Elsewhere in the Shackles (Inactive)

Game Master Giant Halfling

In the proverbial shadow of the Siren's rise to renown, another lesser known vessel prowls the Shackles with a no less colorful crew...
Plunder Rules
Infamy Rules


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Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

As the eyes turn to her, Hedy's smile is pure and lovely. "Make it ours!" she gestures to Murlllo to start belting out orders, as she drinks down her special brews.

who is the best sailor, and who is the best shot between Aerstan and Leif?


Male Ulfen Fighter 4/Rogue (Pirate) 2 | HP 54/54 (0 NL) | AC 22 (T 13, FF 20) | CMD 22 (23 grpl, 24 bull rush) | F +7 R +7 W +2(+1) | Init +2 | Darkvision (10ft), LLV, Perception +9, Sense Motive +5 | Active conditions: None

Aersten only misses the Assist roll on a 1, for what that's worth. Ranged, I used a composite shortbow, which I forgot to put in my FIGHT! spoiler, but it's at atk +8 dmg 1d6+4/x3, 70ft range increment.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

You could fire one of the ballista's. Your choice. Paddy is our best sailor, so he is assigned to sailing roles.


Male Ulfen Fighter 4/Rogue (Pirate) 2 | HP 54/54 (0 NL) | AC 22 (T 13, FF 20) | CMD 22 (23 grpl, 24 bull rush) | F +7 R +7 W +2(+1) | Init +2 | Darkvision (10ft), LLV, Perception +9, Sense Motive +5 | Active conditions: None

GM, correct me if I'm wrong, but the rolls he's referring to are made specifically by either the bosun or the sailing master; I don't think we get to sub out on the spot, do we?


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

my understanding is someone needs to make the rolls and either the bosun or sailing master are the only ones that can assist those rolls.
But can be mistaken of course.


Male Ulfen Fighter 4/Rogue (Pirate) 2 | HP 54/54 (0 NL) | AC 22 (T 13, FF 20) | CMD 22 (23 grpl, 24 bull rush) | F +7 R +7 W +2(+1) | Init +2 | Darkvision (10ft), LLV, Perception +9, Sense Motive +5 | Active conditions: None

Right, my bad. I was focused on the other half of that. So sorry, little pre-Thanksgiving brain lock. :) So sure, Leif assists Paddy on that. As far as the ballistae, I lack the EWP for them so I may well just let the crews do their work and I'll plink away with my bow once we're in range for that.


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

Anyone who doesn't want the Tengu named Crow in the Crow's Nest is getting booted off the ship.

Being the most capable sailor on deck, Paddy takes charge to make sure the Talon is sailing as fast as possible.
Profession Sailor: 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19
Profession Sailor: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
Profession Sailor: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30
These checks incorporate the assist from Lief, but not Aersten


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Unless I’m missing something, I think Murillo is significantly better than Paddy (+16 vs +11)? Also, Azadi is by far the best with the ballistae (being the only one proficient with siege engines), but he can only fire the two in the sterncastle, so it’s up to you who you want on the light ballista on the foredeck. For regular ranged combat, nobody who’s doing another job can participate (so whoever pilots, anyone assisting the pilot, and anyone firing a ballista). As to who’s better at ranged combat between Aersten and Lief, Lief is but not by a huge amount.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

crap missed that. Not sure if I didn't pop open all the characters or just had a brain fart, sorry Murillo! Lief helped with the rolls, so Aersten can do ranged with the ballista. And Azadi of course.


Male Ulfen Fighter 4/Rogue (Pirate) 2 | HP 54/54 (0 NL) | AC 22 (T 13, FF 20) | CMD 22 (23 grpl, 24 bull rush) | F +7 R +7 W +2(+1) | Init +2 | Darkvision (10ft), LLV, Perception +9, Sense Motive +5 | Active conditions: None

Oh good, working together with Azadi! :)


The Queensman | Ship's Chaplain | CN Human (Korvosan) Inquisitor of Besmara 5 | Hp 40/45 | AC 19 ( T 12, FF 17) | F+6 R+4 W+10 | Perception +10 | Intitiative +7 | Spells Remaining: 1st 6/6; 2nd 3/4 | Active effects: none

If Murillo's belowdecks:

The inquisitor fumbles out of his cot, half-asleep, and begins preparing himself as shouts go up on deck and the Night Talon turns hard into a pursuit vector.

Besmara's ears, figures as soon as I fall asleep...

Finished with his boots and sword-belt, he crams his bicorne down atop his gingery hair and hurries up to the main deck, ready for action.

