GM Phntm888's Way of the Wicked Campaign (Inactive)

Game Master Phntm888

The worst criminals in Talingarde have been thrown in Branderscar Prison. Can they escape, and if so, what will they do next?

Image Reference
The Pact of Thorns
Balentyne Exterior
Balentyne Map
Aldencross
Lord's Dalliance Inn

VP:

Loot


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Alias James Thomas. Male Human HP 22/22 | AC: 20 /T: 12 /FF: 18 | Perc. +13 | F: +1 / R: +3 /W: +6 | CMB +7 | CMD 19 | Villain Points 3/3 | Speed 30'(20') | Init. +6

Unaware at first to what is happening Cole is slow to respond. He attempts to defend himself from the elemental.

Move Action: Study the Elemental
Standard: Attack

Cestus Attack: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10


Round 1

Unaware at first to what is happening Cole is slow to respond. He attempts to defend himself from the elemental.

GM Rolls:

Sailor 1 vs Orange: 1d20 + 4 ⇒ (5) + 4 = 9

Sailor 2 vs Red: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Sailor 3 vs Green: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Sailor 4 vs Green Triton: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d6 ⇒ 2
Sailor 5 Swim: 1d20 + 6 ⇒ (2) + 6 = 8
Sailor 5 Swim: 1d20 + 6 ⇒ (12) + 6 = 18

Sailor 6 vs Purple: 1d20 + 4 ⇒ (1) + 4 = 5

The sailors are even slower to react than Cole, desperately drawing weapons to fight back. Two of them manage to strike elementals with short swords, and the one not threatened by an elemental fires his bow at a triton, grazing him. The one in the water flails a bit, then manages to grab hold of the side of the ship.

Timeon moves to flank an elemental and strikes, but fails to hit the watery beings.

GM Rolls:

Odenkirk vs Green: 1d20 + 11 - 2 ⇒ (11) + 11 - 2 = 20
Damage, Powerful Blow: 1d12 + 10 + 6 + 2 ⇒ (12) + 10 + 6 + 2 = 30

Red Triton vs Cole: 1d20 + 4 ⇒ (6) + 4 = 10

Orange Triton vs Timeon: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d10 + 1 ⇒ (1) + 1 = 2
Yellow Triton vs Sailor 3: 1d20 + 4 ⇒ (2) + 4 = 6

Green Triton vs Sailor 4: 1d20 + 4 ⇒ (4) + 4 = 8

Blue Triton vs Wesh: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d10 + 1 ⇒ (1) + 1 = 2
Purple vs Odenkirk: 1d20 + 4 ⇒ (1) + 4 = 5

Blue Confirm: 1d20 + 4 ⇒ (7) + 4 = 11

Odenkirk roars in anger at the intrusion upon his vessel, and levels an elemental with a single blow.

The tritons in the water lift crossbows and fire a volley at those aboard the ship. Most of the bolts miss, but Timeon and Wesh are each grazed by the bolts. 2 damage to each.

Initiative Order
Lutor
Hel
Gallen
Demlin
Triton Leader
Dolphins
Wesh
Grumblejack
Elementals
Cole
Sailors
Timeon
Odenkirk
Tritons

Lutor, Hel, Gallen, and Demlin are up for Round 2. Demlin, do you want to save your attack rolls from earlier?

Tracking:

Nerianus - 71/76
Red Elemental - 5/13
Green Elemental - 9/13
Green Triton - 17/19

Sailor 5 - in water

Timeon - 8/10
Wesh - 37/39


yes please, though i forgot 1 thing i can do whenever i deal non-lethal damage. Though of course if 20 damage kills it it doesn't really matter.

Demlin redoubles her efforts, focusing both her saps on the water elemental in front of her.
Sap: 1d20 + 6 ⇒ (14) + 6 = 20 dmg: 1d6 + 4 ⇒ (6) + 4 = 10
Sap: 1d20 + 6 ⇒ (16) + 6 = 22 dmg: 1d6 + 4 ⇒ (6) + 4 = 10

Free Intimidate to demoralise(Enforcer feat): 1d20 + 11 ⇒ (18) + 11 = 29 = shaken for 20 rounds.


aka "Hel Thomas": LE F lsr pyure human zen archer monk 4/wizard (divination)* | HP: 28/28 | AC 20* (T 20, FF 16*) | CMB: +7, CMD: 25/21F; +2 Agi/Grap | F:+4 R:+7 W:+6 | INI: +3/+7 | PER +12 | MV 60' | VP: 3 | Perf. Stk: 4*2d20 | Atk: +5 sansetsukon (1d10+1/19,blk,d'rm); +7 dagger (1d4+1/19); hanbo(trip, 1d6+1), UnA (1d8+1); +10/+10 mwkCLBow (1d8+1/x3, 137) | lip reading | Faila
Spoiler:
Intim +12, SnsMot +12, Stlth +10, UMD +10; Cr (alc, bow) +9/11, Prf (sldr) +10; Azlanti, Celestial, Common, Old Talirean, Infernal

Fire for (Lack of) Effect:
Faila continues to climb, putting herself 40' up.

Is the Will save required each round, or just the once? Just in case, I'll roll again.

Will Save DC ??: 1d20 + 6 ⇒ (2) + 6 = 8

That's not gonna cut it. But if it's just once and done ...

Spend 1 ki for an extra attack. If 'just misses' on the 15 means 'by one', then I need a 16+ (total 25+) to hit.
Attack #: 1d20 + 9 ⇒ (12) + 9 = 21
Attack #: 1d20 + 9 ⇒ (10) + 9 = 19
Attack #: 1d20 + 9 ⇒ (13) + 9 = 22

Ugh -- none of that hits at all.

Lutor!! My target -- leader, may require indirect magic, there's some sort of avoidance mind-magic on him. Unfortunately, in her minor direction of the battle, she seems to slip up herself, as all three of her shots ... well, she doesn't fumble them, exactly, but they fly nowhere near as true as the first ones.


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Male Human 'Jack Miller', HP:39/39, AC:17, Touch:12, FF:15,Fort+10,Ref:+8,Will:+9,CMB:+6,CMD:18,Initiative+7,Perception+11.Touch of Corruption3/5 Day.TimeonHP:10/10,AC:20,Touch11,FF19,F+2,R+2,W+1

Gallen grows to a greater size under Lutor's magical influence. Deciding he needs to clear some space for himself on the deck he makes a sweeping swing at the nearest foe.
PA Scimitar Vs Red: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Damage: 1d8 + 5 ⇒ (7) + 5 = 12

Timeon's Go:

Timeon remembers all of his training, this being a foe he could focus on without any moral quandries nagging at his conscience he found it much easier.
PA Scimitar Vs Orange: 1d20 + 1 + 2 ⇒ (17) + 1 + 2 = 20
Damage: 1d6 + 4 ⇒ (3) + 4 = 7


Sorry, I should have clarified. The Will save was just once.


aka "Bill Cross", Male LE Elf Wizard 4 (Spell-sage), VMC Sorcerer (Arcane bloodline) | HP: 29/29 | AC: 15 (14 Tch, 11 Fl) | CMB: +2, CMD: 16 | F +3, R +5, W +5 | Init: +14 | Per +7, SM +5 | Speed 30ft | Spells: 1st 4/4, 2nd 2/3 | Active conditions: None

Lutor notes Odenkirk's brutal blow.

A threat for later.

"Understood, Hel. I may however have to resort to direct means for effect."

