Warforged Gardener's Savage Tide (PFRPG)


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Sovereign Court

Gull Street Annie wrote:

Seeing no objection to me making the bluff rolls:

** spoiler omitted **

Assistance is desired, if anyone's in the boat and willing!

"Ahoy!" Annie called, unconciously mimicking Jon's distinct turn of phrase for a moment. "On the ship! Are you there?" She waited for an answering acknowledgement from the ship. "I want to talk to you! Who's in charge, here?" She wanted the conversation to sound somewhat natural, but wanted it to be as slow and drawn out as possible to give her unseen friends a chance to position themselves.

She turned to the gondoleer and said in a softer tone "Can you get us close to the ship? Maybe over there by that rope." She resisted pointing, not wanting to give those on the ship a clue of their destination.

All but one of Vark's crew leaned over the side, anxious to get a look at the glowing gondola and the beautiful woman inside it.

Vark watched the boat sail around the aft side of the Blue Nixie, scratching his stubbled chin. "What the blazes is you doin' here, tavern wench?" he called down. "Ain't no one aboard thirsty for your kind of company." He laughed, glancing at the woman next to him. "We've had all the cold fish we can stand." The woman laughed along with him.

Sovereign Court

EDIT: Corrected a mistake on the map.

Current Map

All players:

Spoiler:
The conversation between Vark and Annie will overlap with the surprise round for the swimmers, assuming they can make it up the side in one action(the climb DC for the slippery, algae encrusted chain is DC 10 and it is 10 feet from the waterline to the railing). Depending on the conversation, Annie may need to make a Diplomacy roll.


Whoa, I missed a lot last night...I was exhausted after 45 hours work in 3 days and went to bed early...so I didn't post last night...I'll catch up today.


Bindlplotz is looking for anyone with ranged weapons on the deck. ready to fire as necessary.

Sovereign Court

Invisible Castle is back up.


Female Human Cleric 6 {HP: 37 /37 AC: 21}

"Oh," Annie pouted, trying her best to keep everyone's attention. "I thought you'd be interested in a discussion about gold. But I guess you and your men wouldn't be interested in gold after all..."

To avoid the conversation taking too long, here is my general plan:

Spoiler:
Annie is trying to avoid lies while she implies that she has a business proposition she wants to talk to Vark about ("Look at my companions. Do we look like we look like the kind of group of sentients that would have something...everyday...in mind?"). She doesn't want to negotiate on the open water, she wants to get on the ship with her companions ("What, you don't think the whole lot of you can handle us?"), though if anyone wants to stay on the boat (Bindleplotz with his gun, for example), that won't be an issue.

If Vark won't let her on the ship, she'll cast Charm Person on Vark (Will Save DC 14) and try to negotiate her way on board again. If she does get on the ship, she will step back out of immediate attack range the moment she's on stable footing and cast Charm Person on Vark, and begin negotiations with him, trying to talk him out of stealing Lavinia's ship ("I"m looking out for your interests. Her parents were famous, and she's part of the lesser nobility. You don't want trouble with the watch, do you? You can trust me, I'm trying to save you a heap of trouble." or other such arguements).

Sovereign Court

Gull Street Annie wrote:

"Oh," Annie pouted, trying her best to keep everyone's attention. "I thought you'd be interested in a discussion about gold. But I guess you and your men wouldn't be interested in gold after all..."

To avoid the conversation taking too long, here is my general plan:
** spoiler omitted **

At the word "gold," Soller Vark gripped the railing and smirked. "I'm a mite busy at the moment, lovely, but I never turn down a business opportunity. Why don't you and your friends come aboard?" He smiled, revealing rotten teeth. "Stow your weapons first, especially the gnome with the magic rod. I see that thing out and I'll gut the lot of ye."

Vark will allow the three on the boat to climb aboard, DC 10 climb check, with none of his men pointing weapons at you as you climb. So long as the four at the back of the boat remain unseen this whole time, Vark and the four distracted thugs remain armed but not aggressive(ie rapiers and crossbows in hand, but no readied actions), except Vark, who merely keeps his hand on the hilt of his sword while he talks.