If Murillo Steps In:

Murillo takes the wheel, barking orders and keeping his ears open for any adjustments called for by his bo'sun and sailing master.

Profession (sailor): 1d20 + 16 + 2 ⇒ (20) + 16 + 2 = 38
Profession (sailor): 1d20 + 16 + 2 ⇒ (13) + 16 + 2 = 31
Profession (sailor): 1d20 + 16 + 2 ⇒ (17) + 16 + 2 = 35


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

@Murillo- you forgot the bonus from ship upgrades (I believe it's +3).

profession (sailor): 1d20 + 12 ⇒ (2) + 12 = 14
profession (sailor): 1d20 + 12 ⇒ (6) + 12 = 18
profession (sailor): 1d20 + 12 ⇒ (13) + 12 = 25

Murillo puts his hand to the wheel and steers into a current that pulls the Night Talon swiftly towards her prey. The helmsman on the merchant vessel tries to catch the same flow but keeps over-steering and ends up spilling much needed wind out of his sails. It seems clear that Night Talon will be on her prey shortly.

So, I believe we settled on the idea of streamlining long-range attacks by just taking 3 per siege engine and then starting actual combat at 120'? For this combat, I'll choose Azadi's targets, but for Aersten (or if the captain wants to give the gunner specific instructions in the future) note that you can attack just the ship in general (which is usually the easiest thing to hit) or you can target: the sails, the steering wheel, their siege engines, or people on deck (although, everything other than the sails will have some degree of cover). The shots will be taken as you're moving through range increments, so the first will be at -6, the second at -4, and the third at -2, but you have advantage in the encounter because you won all 3 checks, so that adds +1 to each attack (and you'll do 3d8). Spell casters can cast up 3 spells during this phase if they want, but to affect the other ship either of the first 2 would have to be long range (400' +40/lvl) or the third one could be medium (100' +10/lvl). Once these are all resolved we'll roll initiative and everyone else can get involved.

"Aim for the sails!" the master gunner hollers to Aersten on the foredeck as they move towards their prey. "See if you can slow them down any more." Rather than double up on that effort, Azadi lines up for the difficult shot at the merchant ship's steering wheel, alternating between the two heavy ballistae in the sterncastle.

ballista a1: 1d20 + 9 + 1 - 6 ⇒ (10) + 9 + 1 - 6 = 14, for: 4d8 ⇒ (3, 5, 1, 6) = 15
ballista b1: 1d20 + 9 + 1 - 6 ⇒ (17) + 9 + 1 - 6 = 21, for: 4d8 ⇒ (1, 4, 3, 5) = 13
ballista a2: 1d20 + 9 + 1 - 4 ⇒ (10) + 9 + 1 - 4 = 16, for: 4d8 ⇒ (6, 7, 4, 1) = 18
ballista b2: 1d20 + 9 + 1 - 4 ⇒ (16) + 9 + 1 - 4 = 22, for: 4d8 ⇒ (1, 5, 8, 7) = 21
ballista a3: 1d20 + 9 + 1 - 2 ⇒ (1) + 9 + 1 - 2 = 9, for: 4d8 ⇒ (2, 7, 6, 5) = 20
ballista b3: 1d20 + 9 + 1 - 2 ⇒ (10) + 9 + 1 - 2 = 18, for: 4d8 ⇒ (1, 2, 3, 1) = 7

Two of the heavy bolts find their mark leaving the other ship's helm badly damaged but still, just barely, operable. The merchant ship has two light ballistae to defend themselves with and they turn both on the Night Talon's sails.

ballista a1: 1d20 + 9 - 6 ⇒ (4) + 9 - 6 = 7, for: 3d8 ⇒ (1, 1, 1) = 3
ballista b1: 1d20 + 9 - 6 ⇒ (19) + 9 - 6 = 22, for: 3d8 ⇒ (7, 2, 8) = 17
ballista a2: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8, for: 3d8 ⇒ (8, 1, 1) = 10
ballista b2: 1d20 + 9 - 4 ⇒ (6) + 9 - 4 = 11, for: 3d8 ⇒ (7, 7, 7) = 21
ballista a3: 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9, for: 3d8 ⇒ (5, 5, 6) = 16
ballista b3: 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 17, for: 3d8 ⇒ (1, 2, 1) = 4

In their panic, only one of the bolts finds its mark, it tears a hole in the sail but nothing bad enough to slow their pursuit.

