DM Vord's Zeitgeist Act I - Portents of a Starry Sky

Game Master Vorduvai

"Times are turning. The skyseers – Risur’s folk prophets since their homeland’s birth – witness omens in the starry wheels of heaven, and they warn that a new age is nigh. But what they cannot foresee, hidden beyond the steam and soot of the night sky, is the face of this coming era, the spirit of the age. The zeitgeist."

Current Date: 6 Summer, 500 A.O.V. (towards early Hunter's Moon on 10 Summer)
Current Location: Cloudwood District, Flint City, Risur
Prestige Favors Used: Risur 0 / Flint 0 / Unseen 0 / Family 0
Summary of Clues HERE


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Human (Risuri) Bard (Archivist) Lvl 3 AC 16/12/14 / HP 26 / F+2, R+4, W+5 / Init. +2 / Perc. +7 / Sense Motive +8

Risur Prestige Check: 1d20 + 9 ⇒ (12) + 9 = 21 ... (21 +2 Emerson +2 Tobias +2 Anneca = 27) (Success)

Risur Prestige Check: 1d20 + 9 ⇒ (11) + 9 = 20 ... (20 +2 Tobias +2 Anneca = 24) (Success)


Human (Risuri) Oracle/Gunslinger/Investigator AC 16/12/14 / HP 30 / F+5, R+7, W+6 / Init. +6 / Perc. +4 / Sense Motive +4 / Max Grit/Luck Pts 8

Emerson walks with Gill to make contact with the teamsters. After a little discussion and some coin changing hands, they agree to help. He returns with a smile, hooking a thumb in the teamster’s direction. ”Apparently, they don’t like the idea of the docks being taken over by foreigners. Lucky for us.”


Male

3 Summer, 500 A.O.V. – Late Afternoon (after five o’ clock)
Onboard the R.N.S. Audacious, The Upper Bay Offical Docks, Pine Island District

Risur Prestige Skill Check: SUCCESS!
A squad of four Battalion cadet soldiers to man the Audacious and assist in the raid, as well as to guard the prisoners on the ship (Level 2), duration hours (+1 Level), arrival in a few hours.

The constables wrangle through their plans with Lieutenant Smithe, considering what can be done in the short time available on this side of Flint Bay while the sun gets lower towards the horizon. They neither have enough time to get the prisoners back to Central District, nor do they have enough time to make contact with Flint Branch and bring in Risuri compound soldiers to aid them in the raid. With the predicament of splitting up to have Blander guide them to the smuggler’s wharf by land while Lieutenant Smithe sails the Audacious to block Feldman’s escape by sea, it is clear Ian Smithe needs assistance. So the constables turn once again to their resourcefulness, with Jesselle Wesmere leading the way and the others fanning out through the formal governmental areas of Upper Pine Island to find allies.

It’s a near thing…but Tobias spies out a troupe of uniformed Battalion Academy cadets in one of the Upper Bay marketplace bazaars – apparently on some short-term leave to Flint proper as Gemma suggests, the foursome buying some basic items probably before heading to a local inn or tavern to drink some excess funds away. Jesselle and the constables confront them and ask for their aid in matters imperative to the kingdom. At first they seem distrustful of their needs as if expecting some sort of Pine Island ruse…but Jesselle and Tobias convince them of the importance and urgency of the situation. Their senior cadet leader, James Derval, assents with a wide-eyed salute, but professes they have neither access to weapons or equipment to provide support from the Audacious, the cutter itself having no armory onboard.

It is Anneca and Emerson who manage to find an available armory at the main customs warehouse just down from the official Upper Bay docks. Using their status as constables to the Pine Island police detachment, they commandeer four muskets, swords and mail jacks with a written and signed script to the dockmaster for replenishment by the R.H.C.

By sunset the constables with their cadet squad and basic armaments are back onboard the Audacious, going over ship positions with Ian Smithe and sorting out how they will ensure the guarding of the prisoners in the aft hold in the meantime.

Flint Prestige Skill Check: SUCCESS!
A carriage-driver to provide discreet passage away from the Audacious to near the Bayou Family Wharf (Level 0), duration half-hour (+0 Level), arrival immediately.

Emerson’s securing of a teamster’s wagon with Gill Gamble proves successful a second time, and as the shadows of the evening start to cause lanterns and lamps to light up across the district the group makes their own preparations. Blander Wareye is released from his custody and gives a worried kiss to his wife Danisca, then straightens his disheveled attire as best he can and steps off the ship with the constables. ”I suppose we should start out then, guardians of the kingdom. I wonder when this is all done-and-done with, will you still think you have aided the people of Risur by depriving them of the means to fight against Danoran oppression? Do you even see the enemies at your hearth until it is too late to act? I wonder, I wonder…”

************************************************************
3 Summer, 500 A.O.V. – Evening (approximately eight o’ clock)
Near the Bayou Family Wharf, Upper Bay “Bayou Fringe” area, Pine Island District

Note: on the Flint Map the wharf is on the extreme northwest edge of the map north of where the road leads away from Pine Island, heading towards the Battalion Academy (which is not on the map)

”Ahem, well yes well this is the place it is! Now that I’ve shown you to it…um…what do you want me to do again? After everything today I’m not going up there to be bait for the biting fish in those waters you know!”

Blander Wareye looks around nervously from the screen of overgrown hedge shrubs that the constables currently find themselves in, having trekked by foot nearly a mile from the lone road heading out from Pine Island’s northwestern fringe. Though he has kept his word so far – and would be insane to balk or try a doublecross now that his wife is holed up onboard the Audacious – it is clear ’The House Elf’ has very little stomach for a fight with the Family toughs, smuggler captain Deorn Feldman or anyone else for that matter. Blander spooks easily and almost screamed on their way up from a large summer beetle that flew into his hair, with the constables shushing and glowering at him to keep quiet. Still, he has at least kept his word on guiding them to the location, which on their own the constables have to concede that they never would have found the location on their own in the time allotted.

Next to Blander stands their local Pine Island shop guardsman, Gill Gamble, who currently keeps an eye on Blander in case the gnomish prestidigator loses his nerve and tries to bolt; Gill was deemed too risky by Ian Smithe to leave free and unguarded on the Audacious…and with the Battalion cadets now joined to their makeshift raid mission, one less body on the ship translates to less weight for the excise cutter’s lieutenant-engineer to have to deal with. So Gill accompanies the constable’s land-raid party, afforded his leather jack and truncheon but no other weapons. Affable and eagerly compliant, it’s not lost upon the constables that the man hopes to secure some recommendation of employment outside of Pine Island after the night is done with.

The coastal road itself heads on for several miles until it reaches both the Risuri Army coastal fortress protecting from any assault to Flint by narrow pathways through the otherwise swampy and impassible bayou salty marshes. Beyond that and more inland on a knobby plateau lies the Battalion Academy, where some of Risur’s finest (but generally not the elites of Risur) are trained and turned to junior officers, along with one of the two established military war colleges in all of Risur. While occasional distant lights to the south and west of them mark the locations of either rich plantation farms or poorer bayou country homesteads, they are now in the fringes well beyond the city proper. A few footpaths mark their way through the coastal scrub and mangrove copses of this brackish lowlands, but otherwise there is nothing to see but the bugs and the dark, nothing to hear but the crickets and the distant coastal waves.

Ahead of them lies the Family smuggler’s wharf of Deorn Feldman and his crew of the Silvo, with Family bravuras said by Blander to patrol and maintain the property itself. A few lantern lights can be seen in and around the main wharfhouse and two outlying shed buildings, as well as a dimmer lamp seen near the mast of the Silvo moored nearby: Feldman’s cutter is smaller than the Audacious and looks to be no match for their ship by the looks of it, though the constable’s lack of sailor skill on the open waters could even the odds in the smuggler captain’s favor. In any event they hope to have the Audacious block off escape of the Silvo when their raid begins.

”How about instead of me strolling up there constables – which no doubt Deorn and the Family toughs will sniff out as oddly curious – I stay here and instead use the remainder of my vanishing tricks to conceal two of you from sight whilst you make your way across the footpath bridge? I’m happy to help…but once the shooting starts I’m in no condition to work any more mischief!”

DM Notes: You can see the basics of the map - you'll be starting from the very bottom portion of it - light sources are a factor and you cannot see within the three wharf buildings as the doors are closed. Any preparatory spells to "buff" are fine as long as they are not measured in rounds. Blander has two vanish spells left he can cast at the start of any action (4 rounds duration) if the PC's wish. Unless you have a specific need, Blander and Gill are not going to be combatants.


Male

Pine Island Encounter – The Bayou Smuggler’s Wharf
(Scene: Action, Tactical)
Pre-Combat Round – 00a

As the constables prepare and observe the smuggler’s wharf with its long rickety boardwalk through the brackish cypress swamp, they begin to pick out shapes of men and the routine sounds of talking and laughing in the distance. From their vantage point they can see the Silvo tied up at the rear of the wharf, with three or four men moving about on the ship or nearby in a manner that suggests they are loading up supplies. Most of the laughter is coming from inside the main house, suggesting more men inside than outside. It seems to be amiable laughter from a group of men either eating or drinking, not unlike at a seedy local tavern. The windows and doors are either boarded up or closed though, so numbers and locations of smugglers inside the wharfhouse cannot be seen. The sailors performing their chores outside are fully engrossed in what they are doing, and do not seem to be on watch or wary of potential trespassers.

The rickety boardwalk, however, is another matter entirely, with what appears to be two burly men cloaked in grey poncho-like garnaches with hoods walking the length of it in patrol. Weapons are not easily seen on these two men other than something slung across their backs that could either be crossbow or musket, but most assuredly they must be armed with close-quarter weapons as well. Neither seems alerted to the constables’ presence, but simply strolling up to the boardwalk that is lit with a lantern where it begins will be noticed immediately.

*****************************************************
Updated Tactical Maps
The Bayou Wharf – Full Map

Pre-Combat Notes
* All PC’s can act in a pre-combat round first, including move, standard, swift & free actions. Once you all are done (including doing nothing) I will move the NPC’s and make any appropriate Perception checks.
* Any actions to start combat or obviously visibly (flare, new light source) or audibly (gunshot, shouting) will alert your presence will immediately END the pre-combat rounds and start up a formal combat, with initiatives and typical “round 0” surprise round mechanics. Don’t be cute and try to game a surprise attack post – this is for you all to buff and get into positions that you are looking for.
* Without message or some other type of quiet spell, groups separating won’t be able to coordinate with each other well, so keep that in mind.
* Light radius circles (normal light, dim light, darkness) are marked on the map, with Perception check adjustments factored in accordingly.
* The PC’s are assumed to NOT have light sources showing right now (I gave Blander a light source just to show you all on the map as not hidden by darkness so you could figure out where you are to start).
* Remember movement rules for Stealth (1/2 move), Swim (1/4 move) and Climb (1/4 move) if/as necessary.
* The Audacious is somewhere out there past the trees of the bayou swamp, but will not move in to intercept until combat begins (either with an alerting light source that can clearly be seen, or the sound of a gunshot).

