Drax-the-Destroyer
|
Drax grins savagely as he feels the magical speed affect him. Haha! He scowls a little at the whole 'leave the sailors alive', however. Bah.
He runs in, tearing towards one of the sailors and navigating behind him with the advantage of his magical speed. His kukris are once more drawn as he moves, but he restrains himself, and uses the butt of the blade's grip to jam into the sailor's ribs, rather than the blade itself.
(If that square on the stairs isn't legal for me to get onto because of stairs, then just move me 1 square north.)
Kukri vs red, PA, haste, heroism, nonlethal: 1d20 + 13 + 1 + 2 - 4 ⇒ (12) + 13 + 1 + 2 - 4 = 24
Damage, NL: 1d4 + 13 ⇒ (1) + 13 = 14
Sneak attack damage?*: 1d8 ⇒ 1
*I just reread sneak attack for rogues and I'm a little hazy as to whether or not I can elect to apply sneak attack damage or whether it auto-applies if the situation qualifies. I know that I CANNOT do non-lethal sneak attack with a lethal weapon, even with the -4 penalty. If you rule that I can choose not to deal SA, then I will elect not to deal SA rather than deal lethal SA.
Fendahl Silvermane
|
Fendahl commands Kirrah to attack the woman. Meanwhile he will move up to flank with Drax.
"Kirrah, grab her!"
kirrah, with haste, has 70' of movement. She will move/jump up to the aft deck and attempt to grab the woman with a bite. Not sure what type of jump check is required
Kirrah moves and jumps to aft deck
jump,haste: 1d20 + 12 + 12 ⇒ (11) + 12 + 12 = 35
+1Bite, haste: 1d20 + 14 + 1 ⇒ (5) + 14 + 1 = 20 damage : 1d8 + 9 ⇒ (1) + 9 = 10
Grab: 1d20 + 19 + 1 ⇒ (9) + 19 + 1 = 29 vs CMD
"Surrender now!"
Fendahl attack for NL +2 keen katana, haste, flank: 1d20 + 14 + 1 + 2 - 4 ⇒ (13) + 14 + 1 + 2 - 4 = 26
for dmg: 1d8 + 7 ⇒ (6) + 7 = 13
Dor'heana Carva'hal--Val PFS
|
ROUND 1
Val draws his bow while floating 10' up (via Fly spell, if it's been <10 mins since casting) drawing a bead on the grappled woman. Ready action to disrupt spell casting with an arrow on the squishy bits
Voros
|
Voros draws his bow and moves before the sorcerer to fire one blunt arrow at the blue sailor before him.
+2 Conductive Longbow: 1d20 + 15 + 1 ⇒ (10) + 15 + 1 = 26 for Arrow (blunt, NL): 1d8 + 3 ⇒ (3) + 3 = 6
| Dungeon Master S |
Alie's words accelerate the party's attack! Psycho Mantis again dives into the mind of an enemy Will: 1d20 + 3 ⇒ (8) + 3 = 11. In an instant one of the sailors turns his eyes towards the other, with pure unadulterated hatred in his eyes. Drax races to the thick of things and pummels the sailor. An arrow streaks by and *thunks* off the sailor with with the blue bandanna. Nearly as quick as the arrow, Kirrah takes the aft deck. With shocking alacrity, the big cat grabs her in its maw. Fendahl's blade, turned to the side knocks the sailor out cold. Val, above deck, prepares to keep the advantage on the side of the Pathfinders.
"I ain't gunna go down that easily! GET'EM!" She tries to break herself free CMB: 1d20 + 10 ⇒ (2) + 10 = 12, but struggles to no avail. Suddenly the bird gets in on the action "Pull that kitty cat back to the bastion!" The shock of its speech is nothing compared to the power of the words. Findahl, Will DC 15 to avoid the Suggestion. Finally the remaining pirate steps up to Drax and tries to clobber him with a club. ATK: 1d20 + 7 ⇒ (3) + 7 = 10, but slips in the rain.
I'll go with it being a choice for you.
Round 2
Alie: Go
Drax: Go
Psycho Mantis: Go
Voros: Go
Fendahl: Go
Val: Go
Baddies: TBD
Red: KOed
Blue: 0 (6 NL)
Pirate: 10 (Grappled)
Fendahl Silvermane
|
Fendahl tries to shrug off the spell in his mind.