Please feel free to RP throughout. I do need to know how quickly you want to close (between 10' to 30' per round). We'll treat this as combat for posting, so Aersten and any spellcasters how want to use long range spells (or cast buffs that last minutes/level or longer) have 24 hours to post and then we'll move to the next phase.


Male Ulfen Fighter 4/Rogue (Pirate) 2 | HP 54/54 (0 NL) | AC 22 (T 13, FF 20) | CMD 22 (23 grpl, 24 bull rush) | F +7 R +7 W +2(+1) | Init +2 | Darkvision (10ft), LLV, Perception +9, Sense Motive +5 | Active conditions: None

"Aye!" Aersten barks out in reply to Azadi. His first time actually manning a ballista, the Ulfen is a little taken the size of it. Damn, but these things are big. Still, he tries to figure where he'd want to put a shot to mess up the sails, and lets fly.

I'm making one attack at each range, correct? Modifiers in play here are the +1 for advantage, the -4 for nonproficiency, and then range mods. Don't know what I need to hit, but here goes!

Light Ballista atk: 1d20 + 7 + 1 - 4 - 6 ⇒ (14) + 7 + 1 - 4 - 6 = 12
Ballista dmg: 3d8 ⇒ (7, 4, 4) = 15

Light Ballista atk: 1d20 + 7 + 1 - 4 - 4 ⇒ (18) + 7 + 1 - 4 - 4 = 18
Ballista dmg: 3d8 ⇒ (8, 5, 8) = 21

Light Ballista atk: 1d20 + 7 + 1 - 4 - 2 ⇒ (17) + 7 + 1 - 4 - 2 = 19
Ballista dmg: 3d8 ⇒ (7, 4, 4) = 15


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Hedy is by the helm, her dark eyes watching her crew more than their prey. "Mooneyes almost seems too eager, might lose focus in battle.
Korva is a bit sluggish today, guilt, nerves, or too much rum, do you think?
" the question is rhetorical to her first mate, not wishing for him to take his eyes off the fat merchant. Balancing focus is what will make them a success.

As they get closer, she go to the railing "The time is upon us. We will board and clear the decks of anyone stupid enough to draw blades against us. Any sailor throwing down said blades I give you leave to give quarter or gut the prick to satisfy your own morality or lack of it. Get it done, quick and hard, then we'll bath in rum tonight!"


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Saph says to Ronnie and Stoneskull, “I’m gonna use knock-out blows to take out the most defiant. My hope’s to scare the rest into surrender.

“You two fight well unarmed, but brandish weapons if that’s your best hope at getting offf that ship with your own legs, not someone else’s arms.” Saph sees value in mercy, even from a strategic angle—but she’s not about to say it. The captain gave the crew a choice, and like it or not, Saph understands Hedy’s motive—or thinks she does.

Ronnie knows I don’t wanna kill anyone, right? She’s gotta know, no matter how hard I fight…


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

Paddy keeps himself busy by hauling ammunition, weapons, and armour for everyone who needs them. Just before closing (the last of the 3 rounds), Paddy casts Mirror Image on himself.

Images: 1d4 + 2 ⇒ (4) + 2 = 6
Lasts for 6 minutes total


Male Monkey Familiar 6 | HP 25/25 | AC 17 T 14 FF 15 l Ft +2 Rf +7 Wi +6 | Init +2 | Perc +10 l CMD 14 l Current Effects:

Jerk hangs out with First Mate Murillo, holding his spear eagerly for a fight.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Aersten's first shot sails wide, but he adjusts and both his second and third shot tear through the merchant ship's sails.

6-7 hours left if any spellcasters want to get involved. Aerin hasn't posted in a little while so I might bot one spell from her if she doesn't chime in by then. Also, I still need to know how fast you want to close (since that will determine how many rounds we're in ranged combat).


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

How does the other ship look? Meaning does it look like it will hold more sailors and/or does it look like a bunch of them are pulling out ranged weapons.

Hedy loads her musket with one of her special shells and gets ready take someone's head off (hopefully)


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:
Hedwig Bogg II wrote:
How does the other ship look? Meaning does it look like it will hold more sailors and/or does it look like a bunch of them are pulling out ranged weapons.

You could always ask Crow, who's got a Tengu's-Eye View.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

:)

"Crow!" she yells loud and clear to their watch "Are they men or mice? Numbers and weapons if you would."


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

”Looks like mice from here, captain,” Crow calls back. ”I make about a dozen sailors with naught but daggers above deck, and the same again in guards with crossbows and cutlasses... plus a couple officers barking orders.”


