There be lootin' to do - Skulls & Shackles

Game Master Spazmodeus

Here be a despicable crew of pirates!

Today's Date: Moonday, 28th of Lamashan, 4712 AR
Weather: Sunny and hot

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Infamy: 29 Disrepute: 14 Plunder: 16


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Male

ROUND THREE!

Isaac coasts the Shrike closer to its prey, with the assistance of Jaina's navigation and Alabaster barking orders to the crew. As Edward urges them on, Diana's crews reload and fire once more! This volley is less well-aimed than the first, perhaps because the crew is excited and rushing, but two of the ballistae still strike home, bringing down another mast. The Rahadoumi crew finally manage to return fire, swiveling two ballistae mounted on their aft deck to fire at you. One bolt misses, and one glances off the ship's side, wood splinters flying. Your prey is starting to move westward, though they're severely hampered by the damage to their sails...on deck, you can see a number of them surrounding some large object, clearly doing something involved.

Party's up once more!

Combat Map

GM Screen:

Starboard Ballista 1: 1d20 + 2 + 2 - 2 ⇒ (19) + 2 + 2 - 2 = 21
Damage: 3d8 ⇒ (1, 2, 8) = 11
Starboard Ballista 2: 1d20 + 2 + 2 - 2 ⇒ (16) + 2 + 2 - 2 = 18
Damage: 3d8 ⇒ (1, 8, 7) = 16
Starboard Ballista 3: 1d20 + 2 + 2 - 2 ⇒ (10) + 2 + 2 - 2 = 12
Damage: 3d8 ⇒ (6, 4, 1) = 11
Crew Leader Knowledge DC 20: 1d20 - 2 + 2 + 1 + 2 ⇒ (15) - 2 + 2 + 1 + 2 = 18
Fore Ballista: 1d20 + 2 + 2 - 2 ⇒ (7) + 2 + 2 - 2 = 9
Damage: 3d8 ⇒ (6, 5, 2) = 13
Fore Catapult Targeting DC 15: 1d20 + 2 + 2 + 1 + 2 ⇒ (3) + 2 + 2 + 1 + 2 = 10
Damage: 4d6 ⇒ (4, 1, 3, 1) = 9

Confirm?: 1d20 + 2 + 2 - 2 ⇒ (6) + 2 + 2 - 2 = 8
Bonus: 3d8 ⇒ (4, 8, 1) = 13

C1 Orientation: 1d8 ⇒ 6
Distance: 1d4 ⇒ 1

C2 Orientation: 1d8 ⇒ 1
Distance: 1d4 ⇒ 1

---------

Ballista 1: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 3d8 ⇒ (6, 8, 5) = 19
Ballista 2: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 3d8 ⇒ (3, 6, 7) = 16
Confirm?: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 3d8 ⇒ (7, 5, 2) = 14

Sanbalot Sails: 33 | 1,620


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac sees the enemy ship fleeing slowly. He shouts out, "Hang on! I'm turnin' 'er into th' wind! We'll turn again fer pursuit! One o' ye tak' my spyglass! See wha' tha' thing on their deck is! Diana! Keep th' pressur' on 'em! Wha'ev'r they hav' planned, sabotag' it!" He spins the wheel, turning the Shrike into the wind.

Profession (sailor): 1d20 + 12 ⇒ (6) + 12 = 18


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

ARhiel takes teh spyglass and tries to make out what's on their deck.

perception: 1d20 + 11 ⇒ (11) + 11 = 22 plus whatever bonus the spyglass gives.


Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

Round 3
Ship Action: Find a Current!

Jaina keeps up the current-finding work.

Knowledge (Geography): 1d20 + 6 ⇒ (15) + 6 = 21


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Edward keeps encouraging the crew until the Shrike gets into fighting range.

Bluff: 1d20 + 14 ⇒ (7) + 14 = 21


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Focusing all the drive she can bring to bare Diana orders her crew to fire at the unknown mechanism on the enemy deck.