When moving, please give the coordinates of your destination so I can update the map as needed.

Spoiler:
Annie is technically acting after the four swimmers have already climbed aboard, so what they choose to do may have a direct impact on her success. Hanging onto the railing at the top while she talks to Vark constitutes concealment and cover, climbing over the railing to the foc'sle requires a stealth check to move silently and another to hide in the shadows. The swimmers have about 2-3 rounds on Annie and her group.


Male Human Bard/Rogue (Seasinger/Pirate) L4 | AC 19(T14FF15) | HP 29/29 | Saves: F2R8W3 | Init: +5 | Perc: +4 | Bard Perf: 7/7 | Status:

Spinnaker Jon climbs the anchor chain, knife in teeth (as is traditional)...

Climb the anchor chain: (1d20+4=15)

Then stealthfully makes his way to the foremast. [at -A,9]

Move stealthily: (1d20+3=15, 1d20+3=16, 1d20+3=22)

Then gets ready to cut the rope holding the lower foresail boom, letting crash to the deck...

Sovereign Court

Spinnaker Jon wrote:


Then gets ready to cut the rope holding the lower foresail boom, letting crash to the deck...

As in "readied action"? Let me know what your trigger is to cut through the rope.


Male Half-orc Monk (Iron Mountain) 8 |HP: 60/61 | AC:26 Current 29, T 19, FF 21 | Fort: +9 Ref:+10 Will:+12 (+14 Enchantment) |CMB +12 (+16 grapple), CMD 25 (27) | Init+3 | Perc +13 | Ki Pool 9/9

Ghirrak rapidly climbs the chain.

1d20+9=18

With far more stealth than one would expect from a man his size he slips over the railing and makes his way to the foc'sicle. Going to 9,-B

1d20+6=17, 1d20+6=21


Female Human Cleric 6 {HP: 37 /37 AC: 21}

Climbing the rope:
Annie would try to end up on the main deck, not standing next to anyone or against the railing. Preferably, given current locations, she would end up at -9, -B. Once all her companions that are joining her are on the ship, she will cast light on her shield. She will only cast if not threatened. If she is threatened, she will try to move where she is not threatened before casting. Casting Light should shield the gondoleer and anyone that stays in the boat from some danger (as Annie can only have one light spell active at any one time, the gondola will become dark once her shield lights up.

As we aren't threatened, Annie would likely take her time, and take 10 on the climb. In case you feel taking 10 wouldn't be allowed under these circumstances:
1. Climb 1d20=8
2. Climb 1d20=4
3. Climb 1d20=19
(ouch! At least her poor rolls were first, so she's not going to fall!)

Initial Actions:
Once everyone from the gondola that wishes to come up makes it to the deck and Annie has set her shield alight, she will cast Charm Person on Vark (Will Save DC 14, 30 foot range). As above, she will first make sure she is not threatened. If Vark or he and his entire group attacks, she will use total defense to protect herself. If his thugs attack but he doesn't, she will also beg him to stop them, as she doesn't want to "hurt his friends" but must defend herself. If she is not attacked, she will begin negotiations to get him to return Lavinia's ship to its rightful owner.

Sovereign Court

Spinnaker Jon wrote:


Then stealthfully makes his way to the foremast. [at -A,9]

Move stealthily: (1d20+3=15, 1d20+3=16, 1d20+3=22)

While Jon slowly moves into position, the pirate at (-C,6) hears something and moves up the stairs(-C,8) to investigate.