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

"Take us in fast then, Murillo. One good thrust and the wee lass will break." then she'll shoot "Crossbows UP, Aim for the officers!"

speed forward, call up their crossbowers as well


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

I just realized that Aerin doesn't really have any long range spells. She does have a medium range one though...

Seeing that Azadi has nearly taken out the other ship's steering, Aerin launches a trio of magic missiles at the wheel and the officer grasping it.

damage to wheel: 1d4 + 1 ⇒ (1) + 1 = 2
damage to helmsman: 2d4 + 2 ⇒ (1, 1) + 2 = 4

The badly damaged wheel falls in two pieces when the missile strikes it, disabling the merchant vessel. At Hedy's command, the Night Talon closes quickly with the unsteerable ship. As it does, ten of the raiders move to the rail, raise their heavy crossbows, and fire at the other ship's officers.

volley 1:

crossbow1: 1d20 + 5 ⇒ (13) + 5 = 18, for: 1d10 ⇒ 7
crossbow2: 1d20 + 5 ⇒ (10) + 5 = 15, for: 1d10 ⇒ 7
crossbow3: 1d20 + 5 ⇒ (2) + 5 = 7, for: 1d10 ⇒ 9
crossbow4: 1d20 + 5 ⇒ (14) + 5 = 19, for: 1d10 ⇒ 4
crossbow5: 1d20 + 5 ⇒ (6) + 5 = 11, for: 1d10 ⇒ 6
crossbow6: 1d20 + 4 ⇒ (5) + 4 = 9, for: 1d10 ⇒ 5
crossbow7: 1d20 + 4 ⇒ (11) + 4 = 15, for: 1d10 ⇒ 8
crossbow8: 1d20 + 4 ⇒ (19) + 4 = 23, for: 1d10 ⇒ 1
crossbow9: 1d20 + 4 ⇒ (20) + 4 = 24, for: 1d10 ⇒ 5
crossbow10: 1d20 + 4 ⇒ (8) + 4 = 12, for: 1d10 ⇒ 6

confirm8: 1d20 + 4 ⇒ (1) + 4 = 5, for another: 1d10 ⇒ 7
confirm9: 1d20 + 4 ⇒ (8) + 4 = 12, for another: 1d10 ⇒ 1


Without specific targeting instructions, nearly all of them aim for the sailing master whose position on the deck leaves her with less cover than the other apparent officers. Four of the bolts find their mark, but they fail to drop the woman. Azadi, on the other hand, aims his musket at the man standing by the broken wheel and fires, while the crossbowmen start reloading.

musket (r3): 1d20 + 11 - 4 ⇒ (10) + 11 - 4 = 17, for: 1d12 + 4 ⇒ (3) + 4 = 7

His shot glances off the top of the sterncastle and fails to hit, but it does get the man's attention and prompts him to call out, "Aim for their ranged attackers!" Most of the guards respond by firing at the Talon's crossbowmen, but several fire at the master gunner in the sterncastle.

enemy volley:

crossbow1 (r2): 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 18, for: 1d8 ⇒ 1
crossbow2 (r2): 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 6, for: 1d8 ⇒ 3
crossbow3 (r2): 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7, for: 1d8 ⇒ 7
crossbow4 (r2): 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17, for: 1d8 ⇒ 3
crossbow5 (r2): 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19, for: 1d8 ⇒ 6
crossbow6 (r2): 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12, for: 1d8 ⇒ 1
crossbow7 (r2): 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20, for: 1d8 ⇒ 6
crossbow8 (r2): 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 18, for: 1d8 ⇒ 8
crossbow9 (r2): 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11, for: 1d8 ⇒ 1
crossbow10 (r2): 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13, for: 1d8 ⇒ 7
crossbow11 (r2): 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 16, for: 1d8 ⇒ 4
crossbow12 (r2): 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 8, for: 1d8 ⇒ 8

Five of them find their mark, hitting five different raiders, though none of the three firing at Azadi succeed. Their master gunner does raise a heavy crossbow of his own, though, and he too takes aim at the surly gunslinger.

crossbow: 1d20 + 7 ⇒ (10) + 7 = 17, for: 1d10 ⇒ 7

But his bolt sticks into the sterncastle wall.

The party is up for round 1 (of 4) of ranged combat. If you're just waiting to close, please say so (so we don't wait for your post), but feel free to RP. Murillo and Lief can't participate because they're still handling the ship. The current distance is 120'. Enemies on their deck have partial cover (including all their guards and the sailing master), and those in the sterncastle or forecastle have cover (including the helmsman, the master gunner, and the gunner's mate); you don't have to worry about those penalties though, I'll just add it to their AC when I determine if you hit.


