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

Game Master imimrtl

Loot List

Current Map

Port Peril Map

Ship interior
Ship exterior

Dread Lady Upper level
Dread Lady All Levels


11,951 to 12,000 of 12,000 << first < prev | 230 | 231 | 232 | 233 | 234 | 235 | 236 | 237 | 238 | 239 | 240 | next > last >>

Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - Barbarian 1 (Urban) (AC 19 / HP 61 / F +8, R + 9, W +6 / Ini + 3 / Perc. +13)
DM Immortal wrote:

Horatio, you already used your movement with the 5' step this round. Amen can go in but you can't take a 5' step and also use your regular move like that. You can do something else with your move action though like draw a potion or something like that.

Okay - then I guess me and Amen-set are down for the round - unless you'd allow her to grab the pouch with the potions, too?

If not, then I think you're up!


F Elf Ranger (Freebooter) 4, Hunter 3, Guardian 1 /AC 23, T12, FF21/ HP 63/63, F+9 R+10/+11 W+5 (+2 vs Enchantments)/ CMB +8, CMD 20/Init +4(+6), Perc. +14/+16

Seeing the guard fall, Rain moves 20 ft into the building and stands along the wall, listening for sounds of other guards.

Perception to listen for approaching enemy: 1d20 + 14 ⇒ (1) + 14 = 15 but alas the wall impedes any success.

So, with pike (normal length) in hand, she holds, waiting for some sign from those companions before her.


Current Map

Round 2

Two more guards come out of the door to your left while you hear several more in the hallway that Seijiro went down.

Guard 3 attacks Seijiro, flanking with Guard 6

Flank attack with cutlass w/ power attack: 1d20 + 11 - 2 + 2 ⇒ (17) + 11 - 2 + 2 = 281d6 + 6 + 4 + 2d6 ⇒ (6) + 6 + 4 + (1, 3) = 201d20 + 6 - 2 + 2 ⇒ (20) + 6 - 2 + 2 = 261d6 + 6 + 4 + 2d6 ⇒ (5) + 6 + 4 + (4, 2) = 21

Crit Confirm: 1d20 + 6 - 2 + 2 ⇒ (15) + 6 - 2 + 2 = 211d6 + 6 + 4 + 2d6 ⇒ (3) + 6 + 4 + (6, 2) = 21

Seijiro, not sure what your current AC is but if it's a 21 or less, that's 62 damage. Otherwise it's 41 damage.

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

Guard 6 attacks from the other side.

Flank attack with cutlass w/ power attack: 1d20 + 11 - 2 + 2 ⇒ (1) + 11 - 2 + 2 = 121d6 + 6 + 4 + 2d6 ⇒ (3) + 6 + 4 + (6, 3) = 221d20 + 6 - 2 + 2 ⇒ (15) + 6 - 2 + 2 = 211d6 + 6 + 4 + 2d6 ⇒ (6) + 6 + 4 + (1, 6) = 23

Fumble Confirm: 1d20 + 11 + 2 - 2 ⇒ (1) + 11 + 2 - 2 = 12

OUCH! Double fumble! Fumble is either...Second Thoughts you are sickened for 1d6 ⇒ 5 rounds...or...On The Receiving End he attack deals damage to you instead of the target. You get to pick Jiro! Guy is sickened for 5 rounds or does 22 damage to himself.

You guys are up!


AC20 (T 16, FF 14); HP 46/65; saves F +5, R +15, W +6; bab: 4; melee 5(+10), ranged +10; CMB 5, CMD 21; speed 30; init +6(+8); perc +10(12)(+14) mp 1/5 kitsune rogue (pirate)/5; bard(sea singer)/2
skills:
acro 20(22,25), appr 11, bluff 7, climb 9, dd 16, disg 6, esc art 10, intim 8, kn local 5, kn geog 6(8), ling 8, perc 10(12,14), prf: harm 8, prf: act 7; pr: sail 10, sm 2, soh 13, spcrft 6, stlth 18(20)(22), sw 9

ac is 21 exactly... and OW! and I'll let him take 22 damage, why not...

Seijiro, in a world of hurt and flanked, dives past the guy to the north and back to the rest of the party....

acrobatics: 1d20 + 25 ⇒ (14) + 25 = 39 if the guy's cmd is 34 or less Seijiro acrobats past him and back down the hall and over the counter, bleeding badly. using rogue's edge: "5 Ranks: You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10)."

"Help?"