All constables are up for Pre-Combat Round!


Human (Risuri) Oracle/Gunslinger/Investigator AC 16/12/14 / HP 30 / F+5, R+7, W+6 / Init. +6 / Perc. +4 / Sense Motive +4 / Max Grit/Luck Pts 8

Pine Island Encounter – The Bayou Smuggler’s Wharf
Round 0, Initiative -


HP: 20/20
Grit: 3/4
SA: Cast Shield of Faith on Fethryth


Human (Risuri) Bard (Archivist) Lvl 3 AC 16/12/14 / HP 26 / F+2, R+4, W+5 / Init. +2 / Perc. +7 / Sense Motive +8

Pine Island Encounter – The Bayou Smuggler’s Wharf
Round 0, Initiative -

HP 16/16
Spell Slots 1st: 2/3
Bardic Performance 9/9 rnds
SA: Cast Message (range 120 feet, duration 20 min.) on Fethryth and Gemma


Risuri Human Male/ Mesmerist (Vexing Daredevil) 3│HP: 28/28 │AC:17 T:12 FF:15│CMD16 CMB +4│Init+7 Perception +4 Saves: F3,R6,W7 │Hero Points: 2
Quick Ref (Skills):
│Skills: Acro +7, Bluff +13, Climb+2, Dip. +11, Dis. Dev. +4, Disguise +9, EsArt +6, Int. +8, K. Arc./His./Nob +5 Loc+6, Perception +4, Per. Oratory +8, Sleight of Hand +6, Stealth +7, UMD+8 │

Pine Island Encounter – The Bayou Smuggler’s Wharf
Round 0, Initiative -


HP: 19/19
SA: Shadow Splinter on Gemma
FA:Speak

"I'm going to count out about 25 seconds or so, then I'm going to try and put the man by the boat to sleep." Tobias whispers, pointing toward his target S15. "If you can keep that first guy quiet, it'll buy us some time to move up behind you."

I have range on S15, so I'm planning to cast sleep on Round 2 so it can set off on round 3, hopefully knocking him out.


Female Human (Risuri) Fighter (tactician) 3rd AC 20/14/16 / HP 33 / F +5 R +5 W +2 / Init +6 / Perc. +7 / Sense Motive +5

Pine Island Encounter - The Bayou Smuggler's Wharf
Round 0, Initiative -

After Blander casts Vanish and Emerson casts Shield of Faith on Feth, Gemma will quietly step up for her turn. Once the spells are cast, she'll move up a full move.


Male

Pine Island Encounter – The Bayou Smuggler’s Wharf
(Scene: Action, Tactical)
Pre-Combat Rounds

Pre-combat actions taken:
Anneca: Mage Armor and possibly Shield active?, pyrotechnics scroll in hand?
Emerson: Shield of Faith to Fethryth and Gemma, draws weapon of choice
Fethryth: Vanish by Blander, has Mage Armor, starts move in Round 00a
Gemma: Vanish by Blander, draws weapon of choice, starts move in Round 00b
Jesselle: Message to Fethryth, Gemma, draws weapon of choice
Tobias: Shadow Splinter effect on Gemma, draws weapon of choice

Sneakin' Rolls:
Round 00a
Perception Bravura 1: 1d20 + 6 ⇒ (17) + 6 = 23
Perception Bravura 2: 1d20 + 6 ⇒ (17) + 6 = 23
Stealth Fethryth w/ Invis: 1d20 + 3 + 20 + 5 ⇒ (16) + 3 + 20 + 5 = 44

Round 00b
Perception Bravura 1: 1d20 + 6 ⇒ (7) + 6 = 13
Perception Bravura 2: 1d20 + 6 ⇒ (13) + 6 = 19
Stealth Fethryth w/ Invis: 1d20 + 3 + 20 + 2 ⇒ (19) + 3 + 20 + 2 = 44
Stealth Gemma w/ Invis: 1d20 + 1 + 20 + 5 ⇒ (4) + 1 + 20 + 5 = 30

Round 00c
Perception Bravura 1: 1d20 + 6 ⇒ (3) + 6 = 9
Perception Bravura 2: 1d20 + 6 ⇒ (20) + 6 = 26
Stealth Fethryth w/ Invis: 1d20 + 3 + 20 + 2 ⇒ (15) + 3 + 20 + 2 = 40
Stealth Gemma w/ Invis: 1d20 + 1 + 20 + 2 ⇒ (1) + 1 + 20 + 2 = 24

Trusting that the best plan is a straightforward one, the constables with their grudging gnomish “ally” prepare their magical defenses for the upcoming fight for the smuggler’s wharf. Emerson, Jesselle and Blander all weave their arcane and divine magics upon Fethryth first, who disappears and moves off to the wharf and the patrolling Family lookouts. Next is Gemma, armored and armed who is given a hypnotic aid by Tobias with a firm glance, followed by Emerson's divine shielding and finally Blander’s disappearance trick. She too moves off in the direction of the wharf boardwalk as Fethryth before her, albeit slower.

The two hooded Family bravuras walk the length of the boardwalk and stay some thirty or forty paces apart, alert but seemingly unaware of the intruders. More raucous laughter can be heard from the wharfhouse, and now on the Silvo they can make out a full three sailors who are loading supplies from a dock shed directly onto the ship, with a fourth sailor checking the tiller at the Silvo’s stern.

All is routine as Fethryth stealthily makes her way onto the well-lit rickety boardwalk, the two bravuras walking back towards the wharf with their backs to the approaching and invisible female combatants. Gemma carefully covers the ground between the shrubs and the boardwalk’s beginning, even as Jesselle confirms her whispering message cantrip to both of them; Gemma and Fethryth can hear Jesselle perfectly though they cannot hear each other. Meanwhile, Emerson and Jesselle prepare weapons while Tobias and Anneca mentally mark distances and prepare to cast their own magics if an alert is sounded.

It almost seems too easy…that is until Gemma carefully tries to step onto the wooden planks of the boardwalk, only to misjudge the distance to the hanging lamp on its post nearby and accidentally knocks into it, sending it swinging back and forth. The nearest Family lookout to Fethryth doesn’t see the jostle, but the bravura behind him does.

”WHOA did you see that...SHOW YOURSELF!”

The nearer of the two Family men stops short and looks right past Fethryth to peer at the swinging lamp, though he cannot see Gemma standing right next to it. Yet the farther man is alert and wary, and clearly knows something is amiss…

*****************************************************
3 Pre-combat rounds taken…
* Gemma noticed (heard) on third pre-combat round!
* Surprise Round 0 Started (all PC’s may act, Bravura 2 will act, all other NPC’s will not)
* Fethryth has 1 round of Vanish left, 17 rounds of Shield of Faith, Mage Armor active
* Gemma has 2 rounds of Vanish left, 18 rounds of Shield of Faith, Shadow Splinter active

Initiatives and Combat Post coming shortly!


Male

Pine Island Encounter – The Bayou Smuggler’s Wharf
(Scene: Action, Tactical)
Surprise Round – 0

Initiative:
Anneca: 1d20 + 3 ⇒ (8) + 3 = 11
Emerson: 1d20 + 4 ⇒ (8) + 4 = 12
Fethryth: 1d20 + 3 ⇒ (18) + 3 = 21
Gemma: 1d20 + 6 ⇒ (11) + 6 = 17
Jesselle: 1d20 + 2 ⇒ (5) + 2 = 7
Tobias: 1d20 + 7 ⇒ (19) + 7 = 26

Family Bravuras: 1d20 + 1 ⇒ (14) + 1 = 15
Unscrupulous Sailors: 1d20 + 1 ⇒ (5) + 1 = 6
Deorn Feldman: 1d20 + 2 ⇒ (17) + 2 = 19

Both Fethryth and Gemma still find themselves invisible, though they know that Blander’s magic will not last much longer. Fethryth finds herself a lunge-step away from the nearest criminal guardsman in the dim light that is easier for her elven eyes to see clearly, who seems armored under his garnache in a studded leather jack and carrying at least two braces of knives on him. The farther lookout is at least thirty paces away from his comrade, a hand going to a crossbow slung over his shoulder and actively looking for interlopers that he still cannot see.

For Gemma, the distance to Fethryth is at least forty paces away in the dim light of the wharfhouse oil lantern in the distance, with little room to maneuver or skirt around without falling into the murky water of the cypress swamp all around them.

As for the rest of the constables on the shore, they cannot see their fellows on the boardwalk but clearly see the swinging lamp that one of their own pushed into, and know that the raid is about to begin whether they want it to or not…

DM Note: This is a SURPRISE ROUND - only standard or move action may occur, as well as swift & free actions. All combatants are flat-footed until they act.

*****************************************************
Combat, Round 0 (surprise!)

Initiative Order:
Tobias: 26
Fethryth: 21 (invisible)
Deorn Feldman: 19 (cannot act)
Gemma: 17 (invisible)
Family Bravura 1: 15 (cannot act)
Family Bravura 2: 15
Emerson: 12
Anneca: 11
Jesselle: 7
Unscrupulous Sailors (4): 6 (cannot act)

Updated Tactical Maps
The Bayou Wharf – Full Map

Foe Summaries:
Family Bravura 1 (V6): 23/23 hp; AC 15/11T/14FF; +5F/+4R/+1W; CMD 15; dim light (normal light to Fethryth), cover (to ranged combatants)
Family Bravura 2 (U13): 19/19 hp; AC 15/11T/14FF; +5F/+4R/+1W; CMD 15; normal light, cover (to ranged combatants)
Unscrupulous Sailor 1 (F14): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 2 (G10): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 3 (H11): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 4 (J13): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
(* concealment – 20% miss chance if you hit AC; ** total concealment – 50% miss chance; *** cover – add another +4 AC/+2 Ref Saves to the listed stats)

Combat Notes
* Dim lighting has concealment (20% miss chance) for attacks! Light radius increments on map assume normal vision (low-light vision is doubled).
* The wooden fencing on the wharf and boardwalk provides cover (+4 AC/+2 Ref Saves) if between ranged combatants!
* Allies & Foes are flat-footed until they act!
* These are 5’ squares as per usual.
* ASK any clarifying questions in Discussion Tab please!

Tobias, Fethryth and Gemma are up to start the SURPRISE ROUND!


