There be lootin' to do - Skulls & Shackles

Game Master Spazmodeus

Here be a despicable crew of pirates!

Today's Date: Moonday, 28th of Lamashan, 4712 AR
Weather: Sunny and hot

Current Map |
Ship Sheet | Loot Tracker |
Shackles Map | Campaign Bible

Infamy: 29 Disrepute: 14 Plunder: 16


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Male Human (Mwangi) Aquatic Druid 4
Status:
  • HP: 30/30
  • AC: 14, T: 11, F: 13
  • F:6, R: 2, W: 8, Init: +1; Perception: +11
  • Channels Used: 1/7
  • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
  • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

Jesal draws and throws a shortspear.

To hit: 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 17
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

-Posted with Wayfinder


Male

@Isaac: you know, I can't find anything saying you can or can't hold your breath while paralyzed...but it's definitely not a good situation to be in. I suppose holding your breath is not a "purely mental" action, so...perhaps no? ;)

@Arhiel: making a swim check for you, since dragging a stiffened body to the surface is a lot harder than just swimming. If you want to do something else besides just dive and grab, feel free to retcon. Do note that your swim check should be a lot higher: creatures with a native swim speed gain a +8 bonus to swim checks, and can take 10 at any time. :)

@All: apologies for the delay, last night got hijacked for Thanksgiving plans.

ROUND THREE!

Edward urges his companions to greatness in order to preserve their way of life as Arhiel dives into the water and barely, barely manages to pull Isaac--whose nose was beginning to fill up with water--back to the surface. She breaks it with a gasp, holding her captain's head above water, as Jesal hurls a spear that just narrowly misses the remaining foe.

Initiative
Alabaster, Isaac (mental only, please post if you have no action) <-----
Friendly grindys
Foe
Jesal, Arhiel, Edward

Vitals:
Undead: HP: Green 11 | AC/T/FF: 18/16/16 | Fort +2 Ref +2 Will +5 | CMD: 14

GM Screen:

Arhiel's Swim, take 10: 10 + 10 = 20


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Alabaster takes a another wild stab into the cage.
Attack, Inspire Courage, Power Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d6 + 5 ⇒ (1) + 5 = 6


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac just stays frozen, his joints locked up. 'Oh, thank ye, thank ye Arhiel!'

I'm not sure what counts as a mental action for me. Can't move, can't swim, can't attack. I don't think I can use any of my rogue abilities. So, I'm not sure what I can do.


Male

Yeah, paralysis does kinda suck. :S

ROUND THREE (cont'd)

Alabaster's cutlass simply rebounds off the steel bars, while the grindylows lunge forward and attempt to stab at the one remaining undead! They're better set up this time, and both spears sink home, causing a stream of bubbles to jet from the abomination's mouth as it writhes in pain. It turns and lunges forward, its claws streaming through the water. One opens up a grindylow's stomach, and the little creature faints immediately. The other opens a massive, bleeding gash in the second grindylow's shoulder; it's still alive, but only just.

Initiative
Alabaster, Isaac
Friendly Grindys
Foe
Arhiel, Jesal, Edward <----

Tactical Situation

Vitals:

Undead: HP: Green 2 | AC/T/FF: 18/16/16 | Fort +2 Ref +2 Will +5 | CMD: 14

GM Screen:

Grindy Spear 1: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Grindy Spear 2: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Crit threat??: 1d20 + 3 ⇒ (8) + 3 = 11 does not confirm
Bite 1: 1d20 - 2 ⇒ (2) - 2 = 0
Damage: 1d3 ⇒ 3
Bite 2: 1d20 - 2 ⇒ (15) - 2 = 13
Damage: 1d3 ⇒ 1
Ghoul claw 1: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Claw 2: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d6 + 1 ⇒ (4) + 1 = 5


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Arhiel continues to hold Isaac's head above water until he is able to move under his own volition again.


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Edward keeps his inspire up for another, hopefully the last, round.