He does target the triton leader and aims a glittering fistful of dust at the aquatic form.

Glitterdust, Will DC 16, including triton leader


Round 2

Lutor finishes enlarging Gallen, and notes Odenkirk's brutal blow. A threat for later. He does target the triton leader and aims a glittering fistful of dust at the aquatic form.

GM Rolls:

Nerianus Will: 1d20 + 10 ⇒ (2) + 10 = 12
Triton Will: 1d20 + 4 ⇒ (15) + 4 = 19

The dust gets in the triton leader's eyes, blinding him, as the glitters settle about him. The triton before him, though glittery, manages to avoid getting any in his eyes.

Lutor!! My target -- leader, may require indirect magic, there's some sort of avoidance mind-magic on him. Unfortunately, in her minor direction of the battle, she seems to slip up herself, as all three of her shots ... well, she doesn't fumble them, exactly, but they fly nowhere near as true as the first ones. Fortunately, the triton's blindness aids her aim, and her first and third arrows both connect. However, the elemental next to her takes advantage of her ranged attack to strike at her.

Hel Damage Arrow 1: 1d8 + 1 ⇒ (1) + 1 = 2
Hel Damage Arrow 3: 1d8 + 1 ⇒ (6) + 1 = 7

GM Rolls:

AoO: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Nerianus Concentration, DC 14: 1d20 + 11 ⇒ (16) + 11 = 27
Nerianus Concentration, DC 19: 1d20 + 11 ⇒ (10) + 11 = 21
Nerianus Concentration, DC 18: 1d20 + 11 ⇒ (8) + 11 = 19

It pounds her shoulder, bruising it. Hel, take 6 damage. The triton leader is able to keep his focus, despite Hel's arrows. Lutor's glitterdust fails to shake him, as well.

Gallen grows to a greater size under Lutor's magical influence. Deciding he needs to clear some space for himself on the deck he makes a sweeping swing at the nearest foe. Unfortunately, his strike misses the elemental, as he is unused to such large size.

Demlin redoubles her efforts, focusing both her saps on the water elemental in front of her. The elemental collapses into a puddle of water on the deck, although it does not disperse as the other destroyed ones do.

Elementals are not immune to nonlethal damage. So, apparently, you can knock an elemental out.

The triton leader finishes his spell, and another water elemental appears on the deck. between Wesh and Timeon. He then begins casting another spell.

Two of the dolphins swim towards the overboard sailor to attack him by smacking into him.

GM Rolls:

Dolphin 3 Slam vs Sailor 5: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Dolphin 4 Slam vs Sailor 5: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Sailor 5 Climb: 1d20 + 6 ⇒ (15) + 6 = 21
Sailor 5 Climb: 1d20 + 6 ⇒ (16) + 6 = 22

Both dolphins smack the sailor, but he manages to hang onto the edge of the boat.

Initiative Order
Lutor
Hel
Gallen
Demlin
Triton Leader
Dolphins
Wesh
Grumblejack
Elementals
Cole
Sailors
Timeon
Odenkirk
Tritons

Wesh and Grumblejack are up for Round 2.

Tracking:

Nerianus - 63/76, blinded
Red Elemental - 5/13
Green Elemental - 9/13
Green Triton - 17/19
Blue Elemental - 20 nonlethal, unconscious

Sailor 5 - 19/25, in water

Timeon - 8/10
Wesh - 37/39


aka "Torbin" | Human Fighter 4 | HP 52/52 | AC 17 T 11 FF 16 | CMD 19* | F +9 R +3 W +3* | Init +6 | Perc +0 | SP 7/7 | VP 0/3

I'm not sure about distances from the side of the deck to the water, but if Wesh can slash at one of the dolphins from ship, he'll 5 ft step and do that. Otherwise, he'll slash at the green elemental.

Wesh cracks his knuckles around the hilt of his blade. If these things want to give him target practice, he'll be happy to oblige. He swings again.

Wesh Attack: 1d20 + 9 - 1 ⇒ (16) + 9 - 1 = 24
Damage: 2d6 + 6 + 3 ⇒ (2, 4) + 6 + 3 = 15 (Power Attacking)

-----

Grumblejack slashes at one of the elementals as well, hoping to disperse another one of their foes.

Grumblejack Attack: 1d20 + 6 - 1 ⇒ (8) + 6 - 1 = 13
Damage: 3d6 + 4 + 3 ⇒ (2, 3, 2) + 4 + 3 = 14 (Power Attacking)

Grumblejack will attack the green elemental, or orange elemental if green is dead.


We'll say you need reach in order to attack a dolphin. Which means anyone attacking an enemy in the water should get an extra +1 to hit for the high ground.

Wesh cracks his knuckles around the hilt of his blade. If these things want to give him target practice, he'll be happy to oblige. He swings again, cutting down the elemental in a splash of water.

Grumblejack slashes at one of the elementals as well, hoping to disperse another one of their foes. His attack misses, the elemental's small size making it difficult to hit for the big ogre.

GM Rolls:

Orange Bull Rush vs Sailor 1: 1d20 + 5 ⇒ (11) + 5 = 16
Red Bull Rush vs Sailor 3: 1d20 + 5 ⇒ (17) + 5 = 22
Purple Bull Rush vs Sailor 6: 1d20 + 5 ⇒ (20) + 5 = 25

The elementals shove, and three more sailors are over the side of the boat.

Intelligence (DC 13) or Profession (sailor) DC 10:

The Frosthamar operates on the minimum crew as is. If any of the overboard sailors drown or are killed by those in the water, your journey will, at minimum, be slowed, and may even be forced to halt if too many are lost.

Initiative Order
Lutor
Hel
Gallen
Demlin
Triton Leader
Dolphins
Wesh
Grumblejack
Elementals
Cole
Sailors
Timeon
Odenkirk
Tritons

Cole is up.

Tracking:

Nerianus - 63/76, blinded
Red Elemental - 5/13
Green Triton - 17/19
Blue Elemental - 20 nonlethal, unconscious

Sailor 1 - in water
Sailor 3 - in water
Sailor 5 - 19/25, in water
Sailor 6 - in water

Timeon - 8/10
Wesh - 37/39


aka "Bill Cross", Male LE Elf Wizard 4 (Spell-sage), VMC Sorcerer (Arcane bloodline) | HP: 29/29 | AC: 15 (14 Tch, 11 Fl) | CMB: +2, CMD: 16 | F +3, R +5, W +5 | Init: +14 | Per +7, SM +5 | Speed 30ft | Spells: 1st 4/4, 2nd 2/3 | Active conditions: None

Intelligence: 1d20 + 4 ⇒ (9) + 4 = 13

With realisation and then urgency, Lutor communicates.

"Save all the sailors! The ship sails with minimum crew as it is!"


Alias James Thomas. Male Human HP 22/22 | AC: 20 /T: 12 /FF: 18 | Perc. +13 | F: +1 / R: +3 /W: +6 | CMB +7 | CMD 19 | Villain Points 3/3 | Speed 30'(20') | Init. +6

Sorry guys I didn't get the updates on Thursday and then I was out for the weekend.

Cole takes a moment to study the other water elemental(orange) and attacks with his spear.

Long Spear Attack: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Damage: 1d8 + 6 + 1 ⇒ (5) + 6 + 1 = 12


Round 2

Cole takes a moment to study the other water elemental(orange) and attacks with his spear. Even the large form of Grumblejack can't protect the elemental from his strike, as Cole's longsword causes a good part of it to splash across the deck. He doesn't disperse it, though.

