| Isaac Silvermane |
Take 10 on Diplomacy for 20.
Isaac easily manages to find out about the temples in town. After getting the information, he relays to his officers. Turning to Arhiel, he says, "I be believin' tha' Arhiel shoul' be havin' say in which templ' we be goin' to."
| Arhiel |
"Let's start with the temple of Shelyn. It's next to the theater and we could go next door after and buy tickets!"
| Edward Irmington |
"A theater? Sounds good."
Edward taps Isaac on the shoulder, hoping to get him aside while they walk to the theater.
"We're in the same boat, so you're the best to ask.
If at some point you would propose to Rosie, would you do it out at sea, or in a port somewhere fitting?"
"I mean, me telling someone it should be when he feels it's the right time, is quite different than wanting to do that myself, you know?"
| The Norv |
You all head into the temple of Shelyn, with Edward pulling Isaac aside at the back of the group as you walk. Inside, the foyer is surprisingly tall and airy. Some tropical birds flit about from one perch to another in the upper reaches of the room, and paintings of all kinds hang on the walls (several with discreet price tags tacked just below them).
As you enter, an attentive young man approaches--clearly an acolyte of the temple--and when you explain your problem, he smiles. "Ah! Wait right here. I'll bring Ms. Cerventos." He hurries off, down a hallway lined with doors from which you can faintly hear music, before returning with a tall, thin, middle-aged woman with a lined face and a bright smile.
"I'm Andrea Cerventos, head priestess of the temple and artistic director of the Blooming Rose," she says. "I understand that one of you is here to petition Shelyn for healing?" When pointed to Arhiel, she steps lightly up to the younger woman and takes her head in her hands. "Tsk. This is the effect of a necromantic spell--foul magic. I have no doubt that the goddess can reverse it, fortunately. Let me make inquiries among my colleagues as to whether any of them have the requisite magic at the ready."
1 yes, 2 no: 1d2 ⇒ 1
A few moments later, she returns. "Good news--one of my colleagues has just the spell you need prepared. We do ask, of course, that you make a donation to the temple, since we have helped you in your time of need and will allow you to see the beauty Shelyn graces this world with once more."
Assuming that you're willing to pay the 150 gp needed, she guides Arhiel to a small practice room where a priest sings a brief ode to Shelyn and touches Arhiel's eyes, instantly restoring her sight!
| Arhiel |
Arhiel will gladly part with the 150 gold... and weeps with joy and relief when her sight is restored... amid her tears, she hugs the priest, turns and hugs each of her companions. "I... I can see again... bless the gods and thank you all for bringing me here.. and thank Shelyn as well..."
| Isaac Silvermane |
Isaac looks around at the temple of Shelyn in awe. Clearly, this is the first time he's stepped into a temple not of Besmara. When the acolyte approaches, Isaac introduces himself and explains the problem. When Andrea approaches, Isaac nods and points at Arhiel. When they say that the spell is prepared and she leads Arhiel away, Isaac just looks around at the paintings, seeing if any catches his eye.
When Arhiel returns and she thanks them (complete with hugs), Isaac laughs and hugs back. "It be no probl'm. Non' o' me friends suff'r," Turning to Andrea, he bows to her. "Thank ye so much, Miss Andr'a. It be meanin' a lot."
| Edward Irmington |
"Perhaps at one point in the future, yes. For now, being a couple with her lifts my spirits.
But seeing them, Edward points at a temple where a couple exits under rowdy cheering, that got me thinking. If Besmara's fortune keeps smiling on us, maybe one day that could be me and her."
| Diana Seamyst |
Diana is first pleased that Arhiel's sight is restored. But she is also unhappy that a temple of Besmara was not immediately available for the magic.
If there is a temple of Besmara in the town Diana will visit there while in town, both worshiping and inquiring to purchase a scroll of Remove Blindness. If no such temple exists here she will try to purchase the scroll at the temple of Shelyn.
| Isaac Silvermane |
There is a temple of Besmara in Little Oppara, Diana.
Isaac will continue to look around the Temple of Shelyn. He asks one of the acolytes, "I hav' a question. Wha' can ye be tellin' abou' thes' paintin's?"
After he's done at the Temple of Shelyn, he explores the town, going to the Temple of Besmara to worship and pray, and the Temple of Calistria to check it out (out of curiosity). He also explores the town, asking about where to purchase magic items.
Diplomacy for Black Market Connections: 1d20 + 11 ⇒ (17) + 11 = 28
| The Norv |
Site outages always seem to come when I'm able to post...
