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Ibid's eyes widen in horrified shock, as the dog is cut down before his eyes by Clair, but he is still able to appreciate the efficient savagery of the cleric's actions.
The old bard steps 5 feet north, away from the nearby Orc, then draws his longbow and knocks an arrow. Looking down the length of the arrow and prepares to fire.
i'm not currently at my computer, so I have not moved my token yet.

GM Derek W |

Jacob and Sun's attacks are ineffective, and Ibid readies a shot.
The thug near Jacob moves over and tries to knock out Cyrus!
Sap: 1d20 + 7 ⇒ (2) + 7 = 9
But he can't land the blow.
The other man stands up. which will provoke from you, Cyrus. But no trip-cycling. Just a normal attack.
He swings his sap at the surrounded rogue (if he still can).
Sap: 1d20 + 7 ⇒ (4) + 7 = 11
Another miss!
Ok, so Cyrus gets his AOO, the the whole group is up again!

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"Get back over here and die!" Jacob says to his half-orc.
Intimidate: 1d20 - 2 ⇒ (13) - 2 = 11
He then steps forward and slices at the half-orc again.
Mwk Longsword with flanking: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 81d8 + 3 ⇒ (4) + 3 = 7

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Having prepared himself moments before by drawing his bow and stepping away from the half-orc's deadly reach, Ibid looses an arrow at the closest opponent.
standard action to shoot at the half-orc standing on the "north" side of Cyrus. Then, a free action to knock another arrow.
attack(longbow): 1d20 + 4 ⇒ (17) + 4 = 21
damage(+2 str comp. longbow w/ point blank): 1d8 + 3 ⇒ (1) + 3 = 4

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Standing over the thug he had just tripped up, Cyrus chuckles, Did you really think you would get the drop on us? Pirate?
As the thug stands up, he sees an opening and he is quick to take advantage.
AoO: 1d20 + 5 ⇒ (11) + 5 = 16 for damage: 1d6 ⇒ 2
Cyrus sneers at the half orc when he takes a swing with the sap, not flinching at the threat.
holy crap that was close holy crap that was close holy crap that.....
Turning to his target, he takes another swing.
Attack, Flanking: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17 for Damage: 2d6 ⇒ (2, 5) = 7
**Edit - should have looked at the map first, added flank and sneak attack to second attack**
-Posted with Wayfinder

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Sun will launch another rock at the thug to the north of Cyrus, hoping the thug in flank will get his due course soon enough.
Sling Attack: 1d20 + 4 - 4 ⇒ (14) + 4 - 4 = 14
Sling Damage: 1d4 + 1 ⇒ (2) + 1 = 3
"Don't let them get away, we cannot risk them reporting back their failure!" Sun says, trying to scare the thugs.

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Climb: 1d20 + 0 ⇒ (2) + 0 = 2
Clair places both her hands, one holding her scythe, on the crate just south of her. She intends to quickly climb over it and end up west of Cyrus. This would allow Clair to attack either thug, and she plans to take out the one who looks like he's closest to death's door.
However, climbing the crate proves rather difficult. When Clair tries to lift herself onto the crate one of her hands slips, and as she falls her head hits the crate. There's a considerable amount of curses coming from her mouth before she gets back up. The fall didn't harm her physically, but Clair flushes red in shame while her eyes dart to her comrades.
Did anyone see this?!
In an attempt to still be productive in combat Clair moves her arm with the scythe behind her head, and throws it at the enemy with the most wounds.
Scythe, Hand of the Acolyte: 1d20 + 3 + 1 - 4 ⇒ (18) + 3 + 1 - 4 = 18 Damage: 2d4 + 3 ⇒ (4, 3) + 3 = 10
While her scythe cuts into the enemy Clair glares at Ibid, who's standing next to her, and anyone else who may have seen her little accident. The scythe returns to Clair's hand as she continues to glare, its blade covered with the blood of the party's assaulters. The message should be clear: no one will ever mention the accident.

