| Aethelwulf "Wulf" Firebjorn |
Wulf sits down and downs his rum ration to help smooth out the first evening.
fort: 1d20 + 3 ⇒ (10) + 3 = 13
liquid courage: 1d4 ⇒ 3
drunk time: 1d8 ⇒ 5
"Anyone up for a little show?"
Wulf walks over and grabs himself a couple of spare belaying pins and begins juggling them.
sleight of hand: 1d20 + 7 ⇒ (17) + 7 = 24
Feeling pretty confident in himself he asks the sailors to throw something else in. One sailor promptly throws his meal bowl which Wulf deftly grabs and adds to the rotation. Soon Wulf has seven various objects spinning in the air to the delight of the crowd.
He finishes by tossing the various objects back to their owners and taking a bow. He then replaces the belaying pins. Wulf goes and sits next to Galean and Carthus looking a bit winded.
"Haven't done that in a while, I was a little worried I might drop everything, and look like an idiot. At least more of one than normal."
| DM Davy Jones |
The pirates cheer and whistle for Wulf's bravura display.
Cordelia decides to turn in early (sleep action).
| DM Davy Jones |
The night finally ends and everyone sleeps gratefully (except Ayre).
As you wake up the next morning, you hear the bell being rung for the morning muster.
Unfortunately six pirates block your path: Aretta Bansion, Fipps Chumlett, Jaundiced Jape, Maheem, Slippery Syl Lonegan, Tam “Narwhal” Tate.
They're acting like child bullies, pounding their fists in their hands and grinning.
In a hurry?
Check the map, you each get to talk to try and defuse the situation - being tardy to first bell sounds like a bad idea.
| Nymph |
Nymph just rolls her eyes at the antics, her pupils starting to enlarge in tune with the rhythm their firsts are making. "Uh, yeah ya daft f@*@ers! What's the hold up?!"
| Galean "Rafter" Santiago |
Forgot that yesterday, Spells I'd like to prepare, Goodberry, Monkey Fish and Whispering Wind(Domain). Cantrips are Detect Magic, Guidance and Purify Food and Drink.
Galean says nothing, but prepares to Wind Blast the first person who attempts to start a fight with him or his crewmembers. And all others behind him. Wind Blast: 1d20 + 5 ⇒ (19) + 5 = 24 vs. CMD
Turning towards the pirates, he says, "We just don't want to be late for first bell, savvy?"
| Ayre |
Ayre moves to E-6 and prepares to launch the thug at G-3 over the edge.
1d20 + 4 ⇒ (16) + 4 = 20 CMB if they make a move against us
| DM Davy Jones |
Ayre, you on the lower deck - there's no edge, only the walls of the ship. Were you trying for reposition? Carthus, wrong profile! Also, what maneuver were you trying for? Galean, which direction are you focusing your wind blast?
They grin at your bravado and charge.
Initiative (Ayre): 1d20 + 4 ⇒ (10) + 4 = 14
Initiative (Carthus): 1d20 + 2 ⇒ (16) + 2 = 18
Initiative (Cordelia): 1d20 + 8 ⇒ (4) + 8 = 12
Initiative (Galean): 1d20 + 1 ⇒ (10) + 1 = 11
Initiative (Nymph): 1d20 + 2 ⇒ (2) + 2 = 4
Initiative (Wulf): 1d20 + 5 ⇒ (12) + 5 = 17
Initiative (Baddies): 1d20 ⇒ 20
Initiative (Baddies): 1d20 ⇒ 11
Initiative (Baddies): 1d20 ⇒ 2
Initiative (Baddies): 1d20 ⇒ 19
Initiative (Baddies): 1d20 ⇒ 11
Initiative (Baddies): 1d20 ⇒ 7
Baddies win initiative.
Attack (Unarmed): 1d20 ⇒ 14 Ayre
Attack (Unarmed): 1d20 ⇒ 2 Ayre
Attack (Unarmed): 1d20 ⇒ 4 Galean
Attack (Unarmed): 1d20 ⇒ 10 Galean
Attack (Unarmed): 1d20 ⇒ 6 Nymph
Attack (Unarmed): 1d20 ⇒ 7 Nymph
Damage (Unarmed): 1d3 ⇒ 2 Ayre
Damage (Unarmed): 1d3 ⇒ 2 Galean
The pirates advance swinging, trying to intimidate you with their attacks.
