DM Immortal's Blood Red Roses: A Skull & Shackles Campaign

Game Master imimrtl

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Island of Empty Eyes Map Current Map

Remember Dhaavan the whole area is difficult terrain. You can't 5' step back so you need to use a move which opens you up to AoO's


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

Forgot my spellcraft
arcana: 1d20 + 6 ⇒ (3) + 6 = 9

Just saw that amen set was in the air and was editing my post to give Dhaavan more wall of slathering hell-flesh if that's cool...

Edit... S!%~...
concentration21: 1d20 + 12 + 1d6 ⇒ (8) + 12 + (4) = 24
Plus surge...

Ok dogs at d12, d13, f12, f13 can hit the orc and not get me or Jiro at all.

If they survive I have to move so here's hoping they have low cmb or miss the AoOs

acrobatics: 1d20 + 3 ⇒ (19) + 3 = 22
Move to g13 I guess, lol


Island of Empty Eyes Map Current Map

F13 is in the stairwell man


Island of Empty Eyes Map Current Map

With the way I have the puppies located they can all hit both orcs and not hit you guys. They will hit each other but they're immune to fire.
Reflex saves: 8d20 ⇒ (5, 9, 3, 4, 13, 16, 8, 11) = 69

Wrecker bad guy 1 fails all of the saves and takes the full 40 damage from fire. Wrecker bad guy two saves the first two but misses the second two saves taking 29 damage.


Female Archon-blooded Aasimar
Crunchy Bits:
Saurian Shaman Druid 7/Hierophant 1 AC 18, touch 11, flat-footed 18 (+4 armor, +1 deflection, +3 shield) hp 5/68 (7d8+28) Fort +8, Ref +2, Will +9; +4 vs. fey and plant-targeted effects.

Ana pulls her ironwood scimitar and begins to carve up the impudent half-orc in front of her.

Attack and damage, haste attack and damage: 1d20 + 10 + 1 + 2 ⇒ (4) + 10 + 1 + 2 = 171d6 + 5 ⇒ (4) + 5 = 91d20 + 10 + 1 + 2 ⇒ (4) + 10 + 1 + 2 = 171d6 + 5 ⇒ (5) + 5 = 10

Both her attacks luckily hit even though they were poor, doing 19 damage to her opponent. It looks like her opponent should be at least unconscious from the damage inflicted but he is still on his feat through pure ferocity.


Island of Empty Eyes Map Current Map

Bottom of round 1

The Savage Wreckers take significant damage from you all and roar in rage as they turn back to you all, slicing with fury!

Wrecker 1 on Seijiro

Falchion Attack and Damage, Haste attack and Damage: 1d20 + 11 ⇒ (2) + 11 = 132d4 + 10 ⇒ (2, 3) + 10 = 151d20 + 11 ⇒ (8) + 11 = 192d4 + 10 ⇒ (1, 2) + 10 = 13 BOTH MISS

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Wrecker 2 on Hellhound F12

Falchion Attack and Damage, Haste attack and Damage: 1d20 + 11 ⇒ (5) + 11 = 162d4 + 10 ⇒ (3, 2) + 10 = 151d20 + 11 ⇒ (10) + 11 = 212d4 + 10 ⇒ (2, 1) + 10 = 13 HIT FOR 28 DAMAGE

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Wrecker 3 on Adular

Falchion Attack and Damage, Haste attack and Damage: 1d20 + 11 ⇒ (3) + 11 = 142d4 + 10 ⇒ (2, 2) + 10 = 141d20 + 11 ⇒ (12) + 11 = 232d4 + 10 ⇒ (3, 3) + 10 = 16 HIT FOR 16 DAMAGE

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Wrecker 4 on Rain

Falchion Attack and Damage, Haste attack and Damage: 1d20 + 11 ⇒ (13) + 11 = 242d4 + 10 ⇒ (1, 2) + 10 = 131d20 + 11 ⇒ (15) + 11 = 262d4 + 10 ⇒ (4, 2) + 10 = 16 HIT FOR 29 DAMAGE

