| Sir Gallen |
"Very well considered, especially on the rookery and the officers of the fortress. You've taken this step of your own volition, bolstered by truth and made a choice not all have the courage to take."
Now he was certain Timeon had made his final choice Gallen stood.
"I, Sir Gallen of The Nessian Knot, do hereby accept your allegiance to you from this day forward, until such time as death has claimed me. Your allegiance will be rewarded with training in how to become a true knight. Just service will earn just reward. To do what must be done."
| Lutor Messa |
Lutor remains silent. To an outsider.
Excellent. Well done, Gallen.
If he sees that matters are winding down, the mage will take himself to rest.
| Wesh Meloi |
Wesh takes in all that Timeon says, especially the part about the local priest. It had been too long.
I think Timeon will prove quite the asset in the days to come. He has proven to be an asset so far, that much is certain.
The fighter will also take his leave once the conversation winds down. They will have much to do the next day.
| Hel_Blackfist |
Although she has no paper or pen to take notes on -- or to give Timeon with which to sketch a map -- she pays close attention to all the boy says, and makes a mental note to purchase such in the town, and send it back to Timeon. Maybe, she considers, he can teach Grumblejack how to read and write. A mental shrug, and the intense focus of her attention returns from the momentary deviation of her thoughts.
A glance is served to Cole, but she turns her gaze back to Sir Gallen's accepting of the youth's allegience; she nods, slightly but formally, and says, "So witnessed," as if her doing so puts some sort of stamp of legitimacy to the entire thing ... which in certain circles, it does.
She seems about to continue to grill Timeon on what he knows, delving into what he's already revealed, when the others start to settle for the evening. A glance at the sky, and then she reconsiders, and nods. "Congratulations, Timeon. And," she adds, glancing at the others, "as we have an early day tomorrow -- or should I say, still this night -- it might be best to sleep for the nonce."
She nods courteously to the knight and his new-sworn squire, and moves past the two of them to the middle of the ship, where the winged reptile is 'bothering' Grumblejack. "Enough, Faila." Lifting her off Grumblejack, she adds to the ogre, "We cross before dawn; get some sleep."
With Faila she changes languages to Azlanti, and continues. "Odenkirk dixit miles relinquens nobis necesse est esse in parva horas in mane. Summo usque mane, et surgere in malum cum incipio in meuynge. Et si nondum lucem concitaverunt restet, deinde somno."
... trust me, putting it into Google Translate won't get that back. ;)
Tossing Faila into the air to take up a perch at the top of the mast, she returns to her place at the prow and settles in to catch a few hours' sleep.
| Sir Gallen |
Sir Gallen raised an eyebrow at the exotic language. With it's influence over Taldane you knew it blended into the blue of the background better than many others would. But he didn't have the ear for it. Soon they'd have to make their preparations to deal with Odenkirk... that much was likely.
| GM Phntm888 |
Love the flavoring of Latin, and of course Google Translate won't return the right thing. I keep trying to use the second person singular active form of manere, and GT keeps thinking I'm trying to say "ghost". It's quite annoying.
With Timeon's information and loyalty secured, you bed down for the night. After a few hours, Hel is awoken by Faila whispering into her ear, "Odenkirk and his men are moving about, getting ready to cast off. It's still dark, and dawn is a few hours away."
Sure enough, within a few moments, the Frosthamar casts off from the crudely made pier. Some bugbear sentries, somehow not shirking their duty, watch it go, but the rest of the camp is quiet, glutted on dire boar meat, booze, and violence.
As the vessel quietly sails across Lake Tarik, you begin to make your plans.
Okay, you guys can make your plans for the attack on Odenkirk. I also need Bluff checks from all of you to see if you can avoid tipping Odenkirk and his men off that you're planning something.
| Lutor Messa |
Will these bluff checks be affected by the fact that we can communicate in complete silence and while facing away from anyone?
| Lutor Messa |
Fair enough. I felt the need to check first. :) Actually, would sleight of hand be acceptable?
| Lutor Messa |
Understood, just checking.
As Lutor looks out to sea, he thinks. And silently speaks.
I believe that we should begin with magical enhancement. I can enlarge Wesh. He and Grumblejack should be well able to tear down Odenkirk. After that, I forsee little more than mopping up. No need for overcomplicating the plan, adding more moving parts that can go awry.