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Guys, consider Advice still active until I say otherwise.
Arion continues shouting advice while drawing his Temple Sword and giving the Half-Orc before him a nasty slice with it.
Temple Sword, attack, advice: 1d20 + 3 ⇒ (15) + 3 = 18
Temple Sword, damage, advice: 1d8 + 4 ⇒ (6) + 4 = 10

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Crap, forgot about that Arion. That puts my Attack of opportunity at a roll of 17, and damage of 3, and the regular attack at a roll of 18 with a damage of 8, sorry for the muddled up thread!

GM Derek W |

The two thugs are overwhelmed. The man who stands takes two hits from Cyrus, then Clair sends him into Pharasma's embrace. Peppered by Sun and Ibid, and still nursing a cut from Jacob, the last half orc throws down his sap and tries to run...
Provokes from Jacob and Cyrus!

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"No you don't! Didn't you ever learn to finish what you started?"
AoO w/ flank and advice: 1d20 + 8 ⇒ (15) + 8 = 23 for damage with sneak attack: 2d6 ⇒ (1, 4) = 5
-Posted with Wayfinder

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Did you miss my post, DM? Even if you didn't, shouldn't he also provoke from me?
-Posted with Wayfinder

GM Derek W |

I did miss it. Sorry! Spoilers on Wayfinder are very easy for me to overlook. Some folks like to spoiler rolls to keep things looking tidy, and I do it when rolling a huge block or secret rolls. Anyway, it's easier for me if you just post them in the open.
Arion's sword connects, and as the man turns to flee, Cyrus drops him with a quick stab!
End combat!
You have one dead dog and two dying men.
-Posted with Wayfinder

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Well, I can put them out in the open if you like, but the descriptive action was already out in the open...
Why did they attack us? Arion checks their bodies for anything that might explain their origins. We should staunch their bleeding and report their bodies to the authorities.

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"If we can bring them back to consciousness we might be able to question them...as long as they are stripped of their weapons and strapped down." suggested Jacob.

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Ibid watches Clair take a bit of a tumble climbing over the crates, and then watches as the cleric of Urgathoa wildly throws her scythe, only to have it magically return to her. When his eyes next meet Clair's, he can see the anger and wrath clearly visible in her eyes...
Please don't let Clair know you saw that... Please don't let Clair know you saw that...
"I'm agree with your plan, Jacob. Let's patch them up a bit and see what we can learn," begins the old bard, his voice cracking like a frightened child's as he steps close to Jacob (and in the process, a little further away from Clair).
"Although, as far as questioning these brigands... I say we patch them up, enough so that they are awake, and then let them alone for a little while with Clair. I have no doubt she will be able to extract all these information we need from these two."
Hopefully this will keep her distracted enough so that Clair doesn't realize you saw that terrific little spill...

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"I can stabilize them to prevent them from dying right now at least. Would someone help me in removing them from out in the open? I am afraid I am not as strong as I used to be. That way when Claire "questions" them paserbys won't be as nosey." Sun says to the group, before going to the fallen thugs. Casting stabilize on both, Sun will help in getting them off the main walkways and help to tie them up for Claire.
"Just say the word and I can cast cure light on one of them, hopefully enough to bring him awake

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Cyrus, caught up in his own triumphs of dashing swordsmanship and dazzling acrobatics is completely unaware of Clair's stumble. He looks up and meets eyes with Clair as he cuts the last thug down, immensely proud of himself, and seeking that affirmation from the lovely cleric. Upon seeing her scowl, his heart catches for a moment in embarrassment.
What did I do wrong? Maybe I shouldn't have tripped him... Maybe she thinks I am cowardly for taking a swing as he was running away... Wow, even her angry eyes are captiv... Uhh.. Yea, I agree with Ibid. I mean Jacob...
Why does that keep happening? Shut your mouth dummy!
Cyrus stands frozen for a few uncomfortable moments.
I'll help Sun get these guys behind some crates...
What just happened?