GM Rolls:

Sailor 1 Swim: 1d20 + 6 ⇒ (11) + 6 = 17
Sailor 3 Swim: 1d20 + 6 ⇒ (7) + 6 = 13
Sailor 5 Climb: 1d20 + 6 ⇒ (10) + 6 = 16
Sailor 6 Swim: 1d20 + 6 ⇒ (3) + 6 = 9

Dolphin 3 AoO: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Dolphin 4 AoO: 1d20 + 3 ⇒ (9) + 3 = 12

Sailor 1 Climb: 1d20 + 6 ⇒ (5) + 6 = 11
Sailor 3 Climb: 1d20 + 6 ⇒ (15) + 6 = 21
Sailor 5 Climb to hold on: 1d20 + 6 ⇒ (7) + 6 = 13
Sailor 6 Swim: 1d20 + 6 ⇒ (15) + 6 = 21

Sailor 5 Climb: 1d20 + 6 ⇒ (4) + 6 = 10

Sailor 2 vs Red Elemental: 1d20 + 4 ⇒ (7) + 4 = 11

Sailor 4 vs Dolphin 3: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
Damage: 1d6 ⇒ 2

The three sailors who were just knocked into the water swim for the side of the boat. One flails a bit before getting under control and barely grabs onto the boat. The other two start climbing back up. The sailor who had started climbing manages to climb back up to the deck and flops down on his back, although one of the dolphins manages to smack him as he climbs. The two sailors still on deck attack, one stabbing at an elemental and missing, the other sticking an arrow into the side of one of the dolphins.

Timeon remembers all of his training, this being a foe he could focus on without any moral quandries nagging at his conscience he found it much easier. He finished off his elemental as his scimitar cuts through it.

GM Rolls:

Odenkirk: 1d20 + 11 ⇒ (3) + 11 = 14

Odenkirk strikes at an elemental, but his rage seems to cloud his sight and he misses.

Initiative Order
Lutor
Hel
Gallen
Demlin
Triton Leader
Dolphins
Wesh
Grumblejack
Elementals
Cole
Sailors
Timeon
Odenkirk
Tritons

Lutor, Hel, Gallen, and Demlin are up for Round 3.

Tracking:

Nerianus - 63/76, blinded
Red Elemental - 5/13
Green Triton - 17/19
Blue Elemental - 20 nonlethal, unconscious
Dolphin 3 - 9/11

Sailor 1 - in water
Sailor 3 - in water
Sailor 5 - 15/25, in water
Sailor 6 - in water

Timeon - 8/10
Wesh - 37/39


aka "Hel Thomas": LE F lsr pyure human zen archer monk 4/wizard (divination)* | HP: 28/28 | AC 20* (T 20, FF 16*) | CMB: +7, CMD: 25/21F; +2 Agi/Grap | F:+4 R:+7 W:+6 | INI: +3/+7 | PER +12 | MV 60' | VP: 3 | Perf. Stk: 4*2d20 | Atk: +5 sansetsukon (1d10+1/19,blk,d'rm); +7 dagger (1d4+1/19); hanbo(trip, 1d6+1), UnA (1d8+1); +10/+10 mwkCLBow (1d8+1/x3, 137) | lip reading | Faila
Spoiler:
Intim +12, SnsMot +12, Stlth +10, UMD +10; Cr (alc, bow) +9/11, Prf (sldr) +10; Azlanti, Celestial, Common, Old Talirean, Infernal

Flank speed:
All right, so Blinded brings my target down to at least a 12, but not a 10. So as long as I don't roll an 11, I'll know if I hit or not.

In the wrap-up, I think Sailor 5 is out of the water, or at least that's what you'd written, though I have to confess that I'm not sure which sailor is which. Is it left side, then right side?

Also, Hel should be listed as 16/22.

Spending ki (now 4/7) to increase number of shots.
Shot #1: 1d20 + 9 ⇒ (1) + 9 = 10
Shot #2: 1d20 + 9 ⇒ (14) + 9 = 23
Shot #3: 1d20 + 9 ⇒ (16) + 9 = 25

Damage #2: 1d8 + 1 ⇒ (8) + 1 = 9
Damage #3: 1d8 + 1 ⇒ (4) + 1 = 5

The damage taken moments before has apparently shaken Hel, even as the elemental is squashed into some sort of incoherence by Demlin; her first shot at the blinded, glittering triton leader is extremely shaky, and misses by a country mile. The next two are, however, accurate enough to sink deep into her target as she strikes relentlessly at the apparent cause of their misfortune -- or at least what she deems the 'cause', or at least the leader. "Take care of the elementals, get the men out of the water," she agrees with Lutor. "Grumblejack, pull the sailors back out of the water!" she orders, knowing full well that Grumblejack does best -- or rather, throws less of a wrench into the plan -- if he's given specific orders.


Male Human 'Jack Miller', HP:39/39, AC:17, Touch:12, FF:15,Fort+10,Ref:+8,Will:+9,CMB:+6,CMD:18,Initiative+7,Perception+11.Touch of Corruption3/5 Day.TimeonHP:10/10,AC:20,Touch11,FF19,F+2,R+2,W+1

"Lutor, step back and let Timeon get to the elemental." Gallen stands his ground but realizes he really needs more practice fighting on a ship at sea... his swing going a few inches over the elemental as it ducks.
PA Scimitar Vs Red: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Damage: 1d8 + 5 ⇒ (1) + 5 = 6

Timeon's Go:

Timeon moves forward to attack the invader placing a better blow than Gallen as the elemental pays more attention to the larger human.
PA Scimitar Vs Red: 1d20 + 1 ⇒ (14) + 1 = 15
Damage: 1d6 + 4 ⇒ (3) + 4 = 7


aka "Bill Cross", Male LE Elf Wizard 4 (Spell-sage), VMC Sorcerer (Arcane bloodline) | HP: 29/29 | AC: 15 (14 Tch, 11 Fl) | CMB: +2, CMD: 16 | F +3, R +5, W +5 | Init: +14 | Per +7, SM +5 | Speed 30ft | Spells: 1st 4/4, 2nd 2/3 | Active conditions: None

"I step back. Once Timeon is out of the way...I'll bring fire and colours against their leader."

Lutor does so, and swathes himself in protective energies.

5ft step north, and mage armour on self.


will save for attacking leader: 1d20 + 3 ⇒ (20) + 3 = 23
Short bow: 1d20 + 7 ⇒ (11) + 7 = 18 damage: 1d6 ⇒ 1

Demlin has cleared the area around her and Hel. She decides to help take out the currently blinded leader currently casting a spell. She slides her saps back onto her belt and takes out her shortbow and fires at triton leader.


wow... if he is blinded I get sneak attack within 30ft... so let me add

sneak attack: 2d6 ⇒ (3, 5) = 8


Round 3

I step back. Once Timeon is out of the way...I'll bring fire and colours against their leader. Lutor does so, and swathes himself in protective energies.

The damage taken moments before has apparently shaken Hel, even as the elemental is squashed into some sort of incoherence by Demlin; her first shot at the blinded, glittering triton leader is extremely shaky, and misses by a country mile. The next two are, however, accurate enough to sink deep into her target as she strikes relentlessly at the apparent cause of their misfortune -- or at least what she deems the 'cause', or at least the leader. "Take care of the elementals, get the men out of the water," she agrees with Lutor. "Grumblejack, pull the sailors back out of the water!" she orders, knowing full well that Grumblejack does best -- or rather, throws less of a wrench into the plan -- if he's given specific orders.

