| Jrahk Lacertus |
Yeah let's do that
| Rynjin |
| Jrahk Lacertus |
Alright, we need extra guys to man the guns, so have Nute go out and recruit some more crew. We'll choose our weapons based on how many we get, and how much it would cost to train them.
Oh, and let's get the ship repaired while we're here.
| Cyrdic Forthill |
Yeah, didn't you say something about having Rosie or Lucy be the main gunner leader? We should do that.
| Jrahk Lacertus |
Which one has the higher wisdom?
| Jrahk Lacertus |
Well answer my question then, dagnabbit! That's what I was waiting for!
F*&* it, Lucy's our siege engineer.
And we'll buy two light ballistae and train two dudes to use 'em
| Party Fund |
Rosie would be easier to change, really, and it fits her personality better. Plus Lucy IIRC has a Wis penalty from race.
The crew outfits the Fat Dragon with two light ballistae and train some crew to use them, putting Rosie and/or Lucretia in charge of their gunner crews.
I'll get a character sheet up for whichever you decide to make Gunner.
| Jrahk Lacertus |
Ok fine, Rosie.
| Jrahk Lacertus |
First let's get the hull patched up, and then go test out our new toys on a ship!
| Rynjin |
The sad part is I was expecting you guys to kick his ass and I was going to use that encounter to level you but c'est la vie.
Also if you want to avoid him it might not be a great idea to stick around Bloodcove aka Pirate Central for very long
| Jrahk Lacertus |
YEEEEEEEEEEEEEEAH
| Party Fund |
Alrighty then, done failing to get people to fail saves in my WotW campaign and ready to take it out on you guys, let's-a go!
1d3 ⇒ 1
It doesn't take the crew long to find the Devil's Pallor again, limping home after being scarred with fire, though the sails seemed to have been patched quite expertly.
Ship Initiatives: 2d20 ⇒ (5, 2) = 7
The Pallor, in fact, spots the Fat Dragon long before you spot them, and angles toward you, coming up with more speed than you'd hoped they'd be able to get up to.
It appears they mean to ram you.
Combat starts at about 200 feet out. 2 rounds of naval combat ensue before the Pallor will ram with you and attempt a Grapple.
Pallor, rounds 1 and 2:
6d20 ⇒ (1, 9, 7, 19, 18, 6) = 60
Crit Confirm: 1d20 ⇒ 3
Confirmed!
I'm ruling that this overcomes the usual rules for objects not being subject to crits, since weapons like these are specifically meant to damage structures and ships especially. Not sure if it's RAW, since I'm not looking at the naval combat rules ATM. Tell me if you object, but keep in mind it works in your favor as well.
12d8 + 12d6 ⇒ (3, 7, 1, 7, 6, 8, 4, 5, 2, 7, 4, 5) + (6, 4, 2, 3, 3, 3, 4, 2, 2, 6, 4, 4) = 102
The unarmored sailing ship is rocked as the Devil's Pallor fires its ballistae and catapult at you, with nearly unerring accuracy!
Fat Dragon, rounds 1 and 2:
4d20 ⇒ (11, 4, 7, 13) = 35
6d8 ⇒ (2, 8, 1, 3, 3, 2) = 19
Rosie, picking up on the Gunner role easily, manages to aim two shots well to hit the heavily armored warship. Your crew is crestfallen, however, as two of the bolts simply hit the warship's armored hull and bounce off.
Ramming Speed!: 1d20 + 18 ⇒ (20) + 18 = 38
Ramming Speed Confirm!: 1d20 + 18 ⇒ (13) + 18 = 31
Confirmed! Really need to try and shore the AC on your ship (which is 2...), hint hint.
20d8 ⇒ (2, 2, 8, 2, 7, 1, 5, 4, 3, 3, 1, 5, 6, 1, 6, 5, 8, 2, 3, 5) = 79
The Fat Dragon is slammed, most of its railing on one side being torn off, and both ships dropped to a standstill!
