| GM_DBH |
Niobe, what is the save DC for your spell? I'm taking it as DC18 for now.
Will save Elim: 1d20 + 3 ⇒ (7) + 3 = 10
Will save Hp: 1d20 + 9 ⇒ (19) + 9 = 28
Will save CM: 1d20 + 14 ⇒ (4) + 14 = 18
Will save CM: 1d20 + 14 ⇒ (5) + 14 = 19
Will save IZ: 1d20 + 7 ⇒ (6) + 7 = 13
Will save IZ: 1d20 + 7 ⇒ (12) + 7 = 19
Will save GS: 1d20 + 1 ⇒ (9) + 1 = 10
Will save Elim 2nd: 1d20 + 3 ⇒ (9) + 3 = 12
Will save IZ 2nd: 1d20 + 7 ⇒ (2) + 7 = 9
Will save GS 2nd: 1d20 + 1 ⇒ (12) + 1 = 13
As you prepare for bloody combat Niobe slips under the ship and emerges on the other side, raising her voice in a haunting, hypnotic song that catches the minds of those on the Man-o-war. Several of whom immediately leap into the water to be near Niobe.
Way too powerful that spell, I'll have to deal with it and the caster.
Maddie points and blasts one of the marines off his feet and into dreamland.
If non-lethal damage goes over their negative Con are they dead?
Marnir & Jane may now act.
| Marnir Saltvig |
Marnir sees the opening made by Niobe's spell and rushes forward, his legs pumping and his heart pounding, a song of battle and joy on his lips. He's already started his mighty back swing as he approaches the small group to the aft of the ship and he leaps upon them with the fury of a dragon unleashed.
GM - how high is the first deck towards the aft? I want to leap over the railing to attack the guy in red (via the black route) and I've got an Acrobatics to jump modifier of +33 which means that if I roll a 1 I can clear 8.5ft. If I think I can reasonably make that jump I will. If it's too high then I'll go up the stairs and attack green (via the red route). Both are Move Actions thanks to haste.
Axe attack: 1d20 + 17 ⇒ (13) + 17 = 30
Damage: 1d20 + 22 ⇒ (18) + 22 = 40
HP (113) 93/(113) 93
AC 23, touch 13, flat-footed 23 (+8 armour, +1 deflection, +2 Dex, +1 dodge, +1 natural armour, -1 rage, +1 haste)
Speed: 60ft (+30ft haste)
Fort: +16, Ref: +11, Will: +16 (+4 vs fear) (+2 to all from heroism, +2 Fort & +1 Will from rage, +1 Ref from haste)
Conditions: heroism, see invisibility, 4 mirror images, protection from evil, good hope, inspired rage, haste
Melee attack (+1 furious battleaxe): +17/+17/+12 (+7 BAB, +4 Str, +1 enhancement, -2 Power Attack, +2 heroism, +2 rage, +1 haste, +2 furious)
Melee Damage (+1 furious battleaxe): d8+22 (+6 Str, +1 enhancement, +2 Arcane Strike, +6 Power Attack, +3 rage, +2 furious, +2 good hope)
23/24 rds raging song remaining
| Marnir Saltvig |
Excellent, thanks. Then I'll chop her up first.
| Louisiana Jane |
Muse Jane looks over the battle field,
Yo, Ho haul together, hoist the colors hight she raises her foot up.
Yo-ho, thieves and beggars, never say you die. she bangs her foot agains the ground.
A slow glow surrounds Niobe and she feels more confident.
Muse's ability to use the Nymph's Inspiration on as many allies as my charisma allow.... one...+4 insight to Will Saves.
| GM_DBH |
Marnir leaps athletically onto the wheelhouse and nearly cuts the waiting Sorceress in half, she staggers back clinging to life by a thread.
Jane begins to chants, the glow spreading to those around her.
The Yellow Inquisitor steps forward and cast at Kung, Maddie & Jane.
Will save DC16 or –2 penalty to AC, attacks, melee damage rolls, and Reflex saving throws, and must succeed at a concentration check (DC equal to the DC of this spell) to cast spells.
HOWLING AGONY
School necromancy [death, pain]; Level inquisitor 2, sorcerer/wizard 3, witch 3
Components V, S, M (a needle and a dried eyeball)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target one living creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates; Spell Resistance yes
You send wracking pains through the targets' bodies. Because of the pain, affected creatures take a –2 penalty to AC, attacks, melee damage rolls, and Reflex saving throws, and must succeed at a concentration check (DC equal to the DC of this spell) to cast spells. However, if an affected creature spends a move action screaming as loudly as possible, it can act without any other penalties for the remainder of its turn. "Screaming," for the purposes of this spell, includes any vocalization of pain or its telepathic equivalent; creatures that cannot scream (such as creatures without the natural ability to communicate or vocalize) suffer the full effect of the spell.
