| GM SuperTumbler |
Under the onslaught of Grak's bombs, the Rahadoumi sailors scream the screams that one only hears from burning animals. Most of the sailors drop to the desk, another felled by the deft bladework of Ordrax and Ravenna, perhaps foreshadowing that these two will become an effective team.
The final Rahadoumi sailor throws down his shortsword and raises his hands. "Enough. I surrender. Please do not kill one so pathetic as I..."
Note that you can certainly be evil and kill this bastard, but prisoners could be used as crewmen or even ransomed, so there are at least some reasons to keep him alive.
As the sailors facing you surrender, your attention turns to the wider battle. Those who succeeded at a DC 10 perception check see Captain Harrigan moving toward you across the deck, apparently chasing two Rahadoumi officers who are racing toward the cabin that lies beneath your feet. Harrigan carries a cutlass in his right hand and what appears to be a beating human heart in his left. A sailor is sneaking up behind Harrigan, apparently intent on slashing the captain with the ornate scimitar he carries.
| Raush Galavari |
Perception: 1d20 + 8 ⇒ (4) + 8 = 12
Raush rises from the floor with a grunt of pain, nodding in thanks to Wade. As the sailor cowers, he looks at him with disdain. "Pathetic indeed, that you merely beg for mercy. Bribe, cajole, keep some dignity and wrestle what you want from us, weakling. I say we throw him to Besmara's judgment."
The vanara keeps an eye on the captain but says nothing. Having his gratitude but being his flunky? No, I won't.
| Grak Firethrower |
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
A look of pleasure comes across Grak's face as he sees the sailors succumb to his bombs. He's too busy admiring his handiwork to notice what else is going on.
| Veltisiel Ekai |
Veltisiel casts a wary eye at the captain, assessing the situation, and distractedly calls to Raush, "You can leave him to me, if you like. I can always find some use for him! I have a few theories on soul magic that I've been eager to test. "
Meanwhile, a debate rings through his mind. Just your everyday sadistic schizophrenic psychopath, nothing to see here.
Hmmmm…. What would be to our benefit? We could warn the captain, and possibly gain his favor in the process. Or we could let the sailor attack him. What would that lead to, though? Best-case scenario, he is killed and-
another mental voice interrupts his thought process,
And what would that lead to? It's not like we'd just be free after. More likely, Plugg or Scourge would assume command of the Wormwood, and we'd be even worse off. It's not like it would be hard in any case, just step next to him and warn him. then a third voice jumps in, But then we're no more than a lackey, it adds, before the first voice jumps back in, Okay, okay! We'll likely get rewards if we warn him, and if we don't nothing will happen. Are we in agreement? he asks, gaining begrudging agreement from the other two, Great. I'm assuming control then.
Veltisiel, focusing primarily on dodging the soldier next to him, steps away, "Behind you, captain![color=red] Prismatis![/color] Look out!"
As he steps away, he sends a wave of pulsating color out. While his primary target was the sailor that was trying to attack him, he also angled the spell so that it would catch the soldier sneaking up behind Captain Harrigan.
Color Spray (Will DC 17), outlined on the map.
| GM SuperTumbler |
I find myself suddenly with absolutely abysmal internet access on my holiday travels. My posting will be challenged through Saturday.
Will saves: 1d20 + 1 ⇒ (4) + 1 = 51d20 + 1 ⇒ (8) + 1 = 9
The man sneaking up on Harrigan collapses to the deck, conciousness obliterated by Veltisiel's spell. The officer also succumbs to the spell, but is able to resist its worst effects. The woman stops her race across the deck and stands stunned, her eyes looking blindly about.
Wade, Ravenna, Ordrax.
| Ordrax Silentback |
Ordrax move slightly over to place the enemy between him and the Ravenna.
Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d4 ⇒ 2
Sneak Damage: 1d6 ⇒ 1
Such a great hit with pathetic damage
| GM SuperTumbler |
Captain Harrigan gives Veltisiel an approving nod before striding forward and smashing the other officer with the basket of his cutlass. The woman falls to the deck, insensate.
Ordrax and Ravenna strike down the surrendering sailor. Despite Ordrax's weak blow, the sailor falls.
The fighting continues at the front of the ship, but your area is calm for the moment.
Harrigan looks up at those on the higher deck. "You lot hold the wheel from any that tries to take it back, and if anyone heads for those boats, see they don't make it."
I think that should start round 4, with Veltisiel already having taken an action. More action will come your way, so we will stay in initiative, but you have a moment's respite. Take your round 4 actions.
| Grak Firethrower |
Grak moves closer to a boat and loads his crossbow, watching for anyone trying to escape or retake the wheel.
Readied attack: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d8 ⇒ 8
| Raush Galavari |
"'lright, let's think about this later." Casually, Raush chops the surrendering sailor to make him faint.