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Wrecker 5 on Ana

Falchion Attack and Damage, Crit Confirm and Damage: 1d20 + 11 ⇒ (19) + 11 = 302d4 + 10 ⇒ (1, 3) + 10 = 141d20 + 11 ⇒ (20) + 11 = 312d4 + 10 ⇒ (4, 3) + 10 = 17 Critical Hit! Haste attack and damage: 1d20 + 11 ⇒ (12) + 11 = 232d4 + 10 ⇒ (2, 3) + 10 = 15 ANA TAKES 46 DAMAGE

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Just when you think the onslaught is over, you hear sudden chanting above you and a wall of swirling flames bursts into being among you all! This wall is 20' high and splits the entire ship in half. All those in the wall itself (Amen, Adular, Variel, and Ana)take 2d4 + 9 ⇒ (4, 1) + 9 = 14 Fire damage minus any immunity or resistance to fire. Anyone within 10' of the fire to the south (port) (which is just Dhaavan) takes 2d4 ⇒ (4, 4) = 8 fire damage no save minus any immunity or resistance to fire.

Floating in the air 40' above the deck is a female Half-orc with a monkey on her shoulder, who immediately leaps off and goes chasing after Tomo in the rigging.

You guys are up! If you pass through or stay within the fire you will take 2d4+9 damage. If you stay within 10' of the fire to the south, then you will take 2d4 damage. Please roll this damage yourself when posting as appropriate. The only way to not take damage is to get higher than 20' in the air, or to get to the northern (starboard) side of the ship. The south side of the ship is taking fire damage to the deck and rigging, it is not high enough to reach the sails yet.

End round 1! You guys are up!


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

that's going to put me at 0HP, so if adulart channles I'll be ok, otherwise I'll have to use my action to heal. will roll for my dogs when we know that


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

well your dogs will probably continue to attack whether you're up or down...


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

Seijiro attacks the orc he hit last time... the one right in front of him...

attack: 1d20 + 11 ⇒ (19) + 11 = 30
dmg if hits: 1d6 + 6 ⇒ (1) + 6 = 7

don't forget: On a successful hit that deals damage, the target must succeed at a DC 14 Fortitude save or take a –1 penalty on attack and damage rolls for 1 round as salty brine drips painfully onto the wound.

edit:

to confirm crit: 1d20 + 11 + 1d6 ⇒ (3) + 11 + (6) = 20
dmg if crits: 1d6 + 6 ⇒ (4) + 6 = 10

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Fire burning his skin and also the ship Variel realizes they need to end this combat quickly. He also needs to open up a path for his companions to get to the far side of the wall of fire and to relative safety.

Swift to use mythic point to ignore power attack penalties
Concentration shocking grasp 1d20 + 11 ⇒ (12) + 11 = 23 dc 17
Power attack shocking grasp on half orc in front of him 1d20 + 5 + 3 + 2 + 1 + 1 + 3 ⇒ (1) + 5 + 3 + 2 + 1 + 1 + 3 = 16 for 1d6 + 3 + 2 + 6 + 5d6 ⇒ (1) + 3 + 2 + 6 + (2, 4, 4, 2, 5) = 29 miss charge still held
1st attack 1d20 + 5 + 3 + 2 + 1 + 1 + 3 ⇒ (18) + 5 + 3 + 2 + 1 + 1 + 3 = 33 for 1d6 + 3 + 2 + 12 + 5d6 ⇒ (3) + 3 + 2 + 12 + (3, 3, 2, 2, 2) = 32
Crit confirm 1d20 + 5 + 3 + 2 + 1 + 1 + 3 ⇒ (14) + 5 + 3 + 2 + 1 + 1 + 3 = 29 for 1d6 + 3 + 2 + 12 + 5d6 ⇒ (2) + 3 + 2 + 12 + (1, 1, 4, 4, 5) = 34
If this attack drops the half orc then Variel will attack the half orc to the left on Adular
Hasted attack 1d20 + 5 + 3 + 2 + 1 + 1 ⇒ (11) + 5 + 3 + 2 + 1 + 1 = 23 for 1d6 + 3 + 2 + 6 ⇒ (5) + 3 + 2 + 6 = 16

Variel then steps up through the gap he created hopefully with 2 of the foes down.