Profession Seige Engineer: 1d20 + 8 ⇒ (6) + 8 = 14


Male

ROUND FOUR!

Isaac, Jaina, and Alabaster continue to work the crew, and Isaac wheels the ship around into a strong headwind as he realizes that the Rahadoumi ship is threatening to pull away (albeit slowly). As the damaged vessel continues to pull away, Arhiel pulls out a spyglass and investigates the deck...

Arhiel:
You can see that several of the enemy crew are gathered around what looks like a large, iron cage amidships. Even as you watch, the door is hauled open and a horse-sized creature with wings leaps out!

Diana and her crew act keep loading and firing, although in their new position the aft catapult is cut off by the Shrike's sails. Ballista bolts thud into the side of the Rahadoumi ship, although one falls short; the crew on the fore catapult, though, having gotten a sense of their aim now, loose a massive stone that flies through the air and crashes down amidships among the knot of men and women on the deck with a crunch! There are screams from the ship as it returns fire, one bolt narrowly missing the Shrike while the other smashes into its bird-shaped figurehead!

As the Rahadoumi ship slowly lumbers away, sails in tatters, you can all see a horse-sized figure launch itself from the deck...as you watch, the strange, ungainly creature flies toward you. It lets out a roar as it approaches: a beast with a vaguely humanoid head, the body of a lion, and the wings of a dragon. Its tail ends in long, sharp spikes!

You're up!

Combat Map

Vitals:

Manticore: HP: 49 | AC/T/FF: 17/11/15 | Fort +9 Ref +7 Will +3 | CMD: 24 (28 vs. trip)
Shrike Morale: 3
Sanbalot Morale: 1

GM Screen:

Starboard Ballista 1: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Damage: 3d8 ⇒ (5, 2, 2) = 9
Starboard Ballista 2: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
Damage: 3d8 ⇒ (6, 7, 3) = 16
Starboard Ballista 3: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21
Damage: 3d8 ⇒ (6, 1, 4) = 11
Fore Catapult Targeting DC 15: 1d20 + 2 + 2 + 1 + 4 ⇒ (14) + 2 + 2 + 1 + 4 = 23
Damage: 4d6 ⇒ (3, 2, 2, 1) = 8
Confirm?: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12

-----------
Ballista 1: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 3d8 ⇒ (8, 4, 8) = 20
Ballista 2: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 3d8 ⇒ (5, 1, 3) = 9

Sanbalot Sails: 33 | 1,557


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

"Look out they've got a..." She spots the creature launch itself into mid-air... [/b]"Never mind, you can all see it now... it's a big winged horse-like thing![/b]

know ... arcane? to id the creature: 1d20 + 10 ⇒ (12) + 10 = 22 if it's not arcane (ie a magical beast), then she has no chance to id it, as arcane is her only knowledge skill

Diana, maybe aim at that!"

She concentrates but a second or two, and points at the creature, aiming a trio of force missiles at it...

magic missile dmg: 3d4 + 3 ⇒ (1, 4, 2) + 3 = 10


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Bardic knowledge?: 1d20 + 1 ⇒ (11) + 1 = 12
Not in the wildest tales in Riddleport, had Edward heard of whatever is flying up there.

"Holy heck....", as he repositions himself at the mast to see it more clearly.

With a serious presentable threat, Edward starts a verse of perseverance and survival.
Inspire is up, go at em!


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

We've a new target lads. Hit it with all that can bare. Diana directs her siege to fire on the flying creature.

Profession deign engineer: 1d20 + 8 ⇒ (2) + 8 = 10


Male

Arhiel recognizes this creature as a magical beast known as a manticore! She's heard tales of such from Rahadoum and other dry, desert lands. Although probably originally a magical experiment, they've since become a self-propagating species. They're fierce predators with a human-like intelligence (well, a fairly dim human, anyway) that love to eat meat, particularly human flesh. They're clumsy fliers but can still be vicious in the air; they can send a shower of tail-spikes at opponents when they want to, almost like a porcupine.


Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

Round 4: Actions
Standard Action: Get ready to fight the conjured beast!

