Johnny Brom
|
Jale watches Juno go crazy stealing everything on the guards' bodies. "Uh... uh... Can we leave them their pants? I think they'll need those." Desperately wanting to avoid possible retaliation, he goes back to the rudder and prepares the ship to leave.
| GM Rinaldo |
I haven't heard any final consensus - are you leaving them looted but alive and moving on, or are you going to try to interrogate anyone?
Sadaf Kargar
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Majority is for looting and leaving them.
Brakkik
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Brakkik happily pulls at the winch, trying to lower the chain so the boat can pass once Juno finishes stripping her opponents.
Zelrora Emeraldsky
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"Unless any of you would like to speak with them, I think we should get a move on as time is still flowing like this river." Zelrora will do her best to assist anyone who needs it. She will also document everything that happened on her parchment.
| GM Rinaldo |
You leave the inspector and his guards to their fates, and continue on your journey.
Four days after crossing the border, the river enters a narrow sandstone canyon. Cliffs rise up on either side and the river narrows down so that you have just enough room to continue. The sickening stench of death and decay wafts to you, and half-eaten fish and bloody humanoid bones are visible along the few feet of shore, attracting clouds of buzzing black flies. Banyan trees grow along the top of the ridge, their thick, leathery roots partially concealing a network of holes and tunnels riddling the face of either cliff.
As you float down the canyon, several dozen small goblinoid creatures emerge from the caves up on the cliff face and begin jabbering in Goblin. At first, it appears they are content to shout and wave their fishing spears at you, but suddenly a small group who appear to have been fishing from a low outcropping get up their courage, shriek a challenge in their language, and leap down onto the deck.
The canyon here is narrow enough that there is no map other than the deck of the ship. One person each round must delay to initiative 0 and make the check to steer the ship clear of hazards. I will randomly assign who is on the rudder when this occurs:
Juno,Zelrora,Sadaf,Jale,Gronkh,Brakkik: 1d6 ⇒ 3 Sadaf!
The creatures drop randomly onto the deck, so I will roll to see which of you each one is landing near:
Red (Juno,Zelrora,Sadaf,Jale,Gronkh,Brakkik): 1d6 ⇒ 1
Blue (Juno,Zelrora,Sadaf,Jale,Gronkh,Brakkik): 1d6 ⇒ 3
Sadaf: 1d20 + 2 ⇒ (17) + 2 = 19
Danduun: 1d20 + 3 ⇒ (13) + 3 = 16
Johnny: 1d20 + 4 ⇒ (1) + 4 = 5
Juno: 1d20 + 0 ⇒ (13) + 0 = 13
Zelrora: 1d20 + 1 ⇒ (1) + 1 = 2
Gronkh: 1d20 + 4 ⇒ (17) + 4 = 21
Brakkik: 1d20 + 5 ⇒ (6) + 5 = 11
Red: 1d20 + 3 ⇒ (13) + 3 = 16
Blue: 1d20 + 3 ⇒ (9) + 3 = 12
Gronkh
Sadaf
Danduun
------
Red
------
Juno
------
Blue
------
Brakkik
Johnny
Zelrora
Gronkh, Sadaf, and Danduun are up!
Johnny Brom
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Free action to yell, before my initiative.
The wayang looks up in fear as the goblins land on the ship. He tentatively cries out in their harsh tongue.
"You better run! We've got a horse on this boat! A big scary horse!"
Then he turns to Sadaf and nods. "I'll relieve you!"
| GM Rinaldo |
Free action to yell, before my initiative.
Even though it's not your turn, that was so brilliant I'm going to give you an Intimidate check. :-)
Sadaf Kargar
|
Sadaf continues to steer the boat but orders Danduun to attack!
Steering ship , wisdom check : 1d20 + 5 ⇒ (14) + 5 = 19
| Danduun |
Danduun makes a small step and viciously attacks the goblin in blue.
Bite: 1d20 + 3 ⇒ (2) + 3 = 5
Bite damage : 1d6 ⇒ 1
Talon 1 : 1d20 + 3 ⇒ (8) + 3 = 11
Talon damage : 1d6 ⇒ 4
Talon 2 : 1d20 + 3 ⇒ (5) + 3 = 8
Talon damage : 1d6 ⇒ 3
Johnny Brom
|
Ha, thanks! I knew that Goblin was going to come in handy eventually! I try to take it on all of my characters.
