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

Game Master imimrtl

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Sovereign Court

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

If able now that Variel is awake he will cast vanish and stand up.

Defensive casting 1d20 + 13 ⇒ (18) + 13 = 31


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)

Welp, I'll pop up a beastie tomorrow after the marines go and we'll see what happens, eh?


Island of Empty Eyes Map Current Map

Seijiro you definitely hit one of the marines. The damage does not drop him but it was a wicked blow. That marine turns around and lashes out at you with his cutlass.

DM EYES ONLY:
Attack with cutlass on Seijiro1d20 + 5 ⇒ (20) + 5 = 25
1d6 + 3 ⇒ (4) + 3 = 7
Attack with cutlass on Variel 1d20 + 5 ⇒ (20) + 5 = 25
Miss Chance 1d100 ⇒ 82
Crit Confirm on Seijiro 1d20 + 5 ⇒ (9) + 5 = 14
1d6 + 3 ⇒ (6) + 3 = 9
Crit Confirm on Variel 1d20 + 5 ⇒ (12) + 5 = 17
1d6 + 3 ⇒ (1) + 3 = 4

The marines go for you and attack with ferocity, one going after Seijiro and the other attacking where he thinks Variel is. Both of them connect with their blows but you feel like that could have been much worse. Besmara may be smiling upon you.

Attack on Seijiro = 25 potential crit (did not confirm)
Damage = 7
Attack on Variel = 25 potential crit (did not confirm)
Damage = 9
Miss chance (low misses per normal) = 82

Dhaavan is up!


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)

I doubt I'll drop the boss in one round, so here's the birds! See if I can't take a mook out, eh?

1d3 + 1 ⇒ (2) + 1 = 3
After making their attacks, the Marines find themselves surrounded by hellish birds!
One appears directly above the Marine sejiro hit, the next is to the man's side in the free space there, and the last is directly behind the Bossman!

They screatch and instantly attack in a whirl of claws feathers and the stench of sulfer.

rolls and targets:

Eagle 1 claws at the Marine from eye-level
Beak: 1d20 + 3 ⇒ (17) + 3 = 20
For 1d4 + 2 ⇒ (3) + 2 = 5

Talon: 1d20 + 3 ⇒ (13) + 3 = 16
For 1d4 + 2 ⇒ (3) + 2 = 5

Talon: 1d20 + 3 ⇒ (3) + 3 = 6
For 1d4 + 2 ⇒ (2) + 2 = 4

Eagle 2 attacks the Marine from above if he still stands otherwise turning to the armored fellow...
Beak: 1d20 + 3 ⇒ (7) + 3 = 10
For 1d4 + 2 ⇒ (4) + 2 = 6

Talon: 1d20 + 3 ⇒ (2) + 3 = 5
For 1d4 + 2 ⇒ (4) + 2 = 6

Talon: 1d20 + 3 ⇒ (15) + 3 = 18
For 1d4 + 2 ⇒ (2) + 2 = 4

And Eagle 3 attempts to finish off the man if his flock has not yet done so. If they have, the foul beast turns it's attention, gaining unexpected benefits of flanking the Axe-man!
Beak: 1d20 + 3 ⇒ (7) + 3 = 10
For 1d4 + 2 ⇒ (1) + 2 = 3

Talon: 1d20 + 3 ⇒ (6) + 3 = 9
For 1d4 + 2 ⇒ (1) + 2 = 3

Talon: 1d20 + 3 ⇒ (6) + 3 = 9
For 1d4 + 2 ⇒ (2) + 2 = 4

So based on an AC 16 or lower on the marines...
Bird 1 deals 10 to the Marine
If he's still up, Bird 2 deals 4 more to him.
But if the 10 finished the marine, that 4 points from bird 2 is aimed at the Captain with an 18 to hit.
Third bird prolly wiffs everything, but gives a flank to var at least...

Can I get those results before Dhaavan's attack?


Island of Empty Eyes Map Current Map

Bird 1 hits with the first attack but misses with the second, dropping the marine to 0 exactly so he is disabled. Bird 2 misses all it's attacks as does bird 3.


