Seadogs and Scallywags

Game Master Grymp

Man's Promise * Rickety Hake * Tidewater Rock

Plunder: 4
Rules

Gresham's Treasure Spreadsheet

No combat!:

BEAT TO QUARTERS, COMBAT BE AFOOT!

Round 7

Spleen: Attacked and grappled
Wreckers: One is grappled by spleen. Another disappeared.
Sandara: UP!!
Chaenath: UP!!
Doc: UP!!
G'Lub: UP!!
Vakarla:


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Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Run them down!


Alright, so you start chasing them...

Profession(sailor): 1d20 + 9 ⇒ (13) + 9 = 22

Alright, opposed Profession(sailor) checks from all of you.

Anyone beat a 22?

If you beat a 22 on Profession(sailor) then throw down a Will save!

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

Profession (sailor): 1d20 + 10 ⇒ (2) + 10 = 12

"Port! Starboard! Godsdammit, which way was left!?"
Not beating that roll :D


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

No profession Sailor


Alessandra Profession(sailor): 1d20 + 8 ⇒ (19) + 8 = 27
Alessandra Will: 1d20 + 3 ⇒ (6) + 3 = 9

Alessandra comments, "She sure sits odd in the water."

Next round

Alessandra Profession(sailor): 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
Vakarla Profession(sailor): 1d20 + 9 ⇒ (6) + 9 = 15

Alessandra adds, "her rigging seems strange as well."

Alessandra Will: 1d20 + 3 ⇒ (14) + 3 = 17

Doc, you want to take a swing at beating a 15 this round, with a +4 on your check. If you succeed, give the Will save a try.


Actually, that gives Doc a +14, which means he makes a 15 automatically.

Doc, it appears to you as if the hull of the ship where it meets the waves, it just breaks the water "wrong."

Make your Will save.

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

Will save: 1d20 + 5 ⇒ (12) + 5 = 17 +4 if vs spells


Doc suddenly has clarity at what is going on.

The Lady's Sting is an illusion, there is no ship there, he was tipped off by the irregularities in the illusion.

Now, that Doc has clearly identified it as an illusion, the others can again try and disbelieve it, with a DC 17 Will save, and a +4 modifier.

Let's start dealing with another thing...

Everyone try a DC 20 Profession (sailor) or Survival check, and if successful, go ahead and throw down a Will save.

Apologies this all takes so long!


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Will: 1d20 + 8 + 4 ⇒ (19) + 8 + 4 = 31
Survival: 1d20 + 2 ⇒ (4) + 2 = 6


Chaenath too now recognizes the ship as being an illusion.

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

Profession (sailor): 1d20 + 10 ⇒ (6) + 10 = 16


Alright cross fingers for Alessandra...

Alessandra Profession(sailor): 1d20 + 8 ⇒ (18) + 8 = 26
Alessandra Will: 1d20 + 3 ⇒ (17) + 3 = 20

Woot!

Alessandra's keen eyes look out over the ocean, and she points straight forward and yells, "there is a reef dead ahead, another illusion, come hard to port!"

You can both try the Will save now, with a +4, and it is a spell.

Alessandra says, "Right there, to the starboard, those rocks would have broken us open, and there is a small little boat in there with no one aboard! There also seem to be two wrecks down there beneath the surf."

Initiative

Alessandra: 1d20 + 5 ⇒ (14) + 5 = 19
Chaenath: 1d20 + 1 ⇒ (17) + 1 = 18
Doc: 1d20 + 2 ⇒ (13) + 2 = 15
Vakarla: 1d20 + 2 ⇒ (5) + 2 = 7
Wreckers: 1d20 + 5 ⇒ (18) + 5 = 23

You see nobody, and only see the boat/reef if you make the will save.

Actions?


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Sorry, for some reason the PbP wasn't updating! I'm here. Is it our go? And if so, is there anyone to shoot?


All you can see is an empty boat amongst the shoals where you discerned the illusion.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Chaenath casts detect magic


Chaenath Woodsea wrote:
Chaenath casts detect magic

There are definitely auras about, particularly in the area where the boat, wrecks, and shoals are. Not just the illusion you have seen through.


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

"F*** this. Let's go." Alessandra scowls.


So full sail ahead and get out of here?


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Chaenath casts Dispel Magic on the boat.

Dispel Magic: 1d20 + 7 ⇒ (10) + 7 = 17


We're in rounds, so let's see what Doc does, and then she can do that in round 2.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

There's a lot of magic on the boat! Can we sink it?


