Altheria

Game Master SyrioForel

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Otaku Soccer Player 4; Procrastinator 15

Can you guys roll an acrobatics check and initiative?


Male goblin Alchemist
HP & AC:
| HP-10 | AC 15 Touch 15 FF 11
Saves:
| Fort 4 Ref 6 Will 2

Acrobatics: 1d20 + 8 ⇒ (12) + 8 = 20

Initiative: 1d20 + 4 ⇒ (13) + 4 = 17


male Human Hunter 1. Hp 10. Init 3. AC 15. Fort 5. Ref 4. Will 2. Perception + 6.

Tholl:

Acrobatics: 1d20 + 3 ⇒ (6) + 3 = 9

Initiative: 1d20 + 3 ⇒ (18) + 3 = 21

Tholl is quick to fall over.


Acrobatics: 1d20 - 6 ⇒ (11) - 6 = 5 That's an additional -8 if this is a jump check!

Initiative: 1d20 + 2 ⇒ (14) + 2 = 16


Male Ragebred Barbarian (inactive)

acrobatics: 1d20 + 6 ⇒ (11) + 6 = 17

Initiative: 1d20 + 4 ⇒ (8) + 4 = 12


Female Kitsune Sorcerer 2 | HP: 13/13 | AC: 15 / T: 14 / FF: 11 | Fort: +2, Ref: +4, Will: +3| Init: +4, Perception: +4

acrobatics: 1d20 + 6 ⇒ (20) + 6 = 26
initiative: 1d20 + 3 ⇒ (20) + 3 = 23


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Male goblin Alchemist
HP & AC:
| HP-10 | AC 15 Touch 15 FF 11
Saves:
| Fort 4 Ref 6 Will 2
Aya_Daijaen wrote:

[dice=acrobatics]1d20+6

[dice=initiative]1d20+3

*Clap* *Clap* *Clap*


Niiiiice.


Male Dwarf Aerokineticist/1 HP 16/16 AC16,12T,14F init +4 save[f+6,r+5,w+1] CMB +0 CMD +12/10fl Air Blast +2 1d6+5 dagger +0 (1d4/19-20) quarterstaff +0 (1d6)
More Stats:
Acro+3(-1 to jump,+5 on balance-related),Fly+3,K(nature)+5,Percp+5(+7 to notice unusual stonework),stealth+3

acrobatics: 1d20 + 3 ⇒ (9) + 3 = 12
initiative: 1d20 + 4 ⇒ (6) + 4 = 10


Female Kitsune Sorcerer 2 | HP: 13/13 | AC: 15 / T: 14 / FF: 11 | Fort: +2, Ref: +4, Will: +3| Init: +4, Perception: +4

I swear that never happens when i want it to...a waste of 20's


M Human Braavosi Swashbuckler 6, Duelist 10

As you head below decks, you find the already crowded hold in chaos. Squealing of pigs and Neighing of horses fill the air in the dark, unlit room. Gnixgnox and Tholl fall upon the ground as hogs run amongst your legs. You hear Harvey cursing as he tries to herd some of the animals back into their makeshift pens. He sees you coming down:

Come help me get these bastards in line!

Andross runs over to Harvey and grabs him on the soldiers:

We have a Sheliak cultist amongst us! Ruin will come if we do not find him!

Harvey looks exasperated:

Yeah… Of course…

Sense Motive DC 13:
Harvey thinks Andross is becoming overly zealous and is making stuff up.

I want everyone to do round by round please.


Male Dwarf Aerokineticist/1 HP 16/16 AC16,12T,14F init +4 save[f+6,r+5,w+1] CMB +0 CMD +12/10fl Air Blast +2 1d6+5 dagger +0 (1d4/19-20) quarterstaff +0 (1d6)
More Stats:
Acro+3(-1 to jump,+5 on balance-related),Fly+3,K(nature)+5,Percp+5(+7 to notice unusual stonework),stealth+3

Sense Motive: 1d20 + 1 ⇒ (18) + 1 = 19

Grunval avoids the hogs grunting, Damn animals

Grunval getting Harvey's uncertainty says,
There's a storm brewing and Andross is getting vibes from his gods that dark magic is afoot.

