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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Stefan Lebeda wrote:

no problem, I'll take a gunman

Sweet - the gunman it is! Still waiting on Hack to check in, though. When/if that happens I'll have something up soon!


Okay –

I’m going to have Hack move to -B:12 and take a swing out of musketeer at -C:11, who has not been hit.
1d20 + 4 + 4 ⇒ (12) + 4 + 4 = 20

If it hits –
1d12 + 6 ⇒ (12) + 6 = 18

EDIT: Hack, your axe manages to sweep through the Gunman and drop him to the ground...

I'll take the enemy action then it's your move again.


Bottom of Round 2

Marine steps to -E:13 to flank and attack Stefan –
Attack With Cutlass with Flanking
1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12

If it hits –
1d6 + 3 + 2 + 1d6 ⇒ (5) + 3 + 2 + (4) = 14

Marine steps to -E:12 to attack Stefan without flanking –
Attack With Cutlass
1d20 + 5 ⇒ (10) + 5 = 15

If it hits –
1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10

Marine steps to -B:11 to attack Hack –
Attack With Cutlass
1d20 + 5 ⇒ (4) + 5 = 9

If it hits –
1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9

Gunman swings his musket at Hack –
1d20 + 2 ⇒ (9) + 2 = 11

If it hits –
1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4

Gunman at -C:7 and takes a shot at Ren –
Attack with Musket
1d20 + 5 ⇒ (11) + 5 = 16

If it hits –
1d12 + 2 ⇒ (11) + 2 = 13

Another Gunman at -B:7 and takes a shot at Ren as well –
Attack with Musket
1d20 + 5 ⇒ (20) + 5 = 25

If it hits –
1d12 + 2 ⇒ (6) + 2 = 8

The other marines move to better position and they collect around the swirling Air Elemental and attack it until it is destroyed.

The officer moves to -D:2. At this time you can see that he has been chanting, and suddenly a Dire Shark appears in the water near the hull of The Seahawk and attempts smash a hole into the vessel by battering it.

Attack against hull –
1d20 + 5 ⇒ (20) + 5 = 25

If it hits –
1d8 + 4 ⇒ (5) + 4 = 9

EDIT: Confirm against Ren
Attack with Musket
1d20 + 5 ⇒ (14) + 5 = 19

If it hits –
3d12 + 6 ⇒ (7, 4, 2) + 6 = 19

EDIT: Confirm against hull –
1d20 + 5 ⇒ (10) + 5 = 15

If it hits –
1d8 + 4 ⇒ (5) + 4 = 9

EDIT: It looks like the hull got hit hard by the shark beneath the waves and Ren got slammed hard for a total of 27 damage; which hurts him badly, but doesn't drop him.

I'll have a new battle map up soon.


*Salutes* No worries, Master DM, today is another working day, but only a short one for me. Will be able to look in and add small posts as time progresses.

Much cheers to all.


Current Positions

Daya In crows nest, not pictured
Ella B:14
Hack -B:12
Mel D:15
Polux -E:16
Ren -B:14
Snaga -D:15
Stefan -D:13
Taissa D:13
Zayna -B:13

New Combat Map Here. You guys are up.


HP 27 /37, AC 26, T12 FF24, Bab +4, Melee +7, 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 walks forwards (North) towards where the two ships have become joined.

Still acting 'defensively' (+2 AC, -4 Att Roll)

She should be able to make it to -A:15

Perception:1d20 + 12 ⇒ (5) + 12 = 17

As she continues to survey the battle.


Melthune wrote:

Melthune walks forwards (North) towards where the two ships have become joined.

Still acting 'defensively' (+2 AC, -4 Att Roll)

She should be able to make it to -A:15

Perception:1d20+12

As she continues to survey the battle.

Okay, I'm not sure exactly what you are trying to discover via the perception thing, so it's kind of hard to address anything.

Ren's seriously wounded, the officer is obviously a caster and has summoned a shark to smash into the hull of the ship next to Taissa and there's about 20 bad guys on the deck.

Was there something specific you're looking for here?


Zayna curses as she cracks her custom musket open, and rams the jammed bullet free with her ramrod. Then she closes the weapon and carefully loads another round.

Move action; Quick clear, costs 1 grit.
Move action; Reload musket.


