒ (6) + 1 = 7
shortbow: 1d20 + 3 ⇒ (12) + 3 = 15
shortbow: 1d20 + 3 ⇒ (9) + 3 = 12
shortbow: 1d20 + 3 ⇒ (1) + 3 = 4
shortbow: 1d20 + 3 ⇒ (6) + 3 = 9
shortbow: 1d20 + 3 ⇒ (12) + 3 = 15
shortbow: 1d20 + 3 ⇒ (16) + 3 = 19dmg: 1d6 + 1 ⇒ (1) + 1 = 2
shortbow: 1d20 + 3 ⇒ (1) + 3 = 4
shortbow: 1d20 + 3 ⇒ (20) + 3 = 23shortbow: 1d20 + 3 ⇒ (13) + 3 = 16dmg: 1d6 + 1 ⇒ (2) + 1 = 3
shortbow: 1d20 + 3 ⇒ (16) + 3 = 19dmg: 1d6 + 1 ⇒ (3) + 1 = 4
shortbow: 1d20 + 3 ⇒ (17) + 3 = 20dmg: 1d6 + 1 ⇒ (1) + 1 = 2
shortbow: 1d20 + 3 ⇒ (20) + 3 = 23shortbow: 1d20 + 3 ⇒ (20) + 3 = 23dmg: 18 + 3 = 21
shortbow: 1d20 + 3 ⇒ (12) + 3 = 15
Luna: 1d20 + 8 ⇒ (17) + 8 = 25dmg: 1d6 + 6 ⇒ (4) + 6 = 10


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

Round 5

Carnadine smiles in small satisfaction slashing through the soldier. That Mitran soul is for you, My Lord. His prayer refreshes him fully closing the spear wound.

He steps toward to engage the soldiers assaulting Luna attempting to flank one if possible.

free action to drop grip of greatsword
swift action to touch of corruption on himself, 2 of 7: 2d6 ⇒ (4, 6) = 10 heals 10 +26 = 36 HP
free action to regrip greatsword

move action to flank with Luna?
standard action to greatsword: 1d20 + 8 ⇒ (2) + 8 = 10 if flank +2 +10 = 12 attack
if hit, damage: 2d6 + 9 ⇒ (1, 2) + 9 = 12 if flank +1 +12 = 13 damage

Shield of Faith round 6 of 30. AC 19


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

Tragershen smiles at the Mitran who shook off his spell. "Ah, more stubborn than your friends there." When he attacks and his an image instead, he adds "Alas, but no stronger of mind. I just want you to know, that once I slay you, I plan to slit their throats. And I will cast a spell that will send your souls to Hell, so you will never know the eternal embrace of Mitra." Total lie there. Bluff 1d20 + 6 ⇒ (19) + 6 = 25

He'll step back 5' from the soldier and cast burning hands at the three approaching him for 3d4 + 1 ⇒ (2, 3, 1) + 1 = 7 damage. As a swift action, he'll bring his archaeologist's luck back up.


M Human Brawler 3 (Strangler, Steel-Breaker)//Magus 2 (Staff Magus, Hexcrafter) || HP: 39/39 | AC: 18 / T: 14 / FF: 14 | Fort: +6, Ref: +9, Will: +4 | CMD: 19 | Init: +7, Perception: +6

Marvin just generally keeps on swinging, not one for taunts in battle, as the tip of his quarterstaff flares with fiery brands that read "dead."

Concentration (Cast defensively; DC 15): 1d20 + 9 ⇒ (15) + 9 = 24
Power Quarterstaff Arcane Pool Brand Spell Combat 1: 1d20 + 8 - 1 + 1 - 2 ⇒ (20) + 8 - 1 + 1 - 2 = 26
Damage: 1d6 + 1 + 1 + 1 + 2 ⇒ (2) + 1 + 1 + 1 + 2 = 7

Confirm?: 1d20 + 8 - 1 + 1 - 2 ⇒ (2) + 8 - 1 + 1 - 2 = 8
Bonus Damage: 1d6 + 1 + 1 + 1 + 2 ⇒ (1) + 1 + 1 + 1 + 2 = 6

Power Quarterstaff Arcane Pool Spell Combat 2: 1d20 + 8 - 1 + 1 - 2 ⇒ (11) + 8 - 1 + 1 - 2 = 17
Damage: 1d6 + 1 + 1 + 2 ⇒ (6) + 1 + 1 + 2 = 10


Your Narrator

Marvin's staff breaks a wrist knocking the spear away and leaving the soldier open. A moment later the brand is marked onto his forehead as he falls backwards to tumble into the water. The last soldier, sees himself alone and outnumbered and offers to surrender, throwing down his spear, a sentiment that spreads through the rest of their greatly reduced numbers.

The three burnt drop their weapons, following that crossbows, spears and shortswords are laid on deck. Their morale broken, they see they can not win this battle and wish to save themselves.

Kargeld drinks a small potion brought to him as his rage wears off and he leans on his axe to stay upright. "Line 'em up!" He says and his sailors relieve each soldier of their weapons and check the ship for anyone else. A total of 15 soldiers are brought to their knees. The bodies of the dead are stripped of worth and tossed into the sea much to the dislike on their fellow soldiers faces. By now the fire has destroyed one of the masts and as a result will be much slower.

"Hahah. A fine vessel we have captured boys. What do you reckon we should do with 'em?