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

R1

Paddy begins by tossing a bolt of pixie dust into the sky, which burst over the rail of crossbowmen.
Glitterdust, 10ftradius, DC13Will vs Blind, lasts 6 rounds. Hoping to catch as many crossbowmen as possible.


Male Ulfen Fighter 4/Rogue (Pirate) 2 | HP 54/54 (0 NL) | AC 22 (T 13, FF 20) | CMD 22 (23 grpl, 24 bull rush) | F +7 R +7 W +2(+1) | Init +2 | Darkvision (10ft), LLV, Perception +9, Sense Motive +5 | Active conditions: None

"I had my fun playin' with this, and yeah, it was a kick," Aersten says as he cedes the ballista to another crewman. "But now it's time to really earn my share."

With that, he grabs his pike, and prepares to board. Shouting, and banging his weapon both on the deck and against his shield to make as much racket as possible, in an attempt to unnerve the other crew.

I think I'll just be preparing to board at this point.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Hedy leans her elbow on the railing, takes her time aiming, firing back at one of the sailors who fired at her people.

for some reason I forgot she could set things on fire.

musket: 1d20 + 10 - 4 ⇒ (16) + 10 - 4 = 22 for range
damage: 3d6 + 3 ⇒ (3, 2, 1) + 3 = 9 catch fire for an additional 1d6 each round

4 rounds total? So with reloading next round, she'll get one more shot, then have one round before we are in melee?


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Wasn't at home so didn't have herolab. Alchemical ordanence does the normal damage for the firearm + the 3d6+3 so here is the extra damage

musket damage: 1d12 ⇒ 4


Male Monkey Familiar 6 | HP 25/25 | AC 17 T 14 FF 15 l Ft +2 Rf +7 Wi +6 | Init +2 | Perc +10 l CMD 14 l Current Effects:

You really know how to roll high numbers, huh.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

rolling 4, 3, 2, 1 like a countdown, but to what?


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

The missing musket damage was what had me confused, thanks.

Despite her order to target the officers, Hedy takes a shot at one of the merchant ship's guards. Her shot is good and the man screams as his clothing burst into flame and he begins frantically trying to smack the flames out while five of his fellow guards try to shake the sparkles from their eyes.

Saves:

guy5 Will: 1d20 + 2 ⇒ (1) + 2 = 3
guy6 Will: 1d20 + 2 ⇒ (7) + 2 = 9
guy7 Will: 1d20 + 2 ⇒ (10) + 2 = 12
guy8 Will: 1d20 + 2 ⇒ (11) + 2 = 13
guy9 Will: 1d20 + 2 ⇒ (19) + 2 = 21

guy12 Ref: 1d20 + 3 ⇒ (6) + 3 = 9, or take: 1d6 ⇒ 5

Two of the men succeed and join in reloading their crossbows while the other three crouch down and begin cautiously moving towards more cover. The eight guards who are able raise their light crossbows and loose another volley.

volley:

crossbow1 (r2): 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22, for: 1d8 ⇒ 1
crossbow2 (r2): 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14, for: 1d8 ⇒ 4
crossbow3 (r2): 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12, for: 1d8 ⇒ 3
crossbow4 (r2): 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7, for: 1d8 ⇒ 7
crossbow8 (r2): 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20, for: 1d8 ⇒ 3
crossbow9 (r2): 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 8, for: 1d8 ⇒ 2
crossbow10 (r2): 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 6, for: 1d8 ⇒ 1
crossbow11 (r2): 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22, for: 1d8 ⇒ 7

Two of the bolts find their mark in the Talon's crossbowmen while they reload, including a second hit against the hot-headed Ethan, and one of the bolts fired at Azadi skips off his armor, just barely failing to injure him. Undeterred, however, the master gunner quickly reloads his musket and fires at the man who had been steering again.

musket (r3): 1d20 + 11 - 4 ⇒ (18) + 11 - 4 = 25, for: 1d12 + 4 ⇒ (2) + 4 = 6

The helmsman draws a sword and ducks down behind the sterncastle wall after the shot tears through his arm. "Protect the captain!" the other ship's master gunner calls out as he takes another shot at Azadi.

crossbow: 1d20 + 7 ⇒ (8) + 7 = 15, for: 1d10 ⇒ 3

Party is up to finish round 2. Current range is 90'. Your crossbowmen needed a full-round action to reload.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

It seems no one died yet, but how many corpses will be on deck by the time fighters board, or dying men? —and women? The sailing master being stuck repeatedly flashes in Saph’s mind.

