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![]() Hirako nods eagerly and you all load up into the rowboats and head out to the Lionfish where Smulwarts waits patiently aboard. A smile momentarily breaks along her face before she shoves her emotions back down. "So I take it we're ready to head back to port?" She says as she eyes Hirako. Word is sent back to the Society of your success and a letter quickly returns with information on your return voyage, but it will take a few days for the boat to arrive. During that time you hear rumors that the attacks directed at the Cyphermages have stopped, and the tension between Tammerhawk and Cromarcky has settled down to it's usual levels. Also during these days, Sutekh seems to begin to fall ill to something (possibly the bite of the trollhounds), but as quickly as the symptoms surface, Sutekh seems to fight them off. By the time the boat arrive, he seems to be completely healthy. You also hear many rumors of your own exploits and how you defeated the pirate Alejia and her crew. Your reputation in Riddleport has become one of a formidable force. Hirako thanks you profusely before leaving your company, telling you that he wishes to help you in whatever way he can, if you find yourself in the City of Cyphers. He also tells you that he will let Tammerhawk and any allies of the crime boss know of your exploits. ![]()
![]() Now that the excitement has died down a bit, the old man comes up to you to thank you. "Very well done. I am Hirako Gurukaza, and I am in your debt for saving me. Rest assured, I will send word of your bravery and dedication to your superiors. But if you don't mind, could we please leave this dingy place? I have seen quiet enough of it." ![]()
![]() The fallen grunt has the same equipment that the others has had, masterwork cutlass , light crossbow, masterwork studded leather, a few potions and alchemical items. Searching Alejia's body, Aetherys sees that both her fallen cutlass and the suit of studded leather she wears give off magic. With a bit of time you are able to determine that both are simple enchantments, but the armor appears to be stronger. +1 cutlass, +2 studded armor She also has a hand crossbow with some bolts, a disguise kit, and her magus spellbook. Spellbook:
All 0's, Burning hands, color spray, corrosive touch, magic missile, ray of enfeeblement, acid arrow, bull's strength, frigid touch Searching through the rest of the caves, show that there isn't much for pirate treasure here. It seems to be mostly a waypoint for Alejia to unload cargo onto her own ship away from prying eyes. You do find food stuff and some basic equipment for repairing and maintaining ships. ![]()
![]() Okay guys, will be posting the final stuff for the adventure soon. I'm working on the chronicles and they'll be ready for download soon. Lem, I need to know the society number of the character you want the credit to go to. Sutekh, I'll need you to make me 2 more fort saves to try to resist the disease that you got. Either that or get a spell to get rid of it. Other than that, thank you for the game guys. Sorry for the few missteps, but I hope everyone still had fun. Oh yeah, my boon roll:
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![]() Brox, I'm going to assume you acrobatics around the hound so you didn't get an AoO, but I didn't see a roll.
As Lem moves up and uses some healing on Sutekh, enough to stanch the bleeding, Aetherys strikes at the trollhound. Her blade cutting a deep gash into the beast's hide. Even as Aetherys is recovering from her attack, Brox nimbly moves past the beast, never giving it a chance to strike at him. Brox's blades cut neat lines into the hound's flank, bringing forth another howl, this one low and long as it slumps to the ground it's breathing ragged. In the other room, the grunt looks at Karasu before speaking in a stammer. "No, no. Those things don't like me or anyone. They listened to the boss, but usually just because she had food." Combat Over ![]()
![]() Dang site crashed in the middle of my post. Yup the hound will take one.
The remaining pirate seems content to stay where he's at, since the fight is blocking the only exit out of the room at the moment. He does move back along the wall away from the old man and Kenku. The old man slowly works his way to his feet and away from Alejia's body. He takes in Karasu then smiles warmly. "Thank you ever so much for the help. I don't know what those pirates would have done with me." The troll hound lets out a howl as the fire bomb splashes it's contents onto the hound's flank. The creature lashes out at Sutekh again as Sutekh's arrows bounce off the hound's tough hide. Bite: 1d20 + 8 ⇒ (16) + 8 = 24
Once again the trollhound sinks it's fangs into Sutekh's leg, tearing another wound in the man's leg. Combat order: Round 4 - Bard Performance running (4rd round)
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![]() Karasu, I'm going to move forward. Feel free to take your action any time in here.