No need for grapples now, the ships grind together and you begin being boarded!
Gortus and his two remaining minions jump on board, the rest of his crew engaging yours. You notice out of the corner of your eye Rosie's eyes light up as her Blunderbuss blasts one of their crewmen into a fine paste.
Individual Initiative now.
| TheGuyKnownAsAce |
"G#&-d&$mit, Do we really have to fight those bastards again this fast?"
init: 1d20 + 4 ⇒ (4) + 4 = 8
RNG does not seem happy with us either
Ace starts off with a spray of color to try ant take out the minions
| Cyrdic Forthill |
Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Cyrdic stands to the back, his soulbolt flickering to life around his wrists. Taking a deep breath, he draws a bead on Gortus. "Right then...let's see what we can do after all this training."
Forget what I said before about manifesting as a swift action, can't spend more PP on a single power than your manifester level. Oopsie. Also crap.
| Slickjaw |
huge for jrahk and dex + alter self (kobolt) + blur for slick
Initiative: 1d20 + 8 ⇒ (10) + 8 = 18
"Jrahk. Kill his minions. Ace, Cyrdic - we're going after Gortus."
Does Cyrdic have enough range to have gotten in a shot or two before the fight?
| Cyrdic Forthill |
I have a 110 ft range increment, but I also want to do Offensive Prescience and Force Screen on myself immediately before they board-+2 attack damage and +4 AC.
| Jrahk Lacertus |
Initiative: 1d20 + 1 ⇒ (1) + 1 = 2
haha
Jrahk slices up one of the minions.
Rage power large
1d20 + 10 ⇒ (11) + 10 = 21
2d6 + 18 ⇒ (2, 5) + 18 = 25
| Jrahk Lacertus |
Ooh, sweet. I'll do that if possible.
Bite: 1d20 + 5 ⇒ (1) + 5 = 6
1d6 + 8 ⇒ (2) + 8 = 10
lolnope
| Rynjin |
Placed you all within 5 ft. step range of each other, since that seems to be what you wanted.
1d20 + 4 ⇒ (17) + 4 = 21
3d20 ⇒ (11, 7, 3) = 21
Gortus
Slick
Cyrdic
Scythe Minion
Longsword Minion
Ace
Greatsword Minion
Jrahk
Gortus is up first. Everyone's Flatfooted. Fun times, yep.
"Back for more, eh boy?" he says, addressing Cyrdic "I'll give ye this, ye've got stones, if not a lot of sense. I've got a few openings on me crew after yer boys slaughtered those limp dicked scallywags I picked up a while back. Interested?" he gives you a gap toothed smile.
The offer is actually genuine. He could use skilled fighters on his crew.
You can parley a bit if you please, or he can get right to the ass-whoopin'. Consider combat "suspended" while you talk.
| Rynjin |
He thinks for a little bit.
"Officer shares, you're all at least good enough for that. That's a 5% cut each. The rest o' yer crew would get regular shares. Doesn't sound like a lot but we do good business. On average ye'd each be gettin' 100 gold a ship. I'll see about doubling that if ye prove yerselves superior to the officers I already got."
This "average" (per ship ransacked) is 2 Plunder from the ship they sacked earlier. It's not a full load.
Just to be clear, are you actually considering this, or is it a clever ruse?
| Jrahk Lacertus |
Sense motive: 1d20 + 2 ⇒ (17) + 2 = 19
Subtle cues in Jrahk's body language, such as his menacing growl and bared fangs, indicate that he is not interested in Gortus' offer.
| Cyrdic Forthill |
Cyrdic steps back a bit and glances at his soulbolt launcher momentarily.
"You know, we tried doing the whole crewmember thing a while back-first with Harrigan, then Plugg. And well...let's just say there's a reason we own this ship now and Plugg doesn't have a throat anymore. The four of us especially aren't all that good at taking orders. Think we might have to decline your oh-so-generous offer. After all...your ship's got way more loot than 100 gold apiece right now."
