Dale the Sage
|
Dale's eyes pop open on the bottom of the boat as he looks around slowly. "Well I expected Hell to be far hotter, its actually quite temperate! And I see you've all followed me down below then? Why the boat... oh!" He sits upright with a snap, soggy wet hair flailing about spraying everyone. He pokes his fingers into the holes in his armor, feeling the now healed wounds. "Well that's great!"
His face turns from happy to worried quickly "What of the Sahuagin? Where are the bodies? I must have a quick chance to study them! One must not waste such an opportunity as this!" He leans over the boat rail and frantically starts searching for their bodies.
The Thundering Spirit
|
They sank.
Hikari Hayashi
|
As soon as Hikari manages to get the now conscious Dale on the boat, he also scrambles onboard. Only then does he use his wand on himself.
wand of clw: 1d8 + 1 ⇒ (2) + 1 = 3
wand of clw: 1d8 + 1 ⇒ (3) + 1 = 4
wand of clw: 1d8 + 1 ⇒ (4) + 1 = 5
That done, he again activates his wand of heightened awareness. He ponders aloud, " I wonder why the sahuagin attacked. Are they working for Du Moire?"
Again, if Hikari enters combat, he will dismiss the heightened awareness to get +4 to initiative as indicated in his stat line.
The Thundering Spirit
|
Maybe. Some things just like to kill. No way to know which now.
RumbleRock
|
"Seemed evil enough that fish men might have no master. Evil just to be evil, Rumble thinks," the oread grumbles as he climbs back into the boat.
Dale the Sage
|
Hakari: Use my CLW wand for your 3 healing charges. I insist.
Seeing Hakari begin to heal himself, Dale quickly puts two and two together. He places his hand on the wand to stop the cast, and quickly pulls out his out magical wooden spoon. "I got this, thanks for saving me from being shark bait." He quickly taps the archer three separate times with the spoon, each time laughing/mumbling in what could best be described as a 'Swedish Chef'.
He shrugs at the others and their strange looks "What can I say, one of the Halflings at the Lodge gave me this spoon, said I'd earned it. They've got an interesting sense of humor I think..."
Nothing to see here.. back to rowing!
Dale pulls out a larger, metal vial from his bandoleer and pops the cork, drinking down the contents with a grimace on his face. Immediately you can see the hair on his head and face grow thicker and fuller. His movements become more fluid, but his eyes grow a bit cloudy, hampering his vision. "So bitter. I should figure out a good mixer for that. And I really don't know what to do about the hair... its quite luxurious looking though isn't it?"
Once they are ready to continue to the ship, Dale will drink down a heightened awareness extract (10mins) and his Dex Mutagen, 10min duration. His thicker hair 'improves his Natural Armor by 2', +4 to Dex, and -2 to Wisdom (clouded eyes). I enjoy the endless possibilities of describing how spells and extracts take effect.
| Shifty |
With the mystery of the fishmen still playing on your minds, you get back to your mission - cutting through the waves.
In the distance (300 yards) across the clear open water, you can now see the small ship bobbing gently, a few men move about the deck. It fits the description and is in the correct place, no doubt this is the ‘Fang.
Whats the plan?
The Thundering Spirit
|
They're still awaiting the murderers we dispatched earlier. If we can bluff them, so much the better, but it should at least buy us time to get closer before they can clearly see us.
As a fairly distinctive looking fellow, The Thundering Spirit instead ducks down as low as he can in the boat, trying to hide his profile.
Stealth: 1d20 + 9 ⇒ (2) + 9 = 11
Well, thank the Monkey King for distance penalties...
Dale the Sage
|
Dale squints his eyes towards the ship "Ya... guess we should have developed a more thought out plan for this. Disguises would have helped but I don't have any! Anyone got any ideas?"
I've got nothing, but maybe Dale does? He's a smart cookie and knows his way around just about anything... maybe some sort of knowledge check to give him some insight into common communications within the Chelish Navy or maybe Diobel's boarding/inspection routines?
Knowledge: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
RumbleRock
|
Rumble pulls his cloak tightly around his face and head, hoping that the distance will keep him from being seen as different until the boat is close enough to board.
Hikari Hayashi
|
Sorry have not been able to access the forum the last few days. Still unstable for now. Ok, Hikari will try the bluff.