The pirate looks from the prone form of his captain, to the magi holding bloodied blades. You can see his mind working as he drops his blade to the ground and steps away from it. "She was a good captain, but I'm not throwing my life away for her. I give up." Combat order: Round 3 - Bard Performance running (4rd round)
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![]() Paz wrote: They gain access to the items from the subtier they played. Thanks for the info Paz. I thought it was kinda wierd that if you played up with an out of tier character you'd only get access to the lower tier items. Mystic Lemur wrote: DM Tobi, since Paz already answered your question, I just wanted to clarify that it is very rare for a group to decide to play up or down. If the APL was 3, the group size and the season of the scenario should have determined what subtier to play. Well it was a season 4 game (4-15 to be exact) and they had a group of 7. But I thought it was in the guide that if the group was between tiers the players themselves could choose what tier to play in. ![]()
![]() Hey all. I'm close to finishing up my first PbP where the characters had the option of playing up. I had a table APL of 3 and the group decided to play up to the 4-5 tier. I understand that the characters who aren't at least 4th lvl (or would the 3rd level get the "in tier" gold as well?) will only get the "out of tier" gold, but was wondering about the items. So the question comes, do the players who aren't 4th lvl only receive the items granted by the 1-2 tier or do they gain the higher tier items since they played up. Thanks for any help. ![]()
![]() Okay guys, you're pretty much done with the mod. Re-looking at the Gameday reporting tool, I need to have the following info. 1. Player Name (or Paizo alias if you want)
So please make sure to roll for your boon. It's a straight d20 roll, if you roll a 1 you get a random d4 roll to see what boon you get. If you get a 20 you get to pick the boon. Boon 1:
Lingering Resonance: A recent encounter with an enemy spellcaster left your body strangely receptive to spell effects. At the beginning of a scenario, you may announce that you are using this boon. The next time that you fail a saving throw against any spell or spell-like ability from an enemy spellcaster, have your GM write the name of the spell below. Choose one of the following benefits, and cross the other off your Chronicle sheet. • When you cast the listed spell, you may increase the DC of the saving throw by 2. • When you roll a saving throw against the listed spell, you gain a +4 bonus on the save. You may use this bonus once for free, after which you should check the box below; each additional use of the selected benefit costs 1 Prestige Point.
Boon 2:
Long Distance Support: You heard the Decemvirate’s call to arms as the Fifth Crusade began, but for whatever reason the society did not send you to the front lines immediately. You may nonetheless send extra supplies to aid your fellow Pathfinders. At the end of any scenario that does not take place in Mendev or the Worldwound, you may choose to spend 1 Prestige Point to send a cache of necessary supplies north to aid the war effort. On a line below, have your GM record where the scenario took place and initial the entry. Upon filling all five lines, you gain two benefits. First, you gain a Mendevian Commendation for your tireless efforts to supply the crusade. A Mendevian Commendation grants you a cumulative +1 bonus on Charisma-based skill checks to influence Mendevian Crusaders (maximum +3). Second, as a swift action while fighting a creature with the demon subtype or bearing an unholy symbol of a demon lord, you may grant all allies that you can see within 60 feet a +2 circumstance bonus on attack rolls, damage rolls, and saving throws against those creatures for one minute. When you use this second ability, cross it off your Chronicle sheet.
Boon 3:
Mendevian Weapon Training: Queen Galfrey of Mendev understands both that poorly equipped crusaders are of little use to the ongoing war against demonkind and that an inadequately trained crusader cannot make effective use of good equipment. As a result, those who dedicate themselves to the Fifth Crusade have access to training and equipment that might not otherwise be available. When you would be permitted a Day Job check, you may instead spend 4 Prestige Points to receive intensive training with a specific weapon or suit of armor. You receive a masterwork version of the weapon or armor, and you gain proficiency in that specific weapon or armor (but not others of its type). If you are already proficient with the selected armor or weapon, you instead gain a +2 bonus to CMD against disarm and sunder combat maneuvers targeting the chosen item. Choose the weapon or armor from the following list: breastplate, glaive, heavy shield, or longsword.
