Dockside Diversion/Still Waters

After Nathan's mote reveals the caster the sorcerer sends another firework to explode in the area to good effect causing the halfling to reel from the flash of light.

Borric draws back an arrow and waits to see if the halfling is going to cast. The halfling doesn't so Borric fires. The arrow strikes the halfling who squeaks in surprise and pain.

Zelena rises up almost to kneeling and brings her crossbow to bear. The wire twangs, the bolt flies and the halfling caster cries out again as he takes another successful attack.

Apparently feeling the effect of such concentrated fire the halfling caster tosses back what looks to be a potion. With a splash the caster drops even further down into the mud and water and grass of the bank he is hiding behind though ineffectively hiding himself with Nathan's golden smoke clinging to him.

The other two halflings lose their concealed positions when they start whirling their staff-slings. Like their leader they haven't moved from the positions they were last seen.

"I thought you was takin' out the wizard!" The halfling releases and one bullet streaks through the uncomfortably narrow intervening water and strikes the cabin just below Nathan's face showering him with splinters.

"I'm tryin' not to hit the pretty lady in the green dress, ya half-wit! We might could ransom her!" The second bullet streaks through to catch Sylvain on the shoulder with bone-snapping force. "Now lookit what ya made me go an' do!"

OOC: Combat: Round 6
[sblock=Combat Information]
If I post something you don't agree with, bring it up before you go edit/delete your post, please. If I'm wrong then there's no need to edit the post in question.

Songdragon: I didn't remember any mention of a crossbow so I went back and read posts from when we entered combat and didn't see that since that post was several days prior to the characters entering combat. My apologies and Zelena's attack stands.

Perrin: When readying an action you state a condition (as you did with your spellcasting/disruption comment). But if your condition is not met before your next turn your action is not taken.

Initiative:
The group
Halfling pirates

Map:


Party Status:
Borric: 50/53 hp remaining
Nathan: 10/22 hp remaining
Sylvain: 28/42 hp remaining; (critical hit 11 dmg.)
Zelena: 31/34 hp remaining
Celebfedhiin: 10/13 hp remaining

Abilities Used:
Spells Cast: Zelena: Bless; Nathan: Glitterdust (x2), Magic Missile, Snapdragon Fireworks; Sylvain: Hold Person
Conditions in Effect: Party: Bless; Nathan: Mage Armor; Borric: Air Bubble; Boat: Difficult Terrain 3/6 rounds.

Enemy Status:
Halfling (unnumbered): 28 damage; dazzled; glitterdusted (drank potion for 14 healing)
Halfling 1:
Halfling 2:
Halfling 3: Held 2/5 rounds remaining

Map Notes:
Bright light in the golden circles; Dim light beyond.
Scattered trees 20 feet (off map) beyond the grassy mudbanks.
Green squares are tall grass (undergrowth, e.g. R4), cost 2 movement to enter, provides concealment, +2 DC to Stealth and Acrobatics.
Brown squares (e.g. H3) are muddy but do not impede movement.
Blue/Brown squares (completely or partially filled, such as P3 and M4) are considered shallow bog: 1 foot deep mud/water, costs 2 movement to enter, +2 DC to Acrobatics.
Squares adjacent to Blue/Brown squares (e.g. G5) are considered deep bog: 4 foot deep water, costs 4 movement to enter or may swim, small creatures must swim, Acrobatics not possible.
Anything farther out is deeper water, all must swim.
[/sblock]
GM: Everyone is up for Round Six.
 
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"New spell we figured out...Borric, see how this one works for you," Syl describes as he reaches out and grabs Borric quickly by the shoulder and mutters a few quick arcane words. Realizing the halflings weren't ready to give up their advantage, he rummages in his haversack for one of his Mage Armor scrolls, finding one.

OOC: Standard--Cast Heroism on Borric. +2 luck bonus to attacks, skills, and saves. Move--pull scroll. Free--talk.


Mini stats [sblock]

Sylvain, 5th level witch
Init. +6; Perception +2

Conditions currently:Bless

AC 13, Touch 13, FF 11
HP: 42/42
CMB +1, CMD 14
Fort. + 3, Ref. +3, Will +4
In Hand. Empty
Spells. 0 level-Daze (DC 16), Detect Magic, Message, Stabilize
1 level-Charm Person (DC 17), Enlarge Person, Burning Hands (DC 16), Shocking Grasp
2 level-Flaming Sphere (DC 17), Hold Person (DC 18)^, Vomit Swarm
3 level-Dispel Magic, Heroism^
^means used for the day.