"Lutor, step back and let Timeon get to the elemental." Gallen stands his ground but realizes he really needs more practice fighting on a ship at sea... his swing going a few inches over the elemental as it ducks.

Demlin has cleared the area around her and Hel. She decides to help take out the currently blinded leader currently casting a spell. She slides her saps back onto her belt and takes out her shortbow and fires at the triton leader. Her arrow just misses the mark.

GM Rolls:

Concentration vs DC 21: 1d20 + 11 ⇒ (3) + 11 = 14
Dolphin 1 vs Sailor 1: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Dolphin 2 vs Sailor 2: 1d20 + 3 ⇒ (11) + 3 = 14

DOlphin 3 vs Sailor 6: 1d20 + 3 ⇒ (1) + 3 = 4

Dolphin 4 vs Sailor 6: 1d20 + 3 ⇒ (6) + 3 = 9

Confirm?: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Sailor 1 Climb: 1d20 + 6 ⇒ (11) + 6 = 17

Hel's first arrow to hit disrupts the triton leader's concentration, causing his spell to fizzle, and her second adds to his pain. Still he casts yet another spell, appearing to ride higher in the water as he does so.

The dolphins attack the sailors in the water. Most miss, but one hits a sailor hard in the ribs. He barely hangs onto the side of the boat.

Initiative Order
Lutor
Hel
Gallen
Demlin
Triton Leader
Dolphins
Wesh
Grumblejack
Elementals
Cole
Sailors
Timeon
Odenkirk
Tritons

Wesh and Grumblejack are up. Sailor numbering is top to bottom, left to right. So, on the left side of the boat are Sailors 1 - 3 from top to bottom, and on the right side of the boat are Sailors 4 - 6. I eventually intend to color code them, but I have so much to color code in these fights, and you aren't fighting them yet, so I'm not worrying about it. The same numbering scheme is used for the dolphins.

Tracking:

Nerianus - 49/76, blinded
Red Elemental - 5/13
Green Triton - 17/19
Blue Elemental - 20 nonlethal, unconscious
Dolphin 3 - 9/11

Sailor 1 - 18/25, in water
Sailor 3 - in water
Sailor 5 - 15/25
Sailor 6 - in water

Timeon - 8/10
Wesh - 37/39
Hel - 16/22


aka "Torbin" | Human Fighter 4 | HP 52/52 | AC 17 T 11 FF 16 | CMD 19* | F +9 R +3 W +3* | Init +6 | Perc +0 | SP 7/7 | VP 0/3

Wesh eyes the dolphins warily. The fighter's not looking forward to the possibility of having to jump into the water to fight them.

He takes a step past Sir Gallen's enlarged form and swings at the red elemental.

Greatsword Attack: 1d20 + 9 - 1 ⇒ (9) + 9 - 1 = 17
Damage: 2d6 + 6 + 3 ⇒ (3, 3) + 6 + 3 = 15 (Power Attacking)

-----

Grumblejack grumbles as he realizes he should probably try to save the sailors in the water. He would much prefer smashing some more things, but he hasn't been very effective at that lately, so he begrudgingly moves over to try assisting one of the sailors in coming back aboard.

Not sure what exactly is needed for this, maybe nothing, but I'll roll a Strength check just in case. I think it's sailor 1 that Grumblejack will try to assist first, but his priority will be whichever sailor in the water looks the most injured.

Grumblejack Strength Check: 1d20 + 5 ⇒ (19) + 5 = 24


Sailor 1 would be the correct choice, yes.

Round 3

Wesh eyes the dolphins warily. The fighter's not looking forward to the possibility of having to jump into the water to fight them. He takes a step past Sir Gallen's enlarged form and swings at the red elemental. He finishes the elemental with a splash.

Grumblejack grumbles as he realizes he should probably try to save the sailors in the water. He would much prefer smashing some more things, but he hasn't been very effective at that lately, so he begrudgingly moves over to try assisting one of the sailors in coming back aboard. Reaching into the water, he easily hauls the sailor back on deck.

GM Rolls:

Purple Bull Rush vs Odenkirk: 1d20 + 5 ⇒ (10) + 5 = 15

The remaining conscious elemental attempts to shove Odenkirk into the water. It does not work.

Initiative Order
Lutor
Hel
Gallen
Demlin
Triton Leader
Dolphins
Wesh
Grumblejack
Elementals
Cole
Sailors
Timeon
Odenkirk
Tritons

Cole is up.

Tracking:

Nerianus - 49/76, blinded
Green Triton - 17/19
Blue Elemental - 20 nonlethal, unconscious
Dolphin 3 - 9/11

Sailor 1 - 18/25, in water
Sailor 3 - in water
Sailor 5 - 15/25
Sailor 6 - in water

Timeon - 8/10
Wesh - 37/39
Hel - 16/22


Alias James Thomas. Male Human HP 22/22 | AC: 20 /T: 12 /FF: 18 | Perc. +13 | F: +1 / R: +3 /W: +6 | CMB +7 | CMD 19 | Villain Points 3/3 | Speed 30'(20') | Init. +6

Cole looks down taking a moment to study the Dolphin before stabbing at it with his spear.

Long Spear: 1d20 + 6 + 1 + 1 ⇒ (12) + 6 + 1 + 1 = 20
Damage: 1d8 + 6 + 1 ⇒ (6) + 6 + 1 = 13


Round 3

Cole looks down taking a moment to study the Dolphin before stabbing at it with his spear. He skewers it right through the head, killing it instantly.

GM Rolls:

Sailor 1 Attack vs Dolphin 2: 1d20 + 2 ⇒ (2) + 2 = 4

Sailor 2 Attack vs Dolphin 2: 1d20 + 2 ⇒ (3) + 2 = 5

Sailor 3 Climb: 1d20 + 6 ⇒ (6) + 6 = 12

Sailor 4 vs Dolphin 3: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d6 ⇒ 4
Sailor 6 Climb: 1d20 + 6 ⇒ (12) + 6 = 18

Dolphin 2 AoO vs Sailor 3: 1d20 + 3 ⇒ (2) + 3 = 5

Dolphin 3 AoO vs Sailor 6: 1d20 + 3 ⇒ (8) + 3 = 11

Dolphin 4 AoO vs Sailor 6: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Sailor 6 Climb: 1d20 + 6 ⇒ (13) + 6 = 19

The sailor Grumblejack pulled out of the water shakily stands up and fires his bow at a dolphin, missing, as does the other sailor on that side of the boat. Of the two sailors on the other side of the boat, one simply stands up and draws out his bow, now that he had the chance, and the other sinks an arrow into a dolphin, though he doesn't kill it. The two sailors in the water both climb aboard the ship, although one gets smacked by a dolphin for his trouble.

Timeon moves forward to attack the invader placing a better blow than Gallen as the elemental pays more attention to the larger human. His strike misses, however. Moved Timeon into melee range of Purple, since Wesh finished off Red.

