| Raush Galavari |
I'd spend my two level 1 spells for yesterday to cure light wounds on myself.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
I'll give Rosie the violin next evening. Also, preparing shadow trap instead of enhance water.
"Aaaah, this feels just like home!" shouts Raush, grappling against a rope. "The monsoons in the Mwangi could last for days!" While working the lines, he keeps an eye out for Scourge and Plugg, hoping for an opening to send them to Besmara's judgement.
Taking 10 on profession(sailor) for 16.
Con: 1d20 + 2 ⇒ (1) + 2 = 3 Yay! Fatigued.
| Ravenna van Klef |
Profession (sailor): 1d20 + 6 ⇒ (14) + 6 = 20
Constitution check: 1d20 + 2 ⇒ (11) + 2 = 13
Ravenna is all about the rigging today, hauling sails, tying and untying lines, and generally reacting with great alacrity. Somehow she manages to remain upbeat through the entire experience.
For my next trick...
As the day comes to a close she cleans up as best she can and takes the opportunity to chat up some of the other crew, like Rosie the halfling. "This is hard work but hopefully it'll be profitable!" she says. "You know, at some future point. For the moment it's more like just going up and down over and over again, but once the crew gets into a rhythm I'm sure we'll be able to do some actual trade or... y'know... privateering."
| GM SuperTumbler |
Not so fast, Ravenna. Hold onto that interaction for after this event.
As the long, difficult day stretches on, something finally breaks. Working next to Ravenna, Kipper, the Gunner's Mate and Grak's almost friend (well, he doesn't hate Grak, at least) loses his grip on a rope and goes overboard. The cry of "Man Overboard." rings out and echoes across the deck.
Everyone can automatically notice Kipper going overboard. Whether you want to do anything about it is up to you. We will treat this like a combat encounter.
Ravenna Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Raush Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Grak Initiative: 1d20 + 4 ⇒ (9) + 4 = 13
Veltisiel Initiative: 1d20 + 5 ⇒ (19) + 5 = 24
Wade Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Ordrax Initiative: 1d20 + 5 ⇒ (18) + 5 = 23
Storm Initiative: 1d20 - 5 ⇒ (9) - 5 = 4
Obviously, you can't attack the storm, but that will be the initiative when further problems happen for Kipper. So everyone should get to act before he gets more than 10 feet from the ship. Of course, it could be that you'd rather seem Kipper bite it.
| Raush Galavari |
"Hoped it would be Plugg" grumbles Raush, looking down the railing and scrambling to find a rope. "Any helpful magic? Anyone a good swimmer?"
My current Swim modifier is +2. If anyone goes I can give you a +1 bonus to saves or to a skill.
| Raush Galavari |
"Besmara, I seek strength for the strong"
After the quick prayer, Raush holds onto the rope, bracing against the railways.
You have a +1 bonus on a single Swim roll. Also remember that you can use panache to get 1d6 extra on Swim via the Derring-Do deed.
| Grak Firethrower |
Gran runs over to the railing to see who went over. "Hmm, to bad my initial meeting with Krine went so poorly. There may be a job opening," he thinks to himself as he watches Ravenna try to save him.
| Ordrax Silentback |
Survival: 1d20 + 0 ⇒ (3) + 0 = 3
Ordrax see that the floor and ropes are slippery form all the rain. He tries his best to do his job. He takes his time at his task.
Take 10 on the Dex check for a 14
He sees that everyone is showing concern for the person that just went over. Ordrax makes his way over to aid with the ropes.
Aid: 1d20 + 0 ⇒ (3) + 0 = 3
That sucks, hope they can swim. Never learned myself, no one goes swimming in the underdark..well and returns to tell about it.
| Veltisiel Ekai |
Survival check for weather: 1d20 + 1 ⇒ (4) + 1 = 5
Veltisiel doesn't see the storm coming days ahead, but as the weather begins to pick up he does make some preparations.
Spells updated
Profession (sailor) DC 14: 1d20 + 1 ⇒ (19) + 1 = 20
Con Check: 1d20 + 2 ⇒ (19) + 2 = 21
He easily manages the ropes, his skill surprising even himself,with enough energy to go half the night if needed.
Before Ravenna jumps over, Veltisiel rushes over, "You may want this" he tells her, "I was saving it for myself, so if I go over, you better save me too, got it?"
