| Capricia the Pirate |
Capricia presses her foe with another quick slash. Too quick--there's no accuracy to her attack.
Capricia the Pirate falcata (bless, freebooter's bane): 1d20 + 9 + 1 + 1 ⇒ (2) + 9 + 1 + 1 = 13 for slashing damage plus 4 precision damage (freebooter's bane): 1d8 + 6 + 4 + 1 ⇒ (2) + 6 + 4 + 1 = 13 (19-20/x3)
Jeez--two 1s for her attack and damage last round; two 2s this time.
| Vikla Ragnardottir |
APPROACH
Seeing that her bluff isnt working, Vikla employs more forcefull measures and compells the enemy captain to approach her!
casting command, DC 15 will save or be forced to move next to Vikla
| brvheart |
APPROACH
Seeing that her bluff isnt working, Vikla employs more forcefull measures and compells the enemy captain to approach her!
casting command, DC 15 will save or be forced to move next to Vikla
will save Truewind captain: 1d20 + 5 ⇒ (17) + 5 = 22
| Emerald Delta Waters |
Move out of the way and cast burning hands as electricity.
Electric Hands CL5 DC 17 point to DC and bloodline arcana: 5d4 + 2 ⇒ (4, 2, 4, 3, 2) + 2 = 17
| brvheart |
reflex capt: 1d20 + 2 ⇒ (9) + 2 = 11
reflex marine: 1d20 + 2 ⇒ (20) + 2 = 22
reflex sailor: 1d20 + 2 ⇒ (17) + 2 = 19
| brvheart |
The captain takes a 5' and attacks Emma
msw rapier: 1d20 + 6 ⇒ (3) + 6 = 9 damage: 1d6 + 1 ⇒ (1) + 1 = 2
First mate attacks Nuts
msw rapier: 1d20 + 6 ⇒ (20) + 6 = 26 damage: 1d6 + 1 ⇒ (1) + 1 = 2
Marine attacks Callum
short sword: 1d20 + 4 ⇒ (19) + 4 = 23 damage: 1d6 + 2 ⇒ (3) + 2 = 5
Another attacks Manny
short sword: 1d20 + 4 ⇒ (6) + 4 = 10 damage: 1d6 + 2 ⇒ (6) + 2 = 8
The sailor attacks Lief
cutlass: 1d20 + 3 ⇒ (13) + 3 = 16 damage: 1d6 + 1 ⇒ (6) + 1 = 7
Confirn Crits on Nuts and Callum
msw rapier: 1d20 + 6 ⇒ (6) + 6 = 12 damage: 1d6 + 1 ⇒ (3) + 1 = 4
short sword: 1d20 + 4 ⇒ (8) + 4 = 12 damage: 1d6 + 2 ⇒ (4) + 2 = 6
| brvheart |
Lief
Initiative Order Round Four
Nuts
Manny
Vilka
Emmy
Callum
Capricia
Callum
Lief
Truewind captain
| Capricia the Pirate |
Capricia forces herself to slow her breathing and calm down. Then, seeing an opening in the officer's defenses, the captain strikes!
Capricia the Pirate falcata (bless, FB): 1d20 + 9 + 1 + 1 ⇒ (7) + 9 + 1 + 1 = 18 for slashing damage plus 4 precision damage (FB): 1d8 + 6 + 4 + 1 ⇒ (2) + 6 + 4 + 1 = 13 (19-20/x3)
Not good but maybe good enough.
| brvheart |
Capricia forces herself to slow her breathing and calm down. Then, seeing an opening in the officer's defenses, the captain strikes!
[dice=Capricia the Pirate falcata (bless, FB)]1d20+9+1+1 for [dice=slashing damage plus 4 precision damage (FB)]1d8+6+4+1 (19-20/x3)
Not good but maybe good enough.
It was definitely good enough. The other captain looks to be in a rather poor state now.
| brvheart |
Manny sneak attacks the sailor he flanks with Owlbear
[dice=Daggger,Flank,Sneak]1d20+11;1d3-1+2d6
Manny misses this time.
| Callum Carnvegas |
Callum takes a step around the sailor before swinging his blade and axe at him. Unfortunately, this time, neither strike meets their mark.