Bluff: 1d20 - 1 ⇒ (6) - 1 = 5
| Cole Hale, Servant of Asmodeus |
"I will keep the captain engaged with promise of work. Yes focus on him first. I will be ready when the others charge in."
Cole approaches the captain as they presumably get closer to their destination.
"You have served the Cardinal and us well captain. A man of your talents will be needed in the future. I hope you will consider working with us again. It should prove to be quite lucrative. I hope you will stay around for when we need you."
COle of course studies the man as he has many times before.
Bluff: 1d20 + 13 + 1 ⇒ (15) + 13 + 1 = 29
| Wesh Meloi |
Wesh nods at Lutor's straightforward plan. Yes, Odenkirk is the priority. Should he fall, the rest should be trivial.
The fighter unsheathes his greatsword, pretending to polish it while secretly eyeing Odenkirk, waiting for the right moment to attack.
Bluff: 1d20 - 1 ⇒ (14) - 1 = 13
| Sir Gallen |
The boat will to be disposed of as well. Ideally after the crew, there may be useful equipment that we can salvage but that's a secondary objective at best. We'll need to be prepared for those who might try to flee.
Bluff: 1d20 + 9 ⇒ (10) + 9 = 19
| Hel_Blackfist |
Essentially already packed, Hel simply makes certain to sit out of the way and keep quiet, her bow already strung. On this last leg, she hopes the idea that someone might see them from the shore sufficient reason for her to have it strung and a full quiver close at hand; otherwise, she knows she can't pretend worth a handful of beans, and so she minimizes the need -- and her movements. At Sir Gallen's concern, she notes, I will be ready for any who try to run.
Bluff: 1d20 - 2 ⇒ (19) - 2 = 17
| GM Phntm888 |
Odenkirk Sense Motive: 1d20 + 1 - 4 ⇒ (10) + 1 - 4 = 7 Lutor
Sailor 1 Sense Motive: 1d20 - 1 - 4 ⇒ (1) - 1 - 4 = -4 Fail
Sailor 2 Sense Motive: 1d20 - 1 - 4 ⇒ (1) - 1 - 4 = -4 Fail
Sailor 3 Sense Motive: 1d20 - 1 - 4 ⇒ (19) - 1 - 4 = 14 Lutor, Wesh
Sailor 4 Sense Motive: 1d20 - 1 - 4 ⇒ (3) - 1 - 4 = -2 Fail
Sailor 5 Sense Motive: 1d20 - 1 - 4 ⇒ (17) - 1 - 4 = 12 Lutor
Sailor 6 Sense Motive: 1d20 - 1 - 4 ⇒ (14) - 1 - 4 = 9 Lutor
Odenkirk and three of the sailors are looking at Lutor funny during the voyage across the lake, Odenkirk with a suspicious look on his face. You also notice one of the sailors avoiding Wesh as best he can, as well, casting furtive glances at him.
Still, the boat finishes crossing Lake Tarik, and the gangplank is lowered to shore. Odenkirk grunts at Cole and says, "Perhaps, if we meet again and I'm not otherwise employed."
Cole, Hel, and Gallen can take a surprise round action, and then I'll roll Initiative. Lutor, Wesh, since you were both noticed in plotting, you won't have surprise round actions, but you will have a bonus to initiative of +1 per enemy you fooled.
| Cole Hale, Servant of Asmodeus |
I believe the overall plan was to focus the captain and then deal with the crew.
Surprise Round
Cold nods and approaches with his companions hand extended to say goodbye.
"When we meet again then."
As he does he lowers his spear and shoves it into the captains gut.
"It will be in hell when we do."
Spear Attack: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
Damage: 1d8 + 6 ⇒ (4) + 6 = 10
Init: 1d20 + 6 ⇒ (4) + 6 = 10 [ooc]Boo crappy init
Round 1
Hoping others have closed in to focus the captain and demoralize the crew Cole lunges at him with another spear thrust.
Spear Attack: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
Damage: 1d8 + 6 ⇒ (2) + 6 = 8
| Hel_Blackfist |
Rising smoothly to her feet, Hel turns towards the gangplank as if to start towards it to cross to shore, but then her bow comes up and she begins firing with cool, ruthless rapidity.
Surprise Shot: 1d20 + 9 ⇒ (14) + 9 = 23
1d8 + 1 ⇒ (2) + 1 = 3
| Sir Gallen |
Gallen's hand erupts into fiendish flame, fel energies unleashed to ravage Odenkirks form with a simple touch. He stood opposite Cole to keep the Captain off balance.
