DM Davy Jones' Skulls & Shackles (Inactive)

Game Master Elmdorprime

Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats.

Campaign Info

The Calamitous Intent


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1st Floor Map, 2nd Floor Map

Nymph, you notice smoke curling upwards from the back of the room but no apparent stove or burner set up to cause it.


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

"Uh-oh, we got smoke in back!" Nymph calls out to the others.


Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10
Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

This can only be good.


Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10
Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

Ayre steps into the room and hits the area that is smoking with a hyrdraulic push, in the hopes of putting out with water, or smother due to the force of the blast whatever it is.


1st Floor Map, 2nd Floor Map

That will be your next turn!

Bahrin? You're up! And Nymph can move as well.


INACTIVE - GAME DIED

Acid arrow ranged touch attack, point-blank: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Acid arrow damage, point-blank: 2d4 + 1 ⇒ (2, 1) + 1 = 4

Bahrin sends another acid arrow winging out toward the alchemist, this one slightly more accurate.


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

Nymph will move into the room.


1st Floor Map, 2nd Floor Map

Nymph, 30 feet allows you to move into the room and attack the alchemist - do you want to do that?

The acid arrow zooms past the alchemist to splatter against the wall, spluttering as it eats into the external barrier.


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

Okay.

Falcata: 1d20 + 8 + 4 ⇒ (11) + 8 + 4 = 23
magical slashing: 1d8 + 11 + 4 ⇒ (3) + 11 + 4 = 18


INACTIVE - GAME DIED

Touch AC 17?


1st Floor Map, 2nd Floor Map

Derp, that's right - I was looking at flat footed, sorry.

Val's slash cuts deep into the alchemist and the acid arrow zips around, somehow, to slap into the back of the alchemist.

Yuki advances to F9 and fires an arrow.

Attack (Composite Longbow): 1d20 + 12 ⇒ (13) + 12 = 25
Damage (Composite Longbow): 1d8 + 2 ⇒ (1) + 2 = 3

The arrow doesn't plunge deep bust still hits the alchemist too.

She screeches, takes a 5 foot step back and throws another bomb out at Nymph.

Attack (Bomb): 1d20 + 14 ⇒ (4) + 14 = 18
Damage (Bomb): 6d6 + 3 ⇒ (5, 5, 1, 1, 2, 6) + 3 = 23

The bomb explodes, fire licking at the Nymph's body as the volatile chemicals combust at her feet.

Meanwhile the thug who remains upstairs steps towards Yuki and swings.

Attack (Cutlass): 1d20 + 11 ⇒ (3) + 11 = 14

But his cutlass is parried by the oracle's longbow.


Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10
Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

Yah for fire resist!!!

Muahahanaa

Ayre sends his hydraulic push at whatever is burning, while Rocky puts away magic missile and takes out admonishing Ray wand


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

"Ow! Ow! Ow!" Nymph hisses as she lunges at the alchemist.

Falcata (1): 1d20 + 8 + 4 ⇒ (5) + 8 + 4 = 17
magical slashing: 1d8 + 11 + 4 ⇒ (4) + 11 + 4 = 19
Falcata (2): 1d20 + 3 + 4 ⇒ (18) + 3 + 4 = 25
magical slashing: 1d8 + 11 + 4 ⇒ (6) + 11 + 4 = 21


1st Floor Map, 2nd Floor Map

Ayre blasts the walls with his water spray to the mocking laughter of the alchemist - the flames actually intensify.

Nymph's second slash cuts hard into the alchemist however and the laughter turns into a cry of pain.


Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10
Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

Spell craft on that dm?


1st Floor Map, 2nd Floor Map

You'd need Knowledge (alchemy) but it's a sort of custom item to give you guys a little more flavor. I'd just roll with the burning building.


Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10
Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

Alchemy: 1d20 + 13 ⇒ (2) + 13 = 15 might as well roll it


1st Floor Map, 2nd Floor Map

Your water blast causes the flame to heighten, leading you to believe that the fire was actually set by blazemetal - a compound alchemists create linked to the Elemental Plane of Fire that once ignited burns so hot water itself acts as fuel.

If you'd rolled high enough you'd know it's because the base flame actually separates the hydrogen and oxygen of the water! Through mysticism.


Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10
Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

. Well that was a poor idea.


1st Floor Map, 2nd Floor Map

Bahrin?


INACTIVE - GAME DIED

Bahrin judges distance as best he can, then slams ice spears out of the floor by the foe near his cap'n.

Piercing damage: 2d6 ⇒ (2, 4) = 6
Cold damage: 2d6 ⇒ (4, 6) = 10

Ref save DC 17 for half damage.

Trip attempt on failed save: 1d20 + 11 ⇒ (18) + 11 = 29


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Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10
Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

That's cold!

Ayre looks at the camera See what I did there?