As Chaeneth is trying to understand all of the auras she sees, one speeds by her, and she is unable to say anything before a glittering wall of force materializes right in the Chimaera's path. She crashes into it, doing massive amounts of damage to the prow and figurehead, and you can hear crewmembers screaming as they crash around below and above decks, and one or two were launched from the rigging into the water.

Each of you take...

Damage: 4d6 ⇒ (6, 5, 4, 4) = 19

... damage, and need to make a DC 20 Reflex save or be knocked prone.

For any of you that remain standing, please make a Perception check...

DC 20 Perception (if not prone):
You spot numerous figures that have emerged seemingly from nowhere, that are swimming towards your damaged ship, they will certainly be climbing up the sides within seconds.


The party is up, and Doc can retro an action for round 1, before the crash!

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

Sorry, I have some trouble to post on weekends...

Round 1: Drink mutagen

Ref save: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
Perception: 1d20 + 14 ⇒ (18) + 14 = 32

Enemies incomin'!!!

Round 2: Drink shield


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Reflex save: 1d20 + 11 ⇒ (19) + 11 = 30

Alessandra easily keeps her feet; warned by Doc, she draws her bow in one smooth action, ready to shoot anyone who tries to board.

Readied Action: Full attack with bow on any boarders.


Chaenath counts 16 (I think) auras, with the most powerful being "strong."

DC 22 Perception:
You hear someone casting a spell

6 tough looking half orcs come over the rail and onto your decks at differing locations in your area.

Alessandra, with a ready action, you can fire once, so fire away!

Doc, they are paired up. 3 groups of 2.

In addition to Sandara, a recently added crew member, G'Lub, a rather ugly half orc, will be fighting with you against the Wreckers!

The party is up!


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Per: 1d20 + 10 ⇒ (2) + 10 = 12

If Someone with a better roll can tell where the apellcasting is happening Chaenath will cast Dispel Magic there. Also she has her standard buffs up.


Half-Orc
Vitals:
AC: 24, T: 11, FF: 23; HP: 87; F:13, R:7, W6; CMD 19; CMB +6(+10); Init: +1 ; Perc: +11
Hydrokineticist 7
Skills:
Acrobatics -2 (-6 to jump), Craft (carpentry) +8 (+10 to repair ships), Perception +11, Profession (sailor) +13, Swim +13

RF: 1d20 + 7 ⇒ (14) + 7 = 21

A very gruesome looking half orc shuffles onto the deck, almost tripping as the ship hits the barrier. His skin green and cracked, multiple scars cover his body, even his jaw seems to be out of sync with the rest of his head, a tooth sticking out from it, almost cutting into his lip

"Oi! You better get off this ship... or get what's coming to you!" he growls at the boarders, as to emphasise his threat, he seems to make a flowling notion with both his hands. A sphere of pure, clean water seems to form and he hurls it at the closest horc he can see. As he does, one can see a thin layer of ice begin to form and solidify over his skin, making him less green and more blue

RTA Empowered Cold Blast: 1d20 + 6 ⇒ (8) + 6 = 14
Cold Damage: 4d6 + 3 ⇒ (6, 3, 2, 6) + 3 = 20 +50%

I take 1 burn form the 2 needed. Class ability and all that :)


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Welcome G'lub! Also do I need to make a Reflex save and take damage if I'm flying?


Half-Orc
Vitals:
AC: 24, T: 11, FF: 23; HP: 87; F:13, R:7, W6; CMD 19; CMB +6(+10); Init: +1 ; Perc: +11
Hydrokineticist 7
Skills:
Acrobatics -2 (-6 to jump), Craft (carpentry) +8 (+10 to repair ships), Perception +11, Profession (sailor) +13, Swim +13

Thanks =^^=


G'Lub hits Wrecker 1.

Chaenath, no, if you are flying, no need to make the save.

GM:

Vakarla: Invisibility, Overland Flight, Haste, False Life, Mage Armor,
Wrecker 1: 30, Haste, Rage
Wrecker 2: Haste, Rage
Wrecker 3: Haste, Rage
Wrecker 4: Haste, Rage
Wrecker 5: Haste, Rage
Wrecker 6: Haste, Rage

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

Perception: 1d20 + 13 ⇒ (2) + 13 = 15

If there is something interesting going on that Rogar should care about, he doesn't care. All he knows is that there are enemies in bomb-range, and the dwarf is going to savour the moment.