Will, heroism : 1d20 + 13 + 2 + 2 ⇒ (11) + 13 + 2 + 2 = 28
"Hrrmm, that would not be prudent. You should rather ask that I keep her from eating your mistress."
To be honest I am not sure if Kirrah can be commanded to do non lethal. I think pinning or full damage would be the choices.
| Dungeon Master S |
I agree, that's awfully specific.
Drax-the-Destroyer
|
Drax bares his teeth at the sailor that just tried to club-ber him and turns his blades on the man, though, grudgingly, he again strikes with the blunt butts of the kukri hilts.
#1, vs blue: +1 adamantine kukri, haste, non-lethal, PA: 1d20 + 12 - 4 + 1 ⇒ (8) + 12 - 4 + 1 = 17 maybe hits?
#2: +1 kukri, haste, non-lethal, PA: 1d20 + 12 - 4 + 1 ⇒ (2) + 12 - 4 + 1 = 11 miss, I assume
#3: (Iterative)+1 adamantine kukri, haste, non-lethal, PA: 1d20 + 7 - 4 + 1 ⇒ (3) + 7 - 4 + 1 = 7 miss
#4: (Hasted attack) +1 adamantine kukri, haste, non-lethal, PA: 1d20 + 12 - 4 + 1 ⇒ (17) + 12 - 4 + 1 = 26 hit
Damage, #1? NL: 1d4 + 14 ⇒ (4) + 14 = 18
Damage, #4, NL: 1d4 + 14 ⇒ (4) + 14 = 18
Dor'heana Carva'hal--Val PFS
|
ROUND 2
Seeing the bird actually cast the spells surprises Val, but he adapts...
he drops his bow on the deck, then casts Silence on himself, and flies adjacent to the bird and its mistress, trying to prevent the thing from speaking again.
I'll fly to the square directly above them.
Fendahl Silvermane
|
Kirrah will try to pin the woman without hurting her further (no rakes).
pin,maintain, haste: 1d20 + 19 + 5 + 1 ⇒ (10) + 19 + 5 + 1 = 35 vs CMD
Fendahl will step up and attempt to subdue the other sailor.
"You are not making a wise choice."
Fendahl +2 keen katana, haste, hero, NL: 1d20 + 14 + 1 + 2 - 4 ⇒ (7) + 14 + 1 + 2 - 4 = 20
for dmg: 1d8 + 7 ⇒ (6) + 7 = 13
Fendahl +2 keen katana, haste, hero, NL: 1d20 + 14 + 1 + 2 - 4 ⇒ (7) + 14 + 1 + 2 - 4 = 20
for dmg: 1d8 + 7 ⇒ (8) + 7 = 15
Fendahl +2 keen katana, haste, hero, NL: 1d20 + 9 + 1 + 2 - 4 ⇒ (2) + 9 + 1 + 2 - 4 = 10
for dmg: 1d8 + 7 ⇒ (7) + 7 = 14
Psycho Mantis
|
@Dor'heana Silence is a 1 round cast time, so you would be casting it all this round and it would not finish casting until the beginning of your next turn
Seeing that the battle is well-under control, Psycho Mantis remains in his protected position. He keeps his eyes trained upon this mysterious spellcasting bird, the only foe with the potential to inflict serious damage.
Readied action to cast Magic Missile on the bird if it tries to cast a spell
Alie Saechel
|
Alie, trying to impress the masked mind wizard, does the same.
"You are waiting to blast the bird, right? Me too. Did you notice it was a spellcaster? Weird stuff, wasn't it?!"
Magic Missile readied action 5d4 + 5 ⇒ (2, 1, 2, 4, 1) + 5 = 15
Voros
|
Voros makes one step forward and unleashes a wall of blunt arrows at the bird. Where is he on the map?
