Leinathan/mdt's Kingmaker (Inactive)

Game Master leinathan

Kingmaker with a political twist
LOOT LIST
Map of the Greenbelt/Domierov.
Explored Area
Loot Spreadsheet
How the Patrons View the Player Characters
Mage's Guild
Kingdom Spreadsheet
Map of Brevoy
Kingdom-Building ruleset
Downtime ruleset

Wilhelm's Kingdom Map


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Fharn brings the poleaxe across the 'netters' chest. Coughing blood he falls to the ground, unconscious and bleeding. The three sailors leap out of the bushes drawing their shortswords. One actually attacks one of the pirates near Sanita, the others merely full move.
attack: 1d20 + 2 ⇒ (10) + 2 = 12
The pirate sees it coming and avoids the blow.

The parrot flies furiously after Munin. It starts mimicking him as he does saying "Clownbird, Clownbird"


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Perception to notice Fharn's Voice from Rickert's Body: 1d20 + 11 ⇒ (2) + 11 = 13 Meh, not sure, so will keep it noncommital

Sanita five foot adjusts, her fierce grin showing off snake like fangs as a forked tongue flicks from her lips. She grins at the pirate she's suddenly flanking thank to the crewman showing up. "Netboy counts as half mine!" She calls out, keeping mental track of her body count.

Speaking of which, Netboy continues to burn as the alchemical fire ensures that he dies.

Fire Damage on Netboy: 1d6 ⇒ 4

Flanking Sneak on Pirate: 1d20 + 10 ⇒ (6) + 10 = 16

Sanita then whips her rapier up and into the pirate she now flanks. Assuming 16 hits

Sneak Attack: 1d6 + 3d6 ⇒ (2) + (6, 3, 6) = 17

Assuming that kills him

"That counts as me too!" She caroles joyfully, giving the two remaining pirates a snake like grin. Then she gives another warbling whistle, just in case it will help Munin.

Bluff: 1d20 + 4 ⇒ (8) + 4 = 12


Reflex Save for Sanita: 1d20 + 8 ⇒ (15) + 8 = 23
Sanita easily avoids the detonating dragon, evading it with ease. Remish, the tatooed pirate, mutters. "Damn Rogue." Sanita steps up and the distracted pirate between her and one of the sailors is easily dispatched. Sanita really doesn't see Fharn anywhere, but she does notice that 'Captain Rikert' is fighting with Fharn's polearm. Mr. Squib (the sailor with a different picture) seems taken aback by Sanita's appearance, but nevertheless says. "My Lady, Captain's orders. We're to get you to the ship. I've got a potion that will get you there" His sentence is cut short as Remish steps out into the open campsite area and taunts Sanita. "You may be able to evade me, but what about your friends. With a quick word of Draconic and some gestures a gout of flame springs forth from his hands, catching Mr. Squib and the two sailors with him.
Burning Hands: 3d4 + 3 ⇒ (3, 2, 2) + 3 = 10
He seriously injures all the sailors although the northernmost one escapes only singed. He also inadvertently blows away one of his own pirates. Two pirates have flanked Sanita and swing their shortswords.
Flank Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Flank Attack: 1d20 + 3 ⇒ (8) + 3 = 11
Crit confirm: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 3d6 + 2 ⇒ (6, 4, 4) + 2 = 16
The northernmost pirate gets in a wicked slash against Sanita. (16 Damage, and yes they are sneak attacking)
Mr. Squib flanks with Sanita and swings.
Attack: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Another sailor crashes through the brush trying to flank the other pirate on Sanita but can't quite make it. He does swing however
Attack: 1d20 + 2 ⇒ (8) + 2 = 10 and misses.
The third sailor actually engages Remish, trying to stop the mage from throwing any more spells.
Attack: 1d20 + 2 ⇒ (3) + 2 = 5
He also misses.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

I'm guessing its not our turn just yet - and that you are probably typing in this very moment Kertuffle - so I'll refrain from posting anything like that yet : )

@Disguise Self: The will save to disbelieve is only 13. Illusion spells typically grants a +4 (or larger) bonus if there is proof that they are faulty. Fhârns mismatching voice and, should anyone attempt to attack him, surprisingly hardy blouse probably counts :P That and the fact that the weapon he is wielding (it disguises armaments too!) isn't what it looks like : )


The frustrated leader of the pirates yells at Fharn. "I don't know who you are, missy. But best stop resisting or you won't like the consequences." He moves towards him, not charging, having a healthy respect for polearms, but Fharn hits him anyway as he approaches. He swings back, obviously power attacking.
Attack: 1d20 + 4 ⇒ (10) + 4 = 14
he misses. Five pirates on the south end try to run up behind the line of sailors. Two can't quite make it. One gets cut down as he runs behind them, and one takes a hit but is still standing. Several of you sailors take substantial hits but none fall. The sailors counterattack is amazing as the northern unengaged sailors fall upon the what was the front line of the pirates and wipe them out, leaving the engaged sailors free to attack those that ran behind. In a few seconds only 3 pirates on that side are left.
Sanita, you and Fharn are free to act.


Fly for Parrot: 1d20 + 6 ⇒ (20) + 6 = 26
Ooh Parrot rolled well. If Munin can get a 26 he can barely avoid combat this round. If he rolls a 15 or less than it will be a full round of attacks for both of them. Don't forget that Munin has a Bless
Captain Steven's Drive check: 1d20 + 14 ⇒ (19) + 14 = 33
Captain Rickert's Drive check at -20: 1d20 - 1 ⇒ (9) - 1 = 8
The Talespinner seems firmly stuck as the Revenge bears down upon it. The pirates let loose another volley of crossbow bolts.
Damage to Talespinners crew: 4d10 ⇒ (5, 9, 1, 8) = 23
Captain Rickert once again sends forth and healing surge of energy
Channel: 2d6 ⇒ (3, 3) = 6
Munin notices that the ship itself seems to be getting healed by her positive energy bursts and that the damage from the catapult stone now seems mostly cosmetic. After shooting the pirates drop their crossbows, some pick up grappling hooks, others draw their swords, all of them are shouting insults and taunting their soon to be prey. Captain Rickert seems to have given up on freeing the ship and is now directing her crew to repel boarders. The two ships are now 30' apart and collision is eminent.
Ship Fight Status after third round
Talespinner 600 / 600
Talespinner Crew 97 / 120 (1 crewman dead)

