Corsairs of Varisia

Game Master dain120475

“Corsairs of Varisia” is a homebrew campaign which has low magic; emerging technology in the form of firearms; reavers, swashbucklers, buccaneers, and pirates.

“Corsairs of Varisia” campaign pits the starting party in a emerging town situated between Riddleport and Magnimar.

The town, formerly Roderic’s Cove, had been conquered by pirates from Riddleport, but has been recently liberated from support from the south to stop the advance of Riddleport into their waters.

The town was renamed “Beacon” and the lord of the town is calling on any who wish to make their fortune and become something great; with little to aid them but their wits and steel.


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As your company moves through the trees you notice there is evidence of light snow on the ground and a chilly frost in the air. The branches of the pines are stiff and the wind is icy.

Moving closer to where you suspect the beachhead is, Taissa sends out Daya as an advance scout. In moments the bird returns and after quick communication, Taissa turns to the group.

”There is a large dock that looks fairly old and the remains of a small stone wall on the eastern flank,” she says rapidly.

”There are three clusters of tents on the beach, and a large bonfire by the center cluster – there’s enough light that we should be able to see everything on the shore – even those without... without the ability to see well in the dark,” she says with a glance to the humans.

”In the harbor, about twenty fathoms, Daya says that she sees a ship that is moored – Daya does not recognize the type of ship, but it was not like the ships we sail here… it was rigged differently, and her lines were different as well…” she says.

Quickly explaining it to the others, Suny speaks.

”Ooh! I know her – she be all one of dem ships from Rhadohoum types and such,” she offers.

The others look at her for a moment, than Hack offers a suggestion.

”I think she means one of the ships rigged to operate in the warmer waters toward the south, such as the ships near Rahadoum or Osirion… “ he says with a confused tone of voice.

”If that is so; that she is meant for southern waters and far to the east, than what is she doing all the way up here?” he muses aloud, thinking about this strange turn of events, then shrugging.

Taissa continues.

”Daya said that there are only six men on the beach and near the water – but the tents are big enough to house more. There may be more men inside the tents,” she adds.

Thinking about this for a moment, the party elects to split up into two sections. One will man the eastern side, and the other will take the western side. If they coordinate their movements, the enemy may be ambushed by one group and charge that group even while the second team ambushes the enemy as they charge forward.

But filled with nervous energy, the group instead prepares itself for a more direct approach.

Of course, everyone knows that no one is supposed to advance at all until after gunshots can be heard from the summit of the hill. Those shots will be from John and his gang and when they fire, the pirates will likely make a hasty charge forward and not notice anyone until it’s too late.

John warned the group that his team needed to go first so they can disrupt the more powerful magical users with a direct attack. If the group on the beach went first, the casters would know something is up and likely take cover and prepares themselves for John’s team; and as they already have magic on their side, John can’t risk them getting “dug in” as well.

Therefore – the party contents itself to wait in position until they hear shots.

After what seems like a long time for waiting, the entire group is startled by the sound of a salvo of gunfire.

The men on the beach hop up from their relaxed positions and glance around looking nervous. They clearly are scanning the trees toward the trail leading up to the northwestern side of the island and seem to be ignoring you, but not moving.

However, at the same time, one of the men calls out in a strange language a few quick commands and the group suddenly tightens up and now scans the trees intently.

Pirate’s Perception Checks:

Stealth Score for Group 1:

Pirates at Line X on Group 1 –

Pirate 1 on trees
1d20 + 7 ⇒ (1) + 7 = 8

Pirate 2 on trees
1d20 + 7 ⇒ (9) + 7 = 16

Stealth Score for Group 2:

Pirate at 54
1d20 + 7 ⇒ (17) + 7 = 24

Pirate at 53
1d20 + 7 ⇒ (12) + 7 = 19

The other two pirates aren’t paying attention to the southern trees – they’re trying to check the west bank instead, it seems…

EDIT:

The pirates near to Group 1 have seen the movements of Sunny and Pollux, and quickly point them out to the others.

At this time the pirates may have noticed Hack or Stefan or missed them entirely - you won't know that until they take action, however.

Meanwhile, the pirates near the wall have examined the trees near Group 2 and have spotted everyone in that group thanks to some excellent perception rolls via the pirates.

The chance for a quick Surprise Round is negated by some bad luck, but even so – you are able to do what you can to make every moment count!

Initiative For Group 1: 3; 3; 0; 1 = Total Modifier for Group 7 divided by 4, or roughly +2.