Jaina looks up from the water to see the beast the Rahadoumi have brought to bear coming at them.

Her eyes widen... and a huge grin appears on her face as she squeals with glee.

"Are we going to fight that? Please tell me we're going to fight that!"


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Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac sees the giant beast fly from the Rahadoumi ship and his jaw drops. "Besmara's t***s! Wha' th' f**k is tha'?!" As Jania gets pumped about fighting it, Isaac quickly spins the wheel. "Ye can figh' it iffen it lands on th' ship! Bu' I'd rath'r not hav' tha' happen! Fire at th' thing!"

Profession (sailor): 1d20 + 12 ⇒ (20) + 12 = 32


Male

Sorry for the delay, all...real world caught up to me unexpectedly...Isaac, I'm assuming that you want to continue turning the ship!

ROUND FIVE!

Isaac brings the Shrike streaming through the waves toward its prey...which also brings it closer to the flying manticore! Diana's ballista crews swivel their massive weapons upward and loose bolts against the beast, but such a small target is hard to hit with a ballista...all three bolts splash into the water. And it's too close for the catapults to target! Arhiel's missiles, however, slam home into the beast. It roars in rage and swoops over your ship, snapping its tails toward you as it does. A hail of arms-length spikes rain down; Jaina's armor deflects one, and one plunges into the deck not far from Diana, but Edward and Arhiel are both stabbed by the natural spears! Arhiel's is a shallow wound, but Edward's looks more serious. The Rahadoumi ship continues to do its best to sail away, even as its ballistae fire ineffectually at you.

You're all up! The manticore, for reference, is about 20' south of your starboard rail, and 40' in the air (from your main deck).

Combat Map

Vitals:

Manticore: HP: 39 | AC/T/FF: 17/11/15 | Fort +9 Ref +7 Will +3 | CMD: 24 (28 vs. trip)
Shrike Morale: 3
Sanbalot Morale: 1

Sanbalot Sails: 33 | 1,557

GM Screen:

Prof (Sailor): 1d20 + 11 ⇒ (14) + 11 = 25
Starboard Ballista 1: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10
Damage: 3d8 ⇒ (8, 8, 1) = 17
Starboard Ballista 2: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Damage: 3d8 ⇒ (5, 5, 1) = 11
Starboard Ballista 3: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Damage: 3d8 ⇒ (1, 7, 7) = 15
----------
Ballista 1: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 3d8 ⇒ (2, 8, 7) = 17
Ballista 2: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 3d8 ⇒ (5, 4, 6) = 15
Spike 1: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Spike 2: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Spike 3: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Spike 4: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d6 + 5 ⇒ (2) + 5 = 7
# of targets PCs: 1d4 ⇒ 4
PC Targets: 5d6 ⇒ (6, 3, 6, 2, 4) = 21 Arhiel, Diana, Edward, Jaina


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Edward grits his teeth as he is hit, and clenches his fist as he casts a CLW on himself.

1d8 + 5 ⇒ (2) + 5 = 7


Male

Derp, thanks for the reminder. Ed took 10 damage, and Arhiel 6.


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Arhiel takes cover and starts summoning


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Keep up the fire men. Diana encourages, hoping for a lucky shot. Catapults continue fire on the enemy deck!

The oracle readies a spell to spoil the creature's aim. After the rest of her party acts she will cast Obscuring mist on herself, so that no one within 20' of her can be targeted.

This brings up a question that is more complex than it seems on the surface; Does the mist move with the boat, or is it stationary with respect to the planet. Of course the planet is spinning and hurtling through space. And this is a simple spell. What if this was a pit spell? believe its better overall for the game if spells are "anchored" to larger vessels like ships but not smaller ones like rafts and dingys. But of course its up to you. The mist should help for a single round at least. Worst cast, she will wait until after the boat moves to cast the spell.


Male

Sorry for the delay. It is a good question, but fortunately there's an answer, in the Skull and Shackles Player's Guide! According to that, the effects of Obscuring Mist do not move with a ship. See p. 17 for a full listing of spell effects on ships.