However, remembering they are fighting onboard their own ship, Doc decides use his recipe for frost bombs instead the usual fiery ones. That way they might have a ship to go back also after the battle.

Bomb @half-orc3,PBS, vs touch: 1d20 + 13 ⇒ (18) + 13 = 31
cold damage, PBS: 4d6 + 5 ⇒ (6, 5, 1, 6) + 5 = 23
half-orc 3: fort save DC16 or staggered. half-orc 4: 9 splash damage (Ref DC16 for half)

Mr Spleen takes position in front of his master, ready to attack anyone trying to get close.

Ready action: attack:

Claw & damage: 1d20 + 8 ⇒ (14) + 8 = 221d4 + 3 ⇒ (3) + 3 = 6
Grab & constrict damage: 1d20 + 12 ⇒ (2) + 12 = 141d4 + 3 ⇒ (3) + 3 = 6


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Actually Chaenath will just cast Dispel magic at the strongest aura she detects on Round 2


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Perception: 1d20 + 10 ⇒ (5) + 10 = 15

In the heat of battle, Alessandra misses something. It happens. Her arrows, however, are more accurate. She rarely misses with those.

Manyshot: 1d20 + 7 + 5 + 2 + 3 - 2 - 2 ⇒ (8) + 7 + 5 + 2 + 3 - 2 - 2 = 21
Damage: 1d8 + 2 + 2 + 4 + 3 + 1 + 1d8 + 2 + 2 + 4 + 3 + 1 ⇒ (4) + 2 + 2 + 4 + 3 + 1 + (5) + 2 + 2 + 4 + 3 + 1 = 33

Rapid Shot: 1d20 + 7 + 5 + 2 + 3 - 2 - 2 ⇒ (16) + 7 + 5 + 2 + 3 - 2 - 2 = 29
Damage: 1d8 + 2 + 2 + 4 + 3 + 1 ⇒ (1) + 2 + 2 + 4 + 3 + 1 = 13

Longbow: 1d20 + 2 + 5 + 2 + 3 - 2 - 2 ⇒ (15) + 2 + 5 + 2 + 3 - 2 - 2 = 23
Damage: 1d8 + 2 + 2 + 4 + 3 + 1 ⇒ (2) + 2 + 2 + 4 + 3 + 1 = 14


Doc hits wrecker 3

W3 Fort Save: 1d20 + 9 ⇒ (2) + 9 = 11 Fail

W4 Reflex Save: 1d20 + 2 ⇒ (13) + 2 = 15 Fail

Chaenath, you need to make a Caster Level Check. You see a LOT of Auras with the same strength. Each one of the pirates on deck have them, several things down on the small boat have them, and there are some floating off to the side of the ship. So tell me which you're aiming at, and give me the check.

Alessandra decides to finish off some of the wounded ones and fires at the same bad guy that G'Lub hit, so with her bunched arrows, she drops W1. Her next two arrows plunge into W3, who also drops to the deck.

GM:

Vakarla: Invisibility, Overland Flight, Haste, False Life, Mage Armor,
Wrecker 1: 63, Haste, Rage
Wrecker 2: Haste, Rage
Wrecker 3: 50, Haste, Rage, Staggered
Wrecker 4: 9, Haste, Rage
Wrecker 5: Haste, Rage
Wrecker 6: Haste, Rage


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Can she tell a spot which has a lot of auras? presumably the wizard will have multiple spells on himself. She'll aim there.

CL check: 1d20 + 7 ⇒ (13) + 7 = 20


I reread detect magic. It's not until the third round of concentrating that you will know the strength/location of the individual auras. So you wouldn't be able to dispel until round 4, right?


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Oh. Learn something every day. That's too long for Chaenath not to be casting.... If G'lub can do a Per check and tell where the spellcasting is coming from that would be great! Can't have a fourth bad Perception roll can we?


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Alternatively Chaenath will cast Ice Storm on the boat.

Ice Storm Bludgeon Damage: 3d6 ⇒ (1, 4, 5) = 10
Ice Strom Cold Damage: 2d6 ⇒ (2, 1) = 3

Difficult terrain and -4 to Per checks for seven rounds


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

False Life roll that I didn't make for my pre fight buff: 1d20 + 7 ⇒ (4) + 7 = 11


Ok, so I hate to do this, but, this is 7th level... and the encounter is considered CR 9 for a reason.