Male Human (Mwangi) Aquatic Druid 4
Status:
  • HP: 30/30
  • AC: 14, T: 11, F: 13
  • F:6, R: 2, W: 8, Init: +1; Perception: +11
  • Channels Used: 1/7
  • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
  • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

See discussion for my post. Wayfinder app + big thumbs = first world problems.

-Posted with Wayfinder


Male

Sorry for the delay--Thanksgiving, etc. Hope everyone in the States has had a good holiday! :)

ROUND FOUR

Jesal just can't get a good shot off with the churning water, and as Arhiel and Edward hold their positions his shot goes wide yet again!

Initiative
Alabaster, Isaac (paralyzed) <----
Friendly Grindys
Foes
Jesal, Edward, Arhiel

Tactical Situation

Vitals:

Undead: HP: Green 2 | AC/T/FF: 18/16/16 | Fort +2 Ref +2 Will +5 | CMD: 14


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac simply floats in Arhiel's embrace, unable to move.

*glub, glub*


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Yet not minding one bit, i reckon.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

The problem is... it's not Rosie. :)


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Sorry ;)


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

It's no problem. All in good fun. ;)


Male

ROUND FOUR (cont'd)

Botting Alabaster to keep us moving!

Alabaster lunges forward desperately and furiously, and as the undead creature wriggles on the end of the surviving grindylow's spear, his cutlass finally finds its mark and severs the creature's head from its body!

COMBAT OVER

The waters slowly grow still as Alabaster surfaces, gasping for breath. Moments later, Isaac's limbs come back under his control, and he's able to swim under his own power. The one remaining grindylow swims over to perch near Jesal, not evidently perturbed by the demise of its two clan mates.

Now that the waters are growing still you can see that one of the two creatures wears the tattered remains of a greatcoat with large, silver buttons. The other is naked, though hideously disfigured. Among the sand and shells at the bottom of this cave--glinting through the bars--you can also see scattered coins on the floor. Of Sandara or Giffer, there is no sign...

Well, almost no sign. Spying something, the grindylow still with you gives a delighted cry and darts over to one of its now-expired kin. It rummages at the dead grindylow's bag and pulls out something battered and black--something recognizable. When it slaps it on its head, you recognize it as Sandara's hat!

The little grindylow says proudly to Jesal, "Khaphachao misividyu. Lik penkhonghao!"

The underground passage continues out of this cavern to the east.

Aquan:
"I am alive. Therefore, the hat is mine!"

GM Screen:

Alabaster attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Crit??: 1d20 + 5 ⇒ (10) + 5 = 15


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

When Isaac is able to move, he sighs in relief. He turns to Arhiel and says, "Thank ye. Really."

He dives down into the water and begins to loot the area, taking the greatcoat and the coins.

When the grindylow shows up with the hat, Isaac is in shock! "Tha's Sandara's hat! She be in thes' cav's! Tha' means Giffer's her' too!"


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

When Isaac can swim on his own again, Arhiel releases him, nods in response to his thanks... "Most welcome, anytime, mon capitan" she says with a chuckle. She dives down to join the others... helps with the looting. "SEems you are right, Isaac... they are or at least were here... let's go on further and see if we can find them."


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

.."Yes, that is her hat alright."

Edward snatches the hat from the grindy.
"That's not yours, neither is it mine, but i'm keeping it for the one it does belong to."

Edward leaves little room for objection from the grindy.


Male

Sorry for the delay...Thanksgiving travel and whatnot! Just let me know when you're ready to continue forward through the caves.

The grindylow snarls when Edward snatches Sandara's hat away, and looks like it would bite him if Jesal didn't hold up a warning finger. Instead, it sulks.

The scattered coins on the floor of the cavern, when fully gathered, are revealed to total 120 pieces of gold in various coinages (24 each). The greatcoat that one of the undead was wearing is too tattered to be worth much, but it does have five still-intact large, silver buttons that could probably be resold.

The buttons are worth 2 gp each.