Revenge 592 / 600
Revenge Crew 180 / 180

Distance between ships 30' and closing fast. Parrot / Munin fight is whereever Munin wishes it to be within reason. There are sails and rope to fly through.
Munin notices the catapult on the Revenge is now loaded but not aimed, the Talespinner is way to close for it to be hit. The firing lever would be to heavy for him to move, he could peck through the rope but it is a heavy rope and probably not the work of a few seconds. The man who had been in charge of the catapult is now heading towards the side getting ready to board. He has 5 pirates with him. He seems very well dressed and manicured for a pirate. The Captain is at the wheel reveling at the destruction to come.


| HP 16/16 | AC 17/14/15 | CMD 9 | Fort +3 Ref +4 Will +5 | Init +2 | Per +13 | Fly +6 | Stealth +19

Fly to avoid combat: 1d20 + 6 ⇒ (4) + 6 = 10 Looks like he will be busy in melee this round!

Unable to shake the parrot, Munin is instead to forced to give it a good beating! Or so he hopes ... The birds clash in a flurry of feathers between and above both of the ships!

To hit: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23 With bless :)

Damage: 1d3 - 4 ⇒ (2) - 4 = -2 Minimum 1 nonlethal I believe! And this is really why one should get Improved Familiar, or atleast arm them with something ^^ (I'll have to think about that later ...)

Fly, to avoid altitude drop if hit (DC 10): 1d20 + 6 ⇒ (16) + 6 = 22


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Fhârn glanced sideways as he landed a glancing blow on the approaching pirate. The battle at the docks is going our way. Unless the pirates manage to pull The Dark Prince himself out of their collective asses we got that one. Especially if I dispatch this buffoon here. And I have to hope Sanita manages to do her part. Then there is only the ship left ... Dammit! I should have asked them to leave a boat or something - it's going to be a chore to swim out there, even with the potion...

"Missy?" he calls out and spits. "I'm not the one hitting like a little girl!" He steps back and takes another swing at the pirate, but only manages to land a glancing blow. Softly he curses himself. Should probably pay more attention to the task at hand then berating this sad fellow ... To the sailors on his left, he calls out. "Slay those thugs if they hang around and end that caster!" If I'm in luck, the pirates won't fancy their odds if I manage to kill their leader. Gah! So many bad guys, so little time ...

To hit: 1d20 + 8 ⇒ (11) + 8 = 19

Damage: 1d10 + 12 ⇒ (1) + 12 = 13

Five-foot step back up, then swing with powerattack and arcane strike!

AoO Probably not needed since the pirate can 5 foot step to follow:
To hit: 1d20 + 6 ⇒ (9) + 6 = 15 Damage: 1d10 + 12 ⇒ (3) + 12 = 15


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Sorry, forgot about the save. However, the crit did not confirm. Sanita currently has 20 AC (16 base, +2 from Mutagen enhancing Dex by +4, +2 from Natural Armor (mutagen) = 20. So, looking at the dice rolled, that should be 6 + 4 + 2 = 12 damage, not 16. Evasion negated the spell damage from the spell. So 12 damage total.

Sanita ignores the taunting of the man who cast the spell. "You'll get yours, as soon as he get's his." She turns on the man who stabbed her in the back, hiding the fact from him that the wound closes over on it's own accord. Swift action, invoke rapid healing 5, HP loss goes from 12 to 7.

Flank Attack: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
Sneak Damage: 1d6 + 3d6 ⇒ (2) + (4, 1, 1) = 8

Finally deigning to respond to the Sailor with the potion. "Are you serious? I'm just now getting bloody, how can I leave now? Ask me again if someone manages to hit my liver or spleen." She says, ripping her rapier out of the pirate she just stabbed, sending blood spraying.

EDIT : If she killed the pirate (he was wounded) then she will adjust to flank the other pirate with the sailor who attacked him.


Fharn slashes the leader and he topples over about the same time that Sanita dispatches the pirate next to her. This seems to take all the will to fight out of the pirates
Remish Attack Sailor: 1d20 + 5 ⇒ (5) + 5 = 10
Remish swings at the sailor in front of him but misses. "This plan has gone to hell." He yells. "Everyone back to the rendevous." He moves away from the sailor, provoking an AOO.
Sailor attack: 1d20 + 2 ⇒ (7) + 2 = 9
but successfully escapes. The other pirates start running over towards Remish and the woods, except for one hapless soul who was too surrounded by polearms to run that direction. He makes for the heavy brush to the south. Sensing victory the southern sailors charge the solitary bandit and two of the three hit, sending the pirate to his maker. The other sailors around Fharn move after the pirates that are running away. Mr. Squib and the other heavily damage sailor by Sanita move down to try and stop the mage from geting away.
Attack Sailor: 1d20 + 4 ⇒ (1) + 4 = 5
Attack Mr. Squib: 1d20 + 4 ⇒ (3) + 4 = 7
both of them miss. The Sailor near Sanita tries to attack the pirate between them, but not before the pirate takes a swing at him.
Pirate's attack: 1d20 + 1 ⇒ (18) + 1 = 19
Damage: 1d6 ⇒ 4
Sailor Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Crit confirm: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 2d6 + 2 ⇒ (1, 1) + 2 = 4
The pirate hits the sailor and the sailor's riposte is masterful, but not delivered with enough force to deal a killing blow.

The bow of the Talespinner is not that far away. That actually seems to be Captain's Rickert's problem, she was trying to stay about 60' from the shore but got too close. I've included it on the map. It's your turn to act. The Falchion and Studded Leather the leader is wearing seem to be masterwork, as is Remish's staff. Although Remish is still very active.


The parrot seems better trained at combat then Munin as it takes 2 total attacks.
Talon: 1d20 + 4 ⇒ (8) + 4 = 12
Bite: 1d20 + 4 ⇒ (9) + 4 = 13
Fly to avoid dropping: 1d20 + 6 ⇒ (2) + 6 = 8
Both attacks miss and the parrot finds itself dropping between the two ships as they are about to smash into each other.
parrot Reflex: 1d20 + 5 ⇒ (6) + 5 = 11
The parrot finds himself engulfed by the claw of the figurehead of his own ship and is unable to escape before it smashes into the Talespinner.
Ramming Damage: 10d8 ⇒ (4, 7, 7, 5, 8, 6, 5, 6, 4, 1) = 53
There is a smash of wood as the Talespinner takes a devastating hit from the Revenge. Just before it hits an arbalist bolt flies from the side of the Talespinner, aiming for just below the bulkhead of the enemy ship.
Attack: 1d20 + 2 ⇒ (6) + 2 = 8
the shot goes wide.
No one on the ships is really able to act, they all are bracing and dealing with the impact when it comes.