Boon 4:
Moment of Glory: Whether it is by fate, fortune, or circumstance, you are able to tap into a hidden reserve of power at just the right moment to perform a truly extraordinary feat. By activating this boon as a free action, you become a mythic character (1st mythic tier) for 3 rounds. If you fall unconscious due to hit point loss during this time, you automatically stabilize without needing to attempt a Constitution check. In addition, once before this effect ends, you may use the surge mythic ability to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using the surge is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. When you use this boon, cross it off your Chronicle sheet; however, anytime you successfully complete (earning the maximum possible number of Prestige Points) a scenario that using the “hard mode” option, you may have the GM sign this boon. You may use this boon one additional time for each such signature you receive.
Thanks all for the game. I'll start working on chronicles. ![]()
![]() Alejia's eyes flick quickly between Karasu and Brox as she holds her blade to the old man's throat. She doesn't see the blade flicker into being behind her as Aetherys fades into view, her blade slashing down into the other woman. The cut, slashes a long cut through the female pirate's armor. Alejia lets out another cry as her knees give out and she falls to the ground, dragging the old man down with her. She tries to focus her eyes on anything, but they slowly close. Sutekh, takes a step away from one of the hounds as he prepares to fire. The other senses an opening and lunges forward to bit the human. Bite AoO: 1d20 + 8 ⇒ (11) + 8 = 19
It's teeth sink into Sutekh's leg, leaving a fairly good sized wound as it pulls back, ripping some flesh. As the creature pulls back, Sutekh glares at the beast, releasing his arrows. One arrow catching the thing in it's shoulder, the other punching the things skull between it's eyes. It falls to the ground in a heap. A tiny Kiya, moving into Lem's personal space, flings another vial of fluid at the trollhounds. The vial slams into the remaining hound and break apart, splashing it's flaming contents all over it and the form of it's fallen brother. The remaining beast howls in pain, but lunges forward to attack Sutekh. Bite: 1d20 + 8 ⇒ (14) + 8 = 22
The trollhounds fangs flash a dirty white just before they sink into Sutekh's thigh, ripping more of the muscle and flesh as they're pulled out. Combat order: Round 2 - Bard Performance running (3rd round)
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![]() Curious Karasu, where are all the bonuses for damage from? I can place a few. Shimmering into existence next to Alejia, Karasu brings his katana down in an impressive magical attack. The blade cuts a long, bloody line down the pirate's side, just missing the old man. Alejia lets out a cry of surprise and pain as the blade connects. Her reflexes pulling her back from the blade, but this also pulls the old man away as Brox darts out from behind one of the pillars in an attempt to grab the man. Very heroic thing to try Brox. And you weren't too far away from the CMD Alejia glares at Karasu as she pulls the old man closer, her blade drawing along her bloody wound before resting against the man's throat. "You want this old sage. Well I want out of here. Back off and he may see the next sunrise." As the pirate captain threatens the man's life, the remaining grunt moves up to try and attack Karasu. Cutlass: 1d20 + 6 ⇒ (14) + 6 = 20 But the blade glides off the magical barrier around the Tengu. Combat order: Round 2 - Bard Performance running (3rd round)
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![]() @Lem: I moved you as much as you can after casting your spell. Invisible, Aetherys makes her way into the cavern and sees the pair of grunts and Alejia holding an old man as a human shield. Reflex: 1d20 + 5 ⇒ (6) + 5 = 11 One of the grunts cries out as a pair of arrows impact solidly into his chest. He remains on his feat until a small vial of fluid breaks open behind him and he is caught by the ensuing fire. A pair of loud howls rumble through the caves, seconds before the massive forms of the trollhounds come charging out of their cave. They howl again as they see Sutekh and move in close, their jaws and sores both weeping fluid. Both hounds, double-move Combat order: Round 1 - Bard Performance running (3rd round)
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![]() Alejia spots the half-orc rush into the room. "We got company boys. Gut 'em and feed their bodies to my pets." She then draws her cutlass and pulls the old man to his feet, using him as a shield. The grunt to the east (number 1), draws his cutlass as he moves up to the lever mechanism and pulls one. You hear the sounds of gears and counterweights working, but then there is a loud grinding sounds. "Boss, the gate. It's stuck." GM roll:
Perception: 1d20 + 2 ⇒ (13) + 2 = 15 Behind you, Lem notices that the iron gate has risen. The second grunt, moves down to attack Brox.
