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Sunlord Thalachos

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1,659 posts. Alias of imimrtl.

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Horatio, I answered about the heraldry above at 12:23am.


The repairing spells go well and combined with Piper and Horatio's efforts, no lasting damage is apparent. Flush with your, admittedly imperfect but nevertheless effective, escape, the crew takes to the sea shanty with gusto. As it has always been said, a man that can boost a crew's morale is worth his weight in gold aboard a ship.

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

Neko receives the gifts with a slight nod of her head, such supplication being her due of course, but does not put them on. She moves over and nudges you with a shoulder to show her appreciation and affection. As she does so, again you hear the musical voice say ...will do...no hats...ridiculous... One thing you notice is that the voice is not speaking in common. You don't recognize the language but seem to be instinctively understanding what she's saying. She leaps extraordinarily high and lands upon your shoulder, sinking her claws into your clothing to get a grip but she is careful not to scratch you. It appears she would like to be carried as you go about your tasks. She stays with you until after she is fed at around lunch time, at which point she nudges you again to say goodbye as she seems to go exploring the ship.

Weather conditions look good Rain. The next two days are going to be sunny and very hot so you will need to make sure the crew doesn't get dehydrated but you don't suspect any storms.

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

Variel, it is taking a lot of skill to keep up with Rain's sailing today as she would surely outdistance you if she wasn't continually trimming her speed to yours. You see in the distance that she has something shining brightly golden around her shoulders. She has that until about midday when she comes back out you no longer see it. About mid afternoon you are looking up into the sky and taking a deep breath before looking back down...and nearly jumping out of your skin! The bright golden cat is sitting, back straight and staring at you with those brilliant emerald green eyes, on top of the wheel box. How she got there you have no idea.


Don't worry. You'll be fine. I'm sure she has nothing but good intentions with Keelix.


The combined checks allow you to identify the Cloak. It is a Cloak of Resistance +2 but also functions as a Shield Cloak.

Horatio, there is no heraldry you can see but based upon the style you'd suppose that any heraldry would have adorned the clasp that went with the cloak which appears to have broken off in the fight.


She is on the hammock, sorry when I said "her" bed I meant the hammock lol. Now I'm confusing myself lol.


Variel, you are able to determine that the cloak is definitely magical but aren't quite sure of the properties yet.

A higher check or help from someone else will give you more info.

The cloak itself is blood red with black trim and seems to have metal threads sewn into it at regular intervals giving it a pleasing weight.


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You will notice very quickly that if anyone else enters the room besides you, even Variel, Neko becomes somewhat...possessive...of you and will obviously push herself in between you and whoever you are talking to so she can be the center of your attention.


Thanks Horatio, that did help actually.


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The cat looks at you curiously for a moment before allowing you to get closer, if you attempt to lay on "her" bed then she will start to get snippy again but will allow you to pet her so long as you know that what's yours is hers and what's hers is hers. If that arrangement is acceptable then you should get along fine.

As you stroke her and tell her the name she begins to purr. For a moment you almost think you hear a beautiful female voice say very faintly ...name...suffice for now...soo soft... while the cat is stretching on the bed, but you must be so exhausted you imagined it.


Well the hammock was the magical one that is super comfy and luxurious. That's why she took it ;-)


Sorry I thought when you all met up you switched ships. In which case replace Variel's name with yours Rain. ;-)


You cannot repair the wheel while it is in use with the exception of doing it with magic. Then you can since you aren't actually repairing anything physically.

Variel, when you get into the captain's quarters, you see the golden cat lying curled up on your luxurious hammock, seemingly asleep. A brilliant emerald green eye opens as you move closer and a soft hiss issues out if you attempt to get in the hammock with her, both eyes opening and her ears laying flat. If you move away, she settles down again, curling up, this time though her green eyes following you around the room.


I'm good with whatever you want to call her. You can definitely name her. Believe me she will make her displeasure known if she doesn't like the name...;-)


You all make it out to see, slightly worse for wear but without being diseased and without any major casualties. You struck a blow against the Chelaxian fleet by sneaking onto one of their more powerful ships and disabling it right under their noses.

A few miles out you move the ships together and are able to interact and take stock of what has happened. Sandara gathers the wounded together and sends for waves of healing energy that bring you all to full health.

