GMDQ's Skull and Shackles (Inactive)

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A small band of mariners find themselves press-ganged into service on the Wormwood, led by the fearsome Barnabas Harrigan. Will they turn their misfortune to glory on the high seas, or will folly lead them to an ignominious watery death?


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Male Half-Elf Cleric of Keltheald 6/Horizon Walker 1 | HP: 79/79 | AC/T/FF: 19/12/18 | F+9 R+4 W+8 (+2 v. enchant) | CMD 19 (23 v. overrun/trip) | Channel: 4/4 | Agile Feet 5/5 | ToC 5/5

(Assuming Lark shares this info, at least with officers:)

"Ship on fire, eh?" Emberar says, watching as Lark puts away his spyglass. "This gets more instructive all the time. Are we a speeding-to-the-rescue group? A speeding-to-the-looting group? Or just a sailing on by group?"


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren is still sleeping we'll say. 'Twas a long night, trying not to hit anything or be hit by anything.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

"Probably a speeding-to-rescue-the-loot group? If everyone is civil and not terribly attached to their stuff we'd probably give them a ride to civilization, too."


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

"Aye, Lee has it. And sometime we're even more soft-hearted than that." Lark responds to Emberar by seconding Lee's description. "We're certainly a sticking-our-nose-in-it group, but last time I did that Threnody got skewered."

"Speaking of that," Lark looks to Sandara (if she's nearby, otherwise the nearest swab or rigger), "Go wake up Threnody and tell her we're approaching a burning ship."

He turns to the helm, "Bring us around toward that smoke, but let's not get too close until we get a better look."

To Xosrov Lark calls out, "Good work, now keep at it! Don't let anyone sneak up on us as we approach."

Lark will try for a course that will bring them within a few hundred yards of the sighting and will maintain speed. If that means overshooting in the fog that's fine, he'd prefer that to stopping without knowing what they're facing.


Forces of Nature Battlemap

Sandara goes to fetch Threnody. She knows too many jumpy mariners who flail when sleeping, so she shouts at Thren from the doorway, and if that doesn't work, she blows smoke in her face from her pipe. Desperate measures include creative applications of the create water spell.

Whatever it takes, Threnody is up and joins them by the time they get a little less than a mile within the smoke. They can see not one but two ships, grappled together in obvious boarding action. One ship is on fire--with his spyglass, Lark can make out that this ship is called the Vorsfang and it flies pirate colors.

The other ship, in much better condition, is a cutter with military lines, that reminds you all of some of the Chelish naval ships most of you saw in Port Peril a couple months ago--Emberar may or may not have also seen that conflagration, but he is certainly aware Cheliax has been sending more ships to the region, in hopes of adding the Shackles eventually to its Empire. Lark can confirm it is indeed Chelish, its black and red flag of a row of daggers unmistakable, and he can see it is called the Famished Mane.

He can also see Chelish sailors getting ready to escort captives from Vorsfang over to the Famished Mane. They will likely be done capturing and looting soon, and leaving the Vorsfang to sink. At the moment, most personnel are on the Vorsfang, with only a skeleton crew on the Famished Mane. If you are to act, there is time to come up upon them, but only just--the decision must be made swiftly.

"We have the sun setting behind us, Captain," Yamtisy observes. "That gives us an advantage, whatever you decide..."


Male Half-Elf Cleric of Keltheald 6/Horizon Walker 1 | HP: 79/79 | AC/T/FF: 19/12/18 | F+9 R+4 W+8 (+2 v. enchant) | CMD 19 (23 v. overrun/trip) | Channel: 4/4 | Agile Feet 5/5 | ToC 5/5

“Cherish military’s not gonna be kind to them,” Emberar says grimly. “They’re far from home, too.”


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren emerges onto the deck wet, giving Sandara a rather wry look. "Purple frog," the bard mutters before cracking her tail almost like a whip behind her to fling off water. A quick use of prestidigitation removes the remaining water.

Once she's filled in on the situation, Thren frowns, her expression obviously unhappy. "Let's hit them with the sun behind us and while they're distracted. That's a Chelish ship, they don't do press-gangs. They only do one thing to pirates: kill them. If we do this right, we can blacken the devils' eyes, maybe pick up some new crew."


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

"I can sweep the deck of either (both?) ship(s) with Merciful Fireballs. Then we swing in, put out fires, and deal with everyone as we see fit."


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

"This might be a good day to not be merciful. The Chells won't be merciful towards us if they win the fight." Thren observes.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

"I agree with our first mate. Thren, ready your boarding party. Emberar, you're with her. I'm going to have Lee make me out of sight, so I'll see you over there after I've delivered a little surprise to some deserving Chelish sod." Lark explains his plan to board with the crew, but while invisible. "Thren, let's bloody those devils up, then we'll see about offering quarter."

He directs the helm toward the exposed side of the cutter, "Belina, bring us along side there."