Current Map

You're good Jiro, you get back withou issue

Sovereign Court

Male Elf Magus 7 Champion 1; HP 61/61+ 0 temps, AC 22/15/20; saves 8/6/7; CMB: +8, CMD 23 loot list

Variel moves across the room skirting the edge of the 2 guards allowing those behind to have a free shot at them. Although he heard Jiro ask for help there was nothing that he could do at this moment to give any aid other than to occupy the front lines and give the others time to heal him. Once at his spot he attacks the 1 thug with a viscous blow from the cutlass. I will keep them off you Jiro. Heal up.

power attack with keen frost and frostbite 1d20 + 11 ⇒ (15) + 11 = 26 for 1d6 + 12 + 2d6 + 7 ⇒ (2) + 12 + (2, 4) + 7 = 27
threat confirm 1d20 + 11 ⇒ (10) + 11 = 21 for 1d6 + 12 + 12 + 2d6 + 7 ⇒ (6) + 12 + 12 + (2, 4) + 7 = 43
If confirmed then 44 lethal, 4 cold, 22 nonlethal cold and fatigued, if not crit then 14 lethal, 2 cold, 11 nonlethal cold and fatigue.

oops didn't realize that was a wall. either way move and attack though.


Male Half Elf (AC: 22,t12,ff20;HP 26/44; Fort+6,Ref+5, Will+9*; Perc +6; Init +2) Cleric 7

Adular moves towards Jiro as quickly as he can, and invisible to boot. He was going to make finding Dhaavan a priority, but a blow like that to his good friend won't be tolerated.

Assuming I can reach him (trouble with the map), will try a CSW
3d8 + 7 ⇒ (2, 2, 2) + 7 = 13

"Hang in there, lad." Says the patch of nothing nearby

*facepalm at that roll*


AC20 (T 16, FF 14); HP 46/65; saves F +5, R +15, W +6; bab: 4; melee 5(+10), ranged +10; CMB 5, CMD 21; speed 30; init +6(+8); perc +10(12)(+14) mp 1/5 kitsune rogue (pirate)/5; bard(sea singer)/2
skills:
acro 20(22,25), appr 11, bluff 7, climb 9, dd 16, disg 6, esc art 10, intim 8, kn local 5, kn geog 6(8), ling 8, perc 10(12,14), prf: harm 8, prf: act 7; pr: sail 10, sm 2, soh 13, spcrft 6, stlth 18(20)(22), sw 9

Seijiro, near collapse, straightens a bit, and croaks out a brief "Thanks, Adular... I think I could take another one now... " but it's obvious he's talking more bravely than his wounds warrant.


F Elf Ranger (Freebooter) 4, Hunter 3, Guardian 1 /AC 23, T12, FF21/ HP 63/63, F+9 R+10/+11 W+5 (+2 vs Enchantments)/ CMB +8, CMD 20/Init +4(+6), Perc. +14/+16

Rain moves 10ft to end of brown wall (or counter?) and then swiftly extending her pike to its full 20 ft reach attacks the guard (closest to the C2 notation on map)

Two Handed Mythic Power Attack with magical pike, lead blades and bless on Guard: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Damage, if hits: 2d6 + 11 ⇒ (3, 6) + 11 = 20

Current Status:

HP 63/63, AC 23, Lead Blades on Pike, Bless from Adular.


Male Human Witch 7/Arch Mage 1 [HP: 45/53 | AC: 19 (19 w/ ma) T: 13 FF: 17 | F: +7 R: +6 W: +8 Init: +2, Perc: +13]

Jamba moves over to assist Adular and Seijiro. He lays his hand on the rogue and whispers words in Polygot.

CLW: 1d8 + 5 ⇒ (7) + 5 = 12


AC20 (T 16, FF 14); HP 46/65; saves F +5, R +15, W +6; bab: 4; melee 5(+10), ranged +10; CMB 5, CMD 21; speed 30; init +6(+8); perc +10(12)(+14) mp 1/5 kitsune rogue (pirate)/5; bard(sea singer)/2
skills:
acro 20(22,25), appr 11, bluff 7, climb 9, dd 16, disg 6, esc art 10, intim 8, kn local 5, kn geog 6(8), ling 8, perc 10(12,14), prf: harm 8, prf: act 7; pr: sail 10, sm 2, soh 13, spcrft 6, stlth 18(20)(22), sw 9

"You guys are great... I'm starting to feel better already." he says between gritted teeth.


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - Barbarian 1 (Urban) (AC 19 / HP 61 / F +8, R + 9, W +6 / Ini + 3 / Perc. +13)

Cool - so I'm assuming that Variel dropped the enemy he attacked.

