The Many-Faced GM's Skulls and Shackles (Inactive)

Game Master Nickadeamous

Skull & Shackles roll20
The Covenant
Crew

Current Plunder: 5
Infamy: 2
Disrepute: 2


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Curse of the Crimson Throne Roll20

A crate splashes into the murky water below sending ripples throughout the bilge. As the ripples fan out from the point of impact, you can eventually see what looks to be a slithering tail moving about before it finds cover behind another crate. It would appear that the bilge water is deeper today than it has previously been.

Perception DC 22:

You can make out at least four critters, probably more down there.

Knowledge Nature DC 10:

Dire Rats

DM Rolls:

Critter Stealth: 1d20 + 11 ⇒ (11) + 11 = 22


Curse of the Crimson Throne Roll20

@Nivian - "Ye must think I'm daft for armin' a shiela, but I spose their ain't no risk. You can have yer weapon back, but cross me, even once, and I'll kill ye meself with your own toy."


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

"Surely, I would have no reason to cross you, right? We're all in this for the plunder and the adventure. You have my thanks..."
After aquiring her weapon from Grok with Scourge's ok, Nivian checks if it's still working properly while heading down to the Bilges. Just as she arrives, Sandman started splashing around with crates.

Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Knowledge Nature is on the List, but for now, I have no idea

"Four critters, possibly more."
Nivian shortly knees down and touches a hand to the Bilge Water.
"To be exact, it's __ critters! They are hiding there, there and...there"
Water Sense: Undines with this racial trait can sense vibrations in water, granting them blindsense 30 feet against creatures in contact with the same body of water.

Attack: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d8 ⇒ 1

GM, miss chance roll, high or low? Even or uneven? Roll inside:

Damage: 1d2 ⇒ 1
We did not yet establish what hits on a miss chance. Should probably be fixed across board. I did attack one I saw with Perception, so dunno if miss chance is applicable, but if so, there's the roll.

It still works, but the idiot woman left the string drawn back all the time after trying it once. May have to replace it if Mending fails.

I think water sense should help pinpoint spaces even without perception checks for people, even if they still have a miss chance from concealment...but if they try and hide in WATER, from an Undine, then those critters are stupid.


Curse of the Crimson Throne Roll20

At the moment, everyone is standing outside of the bilge. It is a 10-foot climb down a ladder, or a jump. The bilge is filled with two feet of standing water, a few squares occupied by bilge pump equipment, and the occasional crate in poor shape. Rhemus uses his action to cast light and arm others with daggers. Aerel has an action, but generally doesn't post until late night. The creatures have acted. The hatch opening and adding more light into the room has put them into a defensive nature.

Everyone is free to act at this point. Nivian, you may use your Water Sense ability, if you climb down the ladder, or jump the 10 feet below into the bilge water. If you look at the roll20 map, you're all standing around a hatch on the Lower Deck (room A10} looking down into the Bilge room (a separate level)(room A11) on the map. Unless you have 8 foot arms, you cannot reach down into the water from your current location.

Pathfinder is a game of Highs, so highs always hit and lows always miss, including in miss chances or mirror images or what have you.

The Knowledge Nature DC is only a 5, I was mistaken.

Water Sense would allow you to pinpoint the occupied square of the creature if you were in contact with the same water pool without the perception check.

Nivian's crossbow bolt fires and pierces through the water causing its target to aggressively swim out of the way, confirming your suspicions...Dire Rats. Nivian has used her 2nd round standard action to fire the crossbow. Everyone else may go as well.

Combat Rolls:

Concealment: 1d100 ⇒ 5


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Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Ah, sorry, did not realize we had to climb down, Thought it was stairs, misremembered. Since I may be asleep later, feel free to bot me in case I don't respond in reasonable time. I am not a tank, so basically I would climb down after some more sturdy people, then use Water Sense to Pinpoint them and use my actions to direct the others towards where the Dire Rats are(pointing, explaining etc)

With the highs, pathfinder is weird. If you roll for Teleport, you generally don't want high, neither with Contact other Plane...I've seen all kinds of miss chance handlings by GM's, including even/odd(for 50%), percentile(with 20%), or high/low(in all cases). For example: also seen Mirror Image with 1=original=hit, as no matter how many images are left, it's always the same number that hits, which supports dice distribution. I thought it better to ask than to assume. will use percentile in future, myself, with high=good.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Perception: 1d20 + 1 ⇒ (11) + 1 = 12
Knowledge Nature (10 or less DC untrained: 1d20 + 4 ⇒ (20) + 4 = 24

Because she's already down 1 hp due to last night's drinking, Baltzar stays back from the rats, ready to heal anyone if necessary.

