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ROUND 3
Hack swings viciously at the pirate's legs, hoping to give him a toenail trim at mid-thigh.
Attack: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Damage: 1d10 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Attack: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Damage: 1d10 + 3 + 1 ⇒ (3) + 3 + 1 = 7
ARE YOU FRICKIN KIDDING ME?!?!
Hack bellows in supreme frustration GARRRR!! OI HATES PIRATES!!!

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Round 2
Azdak releases the sleep spell strategically to encompass the two pirates to the north of him.
Will Save DC 15 Negates
Round 3
Next, the sorcerer steps back five feet, pulls out his crossbow and loads it with a single bolt.

Dungeon Master S |

Azdak, the pirates are 15' apart. Which one do you want to hit?The Acrobatics check is to jump up without expending any movement. Failing a DC 10 means it costs 10' of movement to climb up the box. For future reference. I'm assuming Fel took a round about path to avoid the AoO
The pirate (TBD) feels the arcane onslaught WILL: 1d20 + 0 ⇒ (7) + 0 = 7 and drops to the ground, snoring.
Sumac sends pirate teeth spraying across the room. The pirate is grievously injured, but not down.
BEGIN ROUND 3
Fel: sticks the pirate for a couple points of damage.
Azdak: Finishes his spell, dropping a pirate and loads his crossbow.
Harnac: Swings viciously at the crates
Grip: Is up!
Obyrn:
Pirates!
Sumac

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My move depends on which pirate Azdak put to sleep. Azdak?

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Darn, I was hoping to coup de grace the one closer to me.
Obyrn will again attack the pirate directly to his south.
Attack: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
Damage: 1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5
And I think I just barely missed.
After his attack, Obyrn hops off the crates (Acrobatics: 1d20 + 9 ⇒ (4) + 9 = 13) moving north and then west (to avoid AoO) into the smoke until he bumps (gently) into the sleeping pirate.

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Presuming that the other pirates don't wake him up, yes.

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I can't get the map open @ work... if this makes little or no sense, please adjust.
Fel continues his thundering chant and considers withdrawing to the relative safety of the shadowy corner. He readies his dagger and advances instead, intent on attacking the pirate's unprotected flank.
Dagger 1d20 - 1 + 1 ⇒ (13) - 1 + 1 = 13 for 1d6 - 2 + 1 ⇒ (1) - 2 + 1 = 0 1 damage. <--LOL
Also, worst Crit of all time: 2 damage. I don't think it is possible to do less, DR notwithstanding.

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Round 4
Azdak takes his loaded crossbow and aims it at the pirate (Knight Move - 2 Right, 1 up from Ejderha's location).
"Bolts Away!" He declares as he fires.
Crossbow: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d8 ⇒ 4
Once the bolt is fired, Azdak takes out another bolt and reloads his crossbow.

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oops. I was excited cause I got to post for myself.

Dungeon Master S |

ROUND 3 CONTINUED
Fel: sticks the pirate for a couple points of damage.
Azdak: Finishes his spell, dropping a pirate and loads his crossbow.
Harnac: Swings viciously at the crates
Grip: Makes a weak bite attempt and misses.
Obyrn: Indeed, barely misses with his stab before changing positions.
Pirates!
- The South eastern pirate feels confident, jumping down to swing at Gripper with his cutlass. 1d20 + 3 ⇒ (6) + 3 = 9, but misses.
- The pirate just North of Gripper breaks off the attack, trying to set up a flank on the bard and stop his inspiration. He risks a bite from Gripper. AoO: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22 Damage: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3 And the wolf tags him. But he keeps his focus and attacks Fel 1d20 + 3 ⇒ (5) + 3 = 8, but Desna smiles.
- The bard just North of Fel risks an attack and clambers over the boxes to flank Fel. AoO: 1d20 - 1 + 1 ⇒ (18) - 1 + 1 = 18 and another hit! dmg: 1d6 - 2 + 1 ⇒ (1) - 2 + 1 = 0 (1) damage. But the flank could be deadly... 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24 confirm: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6 Desna love bards on this dreary day. damage: 1d6 + 3 + 1d6 ⇒ (5) + 3 + (3) = 11 The bard is just barely holding on.
- The last bard sleeps soundly.
Sumac is now up to end round 3.
Pirate situation:
North by Obryn: Sleep
North by Fel: Slightly wounded (fel has hit for a total of 3)
South of Fel: Bit by Grip for 3
Southeast: Fine.

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Two clarifying questions:
1. The pirate south of Fel was also hit by Sumac's sling bullet, correct?
2. If Fel got an AoO against the pirate that moved north of him, would I not also get an AoO, as my reach weapon threatened the square the pirate left (and went to)? Unless he used a 5-foot step, in which case neither of us get AoOs?

Dungeon Master S |

You are correct. The Pirate South of Fel looks like he's holding on by a thread now actually.
Obyrn, thake your AoO, remember, he has cover (+4) AC versus you while you're on the floor.