I'm also assuming that Rain turned to the next enemy and was able to damage that one pretty bad -

Okay, that being the case, I'll guess my plan is to shoot the remaining one in front of us (the one that Variel didn't kill and the same one remaining that Rain probably nearly killed if not outright killed?

Attack on wounded one -
1d20 + 10 + 1 + 1 + 1 - 2 ⇒ (10) + 10 + 1 + 1 + 1 - 2 = 21

If it hits -
1d8 + 1 + 1 + 4 + 1 ⇒ (2) + 1 + 1 + 4 + 1 = 9

Plus 1d6 Fire
1d6 ⇒ 4

If that hits a Touch Attack of 21 then it does a total of 13 damage. If that stacks with Rain then that does a total of 33 Damage.

I can't really decide what to do next (assuming that Rain didn't drop the guy first?) until the status of the attacks have been reported.


Female 5

I'm still waiting on the update of either Variel's kill or severe wounding; followed by Rain's kill or severe wounding followed by Horatio's kill before I conclude my Move Actions for Horatio.

Meanwhile...

Amen-set turns a glance to Horatio and he looks at her then shrugs.

She nods then turns and places her hand on Jiro's shoulder -

Cure Light Wounds
1d8 + 5 ⇒ (5) + 5 = 10

EDIT: Jiro, I believe that between Adular, Jamba and Amen-set you now have recovered 35 of your HP.

Amen-set will make her Move Action after Horatio makes his Move Action...


AC20 (T 16, FF 14); HP 46/65; saves F +5, R +15, W +6; bab: 4; melee 5(+10), ranged +10; CMB 5, CMD 21; speed 30; init +6(+8); perc +10(12)(+14) mp 1/5 kitsune rogue (pirate)/5; bard(sea singer)/2
skills:
acro 20(22,25), appr 11, bluff 7, climb 9, dd 16, disg 6, esc art 10, intim 8, kn local 5, kn geog 6(8), ling 8, perc 10(12,14), prf: harm 8, prf: act 7; pr: sail 10, sm 2, soh 13, spcrft 6, stlth 18(20)(22), sw 9

Jiro looks at Amen set with a little surprise and a smile.. "Thank you, that makes me feel better."


Current Map

Variel hits and drops the guard unconscious, Rain and Flynn hit the other guard but he is still very much on his feet.

There is a wonderful healing fest ensuing around Jiro.

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

Round 3

The rest of the guards pour into the room and begin unloading with bow and blade upon you all.

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

Guard 4 attacks Variel

1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 271d6 + 6 + 4 ⇒ (6) + 6 + 4 = 161d20 + 6 - 2 ⇒ (5) + 6 - 2 = 91d6 + 6 + 4 ⇒ (2) + 6 + 4 = 12 POTENTIAL CRIT/MISS

Potential Crit confirm: 1d20 + 11 - 2 ⇒ (7) + 11 - 2 = 161d6 + 6 + 4 ⇒ (1) + 6 + 4 = 11 NO CRIT

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

Guard 3 moves out of the hallway and attacks Variel

1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 141d6 + 6 + 4 ⇒ (4) + 6 + 4 = 14 MISS

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

Guard 6 moves into the room and unleashes a shot with his longbow at Rain

1d20 + 10 - 4 ⇒ (17) + 10 - 4 = 231d8 + 3 ⇒ (7) + 3 = 10 HIT for 10 damage

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

Guard 7 moves into the room and unleashes a shot with his longbow at Jamba

1d20 + 10 ⇒ (5) + 10 = 151d8 + 3 ⇒ (7) + 3 = 10 MISS

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

Guard 8 moves and unleashes a shot with his longbow at Amen

1d20 + 10 - 4 ⇒ (15) + 10 - 4 = 211d8 + 3 ⇒ (8) + 3 = 11 HIT for 11 damage

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

Guard 9 moves and unleashes a shot with his longbow at Jamba

1d20 + 10 - 4 ⇒ (20) + 10 - 4 = 261d8 + 3 ⇒ (4) + 3 = 7 Potential Crit
Crit Confirm: 1d20 + 10 - 4 ⇒ (20) + 10 - 4 = 262d8 + 6 ⇒ (2, 1) + 6 = 9 OUCH! Crit Confirmed! Jamba gets his first Crit Card! That card is......IN A ROW! Critical damage and normal damage to adjacent target! So clockwise from the top Amen = 1, Seijiro = 2, Adular = 3 1d3 ⇒ 1 So Amen is hit for another 7 damage.

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

Recap! Variel hit for 16. Rain hit for 10. Jamba hit for 16. Amen hit for 18

YOU ALL ARE UP!


