
Beth Macara |

Pushers. These are not punters, but pushers. They are the small time drug dealers that sell the dragonsmoke to the customers.
My bad, that will teach me not to post while trying to get two small girls ready to go to school :) Please also bear in mind english is not my mother tongue.

Morgan "Hoeroa" Randall |

Very tired after prepping for possible cataclysmic conflagration. 28,000 hectare fire just to the north of my location...and a smaller fire is "on average 5-10 kms" from my location.
After Sandman's turn, Morgan will unmerge as a swift action and throw his harpoon:
Harpoon throw 1d20 + 6 ⇒ (19) + 6 = 25
Damage 1d8 + 2 ⇒ (6) + 2 = 8
at most wounded target in range in attempt to drop him - if not dead, the harpoon has the grappling property - Morgan will thereafter (in subsequent round), if longpig hasn't removed harpoon, attempt to reel victim in.)

Morgan "Hoeroa" Randall |

Oops. Forgot Harpoon is +1. So it should be 26 to hit, 9 damage. Just shy of a crit too! And, dang, wish I'd thought of a light chain for the harpoon instead of rope - surely they can just cut it.

brvheart |

Yes, your attack hit for 13 hit points allowing Beth to finish him in her first attack. The booming is adding to their desire to get out of there as fast as they can, but the barge only moves 10'/round!
Morgan, we will get to your action after the dragoons go. Be safe with that fire! Have a friend that is in the volunteer fire DP here. He ended up in the ER over the weekend due to heat exhaustion.

brvheart |

brvheart wrote:Pushers. These are not punters, but pushers. They are the small time drug dealers that sell the dragonsmoke to the customers.My bad, that will teach me not to post while trying to get two small girls ready to go to school :) Please also bear in mind english is not my mother tongue.
You are extremely fluent for English as a second language. Puts most of us Americans to shame!

The Nightmare Man |

Let's make things more complicated...
The big man dashes down the dock and reaches out to grab the side of the smuggler's barge. Then he simply heaves.
Moving to the end of the dock, reaching out and grabbing the barge at the square between S1 and S2. Then tipping it up on end to dump the smugglers and the cargo into the water. Rage, Enlarge Person, and Muleback Cords bring my effective Lift strength to 28. That gives me a Lift weight of 4,800 pounds. I'm not sure what the barge weighs, but I'm betting it's less than that. :)

brvheart |

Ok, yes you just made this complicated! First of all the Enforcer1 gets an AOO since he has a reach weapon. Then you have to do a touch attack against the boat, shouldn't be hard AC 5, followed by a grapple check d20+CMB vs the ships CMD. The closest I can get is a keelboat which has a CMD of 14. Then they will have to make acrobatics checks!You won't be able to lift it this round.
AOO: 1d20 + 13 ⇒ (3) + 13 = 16
damage: 2d4 + 9 ⇒ (2, 2) + 9 = 13

brvheart |

These thick leather cords wrap around the wearer’s biceps and shoulders. When worn, they make the wearer’s muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls, it only contributes to the amount of equipment or material the wearer can carry.
So they won't help on lifting.

brvheart |

Dragoon Sgt moves to C3 and attacks injured pusher Dragoon Sgt: 1d20 + 12 ⇒ (2) + 12 = 14

brvheart |

Dragoon Sorcerer moves to B2 and casts magic missile at same pusher
Magic Missile: 2d4 + 2 ⇒ (4, 3) + 2 = 9

brvheart |

Dragoon1 moves to D1 fires at pusher in F1. musket: 1d20 + 4 ⇒ (2) + 4 = 6
Dragoon2 moves to D2 fires at pusher in G3. musket: 1d20 + 4 ⇒ (2) + 4 = 6
Dragoon3 moves to D3 fires at enforcer in K8. musket: 1d20 + 4 ⇒ (4) + 4 = 8
Dragoon4 moves to D4 fires at enforcer in K8. musket: 1d20 + 4 ⇒ (17) + 4 = 21 damage: 2d6 ⇒ (1, 4) = 5
That was miserable

brvheart |

Summary round 2
Jequette cast magic missile
Beth killed pusher
Pushers/Smugglers attacked/pushed another 10' east
Sandman moved and grabbed barge
Dragoons fired at pushers and smugglers. Killed the pusher with 1 hp
Silas
Obi
Morgan threw harpoon

Silas Frey |

Silas stops the first ghost sound, then reaches into his pocket again and throws a piece of wool as he intones the incantation. The sound of water gushing in can be heard on the barge.

brvheart |

Will save S1: 1d20 + 3 ⇒ (12) + 3 = 15
Will save S2: 1d20 + 3 ⇒ (10) + 3 = 13
Will save S3: 1d20 + 3 ⇒ (19) + 3 = 22
Will save S4: 1d20 + 3 ⇒ (16) + 3 = 19
Will save S5: 1d20 + 3 ⇒ (12) + 3 = 15
Will save E1: 1d20 + 3 ⇒ (5) + 3 = 8
Will save E2: 1d20 + 3 ⇒ (12) + 3 = 15
Will save P4: 1d20 + 2 ⇒ (11) + 2 = 13
The DC looks to be 12 so only the 8 failed

brvheart |

Jequette moves to C1 and casts magic missiles at P1. magic missile: 3d4 + 3 ⇒ (1, 4, 3) + 3 = 11

brvheart |

Well at least the d4 is spreading quite nicely. Can't say as much for the d20

Morgan "Hoeroa" Randall |

What was the result of Morgan's harpoon? Also Morgan must have ejected in a space next to Sandman. Can't get much from map now as computer is packed up due to fire evacuation - .xls doesn't work on phone. Sorry.

brvheart |

You injured S3 for 9 hit points. He was the closest most injured.

brvheart |

Just a quick question before I post. Can I move through another PC spot without hindrance? From the rules it seems to be the case.
As long as you are not running or charging yes.