The Red Inquisitor takes a 5' step and glares at Niobe. Casting a spell on the Red Guard she orders him into the water.
School abjuration; Level inquisitor 3
Casting Time 1 standard action
Components V, S, DF
Range touch
Area 10-ft.-radius emanation from touched creature
Duration 10 minutes/level
Saving Throw Will negates (harmless); Spell Resistance no
All creatures within the area who worship the same god as you gain a +2 deflection bonus to AC and a +2 resistance bonus on all saves. At 12th level, these bonuses increase to +3. At 18th level, the bonuses increase to +4.
If you do not worship a specific deity, the bonuses apply to those who share your faith. If you do not have a specific faith or religion, the spell provides benefits only to yourself. Enemies gain the benefits of this spell if they worship the same god or share the same faith as you, even if you view them as heretical.
The two Guards on the wheelhouse attack Marnir
Attack Teal: 1d20 + 6 ⇒ (4) + 6 = 10
Attack Green: 1d20 + 6 ⇒ (19) + 6 = 25
Attack Green Crit?: 1d20 + 6 ⇒ (11) + 6 = 17 No.
Damage: 2d4 + 3 ⇒ (1, 4) + 3 = 8
The Yellow & Orange Guards take aim at the obvious spellcaster and shoot at Maddie.
Attack Yellow: 1d20 + 7 ⇒ (6) + 7 = 13
Attack Orange: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Niobe, you are up.
| Maddie Heberne |
If a creature takes more non-lethal than it's max hp, the remaining damage becomes lethal.
Will Save: 1d20 + 12 ⇒ (5) + 12 = 17
Spellcraft: 1d20 + 15 ⇒ (1) + 15 = 16
| Marnir Saltvig |
Does mirror image save me? 4 images, I'm hit on a 5.
1d5 ⇒ 2
Yes. Down to 3 images.
HP (113) 93/(113) 93
AC 23, touch 13, flat-footed 23 (+8 armour, +1 deflection, +2 Dex, +1 dodge, +1 natural armour, -1 rage, +1 haste)
Speed: 60ft (+30ft haste)
Fort: +16, Ref: +11, Will: +16 (+4 vs fear) (+2 to all from heroism, +2 Fort & +1 Will from rage, +1 Ref from haste)
Conditions: heroism, see invisibility, 3 mirror images, protection from evil, good hope, inspired rage, haste
Melee attack (+1 furious battleaxe): +17/+17/+12 (+7 BAB, +4 Str, +1 enhancement, -2 Power Attack, +2 heroism, +2 rage, +1 haste, +2 furious)
Melee Damage (+1 furious battleaxe): d8+22 (+6 Str, +1 enhancement, +2 Arcane Strike, +6 Power Attack, +3 rage, +2 furious, +2 good hope)
23/24 rds raging song remaining
| GM_DBH |
No worries on the spell Niobe. I was just grumbling. :)
Niobe slip gracefully back in the water, drawing her enthralled victims away from the ship.
The Yellow Zealot, almost killed by Marnir slip behind a guard and casts on him.
Pain strike.
Pain strike racks the targeted creature with agony, inflicting 1d6 points of nonlethal damage per round for 1 round per level (maximum 10 rounds). Additionally, the affected creature is sickened for the spell’s duration, and the caster gains a +4 circumstance bonus on Intimidate checks against the target.
DC17 Fort save please Marnir.
Still need DC16 Will saves from Kung and Jane.
Maddie and Kung are now up.
| Louisiana Jane |
will: 1d20 + 8 ⇒ (15) + 8 = 23
spellcraft: 1d20 + 9 ⇒ (2) + 9 = 11
Jane doesn't know what happened, and is still strong.
| Marnir Saltvig |
Fort save: 1d20 + 16 ⇒ (4) + 16 = 20
| Maddie Heberne |
Maddie flew out over the water between the two ships then slapped Kung on the back, saying "Go get em big guy!"
Touch of Rage: +5 morale bonus to attacks, damage rolls, and will saves for 1 round.
| Kungrusdak Nosvunkuk |
Will DC 16, heroism, rage, superstition: 1d20 + 6 + 2 + 2 + 6 ⇒ (18) + 6 + 2 + 2 + 6 = 34
Kung easily brushes off the magic that washes over him from the enemy, but his rage is so strong that he instinctively resists Maddie's beneficial magic as well!
