Variel Nightstorm
|
As we are skirting Bag island is it possible to at least drop off the halflings quick?
With possible prey in the water Variel calls out to Flynn to judge the Shining Star's depth in the water hoping that it is laden wth plunder. How deep us she sitting Flynn? Keep an eye peeled for reefs as well if she has a shallower draw than us. .
If there is crew ready with Flynn he also calls out to Horatio,Fire upon the rudder to keep her from fleeing. Take her whole if we can. We have enough crew to plunder the ship and take ths ship as well.
Turning to Rain, Bring the Lady aside her.
Grapplin hooks at the ready crew!
Variel casts shield upon himself as he gets ready to board the ship.
| Seijiro |
Seijiro isn't entirely trustful of this 'easy prey' scenario.... What better way to lure in a ship by wreckers than to look like a simple merchant vessel and then turn the tables on the intended attackers... At the call to arms he emerged from his cabin and headed up to Variel's side, and voiced his concerns...
"Captain, she may be a simple merchant vessel and easy taking, but in a place known for being a wrecker's hangout, why would she be just sitting here, untouched? I'm not saying 'don't take her' if we can, just saying 'be cautious' as she could be a wrecker herself flying a false flag."
Seijiro readies for anything, and when Flynn's distance weapons are ready to start firing on her rudder begins to sing a jaunty shanty. inspire: +1 to hit and damage
Variel Nightstorm
|
Wise words Jiro. Take the bow and keep a look out for anything hiding under the water. Call out immediately should we need to stop the Lady from hitting anything.
| Seijiro |
"Aye Variel-sama... "
He heads up toward the bow and keeps a lookout for anything lurking under the water... or any sign of the 'prey' being something other than what she appears.
| DM Immortal |
You don't see anything out of the ordinary.
| Rain Taneththir |
Turning to Rain, Bring the Lady aside her.
Grapplin hooks at the ready crew!
"Aye, Captain."
Prof Sailor to catch up to the Shining Star as she attempts to flee: 1d20 + 22 ⇒ (10) + 22 = 32
Once close enough...
To grapple, pilot must make a combat maneuver check against the target ship's CMD using the base CMD of the ship plus the pilot's sailing skill modifier as the total CMB of the grappling maneuver. If the check is successful, the target ship is grappled.
Combat Maneuver to grapple ship: 1d20 + 8 + 22 ⇒ (12) + 8 + 22 = 42 vs. other ship's CMD
| DM Immortal |
@ pt Will post when I get home. You get closer but definitely not close enough to board yet.
| Dhaavan |
Well, if the wreckers in the area like to set traps for passing ships, this could very well be one! Dhaavan says, not bothering to look out at their prey. Sounds like a party! Let me know when we're getting close to this trap, yes?
| Rain Taneththir |
Can Rain make another sailing check to gain more speed and catch up?
Since I'm out of the office, and on the road, today, I'll throw up another check (or 2) in case it'll be useful (posting from phone).
Prof Sail to gain speed: 1d20 + 22 ⇒ (8) + 22 = 30
Prof Sail to gain speed: 1d20 + 22 ⇒ (15) + 22 = 37
| DM Immortal |
As you progress after the ship, all of a sudden Rain screams out WATCH OUT!!! At the same moment you feel Rain jerk the ship to the side and hear a crunching sound as you all hit a reef that was hidden by some sort of magical illusion.
Everyone takes 4d6 ⇒ (4, 3, 4, 5) = 16 damage (no save) from being thrown about in the crash. Make a reflex save or be thrown prone, the reflex save does not negate the damage. Rain's awesome piloting skills saved this from being much worse.
At the same time, as soon as you hit the reef, the other ship vanished.
The crash has knocked several members of the crew unconscious and you hear shouts from below deck but hear Sandara yelling orders and calling out names.
You are currently stuck on a reef and can now see two shipwrecks beneath the waves since the illusion is gone.
Let me know what you guys are doing. I'll have a map up soon.
Variel Nightstorm
|
Reflex DC? 1d20 + 6 ⇒ (19) + 6 = 25
Know arcane 1d20 + 8 ⇒ (11) + 8 = 19
As the ship hits the hidden reef Variel manages to catch the railing near the main mast to keep from being tossed onto the deck. Looking around quickly Variel first takes stock of the condition of the ship making sure the damage is not enough that warrants the ship possibly sinking.