Knowledge (Geography or Local) DC 20:
Though it's barely rags now, the coat seems to have once been the sort of coat usually seen in the uniform of the Chelaxian Imperial Navy.

Perception DC 25 (only one PC may succeed):
When you examine the silver buttons, you notice a tiny catch in the side of one. When you press on it, the button springs open, revealing a tiny hidden compartment. Inside the compartment rests a single, small, curled up iron-gray feather.


Male Human (Mwangi) Aquatic Druid 4
Status:
  • HP: 30/30
  • AC: 14, T: 11, F: 13
  • F:6, R: 2, W: 8, Init: +1; Perception: +11
  • Channels Used: 1/7
  • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
  • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

Perception: 1d20 + 9 ⇒ (8) + 9 = 17

-Posted with Wayfinder


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Knowledge (local): 1d20 + 6 ⇒ (15) + 6 = 21
Perception: 1d20 + 7 ⇒ (9) + 7 = 16

Isaac can easily identify the coat. "Well, we be havin' a Cheliaxian Imperial Navy uniform here. I'll be keepin' it an' see if I can ge' it repaired."


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac nods at Arhiel. "Let's be goin' tha' way. Deeper into th' cav's."


Male Human (Mwangi) Aquatic Druid 4
Status:
  • HP: 30/30
  • AC: 14, T: 11, F: 13
  • F:6, R: 2, W: 8, Init: +1; Perception: +11
  • Channels Used: 1/7
  • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
  • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

Jesal nods and follows.

-Posted with Wayfinder


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Agrees.

Resumes chores in the house.


Male

Three agreed is plenty for me to move forward!

Stepping carefully, you move forward, through a low passageway and into the next chamber, which is surprisingly dry--just a thin layer of water rushes gently backward and forward over the floor, churned by the distant tides. This wider cavern is decorated with hundreds of leering skeletal parts, wriggling with worms. Four dark circular openings--the one you came from, two opposite, and one to your left that plunges downward--open out of this chamber.

As you enter the room, Edward is distracted by something shiny in a corner...but his attention is quickly arrested as everyone else shouts a warning, alerting him to the purple, seven-armed octopoid monstrosity the size of a horse that begins to claw its way towards you from across the cavern with its hook-lined tentacles! It glares at you with malice in its cold, blue eyes.

COMBAT! ROUND ONE
The creature seems to be moving slowly, and most of you are fast enough to respond quickly.

Initiative
Alabaster, Arhiel, Edward, Isaac <----
Foe
Friendly Grindy, Jesal

Tactical Map

Vital Stats:

Horrible Fishy Monstrosity: HP: 42 | AC/T/FF: 17/12/14 | Fort +7 Ref +7 Will +2 | CMD: 22 (can't be tripped) | Resist: Cold 10

GM Screen:

Devilfish Stealth: 1d20 + 15 ⇒ (3) + 15 = 18
Perception Isaac: 1d20 + 7 ⇒ (13) + 7 = 20
Perception Arhiel: 1d20 + 7 ⇒ (13) + 7 = 20
Perception Edward: 1d20 + 5 ⇒ (5) + 5 = 10
Perception Alabaster: 1d20 + 2 ⇒ (18) + 2 = 20
Perception Jesal: 1d20 + 9 ⇒ (10) + 9 = 19
Initiative Alabaster: 1d20 + 3 ⇒ (12) + 3 = 15
Initiative Arhiel: 1d20 + 2 ⇒ (18) + 2 = 20
Initiative Edward: 1d20 + 2 ⇒ (14) + 2 = 16
Initiative Isaac: 1d20 + 2 ⇒ (12) + 2 = 14
Initiative Jesal: 1d20 + 1 ⇒ (8) + 1 = 9
Initiative Grindy: 1d20 + 2 ⇒ (3) + 2 = 5
Initiative Devilfish: 1d20 + 3 ⇒ (8) + 3 = 11


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Arhiel casts summon monster (begin casting this round... to conclude at the beginning of the next round).


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

"By old lady Grump's peg leg, what is that?"

