| stonechild |
Lucky-You are able to land in the boat Sir Thomas has pulled himself into (sorta). Perhaps not as gracefully as you would have liked, but you're on your feet.
Sapphire-The quickest/safest way to get to Sir Thomas would be to jump to the barge where Irontusk was at first (DC 5 acrobatics check), and then cross to the boat. The quickest way is just to jump to the boat Sir Thomas is sorta in, but that'll be a difficult jump (unknown acrobatics check).
| stonechild |
Irontusk lets out a mighty yell, rages draws a dagger, and cuts at the rope. Atk 1d20 + 8 ⇒ (7) + 8 = 15 vs AC of 10. Dealing 1d4 + 6 ⇒ (2) + 6 = 8 points of damage to the rope and severing it.
Sir Thomas-it's your turn
I liked Lucky's limerick by the way
| Luciano Thrice-Damned |
"Sacred Pelor, under the light of your orb, let this fool's wrath be his undoing." Luciano cast Bane (Will Save DC 15, Players Guide page 246).
{ooc} I don't know if he is within 50'. If not he just says his prayer and doesn't waste the spell [/ooc]
"Little Greenskinned bastard, bring yourself here and let me put an end to the foulness you whore mothe spat from her womb. Pelor will show you justice, but I will not show you mercy!"
as a swift action I activate Justice judgement (Advanced Player's Guide page 39, +1 to attacks).
| stonechild |
Luciano- Irontusk is out of range of your spell. But if you want to do another standard action, you may. You have enough time to perform your judgement.
Sapphire- You can jump to the barge that Irontusk was originally on, not the one he's on now, unless you can make a DC 50 Acrobatics check. Unfortunately you will not be able to reach him with your whip. You can however make another acrobatics check instead in order to jump to the boat Irontusk is in, but that's all you will be able to do in a round.
| Joryn Argentweaver |
"Damm, I don't think I'm gonna be of much more use. I don't have anymore damaging spells and I'm sure as hells not going to risk getting my spellbook wet. Best if I try to cut him off at the pass." And then he heads back down the dock to the street at a jog.
It will be 12 rounds before you see Joryn again.
| stonechild |
Sapphire- As you land on the boat, Irontusk whistles, and three dogs run out from behind some crates and attack you.
Dog 1: 1d20 + 2 ⇒ (11) + 2 = 13, Dog 2: 1d20 + 2 ⇒ (7) + 2 = 9, Dog 3: 1d20 + 2 ⇒ (7) + 2 = 9
You are able to dodge their attacks though.
Meanwhile, Irontusk moves to the next barge, which is moored to this boat, and then jumps to a small floating dock which is attached to another barge.
Sir Thomas-you're up.
| stonechild |
Lucky- You get to the boat that Sapphire's on.
Sir Thomas- Even though that silly halfling jumped out of the boat and set it to rocking, it couldn't have been you moving that set the boat to rocking that much after all, you still manage to stay on your feet. You even manage to get to the barge next to the boat. However, you'll have to jump 5' to the boat that the two halflings are in on your next turn.
Luciano- It's your turn
| Luciano Thrice-Damned |
Luciano, realizing that there is no way he is going to be able to pull off all of this jumping without ending up in the water, decides the only sensible course of action is to head up the pier and try running along the quay-wall, doing his best to keep the scene in his view. With a little bit of luck he can head Irontusk off.
| stonechild |
Luciano- You run back to the end of the pier and realize that you're not going to be able to travel along the quay wall as the building come just about up to it, with only about a 2-3" gap left. You may however be able to climb to the rooftops and travel along them. The buildings are 10' high, will require a move action of climbing at a DC of 15. As a side benefit you'll at least have a better shot from the roof.
Lucky- It's your turn.
| stonechild |
Luciano-Alas, you are unable to secure handholds to climb the wall.
Lucky- You tumble past the dogs attacking Sapphire and cross over to the next barge. Where you trip a trip wire. Atk 1d20 + 10 ⇒ (8) + 10 = 18 against a touch AC of 16 A net falls from the ceiling entangling you. You hear Irontusk guffaw.Next round you may attempt an escape artist check to escape.
Irontusk-Moves slowly across the next barge and then on to the boat near it.
Sapphire-Your turn
| Sapphire Cabyllo el Feugo |
My intimidate is +5, so while whip is in hand I will scare the dogs off. I do not wish to harm them just make them stay away. Does the whip get a bonus to intimidate checks? Then with my move check move to the next barge, with acrobatics +10.