Just taking a step back, if/when Gortus comes at me it'll set up the flank for Slick.
| Slickjaw |
Bluff: 1d20 + 8 ⇒ (18) + 8 = 26
"Damn, I'm thirsty. Cyrdic, think this through."
Slickjaw pulls out a flask and goes as if to drink it - immediately before hurling it a captain Gortus.
Alchemist's Fire.
1d20 + 11 ⇒ (19) + 11 = 30
1d6 + 3 ⇒ (6) + 3 = 9
Everyone in splash - so one guy - takes 4 damage. Gortus must make a reflex save (DC 15) as a full-round-action next round to avoid taking another 1d6+3.
Let's rumble.
"KILL 'EM!"
| Cyrdic Forthill |
Cyrdic opens up on Gortus, sending two bolts of energy screaming towards him.
Attack 1: 1d20 + 8 ⇒ (10) + 8 = 18
Damage 1: 1d8 + 5 ⇒ (2) + 5 = 7
Attack 2: 1d20 + 8 ⇒ (13) + 8 = 21
Damage 2: 1d8 + 5 ⇒ (5) + 5 = 10
| Rynjin |
Yeah, unfortunately Cyrdic declined (and Jrahk snarled) before you got a chance to act. Gortus only gave you one shot here, he's just as on guard as you are if not more so. I will be nice and say you're no longer Flatfooted though, since everyone "acted" in the "Conversation Round".
"Sorry to hear that. I'll try to make yer death quick then." and with that, he moves in on Captain Forthill, swinging his sword and shield at Cyrdic in a flurry with a roar.
Combat resumes, top of the round with Gortus.
Sword: 1d20 + 10 ⇒ (20) + 10 = 30
Shield: 1d20 + 12 ⇒ (6) + 12 = 18
Confirm: 1d20 + 10 ⇒ (12) + 10 = 22
Hoo boy
Damage: 3d8 + 33 ⇒ (2, 4, 8) + 33 = 47
Gortus drops Cyrdic in a spray of blood, surprising the newly minted archer before he has a chance to back up to firing range.
GG Falcata crits own everything 5evr. On the plus side, no Flatfooted means the Shield missed and you didn't get Sneak Attacked so you're just at -7 instead of "OMG so dead I mean wow".
Slick, if you throw that flask you'll catch Cyrdic in the splash. Go ahead Y/N?
| Jrahk Lacertus |
Report Gortus for loaded RNG algorithms
| Slickjaw |
Belay that.
Slickjaw closes with and promptly stabs Gortus instead.
1d20 + 12 ⇒ (19) + 12 = 31 threat
1d20 + 12 ⇒ (15) + 12 = 27 confirm
2d3 + 18 ⇒ (3, 1) + 18 = 22
Ace, close and deliver a shocking grasp spell combat. Flank with me - I need to be dealing sneak attack damage up in this hizzizzle.
| Jrahk Lacertus |
"JRAHK WILL SWALLOW YOU WHOLE!!!"
Jrahk steps towards Gortus and does his thing.
Rage power large non-fat mocha no whip
Falchion: 1d20 + 10 ⇒ (17) + 10 = 27
2d6 + 18 ⇒ (4, 1) + 18 = 23
Bite: 1d20 + 5 ⇒ (18) + 5 = 23
1d6 + 8 ⇒ (1) + 8 = 9
| Rynjin |
Slick stabs Gortus in a vital spot and twists, really getting his dagger into the fleshy bits. Gortus howls in pain and rage.
"You're next." he promises.
One of Gortus' minions starts making his way around the battlefield, hoping to flank with his captain.
Provoking from Ace in the process...
1d20 + 8 ⇒ (3) + 8 = 11
Who misses.
Ace's nemesis, the man with the Longsword, moves in on him and swings.
1d20 + 7 ⇒ (14) + 7 = 21
1d8 + 7 ⇒ (5) + 7 = 12
Ace takes 12 damage. If you aim your Color Spray at Gortus and the othe rminion now, you'll need to cast defensively and would catch Slick and Ace in its area. Change action?
