The Deceiver |
Attack, damage, sneak attack (1d20+3=12, 1d6+1=2, 1d6=6)
The Deceiver matter of factly tells one of the pirates, "Die."
Rapier thrust
The Mapper |
We are using group initiative, so the first person to post before a combat should roll and post the raw d20. The order for the party is as follows based on INIT bonus first, raw dex second.
The Deceiver
Ryor Saar'Narlok
Sydley Hentooth
Rackham Pulsifer
Nerius Daergal: rolled 13 or 14? Did you add your bonus?
Jon Qiang
Bohdan
2 PIRATES
If you want to post out of order that's fine, I think I can sort it out. Post if/then statements when you do so.
Pharasma |
SURPRISE ROUND
The Deceiver matter of factly tells one of the pirates, "Die."
Rapier thrust
He is pinned for a moment as the rapier drives into his shoulder. The blood of his crew mates drips down onto his face. He rolls away and cries out when The Deceiver pulls the blood soaked blade out.
Jon Qiang |
If nothing happens before my INIT I ready an action. Attack anyone who comes through the ladder door.
If they come: Attack, damage: (1d20 6=21, 1d6 4=5)
Pharasma |
Pharasma |
Awaiting Rackham, Nerius and Syd, stand up and take positions in case someone comes down.
Don't forget the hold door: red square on the map.
Keep things rolling? If someone wants to change something I'll retcon it.
I moved Rackham so he could stab anything if it comes in through the hold door, although it would be a serious chore to open them in this weather. The others are behind him. He probably has a dagger. If he has a saber then he's got a proficiency penalty.
Nerius should probably grab a dagger because he has a size penalty and adding a proficiency penalty will kill him.
Syd's got the chain or a saber (martial) it's up to him. I'm leaving him under the hold door. The others are behind him.
Ryor, moving 30', gets to 9B.
Bohdan is watching the ladder as instructed.
Jon's crouched under the ladder waiting to skewer anything that comes in.
The Deceiver has put a rapier to one of the awakened pirates.
The two pirates are surprised so get no action.
Pharasma |
Round 1
It doesn't take much to realize that the weather has... snapped – as if seconds ago an angry toddler started batting at The Intractable like a toy ship in a tub. The screams of the wind above reach a deafening pitch. The ship lurches violently as it breaks through massive waves - in order to stand and fight everyone must either keep one hand on the ceiling or make a reflex/acrobatics roll to remain afoot.
The arousing metallic odor of hot blood on the skin of the dead has filled the hold. And the eerie flickering lights of the candles leave dancing shadows on the walls.
For those who are readied and it is carrying over:
The Mapper |
Pharasma |
Before anyone's action, Sujahayak opens the ladder door and peers down. Water pours through the opening the moment it is open.
Are Pulsifer's school powers affected by the drug?
Good question. I think not, but your lowered Charisma will affect the DC save for anything with a save. (p46 PFRPG) Magic Missile, can't miss.
Rackham Pulsifer |
Seeing the massive Sooj descend into the hold, Rackham does the only thing he can. He levels his arm at the pirate. A red light begins to glow in the old man's shaking, downturned palm- at first a pinprick, but swiftly growing to the size of a cannonball. It shudders in the throes of some sort of thaumaturgical containment.
"May the fires of righteousness cleanse your soul. Hallowed be the Lady."
Rackham turns his palm upward. The ball of light speeds from Pulsifer's grip, swerving unerringly around barrels, crates, and corpses. It impacts Sooj squarely in the chest with a dull thud, dissipating into a spray of red sparks.
Magic Missile (Sp); damage: 1d4 + 2 = 5
Pharasma |
There are no rules for Sooj's conditions, so I am ruling the target DC is (-5) surprised and (-5) blinded.
Grappling is not suited for this because it assumes pinning, so let's have Bohdan trip him through the hold. Sooj is under cover and Bohdan is one handed (-4) and target is well covered (-4), but prone (+4).
Bohdan: 19 - 4
Sooj's DC: 15 + CMB 7 - 10
Sooj falls through. He lands on his head. A heavy crossbow bolt hits where his ear was dangling earlier, then a magic missile slams into his chest. Altogether he has suffered 23 hits. He's still moving.
The last sleeping pirate pulls himself up onto the table and decides he's going to die no matter what, and from a very cramped position thrusts at The Deceiver to no avail.
The Mapper |
Pharasma |
Sujahayak, foaming at the mouth and roaring in primal rage, gets up and wipes the blood from his face, swinging his dagger low at Jon.
Dagger attack: (1d20 7=25, 1d4 4=8)
Jon reels from the strike as it drives into his thigh. 8 damage.
Bohdan |
Throwing himself at the blodied pirate, Bohdan swings the chain with all his might. More accustomed to swinging a sword, the flexibility of the chain takes him by surprise, though, and Sooj easily ducks the wild swing.
1d20=11, 1d8 3=5 I assumed that an 11 wasn't enough to hit him.
Incidentally I'm listening to Metallica too and I hoped Enter Sandman was indicative of Sooj going to sleep. :-D
Pharasma |
uh oh!
While I'm waiting for The Deceiver to kill the idiot in back....
A little wax ball falls through the ladder opening and lands on Sooj. At the moment it hits you realize something is going to go terribly wrong, you try to turn away....
Jon, Ryor and Bohdan, make a DC 14 Will save.
Made the save:
Didn't make the save:
Nerius, Pulsifer, Syd:
The Deceiver: The pirate climbed onto the table and thrust at you with a sword, as Pharasma's post 1 hr. 40 mins ago.