Profession sailor 1d20 + 11 ⇒ (14) + 11 = 25
He starts calling out orders for men to repair the ship immediately once Sandara has a chance to channel and heal them. The unconscious he hopes are within Adular's range on deck as he looks for some healing as well. Only then does he look for signs of the wreckers as clearly they lead them into this.
| DM Immortal |
Ships not sinking but is definitely stuck and not going anywhere without a major amount of work getting it off. (i.e. it'll take a few hours to get it off)
Also sorry. Reflex save dc is 20
| Horatio Flynn |
As we are skirting Bag island is it possible to at least drop off the halflings quick?
Variel, you're absolutely right! That's literally what I posted on the boards earlier.
To be more clear, Horatio would have gone to Bag Island first; that was his intention. If the party had decided to go on a separate quest without at least taking the family of elderly and children to their home as promised then I would have RP'd that instead.
Meanwhile, it seems like things have moved forward in a completely different direction.
With possible prey in the water Variel calls out to Flynn to judge the Shining Star's depth in the water hoping that it is laden wth plunder. How deep us she sitting Flynn? Keep an eye peeled for reefs as well if she has a shallower draw than us. .
If there is crew ready with Flynn he also calls out to Horatio,Fire upon the rudder to keep her from fleeing. Take her whole if we can. We have enough crew to plunder the ship and take ths ship as well.
Horatio turns to Variel.
"You want to use chain shot on the sails instead? We cripple her sails and we'll be able to catch her fast..."
However, he instead prepares to aim for the rudder at this point.
| Horatio Flynn |
Everyone takes 4d6 damage (no save) from being thrown about in the crash. Make a reflex save or be thrown prone, the reflex save does not negate the damage. Rain's awesome piloting skills saved this from being much worse.
I'm assuming that it's Non-Lethal Damage?
Reflex Save
1d20 + 9 ⇒ (17) + 9 = 26
It seems that before he has an option to act, he's been pushed into the gunwale for a massive amount of damage.
Realizing that there's trouble for the ship, he calls for Amen-set to head aloft.
Amen-set comes up the hatch at his call.
| DM Immortal |
Nope it is lethal damage. Also, I updated the map on my profile. If you wanted to stop by Bag Island to drop them off, that's fine but i'm not retconning it so you dropped them off and left on your mission to find the Lady's Sting.
| DM Immortal |
Also, just an FYI, the damage was not just for those on deck. Everyone on the ship takes the damage.
| Horatio Flynn |
Nope it is lethal damage. Also, I updated the map on my profile. If you wanted to stop by Bag Island to drop them off, that's fine but i'm not retconning it so you dropped them off and left on your mission to find the Lady's Sting.
I checked the map; where are Neko and Anna's dinosaur?
| Horatio Flynn |
Also, just an FYI, the damage was not just for those on deck. Everyone on the ship takes the damage.
Wow! This is pretty epic damage for everyone to suffer that much damage without even a save. Meanwhile, given that many our NPC's are 2 Hit Die creatures or less, wouldn't that mean that a good chunk of our crew is now dead, dying or bleeding to death since they just lost 16 Points of damage?
| DM Immortal |
Brightscale is below deck where he usually is while at sea. As far as the damage goes, it would have been worse without Rain's stellar piloting skills. As it is the crew are roughed up and at worst incapacitated but Sandara has it under control below deck. As for Neko, she can be wherever Rain wants her to be, currently she is right next to her.
| Horatio Flynn |
Brightscale is below deck where he usually is while at sea. As far as the damage goes, it would have been worse without Rain's stellar piloting skills. As it is the crew are roughed up and at worst incapacitated but Sandara has it under control below deck. As for Neko, she can be wherever Rain wants her to be, currently she is right next to her.
If Sandara is using her Channel Energy below then I guess that Amen-set will wait a round before heading up to enjoy the Channel Energy Burst.
Come to think of it, couldn't Horatio (and pretty much anyone else) just hop down the hatch on a Move Action, get hit with her Standard Action and then use our second Move Action to head back aloft?
If not, I guess Horatio could move 10 feet over to Adular and enjoy a burst from Adular's Channel Energy burst (since we all kind of need healing at this point), assuming he's cool with that?
Finally, given that we're grounded on the reef, doesn't mean that Rain wouldn't need to remain at the helm if a combat started as we're not able to move the ship?
| DM Immortal |
Amen-set is fine to stay below until healed but Sandara is not going to channel until she has the crew gathered which will take a few rounds. As for you getting hit with Adular, he hasn't had an action yet so let's give everyone a turn. Right now you can act as you wish so if you want to move near Adular you can but there is no guarantee that it will happen this round. When it comes to Rain, again she can do what she thinks appropriate but as far as being run aground, yes the ship is not going anywhere right now so staying by the wheel isn't perfectly necessary. Just another FYI by the way the ship is slightly tilted so the entire area is considered difficult terrain unless you have some way to move without walking on the deck like swinging reposition or flying.
| Seijiro |
reflex save, dc 20: 1d20 + 13 ⇒ (6) + 13 = 19
Seijiro, despite being wary about the supposed merchant ship from the get-go, is taken unawares by the reef and knocked flat to the deck on impact. He rolls to his feet, brushing himself off and a bit embarrassed at his fall.