She does regret to inform Rain when she asks that she does not have any spells for repair memorized.


I did see that but forgot, sorry Rain. I will post on the game thread.


If you move with speed you can get past before they have a chance to reload. If you take the time to line up another shot then so will they. Variel's sailing check was good enough to get past so let's assume you are all past and out to see.

K. Engineering DC 15:
Repairing the rudder will take them at least 4 hours so you will be long gone by then.


Horatio, first: nice shot! Second though is for those bolts you only get the fire damage, not the fire damage and the regular damage for a ballista bolt.

DM EYES ONLY:
SoE 1d20 ⇒ 20
CST1d20 ⇒ 7
CST1d20 ⇒ 13
CST1d20 ⇒ 17
Attack with bombard against ballista vs DC 20 1d20 + 7 - 4 ⇒ (17) + 7 - 4 = 20
7d6 ⇒ (1, 2, 6, 5, 2, 3, 6) = 25
20% miss chance = 1d100 ⇒ 27 does not miss

The bombard is damaged a bit but does not explode as the fiery bolt crashes into it. It is hard to make out but it seems that the crew managed to avoid the worst of it with the exception of one crew member who jumped into the water after being set on fire. More crew rush in to take his place. A returning blast comes through the air and slams into the ballista.

Targeting check vs DC 20 = 20
20% miss chance due to concealment = 27
25 damage to the ballista - 5 for hardness = 20 damage

Are you going to shoot again or go past the cove? If you shoot again you suspect they will have time to reload and shoot you again as well.


That works for me and seems to be the most realistic/appropriate. That said, the Sanbalot still needs to pass the cove that the Dominator is in.


Also just for future clarification you can't get AoO's with ranged/siege weapons, only melee, unless you have a specific set of feats called Snap Shot which allows you to threaten with a ranged weapon but that range is very short, like between 5 and 15'.


Horatio, sometimes it is not a matter of things being ignored but I know for me I sometimes miss things especially in an especially lengthy post. It is not a personal thing with you, at least not for me and I suspect not with anyone else.


The Dread Lady had moved past the cove and was fired upon, took damage and kept moving down the river to the river mouth. Currently the Sanbalot is closer. Seijiro got out first and would have been the only one who would likely go for the Dread Lady as the others came several rounds after him with the possible exception of Dhaavan. Adular and Variel would definitely be closer to the Sanbalot.

Horatio, they don't need to swim as they have a water walking spell up and can run on the water. Also, I think you are confusing Low-light vision with Darkvision. Low light doubles the distances you can see in dim illumination. Darkvision allows you to see without any light sources and is limited by fixed distance like 60'.


Ok, i'm not going to worry about it now but then most of you all would have taken damage jumping 30' onto a solid surface lol.


Horatio, did you pilot the Sanbalot past the cove at the same time Rain did or are you waiting just upriver?


Anyone know what happens when you fall into water from a height with water walk on lol? Do you hit as if it's solid or fall through like regular water? I'm not going to worry too much about it now but I'm sure itll come up in the future.


Ratline is up there.

Ratline calls down, A burst o'mist come out o'the stern. Can't see any oth....THERE BE THE PRIEST! He seems to be floating on his own across the waters heading towards the bank Ma'am.


He did, but it was a different set of hands that grabbed him from the other marine. Essentially he was grabbed from you and then was grabbed again. He is now 10' from you but as you had grabbed at him, his cloak burst from its clasp into your hand. Adular is prone between you and the window. As far as not knowing which square, as soon as you get 10' away from the boat you will still have another 100' to get to the shore and the safety of the trees so they will still be able to shoot if you are not concealed.


Ah gotcha, well it would make it difficult for you to see for about a round because it doesn't move with the ship.


The obscuring mist is only a 20' radius so it wont really affect much as far as that goes but it will allow them to get out of the room.


It was impossible to get to the sea without passing the cove, I actually gave the crew negatives on their check to hit you due to the cloudy conditions but they still made the check.


I would have to say yes that that would make you visible.

A mist billows out from Adular and fills the room obscuring all sight. Hands grab the commanders body and pull him out of sight. Shots ring out but hit the walls around you. If ever you were going to make an escape, now would probably be the time.


