| Gall the Half-Giant |
Gall goes from cheering along with the rest of the crew at the thought of payday coming up soon, but it quickly dies out at the approach of Riaris Krine. He sombers rapidly and takes a peek up at the rigging, frowning uncertainly. There is no way that this could go as poorly as last time. Right? With a glance in Harmony and Esmarelda's directions, he gives a gentle shrug and makes for the rigging.
Climb: 1d20 + 8 ⇒ (19) + 8 = 27
Reflex: 1d20 + 3 ⇒ (20) + 3 = 23
Climb: 1d20 + 8 ⇒ (17) + 8 = 25
Climb: 1d20 + 8 ⇒ (7) + 8 = 15
Climb: 1d20 + 8 ⇒ (13) + 8 = 21
Climb: 1d20 + 8 ⇒ (11) + 8 = 19
Fortunately, this time Gall manages to scale the rigging like a monkey on his first try. Not even the crew members hurling things at him can slow the half-giant down!
| Harmony Leading |
Climb DC 15: 1d20 + 1 ⇒ (14) + 1 = 15 1 success (1st try)
Climb DC 15: 1d20 + 1 ⇒ (2) + 1 = 3 fall
Climb DC 15: 1d20 + 1 ⇒ (2) + 1 = 3 not get started
Climb DC 15: 1d20 + 1 ⇒ (12) + 1 = 13 not get started
Climb DC 15: 1d20 + 1 ⇒ (19) + 1 = 20 1 success (2nd try)
Climb DC 15: 1d20 + 1 ⇒ (20) + 1 = 21 2 success
Climb DC 15: 1d20 + 1 ⇒ (9) + 1 = 10 fall
Climb DC 15: 1d20 + 1 ⇒ (4) + 1 = 5 not get started
Climb DC 15: 1d20 + 1 ⇒ (8) + 1 = 9 not get started
Climb DC 15: 1d20 + 1 ⇒ (3) + 1 = 4 not get started
Climb DC 15: 1d20 + 1 ⇒ (4) + 1 = 5 not get started
Climb DC 15: 1d20 + 1 ⇒ (10) + 1 = 11 not get started
Climb DC 15: 1d20 + 1 ⇒ (7) + 1 = 8 not get started
Climb DC 15: 1d20 + 1 ⇒ (6) + 1 = 7 not get started
Climb DC 15: 1d20 + 1 ⇒ (5) + 1 = 6 not get started
Climb DC 15: 1d20 + 1 ⇒ (7) + 1 = 8 not get started
Climb DC 15: 1d20 + 1 ⇒ (13) + 1 = 14 not get started
Climb DC 15: 1d20 + 1 ⇒ (14) + 1 = 15 1 success (3rd try)
Climb DC 15: 1d20 + 1 ⇒ (4) + 1 = 5 fall
Climb DC 15: 1d20 + 1 ⇒ (11) + 1 = 12 not get started
Climb DC 15: 1d20 + 1 ⇒ (2) + 1 = 3 not get started
Climb DC 15: 1d20 + 1 ⇒ (8) + 1 = 9 not get started
Climb DC 15: 1d20 + 1 ⇒ (19) + 1 = 20 1 success (4th try)
Climb DC 15: 1d20 + 1 ⇒ (11) + 1 = 12 stagnant
Climb DC 15: 1d20 + 1 ⇒ (19) + 1 = 20 2 success
Climb DC 15: 1d20 + 1 ⇒ (5) + 1 = 6 fall
Climb DC 15: 1d20 + 1 ⇒ (20) + 1 = 21 1 success (5th try)
Climb DC 15: 1d20 + 1 ⇒ (6) + 1 = 7 fall
That's about it for Harmony.
| Esmarelda Valarie |
Climb: 1d20 + 4 - 2 ⇒ (3) + 4 - 2 = 5
Climb: 1d20 + 4 - 2 ⇒ (3) + 4 - 2 = 5
Climb: 1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22 One
Reflex: 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14 Dodge!
Climb: 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 19 Two
Climb: 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 19 Three
Climb: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20 Four
Climb: 1d20 + 4 - 2 ⇒ (13) + 4 - 2 = 15 Five!
Esmarelda gave a nod to Gall and followed right after him and Harmony. She watched Gall climb up with easy, then Harmony fail, finally it was her turn. She stowed her nerves and began her climb. Though the first and second time she couldn't seem to get her footing right. She took a moment to look over the rigging before going to work. That moment she took seemed to change everything! She moved though the rigging rather well after that and even dodged what was thrown her way.
| GM Besmara |
Krine groans as Harmony continues to struggle into the evening with what to her should have been an easy task. She sends the other two off to head to their bunks for the night, but keeps Harmony a moment longer.
"Alright, now, when we board that f%in' ship tomorrow, you're gonna have to cross over! Now, if ya end up needin' to climb anything, just--- Well just tie a safety rope around your waist and cry for help. Ain't going to do us no good losing a f+!#in' crew member now. Not when we might be takin' another ship. Already runnin' a bare bones crew now!" she says, giving Harmony a slap on the back at she heads back to the officers' quarters. The slap was friendly, though much harder than Harmony would have found comfortable.
Waiting on Artevious and Cueta's Night Actions before moving to tomorrow!
| Harmony Leading |
Well, that was...less hostile than I expected, Harmony thinks to herself, eyebrows raising a little as Riaris Krine walks away. She does the same, heading in the other direction, her back aching a little bit as it was still sore from the previous day even before Krine's slap.
| Cueta Guiding Star |
Thanks, Gall! I for some reason thought the +4 only applied to the task itself, not any rolls for exhaustion, etc.
Finding herself repeatedly going abovedecks to look out at the horizon, Cueta's nerves are a tingle the entire evening. She watches the climbing for a while, cheering when Gall and Harmony make their way through the rigging, and winces with sympathy as Harmony fails and fails again.
"I'll stick with her, make sure she makes it onto the boat."
------------
Looking one last time to the ship on the horizon, Cueta makes her way belowdecks as the sun sets, determined to calm her nerves. Taking her last three gold and slamming them on a nearby barrel, the deckhand grabs her ration of grog, and yells at the top of her voice.
This time I ain't sleeping under a fookin' table! Who's got some shiny in their pocket, wants to give it up!"
