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Plunder & Infamy - A Skulls & Shackles PbP Adventure

Game Master DancingShadow


1,101 to 1,150 of 2,085 << first < prev | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | next > last >>

Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)

Duo has rope.
Not that it helps.


Female Human Cleric/Holy Vindicator 7/5 Init +4 HP 74/86 AC 25 (touch 12 FF25) F13,R6,W17 Per+18

Perhaps a time to start burning Hero Points?


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Well if the grate is removed then Duo can throw up his rope for Aoro or Alestone to catch and secure. Then they could climb out.

I am guessing Alestone wants the rope to tie Syl up. Aoro would rather kill her and throw her body into the burning cabin, after it was properly looted mind you, then just tell the captain it was a lost from the mission. Sunny had a bit more luck and survived but poor old Syl just made a bad choice and paid the price. Bluff is for the uncreative, no need to lie with good word play. ;3


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)

Thats true however, theres still the 3 spiders attacking down below.
If we cant kill them then...


Island Elf(link) Perception:+8, Init:+4,

Ye stupid ninnies! Why d'ye think I brought all me net!

*shakes fist*

T'is somat ye can climb! Why d'ye think I were trying t'get back on deck?


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)

Thats a LOT of netting then...
But good idea.

I really don't like leaving this ship unexplored though...


Island Elf(link) Perception:+8, Init:+4,
Duo Skybreaker wrote:

Thats a LOT of netting then...

But good idea.

I really don't like leaving this ship unexplored though...

Explored as opposed t'ye burnt all to a crispy?

As fer me whole lot of nettin'?

Well...make up yer mind.

Ye either don't like t'see Sunny nekkid...

Or ye don't think she should be wearing anything...

Which is it t'be? Yer all confusin' me with yer attitudes here. :P


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)
'Sunny' wrote:
Duo Skybreaker wrote:

Thats a LOT of netting then...

But good idea.

I really don't like leaving this ship unexplored though...

Explored as opposed t'ye burnt all to a crispy?

As fer me whole lot of nettin'?

Well...make up yer mind.

Ye either don't like t'see Sunny nekkid...

Or ye don't think she should be wearing anything...

Which is it t'be? Yer all confusin' me with yer attitudes here. :P

I like exploring places(like this boat map.).

Getting burned is just a hazard we face.

Yes, clothing good.


Island Elf(link) Perception:+8, Init:+4,
Duo Skybreaker wrote:

I like exploring places(like this boat map.).

Getting burned is just a hazard we face.

Yes, clothing good.

Hey! I din't light no fires!

*HUGZ*

An' glad I am that ye be happy t' wear stuffs. (^_^)

I do think ye look all naffy in yer capes and stuffs. (^_^)

*Giggles*


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Um that may not be the case, Lanliss' last post he threw another bomb. Odds are that web choked room is now a fire choked room, spiders should be dead or running after that. I think your main concern is firmly escape at this point. xP

@Sunny
You could have just brought that silk rope lying back on the ship in your chest. ಠ_ಠ

Anyways I dont think you can use a net like that. It's made up of alot of thin strands and meant to entangle so I could see it breaking apart or entangling someone. But thats the DMs call, never seen a net used as a rope so nothing to base it off.

P.S. I just found that face, had to use it. ;P


Island Elf(link) Perception:+8, Init:+4,
Aoro Osris wrote:

Um that may not be the case, Lanliss' last post he threw another bomb. Odds are that web choked room is now a fire choked room, spiders should be dead or running after that. I think your main concern is firmly escape at this point. xP

@Sunny
You could have just brought that silk rope lying back on the ship in your chest. ಠ_ಠ

Anyways I dont think you can use a net like that. It's made up of alot of thin strands and meant to entangle so I could see it breaking apart or entangling someone. But thats the DMs call, never seen a net used as a rope so nothing to base it off.

P.S. I just found that face, had to use it. ;P

Hey! Agin, I didn't think our trip would end in a blazing inferno.:P

As for the net? It's not a combat net. It's a fishing net. I don't care if it gets destroyed as the pair climb out. Just pointing out it's a bunch of loose, ropy fabric which could be used to help get them out.