Jale puffs out his cheeks as he says it, trying to summon some courage.
intimidate: 1d20 + 2 ⇒ (17) + 2 = 19
| GM Rinaldo |
Sadaf continues to steer the boat but orders Danduun to attack!
[Dice= Steering ship , wisdom check ]d20+ 5
That happens at the end of the round, on Initiative zero. Since Jale said he was coming to take the helm, I will allow you to retcon that into a Delay until he gets there, then you can take your full round.
- - -
Danduun makes a small step and viciously attacks the goblin in blue.
Um, not so much with those rolls. ;-)
- - -
Jale puffs out his cheeks as he says it, trying to summon some courage.
Both goblins freeze as Jale calls out to them in their language. They yell at each other, "Коњите? Вие не рекоа дека имале коњи!"
Danduun snaps and bites at one of them, but even with Jale's distraction, he is unable to grab hold.
Gronkh is up!
Sadaf Kargar
|
”Jale, you take care of the goblins! I have the helm!“
Gronkh Maha
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Gronkh hustles down the stairs, drawing his falchion as he does, and whacks at Red.
Falchion, flank: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
dmg: 2d4 + 6 ⇒ (2, 2) + 6 = 10
CRIT CONFIRM Falchion, flank: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
EXTRA CRIT dmg: 2d4 + 6 ⇒ (2, 3) + 6 = 11
| GM Rinaldo |
Gronk comes down the stairs and with a single blow from his falchion he fells the first of the goblins.
With Red out, we move on to Juno!
Juno Berik
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Juno raise her axe high and chops the little hairy goblin's head off. Confident she's ended the threat posed by the dead totally still breathing goblin she stalks off across the deck towards the other enemy.
| GM Rinaldo |
Juno, was that an actual attack action to do more damage to the downed goblin, or just descriptive fluff?
Spear: 1d20 + 2 ⇒ (12) + 2 = 14
Despite the quick defeat of his companion, the remaining goblin hisses in defiance and jabs at Sadaf, though not effectively.
Brakkik, Jale, and Zelrora are up! Sadaf indicated he is remaining at the rudder, so after everyone else posts, I will use his previous roll for handling the ship.
Juno Berik
|
I thought he was dead already so I didn't bother rolling it out, which would make it descriptive fluff. But if he was still breathing yes, I can roll it.
Attack: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Slashing Damage: 1d10 + 3 ⇒ (2) + 3 = 5
| GM Rinaldo |
| 1 person marked this as a favorite. |
It was unconscious but not necessarily dead. Additional damage has been applied. ;-)
Johnny Brom
|
| 1 person marked this as a favorite. |
Jale whispers to himself, shivering as his face tightens.
He shakes his white hair free of the leather band which bound it, allowing his Dark Half to overtake him. 5 rounds remaining. He runs up the stairs and around Juno, not caring at all about the blood still dripping from her blade. He steps forward, head held high, and stares deep into the goblin's eyes. "I told you there'd be horses..."
Mind Thrust I Damage, Will Save, DC 17, for half: 2d6 ⇒ (4, 4) = 8
Brakkik
|
Brakkik watches the cliffs, ready to toss a bomb at any goblins who look like they're thinking to jump onto the ship as well.
Bonus points if it catches them midair!
Gronkh Maha
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After Juno clobbers the flattened goblin that Gronkh also flattened, Gronkh growls, "... And stay down!"
| GM Rinaldo |
Will (shaken): 1d20 - 2 ⇒ (12) - 2 = 10
The goblin, already rattled by Jale's mention of a horse, looks around in terror as he feels the oppression of something dark pressing in on his mind.
The rapid motion on the deck makes controlling the rudder difficult, and Sadaf loses his grip momentarily, making the deck shaky for everyone.
Choppy Waters: All creatures suffer –1 to all attack rolls and skill checks for one round.
Danduun, Gronkh, and Juno are up!
| Danduun |
Danduun is now inspired and attacks the goblin in blue.
Bite: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
Bite damage : 1d6 + 1 ⇒ (5) + 1 = 6
Talon 1 : 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
Talon damage : 1d6 + 1 ⇒ (6) + 1 = 7
Talon 2 : 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
Talon damage : 1d6 + 1 ⇒ (6) + 1 = 7
Juno Berik
|
Juno stomps forward and swings her axe at the remaining enemy.
