Round 5
Cliff delivers a demolishing hit, aided by his patron Ilmater. The dwarf actually screams of pain when the blade buries deep in his abdomen.
Chiz is a whirlwind of blades. His first attempts are parried by Kumar, but his second blow is accurate and punctuates the half orc deep in his side.
Asterion swings his hammer up and down over the dwarf hitting the bugger in the head.
Lochlan winds the ballista and fails to accurately hit the dwarf with his enchanted arrows.
Sandy winds the ballista and hits the captain from the high deck, making the halforc's attention focuses on him.
Taran backpedals and spreads his fiery seeds over Kumar who fails to avoid the druid's attack. The fire Spreads around the captain.
The slaves use this time to grab the pirate's bows and grab some arrows. They plan on pelting Kumar and Salashan with them.
Kaedyn runs towards the fray, weapon in hand, determination in mind.
Sandy's strategy worked against him. Kumar grunted and crouched, jumping high above and landing behind the halfling. The captain grabbed him from the neck, raised him from the ground, and like if tossing away an empty bottle of Ron, he threw him off board. The halfling's screams of fear are soon swallowed by the sound of the raging waves that hit the sides of the ship.
The dwarf is almost dead, but he still stands and fights, with the stubbornness that characterizes his race. He
cleaves Cliff the same way he cleaved him.
The slave next to the ballista sees his chance and finish
firing the ballista at Kumar! Due to the pirate's proximity, the bolt fails to penetrate him but it surely hurt!
[sblock= Battle]
Please move your tokens yourselves on the map.
Conditions:
Cliff: 12/39 Marked by Salashan
Chizz: 10/34, Bloodied (17+9-16)
Asterion: 40/40
Lochlan: 32/32
Sandy: --/-- Dead
Taran: 24/41
Kaedyn: 45/45
Slave 4: 8/25
Slave 7: 8/25
Salashan de Dwarf: -151, Bloodied, Divine sanction by Cliff
Kumar: -94.
Unlocked Enemies Info:
Pirates: HP:25 AC: 17
Attk: +6 for 1d6+2
Dwarf: AC 24 Fort 25
Attk: +15 for 1d10+9
Kumar:
Attk: +18 for 2d6+10
The map is here, use it, move your tokens around, etc.
Battle over the Ship MAP
If it gives you an error, try reloading.
Kumar Uses Pirate movement and places behind Sandy. He kills him by throwing him off board in a cinematographic way. No dices were harmed in the making of that IC paragraph.
[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 permanently 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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