Initiative For Group 1
1d20 + 2 ⇒ (19) + 2 = 21

Initiative For Group 2: 4; 3; 5; 5 = Total Modifier for group 12 divided by 4 or +4
1d20 + 3 ⇒ (1) + 3 = 4

Pirate Initiative: 4; 4; 4; 4; 4; 4 - Total of 4
1d20 + 4 ⇒ (18) + 4 = 22

EDIT: Okay, all my clever plans to see if you could go before the pirates go, or if you have at least one group go before the pirates, or anything like that - all of it seems to have failed due to some good perception checks and some unusual initiative rolls.

Alright, now I need to make my pirates do stuff and update the map. That will take me some time; and then you'll see my rolls and pertinent details coming up in a bit with an updated map, soon.

Or to put it another way -

Ladies and Gentlemen... Boys and Girls...

Dying times here...


Round 1 – Pirates have initiative – they have gone first; you start the bottom of the round – first to make the post is the first to take action

It seems that the pirate guards are armed with muskets and scimitars.

The first one takes a shot at Pollux via a Standard Action, moves to Z:36 and then drops his musket as a Free Action and draws his sword as part of his move action.

Shot on Polux with Musket Verse “Touch Attack” –

Attack with Musket – 3+4-4 =
1d20 + 3 ⇒ (12) + 3 = 15
If it hits –
1d12 ⇒ 4

The next hurries down the beach to AA:45 and takes a shot at Suny with his musket.

Attack with Musket – 3+4-4-2 =
1d20 + 1 ⇒ (20) + 1 = 21
If it hits –
1d12 ⇒ 4

The third one also elects to do the same thing to Polux. Only he ends up at AD:40.

Although Hack is in front of Polux, it seems likely that the pirates were not able to spot either Stefan or Hack yet; likely due to their Stealth Rolls...

Attack with Musket – 3+4-4 =
1d20 + 3 ⇒ (7) + 3 = 10
If it hits –
1d12 ⇒ 2

He then drops his musket and draws his sword, too far to do anything else this round…

The three lads by the wall take their actions now.

The first one decides to take a shot at Asan.

Although too far apart, these lads seem a bit more skilled with muskets than the others do. They move to the low wall for some cover and begin to fire…

He moves to AC:53 and takes his shot at Asan

Attack with Musket
1d20 + 6 ⇒ (17) + 6 = 23
If it hits –
1d12 + 2 ⇒ (6) + 2 = 8

The next one moves to AB:56 and takes his shot at Taissa

Attack with Musket
1d20 + 6 ⇒ (9) + 6 = 15
If it hits –
1d12 + 2 ⇒ (12) + 2 = 14

The last one is less skilled than the first; he moves to AC:52 and takes a shot at Geser and drops his musket –

Attack with Musket – 3+4-4 =
1d20 + 3 ⇒ (20) + 3 = 23
If it hits –
1d12 ⇒ 7

EDIT: Confirm Hit on Suny –
Attack with Musket – 3+4-4-2 =
1d20 + 2 ⇒ (16) + 2 = 18
If it hits –
3d12 ⇒ (9, 11, 2) = 22

EDIT: Confirm Hit on Geser –
Attack with Musket – 3+4+1-4-2 =
1d20 + 2 ⇒ (17) + 2 = 19
If it hits –
3d12 ⇒ (2, 6, 2) = 10


Status of Round 1 –

The pirates have taken their shots with muskets.

Most of them have dropped their muskets after shooting and drawn cruel looking scimitars for melee weapons. Fortunately, they do not seemed to be armed with double-barreled muskets.

Polux has taken: 4 damage. At this time Polux has only 23 HP
Suny has taken: 24 damage. At this time Suny is bleeding out at -2 HP and needs to make a Constitution Check – DC 12, to stop bleeding out.
Asan has taken: 8 damage. At this time Asan is at 13 HP
Taissa has taken: 14 damage. At this time she is at 15 HP
Geser has taken: 17 damage. At this time he is at 9 HP.

This is the Map.

It is now your move – what do you do?

Via New Coordinates –

Asan……….AM:55
Daya……… AN:55
Geser……… AL:56
Hack………. AE:34
Polux……… AH:33
Stefan……... AH:34
Suny………. AH:35
Taissa………AM:54


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

"Suny..." - the big man whispers - "Engage those bastards boys, they are making short work of us" - he adds to the others, kneeling down next to Suny and reaching for one of the scrolls the priest has given him.

He holds it momentarily in his hand - Now is the time for this to work - he ponders, remembering the old man who had patiently taught him the secret behind deciphering and tapping into those pockets of power, as he called them.

UMD Cure Light Wounds scroll: 1d20 + 5 ⇒ (14) + 5 = 19

Sigh...

"I am not a healer dammit!" - he growls in frustration.