Turning back to the group,
Where should we look first?


M Human Braavosi Swashbuckler 6, Duelist 10

Andross barely looking at you guys as he heads to the ladder down:

If my divinations are correct, The cultist will be in the lowest part of the ship. Possibly even the bilges.

Harvey sighs as another hog runs into a bag of onions, tearing it open.

Deal with this "cultist" later, help me get these animals back to their pens!


Sense Motive: 1d20 + 1 ⇒ (13) + 1 = 14

Gnixgnox stands up... Move action

Handle Animal: 1d20 + 6 ⇒ (3) + 6 = 9

...and attempts to calm the animals or do whatever he can to return the animals to their pens. Move action

"Look for the cultist, I'll catch up!"


Male Ragebred Barbarian (inactive)

sense motive: 1d20 ⇒ 8

Hanzir pauses and glances at the nearest pigs.
He then briefly roars, grunts, and squeals like a boar.

GM:

Hanzir is using 1 of his 3 speak with animals (pigs and boars only) abilities for the day.
He doesn't need to shape change to do this.
"Back in your pens!
"Danger is close.
"We protect.
"Eat later!"

handle animal: 1d20 + 5 ⇒ (19) + 5 = 24
I was wondering when I might get a chance to use that!

"Come on, then! We're in a hurry, we are!"

Without waiting for a reaction, he follows the priest below decks.


Male goblin Alchemist
HP & AC:
| HP-10 | AC 15 Touch 15 FF 11
Saves:
| Fort 4 Ref 6 Will 2

Sense motive: 1d20 + 1 ⇒ (17) + 1 = 18

"Okay then! WE GO BLOW UP THE BAD GUYS!"

Agroob says following right behind big oinky man.


Male Ragebred Barbarian (inactive)

"Oinky?" Moi? NO! Never! No!
Yes. A bit! :D


Male Dwarf Aerokineticist/1 HP 16/16 AC16,12T,14F init +4 save[f+6,r+5,w+1] CMB +0 CMD +12/10fl Air Blast +2 1d6+5 dagger +0 (1d4/19-20) quarterstaff +0 (1d6)
More Stats:
Acro+3(-1 to jump,+5 on balance-related),Fly+3,K(nature)+5,Percp+5(+7 to notice unusual stonework),stealth+3

Grunval follows after Andross deeper into the ship.


Female Kitsune Sorcerer 2 | HP: 13/13 | AC: 15 / T: 14 / FF: 11 | Fort: +2, Ref: +4, Will: +3| Init: +4, Perception: +4

sense motive: 1d20 ⇒ 20

It happened again...oh there is some bad juju coming my way

Aya follows, deeper into the ship We should keep one of them alive for interrogation purposes


male Human Hunter 1. Hp 10. Init 3. AC 15. Fort 5. Ref 4. Will 2. Perception + 6.

Sense motive: 1d20 + 2 ⇒ (16) + 2 = 18

Handle animal: 1d20 + 4 ⇒ (19) + 4 = 23

Tholl starts guiding the pigs back into their pens quickly, trying to clear room for the others to move to the lower decks. "Get in there Bacon. Move Porkchop!"


Otaku Soccer Player 4; Procrastinator 15

For those who leave the room:
Passing through the stables, you enter the crew’s living quarters. As the door swings shut behind you the light from Harvey’s lamp is cut off and the cacophony of scared animals is muffled, leaving you in a sort of detached calm.

Hammocks are stretched from wall to wall, and personal belongings litter the floor. It’s a lot less spooky when there are lights, but in the relative darkness the hammocks turn to spiderwebs and the memorabilia turns to leegos* waiting to be stepped on.

The Trapdoor to the cargo hold is at the far end of the cabin. Through the darkness you can make out Andross opening it, already heading down.

For those who remain in the room:
Harvey leads a horse into it’s stable. The flame from his lantern casts shadows across his face, illuminating the darkness:

Someone came running through here in quite the hurry, heading towards the crew quarters. With the coming storm and all, he managed to spook the animals.