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Attack: 1d20 + 3 + 1 - 4 ⇒ (9) + 3 + 1 - 4 = 9 and I miss anyways. Worth a shot though.

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Round 3 Sumacs action
The halfling keeps his elevated position and continues to support his comrades with bullet fire. Seeing the bard in a bad situation Sumac slings a round at the pirate just south of Fel.
Sling 1d20 + 5 + 1 + 1 ⇒ (16) + 5 + 1 + 1 = 23
bullet 1d6 + 1 + 1 + 1 ⇒ (4) + 1 + 1 + 1 = 7

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Round the Fourth
Fel changes the timbre of his voice to that of a crying woman. His words are barely understandable, his hysterics might be funny but for the gushing blood and ragged wounds he has suffered.
Fel wants desperately to appear as non-threatening as possible, so he disguises his chant as panicked cries for his mother. He does not withdraw the magic though! +1 attack / damage to all allies
Bluff: 1d20 + 10 ⇒ (14) + 10 = 24
While appearing as panicky and pitiful as possible, Fel thrusts his hand into his pocket and grips his Wand of Cure Light Wounds and activates a spell to lessen his grievous wounds.
1d8 + 1 ⇒ (1) + 1 = 2 <- Oh, come on...
As he activates his wand, Fel collapses to the floor and tumbles into the area between Sumac and Azdak. He leaves a gruesome trail of his own lifeblood on the rough hewn but worn planks of the floor the entire way.
Acrobatics: 1d20 + 3 ⇒ (15) + 3 = 18

Dungeon Master S |

I'll let you repost Fel's round. Drawing a wand is 1 AoO, using it is a second AoO (if the pirate has Combat Reflexes) and I'm not sure if the Acrobatics roll is enough to avoid a third. I believe the action you're looking for is withdraw.
Sumac's bullet cracks with such force that it sounds like a club striking an overripe melon. The pirate's corpse falls back and lands on the ground with a sickening thud.

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Round the Fourth - take 2
Fel withdraws.

Dungeon Master S |

ROUND 4 Update
The pirate in the middle to the east is bleeding slightly from Fel's blade, but with Azdak's bolt landing directly into his neck, there's little else he can do as he falls to the ground and begins bleeding out. Another foe dropped by the crossbow!
Initiative Repost
Fel: Withdraws to safety by the door.
Azdak: Drops a pirate with a quarrel
Harnac:
Obyrn:
Pirates!
Sumac
Harnac!

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ROUND 4
Hack shifts next to the trusty wolf, and lets go again on the pirate to the south.
Attack: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Damage: 1d10 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Attack: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Damage: 1d10 + 3 + 1 ⇒ (6) + 3 + 1 = 10

Dungeon Master S |

Harnac brutally cuts down the pirate. Gore sprays all over the dwarf (and a little on Gripper.)
Obyrn!

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Having identified the final pirate's location by bumping into him earlier, Obyrn will take a 5-foot step and execute a vicious coup de grace...
Attack: auto-crit
Damage: 3d8 + 1d6 + 3 + 3 ⇒ (7, 3, 2) + (4) + 3 + 3 = 22
Smoke miss chance: 1d100 ⇒ 67
...and impales the slumbering pirate from end to end on his pointy spear.

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Sumac leaves Obryn to deal with the pirate in the smoky haze. The sharp eyed halfling carefully scans what can see of the ware house to make sure more pirates dont pop out if hiding. His sling is loaded and ready to fire at any sudden threat.
Perception 1d20 + 10 ⇒ (16) + 10 = 26

Dungeon Master S |

Obyrn's thrust ends the pirate threat.
OUT OF COMBAT
Meanwhile Sumac and Gripper begin to look for others in hiding. As the halfling rounds a corner, he indeed finds a singular pirate. Apparently this one does not judge based on size. After hearing the carnage, seeing Sumac is enough to make him drop to his knees, hands on head. "I give! I surrender, don't murderlate me please good sir! I's is only follwing me orders!"

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Azdak approaches the pirate and speaks calmly.
"I give! I surrender, don't murderlate me please good sir! I's is only follwing me orders!"
"So you are only following orders. Well, if you wish to live, perhaps you would tell us of this place and of the pirate, Alejia Netrav! Now speak up clearly and tell what you know!"
Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25

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While Azdak engages with the pirate, Obyrn quietly moves behind the pirate, clambering over crates if he needs to:
Stealth: 1d20 + 9 ⇒ (13) + 9 = 22
Acrobatics: 1d20 + 9 ⇒ (6) + 9 = 15
He surveys the area behind the pirate for other pirates:
Perception: 1d20 + 11 ⇒ (15) + 11 = 26
He also peers at the pirate himself for any weapons:
Perception: 1d20 + 11 ⇒ (6) + 11 = 17