Fort/Ref/Will? DC ?, superstition: 1d20 + 6 ⇒ (14) + 6 = 20 +16 Fort, +15 Ref, +10 Will
Sorry Maddie, supersition requires that Kung save even vs. allies' beneficial spells and spell-like abilities. Not sure what the DC to resist that would be, but that roll's got to be good enough. @GM, if there's no save and Kung is automatically affected, add +3 to both attack and damage rolls (Touch of Rage overlaps an existing +2 morale bonus in both cases).
Kung launches himself across the boarding plank, and maneuvers his way across the deck and through the rigging to attack what seems to his mind to be the leader.
Full round: charge white, moving 40' using [url]swinging reposition[/url] (provokes from yellow guard)
5' step (allowed by swinging reposition, no AoO)
+3 furious greatsword, charge: 1d20 + 26 + 2 ⇒ (5) + 26 + 2 = 33
Damage, S, cold iron, silver: 2d6 + 25 ⇒ (5, 1) + 25 = 31
HP 20+110/110
AC 23 touch 14 flat-footed 19 (+8 armor, +3 dex, +1 natural/amulet, +1 deflection/ring, +2 deflection/prot evil, +1 dodge/haste, -2 rage), 20% miss chance
DR 1/-
Speed: 70 ft (+30 ft enhancement/haste)
Fort: +16 (+2 morale/heroism), Ref: +15 (+2 morale/heroism, +1 dodge/haste), Will: +13 (+2 morale/heroism, +2 rage)
Superstitious: +6 vs spells, spell-like
Battle Cry: +2 vs. fear (+4 morale total)
Conditions: grand destiny (0/2 used), blur, heroism, protection from evil, good hope, haste, battle cry, rage, accurate stance
Melee (+3 furious greatsword): +26/+18/+23 (+9 BAB, +6 str, +3 enhancement, -0/-3 power attack, +2 morale/heroism, +1 haste, +2 rage, +3 competence/accurate stance)
Damage (+3 furious greatsword): 2d6+25 (+9 str, +3 enhancement, +9 power attack, +2 morale/good hope, +2 rage)
Ranged (javelin): +18 (+9 BAB, +3 dex, +2 morale/heroism, +1 haste, +3 competence/accurate stance)
Damage (javelin): 1d6+10 (+6 str, +2 morale/good hope, +2 rage)
19/21 rds Rage remaining
-2 AC until start of next turn due to charge
| GM_DBH |
Kungs target does not react well to the assault on his person."Scum!" he bellow in outrage. Swinging his flame sheathed Ranseur back at the Half-orc with savage gusto.
Attack: 1d20 + 13 ⇒ (10) + 13 = 23
Attack: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 2d4 + 8 + 1d6 ⇒ (4, 2) + 8 + (2) = 16
"Guard me!" He orders the crew left on deck when his blows fail to do much harm to Kung.
The Eliminator is gazing with rapture at Niobe. So Marnir and Jane are now up.
| Marnir Saltvig |
As the Chelish priestess scampers away behind her underlings Marnir feels his fury build. "Your lapdogs won't save you today, devil-spawn!" he growls before picking up his warsong from where he left off and swinging his axe in a brutal two-handed arc, trying to cleave his way though the bodyguards to the spellcaster behind.
Free Action to continue inspired rage, Swift Action to use Arcane Strike, Full Round Action to full attack. I'll start on green and if he dies I'll 5ft step forward and use any remaining attacks against red.
GM - note that my improved uncanny dodge means that I can't be flanked (except by NPCs with at least 14 levels in a class that grants improved uncanny dodge, and I hope we're not facing any of those).
Axe attack: 1d20 + 17 ⇒ (5) + 17 = 22
Damage: 1d8 + 22 ⇒ (3) + 22 = 25
Axe attack: 1d20 + 17 ⇒ (7) + 17 = 24
Damage: 1d8 + 22 ⇒ (1) + 22 = 23
Axe attack: 1d20 + 12 ⇒ (10) + 12 = 22
Damage: 1d8 + 22 ⇒ (4) + 22 = 26
HP (113) 93/(113) 93
AC 23, touch 13, flat-footed 23 (+8 armour, +1 deflection, +2 Dex, +1 dodge, +1 natural armour, -1 rage, +1 haste)
Speed: 60ft (+30ft haste)
Fort: +16, Ref: +11, Will: +16 (+4 vs fear) (+2 to all from heroism, +2 Fort & +1 Will from rage, +1 Ref from haste)
Conditions: heroism, see invisibility, 3 mirror images, protection from evil, good hope, inspired rage, haste, fast healing 4
Melee attack (+1 furious battleaxe): +17/+17/+12 (+7 BAB, +4 Str, +1 enhancement, -2 Power Attack, +2 heroism, +2 rage, +1 haste, +2 furious)
Melee Damage (+1 furious battleaxe): d8+22 (+6 Str, +1 enhancement, +2 Arcane Strike, +6 Power Attack, +3 rage, +2 furious, +2 good hope)
22/24 rds raging song remaining
| Marnir Saltvig |
Marnir roars in triumph as the bodies fall to the deck and turns towards the remaining bodyguard, blood dripping from his axe and spattered across his clothing. A fearsome smile stretches across his face, watching for the marine's reaction.
