Of Kings and Commoners - Kingmaker AP

Game Master RPGGGM

With the heart of the Stolen Lands explored and the bandits who ruled there scattered, the long-contested realm finally lies open for pioneers and settlers to stake their claims.:
Amid the rush of opportunistic travelers, the PCs find themselves stewards over a new domain, tasked with the responsibility of guiding and guarding a fledgling nation struggling to grow upon a treacherous borderland. Yet the threats to this new nation quickly prove themselves greater than mere bandits and wild beasts, as the monstrous natives of the hills and forests rampage forth to slaughter all who have trespassed upon their territory. Can the PCs hold the land they’ve fought so hard to explore and tame? Or will their legend be just one more lost to the fangs of the Stolen Lands?

The Current Charter! | Avalon (test) | Party Loot Defunct | The Trading Post | Regional Map Folio | Tactical Map Folio | Ultimate Campaign | Ultimate Rulership


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Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

I shoot the Chelaxian judge... just because it wasn't a 20, doesn't mean it wasn't awesome


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

I think 6.66 is the most awesome score a Chelaxian judge thinks he can give someone...


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

In the face of such barbarism, Cheliax sends a huge army to seize the Stolen Land.


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

Ha! Your correct.. I still shoot him for being a devil worshipper. .. and Alia no acrobatics? For shame how can you be a semi-Deedlit without it and letting a filthy human out jump an elf.... :-)


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

Mainly by being utterly skills-starved since Magus only gets a ridiculous 2 points per level, and us Elves get no fancy extra point per level either like you humans. I so wish we had background skills ^_^...either way, next level I'll have it covered, and you didn't outjump me...you had a better result, but I still had a critical success *tongue*


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

True a crit would look more spectacular


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Numalar runs down the dock.

Zokon jumps. Did you need me to put you somewhere?

Scarlet's swings wildly at Vernon who slips in closer under her blades.

But Alia makes him pay for discounting her though not critically so by scraping his ribs.

Conditions: Green areas are considered difficult. The lighting is dimming, but still light enough to not be dim. The trash, the scow's railing and the height out of the water give creatures on the deck partial cover from creatures on the dock.

Inspire Courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

Round 5
The bold may act!
_________________

__ Zokon -3 hp (grabs rope)
__ Numalar
__ Posh
__ Scarlet -5 hp
__ Alia -2 hp
__ Celyne
__ Luna -7 hp
__ Vernon -13 hp plus -4 non lethal
__ The scow

Vernon -13 hp plus -4 non lethal, fatigued; Belia down; black roach down; rusty roach down


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

[ooc]I don't always have access to pc so i'll be posting from my phone and that doesn't interact with maps too well, but that was just where I had intended to land[/ooc[


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

Just wanted to get this out there: If I ever end up ill, or on a work trip where I can't post, please, definitely bot me to keep things going.

Don't misunderstand: I'm totally fine with waiting on Posh here, hoping he is better again soon, but I see little he can do except try and run after the scow as well - Zokon already put in his next rounds action on running and jumping, and unless Vernon has some fancy trick up his sleeve, I think he should go down soon, which makes waiting all the more difficult ^_^

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

FYI, Since the scow moves before Numalar, he will probably have to run again to get ahead of the scow, since if the scow moves 30' and he moves 20' I don't think he will have LOS to attack Vernon. OTOH, it looks like everyone else has things in hand now. So if you don't hear from me next time that is what I will do.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Speaking of botting.... I would imagine that Posh would actually run (x4 speed) to keep up with the boat and project his improv routine to his friends.

rapier: 1d20 + 7 - 4 ⇒ (13) + 7 - 4 = 16 damage (sneak attack): 1d6 + 2 + 2d6 ⇒ (2) + 2 + (5, 3) = 12

Wary of opponents on all sides, Vernon ducks under Scarlet's guard stabs her through her shoulder. With his free hand he opens the door next to him.

The scow continues picking up speed (40-foot move).