He outlines a small rune on her forehead, and her hands change, giving her flippers.
Casting Touch of the Sea, for a 30 foot swim speed and a +8 bonus to swim checks.
Meanwhile, he looks around for Plugg, if he's on deck or somewhere a wave might strike.
| GM SuperTumbler |
Was hoping for a post from Wade, but maybe we have lost him?
Ravenna dives into the roiling sea, grabbing Kipper. She finds that Veltisiel's spell grants her much more control of her movement through the sea, and, with the help of Ordrax and Raush on the rope, she is able to hold her place relative to the ship.
Ravenna Swim checks: 1d20 + 17 ⇒ (5) + 17 = 22
Ravenna Swim checks: 1d20 + 17 ⇒ (13) + 17 = 30
Ravenna and Kipper are dragged back onto the deck, Kipper vomiting water but Ravenna looking hardly the worse for wear. Unfortunately, the storm continues, as do your assignments.
Assignments for the day. Even the cook's mate is a rigger today.
Grak-Rigging repair, DC 12 Climb check and DC 14 profession (sailor) or DC 14 Dex check
Ordrax-Rope work. DC 14 profession (sailor) or Dex check
Raush and Ravenna-Line work, hoisting and lowering sails. DC 12 (sailor) or Dex check. Must also make a DC 12 Con check to avoid fatigue at end of shift.
Veltisiel and Wade-Mainsail duties. DC 14 (sailor) or Strength check. DC 12 Con check to avoid fatigue at the end of the shift.
Make new checks, with the fatigue penalty if you were fatigued after the first round. Everyone needs to make a DC 16 Con check to avoid fatigue at the end of the night shift.
| Ravenna van Klef |
"Thanks for that," Ravenna says to Veltisiel. "I'll remember."
She squeezes the water out of her clothes and then drags herself off to her day's tasks.
Profession (sailor): 1d20 + 6 ⇒ (16) + 6 = 22
Con check: 1d20 + 2 ⇒ (6) + 2 = 8
Con check, night shift, fatigued: 1d20 + 2 - 2 ⇒ (6) + 2 - 2 = 6
DM, does this mean I'm at exhausted now?
| Veltisiel Ekai |
Profession (Sailor) DC 14: 1d20 + 1 ⇒ (7) + 1 = 8
Con Check (DC 16): 1d20 + 2 ⇒ (19) + 2 = 21
While he doesn't quite manage to haul ropes to the maximum effort, Veltisiel does manage to stay awake and alert, eyes peeled for Plugg, hoping he sees him at some point in the worst of the storm.
| Raush Galavari |
The vanara pushes one large foot on Kipper's stomach, trying to make him spit out water. "Hold on to something solid, kiddo, we just stole you from the sea."
This is for you, Reaver Queen, we stole from Gozreh and the sea, in your name, under your flag.
Profession(sailor): 1d20 + 8 ⇒ (10) + 8 = 18
Con: 1d20 + 2 ⇒ (4) + 2 = 6 Line work is cursed.
The constant sprays of saltwater make Raush's fur wet and damp, and he has an increasingly hard time fighting against the ropes. As the day winds to an end, his muscles are aching like they are on fire.
| Grak Firethrower |
Grak watches as the group pulls Kipper from the water. He shrugs his shoulders as he seems to have survived. "Eh, probably wouldn't have done me any good anyway. Besides, maybe he will feel obligated to help us now," he thinks as he returns to his work. He continues to struggle to get up the ropes but manages not to fall. The days hard work tires him out.
Climb (DC12): 1d20 ⇒ 5
Dex check (DC14): 1d20 + 4 ⇒ (10) + 4 = 14
Con check (DC16): 1d20 + 3 ⇒ (8) + 3 = 11 lol, add 3 more rolls for 10 and under
| GM SuperTumbler |
Veltisiel keeps a careful eye on Mr. Plugg, finding a moment when a wave is washing over the deck. At just the right moment, he casts a grease spell under the first mate's feet.
Plugg Reflex DC: 1d20 + 4 ⇒ (16) + 4 = 20
Plugg Perception: 1d20 + 2 ⇒ (11) + 2 = 13
Plugg slides across the sodden deck, but manages to grab the rail and keep his feet.
| GM SuperTumbler |
As the night shift draws to a close, a yellow line slowly appears on the horizon. The storm begins to break apart, clouds gradually giving way to open skies. As the ship continues to reel in the tumultuous sea, Plugg walks the deck, finding Raush, Ravenna, Conchobar, and Kipper passed out on the deck.
