Thiera |
I don't mind you throwing Mage armor up before combat either.
Thanks, but Thiera is a bit over-confident, and is only doing it now because she has few (non-fire) attack options remaining.
Even with the MA, her AC isn't great, so she doesn't use it too often.
Dungeon Master S |
Round 1:
Piper: Color Spray
Hun: Go
Baddies: TBD
August: TBD
Thiera: TBD
Oggil: TBD
Black: 0
Red: 0 Blind 1 Round, Stunned 2
Blue: 0 Blind 1 Round, Stunned 2
White: 0
Hunwald Stormheart |
Knowledge (local): 1d20 + 3 ⇒ (6) + 3 = 9
Hun is unaware of what these creatures are, but he knows a threat when he sees/ hears one; so he stands ready as the 4 larger beasts descend upon them. When white drops on deck, he gets a two-fer...
Mstrwk Shortsword, crit. 19-20 x2 Dual Wield Sneak Attack
Mstrwk Shortsword atk vs White: 1d20 + 3 + 6 - 2 ⇒ (16) + 3 + 6 - 2 = 23
Damage ?: 1d6 + 2d6 ⇒ (4) + (4, 2) = 10
Mstrwk Shortsword atk vs White: 1d20 + 3 + 6 - 2 ⇒ (19) + 3 + 6 - 2 = 26
Damage ?: 1d6 + 2d6 ⇒ (2) + (1, 4) = 7
Crit Conf: 1d20 + 3 + 6 - 2 ⇒ (20) + 3 + 6 - 2 = 27
Additional Damage ?: 2d6 ⇒ (4, 3) = 7
Dungeon Master S |
Hun gets to work with his blades without delay. Both blades enter the creature's throat and after they pierce the other side he pulls them wide, decapitating the creature! The ones on the walls get quiet, with a couple screaming louder just for the show of blood!
The one creature who isn't stunned or dead tries to stab Thiera with a short spear, Spear: 1d20 + 4 ⇒ (9) + 4 = 13 getting her thigh for DMG: 1d6 + 1 ⇒ (1) + 1 = 2
Round 1:
Piper: Color Spray
Hun: Stabbity stab stab mcstab
Baddies: Ack
August: Go
Thiera: Go
Oggil: Go
Black: 0
Red: 0 Blind 1 Round, Stunned 2
Blue: 0 Blind 1 Round, Stunned 2
August Dupine |
Dupine steps up and tries to push the blue-draped creature overboard.
Bull rush: 1d20 + 6 ⇒ (16) + 6 = 22
If it works, he kicks the redish one. If not, he'll use his kick on the original target.
Kick: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 3 ⇒ (5) + 3 = 8 and if denied Dex...Add Sneak Attack Damage: 1d6 ⇒ 1
Oggil Redhand |
Oggil did a move, I assume he neither threatened nor was threatened by the goblin due to the height of the rear deck
Oggil climbs the stairs, and gives the goblin attacking Thiera a solid whack.
attack: 1d20 + 3 ⇒ (17) + 3 = 20
NL damage: 1d6 + 2 ⇒ (3) + 2 = 5
Dungeon Master S |
Bull Rushing is a standard action, so no extra attack. Monks can do SOME combat maneuvers as an attack, but Bull Rush isn't one of them.
August slams a forward heel thrust kick into the creature's face sending him overboard! He splashes and swears as the current separates him from the fight. Oggil gives his foe a solid whack to the floating rib, but the creature just grimaces and fights on.
Round 1:
Piper: Color Spray
Hun: Stabbity stab stab mcstab
Baddies: Ack
August: Bull Rush
Thiera: Go
Oggil: Hit
Black: 0
Blue: 0 Blind 1 Round, Stunned 2
Dungeon Master S |
Thiera fights the current AND the goblinoid. She scores a hit, then tries to keep the Laughing Cow on course.
Make a driver check.