Risuri Human Male/ Mesmerist (Vexing Daredevil) 3│HP: 28/28 │AC:17 T:12 FF:15│CMD16 CMB +4│Init+7 Perception +4 Saves: F3,R6,W7 │Hero Points: 2
Quick Ref (Skills):
│Skills: Acro +7, Bluff +13, Climb+2, Dip. +11, Dis. Dev. +4, Disguise +9, EsArt +6, Int. +8, K. Arc./His./Nob +5 Loc+6, Perception +4, Per. Oratory +8, Sleight of Hand +6, Stealth +7, UMD+8 │

Pine Island Encounter – The Bayou Smuggler’s Wharf
Surprise Round, Initiative 26 -


HP: 19/19
SA: Begin Casting Sleep

Damn. Tobias thinks, realizing he'd forgotten to count down. The guards acting suspicious clued him in that his prep was coming too slow, but hopefully it would still be in time to stop either guard from sounding the alarm.


Human (Risuri) Oracle/Gunslinger/Investigator AC 16/12/14 / HP 30 / F+5, R+7, W+6 / Init. +6 / Perc. +4 / Sense Motive +4 / Max Grit/Luck Pts 8

Pine Island Encounter – The Bayou Smuggler’s Wharf
Surprise Round, Initiative -12


HP: 20/20
Grit: 3/4
MA: Move to AH13

Seeing that their cover may be blown, Emerson advances, still hoping that Tobias’ spell works and prolongs the element of surprise.


Male

Pine Island Encounter – The Bayou Smuggler’s Wharf
(Scene: Action, Tactical)
Surprise Round – 0

Fethryth Teldanona, DMPC
Round 0, Initiative 21
hp 18/18; AC 22/18T/19FF; CMD 21; +5F/+5R/+7W
Conditions/Effects: Shield of Faith (16 Rounds), Mage Armor, low-light vision
SwA: Pummeling Style active
FA: 5’ Step to W6
SA: Bull Rush Family Bravura 1 (no AoO due to invisibility)

Bull Rush Attack vs. CMD 13: 1d20 + 2 ⇒ (6) + 2 = 8 miss

It seems so simple to Fethryth as the Family tough is right there in front of her, unaware and so close to the water. Ready to flurry with her punches if need be, she takes a guarded step in and simply pushes with both hands to cause the man to stumble back into the water! It should have worked…but even surprised as he is as Fethryth suddenly appears in his face to push him, her hands hit heavy muscular bulk and fails to have enough brute force to manage it. He looks wide-eyed at her as she now stands visible in front of him…

Gemma Atherton, DMPC
Round 0, Initiative 17
hp 24/24; AC 22/16T/18FF; CMD 21; +4F/+3R/+0W
Conditions/Effects: Shield of Faith (17 Rounds), Vanish (1 Round), Shadow Splinter
MA: Move 20’ onto boardwalk at AC6, draw pistol

Gemma curses once more at her dreadful lack of luck this day, refraining from lashing out with her sabre at the swaying lantern she brushed and simply walking forward onto the boardwalk, drawing her pistol with her other hand in case she needs it for the fight that is about to ensue.

Family Bravura 2
Round 0, Initiative 15
Conditions/Effects: dim light
FA: shout
MA: move 25’ to boardwalk V8, draw dagger

”INTRUDERS BOYS! WE GOT ONE TO TWO SKULKERS HERE THAT MEAN BUSINESS!”

The constables’ hopes for a quiet assault all the way up at the wharf house are dashed by the farther lookout, who bellows out his warning back to the wharf and the sailors loading up the Silvo. It’s clear though that he doesn’t fully understand the nature of what is against them or the numbers involved – stepping forward to aid his comrade he finds himself in the dim light that human eyes have trouble adjusting to, with only one foe vaguely apparent. He draws a sharp dagger from his belt brace and readies to do knife-work if need be, staying back far enough to let his comrade retreat to him from the precarious corner.

*****************************************************
Combat, Round 0 (surprise!)

Initiative Order:
Tobias: 26
Fethryth: 21
Deorn Feldman: 19 (cannot act)
Gemma: 17 (invisible)
Family Bravura 1: 15 (cannot act)
Family Bravura 2: 15
Emerson: 12
Anneca: 11
Jesselle: 7
Unscrupulous Sailors (4): 6 (cannot act)

Updated Tactical Maps
The Bayou Wharf – Full Map

Foe Summaries:
Family Bravura 1 (V6): 23/23 hp; AC 15/11T***/14FF; +5F/+4R/+1W; CMD 15; dim light (normal light to Fethryth), cover (to ranged combatants)
Family Bravura 2 (V8): 19/19 hp; AC 15* ***/11T/14FF; +5F/+4R/+1W; CMD 15; dim light, cover (to ranged combatants)
Unscrupulous Sailor 1 (F14): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 2 (G10): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 3 (H11): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 4 (J13): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
(* concealment – 20% miss chance if you hit AC; ** total concealment – 50% miss chance; *** cover – add another +4 AC/+2 Ref Saves to the listed stats)

Combat Notes
* Dim lighting has concealment (20% miss chance) for attacks! Light radius increments on map assume normal vision (low-light vision is doubled).
* The wooden fencing on the wharf and boardwalk provides cover (+4 AC/+2 Ref Saves) if between ranged combatants!
* Allies & Foes are flat-footed until they act!
* These are 5’ squares as per usual.
* ASK any clarifying questions in Discussion Tab please!

Anneca and Jesselle are up to finish the SURPRISE ROUND!


Human (Risuri) Bard (Archivist) Lvl 3 AC 16/12/14 / HP 26 / F+2, R+4, W+5 / Init. +2 / Perc. +7 / Sense Motive +8

Pine Island Encounter – The Bayou Smuggler’s Wharf
Round 0, Initiative 7

HP 16/16
Spell Slots 1st: 2/3
Bardic Performance 9/9 rnds
Message With Feth And Genna 199 rounds remaining
Surprise Round Action: Attack the Family Bandit at V-17... Comp Bow Attack: 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21 (possible hit), Concealment: 1d100 ⇒ 65 (confirmed hit), Damage: 1d6 + 1 ⇒ (4) + 1 = 5 (Damage)

Jeselle first hears the minor commotion on the docks with the notice of something from Gemma or Feth. She then spots Fethryth as she attacked the Family bandit.

With the quiet chanting of Tobias in front of her she pulls back on the notched arrow as she lines up the shot... She whispers, to her two companions on the dock, "A little help for you..."

She lets the arrow fly and it strikes true on the incoming enemy. And unlike her companions' firearms, the arrow strikes silently with no indication that so much danger is upon them.


Female Human (Risuri) Arcanist 3; AC 12/12T/10FF; hp 17/17; +2F/+3R/+3W; Init +3; Perc. +0; Sense Motive +7

Family Business | Surprise Round, Initiative 11

hp: 11/11; AC 12/12T/10FF; +1F/+2R/+3W
Spells: 3/4

MA: 30' to AH12

"Well, it's about time," Anneca mutters to herself. It's been a very long day, and she looks forward to visiting some violence upon criminals to close it out. Getting closer to closing out the investigation is just a bonus at this point. She hustles to the edge of the light, making sure to keep an eye on their target without showing herself too early.


Male

Pine Island Encounter – The Bayou Smuggler’s Wharf
(Scene: Action, Tactical)
Round – 1

Jesselle’s arrow flies true from her darkwood bow and strikes the first bravura in the shoulder, even as the others move forward and ready themselves for battle. Gemma remains obscured for now, though she knows Blander’s magic cannot last much longer on her.

*****************************************************
Combat, Round 1

Initiative Order:
Tobias: 26
Fethryth: 21
Deorn Feldman: 19
Gemma: 17 (invisible)
Family Bravura 1: 15
Family Bravura 2: 15
Emerson: 12
Anneca: 11
Jesselle: 7
Unscrupulous Sailors (4): 6

Updated Tactical Maps
The Bayou Wharf – Full Map

Foe Summaries:
Family Bravura 1 (V6): 18/23 hp; AC 15/11T***/14FF; +5F/+4R/+1W; CMD 15; dim light (normal light to Fethryth), cover (to ranged combatants)
Family Bravura 2 (V8): 14/19 hp; AC 15* ***/11T/14FF; +5F/+4R/+1W; CMD 15; dim light, cover (to ranged combatants)
Unscrupulous Sailor 1 (F14): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 2 (G10): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 3 (H11): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 4 (J13): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
(* concealment – 20% miss chance if you hit AC; ** total concealment – 50% miss chance; *** cover – add another +4 AC/+2 Ref Saves to the listed stats)

Combat Notes
* Dim lighting has concealment (20% miss chance) for attacks! Light radius increments on map assume normal vision (low-light vision is doubled).
* The wooden fencing on the wharf and boardwalk provides cover (+4 AC/+2 Ref Saves) if between ranged combatants!
* Allies & Foes are flat-footed until they act!
* These are 5’ squares as per usual.
* ASK any clarifying questions in Discussion Tab please!

Tobias, Fethryth and Gemma are up! Deorn is not visible and so will go with the bravuras.


Risuri Human Male/ Mesmerist (Vexing Daredevil) 3│HP: 28/28 │AC:17 T:12 FF:15│CMD16 CMB +4│Init+7 Perception +4 Saves: F3,R6,W7 │Hero Points: 2
Quick Ref (Skills):
│Skills: Acro +7, Bluff +13, Climb+2, Dip. +11, Dis. Dev. +4, Disguise +9, EsArt +6, Int. +8, K. Arc./His./Nob +5 Loc+6, Perception +4, Per. Oratory +8, Sleight of Hand +6, Stealth +7, UMD+8 │

Pine Island Encounter – The Bayou Smuggler’s Wharf
Round 1, Initiative 26 -


HP: 19/19
FA: Finish Sleep (Cast at the top of U7 to just hit Bravura 1 & 2) DC 16 Will
MA: Double Move to AE6

Tobias finishes his sleep spell, then rushes forward to assist in the coming fight, running as far and fast as his legs can take him.


Male

Bravura 1 Will Save DC 16: 1d20 + 1 ⇒ (12) + 1 = 13 fails and falls unconscious/helpless!
Bravura 2 Will Save DC 16: 1d20 + 1 ⇒ (16) + 1 = 17 saves!


Female Human (Risuri) Fighter (tactician) 3rd AC 20/14/16 / HP 33 / F +5 R +5 W +2 / Init +6 / Perc. +7 / Sense Motive +5

Pine Island Encounter - The Bayou Smuggler's Wharf
Round 1, Initiative 17

FA: None
SA: Fire Pepperbox at Bravura 2
MA: Move to Y6

Gemma moves up as quietly as she can, still irritated that she nudged the lamp post and lost her team their full element of surprise. Not much to be done about it now though except regain the upper hand.

She sees the one man go down, seemingly for no apparent reason, so she raises her pepperbox towards the second, hoping to aim true.