Edward steps back 5ft and lets out a rising roar, trying to demoralize the monster by the power of his vocals.

Intimidate?: 1d20 + 9 ⇒ (15) + 9 = 24


Male

The advancing monstrosity flinches slightly as Edward roars at it, but keeps coming!

Your foe is shaken for 2 rounds! Isaac and Alabaster are up!

Knowledge (Arcana) DC 14:
You recognize this as a Devilfish, a magical beast believed to be the descendant of some sort of primeval squid or octopus that was exposed to the vile energies of the Abyss and developed a rudimentary intellect. Like their mundane kin, they have sharp beaks and the ability to squirt ink around them to confuse their foes.

If you beat the check by a lot, you can ask for one piece of additional information (weaknesses, other abilities, highest save, etc.) for each 5 by which you exceeded 14.


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Hahaha.

Kn. Arcana untrained. Bard quality.: 1d20 + 1 ⇒ (16) + 1 = 17

"Hang on, i recall a tale about such a thing.
It's called a devilfish, a magical beast, thought to be a descendant of a giant squid or octopus that was exposed to fel energies from the Abyss.
Careful, their beaks are sharp and they can spit oil."


Male

Botting Alabaster and Isaac, just for now.

ROUND ONE (cont'd)

Isaac, eyeing its clawed tentacles, hurls a dagger at the creature, but it goes wide. Alabaster, seeing the wisdom in a ranged strike, draws his pistol and fires at it, but also misses. As Arhiel begins a spell, and Edward realizes what the creature is, it writhes forward on its tentacles. When it gets about ten feet away from your group it lets out a hideous shriek and pulses.

Which demonstrates that it does a lot more than just "squirt" ink.

A roiling wave of putrid ink jets out of the creature's base, splashing across the stones and over your boots. As the smell hits you, everyone but Arhiel, who's resolutely changing, and Alabaster, who just grits his teeth, gags, overcome by the stench. Your grindylow companion had its mouth open at the time, and it gets a full-on mouthful of ink. It retches and turns to retreat from the scene, apparently not about to start into this fight unless forced.

Isaac, Edward, and Jesal are all nauseated for 3 rounds; the grindy is nauseated for 4.

As you start to recover, the creature's tentacles lash out and seize your hapless grindylow. It shrieks as it's yanked through the air, and the barbed, muscular limbs rip it to shreds. As this happens, to your shock, the devilfish speaks.

"WORM!" it booms. "IZDAJNIK!"

Grindy is at negative hit points but not quite dead...though very, very badly hurt. Jesal, though nauseated, is up to end the round. The area in black on the map is difficult terrain due to the thick, rancid sludge it spewed.

Abyssal:
"TRAITOR!"

Initiative
Alabaster, Arhiel, Edward (naus. 3), Isaac (naus. 3)
Foe
Jesal (naus. 3) <----

Tactical Situation

GM Screen:

Isaac dagger: 1d20 + 4 - 2 ⇒ (5) + 4 - 2 = 7
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Alabaster Pistol: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d8 ⇒ 1
Edward Fort: 1d20 + 3 ⇒ (7) + 3 = 10
Arhiel Fort: 1d20 + 2 ⇒ (14) + 2 = 16
Jesal Fort: 1d20 + 4 ⇒ (6) + 4 = 10
Isaac Fort: 1d20 + 2 ⇒ (12) + 2 = 14
Alabaster Fort: 1d20 + 6 ⇒ (14) + 6 = 20
Grindy Fort: 1d20 + 1 ⇒ (8) + 1 = 9
Edward rds: 1d4 ⇒ 3
Isaac rds: 1d4 ⇒ 3
Jesal rds: 1d4 ⇒ 3
Grindy rds: 1d4 ⇒ 4
Target, l->r: 1d3 ⇒ 3
Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 3d6 + 4 ⇒ (5, 1, 5) + 4 = 15
Grindy Fort Save: 1d20 + 1 - 10 ⇒ (16) + 1 - 10 = 7


Male Human (Mwangi) Aquatic Druid 4
Status:
  • HP: 30/30
  • AC: 14, T: 11, F: 13
  • F:6, R: 2, W: 8, Init: +1; Perception: +11
  • Channels Used: 1/7
  • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
  • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

Trying not to vomit, Jesal swims away so he doesn't become a liability in the fight.