I am trying to help. It's just I got a sucky roll against the first spider and now have a psycho b$%@! after me.

I mean, really, if it weren't for that? We'd be having a great time. (^_^)


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Hey I am in favor of wasting the wench, she is going to be a problem again otherwise. May as well get her out the way now, one less enemy.


Island Elf(link) Perception:+8, Init:+4,

Yah...but the boat candle be burning! Time might be short. Having more of us than them is always a better thing!

Shadow Lodge

Just yell back down at Alestone that you don't have any rope handy, if there's none on deck. I rolled low enough on my grapple that she'll likely squirm out anyway. Our companions in the spidery inferno likely need your help much more than I do.


Island Elf(link) Perception:+8, Init:+4,

Aye, okeys.

See what after maybe the next DM post about what Syl does.

Also, don't forget Sunny is now in the water. So she has to climb back up onto the burning boat's deck.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

I am waiting on the DM before I post again. Also Aoro only heard what Lanliss said, until the DM post I dont think he should know that he used yet another bomb.

Also he is not going to leave unless he thinks Syl is taken care of. The row boat is their only escape off the ship you know.


Island Elf(link) Perception:+8, Init:+4,

Aye well..there's also swimmin'. (^_~)


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Dispite the endless stream of 1's that last spell hit pretty hard. Syl should be done for with 14 dmg. Sorry Sunny your words came a little too late (ninja'ed me). ;)

Edit-You have got to be kidding me, someone was on this sinking death trap. Figures its some nutty demon worshiper too. >.<


Island Elf(link) Perception:+8, Init:+4,

No one listens t'Sunny. *Shakes head*


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Hey you ninja'ed me. ;D

Anyways Aoro knew that she planned to kill Sunny from the start due to his sense motive. He would have let it go but she went and pulled something. He does not have time for mercy or baby sitting a psycho. In sort, Syl is not more important then Duo and Lanliss. She made a bad choice at a bad time.

I can get why Sunny would not like it, comes with being the only good character in the party I guess. Still we're pirates, it's expected things would get bloody if you cross us. >:)


Island Elf(link) Perception:+8, Init:+4,

Bugger NICE!

They needs HELP! They be in'a spidey infested boat which, in case people keep forgetting, be on FIRE. Sunny be in a goo place t'deal with Syl. One on one she in't a challenge. Lanliss and Duo be up to their necks in trouble. Get ye gone t'help them, please.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

I got 2 silvers that says Syl is dead or out, any takers? xP

Shadow Lodge

Alestone probably should have gone to help them instead of jumping down, but considering I put you in the boat Alestone felt responsible. Also now that I'm down here it's a little hard for me to extricate myself with her still swinging. Hopefully she fails her save and everything works its elf out.


Island Elf(link) Perception:+8, Init:+4,

Aye...if the dice roller hadn't screwed me over I'd be behind her by now. :(

Much cheers to all.


Shade Psion 18

Heh. Duo, you already posted an action earlier that hasn't been taken into account yet. There's a problem here, as that Lanliss is still prone from being knocked out briefly before being brought back up by your previous channel.

Current statuses for both -
Lanliss: Prone and Staggered. Right now, he's at a standard or move action and that's it. If he goes full-defense (a standard) that's all he can do, and moving a 5 ft step while prone is a move action that provokes an attack of opportunity. Also note that he dropped his longspear, which is another action to pick up.

Duo: You're standing in a square that is going to fill with fire at the end of the next round. If you don't move, you'll take 1d6 points of fire damage at the end of the round, after the cultist goes. If you take damage from the fire, you'll need to make a DC 15 Reflex saving throw to avoid having your clothing catch on fire.

So, basically, Duo needs to heal Lanliss before he can move, but can't move into the square that Lanliss previously occupied. Lanliss can either:
-Delay till after he's healed, take full-defense (standard action), stand up (move action that draws an attack of opportunity), and then 5ft-step.
-Delay till after he's healed, take full-defense (standard action), and then crawl 5ft (move action that draws an attack of opportunity).
-Take a full-defense action (standard action) before he's healed while he's still staggered and do nothing else.