Round 1:
Piper: Color Spray
Hun: Stabbity stab stab mcstab
Baddies: Ack
August: Bull Rush
Thiera: Stab Driving check
Oggil: Hit
Round 2:
Piper: Go
Hun: Go
Baddies: TBD
August: TBD
Thiera: TBD
Oggil: TBD
Black: 2
Blue: 0 Blind 1 Round, Stunned 2
Piper Azine |
Piper steps closer to the fight, and tries to burn the goblin engaging Dupine.
Acid Splash: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19
Damage: 1d3 ⇒ 2
Thiera |
Knowledge(nature): 1d20 + 14 ⇒ (1) + 14 = 15
Ouch
Thiera grabs the rudder again with her free hand, hoping she timed the action at a point where the river's currents wouldn't throw the craft too off course.
Dungeon Master S |
Thiera's stab causes problems as she momentarily loses control of the ship. 1d20 ⇒ 20 The Laughing Cow slams into the side wall of the canyon! EVERYONE on board takes 1d6 ⇒ 2 DMG and must make a DC 15 REF or fall prone!
Piper (standing or prone) targets the creature and burns a bit of flesh. The creatures are screaming now. The ones on the cliff faces flee back inside, not wanting to draw the attention or ire fo the Pathfinders.
Black: 1d20 + 2 ⇒ (18) + 2 = 20
Blue: 1d20 + 2 - 2 ⇒ (9) + 2 - 2 = 9
Round 2:
Piper: Magic
Hun: Go
Baddies: TBD
August: TBD
Thiera: TBD
Oggil: TBD
Black: 2
Blue: 4 Blind 1 Round, Stunned 2, Prone
Oggil Redhand |
reflex: 1d20 + 5 ⇒ (15) + 5 = 20
The agile Oggil stays easily on his feet.
Dungeon Master S |
The party manages to stay upright, and by now the only creatures left are those on deck. Can Hunwald finish them off?
Round 2:
Piper: Magic
Hun: Go
Baddies: TBD
August: TBD
Thiera: TBD
Oggil: TBD
Black: 2
Blue: 4 Blind 1 Round, Stunned 2, Prone
Hunwald Stormheart |
Reflex Save: 1d20 + 8 ⇒ (20) + 8 = 28
The nimble rogue anticipates the impact and uses the redirection of energy to his advantage to push off the fore mast and spring onto the prone blue goblin, stabbing as he arrives.
Mstrwk Shortsword, crit. 19-20 x2 Sneak Attack
Mstrwk Shortsword snk atk vs Blue: 1d20 + 3 + 6 + 1 ⇒ (5) + 3 + 6 + 1 = 15
Damage ?: 1d6 + 2d6 ⇒ (2) + (2, 1) = 5
Dungeon Master S |
Hun sticks it to the kijimuna! The creature stumbles around bleeding, but doesn't seem to want to give up quite yet. He finally clears his vision, even though he's still stunned.
Black continues to harass Thiera by trying to take control of the ship! He grabs at Thiera (drawing from both Oggil and Thiera) CMB: 1d20 + 2 ⇒ (20) + 2 = 22 Result: 1d20 ⇒ 12 Direction: 1d2 ⇒ 2 The ship lurches hard to starboard! Everyone on board SLAMS into the side of the ship taking DMG: 1d3 ⇒ 3
This is why Bullwhip isn't here. If it ended up being hard to port, everyone would have needed a REF or go overboard.
Round 2:
Piper: Magic
Hun: ATK
Baddies: ATK
August: Go
Thiera: Go
Oggil: Go
Black: 5
Blue: 12 Blind Stunned 1, Prone
Thiera |
AoO
rapier: 1d20 + 3 ⇒ (10) + 3 = 13 Maybe I'll get lucky and there's a flanking bonus to add?
dmg: 1d6 ⇒ 2
Not content to stab the little freak once, Thiera attempts it a second time, and adjusts her footing to take her closer to the rudder. 5' step
rapier: 1d20 + 3 ⇒ (16) + 3 = 19 Maybe I'll get lucky and there's a flanking bonus to add?
dmg: 1d6 ⇒ 4
And, if it helps get the ship back on the level:
Knowledge(nature): 1d20 + 14 ⇒ (11) + 14 = 25
Dungeon Master S |
Sadly no flanking.