He orders crew members to drag each of them to the deck for the Bloody Hour, giving Scourge the pleasure of kicking each of them awake before delivering the prescribed punishment of 6 lashes.
That's 6d3 non-lethal damage, which may take you out of commission for the days actions.
Kipper makes sure that Ravenna knows that he is grateful for her saving his life. "If there is anything I can do to repay you, Besmara knows I'll honor my debts."
I'll give you a bit of time to recover from the storm and chat up anyone you wish, including each other. Once you are ready to move on, we will skip a few days and get to some Piracy! Raush in the crow's nest will call out, "Ship Ahoy" and we finally get to some actual pirate-doings.
| Raush Galavari |
Ah, too bad he saved.
NL Damage: 6d3 ⇒ (2, 3, 2, 1, 1, 2) = 11
Oh, it will be pleasant to throw Scourge to the sharks...
Sore from the beating, Raush invokes Besmara's touch, bringing Ravenna if she's disabled, otherwise myself some relief from the biting pain.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
On his way to the cot, he makes a short trip to Rosie, passing her the fiddle. "Here you go. Now I think I'll go faint for a while."
Night action: Sleep
| Ordrax Silentback |
Ordrax does his job as best as he can. He knows that sooner or later he will be called on it but for now he does the average job that does draws as little attention as possible to himself.
This s#+@ is getting tiresome. It is bound to happen sooner or later
Take 10 on Dex Check for a 14
With all the excitement that has happened over that last couple of days, Ordrax watches closely that night as the other crew go about their own business. HE keeps himself busy reworking the lock on his chest.
He tries to see who is who of the crew. Who is hanging with who and who is watching the others.
Take 10 on perception for a 18
| GM SuperTumbler |
I believe that Raush's intention was that she would heal Ravenna if necessary.
Days pass as you slowly recover from your exertions during the storm and your punishments for those of you who fail. Ship life returns to what has become your new normal. Work, food, entertainments. Rosie begins playing her fiddle at night, proving to be an accomplished musician.
Finally, after several days, Raush calls out from the crow's nest, "Ship Ahoy."
Captain Harrigan peers at the distant vessel through an eyeglass before ordering Mr. Plugg to pursue the vessel. The pursuit continues overnight, with a few crew remaining on deck but most of you being sent below to rest. Perhaps you are unable to sleep, too keyed up before the coming battle.
The morning bell rings shortly before dawn, and you make your way on deck. The ship you are pursuing is only a half mile distant. Word circulates on deck that it is called the Man's Promise. Riaris Krine, the ships gunner and therefore battle commander, orders all of you onto the poop deck. "The ship's wheel is on the aft deck, just below the sterncastle. You will grapple over, kill the guards on the sterncastle, take the wheel, and guard the ship's boats. Kill anyone who tries to get on one of the boats. Don't move from the wheel until the fighting's done or you'll have me to answer to. And when we get close, its going to get foggy. Just stick to what I told you."
| Raush Galavari |
Krine would be an excellent ally.
The night before the attack, Raush whispers to his companions. "After the battle, watch out for how the loot is split. By Besmara's unspoken, ever-known rules, everyone should get a cut, but I believe that our officers have no respect for Her. This could sow discord, and discord will be good for us. Rosie is on our side, and she may know how the tide turns, especially after tomorrow's battle. We will not be slaves much longer."
A toothy, predatory grin appears on Raush's rough face.
"I'll call onto my Lady's grace as we get to the battle. Let us take plenty of what's not rightfully ours. For we have little law but the sea, and no shackles but our own."
Preparing bless instead of shadow trap.
| GM SuperTumbler |
You will find the battle map for the taking of the ship, named the Man's Promise, on the Wormwood Map linked above. The battle begins with the two ships 120 feet apart. It takes the Wormwood 4 rounds to close.
In that time, there is some exchange of ranged attacks, including some ballista attacks from the Man's Promise that attempt to foul the rigging of you pirate vessel. Since none of the players are particularly focused on ranged, I'm going to forgo playing those 4 rounds out. You can certainly use that time to cast spells or otherwise prepare. If anyone hasn't managed to acquire an appropriate weapon, you are given one weapon from the quartermaster.