Conditions: Green areas are considered difficult. The lighting is dimming, but still light enough to not be dim. The trash, the scow's railing and the height out of the water give creatures on the deck partial cover from creatures on the dock.

Inspire Courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

Round 5
The bold may act!
_________________
__ Zokon -3 hp
__ Numalar
__ Posh
__ Scarlet
-17 hp
__ Alia -2 hp
__ Celyne
__ Luna
-7 hp
__ Vernon -13 hp plus -4 non lethal
__ The scow

Vernon -13 hp plus -4 non lethal, fatigued, fighting defensively +2 AC/-4 Atk; Belia down; black roach down; rusty roach down


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

just FYI: I think Zokon actually jumps on the Scow this round. Last he went with the rope, and before he shot the black beetle...it's kind of hard to keep track because he pre-posts his action before it's our turn again....

1d20 + 5 ⇒ (3) + 5 = 8
Alia stabs at Vernon again, but times it as he just bends forward as she strikes, and misses. (Holding one charge still)

Since Luna is on difficult terrain, I could not flank with Scarlet even if she moves after her attack...but maybe Luna could try a CMB against Vernon since her claws don't really seem to get through much...like tripping or grabbing him, so he can't get away? Did Celyne train anything like this with her?
Either way, I'd wait for Scarlet and Luna before attacking...if either of them dislodges Vernon from the spot he is in, I'd 5-foot step to his previous location and close the door again.


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

"What's he lookin' at?" Scarlet yelps in pain as Vernon drives the rapier through her. "Ack, dammit! Don't let him...I don't know what he's doin'!"

Choosing accuracy over raw damage (and fighting squeezed here is uncomfortable,) Scarlet chooses to swing once.

Longsword, Bloodrage, Flanking, Squeezed, IC: 1d20 + 5 + 2 + 2 - 4 + 1 ⇒ (11) + 5 + 2 + 2 - 4 + 1 = 17
Enlarged Damage, IC: 2d6 + 6 + 1 ⇒ (3, 4) + 6 + 1 = 14


hp 21/21 AC 19, 16, 14 saves F 4, R 7, W 3, bab 2, init +3, spd 40, cmb 4, cmd 17 tiger
skills:
acro 8, climb 1, perc 6, stealth 7/11, swim 1

to hit bite: 1d20 + 2 + 2 + 1 ⇒ (16) + 2 + 2 + 1 = 21
dmg if hits: 1d6 + 1 ⇒ (3) + 1 = 4

to hit, claw: 1d20 + 2 + 2 + 1 ⇒ (7) + 2 + 2 + 1 = 12
dmg if hits: 1d4 + 1 ⇒ (2) + 1 = 3

to hit, claw: 1d20 + 2 + 2 + 1 ⇒ (5) + 2 + 2 + 1 = 10
dmg if hits: 1d4 + 1 ⇒ (2) + 1 = 3


hp 27/27; AC 18/ff13/t15; F 2, R 6, W 6, bab 3 melee 3, missile 4, cmb 3, cmd 14, init +1; moonbeam 5/5; wclw 8 | half-elf oracle/4
skills:
acro 5, bluff 5, craft leather 6, craft alch 7, diplo 16, handle animal 9, heal 6, intim 5, kn nature 6, ling 5, perc 11, perf sing 7, prof seamstress 7, sm 9, splcrft 8, surv 8

clw on Scarlett: 1d8 + 2 ⇒ (2) + 2 = 4

Celyne moves and touches Scarlet after casting her clw spell.


hp 21/21 AC 19, 16, 14 saves F 4, R 7, W 3, bab 2, init +3, spd 40, cmb 4, cmd 17 tiger
skills:
acro 8, climb 1, perc 6, stealth 7/11, swim 1

you know, Luna can rake too... not sure how that works... it says rake works if she either bites or claws... but not sure if she needs to grapple first or not - it doesn't say one way or the other in the rules... and she doesn't have the grab ability til 7th lvl, but says she can still rake...

on the offchance, she can get that rake in without grappling or with a grapple, I'll try a grapple roll:

grapple: 1d20 + 3 ⇒ (20) + 3 = 23

rake: 2d4 + 2 ⇒ (2, 2) + 2 = 6

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

@GGGM: did the boat move 35' this time? I think I am one square back from where I should be.