Thiera makes a stab at the thing, but he (she?) dodges nimbly. The second thrust strikes home though! She then deftly grabs the rudder and rights the ship!
Round 2:
Piper: Magic
Hun: ATK
Baddies: ATK
August: Go
Thiera: Stab
Oggil: Go
Black: 9
Blue: 12 Blind Stunned 1, Prone
Oggil Redhand |
Oggil slams the creature as he takes control of the ship.
AOO: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d6 + 2 ⇒ (4) + 2 = 6
He then unloads a series of normal blows on the goblin.
flurry: 1d20 + 4 - 2 ⇒ (1) + 4 - 2 = 3
flurry: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10
But neither lands.
Dungeon Master S |
Oggil makes a quick hit, but can't follow it up to finish the creature off.
Round 2:
Piper: Magic
Hun: ATK
Baddies: ATK
August: Go
Thiera: Stab
Oggil: Miss
Black: 15
Blue: 12 Blind Stunned 1, Prone
August Dupine |
August climbs up on the nearby crate and throws a shuriken.
Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d2 + 3 ⇒ (1) + 3 = 4
Apparently, he throws it backwards.
"Grrr."
Dungeon Master S |
Piper and Hun are up!
-Posted with Wayfinder
Piper Azine |
Piper rolls her eyes at her allies' flailing, then draws a wand and attacks.
MM: 1d4 + 1 ⇒ (4) + 1 = 5
-Posted with Wayfinder
Dungeon Master S |
August's river-legs aren't quite under him, and he misses a pair of punches.
Piper goes for the sure thing and levels a magic missile at (assuming) the one still fighting! The missile hits him just right and knocks him dead to the deck!
With only one left, the party quickly dispatches the last Kijimuna. By now ALL of the others have vanished. Clearly, you're too much for them.
Out of combat!
Feel free to recover. You've got 3 more days on the river. I will post tonight (house hunting today with my fiancee.) We're close to the end of Part II already. Should be a smooth transition to part III
Hunwald Stormheart |
After thoroughly searching then disposing of the carcass' of their enemies, Hun will check on the security of their cargo and check on the damage to the 'Cow.' If the damage seems threatening to their safe passage, Hun will use his mechanically gifted sensibilities and experience in the maritime environment to make any repairs necessary.
Finally, Hun will bind his wounds and assist the same with his companions as needed.
Perception=search: 1d20 + 6 ⇒ (15) + 6 = 21
Dungeon Master S |
Sailing across the Sea of Eels will take 3 days. The waters of the Sea of Eels are very different from those of the Tuunma River; since the large lake has no viable current, the Laughing Crow relies on its sails and the wind to propel it along the water. Since there are virtually no obstacles that might impede the ship on its journey across the lake, Thiera can relax.
There's a ship in the horizon, and it seems to be headed your way. You think they'll catch up tomorrow..
Oggil Redhand |
perception: 1d20 + 9 ⇒ (9) + 9 = 18
"As the sun sets over the horrizon, a sail comes over it in the other direction. Thus is the world in balance." notes Oggil.
"Perhaps the course of wisdom would be to change course over night? It may be that the town has sent people to follow us."
Hunwald Stormheart |
Craft Traps: 1d20 + 4 ⇒ (8) + 4 = 12
Hun will get to work crafting 1d6 ⇒ 2 rudimentary fire trap(s) which could be thrown and explode into flames if the approaching vessel's crew proves to be as unfriendly as others encountered on this journey.
Hun will tell his companions, "My lovely Theria, I have yet to commend you on your nautical prowess in guiding the 'Cow' on this journey, despite that one one small event in the canyon. Tomorrow, when we are approached by that other vessel, I would ask that if they maneuver aggressively you keep them on the port side" (pointing to the ship's left) "...as these faux belaying pins with the red handles can be thrown, and will explode into flames wherever they land." Hun finishes with, "As everyone knows, the greatest danger a sailor faces, besides having his throat slit, is the ever consuming threat of fire."
"With that, I would caution any of you using these pins to actually tie rigging to, as you will surely come away heated from the experience."
