
![]() |

Liam 5-foot steps to flank with Rom on the target he's attacking.
Power Attack 1: 1d20 + 22 ⇒ (16) + 22 = 38
Damage: 1d8 + 18 ⇒ (8) + 18 = 26
Power Attack 2: 1d20 + 17 ⇒ (3) + 17 = 20
Damage if Hits: 1d8 + 18 ⇒ (1) + 18 = 19
Power Attack: 1d20 + 12 ⇒ (19) + 12 = 31
Crit Threat If evil Auto Confirms
If not evil
Confirm: 1d20 + 16 ⇒ (12) + 16 = 28
Damage
Damage: 1d8 + 18 ⇒ (7) + 18 = 25
If Confirms: 1d8 + 18 ⇒ (2) + 18 = 20
if we need miss chances, High Hits
1d100 ⇒ 62
1d100 ⇒ 82
1d100 ⇒ 40 of course on the crit haha.

Pirate GM |

"Stealthy champion of Lissala" (LE god) Alignment: Chaotic Neutral. I guess he's just going through a phase.
Liam throws 3 quick chops at the swordsman starting with a glancing blow, following with a miss and finally finding a chink in the man's armor and ending his life.
The sarcophagus continues to shake and glow. Knowledge Arcana or Spellcraft please.
The only foe currently visible is trapped in the air elemental but we are going to stay in initiative until at least the end of the round.
PS. If you end your turn in the mist, please make a will save.
Initiative:
Baltar
Malinor
Hugo
Fletch & Rom
Black Swordsman2
Hound3
Ezrek
Liam
Baltar, Malinor, Hugo, and Fletch & Rom are now up.

![]() |

Fletch takes up a position from which he can see the sarcophagus, but has some cover. He sends Romulus to go stand in the northern niche.
The instant Fletch sees something emerge from that sarcophagus, he is going to attempt to pincushion it.
"This looks bad," says Fletch. "Has he got any more magic-thingies we can destroy? And can someone heal my wolf?"

Pirate GM |

If/When something combaty emerges from the sarcophagus we will be rolling new initiatives.
Looking around, Fletch sees the pedestal next to the west wall contains about a dozen crystal shards, each with a different Thassilonian rune. You were told to find and break your token to go home.
The tall stone altar has what appears to be a book of prayers, some incense, various magical reagents. Additionally embedded into the altar's surface is a large flawless emerald.

![]() |

"Hugo, the Lash Mistress's servant. We need to eliminate him before we have larger problems on our hands."

![]() |

" Agreed Liam. If you are ready, I will have my wind servant release him. Also we should probably each take our shard before we touch the sarcophagus.. "
I healed the wolf some earlier...can do more once we finish this last foe.
On the word from Liam, that will be the trigger for Hugo to tell the elemental to release and attack the black swordsman.

Pirate GM |

I've been the Hound to track rounds. We are currently on round 3 of this combat. Don't forget that timers on whirlwind and buffs etc still tick down while delaying.
Initiative:
Hugo - Delay
Baltar - Delay
Malinor
Black Swordsman2
Hound3
Ezrek
Liam
Fletch - Ready to shoot
Romulus
Malinor is up.

![]() |

"Hugo, have the Elemental bring him to me and release him." Liam shouts.

Pirate GM |

I delayed people until beatdown o'clock, since it sounded like that's what was going on.
The blackswordsman slowly drinks his potion and seems slightly less wounded although the windy battering continues.
The slow moving twister moves over to Liam and drops the swordsman, who falls about 15 feet onto his blurry rump.
I centered the large air elemental on a square to represent the bottom of it's funnel.
1d20 ⇒ 4
2d8 + 3 ⇒ (7, 6) + 3 = 16
1d8 + 4 ⇒ (3) + 4 = 7
1d6 ⇒ 2
Initiative:
Hugo
Baltar
Malinor
Ezrek
Liam
Fletch
Romulus
Black Swordsman2 <slow/prone>
Hound4
Air Elemental <slow>
Hugo, Baltar, Malinor, Ezren, Liam, Fletch and Romulus are all up.

