Vencarlo Orinsini

Rush: Weather Wise's page

455 posts. Alias of Sphen86.


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Current HP: 28 of 28 Sylph Oracle 5

Sounds like an honest approach would be best. Tell her how much we hate Harrigan, maybe mention the dried testicles you're wearing (specifically who you got them from and their relation to Harrigan), how we've already captured/sunk/liberated a few ships, etc.


Current HP: 28 of 28 Sylph Oracle 5

Yeah Jack. Do you want to get to her bottom?


Current HP: 28 of 28 Sylph Oracle 5

So what is the plan? Fly our colors and approach with brunt honesty? Shade the truth for only the good parts? Offer someone's hand in marriage? Combination there-of?


Current HP: 28 of 28 Sylph Oracle 5

Ship name ideas:
1) The Queen Tap's Revenge
2) Sparkling Vampire
3) Scavenger's Fate
4) The Sea's Promise
5) Wind Rider
6) The Wind's Freedom
7) New Chance
8) Change in Fate
9) Herald of the Halfling King
10) Misfits Menagerie

____

I think we should cut out the distractions and head to the fortress and see what's what there.


Current HP: 28 of 28 Sylph Oracle 5

Rush shouts from across the deck, peg-leg tapping as he comes over to join the conversation. Come now, Rickety. A risk? There is no risk. Look at the sails. The figure head. All the spare lumber. You could refit any ship in the waters with those and none-the-wiser. This ship would be an investment for future business. And if we had the money, we could put our crew ashore and let them spend their share right here.
Not trying to haggle up the price, just make Rickety feel better about doing business with us.

Diplomacy: 1d20 + 9 ⇒ (15) + 9 = 24


Current HP: 28 of 28 Sylph Oracle 5

Rush contemplates heading back to Rickety's, again. Seems like every time we try to sail somewhere, we find some reason to head back to the refitter. But concern isn't in his eyes, the joy of sailing is.
Aye. I agree with Jack. And maybe Rickety can use any of the men that don't want to sail.


Current HP: 28 of 28 Sylph Oracle 5

Rush studies the items for magic and tries to figure out what they do.
Cloak: Spellcraft: 1d20 + 4 ⇒ (9) + 4 = 13
Headband: Spellcraft: 1d20 + 4 ⇒ (20) + 4 = 24
Rod:Spellcraft: 1d20 + 4 ⇒ (9) + 4 = 13
Scroll 1: Spellcraft: 1d20 + 4 ⇒ (17) + 4 = 21
Scroll 2: Spellcraft: 1d20 + 4 ⇒ (6) + 4 = 10
Scroll 3: Spellcraft: 1d20 + 4 ⇒ (2) + 4 = 6
Scroll 4: Spellcraft: 1d20 + 4 ⇒ (4) + 4 = 8

Responding to Tap, I was talking about the slaves themselves, Captain. Some of them may not have lives to go back to.


Current HP: 28 of 28 Sylph Oracle 5

Rush whispers to the Captain, Think we might offer for any who wish to join the crew? We're still a little low on hands, Captain.
Rush says this as he pets the wolf who trotted over after the fighting was done. Good job, friend. Thank you and may you recuperate well.


Current HP: 28 of 28 Sylph Oracle 5
GM Nayr wrote:


Rush, that's because I didn't put in the modifiers for each attack; all of them, including the crit confirm hit AC 14 with their modifiers. Is the wolf still alive with 16 damage?

With a whopping 1, count it 1, HP.


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Current HP: 28 of 28 Sylph Oracle 5

I'm confused on the attack against the wolf. Is the basic damage 1d6+2? The wolf has an AC of 14, so only the one hit and a non-confirmed crit if I'm interpreting those rolls correctly?