As for the 'Pathfinder is a game of highs thing' the way ,y past groups have always done it is the player calls whether they are rolling high or low, so like say you have a 20% miss chance if you call low then rolling 1-80 you hit. if you call High, then rolling 1-20 you miss. That said, I'm okay with sticking to it being high, I just want to be clear that I understand, using the 20% miss chance example again, 1-20 is a miss just as if I was calling 'high' in the other games?


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Rillum slips down the ladder, "Cover my back!" and heads to the crate where he stashed his things from the night before.

move action

He reaches into his untouched bag and grabs a handful of bomb catalysts he prepared before the abduction.

Show yourself, little beasties. Show yourself and burn!

move action to secure catalysts.


Curse of the Crimson Throne Roll20

Round 1...sorta, kinda, maybe...

Rhemus casts light and hands out daggers to those who need them.
Aerel (can change later) readies an action to hurl his net at an available target.

The Dire Rats swim and hide under crates and debris and bilge pump equipment.

Round 2...begins

Sandman hurls a crate over the ledge and as it crashes into the bilge area, water splashes, the crate splinters, and dire rats scurry for cover.
Aerel takes advantage and launches his net at one of the rats but the net sails wide.
Nivian fires a crossbow bolt at a scurrying rat but the water alters the flight of the bolt just enough to miss the rat.
Rillum climbs down and retrieves a few hidden things.

Rhemus needs to take his turn.
Aerel needs to take his turn.

DM Rolls:

Aerel touch attack VS. Dire rat touch AC 14: 1d20 ⇒ 7


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Curse of the Crimson Throne Roll20
Baltzar Callinova wrote:

[dice=Perception]1d20+1

[dice=Knowledge Nature (10 or less DC untrained]1d20+4

Because she's already down 1 hp due to last night's drinking, Baltzar stays back from the rats, ready to heal anyone if necessary.

As for the 'Pathfinder is a game of highs thing' the way ,y past groups have always done it is the player calls whether they are rolling high or low, so like say you have a 20% miss chance if you call low then rolling 1-80 you hit. if you call High, then rolling 1-20 you miss. That said, I'm okay with sticking to it being high, I just want to be clear that I understand, using the 20% miss chance example again, 1-20 is a miss just as if I was calling 'high' in the other games?

Correct. For 20% concealment, 1-20 are considered a miss due to concealment. 21-100 would be a successful hit despite of concealment.

I've seen it go numerous ways, people picking high, people picking low, people picking even or odd, or 20 different random numbers. None of which really serves the speed of the game along or offer any additional intended benefits. I've gotten in arguments over where a 50 is a hit or miss during 50% miss chance. To prevent most of the potential conflicts that may develop, I'm just going with high is generally a hit.

20% Miss chance = 1-20 is a miss, 21-100 is a hit.
50% Miss chance = 1-50 is a miss, 51-100 is a hit.


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1

Rhemus will climb down to the bilges and will approach the dire rats cautiously waving his dagger in front of him:

fighting defensively and readying an action to attack any dire rats that attack him; AC 19 fighting defensively

Attack with Medium sized Dagger - fighting defensively: 1d20 + 1 - 2 - 4 ⇒ (3) + 1 - 2 - 4 = -2

He will swing wildly at the rats.


Mordant Spire Elf Magus (Bladebound, Spire Defender) 1 | HP 11/11 | AC 14 Touch 14 Flatfooted 10 | Saves F +4 R +3 W +2 | Init +5 | Low-light vision; Perc +2, Sense Motive +0

Aerel acted in my last post. Nothing has changed.

Perception: 1d20 + 2 ⇒ (12) + 2 = 14

Nature: 1d20 + 3 ⇒ (3) + 3 = 6

Failing to snare one of the dire rats, Aerel slashes out at one of the rodents with his dagger.

Reach melee touch attack: 1d20 + 2 ⇒ (20) + 2 = 22

Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Critical confirmation: 1d20 + 2 ⇒ (10) + 2 = 12

Damage: 1d4 + 2 ⇒ (4) + 2 = 6


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
The Many-Faced GM wrote:


I've seen it go numerous ways, people picking high, people picking low, people picking even or odd, or 20 different random numbers. None of which really serves the speed of the game along or offer any additional intended benefits. I've gotten in arguments over where a 50 is a hit or miss during 50% miss chance. To prevent most of the potential conflicts that may develop, I'm just going with high is generally a hit.

20% Miss chance = 1-20 is a miss, 21-100 is a hit.
50% Miss chance = 1-50 is a miss, 51-100 is a hit.

Yeah, which is why I figured it's good to ask and let you state how you prefer it so we can follow a rule there.