"Lee, it's your call when you're casting, but if it's mostly Chelish you're hitting I'd say don't hold back. If there's some tough customer over there I'd rather we put them all the way down." Lark ask Lee for invisibility as they close in.


Forces of Nature Battlemap

The crew prepares to pursue, keeping the sun behind them.

When you're ready to proceed--roll appropriate dice (Stealth, Perception, etc.) and declare your prep spells and describe any details about your approach.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren casts heroism on Lark, Sunstruck, and herself. That's a +2 morale bonus on attack rolls, saves, and skill checks for 70 minutes. When we get closer, she'll add expeditious retreat on Lark, Lee, and Sunstruck for 7 minutes; that's a +30 to their base land speed as an enhancement bonus. Then she'll cast cat's grace on herself for 7 minutes; that's a +4 enhancement bonus to her Dexterity score. This bumps up her Initiative modifier to +5, her AC to 23, Reflex save to +11, and bumps a couple skills by +2.

Perception: 1d20 + 10 ⇒ (16) + 10 = 26


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark will stay at the stern near the ballista to keep an elevated view and for last minute orders. He plans to leap from there across to the Famished Mane, probably at the same time as Thren leads the boarders across.

Perception, Heroism: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Stealth, invisible: 1d20 + 11 + 20 ⇒ (13) + 11 + 20 = 44

Lark won't really try for stealth until he moves to board the cutter (+20 for moving while invisible), but I went ahead and included the roll since you mentioned it.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Lee readies and casts a series of spells as the ships approach.

First (immediately)
1. Mage Armor on himself. 7 hours

Then, a minute before the ships meet.
2. Shield on himself (which he shares with Muffin). 7 minutes
3. Invisibility on Lark. 7 minutes

Then, just before (4 rounds before if he times it just right)
4. Fireball (Merciful) on the Vorsfang. Hopefully this will put down the rank-and-file Chelish sailors and the pirates.
5. Fireball on the Famished Mane. Hopefully this will put down the Chelish officers (or at least soften them up for Thren).
6. Haste on Lee (which he shares with Muffin), Lark, Thren and Emberar plus three members of Thren's boarding party. 7 rounds. Pick 3 crew or roll random to see who is in range?
7. If there's movement on the Famished Mane, Lee will give it another Fireball. If there's no movement on the Famished Mane but movement on the Vorsfang, Lee will send another Fireball (Merciful) to the Vorsfang. If there's no movement in either location, Lee will hold his spell.

Note: Items 4 thru 7 above are me anticipating Lee's casting and I'm doing it in the blind. If there's some obvious issue with this plan (like the Chelish ship being crewed by nearly dead Glass Golems), I'll want to hold Lee's actions

Then ships contact. Fighty fight time.

The Fireball (Merciful) from item #4 above:
DC18 / Damage=7d6 ⇒ (3, 6, 3, 5, 4, 4, 6) = 31

The Fireball from item #5 above:
DC18 / Damage=7d6 ⇒ (6, 5, 6, 3, 6, 4, 1) = 31

The possible Fireball (Merciful or otherwise) from item #7 above:
DC18 / Damage=7d6 ⇒ (5, 4, 3, 1, 3, 5, 2) = 23


Male Silvanshee (Familiar) (Level 9) [ HP: 28/28 AC 22 T 16 FF 14 | CMD 12 | Fort +4, Ref +6, Will +7 | Init +4 Perc: +7]

If you want me to roll saves I'll be glad to, but I've no idea what to roll yet.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Perception - Target evaluation for Fireball #3: 1d20 + 9 ⇒ (15) + 9 = 24


Forces of Nature Battlemap

Lee, I'm going to make this clear in case my description was not adequate (as it probably wasn't). The Vorsfang is on fire already (enough that you guys could see the smoke from some ways off). If you knock everyone out on that ship, in addition to adding more fire (even if merciful, a fireball spell is going to help the existing fire spread) they have a very high chance of being burned alive or dying to smoke inhalation. While your merciful spell may be nonlethal, the actual fire already on the ship is the normal sort of fire that kills people. If you want to cast that spell still, fine, but I wanted to be sure you knew what the consequences may be. I do not know if you want to risk killing the pirates whom some of your party members mentioned recruiting.

Everyone, I did not place a limitation on this, but you will approach the ship quickly. Let's limit spells cast in advance to four, bearing in mind you'll also needing time to position yourselves, assist with approach, stealth, grappling, etc. Lee, I'll bear your actions 5-7 in case of need to bot, but save those thoughts for when the boarding action begins..

I'm going to wait to see if Emberar has planned buffs, etc. and then proceed with the approach/boarding.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Within that timeframe (wow, didn't think our ship was that fast!), if it's okay with you let's omit the casting for Thren of the expeditious retreat spells and keep it to heroism and cat's grace.


