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Scro

Klothar's page

422 posts. Alias of bsongy.


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Lantern Lodge

Cog, obviously still with a hang over, grimices and wryly says "Yeah. Great to be here."

Cog goes and hangs on the deck rail.

Shortstone replies "They didn't seem like they wanted a fight. Just tryin to intimidate us and such. They seem surprised that we weren't cowed by them. As soon as we showed a willingness to figjt, they backed down. Sandara and I eventually figured how to barricade the door though the lock was broke. Well baracade tonight. I think well be okay, for now."

Cursewell says "No other pistiols amoungst the Wormwood crew either...well, except for the four that went missing. The ones you were accused of stealing...remember? As far as I could tell the shhots were in the face and the back. The powder burned the skin pretty bad too."

Going back to examining the candle, Septa realizes he has seen one before, on the desk of a Justice of the Peace in Riddleport. Under arrest for vagrancy, the fat justice demanded a 10 gp bribe or the case would go to trial. "And this candle of truth will insure the facts come out". You, being guilt of many other crimes, chose not to test the power of the candle, and paid the bribe.

Lantern Lodge

Septa casts detect magic, and finds that one and only one of the candles is magical.

spellcraft roll to identify

While Septa is examining the candles, Cog comes stumbling down the stairs.
Seeing Septas surprise, he explains "Got drunk and picked a fight with one of the Rahadoumi. The Captain through me off the Wormwood. I think. Been sleeping away the drunk since."

Cog will watch out for any most people, while Septa finishes examining the candles.

The next morning Cog is assigned to the lines.Cursewell is back to the galley. The rest of Septa friends are assinged as deckhands.

Sandara is quiet with an angry expression, but says nothing. Shortstone shirks his duties and comes to talk to Septa. "Captain Plugg and Master Scourge tried to bugger Sandara and I last night. They tried intimidating and ordering, we responded with a few spells and prayers for sanctuary. It was a standoff but when we showed we were willing to draw steel on them, they gave up. I don't think they expected us to put up a fight."

fort roll for avoiding fatigue while working in the bilge

That evening your gang gathers for memoralizing Giffer. Septa is looked to say a few words.

After Septa finishes, Cursewell speaks up: "I prepared Giffers body. Wrapped in sailcloth I did. I saw, she only had two wounds. No cuts, just two pistol shots. I have a question. I summary see any Rahadoumi with pistols, did ya?"

Lantern Lodge

That evening Man's Promise follows the same pattern as the Wormwood, heaving to and dropping anchor in shallows near a reef. Kroop, still serving as ships cook, brings a meal of boiled beef and carrots, fresh a0plea, milk and wine; "Thanks to Rahadoumi stores

While the crew is hanging their hamnocks in the crew area, Captain Plugg comes down the ladder.

"Sandara. Shortstone. You'll bunk in o."fficers country, where I can keep an eye on you. I'm not going to have any trouble on my ship."

In his hammock, Septa realizes that he hasn't examined the candles yet.. And that Kroop has not found the spyglass yet, but he is bound to find it eventually. Finally, when he rises he will have to decided what spells to pray to Besmara for.

Septa is I'm a new world, with new dangers

Lantern Lodge

Septa heads over to Man's Promise and stowed his gear. The ship is still quite a mess and Master Scourge orders him to Join the rest of the crew in preperations for departure.

Within the hour, the ship is underway, the Wormwood just a tiny dot on the horizon.

Lantern Lodge

Xp total was incorrect

Add +2533

Septa levels

Lantern Lodge

+1267 XP

What is the total? I don't have my records here.

Lantern Lodge

"I ain't sure. Da Pirate Queen told me to giv ya dis in a dream."

Lantern Lodge

While Septa is gathering his footlocker, Grok stops him. Strangely the half-itch looks as if she has been cryiing. "You da only one ever been nice to me. Theres goin to be trouble for tag.. I feel it. Take this its the only ting I can think to help ya with.". She hands Septa a metal box with five candles in it.

Lantern Lodge

Xp coming once I get you onboard the promise.

