| Sassarra |
Which one moved up to me? The map isn't updated.
She smiles as she steps back and hurls lightning at the marine.
touch attack: 1d20 + 10 ⇒ (16) + 10 = 26
electric damage: 2d6 + 4 ⇒ (1, 2) + 4 = 7
"New plan. Garuchi and Gringe begin burning the sterncastle. We kill this fool and hold these rooms until they're burning merrily. Then we swim away while they're trying to keep this from burning to the waterline.
With the ropes passing through, there's holes to send fire above and below as well. in fact, the end of the rope might still be burning.
Skrelznit Stinklaw
|
Skrelznit watches for signs of battle from the ship.
Hold action unless I can see the fire/electricity/whatever they're creating.
Perception: 1d20 + 13 ⇒ (2) + 13 = 15
| Grauchi |
Active Spells:
Burning Sphere: 2/4 rounds
3d6 damage on square. Ref DC15 to negate.
Summoned Small Fire Elemental: 3/4 rounds
HP: 15/15 | AC: 16 (13 Tch, 14 FF) | CMD: 15 | F: +3, R: +4, W: +0
Melee slam +5 (1d4+3 plus burn) | burn 1d4 DC13
[/ooc ]
A small fire elemental appears between the ropes, and, at Grauchi's command moves up to attack Sassarra's attacker [ooc]flanking if possible.
Attack: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Damage: 1d4 + 3 ⇒ (1) + 3 = 4 DC 13 Reflex or be burned for 1d4 rounds, 1d4 damage extra damage each.
Grauchi directs his burning sphere to fly over the closest marine.
Damage: 3d6 ⇒ (6, 5, 5) = 16 DC 15 Reflex to negate all damage.
The map needs an update with the marine's movements.
| Hokina |
Round 1 updated:
One marine was order to alert others.
A 2nd marine is stuck behind a rolling fire.
The 3rd marine, who order the 1st to leave, was hit by Gringe's fire for 9 Damage.
The 3rd marine hit Sassarra for 13 with a batle axe.
She smiles as she steps back and hurls lightning at the marine.
"New plan. Garuchi and Gringe begin burning the sterncastle. We kill this fool and hold these rooms until they're burning merrily. Then we swim away while they're trying to keep this from burning to the waterline.
Sassarra hit 3rd marine for 7 electric damage.
Skrelznit watches for signs of battle from the ship.
He can hear yelling about "borders in the tiller cabin".
A small fire elemental appears between the ropes, and, at Grauchi's command moves up to attack Sassarra's attacker.
reflex: 1d20 + 4 ⇒ (20) + 4 = 24
The elemnetal burns him (for 6 fire damage), but the marine quickly shakes off the fire.Grauchi directs his burning sphere to fly over the closest marine.
reflex: 1d20 + 4 ⇒ (3) + 4 = 7
The marine at the lower door screams in pain as he is badly burned.I will give one more day in hope that more post their actions.
Skrelznit Stinklaw
|
Skrelznit, hearing that the fun has begun, casts a spell which encompasses the center of the ship on the main deck, so that anyone who wishes to enter the sterncastle must go through it.
Look, sailors, pretty lights-k-k-k!, he whispers.
Spells 1:5/5 2:2/3
Skrelznit Stinklaw
|
That, and his extensive repertoire of knock-knock jokes.
| Huek Schmerlap |
Huek quickly assembles a bomb and chucks it at the marine threatening Sassarra. The resulting explosion somehow manages to completely miss her and the fire elemental. Yay, precise bombs!
"So I'm assuming the "no fire onboard the ship" rule doesn't apply here, cap?
Ranged Touch: 1d20 + 9 ⇒ (4) + 9 = 13
Damage: 2d6 + 4 ⇒ (4, 6) + 4 = 14
| Hokina |
Sorry I have not rolled the round till now. Partly I been hoping more would post, But mostly I been moving all this week (and will still be moving tomorrow) so packing up a house has been taking much of my time.
Round 2:
Skrelznit, hearing that the fun has begun, casts a spell which encompasses the center of the ship on the main deck, so that anyone who wishes to enter the sterncastle must go through it.
Look, sailors, pretty lights-k-k-k!, he whispers.
Huek quickly assembles a bomb and chucks it at the marine threatening Sassarra. The resulting explosion somehow manages to completely miss her and the fire elemental. Yay, precise bombs!
"So I'm assuming the "no fire onboard the ship" rule doesn't apply here, cap?
Huek hits the marine.