TWF Cutlass w Bless: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Cutlass damage: 1d6 + 4 ⇒ (6) + 4 = 10
TWF Boarding Axe w Bless: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Axe damage: 1d6 + 1 ⇒ (2) + 1 = 3
| Vikla Ragnardottir |
Ah f#@! this
Vikla tries to jump over
acrobaitcs: 1d20 - 2 ⇒ (17) - 2 = 15
Bwhahahahah I did it!
charge at enemy captain: 1d20 + 3 + 4 + 2 + 2 - 1 ⇒ (13) + 3 + 4 + 2 + 2 - 1 = 23
damage: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Vikla almost flies at the enemy captain, scoring a significant strike empowered by her divine favor.
| brvheart |
You hit but that guy is the First Mate not the captain. The captain is further back on Ella.
| Emerald Delta Waters |
Blimey, so ye be the bilge sucking Captain of this here vessel!! Avast ye, since you choose to dance, I promise ye will meet Davy Jones in the briny deep!!
concentration: 1d20 + 11 ⇒ (12) + 11 = 23
shocking grasp touch; 5ft step to flank with capricia, pulling my sword (bloodline arcana applies CL5): 1d20 + 9 ⇒ (2) + 9 = 11
so if I missed him & he hits me, then I'm still charged holding the touch spell and considered armed; can that charge conduct through his sword?? Ps, if he is wearing any metal in his armor, add +3 to the attack modifier.
CURRENT EFFECTS
+1 morale to attack rolls and fear.
Freebooter's Bane on the officer that's in the middle. All attacks on that individual get a +1 to attack and damage.
& flanking.
If the touch hits??
Damage: 5d6 + 3 ⇒ (2, 2, 6, 6, 2) + 3 = 21
| Akiel Oakleaf |
Ahoy, tis a good day to meet thy maker
Roll 20 will not move. Someone please move me a 5 ft step, so I can set up a flanking situation. Thank you!
Exploit Weakness (Ex)
At 4th level, as a swift action, a martial artist can observe a creature or object to find its weak point by making a Wisdom check and adding his monk level against a DC of 10 + the object’s hardness or the target’s CR. If the check succeeds, the martial artist gains a +2 bonus on attack rolls until the end of his turn, and any attacks he makes until the end of his turn ignore the creature or object’s DR or hardness.
A martial artist may instead use this ability as a swift action to analyze the movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive checks and Reflex saves and a dodge bonus to AC against that opponent equal to 1/2 his monk level until the start of his next turn.
This ability replaces ki pool.
Exploit Weakness: 1d20 + 2 + 4 ⇒ (16) + 2 + 4 = 22
Fighting defensively for AC 22.
Flurry:
Attack: 1d20 + 8 - 4 ⇒ (10) + 8 - 4 = 141d6 + 2 ⇒ (2) + 2 = 4
Attack: 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 221d6 + 2 ⇒ (1) + 2 = 3
Pumping a stunning fist into the first attack. DC 15 fort or stunned.
AC22 (24 vs officer if that Exploit Weakness roll was good enough)
HP 19/25
SF 3/4
| brvheart |
One Marine attacks Manny
short sword: 1d20 + 2 ⇒ (14) + 2 = 16 damage: 1d6 + 1 ⇒ (6) + 1 = 7
Callum
short sword: 1d20 + 2 ⇒ (8) + 2 = 10 damage: 1d6 + 1 ⇒ (1) + 1 = 2
and Nuts
short sword: 1d20 + 2 ⇒ (1) + 2 = 3 damage: 1d6 + 1 ⇒ (2) + 1 = 3
The First Mate attacks Vikla
msw rapier: 1d20 + 6 ⇒ (4) + 6 = 10 damage: 1d6 + 1 ⇒ (3) + 1 = 4
Sailor attacks Lief
cutlass: 1d20 + 3 ⇒ (5) + 3 = 8 damage: 1d6 + 1 ⇒ (3) + 1 = 4
| brvheart |
Lief
Initiative Order Round Five
Nuts
Manny
Vilka
Emmy
Callum
Capricia
Callum
Lief
Truewind crew
| Callum Carnvegas |
Callum moves takes a sidestep in order to flank one of the marines and lashes out with his weapons.