GM Rolls:

Odenkirk vs Purple: 1d20 + 11 ⇒ (4) + 11 = 15

Red Triton vs Cole: 1d20 + 4 ⇒ (4) + 4 = 8

Orange Triton vs Lutor: 1d20 + 4 ⇒ (1) + 4 = 5

Yellow Triton vs Timeon: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15

Green Triton vs Hel: 1d20 + 4 ⇒ (5) + 4 = 9

Blue Triton vs Gallen: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7

Purple Triton vs Gallen: 1d20 + 4 - 4 ⇒ (14) + 4 - 4 = 14

Odenkirk sweeps his axe at the remaining elemental, but it flows around the blade.

The tritons fire a crossbow volley at the ship, targeting Cole, Lutor, Hel, Timeon, and Gallen. All are able to evade the tritons' bolts.

Initiative Order
Lutor
Hel
Gallen
Demlin
Triton Leader
Dolphins
Wesh
Grumblejack
Elementals
Cole
Sailors
Timeon
Odenkirk
Tritons

Lutor, Hel, Gallen, and Demlin are up. All sailors are out of the water - for now.

Tracking:

Nerianus - 49/76, blinded
Green Triton - 17/19
Blue Elemental - 20 nonlethal, unconscious
Dolphin 3 - 5/11

Sailor 1 - 18/25
Sailor 3 - 25/25
Sailor 5 - 15/25
Sailor 6 - 22/25

Timeon - 8/10
Wesh - 37/39
Hel - 16/22


aka "Bill Cross", Male LE Elf Wizard 4 (Spell-sage), VMC Sorcerer (Arcane bloodline) | HP: 29/29 | AC: 15 (14 Tch, 11 Fl) | CMB: +2, CMD: 16 | F +3, R +5, W +5 | Init: +14 | Per +7, SM +5 | Speed 30ft | Spells: 1st 4/4, 2nd 2/3 | Active conditions: None

"Good work. Keep the sailors able-bodied - for now."

Lutor steps closer to the edge of the boat and realised that he had a surer way to injure the triton than his remaining magic.

A crossbow, which he promptly fires.

Light Crossbow: 1d20 + 5 ⇒ (10) + 5 = 15

Damage, P: 1d8 ⇒ 4


shortbow: 1d20 + 7 ⇒ (14) + 7 = 21 damage: 1d6 + 2d6 ⇒ (6) + (5, 2) = 13
Demlin fires another shot at the leader.


aka "Hel Thomas": LE F lsr pyure human zen archer monk 4/wizard (divination)* | HP: 28/28 | AC 20* (T 20, FF 16*) | CMB: +7, CMD: 25/21F; +2 Agi/Grap | F:+4 R:+7 W:+6 | INI: +3/+7 | PER +12 | MV 60' | VP: 3 | Perf. Stk: 4*2d20 | Atk: +5 sansetsukon (1d10+1/19,blk,d'rm); +7 dagger (1d4+1/19); hanbo(trip, 1d6+1), UnA (1d8+1); +10/+10 mwkCLBow (1d8+1/x3, 137) | lip reading | Faila
Spoiler:
Intim +12, SnsMot +12, Stlth +10, UMD +10; Cr (alc, bow) +9/11, Prf (sldr) +10; Azlanti, Celestial, Common, Old Talirean, Infernal

Practice Practice Practice:
First up (per se), the up-in-the-air Faila will have been circling around to try to spot anything else unusual. If there is anything in the rigging, she'll do a Sudden Swoop on it; if there is nothing, she'll dive and brake to settle on Hel's shoulder, casting guidance to assist Hel.

Faila:
Perception +6: 1d20 + 6 ⇒ (3) + 6 = 9
Attack, Sudden Swoop (Charge): 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
Swoop Damage: 1d3 ⇒ 3
Fly +15, if necessary for braking etc.: 1d20 + 15 ⇒ (16) + 15 = 31

1 ki for an extra attack. If Hel receives the benefit of the guidance spell, the +1 to the roll will go to the last roll, as usual. I am guessing the AC we're going for with the leader blinded is a 20, so I'm looking for 11+.

Shot #1: 1d20 + 9 ⇒ (7) + 9 = 16
Shot #2: 1d20 + 9 ⇒ (15) + 9 = 24
Shot #3: 1d20 + 9 ⇒ (4) + 9 = 13 -- possibly +1.

Damage #2: 1d8 + 1 ⇒ (8) + 1 = 9

Damn, only the one hits -- but nice damage, yay!!

Tracking:
HP: 16/22
Ki: 3/7

Glancing across the rest of the ship to judge the situations at a glance, Hel's accuracy clearly suffers; only one of the three arrows she fires finds a target, though that one hits clear and hard. She nods as she spots Timeon and Sir Gallen closing in on the water elemental that's been giving the raging Odenkirk so much trouble; Lutor and Demlin adding their skeins of fire to hers cannot but help, and Demlin's shot is particularly well-placed. Keep on him; he must fall or flee sooner or later. A glance towards Grumblejack, and she makes a mental note to arm him with something he can shoot -- or perhaps throw.


Lutor, I need a Will save to target the Triton Leader.


aka "Bill Cross", Male LE Elf Wizard 4 (Spell-sage), VMC Sorcerer (Arcane bloodline) | HP: 29/29 | AC: 15 (14 Tch, 11 Fl) | CMB: +2, CMD: 16 | F +3, R +5, W +5 | Init: +14 | Per +7, SM +5 | Speed 30ft | Spells: 1st 4/4, 2nd 2/3 | Active conditions: None

Will Save: 1d20 + 4 ⇒ (11) + 4 = 15


Male Human 'Jack Miller', HP:39/39, AC:17, Touch:12, FF:15,Fort+10,Ref:+8,Will:+9,CMB:+6,CMD:18,Initiative+7,Perception+11.Touch of Corruption3/5 Day.TimeonHP:10/10,AC:20,Touch11,FF19,F+2,R+2,W+1

Gallen raises his scimitar smiles as a small spray of water erupts from where he hits.
PA Scimitar Vs Blue: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Confirmation Vs Blue: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Damage: 1d8 + 5 ⇒ (5) + 5 = 10

Timeon's Go:

Timeon steps around the side of the elemental, the better to catch it off guard before striking.
PA Scimitar Vs Blue: 1d20 + 1 + 2 ⇒ (7) + 1 + 2 = 10
Damage: 1d6 + 4 ⇒ (2) + 4 = 6


Round 4

Lutor steps closer to the edge of the boat and realised that he had a surer way to injure the triton than his remaining magic. A crossbow, which he promptly fires. He feels a magical block against his mind as he tries to target the leader. Struggling, he manages to push through and fire a bolt. Unfortunately, his attack misses. You can target the leader freely with targeted attacks. AoE attacks are not subject to the effect.

Glancing across the rest of the ship to judge the situations at a glance, Hel's accuracy clearly suffers; only one of the three arrows she fires finds a target, though that one hits clear and hard. She nods as she spots Timeon and Sir Gallen closing in on the water elemental that's been giving the raging Odenkirk so much trouble; Lutor and Demlin adding their skeins of fire to hers cannot but help, and Demlin's shot is particularly well-placed. Keep on him; he must fall or flee sooner or later. A glance towards Grumblejack, and she makes a mental note to arm him with something he can shoot -- or perhaps throw.

Gallen raises his scimitar smiles as a small spray of water erupts from where he hits. Gallen, you are targeting Purple, not Blue.

Demlin fires another shot at the leader. This time, she hits for a solid blow.

GM Rolls:

Concentration DC 21: 1d20 + 11 ⇒ (10) + 11 = 21
Concentration DC 25: 1d20 + 11 ⇒ (2) + 11 = 13

Demlin's shot causes his spell to fizzle. Undaunted, he again begins casting the same spell.