Round 1 end:
Leader Marine took:
14 fire from Huek Schmerlap.
9 fire from Gringe.
and 6 fire from the elemnetal.
The Marine in a sphere of fire, took 16 fire from Grauchi's sphere.
Sassarra took 13 damage from the Leading Marine's axe.
1d20 + 5 ⇒ (8) + 5 = 13
1d20 + 5 ⇒ (17) + 5 = 22
1d20 + 5 ⇒ (14) + 5 = 19
1d20 + 5 ⇒ (2) + 5 = 7
1d20 + 5 ⇒ (14) + 5 = 19
1d20 + 5 ⇒ (7) + 5 = 12
1d20 + 5 ⇒ (17) + 5 = 22
1d20 + 5 ⇒ (11) + 5 = 16
1d20 + 5 ⇒ (16) + 5 = 21
1d20 + 5 ⇒ (7) + 5 = 12
1d20 + 5 ⇒ (17) + 5 = 22
1d20 + 5 ⇒ (11) + 5 = 16
1d20 + 5 ⇒ (16) + 5 = 21
1d20 + 5 ⇒ (12) + 5 = 17
1d20 + 5 ⇒ (11) + 5 = 16
1d20 + 5 ⇒ (10) + 5 = 15
1d20 + 5 ⇒ (13) + 5 = 18
1d20 + 5 ⇒ (18) + 5 = 23
1d20 + 5 ⇒ (3) + 5 = 8
1d20 + 5 ⇒ (2) + 5 = 7
1d3 ⇒ 3
| Hokina |
Lost internet. So had to move computer to other house.
Round 2 start:
"Pirate scum," the top Marine yells out as he lands his axe into Sassarra again. 13 damage
attack on Sassarra: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 1d8 + 5 ⇒ (8) + 5 = 13
The other Marine steps back out of the ball of fire and drinks something. Some of his burns go away.
1d8 + 1 ⇒ (6) + 1 = 7
Two more Marines run up from around the corner.
It is to far to be able to see, but there was 3 sailors; one just did not make it out of the cloud.
Party is up.
Skrelznit Stinklaw
|
Is Skrelznit able to target any of the marines on deck?
| Sassarra |
With the elemental providing a flank, she strikes out with a blade of lightning. She will then tumble back away from him
touch attack: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
electric damage: 2d6 + 3 + 1d6 ⇒ (5, 6) + 3 + (5) = 19
with all of these fire effects, how much of the room is starting to catch?
acrobatics: 1d20 + 8 ⇒ (20) + 8 = 28
| Taalik Amun |
Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
assuming you will allow me to add in as it does not directly impact the combat...
Round 1
Taalik had found a strong perch overlooking the vessel from the shore. He prepped several arrows with rags of cloth and pitch, then lights a lantern but keeps it completely shuttered, so that a quick action will allow him to the arrows and unleash. The sight of flashing lights from the windows of his aftcastle is his cue, and raising his bow, he touches the first arrow to the hidden flame, takes aim for the course sail of the mainmast, and fires.
Longbow: 1d20 + 8 ⇒ (10) + 8 = 18
Round 2
Drawing another arrow, Taalik shifts his aim slightly to the course sail on the foremast, and fires again.
Longbow: 1d20 + 8 ⇒ (13) + 8 = 21
| Hokina |
To Far. You can just see the basic outline of the ship. So you would not be able to target crew on the ship from shore.
Small objects like ropes and tables are on fire, but it is a powerful ship. Tar and rope is only use in caulking (water proofing) the outside of ship, but not the deck (so using fire on the haul of the ship is more effective). The ship would be protected from some dumb person dropping a lamp sinking the sink. So while it will burn, it would be hard to keep burning without more work.
on the other hand sails are not as protected from fire.
Taalik can just see some flames growing on the sails from where he hit them.
Sassarra lands a nice blow on the man; but the man still stands.
Skrelznit Stinklaw
|
Skrelznit casts another spell, causing a thundercloud to appear on deck.
Spells 1:5/5 2:1/3
It moves to the nearest sailor and crackles angrily.
Electricity: 3d6 ⇒ (2, 5, 6) = 13 Reflex DC16 negates
Skrelznit readies an arrow and looks for a target.
Aggressive Thundercloud 3 rounds remaining.
| Hokina |
Skrelznit casts another spell, causing a thundercloud to appear on deck.
It moves to the nearest sailor and crackles angrily.
Skrelznit readies an arrow and looks for a target.
reflex: 1d20 + 1 ⇒ (8) + 1 = 9
A sailor gets trapped by Skrelnit's storm and is shocked badly.1d3 ⇒ 3
I will wait till tonight before rolling the next round.
