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  1. - Top - End - #31
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: IC Savage Tides (Take 2)

    It is common knowledge that the Harbormaster of Sasserine, Keltar Islaran, has been suffering from a debilitating lung infection and that his children have no interest in taking up his responsibilities. As such, the docks are often poorly run these days, largely under the control of smugglers and thieves except when a wealthy ship-owner hires their own security. It is likely that to handle Lavinia's issues will require the PCs to take matters of the law into their own hands...

    The Blue Nixie should be docked at pier five in the Merchant District (the long one between the Merchants' Guildhall "F3" and the Smiths' Guildhall "F4" on the map of Sasserine). Unfortunately, as the companions arrive on site they discover that the ship is not docked at all - it is in fact moored about one hundred feet from the pier's end. Somehow the company needs to either get to the ship or contact Soller Vark...

  2. - Top - End - #32
    Ogre in the Playground
     
    ElfRangerGuy

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    Default Re: IC Savage Tides (Take 2)

    Tarquin groans as the Blue Nixie comes into view - tantalizingly close yet currently inaccessible. "Well, what now? If we come back in the morning I could charter a boat, have it take us over to the Nixie. We could announce ourselves but if this Vark is the cad Lady Vanderboren says he is he'd just ignore us, or maybe even sail away!" He looks down at the cold, dark water the harbor lapping restlessly against the pier. "I can't say I fancy a midnight dip, either."
    Spoiler: Active characters
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    Waylan, Kestros and Auspice (Wrath of the Righteous)


    Lydia (Age of Worms - loot tracking)

  3. - Top - End - #33
    Firbolg in the Playground
     
    Gwynfrid's Avatar

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    Default Re: IC Savage Tides (Take 2)

    "Sail away... In fact they could do it during the night if they wanted to. We should not let them! I don't mind swimming, Father always says it's a healthy activity!" Onwym's youthgful enthusiasm brings a smile on his mentor's lips.

    "Good remark, young master. There's nothing stopping them, other than possibly a lack of visibility, but the city lights surely would be enough to guide them out. And what are they doing away from the pier anyway? Are they at anchor? What for?"

    In the darkened harbor, Xeshanth tries to assess the condition of the ship and to see if anybody on board is within sight.

    Spoiler
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    Perception [roll]1d20+8[roll], and low-light vision hopefully helps here (rolled 25 in OOC)
    Last edited by Gwynfrid; 2020-04-19 at 07:26 PM.

  4. - Top - End - #34
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: IC Savage Tides (Take 2)

    Xeshanth confirms that the ship is currently at anchor. Its sails are tied and it does not look like anyone is making an effort to get underway at this time.

  5. - Top - End - #35
    Firbolg in the Playground
     
    Gwynfrid's Avatar

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    Default Re: IC Savage Tides (Take 2)

    "All right, it looks like they just dropped anchor right there. That's unusual... I think Onwym is right. We should take advantage of the night, and try to board them right there." Hearing this, the elf beams in delight.

    "I'm afraid I neglected, in my studies, to learn how to swim properly. Perhaps we could find something that floats, that we could use as a buoy, for a more convenient crossing."

  6. - Top - End - #36
    Titan in the Playground
     
    Farmerbink's Avatar

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    Default Re: IC Savage Tides (Take 2)

    Gerald groans. "With my armor?" He grimaces. "I'm as comfortable swimming as anybody. It'd still be a lot of work, at best. If we want to go tonight, We'd be better off with a skiff." Without being asked, Nathaniel begins scanning the docks for a suitable rowboat they could *ahem* acquire, temporarily.
    Spoiler: OOC
    Show
    Mechanically, swim ranks and armor offset to +0. If it's a take-10-able activity, Gerald will be fine. Nathaniel will be sporting a -2 for his own similar efforts.