Wagering her last three gold on a game of heave.
fort save: 1d20 + 1 ⇒ (3) + 1 = 4
Later, Cueta crawls under her favorite table, vomits once, and passes out, her nerves finally calm.
| Artevious de Poisson |
As my job in the crow's nest came to a close, I climbed back down to the deck and prepared myself for the upcoming battle. I paced about, drew my cutlass again, and checked its edge. I ran up to the bow, and whooped an exultant cheer, trying to rally the crew to the joys of the chase. The sails whipped in the wind, and I pointed my blade in the direction of the tiny speck on the horizon.
This was certainly a most anticlimactic situation. There it was, a merchant vessel just ahead, but this interminable distance seemed aggravatingly far.
I couldn't believe as hour after hour dragged on. While there was a certain inevitability about it as the speck grew into a dot, into a dark ship, but as the sun dropped low, I realized we weren't getting to have our first real pirate episode until the next day. This certainly wasn't how it was depicted in my mother's novels.
I spent some of that aggravating wait giving my best words of encouragement to Harmony and Esmarelda, and though it seemed as though the Varisian lass took my words to heart, I don't think I helped Harmony at all. She seemed utterly hapless amongst the ropes, so I didn't quite know what to think.
After a little while, I decided what she'd need would be a rope to swing across. I used my pirately knowhow to fashion a knotted rope that was secured to the far boom, and suggested to her that she use that to swing, rather than climb.
"It's quite simple, really!" I explained. "You simply get a running start, hoist yourself off the deck, and the rope does the rest of the work! As soon as you see deck below you, you let go! I couldn't help but notice letting go is one of your strong points, so let's use that!"
| GM Besmara |
We did it! Made it to Part Two! Not Chapter Two mind you, but still! Yay!
Cueta
Crimson Cogward figure's himself quite the drinker, but throws up right alongside Cueta... Looks like you both keep your own money, if not your dignity...
Fort: 1d20 + 3 ⇒ (6) + 3 = 9
The morning dawns on the seas and the Wormwood has nearly closed the gap to the other ship. The usual tasks aren't being handed out as preparations for boarding begin. The crew runs about hoisting ropes, tying off grappling lines, and preparing the cannons should they become necessary.
"Don't ye be damagin' that ship! Cap'n wants a new one. Fancy we ought to start our own armada!" boomed Pluggs voice over the din. Some of the crew cheered at the idea, while others busied themselves with talking about what they'd do with their share of the haul.
When you come up on deck, Riaris Krine summons you all up onto the poop deck with her.
“The ship’s wheel is on the aft deck, just below the sterncastle. You’re going to grapple over, kill the guards on the sterncastle, take the wheel, and guard the ship’s boats. Kill anyone who tries to get away on one of the boats. Don’t move from the wheel until the fighting’s done, or you’ll have to answer to me. Oh yeah, as we get close, it’s going to get foggy. Just stick to what I told you to do.”
It's well known that Pepper, one of the officers, is a sorcerer of some sort who enjoys experimenting in her own little cupboard she calls a lab. Any of the veteren crew will tell stories about the fogs she lays out during a skirmish. You either learn to work with it, or die.
"Artevious, you'll be in charge of this little boarding party. Cueta, you'll be his second. The rest of you," she cringes a touch, especially when her eyes land on Harmony. "Just try to not f&@!in' die."
It's not long after that that the Wormwood gets into firing range to the merchant ship, now easily identified as the Man's Promise. Judging from the style, it's likely Rahadoumi. The Man's Promise's crew pelts the Wormwood with crossbow bolts while two large ballistas on the sterncastle fire off their own larger projectiles in hopes of slowing the pirates down. The crew of the Wormwood fire back with their own crossbows as a thick bank of fog slowly starts to roll in over the two ships. Before long, everything is clouded over.
Gall notices Fishguts dumping particularly bloody pigs, freshly slaughtered, overboard into the ocean. He makes a few trips for his task, and by the time he's done a sharks fin breaching the surface explains why it's been done. Dangerous waters to fall into now! At least the water is pretty calm.
===================
ROUND 1
===================
Initiative
Esmarelda, RYO Sailors, GBP Sailors, Cueta, Artevious, Harmony, Gall
Targets are coming into range! There are six Rahadoumi sailors on the sterncastle, your target location after boarding. They have cover, and the fog provides concealment, but they are still viable targets. The ship itself is now close enough to attempt to throw a grapple line across and start boarding.
You guess the ships are 120ft apart, closing at approximately 30ft per round.
Art Init: 1d20 + 5 ⇒ (9) + 5 = 14
Cue Init: 1d20 + 4 ⇒ (12) + 4 = 16
Esm Init: 1d20 + 4 ⇒ (19) + 4 = 23
Gal Init: 1d20 + 1 ⇒ (2) + 1 = 3
Har Init: 1d20 + 1 ⇒ (12) + 1 = 13
RYO Init: 1d20 + 1 ⇒ (20) + 1 = 21
GBP Init: 1d20 + 1 ⇒ (20) + 1 = 21
PIRACY! Some ooc rambling for clarification:
~ No swim check needed if you fall into the water at any point. Also sharks. It'll be a DC10 Climb check to get back on board. To speed things up, if you fall, you spend one round in the water (assuming sharks don't try to eat you), and one round climbing back up. We'll ignore the usual speeds for such actions.
~ I don't have a map for this fight until the ships are side by side, so we'll be using some imagination for the first 3 rounds. Assume any target you're aiming for is the distance from ship to ship. For example, any target you try to hit in round 1 is 120ft away.
~ Everyone has total concealment, including you, so please roll that with any intended attacks.
~ The ship has an AC5 to catch with your grappling hook. The hook has a range increment of 10ft. Please calculate range penalties into your posts, as well as 50% concealment! it's a move action to reel back in the hook after a failed throw.
~ It's a DC15 Climb to shimmy across the ropes to the other ship, and a Reflex DC10 to not fall if you get shot at. To speed things up, you'll spend one round climbing across, the foes will get a chance to shoot at you on their turn and you to make a Reflex save (I'll make this on your behalf). If you succeed (or aren't shot at all), then you will effectively be on the ship your next round, but flat-footed and only able to make a move action.
~ Be VERY descriptive about your posts. Also, please remember to keep initiative order in mind! Don't act one way because another ally who acts AFTER you posted before you!
~ Ask any questions if you're confused! I'm probably over complicating things with all my words!
~ This is new: please put the round number and your initiative at the top of your post!