The trapdoor to the cargo hold is through the crew quarters, the way Andross and the others went.

Harvey goes on: I’d really appreciate some help with cleaning up after this mess.


Male goblin Alchemist
HP & AC:
| HP-10 | AC 15 Touch 15 FF 11
Saves:
| Fort 4 Ref 6 Will 2

Having followed after Andross.

Through trapdoor:
Wait for Agroob! Says the short goblin as he scuttles across the room, tenitivly avoiding the lego like memrobilia.


Male Ragebred Barbarian (inactive)

Hanzir follows Andross with all speed.


Male Dwarf Aerokineticist/1 HP 16/16 AC16,12T,14F init +4 save[f+6,r+5,w+1] CMB +0 CMD +12/10fl Air Blast +2 1d6+5 dagger +0 (1d4/19-20) quarterstaff +0 (1d6)
More Stats:
Acro+3(-1 to jump,+5 on balance-related),Fly+3,K(nature)+5,Percp+5(+7 to notice unusual stonework),stealth+3

Grunval studies the design of the trap door noting its location and then follows down to the lower level.


After the last of the animals are penned (I guess?), Gnixgnox responds to Harvey.

"Yes, of course, but Andross is leading everyone to some sort of violent confrontation. Let's sort that out, first, and then I'll be happy to help."


Female Kitsune Sorcerer 2 | HP: 13/13 | AC: 15 / T: 14 / FF: 11 | Fort: +2, Ref: +4, Will: +3| Init: +4, Perception: +4

Aya follows the others through the trapdoor keeping her thoughts to herself


male Human Hunter 1. Hp 10. Init 3. AC 15. Fort 5. Ref 4. Will 2. Perception + 6.

Tholl gives Harvey a nod and follows the others.


Otaku Soccer Player 4; Procrastinator 15

You drop down into the cargo hold from the trapdoor, which slams shut behind you.

perception DC 20 (Or if you don’t talk this action):
You can hear a faint chanting echoing off of the walls. It sounds softly alluring, and comes from the center of the ship, at it’s lowest point.

Normally, you know your way around the ship, like how you know what the box with your weapons looks like. But you rarely go down to the cargo hold and right now you can barely see your hand in front of your face. Finding your own crate is nearly impossible.

Low Light Vision:
You can see tightly packed crates and barrels that go from the ceiling to the floor, leaving only a very narrow passageway through. You could help others get their own belongings with a little bit of communication.
Finding a box other than your own will take a Perception check of 15. Your own box you find instantly.


Male Ragebred Barbarian (inactive)

perception: 1d20 + 6 ⇒ (15) + 6 = 21

Hanzir whispers to the others:
"I hear chanting from the centre."
"No time to explain, but I am changing shape for this fight."
"I am still on your side!"

Low Light Vision:
Hanzi's lower jaw juts out and two large tusks appear.

He then goes to his box of gear and gets his heavy pick.
I doubt there is enough room for using about a greatsword.
His heavy pick would be more useful in these tight quarters.

GM:
It was one standard action for Hanzir to Shape Change.
The ability he will pick is his Gore attack (1d6 + STR bonus).


Male goblin Alchemist
HP & AC:
| HP-10 | AC 15 Touch 15 FF 11
Saves:
| Fort 4 Ref 6 Will 2

"We get stabby stuff then fight the storm makers? Good. Hate storms."

Agroob tries to help whomever need it to find their stuff.

Perception: 1d20 + 1 ⇒ (9) + 1 = 10

Agroob has been keeping at least his bomb supply on him. Probably nothing else though, dogslicers are heavy!


Male Dwarf Aerokineticist/1 HP 16/16 AC16,12T,14F init +4 save[f+6,r+5,w+1] CMB +0 CMD +12/10fl Air Blast +2 1d6+5 dagger +0 (1d4/19-20) quarterstaff +0 (1d6)
More Stats:
Acro+3(-1 to jump,+5 on balance-related),Fly+3,K(nature)+5,Percp+5(+7 to notice unusual stonework),stealth+3

Perception: 1d20 + 5 ⇒ (19) + 5 = 24

Grunval hears the chanting and this lower ship is no darker than the caves he knew from his youth. Grunval follows the alluring music.