Andrea smiles and bows, then departs. The Shelynite acolyte blinks in surprise at Isaac's question. "Oh, these, sir? They're the work of the priests and acolytes in the temple--well, those whose vocation is painting, anyway. Many of them are available for purchase, if you're interested. All of the proceeds support the temple!"
Once you leave the temple, you have a few hours before sundown to occupy yourselves as you will. Diana quickly finds the temple of Besmara--a ramshackle little shrine, with an attached stall manned by a rough-and-tumble, garrulous priest named Black Tom--and is able to purchase a scroll of remove blindness there for a standard price. Isaac, after visiting the temple of Besmara with Diana and briefly making a visit to the temple of Calistria, makes a few inquiries into the magic item trade in town and is told that if he wants the best options and doesn't care about the gear's provenance, he should seek out Silver Rokan, a tengu who frequents a tavern called the Pickled Pig.
For those interested in the opera, it's called "The Tragedy of Phineus," a classic Taldan love story. Entrance is 1 copper piece for the groundling area, 2 silver pieces for a seat, and a gold coin for a box.
I'll give other people a chance to post any shopping, etc. they want to do today--then the main question is, are you setting off on the morning tide or spending another day in port to take any port actions? Let me know! Isaac, that check lets you treat Little Oppara as a small city, meaning there are good odds (75%) of Silver Rokan having any item worth 4,000 gp or less. I can figure out what other items he has worth more if you'd like.
| Isaac Silvermane |
The Shelynite acolyte blinks in surprise at Isaac's question. "Oh, these, sir? They're the work of the priests and acolytes in the temple--well, those whose vocation is painting, anyway. Many of them are available for purchase, if you're interested. All of the proceeds support the temple!"
Isaac looks at the paintings and thinks.
What paintings are there, Norv?
Isaac, after visiting the temple of Besmara with Diana and briefly making a visit to the temple of Calistria, makes a few inquiries into the magic item trade in town and is told that if he wants the best options and doesn't care about the gear's provenance, he should seek out Silver Rokan, a tengu who frequents a tavern called the Pickled Pig.
Isaac prays heavily at the Temple of Besmara and looks around the Temple of Calistria. When he finds out about Silver Rokan, Isaac goes and informs his friends about his lead. He asks about any items they may be interested in. When he has the orders, he heads to the Pickled Pig.
For those interested in the opera, it's called "The Tragedy of Phineus," a classic Taldan love story. Entrance is 1 copper piece for the groundling area, 2 silver pieces for a seat, and a gold coin for a box.
After everything is said and done, Isaac waits at the theater for his friends.
I'll give other people a chance to post any shopping, etc. they want to do today--then the main question is, are you setting off on the morning tide or spending another day in port to take any port actions? Let me know! Isaac, that check lets you treat Little Oppara as a small city, meaning there are good odds (75%) of Silver Rokan having any item worth 4,000 gp or less. I can figure out what other items he has worth more if you'd like.
I would like another day at least to do some port actions since we are in a new town. Also, if you can figure out more items from Silver Rokan, that would be interesting to see.
| The Norv |
Well, looks like we'll stay another day!
For any who attend, the performance of The Tragedy of Phineus is enjoyable--not that you have much of a standard for comparison! But the crowds are cheerful, the singers are strong, and everyone has a good time. You even spot, in a box just next to the stage, a blonde woman who you understand is one of the rulers of this town. She's one of a pair of pirate sisters, and her name is Petrina Maxeme. She seems to enjoy herself, but leaves quickly after the performance. It's a mark of the opera house's prestige, at any rate!
Isaac meets Silver Rokan in the Pickled Pig after the show. He's an elderly tengu with graying feathers--clearly the source of his name--and he seems pleased to have a customer. "Heard that yer good fer quite a lot, and a discernin' customer," the tengu croaks, placing a small box on the table. "Well, no time like the present to start. If there's somethin' specific yer lookin' for, rest assured that Silver Rokan knows where to find it--particularly scrolls, potions, an' the like. If yer just browsin'...well, dependin' on how much yeh've got to spend, I have a wide selection of specialty items available! Lemme show you..." He plunges a hand into the box (which is clearly bigger on the inside) and begins to draw forth items one at a time, explaining their function and naming his price--though never mentioning their provenance.