Since we're very near to combat and actions are happening concurrently, I'm reposting the initiative order. You don't know when Vark and his scurvy lot will act, but some of you are still able to surprise them. UPDATED:

Spoiler:
Pre-Combat Round 4
24(-D,-9): Annie(climbing aboard to -B,-9)
22(?): Bryson(stealthily aboard?)
21(?): Sneaky (stealthily aboard?)
13(-B,9): Ghirrak(aboard, stealthily in position)
4(-A,9): Spinnaker Jon(aboard, stealthily in position)
4(?): Bindlplotz(climbing aboard?)
3(?): Dgrim(climbing aboard?)
Previous Three Rounds(will be updated as others post)
1) Vark/Annie exchanged words, Spinnaker Jon climbed over the railing
2) Vark invited Annie aboard, Annie climbed aboard(with others, possibly), Spinnaker Jon made for (-A,9), pirate at (-C,6) heard something and moved to investigate(only Ghirrak can "see" him but the others know he's roughly at the top of the stairs)
3) Vark delayed to hear Annie's proposal(Diplomacy or Charm person, her choice), Vark's reaction(undetermined), Spinnaker Jon stealthily readies an action, pirate(-C,8) draws sword and stares into the darkness on the forecastle deck(doesn't seem to see Jon or Ghirrak)


Bindlplotz whispers, "I'll stay here, I'm better at range."

He sets he musket on his shield, and take aim on the captain, as long as I'm not seen and can see the captain that is, if I'm seen, then I'll be more non-chalant.


Male Human Rogue 1

Sneaky follows his mates climbing the chain.

climb 1d20+6=20

Sneaky as just Sneaky can be, the rogue moves himself near the big half orc friend, extracting his two short swords Going to 10,-A

stealth 1d20+8=14

Sovereign Court

Gull Street Annie wrote:

** spoiler omitted **

** spoiler omitted **

EDIT:

Spoiler:
The rope is a bit slippery, so it will take you at least three attempts to climb aboard. Unless someone specifically says they climb quickly, I will never increase the DC of a bad roll for "Accelerated Climbing," but I will automatically upgrade a good roll if it saves time. After two failed attempts(DC 10 for the slippery rope, meaing that second one dropped you back into the boat after only a foot or so, much to Vark and his ladyfriend's amusement), Annie redoubles her efforts and climbs aboard with a single move action, hops over the railing and moves into position.

Spinnaker Jon, Ghirrak, and company:

Spoiler:
Please note that any action taken by you will jeopardize Annie and the others while they climb aboard. If possible, ready or delay as long as the investigating pirate allows so she and the others can get on deck. Other ropes will be available for them to climb in the same round as her.

Sovereign Court

Bindlplotz Cogwhistle wrote:

Bindlplotz whispers, "I'll stay here, I'm better at range."

He sets he musket on his shield, and take aim on the captain, as long as I'm not seen and can see the captain that is, if I'm seen, then I'll be more non-chalant.

Vark and his lady have their eyes on you, so we'll say you stowed it and can draw it with a move action from your pack or backstrap to use it in the same round. Once Annie and Dgrim are off the boat, you can whisper to the gondolier as a free action to drift a little further and give you line of sight to Vark.

Sovereign Court

Sneaky wrote:

Sneaky follows his mates climbing the chain.

climb 1d20+6=20

Sneaky as just Sneaky can be, the rogue moves himself near the big half orc friend, extracting his two short swords Going to 10,-A

stealth 1d20+8=14

Sneaky: One more stealth check to see if you're well-hidden when the pirate investigates.


Male Dwarf Shielded Fighter 5

I'm changing actions, in case you saw my deleted post

Dgrim fits the crossbow into his pack, then follows Annie up the rope.

Spoiler:

Sovereign Court

The latest battlemap will always be here.


Male Dwarf Shielded Fighter 5

Is Vark's lady armed?

Sovereign Court

Dgrim Urnidukr wrote:
Is Vark's lady armed?

Yes.


Male Human Bard/Rogue (Seasinger/Pirate) L4 | AC 19(T14FF15) | HP 29/29 | Saves: F2R8W3 | Init: +5 | Perc: +4 | Bard Perf: 7/7 | Status:

Ready action to cut when one of me crew is attacked or we are discovered and they move to attack us on the forecastle. I'll try to drop the boom right across the 7 line.