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

Alia is correct, I do that as it's generally just before I goto work... +8 timezone leaves me considerably outta whack than most

Rake can be made after a grapple has been initiated or as part of a pounce attack

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Zokon Santyev wrote:
Rake can be made after a grapple has been initiated or as part of a pounce attack

Yeah, this is basically it, but here's the full rules for rake:

Rake (also Pounce and Grab):

The rules for rake are in the Universal Monster Rules.

But here's how Rake works. Rake represents the attacks Luna can make with her rear claws, so most of the time Luna will not get to rake because she is standing on those legs.

PRD wrote:

Rake (Ex) A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature's description. A monster with the rake ability must begin its turn already grappling to use its rake—it can't begin a grapple and rake in the same turn.

Format: rake (2 claws +8, 1d4+2); Location: Special Attacks.

Note the highlighted text. On its own Rake provides extra attacks when grappling, but you have to start the round grappled. Not a very powerful ability on its own, but it can be useful. This isn't just when Luna grapples an enemy; it also applies whe something else grapples Luna (which would be a very bad idea). Under the grapple rules a creature with natural attacks can use all of them while in a grapple.

There are abilities that allow Rake to be applied outside this, but an ability that also allows rake attacks will specify so in the description (see pounce, below).

FYI Luna does not have any special ability to grapple. Grappling will still be a standard action for her, so unless you have given her the Improved Grapple feat she will take attacks of opportunity when she tries to grapple.

At 7th level things change a LOT. Luna gains two abilties: Grab and Pounce.

Pounce will probably get a lot of use. A pounce attack lets a creature attack with all it's natural attacks at the end of a charge, including Rake attacks. The logic is that since Luna is pouncing, she is making some kind of leap and is landing on the enemy with all 4 paws. So she is going to want to charge a lot.

Grab allows Luna a free grapple attempt without provoking after hitting with the triggering attack. Regular tigers can grab with claws or bite so I assume Luna could too. So if she attacks and any of those attacks hit she can initiate a grapple (at +4 as well).

Sadly, Rake doesn't do a whole lot until Luna is 7th level. But Luna already does a lot of damage.


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

Aye, but don't disregard the option of grappling itself. While Luna would have taken an AoO for initiating a grapple(without improved grapple), he is fighting defensively with a -4 to attack. And aside from being able to rake next round, AND keeping him in a position, there's further benefits that would be very helpful in this situation whereas her normal attacks will not get through his damage resistance most times.

Grappled Condition:
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.

That would have been -4 to Dex(-2 AC), a further -2 on attack rolls, no attacks of opportunity, difficult casting, and no escaping through that door. Compared to 0 damage, thats not a bad deal.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Scarlet misses, Alia misses, Luna's one strike that lands seems ineffectual, Zokon finally sticks that landing and declares war on Cheliax. Celyne gives Scarlet some much needed hit points.

"BLAST IT!" Vernon cries as Scarlet's wounds slowly knit together and his enemies close in.

Numalar, the scow had continued to slowly accelerate last round, moving 40-feet.

Conditions: Green areas are considered difficult. The lighting is dimming, but still light enough to not be dim. The trash, the scow's railing and the height out of the water give creatures on the deck partial cover from creatures on the dock.

Inspire Courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

Round 5
The bold may act!
_________________

__ Zokon -3 hp
__ Numalar
__ Posh

__ Scarlet -13 hp
__ Alia -2 hp
__ Celyne
__ Luna -7 hp
__ Vernon -13 hp plus -4 non lethal
__ The scow

Vernon -13 hp plus -4 non lethal, fatigued, fighting defensively +2 AC/-4 Atk; Belia down; black roach down; rusty roach down

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
RPGGGM wrote:
Numalar, the scow had continued to slowly accelerate last round, moving 40-feet.