| Kungrusdak Nosvunkuk |
Blur is in effect
20% miss chance: 1d100 ⇒ 88 hits
HP 5+110/110
AC 23 touch 14 flat-footed 19 (+8 armor, +3 dex, +1 natural/amulet, +1 deflection/ring, +2 deflection/prot evil, +1 dodge/haste, -2 rage), 20% miss chance
DR 1/-
Speed: 70 ft (+30 ft enhancement/haste)
Fort: +16 (+2 morale/heroism), Ref: +15 (+2 morale/heroism, +1 dodge/haste), Will: +13 (+2 morale/heroism, +2 rage)
Superstitious: +6 vs spells, spell-like
Battle Cry: +2 vs. fear (+4 morale total)
Conditions: grand destiny (0/2 used), blur, heroism, protection from evil, good hope, haste, battle cry, rage, accurate stance
Melee (+3 furious greatsword): +26/+18/+23 (+9 BAB, +6 str, +3 enhancement, -0/-3 power attack, +2 morale/heroism, +1 haste, +2 rage, +3 competence/accurate stance)
Damage (+3 furious greatsword): 2d6+25 (+9 str, +3 enhancement, +9 power attack, +2 morale/good hope, +2 rage)
Ranged (javelin): +18 (+9 BAB, +3 dex, +2 morale/heroism, +1 haste, +3 competence/accurate stance)
Damage (javelin): 1d6+10 (+6 str, +2 morale/good hope, +2 rage)
19/21 rds Rage remaining
| Louisiana Jane |
Jane plays another another cord on her instrument and the Orange foe starts to feel a little funny.
hideous laughter Will 15.
Jane then puts down the musical instrument and stands up.
| GM_DBH |
Will save: 1d20 + 1 ⇒ (9) + 1 = 10
Orange collapses to the deck, convulsing with horrible mirth.
The Red & Yellow Inquisitors both respond to the high priests order, turning to attack Kung
Heavy crossbow + Bane Red: 1d20 + 11 ⇒ (9) + 11 = 20
Heavy crossbow + Bane Red: 1d20 + 6 ⇒ (2) + 6 = 8
Heavy crossbow + Bane Yellow: 1d20 + 11 ⇒ (19) + 11 = 30
Heavy crossbow + Bane Yellow: 1d20 + 6 ⇒ (8) + 6 = 14
Heavy crossbow + Bane Yellow Crit?: 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 2d10 + 6 + 2d6 ⇒ (8, 6) + 6 + (6, 6) = 32
One bolt managing to penetrate a gap in Kungs armor with murderous force.
The Yellow guard closes on Kung with desperate resolve
Attack: 1d20 + 6 ⇒ (14) + 6 = 20
But his strike skids off armor harmlessly.
Teal goes white as he faces Marnir alone, but steps up and swings.
Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Attack Crit?: 1d20 + 6 ⇒ (9) + 6 = 15
Miss due to Mirror image? Hit on a 4: 1d4 ⇒ 3
His strike is good but his joy is short lived as an image flickers out mockingly.
Niobe may now act.
| Kungrusdak Nosvunkuk |
Blur is in effect
20% miss chance: 1d100 ⇒ 51 hits
HP 84/110
AC 23 touch 14 flat-footed 19 (+8 armor, +3 dex, +1 natural/amulet, +1 deflection/ring, +2 deflection/prot evil, +1 dodge/haste, -2 rage), 20% miss chance
DR 1/-
Speed: 70 ft (+30 ft enhancement/haste)
Fort: +16 (+2 morale/heroism), Ref: +15 (+2 morale/heroism, +1 dodge/haste), Will: +13 (+2 morale/heroism, +2 rage)
Superstitious: +6 vs spells, spell-like
Battle Cry: +2 vs. fear (+4 morale total)
Conditions: grand destiny (0/2 used), blur, heroism, protection from evil, good hope, haste, battle cry, rage, accurate stance
Melee (+3 furious greatsword): +26/+18/+23 (+9 BAB, +6 str, +3 enhancement, -0/-3 power attack, +2 morale/heroism, +1 haste, +2 rage, +3 competence/accurate stance)
Damage (+3 furious greatsword): 2d6+25 (+9 str, +3 enhancement, +9 power attack, +2 morale/good hope, +2 rage)
Ranged (javelin): +18 (+9 BAB, +3 dex, +2 morale/heroism, +1 haste, +3 competence/accurate stance)
Damage (javelin): 1d6+10 (+6 str, +2 morale/good hope, +2 rage)
19/21 rds Rage remaining
| GM_DBH |
Niobe slips backwards in the water, drawing her enthralled victims further away from the ships.