Waiting on posts from Jaina and Isaac!


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Hmm. Will go look at that. Glad that is resolved. At least the mist should protect us for a round, and that is worth something. Read it and it seems a little arbitrary as to what does and does not move with the ship. Black Tentacles move, as does globe spells. Fogs and gasses do not. And spells like Resilient Sphere does not. But a Prismatic Sphere does. Spells like Rope Trick do not move with the ship. I disagree with that last one.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac watches as the creature rains its spines down on the ship. He growls at the creature. He says, "I wan' tha' thing tak'n down! Bu' stay on yer toes, men!" He glares at the enemy ship. "As fer ye b******s... MAK' WAY!!" He spins the wheel to try and make the enemy ship more vulnerable.

Profession (sailor) for Make Way action: 1d20 + 12 ⇒ (16) + 12 = 28

I don't know if we are moving forward or not. Also, I'm targeting the enemy ship's AC and saves.


Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

Round 5: Actions
Standard Action: Total Defence and get ready for the manticore to land!

Jaina gets ready to dodge more spears fired by the creature. "COME DOWN HERE! I WANT TO HAVE A GO AT YA!"


Male

ROUND SIX!

As Isaac dives toward the opposing ship, the other captain seems to panic slightly and the ship stops swerving away. It's still sailing east, though--you're keeping pace with it easily, but unless you close the distance more quickly you can't get in range to grapple. Arhiel begins summoning as Edward heals himself, Diana summons a cloud of fog, and Jaina summons a cloud of mist that envelops the main deck, even though you're quickly sailing out of it.

Your siege engines fire again and again--without Diana's guidance, the catapults' stones only sink into the water around the Rahadoumi ship. The ballistae have better luck--two bolts slam home in the enemy ship--but none at all in hitting the manticore. The opposing ship, for its part, returns fire, one of its bolts punching a hole in the fore deck of the Shrike! The manticore, with a roar of rage at the mist covering its prey, swoops low and toward the sound of Jaina's voice--thudding to the deck mere feet from her, it roars aloud and snaps at her fog-shrouded form, but Jaina twists away from its teeth.

The party's up! Going to have to use theater of the mind for the manticore, at the moment...reminder that creatures on the main deck (including Jaina and the manticore) are in the obscuring mists for this round (though if the ship keeps moving they'll fall out of them quickly).

Combat Map

GM Screen:

Opposed Sailor Check: 1d20 + 11 ⇒ (3) + 11 = 14
Prof (Sailor): 1d20 + 11 ⇒ (19) + 11 = 30
-----------
Port Ballista 1: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 3d8 ⇒ (8, 2, 5) = 15
Port Ballista 2: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 3d8 ⇒ (6, 6, 8) = 20
Port Ballista 3: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 3d8 ⇒ (8, 6, 6) = 20
SB Ballista 1: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 3d8 ⇒ (3, 4, 5) = 12
SB Ballista 2: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 3d8 ⇒ (2, 2, 1) = 5
SB Ballista 3: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 3d8 ⇒ (7, 5, 6) = 18
Fore Catapult (DC 15): 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 4d6 ⇒ (4, 6, 5, 4) = 19
Miss: 1d8 ⇒ 8
Aft Catapult (DC 20): 1d20 + 2 ⇒ (12) + 2 = 14
Miss: 1d8 ⇒ 4
-------
Foe Ballista 1: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 3d8 ⇒ (2, 3, 8) = 13
Foe Ballista 2: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 3d8 ⇒ (3, 3, 7) = 13
Confirm?: 1d20 + 4 ⇒ (2) + 4 = 6
Bite: 1d20 + 10 ⇒ (2) + 10 = 12

Vitals:

Manticore: HP: 39 | AC/T/FF: 17/11/15 | Fort +9 Ref +7 Will +3 | CMD: 24 (28 vs. trip)
Shrike Morale: 3
Sanbalot Morale: 1
Sanbalot Sails: 33 | 1,497


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Knowing that they will sail out of the protective mist any minute Diana directs her siege engines again. Light ballistae at the beast. All others at the ship to clear their decks. she orders and then gives guidance for the shots. The fog seems to have her off her mark though and her guidance helps less than usual.

