Choon's Skulls and Shackles (Inactive)

Game Master Choon

On the Wormwood!


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F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person

Noro climbs out shaking eel guts off her hands.
you rather I be huggin you? come herer ya big lugg she holds out her eel slimed arms for a hug. and a joking smile.


The Man. The Myth. The Mask!

Youall find a comfortable clearing in which to bed down. The Island holds no fears for you now, and Ambrose is healed up quickly. He thanks each of you profusely and insists that he makes you dinner. He actually takes his time and, combined with his general lack of drunkenness, makes this meal one of the best you've experienced from his hands. It consists of bits from the island including odd looking fruits boiled with some kind of meat that tastes of chicken.


The Man. The Myth. The Mask!

The next morning you set off for where you left the boat. It's a long slog though the jungle foliage and takes you most of the morning. You arrive at the beach just before noon and are met by a welcoming party. Thankfully, you spot them before you emerge from the dense undergrowth, so they haven't spotted you.
Tied to stakes in the surf are Shortstone, Rosie, and Jack Scrimshaw. The tide will eventually drown them, but it is several hours from doing so. Milling about the beach is the vast majority of the crew, including the recently pressed Rahaoundi. Plugg and Scourge stand near the stakes, conversing about something. Owlbear is present as well.

perception DC 20:
The sand sinks in an odd way in several places half way between the treeline and surf. Pit traps, most likely.


F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person

perception DC its a long shot: 1d20 + 4 ⇒ (7) + 4 = 11

Noro looks to the others, what the hell? looksh like we get to bonk shome more headsh. shae says hopefully only loud enough for Durvin and reck to hear.


Half-Orc

perception: 1d20 + 5 ⇒ (20) + 5 = 25

"Pit traps, on th' beach there" whispers Reck, pointing out the depressions.

Reck ponders the scenario presented in front of him. "I can get across th' sand without 'em seeing me," he says. "Then make one 'ell o' a diversion an' you come rushing in. I might get t' cut th' stakes ones out, depending on 'ow savvy Plugg an' Scourge get."

planning time: I can cast my new invisibility spell and rush across the beach. I'll have four minutes. I can then drop an obscuring mist and start cutting bonds, following it up with a sleep hex/coup de grace combo on plugg or scourge. Once the sailors are going a%*&*~$ looking for me you two can cross safely without being lit up by bows or something.


Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)

Perception 1d20 + 8 ⇒ (7) + 8 = 15

Durvin squints at where Reck points, not quite making out the spots he's talking about. "If you can go unseen, then that may work to our advantage without you going alone. I've been working on a spell that will hold a large audience captive. If I can get close enough that they all can hear me, I can sing one of my motivational tunes, and then branch into my enthralling performance, all while maintaining both benefits. Noro, if Reck goes unseen, then I may need you to keep me from getting disrupted."

I can Perform (rounds goes up to 14 with level), then cast Enthrall. With Harmonic Spell I can maintain both at the same time.


F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person

noro looks to them both, I'm jusht gonna go up there an pound shome headsh. an owlbear knowsh better than to messh with me.

Noro smash


The Man. The Myth. The Mask!

You have the map and the element of surprise. Act when ready. :)


Half-Orc

my apologies, my campaigns page didn't show this as being updated. Thanks for the PM

"Do us a favor an' wait fer me t'cause some 'avok afore yeh run in. See yeh on th' beach."

Cast Invisibility, Mage Armor, and Shield. That's half my spells for the day, we gotta make this count!

Reck dissapears from view and walks out of cover towards the assembled pirates as quietly as he can, carefully threading his way through the prepared ground of pit traps.

stealth, invisible: 1d20 + 2 + 20 ⇒ (16) + 2 + 20 = 38

Reaching the staked out pirates, Reck stoops and uses his claws to sever the bindings close to where they tie the pirates. He does it slowly, taking care to hold the other end of the lines he's cutting so they don't suddenly flop to the ground.