Lantern Lodge

Mr Plugg pulls out a scrap of paper and shouts. "If I call your name, get your gear and report in on the Man's Promise. Anyone who takes more than ten minutes gets ten lashes. Master Scourge. Maheem. Slippery. Narwhale. Septa. Badger. Arreta Bansion. Sandara. Fipps. Ambrose. Shortstone. Cursewell. Patch. Kipper. Owlbear. Get moving!"

Lantern Lodge

Ten crew and three officers were killed or captured by your group.

Six on the aftcastle , an officer who attacked the captain, an officer and two crew on the starboard boat, an officer and two crew on the port boat.

Lantern Lodge

The next dawn a bell rings,calling all hands on deck.

Up top, Septa finds Captain Harrington looking down from the poop deck. The crew of the Wormwood are gathered in the center of the deck, each of the prisoners in manacles with a long chain connecting all of then, with the remainder of the Wormwood's officers guarding them. The Wormwoods crew crowds in finding places to stand on top of hatches, standing on the gunwalls or in the rigging.

Captain Harrigan addresses the caprives, offering a place on the Wormwood crew for any willing to throw in with the pirates. Twenty-seven Rahadoumi, but no officers, raise their hands and Master Scourge unlock their manacles, and they take their place amoung the Wormswood's crew.

Captain Harrigan then address the pirate crew.

"All right, you scurvy tars! You've done a right good job by me -- we've got a second ship now and she's quite a prize from the looks of her. But I still have only one crew. So here's the plan -- the Wormwood will sail on to our planned destination with our new shipnates here, while Mr Plight will pick a skeleton crew to sail Man's Promise to Port Peril where she'll be worth a pretty penny as salvage."

"Take the officers below -- no doubt some of them will be worth a hefty ransom from their families back in Azure."

Master Scourge disconnects the eleven officers from the long length of chain, and with the help of his lackies, leads the down to the Wormwood's bilfge to secure them there.

"As for the rest, if you aren't worth ransom, and the life of a pirate isn't for you, you may leave my ship. Spend the rest of your lives at sea!"

With these words, Captain Harrigan drags an anchor forward to the edge of the poop deck so all can see. Despite the weight of the mine foot anchor, Captain Harrigan displays super human strength as he single handedly drags the anchor to the gunwalls and throws the anchor overboard.

Everone is puzzled until the sound of chain rattling overboard as its pulled overboard by the anchor.

The 114 chained Rahadoumi panic,. Most grab onto something-- six wrap their arms and legs around the main mast. A dozen or so brace their legs against the gunwalls. A score beg Captain Harrigsn for mercy. Two attack their chair.s.

But it does not matter.

As the slack goes out of the chain, each is whipped overboard by the multi tomb weight. The Rahadoumi shout, curse and despite supposedly all being atheist, pray. The crew close@t to Septa cries.

One by one, each is whipped overboard. It takes a surprisingly long time before the last one disapears cursing the Captain.

When it is finished, Captain Harrigan stands looking at the crew, the only sound is "Caulky",Tarroon, the Captains teenage cabin girl, laughing hysterically. She seems to find the Captains actions humorous.

"Mr Plight announce your crew!"

Lantern Lodge

Cog politely refuses using the sword. " Tis bad luck. If one of us died while I ha it, s who knows how to dispense the gear. An I really don want Ye ts come lookin for me if Ye died first" he explains pointing to one of the Hynix zombies.

He continues "Tarbottom was teachin me to be a poisoner and freebooter like him. I hanna master the ways of castin, but I know enough to use these. Ah didna mention them cause I had them stowed in meh lockah."

Cog is w ranger(freebooter) 1/rogue(poisoner) 1

Grok agrees to the sale of the bucklers and armor.

Lantern Lodge

Grill replies that she doesn't have a set of masterwork chain.

She has some masterwork leather, two masterwork bucklers and some mundane armor.

As far as weapons, she has a magic dagger, a magic short sword, magic arrows, masterwork SAP, masterwork 43 masterwork darts, 3 masterwork daggers, a masterwork light crossbow, masterwork war ax, and a mix of mundane weapons.

Other magic items she has a wand of bless weapon, spell scrolls, potion of barkskin, potion of cure light wounds, potion of haste.

She has a climbing kit, disguise kit holy water, tanglefoot vaga, SciFi, alchemist diré, thieves tools, manacles sms a huge quantity of random gear.