Can Numalar tell what its means of propulsion is? How is it moving so fast? Are there oars going from below decks?

Numalar mutters a curse under his breath and continues to run.
Running 80' again. Nothing else I can do, aside from call it quits and head back to the tavern. BTW this puts me 10' off the map.

Alia of the Blade wrote:
Aye, but don't disregard the option of grappling itself.

Oh, I'm not, just pointing out that there's a risk, and also that Luna can't make a full round of attacks and also grapple, not until she gets to 7th level.


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |
Numalar Auritonius wrote:
Oh, I'm not, just pointing out that there's a risk, and also that Luna can't make a full round of attacks and also grapple, not until she gets to 7th level.

Noted, but the kitty could also realize that her "full round of attacks" simply doesn't scratch her prey(literally, unless she crits), and opt for a different approach. Hence why I said, in certain situations(such as dealing with DR) it may, despite risk, be a more beneficial approach- Alia is quite certain that with one good hit(6-17 damage, after DR applies, more if critting), she'd knock Vernon out so opt's not to take combat maneuvers -


Male Gnome Bard/ 3rd AC: 15 (T 12, FF 14), HP 20/20 5NL, Fort +2, Ref +6, Will +1; +2 Enchantment | CMB +1, CMD 14 | Init +3 | Perc +4

Posh looks down at the water below, seeing as there doesn't appear to be a bridge and frowns.
"Do we have to board?" he pouts, looking down into the murky water.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Numalar Auritonius wrote:
Can Numalar tell what its means of propulsion is? How is it moving so fast? Are there oars going from below decks?

Just the river's current dragging it along, uncontrolled. Are those boats ahead? Why, yes they are.

Unless the scow's course is corrected Numalar does some quick math (Knowledge engineering/arcana) and determines it will crash into a moored river galley in 4 rounds!


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Poshment Underhill wrote:

Posh looks down at the water below, seeing as there doesn't appear to be a bridge and frowns.

"Do we have to board?" he pouts, looking down into the murky water.

That doesn't seem very inspirational.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Numalar is the first to note the danger (about 200') ahead and Posh ponders danger below.

Vernon smiles and points toward the looming dragon boat ahead. Anyone turn to look? ;)

"You're all going to die! HAHAHAHAHA!"

He then steps 5 feet into the doorway and slams the door shut behind him, apparently locking it as well.

The scow continues to move forward! Moving another 45-feet (or about 3 mph--Yes, high-octane action reaching speeds of 3!).

Conditions: Green areas are considered difficult. The lighting is dimming, but still light enough to not be dim. The trash, the scow's railing and the height out of the water give creatures on the deck partial cover from creatures on the dock.

Inspire Courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

Round 6
The bold may act!
_________________
__ Zokon
-3 hp
__ Numalar
__ Posh
__ Scarlet
-13 hp
__ Alia
-2 hp
__ Celyne
__ Luna
-7 hp
__ Vernon -13 hp plus -4 non lethal
__ The scow

Vernon -13 hp plus -4 non lethal, fatigued; Belia down; black roach down; rusty roach down

Everybody is up!


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Numalar Auritonius wrote:
.... Are there oars going from below decks?

Garbage scows like this are normally pulled by tug boats, and positioned with long poles.


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

At about 2 meters a second, even if we ram another ship, we should not die in a fiery blast...unless you're michael bay OR that rat has some other surprise...but then, would he be so ruthless to blow up his sister?


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Well, he is a rat....

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
RPGGGM wrote:
The scow continues to move forward! Moving another 45-feet (or about 3 mph--Yes, high-octane action reaching speeds of 3!).

Actually, it's about 5.1 mph, or 4.4 knots. Pretty good for a vessel that is drifting. A sailing vessel going 10 mph is making very good time. I don't necessarily buy the speeds listed in the CRB for ships, but if you go by those the fastest ship on the list cannot make headway upstream with a current this fast.

