Coins of Power (Inactive)

Game Master Edward Sobel

An adventure across the shackles discovering that money can be the root of all evil


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Male Hobgoblin Ranger / 2 Init +3/ HP 26/26 // AC: 17/T:14/FF:14 - Percep: +5/7// F +4/R +7/W +2 /CMB +4 - CMD 16/ Speed 30

"Punch him in his ugliness!"

Encourages Grung, not so well.


Female Tiefling Barbarian 1, Per: 4, Init: +2, AC (18/16), Saves: F: +3, R +3, W +0, HP (13/15)

Impatiens' Perception 1d20 + 5 ⇒ (17) + 5 = 22

She hits him again 1d20 + 2 - 2 ⇒ (20) + 2 - 2 = 20 for 1d3 + 4 ⇒ (3) + 4 = 7 damage and again 1d20 + 2 - 2 ⇒ (20) + 2 - 2 = 20 for 1d3 + 4 ⇒ (3) + 4 = 7 damage

Two crits! This dice generator is streaky, let's see how streaky.

1d20 + 2 ⇒ (17) + 2 = 19 confirmation one Confirmed! additional damage 1d3 + 4 ⇒ (3) + 4 = 7
1d20 + 2 - 2 ⇒ (5) + 2 - 2 = 5 confirmation two Not confirmed


current combat map group 1

talk about a streak wow and all max damage to boot!

Ox's strike left his left mid section exposed. when Impy took the hit she twisted into the perfect postion to counter strike. she gives him a quick kidney punch and can tell when she connected she struck an old wound that flared to life again.

Ox falls to his knees with that punch. Impy standing over himcocks her fist back for the blow to put him down Ox looks at her.

Yield he says not wanting to be left lying uncosious on the deck.

Impy wins the fight.

there are several cheers ammong the crew. as well as a few boos. Impy now seems to have a small following of admirerers as well as a fair amount of respect among the tougher of the crew.

Old pete declares Impy the winner by forfiet.

Overall the crew morale has been greatly improved. Now on to the prize... as Promised Huxley distributes the bottles of wine there are enough. two bottles for the party and an additional bottle for Impy.

[ooc]each bottle unopened has a value of 100 gp it is a very rare vintage wine.


Male Hobgoblin Ranger / 2 Init +3/ HP 26/26 // AC: 17/T:14/FF:14 - Percep: +5/7// F +4/R +7/W +2 /CMB +4 - CMD 16/ Speed 30

Grung looks perplexed at the bottles.

"Impy good strong woman. Grung like."


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe applauds and roars with the crowd then he steps forward and releases healing energy.

[ooc] whimsy roll 1d6 ⇒ 1 channel does 1 less die to a minimum of 1 and channel 1d6 ⇒ 4 [/dice]

and again

[ooc] whimsy roll 1d6 ⇒ 5 channel does 1 more die and channel 1d6 + 1d6 ⇒ (3) + (6) = 9 [/dice]

Grand Lodge

Male Human Archologist Bard +4 init +0 Fort/+5 Ref /+5 will 14ac/12tch/12fl +10 per

Espy applads for Impy "Good Job there! And he takes note never to get into a barfight with her.


current combat map group 1

after some healing, the combatants look and feel much better.

Ox goes up to Impy You fight good. but...ahhh...you don't have to have date with Ox

as they are talking a cry from the crows nest...Sail Ho!!!! he is indicating off the starboard bow.


Female Tiefling Barbarian 1, Per: 4, Init: +2, AC (18/16), Saves: F: +3, R +3, W +0, HP (13/15)

"You don't want to have date?"

Impatiens looks hurt. More so than at any point during the fight.


current combat map group 1
Impatiens Pallida wrote:

"You don't want to have date?"

Impatiens looks hurt. More so than at any point during the fight.

Ox looks at her and smiles ox thought you not want date Ox since loose he loose the fight


current combat map group 1

Off in the distance is what appears to be a ship. despite the dead winds this ship appears to have a full sail.

It appears to be setting an intercept course

survival DC10:

following the mysterious ship a storm appears to be brewing but still there is no wind at your present location.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

I suggest we arm ourselves Captain! Balthe mutters to Huxley.

Balthe quickly brings Impy's gear to her and helps her put it on.


Male Hobgoblin Ranger / 2 Init +3/ HP 26/26 // AC: 17/T:14/FF:14 - Percep: +5/7// F +4/R +7/W +2 /CMB +4 - CMD 16/ Speed 30

survival 1d20 + 6 ⇒ (10) + 6 = 16


Female Tiefling Barbarian 1, Per: 4, Init: +2, AC (18/16), Saves: F: +3, R +3, W +0, HP (13/15)

Survival 1d20 + 5 ⇒ (15) + 5 = 20

"Thank you."