Island of Empty Eyes Map Current Map

Variel, you only drop the one in front of you. The one next to Adular is still up.

Ana does not look like the fire is affecting her as much as it should be, the same for Amen-set. The fire hurts her but not as much as it should have.


Island of Empty Eyes Map Current Map

Due to an error on my part in positioning and missing something in a post, the attacks on Rain were impossible so they instead go to Ana which knocks her unconscious at -25...and still in the fire lol.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

hope adular channels!


Island of Empty Eyes Map Current Map

Seijiro, the one you attacked is still up. Again mostly due to sheer rage than anything else.

-------------------------------

Adular raises his holy symbol and lets loose with a blast of healing energy.

Spending a mythic point for selective channel boost to remove 4 of the half-orcs. 4d6 ⇒ (1, 1, 6, 1) = 9 ...dammit...everyone gets 9 hp back.

--------------------------------

Variel, how are you moving up again? Remember the entire area is difficult terrain. So either you don't get the haste attack, or you're still in the flames. I put you back where you were until you tell me how you want to proceed.


F Golden Cat Animal Companion 6 [HP:39/39| AC: 21, T 16, FF 15| F: +8 R: +11 W: +5/+4 vs enchantment| CMB +8, CMD 23 | Init: +6/+8, Perc: +5/+7

Rain via their telepathy instructed //Finish the half-orc!//

From her position, Neko casts Scorching Ray (SLA 1/day, range 35ft) and a searing beam of fire shoots from the golden cat's eyes at the half-orc at E:16.

Touch Attack with Haste on Half-Orc at E:16: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
Damage, if hits: 4d6 ⇒ (2, 6, 4, 2) = 14

(Active Effects: Haste, Mage Armour, HP: 28/28, AC 27, Used up Scorching Ray (SLA))

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Jsut leave me there then so someoe else can step up to safety. At this rate I might consider nimble moves as a feat investment. Also mythic channel adds twice the number of excluded people to the healing so we a should all get another 8 healing from the channel for a total of 17!

Firewall damage 2d4 + 9 ⇒ (1, 1) + 9 = 11 full from the channel so only this damage should be reflected on Variel's profile now.

status:

Hp 50/61
AC 27
Shield round 6 of 70
Haste round 2 of 7


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oh yeah I forgot about the bonus hp due to selective Thanks!


Island of Empty Eyes Map Current Map

Blammo! Lights out b!&+*!

The half-orc Neko shot screeches in agony before dropping to the deck...dead!


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Rain, with her extended pike (20ft) and from her position in the air, thrusts the pike into the flames and using the hook to latch onto the unconscious Ana's clothing attempted to drag the druid out of the fire to safety: E:16.

Fire Damage to Magical +1 Pike: 2d4 + 9 ⇒ (4, 1) + 9 = 14 (Magical pike takes 1/2 damage (due to it being energy and not easily flammable like cloth) and has a hardness of 7, hp 20). So total damage to pike is 14/2-7=0). So magical pike is unscathed!)

Rain's STR check to drag Ana using magical pike: 1d20 + 3 ⇒ (5) + 3 = 8
Immediate action 1 use of Mythic Power to Surge: 1d6 ⇒ 6

Total of 14 on STR check - hoping that's enough to pull Ana out.

(Active Effects: Haste, Animal Focus: BULL (+2 to STR), HP 63/63, AC 22), Currently 25ft in the air above deck. Mythic power 1/5.)


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Success Rain! Thank you for saving the DMPC...1 million fake experience points to you!


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Yay! Imm, will you be botting Adular this round for healing/channelling? The gods know that Ana and some others are in dire need of it. ;)


Island of Empty Eyes Map Current Map

Adular already healed this round. Dhaavan, Flynn and Amen have to go and then it starts bottom of round 2


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

No worries. I just saw the post ... Sorry. :)


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

Kill the Ork Dhaavan hisses in infernal

Sensing wounded prey, the hounds attack, starting with orc 1 then move on to orc 2
bite: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
For 1d8 + 3 ⇒ (3) + 3 = 6+fire: 1d6 ⇒ 3

bite: 1d20 + 7 ⇒ (3) + 7 = 10 +2 If 1 would drop and it's targeting 2
For 1d8 + 3 ⇒ (4) + 3 = 7+fire: 1d6 ⇒ 5

bite: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
For 1d8 + 3 ⇒ (1) + 3 = 4+fire: 1d6 ⇒ 2