Touch of Corruption Vs FF Touch AC: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 2d6 ⇒ (1, 2) = 3
| GM Phntm888 |
Surprise Round
Cole nods and approaches with his companions hand extended to say goodbye. "When we meet again then." As he does he lowers his spear and shoves it into the captains gut. "It will be in hell when we do."
Rising smoothly to her feet, Hel turns towards the gangplank as if to start towards it to cross to shore, but then her bow comes up and she begins firing with cool, ruthless rapidity. Her arrow strikes one of the sailors in the arm. All of them are on the boat, Hel, so no one is onshore.
Gallen's hand erupts into fiendish flame, fel energies unleashed to ravage Odenkirks form with a simple touch. He stood opposite Cole to keep the Captain off balance. The fel energies wash over the captain.
Gallen: 1d20 + 6 ⇒ (9) + 6 = 15
Cole: 1d20 + 6 ⇒ (14) + 6 = 20
Hel: 1d20 + 6 ⇒ (18) + 6 = 24
Wesh: 1d20 + 6 + 6 ⇒ (19) + 6 + 6 = 31
Lutor: 1d20 + 14 + 5 ⇒ (3) + 14 + 5 = 22
Grumblejack: 1d20 - 1 ⇒ (4) - 1 = 3
Timeon: 1d20 + 2 ⇒ (20) + 2 = 22
Odenkirk: 1d20 ⇒ 3
Sailors: 1d20 ⇒ 14
Initiative Order
Wesh
Hel
Lutor
Timeon
Cole
Gallen
Sailors
Odenkirk
Grumblejack
The party, except for Grumblejack, is up. Cole, I'll save your previous Round 1 action for now, unless you post a different one.
Odenkirk - 67/80
Yellow Sailor - 13/16
| Cole Hale, Servant of Asmodeus |
Nope action posted is fine. If possible I will step back after attack so if the captain wants to come after me he will have to tumble in or take an AoO :)
AoO if possible and he comes in: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Damage: 1d8 + 6 + 1 ⇒ (3) + 6 + 1 = 10
I forgot to add studied target damage on to surprise and round 1, so 2 more damage to the captain please :)
| Lutor Messa |
With Nopsca seeking a place to hide below deck, Lutor begins to weave magic, with Gallen in his sights past Grumblejack's limbs.
Gallen will expand shortly. Be prepared.
Begins casting enlarge person on Gallen.
| Sir Gallen |
Gallen continues to funnel destructive energy into Captain Odenkirk. He draws his shield to defend himself once he becomes a bigger target.
Touch of Corruption Vs FF Touch AC: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Damage: 2d6 ⇒ (4, 2) = 6
| Hel_Blackfist |
"Grumblejack," Hel orders loudly as she nocks and fires another arrow, "assist Wesh in killing Odenkirk. Timeon, assist your master!!" Standing in the prow with the entirety of the ship before her, her gaze sweeps across the battlefield as she sends her arrows out to strike those who seem closest to fleeing -- whether that's to shore or overboard into the lake. On her shoulder, Faila chants once more, channeling a hint of infernal guidance into her mistress.
Shot #1: 1d20 + 9 ⇒ (19) + 9 = 28
Shot #2: 1d20 + 9 ⇒ (18) + 9 = 27
Shot #3: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
Damage #1: 1d8 + 1 ⇒ (2) + 1 = 3
Damage #2: 1d8 + 1 ⇒ (4) + 1 = 5
| GM Phntm888 |
Round 1
Botting Wesh, since he's on vacation through Saturday.
Wesh hefts his greatsword and swings it at Odenkirk, seeking to chop the captain in twain.
Greatsword Attack: 1d20 + 9 - 1 ⇒ (11) + 9 - 1 = 19
Damage: 2d6 + 6 + 3 ⇒ (5, 3) + 6 + 3 = 17 (Power Attacking)
He gashes the northman.
"Grumblejack," Hel orders loudly as she nocks and fires another arrow, "assist Wesh in killing Odenkirk. Timeon, assist your master!!" Standing in the prow with the entirety of the ship before her, her gaze sweeps across the battlefield as she sends her arrows out to strike those who seem closest to fleeing -- whether that's to shore or overboard into the lake. On her shoulder, Faila chants once more, channeling a hint of infernal guidance into her mistress. Two of her arrows strike the sailor next to her, though he remains up.
