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Looking astonished and gravely insulted, "You shot me? You self righteous little prig!" She hurls a dagger at his throat, then takes a step back to the other side of the ship (grabbing some cover from the crossbowman on the eastern quay), and winds up for some dramatic acrobatics.
Round 1
Status: HP 7/10 | AC 17 | T 13 | FF 14 | CMD 16 | F +2 | R +6 | W +1 | Init +6 | Per +7
Standard: thrown dagger: 1d20 + 4 ⇒ (13) + 4 = 17, damage: 1d4 + 2 ⇒ (4) + 2 = 6
Move: back up across the ship to the eastern rail
@Beckett - question - does the run up from the east rail to the west rail constitute a 10' run for 'running long jump' purposes?

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My FF is 16 Daveak will charge the closest one. The map doesnt show the plank that was lowered i charging with assumpion i can if not then will move to closest target with both swords drawn and make 1 attack.
Attack: 1d20+5=18...19 if charge
Damage:1d6+2=6

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Raul speaks words difficult to ignore that stab their way into the mind of one of the thugs.
Casting "Murderous Command" on a thug not hit by Color Spray (but not the one who's on the other dock). If that is impossible or impractical, let me know.
DC 14.

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GROUP 1
Enforcer 2
Enforcer 3
Enforcer 1
Raul
GROUP 2
Hotspur
Merisil
Jacen
Daveak
Grundle
Raul, are you going to hold your action for that?
Jacen, Color Spray has a Range of 15ft. Unless you make the jump across, you will not hit anyone.
Daveak & Merisiel, since no one put up the gangplank, (now a Move and a Standard Action) an Acrobatics check will need to be made to jump to the dock, with 10ft between the Abacus and the dock. You will also probably need to move back on the ship first if you want to try that with a running start. DC 15 with running start, DC 30 without. Failure means you may fall into the water below. Also, it looks like Hotspur is waiting for people to attempt to jump. did you want to change your action?
Merisiel, a woman now scorned, flings her dagger in a rage, nailing the Enforcer in the neck, ending a dark red spray gushing out into the Glass River waters. He doesn't drop, but will likely flee soon, which could be very, very bad. Things are not going smoothly so far.

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Good point. Since I go first, I'll just Murderous Command the top guy on the left deck. As a move action I'll step back and draw my greatsword.
"Lower the plank! Time to fight!" Raul cries to his companions.

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Will: 1d20 - 1 ⇒ (18) - 1 = 17
Gotcha, make sure I remember that, as they will attack on their next turn.
Never mind :( The Enforcer hears you, and blinks a few times as you calmly "suggest" he murder the other man. He reaches to reload his croassbow, but the, shakes his head, breaking through the magic's hold. That sucks. things really are not looking good.

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There is a single rope that is holding the ship to the dock. You can attempt to severe it with a slashing weapon or fire, and maybe try to use it to cross, but it is covered in oil and pitch, so a bit more difficult than a typical rope.

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How are you rolling? What is 15r+?

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Also...I'm going to update my profile with level 2 when the other is completed...yeah?

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Round 1 so far. Having been attacked by the brutish enforcers seemingly for no reason, Merisiel flings a dagger at the leader who has shot her, who is then magically enchanted then quickly dropped thereafter. Raul intones a request his patron to help awaken the bloodlust in his enemy, but sadly that fails.
Grundle still has an action, which I'll let him post retroactively by tonight, or just skip him for now.

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Seeing what they had thought would be easy, rich prey drop their captain, the remaining Razmiran enforcers reload and fire again, now out for blood.
1d20 + 1 ⇒ (11) + 1 = 12
1d20 + 1 ⇒ (7) + 1 = 8
1d20 + 1 ⇒ (2) + 1 = 3
1d20 + 1 ⇒ (18) + 1 = 19
1d20 + 1 ⇒ (14) + 1 = 15
1.) Daveak, 2.) Grundle ,3.) Jacen ,4.) Merisiel, & 5.) Raul
Enforcer 1
random: 1d5 ⇒ 4
Attack vs Merisiel: 1d20 + 4 ⇒ (15) + 4 = 19 <vs AC 17 HIT>
Dmg: 1d8 ⇒ 8
Enforcer 2 5ft steps back behind a little Cover
random: 1d5 ⇒ 2
Attack vs Grundle: 1d20 + 4 ⇒ (18) + 4 = 22 <vs AC 17 HIT>
Dmg: 1d8 ⇒ 7
Daveak, (& Grundle), I really need your Character Sheet
Group 1
Enforcer 2
Enforcer 1
Raul
GROUP 2
Hotspur
Merisil
Jacen
Daveak
Grundle
Raul is up, followed by Hotspur (who will again ready an action) and then GROUP 2

