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.


1,601 to 1,650 of 2,925 << first < prev | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | next > last >>

HP 27/37, AC 26, T12 FF24, Bab +4, Melee +6, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

At work on phone. No good access to net for twelve or so hours.


HP 27/37, AC 26, T12 FF24, Bab +4, Melee +6, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

Perception:1d20 + 12 ⇒ (8) + 12 = 20


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

Perception: 1d20 + 9 ⇒ (8) + 9 = 17


Enemy's Collective Stealth Check -
1d20 + 11 ⇒ (7) + 11 = 18

EDIT:

As you walk casually down the streets enjoy the sites, you are - nevertheless - suspicious of any potential threats.

Something didn't seem quite "right" at the tavern, and ever since that time, you've all been a bit edgy on what might be coming.

Thus far you’ve noticed many of the people here wear the usual garb that you’d associate with this type of town. Fancier clothing; warmer – but the armor and weapons don’t seem to be very heavy. Many people carry daggers, some of them wear light leather armor, possibly a breastplate or two; and the occasional pistol or rapier at the side of certain men.

It is no surprise, then, that you are able to notice moving in a relatively tight bunch behind you the group that is coming forward.

Melthune, Taissa and Zayna spot them easily enough through the crowd, and quickly alert the rest of you and you all glance behind you to see what they observe...

You see four men behind you. Three of them wear northmen gear and have northmen skin coloring. They’re fair skin with long dark hair and thick beards, and they’re armed with crossbows, rapiers and other type of clothing that is local to Varisia or the Shoanti tribes specifically. Moreover, they are covered in heavy animal pelts; some of the pelts look like wolf skin and one of them is wearing what looks like a wolf’s-head helmet.

Yet it is the last man who cause's you to be most concerned...

The last is a man whose gear looks like he’s from Rahadoum, possibly. He’s taller, leaner and carrying a large shield and a naked scimitar in his hands. His skin is black and he has a gold ring in his nose and in his left ear. He is wearing a heavy wool cloak, and the cloak is dyed red.

This group not only stands out for the gear, but also because the crossbows are clearly loaded, even though they’re slung over the bowmen’s backs (a bad move for a crossbow as it would wear out the firing mechanism – unless they’re planning on using it very soon). The fact that the southerner is not only carrying a strange gear, but is carrying his scimitar out of the sheathe and open in his hands is obviously a threat.

In case there was any other doubt, you notice they’re all eying you intently and some of the northmen attempt to use some sort of weapon (you can’t tell what it is from here – there is just too many people between you).

As they prepare to use their weapons, you realize that even though there’s civilians all around – these men want blood!


Okay, I don’t want to wait forever for Initiative, and anyhow that’s kind of boring. That said, here is the Initiative Checks. FYI – if I ever have to roll for the party or a group, I will always do it alphabetically, so that it’s fair. If the bad guys win, they will go and I’ll toss up a new battle map. If you guys win – you go first.

Initiative Check –

Daya: 1d20 + 5 ⇒ (18) + 5 = 23
Hack: 1d20 + 0 ⇒ (19) + 0 = 19
Melthune: 1d20 + 1 ⇒ (13) + 1 = 14
Taissa: 1d20 + 3 ⇒ (14) + 3 = 17
White Fang: 1d20 + 1 ⇒ (1) + 1 = 2
Zayna: 1d20 + 4 ⇒ (2) + 4 = 6

EDIT: Group Total – roughly 13.5

Bad guys – 1d20 + 4 ⇒ (13) + 4 = 17

EDIT: Bad guys go first - new battle map will be coming soon.

As a Free Action the man with the scimitar points his blade at you and calls out to the others in Common –

”You know what to do - take them!” he barks out.

Right, so this map is not nearly as “colorful” as my last several maps. I apologize, but I’m trying to keep it more “simple” so it’s easier to read. Please let me know any suggestions for next time – if there is anything I can do to improve it. Thanks!

Right; so right now you can see the following coordinates:

Positions:

Daya: R:17
Hack: R:16
Mel: T:16
Taissa: S:17
White Fang: S:18
Zayna: S:15

All of the men surrounded by green are your enemies. The people with no “halo” on them are civilians. The man in red is at S:7. You can see where the rest are Here.