Finally, after letting Septa look through the items aha says "Ah gots about a hannert an tree gold. If to sellin, you hafta to take trade for anyting moh."

Lantern Lodge

Sandara, as a cleric of Besnara, also prefers a rapier.

Cog however fights with a cutlass. He would be interested.

"I have several things that Tarbottom, my mentor gave me:
a potion of haste
a potion of neutralize poison
A scroll of scorching ray
A wand of magic missiles with 18 charges

Along with booty from a previous bording
Two bottles of a sweet, dark red wine from Varisia

Would you take that in trade?

Lantern Lodge

Cog and Sandara are very thankful for the potions. Sandara kisses Septa. Cog doesn't.

Lantern Lodge

"Giffer" Tibbs, the bedragled female gnome with one eye, was the pirate who died. She died from three gunshots on the lowest deck. By the time Shortstone got down to that deck, checking and healing the wounded, she was already dead.

Master Scourge was penalized. 150 pieces of gold for having someone die on his team.

Lantern Lodge


THREE potions of cure moderate wounds
One potion of invisibility
Amulet of natural armor +1
short sword, +1

Septa notes that Master Scourge was docked 150gp because a crewman under his command was killed.

Lantern Lodge

Kroop is out cold. Septa hides the spy glass with little problem.

After another nights sleep, Septa awakens to the Pirate Officers gathering the crew on the deck of Man's Promise. The ale is stilll.flowing while the captain calls the crew up a few at a time.

After a few minutes, Captain Harrigan He calls up Septa, Sandara and Cog.

"Boarding Master, for completing your orders, I give you these."

He hands Septa a leather case containing three glass flask. Labels have been added by Longfarthing. Three say "moderate curative" and was said "invisibility".

"And for each of you" he hands each of you a pouch with 100gp

"For killing ten Rahadoumi marines, twenty-five pieces of gold each, and for capturing an officer alive 200 pieces of gold.". He hands each of of you 150gp.

"And I saw you kill the officer coming up behind me.". He hands Septa an large green stone on a gold chain.

"The officer, The Rahadoumi marine leader, was carrying this. Best ya have it."

The captain holds up a short sword, the scabbard wrapped in white leather and silver filigree, the blade glowing a bright blue-white.

You three are dismissed and return to the rest of the crew who are comparing their booty. Septa has come away with more than any of the other non officers.

From the Wormwood, From calls that the ships store is open for buying, selling and trade.

Lantern Lodge

...over looked in the crows nest.

What does he do with this gear?

Lantern Lodge

Septa finds the following on Man's Promise:

The nameplate on the fore deck shows sign that the ship was previously called The Motley, and that there were multiple names before that.

One of the ships boat is a 12 man cutter, while the other is an 8 man gig. Both are rigged with sails and oars.

Under the stern castle and forecastle are the captains and offiSepta did seeecer cabins. Mr Puff and Master scourge and their cronies have taken up residence in

these, with Captain Harrigans permission. A 24hr guard is on the doors and Septa is denied admittance. Septa did see that both had locked hatches down and upward.

Below the captains cabin is the cooks area.. forward of the galley is crew berthing and the cargo hold. Septa finds Ambrose Kroop the cook passed out drunk in this room. Additionally Cursewell and Shortstone emerge from the pantry quite disheveled. After saying hi and grabbing some ale and bread, the disappear into the galley again. Forward of the galley is an empty armory and a secondary hold, with largest hatches in floor and cealing.

On the lowest deck is the main cargo hold. A large hatch in the cealing provides acccess for loading both this and the cargo hold on the mid deck.. the aft of bottom deck.is blocked off by a strong wood wall reinforced with iron strapping. It's iron door sports a large padlock. Septa knows that areas like this are often used for transporting slaves, but silver bars were being transported in this area instead. The bars and everything else of value has been removed to the main deck for the pirate officers to count, and the Rahadoumi crew have been locked up in this secure hold.

Septa finds little if interest below decks but when he climbs the rigging, he finds a dropped heavy crossbow, 8 quarrels and a spyglass that has been over loomed.

Lantern Lodge

While drinking from a full mug of ale, Sandara Andaman up behind Septa and pops an Orange wedge into Septas mouth. Finisghing her own wedge , she says "You believe it? Fresh fruit.".

