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I'm usually on my phone or at my work and can't update the map. :(
Galant stand up and look around him to see where his comrades are to be able to reach them and heal them.
move action to pilot the boat, move action to stand up

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Standing up now, Grams peeks out of the door while pondering his next action.
Stealth 1d20 + 6 ⇒ (19) + 6 = 25

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You can easily get off the ship now, but they can also easily get on the ship.
After his slight mistake, Galant stands up. and looks around, seeing the new man on the ship, he wonders what to do next.
Raven heads for the ship and is able to grab a rope hanging down from the ship.
water: 1d2 ⇒ 2
Seeing two people in the water, the green goblin aims at Cit'Vaya and fires an arrow. But misses as the waves hide him.
GG v C'V: 1d20 + 3 ⇒ (1) + 3 = 4
The Blue Goblin charges his horse towards the ship and then he climbs on it, then moves towards Raven, pulling his sword while moving.
Cit'Vaya is able to heal Raven and grab onto the ship.
Gram, you're up next.
Round 2
--Up Next--
(1) Gram
(u) Jack
GM's Pet 1
(w1) Raven
(4) Galant
GM's Green, Blue Pets
(w2) Cit'Vaya

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Attack, Sling 1d20 + 2 ⇒ (5) + 2 = 71d4 + 2 ⇒ (2) + 2 = 4
From his position at the door, Grams loads a sling stone and lets it fly after a few twirls! His target?
The goblin now on deck.

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Just to be clear, these are humans, just using the goblin figures because i had them handy.
Gram fired a shot at the Goblin on deck, but missed. Seeing this, the un-boarded foe sees that his minion has one of them covered, He moves to take on the one in the door. He moves in front of the door and swings at Gram. But misses.
Sword: 1d20 + 3 ⇒ (8) + 3 = 11
Round 2
(1) Gram
(u) Jack
GM's Pet 1
--Up Next--
(w1) Raven
(4) Galant
GM's Green, Blue Pets
(w2) Cit'Vaya
Everyone, update your health in your status bar!!!!

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Galant draws his rapier and said
By the drunk god, you try to kill my friend, prepare to die !
Rapier: 1d20 + 3 ⇒ (3) + 3 = 6
damages: 1d6 + 1 ⇒ (2) + 1 = 3
But his feint was so good that he feints himself and miss his target.

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Holding the rope with one hand, Raven points her wand at the bandit bearing down at her and shouts the command word.
Magic missile: 1d4 + 1 ⇒ (4) + 1 = 5
-Posted with Wayfinder

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Raven sends a bolt of magic at the Green Bandit and knocks him off the horse. He doesn't look like he is getting up again.
The Blue Bandit takes a swing at Raven. attack: 1d20 + 2 ⇒ (17) + 2 = 19 but barely misses.
Cit'Vaya is up next.
Round 3
(1) Gram
(u) Jack
GM's Pet 1
(w1) Raven
(4) Galant
GM's Blue Pets
--Up Next--
(w2) Cit'Vaya

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Holding his breath, he stows his bow and tries to swim towards the snagged boat to make his way back onto the deck.
Swim: 1d20 - 1 ⇒ (9) - 1 = 8
Move + Move

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Cit'Vaya tries to swim towards the boat, but doesn't make any progress.
Raven, i'm sorry... you failed your swim check too.. you made no progress.Instead of a magic, you can swim.
Round 5
(1) Gram
(u) Jack
GM's Pet 1
(w1) Raven
(4) Galant
GM's Blue Pets
--Up Next--
(w2) Cit'Vaya

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Can I opt to make no progress and keep the magic missile instead?
-Posted with Wayfinder

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Yes, you can.
Round 3 Recap.
Galant gallantly stared the ship into the side of a sand bank, snaring the ship and knocking everyone forward. The ship hit with enough power that it knocked Jack out cold and Raven and Cit'vaya went for a swim.
Gram was able to get up and fire a sling at the nearest enemy, but missed. One of the enemies was able to get onto the ship and is now ready to fight while Raven tried to swim to shore, but only floundered in the water, she was able to shoot a magic missile at a foe and kill him.
Galant was able to get up and attack the foe on the ship, but was unable to hit.
Another foe ran onto the ship and got ready to attack. Cit'Vaya also tried to get back to the ship, but forgot how to swim.
We are at the top of round 4 now. Gram is up.
Round 4
---Up Next---
(1) Gram
(u) Jack
GM's Pet 1
(w1) Raven
(4) Galant
GM's Blue Pets
(w2) Cit'Vaya