Targeting 2
bite: 1d20 + 7 ⇒ (5) + 7 = 12
For 1d8 + 3 ⇒ (7) + 3 = 10+fire: 1d6 ⇒ 2

Breath recharge
2d4 ⇒ (2, 2) = 4
2d4 ⇒ (2, 3) = 5
2d4 ⇒ (1, 4) = 5
2d4 ⇒ (2, 1) = 3

Dhaavan casts Vanish and moves away to H10


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Dhaavan, H:10 still puts you 10 ft from fire wall (south) and you unfortunately will need to roll fire damage 2d4, I believe? :/


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Horatio looks at the caster above him, hovering there and his eyes narrow in anger.

He jerks his pistols, then, and goes to work…

First Horatio uses Rage and then snaps on Archeologists Luck at the enemy above him –

Attack 1 with Pepperbox on Touch with Range Factored in
1d20 + 15 - 2 - 2 - 2 ⇒ (8) + 15 - 2 - 2 - 2 = 17

If it hits –
1d8 + 4 + 1 + 1 ⇒ (1) + 4 + 1 + 1 = 7

Attack 2 With Revolver
1d20 + 15 - 2 - 2 - 2 ⇒ (2) + 15 - 2 - 2 - 2 = 11

If it hits –
1d8 + 1d6 + 4 + 1 + 1 ⇒ (8) + (4) + 4 + 1 + 1 = 18

Attack 3 With Revolver
1d20 + 10 - 2 - 2 - 2 ⇒ (18) + 10 - 2 - 2 - 2 = 22

If it hits –
1d8 + 1d6 + 4 + 1 + 1 ⇒ (1) + (3) + 4 + 1 + 1 = 10

EDIT: Well, not sure what her touch attack is, but I’m clear that if it’s an 11 I didn’t do too bad.

Current AC is now 23


Female 7 - HP: 61, AC: 19, (Fort: 6, Ref: 3, Will: 9). Initiative: +1, Perception: 13/15

As Amen-set is still poised 20 feet up on the Fighting Top, she takes a 5 foot step back on the deck of the top to E:13 and begins casting…

Amen-set is casting a spell


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

2d4 ⇒ (1, 4) = 5
Flynn, why are you doing an extra d6 damage on the second attack and subsequent shots, but not the first?


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Dhaavan wrote:

2d4

Flynn, why are you doing an extra d6 damage on the second attack and subsequent shots, but not the first?

Magic Pepperbox is one hand and the Magic Revolver with fire damage (extra 1d6) in the other hand.


Island of Empty Eyes Map Current Map

Flynn, Amen isn't 20' up, she couldn't be up there and cast the burning hands. You can have her fly up now but in order for her to do the burning hands and catch the ones she did she had to be at their level otherwise she would have hit your companions. You can fly up there now but you were at deck level when you cast the spell.


Island of Empty Eyes Map Current Map

Flynn first and third bullets hit the wizard.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
DM Immortal wrote:
Flynn, Amen isn't 20' up, she couldn't be up there and cast the burning hands. You can have her fly up now but in order for her to do the burning hands and catch the ones she did she had to be at their level otherwise she would have hit your companions. You can fly up there now but you were at deck level when you cast the spell.

Sorry; I assumed that she was on the Fighting Top when she was attacking, as that's where she normally is; as she's a caster and the top is 10x10 feet and 20 feet above deck. However, given that she is on the front line of the combat and can't really cast and is going to just do a "Full Withdrawal" to Down the Hatch, unfortunately.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
DM Immortal wrote:
Flynn first and third bullets hit the wizard.

"Come on, you bytch! Let's dance," he calls out as he watches the bullets score the flesh of the caster.

Not much to do, so I figured I'd toss up a little Social RP. Hope that's okay :)


Island of Empty Eyes Map Current Map

Dhaavan, your puppies drop the first orc after the 3rd bite but miss the last bite on half-orc 2 so he is still up.

