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"Oh no! It has Dylph. Oh good, he got out!" He turnd his attention back to the halfling, "Hey you, call that thing off!"
Air Blast vs Hafling {PBS}: 1d20 + 8 ⇒ (2) + 8 = 102d6 + 8 ⇒ (5, 6) + 8 = 19 Drat!

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My icon wasn't where I left it after my last post so I put a red x to show where it was supposed to have been
Ree grins as the fight finally comes to them, shouting out "Finally, some real action!" as she five foot steps and stabs the crocodile!
Rapier!: 1d20 + 9 ⇒ (12) + 9 = 21
Damage!: 1d6 + 4 + 3 ⇒ (1) + 4 + 3 = 8
But 3 less if it's immune to precision damage
If the croc attacks her she'll spend 1 panache to use opportune parry and riposte!
Riposte!: 1d20 + 9 ⇒ (19) + 9 = 28 attack if she parries
Confirm?: 1d20 + 9 ⇒ (1) + 9 = 10 probably not hehe
Damage!: 1d6 + 4 + 3 ⇒ (1) + 4 + 3 = 8

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As soon as possible Yelek strikes the crocodille with his gigantic sword...
Attack roll: 1d20 + 8 ⇒ (6) + 8 = 14 → Damage roll: 2d8 + 10 ⇒ (7, 3) + 10 = 20
Bloodrage, move and then attack

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got caught up with trip and stuff at home
The pirate stabs at the skald.
mwk shotel: 1d20 + 6 ⇒ (9) + 6 = 15
damage: 1d8 + 4 ⇒ (3) + 4 = 7
The croc tries to bite the nagaji but is too slow.
bite: 1d20 + 10 ⇒ (2) + 10 = 12
damage: 1d8 + 9 ⇒ (4) + 9 = 13
and the halfling cries out "Scurvy!"and starts casting a spell.
as Ree and Yelek stab at the crocodile sinking their weapons into its hide. While the skalad's attack misses the pirate.
croc 28 damage Dylph 15 damage
Everyone but Yelek is up

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Seeking payback for his wounds, Dylph will fire twice at the gator...
Shortbow: 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26
Confirm: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22
Damage+Crit: 3d6 + 3 + 3 ⇒ (6, 6, 2) + 3 + 3 = 20 (8 if not confirmed)
Shortbow: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21
Damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5

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Without a word Yelek moves towards the pirate boat, his sword ready to strike down any foes unfortunate enough to cross his path.
Double move

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Ree laughs, "New pair of boots coming right up, but first!" and then she takes a running jump to get to the other boat!
1 panache for derring-do!
Acrobatics: 1d20 + 10 + 1d6 ⇒ (5) + 10 + (4) = 19
And then she'll stab the pirate!
Rapier!: 1d20 + 9 ⇒ (3) + 9 = 12
Damage!: 1d6 + 4 + 3 ⇒ (6) + 4 + 3 = 13

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The wayang takes a moment to lick his thumb before taking aim by holding it out at arms length at the halfling. "There you are."
Air Blast vs Halfling {PBS}: 1d20 + 8 ⇒ (20) + 8 = 282d6 + 8 ⇒ (6, 6) + 8 = 20
Confirm: 1d20 + 8 ⇒ (10) + 8 = 182d6 + 8 ⇒ (3, 3) + 8 = 14

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Yelek speeds towards the boat while Ree jumps into the rowboat with a flourish but she misses with her attack. Helikon slashes the pirate and he drops. He barely breathes but lies prone bleeding. Wisp damages the halfling, but he lives.
"Poor Scurvy! Boots indeed..." The halfling spits at the party, then suddenly morphs into an eagle and flies away.
wild shape, move 30'
The party is up!
parting shots at the druid anyone?