The last of the Sorcerers is one of those victims and so has no action.
Maddie & Kung are up.
Sorry about yesterday, I was busy and the only times I could get on was when the boards was down.
| Kungrusdak Nosvunkuk |
Kung unleashes the full force of his fury against the soldier that stepped up to him, shifting his attention back to the leader once that threat is gone.
Full round: full attack vs yellow first, then:
5' step, then continue attacks vs white
+3 furious greatsword: 1d20 + 26 ⇒ (13) + 26 = 39
Damage, S: 2d6 + 25 ⇒ (1, 5) + 25 = 31
+3 furious greatsword: 1d20 + 18 ⇒ (1) + 18 = 19
Damage, S: 2d6 + 25 ⇒ (2, 2) + 25 = 29
+3 furious greatsword, haste attack: 1d20 + 23 ⇒ (10) + 23 = 33
Damage, S: 2d6 + 25 ⇒ (1, 2) + 25 = 28
HP 84/110
AC 23 touch 14 flat-footed 19 (+8 armor, +3 dex, +1 natural/amulet, +1 deflection/ring, +2 deflection/prot evil, +1 dodge/haste, -2 rage), 20% miss chance
DR 1/-
Speed: 70 ft (+30 ft enhancement/haste)
Fort: +16 (+2 morale/heroism), Ref: +15 (+2 morale/heroism, +1 dodge/haste), Will: +13 (+2 morale/heroism, +2 rage)
Superstitious: +6 vs spells, spell-like
Battle Cry: +2 vs. fear (+4 morale total)
Conditions: grand destiny (0/2 used), blur, heroism, protection from evil, good hope, haste, battle cry, rage, accurate stance
Melee (+3 furious greatsword): +26/+18/+23 (+9 BAB, +6 str, +3 enhancement, -0/-3 power attack, +2 morale/heroism, +1 haste, +2 rage, +3 competence/accurate stance)
Damage (+3 furious greatsword): 2d6+25 (+9 str, +3 enhancement, +9 power attack, +2 morale/good hope, +2 rage)
Ranged (javelin): +18 (+9 BAB, +3 dex, +2 morale/heroism, +1 haste, +3 competence/accurate stance)
Damage (javelin): 1d6+10 (+6 str, +2 morale/good hope, +2 rage)
18/21 rds Rage remaining
| Maddie Heberne |
Maddie again moves up and cheers on Kung slapping him on the back.
Same as last round sir Kung!
| GM_DBH |
Kung cuts down the Guard with contemptuous ease and swings at the commanding Hell priest, his first strike skids off the heavy plate, but his second cuts the man deeply, drawing a loud howl.
Maddie attempts to boost Kung again, wondering why he seems to resist her aid?
Cursing furiously as his guards are slaughtered the Hellpriest steps back from Kung and casts a spell on himself.
Cure serious: 3d8 + 9 ⇒ (7, 4, 5) + 9 = 25
Marnir & Jane are up.
Not much left to do, Niobe dragging half their muscle into the water really changed the whole fight. :(
| Louisiana Jane |
Jane raises her hand and shoots a web at the white foe. Web Bolt, DC15 Reflex.
| Marnir Saltvig |
Marnir swings his axe at the last bodyguard, his casual disdain for the man evident from how little effort he puts into the attack. His voice carries clearly over the sounds of battle and the howls of pain from the Chelish crew.
Free Action to continue inspired rage, Swift Action to use Arcane Strike, Standard Action to attack teal.
If one attack kills him, then I'll use a Move Action to leap down from the quarterdeck and move 15ft to engage yellow. If not, I'll use the rest of my attacks against teal.