Wiping the juice from her hands, she grabs Septa's hand and without asking leads Septa over to where Cursewell and Shortstone are fiddling. There she begins to dance. She will dance with Septa for a good four hours.

When Septa heads below, Sandara follows.

Hammocks are not well suited for some things, but when the will is there people can get most anything done.

The next morning Sandara heads off to gamble, while Septa goes to explore Man's Promise.

I need two perception rolls

Lantern Lodge

The crowd of sailors hit the deck, but with both boats disabled and no.shore to be sten the Rahadoumi mill about furious. The pirates storm up from down below and begin to disarm the crew, the Rahadoumi do not resist.
A chanty goes up amoungst the pirates ad the captain places an ornate chair on the fore deck and instructs the pirates to gather the booty while the officers gather the prisoners.

Septa notes that Mr Puff, Master Scourge, the hiking zombies and most.of the crew escaped without serious injury.

Do you place the money and oossesions you previously stripped into the booty pile?

After the booty hads been gathered, the pirates beegin a part, helping themselves to the best food and drink the Man's Promise has to offer. The Rahadoumi are placed into irons and locked in the hold.

The Pirate officers have their own meeting on the fore deck, deciding how to split the booty.

Mean while the party continues. Cursewell and Shortstone play their fidals while flirting with each other. Owlbear drinks from a five gallon keg of ale. After the first hour of drinking, wine not grog, Septa catches Sandara looking at him with a curious look. It looks like everyone is intending to celebrate heartily.

you have 36 hours of partying ahead. Septa may take up to five actions like the nightly action: drink, make friends, persuade, sleep, explore an area of the ship etc. As usual he can try to persuade others to take an action also

Lantern Lodge

The wolf grabs the soldiers left wrist, wrenching him to the ground, opening a large gash gash, the soldier screaming first in pain and then shouting "Meh yeeld! Meh yeeld!"

The officer is disarmed without incident.

Arcane fog again desends upon the aft portion of the Man's Promise. Sounds of fighting cone from below deck. Groans of sailors, mortally wounded but not yet dead, both pirates and Rahadoumi, come through the fog.

After a dozen seconds, Captain Harrington emerg
es from the canine door that passes under the aft deck. Holding a bloody human heart in his right hand, he silently nods at Septa and then walks down the stairs to the below decks.

The arcane fog ends.

Another dozen or so seconds there is the shrill sound of a boatswain's pipe playing the incessant bleeting of "abandon ship".

Immediately there is a flood of soldiers who are moving onto the deck. Seven are on the stairs moving up. Four exit the gun ports on the port side, three from the starboard, one from the forward rope locker hatch, three from the aft doors the captain came out of, two from the aft doors on the aft deck, one coming down from the crows nest. More are following. Septa thinks all will head for the two ships boats.

The boarding party will be able to act before rant will make it onto the deck.

Actions?

Lantern Lodge

Turn 22
Held Rahadoumi Officer at V2
Rahadoumi Sailor (rahadoum9) at W8
Surrendered Rahadoumi Sailor (rahadoum10) at X8

Sanadara at AB4
Summoned Celestial Wolf at V7
Septa at Z3
Cog at Y8

Action Order: Sandara & her summoned Wolf-Septa-All rahadoumi-Cog

Celestial Wolf
HP 13
bite +2(1d6+1 plus trip @ CMB +2)
Darkvision 60'; Resist Cold/Acid/Electricity 5
smite evil once per day @ +0 to Hit +2 Damage
This is round 1 of 3 rounds it is summoned for

Actions for Sandara, Wolf and Septa?

Lantern Lodge

I see...
Sanadara continues her arcane gestures; Septa knows that the wolf will arrive in a few seconds.

Lantern Lodge

Balik will thank him, ask for directions and distance to Xu, then depart.