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Ree will run to the back of the boat while using a spring-loaded wrist sheath to drop a dagger into her hand, which she'll throw at the fleeing bird!
Dagger throw!: 1d20 + 7 ⇒ (8) + 7 = 15
10 foot range incriments so -1 at 20ft -2 at 30ft etc.
Damage!: 1d4 + 3 ⇒ (4) + 3 = 7
Whether or not it hits, the dagger probably hits the water making the fiery lady sigh and mutter, "...I *really* hate the water."

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Dylph's shot drops the druid and he splashes into the water. Ree's dagger misses the druid but hits a floating log.
Combat Over!
You find he dropped a potion of cure moderate wounds in the rowboat.
Searching the pirates they have 2 potions of cure light wounds and 2 tanglefoot bags, 2 suits of leather armor, 2 mwk shotelUE, 2 cestusUE, 2 composite longbows (+2 Str) with 20 arrows, flint and steel, 50-ft. hemp
rope with grappling hook, 2 jugs of beer, torches (6).
anyone want to stabilize the bleeding pirate?

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Dylph shrugs as he sees the druid drop...seeing how Ree hates the water, he then lays down his bow on the barge, removes his cloak, and dives into the water to retrieve her dagger from the floating log...
Swim: 10 + 6 = 16 (Taking 10)

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Yelek has no means nor the inclination to save the murderous scum that attacked him and his friends, nontheless he hisses:"Thessse thugsss may know sssomething about the attacksss on our ssshipmentsss"

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assuming your able to stabilize and bring him back up so we can move along.
"Alright I'll talk just don't kill me!" he exclaims and then explains while eyeing each of you that he knows the location of their base. They call it Bessie’s Bayou.” It's an abandoned plantation 5 miles upriver from your present location. There's a prearranged signal (waving a torch in a specific pattern) exchanged by the sailors and anyone on guard duty when approaching the base. You also find a map of the pirate group’s ambush locations along the river, all connected by dotted lines to a hidden river branch marked by a drawing of a skull, in the halfling's backpack.

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Ree chuckles a bit at Dylph and will toss him a towel or something else nearby to dry himself of with. "Ha! Thanks for that, babe. Daggers are cheap though so next time we should make sure there aren't any more crocodiles before you go for a dip, hm?"

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Dylph gives Ree a toothy grin as he catches the towel and dries off.
"Yeah, didn't think that through did I? No worries though, seemed like a good idea at the time and I'm always up for a dip..."
He then moves to don his cloak and retrieve his bow as he listens to the revived pirate spill the beans about the pirate gang...

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"Let'sss go hunting for thessse piratesss... we were tasssked to ssstop their attacksss on Pathfinder convoysss ssso we need to go to Besssssie’s Bayou " Yelek suggests.

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Demeliah turns to Dylph. "Just a few hours...looking at that map I know where it is"
- - -- - - -
Demeliah leads the barge up river for a few hours till the old mansion on the water comes into view.
The narrow hidden branch of the West Sellen swells to a wide
expanse, bordered on one side by a high, forested islet. The
other side of the river has no bank, for the water seeps into
the ground and creates a broad wetland out of what were once
low-lying fields. Cattails and grasses push through the surface
and continue off into the distance. Declaring where river ends
and marsh begins would involve either lucky guesswork or a
surveyor’s eye.
Straddling the border between river and swamp are the
remains of a sumptuous house, yet despite the facade’s onceelegant
style and trim, the place has seen better days. The paint is
faded and peeling, blending in so well with a growth of mold that
the place may as well have been originally painted murky graygreen.
Vines and creepers are less overgrowing the place than
they seem to be holding it together. Other parts of the building
have fared less well, and toppled beams jutting from the swamp
hint at other wings that didn’t survive the river’s encroachment.
Stilts and a narrow boardwalk support what little remains, and a
makeshift dock extends into the river proper.
You haven't docked yet. As you approach the dock what do you do?