Combat order: Round 1
Remember everyone, Lem is still doing a performance. So I assume +1 to attacks and damage ![]()
![]() Okay moved people up, please make adjustments if you want. GM roll:
A. Perception: 1d20 + 1 ⇒ (8) + 1 = 9 G. Perception: 1d20 + 6 ⇒ (16) + 6 = 22 Three sets of wooden stocks hang from the northern wall of this room, pitons chaining the devices to the rock. Light flickers into the room from the water out in the cavern’s main chamber to the west, and small holes in the ceiling act as skylights, ensuring that the room needs no torches to light it during the day. Several natural stone columns break up the center of the cavern, sending shafts of shadow across the dimly-lit chamber. A second Iron gate, like the one in the other chamber, bars passage into the Trollhound room, but you do notice a small mechanism near the gate that probably opens the gates. Within the room, Karasu spots 4 figures. Two of them are dressed and equipped similar to the other pirate crew members you have faced. The female seems to match the descriptions you've been given of Alejia, wearing studded leather with a cutlass at her hip and a crossbow. The other figure is an old man, his hands bound behind his back. Several streaks of blood and fresh bruises blot his face as he stares at the woman. He says nothing to the Alejia's questions. One of the pirates turns from watching the interrogation, drawing his weapon as he watches down the tunnel. "Boss, I think we have company." Init:
Aetherys: 1d20 + 7 ⇒ (6) + 7 = 13 Brox: 1d20 + 4 ⇒ (18) + 4 = 22 Karasu: 1d20 + 4 ⇒ (3) + 4 = 7 Kiya: 1d20 + 4 ⇒ (15) + 4 = 19 Sutekh: 1d20 + 7 ⇒ (8) + 7 = 15 Lem: 1d20 + 2 ⇒ (11) + 2 = 13 Alejia: 1d20 + 6 ⇒ (14) + 6 = 20
Combat order: Round 1
Remember everyone, Lem is still doing a performance. So I assume +1 to attacks and damage ![]()
![]() @ Karasu: as you begin to head down the northern tunnel, you can begin to make out voices coming from the chamber. "So old man" A woman's voice, dripping with confidnece begins. "Why don't you tell me why old Tammerhawk was so interested in recruiting you to look at that old stone arch anyways. What makes you so valuable to him?" You hear some movement, but no reply to the question. A moment later you hear the unmistakable sound of a fist landing, followed by a cry and a pair of laughs. ![]()
![]() @ Kiya: Thanks for the updated info. [ooc]@Lem: You know that the Trollhounds are a type of magical beast, worgs infused with alchemically treated trolls blood. This made the creatures stronger and meaner, but also somewhat dumber. Trollhounds will regenerate, like a troll, but it can be stopped by acid or fire. Also the Trollhound's bite carries a disease called Bloodfire Fever, causing internal pain, loss of muscular coordination, pus-filled blisters, and lethargy. @ Brox: I'm not sure. I might have moved you so you were near the entrance to the cave, so you could see in. But I don't think I moved you. If you guys want to sneak past the Trollhounds' cave, I'll need one more stealth check. ![]()
![]() @Lem: The voyage out to the cove took just over half a day.
