| Horatio Flynn |
GM - please correct me if I am wrong - but right now to succeed against the first check - we'd need to have someone "aid" Rain successfully for a +2, and someone needs to add in a Hero Point in "ret-con" add a +1d6.
If that Hero point allows a tie for a 31 - does that mean we need a forth roll; or is our target number literally "31"?
| Rain Taneththir |
In the Player's Guide, it states, "If the result is a tie, the pilots should begin a new series of three opposed checks." I'm not sure how Imm. wants to play it out, but I would like some clarification, please.
| Seijiro |
Seijiro calls out wind changes and the tactics of the opposing ship to aid Rain as he can...
prof sailor: 1d20 + 7 ⇒ (6) + 7 = 13
prof sailor: 1d20 + 7 ⇒ (7) + 7 = 14
prof sailor: 1d20 + 7 ⇒ (1) + 7 = 8
Rain, add 2 to each of your first two profession rolls, so you have 29, 29 and 32
| DM Immortal |
I think that means if you win one and I win one and we tie one, which comes out to a total of a tie, then we do it over again.
1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33
1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21
Which is exactly what happened lol unless someone wants to spend a hero point.
| Rain Taneththir |
I believe the opposing pilot won two out of three of the checks, as follows:
Rain 29, Other Pilot 31
Rain 29, Other Pilot 33,
Rain 32, Other Pilot 21.
So that means, I think, the other pilot/ship is victorious?
Out of player's guide: "Whichever pilot wins at least two of the three of the opposed checks is victorious."
| DM Immortal |
Oh sorry I thought the first one got to 31. If someone uses a hero point on the first one then you will win and catch up.
| Seijiro |
unless someone spends a heropoint to raise that first roll of yours by 4 (iirc, it's +8 if you spend before the roll, +4 if you spend it after.)
| Rain Taneththir |
Rain will spend a hero point to allow us to win and catch up to the other ship. She now has 2 remaining.
Rain's first check is now 29+4=33
| DM Immortal |
Awesome!
As you all approach you are able to make out the colors. It is a bronze shield with a rampant snake emblazoned across it.
| Horatio Flynn |
Knowledge Local Check
1d20 + 7 ⇒ (10) + 7 = 17
Horatio's lips curl in a grim smile and his eyes gleam with eagerness.
Life; death - in such a venture, either shall be glorious....
| Horatio Flynn |
"Aye, pilot - it is the sign of all things we crave!"
"The ship yonder is of a powerful merchant house - extremely powerful - she'll be filled with great wealth indeed..."
"If plunder is our loadstone, then we should tack course to her and lay waste to her swiftly!"
"When we take that whore than our holds will likely be swamped with riches!" he roars out with lust, raising his fist to the merchant ship, a fierce light in his eyes.
| Rain Taneththir |
Looking at each person assembled on deck or at their stations, Rain smiles with a certain bright fierceness and issues, "Thank you, Flynn. The gods are certainly smiling on us this day. Let us not waste this bounty!"
Diplomacy - rallying the crew, so to speak: 1d20 + 8 ⇒ (14) + 8 = 22
Variel Nightstorm
|
Know local: 1d20 + 4 ⇒ (20) + 4 = 24
You are right Flynn. The Aspis Consortium takes no sides and profits from both sides alike in war. In fact, it has been rumored that they start a war just for the profit they can make. A powerful entity, but one ripe for the plucking this time.
Calling up to Jiro, Jiro, do you see any siege engines or ports on the side of the ship? If not, then all speed ahead. Men, women, to your stations. Glory and riches will be ours before the night is through.
| Seijiro |
Seijiro uses the ship's ropes to swing part way to the deck, knowing he'll be needed for the first wave across.
acrobatics: 1d20 + 16 ⇒ (5) + 16 = 21
know local: 1d20 + 5 ⇒ (7) + 5 = 12
"Aye, Flynn-san has the right of it... she flies merchant company colors. The Aspis Consortium. If her holds are full, her cargo will be a fine prize to take."
He stays partway up in the rigging til the two ships are grappled so he can cross over and try to help take her helm.