+2 Conductive Longbow, Rapid, Clustered Shots, PBS, heroism, haste 1: 1d20 + 13 + 2 + 1 ⇒ (7) + 13 + 2 + 1 = 23
+2 Conductive Longbow, Rapid, Clustered Shots, PBS, heroism, haste 2: 1d20 + 13 + 2 + 1 ⇒ (18) + 13 + 2 + 1 = 34
+2 Conductive Longbow, Rapid, Clustered Shots, PBS, heroism, haste 3: 1d20 + 8 + 2 + 1 ⇒ (13) + 8 + 2 + 1 = 24
+2 Conductive Longbow, Rapid, Clustered Shots, PBS, heroism, haste 4: 1d20 + 13 + 2 + 1 ⇒ (15) + 13 + 2 + 1 = 31
for Arrow (blunt, NL) 1: 1d8 + 3 ⇒ (6) + 3 = 9
for Arrow (blunt, NL) 2: 1d8 + 3 ⇒ (1) + 3 = 4
for Arrow (blunt, NL) 3: 1d8 + 3 ⇒ (5) + 3 = 8
for Arrow (blunt, NL) 4: 1d8 + 3 ⇒ (4) + 3 = 7
| Dungeon Master S |
I put the bird on the map, but it's a moot point now.
Drax and Fendahl pound the man before him, and with little fight knocks him unconscious.
While Val prepares a suppressing defense, the others line up on the bird. He shouts at the woman, first in infernal, then common "It's up! I surrender!"
The woman, pinned as she is, concedes defeat, "Fine! Mercy! Don't kill us!"
The bird lowers itself to the rail and begins to cast another offensive spell! In moments, it's riddled with magic missiles. It falls down to the deck, but it's not a bird corpse.
It's an imp.
"I hated that thing anyway." says the woman before adding, "Can you get your over-sized house pet off of me? I surrendered!"
Fendahl Silvermane
|
"Bind her. Kirrah, come ." he pats the lioness once the woman is disarmed and bound.
| Dungeon Master S |
"OI! How're you gunna sail this thing with me tied up!?"
Voros
|
"We have another captain here, silly woman." says the tiefling, pointing at Caradoc.
| Dungeon Master S |
Caradoc clears his throat, puts his foot on a barrel with his arms akimbo and concurs, "Aye we do! Remember me you saucy biotch? I'm back and I'm taking my compensation. Me and my crew are going BACK! HAHA!"
He looks about, addressing the sailors "I need a crew. Want to sign on with a REAL captain? Good. Let's get them conscious. I'm sure they'll agree. Meanwhile, any of you lot know what you're doing?"
Alie Saechel
|
"What are we going to do with the lady? She surrendered fair and square. We have to treat her well. There must be honor among Pathfinders!"
| Dungeon Master S |
Caradoc, "I say we leave her here! There will be a ship coming soon anyway." He looks around, "Or toss her overboard, honestly I don't care."
Alie Saechel
|
"Hwo often do the ships come? I assume they drop off supplies? If they are regular, that might be the best solution. I don't want her thrown overboard," Alie gasps.
| Dungeon Master S |
Caradoc had previously mentioned it was a couple of days until the next one.
Dor'heana Carva'hal--Val PFS
|
There are provisions enough here. Anyone willing to consort with imps deserves a few days solitude anyway...
Val turns to the captain. ill assist.. He begins expertly casting off lines if that is appropriate at this time without needing to be asked
thanx Psycho, I always forget the casting time of silence. I take it I did not actually use the spell DMS?
Voros
|
"I agree with you, Val. Let's leave her here. And take what sailors we can with us."
What about the other dude, by the way? The one from the faction missions...
| Dungeon Master S |
He's there, just waiting to hear of his fate. "I'm not much of a sailor, but I can take orders..."
Psycho Mantis
|
Earlier
Psycho Mantis turned slowly towards the gnome girl as she prattled at him. His body language was suddenly more stiff, as though he was uncomfortable at having to deal with such a precocious creature.
"Indeed...perhaps...you should focus...on our foe...instead of me...."
Now
"I may learn...much about ships...in short time...if it is necessary...."
Psycho Mantis floats up to the tied-up sailor. He glares down at the man, staring at him right in the eyes.
"Your minds...are jars in my pantry...for me to open...whenever I need...."
Fendahl Silvermane
|
"Hrrm. is it settled then? Are we to leave them locked and continue with the mission, or bring them along?
I for one, like to leave them locked for the supply ship to find. They can sort out the mess after we are long gone."
Voros
|
"No need to lock them. They'll be enough in trouble like this, Fendahl."