Duo's got fewer choices which basically amounts to heal and stay put or heal and move back through the fire (or into the alcove next to him, which'll probably put him in a greater predicament later. Also, Duo's got an enemy adjacent, so it'll get to make an attack of opportunity (albeit through cover) if he doesn't cast defensively.


Dwarf Monk 2(Drunken Master/Sensei)/AC 16/19HP/F+7/R+6/W+7/Init +2/Percp +9

As a note:

Cover and Attacks of Opportunity

You can't execute an attack of opportunity against an opponent with cover relative to you.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Just like to say day 13 is living up to its reputation. xP

Also you guys may want to consider making back up characters at this point. Unless you plan a sheet clone with different story, I do that when I like a build personally. I hope you survive none the less. Got to get that grate off, Duo have that rope ready. Alestone could help pull you up, Aoro has no Str at all so just aiding.


Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd

-Delay till after he's healed, take full-defense (standard action), stand up (move action that draws an attack of opportunity), and then 5ft-step

but I doubt that I am prone, and I think that Duo will back me up on this at that point but fine. we will see what happens


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)
PRD or core book Pg. 189 wrote:


Disabled (0 Hit Points)
When your current hit point total drops to exactly 0, you are disabled.

You gain the staggered condition and can only take a single move or standard action each turn (but not both, nor can you take full-round actions). You can take move actions without further injuring yourself, but if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act. Unless your activity increased your hit points, you are now at –1 hit points and dying.

Healing that raises your hit points above 0 makes you fully functional again, just as if you'd never been reduced to 0 or fewer hit points.

You can also become disabled when recovering from dying. In this case, it's a step toward recovery, and you can have fewer than 0 hit points (see Stable Characters and Recovery).

So technically hes not prone yet as hes at 0 hp and staggered. As you said in your post in game play. This would let him full withdraw (5ft then move) as his full round action. (After my heals)

If he is prone then why can't I move into that space and heal him? Causing all the spiders to attack me but, giving him the opportunity to stand (into dim light area) and move away. By healing him at all at this point Duo has for the most part made sure Duo would be the one to die. So I may as well die to save him, if I'm extremely lucky I may be able to get out but, I have a feeling that will not happen.

@Aoro: I always have a backup character ready. :)


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

I hate to point this out but unless that grate comes off and someone (Duo) has a rope to throw. You guys can only run thru fire to escape. Which unless I am mistaken is 1d6 a pop (doubt getting to main deck will only cost you one die), enough to kill you at full hp if you get bad rolls not to mention catching on fire.

@Duo
Is it a healer cause that kinda something we do not want to do without. ;)


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)
Aoro Osris wrote:

I hate to point this out but unless that grate comes off and someone (Duo) has a rope to throw. You guys can only run thru fire to escape. Which unless I am mistaken is 1d6 a pop (doubt getting to main deck will only cost you one die), enough to kill you at full hp if you get bad rolls not to mention catching on fire.

@Duo
Is it a healer cause that kinda something we do not want to do without. ;)

I doubt it too. Lanliss has a greater chance of getting away even with the small heal I gave him. After you consider everything I'm accounting for. Lets just say your better off magic missile-ing spiders then getting the grate off.

A while back it was mentioned to have the games friendly observer (Andrea1) join us. If memory serves the character represented was a cleric...


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Well thats iffy, with all the smoke can I see anything?

Magic missile does not work on something with total cover.


Shade Psion 18

Thanks, Alestone. I must've switched the note in cover with concealment, in which only full concealment prevents them.

DM Bound Shade wrote wrote:

The blast roasts two of the tiny spiders and they drop off the wall. Lanliss is rendered unconscious by the blast and he drops to the ground, letting go of his longspear as he falls. Lanliss had taken 10 damage from the spiders so far and the extra 5 from his bomb should have put him at -2 hp currently. Please correct me if I'm wrong.