Ninja'd by Variel - not sure what if anything else Seijiro might have seen, but he will report what he can. - Imm will have to fill us in on that
| Rain Taneththir |
If Rain takes the ship Full Ahead (standard action), the Player Guide says that the Pilot has to roll a sailing check and if it is successful, the ship's current speed increases by its acceleration (usually 30 ft). Do I have to roll another Prof. Sailor check? Just checking as Variel mentioned we are to move full speed ahead in his previous posting.
| Horatio Flynn |
Horatio charges to the prow of the ship, and grabs the winches of the balista, steadying it; his eyes on the ship ahead of them.
"Someone call out a target - or I'll let Fate guide the first shot!" he bellows, his eyes on their stern.
"If we move closer I can assail her gods damn rudder and she'll be unable to turn to bring a broadside on us until we're on top of her!"
If I can attack the ship with artillery before we close to board, I will. I'm just waiting for a target to be designated; and how many times I can shoot it.
Thank you.
| DM Immortal |
Rain, first since we have moved into combat you need to roll initiative. Also I figured you were already moving top speed in pursuit.
You can see a catapult on the back of the ship and a Ballista not unlike yours on the bow.
| Seijiro |
Seijiro calls out to Flynn "She's got a catapult in the stern and a ballista like ours on the bow."
| Horatio Flynn |
Thank you for the dimensions GM. With Dhaavan gone - who is NPCing him?
And if those are 30x30 squares this could take a while to close...
| DM Immortal |
Ok Rain you can take a move and a standard action. If you want to move full out and just go after the other ship you can. Make an opposed Profession Sailor check to see who has the Upper Hand.
1d20 + 12 ⇒ (11) + 12 = 23
| Rain Taneththir |
Moving full out and chasing as per Captain's instruction. Profession Sailor Check: 1d20 + 17 + 1 ⇒ (15) + 17 + 1 = 33
Exceeds Opposing check by 10. So, with the upperhand, we can either reposition the ship by two additional squares or change the heading of the ship by 90 deg then another 90 deg.
Variel Nightstorm
|
Dont know if Rain has it figured, but the last upgrade (silk sails, broad rudder, rpid deploy sails, one of them) provides a +1 to upper hand checks. Reason I mention it is it makes Rain beat the other by ten which I think gives a 3 square free move as it were.
flynn, if you can take out that catapult, gods bless yah. If not try to slow her down.
30ft a square seems like a lot but remember that we are moving at 90 ft a move.mthink of it as giving you plenty of time to use that ballista of yours.
| Horatio Flynn |
You have the con, pilot - but if we move behind them - it's a good chance they won't be able to attack us with both weapons; and we have their stern in our sites - if you want the rudder gone, that is.
Captain - you're right about our speed - but they'll be moving too; so it may take a while to catch them.
I wondered if a Water Elemental may be useful at this point, which reminds me...
"Oye - keep your eyes open - if that basterd's really serving a merchant house it's damn sure thing she'll have her share of spellcasters on board to back them - and we may have trouble heading our way sooner rather than later!"
Variel Nightstorm
|
Good question. It also looks like the ships are facing each other based on the look of the sails. If that is so, then we will close quicker. Also, did Immortal already say that we had the wind with us or not?
| Rain Taneththir |
Imm. didn't say (as far as I am aware). Yet in the Player's Guide, it says that if we get the upper hand, then we may catch a favourable gust of wind or take advantage of a fast current. But again, I don't know what Imm. will give us in this case.
| Seijiro |
I'm not sure which ship is which, but I doubt we're facing them since they were trying to outrun us, I thought we were behind them.
| Horatio Flynn |
I don't think he mentioned either the wind, or the current. If there is a current and it's with us - and they're sailing to us, that means that they're sailing against the current, which is good news, too.
If we're head to head, we'll both need to be moving in probably at a 45 degree angle if we want to board.
If we move against them at a 90 degree angle, we put our nose right against their "broadside" until we're close enough to board.
As soon as the map's updated - I'll take a shot, if we're in range.
Once we know if we're head to head, or head to tail, that will also effect things, as if we're head to head, I'll probably go for the balista; if it's head to tail, I'll absolutely for the catapult.
I don't know if I can hit the catapult if we're head to head though.
Variel Nightstorm
|
counted the squares and it is 28 currently between us at 30ft a square that is 840ft apart. You still want to take a shot Flynn with the range increment penalties. Just thought I should ask before you shoot. If you still want to fire then bring on that nat 20.
| Dhaavan |
I can pop on for a turn or two on a daily basis, just no time for social rp. I'll toss up a plan later regarding summons and such, but there ain't much for me to do till then
| Horatio Flynn |
Hard to say on the shot.