"Lie still. Make no sound. Be ready t'fight when s~~# goes down." he hisses to each pirate as he frees them.

Reck then sneaks over to stand beside Plugg, says a few words of power, and the clear air of the beach is marred with a zone of dense sea fog.

cast Obscuring Mist. I want to be adjacent to Plugg without anybody else being in range to threaten me. I haven't done anything offensive so I'm still invisible.


The Man. The Myth. The Mask!

reck: 1d20 + 2 ⇒ (7) + 2 = 9
noro: 1d20 + 1 ⇒ (3) + 1 = 4
Durvin: 1d20 + 3 ⇒ (1) + 3 = 4
1d20 ⇒ 17
Plugg perception: 1d20 ⇒ 3
The cloud springs into place and envelops both Plugg, Scourge, and Owlbear. Plugg roars and draws his cutlass and whip. Here he are! Come an' get me ye bilge rats!

Outside the cloud, the crew present who you managed to befriend suddenly turn on Plugg's cronies. Cutlasses are drawn, curses spewed and in a moment the beach transforms from a hostage situation to scene of utter chaos.

Party up!


The Man. The Myth. The Mask!

Map updated. Light blue = friendlies


F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person

OK let me get this straight, obscuring mist prevents Noro from know where the baddies are, so Reck can try and take them all on by himself? If that happens, Reck is in serious trouble, and not from the bad guys. My best guess is let Reck fight them all by himself until the mist is gone. noro will sit on the beach eating left over crab until she can see what is happening

Sorry reck , but this tactic is stupid if you ask me.


Half-Orc

If my plan works, I'll take plugg out quickly. Owlbear will respect you and turn to our side. You, me, and owlbear can then take down scourge. Meanwhile, Durvin can work his enthralling magic unopposed and untargeted to win the crew battle for us. This isn't about hogging glory, it's about taking down the bosses with our reduced strength party. I'm at no more advantage in the fog than you or anyone, unless someone has blind-fight. If you'd prefer to eat crab, that's fine. I posted my plan two weeks ago, you've had ample time to disagree.

Reck steps just out of Plugg's reach, still invisible. Reflecting briefly on the growth of his magical ability, Reck calls up the soothing breeze and calm, steady lap of waves on sand to lull Plugg into a magical sleep. The half-orc becomes visible as he violates the conditions of his invisibility spell.

using slumber hex on Plugg, DC 15 will save or fall asleep. link

also, I seem to have broken your map key. It just showed pictures of your avatar and a box marked "resolve". Clicking them removed the key and undo doesn't restore them. My apologies if I borked it.


F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person

Don't worry Reck, Its just that Once the mist went up, I lost sight of the enemy. so instead of a charge and attack I can only approach and no attack. Also which color is Plugg and which is scourge.

Noro having lost sight of her intended opponent simply approaches. unfortunately instead of laying into her opponent with a right hook, it is more like an oops there you are, but unable to get an attack in.


Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)

On a more forgiving shift for posting now, should be able to daily post.

Durvin is a little startled by Reck's advance and spellcasting. He had suggested they let him enthrall most of the the crew, and no one responded, instead just doing what Reck said in the first place. The ensuing fight completely makes the idea of enthralling them useless. Instead he moves forward and draws his bow, and begins to sing. He knows who his allies are, and they should know him, so he hopes they all get the advantage of his song of battle.

He's tried to find the best in everyone, and thought maybe that they were just creul and misguided, but seeing Plugg and Scourge with some of the crew laid out to die he's decided he's had enough. He uses his voice to let them know that he and his friends won't take it any more.

Circling your, circling your, circling your head
Contemplating everything you ever said
Now I see the truth I got a doubt
A different motive in your eyes
And now I'm out, see you later

Round 1:
Move, 20' while drawing shortbow. (if I'm supposed to be able to move myself, I am unable)
Standard, Inspire Courage +1/+1 atk/dmg to all allies.