Calling out miss chance in a pbp with "preview" does not seem to work. I was following such a game as observer a while and lo-and-behold, they had a 80% success rate. Naturally everybody will adhere to the rule to be fair and not alter things to their advantage, but it seems the human mind is a weak thing. So it's best to have a fixed rule about it, imho.

Also, since both of them stated actions and I guess we will proceed to Round 3, I'll post now since I will be gone for quite a while afterwards: Nivian will follow down once 3 people went down the ladder(Rillum jumped down, Rhemus just went down, and I think Aerel must have went down if he intends to slash at Rats, too), using Total Defense Action while telling the others where to find the Dire Rats once she is in contact with the Water.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Baltzar climbed down then stood in the back with Romello on her shoulder, as I said she'll mostly hold back defensively to be ready with healing.


Mordant Spire Elf Magus (Bladebound, Spire Defender) 1 | HP 11/11 | AC 14 Touch 14 Flatfooted 10 | Saves F +4 R +3 W +2 | Init +5 | Low-light vision; Perc +2, Sense Motive +0
Nivian Mazu wrote:
...and I think Aerel must have went down if he intends to slash at Rats, too...

As stated in my first combat action in my post yesterday morning.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
Aerel De'Cawen wrote:
Nivian Mazu wrote:
...and I think Aerel must have went down if he intends to slash at Rats, too...
As stated in my first combat action in my post yesterday morning.

aye, just assumed it to be so from context without checking back. On the Roll20, you are still upstairs so I was not certain.

If it had not been you, someone else would have went down later. Just stated I would delay until 3 people are already down.


Mordant Spire Elf Magus (Bladebound, Spire Defender) 1 | HP 11/11 | AC 14 Touch 14 Flatfooted 10 | Saves F +4 R +3 W +2 | Init +5 | Low-light vision; Perc +2, Sense Motive +0

Okay, I forgot about Roll20. I have moved Aerel's token into the bilges; however, jumping in was his action in the first round. The second round saw him attacking one of the dire rats with his dagger. He is now awaiting round 3.


Curse of the Crimson Throne Roll20

Combat Conditions
The bilge is filled with 2 feet of water providing concealment and difficult terrain. There is plenty of light thanks to Rhemus's light spell on his dagger.

There are currently 6 dire rats, one of which was gravely injured by Aerel as it lunged at him. It also easily noticeable that there are a few spiders now dropping down the sides of the bilges. Most of the spiders drop down and attack dire rats to little effect.

Round 1 Recap:

Gathering around the bilge hatch, Master Scourge lifts up the bilge hatch and looks around at each of you present as if to say ‘what are you waiting for?’ As the hatch opens and light floods in, the dire rats go into hiding. Master Scourge agrees to return Nivian her crossbow, at least for the moment. He then goes to find a nice hammock to put his feet up in.

Rhemus casts light on his own dagger and begins offering up daggers for any who wish them.

Aerel hops down into the murky water, dagger in one hand and a net in the other.

The dire rats wait in hiding as their hunger begins to overtake them.

Round 2 Recap:

Sandman accepts a dagger and places it his belt sheath. He then grabs a nearby crate and hurls it down into the bilges. As it splashes into the brackish water, the rats go scurrying and Aerel takes the opportunity to hurl his net at one, but the rat appears to swim out of the way.

Nivian fires a crossbow bolt as one of the rats swims towards Aerel, but the water alters the flight of the bolt just enough to cause the bolt to miss. She then climbs down the ladder.

Aerel skewers a dire rat on his dagger as the one Nivian missed lunges for him but finds nothing but hard steel.

Rhemus climbs down into the bilges and cautiously waves his dagger at the rats. Two of the rats lunge at Rhemus but both miss.

Rillum slides down the ladder and retreats to a crate stashed into a corner apparently retrieving a few things out of it. A dire rat bites into his ankle for 2 points of damage DC 11 Fortitude save vs. Filth Fever

Baltzar follows the rest down the ladder with Romello on her shoulder trying her best to stay out of harms way.