Once he is out of sight of the cabin, he will circle around and approach using stealth. He intends to watch the cabin, to see if the farmer does anything suspicious, now that he thinks Balik has departed.

unskilled stealth roll: 1d20 + 2 ⇒ (10) + 2 = 12

Lantern Lodge

Turn 22
Rahadoumi Officer at V2.
Rahadoumi Sailor (rahadoum9) at W2
Rahadoumi Sailor (rahadoum10) at X2

Sanadara at AB4
Septa at Z3
Cog at AB3

Action Order: Sandara-Septa-All rahadoumi-Cog

Sanadara casts hold person on the officer...
Rahadoumi Officer Will save DC16: 1d20 + 2 ⇒ (1) + 2 = 3
...the officer suddenly stiffens, able to move only his eyeballs.

Septa holds his action

The enlisted Rahadoumi, decide that their officer's last command is their best course of action, and run to the portside boat.

rahadoum9 from W2 to W8
rahadoum10 from X2 to X8

Cog moves from AB3 to Y8 and attacks rehadoum10
using Cog's rolls with a bonus for height advantage
Cog swipes at the sailors left arm as he reaches up for the rope attached to the portside ship's boat. Though not a mortal wound, the wound is severe enough that the next blow would certainly kill him. With little fight left in him, and signals his surrender by dropping his weapons.

The other sailor continues trying to free the ship's boat, shouting curses to the man who enlisted him in the Rahadoumi marines.

Action for Septa?

Lantern Lodge

Turn 21

.The three of your boarding party are suprised when three Rahadoumi soldiers come running out of the fog, to the starboard davit, and begin trying to launch the ships boat.

With three working together they would've gotten far along with launching the boat, but with the aft rope jammed, the boat merely dangles nose downward.

The soldiers are surprised by this. "To the port boat!" Shouts the officer but the other two have yet to act.

Actions: Sandara, Septa and Cog

Lantern Lodge

Septa nails the aft block and tackle on the davit of the starboard ships boat, jamming the rope good and well.

Lantern Lodge

Cog finds amoungst the eight dead soldiers on the aft deck and sterncastle:
Eight suits of studded leather armor, though it will take a while to strip of
Eight heavy crossbows with bolts
Eight short swords
Total gold: 8d6 + 80 ⇒ (1, 5, 4, 2, 1, 3, 6, 2) + 80 = 104
Cog finds no potions or other magical items.

Two Sandaras wink at Septa

Septa throws the tangle foot bag
roll vs AC5

Lantern Lodge

Actions? ...before things heat up again <evil GM laugh>

Lantern Lodge

Sandara's second strike strike a vein in his upper chest. The guard crumples before making it to the gunwhales.

The fog remains thick -- Longfarthing continues his casting to renew the spells as they expire.

From the deck Septa does not hear any fighting, just the sound of wounded men, both boarders and Rahadoumi, binding their wounds, while beneath his feet muffled sounds suggest that a war rages beneath his feet.

It seems your group a a brief respite during this lull in the battle.

Lantern Lodge

The Rahadoumi soldier, perhaps to the boarding parties surprise, stands rapidly, leaping for the starboard side, in an effort to jump overboard.

AoO provoked
Yes! You may draw as a free action from the bandolier!

Lantern Lodge

Balik does not approach the burrow, but notes whether it turns towards the house.

Lantern Lodge

reflex save Cog: 1d20 + 5 ⇒ (7) + 5 = 12
reflex save Sandara: 1d20 + 2 ⇒ (13) + 2 = 15
reflex save rahadoum8: 1d20 + 0 ⇒ (4) + 0 = 4

Cog and Sandara ride the shockwave, keeping their feet beneath them, but the Rahadoumi solider on the stairs falls...

rahadoum8: 1d20 + 0 ⇒ (20) + 0 = 20
...but manages to avoid tumbling down the stairs.

Action Sandara and Septa

Lantern Lodge

The soldier grimaced, but still has some fight in him.

Round 11

Before anyone on the stern deck acts again, there is a huge explosion deep under the deck. Several decks muffle the explosion, but the force is so great the entire ship shudders and lurched suddenly.

DC10 Reflex to avoid being thrown to the deck.

Lantern Lodge

Sandara strikes to the side of the Rahadoumi soldier's neck, producing a nasty gash. Before he can react, she spins, strikes to the opposite side of his neck, connects and the Rahadoumi's head seperates from his shoulders.

Meanwhile, with a thrust into his chest, Septa quickly dispatches the soldier facing him. He quickly gathers himself and rushes across. teh deck

The starboard side soldier re-targets, moves down the staircase and strikes out towards Septa as he approaches.

