Seagull

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34 posts. Alias of avr.


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Sorry, I'm just not suited to this. I'm struggling to do this in a way which I just don't experience as a player in a PbP game. My apologies for wasting your time, but the game's off.


Boats don't have much dexterity. I didn't realise you'd be that quick to reply or I'd have asked you to make the roll instead.


Ol' Pike stands on one side of a bit of reinforced wood at the bow, the sailor is on the other side.

Do you want to hack through? You'd be looking at hardness 5 and 15 HP of wood to cut through before you hit the sailor, but you'd be sure to catch her flat-footed. Talking is also possible of course. Or just ignoring her and concentrating on other problems.

The ballista on Will's Bluebird glows from Surtr's fiery words. The bolt flies out and and hits at this near-perfect range for the weapon.

ballista damage: 3d8 + 1 ⇒ (3, 7, 3) + 1 = 14

Steam starts pouring out and the skiff shudders and slows but does not stop.

You probably could Darian but it's a bit late now, the skiffs are almost here and no one's been driving the ship so you'd be starting from a dead stop.


Sure, there's a propellor up front. Difficult to take it out with an arrow though a ballista bolt might penetrate it to the engine behind. These skiffs have big grapples used as landing gear, though taking them out wouldn't prevent the skiff stopping over either ship and the goons jumping out.


The gunner drops, but she's pulled back aboard before she takes the longest dive. Seps has clearly won that duel.

The other will be taking her time to clear the misfire, with partial cover protecting her once her action comes up.

Surtr, you're up again. Also anyone else bar Seps who wants to act before the skiffs move again at the end of the round.

I should have done this before...
Seps perception: 1d20 + 10 ⇒ (4) + 10 = 14
Ol'Pike perception: 1d20 + 9 ⇒ (9) + 9 = 18
Sailor stealth: 1d20 + 8 ⇒ (3) + 8 = 11
Seps and Ol'Pike hear the sailor on the outside of the hull as she shifts position. This would be the one who escaped earlier.


Sure is. The damage on a ballista is 3d8, but of course that's 6d8 if you confirm the crit.


Illness and a not-unrelated accident - I dropped my laptop off the sofa while feeling dog-tired and need to replace the hard drive and rebuild it - are the reason for this delay. Sorry once again.

The skiffs close half the distance and their gunners shoot. One targets Seps, the other takes a shot at the booming skald.

Gunner 1 attack, 2 range increments-far shot, inspire courage: 1d20 + 5 - 2 + 1 ⇒ (18) + 5 - 2 + 1 = 22
damage, martial focus, inspire courage: 1d12 + 1d10 + 1 ⇒ (6) + (5) + 1 = 12
Gunner 2 attack, 5 range increments-far shot: 1d20 + 5 - 5 ⇒ (2) + 5 - 5 = 2
damage, martial focus: 1d12 + 1d10 ⇒ (2) + (2) = 4

The first cheers as she earns some revenge for Seps' shot, the second misfires badly and has no effect, even her target was uncertain. Surtr's arrow skips off the first's light armor giving her another fright but no damage.

Ballistas only take one person to fire (a ranged attack roll at -4 assuming no feats or other abillities, albeit probably with a better range increment than anyone's personal weapon) but having a second person to help reload is helpful. Possibly not that helpful now though considering how fast these skiffs are closing, magic or unusual skill must be involved. The first skiff is now at 100', the second at 200', the third has just launched and is still at 500'.

The passenger lounge has been shut for the night and no one is inside. If they have fancy silverware or lamps those aren't obvious now. There is a telescope fixed to a tripod and Jale will likely have at least seen one of those used.


Norris is dead.


The bolt hits the gunner hard in the arm, but not hard enough to disable them.

I think Ol' Pike was going to take all the prisoners down below deck, unless there's some reason otherwise - like you wanted to interrogate the pilot next - she'll be down there too. You can have moved or not as you wish.

Apologies Darian, I copy/pasted without thinking of that omission.

Darian: 1d20 + 2 ⇒ (12) + 2 = 14


The navigator explains "Six, a weightsman and a pilot on each skiff as a full load, 'short' means just five with -" before a loud crack sounds and blood pours down his face.