Attack, non-lethal: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
| GM SuperTumbler |
Our nascent pirates take up positions guarding the launches. Sure enough, an officer and four soldiers appear from a hatch onto the deck, intent on fleeing in one of the ship's boats.
Grak launches a crossbow bolt at the officer, striking the woman.
Raush puts down a surrendering sailor, while Ordrax misses the officer with his shot.
I'm not willing to decide if Wade wants to take on the officer or one of the sailors.
Veltisiel should have a turn in this round. The sailors are spending two move actions to move and then to begin releasing the boat. The officer is wielding a boarding pike in two hands. The boarding pike is a reach weapon, so she threatens those squares around her.
So we should have one turn from Veltisiel, Wade can decide what to do with that attack, and then everyone should have a turn before they do.
| Veltisiel Ekai |
Veltisiel casts a spell and suddenly the floor under half the pirates is slick and impossible to stand on.
Casting Grease as indicated on the map, Reflex DC 17 to avoid falling prone- and I believe they have to make that save every round.
If any of the sailors stay standing, Veltisiel shoots a spark of lightning at them. If not, he targets the soldier not on the grease.
Jolt: 1d20 + 3 ⇒ (9) + 3 = 121d3 ⇒ 1
| GM SuperTumbler |
The sailor who is not rolling around on the deck like a greased pig works feverishly to loose the launch. His commander, the officer with the boarding pike, steps toward the obviously dangerous spellcaster.
Boarding pike vs Veltisiel: 1d20 + 6 ⇒ (8) + 6 = 14
But the pike stabs empty air as Veltisiel dodges.
Acrobatics checks: 1d20 + 5 ⇒ (17) + 5 = 22
Acrobatics checks: 1d20 + 5 ⇒ (1) + 5 = 6
Acrobatics checks: 1d20 + 5 ⇒ (5) + 5 = 10
Two of the greased sailors manage to crawl and slide their way out of the grease spot.
I'm ruling that these two are still flat footed until they have another turn. It takes them two move actions to crawl the 5 feet out of the grease spell. They are also prone.
Round 5 begins, your turn.
| Ordrax Silentback |
Ordrax makes his way out and around the Pole arm sailor. He knows that she will gut him if he gives her the chance.
I marked on the map how I moved so I do not provoke AoO from the reach weapon.
As he comes into her space he swings his mace for her knees. He knows that he is within her reach and therefore can not effectively defend against his trip attack or so he hopes.
Trip attack against her CMD: 1d20 + 5 ⇒ (13) + 5 = 18
+2 if I am flanking
She gets a AoO against my trip attempt but unless she has a feat or something that allows her to attack adjacent spaces she can not use the reach weapon..I hope
| Veltisiel Ekai |
Hmmm.... So, I just realized my stat line had Mage Armor active for some reason... I'm really not sure why. You'd think I would have cast it today in prep for the raid, but I guess not, and we can't retcon it, because I've already cast my three spells for the day (enlarge person, color spray, and grease). So, that should have hit me (my base AC is 13), unless they happened to lend me a buckler and haramaki from the armory to bring my AC to 15. Hopefully I can take the blow. Sorry, that was entirely my bad.
Veltisiel grimaces as the pike strikes him, but maintains his cheery facade, "Well sorry there, lass, if you wanted to get up close and personal with me, you only needed to ask!"
He slips inside the pike's reach and sends a bolt of lightning at the officer before she can retaliate, careful to not let his guard down as he flanks with Ordrax.
Casting Defensively (DC 15): 1d20 + 7 ⇒ (17) + 7 = 24
Jolt, into melee: 1d20 + 3 - 4 ⇒ (12) + 3 - 4 = 111d3 ⇒ 1
| Raush Galavari |
Whirling his staff around, Raush leaps forward to bring it back on the officer who just stabbed the wizard. "Your lifeboats won't help! Your only hope is to pledge yourself to Besmara!"
Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
| Grak Firethrower |
Seeing the group of pirates fall down, Grak gets excited by a potentially easy target. He drops his crossbow and gets ready to throw a bomb. When he looks back up, he is a little disappointed that one of them has moved, but he still throws the bomb at the one still stuck in the grease. Circled my target
Bomb: 1d20 + 7 - 1 ⇒ (19) + 7 - 1 = 25
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
4 pts splash damage to surrounding enemies. Reflex save (DC13) for half.
| GM SuperTumbler |
Faced with so much opposition, overwhelmed by magical fire and grease, giant simians, and sneaky stabby pirates, the officer loses her resolve. She casts her pike to the deck and sinks to her knees.
"Enough, mates. This is not a battle we can win. Better to live for another day."
Seeing their commander surrender, the prone sailors sink to their knees as well.
| Ordrax Silentback |
ordrax watches as the others clean up the rest of the defenders. once they all surrender he keeps his eye and ears open to notice who is taking what.