-Posted with Wayfinder


Male

As Jesal scrambles away, the rest of the heroes get a chance to act...

ROUND TWO!

Arhiel and Alabaster are up...so are Edward and Isaac, though they remain nauseated.

Initiative
Alabaster, Arhiel, Edward (naus. 3), Isaac (naus. 3) <----
Foe
Jesal (naus. 2)

Tactical Situation

Vitals:

Devilfish: HP: 42 | AC/T/FF: 17/12/14 | Fort +7 Ref +7 Will +2 | CMD: 22 (can't be tripped) | Resist: Cold 10


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Wow. I've never been botted before. That's embarrassing.

Isaac almost pukes. It smells so bad! He decides to fall back. Being sick and at low health, he can't risk fighting this thing.


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

"Beuh....that's worse a smell than the old potatoe & eggs waste bin back in Riddleport."

Edward heads west and spends another inspire, as best as he can.


Male

Haha no worries, Isaac. It happens. :) Sadly, you can't inspire when you're nauseated, Edward. Only one move action available, and you can't do anything that requires focus. :S

Just waiting on Alabaster and Arhiel. I'll move us forward tonight.


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Arhiel summons a dolphin to attack the monstrosity, steps/swims back and immediately begins another summons spell.

If it's possible to summon it to a spot where it gets flank, she'll do that... add 2 to all to hit rolls if that's possible.

dolphin to hit: 1d20 + 5 ⇒ (20) + 5 = 25
dmg if hits: 1d4 + 3 ⇒ (3) + 3 = 6

dolphin to confirm crit: 1d20 + 5 ⇒ (10) + 5 = 15
addl dmg if crits: 1d4 + 3 ⇒ (4) + 3 = 7


Male

The dolphin can't flank immediately, but it can appear on the other side of the devilfish to be in a good place to flank! :) Gonna move us forward, botting Alabaster.

ROUND TWO (cont'd)

As the others stagger away, a dolphin appears in a burst of golden light and lunges forward, butting the devilfish hard from the rear. Arhiel retreats and begins to summon once more, while Alabaster draws his cutlass and steps forward. He slogs through the muck and, barely, manages to lunge at the devilfish as it turns toward the dolphin that managed to ram it. He opens a massive gash in the creature's side, and it shrieks in pain!

Confused and enraged by the pain it's in, the devilfish flails about itself with its tentacles, but fails to seize either Alabaster or the dolphin!

Initiative
Arhiel, Alabaster, Isaac (naus. 2), Edward (naus. 2)
Devilfish
Jesal (naus. 2) <----

Jesal is up, followed by the rest of the party! (If you see Jesal's posted, feel free to post your action.) Remember that you can move your tokens on the map linked below (or you should be able to...let me know if not)!

Tactical Situation

Vital Stats:

Devilfish: HP: 25 | AC/T/FF: 17/12/14 | Fort +7 Ref +7 Will +2 | CMD: 22 (can't be tripped) | Resist: Cold 10

GM Screen:

Alabaster Power Attack, Flanking: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Target, 1 is Alabaster: 1d2 ⇒ 2
Devilfish attack: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 3d6 + 4 ⇒ (4, 5, 1) + 4 = 14


Male Human (Mwangi) Aquatic Druid 4
Status:
  • HP: 30/30
  • AC: 14, T: 11, F: 13
  • F:6, R: 2, W: 8, Init: +1; Perception: +11
  • Channels Used: 1/7
  • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
  • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

Jesal will retch this round.

-Posted with Wayfinder


Male

:P The rest of the party is up for...