- a stormlure made of crow feathers and wrapped in a blue ribbon decorated with clouds (5400 gp)
- a leather cloak of the manta ray (7,200 gp)
- a +1 balanced breastplate that can grant its bonus to 1d3 ⇒ 1 Fortitude saves (4,350 gp)
- a +1 greater 1d100 ⇒ 49 goblinoid-slaying arrow (4,057 gp)
- a jingasa of the fortunate soldier (5,000 gp)
- a ring of rat fangs ("Nasty side effects, though.") (5,000 gp)
- a sipping jacket (5,000 gp)
- a suit of +1 impervious chainmail (4.300 gp)
- a pair of boots of striding and springing emblazoned with rabbits on the sides (5,500 gp)
- a ring of grit mastery ("Very rare, from far-off Alkenstar, not sure exactly how it's supposed to help you...") (6,840 gp)
- a fully charged wand of share language at caster level 3 (4,500 gp)
He has more powerful and expensive items beside, but I'm guessing they're out of your reach, at least for now...
The next day dawns grayer than the previous one, with drizzling rain sweeping in off the sea to the north. There are still plenty of people out and about on the streets, though, so nothing is to stop you from taking your usual port actions!
Remember, you can each take 1 port action/day.
1d100 ⇒ 64
1d100 ⇒ 61
1d100 ⇒ 76
| Isaac Silvermane |
Isaac will ask Rosie to take in the show with him. He will also pay 1 gp for a box. If there are any PCs interested in taking in the show, Isaac will pay for a box seat for them as a way to thank them for their hard work so far. Also, what do the paintings in the Shelyn temple depict?
Isaac smiles as he watches the show, fully engaged and entertained. After the show, Isaac goes off to meet Silver Rokan. "Pleased to be meetin' ye, Silv'r Rokan. I be hearin' good things abou' ye. I wish to see yer wares." When the tengu shows his wares, Isaac looks over them carefully.
Does anyone want anything specific?
Next Day...
Isaac decides to spread the exploits and fame of the crew of the Silver Shrike to help build their reputation.
Intimidate to gather Infamy: 1d20 + 10 ⇒ (7) + 10 = 17
| Diana Seamyst |
Diana talks up the deeds and adventures of the group in a local bar.
Intimidate for infamy: 1d20 + 5 ⇒ (20) + 5 = 25
| Arhiel |
would like a headband of charisma if she can afford one with her share... they are 4k 01-25 no, 26+ it's available: 1d100 ⇒ 37
| The Norv |
Between the two of them (counting Isaac's roll as an aid), Isaac and Diana talk up the Shrike's exploits in the taverns and even some of the finer eateries of Little Oppara, earning the free 1 point of Infamy and Disrepute.
When a Isaac mentions an alluring headband, Rokan nods and grins, cackling. "Just so happens I know of some magical headbands that fell off the back of a wizard's cart! No trouble at all..."
I'm on my way to work but have some time off later today--will try to go through and update you guys on loot info.
| Edward Irmington |
Edward is looking to buy a nice headband too.
While in port, he also visits the various taverns, talking to raise infamy.
Bluff: 1d20 + 15 ⇒ (14) + 15 = 29
+1 if women are in the audience.
| The Norv |
Edward's honeyed words, as always, prove a hit in the taverns...especially with the ladies, many elaborately bodiced women dressed in the height of Taldane fashion!
Edward gets another point of Infamy/Disrepute for you guys, which bumps you up to the DESPICABLE Infamy threshold! You have new Impositions available for purchase with your Disrepute!
| Isaac Silvermane |
Just to get a post in and keep the game from stalling.
Isaac looks at Silver Rokan. "Ar' ye abl' to tak' som' o' th' loot we be acquirin'? We haven't gained it through unscrupulous means, so no need to be hidin' it, I be guessin'."
| The Norv |
Silver Rokan chuckles. "Aye, I reckon I can help a cove out. Let's talk pricing..." The negotiations go late into the night, but you're able to sell everything that you want to by night's end. Even if we're still figuring out what that is! XP
--------------------
The next morning the Silver Shrike leaves Little Oppara on the morning tide. The weather remains good, and you make good time as you cut through the southwestern corner of the Shackles and make your way to the island that, according to your map, should hold the fabled Mancatcher Cove...along with both treasure and eponymous Beast.
You arrive a few hours before sunset on the third day of your journey. The islands form a small, deep semicircle, most of them no bigger than 200 feet across. All of them have high, sea-slick cliffs, but your target is clearly the island on the western end of the archipelago: much larger than the others, it sports a large cove on its leeward side. The cacophonous sound of monkeys comes from its jungle-clad top as the sun sinks toward it.
