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

Game Master imimrtl

Loot List

Current Map

Island of Empty Eyes Map

Port Peril Map

Ship interior
Ship exterior

Dread Lady Upper level
Dread Lady All Levels


2,701 to 2,750 of 13,686 << first < prev | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | next > last >>

Island of Empty Eyes Map Current Map

Variel:
You do feel the creature swing it's tentacles at something else as you manage to free yourself So you can breach the surface as your move action.

DM EYES ONLY:
AoO on Dolphin 1d20 + 7 ⇒ (4) + 7 = 11

Damage 3d6 + 4 ⇒ (6, 2, 4) + 4 = 16

Dhaavan: The dolphin can easily pinpoint the creature and attack due to it's blindsight ability.


Island of Empty Eyes Map Current Map

You cannot attack the tentacles unfortunately Sko. You need to get within your reach of the creature itself to attack it. You can pinpoint it with your scent though so you know which square it's in.

As it seems like everyone has done what they are doing this round. Perception checks haven't picked up anything else other than what I've already given.

Start of Round 2

You see Variel's head breach the surface of the water, covered in inky muck that looks almost like black blood.

DM EYES ONLY:
Attack on Dolphin
1d20 + 7 ⇒ (18) + 7 = 25

Damage
3d6 + 4 ⇒ (6, 1, 6) + 4 = 17

Dead Dolphin

Sko:
You felt movement and smelled blood and then can no longer smell the dolphin.

You all are up. I understand this combat is complex due to the circumstances of the blackness and water and such, so please ask me any questions you need to. Try and keep them brief and to the point though.


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)

GM, where can I summon my dolphin, it looks like i got D4, and E5 as my boundries, and anywhere within that cone. Can i make it as far as F5 in terms of Line of Sight, cause that's within the 35 ft range i have.

Can I hit E7 or anything in row C or do pieces of wall block my vision?

also, it looks like my dolphin won't be able to do things like charge, due to lack of space, but can it flank with Variel with him being grappled? or are they technically in the same space, hence he can't flank with anyone?

SOrry to ask so late, Had late night after my third day of training for my job. BTW, i got a job and started training and will be working. It's super spotty when i work, but when i'm there, no posting at all save from phone while on my break.


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)

Didn't see those posts you made before mine, but I'm jsut gonna toss my dolphin rolls and such. Does the hero point jsut make the dolphin pop early, or can I start summoning another one to have appear in round 2.

Lemme know and that one will appear, otherwise, I guess I'll start summoning again... so that's 2 spells...

While there is the usual connection between the dolphin and summoner, as it has fealt before, suddenly the aspect of the creature appears in a murky blackness without warning. from the surface, it detects a many tentacled creature fighting with a humanoid like his master. A hint of fear courses through the fiendish creature as it also senses a shark in the water, but paying it no heed, it moves in on the Cephelopod...

1d20 + 5 ⇒ (7) + 5 = 12
+2 if it can charge cause the creature is deep enough an it can make the 10ft move, otherwise 5', and another 2 if it can flank with Variel.
for1d4 + 3 ⇒ (4) + 3 = 7

Sovereign Court

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

Breaking the surface of the water, Variel calls out to everyone. Watch out for that tentacle.its strong and hurts like hell. If anyone can get a healing off I need it. Not going to last long. I'll keep it busy so you can get to me.

Int check to know where it grappled me from so I know where to defend? 1d20 + 3 ⇒ (3) + 3 = 6

Full round action to use spell combat
cast defensively shield 1d20 + 10 + 3 ⇒ (9) + 10 + 3 = 22 DC: 17
Swift action to imbue cutlass.
Fight defensively 1d20 + 6 - 4 - 2 - 3 - 2 ⇒ (7) + 6 - 4 - 2 - 3 - 2 = 2
Damage 1d6 + 3 ⇒ (1) + 3 = 4

Status:
HP: 9/23
AC: 24

Heres hoping it doesn't crit and th AC holds up until you guys kill it.


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)

I am theoretically able to move up and attack with speed - but that's only if Valeros formally cast the spell on me. As of now, I don't know if he did or didn't. When I get a ruling on that, I'll be able to take an action.