Rolls represent all possible outcomes, please let me know your targets for the readied actions and the specific action included for Ayre and Carthus. Map updated pre-reposition from anyone.
Go!
| Nymph |
Nymph's mouth bulges for a moment as she hawks at the person in front of her. In addition to a glob of spit the attacker is also pelted with numerous little projectiles, anyone looking as they scatter about the floor notice that they are squared teeth. The attacker however is probably too busy noticing the new rows of very, very sharp teeth Nymph is all too eager to show off in a smile. Her eyes dilated and her muscles straining she raises a finger to beckon the pirate to try again.
Standard Action: Change Form
+2 Con
Bite Attack
Ferocity
| DM Davy Jones |
Profession (Sailor, Nymph): 1d20 + 8 ⇒ (9) + 8 = 17
Nymph, the sailors are using their fists and not trying to kill you - this could be an initiation or just trying to establish the pecking order on the ship (these are pirates). If you use lethal damage against them you could get in trouble for escalating the fight.
Not trying to dissuade you mind, just pointing out a possible outcome!
Besmara preserve us, what's this freak doing onboard?!
| Nymph |
I could also get in trouble if I'm late to work or beat to death :3 these are pirates afterall
"Better question! What the f!#+ are doing in my way for?"
| Nymph |
But don't worry, think of that as more a defensive reflex rather than her going straight for the chompy chomp, she's most defintely gonna start pretty much every fight by transforming, better safe than sorry. Besides she doesn't know if they have weapons or whatnot so at this point it's just a precaution, she is Chaotic Good after all :3
| Ayre |
Ayre steps back and sends a color spray, which should hit the thugs on rows d c and b
let's all calm down!
Dc 14 will or they are out of the fight pretty much
| DM Davy Jones |
Hey, I'm not worried either way - I just know that sometimes I haven't thought things through to their logical endpoint and it has cost me, try to give my players some leeway!
Bad player! Take 1000 negative XP.
Will Save: 1d20 ⇒ 4
Will Save: 1d20 ⇒ 19
Will Save: 1d20 ⇒ 9
Rounds Unconscious: 2d4 ⇒ (4, 3) = 7
Rounds Unconscious: 2d4 ⇒ (3, 1) = 4
Rounds Stunned, Blinded: 1d4 ⇒ 3
Rounds Stunned, Blinded: 1d4 ⇒ 3
Totals: Sailor B6 - Out for 11 rounds, Sailor D5 out for 8 rounds.
Two of the sailors, at B6 and D5 fall unconscious at the magic spell's technicolor rainbow.
The other pirates show alarm at a wizard being across from them.
| DM Davy Jones |
First he casts sorcery on us then he tries to back out! Get him boys!
The pirates are unpersuaded by your exhortations.
| Nymph |
Np, thankies :3
"No, he's trying to keep you f#$@ers from getting barbecued for my breakfast! Trust me! I will ENJOY s%#*ting you morons out afterwards!"
| Galean "Rafter" Santiago |
Sorry for being even more late!
"Whoosh!", shouts Galean, Attacking aline that should pass through the two at E5 and G5, I already rolled the offense roll.
"I suggest, lads, that we be friends from now on, savvy? You don't want that wind to be harrowing a thunderstorm, do you?"
Intimidate: 1d20 - 1 ⇒ (13) - 1 = 12 some situational bonuses would be nice :)
| Galean "Rafter" Santiago |
Ah, the way to do it is not knowing the alphabet. I meant to do E5 and F5, which I think qualifies as a line, I think, I could be wrong. If not, Galean will just run to C5, Acrobatics: 1d20 + 1 ⇒ (14) + 1 = 15 and blast everyone. Basically, stay in school, kids, and learn the alphabet.
| DM Davy Jones |
Ah, that's a pretty sketchy line. I didn't think too much about this (obviously) but I think going forward when you use that power you'll want to use it in a straight line - that way it's easy to move the people being maneuvered around. While in theory you could project a line in 360 degrees, it's too complicated to worry about with a grid system. I'll allow it this time, but you need to make a second CMB against the pirate ath E5 at -4 since he's "behind" F5
| Galean "Rafter" Santiago |
Alright, sorry, don't mean to be THAT unaware of the rules. Wind blast does say, however, Wind Blast (Su): As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
So based on it, the bull rush should apply to each creature in the line, and what I'm reading means it's the same check against everyone. If that's how you rule it, however, that's fine with me, Wind Blast: 1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16
Don't mean to be cross or anything, just trying to wrap my head around it as well. I'll go with any of your rulings, and I think you're doing a banging job, mate!