Forces of Nature Battlemap

You're less than a mile away, and the ship can move at a decent clip, relatively speaking. You are further away than 4 rounds (probably 5 or 6), but you would also be busy preparing the ship and the boarding parties, etc. For example, Lee as quartermaster would need to take some time to pass out weapons/make sure the boarders and repellers are equipped, A lot of rigging and sailwork would need to be adjusted. I feel like four is reasonable for preparation before a fight, while also bearing in mind the chaos of prepping for boarding.

However, Thren, you may cast to up to four spells, so I do not understand why you now want to limit it to two. I am going to presume you keep your buff list as is, including expeditious retreat, and indeed you can even cast one more.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

I'm limiting my spells to the four you posted: 3 castings of heroism were listed, one each for Lark, Emberar, and myself. Then one casting of cat's grace for Thren. If we went with the full list of castings, there'd be 3 more of expeditious retreat. Just following directions ma'am! :-)


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

That's good info. Lee should probably not cast at the Vorsfang, especially if he's not wanting all the people on that boat to be dead. Instead he'll just soften up the Famished Mane with two Fireballs and cast the Haste during the hectic few rounds as we approach.

The other buffs can be cast leisurely, full minutes (or hours in the case of Mage Armor) before the action starts. The only real precise "timing" that needs to be done as the boats approach are the Fireball spells and the Haste. So the 4 rounds before fighting would be:
4. Invisibility on Lark (if that's not done minutes before)
3. Fireball at Vorsfang
2. Fireball at Vorsfang
1. Haste on 4 party members + 3 boarding party crew
And then Shield himself during round #1 of combat (as that's the only buff he couldn't get in during the time before).

That gives Lee time to make sure the crew is equipped with weapons and get everyone situated for combat.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

The above is a copy-n-paste typo.
3 and 2 should be "Fireball at Famished Mane"
NOT casting at Vorsfang!
Yeesh, thanks for the alert on the discussion thread!


Male Half-Elf Cleric of Keltheald 6/Horizon Walker 1 | HP: 79/79 | AC/T/FF: 19/12/18 | F+9 R+4 W+8 (+2 v. enchant) | CMD 19 (23 v. overrun/trip) | Channel: 4/4 | Agile Feet 5/5 | ToC 5/5

Apologies for the delay!

As the ships close, Emberar draws his halberd. "Keltheald, Lord of the Sunset Spires, give me the strength to smite these soldiers of devilry," he murmurs. A feeling of strength surges through him. As the ships close the last few feet, he raises his halberd and lets out a cry:

"FOR THE OPEN SEA!"

Casting bull's strength on myself, then (ideally 1 round before combat starts) prayer. This gives all allies within 40' of me a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks. Enemies in that radius take a -1 penalty on all such rolls. These last 6 rounds. (No saving throw, but it is subject to SR, so a roll below in case that's necessary.)

CL check to overcome SR: 1d20 + 6 ⇒ (20) + 6 = 26


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Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren coughs loudly as Sunstruck makes his prayer. "Some of us resemble that remark." The bard says, arms crossed and eyebrow raised. Then she grins. "In the future, maybe ask to smite those soldiers of devilry?" She adds helpfully.


Forces of Nature Battlemap

Initiative:

Chelish Marine: 1d20 + 3 ⇒ (13) + 3 = 16
Captain Tisserond: 1d20 + 1 ⇒ (16) + 1 = 17
Lark: 1d20 + 7 ⇒ (4) + 7 = 11
Thren: 1d20 + 3 ⇒ (5) + 3 = 8
Lee: 1d20 + 8 ⇒ (8) + 8 = 16

The approach
The officers prepare protective spells and ready the crew for the approach. Who is in the boarding party?

With speed and both the benefit of patches of fog and the sun behind them, Besmara's Whim approaches the Famished Mane initially unseen. The few crew seen on the Chelish cutter are all focused upon the action on the Vorsfang. When the ship gets within 500 feet, Lee casts a merciful fireball at the section of the ship where he sees the most people, which is near the helm.

Reflex Save DC 17 Captain Tisserond: 1d20 + 6 ⇒ (8) + 6 = 14
Reflex Save DC 17 Chelish Marine 3: 1d20 + 4 ⇒ (12) + 4 = 16
Reflex Save DC 17 Chelish Marine 4: 1d20 + 4 ⇒ (4) + 4 = 8
Reflex Save DC 17 Chelish Marine 5: 1d20 + 4 ⇒ (2) + 4 = 6

Nonlethal Damage: 7d6 ⇒ (1, 6, 1, 4, 4, 5, 6) = 27

Exactly as he'd hoped, the blast knocks out three of the sailors completely.

Easily flammable objects on the ship burst into flame, most notably a barrel of tar on the lower deck. Most of the fire burns out quickly, but not the burning barrel of tar. This may spread soon.

