Captain Elreth

Captain Colthyn Riggs's page

55 posts. Alias of baldwin the merciful.


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"Well you can at the right time...walls will help. Definitely ease the tension on the forces. How many do you have and when can you get more. The eastern side has been probed all day and could use some reinforcement there. I hear they had a flying demon shooting lightning and fire from his eyes and thorny whip. Decimated two squads I hear. Korg himself had to step in to fill the gap...ain't much that can withstand his axe." The Captain says proudly Karnog and Kalim.


Kalim you and the Capt walk some of the perimeter and he points out where defenses can be bolstered. "We've didn't have much notice of the pending attack....only 'bout three weeks but did dispatch riders out calling in allies and mercenaries. the townies all pitched in and we came up with these funneling embankments to try to create bottle necks." He essentially provides you with defense theory.


The Capt who questioned the group looks at the Lt. and says, "Col Korg and Talbard where heading towards barracks the last time I saw them. They will want a debriefing on your encounters."

The Lt salutes the Capt.


As the party makes it's way to the next check point several guards are quick to stop you. Their weapons at the ready. "WHOA there...No ...no ... no dark elves allowed. Not in my town. I've heard you're the cause for this assault....a spy. These evil doings happed AFTER you visited last." His squad takes a half moon postion to block your group's approach, There are a four archers towards the back with their arrows notched pointing at Nym.

This extreme reaction is quite harsh. Your group has never been confronted like this before.


Jerome's rays miss, but Dinetta plunges her rapier deep. Marcus opens up a can of whip arse on the treacherous captain, who teeters for a moment then collapses to the ground.

What is everyone going to do?


RD 3: Capt Riggs

The cursed captain has hallowed feeling surge through his body.

curse, 50 and lower unable to act: 1d100 ⇒ 32

The Captain shakes his head unable to stab at his opponents.

will save glitterdust: 1d20 + 4 ⇒ (11) + 4 = 15

Tears wash the dust out of his eyes.


Dinetta's attacks miss. Revhi moves to get behind the Captain and is stuck hard, but she tries to complete her spell.

will: 1d20 + 4 ⇒ (7) + 4 = 11

The negative energy washes over the captain. (possibly if Revhi completes the spell)

Revhi I need you to make a concentration check for being injured while casting: DC 10 +8 (dam)+ 3 (spell level cast). Total concentration check is 21. If you are successful your curse spell hits the Captain and he fails his save.

Then I need you to make a will save against the glitter dust in the area. DC 15. See Jerome's post above.

Updated Map RD 2


AOO on REVHI:

The blind captain hears footsteps (Revhi) and jabs.

keen rapier: 1d20 + 11 ⇒ (19) + 11 = 30;damage: 1d6 + 3 ⇒ (5) + 3 = 8

50% and lower miss: 1d100 ⇒ 80

His blade sinks in deeply,

keen rapier: 1d20 + 11 ⇒ (4) + 11 = 15;damage: 1d6 + 3 ⇒ (2) + 3 = 5

"Never lik'd you much."


Capt Riggs will save: 1d20 + 4 ⇒ (4) + 4 = 8

"Arggggg, blasted sorcerer."


Two of Marcus' attacks hit the captain, he grunts slightly and sneers.


RD 2: Capt Riggs

The captain looks to jab at Markus but bluffs his attempt and reverses his attack, now aiming for Dinetta,

MA:

improved feint, bluff: 1d20 + 11 ⇒ (20) + 11 = 31
vs sense motive

Against DC 10+opp wid mod + BAB. Or alternatively agaisnt sense motive.

Improved Feint:

If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any).