Yeah he did. You are conscious and crawling away.


A marine dives after his commander, attempting to pull him away from Variel, while his companions reload their guns.

Variel, I need an opposed strength check to keep hold of the Commander.
Marine Strength Check 1d20 + 3 ⇒ (18) + 3 = 21 OORAH! lol


Rain, you are correct but that applies to direct fire weapons that are attacking you specifically, like with a ballista or something. This is a weapon that attacks an area, specifically the square that the wheel is in, and not you specifically, you just happened to be in the same square. As for the steering wheel, I didn't realize it had so few hit points, it does have the broken condition but thankfully is not destroyed due to the fact that I believe it has a hardness of 5 and so has taken 21 damage instead of 26.


I'm surprised you guys didn't just grab a fallen weapon or two and run for it.


Yeah you have vanish up but you are also carrying someone so it MIGHT be giving away your position. ;-) In actuality, the invisibility is actually making things worse for you right now. I think you have 5 images so you would only have a 1 in 5 chance of being hit, or 20% with mirror image. With Invisibility it is a flat 50% chance since they can see which square you are in based upon the commander's body.


Variel, sheathing a weapon is a move action so you won't be able to move after you do that and cast the spell on Adular.

Rain, the save was not enough so you are going to take full damage. If this was a direct fire siege weapon like a cannon or ballista you would have gotten a bonus for cover but since this is an indirect fire weapon you don't get that unfortunately. The ship also takes the same amount of damage.

Seijiro, you are able to make it out to the water and head back to shore.


Variel, you are going to need to put the commander down to have the hand free to cast, either that or drop your sword.

Adular, you do lose your move this round but I will allow you to take a single move action to get up or crawl just to keep things moving.

Rain, yes that is the only way out. I was just making sure.

A massive boom rocks the ship and a gout of flame lights up the night sky from the stern of the massive Chelish ship.

DM EYES ONLY:
Targeting 1d20 + 7 - 4 ⇒ (17) + 7 - 4 = 20
7d6 ⇒ (4, 6, 4, 6, 2, 1, 3) = 26

Targeting successful at DC 20
Damage = 26

Rain, I need you to make a reflex save for half damage as a massive iron ball comes hurtling into the wheel.


Rain are you passing the cove that the enemy ship is in?


DM EYES ONLY:
1d4 ⇒ 1
Will Save = 1d20 + 1 + 1 ⇒ (19) + 1 + 1 = 21
As usual low is bad for you on Adular. 1d2 ⇒ 1
Crit confirm AoA 1d20 + 5 ⇒ (20) + 5 = 25
DoA 1d12 ⇒ 10
Crit confirm AoA 1d20 + 5 ⇒ (11) + 5 = 16
DoA 3d12 ⇒ (8, 4, 6) = 18

Another marine comes through the door and takes aim at Adular. As Variel picks up the body, the marines that held their actions start to move for their commander, the priest of besmara no longer blocking their path.

PIRATES! THIEVES! THEY'RE TRYING TO KIDNAP THE COMMANDER! TO ARMS! one of the Marines near the other door screams out.

Will save 21 = successful, marine is shaken.
Musket attack on Adular = 25 vs touch AC. Critical Threat.
1 in 2 chance to hit image, hits Adular.
Musket Critical confirmation = 18 vs Adular touch AC. Critical Hit
Damage total = 28

Holy crap the dice HATE you guys right now.

Recap, Seijiro dives out the window, Dhaavan moves to the window, Variel grabs the commander and moves into the hallway, Adular attempts to cover your retreat by scaring one of the marines and gets shot through the lung.

You guys are up.


Water Walk is still going strong.

Seijiro, there are no windows in this room except for a small porthole that you MIGHT be able to wriggle through but no one else save Dhaavan might be able to get through it, but there is the window you came in back down the hallway.

Two more marines come into the room and shoot at the only available targets. Adular and Dhaavan are the only two that are visible right now so they are the ones who get shot at. The others drop their muskets and pull cutlasses preparing to attack once their comrades have shot.