Good news is I am finally fully moved in my new place.
| Hokina |
Round 2 end:
Sassarra took 13 damage from big sailor.
The Marine in the fire healed.
The big sailor takes 19 damage from Sassarra.
One of the sailors on deck takes 13 damage from Skrelznit.
Round 3 Start:
The leader swings his axe wide and yells. "Take them out!"
Axe attack on Sassarra: 1d20 + 11 ⇒ (6) + 11 = 17
The two newer marines swing their swords at the Fire Elemental, cutting the monster down. The fire elemental takes
Attack 1: 1d20 + 5 ⇒ (16) + 5 = 21
Damage 1: 1d6 + 3 ⇒ (5) + 3 = 8
Attack 2: 1d20 + 5 ⇒ (12) + 5 = 17
Damage 2: 1d6 + 3 ⇒ (5) + 3 = 8
The man behind the fire ball rushes off, while a new sailor comes running up to behind the fire.
Skrelznit and Taalik can see two sailors not leave the mist after they entered it.
[ooc]party is up.
Skrelznit Stinklaw
|
Skrelznit tries to finish off his victim.
Comp Shortbow: 1d20 + 9 ⇒ (6) + 9 = 15 Damage: 1d4 + 3 ⇒ (3) + 3 = 6
The angry thundercloud strikes again at the same target if he's still standing, or the nearest sailor to it if not.
Aggressive Thundercloud 2 rounds remaining.
Skrelznit Stinklaw
|
Oops, forgot to roll thundercloud damage.
Electricity, DC16 negates: 3d6 ⇒ (2, 3, 3) = 8
Skrelznit signals telepathically to Looseal, who swoops overhead looking for a possible target. If she can find one, she seeks out a suitably sized rock for next turn.
| Sassarra |
If the leader attacked me before the fire elemental died, it should have gotten an AoO on him as he moved. Garuchi should have got one no matter what.
She strikes back at the big-hatted sailor to bring him down.
touch attack: 1d20 + 9 ⇒ (6) + 9 = 15
electric damage: 2d6 + 3 ⇒ (4, 5) + 3 = 12
| Taalik Amun |
Taalik lights another one of his prepped arrows, and drawing it, takes aim once again at the course sail of the mainmast.Two fires on one sail are better than one... and fires.
Longbow: 1d20 + 8 ⇒ (2) + 8 = 10
| Hokina |
Grauchi fire elemental: 1d20 + 5 ⇒ (10) + 5 = 15
Grauchi attack: 1d20 + 6 ⇒ (7) + 6 = 13
The Fire elemental and Grauchi tried to hit the commander as he ran by, but missed.
reflex save: 1d20 + 1 ⇒ (1) + 1 = 2
Skrelznit's arrow misses, but his bolt of Electricity finishes off one marine as the marine holds up his sword.
She strikes back at the big-hatted sailor to bring him down.
Sassarra drops the commander.
Taalik's arrow barely hits into the sail.
Round 2 End:
The fire elemental is killed.
a sailor on deck is killed by a thundercloud.
Sassarra drops the commander.
The sails can be seen burning well.
Round 3 Start:
The ship looks to fully awake as the decks start flooding with men.
Three more go below decks into the room.
Four others start taking shots into the darkness at the shore. A 5th was killed by the thundercloud last round.
A few man look lost into the magic fog.
Below deck:
The former burned marine runs back and throws water on the fire ball.
The others move into the room.
Two of the marines rush at Grauchi. But only the 1st hits. 8 damage to Grauchi.
Attack 1: 1d20 + 5 ⇒ (20) + 5 = 25
Attack crit confirm: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d5 + 3 ⇒ (5) + 3 = 8
Attack 2: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d5 + 3 ⇒ (5) + 3 = 8
Above decks:
On deck arrows fly out at Skrelznit. One of the arrows by luck hits him. Takes 7 damage.
Skrelznit has cover, so can only be hit on a nat 20.
Attack 1: 1d20 + 3 - 2 ⇒ (8) + 3 - 2 = 9
Attack 2: 1d20 + 3 - 2 ⇒ (9) + 3 - 2 = 10
Attack 3: 1d20 + 3 - 2 ⇒ (20) + 3 - 2 = 21
Attack 4: 1d20 + 3 - 2 ⇒ (13) + 3 - 2 = 14
Attack 3 Crit cofirm: 1d20 + 3 - 2 ⇒ (3) + 3 - 2 = 4
Attack 3 damage: 1d5 + 3 ⇒ (4) + 3 = 7
Party is up. Pinging some of our Kobolds.