Ship Fight Status after forth round
Talespinner 547 / 600
Talespinner Crew 97 / 120 (1 crewman dead)

Revenge 592 / 600
Revenge Crew 180 / 180

Both ships are now in contact.


| HP 16/16 | AC 17/14/15 | CMD 9 | Fort +3 Ref +4 Will +5 | Init +2 | Per +13 | Fly +6 | Stealth +19

It seems Munins choice of battlefield resulted in unexpected pay-off! Well - sometimes a bit of luck is needed to achieve victory! However, I fear this may inflate Munins ego near critical mass :P

It's not about how sharp your claws is - it's about how you use them! *Caw*! the raven snickers to himself as the stupid clown-bird is forced down and caught by the raven figurehead I'm assuming this - since it was full of raven motif and had claws. Hardly a standard mermaid :P. A fitting end. Ha! With no little amount of glee in his eyes he hovers for a moment and watches the two ships impact with the parrot caught in the middle. Confident that the chaos of the collision is enough to distract everyone he quickly uses Prestidigitation to turn his jet-black feathers into a wide array of pastel colours mimicking the fallen parrot. In his new colourful garb, the raven propel himself upwards to gain a bird's eye view of the scene. When his master finally checks in with the Message spell, he gives a full report. "I've got him! *CaHawHawHaw!* What? The pirate? No - the parrot! *Caw!*"

Move action to gain altitude, try to spot if the parrot lived. Standard action to activate his Prestidigitation spell-like ability to change colours. Hopefully that will afford him a makeshift disguise, at least at distance : ) Now - it's plotting time. Cue Bond theme ^^

Disguise, if needed!:
Disguise: 1d20 - 2 ⇒ (14) - 2 = 12 Note that range penalty to perception applies ^^

Perception: 1d20 + 10 ⇒ (19) + 10 = 29


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Sneak Flank Attack: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Sneak Flank Confirm: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
Crit Hit: 2d6 + 3d6 ⇒ (6, 5) + (1, 2, 1) = 15

Sanita grins almost demonically as the sailor's weak but perfectly positioned hit renders the pirate between them momentarily off balance, and she drives her rapier through the pirate's kidney and out of his stomach, sending a spray of blood to the ground as the pirate folds. Assuming 19 hp kills him, it has all the other pirates

She looks at the boats, and then to the crewman who wanted her to go swimming earlier. "I'll take that potion now!" She then moves toward the shore, assuming someone will either catch up to her with a potion, or that she'll just swim it.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Fhârn takes another step back as the pirate falls down. Lowering his poleaxe he contemplates letting the illusion fade away, but instead sighs. No sense wasting time undoing it. Perhaps the pirates on the boat is equally gullible. Rising his visor he looks around, glad to see the pirates spirit broken. "Attention! Let the scum slink away. We have better things to do! Tie down the fallen - I'd like a long hard talk with them later - and tend to our wounded. Those uninjured: get your crossbows - I want every pirate above deck to have an impromptu skull piercing! GET TO IT!" What I lack in expertise I'll have to make up in volume... Before turning away from the scene and towards the battle at sea, he calls out one more time. "But - could anyone give that mage my pointy regards, should you find the time ?" I'm sure they gets the point. Heh... "Oh, and Sanita, be careful crossing this part of the beach - there is still a rake and a plank full of rusty nails hidden somewhere. Let Squib can guide you back!"

Confident that the land-bound sailors could handle the remaining land-bound threats, he started to make his way towards the beach. He grabbed the potion the captain had given him and drank deeply. Lets just hope this is not some expensive double trick by Santias stepmother to poison us with spiked potions. Unfazed by the random paranoid thoughts he swallowed the last of the potion and put away the bottle. He pulled down his visor again just in time for the ship to impact and he called upon the pre-cast connection troughs the message spell to contact Munin, hoping the raven could still hear him over the sounds of battle. "Munin? We got the land - I'm going for a swim. Keep an eye out for nasty surprises!"

Move action north, another move action to drink potion. A lot of free actions to speak sprinkled in everywhere : ) I'll also edit in some skill rolls in Munins post soon!

Reworded a thing seeing as Sanita just posted :)


Munin the Raven wrote:

It seems Munins choice of battlefield resulted in unexpected pay-off! Well - sometimes a bit of luck is needed to achieve victory! However, I fear this may inflate Munins ego near critical mass :P

I actually thought this was your plan, since you specifically said you were fighting over where the two ships would hit. When I first read it, I thought, well, it could work, but not likely. The parrot would have to fail his fly check and then fail a reflex check. Which is what happened. I admit I did embellish a little with the claw, but he was going to get squoooshed anyway.:)


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

I was more hoping for it to hit the water and be distracted/stuck trying to roll swim checks ^^


| HP 16/16 | AC 17/14/15 | CMD 9 | Fort +3 Ref +4 Will +5 | Init +2 | Per +13 | Fly +6 | Stealth +19

Cawhat? All according to my masterplan I say! CHaHaHaw!


Fharn drinks his potion and its not poison. Instead webbing starts to grow between his finges and his feet. For the next minute, he has +8 to swim checks, a swim speed of 30' and can run while swimming.
Sanita easily dispatches her pirates and heads across the area. The area is rife with caltops and tripwires and she doesn't make it as far as she wished.
trap possibility: 1d25 ⇒ 17
She doesn't trigger any traps.

Remish finds himself surrounded and with a cry of desperation he drops his staff and his hands transform into claws. He swings once at each sailor near him.
Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Both the sailor and Mr. Squib go down.
Mr. Squib is the one with the potion. I've left his token on the map so you can see where his body lies and I'm going to assume you moved in that direction. Sanita winds up adjacent to both Mr. Squib and the hex with the staff in it.
Remish backs away from Sanita.
Reflex: 1d20 + 3 ⇒ (16) + 3 = 19
The Three remaining pirates flee into the woods, and although one triggers a trap, he's moving too fast for it. This leaves the sailors free to act against the mage.
Attack: 1d20 + 2 ⇒ (13) + 2 = 15
Attack: 1d20 + 2 ⇒ (8) + 2 = 10
Attack: 1d20 + 2 ⇒ (8) + 2 = 10
All of the Polearms bounce off his magical defenses.

