Large ship
Squares 1 (10 ft. by 20 ft.)
DEFENSE
AC 9; Hardness 5
hp 120 (sails 40)
Base Save +2
OFFENSE
Maximum Speed 120 ft. (wind); Acceleration 60 ft.
CMB +1; CMD 11
Ramming Damage 2d8
STATISTICS
Propulsion wind or current
Sailing Check Profession (sailor) (when using wind or current)
Means of Propulsion 10 squares of sails (one mast)
Crew 2 minimum to sail
Decks 2
Cargo/Passengers 2 tons/up to 12 passengers (depending on size)
Cookie:
Cookie: Human Expert 3, NG medium humanoid, CR 1
Defense: AC 11 (+1 Dex); HPs 15 (3D8); FOR 1 REF 2 WIL 5
Offense: Speed 30'; Init +1; Dagger +2 (1d4)
Ability Scores: Str +0 Dex +1 Con 0 Int +1 Wis +2 Cha 0
Skills: Acrobatics +7, Climb +8, Know: Geography +7, Know: Local +7, Prof: Sailor +11,
Perception +8, Survival +8, Swim +8
Feats: Skill focus: Prof Sailor; athletic Language: Marolingian Common (Greek)
Pytheas' team ran into a tribe of stoat men when they first arrived. They lost two of their four members and much of their trade items before they managed to drive them off. To add insult to injury, when Pytheas and Annora (trade master of the group) arrived at a town they were arrested for merely being Atlantean. Like the other Atlanteans, you have been transported, hooded, until you arrived at your current destination and thrown into the brig.
Fighter 1/Cleric(Devout Pilgrim) of Ran 4 HP:57/57 AC: S 19/N 16 FF 15/ T 12 Saves Fort:9/11Ref:3 Will8/10 Init8 CMB 7 CMD 19 Perc: 13 Sens. M. 9 Human Divine Favor None ResourcesBit of Luck 7/7, Agile Feet 7/7, Channel 2d6 4/4
QUestion, there appears to be a downed guard within <30 feet of me, 5 squares east one square north, Sigrid would be running over and start stripping him of his equipment to joink it. Which could take a bit depending on what his armor is.
The amor is made of lacquered wood but it is essentially horn lamellar armor for stats. Since it is medium armor it takes a minute to strip the man of it.
Fighter 1/Cleric(Devout Pilgrim) of Ran 4 HP:57/57 AC: S 19/N 16 FF 15/ T 12 Saves Fort:9/11Ref:3 Will8/10 Init8 CMB 7 CMD 19 Perc: 13 Sens. M. 9 Human Divine Favor None ResourcesBit of Luck 7/7, Agile Feet 7/7, Channel 2d6 4/4
Question, how aware if Sigrid of A) where Aggripos group currently is and does she B) know he is a brawler?
She is acting in character, only taking into account what she can currently see. Mechanically, the play for her would be to run towards him and massively boost his DPR with bit of luck.
She knows Agripos is Atlantean and that he was among the first if not the first to get out of his cell. She also saw him dash down the hall after the guard but lost sight of him quickly when he rounded the corner. You are currently unaware of his fighting style.
I've moved back south and gave Sigrid a reason she might suspect that he's a brawler. But I think Sigrid has proven that she can fight just fine on her own!
Fighter 1/Cleric(Devout Pilgrim) of Ran 4 HP:57/57 AC: S 19/N 16 FF 15/ T 12 Saves Fort:9/11Ref:3 Will8/10 Init8 CMB 7 CMD 19 Perc: 13 Sens. M. 9 Human Divine Favor None ResourcesBit of Luck 7/7, Agile Feet 7/7, Channel 2d6 4/4
Uff, thats a lot of baddies, in formation.
I think we can only realistically fight them if we get them out of formation, grease and obscuring mist would help a lot, but the PCs we have in the brig have neither.
If there is no alternative way out, the only way to maybe win is to have them charge us.
Proposed ways to do so:
--Threaten to murder remaining guards we have taken out (believable threat, but they may not care)
--Threaten to sacrifice reamining guards we have taken out, to summon allies ammendable to getting summoned by living sacrifices (could provoke them into doing something right now, hilarity potential because the rest doesnt neccessarily know Sigrid is bluffing).
Fighter 1/Cleric(Devout Pilgrim) of Ran 4 HP:57/57 AC: S 19/N 16 FF 15/ T 12 Saves Fort:9/11Ref:3 Will8/10 Init8 CMB 7 CMD 19 Perc: 13 Sens. M. 9 Human Divine Favor None ResourcesBit of Luck 7/7, Agile Feet 7/7, Channel 2d6 4/4
Apologies for the bad poetry, but I was just looking to solve Germanies energy crisis by making this, joinking Heinrich Heines grave, and making use of its rapid rotation due to him spinning in his grave due to this poem existing to power a Turbine, thus reducing Germanies reliance on gas by the novel principle known a "Poeto-necromancy".
I think I did ok on the setup, bit of luck is one hell of a useful ability, as it is the mathematic equivalent of a +4,5.
Fighter 1/Cleric(Devout Pilgrim) of Ran 4 HP:57/57 AC: S 19/N 16 FF 15/ T 12 Saves Fort:9/11Ref:3 Will8/10 Init8 CMB 7 CMD 19 Perc: 13 Sens. M. 9 Human Divine Favor None ResourcesBit of Luck 7/7, Agile Feet 7/7, Channel 2d6 4/4
Clarification: They 5 foot step back, sheathed their spears and drew crossbows, does Sigrid, perhaps from her background as also being a warrior, get which type of crossbow (hand, light, heavy) note, if that requires any type of knowledge roll she cant because raging song?