The ship is still 500 feet away at this moment, so unless the party has long range spells or wish to fire the ballista several increments away, the others simply prepare the boarding process. The crew of the Famished Mane shout in surprise as the fireball hurls toward them, but now are very, very aware of the ship approaching. The captain at the helm, who had already been shouting commands, focuses upon the crew on her deck.

"Cap'n!" Belina calls. "Aim to pull alongside or ram, sir?"

Besmara's Whim pulls 120 feet closer. And then...

DON'T POST YET. TO BE CONTINUED...


Forces of Nature Battlemap

The Captain drinks a potion and vanishes into thin air. One of the remaining marines, who was overseeing getting ready to help his crew back onto the Famished Mane, runs below deck using the maindeck ladder.

The other marine at the fore portside ballista, aims the ballista toward Besmara's Whim, blindly hoping that from this ridiculous distance he might hit the source of the fireball.

Ballista Attack, 3 range increments away: 1d20 + 3 - 6 ⇒ (6) + 3 - 6 = 3

But it screams into the water, nowhere near Besmara's Whim.

Lee retaliates with another fireball at the only person he can now see standing on the deck.

Chelish Marine 1 Reflex Save Dc 17: 1d20 + 4 ⇒ (13) + 4 = 17

Nonlethal Damage: 7d6 ⇒ (1, 5, 5, 2, 6, 5, 6) = 30

Braced for impact, the remaining visible marine remains standing.

Belina continues to steer your ship steadily forward. Your crew awaits your commands, many of them already picking up ropes to grapple the enemy ship with.

You have 1 round (Round 3) before the boarding round, and then the following round (round 4) will be the boarding round.

The Grapple check will occur on Round 4. Either Lark or Belina can make this roll, and Aid Another checks are allowed (and encouraged) to help this happen. The DC is 30. (it is a Combat Maneuver check.)

Emberar and Lee, decide whether you want to cast haste and prayer on Round 3 or Round 4 -- round 3 is a "free to act" round, waiting till round 4 lengthens the duration for the fight, of course, but it will mean you can't aid in the grapple.

You will not be able to actually board and initiate melee until round 5, assuming you succeed on the grapple check. If you fail on the grapple you will need to try again.

GM Screen:
[ooc]Oops, somehow I left Emberar off initiative.
1d20 + 1 ⇒ (20) + 1 = 21


Forces of Nature Battlemap

Round 3Some of your last-minute buffs are noted even though you haven't actually cast them yet, just so I don't forget
Emberar hp 48/48 | AC/T/FF: 19/12/18 | CMD 19 (23 v overrun/trip) | F+9 R+4 W+8 (+2 v. enchant) | heroism, haste, bull's strength, prayer
Captain Tisserond NL 27, hp 30/30 | AC 15 T 12 FF 14 | F +1 R+6 W+6 | Inspired +2 (and inspiring), invisible
]Chelish Marine 1 NL 15, hp 26/26 | AC 17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2
Chelish Marine 2 hp 26/26 | AC 17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2, below decks
Chelish Marine 3 NL 27, hp 26/26 | AC 17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2, unconscious
Chelish Marine 4 NL 27, hp 26/26 | AC 17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2, unconscious
Chelish Marine 5 NL 27, hp 26/26 | AC 17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2, unconscious
Lee hp 46/46 | AC 17 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | mage armor (should AC be 21?), haste, prayer
Muffin HP 23/23 | AC 22 T 16 FF 14 | CMD 12 | Fort +4, Ref +6, Will +7 | (controlled by KeefX) haste, prayer
Lark HP 60/68 | AC 18 T 13 FF 15 | CMD 19 | Fort+4, Ref+8, Will+6 | heroism, invisibility, haste, prayer
Threnody hp 63/63 | AC 23(21) T 15(13) FF 18 | CMD 21(19 )| Fort +5, Ref +11 (+9), Will +6 | heroism, cat's grace, haste, prayer
Sandara Quinn hp 33/33 | AC 15 T11 FF 14 | CMD 15 | Fort +4 Ref +2 Will +8 | (controlled by Lathiira), haste, prayer
Besmara's Whim Boarding Party | prayer

By the way, while the ship battle map is not to be officially in use yet, you may wish to position yourselves where you think you would be. Riggers are placed atop the mast spots. People not on the board are below decks, either sleeping or manning the bilges. If someone seems to be missing let me know.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Lee casts Haste during Round 3.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

"Belina, bring us along 'side that cutter. Give us the best approach you can for getting our grapples set." Lark gives Belina her orders, then calls down to Threnody and the crew on the main deck, "Get a line in every hand, I want us clamped on those #@#!%s like a remora in one throw!"


Male Half-Elf Cleric of Keltheald 6/Horizon Walker 1 | HP: 79/79 | AC/T/FF: 19/12/18 | F+9 R+4 W+8 (+2 v. enchant) | CMD 19 (23 v. overrun/trip) | Channel: 4/4 | Agile Feet 5/5 | ToC 5/5

Emberar will cast prayer in round 3 to aid in the grapple!