Dice Rolls:

Concealment: 1d100 ⇒ 33
Dire Rat #1 vs. Aerel AC 14: 1d20 + 1 ⇒ (7) + 1 = 8
Dire Rat #3 vs. Aerel AC 14: 1d20 + 1 ⇒ (7) + 1 = 8
Dire Rat #4 vs. Rhemus AC 19: 1d20 + 1 ⇒ (3) + 1 = 4
Dire Rat #5 vs. Rhemus AC 19: 1d20 + 1 ⇒ (8) + 1 = 9
Dire Rat #6 vs. Rillum AC 14: 1d20 + 1 ⇒ (17) + 1 = 18
Concealment: 1d100 ⇒ 66
Dire Rat damage vs. Rillum: 1d4 ⇒ 2 DC 11 Fortitude save vs. Filth Fever
Bilge Spider vs. Dire Rat #1 AC 14: 1d20 + 7 ⇒ (9) + 7 = 16
Concealment: 1d100 ⇒ 33
Fortitude Save DC 10: 1d20 + 3 ⇒ (12) + 3 = 15
Bilge Spider vs. Dire Rat #3 AC 14: 1d20 + 7 ⇒ (12) + 7 = 19
Concealment: 1d100 ⇒ 87
Fortitude Save DC 10: 1d20 + 3 ⇒ (20) + 3 = 23
Bilge Spider vs. Dire Rat #5 AC 14: 1d20 + 7 ⇒ (2) + 7 = 9
Concealment: 1d100 ⇒ 3

Round 3 begins. All players may take actions and then the rats and spiders will respond.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Nivian moves down into the bilges, getting in contact with the water, and trying to keep out of teeth's range while pinpointing their location for her comrades.

Move action: Move down into the bilges.
Standard action: Total Defense: +4 AC=>17 AC
Free action: Talk to tell position of enemies, point to show position of enemies


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1

Rhemus continues to cautiously move around the bilges attacking the dire rats:
I am still on the road and using iPad, so cannot see Roll20 map. If possible he will maneuver to flank a rat without getting surrounded and fights defensively

Attack + Fighting Defensively + Flanking: 1d20 + 1 - 2 - 4 + 2 ⇒ (20) + 1 - 2 - 4 + 2 = 17
Damage: 1d4 ⇒ 1
Confirming:
Attack + Fighting Defensively + Flanking: 1d20 + 1 - 2 - 4 + 2 ⇒ (3) + 1 - 2 - 4 + 2 = 0
Damage: 1d4 ⇒ 1


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

She has her claws ready if necessary, but continues to otherwise be defensive and ready for healing if needed.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

DC11 Fort save: 1d20 + 7 ⇒ (6) + 7 = 13

Finally! Things will burn! Rillum imagines the faces of the pirates on the beasties surrounding him.He reaches into his stash to find his plague vial, then drinks it down, his lips stained brown with the toxic brew. He kisses one of the catalyst vials, which begins to his and glow with a red/green light and throws it into the rat-filled hole, then laughs with maniacal glee.

If Rillum can, he takes a 5 ft step into the space below the spider (if it is hanging above, or small enough to share a space. He retrieves the plague vial (move action), drinks it (swift action from feat), then throws a bomb at the intersection with the blue dot (standard action) on roll20 dealing splash damage (5 points) to any creatures in the outlined squares (includes extra square from feat) DC14 reflex for half

If I can't make the 5 ft step, Rillum will eat the AoO and hope for the best. Any successful melee attack against him requires a DC14 fort save to avoid being sickened for one round.

bomb attack at intersection of square AC 5: 1d20 + 6 ⇒ (5) + 6 = 11


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

"Eeek spiders!"


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HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Sandman climbed down onto the ladder and pulled the hatch shut above him. He wedged his club through the pull ring and gave it his weight. Plugg wouldn't be able to open it without breaking the club and lifting him too.

He had everything positioned just in time to hear an explosion. He whipped his head around to see fire burning atop angrily churning waters. He was surprised. Rillum was practically dancing with glee.

How did he...

He saw a thin tail cut the water and vanish. He started to bring his arts to bare, but the creature was already gone. "I can't see them!" he said over the echoing blast.

Sandman is staying on the ladder. The trap door is closed and wedged shut with his weight helping to keep it that way. We don't need Plugg taking advantage of the situation."


Curse of the Crimson Throne Roll20

Rhemus is unable to move to flank as the group as formed a phalanx wall of sorts to protect the females in the rear, sort to speak. He does slash at a rat leaving a gash across it's snout.

The spider's are tiny so have no reach to make attacks of opportunity with anyway and they are climbing down/hanging on the walls above the water. You can occupy that square with no issue. Unfortunately Reflex is their best save.

The bomb explodes rather loudly in the confined space and sets several of the rats burning. The oily substance they are covered in tends to keep them burning and enrages them even more, but the murky water itself doesn't ignite. Bits and pieces here and there burn for a few seconds before flaming out.

One of the spiders ignites like a match and burns out quickly, it's charred remains falling into the water.