Axe attack: 1d20 + 17 ⇒ (14) + 17 = 31
Damage: 1d8 + 22 ⇒ (2) + 22 = 24
Axe attack: 1d20 + 17 ⇒ (8) + 17 = 25
Damage: 1d8 + 22 ⇒ (2) + 22 = 24
Axe attack: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 1d8 + 22 ⇒ (2) + 22 = 24
HP (113) 93/(113) 93
AC 23, touch 13, flat-footed 23 (+8 armour, +1 deflection, +2 Dex, +1 dodge, +1 natural armour, -1 rage, +1 haste)
Speed: 60ft (+30ft haste)
Fort: +16, Ref: +11, Will: +16 (+4 vs fear) (+2 to all from heroism, +2 Fort & +1 Will from rage, +1 Ref from haste)
Conditions: heroism, see invisibility, 2 mirror images, protection from evil, good hope, inspired rage, haste, fast healing 4
Melee attack (+1 furious battleaxe): +17/+17/+12 (+7 BAB, +4 Str, +1 enhancement, -2 Power Attack, +2 heroism, +2 rage, +1 haste, +2 furious)
Melee Damage (+1 furious battleaxe): d8+22 (+6 Str, +1 enhancement, +2 Arcane Strike, +6 Power Attack, +3 rage, +2 furious, +2 good hope)
21/24 rds raging song remaining
| Kungrusdak Nosvunkuk |
Fort/Ref/Will? DC ?, superstition: 1d20 + 6 ⇒ (17) + 6 = 23 +16 Fort, +15 Ref, +10 Will
No Touch of Rage from Maddie :(
Kung bristles at the repeated attempts to magick him, his diminished mental faculties not allowing him to recognize that it's the beneficial work of an ally.
He can't think on it long, though, as the priest was trying to get away! "Oh, no!" he exclaims. "You not step away from Kung!" He follows the priest step for step and brings his greatsword around in a wide swing before the priest knows what's happening.
Immediate: 5' step from Following Step
+3 furious greatsword: 1d20 + 23 ⇒ (10) + 23 = 33
Damage, S: 2d6 + 25 ⇒ (2, 1) + 25 = 28
When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step during your next turn, and any movement you make using this feat does not subtract any distance from your movement during your next turn.
Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
HP 84/110
AC 23 touch 14 flat-footed 19 (+8 armor, +3 dex, +1 natural/amulet, +1 deflection/ring, +2 deflection/prot evil, +1 dodge/haste, -2 rage), 20% miss chance
DR 1/-
Speed: 70 ft (+30 ft enhancement/haste)
Fort: +16 (+2 morale/heroism), Ref: +15 (+2 morale/heroism, +1 dodge/haste), Will: +10 (+2 morale/heroism, +2 rage)
Superstitious: +6 vs spells, spell-like
Battle Cry: +2 vs. fear (+4 morale total)
Conditions: grand destiny (0/2 used), blur, heroism, protection from evil, good hope, haste, battle cry, rage, accurate stance
Melee (+3 furious greatsword): +26/+18/+23 (+9 BAB, +6 str, +3 enhancement, -0/-3 power attack, +2 morale/heroism, +1 haste, +2 rage, +3 competence/accurate stance)
Damage (+3 furious greatsword): 2d6+25 (+9 str, +3 enhancement, +9 power attack, +2 morale/good hope, +2 rage)
Ranged (javelin): +18 (+9 BAB, +3 dex, +2 morale/heroism, +1 haste, +3 competence/accurate stance)
Damage (javelin): 1d6+10 (+6 str, +2 morale/good hope, +2 rage)
18/21 rds Rage remaining
| GM_DBH |
Silence falls and the only sounds are those of battles aftermath, the cries of the wounded and the creak of two ships rubbing against each other.
Even for Chelaxians this was a fanatical group, most of the officers chose to die fighting, as did many of the marines. You are now the proud owners of the Thrune's Hammer, a large warship of the Chelaxian navy.
Warship
Colossal ship
Squares 4 (20 ft. by 100 ft.) Cost 25,000 gp
DEFENSE
AC 2; Hardness 12
hp 1,200 (oars 600, sails 320)
Base Save +7
OFFENSE
Maximum Speed 60 ft. (muscle), 30 ft. (wind), or 90 ft. (muscle
and wind); Acceleration 30 ft.
CMB +8; CMD 18
Ramming Damage 8d8
STATISTICS
Propulsion muscle, wind, or current
Sailing Check Diplomacy or Intimidate (when using muscle);
Profession (sailor) (when using wind or current)
Control Device tiller
Means of Propulsion 60 oars, 40 squares of magically-treated
sails (one mast)
Crew 80 (20+60 Medium rowers)
Decks 2
Cargo/Passengers 35 tons/134 passengers
Broad Rudder: A wide rudder makes a ship more nimble, granting a +1 bonus on all sailing checks.
Extended Keel: The ship’s keel is longer than usual for a vessel of its type. The ship’s measurements from bow to stern are 10% longer than normal, though cargo capacity is not appreciably affected. The ship is more stable, and grants a +1 bonus on all sailing checks. This improvement must be installed at the time of the ship’s construction and cannot be added later.
Ram: The ship bears a standard ram, usually sheathed in bronze or iron, mounted on its bow. A ship equipped with a ram deals an additional 2d8 points of damage with a ramming maneuver, and ignores the damage for the first square it enters of a solid object, and all damage from ramming creatures or other objects (such as other ships).