She already knows she’ll regret not shouting ‘surrender or die,’ but both captain and crew are too bloodthirsty. For Ronnie’s sake, Saph keeps her trap shut.

She stays where there’s cover until the ships are so close she can leap aboard…


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Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

As both ships come closer together, the intensity of combat becomes more and more real. Summoning arcane power in his voice, Paddy begins a chant.

"The King an 'is men
Stole de Queen from 'er bed
An bound 'er in 'er bones
De seas be hours
An by de powers
Where we will
We'll roam."

"Yo ho
All 'ands
Hoist de colas high
Heave ho
Tieves an beggars
Neva shall we die!"

Bardic inspiration, inspire courage +2


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Hedy whistles along with Paddy's tune as she reloads. full round reload, imbuing it with another ordnance.


Male Ulfen Fighter 4/Rogue (Pirate) 2 | HP 54/54 (0 NL) | AC 22 (T 13, FF 20) | CMD 22 (23 grpl, 24 bull rush) | F +7 R +7 W +2(+1) | Init +2 | Darkvision (10ft), LLV, Perception +9, Sense Motive +5 | Active conditions: None

Hell, the idea of standing there not doing anything grates on me. :)

Aersten quickly drops his pike, takes out out his bow and puts an arrow into the enemy ship's master gunner.

Nobody gets to kill Azadi 'cept if I decide the time's right, he thinks to himself. And I guess the captain, too.

Attack on the master gunner (theirs). Inspire courage offsets the range penalty.

Shortbow atk: 1d20 + 8 + 2 - 2 ⇒ (13) + 8 + 2 - 2 = 21
Shortbow amg: 1d6 + 4 ⇒ (2) + 4 = 6


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Aersten's shot just barely clears the wall of the other ship's sterncastle and strikes their master gunner. Inspired by his success, and Paddy's song, the Talon's crossbowmen fire another volley at the merchant vessel's officers.

volley:

crossbow1: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19, for: 1d10 + 2 ⇒ (8) + 2 = 10
crossbow2: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8, for: 1d10 + 2 ⇒ (9) + 2 = 11
crossbow3: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24, for: 1d10 + 2 ⇒ (3) + 2 = 5
crossbow4: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18, for: 1d10 + 2 ⇒ (10) + 2 = 12
crossbow5: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9, for: 1d10 + 2 ⇒ (1) + 2 = 3
crossbow6: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10, for: 1d10 + 2 ⇒ (1) + 2 = 3
crossbow7: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16, for: 1d10 + 2 ⇒ (7) + 2 = 9
crossbow8: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26, for: 1d10 + 2 ⇒ (3) + 2 = 5
crossbow9: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17, for: 1d10 + 2 ⇒ (9) + 2 = 11
crossbow10: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26, for: 1d10 + 2 ⇒ (2) + 2 = 4

confirm8: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9, for another: 1d10 + 2 ⇒ (7) + 2 = 9
confirm10: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15, for another: 1d10 + 2 ⇒ (5) + 2 = 7

The volley once again primarily targets the sailing master, and three of the first four bolts strike true, dropping her like a sack to the deck. It happens so quickly that the final 3 shots get redirected towards the wounded master gunner, and two of those wound him further. With the helmsman out of sight, Azadi turns his attention to the rival master gunner and fires a shot at him.

musket (r2/IC): 1d20 + 11 - 2 + 2 ⇒ (2) + 11 - 2 + 2 = 13, for: 1d12 + 4 + 2 ⇒ (7) + 4 + 2 = 13

The bullet flies wide and the other gunner snarls as he takes aim and fires at the tiefling again. While he does, his guards loose another volley of their own, still mostly against the Talon's crossbowmen but now including 2 shots at Aersten as well as 3 at Azadi.