One of the soldiers speaks up, "If you tie us up and leave us on the shore that should give you at least 2 days before anyone can think of coming after you. You'll be long gone by then."


M Human Brawler 3 (Strangler, Steel-Breaker)//Magus 2 (Staff Magus, Hexcrafter) || HP: 39/39 | AC: 18 / T: 14 / FF: 14 | Fort: +6, Ref: +9, Will: +4 | CMD: 19 | Init: +7, Perception: +6

If Marvin had any real skill in Bluff, he'd be communicating a different idea right now...


Your Narrator

You can speak away from the soldiers and have someone else bluff if you want.


M Human Brawler 3 (Strangler, Steel-Breaker)//Magus 2 (Staff Magus, Hexcrafter) || HP: 39/39 | AC: 18 / T: 14 / FF: 14 | Fort: +6, Ref: +9, Will: +4 | CMD: 19 | Init: +7, Perception: +6

"Can we discuss how to best handle such a surrender?" Marvin asks Kargeld and the party.

And, when the others lend an ear, he speaks quietly. "Too much trouble to let this many soldiers go. There's no added risk to being safe. Tie them up, sure, but then arrows or axe-strokes should do it quick. On their ship, not this one—before we loot and scuttle her—so there's no bloodstains. If your folks are feeling squeamish, or team can handle that part for you."


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

Carnadine, still in his disguise as a Human sailor, suggests in the open, "Captain, shouldn't we search the prize first? We may need one of them to reveal its secrets? Let me chat with one."

After a slight pause, he asks another question, "the mast looks torched. Can it keep up with us with a prize crew?"

First coffee is kicking in. Carnadine could Charm Person one of the soldiers to interrogate him, but I'd prefer to get him alone first.


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

"We should weigh them down and throw them over, so they aren't discovered. And we should sink the ship. Burning it might attract unwanted attention. After we bring anything of value across from it, of course. Under normal circumstances, it might be a prize. But we don't have time or resources to deal with it."


Your Narrator

"I ain't got the men to crew two ships and 1 mast on a ship this size is a serious disability and would slow us down. Let's loot it and scuttle it. If these men reveal we are going north with illegal weapons everyone will be on the lookout." Kargeld says, agreeing with Tragershen and then gets defensive, "My men will slice 'em without a thought. I'll do it myself." He clearly holds no value to the soldiers lives and orders several of his men to search the ship.


M Human Brawler 3 (Strangler, Steel-Breaker)//Magus 2 (Staff Magus, Hexcrafter) || HP: 39/39 | AC: 18 / T: 14 / FF: 14 | Fort: +6, Ref: +9, Will: +4 | CMD: 19 | Init: +7, Perception: +6

"Right," Marvin says. "Good to know we've got some seasoned pirates fighting by our side. Loot's not really our goal here, but we wouldn't mind earning a bit of your crew's good will. Feel free to take what you want from their armory, though we'd like to pick through anything you're not using."

Marvin's words are cold, and his manner is unsettling. But he's not lying; he really does have little personal interest in material wealth at the moment.


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

"Agreed. We are just here to make sure the shipment gets through."

Tragershen will go with any of the crew that loots the enemy ship. He'll make liberal use of detect magic, and he'll collect any documents that may be helpful or interesting.

The way Tragershen sees it is go ahead and let them have the loot. We can just recover it when we finish our mission.


Your Narrator

From the Ship and Sodliers

  • 50 Shortswords
  • 50 Spears
  • 50 Crossbows
  • 50 Daggers
  • 1000 Bolts
  • 50 Leather Armours
  • 200gp
  • Patrol Orders for this week
  • Golden Sunburst worth 50gp
  • Weeks worth of food

Captain Sambryl
  • Masterwork Longsword
  • Masterwork Breastplate
  • Masterwork Heavy Steel Shield


M Human Brawler 3 (Strangler, Steel-Breaker)//Magus 2 (Staff Magus, Hexcrafter) || HP: 39/39 | AC: 18 / T: 14 / FF: 14 | Fort: +6, Ref: +9, Will: +4 | CMD: 19 | Init: +7, Perception: +6

Yeah, definitely not interested in any of that.


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

Tragershen will bring the patrol orders to Kargeld. "Will these help you avoid other patrols? If we know where this vessel was to patrol, that is an area we are less likely to encounter another patrol."


Your Narrator

"Interesting. This will let us avoid any other patrols in these waters." Kargeld has his men toss the extra weapons in with their shipment. "More for those bloody bugbears." His men each pick a new looking set of leather armour leaving their old behind, they take some of the food to add to their stockpile. New options to keep the menu a little more interesting. Once the ship is fully searched Kargeld plots a new course to get them underway.

Sensing he might be meeting his end the same man as before speaks up,"Please let us go. No one will be able to catch up to you. Or take me as a hostage and let the rest of my crew go. I was second in command after Sambryl and I know the north." He tries to bargain for his crews lives.

Kargeld doesn't seem to care. "Waste of extra food if you ask me. Let's be done with them all."


M Human Brawler 3 (Strangler, Steel-Breaker)//Magus 2 (Staff Magus, Hexcrafter) || HP: 39/39 | AC: 18 / T: 14 / FF: 14 | Fort: +6, Ref: +9, Will: +4 | CMD: 19 | Init: +7, Perception: +6

"I don't know," Marvin ponders. "This one claims to know things. If his information would actually be useful, we could keep him?"