Zayna – I don’t like to give running HP counts on enemies – but instead I give “Halos” around them. Green means they have more than 75%; Yellow means they have roughly 30-74% and Red means they have less than 30% of their health. When you pick your targets that generally means that guys with “red” are nearly dead and will either try to run away (if circumstances permit) or they’ll battle to the death and they’re almost defeated.

That said - good Luck!


Round 1

The enemies with the crossbows don’t seem too eager to use them just yet.

Instead, they raise in their hands some sort of heavy looking rocks attached to large cords and fling them with deft precision at Daya and White Fang – targeting them specifically.

The first bowman moves up to R:11 and flings his weapon at Daya hard –

Attack with Bolas – (-4 penalty for Range Increment)
1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6

If it hits –
1d4 + 2 + 4 ⇒ (2) + 2 + 4 = 8

The second man moves to T:12 and attacks White Fang

Attack with Bolas – (-4 penalty for Range Increment)
1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19

If it hits –
1d4 + 2 + 4 ⇒ (4) + 2 + 4 = 10

The final bowman moves to V:12 and takes another shot at Daya..

Attack with Bolas – (-4 penalty for Range Increment)
1d20 + 6 - 4 ⇒ (14) + 6 - 4 = 16

If it hits –
1d4 + 2 + 4 ⇒ (1) + 2 + 4 = 7

Finally, the enemy with the sword and shield moves hard up to Zayna at S:14 and takes a swing at her with his scimitar…

Attack with Scimitar
1d20 + 2 + 2 + 4 + 1 ⇒ (9) + 2 + 2 + 4 + 1 = 18

If it hits –
1d6 + 4 + 4 + 2 ⇒ (6) + 4 + 4 + 2 = 16

EDIT: Right, so it seems that Daya was untouched; that White Fang has just lost 10 point of HP and that Zayna has lost 16 points of HP.

Meanwhile, all of the people on the streets are now screaming in panic (they’re doing a Double Move to get the hell out of there) you hope that the authorities will arrive soon with all the commotion – but as it stands, things are getting nasty…

New Battle Map Bottom of Round 1.

Game's to you, gang...


M Worg Pup 2 HP 13/13 AC 14, T 12, FF 13, BAB +1, Melee +2, CMB +2, CMD 15 (19 vs trip), F +2, R +4, W +3, Init +1, Perception +10

White Fang is at -1hp now and down (he only has 9 hp) .

Con check to stabilize : 1d20 - 1 ⇒ (3) - 1 = 2

White Fang is bleeding out.


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

Come on guys, make them PAY!


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, Charge (AC: 14), Power Att

Hack charges to R:12, and attacks the enemy.

GA Att: 1d20 + 9 + 2 - 2 ⇒ (6) + 9 + 2 - 2 = 15
GA Dam: 1d12 + 6 + 6 ⇒ (4) + 6 + 6 = 16


Shenkt "Hack" Corchran wrote:

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

Hack charges to R:12, and attacks the enemy.

Hack - your charge takes you right by the guy with the scimitar at S:14 opening yourself up to an attack of opportunity from him.

Attack with Scimitar
1d20 + 2 + 2 + 4 + 1 ⇒ (15) + 2 + 2 + 4 + 1 = 24

If it hits –
1d6 + 4 + 4 + 2 ⇒ (6) + 4 + 4 + 2 = 16

EDIT: Hack - that did hit you, but on the plus side, you are now in the face of the guy with the crossbow. On the other hand, you can see that he and his companions are wearing rapiers as well as their crossbows.

Finally, your sword skids off their armor, unfortunately, and you missed the target.


White Fang wrote:

White Fang is at -1hp now and down (he only has 9 hp) .

[dice=Con check to stabilize ]1d20-1

White Fang is bleeding out.

To White Fang:

Don't worry, you should be okay if your Packmates are able to aid you.

Meanwhile, please make a Wisdom Check for some extra information, thanks!