Dhaavan you will have cover from their attacks (+4 AC). Adular you will have partial cover (+2 AC)

DM EYES ONLY:
MAoD 1d20 + 3 ⇒ (15) + 3 = 18
DoD 1d12 ⇒ 6
MAoA 1d20 + 3 ⇒ (15) + 3 = 18
DoA 1d12 ⇒ 7

A volley of flame and smoke comes coursing through the cabin and Adular and Dhaavan are each hit once.

Dhaavan you take 6 damage and need to make a concentration check or lose the spell. Adular you take 7 damage.

The other Marines are holding action.


Shot on Variel 1 hits Var 1d4 ⇒ 3 hits image!

Sorry Seijiro, so much to keep track of that I forgot the invisibility. Could you post a status with your posts like Var does. It would help a lot and prevent me from attacking people that I can't see lol.

As Seijiro continues to cut, all of a sudden a thunderous snap booms out from within the cabin as the rope severs and snaps through the various pulleys. The ship lurches slightly as the rudder all of a sudden begins to sway free.

EDIT: Actually on second thought, that was my mistake so you don't lose an image Variel. The shot just goes careening off the bulkhead.


Yeah they do...although to be fair he does always make himself the biggest target but that is intentional on his part I'm sure as he is the one that can take the biggest hits.


You can use scorching ray, I just wouldn't set the place on fire as a whole lol.


You can hit it with a scorching ray, that's fine. 19 damage done, it looks like it is hanging on by a thread...literally lol


I will just say that a fire would probably be a bad idea where you are.


Three marines, carrying long muskets move into the room and fire at Seijiro and Variel. You can see another one firing from the doorway.

DM EYES ONLY:
PFAM 1d20 ⇒ 12
Musket Attack on Seijiro 1d20 + 3 ⇒ (14) + 3 = 17
Musket Damage 1d12 ⇒ 3
Musket Attack on Variel 1d20 + 3 ⇒ (17) + 3 = 20
Musket Damage 1d12 ⇒ 10
Mirror image 1 hits variel 1d6 ⇒ 2 hits image
Musket Attack on Variel 1d20 + 3 ⇒ (20) + 3 = 23
Musket Damage 1d12 ⇒ 12
Mirror image 1 hits variel 1d5 ⇒ 1 hits variel
Musket Attack on Variel 1d20 + 3 ⇒ (1) + 3 = 4
Musket Damage 1d12 ⇒ 9

Crit confirm Musket Attack on Variel 1d20 + 3 ⇒ (18) + 3 = 21
Musket Damage 3d12 ⇒ (8, 4, 10) = 22

Fumble Confirm 1d20 + 3 ⇒ (9) + 3 = 12
Fumble card is Recoil...move back 1 space and fall prone

Musket attack on Seijiro = 17 vs touch AC
Damage = 3
Musket attack on Variel = 20 vs touch AC
Hit image for no damage
Musket attack on Variel = 23 vs touch AC Critical Threat
Critical confirm = 21 vs touch AC Confirmed
Did not hit image, hit Variel
Damage = 34
Musket attack on Variel = 4 Fumble! Fumble card is Recoil move back one space and fall prone.

You all are up!


Seijiro, you need to actually roll damage to see how far through the rope you get each round.

The door in this room only bars from the outside so you could close it but you would have to try and hold it shut. That said, it is currently open as you are getting healed.


Adular hits and the Commander reels for a moment before dropping to the ground, unconscious. You hear shouts coming from the hallway, it seems reinforcements will be here in moments.

The final marine backs towards the door and takes a slash at Variel...

DM EYES ONLY:
1d20 + 5 ⇒ (1) + 5 = 6
1d20 + 5 ⇒ (5) + 5 = 10
1d2 + 2 ⇒ (2) + 2 = 4

...and fumbles mightily, Variel somehow ending up with the Marines cutlass in his hand.

Reinforcements will be arriving shortly, you have 1 round before they get here. The rope has still not been cut.

Perception DC 15:
You hear four sets of feet coming your way.


Nice shot Variel!

Variel, with a wicked slash crackling with electrical energy sends a massive blow at the Commander who screams out in pain as his ear goes flying into the wall, severed by Variel's blow.

Critical hit card - Missing Ear - 1 CHA drain and -4 to perception checks until healed.


Whew! That was close Seijiro with that acrobatics roll! Good job :-)

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