Male Human Witch 7/Arch Mage 1 [HP: 45/53 | AC: 19 (19 w/ ma) T: 13 FF: 17 | F: +7 R: +6 W: +8 Init: +2, Perc: +13]

Jamba takes an arrow deep in his side. He breaks off the arrow at mid shaft as he moves next to Horatio and Rain. He cast another spell aimed at the hard corner where all of the enemies are. "Ta da grave wit ya all! Try shootin Jamba now!"

Glitterdust DC 18 will or blinded. Should hit every enemy except the one off by himself.

If it goes off and is successful before the others attack, it could give them an AC penalty.

HP: 37/53


Current Map

Will for Guards 3, 6, 7, 8, 9 vs. glitterdust: 1d20 + 5 ⇒ (6) + 5 = 111d20 + 5 ⇒ (3) + 5 = 81d20 + 5 ⇒ (17) + 5 = 221d20 + 5 ⇒ (9) + 5 = 141d20 + 5 ⇒ (6) + 5 = 11 ...All blind except for Guard 7


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Male Half Elf (AC: 22,t12,ff20;HP 26/44; Fort+6,Ref+5, Will+9*; Perc +6; Init +2) Cleric 7

"Hang on you lot," A familiar burst, not unlike sea spray and light, erupts from Adular healing the recently wounded.

Mythic Selective channeling should keep any guards or foes from getting the benefits.
Channeling: 4d6 ⇒ (1, 5, 1, 1) = 8
Any party member brought up to full, or already at it gets the Overflowing Grace bonus, a +1 Sacred bonus to attack, Skill, ability checks, and saving throws for one minute

Okay, another #### healing roll. Clearly, Besmara wants us to die.


F Elf Ranger (Freebooter) 4, Hunter 3, Guardian 1 /AC 23, T12, FF21/ HP 63/63, F+9 R+10/+11 W+5 (+2 vs Enchantments)/ CMB +8, CMD 20/Init +4(+6), Perc. +14/+16

Rain felt the arrow just pierce through her armour and grimaced at the pain. In no time, she felt the warm, healing energy of Adular's channel and felt relief - not wholly hale but not seriously injured either. Rain is at 61/63 HP.

"Much obliged, Adular!"

Rain takes a 5ft step back and using her extended magical pike, thrusts over the counter with both hands at the guard in front (Guard 3). She is fighting defensively (as a standard action, –4 penalty on all attacks in a round to gain a +2 to AC until the start of your next turn).

Fighting Defensively, Two handed Mythical Power Attack, with lead blades, bless and Mythic Surge on Glitterdusted/Blinded Guard 3: 1d20 + 7 + 1 - 4 + 1d6 ⇒ (19) + 7 + 1 - 4 + (6) = 29
Damage, if hits: 2d6 + 11 ⇒ (3, 4) + 11 = 18

Does the counter provide any partial cover for these guards or us, Immortal?

Current Status:

HP 61/63, AC 23+2=25 until her next turn, Lead Blades on Pike, Bless from Adular. 2 uses out of 5 of Mythic Surge this day.

Sovereign Court

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Male Elf Magus 7 Champion 1; HP 61/61+ 0 temps, AC 22/15/20; saves 8/6/7; CMB: +8, CMD 23 loot list

Welcome to the crit show Jamba!

Thanks Adular!

His primary foe dropped Variel sea the other guards attacking from behind the counter and through the doorway. Trying to claim the corner he attacks the guard to the se of him. Adding to his Arsenal of tricks Variel adds acid to his first attack.

Spell combat with spell strike.
Concentration check for acid splash 1d20 + 13 ⇒ (9) + 13 = 22
Power attack frost, keen, frostbite, acid splash 1d20 + 9 ⇒ (1) + 9 = 10 for 1d6 + 12 + 2d6 + 7 + 1d3 ⇒ (3) + 12 + (2, 3) + 7 + (1) = 28
Crit fumble check 1d20 + 9 ⇒ (15) + 9 = 24
Power attack frost, keen, frostbite 1d20 + 9 ⇒ (15) + 9 = 24 for 1d6 + 12 + 2d6 + 7 ⇒ (5) + 12 + (4, 1) + 7 = 29
Crit confirm Power attack frost, keen, frostbite 1d20 + 9 ⇒ (12) + 9 = 21 for 1d6 + 12 + 12 + 1d6 + 7 ⇒ (4) + 12 + 12 + (4) + 7 = 39
If confirmed then 45 regular damage, 4 cold, 18 nonlethal cold an fatigued; unconfirmed then 17 lethal, 4 cold and 8 nonlethal cold and fatigued.

status:

53/61 hp
AC 26
Shield
Effortless armor
Bull's strength
Frostbite 5/7 used
1/7 arcane pool used
1/5 mythic points used


Current Map

Ok so waiting on horatio and amen and seijiro.