Sovereign Court

I'm still working out the best way to handle concurrent actions and splitting the party(there was a big difference between swim speed and boat speed, strangely). This is the amended format for listing everyone's actions. Hopefully it's easier to read and understand. To simplify matters, we're on Round 3 with some people's actions spoken for already.

Round 1:

Spoiler:

Annie: Talks to Vark, still sailing
Vark: Moves to railing, invites Annie aboard
Bryson: climbs?
Sneaky: climbs
Ghirrak: climbs
Spinnaker Jon: climbs
Bindlplotz: sails
Dgrim: sails
Pirates: all but one moves to railing

Round 2:

Spoiler:

Annie: climbs
Vark: delays
Bryson: hides in darkness of forecastle?
Sneaky: hides(needs to make a check)
Ghirrak: hides
Spinnaker Jon: hides noisily
Bindlplotz: stows weapon, floats out to get line of sight on Vark
Dgrim: climbs
Pirates: draw weapons, one moves to investigate forecastle noise

Round 3:

Spoiler:

Annie: climbs and moves onto the main deck
Vark: on delay
Bryson: ?
Sneaky: ?
Ghirrak: ?
Spinnaker Jon: readies action to cut
Bindlplotz: waits to draw musket
Dgrim: climbs
Pirates: four watch Annie, forecastle pirate(?)

Some players have detailed their actions for the next few rounds and I will carry those actions out if they are unavailable. Players in the forecastle, miss chance will apply if you attack the pirate without Darkvision or more light. Once everyone has posted their actions for Round 3, I will know if combat begins or not


It's a long rifle, so it's not stowed in my backpack, slung across my back yes, or just holding it up like a spear.

Spoiler:
is it alright if I have a bayonet for it, so it can act like a long spear as well?

Sovereign Court

Bindlplotz Cogwhistle wrote:

It's a long rifle, so it's not stowed in my backpack, slung across my back yes, or just holding it up like a spear.

** spoiler omitted **

Spoiler:
I think there's something that can be added to a crossbow for the same effect in one of the 3.5 books. I'll look for it.

Male Half-orc Monk (Iron Mountain) 8 |HP: 60/61 | AC:26 Current 29, T 19, FF 21 | Fort: +9 Ref:+10 Will:+12 (+14 Enchantment) |CMB +12 (+16 grapple), CMD 25 (27) | Init+3 | Perc +13 | Ki Pool 9/9
Bindlplotz Cogwhistle wrote:

It's a long rifle, so it's not stowed in my backpack, slung across my back yes, or just holding it up like a spear.

** spoiler omitted **

Ghirrak holds and prepares to charge the pirate should he react to the presence of those in the forecastle or seemm about to sound a warning to the others.

sense motive (1d20+8=25)

Sovereign Court

Ghirrak Ironfist wrote:
Bindlplotz Cogwhistle wrote:

It's a long rifle, so it's not stowed in my backpack, slung across my back yes, or just holding it up like a spear.

** spoiler omitted **

Ghirrak holds and prepares to charge the pirate should he react to the presence of those in the forecastle or seemm about to sound a warning to the others.

sense motive (1d20+8=25)

The pirate in question is adjacent to you, so you can ready an action to grapple or attack him, rather than delaying(since you don't have the room to charge). Also, he'll still be flat-footed to you, even if he triggers the readied action(at least, I'm pretty sure that's how readied actions work).


Male Human Bard/Rogue (Seasinger/Pirate) L4 | AC 19(T14FF15) | HP 29/29 | Saves: F2R8W3 | Init: +5 | Perc: +4 | Bard Perf: 7/7 | Status:

Oops. Missed the bastard at -C,8. I don't suppose I could ready action to lower the boom right on his head could I? It's OK if its not possible. I'll just swing over on a rope acrobaticall like and boot the swab overboard! After the lowering of the boom.