Hikari nods at the suggestion of The Thundering Spirit. "Yes, let's try that." He listens intently to Dale, picking out the key points from his rambling. Once he judges the distance close enough, he starts waving his arms in imitation of the semaphore signals, indicating return from the mission.
bluff: 1d20 + 6 ⇒ (10) + 6 = 16
| Shifty |
1d20 ⇒ 16
3d20 ⇒ (16, 14, 16) = 46
Hikari gives them the signal, and a couple of moments later one of the people on the sterncastle waves back, everything seems to be going well.
Hikari thinks it all went over dead smooth. It is Dale that draws your attention to the fact that the two men on deck appear to be working away, but one is slowly raising the anchor whilst trying to look like he's looking at the sails, and another is trying to look like he's working on something on the deck, but has taken cover and appears to be pouring buckets of some reddish brown liquid into the water... trying to make it look like its dirty water from scrubbing decks or something. The jaunty man has likewise 'just wandered' around the wheel and into some degree of cover.
You keep rowing, now only sixty feet away, the man is still waving you forwards...smiling.
You can make out on the boat there are three ways on board - clamber up the smooth sides, climb the anchor chain, or the back of the ship transom looks relatively climbable (better than the sides).
60' is one round of rowing
Over to you!
Dale the Sage
|
Dale watches on as Hikari does the hand signals, then watching the reaction on board he shakes his head a bit "Doesn't look very promising, I may have given the wrong signals? Or they didn't buy it... I think we're about to get into a scrum here... we can't let them get away, shoot that guy on the anchor! I'll take care of the sails!"
Dale does his best to discreetly draw and drink an extract. Sleight of Hand: 1d20 + 6 ⇒ (18) + 6 = 24
Hikari Hayashi
|
Hikari detects nothing unusual until Dale points out the suspicious activities of those onboard. Without changing his posture, he whispers loudly to his team. "It is with great shame that I apologise for my clumsiness. My inaptitude must have given something away. Get ready for combat."
Deciding that it would be too obvious to start cast a spell, Hikari merely studies in detail the man that Rumble is certain is Du Moire, getting ready to snatch up his bow and arrows in a heartbeat.
Studied target on Du Moire. Dale, I presume you heading the boat towards the transom?
The Thundering Spirit
|
What is that red stuff. Nothing good I'm sure
Perception: 1d20 + 8 ⇒ (9) + 8 = 17
The Thundering Spirit looks at his companions and the climb ahead,
Fine.
He tries to use what shadows lurk in the boats to disguise his presence until the moment he flings himself at the transom!
Stealth: 1d20 + 9 ⇒ (13) + 9 = 22
Climb: 1d20 ⇒ 20 Phew!
| Shifty |
The Thundering spirit can't be certain, but he thinks it looks more like burley, not sure why he'd be doing some fishing...
The boat is headed to the transom, Dale has downed his extract and the Spirit is looking to jump onto the transom...
Hikari is feeling apologetic, but it dawns on you that these are savvy pirates who have probably been (literally) on the same boat pulling the same moves themselves in the past...
The Thundering Spirit
|
I don't think I know what you mean by burley in this context. Equivalent to bait?
Dale the Sage
|
Ah yes, I was wondering too. We call it 'chum' on our side of the globe, but burley sounds cool too!
Dale does his best to maneuver the little boat towards the rear of the larger vessel and will happily toss a bomb when his cargo clears his boat.
Hikari Hayashi
|
Oh no, I know what they're doing but that's PC knowledge. Let me try a knowledge roll. GM, yudecide the DC.
kn nature: 1d20 + 6 ⇒ (20) + 6 = 26
Couldnt I have rolled that for the bluff? :) GM, may I reveal?
Hikari Hayashi
|
"Whatever you do, do not fall into the water. They are trying to attract sharks. I have with regret seen such dastardly practices carried out by Goka fishermen to harvest their fins. But this time, it would be their teeth we worry about."
I got that right?
| Shifty |
Hikari is certain he is accurate, and although the region is different, he is certain the practice is the same...!