    (1d20+7)[14] to find an available skiff without making too much noise.
    "But, it's one thing to take a ship to moor, a hundred feet from a dock, in a safe harbor. It's another thing entirely to sail one out to sea.
    I'd be stunned if he had the personnel and know-how to up and leave without substantial preparations.
    " He purses his lips in thought, staring at the Nixie.
    Spoiler: OOC
    Show
    Are there lamps lit on the Nixie? Any signs, from here, whether or not there's someone awake and/or standing watch?
    Another perception from Nathaniel: (1d20+7)[15]
    and one from Gerald: (1d20)[15]

  7. - Top - End - #37
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: IC Savage Tides (Take 2)

    There are boats of all sizes around - finding a small rowboat in which the five men can ride is easy. Will you be "borrowing" one or securing it from the owner? How do you plan to do this? Either option is reasonable.

    Any men and women onboard are working in the dark or looking out into the equally dark night. The moon is half-full, so there is some light, but not enough to tell much about what may be happening on the ship. If you were to row out to the ship it is possible to do so from an angle where anyone looking would have difficulty seeing you (with your back to darkness so they cannot see your outline against the lights of the city of Sasserine).

  8. - Top - End - #38
    Titan in the Playground
     
    Farmerbink's Avatar

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    Default Re: IC Savage Tides (Take 2)

    "There." Gerald pointed a few paces away, to an unattended skiff. "I say we row out there, kinda roundabout, so we don't utterly give ourselves away, do our business, and leave the skiff right here when we're done. No harm, no foul- at least to the skiff."

    He starts moving to untie the boat. "Shall we?"

  9. - Top - End - #39
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    Default Re: IC Savage Tides (Take 2)

    "Absolutely!" The enthusiastic Onwym prepares to jump on board. Looking around, Xeshanth tries to find out if there are any onlookers or passersby that could see the group. "If the owner is around, I'll go ask for permission, and if not, we can just go ahead and later put it back where we found it."
    Last edited by Gwynfrid; 2020-04-20 at 01:51 PM.

  10. - Top - End - #40
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: IC Savage Tides (Take 2)

    The skiff looks to be unattended - only tied to a post with a heavy rope. After a couple of moments of effort it is carrying the party out into the harbor. With some effort the group of men maneuver it around to approach the larger vessel from the seaward side and only have to fight to keep the noise down as they approach. It seems that the wind, waves, and darkness help to keep them hidden, for no sound of alarm is given. Once adjacent to the Blue Nixie they find no ladder to board the ship - only an anchor rope and some loose lines left clumsily over the side. In the darkness of night it is difficult to see handholds on the ship's hull, but there should be some there to help you climb...

    It will take a DC 10 Climb check for a total of 10 feet of climbing to get onboard - failure by enough to cause you to fall will land you in the harbor, alerting anyone listening to your presence. If you lack low-light vision or darkvision you take a -2 penalty to any checks to board the ship. If you wish to do so quietly, I will need stealth checks for everyone (which are impacted by the darkness too).

  11. - Top - End - #41
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    ElfRangerGuy

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    Default Re: IC Savage Tides (Take 2)

    "All right, here goes nothing! Let's go up together." Tarquin whispers as the skiff bobs alongside the larger ship. Reaching out, he grasps one of the ropes hanging over the side, and passes another to Nathaniel and Gerald. When all three of them are ready to begin, he starts to climb...

    Spoiler: Rolls
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    Climb (1d20+2)[11]
    Stealth (1d20+0)[19]
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    Waylan, Kestros and Auspice (Wrath of the Righteous)


    Lydia (Age of Worms - loot tracking)

  12. - Top - End - #42
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    Default Re: IC Savage Tides (Take 2)

    Nathaniel and Gerald share a quick glance in the dim moonlight. "Maybe you go first?" He gestures to Xeshanth with the side of his head. "We might need a distraction to make it on board without them knowing..." Nathaniel nods, and begins to quietly put hand over hand.