With Nopsca seeking a place to hide below deck, Lutor begins to weave magic, with Gallen in his sights past Grumblejack's limbs. Gallen will expand shortly. Be prepared.
Timeon readies his sword and shield for the conflict as it roars to life around him.
Hoping others have closed in to focus the captain and demoralize the crew Cole lunges at him with another spear thrust. His spear pierces the captain's thigh. Cole then steps back to force the Captain to come to him.
Gallen continues to funnel destructive energy into Captain Odenkirk. He draws his shield to defend himself once he becomes a bigger target. The dark energy pulses from his hand to Odenkirk, causing the big man to cry out in pain.
Odenkirk roars out, "You want my ship, do ye? I killed my own brother to take her, and I'll kill you to keep her!" He then lets out a cry and strikes at Wesh with his axe, a mighty swing.
Odenkirk vs Wesh: 1d20 + 11 - 1 ⇒ (4) + 11 - 1 = 14
Yellow vs Hel: 1d20 + 4 ⇒ (1) + 4 = 5
Green vs Wesh: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Blue vs Cole: 1d20 + 4 ⇒ (15) + 4 = 19
Purple vs Cole: 1d20 + 4 ⇒ (8) + 4 = 12
Confirm vs Wesh: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Fortunately, the fighter is able to dodge Odenkirk's swing. Unfortunately, his dodge takes him right into the short sword of an attacking sailor. For not understanding the common tongue, they certainly understand being under attack. Wesh, take 6 damage.
The one Hel has been shooting swipes at her with his short sword, though his wounds make him clumsy. Two converge on Cole, and only his armor saves him from a sword thrust in the ribs. The other two turn the attentions towards the spellcasting wizard. Demlin steps in to prevent them from striking Lutor, and both of their short swords pierce her chest. She falls to the ground, her vampire-weakened body unable to handle the shock to her system.
Grumblejack hefts his greatsword to follow Hel's orders, but finds that he can't reach Odenkirk because of the position of the mast and everyone in his way. So he attacks one of the sailors near Lutor instead.
Attack: 1d20 + 8 - 1 ⇒ (14) + 8 - 1 = 21
Damage: 3d6 + 7 + 3 ⇒ (2, 1, 3) + 7 + 3 = 16
That sailor is cut in half by Grumblejack's attack.
Initiative Order
Wesh
Hel
Lutor
Timeon
Cole
Gallen
Sailors
Odenkirk
Grumblejack
The party, except for Grumblejack, is up! Don't forget the map is up top, and is up to date.
Wesh - 33/39
Odenkirk - 36/80
Yellow Sailor - 5/16
| Cole Hale, Servant of Asmodeus |
I guess both of the crew were able to 5' step in? I have combat reflexes here are 2 AoO if they didn't/couldn't 5' step in. If they did 5' step in disregard of course.
AoO Blue: 1d20 + 6 ⇒ (8) + 6 = 14
AoO Purple: 1d20 + 6 ⇒ (17) + 6 = 23
Damage AoO Blue: 1d8 + 6 ⇒ (7) + 6 = 13
Damage AoO Purlple: 1d8 + 6 ⇒ (1) + 6 = 7
Round 2
Cole will take a moment to study one of the sailors (blue) and take up a defensive stance.
Going Full Defense. Current AC 24
| Lutor Messa |
Seeing Devlin fall, Lutor steps back and swiftly casts.
Keep Grumblejack focused against the bulk of the crew. I am greasing the deck next to him to slow down the sailor who just downed Devlin.
Lutor finishes the incantations and gestures, pointing towards the soldier.
5ft step northwest, cast grease
Not sure how best to draw this, but aiming to grease the square where the sailor is standing, any squares between the two. Happy to grease the side of the ship if necessary.
| Wesh Meloi |
Thank you for bearing with me while I was away!
Wesh does his best to avoid reacting to the sailor's blow and continues his assault on Odenkirk saying, "You'll die just like your brother before you. There won't be anything left of your ship, either."
Greatsword Attack: 1d20 + 9 - 1 ⇒ (13) + 9 - 1 = 21
Damage: 2d6 + 6 + 3 ⇒ (5, 4) + 6 + 3 = 18 (Power Attacking)
| Sir Gallen |
Gallen keeps funneling the fel energy into Odenkirk body knowing the man can't hold up against it and Wesh's blade for much longer.