Dungeon Master S |
The party does their best to shake the ship, but it seems to have your number. When you awake the next morning, you realize you're in for a fight. The light of dawn reveals the ship some six hundred feet to port and fast approaching. Its banner bears a single upthrust spear, and its golden sails sparkle in the morning sun.
The ship’s markings show it as belonging to Lingshen. A country ruled by a merciless warlord.
At it's current rate, it'll be here in 24 seconds, then close enough for grappling!
Rather than count this as initiative, just tell me what you'd like to do for 4 rounds.
Oggil Redhand |
Oggil, seeing that combat is probably inevitable sits and admires the dawn.
"When ones last moments may be upon one is as good a time as any to admire the beauty of the world."
August Dupine |
Knowledge, Local: 1d20 + 6 ⇒ (17) + 6 = 23
"The ship’s markings show it as belonging to Lingshen, a country ruled by a merciless warlord. They are not likely to want to talk."
August watches as the ship closes and prepares for the inevitable fight. He casts mage armor from his wand.
UMD: 1d20 + 4 ⇒ (18) + 4 = 22
Then he pulls out a flask of alchemist's fire, and gets his shuriken ready.
Thiera |
Thiera holds out her healing wand. "Does anyone here know how to use this?"
Using August's UMD:
August's UMD: 1d20 + 4 ⇒ (16) + 4 = 20
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
"Oh, that's better."
——
Knowledge(local): 1d20 + 13 ⇒ (14) + 13 = 27
With a new day dawning, Thiera refreshes her spells.
She casts mage armor once the approaching ship is within an hour of making contact.
Once the approaching ship is quite close, Thiera begins casting. She turns to whomever is nearby and asks them to take the rudder for a moment.
No longer distracted by steering, Thiera she summons a small air elemental in the rigging above the approaching vessel.
summon monster II, range short, duration 5 rounds. Time this so there is one round left before contact.
In the final round before contact (assuming hostile intent is evident by this point), Thiera releases a fireball on the deck of the approaching ship.
fireball: 5d6 + 2 ⇒ (2, 3, 1, 6, 6) + 2 = 20
Ref DC 20 for half
I hope this damages their sails, lines, etc.
Piper Azine |
Piper will cast Mage Armor on herself, use Dupine and Oggil's wands on them, then cast Displacement on Oggil in the last round.
-Posted with Wayfinder
Thiera |
During/before/after the fireball... (again, assuming hostile intent is evident by this point)
The air elemental performs a flyby attack on the leader of the attacking vessel, returning to hover mess of the rigging.
100' perfect fly speed keeps it out of range of the fireball
slam: 1d20 + 6 ⇒ (10) + 6 = 16
dmg: 1d4 + 1 ⇒ (4) + 1 = 5
Dungeon Master S |
The ship pulls up next to the Cow, but it seems to be abandoned! Not a soul above deck seems to be there, but at the last second a trio of soldiers kiai as they emerge!
Going with the Elemental timed correctly to be there, but no fireball.
Baddies: 1d20 + 2 ⇒ (11) + 2 = 13
Thiera: 1d20 + 2 ⇒ (18) + 2 = 20
Oggil: 1d20 + 2 ⇒ (12) + 2 = 14
Dupine: 1d20 + 2 ⇒ (10) + 2 = 12
Piper: 1d20 + 8 ⇒ (3) + 8 = 11
Hunwald: 1d20 + 7 ⇒ (11) + 7 = 18
Dungeon Master S |
Round 1:
Thiera: Go
Hun: Go
Oggil: Go
Baddies: TBD
Dupine: TBD
Piper: TBD
Thiera |
Then, actions as previously stated, this time as Round 1, rather than Round -1:
fireball on baddies (20 dmg, DC 20 Ref for half)
elemental, (round 2 of 5, because round "1" had no one there), attack against leader or caster or closest (in that order of preference), as rolled above. If nothing distinguishes the foes, then it looks like "white" is the lucky target.
His maneuver completed, the elemental returns to hovering above the battlefield.
After her fireball, Thiera keeps a hand on the rudder.