Heading into the Cove immediately? Waiting out here? Something else? It may be worth reviewing the lines of verse that came with the map.
1d20 + 8 ⇒ (8) + 8 = 16
| Arhiel |
perc dc 16: 1d20 + 9 ⇒ (9) + 9 = 18
perc dc 10: 1d20 + 9 ⇒ (13) + 9 = 22
"Psst.. look there... damn, you missed it... there's a ship there... it just sailed around that atoll.. it's the same one that attacked Tidewater Rock... They were expecting us! They're waiting for us to do something... "
| Diana Seamyst |
Perception: 1d20 + 11 ⇒ (3) + 11 = 14]
Diana seems focused on the cove of the small island and is surprised by Arhiel's revelation.
| Isaac Silvermane |
Silver Rokan
Isaac smiles and gets on with the negotiations.
The Next Morning...
Isaac sails the Silver Shrike to her destination: Mancatcher Cove. He follows the map carefully, not wanting to mess up this grand opportunity. When they arrive, Isaac looks at the islands with their high cliffs. As he thinks of a plan, Arhiel informs them of the enemy ship. He looks in the direction that she indicates and and pulls out his spyglass.
Perception DC 16: 1d20 + 10 ⇒ (12) + 10 = 22
Auto pass on the second perception check.
He spots the ship. "Aye. Arhiel be righ'. They be sittin' ther'. Watchin' us. Ladies an' Gentl'men, we be havin' a slight dilemma her'. Iffen we mov' to climb th' cliffs or go into th' cov', tha' ship may attack us an' our ship. On th' oth'r hand, iffen we mov' to engag' 'em, then we may attract th' attention o' th' sahaugin. An' iffen we wait fer firs' light to explor' th' isl', then they may ambush us in our sleep. Thoughts?"
He looks at the others. "Som'on', pass me th' map, pleas'. I wish to review it an' th' vers's on it."
Just for reference, here are the verses:
From blue bight’s embrace
Spy the Grave Lady’s prize tooth
With the Dawnflower’s first kiss
Climb the Captain’s wayward orb
To claim old king’s hoard.
| Diana Seamyst |
I'd deal with the known threat first captain. We've a score to settle with that ship and its presence will prevent us from other pursuits. Lets just not let it lead us into some kind of trap. Diana then orders her siege to prepare.
| Diana Seamyst |
I was too but am home now. My vote was to deal with the ship first if possible. But lets not let them lead us into an ambush.
| Jaina Swift |
Perception?: 1d20 + 10 ⇒ (6) + 10 = 16
Perception?: 1d20 + 10 ⇒ (6) + 10 = 16
Jaina snorts. "Well, if the bastards want a rematch, I'm all for it."
"I'm still a bit sore over not getting to break any skulls last time."
| Isaac Silvermane |
Isaac nods. It be seemin' tha' we wan' a rematch. Very well. Iffen Arhiel has any oth'r ideas, then I'm open to 'em."
| Arhiel |
"I'm good with taking out this ship so we don't have to deal with them at our backs when we go in on the island."
| The Norv |
Man, it's been a while since ship-to-ship combat...here goes nothing!
Isaac steers the Shrike toward the other ship which, realizing it's been spotted, emerges from behind the island and charts a course for yours! You can see scabrous-looking pirates crowding the deck, waving weapons and manning a catapult in the front and ballistae at the rails. Your crew calls out bloodthirstily as you stream toward them--your ships are on a head-to-head collision course!
SHIP-TO-SHIP COMBAT! ROUND ONE!
You all spring into action as the ships close toward each other, moving at similar speeds and tacking into the wind! Your crew are more battle-ready than the other's, it appears...
You have the upper hand for this round! You can either reposition your ship by two squares for free.
Initiative!
Party<------
Opposing Captain
Both crews (siege weapons, etc.)
You're the green ship, they're the red! Wind is blowing toward the north (top of the map) and you're both currently moving 30' (one square) per round, on the captain's turn!