Emberar sets to heaving grapples along with the nearby hands.

Grapple (Aid the main check): 1d20 + 8 + 6 ⇒ (4) + 8 + 6 = 18


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Grapple, Aid Another, Thren: 1d20 + 6 ⇒ (6) + 6 = 12
Grapple, Aid Another, Sandara: 1d20 + 4 ⇒ (1) + 4 = 5


Forces of Nature Battlemap

GM Screen:

CLW: 1d8 + 1 ⇒ (4) + 1 = 5

The lone Chelish marine on the topdeck frantically works to reload his ballista.

The fires on the deck spread.

Your crew scrambles to get grapples in their hands while Lee and Emberar cast spells. The long-time crew prepare to assist Lark. I am having everyone who moves before Lark to delay their action to go after Lark--but I will use my usual aid another house rule, which is that the highest roll is considered the base check.

The ship comes closer, and Belina focuses on heaving to and pulling the ship alongside. You see some Chelish marines on the Vorsfang abandon their activities--which mainly appears to be beheading pirates on the Vorsfang and move to cross back over to the Famished Mane.

Round 4
Captain Tisserond NL 27, hp 30/30 | AC 15 T 12 FF 14 | F +1 R+6 W+6 | Inspired +2 (and inspiring), invisible
Chelish Marine 1 NL 15, hp 26/26 | AC 17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2
Chelish Marine 2 hp 26/26 | AC 17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2, below decks?
Chelish Marine 3 NL 27, hp 26/26 | AC 17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2, unconscious
Chelish Marine 4 NL 27, hp 26/26 | AC 17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2, unconscious
Chelish Marine 5 NL 27, hp 26/26 | AC 17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2, unconscious
Lark HP 60/68 | AC 18 T 13 FF 15 | CMD 19 | Fort+4, Ref+8, Will+6 | heroism, invisibility, haste, prayer
Emberar hp 48/48 | AC/T/FF: 19/12/18 | CMD 19 (23 v overrun/trip) | F+9 R+4 W+8 (+2 v. enchant) | heroism, haste, bull's strength, prayer
Lee hp 46/46 | AC 17 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | mage armor (should AC be 21?), haste, prayer
Muffin HP 23/23 | AC 22 T 16 FF 14 | CMD 12 | Fort +4, Ref +6, Will +7 | (controlled by KeefX) haste, prayer
Threnody hp 63/63 | AC 23(21) T 15(13) FF 18 | CMD 21(19 )| Fort +5, Ref +11 (+9), Will +6 | heroism, cat's grace, haste, prayer
Sandara Quinn hp 33/33 | AC 15 T11 FF 14 | CMD 15 | Fort +4 Ref +2 Will +8 | (controlled by Lathiira), haste, prayer
Besmara's Whim Boarding Party | prayer

You hear the voice of a woman shouting across the deck of the ship even though you do not see her. That one lone crew member looks inspired.

The one standing marine finishes loading the ballista.

And now the ship pulls 30 feet alongside the Famished Mane and on Lark's command, everyone throws their grapples.

Shivikah: 1d20 + 3 ⇒ (9) + 3 = 12
Jack: 1d20 + 3 ⇒ (20) + 3 = 23
Samms: 1d20 + 3 ⇒ (11) + 3 = 14
Tilly: 1d20 + 3 ⇒ (20) + 3 = 23
Maheem: 1d20 + 3 ⇒ (5) + 3 = 8
Rosie: 1d20 + 4 ⇒ (20) + 4 = 24
Cog: 1d20 + 4 ⇒ (11) + 4 = 15

If you haven't rolled yet, now is the time to roll! If you roll a 1, you can reroll, as you are hasted.

Go Tilly Jack and Rosie! (Meanwhile, watch the characters I play in other PBPS roll 2s for the next three weeks.) I think you've all already succeeded, but go ahead and roll anyway.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Grapple, heroism, prayer, haste: 1d20 + 6 + 2 + 1 + 1 ⇒ (7) + 6 + 2 + 1 + 1 = 17

GMDQ, if your other characters do indeed suffer after rolling all those 20's then we thank you for your sacrifice ;)


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Lee casts Shield on himself.

This raises Lee's AC to 25.