Male Half-Orc Gunslinger 1/Bounty Hunter 2 (AC 19 / HP 26 / F +6, R + 8, W +4 / Ini + 3 / Perc. +7)

I get the impression I should have brought my camouflage net...perhaps...

Geser takes a shot at the pirate in AC:53.

Roll to shoot w/pistol including bonus from teaching (I got one, if I recall correctly?). Also, I don't know if the squares on the map are five feet or what, so I may be facing a distance penalty? If so, it needs to be subtracted from my upcoming result: 1d20 + 8 ⇒ (17) + 8 = 25


Male hp 7/21,(5/5 musket shots), AC 15, T15 FF10, bab +3, melee +6, ranged +6, cmb 3, cmd 16, F +3, R +6, W +3, Init +4, Perc +6, Human Martial Artist 3

Asan will charge to AB57, jumping over the 3 foot wall and swing his scimitar at the pirate in (and using combat expertise) AB56.

Why is blood shed so readily? What could these fools possibly be rewarded with?

Acrobatics (DC 12 for 3 feet): 1d20 + 12 ⇒ (18) + 12 = 30(+8 skill, +4 for move 40)

Melee: Scimitar: 1d20 + 11 ⇒ (14) + 11 = 25(+8 normal, +2 charging, =2 one time bonus for finesse training-1 for combat expertise
Assuming it hits: 1d6 + 3 ⇒ (1) + 3 = 4(+1 normal +2 one time bonus from finesse training)

When Asan hears Geser's shot he ducks his head and charges forward, figuring that engaging the foes is the best option for survival considering the heavy hits his team has already taken.Gritting his teeth through the pain, he leaps over the low wall with flourish, and his attacks finds his foe, but only seems to scratch the knave.

AC +1 (net 16) till my next turn

Yay for the skill roll and hit, boo for damage!


Male hp 7/21,(5/5 musket shots), AC 15, T15 FF10, bab +3, melee +6, ranged +6, cmb 3, cmd 16, F +3, R +6, W +3, Init +4, Perc +6, Human Martial Artist 3

Dain DM, hopefully I'm not overstepping, but Geser, you should only be having a -2 for the second range increment, since the GM has decreed that the range for all muskets is 40ft. And yes, it was mentioned the squares are 5ft.


Male Half-Orc Gunslinger 1/Bounty Hunter 2 (AC 19 / HP 26 / F +6, R + 8, W +4 / Ini + 3 / Perc. +7)

Thanks, Asan--but my penalty might be worse as I'm using my pistol. Also, damn, I must have missed where he said the squares are 5ft, but I guess with this kind of thing they're pretty much always 5ft...


Clarification issue –

I may not have mentioned this before, but all the squares are indeed 5x5 feet.

1. Geser – the enemy is 50 feet from you. All firearms hit “touch attack” in the first Two Range Increments (-2 penalty for all increments after first, as usual). But the pistol has a range increment of 20 feet. And you are using a pistol at this time, not a musket.

That would mean that you could shoot from your position, but if you did, you’d suffer a -4 penalty (as it is more than 2 range increments away) and you’d have to burn a grit point.

Or you could move 10 for more feet for the attack first and suffer only a -2 penalty; or move 30 feet and suffer no penalty for range increments.

As you did not take a move action, you are free to do so now.

If you had used the musket you borrowed, you could have hit without this issue, though, and you would have been able to do more damage.

2. In the future, when you roll to hit, please also roll damage at the same time so we know what’s up.

3. Asan – via the charge – the enemy is not technically in a straight line from you (you’re on grid 55, he’s on grid 56); but in any case you can’t do a charge if there is “difficult terrain or an obstacle” in front of you; which the wall is.

If you’d like you can hop over on top of them, but you wouldn’t be able to hit them. You did get some nice rolls, though - if you'd like to keep them for next round, you can do that, too.

Note: I like the idea of leaping over obstacles like that. I'm going to have to consider lettering them in somehow in the future, but for this combat I can't let it happen formally.


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

"Fools! You should have kept the muskets, at least you might have had a chance." Stefan shouts at the pirates as he moves up to the first one and attacks.
His entire demeanor changes as he enters combat. Gone now is the fancy dilettante and in its place is a focused, cold and stern visage. He appears to move with a calculated grace and his stance is strange.

actions:

Swift= enter Crane stance. Move= move 30' to AD:38. Standard= attack pirate at AD:39 fighting defensively. Free= release one hand from sword.

attack vs pirate 1d20 + 8 ⇒ (7) + 8 = 15
damage 1d8 + 5 ⇒ (6) + 5 = 11

status:

AC-22
hp-24/24
status-crane stance, fighting defensively


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

Dain GM, the straight line is not based on the grid patterns, it just means you have to be able to draw a straight line to the target that is clear of obstacles and difficult terrain.