This beautiful sound is what brings the wind?


Female Kitsune Sorcerer 2 | HP: 13/13 | AC: 15 / T: 14 / FF: 11 | Fort: +2, Ref: +4, Will: +3| Init: +4, Perception: +4

Aya gathers her other backpack which is clearly filled with things. though she is wearing one already oddly enough


M Human Braavosi Swashbuckler 6, Duelist 10

Above Decks, the wind is still still, leaving the Maribosa dead in the water watching,waiting for the impending storm to hit.

People in the stables:
Andross seems to have been listening intently thus far, not saying anything. Suddenly, he cocks his head and heads out into the darkness of the hold. He disappears into the darkness.

People with Harvey:
Harvey slams the last of the animal pens shut, turning towards the people watching him clean up.
Thanks for the help
He says.
Here, if you’re going to go chase off after some shadowy figure in the hold, take something to make it less dark.
He hands GnixGnox a lit lantern.
Make sure not to drop it. Ever.
It will take a full turn to get below.


Gnixgnox (and the others helping Harvey?) follow after the others.


Male Dwarf Aerokineticist/1 HP 16/16 AC16,12T,14F init +4 save[f+6,r+5,w+1] CMB +0 CMD +12/10fl Air Blast +2 1d6+5 dagger +0 (1d4/19-20) quarterstaff +0 (1d6)
More Stats:
Acro+3(-1 to jump,+5 on balance-related),Fly+3,K(nature)+5,Percp+5(+7 to notice unusual stonework),stealth+3

Grunval follows after Andross following him in the darkness with his eyes.


Male goblin Alchemist
HP & AC:
| HP-10 | AC 15 Touch 15 FF 11
Saves:
| Fort 4 Ref 6 Will 2

Agroob proceeds into the pitch black aswell. Darkvision and all.


Female Kitsune Sorcerer 2 | HP: 13/13 | AC: 15 / T: 14 / FF: 11 | Fort: +2, Ref: +4, Will: +3| Init: +4, Perception: +4

Aya follows into the dark as well


male Human Hunter 1. Hp 10. Init 3. AC 15. Fort 5. Ref 4. Will 2. Perception + 6.

Tholl follows Gnixgnox. Saving his darkvision for when it's needed.


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Otaku Soccer Player 4; Procrastinator 15

the dark darkness dankens as your dark vision darkens, darkening the darkness in the dark hold.

Making it even more dark.

Perception DC 1:
There! If you squint really, really hard through the dark, you can just barely make it out! More darkness!


Male Ragebred Barbarian (inactive)

Hanzir tries to figure out what direction the chanting is coming from in the the darkness (which is very dark indeed!)

perception: 1d20 + 6 ⇒ (13) + 6 = 19


Female Kitsune Sorcerer 2 | HP: 13/13 | AC: 15 / T: 14 / FF: 11 | Fort: +2, Ref: +4, Will: +3| Init: +4, Perception: +4

is it me or is it getting dark in here


Male goblin Alchemist
HP & AC:
| HP-10 | AC 15 Touch 15 FF 11
Saves:
| Fort 4 Ref 6 Will 2

Agroob jabs Hanzier in the back of the knee.

"Is pretty dark, can longshank see?"


Male Dwarf Aerokineticist/1 HP 16/16 AC16,12T,14F init +4 save[f+6,r+5,w+1] CMB +0 CMD +12/10fl Air Blast +2 1d6+5 dagger +0 (1d4/19-20) quarterstaff +0 (1d6)
More Stats:
Acro+3(-1 to jump,+5 on balance-related),Fly+3,K(nature)+5,Percp+5(+7 to notice unusual stonework),stealth+3
Agroob wrote:

Agroob jabs Hanzier in the back of the knee.

"Is pretty dark, can longshank see?"

I guess that depends on which "longshank" you talk to. I can see fine.