Std:

keen rapier: 1d20 + 11 ⇒ (16) + 11 = 27;damage: 1d6 + 3 ⇒ (2) + 3 = 5
threat range 15-20

sneak damage: 3d6 ⇒ (3, 2, 4) = 9

Confirm Crit:

keen rapier: 1d20 + 11 ⇒ (13) + 11 = 24;damage: 1d6 + 3 ⇒ (1) + 3 = 4

-----
Marcus if you can be poisoned your dex is reduced 1d4 ⇒ 2


RD 1: Capt Riggs

The Captain's previous wounds have healed. He lunges as soon as the portal opens,

1 dinetta, 2 markus: 1d2 ⇒ 2

The Captian has seen Markus's quickness and knows he is the greater hand to hand threat so he focuses on him first.

keen rapier: 1d20 + 11 ⇒ (18) + 11 = 29;damage: 1d6 + 3 ⇒ (6) + 3 = 9
threat range 15-20
plus poison DC 16 fort save

sneak damage: 3d6 ⇒ (3, 2, 2) = 7

Neh-Thalggu Poison—injury:
save Fort DC 16;
frequency 1/round for 6 rounds; effect 1d4 Dex; cure 2
consecutive saves.

The blade sinks into monks flesh and the captain flicks his wrist.

Confirming Crit:
keen rapier: 1d20 + 11 ⇒ (8) + 11 = 19;damage: 1d6 + 3 ⇒ (6) + 3 = 9


The water barely trickles over the captain as he withstands the bull rush. He brushes off some of the water with a flick of his gloved hand and then he moves to the back door, it opens and he moves through, the door closes behind him but not before you hear a mechanical gear sound.


An arrow hits the Captain and he glares at the archer.


RD 2: Capt Riggs

The captain pulls a potion from his a small belt pouch and quaffs it down.

cure critical: 4d8 + 15 ⇒ (3, 6, 2, 7) + 15 = 33

His seeping wounds knit back together.


RD 1: Capt Riggs

The Captain's rapier hisses as he slices the air, he mumbles "Alessandra and I will cut you down...as...as...the Engineer demands." He twirls his blade in a figure 8 fashion. Then he drinks out of vile and his image becomes fuzzy.


Markus charges blindly ahead as he gets on the curving path he realizes the error of his way as the collapses quickly into the inky solution.

Make a relfex save Markus.

"You should have fled, when you had the chance, you should have fled" The Captain utters. "He's too clever...powerful." With his speech the Captain grimaces in pain.


RD 5: Capt Riggs

The captain continues to mumble in jargon, the sound is more faint then before, as if something is blocking the sound or he is moving away.


RD 3: Capt Riggs

cmb: 1d20 + 6 ⇒ (12) + 6 = 18

With quickness as the sorcerer begins to fall to the ground unconscious, the captain reaches out and grabs him just as he step off the decking through the collapsed floor. The Capt with Davkas grabbed disappears below.

Jean you get an attack of opportunity.


reflex save: 1d20 + 10 ⇒ (19) + 10 = 29

The captain shrugs off the damage with his deftness.


RD2: Capt Riggs

DM:

It's the perfect time. With a grimace and a slight bit of hesitation, the capt flexes his gloved hands and his head throbs.

"I've got Davkas backside Jean. Finish the right flanked creatures." With that he steps to R;17, hesitates till a rat flanks, then thrusts his blade into Davkas.

Jean you can make perception check DC 14 and you notice what the Captain does behind you.

rapier att, keen: 1d20 + 11 ⇒ (10) + 11 = 21;1d6 + 3 ⇒ (4) + 3 = 7
add +2 flank

confirming crit (range 15-20), if applicable

rapier att, keen: 1d20 + 11 ⇒ (12) + 11 = 23;1d6 + 3 ⇒ (3) + 3 = 6
*he did not confirm.
.
sneak: 3d6 ⇒ (5, 6, 6) = 17

bleed 3 at the start of Davkas' turn.

The wizard is shocked that the blade pierces his back.

24 HP, plus 3 bleed if not healed.


RD 1: Captain Riggs

He drawls his rapier, "RATS...biggun's'


What is everone else doing?

The capt tosses a silk rope into the hole. "grab hold."


"Hullo...you alright down there?" There is long pregnant pause. "Need a rope?"


The Captain shrugs at Markus.


"Heard something." He flicks hie rapier towards the stairs leading down. He raggedly exhales.


Marcus there really isn't much else to learn from the quarterdeck that hasn't already been disclosed. You can see there is a second stairway opposite the one that you took up.