    Once on board, Nathaniel immediately looks around for people left on watch, as well as something that might serve as a suitable distraction.

    Spoiler: Nathaniel
    Show
    OOC rolls for 12 on climb and 19 on stealth.

    (1d20+7)[13] perception
    if you want a separate check for suitable distraction materials: (1d20+7)[15]
    In the interest of clarity, I'm imagining something like a noisy splash on the other side of the Nixie, or perhaps down the stairs into a sub-deck or cargo bay, not a lantern I can tip over to start a fire. I want to mask the sounds of allies climbing and draw attention elsewhere, not sink the ship.

  13. - Top - End - #43
    Firbolg in the Playground
     
    Gwynfrid's Avatar

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    Default Re: IC Savage Tides (Take 2)

    "How about those sea legs, Onwym?" Xeshanth asks, in a low voice.

    "Not great"
    , the young elf whispers in answer. "Not the best climber, either, or the most silent one."

    "Let's wait a moment, then, lest we cause an alarm."

    Spoiler
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    The pair will wait for a signal from Tarquin or Nathaniel before they risk the climb.

  14. - Top - End - #44
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: IC Savage Tides (Take 2)

    "What's that? Who's there?" calls a male voice from the forecastle (front) of the ship. A moment later a hooded lantern is opened, showing an ugly thug looking down from the raised deck at the two PCs who have made it onboard at midships. "Hey, wake the boss! You there, stop where you are!" he calls, first to an unseen ally and then to the two PCs. He begins walking towards them menacingly while notching a crossbow aimed at them...

    Though you had good Stealth checks, the two thugs on watch had better Perception checks. What do you do now?

  15. - Top - End - #45
    Ogre in the Playground
     
    ElfRangerGuy

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    Default Re: IC Savage Tides (Take 2)

    "Easy, now - we don't want trouble!" As Tarquin speaks he begins slowly walking towards the other side of the ship, trying to draw the thug's eye away from the section of the railing where the rest of his companions may be climbing up. "We're here about an urgent business matter on behalf of Lady Vanderboren, and it's imperative that we speak with Soller Vark immediately. Do you know where he is?"

    Spoiler: Diplomacy
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    (1d20+6)[12]
    Trying to buy time / cause a distraction for the others to board as much as anything
    Last edited by MuffinMan; 2020-04-23 at 08:12 AM.
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    Waylan, Kestros and Auspice (Wrath of the Righteous)


    Lydia (Age of Worms - loot tracking)

  16. - Top - End - #46
    Firbolg in the Playground
     
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    Default Re: IC Savage Tides (Take 2)

    Hearing the alarm being raised above and Tarquin's attempt to stall, Xeshanth winces. "All right, they need help. Please give me a lift, young man." Onwym grabs a loose line and does his best to help the samsaran master get a good hold, so Xeshanth can begin his ascension... Unfortunately, he slips mid-way through, and falls into the dark water of the harbor with a loud splash!

    Spoiler
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    Onwym tries to Aid: Climb (1d20-1)[9] DC10
    Xeshanth: Climb (1d20-1)[0] add 2 if Onwym was successful
    Last edited by Gwynfrid; 2020-04-23 at 12:58 PM.

  17. - Top - End - #47
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    Default Re: IC Savage Tides (Take 2)

    Gerald also begins climbing as soon as a lookout calls out to his brother and friend. He tries to be quiet about it- no sense in unnecessarily causing more trouble.
    Spoiler: Gerald checks:
    Show
    (1d20+2)[12] climb (counting darkness penalty
    (1d20-5)[9] stealth (likewise)


    Nathaniel, meanwhile, spreads both arms wide in a gesture of compliance. He watches the guardsman while he approaches, eyes narrowing in focus. "No trouble," he mutters.

    The sudden splash from down below causes him to wince and let out a slow breath. "Sh*t."

    Spoiler: mechanics
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    Nathaniel will take a move action to study the speaker with a crossbow, imparting all kinds of minor benefits for when this inevitably goes south.