Male Half-Orc Gunslinger 1/Bounty Hunter 2 (AC 19 / HP 26 / F +6, R + 8, W +4 / Ini + 3 / Perc. +7)

Trouble is, I never borrowed a musket in the first place, since I'm armed already. Thus I'll make the 10ft move. Don't want to get too close, because after this they'll get to attack me again!

Damage: 1d8 + 2 ⇒ (3) + 2 = 5


Stefan Lebeda wrote:
Dain GM, the straight line is not based on the grid patterns, it just means you have to be able to draw a straight line to the target that is clear of obstacles and difficult terrain.

Good point about the straight line; however the wall is the tricky part.

Asan does have a +10 to his base movement speed, and there is a gap between the wall he could move between to be in their face; but he can't charge them, unfortunately.


Geser wrote:

Trouble is, I never borrowed a musket in the first place, since I'm armed already. Thus I'll make the 10ft move. Don't want to get too close, because after this they'll get to attack me again!

Damage: 1d8 + 2

No they won't Geser. Loading a musket is a Full Round Action. That means that they'll have to take a full round to load the muskets before they shoot, first.

Apologies about the musket issue - I assumed that when the captain had multiple muskets to hand out that the only gunslinger in the group would have taken one of the muskets to aid the company.

I'm sorry about that; I just assumed you had one.

Via your ten foot move - can you toss up some coordinates so I know where you ended up? Thank you


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Round 1, Power Attack, Charge (AC: 14)

Hack charges to AA35 and attacks the enemy in Z36.

GA Att: 1d20 + 6 + 2 - 1 ⇒ (19) + 6 + 2 - 1 = 26
GA Dam: 1d12 + 6 + 3 ⇒ (8) + 6 + 3 = 17


Male hp 7/21,(5/5 musket shots), AC 15, T15 FF10, bab +3, melee +6, ranged +6, cmb 3, cmd 16, F +3, R +6, W +3, Init +4, Perc +6, Human Martial Artist 3

Forgot about the -2 ac too, so glad you nixed that move, actually, because damage was poop.

REtCONned action:

Asan frowns in the moonlight, the campfires flickering off his dark eyes. Slowly drawing his scimitar and moving forward at a quickened pace, he calls out in a a deep clear voice;

"Your dark masters cannot save you. Give up your foolishness or your options will be few. Die swiftly at our hands, or consumed by demons..."

Move action to AE60, Standard Action: Demoralize Pirate at AB56 1d20 + 9 ⇒ (20) + 9 = 29

booyah! If only you could Crit on Intimidate!!!


Spoiler:
HP: 08/22, AC: 17(Max 21(T13,FF14), DR: 1(Water Based Critters), F:+4, R:+7, W:+2, Perc: +6, Init: +3.

Con Save:1d20 + 0 ⇒ (19) + 0 = 19

Well...least ways I in't leakin' every which way... :P


Nice stabilizing, Suny!

NPCing Taissa and Daya

Taissa calls out to Daya –

In Avian:

”The one by the fire is reloading – stop him, my friend!”

Daya moves fast to AB:49 to the man trying to reload his musket.

Claw attack to the pirate –
1d20 + 7 ⇒ (9) + 7 = 16

If it hits –
1d4 + 5 ⇒ (3) + 5 = 8

Meanwhile, Taisa’s eyes narrow at what she has seen.

She stabs over to AF:52 and takes a shot at the enemy that seems to be frightened by Asan’s threats. Her eyes are ice and she coolly swings up her musket and takes a shot –

Attack with firearm bonus and Point Blank Shot factored in
1d20 + 2 + 1 + 2 ⇒ (15) + 2 + 1 + 2 = 20

If it hits –
1d12 + 1 + 2 ⇒ (9) + 1 + 2 = 12

EDIT: Due to crash with my map program, I had to redo map grid. Everything is cool, but the coordinates are a bit different this time around. More to come soon -


Top of Round 2

The enemy that Asan had demoralized decides to attempt to strike back!

He scimitar is out and he rushes down around the wall and moves fast toward Asan and attempts to attack him, even though he is clearly shaken.

Attack with Scimitar and penalty for Shaken and Power Attack factored in
1d20 + 4 ⇒ (17) + 4 = 21

If it hits –
1d6 + 4 ⇒ (1) + 4 = 5

The two enemies near Daya are not melee fighters, and the presence of the giant bird fluttering near their face causes them to panic!

