Jarlaxle Baenre
|
"Damn it! I hope the salt water doesn't ruin this jacket..."
Swim: 1d20 + 4 ⇒ (8) + 4 = 12.
With a sigh, Jarlaxle, treading water, takes a swing at the fish-man near him.
Longsword: 1d20 + 4 - 2 ⇒ (15) + 4 - 2 = 17, for 1d8 + 6 ⇒ (5) + 6 = 11*0.5 = 5 damage.
| GM Deussu |
Jarlaxle's swim check is actually without a bonus, since ACP takes away the bonus granted by strength.
Jarlaxle lashes out can despite not being able to swim properly he manages to wound the sahuagin direly. It seems to be in a pretty bad condition now, but it keeps on fighting, screaming something unintelligible about avenging Myraxus.
As it tries to strike, however, Pau tries to land a punch.
Pau readied attack: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20
Pau's unarmed damage: 1d6 + 4 ⇒ (2) + 4 = 6 (3 damage)
Battered and bruised, the crazed sahuagin keeps on fighting.
1 Tog, 2 Jarlaxle, 3 Pau
1d3 ⇒ 3 Pau
Maybe angered by the punch, the sahuagin turns its claws against the off-balanced monk.
Claw attack (s&b): 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14 HIT
Claw attack (s&b): 1d20 + 4 - 2 ⇒ (13) + 4 - 2 = 15 HIT
Bite attack (all): 1d20 + 4 ⇒ (14) + 4 = 18 HIT
Damage (claw): 1d4 + 2 ⇒ (3) + 2 = 5 Halved, = 2
Damage (claw): 1d4 + 2 ⇒ (4) + 2 = 6 Halved, = 3
Damage (bite): 1d4 + 2 ⇒ (2) + 2 = 4 A total of 9 damage to Pau
Fortunately the sturdy monk is able to keep his head above the waterline even after a devastating flurry of claws and bites.
ROUND 2
Something I did not explain before, but the boat functions as cover as well, so PCs on the boat receive cover against attacks from the Sahuagin while the Sahuagin receives improved cover from the underwater thing. Don't worry, just separate all your bonuses and penalties and I'll check them and modify accordingly if there's something amiss.
Evindal, Lantorth, Althera
----
Sahuagin 2 (6 damage)
----
Jarlaxle (in the water), Tog (submerged), Pau (9 damage, in the water)
----
Sahuagin 1 (14 damage)
Lantorth the Sly
|
Not wanting to get wet, Lantorth fires another missile at the creature trying to flip his boat.
MM: 1d4 + 1 ⇒ (2) + 1 = 3
Is Pau's boat still connected to part of the dock?
Tog Snaglakrugdumpgh
|
Swim: 1d20 - 1 ⇒ (3) - 1 = 2
Tog struggles as he sinks away from the sea devils on the surface
Swim: 1d20 - 1 ⇒ (7) - 1 = 6
and continues to sink as he struggles for the surface.
20/24 breath remaining
Pau
|
Earlier I said I pulled my siangham, DM, I think that would change my attack and damage since it is piercing, if I'm not mistaken. If I'm wrong, please apply any penalties needed.
Pau tries to swim, and then mount an attack at the damned devil fish with his siangham.
Swim 1d20 + 4 ⇒ (7) + 4 = 11
Attack 1d20 + 6 ⇒ (16) + 6 = 22
Damage 1d6 + 4 ⇒ (5) + 4 = 9
| GM Deussu |
You're right, I forgot you pulled out a siangham. However Pau failed his swim check (DC 10) and according to the underwater combat rules (blegh), he then receives the -2/half penalty to attacks with piercing damage. Horrible rules, I know.
Lantorth's tactic has proven to be effective and continues to be so! The arcane energies fly the short distance and rapture the sahuagin's soul.
Tog flails about and sinks just a bit again, though finally manages to keep himself from going deeper.
Pau, on the other hand, manages to keep himself afloat and this time uses his siangham to deliver a deadly thrust. The sahuagin gags, spurting out a cough of blood, and begins to sink deeper.
ROUND 2
The boat functions as cover, so PCs on the boat receive cover against attacks from the Sahuagin while the Sahuagin receives improved cover. Don't worry, just separate all your bonuses and penalties and I'll check them and modify accordingly if there's something amiss.
Evindal, Lantorth, Althera
----
Sahuagin 2 (9 damage)
----
Jarlaxle (in the water), Tog (submerged), Pau (9 damage, in the water)
----
Sahuagin 1 (23 damage, dying, sinking)
| GM Deussu |
Jarlaxle manages to hold onto the boat and is in no danger to slip away. He does see Tog desperately trying to get himself back to the boat, and the other sahuagin rampaging on the other other boat under a rain of magic missiles.