    If appropriate, he'll bluff to assist Tarq: (1d20+4)[20] (including +1 from studied target)

  18. - Top - End - #48
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: IC Savage Tides (Take 2)

    The guard begins to answer Tarquin, saying, "Oh, you'll see the boss soon enough..." before he hears the sound of Xeshanth falling into the bay. "Man overboard! Look lively, everyone! Let's get a count!" and takes his firing hand away from his crossbow to reach for a bell mounted on the railing of the forecastle. As his hand misses the bell he turns to look for it, taking his eyes off the PCs for a moment...

    If you wish to have a level footing to start combat, now is your best bet - though the guard has been yelling he has not yet rung the alarm bell. His compatriot is probably going to get Soller Vark, but if the lead-thug is asleep it will take several rounds to accomplish. What do you do now?

  19. - Top - End - #49
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    Default Re: IC Savage Tides (Take 2)

    Nathaniel wastes no time. As soon as the crossbow is moved, he lunges forward, lowering his shoulder to hit the man in the gut. Gerald continues to haul himself up the ropes.

    Spoiler: Nathaniel & Gerald, round 1
    Show
    Nathaniel Sotheby
    M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 11/11, Speed 30
    AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
    Glaive +5 (1d10, x3)
    Daggers +4 (1d4, 19-20, x2)
    Mace, Light +4 (1d6, x2)
    Chain Shirt (+4 Armor, +4 Dex)
    Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
    Condition Dirty fighter: +1 damage when flanking
    Child of the Shadows: +2 init in urban settings

    (1d20+6)[21] init (assuming this counts as urban?)

    Without a map, I can't be sure what is and isn't applicable. Nathaniel has to take a move action to draw the glaive, so his options may be limited. At any rate, priorities are 1: close the distance, 2: initiate grapple
    (1d20+1)[17] grapple check

    Gerald Sotheby
    M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 14/14, Speed 20
    AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
    Bardiche +5 (1d10+6, 19-20, x2)
    Lucerne hammer +5 (1d12+6, x2)
    Halberd +5 (1d10+6, x3)
    Scale Mail (+5 Armor, +1 Dex)
    Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
    Condition Challenge: 1/1
    Tactician: 1/1
    Honorable Champion: 1/1
    Bigger they are: +1 AC vs large enemies, +2 vs huge

    (1d20+1)[15] init

    Where is Gerald? He passed the climb check, and presumably started at the same time as Xeshanth, roughly.
    If he's on the deck and able, he'll assist with grappling: (1d20+5)[12]
    or attack the guy with fisticuffs, if Nathaniel has successfully grappled:
    (1d20+5)[7] (non-lethal, provokes AoO)
    (1d20+5)[24]CC
    (1d3+4)[6] dmg
    (1d3+4)[5] crit

  20. - Top - End - #50
    Ogre in the Playground
     
    ElfRangerGuy

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    Default Re: IC Savage Tides (Take 2)

    Round 1

    Tarquin winces, twice - first at the sound of his companions hitting the water, and again at the thug's bellowing. "Sir! Please, I really wish you wouldn't-"

    He's cut short by Nathaniel bursting into action. He reacts almost by instinct, moving to assist and protect his friend. "Beak, go!" he calls out. From the dark sky above a tiny shape comes darting at the thug's face.