They each drop their muskets, draw their swords as a part of a Move Action and take a swipe at Daya

Attack from enemy at AA:48 with Scimitar -
1d20 + 7 ⇒ (2) + 7 = 9

If it hits –
1d6 + 2 ⇒ (5) + 2 = 7

Attack from enemy at AA:49 with Scimitar -
1d20 + 7 ⇒ (6) + 7 = 13

If it hits –
1d6 + 2 ⇒ (5) + 2 = 7

The enemy near Stefan attempts an attack against the canny swordsmen…

Attack from enemy at AB:36 with Scimitar with power attack -
1d20 + 6 ⇒ (8) + 6 = 14

If it hits –
1d6 + 4 ⇒ (1) + 4 = 5

The pirate at Y:42 looks over at Hack and sees his mighty attack and charges toward to him to attack the barbarian…

Enemy ends up at Y:32 with charge and power attack on Hack -
1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27

If it hits –
1d6 + 4 ⇒ (3) + 4 = 7

The other pirate is dripping with blood and curses Hack in a foreign tongue and watching his ally charge hard into Hack, he moves in a wide circle near the tents to flank his friend and take a swing at the barbarian from behind with flanking and Sneak Attack!

Attack with flanking and Sneak Attack factored in –
1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26

If it hits –
1d6 + 4 + 2d6 ⇒ (2) + 4 + (6, 1) = 13

EDIT: Confirm against Hack –

Attack with Scimitar to confirm with Charge factored in -
1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14

If it hits –
1d6 + 4 ⇒ (1) + 4 = 5

Attack with Scimitar to Confirm with Flank Bonus factored in -
1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10

If it hits –
1d6 + 4 ⇒ (6) + 4 = 10


Round 2 Sum Up

Via New Coordinates –

Asan……….AD:55…….8 HP
Daya……… AN:55…….15 HP
Geser……… AH:51……9 HP
Hack………. Y:31……..25 HP left
Polux……… AE:32……23 HP
Stefan……... AB:35……24 HP
Suny………. AF:33……-2 HP – Stabile
Taissa………AM:54……29

New Combat Map Here.

NOTE: If the enemy has a “yellow” box around them it means they’ve suffered modest damage. A “red” box means they’re near death…

It’s your move, gang; Good hunting!


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

Could you let us know if we hit or not? Also, did you put up a new map? Oops, nvm it came up while I was posting :)


Stefan Lebeda wrote:
Could you let us know if we hit or not? Also, did you put up a new map?

Ah, sorry - I forgot that in the posting.

No - your blade was very close, it skidded off his studded leather and you suspect if you were not fighting defensively, you would have scored a hit...

Sorry about that, Stefan; I'll make a note of it for the future, though.


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

Seeing Hack hit hard, Stefan will move to aid him.

"Two vs one is rather unsporting, don't you think?" Stefan says to the pirates.

actions:

Move= tumble to avoid AoO and move to Y:33 to flank pirate at Y:32. Standard= attack flanked pirate still fighting defensively.

Acrobatics to avois AoO 1d20 + 9 ⇒ (20) + 9 = 29

attack vs flanked pirate 1d20 + 8 ⇒ (9) + 8 = 17
damage 1d8 + 1d6 + 3 ⇒ (5) + (4) + 3 = 12

status:

AC= 22
hp= 24/24
status= crane stance, fighting defensively


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

If or when we reach 7th level, I will take no penalty when fighting defensively :)


Stefan Lebeda wrote:
If or when we reach 7th level, I will take no penalty when fighting defensively :)

Well, seventh is right around the corner at this point, right?

;)


Male hp 7/21,(5/5 musket shots), AC 15, T15 FF10, bab +3, melee +6, ranged +6, cmb 3, cmd 16, F +3, R +6, W +3, Init +4, Perc +6, Human Martial Artist 3

DM only:
...not that it really matters in this case, because a 16 is all that's needed to hit Asan, but wouldn't Shaken and Power attack put the net bonus for the pirate at +3?

Asan winges in pain as he takes a strong blow across the chest, but is determined not to let this man attack anyone else. He has a bit of fight in him still, but manages to keep his senses and go more on the defensive.

5ft step to AC55 if anyone wants to flank with me :)
continue combat expertise, add fighting defensively for net Ac 19
Also using weapon finesses trainng for +2/+2

Scimitar: 1d20 + 8 + 2 - 1 - 2 ⇒ (9) + 8 + 2 - 1 - 2 = 16
Damage if it hits: 1d6 + 1 + 2 ⇒ (3) + 1 + 2 = 6


Male Half-Orc Gunslinger 1/Bounty Hunter 2 (AC 19 / HP 26 / F +6, R + 8, W +4 / Ini + 3 / Perc. +7)
Dain GM wrote:

No they won't Geser. Loading a musket is a Full Round Action. That means that they'll have to take a full round to load the muskets before they shoot, first.