You and Sanita are up. It looks like the mage is going to be fleeing, leaving his staff behind. Sanita can get the potion with a move action. The sailors tell her they'll care for Mr. Squib


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Sanita pulls a syringe out and rams it into Mr. Squibb's belly. Standard Action

CLW: 1d8 + 3 ⇒ (8) + 3 = 11

Then she pulls the potion off his belt as he jerks and breaths and coughs from the acidic burn in his bloodstream that brings him back to consciousness. Move Action

She then steps into the hex with the staff, and grins at the mage, a forked tongue flicking over her lips. "Run and I will stab your kidney through your belly button, flameboy. Face down in the dirt if you want to live." She hisses, slit-pupil'd eyes showing no mercy, and quite a bit of enjoyment. Free action 5ft adjustment


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Mr Squib should also have Fhârns healing potion. Hopefully he told his friends about that if things go south with their heal rolls ^^

"Right. Let's do this..." Fhârn says quietly, mostly for his own benefit as he wades down into the water and starts to swim. The water parts surprisingly easy before his new flippers and he makes good pace towards the ship. Unaware of the recent developments near the forests edge, he focuses on trying to spot a way to get onto the ship. "Munin - could you look for a rope or something to drop over the gunwale? I'm not sure the sailors can spare the time and I loathe to climb a wet wall with overhang in plate armour ..."

I'm unsure if you can mix moment modes in the same Move action. If that is illegal Fhârn should be moved two hexes to the right : ) Otherwise: Move Action 1: walk two hexes to the northeast and then swim two to the east. Move Action 2: Swim another four hexes to the east. Fhârn is in position to reach the side of the ship in one move action next round - then hopefully spend the other action to climb aboard : )

And I'm not sure if it is possible to swim with a poleaxe in your hand - should that prove impossible he will leave it behind on the shore and use a back-up weapon when he comes aboard


| HP 16/16 | AC 17/14/15 | CMD 9 | Fort +3 Ref +4 Will +5 | Init +2 | Per +13 | Fly +6 | Stealth +19

Rope? Master wants rope! Then rope he shall get! the raven thinks to himself as he swoops down towards the ship again, looking for a rope with one end attached and the other easily snatchable. A sailor without too much to do would also work - however, he suspects those are in short order on this ship at the moment!


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Yes, you can mix movement modes, as long as you don't excede the movement allowed. For example, if you have 30 ground movement, and move 15 ft, then swim, and your swim is 40, you can move another 20 (half movement walking, half movement swiming). Unless Kertuffle runs it different that is, but normally that's legal. The polearm thing would be a penalty I'm sure, probably a hefty one. Good thing you have a +8 to swim!


It's not a perfect disguise, as Munin can only change to one color per casting of the cantrip.
Perception: 1d20 + 9 ⇒ (11) + 9 = 20
The pirate captain glances Munin's way and Munin can see that he's cursing. Also casting a spell.

Spellcraft for Munin DC 16:
Lead Blades

Twelve Pirates plus the well dressed gentleman and the man with the strange looking sword try to board the Talespinner.
The sword man, who Munin now sees is an elf, takes to the rigging like a monkey, jumping from rope to rope and actually manages to charge Captain Rickert, the last 10' has him flying through the air from above and quickly drawing his sword.
Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
He easily hits and damages your captain. 1 Pirate falls into the water. 3 fail to board and get hit by boarding pikes. 3 suceed and get hit by boarding pikes. 6 manage to board unopposed. The well dressed man succeeds but does get swung at and missed.
attack on Lt.: 1d20 + 2 ⇒ (2) + 2 = 4
damage to pirate crew while boarding: 6d8 + 21 ⇒ (3, 2, 2, 4, 3, 3) + 21 = 38
9 Sailors attack the pirate crew and get attacked in return by 7 pirates
damage to pirate crew: 4d8 + 7 ⇒ (7, 7, 6, 4) + 7 = 31
damage to sailors: 6d6 + 3 ⇒ (1, 4, 5, 1, 2, 2) + 3 = 18
The well dressed man tosses a bomb into a group of sailors.
Attack: 1d20 + 6 ⇒ (8) + 6 = 14
number splashed: 1d4 - 1 ⇒ (1) - 1 = 0
The captain steps back 5' drawing a nasty looking whip. She gestures and her compass glows momentarilly
Spellcraft for Munin DC 17:
She casts Hold Person on the butterfly sword wielder

Will save for Wharfrat: 1d20 + 3 ⇒ (15) + 3 = 18
The elf shakes his head and continues to attack the Captain.

Ship Fight Status after sixth round
Talespinner 547 / 600
Talespinner Crew 72 / 120 (4 crewman dead, 6 on Talespinner have had to change to shortswords)

Revenge 592 / 600
Revenge Crew 120 / 180 (6 Dead, 8 on Revenge, 5 on Talespinner, 1 in water)

Both ships are now in contact.


| HP 16/16 | AC 17/14/15 | CMD 9 | Fort +3 Ref +4 Will +5 | Init +2 | Per +13 | Fly +6 | Stealth +19

Complementing Munins actions !

Minor nitpick - Presdigitation actually last a full hour and allows a full range of tricks to be done in that hour, thus, given time - Munin could probably colour many things with one casting (This might be fairly important later, since Munin can only cast it 1/hour :P)! But only having time for one colour at this time seems fair :)

spellcraft spell 1: 1d20 + 3 ⇒ (7) + 3 = 10

spellcraft spell 2: 1d20 + 3 ⇒ (19) + 3 = 22

To bad it didn't take hold *Caw*! Now, I wonder what sorcery the bad Captain is working. He didn't seem to happy to see me! Better get out of his sight for a bit ...


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Excellent about the split moment!

