I'm in a rush so I made a quick post.
Round 3
Cliff Asterion and Taran utterly obliterate all the pirates near the stairs in a combined and devastating attack.
The seeker and the paladin assault the dwarf pirate, and their attacks draw blood from their mark.
Chizz is only able to clumsily throw himself against the door. The captain's blow almost sends him flying away. [1 failure]
Sandy [NPCing] operates the ballista and
shots it. The bolts flies across the ship, and sinks on the remaining pirate's torso.
The slaves swarm around the few pirates that remain, in a vengeance frenzy. They attack bringing the pirates into defensive, as they run to the upper deck. The dwarf dances away from the harm.
Salashan shifts to the side, and
misses Cliff. The minotaurs interjection proves too weak to overcome the dwarf's stout resistance. Finding renewd strengths, the dwarven pirates tries another desperate attack. This time he
hits, and although Asterion's rune is protecting the shifter, the wicked blade finds his flesh. With his free hand, Salashan slides the shifter away from his allies.
One of the few remaining pirates sneaks behind Cliff and tries to sinks a dagger in his left shoulder, but he can't.
Two more slaves run from below. Apparently there's no more pirates awake.
Kumar’s door trembles with another blow from the captain.
[sblock= Battle]
Keeping the door shut: 1 Failure. If you fail again the door will open.
Also, please move your tokens yourselves on the map.
Conditions:
Cliff: 12/39 Marked by Salashan
Chizz: -3
Asterion
Lochlan
Sandy
Taran
Slave 1: 5/25
Pirate 10: 6/25 bloodied
Salashan de Dwarf: -113, Bloodied, Divine sanction by Cliff
Unlocked Enemies Info:
Pirates: HP:25 AC: 17
Attk: +6 for 1d6+2
Dwarf: AC 24 Fort 25
Attk: +15 for 1d10+9
The map is here, use it, move your tokens around, etc.
Battle over the Ship MAP
If it gives you and error, try reloading.
Salashan Rolls posted on IC descriptions. He attacks once and misses, then uses his action point to attack again. He hits and slides Cliff 1 square.
Pirates
Roll Lookup
Slaves:
Roll Lookup
[sblock= Important Battle Information, please read]
Any nearby PC can command slaves, I’ll do the rolling of the slaves, so just spell out the commands you wish them to perform.
2 more armed slaves will appear each round from the stairs until number 20 slave has appeared.
2 more pirates will appear each round from the stairs until number 12 pirate has appeared.
The big square In the middle is the main post.
Going up the stairs is difficult terrain so each stairs square takes 2 normal move squares.
Characters standing on the edge of high deck gain a +2 to ranged attacks vs characters on lower deck, and gain concealment vs ranged attacks from low deck attackers.
Standing anywere but the edge of the high deck grants superior conealment from attackers from the other deck. This is true for characters on the lower and on the higher deck. (So the dwarf gets sup. Concealment vs Sandy and Taran, and they too have concealment vs him. Lochlan has +2 attack vs the dwarf, and concealment vs his ranged attacks, whereas the dwarf gets no bonus against Lochlan’s attacks.)
I8 is the entrance to the captain’s cabin. It’s currently closed.
To disable the ballista permantly would take a minor action from the three characters around it. Firing it would take a move action from each of them. The ballista has a ranged attack of +10 vs Ref for 4d8 points of dmg. It has an inherent -4 to attack (plus the cover) people in the lower deck, but can target normally people on the higher deck and the stairs.
The borders of the ship can be used like a “trap”. If someone pushes a character to a square of water, the pushed character falls to the freezing waters and takes 10 dmg each round it remains in it. Characters can use the Rope stairs to climb up, but it would require a successful swim check (DC 15 for each move action used to reach the square adjacent) and a successful climb check (DC 10) to climb up. Minor NPC will instantly die, but bosses will use those rules to climb up again.
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