The CRB lists a range of 10-40 feet per round as a "fast current" for rivers. Above that you get rapids.


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

"Scarlet can you break the door please?"

Zokon puts his bow over his shoulder and draws his sword with a Shing!!!


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

from Vehicles: Rafts, barges, keelboats, and rowboats are most often used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. In addition to 10 hours of being rowed, the vehicle can also float an additional 14 hours, if someone can guide it, adding an additional 42 miles to the daily distance traveled. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores....it seems intended that some listed ships cannot compete against the regular current. We are a bit faster, but then, this is a docking area, which means it's not a natural flow...same as you will see "fortified" river-channels in cities go faster than natural rivers out in wilderness...but yeah, 45 feet is definitely faster than 3 mph(which would be 26.4 feet per round)


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

Scarlet nods to Zokon. She drops her swords, draws her warhammer and swings with all of her might!

Warhammer, Bloodrage, IC, Squeezed: 1d20 + 5 + 2 + 1 - 4 ⇒ (5) + 5 + 2 + 1 - 4 = 9
Damage, 2H, Enlarged, IC: 2d6 + 6 + 1 ⇒ (5, 1) + 6 + 1 = 13

"Running out of steam, real soon." Scarlet pants. "Watch it, he's cornered now."


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

My bad. I'm confusing round times. The Scow's moving at 30 ft/rd (about 3.4 mph). 6 rounds until impact.

The door buckles but does not break under Scarlet's blow. -7 hp.

The scow continues to move forward! Moving another 45-feet (or about 3 mph--Yes, high-octane action reaching speeds of 3!).

Conditions: Green areas are considered difficult. The lighting is dimming, but still light enough to not be dim. The trash, the scow's railing and the height out of the water give creatures on the deck partial cover from creatures on the dock.

Inspire Courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

Round 6
The bold may act!
_________________

__ Zokon -3 hp
__ Numalar
__ Posh

__ Scarlet -13 hp
__ Alia
-2 hp
__ Celyne
__ Luna
-7 hp
__ Vernon -13 hp plus -4 non lethal
__ The scow

Vernon -13 hp plus -4 non lethal, fatigued; Belia down; black roach down; rusty roach down


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

Aye...I kinda hoped Scarlet would get the door. Simply because I'm unsure how this will be handled. Either call is fine but it's up to you. If I attack the door with the intent to break it, do I automatically discharge the second use of frostbite? Or can I hold that charge? Spell specifies "creature touched" so a door should not be a valid target, but honestly I never thought about how these things interact if I'm not holding a charge with my hand, but with a weapon...

Following up on Scarlets blow, Alia attempts to pierce the door near the locks area, hoping to cause the wood around it to break.
Attack: 1d20 ⇒ 13 Damage: 2d4 + 6 ⇒ (2, 3) + 6 = 11
"Vernon, you cannot hide in there. You killed people for your petty revenge, and we cannot let you continue."
The ratgirl is probably bleeding out...but thats just as well...they only thing they can expect from this city is a noose, anyway...it's better if it's over swiftly.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Alia of the Blade wrote:
but honestly I never thought about how these things interact if I'm not holding a charge with my hand, but with a weapon...

I think with spellstrike you get to choose whether to use the weapon or a touch, so you could hold the charge with your free hand.

RPGGGM wrote:

My bad. I'm confusing round times. The Scow's moving at 30 ft/rd (about 3.4 mph). 6 rounds until impact.

Dang! Could have cast daze last round before Vernon disappeared instead of a double move. Oh well.

Numalar continues racing down the dock past the scow. Running 80' again. He shouts out to the dockworkers and sailors up ahead.

"Ahoy! Look out! The scow is drifting and will crash into your boats! Bring rope and poles, quick!"