    Spoiler: Actions
    Show
    Tarquin initiative (1d20+4)[15]
    (I'm happy to keep Beak on the same initiative for simplicity, but if he need his own roll (1d20+3)[22]

    Tarquin will move into melee range with the thug and draw his club (move action).
    Beak will use Aid Another to assist Nathaniel's grapple or his next attack (if he has already acted this round): attack (1d20+5)[15] vs AC 10
    (From the Tribe spirit, Beak grants a +3 bonus with Aid Another instead of the usual +2)

    Spoiler: Tarquin
    Show
    Tarquinius Alderbough Human Shaman NG HP 11 / 11 Speed ft Init 4 AC 14 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear +2 (1d8 + 3, x3)
    Club +2 (1d6 + 3, x2)
    Dagger +2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2)


    Spoiler: Beak
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    "Beak" Rhamphorhynchus Familiar N HP 5 / 5 Speed ft Init 3 AC 16 Fort 2 Ref 7 Will 4 CMB +1 BAB 0 bite +5 (1d3 - 2, x2) Str 6 (-2) Dex 17 (3) Con 11 (0) Wis 14 (2) Int 6 (-2) Cha 11 (0)
    Last edited by MuffinMan; 2020-04-25 at 02:32 PM.
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    Waylan, Kestros and Auspice (Wrath of the Righteous)


    Lydia (Age of Worms - loot tracking)

  21. - Top - End - #51
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    Gwynfrid's Avatar

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    Default Re: IC Savage Tides (Take 2)

    "Uh. An embarrassing contretemps, if not an entirely surprising one", says Xeshanth, coughing water, as Onwym helps him getting back on board. "Too much time spent on books and not enough in physical exercise, remind me to correct that balance at the first opportunity." He eyes the side of the ship, looking for a better handle for a second attempt.

    Spoiler
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    Taking 10 to get back on the boat, including +2 for Onwym's help.
    Last edited by Gwynfrid; 2020-04-26 at 09:35 PM.

  22. - Top - End - #52
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: IC Savage Tides (Take 2)

    Round 1

    Nathaniel bursts into action, charging up the stairs and getting into melee with the thug before the other is aware! He grabs the other man, holding the crossbow aimed up and away from the others in the party and preventing the rowdy from ringing the alarm bell. Beak swoops in, fouling the man's aim further and enabling Nathaniel to get a solid hold on the their opponent. Tarquin runs into melee, ready to knock the man senseless next round while Gerald actually runs up the stairs and begins pummeling him with his bare fists!

    Over the side of the Blue Nixie, Xeshanth is pulled out of the water by Onwyn and tries climbing again (next round the wizard begins the turn on deck).

    The first thug, receiving hits on all sides and outnumbered, immediately covers his head and starts to try and squirm away, not returning blows at all. He cannot get free, however, and starts grunting and crying out in pain at each punch he receives.

    From across the deck, on the stern of the ship, can be heard a cry of surprise as another man seems to hear the commotion - presumably the one the first thug directed to 'wake the boss' before combat began. None of the PCs on deck can see him, but it may be necessary to catch him before he wakes the rest of Soller Vark's gang.

    The map is up. Begin Round 2!

  23. - Top - End - #53
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    ElfRangerGuy

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    Default Re: IC Savage Tides (Take 2)

    Round 2

    "You're making this more difficult - hold still!" Tarquin presses up and waits for an opening to whack the grappled thug with his club. Beak squawks, continuing to distract him.

    Spoiler: Actions
    Show
    Beak will try to Aid Another for Tarquin's attack:
    (1d20+5)[21] vs AC 10 for +3 bonus

    Tarquin attacks the thug:
    atk (1d20+2)[4], cc (1d20+2)[16] (x2)
    dmg (1d6+3)[5], cdmg (1d6+3)[8]

    Spoiler: Tarquin
    Show
    Tarquinius Alderbough Human Shaman NG HP 11 / 11 Speed ft Init 4 AC 14 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear +2 (1d8 + 3, x3)
    Club +2 (1d6 + 3, x2)
    Dagger +2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2)


    Spoiler: Beak
    Show
    "Beak" Rhamphorhynchus Familiar N HP 5 / 5 Speed ft Init 3 AC 16 Fort 2 Ref 7 Will 4 CMB +1 BAB 0 bite +5 (1d3 - 2, x2) Str 6 (-2) Dex 17 (3) Con 11 (0) Wis 14 (2) Int 6 (-2) Cha 11 (0)
    Spoiler: Active characters
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    Waylan, Kestros and Auspice (Wrath of the Righteous)


    Lydia (Age of Worms - loot tracking)

  24. - Top - End - #54
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    Default Re: IC Savage Tides (Take 2)

    Nathaniel and the guard continue to struggle, making more noise than is probably ideal. Still, for a moment it looks like the younger Sotheby has maintained the upper hand, and he begins to systematically pin the thugs arms into an awkward hold.