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bottom of Round 2

The wall of fire continues to rage, damaging the ship.

The two remaining orcs go to work slicing and dicing.

Orc 2 on Seijiro: 1d20 + 11 ⇒ (11) + 11 = 222d4 + 10 ⇒ (1, 4) + 10 = 15 HIT FOR 15

Haste attack on Seijiro: 1d20 + 11 ⇒ (19) + 11 = 302d4 + 10 ⇒ (2, 3) + 10 = 15 POTENTIAL CRIT! 15 DAMAGE

Crit confirm: 1d20 + 11 ⇒ (15) + 11 = 262d4 + 10 ⇒ (2, 2) + 10 = 14 CRITICAL HIT! ANOTHER 14 DAMAGE FOR A TOTAL OF 44 DAMAGE!

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The other orc left turns and attacks Variel.

Orc 3 on Variel: 1d20 + 11 ⇒ (12) + 11 = 232d4 + 10 ⇒ (1, 3) + 10 = 14 MISS!

Haste attack on Variel: 1d20 + 11 ⇒ (6) + 11 = 172d4 + 10 ⇒ (1, 3) + 10 = 14 MISS!

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The flying half-orc smirks at Horatio and says Yes...let's dance.

Horatio, Dhaavan, Seijiro, and All of the Hellhounds I need you to all make will saves as the first roll in you next post.


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DM EYES ONLY:
1d20 ⇒ 8

ONLY LOOK ONCE YOU HAVE ROLLED YOUR WILL SAVE!:
IF YOU DON'T BEAT A DC 19 WILL SAVE YOU ARE PANICKED FOR 9 ROUNDS. With a save you are still Shaken but only for 1 round.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
DM Immortal wrote:
The flying half-orc smirks at Horatio and says Yes...let's dance.

Horatio's fingers tighten on the butt of his pistol as he stares at the caster above him...

Willpower Save with Archaeologist's Luck to Resist the Spell -
1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24

Attack 1 with Pepperbox on Touch with Range Factored in
1d20 + 15 - 2 - 2 - 2 - 2 ⇒ (5) + 15 - 2 - 2 - 2 - 2 = 12

If it hits –
1d8 + 4 + 1 + 1 ⇒ (3) + 4 + 1 + 1 = 9

Attack 2 With Revolver
1d20 + 15 - 2 - 2 - 2 - 2 ⇒ (8) + 15 - 2 - 2 - 2 - 2 = 15

If it hits –
1d8 + 1d6 + 4 + 1 + 1 ⇒ (7) + (6) + 4 + 1 + 1 = 19

Attack 3 With Revolver
1d20 + 10 - 2 - 2 - 2 - 2 ⇒ (19) + 10 - 2 - 2 - 2 - 2 = 21

If it hits –
1d8 + 1d6 + 4 + 1 + 1 ⇒ (4) + (3) + 4 + 1 + 1 = 13

EDIT: Via the Spell Effects for failing to fully save - I've made full Penalty Adjustments. It looks like at least One Attack has hit (I hope?) and if so, that has done a total of another 13 HP, possibly an additional +19 more damage depending on the other Revolver Shot? But I don't formally know, yet.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

will save, dc unknown: 1d20 + 4 + 2 + 1d6 ⇒ (10) + 4 + 2 + (6) = 22

to hit: 1d20 + 10 + 1 - 2 ⇒ (2) + 10 + 1 - 2 = 11
dmg if hits: 1d6 + 6 ⇒ (5) + 6 = 11

surprise strike attack, swift action: 1d20 + 10 + 1 + 1 - 2 ⇒ (15) + 10 + 1 + 1 - 2 = 25 vs flatfooted ac
dmg if hits: 1d6 + 6 + 3d6 ⇒ (6) + 6 + (6, 5, 5) = 28 dmg bypasses any dr

to confirm crit(keen rapier): 1d20 + 10 + 1 + 1 - 2 ⇒ (12) + 10 + 1 + 1 - 2 = 22 also vs flatfooted ac
extra dmg if confirmed: 1d6 + 6 ⇒ (1) + 6 = 7

Seijiro , hopefully having no more foes in front of him, takes a step back... breathing heavily...