M Worg Pup 2 HP 13/13 AC 14, T 12, FF 13, BAB +1, Melee +2, CMB +2, CMD 15 (19 vs trip), F +2, R +4, W +3, Init +1, Perception +10

Wisdom check: 1d20 + 1 ⇒ (11) + 1 = 12


HP 27/37, AC 26, T12 FF24, Bab +4, Melee +6, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

I am finding the map very small.
Adjusted stats for Methune not currently being equipped with shield.

Melthune simply takes a step forward,(Moving to T:15) raising her fists and taking a swing at the fellow who's got a length of steel in the musket wielding woman's face.

Att Roll 1:1d20 + 8 ⇒ (16) + 8 = 24

Dam Roll 1:1d4 + 4 ⇒ (3) + 4 = 7

Trying to take the pressure off the melee'd Zanya,

"Try and get to cover!" Melthune yells at the musket wielding woman over the noise of the crowd and scuffle of combat, indicating P:14. (Yes, it's serious damage coming in on scimitar wielder.)

"FOR HOUSE GUARDII !" Melthune hollers out.

Cestus information for the DM:
Cestus. Basically, the 'classic' Roman gladiator/Boxing gloves. Classes as 'Simple' melee weapons hence Melthune being proficient with them.


Zayna screams as her chest is sliced open brutally by the man with the scimitar. "What the f&%$!? I don't even know you!" She steps back from the man, tottering on her feet and raises her musket, firing on him point blank. Her round strikes him in the shoulder, blowing off a flap of bloody red flesh. Zayna is reloading before it even registers with her that she's hit. She whips an alchmical round from her bandolier and rams it down the barrel with a smoothness and speed indicating she's done it countless times. As soon as she reloads she takes aim at the man again, preparing to fire.
__________________________________________

Free action; 5' stepping back to S15

Musket on Red (point blank, deadly aim, deadly shot): 1d20 + 7 + 1 - 1 ⇒ (14) + 7 + 1 - 1 = 21

If that doesn't hit his touch AC, we're dead.

Damage (PBS, DA, DS): 1d12 + 1 + 1 + 2 + 4 ⇒ (3) + 1 + 1 + 2 + 4 = 11

Move action; Reload musket


Response Via White Fang Wisdom Roll:

The heavy furs they are wearing; the thick pelts and so on… these men are likely trappers or trackers. They probably hunt in the wilds and try to catch beasts to skin for their fur.

Yet the southern man seemed eager to call the shots, not the northern men. He also had seemed to order his men to attack both the redoubtable Daya and the amazing White Fang first. Not the girls with muskets, not the big guys with swords. It’s almost as if the guy was specifically trying to take out the beasts first for some reason – before they could get away.

Now why would the guy want to take out the beasts first? And – more specifically – why would the guys with the big crossbows decide to not use their crossbows and instead use their bolas?

White Fang considers that for a while, realizing that there must be some mystery involved there, and he will no doubt discover it soon.


Melthune, the Cestus manages to land a light graze on the man’s shoulder; hit, but not badly.

Zayna, the musket easily makes contact with the swordsmen in front of you. At this range you are aware that he is clearly not wearing any armor – merely carrying the shield, so he’s either extremely confident or possesses the skills of a powerful martial artist who is very good at dodging even without armor.

Meanwhile – the explosion of the gunshot reverberates over the cobblestones and the high stone walls and echoes through the area. It’s likely that it was heard for at least eight or nine blocks!

At this point we’re looking at Daya and Taissa – then it’s the enemy's turn…


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Taissa issues a loud, deep growl as the attackers take their shots at Daya and White Fang and the pup goes down and is still.

Taissa's takes a 5 ft step to R:18 (free action).

She bends down and checks on the prone pup's condition (standard action).

Heal check on White Fang: 1d20 + 7 ⇒ (15) + 7 = 22

Not sure if Taissa still has a move action remaining? Is bending down considered a 'move'? I think I'll hold the rest until I know more re what kind of damage is on White Fang etc as he had to roll a wisdom roll.

************************************************************************

Daya flies in rage toward the bowman enemy (V:12) who attacked her. She is currently at V:13. Her screech is piercing.

She attacks the enemy with her sharp beak, hoping to inflict injury.