A flying half orc appears off the starboard side of your ship. More precisely, seven flying half orcs appear off the starboard side of your ship. All identical, and swirling around each other, as they cast a spell...

Spellcraft DC 19:
She is casting Phantasmal Killer

Alessandra, I need from you...

A Will save, DC 19. If you succeed, then you breathe a sigh of relief as you narrowly recognize that the deepest darkest terror from your dreams, is just an illusion.

If you fail the Will save, then a Fort Save DC 19 is needed. This is a fear effect, so use bonuses as appropriate. If you fail the Fort Save, then you die. If you succeed, then you take:

DMG: 3d6 ⇒ (6, 5, 4) = 15 damage.

GM:

MI: 1d4 + 3 ⇒ (3) + 3 = 6

Vakarla: Overland Flight, Haste, False Life, Mage Armor, Shield, MI: 6
Wrecker 1: 63, Haste, Rage
Wrecker 2: Haste, Rage
Wrecker 3: 50, Haste, Rage, Staggered
Wrecker 4: 9, Haste, Rage
Wrecker 5: Haste, Rage
Wrecker 6: Haste, Rage


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Won't save: 1d20 + 3 ⇒ (6) + 3 = 9

Fort save: 1d20 + 7 ⇒ (10) + 7 = 17

Too bad, I had a lot of fun with this character! But it's a fitting way to go...

Alessandra was never going to die in bed: a half-orc girl from the meanest streets of Port Peril has a limited life expectancy. The only mercy is that it's quick - faster than she allowed Plugg and Scourge all those months ago - she doesn't even have time to scream before the look of terror fades from her eyes, to be replaced with the dull, blank stare of lifelessness.

She drops to the deck, never to move again.

The Exchange

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Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

"NOOOOOO!!!" Rogar cries, as he witnesses the lifeless body of Alessandra dropping to the deck. "Ye cannae die, lassie! Ye cannae die!"


Choose: 4d4 ⇒ (1, 3, 2, 4) = 10

W2 charges and attacks Chaenath with his falchion...

Falchion: 1d20 + 8 + 2 + 1 ⇒ (18) + 8 + 2 + 1 = 29
DMG: 2d4 + 7 ⇒ (3, 4) + 7 = 14

Crit confirm...

Falchion: 1d20 + 8 + 2 + 1 ⇒ (15) + 8 + 2 + 1 = 26
DMG: 2d4 + 7 ⇒ (3, 1) + 7 = 11

W4 charges and attacks Sandara with his falchion...

Falchion: 1d20 + 8 + 2 + 1 ⇒ (15) + 8 + 2 + 1 = 26
DMG: 2d4 + 7 ⇒ (2, 1) + 7 = 10

W5 charges and attacks G'lub with his falchion...

Falchion: 1d20 + 8 + 2 + 1 ⇒ (6) + 8 + 2 + 1 = 17
DMG: 2d4 + 7 ⇒ (4, 2) + 7 = 13

W6 charges and attacks Doc with his falchion, but in the process gets hit by Mr. Spleen, but is not grabbed...

Falchion: 1d20 + 8 + 2 + 1 ⇒ (3) + 8 + 2 + 1 = 14
DMG: 2d4 + 7 ⇒ (1, 2) + 7 = 10

Thank the maker for false life

Sandara holds forth her holy symbol and channels positive energy...

Healing: 4d6 ⇒ (1, 4, 3, 5) = 13

None of the wreckers conditions improve, and, unfortunately neither does Alessandra's. also, unfortunately, breath of life is a 5th level spell, which she doesn't have access to yet.

Ok, the party is up!

GM:

Vakarla: Overland Flight, Haste, False Life, Mage Armor, Shield, MI: 6

Wrecker 2 (Chaenath): Haste, Rage
Wrecker 4 (Sandara): 9, Haste, Rage
Wrecker 5 (G'lub): Haste, Rage
Wrecker 6 (Doc): 6, Haste, Rage
Wrecker 1: 63, Haste, Rage
Wrecker 3: 50, Haste, Rage, Staggered
Sandara: 0, 1 channel used.


