Pathfinders of Pelligrew's Pinnace [IC 01]

Mustapha quickly downs a mysterious green draught then takes off running pell-mell for the cliff's edge. Just at the last moment he leaps over the ocean and lands with a grunt between the War Hounder and his chain-gang of victims. The single War Hounder in his path is out of sorts from the charging Goliath; Mustapha feels the air move behind him as the youngster's crossbow bolt passes within a hair's breadth.

With a cry of dismay, Leaf strides quickly forward and thrusts the business end of his huge trident into the closest thug. His victim drops the crossbow he'd been readying to fire and slams a spiked gauntlet into the Goliath's muscled stomach.

The ruffian tucked up next to the rising cliff face (WH03) fires his crossbow at Leaf, but the bolt sails off into the ocean. The two farthest West (WH05, 06) both fire at the madly charging Brass Man. One bolt clatters against the rocks just past his landing spot, the other smacks into his leg with a loud chunk.

The two War Hounders close to the prisoners step up to Mustapha and begin pummeling him with their spiked gauntlets.

[sblock=Combat Block]
Status
16 Leaf: 17/20
15 Mustapha: 8/19
15 War Hounders
* 1: Gauntlet vs. Mustapha hits for 5 damage.
* 2: Gauntlet vs. Mustapha hits for 2 damage.
* 3: Crossbow at Leaf misses
* 4: 8 Damage; Gauntlet vs. Leaf hits for 3 damage.
* 5: Crossbow at Mustapha misses
* 6: Crossbow at Mustapha hits for 4 damage.
09 Prisoners
* T: Holding on to the ledge - Slipping
* Y: Dangling below T (Grasping for the Cliff - Slipping)
* I: Dangling below Y (Grasping for the Cliff - Slipping)
* S: Dangling below I (Grasping for the Cliff - Slipping)
06 Lerissa --> You're Up
03 Abraxis (Mage Armor Rd01)
[/sblock]
 
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OOC: Need a ruling from the GM before my next turn

[sblock=GM]What sort of action to try and pull the guy hanging onto the cliff up, or if it's too difficult to pull, just to try and hold them there?[/sblock]
 

[sblock=GM]What sort of action to try and pull the guy hanging onto the cliff up, or if it's too difficult to pull, just to try and hold them there?[/sblock]

[sblock=Malcolm]DC 15 STR check to pull one of them up. Each one pulled up will give +1 to the check to pull the next one up (for example, after the first two are up the check will be at +2). DC 11 to hold them in place.[/sblock]
 



Abraxis stretches out a hand and calls out in the arcane tongue, drawing upon his celestial power. The area under the feet of the two ruffians engaged with Mustapha suddenly becomes extremely slick, threatening to send them spilling to the ground.


Cast grease vrs WH01 & WH02. Centered on D6/7, E6/7. Requires DC13 reflex save, or else they fall.

Spells in Effect
Mage Armor, duration > 1 hour
Grease, round 1 of 10
 

Lerissa

As the voices are first heard, Lerrisa drops her pack. Seeing the giant of a man take off like a bolt, jump the ravine and take numerous attacks, she knows she must act quickly. She moves around bad guy #4 to square I-5. As she runs she lets loose a blood curdling scream and the color of her skin instantly changes to a blood red color. As she reaches #4, her disposition seems to have changes to a purely blood-thirsty one. "I'm sooooo glad you all came to fight today, it's such a good day to die!" is almost unrecognizable because of her nearly hysterical, pleasure-filled laugh.

[sblock=Rolls]

intimidate roll (1d20+10=18)

She will also past judgment (protection) on this group. This will increase my AC to 17 now, to 18 next round and to 19 and following rounds untill all foes are destroyed or she dies.

[/sblock]


[sblock=Stat Block]
Code:
   HP: 17/17     AC: 16 (17 now) AC(T): 12  AC(FF): 14  Init: +02

Saving Throw   Total  Base   Mod  Misc   Special
Fort:            03     2     +1          
Ref:             02     0     +2          
Will:            04     2     +2          

  BAB: +01       CMB:+02     CMD: 14

Weapon                  Attack    Damage      Critical     Special
Scimitar                +1        1d6+1       18-20/x2     
Secondary               +0        0d0         00-00/x0     
Missile                 +0        0d0         00-00/x0     

Spells Available:
    * 0 Level                * 1st Level (2/2 per Day)
      * Create Water           * Cure Light Wounds
      * Purify Food            * Inflict Light Wounds
      * Detect Magic
      * Guidance
[/sblock]
 

Lerissa streaks around Leaf's opponent in Mustapha's footsteps. As she runs she lets loose a blood curdling scream and the color of her skin instantly changes to a blood red color. She stops just short of the cliff edge, her disposition becoming purely blood-thirsty. Her sultry words, "I'm sooooo glad you all came to fight today, it's such a good day to die!" are almost unrecognizable because of her nearly hysterical, pleasure-filled laugh.

[sblock=Abraxis]WH02 took his 5' step prior to Abraxis' spell; area is a 10' square (not 10' Radius) so you may wish to reconsider his action (or at least the spell center). Positions on the map in this post are accurate as of the start of Abraxis' action.[/sblock]

[sblock=Combat Block]
Status
16 Leaf: 17/20
15 Mustapha: 8/19
15 War Hounders
* 1: Demoralized/Shaken
* 2: Demoralized/Shaken, Prone
* 3: Demoralized/Shaken
* 4: Demoralized/Shaken; 8 Damage
* 5:
* 6:
09 Prisoners
* T: Holding on to the ledge - Slipping
* Y: Dangling below T (Grasping for the Cliff - Slipping)
* I: Dangling below Y (Grasping for the Cliff - Slipping)
* S: Dangling below I (Grasping for the Cliff - Slipping)
06 Lerissa (Judgment: Protection - +1 AC)
03 Abraxis (Mage Armor Rd02) --> You're Up
[/sblock]
 

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Round 2

Watcing what is going on, near the cliff edge Leaf overextends another thrust at the man. "Hang in there..." Leaf starts to say, then realizes his poor choice of words and focuses on taking down the ruffian in front of him.

[sblock=actions]I don't think a 12 will hit but if it does damage is 9
Move action to get to Mustapha should Leaf finish off his opponent. [/sblock]


[sblock=Stat Block]
Code:
   HP: [COLOR=yellow]17[/COLOR]/20     AC: [COLOR=red]12[/COLOR]  AC(T): [COLOR=red]9 [/COLOR]AC(FF): 13  Init: -1
 
Saving Throw   Total  Base   Mod  Misc   Special
Fort:             4     2     +2          
Ref:              1     2     -1          
Will:             5     2     +3            
 
BAB: +1       CMB:+3     CMD: 12
 
Weapon                  Attack    Damage      Critical     Special
Trident                 +3        2d6+2          20/x2     Rng. 10', Brace
Dagger                  +3        1d6+3       19-20/x2     Rng. 10'
Net                     +0        ---              ---     Max Rng. 10', Touch Attack,Entangles
Short bow               +0        1d6            20/x3     Rng. 60' 
 
Spells Available:* 
0 Level          * 1st Level      
* Guidance          * Shield of Faith      
* Mending           * Cause Fear      
* Read Magic        * Obscuring Mist (D)
 
Special abilities:
Channel Energy(positive) 1d6  3/3
Wooden Fist  6/6
Icicle 6/6
[/sblock][/QUOTE]
 


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