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

"Information about the North would be good. Let me see if I can get him in the right frame of mind."

After the rest of the crew is dispatched and removed from the deck and while the pirates prepare to scuttle the pinnace, Carnadine separates the first mate from sailors. Then, casually intimidates him with a bared arming sword. "You will tell me everything."
Intimidate take 10+14=24. This gives him a -2 on his next will save.

Carnadine takes a moment to tap his paternal vampire's legacy. He stares into the first mate's eyes. "Look at me." He hisses.
cast Charm Person Will DC 15 with -2 due to shaken: 1d20 - 2 ⇒ (6) - 2 = 4

When the soldier's eyes glaze over for a second, he smiles and says, "hello friend, what's your name? Tell me everything you know about the North. We've a few hours.”


Your Narrator

"Fine. If you want to keep him his food comes out of your portions. I'm not letting my men grow weak to feed the enemy." Kargeld then commands the men to deal with the rest. They take daggers and slice the men's throats and toss them overboard for the sharks who started circling the ship not long after the first bodies fell. "WHY! I was going to give you information for their lives! You'll get nothing from me now you scum." He seems to be a lot braver than at first and spits in Carnadine's face. He recoils a little from Carnadine's menacing look but then falls under his spell.

Kargelds men hack a hole in the bottom of the boat and it slowly fills as the Frosthamar parts the waves once more. The sharks are having a feast as the wreck sinks around them. Bubbles rush to the surface.

The second in command, named Jacque, tells you what he knows, with some coercing. The north is protected by the Watchwall. This you already know and the town Aldencross which you must make fall is one of many home to fortresses that protect it. He says there are as many as 200 soldiers stationed there at one time, though if an alarm is raised that number can reach 1000 or more before long. He does not know the names of anyone stationed there except for Lord Thomas Havelyn the commander and a high ranking paladin, and Father Donnagin, high Priest of Mitra. The ships that patrol do not go more than a couple days from the nearby port so it is unlikely you will ever be found if you sail carefully, there are also only a couple ships out at a time. Sailing the rest of the way north should be little bother. You already know from the map provided by Thorn the route you are taking to get you behind the Watchwall and he does warn of the monsters that inhabit the lands north and warns you not to go there. Several times he tries to tell you of the glories of Talinguarde. Holy, roighteous, fair and just Talinguarde. He promises to put in a good word for you.

When your spell runs out and he realises what has happened and begs Mitra for mercy.

Later than night after an uneventful evening everything goes dark and you are unable to see even with darkvision. You hear a short scream coming from a woman. It lasts only for a handful of seconds and when it lifts and the torches cast their light again, in the place where Luna sat stands a man instead...


Male Human Inquisitor 3 // Swashbuckler 3 | HP 36/36 | AC:20 | T:15 | FF:15 | CMB +3 | CMD:18 | Fort:+6 | Ref:+8 | Will:+7 | Init: +9 | Per+11 |

Just as the womans screams are cut short from wherever they were coming from in the unnatural darkness, from what seems to be the same location they are suddenly replaced with a second voice echoing out it's own pained cries, however this second voice is much deeper and sound like it instead should belong to a man. As the darkness lifts, and the flickering torchlight starts to illuminate the ships deck again, it reveals a human male crouched down on one knee with his hand planted supporting him. With a grimace of pain he rises up from the deck, slicking back his blonde hair and passing his gaze across those present as he searches for those of note whose descriptions and names he had memorized.

First focusing his attentions to the captain, Cassus gives his greetings with an ingratiating smile lighting up his face. "Ah captain Kargeld, it is an honour to be aboard your fine vessel. The Cardinal sends his apologies for the disturbance, however some...late personnel adjustments were required for his plans. I trust there are no issues?"

Plainly discounting that there could be any such possibility, Cassus turns over to the other people of note aboard that Tiadora had briefed him on before invoking her magic to teleport him. As the smile fades from his face, he gives each a small nod of respect in a seperate greeting. Infernal "I am Cassus Davinor, the final member of the Nessian Knot. Cardinal Thorn has need of Mistress Aurial's talents elsewhere and I have been sent here in order to take her place among you." /Infernal


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

Carnadine replies to Kargeld before the bloodletting, "he won't survive to his next meal..."

========================================

When the spell runs out, Carnadine relishes in the first mate's misery, then slits his throat. He weighs the Mitran down with some ballast and throws him overboard, so another shark frenzy doesn't point in their direction.

========================================

Still wearing his Human sailor disguise when Luna is exchanged, Carnadine arches an eyebrow and wonders what the new guy said to Marvin and Tragershen.

Cassus, would you please describe your character?


M Human Brawler 3 (Strangler, Steel-Breaker)//Magus 2 (Staff Magus, Hexcrafter) || HP: 39/39 | AC: 18 / T: 14 / FF: 14 | Fort: +6, Ref: +9, Will: +4 | CMD: 19 | Init: +7, Perception: +6

Aww, Carnadine, I was hoping you'd leave the guy alive for a few days so I could strangle him later. This works too, I guess it'll just be a while until I get to strangle anybody.

Marvin has nothing to say to the newcomer, other than a name, a nod, and a suspicious squinting glance.


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

Tragershen's alien eyes cooly regard the newcomer. By way of testing the authenticity of him, the elf asks "What item has the cardinal bestowed to each of us?"