Thresher: AC: 10, Touch: 2 | HP: 900 | Saves +10
Your Crew: Morale: 2 | Attack +20 | Defense 30
Their Crew: Morale: 2 | Attack +12 | Defense 22
Shrike heading: 1d4 ⇒ 2
Bearing: 1d8 ⇒ 3
Distance: 1d4 + 2 ⇒ (3) + 2 = 5
-----------
Isaac Init: 1d20 + 2 ⇒ (13) + 2 = 15
Knuckles Init: 1d20 + 2 ⇒ (5) + 2 = 7
Initiative Arhiel: 1d20 + 2 ⇒ (10) + 2 = 12
Initiative Diana: 1d20 + 3 ⇒ (5) + 3 = 8
Initiative Edward: 1d20 + 2 ⇒ (5) + 2 = 7
Initiative Jaina: 1d20 + 2 ⇒ (9) + 2 = 11
-----------
Isaac Upper Hand: 1d20 + 13 + 3 ⇒ (11) + 13 + 3 = 27
Knuckles: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21
| Diana Seamyst |
We closed mighty fast there. Could Diana Cast Bless before we get this close?
Diana calls encouragement and instructions to her siege crew, calling to damage the sails and strafe the decks.
Profession Seige Engineer: 1d20 + 9 ⇒ (5) + 9 = 14
| Isaac Silvermane |
Isaac continues to sail forward, trying to psyche them out. He tries to pull off a fancy trick to get the enemy ship to lower their defenses.
Profession Sailor (Make Way): 1d20 + 13 ⇒ (10) + 13 = 23
Make Way for -4 on their AC and saves for 1 round.
| The Norv |
ROUND TWO!
Diana orders the crew to prepare to fire, and they swarm into position (although since you're pointed dead-on at the junk, only the foremost weapons can take clear aim) and begin to load. Isaac, with the help of Jaina and Arhiel (bot), startles the opposing captain with a head-on approach, causing him to swerve and expose his flank to even more fire! As the two ships close, siege weaponry hurtles through the air: although the catapult stone falls short, both ballista bolts smash into the foe's prow. Your own ship rocks, though, as they launch a catapult into your starboard side and a ballista bolt shreds into the sails! Isaac wrestles to keep the Shrike on course as the two ships streak toward each other.
The party's up!
Initiative
Party!<------
Foe Captain
Both Crews
Thresher: AC: 10, Touch: 2 | HP: 848 | Saves +10
Your Crew: Morale: 2 | Attack +20 | Defense 30
Their Crew: Morale: 2 | Attack +12 | Defense 22
Sailing Check vs. Maneuver, DC 27: 1d20 + 11 ⇒ (6) + 11 = 17
Fore Catapult, DC 15: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Fore Ballista: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12
Starboard Ballista: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Ballista Damage: 6d8 ⇒ (4, 3, 2, 5, 5, 7) = 26
----------------
Catapult, DC 15: 1d20 + 7 ⇒ (13) + 7 = 20
Ballista: 1d20 + 4 ⇒ (19) + 4 = 23
Confirm?: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 6d6 + 3d8 ⇒ (3, 2, 2, 5, 2, 5) + (2, 7, 2) = 30
--------------
Upper Hand Isaac: 1d20 + 16 ⇒ (1) + 16 = 17
Upper Hand Gripe: 1d20 + 12 ⇒ (13) + 12 = 25
| Diana Seamyst |
dont we have a ram...
Diana continues to guide and encouragement her siege crew, calling to damage the sails and strafe the decks. But she is a little distracted thinking about a likely boarding action.
Profession Seige Engineer: 1d20 + 9 ⇒ (2) + 9 = 11
| Arhiel |
how far away from the other ship are we? I'd like to use a close spell, but i'm unsure of the distance ... I'm assuming they are not 5' squares right now... 10'? 20'?
| Isaac Silvermane |
Isaac glares at the opposing ship. He continues to sail forward, trying to throw them off.
Move 30' forward and Make Way action for -4 on their AC and saves for 1 round.
Profession (sailor) (Make Way): 1d20 + 13 ⇒ (11) + 13 = 24
| Diana Seamyst |
As the ships close Diana. Beavers herself and calls for her men to do likewise.
| Arhiel |
Arhiel aims a magic missile at their captain and waits for the ships to close so she can use something more fun.
mm dmg: 3d4 + 3 ⇒ (2, 1, 2) + 3 = 8
| The Norv |
ROUND THREE
As Arhiel blasts the stout man on the junk's poop deck with her magic missiles, Diana directs the siege crews and Isaac drives the Shrike toward her prey with the help of Jaina (botting to aid Isaac). Edward casts a quick spell on Diana as the ships close...