Impatiens dons her gear and weapons.


Male Hobgoblin Ranger / 2 Init +3/ HP 26/26 // AC: 17/T:14/FF:14 - Percep: +5/7// F +4/R +7/W +2 /CMB +4 - CMD 16/ Speed 30

"Looks like a storms coming!"

Points beyond the approaching ship.


M Half Elf Bonded Witch 2

Knowledge Nature: 1d20 + 10 ⇒ (15) + 10 = 25 Hey, I gotta try
At Balthe's warning Valdric makes sure his crossbow is loaded, then readies his wand.

Im assuming its been over an hour so the Mage Armor has worn off, so he will wait til they are a little closer and hit himself with another one before the ship arrives.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe loads his crossbow and readies himself


current combat map group 1

to Valdric:

the strom does not look natural. its almost as if the strom is associated with the approaching ship

as the ship continues closer Huxley rouses the crew to arms and issues boarding pikes to the crew party memebers can use one as well if they want.

at this distance still you cannot identify for sure but it appears to be very similar to the ghost ship you explored earlier.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

This ship is likely to contain undead beasts. Be prepared!

Balthe calls out!


M Half Elf Bonded Witch 2

"And it seems to be bringing the storm with it......."

Grand Lodge

Male Human Archologist Bard +4 init +0 Fort/+5 Ref /+5 will 14ac/12tch/12fl +10 per

Espy prepares his whip and stands tall.


Female Tiefling Barbarian 1, Per: 4, Init: +2, AC (18/16), Saves: F: +3, R +3, W +0, HP (13/15)

Impy readies a pilum.


current combat map group 1

I am putting together the big ship battle so please bear with me. I need to have all the NPC stats and have a battle map prepared.


Male Hobgoblin Ranger / 2 Init +3/ HP 26/26 // AC: 17/T:14/FF:14 - Percep: +5/7// F +4/R +7/W +2 /CMB +4 - CMD 16/ Speed 30

Clearly understand....


M Half Elf Bonded Witch 2

and looking forward to it!


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

NP! Wish I had not blown Color Spray now


Female Tiefling Barbarian 1, Per: 4, Init: +2, AC (18/16), Saves: F: +3, R +3, W +0, HP (13/15)

Take your time! This sounds exciting


current combat map group 1

OK the battle map is located in the campaign tab titled Alber battle map. there are icons for you guys, Ox, and Old pete is in the crows nest. the others are regular crew members. the enemy ship is approaching from the starbord side which is the right side of the ship when facing toward the front.

Place yourselves where you would like there is an Icon for vincez but he is not on deck unless you want to let him out he is a wizard and still has some arcane firepower left. you have 3 rounds to prepare then the Sea madin will be upon you. niether ship is equiped with siege weapons. the albers has a swivel gun

the swivel gun requires two people to operate. is a full round to reload. has a range of 30 feet and does 3d6 damage to a 10' area reflex DC 13 for half (fire damage). range touch attack when fireing. it has 5 shots available. it is currently unloaded.

Huxley orders two crew mwmbers to man the swivel gun and they begin to load it.

give me any prep stuff you want (also everyone will begin this fight fully healed and full compliment of spells (just to make things easier).


M Half Elf Bonded Witch 2

Prep Round 1 Mage Armor from the wand
Prep Round 2 Cast Enlarge Person on........my gut says Espy since it will increase the whip damage, but with the AC penalty Grung might be the better choice. Im open to suggestions....
Prep Round 3 If Balthe hasnt already, cast Bless. If he has already, start casting Summon Monster so it resolves when they get here next round


Male Hobgoblin Ranger / 2 Init +3/ HP 26/26 // AC: 17/T:14/FF:14 - Percep: +5/7// F +4/R +7/W +2 /CMB +4 - CMD 16/ Speed 30

Grung readies his bow fully preparing to take the battle to the other ship before they even arrive.....

Grung also looks to the other ship to see if it is outfitted to ram.


Female Tiefling Barbarian 1, Per: 4, Init: +2, AC (18/16), Saves: F: +3, R +3, W +0, HP (13/15)

Impy crouches behind cover. She should not be visible to the enemy. When the foe closes to boarding range she will stand, throw her spear then equip her greatsword.

Grand Lodge

Male Human Archologist Bard +4 init +0 Fort/+5 Ref /+5 will 14ac/12tch/12fl +10 per

Epsy gets up the stairs. He's an archeologist, not a pirate fighter. However he prepares to trip anyone who dares try to get up the stairs.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

I do not seem to have an icon. However I would be centrally located.

Balthe loads his Xbow and waits.