We may be closer than 840 - once the maps are updated; which would effect the range increment variables.
If we're 840 feet and closing we may only be able to get two shots; if that's all we get, I'll probably want to wait until one more round to fire, to make sure it hits.
Also, if we're chasing them - that will effect things, too.
Catapult's have a better range than balista (150 vs 120) and they do more damage (which is also bad news).
Anyone have a "bless" spell or something equal to it?
Anyone know the AC for these things?
| Rain Taneththir |
Rain has Bless.
Do we know what kind of ship it is? According to the Player's Guide, for e.g. a Galley has AC 2; Hardness 5, HP 1560 (oars 1400, sails 320) and a Sailing Ship (Barques, Brigantines, Caravels, Carracks, Larger Cogs, Frigates, Galleons, Schooners, Sloops and Xebecs) has AC 2; Hardness 5, HP 1620 (sails 360).
Variel Nightstorm
|
Of course the AC is modified by the pilot's profession sailor score as well. It probably is in the mid teens would be my guess. In addition if there is a sterncastle then that provides cover as well.
| DM Immortal |
Sorry you all are at S/7 8 9 and the other ship is at H/32 33 34. The other ship is moving away from you so it has it's stern to you. It is a longship with a single mast but does not appear to have any rowers. There is no current either for or against and you both have a tailwind so there's no real advantage there for right now. The ship is a Lugger (Longship).
Rain, it's your move you have a Standard and Move action this round. You can't pilot the ship and cast spells though so someone will have to take over if you want to do that.
Variel Nightstorm
|
Colossal ship
Squares 3 (15 ft. by 75 ft.) Cost 10,000 gp
DEFENSE
AC 2; Hardness 5
hp 675 (oars 400, sails 120)
Base Save +5
Maximum Speed 30 ft. (muscle), 60 ft. (wind), or 90 ft. (muscle and wind); Acceleration 30 ft.
Ramming Damage 8d8 4 STATISTICS
Propulsion muscle, wind, or current
Sailing Check Diplomacy or Intimidate (when using muscle);
Profession (sailor) (when using wind or current)
Control Device tiller
Means of Propulsion 40 oars, 30 squares of sails (one mast) Crew 50 (10+40 Medium rowers)
Decks 1 (with small cargo area under the deck) Cargo/Passengers 50 tons/100 passengers
This long and relatively narrow boat has a single mast with a square sail and 40 oars. It can traverse lakes, oceans, and deep rivers. This stat block can be used to represent Norse longships such as the karvi, snekkja, and skei, as well as the balinger and birlinn.
Weapons: Up to two Large direct-fire or indirect-fire siege engines positioned one each on the forward and aft sides of the ship. These siege engines can be swiveled to fire out either side of the ship, or either forward or aft, depending on their position.
hope this helps people and is a handy reference during the combat.
| Rain Taneththir |
Re casting spells and piloting ship, understood. I wasn't planning to cast any at this stage. I have a clarification question, which I think can work but wanted to see how you would see it, Imm. Freebooter's Bane is a move action and the freebooter indicates an enemy in combat and rallies her allies to focus on the target. Can the target be a ship (Kurstav) in this instance, rather than an individual?
Yesterday we got to move forward 3 squares (our move plus two additional since we beat their check by 10) due to gaining the upperhand. Correct?
| Horatio Flynn |
Not sure on answer to Rain's Freebooter Question - if the answer is yes, or any other bonuses stack - good times. I have just enough time before second job to take one shot, than reload. So here it is; if anyone would have casted, I would have waited for any blessing, special ability, charm, or whatever can be offered before shooting, but I need to make the roll now before work.
Seeing the distance from the ship; Horatio's eyes narrow. He knows at this speed it is unlikely that they will be able to catch her easily.
Therefore, he shall do what he can to attack Whatever he is asked to attack. I'll let whoever is playing give me the "orders" on what part of the ship they want shot, and at what range.
This is a -4 penalty for not being proficient with the weapon. However, I will "hold fire" until Rain makes her sailing check to move up, if that helps mitigate any "range penalties". A light balista has a range of 120 feet - in game I'll wait until we get closer to make the shot, but I need to get going to my next job - so please factor in all bonuses/penalties after the fact for me. Thank you!
Feeling the fire in his heart, he brushes his thumb against his mother's dagger, and than takes the shot!