Attack: 1d20 + 6 + 1 - 1 - 1 ⇒ (4) + 6 + 1 - 1 - 1 = 9
Slashing Damage: 1d10 + 3 + 3 + 1 ⇒ (9) + 3 + 3 + 1 = 16
"Blasted boat!" she complains as she misses.
| GM Rinaldo |
Danduun tears the remaining goblin to pieces, somehow managing to look smug as he pulls it away from Juno's axe swing.
END OF COMBAT
As you very efficiently dispatch the two goblins that leapt onto your deck, the rest suddenly get very quiet, and retreat into their caves, leaving you to continue down the river in peace.
- - - -
After another day of sailing, the Tuunma river finally empties out ito the Sea of Eels, a wide, calm body of water. Following the instruction given you in Goka, you raise the sails and catch the wind for the final leg of the journey. The sea is empty as far as the eye can see, save for a few glints in the far distance that might be sails or could just be reflections off of the water.
You will need at least two full days if you sail through the night, or 3-4 if you only sail in daylight. Now that you are on open water, I need you to decide whether you will sail through the night, or drop anchor when the light gets too dim for the non-darkvision enabled. Once you decide that, you then need to give me a "watch list" of who is on deck and who is at the rudder during each "shift".
Sadaf Kargar
|
I would suggest we sail through the night and Sadaf as well as Juno could take parts of the night shift with their Darkvision. The rest takes the day shift. The GM could roll 1/2 to see who is affected in the night and 1-3 or 4 to see who is affected during the day.
Brakkik
|
Brakkik raises his hand as the group discusses. "I can shee in rah dark too!" he says excitedly.
Given the option, Brakkik would prefer the last shift before morning.
Johnny Brom
|
Ha, I can also see in the dark! With a Knowledge score of +9, I'd be happy to take more than my fair share of the rudder shifts. Perhaps in Juno's place?
Jale calms down quickly after the fight, looking at the blood on his clothes in horror. Did I do that? Did Juno? Oh, those goblins were so frightening! It's a miracle we made it out!
He nods and agrees with the rest. "Speed is key. I would be happy to help steer in the night, I do not mind missing the sleep. And... I am comfortable in the dark." He shrinks into himself, uncomfortable with speaking his mind.
Juno Berik
|
"Oi! That was my kill!" Juno growls at the dinosaur. Then she scowls at Sadaf. "Your pet's getting in my way! He's lucky I didn't lop his head right off!" she shakes her head and mutters some more, clearly blaming the dino for her miss.
When they're planning shifts, Juno rolls her eyes. "Yeah, yeah. Plenty of us got eyes. I'll take mid-day. I need my beauty sleep. You fools can argue over night-time shifts."
Sounds like night is Sadaf, then Johnny, then Brakkik. And day will be someone, then Juno, then someone.
Sadaf Kargar
|
"Oi! That was my kill!" Juno growls at the dinosaur. Then she scowls at Sadaf. "Your pet's getting in my way! He's lucky I didn't lop his head right off!" she shakes her head and mutters some more, clearly blaming the dino for her miss.
When they're planning shifts, Juno rolls her eyes. "Yeah, yeah. Plenty of us got eyes. I'll take mid-day. I need my beauty sleep. You fools can argue over night-time shifts."
Sounds like night is Sadaf, then Johnny, then Brakkik. And day will be someone, then Juno, then someone.
Sadaf just rolls his eyes.
"You are not serious, right? Be happy we were so lucky and Chaldira aided to us to win the battle!"
Juno Berik
|
"Not serious?! He jumped right in the way of my axe! Had to swerve to avoid him!" she shakes her head again.
| GM Rinaldo |
OK, I'm going with:
Day: Zelrora, Juno, Gronkh
Night: Sadaf, Jale, Brakkik
As dawn breaks on the second day, the early light reveals a ship has approached in the night, and now stands some six hundred feet away. Its banner bears a single upthrust spear, and its golden sails sparkle in the morning sun.
This ship is clearly on an intercept course. At your current relative speeds, you believe you have about 30 seconds (5-6 rounds) before the ship reaches you. Ranged attacks will obviously be possible before that, depending on the attack.
Brakkik and Zelrora are on deck, it being just about time for Zelrora to relieve Brakkik at the helm. Everyone else is below deck, either sleeping or resting. For simplicity, I will say that Zelrora and Brakkik have one round to themselves, during which time they can shout for the others. Everyone else can come in on round 2.
