This post has potentially manipulated dice roll results.
Nip will loop back around after seeing the elf #4 go down. We will begin diving towards elf #2, releasing two arrows as before he rakes his talons across the attackers face and swooping back up into the air.
(OOC - Flying speed is 50ft. Figured he would shoot two arrows as his action and unarmed strike as bonus action before moving out or melee and taking AoO)
Pim disengages and fires a lethal shot, dropping astral elf #2. Finding herself alone and severely wounded, the last astral elf drops her weapons, falls to her knees, and surrenders. "No more...you really are stronger than we thought."
Pim notches another arrow and sweeps the area, looking for any signs of a trap or an ambush. He holds that position until someone secures the prisoner, and maintains his posture of readiness even as the rest of the group begins to relax.
This post has potentially manipulated dice roll results.
Nip swoops overhead and looks for any signs of more trouble. Perception 23
Assuming he sees nothing, he will land next to Pim and put a hand on his shoulder. The swarm scurries over Pims wounds and begins cleaning and closing them. Cure Wounds for Unable to parse dice roll.
With the astral elves defeated, the regular activities of the street resume. (You killed two, captured one, and one got away...) Commodore Krux tries to hurry you along to the port and his ship, hoping to make a quick getaway.
As you make your way to the Rock of Bral’s docks with Krux at your side, you see stately galleons, sleek cutters that resemble flying fish, and warships built to look like hammerhead sharks lining the docks. Krux waves his arm toward a craft that seems modest by comparison. The ship’s sails are patchworks of mended canvas, while its hull seems barely held together by thick vines that bind it like rope. Its strangest feature is the full-grown tree that sprouts from the aft deck.
“The Second Wind,” Krux declares pridefully. “Isn’t she something?” The Second Wind is a living ship equipped with two jolly boats.
As you board the vessel, you are accosted by Fel Ardra, a female tiefling who has been renting use of the ship from Krux. Fel is irate at Krux because she still has forty days left on her lease, and the tiefling is preparing to undertake a big job!
"Ah, Fel, my dear, give up your petty smuggling jobs and join us on a grand adventure! We could use your skills, and you could do with some honest company!" Krux calls out loudly to the woman.
Fel, though, seems put off by the boisterous giff. "Look, Krux, if you want your ship back ahead of time, you’ll have to refund the rest of my lease payment, which amounts to 400 gp, and compensate me for the lost revenue of my venture, which I figure to be about 3,000 gp."(DC15 Insight to know she's bluffing and significantly overinflated this amount...)
Krux's face drops, and he pulls you aside. Speaking quietly, he says, "Look, I can barely afford to return the balance of Fel’s lease payment...I certainly can't afford the rest! Negotiation ain't my strong suit. Can you all convince to let us use the ship?" (Make your case and roll Intimidation or Persuasion check)
This post has potentially manipulated dice roll results.
As soon as Nip sees the ship, he flies up to the tree and settles on a branch. He listens to the discussion below. He preens his feathers and swats away some of the mites and flies. When he hears the tiefling make the demands, Nip will unsheathe his bow and notch two arrows. He continues to watch for trouble. If he sees anyone other than members of the party make a hostile action towards anyone, he will fire two arrows at the person. Perception 27
You can tell that Fel is indifferent to your plight, and sees her relationship with Krux as purely transactional. Fel is also bluffing about the potential success of her next gig and has no qualms about trying to price gouge you all.
“You’re bluffing Fel, you don’t have a job like that up your sleeve. Join us, take your share of plunder along the way and save yourself the argument. We all can venture forth and meet our goals and I’m sure you’d find that we’re more than capable traveling companions. More than enough to survive the perils of wild space.”
Wreji gestures to the party as he takes a few steps forward towards the tiefling.
Fel huffs out a breath and says, like a petulant child, "Fine. Take your damn ship back. Just pay me back for the time left on my lease and we'll be square. Unless you need a spelljammer? Then we can negotiate my fee to drive the ship for you..." she finishes.
A hadozee comes up on deck, and Commodore Krux calls out to him - "Master Flinch! It is good to see you again, my friend! I have a new mission for us - an adventure!" Krux turns to you and explains that Finch is the First Mate and an excellent seamster; the repairs to the ship’s sails are his work.
This post has potentially manipulated dice roll results.