EDIT: That was the most British sentence I've ever wrote...
| DM Davy Jones |
The way I read the spell, the wind is doing the bull rush as opposed to you as a druid, so it can still be blocked - like drafting behind an 18-wheeler on the highway.
If it was a 7th level domain power I could see it affecting everyone in the line with a single CMB roll, but 1st level domain powers are helpful, not game-changing in general.
You fail Intimidate (close though!), plus they're way more scared of failing to prove how tough they are on this ship than they are of someone summoning wind at them.
Galean's wind pushes two of the pirates back to D4 and E5, they get back on point and return to the fight quickly.
One moves from D4 back to F5 and attacks again.
Attack: 1d20 + 1 ⇒ (9) + 1 = 10 Nymph
Attack: 1d20 + 1 ⇒ (12) + 1 = 13 Ayre
Attack: 1d20 + 1 ⇒ (12) + 1 = 13 Ayre
Attack: 1d20 + 1 ⇒ (19) + 1 = 20 Galean
Damage: 1d3 + 1 ⇒ (3) + 1 = 4 Ayre
Damage: 1d3 + 1 ⇒ (3) + 1 = 4 Ayre
Damage: 1d3 + 1 ⇒ (2) + 1 = 3 Galean
They come back swinging again, aiming to teach you for using magic in a straight up brawl.
One fails to connect, scared off by Nymph's new teeth. The others land blows on Ayre and Galean in retaliation for their spells.
Parlor tricks won't scare us boy!
| Aethelwulf "Wulf" Firebjorn |
[b]"HAHAHAHA! Now this is what I call a good time! I just need something to throw."[b]
Wulf looks around for anything useful. Not seeing anything, he goes ahead and takes another swing at the pirate at E5.
attack: 1d20 + 1 ⇒ (4) + 1 = 5damage: 1d3 ⇒ 3
| Ayre |
Ayre steps back and sends flame
I warned you flame was next.Lets stop this foolishness! Flame hits E and F 5
1d4 ⇒ 1 DC 14 for half
| Nymph |
Attack: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Damage: 1d3 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Nymph can't help but cackle as she throws a punch of her own against the pirate attacking her.
| Yuki Okano |
I'll keep a dagger too, if that's ok.
It had been a hard first day for Yuki on board the Wormwood. First, and most obvious, she had been press-ganged. Second, she reacted extremely poorly to whatever had been used to knocked her out and hadn't felt like herself at all. Lastly, and most strangely, everyone had been calling her Cordelia all day long.
In any event, this morning the mental fog shows signs of lifting, even if she did take way too long to jump out of her hammock. Quickly getting herself together to avoid the whip, she runs into the bottleneck near the stairs, noting the fight between the other new people and some of the more unsavory crew.
"Hey, you guys better stop messing with us or you'll all run into 'accidents' later thanks to magic, if you get my drift." She threatens with all her might.
Intimidation: 1d20 + 3 ⇒ (13) + 3 = 16
| Nymph |
Lastly, and most strangely, everyone had been calling her Cordelia all day long.
Okay, that's just damn funny.
| DM Davy Jones |
Yuki's appearance intimidates the pirates and they appear to be off balance from the previously quiet oracle's angry appearance.
The pirate Galean hits reels back from the punch, and the remaining pirates prepare for a renewed assault.
Attack: 1d20 ⇒ 5
Attack: 1d20 ⇒ 1
Attack: 1d20 ⇒ 13
Attack: 1d20 ⇒ 7
Sadly, frightened by the knowledge that they're now outnumbered, even with knocking out the crazy wizard, are unable to land attacks on our heroes.
Go!
| Nymph |
Attack: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Damage: 1d3 + 2 + 2 ⇒ (1) + 2 + 2 = 5
The novelty of the fight had already worn off as Nymph continues hitting whoever it was in front if her.