@Swim: Fhârn has a +9 Swim roll for a take 10 total of 19 (in armour!) meaning he should be able to stay afloat even with a hefty penalty (calm water is DC 10) : )


You can mix movement rates. The iconic image of Merfolk has them swimming with spears, it just means you have to hold your poleaxe close to your body and swim with your legs.
Free Intimidate from Sanita: 1d20 ⇒ 15
Remish laughs in Sanita's face. "I am the scion of Dragons, little girl. I will do nothing, unless I will it. Regardless of his words, he turns tail and runs, executing a withdraw action. Mr. Squib thankfully stands up and hands Sanita a healing potion. "Fharn asked me to give this to you also." He then turns around to the survivors with a smile. "To the crossbows, men!" He and his men lead Sanita through the trapped area (she doesn't have to worry about the traps)
Fharn holds his poleaxe close while he swims with strong strokes towards the ship. He notices that the Captain has thoughtfully left a rope ladder over the side of her ship facing him.
DC 10 to climb the rope ladder with 15' of climbing. If you have at least a +0 in climb you can take 10 and do it with 30' of movement. If you want to hit a DC of 15 you can do it with 15' of movement but you can't take 10
Munin can find alot of unattended rope available, but he spots the ladder as well.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Fhârn has a +1 modifier on Climb in his armour, luckily ^^ However, he moves only 20' per action, so he will not manage to climb all the way up in one go ^^ (20' swim to the ladder, 20' climb, leaving the equivalent of 10' remaining : ) )

Also, we kindof snuck our actions in the middle of your turn - so if my count is correct, the people on the boats (and sailors on land!) get to act once before Sanita and Fhârn moves again.

Edit:Also, how I imagine the draconic sorcerer escaping :P


Agreed, one color at a time please.
The strange sword splits into two seperate swords as the man menacing the Captain steps forward. He swings twice at her.
Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Attack: 1d20 + 3 ⇒ (19) + 3 = 22
He hits twice.
Damage: 1d4 + 4 ⇒ (4) + 4 = 8
Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Obviously in trouble she staggers backwards and cast a healing spell on herself.
Heal: 2d8 + 4 ⇒ (8, 8) + 4 = 20
That's nice!
The well dressed man is now engaged by sailors, he draws a dagger and defends himself as he seems to be making his way to the engine room.
Attack: 1d20 + 4 ⇒ (2) + 4 = 6
The Captain casts a jump spell on himself.
Captain Acrobatics: 1d20 + 13 ⇒ (14) + 13 = 27
He sails through the air landing in a group of sailors.
Two sailors attack the Captain
Attack: 1d20 + 4 ⇒ (6) + 4 = 10
Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
4 Sailors are fighting 5 Pirates.
Damage to pirates: 3d6 + 6 ⇒ (6, 2, 1) + 6 = 15
Damage to Sailors: 6d6 + 3 ⇒ (1, 5, 6, 2, 6, 4) + 3 = 27
The pirate in the water manages to climb aboard the Revenge.

Ship Fight Status after seventh round
Talespinner 547 / 600
Talespinner Crew 45 / 120 (6 crewman dead, 4 on Talespinner (2 fighting Captain Stevens))

Revenge 592 / 600
Revenge Crew 96 / 180 (9 Dead, 9 on Revenge, 2 on Talespinner)


Fhârn wrote:

Fhârn has a +1 modifier on Climb in his armour, luckily ^^ However, he moves only 20' per action, so he will not manage to climb all the way up in one go ^^ (20' swim to the ladder, 20' climb, leaving the equivalent of 10' remaining : ) )

Also, we kindof snuck our actions in the middle of your turn - so if my count is correct, the people on the boats (and sailors on land!) get to act once before Sanita and Fhârn moves again.

Edit:Also, how I imagine the draconic sorcerer escaping :P

Go ahead and act. I keep posting the land fight then turning my attention to the sea fight and by the time I do that yall have already posted for the next turn. I can't keep up. :)


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Fhârn hurriedly swims towards the ship and grabs hold of the rope ladder. He can hear the frantic sounds of battle form upstairs - and what little he can't imagine Munin fills him in with from his vantage point. Every inch of him yells at him to hurry up, yet he forces himself to be slow and deliberate. If I take it slow - I am certain I will get up before the show is over. If I hurry and fail, there might not be much left to rescue... With a sigh he continued the trudge upwards.

Move action to swim the last of the way, Move action to climb 10' up. 5' (10' of moment!) remains until Fhârn reaches the top. Better save then sorry (I couldn't do much this turn anyway - this way I am pretty much guaranteed an action next round : ) )


| HP 16/16 | AC 17/14/15 | CMD 9 | Fort +3 Ref +4 Will +5 | Init +2 | Per +13 | Fly +6 | Stealth +19

Munin spends this round perched in the webbing alternating between overwatching Fhârn and Sanitas progress and worriedly eyeing the man heading towards the engine room. Uh oh - that can't be good!


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Sanita laughs a the running spellcaster. "And I have your name, likeness, and blood sample... And I know assassins..." She carols after him. She picks up the staff, making sure to rub it in his blood that is spilt on the ground first. Then she follows Squibb. "I wonder how long before someone catches up with him. I think I could spare a few hundred gold to put a price on his head." She looks thoughtful as she quaffs the swim potion and follows Squib through the traps. "Just the head though, the rest of him smells bad."

Once at the river, she lays the staff on a crate. "Watch this with your life, thanks." Then she dives in and swims to the boat like a fish.

Swim: 1d20 + 11 ⇒ (16) + 11 = 27

Let me know when she reaches the boat. I assume that will take a round or two, but the land and boat seem to be out of sync, so not sure when I'll reach the boat.


Although I don't have any trouble with you swimming with the poleaxe, I do have trouble with you climbing a rope ladder with it. I will let you use the 10' of movement you have left to hook it in the top rung of the ladder so that you can retrieve it as a move action once you get to the top, if you wish.

As Sanita picks up the staff, she realizes that whatever it is it's magic. It helps her walk through difficult terrain (It provides the Nimble Moves feat to its wielder) She also feels like it has charges, what they do and how many she doesn't know.
Currently Move Action to pick up staff, move action to drink potion, although I'll let you do that while moving.