Silk Sails: Few ship improvements are as beautiful as the addition of silk sails. These sails can be designed in whatever color the player desires; they are often embroidered with striking images of the sea. Such sails are usually imported from faraway lands. Silk sails give
the ship superior rates of movement, as they capture and displace the wind more efficiently. A ship with silk sails gains a +1 bonus on opposed sailing checks to gain the upper hand. The ship’s tactical speed in ship-to ship combat is not affected, but its waterborne speed is
increased by 10%
Sturdy Hull: The ship’s body has had additional supports and layers of wood added to it, making it thicker and more resilient. The hull’s hardness is increased by 2, but the ship’s cargo capacity is reduced by 10%.
Whatever brought the Hammer to the Shackles it wasn't trying to be subtle, it's armaments are heavy and lethal. A Firedrake mounted on the port and starboard sides, with two heavy ballista as support. A Heavy catapult on the stern to discourage pursuit and two more heavy Ballista mounted on the bow for chases.
The other pirates have seized their chance with the warship removed from the chase and have taken the other two Chelaxian vesssels, as you look around you see the Salty flagon drawing near to you, it's crew cheering lustily.
3 points of plunder for the weapons and stores on the Hammer. Many of it's crew have surrendered when the marines and officers went down, so you can replace your losses.
Wand of darkness (11 charges) 2,
Unholy water (6);
Oil of magic weapon,
Potion of cure light wounds (4),
Blue whinnis (6)
Purple worm poison
MW chain shirt 12,
MW breastplate (2),
MW buckler (2),
Full plate +1 (Armor spikes)
Agile breastplate + 2
MW composite longbow (+2 Str) (12)
MW composite shortbow (+4 Str)
MW falchion (12),
MW light mace (4),
MW heavy crossbow (2)
Darkwood heavy crossbow +1 (2)
Ranseur +1 (Flaming),
Dagger +1 (2),
Headband of alluring charisma +2 (2),
Belt of incredible dexterity +2 (2),
2421 gp
What are you doing now? It looks like your fellow pirates want to talk to you.
| Maddie Heberne |
"What's the plan now cap'n?"
| Kungrusdak Nosvunkuk |
Kung helps point out that the Salty Flagon was hailing them, but for reasons more than just rank, he lets Marnir manage the conversation. He instead busies himself with the gathering and distribution of loot.
Kung would like to claim the Composite Bow (+4); that changes his ranged game significantly.
| Niobe Aptos |
Niobe feels a little bit bad about drowning all the sailors. But only a little bit. And part of her feels like that's kinda what she was made to do.
She returns to the ship and tugs on a rope, then gets hauled up to the deck by one of the crew. She tosses back her hair and vaults her large fishtail over the edge, which bifurcates and transforms into a pair of legs before she even hits the deck.
She moves quickly about the crew, checking for serious injuries and caring to those who're bleeding or unconscious.
| Louisiana Jane |
Jane, returning to normal, moves over to the laughing foe. “You have one option. Become my servant or die like the rest of your cremates. Which one is it?“
Jane would like to claim the poison.
| Marnir Saltvig |
Marnir roars at the skies as the last marine falls, celebrating his victory in the manner of his people, before flicking the blood from his axe and stepping up to the gunwale.
"Looks like it's time for a talk with the Lusty Flagon. You!," Marnir calls to a passing crewman, "signal the Lusty Flagon to send a boat over. We'll talk here."
| GM_DBH |
Eventually two ships boats make their way to your new prize. Larissa Hanch and Pierce Jerrell clamber up onto the deck.
Pierce has a happy grin on his face as he swaggers over to you. "I should hang out with you more often! You always seem to throw the best parties. Though I do appreciate you taking out the bouncer, he was throwing a damper on the whole affair."
Larissa is a female Tiefling and nods politely, looking you over curiously. "Scruffy here said things would get hot when you're around." She remarks dryly. "That's why I accepted his invitation when he said he wanted to speak to you."
She smirks. "Next thing I know it's a full battle with those damn Chelaxians." She grins a bit more wickedly. "And now my sweet 'All or nothing' has a sister ship."
Looking a little more serious once the introductions are over Pierce drops his voice. "I've got some news for you, best we do it somewhere quieter."
What are you doing now?
| Marnir Saltvig |
"Aye, come into my cabin. My officers will be joining us, if that's agreeable?" Marninr asks, his tone suggesting that it was a mostly rhetorical question.
| GM_DBH |
Once you are in your office, and after a curious glance at your new crew member (Maddie) Pierce tells you why he traveled to see you. Explaining the news of your victory in the regatta, and your new island have spread through the Shackles like wildfire. "There's been a lot of talk regarding the upcoming inspection by the three captains, especially about what you need to do to impress them!"