ROUND THREE


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Arhiel summons her second dolphin which flanks with the first one... they both attack:

dolphin to hit: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
dmg if hits: 1d4 + 3 ⇒ (3) + 3 = 6

dolphin to hit: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
dmg if hits: 1d4 + 3 ⇒ (4) + 3 = 7


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac continues to move back, away from the devilfish.


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

As does Edward, he's not in best of conditions atm.
"Urr..."


Male

ROUND THREE (cont'd)

The two dolphins flop around, the first clubbing the devilfish with its tail, though the other isn't so lucky. They provide the distraction Alabaster needs, though, to hack into the beast with his cutlass, eliciting a high-pitched scream of rage and a spray of black blood! It turns a baleful, blue eye on Alabaster, and lunges for him with its tentacles, but he barely manages to fend them off.

Jesal is up! Again, if he posts and other people want to get their actions in, go for it!

Initiative
Arhiel, Alabaster, Isaac (naus. 1), Edward (naus. 1)
Devilfish
Jesal (naus. 1)

Tactical Map

Vitals:

Devilfish: HP: 12 | AC/T/FF: 17/12/14 | Fort +7 Ref +7 Will +2 | CMD: 22 (can't be tripped) | Resist: Cold 10

GM Screen:

Alabaster PA, Flanking: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Crit??: 1d20 + 6 ⇒ (5) + 6 = 11
Bonus: 1d6 + 5 ⇒ (5) + 5 = 10
Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 3d6 + 4 ⇒ (4, 2, 1) + 4 = 11


Male Human (Mwangi) Aquatic Druid 4
Status:
  • HP: 30/30
  • AC: 14, T: 11, F: 13
  • F:6, R: 2, W: 8, Init: +1; Perception: +11
  • Channels Used: 1/7
  • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
  • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

<hurls > and draws a shortspear.

-Posted with Wayfinder


Male

As Jesal recovers, the rest of the party readies themselves for...

ROUND FOUR

Jesal is no longer nauseated! Rest of the party is up!

Initiative
Arhiel, Alabaster, Isaac (naus. 1), Edward (naus. 1) <----
Devilfish
Jesal

Tactical Map

Vitals:
Devilfish: HP: 12 | AC/T/FF: 17/12/14 | Fort +7 Ref +7 Will +2 | CMD: 22 (can't be tripped) | Resist: Cold 10


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

I'm assuming that Isaac has his cutlass drawn.

Isaac stays in place, glaring at the devilfish. "Ugh... When I be gettin' bet'er, I be keelhaulin' ye! Ye talkin'... squid!"


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

dolphin 1 to hit: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
dmg if hits: 1d4 + 3 ⇒ (3) + 3 = 6

dolphin 2 to hit: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
dmg if hits: 1d4 + 3 ⇒ (4) + 3 = 7

Arhiel stays back and lets the dolphins attack.


Male

And, hilariously enough...

One of the dolphins butts the devilfish hard from behind, and as it screeches in rage and begins to turn, the other leaps out of the water and lets its full weight fall in the monstrosity's head. There's a *crack* and, as the dolphin rolls off (looking smug), the great beast lies still.

COMBAT OVER Go Team Dolphin! :P

A few moments later the oozing black gunk, has washed more or less away, leaving you free to wade through the area with far less difficulty. Three paths lie in front of you: one to the north, one to the east that quickly turns north, and one to the west that slopes perilously downward. From this last you can hear the sounds of churning water.

Perception DC 10:
As you prepare to move forward, something catches your eye: among the discarded bones that litter the chamber lies one jawbone with some sort of dull metal bracelet snagged on it.

Which way forward?


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Arhiel casts detect magic and stares at the bracelet... but magical or not, she swims over and frees it from the jawbone it's hooked on, admiring it regardless of its current condition. "Oooh, look what I found!"


Male

The bracer is indeed magical, glowing a faint orange in Arhiel's enhanced sight.

Spellcraft DC 19:
This is one half of a set of lesser bracers of archery. If you can find the other half, they should work!

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