Automating Althera and Evindal.
Evindal shoots another arrow...
Ranged Piercing: 1d20 + 4 - 2 ⇒ (14) + 4 - 2 = 16
...but despite a good shot the arrow plunges in to the water, losing its momentum.
Althera continues to use the reliable tactics, and shoots more magic missiles.
Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3
Althera str: 1d20 ⇒ 6
Lantorth str: 1d20 ⇒ 2
Evindal str: 1d20 + 2 ⇒ (8) + 2 = 10
Sahuagin str: 1d20 + 2 ⇒ (20) + 2 = 22
The enraged sahuagin keeps rambling and tries to shake the boat and tip it over. This time, however, the scaly foe is successful and the trio drops off from the capsized boat.
ROUND 3
Evindal (in the water), Lantorth (in the water), Althera (in the water)
----
Sahuagin 2 (12 damage)
----
Jarlaxle (holding onto the boat), Tog (submerged 1), Pau (9 damage, in the water)
----
Sahuagin 1 (23 damage, dying, sinking)
Lantorth the Sly
|
Swim: 1d20 ⇒ 11
Lantorth swims back to his over turned boat, spitting water from his mouth and brushing the wet hair from his eyes. "I did not plan on getting wet this trip." He says as he fires another missle from his wand. "Anyone got any rope? We might need it to retrieve poor Tog."
MM: 1d4 + 1 ⇒ (1) + 1 = 2
Pau
|
Beaten up, Pau grabs onto his boat, trying to keep from drowning. If Tog wasn't able to surface next round, he was going to have to swim for him.
| GM Deussu |
If Lantorth's missile would have hit its spot a little better, maybe the sahuagin would have lost its rampage and sunken to the depths. Alas, it keeps on rambling, its claws dangerously close to Lantorth's face.
ROUND 3
Evindal (in the water), Lantorth (in the water), Althera (in the water)
----
Sahuagin 2 (14 damage)
----
Jarlaxle (holding onto the boat), Tog (submerged 3), Pau (9 damage, holding onto the boat)
----
Sahuagin 1 (23 damage, dying, sinking)
| GM Deussu |
I'm guessing Althera once again shoots magic missiles...
Magic Missile damage: 1d4 + 1 ⇒ (3) + 1 = 4
And so the final sahuagin drowns after a swarm of magic missiles.
COMBAT OVER!
Tog swim!: 1d20 - 1 ⇒ (19) - 1 = 18
Tog swim!: 1d20 - 1 ⇒ (19) - 1 = 18
Tog swim!: 1d20 - 1 ⇒ (18) - 1 = 17
Once the threat has been erased, Tog finally learns how to swim and gets topside with no help. Turning over the boats is no feat at all for the team of superstrong athletes, and they get to continue their journey after drying their clothes somewhat.
Pau might want to heal himself, maybe?
The two boats eventually get in the vicinity of the Hydra's Fang. It has a skeleton crew aboard, meaning a small team of sailors, a pair of brigands, and the captain, Darsielle Du Moire. It appears they have not yet deduced that the group of pathfinders are heading towards their ship.
Now's the time for good plans!
The waters here are teeming with young sharks hungrily scavenging for left over foods and those unfortunate souls who get to walk the plank.
Pau
|
Yes, Pau will pull out his CLW wand and have someone use quite a few charges.
CLW 1d8 + 1 ⇒ (1) + 1 = 2
CLW 1d8 + 1 ⇒ (8) + 1 = 9
2 more charges from the wand.
Perception 1d20 + 6 ⇒ (12) + 6 = 18
Lantorth the Sly
|
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Know nature: 1d20 + 7 ⇒ (6) + 7 = 13
"Climb? Don't believe I partake in that activity enough to justify caring 'gear' for it. Though if any one has an extra rope I think I can tie it off at the top."
Pau
|
Pau remains silent, rowing with all the energy he can muster. He trusts the more diplomatic members of the group to spin an appropriate yarn.
Lantorth the Sly
|
Looking around at his silent companions Lantorth fires a missle from his wand at the captain.
MM: 1d4 + 1 ⇒ (2) + 1 = 3
"What? It was a boring conversation anyway."
| GM Deussu |
"You don't *KNOW*? Or are you some regiment of the silent, oh I don't know, dumbasses?!" Darseille Du Moire rants about on his ship, "who - are - you? And where's the rest of my crew? Answer me!"