Just looked at the map, I should be in B13, not -B13

Then I'm going to 5' step to A14

Edit: Quick tip since it looks like you're using Maptool. If you go to Map->Adjust Grid, you can drag the grid so that A1 is the top left square on the map you want to display instead of in the middle of the map (without chaing the gird sixe or moving any objects/tokens on the map). I think it makes it somewhat easier to read/less confusing. Big maps will still go into negative letters/numbers but it helps a little.


HP 27 /37, AC 26, T12 FF24, Bab +4, Melee +7, 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

*Bows* Just 'looking' and trying to be productive as Melthune lumbers into combat. The information supplied is all usefull.


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

Melthune, there is no "acting defensively". You must attack to get the benefit of fighting defensively (i.e. +2 AC). Instead you may go "total defense" which gives you +4 AC, but limits you to a single move action.


HP 27 /37, AC 26, T12 FF24, Bab +4, Melee +7, 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.

*Bows* Sound good. Pretty much all Melthune can do is move forewards.


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

Are the gray areas closed hatches that we can stand on?

actions:

5' step to -D, 12. Use Dazzling Display.

Stefan slides over and then performs an intricate kata that makes it obvious his far greater skill at arms than the marines that witness it, making it obvious to them the futility of standing against him.

Dazzling Display to demoralize all foes within 30'
1d20 + 12 ⇒ (17) + 12 = 29 vs DC of 10 + their hit dice + their WIS modifier

They are shaken for 1 round + 1 round for every 5 I beat the DC. That would get every enemy from row 6 and right on the ship we are on as well as the marines at 10, 12, 13, and 15 on the other ship

status:

AC-19
hp-31/31
status-Crane stance


Stefan Lebeda wrote:
Are the gray areas closed hatches that we can stand on?

They are actually open hatches. If you recall, an alchemist fire was lobbed down one of the hatches earlier.

Also, I'm not sure, but wouldn't doing dazzling display while adjacent to an enemy open you up to an AoO?

Finally, it only effects foes who can see your display. I'm not clear if the foes can see your display or not on the other ship.

Zayna - I tried the trick via MapTool to readjust my grid; I couldn't get the map to readjust, I could only slide the pattern underneath the grid, or move the lines while maintaining the relative coordinates. I couldn't get both to work, unfortunately. Though I'll keep trying.


Hmmm...I might have told you wrong, one sec...


Ah, it's the "adjust map board" option under Map. You can drag the map with the ships and tokens on it around under the grid. Sorry, I haven't done it in a while.


Zayna Amjad wrote:
Ah, it's the "adjust map board" option under Map. You can drag the map with the ships and tokens on it around under the grid. Sorry, I haven't done it in a while.

It says "There is no map image" - use "Edit Map" to add one; but I already have a map in play.


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

Seeing Ren get hit multiple times, Taissa moves swiftly to A:14, nocks a new arrow and shoots at the musket wielding marine at -C:12 (edited per GM clarification) who is the closest threat to Ren.

Ranged Attack with +2 comp longbow with Point-Blank Shot and Precise Shot: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
Damage, if hits: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6

When Priest Vale was chanting earlier and lifting/buoying our spirits, did that provide us with any bonuses? Or was that simply story fluff/flavour?

Dain GM, how far is the Crow's Nest from the action (since it's off the map)?


Taissa Sloane wrote:

Seeing Ren get hit multiple times, Taissa moves swiftly to A:14, nocks a new arrow and shoots at the musket wielding marine at -C:14 who is the closest threat to Ren.

[dice=Ranged Attack with +2 comp longbow with Point-Blank Shot and Precise Shot]1d20+8+1
[dice=Damage, if hits]1d8+2+1

When Priest Vale was chanting earlier and lifting/buoying our spirits, did that provide us with any bonuses? Or was that simply story fluff/flavour?

Dain GM, how far is the Crow's Nest from the action (since it's off the map)?

Actually, he summoned a small air elemental - the air elemental slid down the left firing line and disrupted the shots of the guys with muskets and is now at -B:4, so only a few of them could shoot.

Right now the biggest threat though is probably the summoned shark that is plowing into the side of your ship that the enemy officer/caster summoned.

Vale is casting something again, but it won't happen until after the PC's have acted.

Knowledge Local 12:

Cheliaxian Imperials often have priests with their party; and their priests are known to make pacts with Evil Deities or specifically get their powers from Devils (LE).

In military companies these priests are best compared to the late Soviet Union's "Political Officer". While they are not the formal "Captain" of the ship by any means, their word/influence with the political forces at home as well as the quasi-theocracy of the government can often sway things more than a normal officer could, no matter what his formal rank is.