Apologies about the musket issue - I assumed that when the captain had multiple muskets to hand out that the only gunslinger in the group would have taken one of the muskets to aid the company.

I'm sorry about that; I just assumed you had one.

Via your ten foot move - can you toss up some coordinates so I know where you ended up? Thank you

It's my mistake, actually. As an inexperienced player, my grasp of the rules was not good enough to inform me that a musket would be smarter to carry into this at the time when they were being handed out--even if you slipped the info in at some point, I must have lost it among the details. It looks like your assumption gave me the perfect opportunity to be dishonest and retcon a musket into my hands, but I'm not that kind of player.

This would put me at AJ56


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Round 2, Power Attack, Rage Rounds 1/9, One Use of Cleave

@GMDain: Should we not be tracking our own damage? BTW, Hack's DR 1 prevents two points of that damage. His actual damage is in his tag line.

Hack flies into a rage, and with spittle flying, swings in a mighty stroke to finish of the enemy he already injured.

GA Att: 1d20 + 10 - 1 ⇒ (9) + 10 - 1 = 18
GA Dam: 1d12 + 8 + 3 ⇒ (10) + 8 + 3 = 21

GA Cleave Att: 1d20 + 10 - 1 ⇒ (6) + 10 - 1 = 15
GA Cleave Dam: 1d12 + 8 + 3 ⇒ (9) + 8 + 3 = 20


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Seeing Hack flanked, and Stefan repositioning to assist him, Polux shakes his head looking at Suny - "Sorry girl..."

Getting up, he wades in on the one that was previously facing Stefan, wanting to grab his attention, before he can go aid the two others engaged with his companions. Closing the distance, his hand reaches behind his back for the massive weapon, his look a dark one as he engages his foe.

Move: to AC:36 (drawing Earth breaker as part of move action) || Standard: Attack with Power Attack on AB:36 (no penalty due to Furious Focus)

Earth Breaker w/ PA: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 2d6 + 9 ⇒ (6, 2) + 9 = 17


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

Hack you can't cleave unless the targets are next to each other....


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Sorry, I see that now, thought they just had to be adjacent to me, not each other.


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

nice damage though :)


Seeing the enemy in front of her is covered with blood, Daya takes a Full Attack action –

Talon 1
1d20 + 7 ⇒ (16) + 7 = 23

If it hits –
1d4 + 5 ⇒ (2) + 5 = 7

Talon 2
1d20 + 7 ⇒ (17) + 7 = 24

If it hits –
1d4 + 5 ⇒ (4) + 5 = 9

Bite
1d20 + 7 ⇒ (10) + 7 = 17

If it hits –
1d6 + 5 ⇒ (2) + 5 = 7

Meanwhile, worried about her beloved Daya, and seeing that the enemy next to her ally is not even scratched yet, Taissa will attempt to distract the enemy with her own attack.

Calling out to Asan she says –

”I must help my friend – do not fear, I shall be with you soon!”

Taissa drops her musket as a Free Action and draws her MW Lucern Hammer as part of a Move Action. She then moves to AC:48 and takes a swing at the enemy with her reach weapon using both hands.

Two-handed attack with Lucern Hammer on enemy at AA:48.
1d20 + 6 ⇒ (11) + 6 = 17

IF it hits (strength x1.5 for two-handed weapon) –
1d12 + 2 + 1 ⇒ (8) + 2 + 1 = 11

EDIT: Okay, looks like some pretty good rolls here and some decent damage. I need to figure things out, then we’ll have a new map up soon. You dropped a few guys, but more on that via the summary!


Round 3 Begins –

Daya managed to drop one of the pirates and Taissa wounded another badly.

Stefan hit his man, too – and Hack sliced the head of his enemy cleanly from his shoulders.

Polux quickly observes that Suny’s breathing is now stable and that she is not bleeding out. Cursing the fact that he cannot do anything for her at this time, he rushes into the fray, hoping to drop these scum quickly before they can do more damage.

He is able to hit his man, even as Asan moves and strikes his foe as well.

Geser, with no more rounds in his weapon, and already injured, moves away from the fight into the shadows of the trees – but not out of the site of his enemies…

With two men dead, and all of their crew badly wounded, the remaining pirates quickly see that things are going badly for them.

They are speaking to each other, but none of you know the language – it seems to be an unusual tongue, probably from the southlands – which would be consistent with their gear, and their ship.

Then they begin their next barrage!

The enemy by Asan notes quickly that Taissa and Daya are nearing to dropping his companion and he is having no luck with the man in front of him. But observing the half-orc lurking in the shadows plotting some new devilry, he quickly moves to attack Geser instead.