Pepperbox Shot vs. Bravura 2: 1d20 + 6 ⇒ (15) + 6 = 21
Possible Hit!
Concealment: 1d100 ⇒ 21
Hit!
Damage: 1d8 ⇒ 8

Well if the jig wasn't up before, it certainly is now. As Gemma's shot rings out, she becomes visible once again, but her slug does indeed hit it's mark this time.


Female Common Elf / Sacred Fist Warpriest 2 + MOMS Monk 1 / AC +16[*20] Touch +16 Flat Footed +13[*17] / HP: +30/30 / F +5 R +6 W +7 / Init +3/ Per +10 / Sense Motive +8
S+SP:
Spells:3/3Blessings: 3/3 Stunning Fist: 1/1 PoP Ready Skyseer Ready Cloak

Pine Island Encounter - The Bayou Smuggler's Wharf
Round 1, Initiative 21

FA: 5' Step to V 7
Full-Round: Flurry of Blows

Fethryth moves past the sleeping guard and aims a pair of blows at the man Gemma just shot.

Flurry of Blows: 1d20 + 1 ⇒ (8) + 1 = 9
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

Flurry of Blows: 1d20 + 1 ⇒ (1) + 1 = 2
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

She frowns as he manages to dodge both blows.


Male

Pine Island Encounter – The Bayou Smuggler’s Wharf
(Scene: Action, Tactical)
Round – 1

Family Bravura 1
Round 1, Initiative 15
Conditions/Effects: dim light, cover, prone, unconscious, helpless

The lead Family man shows no sign of further struggle as he finishes his collapse upon the rickety wharf walkway, with Gemma’s pistol shot and Fethryth’s steps past him not disturbing his magically induced slumber in the slightest.

Family Bravura 2
Round 1, Initiative 15
Conditions/Effects: dim light, cover
FA: shout
MA: study target (Fethryth)
SA: attack Fethryth w/ dagger

dagger atk AC 22: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21 miss!

The second bravura deftly slaps away Fethryth’s twin attacks, keenly watching her movements and fighting stance before answering with his own deadly dagger slash. The blade comes under her arm and seems certain to gash her across her side despite her wand-summoned armor, but is turned by the unseen divine force of Emerson’s magic at the very last moment.

Irritated at his miss, the man stands his ground and shouts once again in what seems to be Crisillyiri accent, ”GET YOU AND YOURS GOING CAPTAIN! FAMILY TO THE FIGHT!”

Family Bravura 3
Round 1, Initiative 15
Conditions/Effects: none
MA: move to front door
SA: open door
FA: speak

Almost immediately afterwards there’s a shuddering of a weak wharfhouse door opening, with a third Family tough peering out boldly towards where two constables are fighting the bravuras in the dim light. ”Bleaking…Dimesi is down! Are they Kell Guilders?”

Family Bravura 4
Round 1, Initiative 15
Conditions/Effects: cover
MA: move to wooden fence cover on wharf front deck
SA: draw crossbow
FA: speak

”Doesn’t matter who…just hold ‘em off!” says a fourth man who moves down the steps to the cover of the front wharf fencing and draws his crossbow, furiously peering out to where he can see their attackers.

Deorn Feldman
Round 1, Initiative 14 (delayed)
Conditions/Effects: cover
MA: move to front door behind bravura, draw pistol
SA: ready buckler
FA: speak

The sound of a chair being roughly shoved back on the wood can be heard, and a scraggly-looking bearded seaman peers out from just behind the bravura holding at the front door. He draws a pistol from his belt where a cutlass and boarding axe are also seen at the wide leather belt, then readies up a tough leather-and-wood stout buckler across his arm while shifting the pistol to his other hand. ”Bloody chum…tide’s still not full up yet...LADS MAKE FOR THE SILVO AND CAST OFF ON MY WORD!”

*****************************************************
Combat, Round 1

Initiative Order:
Tobias: 26
Fethryth: 21
Gemma: 17
Family Bravura 1: 15 (unconscious)
Family Bravura 2: 15
Family Bravura 3: 15
Family Bravura 4: 15
Deorn Feldman: 14
Emerson: 12
Anneca: 11
Jesselle: 7

Unscrupulous Sailors (4): 6

Updated Tactical Maps
The Bayou Wharf – Full Map

Foe Summaries:
Captain Deorn Feldman (N9): 35/35 hp; AC 18***/13T/15FF; +7F/+4R/+2W; CMD 17; cover (to ranged combantants)
Family Bravura 1 (V6): 18/23 hp; AC 10***/6T/10FF; +5F/-1R/+1W; CMD 15; UNCONSCIOUS/PRONE/HELPLESS, dim light (normal light to Fethryth), cover (to ranged combatants)
Family Bravura 2 (V8): 11/19 hp; AC 15* ***/11T/14FF; +5F/+4R/+1W; CMD 15; dim light, cover (to ranged combatants)
Family Bravura 3 (O9): 20/20 hp; AC 15/11T/14FF; +5F/+4R/+1W; CMD 15;
Family Bravura 4 (Q11): 21/21 hp; AC 15***/11T/14FF; +5F/+4R/+1W; CMD 15; cover (to ranged combatants)
Unscrupulous Sailor 1 (F14): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 2 (G10): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 3 (H11): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 4 (J13): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
(* concealment – 20% miss chance if you hit AC; ** total concealment – 50% miss chance; *** cover – add another +4 AC/+2 Ref Saves to the listed stats)

Combat Notes
* Dim lighting has concealment (20% miss chance) for attacks! Light radius increments on map assume normal vision (low-light vision is doubled).
* The wooden fencing on the wharf and boardwalk provides cover (+4 AC/+2 Ref Saves) if between ranged combatants!
* Allies & Foes are flat-footed until they act!
* These are 5’ squares as per usual.
* ASK any clarifying questions in Discussion Tab please!

Emerson, Anneca and Jesselle are up!


Human (Risuri) Oracle/Gunslinger/Investigator AC 16/12/14 / HP 30 / F+5, R+7, W+6 / Init. +6 / Perc. +4 / Sense Motive +4 / Max Grit/Luck Pts 8

Pine Island Encounter – The Bayou Smuggler’s Wharf
Round 1, Initiative -12


HP: 20/20
Grit: 3/4
MA: Move to AG9
SwA:Draw Pistol
SA: Fire Pistol in air

”Right!. Better call for reinforcements.” Emerson moves forward and draws his off-handed pistol. He points it towards the dock away from his fellow constables and pulls the trigger, the shot echoeing across the otherwise calm water.”Hopefully Smithe can get the hint.”


Female Human (Risuri) Arcanist 3; AC 12/12T/10FF; hp 17/17; +2F/+3R/+3W; Init +3; Perc. +0; Sense Motive +7

Family Business | Round 1, Initiative 11

hp: 11/11; AC 12/12T/10FF; +1F/+2R/+3W
Spells: 3/4

FRA: 60' to AB6

"The time where subtlety ends is my favorite time of the mission," Anneca remarks to Emerson as she hustles to catch up with the others. Not for the first time, it crosses her mind that she should prepare subtle spells of illusion and deception, but she brushes the thought away as she collects the energy around her. This close to the sea, the elemental forces are even more tempestuous and powerful. It's not something that most practitioners would notice, and not a theory supported by the eggheads at the magical academies - but she can feel it around her. Soon her enemies will feel it around them.


Human (Risuri) Bard (Archivist) Lvl 3 AC 16/12/14 / HP 26 / F+2, R+4, W+5 / Init. +2 / Perc. +7 / Sense Motive +8

Pine Island Encounter – The Bayou Smuggler’s Wharf
Round 1, Initiative 7
HP 16/16
Spell Slots 1st: 2/3
Bardic Performance 9/9 rnds
Message With Feth And Genna 198 rounds remaining
MA: Move to AH
FA: Speak/Yell
SA: Cast Silent Image (To disbelieve Will Save DC 14) at G21 to L21

Jesselle processes the situation and it does not seem as favorable as it once once. There were many more Family than she was lead to believe. She could only hope that she and her colleagues could quickly deal with them.

She moves forward and called out... "Lieutenant Smithe! Send in the men!"

The woman then begins to call upon her arcane magics, "La puterea Arcanei doresc să creez o imagine ireală în care nu ar trebui să existe ..."

A good distance away, in the dark along side the several small boats (think rowboats coming from a large ship that can hold 4-5 people) with marines... oddly enough looking like the marine cadets the party recruited a few hours ago, over and over again in each of teh six boats. They come out of the darkness, with one peron rowing as three and four others in the boats holding aimed rifles at towards the docks. In the center boat Lieutenant Smithe appears to be commanding the naval cadets.

Jesselle concentrates on the many details created at such a distance... She whispers to her companions nearby, "Hurry..."


Male

Pine Island Encounter – The Bayou Smuggler’s Wharf
(Scene: Action, Tactical)
Round – 1-2

Unscrupulous Sailors 1-4
Round 1, Initiative 6
MA: draw crossbows
SA: Move to Silvo to defend it
FA: shout

group Will Save DC 14: 1d20 + 1 ⇒ (4) + 1 = 5

The sailors who were loading supplies onto the Silvo had paused when the first gunshots were heard from the other side of the wharf, along with the shouts of their captain to prepare to cast off. Yet suddenly the men are shouting of their own accord, drawing out slung crossbows and loading bolts as they clamber on the deck to defend their ship from a seaborne assault.

”CAPT’N WE GOTS MARINES COMIN’ IN WHALERS ON US! IT’S A BLOODY INVASION IT IS!”

Unscrupulous Sailors 5-7
Round 1, Initiative 6
MA: stand from table
SA: move out from wharf house
FA: shout

group Will Save DC 14: 1d20 + 1 ⇒ (19) + 1 = 20

As if to add to the chaos, three more sailors of the Silvo come stumbling out of the back door to the wharf deck and peer this way and that, looking about with wide-eyed alarm for the source of the attack that they themselves cannot see.