Half-Orc
Vitals:
AC: 24, T: 11, FF: 23; HP: 87; F:13, R:7, W6; CMD 19; CMB +6(+10); Init: +1 ; Perc: +11
Hydrokineticist 7
Skills:
Acrobatics -2 (-6 to jump), Craft (carpentry) +8 (+10 to repair ships), Perception +11, Profession (sailor) +13, Swim +13

Clear blue water seems to warp and take shape in his hand, and almost instantly a blade of crystal clear water was formed, he lifts his aqua blade and slashes at the attacker. Eager to take revenge against the ones who has harmed his crew

"Time for yah to die...." as he lashes out with his formed weapon

-Posted with Wayfinder


Half-Orc
Vitals:
AC: 24, T: 11, FF: 23; HP: 87; F:13, R:7, W6; CMD 19; CMB +6(+10); Init: +1 ; Perc: +11
Hydrokineticist 7
Skills:
Acrobatics -2 (-6 to jump), Craft (carpentry) +8 (+10 to repair ships), Perception +11, Profession (sailor) +13, Swim +13

didnt want to accept my roll in previous post :/

Attack: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 1d8 + 17 ⇒ (7) + 17 = 24

Edit: i got an 18.... but it changed my roll

-Posted with Wayfinder


G'lub nails the one on him, but he is still up.

GM:

Vakarla: Overland Flight, Haste, False Life, Mage Armor, Shield, MI: 6

Wrecker 2 (Chaenath): Haste, Rage
Wrecker 4 (Sandara): 9, Haste, Rage
Wrecker 5 (G'lub): 24, Haste, Rage
Wrecker 6 (Doc): 6, Haste, Rage
Wrecker 1: 63, Haste, Rage
Wrecker 3: 50, Haste, Rage, Staggered
Sandara: 0, 1 channel used.

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

Mr. Spleen takes it's protection duty very seriously, and thus attacks the half-orc who is harassing it's master.

Claw & damage: 1d20 + 8 ⇒ (18) + 8 = 261d4 + 3 ⇒ (1) + 3 = 4
Claw & damage: 1d20 + 8 ⇒ (20) + 8 = 281d4 + 3 ⇒ (3) + 3 = 6
conf. & damage: 1d20 + 8 ⇒ (2) + 8 = 101d4 + 3 ⇒ (4) + 3 = 7
Grab & constrict damage: 1d20 + 12 ⇒ (10) + 12 = 221d4 + 3 ⇒ (4) + 3 = 7

Rogar leaves the thug into Mr. Spleen's loving embrace, and roaring furiously runs towards the flying spellcaster. Spitting many curses he tosses a bomb, trying to nail the killer of his long-time friend.

Frost bomb, vs touch: 1d20 + 13 ⇒ (9) + 13 = 22
damage: 4d6 + 5 ⇒ (6, 5, 5, 1) + 5 = 22
And since he has Mirror images, I presume..
seven wizards, 1 is the real deal: 1d7 ⇒ 7
Meh, six wizards remaining

"C'mon, elf! Dispel th' magic's on that bastard!"


Spleen can't attack, because he had readied, so it moved him earlier in Initiative, and he has gone already this round. Save those rolls though Doc: Spleen hits twice, but doesn't confirm the crit. He does Grab though!

Ironically, if we were fighting in a hallway, I'd rule that hitting an image would still splash the bad guy (gal?), but given that she's flying above the water, I figure in this case it zooms right past and plunks harmlessly into the water.

Chaenath, if you go to do a targeted dispel at a specific effect, be sure and tell me what effect you are attempting to dispel.

GM:

Vakarla: Overland Flight, Haste, False Life, Mage Armor, Shield, MI: 6

Wrecker 2 (Chaenath): Haste, Rage
Wrecker 4 (Sandara): 9, Haste, Rage
Wrecker 5 (G'lub): 24, Haste, Rage
Wrecker 6 (Doc): 23, Haste, Rage
Wrecker 1: 63, Haste, Rage
Wrecker 3: 50, Haste, Rage, Staggered
Sandara: 0, 1 channel used.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Chaeanth, in the chaos of battle, and focused on the enemy spellcaster doesn't even notice what is happening on the ground. She floats higher away from the attackers and then with the enemy caster finally visible casts Vomit Swarm to create an angry buzzing swarm of wasps that immediately move on to the enemy wizard.

Wasp Swarm, 2d6 damage, should get rid of every mirror image since it's on everything within the swarm, distraction Fort Save DC13 or nauseated, poision Fort Save DC13 or take 1 dex damage

Damage: 2d6 ⇒ (5, 1) = 6

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