1st Floor Map, 2nd Floor Map

Yuki steps away from the guard and fires an arrow at the alchemist.

Attack (Longbow): 1d20 + 12 ⇒ (13) + 12 = 25
Damage (Longbow): 1d8 + 2 ⇒ (7) + 2 = 9

The arrow plunges in and the alchemist manages to keep her feet under the ice assault from Bahrin.

Reflex: 1d20 + 14 ⇒ (10) + 14 = 24

The alchemist falls back under the assault but rallies after pulling two blades and tries to stab Nymph.

Attack (Butterfly Sword): 1d20 + 12 ⇒ (7) + 12 = 19
Damage (Butterfly Sword): 1d4 ⇒ 4

"You dare challenge me! You'll burn here if you don't flee, your precious wizard can't extinguish the flames!"

The guard meanwhile chops down at Yuki, continuing his pursuit.

Attack (Cutlass): 1d20 + 11 ⇒ (8) + 11 = 19

His cutlass swishes through the air however to his disgust.


Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10
Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

1d20 + 13 ⇒ (4) + 13 = 17 UMD Rocky attempts to activate his wand but it fails

Meanwhile Ayre says Oh no. I am just quaking to my bones...oh wait that is you He casts Boneshatter on the alchemist

7d6 ⇒ (2, 1, 2, 3, 6, 4, 6) = 24 DC 18 gives half damage and fatigued rather than exhausted


1st Floor Map, 2nd Floor Map

Fortitude: 1d20 + 10 ⇒ (18) + 10 = 28

Hot diggity dog.


1st Floor Map, 2nd Floor Map

Bahrin, Nymph?


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

Sorry, thought I posted.

Falcata (1): 1d20 + 8 + 4 ⇒ (3) + 8 + 4 = 15
magical slashing: 1d8 + 11 + 4 ⇒ (3) + 11 + 4 = 18
Falcata (2): 1d20 + 3 + 4 ⇒ (20) + 3 + 4 = 27
magical slashing: 1d8 + 11 + 4 ⇒ (7) + 11 + 4 = 22
Confirm: 1d20 + 3 + 4 ⇒ (9) + 3 + 4 = 16
Critical: 2d8 + 30 ⇒ (5, 2) + 30 = 37
59 if confirmed.


1st Floor Map, 2nd Floor Map

Honestly I've been having an issue where I can't tell if my post posted - it doesn't show up right away so after a few false starts I've been refreshing like a goblin on cocaine until the post itself shows up! Fun.

The first chop misses, but on the second swipe alchemist screams as the falcata crashes down - it doesn't break the alchemist but cuts terribly deep.

Didn't confirm but yikes! 59.


INACTIVE - GAME DIED

Piercing damage: 2d6 ⇒ (5, 2) = 7
Cold damage: 2d6 ⇒ (5, 6) = 11

Bahrin lowers his hands, then raises his fist again. The ice spikes fire up from the ground a second time.

Ref save DC 17 for half damage.

Trip attempt on failed save: 1d20 + 11 ⇒ (2) + 11 = 13


1st Floor Map, 2nd Floor Map

Reflex: 1d20 + 14 ⇒ (1) + 14 = 15

The alchemist barely manages to avoid tripping the ice spikes screaming up from the ground as they spit into her legs staining the conjured icicles crimson before the vanish into the either. She manages to stay on her feet however as the fire starts to consume the wall behind her, seeming to wreath her a flaming halo.

"You fools! The flames of Asmodeus will purify you and sweep across this whole benighted archipelago!"

Yuki responds to the thug's attention by stepping south and putting an arrow into him.

Attack (Longbow): 1d20 + 12 ⇒ (3) + 12 = 15
Damage (Longbow): 1d8 + 2 ⇒ (3) + 2 = 5

The thug screams, glancing nervously at the flames and attacks Ayre, hoping to hack his way out of the building.

Attack (Cutlass): 1d20 + 11 ⇒ (4) + 11 = 15
Attack (Cutlass): 1d20 + 6 ⇒ (8) + 6 = 14

His sword swishes harmlessly through the air.

The alchemist presses her own assault on Nymph, knives darting high and low to try and bypass the deadly falcata.

Attack (Butterfly Sword): 1d20 + 12 ⇒ (8) + 12 = 20
Damage (Butterfly Sword): 1d4 ⇒ 2
Attack (Butterfly Sword): 1d20 + 12 ⇒ (19) + 12 = 31
Attack (Butterfly Sword, Confirm): 1d20 + 12 ⇒ (10) + 12 = 22
Damage (Butterfly Sword): 2d4 ⇒ (4, 1) = 5
Attack (Butterfly Sword): 1d20 + 7 ⇒ (15) + 7 = 22
Damage (Butterfly Sword): 1d4 ⇒ 4
Attack (Butterfly Sword): 1d20 + 7 ⇒ (7) + 7 = 14

The blades dart past Nymph's guard, nimbly carving lines in the tawny limbs of the sharkkin but one burns harder through the battle high.

