Pathfinders of Pelligrew's Pinnace [IC 01]

End Rnd 01/Start Rnd 02

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

Leaf recovers from the blow to the gut and skewers the man in front of him. The unfortunate fellow slides bonelessly off the end of the giant's trident.

[sblock=Combat Block]
Status
16 Leaf: 17/20
15 Mustapha: 8/19 --> You're Up
15 War Hounders
* 1: Demoralized/Shaken
* 2: Demoralized/Shaken, Prone
* 3: Demoralized/Shaken
* 4: Dead
* 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)
[/sblock]
 

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Mustapha

OOC: Let's see if I can talk myself into any more trouble...

As the blows of the 2 War Hounders rained down on him, Mustapha again reached for his belt. Drawing out a second vial, he paused for a moment, as if reluctant to use the contents, before downing the viscous, dark liquid.

As the bottle dropped from his fingers into the crack in the ledge beside him, the Brass Man crouched, then reached down and grabbed the man dangling below him in an attempt to stop the chained group plunging into the briny depths below.

'Be strong, my friend, and we shall go home and drink tea and share tales together this night' he shouted to the terrified man.

[sblock=Actions!]
Standard action - chug a dose of Mutagen. Oh, that's bound to provoke isn't it?

Effect - +4 to STR, +2 Natural Armour, -2 INT

Move action - if I haven't been beaten to a pulp, attempt to lift the hanging man up, or at least stop him slipping off the ledge

STR check - 1d20+2=21

OOC: Woah, that's some good stuff ;) [/sblock]


[sblock=Stat Block]
Code:
   HP: 08/19     AC: 15  AC(T): 11  AC(FF): 14  Init: +01

                   * Situational Bonus

Saving Throw   Total  Base   Mod  Misc   Special
Fort:            +5     2     +3          
Ref:             +3     2     +1           
Will:            +4     2     +1         +1 from trait 

  BAB: 00       CMB:+00     CMD: 11

Weapon                  Attack    Damage      Critical     Special
Quarterstaff            +0        1d6            20/x2     
Scimitar                +0        1d6         18-20/x2     
Alchemical Bomb         +3        1d6+4          20/x2     R Touch, Splash 1 sq for 3HP
(standard action to
create and throw)

Spells Available:
    * 0 Level (-/- Daily)    * 1st Level (2/2 Daily)
      * Daze               * Cause Fear
      * Read Magic         * Sleep
      * Message 
      * Know Direction 

Extracts Available:
    * 1st Level (1/2 Daily)
      * Expeditious Retreat
      * (Expeditious Retreat/Cure Light Wounds/Comprehend Languages/Disguise Self/Shield
        - 1 minute to prepare

Mutagen Available: (0/1 Daily) - +2 natural armour, +4 STR, -2 INT
[/sblock]
 

[sblock=OOC] Would like to end up at I7 at the end of round 2 plz. I didn't think the 12 would hit glad it did. [/sblock]
 

Leaf tramples over the body at his feet in an attempt to move to the center of the combat. The street thug to his north closes and slams a spiked fist into the big man's kidney.

Mustapha feels the fiber of his wooden arms and legs swell with strength and his brass plating tightens as his Mutagen takes effect - not a moment too soon, for as he kneels and grasps the first dangling prisoner firmly by the scruff of the neck there's a nerve wracking screech as a spiked gauntlet skates across his back plate. The enemy's second blow is stronger, and wood splinters under his assault.

Sensing movement to his right, the Brass Man lashes out with a foot and the War Hounder who was trying to stand goes right back down on the grease slicked stone.

He finally gets the bedraggled old man up on the ledge, and the toughs turn out to be not so tough once Mustapha is able to turn his attention to them - their morale crumples under the combined weight of Lerissa's intimidating presence, the sudden violent death of their friend, the arcane magic flying around and the full attention of the party, and they bolt for the west exit from the ledge.

"Take care of those hooligans! I can hold my friends long enough for you to get back to us!" the old man gasps.

[sblock=OOC]Attacks of Opportunity (if desired): Lerissa & Leaf vs. 03 as he runs between them.[/sblock]

[sblock=Combat Block]Wow, sorry Malcolm! Mustapha really got pummeled!

Status
16 Leaf: 17/20
15 Mustapha: 5/19 (Hit for 3 more points), AoO vs. WH02 Hits for 3 NL Damage
15 War Hounders
* 1: Running
* 2: 3 Damage (NL), Running
* 3: Running
* 4: Dead
* 5: Running
* 6: Running
09 Prisoners
* T: Up on the Ledge, holding the rest of the line
* Y: Dangling below T (Grasping the Cliff)
* I: Dangling below Y (Grasping the Cliff)
* S: Dangling below I (Grasping the Cliff)
06 Lerissa (Judgment: Protection - +1 AC)
03 Abraxis (Mage Armor Rd02)

WH To Hit (01: 1d20+4=19, 05: 1d20+3=18, 03: 1d20+4=22, 06: 1d20+3=5)

WH Damage (01: 1d4+1=3, 03: 1d4+1=4, 05: 1d8=7)
[/sblock]
 
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Lerissa

As #3 runs near Lerissa she begins to bring her Scimitar around and it connects exactly at the climax of her swing. Attack of Opportunity attack with Scimitar (1d20+2=22)

crit check (1d20+2=17)

(pull that crit card! :)

crit damage (1d6+1=6, 1d6+1=4)

10 points of damage.

If that drops this one she will move into the path of another who will be running by her and attack again.

attack roll (1d20+2=22)

(NO :):):):)!! A second natural!!)

crit check (1d20+2=15)

damage (1d6+1=2, 1d6+1=3)

Law of averages.
 

If that drops this one she will move into the path of another who will be running by her and attack again.

Unfortunately, there's not another for her to attack - all of the other opponents are west of her already, and Mustapha had his AoO.

I'll post an update (w/ crit results) later this evening or early AM
 
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If they are west of me and are headed to the east exit, they will be going right by me.

Sorry, that was a mistake on my part - they are headed west (closest to the greatest number of them, and having them run by the fewest number of you). Especially having them NOT run by the very scary Lerissa . . .
 

Sorry, that was a mistake on my part - they are headed west (closest to the greatest number of them, and having them run by the fewest number of you). Especially having them NOT run by the very scary Lerissa . . .

In that case I will attack the one coming to me twice, even if he is already down. :devil:
 


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