![]() |

Liam attacks with full force.
Normal Attack Bonus is 23, good hope +2, prayer +1, Prone +4, power attack -3
Power Attack, Prone+4: 1d20 + 27 ⇒ (6) + 27 = 33
Damage +17 with power attack, +2 Good Hope, +1 Prayer
Damage: 1d8 + 20 ⇒ (8) + 20 = 28
Attack 2
Attack 2: 1d20 + 22 ⇒ (5) + 22 = 27
Damage: 1d8 + 20 ⇒ (4) + 20 = 24
Attack 3
Attack 3: 1d20 + 17 ⇒ (17) + 17 = 34
Damage: 1d8 + 20 ⇒ (2) + 20 = 22
Confirm: 1d20 + 21 ⇒ (1) + 21 = 22 1 is not an auto-fail on confirms so if 22 hits
Damage Crit: 1d8 + 20 ⇒ (3) + 20 = 23
Total Damage if all attacks hit.
28+24+22=74 without Critical
74+23=97 with Critical.

Pirate GM |

This one unfortunately is blurry and Liam's first blow misses but the other 2 connect.
To find out if it's a critical hit, you immediately make an attempt to "confirm" the critical hit—another attack roll with all the same modifiers as the attack roll you just made. If the confirmation roll also results in a hit against the target's AC, your original hit is a critical hit.
A natural 1 (the d20 comes up 1) on an attack roll is always a miss.
A confirmation roll is an attack roll, meaning a natural 1 does not result in a hit.
I didn't see anything in the FAQ and don't feel 100% confident, so am happy to entertain links etc to why it does confirm.
1d100 ⇒ 92
1d100 ⇒ 95
Initiative:
Hugo
Baltar
Malinor
Ezrek
Fletch
Romulus
Black Swordsman2 <slow/prone>
Hound4
Air Elemental <slow>
Liam
Hugo, Baltar, Malinor, Ezren, Fletch and Romulus are all up.

![]() |

This one unfortunately is blurry and Liam's first blow misses but the other 2 connect.
** spoiler omitted **
I think you're right. Wow, I'm sorry I've been such a goof on the rules. I play in Chicago with the old Venture Captain, and he always let us confirm on 1's if our Attack roll was high enough. But I scanned the rules forums and I can't find anywhere where that is a real rule. I
I defer to you and am going to get a free beer for pointing out a rules misinterpretation to my former VC haha!

![]() |

Can I see him from where I am standing? If I can I shoot him a bunch. If I cannot then I will move myself to where I can see him and only use the first roll for one attack. Multishot, Rapid Shot, Cluster Shot, Deadly Aim, Point Blank Shot.
Multishot: 1d20 + 18 ⇒ (9) + 18 = 271d8 + 16 ⇒ (4) + 16 = 202d6 + 2 ⇒ (3, 3) + 2 = 8 +2 to hit if he is human and add the extra damage dice.
Rapid Shot: 1d20 + 18 ⇒ (2) + 18 = 201d8 + 16 ⇒ (4) + 16 = 202d6 + 2 ⇒ (3, 1) + 2 = 6 +2 to hit if he is human and add the extra damage dice.
Secondary Shot: 1d20 + 13 ⇒ (1) + 13 = 141d8 + 16 ⇒ (7) + 16 = 232d6 + 2 ⇒ (4, 1) + 2 = 7 +2 to hit if he is human and add the extra damage dice.

Pirate GM |

I'm going to say prone and behind the tall stone altar gives him total cover.
Malinor moves around, unleashes an arrow and sees it miss because of blur.
Initiative:
Hugo
Baltar
Ezrek
Fletch
Romulus
Black Swordsman2 <slow/prone>
Hound4
Air Elemental <slow>
Liam
Malinor
Hugo, Baltar, Ezrek, Fletch & Romulus are up.

![]() |

Hugo will have the elemental full attack the warrior as well. Hugo give it an inspiring word.
slam: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20 damage : 1d8 + 4 ⇒ (6) + 4 = 10
slam: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23 damage : 1d8 + 4 ⇒ (8) + 4 = 12
Add 2 if flanking

![]() |

That is fine...we can keep the rolls if the black garbed swordsman is still around..

![]() |

"Fletch have Rom put this guy down and then let's take out that emerald, we may yet stop the Runelord from Rising!"