Drax-the-Destroyer
|
Drax cares little for the arguing about treating people with honor and various other considerations. He merely grabs his keg of grog back from Val without so much as a word of thanks (how rude) and stalks to the far side of the ship's deck, peering over uneasily.
Short of a few voyages between the mainland and Absalom itself, Drax hasn't been on ships, and he doesn't usually like the experience. The ground moving beneath his feet is not pleasant to him.
Drax grunts and sits down on the deck cross-legged, unstopping the keg.
"Let us take the sailors. That way they can do all the sailing work and I do not need to," he reasons flawlessly. "I am warrior, not a slave."
| Dungeon Master S |
Caradoc nods after Drax speaks, "The weather is bad. They're sailors, we'll use them. Her? Let's leave her."
If no one objects the sailors validate Caradoc's confidence by personally dropping her off in the bastion and blowing her kisses good-bye.
Caradoc is all too eager, "This storm is picking up. This close to shore is more dangerous than the open water. Let's GO!"
The ship, called appropriately Waverider's Revenge cuts quickly through the water. It takes some time to get see legs (except Val who cut his teeth on an Andoran ship.) Even when you hit the open ocean, the storm stays strong.
Then it gets better, for a short while.
Before you know it, you have 3 days of sailing under your belt. You're no master seamen, but you at least know some of the lingo. On the 4th day Yes, you get resources back the view of the port bow looks foreboding
Waverider’s Revenge gets dangerously close to the hell storm known as the Eye of Abendego. Caradoc's confidence stays resolute, but he calls upon you for help as the hell storm strengthens.
| Dungeon Master S |
The storm awaits:
Round 1:
1d10 ⇒ 5
The wind picks up fiercely, and the ship is tossed about. Timbers crack and line snaps, several riggings come loose, and the sail
atop the aft mast unfastens. It's all Caradoc can do to keep it together. The sailors can't do any more, so he recruits you. Help me out here! Someone..."
Choose between any of the following. You can substitute Profession (Sailor) for any of the rolls called for below. Just state which choice and make the roll. The wind is strong enough that you all must first pass a DC 10 STR check to navigate in the wind. If you try to fly, you have a -8 on all Fly checks.
- Climb check allows you to reach the top of the mast and refasten the sail.
- Strength check enables a PC to reset the sails.
- Profession (sailor) check reties the rigging.
- Reflex save avoids the swinging booms and pivots them to allow the sail to expand.
Val:
Alie:
Voros:
Fendahl:
Drax:
Psycho Mantis:
Fendahl Silvermane
|
Fendahl would have Kirrah return to hibernation within his hosteling armor as ships are no place for cats, especially large ones.
Fendahl, never fond of ships, probably in part to his feline traits, staggers about the deck, trying to find a place to help.
"Hrrmm, this does not bode well. WILL SHE HOLD TOGETHER CAPTAIN?"
STR: 1d20 + 5 ⇒ (15) + 5 = 20
Trusting to his reflexes, he will try to hold lines on the deck and avoid the booms. But is battered about as the waves crash the ship.
reflex: 1d20 + 9 ⇒ (3) + 9 = 12
| Dungeon Master S |
Roger on Kirrah.
Fendahl tries his best, but is battered about.
- Climb check allows you to reach the top of the mast and refasten the sail.
- Strength check enables a PC to reset the sails.
- Profession (sailor) check reties the rigging.
- Reflex save avoids the swinging booms and pivots them to allow the sail to expand.
Val:
Alie:
Voros:
Fendahl: Fail
Drax:
Psycho Mantis:
Drax-the-Destroyer
|
Drax staggers on the lurching, wet deck, in a foul mood, because all of the grog in his keg is no longer there. (but why is the rum gone)
He nods grimly at Caradoc's shout and turns his attention to the mast.
STR, DC 10: 1d20 + 6 ⇒ (2) + 6 = 8
To Drax's howled annoyance, a surge of storm wind and salt spray sends him careening backwards to slam into the railing, the mast still too far away for now...
| Dungeon Master S |
Val:
Alie:
Voros:
Fendahl: Fail
Drax: Fail
Psycho Mantis:
Voros
|
Voros tries his best not to fly on the deck of the ship but it's the best he can achieve right now.
Strength: 1d20 ⇒ 4 Oh dear...
| Dungeon Master S |
While accustomed to combat and intrigue, sailing isn't the party's strength. Voros too is battered by wind.