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With a small cry - at odds with her usual bluster - Merisiel folds to the deck, grasping at the bolt in her leg.
Round 2
Status: HP -1/10 | AC 17 | T 13 | FF 14 | CMD 16 | F +2 | R +6 | W +1 | Init +6 | Per +7
Free: stabilize: 1d20 + 1 ⇒ (17) + 1 = 18

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Raul, disappointed that apparently everyone ignored his command to lower the plank, steps back to channel energy to heal his companions.
Channel: 1d6 ⇒ 4
"I said lower the plank!" he commands more forcefully this time.
My channel should be positioned to only get us, not them.

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With a small cry - at odds with her usual bluster - Merisiel folds to the deck, grasping at the bolt in her leg.
Round 2
Status: HP -1/10 | AC 17 | T 13 | FF 14 | CMD 16 | F +2 | R +6 | W +1 | Init +6 | Per +7
Free: stabilize: 1d20 + 1 ⇒ (17) + 1 = 18
hazards of posting early and often...
Abandoning thoughts of a heroic dive onto the quay, Merisiel instead returns fire at the enforcer that put a hole in her leg.
Round 2 rev. 2
Status: HP 3/10 | AC 17 | T 13 | FF 14 | CMD 16 | F +2 | R +6 | W +1 | Init +6 | Per +7
Standard: thrown dagger: 1d20 + 4 ⇒ (12) + 4 = 16, damage: 1d4 + 2 ⇒ (2) + 2 = 4

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Profile updated with Barbarian level.
Grundle winces as the bolt slams into him, almost knocking him down. He quickly realizes there isn't much that can be done without the gangplank. Then he hears the man Raul shouting the same.
"Fine!"
He runs to the gangplank and starts to move it to reach across the water to the dock.

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Merisial stands back up from her short sleep as Raul channels his spiritual tiger balm, though everyone is aided by it. Jacen again casts his spell, targeting the closest enforcer.
Will: 1d20 - 1 ⇒ (9) - 1 = 8
Daveak is up before Grundle sends the gangplank across.

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Daveak will wait for gangplank to drop then run across, drawing weapons along the way and attack nearest target. If he cant hold then he will just draw swords.
Rolls: Attack Roll: 1d20 + 5 = 7 + 5 = 12
Damage Roll: 1d6 + 2 = 3 + 2 + 5

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Eager to spill some warm blood, Daveak paces back and forth until the plank is across, nearly jumping on it before it's fully in place. Dropping his crossbow, rushing across, and grabbing blades, he rushes right at the waiting wolf.
Bite plus Trip: 1d20 + 2 ⇒ (15) + 2 = 17 {MISS}
Both warrior and wolf miss their attacks against the other.
Round 3
The furthest crossbowman reloads and fires once more, aiming at Raul. The other stands there, as if confused on what is going on.
X Box: 1d20 + 4 ⇒ (7) + 4 = 11 {MISS}
"We need some help over here, NOW!!!" he shouts over his shoulder, not liking the odds any more.
Raul, Wolf, and then Group 2.

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I don't see Daveak on the map, so let me know if I need to change my action.
Raul rushes across the gangplank and takes a mighty swing at the wolf on the other side.
Power Attack: 1d20 + 4 - 1 ⇒ (16) + 4 - 1 = 19, Damage: 2d6 + 4 + 3 ⇒ (1, 6) + 4 + 3 = 14

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For some reason, he was underneath the plank, but fixed.
Rushing past Daveak, the wolf tries to take a chunk from you but misses. AoO+Trip: 1d20 + 2 ⇒ (13) + 2 = 15
Right after that, Raul removes it's head from it's shoulders, and it falls limply into the water below.
Group 2 is up