At this point, Tragershen would have his iron circlet stashed away; he only wears it when he plans on using it.


Male Human Inquisitor 3 // Swashbuckler 3 | HP 36/36 | AC:20 | T:15 | FF:15 | CMB +3 | CMD:18 | Fort:+6 | Ref:+8 | Will:+7 | Init: +9 | Per+11 |

Taking a moment for consideration of the question, Cassus raises up a left hand and ticks up a finger with each point to frame his reply "Two items I believe you mean, the first, a small trinket capable of providing a magical means of disguise. A useful item to be certain. The second...the second is a contract sealed twice by blood"

Posting from work atm, will find description deets wherever they are on my computer when i get home and put them up.


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

Tragershen regards him a moment longer before nodding. "Welcome aboard, and welcome to the mission. I trust you were brought up to speed prior to being delivered to us?"


Your Narrator

The Frosthamar journeys further north guided by the stolen orders no other official craft are encountered. The coastline is now that of the savage north and the captain makes no more attempts hunt to bring in extra food. After the second day sailing past these monster inhabited lands Kargeld anchors offshore as he does every night. A watch is set as usual, rotating a number of the sailors in 4 hour shifts through the night.

Everyone settles down for the night and sleeps. In the middle of the night almost everyone (Tragershen and 2 of the crew remain asleep for now, likely to be woken and start moving in round 2) is woken by a splash. Unsure what is going on you sit up and see some strange creatures on board. The watchmen failed to issue any alarm and have been surprised and pushed overboard, hence the splash.

Round 1 - Tragershen(not awake) - enemies - Marvin - Cassus - Carnadine - allies

The seven small sized watery creatures on board move and attack the nearest sailors. Lying prone on the ground they are easy targets and are slammed by the creatures attacks. Several are quick enough to roll to the side and avoid the blows. You also hear yells from the water as the watchmen overboard are being attacked also. Knowledge(planes) DC11 to identify these creatures.

If you stand up this round you can see dolphins in the water attacking the men over board. If you have darkvision you can see mermaid like creatures floating in the water out of torchlight range, armed with tridents and crossbows. Knowledge(planes) DC 14 to identify these creatures.

GM rolls:

Perception: 1d20 + 2 ⇒ (5) + 2 = 7
Perception: 1d20 + 2 ⇒ (2) + 2 = 4
Perception: 1d20 + 2 ⇒ (5) + 2 = 7
Perception: 1d20 + 2 ⇒ (7) + 2 = 9

Perception=Carnadine: 1d20 + 7 ⇒ (12) + 7 = 19
Perception=Cassus: 1d20 + 11 ⇒ (10) + 11 = 21
Perception=Marvin: 1d20 + 6 ⇒ (15) + 6 = 21
Perception=Tragershen: 1d20 + 8 ⇒ (1) + 8 = 9
Perception=Kargeld: 1d20 + 8 ⇒ (19) + 8 = 27
rest of crew: 11d20 ⇒ (10, 13, 17, 10, 15, 13, 11, 11, 6, 4, 16) = 126

Initiative=Carnadine: 1d20 ⇒ 10
Initiative=Cassus: 1d20 + 9 ⇒ (3) + 9 = 12
Initiative=Marvin: 1d20 + 6 ⇒ (8) + 6 = 14
Initiative=Tragershen: 1d20 + 14 ⇒ (14) + 14 = 28
Initiative=sailors: 1d20 + 2 ⇒ (2) + 2 = 4
Initiative=enemies: 1d20 + 1 ⇒ (14) + 1 = 15

attack=slam: 1d20 + 5 - 1 ⇒ (14) + 5 - 1 = 18dmg: 1d6 + 5 ⇒ (3) + 5 = 8
attack=slam: 1d20 + 5 - 1 ⇒ (20) + 5 - 1 = 24attack=confirm: 1d20 + 5 - 1 ⇒ (7) + 5 - 1 = 11dmg: 2d6 + 10 ⇒ (2, 1) + 10 = 13
attack=slam: 1d20 + 5 - 1 ⇒ (15) + 5 - 1 = 19dmg: 1d6 + 5 ⇒ (3) + 5 = 8
attack=slam: 1d20 + 5 - 1 ⇒ (2) + 5 - 1 = 6
attack=slam: 1d20 + 5 - 1 ⇒ (4) + 5 - 1 = 8
attack=slam: 1d20 + 5 - 1 ⇒ (17) + 5 - 1 = 21dmg: 1d6 + 5 ⇒ (3) + 5 = 8
attack=slam: 1d20 + 5 - 1 ⇒ (4) + 5 - 1 = 8

bite: 1d20 + 5 ⇒ (10) + 5 = 15dmg: 1d6 + 3 ⇒ (4) + 3 = 7
bite: 1d20 + 5 ⇒ (4) + 5 = 9
bite: 1d20 + 5 ⇒ (3) + 5 = 8
bite: 1d20 + 9 ⇒ (16) + 9 = 25dmg: 1d8 + 6 ⇒ (8) + 6 = 14
crossbow: 1d20 + 3 ⇒ (5) + 3 = 8
crossbow: 1d20 + 3 ⇒ (19) + 3 = 22crossbow: 1d20 + 3 ⇒ (6) + 3 = 9dmg: 1d10 + 1 ⇒ (10) + 1 = 11
crossbow: 1d20 + 3 ⇒ (6) + 3 = 9dmg: 1d10 + 1 ⇒ (4) + 1 = 5
crossbow: 1d20 + 2 ⇒ (16) + 2 = 18dmg: 1d10 + 1 ⇒ (9) + 1 = 10
crossbow: 1d20 + 2 ⇒ (18) + 2 = 20dmg: 1d10 + 1 ⇒ (8) + 1 = 9
crossbow: 1d20 + 2 ⇒ (17) + 2 = 19