Skrelznit Stinklaw
|
Skrelznit almost yelps in pain, but tries his best to not give away his position. Quietly, he fires back.
Comp Shortbow: 1d20 + 9 ⇒ (17) + 9 = 26 Damage: 1d4 + 3 ⇒ (1) + 3 = 4
The cloud moves to the nearest marine on deck and crackles angrily.
Electricity, DC16 negates: 3d6 ⇒ (5, 3, 4) = 12
Aggressive Thundercloud 1 round remaining.
Looseal flies overhead, adding to the confusion with a rock dropped on a random marine's head.
Bombard: 1d20 + 7 ⇒ (10) + 7 = 17 Damage: 1d4 ⇒ 2
HP 25/32
| Sassarra |
At this point, it's time to begin to exit. She blasts at the soldier and then slips out through the porthole. In draconic, she whispers "Time to go.
touch attack: 1d20 + 9 ⇒ (20) + 9 = 29
crit confirm, touch: 1d20 + 9 ⇒ (4) + 9 = 13
electric damage: 2d6 + 3 ⇒ (5, 1) + 3 = 9
crit damage: 2d6 + 3 ⇒ (3, 6) + 3 = 12
acrobatics: 1d20 + 8 ⇒ (19) + 8 = 27
| Taalik Amun |
With the sails now definitively aflame and the sailors offering return fire in their general direction, Taalik draws another arrow, lights in aflame and fires at one of the Chelaxian archers on deck.
attack: 1d20 + 8 ⇒ (11) + 8 = 19
damage: 1d6 + 3 ⇒ (6) + 3 = 9
| Hokina |
Round 3:
1d20 + 1 ⇒ (5) + 1 = 6
Skrelznit his the marine back with both an arrow and a electric bolt.
Looseal's rock misses another marine.
Sassarra quickly drops another marine before jumping out the window.
Taalik finishes off Skrelznit's marine.
I guess everyone inside will jump out, and everyone else falls back.
The marines try to shot back but the party quickly get away.
End of battle.
| Sassarra |
We will then take advantage of their steering and fire issues to move on quickly. We're going to try to get far enough that they won't be able to find us when they can pursue.
Skrelznit Stinklaw
|
Yip, yip, hooray! For Captain Sassarra!
| Sassarra |
She will smile and nod at the cheer. "Oh, we all did that."
"We'll need to patch that and make sure it's painted over. Wouldn't want them figuring out who we are."
| Taalik Amun |
Reuniting with the rest of the crew aboard their own vessel, Taalik shares in the rejoicing.
At the captain's repair request, "I be ready to take care of de damage, makin' dere be no sign of da battle. Dat said, did any remain alive dat saw you all, bein' kin to da wyrms an all? We do stand out a bit among da pirates of da Shackles, if'n you know..."
| Sassarra |
"They had too many in the room at the end to easily kill." She pauses for a moment, "At least at the moment. I'm sure that as our reputation grows, they'll find us. Which simply means that we'll need to be better able to deal with them in the future."
"Speaking of better, I've seen better days myself." she rubs at her wounds idly, as she says this.
| Hokina |
The next day passes without incident and the crew gets to work on repairing what little damage was done, but as you get out to open sea near night fall a cold wind blows over the deck. As it passes the lookout calls out.
A ship suddenly comes into view, sailing across the setting sun.
The glaring light behind it makes the details of the ship difficult to make out, but its lines suggest a whaler riding low in the water. As the last light of day disappears below the horizon, the distant ship also drops from sight in the gloom of twilight.
The ship was moving into the wind; something normally impossible.
Skrelznit Stinklaw
|
Profession Sailor: 1d20 + 10 ⇒ (2) + 10 = 12
Something odd, Cap'n-k-k-k! That ship's moving into the wind-k-k-k.
Skrelznit smiles with anticipation.
Let's find out why-k-k-k.
If we can get within a mile, Looseal can do some aerial scouting and Skrelznit can see through her eyes.
| Sassarra |
She'll look over at the prize. "Interesting. It could be wind magic, or water magic. If it's something we can take, we should. If it's not, then they seem to have a full hold. Let's intercept it."
| Hokina |
When Looseal flies to where the ship was, only open sea is found.
Another day passes, but a thick fog rolls in as evening comes. Visibility to only a few yards.