GM roll:
Perception: 1d20 + 8 ⇒ (3) + 8 = 11 @Brox:An iron gate blocks access to this passage, where a series of wooden planks set into the soft sediment of the cavern’s floor provide a steep stairway into the chamber beyond. The chamber resembles a pit more than anything else, and bones of various kinds of animals—including humanoids—litter the floor near the cages. Several sconces with burning torches adorn the walls, and two empty cages stand at the eastern side of the room. Lounging in the room, gnawing on leftover bones are a pair of squat, but powerful looking vaguely canine beast. Their scaly skin is covered in weeping sores. The creatures don't seem to have noticed you. K. Arcana: The creatures are Trollhounds. I'll provide more details depending on knowledge rolls. ![]()
![]() Hey all, had a question that I need some help with on how to handle the situation. I'm currently running a PbP game and in it I have someone who is playing a 1st level character. During the second combat of the game, he suddenly stopped posting. I sent a message to him and received no reply (not that big of a deal, figured he dropped so I'd send him a chronicle and whatnot). Now today I was going through the character that are playing and noticed that the info under his icon had changed. He was playing a fighter for my game, and now all of his info is for a cleric. I can only assume he is using the character in another game. So I sent another message to him and am waiting for a reply, but what do I do in this kind of situation. He technically is playing in my game as a fighter, he can't use the character as a cleric in another without finishing his current game and getting a chronicle, correct? ![]()
![]() The next morning Smulwarts is waiting for you on the dock. Near her is a small collection of sailors that look to be getting over a bit too much fun at a tavern. "Alright then, lets go see my new ship." The dwarf says with a clap of her hands and a big smile. Getting out to the Lionfish is no problem with the extra help and soon you are all on the ship once again. Smulwarts's new crew quickly get rid of any remains of the former crew (hucking them over the side) as she walks the ship slowly checking it over. "Looks like someone tried to burn the ship down." She says with stern look around. "but other than that, it's in good condition. It should take us about half a day to get to Viper's Cove. So settle in." With that, Smulwarts begins to shout orders at the men, who quickly move about the ship. Soon the relatively small ship is out past the Riddleport harbor and out into the Varisian Gulf. As the sun reaches it's peak in the sky, one of the sailors cries out, spotting land. Smulwarts guides the ship closer to the cove. The only landing point on the rocky islet called Viper Cove seems to be through a cavern entrance that leads to a shallow cove concealed within the island itself. The walls of the cavern are lined intermittently with torch-adorned sconces, and another ship is already moored on the northeastern side of the embankment—Topaz Titan is emblazoned across its hull in orange letters that shine brilliantly even in the limited light. Several hastily-sealed cans of paint, a wood rasp, and sandpaper are barely visible on the ship’s deck. On the eastern side of the large cavern, two exits lead further into the cave complex. Smulwarts approaches the group, "So what will it be. Want us to bring it in to the dock, or stay back and you guys will find your own way up there?" ![]()
![]() You see the dwarf think the prospect over for a few moments before turning back to you. "Alright. I haven't seen the boat, but in this life, a boat is a boat. You got yourself a captain, and I'll get you a crew. Meet me here in the morning and I'll get you to where you want to go." With that Smulwarts, limps her way off (making a pretty good pace for a dwarf with a peg leg). You now have a night's rest to heal and prepare. Let me know if you're changing anything with prepared spells and what not. Or if you want to try and pick something up before you go. I'll make a new post with the next part here in a minute. ![]()
![]() Smulwarts mulls the information over. "Alright then. I think I can find a few boys willing for some coin, though we'll have to wait to cast off until tomorrow. Those gents are probably well into their cups already." The dwarf then crosses her arms and looks at the assembled group. "So now the big question. What's in it for me and the boys?" ![]()