ON THE TAILSPINNER
Captain Rickert is continuing to be manaced by the butterfly sword wielder
Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Attack: 1d20 + 3 ⇒ (3) + 3 = 6
This time he misses both times. Captain Stevens fights 1 sailor with a longsword, the other he swings at with a dagger.
Attack Longsword: 1d20 + 13 ⇒ (5) + 13 = 18
Attack Dagger: 1d20 + 12 ⇒ (16) + 12 = 28
Damage to Sailors: 3d6 + 16 ⇒ (5, 2, 3) + 16 = 26
He kills both of them, laughing while he does it.
The Well Dressed Man walks up to the door of the engine room, slaps some putty on the lock and with a tindertwig lights a fuse. There is a small explosion.
Disable Device +10: 1d20 + 15 ⇒ (17) + 15 = 32
and the door to the engine room is now ajar.
2 Sailors versus 2 pirates fighting defensively
Damage to Pirates: 2d6 + 2 ⇒ (4, 1) + 2 = 7
Damage to Sailors: 2d6 + 2 ⇒ (1, 5) + 2 = 8
1 Pirate drops.
Captain Rickert steps away from the butterfly and with a motion the ropes surrounding him start trying to pull him off the deck.
Ranged Touch: 1d20 + 3 ⇒ (3) + 3 = 6
but the elf easily avoids the rope.

Ship Fight Status after eigth round
Talespinner 547 / 600
Talespinner Crew 13 / 120 (8 crewman dead, 2 on Talespinner)

Revenge 592 / 600
Revenge Crew 96 / 180 (10 Dead, 9 on Revenge, 1 on Talespinner)

Everyone can post. Sanita, I'll let you run to the ship now. You can arrive at the ladder at the end of your round.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Yes, that works form me! Fhârn will then spend one move-action to complete the climb and tuck his axe away, then have one standard action left!

Originally, I was planing on having Munin airlift the weapon for Fhârn but alas, it was 2 pounds too heavy. I'll have to look into replacing the haft with darkwood - or give Munin Muleback Cords and Ant Haul (I have a gnome summoner with a str 12 eidolon that can fly carrying a armoured knight with that combo ^^)

With a grunt and a heavy thud, Fhârn swings himself over the gunwale and unto the the deck of Talespinner. His axe was safely tucked away in the ladder, but the scene that greeted him told him the precious seconds to retrieve it might be too much to ask. Slain sailors and pirates were everywhere, their bleeding bodies stacked high and their bodily fluids did nothing to enhance the atmosphere of the ship. Dam it! I've should have fought the pirates at the beach alone! Or better yet, we should have left and picked up Sanita later. No matter, spilled milk and all that.

His expression turned cold and he gave the pirates one more chill gaze trough his visor. Ricket and her assailant seemed to make little progress on each other. Good, no urgent need to intervene. The pirate captain however went trough men like a thresher! Cut of the head it is ... Munins council shifted his attention to the well clad burglar at the engine room. Can't let them get away with whatever crap they are planning! The Captains had to wait one more moment. He raised his hand and simply pointed at the man and spoke.

"I'll have your eyes!" Black tendrils of inky darkness extended from his shadow and at the blink of an eye snaked towards the well dressed pirate. At the second blink, they rose from the deck and seemed to solidify. With the third blink, they stabbed at his eyes with the sound of glass shattering.

Casting Blindness at The Well Dressed Man. DC 14 fortitude to avoid : )


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Sanita clamps her teeth on her rapier and dives into the river with a clean fluid motion. She swims out to the ship, and climbs up the ladder, looking over the top. Can we have a ship map? Sanita's an area of effect expert, and will want to start tossing explosives into knots of enemy pirates.


Map is up. Just please don't laugh at the parts I sketched. The solid parts of the ship are actually depressed areas except in the aft part of the ship. The engine room extends between the two paddle wheels. The ladder you are on leads up to the higher part of the ship. Fharn you really can't see the well dressed man or the pirate captain unless you move, which means you won't have time to pick up your poleaxe. Ropes are actively moving all around the man with the butterfly swords, who you can see. Sanita can have climbed to the top of the ladder this action. I'm going to assume that Fharn moves to see the well dressed man to cast his spell.
Lt Fort Save: 1d20 + 6 ⇒ (16) + 6 = 22
The well dressed man looks up at Fharn and managed to shield his eyes just in time. "Captain Stevens!" he yells. "Another Cleric!" pointing at Fharn. The pirate captain leaps toward Fharn.
Captain's Acrobatic DC 25: 1d20 + 13 ⇒ (14) + 13 = 27
He almost magically sails through the air and lands on the deck near Fharn. "Who the hell are you?" he says as he swings at Fharn.
Attack: 1d20 + 13 ⇒ (17) + 13 = 30
Damage: 2d6 + 9 ⇒ (3, 1) + 9 = 13
Its a pretty hard hit.
The butterfly wielder advances on Captain Rickert.
Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Attack: 1d20 + 3 ⇒ (8) + 3 = 11
One attack hits.
Damage: 1d4 + 4 ⇒ (3) + 4 = 7
The well dressed man slips into the engine room.
K/Engineering: 1d20 + 8 ⇒ (12) + 8 = 20
K/Arcana: 1d20 + 6 ⇒ (12) + 6 = 18
Through the open door you can hear him say. "What the hell?" You then hear him cast a spell.

Spellcraft DC 16:
Identify

Ranged Touch versus Wharfrat: 1d20 + 3 ⇒ (20) + 3 = 23
Wharfrat Reflex: 1d20 + 6 ⇒ (14) + 6 = 20
One of the ropes almost gets ahold of the elf but he flips free. The Captain swings at her assailant
Attack: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 1d4 + 1 ⇒ (2) + 1 = 3
It barely hurts him. The two sailors and the remaining pirate fight, both sailors hit and the pirate goes down. As he falls they roll against the side of the ship. Good thing too, as several crossbow bolts thunk into the wood where they were.
Y'all are up. The well dressed man is beneath your feet now in the engine room.


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Sanita pulls a flask as she moves, and stops behind the wharfrat. She makes an acrobatics check to avoid an attack of opportunity.

Acrobatics: 1d20 + 10 ⇒ (10) + 10 = 20

Then she drives the rapier into the dancing maniac.

Flank Attack: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
Damage: 1d6 + 3d6 ⇒ (1) + (4, 6, 2) = 13

As she slams the metal into the elf, she calls over her shoudlers at the pirate ship with a merry voice. "You idiots better be pushing your ship off, cause when I finish killing this pointy eared fool, I'm going to start throwing explosives at your ship... and you have explosives on deck... think about it..." She says with a merry giggle.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Your map is just fine, don't worry : ) Also, I kindof resigned
myself to ditch my Bardiche already since it seems time is of the essence!