Touch of Corruption Vs Touch AC: 1d20 + 5 ⇒ (20) + 5 = 25
Confirmation Vs Touch AC: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 4d6 ⇒ (2, 2, 2, 3) = 9
Timeon focuses on dealing with the nearest sailor.
Scimitar Green Sailor: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
| Hel_Blackfist |
| 1 person marked this as a favorite. |
Shot #1: 1d20 + 9 ⇒ (18) + 9 = 27
Shot #2: 1d20 + 9 ⇒ (20) + 9 = 29
Shot #3: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
Damage #1: 1d8 + 1 ⇒ (6) + 1 = 7
Damage #2: 1d8 + 1 ⇒ (6) + 1 = 7
Damage #3: 1d8 + 1 ⇒ (8) + 1 = 9
Critical Threat, Shot #2: 1d20 + 9 ⇒ (9) + 9 = 18
Damage #2, Total: 1d8 + 1 + 7 ⇒ (5) + 1 + 7 = 13
I should point out that yellow gets AoOs for my previous shots, as well as this one (before it kills him).
"You killed your own brother for this scow??" says Hel with a good deal of contempt in her tone as she evades the closest sailor's thrust. "Poor trade, no matter how bad your brother was." She puts another arrow into the chest of the sailor in front of her, then starts in on the next closest, one of the two trying to corner Lutor, and who have dealt harshly with Demlin. Hel's expression is not quite as flat as it usually is; there's an anger there, a rage at someone she knows getting severely hurt.
| GM Phntm888 |
Actually, since he hadn't acted, that sailor does not, in fact, get AoOs for your first few attacks - just this last one. Red was also killed by Grumblejack - I forgot to mark him dead.
Round 2
Wesh does his best to avoid reacting to the sailor's blow and continues his assault on Odenkirk saying, "You'll die just like your brother before you. There won't be anything left of your ship, either." His greatsword rakes across Odenkirk's leg, leaving a long, bleeding gash.
"You killed your own brother for this scow??" says Hel with a good deal of contempt in her tone as she evades the closest sailor's thrust. "Poor trade, no matter how bad your brother was." The sailor thrusts at her as she draws her bow, but she narrowly evades his blade. She then puts another arrow into the chest of the sailor in front of her, then starts in on the next closest, the one who is trying to corner Lutor, and who had dealt harshly with Demlin. Hel's expression is not quite as flat as it usually is; there's an anger there, a rage at someone she knows getting severely hurt. The first sailor falls to her arrow, and the second falls to her final two.
Lutor's spell finished, enlarging Gallen, which forces Wesh and Timeon to shift their positions. Seeing Demlin fall, and then Hel avenge Demlin's death, Lutor steps back and swiftly casts. Keep Grumblejack focused against the bulk of the crew. I am greasing the deck next to him to slow down the sailor who just downed Demlin. Lutor finishes the incantations and gestures, pointing towards the sailor facing Timeon. The sailor barely manages to keep his feet. I drew a green box for you for the area, and redirected your target since Hel killed yours.
Timeon strikes at the sailor he's facing, wounding him.
Cole will take a moment to study one of the sailors (blue) and take up a defensive stance.
Gallen keeps funneling the fel energy into Odenkirk body knowing the man can't hold up against it and Wesh's blade for much longer. More of his dark power washes over Odenkirk, causing the captain to roar in pain.
Reflex: 1d20 ⇒ 15
AoO vs Hel: 1d20 + 4 ⇒ (13) + 4 = 17
Blue vs Cole: 1d20 + 4 ⇒ (4) + 4 = 8
Purple vs Cole: 1d20 + 4 ⇒ (4) + 4 = 8
Green vs Timeon: 1d20 + 4 ⇒ (11) + 4 = 15
Odenkirk vs Wesh: 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 1d12 + 10 ⇒ (1) + 10 = 11
Two sailors continue their attack on Cole, unable to penetrate their defenses. Another strikes at Timeon, who fends off the thrust.
Odenkirk, somehow still standing, roars in anger and pain and sweeps his greataxe at Wesh, he catches Wesh a grazing blow - across the chest. It still hurts a great deal. Wesh, take 11 damage.
Initiative Order
Wesh
Hel
Lutor
Timeon
Cole
Gallen
Sailors
Odenkirk
Grumblejack
The party is up! Grumblejack's action finishes out Round 2, and then we move onto Round 3.