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Clair, her eyes beaming impending doom, positions herself in front of her two victims. She takes a wand and places it against a wound from the earlier fight. Though she healed Sun back then, Clair completely forgot healing herself.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Clair gives Sun a brief nod after putting the wand away, indicating he can heal the thugs now.
Intimidate: 1d20 + 3 ⇒ (4) + 3 = 7 Oh dear...
When the two thugs regain consciousness Clair glares at them for half a minute. She then, quietly, mumbles something. Her face flushes again and her eyes quickly dart to her comrades, and back to the thugs. Clair repeats what she said earlier when there's no reply, realizing no one heard her, but speaks with a very soft voice: "You... you saw, didn't you...?"

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Sun, getting to nod from Clair, casts cure light wounds one each of the tied up thugs.
clw thug 1: 1d8 + 1 ⇒ (1) + 1 = 2
clw thug 2: 1d8 + 1 ⇒ (2) + 1 = 3
Sun then steps back to give clair room, not wanting to see what she does. Instead, Sun will keep a eyout for anybody approaching or watching.
perception: 1d20 + 7 ⇒ (6) + 7 = 13

GM Derek W |

Arion, I am really sorry for missing your post. I was on my phone. Maybe it was the small screen, I don't know. But I'll try to not let it happen again.
Fortunately for Clair the goons are not interested in holding back.
"We were hired by Boss Croat. He's one of the eight ruling bosses. We're working a protection racket for him. Folks in that warehouse weren't paying us the due respect, and we thought you were part of that lot."
-Posted with Wayfinder

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Cyrus isn't there... but we should tell the thugs they can go get whatever they want for the "respect" they need. This should help smooth over the attack on these guys, and keep us out of the underground politics... or even get us in good on Boss Croat's side. just my 2 copper...

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Realizing the thugs didn't see her embarrassing moment Clair regains her usual composure. "We killed some of the men in the warehouse. The others are tied up. You may visit them, if you wish, but I'm not just letting you go."
While the men are tied up Clair will search their pockets for anything useful, and claim it for the party. "If my companions agree on it, you may now go."
Clair will walk over to the others and discuss it with them. "Shall we let these men go? They don't like the guys we're fighting. I doubt they'll stand in our way again."

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"That seems like a good idea" Cyrus says, with an overeager smile.
"We should get to this ship, I want to make sure it can't set sail. "
ask her, ask her, don't say anything stupid, just ask her and be quiet...
"Clair, would you be so kind as to use me, er I mean, use this on me..." he says, holding his wand of cure light wounds in front of him. "that didn't come out right, I just... I mean... "
probably would have been better if that thug just knocked you out...
-Posted with Wayfinder

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Arion tilts his head back and rolls his eyes at Cyrus' stumbling tongue.
Who were the folks in that warehouse, and how were they not paying respect?

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"Errrr... sure..." Clair takes the wand from Cyrus and gives a tap against his wounds with it.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
She then hands the wand back to Cyrus, and goes back to the thugs. If Arion wants her to, Clair will relay his question to them. Otherwise she'll let him ask the question.

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Thank you Clair, I feel, refreshed. He says with a smile. And my head doesn't hurt anymore. Whoever says a headache is an excuse.... you know what... I'm just going to stop there.
That seems like a pretty good question Arion. I am guessing this new group wasn't paying the protection racket dues, but it would be interesting to see if there is more to it than that. Otherwise, we should really make our way to that ship before word passes that the warehouse was hit by... someone.

GM Derek W |

The man looks at Arion and Clair.
"Those folks in the warehouse were part of some new pirate gang. Word is it had to do with that whelp Alejia. Well, Boss Croat don't take kindly to upstarts who don't pay the proper respect. There's a certain order to things, see? Anyways, we ain't got a quarrel with you lot if you're not part of her gang. If she owes you money, word is she operates out of the Lionfish. It's moored just over that way, about 100' out.
You can just make out the old, but sleek and serviceable vessel from your present location.