![]() Rowing back to the docks, you begin your search. Asking around several people point you in the direction of Smulwarts Gultrock, a female dwarf who is known to fish off the docks nearby. Searching the docks, you quickly find the dwarf. she looks up at you as you approach and stands. You notice first that one of her legs is missing and has been replaced by a peg leg. Smulwarts eyes you all before spitting on the docks. "So what do you want? I ain't got much coin, so it won't be worth your time to take it." ![]()
![]() @Aetherys: You determine that both weapon enchantments are very basic enchantment to make the weapon more accurate and deal more damage. +1 weapons @Kiya: I'll add that one to the others that you've copied. You guys do have the option of trying to pilot the ship yourself, but remember you are in a town filled with pirates and sailors. Knowledge (local) or Diplomacy checks can be used to find a captain and crew in town. ![]()
![]() Kiya, finding a long handled hook, is able to remove the tar bombs from the side of the boat and with a few buckets of water over the edge, the fire is no more. During this time, the others have begun a search of the Lionfish. Aetherys:
Mumbuckle's crossbow and the Hook Hand found in the hold both glow with magic. Searching through the bodies and the ship's hold reveals several items that are might be useful to you. Loot:
Hook Hand, 5 barrels cheap rum, a large ornate chest with a sextant in it, masterwork studded leather armor, rapier, crossbow (Mumbuckle's) with 18 bolts, formula book [bomber's eye, cure light wounds, jump, shield, true strike, fire breath, invisibility, levitate, see invisibility], 4 tanglefoot bags, 3 of each of the following: CLW potion, invisibility potion, thunderstone, smokestick, masterwork studded leather, masterwork cutlass, and masterwork thieves' tools Inside the captains quarters, the desk is covered in nautical maps. One of them seems to detail the course of the Topaz Titan, but a small island is also noted on the map. Several notes are also found near the map. The notes are from Alejia, written to Mumbuckle, informing him that Alejia boarded the Topaz Titan at Kalsgard and that the Lionfish is to meet her at sundown on Moonday (2 days from today). ![]()
![]() Lem, there isn't anyone within your movement to get a flank on or attack for aid another. Mumbuckle is at the far back of the boat. Tar bombs: 2d6 ⇒ (3, 4) = 7 Aetherys tumbles with Elf-like grace around the Grippi and wait for a moment as Karasu makes his way up. Both attack as one, their blades biting deeply into the grippi. With one last croak he drops to the ground, his wounds pumping out blood for a few moments. Then his body goes still. Listening for a bit, you don't hear any other movement on board, but you do still see the columns of smoke rising up from the tar bombs as they continue to burn the ship. Lionfish(30) Combat over. What would you guys like to do? ![]()
![]() Mumbuckle lets out a croaking cry as an arrow sinks into his shoulder. He glares at Sutekh as he raises his crossbow, only to have Aetherys suddenly move right into his path. The grippi takes a step back lets loose a bolt from his crossbow at the elf, Crossbow: 1d20 + 10 ⇒ (11) + 10 = 21 But the bolt is deflected by Aetherys's magic. Combat Order: Round 4, bold may go
Everyone can post actions, it's just you guys and Mum. ![]()
![]() Karasu's blade cuts a long, deep gash along the pirates torso. He lets a scream as he falls to the ground. Smoke continues to roll up from the bow and stern of the ship.
Combat Order: Round 4, bold may go
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![]() Lem moves up and gives the pirate a quick stab, distracting him a bit as Brox and Aetherys close in and attack. Brox's blades swing wide, but Aetherys's crackling weapon hits home. The blade slicing cutting a slight gash but the spell arches through the pirates body causing it to tense for a moment before he falls to the ground. GM Rolls:
Mum perception: 1d20 + 7 ⇒ (13) + 7 = 20 Grunt perception: 1d20 + 6 ⇒ (8) + 6 = 14 Kiya's bomb finds it's target, scorching the Grippli Yeah that's Mumbuckle and some of the deck around him. "Perhaps, I'll see if you have anything that I need" Mumbuckle croaks as he raises his crossbow. "But you don't need to be breathing for that to happen." Crossbow: 1d20 + 10 ⇒ (8) + 10 = 18 The bolt flies toward Kiya, but slides off the magical shield around him. Mumbuckle blinks at the missed shot them moves a few more paces back along the deck. Combat Order: Round 3, bold may go