WOLF
The wolf moves next to Sunyata, recognizing her as an enemy of its enemies and wanting something to watch its back. It bites out at the sailor in front of it (due south).
Bite Attack: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Bite Damage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6 . & Trip Attempt: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23

_____

Rush moves up to the railing and looks for the strongest, least afraid slave that's chained up.
Perception?: 1d20 + 2 ⇒ (7) + 2 = 9 . or . Sense Motive?: 1d20 + 7 ⇒ (17) + 7 = 24

Once he sights whichever one he thinks is best, he casts a spell on them.
It is not in our nature to be bound as such! And casts Liberating Command. That slave gets to make an Escape Artist check as an immediate action with a +10 bonus (on top of his regular score).

EDIT: I went back and added in Taps bonuses. Cause I remembered this one time.


Current HP: 28 of 28 Sylph Oracle 5
TapTap wrote:

Don't forget to have the summons receive the +2/+2 bonus from Inspire Courage on Hit and Damage Rolls Rush!!!!!

That wolf's rolls should be:
Bite Attack: 1d20 + 4 + 2 ⇒ (14) + 4 = 20
With a trip attempt on a hit: Trip: 1d20 + 4 +2 ⇒ (4) + 4 + 2 = 10
And Bite Damage: 1d6 + 3 +2 ⇒ (6) + 3 + 2 = 11

Oh, don't worry. I will continue to forget that for all time.


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Current HP: 28 of 28 Sylph Oracle 5

Rush, from over by the wheel, sees Jack bravely leap into the fray in a counter-boarding action, a one man army, a man on a (suicide) mission, and decides he could use a little help. Taking a small step closer, Rush summons the spirit of a great hunter from the beyond, and a celestial wolf appears: Wolf

The wolf has but one command, kill the clones.... It attacks....
Bite Attack: 1d20 + 4 ⇒ (14) + 4 = 18
With a trip attempt on a hit: Trip: 1d20 + 4 ⇒ (4) + 4 = 8
And Bite Damage: 1d6 + 3 ⇒ (6) + 3 = 9

... all on the pirate next to the wolf but not in front of Jack.


Current HP: 28 of 28 Sylph Oracle 5

Oh! Uh? How much is ram damage?

Ram Damage?: 3d650 ⇒ (29, 291, 106) = 426

Is that good? Did we win?


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Current HP: 28 of 28 Sylph Oracle 5

Can I do any sort of check to see if Rush can read what (if any) maneuver they might be trying?

If so...:
Sense Motive: 1d20 + 7 ⇒ (3) + 7 = 10 Probably not so much with that, even if you'd allow it.

Either way.....
Profession (Sailor): 1d20 + 8 ⇒ (14) + 8 = 22

Rush wants to skirt their ram, just enough to shove them off to the side but let their ram sink into the wood.
Rowers! Pirates with rowers often means slaves!


Current HP: 28 of 28 Sylph Oracle 5

Rush would sail on, moving ever closer to the opposing ship, shouting out, Be prepared to fire once they're in range!

Move 100 feet closer, no turning.


Current HP: 28 of 28 Sylph Oracle 5

Profession (Sailor): 1d20 + 8 ⇒ (20) + 8 = 28

Aye Captain! Rush spins the wheel, setting up a straight collision course with their new friends. All hands brace for impact and prepare to board!


Current HP: 28 of 28 Sylph Oracle 5
GM Nayr wrote:
You can tell after a bit of pursuit that the ship was originally running, but has slowed and is now looking to turn about.

Are they turning toward us or away from us?

Sound general quarters! All crew have weapons ready at hand!


Current HP: 28 of 28 Sylph Oracle 5

Rush looks over at the captain from the wheel, Orders, Captain? Engage or avoid?


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Current HP: 28 of 28 Sylph Oracle 5

Mawwige. Mawwige is what bwings us togewther, here, today. Let's do it.


Current HP: 28 of 28 Sylph Oracle 5

I agree with keeping the potions/oils and scrolls. I have no issue with Jack taking those items and still getting a cut of the treasure. I'm more of a "upgrading anyone means an upgrade for the group as a whole" sort of mind set. That being said, anyone mind if I take the wand of Bless?


Current HP: 28 of 28 Sylph Oracle 5

No way Rush can use the bow. The penalties he'd get for not having a high enough strength score are ridiculous. Also, a wand of summon monster 1? Who the heck made that? Here, let me spend a whole round casting a spell to get a creature for 1 round. Bout the only use I can see for that is trap-finding.