Even so, this was the man who was at the helm; and now he is down on the main deck hiding behind his men and casting.

Quick Follow-up

1. The person at -C:14 should have actually been Kristin (John and Khal are already on the other ship - but not pictured). However, if you shoot the guy at -C:12 you'll drop him dead, if you'd like to swap targets?

2. Daya would be at H:14, so she's just off the map.

3. Just curious, but what's White Fang up to?


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

Dazzling Display does not provoke. If the guys on the other ship can't see me, that's fine. Since the hatches aren't open, I will take the 5' step to -C, 13 instead, which means the guy in row 6 is not affected. If the combination of their hit dice and WIS modifier is 4 or less, they are shaken for 4 rounds, otherwise they are shaken for 3 rounds.


Stefan Lebeda wrote:
Dazzling Display does not provoke. If the guys on the other ship can't see me, that's fine. Since the hatches aren't open, I will take the 5' step to -C, 13 instead, which means the guy in row 6 is not affected.

I'm confused - the book says when you're using a Skill that takes one round that it usually does provoke an AoO. I could see it if you weren't adjacent to them; but for future reference, is there any way I could get something more clear on that ruling? Even the book is fairly vague when it says "usually", hence my question.

Also, you can't take a 5 foot step to -C:13 because there's a body laying there. That's why I leave them on the map, so everyone knows where the bodies are. You can't end up occupying an enemies space when your movement ends, in this case, that's the corpse.


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

It's not a skill, it's a feat. A feat always says if the action from it provokes. Dead bodies don't block movement nor do they count as enemies (in normal rules), if you wish to rule different let me know


Stefan Lebeda wrote:
It's not a skill, it's a feat. A feat always says if the action from it provokes. Dead bodies don't block movement nor do they count as enemies (in normal rules), if you wish to rule different let me know

I've been ruling dead bodies count as "difficult terrain" - that's why I leave the bodies on the map. I didn't know if people had been paying attention to it, but that is something I've had in play in all the battles up to now. I assumed it made since; as if you drop a person, their body still remains there for an enemy to heal them (or you to heal them) if necessary.

As for the Feat, it says you're using a Full Round Action via the Intimidate Skill. I looked at the Skill, and then it says when you use a Skill that takes a full action the answer is "Usually". That's my conundrum here regarding the action; the book isn't clear.

Is there anywhere else it's stated a little more clearly? If so, that would help me a lot for the future.


Dain GM wrote:
Zayna Amjad wrote:
Ah, it's the "adjust map board" option under Map. You can drag the map with the ships and tokens on it around under the grid. Sorry, I haven't done it in a while.
It says "There is no map image" - use "Edit Map" to add one; but I already have a map in play.

Maptool stuff:

That's because when you made the map, you just set the background and then started adding objects/tokens I assume. Maptool has like a special hidden layer between background and object called Map. Go to Map->Edit Map. On the right there are the background and map buttons. (same screen as when you make a new map)

I usually make the backgrounds for my maps just pure black color with nothing in them.

Then go to Map and choose the texture or whatever tile you want for your background. Then hit okay and build your map as normal. You can still draw on the various layers and add objects and tokens, it just gives you a background that you can drag around. Works great if you're using maps from a PDF especially. You can put them in the map layer and then adjust the grid over them to match the predrawn grid.


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

After looking some more, I see the AoO for DD is up for debate on the Paizo site, with no ruling by the designers, so whatever you choose is fine with me. I will say in my defense, that DD is a display of weapon prowess, so I'm not really "leaving myself open".


DM Jelani wrote:
Ah, it's the "adjust map board" option under Map. You can drag the map with the ships and tokens on it around under the grid. Sorry, I haven't done it in a while. [

2 things:

1. is there a way to fix it in mid-map now without having to redo the whole map?

In the past I've created maps in other programs and used those PDF files as my "Background" as my version of Maptools is kind of buggy and I can't even save a map once I've started.

2. Your DM Jelani picture is scaring White Fang - he thinks your other Avatar is much less scary ;)


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

I understand the part about summoning the elemental. I was referencing something earlier (see quote below please).

Dain GM wrote:
Vale alone is apart from the others; but he begins to chant. His words are strange, but they somehow seem to fill you all with a strange sense of inspiration.