    No doubt he can't maintain it for long, but he doesn't need to. The brothers have wrestled more than enough over the years to have figured out how the other operates. Noting the opportunity, Gerald snags a pile of coiled rope and with quick- if not graceful- motions, loops the thugs wrists and pulls tight on the bindings. "Sit tight and shut up. We don't want to hurt you, but we will if we have to!"

    Spoiler: Nathaniel & Gerald, round 2
    Show
    Nathaniel Sotheby
    M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 11/11, Speed 30
    AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
    Glaive +5 (1d10, x3)
    Daggers +4 (1d4, 19-20, x2)
    Mace, Light +4 (1d6, x2)
    Chain Shirt (+4 Armor, +4 Dex)
    Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
    Condition Dirty fighter: +1 damage when flanking
    Child of the Shadows: +2 init in urban settings

    Nathaniel rolled 19 OOC to maintain the grapple and pin.

    Gerald Sotheby
    M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 14/14, Speed 20
    AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
    Bardiche +5 (1d10+6, 19-20, x2)
    Lucerne hammer +5 (1d12+6, x2)
    Halberd +5 (1d10+6, x3)
    Scale Mail (+5 Armor, +1 Dex)
    Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
    Condition Challenge: 1/1
    Tactician: 1/1
    Honorable Champion: 1/1
    Bigger they are: +1 AC vs large enemies, +2 vs huge

    Consistent with discord discussion, Gerald used the opening provided by Nathaniel's pin to tie up the thug. DC to escape is 25 (20+G's CMB), and the thug is considered both helpless and with Dex of 0 (for -5 penalty).

  25. - Top - End - #55
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    Gwynfrid's Avatar

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    Default Re: IC Savage Tides (Take 2)

    "All right, let's try this again... I'm already soaked, so, there's little to lose if this happens again." With a wry smile, the samsaran attempts his ascension anew, successfully this time, and reaches the deck in time to hear the exclamation from the area near the stern. He heads in that direction to investigate.

    Spoiler
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    Walk as far as possible (K11?), and Perception (1d20+8)[9] with low-light vision.

  26. - Top - End - #56
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    NecromancerGuy

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    Default Re: IC Savage Tides (Take 2)

    Round 2

    The Sotheby brothers gang up on the first thug, successfully pinning him and starting to work on a basic hogtie. The man stops struggling shortly after the pin, instead continuing to try to duck his head away from any blows. He is able to dodge Tarquin's club once more, and seems to have lost any fight he might have had before getting so roughly overwhelmed.

    Xeshanth makes it up the hull of the ship with Onwyn's help and starts across the main deck to the stern. As he passes the mast he sees a second thug darting into a cabin doorway, calling loudly, "Wake up! Something's happening - boarders I think, though maybe a man overboard! Wake up!"

    The map is updated. Begin round 3!

  27. - Top - End - #57
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    ElfRangerGuy

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    Default Re: IC Savage Tides (Take 2)

    Round 3

    Tarquin finally stops trying to bludgeon the first thug as Gerald and Nathaniel handily put him out of commission. "Great! Uh, what now?"

    Just then he spots a soaking-wet Xeshanth making his way across the main deck, not far from where the other thug is sounding the alarm. "Come on, let's go!" he urges as he dashes down the stairs towards the tutor.

    Spoiler: Actions
    Show
    Tarquin will double-move to N/11 (I think that's as far as he can get), and Beak will fly to Xeshanth directly in K/12.

