Round 7
Kaedyn Lochlan and Chizz are unable to find their marks, the dwarf is too nimble and the mysterious elven archer’s gaze seems to predict the moves of the half orc and the seeker.
Taran is able to sink his claws in Kumar’s leg, rendering him slow for a while.
The combined effect of the innate shifter recovery power and the magical runes of Asterion bring Cliff up, when the slaves were dragging their hero out of the battlefield. He raises and trashes Kumar with a devastating attack. The old pirate can’t believe his eyes, when his warm blood is drawn by the paladin. The fire from the attak keeps burning the captain, despite his
efforts to extinguish it.
The Minoatur’s maul comes down over the wounded captain, further debilitating him.
Feeling weak, the captain takes out a bottle of ron, gulps it’s content in a pinch, and throws it away. With the renewed energies, he takes the offensive. He
grabs Cliff with one hand from the neck, lift him over his head, and using the momentum of the lift, he attepts to throw him offboard, as he did with Sandy. Cliff fly north, and crashes with the slaves, who were aiming their bows to the captain. Being clustered as they were, a slave falls off board, to his ultimate resting place among the waves of the freezing sea. And he is not over yet.
“Ye’ll sink wit ‘im cow!” and he
lashes at Asterion with his huge sword, pushing him aside.
The dwarf is almost done, but attempts to take Kaedyn with him. He mumbles something between gurgles of blood, but still is able to
connect a solid hit against Kaedyn, that sends him reeling back.
The archer phases out of existence only to appear on the other side of the stairs down, he aims and l
et loose an arrow that sinks into Taran. The poison on the arrow is strong and soon the druid finds himself victim of its effects.
The slave atop the ship, operates the ballista aiming at the dying dwarf. The shot is
unerring. Salasham was about to attack Kaedyn again, when the bolt of the ballista passes right under his shoulder, through his chest, and came out from the other side, ripping his left arm off. His eyes go wide, he attempts to say something but his lungs were crushed, so he remains open mouthed, tumbles forward, and falls dead to the planks of the Sea Carpet, his blood slowly wetting the floor. This was the end of Salashan “
Sally” Ironguts.
The slaves cheer and shout, before letting loose a boley of arrows over the elven archer and the captain.
[sblock= Battle]
Please move your tokens yourselves on the map.
Conditions:
Cliff: 1/39 Prone
Chizz: 18/34, (5 temp hp)
Asterion: 21/40
Lochlan: 22/32
Sandy: --/-- Dead
Taran: 9/41, slowed (save ends)
Kaedyn: 34/45
Salashan de Dwarf: Dead
Kumar: -142 [+25 from Ron bottle, -33 fire dmg from Cliff, -5 from ongoing fire dmg +5 from regeneration -5 from slaves]. Divine sanction by Cliff. Regeneration 5
Derkim: -8 [ from Lucky slave].
Actions: Kumar uses Booze as a move action, Grab and throw as a standard and spends an action point to basic attack Asterion
Salasham hits Kaedyn, pushes him 1
Derkin uses Phase to teleport 6 and attacks Taran with poisoned arrow.
Unlocked Enemies Info:
Pirates: HP:25 AC: 17
Attk: +6 for 1d6+2
Dwarf: AC 24 Fort 25
Attk: +15 for 1d10+9
Kumar:
Base Attk: +18 for 2d6+10 and pushes 1
Grab and throw: Stdr Melee, 1 target. +12 vs ref, if hit, push 4, drop prone and take 2d6 dmg + 1d6 if hits a solid object before the push is done.
Booze: Move, Heal 25 hp and gain regeneration 5 for 3 rounds.
The map is here, use it, move your tokens around, etc.
Battle over the Ship MAP
If it gives you an error, try reloading.
[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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