Profession deign engineer: 1d20 + 8 ⇒ (1) + 8 = 9


Male

Bump for the other PCs? :)


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

*Steps aside, causing The Norv to plummet into the swimmingpool himself instead.*

Keeping his inspiring verse up, Edward squeezes a spell between lines.

Casting pugwampi's grace. DC 17 will.
CL vs SR if needed: 1d20 + 4 ⇒ (14) + 4 = 18


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

on phone, will post when I get home


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac faintly sees the creature landing on his ship. He growls out, "Someon' tak' th' wheel!" He then draws his cutlass and moves to engage in melee, making sure to (at least for now) keep out of reach of it's attacks.


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Arhiel finishes her summons and 1d3 ⇒ 3 celestial eagles pop into existence.

All three birds beset the manticore, two flanking it, the third, just attacking as best it can.

eagle 1, no flank::

to hit: 1d20 + 3 ⇒ (6) + 3 = 9
dmg if hits: 1d4 + 2 ⇒ (1) + 2 = 3

to hit: 1d20 + 3 ⇒ (4) + 3 = 7
dmg if hits: 1d4 + 2 ⇒ (3) + 2 = 5

to hit: 1d20 + 3 ⇒ (19) + 3 = 22
dmg if hits: 1d4 + 2 ⇒ (3) + 2 = 5

eagle 2, with flank::

to hit: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14
dmg if hits: 1d4 + 2 ⇒ (1) + 2 = 3

to hit: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22
dmg if hits: 1d4 + 2 ⇒ (2) + 2 = 4

to hit: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14
dmg if hits: 1d4 + 2 ⇒ (2) + 2 = 4

eagle 3, with flank::

to hit: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10
dmg if hits: 1d4 + 2 ⇒ (4) + 2 = 6

to hit: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6
dmg if hits: 1d4 + 2 ⇒ (1) + 2 = 3

to hit: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6
dmg if hits: 1d4 + 2 ⇒ (3) + 2 = 5

Overall, they do decidedly poorly, so Arhiel follows that up by casting a magic missile at the flying enemy.

MM dmg: 3d4 + 3 ⇒ (1, 3, 4) + 3 = 11


Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

Round 6: Actions
Move Action: Use Martial Flexibility to grab Power Attack
Standard Action: Punch Manticore!

Jaina cracks her knuckles, grins wildly, and throws a heavy punch at the manticore before her!

Power Attack: 1d20 + 8 ⇒ (19) + 8 = 27
Damage?: 1d8 + 5 ⇒ (4) + 5 = 9


Male

ROUND SEVEN!

Alabaster swears and seizes the wheel from Isaac as the captain descends to the deck, sword drawn. As the ship cuts through the waves toward the Rahadoumi ship, it clears the mist and Diana's siege crews take aim at their targets once more--but several of them refuse to fire. "I ain't about t'fire at a beast that's on our own deck!" one of them hollers. "We'll hit our mates if'n we miss!" The two catapults reload, but at this point your ships are too close together for the large one to fire, and the small catapult's stone sinks into the ocean beyond its target.

On deck, Edward chants a spell and the manticore suddenly staggers, letting out an angry roar. The three eagles swooping around it manage to land a few hits, but Arhiel's missiles are clearly more effective--and Jaina's punch catches the creature square in the jaw, sending it reeling! It lunges at her and, though both of its claws miss (swiping at the air as though it's confused), it closes with her and sinks its teeth into her side! The deck of the Shrike quakes as two more ballista bolts slam into the hull.

Jaina takes 12 points of damage, and the party is up once again! The minotaur's on its last legs, and you've almost closed with the enemy ship.