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)

Daaaang, mooks with 19/20 AC? Ouch

Dhaavan points at the Officer after making a quick wrist flick and uttering a glutteral hiss, and a pale beem of light springs from his finger tip, flashing toward the Axe-bearer.
Ray of Enfebelment: 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18
For 1d6 + 2 ⇒ (3) + 2 = 5 Str penalty to the Cap'n (DC 15 fort save for half)

so at least 3 pts off str

Sovereign Court

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

Here is hoping he fails and has an even str score. -3 to hit and -4 or 5 to damage. By the Adular since Variel dropped I believe he is now after you in init.


Island of Empty Eyes Map Current Map

It's actually 2 points on a successful save as you always round down. That's why for instance a two handed weapon in the hands of someone with 20 strength is +7 not +8.

DM EYES ONLY:
Fort Save 1d20 + 8 ⇒ (8) + 8 = 16

Fort Save = 16


Island of Empty Eyes Map Current Map

Commander Kain swings his axe around and attempts to take out a couple of Eagles...

DM EYES ONLY:
1d20 + 10 ⇒ (6) + 10 = 16
1d8 + 4 ⇒ (4) + 4 = 8
1d20 + 10 ⇒ (7) + 10 = 17
1d8 + 4 ⇒ (7) + 4 = 11

...and does so chopping two of them out of the air in a spray of blood before the creatures burst into ash and vanish. At which point he steps back from the doorway.

You alls turn!


Male Elf Paladin-3

I really must talk to the captain about getting cut up so much. Tis inconsiderate to we clerics who actually like to have a bit o fun Spreading out of him like mist come the cool healing energies of the Pirate Queen.

Selective Channeling to heal the good guys (That's us) and ignore the bad guys
3d6 ⇒ (2, 2, 4) = 8

Sovereign Court

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

Don't think that Jiro's action will affect mine so here it is.

Feeling the healing power rush over him Variel bends Donna dn picks up his cutlass that fell from his grasp when he went unconscious. Channeling some of his power into the blade Variel starts casting a protective spell to surround himself with multiple figments. Once completed, Variel steps up to take the place where the commander just vacated. Not only does this give him a bit more room to maneuver but the change in location will hopefully throw off his attackers as well.

Move to pick up blade
Swift to imbue with +1 and keen
Standard to cast mirror image 1d4 + 1 ⇒ (4) + 1 = 5
5ft up while invisible

status:

AC: 17
HP: 14/36
Not taking AOO on grunts but will on commander if moving or casting a spell. Will use step up on commander as well.
AOO attack 1d20 + 8 ⇒ (9) + 8 = 17 plus coming out of invisibility not factored in
Damage 1d8 + 4 ⇒ (7) + 4 = 11


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 maneuvers to get flank with the remaining bird, hopefully on the wounded marine (not knowing his actual condition is staggered), but he'll take flank wherever he can get it, so wherever the bird is, he'll go for the opposite side of the target.

acrobatics, if necessary to move more than 5' to get a flank: 1d20 + 20 ⇒ (12) + 20 = 32

to hit: 1d20 + 9 ⇒ (14) + 9 = 23 (+2 more if flanking)

damage if hits: 1d6 ⇒ 5

addl damage if flanking: 2d6 ⇒ (6, 5) = 11

sorry it took me so long to post, but I was out seeing Iron Man 3 tonight


Island of Empty Eyes Map Current Map

How was IM3?

Seijiro springs into action and drops the wounded marine with a quick thrust into his kidney.

The other marine leaps into action and goes after Seijiro who dropped his comrade.

DM EYES ONLY:
1d20 + 5 ⇒ (14) + 5 = 19
1d6 + 3 ⇒ (3) + 3 = 6

Attack on Seijiro = 19
Damage = 6


Male Elf Paladin-3

"Let's try that again," The cleric says
Another Selective Channel: 3d6 ⇒ (6, 1, 5) = 12

Sovereign Court

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

thanks Adular but I am waiting for dhaavan and the commander guy to go first before I know what I am going to do. Nice job Jiro finishing the one off. Two more to go guys.


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

IM3 was pretty damn awesome... I loved it! Lots of fun! Good FX.. though we did not see it in 3d... didn't want to spend the extra money and 3d usually makes me a little motion sick. Won't say more for fear of giving spoilers... but DO stay for the end of the credits. 'nuff said.