![]() |

Fletch looks up, confused for a moment, then smiles. "Oh, okay," he says. "Romulus, kill! he says, pointing at the enemy. The big dire wolf rushes forward, snapping its jaws. Meanwhile, Fletch draws his greatsword with a single flick of his wrist and slams it down on the emerald.
Romulus is Squeezing (-4 attack, -4 AC)
Romulus's bite w/flank, squeezing & Power Attack: 1d20 + 12 + 2 - 2 - 4 ⇒ (20) + 12 + 2 - 2 - 4 = 28
Bite damage: 1d8 + 10 + 4 ⇒ (2) + 10 + 4 = 16
Romulus's automatic trip attack w/flank, squeezing & Power Attack: 1d20 + 14 + 2 - 2 - 4 ⇒ (4) + 14 + 2 - 2 - 4 = 14
Greatsword damage to Emerald, with Power Attack: 2d6 + 13 ⇒ (4, 2) + 13 = 19

Pirate GM |

ROM confirm: 1d20 + 8 ⇒ (7) + 8 = 15
Blur 1d100 ⇒ 93
Rom's bite is enough to drop the swordsman, who now lays bleeding.
The emerald resists Fletch's blow and comes away with not a scratch, Fletch's great sword being just ever so duller as a result.
let's finish up this round.
Baltar and Ezrek are up.
posting from tablet while waiting for my first slot. Whee...

![]() |

Is there a check we can make to figure out how to destroy the emerald?
Spellcraft: 1d20 + 15 ⇒ (2) + 15 = 17
KN: arcana: 1d20 + 10 ⇒ (4) + 10 = 14
Appraise: 1d20 + 8 ⇒ (5) + 8 = 13

![]() |

Hugo does indeed have an adamantine axe but if those chops did not even scratch the gem, then the axe probably will not either. But you are welcome to try. What about sticking it in a haversack?
"Maybe it is involved in this ritual. We may need to remove it from this place if we cannot destroy it. However that coffin is probably going to be an issue soon. "
Hugo will start with his listed.preps unless there are other suggested actions.
The elemental had 10 rounds starting from round 2 of combat. What round are we in when the black sword fell?.

![]() |

Hugo - You're right. If Fletch didn't scratch it, that Emerald has a hardness of at least 20, meaning that adamantine weapons will do no good. They only ignore hardness less than 20. Does anyone have a sonic attack?

Pirate GM |

End of round 4, your next actions will be your 5th.
Baltar examines the flawless emerald, and determines that while not magical itself, it is an important ritual component.
Round 5: Everybody is up. (Time is precious so I will leave us in rounds at the moment, although there are currently no foes. If/when a new encounter happens, initiative will be rolled again.)
time for me to go collect some delicious player tears in Bone keep.

![]() |

Hugo casts death ward on himself and takes a pair of scrolls from his haversack...sound burst and silence.
In Auran "Elemental...stand ready to grab anything that comes out of the coffin ."
"Shy of teleporting the gem away or to another plane, I am uncertain we can affect it. Maybe a force sphere or similar? ."

![]() |

I am afraid I have nothing that would have an effect.
Exrek begins preparing his extracts and mutagen.
I have an extra haste extract that someone could use and if I take the time to recharge my shield extracts, I would have an extra two of those as well.

![]() |

"Haste sounds good," says Fletch to Ezrek. "I'll take it. Good luck, everyone."
Though temporarily stupid, Fletch is nonetheless wise, and knows that some may die in the next few seconds.

Pirate GM |

I have returned from Gamehole Con! Thank you everybody for your patience. I did TPK my Waking Rune table there, so hopefully for you guys I've got it out of my system for awhile.
Ezrek:Examining the Emerald with the ammount of detail I gave took a stand action but here's what a brief glimpse of what looks interesting in the gear of the fallen..
Obvious items of likely value on the Lashmistress:
Fancy Whip
Light steel shield in the shape of a sihedron
Ironwood amulet on a chain of brambles
Green cloak
Crystal headband
Diamond studded gold ring
Sapphire encrusted silver ring
No Items on the Naga
The swordsmen are well equipped with nice chain shirts and greatswords along with matching bramble amulets. They also have brass rings and dramatic black cloaks along with 20 normal arrows each.
Round 5:
Hugo casts Death Ward Can only draw one of the scrolls. Let me know if you're prefer to have silence or sound burst out.
Malinor moves back and shuffles bows.
Fletch takes and drinks the haste extract.
Baltar, Liam & Ezrek are up.

![]() |

Hugo would draw the silence scroll

Pirate GM |

Ezrek drinks his Mutagen.
Baltar and Liam are up.
Malinor - Prot Evil
Ezrek - False Life, Barkskin, Mutagen
Hugo - Circle of Prot: Evil, FoM, Delay Poison, Death Ward
Fletch - Gravity Bow, Cat's Grace, Prot Evil, Haste
Liam - Good Hope, Delay Poison, Bless Weapon, Prot Evil
Let me know if I've got anything wrong.