Corliss dutifully mends the crew's wounds, Kaul rubs away the dead skin from burned skin regrown for the second time that night as he advances toward the surf. The surrendered soldiers huddle in front of the barracks and one vntures a question to Jim now that the intimidating half-orc has stepped away. "Mind if we go inside, Sir? We wont cause no trouble and it's freezing out here." With that reminder and the lagging adrenaline, Jim and the others feel the chill of the dark and snowy night. All- Fort save DC 15 or 5 non-lethal cold and fatigued
Kaul gives off the enticing odor of barbecue as he nearly topples over from the full effects of the lightning bolt. Jim dodges the worst of it. Fortunately, electrocution seems to have taken the fight out of the pirates and the dozen or so that remain alive drop their weapons and step away from their attackers with their hands up. From the sea comes a booming voice hollers, "COWARDS! CURSE YOUR YELLOW LIVERS!" The speaker remains outside the range of Dingus' light which doesn't quite reach the water's edge.
The angry mob isn't really listening to threats at the moment. They swarm over the crew, striking with fist and boot and sabre. Jim- 15 general damage, Kaul- 14 general damage, Corliss- 17 general damage Dingus has stayed out of reach and screeches, "I can't send a lightning snake through them if you all are right there in the middle!" Round 4
As a reminder- Demoralize in the rules can only be used against a single opponent. I allow it to affect the number of creatures equal to the crew's Infamy score (5) but this group is far more than that (25) and it's a mob so not listening at this point. I'll let y'all keep the roll, but I'll apply whatever effect it has AFTER the mob is dispersed (defeated), OK?
"Keelhaul" Kaul wrote: Skipper is this an actual mob in the PF sense or just in the literal sense? Just wondering if Kaul can weigh in on them with ax and claw Maybe don't be so direct with the metagaming. ; ) I'll just say that Kaul can't flank them but I don't see why he couldn't otherwise attack them.
Corliss moves to back up Jim and Dingus follows bringing the bright light forward. Kaul appears at the corner of the cabin blinking in the light which has compromised his darkvision. Perception DC 16:
A figure dashed toward the sea through the advancing edge of the light as Dingus moved toward the cabin and a splash is heard among the hiss of the surf. The crew bellow in response to Jim's offer and surge out of the cabin pushing him aside. The mob has spoken for now. OK, I'll pause here for actions since it sounds like just movement so far. Jim gets an AoO if he wishes.
Kaul sneaks around the back of the barracks while Jim stations himself near the entrance. Dingus cackles as he sends a volley of hissing missiles into the guard dog, killing it. Kaul spots the captain dashing around the other corner of the barracks. Inside the barrack there are shouts and suddenly the door opens. Jim kills the first pirate coming out and the tumult grows! R3
Jim runs into the dark cabin with only the dim gleam of the crackling lightning along his blade. He manages to hop over the large hound in the doorway and spin past Kaul to stab the figure crouched in the corner. The nearly naked, heavily tattooed, and now bleeding man bellows as he slips past Kaul to jump onto the bed and through the parchment window above it. Jim gets an AoO. The wolfdog starts howling loudly as it dashes out the door into the daylight just conjured by Dingus from the goblin hand. The mad dog goes for the praying sea priest howling and snapping at him with powerful jaws. R2
Ah, got it. I misread the previous post. Yeah, that's insane. There's def enough bloat in 1e to allow the PC engineers to go nuts. I guess my dislike with 2e is that DCs are dependent on level. I see that that tracks with the maxxers but unless i am misunderstanding it, it just feels wrong that the DC for say climbing a wall depends on who is climbing it. Is a L15 wall impossible for a L1 character to climb? Maybe I should think of it as averaged to the PC so a first level character has just as good a chance as a L15 character to climb the same wall? Still, the big numbers just seem weird to me. I should prob just get over it.