1d20 + 5 ⇒ (6) + 5 = 11 intimidate
1d20 + 10 ⇒ (18) + 10 = 28 acrobatics
| stonechild |
Sapphire-You move across the small barge and the larger one next to it. You find yourself next to the boat Irontusk is currently on.
Irontusk-Steps off the boat and onto the small last dock, where to your surprise, he does not run down the street into town, but rather crosses over onto the barge tied to the other side. There he takes a pair of lit lanterns and smashes them on the deck behind him. The barge begins to burn.
Sir Thomas-Your turn.
| "Lucky" Baremeadows |
Running move (x4), trying to get to Irontusk before he can even do any of that (since my turn was technically before him). Jumping as necessary and a reflex save through the fire if I can get through it.
Acro
1d20 + 10 ⇒ (6) + 10 = 16
1d20 + 10 ⇒ (14) + 10 = 24
Reflex
1d20 + 8 ⇒ (18) + 8 = 26
| stonechild |
While he admittedly looks like a turtle screwing a football, to everyones amazement, not least of which is his own, Sir Thomas manages to scrabble across the boats and barges to where Sapphire is without falling into the water.
Luciano-Is moving up the street.
Lucky- When I get your escape artist check, feel free to describe your actions this round.
Sapphire-Your turn, if you cross the dock and get through the flames (requiring a reflex save to not get burned) you'll be on the same barge as Irontusk.
| Sapphire Cabyllo el Feugo |
cross over to his barge. reflex save 1d20 + 5 ⇒ (3) + 5 = 8 "what are you afraid of Irontusk we just want to ask you a few questions, jeesh do you run like your dogs every time someone wants to talk to you?" have my whip ready if I get a shot to attack this turn then here it is, I will be trying to get around his legs and trip him next round. 1d20 + 5 ⇒ (20) + 5 = 25 if not look around the barge to see if I can use my environment to my advantage, you know boxes, crates, post you tie ropes to, and ropes and the like.
| stonechild |
Sapphire- The flame kisses you as you pass through it, you take 1d6 ⇒ 4 points of fire damage. Undaunted you deliver your challenge.
Joryn-Still running
Irontusk looks like for a moment he is going to attack Sapphire, but he seems to notice Sir Thomas making his way onto the dock and Lucky, finally having freed himself (presumably) making his way quickly towards the barge and instead Irontusk turns and goes to jump to the next barge instead. However, Sapphires whip lashes out and catches a hold of one of Irontusks legs as he begins to leap and he crashes down on his face instead.
Sapphire-give me a perception check
Sir Thomas-Your turn, if you're moving to the barge with Sapphire and Irontusk, I need a reflex save to avoid getting burned by the flames.
| stonechild |
Sir Thomas manages to adroitly avoid the flames as he manuevers onto the barge holding Sapphire and Irontusk.
Luciano-Still running (round 3)
Lucky-Still waiting on escape artist check, but I'll presume that you'll be onboard the barge as well as soon as I get it.
Sapphire-your turn again
| stonechild |
Sapphire-
You can find something to attach you whip to if you wish, although the smoke is a bit distracting. I also need another reflex save to avoid being burned by the spreading flames.
Joryn-Still running
Irontusk unwraps Sapphire's whip from his leg and stands (nobody is close enough for an attack of opportuity) as the flames begin to engulf the barge. He spits out blood and says "I'm not telling you nothin'. I hope you and your shiny friend here are prepared to die today." reflex save 1d20 + 2 ⇒ (18) + 2 = 20
Sir Thomas- Your turn. I also need another reflex save to avoid being burned by the spreading flames.
| Sapphire Cabyllo el Feugo |
reflex save 1d20 + 5 ⇒ (18) + 5 = 23
pull my whip back in
"looks like we will now call you Onetusk for you lost your iron cap, point at his lost iron cap on the deck and yes if Palor or Yandalla want me, they just need call me, we have people that can make you talk, even if you are dead, so don't make a fuss and come along nice like, okay"
| stonechild |
"That's good 'cause I'm gonna send you to see 'em!" shouts Irontusk as he charges Sapphire. bull rush 1d20 + 10 ⇒ (7) + 10 = 17 He slams into Sapphire, knocking her back into the flames for 1d6 ⇒ 3 points of damage and knocking her over the side of the barge into the river.
Sir Thomas-Your turn