The pirate at AC:54 moves over to A:55 and attacks Geser with his scimitar –
1d20 + 6 ⇒ (13) + 6 = 19

If it hits –
1d6 + 4 ⇒ (6) + 4 = 10

The next pirate, seeing that he will be hit by Taissa even with the wall for cover elects to move to swing at Daya and withdraw back into the tent at W:50.

Attack against Daya
1d20 + 6 ⇒ (8) + 6 = 14

If it hits –
1d6 + 4 ⇒ (3) + 4 = 7

Seeing the mighty blow that Hack delivered, the scum near Polux turns and steps to strike this vicious barbarian –

Pirate at AB:36 will move to Z:31 and take a swing at Hack
1d20 + 6 ⇒ (14) + 6 = 20

If it hits –
1d6 + 4 ⇒ (3) + 4 = 7

The other pirate, seeing his comrade’s cunning move, takes a 5-Foot step from Y:32 to X:31 to flank with his ally on Hack!

Attack with Flanking from X:31
1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21

[ooc]If it hits –
1d6 + 4 + 2d6 ⇒ (2) + 4 + (1, 6) = 13

The round is over – summary of hits and positions will be up soon with battle map.


Round 3 Sum Up

Via New Coordinates –

Asan……….AC:55…….8 HP
Daya……… AN:55…….15 HP
Geser……… AJ:56……-1 HP (Bleeding out – Con Check at DC 11
Hack………. Y:31……..15 HP left – (NOTE: 9 normal; 6 from raging)
Polux……… AE:32……23 HP
Stefan……... AB:35……24 HP
Suny………. AF:33……-2 HP – Stabile
Taissa………AC:48……29

Note: There are 3 pirates on the map running around – they are all wounded. The forth pirate (with the blue circle around him) has gone into the tent and you know he’s there, but you cannot formally see what he’s doing at this time.

The guys with the X’s over them are corpses. They are dead, but their bodies are still on the field. Also, as Geser and Suny are formally unconscious at this time, I have put a “Circle” over them so that you are all aware of their condition.

New Combat Map click here


Male hp 7/21,(5/5 musket shots), AC 15, T15 FF10, bab +3, melee +6, ranged +6, cmb 3, cmd 16, F +3, R +6, W +3, Init +4, Perc +6, Human Martial Artist 3

does Asan get an AO as the pirate moves from hism to Geser?


Asan Kapoor wrote:
does Asan get an AO as the pirate moves from hism to Geser?

Actually, yes you do.

And now that I'm re-reading the AoO rules, it seems that Taissa and Daya get one on the pirate who ran away. I'll toss them up now since he was dumb enough to attack before moving. That was my fault, I forgot that you get AoO if a person moves away without using a Withdraw action. Sorry about that.

Polux can also take one on the enemy who moved away from him earlier as well.

Daya's AoO on pirate -

Talon 1
1d20 + 7 ⇒ (12) + 7 = 19

If it hits –
1d4 + 5 ⇒ (3) + 5 = 8

Taissa's AoO on pirate -
1d20 + 6 ⇒ (7) + 6 = 13

IF it hits (strength x1.5 for two-handed weapon) –
1d12 + 2 + 1 ⇒ (5) + 2 + 1 = 8

EDIT: Daya hit the pirate, but Taissa missed. That leaves Polux getting a shot off and same with you, Asan.

Polux, remember to take your AoO before round 3's attack as it may make a difference as the guy was already a little wounded.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Round 3, Power Attack, Rage Rounds 2/9, One Use of +2/+2 Bonus Boon

Who is over there with me in Y33. I do not see that on the list. They either need to heal me or kill this last guy.

Hack slides five feet to X30 and attacks the enemy in X31.

Flank with me, or heal me dammnit!

GA Att: 1d20 + 10 - 1 + 2 ⇒ (4) + 10 - 1 + 2 = 15
GA Dam: 1d12 + 4 + 4 + 3 + 2 ⇒ (8) + 4 + 4 + 3 + 2 = 21


Male hp 7/21,(5/5 musket shots), AC 15, T15 FF10, bab +3, melee +6, ranged +6, cmb 3, cmd 16, F +3, R +6, W +3, Init +4, Perc +6, Human Martial Artist 3

Asan takes the opportunityand takes a slightly less calm swing at the pirate as he moves to attack Geser, gritting his teeth through the pain of his own wounds.

[same adjustments from Combat expertise and fighting defensively apply]

Scimitar: 1d20 + 8 - 1 - 2 ⇒ (9) + 8 - 1 - 2 = 14
If it hits: 1d6 + 1 ⇒ (3) + 1 = 4

bummer


FYI to the others; both Hack and Asan missed, if someone could help Hack, that would be very good.

Asan, that was your AoO - it's formally your move, if you want to try to catch the guy by Geser.