[Female human cleric of Besmara 7 HP: 40/45 AC: 19 TAC: 11 FFAC: 18 l BAB: +6 CMB:+ 6 CMD: 17 | Fort +5 Ref +3 Wis +9 | Init +1 Perception +3] Cleric 7

grapple check: 1d20 + 4 ⇒ (3) + 4 = 7


Forces of Nature Battlemap

Round 4
Captain Tisserond NL 27, hp 30/30 | AC 15 T 12 FF 14 | F +1 R+6 W+6 | Inspired +2 (and inspiring), invisible
Chelish Marine 1 NL 15, hp 26/26 | AC 17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2
Chelish Marine 2 hp 26/26 | AC 17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2, below decks
Chelish Marine 3 NL 27, hp 26/26 | AC 17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2, unconscious
Chelish Marine 4 NL 27, hp 26/26 | AC 17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2, unconscious
Chelish Marine 5 NL 27, hp 26/26 | AC 17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2, unconscious
Chelish Marine 6 NL 15, hp 26/26 | AC 17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2
Chelish Marine 7 NL 15, hp 26/26 | AC 17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2
Lark HP 60/68 | AC 18 T 13 FF 15 | CMD 19 | Fort+4, Ref+8, Will+6 | heroism, invisibility, haste, prayer
Emberar hp 48/48 | AC/T/FF: 19/12/18 | CMD 19 (23 v overrun/trip) | F+9 R+4 W+8 (+2 v. enchant) | heroism, haste, bull's strength, prayer
Threnody hp 63/63 | AC 23(21) T 15(13) FF 18 | CMD 21(19 )| Fort +5, Ref +11 (+9), Will +6 | heroism, cat's grace, haste, prayer
Sandara Quinn hp 33/33 | AC 15 T11 FF 14 | CMD 15 | Fort +4 Ref +2 Will +8 | (controlled by Lathiira), haste, prayer
Besmara's Whim Boarding Party | prayer

With practiced precision, the majority of the crew's grapples strike the sides of the Famished Mane true, and the crew can begin pulling the ships close together. Enough ropes strike that two crew can release their ropes to do something else.

Meanwhile, the Captain of the ship reappears at the helm as suddenly as she disappeared. She appears to be trying to maneuver the ship to either ram Besmara's Whim or do something to yank the ships away, but the wheel spins out of control and the ship simply judders as Besmara's Whim has the Famished Mane in its clutches. She nonetheless shouts commands to her crew that appears to inspire their courage.

Elsewhere, a barrel seems to topple over of its own accord, water washing over the deck and putting out some of the fire that has begun to spread across the deck.

Two marines who were on the Vorsfang return to the ship, readying their weapons.

The marine at the ballista fires at Lee.

Ballista Attack, inspire courage: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10

The giant bolt misses and...

1d100 ⇒ 9

Flies overhead and embeds itself in the deck.

Damage: 3d8 ⇒ (2, 6, 1) = 9

Party is up! It will be a standard action for all grappling the ship--except two, Captain or party's choice--to pull the ship close. Lee did not participate in the grapple and is free to act, as are the crew mates not involved in grappling. One thing the crew is aware needs to happen is someone needs to throw the boarding planks across.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

"We got the planks!"

Thren nods toward Sandara as the grapples land true. The two women quickly drop their lines and start grabbing the boarding planks, throwing them across to give the crew access to the Chelish cutter's deck.

Got the planks covered. Time to board!


Forces of Nature Battlemap

Somehow I deleted Lee from the turn roster. SORRY! He should be on after Emberar.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark gives a final heave and quickly secures the grapple line in place. He crouches to gauge the relative motion of the two ships, then flings himself off the deck of the Whim directly toward the suddenly visible Chelish captain.

25' jump
Acrobatics, heroism, prayer, DC 25: 1d20 + 18 + 2 + 1 ⇒ (6) + 18 + 2 + 1 = 27
Stealth, invisible(moving): 1d20 + 11 + 20 ⇒ (14) + 11 + 20 = 45

Lark round 4, secure grapple, move (jump)
Reminder - it was a while ago at this point, but Lark did tell at least Thren and Lee about his plan to board separately while invisible.


Forces of Nature Battlemap

It occurs to me that the grapple maneuver would have undone any invisibility (it's definitely an attack), so let's say Lee casts that on Lark before he moves

Lee makes Lark invisible. Once the ship is pulled close, Emberar goes across the planks and moves toward their ballisteer.

The rest of the boarding party crosses. The rest of the crew stays behind to act as repellers, Heavy Huldren joining them for the moment, while Xosrov stays in the rigging to help protect them, and Belina guards the wheelhouse.