Bite Attack: 1d20 + 8 ⇒ (19) + 8 = 27
Damage, if hits: 1d6 + 5 ⇒ (5) + 5 = 10

She hovers in the air (5 to 10 feet).

Fly check to hover (DC 15): 1d20 + 9 ⇒ (18) + 9 = 27

Daya's HP 19/19, AC 22


As Taissa bends down to examine White Fang she can see that the goodly pup is unconscious, but not bleeding out.

While she didn’t realize it at the time, it seems that the bola – unlike their crossbows – is specifically designed to do “non-lethal” damage. Most men aren’t proficient with such weapons; but after traveling with Geser, she recalls that Bounty Hunters are…

It’s likely they were trying to catch or trap both Daya and White Fang; but for what purpose, she does not know…

Via your Move Action - good question. I'm ruling that it isn't part of a Move Action as you're basically using a Standard Action already to do the Heal Check on him. If you'd like to take a Move Action, too - let me know.

Meanwhile

Daya does an excellent job in hitting the enemy square in the face, tearing into his flesh with her sharp beak!


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

As her move action, Taissa removes the CLW potion from her pouch and administers it to the unconscious pup, pouring it down his little mouth.

CLW potion on White Fang: 1d8 + 1 ⇒ (5) + 1 = 6

This brings White Fang's hp to 5/9 and he's up.

Once he revives and opens his eyes, she rises and as a free action she commands the pup in Worg (and growl),

White Fang:
"They are after you and Daya. You are still injured. Let me be your shield, stay behind me. Do not engage or separate from me!"

Noting the use of the CLW potion on my sheet/profile page.


Taissa Sloane wrote:

As her move action, Taissa removes the CLW potion from her pouch and administers it to the unconscious pup, pouring it down his little mouth.

[dice=CLW potion on White Fang]1d8+1

This brings White Fang's hp to 5/9 and he's up.

Once he revives and opens his eyes, she rises and as a free action she commands the pup in Worg (and growl),

** spoiler omitted **

Noting the use of the CLW potion on my sheet/profile page.

Taissa - giving White Fang a potion is a Standard Action, not a Move Action. However - what I'm going to rule in this case is that if Taissa was concerned enough with White Fang to give him a potion, she would have done it without even using the Heal Check. In other words, I'm suspecting that she would have given him the potion no matter what her Heal Check revealed, as even if he was bleeding out (though she knows now that he isn't), the Cure Potion would have staunched his bleeding.

However, that does formally end your action for this round.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Yes, she was going to give him the potion regardless as he is one of their major targets and she loves/protects the pup. That's fine. Thank you.


Top of Round 2

The “leader” of the party calls out to his mates –

”Catch the bird – drop the caster!”

The bowman by Hack takes a 5 foot step back to R:10 and draws his rapier then goes on Total Defense +4 to AC for one Round

The bowman in the middle of the company drops back 5 feet and draws his crossbow and takes a shot at Zayna.

Crossbow Attack –
1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16

If it hits –
1d10 + 4 + 1 ⇒ (1) + 4 + 1 = 6

If it hits; Zayna, I need you to please make a Fortitude Save.

The bowman by Daya drops back 5 feet from the bird and draws his bow as part of a Move Action and fires it at Daya as part of a his attack Action.

Crossbow Attack –
1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25

If it hits –
1d10 + 4 + 1 ⇒ (8) + 4 + 1 = 13

If it hits; Daya, I need you to please make a Fortitude Save.

Finally, the enemy facing the priestess growls and turns to Melthune and swings his blade at the red-haired knight –

Attack with Scimitar
1d20 + 1 + 2 + 4 + 1 ⇒ (16) + 1 + 2 + 4 + 1 = 24

If it hits –
1d6 + 4 + 4 + 2 ⇒ (1) + 4 + 4 + 2 = 11

New Battle Map Here.

EDIT: The first archer missed Zayna.
Daya is down 13 HP and has to make a Fortitude Save. If successful, she can "Fly" 5 feet to do a Full Attack Action, if she'd like. Daya - if you could toss up both your Actions and Save that would be great as I'll make adjustments in the morning (as it's very late and I have to be up for work in 3 hours).
Finally - Mel is hit and lost 11 HP.