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)

I thought that it was the reduction in damage that was rounded down on a save, so if you took 13 from a fireball, save for half, you take 7 damage rather than 6 damage on a save for half. Just want to get the rule down

Dhaavan once again begins summoning, giving adular space to move in to support the others. In the mean time, his eagle moves in on the standing marine with a powerful wing-beat...

Eagle attacks:

Beak: 1d20 + 3 ⇒ (2) + 3 = 5
for 1d4 + 2 ⇒ (1) + 2 = 3

Talon: 1d20 + 3 ⇒ (13) + 3 = 16
for 1d4 + 2 ⇒ (3) + 2 = 5

Talon: 1d20 + 3 ⇒ (7) + 3 = 10
for 1d4 + 2 ⇒ (4) + 2 = 6
blech that was aweful... least the birds served their purpose...

...AND FLAILS WILDLY TO NO AVAIL IN A FLURRY OF FEATHERS AND SQUAKING AND CLANKING!!!!!

love the end of im3, that was a brilliant line!


Island of Empty Eyes Map Current Map

As far as I'm aware you always round down. I don't think I've ever seen a rule that says to round up.

Commander Kain takes a 5' step and moves to attack Seijiro and the bird.

DM EYES ONLY:

Battleaxe on Seijiro: 1d20 + 8 ⇒ (15) + 8 = 23
Battleaxe damage on Seijiro: 1d8 + 10 ⇒ (3) + 10 = 13

Battleaxe on Eagle: 1d20 + 8 ⇒ (15) + 8 = 23
Battleaxe damage on Eagle: 1d8 + 10 ⇒ (3) + 10 = 13

Attack on Seijiro = 23
Damage = 13
Attack on Eagle = 23
Damage = 13

You all are up. BTW I didn't mention it before but the tiller room is a large room with a system of ropes and pulleys in it that attach to the wheel and rudder. You need to sever the main rope in order to disable the ship. I don't think it matters for the battle unless you want to sever the rope and run but I figured I'd mention it. It is a substantial rope and will require a bit of damage before it severs. K. Engineering can tell you how much damage will be required.

Also please don't forget to put up your current status.


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

acrobatics to M23: 1d20 + 20 ⇒ (6) + 20 = 26

Where, no longer threatened, Seijiro casts Vanish and disappears from sight.


Island of Empty Eyes Map Current Map

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

Sovereign Court

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

Following the commander upwards Variel prepares to strike at the source of his pain and frustrations. Calling uppon his most potent damaging spell Variel unleashes it with a sweeping strike from his cutlass. The blade crackles with energy at it connects with the side of the head create a white nimbus as the shock is discharged.

5ft up after the commander
spell combat:
cast shocking touch while invisible
spellstrike attack 1d20 + 2 + 3 + 2 + 1 + 2 - 2 ⇒ (19) + 2 + 3 + 2 + 1 + 2 - 2 = 27
damage 4d6 + 1d6 + 4 ⇒ (4, 5, 1, 5) + (5) + 4 = 24 15 electrical, 9 regular
crit confirm 1d20 + 2 + 3 + 2 + 1 + 2 - 2 ⇒ (18) + 2 + 3 + 2 + 1 + 2 - 2 = 26
damage 4d6 + 1d6 + 4 ⇒ (1, 4, 3, 3) + (6) + 4 = 21 11 electrical, 10 regular Bring on that decapitation card again.

Not finished yet with him Variel attempts to strike again with the cutlass but the white nimbus of light from his previous hit temporarily blinded him causing him to miss.

cutlass attack 1d20 + 2 + 3 + 2 + 1 - 2 ⇒ (7) + 2 + 3 + 2 + 1 - 2 = 13
damage 1d6 + 4 ⇒ (2) + 4 = 6

Will use step up to avoid flank if possible to move with enemy.

status:

AC: 17
HP: 26/36
Mirror Image: 5 images left
AOO #1: 1d20 + 2 + 3 + 2 + 1 ⇒ (12) + 2 + 3 + 2 + 1 = 20
damage 1d6 + 4 ⇒ (3) + 4 = 7
AOO #: 1d20 + 2 + 3 + 2 + 1 ⇒ (6) + 2 + 3 + 2 + 1 = 14
damage 1d6 + 4 ⇒ (3) + 4 = 7


Island of Empty Eyes Map Current Map

Nice shot Variel!

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

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

Sovereign Court

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

forgot to add 2d6 more electrical since now 5th level.

2d6 ⇒ (1, 5) = 6


Male Elf Paladin-3

Adular makes a gesture, and rolling thunder seems to gathering in his palm, and then lashes out at the commander.

Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

To hit: 1d20 + 5 ⇒ (19) + 5 = 24
dmg: 1d6 + 2 ⇒ (3) + 2 = 5

Status
HP: 28. AC 15


Island of Empty Eyes Map Current Map

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

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

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

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

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

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


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 drinks his potion of invisibility. "I'll cut the rope while you guys deal with the reinforcements... then we can get out of here quickly, I hope. Otherwise, they will probably just keep coming and we'll never have time to disable this thing."

He moves to the rope, and starts cutting.

perception: 1d20 + 10 ⇒ (14) + 10 = 24

"Sounds like about four of them coming this way"

Sovereign Court

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

5ft up to the other marine spell strike
Cast frostbite and attack 1d20 + 6 ⇒ (17) + 6 = 23
Damage 1d6 + 4 + 1d6 + 5 ⇒ (5) + 4 + (4) + 5 = 18 9regular and 9 nonlethal cold and fatigued
Crit confirm 1d20 + 6 ⇒ (11) + 6 = 17
Damage 1d6 + 4 + 1d6 + 5 ⇒ (3) + 4 + (3) + 5 = 15 7 regular and 8 nonlethal and fatigued

Move action to block whichever way the reinforcements are coming from.
Swift to spell recall shocking grasp

Perception 1d20 + 2 ⇒ (2) + 2 = 4

A smile lights up Variel's face at the notion of four more coming to see what the problem is. Wise course of action Jiro, but if they keep sending only 4 at a time and if they are all like the marines here we could take the ship eventually. Think of it the four of us defeating an entire ships complement of marines. However, that is a heady notion and I agree with your first assessment. I will stall them while you cut the rope. Adular do you have another curative spell handy as I think I may need it. If there is time someone grab the commander and take him with us as he may not be dead and will have valuable information if we can pry it out of him.

What direction are the others coming from? Coming through a doorway we can bar ? I take it that they will be at the top of the order or will they have a new init?

edit for spoiler

status:

AC: 17
Hp: 26/36
AOO: 1d20 + 8 ⇒ (10) + 8 = 18
Damage 1d6 + 4 + 1d6 + 4 ⇒ (6) + 4 + (3) + 4 = 17 and fatigued
Mirror image: 5 images remaining


Male Elf Paladin-3

Perception: 1d20 + 6 ⇒ (7) + 6 = 13

"Damn good ears," He says impressed with the Kitsune's counting footsteps, "I was going to suggest slitting his throat, captain, as that particular kiss of Besmara is on the merciful side, but if you insist. Let's get you patched up a bit. Running low on blessings captain. I got me a spell of silence, but after that thunder burst in me hand I think it maybe too late. Got a few more in me, but we can't afford too many more fights."

He puts his hand against the captain's shoulder.
CMW, Losing Lesser Restoration 2d8 + 5 ⇒ (6, 7) + 5 = 18

Sovereign Court

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

instead of moving to the doorway, can Variel use his move action to make sure that Adular gets him instead of an image?

Thanks Adular. I hope not to need it but it will all depend on the fight that ensues. Regardless of what happens, we need to make sure that our escape path is open and people can get out.

hp is now 34/36 instead.


Island of Empty Eyes Map Current Map

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

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


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

rope damage 1st round: 1d6 ⇒ 2


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)

"I have another idea" Dhaavan says with a smile, speaking a simpel yet elegant incantation, pointing at the Ropes that need to be burnt.

tough attack on the rope: 1d20 + 4 ⇒ (11) + 4 = 15
for 4d6 ⇒ (5, 2, 4, 6) = 17

"Pew!"

Ninj'd by the rogue =P
But I'll still hit it with a scorching ray if ya don't mind too terribly

Status:

HP:full
AC:14
Spells Cast
Lv2: 2
Lv1: 1

perception: 1d20 + 6 ⇒ (15) + 6 = 21
Jack auto-succeeds


Island of Empty Eyes Map Current Map

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

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

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

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

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

You all are up!


"I think there's about 4 of em, so get ready for em," Jack tells Dhaavan, in common for the benefit of the others.

Dhaavan gives Jack a look, rolling his eyes. "Thanks, got it..."