"As I guessed, Captain-sama, she was but bait."
| DM Immortal |
Don't forget any non flying companions take the damage as well as need to make a reflex save or be knocked prone.
| Rain Taneththir |
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Neko's Reflex (DC 20): 1d20 + 9 ⇒ (3) + 9 = 12
The impact sent Neko in the air and she could not land and ended up on the deck, feet up in the air. She hissed and then righted herself. But she had taken quite a blow and felt the injury and telepathically communicated her pain to Rain.
Neko's current hp: 12/28.
-----------------------------------------------------------
Rain's Reflex (DC 20): 1d20 + 10 ⇒ (11) + 10 = 21
Rain just managed to keep her footing even on impact. She felt she had failed them when the Lady ran aground on the reef, no matter how hard she had tried to pull the ship away from it.
Rain's current hp: 47/63
Using Svingli's Eye, Rain attempted to determine the extent of the damage to the ship as well as check the horizon for sign of the wreckers. The lilting ship made it harder to move around, so she used her wings and lifted herself in the air, even injured as she was. She had been practising a little and flying was still new to her, so she did what she could to keep herself in the air.
Fly (Untrained) to hover (DC 15): 1d20 + 2 ⇒ (14) + 2 = 16 She's hovering 10 feet off the deck right now.
Perception: 1d20 + 16 ⇒ (10) + 16 = 26
Craft (Ships) re damage and repairs: 1d20 + 6 ⇒ (11) + 6 = 17
| DM Immortal |
Adular gathers everyone together and sends forth a burst of healing energy. It washes over you all like the crashing of a warm wave and you feel the bruises and lacerations from being bounced around the ship.
Channel Energy: 4d6 ⇒ (1, 4, 2, 6) = 13 So everyone is only down 3 hp.
| Horatio Flynn |
Horatio peers out over the water, feeling the hove of the deck and his eyes narrow.
In such a situation the normal procedure would be to dispatch some longboats with cables and try to haul the ship back from its position on the shoals; then deal with the damage as best as possible.
He’s half tempted to call some lads from below up to do that very thing, yet something checks him and instead he watches the horizon intently, expecting more trouble.
Horatio will simply wait for the other shoe to drop at this point. Amen-set currently has the musket, however, she may give it to him if he needs it. Finally, I’m assuming that as the cannon are loaded, if we need to, we may be able to rush to the side and take a shot at whatever is soon to come?
Speaking of which – what now?
| DM Immortal |
At this point you also now see a ship, that had been previously covered by illusion, appears off port side. A multitude of half-orcs burst forth and begin to try to scale your ship. At the same time six others drop down from out of nowhere to land on the ship among you.
Initiative 2d20 ⇒ (9, 5) = 14
Surprise round!
Then you guys get initiative.
Will do surprise round when I get home having issues with work network.
| DM Immortal |
The half-orcs on deck seem to be moving much faster than should be possible as they each swing at you with falchions. They are foaming at the mouth and screaming in rage.
Since it is only a surprise round they can only get a single attack off.
Half-Orc Barbarian E-11 against Dhaavan
Falchion attack and damage: 1d20 + 11 ⇒ (5) + 11 = 162d4 + 10 ⇒ (2, 4) + 10 = 16 Not sure if hit or miss
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Half-Orc Barbarian E-12 against Dhaavan
Falchion attack and damage: 1d20 + 11 ⇒ (9) + 11 = 202d4 + 10 ⇒ (4, 4) + 10 = 18 Hit!
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Half-Orc Barbarian E-14 against Adular
Falchion attack and damage: 1d20 + 11 ⇒ (1) + 11 = 122d4 + 10 ⇒ (4, 4) + 10 = 18 Potential fumble!!! Fumble confirmation: 1d20 + 11 ⇒ (5) + 11 = 16 FUMBLE!!! FUMBLE CARD IS....BACKSWING! THE ATTACK DEALS DAMAGE TO YOU INSTEAD OF THE TARGET! E-14 HALF-ORC TAKES 18 DAMAGE
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Half-Orc Barbarian E-15 against Variel
Falchion attack and damage: 1d20 + 11 ⇒ (2) + 11 = 132d4 + 10 ⇒ (3, 4) + 10 = 17 MISS!