Male Half-orc Monk (Iron Mountain) 8 |HP: 60/61 | AC:26 Current 29, T 19, FF 21 | Fort: +9 Ref:+10 Will:+12 (+14 Enchantment) |CMB +12 (+16 grapple), CMD 25 (27) | Init+3 | Perc +13 | Ki Pool 9/9
Warforged Gardener wrote:
Ghirrak Ironfist wrote:
Bindlplotz Cogwhistle wrote:

It's a long rifle, so it's not stowed in my backpack, slung across my back yes, or just holding it up like a spear.

** spoiler omitted **

Ghirrak holds and prepares to charge the pirate should he react to the presence of those in the forecastle or seemm about to sound a warning to the others.

sense motive (1d20+8=25)

The pirate in question is adjacent to you, so you can ready an action to grapple or attack him, rather than delaying(since you don't have the room to charge). Also, he'll still be flat-footed to you, even if he triggers the readied action(at least, I'm pretty sure that's how readied actions work).

Readied grapple

Attack roll
1d20+3=18

combat maneuver roll 1d20+3=20

Smebody's gettin' choked out!

Sovereign Court

Spinnaker Jon wrote:
Oops. Missed the bastard at -C,8. I don't suppose I could ready action to lower the boom right on his head could I? It's OK if its not possible. I'll just swing over on a rope acrobaticall like and boot the swab overboard! After the lowering of the boom.

You're in the dark and despite making the noise that attracted him, you're currently hidden. Using touch, you were able to ready action to cut the line. Anything more dramatic than that will entail a hefty miss chance absent a light source.

Sovereign Court

Ghirrak Ironfist wrote:


Readied grapple
Attack roll
1d20+3=18

combat maneuver roll 1d20+3=20

Smebody's gettin' choked out!

Grapple takes just one roll now. = ) You have successfully grappled the pirate and will get a +5 to maintain the grapple and move/damage/or pin him next round. He will attempt to break the grapple on his initiative and fail, making a whole lot of noise in the process.

This triggers any readied actions involving alarms.

EDIT: Of course, all of this is just theoretical...your grapple is a readied action. Safe to assume it won't be long before he bumps into you or otherwise detects you.


Half Fiend Half Elf Druid 8| HP 94/94| AC 22 (25), FF 19 (22), Touch 14| Fo +10 Re +5 Wi +12; SR 20| Init +3| Percep +23, Darkvision 60', Low-Light Vision| Wildshape 3/3, Destructive Smite 9/9

Wow, I missed so much.

rd 1: Climb check 1d20-1=19

rd: Hide in shadows of the forecastle 1d20+6=19
I will draw my scimitar and prepare to use my icicle ability.

rd 3: I will try to get down on the main deck if possible. I want to be in a good position to attack once the action starts.
Stealth check to move 1d20+6=18
Perception check just in case 1d20+14=26


Male Human Rogue 1
Warforged Gardener wrote:
Sneaky: One more stealth check to see if you're well-hidden when the pirate investigates.

Stealth 2nd 1d20+8=20

I've still to read everything in deep but if it will occur, I would try to help Ironfist with the blocked pirate especially in the case the man is going to raise the alarm, before he calls for help I would like to stun him...

I'm going to read better what happened and I'll examine the case please tell me which could be my opportunities.

Sovereign Court

Going well, guys. In the interests of saving time and speeding things up, I will make certain rolls for people when other actions are contingent on their success of failure(whether an alarm is sounded, for instance). I'd like everyone to get the chance to roll their own attacks and damages, so remember to include at least one attack and damage roll whenever you ready an attack or say you're going to help someone if they attack/are attacked.

Round 1(complete):

Spoiler:

Annie: Talks to Vark, still sailing
Vark: Moves to railing, invites Annie aboard
Bryson: climbs?
Sneaky: climbs
Ghirrak: climbs
Spinnaker Jon: climbs
Bindlplotz: sails
Dgrim: sails
Pirates: all but one moves to railing

Round 2(complete):

Spoiler:

Annie: climbs
Vark: delays
Bryson: hides at (A,8)
Sneaky: hides
Ghirrak: hides
Spinnaker Jon: hides noisily
Bindlplotz: stows weapon, floats out to get line of sight on Vark
Dgrim: climbs
Pirates: draw weapons, one moves to investigate forecastle noise