The Captain looks over the scene, 'Well, if they're alive they have to be below deck...lets get moving." He heads to the opposite side stairs and walks down to the main deck.

Is anyone else doing anything?


Jean and/or Revhi are close enough to Dinetta to take up the climbing task that was proposed.

"Well! Which one of you landlovers are going up that rope to clear the crowsnest?"


The Captain looks wide-eyed and impressed that the little halfling was able to toss the grappling hook as far and accurately as she did. "Read that in book did ya?" He pauses, "Now be careful getting up there, no sense being foolish with risks, who knows what those treacherous birds have up there." He then moves towards Marcus and the quarterdeck, the deck protesting with it's creaks the entire time.

Updated Map


"Pitons yes those are good. I've got another coil of silk rope." the Captain pulls out a coil of rope form his satchel, the rope looks bigger than the satchel once outside of it. "Here." He toesses it to Jean.

Chatter beak separates from his master's tattoos then flies up towards the crowsnest.


"I haven't' seen the likes of something like this before. Everyone is gone." He motions to the some of the debris. "Some battle..." he mutters. There are crossbow bolt heads scattered about the debris. Wood shafts and feather fletching are largely rotted or blown away. There are a few broken blades and splintered spear hafts amongst the jumble as well.


The Captain frowns, "Aye, never seen such sights before. truly is strange, where are the survivors...the crew?" He motions to bring the jolly closer to the stone, where the ship can be tied off to. "A ship without a name." He mumbles.


The fire causes a brief break in the mass that was trying to gnaw on the hull of the boat. Although it mostly fizzled it did enough to deter the swarm. The Captain tosses a few coppers away from the boat and that helps draw the swarms attention away.

"Put your back into those oars."


There are a total of 4 oars in the boat. I assumed Markus and Jean were each rowing, while the capt steered. I didn't think the librarian halfling and spellcasters were pulling that duty.

Responding to Markus comment about the habitat, "Apparently not."


The first swarm surrounds the boat, the Captain sees Jean fire his bow into the mass without causing any damage. He looks to Dinetta and then over to Davkas, "Well... if you've got something now's the time to use it." he then reaches into his satchel and pulls out a hunk of dried meat and tosses it behind the jolly trying to lure at least one swarm away from the boat. "I wouldn't be standing up...if I were you."

Acro DC 10 to keep balance if you are standing up.


"Steady...hold steady. Not sure what we are rowing into right now. could just be a school of flying mackerels or razor's jumpers." There is long pause. "But we ready." He maintains the direction. "Markus pull on those oars harder will ya, lets not be out her any long then necessary."

Figured Markus would be be rowing.


"Gentleman, ladies go grab your gear and meet me at the jolly, I'm going to have it lowered. We'll proceed with caution, I don't know if there another ship out there or worse hiding int he fog. There could be lives at stake." His hand rests comfortably on the cup-hilt of his rapier.


"Alright then...make ready for 10 degrees starboard and into the mist. Leadman keep the sounding going." the captain walks back to the wheel and takes possession from the First Mate. "First we get a bit closer, prepare the port side jolly, get us 10 skins of water, and make sure there's an extra oar, two floats and coil of silk rope." he barks out his orders.


DM:

perception: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15
+4 assistance from PCs

With both Dinetta and Jean assistance the Captain focuses, "I'll be damned. He assesses the situation, “A ship on rocks...looks like fork or something. Hmmm… there may be survivors aboard. We should investigate. This is not part of the usual duty, men, so I’ll take volunteers. The volunteers will split any salvage we find. I’ll lead the party personally."

He pauses, “I’ll not lie. This could be dangerous. Who knows what you’ll find aboard a wrecked ship here in the Razor? Mister Handerly, you’ll have command while I’m gone. So, who will join me, lads?”
The sailors look down at their shoes.


DM:

perception: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14

The Captain follows the line Dinetta is pointing out,"Hmmm, I'm not seeing it. Dinetta, how far do you think?"


Were not using gunpowder.