Dice Rolls:

Dire Rat's Reflex Save vs. DC 14: 1d20 + 5 ⇒ (20) + 5 = 25
Dire Rat's Reflex Save vs. DC 14: 1d20 + 5 ⇒ (17) + 5 = 22
Dire Rat's Reflex Save vs. DC 14: 1d20 + 5 ⇒ (19) + 5 = 24
Bilge Spider's Reflex Save vs. DC 14: 1d20 + 5 ⇒ (3) + 5 = 8


Mordant Spire Elf Magus (Bladebound, Spire Defender) 1 | HP 11/11 | AC 14 Touch 14 Flatfooted 10 | Saves F +4 R +3 W +2 | Init +5 | Low-light vision; Perc +2, Sense Motive +0

Going to assume that the fire provides illumination for this round. If not, I have included the percentile check for fighting blind.

Aerel strikes out at another one of the rats surrounding him.

Dagger melee attack: 1d20 + 2 ⇒ (19) + 2 = 21

Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Percentile: 1d100 ⇒ 65 I believe the rule is high hits.

Confirm Critical Hit: 1d20 + 2 ⇒ (10) + 2 = 12

Damage: 1d4 + 2 ⇒ (2) + 2 = 4


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

@Aerel...we have illumination, Rhemus has light-spell on his dagger active. The miss chance is because they have concealment due to the murky water they hide in. It's only 20% concealment though. On the other hand, it seems GM handled it by the book and rolled concealment miss chance for defender himself.


Curse of the Crimson Throne Roll20

Another dire rat is slashed open, innards falling into the dirty water seconds before the body does. The nearest spider wastes no time as it moves into food on the dying rat.

Yes, Rhemus has a light source of 20 feet of normal light and 20 feet of dim light beyond that.


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1

Rhemus continues to fight defensively and slashes if possible at the same rat he hit before or any other already hurt:

Attack + Fighting Defensively: 1d20 + 1 - 2 - 4 ⇒ (20) + 1 - 2 - 4 = 15
Damage: 1d4 ⇒ 1
Concealment: 1d100 ⇒ 16

Very frustrating to lose a natural 20 because of concealment!


Curse of the Crimson Throne Roll20

Combat Conditions
The bilge is filled with 2 feet of water providing concealment and difficult terrain. There is plenty of light thanks to Rhemus's light spell on his dagger.

There are currently 6 dire rats, one of which was gravely injured by Aerel as it lunged at him. It also easily noticeable that there are a few spiders now dropping down the sides of the bilges. Most of the spiders drop down and attack dire rats to little effect.

Round 1 Recap:

Gathering around the bilge hatch, Master Scourge lifts up the bilge hatch and looks around at each of you present as if to say ‘what are you waiting for?’ As the hatch opens and light floods in, the dire rats go into hiding. Master Scourge agrees to return Nivian her crossbow, at least for the moment. He then goes to find a nice hammock to put his feet up in.

Rhemus casts light on his own dagger and begins offering up daggers for any who wish them.

Aerel hops down into the murky water, dagger in one hand and a net in the other.

The dire rats wait in hiding as their hunger begins to overtake them.

Round 2 Recap:

Sandman accepts a dagger and places it his belt sheath. He then grabs a nearby crate and hurls it down into the bilges. As it splashes into the brackish water, the rats go scurrying and Aerel takes the opportunity to hurl his net at one, but the rat appears to swim out of the way.

Nivian fires a crossbow bolt as one of the rats swims towards Aerel, but the water alters the flight of the bolt just enough to cause the bolt to miss. She then climbs down the ladder.

Aerel skewers a dire rat on his dagger as the one Nivian missed lunges for him but finds nothing but hard steel.

Rhemus climbs down into the bilges and cautiously waves his dagger at the rats. Two of the rats lunge at Rhemus but both miss.

Rillum slides down the ladder and retreats to a crate stashed into a corner apparently retrieving a few things out of it. A dire rat bites into his ankle for 2 points of damage DC 11 Fortitude save vs. Filth Fever

Baltzar follows the rest down the ladder with Romello on her shoulder trying her best to stay out of harms way.

Round 2 Dice Rolls:

Concealment: 1d100 ⇒ 66
Dire Rat #1 vs. Aerel AC 14: 1d20 + 1 ⇒ (20) + 1 = 21
Dire Rat #3 vs. Aerel AC 14: 1d20 + 1 ⇒ (3) + 1 = 4
Dire Rat #4 vs. Rhemus AC 19: 1d20 + 1 ⇒ (11) + 1 = 12
Dire Rat #5 vs. Rhemus AC 19: 1d20 + 1 ⇒ (20) + 1 = 21
Dire Rat #6 vs. Rillum AC 14: 1d20 + 1 ⇒ (2) + 1 = 3
Concealment: 1d100 ⇒ 51
Dire Rat damage vs. Rillum: 1d4 ⇒ 1 DC 11 Fortitude save vs. Filth Fever
Bilge Spider vs. Dire Rat #1 AC 14: 1d20 + 7 ⇒ (4) + 7 = 11
Concealment: 1d100 ⇒ 87
Fortitude Save DC 10: 1d20 + 3 ⇒ (6) + 3 = 9
Bilge Spider vs. Dire Rat #3 AC 14: 1d20 + 7 ⇒ (18) + 7 = 25
Concealment: 1d100 ⇒ 15
Fortitude Save DC 10: 1d20 + 3 ⇒ (19) + 3 = 22
Bilge Spider vs. Dire Rat #5 AC 14: 1d20 + 7 ⇒ (7) + 7 = 14
Concealment: 1d100 ⇒ 52