James "Madman Jim" Patterson wrote: There's a character in that second game who's built in a way that really makes me understand why Paizo designed the 2E skill and combat bonus scaling the way they did. It's a 5th level bard with +26 Diplomacy. At 5th level. Here I thought my 5th level bard was approaching being unbalanced with a +13 on Diplomacy and Sense Motive, but no. Yeah, the modifier inflation is the main thing about 2e that i just can't get on board with. It's a different system so I suppose it works but I don't love it.
Yes, the knock opened the door by knocking the heavy timber bar off the door which made some noise... Ding the Serpent King wrote: "Stand back and let me take care of this!" an unseen Dingus commands. ... *there's the sound of a bar falling inside the cabin* and the door swings open. Maybe not ready, but result was that the inhabitants awoke and man managed to roll out of bed and grab his close at hand bow and arrow before Kaul moves in. But Kaul has the initiative. Didn't list init because only Kaul can see what's happening but- Intiative
Intiative:
Keelhaul Kaul- 1d20 + 2 ⇒ (17) + 2 = 19
Madman Jim- 1d20 + 3 ⇒ (11) + 3 = 14 Dingus-1d20 + 3 ⇒ (11) + 3 = 14 Corliss-1d20 + 6 ⇒ (13) + 6 = 19 foe- 1d20 ⇒ 9 foe- 1d20 ⇒ 4 Kaul: Kaul quietly slips inside the cabin and peers into the darkness within. It is simply furnished with a desk piles with charts, a table with a couple dirty plates, and a bed piled with furs. A figure crouches beside the bed holding a bow and blinking at the open door. A large dog lying at Kaul's feet growls.
Dingus glares back at Corliss but casts invisibility on Jim and himself as Kaul slips out of the barn and into the darkness ahead of the crew. Outside, the temperature has fallen and Kaul sees that snowflakes now float down in the night. Kaul circles the barracks and hears snoring within. The two much smaller officer huts are quiet.
Arne shares what he knows. Skald: "There are maybe three score in total, split between the base and the watch stations. I think there are two watch stations at the entrances to this cove. The captain's name is Sculfer and he is a fierce fighter. The two highest mates are seers. A volve named Nixie and seidr named Jovan. Sculfer trades off running the ship with Nixie. Jovan is less popular and spends most of his time in the grave mound in the hill. He has some creature that follows him and he brings ancient hex stones from there that the captain implants into his face for power. Most of the crew are either in the longhouse or ship. The officers share the two small huts."
The older man nods. Skald: "Those are names that I have heard. Broken Bay raiders. Alfhild has been known to sell her spoils in Halgrim. I am Arne and the twins are Barga and Harga. We are from a village on Battlewall. We joined a whaling crew but had no luck and the Akora took us. Only we three survived."
That probably depends on how they are treated and the cultural context of their situation. They might be more resigned to their condition within an Ulfen community than under the control of outsiders. Corliss doesn't detect any impending threat outside the barn, but is distracted by his shivering. He wonders if he might be warmer in a pile of goats despite the stink.
The crew feel their way around the outside of the fence and barn until they come to the entrance. Once inside, they stand dripping and cold as Dingus opens his lantern's aperture a little more to reveal the herd of goats staring at the newcomers from their pen. Against the opposite wall, three ragged looking men stir with the rattle of chain links.
Dingus casts an invisibility spell on Kaul to aid with his reconnoitering. Not that anyone without dark sight can see beyond their nose under the thickening cloud cover and sleet. He is gone a very long time though every moment crouched in the cold and dark seems like hours so it's hard to say how much time is passing exactly. Eventually, Kaul clears his throat causing nearly everyone to jump. The spell is still in effect so it couldn't have been that long. Kaul explains that there does appear to be a watch on the boat, which is only a single-masted cutter which seems odd. He started with the barn thinking it likely the least guarded location. Slipping through the door, found a herd of goats and three men but they were chained by their legs so he was able to slip away without any trouble. The barracks were inhabited. He could tell by the snores he heard even over the sleet when he put an ear to an oiled hide window. He didn't disturb the two smaller cabins thinking they could be officers. |