Darseille Du Moire's antics clearly reveal he was born a spoilt brat, exploiting his heritage to do whatever he wants. Some might find hints of narcissism and sociopathic behavior.
EDIT: Oh, Lantorth initiates combat. Should've known! Egh, I'll update tomorrow, lots of rolls and such, too much for this evening. Others can react and scold Lantorth for his brashness. ;)
Pau
|
"We've still got 100' to traverse! They have a long time to fire arrows at us now," Pau scolds as he keeps rowing.
Lantorth the Sly
|
"You really think they were not going to fire arrows at us?"
-Posted with Wayfinder
| GM Deussu |
Althera: 1d20 + 5 ⇒ (11) + 5 = 16
Evindal: 1d20 + 3 ⇒ (5) + 3 = 8
Jarlaxle: 1d20 + 3 ⇒ (17) + 3 = 20
Lantorth: 1d20 + 3 ⇒ (7) + 3 = 10
Pau: 1d20 + 2 ⇒ (15) + 2 = 17
Tog: 1d20 + 2 ⇒ (12) + 2 = 14
Darsielle Du Moire: 1d20 + 2 ⇒ (13) + 2 = 15
Thug 1: 1d20 + 1 ⇒ (8) + 1 = 9
Thug 2: 1d20 + 1 ⇒ (18) + 1 = 19
"OW! HOW DARE YOU?!" Darsielle shouts and order his men to aim and fire. He himself seems incapable of contributing to the ranged fight, but does order the skeleton crew to prepare for immediate departure. Again, the captain himself does no physical labor.
"Faster, you lousy peasants! Sails up, anchors up, let's get going then! What's taking so long?!"
ROUND 1
100 feet to the ship. Rowboat is a slow vehicle, meaning a speed of 15 feet per round. I'll allow a DC 15 Strength check to double the speed as a full-round action.
Jarlaxle
----
Thug 2
----
Pau, Althera
----
Darsielle Du Moire (3 damage)
----
Tog, Lantorth
----
Thug 1
----
Evindal
Evindal Míriel
|
If your name is Obelix, you can :D
Evindal tries to help rowing the boat faster.
Strength: 1d20 + 2 ⇒ (16) + 2 = 18
| GM Deussu |
Actually, everyone just post what your character is doing before getting to the ship. Otherwise we'll be posting back and forth for nothing. So, like this:
<Character> will shoot arrows, aiming at the thugs. Uses deadly aim always.
<Character> crouches into a fetal position, trying to evade all threats. Total defense.
I take it Evindal Míriel is just rowing the boat Obelix-style.
Lantorth the Sly
|
Lantorth will draw his long bow and fire at anyone getting the ship ready to sail.
Ranged: 1d20 + 3 ⇒ (3) + 3 = 6
"Heh, a bit rusty with this thing I guess."
| GM Deussu |
Last time Althera posted was 4th of August, a week ago. Sending a PM.
ROUND 1
100 ft away from ship
Boat #1: Jarlaxle, Tog, Pau
Jarlaxle aids Pau rowing the boat, while Tog shoots arrows.
Jarlaxle str: 1d20 + 4 ⇒ (8) + 4 = 12
Fumbling with the oars, Pau and Jarlaxle are unable to get their act together.
Tog shoots and arrow, and amazingly hit one of the thugs.
Boat #2: Evindal, Althera, Lantorth
Evindal shows his superior techniques and pulls the rowboat ahead of the other rowboat. Lantorth then shows how to not fire arrows, possibly killing a fish a shot too short. Althera remains aboard the boat, calmly waiting for the boat to reach the ship.
Meanwhile on the ship the thugs take their bows and shoot at random targets.
1d6 ⇒ 2 1 Althera, 2 Evindal, 3 Jarlaxle, 4 Lantorth, 5 Pau, 6 Tog
1d6 ⇒ 5 1 Althera, 2 Evindal, 3 Jarlaxle, 4 Lantorth, 5 Pau, 6 Tog
Arrow -> Evindal: 1d20 + 2 ⇒ (3) + 2 = 5 -2 range increment, vs. flat-footed
Arrow -> Pau: 1d20 + 2 ⇒ (14) + 2 = 16 -2 range increment, vs. flat-footed
Damage: 1d6 ⇒ 2 To Pau
One of the arrows hits Pau on his back, and although the wound is small, the pain is immense.
ROUND 2
85 ft away from ship
Boat #1: Jarlaxle, Tog, Pau
Jarlaxle and Pau both row the boat, while Tog shoots arrows.