"Adu', could use a little help here."


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Here's hoping that Seijiro was able to defeat the enemy in front of him. For now I'm going to have Amen-set wait to see what Variel, Ana, Rain and Neko do (I'm assuming that Adular will Channel Energy, but we'll see). Point is; if they're able to kill the other Half-Orc she'll be up without worrying about an AoO, which is a good thing...

Horatio glances up at the caster, noticing that she's moving across the deck and towards the starboard bow and his eyes narrow as he turns a glance aft.

"Oye! We still got a bunch of those sons o'whores on that skiff to our port side - but meantime, anyone going to lend me a hand with this one? She's bleeding but she ain't dying yet," he says, glancing back to the caster.

Unless, GM, maybe she IS dying? In which case that's not a problem for me :)


Island of Empty Eyes Map Current Map

Good on the save Jiro and holy s%&+ nice hit!

Horatio, just the last shot hit and did damage.

Horatio turns and shoots at the flying female after she sent a spell causing fear to course through you but he was able to fight it off and shoot at her but the residual fear shook his shooting hand just enough for him to miss his first two shots before plugging her with the last one, the flaming bullet searing her.

Seijiro manages to shake the spell off as well before turning on the half-orc next to him and with a surge of energy and preternatural speed, stabs the rapier neatly through the warriors armor, through his heart and out the other side. Pulling the rapier smoothly out, the half-orc falls to the deck...dead.


Island of Empty Eyes Map Current Map

Flynn, she's wounded a bit but you still have a long way to go before shes dying.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
DM Immortal wrote:
Flynn, she's wounded a bit but you still have a long way to go before shes dying.

Yes; well, to be fair, I only shot her twice so far. However, I'm hoping that will change soon ;)

Meantime, are you still botting Adular? I think the others wouldn't turn down a Healing Burst. Finally, what are the remaining guys on the skiff doing - and what about the guys in the water swimming toward us?

EDIT: I think the caster has lost 30 HP so far; so that's kind of good news.


Island of Empty Eyes Map Current Map

Adular suffers an additional Wall of fire damage: 2d4 + 9 ⇒ (4, 4) + 9 = 17

He moves forward out of the flames and takes the attack from the half-orc in order to get room to cast.

Half-orc aoo on Adular: 1d20 + 11 ⇒ (5) + 11 = 162d4 + 10 ⇒ (3, 1) + 10 = 14 MISS!

Adular then turns and looks at the half-orc with almost savage expression that these people would dare cause so much damage to his ship. He sends out a blast of healing energy, removing this creature before him from Besmara's blessing and says to you all Someone destroy this one.

Channel energy: 4d6 ⇒ (1, 2, 4, 6) = 13 Everyone except Flynn gets 13 hp back! (Flynn you're outside the burst range)


Female Archon-blooded Aasimar
Crunchy Bits:
Saurian Shaman Druid 7/Hierophant 1 AC 18, touch 11, flat-footed 18 (+4 armor, +1 deflection, +3 shield) hp 5/68 (7d8+28) Fort +8, Ref +2, Will +9; +4 vs. fey and plant-targeted effects.

Ana wakes groggily and moves back between Rain and Neko, green fire beginning to glow behind her emerald eyes.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
DM Immortal wrote:

(Flynn you're outside the burst range)[/ooc]

Horatio gives the party a glance; noting that Adular has done what he can to heal the company and scowls, his eyes on the caster -

"Ain't got time to bleed..." he mutters, his eyes now on the caster.


Female 7 - HP: 61, AC: 19, (Fort: 6, Ref: 3, Will: 9). Initiative: +1, Perception: 13/15

Amen-set will now charge out of the hold - Hoping that the enemy doesn't have combat reflexes at this point - and moves to D:11 and then casts Admonishing Ray on the caster -

That should have her moved a total of 15 feet if we count 5 feet for the hatch

As she moves she calls upon her god and her face and features merge to that of the Falcon even as Horus bursts out with her and is now perched on her shoulder -

Range Attack vs. a Touch Attack
1d20 + 8 ⇒ (12) + 8 = 20

4d6 ⇒ (3, 6, 5, 5) = 19

EDIT: So I think that should hit the caster's touch attack and that means she does 19 points of Non-Lethal Damage.