*****************************************************
Combat, Round 2

Initiative Order:
Tobias: 26
Fethryth: 21
Gemma: 17

Family Bravura 1: 15 (unconscious)
Family Bravura 2: 15
Family Bravura 3: 15
Family Bravura 4: 15
Deorn Feldman: 14
Emerson: 12
Anneca: 11
Jesselle: 7
Unscrupulous Sailors (7): 6

Updated Tactical Maps
The Bayou Wharf – Full Map

Foe Summaries:
Captain Deorn Feldman (N9): 35/35 hp; AC 18***/13T/15FF; +7F/+4R/+2W; CMD 17; cover (to ranged combantants)
Family Bravura 1 (V6): 18/23 hp; AC 10***/6T/10FF; +5F/-1R/+1W; CMD 15; UNCONSCIOUS/PRONE/HELPLESS, dim light (normal light to Fethryth), cover (to ranged combatants)
Family Bravura 2 (V8): 11/19 hp; AC 15* ***/11T/14FF; +5F/+4R/+1W; CMD 15; dim light, cover (to ranged combatants)
Family Bravura 3 (O9): 20/20 hp; AC 15/11T/14FF; +5F/+4R/+1W; CMD 15;
Family Bravura 4 (Q11): 21/21 hp; AC 15***/11T/14FF; +5F/+4R/+1W; CMD 15; cover (to ranged combatants)
Unscrupulous Sailor 1 (F14): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 2 (E13): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 3 (E11): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 4 (G12): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 5 (K12): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 6 (J13): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 7 (I11): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
(* concealment – 20% miss chance if you hit AC; ** total concealment – 50% miss chance; *** cover – add another +4 AC/+2 Ref Saves to the listed stats)

Combat Notes
* Dim lighting has concealment (20% miss chance) for attacks! Light radius increments on map assume normal vision (low-light vision is doubled).
* The wooden fencing on the wharf and boardwalk provides cover (+4 AC/+2 Ref Saves) if between ranged combatants!
* Allies & Foes are flat-footed until they act!
* These are 5’ squares as per usual.
* ASK any clarifying questions in Discussion Tab please!

Tobias, Fethryth and Gemma are up!


Female Human (Risuri) Fighter (tactician) 3rd AC 20/14/16 / HP 33 / F +5 R +5 W +2 / Init +6 / Perc. +7 / Sense Motive +5

Pine Island Encounter - The Bayou Smuggler's Wharf
Round 2, Initiative 17

FA: Advance Pepperbox
SA: Fire Pepperbox at Bravura 2
MA: Move to X6

Unfortunately, the pier doesn't allow for much movement, so all really Gemma can do is advance and keep firing. If she and Feth can get the man in front of them out of the way, it will allow for much easier, and faster, going for everyone.

Pepperbox Shot vs. Bravura 2: 1d20 + 6 ⇒ (17) + 6 = 23
Possible hit!
Concealment: 1d100 ⇒ 62
Hit!
Damage: 1d8 ⇒ 4

The shot isn't as good as the one before it but it is a decent hit to the man's shoulder. "Drop your weapon and surrender!" Gemma yells to the man before Feth has her turn at him.


Female Common Elf / Sacred Fist Warpriest 2 + MOMS Monk 1 / AC +16[*20] Touch +16 Flat Footed +13[*17] / HP: +30/30 / F +5 R +6 W +7 / Init +3/ Per +10 / Sense Motive +8
S+SP:
Spells:3/3Blessings: 3/3 Stunning Fist: 1/1 PoP Ready Skyseer Ready Cloak

Pine Island Encounter – The Bayou Smuggler’s Wharf
Round 2, Initiative 21
hp: 18/18; AC 22/18T/19FF; +5F/+5R/+7W

Full Round action: Flurry of Blows against Bravura 2 using Non-Lethal damage

Fethryth makes a mental note to thank Emerson later; this spell of his is already coming in handy. She focuses on disabling the man in front of her. The pain of being shot might make him surrender, but it could also inspire him to keep going, and frankly she doesn't have time for that. She winds up and aims a pair of punches for the exact spot where the bullet entered his shoulder.

Flurry of Blows: 1d20 + 1 ⇒ (15) + 1 = 16
Damage: 1d8 + 2 ⇒ (8) + 2 = 10 Combined with Gemma's hit this takes him to -3

Flurry of Blows: 1d20 + 1 ⇒ (1) + 1 = 2
Damage: 1d8 + 2 ⇒ (8) + 2 = 10


Risuri Human Male/ Mesmerist (Vexing Daredevil) 3│HP: 28/28 │AC:17 T:12 FF:15│CMD16 CMB +4│Init+7 Perception +4 Saves: F3,R6,W7 │Hero Points: 2
Quick Ref (Skills):
│Skills: Acro +7, Bluff +13, Climb+2, Dip. +11, Dis. Dev. +4, Disguise +9, EsArt +6, Int. +8, K. Arc./His./Nob +5 Loc+6, Perception +4, Per. Oratory +8, Sleight of Hand +6, Stealth +7, UMD+8 │

The Bayou Smugglers Wharf
================================
Round 2, Initiative 26, Location: E4
hp 19/19; AC 17/12T/15FF; CMD 17; +1F/+5R/+6W
Effects/Conditions: n/a

FA:Double Move to W6

Tobias keeps running along the docks, trying to make sure he reaches the bulk of the enemy alongside his colleagues.


Male

Pine Island Encounter – The Bayou Smuggler’s Wharf
(Scene: Action, Tactical)
Round – 2

Family Bravura 1-2
Round 2, Initiative 15
Conditions/Effects: unconscious/prone/helpless, cover (to ranged combatants)

The first two lookouts of The Family are already down on the walkway, one peacefully sleeping from Tobias’ mind magic while the other succumbing to Fethryth’s hardened fist. The rest of the rickety plank boardwalk creaks under the strain, but stretches forward to the smuggler’s wharf unopposed…for now.

Family Bravura 3
Round 2, Initiative 15
Conditions/Effects: cover (to ranged combatants)
MA: move 30’ to boardwalk Q13, draw crossbow
SA: fire crossbow at Fethryth

crossbow vs. AC 22: 1d20 + 4 ⇒ (2) + 4 = 6 miss

Cursing and seeing the threat well enough before them, the third Family tough leaves the doorway and draws forth his crossbow, passing by his comrade to take aim at Fethryth in the dim light of the wharf lantern. His shot though is low and strikes the wooden planks dangerously close to the collapsed heap of his downed comrade-in-arms.

Family Bravura 4
Round 2, Initiative 15
Conditions/Effects: cover (to ranged combatants)
SA: fire crossbow at Fethryth
MA: reload crossbow

crossbow vs. AC 22: 1d20 + 4 ⇒ (14) + 4 = 18 miss

The final strongman takes aim at Fethryth as well and follows suit, calmly working to reload his crossbow as soon as he’s taken his shot…which sails past Fethryth’s shoulder and off into the bushes at the bayou’s edge.

Deorn Feldman
Round 2, Initiative 14
Conditions/Effects: cover (to ranged combatants)
SA: fire pistol at Fethryth
MA: reload pistol

pistol vs. AC 22: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11 miss

”HOLD ‘EM OFF LADS AND MAKE READY TA SAIL! I’m dealin’ with these sorry bastards!” Deorn boldly steps down off the front porch steps and comes right up to the wooden plank wall railing, aiming his drawn pistol right at Fethryth as he gleefully opens fire upon her, looking to strike her in the face. Yet he too cannot connect with the female constable, merely splintering wooden railing a few feet away from where she stands.

*****************************************************
Combat, Round 2

Initiative Order:
Tobias: 26
Fethryth: 21
Gemma: 17
Family Bravura 1: 15 (unconscious)
Family Bravura 2: 15 (unconscious)
Family Bravura 3: 15
Family Bravura 4: 15
Deorn Feldman: 14
Emerson: 12
Anneca: 11
Jesselle: 7

Unscrupulous Sailors (7): 6

Updated Tactical Maps
The Bayou Wharf – Full Map

Foe Summaries:
Captain Deorn Feldman (Q9): 35/35 hp; AC 18***/13T/15FF; +7F/+4R/+2W; CMD 17; cover (to ranged combatants)
Family Bravura 1 (V6): 18/23 hp; AC 10***/6T/10FF; +5F/+4R/+1W; CMD 15; UNCONSCIOUS/PRONE/HELPLESS, dim light (normal light to Fethryth), cover (to ranged combatants)
Family Bravura 2 (V8): -3/19 hp; AC 15* ***/11T/14FF; +5F/+4R/+1W; CMD 15; UNCONSCIOUS/PRONE/HELPLESS, dim light, cover (to ranged combatants)
Family Bravura 3 (Q13): 20/20 hp; AC 15***/11T/14FF; +5F/+4R/+1W; CMD 15; cover (to ranged combatants)
Family Bravura 4 (Q11): 21/21 hp; AC 15***/11T/14FF; +5F/+4R/+1W; CMD 15; cover (to ranged combatants)
Unscrupulous Sailor 1 (F14): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 2 (E13): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 3 (E11): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 4 (G12): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 5 (K12): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 6 (J13): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 7 (I11): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;

(* concealment – 20% miss chance if you hit AC; ** total concealment – 50% miss chance; *** cover – add another +4 AC/+2 Ref Saves to the listed stats)

Combat Notes
* Dim lighting has concealment (20% miss chance) for attacks! Light radius increments on map assume normal vision (low-light vision is doubled).
* The wooden fencing on the wharf and boardwalk provides cover (+4 AC/+2 Ref Saves) if between ranged combatants!
* Allies & Foes are flat-footed until they act!
* These are 5’ squares as per usual.
* ASK any clarifying questions in Discussion Tab please!

Emerson, Anneca and Jesselle are up!


Human (Risuri) Oracle/Gunslinger/Investigator AC 16/12/14 / HP 30 / F+5, R+7, W+6 / Init. +6 / Perc. +4 / Sense Motive +4 / Max Grit/Luck Pts 8

Pine Island Encounter – The Bayou Smuggler’s Wharf
Round 2, Initiative -12


HP: 20/20
Grit: 3/4
SwA:Holster Pistol
MA: Move to AF6
SA: Fire Carbine at Deorn Feldman

Attack vs AC18: 1d20 + 3 ⇒ (7) + 3 = 10
Emerson tries to keep up with Anneca but with his bad leg, only manages to get to the edge of the boardwalk. He holsters his pistol and fires a shot at Deorn Fledman with his carbine. The shot goes wide. ”Damn it. What I wouldn’t give for a long bow right now.”


Female Human (Risuri) Arcanist 3; AC 12/12T/10FF; hp 17/17; +2F/+3R/+3W; Init +3; Perc. +0; Sense Motive +7

Family Business | Round 2, Initiative 11

hp: 11/11; AC 12/12T/10FF; +1F/+2R/+3W
Spells: 4/5

FRA: 60' to V11

Anneca measures up the gap between the rickety bridgeway and the equally-rickety dock. Too far to jump - maybe possible with a magical boost - and just too far to blast with a peal of flame. She'll need to get closer, close enough to blast them right. She follows the others, even briefly passing them. She keeps a close eye on her footing, careful (for once) not to fall into the water. She also keeps her pistol out and pointed at the trio behind the fence, but quickly decides that it would be a better idea to close in rather than sit and exchange shots from their firearms. If she's going to get into a gunfight, she'd better have the best gun of all - magic.