Duo releases a burst of healing energy, rousing Lanliss from his unconscious state. Looking over his shoulder at the fire, the worry that it'll spread his direction is looking more likely to become true as fire creeps towards him

I bolded the part that noted Lanliss dropped. He fell to -2 hp on his turn and then was healed by Duo after. This means that he went unconscious, thus falling prone and dropping all held items. I assessed the prone penalty to AC on the subsequent attacks by the spiders. Those attacks dropped him back to 0 hp, thus making him staggered while he's prone. This limits movement to 5ft crawl as a move until he stands up.

As for standing in his square, you aren't allowed to end a move in a square occupied by another creature. There are certain creatures that are exceptions to this (i.e. tiny creatures making melee attacks), but at the end of the move, you have to be in different squares. If he readied movement (a standard action) to move away at the same time, that'd be different.

Aoro, yes you can generally see down into the area. The smoke hasn't gotten thick enough to completely block vision, although it is obscuring it, providing concealment to any attacks made through the grate (as well as cover).


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

So has all Aoro's acid done nothing to the grate?


Fem Elf Bard 3

Dear DM Boundshade,

Not to meta-game or anything, but how long will it take for Sunny to truss up Syl and get into the mix to help Lanliss and Duo?

Just a guess?

Much cheers to every one. (^_^)


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)

Sunny I thank you for the thought but, looking over everything Lanliss and Duo now both have a very slim chance of getting out alive. It only looks 1/4 as bad as it really is for the two of them.


Shade Psion 18

I will make a final note here: Should you perish and have 2 hero points, you can spend them to not die. It's a great use for them. If you haven't spent any so far, you should have 2 from being level 2.


Shade Psion 18

@Aoro: You've hit it with two bolts of acid, right?

Note: There is nothing that I can find that shows that acid damage is treated differently from any other energy damage, except that it is up to the DM's discretion. Thus, I'm inclined to have it ignore hardness and deal half damage (like normal) to metals.

Given that, the grate is weakening (1 hp per bolt), but is going to take several more to break. It's heavily rusted and much weaker than it should be.


Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd

DM, I have decided that here is what I am going to do.

-Delay till after he's healed, take full-defense (standard action), stand up (move action that draws an attack of opportunity), and then 5ft-step
spend a hero point to finish off my last flask of Cure light wounds on myself after moving away
I will place this in gameplay in a bit but if you get to it before I do that is fine


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

@DM
Thats up to you how mach acid he used before the whole Syl thing. Sense we were not in rounds at that point, if I recall right its 10 rounds per minute. So doing it your way Aoro would deal 10 points of damage per minute to the grate.


Shade Psion 18

@Aoro: Less than a minute has passed since the initial bomb has exploded. I'll go back over the posts and figure out how long exactly and how much time you'd have had to apply acid to it.


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)

just a heads up i may be unable to post this weekend but, we will see.


Shade Psion 18

@Aoro: It looks like you got one round of using acid on the grate before Syl started acting up. It looks like it'll take the better part of a minute to burn through the grate sufficient to break it loose by itself or to get an opening large enough to get through.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

May you rest in peace Duo and Lanliss. You will be missed. A moment of silence for our fallen please. (-.-)

But really guys I would run, run like your on fire, cause you likely will be. Trying not to say "I told you so" well kinda did just then but you know. ;)

Sooooo whats your next PC going to be?

Alright going to stop being a meanie now. I dont see you guys living thru this, that grate was the only non fire laced way out. A minute (10 rounds) is just to much time. I got no suggestions, so does anyone else see a way for them to live?


Shade Psion 18

There's always simple strength checks on the grate to try and pull it free.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

::points to Alestone::

Cause you know Aoro has the strength of a jellyfish. x3


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)

True but, the spiders happen to be between the grate and Lanliss / Duo.


Island Elf(link) Perception:+8, Init:+4,

Hey? Who said to go through the grate first?

That's right, m'self did.

See? This be whut happens when peoples dunt listen t' the nekkid Elf, jus' sayin'. :P


Female Human Cleric/Holy Vindicator 7/5 Init +4 HP 74/86 AC 25 (touch 12 FF25) F13,R6,W17 Per+18

They were too busy looking at yer boobs.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Who said not to throw bombs and go inside a burning ship that was a deathtrap.

Hmmm that would be me. A whipping back on the wormwood is looking pretty sweet right about now, dont it. ;)

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