volley:

crossbow1: 1d20 + 6 ⇒ (9) + 6 = 15, for: 1d8 ⇒ 5
crossbow2: 1d20 + 6 ⇒ (18) + 6 = 24, for: 1d8 ⇒ 7
crossbow3: 1d20 + 6 ⇒ (2) + 6 = 8, for: 1d8 ⇒ 6
crossbow4: 1d20 + 6 ⇒ (9) + 6 = 15, for: 1d8 ⇒ 8
crossbow5: 1d20 + 6 ⇒ (5) + 6 = 11, for: 1d8 ⇒ 6
crossbow6: 1d20 + 6 ⇒ (3) + 6 = 9, for: 1d8 ⇒ 4
crossbow7: 1d20 + 6 ⇒ (5) + 6 = 11, for: 1d8 ⇒ 4

crossbow8: 1d20 + 6 ⇒ (12) + 6 = 18, for: 1d8 ⇒ 4
crossbow9: 1d20 + 6 ⇒ (5) + 6 = 11, for: 1d8 ⇒ 7

crossbow10: 1d20 + 6 ⇒ (15) + 6 = 21, for: 1d8 ⇒ 2
crossbow11: 1d20 + 6 ⇒ (10) + 6 = 16, for: 1d8 ⇒ 3
crossbow12: 1d20 + 6 ⇒ (9) + 6 = 15, for: 1d8 ⇒ 1

gunner: 1d20 + 7 ⇒ (18) + 7 = 25, for: 1d10 ⇒ 2

For all their bolts, only two find flesh- one of the guards hits Hook, and the enemy gunner hits Azadi.

Party is up to finish round 3 (of 4); current range is 60'. Technically I should have botted Aerin again this round but not knowing how she'll want to approach this sort of thing (and with these posts already being pretty time consuming) I'll wait one more day before I burn up another one of her spells.


Male Ulfen Fighter 4/Rogue (Pirate) 2 | HP 54/54 (0 NL) | AC 22 (T 13, FF 20) | CMD 22 (23 grpl, 24 bull rush) | F +7 R +7 W +2(+1) | Init +2 | Darkvision (10ft), LLV, Perception +9, Sense Motive +5 | Active conditions: None

I suppose it's too late for me to realize I forgot to add Paddy's Inspire Courage bonus to damage? If so I'll just let that serve as a reminder for next time.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

attack, musket: 1d20 + 10 - 4 + 2 ⇒ (16) + 10 - 4 + 2 = 24
damage: 1d12 + 3d6 + 3 + 2 ⇒ (8) + (4, 1, 3) + 3 + 2 = 21

Hedy lines up her shot at the master gunner. Then she sets down her musket and starts loading her pistol.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Saph watches the woman die senselessly, not that she expected a different outcome.

Had we met each other on the street, we might’ve been friends. Now she’s dead because she was there. What the f!$* have I gotten myself into?

She prepares herself to leap across and attack, but at this point, her only hope is to be such a frightening force that she saves what lives she can.

Perform Act: 1d20 + 12 ⇒ (5) + 12 = 17
Saph makes an effort to appear like this is totally normal, but her softness is not very well guised despite her acting skills.


Male Ulfen Fighter 4/Rogue (Pirate) 2 | HP 54/54 (0 NL) | AC 22 (T 13, FF 20) | CMD 22 (23 grpl, 24 bull rush) | F +7 R +7 W +2(+1) | Init +2 | Darkvision (10ft), LLV, Perception +9, Sense Motive +5 | Active conditions: None

Having a moment of density. Do I have time to snap off another shot with the bow before I have to swap out to my pike and prep to board? I think I do. It'd be this round: fire, then stow the bow. Next round, pick up the pike.

Assuming I've got this right...:

Aersten lines up another arrow for their target's master gunner, and releases. As soon as he does, he stashes his bow and prepares to pick his pike back up in a very matter-of-fact fashion.
At this range, only mods in effect are Paddy's IC, which this time, I am not forgetting! :)
Shortbow atk: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
Shortbow dmg: 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

Paddy continues his song as he moves to the mast. Hauling hand over hand, he raises the Jolly Roger to inspire his allies and enemies alike.
Note to self: We need a custom Jolly Roger

"Yo ho
All togedder
Hoist de colas high
Heave ho
Tieves an beggars
Neva shall we die!"


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Hedy and Aersten both hit the merchant ship's master gunner, and he collapses.

"Parley!" the helmsman shouts out from where he's cowering inside the sterncastle. The crossbowmen on their deck finish reloading and point their weapons back at the Night Talon's crew, then exchange uneasy glances with each other but don't fire. "Parley," the wounded man repeats, peeking his head above the wall, "we'll surrender all our cargo and half our stores--we'll even load it on your ship for you--in exchange for an end to the bloodshed and the freedom to sail ourselves back home."

Azadi finishes reloading his musket, then turns and looks to the captain for her answer.