He grins. "Now I happened to overhear a very tempting target while charming a pretty lady who works in the shipping office at Hell harbor. I'd have gone for it my self, but it sounds like something you could definitely use to sweeten some puffed up judges."
He explains that a shipment of smuggled rum will soon be leaving Hell
Harbor for Cheliax, aboard a ship called the Jester's Grin. If you can "liberate" this cargo, you'll acquire plentiful, quality libations for your dinner party that should impress your visitors. According to the Pierce's source, a smuggler named Fargo Vitterande captains the
Jester's Grin.
What are you doing now?
| Marnir Saltvig |
Marnir listens carefully to Pierce's story, waiting for the other boot to drop.
Sense Motive: 1d20 + 17 ⇒ (14) + 17 = 31
"And does this information come with a price?" he asks, a smile on his face to show that he means no offence.
| GM_DBH |
Pierce grins, "Only the cost of letting me use your harbor once you have it settled. You have a good location for shipping coming from or heading to the Eye. And a friendly harbor is worth more than gold."
He is sincere, it seems he has decided that being on your side is lucky for him.
Larissa was just along for the trip and found herself getting lucky on a spur of the moment partnership with Pierce.
Getting an island of your own, and a seat on the council marks you as an up-and-coming power in the Shackles. You will have more and more Captains 'dropping' by to check you out in the months to come.
You still have the decision as to what to do with your new prize? It's a Man-o-war and larger than the Drake, but still has plentiful cargo space and some good weapons. Red Mary is already cooing disturbingly over the firedrakes.
Even stripping the ship weapons and selling her will still net you 10000gp. This is a big, strong ship.
What are you doing now?
| Maddie Heberne |
Earlier:
As Pierce gave her a stare, she just winked at him and smiled.
Now:
Once the meeting ended, Maddie turned to Marnir and said "So, boss, what are our long-term goals?"
| GM_DBH |
One thing of interest you discover when the cabins are searched is a journal in the Clerics room. one written in Infernal as Chelaxians are so fond of doing.
The ship was last seen passing Nalt's island and heading for the passage between the Rampore isles and Bag island. It's a tangled mess of reefs and islets there. They must have hoped to avoid Bonefist's hunt by taking the long route. No reports of anyone discovering the extract for that year have been reported. If I can find it's wreck and recover it's cargo I can regain favor at court.
Even for a private journal the writer to great care not to give any information as to what he was looking for?
What are you doing now?
| Marnir Saltvig |
"Our long term goals are what they've always been. We'll get our new prize squibbed and squared and make it into a newer bigger Drake. Then we'll take it out for a test run against this smuggler, pinch his goods, and get on with setting ourselves up as the pirate lords we deserve to be," Marnir says with a grin.
"Can anyone read this nonsense?" he asks, holding up the cleric's journal.
| Maddie Heberne |
"Sorry, I don't speak cultist."
MAddie thinks for a moment then says "You want to join the council? that's ambitious. Fortunately, I find ambition to be attractive. Let's go steal us some rum and win us a seat!"
| Kungrusdak Nosvunkuk |
Kung also peers at the document, but outright laughs when he sees the language. "Kung barely read own languages. Kung shouldn't have even looked."
| GM_DBH |
Setting the crews to getting both ships ready you soon make sail towards Rickety's Squibs. With the size of the new ship, even with the crew who accepted your offer and signed on you are still under manned.
It will take time to reach Rickety's, and you will need to keep a careful eye out for opportunists. Both Pierce and Larissa are taking theirs for resale, there's always a good market for these fast former pirate hunters.
So no one has Infernal as a language? Or Comprehend languages?
Chance: 1d100 ⇒ 15
You make Rickety's in good time, fair weather and good winds with you all the way. Again you see the familiar figure of Rickety being rowed out to greet you in a longboat, ask permission to come aboard.
"Though I recognized me own work!" He chuckles as he sees you again. "Looking to upgrade yer old ship eh?"
What are you asking him to do? Rickety will squib the new ship for 2000gp, aa good price since you are old and valued friends.
| Marnir Saltvig |
Arriving at Rickety's is like a homecoming of sorts for Marnir - it was here the Unbound Drake was born, alongside Marnir's journey towards becoming a pirate lord.
"We need your best work on this one Rickety," Marnir says over a drink with the old man and his officers in his cabin. "We claimed it from some Chelish naval bastards a few days ago. It needs that bloody horrendous figurehead replacing with our drake, our magical wheel installing, and a general tidy up."
Marnir is happy to pay Rickety his fee and allow his crew to take a few days leave onshore while the work is done.