The sea is calm and the winds are light; the rudder can be locked in place and no checks are needed to drive the ship unless a boarder comes and tries to take control.
I won't roll initiative until the other ship is close enough to matter.
Round 1: Brakkik and Zelrora may act!
Brakkik
|
"Oh?" Brakkik says as he notices the approaching ship. "Look alive everybody - ve've got company!" As he quickly puts away his alchemy kit, he mutters to himself, "Clever shailorsh musht have put themshelvesh between ush and rah shun to hide."
Brakkik has an extract of true strike he brewed during his shift. When the enemy ship is 2-3 rounds away, he would like to drink his extract and then toss a bomb, ideally catching their sails on fire.
Johnny Brom
|
Jale rouses from his slumber. "Uh...Whuh?"
Round 2
Jale runs to the upper deck and takes a look at the enemy ship. "Hmmm... They're probably not bringing up sugar cakes, huh?"
Perception: 1d20 + 4 ⇒ (14) + 4 = 18
| GM Rinaldo |
Waiting to hear what Zelrora is doing with her first round. I'll give her a couple more hours.
| GM Rinaldo |
Zelrora is singing and Brakkik has an extract in one hand and a bomb in the other. Everyone else can take two rounds of actions before the ship is in the range Brakkik wants for his bomb.
Brakkik
|
To clarify, Brakkik will have to spend a round drinking his extract, then toss his bomb on the following round. Ideally, the opponent's ship will be 1 round away when he throws the bomb.
Brakkik continues yelling for his companions. "I believe rah technical term for thish ish VAKE UP YOU SHCURVY LANDLUBBERSH!" He giggles and whispers to Zelrora, "I've alvaysh vanted to do that."
Juno Berik
|
Juno jerks awake with a groan and some foul language! She rolls out of bed and straps on her shield. "I'm coming, ya' rat-faced *******! Quit yer telling!" Then she buckles on her belt and grabs her axe in hand.
Used up her two rounds. She standing right beside wherever she was sleeping and is wearing only a shield for armour. Current AC is 12, T10, FF 12
Sadaf Kargar
|
Sadaf casts guidance on Danduun and then casts ‚produce flame‘!
Gronkh Maha
|
Gronkh uses the two rounds to fire two arrows from the composite shortbow he looted from the "tax inspectors."
shortbow, Inspire Courage: 1d20 + 5 ⇒ (14) + 5 = 19
dmg: 1d6 + 2 ⇒ (3) + 2 = 5
shortbow, Inspire Courage: 1d20 + 5 ⇒ (3) + 5 = 8
dmg: 1d6 + 2 ⇒ (6) + 2 = 8
| GM Rinaldo |
Gronkh, what are you specifically aiming at? That 19 might be good, depending on what you are trying to accomplish.
As the other ship comes into the range that Brakkik is waiting for, you all have another round to act. Don't forget the knowledge check from my earlier post as you observe the ship.
Johnny Brom
|
Jale stands and watches the ship approach, trying not to shiver in anticipation.
I'll wait until they're within 30 feet.
Gronkh Maha
|
Sorry, I should have posted re my target. Gronkh will shoot at anyone who looks like a captain or pilot of the other boat. If he doesn't see anyone like that, he'll shoot at anyone on the other boat who looks like they are targeting us.
Juno Berik
|
Juno stomps her way over rail that's closest to the approaching ship. Not sure which rail that is so I haven't moved my mini.) Then she pulls out her chakram and clangs it against her shield threateningly. "FLEE WHILE YOU CAN YA' FOOLS! IF YA' TAKE ME ON YOU'RE DOOOOOOOOOMED!"
Juno Berik
|
Juno shifts and shuffles impatiently. "What's taking them so LONG?! Blasted water!"
| GM Rinaldo |
Crap, sorry ... alerts on the forums aren't working right, and as I was going down my list I apparently forgot to check in here. :-(
As the ship closes, Gronkh fires at the ship's pilot while everyone prepares for it to arrive. He manages to land one arrow, but the man at the helm is quickly replaced by another sailor.
As the ship pulls closer, you see sailors adjusting the sails to match speed with you, but no one who appears to be a combatant.
Ship is 60' away and will be touching in one round. No combatants are visible. Everyone may take a single round of actions.