Your move, gang!


Taissa Sloane wrote:
Yes, she was going to give him the potion regardless as he is one of their major targets and she loves/protects the pup. That's fine. Thank you.

White Fang will take a Free Action to wag his tail in support of his Alpha!

Taissa - you're free to use White Fang however you'd like to for the duration of the combat.


hp 19/19, AC 22, T15 FF17, bab +3, melee +8, cmb 8, cmd 19, F +3, R +9, W +2, Init +5, Perc +5 Roc Animal Companion 4

Fort save: 1d20 + 3 ⇒ (14) + 3 = 17


Daya wrote:

[dice=Fort save]1d20+3

Daya - you succeeded at your saving throw (which is good news. Though you wouldn't know it, the arrow was poisoned).

Meantime, I'm off to bed for real - I have to be up early for my first job.

See you all tomorrow!


HP 27/37, AC 26, T12 FF24, Bab +4, Melee +6, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

At work. Map is too small to make out on phone. Melthune will continue to fisty-cuffs @ target.

As her attacker's weapon skips off her armored fore arm Melthune smiles.

"The guard will he here very soon. Run, run while you still can."

No time for more atm. Bot attack and intimidate, please.


Melthune "Sans helmet" wrote:

At work. Map is too small to make out on phone. Melthune will continue to fisty-cuffs @ target.

As her attacker's weapon skips off her armored fore arm Melthune smiles.

"The guard will he here very soon. Run, run while you still can."

No time for more atm. Bot attack and intimidate, please.

Melthune - you were hit for 11 Damage.

In the first place, your AC is not a 24 if you're not using your shield or your full armor. But even if it was a 24, he still hit a 24.

Also, you can't do Intimidate and attack - Intimidate is a Standard Action.

Do you have a preference as to which one?

If not, I'm going to assume you're just going to attack him.


hp 19/19, AC 22, T15 FF17, bab +3, melee +8, cmb 8, cmd 19, F +3, R +9, W +2, Init +5, Perc +5 Roc Animal Companion 4

I couldn't post combat actions without knowing if she could attempt a full attack. I'm also multitasking cooking dinner and posting via my phone. Shrugs. Sorry.

Severely wounded by the arrow, Daya screeches in anger and flies 5 feet to attack the same bowman enemy at V:11, with the full force of her might. She is protecting the pack and had seen what was done to White Fang.

Daya going full attack.

Bite Attack: 1d20 + 8 ⇒ (9) + 8 = 17
Damage, if hits: 1d6 + 5 ⇒ (4) + 5 = 9
Talon 1 Attack: 1d20 + 8 ⇒ (10) + 8 = 18
Damage, if hits: 1d4 + 5 ⇒ (4) + 5 = 9
Talon 2 Attack: 1d20 + 8 ⇒ (17) + 8 = 25
Damage, if hits: 1d4 + 5 ⇒ (3) + 5 = 8

Fly check (to hover 5-10 feet in air) DC 15: 1d20 + 9 ⇒ (7) + 9 = 16

Current Status: Daya's HP 6/19, AC 22.


Daya wrote:
Daya going full attack.

Daya drops the man at V:11. He falls to the ground screaming as blood gurgles from his opened throat...

Mel - you don't need to move on the map - the guy is still right in front of you - all you have to do is roll to hit/damage if you'd like - or roll an intimidate check if you'd prefer.

Either way, now I really have to go to bed...


hp 19/19, AC 22, T15 FF17, bab +3, melee +8, cmb 8, cmd 19, F +3, R +9, W +2, Init +5, Perc +5 Roc Animal Companion 4
Dain GM wrote:

Daya drops the man at V:11. He falls to the ground screaming as blood gurgles from his opened throat...

Daya does a fist pump in the air with her wing.

Night, GM!


HP 27/37, AC 26, T12 FF24, Bab +4, Melee +6, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

I say again. Melthune IS wearing full armor. Just not SWORD AND SHIELD.

Yes continue to swing fists over all else.