Rahadoumi8 now at AA3
rahadoum8 attacking Septa: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7
damage if hits: 1d6 + 2 ⇒ (1) + 2 = 3

Cog's action?

Lantern Lodge

Boarding of the Man's Promise
Round 10

Septa hears a crashing noise down below, suggesting that Narwhale succeeded in cutting the cabin door down, that at least a half dozen of the boarders are forcing their way into the cabins below, the fight involving cross bows and grenades, swords and pistols.

Current situation
rope connecting y10 to z8

Sandara at AA7
rahadoum5 in AA8, fighting Sandara with Short Sword, Hit by Sandara for 6HP

Septa at AB8
rahadoum4 in AC7, fighting Septa with Short Sword, hit by Septa for 8HP

Cog at AB6

rahadoum8 in AB3, turning towards Cog

Action order: Sandara, Septa, all rahadoumi on sterncastle, Cog

Actions for Sandara and Septa?

Lantern Lodge

copycat for sanadara, 1 is her, 2 is copy: 1d2 ⇒ 2
The Rahadoumi soldier grins, thinking he has skewered Sandara, but his expression changes as he sees the copycat disappear.

The two soldiers facing Septa grin, thinking that they have the Besmaran cleric cornered, when he turns and shows that their blows merely passed through his garmets.

Even with the increased difficulty of attacking upward, Cog gets a clean hit on the Rahadoumi soldier's calf. Apparently hitting an artery, blood gushes and the soldier collapses.

Lantern Lodge

The soldier in front of Sandara dodges back as her slice misses.

Septa expertly fends off his opponents with his rapier in his right hand, while making mystical gestures with his left, a sharp rod of ice flying from his left hand, the ice impaling the Rahadoumi officer in the forehead as Septa shouts a warning to Captain Harrigan.

The Captain looks up, making eye contact with Septa, following his gaze he turns to see the Rahadoumi officer collapse face forward onto the deck. Captain Harrigan turns back towards Septa and nods his head in acknowledgement.

Back on the Wormwood, Mr Longfarthing completes his spell and once again the Aft Deck and Sterncastle are enshrouded in fog.

In the fog, the Rahadoumi soldiers attack, one at Sandara and two trying to kill Septa.

Rahadoum5 attacking Sandara: 1d20 + 2 ⇒ (18) + 2 = 20
Rahadoum5 roll to confirm threat on Sandara: 1d20 + 2 ⇒ (14) + 2 = 16
Damage on Sandara: 1d6 + 2 + 1d6 + 2 ⇒ (1) + 2 + (3) + 2 = 8
Rahadoum4 attacking Septa: 1d20 + 2 ⇒ (13) + 2 = 15
Damage on Septa: 1d6 + 2 ⇒ (4) + 2 = 6
Rahadoum6 attacking Septa: 1d20 + 2 ⇒ (13) + 2 = 15
Damage on Septa: 1d6 + 2 ⇒ (3) + 2 = 5

The two soldiers facing Septa each able to achieve deep blows on Septa, on his left upper arm and left thigh.

Sandara's opponent moves suddenly back in after her miss, skewering her deeply with his short sword in her lower left abdomen.

Are Sandara and Septa still up?

Cog can see that the final Rahadoumi soldier, unable to find a spot to attack the Wormwood borders without descending from the stern castle, remains where he is, standing at the top of the starboard staircase, ready to strike at anyone who assends it.

Current situation
rope connecting y10 to z8

Sandara at AA7, hit for 8HP damage
rahadoum5 in AA8, fighting Sandara with Short Sword, Hit by Sandara for 6HP

Septa at AB8, hit for 11HP damage
rahadoum4 in AC7, fighting Septa with Short Sword, hit by Septa for 8HP
rahadoum6 in AB7, fighting Septa with Short Sword, hit by Cog for 8HP

Cog at AA6

rahadoum8 in AB3, guarding top of Starboard staircase

What is Cog's action?`

Lantern Lodge

Just to note: Because of the levels of the decks. Mister Longfarthing certainly can not see the Captain or the Rahadoumi officer.