Beth Macara |

"It seems you haven't learn how to run.", tells Beth to the next pusher trying to attack her while she expertly parries his blow.
Then, reversing her move, she flips the pusher's blade out and lances with her own.
First attack on pusher in G3
attack 1: 1d20 + 9 + 1 + 1 + 2 ⇒ (20) + 9 + 1 + 1 + 2 = 33, damage: 1d6 + 5 + 2 ⇒ (6) + 5 + 2 = 13
crit confirmation: 1d20 + 9 + 1 + 1 + 2 ⇒ (2) + 9 + 1 + 1 + 2 = 15, crit extra damage: 1d6 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Depending if the pusher is still alive, Beth will either attack again or move. edit Arrg a roll of 2 may not be enough on that one.

Beth Macara |

As it's late for me now and I'm off to bed, I'll leave both options
As the pusher goes down, Beth turn on her heels and moves down the dock past Sandman to H10
As the pusher recoils under Beth's blow, she sees another oppotunity and this time, her blade finds the jugular, severing it. Then she steps down the docks to H4
attack 1: 1d20 + 9 + 1 + 1 + 2 ⇒ (20) + 9 + 1 + 1 + 2 = 33, damage: 1d6 + 5 + 2 ⇒ (2) + 5 + 2 = 9
crit confirmation: 1d20 + 9 + 1 + 1 + 2 ⇒ (11) + 9 + 1 + 1 + 2 = 24, crit extra damage: 1d6 + 5 + 2 ⇒ (4) + 5 + 2 = 11
I think the dice roller is just fine as it is...

brvheart |

The pusher in G3 had an AC of 16 so it did not confirm, however he only had 13 hp left so you would move to S10. I will do their turns later this evening.

brvheart |

Ok, E1 would still have gotten his AOO since you moved through his threat zone. S1 does not get an AOO as he only has a pole in his hands, not a weapon. I moved you in front of were Beth moved so she would have moved in behind you.

brvheart |

S2 helps the pusher out of the water.
S1 and S5 push the barge 5' north into Sandman's grapple, instead of resisting it.
E1 moves to H8 and attacks Beth. Ranseur: 1d20 + 13 ⇒ (2) + 13 = 15
S3 moves to H6.
E2 moves to I5.
S4 pulls crossbow and attacks Obi. Crossbow: 1d20 + 8 ⇒ (8) + 8 = 16
P1 moves to H5.

brvheart |

The DC would have been higher on a strength check!
acrobatics S1: 1d20 + 12 - 3 ⇒ (10) + 12 - 3 = 19
acrobatics S2: 1d20 + 12 - 3 ⇒ (20) + 12 - 3 = 29
acrobatics S4: 1d20 + 12 - 3 ⇒ (10) + 12 - 3 = 19
acrobatics S5: 1d20 + 12 - 3 ⇒ (19) + 12 - 3 = 28
acrobatics P5: 1d20 + 2 - 3 ⇒ (16) + 2 - 3 = 15
P5 is tossed into the drink, but the smugglers manage to hang on. Whatever cargo there was is dumped into the drink also. The smugglers dive off and attempt to swim to the next pier.
swim check S1: 1d20 + 5 ⇒ (4) + 5 = 9
swim check S2: 1d20 + 5 ⇒ (19) + 5 = 24
swim check S4: 1d20 + 5 ⇒ (7) + 5 = 12
swim check S5: 1d20 + 5 ⇒ (6) + 5 = 11
swim check P5: 1d20 - 3 ⇒ (18) - 3 = 15

brvheart |

Dragoon4 moves and attacks P1.Dragoon4: 1d20 + 5 ⇒ (11) + 5 = 16 1d6 + 1[/dice: 3d3d1d20 + 100d20 + 5 ⇒ (19, 14, 18, 9, 8) + (10, 15, 19, 4, 8, 16, 4, 2, 11, 7, 17, 7, 14, 15, 20, 2, 3, 10, 15, 2, 14, 18, 10, 4, 2, 16, 8, 19, 12, 13, 1, 5, 19, 14, 18, 15, 17, 12, 1, 12, 12, 10, 19, 6, 11, 15, 12, 15, 20, 19, 19, 4, 14, 10, 5, 20, 11, 16, 8, 12, 4, 4, 15, 10, 2, 16, 7, 4, 20, 1, 6, 3, 20, 16, 1, 6, 11, 13, 6, 13, 13, 17, 15, 6, 18, 16, 13, 15, 6, 9, 9, 18, 8, 2, 5, 19, 2, 11, 16, 4) + 5 = 1162
Dragoons 1 and 2 double move.
Dragoon Sgt moves and attacks P1. Dragoon Sgt: 1d20 + 12 ⇒ (6) + 12 = 18
Dragoon Sor moves and casts magic missile on E2.
Perception: 2d4 + 2 ⇒ (3, 4) + 2 = 9

brvheart |

Ok, somehow that got really messed up
AOO on D3 enforcer: 1d20 + 13 ⇒ (15) + 13 = 28
Damage on P1 rapier: 1d6 + 1 ⇒ (6) + 1 = 7
Damage on E2 longsword: 1d8 + 6 ⇒ (4) + 6 = 10

brvheart |

Only S2 and P5 made their swim checks. P1 fell. Silas up. Your ghost sounds don't seem to be doing much against them Silas. 0 level spells vs level 5 and 6 NPC's.

brvheart |

@brvheart - is Morgan's harpooned foe (S3) still stuck? Can I reel him in?
Sorry, was not aware this was a grappling weapon. Please make a grapple check.

brvheart |

Exactly what Obi got on his check. He is up again. I presume you took your move action last round to reel it back in. So you go after him.