You never mentioned White Fang when you placed us on the map and given he only has 9 hp, he isn't of much use in this musket-heavy marine battle. So Taissa asked him to protect Daya and stand guard by the mast of the Crow's Nest and that's where he is -- protecting his pack mate from any enemy who draws closer.

And I am fine with the attack hitting the marine at -C:12. Thank you. Taissa has no Know. Local ranks at this time.


Stefan Lebeda wrote:
After looking some more, I see the AoO for DD is up for debate on the Paizo site, with no ruling by the designers, so whatever you choose is fine with me. I will say in my defense, that DD is a display of weapon prowess, so I'm not really "leaving myself open".

I'd disagree, but for the same reason. It feels like if Conan the Barbarian did one of those crazy moves when he swings his sword behind his back and does nothing practical - though it looks cool - but that moment behind his back is when he'd get chopped in the chest, which is why most people I know who do fencing martial arts very rarely spin their swords behind their backs...

That said, for this round I'll let it go - but keep me posted on how it turns out on the site.

As an aside, I would say that I think it should open you up to an AoO for game balance, because if realistically effects every enemy withing 30 feet radius of you (really, 30 feet Sphere, not circle - since it's anything that could "See you") that would mean it allows a character an almost unbeatable power that doesn't ever run out like a spell would. It's essentially more powerful than a spell; it can be used forever (unlike a spell, as there's no limit) and unlike a spell, you using it doesn't provoke an AoO? That's doesn't sound kosher to me...

I mean, it's a full round action; so wouldn't the enemies see you starting it try to disrupt it as quick as can be, especially if they were toe-to-toe with you?

Not only does it seem over-powerful, but it kind of seems illogical, too.

But for now, go ahead and let it slide.


Dain GM wrote:
Vale alone is apart from the others; but he begins to chant. His words are strange, but they somehow seem to fill you all with a strange sense of inspiration.

Regarding this - I meant that you realized his chanting must be magical; in that your characters didn't have knowledge in Spellcraft or Arcana, but they could still sense a hidden power behind his chanting. Since Summon Monster takes a round to go off, that's why you didn't see anything happen that round, but you were still meant to have known he was casting. I was just trying to communicate that he had something cooking for round 1 that wasn't clear yet.

Taissa Sloane wrote:

You never mentioned White Fang when you placed us on the map and given he only has 9 hp, he isn't of much use in this musket-heavy marine battle. So Taissa asked him to protect Daya and stand guard by the mast of the Crow's Nest and that's where he is -- protecting his pack mate from any enemy who draws closer.

And I am fine with the attack hitting the marine at -C:12. Thank you. Taissa has no Know. Local ranks.

The enemy sailor is now dead formally with your arrow sticking out of him.

White Fang knows that Daya will be safe, but giving a backward glance, he also seems to know enough to protect your spellcaster and seems to be offering some cover to priest Vale (has someone been coaching the pup on the value of guarding spellcasters? Perhaps...)

Meanwhile -

White Fang lifts his head and bays loudly at the repeated thunk against the hull from the summoned shark attacking your ship under the waterline.

If a hole is breached beneath the waterline, it could drag both your ship and the Imperial one beneath the waves...


Maptool:
You can try using Edit Map to add one in, but it might cover what you already have. Not sure. If your Maptool is buggy it's likely because of your version of Java. If you are using Java 7 I believe (the newest one) it doesn't work right with Maptool. If you go back and install Java 6 it'll work fine. At least that's a problem me and my buddies have had in the past on some machines.


Zayna Amjad wrote:
** spoiler omitted **

Hmm:

That sounds like a lot of work to fix the program.

I may tough it out for this program and keep it mind for the future, since the battle isn't too tricky right now (I hope).

Quick follow-up question: What if I raised my fists into the air and yelled "KHAAANNN"?

I don't know if that will work; but I have high hopes ;)


Maptool:
It can be a pain in the rear, but once you get it working you can do some awesome stuff. Check this out:

Map

It's from one of my games right now. Individualized views for each PC showing only what they can see. Only took me about 3 minutes to export and upload the maps. The fourth guy is unconscious so his is blank right now.

It uses the visual line blocking and lighting stuff in Maptool. It makes metagaming really really hard and simulates real combat asymmetry of information.


Zayna Amjad wrote:
** spoiler omitted **

Excellent:

That's handy - most of my players tell me frequently that my games need to be much harder - I like it :)

You should have seen some of my homebrew maps I made before. Very cool stuff...

Observe....