Wesh - 22/39
Odenkirk - 9/80
Green Sailor - 10/16
| Lutor Messa |
@GM: That grease location is perfectly fine by me.
Lutor's face breaks into a thin smile as his redirected grease spell already begins to make his new target's life difficult.
Now to make that life shorter, the elf thinks as he draws his crossbow, steps forward, and shoots at the man.
5ft step, draw, shoot
Light Crossbow vs sailor on greased square: 1d2 + 5 - 4 ⇒ (1) + 5 - 4 = 2
Damage: 1d8 ⇒ 2
| Hel_Blackfist |
Hel will turn on the two who've got Cole boxed in -- blue first, and if he goes down, purple next. Faila is still on the shoulder, using guidance, which as per standard goes to the last attack. 1 more ki for an extra shot.
Shot #: 1d20 + 9 ⇒ (7) + 9 = 16
Shot #: 1d20 + 9 ⇒ (20) + 9 = 29
Shot #: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Hit #1: 1d8 + 1 ⇒ (7) + 1 = 8
Hit #2: 1d8 + 1 ⇒ (4) + 1 = 5
Hit #3: 1d8 + 1 ⇒ (6) + 1 = 7
I am not sure if that 16 hit, but rolled damage just in case. And yeesh, a crit threat in two consecutive rounds!! I'm stealin' all the luck!!
Critical Threat, Shot #2: 1d20 + 9 ⇒ (18) + 9 = 27
Critical Hit: 1d8 + 1 + 5 ⇒ (5) + 1 + 5 = 11
The dark-haired woman's anger is not spent; extracting another trio of arrows and looking about while Faila (continuing to chant) clings to the back of her right shoulder, she spots Cole similarly outnumbered -- but at least he's working mainly to keep the sailors' spears from his flesh. Without another word, she draws and lets fly, shifting to the second sailor threatening him if the first one falls before she runs out of arrows in hand.
| Wesh Meloi |
Based on your post, I assume Grumblejack is up? I think? If not, please feel free to use the first attack roll and first two damage rolls in place of Wesh's.
Grumblejack swings at the green sailor with his massive blade.
Grumblejack Attack: 1d20 + 8 - 1 ⇒ (11) + 8 - 1 = 18
Damage: 3d6 + 4 + 3 ⇒ (2, 2, 5) + 4 + 3 = 16
-----
Something inside Wesh snaps at Odenkirk's blow and the fighter lets rage take him. He screams at the top of his lungs as his muscles bulge and he swings at the captain again.
Greatsword Attack: 1d20 + 9 - 1 + 2 ⇒ (14) + 9 - 1 + 2 = 24
Damage: 2d6 + 9 + 3 ⇒ (5, 6) + 9 + 3 = 23 (Power Attacking, Raging)
| GM Phntm888 |
Round 2
Grumblejack swings at the green sailor with his massive blade, cutting the man in half.
Round 3
Something inside Wesh snaps at Odenkirk's blow and the fighter lets rage take him. He screams at the top of his lungs as his muscles bulge and he swings at the captain again. This time, his powerful, angered blow takes the Captain's head, dropping him to the deck.
The dark-haired woman's anger is not spent; extracting another trio of arrows and looking about while Faila (continuing to chant) clings to the back of her right shoulder, she spots Cole similarly outnumbered -- but at least he's working mainly to keep the sailors' spears from his flesh. Without another word, she draws and lets fly, shifting to the second sailor threatening him if the first one falls before she runs out of arrows in hand.
Hel, you're also rolling one die too few for the crit - bows are x3.
Hel extra crit damage: 1d8 + 1 ⇒ (7) + 1 = 8
Her first arrow catches the sailor in the arm, and the second finishes him outright, piercing through the back of his chest. Her third arrow travels to strike the only remaining sailor.
Lutor fires his crossbow at the purple sailor.
Let's fix that attack roll, shall we?
1d20 + 5 - 4 ⇒ (5) + 5 - 4 = 6
Hmmm...still a miss. Sorry, Lutor. I tried.
The remaining sailor, an arrow sticking out of his arm, throws down his weapons and falls to his knees, yelling something as he cowers.
You think he's trying to surrender and begging for mercy.
We are officially dropping out of combat. Do what you will with the last sailor.
| Cole Hale, Servant of Asmodeus |
Round 3
Cole not much in a fight on his own remains defensive.
"Kill them and get these guys off me please."