Human (Risuri) Bard (Archivist) Lvl 3 AC 16/12/14 / HP 26 / F+2, R+4, W+5 / Init. +2 / Perc. +7 / Sense Motive +8

Pine Island Encounter – The Bayou Smuggler’s Wharf
Round 2, Initiative 7

HP 16/16
Spell Slots 1st: 1/3
Bardic Performance 9/9 rnds
Active: Message With Feth And Genna 197 rounds remaining, Silent Image (concentrating)
MA:Move to AE-6
SA: Concentrate on Spell

Jesslle moves at a slower pace after her companions as continues to maintain control of her illusion that she hopes will keep them occupied.

"I always have a short bow you can borrow," Jesslle comments to Emmerson as she moves just onto the docks.

'I hope this holds... Maybe it will confuse them when the real marines arrive! The woman considers to herself...


Male

Pine Island Encounter – The Bayou Smuggler’s Wharf
(Scene: Action, Tactical)
Round – 2-3

Unscrupulous Sailors 1-4
Round 2, Initiative 6
MA: draw crossbows
FRA: Firing at “inbound marines”
FA: shouting and cursing

Pointing and cursing threats at the enemies they perceive, the four sailors now onboard the Silvo are fully engrossed in firing their crossbows at the marines coming at them in their whaler boats, shouting occasionally back to their captain for help. To all others however, it appears the sailors are firing and cursing at the gloomy dark and the cypress tress of the bayou swamp, if not the frogs and the fish.

Unscrupulous Sailors 5-7
Round 2, Initiative 6
FRA: loading essential cargo from shed
FA: speaking

”Aww f#%^! Capt’n I don’t know what they’re shootin’ at!”

”They’ve gone bloody daft – it’s gotta be that House Elf gnome and his wife doin’ this to ‘em!”

”But why give us the gold first and then try to take it back?”

”Doesn’t matter now – get that shed open and let’s get this haul on so we can haul off!”

Three other sailors can clearly be heard from the other four carrying on at the Silvo, and these three men are busy in and around a middle shed right near the main wharf house, ignoring the ruckus both behind and in front of them…

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

Clang…CLANG – CLANG!

Suddenly, a distinctive brass bell can be heard echoing across the bayou from the waterways north of the wharf house, the bell rung three times in quick succession. For a long moment in the lantern light the Family men, Captain Feldman and the sailors all perk up and take note of the sound. Deorn starts cursing as well as several of the sailors by the shed; it is clear to both smugglers and assailants that the sound was no illusion.

*****************************************************
Combat, Round 3

Initiative Order:
Tobias: 26
Fethryth: 21
Gemma: 17

Family Bravura 1: 15 (unconscious)
Family Bravura 2: 15 (unconscious)

Family Bravura 3: 15
Family Bravura 4: 15
Deorn Feldman: 14
Emerson: 12
Anneca: 11
Jesselle: 7
Unscrupulous Sailors (7): 6

Updated Tactical Maps
The Bayou Wharf – Full Map

Foe Summaries:
Captain Deorn Feldman (Q9): 35/35 hp; AC 18***/13T/15FF; +7F/+4R/+2W; CMD 17; cover (to ranged combatants)
Family Bravura 1 (V6): 18/23 hp; AC 10***/6T/10FF; +5F/+4R/+1W; CMD 15; UNCONSCIOUS/PRONE/HELPLESS, dim light (normal light to Fethryth), cover (to ranged combatants)
Family Bravura 2 (V8): -3/19 hp; AC 15* ***/11T/14FF; +5F/+4R/+1W; CMD 15; UNCONSCIOUS/PRONE/HELPLESS, dim light, cover (to ranged combatants)
Family Bravura 3 (Q13): 20/20 hp; AC 15***/11T/14FF; +5F/+4R/+1W; CMD 15; cover (to ranged combatants)
Family Bravura 4 (Q11): 21/21 hp; AC 15***/11T/14FF; +5F/+4R/+1W; CMD 15; cover (to ranged combatants)
Unscrupulous Sailor 1 (F14): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 2 (E13): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 3 (E11): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 4 (G14): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 5 (M15): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 6 (O15): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 7 (N15): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;

(* concealment – 20% miss chance if you hit AC; ** total concealment – 50% miss chance; *** cover – add another +4 AC/+2 Ref Saves to the listed stats)

Combat Notes
* Dim lighting has concealment (20% miss chance) for attacks! Light radius increments on map assume normal vision (low-light vision is doubled).
* The wooden fencing on the wharf and boardwalk provides cover (+4 AC/+2 Ref Saves) if between ranged combatants!
* Allies & Foes are flat-footed until they act!
* These are 5’ squares as per usual.
* ASK any clarifying questions in Discussion Tab please!

Tobias, Fethryth and Gemma are up!


Risuri Human Male/ Mesmerist (Vexing Daredevil) 3│HP: 28/28 │AC:17 T:12 FF:15│CMD16 CMB +4│Init+7 Perception +4 Saves: F3,R6,W7 │Hero Points: 2
Quick Ref (Skills):
│Skills: Acro +7, Bluff +13, Climb+2, Dip. +11, Dis. Dev. +4, Disguise +9, EsArt +6, Int. +8, K. Arc./His./Nob +5 Loc+6, Perception +4, Per. Oratory +8, Sleight of Hand +6, Stealth +7, UMD+8 │

The Bayou Smugglers Wharf
================================
Round 3, Initiative 26, Location: W6
hp 19/19; AC 17/12T/15FF; CMD 17; +1F/+5R/+6W
Effects/Conditions: n/a

MA:Move to T15: Double Move

"Wish we could have gotten closer before this started." Tobias grumble as he continues running along the boardwalk, he passes Anneca and draws his falchion as he ducks into the shadows, hoping it gives him enough cover to let him get close without much injury.


Female Common Elf / Sacred Fist Warpriest 2 + MOMS Monk 1 / AC +16[*20] Touch +16 Flat Footed +13[*17] / HP: +30/30 / F +5 R +6 W +7 / Init +3/ Per +10 / Sense Motive +8
S+SP:
Spells:3/3Blessings: 3/3 Stunning Fist: 1/1 PoP Ready Skyseer Ready Cloak

Pine Island Encounter – The Bayou Smuggler’s Wharf
Round 3, Initiative 21
hp: 18/18; AC 22/18T/19FF; +5F/+5R/+7W

Double Move to P15

Fethryth steps over the now unconscious man and starts to run. She closes in on the other Bravuras and the Captain, her feet pounding as she thunders down the boardwalk, but she stops short of engaging; she's debating if she should make a mad dash for the boat before it casts off.


Female Human (Risuri) Fighter (tactician) 3rd AC 20/14/16 / HP 33 / F +5 R +5 W +2 / Init +6 / Perc. +7 / Sense Motive +5

Pine Island Encounter - The Bayou Smuggler's Wharf
Round 3, Initiative 17

FA: Advance Pepperbox
SA: None
MA: Double Move to V13

Gemma knows she can't get a good shot and her best chance is to advance as quickly as she can. So she follows the others to the main part of the dock with pepperbox and sabre at the ready.


Male

Pine Island Encounter – The Bayou Smuggler’s Wharf
(Scene: Action, Tactical)
Round – 3

Family Bravura 3
Round 3, Initiative 15
Conditions/Effects: cover (to ranged combatants)
MA: move 5’ to P14, draw dagger
SA: attack Fethryth w/ dagger
FA: speak

dagger vs AC 22: 1d20 + 5 ⇒ (12) + 5 = 17 miss

Seeing Fethryth clearly and unharmed coming on so boldly to the wharf, the Family tough calmly draws his dagger and steps over to stop her advance, stabbing low at her thigh in the process but unable to get through the constable's enhanced defenses.

”You and yours are running out of time, Feldman!”

Family Bravura 4
Round 3, Initiative 15
Conditions/Effects: cover (to ranged combatants)
SA: fire crossbow at Tobias
MA: move 15’ to Q14, draw dagger
FA: speak

crossbow vs. AC 17: 1d20 + 4 ⇒ (18) + 4 = 22 hit!
damage: 1d8 ⇒ 3 Tobias takes 3 hp dmg.

The other bravura fires his already loaded crossbow at Tobias to try and stop his progress, winging him in the left shoulder, then moves forward to also block Fethryth on the wharf. ”Get the exchange and go while we hold them off!”

Deorn Feldman
Round 3, Initiative 14
Conditions/Effects: none
SA: fire pistol at Tobias
MA: move 30’ to N13, draw cutlass
FA: shout

pistol vs. AC 17: 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 18 hit!
damage: 1d8 ⇒ 5 Tobias takes another 5 hp dmg.

Deorn fires brazenly at Tobias on the walkway, then grunts at the bravuras and makes his way speedily towards the Silvo, drawing his cutlass as he does so. ”Bleakin' balls it's kingsmen here...GET THE BOOTY STOWED AND LET’S BE OFF LADS!”

*****************************************************
Combat, Round 3

Initiative Order:
Tobias: 26
Fethryth: 21
Gemma: 17
Family Bravura 1: 15 (unconscious)
Family Bravura 2: 15 (unconscious)

Family Bravura 3: 15
Family Bravura 4: 15
Deorn Feldman: 14
Emerson: 12
Anneca: 11
Jesselle: 7
Unscrupulous Sailors (7): 6

Updated Tactical Maps
The Bayou Wharf – Full Map

Foe Summaries:
Captain Deorn Feldman (N13): 35/35 hp; AC 18/13T/15FF; +7F/+4R/+2W; CMD 17;
Family Bravura 1 (V6): 18/23 hp; AC 10***/6T/10FF; +5F/+4R/+1W; CMD 15; UNCONSCIOUS/PRONE/HELPLESS, dim light (normal light to Fethryth), cover (to ranged combatants)
Family Bravura 2 (V8): -3/19 hp; AC 15* ***/11T/14FF; +5F/+4R/+1W; CMD 15; UNCONSCIOUS/PRONE/HELPLESS, dim light, cover (to ranged combatants)
Family Bravura 3 (P14): 20/20 hp; AC 15***/11T/14FF; +5F/+4R/+1W; CMD 15; cover (to ranged combatants)
Family Bravura 4 (Q14): 21/21 hp; AC 15***/11T/14FF; +5F/+4R/+1W; CMD 15; cover (to ranged combatants)
Unscrupulous Sailor 1 (F14): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 2 (E13): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 3 (E11): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 4 (G14): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 5 (M15): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 6 (O15): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 7 (N15): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;

(* concealment – 20% miss chance if you hit AC; ** total concealment – 50% miss chance; *** cover – add another +4 AC/+2 Ref Saves to the listed stats)

Combat Notes
* Dim lighting has concealment (20% miss chance) for attacks! Light radius increments on map assume normal vision (low-light vision is doubled).
* The wooden fencing on the wharf and boardwalk provides cover (+4 AC/+2 Ref Saves) if between ranged combatants!
* Allies & Foes are flat-footed until they act!
* These are 5’ squares as per usual.
* ASK any clarifying questions in Discussion Tab please!