Round 1: Your first task is to grapple the railing of the enemy ship. This is a ranged attack roll vs AC 5. Then a move action to tie off your line. If you wish to forgo using this ground to grapple, you can make ranged attacks against the 7 sailors on the deck of the Man's Promise. Round 2: You can move to the poop deck of the Man's Promise with a climb or acrobatics check of DC 10-(The number of you who succeed at grappling the ship in the previous round). Don't worry about initiative for the moment.
Captain Harrigan strides about on the deck, interacting more with the crew than he has done the entire time you have been on the ship. He whips them (not literally) into a fury, offering great reward for those who are brave and great punishment for those who fail. "Them the sharks get will be the lucky ones..."
| Raush Galavari |
Before jumping off, I'll be using the blessing of War on myself; it will last 1 minute (8 rounds after the climb) and give me a floating bonus. Also grabbing a quarterstaff from the armory.
Grapple: 1d20 + 3 ⇒ (20) + 3 = 23 What a waste. I auto-make the climb check.
A reward for the brave? We'll see.
A simple length of wood is all that Raush needs, never one for fancy weaponry where a well-placed punch can suffice. After tying the quarterstaff to his back, he launches himself towards the Man's Promise, Besmara's name and a mad laughter on his lips. Prehensile hands and feet move quick and sure on the wooden surface, and the gorilla pounces on the deck on all fours, baring teeth in a feverish grin. "We claim this vessel and all she carries for the Reaver Queen, you unfortunate souls! Surrender or pay the blood price!"
2nd round of War blessing, bonus AC: my AC is 17/17/14.
| Veltisiel Ekai |
Any chance some off-screen reconnaissance might reveal where the ship's treasury is kept?
Diplomacy: 1d20 + 7 ⇒ (4) + 7 = 11
Stealth: 1d20 + 3 ⇒ (18) + 3 = 21
Also, any way for me to have recovered my kit prior to this?
Diplomacy: 1d20 + 7 ⇒ (11) + 7 = 18
Knowing a fight was coming, Veltisiel prepares spells accordingly.
Prepping Enlarge Person, Grease, and Color Spray.
As the fight approaches, he paces the deck, preparing for the confrontation. As the ships drew together, he held off working magic at first, but when Raush prepared to cross over, he started a spell, ducking behind a mast for cover. When the vanara crossed to the other ship, he released his magic, doubling the warpriest's height.
Casting Enlarge Person on Raush.
| Ordrax Silentback |
Ordrax toss his line in order to grapple the ship.
Range attack: 1d20 + 5 ⇒ (2) + 5 = 7
He ties off his line and prepares to board the ship.
Moving as quickly as he can, Ordrax jumps and tumbles his way across to the other ship.
Acrobatics: 1d20 + 8 ⇒ (15) + 8 = 23
He watches as the others make a grand entrance. Using this to his advantage, he prepares himself to move in to a position of opportunity.
| Grak Firethrower |
As they close in on the ship, Grak downs a potion. His skin seems to get tougher and his motions seem faster. He stands near the stern to get a good view of the ship. As the others throw grappling hooks, Grak mixes up a concoction and throws it at the pirate just to the right of the last mast. "Let's show them what you can do," he thinks as he watches the bomb catch the man squarely in the chest.
Bomb: 1d20 + 7 - 1 ⇒ (15) + 7 - 1 = 21 vs. Touch AC. -1 due to range. Penalty reduced by feat.
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
4 pts splash damage to surrounding enemies. Reflex save (DC13) for half.
| GM SuperTumbler |
The sailors fight with discipline and control. Four of them concentrate their efforts on the giant simian that has just lept onto their ship. Despite their discipline, their fear gets the best of them. They are unable to even come close to striking the nimble warrior.
Rahadoumi attacks: 1d20 + 2 ⇒ (3) + 2 = 5
Rahadoumi attacks: 1d20 + 2 ⇒ (2) + 2 = 4
Rahadoumi attacks: 1d20 + 2 ⇒ (6) + 2 = 8
Rahadoumi attacks: 1d20 + 2 ⇒ (1) + 2 = 3
| Grak Firethrower |
Gram tries to lob another bomb over the enlarged Vanara at the farthest sailor.