    Spoiler: Tarquin
    Show
    Tarquinius Alderbough Human Shaman NG HP 11 / 11 Speed ft Init 4 AC 14 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear +2 (1d8 + 3, x3)
    Club +2 (1d6 + 3, x2)
    Dagger +2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2)


    Spoiler: Beak
    Show
    "Beak" Rhamphorhynchus Familiar N HP 5 / 5 Speed ft Init 3 AC 16 Fort 2 Ref 7 Will 4 CMB +1 BAB 0 bite +5 (1d3 - 2, x2) Str 6 (-2) Dex 17 (3) Con 11 (0) Wis 14 (2) Int 6 (-2) Cha 11 (0)
    Spoiler: Active characters
    Show
    Waylan, Kestros and Auspice (Wrath of the Righteous)


    Lydia (Age of Worms - loot tracking)

  28. - Top - End - #58
    Firbolg in the Playground
     
    Gwynfrid's Avatar

    Join Date
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    Ontario
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    Default Re: IC Savage Tides (Take 2)

    "The alarm is given. I think it best to wait for them here", Xeshanth whispers. He freezes, and begins an incantation for a spell of protection.

    "Si je cherche aventure
    Un bouclier me faudra
    Sinon c'est à la dure
    Que j'ouvrirai ma voie..."


    Spoiler
    Show
    no movement, casting Shield.

  29. - Top - End - #59
    Titan in the Playground
     
    Farmerbink's Avatar

    Join Date
    Nov 2013
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    Texas, again!
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    Default Re: IC Savage Tides (Take 2)

    "Good choice, man" Gerald breathes. "Sit tight there, eh?" He looks up to Tarquin."Now we-"
    Quote Originally Posted by DarkOne7141981 View Post
    "Wake up! Something's happening - boarders I think, though maybe a man overboard! Wake up!"
    "Ugh. Can't ever be easy, eh?"

    Without needing to give voice to it, both brothers leave the bound thug behind. Nathaniel walks slower, taking a moment to speak aloud a simple incantation of blessing, while Gerald unstraps a long-hafted hammer with the easy motions of practice.

    "You don't have to believe it, but we're here to talk!" the elder calls behind the thug. "but I'm ready to dance if you reeeeaally want'a."

    Spoiler: Nathaniel & Gerald, round 3
    Show
    Nathaniel Sotheby
    M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 11/11, Speed 30
    AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
    Glaive +5 (1d10, x3)
    Daggers +4 (1d4, 19-20, x2)
    Mace, Light +4 (1d6, x2)
    Chain Shirt (+4 Armor, +4 Dex)
    Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
    Condition Dirty fighter: +1 damage when flanking
    Child of the Shadows: +2 init in urban settings

    Nat moves to S/11 and casts divine favor.

    Gerald Sotheby
    M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 14/14, Speed 20
    AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
    Bardiche +5 (1d10+6, 19-20, x2)
    Lucerne hammer +5 (1d12+6, x2)
    Halberd +5 (1d10+6, x3)
    Scale Mail (+5 Armor, +1 Dex)
    Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
    Condition Challenge: 1/1
    Tactician: 1/1
    Honorable Champion: 1/1
    Bigger they are: +1 AC vs large enemies, +2 vs huge

    Gerald double-moves to R14, while drawing his lucern hammer and talking loudly.

  30. - Top - End - #60
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Oct 2013
    Location
    USA
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    Default Re: IC Savage Tides (Take 2)

    Round 3

    The party regroups at midships, leaving the bound thug behind and getting ready for a fight. They hear the cries of men coming from inside the ship's cabin, as well as a door opening. "Go get Vark, quick now!" directs one male voice as another curses under his breath.

    Spoiler: Perception DC 20
    Show
    "We cannot have them find out what is in the hold - curses, this job is getting messy!"

    The map is updated. Begin round 4!

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