Dungeon Master S |

Harnac: You recover 4 light blue potions, 4 tanglefoot bags, 3 thunderstones, 36 bolt, and 3 smokesticks. Their cutlasses seem of average make, but their studded leather is clearly masterwork.
Obyrn: You find no pirates, but the crate you're on is groaning. It's not from the strain, but there's.....someone inside of it. No Acrobatics needed. It's really a climb skill. Acrobatics is to hop 5' obstacles without a loss to speed.
Azdak: Your decisive victory and clear choice is an easy one for the scallywag. The pirate gives you a lot of information you already know, with some additional tidbits: Before they took to their latest unlawful deeds, Alejia and her crew were well known among the pirate gangs of Riddleport. Alejia’s crew is known for its ruthless tactics and efficiency in commandeering and sinking targets, often switching or altering ships to conceal her true whereabouts... While she appears human from a distance, Alejia is actually a vishkanya from distant Vudra, making her blood and spit deadly poison against foes. In addition to her charming wiles, Alejia is known for her elaborate disguises and magical ability to alter her appearance. This warehouse is the hopper for booty captured by the crew. Our last gig was appropriating a ship by the name Lionfish. Alejia is currently on board a ship that she's seizing via a mutiny. That's about all the pirate is willing to give up.

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Hmm. . . lite blues . . .
down one.
Assuming it's CLW: 1d8 + 1 ⇒ (6) + 1 = 7
if that was, in fact a CLW, Hack will down another...
Pocketing the rest of the booty, Hack strides over to the captive pirate. OI! Tell me laddy, how many books do ye pirates come across, and keep? Ye got a place in here set aside for books or like treasure? And where is it? I be lookin' fer some'in t'was stolen by ye lot...
Updated "current mission goodies" spoiler in my profile. If folks want to grab anything from there, say so--don't forget that expendibles we find during the mission can only be used during that mission FOR FREE.

Dungeon Master S |

It is a potion of Cure Light Wounds:
"Books? There might be some in here...I guess."

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I cautiously open the crate, standing to the side of the crate as I crack it open...
I'd like one of the CLWs if no one minds. Fel should probably take one, too. Is anyone else injured?
I will begin rummaging for books as well. Perception: 1d20 + 11 ⇒ (5) + 11 = 16

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I'm sure that we'll use all 3 remaining, so I'll take 'em off my list now. 1 for Obryn, 1 for fel, then the last for whomever is the most injured after that...probably Fel

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CLW: 1d8 + 1 ⇒ (1) + 1 = 2 ...Argh.
I'll also take a tanglefoot bag and a thunderstone if nobody else wants them for now.

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heal me please....
Fel chugs the last potion. 1d8 + 1 ⇒ (4) + 1 = 5

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Sumac asks if anyone needs extra healing.
Azak the sorcerer answers that he does not.
"Books? There might be some in here...I guess."
"What do you mean, I guess?! You must have seen books or not? There is clearly a great deal of plunder in this warehouse, but books cannot be all that common of a treasure. You would know if you saw some or not. Now, we don't have all day to look around. So, if you're looking for some mercy from this crew, I suggest you start remembering where the books are kept, my friend."

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heal me please....
Fel chugs the last potion. 1d8+1
There's still one more. I'm 4 down, Obryn is 3 down (if his current total is correct *after* drinking the potion). Since I"m a front-liner, I suggest I drink it, but you can argue w/me, T. Rex, if you wish...
Hearing their discussion, Harnac starts searching for books. Oi--I'm lookin' fer a book penned under the name of "Diresome Kretches," if any of ye find such a tome, I'd kindly ask ye te hand 'er over!

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Yep, I'm still 3 down, but I don't need it. I might suggest we save it, but you hang on to it. We never know when a trap or some such problem might almost kill somebody in the party. And if you get really battered mid-combat, you can withdraw, drink, and resume fighting.
Sumac, what is your daily CLW cast allowance? Two?

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Sumac prattles on about how he never sure exactly what spells to pray for but lately he has been receiving 2 CLWs and then one other non-healing spell. He is currently out of healing spells but has a small tube full of rolled up CLWs scrolls ready to go in reserve. He begins to talk about the rest of his scroll collection until he either looses steam or somebody tells him to stop.

Dungeon Master S |

Azdak you're venturing from the realm of Diplomacy to Intimidate:
"Please, don't hur tme. I don't know what most of this stuff is, you can search it. I'm not going to stop you."
The crew checking out the groaning crate finds a semi-conscious woman with a nasty bruise on her head. She's dressed like someone more accustomed to desks than swords.

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In my experience, at this level, it's better to be topped off BEFORE combat, so...
Hack downs the last CLW potion once Fel is healed...
CLW pot: 1d8 + 1 ⇒ (7) + 1 = 8
Then he begins carefully searching the warehouse for the book in question.
Take 20 perception = 20