Male Human Inquisitor 3 // Swashbuckler 3 | HP 36/36 | AC:20 | T:15 | FF:15 | CMB +3 | CMD:18 | Fort:+6 | Ref:+8 | Will:+7 | Init: +9 | Per+11 |

Taking advantage of the lucky reprieve that he has been afforded by the small creatures targeting the crew first in their ambush, Cassus acts quickly to casts a blessing upon himself before swiftly drawing his rapier as he moves in to engage the nearest foe.

Standard - casts Divine Favour (+2): round 1/10
Move - draw weapon + move deliberately drawing AoO
Opportune Parry and Riposte on AoO, if Parry successful: Immediate - attack

Parry: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
Attack: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22 Damage: 1d6 + 4 + 2 + 3 ⇒ (3) + 4 + 2 + 3 = 12


M Human Brawler 3 (Strangler, Steel-Breaker)//Magus 2 (Staff Magus, Hexcrafter) || HP: 39/39 | AC: 18 / T: 14 / FF: 14 | Fort: +6, Ref: +9, Will: +4 | CMD: 19 | Init: +7, Perception: +6

Cassus, if you have to stand up, you're not going to be able to move and attack this round.

Marvin draws his staff and bangs it loudly on the deck. Let's see, can't say "devils" pejoratively, so... "Sea s***s," he shouts, "On the deck! Bring more weapons!"

Knowledge (planes): 1d20 + 9 ⇒ (14) + 9 = 23


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

Round 1

Carnadine returns from his dream to a splash and a call to arms. He prays for His protection and grabs his greatsword as he gets his legs under him.

cast Shield of Faith round 1 of 30. AC 19

move action to stand and grab greatsword


Male Human Inquisitor 3 // Swashbuckler 3 | HP 36/36 | AC:20 | T:15 | FF:15 | CMB +3 | CMD:18 | Fort:+6 | Ref:+8 | Will:+7 | Init: +9 | Per+11 |

Yes, that was a silly oversight thanks for the reminder. So changing that up a bit; Move action is now to stand up and Swift action is to initiate Judgement: Destruction +2 dmg. Previous rolls can stay in place to be used for if Cassus is attacked during the enemy turn.


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

Round 1.

Tragershen continues to slumber, moderately certain that his allies will safeguard him. He doesn't notice as his scorpion familiar shifts positions, getting closer to the elf's hand.


Your Narrator

Tragershen you are definitely away and can act in round 2. We will retcon in your actions if necessary.

Everyone on board scrambles to get up and grab their weapons, the yells and commotion wake those few who were fast asleep (Tragershen +2 crew are prone starting round 2). "We're boarded! Man overboard! Help! Gurgle! Get the ropes!" Cries to help or attack and repel the creatures all drown each other out. Marvin recognises these creatures for small water elementals. Those standing up near the elementals are pummeled further by the elementals watery fists.

Cries of pain from the men overboard can also be heard. The distinct chink of crossbow bolts burrying themselves in the side of the boat alerts to more enemies out in the dark water.

A puddle of water seeps out of the boards at Marvin's feet and another small water elemental bursts out of it just moments after his shout as if he had summoned it himself. It swings its watery fists at him knocking aside the planted staff and slamming into his torso (5 dmg).

Round 2 - Tragershen - enemies - Marvin - Cassus - Carnadine - allies

gm rolls:

slamAoO: 1d20 + 5 ⇒ (13) + 5 = 18dmg: 1d6 + 3 ⇒ (1) + 3 = 4
slamAoO: 1d20 + 5 ⇒ (7) + 5 = 12
slamAoO: 1d20 + 5 ⇒ (6) + 5 = 11
slamAoO: 1d20 + 5 ⇒ (20) + 5 = 25confirm: 1d20 + 5 ⇒ (14) + 5 = 19dmg: 2d6 + 6 ⇒ (2, 4) + 6 = 12
slamAoO: 1d20 + 5 ⇒ (9) + 5 = 14dmg: 1d6 + 3 ⇒ (2) + 3 = 5
slamAoO: 1d20 + 5 ⇒ (1) + 5 = 6
slamAoO: 1d20 + 5 ⇒ (15) + 5 = 20dmg: 1d6 + 3 ⇒ (4) + 3 = 7

slam: 1d20 + 5 ⇒ (1) + 5 = 6
slam: 1d20 + 5 ⇒ (20) + 5 = 25confirm: 1d20 + 5 ⇒ (9) + 5 = 14dmg: 1d6 + 3 ⇒ (6) + 3 = 9
slam: 1d20 + 5 ⇒ (10) + 5 = 15
slam: 1d20 + 5 ⇒ (16) + 5 = 21dmg: 1d6 + 3 ⇒ (2) + 3 = 5
slam: 1d20 + 5 ⇒ (15) + 5 = 20dmg: 1d6 + 3 ⇒ (3) + 3 = 6
slam: 1d20 + 5 ⇒ (17) + 5 = 22dmg: 1d6 + 3 ⇒ (6) + 3 = 9
slam: 1d20 + 5 ⇒ (12) + 5 = 17