Also, which one are you killing Sanita? The 'Dancing Elf' is the one assailing Capt. Rickert I believe? Anyway, someone rolling a +13/12 attack routine is a bit out of Fhârn league - so, as the internet says - 'help plox' :P

Quick OOC guess - ranger with Human favoured enemy or Ship/Water as favoured terrain - Hmm maybe we should capsize the Talespinner and see if he picked favoured terrain 'wreck' too ^^

Fhârn recoils in pain as the pirate Captain strikes a solid blow. He takes one step back and swiftly retrieves his hammer from his belt. Let's hope that was a fluke! "Oh, I merely consider myself a complication. For example, I'd like to try to complicate your forehead with a hammer!" He finishes the sentence with an honest try to keep his word, the heavy hammer soaring trough the air towards the pirate!

Attack Roll: 1d20 + 7 ⇒ (12) + 7 = 19 1d8 + 12 ⇒ (7) + 12 = 19


| HP 16/16 | AC 17/14/15 | CMD 9 | Fort +3 Ref +4 Will +5 | Init +2 | Per +13 | Fly +6 | Stealth +19

Seeing as his masters spell failed to stop the Well Dressed Man from doing his task, Munin realizes he might as well try! Quietly, as a green shadow, Munin swoops down and sneaks into the engine room after him. Perhaps he will get the opportunity to push him into a furnace or something? Perhaps he just finds a chance to snatch the mans notes or bite him somewhere painful! Who knows?

Stealth: 1d20 + 10 ⇒ (13) + 10 = 23


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Yes, dancy dancy McElf boy, the one with the two butterfly swords. Don't worry Fharn, I'll help you kill Mr. Peter Pan Pirate Captain as soon as I'm done killing Dancy McElf Boy.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Okay. Just make it quick, the 'Peter Pan' (Cpt. Hook) Captain hits for 26.5 dmg on favourable average (ie, 10 to hit on sword and 11 to hit on dagger, on my AC 23 ^^).


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Well, considering we can take 2 hits each from him, obviously he was meant to kill us before we could get back with the goodies. So quit interfering with the GM's plots and die already. :)


Sanita, the gentleman you've moved up to is the well dressed man who has entered the engine room. You can get to him with your acrobatics roll (the DC is 15 to leap down from where you are, you can even swing in through the door, but you need to take a -5 to avoid the attack of opportunity from the Captain since you are taking a full move. On the plus side, Munin flew into the room moments before you arrive so if he chooses to reveal himself, you do get a sneak attack
Fharn's hammer smashes the pirate captain in the chest and you hear unmistakable sounds of ribs cracking. It doesn't stop him from swinging at Sanita as she darts past.
Attack Sanita: 1d20 + 13 ⇒ (6) + 13 = 19 but her new found agility allows her to dodge the blade and she flips off the deck and into the engine room. Seeing her coming Munin chooses to distract the man by flying into his face and she stabs him with a well placed blow, but he doesn't drop.

Munin and Sanita find themselves in a small room. There does seem to be some alchemical equipment near by but it appears to be uses for just generating smoke and steam. You are standing on a walkway and beneath your feat a large stone flywheel with protrusions spins and a loaded arbalist pointing through a gun port at the enemy ship. The well dressed man drops the scroll he is holding and flutters down into the mess of moving objects below. He swings at Munin with the dagger, believing him to be the easier target.
Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
He strikes the bird but it isn't fatal. He yells "Captain! A little help here. I've got what I need.

K/Engineering DC 15 for Sanita and Munin:
There are more 'gears' that seem to act as a 'transmission' for taking the energy of the central spinning gear and tranfers it to various tasks. Right now it seems to be set on reloading the arbalist every time it fires, but the weapon is loaded so its in neutral. You can tell another setting allows it to move the paddlewheels of the ship. You can't tell what causes the central 'gear' to spin.

K/Arcane DC 21 for Sanita and Munin:
The large gear is an animated object.

Wharfrat continues to attack Captain Rickert
Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Attack: 1d20 + 3 ⇒ (5) + 3 = 8
One sword hits
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Ranged Attack versus Warfrat: 1d20 + 3 ⇒ (4) + 3 = 7
The ropes continue to miss and finally cornered she tries to cure herself.
Concentration: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 2d8 + 4 ⇒ (1, 1) + 4 = 6

Captain Stevens looks at Fharn, smiles, but then the yell for help comes from below. He nods at you. "Looks like the ship is yours. I'll collect mine and be on my merry way." He leaps down to the deck below
Acrobatics: 1d20 + 13 ⇒ (9) + 13 = 22
Appearing in the doorway behind Sanita he says. "Lieutenant, we are leaving." and swings at the Sanita.
Attack Sanita: 1d20 + 15 ⇒ (19) + 15 = 34
Crit Sanita: 1d20 + 15 ⇒ (7) + 15 = 22
Damage: 4d6 + 18 ⇒ (2, 4, 3, 5) + 18 = 32
It is a nearly fatal blow that leaves Sanita gasping.

The two sailors run up to engage the captain
Attack: 1d20 + 2 ⇒ (14) + 2 = 16
Attack: 1d20 + 2 ⇒ (5) + 2 = 7
One hits
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Free Intimidate from Sanita: 1d20 ⇒ 15

The pirate crew seem to take Sanita at her word as they start to try and back the Revenge out of the Tailspinner. One lone pirate stands on the bow with a boarding pike to discourage any attempt to board.
P/Sailor: 1d20 + 6 ⇒ (16) + 6 = 22

They actually manage to start seperating the two ships.


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Kn(Engineering) Untrained: 1d20 + 2 ⇒ (1) + 2 = 3 Max of 10, but might give her something on the engine
Kn(Arcana): 1d20 + 6 ⇒ (7) + 6 = 13

Sanita smiles grimly. "Oh no you don't... MUNIN FHARN RICKERT OFF THE SHIP NOW!" She holds the flask of alchemical fire (which she readied earlier) and drops it into the moving gears under the well dressed man and her and the captain. "See you in the inferno..." The alchemical reactants in the engine room for smoke and steam should make a nice boom that will take out the well dressed man, and the captain. Sanita counts on her training as a rogue to escape the coming fireball.

Sorry, there's no way we can defeat the captain when he can kill us in a single hit, and Sanita is not going to let the well dressed man escape. oh well.