The opposing captain can be heard cursing as he recovers from the missiles and is forced to maneuver his ship hastily out of the way. The two crews exchange missile fire. Too close to use the catapults now, your crew lets the enemy have it with their ballistae, but the captain of this ship (you're close enough to read its nameplate: the Thresher) drives it toward your starboard rail, knocking some of the ballistae askew. Three of the ballistae still strike home--one shearing through some sail--as two of the ballista bolts they launch crash into your hull. You hear a mate on the other ship screaming at the crew to grapple yours, but the few grapples that are thrown fall short--you may be able to take the initiative there!
Isaac has the upper hand again, which means he can shift the Shrike one square in any direction before taking his turn! Arhiel, remember that you're acting as first mate now, so it's on you to grapple if you guys want to. If you guys want to ram them, you can accomplish that with a hard-a-starboard maneuver on Isaac's part (both ships are moving 30'/round), and that will automatically "grapple" them to start the boarding action!
Initiative
Party!<-----
Foes
Both crews
Thresher: AC: 10, Touch: 2 | HP: 808 (Sails 320) | Saves +10
Your Crew: Morale: 2 | Attack +20 | Defense 30
Their Crew: Morale: 2 | Attack +12 | Defense 22
Plugg vs. I's Sailor, DC 26: 1d20 + 11 ⇒ (3) + 11 = 14
Plugg Make Way: 1d20 + 11 ⇒ (17) + 11 = 28 vs. Isaac: 1d20 + 13 ⇒ (13) + 13 = 26
Ballista 1: 1d20 + 4 - 4 ⇒ (3) + 4 - 4 = 3
Ballista 2: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11
Ballista 3: 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18
Ballista 4: 1d20 + 4 - 4 ⇒ (12) + 4 - 4 = 12
Damage: 9d8 ⇒ (5, 7, 1, 4, 6, 8, 4, 1, 4) = 40 x2
Thresher Ballista 1: 1d20 + 4 ⇒ (1) + 4 = 5
Thresher Ballista 2: 1d20 + 4 ⇒ (13) + 4 = 17
Thresher Ballista 3: 1d20 + 4 ⇒ (16) + 4 = 20
Thresher Ballista 4: 1d20 + 4 ⇒ (9) + 4 = 13
Thresher Ballista 5: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 6d8 ⇒ (8, 2, 8, 3, 5, 2) = 28 x2
Thresher Grapple: 1d20 + 16 ⇒ (10) + 16 = 26
Isaac UH: 1d20 + 16 ⇒ (13) + 16 = 29
Plugg UH: 1d20 + 12 ⇒ (1) + 12 = 13
| Isaac Silvermane |
I just moved the ship 30' forward.
Isaac smirks at the opposing captain having difficulty with maneuvering their ship. Seeing an opportunity, Isaac turns the wheel hard to starboard. "Hang on! I'm rammin' 'em!"
Hard to Starboard (Profession (sailor) DC 15): 1d20 + 13 ⇒ (19) + 13 = 32
| The Norv |
Herp. Didn't realize that the one post we had was the only thing that mattered...
ROUND THREE (cont'd)
As the Shrike sails up next to the other ship, Isaac spins the wheel hard-a-starboard, and your ram crashes into the Thresher's stern! With bloodthirsty cries, your crew attach grapples and leap into the fray as the ships come to a stop and fall into line next to each other once more.
As you prepare to board, and your crew engages the (much smaller) other crew, you spot the captain: an ugly plug of a man surrounded by three buccaneers, scowling on the poop deck of the junk.
We'll just go with the party up at the top of the round again.
Have at him!
Initiative
Party<-----
Captain and guards
Both crews
Combat Map (squares are 10' each)
Captain: HP: 71 | AC/T/FF: 19/12/17 | Fort +9 Ref +4 Will +1 (+2 vs. fear) | CMD: 23 (27 vs. bull rush; 25 vs. drag/overrun/reposition)
Guards: HP: 19 each | AC/T/FF: 16/13/13 | Fort +5 Ref +4 Will +0 (+1 vs. fear) | CMD: 17
Thresher: AC: 10, Touch: 2 | HP: 722 (Sails 320) | Saves +10
Your Crew: Morale: 2 | Attack +20 | Defense 30
Their Crew: Morale: 2 | Attack +12 | Defense 22
Ramming: 8d8 ⇒ (4, 5, 1, 6, 8, 8, 8, 3) = 43
| Diana Seamyst |
Posting from phone and cannot move my icon.
Diana advances and casts Giltterdust to catch all but green in a shower of golden particles. DC 16 will save to avoid blindness.