Lantern Lodge

Boarding of the Man's Promise
Round 9

rope connecting y10 to z8

Sandara at AA7
rahadoum5 in AA8, fighting Sandara with Short Sword, Hit by Sandara for 6HP

Septa at AB8
rahadoum4 in AC7, fighting Septa with Short Sword, hit by Septa for 8HP
rahadoum6 in AB7, fighting Septa with Short Sword, hit by Cog for 8HP

Cog at AA6

rahadoum8 in AB3, guarding top of Starboard staircase

Longfarthing AC12

Right as Sandara is about to act, the fog around the stern castle, suddenly dissipates as the spell which summoned it expires. The remainder of the ship forward of column W is still shrouded in fog.

Back on board the Wormwood, Master Longfarthing appears to be reading from a scroll, casting some unknown spell.

Out of the corner of his eye, Septa sees the Captain on the main deck, with Narwhale the dwarf. The dwarf has a boarding axe in hand and is apparently trying to cut open the door leading below the aft deck at Y5. The Captain stands behind him , urging him to work faster with a series of colorful epitheths. Behind the Captain, a Rahadoumi soldier, wearin g the notable pointed helmet and golden turban of an officer, steps out of the fog. The Rahadoumi officer has been apparently mortally wounded, but advances on the Captain with a glowing sword raised overhead. The Captain and Narwhale are unaware of the Rahadoumi Officer.

Captain Harrigan in X5, with cutlass and a pistol aimed at the door in Y5.
Narwhale the Dwarf in Y5, with boarding axe, making sunder attacks against door in Y5.
Rahadoumi Officer, advancing from U4 to W5 last turn, glowing short sword in hand, prepared to strike the Captain flatfooted.

Action order: Sandara, Septa, Longfarthing, all rahadoumi,Captain, Narwhale, Cog

actions for Sandara? ...Septa?

Lantern Lodge

Cog jumps up and again lands a strike in a Rahadoumi calf. The soldier is severely, much like his companion that Septa pierced, but both remain on their feet.

Lantern Lodge

action for cog?

Lantern Lodge

The Rahadoumi soldier standing next to the double hackbutt is grieviously pierced by Septa's rapier, but manages to counter attack along with his companion who both steps forward, all the way around the artillery piece.

Rahdoum4 to hit: 1d20 + 2 ⇒ (17) + 2 = 19
Rahadoum6 to hit: 1d20 + 2 ⇒ (2) + 2 = 4

Moving all the way around the double hackbutt, the final Rahadoumi soldier attacks Sandara.
Rahadoum5: 1d20 + 2 ⇒ (6) + 2 = 8

Through the fog only Cog sees the final soldier, who maintains his post at the top of the Starboard staircase.

Rahadoum4 damage on septa: 1d6 + 1 ⇒ (1) + 1 = 2

Sweeeesh! Septa receives a nasty upon his right cheek.

Lantern Lodge

The rahadoumi soldier, hampered by his wound on his right calf, stumples into Sandara's attack, her sword disapear into his spleen up to the hilt.

The soldier crumples.

Sanadar advances as Septa moves into action.

Which space does Sanadara move into?
Action for Septa?

Lantern Lodge

Boarding of the Man's Promise
Round 8

Fishguts disapears back into the fog.
rope connecting y10 to z8
Sandara at AA7
Septa at AB8
Cog at AAz6
Rahdoum3 at AB7
rahadoum4, rahadoum5 & rahadoum6 in AC6, AC5, AB5; turning towards the Port staircase, each drawing a short sword

Also, only Cog can see:
rahadoum8 in AB3, holding action with short sword in hand

Action order: Sandara, Septa, all rahadoumi on sterncastle, Cog

{ooc]Actions for Sandara and Septa?[/ooc]

only cog can see:
rahadoum8 in AB3, holding action with short sword in hand

Lantern Lodge

-2 to hit target at higher level
the threat does not confirm

Cog skewers the Rahadoumi soldier in his right calf, which elicits a sharp yelp from him.

Lantern Lodge

The water soaks the touch hole and the backside of the hackbutt.

The Rahadoumi soldier, still recovering from his swing at Septa, begins to turn to face Sandara.


Sandara at AA7
Septa at AB8
Cog at AAz6
Rahdoum3 at AB7

Actions for Cog?

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