That 'draws'/'equals' come down on the side of the attacker is something to remember for future


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

She raises her voice and shouts in Roc speak to Daya (free action),

Roc speak to Daya:
"Do not keeping fighting if you are badly injured. Fly higher or away."

Even as tired as she was due to the lack of sleep, Taissa draws the lucerne hammer from her back, takes a 5 ft step to R:16 and attacks the enemy that was at S:14 with her reach weapon (10 ft).

+1 Lucerne Hammer Attack: 1d20 + 6 ⇒ (15) + 6 = 21 (Hit and damage incorporate the -2 penalty to STR due to Fatigued Condition)
Damage, if hits: 1d10 + 1 ⇒ (10) + 1 = 11

**********************************************************************

White Fang uncharacteristically heeds Taissa due to his injuries. The pup follows Taissa lead and moves to R:17 and standing tall, growls as viciously as he is able to attempt to intimidate the enemy (S:14) closest to his Alpha. Taissa and Zayna are providing a physical wall between him and the hunters.

Raw Intimidate: 1d20 - 4 ⇒ (15) - 4 = 11 (-4 penalty due to White Fang being smaller than intended target.)

If the growls do not work, he howls and howls and howls, hoping the noise will draw the attention of good folk to aid the pack.


Zayna raises her musket and fires at the leader of their assailants again. This time she hits him straight in the forehead. "Do I look like a "caster" now m&+##@ f$&!*+!?" she screams angrily, as she reloads her musket. Being slashed open and nearly killed tends to put Zayna in a bad mood.

5' if necessary, can't tell who is who on the map.
Standard action attack Red.
Attack on Red (PBS, DA, DS): 1d20 + 7 + 1 - 1 ⇒ (20) + 7 + 1 - 1 = 27
Confirm critting your face: 1d20 + 7 + 1 - 1 ⇒ (20) + 7 + 1 - 1 = 27
WHAAAAAAaaaaaaat?!
Damage: 1d12 + 1 + 1 + 2 + 4 ⇒ (2) + 1 + 1 + 2 + 4 = 101d12 + 1 + 1 + 2 + 4 ⇒ (1) + 1 + 1 + 2 + 4 = 91d12 + 1 + 1 + 2 + 4 ⇒ (12) + 1 + 1 + 2 + 4 = 201d12 + 1 + 1 + 2 + 4 ⇒ (1) + 1 + 1 + 2 + 4 = 9
48 damage, yeah!
Move action; reload rifle.


Well done Taissa - you hit the boss with your hammer.

And VERY well done Zayna! I'll have details for you soon when I get back :)

Cool - now I'm off to work!


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

BOOM! Headshot!

I don't know much about Gunslingers but... If I understand correctly Zayna, you are attacking versus Touch AC once per round, with an overall +7 to hit, and +8 to damage. Am I looking at this correctly? And why would I want to be anything else besides a Gunslinger? :D


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

They are feat intensive if you want to be able to attack more than once a round.


Yes, that's correct. With DM Dain's house rules, there is no reason not to have a gun be your primary weapon. There's no need to be a gunglinger per say, but they have a lot of extra damage bonuses.


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, Rage 1/15 (AC: 14), Power Att

Hack steps up to R:11, flies into a Rage, and attacks the enemy.

GA Att: 1d20 + 11 - 2 ⇒ (8) + 11 - 2 = 17
GA Dam: 1d12 + 8 + 6 ⇒ (3) + 8 + 6 = 17


Zanya leaps back and her bullet blows the head of the enemy clean off his shoulders. It explodes into pieces and the sound reverberates throughout the now empty streets as the last of the citizens have long since fled.

Hack – enraged – takes a heavy swing at one of them – but as the scum has elected to use Fighting Defensively as his last action Hack’s attack missed – but barely (initially I had Total Defense but then checked and found he couldn’t do that and take a 5 foot step, so he had to do Fighting Defensively and so Hack just missed – but barely).

Melthune elects to intimidate the leader, but as the leader is now dead, there seems to be little left to do except deal with the remaining two villains.

The party now prepares for the response of the assailants...

On their turn, however, they elect to turn and do a full Withdraw and charge off down the very street you came from.