Esmarelda can now post for round 1
Everyone else, please wait until after I post for the sailors, then we can get a rather nice flow of combat going from there!
| Esmarelda Valarie |
Where we given crossbows as well? Or just grappling hooks?
| Esmarelda Valarie |
With no ranged weapon Esmarelda just focused on grappling. She stayed low, making herself as small of a target she could. Grappling hook in hand, she waited for The Man's Promise to come into range.
Sorry there isn't more but I want to save spells and we're not in range for acid splash....
| Cueta Guiding Star |
Round 1
Initiative 16
Cueta licks a finger and holds it to the wind, and then drawing an arrow from her quiver, knocks it, and watches one of the men on the deck of the Rahadoumi ship, how he moves, when he moves. Then, tilting the bow into the wind, Cueta squints and lets the arrow fly.
Holding her hand to her brow, she watches the arrow fall, and a thought occurs to her. "Oi! We get the chance to get Plugg or Scourge or Maheem, or any of those fookers alone, I say we frag 'em. Tough thing, fighting in a fog, lot can happen..."
Move action: studied target one of the crew; Standard Action: longbow attack 2 range increments. Not sure how you're doing concealment, GM Besmara, so I rolled d100 and even/odd. What is a miss? High/low? Even/odd?
longbow: 1d20 + 4 + 1 - 2 ⇒ (20) + 4 + 1 - 2 = 23
damage: 1d28 + 1 ⇒ (7) + 1 = 8
concealment d 100: 1d100 ⇒ 28
concealment even/odd: 1d2 ⇒ 1
| GM Besmara |
Hit: 1d100 ⇒ 42
You can see the outlines of sailors on the Man's Promise continue to try assaulting the Wormwood in an attempt to deter the Piracy, but they haven't seemed to take notice of your group. They fire off onto the more aggressive of the crew members, such as Rosie who is clinging to the rigging screaming profanities at them while haphazardly firing a crossbow towards them.
Okay, everyone else can go now. Except Cueta who jumped the gun. I'll recap her post in the next GM post. That includes Esmarelda who will be posting her round 2 while the rest post round 1.
Also, Esmarelda, please read my posts fully. I specifically requested you head your posts with your round and initiative.
| Gall the Half-Giant |
Round 1
Initiative 3
Gall hauls his sling out from his belt and loads it carefully, fully prepared to let the bullet fly as soon as he can! Even if it does mean that he will have to wait to do so. For the time being, he settles for laughing at Rosie's antics and keeping an eye on the little woman lest she get hit by a stray arrow. "Aye, maybe. But don't go outta yer way to get that done. Rather see the lot of ye live to see tomorrow than throw yer lives away on that wee flight of fancy."
Move action: draw weapon. Standard action: load weapon as second move action.
| Cueta Guiding Star |
Except Cueta who jumped the gun.
Sorry. Patience is not Cueta's strongest character trait.
| Artevious de Poisson |
Morning at last! I hurriedly drew on my boots and made sure my gear was in its place. Then I dashed up to the deck, hoping I hadn't missed the entire affair. It still seemed rather quiet up there.
I hadn't missed it! Our prize was now within a short swim, but thankfully that would not be necessary as we continued to close the distance. Now, at last, our pirate adventure would truly start.
It was a great honor that Krine had chosen me to lead our merry band in assailing the most key and crucial of targets: the very helm of the vessel.
With a fierce grin I replied with a salute, "Yes ma'am!" I rubbed my hands together briskly, then put my fists proudly on my hips while turning to Cueta, Gall, Esmarelda and Harmony.
"We've been given quite the task! We'll be wresting their helm, likely from their captain himself! I tell you friends, we've been pressganged into destiny. Savor it! I can't tell you how I've longed to follow in my father's footsteps, and my first battle upon the high seas is nigh!"
I turned and focused upon our target, studying her lines and watching as her crew moves about. The sterncastle was in sight, and I knew soon I'd be standing on those decks with my mates with me. Something nagged at me, though.
I turned back to the trio who have certainly been the standout worthies aboard this ship. "I know some of you would rather be elsewhere," I began, looking each in the eye in turn. "But acquit yourselves well here, and there's no telling how the stories will grow! Through boldness, bravery, and steel will you soon become masters of your own fate! It starts here! Now!"
"And there's no one in these waters I'd rather have fighting at my side!"
Round One
Initiative 14
Is there any way to use Acrobatics and swing across?
After my exhortations to the crew, I turned and focused on our prize. Crossbow bolts whizzed back and forth between the two ships, as an unnatural fog rose and shark fins broke the surface of the churning waters below.
Though I could scarcely wait to make my boarding attempt, I chose to wait until we closed just a bit more. I stepped near the railing with my bow in hand. I selected one of the sailors shooting quarrel after quarrel at us, and took aim.
Ranged: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d6 ⇒ 6
Miss: 1d100 ⇒ 16
| Harmony Leading |
ROUND 1
INITIATIVE ???
Where do I get my initiative?
"Artevious..." Harmony starts, and then closes her eyes for a moment. We're about to attack and likely murder a whole bunch of innocent people. I'm not sure I *want* to 'savor it'. Opening her eyes, she stares at the would-be pirate for a few moments, and then just shakes her head. "Never mind." She then glances to Cueta. "Don't let them use your thirst for vengeance to lead you into a trap. Remember, chaos is as good a chance for them to get at us as it is the other way. Watch your back."
Physically, Harmony focuses on crouching behind the railing of the ship to take cover while the two ships are pulling together. She will wait and stay in cover until the ships are next to each other and only emerge when that happens.
| Cueta Guiding Star |
It is spoilered under the DM Screen (yes, I looked when I couldn't see it - but otherwise I don't check the spoilers, GM Besmara, I promise).
Cueta grunts as she pulls another arrow. "Aye, you're right, Harmony. I'll keep my eyes open, and pick the right moment, if it presents itself, but I'm not stumbling into their crocodile pit. Best we get them before they can do the same to us..."
| GM Besmara |
See, I knew in all that I was going to miss things.
That was my bad on Initiative. Numbers can be found below under the Round 2 heading.
Concealment: 1-50% hits, 51%-100% misses.
Targets: Red, Orange, Yellow, Green, Blue, Purple
Cue Target: 1d6 ⇒ 1
Art Target: 1d6 ⇒ 4
That's a crit threat there btw, Cueta. Going to confirm for you for speed.