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Seeing an enemy now in front of him, Gram unleashes a flurry of blows! His combat style consisting of foot stomping and then a head butt!
Flurry of 'Stay Away from Me' (1) 1d20 + 1 ⇒ (15) + 1 = 161d6 + 2 ⇒ (6) + 2 = 8
(2) 1d20 + 1 ⇒ (19) + 1 = 201d6 + 2 ⇒ (4) + 2 = 6

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Gram is unable to hit with his first attack, but that didn't stop him as he hit with his second.
The Leader of the raiders attacks Gram back for what he has done.
attack: 1d20 + 3 ⇒ (17) + 3 = 20 damage: 1d6 + 2 ⇒ (5) + 2 = 7
The leader was able to hit Gram, dealing a lot of damage to the Dwarven Monk. [occ]Is your HP current?[/ooc]
Round 4
(1) Gram
(u) Jack
GM's Pet 1
---Up Next---
(w1) Raven
(4) Galant
GM's Blue Pets
(w2) Cit'Vaya

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@Raven you need only one swim check in a round.
Galant tries again to hit the cavalier attacking his comrades.
Rapier: 1d20 + 3 ⇒ (1) + 3 = 4
Damages: 1d6 + 1 ⇒ (5) + 1 = 6
But rather than hitting his ennemy he almost drops his weapon.
Oops !

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Continuing to hold his breath, he attempts to break to the surface and head for the boat kicking his feet in a flurry of activity.
Swim: 1d20 - 1 ⇒ (10) - 1 = 9

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Cit'Vaya, you're not drowning, you just fail your swim check. (DC is 10)
Raven has gained some skills in swimming since her last turn, but this time, she is able to make it to the side of ship, able to get onto it and draw a weapon next turn.
Galant does some fancy swordsmanship and almost makes the bandit... raider laugh. But not good enough to hit as the Blue Raider strikes back at Galant. The Blue Raider does some fancy sword work himself. While his was better than Galants, it wasn't enough to do any damage.
Blue vs Galant: 1d20 + 2 ⇒ (2) + 2 = 4
Cit'Vaya is still trying to remember what to do in water. Still floundering, unable to move, Cit'vaya doesn't move an inch in the water.
Round 4
---Up Next---
(1) Gram
(u) Jack
GM's Pet 1
(w1) Raven
(4) Galant
GM's Blue Pets
(w2) Cit'Vaya

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Yes. Hp Current. Dice rolls are bad aren't they?
Flurry of Wild Head butts 1d20 + 1 ⇒ (14) + 1 = 151d6 + 3 ⇒ (5) + 3 = 8
Flurry of Wild Foot Stomps 1d20 + 1 ⇒ (18) + 1 = 191d6 + 3 ⇒ (3) + 3 = 6
Oh great I'm going down next round
Sensing his own life running down, Grams conducts a series of hard blows against his foes.

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Oh ok. In that case, let's just use a rope :-)
Once on the ship, Raven looks for a rope to toss to her paladin friend still in the water.
-Posted with Wayfinder

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Gram is able to land another blow on the Raider who is looking quite grim. The Raider swings once again at Gram. attack: 1d20 + 3 ⇒ (16) + 3 = 19 for damage: 1d6 + 2 ⇒ (2) + 2 = 4 and lands one last blow, sending the Dwarf to the deck, unconscious and bleeding. As his last blow sunk in, the Raider falls to the deck himself, also unconscious. If only you did one more damage.
Round 4
(1) Gram
(u) Jack
GM's Pet 1
---Up Next---
(w1) Raven
(4) Galant
GM's Blue Pets
(w2) Cit'Vaya

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Yikes! Oh well it was bound to happen. Level 1 lol.
Stablisation Check on my turn.
1d20 + 3 ⇒ (17) + 3 = 20

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Raven climbs aboard and quickly locates a rope. She was able to get on just in time to feel the waives of healing coming from the drunken captain.
The Blue Raider takes a swing at Galant attack: 1d20 + 2 ⇒ (6) + 2 = 8 but he is still unable to hit.
Round 4
(-2) Gram
(0) Jack
GM's Pet 1
Raven
Galant
GM's Blue Pets
---Up Next---
(In water) Cit'Vaya need a 10 reflex to catch the rope or a DC 10 swim check to get to the boat.