Over the distance a voice calls out "Talking to the enemy Norris? Should've known I couldn't trust you!" Two of the skiffs have taken off the rock with the last getting ready to do so. The lead skiff has one person leaning over a long, smoking gun while another person shouts at you from around the pilot.

They're about 300' away for the nearest skiff, 400' and 500' for the next two. The two in the air already will reach the ship they're going for - which may be their own but you can't tell easily from here, now - in 2 rounds.

The possibly soon to be renamed Will's Bluebird has a masterwork ballista on the bow and another Surtr isn't so sure of on the stern. Given you knew you were going into danger I'd assume both are loaded already.

initiatives:
Seps: 1d20 + 8 ⇒ (20) + 8 = 28
Jale: 1d20 + 7 ⇒ (17) + 7 = 24
Mog: 1d20 + 4 ⇒ (18) + 4 = 22
Surtr: 1d20 + 6 ⇒ (2) + 6 = 8
Pike: 1d20 + 1 ⇒ (3) + 1 = 4

Captain Ashton1d20 + 1 ⇒ (19) + 1 = 20
Gunner 11d20 + 4 ⇒ (19) + 4 = 23
Gunner 21d20 + 4 ⇒ (7) + 4 = 11
Other pirates will be added when they matter.

Sorry about the delay, I was stuck. Also unwell at first, but mainly stuck.


The navigator relaxes a very little but still seems keenly aware of Jale's simmering presence. "Uh, they used to be good, but she, Shertan, decided she'd had it with keeping things solvent with forced donations, you know? The Cap'n took a short squad with each skiff, all three skiffs so there wouldn't be a fight."

Ol' Pike: There were 2 rounds in combat you used bloodrage, 2 more to be sure you don't show weakness at the wrong time should be enough. I'm inclined to lengthen rounds a little when combat ends like that.


The fat man tumbles to the ground at Darian's feet, apparently previously unaware of him. He glances up with a groan. "Looks like you got it back. No harm no foul, right?"

Seps, your smite hits shadow not those in opposition to your loyalties, sorry. That's what the radiant/shadow thing is for. The cook (who is the Garry referred to once earlier who has command in the captain's absence) has not dabbled in shadowy powers. Also he's prone with an angry (at him) big guy standing over him and might not need to be smited?


The navigator slips one hand into his other sleeve and pulls out a flower-shaped piece of metal. "He isn't going to like this, you know? Chase you to the skies edge and beyond, sure."

Ashton isn't on the last bounty list Jale saw at Port Blackfish, and she doesn't remember seeing him earlier.

The sailors are suitably impressed. Rapiers make quite a lot of noise as they crash to the ground, though a fat man at the back makes a run for it.

Yes, a couple of rounds.

None of these are responsible for taking Darian, though the fat guy who comes past in a hurry is responsible for stripping his (already reacquired) gear from him.

acrobatics to avoid AoO: 1d20 + 8 ⇒ (17) + 8 = 25

The fat man does succeed in moving too fast for Ol' Pike's bardiche to catch.


The navigator chokes and gasps out "Cap'n Ashton left his lucky charm with me. Said he was getting the other part off his girl now."

Rapiers & bucklers, with backup thrown weapons (not ready right now) are what they're armed with. Not reach weapons, guns or bows if that's what you're asking.

Demonstrating the fact you can do multiple AoOs, hmm. Ol' Pike, roll a d20 and add 16 (twice the number of AoOs you can do) would you? BTW, 8 AoOs, really?

The sailors don't look impressed enough by Seps to change the situation.

Ah, right, no profession (sailor) skill for Surtr. Gunnery expertise won't really help here. Surtr needs to not be the last person off the ship in future at least.


Surtr, if you want to match the ships' courses so that you can tie the airships together, then drop down on to the now-secured Cloud's Destiny, make a profession (sailor) check this round and another next, both DC 15. Or one DC 30 if you want to do it all in one round I guess.

The sailors in front of Ol' Pike look to be gathering their courage to act. While the old man looks frighteningly warlike they do outnumber him by a large margin...