Round 6
Captain Tisserond NL 22, hp 30/30 | AC 15 T 12 FF 14 | F +1 R+6 W+6 | Inspired +2 (and inspiring), _
Chelish Marine 1 NL 15, hp 26/26 | AC 21/17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2, full defense
Chelish Marine 2 hp 26/26 | AC 21/17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2, below decks? full defnese
Chelish Marine 3 NL 18, hp 26/26 | 21/AC 17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2, full defense
Chelish Marine 4 NL 27, hp 26/26 | AC 17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2, unconscious
Chelish Marine 5 NL 27, hp 26/26 | AC 17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2, unconscious
Chelish Marine 6 hp 26/26 | AC 21/17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2, full defense
Chelish Marine 7 hp 26/26 | AC 21/17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2, full defense
Lee hp 46/46 | AC 17 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | mage armor (should AC be 21?), haste, prayer
Lark HP 60/68 | AC 18 T 13 FF 15 | CMD 19 | Fort+4, Ref+8, Will+6 | heroism, invisibility, haste, prayer
Muffin HP 23/23 | AC 22 T 16 FF 14 | CMD 12 | Fort +4, Ref +6, Will +7 | (controlled by KeefX) haste, prayer
Emberar hp 48/48 | AC/T/FF: 19/12/18 | CMD 19 (23 v overrun/trip) | F+9 R+4 W+8 (+2 v. enchant) | heroism, haste, bull's strength, prayer
Threnody hp 63/63 | AC 23(21) T 15(13) FF 18 | CMD 21(19 )| Fort +5, Ref +11 (+9), Will +6 | heroism, cat's grace, haste, prayer
Sandara Quinn hp 33/33 | AC 15 T11 FF 14 | CMD 15 | Fort +4 Ref +2 Will +8 | (controlled by Lathiira), haste, prayer
Besmara's Whim Boarding Party | prayer

Tisserond's commands change in tone. She points at the deck--she isn't aware someone is there, necessarily, but she knows someone will approach.

1 she targets north of her, 2 northeast, 3 east: 1d3 ⇒ 3

The area east of her fills with magical grease--creating an obstacle on the steps from below decks.

Is one of the unconscious marines drooling. A liquid dribbles from his mouth. No, he wakes up!

Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9

All of the other marines take a careful step forward and take a defensive stance. 5 foot step, full defense


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren heads towards the captain, a gleeful smile on her face as she draws her blade and begins to sing a refrain from a Chelish opera. Her hand does twitch toward the shofar on her belt, but she stops herself from bringing it into play.

Inspire courage now active. +2 competence bonus on weapon attack and damage rolls, +2 morale bonus on saves vs charm and fear effects.


[Female human cleric of Besmara 7 HP: 40/45 AC: 19 TAC: 11 FFAC: 18 l BAB: +6 CMB:+ 6 CMD: 17 | Fort +5 Ref +3 Wis +9 | Init +1 Perception +3] Cleric 7

Eyeing the emerging fray, Sandara cocks and loads her crossbow, waiting for the chance to snipe at an enemy.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark pauses to listen and smiles to himself when he hears Threnody's powerful voice rise up. He steps forward and stabs the unprepared chelish captain. Instantly the young pirate appears in full view. Still slightly blurred with speed he strikes out again.

Attack Tisserond, heroism, haste, prayer, inspire courage: 1d20 + 8 + 2 + 1 + 1 + 2 ⇒ (12) + 8 + 2 + 1 + 1 + 2 = 26
Bonus Attack Tisserond, heroism, haste, prayer, inspire courage: 1d20 + 8 + 2 + 1 + 1 + 2 ⇒ (12) + 8 + 2 + 1 + 1 + 2 = 26

Damage, sneak attack, prayer, inspire courage: 1d6 + 3 + 4d6 + 1 + 2 ⇒ (4) + 3 + (5, 4, 2, 5) + 1 + 2 = 26
Damage, prayer, inspire courage: 1d6 + 3 + 1 + 2 ⇒ (4) + 3 + 1 + 2 = 10

If it matters Tisserond is Hampered by Lark's sneak attack, all speeds reduced to one-half and they cannot take a 5' step

Lark round 6, 5' step, attack + haste bonus attack


Male Silvanshee (Familiar) (Level 9) [ HP: 28/28 AC 22 T 16 FF 14 | CMD 12 | Fort +4, Ref +6, Will +7 | Init +4 Perc: +7]

Muffin seeks cover and heads to the rigging.
He'll stay out of sight and overwatch for Lee and the rest of the party.
Stealth: 1d20 + 23 + 2 ⇒ (18) + 23 + 2 = 43


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Round 6

Lee casts Web at the front of the Famished Mane, encompassing the Chelish Marine and the ballistas by anchoring off the railing.

I'm posting from my phone. Could someone please place an appropriate sized template on the battle map to represent the Web spell?


Forces of Nature Battlemap

GM Screen:

Marine Ref save: 1d20 + 4 ⇒ (7) + 4 = 11
Will Save: 1d20 + 6 + 4 ⇒ (3) + 6 + 4 = 13

Seeing the fires spreading, Emberar (bot round 6 action) says, "I wish I'd prepared create water today!" He pushes a barrel over to put out the fire between him and the nearest Marine. He gets rid of the fire on that side of the deck. He steps forward, threatening the marine with his halberd.

The ballisteer is stuck in Lee's web.

Shivikah moves to engage while Samms grabs a barrel and drags it toward the other fire that is spreading. There is one rain barrel left on the deck beside the one in her hands.

Maheem and Yamtisy throw daggers at the one marine who was revived. Already still quite bludgeoned by Lee's fireball, he falls back into unconsciousness with the wounds.

Rosie climbs the rail to join Lark, which takes her awhile. The rest of the crew prepares defenses.