Nymph, please roll Fortitude DC 17. If you fail you take 1 Strength damage immediately. You will need to roll each round, once per round, until you make your save. This will continue for maximum 6 rounds after this on your move. If you fail the first roll you lose 1d2 Strength for every additional failed save.


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

Fortitude: 1d20 + 10 ⇒ (13) + 10 = 23

Nymph growl/hisses as she's cut, giving the alchemist a good view of her teeth before pressing her attack

Falcata (1): 1d20 + 8 + 4 ⇒ (13) + 8 + 4 = 25
magical slashing: 1d8 + 11 + 4 ⇒ (7) + 11 + 4 = 22
Falcata (2): 1d20 + 3 + 4 ⇒ (11) + 3 + 4 = 18
magical slashing: 1d8 + 11 + 4 ⇒ (3) + 11 + 4 = 18


Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10
Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

Ayre ducks reflexively at the cut, then he steps back and opens up an Acid Pit under the alchemist DC 20

Look out! meanwhile Rocky tries to unleash an admonishing ray on the bandit attacking

1d20 + 13 ⇒ (6) + 13 = 19, but it fizzles. Rocky looks at the wand and shakes it


INACTIVE - GAME DIED

Bahrin focuses on trying to drop the thug for now.

Magic missile damage: 4d4 + 4 ⇒ (4, 2, 4, 3) + 4 = 17


1st Floor Map, 2nd Floor Map

This is the second floor...how does that work?

Attack: 1d20 + 12 ⇒ (18) + 12 = 30
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

Reflex: 1d20 + 9 ⇒ (7) + 9 = 16

Bahrin's missiles sizzle in and slam into the thug as he plummets, inexplicably, into a pit even as Yuki's own arrow pierces the guard.

Damage: 4d6 ⇒ (3, 4, 6, 3) = 16
Damage: 2d6 ⇒ (1, 3) = 4

The guard screams out loud as the falls into the acid, then tries to climb out of the pit.

Climb: 1d20 + 12 ⇒ (7) + 12 = 19

But he fails, scrabbling at the walls desperately.

Damage: 2d6 ⇒ (3, 5) = 8

The alchemist dodges the falcata and retaliates.

Attack (Butterfly Knife): 1d20 + 12 ⇒ (14) + 12 = 26
Damage (Butterfly Knife): 1d4 ⇒ 2
Attack (Butterfly Knife): 1d20 + 7 ⇒ (14) + 7 = 21
Damage (Butterfly Knife): 1d4 ⇒ 3
Attack (Butterfly Knife): 1d20 + 12 ⇒ (20) + 12 = 32
Attack (Butterfly Knife, Confirm Critical): 1d20 + 12 ⇒ (13) + 12 = 25
Damage (Butterfly Knife): 2d4 ⇒ (3, 1) = 4
Attack (Butterfly Knife): 1d20 + 7 ⇒ (19) + 7 = 26
Attack (Butterfly Knife, Confirm Critical): 1d20 + 7 ⇒ (2) + 7 = 9
Damage (Butterfly Knife): 1d4 ⇒ 3

The alchemist begins to look nervous.

"Fools! Do you want to burn to death? Flee while you can?"


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

You first!"

Falcata (1): 1d20 + 8 + 4 ⇒ (16) + 8 + 4 = 28
magical slashing: 1d8 + 11 + 4 ⇒ (7) + 11 + 4 = 22
Falcata (2): 1d20 + 3 + 4 ⇒ (4) + 3 + 4 = 11
magical slashing: 1d8 + 11 + 4 ⇒ (7) + 11 + 4 = 22


Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10
Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

it is an extradimensional space

DM I will do a perception each round to try to hear when the guard stops struggling.

1d20 + 13 ⇒ (20) + 13 = 33 Rocky activates the wand this time

1d20 + 7 ⇒ (19) + 7 = 26 ranged touch for 4d6 ⇒ (3, 3, 4, 4) = 14 non lethal

The greenish Ray races toward the Alchemist and strikes her in the shoulder maybe

Ayre meanwhile makes sure he is not near the pit and sends a snowball at the alchemist

1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11 vs touch for 5d6 ⇒ (1, 1, 3, 3, 3) = 11 and fort 16 or be staggered


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1st Floor Map, 2nd Floor Map

That just makes my brain hurt. Although it would be hilarious if it wasn't an extradimensional space and you just sunk ships with that spell.


Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10
Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

. That would be awesome


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

Disintegrate is very scurry on the seas.


INACTIVE - GAME DIED

Yikes.

Water blast, point-blank: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11

Bahrin aims a blast of water at the alchemist, but misses.