Perception: 1d20 + 8 ⇒ (9) + 8 = 17
| GM SuperTumbler |
The way looting works is that all of the loot goes to the ship, then the captain divides it up into shares. You guys would get one share, being the lowest ranking crew members. Officers get more shares, and the captain gets the most. Of course, anyone could try to pocket something, but that would be a punishable offense.
I'll wait until about 10 eastern before posting the loot and rewards scene.
| Grak Firethrower |
Grak smiles, proud of himself for causing so much damage to the pirates. He picks up his crossbow and looks around wondering what to do next.
| Raush Galavari |
Did you really have to specify that?
Raush rifles through the lifeboat, wondering whether the officer was just escaping or trying to save anything.
Perception: 1d20 + 8 ⇒ (5) + 8 = 13
| GM SuperTumbler |
As the fog of battle clears, you find yourselves victorious. The prisoners are paraded before Captain Harrigan and the cheering crew of the Wormwood. Soon enough, a party begins as the Captain meets with his senior officers to divide the booty. Fine food and drink from the hold of the Man's Promise is passed around. Fine tropical liquors, spiced meats, and even fresh fruit and preserves are a step above what the cook and cook's mate have been feeding you. About an hour into the party, the Captain returns to the deck to hand out the loot.
"I want to take a moment to praise our new recruits what secured the wheel and the stern, and what prevented the escape of a band of cowards. Also praise to Kip, who secured the weapons stores of the Man's Promise. Each of you shall receive a 150 gp share of the booty as taken from the ship. For the team what took the stern castle, there be some potions and extra gold. For the cook's mate what fought against the rascal what tried to get the drop on me, this magic amulet from the Captain. For the lot of you, this fine magical sticker."
All in all, the party gets 300 gp each, 3 potions of cure moderate wounds, a potion of invisibility, and amulet of natural armor +1.
The party will continue for the next 36 hours. Each of you can take as many as 5 ship actions during this time.
| Veltisiel Ekai |
Okay, so a few questions as I gear up for a last-minute heist.
Where is the main party happening?
Is the captain staying in his chambers?
Can I get my hands on a small drill?
Veltisiel pulls his fellow rogues aside during the celebration, "The captain has been awfully generous recently. However, I think he still owes us for our lives. What do you lot say to pocketing the ship's treasury? I hear the captain keeps it in his quarters, but I reckon we could get in and out without anyone noticing, then we can stash the goods somewhere that can't be connected to us and jump ship when we make port. Then we've got a chest full of gold to live our lives with."
| Raush Galavari |
"Generous, aye. Perhaps, if Plugg and Scourge met with an accident or several, this ship wouldn't be bad at all. I'm not so certain about that offer, though. Not now. Doing something like that requires having the support of a large part of the crew, in case things go south."
| GM SuperTumbler |
The party is long. The weather is nice. Most of the action is taking place on the decks of the two ships, which remain rafted together. The Captain comes out for a bit of the party. As midnight nears, he will take one of the prisoners into his cabin. There is a carpenter's shop. A drill is not difficult to acquire.
| Raush Galavari |
"And now, if you'll excuse me, I'll go eat until I burst."
About ship actions: I have a decent Stealth and terrible Charisma., so influence and perform are out of question. Anywhere you might want me to scout?
| Raush Galavari |
Another ship? This could turn out profitable, especially if he hands it to Plugg.
I can't think of much else I'd like to do other than eating up and butchering Blow The Man Down
Perform(sing): 1d20 - 2 ⇒ (5) - 2 = 3
"Hey, I said I would sing, I never said I was any good at it! But if you're looking for a spar, I'm here for you."
| Grak Firethrower |
Grak's eyes get big as he takes his loot. He had never owned a magical item before and his mind raced as to what he might be able to do with the potions given adequate supplies and a place to work. He stashes the potions and gold in his belt pouch and puts on the amulet. Smiling, he congratulates his companions on the fine job they did.
When he gets a moment, he goes up to Veltisiel. "I liked that enlargement spell you used on Raush. If I can see your spell book later, I might be able to duplicate the effect with a potion."
Looking around, he seeks out Grok. "Come morning, I'll be getting my equipment back," he says with a smile while patting his belt pouch. "Unless you'd rather take care of business now," he adds.
| GM SuperTumbler |
To Grak, from Grok: "Oh, Honey, I'll take your money right now if you like, and you can take more than that, if you know what I mean. Let's go see what the Quartermaster's store might have for you."
Grak can reacquire whatever he wishes from the store, including his gear. And maybe some things he might not want, depending on how he wants to play it.
I'll wait until Thursday to post something moving forward.
| Veltisiel Ekai |
If possible, Veltisiel would also get his belongings back from the quartermaster's store.
Veltisiel, seeing his hopes of a master heist not go through, spends his time trying to win over more crewmembers as allies, with varying success.
Diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28
Diplomacy: 1d20 + 8 ⇒ (3) + 8 = 11
Diplomacy: 1d20 + 8 ⇒ (1) + 8 = 9
Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18
Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18