@team south they currently dont have AoOs, because they are wearing crossbows which cannot yet be loaded, we should ideally envelop them. Currently, 3 PCs (Sigrid Agripos and Pytheas) and Dimas have charge lines I think (straight for Sigrid and Dimas, Diagonal for the other 2), Agripos also has another round.
The frontline on the south continues to hold spears, the back row switched to crossbows dropping their short spears in their quivers as they withdrew and then shifting the crossbow, which was slung over a shoulder into place. They are light crossbows.
Fighter 1/Cleric(Devout Pilgrim) of Ran 4 HP:57/57 AC: S 19/N 16 FF 15/ T 12 Saves Fort:9/11Ref:3 Will8/10 Init8 CMB 7 CMD 19 Perc: 13 Sens. M. 9 Human Divine Favor None ResourcesBit of Luck 7/7, Agile Feet 7/7, Channel 2d6 4/4
Considering my options:
--Only 20 foot movespeed on my part, which is just enough to reach the front line if I also want to stab.
--I thought I could draw a shield as a swift because I have quickdraw, but its actually only possible with specific quickdraww shiels
--I may actually not charge, but move normally, so that the juicy 57 hp NPC behind me can charge.
--where I will actually move will depend on where Alejandro is going to move, ideally we stay next to each other. Alejandro should also be at 20 movespeed
Our friend Perblentious is behind a round and still needs to take a round 4 action. His last color spray was his rd 3 action. I will move things forward this evening
Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE
Yeah i sort of know what I’m doing with the skald and i think i like it. Plus getting to play a spear toting Celt who sings at people and stabs them is pretty much my jam.
Male NG Dwarf Sacred Huntsmaster (Inquisitor) 4 of Hermes | HP 40/40 | AC: 19 Touch: 12 FF: 17 (+2 vs aquatic/water creatures) | CMB: 6 CMD: 18 | Fort: 6 Ref: 3 Will: 7 (+4 vs. poison, spells, & SLAs) | Init: +5 | Darkvision 60 ft; Perc: +10, SM: +15 | Speed 30ft | Active Conditions: None
Do our characters know anything about the existence of air ships? I'm unclear about the level of technology in Atlantis versus where we are and how agog we should be by what we're seeing. I assume unless told otherwise that anything we're finding is unfamiliar.
Fighter 1/Cleric(Devout Pilgrim) of Ran 4 HP:57/57 AC: S 19/N 16 FF 15/ T 12 Saves Fort:9/11Ref:3 Will8/10 Init8 CMB 7 CMD 19 Perc: 13 Sens. M. 9 Human Divine Favor None ResourcesBit of Luck 7/7, Agile Feet 7/7, Channel 2d6 4/4
Teaching of Ran: You can admit to be clueless about something, but never be agog, thats for suckers!
Skalds are fantastic. Since Sigrid can actually choose each turn if she wants to rage or not, she can prebuff, and then accept rage and smack some fools.
I am also a big fan, especially on maps with many NPCs, of spirit totem as well as putting a feat into extra rage power savage intuition. Since Raging song counts as rage, that kind of allows you to instantly rage start of combat as a free action.
Air ships were not present in Atlantis. However, you have seen the things over the last several weeks that you've been here. The jaw dropping awe has probably worn off even if the technology is still strange and impressive.
Male NG Dwarf Sacred Huntsmaster (Inquisitor) 4 of Hermes | HP 40/40 | AC: 19 Touch: 12 FF: 17 (+2 vs aquatic/water creatures) | CMB: 6 CMD: 18 | Fort: 6 Ref: 3 Will: 7 (+4 vs. poison, spells, & SLAs) | Init: +5 | Darkvision 60 ft; Perc: +10, SM: +15 | Speed 30ft | Active Conditions: None
Splitting Party Resources
Okay, so we have:
Brawler/Paladin
Cleric/Fighter
Inquisitor
Rogue
Skald
Sorcerer
The Rogue and the Skald have to be on separate teams, probably with Gheorix headed to the Ballista Tower (for Perform shenanigans) and Alejandro to the Rookery. Pytheas will want to go with Alejandro so that he can retrieve his animal companion. That leaves Agripos, Perblentious, and Sigrid to figure out who they're going with. I think that Gheorix's team should be able to benefit from his inspired rage (if he has any rounds left), so Agripos and Sigrid are strong choices there. Perblentious might be able to take some good potshots while Alejandro drives, which could be good. Any other thoughts?
Male NG Dwarf Sacred Huntsmaster (Inquisitor) 4 of Hermes | HP 40/40 | AC: 19 Touch: 12 FF: 17 (+2 vs aquatic/water creatures) | CMB: 6 CMD: 18 | Fort: 6 Ref: 3 Will: 7 (+4 vs. poison, spells, & SLAs) | Init: +5 | Darkvision 60 ft; Perc: +10, SM: +15 | Speed 30ft | Active Conditions: None
Someday Gheorix and Pytheas will have to compare notes, depending on where exactly Gheorix hails from. Massalia (modern day Marseille, France) is on the Mediterranean coast, east of the river Rhône. Considering that Gaul was inhabited by Celtic tribes...we're both (probably) Celts!
Then Alejandro is from modern-day Spain, I believe. Sigrid is obviously Germanic. Now I'm curious about Agripos and Perblentious.