Otaku Soccer Player 4; Procrastinator 15

Please refer to the initiative rolls and take your turns accordingly. Talking is considered a move action for this encounter only. Other forms of communication don't take a move action, but others might not see them (put them in a spoiler like Hanzir).

1. Aya=23
2. Tholl=21
3. Agroob=17
4. GnixGnox=16
5. Hanzir=12
6. Grunval=10

People who followed the Priest:
Andross starts off like someone possessed, heading towards the singing. He stops in front of a trapdoor leading to the bilge. The chanting has grown louder now, and you can make out the same harsh language that the Grindylow used, except the tone is melodic and calming to listen to.

落帆逗淮镇, 停舫临孤驿。
浩浩风起波, 冥冥日沈夕。
人归山郭暗, 雁下芦洲白。
独夜忆秦关, 听钟未眠客。

For those who take the time to look this up, replace "Huai" with your character's respective hometown. We'll just assume that the song bypasses the language barrier by speaking directly to your characters heart or some other trite storytelling technique.

GnixGnox, Hanzir:
The hold is still dark. The group seems to have followed the priest. You could follow suit or look for additional backpacks or something. Finding stuff in the hold takes a DC 15 Perception check and the action turn. If its unreasonable, we reserve the right to veto it, and make fun of you trying to find a MacGuffin or something. Going after the group would take your move turn, and allow for you to see the spoiler "People who followed the Priest".

Opening Trapdoor takes a move and standard action, not necessarily from the same person. The move action would undo the hatch, and the standard action would lift it up.

Anyone who has followed the Priest can see once someone opens the bilge door:
As the door opens, the chanting is clearer and more distinct than ever. The inside is, however, very dark. You'll have to move inside the bilge to get a closer look.

Entering the Bilge is a Move and standard Action.

Only people inside of the Bilge:

Your feet splash into the filthy water of the bilge. Ugh. Not only is it dark inside, it's all so dank. But along with the usual stenches, there is the overpowering smell of blood within the room.

This is the only way I can make this more confusing than it already is. The Bold and Italicized spoiler tag above the spoiler represents what the prerequisite for seeing that information is.

The spoiler below is for people with Dark vision.

Spoiler:
The bilge is tall enough for a regular human to crouch in (4 feet or so). Two of the masts --one near the helm and the other near the stern-- stretch all the way down into the bilge, conveniently obscuring the dark vision that you saved for this occasion.

This one is for people who roll a Perception DC 20.

Spoiler:
The smell of blood seems to originate from the helm-wards direction of the bilge. (the front of it)


Female Kitsune Sorcerer 2 | HP: 13/13 | AC: 15 / T: 14 / FF: 11 | Fort: +2, Ref: +4, Will: +3| Init: +4, Perception: +4

Aya waits for one of her companions to take the lead before following insde. Otherwise she keeps quiet if anything seems threatening or otherwise dangerous she readies to cast Sleep


Carrying the lantern Harvey gave them, Gnixgnox follows the rest of the group that followed Andross.


Otaku Soccer Player 4; Procrastinator 15

The steady light from GnixGnox's lantern illuminates the crates. And the group around you. Everyone in the group around the bilge entrance gets a +5 to perception checks, and there's no need to nonverbal communication in spoilers.


Male Ragebred Barbarian (inactive)

Gripping his heavy pick in one hand, Hanzir follows the others and enters the bilge:

GM:
perception: 1d20 + 6 ⇒ (3) + 6 = 9 (oh well)
"Ugh! It stinks to s+$& in here!" Hanzir thinks.


male Human Hunter 1. Hp 10. Init 3. AC 15. Fort 5. Ref 4. Will 2. Perception + 6.

Tholl is with Gnixgnox, his axe ready. perception: 1d20 + 6 + 5 ⇒ (3) + 6 + 5 = 14

RNG is my most hated foe.


After hearing the chanting coming from the other side of the door, Gnixgnox whispers to Tholl, "I was kinda thinking Andross was crazy!" Gnixgnox gets into the bilge as soon as he can so that the lantern can be useful there.

Perception: 1d20 + 7 + 5 ⇒ (12) + 7 + 5 = 24

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