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"I assure you we have no quarrel with you, only with them."
Clair unties the men and returns their possessions, if she found anything worth taking earlier, to avoid creating a quarrel with Boss Croat. "I tied them up with their own belts. Please leave the dead ones where they are. I want to pick them up on my way home so I can reanimate them."
"Shall we go?" Clair asks the others, ready to head for the Lionfish.

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"I'm not much for swimming. Any chance we pay for, or borrow, a dingy to get out to the lionfish?" Ibid asks, looking around the harbor for small vessel, which might be cheaply obtained.... legally or otherwise.
perception(looking for a small vessel): 1d20 + 4 ⇒ (4) + 4 = 8

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"I can't swim very well so I'm all for finding another way to get out there."
Jacob then helps Ibid look for a smaller vessel or another way.
Perception: 1d20 + 1 ⇒ (2) + 1 = 3

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I might be able to make the swim, but I can't say I am too inclined to get wet right now, at least not on purpose. There must be a way nearby...
Perception: 1d20 + 6 ⇒ (6) + 6 = 12

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Perception: 1d20 + 7 ⇒ (11) + 7 = 18
Clair sighs when half of her comrades start looking for a boat by opening crates, and looking inside barrels. She decides to help them by searching in places you'd normally find a boat.
Sorry, couldn't help it with that 3 and an 8 :P

GM Derek W |

Oh, you certainly have the chance to do that. Ask away!
In the meantime, Ibid and Jacob are grateful that there are a great many boats of every description to be found nearby...
But Cyrus and Clair notice a suitably-sized dinghy before long. The owner is an elderly man who readily agrees to rent it to you for a couple hours for 5 coppers.
Just for flavor, no need to actually fork over the funds, such as they are...
When the group proceeds, you are able to row the craft out to the Lionfish with no severe difficulty, but as you go you notice that the water is particularly filthy and smelly. Falling in would be most unpleasant and unhealthy. You near the Lionfish, and must find a way on board.
You have three choices that don't involve flying, but I'm open to others if you think of them. You can climb the sides, which will require a Climb check. You can also climb up the slippery anchor chain at the bow, which has a much lower DC, but imposes a penalty on Stealth checks if you're trying to be sneaky. If any of you have a grappling hook and knotted rope, you could climb up with a DC 5.

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The rope and grappling hook (which I have) seems like the best option, though I am guessing will definitely alert the people on deck to our intrusion... Perhaps I can climb up, and sneakily try to set the hook and rope so everyone else can easily climb up the rope, and maybe still not alert the deckhands... In the interest of moving things along, I will post those rolls below. If anyone has a better idea, or wants to do it differently, please speak up! We can pretend I never posted if that is the case :)
Cyrus looks at Ibid, making sure he can see Clair out of the corner of his eye.
At least you don't have to worry about breaking your neck if you fall on this one old man... he whispers with a wry grin.
At that, he turns and sets his fingers in the cracks between the beams of the boat, and slowly, stealthily makes his way to the rail, careful to make sure no one is looking when reaches the top.
Climb: 1d20 + 4 ⇒ (20) + 4 = 24
Stealth: 1d20 + 8 ⇒ (15) + 8 = 23
Once he reaches the top assuming no one is there to spot him, he reaches in his pack and pulls the slender, silk rope and grappling hook, setting it firmly on the rail, and drops the end of the rope to his companions below. As he drops the rope, he looks down, with a finger to his pursed lips then slips into the shadows. Hiding in the corner and keeping a watch to defend his companions should they be attacked while climbing up the rope, Cyrus pulls his Sickle and an extra dagger. He sits as still as possible, dagger poised in his fingertips and ready to be thrown at a moment's notice.
**Edit** If possible I would like to ready an action to throw the dagger at anyone who discovers/approaches the rope.