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Half-Orc Barbarian E-16 against Anasrianna
Falchion attack and damage: 1d20 + 11 ⇒ (5) + 11 = 162d4 + 10 ⇒ (1, 4) + 10 = 15 Miss!
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OK BEGIN ROUND 1!
| Horatio Flynn |
Horatio, turns aft and sees that there is now a collection of enemies on the ship.
He quickly casts Cat's Grace on himself, then leaps to E:8 with Acrobatics...
Acrobatics Check (DC Doubled as I don't have a Running Start) means I need a total of 20 to get the distance. However, in this case it's formally a 22 as a +2 needed to be added on via a slope that is less than 45 degrees for a net DC required of 22
1d20 + 14 ⇒ (8) + 14 = 22
EDIT: Success; so Horatio has Cat's Grace on and is now on E:8. Failing that he'll just use his Move Action via Half Speed to go around the stairs and walk there - but I felt this was more "piratey".
Horatio lands on his feet and stares up at the enemy in front of him, his eyes like ice and he glances to the others, waiting to see their next move...
| Amen-set Neitaker |
Feeling somewhat salty, Amen-set flies to E:15. There is a 10 Foot space between her and tops of the three Half-Orcs below her; meaning the three of them occupy a line 15 feet below her and 15 feet in width...
Pointing her hands down beneath her feet, she unleashes Burning Hands on the 3 Enemies below her at E:14-16.
So if I'm correct then Amen-set is able to use Burning Hands at the standard 15 feet burst. But as she's literally ABOVE her enemies she is not only out of their reach, but the blast should not effect her allies as it is a straight line of attack down, not out, and also, as it only goes 15 feet and the space between her and the enemies are 10 feet, the last 15 feet should effect all three half-orcs?
Burning Hands
5d4 ⇒ (2, 1, 4, 4, 4) = 15
EDIT: Reflex Save of 15 required for Half Damage; otherwise they all just took 15 points of damage.
Please correct me if I missed something on my 3D positioning for the spell to take effect.
Variel Nightstorm
|
Quick heads up, Variel will cast haste to target as many as that are near him and then attack. Can't see the map at work right now though. Will get a post with rolls and coordinates up in about an hour.
| Seijiro |
Seijiro activates the Sentinel ability of his blessing of Calistria, giving himself the keen edge on his rapier.
Seijiro will swing via swinging reposition to e10 and attack the orc at e11.
to hit: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24
dmg if hits: 1d6 + 6 ⇒ (1) + 6 = 7
He then repositions himself to d11 to complete his action, giving Adular flank. (see swinging reposition)
| Dhaavan |
Dhaavan would have had his Cloak of Shadows up as we approached the enemy. I marked off the use for the hour when we got close on my sheet, but I can't find the post. So I dunno if you allow it to be on I also don't know if we've had a chance to stand up or not before the enemy appeared.
Are we prone if we failed, or did we have a chance to get up?
| DM Immortal |
Horatio: Good on the jump! Very Piratey!
Seijiro, do you mean flank with Dhaavan?
Dhaavan, sorry man if it wasn't posted it didn't happen. You would have definitely gotten the chance to stand up. That said you can activate it now. Had you not posted at all I would have allowed it but you posted the reflex save and didn't declare it then. Next time!
Variel Nightstorm
|
With the host of half orcs before him and more to the rear Variel hopes to add some punch to everyone's attacks. Taking the opportunity to attack the half orc in front of him first Variel then casts haste targeting himself, Rain, Neko, Adular, Amen-set and Anna.
Swift action to imbue weapon with keen and +1
Power attack 1d20 + 5 + 4 + 2 + 1 - 1 ⇒ (2) + 5 + 4 + 2 + 1 - 1 = 13 for 1d6 + 4 + 2 + 3 ⇒ (1) + 4 + 2 + 3 = 10
Cast defensively haste 1d20 + 11 ⇒ (14) + 11 = 25
*Edit to remove 5ft step and add cast defensively.
| Horatio Flynn |
Horatio: Good on the jump! Very Piratey!
Seijiro, do you mean flank with Dhaavan?
Dhaavan, sorry man if it wasn't posted it didn't happen. You would have definitely gotten the chance to stand up. That said you can activate it now. Had you not posted at all I would have allowed it but you posted the reflex save and didn't declare it then. Next time!
Thank you on Horatio's Behalf via the Piratey thing :) Meantime, what is the status of the Half-Orcs - did Amen-set's action effect them, and if so; will they be making their Reflex Saves or just take the Full Damage?
| DM Immortal |
Just an fyi seijiro, swinging reposition doesn't negate AoO's from leaving a threatened space which you definitely did.