I'm guessing this would take a diplomacy check... hopefully the impending danger gives me a bonus... :)

Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18


Male Gnome Bard/ 3rd AC: 15 (T 12, FF 14), HP 20/20 5NL, Fort +2, Ref +6, Will +1; +2 Enchantment | CMB +1, CMD 14 | Init +3 | Perc +4

Posh looks over the boat and takes a few steps backs before then running as fast as he can to leap onto the boat.

acrobatics: 1d20 - 4 ⇒ (5) - 4 = 1

...and falls straight into the water below.

Sigh...it appears Posh is going to be known as the Waterlogged member of the group :p


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |
Poshment Underhill wrote:

[dice=acrobatics]1d20-4

...and falls straight into the water below.

Well, look at the bright side: at least it keeps up the Performance(Comedy)...most other types would turn into "Performance(Blubb-blubb-blubb)" after that ;)


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

The door cracks open, Vernon is standing just beyond looking a bit frightened now.


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

Zokon steps out to where he can see Vernon and uses studied target on him

"Come out now and help us stop the boat and things will go better for you Vernon"

Bluff: 1d20 + 5 ⇒ (15) + 5 = 20


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

"Vernon, you dummy! We gotta get you and your sister out of here before the ship crashes!"

Scarlet yells from the side.

"Maybe the world is full of flowers and butterflies and we're too bitter to see it. I'm gonna keep trying though. Looks like you just gave up."

Not my turn and Diplomacy takes too long, but totally in character for Scarlet to yell it out loud.


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

Only if Vernon does not react to Zokon or Scarlet

"You were shrewd enough to enact this plan using bribery and other means. You are no fool. You feel you had your reasons, but you failed. You know there is nothing left for you. Choose a swift end by the blade, or swinging on a rope in front of an audience...but choose fast, we have no time to waste on this ship"

The city will not allow them to redeem themselves....then again, they did kill innocents without regret...so they need to be stopped. We should make sure their associates also get punished...


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

You seem to have the rat cornered.

Conditions: Green areas are considered difficult. The lighting is dimming, but still light enough to not be dim. The trash, the scow's railing and the height out of the water give creatures on the deck partial cover from creatures on the dock.

Inspire Courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

Round 6
The bold may act!
_________________

__ Zokon -3 hp
__ Numalar
__ Posh
__ Scarlet -13 hp
__ Alia -2 hp
__ Celyne
__ Luna
-7 hp
__ Vernon -13 hp plus -4 non lethal
__ The scow

Vernon -13 hp plus -4 non lethal, fatigued; Belia down; black roach down; rusty roach down


hp 27/27; AC 18/ff13/t15; F 2, R 6, W 6, bab 3 melee 3, missile 4, cmb 3, cmd 14, init +1; moonbeam 5/5; wclw 8 | half-elf oracle/4
skills:
acro 5, bluff 5, craft leather 6, craft alch 7, diplo 16, handle animal 9, heal 6, intim 5, kn nature 6, ling 5, perc 11, perf sing 7, prof seamstress 7, sm 9, splcrft 8, surv 8

"Do come out, and I'll call off the cat... surrender peacably, or go down like a rat in a sinking ship.. literally if we crash... "

handle animal to call off Luna from the attack: 1d20 + 7 + 4 ⇒ (6) + 7 + 4 = 17

diplo: 1d20 + 14 ⇒ (9) + 14 = 23


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Celyne wrote:
"Do come out, and I'll call off the cat... surrender peacably, or go down like a rat in a sinking ship.. literally if we crash... "

Celyne While I admire the diplomatic effort, time will not allow it. Were Vernon merely indifferent to your efforts he might be persuaded in the allotted time (like sailors on the craft he is about to crash into might be persuaded to get out of his way), but actual diplomacy is going to take time, time you recognize you do not have. Feel free to restate your actions if you like. Otherwise, it will take you a full minute (9 more rounds after this one) to make the roll.