Human Druid (Shark shaman) 2, Barbarian (Beast Totem) 1/AC: 13/HP: 30/F +7, R +0, W +6/Init. +0/Per. +7

Sko swims to the source of the creature smell and attacks.

Bite: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d6 + 4 ⇒ (2) + 4 = 6

HP: 30
AC: 15

Sovereign Court

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

Thanks for hitting it Sko as that should take the pressure of me. Hopefully we can take it down here in the next two rounds and then heal up.

Flynn, I think whoever wanted the touch of the sea spell could have it. Since or the only one to speak up I would assume it is yours.


Island of Empty Eyes Map Current Map

Sko: Remember with scent it allows you to pinpoint the creature but you still need to roll 50% miss chance for total concealment. You definitely are able to sense that this creature is much larger than a normal octopus and tastes....wrong.


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)

Disgusted at this foul creature, a strange vehemence boils inside of me.

My eyes frost somewhat and I lift my finger at the foul ink of this octopus and roar out –

”Your blood will be mine!”

I am moving up to D:8 and I am casting “Cause Fear” at the creature – theoretically… I have read the rules for it several times and see no descriptor in it which suggests that I need to see the creature. Since I don’t need to see the creature, I believe it would work.

Again – this assumes that A) I can affect the creature. A giant octopus may have more than 5 HD – but I hope it doesn’t, as that would really suck. But also it assumes B) that I can affect a creature I can’t see. Again – there is no rule under “Cause Fear” that says I need to see the creature; since that is the case, I am going to assume this works. However – if there is some reason I can’t do this – and there may be – while I certainly do not know – Flynn at least would know – and he would have used something entirely different; which I will happily ret-con as soon as I get the straight word.

Question: can we please get some sort of visual idea of where the “ink” is on the map? What space it covers, which grids and so forth. Also – although we can’t see Sko – I am guessing he is no longer where his character is on the map - as he moved up to attack, which is why I am able to stand there. Also I am also guessing that Variel has not moved from his position – though I don’t know; I am just looking at the map.

Anyway – if this little plan doesn’t work – please let me know; and I will try something else.

Finally - if it works - the creature needs to make a Willpower Save. If it succeeds it is "shaken" for 1 round. If it fails it is "Frightened" for a total of:

Rounds it may be frightened for:
1d4 ⇒ 3


Island of Empty Eyes Map Current Map

Dhaavan: Your 1st dolphin charges but misses last round and you can begin summoning again this round to have another appear next round. So round 1 dolphin charges, round 2 you start summoning again for another to appear in round 3.

Variel: You aren't sure where it came from but it is definitely not within your reach to attack. You need to swim down to it and you aren't sure where exactly it is.

Horatio: Spells with an area of "Target" require you to see the enemy in order to cast the spell on them. Relevant text from PRD.

"Target or Targets
Some spells have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself. You must be able to see or touch the target, and you must specifically choose that target. You do not have to select your target until you finish casting the spell."
As Cause Fear has an area of effect of Target then this applies.

Sovereign Court

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

Immortal:
Would this be a know nature or dungeon check to know about it? Specifically wondering how long the ink will stick around from a creature like this?

Know dungeon if applicable 1d20 + 7 ⇒ (7) + 7 = 14


Human Druid (Shark shaman) 2, Barbarian (Beast Totem) 1/AC: 13/HP: 30/F +7, R +0, W +6/Init. +0/Per. +7

Low roll misses (I always do low roll misses since in PF high is good and low is bad):

Miss %1d100 ⇒ 60

Biting into the foul creature, Sko realizes that this aberration is no ordinary creature of the sea. This only increases his desire to rend it into tiny peices.


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)

Alright…

For now, I am going to ask – in the interest of speeding things up – can I NPC Rain for this round? If so – all I would do is toss up “Freebooter’s Bane” on the creature.

I am also going to just assume that Valeros actually cast the spell on me earlier, and it worked - and I have it on me. If I don't have the spell on me - then I won't be taking this action, either. But it seems likely he would - as he said he would do it for whoever asked - and I asked.

As a "swift action" I intend to use "Archeologist's luck" on this thing. So that's on.