Jrahk swings at the Greatsword minion, who still seems a bit injured from the last fight. The man drops like a sack of potatoes from Jrahk's mighty blow.
Ace's action confirmation, then back to round start.
| TheGuyKnownAsAce |
How would I catch myself?
"YOU!!!!!!!! YOU ARE GOING DOWN, YOU SON OF A B#&@*!" Ace screeches as he recognized the man who nearly killed him earlier.
Ace wastes no time slicing the guy, and electrocuting him in the process.
atk1: 1d20 + 6 ⇒ (17) + 6 = 23
dmg1: 1d6 + 5 ⇒ (6) + 5 = 11
atk2: 1d20 + 6 ⇒ (19) + 6 = 25
dmg2: 1d6 + 5 ⇒ (1) + 5 = 6
electric: 4d6 ⇒ (1, 6, 6, 1) = 14
crits: 1d20 + 6 ⇒ (6) + 6 = 12
bah
| Rynjin |
Actually, crit confirmed on this guy. I was mistaken when I said they were wearing Breastplates earlier (not that it mattered, since you always rolled well to hit THEM). You're forgetting the +3 to attack someone wearing or holding metal. So a 15 just barely squeaks in on that Armored Coat and low Dex.
4d6 ⇒ (3, 4, 3, 2) = 12
Ace electrocutes the man, and he writhes and shakes as he drops to the floor, slightly smoking.
Though you had almost killed him already, he was at 1 HP without the confirm.
Gortus cracks his neck and unleashes the fury on Slick.
1d20 + 10 ⇒ (18) + 10 = 28
1d20 + 12 ⇒ (11) + 12 = 23
Confirm: 1d20 + 10 ⇒ (17) + 10 = 27
Well s&@@.
3d8 + 33 + 2d6 ⇒ (7, 5, 4) + 33 + (3, 5) = 57
And there's Slick, at...-24...
Gortus rears back and swings his mighty Falcata at Slick's slender neck, driving the sword right through it and beheading the little goblin.
Slick's shocked face is obvious as the head hits the deck and bounces once, twice, before coming to a halt.
"WHO'S NEXT!?!" he shouts triumphantly.
Not done, Gortus quickly steps over and slams Jrahk with his shield.
1d4 + 11 ⇒ (4) + 11 = 15
Bull Rush: 1d20 + 12 ⇒ (4) + 12 = 16
Well, that failed at least. Jrahk, take 15 damage.
The Scythe minion moves around Jrahk and swings at him.
He provokes from you Jrahk.
1d20 + 10 ⇒ (4) + 10 = 14
Miss.
1d20 + 7 ⇒ (8) + 7 = 15
But also miss!
Ace you're up.
Jrahk scores two massive hits on Gortus. The powerfully built Hobgoblin staggers, bleeding profusely, but stays on his feet and promises death to the Barbarian.
"I'LL GO FOR THREE!"
If Ace deals any kind of damage to Gortus he's probably going down.
| Cyrdic Forthill |
Cyrdic has just enough time to think Oh bugger, not again...before Gortus slams him into darkness.
Stabilize check: 1d20 + 2 ⇒ (6) + 2 = 8
Welp.
| TheGuyKnownAsAce |
Ace fires 2 beams of scorching rays at the baddies, 1 at the captain, 1 at the minion
capt: 4d6 ⇒ (5, 3, 2, 4) = 14
minion: 4d6 ⇒ (1, 3, 6, 6) = 16
yiss.
| TheGuyKnownAsAce |
oops, my bad
If that is the case, Ill just melee the captain first
atk: 1d20 + 6 ⇒ (8) + 6 = 14
dmg1: 1d6 + 5 ⇒ (1) + 5 = 6
If he can, he goes after the other man.
atk2: 1d20 + 6 ⇒ (12) + 6 = 18
dmg2: 1d6 + 5 ⇒ (5) + 5 = 10
If ace misses the captain the first time, he attacks the captain again.