The Man. The Myth. The Mask!

Screen:

Plugg save: 1d20 + 2 ⇒ (7) + 2 = 9
Scourge Acro: 1d20 + 8 ⇒ (20) + 8 = 28

DAGNABIT!
Plugg goes from screaming to sleeping in just a couple seconds. This alerts Scourge who expertly avoids the threat posed by Noro (but also leads Noro toward his boss) and shakes him awake. Plugg wakes with a start and roars, Bloody magic tricks! C'mon Swabbies! Is that the best you got!

You can hear Bugbear stumbling around in the fog, but don't see him.

Durvin can see that Sandara and Ambrose have joined battle of the deck hands, turning it slightly to your side.

Party up!


Half-Orc

GM only:
I hope I'm not coming across as a pain in the ass rules lawyer here, but Plugg and Scourge were 15 feet apart. Obscuring Mist would prevent Scourge from seeing what happened to Plugg. Since none of us have demonstrated the ability to sleep people, I'm not sure he'd deduce what happened, or even if anything bad happened at all. There's plenty of noise between the fighting and the ocean to obscure the sound of Plugg falling. I'm not trying to challenge your authoritah, if that's what happened that's what happened, but it seems unlikely to me.


The Man. The Myth. The Mask!

Reck:

I understand your concerns. I think I was picturing the spell's effect differently. I pictured it more like Plugg suddenly stopping his taunting and hitting the ground like a sack of potatoes, which would certainly make enough noise to be noticed. You may have pictured a quieter affair.
I have thought about it, and I'm willing to leave Plugg prone as a compromise. This is the end fight, after all. I don't want to marginalize your ability (especially since he failed the save!), but I also don't want a complete anti-climax either. Negating both the BBEG's actions for the round is a pretty big deal, even if it isn't best case scenario.
Does leaving Plugg prone sound good to you?


Half-Orc

GM:
sounds good!


The Man. The Myth. The Mask!

Plugg is awake, but prone. Noro and Durvin up.


F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person

were we supposed to be level 4? I never leveled up.


Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)

Sorry, I guess I didn't clarify in the OOC, only in the text. His 20' move was supposed to be toward the enemies (up on the map, not to the right).

Durvin maintains his song, his abiltiy to try and enthrall the crew so that no one gets hurt while they dealt with Plugg and Scourge has ben lost. He keeps his distance, simply by not knowing where exactly Reck saw the pits, so he sings while trying to spot them enough to safely pass through them.

Once he picks them out along the beach, he makes his way between them to try and get closer. Once within range he can try to daze and flare the opposing crew, so that the fight may be over sooner without too many of them losing their lives.

Free, maintain Bard song
Move, Active Perception to find the pits 1d20 + 9 ⇒ (19) + 9 = 28
Move action, move (I was able to move me to where I should have ended up based on last round's move).


The Man. The Myth. The Mask!

Yes, you should be 4. Sorry if that wasn't clear.


The Man. The Myth. The Mask!

Reck and Noro to act.


F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person

Noro barely can make out which way Scourge moved and tries to follow. she manages to discover he did not go to far.

Once she lays her eyes on the target, looksh like you've had thish comin for a long time

Noro then moves in she slams across his face with her elbow, followed by an attempted backhand but the second swing fails to find its mark

attack unarmed - rage- greater brawling: 1d20 + 8 ⇒ (18) + 8 = 26
attack unarmed - rage- greater brawling: 1d20 + 8 ⇒ (3) + 8 = 11

damage: 1d6 + 6 ⇒ (2) + 6 = 8


Half-Orc

I should just check this manually every day. This campaign, and this one only, isn't notifying me to new posts. I wonder if I'm logged on on some device somewhere that's messing me up?