Another round to try something if you like there.

Jale and Mog watch over the prisoners taken so far. None of those three seem inclined to join in the banter. Jale thinks the navigator's nerves are suspicious.

Sense motive if you want more info, or of course you can act on what I've said already.


There's no shortage of rope on either airship. You can acquire some any time you like for tying up purposes or otherwise.

Below decks Ol' Pike sees the doors into the galley open up and several people behind them. There's another at the other end of the passageway coming up the stairs there.


All 3 remaining on the upper deck have surrendered, one woman's climbing down the bow. There's more sounds from below deck though.

The pilot and navigator aren't trying anything right now. The navigator in particular looks intimidated, though it's the pilot who took a cutlass wound.

The sailor who charged Mog mutters "Cap'n went with the lead skiff. Garry'll be down in the galley." He backs slowly towards the stairs.

Spotting Darian?: 1d20 + 5 ⇒ (3) + 5 = 8

One man rushes past Darian as he heads for the stairs at the rear of the ship but doesn't see him.


On the map you're on the cargo deck Darian. Heading for anywhere in particular or staying where you are?


The sailor with the greatclub and the navigator surrender, though not without more snarled and unimaginative threats from the sailor. The remaining sailor makes herself scarce - Surtr sees her climbing down the front of the craft.

Darian, assuming you're not using that move action right now and sitting tight instead, you hear multiple footsteps heading for the stairs.


Darian, you have a move action (& a swift action, if it matters) if you want it. No actual disable device roll required & your description sounds good. You have retrieved your gear from a locked box in the secure cargo area already.

Mog, you choose who to cast spells on when the action finishes not when it starts - you could cast it on yourself if you wanted but I don't think you can see anyone else on your side at that point, besides Surtr who's out of range and doesn't need it now anyway. Or you can stop casting & lose the spell as you've assumed.

The pilot realises she's outnumbered as well as badly injured 1 hp remaining! and raises her hands carefully. She can't resist saying "You dogs will regret your bites when the troops return!" as she does so however.

Everyone else in the party can act now if they like.


Darian's initiative: 1d20 + 2 ⇒ (8) + 2 = 10

Hearing the crashes and roars upstairs Darian prepares to flip open the lock on the 'secure cargo' area he's being held in and to see whether now is the right time to break out.


Certainly you define the bonuses of the weapon song you sing Surtr, no one else could. On the other hand if you give out rage powers like lesser spirit totem to people they get to use them not you. Though with your Cha mod & level according to the skald class feature, which probably implies with your BAB too.

Your ship is 50' up I'm thinking. Surtr is not in a good position to identify spells cast inside the wheelhouse though.

Seps cuts low on sheer instinct and the shield of force protecting the pilot is too high to be any use. She gasps, blood spilling down her legs. Yes, successful critical hit. The navigator steps back adjusting his goggles and tries his own spell, wary of Ol' Pikes' swinging bardiche.

concentration: 1d20 + 5 ⇒ (2) + 5 = 7

Too wary as it happens he keeps waiting for an opening which never appears.

Meanwhile one of the sailors advances to the corner of the darkened passenger's lounge and flings a sharpened metal disk at Mog before the other charges him, maul in hand.

chakram attack, range: 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11
damage: 1d8 + 3 ⇒ (7) + 3 = 10

greatclub attack, charge: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
damage: 1d10 + 4 ⇒ (1) + 4 = 5

Neither connects.

Jale, your turn again. It's a move action to open a door if that's what you're about to do here.


With two quick slashes Jale cuts a triangular opening into the canvas and drops through. The charts and the folding table in here have been packed away so the footing in here is secure. Someone's keeping this room in military ship-shape.

On the other side of the door, in the wheelhouse a woman cries out in surprise and speaks words which refuse to be remembered by the hearers - some sort of magic.

Mog issues his threat and starts his own magic.

Ol' Pike, Seps, Surtr, you're up.