Combat Map

GM screen:

Al Sailor: 1d20 + 10 ⇒ (12) + 10 = 22
Small Cata: 1d20 + 2 + 3 ⇒ (4) + 2 + 3 = 9
Direction: 1d8 ⇒ 8
------
Will DC 17: 1d20 + 3 ⇒ (9) + 3 = 12
Bite: 1d20 + 10 ⇒ (9) + 10 = 19
PG: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d8 + 5 ⇒ (7) + 5 = 12
Claw 1: 1d20 + 10 ⇒ (4) + 10 = 14
PG: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 2d4 + 5 ⇒ (4, 3) + 5 = 12
Claw 2: 1d20 + 10 ⇒ (16) + 10 = 26
PG: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 2d4 + 5 ⇒ (1, 3) + 5 = 9
------
Foe Ballista 1: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 3d8 ⇒ (7, 7, 6) = 20
Foe Ballista 2: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 3d8 ⇒ (4, 4, 5) = 13
Crit??: 1d20 + 4 ⇒ (8) + 4 = 12
Bonus: 3d8 ⇒ (3, 3, 4) = 10

Vitals:

Manticore: HP: 10 | AC/T/FF: 17/11/15 | Fort +9 Ref +7 Will +3 | CMD: 24 (28 vs. trip) | pugwampi's grace until round 12
Shrike Morale: 3
Sanbalot Morale: 1
Sanbalot Sails: 33 | 1,497


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

The eagles attack again:

eagle 1, no flank:

to hit: 1d20 + 3 ⇒ (12) + 3 = 15
dmg if hits: 1d4 + 2 ⇒ (1) + 2 = 3

to hit: 1d20 + 3 ⇒ (9) + 3 = 12
dmg if hits: 1d4 + 2 ⇒ (1) + 2 = 3

to hit: 1d20 + 3 ⇒ (3) + 3 = 6
dmg if hits: 1d4 + 2 ⇒ (2) + 2 = 4

eagle 2, with flank:

to hit: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
dmg if hits: 1d4 + 2 ⇒ (3) + 2 = 5

to hit: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16
dmg if hits: 1d4 + 2 ⇒ (2) + 2 = 4

to hit: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
dmg if hits: 1d4 + 2 ⇒ (2) + 2 = 4

eagle 3, with flank:

to hit: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
dmg if hits: 1d4 + 2 ⇒ (4) + 2 = 6

to hit: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
dmg if hits: 1d4 + 2 ⇒ (3) + 2 = 5

to hit: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
dmg if hits: 1d4 + 2 ⇒ (1) + 2 = 3

IF the manticore is still up after the eagle attacks:

Arhiel casts another magic missile

mm at manticore: 3d4 + 3 ⇒ (1, 4, 3) + 3 = 11


Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

Round 7: Actions
Full-Round Action: Pummel the damn thing!

Jaina flinches as the beast bites her, but all it really seems to do is enrage her further.

"COME ON! THERE'S ONLY *ONE* OF ME!" She roars as her fists fly...

Flurry Power Attack 1: 1d20 + 6 ⇒ (15) + 6 = 21
Damage?: 1d8 + 5 ⇒ (2) + 5 = 7

Flurry Power Attack 2: 1d20 + 6 ⇒ (9) + 6 = 15
Damage?: 1d8 + 5 ⇒ (8) + 5 = 13


Male

Arhiel's eagles land one or two hits that leave the manticore staggering...and then Jaina's first blow lays it out flat! The crew cheers as the massive beast crumples.

We'll save Arhiel's spell! ;)


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Nice. I didn't think thee Manticore would fail his save, as 17 is rather low.

Edward smiles as the Manticore drops. Not forr long, however, as there was still the other ship.

"Heads up guys, we're not done yet!"