Knowledge(nature): 1d20 + 14 ⇒ (18) + 14 = 32
Oggil Redhand |
Oggil delays until they swing over to our ship, then he'll flurry
Delayed flurry; first attack is a stun
attack: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20
attack: 1d20 + 4 - 2 ⇒ (15) + 4 - 2 = 17
damage: 1d6 + 2 ⇒ (4) + 2 = 6+stun if hit DC 13
damage: 1d6 + 2 ⇒ (6) + 2 = 8
Hunwald Stormheart |
In the 24 seconds before arrival, Hun will grab his 2 'fire traps' and prepare to launch them when the boat is 20' out.
Dual Belaying Pins Thrown (up to 20')
Ranged Belaying pin atk vs Ship: 1d20 + 3 + 6 - 2 ⇒ (3) + 3 + 6 - 2 = 10
Ranged Belaying pin atk vs Ship: 1d20 + 3 + 6 - 2 ⇒ (18) + 3 + 6 - 2 = 25
Assuming both hit, they should catch normal wood on fire.
Hun will then draw his swords and prepare to defend the Cow. (Fight defensively for one round)
Dungeon Master S |
Thiera, no seeing the enemy throws a fireball over their deck!
REF Black: 1d20 + 5 ⇒ (19) + 5 = 24
REF Red: 1d20 + 5 ⇒ (15) + 5 = 20
REF White: 1d20 + 5 ⇒ (9) + 5 = 14
One of the men is burned to death instantly. The other two look bad. The elemental comes in to finish another off, but somehow he withstands the blow, now burned and bloodied. As if nothing happened, Thiera goes back to piloting the Cow
Hun sets fire to their ship, though it seems their tactics are now about to take over yours! It may matter Hun, so pick 2 squares to connect with.
The men come aboard! Oggil tries to stun the first one as he jumps, but succeeds instead at breaking his neck. The other tries to flee the elemental, preferring fleshier targets. Slam AoO: 1d20 + 6 ⇒ (7) + 6 = 13, and he escapes for the moment.
Finally a new foe emerges, "MY SHIP!" She speaks in Tien, but it's obvious that she's REALLY mad. She was apparently on deck and became visible just as she makes the jump across to give it to Hun for starting the fire.
Scimitar: 1d20 + 12 ⇒ (20) + 12 = 32 THREAT
Scimitar: 1d20 + 12 ⇒ (7) + 12 = 19 CRIT: 2d6 + 14 ⇒ (5, 4) + 14 = 23 and Elec: 1d6 ⇒ 6
"You will all pay for this!"
Round 1:
Thiera: Magic
Hun: Fire!
Oggil:ATK
Baddies: ATK
Dupine: Go
Piper: Go
Black: 10
Red: 10
Chris Marsh |
The battle tips ever more towards the Pathfinders as Piper quickens everyone's reactions.
Round 1:
Thiera: Magic
Hun: Fire!
Oggil:ATK
Baddies: ATK
Dupine: Go
Piper: Haste
Leader: 0
Black: 10
Red: 10
August Dupine |
"So, talking is out of the question, then?"
Dupine sets to knocking out the man next to him.
Flurry 1: 1d20 + 4 ⇒ (16) + 4 = 20
Damage, NL: 1d6 + 3 ⇒ (6) + 3 = 9
Flurry 2: 1d20 + 4 ⇒ (10) + 4 = 14
Damage, NL: 1d6 + 3 ⇒ (4) + 3 = 7
Hasted Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage, NL: 1d6 + 3 ⇒ (4) + 3 = 7
Dungeon Master S |
August chooses the pressure point targets to knock out his foe!
Others in order can post. Will do update later.
-Posted with Wayfinder
Thiera |
The elemental flies down to provide flanking to Hun, then slams the woman from behind.
slam+flank: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
dmg: 1d4 + 1 ⇒ (3) + 1 = 4
Round 3/5
Thiera delays her action until after Hunwald, hoping to reserve her spells for later. If the woman is still a threat, she does the only thing she can do from this range, and releases a magic missile.
mm: 3d4 + 3 + 2 ⇒ (3, 1, 3) + 3 + 2 = 12