If that's correct that means that the caster has lost a total of 49 HP, though 19 of them are Non-Lethal; but if the caster falls and goes into the water, she'll likely drown in any case.

There is no save for Admonishing Ray


Island of Empty Eyes Map Current Map

Just an fyi flynn, you will be leaving a threatened space coming out of the hold and will suffer an aoo from the half-orc there. Still doing that?


Female 7 - HP: 61, AC: 19, (Fort: 6, Ref: 3, Will: 9). Initiative: +1, Perception: 13/15
DM Immortal wrote:
Just an fyi flynn, you will be leaving a threatened space coming out of the hold and will suffer an aoo from the half-orc there. Still doing that?

The Half-Orc already used his AoO - does he have Combat Reflexes?

Actually, I guess I wouldn't know that; so for now I'll formally hold action to allow Rain, Variel, Dhaavan and his summoned creatures and Neko to make their moves - but that's what she'd do eventually I guess.

Just consider it her move at the end of the turn after the other guys attack, then. If the rest of the gang can't drop this guy, she'll just take her chances.

So that should mean that by the end of the round the Caster will have lost 49 HP at least (assuming that another player doesn't tap over and give Horatio a hand taking her down) and assuming she hit. However, for now that will just have to wait until or unless the others drop the half-orc first, I guess.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Variel sees the half orcs drop all around him but not before delivering some massive damage themselves. Slightly impressed by the brutality of it all Variel can barely believe that he himself was unscathed sxcept by the wall of fire. With only 1 opponent before him Variel focuses on it before trying to move out of the heat.

full round attack with spell combat
mythic enhanced power attack 1d20 + 12 ⇒ (18) + 12 = 30 for 1d6 + 11 ⇒ (5) + 11 = 16
threat confirm 1d20 + 12 ⇒ (3) + 12 = 15 for 1d6 + 11 ⇒ (5) + 11 = 16
hasted attack 1d20 + 12 ⇒ (19) + 12 = 31 for 1d6 + 17 ⇒ (1) + 17 = 18
threat confirm 1d20 + 12 ⇒ (15) + 12 = 27 for 1d6 + 17 ⇒ (3) + 17 = 20

Assuming his opponent is not standing (54 damage) Variel casts fly on himself as part of the full round spell combat and steps forward and to the left where his opponent was just standing moments before. He looks up at the flying caster contemplating his next move while calling out to he others. Where are the other half-orcs from the ship?

Swift action to get back shocking grasp


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

will: 1d20 + 8 + 1d6 ⇒ (7) + 8 + (5) = 20
Dhaavan shakes off the fear, but...

hounds
will: 1d20 + 1 ⇒ (1) + 1 = 2
will: 1d20 + 1 ⇒ (16) + 1 = 17
will: 1d20 + 1 ⇒ (3) + 1 = 4
will: 1d20 + 1 ⇒ (4) + 1 = 5

All the pups flee in fear, so Dhaavan summons more!

If the Orc is still up:

1d3 + 1 ⇒ (3) + 1 = 4
appear at D:13, 14, 15 and another at f:14 and viciously rip into the orc at e:14
1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
for 1d8 + 3 ⇒ (8) + 3 = 11 for fire: 1d6 ⇒ 4 15

1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
for 1d8 + 3 ⇒ (8) + 3 = 11 for fire: 1d6 ⇒ 1 12

1d20 + 7 ⇒ (16) + 7 = 23
for 1d8 + 3 ⇒ (6) + 3 = 9 for fire: 1d6 ⇒ 5 14

1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
for 1d8 + 3 ⇒ (6) + 3 = 9 for fire: 1d6 ⇒ 1 10

Dhaavan wraps his cloak around him and it hardens
AC:16

but, if Variel handled that problem, Dhaavan is still casting Summon Monster 3 but is doing it in the traditional manner.
2d4 ⇒ (4, 4) = 8
concentration: 1d20 + 12 ⇒ (15) + 12 = 27 to keep the spell

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Ninja'd you Dhaavan. I think it is dead after Variel went so you might want to revise that to eagles or something.

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