Once the group is aboard the Second Wind and safely off the Rock of Bral, Krux reveals his plan to you: to travel to another Wildspace system called Doomspace, where enemies of the Xaryxian Empire are assembling a coalition. Krux believes that your only hope of saving your planet lies in joining the coalition. Krux doesn’t know much about Doomspace, though, so the ship’s immediate destination is a lonely tower on an asteroid, where a wizard-cartographer named Topolah lives. Topolah is Krux’s friend, and he’s certain she will be able to provide him with a map of Doomspace. Her tower is at the very edge of the Wildspace system.
Having a new venture to occupy his thoughts lifts Krux’s spirits. The giff stops drinking and moves about his ship with purpose and authority, barking out orders like the military commander he once was. Any time the conversation turns to Krux’s history with the Xaryxian Empire, however, the giff becomes quiet and brooding. It’s obvious there is a painful memory Krux doesn’t feel comfortable sharing yet; if pressed, the giff waves dismissively, muttering, “Things are bound to turn out differently this time.”
After a couple of days in Wildspace, and about two days away from Topolah's tower, Master Flinch, the First Mate, yells for everybody's attention! Closing in from behind is a gigantic, bioluminescent, jellyfish-like creature with a flamboyantly dressed figure standing inside its glassy dome. It's about 100 yards away and coming towards the ship with its tentacles waving menacingly...
Moving to the next foe.
attack one - Crit! 27 to hit for 16 slashing and 22 divine smite damage.
attack two - 18 to hit for 10 dmg
elk attack 10 5
“you stand no chance, submit at once or your vengeance will only end in further deaths.” He says in elvish.
Round 3: Pim(-42) :: Nip(-11) :: Elves(#2(-27); #3(-48);
#4(-41)) :: Wreji(-36) :: Krux(-11)Love God. Love Others. Any Questions?
Nip will loop back around after seeing the elf #4 go down. We will begin diving towards elf #2, releasing two arrows as before he rakes his talons across the attackers face and swooping back up into the air.
(OOC - Flying speed is 50ft. Figured he would shoot two arrows as his action and unarmed strike as bonus action before moving out or melee and taking AoO)
Arrow #1Attack: 22 Damage: 12
Arrow #2 Attack: 17 Damage: 9
Swarm damage 6
Talon strike - Attack: 16 Damage: 7
Elf #2 AoO on Nip: Attack: 12 Damage: 20
Pim ...?
Round 3(con't): Pim(-42) :: Nip(-11) :: Elves(#2(-48); #3(-48)) :: Wreji(-36) :: Krux(-11)
Love God. Love Others. Any Questions?
Pim disengages, ducking away from his attackers before firing off two more shots at their attackers
Attack 1: 22 Damage: 7
Attack 2: 22 Damage: 9
Sneak damage 2
Bonus Action: Disengage
Move: Back out of melee
Pim disengages and fires a lethal shot, dropping astral elf #2. Finding herself alone and severely wounded, the last astral elf drops her weapons, falls to her knees, and surrenders. "No more...you really are stronger than we thought."
(Combat over!)
Love God. Love Others. Any Questions?
Pim notches another arrow and sweeps the area, looking for any signs of a trap or an ambush. He holds that position until someone secures the prisoner, and maintains his posture of readiness even as the rest of the group begins to relax.
Nip swoops overhead and looks for any signs of more trouble. Perception 23
Assuming he sees nothing, he will land next to Pim and put a hand on his shoulder. The swarm scurries over Pims wounds and begins cleaning and closing them. Cure Wounds for Unable to parse dice roll.
Rolled in game log - Pim gets 12 points
With the astral elves defeated, the regular activities of the street resume. (You killed two, captured one, and one got away...) Commodore Krux tries to hurry you along to the port and his ship, hoping to make a quick getaway.
Love God. Love Others. Any Questions?
"Let's move quickly, quickly...." Wreji rides in the rear making sure his companions gain safe passage to Krux's ship.
Perception: 23
Pim strides near the front, using his bulk to clear a lane, arrow notched and bow ready.
As you make your way to the Rock of Bral’s docks with Krux at your side, you see stately galleons, sleek cutters that resemble flying fish, and warships built to look like hammerhead sharks lining the docks. Krux waves his arm toward a craft that seems modest by comparison. The ship’s sails are patchworks of mended canvas, while its hull seems barely held together by thick vines that bind it like rope. Its strangest feature is the full-grown tree that sprouts from the aft deck.
