Air Pirates: Episode 1: The Revenge of The Air Pirates: The IC thread.

EvolutionKB

First Post
Thirian, AC: 20, 40/40 hp

Thirian snarls at the warforged. "You are afraid of me, I can tell. Not only can you feel fear, you will feel pain!" He then swings his flail overhead at the warforged, attempting to dislocate it's shoulder.

[sblock] Move action, use Sneering glower from combat pananche feat. Oppose my intimidate check. Intimidate check: 20 Action point on intimidate: 1, total intimidate, 21 If you lose you take an additional -3 to attack19 to hit, 8 damage [/sblock]
 
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Shayuri

First Post
Seeing Galathon crumple, Ariel covers her mouth with a little 'oops,' and quickly invokes a Spiritual Weapon to attack the warforged as the dire bat evaporates with a gust of wind and an acrid odor. She repositions herself over Galathon, but doesn't quite dare descend just yet.

A glowing blue scimitar composed of magically bound wind swirls into existence over the warforged's head and takes a vicious swipe at him...but slices only the air over his head as he ducks down just in time!

(Spirit Scimitar: 8 http://invisiblecastle.com/find.py?id=1248166 )
 



pathfinderq1

First Post
May, elan psion; HP 24/24, AC 17; PP 25 of 39 (at end of round)

OOC: edited action to account for dead mage

IC: With the mage fallen, May lost the target for her worst thoughts of vengeance. She eyed the hulking warforged, but was more reluctant to blast him indiscriminately, as he was awfully close to other crew members. After a moment's consideration, she closed one of her slender hands into a fist and reached out, making a punching gesture in the air towards the warforged- and driven by the power of her mind, the air itself reacted, tightening into a fist and slamming mercilessly into the target.

OOC: Concussion Blast at the warforged, Augmented to 5 PP; does 2d6 concussion damage- no to-hit roll, no save, no chance to hit others involved in melee. In this case, May does not end up wasting the action point from the earlier choice of attack.
 

Pyrex

First Post
Reaching within his vest, Athelstan grasps the large pearl there; and with a short prayer recalls his Spiritual Weapon, preparing to send it again against the warforged.

OOC: Activate Pearl of Power II
 

WarlockLord

First Post
The warforged takes the beatdown hard. (I'm changing all offensive actions to attack the 'forged, as the shadowcaster is dead.) He explodes in a shower of bolts and adamantine before his initiative, so May gets to save some PP.

Takeoff is now safe.

OOC: Gotta nmake up some ship-to-ship combat rules:

1st draft:

Attacking other ships: Your ship is armed with 4 ballista. Use DMG rules, except substitute airship sailor for siege engineer.
You also have space for 10 black powder rockets, but those were removed.

Movement: Your ship moves at a speed of 60 ft a round with average manueverabilty. It is built for speed. It is a Garguantuan object (64 feet long, turns around center).

AC: Dex of helmsperson+size+10+any armor plating you acquire later (your current steel plating has an armor bonus of +3). Thus, your current AC is 9+helmsman Dex.

Hit points: Airships start with 100 HP (as object), hardness as wood, and yours has an additional 50 hp from the armor plating.

Having no idea how to do house rules very well, I'm open to suggestions.
 

Shayuri

First Post
(another question is whether or not we know a priest who can cast Raise Dead on our fallen compatriot...we have some clerics on the crew, but not powerful enough to handle more than just some healing...do we have any other, stronger priestly contacts?)
 


pathfinderq1

First Post
May gives one last lingering look at the shattered remnants of the warforged- for one long instant her hand remains raised as if to strike out at it. But when it seems sure that that foe will fight no more, she pays no more attention to it. Instead she strides over to the fallen spellcaster. "Let's get this thing in the air, shall we?," she calls out to her (remaining) shipmates. "You know, before anything else shows up to get in our way..." Once she reaches the spellcaster's body, she will quickly and professionally remove any items of interest.

OOC: Loot the bodies- these guys might actually have something worth taking. If nothing else, we might be able to get them to contribute to the 5000 gp needed if we do know someone capable of Raise Dead. FWIW, May fully intends to toss the bodies of the two bad guys overboard once we've looted them and reached a safe altitude- they'll serve nicely as object lessons. And as far as ship-to-ship fighting goes, I think a substantial portion of our ship's armament consists of May, Caden and Vasintze. Ballistae- who needs 'em?
 

EvolutionKB

First Post
Thirian

Thirian swiftly moves toward the wheel. Thirian sheathes his flail and grabs the wheel. His hands fit perfectly in the weathered grooves of the spokes. He concentrates his thoughts, and the elemental resists at first, but it then submits to his commands. "May, plot us an official course, for now I'm heading in the direction of home! The rest of you, you know what to do! Make sure you get all the valuables off the bodies of those two. Check to see if the mage is still alive before we throw them over, he might be worth a king's ransom!"

OOC: Take ten on profession airship sailor: 17
 

WarlockLord

First Post
Loot (the fun part)

You find a dragonscale amulet, 2 blue potions, a belt designed to hold potions, a rod, 50 gp and a letter of credit worth 2500 gp, on the mage.

On the warforged, you find his greatsword, a ring, and a bunch of adamantine in his body.

Pressing your hand to the mage, you feel a faint pulse. Very faint, but healable.


The air pirates lift off slowly. Soon they are above the city. You see a bunch of people in the street cheering 'Hooray for the Air Pirates!!!'

Then you notice the patrol airship. It appears to be covered in adamantine, bigger than your ship, and mounts 10 ballistae (5 on each side). It does not appear to be as fast, but it is 2000 feet away.

Initiative: We use Thirians, as he is the captain. He gives commands, and I assume you guys obey.
Bad dudes: 1d20+2=20

I'll give XP once you escape from the capital.
 

Shayuri

First Post
Ariel lands and checks Galathon to see if he's alive...on seeing that he's not, she gets a little misty, but stabilizes the mage with a healing orison.

"I can't help Galathon, but the mage will live. Um...better gag him or something before he wakes up though. I'm going to move Gal below decks. We're going to bring him back, right?"
 


WarlockLord

First Post
See the edit.

EDIT: Cole knows someone for everything. Go to Billingsgate Island, off the coast of Xen'drik, home of the pirates. Greatest black market in Eberron.

Cole has other contacts in other places (everywhere), but most cities aren't going to be friendly. Plus, it's the best place to find out where that bounty hunter Flanagan is.
 
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pathfinderq1

First Post
May, elan psion; HP 24/24, AC 17; PP 30 of 39

May knew nothing in her arsenal could bridge the gap to the patrol craft, so she made her way over to the helm to assist the captain with getting them out of there. As she made her way past Galathon's body, she gave the corpse a brief pat on the head- while she had never even thought of it, perhaps Ariel was right, and he might not be gone forever...

Once she reached the helm, she looked once more towards the enemy ship, then spoke quietly. "So, captain- do we fight, or do we run?"
 



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