Swift action to enhance claw from arcane pool. Cast Frostbite with spell combat, 5 foot step to get next to plugg, full attack

spellstrike claw, enhanced, vs prone, inspired, spell combat: 1d20 + 7 + 1 + 4 - 2 + 1 ⇒ (6) + 7 + 1 + 4 - 2 + 1 = 17
20% miss, low is bad: 1d100 ⇒ 87
damage if hit: 1d4 + 4 + 1 + 1 ⇒ (3) + 4 + 1 + 1 = 9
nonlethal cold damage if hit: 1d6 + 4 ⇒ (4) + 4 = 8

regular claw attack, enhanced, vs prone, inspired, spell combat: 1d20 + 7 + 1 + 4 - 2 + 1 ⇒ (15) + 7 + 1 + 4 - 2 + 1 = 26
20% miss, low is bad: 1d100 ⇒ 88
damage: 1d4 + 4 + 1 + 1 ⇒ (3) + 4 + 1 + 1 = 9
nonlethal cold damage: 1d6 + 4 ⇒ (4) + 4 = 8

regular claw attack, vs prone, inspired, spell combat: 1d20 + 7 + 4 - 2 + 1 ⇒ (6) + 7 + 4 - 2 + 1 = 16
20% miss, low is bad: 1d100 ⇒ 19

bite, vs prone, inspired, spell combat: 1d20 + 7 + 4 + 1 - 2 ⇒ (10) + 7 + 4 + 1 - 2 = 20
20% miss, low is bad: 1d100 ⇒ 25
damage: 1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9

I presume the 26 claw attack hits Plugg, so he is fatigued.

Disappointed that the wily Scourge foiled his plan to murder Plugg, Reck roars with anger and pounces on the fallen pirate, punishing him with fierce blows and the sapping cold of the winter surf.


The Man. The Myth. The Mask!

screen:

S:8
P:26 AC 17
O:
P attack: 1d20 + 8 ⇒ (5) + 8 = 13
damage: 1d6 + 6 ⇒ (5) + 6 = 11
P attack: 1d20 + 6 ⇒ (20) + 6 = 26
damage: 1d4 + 1 ⇒ (2) + 1 = 3
P attackconfirm: 1d20 + 6 ⇒ (1) + 6 = 7
damage: 1d4 + 1 ⇒ (3) + 1 = 4
miss plugg: 2d100 ⇒ (46, 43) = 89
miss Noro: 2d100 ⇒ (72, 15) = 87
attack S: 1d20 + 6 ⇒ (4) + 6 = 10
miss: 1d100 ⇒ 41
beach: 1d100 ⇒ 30

Reck lays into Plugg as he is down and does some damage, but Plugg just looks angry as a result. He rises in the mist (provoking) and counter attacks! His cutlass hisses through the air inches from Reck's ear, then his cat'o'nines follows with a vicious tear across the midsection. Only the luck Reck seems to live by saves him from taking a crippling blow.
(take 3 nonlethal, lucky not critted man)
Sourge turns to face the iron maiden. His ax is in one hand and a punching dagger adorns the other. He begins with the dagger, but can't make contact with the nimble Noro.

Durvin -
The beach battle is in full effect. The reinforcements and Durvin's song are holding the tide as Plugg's cronies rally and push back the friendlies.
Owlbear emerges from the fog to your left looking even more confused than normal.


Half-Orc

Claw AoO, enhanced, inspired: 1d20 + 7 + 1 + 1 ⇒ (18) + 7 + 1 + 1 = 27
20%miss, low is bad: 1d100 ⇒ 44
damage: 1d4 + 4 + 1 + 1 ⇒ (3) + 4 + 1 + 1 = 9
nonlethal cold: 1d6 + 4 ⇒ (1) + 4 = 5

claw, enhanced, inspired: 1d20 + 7 + 1 + 1 ⇒ (9) + 7 + 1 + 1 = 18
20%miss, low is bad: 1d100 ⇒ 28
damage: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4
nonlethal cold: 1d6 + 4 ⇒ (2) + 4 = 6

claw, inspired: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
20%miss, low is bad: 1d100 ⇒ 26
damage: 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6

bite, inspired: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
20%miss, low is bad: 1d100 ⇒ 90
damage: 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Reck takes the blow in stride and keeps fighting. No more magic tricks, no more talk. All that's left now is the red haze of brutal combat and revenge for the past. No quarter given or expected - only a bitter contest to be the last man standing.


Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)

Durvin is actually pleased to see a good soul like Owlbear come out of the fog, and feels like he can help out a little more now because of it. He speaks to the man lyrically, maintaining his tempo, as he magically enlists his aid.

"Owlbear, my good man.
Come here, I have a plan.
I need you, to help my friends
Plugg and Scourge, must meet their ends."

Standard, Harmonic spell, (bard song maintained, no round used), Charm Person on Owlbear (he's within range before I move)
DC 15 Will save.
Then move closer to the group fight.


The Man. The Myth. The Mask!

Holding on Noro.


F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person

oops sorry...

attack#1: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
attack#2: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14

crit confirm attack#1: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
miss <20 attack #1: 1d100 ⇒ 26
miss <20 attack #2: 1d100 ⇒ 24

damage attack #1 (crit?): 2d6 + 14 + 2 ⇒ (6, 4) + 14 + 2 = 26
damage attack #2: 1d6 + 4 ⇒ (6) + 4 = 10

OK if that all hits that's a total of 36 damage to Scourge

Noro has had enough of this. and with a elbow smash followed by a flip kick she makes some solid connections


The Man. The Myth. The Mask!

screen:

owl: 1d20 ⇒ 19
caster check: 1d20 + 5 ⇒ (14) + 5 = 19
acro: 1d20 + 3 ⇒ (16) + 3 = 19
crowd/plugg: 2d100 ⇒ (1, 88) = 89

Plugg takes a right and proper beating from Reck. So much so hat he is forced to change tactics. He deftly slides out of reach of the vicious Half-Orc of Pain and disappears up the beach toward the jungle.
If Reck or Noro follows I'll need a DC 15 perception to avoid the traps entirely. It would be a 20, but you've spotted them once before. If you fail, then a reflex save DC 20 to avoid falling in. If failed, you take 1d6 nonlethal. DC 15 climb check to get out due to the loose sand.

Noro's elbow takes on all the humiliation and fury of these past weeks of slave labor and tyranny. It drives forward with devastating force and crushes Scourge's face. She feels several bones give way and Scourge drops to the sand like a rag doll.

Outside, Owlbear rolls a 19! Owlbear shakes his head as the magic tries to take him and resists. He looks confused and completely unaware of where the magic came from. He does hear Durvin, however, and his face screws up in an effort to understand the verse. After a full three seconds of intence thought his mind finally unravels the linguistic conundrum and he smiles. His head bobs and he moves over to the fight.

The fight itself is suddenly going very poorly. Only Durvin's magic is stemming the tide and Sandra is forced to channel the healing power granted by Besmara in order to keep everyone on their feet.

Durvin - Just after Owlbear passes behind the second trap, who should emerge from the fog but Plugg! He is badly wounded and limping, but still has a wicked determination set to his face. He races past you (but not close enough to reach) and between the nearby traps. He then turns to face the fog again.

I can't update the map where I am, but scourge is standing 10 feet away from the two leftmost traps in line with that little space between them. I'll update the map as soon as I can. Probably this evening.


Half-Orc

Perception: 1d20 + 5 ⇒ (16) + 5 = 21

Reck warily follows Plugg out of the mist. Sighting his prey attempting to lead him over the pit traps, Reck chuckles evilly.

"Goin' somewhere, Plugg? I 'aven't finished with yeh, not by a long shot! Come an' 'ave a go wit me, you boy-loving dog, 'lest yer afraid t' fight me in front o' yer crew!"

As he delivers his taunt, Reck steps into a fighting stance, ready for action.

move action to get free of the mist, then ready an attack if Plugg comes at me.