As you get close, Dale appears to wave back - but you notice a spherical vial leave his hand and make a lazy arc into the sails - where it detonates, you rapidly pull the boat up under the transom.
init,Dale: 1d20 + 2 ⇒ (14) + 2 = 16
init,Hikari: 1d20 + 6 ⇒ (18) + 6 = 24
init, Rumble: 1d20 + 2 ⇒ (10) + 2 = 12
init, Thunder: 1d20 + 4 ⇒ (7) + 4 = 11
Init, ENEMY: 1d20 ⇒ 14
R1
Hikari
Dale
ENEMY
Rumble
Thunder (coming out of hiding and jumping on the transom)
Dale the Sage
|
Seeing his first bomb land where he'd hoped, Dale pulls out another smiley faced vial and tosses it at the target of their mission, the man near the tiller. I better make use of these before everyone swarms the boat!
Bombs Away! Ranged Touch Reflex DC15 vs 6 Splash Damage: 1d20 + 3 ⇒ (14) + 3 = 171d6 + 5 ⇒ (4) + 5 = 9
"Woo! Permission to come aboard Captain?" He hollers out in a bit of mocking glee.
Hikari Hayashi
|
"Quick!" Hikari urges his party. "Get on board. I'll try to pin them down!"
With that, Hikari quickly notches arrows after arrows to his bow, and fires away at whom he presumes is Du Moire.
PBS, Studied Target, Rapid Shot (not sure if there's cover penalty)
longbow: 1d20 + 7 + 1 + 1 - 2 ⇒ (4) + 7 + 1 + 1 - 2 = 11 dmg: 1d8 + 3 + 1 + 1 ⇒ (4) + 3 + 1 + 1 = 9
longbow: 1d20 + 7 + 1 + 1 - 2 ⇒ (7) + 7 + 1 + 1 - 2 = 14 dmg: 1d8 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 7
| Shifty |
Dale & Hikari - Sadly, you are on a boat at the transom, and he's up on a sterncastle about 15' above you (which pretty much means you can't see each other) even when you could see him before, he was in some cover due to picking his position well (wheel/railings) - thinking back, you realise their actions have all been to place themselves into advantageous positions to avoid missile fire - almost as though they were expecting it :P
Its probably climb time - c'mon pirates :p
Hikari Hayashi
|
Ok, retcon previous post.
Much as Hikari is cognisant that tactically, an archer should not get into the front line, he sees little choice as someone needs to quickly get up to deck to engage the enemies and deny them some of the high ground advantage. Hikari deftly attempts to clamber up the transom.
double move to climb, if he succeeds the climb check, of course. :)
climb: 1d20 + 2 ⇒ (12) + 2 = 14
| Shifty |
It's that time
How it ALMOST looked
1d4 ⇒ 1
1d5 ⇒ 3
Hikari tries getting up the transom, and finds he just can't get the right footing - he thinks he ALMOST had it.
Missed by 1
Dale lobs another bomb up - and it has the desired effect - a large flash above signals it hit the other sail.
Rumble similarly has no luck, no purchase on the transom at all - all the movement in the Jollyboat stymies his attempt.
Thunder, on the other hand, manages to launch out of the boat and up the transom like a rat up a drainpipe - 1d20 + 7 ⇒ (1) + 7 = 8. Unfortunately, as he gets near the top he hits a hidden set of wires - which in turn tip a system of concealed buckets on him - coating him in the slick burley and knocking him down into the water - as he falls, covered in fish guts - he sees a single fin breaking the surface...!
R2
Hikari
Dale
ENEMY
Rumble
Thunder (in the water)
The Thundering Spirit
|
I'd like to use my GM star reroll on that Reflex(?) save, the better to do Captain Hornblower honor!
Reflex: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
| Shifty |
I'd like to use my GM star reroll on that Reflex(?) save, the better to do Captain Hornblower honor!
...but wait, Besmara saves the brave would-be bucaneer and he catches himself at the last minute - still covered in chum, he gets to the top of the transom - where the waiting Du Moire lunges at him!
Attack 1d20 + 6 ⇒ (15) + 6 = 21
Damage 1d8 + 1 ⇒ (3) + 1 = 4
The Thundering spirit is left standing on the railing... he can also see the Pirates have moved up to aid their Captain!
R2
Hikari
Dale
Rumble
ENEMY + SHARK
Thunder
The Thundering Spirit
|
Steadying himself against the stern, The Thundering Spirit begins to take vengeance upon these slavers!