1st Floor Map, 2nd Floor Map

Climb: 1d20 + 12 ⇒ (2) + 12 = 14

Damage: 2d6 ⇒ (1, 5) = 6

You hear sobs, screams and pleas coming from the pit that Ayre has created as the thug is unable to climb out and is being disolved by the acid in the pit.

The alchemist is unfazed by the screams, but seems more concerned than ever by the flames continuing to climb the walls.

"I-I am protected by Asmodeus from the flames which are his servants. But you will burn for all time in the depths of the Nine Hells unless you flee fools!"

Attack (Butterfly Knife): 1d20 + 12 ⇒ (18) + 12 = 30
Damage (Butterfly Knife): 1d4 ⇒ 3
Attack (Butterfly Knife): 1d20 + 7 ⇒ (19) + 7 = 26
Attack (Butterfly Knife, Confirm Critical): 1d20 + 7 ⇒ (13) + 7 = 20
Damage (Butterfly Knife): 2d4 ⇒ (2, 2) = 4 Another fortitude save needed!
Attack (Butterfly Knife): 1d20 + 12 ⇒ (13) + 12 = 25
Damage (Butterfly Knife): 1d4 ⇒ 3
1d20 + 7 ⇒ (6) + 7 = 13


INACTIVE - GAME DIED

Water blast touch attack, point-blank: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19

Bahrin blasts the alchemist again with supernaturally-conjured water.

DC 17 Ref save or knocked prone.


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

Fortitude: 1d20 + 10 ⇒ (2) + 10 = 12

Nymph gives a higher pitched as she starts to feel a sickening burn take her, she does npt relent however.

Falcata (1): 1d20 + 7 + 4 ⇒ (10) + 7 + 4 = 21
magical slashing: 1d8 + 10 + 4 ⇒ (8) + 10 + 4 = 22
Falcata (2): 1d20 + 2 + 4 ⇒ (8) + 2 + 4 = 14
magical slashing: 1d8 + 10 + 4 ⇒ (3) + 10 + 4 = 17


Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10
Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

we up? It looks like it


Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10
Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

1d20 + 13 ⇒ (20) + 13 = 33 UMD

Rocky activates the Wand of Admonishing Ray with a gravelly whoop!

1d20 + 9 - 4 ⇒ (14) + 9 - 4 = 19 vs touch for 4d6 ⇒ (2, 1, 6, 2) = 11 non lethal

Ayre will dismiss the Acid pit if it sounds like the struggling has stopped, and draw his infernal healing wand. If the struggling seems to be conitnuing he will move to Nymph, prepared to heal her.


1st Floor Map, 2nd Floor Map

Yep, it was you!

Attack: 1d20 + 12 ⇒ (4) + 12 = 16
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

Yuki's arrow bounces off the alchemist while Nymph's blade crunches once into her.

The alchemist is clearly sweating but decides to bolt rather than burn.

Reflex: 1d20 + 14 ⇒ (5) + 14 = 19

"You're all mad! Do you want to die for Harrigan?!"

She moves past Nymph, Yuki and Bahrin provoking 3 attacks of opportunity and tries to bowl Ayre aside to open the way to run down the stairs of the burning building

Bull Rush: 1d20 + 8 ⇒ (15) + 8 = 23 Pretty sure that throws you over the bannister?

Meanwhile the thug tries desperately to crawl out of the acid one last time.

Climb: 1d20 + 12 ⇒ (18) + 12 = 30

He begins his climb out of the extradimensional pit, but he's still very far down. He begs for his life as he climbs, swearing he left his weaponry behind and pleads for a rope, anything to help him escape.


Skills:
Percep +14 (16 vs surpise) Heal +11, geography +9, nature+9, local+9, Alchemy +13 (15) Profession Cook+7 Craft: Carpentry +8 Spellcraft +15 UMD+10
Vital:
HP 31/31AC 16(20)/14/12 (16)Fort +5 Ref +8Will +9 Init +6 Spear 5/7

. You are going to be joining our crew or I am dropping you back in.

Ayre dismisses the pit

He hands Rocky the wand of healing

1d20 + 13 ⇒ (18) + 13 = 31

Rocky casts infernal healing on Nymph


INACTIVE - GAME DIED

Mithral dagger AoO: 1d20 + 4 ⇒ (17) + 4 = 21

Bahrin somehow manages an easy slash with the dagger as the alchemist races by.

Mithral dagger damage: 1d4 ⇒ 2


HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2 | Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3
Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

AoO: 1d20 + 7 + 4 ⇒ (9) + 7 + 4 = 20
magical slashing: 1d8 + 10 + 4 ⇒ (7) + 10 + 4 = 21

Nymph lets out an uncomfortable gagging noise as the spell takes effect.


1st Floor Map, 2nd Floor Map

Does 23 beat your CMD Ayre?

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