With no one in the water, the dolphins simply swim around.

Initiative Order
Lutor
Hel
Gallen
Demlin
Triton Leader
Dolphins
Wesh
Grumblejack
Elementals
Cole
Sailors
Timeon
Odenkirk
Tritons

Wesh and Grumblejack are up for Round 4.

Tracking:

Nerianus - 27/76, blinded
Green Triton - 17/19
Blue Elemental - 20 nonlethal, unconscious
Purple Elemental - 3/13
Dolphin 3 - 5/11

Sailor 1 - 18/25
Sailor 3 - 25/25
Sailor 5 - 15/25
Sailor 6 - 22/25

Timeon - 8/10
Wesh - 37/39
Hel - 16/22


aka "Torbin" | Human Fighter 4 | HP 52/52 | AC 17 T 11 FF 16 | CMD 19* | F +9 R +3 W +3* | Init +6 | Perc +0 | SP 7/7 | VP 0/3

Wesh takes a step toward the purple elemental and joins Sir Gallen in swinging his sword at the thing.

Greatsword Attack: 1d20 + 9 - 1 ⇒ (3) + 9 - 1 = 11
Damage: 2d6 + 6 + 3 ⇒ (4, 6) + 6 + 3 = 19 (Power Attacking)

-----

Grumblejack stays in place, waiting for the opportunity to swing at the first enemy stupid enough to approach him.

Grumblejack Readied Attack (for first enemy who gets in range): 1d20 + 6 - 1 ⇒ (7) + 6 - 1 = 12
Damage: 3d6 + 4 + 3 ⇒ (5, 1, 5) + 4 + 3 = 18 (Power Attacking)


Round 4

Wesh takes a step toward the purple elemental and joins Sir Gallen in swinging his sword at the thing. Unfortunately, he misses.

Grumblejack stays in place, waiting for the opportunity to swing at the first enemy stupid enough to approach him.

GM Rolls:

Bull Rush vs 6: 1d20 + 5 + 4 ⇒ (7) + 5 + 4 = 16

The elemental shoves the prone sailor next to it back into the ocean.

Initiative Order
Lutor
Hel
Gallen
Demlin
Triton Leader
Dolphins
Wesh
Grumblejack
Elementals
Cole
Sailors
Timeon
Odenkirk
Tritons

Cole is up for Round 4.

Tracking:

Nerianus - 27/76, blinded
Green Triton - 17/19
Blue Elemental - 20 nonlethal, unconscious
Purple Elemental - 3/13
Dolphin 3 - 5/11

Sailor 1 - 18/25
Sailor 3 - 25/25
Sailor 5 - 15/25
Sailor 6 - 22/25, in water

Timeon - 8/10
Wesh - 37/39
Hel - 16/22


Alias James Thomas. Male Human HP 22/22 | AC: 20 /T: 12 /FF: 18 | Perc. +13 | F: +1 / R: +3 /W: +6 | CMB +7 | CMD 19 | Villain Points 3/3 | Speed 30'(20') | Init. +6

Hey all. My parents came for a visit so the wife and I are taking a mini vacation and heading to Orlando to worship at the alter of the big mouse for a few days. Regular posting will resume Monday. Please bot me as needed. I will try and check in on phone. Thank you.

So the elemental beside me is dead? You also said I killed the dolphin but it's still there.

Attack Javelin: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Throwing a Javelin at the triton off to the left of me assuming I'm not being threatened by a water elemental.


The elemental beside you is unconscious (hence the blue burst). The dolphin was dead, but the red burst was beneath it in the order. I adjusted accordingly.

Round 4

Cole heaves a javelin at the nearest triton. The weapon sticks, wounding him.

GM Rolls:

Sailor 1 vs Red Triton: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d6 ⇒ 2
Sailor 2 vs Orange Triton: 1d20 + 2 ⇒ (6) + 2 = 8

Sailor 3 vs Yellow Triton: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d6 ⇒ 4
Sailor 4 vs Green Triton: 1d20 + 2 ⇒ (10) + 2 = 12

Sailor 5 vs Blue Triton: 1d20 + 2 ⇒ (2) + 2 = 4

Sailor 6 Swim: 1d20 + 6 ⇒ (18) + 6 = 24
Sailor 6 Climb: 1d20 + 6 ⇒ (6) + 6 = 12

Dolphin 3 AoO: 1d20 + 3 ⇒ (8) + 3 = 11
Dolphin 4 AoO: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Odenkirk: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 1d12 + 10 ⇒ (7) + 10 = 17
Red Triton vs Cole: 1d20 + 4 ⇒ (9) + 4 = 13

Orange Triton vs Lutor: 1d20 + 4 ⇒ (11) + 4 = 15

Yellow Triton vs Sailor 3: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d10 + 1 ⇒ (6) + 1 = 7
Green Triton vs Hel: 1d20 + 4 ⇒ (11) + 4 = 15

Blue Triton vs Gallen: 1d20 + 4 ⇒ (10) + 4 = 14

Purple Triton vs Odenkirk: 1d20 + 4 ⇒ (9) + 4 = 13

Confirm Sailor 1?: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d6 ⇒ 4
Confirm Dolphin 4?: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Sailor 6 Climb: 1d20 + 6 ⇒ (3) + 6 = 9

The 5 of Odenkirk's men on deck ready their bows and each fire at a different target. One embeds an arrow deep in Cole's target, though the triton stays up. Another sticks an arrow into one of the tritons. The rest miss their shots. The sailor in the water attempts to swim and climb back up onto the boat, but a powerful hit from one of the dolphins knocks him loose.

Timeon steps around the side of the elemental, the better to catch it off guard before striking. He still misses, though.

Odenkirk finally connects with his greataxe, a triumphant roar escaping his mouth as he splashes the elemental over the deck.

The tritons fire a retaliatory barrage. One of the sailors is struck. The tritons miss their other targets.

The unconscious elemental fades away into nothing.

Initiative Order
Lutor
Hel
Gallen
Demlin
Triton Leader
Dolphins
Wesh
Grumblejack
Elementals
Cole
Sailors
Timeon
Odenkirk
Tritons

Lutor, Hel, Gallen, and Demlin are up for Round 5.

Tracking:

Nerianus - 27/76, blinded
Green Triton - 17/19
Yellow Triton - 4/19
Dolphin 3 - 5/11

Sailor 1 - 18/25
Sailor 3 - 18/25
Sailor 5 - 15/25
Sailor 6 - 18/25, in water

Timeon - 8/10
Wesh - 37/39
Hel - 16/22


aka "Bill Cross", Male LE Elf Wizard 4 (Spell-sage), VMC Sorcerer (Arcane bloodline) | HP: 29/29 | AC: 15 (14 Tch, 11 Fl) | CMB: +2, CMD: 16 | F +3, R +5, W +5 | Init: +14 | Per +7, SM +5 | Speed 30ft | Spells: 1st 4/4, 2nd 2/3 | Active conditions: None

"Get that sailor back up!", Lutor messages as he reloads and fires.

Bloody watery casters. Soon, literally.