I liked it, but they thought it was too hard... ;)


Can't get to that link, and I'm off to my real life group for the first time in months, yay! See you guys tomorrow.


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

Have a fun night of gaming, Zayna. :)

And Dain GM, that's fine -- having White Fang protect Vale.


Zayna Amjad wrote:
Can't get to that link, and I'm off to my real life group for the first time in months, yay! See you guys tomorrow.

It's fixed, so it should work now.

Meantime, I'm off to bed.

Still waiting on Hack and Polux to act - then the NPC's will go.


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

Actually I was expecting to have been able to move and jump on the first round - is that not possible? Is the jump part of the move?

Else, I would have shot an arrow or something.


Polux wrote:

Actually I was expecting to have been able to move and jump on the first round - is that not possible? Is the jump part of the move?

Else, I would have shot an arrow or something.

Polux, you asked if you could move to -E:16 on the first round. You did. That's where you ended up on Round 1. If you had something more planned for the first round, I wish you had told me, as all you told me was that you wanted to move from one space to the other. At this point I had to move on to Round 2. What is your plan now?


That is a nice map. Doing those does take a lot of time though, for sure.


Zayna Amjad wrote:
That is a nice map. Doing those does take a lot of time though, for sure.

Thanks! You should have seen the battle map when they were by the beach in the first fight! But I erased a lot of those links for some reason a while back.

That said, I'm off to work now. Once I get home I'll be able to respond to the Social Thread and also I'll be able to finish this round of combat - provided that we get follow-up from Polux and Hack.

Polux - if you had any other plans other then movement last round, I didn't know that from your posts. I thought you intended to leap across and land on the deck and ready yourself to attack an enemy this round.

From your current position you can Charge the marine at -E:13, or draw a bow or musket and fire it, or something else. It's up to you, though.

Okay - got to go. I hope to see more when I get back!


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
Polux wrote:

Just got home, and gotta hit the sack, but I wanted to ask Dain GM how, in terms of game mechanics, could Polux do the following - move to -D:15 = 25' then using the running start to jump across from E:16 and land on -I:20 = Acrobatics DC20?

Polux is a flanker, and the bad guys are packed too tightly on their ship for him to get into position, so I wanted to jump across in a Erroll Flynn pirate like manoeuvre - if it is possible:

[dice=Acrobatics]d20+11

Dain, my intentions for round 1 were stated.


Polux wrote:
Polux wrote:

Just got home, and gotta hit the sack, but I wanted to ask Dain GM how, in terms of game mechanics, could Polux do the following - move to -D:15 = 25' then using the running start to jump across from E:16 and land on -I:20 = Acrobatics DC20?

Polux is a flanker, and the bad guys are packed too tightly on their ship for him to get into position, so I wanted to jump across in a Erroll Flynn pirate like manoeuvre - if it is possible:

[dice=Acrobatics]d20+11

Dain, my intentions for round 1 were stated.

Ah - gotcha!

Okay - so you can get to H:16, yes - but not -I:20.

If you're cool with your feet hitting deck at -I:16 then you're on deck, but not flat-footed, because the enemy (guys in red) are currently attacking troops that belong to the bannaer of Westmarch (the guys in blue).

So that means on Round 2 you're able to attack one of those guys on that ship, if you'd like to.

Via Flanking - you don't want to be standing at -I:20 in any case, that'd make you flanking a good guy with one of the bad guys.

Sorry for any confusion. You're free to attack an enemy on that ship, if you'd like to. Just let me know your plans and we can adjust it as needed.


So at this point I'm going to slow things down until we get an action from Polux and Hack. As soon as they toss something up we can move on to the next round.


I'm off to work. For now, I'm just waiting for Hack and Polux to act. See you all later.


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

Dain, I'm sorry, but I don't understand.

Dain GM wrote:
[ooc]Okay - so you can get to H:16, yes - but not -I:20.

I am assuming you mean -H:16?

Dain GM wrote:
If you're cool with your feet hitting deck at -I:16 then you're on deck, but not flat-footed, because the enemy (guys in red) are currently attacking troops that belong to the bannaer of Westmarch (the guys in blue).

Again, I am slightly confused. Isn't -I:16 already an occupied square?

Dain GM wrote:

So that means on Round 2 you're able to attack one of those guys on that ship, if you'd like to.

Via Flanking - you don't want to be standing at -I:20 in any case, that'd make you flanking a good guy with one of the bad guys.