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Reflex: 1d20 + 5 ⇒ (16) + 5 = 21
With a nod of thanks to the wizard, he catches the rope and hauls himself towards the boat.
Where were those types of rolls earlier :/

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Cit is able to grab a hold of the rope. Gram stops bleeding, but is still unconscious.
Jack, feeling somewhat better at 0HP stands up. With sword in hand, i assume?
GM's pet 1 stands up as he was healed from the burst of channeling as well. He moves towards the side of the ship.
Raven is up next.
Round 5
(-1hp) Gram
Jack
GM's Pet 1
---Up Next---
Raven
Galant
GM's Blue Pets
Cit'Vaya

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Having now rejoined the others on deck, though sopping wet, Raven points her wand at the remaining bandit still sharing the ship with them. thankful that her arcane missiles care not the slightest about water.
Magic missile vs blue: 1d4 + 1 ⇒ (3) + 1 = 4

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His movements flow easily without a single mistep, he twirls and sets his feet in its proper sequence.............

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Pulls himself toward and onto the boat, sopping wet.
I think that matches the action economy available. Let me know if there are any rolls necessary.

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Raven sends off another waive of missiles at the blue raider, enough to take him out of the fight.
Galant's cure has washed over the ship once more, healing those on the ship.
Round 5
---Up Next---
Gram
Jack
GM's Pet 1
Raven
Galant
Cit'Vaya

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Groaning as he feels awakened from the wash of healing energy, nevertheless Grams doesn't feel strong enough to continue. He instead regains his feet to see if the fight is over.

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Jack, i assuming that you won't do much, since you are still hurting from the wallop you've been dealt. I am gonna go ahead and post.
The Un-bordered raider moves towards his horse and mounts it. The horse charges away. 100 feet away. Does anyone want to attack him?

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Now that the man is out of melee range, Jack calmly picks up his bow, and shoots at the rider.
Bow: 1d20 + 6 ⇒ (2) + 6 = 8, for 1d8 + 2 ⇒ (4) + 2 = 6 damage.
He will then keep firing, until the man is completely out of range.
i.e. Beyond 550'.
Bow: 1d20 + 6 ⇒ (17) + 6 = 23, for 1d8 + 2 ⇒ (7) + 2 = 9 damage.
Bow: 1d20 + 6 ⇒ (13) + 6 = 19, for 1d8 + 2 ⇒ (8) + 2 = 10 damage.
Bow: 1d20 + 6 ⇒ (1) + 6 = 7, for 1d8 + 2 ⇒ (2) + 2 = 4 damage.

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Grams wobbles about seeing if he could aid any others.
Right, if there's combat right now....Grams will drop.

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Definitely going to shoot him until he's out of range.
Shot in 110 ft: 1d20 + 6 ⇒ (5) + 6 = 111d8 + 3 ⇒ (4) + 3 = 7
Shot in 220 ft: 1d20 + 4 ⇒ (5) + 4 = 91d8 + 3 ⇒ (3) + 3 = 6
Shot in 330 ft: 1d20 + 2 ⇒ (2) + 2 = 41d8 + 3 ⇒ (2) + 3 = 5
Shot in 440 ft: 1d20 ⇒ 101d8 + 3 ⇒ (5) + 3 = 8

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Jack's second arrow find's it's mark. Causing the ranger to slump over in his saddle and he falls off of his horse.
2 he falls: 1d2 ⇒ 2
Okay, heal up and get that boat unstuck.
loot
horn lamellar, composite shortbow (+2 Str) with 45 arrows, scimitar, light horse (combat trained), military saddle
(+1 horn lamellar, masterwork composite shortbow (+2 Str) with 40 arrows, masterwork scimitar, light horse (combat trained), military saddle) - x4

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Is that the one that became The Exchange? I can only remember some of the old factions, and I didn't have any Sczarni characters at the time.
Perception: 1d20 + 1 ⇒ (15) + 1 = 16
"Whew! Glad that's over with. What happened to the ship? What's it caught on?"

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Yes they got combined with the Qadira Faction. Qadira handles the aboveboard business, the Sczarni handles the below table transactions. Now collectively known as The Exchange

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Perception: 1d20 + 1 ⇒ (15) + 1 = 16
"Well aimed, Jack. They'll not bother any other travelers and merchants along the river now. Abadar be praised!"
I've got a wand and strength to try and get it unstuck if necessary. Let me know if anyone needs either out both.

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Jack nods gravely.
"Yes, it is good that they will no longer be able to prey upon travelers."
I certainly would not say no to some healing.
On the bright side, it looks like there are plenty of arrows for everyone for the rest of the scenario :-)
If no-one else wants it, I might snag that +1 horn lamellar armor...?

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No complaints from me.
Wand to Jack: 1d8 + 1 ⇒ (2) + 1 = 3
Wand to Jack: 1d8 + 1 ⇒ (4) + 1 = 5
lay of Hands - Self: 1d6 ⇒ 2
Wand to Gram: 1d8 + 1 ⇒ (7) + 1 = 8
Anyone else?