swim: 1d20 + 6 ⇒ (16) + 6 = 22shortsword: 1d20 + 3 ⇒ (12) + 3 = 15dmg: 1d6 + 3 ⇒ (1) + 3 = 4
swim: 1d20 + 6 ⇒ (18) + 6 = 24shortsword: 1d20 + 3 ⇒ (4) + 3 = 7
swim: 1d20 + 6 ⇒ (1) + 6 = 7shortsword: 1d20 + 3 ⇒ (1) + 3 = 4off balance drops weapon
swim: 1d20 + 6 ⇒ (14) + 6 = 20shortsword: 1d20 + 3 ⇒ (8) + 3 = 11

bite: 1d20 + 3 ⇒ (5) + 3 = 8
bite: 1d20 + 3 ⇒ (19) + 3 = 22dmg: 1d6 + 1 ⇒ (3) + 1 = 4
bite: 1d20 + 3 ⇒ (3) + 3 = 6
bite: 1d20 + 7 ⇒ (10) + 7 = 17

heavy crossbow: 1d20 + 3 ⇒ (9) + 3 = 12
heavy crossbow: 1d20 + 3 ⇒ (9) + 3 = 12
heavy crossbow: 1d20 + 3 ⇒ (4) + 3 = 7
heavy crossbow: 1d20 + 4 ⇒ (12) + 4 = 16dmg: 1d10 + 1 ⇒ (5) + 1 = 6
heavy crossbow: 1d20 + 4 ⇒ (11) + 4 = 15dmg: 1d10 + 1 ⇒ (3) + 1 = 4
heavy crossbow: 1d20 + 4 ⇒ (17) + 4 = 21dmg: 1d10 + 1 ⇒ (7) + 1 = 8

slam: 1d20 + 5 ⇒ (19) + 5 = 24dmg: 1d6 + 3 ⇒ (2) + 3 = 5


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

Round 2.

Tragershen rises suddenly, casting a spell to preserve his safety. Suddenly, 1d4 + 1 ⇒ (2) + 1 = 3 images of himself appear around him.

Casting Mirror Image and stand up.


Male Human Inquisitor 3 // Swashbuckler 3 | HP 36/36 | AC:20 | T:15 | FF:15 | CMB +3 | CMD:18 | Fort:+6 | Ref:+8 | Will:+7 | Init: +9 | Per+11 |

Heading across the ships deck towards the nearest foe, Cassus goads the creature to attack him by leaving a deliberate opening in his defense in order to swiftly take advantage and attempt to counter it's blow and then attempts to finish it off with a vicious thrust from his blade.

Move/Provoke/Parry as described from the previous turn, hopefully those rolls are still good to use? If so damage from a hit would be -1 from the total: -3 Precise but +2 Judgement (damn Immune from Precise Elementals ;) )
Attack: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20 Damage: 1d6 + 4 + 2 + 2 ⇒ (1) + 4 + 2 + 2 = 9


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

Round 2

Without an obvious target, Carnadine now asks Asmodeus for His Divine Favor in battle.

He moves to provide a flank for Marvin.

cast Divine Favor round 1 of 10. +1 attack & damage
Shield of Faith round 2 of 30. AC 19

move action to flank


M Human Brawler 3 (Strangler, Steel-Breaker)//Magus 2 (Staff Magus, Hexcrafter) || HP: 39/39 | AC: 18 / T: 14 / FF: 14 | Fort: +6, Ref: +9, Will: +4 | CMD: 19 | Init: +7, Perception: +6

Whoo, guess I'm flanking now.

"These weirds aren't natural," Marvin calls out as he enhances his staff and swings twice. "Something might be summoning."

Cast Defensively (DC 15): 1d20 + 7 ⇒ (16) + 7 = 23

Flanking Power Attack Spell Combat 1: 1d20 + 8 - 1 - 2 + 2 ⇒ (10) + 8 - 1 - 2 + 2 = 17
Damage (Brand): 1d6 + 1 + 1 + 2 + 1 ⇒ (2) + 1 + 1 + 2 + 1 = 7

Flanking Power Attack Spell Combat 2: 1d20 + 8 - 1 - 2 + 2 ⇒ (3) + 8 - 1 - 2 + 2 = 10
Damage (Brand): 1d6 + 1 + 1 + 2 ⇒ (2) + 1 + 1 + 2 = 6


Your Narrator

Carnadine there are 8 now 7 targets on board and since you have darkvision you can see the other creatures 60ft. away on the water surrounding the ship(alas you don't have knowledge(planes) but if you describe the fish-men I will let Marvin make a Planes roll DC14 at -5 penalty)

Cassus and Marvin both hit their different targets, water splashing on the deck in place of blood.

Some of the crew run to grab rope or help their 'fallen-overboard' crewmates up out of the water. The rest join in the battle for the ship. At 8 locations around the Frosthamar deck seperate duels erupt, in the open and in between the crates and illegal cargo. Iron vs Water. Kargeld flanks with a sailor and his greataxe cuts one in two and it melts into a puddle of water on deck as it dies. Several wounds are exchanged on both sides as shortswords slash and bucklers absorb blows. Over the noise of the battle everyone can hear an angry voice in common coming from out on the water on the port side. "By the grace of Mitra I have forseen the evil you bring! It shall stop here! You shall all die!"