“The Second Wind,” Krux declares pridefully. “Isn’t she something?” The Second Wind is a living ship equipped with two jolly boats.
As you board the vessel, you are accosted by Fel Ardra, a female tiefling who has been renting use of the ship from Krux. Fel is irate at Krux because she still has forty days left on her lease, and the tiefling is preparing to undertake a big job!
"Ah, Fel, my dear, give up your petty smuggling jobs and join us on a grand adventure! We could use your skills, and you could do with some honest company!" Krux calls out loudly to the woman.
Fel, though, seems put off by the boisterous giff. "Look, Krux, if you want your ship back ahead of time, you’ll have to refund the rest of my lease payment, which amounts to 400 gp, and compensate me for the lost revenue of my venture, which I figure to be about 3,000 gp." (DC15 Insight to know she's bluffing and significantly overinflated this amount...)
Krux's face drops, and he pulls you aside. Speaking quietly, he says, "Look, I can barely afford to return the balance of Fel’s lease payment...I certainly can't afford the rest! Negotiation ain't my strong suit. Can you all convince to let us use the ship?" (Make your case and roll Intimidation or Persuasion check)
Love God. Love Others. Any Questions?
(Insight Check: 23 in game log, I'll wait for more information before I respond to the tiefling and Knux)
As soon as Nip sees the ship, he flies up to the tree and settles on a branch. He listens to the discussion below. He preens his feathers and swats away some of the mites and flies. When he hears the tiefling make the demands, Nip will unsheathe his bow and notch two arrows. He continues to watch for trouble. If he sees anyone other than members of the party make a hostile action towards anyone, he will fire two arrows at the person. Perception 27
Aelas (and any other high Insight checks:)
You can tell that Fel is indifferent to your plight, and sees her relationship with Krux as purely transactional. Fel is also bluffing about the potential success of her next gig and has no qualms about trying to price gouge you all.
Love God. Love Others. Any Questions?
going to cast guidance on myself before saying…
“You’re bluffing Fel, you don’t have a job like that up your sleeve. Join us, take your share of plunder along the way and save yourself the argument. We all can venture forth and meet our goals and I’m sure you’d find that we’re more than capable traveling companions. More than enough to survive the perils of wild space.”
Wreji gestures to the party as he takes a few steps forward towards the tiefling.
persuasion: 20
guidance roll: 4
Pim stands with his arms crossed behind Wreji, hoping his massive build gives weight and Help in the moment.
Fel huffs out a breath and says, like a petulant child, "Fine. Take your damn ship back. Just pay me back for the time left on my lease and we'll be square. Unless you need a spelljammer? Then we can negotiate my fee to drive the ship for you..." she finishes.
A hadozee comes up on deck, and Commodore Krux calls out to him - "Master Flinch! It is good to see you again, my friend! I have a new mission for us - an adventure!" Krux turns to you and explains that Finch is the First Mate and an excellent seamster; the repairs to the ship’s sails are his work.
Love God. Love Others. Any Questions?
Once the group is aboard the Second Wind and safely off the Rock of Bral, Krux reveals his plan to you: to travel to another Wildspace system called Doomspace, where enemies of the Xaryxian Empire are assembling a coalition. Krux believes that your only hope of saving your planet lies in joining the coalition. Krux doesn’t know much about Doomspace, though, so the ship’s immediate destination is a lonely tower on an asteroid, where a wizard-cartographer named Topolah lives. Topolah is Krux’s friend, and he’s certain she will be able to provide him with a map of Doomspace. Her tower is at the very edge of the Wildspace system.
Having a new venture to occupy his thoughts lifts Krux’s spirits. The giff stops drinking and moves about his ship with purpose and authority, barking out orders like the military commander he once was. Any time the conversation turns to Krux’s history with the Xaryxian Empire, however, the giff becomes quiet and brooding. It’s obvious there is a painful memory Krux doesn’t feel comfortable sharing yet; if pressed, the giff waves dismissively, muttering, “Things are bound to turn out differently this time.”
After a couple of days in Wildspace, and about two days away from Topolah's tower, Master Flinch, the First Mate, yells for everybody's attention! Closing in from behind is a gigantic, bioluminescent, jellyfish-like creature with a flamboyantly dressed figure standing inside its glassy dome. It's about 100 yards away and coming towards the ship with its tentacles waving menacingly...
(Roll initiative =)
Reigar: 19
Esthetic: 2
Krux: 12
Love God. Love Others. Any Questions?