Readied attack, if triggered:
claw, enhanced, inspired: 1d20 + 7 + 1 + 1 ⇒ (20) + 7 + 1 + 1 = 29
crit confirm: 1d20 + 7 + 1 + 1 ⇒ (12) + 7 + 1 + 1 = 21
damage: 2d4 + 12 ⇒ (2, 3) + 12 = 17

GET SUM!


Half-Orc

I'd like to clarify that the taunt reck delivers is at full volume, so everyone can hear. Re-reading my post, that wasn't clear


The Man. The Myth. The Mask!

Noted. :)
Edit: updated map to the best of my understanding. I think I wrongly described a few things last time, but it should be close to what was described now.


F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person

Noro makes her way toward reck's yelling, soon finding her way out of the fog.

Ahh there you are, Letsh dance.


Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)

With both Reck and Noro going after Plugg, Durvin continues to focus on the fight amongst the crew. Continuing to bolster with his song he also tries to help by stopping the opposing crew from fighting. with a suggestion towards his allied crew. "Don't kill each other, we will need every hand to get off this island. Go for the knock-out if you can."

He will use Harmoninc spell and cast Daze every round on a different enemy pirate (DC 14 Will saves).
This will not likely change unless he needs to heal someone or is threatened. Or until he has used it once on each enemy making it so he can no longer use it.


The Man. The Myth. The Mask!

Screen:

1d20 + 5 ⇒ (18) + 5 = 23
1d100 + 10 ⇒ (79) + 10 = 89

Plugg takes one more step back (not shown on map until tomorrow morning) and grins. Ye wanna prove yerself, Whippin' Boy? You come to me!

The first one of you to step between him and a trap:

A plug presents the guard of his sword, a grinning skull, and mutters something. A great jet of water explodes from the guard and and blows you back a full 10 feet, straight onto the trap behind you! You lay there for a split second before the branches holding up the sand snap. You tumble into the trap and are buried in palm fronds and sand.
As a full round action, DC 15 climb check to pull yourself out.

Durvin, your magic has a direct and immidiate effect. One of Plugg's main cronies, Tam 'narwhal' Tate is dazed, then knocked stupid by Ambrose. Plugg's supporters begin to crumble.


F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person

moved Plugg for you on the map

of course Noro will make the move

maybe itsh time you feel the clutch of the iron maiden Noro says as she approaches but is suddenly hurled back into the pit. making her threat seem that much more silly.

any damage from the fall?

climb to get out: 1d20 + 12 ⇒ (13) + 12 = 25

not sure if I can use the climb check now or next round.


Half-Orc

Is that a single target effect or do I get hit with it as well? I also need to know how many times my frostbite effect has hit Plugg. I get four charges with it, and the attack rolls were 17, 26, 27, and 18. If those all hit I'm out of charges, but if any missed then I'll still be doing bonus damage.


The Man. The Myth. The Mask!

It is single target. Two charges hit. 1d6 ⇒ 6 fall damage (nonlethal). You can climb out as your next full round action because of the loose sand.


Half-Orc

claw attack, enhanced, inspired, charging: 1d20 + 7 + 1 + 1 + 2 ⇒ (17) + 7 + 1 + 1 + 2 = 28
damage: 1d4 + 4 + 1 + 1 ⇒ (3) + 4 + 1 + 1 = 9
nonlethal cold damage: 1d6 + 4 ⇒ (6) + 4 = 10
intimidate (enforcer) : 1d20 + 10 ⇒ (15) + 10 = 25
Plugg is fatigued again if he managed to shake off the earlier status somehow. The intimidate check is against 10+HD+WIS modifier. Pretty sure Plugg doesn't have Hit Dice + Wis mod = 15, so I presume he's shaken as well as fatigued

Reck's first reaction is to be mad when Noro rushes past him, but she takes the water blast in his stead and leaves the path clear.