Round 3(Updated, now complete):

Spoiler:

Annie: climbs and moves onto the main deck
Vark: on delay
Bryson: Sneaks as far as possible toward main deck(without breaking concealment) to (B,8)
Sneaky: Moves and readies to sneak attack the pirate
Ghirrak: Readies to Grapple
Spinnaker Jon: readies action to cut
Bindlplotz: waits to draw musket
Dgrim: climbs
(Ghirrak): Grapples Pirate
(Sneaky): Sneak Attack on Pirate(unless attempting nonlethal, roll attack and damage, including sneak attack)
(Spinnaker Jon): Cuts the rope(auto-hit, you roll 1 dmg, rope not severed yet
Pirates: four watch Annie, forecastle pirate bumps into Ghirrak and triggers readied actions(sounds alarm)
If Sneaky does max damage, the pirate will still survive by my reckoning, so on to round 4!

[ooc]Annie:

Spoiler:
I'm switching your actions around since Dgrim's climb problems mean he's stuck on the rope another round and someone has sounded an alarm. You can still cast light first, it's easy enough to switch back but I thought you would want to try the Charm before anyone attacked Vark. If you'd rather go Total Defense before anything else, it's a standard action and can easily replace either spell

Round 4(In Progress):

Spoiler:

Annie: readies shield, casts Charm on Vark
Vark: successfully saves, shouts "Kill them all!" and hurries down the stairs to attack Annie, drawing his rapier on the way(19+7=27(threatens but doesn't confirm a critical) for 2 damage.
Bryson:
Bindlplotz: draws weapon and fires on Vark(attack, gnome!)
Dgrim: arrives on deck with a move/standard action to space
Ghirrak:
Sneaky:
Spinnaker Jon: still cutting the rope?
Pirates: ?

Sovereign Court

Sneaky wrote:
Warforged Gardener wrote:
Sneaky: One more stealth check to see if you're well-hidden when the pirate investigates.

Stealth 2nd 1d20+8=20

I've still to read everything in deep but if it will occur, I would try to help Ironfist with the blocked pirate especially in the case the man is going to raise the alarm, before he calls for help I would like to stun him...

I'm going to read better what happened and I'll examine the case please tell me which could be my opportunities.

As a 1st level rogue, you don't have the ability to stun victims. Your main options are to move and ready an action to sneak attack the pirate when Ghirrak grapples(I assumed you would and wrote it in), or to attempt a nonlethal attack at a -4 penalty(also a readied action when Ghirrak tries to grapple). When Ghirrak grapples, the AC of the already-flatfooted pirate is further decreased, which means it will be easy to attack him. Without the lethal sneak attack damage, however, he will probably survive and sound the alarm.


Female Human Cleric 6 {HP: 37 /37 AC: 21}

I would like to try to charm Vark before violence ensues. If Dgrim is on his way up and Bindleplotz is not joining us, I'd use the charm spell.

As a slightly off topic idea with regard to Sneaky, if Ghirrak grapples the rogue, could Sneaky try a bluff or intimidate check by holding a knife to his throat? (I only mention this because he seemed to be asking for help coming up with options).

Are the pirates / Vark carrying ranged weapons?

Sovereign Court

Gull Street Annie wrote:

I would like to try to charm Vark before violence ensues. If Dgrim is on his way up and Bindleplotz is not joining us, I'd use the charm spell.

As a slightly off topic idea with regard to Sneaky, if Ghirrak grapples the rogue, could Sneaky try a bluff or intimidate check by holding a knife to his throat? (I only mention this because he seemed to be asking for help coming up with options).

Are the pirates / Vark carrying ranged weapons?

Noted.

Bluff wouldn't be the right skill, but he could attempt to intimidate as a standard action, possibly leaving the pirate shaken. To achieve the desired effect, however, the pirate would have to be panicked. Anything less and he would still have the courage to fight and by extension, sound the alarm. Multiple attempts to intimidate stack, from the same or different sources, though. For future reference: shaken becomes frightened, which becomes panicked. Three intimidating individuals could probably get at least a round of panic out of someone, working together. Good thinking, though.