Meanwhile, I guess I too will just swim up to the creature and attempt to attack it. I suppose that I shall also "Fight Defensively" as well. Here’s hoping I hit.

Attack with Sword
1d20 + 6 + 1 - 4 ⇒ (18) + 6 + 1 - 4 = 21

IF I hit –
1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4

Miss Chance – for me it was rolling low – that always was good for skills in old school D&D...
1d100 ⇒ 24

If you don't mind NPCing Rain out to use via Freebooter's Bane - I'd have an additional +1 to Hit and Damage. Please let me know if that is going to work as it would apply to everyone in the party for the duration of the combat with this creature.

TO GM:

Right - so this business about not posting, even during the week, while we're in combat - this is going to take a long time. If a person can't post that day because they are unable to - can we NPC them for the day if we don't hear from them by a reasonable time? We haven't heard from Valeros, Rain or Jiro in roughly 24 hours - not even a tap-in to let us know they're AFK for a day or so, or merely holding action.

I don't know what is going on - if Valeros moved up to hit the creature, or heal Variel, for example. I don't know if Rain would have used "Bless" on the party - Freebooter's Bane - or something else... and as Jiro has both potions of invisibility and the ring of swimming (I think he had it) - I don't know if even now he's moving to flank.

Those are all possible options - and you used to tell the players 2x a day posting. If people can't post during a combat - a quick text message letting you know they would be gone for a day or so would be great so we can get this thing moving along.

Anyway - that's your call, though. But it would speed things up a lot - and for example, right now I'm 99% sure Valeros cast the spell on me - but not 100% sure - because he never confirmed it...

Well, just let me know what you're doing on that aspect. But personally, I don't want to wait a period of more than 1 day for a round.


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)

Dhaavan spends round 2 casting then, so after the creature makes its move, then dhaavan gets a creature

Since the Dolphins have blindsight, does that mean that they don't have a miss chance, or do they even with Blindsight. i know that one's really good, so it should negate miss-chance right?


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)

I'll put ip my d% roll for miss chance in case that's an issue, but lemme know if I don't have to worry about it for future attacks. This is still dolphin 1 cause more show up in round 3

Having missed its charge, Dhaavan's minion redoubles it's efforts, and takes another bash at the tentacled monstrocity, deeming the shark an ally for now

Slam: 1d20 + 5 ⇒ (18) + 5 = 23
For 1d4 + 2 ⇒ (1) + 2 = 3
1d100 ⇒ 78

It's nose swings awkwardly but hopefully connects.


Island of Empty Eyes Map Current Map

Dhaavan:
Just as an FYI though you couldn't normally tell, the first dolphin is dead. It got killed after it's first attack.


Island of Empty Eyes Map Current Map

Sko and Horatio, as you swim down to attack the creature lashes out with it's tentacles at you both.

AoO for moving through a threatened space on Sko

1d20 + 7 ⇒ (15) + 7 = 22

Damage

3d6 + 4 ⇒ (6, 6, 5) + 4 = 21

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

AoO for moving through a threatened space on Horatio

1d20 + 7 ⇒ (19) + 7 = 26

Damage

3d6 + 4 ⇒ (2, 5, 2) + 4 = 13

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

You are able to follow it's movements down to actually pinpoint it's location so you can get your attacks off.


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)

GM:
Oh, i'd have thought a summoner would have some kind of connection to their summons as they can dismiss the summon as a free action, right? But that don't really have the biggest affect on my actions, it's more for the rest of the party.


Island of Empty Eyes Map Current Map

Dhaavan:
Actually that works, so you know that the dolphin went down and attacked and was obliterated this round.


Human Druid (Shark shaman) 2, Barbarian (Beast Totem) 1/AC: 13/HP: 30/F +7, R +0, W +6/Init. +0/Per. +7

Ouchie. I don't think I can do enough damage in this form but if I move away it's going to AoO me anyways so I might as well keep at it. The next hit's going to do me in though so if you have attack options, use them now. I don't know if it still has its regular attacks or not but I'll throw up my roll now.

Infuriated at the smell of his own blood Sko tries to rend and tear some more.

Rend and Tear: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

An additional +1 to both if I'm getting the benefit of Freebooter's Bane.