With Archeologist's Luck+1+3+3-1 for deadly aim, -4 for not being proficient: total of +2 - and whatever other bonuses you guys want to add on to it - please do. Again, I don't want to bog things down, I don't know when I'll be home - so here's the shot when we are "closer" - preferably no more than -4 for "range increment" - but that's up whoever tells me to "Fire".
Balista Attack
1d20 + 2 ⇒ (20) + 2 = 22
Archeologists' luck is a "luck bonus" which stacks on all rolls in one round - so that is +1 to each 1d8 and then a +2 for "deadly aim" for a total of +5.
If it hits
3d8 + 2 + 3 ⇒ (4, 3, 3) + 2 + 3 = 15
| Rain Taneththir |
I think yesterday we moved The Dread Lady up to S 10/11/12 (3 squares = 90 ft). Is this calculation correct, please?
If Freebooter's Bane (move action) is allowable to "target" the ship, Rain will rally the crew (who can see or hear her) within 30 ft of her. "We give chase to the longboat! And we do not stop until we have caught and crippled her!"
Freebooter's Bane gives the Freebooter and her allies a +1 bonus on weapon attack and damage rolls against the target. It lasts until the target "dies" or the freebooter selects a new target.
She pushes, forward facing, toward the longboat enemy (standard action):
Profession Sailor check: 1d20 + 17 ⇒ (7) + 17 = 24
Okay, so if FB is allowable in this instance, then Flynn gets a +1 to his attack and damage.
Can Jiro assist Rain with her check since he's up in the lookout?
| DM Immortal |
I think I'm going to say no on using Freebooter's Bane on objects (which a ship is) as reading the description it really seems to be focused on enemy combatants. Otherwise you could all stand around a chest, for instance and use freebooters bane to get bonuses to hitting the chest which seems a little weird. Freebooter's Bane is good enough as it is without adding in objects.
Horatio: First off, NICE SHOT! Second, archaeologists luck adds a bonus to the total not to each die. You do 13 damage - the objects hardness.
Let me know what you guys want the shot to hit. The most obvious targets are the tiller, to disable the ship, and the catapult, so they cant fire back. Let me know which.
| DM Immortal |
Yes Jiro can assist on the Profession Sailor Check. One person per round can assist on your profession sailor check. Well technically as many as you want can but you can only get the aid bonus once.
Variel Nightstorm
|
Imm, correct me if I am wrong, but all three squares were just from gaining the upper hand. We still have our full round of actions this turn then. Being a sailing ship with the wind, our speed doubles. We then move another 6 squares as Rain's move action and she should still have a standard available.
Flynn and Variel discussed earlier to target the catapult first if possible. Also Flynn, don't forget to see if you confirm your crit. Ballista threat on a 19-20 x2.
Excellent shot, Flynn. I knew you were the right man for the position of Master Gunner. A few more strikes like that should prevent her from firing back at us.
| Seijiro |
Seijiro continues to call out the wind strength and direction from the rigging, and spotting on the enemy vessel to aid Rain.
prof sailor: 1d20 + 7 ⇒ (10) + 7 = 17
He did roll to confirm but only got like a 9... no wait, I guess he edited that post... nvm
| Rain Taneththir |
Okay re the Freebooter's Bane adjudication, Imm.
Rains calls out her thanks to Jiro for his information from the lookout.
Rain's (with Jiro's aid) Prof Sailor check is now 24+2=26
| DM Immortal |
Variel: Can't crit on objects. The catapult takes 8 damage after the hardness reduction.
A large rock comes hurtling through the air towards the ship but falls far to the side of the ship. The ship is moving at all speed but it is obvious that you all will be able to catch up in short order.
1d20 + 7 - 8 ⇒ (7) + 7 - 8 = 6
4d6 ⇒ (3, 5, 2, 2) = 12
1d8 ⇒ 7 direction of miss
4d4 ⇒ (4, 4, 4, 4) = 16 # of squares missed by
Ok it will take 10 rounds to catch up to within 100 feet assuming you aren't able to do some other sort of task to slow them down or stop them.
Their pilot, seeing the they aren't going to be able to outrun you, turns a sharp turn to bring both the catapult and ballista to bear on you from the side.
Profession Sailor 1d20 + 11 ⇒ (14) + 11 = 25
------------------------------------------------------
You all are up!