Of course Cap'n. Rush takes off the hat and hands it over. He then begins lowering the rope/net into the water. Everything going smoothly down there?


Current HP: 28 of 28 Sylph Oracle 5

(Keep in mind that Jack and Sunyata have the air bubble spell, Tap does not.)


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Current HP: 28 of 28 Sylph Oracle 5

Rush drops the rope he was working on, barely catching Tap's hat as he dives into the water. Rush looks after him with a confused expression, looks around the ship, notices nothing (with his +2 Perception), shrugs his shoulders, puts the captains hat on his head, picks up the rope and keeps weaving it into a net.


Current HP: 28 of 28 Sylph Oracle 5

Aye, Captain. I'm always happiest standing on deck.


Current HP: 28 of 28 Sylph Oracle 5

Up top, Rush has begun getting rope ready to haul up anything the scavenging crew may find.


Current HP: 28 of 28 Sylph Oracle 5

Rush will pull out the Wand of Air Bubble and tap anyone who wants to go down. I'll mark off charges based on who all is going. Rush himself will only go with if the Captain tells him to.


Current HP: 28 of 28 Sylph Oracle 5

Rush has his summon spells, so he could conjure up something to send down there to look for us.

He also has ant haul for pulling things up if we get a rope around it.

He also is holding: 1) Potion of Touch of the Sea, 2) Fully charged wand of Air Bubble, 3) Two scrolls of Air Bubble.


Current HP: 28 of 28 Sylph Oracle 5

We could marry off one of the former PC's.....


Current HP: 28 of 28 Sylph Oracle 5

Remind me Captain, if you would. What is our goal here?


Current HP: 28 of 28 Sylph Oracle 5

Vote to head back out.


Current HP: 28 of 28 Sylph Oracle 5

Rush looks over at the wreck, opening his mouth to answer before seeing it has almost completely submerged. He closes his mouth, turns around, says Never mind, Cap'n.


Current HP: 28 of 28 Sylph Oracle 5

Rush comes to the table with some of his own reports. Only superficial wounds, Captain. Nothing that won't heal up on their own with some rest. If anyone needs healing from the PC's (looking at you, Jacck), let me know and I'll roll it up. But otherwise I'd like to preserve some spell slots and wand charges.

At the hint about weather, his eyes cloud over (pun intended) and he tells the group...... DM fill in, if you please.... about the upcoming weather over the next 24 hours.

About returning to Ricketty's, No objections, Captain. Place is becoming like a second home, almost. And we seem to have had improper amount of good luck with recruiting crew there. Should we tow the wreck behind us to salvage parts or let her sink?


Current HP: 28 of 28 Sylph Oracle 5

A quick search of the new ship seems in order. See what she's got in her hold. And what we can learn from the captain's quarters.


Current HP: 28 of 28 Sylph Oracle 5

Rush withdraws his comment to the captain in light of these new found 'volunteers'.


Current HP: 28 of 28 Sylph Oracle 5

Create water (at Rush's level) reaches out 35 feet. Would that be enough?


Current HP: 28 of 28 Sylph Oracle 5

Rush will continue to fight the flames with his magic, but seeks out Captain Tap when he gets the chance. Rush speaks in a low voice, Not to question your orders Captain, but how are we to pilot a second ship when we barely have enough crew for the first one? Are we going to tow it the entire time?


Current HP: 28 of 28 Sylph Oracle 5

Rush ends his invisibility, starts spraying water from his finger tips 10 gallons every 6 seconds (create water), and responds to Jack. I can fix almost any damage with the right spell, but I can't replace things that are destroyed. A crack, yes. A hole, no.

This is presuming that the captain dies and we're out of combat.


Current HP: 28 of 28 Sylph Oracle 5

Rush continues his ministrations on Jack. Casting Cure Moderate Wounds again.
Sometimes I hate this job.
Cure Moderate Wounds: 2d8 + 5 ⇒ (1, 1) + 5 = 7

Wow, that.... that is some terrible-tastic healing.