Val:
Alie:
Voros: Fail
Fendahl: Fail
Drax: Fail
Psycho Mantis:
Dor'heana Carva'hal--Val PFS
|
Val first makes a Prayer to Desna
everyobe gets +1 to all skills/saves/attacks etc
Then, he makes for the rigging...
str: 1d20 + 2 ⇒ (2) + 2 = 4 <--are you effing serious?!?!
WAIT WAIT can I substitute Sailor for THAT roll too?? Because I totally would have and it would pass. If so...
Prof Sail for rigging: 1d20 + 16 ⇒ (19) + 16 = 35
| Dungeon Master S |
Sadly, you can't substitute THAT roll.
Alie is up. The ship is taking a MASSIVE beating...
Psycho Mantis
|
Strength Check: 1d20 - 2 ⇒ (2) - 2 = 0
Psycho Mantis is smacked into the side of the ship by the wind.
Not looking good, people!
| Dungeon Master S |
Val: Fail
Alie:
Voros: Fail
Fendahl: Fail
Drax: Fail
Psycho Mantis: Fail
Alie Saechel
|
Strength check with Prayer 1d20 - 1 + 1 ⇒ (12) - 1 + 1 = 12
Reflex check with Prayer 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Alie would never be mistaken for a sailor, but she did an admirable job in trying to hold the ship together.
| Dungeon Master S |
And she does, where all the others fail, Alie makes some headway!
| Dungeon Master S |
Here we go. I'm going to post additional rounds in rapid succession, with a net counter at the bottom. Feel free to post all three of your "turns". sorry for the bombardment, but the storm is raging!
| Dungeon Master S |
Round 2:
1d10 ⇒ 5
Tall waves smash the deck and the ship tilts on edge. Lightning flashes and strikes the deck! Who: 1d6 ⇒ 3 It streaks towards Alie sizzling her for DMG: 6d6 ⇒ (4, 3, 5, 6, 6, 3) = 27 DMG (REF DC 16 for half)
Choose between any of the following. You can substitute Profession (Sailor) for any of the rolls called for below. Just state which choice and make the roll. The wind isn't as much a problem, no strength check necessary.
- Strength check to prevent the helm from overturning.
- Profession (sailor) check to right the rudder and prevents the ship from turning hard against the wave.
- A second Profession (sailor) to check avoid plowing head on into an enormous swell. (Only available if the first is passed.)
- Strength check untangles the shrouds from the windswept main boom.
| Dungeon Master S |
Round 3:
1d10 ⇒ 3
The lightning continues and strikes the ship’s foremast, cracking the mast and setting the ship on fire!
Choose between any of the following. You can substitute Profession (Sailor) for any of the rolls called for below. Just state which choice and make the roll. The wind isn't as much a problem, no strength check necessary.
- Craft or Profession check (You pick and sell me on it) to repair part of the mast.
- Intelligence check to recognize and remove potentially flammable materials from the fire’s wake.
- Reflex save to douse the flames with water.
- Knowledge (engineering) check to reinforce the cracked mast.
| Dungeon Master S |
Round 4:
1d10 ⇒ 10 The waves are wicked! It's all you can do to even stand. You must start this round with a DC 15 Acrobatics check. Fail and you can't do anything with a physical skill this turn.
The ghostly Infernal Reward appears and Caradoc panics. He abandons the helm and causes the ship to quickly lose control of its bearings.
Choose between any of the following. You can substitute Profession (Sailor) for any of the rolls called for below. Just state which choice and make the roll. The wind isn't as much a problem, no strength check necessary.
- Diplomacy or Intimidate check to snap Caradoc out of his panicked condition.
- Strength check to bring the helm back under control.
- Disable Device check frees the jammed rudder that nearly snapped when Caradoc released control.
- Profession (sailor) check to keep the sails from collapsing.
| Dungeon Master S |
Round Count Summary:
Round 2:
Val:
Alie:
Voros:
Fendahl:
Drax:
Psycho Mantis:
Round 3:
Val:
Alie:
Voros:
Fendahl:
Drax:
Psycho Mantis:
Round 4:
Val:
Alie:
Voros:
Fendahl:
Drax:
Psycho Mantis: