DM Immortal's Blood Red Roses: A Skull & Shackles Campaign

Game Master imimrtl

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Human Druid (Shark shaman) 2, Barbarian (Beast Totem) 1/AC: 13/HP: 30/F +7, R +0, W +6/Init. +0/Per. +7

Unable to think of a way out of it yet, Sko drinks the rum even though it's already making him feel foggy. He doesn't perform any nightime action except to ponder, now that he has a relatively clean barrel to use, how to get better quality seawater into it for Valeros as opposed to the brackish bilgewater.

He also takes a look around for the other officers. There's no point in trying to talk to the Captain, Plugg or Scourge and the disagreeable gnome seems to be a bootlicker as well. If he can't identify any other officers then he'll make plans to try and catch Peppery during one of her rare moments out of her lab the next day.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

Seijiro nods at most of Flynn's observations. "You know your ships, that you do. What you say is sage and well-considered. Rosie here says we'll be getting boarding training in the next few days or so. They definitely have something planned if they're gonna be teaching us how to board an enemy vessel.

"Be nice ta have an idea of what the cap'n's objective is. Just ta be ready for it, if nothin' else. Still, I guess it's none o' our direct concern, bein' nothin' more than conscriptees and all."

He shrugs and looks at Flynn with concern as his speech becomes more and more affected by the rum as time goes on. He says nothing about that however. Seijiro lost his last berth to his penchant for drinking too much and swore off the stuff at the time. He's been holding true to that so far.

Not my place to judge my fellow sailors but this evening tot of rum isn't healthy. Keeps us docile, but what if there's action at night... what then?

As to Flynn's last statement, he replies softly, "Not that they'd listen to advice from the likes o' us anyway, even if they didn't dose us with drink."

thanks for editing down the quote in the reply


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Seijiro wrote:


thanks for finally editing down the quote in the reply, you cocky sod!

You're quite welcome for the edit :)

”You’re wrong there, mate – it sure as hell be my concern – conscript or bloody not,” I say with dark frown.

”I want to know exactly what we’re up to, and what we’re bloody going to be forced to do – because when the piss-poor plan handed out by these monkey-arsed sons of sods comes to my bloody hearing I’d just assume live through the whoreson’s vision of greatness!”

”What – you think they’re such masters o’ bloody strategy on this scow that their plans be sound? Come on lad – ye’re mite smarter than all that, I’d warrant. Don’t let your head be as far up your arse as these folk," I add with a glower then lapse into silence for a few minutes.

"Ah hell, I know it isn’t... you're not like ‘em, true enough. But as for training? Come on, mate - you said it right first. We’re pressed lads here, eh? Bastards'll likely give us some big pointy stick and say – ”Oye – aim it that way and try not to die. Good – your end of the lesson!”

”That’s hardly the plan I want to hear. I want poxing strategy, and tactics and I want to know what’s what on how we can best bloody survive. I don’t intend on dying, and I don’t intend on seeing my mates die over stupid-arsed, dung-eating, shark sodding…” I suddenly realize that my language is growing fouler and I am getting worked up over the general stupidity and lack of discipline I’ve seen.

Shaking my head somewhat, I lean over the deck and spit into the scuppers, trying to wretch out some of the filth in the rum that I sense has polluted my body.

”Apologies, sir,” I say after a moment.

”The drink does not improve my wits, it seems to dull them – and my manners as well,” I add the last lamely.

”In any case – yes; it would be good to know what our objectives are. And, if they actually provide training, I shall look forward to that as well. At the least – anything will be a welcome distraction from the uselessness and general way that they run things on this ship.”


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

Seijiro lofts an eyebrow at Flynn's rant and then chuckles softly and speaks even more softly, as if trying to counter Flynn's volume. "Yer right about it bein' our business. I was bein'... what's the word for it? sub.. scar... sar... sarcastic? yes.. that's it. I'd like to know myself what we're up to. And no need to apologize ta me, nor call me sir.. I'm no officer. Never have been."

"As for the drink dulling thoughts and manners, I think the officers are countin' on that happenin'. I'm sure they don't want strong bonds developin' among us, and I think that's why they assigned me ta rigger, since they lost no one that needed replacin'..."

In actuality that could be put to our use, if we let them think it has forced a wedge between me and my mates here, I might learn something of use to us. On the other hand, do I really want to have to associate with Plugg & Scourge's toadies? I think I'd rather drink bilgewater.

"Training might be a welcome break from work, if nothin' else, but I doubt it'll be any fun. I've never been part of a boarding party and I'd prefer not to be. I'm not much of a fighter. I'd rather learn to man a ballista or a 'pult, but I'm sure they've got men enough fer that already."


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

Dhaavan's been working on Simms's leg, sitting stradling the bench, with Simms seated up on the table as to have her leg at eye/hand level. WHen Sandara approaches and Simms stands to show off ehr new ink, Dhaaven says, "Ha, o'course I'd be happy ta do ya, Sandara. Come on, right on the table here!" perhaps utterly oblivious to the entendre of his statement but maybe not. He pats the table and admires the work Sandara's got so far, tracing a few of the lines with his finger, looking intently with a craftsman's eye.

He stares for a brief moment as she bares her leg, admiring his canvas before taking pause to rub the side of his head where Jack tends to peck him when he thinks about getting into a "situation". He whispers, in his odd language...

infernal:
"I'm behavin' myself, honest, so stay down, yeah?"
...before returning to the leg-I mean matter at hand!

"Don't take me wrong, but I gotta say I do appreciate such a lovely thing to work on. Better materials makes for a better piece in the end and materials is more than just ink and needles. Just another something i'm so grateful to yea for," Dhaavan says glancing up for a moment with a wince as he thinks about last night. He begins to work, but the style of her Tattoos are something he's not used to, and matching the unfamiliar style in conjunction with the rum hitting him Significantly harder that two nights ago, his aching body form a days hard labor, and the bare leg of such a beautiful woman before him leaves his somewhat unsatisfied with the image he's creating.
Craft check:
1d20 + 8 ⇒ (4) + 8 = 12

As his work begins to take shape, he glances around for Sko, and calls to him as he sits Contemplating. "Oye mate! C'mon over. Yea know Sandara 'n' Simms 'ere? Evidence that the ol' thing 'bout women on boats is bat luck is pure crap. The food a'ways this good? Cause it seems this man, 'ere he 'n Fishguts been workin' wonders. Think sending 'im down to the kitchens was a great call on Plugg's part." Dhaavan says not actually stopping work or looking away from Sandara's leg. Unable to recall the man's name or if they had even met, too focused on his work, adds to Sko "I'm Dhaavan, by the way, ferget yer name, sorry mate. Whatcha think o' this here?" A stylized sea-serpent with scales of raging storm clouds begins to form, snaking round Sandara's calf and down toward her ankle.

GM (Re: Grok): While working and chatting, if Grok is near by, he chats with her too. Glancing at Flynn and Sejiro he sees the Doc getting loud and drunk. Hoping any attention on him is transfered to the talk about the ship drawing potentially prying ears anyway form his work, he asks her, "Yea interested in gettin one too? Dont' think I'll have time tonight, but when I do? It'd be fun ta work on ya, though yer likely busy as me in the day, and don't want trouble so after dinner? I think i may want to make a habit o' this in fact!" Dhaavan's ramblings sound like a very distracted drunk, but to the very keen eye, his words seem measured and glances almost calculated, but even then it's not clear.

Grok and DC 20 Sense Motive:
Bluff check to send a secret message:1d20 + 8 ⇒ (12) + 8 = 20 "Want to talk to yea about how things been since we arrived, don't want yea to end up in a bad spot, do what I can to make sure yea won't."

As time goes on and the serpent becomes more complete, cutting through teh beginnings of crashing waves rising from Sandara's skin, Dhaavan gives it a harsh look of appraisal and shakes his head. While he's created a respectable Tattoo, he says, "You deserve something much better than this, but I dunno if I can finish it up right tonight, Need some time to think about how to do it jsut right, but I'll polish it off tomorrow evenin', if the lash don't put me down again, that is."

GM:
I'm sort of ad-hoc-ing an idea for crafting these Tatts based on an interpretation of the Craft rules, since they don't seem to discuss art like this that takes hours not weeks to make. Dhaavan would go for a "High-Quality" DC 15 Tatt. With the 12 he got, it fails by less than 5 so he shouldn't ruin any materials, and he can continue work. Dhaavan works with a "from-the-ground-up" approach and since he made the DC 10 for a "Typical" tattoo, I am playing it as he gets the basic design done, but wants to improve it.
Sko (and Valeros):
Hey, what time-frame is it that you can post? I am kinda online sporadically most any time of day, usually starting by 10 PST. Some times i'm on more that others, but i can make Dhaavan available more or less whenever as i have a less than structured schedule


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

DM:
I will be gone til after midnight tonight - so if you move on to tomorrow morning and need job checks, here are mine, trying to anticipate which rolls you might need... if there's anything besides this you need, you can roll for me, or I will roll when I get back, whichever you prefer.

con check if nec 1d20 + 1 ⇒ (15) + 1 = 16
prof sailor check if nec 1d20 + 4 ⇒ (9) + 4 = 13


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

reply to Flynn in low Elven:

"You mistook my meaning, Flynn. I was speaking of yours, Jiro's and even Dhaavan's ability to spin a good tale. I have not been merited with such a gift or penchant. I speak plainly and not do possess the effusive nature of my gender. I am an only child and raised by grandparents, with special attention shown to me by my grandfather. I, in kind, became the son he lost. I never knew my father but my grandfather spoke of him often", her words quieten and around the edges of her brilliant eyes appears a hidden sadness.

Flynn's words regarding finding and pursuing a discipline tease at her disordered nature,

"Your discipline is admirable. I have shown aptitude in some things but I have never kept a journal or noted my observations, knowledge and experiences. It did not occur to me to keep a book of such but your argument for one is logical and sound and one worthy of consideration. I have yet to make my introduction to the Quartermaster, and perhaps this half-orc "Grok" may be open to trading with me, although I have little in way of trinkets and alike for trade. I shall have to find another course."

As Flynn's words become slurred, Rain believes from the rum that he must have consumed and not disposed of as she had done, she felt sorry his guard was slipping. Especially when his look became intimate, excited, hungry and poured over her form as if he were stroking her. She did not know how to respond. A little anger sparked but it was washed away for she understood Flynn did not mean to come onto her in such a manner -- the rum was speaking for him. Her words in reply are a little clumsy, "Flynn ... Err..I only danced with Variel and that is because he wanted to show off his dancing prowess to the other ladies aboard this vessel", unsure of how to respond to his intense gaze and unexpected appreciation of her body and not wanting to offend him through rebuke or rejecting his soused advance. He has shown me respect since our first meeting at the Maid and since. This is the strong rum speaking ..., she defended him and tried to make the encounter less awkward. He was a handsome human, but her purpose at this time was not to seduce and succumb to handsome males. He was her friend, or as close to one aboard this ship. She would not risk that.

When she looked at him again, she saw the realisation and embarrassment of what he had said to her and she felt bad for him because it wasn't his fault, exactly. "I hope Valeros has been able to take care of his business this evening and is feeling better", she says before Flynn staggers away and down the stairs. To his retreating back she says quietly, "I will talk with you soon, Flynn."


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19
Dhaavan wrote:
What he does notice is that she may be taking her time about getting down there, he adds, in low tones "Thanks, Darling! I'm sure I really appreciate it, and sooner rather than later would be nice. In fact, there's this scarf that I'm rather partial to, lovely blue/turquoise and bright red affair, it'd look good on yea I think, consider it a taken of my appreciation?" With that, he goes back to work, chuckling quietly to himself.

She ponders the knowledge that Dhaavan's locker is open and if she does not go below deck and retrieve her gear it will be discovered by Plugg or one of his snitches and the punishment would be bad upon her, Dhaavan, the Quartermaster and possibly the others in her group. It is risky either way and she inwardly winces recollecting the feel of the recent rope and lash on her back.

Rain looks about her, trying to gauge how safe it is for her to sneak away quickly and retrieve and hide anew her belongings. I am tired of the constant eyes on me, she muses privately, anxiously. Suck it up, Rain! Get this done.

Perception to ensure it is safe to leave the revelry and sneak down below: 1d20 + 9 ⇒ (11) + 9 = 20

in low Elven to Variel:
"It seems I have no choice but to go to Dhaavan's locker and check to see if it is closed as he has requested. Enjoy your dancing, please. I hope not to be long", hoping her meaning is clear enough to the Elven male. If she isn't back in a few minutes that would mean she was caught or worse...

Rain casually looks about her, hoping not to draw attention, gives Variel a small smile and begins making her way to the stairs and down. A trickle of fear moves down her spine but she keeps walking until she reaches the lockers, especially the one belonging to Dhaavan. Opening the door a little wider (but not too wide lest anyone can see inside) she discovers her backpack and weapons and wonders where she can hide her things now she has retrieved them.

Stealth: 1d20 + 2 ⇒ (14) + 2 = 16

DM:
Sorry but I need some clarification: Do each of us have our own designated locker? This will help with where Rain hides her belongings. Thanks.

*********************************
Sorry, this is retconned before she goes below deck. I forgot to reply to this earlier.

DM Immortal wrote:

During the dance and music, Ratline introduces Rain to Barefoot Samms, another rigger that you had briefly chatted with but never gotten to know. She is pleasant and not a little bit drunk.

Diplomacy with Barefoot Samms: 1d20 + 2 ⇒ (10) + 2 = 12 (my rolls are sucky)

"It is good to meet you formally and talk with you. How are you enjoying the music and dancing?", hoping the small talk will ease her into deeper conversation with this female rigger. But Rain worried for she was never really good at small talk.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Rain: Good luck iwill be watching and waiting.

The dancing with Rain was better than he hoped for, but the addition of Sandra afterwards was an unexpected joy. Positive that it was his choice of partners that made such an impact on the rest of the crew, he praises Sandara for her abilities and turns to the next female crew member in line. Not that he thinks that Sandara was better than Rain, but he wants the focus of attention on Sandara. The next woman in line is someone that Variel has not met with yet personally but goes ahead and dances with her anyways. Whether she wanted to dance or was just in the right place at the wrong time is unknown, but Variel will attempt it anyways. This will continue till Rain reappears or some time has passed where he feels that she is in some sort of trouble.


Island of Empty Eyes Map Current Map

Rain:
Yes you all have your own locker and average locks on them.

Dhaavan:
Grok isn't near by if you had to guess you would say she is probably passed out in the quarters she shares with Fishguts.


Island of Empty Eyes Map Current Map

Rain:
You successfully get your gear and do not think you were noticed.


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

DM:
Where we sleep and our locker's are situated, are there any other places where larger items can be hidden -- or is it just the hammocks and lockers below deck? I'm trying to get a visual (being that I'm visual) so I can play out what I would do. Thanks. :)


Island of Empty Eyes Map Current Map

In the morning you all feel somewhat refreshed. For most of you, last night was by far the most enjoyable you have had so far on the ship. The crew got along for the most part, although as soon as the music died down the dirty looks started right back up. Seijiro, with Rosie's assistance, managed to bring a moment of peace to the ship. Arriving on deck you all receive your assignments and begin work promptly after breakfast.

Assignments:

Rain 1d6 ⇒ 5
Seijiro 1d6 ⇒ 1
Horatio 1d6 ⇒ 4
Variel 1d6 ⇒ 3
Valeros 1d6 ⇒ 5
Dhaavan 1d6 ⇒ 2
Sko 1d6 ⇒ 5

You each are assigned different jobs today, some more pleasant than others. Rain you are on lookout duty, although you are not far from Seijiro as he is up in the rigging doing repairs. Horatio is set hauling rope and doing knot work while Variel swabs the deck with the heavy holy stones. Scourge gets a perverse pleasure out of setting Valeros to runner again with his peg leg. Dhaavan is sent below decks to catch rats and vermin again. Sko, Fishguts has been so impressed by your fishing that you and he set to drinking again and he won't take no for an answer. He continues where he left off last time, regaling you with far off exotic places that he may...or may not...have actually been to. It is an extremely hot day and Rain is glad to be up in the crows nest where at least a steady breeze blows through. You notice that you have changed course and are now headed in a south westerly direction based upon the sun.

Dhaavan:
While below you notice that a few sacks of grain in the lower hold look to have been ransacked. They almost look to have been chewed through.

About mid-morning, Jack Scrimshaw comes running up on deck and judging by the state of him has been working in the bilges. He is white faced and looks scared as he calls out to Mr. Plugg.

Perception DC10:
Mr.Plugg sir. In the bilges! Big rats sir. Lots of them.

Plugg yells out a few names and eventually you are all brought out on deck to him. You seven get down to the bilges. Seems we got a bit of a rat problem and you all seem to be perfect for the job. I don't want you showing your faces again up here until they are all dead. You understand me!? You are all then herded down the stairs to the trap door leading to the bilges.

Opening the door it is pitch black down there and you hear a splash followed by another splash. It is extremely hot and stifling down here and you suspect it will only be worse once you are actually in the bilge itself.

Very Hot environmental condition. "A character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per hour)."

Also please keep in mind any wisdom damage you have taken from the Rum and make sure to factor that into your checks for willpower and any wisdom based skills such as perception and such.

Please let me know what, if any, your plans are.


Island of Empty Eyes Map Current Map

Rain:
There isn't anywhere to store larger items. Crew usually stack anything larger next to their locker as it would be pretty obvious if someone took a trident or spear from someone.


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

GM Immortal: We going to have to make any job rolls or get to take actions for the day, or will those be resolved after we deal with the bilge-rats?

Rain's Gear:
Not sure to approach having gotten Rain's trident then. Didn't thinl about where i'd have put it in the forst place, but if Dhaavan having it wouldn't have been a big deal, and it's not locked up, then it shouldn't matter much where it is I guess?
Dhaavan sighs when he finds the grain-sack, and sends Jack to fly about to track down a likely culpret, as his splitting headache is making hard to concentrate. He looks around for rats in the lower decks, and upon being called up, he is grateful, for a brief moment. Where in the nine could these beasties have come from that they weren't noticed in the last few days

When the party is moving down, "These buggers tore up some of the grain sacks, and did a fair bit of damage, so be careful. They may not be hungry, but rats are filthy disease-ridden things. Although they may be asleep, tho, if they just ate, so if that's the case, maybe we cansneak up on em?"

GM IMMORTAL if I take renks in linguistics, does that mean Jack gets new languages too, since he can speak as a thrush? I'd like to teach him common eventually if it's possible

Dhaavan whispers to Jack and the bird hopps off his shoulder and flys about in the bilges, searching for traces of the purported rats, flying around toward the senter of the room so as to be out of range of their attacks, if they see him first.
Perception1d20 + 9 ⇒ (4) + 9 = 13
Stealth1d20 + 2 ⇒ (2) + 2 = 4

here's the fort save for the first hour if you want that now.
DC 15: 1d20 + 1 ⇒ (14) + 1 = 15
To avoid 1d4 ⇒ 4 non-lethal damage after an hour.
wow, glad I made that save!


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Thoughts:

It is clear this man is either lying – or a fool. Rats are hardly worth all this bother, and if there only rats I doubt highly it would need move than one man with a sharp stick.

Hmm… Perhaps this the precursor for the “Skirmish Training” I have been told about…

Therefore; whatever it really is – it will not be rats. Perhaps a trap orchestrated by Plugg and his cronies? No – that makes no sense. If he keeps us down there for prolonged time then we can’t get things gone on deck; and as that is generally important – this is likely not a ruse or waste of time.

Very well – whatever it is – it’s serious.

Quick question to GM – am I able to stop by locker to pick up my rapier, or is that something I wouldn’t have time to do? It looks like Plugg herded us right to the very door of the bilges – but I don’t know if we had time to stop by our lockers first without being noticed.

Also – I’m not clear on the formal rules for the sound of “Gunfire” in general. In other words, if I fire a pistol in the bilges, won’t the rest of the crew hear it? I haven’t seen a ruling either way – please let me know what the situation is before we advance. If there is a chance enemies could hear the gunshot – please let me know. As I have seen nothing that says that enemies can hear it, I assume they cannot; just as “shocking grasp” does not release a radius of electricity in water, but only because there is no ruling that says it should. Of course – it’s up to you how it is played, but as I am a Gunslinger, this is actually an important question I should probably get resolved. Just let me know what’s up.

I look into the relative darkness of the bilges, and glance up at the others, and around us.

If there is no enemy around us, I speak briskly and quietly to Dhaavan –

”Well – it looks dark enough down there; you have something up that sleeve of yours that can shed some “Light” on the subject?” I query somewhat rhetorically to the human magi as I give him a somewhat dry smile.

If the enemy is near – I say instead –

”It is dark down there – if you wish us to find something – can you provide us lights?”

As soon as we get some light down there, I prepare to descend. My intention is to use my rapier – but only if I have time get it and carry it discreetly. But that will only happen if I have time to swing by my bunk and get it without being seen. If I don’t have the chance to get it before we're ordered down there, then it’ll be knifework with whatever is down there – unless I can use the pistol – but using the pistol will depend on the rules of “gunfire” via "noise".

Fortitude Save via Heat –
1d20 + 2 ⇒ (13) + 2 = 15

Also - this is a rare thing when I am tougher then a character in real life; if 90+ degrees is hot enough to give my non-lethal damage with relative ease (yeah, DC 20 after no more than six hours?) - my Fortitude save in real life must be off the charts!


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

DM:
The previous night: Rain will stow her general gear in her locker, except for the coin, nautical chart, cat-o'-nine-tail and the cutlass which she stowed beneath her bunk. The trident she props to the side of her locker. If it disappears than it won't be too hard to locate its possessor due to its size.

********************************

Upon hearing Dhaavan speak of rats getting into the grain, Why would they send us all in to catch rats?, she muses silently. Rain is thankful for the switchblade knife still hidden in her boot. She was none too keen on rats and if they tried to take bites at her, she'd take her blade to them. Neither was she keen on being waylaid in the dark by larger predators (of the two-legged kind) or locked away in this heat. Her cutlass, stowed 'neath her bunk, would have be useful but she could not have hidden it successfully on her person without alerting Plugg or the others she had possession of her confiscated weapons (not to mention all her gear).

Hearing Flynn request light, Rain waits until one is provided so she may better see through the darkness of the bilges. The heat is stifling and she bemoans the loss of the cool air up in the Crow's Nest. She will look for tiny tracks through the spilled grain and will proceed to step cautiously and lightly in search of the long-tailed rodents.

Rain advises quietly, "Step lightly, lest we scare them into scurrying everywhere." Gozreh, Besmara, please let this not be a trap. I wouldn't put it passed Plugg to try something again.

Survival: 1d20 + 6 ⇒ (8) + 6 = 14 (Just missed the DC 15 which would have granted me the +2 Fort bonus or allowed me to grant my bonus to another.)

Fortitude save via Heat: 1d20 + 4 ⇒ (19) + 4 = 23

Stealth: 1d20 + 2 ⇒ (6) + 2 = 8

Rain's shin hits a crate hidden in the dark/shadows. She does not fall but her curses are sure to be heard. So much for quiet, she sighs inwardly.


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

Dhaavan returns Flynn's dry smile with a similar one and responds, [b]"a...torch . . . or maybe . . . a lantern!. Dhaavan will take up some kind of light if one is handy, as he has neither Dancing Lights nor Light yet. Guess DL and DM are my next two cantrips...

On an entirely unrelated note, is it just me, or does Dhaavan's avatar totally have a perpetual shyte-eating-grin? Just noticed that about the pic...


Male Gillman Oracle (Waves) 4; AC 14 (T 11, FF13) / HP: 34/34 / F +4, R +3, W +5 / Init: +1 / Percep: +0

Stumping up to the group looking into the bilges, Valeros listens to their conversation. Reaching down, he grabs a small loose strand of rope and mutters some soft words of power over it. Moments later the rope begins to glow and light fills the lower hold. Handing the rope to Horatio, he gives a nod to the open trapdoor leading to the bilges. Use it in good health.

Casting light on a small strand of loose rope.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

Seijiro heads down to the bilges with the others, looking none too happy about this new chore. He draws his dagger as he enters.

"This is gonna really suck... I hate rats."


Island of Empty Eyes Map Current Map

Don't worry about job rolls right now. We'll deal with that later depending on how things go.

You have time to get any gear you wish before going down into the bilges.

Dhaavan:
I am fine with Jack learning additional languages...and yes Dhaavan's grin is quite unsettling lol.

Horatio:
For the Perception DC to hear a gunshot I am using the Perception DC for hearing the sound of battle. So the base DC for a gunshot is -10 then modified by circumstances. They list a DC for a bow being drawn so there is precedent for the sounds weapons make. Therefore there is a good chance that if you fire your gun, people are going to hear it. Although not necessarily in this case, since you are in the bilges with several decks above you the DC will go up to a point where it is possible they wont hear it. In general though, a gunshot is easy to hear just like a battle would be easy to hear.

DM EYES ONLY:

1d20 + 11 ⇒ (20) + 11 = 31
1d20 + 11 ⇒ (20) + 11 = 31
1d20 + 11 ⇒ (13) + 11 = 24
1d20 + 11 ⇒ (16) + 11 = 27
1d20 + 11 ⇒ (1) + 11 = 12
1d20 + 11 ⇒ (1) + 11 = 12
1d20 + 11 ⇒ (7) + 11 = 18
1d20 + 11 ⇒ (15) + 11 = 26
1d20 + 11 ⇒ (10) + 11 = 21
1d20 + 11 ⇒ (20) + 11 = 31

DM EYES ONLY Part Deux:
1d20 + 9 ⇒ (18) + 9 = 27
1d20 + 4 ⇒ (11) + 4 = 15(1d20 + 11 ⇒ (1) + 11 = 12)
1d20 + 5 ⇒ (4) + 5 = 9
1d20 + 4 ⇒ (20) + 4 = 24
1d20 + 2 ⇒ (9) + 2 = 11
1d20 ⇒ 20
1d20 + 3 ⇒ (12) + 3 = 15

As you all make your way down into the bilges you spot several huge rats approximately the size of small dogs. There appears to be seven of them scattered throughout the debris and detritus. There is about a foot of standing water on the floor and the heat has made the smell abysmally bad.

I have decided to try doing pure group initiative this time and seeing if things go easier. We can always change back if this doesn't work.

Please place yourself on the map. Wormwood Exterminators Extraordinaire Map

Initiative:
1d20 + 3 ⇒ (12) + 3 = 15
1d20 + 3 ⇒ (11) + 3 = 14
1d20 + 3 ⇒ (12) + 3 = 15
1d20 + 3 ⇒ (20) + 3 = 23
1d20 + 3 ⇒ (7) + 3 = 10
1d20 + 3 ⇒ (17) + 3 = 20
1d20 + 3 ⇒ (1) + 3 = 4
1d20 + 3 ⇒ (10) + 3 = 13
1d20 + 3 ⇒ (2) + 3 = 5
1d20 + 3 ⇒ (8) + 3 = 11 Average = 13

Rain 1d20 + 2 ⇒ (10) + 2 = 12
Dhaavan 1d20 + 2 ⇒ (2) + 2 = 4
Seijiro 1d20 + 4 ⇒ (15) + 4 = 19
Valeros 1d20 + 1 ⇒ (9) + 1 = 10
Variel 1d20 + 3 ⇒ (9) + 3 = 12
Sko 1d20 ⇒ 7
Horatio 1d20 + 3 ⇒ (17) + 3 = 20 Average = 12

The opaque water gives the rats partial concealment (20% miss chance) so make sure to factor that in to your attacks. I will begin combat once I know where everyone is. You cannot see any of the rats from the trap door above but the first person down can tell the others. You will not be able to attack any of them with ranged weapons without hanging down in the trap door which will give you a -2 to your attack for being in an awkward firing position.

Let me know if you have any questions.


Male Gillman Oracle (Waves) 4; AC 14 (T 11, FF13) / HP: 34/34 / F +4, R +3, W +5 / Init: +1 / Percep: +0

Placed myself on the map but this isn't me saying I'm going down first necessarily.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

I'm placed on the map, not taking a ranged attack while coming down


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

How long would it take to climb down? Dhaavan lets the others pass by him with a bow, long as he can sort of see where the rats are. (so his summon spells dont fizzle if they target him, please don't think me too cowardly)


Island of Empty Eyes Map Current Map

Since we aren't into initiative yet technically, you can climb down without making a check if you wish to get down there. Remember, from the trap door you actually can't see any of the rats.


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

but i have the LoS to summon a BIrd within 10' that can do some attacking down there. (5' into range and full attack)

So when He's done with that, what's it gonna take to climb down into the frey?

Are there crewmembers on this deck with us when the fight starts?

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Just my luck, getting scrub duty this day. I think Plugga nd Scourge did this one on purpose. On hot days like this without much wind, scrubbing the deck wa a long hot ardous affair. Being on hands and knees that close to the deck didn't allow for the breeze to cool you off. Standing up to stretch was the only chance to relieve the heat that builds up. With Plugg and Scourge watching you, you couldn't take that many breaks anyways to cool yourself off.

It was almost a blessing to be issued orders to get off the deck. That is of course until Variel found out the destination...the bilges. Probably the only place hotter and more strenuous that scrubbing the deck. Although this time it seems that pumping the bilge water off isn't the task for the day. It is catching and removing some rodents that are the issue. After Plugg and Scourge lead the group down to the hatch, Variel takes the opportunity to grab the handaxe out of his locker. Passing the weapon to someone that can use it Variel will arm himself with his cutlass. Anyone need to use a good weapon? MW handaxe

Providing that Plugg and Scourge are gone and that there are no other crew members about other than the 7 of us conscriptees, Variel will cast shield just before entering the bilges and the giant rats.

The first thing that hit Variel was the oppressive heat radiating from the room. This had better be done quickly before people startedto suffer from heat stroke. As soon as he is able, he heads over to strike at one of the rats occupying the hold.

fort save for heat 1d20 + 3 ⇒ (12) + 3 = 15 success

status:

AC with shield: 17
HP: 10


Island of Empty Eyes Map Current Map
Dhaavan wrote:

but i have the LoS to summon a BIrd within 10' that can do some attacking down there. (5' into range and full attack)

So when He's done with that, what's it gonna take to climb down into the frey?

Are there crewmembers on this deck with us when the fight starts?

You do have line of sight but you need to give whatever you summon some sort of command. The way I usually play is that if you have line of sight to the enemy and can just place the creature there ready to attack. If you don't have line of sight, such as in this case, you need to give it a command like "Attack the nearest rat." or something like that.

Full round action to climb down without a check. Can climb down with a dc 10 climb check as a move action.

No they went back upstairs while you were getting your gear together.


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

So we had a chance to get our gear together? meaning the others could have the Maces as well as cutlases and tridents and such?
cause that may help others folks that use weapons.
And yeah, Dhaavan was going to give commands.


Island of Empty Eyes Map Current Map

Correct you have access to anything you have accumulated so far while on the ship but those who have not gotten their personal gear back, still do not have it.


Human Druid (Shark shaman) 2, Barbarian (Beast Totem) 1/AC: 13/HP: 30/F +7, R +0, W +6/Init. +0/Per. +7

Would there have been time, after we woke, for Sko to have meditated for one hour to get his spells? Also, was there anything on deck (like a belaying pin) or in the kitchen that Sko could use a club?


Island of Empty Eyes Map Current Map

@Sko: Yes you would have had time to get spells back in the morning. Assume you have time unless I say otherwise.


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

[ooc]Variel found some Maces, so once Plugg leaves us to our own devices there's three of them, and Flynn, Rain, Variel, and iirc, Jiro have gear again. So a club should be up for grabs.[/b]

Sko:
Any interest in spoiler-ret-coning conversation with Dhaavan, meeting Sandara formally and Simms?

"Hey Variel, You still have those funny Skull maces too? Not that i'd be much good with one, but it could be good to have for any of us what don't have any weapons."


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Once their group is out of the sight of Plugg and his goons, Rain will go to her bunk and retrieve her trident and cutlass before proceeding to the bilges. Her switchblade knife is still safely tucked in her boot.

When she returns to the trapdoor, standing beside her companions, she asks quietly,

"Who among us has no weapon?"


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

What I got with me:

With time for me to grab gear before I head down to examine this kerfuffle, I do so quickly – leaving behind only my bag of extra powder and shot and gunsmithing kit; taking only the ammo I have on me now, and my rapier.

Of course – my pistol is stuffed discretely in my jacket – my cold iron dagger tucked in my belt in the crease of my back, and my healing kit is slung over my shoulder.

I give Dhaavan a somewhat staggered expression at his seeming inability to use a simple light spell, but bite back any comment I may have on the subject.

I see the elf has jumped into the pit beneath him and give him a grim nod. I take the rope, magically lit, and cinch it into a quick “sash”, slinging it over my torso. The ambient light from the rope illuminates the space around me.

Perhaps the lagging effects of the rum are still on me – but wasting time by climbing down seems hardly worth it to me. Therefore – drawing my rapier – I leap the 10 feet down into the bilges!

"Enough talk, lads - Advance!" I cry out as I throw myself into the darkness.

Acrobatics to fall 10 feet – What? I could have climbed down without making a check? Uh, hello – what the hell kind of swashbuckler/buccaneer move is that?
1d20 + 6 ⇒ (16) + 6 = 22

One more quick question about “Noise Violations” for gunshots: how do you classify decks in terms of thickness? I am assuming they equal a “1 foot thick wall” for terms of Perception DC, but I don’t know. And the book suggests that hearing “sounds of battle” is a -10 to Perception. Okay – but what is the base DC? It sounds like they automatically would hear the shot – unless there is something I am missing.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

M’Lord GM:

Hitting the ground as my companions determine their next move as part of my Move Action – and bathed in the light of my glowing rope, which should theoretically give me enough light to see – am I able to attack one of these creatures with a follow-up action for my heroic advance into the filth via the excellent and piratey jump, even though I don't have Ini yet? Just let me know!

Or to put it another way…


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

The DC is -10. Meaning that if the battle is 100 ft away (+1/10ft) the DC is 0. If the battle is 200 ft away, the DC is 10. So depending on how many penalties there are due to environemntal factors, distance and thick "walls" (the floors) those penalties will make the DC higher. so the sound going through a Wall (+10) and another closed door(+5) it will be a DC 5 perception check from the crew to hear your guns.

Dhaavan frowns at the Cutlas and Trident for the briefest of moments, as they are certainly beyond his meager martial abilities to wield, when Rain asks who needs weapons. and waits for Variel to indicate if there are Maces to spare. If not, oh well. If Dhaaven gets into Melee, someone is doing it wrong...


Island of Empty Eyes Map Current Map

Horatio you are good on the acrobatics. As far as noise, the sound of battle DC is actually base -10. That isn't a modifier, that is the actual DC. It is then modified by distance, intervening obstacles etc. But the initial DC is -10. The decks would count as +10 each as they are a foot thick so with three the dc would go from -10 to 20 which is why I said it's possible for those up on deck to not hear the shot but if you were on the deck above the bilges it would be a lot easier (DC 10).

EDIT: Ninja'd by the smarmy sorcerer.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Via the gunshot rule: Yar-Har-Ha-ha-ha!

Re: Question regarding the Acrobatics - can I take a swipe at one of these beasties first - or do I have to wait for backup from my mates? Also - any chance of beating these buggers via a free attack? If so - I'll take it now! Yar-Har!


Island of Empty Eyes Map Current Map

For now Sko, I am going to have you up with Dhaavan. You can come down without a climb check as a move action on your turn.


Island of Empty Eyes Map Current Map
Horatio Flynn wrote:
Re: Question regarding the Acrobatics - can I take a swipe at one of these beasties first - or do I have to wait for backup from my mates? Also - any chance of beating these buggers via a free attack? If so - I'll take it now! Yar-Har!

They have initiative on you guys, so no free attack. Nice try though ;-)


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

So leaping heroically down into the pit, weapon ready and drawn and a base Ini of 20 was for naught? Yo-ho-noooo...


Island of Empty Eyes Map Current Map

Once down in the bilges you see seven pairs of beady little eyes staring at you from the water. Rising out of the water and rushing to attack in a frenzy of sharp teeth, you suddenly notice these are no ordinary rats and are of a most unusual size. Almost the size of small dogs, these rats look like they might be a bit of trouble.

Knowledge Nature DC 15:

Dire Rats can grow to up to two feet long and weigh up to 25 pounds. They are carriers of a disgusting disease called Filth Fever. It manifests by a series of sores and fluid filled pustules accompanied by a high fever. It can cause death in the later stages of the disease.

I will do their attacks in a few minutes after I put the kiddo to bed.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list
Dhaavan wrote:


"Hey Variel, You still have those funny Skull maces too? Not that i'd be much good with one, but it could be good to have for any of us what don't have any weapons."

after the two I gave to you two there is still one left for whoever can use it. I also have a spare dagger or two although I would like them back after the fight. This axe is for use as well, but I plan on trading it to Grok later for some healing poultices/potions unless someone has different ideas. It's fine weight distribution should be a boon for someone who wishes to use it.


Island of Empty Eyes Map Current Map

Scurrying forward towards the scent of fresh meat, the Dire Rats attack!

You are NOT flat-footed even though this is the first round of combat. You expected an attack and prepped for it so its just normal AC
--------------------------------------
Dire Rat 1 attack on Rain

1d20 + 1 ⇒ (7) + 1 = 8

Damage

1d4 ⇒ 1

--------------------------------------
Dire Rat 2 attack on Variel (Flanking with DR 6)

1d20 + 1 + 2 ⇒ (11) + 1 + 2 = 14

Damage

1d4 ⇒ 2

--------------------------------------
Dire Rat 3 attack on Variel

1d20 + 1 ⇒ (19) + 1 = 20

Damage

1d4 ⇒ 3

--------------------------------------
Dire Rat 4 attack on Horatio

1d20 + 1 ⇒ (2) + 1 = 3

Damage

1d4 ⇒ 2

--------------------------------------
Dire Rat 5 attack on Horatio (Flanking with DR 2)

1d20 + 1 + 2 ⇒ (4) + 1 + 2 = 7

Damage

1d4 ⇒ 2

--------------------------------------
Dire Rat 6 attack on Valeros

1d20 + 1 ⇒ (3) + 1 = 4

Damage

1d4 ⇒ 1

--------------------------------------
Dire Rat 7 attack on Seijiro

1d20 + 1 ⇒ (18) + 1 = 19

Damage

1d4 ⇒ 1


Island of Empty Eyes Map Current Map

DM EYES ONLY:

1d20 + 3 ⇒ (13) + 3 = 16
1d20 + 1 ⇒ (6) + 1 = 7


Island of Empty Eyes Map Current Map

You guys are up! Remember we are doing group initiative in this combat to see how it flows. To that end, there is not posting order for you guys, first come first served.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

Seijiro steps forward to the closest rat (dr6) and slashes at him with his dagger.

roll to hit 1d20 + 4 ⇒ (20) + 4 = 24

roll to confirm 1d20 + 4 ⇒ (12) + 4 = 16

damage, flanking (assuming he confirmed, otherwise, just take the first die plus 1 plus the d6, which would be 6 pts instead of 8) 2d4 + 2 + 1d6 ⇒ (3, 1) + 2 + (2) = 8

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

That hurt. These are no ordinary rats. We need to thin there numbers before they overwhelm us.

Targeting the rat behind him, Variel channels some of his power into his cutlass. Hopefully this is enough to keep the rat at bay while damaging the rat. The blow was well aimed, but the power was off and Variel just struck a glancing blow upon he rat.

Swift action arcane pool +1 cutlass
Attack rat 6 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19 damage 1d6 + 3 ⇒ (1) + 3 = 4

Edited to add flank from Seijiro.

Immortal:

Not trying to metagame, but to speed things along so your not waiting for another post. here is a fort save for the rat bite. Putting it in a spoiler so others don't see. 1d20 + 3 ⇒ (18) + 3 = 21.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

”Die, you bloody vermin!

I take a swing at DR:3 with my rapier, via “Weapon Finesse”
1d20 + 4 ⇒ (10) + 4 = 14

If they’re standard from the book, I believe that hits… Therefore:

My blade stabs hard home into the creature’s pus-bloated belly!

Damage
1d6 + 1 ⇒ (5) + 1 = 6

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