Hexes. None used for the day, other than Fortune on Borric.[/sblock][/QUOTE]
 

Borric Hawkins, Male Human Fighter

Borric nocks another arrow.

"Lass, I am going to sic your dog on them!" He warns Zelana of his intentions to give a command to the pooch in case she wants to heal him first.

[sblock=Actions]Move Action: Delay (I PM'd GE a question anyway)
Standard Action: n/a
Free Action: Talking[/sblock][sblock=Mini Stats]Initiative: +4
AC: 23 (26 with shield, 21 flat-footed, 13 Touch) - Platemail
AC: 20 (17 without shield, 18 flat-footed, 13 Touch) - Chain shirt
HP: 50 Current: 53
CMB: +8 CMD: 21 (23 vs. Trip/Disarm) Fort: +7 Reflex: +4 Will: +3 (+4 vs. Fear)
Conditions in Effect: Ioun Torch (night), Bless (+1 Attack), Heroism (+2 Att/Skills/Saves)

Current Weapon in Hand: Longbow
Chakram: 2/2 MWK & 6/6 Cold Iron remaining
Light Hammers: 2/2 remaining[/sblock]___________________________

Swash1.jpg
Borric Hawkins
 

Zelena looks up at Borric with a look of disbelief, "You wish to send Celebfedhiin into battle against armed foes, when you, a trained warrior, won't go battle them yourself?"

She shakes her head and returns to the battle at hand, "That held target is going to be free soon."

She reloads and fires on the held target while imbuing the bolt with her arcane power (arcane strike).

[sblock=Zelena's Stats]Zelena Andu Gnome Cleric 2/Bard 2
Initiative: +2 Perception: +10
Conditions: Bless (16 rounds), Arcane Strike
AC: 21 (13 touch; 19 flat-footed)
HP: 31 of 34
CMB: +1 CMD: 12 Fort: +5 Ref: +5 Will: +8
In Hand: Light Crossbow +5 (1d6)
Spells: Divine (0-level) Create Water, Detect Magic, Read Magic, Stabilize; (1st level) Bless, Air Bubble, Protection from Evil, Longstrider(d)
Arcane Spell Slots 0-level At Will (Dancing Lights, Ghost Sound, Mage Hand, Mending, Prestidigitation) 1st level: 4 of 4 slots remaining (Grease, Silent Image, Vanish)
Channeling: 4 of 5 attempts remaining; Liberation: 1 of 1 attempts remaining; Agile Feet 5 of 5 attempts remaining

Celebfedhiin (Riding Dog)
Initiative: +2 Senses: low-light vision, scent Perception: +8
Conditions: none
AC: 15 (12 touch; 13 flat-footed)
HP: 10 of 13
CMB: +3 CMD: 15 (19 vs. trip) Fort: +5 Ref: +5 Will: +1
In Hand: Melee bite +3 (1d6+3 plus trip) [/sblock]
 
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Nathan Tchanlach, human sorcerer

"Already stowed my wand, or I'd oblige you, Syl," Nathan says, clearly embarrassed as well as still in pain. As the witch and cleric point out there's a sitting duck about to stop sitting, Nathan decides to change tactics.

"Okay, boys, I think the caster may be learning his lesson. Let's spread the love."

Nathan's final sparking mote darts across the bog, exploding in the face of the held halfling, then another pair of golden orb-motes follow, lancing through him.

[sblock=actions]Move: Final Firework
Standard: Magic Missle.