Round 3 - Tragershen - enemies - Marvin - Cassus - Carnadine - allies

GM rolls:

shortsword: 1d20 + 5 ⇒ (8) + 5 = 13
shortsword: 1d20 + 5 ⇒ (20) + 5 = 25confirm: 1d20 + 5 ⇒ (5) + 5 = 10dmg: 1d6 + 3 ⇒ (3) + 3 = 6
shortsword: 1d20 + 5 ⇒ (9) + 5 = 14
shortsword: 1d20 + 5 ⇒ (2) + 5 = 7
shortsword: 1d20 + 5 ⇒ (4) + 5 = 9
shortsword: 1d20 + 5 ⇒ (12) + 5 = 17dmg: 1d6 + 3 ⇒ (6) + 3 = 9
shortsword: 1d20 + 5 ⇒ (16) + 5 = 21dmg: 1d6 + 3 ⇒ (1) + 3 = 4
greataxe: 1d20 + 11 ⇒ (20) + 11 = 31confirm: 1d20 + 11 ⇒ (20) + 11 = 31dmg: 3d12 + 33 ⇒ (4, 8, 12) + 33 = 57

swim: 1d20 + 6 ⇒ (14) + 6 = 20shortsword: 1d20 + 3 ⇒ (13) + 3 = 16
swim: 1d20 + 6 ⇒ (1) + 6 = 7shortsword: 1d20 + 3 ⇒ (8) + 3 = 11off balance
swim: 1d20 + 6 ⇒ (5) + 6 = 11shortsword: 1d20 + 3 ⇒ (8) + 3 = 11

slam: 1d20 + 5 ⇒ (5) + 5 = 10
slam: 1d20 + 5 ⇒ (9) + 5 = 14
slam: 1d20 + 5 ⇒ (16) + 5 = 21dmg: 1d6 + 3 ⇒ (3) + 3 = 6
slam: 1d20 + 5 ⇒ (14) + 5 = 19dmg: 1d6 + 3 ⇒ (1) + 3 = 4
slam: 1d20 + 5 ⇒ (8) + 5 = 13
slam: 1d20 + 5 ⇒ (4) + 5 = 9
slam: 1d20 + 5 ⇒ (13) + 5 = 18dmg: 1d6 + 3 ⇒ (6) + 3 = 9

bite: 1d20 + 3 ⇒ (19) + 3 = 22dmg: 1d6 + 1 ⇒ (3) + 1 = 4
bite: 1d20 + 3 ⇒ (12) + 3 = 15dmg: 1d6 + 1 ⇒ (2) + 1 = 3
bite: 1d20 + 3 ⇒ (13) + 3 = 16
bite: 1d20 + 7 ⇒ (12) + 7 = 19dmg: 1d8 + 4 ⇒ (1) + 4 = 5

heavycrossbow: 1d20 + 3 ⇒ (9) + 3 = 12
heavycrossbow: 1d20 + 3 ⇒ (4) + 3 = 7
heavycrossbow: 1d20 + 3 ⇒ (16) + 3 = 19dmg: 1d10 + 1 ⇒ (5) + 1 = 6
heavycrossbow: 1d20 + 3 ⇒ (2) + 3 = 5
heavycrossbow: 1d20 + 3 ⇒ (15) + 3 = 18dmg: 1d10 + 1 ⇒ (8) + 1 = 9
heavycrossbow: 1d20 + 3 ⇒ (13) + 3 = 16


M Human Brawler 3 (Strangler, Steel-Breaker)//Magus 2 (Staff Magus, Hexcrafter) || HP: 39/39 | AC: 18 / T: 14 / FF: 14 | Fort: +6, Ref: +9, Will: +4 | CMD: 19 | Init: +7, Perception: +6

"And there's our summoner!" Marvin shouts, making an attack on the nearby elemental and then moving towards the port side of the boat (he'll take a 5' step if it's still standing after his attack, otherwise he'll move a full 30')

Cast Defensively (DC 15): 1d20 + 7 ⇒ (12) + 7 = 19
Flanking Two-Handed Power Attack Spellstrike Brand: 1d20 + 8 - 1 + 2 ⇒ (4) + 8 - 1 + 2 = 13
Damage: 1d6 + 1 + 1 + 3 + 1 ⇒ (5) + 1 + 1 + 3 + 1 = 11


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

Round 3

With an obvious target, Carnadine moves to destroy something. Expecting the elementals not to speak his language, he motions to the ground while casually exuding his intimidating presence. Then, he attempts to destroy it with a greatsword slash.

move action to something attempting to flank.

Intimidate: 1d20 + 14 ⇒ (8) + 14 = 22
If succeed by 10, Will DC 15 to force prone giving +4 attack

Hurtful, swift action to attack with greatsword +DF: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22 +2 to flank
if hit, damage: 2d6 + 9 + 1 ⇒ (2, 4) + 9 + 1 = 16 +1 to flank

Divine Favor round 2 of 10. +1 attack & damage
Shield of Faith round 3 of 30. AC 19


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

Round 3.

At Marvin's mention of a 'summoner', Tragershen moves swiftly to the side of the vessel. If he can single out the caster (he has low light vision), he'll prepare to counter the caster's next move.

Tragershen will ready an action to cast Magic Missiles at the caster when he starts casting a spell, doing 2d4 + 2 + 1 ⇒ (2, 2) + 2 + 1 = 7 damage.