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - Barbarian 1 (Urban) (AC 19 / HP 61 / F +8, R + 9, W +6 / Ini + 3 / Perc. +13)
DM Immortal wrote:
Ok so waiting on horatio and amen and seijiro.

Horaito and Amen-set are waiting until after Seijiro has acted so they know where the spots to go are. Basically he doesn't want to move to block Seijiro from a specific purpose/path.


AC20 (T 16, FF 14); HP 46/65; saves F +5, R +15, W +6; bab: 4; melee 5(+10), ranged +10; CMB 5, CMD 21; speed 30; init +6(+8); perc +10(12)(+14) mp 1/5 kitsune rogue (pirate)/5; bard(sea singer)/2
skills:
acro 20(22,25), appr 11, bluff 7, climb 9, dd 16, disg 6, esc art 10, intim 8, kn local 5, kn geog 6(8), ling 8, perc 10(12,14), prf: harm 8, prf: act 7; pr: sail 10, sm 2, soh 13, spcrft 6, stlth 18(20)(22), sw 9

I'm not sure which icon on themap is Seijiro - even when i do setting to 100%, it's too small to make out which is which... sorry


Current Map

there is a magnifier tool that you can use to zoom in on a particular area on the toolbar


AC20 (T 16, FF 14); HP 46/65; saves F +5, R +15, W +6; bab: 4; melee 5(+10), ranged +10; CMB 5, CMD 21; speed 30; init +6(+8); perc +10(12)(+14) mp 1/5 kitsune rogue (pirate)/5; bard(sea singer)/2
skills:
acro 20(22,25), appr 11, bluff 7, climb 9, dd 16, disg 6, esc art 10, intim 8, kn local 5, kn geog 6(8), ling 8, perc 10(12,14), prf: harm 8, prf: act 7; pr: sail 10, sm 2, soh 13, spcrft 6, stlth 18(20)(22), sw 9

acrobatics: 1d20 + 25 ⇒ (11) + 25 = 36

Seijiro jumps up on the counter and stabs down at the fellow below him

to hit: 1d20 + 11 ⇒ (13) + 11 = 24plus 1 for higher ground? or don't they have that rule in pathfinder?
dmg if hits: 1d6 + 2 ⇒ (6) + 2 = 8


Current Map

Nice and definite hit!


AC20 (T 16, FF 14); HP 46/65; saves F +5, R +15, W +6; bab: 4; melee 5(+10), ranged +10; CMB 5, CMD 21; speed 30; init +6(+8); perc +10(12)(+14) mp 1/5 kitsune rogue (pirate)/5; bard(sea singer)/2
skills:
acro 20(22,25), appr 11, bluff 7, climb 9, dd 16, disg 6, esc art 10, intim 8, kn local 5, kn geog 6(8), ling 8, perc 10(12,14), prf: harm 8, prf: act 7; pr: sail 10, sm 2, soh 13, spcrft 6, stlth 18(20)(22), sw 9

don't forget his dc 14 fort save too


Female 5

Amen-set sees that the pirates are moving up and takes a five foot step then turns and unleashes a cone of flame -

Casts Burning Hands to get the Cone effect to hit the two pirates in the southern hall, the one pirate next to them and of course it will probably miss with the last square - I tried to draw some text-boxes to highlight the positions that were to be marked, but it's tricky to find the text-boxes on the map unless you hover the arrow in the right place

Her blue eyes go black for a moment and flames shiver in their depths -

"Dracarys..."

Burning Hands Damage
5d4 ⇒ (3, 2, 1, 3, 2) = 11

Reflex Save for half - but even if they manage to save, I think that will start the hallway on fire and cause smoke next round for them to deal with. But I guess we'll see what's up...


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - Barbarian 1 (Urban) (AC 19 / HP 61 / F +8, R + 9, W +6 / Ini + 3 / Perc. +13)

Seeing that Jiro has one of them wounded, Horatio turns and shoots at the wounded one Sejiro shot, hoping to bring him down...