Rolling initiatives & perception:

Spoiler:
Seps: 1d20 + 8 ⇒ (9) + 8 = 17
Jale: 1d20 + 7 ⇒ (13) + 7 = 20
Mog: 1d20 + 4 ⇒ (16) + 4 = 20
Surtr: 1d20 + 6 ⇒ (11) + 6 = 17
Pike: 1d20 + 1 ⇒ (6) + 1 = 7
- Acrobatics DC 15: 1d20 + 2 ⇒ (8) + 2 = 10
- direction: 1d8 ⇒ 6

Sailor 1: 1d20 + 1 ⇒ (2) + 1 = 3
- Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Sailor 2: 1d20 + 1 ⇒ (3) + 1 = 4
- Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Pilot: 1d20 + 6 ⇒ (14) + 6 = 20
- Perception: 1d20 + 10 ⇒ (12) + 10 = 22
Navigator: 1d20 + 2 ⇒ (1) + 2 = 3
- Perception: 1d20 + 6 ⇒ (15) + 6 = 21

None of the crew notice Seps as they drop into place, but assorted bumps and crashes announce the rest of you.

Jale, please decide exactly where you were going. You're also the first up. Ol' Pike, I rolled your Acrobatics check to speed things up a little, if you'd rather I waited in future for things like this please let me know.


The deck storage, wheelhouse and chart room have canvas roofs, the deck storage a little below the other two. The roofs could be removed from the deck storage & wheelhouse but haven't been right now. The two NPCs in the wheelhouse are under that roof.


Just added a few icons for the remaining crew on the Cloud's Destiny.

For anyone who jumps down with feather fall and/or boots of the cat, make a DC 15 Acrobatics check to see if you land exactly on target. Please pick your aim point before you roll.


By the time you get close enough to make out details, the pursuers have taken their skiffs down to the rock and the pursued craft. Their ship is slowly circling the rock; some crew remain on board.

Map here. I regret to say there is no 'locker of holding' as the map suggests though. Anyone dropping down would arrive on the upper deck.


There'll be a map. Are you going straight to the smaller, pursued vessel, to the pursuer, or something sneaky like the other side of the rock?


Making your way out in the late night/early morning chill you leave the mist surrounding Port Blackfish behind.

A couple of hours out of port, off in the distance Seps sees one airship pursuing another. It's too far away to make out details but the one pursued makes an emergency landing on a dry rock a few hundred feet across.

Apologies for the delay. Besides a problem or two at my end, the forums had yet another mini-outage last night NZ time.


You take your ship up into the sky and a bulky ore carrier comes out of the mists as you do so. There's a small fighter on its deck - not usual for an ore carrier - and a large woman in an armored coat next to it yelling insults at you ending with "... and the port master's hearing about this!"

Unless you want to dive back down to raid the ore carrier that's the end of the encounter. Shall we move on?


Knowledge (engineering) was the skill I thought of for detailed info based on engine sound, profession (sailor) gives you the info I already have. Sorry, the DC for the former wasn't 6.

If they launched immediately the port could have someone on your tail within 5 minutes, but one reason you were leaving now is that you thought they weren't alert enough for that. Any raid would want to move fast of course.

Going up and over is the surest way to evade but would also leave you in the other airship's sight for the longest time.


Ol' Pike figures the other ship is running heavily laden but can't tell anything more than that.


The small ship doesn't seem to be the world's fastest but it does maneuver like a dream as you deftly take it out into the mists. Little else is moving given the late hour and the conditions.

As you approach the edge of the island there's a deep thrum from up ahead. Some rather larger airship is coming in.

A know. (engineering) or some other appropriate skill might give you a little more info on the other ship. Cut power and hide, try and act casual, power up and dive as soon as you reach the edge, or something else?


Reflex save: 1d20 + 5 ⇒ (14) + 5 = 19
Reflex save: 1d20 + 5 ⇒ (2) + 5 = 7
Reflex save: 1d20 + 5 ⇒ (12) + 5 = 17
Reflex save: 1d20 + 4 ⇒ (5) + 4 = 9
Reflex save: 1d20 + 4 ⇒ (10) + 4 = 14

With startled yells the gang vanishes, half of them burning and all dismayed by Surtr's challenge. The smell of burning hair lingers behind them as they scatter down the catwalks.

Leaving in a hurry now, right?