Light Crossbow: 1d20 + 5 ⇒ (16) + 5 = 21

Damage, P: 1d8 ⇒ 5


aka "Hel Thomas": LE F lsr pyure human zen archer monk 4/wizard (divination)* | HP: 28/28 | AC 20* (T 20, FF 16*) | CMB: +7, CMD: 25/21F; +2 Agi/Grap | F:+4 R:+7 W:+6 | INI: +3/+7 | PER +12 | MV 60' | VP: 3 | Perf. Stk: 4*2d20 | Atk: +5 sansetsukon (1d10+1/19,blk,d'rm); +7 dagger (1d4+1/19); hanbo(trip, 1d6+1), UnA (1d8+1); +10/+10 mwkCLBow (1d8+1/x3, 137) | lip reading | Faila
Spoiler:
Intim +12, SnsMot +12, Stlth +10, UMD +10; Cr (alc, bow) +9/11, Prf (sldr) +10; Azlanti, Celestial, Common, Old Talirean, Infernal

Spoiler:
Faila casts guidance; used on last roll of flurry as usual. 1 ki to add an extra shot.
Shot #1: 1d20 + 9 ⇒ (19) + 9 = 28
Shot #2: 1d20 + 9 ⇒ (14) + 9 = 23
Shot #3: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15

Damage #1: 1d8 + 1 ⇒ (2) + 1 = 3
Damage #2: 1d8 + 1 ⇒ (2) + 1 = 3

Tracking:
HP: 16/22
Ki: 2/7

Glancing aft, Hel can only give a slight shake of her head and turn her attention back to the one she's decided to pick on. Already there are at least four good hits sticking out of the thing; she's pretty sure not even Wesh could take that number of solid hits, never mind the additional handful of grazes. So she keeps her focus on the spellcaster, striving to keep its concentration broken by plunging arrows into it -- and in so doing, slay it as well. On her shoulder, the infernal aide-de-camp that is her familiar murmurs fragments of the Contract, helping to guide her focus. It ... doesn't help as much as Hel would like.


Male Human 'Jack Miller', HP:39/39, AC:17, Touch:12, FF:15,Fort+10,Ref:+8,Will:+9,CMB:+6,CMD:18,Initiative+7,Perception+11.Touch of Corruption3/5 Day.TimeonHP:10/10,AC:20,Touch11,FF19,F+2,R+2,W+1

Gallen brings up his shield to block the crossbow bolt. Gallen sheaths his scimitar, using his magically enhanced size he reaches into the water to haul the sailor out again.

Timeon's Go:

With the sailor thrown from the boat Timeon repositions before swinging his blade in a a sweeping arc through the water elementals form.
PA Scimitar Vs Purple: 1d20 + 1 + 2 ⇒ (13) + 1 + 2 = 16
Damage: 1d6 + 4 ⇒ (2) + 4 = 6


Demlin fires again at the blinded triton leader.

shortbow: 1d20 + 7 ⇒ (19) + 7 = 26 damage: 1d6 + 2d6 ⇒ (2) + (4, 5) = 11


Round 5

Get that sailor back up! Lutor messages as he reloads and fires. Bloody watery casters. Soon, literally. His crossbow bolt goes true, striking the caster.

Glancing aft, Hel can only give a slight shake of her head and turn her attention back to the one she's decided to pick on. Already there are at least four good hits sticking out of the thing; she's pretty sure not even Wesh could take that number of solid hits, never mind the additional handful of grazes. So she keeps her focus on the spellcaster, striving to keep its concentration broken by plunging arrows into it -- and in so doing, slay it as well. On her shoulder, the infernal aide-de-camp that is her familiar murmurs fragments of the Contract, helping to guide her focus. It ... doesn't help as much as Hel would like. Still, a couple more grazes from her arrows should help.

Gallen brings up his shield to block the crossbow bolt. Gallen sheaths his scimitar, using his magically enhanced size he reaches into the water to haul the sailor out again. The sailor coughs water onto the deck.

Demlin fires again at the blinded triton leader. Her arrow strikes true, going deep.

GM Rolls:

Concentration vs DC 17: 1d20 + 8 ⇒ (18) + 8 = 26
Concentration vs DC 15: 1d20 + 8 ⇒ (14) + 8 = 22
Concentration vs DC 15: 1d20 + 8 ⇒ (19) + 8 = 27
Concentration vs DC 23: 1d20 + 8 ⇒ (12) + 8 = 20

CLW: 1d8 + 4 ⇒ (1) + 4 = 5

Will: 1d20 + 10 ⇒ (4) + 10 = 14

Lutor's bolt and Hel's arrows don't provide enough of a distraction to break his concentration, but Demlin's arrow does just enough to make him lose the spell. He casts another spell, healing some of his wounds, then wipes at his eyes, trying to clear the glitter from them. He fails to do so, however.

The dolphins continue swimming around, looking for a target.

Initiative Order
Lutor
Hel
Gallen
Demlin
Triton Leader
Dolphins
Wesh
Grumblejack
Elementals
Cole
Sailors
Timeon
Odenkirk
Tritons

Wesh and Grumblejack are up. Gallen, I forgot to pull Purple off the deck. It's already dead, if you want to re-do Timeon's action.

Tracking:

Nerianus - 10/76, blinded
Green Triton - 17/19
Yellow Triton - 4/19
Dolphin 3 - 5/11

Sailor 1 - 18/25
Sailor 3 - 18/25
Sailor 5 - 15/25
Sailor 6 - 18/25

Timeon - 8/10
Wesh - 37/39
Hel - 16/22


aka "Torbin" | Human Fighter 4 | HP 52/52 | AC 17 T 11 FF 16 | CMD 19* | F +9 R +3 W +3* | Init +6 | Perc +0 | SP 7/7 | VP 0/3

Wesh looks around, silently grumbling that he doesn't have a bow on hand to shoot the annoying dolphins circling the ship.

Wesh will try find a bow (or other usable ranged weapon) to fire on the dolphins. Not sure if that's possible, so just putting it out there.

-----

Grumblejack, still with no target, waits for one to approach.

Grumblejack Readied Attack: 1d20 + 6 - 1 ⇒ (13) + 6 - 1 = 18
Damage: 3d6 + 4 + 3 ⇒ (4, 5, 5) + 4 + 3 = 21


Male Human 'Jack Miller', HP:39/39, AC:17, Touch:12, FF:15,Fort+10,Ref:+8,Will:+9,CMB:+6,CMD:18,Initiative+7,Perception+11.Touch of Corruption3/5 Day.TimeonHP:10/10,AC:20,Touch11,FF19,F+2,R+2,W+1

Timeon draws his bow and lets loose a shot at the triton to his east.
Using deadly aim and the same rolls it'll be 14 to hit and 4 damage

@Wesh, Gallen has a few pilums


aka "Torbin" | Human Fighter 4 | HP 52/52 | AC 17 T 11 FF 16 | CMD 19* | F +9 R +3 W +3* | Init +6 | Perc +0 | SP 7/7 | VP 0/3

Thank you, Gallen! Wesh will ask for and take one of the pilums, if possible. Not sure if I can throw it this round, but if so, he'll throw one at the closest dolphin to him.

Wesh Ranged Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d8 + 4 ⇒ (5) + 4 = 9


Round 5

Wesh grabs a pilum from Gallen and throws it at a dolphin. Unfortunately, the pilum misses and splashes into the water.

Grumblejack, still with no target, waits for one to approach.

Initiative Order
Lutor
Hel
Gallen
Demlin
Triton Leader
Dolphins
Wesh
Grumblejack
Elementals
Cole
Sailors
Timeon
Odenkirk
Tritons

With no more elementals, I should have had Cole post his action for this group, too. My fault. Cole is up.