Rhemus slashes at a dire rat opening small gash along its side.
Rillum giggles with glee as he hurls a bomb until the middle of a pack of dire rats according to where Nivian directs him.
Aerel’s gash opens up a rat and its entrails pool into the water while the closest spider takes advantage and jumps down to feed on what’s left of the rat.
Baltzar and Romello take care to avoid a spider along the wall while making sure no body takes any lethal bites or scratches.
Nivian uses her water sense to direct where the rats are hiding.
Sandman keeps the hatch closed and remains at the top of the ladder, unable to clearly see his targets below, but with some of the rats burning on fire and Nivian directing where they are he has line of effect to at least 3 of the burning, damaged rats.
One rat bites into Rhemus for 3 points of lethal damage and a DC 11 Fortitude save vs. Filth Fever.
One rat nips at Aerel for 1 point of nonlethal damage (the spider's poison coursing through it's veins) and a DC 11 Fortitude save vs. Filth fever.

Round 3 Dice Rolls:

Dire Rat #1 vs. Aerel AC 14: 1d20 + 1 ⇒ (8) + 1 = 9
Concealment: 1d100 ⇒ 4
Dire Rat #2 vs. Aerel AC 14: 1d20 + 1 ⇒ (9) + 1 = 10
Dire Rat #1 confirm vs. Aerel AC 14: 1d20 + 1 ⇒ (11) + 1 = 12
Dire Rat #1 damage vs Aerel: 1d4 - 1 ⇒ (3) - 1 = 2 {1 point of nonlethal damage and a DC 11 Fortitude save vs. Filth Fever}
Bilge Spider #1 vs. Dire Rat: 1d20 + 7 ⇒ (11) + 7 = 18
Concealment: 1d100 ⇒ 46
Bilge Spider #1 vs. Dire Rat: 1d20 + 7 ⇒ (20) + 7 = 27
Dire Rat #4 vs. Rhemus: 1d20 + 1 ⇒ (6) + 1 = 7
Dire Rat #5 vs. Rhemus: 1d20 + 1 ⇒ (19) + 1 = 20
Dire Rat #6 vs. Rhemus: 1d20 + 1 ⇒ (2) + 1 = 3
Concealment: 1d100 ⇒ 95
Dire Rat #1 damage vs Aerel: 1d4 ⇒ 1 {3 points of lethal bite damage and a DC 11 Fortitude save vs. Filth Fever.}

Sandman may take one standard action to complete round 3. Otherwise round 4 begins. All players may take actions and then the rats and spiders will respond.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Nivian will continue to direct the others, staying defensive and reloading her crossbow.

Standard: Total defence, +4 AC=17
Move action: Reload crossbow(provokes IF the Rat next to her is still alive on her turn)
Direct others regarding positions of Rats.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

no time to make a full post. Slumber hex a not- burning rat.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

The concussive blast blows Rillum's fur back, and an acrid chemical taste fills his nostrils and mouth. The closest thing to joy he feels fills his twisted heart. The only thing that sours the experience is that his chosen victims still live. Time to take care of that.

Rillum presses a catalyst vial to his nose and it begins to shake and glow like the last. He lets it fly and watches a second wave of flame chime the hold like a bell.

Rillum accepts the AoO from the adjacent rat and throws a bomb at the marked intersecting corner doing 5 damage to every creature in the area indicated.

to hit AC5: 1d20 + 6 ⇒ (5) + 6 = 11


Curse of the Crimson Throne Roll20

Two of the dire rats incinerate on the spot while the third has half its face melt away. It moves to attack Rillum like a man scorn by his god but fails to score a bite realizing it's teeth are no longer where it left them. Another dire rat stops swimming and starts snoring as it roles over and begins to float on its back. The remaining bilge spider knows an easy meal when it sees and lowers itself onto the belly of the sleeping rat.