You can attempt to chase them, if you’d like – just let me know. Hack, you’ll likely be ale to catch the one guy with your Fast Movement, but if you do, you’ll likely be standing by yourself facing the two of them as your companions have to move up to save you and they can't move as fast. Though I suppose they could all take shots at the fleeing enemies as well, but that’s up to you guys.

Meanwhile the entire thing is over in only a few seconds. Two men lay dead on the streets and the common people have fled the scene, though it is very likely that many have witnessed what occurred, though whether they will report it or not is another story...

At this time, the long-time resident of this city – Melthune – speaks up quickly to the group:

”Those shots will have been heard all over – the Town Watch is likely moving to get to us quick-smart! We can either wait for them and try to explain ourselves to the authorities, or we can try to get the hell out of here and hope that no one reports us.”

”We need to decide fast, because they’ll likely be here soon!” she adds glancing around, as if any moment a barrage of musketeers will be charging around the corner.

Right – so you’re not sure how long it will take for the Town Watch to get here. Maybe 4 rounds – maybe 8 rounds – maybe more, maybe less. You guys can do exactly what has been suggested, though; you can wait around to explain yourselves and what happened; you can try to get out of there right now so that there are no issues with the authorities (though it’s possible – given the circumstances – that you may not have any specific issues except you’ll be down at “Headquarters” making a statement for a few hours – assuming that the authorities believe you – and they may or may not, depending on what you say); you can attempt to try to find some clues on the bodies quickly and then get the heck out of there (in which case I’ll need rolls to find out what you find and how long you’re prepared to look) or you can do other things that I may not have thought of.

I’m tossing out all these options now because I’m able to take a break from my first job to toss this up. So I figured if I put it up here, you guys would have all day to figure out your plans and act on them and post some response on the board (and yes, this does include attempt to run after the two remaining guys and try to kill them, too - but if you want to do that, that's another scenario altogether).

Stefan: Still waiting on a response to the old man. You can put it on this board or the Social Thread, but that’s up to you.

Polux: Not much going on with you, but that’s only because there’s really not much to do while on guard duty. If you think of something you’d like to do, just let me know, though.


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

Hack, visibly fatigued, allows the enemy to withdraw with the others.

We need to search 'em and move on quickly.

Hack steps to the nearest fallen enemy and rifles through his belongings.

Perception: 1d20 + 9 ⇒ (4) + 9 = 13


HP 27/37, AC 26, T12 FF24, Bab +4, Melee +6, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

Quick post. Still at work, forums seem buggy. Point? Why run? We were defending ourselves. Survivors words against silence. Loot the fallen and tell the guards about the riff-raff acosting people in the streets is my vote.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

"Good fighting." Taissa gives a separate nod to Zayna in regard to her final, crushing shot to the Rahadoumi leader. The last two Northmen had run and had Taissa the time and energy to give chase, she would have tracked them and asked a few questions.

Facing Hack, Taissa adds, "Agreed. We do not have time to explain ourselves nor do we know if these hunters have a connection to the locals. I say, a person per body, Hack has one, Melthune check the other, and search quickly and then we move on. There are those in direct need of healing and that takes precedence over explanations to law keepers." Taissa had a natural distrust of the human system of law. And she was unfamiliar with Korvosan law.

The tiredness that was present from the moment they had docked, still pervades Taissa's body. She watches as Daya stares at the arrow that had pierced her flesh momentarily. Seeing that White Fang is still alright and is able to follow, she simply commands, "Come, little one" and goes to carefully inspect the arrow on the ground, lifting it by the back end of the shaft and not touching the small arrowhead. She lifts it to her nose and sniffs a little. It wouldn't surprise her if these hunters used some form of poison to further their ill intent.

Perception re arrow head - if any sign or smell of poison: 1d20 + 9 ⇒ (7) + 9 = 16
Craft Alchemy re identifying poison?: 1d20 + 5 ⇒ (16) + 5 = 21

Lifting her head to Daya she gives praise, "You fought bravely, Daya. I shall see your wounds are healed. And White Fang's, too."

Taissa does not want to tarry, so we do what must be done quickly and then leave and hopefully once a safe distance away, get some healing for those who need it.

