Pathfinders of Pelligrew's Pinnace [IC 01]

"There is no time for the quiet path," Leaf says gripping his trident firmly.

"Lerissa, give us a moment to dispatch the dog and move around to the far side. Hopefully we will take most of the guards with us and you can sneak in."

"If not we will knock." his slight grin not as mirthful as usual.

He looks to Abraxis and Mustapha, "Follow my lead and hit and move."

Leaf busts from hiding and charges the hound his trident held in a two fisted grip before him.

[sblock=OOC] Sorry about this. I believe Leaf would not be a great tactician at 1st lvl. And to become one later he needs to learn from his mistakes. :p [/sblock]
 

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As we continue our trek, Lerissa ask for Yargos to explain what the silent tide is or means.

Can we see how the dog is tied to the post and how much slack he has. Is the view to the N obstructed? Wondering if we backtrack a bit and come from the N if the dog will not be able to see us. Can we see an entrance door? Which side of the building is it on? Finally, do we see any sentries on top of the towers?

OOC: Silent Tide is the code name for the planned invasion of Absalom that you're trying to put a halt to (apologies if I hadn't referenced that name before). No sentries on top of the towers, but there are dark windows in the three 'outlying' towers that would be excellent sentry posts. Finally, the only visible entrance to the central tower is the door on the south side - it's that square on the wall just north of the dog pole.
 

[sblock=Let's Get Ready to Rumble!]OK.

HolyMan, resolve your charge attack, please. Everyone else, one round of surprise vs. the poor mutt and go ahead and roll initiative in case this goes to more than one round . . .[/sblock]
 

Abraxis groans at Leaf's rashness, but nonetheless moves to back his large companion up. The aasimar hangs back a bit, and raises his fist into the air. A moment later, his hand is limned in golden flames, which he then hurls toward the mastiff.


Move, but Abraxis will stay about 10' behind Leaf, off to the right or left (to give a clear path to the dog).

Heavenly Fire vrs Mastiff, ranged TOUCH attack 12 for 4 damage.

Initiative: 16

[sblock=Spells]
0 Level (At will, DC12)
- Detect Magic
- Read Magic
- Light
- Mage Hand
1st Level (2/4 daily, DC13)
- Mage Armor
- Grease
- True Strike
Heavenly Fire (3/4 daily)[/sblock]
 
Last edited:

Lerissa

Lerissa will go along with the plan if for no other reason than Leaf is already running toward the dog.

She will hang back one round in case any sentries are watching. She will try and remain hidden in the shadows and approach the door from a more round-about path.

stealth check (1d20+8=18)
 

Leaf rushes forward and takes the poor dog by surprise in the side with his trident.

[sblock=OOC]
Charge = 1d20+5 = 21, dmg = 10
INIT: 1d20-1 = 8

My stat block isn't updated it is actually a quote from our first fight. I will go back and find out all the channel energy and spells I have casted and edit it tommorrow. This is the same day correct?
[/sblock]

[sblock=Stat Block]
Code:
   HP: 20/20     AC: [COLOR=red]12[/COLOR]  AC(T): [COLOR=red]9 [/COLOR]AC(FF): 13  Init: -1
 
Saving Throw   Total  Base   Mod  Misc   Special
Fort:             4     2     +2          
Ref:              1     2     -1          
Will:             5     2     +3            
 
BAB: +1       CMB:+3     CMD: 12
 
Weapon                  Attack    Damage      Critical     Special
Trident                 +3        2d6+2          20/x2     Rng. 10', Brace
Dagger                  +3        1d6+3       19-20/x2     Rng. 10'
Net                     +0        ---              ---     Max Rng. 10', Touch Attack,Entangles
Short bow               +0        1d6            20/x3     Rng. 60' 
 
Spells Available:* 
0 Level          * 1st Level      
* Guidance          * Shield of Faith      
* Mending           * Cause Fear      
* Read Magic        * Obscuring Mist (D)
 
Special abilities:
Channel Energy(positive) 1d6  3/3
Wooden Fist  6/6
Icicle 6/6
[/sblock]
 

Leaf rushes forward, long legs propelling him swiftly across the open ground. The dog looks up just as the Goliath closes and gives a great yelp as her side is savaged by the trident's tines.

Abraxis' Heavenly Fire startles her as it splashes from her flank but does no apparent damage.

The bitch, obviously starved and mistreated, cowers whimpering in front of you. She's making feeble attempts to raise her head and lick at the gaping hole in her side.

Crossbow bolts fly from the SE and SW towers; one takes Leaf in the side, the other embeds itself in Abraxis' thigh. Lerissa takes stock of the angles and determines that she would have made a better target - it's likely they haven't seen her yet.

[sblock=Combat]War Hounders' Initiative (1d20=17)

To Hit (Leaf: 1d20+1=14, Abraxis: 1d20+1=13)
Damage (Leaf: 1d8=7, Abraxis: 1d8=7)[/sblock]

[sblock=OOC]It is still the same day (night, actually). If you'd all be so kind as to make sure your stat blocks are up to date and stick them to the end of your next post I'd very much appreciate it.[/sblock]
 

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Lerissa

OOC - Mike, I'm unsure if Lerissa is moving yet? I was gonna hold back a round and wait as Leaf asked so I am guessing that is what she is doing and trying to use her stealth to do so? When she does move, she will again try to be stealthy.
 

[sblock=OOC]I was uncertain as well, that's why I didn't post any movement for her. Either way, it appears that her attempt at stealth was successful and she's fine in her current place on the map.

Still need an initiative roll for her, though . . .

Surprise round's over, War Hounders have expended their actions for the first round - party's up! (Mike, if Lerissa goes before 17 she'll actually act before the crossbows unless you hold her action - a little metagaming at this point, I know, but it won't break the game. If you do act before them and want to continue your stealth I'll need another roll).[/sblock]
 

"Damn it, Leaf," growls Abraxis, looking at the arrow in his thigh. "Leave the dog....she isn't a threat." Abraxis limps around the dog toward the northeast tower, summoning his magics to armor him as he goes.


Cast mage armor, move up ten feet and left five feet.

[sblock=Stat Block]
Code:
HP: [color=yellow]11/18[/color]     AC: 16  AC(T): 16  AC(FF): 14  Init: +02

Saving Throw   Total  Base   Mod  Misc   Special
Fort:            03     2     +1         
Ref:             03     0     +2    +1   
Will:            03     2     +1         

  BAB: 01       CMB:+02     CMD: 14

Weapon                  Attack    Damage      Critical     Special
Glaive                   +3       1d10+2         20/x3     
Gauntlet, spiked         +2       1d04+1         20/x2     
Warhammer                +2       1d08+1(2)      20/x3     
Heavenly Fire            +2 [RT]  1d04+1         20/x3     Ranged Touch, 30' range, 3/4

Spells Available:
    * 0 Level (At will, DC12)
    * 1st Level (1/4 Daily, DC13)
[/sblock]

[sblock=Spells]
0 Level (At will, DC12)
- Detect Magic
- Read Magic
- Light
- Mage Hand
1st Level (1/4 daily, DC13)
- Mage Armor
- Grease
- True Strike
Heavenly Fire (3/4 daily)[/sblock]
 

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