Cue Crit Confirm: 1d20 + 4 + 1 - 2 ⇒ (17) + 4 + 1 - 2 = 20
Crit Dmg: 1d8 + 1 ⇒ (8) + 1 = 9
Crit Dmg: 1d8 + 1 ⇒ (1) + 1 = 2
Circumstance Bonus: +10
Esm Stealth: 1d20 + 4 ⇒ (6) + 4 = 10
Har Stealth: 1d20 + 1 ⇒ (19) + 1 = 20
Collective Percep: 1d20 + 3 ⇒ (18) + 3 = 21
Artevious, you totally can if for no other reason than for the cool factor. You'll have to wait until the ships are closer together, as it is now, you'd land in the water! I'll figure out a decent DC by the time the round you can do that in comes around.
===================
ROUND 1 RECAP
===================
Esmarelda crouches low, getting herself down under cover while waiting for the gap between the ships to close. Esmarelda has full cover.
The Sailors on the other ship seem to remain unaware, or at least uncaring about the party gathered on the poop deck, instead firing at various crew members on the main deck.
Cueta Draws her bow and nails the Red Sailor Square in the center of his forehead, dropping him instantly much to the horror of the other Sailor's around him.
Artevious manages to catch the Green Sailor in the shoulder, just missing his heart but very likely doing a good amount of damage to the poor lad.
Harmony joins Esmarelda in crouching low to avoid the exchange of fire. Harmony has full cover and is hidden.
Gall draws and loads his crossbow, preparing to join the volley!
===================
ROUND 2
===================
Initiative
Esmarelda (23), RYO Sailors (21), GBP Sailors (21), Cueta (16), Artevious (14), Harmony (13), Gall (3)
The gap is closing! Only 90ft away now!
Botting for Esmarelda
Esmarelda continues to keep down while the Wormwood catches up.
Esmarelda has full cover.
1-40% target party, 41-100% aim elsewhere
O Chance: 1d100 ⇒ 18 *party*
Y Chance: 1d100 ⇒ 60
G Chance: 1d100 ⇒ 72
B Chance: 1d100 ⇒ 54 *party*
P Chance: 1d100 ⇒ 3 *party*
O Target: 1d4 ⇒ 4 Gal
B Target: 1d4 ⇒ 4 Gal
P Target: 1d4 ⇒ 2 Cue
1-50% hit, 51-100% miss
O Atk: 1d20 + 2 ⇒ (17) + 2 = 19
Concealment: 1d100 ⇒ 48
Dmg: 1d10 ⇒ 1
B Atk: 1d20 + 2 ⇒ (8) + 2 = 10 Miss
Concealment: 1d100 ⇒ 78
Dmg: 1d10 ⇒ 7
P Atk: 1d20 + 2 ⇒ (15) + 2 = 17
Concealment: 1d100 ⇒ 87 Miss
Dmg: 1d10 ⇒ 3
With arrows now flying from your location, three of Sailors, Orange, Blue, and Purple, now turn their weapons towards the party! Two bolts come towards Gall, one whizzing past his head, and the other just nicking his arm. A third falls short, landing in the planks in front of Cueta.
Gall takes 1 piercing damage.
Everyone may now post their Round 2, Esmarelda may post her Round 3.
| Harmony Leading |
ROUND 2
Initiative 13
Harmony continues to duck behind the railing in cover, mentally going through her options. She doesn't have a good ranged weapon, she does have a melee weapon and that's going to be an option, but first she is going to try a little bit of magic. For that though, she needs to wait for the ships to get closer to each other. So, she passes her action this round and continues to wait further.
| Cueta Guiding Star |
ROUND 2
Initiative 16
Thanks for the crit confirm, GM Besmara!
Cueta grins her large, toothy grin as the man drops, holding up her middle finger, pointed to the enemy ship. "Oi! One for me! 3 gold says I get the most today."
Picking out another soldier, Cueta watches him for a few seconds, and then lets another arrow fly, swearing as this one gets lost in the fog. A few seconds ago, Cueta was sure that Besmara herself guided her arrow. Now, she wasn't so sure...
longbow: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
damage: 1d8 + 1 ⇒ (2) + 1 = 3
concealment: 1d100 ⇒ 78
move: studied target on Yellow. standard: attack!
| Artevious de Poisson |
Round Two
Initiative 14
I gave a whoop as my aim was true and struck one of the other ship's defenders.
"Good shot, Cueta! I daresay that's one kind of wager I'll take!"
With that, I nocked another arrow and let fly at the other ship's crew as we closed.
Ranged: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d6 ⇒ 6
Miss: 1d100 ⇒ 38
| Gall the Half-Giant |
Round Two
Initiative 3
Gall gives a grunt of pain as the arrow opens up a line of red across his arm, scowling across to the man who shot him. He whirls his sling and flicks it out in the direction of the nearest sailor, in the hope that maybe he can return the favor.
Sling: 1d20 + 2 - 2 ⇒ (19) + 2 - 2 = 19
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Miss: 1d100 ⇒ 31
"Aye, we'll see about that, lads. Just ye wait until we get on over there." For all his big talk though, he shifts sideways to duck beneath the edge of the ship's railing with Harmony and Esmarelda.
Standard: sling the thing! Move: go to the railing and crouch behind it.
| Esmarelda Valarie |
Round Three
Initiative: 23
Esmarelda smirked as she saw Gall lower himself to their level. "Nice of you to join us Gall!" She told him as she held back a laugh. "Speaking of getting over there, does anyone else have a grappling hook they plan on using?" She asked the half-giant as she shifted her weight slightly onto her left leg.
Readying to toss the grappling hook once in range. Because 90ft is still too far away.
| Cueta Guiding Star |
Cueta runs her finger along the fletching of the next arrow she'll send towards the enemy ship. "I'll cover you all as you go across, then grapple over last."
| GM Besmara |
===================
ROUND 2 RECAP
===================
Esmarelda keeps low, retaining her cover while she waits for the opportune moment.
Three of the Sailors fire on the party, though only one manages to land a hit against Gall.
Cueta fires an arrow at the Yellow Sailor, but the arrow plants itself into a crate where she had thought her target was through the fog.
Artevious shoots an arrow as well, though the Yellow Sailor's armor protected him from the attack.
Art Target: 1d5 ⇒ 2
Harmony stays in her position ducked behind the railing, using it for cover while she devises a plan of attack.
Gall unleashes a stone from his sling, hitting the Green Sailor right in the noggin, knocking him out cold.