Wakizashi: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Slashing: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Wakizashi: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Slashing: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Bite: 1d20 + 1 + 1 ⇒ (18) + 1 + 1 = 20
Piercing: 1d3 + 2 + 1 ⇒ (2) + 2 + 1 = 5 Going for Red first before moving to orange if appropriate
Hikari Hayashi
|
A crease between his brows is the indication of Hikari's frustration when his feet slips climbing at the transom. Undeterred, he tries again.
climb: 1d20 + 2 ⇒ (13) + 2 = 15
Once he reaches the top, he deftly moves on the deck to find a clear space.
acrobatics: 1d20 + 4 ⇒ (17) + 4 = 21
Not sure how the space is like up there, so throwing in a acrobatics roll, either to dance along at the railing, or tumble past the enemies. Woohoo, playing the soundtrack while writing this!
Dale the Sage
|
Dale continues to try to steady the boat for his own personal band of Monkey Pirates to board the ship. I'm assuming I don't see said Shark.. Hoping to try a Prof: Sailor check or something to 'aid' in them climbing? I'm grasping for straws because no way is Dale able to climb up there so stayin in the boat is his obvious choice, trying to help as best he can from there.
Profession: Row Boat Operator Extreme!: 1d20 + 2 ⇒ (2) + 2 = 4 HA!
| Shifty |
R2
Hikari
Dale
Rumble
ENEMY + SHARK
Thunder
Hikari gets up the transom and manages to perch on the railing.
Seeing how he did it, Rumble follows the same steps and makes it up too, swinging around to avoid being stabbed by Du Moire!
Dale realises he left his rope and grapple at home, and does his best to steady the boat, but is suddenly completely focussed on a large dorsal fin breaking the surface of the water... a shark almost as big as his boat is swimming aggressively...
Dales thoughts
Du Moire gets to thrust a sword at the Thundering spirit.
Attack 1d20 + 6 ⇒ (18) + 6 = 24
Damage 1d8 + 1 ⇒ (3) + 1 = 4
Striking him again.
"You are no match for Du Moire, folly friend, folly that you crossed swords with me!"
The other two can see Du Moire is more than a match for the Bird, and move to defeat Rumble.
[Red]
Attack 1d20 + 4 ⇒ (20) + 4 = 24
Damage 1d8 + 3 ⇒ (6) + 3 = 9
Crit?1d20 + 4 ⇒ (6) + 4 = 10
Damage 1d8 + 3 ⇒ (2) + 3 = 5
[Orange]
Attack 1d20 + 4 ⇒ (14) + 4 = 18
Damage 1d8 + 3 ⇒ (3) + 3 = 6
They both get a purchase on the monk!.
The Thundering Spirit lashes out at them though...
Striking one of the pirates with a sword, wounding him greatly, before pecking viciously - sending the man bleeding to the deck. Du Moire looks positively incensed!
R3
Hikari
Dale
Rumble
ENEMY + SHARK
Thunder
Du Moire 0
Henchman 0
Jaws 0
RumbleRock
|
Rumble begins telling a story of Roneoth, the Pirate Hunter, hoping to inspire his mates to greater goods.
Using sensei ability to inspire courage as a bard. +1 to attack and damage. Round 1 for the day.
He smashes at the thug still standing.
Attack 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Damage 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Hikari Hayashi
|
While perched on the railing, Hikari draws two arrows in rapid succession and fires them are practically point blank range at Du Moire. He then steps to the side and, not understanding Dale's hesitation, waves for him to join the rest of the group.
PBS, Studied Target, Inspire Courage, Rapid Shot
longbow: 1d20 + 7 + 1 + 1 + 1 - 2 ⇒ (16) + 7 + 1 + 1 + 1 - 2 = 24 dmg: 1d8 + 3 + 1 + 1 + 1 ⇒ (7) + 3 + 1 + 1 + 1 = 13
longbow: 1d20 + 7 + 1 + 1 + 1 - 2 ⇒ (9) + 7 + 1 + 1 + 1 - 2 = 17 dmg: 1d8 + 3 + 1 + 1 + 1 ⇒ (8) + 3 + 1 + 1 + 1 = 14
Dale the Sage
|
Dale weighs his options, looking back and forth between the rear of the ship an the closing shark fin... He decides to try climbing up the ship, or maybe he should stay put.. or maybe climb? Climb: 1d20 - 1 ⇒ (3) - 1 = 2
"Umm guys? Any ropes up there to be lowered? Heh..." As his indecision keeps him from doing much of anything.