If Tragershen can see the opponents with his low light vision let me know and I'll make the appropriate knowledge checks.


Male Human Inquisitor 3 // Swashbuckler 3 | HP 36/36 | AC:20 | T:15 | FF:15 | CMB +3 | CMD:18 | Fort:+6 | Ref:+8 | Will:+7 | Init: +9 | Per+11 |

Round 3

Casting a glance off to the voice shouting out from portside of the ship Cassus cannot see anything apart from the inky blackness of the nighttime sea. Putting it out of mind for now, he steps through the puddled remains of his former foe and moves in to flank another of the creatures menacing one of the ships crew members and sends out a flickering strike with his rapier.

Power Attack: 1d20 + 9 + 3 ⇒ (20) + 9 + 3 = 32 Damage: 1d6 + 6 + 2 + 2 ⇒ (5) + 6 + 2 + 2 = 15
Crit Threat: 1d20 + 9 + 3 ⇒ (10) + 9 + 3 = 22 Damage: 1d6 + 6 + 2 + 2 ⇒ (5) + 6 + 2 + 2 = 15

Divine Favour round 3/10


Your Narrator

Tragershen is at the start of the round thus could not have reacted to Marvin saying that after hearing the creature's message. Please post different actions for round 3 and you can look at the creatures in round 4

Marvin and Carnadine's Water elemental succumbs to the Dhampir's intimidation magic but before it can drop to the ground Carnadine's greatsword cuts it down and another motionless puddle soaks the deck. Cassus' rapier pierces the watery heart of another elemental and it bursts, soaking Cassus and the sailor flanking it. 3 puddles of water, 5 more elementals left standing.

The odds on deck are improving as elementals fall. The sailors together flank and attack wearing down the elementals but do not fell any more yet. Kargeld himself even slips as he fights and cries out in frustrated rage. The crew that went to aid those over board drop ropes and two of those below climb out looking the worse for wear and having relinquished their swords drop to the deck exhausted. "He's gone! He's under!" is called out from two other places revealing the deaths of the other two crew over board.

Tragershen(round 4) can just make out the creatures. All but one of them are wielding crossbows and all have tridents. The one without a crossbow is looking at you. This is the one the voice came from and must be the leader. Planes DC14 to identify these. You see him begin to cast a spell and release your missiles but he has some sort of protection surrounding him and your spell fizzles out half way to him. He continues casting his spell.

To protect their leader several others aim their crossbows at Tragershen, two go wide but one is much closer and destroys one of your images. From the other side of the ship more bolts miss and one hits Kargeld in the arm.

Tragershen I am moving you to the end of round 4(rather than beginning of round 5) to avoid more confusion. So repost round 3 and then post for 'round 5' which is now 'extra round 4'.

Round 4 - Tragershen - enemies - Marvin - Cassus - Carnadine - allies - Tragershen

DM rolls:

will: 1d20 ⇒ 6

shortsword: 1d20 + 5 ⇒ (1) + 5 = 6
shortsword: 1d20 + 5 ⇒ (15) + 5 = 20dmg: 1d6 + 3 ⇒ (2) + 3 = 5
shortsword: 1d20 + 5 ⇒ (17) + 5 = 22dmg: 1d6 + 3 ⇒ (3) + 3 = 6
shortsword: 1d20 + 5 ⇒ (12) + 5 = 17dmg: 1d6 + 3 ⇒ (1) + 3 = 4
shortsword: 1d20 + 5 ⇒ (9) + 5 = 14
shortsword: 1d20 + 5 ⇒ (4) + 5 = 9
shortsword: 1d20 + 5 ⇒ (15) + 5 = 20dmg: 1d6 + 3 ⇒ (1) + 3 = 4
greataxe: 1d20 + 11 ⇒ (3) + 11 = 14

strength: 1d20 + 6 ⇒ (12) + 6 = 18
strength: 1d20 + 6 ⇒ (10) + 6 = 16

AoO: 1d20 + 3 ⇒ (16) + 3 = 19dmg: 1d6 + 1 ⇒ (1) + 1 = 2
AoO: 1d20 + 3 ⇒ (14) + 3 = 17dmg: 1d6 + 1 ⇒ (4) + 1 = 5

slam: 1d20 + 5 ⇒ (7) + 5 = 12
slam: 1d20 + 5 ⇒ (5) + 5 = 10
slam: 1d20 + 5 ⇒ (8) + 5 = 13
slam: 1d20 + 5 ⇒ (10) + 5 = 15
slam: 1d20 + 5 ⇒ (9) + 5 = 14

Tragershen Will: 1d20 + 4 ⇒ (5) + 4 = 9

crossbow: 1d20 + 4 ⇒ (3) + 4 = 7
crossbow: 1d20 + 4 ⇒ (10) + 4 = 14
crossbow: 1d20 + 4 ⇒ (17) + 4 = 21hits tragershen on 1: 1d4 ⇒ 2

crossbow: 1d20 + 3 ⇒ (12) + 3 = 15
crossbow: 1d20 + 3 ⇒ (14) + 3 = 17
crossbow: 1d20 + 3 ⇒ (20) + 3 = 23confirm: 1d20 + 3 ⇒ (17) + 3 = 20dmg: 2d10 + 2 ⇒ (6, 7) + 2 = 15

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