M Half Elf Bonded Witch 2
Valdric wrote:

Prep Round 1 Mage Armor from the wand

Prep Round 2 Cast Enlarge Person on........my gut says Espy since it will increase the whip damage, but with the AC penalty Grung might be the better choice. Im open to suggestions....
Prep Round 3 If Balthe hasnt already, cast Bless. If he has already, start casting Summon Monster so it resolves when they get here next round

Looks like Im a bit more paranoid than my friends.....if no one wants the E.P. just yet, I will cast the bless then load the xbow and wait


current combat map group 1

Balthe you are added in the picture

The ship closes in its black sails full of wind. at the last moment it turns to come along side. the waterlogged blosted faces of the living corpses line the Sea Madens deck.

along with the ship a Maelstrom begins to form the air mositure laden. the winds pick up and the Albers now has momentum but it will do it no good now as grapple lines are hurled from the Sea maiden onto the deck of the albers.

From the crows nest Old Pete fires into the undead crew striking one in the shoulder but seemingly having very little effect.

the Captain of the Sea Maiden now in full view looks familiar. It id Captain Fenn his curse to fulfilled and he means to add the Alber's crew to suppliment his own.

GM rolls:

baddie init: 1d20 + 1 ⇒ (15) + 1 = 16
party init: 1d20 + 4 ⇒ (17) + 4 = 21

The Party has initiatve the sea Scourges are going to be spending thier round boarding the Albers.

all enemies are within 80 feet range. you can count at least 10 undead sailors and the undead Captain.


current combat map group 1

for convienece I am posting the baddie's stats in the campaign tab
this will help you resolve your own hits and damage.


Female Tiefling Barbarian 1, Per: 4, Init: +2, AC (18/16), Saves: F: +3, R +3, W +0, HP (13/15)

Impatiens hurls her pilum at the ungood captain Fenn.

1d20 + 4 ⇒ (16) + 4 = 20 for 1d8 + 4 ⇒ (6) + 4 = 10 damage

She draws her greatsword, Daisycutter. She's beginning to feel peeved.

Rage will happen first round of melee. She isn't raging yet


M Half Elf Bonded Witch 2

Silently berating himself for hesitating (but glad he was able to help his friends and crew by asking his ancestors for their blessing), Valdric begins sending a call out across the planes looking for an ally.

Casting Summon Monster 1 (celestial eagle)


Male Hobgoblin Ranger / 2 Init +3/ HP 26/26 // AC: 17/T:14/FF:14 - Percep: +5/7// F +4/R +7/W +2 /CMB +4 - CMD 16/ Speed 30

Grung follows Impys pilum targeting the captain with a volley of arrows.

Rapid shot!
Ranged Long bow 1d20 + 4 ⇒ (19) + 4 = 23
Damage 1d8 + 4 ⇒ (7) + 4 = 11

Ranged Long bow 1d20 + 4 ⇒ (14) + 4 = 18
Damage 1d8 + 4 ⇒ (3) + 4 = 7


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe fires his crossbow at a wounded beast trying to put it down.

1d20 + 2 ⇒ (5) + 2 = 7 for 1d10 ⇒ 5

He fires and his shot flies high, sinking into the mast of the other ship.

I am screwed! 3 channels left, and 1 useless spell!


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Male Hobgoblin Ranger / 2 Init +3/ HP 26/26 // AC: 17/T:14/FF:14 - Percep: +5/7// F +4/R +7/W +2 /CMB +4 - CMD 16/ Speed 30
Balthe Synder wrote:

I am screwed!

I did not realize they were those kind of pirates!


Female Tiefling Barbarian 1, Per: 4, Init: +2, AC (18/16), Saves: F: +3, R +3, W +0, HP (13/15)

Not only are they undead, they are gay undead? That is both good and bad. Typical Impatiens sighed.


current combat map group 1

note you still have Kimberly available as a resource and Vincez is available as a resource. (Kimberly is a level 3 oracle, in Vincez a level 3 wizard)

I place the first wave on the deck but Espy has an action before they arrive.

the sea scourges swinging over takes up thier full round so that would move to round 2 for the party

Grand Lodge

Male Human Archologist Bard +4 init +0 Fort/+5 Ref /+5 will 14ac/12tch/12fl +10 per

1d20 + 7 ⇒ (19) + 7 = 26 Knowledge Religion

Epsy throws out Dancing lights at the enemies and pulls out his special undead smashing mace


Male Hobgoblin Ranger / 2 Init +3/ HP 26/26 // AC: 17/T:14/FF:14 - Percep: +5/7// F +4/R +7/W +2 /CMB +4 - CMD 16/ Speed 30

Grung closes in on one of the undead.....

Morningstar 1d20 + 5 ⇒ (19) + 5 = 24
Damage 1d8 + 4 ⇒ (8) + 4 = 12

"Time tah get boned!"