Current HP: 28 of 28 Sylph Oracle 5

It'll take a few hours, but Rush can repair the damage on the ship with Make Whole.


Current HP: 28 of 28 Sylph Oracle 5

With a series of 5 foot steps, Rush and his elemental are in place.

---Elemental---
Takes a 5 foot step, then does a coup d'grace attack on the sleeping pirate. (Full round action, provokes an attack of opportunity from the opposing captain.)
Auto Critical Damage: 2d4 + 4 ⇒ (4, 3) + 4 = 11 and Electricity damage: 1d3 ⇒ 3
So 14 damage to the sleeping one, DC 24 Fort save to avoid instant death (if it has that many hit points).
Round 3 of 5 for the elemental

---Rush---
Moving up behind Jack (5 foot step), Rush reaches out an invisible hand to push life and blood back into his body.
Cure Moderate Wounds: 2d8 + 5 ⇒ (7, 5) + 5 = 17


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Current HP: 28 of 28 Sylph Oracle 5

Jack doesn't know it yet, but Rush is there to try and save him.


Current HP: 28 of 28 Sylph Oracle 5

Elemental's attack of opportunity.
Slam AoO: 1d20 + 5 ⇒ (5) + 5 = 10

Actual Turn
The small bundle of lightning narrows its "eyes" as the captain ignores it and moves to attack the pirate. It moves around to continue its assault. (Flanking with Jack)
Slam Attack: 1d20 + 5 + 2 + 2 ⇒ (5) + 5 + 2 + 2 = 14
Slam Damage: 1d4 + 2 ⇒ (4) + 2 = 6 and Electricity: 1d3 ⇒ 2
(Round 2 of 5)

Rush moves up behind Jack (double move) to cover his back and heal him next round.


Current HP: 28 of 28 Sylph Oracle 5

Rush breaths deeply as he successfully maneuvers the ship into a grapple, this battle marking his first time piloting a ship in combat. Feeling secure in his invisibility, he summons up a helper to fight, whispering as he does so, Right, you've had your break. Now it is time to serve again.

Rush summons up a small lightning elemental on the opposing ship and sends it crashing into their crew.
Slam attack: 1d20 + 5 ⇒ (5) + 5 = 10

It brings its static-y arms down towards the opposing captain and misses greatly.


Current HP: 28 of 28 Sylph Oracle 5

Thanks for letting me re-roll that terrible 3...

Ship Grapple: 1d20 + 8 + 8 ⇒ (14) + 8 + 8 = 30

And hopefully that should do it.


Current HP: 28 of 28 Sylph Oracle 5

Rush scraped that spell mid-casting, so it didn't complete. I would say he would probably just turn himself invisible for the time being.


Current HP: 28 of 28 Sylph Oracle 5

I don't know what the ships 'base CMB' score is, so I'm just going to roll for the grapple with my piloting and let you add it on after.

Rush tries to line up and slow down for a quick and easy boarding action as the crossbow bolt whizzes past him and sticks quivering into the planks behind him.

Profession (Sailor): 1d20 + 8 ⇒ (3) + 8 = 11

And back to the low rolls.


Current HP: 28 of 28 Sylph Oracle 5

My bad. Mis-remembered.

Aye, Captain. I'm sure I've thrown them off with that maneuver.
Rush takes full concentration and pilots better(?)
Profession Sailor: 1d20 + 8 - 10 ⇒ (20) + 8 - 10 = 18

LoL. Because why not? Natural 1 followed by Natural 20


Current HP: 28 of 28 Sylph Oracle 5

Well, we just got this shiny new ram.... Wanna test it out?


Current HP: 28 of 28 Sylph Oracle 5

Hard To:
Profession (Sailor): 1d20 + 8 - 10 ⇒ (1) + 8 - 10 = -1

........I don't think Rush's mind is on the task.


Current HP: 28 of 28 Sylph Oracle 5

Rush prepares to cast Summon Monster 2, completing it next turn.

Move action to steer the ship and standard action to being a full round casting.