TWF Tidewater Cutlass Attack w flanking & bless: 1d20 + 5 + 2 + 1 ⇒ (15) + 5 + 2 + 1 = 23
Cutlass damage & sneak: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (4) = 9
TWF Boarding Axe Attack w flanking & bless: 1d20 + 4 + 2 + 1 ⇒ (12) + 4 + 2 + 1 = 19
Axe damage & sneak: 1d6 + 4 + 1d6 ⇒ (4) + 4 + (3) = 11
| brvheart |
Callum moves takes a sidestep in order to flank one of the marines and lashes out with his weapons.
[dice=TWF Tidewater Cutlass Attack w flanking & bless]1d20+5+2+1
[dice=Cutlass damage & sneak]1d6+4+1d6[dice=TWF Boarding Axe Attack w flanking & bless]1d20+4+2+1
[dice=Axe damage & sneak]1d6+4+1d6
Callum downs another pirate, a marine
| brvheart |
Owlbear attacks the marine Manny is on club: 1d20 + 5 + 2 + 1 ⇒ (20) + 5 + 2 + 1 = 28 damage: 1d6 + 3 ⇒ (3) + 3 = 6
confirm crit: 1d20 + 5 + 2 + 1 ⇒ (4) + 5 + 2 + 1 = 12 extra damage: 1d6 + 3 ⇒ (4) + 3 = 7
| Capricia the Pirate |
Flanking opposite Nuts, Capricia slashes again the nearest foe (the other ship's captain?).
Capricia the Pirate falcata (flanking, bless): 1d20 + 9 + 2 + 1 ⇒ (8) + 9 + 2 + 1 = 20 for slashing damage plus 4 precision damage: 1d8 + 6 + 4 ⇒ (7) + 6 + 4 = 17 (19-20/x3)
Bah--I've lost track of which token's the enemy captain and which one's his first mate. I left freebooter's bane's bonuses out of the above attack; if it's still in play, add +1 to both the attack and damage rolls.
| brvheart |
Flanking opposite Nuts, Capricia slashes again the nearest foe (the other ship's captain?).
[dice=Capricia the Pirate falcata (flanking, bless)]1d20+9+2+1 for [dice=slashing damage plus 4 precision damage]1d8+6+4 (19-20/x3)
Bah--I've lost track of which token's the enemy captain and which one's his first mate. I left freebooter's bane's bonuses out of the above attack; if it's still in play, add +1 to both the attack and damage rolls.
That was the First Mate and he falls with your swing. With the Captain and First Mate down the ship is yours.
I will figure out xp later. I have a drs appointment in the morning and have our cousin back in town to see the surgeon on his hand. Kara is on Beryl duty for at least the next month so her time will be limited.| brvheart |
xp=100 Captain
xp=100 First Mate
xp=135 Marines
Cargo 2 points of plunder (manufactured goods)
| Nutѕ |
Before doing anything else, Nuts will quickly run around everyone unconscious to stop them from bleeding out.
As he wraps tourniquets around limbs, he looks at Capricia as the commander of the Queen's Grace. "Sinked ships don't haul booty and dead crews don't talk. Mercy or death, Captain?"
Don't know how many we need, but here are some rolls.
Heal, First Aid: 1d20 + 7 ⇒ (6) + 7 = 13
Heal, First Aid: 1d20 + 7 ⇒ (16) + 7 = 23
Heal, First Aid: 1d20 + 7 ⇒ (9) + 7 = 16
Heal, First Aid: 1d20 + 7 ⇒ (11) + 7 = 18
Heal, First Aid: 1d20 + 7 ⇒ (2) + 7 = 9
| brvheart |
Before doing anything else, Nuts will quickly run around everyone unconscious to stop them from bleeding out.
As he wraps tourniquets around limbs, he looks at Capricia as the commander of the Queen's Grace. "Sinked ships don't haul booty and dead crews don't talk. Mercy or death, Captain?"
Don't know how many we need, but here are some rolls.