Gal Target: 1d5 ⇒ 3
===================
ROUND 3
===================
Initiative
Esmarelda (23), YO Sailors (21), GBP Sailors (21), Cueta (16), Artevious (14), Harmony (13), Gall (3)
The ships are now only 60ft apart!
1-40% target party, 41-100% aim elsewhere
O Chance: 1d100 ⇒ 34 *party*
Y Chance: 1d100 ⇒ 1 *party*
G Chance: 1d100 ⇒ 96
B Chance: 1d100 ⇒ 84
P Chance: 1d100 ⇒ 66
O Target: 1d4 ⇒ 2
Y Target: 1d4 ⇒ 4
1-50% hit, 51-100% miss
O Atk: 1d20 + 2 ⇒ (8) + 2 = 10
Concealment: 1d100 ⇒ 74
Dmg: 1d10 ⇒ 5
Y Atk: 1d20 + 2 ⇒ (2) + 2 = 4
Concealment: 1d100 ⇒ 48
Dmg: 1d10 ⇒ 2
R -/11, O 11/11, Y 11/11, G -1/11, B 11/11, P 11/11
Once again, the Orange Sailor fires towards the party, but Cueta narrowly dodges the attack.
The Yellow Sailor, after having two arrows aimed at him, also turns to fire at the party, but Gall's quick drop down behind the railing foils his plans of hitting anything.
Everyone can post their Round 3, Esmarelda can post her Round 4.
Artevious figures he can make the swing across once the ships are 30ft or less apart. This will be a full round action. (I suggest he gets into position for the swing this round if he plans on doing it on Round 4 when the ships are 30ft apart. It'll take you a full round action to get into place. Sorry I don't have a map for this part of the fight >.<)
With the ships 30ft apart, the Acrobatics DC is 15. You will land on the other side, but the jolt of it will leave you staggered until the end of your next turn (and flat-footed, but everyone is flat-footed when they first get onto the other ship). But, if you manage to hit a DC20, you negate the stagger effect!
| Artevious de Poisson |
Round Three
Initiative 14
Our helmsman brought the Wormwood ever closer. My heart lept in knowing I was about to follow my father's legacy. It was so close!
Yet just far enough out of reach that I would have to wait a few more seconds, but that would give me time to do it right. I stowed my bow and loosened my cutlass as I stepped over towards the rigging. There, several sturdy ropes were lashed to the boom, enabling me to swing out to the deck of our prize. I readied myself for right moment.
| Cueta Guiding Star |
Round Three
Initiative 16
Close enough to yell, at this point. "Oi! Put your weapons down and surrender, fookers, or all of you'll end up like your friend there, stone dead on the deck!"
Cueta aims again for the same pirate and cursing, glares across the mist as her arrow again lost in the fog.
longbow: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
damage: 1d8 + 1 ⇒ (4) + 1 = 5
concealment: 1d100 ⇒ 78
| Harmony Leading |
Round Three
Initiative 13
Harmony continues to stay in cover.
| Gall the Half-Giant |
Round 3
Initiative 3
Gall takes a moment to reload his sling, glancing across to Cueta and Artevious briefly before he answers Esmarelda. "Glad to be here, lass. Rather not get me arse shot again. 'Fraid I haven't got a grappling hook, though. See if that lad Scrimshaw'll toss ye one, aye?"
Move action: reload sling. That's it.
| GM Besmara |
You're level 2. You should have been at the start of the fight, but I had written my notes wrong and had it at the end of this fight. But no, it ought to have been just before! I encourage RPing out your daring new acts and awesome new abilities you're learning/gaining very suddenly mid combat >.>;;
===================
ROUND 3 RECAP
===================
Esmarelda maintains her position.
Remember, you're a round ahead so when you thought you were 90ft out, you were actually 60ft out. That's why I mentioned that the ships are closing at about 30ft per round. In round 4, which it appears I'll be botting for you anyways, you'll be at 30ft apart rather than 60.
A pair of the Sailors fire towards the party, but neither bolt finds a target.
Cueta fires another arrow that gets lost in the fog.
Artevious sees his chance to swing across to board the other ship draw near and gets himself into position for the swing.
Harmony holds her ground, presumably sweating bullets about having to climb across.
Gall reloads his sling, and Jack Scrimshaw, who has standing near by and overheard Gall, calls to Jape to bring up some more hooks.
===================
ROUND 4
===================
Initiative
Esmarelda (23), YO Sailors (21), GBP Sailors (21), Cueta (16), Artevious (14), Harmony (13), Gall (3)
The chase is almost done! 30ft apart!
Botting for Esmarelda again...
Esmarelda hops up from her position and tosses the grapping hook towards the rails of the other ship.
Ranged Attack: 1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 7
The grappling hook just barely makes it, finding its mark and holding fast to the ship.
There is now a rope stringing across the two ships that you can begin crossing.
As a Reminder:
~ It's a DC15 Climb to shimmy across the ropes to the other ship, and a Reflex DC10 to not fall if you get shot at. To speed things up, you'll spend one round climbing across, the foes will get a chance to shoot at you on their turn and you to make a Reflex save (I'll make this on your behalf). If you succeed (or aren't shot at all), then you will effectively be on the ship your next round, but flat-footed and only able to make a move action.
1-40% target party, 41-100% aim elsewhere
O Chance: 1d100 ⇒ 26 *party*
Y Chance: 1d100 ⇒ 81
B Chance: 1d100 ⇒ 82
P Chance: 1d100 ⇒ 57
O Target: 1d4 ⇒ 3
1-50% hit, 51-100% miss
O Atk: 1d20 + 2 ⇒ (18) + 2 = 20
Comcealment: 1d100 ⇒ 5
Dmg: 1d10 ⇒ 5
As Artevious moves into position, the Orange Sailor (who seems to have a person vendetta against the party if the dice are any indicator), fires a bolt at Artevious, catching him in the leg.
Aretevious takes 5 points of piercing damage. Feel free to make any immediate actions in your next post. I think Swashbucklers get a parry? Not sure.
You may now all post for Round 4, Esmarelda can post for Round 5.
| Cueta Guiding Star |
Seeing Arty take the crossbow bolt in the leg, Cueta shifts her focus, studying the orange sailor and quickly drawing an arrow and letting it go.
longbow: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
damage: 1d8 + 1 ⇒ (6) + 1 = 7
concealment: 1d100 ⇒ 97
Gah! Damn concealment! Added my bab boost for being level 2 to the attack - will get my stats updated tomorrow. Are we doing PFS rules for hp? I forgot to update my tagline for having leather armor on - it is updated now.
| Esmarelda Valarie |
Sorry for not being on guys, I got food poisoning...