She'll be fine

Hoping to end the fight dramatically in plain sight of the fighting crew, Reck roars and charges Plugg, slashing him with his clawed hand that leaves bloody gashes rimmed with salty frost behind.


The Man. The Myth. The Mask!

Screen:

1d20 ⇒ 3
1d100 ⇒ 4
1d20 ⇒ 16
1d4 ⇒ 3

Reck's attack leaves Plugg in dire straits. Magically fatigued and no longer nearly as confident in himself as he was, Plug retreats out of Reck's reach and around the left side pit. He loops around and skirts the edge of the cloud. He's making for the safety in numbers of his men, and is about to become a problem for Durvin, Sandra, and Ambrose!

Plugg full round withdraws.

Seeing Plugg coming toward them, the crew rallies and mounts a final push. Two friendly men drop in the assault and sandra is forced to channel again, her last, in order to keep your line from breaking completely.
Durvin strategically lands a daze spell on the center man, preventing a rout. The loss of two men, however, has freed a foe. He charges up to Durvin and hits him in the ribs with an improvised club of driftwood.
Durven takes 3 damage and is now threatened.


Male Halfling Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)

Durvin wants to follow his own advice, and tries to avoid harming any of the crew. In order to maintain his performance, he moves out of danger so that he can keep it up.

He will withdraw into the obscuring mist. They just need to hear him. Using a free to maintain bard song.


Half-Orc

In an alternate reality:
Reck mulls things over as he stares at the retreating pirate. Maybe he'd been a little hasty in his judgment and harsh in his choice of words. Reck made a mental note to apologize at tea-time.

"Seems fittin', Plugg. Die runnin' like a kicked dog!"

Reck follows hot on Plugg's heels, mercy not on his mind.

claw, enhanced, inspired: 1d20 + 7 + 1 + 1 ⇒ (13) + 7 + 1 + 1 = 22
damage: 1d4 + 4 ⇒ (2) + 4 = 6
nonlethal cold damage: 1d6 + 4 ⇒ (5) + 4 = 9

presuming this hits, using the last charge of frostbite


F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person

Noro spent the round getting out of the pit.


The Man. The Myth. The Mask!

Reck's last hit sends Plugg reeling. He holds several deep, deadly cuts that are spreading crimson across his clothes. Cursed be ye, Whippin' Boy! You and the Maiden there. Now stand still an' die!
He lunges at Reck in a desperate last stand!

screen:

attack: 1d20 + 8 ⇒ (20) + 8 = 28
damage: 1d6 + 6 ⇒ (6) + 6 = 12
attack: 1d20 + 8 ⇒ (13) + 8 = 21
damage: 1d6 + 6 ⇒ (6) + 6 = 12
attack: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d4 + 4 ⇒ (4) + 4 = 8

Oh wow. What a last stand. Confirmed crit. Max damage.
Plug, in his last moments, shows what he's truly made of and how he became the first mate of a pirate like Barnabas Harrigan. His whip comes first this time. The hooks and shards of metal in the lashes snatch and grab when then wrap around Reck's forearms. The pull is brutal and opens Reck's defence up wide. Plugg does not waste the opportunity. His blade sinks into Reck's chest, barely missing the heart.
Reck takes 30 damage. The whip rolled max damage as well. Holy Crap. That shouldn't kill you, I think.


The Man. The Myth. The Mask!

Forgot a few things. Including the penalties that I completely forgot about, Reck's damage goes from 30 to 11. Sorry about that, and thanks to Reck for reminding me.


F Human Barbarian (brutal Pugilist, Drunken Brute) 11 | HP 231/187 | AC 19, T 13, FF 16 | CMD 32/35 vs grapple | F: +15, R: +6, W: +6 | Per +18 | Init +3 Rage 3/28 rnds/day Current conditions: raging, Haste, enlarge person

What about those special bonuses cause.... Noro is one sexy lady?


The Man. The Myth. The Mask!

Well, Noro may have to just attack and see. :)
Really, a stiff wind could take him out right about now.

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