All vs. the held halfling.[/sblock]

[sblock=mini-stats]
Nathan Tchanlach Human Sorcerer 4
Initiative: +4 Perception: +0

Conditions: Mage Armor (+4 AC / 1 hour), Bless (+1 attack and save vs. fear), Prone (+4 ac vs. ranged, -4 vs. melee)

Fireworks: 1/4 rounds remaining

AC: 15 (19) (23 ranged, 15 melee)
touch: 14 (18) ; flat-footed: 12 (16)
(value in parenthesis w/ mage armor)
HP: 10/22
CMB: +2 CMD: 16 Fort: +3* Ref: +4* Will: +5*
* Additional +1 trait bonus vs. divine spells
Resistances: Resist 5 Acid and Cold.
In Hand: None
Spells: Cantrips (DC 14): Dancing Lights, Detect Magic, Drench, Mending, Message, Prestidigitation, Spark
1st (DC 15): Bless, Grease (DC 16), Magic Missle, Snapdragon Fireworks, Summon Minor Monster. Remaining: 5/7
2nd (DC 16): Glitterdust (DC 17). Remaining: 2/4

Heavenly Fire: 7/7 remaining
Wand of Mage Armor: 47 charges remaining
Used: CLW potion
[/sblock]
 

Borric Hawkins, Male Human Fighter

OOC: Ergh. I asked about the dog, since he could get to the held halfling this round and coupe de grace him next. That way the magic missiles could have targeted the spellcaster instead. Maybe GE will let us change that since he has not resolved yet.
Since the gnome questions his own valor, Borric forgets his shooting an arrow and replies, "Fair enough, we will both go! Hey boy, attack him!"

After ordering the dog to attack, he dives overboard towards the mud flats letting the life line go.

[sblock=Actions]Move Action: Handle animal: 1D20+5 = 20 to order Celebfedhiin to attack Halfling 3.
Standard Action: Dive into the water heading towards E4.
Free Action: Talking[/sblock][sblock=Mini Stats]Initiative: +4
AC: 23 (26 with shield, 21 flat-footed, 13 Touch) - Platemail
AC: 20 (17 without shield, 18 flat-footed, 13 Touch) - Chain shirt
HP: 50 Current: 53
CMB: +8 CMD: 21 (23 vs. Trip/Disarm) Fort: +7 Reflex: +4 Will: +3 (+4 vs. Fear)
Conditions in Effect: Ioun Torch (night), Bless (+1 Attack), Heroism (+2 Att/Skills/Saves)

Current Weapon in Hand: Longbow
Chakram: 2/2 MWK & 6/6 Cold Iron remaining
Light Hammers: 2/2 remaining[/sblock]___________________________

Swash1.jpg
Borric Hawkins
 

[sblock=OOC: Ready action]It seems my interpretation of the Ready action is overly strict. I'll retcon my previous post to allow Borric's arrowfire. I'll get an update here asap. Sorry for the confusion.[/sblock]
 

And the Ouhm Behemoth makes its appearance…

With one witchy touch Sylvain imbues Borric with the glory of the heroes of old leaving the warrior feeling more capable and resilient.

Zelena's bolt strikes the held halfling as do Nathan's burst of fireworks and the paired energy motes. The halfling wobbles as if about to topple under the force of the attacks but remains upright.

Celebfedhiin swings his massive head towards Zelena but since he had no previous orders from his mistress he scrambles down the side of the boat loose stone flying from beneath his over-sized paws almost knocking his long legs from under him. At the end of the boat he throws his front paws up on the rail and prepares for a leap into the water.

Borric's leap causes a big splash and puts the warrior some feet away from the boat and underwater, except for his head which is surrounded by a bubble of air maintained by Zelena's magics. Despite heavy armor he manages to claw himself through the water.

A shadow under the water speeds out from under the boat directly towards Borric. The creature is large, with the leathery hide of a deep-water creature, a long tail, and large, paddle-like fins. Its long neck is surmounted by a small head filled with dagger-like teeth that snap at Borric tearing at the small amounts of flesh left exposed by the plate. Blood clouds the water.

The spellcasting halfling, still glittering from Nathans golden mote-smoke, struggles to his feet but takes no other noticeable action.

The held halfling remains held but the others reload their slings as quickly as they can but hold their fire keeping the bullets in their sling-staves whirling above their heads.

"Oi, they's got it in for Mok, poor sap! You take that one out an I'll get t'other."

"What?! Which? Yer not exactly pointin' 'im out wheres I can see, mate!"

OOC: Combat: Round 7
[sblock=Combat Information]Sorry, no rewind for not previously coodinating tactics. As far as Im concerned, once the player posts it, it is solid unless there is some rules error that requires an edit.