Climb: 1d20 + 4 ⇒ (11) + 4 = 15
Esmarelda tied off the rope of the grappling hook before she looked to the others. "Rope is secure. We can use this one till some one else gets another." She told her friends before she tested her own work and climbed across.
| Gall the Half-Giant |
Round 4
Initiative 3
Gall nods his thanks to Jack with a toothy grin before moving to stand and fling his sling-bullet at the same target that Cueta is focusing on. Not too much longer to wait until they can board and get in close for some real fighting! Afterward, he makes sure to take cover back under the ship's railing again.
Sling: 1d20 + 3 ⇒ (20) + 3 = 23
Confirm: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Concealment: 1d100 ⇒ 26
Move action: stand up. Standard action: hurl sling. Free action: hit the deck again.
| Artevious de Poisson |
I get to parry melee attacks, not ranged ones.
A crossbow bolt grazed me but good in my leg, but in my excited state I could barely feel it. I was keen on getting to the other deck and remained focused on that task. With a whoop and a cry, I swung myself across the briny deep and over the deck of our prize.
Acrobatics: 1d20 + 9 ⇒ (13) + 9 = 22
Landing sturdily upon the enemy deck, I shouted in the direction of the Wormwood, "That's how you do it, lads!" Then, facing the arrayed crew of the Man's Promise, I held my cutlass out. "Look alive, you scalawags! You face the son of Poisson! Throw down your weapons and you'll be treated fair!"
| Harmony Leading |
Round 4
Initiative 13
Harmony continues to wait in cover for the ships to contact each other, her muscles tensing in anticipation for the moment. There's no way in hell she's going to try crossing a gap with the chance to fall in the water, especially not with all that sharkbaiting blood. Instead, she holds her moment, waiting for the ships to get close enough that she can jump across. And then what, Harmony? Kill in cold blood people who are brave enough to fight against what you're submitting yourself to? I disgust myself. If only there were any way I could reduce the fighting, get as many people to survive as I can...
| GM Besmara |
===================
ROUND 4 RECAP
===================
Esmarelda manages to get a rope across to the other ship.
The rather stubborn Orange Sailor manages to land a bolt on Artevious.
Cutea pins another arrow to a crate behind her target.
Artevious, in true Poisson fashion as only he can, swings over the 30ft gap between the ships, landing with a flourish on the aft deck of The Man's Promise. A series of cheer erupt from the pirates of the Wormwood! You are flat-footed as you try to find your footing!
Harmony has a bit of a mental argument with herself. Feel free to use alternate tactics, but remember Diplomacy to influence takes a minute, but you can always ask some favors...? Intimidate for surrenders? Feel free to get creative.
Gall stands up and smacks the Blue Sailor in the cheek with a bullet from his sling.
Gal Target: 1d4 ⇒ 3
===================
ROUND 5
===================
Boarding Map
Initiative
Esmarelda (23), YO Sailors (21), GBP Sailors (21), Cueta (16), Artevious (14), Harmony (13), Gall (3)
The ships are now side by side, only a 10ft gap between them!
Yes, I know they are only 1 square apart on the map, but just work with me here >.>
As soon as the ships get into this range, pirate from the Wormwood start laying planks down across the gap and those who hadn't made it across before with grappling lines (or swinging in the case of Artevious!) are now boarding with enthusiastic growls and battle cries for booty!
1-40% target party, 41-100% aim elsewhere
O Chance: 1d100 ⇒ 10 *party*
Y Chance: 1d100 ⇒ 11 *party*
B Chance: 1d100 ⇒ 74
P Chance: 1d100 ⇒ 12 *party*
O Target: 1d2 ⇒ 2
Y Target: 1d2 ⇒ 2
P Target: 1d2 ⇒ 2
1-50% hit, 51-100% miss
O Atk: 1d20 + 2 ⇒ (4) + 2 = 6
Concealment: 1d100 ⇒ 92
Dmg: 1d10 ⇒ 3
Y Atk: 1d20 + 2 ⇒ (3) + 2 = 5
Concealment: 1d100 ⇒ 23
Dmg: 1d10 ⇒ 8
P Atk: 1d20 + 2 ⇒ (6) + 2 = 8
Concealment: 1d100 ⇒ 38
Dmg: 1d10 ⇒ 4
R -/11, O 11/11, Y 11/11, G -1/11, B 5/11, P 11/11
Art Percep: 1d20 + 4 ⇒ (9) + 4 = 13
Cue Percep: 1d20 + 7 ⇒ (1) + 7 = 8
Esm Percep: 1d20 - 1 ⇒ (3) - 1 = 2
Gal Percep: 1d20 + 8 ⇒ (18) + 8 = 26
Har Percep: 1d20 - 1 ⇒ (14) - 1 = 13
Three of the remaining four Sailors on the aft deck and sterncastle turn their focus to Esmarelda as she starts her go across the rope to the Man's Promise, but all three bolts go wide.
Esmarelda is now on the aft deck of the Man's Promise. Esmarelda is flat-footed until her next turn.
Meanwhile, Jape and Jack pass the party up some grappling hooks, should any of you feel so compelled to use your own.
The fog obscuring the field of combat starts to part slightly as Pepper is between spells, and Artevious, Gall, and Harmony catch a glimpse of Captain Harrigan himself with Scourge and Patch hacking and slashing their way to the captain's cabin of The Man's Promise. But a Sailor comes sneaking up behind Harrigan, obviously about to surprise him from behind!
Artevious, Gall, and Harmony are free to either let him be attacked, or shout a warning about the attacker to their Captain as a free action.
Everyone may now post Round 5, Esmarelda may post Round 6
| Cueta Guiding Star |
Cutea pins another arrow to a crate behind her target.
Cueta's punishing the hell out of that crate...
longbow: 1d20 + 5 + 1 + 1 ⇒ (15) + 5 + 1 + 1 = 22 If the pirate gets cover that's an 18.
damage: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10
concealment: 1d100 ⇒ 56
Running to Gall's side, Cueta yells, "Get across you fookers, and show 'em you're fookin' pirates, by Besmara! I'll cover you!"
Keeping her eyes on the sailor that had attacked Artevious, Cueta lets another arrow fly, silently praying that with the fog parted momentarily, she can get a clear view at the sailor menacing her friend.