Attack on Wounded One
1d20 + 10 + 1 + 1 + 1 - 2 ⇒ (9) + 10 + 1 + 1 + 1 - 2 = 20

IF it hits -
1d8 + 1 + 1 + 1 + 4 ⇒ (3) + 1 + 1 + 1 + 4 = 10

Plus Fire Damage
1d6 ⇒ 6

EDIT: If that hits it means that the guy has now taken another 16 damage on top of Jiro's 8 and whatever else the spell Amen-set used did


Current Map

Where amen is she can get guards 6, 7, and 8

Fort Save vs Brines Sting: 1d20 + 6 ⇒ (9) + 6 = 15 SUCCESS

Reflex save vs Burning Hands: 1d20 + 9 ⇒ (7) + 9 = 161d20 + 9 ⇒ (18) + 9 = 271d20 + 9 ⇒ (9) + 9 = 18 SUCCESS, SUCCESS, SUCCESS

Variel drops the one he attacked.

Amen, the interior of the apothecary is thick treated wood and doesn't burn very easily. You manage to scorch the walls a bit but they do not catch fire unless you use a damage over time spell effect.


Female 5
DM Immortal wrote:
Where amen is she can get guards 6, 7, and 8

I moved Amen-set on to the map that should coincide with the earlier action. I'll send an image regarding that via IM if it will help?

Meantime, here is a map. The enemy that was effected has been highlighted on the map.

Below the map is copy of the effect table from the book, including a picture if that helps?

Map located Here.

By the way - did Horatio manage to hit the target?


Current Map

I know, that's why she hit the guards she did. your diagram is the same as what I used. Yes horatio hit but did not drop that character.


Female 5
DM Immortal wrote:
I know, that's why she hit the guards she did. your diagram is the same as what I used. Yes horatio hit but did not drop that character.

ARGH! I'm stupid - I thought you said in your earlier post - "Where IS Amen that she can get guards 6,7 and 8" - sorry about that...

Also, did any of the guards look like they took damage, or did it seem like they all evaded it?

Sovereign Court

Male Elf Magus 7 Champion 1; HP 61/61+ 0 temps, AC 22/15/20; saves 8/6/7; CMB: +8, CMD 23 loot list

With the guard in the doorway dropped Variel will 5 ft down past the counter and line them all up for further beatings.
map edited already


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - Barbarian 1 (Urban) (AC 19 / HP 61 / F +8, R + 9, W +6 / Ini + 3 / Perc. +13)
DM Immortal wrote:
Ok so waiting on horatio and amen and seijiro.

I believe that you're up, GM.


Current Map

Sorry for the delay everyone. Lots of packing and such. We close on our new house on monday. Also, Flynn none of the guards look like they took damage from the fire but your bullet definitely hit.

Seeing their companion guards falling, the guards shout in rage and attack with renewed vigor.

Round 4

The guards who are blinded in the hallway retreat back down the hallway, guard 7 covering them as he goes.

Moving half speed so no check is needed.

Guard 3 attempts to move as well, opening himself up to an AoO from Variel and Rain.

Those who are glitterdusted attempt another save to end the blindness.

Will saves for G9, 8, 6, 3: 1d20 + 5 ⇒ (14) + 5 = 191d20 + 5 ⇒ (16) + 5 = 211d20 + 5 ⇒ (18) + 5 = 231d20 + 5 ⇒ (8) + 5 = 13

Guards 9, 8, and 6 are no longer blind.

You guys are up!


AC20 (T 16, FF 14); HP 46/65; saves F +5, R +15, W +6; bab: 4; melee 5(+10), ranged +10; CMB 5, CMD 21; speed 30; init +6(+8); perc +10(12)(+14) mp 1/5 kitsune rogue (pirate)/5; bard(sea singer)/2
skills:
acro 20(22,25), appr 11, bluff 7, climb 9, dd 16, disg 6, esc art 10, intim 8, kn local 5, kn geog 6(8), ling 8, perc 10(12,14), prf: harm 8, prf: act 7; pr: sail 10, sm 2, soh 13, spcrft 6, stlth 18(20)(22), sw 9

Seijiro will let Variel and Rain move up on the retreating men, as they can hit a lot harder than he can, and potentially start taking them down.. once they've moved into position, and down the hall some in time, he'll consider following... but I'm not sure making a line down the hall is the best move... too tight of quarters, and perfect position for some spells


F Elf Ranger (Freebooter) 4, Hunter 3, Guardian 1 /AC 23, T12, FF21/ HP 63/63, F+9 R+10/+11 W+5 (+2 vs Enchantments)/ CMB +8, CMD 20/Init +4(+6), Perc. +14/+16

Rain strikes at the blinded guard she previously hit (18 damage) as he attempts to move away.