Daya is at 6/19 HP and White Fang at 5/9. Both animals require healing.


HP 27/37, AC 26, T12 FF24, Bab +4, Melee +6, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

Melthune frowns as she looks from Taissa to Shenkt,

"What? These curs attacked us. They came running down the street. That one," She indicates the now 'Head shorter' sabre wielder, "Seemed to be in charge." She folds her arms.

"Zanya's rounds will have been heard for blocks. If we are seen running, why then will the authorities believe us should they cross our paths. We've done nothing wrong." She finishes emphatically.

"By the looks of what's left of this one they were probably just Quadiran slavers looking for some exotic wares to take home and make a profit on..." Melthune sniffs dismissively.


1 person marked this as a favorite.
Shenkt "Hack" Corchran wrote:
Hack steps to the nearest fallen enemy and rifles through his belongings.

Hack, it takes you a Move Action to reach the barbarian that Daya killed and a Standard Action to search the body.

Your search reveals the following:

Your Search Results (Hack, you can share these things or keep them private):

1. Wolf skin armor (essentially it’s Leather Armor – but if worn it counts as Cold Weather Gear).

2. Rapier.

3. Masterwork Heavy Crossbow.

4. 12 bolts

5. Vial of strange chemical – possibly poison – amount of doses unknown.

6. Pouch with coins in it – amount unknown.

7. Traveler’s Clothes

8. Manacles.

9. Second set of Bolas

10. Dagger

11. 20 feet of rope.

12. Tinderbox

That’s what you find – it will take 1 round for each item you take and put in your pack.


1 person marked this as a favorite.
Taissa Sloane wrote:

"Good fighting."

"Come, little one"

White Fang moves scampers proudly around Taissa’s feet, generally making a nuisance of himself barking happily now that his team has won the fight!

"We won, won, wooo-ooonnnn!" he says howling out his happiness, his tail doing a tiny dance of happiness!

Taissa – your actions take 2 rounds. One to move to the body and give the quick commands and a second one to search the arrow and analyze the poison.

Type of Poison:

It is a type of variation of Oil of Taggit – sometimes called Oil of Restfulness. Found Here.

Normally ingested, this variation can be applied to weapons, which is not usual, but in this case very effective at causing an enemy to become helpless in a fight.

This confirms your suspicion that the poison was meant to take the animals prisoner rather than kill them outright.

But why

That’s the question!


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

Hack grabs the MW Crossbow and 12 Bolts.

Well, I guess I won't be needin' to buy that bow.

[ooc]The rest of you can see the spoiler and take what you like.


HP 27/37, AC 26, T12 FF24, Bab +4, Melee +6, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

Melthune does help relieve the bodies of their now, no longer needed, possessions.


Shenkt "Hack" Corchran wrote:

Hack grabs the MW Crossbow and 12 Bolts.

Well, I guess I won't be needin' to buy that bow.

The rest of you can see the spoiler and take what you like.

RE: "The take what you like" - kind of - since you're on a time budget.

It takes you 2 Full Rounds to grab both the bolts and the crossbow.

You can call out to them, and they can come over there as a move action and glance over the body as a double-move. Then they have 1 round to take 1 item.

The Armor can't be taken without removing it from the corpse - that takes time.

Hack - you've now spent 3 rounds since you started searching the body.

If someone moves over and takes 1 item that will still be a total of 3 rounds since you started (except for Taissa - she's spent 2 rounds searching the other body).

I'll wait for the other guys to toss something up regarding their actions - so far it seems like Mel is for waiting for authorities and Zayna has not voted.

Still not sure about how long the guards will show up, that will be determined by chance.


Melthune "Sans helmet" wrote:
Melthune does help relieve the bodies of their now, no longer needed, possessions.

Which body do you search - so far they only searched the north man; the southern guy has not been searched.

If you want to help to Hack it takes only 1 round to get there and 1 more round per item (the armor takes longer).

So far no one has searched the southern guy, however.


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

Hack, taking what he wanted, begins to saunter off.

Let's move this along, huh?

1 to 50 of 2,925 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Corsairs of Varisia All Messageboards

Want to post a reply? Sign in.