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Provided Cyrus' plan works:
Clair waits for the others to climb up first, nothing wanting them to snatch a peek below her skirt. If anyone suggests she goes before him, Clair will glare at him until he climbs up.
Climb, when it's her turn: 1d20 + 0 ⇒ (4) + 0 = 4 Can't fail by 5 or more, so simply no progress.
Climb, 2nd attempt: 1d20 + 0 ⇒ (1) + 0 = 1
Climb, 3rd attempt: 1d20 + 0 ⇒ (18) + 0 = 18
Stealth: 1d20 - 3 ⇒ (10) - 3 = 7 Luckily she's last :S
It takes Clair several times to figure out it's near impossible to climb the rope while holding onto her scythe. She attaches the scythe to her backpack, using her own rope, and finally climbs up successfully. Once on the ship she unties her scythe, and puts the rope back inside her backpack.

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Arion draws his Temple Sword, ensuring the weapon cord is firmly attached. Then he lets the cord dangle the sword over his back as he climbs the rope.
Climb: 1d20 + 2 ⇒ (20) + 2 = 22

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The old bard silently rubs his hands together as Arion ascends the rope. When the Aasimar is high enough for Ibid to climb the rope as well, he grasps the cord and scales the side of the ship.
climb: 1d20 + 6 ⇒ (8) + 6 = 14
At the top of the rope, with his feet firmly planted on the ship's deck, Ibid quietly draws his composite longbow and knocks an arrow, all the while looking for possible threats for which to loose his arrows upon.
stealth: 1d20 + 7 ⇒ (12) + 7 = 19
perception: 1d20 + 4 ⇒ (13) + 4 = 17

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Sun, waiting to go near the back of the line, makes sure his gear is as secure as possible before attempting to go up the rope Cyrus toss down to us.
I cannot let the older bard get outshow me, that'd just be too much.
Climb check: 1d20 + 1 ⇒ (14) + 1 = 15
Making it to the top, Sun searches everywhere for trouble while being a quiet as he can and getting his sling in one hand and the scimitar in the other to be ready for anything.
Perception: 1d20 + 7 ⇒ (13) + 7 = 20
Stealth: 1d20 + 1 ⇒ (19) + 1 = 20

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Getting ready to do his best in climbing, Jacob spits into his hands, rubs them together and grabs onto the rope. Climb: 1d20 + 2 ⇒ (12) + 2 = 14
Making it up to the deck, he draws the longsword and looks around with the others.
Perception: 1d20 + 1 ⇒ (5) + 1 = 6
Stealth: 1d20 ⇒ 9

GM Derek W |

There are two men on deck going about their duties.
Percep: 1d20 + 4 ⇒ (7) + 4 = 11
Percep: 1d20 + 4 ⇒ (20) + 4 = 24
The second man catches a hint of movement and spies Cyrus!
OK, so I have a lucky roll and they spot you. I have your climbing order tentatively as: Cyrus, Arion, Jacob, Ibid, Sun, Clair. Right now Cyrus is the only one on deck. I'll get initiatives and surprise round stuff up ASAP.
-Posted with Wayfinder

GM Derek W |

Cyrus: 1d20 + 4 ⇒ (15) + 4 = 19
Ibid: 1d20 + 3 ⇒ (18) + 3 = 21
Sun: 1d20 + 3 ⇒ (17) + 3 = 20
Jacob: 1d20 + 2 ⇒ (6) + 2 = 8
Clair: 1d20 ⇒ 4
Goons: 1d20 + 6 ⇒ (19) + 6 = 25
Mumbuckle: 1d20 + 5 ⇒ (2) + 5 = 7
The men on deck ready their weapons and call out:
"Hey boss! Intruders!"
Two more men and a grippli appear from a small door towards the aft.
The men rush towards Cyrus!
Round One:
goons <moved>
Ibid <<
Sun <<
Cyrus <<
Arion <<
Jacob <<
Mumbuckle
Clair
Everyone except Clair is up!