AoO: Fighting Defensively, Two handed Mythical Power Attack, with lead blades, bless and Mythic Surge on Glitterdusted/Blinded Guard 3: 1d20 + 7 + 1 - 4 ⇒ (20) + 7 + 1 - 4 = 24

Confirm Crit: 1d20 + 7 + 1 - 4 ⇒ (7) + 7 + 1 - 4 = 11 Doesn't confirm.
Damage, if hits: 2d6 + 11 ⇒ (6, 3) + 11 = 20

She tries to hit him again, hoping to drop him or between she and Variel drop him sooner rather than later as more guards lingered in the hallway.

Normal Attack, Fighting Defensively with magical pike on Guard 3: 1d20 + 7 + 1 - 4 ⇒ (2) + 7 + 1 - 4 = 6 but misses her quarry this time.

Current Status:

HP 61/63, AC 23+2=25 until her next turn, Lead Blades on Pike, Bless from Adular. Magical Pike is fully extended - 20 ft reach. 2 uses out of 5 of Mythic Surge this day.


Male Human Witch 7/Arch Mage 1 [HP: 45/53 | AC: 19 (19 w/ ma) T: 13 FF: 17 | F: +7 R: +6 W: +8 Init: +2, Perc: +13]

Round Four

Jamba will float over behind Variel. If his (still invisible) familiar does not sense anyone in the room, Jamba will cast See Invisibility on himself.

Percetion: 1d20 + 13 ⇒ (16) + 13 = 29

Whispering, "Jamba cast da magics ta see invisibility, Cappy. Mistress know all kinda magics. No want da surprises."

Status:
HP: 45/53
Bless
See Invisibility
Fly (still first minute)
Mage Armor


Male Half Elf (AC: 22,t12,ff20;HP 26/44; Fort+6,Ref+5, Will+9*; Perc +6; Init +2) Cleric 7

Adular, who is still invisible, makes to move near Variel looking for a way further back to look for their first mate

Full move action I believe. He hasn't attacked anyone yet so still has time on his invisibility spell. Not sure he can get past all the guards to where Dhaavan is, but we'll see.

Sovereign Court

Male Elf Magus 7 Champion 1; HP 61/61+ 0 temps, AC 22/15/20; saves 8/6/7; CMB: +8, CMD 23 loot list

Aoo power attack with frostbite, cold and keen 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18 for 1d6 + 12 + 2d6 + 7 ⇒ (3) + 12 + (4, 5) + 7 = 31 Maybe a hit if blind?

Cursing at himself for a lack of concentration Variel finds that the guards have all retreated for the time being. At least it buys us some time to regroup if needs be thought Variel wryly. Just the he sees Jamba flying over to him informing him of invisible assailants. Thanks for the heads up. Just let me know if you see any of them so I can be prepared.

Waiting for the others to attack from range Variel times his advance to keep from blocking their line of sight. Only then does he hurry around the corner to confront th lead guard with spell and blade.

Spell strike
Concentration check acid splash 1d20 + 13 ⇒ (1) + 13 = 14
Power keen cold acid attack 1d20 + 1 + 11 ⇒ (6) + 1 + 11 = 18 for 1d6 + 12 + 2d6 + 7 + 1d3 ⇒ (6) + 12 + (5, 5) + 7 + (3) = 38

However fortune was not with him as the idea of invisible assailants distracted Variel long enough to stumble on his enunciation of the verbal components and the spell and attack fizzled.

Not to be outdone though all frostbite back into memory using the tricks that his master taught him so long ago.

Swift action for spell recall 1 arcane point used. Also on my iPad so can someone update Variel on the map please? Thanks.

status:

53/61 hp
AC 26
Shield
Effortless armor
Bull's strength
Frostbite Gone
2/7 arcane pool used
1/5 mythic points used


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - Barbarian 1 (Urban) (AC 19 / HP 61 / F +8, R + 9, W +6 / Ini + 3 / Perc. +13)

Horatio turns a glance at the guard that is covered in glitterdust and lifts his pistol and takes a shot -

Attack on Guard 3
1d20 + 10 + 1 + 1 + 1 - 2 ⇒ (5) + 10 + 1 + 1 + 1 - 2 = 16

IF it hits -
1d8 + 1 + 1 + 1 + 4 ⇒ (6) + 1 + 1 + 1 + 4 = 13

Fire Damage
1d6 ⇒ 2

Amen-set will move behind Horatio, and then will use Total Defense


Current Map

Rain drops Guard 3 with her strike allowing Variel to move in on the rest of them trying to escape but is unsuccessful in his attack. Jamba casts da magics! Horatio moves into the other room with Amen-set.

Flynn you can change your action since Guard 3 was dropped if you like.

Will wait to see Flynn's action before continuing. Thank you all for the patience! Closing went really well btw! Kiddos are excited and it'll be nice to have a place that I can actually do what I want to it again lol.