Reflex Save: 1d20 + 10 ⇒ (17) + 10 = 27


As Sanita looks down she notices that it really isn't an alchemical machine at all. She doesn't think this will result in an incredibly big boom. I am willing to allow her to throw it into the gears so that she will get the equivalent of one of her bombs doing full damage to everyone in the room (Herself, Munin, Captain and Lieutenant). She can make a Cr/Alchemy check DC15. If she makes it and for every 5 she makes it by, she can add 1d6 to the damage (there is some alchemical stuff lying around). DC for the explosion will be her normal DC


I'm assuming she give Munin a chance to escape. If Munin can make an Init check of 9 he can go before she throws the bomb, flying out of one of the gunports.


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

There is no normal explosion DC, normally she's dousing you with fire, you don't get a DC save. But this is setting off other things to explode, which is different than alchemist's fire (which is basically pitchblend with phosphorus mixed in. She doesn't do alchemist bombs, she throws alchemist fire.

Alchemy: 1d20 + 14 ⇒ (14) + 14 = 28

SO that would be 3d6 fire damage this round, and 3d6 fire damage next round. Plus 3 for her int.

Damage: 3d6 + 3 ⇒ (2, 5, 3) + 3 = 13
Damage: 3d6 + 3 ⇒ (5, 6, 4) + 3 = 18

Ok, that should kill everyone in the room, sorry Munin, but there was no way they could survive anyway, the captain was doing 20 pts per round minimum anyway, and neither Sanita nor Munin had more than 3 hp left


Munin Init: 1d20 + 2 ⇒ (16) + 2 = 18
Munin sees what Sanita is about to do and flies for the gunport. As Sanita tosses the vial into the gears, the well dressed man screams "NOO!" The Captain has his back to Sanita fighting the two ssilors in the doorway. As the vial hits and the alchemist fire is flung outwards, Sanita dives under the heavy table used to mix reagents and kicks it over between her and the coming conflageration, adding more chemicals into the mix.
Lt. Reflex: 1d20 + 5 ⇒ (1) + 5 = 6
Captain Reflex: 1d20 + 5 ⇒ (19) + 5 = 24
The air is also filled with caustic smoke.
Captain Fortitude: 1d20 + 6 ⇒ (13) + 6 = 19
The last sight Sanita has of the well dressed man is him reaching out to try and catch the alchemists fire and slipping off the the walkway, falling with it into the gears below. There is too much smoke for Sanita to make out what has happened to the Captain.
Sailor1 Reflex plus consealment: 1d20 + 5 ⇒ (9) + 5 = 14
Sailor2 Reflex plus concealment: 1d20 + 5 ⇒ (9) + 5 = 14

Fharn feels the explosion beneath his feet and as he moves to the side, he can see the two sailors have been blown backwards from the door and although are stunned they appear to be OK. He watches the Captain stagger from the room, smoking, coughing and definitely singed but still alive although barely standing (He's staggered). The room behind him is a wall of fire and Fharn can't see either Sanita or the well dressed man.

Fharn you're up. I just wanted to deal with the explosion. Sanita you are currently unharmed by the explosion, your rogue reflexes allowed you to use the table as cover. If you stay in the room next round their will be no save however as it is completely on fire. Also you need to make a DC 14 Fortitude save or be nauseated by the smoke as long as you stay there and a d4 rounds after you leave (bonus for Poison helps).


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Fort: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18

Sanita moves out of the room, pulling another flask from her hip as she does so. She moves out and then puts her back to the wall, in case anything else explodes in the engine room. Seeing the captain staggering away, she shakes her head. "Why won't you just die, idiot?" And she throws the flask at the captain.

Ranged Touch: 1d20 + 8 ⇒ (13) + 8 = 21
ALchemist Fire: 1d6 + 3 ⇒ (1) + 3 = 4 He'll take another d6 next round

Adjusted map slightly, to get everyone lined up on the hexes they seem to be on, so the captain should be far enough away from sailors to not hit them.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Sorry for my absence, hosted a party last night : )

I see that things have taken a turn for the slightly worse :P

@Sanita - I believe the Captain is simply a ranger, level ~5-7 (probably 5!). He probably has favoured enemy [Human] and double slice (as a bonus feat!). Math: To hit 5 bab, 4 Favoured enemy, Str 5 & -2 TWF (mwk/+1 longsword) =13/12. Damage: 4 Favoured enemy, 5 Str. The good Captain probably has PC wealth (and a belt of +2 str!). I suspect he has Jump (for moment shenanigans) & Lead Blades (considering the damage code on his sword!) up. My point being, even if he hurts like a train, he shouldn't have more then ~50 hp! (5d10, easy killable, should we get there first ^^) No need to get too fatalistic about it : ) Besides, it was my fault for being so easy to kill. I've could have picked up a proper armour (full plate, +2 ac and puts me ahead of the curve!) and a scroll of Mirror Image and extended my life expectancy long enough (dice willing, of course :) )

But cataclysmic explosions are fine too! : )

@Kertuffle Sorry if I threw around a fair bit of OOC knowledge above

@Both: I am also sorry to say, Munin is tiny and lacks threatened area. He can't really provide flanking ! (not that it mattered this time, but I thought you should know : ) )

And since I don't want to deprive Sanita of her hard-exploded Pirate Captain, I instead shall go for the Butterfly-sword wielder. Assuming of course Sanita get to torch the Captain before he gets to act. Otherwise I'll put him down as a precaution (sorry Sanita :P)

I had an even better idea, but I left my scrolls at the beach (Disguise Self into the pirate captain and work Fhârns non-existant bluff skill ^^

Fhârn sighs as first Sanita then his foe dashes past him into the engine room. *Sigh* Why the heck do everyone feel the need to be there all of a sudden ? He moves to follow, but seconds later the explosion shakes the ship. He halts and stare at the engine room for a precious second before the Captain staggers out. Fire and brimstone! Sanita and Munin was in there!! Thinking quick, he turns to Ricket, someone he has seen acting as a healer before. His plan was simple - free the good Captain from her distraction and hope she could glue his friends together!

Attack roll: 1d20 + 7 + 2 + 2 ⇒ (15) + 7 + 2 + 2 = 26 Damage: 1d8 + 12 ⇒ (2) + 12 = 14

I'm assuming I can both flank and charge the butterfly man. Should either or both of these prove false, feel free to remove +2 bonuses from the roll =)

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