Move action: move 15'; standard action: attack, point blank shot and studied target, orange sailor.
Not sure if the fog has parted by where Arty is, but I sure hope so! Otherwise, miss...
| Harmony Leading |
Round 5
Initiative 13
As Harmony finally peeks out of cover, she sees the sailor approaching Captain Harrigan's back, and that presents her with a rather tough choice. Morally, she is on their opponents' side. Little would make her happier than seeing her captors and abusers hurt -- even though Harrigan has not personally been as violent to her as Plugg and Scourge, this is still his ship and the buck stops there. Ultimately Harrigan is responsible for everything that has been done to Harmony. So screw him, right? On the other hand, if Harrigan survives and sees that Harmony didn't warn him, her hells on board could just be beginning. Damn it, she grits her teeth, but no matter the amount of internal wrestling she manages to do in the few seconds she has, she just frankly cannot bring herself to call out a warning to Harrigan. Maybe he'll kill me for it, but so be it. The Rahadoumi have done nothing to me, Harrigan has; no way I will side with him over them, no matter what it costs.
Her next actions might arguably be in contradiction to that logic, or they might not. She tries to convince some of their Rahadoumi opponents to lay down arms and surrender. She speaks loudly, and at the top of her lungs, calling out to the enemies at the stern of the ship, facing Artevious and Esmarelda, "Please don't throw away your lives needlessly! Lay down your arms and surrender! It is your only chance to survive, I *promise* you! Don't fight us, or you will only end up dead! To both sides, you are worth more alive!"
Diplomacy: 1d20 + 18 ⇒ (6) + 18 = 24
It's not the best of her talking efforts, but it wasn't meant as the main brunt of her attack anyway. That -- that is her magic. Purple sparkles fall in cascades from her fingers and around her targets as she shapes arcane forces, trying to get the sailors to see things her way.
Full-Round Action: Cast hypnotism
Total HD Affected: 2d4 ⇒ (1, 2) = 3 DC 16, they get +2 due to in combat
The Diplomacy roll is not needed by the spell, I just threw it in as additional flavor, and on the off chance that it might provide some kind of boost. The targets affected need to save or be fascinated, and if they fail, I get to make one request, which essentially is 'surrender, lay down your arms'.
Unless something requires other strategy, you can preliminarily expect Harmony to keep casting this spell and using supportive Diplomacy for three more rounds, that's as many castings as she has available at level 2.
| Artevious de Poisson |
Round 5
Initiative 14
I was truly happening! I was aboard and now tasked to wrest the helm from their captain's clutches. Although my attention was certainly focused upon the enemy crew who were arrayed before me, I also paid attention to events happening around the rest of the ship, for a good pirate was always on the lookout for danger. Across the deck, I couldn't help but notice our own captain about to get stabbed from behind by one of the Man's Promise's defenders.
While it was tempting to let Harrigan take a wound, I couldn't in good conscious let him. He may be a black-hearted villain, but as I similarly aspire to be a captain one day, I must set a good example of what a good crewmate is despite Harrigan's poor example of captain. "Look alive and watch your rudder, Captain!" I hollered across the rigging. I raised my own cutlass in salute, then turned it into a slash at one of the foes arrayed against me.
Melee: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Attacking yellow sailor
"And you lot!" I added to the sailors on the sterncastle, "The offer still stands! Throw down your arms!"
I'll spend an AoO and panache point to parry the next attack.
AoO: 1d20 + 8 ⇒ (18) + 8 = 26
Since I have a panache point left, that'll let me make a free riposte attack:
Riposte: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
| Gall the Half-Giant |
Climb: 1d20 + 8 ⇒ (6) + 8 = 14 Fail, but not enough to fall, I think?
Climb: 1d20 + 8 ⇒ (14) + 8 = 22 And success!
Gall nods his thanks to Cueta and stands, tucking his sling away as he moves to shimmy across the rope. His initial effort causes the rope to sag dangerously and he nearly loses his grip, but hooks both ankles around it before continuing on. Fortunately, he manages to get at least partway across before anyone even considers shooting at him. Or so goes his hopes.
Move: stand up. Standard: climb across rope. Here's hoping the Reflex save isn't awful.
| Esmarelda Valarie |
Round 6
Initiative
"Let us see if we can get rid of two more." Esmarelda said before she chanted in arcane words and colors covered two sailors closest to her and Artevious. Once the colors had fully left her hand she drew her rapier, ready to cross blades.
Yellow and Blue make will saves against DC 14 please? Well Only blue if Artevious drops Yellow.
| GM Besmara |
===================
ROUND 5 RECAP
===================
Esmarelda manages to shimmy her way across the rope towards the Man's Promise.
The Sailors on the Man's Promise attempt to shoot Esmarelda down before she can climb onto the aft deck, however their bolts go wide, landing in the ocean below.
Cueta takes advantage in the break in the fog to pin an arrow through the jugular of the Yellow Sailor.
Artevious follows up Cueta's attack with a final bow to the Yellow Sailor who crumples to the ground.
Harmony attempts to convince the Sailors facing off with her allies to drop their weapons with the aid of hypnotism. Though the Blue Sailor appears to have considered it a moment, he manages to shake it off.
Target: 1d2 ⇒ 2
Will Save: 1d20 + 1 + 2 ⇒ (13) + 1 + 2 = 16
Gall stands and prepares to climb the rope. Climbing the rope is a full round action, so you'll have to wait until next turn since standing from prone is a move action. Not only that, you can't make two attempts at climbing in any given round. Please read the climbing instructions to ensure you're clear on what's happening with that.
===================
ROUND 6
===================
Boarding Map
Initiative
Esmarelda (23), O Sailor (21), GBP Sailors (21), Cueta (16), Artevious (14), Harmony (13), Gall (3)
A huge explosion rocks the Man's Promise, and Kipper comes out from below its decks covered in soot and looking a little worse for wear.
B Will: 1d20 + 1 ⇒ (18) + 1 = 19
P Will: 1d20 + 1 ⇒ (19) + 1 = 20
G Stabilize: 1d20 ⇒ 1
vs Art
O Atk: 1d20 + 2 ⇒ (20) + 2 = 22
O Atk: 1d20 + 2 ⇒ (8) + 2 = 10
Dmg: 1d6 + 1 ⇒ (6) + 1 = 7
Target: 1d2 ⇒ 2
vs Esm
B Atk: 1d20 + 2 ⇒ (8) + 2 = 10
Dmg: 1d6 + 1 ⇒ (4) + 1 = 5
Target: 1d5 ⇒ 2
vs Cue
P Atk: 1d20 + 2 ⇒ (16) + 2 = 18
Dmg: 1d10 ⇒ 2
R -/11, O 1/11, Y -/11, G -2/11, B 5/11, P 11/11
The Orange Sailor drops his bow and draws his sword with a deadly swing towards Artevious, but Artevious' quick thinking allows him to parry the attack and land one of his own.