Emerson, Anneca and Jesselle are up!


Female Human (Risuri) Arcanist 3; AC 12/12T/10FF; hp 17/17; +2F/+3R/+3W; Init +3; Perc. +0; Sense Motive +7

Family Business | Round 3, Initiative 11

hp: 11/11; AC 12/12T/10FF; +1F/+2R/+3W
Spells: 3/5
Arcane Reservoir: 3

MA: 30' to S15
SA: burning hands (Arcane Reservoir) vs. Bravuras 5d4 + 1 ⇒ (4, 2, 2, 4, 2) + 1 = 15
> Bravura 3 Reflex save (DC 17) 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23 -> 7 damage
> Bravura 4 Reflex save (DC 17) 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12 -> 15 damage

Anneca darts past Tobias, who agreeably drew most of the enemy fire. She stretches out her left hand and gathers the buzzing magical energy into it, unleashing a cone of orange flames at the pair of criminals that are blocking Fethryth. The flames light up the dark wharf for a moment, scorching the wooden docks - but fortunately not setting them aflame. The burst of fire hits the closer of the pair dead in the chest, blackening his skin and nearly dropping him then and there. Behind him, the other criminal ducks and lets his compatriot act as a human shield. The flames still manage to lick him, so great is their heat. Fortunately for Fethryth, Anneca's work on aim has paid off - the wall of flame appears directly in front of her, making her step back for a moment, but it does not engulf the elven constable.


Human (Risuri) Bard (Archivist) Lvl 3 AC 16/12/14 / HP 26 / F+2, R+4, W+5 / Init. +2 / Perc. +7 / Sense Motive +8

Pine Island Encounter – The Bayou Smuggler’s Wharf
Round 3, Initiative 7

HP 16/16
Spell Slots 1st: 1/3
Bardic Performance 9/9 rnds
Active: Message With Feth And Genna 196 rounds remaining, Silent Image (concentrating)
MA:Move to Y-6
SA: Concentrate on Spell

The young woman continues to have her illusions occupy those on the ship as the real Marines hopefully move in under some cover. It will be rather disconcerting for anyone with an eye for detail that they will all look the same.

Jesselle moves up the docks in a slow manner.


Human (Risuri) Oracle/Gunslinger/Investigator AC 16/12/14 / HP 30 / F+5, R+7, W+6 / Init. +6 / Perc. +4 / Sense Motive +4 / Max Grit/Luck Pts 8

Pine Island Encounter – The Bayou Smuggler’s Wharf
Round 3, Initiative -12


HP: 20/20
Grit: 3/4
FRA: Shoulders Carbine/Double Move to X6

”Excuse me constable.” Emerson says as he moves past Jesselle on the boardwalk. He is careful not to bump in to her as he is quite aware she is still concentrating on her illusion. ”Nice work by the way. That’s a few less blockheads firing at us.”


Male

Pine Island Encounter – The Bayou Smuggler’s Wharf
(Scene: Action, Tactical)
Round – 3-4

concealment for Tobias wound 1: 1d100 ⇒ 58 crossbow shot hits
concealment for Tobias wound 2: 1d100 ⇒ 68 pistol shot hits

Unscrupulous Sailors 1-4
Round 3, Initiative 6
FRA: Firing at “inbound marines”
FA: shouting and cursing

The four sailors already on the Silvo are still fully engrossed in their repel action against the illusionary marines coming towards them, continuing to shout desperately for the others to reinforce their defense or make a break for open water.

Unscrupulous Sailors 5-7
Round 3, Initiative 6
FRA: loading essential cargo to ship
FA: speaking

”Stupid sods…STOP FIRING AT NUTHIN AND GET OARS READY!”

Three other sailors beat a hasty path out from the main wharf storage shed, the first reaching the Silvo and shouting at those on deck, with the two other men lumbering along behind with a heavy stout chest carried between them…

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

Clang…CLANG – CLANG!

Once again the bell brazenly tolls out in the watery darkness, this time sounding distinctively closer. Suddenly the bold light of a mirrored and shuttered lantern appears approximately a hundred feet from the wharf, illuminating the foresail and reinforced bow of the Audacious. A smaller flash of light indicates the flash of firedust and a musket being fired at the sailors on the Silvo, then another, then a third shot as part of a small volley – the shots fail to find their targets but now have all the smugglers at the wharf alerted to something much more substantial than the illusionary marine whaleboats…

DM Special Combat Note: Due to the Prestige success of manning the Audacious with a cadet combat team and bringing the ship into the raid, each PC may choose a special combat “boon” each round as deemed appropriate:
1) Add +2 untyped AC bonus for the round, due to the Audacious providing covering fire to keep foes pinned down.
2) Add +2 untyped hit bonus to a ranged/melee attack, due to the Audacious distracting foes in the fight.

*****************************************************
Combat, Round 3-4

Initiative Order:
Tobias: 26
Fethryth: 21
Gemma: 17
Family Bravura 1: 15 (unconscious)
Family Bravura 2: 15 (unconscious)

Family Bravura 3: 15
Family Bravura 4: 15
Deorn Feldman: 14
Emerson: 12
Anneca: 11
Jesselle: 7
Unscrupulous Sailors (7): 6

Updated Tactical Maps
The Bayou Wharf – Full Map

Foe Summaries:
Captain Deorn Feldman (N13): 35/35 hp; AC 18/13T/15FF; +7F/+4R/+2W; CMD 17;
Family Bravura 1 (V6): 18/23 hp; AC 10***/6T/10FF; +5F/+4R/+1W; CMD 15; UNCONSCIOUS/PRONE/HELPLESS, dim light (normal light to Fethryth), cover (to ranged combatants)
Family Bravura 2 (V8): -3/19 hp; AC 15* ***/11T/14FF; +5F/+4R/+1W; CMD 15; UNCONSCIOUS/PRONE/HELPLESS, dim light, cover (to ranged combatants)
Family Bravura 3 (P14): 13/20 hp; AC 15***/11T/14FF; +5F/+4R/+1W; CMD 15; cover (to ranged combatants)
Family Bravura 4 (Q14): 6/21 hp; AC 15***/11T/14FF; +5F/+4R/+1W; CMD 15; cover (to ranged combatants)
Unscrupulous Sailor 1 (F14): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 2 (E13): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 3 (E11): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 4 (G14): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 5 (G10): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 6 (J11): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 7 (J12): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;

(* concealment – 20% miss chance if you hit AC; ** total concealment – 50% miss chance; *** cover – add another +4 AC/+2 Ref Saves to the listed stats)

Combat Notes
* Dim lighting has concealment (20% miss chance) for attacks! Light radius increments on map assume normal vision (low-light vision is doubled).
* The wooden fencing on the wharf and boardwalk provides cover (+4 AC/+2 Ref Saves) if between ranged combatants!
* Allies & Foes are flat-footed until they act!
* These are 5’ squares as per usual.
* ASK any clarifying questions in Discussion Tab please!

Tobias, Fethryth and Gemma are up!


Risuri Human Male/ Mesmerist (Vexing Daredevil) 3│HP: 28/28 │AC:17 T:12 FF:15│CMD16 CMB +4│Init+7 Perception +4 Saves: F3,R6,W7 │Hero Points: 2
Quick Ref (Skills):
│Skills: Acro +7, Bluff +13, Climb+2, Dip. +11, Dis. Dev. +4, Disguise +9, EsArt +6, Int. +8, K. Arc./His./Nob +5 Loc+6, Perception +4, Per. Oratory +8, Sleight of Hand +6, Stealth +7, UMD+8 │

The Bayou Smugglers Wharf
================================
Round 4, Initiative 26, Location: T15
hp 11/19; AC 17/12T/15FF; CMD 17; +1F/+5R/+6W
Effects/Conditions: n/a

MA:Move to Q15:
SW: Turn Stare on Family Bravura 4
SA: Attack Family Bravura 4
Attack: 1d20 + 4 ⇒ (11) + 4 = 152d4 + 5 + 1 ⇒ (4, 3) + 5 + 1 = 13

Grunting in pain from the impressively accurate shots that flushed him from the shadows, Tobias runs up to aid Feth and, using both hands brings his falchion down hard on the man Anneca had nearly burnt to death just moments before. His sword finishes the job.


Female Common Elf / Sacred Fist Warpriest 2 + MOMS Monk 1 / AC +16[*20] Touch +16 Flat Footed +13[*17] / HP: +30/30 / F +5 R +6 W +7 / Init +3/ Per +10 / Sense Motive +8
S+SP:
Spells:3/3Blessings: 3/3 Stunning Fist: 1/1 PoP Ready Skyseer Ready Cloak

Pine Island Encounter – The Bayou Smuggler’s Wharf
Round 4, Initiative 21
hp: 18/18; AC 22/18T/19FF; +5F/+5R/+7W

I'm taking the +2 Hit Bonus
Full Round Action: Flurry of Blows against Family Bravura 3, Non-Lethal damage
FA: Speak

Fethryth smirks at the lone man standing in front of her. "Sure you want to be between us and our quarry?" she asks as she kicks him in the shin. She tries to follow it up with a blow to the head but her aim's off.

Flurry of Blows: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Flurry of Blows: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d8 + 2 ⇒ (7) + 2 = 9


Female Human (Risuri) Fighter (tactician) 3rd AC 20/14/16 / HP 33 / F +5 R +5 W +2 / Init +6 / Perc. +7 / Sense Motive +5

Pine Island Encounter - The Bayou Smuggler's Wharf
Round 4, Initiative 17

FA: Speak
SA: None
MA: Double Move to P16

Gemma feels fairly confident that Tobias and Fethryth have the two bravuras well in hand. The only other thing to do is to get to the others as quickly as possible to try and stop them. She speaks to Anneca briefly as she runs by. "If you have some more things for distance, feel free to let fly."


Female Human (Risuri) Arcanist 3; AC 12/12T/10FF; hp 17/17; +2F/+3R/+3W; Init +3; Perc. +0; Sense Motive +7

"I don't let loose until I see the whites of their eyes! Can't miss that way!" Anneca takes a moment from gathering another swell of the ambient magical energy to scoff at the idea of blasting enemies from significant range.


Male

Pine Island Encounter – The Bayou Smuggler’s Wharf
(Scene: Action, Tactical)
Round – 4

Family Bravura 3
Round 4, Initiative 15
Conditions/Effects: total defense, cover (to ranged combatants)
FA: 5’ step to Q13
MA: study target - Fethryth
SA: total defense
FA: speak

”Tough talk for elf-slave who thinks she can brawl.” retorts the lone Family man matter-of-factly, the last of the four still standing upright. Fethryth’s kick gives him a limp, but he steps back quickly past his fallen comrade and shifts into a lower stance, watching Fethryth intently and mostly ignoring Tobias. With a few quick slices of his drawn dagger through the air to defend the space in front of him and a sharp exhale of breath, the bravura taunts, ”Come play with me, she-slave!” Even so, he keeps a nervous eye out for Anneca, still feeling the sting of the fire that mostly brought down his comrade-in-crime moments before.