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Arhiel sends the eagles to the other ship, they might have a round or two left to harry their captain and crew before winking back to where they came from... 3 rounds left

eagle 1 single attack on closest opponent on enemy ship: 1d20 + 3 ⇒ (6) + 3 = 9
dmg if hits: 1d4 + 2 ⇒ (3) + 2 = 5

eagle 2 single attack on closest opponent on enemy ship: 1d20 + 3 ⇒ (17) + 3 = 20
dmg if hits: 1d4 + 2 ⇒ (3) + 2 = 5

eagle 3 single attack on closest opponent on enemy ship: 1d20 + 3 ⇒ (3) + 3 = 6
dmg if hits: 1d4 + 2 ⇒ (1) + 2 = 3

2 rounds remaining


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

I did not realize the creature was on the deck last round. Oops. Must have been the mist. :)

Hoping for a last deck clearing shot before the ships grapple Diana directs her siege again.

Profession Siege: 1d20 + 8 ⇒ (18) + 8 = 26


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Issac cheers with his crew as the manticore goes down. He then turns the opposing ship and points his cutlass at it. "Now, let's ge' our priz'!" He then moves to take the wheel.


Male

ROUND EIGHT!

Al hauls hard on the wheel and the Shrike comes up alongside the Rahadoumi trader. Several of the sailors on board look shocked to see their manticore taken down, and as three more ballista bolts from your now-recovered crew punch holes in the hull and rake the deck, Alabaster yells, "Get 'er! Grapple 'er!"

The grapples fall short, but they come close enough that you see the captain let go the wheel and come to the rail. She's an imperious but exhausted-looking woman. "Pirates!" she calls, in the clipped Taldane of a native Osiriani speaker, "If you can give me a guarantee not to harm my crew or myself, I am willing to surrender to you!" She gestures at the sails, and adds bitterly, "You know well enough that I am unable to fly, and without the beast we have little hope against your numbers."

Party's up! How will you react?

GM Screen:

Al Sailor: 1d20 + 10 ⇒ (19) + 10 = 29
Foe Sailor: 1d20 + 11 ⇒ (8) + 11 = 19
Grapple: 1d20 + 18 ⇒ (8) + 18 = 26
Ballista 1: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13
Damage: 3d8 ⇒ (6, 3, 4) = 13
Ballista 2: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
Damage: 3d8 ⇒ (6, 4, 8) = 18
Ballista 3: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17
Damage: 3d8 ⇒ (7, 6, 4) = 17
Confirm?!: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10

Vitals:

Shrike Morale: 3
Sanbalot Morale: 1
Sanbalot Sails: 33 | 1,416


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Diana orders her siege crew to load but to hold and not fire. She looks to the captain a smile on her face. That sounds like a reasonable request to me. Your orders, captain?


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Diana orders her siege crew to load but to hold and not fire. She looks to the captain a smile on her face. That sounds like a reasonable request to me. Your orders captain? she calls.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac looks at the enemy crew. Then, he turns to his own crew. With a nod, he says, "Very well, then. I, Cap'n Isaac Silv'rman' o' th' Silv'r Shrik', be acceptin' yer surrend'r!"


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Since she cannot control them, to prevent further eagle attacks, Arhiel dismisses her summoned birds.


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Edward stopped his inspire.

"Nice."


Male

With the Rahadoumi ship no longer resisting, it's the work of moments to grapple it and pull alongside. The merchant crew throw down their weapons and wait, hands on their heads and scowls on their faces, as your people take their time enjoying the ransacking of the ship--including more than a few personal effects from the captured crew, though no one roughs any of the prisoners up. The captain watches you coldly. "I'm Captain Aisha Hamiyaz," she says, voice steely. "And this is the Sanbalot, bound for Port Godless. You'll find naught of great value below, but I imagine you'll find enough to cart away..."

The hold proves to be full of cloth, copper, and salt, and in just a few hours your crew have transported it all over to the Shrike. You've now got decisions to make: there's a captured crew and a badly damaged captive ship to deal with!

You've got 2 points of plunder from the ship's hold, plus whatever you get for selling the ship! What now? Whither away?


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac aids the crew in moving the plunder to the Shrike. When it comes to deciding on the fate of the ship and crew, the Captain gathers his officers in a meeting. "So, we be needin' to sell this ship. Howev'r, it may be difficult to be sellin' or be gettin' it anywher' du' to th' damage. Also, we be needing' to ge' to Tid'wat'r Rock to drop off our passeng'rs. Ther's also th' dead monst'r on our deck. Coul' try an' sell th' parts from it or be stuffin' an' mountin' it as a remind'r o' our victory. Thoughts?"