I wanted to be in -I:20 to be out of harm's way until round 2 - I understand that the guy next to me is supposed to be one of the good guys, and that is exactly why I wanted to jump there.

Again though, I would like to ask you Dain, why is it exactly that I cannot jump all the way over to -I:20, or even -H:19?

That being said:

If Polux can jump to -I:20 or -H:19:

Landing on his feet, the man twirls around, drawing his second blade, and winking at the one next to him, thrusting them in a one-two motion against his enemy.

Drawing second kukri, and attacking the bad guy in -I:18 (I think Polux is flanking him with the good guy in -I:17)

Kukri Attack 1 w/ flanking: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Sneak Attack damage: 1d8 ⇒ 4

Kukri Attack 2 w/ flanking: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
Damage: 1d4 ⇒ 1
Sneak Attack damage: 1d8 ⇒ 2

If none of the jumps above are possible (I don't want to go to -H:16):

Polux moves to -F:14, and attacks the one in -E:13

Kukri Attack w/flanking: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Sneak Attack damage: 1d8 ⇒ 5


Polux wrote:
Zoinks, and away!

Polux leaps across the ships Round 1 and touches deck at -H:19 You didn't roll high enough via Acrobatics to get to -I:20, but you did land pretty square on -H:19 on round 1.

The enemy Imperial Marine seems to be heavily engaged with his opponent and doesn't see you as you flick your blades out Round 2 and thrust them deep into the enemy.

Your first attack missed, but barely. The second attack scored big-time; good enough to roll the critical hit confirm.

The lad you moved to help looks at you in shock, then laughs aloud at your critical success against the Imperial marine and salutes you quickly with his blade!

Good times - now all we need is Hack's move and we're up for the next round.


Hack goes into a barbarian rage and takes a heavy swing into the marine in front of him –

He takes an unarmed strike against the enemy and will accept the AoO -

Punch with Rage -
1d20 + 10 ⇒ (13) + 10 = 23

If it hits -
1d3 + 6 ⇒ (2) + 6 = 8

Attack with MW Battleaxe
1d20 + 11 ⇒ (12) + 11 = 23

Attack with Axe
1d12 + 8 ⇒ (7) + 8 = 15

Enemy Attack of Opportunity with Cutlass
1d20 + 5 ⇒ (8) + 5 = 13

If it hits –
1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11

EDIT: the enemy has lost 8 non-lethal HP and then lost 15 lethal and is now dead. Also, he missed Hack with his AoO.

Bad guys coming up soon -


Two of the Imp’s near Stefan attack him.

Enemy 1 Attack With Cutlass
1d20 + 5 ⇒ (6) + 5 = 11

If it hits –
1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9

Enemy 2 Attack With Cutlass
1d20 + 5 ⇒ (6) + 5 = 11

If it hits –
1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11

One of the marines pulls something out of his pouch and flings it at Stefan –

Ranged Touch Attack with Tanglefoot bag
1d20 + 6 ⇒ (14) + 6 = 20

Tanglefoot Stats here.

The other sailors are reloading their muskets and the other marines are moving to Full Defense to offer protection for the firing line that is preparing.

The shark attacks the hull of the ship again –

Shark Attack –
1d8 + 4 ⇒ (3) + 4 = 7

The two marines by the officer have attacked and destroyed the air elemental, finishing it off.

Meanwhile, the Officer has moved forward and cast a spell.

Spellcraft roll if you’d like to see what it is –

Snaga leaps across the deck and lands next to Polux.

Ella is reloading her pistol even now.

Ren moves to attack one of the marines by Stefan and drops the marine.

Uraga turns and fires the hackbut into the sea to attack the summoned shark that is slamming against the ship.

Vale moves to Ren to heal him –

Healing
2d8 + 4 ⇒ (8, 2) + 4 = 14

Johnny, Khal are now on neutral ship and are aiding the sailors on that ship while Kristin has raised her pistol and is shooting at the shark in the water.

The scenery's changed - lots of guys dead and wounded on the neutral ship and the guys with muskets are quickly reloading and ready to fire next round...

The ship starts to list from the attack below the water from the summoned shark.


Are we up now?


Current Positions –

Daya In crows nest, not pictured
Ella B:14
Hack -B:12
Khal -G:11
Johnny -G:12
Mel -A:14
Polux -G:18
Ren -D:14
Snaga -G:17
Stefan -D:13
Taissa D:13
Vale -C:14
W.Fang -D:13
Zayna -B:13

New Combat Map Here.

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