Female Tiefling Barbarian 1, Per: 4, Init: +2, AC (18/16), Saves: F: +3, R +3, W +0, HP (13/15)

Impateins introduces herself to the undead between Valdric and herself.

1d20 + 7 ⇒ (14) + 7 = 21 for 2d6 + 6 ⇒ (4, 1) + 6 = 11 damage

Abyssal:
"Hi there! Having a good day so far?"


M Half Elf Bonded Witch 2

Valdric completes his casting, and with a FWOOSH! an eagle appears above the deck and streaks toward what was once Captain Fenn.

Smite Attack, Talon #1: 1d20 + 3 ⇒ (7) + 3 = 10 for Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Smite Attack, Talon #2: 1d20 + 3 ⇒ (14) + 3 = 17 for Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Smite Attack, Bite: 1d20 + 3 ⇒ (1) + 3 = 4 for Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Looking down at his feet to the crossbow he dropped to cast his spell, Valdric knows that bending down to grab it will incur the wrath of the creature before him. Instead he grabs for his quarterstaff and strikes at the thing while it is distracted by Impatiens' introduction.

Move Action: Ready quarterstaff
Attack, flanking: 1d20 + 0 + 2 ⇒ (14) + 0 + 2 = 16
Damage: 1d6 ⇒ 2


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

rd 2

Balthe reloads and repositions himself cant check map now but will move him shirtly


current combat map group 1

hope all had a good weekend I got to spend time with the wife -- first time in a month sinsce she went into the rehab center

Espy you realize these creatures a Sea Scourges, a form of zombie but sightly more powerful and have an affinity for the sea. in many societys they are called Draugr.

Grung's mace connects with a solid blow almost destroying the creature but it reaches out for one final claw at Grung before it mets its end (on the next hit most likely)dropping the rusty cutlass it was carrying

attack on Grung: 1d20 + 3 ⇒ (7) + 3 = 10 the attack proving useless against Grung's skill

Impy finda herself flanked by the Scourges but after her near destuctive slash combined with Grung's attack both are nearly destroyed but the one next to Impy even after Valdric's hit still barely stands. still attampts to slash at Impy with its rusty cutlass

attack on Impy: 1d20 + 3 ⇒ (2) + 3 = 5 but to no avail

Espy now also face a scoruge but the scorge is being flanked by Espy and another crew memeber. the scourge lashes out at espy

attack on Espy: 1d20 + 3 ⇒ (16) + 3 = 19 and sliceing him for
damage to Espy: 1d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6

the crew member flanking with Espy attampts to smash the scourge with his boarding pike useing like a quarterstaff.

crew attack on undead: 1d20 + 2 ⇒ (8) + 2 = 10 just barely missig it.

another crew member faceing one on his own tries to implae the scorge

attack: 1d20 ⇒ 5 But instead over extends himself and leaves himself open as the scrourge slams his undead fists into his head killing the crew memeber

some more crew attacks

1d20 ⇒ 4
1d20 ⇒ 9

old pete takes a shot at undead fenn

arrow shot: 1d20 + 6 ⇒ (20) + 6 = 26
crit confirm: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 3d6 - 5 ⇒ (4, 3, 3) - 5 = 5
ox moves in to attack next to Espy with his cutlass wielding it two handed

attack: 1d20 + 6 ⇒ (7) + 6 = 13
damage: 1d6 + 6 ⇒ (3) + 6 = 9

Undead fenn swings his cutlass at the attacking bird
attack: 1d20 + 9 ⇒ (14) + 9 = 23
damage: 1d6 + 4 ⇒ (6) + 4 = 10

the next wave will swing over next round.

also next round the malestrom will hit.
with the wind picking up and the boat starting to rock all actions require a DC10 acrobatics or profession sailor check to keep your footing first failure meas fall prone


M Half Elf Bonded Witch 2

Profession:Sailor: 1d20 + 4 ⇒ (17) + 4 = 21

Valdric curses under his breath as the summoned bird falls under the zombie captain's attack with a final pathetic screech. A quick mental inventory of his spells reveals nothing useful as the storm bears down on the ship, so he desperately swings his quarterstaff once more, surprising himself with the result.

Attack: 1d20 + 0 + 2 ⇒ (20) + 0 + 2 = 22
Confirm: 1d20 + 0 + 2 ⇒ (16) + 0 + 2 = 18
Damage: 1d6 ⇒ 6
Confirm: 1d6 ⇒ 2

Thank you, Dice Deities! Assuming that drops the draugr, can I use my move action to retrieve the dropped crossbow?


Female Tiefling Barbarian 1, Per: 4, Init: +2, AC (18/16), Saves: F: +3, R +3, W +0, HP (13/15)

Acrobatics 1d20 + 3 ⇒ (18) + 3 = 21

Combat stuff will follow later. I need to fix dinner and then catch up on work.

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