The Green Sailor is bleeding out on the deck where he fell.
The Blue Sailor steps forward and slashes at Esmarelda, but misses his mark.
The Purple Sailor stands back and continues firing his crossbow. THis time, he aims at Cueta and manages to catch her in the side.
Cueta takes 2 piercing damage
Cueta retaliates by taking a moment to study the Purple Sailor before firing another arrow from her longbow.
Cue Atk: 1d20 + 6 ⇒ (10) + 6 = 16
Dmg: 1d8 + 1 ⇒ (7) + 1 = 8
Everyone may post Round 6, Esmarelda may post Round 7. Concealment will kick back in on Round 7.
| Gall the Half-Giant |
Sorry about that, I misunderstood how climbing worked.
Round 6
Initiative 3
Gall takes his chance to try to shimmy across the rope, now that it looks that his companions have the other sailors' attention.
Climb: 1d20 + 8 ⇒ (13) + 8 = 21
| Artevious de Poisson |
My gallant display of swordsmanship allowed me to parry an attack most ably, and in turn I slashed him to dissuade him of a repeated attempt. After giving him a warning look, I turned to the sailor who had tried to attack Esmarelda who still watched my flank.
Melee on Blue: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Crit confirm: 1d20 + 8 ⇒ (10) + 8 = 18
Additional damage: 1d6 + 5 ⇒ (2) + 5 = 7
If that crit confirmed, then I earned back a Panache point. If attacked, I'll spend one to Parry.
AoO: 1d20 + 8 ⇒ (20) + 8 = 28
If that beats his attack, then:
Attack: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
| Harmony Leading |
ROUND 6
Initiative 13
Harmony continues to use her somewhat pacifist strategy, which might earn her criticism after the battle, but so be it. She is just not prepared to kill innocents at this point. Whether her heart will harden over time is an open question to consider. Can one be a slave on a pirate ship forever and maintain a level of neutrality, or will you always sooner or later have to do something that damns your soul? Today, Harmony tries to not find out. She keeps casting hypnotism again to the rear deck of the Man's Promise, trying to catch the orange, blue and purple sailors.
"Please! Lay down your arms! We are going to win this fight, and you will be better off alive than dead!" she calls out to the other ship. Please, let me save at least one of you, she thinks to herself. If any of the affected sailors are female, she tries to aim her words to those in particular. Again, she tries to toss in a little Diplomacy to spice things up for flavor, but mechanically the bulk of her action is the spell.
Hypnotism HD Affected: 2d4 ⇒ (1, 1) = 2
Diplomacy: 1d20 + 18 ⇒ (20) + 18 = 38
Well, that's...something. Lowest possible and highest possible.
| Esmarelda Valarie |
Round 7
Initiative
"Damn, looks like that spell didn't work on him." Esmarelda said with an annoyed look on her face. Then watched as Artevious slashed at the sailor before her. "Thanks handsome but you look like you already have your hands full. You don't need to worry about me." She told him with a wink before she struck at the sailor as well.
Attack: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d8 + 0 ⇒ (4) + 0 = 4
Oooh, bad roll...
| GM Besmara |
Please, please, please keep marking your posts with your current Round.
===================
ROUND 6 RECAP
===================
Esmarelda attempts to disable s pair of the Sailors with a spell, but they manage to shake off the effects.
The Sailors make an attempt to stave off the pirates, attacking the party with varying degrees of success.
Cueta provides some cover fire for her allies as they cross and engage the Sailors.
Artevious lands a perfect hit, running his blade through the Blue Pirate threatening Esmarelda.
Harmony continues to put her effort towards peaceful solutions, or at least less violent ones, but it seems the Sailors are pretty resilient to hypnosis! My weighted dice, jeeze.
Target: 1d2 ⇒ 1
Will: 1d20 + 1 + 2 ⇒ (13) + 1 + 2 = 16
Gall begins his climb across the rope over the shark infested waters in hopes of reaching the other ship.
===================
ROUND 7
===================
Boarding Map
Initiative
Esmarelda (23), O Sailor (21), GP Sailors (21), Cueta (16), Artevious (14), Harmony (13), LPkLPLB Sailors (6), Gall (3)
A new wave of fog envelops the ships.
Concealment is back on. Targets within 5ft have concealment (1-80% hits, 81-100% misses), and anything further away has total concealment (1-50% hits, 51-100% misses).
Three more Sailors from the Man's Promise rush towards the lifeboats in an effort to flee. Krine's words flaot to the front of your mind, reminding you that one of your jobs is to keep anyone from escaping on those boats!
LPkLPLB Init: 1d20 + 1 ⇒ (5) + 1 = 6
1-50% hit, 51-100% miss
O Atk: 1d20 + 2 ⇒ (10) + 2 = 12
Concealment: 1d100 ⇒ 59
Dmg: 1d6 + 1 ⇒ (3) + 1 = 4
P Atk: 1d20 + 2 ⇒ (6) + 2 = 8
Concealment: 1d100 ⇒ 93
Dmg: 1d10 ⇒ 10
G Stabilize: 1d20 - 2 ⇒ (2) - 2 = 0
R -/11, O 1/11, Y -/11, G -2/11 (stablized), B -/11, P 3/11
LPk 11/11, LP 11/11, LB 11/11
The Orange Sailor weakly thrusts his blade at Artevious, but misses by a mile.
The Green Sailor seems to have stopped bleeding, but is still unconscious.
The Purple Sailor attempts to shoot Gall down from the ropes, but only manages to lose his bolt to the ocean waves.
Gall manages to get on board the Man's Promise and is now flat footed while he finds his balance on the new ship until his next turn.
Cueta keeps her bow trained on the Purple Sailor, but the arrow bounces off the Sailor's armor.
Cue Atk: 1d20 + 6 ⇒ (2) + 6 = 8
Concealment: 1d100 ⇒ 58
Dmg: 1d8 + 1 ⇒ (1) + 1 = 2
Everyone may post Round 7, Esmarelda may post Round 8.