New Round Ding
Round 7
Captain Tisserond NL 22?, hp ??/30 | AC 15 T 12 FF 14 | F +1 R+6 W+6 | Inspired +2 (and inspiring), _
Chelish Marine 1 NL 15, hp 26/26 | AC 21/17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2, full defense
Chelish Marine 2 hp 26/26 | AC 21/17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2, below decks? full defnese
Chelish Marine 3 NL 18, hp 26/26 | 21/AC 17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2, full defense
Chelish Marine 4 NL 27, hp 26/26 | AC 17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2, unconscious
Chelish Marine 5 NL 27, hp 26/26 | AC 17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2, unconscious
Chelish Marine 6 hp 26/26 | AC 21/17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2, full defense
Chelish Marine 7 hp 26/26 | AC 21/17 T 14 FF 13 | F+4 R+4 W+0 | Inspired +2, full defense
Lee hp 46/46 | AC 17 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | mage armor (should AC be 21?), haste, prayer
Lark HP 60/68 | AC 18 T 13 FF 15 | CMD 19 | Fort+4, Ref+8, Will+6 | heroism, invisibility, haste, prayer
Muffin HP 23/23 | AC 22 T 16 FF 14 | CMD 12 | Fort +4, Ref +6, Will +7 | (controlled by KeefX) haste, prayer
Emberar hp 48/48 | AC/T/FF: 19/12/18 | CMD 19 (23 v overrun/trip) | F+9 R+4 W+8 (+2 v. enchant) | heroism, haste, bull's strength, prayer
Threnody hp 63/63 | AC 23(21) T 15(13) FF 18 | CMD 21(19 )| Fort +5, Ref +11 (+9), Will +6 | heroism, cat's grace, haste, prayer
Sandara Quinn hp 33/33 | AC 15 T11 FF 14 | CMD 15 | Fort +4 Ref +2 Will +8 | (controlled by Lathiira), haste, prayer
Besmara's Whim Boarding Party | prayer

Lark is certain he struck true on the Captain, but somehow the damage isn't quite enough to bring her down. She laughs at him. "It takes more to bring down Captain Tisserond and the Famished Mane! Do you find that confusing?"

Lark is indeed at least puzzled by her resilience... Lark Will Save: 1d20 + 6 ⇒ (11) + 6 = 17... but he is not confused.

The fires spread.

The ballisteer struggles to break loose from the web and spends his round doing that.

Marine 7 moves toward Emberar (5' step) and attacks:

Attack: 1d20 + 6 ⇒ (7) + 6 = 13

He misses.

The other Marine engages Shivikah.

The party is up!


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

attack: 1d20 + 8 + 1 + 1 + 2 ⇒ (1) + 8 + 1 + 1 + 2 = 13

Thren maintains her song as she moves up to her captain's side, but has no luck at all attempting to stab the Chelish captain with her blade. The blade in her hand glows crimson as it cleanly whistles past the captain's ear.


Move action: move up to Tisserond
Standard action: whiff badly
Free action: maintain Inspire courage, round 2
Swift action: Arcane strike


[Female human cleric of Besmara 7 HP: 40/45 AC: 19 TAC: 11 FFAC: 18 l BAB: +6 CMB:+ 6 CMD: 17 | Fort +5 Ref +3 Wis +9 | Init +1 Perception +3] Cleric 7

Seeing the fires begin to spread, Sandara attempts to extinguish the flames by casting create water on the spot of the nearest fire, dumping 10 gallons of pure drinkable water on the closest edge of the fire.


Forces of Nature Battlemap

GM Screen:

1d20 + 6 ⇒ (6) + 6 = 12


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Attack Tisserond (sword), heroism, haste, prayer, inspire courage: 1d20 + 6 + 2 + 1 + 1 + 2 ⇒ (10) + 6 + 2 + 1 + 1 + 2 = 22
Attack Tisserond (dagger), heroism, haste, prayer, inspire courage: 1d20 + 6 + 2 + 1 + 1 + 2 ⇒ (6) + 6 + 2 + 1 + 1 + 2 = 18
Bonus Attack Tisserond (sword), heroism, haste, prayer, inspire courage: 1d20 + 8 + 2 + 1 + 1 + 2 ⇒ (3) + 8 + 2 + 1 + 1 + 2 = 17

Damage (sword), prayer, inspire courage: 1d6 + 3 + 1 + 2 ⇒ (1) + 3 + 1 + 2 = 7
Damage (dagger), prayer, inspire courage: 1d4 + 1 + 1 + 2 ⇒ (3) + 1 + 1 + 2 = 7
Damage (sword), prayer, inspire courage: 1d6 + 3 + 1 + 2 ⇒ (5) + 3 + 1 + 2 = 11

"I think you're confused about your chances of surviving!" Lark shakes his head at Tisserond's pronouncement and presses his attack with a flurry of stabs and slashes.

Lark round 7, full attack

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