Current HP: 9/30


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 is still sort of stuck at the end watching the rear... but I'm here and watching... just explaining why no posts... maybe if this thing is too tough for us we can get out of the chamber and regroup? We have healing in the form of potions, but kinda hard to drink a potion in the heat of battle, esp. for sko who's in shark form.


Island of Empty Eyes Map Current Map

Seijiro you can move through an allies space to get to the water if you wish.

Sko: your attack misses.

Valeros dives into the water and swims towards the bottom, attempting to help his companions. Feeling around, he catches hold of Variel and pours healing energy into him. 1d8 + 3 ⇒ (1) + 3 = 4 hp restored


Island of Empty Eyes Map Current Map

Rain extends her pike (swift) and takes a blind jab at the creature (standard).

Knowledge Arcana Check to identify creature (magical beast) 1d20 + 6 ⇒ (11) + 6 = 17

With a look of horror she yells out It's a Devilfish!

1d20 + 4 ⇒ (19) + 4 = 23

1d8 + 7 ⇒ (1) + 7 = 8

1d100 ⇒ 76 miss chance low misses.

Her pike drives down and pierces the creature with a vicious hit.


Island of Empty Eyes Map Current Map

I think that is everyone so it's the Devilfish's turn.

Horatio your attack hit, Sko yours did not.

END ROUND 2 BEGIN ROUND 3

Horatio as you were the last to hit it it goes after you.

Tentacle attack

1d20 + 7 ⇒ (9) + 7 = 16

3d6 + 4 ⇒ (6, 3, 1) + 4 = 14

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

You all's turn!

NPCing Rain

Rain, frustrated and worried about her companions calls out to Gozreh for aid and slams her pike down into the water. The inky blackness instantly clears and you all can see now!

Used Hero Point for Rain to perform a special effect as it looked like you all might need some help with this fight.

Sovereign Court

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

Hearing a call out to Gozreh, the water instantly cleared. Looking around, Variel spots the creature giving everyone problems just a few feet away. Trusting to his defense and his agility, Variel moves forward to attack the devil fish.

Move forward and attack 1d20 + 6 ⇒ (19) + 6 = 25 flank not included
Damage 1d6 + 3 ⇒ (2) + 3 = 5
Crit confirm 1d20 + 6 ⇒ (2) + 6 = 8
Damage 1d6 + 3 ⇒ (5) + 3 = 8

Status:
HP: 13/23
AC: 21


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

Hard to tell where Seijiro can go since the map shows no place he can move to where there isn't someone already - 30' of movement puts him in variel's space.... It looks like maybe he can move around north and in through the side passage - is that possible? If so, he'll do that and try to get a flank on it that way

to hit: 1d20 + 6 ⇒ (16) + 6 = 22 + an additional 2 to hit if he has flank

damage if that hits: 1d6 ⇒ 1

additional flank damage if applies: 2d6 ⇒ (1, 6) = 7


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)

Several things I could do - but I don't know where the creature is, or where I am in relation to the creature - or the rest of my companions are in relation to the creature. Before I act - is it possible to get a quick update on the map with those details? When I know better my position, I'll be better able to help my companions. Thank you.


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)

Feeling his connection to his summoned dolphin cut off as soon as it appeared, Dhaavan once again opens himself fully to the hellscapes he taps into. Nearly blinded by horrific visions he screams out in Invernal, every word offensive as a the most foul obscenities.

Eyes wide with furry, he points at the devil-fish and all around it come frothing forth aquatic mammals from extraplanar seas of fetid blood.
Uses a hero-point to cast SM2 to summon 3 fiendish dolphins.

The dolphins flanking the creature flip their tailfins viciously propelling themselves into the Devilfish from point-blank range, bashing their snouts into its sides
1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
for 1d4 + 3 ⇒ (3) + 3 = 6

Dolphin 2
1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
for 1d4 + 3 ⇒ (2) + 3 = 5

Dolphin 3
While the third Dolphin fails to hit the creature, by attempting to evade the attack, the creature reveals a vital point to Sejiro.
1d20 + 5 ⇒ (3) + 5 = 8
for 1d4 + 3 ⇒ (1) + 3 = 4

The dolphins appeared surrounding the creature, 1 and 2 flanking with eachother, the third opening up a flank for Sejiro so he can do sneak-attack damage this round.