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

Hack, you didn't take Raging Vitality!!?? That is the most required Barb feat of all.


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

Stefan steps over to flank the pirate next to Hack. Abandoning defense for the moment, he instead goes all out to hit him.

actions:
5' step to X32. Standard= attack normally pirate in X31.

attack vs pirate 1d20 + 10 ⇒ (11) + 10 = 21
damage 1d8 + 1d6 + 3 ⇒ (4) + (2) + 3 = 9

status:

AC-18
hp-24/24
status-crane stance

"Sorry Hack, but my healing skills are lacking."


Male hp 7/21,(5/5 musket shots), AC 15, T15 FF10, bab +3, melee +6, ranged +6, cmb 3, cmd 16, F +3, R +6, W +3, Init +4, Perc +6, Human Martial Artist 3

Stefan:
i'm sure you hit, but you recall that the finesse training received is only a one time bonus, right? Not for the whole combat. At least that was my understanding. Just wondering how you're getting a +10


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

I would agree that it is helpful at lower levels, but I usually do not waste a feat on it because I usually have a healer bailing me out. Not having a dedicated healer is highly unusual.


Combat Update thus far -

Stefan moved lightly to flank with Hack - his blade was true, but narrowly missed dropping the rouge... (the guy at X:31 only has a few HP left; almost dead).

Meanwhile, Polux plans his next move carefully even as Asan considers options... (Asan, you still haven't taken your formal move for this round - your AoO from round 2 missed, but you still haven't acted this round...

Quick Break Down via Stefan:

I believe his +10 bonus is from:

1. 2 BAB
2. 3 Dexterity via Weapon Finesse
3. 1 MW Aldori Dueling Sword
4. 1 Weapon Focus Aldori Dueling Sword
5. 1 Sword Scion Trait - adds +1 to all longswords and dueling swords
6. 2 from Flanking the pirate with Hack

Although he didn't show the breakdown with a straight +10, I believe that his how he managed to hit.

As for his damage - I think because you can normally use the Aldori dueling sword as two handed via a slashing weapon, he is doing that in this case and applying the times Strength bonus x 1.5 (for a total of +3 damage instead of +2).

While I'm not clear that you could do that normally with thrusting attacks, in this case he also took a trait (slashing strike) which allows him to apply slashing damage (which a two-handed attack normally would be, I believe) as "thrusting damage" to gain the +3 instead of +2 damage yet still retain bonuses for all abilities related to "Thrusting".

While in real life such an attack is a bit unconventional, he did take the trait, which is how he actually got the ability to do it.

Still need a Con Check from Geser, too - and then the round is over (except for Taissa/Daya).


Shenkt "Hack" Corchran wrote:
I would agree that it is helpful at lower levels, but I usually do not waste a feat on it because I usually have a healer bailing me out. Not having a dedicated healer is highly unusual.

You're doing fairly well, actually - the real trick here is that you've been hit by some harsh attacks from a few third level Corsairs. If it helps, they're standard humans on level 3 with 20 point-buy; no MW weapons and no traits to modify them. But they are kind of nasty to fight.

As for the dedicated healer - depending on what Polux does, you may be able to gain some healing perks in the future via leveling (specifically ranks in UMD to use healing scrolls, which are available, though not that common). Of course, other players may also elect to take ranks in that skill for the future, but I hear you about the situation now...


Male hp 7/21,(5/5 musket shots), AC 15, T15 FF10, bab +3, melee +6, ranged +6, cmb 3, cmd 16, F +3, R +6, W +3, Init +4, Perc +6, Human Martial Artist 3

Dain DM/Stefan:
Doh! Completely forgot about flanking. Sorry for butting in.

Seeing the pirate drop Geser with a swipe, Asan moves to that pirate to make sure he doesn't do any more harm.

move to AH55 attack pirate in AI55
dropping defensive, continuing combat expertise, net Ac 16
Scimitar: 1d20 + 8 - 1 ⇒ (9) + 8 - 1 = 16
If it hits: 1d6 + 1 ⇒ (2) + 1 = 3

dang...reallly gotta up my damage.


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4
Asan Kapoor wrote:
** spoiler omitted **

I'm usually +8, this time I did not fight defensively, and I was flanking.


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4
Shenkt "Hack" Corchran wrote:
I would agree that it is helpful at lower levels, but I usually do not waste a feat on it because I usually have a healer bailing me out. Not having a dedicated healer is highly unusual.

Actually, it is more helpful at higher levels because if you go unconscious, you will automatically die as the bonus hitpoints disappear.


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

Oops, I did make a mistake, whenever I'm using thrust damage, I need to reduce my damage by one as I can only do that onehanded. So that pirate gets back 1 hp

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