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Perception check: 1d20 + 9 ⇒ (1) + 9 = 10
Yelek studies the house from afar.
"We ssshould approach with caution. The place isss sssuppossedly overrun by banditsss..."
Let's dock somewhere not immediately noticeable and then make our way to the house

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"Or we could approach their dock, waving the torch in the pattern we were shown by that pirate we grilled earlier...that should allow us to dock unhindered...and maybe take out the guard before he can warn his comrades..."
Dylph ponders a moment. "I could also swim to shore from here and try to scout things out beforehand, if you wish..."

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Perception: 1d20 + 3 ⇒ (19) + 3 = 22 with darkvision
Ree shudders a little at the word 'swim' and adds "If it doesn't involve swimming, I'm probably not super stealthy, but I'm quick, if you need backup."

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Assuming the barge can get close enough to the bank...
Dylph glances at Ree. "Are you ready? We'll just hop off the barge, I'll lead, and we won't get too close...just close enough to see the layout and how many guards be on the dock. If all goes well, it'll be a quick in and out op, and we'll be back on the barge to report soon..."
Dylph will take 10 on both Stealth (21) and Perception (19) if allowed...
The rogue will leave the barge using the shadows and swamp foliage for cover...he'll move slowly and cautiously towards the pirate base and, knowing Ree's aversion to water, he'll look back occasionally to see how she's doing...when he gets in sight of the dock, he'll observe from a concealed spot to try and discern how many pirates are standing guard there...

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Ree giggles a little bit at Yelek's words (but cleans her rapier and keeps it drawn all the same) then nods to Dylph. "Works for me, babe. I'll stay a bit behind so if I do make noise maybe it won't mess things up for you."
Once they're ashore, she'll try to stay 20-30 feet behind Dylph so if she's a clutz it might not give him away,
Stealth: 1d20 + 4 ⇒ (6) + 4 = 10
Perception: 1d20 + 3 ⇒ (5) + 3 = 8
...well, then...

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GM: I goofed...meant to get Dylph some healing before he left the barge, if you'll allow me to retcon just a bit...if not, no worries...
Dylph will give the skald his wand and as him to heal the nasty croc bite on his leg before leaving to scout...
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

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Once Dylph sees the number of guards, he turns back to Ree and whispers, "Only two guards on the dock...'preciate you watching my back, lass...we had best get back to the barge and let 'em know to signal..."
When they get back to the barge, Dylph will let 'em know to signal the pirates, if they haven't already...
"Only two guards on the dock...maybe we can take 'em out before they can get off a warning..."

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After getting back on the barge but before they approach the base, Dylph will whisper to his companions, "I'll try to take out the far guard when we dock, if someone can take out the near one..."
As the near guard starts to ask his question, Dylph will fire at the northernmost guard, aiming for the throat, hoping to silence him quickly...and hoping his companions can likewise silence the other one...
To hit: Dex/base, PBS, Magic, Precise Shot
Damage: Str, Magic, PBS, Sneak
Shortbow: 1d20 + 7 + 1 + 1 ⇒ (9) + 7 + 1 + 1 = 18 (vs. flat-footed AC?)
Damage: 1d6 + 1 + 1 + 1 + 2d5 ⇒ (4) + 1 + 1 + 1 + (4, 5) = 16
ETA: Dylph would've been trying to stay concealed on the east side of the barge before firing so if a stealth roll is needed:
Stealth: 1d20 + 11 ⇒ (17) + 11 = 28

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Yelek stays as hidden as possible and prepares for violence to explode in a amtetr of minutes...
With Yelek disguise is not even worth a try, so no disguise check here

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The wayang attempts to take down the remaining guard.
Airblast vs touch AC {PBS}: 1d20 + 8 ⇒ (8) + 8 = 162d6 + 8 ⇒ (1, 5) + 8 = 14

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Dylph will move 10' west and let loose at the nearest pirate...
Shortbow: 1d20 + 7 + 1 + 1 ⇒ (11) + 7 + 1 + 1 = 20
Damage: 1d5 + 1 + 1 + 1 + 2d6 ⇒ (5) + 1 + 1 + 1 + (1, 6) = 15 (Not sure if sneak attack damage applies but included it...if not, it'd only be 8 damage)