"No sound or sign of attack that good." Responding to Marcus and Revhi. He pulls up his spyglass. He barks a few more orders to the crew, "Cookie let's have some coffee up here, it's gonna be a long one. First Mate, get me a compass and drop a lead for a depth marker."


No noise.

He takes a good long look out of his spyglass and shakes his head, "Aye, it's not there now. Blasted fog. We can keep a look out." He starts to bark orders for the crew. "Let's keep a full crew up top for bit, everyone else back tot the bunks...don't need everyone tired in the morning." He paces the length of the ship, his spy glass in hand, he stops every couple feet to peer into the fog.

"So Marcus, what did you see?"


“What? Where?” says the surprised Captain Riggs. The sailor points emphatically. The captain opens his spyglass, a finely made item adorned with a stylized golden eagle, and scans the horizon.

“I see nothing,” he pronounces.


“Fire?! Where? I see no flame!” demands the Captain.


As though he is done with the conversation the Captain then yells, "Make sail, 17 degrees port." The men in the in teh rigging hustle about at the sudden course change releasing and tightening lines and sails. 'I do enjoy the salt air...smell that goodness crew!" His hands begin to turn the wheel to port.


The Captain blows another smoke ring and frowns. "Let's not have cranky guide or sleep deprived guards." His sardonic tone mocks. He shakes his head then replies, "That'll do fine. We're staying under full sail all evening, so there will be a skeleton crew up top. If the winds hold we'll shave a day off the trip."


The Captain watches the five hired mercenaries approach, their swagger, and he their confidence. He pulls out a pipe and a tin of tar weed, he packs the bowl and strikes the flint. His lips pucker and drawls the thick smoke in his mouth, lets it rest for for the longest second then exhales two smoke rings. "So, we've two days journey before we hit the pirate hunting lanes tell me who has the night watches."


“Save your poetry for the whores back in port, Handerly!” the Captain snaps. “The Razor is no place to let your guard down, and we’re a long way from home yet.” The first officer only nods. The Captain’s mood seems to soften a bit. “Anyway,” he continues,“you did a fine job getting us out of port. I’ll take the helm for a while, Mister Handerly. You can relieve me in the evening.”

The captain lets out a loud bark to his crew. “Trim the foresail to port, men! Let’s see how much open water we can cover while the wind lasts!” Soon, under the captain’s expert hand, the Blessing splits the waves like an arrow through the wind. A fine salt spray mists over the forward decks, and sailors scamper to and fro to obey the captain’s
bellowed commands.


Just after the noon bell the captain emerges from his cabin. He brushes his long faded coat with his dueling gloves. He wears a rapier on his side. Eyes darting around taking in the crew. Despite the fair weather, he wears not even the hint of a smile. “Report, Handerly!” growls the captain.


"When you've been around as long as I have, it pays to have a healthy degree of skepticism." He drinks from his tin tankard. "Ship is the caravel The Sealord's Blessing be onboard tomorrow morning by the 5th morning bell (5 am). She's a merchant ship, ill equipped for combat, but she's fast and I have you in case of pirates." He looks at the Jean-Phillipe. "The first mate is..." he pauses a brief second to search his memory. "Barton Handerly, report to him. You aren't expected to crew, we've got that covered. Protection against pirates, unsavory trade partners, and whatever crawls from the sea." He reinforces your job duties. He nods accepting the wizard's terms, "No problem there."

With that he stands up dropping four small bags (500 gp each) on the table then he slides his rapier into it's scabbard. He doesn't bother saying good-bye as he departs.

Revhi Sense Motive:

The Captain's an odd one, nervous and on edge, like any seasoned Captain he isn't tell you everything but you sense he is telling your the truth about the goods he transports, his ship, and he is concerned about the dangerous seas.

You figure you have a few hours you can inquire about the ship and captain in the tavern. Perhaps there will be someone from the crew here indulging before the morning sail.

Location: The Run Aground Tavern
Time: 9 midday bells
Ship: The Sealord's Blessing
NPC: Captain Colthyn Rigg's
First Mate: Barton "Dandy" Handerly

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