Initiative:
The group
Halfling pirates

Map:


Party Status:
Borric: 38/53 hp remaining; bitten for 12 dmg.
Nathan: 10/22 hp remaining
Sylvain: 28/42 hp remaining
Zelena: 31/34 hp remaining
Celebfedhiin: 10/13 hp remaining

Abilities Used:
Spells Cast: Zelena: Bless; Nathan: Glitterdust (x2), Magic Missile (x2), Snapdragon Fireworks; Sylvain: Hold Person, Heroism
Conditions in Effect: Party: Bless; Nathan: Mage Armor; Borric: Air Bubble;
Boat: Difficult Terrain 2/6 rounds.

Enemy Status:
Halfling (unnumbered): 28 damage; glitterdusted 2/4
Halfling 1:
Halfling 2:
Halfling 3: 13 damage; Held 1/5 rounds remaining
Ouhm B:

Map Notes:
Bright light in the golden circles; Dim light beyond.
Scattered trees 20 feet (off map) beyond the grassy mudbanks.
Green squares are tall grass (undergrowth, e.g. R4), cost 2 movement to enter, provides concealment, +2 DC to Stealth and Acrobatics.
Brown squares (e.g. H3) are muddy but do not impede movement.
Blue/Brown squares (completely or partially filled, such as P3 and M4) are considered shallow bog: 1 foot deep mud/water, costs 2 movement to enter, +2 DC to Acrobatics.
Squares adjacent to Blue/Brown squares (e.g. G5) are considered deep bog: 4 foot deep water, costs 4 movement to enter or may swim, small creatures must swim, Acrobatics not possible.
Anything farther out is deeper water, all must swim.
[/sblock]
GM: Everyone is up for Round Seven.
 

Borric Hawkins, Male Human Fighter

OOC: Dang, the dog is not going to make it in time. This is turning into a very stupid move. :eek:
Smarting from the pain of getting bitten by surprise, Borric curses, "Argh, fook! You dastardly serpent! I will deal with your arse later."

The fighter makes a swimming withdrawal to finish off the halflings first.

[sblock=Actions]Move Action: Double move
Standard Action: Withdraw towards E4; Swim (1d20+4=18)
Free Action: Talking[/sblock][sblock=Mini Stats]Initiative: +4
AC: 23 (26 with shield, 21 flat-footed, 13 Touch) - Platemail
AC: 20 (17 without shield, 18 flat-footed, 13 Touch) - Chain shirt
HP: 50 Current: 53
CMB: +8 CMD: 21 (23 vs. Trip/Disarm) Fort: +7 Reflex: +4 Will: +3 (+4 vs. Fear)
Conditions in Effect: Ioun Torch (night), Bless (+1 Attack), Heroism (+2 Att/Skills/Saves)

Current Weapon in Hand: Longbow
Chakram: 2/2 MWK & 6/6 Cold Iron remaining
Light Hammers: 2/2 remaining[/sblock]___________________________

Swash1.jpg
Borric Hawkins
 

[sblock=GE]Can the rest of the characters see the creature underwater, now, or can we only see a shadow as before? With the air bubble, I wasn't sure how deep Borric is and if that affects visibility / targeting?[/sblock]

[sblock=mini-stats]
Nathan Tchanlach Human Sorcerer 4
Initiative: +4 Perception: +0

Conditions: Mage Armor (+4 AC / 1 hour), Bless (+1 attack and save vs. fear), Prone (+4 ac vs. ranged, -4 vs. melee)

Fireworks: 1/4 rounds remaining

AC: 15 (19) (23 ranged, 15 melee)
touch: 14 (18) ; flat-footed: 12 (16)
(value in parenthesis w/ mage armor)
HP: 10/22
CMB: +2 CMD: 16 Fort: +3* Ref: +4* Will: +5*
* Additional +1 trait bonus vs. divine spells
Resistances: Resist 5 Acid and Cold.
In Hand: None
Spells: Cantrips (DC 14): Dancing Lights, Detect Magic, Drench, Mending, Message, Prestidigitation, Spark
1st (DC 15): Bless, Grease (DC 16), Magic Missle, Snapdragon Fireworks, Summon Minor Monster. Remaining: 5/7
2nd (DC 16): Glitterdust (DC 17). Remaining: 2/4

Heavenly Fire: 7/7 remaining
Wand of Mage Armor: 47 charges remaining
Used: CLW potion
[/sblock]
 

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