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![]() Hmmm and to think I read through the bomb description several times to see if they could crit. Okay, so taking off the last two dice rolled the damage would be 11 then. Thank you for pointing that out. Tar Bombs: 2d6 ⇒ (3, 3) = 6 "Give up birdy and maybe Mumbuckle won't swallow you whole." Grunt 2 says with a sneer as he slices at Karasu. Attack: 1d20 + 6 ⇒ (13) + 6 = 19 But the blade is turned away by the magical shield around Karasu. The other grunt continues to move, trying to keep out of the flank before striking out at Brox with his cutlass. Attack: 1d20 + 6 ⇒ (4) + 6 = 10 But the attack goes quiet wide. Combat Order: Round 3, bold may go
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![]() Captain Perception: 1d20 + 7 ⇒ (19) + 7 = 26 Sutekh slinks into the shadows of the deck before launching a pair of arrows at the Grippi. Unfortunately, the frogman sees the attack and is able to dodge both arrows. Dodging the attack does give Kiya a perfect openning for his tanglefoot bag, which hits the Grippi square in the check, the contains sticking to the creature, Reflex: 1d20 + 9 ⇒ (16) + 9 = 25 but the substance doesn't secure him to the deck. On the other side of the deck, Aetherys maintains her concentrations as her blade begins to crackle with lighting. She lashes out with the blade but is unable to make any contact with her enemy. AoO: 1d20 + 6 ⇒ (16) + 6 = 22 hit
Brox moves swiftly, trying to avoid the pirates blade, but is caught in the side as he rolls into a flanking position. Brox's own blades lash out, one catching the grunt in the side and twisting as it's pulled out. The other skids along the man's armor. The pirate's eyes widen a bit at Brox's comment, but he seems to steel himself for whatever happens. The Grippi glares at the Gnome as he pulls a vial from his vest and throwing it at Karasu. Ranged Touch: 1d20 + 9 - 2 - 2 ⇒ (20) + 9 - 2 - 2 = 25 Threat
The vial slams into Karasu, breaking apart and spreading it's freezing contents all over him and splashing some onto Kiya, Reflex: 1d20 + 5 ⇒ (3) + 5 = 8 9 points of damage, but none seems to splash toward the grunt. With a triumphant croak, the Grippi slowly makes his way around and up to the Quarterdeck, giving Kiya another attempt to attack him. Combat Order: Round 2, bold may go
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![]() Ah, yup you're right Kiya. For some reason thought the tanglefoot bags did the scatter too. The Grippi blinks and smiles at Karasu as Kiya's dagger misses him. "But some frogs eat birds as well." The pirates let out a cheer as the Grippi appears. The one fighting Karasu stepping away from his slowed attack before striking out with his own. Attack: 1d20 + 6 ⇒ (1) + 6 = 7 But ends ups stepping wrong on his dodge, causing his own attack to come nowhere close. The other pirate slashes at Brox, Attack: 1d20 + 6 ⇒ (7) + 6 = 13 But is unable to connect. Though he does shift up toward Aetherys to avoid being surrounded. A quick glance around shows that smoke continues to curl up from the tar bombs. Tar Bombs: 2d4 + 2d6 ⇒ (1, 2) + (3, 3) = 9 damage from last round and this round from both bombs Combat Order: Round 2, bold may go
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![]() Scatter roll: 1d8 ⇒ 6 The tanglefoot bag flies past the guard, breaking open in the square near Karasu. As Kiya watches the bag fly past it's target, he hears a door behind him open. From the doorway a Grippi steps forward, one hand holding a crossbow, the other a small pouch. The frogman, blinks at the little gnome before taking in the rest of the action. "For Alejia! Kill them All!" He shouts before tossing the pouch at Karasu, leaving Kiya an opening to attack. Take an AoO if you'd like Kiya Ranged Touch: 1d20 + 9 - 4 - 2 ⇒ (13) + 9 - 4 - 2 = 16
The pouch bursts apart upon hitting Karasu, the sticky contents binding his limbs slightly. Karasu is able to keep the substance from bonding to the floor but it still is entangling him. –2 penalty on attack rolls and a –4 penalty to Dexterity Combat Order: Round 1, bold may go
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![]() AoO: 1d20 + 6 ⇒ (10) + 6 = 16 miss The guard takes a swing at Brox as he moves past, but the half-orc manages to twist enough that the blade glances off his armor. Brox then unleashes a pair of quick attacks, one stabbing in deeply while the other offers a long cut. The attacks together cause the man to stagger a bit, but he remains up. That is until Aetherys's blade comes slashing down and ends the man. Combat Order: Round 1, bold may go
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