The two remaining awake dire rats each have 1 hp while the sleeping dire rat (for 1 round) has a spider sitting on it's belly...Finish Them

Dice Rolls:

Dire Rat #4 Reflex save vs. DC 14: 1d20 + 5 ⇒ (20) + 5 = 25
Dire Rat #5 Reflex save vs. DC 14: 1d20 + 5 ⇒ (2) + 5 = 7
Dire Rat #6 Reflex save vs. DC 14: 1d20 + 5 ⇒ (2) + 5 = 7
Dire Rat #6 AoO vs. Rillum AC 14: 1d20 + 1 ⇒ (4) + 1 = 5
Dire Rat #6 AoO vs. Rillum AC 14: 1d20 + 1 ⇒ (2) + 1 = 3 From previous round overlook
Dire Rat #6 vs. Rillum AC 14: 1d20 + 1 ⇒ (10) + 1 = 11
Dire Rat #1 vs. Slumber Hex Will save DC 15: 1d20 + 1 ⇒ (7) + 1 = 8


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1

Can see Roll20 today, YAY! Hilton Business Center

Rhemus will attack the dire rat that is adjacent to Rillum and Nivia. He uses a move action to Study the Dire Rat then attacks throwing caution to the wind Not Fighting Defensively AC back to 17, and tumbles to flank the rat:

Acrobatics: 1d20 + 8 ⇒ (7) + 8 = 15

Attack+Studied Attack: 1d20 + 1 - 2 + 1 ⇒ (17) + 1 - 2 + 1 = 17
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Concealment: 1d100 ⇒ 74

EDIT: Forgot Filth Fever Save

Fortitude DC 11: 1d20 + 4 ⇒ (20) + 4 = 24


Curse of the Crimson Throne Roll20

Rhemus easily dispatches the half-melted dire rat putting it out of it's misery while noticing the shear joy of pleasure sprawled across the ratfolk's face.


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Mordant Spire Elf Magus (Bladebound, Spire Defender) 1 | HP 11/11 | AC 14 Touch 14 Flatfooted 10 | Saves F +4 R +3 W +2 | Init +5 | Low-light vision; Perc +2, Sense Motive +0

Ignoring the spider, Aerel plunges his dagger into the sleeping rat.

Coup de Grace Double Damage: 2d4 + 4 ⇒ (3, 4) + 4 = 11

Might as well make it three critical hits in a row, even if the third one is slightly a cheat.

EDIT: Forgot the save Fortitude vs. Filth Fever: 1d20 + 4 ⇒ (8) + 4 = 12


Curse of the Crimson Throne Roll20

Aerel stabs the sleeping dire rat right through the feeding spider on top of it killing both instantly. The last remaining and injured dire rat withdraws back into the bilge pumping happy to seemingly escaping with it's life. In less than half a minute, the threats have been neutralized and no one seems much worse off for ware. Everyone manages to avoid contracting filth fever, and the hopping little ratfolk appears to be dancing a jig. Between the smell of burnt rat hair, sewage, blood, and rat feces, now would seem like an excellent time to exit the bilge, while you still have your breakfast intact. Although there is the matter of the swinging Sandman pinata...


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Sandman waits for a moment to see if any other threats arise and for Rillum to stash his impressive weapons again. Then he opens the hatch and climbs out of the bilge.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Did you and Rillum already thorougly search the Bilges during your shifts here? Otherwise this would be an excellent opportunity to take 20 on taking a look around. We're alone here, with no watchful eyes, and they don't need to know this was a matter of 30 seconds. Also, one of the probably few opportunities to talk openly among ourselves, so if there's more plotting to be done, here's a chance.

Specifically, while I will give diplomacy another chance, I already prepared my kill-spell today, so we may as well think about it. First question would be if someone has objections, second, if Rillum wants to help out. You would crack the dead guys lockbox, the lockbox of another guy we don't like, and transfer the content, to make it look like second guy we don't like is involved and wants a keelhauling. 2 for 1 deal on the Wormwood.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Rillum is open to discussion. He and Sandman both gave the bilge a once-over, but I don't think either of us took 20.

while the others catch their breaths, Rillum, still giggling, gathers another handful of prepared catalysts and secrets them throughout his hidden pockets. He flips through his book of recipes, "This took little time, was fast. Those above, our captors no doubt expect longer, or failure. If we can take two more minutes, a little more time, I can create more spices."

He turns to his pack and begins to mix, assuming the rest will acquiesce.

Rillum begins to prepare his extracts for the day, assuming the rest of the party allows it. Rillum would be happy to help eliminate one or more of his tormentors afterward, though hopefully he can get another hour late that night to recreate his plague vial.


Curse of the Crimson Throne Roll20

A thorough search of the bilges reveals a suit of leather armor, three heavy maces, 12 sp, a masterwork handaxe, a vial of holy water, and 21 gp.
All items are of medium size, sorry small folks.