From the gloom comes the dull clanking of a rusted ship’s bell somewhere nearby, echoing eerily in the fog. Suddenly, the hulk of a ship looms in the fog off the port bow. Its hull is rotten and stained black with age and rot. Before the mists swallow the ship once more, the ship’s name can momentarily be seen on its worm-eaten bow—Deathknell.
You recall tales of the ghost ship Deathknell. They say that the ship sails the sea looking for ships to drag under. But it stalks every ship for two nights; drag the target under on the 3rd night.
Skrelznit Stinklaw
|
Knowledge Local: 1d20 + 2 ⇒ (13) + 2 = 15 Nailed it!
I has heard of this-k-k-k. The ghost ship Deathknell stalks her victims for two nights, then drags them under on the third-k-k-k.
Skrelznit looks to Sassarra.
What do we do, Cap'n?
| Sassarra |
"I see two options. The first would be to prepare for death. We send letters to our loved one and we wait for them to drag us down to Besmara's Hoard." She says this calmly and wistfully.
A long moment goes by as she looks of to the horizon like somebody looking over her life. The she turns back to the crew with a grin. "Or we board their ship, put those ghosts to their final rest and take whatever isn't rotted for ourselves."
"So, which shall it be, my mighty crew! Death or victory?"
Skrelznit Stinklaw
|
Victory!
Skrelznit attempts to start a chant with the crew.
Victory! Victory! Victory! Victory!...
He dances around the deck, overcome with enthusiasm and heedless that his vocal tic is not evident.
Victory! Victory! Victory! Victory!...
| Hokina |
With the coming of evening, a feeling of dread falls on much of the crew. Even before nightfall, the hurricane lamps must be lit to pierce the gloom. As the ship rides up and down with the swells and sporadic rain lashes the deck, the strained clanking of a bell can be heard once again coming over the water. A red ship’s lantern shines in the darkness as the dark bulk of a derelict whaler looms out of the night.
Each time the turning of the water blocks view, the ghost ship flashes closer.
Skrelznit Stinklaw
|
Skrelznit rallies himself to shout invective at the ghostly ship, attempting to give courage to the crew.
You may be unstoppable ghost ship come to drag us down to the depths-k-k-k,...
Hmmm...this is not going well.
...but you never met a ship full of dragon's kin before-k-k-k! Ha! Ho! Hek! Hee! Hoogala-fooky-foo!
He finds himself exposing his bare buttocks, taunting the dire vessel with a waggle and a loud fart.
He looks to see if the crew is impressed.
| Hokina |
The tension over the crew weakens at Skrelznits actions.
Grappling hooks land on your ship. Following the hooks comes a group of rotten bodies.
Grauchi: 1d20 + 5 ⇒ (14) + 5 = 19
Skrelznit: 1d20 + 4 ⇒ (17) + 4 = 21
Sassarra's: 1d20 + 4 ⇒ (19) + 4 = 23
undead: 1d20 - 1 ⇒ (8) - 1 = 7
Only Grauchi, Skrelznit, and Sassarra has posted lately. So I only rolled their INIT
Order is party, then undead.
Round 1:
Party goes 1st.
Skrelznit Stinklaw
|
Skrelznit climbs into the rigging to get out of the reach of the dead things, then calls forth a blast of water at the thing across from him, hoping to push it over into the ocean.
Climb: 1d20 + 8 ⇒ (6) + 8 = 14 15 feet vertical movement
Bull Rush: 1d20 + 8 ⇒ (11) + 8 = 19
Spells 1:4/5 2:3/3
You dead things is too slow for us-k-k-k!
| Taalik Amun |
Init: 1d20 + 3 ⇒ (5) + 3 = 8
damn website, my last post must have been eaten, I had a fun "I got a bad feeling" type post
Drawing a clawed finger across his palm, Taalik smears his own blood across his face. "If dare be life upon my face, den da lost souls of da locka will no be able to take my soul."
Letting out a mighty roar, Taalik calls on the blood of the dragon as he steps toward the closest water-logged corpse, and swings his mighty sword at the cursed creature.
Bloodrage (12 rds remaining)
Greatsword w/ Power Attack: 1d20 + 11 ⇒ (8) + 11 = 19
Damage: 1d10 + 14 ⇒ (2) + 14 = 16
Skrelznit Stinklaw
|
Skrelznit cheers at Taalik's show of strength.
Woot! Woot-k-k-k! Slice 'em, dice 'em, throw 'em in the stew-k-k-k!
Send them to the bottom of the deep, dark blue-k-k-k!