Status: AC 24
So squishy until level 5 when I die and get CHA to HP. Playing it safe. :)
| Sir Gallen |
Gallen picks up the mans weapon Anyone want to ask any questions before we finish him?
Sense Motive: 1d20 + 6 ⇒ (13) + 6 = 19
| Lutor Messa |
Good catch Hel!
Lutor aporoaches the man:
"Where were you bound after here?"
| Wesh Meloi |
Wesh's rage leaves him almost as quickly as it arrived. He takes a few moments to catch his breath before assessing the current situation.
Not bothering to wipe off Odenkirk's blood from his blade, Wesh walks over to Grumblejack and gives a nod of approval for a job well done. No need to be excessive with praise.
Wesh replies to Sir Gallen, I'll run him through once we're ready. The sooner we get done with this, the sooner we can see to sorting through the crew's things and burn the ship.
| Hel_Blackfist |
So I guess a question -- since much of most games' training for their steps in progression (e.g. 'picking up a level in a new class, like Wizard', or whatever normally comes along with a skill, like -- in the specific case of Linguistics -- a new language) are assumed to have somewhat taken place in the background, is it going to just be the languages that would be most useful to us (i.e. the Talirean languages of Norspik, Iraen, and Yutak) that we won't be allowed to learn, or will we not be able to pick up any language without first having a tutor in it? As multiple/different languages doesn't really seem to be a thing except in those cases, it'd just be nice to know before we put any more points in Linguistics.
Hel has the bow drawn to its full span, the feathers of the arrow she's made tickling the curve of her ear as the sailor drops his weapon and himself to the decking. There she holds it until the others 'speak', then she slowly eases the tension in the string, lowering the arrow's point to the deck before replacing the arrow in her quiver. "Do not kill him immediately," she suggests/orders, turning away from Galen, Wesh, and Lutor, adding, "Reverend Hale, with me now, quickly."
It is to Demlin she goes, kneeling down next to the fallen scout and hurriedly trying to determine whether her life can be saved. Quickly running her hands over the thief's form to find the healing wand, Hel retrieves it and begins to clear her mind as she prepares to activate it in the case that a healing will ... well, stave off death, at least.
Heal, DC ??: 1d20 + 6 ⇒ (17) + 6 = 23
And just in case ...
Use Magic Device, DC 20 (Activate Wand): 1d20 + 9 ⇒ (16) + 9 = 25
| GM Phntm888 |
An examination of Demlin's body reveals her to be beyond healing - the Ninth Knot has suffered its first loss. The blades punctured a lung and sliced an artery when they entered, and the only mercy is that death was quick in coming.
The remaining sailor continues cowering before you, unsure what you demand of him.
| Lutor Messa |
Lutor chanced that the sailor might understand common to get him talking. Others might be able to understand him.
Lutor sees if any of the others understand the sailor's tongue while he approaches Devlin's corpse.
At least she will have a pyre.
| Hel_Blackfist |
Settling back on her heels, Hel looks down at Demlin with a mixture of emotions in her expression: sorrow, regret, gratitude, anger. "Kill him now," she tells the others, her voice clinical. "Begin unloading. Strip the dead of anything even useful, get it ashore -- food, equipment, anything. Grumblejack, we need from shore a dozen stones the size of your head."
She swallows, touching Demlin's face one last time, and then her expression ... congeals, flattening as she puts emotion aside and gives necessity and practicality rein, stripping Demlin as well.
After they're all set up, the ship very likely has at least a certain amount of basic flammables -- pitch and such for the mast and the hull. Spread that around very liberally (take a small cask or two with us if there's an oversufficiency), and we'll fire the boat by fire arrow and/or dropped or thrown torch, the latter whether it's done at/from shore or by Faila dropping it.
However, we have to loot first -- all our collective skins, armor, weapons, all of Demlin's stuff other than the coffin, everything we can find on the ship. If needed:
Perception: 1d20 + 11 ⇒ (13) + 11 = 24
Faila's Perception, Aid Another: 1d20 + 6 ⇒ (7) + 6 = 13
| Wesh Meloi |
Wesh waits to make sure the rest of the group is fine with killing the final sailor. Once he's ascertained that's the case, he shrugs and casually runs the man through.
After that's done, Wesh sets about stripping the sailors, Odenkirk, and the ship of anything valuable that the group wants to take along with them.
Assuming we're not rushed for time, we should probably take 20 to search the ship to make sure we get everything.