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Merisiel is frustrated with seeing the boys having great fisticuffs fun, Merisiel cinches her 3 little reasons up tight, pushes off from the back rail, and flies overwater to the quay.
'should prove somewhat surprising, at least.' she thinks grimly while she kicks off from the front rail.
Round 3
Status: HP 3/10 | AC 17 | T 13 | FF 14 | CMD 16 | F +2 | R +6 | W +1 | Init +6 | Per +7
Move1: acrobatics(jump!): 1d20 + 7 ⇒ (5) + 7 = 12
Move2: draw rapier
Before I preview the dice results - the intention is to fly over, tuck and tumble to the quay, and spring to a defensive crouch, drawing her rapier, right in front of the farthest Enforcer.
...and... it turns out to be a bad idea to leap daringly out into space with an arrow-hole in your leg. But the near-fail triggers a reflex save to keep from going into the drink.
REF save: 1d20 + 6 ⇒ (9) + 6 = 15
...and... now that I'm falling into the drink, that further triggers a DC15 acrobatics check to negate some amount of falling damage.
acrobatics(fall): 1d20 + 7 ⇒ (2) + 7 = 9
altogether, a rather Spectacular! Epic! and Unremitting! total failure of acrobatic skill. I leave it to the GM, but I blame it all on the that tall bit of boxing on the side of the quay. And when I say, 'leave it to the GM', after a failed leap, failure to make the 'clutch' reflex save, and failure to fall gracefully, Merisiel has earned whatever teh GM has in store.

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Group 1
Enforcers
Daveak
Raul
GROUP 2
Merisil
Jacen
Grundle
Jacen, what are you holding for?
Merisiel, any shirt rerolls you would like to try? What's your swim check looking like?
Grundle?

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Merisiel makes a grand "sploosh!" between boat and quay as she bounces off the boxes and crates on the edge of the dock. Her scrambles at the handholds are ineffective, and she goes into the drink. From the splutterings and cursings arising from the space between ship and dock, and the regular splashing that follows, it can be surmised that the water is 1) cold, 2) not clean, and 3) painfully salty in her wounds.
Merisiel's swim is at +1 (all included). One of the benefits of light armor and a decent STR score. No rerolls kicking around - and this has some poetry (of the farcical comedy sort) to it.

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Actually, I'll have to look, it is a pier that is off the Glass River, so it might not be salty. It is fairly clean, though this close to land and with the fairly constant traffic, it does kick up a lot of the mud from the river bed. Not trash. It's a bit cold, though. You can basically take 10 and not need to roll, and looks like 1 full round and a bit of a second will get you to the ladder.
Also, the Warhorn site has been updated, (and on a personal note I see my games). If you had already clicked to join or DM, you probably need to do so again.

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"Alright you bastarded crapbags. You asked for it. *hmphgrrrhg*"
Grundle pushes his way over the gangplank after retching one more time. He scowls as he turns to face the men on the dock.
Double move to get to where I am now on the map.

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The human enforcers begin to goad Merisiel as she takes the literal plunge, then begin to slowly fall back, reloading and firing one last time on heir aggressors.
E1 attacking Grundle: 1d20 + 4 ⇒ (18) + 4 = 22 <HIT>
Dmg: 1d8 ⇒ 2
E2 attacking Raul: 1d20 + 4 ⇒ (11) + 4 = 15 <MISS>
NEW INIT = Enforcers then Party then Enforcers then Party. . .
party is up (Daveak, Raul, Merisil, Jacen, and then Grundle). Merisiel, let me know if you plan on doing something other than moving to shore.

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Yes, both 5ft stepped, and it would seem that both are setting up for a tactical retreat, falling back while retaining cover.

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You move up and draw blood, but do not drop the man. Being that he has a crossbow still, no AoO.

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The battle priest steps up and slays the closest enfotcer priest of Razmiran. Jacen commands the last to drop his arms and surrender, which he does and flees. Of he escapes he might find more guards and that would not be good for your mission. There is also the issue of getting a receipt to show that you had paid tribute if you are stopped again later. . .

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"Lucky prigs. My flail here's achin' fer one of their skulls."
Grundle scratches himself and looks at anyone on the dock. "Well, what now?"

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Pulling herself out of the water, Merisiel considers the carnage on the dock. She says, "Let's get this as cleaned as we can, and push off for upriver. When their friends arrive, we'll have even fewer opportunities for discussion than we had with these."
"Truss up them as are still breathing - and let's search 'em for something we can show as a token of favor upstream."
No sooner said than done - Merisiel makes her way to the nearest downed priest. She checks him for livingness, and ensures he's restrained if he's not dead. Merisiel rifles through his clothes and effects, pushing everything into a sack fairly uncritically.
Is he still live?

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Raul throws one over his shoulder and carries him aboard, trying to stop the bleeding.
Heal: 1d20 + 7 ⇒ (8) + 7 = 15
"We might need one of these fellows. Time to push off!" he says, helping to pull back the plank and prepare for departure.

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I didn't mean to imply that you could not catch him I just was not able to alter the map from my phone. Jacen still has a Move action, while Grundle has a full action, and he actually doesn't move until his next turn.