[dice=Heal, First Aid]1d20 + 7
[dice=Heal, First Aid]1d20 + 7
[dice=Heal, First Aid]1d20 + 7
[dice=Heal, First Aid]1d20 + 7
[dice=Heal, First Aid]1d20 + 7
The other captain is dead along with one of the marines. The first mate is badly wounded along with several marines. There are some 39 other crew that would have fought your crew during the fight. This way you don't have to have a massive fight and your crew maintains its size. You can attempt to recruit new crew from the remainder as the TrueWind had a greater number.
| Capricia the Pirate |
"Crew of the Truewind: hearken unto me, for I won't make this offer again," Captain Capricia calls loudly across the deck. "You have fought bravely in defense of your ship, but your captain, first mate, and some of your comrades are slain. Your cargo is forfeit; your lives are not...yet. Throw down your arms! And if you have one among your number you trust or hold in high esteem, send him or her over for a brief parley."
She then waves Lief over with a quick wave of her hand. "What do you think: Keep the Truewind for ourselves and start a fleet or plunder her and let her crew depart with their lives? My inclination is to let them go and spread word of our victory; I also think it best to consolidate our power in the Queen's Grace and her crew and then slowly work our way up to starting our own fleet. I'll let you do the parleying with their representative, as we've discussed previously."
Capricia the Pirate Diplomacy Check: 1d20 + 5 ⇒ (10) + 5 = 15
| Emerald Delta Waters |
I think we recruit more crew to our ship to keep a eye on them and train them up and that way we can have some senior crew take a skeleton crew with the new ship for sale at auction with us staying near as escort. Those who don't join get marooned. That ship is at least 10k gold.
How big is the truewind comparatively??
| Emerald Delta Waters |
"Aye," Callum nods in agreement. "We want word o' our exploits te spread. As the fear grows, so too will willing volunteers wishin' te join. Then mayhaps we be needin a fleet."
the ones that join will be tellin the story much better in port than the venom of the hatred of those bein marooned on a island.
Infamy be a good might better than nastiness.
| brvheart |
Huxley 'The Wall' Denholm, Second Mate meets Capricia for negotiation.
| Vikla Ragnardottir |
All those who yield, gather round
channel: 2d6 ⇒ (1, 4) = 5
Vikla gathers surviving crew around her and channels, after it is made sure that none shall jump up and fight again.
| Capricia the Pirate |
I was waiting for Lief to use his silver tongue to force a decision, one way or the other. If she had to decide herself, I'd say Capricia would let the Truewind and its crew go, after plundering it first. This assumes that Second Mate Huxley doesn't come across as vengeful during the meeting and that he believes the ship has the leadership needed to get back to a port on their own.
Her reasoning is that the crew of the Queen's Grace is still integrating some new crew hired in Rickety's Squib and I'm not sure we'd want to mix in more new (and perhaps grudge-holding) members already; plus the thought that leaving survivors might add to our ship's growing infamy; and lastly, if we haven't been very long out of Rickety's Squib, she'd like to repay the favor and return there to christen Capt. Pegworthy's re-outfitted ship if that's possible timewise.
| brvheart |
Interviewing the second mate, you find out that there are a number of smaller islands and villages that are 'ripe for the picking' so to say along the Mwangi and Sargavan coasts.
Fishguts’ Advice: If the PCs attack a village as soon
as it is spotted, they face the full might of the village’s
defenses. However, if they sail on and then return after
sunset, they can make a nighttime raid, which gains them
1d4 rounds of surprise before the village’s defenders can
get organized.
| Capricia the Pirate |
"Slaves require feeding and watching over," Capricia thinks aloud to the crew. "Plus, we'd have to find a port that would buy them. I'm not sure that's worth the effort. And I think when we took the Truewind and her crew, we already decided against becoming slavers when we let her crew go. No--let's focus on the more traditional pirate booty: take what we can with as little violence as possible. If our targets choose to fight...then so be it."
Sorry--I've been busy lately and will be busy with work the rest of this week.
| brvheart |
The idea of raiding villages is not for slaving, but rather for looting plunder but if the captain is against that you could visit them to sell plunder.