All of them have crossbows and rapiers, with half wielding one and half wielding the other.


Male Dwarf Shielded Fighter 5

Dgrim finally climb on deck, irritated. He looks at the woman next to Vark and yells at her, "Think you before act, heifer. I'll spill your guts if you wanna have at it!"

Spoiler:
Demoralize Vark's lady: Intimidate (1d20+6=15)

I won't be available until Sunday.

Dgrim will attack Vark's lady if Dgrim's Intimidate isn't enough to get Vark's lady to run away, otherwise Dgrim will focus on Vark. If Annie's charm doesn't work on Vark, Dgrim will move up to engage Vark in melee. If both Vark's woman runs away and Vark is charmed, Dgrim will confront the next closest pirate.


Male Human Bard/Rogue (Seasinger/Pirate) L4 | AC 19(T14FF15) | HP 29/29 | Saves: F2R8W3 | Init: +5 | Perc: +4 | Bard Perf: 7/7 | Status:

Jus' thinkin' ahead, since me mates have the pirate on the forecastle in hand; the round after I drop the boom, I'll cast a Grease spell on the 10ft square under the feet of the pirates at [-C,-1], [-C,0], [-B,-1], [-B,0].

Sovereign Court

Dgrim Urnidukr wrote:

Dgrim finally climb on deck, irritated. He looks at the woman next to Vark and yells at her, "Think you before act, heifer. I'll spill your guts if you wanna have at it!"

** spoiler omitted **

I won't be available until Sunday.

Dgrim will attack Vark's lady if Dgrim's Intimidate isn't enough to get Vark's lady to run away, otherwise Dgrim will focus on Vark. If Annie's charm doesn't work on Vark, Dgrim will move up to engage Vark in melee. If both Vark's woman runs away and Vark is charmed, Dgrim will confront the next closest pirate.

I'll make some adjustments, since Vark has already moved in to attack Annie when you arrive on deck. Vark's lady is successfully demoralized for one round(Shaken: -2 to attacks, damage, abilities), but with Vark adjacent to you and Annie, I'll assume you want to engage Vark instead rather than risk an attack of opportunity from him.

If you're still able to reply, give me some attack and damage rolls so I know how you do for the next few rounds against Vark/his lady/anyone else you engage. If not, I'll make the rolls for you as needed until you get back.


Male Dwarf Shielded Fighter 5

Yeah, Dgrim will attack Vark.

Attack (1d20+4=15, 1d20+4=17, 1d20+4=13)
Damage (1d10+3=10, 1d10+3=6, 1d10+3=13)


Half Fiend Half Elf Druid 8| HP 94/94| AC 22 (25), FF 19 (22), Touch 14| Fo +10 Re +5 Wi +12; SR 20| Init +3| Percep +23, Darkvision 60', Low-Light Vision| Wildshape 3/3, Destructive Smite 9/9

Since the pirate up here seems to be handled, I'll move down to the main deck and let loose with the icicle Atk: 1d20+2=19, Dmg: 1d6+1=7against the closest pirate.


Female Human Cleric 6 {HP: 37 /37 AC: 21}

Annie grimaced at Vark's shout to attack, realizing her attempt to make Vark more persuadable had not succeeded. Well, at least he'd attacked first, and in the act of stealing Lavinia's property. Right now she had to save their own skin, however. She called on Cayden Cailean to fill her enemies with a fear of his wrath, then drew her father's rapier. As the battle raged around her, she sent another prayer up for protection from her enemies and waded into the fray.

Round 5: Annie casts bane (she will move to remove herself from a threatened area if necessary - currently -9, -A). It has a 50' radius from Annie, I believe it will affect all our enemies except the currently grappled pirate.

Round 6: Annie casts Shield of Faith (she will move to remove herself from a threatened area if necessary) which places a +2 deflection bonus on herself. If she cannot move to an unthreatened square, she will instead attack the weakest threatening enemy.