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

"I was about to suggest mounting its head somewhere the crew can see it, as an inspiring reminder of a successful battle. Finding a taxidermist to stuff the entire thing could be more time consuming than it's worth."


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

We have the plunder. I say we take the other ship's siege and reward the captain's good sense by giving her back her ship and crew. Diana councils quietly. Word will spread and others might be encouraged not to fight. As to the beast, I'm for dropping it over the side.


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

"I kinda like the idea of stuffing the head and perhaps keeping it on the wall in your cabin, Captain, or presenting it for mounting in the hall at the Rock. and yes, taking the siege weapons and letting them keep their ship and crew sounds like a good idea... get us a reputation as fair, make it more likely others will surrender to us in the future, even if we don't return all our prey, as that would be foolish."


Male

Since more than one person has suggested this idea, I'm going to assume that you go with it, using my usual rule of two. ;)

You decapitate the manticore with ease, and after a few minutes' quiet discussion Isaac tells Captain Hamiyaz that she will be permitted to keep her ship and crew. The captain looks surprised, and then utterly grateful. "I knew that I was taking a gamble, surrendering to a pirate," she says warily. "I am pleased that it has paid...may you go forward in strength and conviction, and perhaps you may one day even civilize this lawless waste." She gives Isaac a deep bow. Your crew, especially given the tattered state of the other ship, seem quite content to make their way under sail with the contents of its hold and the crew's personal possessions.

Tidewater Rock is another two days' sail from where you intercepted the Sanbalot. The first day is clear sailing, but on the second a squall descends and ravages the Shrike. There are no serious incidents--just slippery decks and a loose chunk of rigging that whips across the deck and smacks the crew around. It only deals nonlethal damage, though, so eh. In the early evening, you pull into the harbor at the Rock, and you find Lady Smythee waiting on the steps to greet you. She looks happy to see you, but nonetheless reserved. "Greetings, my love. And Captain Silvermane," she says with a nod. "I spotted your sails from the top of the Rock. Come in, come in. I'm afraid I have bad news..."

GM Screen:

Day 1 Weather: 1d100 ⇒ 72
Day 2 Weather: 1d100 ⇒ 85
Day 1 RENC: 1d100 ⇒ 58
Day 2 RENC: 1d100 ⇒ 45
Day 1 P(Sail): 1d20 + 12 ⇒ (11) + 12 = 23
Day 2 P(Sail): 1d20 + 12 ⇒ (2) + 12 = 14
Depression Time: 2d4 ⇒ (3, 4) = 7
Hazard: 1d100 - 10 ⇒ (58) - 10 = 48
P(Sail): 1d20 + 12 ⇒ (7) + 12 = 19 Slippery deck
Hazard: 1d100 - 10 ⇒ (8) - 10 = -2
P(Sail): 1d20 + 12 ⇒ (6) + 12 = 18
Hazard: 1d100 - 10 ⇒ (13) - 10 = 3
P(Sail): 1d20 + 12 ⇒ (8) + 12 = 20
Hazard: 1d100 - 10 ⇒ (90) - 10 = 80
P(Sail): 1d20 + 12 ⇒ (8) + 12 = 20 Lashing Rigging
Hazard: 1d100 - 10 ⇒ (23) - 10 = 13
P(Sail): 1d20 + 12 ⇒ (4) + 12 = 16
Hazard: 1d100 - 10 ⇒ (12) - 10 = 2
P(Sail): 1d20 + 12 ⇒ (14) + 12 = 26
Hazard: 1d100 - 10 ⇒ (57) - 10 = 47
P(Sail): 1d20 + 12 ⇒ (10) + 12 = 22 Slippery deck
Number of PCs: 1d5 ⇒ 5
Damage: 2d6 ⇒ (2, 4) = 6

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