AoO on Seijiro: 1d20 + 11 ⇒ (13) + 11 = 242d4 + 10 ⇒ (4, 1) + 10 = 15 HIT for 15 damage
Reflex saves for Amen Burning hands 3d20 ⇒ (19, 18, 7) = 44 So E14 and E15 take half damage of 7 and E16 takes the full 15
| DM Immortal |
Actually horatio I moved Amen back because where she was she would have hit your allies too. where she is now she can hit them with the cone and not hit any of your people.
| Amen-set Neitaker |
Actually horatio I moved Amen back because where she was she would have hit your allies too. where she is now she can hit them with the cone and not hit any of your people.
Outstanding!
"Moriamur in igne," she calls out to the Half-Orcs below her.
| DM Immortal |
Variel misses with his swing, but manages to get his casting of Haste off on those listed.
Adular casts defensively and casts Divine Favor on himself granting +3 to attack and damage. Cast Defensively DC 17: 1d20 + 13 ⇒ (3) + 13 = 16 which fails but Adular uses a Mythic Point to surge and add 1d6 ⇒ 6 to the roll for a success!
| Neko the Golden |
Neko touches her paw to herself and begins casting Mage Armour on herself.
(Standard action, duration 4 hours, +4 to AC, also +1 dodge bonus from Variel's Haste, Neko's current AC is 27)
Casting Defensively, if required (DC 17): 1d20 + 7 ⇒ (13) + 7 = 20
Then takes a 5 ft step to D:18.
(Active Effects: Haste, Mage Armour, HP: 25/28, AC 27)
| Rain Taneththir |
Rain, grabs her pike from her back and flies 15 ft over to D:16 (mindful of the half-orc with the falchion), and hovering 10 feet in the air, commands the pike to extend to its full 20 feet reach (swift action) and activating her animal focus: BULL (swift action, +2 to STR, duration 3 mins) makes a forceful two handed attack on the half-orc at E:16.
Power Attack with magical pike, two handed, with Haste on half-orc at E:16: 1d20 + 7 + 1 + 1 ⇒ (11) + 7 + 1 + 1 = 20 (Add and additional +2 to attack if she can flank with Ana in the air 10 ft with her reach weapon.)
Damage, if hits: 1d8 + 11 ⇒ (8) + 11 = 19
Fly to hover in air 10 ft off the deck (DC 15): 1d20 + 2 ⇒ (19) + 2 = 21
(With Variel's Haste, increases her fly speed to 80ft. +1 to Attack and +1 dodge bonus to AC, making Rain's current AC 22, +1 to Reflex Saves for 9 rounds.)
(Active Effects: Haste, Animal Focus: BULL (+2 to STR), HP 60/63, AC 22)
Variel Nightstorm
|
AC: 27
haste and shield up
3 AOO's available
additional +1 and keen on weapon
5 mythic points still available (forgot to use 1 to negate power attack penalties.
| Seijiro |
I didn't leave a threatened space on my first move - there were no orcs in the bow, if there were, I would have stayed there and attacked the one in the bow with me... my move after the attack was only a 5' step, so shouldn't get an aoo on me from that.
if I thought there was a chance I'd get an aoo, I would have rolled acrobatics to avoid it
acro: 1d20 + 25 ⇒ (16) + 25 = 41
| Dhaavan |
Blades carve into the unprotected sorcerer and he cries out, bleeding severely.
Bad call boys Dhaavan says, grim, stepping back to g12
He reaches out, the baying of dogs, and tortured screams rising, and snaps his fingers and...
1d3 + 1 ⇒ (3) + 1 = 4
...slathering Hellhounds explode into existance in a burst of ash and brimstone, surrounding the half-ork
SM3 as a standard to summon 1d3+1 LE outsiders from SM2 special list as a standard action via sacred summons and superior summons. If I were a wizard I'd just black tentacles, but to each their own, right?
They appear at
D10
D12
E10
And either F 12 or G 11. depending on whether the 10' cone makes it to the diagonal or not.
The beasts each, in turn unleashes a gout of flame then moves into flanking position with its pack-mates.
4 DC 16 reflex saves each
con based so saugment summoning boosts the dc, iirc
Damage
fire: 2d6 ⇒ (5, 6) = 11
fire: 2d6 ⇒ (5, 5) = 10
fire: 2d6 ⇒ (6, 6) = 12
fire: 2d6 ⇒ (1, 6) = 7
End movement at D10, d12, f11 and f12, flanking much
Variel Nightstorm
|
Dang Dhaavan those are some nasty puppies.