Jiro both sko and flynn have approached the creature, which you wouldn't see on the map, so on rounnd 2 you could have pretty easily moved into range, then round 3 gotten into flank with the dolphin to sneak-attack.

GM, can we have that as the map was not showing movement options?


Island of Empty Eyes Map Current Map

Updated map with this rounds movement included. Assume you are about 10' below the surface.


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

Can you move Seijiro up to D7 with a potion of cure moderate wounds in his hands for whoever needs it since he can't move up to attack this round.


Island of Empty Eyes Map Current Map

That would put you moving through a threatened space just fyi and the devilfish would get an aoo.


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, in that case, I'll as again... does A11 connect to A8 around that section of rock? if so, he'll move around there to get into the action and move up to C7


Island of Empty Eyes Map Current Map

It does but you need to go waaaaaay back around to get to it. Would take you at least 3-4 rounds. You could try using acrobatics to avoid the AoO if you want since you are in the tunnel and walking and not swimming.


Island of Empty Eyes Map Current Map

larger map for reference.


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

hmmm... tough choice... this thing'll probably kill me if it gets one hit from the damage it's been doing. but I can't help unless I try... Seijiro will get out a potion of cure moderate BEFORE he tries moving up though.

[dice=acrobatics[1d20+13[/dice]


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)

I am able to see the creature before me – not knowing how badly damaged it is; nor how powerful it is – I decide to gamble.

I shall do a Full Attack against the creature with the sword and dagger.

Sword attack
1d20 + 6 ⇒ (12) + 6 = 18

IF it hits –
1d6 + 1 + 1 + 1 + 1 ⇒ (4) + 1 + 1 + 1 + 1 = 8

Dagger attack
1d20 + 5 ⇒ (15) + 5 = 20

IF it hits –
1d4 + 1 + 1 + 1 ⇒ (2) + 1 + 1 + 1 = 5


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)

Well - on the plus side - We have yet to get attack actions from Valeros and Sko, so that's good news. We may just be able to take it - depending on what Valeros and Sko do. I don't know how much HP this has - but I think we've done a pretty good chunk to it - which is good times.

Sovereign Court

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

edit needed as I forgot freebooters bane. Please add a +1 to hit and damage for Variel this round. Thanks.


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

oops format error... here we go again

acrobatics: 1d20 + 13 ⇒ (14) + 13 = 27


Human Druid (Shark shaman) 2, Barbarian (Beast Totem) 1/AC: 13/HP: 30/F +7, R +0, W +6/Init. +0/Per. +7

Ever since the Tuesday update these boards have been very frustrating.

Sko continues to tear into the beast (I beleive I get flanking from the dolphin in H6).

Tearing: 1d20 + 5 + 2 + 1 ⇒ (17) + 5 + 2 + 1 = 25
Damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11


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

if you click on the campaign name at the bottom of the page, it clears the previous posts from the update at the top... it's not a great solution, but at least you can tell if there are new posts that way.


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)

Hell yeah! Nicely done, Sko - we seem to be doing an amazing amount of damage so far - and Valeros has yet to go!


Island of Empty Eyes Map Current Map

Can I get a status from everyone?

Sovereign Court

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

HP: 13/23
AC: 21
Hero Point: 1


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

HP: 25/25
AC: 15
Hero Points: 2


Human Druid (Shark shaman) 2, Barbarian (Beast Totem) 1/AC: 13/HP: 30/F +7, R +0, W +6/Init. +0/Per. +7

AC: 15
HP: 9/30
Hero Points: 2


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)

AC: 12
HP: 17
Hero Points: 1
Spells used: 2

Dolphins x3
AC: 13
HP: 15

6,751 to 6,800 of 13,686 << first < prev | 131 | 132 | 133 | 134 | 135 | 136 | 137 | 138 | 139 | 140 | 141 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Immortal's Blood Red Roses: A Skull & Shackles Campaign (Gameplay) All Messageboards

Want to post a reply? Sign in.