Random dice roll:
1d20 + 2 ⇒ (2) + 2 = 4

Conditions: Green areas are considered difficult. The lighting is dimming, but still light enough to not be dim. The trash, the scow's railing and the height out of the water give creatures on the deck partial cover from creatures on the dock.

Inspire Courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

Round 6
The bold may act!
_________________

__ Zokon -3 hp
__ Numalar
__ Posh
__ Scarlet -13 hp
__ Alia -2 hp
__ Celyne
__ Luna
-7 hp
__ Vernon -13 hp plus -4 non lethal
__ The scow

Vernon -13 hp plus -4 non lethal, fatigued; Belia down; black roach down; rusty roach down


hp 27/27; AC 18/ff13/t15; F 2, R 6, W 6, bab 3 melee 3, missile 4, cmb 3, cmd 14, init +1; moonbeam 5/5; wclw 8 | half-elf oracle/4
skills:
acro 5, bluff 5, craft leather 6, craft alch 7, diplo 16, handle animal 9, heal 6, intim 5, kn nature 6, ling 5, perc 11, perf sing 7, prof seamstress 7, sm 9, splcrft 8, surv 8

Celyne calls off the cat (free action) and scowls at Vernon.

"Give up now, it's your only chance."

If he's still armed with something metal, she'll cast burning disarm on him...

This spell causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to drop it and take no damage (even if it is not their turn), otherwise the hot metal deals 1d4 points of fire damage per caster level (maximum 5d4). Circumstances that prevent the creature from dropping the item (such as a locked gauntlet) mean the creature gets no saving throw. The heat does not harm the item, and it does not get hot enough or last long enough to ignite flammable objects. The item cools to its previous temperature almost instantly. If cast underwater, burning disarm deals half damage and boils the surrounding water.

burning disarm dmg if he doesn't drop the weapon: 2d4 ⇒ (4, 3) = 7


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Celyne wrote:
"Do come out, and I'll call off the cat... surrender peacably, or go down like a rat in a sinking ship.. literally if we crash... "

Given the difficult terrain, the only place to cast from is at point blank range.

cast defensively: 1d20 + 6 ⇒ (12) + 6 = 18 Success
reflex save: 1d20 + 6 ⇒ (17) + 6 = 23

Deprived of his flashy rapier, Vernon, like a cornered rat, lunges at Celyne with his horrid buck teeth.

bite: 1d20 + 5 ⇒ (3) + 5 = 8 damage: 1d4 + 3 ⇒ (4) + 3 = 7 Miss

He then retreats down the stairs into a lantern lit hold and pulling his crossbow.

Numalar rushes ahead to warn the other boat.

prof (sailor): 1d20 + 5 ⇒ (18) + 5 = 23

Quickly they commence moving out of the way.

One of the rivermen yells back. "GET THAT SCOW UNDER CONTROL!!"

Meanwhile Posh takes the big plunge.

Conditions: Green areas are considered difficult. The lighting is dimming, but still light enough to not be dim. The trash, the scow's railing and the height out of the water give creatures on the deck partial cover from creatures on the dock.

Inspire Courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

Round 7
The bold may act!
_________________

__ Zokon -3 hp
__ Numalar
__ Posh
__ Scarlet
-13 hp
__ Alia -2 hp
__ Celyne
__ Luna
-7 hp
__ Vernon -13 hp plus -4 non lethal
__ The scow

Vernon -13 hp plus -4 non lethal, fatigued; Belia down; black roach down; rusty roach down


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

Scarlet looks around for some kind of anchor to drop. It's now or never.

"Oh boy, gonna tire out. I think... I think we gotta stop the boat or bail."

If there isn't an anchor, Scarlet grabs Belia.
"I'm saving your sister, you pessimistic idiot!"

Bloodrage will end after this, and then Scarlet is exhausted for 8 rounds. Fun!


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

dice dice baby:
1d20 + 3 ⇒ (13) + 3 = 16

Scarlet indeed finds an anchor (marked) and long punting pole on her side of the scow (hung on the side of the midcastle).

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