Jarlaxle str: 1d20 + 4 ⇒ (16) + 4 = 20
Pau str: 1d20 + 4 ⇒ (10) + 4 = 14
Tog arrowed: 1d20 + 5 ⇒ (13) + 5 = 18
Tog arrowed damage: 1d8 + 3 ⇒ (3) + 3 = 6
Tog's arrow hits the same thug again, and the thug falls into the water. Darsielle Du Moire yells at his crew's incompetence, as they still seem to be preparing departure.
70 ft away from ship
Boat #2: Evindal, Althera, Lantorth
Evindal keeps rowing, Lantorth shoots arrows, and Althera remains at her place.
Evindal str: 1d20 + 2 ⇒ (1) + 2 = 3
Lantorth arrowed: 1d20 + 3 ⇒ (5) + 3 = 8
1d6 ⇒ 2 1 Althera, 2 Evindal, 3 Jarlaxle, 4 Lantorth, 5 Pau, 6 Tog Arrow: 1d20 + 2 - 2 ⇒ (5) + 2 - 2 = 5 Damage: 1d6 ⇒ 6
1d6 ⇒ 3 1 Althera, 2 Evindal, 3 Jarlaxle, 4 Lantorth, 5 Pau, 6 Tog Arrow: 1d20 + 2 - 2 ⇒ (9) + 2 - 2 = 9 Damage: 1d6 ⇒ 3
ROUND 3
55 ft away from ship
Boat #1: Jarlaxle, Tog, Pau
Jarlaxle and Pau both row the boat, while Tog shoots arrows.
Jarlaxle str: 1d20 + 4 ⇒ (15) + 4 = 19
Pau str: 1d20 + 4 ⇒ (10) + 4 = 14
Tog arrowed: 1d20 + 5 ⇒ (7) + 5 = 12
Tog arrowed damage: 1d8 + 3 ⇒ (3) + 3 = 6
55 ft away from ship
Boat #2: Evindal, Althera, Lantorth
Evindal keeps rowing, Lantorth shoots arrows, and Althera remains at her place.
Evindal str: 1d20 + 2 ⇒ (18) + 2 = 20
Lantorth arrowed: 1d20 + 3 ⇒ (10) + 3 = 13
Lantorth arrowed damage: 1d8 ⇒ 1
1d6 ⇒ 3 1 Althera, 2 Evindal, 3 Jarlaxle, 4 Lantorth, 5 Pau, 6 Tog Arrow: 1d20 + 2 - 2 ⇒ (4) + 2 - 2 = 4 Damage: 1d6 ⇒ 4
ROUND 4
25 ft away from ship
Boat #1: Jarlaxle, Tog, Pau
Jarlaxle and Pau both row the boat, while Tog shoots arrows.
Jarlaxle str: 1d20 + 4 ⇒ (15) + 4 = 19
Pau str: 1d20 + 4 ⇒ (5) + 4 = 9
Tog arrowed: 1d20 + 5 ⇒ (3) + 5 = 8
Tog arrowed damage: 1d8 + 3 ⇒ (5) + 3 = 8
25 ft away from ship
Boat #2: Evindal, Althera, Lantorth
Evindal keeps rowing, Lantorth shoots arrows, and Althera remains at her place.
Evindal str: 1d20 + 2 ⇒ (2) + 2 = 4
Lantorth arrowed: 1d20 + 3 ⇒ (9) + 3 = 12
Lantorth arrowed damage: 1d8 ⇒ 8
1d6 ⇒ 4 1 Althera, 2 Evindal, 3 Jarlaxle, 4 Lantorth, 5 Pau, 6 Tog Arrow: 1d20 + 2 ⇒ (8) + 2 = 10 Damage: 1d6 ⇒ 6
ROUND 5
Boat #1: Jarlaxle, Tog, Pau
The first boat reaches the ship and is now by its side. There's only one thug aboard in addition to the rambling captain.
Boat #2: Evindal, Althera, Lantorth; 10 ft away from ship
Jarlaxle
----
Thug 2
----
Pau, Althera
----
Darsielle Du Moire (3 damage)
----
Tog, Lantorth, Evindal
Boarding the ship is difficult. A DC 13 Climb check proves sufficient to scale the anchor line (provided the individual can reach it [medium]) while it takes a DC 25 to scale the ship’s curved sides (using a rope and grappling hook reduces the Climb check to DC 5). It is easier to climb the transom (the flat rear end of the ship) than the side (DC 15 Climb check) to reach the deck.
Lantorth the Sly
|
Lantorth sends a grappeling hook with a rope attached up to the railing with his mage hand.
25 foot range and hook weighs 4 lbs. One less then the spells limit.