Just in case I can't post:
Annie will also take attacks of opportunity if they present themselves, and attack if she doesn't have seriously injured companions. If someone is seriously hurt within reach of her 30' burst of healing, she will channel positive energy, excluding up to two injured enemies (uninjured enemies do not need to be excluded).

Attacks: 1d20=9, 1d20=10, 1d20=12
Damage: 1d6=2, 1d6=6, 1d6=1
Channels: 1d6=1, 1d6=3, 1d6=6

Rules Question:
Annie's Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

If Annie used this against a threatening enemy, would they be unable to take attacks of opportunity against her on her next round? If so, she would try use Dazing Touch to eliminate a casting threat for one round to get her spells off. She would do what she could to be threatened by only one enemy, and then daze that enemy to cast the next round.

Sovereign Court

This is more or less the map as Round 4 begins. I'll update the round accordingly after a few more posts.

Naturally the area of light is from a spell that Annie didn't cast, but since it was just light anyway, no real change on the battlefield.

EDIT: Didn't mean to imply that Annie's light spell would be ineffective. The light spell has saved many adventurers lives and is always useful.


Half Fiend Half Elf Druid 8| HP 94/94| AC 22 (25), FF 19 (22), Touch 14| Fo +10 Re +5 Wi +12; SR 20| Init +3| Percep +23, Darkvision 60', Low-Light Vision| Wildshape 3/3, Destructive Smite 9/9

Bryson will be aggressive in combat. Generally, he'll use Icicle for ranged combat and scimitar for melee. He'll try to move to maintain an advantageous position. He generally won't think to use his spells during combat.

Icicle: ab +2 rng touch; dmg d6+1; rng 30'
Scimitar: ab +2; dmg d6+2(18-20x2)


Male Half-orc Monk (Iron Mountain) 8 |HP: 60/61 | AC:26 Current 29, T 19, FF 21 | Fort: +9 Ref:+10 Will:+12 (+14 Enchantment) |CMB +12 (+16 grapple), CMD 25 (27) | Init+3 | Perc +13 | Ki Pool 9/9

If pirate is still alive

Ghirrak grasps the man's jaw in his large hands. As his body reels from Sneaky's attack he yanks the head around with a brutal torquing motion.

Unarmed damage in maintained grapple1d6+3=7


Male Human Rogue 1

Difficult choice...

Round 3 - Sneaky

Sneaky move in -C/9 and he attacks the pirate with his two short swords... (I evaluated all your good suggestions, and thanks I really appreciate that and I'm inviting you to do that if you like because this is what I really need, but I think that finally this is what we'll be compelled to do... and we could however try to let him alive if the pirate will survive the attack)

1st attack (+ sneak attack): to hit 1d20 + 2 = 18, to inflict damage 1d6+2 + 1d6 (sneak) = 11
2nd attack: to hit 1d20 + 2 = 13, to inflict damage 1d6 + 1 = 3

...in the limit of the possibility I try to do it silently

all rolls here


Male Human Bard/Rogue (Seasinger/Pirate) L4 | AC 19(T14FF15) | HP 29/29 | Saves: F2R8W3 | Init: +5 | Perc: +4 | Bard Perf: 7/7 | Status:

Perhaps that light is the ship's lantern; you did say they were getting ready to sail. Are there any other lights on the ship?

Sovereign Court

Spinnaker Jon wrote:
Perhaps that light is the ship's lantern; you did say they were getting ready to sail. Are there any other lights on the ship?

Yes, the main deck is lit, just not the foc'sle. I'll leave the light and consider it a quirk of the map that it seems centered on the radiant cleric.

New rounds with corresponding maps should be up soon. I was hoping Bindlplotz would get some attack rolls in or Zomm would surface, but apparently not.

Sovereign Court

Gull Street Annie wrote:
Rules Question

Spoiler:
Yes, you're correct about the dazing touch. A dazed creature is not helpless but they can't take any actions, including AoO's
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