After about 3 minutes, Master Scourge begins trying to open the hatch, then begins banging on the hatch shouting out extremities about what the heck is going on down there.

Assuming the hatch is eventually opened and you all crawl out...

"Took yee's long enough, now get back to your duties. The day ain't over yet." It's not hard to conceal items from Master Scourge as he's more focused on Nivian's lady parts than anything else. He also seems to overlook the fact that Nivian still has her crossbow.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Baltzar notices how Scourge is paying attention to Nivian, and frowns. Question is, is she jealous that he's not interested in her, or worried for Nivian?


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

I stated my option of the day to be going to Grok and ask regarding my equipment. But the most important part of which, the crossbow, scourge helped me retrieve. Should I treat my daily actions as a "influence Scourge" with this result, or post another actions? Because after we did this, I would probably not head to the Quartermaster to ask about "a belt pouch, chalk (10), a flint and steel, ink, an inkpen, a mess kit, soap and 2 vials acid."


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Seeing the vial of holy water, Rillum licks his lips, "Is bottle, it is spices. I will keep it with my spices. I am very good, quite accomplished in brewing, using spices."

Rillum can get more use out of the vial than anyone; any objections to him taking custody of it?


Curse of the Crimson Throne Roll20
Nivian Mazu wrote:
I stated my option of the day to be going to Grok and ask regarding my equipment. But the most important part of which, the crossbow, scourge helped me retrieve. Should I treat my daily actions as a "influence Scourge" with this result, or post another actions? Because after we did this, I would probably not head to the Quartermaster to ask about "a belt pouch, chalk (10), a flint and steel, ink, an inkpen, a mess kit, soap and 2 vials acid."

Your daily activity would have counted as shopping at the quartermasters. Master Scourge would have escorted you personally so you wouldn't have had to pay for it. You can always visit the quartermaster the next day or even try to sneak in at night if you like.

You do notice that Rillum has been going through crates in the bilge and pulling out various supplies. You may want to talk to him about acquiring particular items, just a thought.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

"Yes, yes. Find monkeys, find tools, find spices, yes spices, Find fiddles and bottles, and recipes. Find, found, all my things. My things are back. . ."


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1
Rillum 'Bilge' Jimmings wrote:
"Yes, yes. Find monkeys, find tools, find spices, yes spices, Find fiddles and bottles, and recipes. Find, found, all my things. My things are back. . ."

Rhemus reacts immediately as Rillum mentions he found a fiddle, "Rillum that fiddle is precious to Rosie the halfling lass who was press ganged a few days before us. If we return it to her she will be eternally grateful and fully aligned with us. I would like to return it to her. You ok with that?"


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Rillum quirks his nose and ears at Rhemus. "Hmmm, hmm. She wants her things? Hmm." he seems to have an internal dialog as his head twitches back and forth for a second or two. "Yes, yes. She can have hers. Let her know I found and I give, give back to her. Let her know I like bottles and spices and recipes."

With that pronouncement, he pulls the fiddle from its hiding place, gives it a quick sniff and lick, then hands it to Rhemus.

"She is crew? For her, 'wait for shore,' yes?"


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Baltzar finishes her work for the day, then that night decides along with the others it's probably best not to drink this rum, poisoned or not it's way too strong.

Stealth: 1d20 + 2 ⇒ (4) + 2 = 6

arrrgh

Not sure if I need to do this, or if I will be forced to drink it...
Addiction Fortitude: 1d20 - 1 ⇒ (18) - 1 = 17


Curse of the Crimson Throne Roll20

After about 5 minutes since the hatch closed, Master Scourge attempts to open it, and then begins irately banging on the hatch until it is open and you begin to emerge.

"All taken care of then eh?" He says, seeming a little let down as all of you climb out mostly unscathed. "I knew that Jack was a worthless little cur as soon as he came aboard, scarred off by a pack of rats, bloody coward."

Nivian's Daytime Activity was Shopping
Sandman's Daytime Activity was Influencing
Baltzar's Daytime Activity was Influencing
Rhemus's Daytime Activity was Shopping
Aeler's Daytime Acitivity was Working Diligently
Rillum's Daytime Activity was Sneaking

After the encounter in the bilges, the rest of the work day passes quickly and the end of the work day bell sounds. Crews start heading up stairs for the Bloody Hour. Despite Master's Scourge's constant remarks, Jack receives no lashes and dinner is quickly passed out. While Fishguts carries out large pots of boiling stew, Rhemus is left to handle the run rations. Once you have completed your rum rations, you are free to partake in your nighttime activities.

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