Tracking:

Nerianus - 10/76, blinded
Green Triton - 17/19
Yellow Triton - 4/19
Dolphin 3 - 5/11

Sailor 1 - 18/25
Sailor 3 - 18/25
Sailor 5 - 15/25
Sailor 6 - 18/25

Timeon - 8/10
Wesh - 37/39
Hel - 16/22


And I forgot that Cole said to bot him. My bad.

Round 5

Cole flings a gob of acid at the triton he attacked last time.

Acid splash vs Red: 1d20 + 4 ⇒ (2) + 4 = 6

But he misses.

GM Rolls:

Sailor 1 vs Red: 1d20 + 2 ⇒ (11) + 2 = 13

Sailor 2 vs Orange: 1d20 + 2 ⇒ (10) + 2 = 12

Sailor 3 vs Yellow: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d6 ⇒ 4
Sailor 4 vs Green: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d6 ⇒ 6
Sailor 5 vs Blue: 1d20 + 2 ⇒ (8) + 2 = 10

Sailor 6 vs Purple: 1d20 + 2 ⇒ (2) + 2 = 4

Confirm 4: 1d20 + 2 ⇒ (9) + 2 = 11

Odenkirk's sailors fire arrows at the tritons. Two hit the mark, with one triton falling below the waves. The rest miss.

Timeon fires an arrow at a triton, but he too misses.

Odenkirk's rage ends, and he looks about for something to kill. Unfortunately, the only things to kill are in the water, and he isn't going to willingly jump in there.

The tritons reload their crossbows.

Initiative Order
Lutor
Hel
Gallen
Demlin
Triton Leader
Dolphins
Wesh
Grumblejack
Elementals
Cole
Sailors
Timeon
Odenkirk
Tritons

Lutor, Hel, Gallen, and Demlin are up for Round 6.

Tracking:

Nerianus - 10/76, blinded
Green Triton - 17/19
Yellow Triton - 4/19
Dolphin 3 - 5/11

Sailor 1 - 18/25
Sailor 3 - 18/25
Sailor 5 - 15/25
Sailor 6 - 18/25

Timeon - 8/10
Wesh - 37/39
Hel - 16/22


Alias James Thomas. Male Human HP 22/22 | AC: 20 /T: 12 /FF: 18 | Perc. +13 | F: +1 / R: +3 /W: +6 | CMB +7 | CMD 19 | Villain Points 3/3 | Speed 30'(20') | Init. +6

Back to normal here guys. Until next week anyways. :)


aka "Bill Cross", Male LE Elf Wizard 4 (Spell-sage), VMC Sorcerer (Arcane bloodline) | HP: 29/29 | AC: 15 (14 Tch, 11 Fl) | CMB: +2, CMD: 16 | F +3, R +5, W +5 | Init: +14 | Per +7, SM +5 | Speed 30ft | Spells: 1st 4/4, 2nd 2/3 | Active conditions: None

Lutor keeps up his rate of fire at the triton leader.

Slay the leader, the rest may flee.

Light Crossbow: 1d20 + 5 ⇒ (12) + 5 = 17

Damage: 1d8 ⇒ 4


Male Human 'Jack Miller', HP:39/39, AC:17, Touch:12, FF:15,Fort+10,Ref:+8,Will:+9,CMB:+6,CMD:18,Initiative+7,Perception+11.Touch of Corruption3/5 Day.TimeonHP:10/10,AC:20,Touch11,FF19,F+2,R+2,W+1

Gallen curse himself, he'd likely never be able to retrieve these pilums again but the assault must be stopped. If the ship or it's crew were too badly damaged it may doom their quest to failure. Hefting a pilum he hurls it at the one singled out by Luthor.
Pilum with Deadly Aim Vs Triton Leader: 1d20 + 4 - 1 - 1 ⇒ (4) + 4 - 1 - 1 = 6
Damage: 1d10 + 5 ⇒ (9) + 5 = 14

Timeon's Go:

Timeon knocks another arrow and heeds the words of Luthor
Shortbow with Deadly Aim Vs Triton Leader: 1d20 + 2 - 1 ⇒ (5) + 2 - 1 = 6
Damage: 1d6 + 2 ⇒ (4) + 2 = 6


attack: 1d20 + 7 ⇒ (16) + 7 = 23
damage: 1d6 + 2d6 ⇒ (6) + (3, 2) = 11
Demlin fires at the Triton leader.

sorry for the slow update! Have been sick. All good now.


aka "Hel Thomas": LE F lsr pyure human zen archer monk 4/wizard (divination)* | HP: 28/28 | AC 20* (T 20, FF 16*) | CMB: +7, CMD: 25/21F; +2 Agi/Grap | F:+4 R:+7 W:+6 | INI: +3/+7 | PER +12 | MV 60' | VP: 3 | Perf. Stk: 4*2d20 | Atk: +5 sansetsukon (1d10+1/19,blk,d'rm); +7 dagger (1d4+1/19); hanbo(trip, 1d6+1), UnA (1d8+1); +10/+10 mwkCLBow (1d8+1/x3, 137) | lip reading | Faila
Spoiler:
Intim +12, SnsMot +12, Stlth +10, UMD +10; Cr (alc, bow) +9/11, Prf (sldr) +10; Azlanti, Celestial, Common, Old Talirean, Infernal

Likewise sorry -- though not sick, thankfully.

Finish Him!!:
1 more ki, one extra shot. The usual guidance on the last shot ...
Shot #1: 1d20 + 9 ⇒ (14) + 9 = 23
Shot #2: 1d20 + 9 ⇒ (19) + 9 = 28
Shot #3: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21

... ooo, which actually clarifies an uncertainty!! Yay!! :)

Damage #1: 1d8 + 1 ⇒ (7) + 1 = 8
Damage #2: 1d8 + 1 ⇒ (3) + 1 = 4
Damage #3: 1d8 + 1 ⇒ (2) + 1 = 3

Tracking:
HP: 16/22
Ki: 1/7

With Faila on her shoulder chanting, Hel relentlessly shoots at the triton's leader; should he be dead when she starts, her shots will be at and into to the next around the circle, the red one, but either she's finally hitting her stride or else she's really getting pissed off that this guy just won't go down.


Round 6

Lutor keeps up his rate of fire at the triton leader. Slay the leader, the rest may flee. His bolt catches the triton leader in the arm.

With Faila on her shoulder chanting, Hel relentlessly shoots at the triton's leader; should he be dead when she starts, her shots will be at and into to the next around the circle, but either she's finally hitting her stride or else she's really getting pissed off that this guy just won't go down. Her first arrow catches the triton leader in the chest,and he begins to sink beneath the waves. Her final two arrows finish the job, and ensure he will never breathe again.

With the triton leader dead, Gallen chooses not to throw his pilum, and see if the rest would break and flee.

Demlin does the same, as the tritons call out to each other in Aquan and disperse, the dolphins fleeing with them. After but a moment there is silence on the waves.

1d4 ⇒ 3

Suddenly there's an explosion of water right next to where Demlin stands near the rail. A trident falls onto the deck at her feet, and the triton leader, his eyes glazed over with white, gripping the rail, speaks with more than one voice, "The shining sun has seen the wickedness you hide in hearts. And thus it will be the son who brings your doom." His hands release the rail, and he falls back into the sea, sinking beneath the waves.

Combat is over. Imagine that last bit in an echoey prophecy voice.

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