Deorn Feldman
Round 4, Initiative 14
Conditions/Effects: none
MA: move 20’ to J13
SA: total defense
FA: shout

As for the smuggler captain of the Silvo, he weighs his odds and definitely decides to get gone while he still can. The pistol is in his buckler hand and unloaded, while his cutlass is drawn and ready to bite. Deorn Feldman scuffles back quickly through the way between wharfhouse and wharf shed, catching up quickly to his two sailors bearing the heavy loaded wooden chest between them.

”GO GO GO!” is all he can manage to shout as the men heave with all their might at lugging the precious cargo to the dock’s edge. Covering their escape, Deorn wields his cutlass in a style that Gemma and Tobias would know as meant to block any blade coming his direction.

*****************************************************
Combat, Round 4

Initiative Order:
Tobias: 26
Fethryth: 21
Gemma: 17
Family Bravura 1: 15 (unconscious)
Family Bravura 2: 15 (unconscious)

Family Bravura 3: 15
Family Bravura 4: 15 (unconscious)
Deorn Feldman: 14
Emerson: 12
Anneca: 11
Jesselle: 7

Unscrupulous Sailors (7): 6

Updated Tactical Maps
The Bayou Wharf – Full Map

Foe Summaries:
Captain Deorn Feldman (N13): 35/35 hp; AC 24/19T/15FF; +7F/+4R/+2W; CMD 23; total defense
Family Bravura 1 (V6): 18/23 hp; AC 10/6T/10FF; +5F/+4R/+1W; CMD 15; UNCONSCIOUS/PRONE/HELPLESS
Family Bravura 2 (V8): -3/19 hp; AC 10/6T/10FF; +5F/+4R/+1W; CMD 15; UNCONSCIOUS/PRONE/HELPLESS
Family Bravura 3 (P14): 13/20 (4 NL) hp; AC 19***/15T/14FF; +5F/+4R/+1W; CMD 19; total defense, cover (to ranged combatants)
Family Bravura 4 (Q14): -7/21 hp; AC 10/6T/10FF; +5F/+4R/+1W; CMD 15; UNCONSCIOUS/PRONE/HELPLESS
Unscrupulous Sailor 1 (F14): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 2 (E13): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 3 (E11): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 4 (G14): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 5 (G10): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 6 (J11): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 7 (J12): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;

(* concealment – 20% miss chance if you hit AC; ** total concealment – 50% miss chance; *** cover – add another +4 AC/+2 Ref Saves to the listed stats)

Combat Notes
* Dim lighting has concealment (20% miss chance) for attacks! Light radius increments on map assume normal vision (low-light vision is doubled).
* The wooden fencing on the wharf and boardwalk provides cover (+4 AC/+2 Ref Saves) if between ranged combatants!
* Allies & Foes are flat-footed until they act!
* These are 5’ squares as per usual.
* ASK any clarifying questions in Discussion Tab please!

Emerson, Anneca and Jesselle are up!


Female Human (Risuri) Arcanist 3; AC 12/12T/10FF; hp 17/17; +2F/+3R/+3W; Init +3; Perc. +0; Sense Motive +7

Family Business | Round 4, Initiative 11

hp: 11/11; AC 12/12T/10FF; +1F/+2R/+3W
Spells: 2/5
Arcane Reservoir: 2

MA: 30' to M16
SA: hydraulic push vs. Sailor (J11)
> Bull Rush (CMD 16) 1d20 + 8 ⇒ (13) + 8 = 21

"Don't let them escape!" Anneca is hot on the tails of the departing sailors. Even slowed down by the chest, she won't be able to close the distance to be able to scorch them. As she rounds the corner, she decides to accept Gemma's advice. She pulls a whip of water out of the ambient moisture, coalescing it into a single column. Planting her feet firmly, she thrusts it forward at the sailor closer to the edge. The line of water hammers her target as heavily as any fist. He topples over with the force, slamming hard into the railing.


Human (Risuri) Oracle/Gunslinger/Investigator AC 16/12/14 / HP 30 / F+5, R+7, W+6 / Init. +6 / Perc. +4 / Sense Motive +4 / Max Grit/Luck Pts 8

Pine Island Encounter – The Bayou Smuggler’s Wharf
Round 4, Initiative -12


HP: 20/20
Grit: 3/4
FRA: Run to Q16 (-2 to AC for one round)

Emerson runs as quickly as he can to catch up with the rest of those on the dock. ”Nice one Anneca!” he exclaims as the ruffian is knocked around by the magically enhanced water.


Human (Risuri) Bard (Archivist) Lvl 3 AC 16/12/14 / HP 26 / F+2, R+4, W+5 / Init. +2 / Perc. +7 / Sense Motive +8

Pine Island Encounter – The Bayou Smuggler’s Wharf
Round 4, Initiative 7

HP 16/16
AC 18 now
Spell Slots 1st: 1/3
Bardic Performance 9/9 rnds
Active: Message With Feth And Genna 196 rounds remaining, Silent Image (finished), +2 untyped AC bonus for the round, due to the Audacious providing covering fire to keep foes pinned down.
MA:Move to T-14 (double move)

Jesselle decides that it is the time to join her companions. She releases her hold on her magics and moves quickly along the small boardwalk to the main wharf.


Male

Pine Island Encounter – The Bayou Smuggler’s Wharf
(Scene: Action, Tactical)
Round – 4-5

DM Rolls:
Anneca Perception: 1d20 + 2 ⇒ (20) + 2 = 22
Jesselle Perception: 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19

The satisfying action of Anneca’s magic sends the hapless sailor completely over into the water with a curse-filled noisy splash, the THUD! of the chest heard as well as it hits the planks of the wharf and keeps it from being moved onto the Silvo.

Anneca’s temporary but elegant solution to stopping the progress of the sailors with their booty is distracted only by something she now sees in the swampy water…moving with bits and flashes of reflection from the various lanterns. A school of fish appears in the water just off the docks between she and the Silvo, apparently heading to her left at the sounds of the splashing. Jesselle sees it too for a brief moment from her vantage point – the school of fish moving rapidly from a series of cypress trees immediately to the east of the smuggler’s wharf.

Unscrupulous Sailors 1-4
Round 3, Initiative 6
FRA: Firing at anything/everything
FA: shouting and cursing

It is unclear if the sailors are still firing at fake marines on illusionary boats, or real cadets onboard the Audacious. Either way they are fully engrossed in their repelling action, with the twang of crossbows being answered by the crack of musket fire, and shouting from both sides of the seaside conflict.

Unscrupulous Sailor 6
Round 4, Initiative 6
FRA: swimming (to rowboat)

The hapless sailor in the drink takes only a moment to gain his senses from Anneca’s blunt magics, and starts swimming without delay towards the rowboat tied up at the far end of the wharf. It’s hard to tell but he seems anxious to get out of the water as fast as possible…

Unscrupulous Sailor 5
Round 4, Initiative 6
SA: move 20’ to J11
MA: pick up heavy chest
FA: cursing

”Aw C’MON NOW!”

The sailor to just make the deck of the Silvo moments before now turns and jumps back to the wharf deck as he sees his comrade blown off it into the water. Without hesitation he steps in to lift up the heavy wooden chest to make it movable again, cursing all the while at their ill luck.

Unscrupulous Sailor 7
Round 4, Initiative 6
FRA: delayed

Still, it takes critical seconds for the chest to be moved again, with the other man able to do nothing but stand there and heave his side of the heavy load as best he can, wedged between the chest and his captain who clearly is intent on covering their escape…

*****************************************************
Combat, Round 5

Initiative Order:
Tobias: 26
Fethryth: 21
Gemma: 17

Family Bravura 1: 15 (unconscious)
Family Bravura 2: 15 (unconscious)

Family Bravura 3: 15
Family Bravura 4: 15 (unconscious)
Deorn Feldman: 14
Emerson: 12
Anneca: 11
Jesselle: 7
Unscrupulous Sailors (7): 6

Updated Tactical Maps
The Bayou Wharf – Full Map

Foe Summaries:
Captain Deorn Feldman (N13): 35/35 hp; AC 18/13T/15FF; +7F/+4R/+2W; CMD 17;
Family Bravura 1 (V6): 18/23 hp; AC 10/6T/10FF; +5F/+4R/+1W; CMD 15; UNCONSCIOUS/PRONE/HELPLESS
Family Bravura 2 (V8): -3/19 hp; AC 10/6T/10FF; +5F/+4R/+1W; CMD 15; UNCONSCIOUS/PRONE/HELPLESS
Family Bravura 3 (P14): 13/20 (4 NL) hp; AC 19***/15T/14FF; +5F/+4R/+1W; CMD 19; total defense, cover (to ranged combatants)
Family Bravura 4 (Q14): -7/21 hp; AC 10/6T/10FF; +5F/+4R/+1W; CMD 15; UNCONSCIOUS/PRONE/HELPLESS
Unscrupulous Sailor 1 (F14): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 2 (E13): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 3 (E11): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 4 (G14): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12;
Unscrupulous Sailor 5 (J11): 7/7 hp; AC 12/11T/12FF; +0F/+1R/+1W; CMD 12; enumbered
Unscrupulous Sailor 6 (J6): 7/7 hp; AC 13/11T/12FF; +0F/+1R/+1W; CMD 12; swimming
Unscrupulous Sailor 7 (J12): 7/7 hp; AC 12/11T/12FF; +0F/+1R/+1W; CMD 12; encumbered

(* concealment – 20% miss chance if you hit AC; ** total concealment – 50% miss chance; *** cover – add another +4 AC/+2 Ref Saves to the listed stats)

Combat Notes
DM Special Combat Note: Due to the Prestige success of manning the Audacious with a cadet combat team and bringing the ship into the raid, each PC may choose a special combat “boon” each round as deemed appropriate:
* Add +2 untyped AC bonus for the round, due to the Audacious providing covering fire to keep foes pinned down, OR
* Add +2 untyped hit bonus to a ranged/melee attack, due to the Audacious distracting foes in the fight.

* Dim lighting has concealment (20% miss chance) for attacks! Light radius increments on map assume normal vision (low-light vision is doubled).
* The wooden fencing on the wharf and boardwalk provides cover (+4 AC/+2 Ref Saves) if between ranged combatants!
* Allies & Foes are flat-footed until they act!
* These are 5’ squares as per usual.
* ASK any clarifying questions in Discussion Tab please!

Tobias, Fethryth and Gemma are up!

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