Bomb: 1d20 + 7 - 1 - 4 ⇒ (19) + 7 - 1 - 4 = 21
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
4 pts splash damage to surrounding enemies. Reflex save (DC13) for half.
| Raush Galavari |
Raush is taken aback for a moment as his size increases, then roars in laughter, whirling his staff around. His blows are not quite accurate, but heavy, sweeping skins.
"Come at me, if you dare! Besmara shall have you, one way or another!"
Attack: 1d20 + 3 ⇒ (9) + 3 = 12
Damage(enlarged): 1d8 + 6 ⇒ (5) + 6 = 11
Attack(flurry): 1d20 + 3 ⇒ (5) + 3 = 8
Damage(enlarged): 1d8 + 6 ⇒ (5) + 6 = 11
AC temporarily 15/15/12. The lousy roll curse has taken me too.
| Ordrax Silentback |
Seeing that big monkey has drawn alot of attention to himself, Ordrax makes his way around to the other steps and comes up behind the soldier that is facing off with Ravenna.
Double Move
| Veltisiel Ekai |
Veltisiel runs across the deck, but as it seems he's about to leap across the gap between the ships, he vanishes in a puff of brimstone and reappears on the other deck.
Using a point from my arcane reservoir for Dimensional Slide, teleporting me from one ship to the other.
Once there, he spins around and unleashes a small bolt of lightning at the closest eligible target.
Jolt, touch attack: 1d20 + 3 ⇒ (7) + 3 = 101d3 ⇒ 3
Shall there be no end to the mediocrity?
| GM SuperTumbler |
Veltisiel finds himself in the relative calm between boarding actions fore and aft.
There is another scrum involving the captain and some of your crewmates at the front of the ship.
The Rahadoumi crew fights back, with three focusing their attacks on Raush.
Attacks: 1d20 + 2 ⇒ (19) + 2 = 21
Attacks: 1d20 + 2 ⇒ (19) + 2 = 21
Attacks: 1d20 + 2 ⇒ (18) + 2 = 20
Confirm Critical: 1d20 + 2 ⇒ (18) + 2 = 20
Confirm Critical: 1d20 + 2 ⇒ (17) + 2 = 19
Short sword critical: 2d6 + 2 ⇒ (2, 1) + 2 = 5
Short sword critical: 2d6 + 2 ⇒ (2, 1) + 2 = 5
Short sword hit: 1d6 + 1 ⇒ (6) + 1 = 7
Wow! Dice roller hates Raush!
Another sailor leaps down from the sterncastle to defend the back of his mate that Ordrax is about to skewer.
Attacks: 1d20 + 2 ⇒ (3) + 2 = 5
While the other two focus their energy on Ravenna.
Attacks: 1d20 + 2 ⇒ (5) + 2 = 7
Attacks: 1d20 + 2 ⇒ (4) + 2 = 6
Looks like only Raush is unfavored by Besmara today.
| Ordrax Silentback |
Seeing the man come at him, Ordrax ducks the attack. He maintains he concentration on his original target.
Attack: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d4 ⇒ 1
Sneak attack Damage: 1d6 ⇒ 2
Perception: 1d20 + 8 ⇒ (3) + 8 = 11
| Raush Galavari |
Holy...
Under the onslaught, Raush crumbles to the ground, blood mixing with saltwater.
Stabilize: 1d20 + 2 - 2 ⇒ (20) + 2 - 2 = 20 At least I'm stable. Why do I roll twenties on low DCs and terrible attacks?
| Veltisiel Ekai |
There's a certain amount of irony when it's our healer that goes into the negatives....
Veltisiel makes a quick arcane gesture and and fires a bolt of lightning at one of the sailors that attacked Raush. Unfortunately, it strikes an intervening piece of rope and discharges harmlessly against the rigging.
Jolt, into melee: 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 41d3 ⇒ 2
Perception: 1d20 + 1 ⇒ (13) + 1 = 14
| Grak Firethrower |
Grak thought his job was done and was going to let the muscle clean up, but when the sailors gang up on Raush and take him down, Grak considers his options. Not wanting to get Raush caught in the splash of a bomb, he lobs one over everyone's head, aiming for the area to the NE of the mast.
Bomb: 1d20 + 7 - 1 - 4 ⇒ (8) + 7 - 1 - 4 = 10 to hit AC5. I marked my target on map.
just 4 pts splash damage to surrounding enemies. Reflex save (DC13) for half.