Everyone is up again (range 30'), but it seems a pretty safe bet that all those crossbowmen have readied actions to fire if aggressions continue.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Saph isn’t sure how Hedy will reply. What she does know is her place as Master at Arms.

She speaks to Captain Bogg in the undine’s native tongue.

Aquan:
<Shall I see the crew behaves themselves then, Captain? That is, if you accept the parley.>


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Aster gives the blue lady a link but doesn't answer as she vaults up on the railing, heedless of the lack of cover and the big red target that places on her. Turning to her crew she holds up her pistol, then holsters it in sign to hold up for a moment.

To the ship of whatever, "Done already?" she gives a cheeky grin looking over the enemy slowly. Then lets out a disappointed sigh, "Just as well I guess. Lads and Ladies!" she addresses the other crew loudly "I can assure you that while the glorious crew of the Night Talon enjoys a bit of foreplay like anyone does, it is what is under your skirts that interests us most. We're neither slavers nor butchers, so if you throw down your weapons, we'll figure out the rest from there."


Male Ulfen Fighter 4/Rogue (Pirate) 2 | HP 54/54 (0 NL) | AC 22 (T 13, FF 20) | CMD 22 (23 grpl, 24 bull rush) | F +7 R +7 W +2(+1) | Init +2 | Darkvision (10ft), LLV, Perception +9, Sense Motive +5 | Active conditions: None

Aersten casually sidles up to Sapphire, and says in a voice low enough for just the two of them, "I love an easy payday as much as the next person, but they rolled over somethin' fierce. Cap'n Bogg will be having us search this cargo, right? I don't wanna take something aboard that they wanted here so it could bite us in the ass."


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

One of the guards shoots a disgusted look at the scared helmsman, then shouts out, "Beggin' your pardon, ma'am, but pirates ain't exactly known for their honesty... how do we know that after we drop our weapons you won't put us all in chains?"

"Yeah?!?" a few others add.

"How 'bout, instead of figurin' it out after we're unarmed," the first guard continues, "we stand here and point our crossbows at you, while your men stand there and point their crossbows at us, and while we're all doing that we'll have our riggers and deck hands start hauling the cargo to your ship? You can come over here and supervise, or send a couple of your men to do it..."


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Hedy laughs, long and loudly, no amount of being forced in her guts, just pure unadulterated amusement. "Oh... that was good. Stand there like civilized folk while we loot you, like that would ever work. "

She pauses and looks over the man with guts more than brains "Nothing I say is going to settle that worry buzzing about you. I could tell you many a thing, but you'll still distrust. Rightly so in truth. But I will tell you one thing that I don't think any of you will find hard to believe."

She gets another grin, not a nice one "If you don't throw down those weapons, we will kill you. Look about for a moment, at your numbers, at your dead, and look about for a moment at our numbers and our complete lack of dead. Yeah you might bloody us a bit, but the goddess of Piracy herself has blessed us with one of her own, so we'll be left with nary a scratch."

"Negotiations are over, drop them or die" she slips her pistol out of its holster, still pointed down. And starts counting "10... 9... 8... "


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

"Here's the thing you're missing, ma'am," the guard calls out, speaking quickly, "this ain't our cargo, and those ain't our dead. The twelve of us are hired security and we don't reckon this cargo's worth dyin' or becomin' slaves for... so, we can help you secure this ship and loot it, while we're armed, or you can shoot one of us and we'll see how many of you we can kill before you get anything."

"Hey, what do you think you're..." the helmsman protests before being silenced by a glare from one of the guards.

That's at least a round worth of time, so you've come alongside them now. Your raiders hadn't reloaded because they were anticipating boarding, so now they seem a little unclear if they should be doing that or drawing swords (an instruction might be in order from someone).


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Sapphire glares. “Then only twelve of you deserve death—or one, if the rest of the guards ain’t so treacherous!”

Intimidate that asshoIe: 1d20 + 12 ⇒ (12) + 12 = 24

Saph is ready to attack. She hates that innocent people died for no reason, and will gladly take it out on the traitorous guards now. Until the captain gives the order, she moves closer saying to the helmsman, “If I move to kill him, you’ll stay out of it. The grandkids you’ll live to have will appreciate that.”

Ronnie:
Her gloves signal to Ronnie, Tell the crew prepare to board-and-sword on Hedy’s order. And you, my love, know that I will only harm this one guard and those who aid him.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

And for a STR bonus and swim speed, in case I want to drown a man...

Saph changes to the form of an undine, letting her glove speak to the captain:

Hedy:
Two, One, Zero?

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