AC20 (T 16, FF 14); HP 46/65; saves F +5, R +15, W +6; bab: 4; melee 5(+10), ranged +10; CMB 5, CMD 21; speed 30; init +6(+8); perc +10(12)(+14) mp 1/5 kitsune rogue (pirate)/5; bard(sea singer)/2
skills:
acro 20(22,25), appr 11, bluff 7, climb 9, dd 16, disg 6, esc art 10, intim 8, kn local 5, kn geog 6(8), ling 8, perc 10(12,14), prf: harm 8, prf: act 7; pr: sail 10, sm 2, soh 13, spcrft 6, stlth 18(20)(22), sw 9

congrats on the new place!!!


Current Map

Thanks! Also you didn't actually go either did you? Want to do something?


AC20 (T 16, FF 14); HP 46/65; saves F +5, R +15, W +6; bab: 4; melee 5(+10), ranged +10; CMB 5, CMD 21; speed 30; init +6(+8); perc +10(12)(+14) mp 1/5 kitsune rogue (pirate)/5; bard(sea singer)/2
skills:
acro 20(22,25), appr 11, bluff 7, climb 9, dd 16, disg 6, esc art 10, intim 8, kn local 5, kn geog 6(8), ling 8, perc 10(12,14), prf: harm 8, prf: act 7; pr: sail 10, sm 2, soh 13, spcrft 6, stlth 18(20)(22), sw 9

it looks rather impacted down that hall, Seijiro will stay where he is for now...


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - Barbarian 1 (Urban) (AC 19 / HP 61 / F +8, R + 9, W +6 / Ini + 3 / Perc. +13)
DM Immortal wrote:
Flynn you can change your action since Guard 3 was dropped if you like.

Horatio moves back to get a line of fire and switches his attack to Guard 6.


Current Map

Horatio's attack narrowly misses the guard he is shooting at.

Round 5

The guards still standing, move carefully into the side rooms and ready themselves to attack anyone that moves into range.

Only look if you move into any space adjacent to a doorway:
1st doorway: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 211d6 + 6 + 2d6 ⇒ (5) + 6 + (3, 3) = 17
1st doorway: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 321d6 + 6 + 2d6 ⇒ (6) + 6 + (3, 1) = 16
Crit Confirm: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 301d6 + 6 ⇒ (2) + 6 = 8
2nd doorway: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 251d6 + 6 + 2d6 ⇒ (3) + 6 + (5, 2) = 16
2nd doorway: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 141d6 + 6 + 2d6 ⇒ (1) + 6 + (6, 1) = 14
Potential Fumble: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14 FUMBLE!! FUMBLE CARD IS CUTTER take 1 point of strength bleed

you all are up!

Sovereign Court

Male Elf Magus 7 Champion 1; HP 61/61+ 0 temps, AC 22/15/20; saves 8/6/7; CMB: +8, CMD 23 loot list

Seeing them move just slightly to the side and prepare for an attack Variel figures the best tactic is to protect himself as best he can. Casting mirror image on himself from the protection of the doorway he then hurries down as far as he can thanks to his shirt opening the path behind him for everyone else to follow his lead. Once there he attacks the guard to the east even though he has cover from the doorway.

fullround action for spell combat
mirror images 1d4 + 2 ⇒ (4) + 2 = 6
swift action to activate shirt
remainder of full round to power keen frost attack 1d20 + 12 ⇒ (3) + 12 = 15 for 1d6 + 12 + 1d6 ⇒ (3) + 12 + (3) = 18

1st doorway miss chance with images 1d7 ⇒ 3 image hit
2nd doorway image chance 1d6 ⇒ 6 image hit

Variel was only partly successful in his maneuver. He was able to keep the guards from hitting him but in turn he failed to hit as well and it left him in a vulnerable position in the hallway by himself. Still he hoped the others would follow his lead and the advance was well worth it. Lets press the advantage!

figured I was the best option to move ahead with highest AC, mirror image, and lt fortification armor.

status:

53/61 hp
AC 26
spells active: shield, effortless armor, bull's strength, mirror image (4 images remaining), bless
1/5 mythic used
2/7 arcane used


Male Half Elf (AC: 22,t12,ff20;HP 26/44; Fort+6,Ref+5, Will+9*; Perc +6; Init +2) Cleric 7

Adular moves however needed to stay out of the way of his compatriots, mmoving further trying to find the first mate as ordered earlier...

Finally in DC... not sure how much time I have to post so feel free to bot if the pace picks up and I'm not here. Action :move and search.
Perception check: 1d20 + 6 ⇒ (12) + 6 = 18

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