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

If given a warning, Seijiro would have backed off from the rope and let Dhaavan burn it, then would have gone to the burnt section and start cutting there. meaning it's now taken 19 damage, right?


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)

lol, Ninj'd again, but this time for comedic effect... "Hey there's 4 of em" (as they start shooting)
THink that's the case Jiro. I'd have warned you, but you got the jump on me via the opsting is all. =}

Dhaavan hustles across the opening and into the alcove at (L:18) hoping to avoid getting shot at!!!
and begins to Summon once again sm2


Island of Empty Eyes Map Current Map

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

Sovereign Court

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

Wow, really, 34 damage. I think Variel does have a death wish. Better than 35 though as now I am at 0 and staggered.

Adular I need a healing burst now. Finish that rope and get out of here.

Delay till after Adular.


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, STILL INVISIBLE, continues to cut at the rope.

dmg to rope: 1d6 ⇒ 4

Sovereign Court

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

hopefully that one his an image as well Jiro or I am down again. On the bright side another misfire from the one may cause it to blow up and kill the others.


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

yeah, sorry variel if he does hit you... but I did drink the potion so I could work on the rope without interruption

Sovereign Court

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

no reason to be sorry just that's he way the dice roll for me. Or should I say against me.


Male Elf Paladin-3

Status same:
Adular is cutting at the rope as well, though not yet invisible
Dagger is the closest thing he has to a knife
1d4 ⇒ 3

When the captain gets blown into again. That's it! After we get back to the ship, I'll be checking the man to see if he's cursed! Tis as if Desna decided to turn her back on him entire

However, he also heals the captain (And any one else on their side) with a burst of mist and light. He hopes it does some good.

Channeling: 3d6 ⇒ (6, 2, 4) = 12
If he can't cut ANd do the standard action of healing, then just the channeling it is


Island of Empty Eyes Map Current Map

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

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

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

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


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 looks to see if there are actually windows in this room that they can go out of rather than fight their way back the way they came in... If there are, he moves to get ready to open one before calling attention to his invisible self by calling to his companions.

Sovereign Court

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

Jiro invisible, Adular back the way we came and can escape, Dhaavan in the alcove and possibleystuck. Get him out.

Alright everyone clear out. Now.

Variel thinks quickly recalling a spell to mind. In an instant he is protected again by his glamour as he moves next to Dhaavan and the downed officer. Hopefully he can grab the officer and head out without too many following at their heals.

Swift action recall vanish.
Standard to cast
Move next to officer and Dhaavan to limit movement and surrounding him.

Looks like a window in the alcove. How high above waterline is it and can someone burst through to dive into the water from there?


Male Elf Paladin-3

Adular nods, "As you command captain."

is the water walking still going?


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)

Arodus 31st
Time: Roughly 10:20 PM
Location: On the Quarterdeck of The Sandbalot.
Ships - Pulled into an estuary on the Slithering Coast – 3 days from Bloodcove.
Moon Cycle: Full moon on the 31st
Weather Conditions: Cloudy, poor visibility.

An explosion of gunfire comes muffled through the trees and damp foliage.

Horatio turns his gaze suddenly to the east and stares intently at the place where his comrades had traveled; the boredom of a peaceful watch shrugged from his shoulders in an instant.

He spits a stream of tobacco to the water, and frowns darkly.

So much for stealth…

Realizing that his comrades are either dead or on the run – he stifles the desire to send a crew for backup and cocks an ear to hear for any more shots.

That whole damn ship will have heard those shots and if my mates aren’t already in the water and swimming hard for shore they’ll soon be dealing with another gods-cursed volley!

Knowing what a trained firing line of musketeers can do from the deck of a ship at lads swimming slowly in the water, he curses the fact that he did not insist on coming to offer cover from the trees.

His eyes flick toward the dark sky above.

Still – the skies may offer them some cover… Despite the moon, it’s damn cloudy… so if they’re already swimming they may yet live to reach the shore and from there they’ll have some safety in the trees…

He turns to the men on the deckwatch.

”Johnson – I want lights on the prow, stern and amidship now!” he barks out with a tight voice knowing that if his companions are moving through the trees and being pursued that the enemy will discover their ship soon enough, lights or no.

Ordering lights will at least allow his mates to see where they need to go and to see the ships better if they are indeed being pursued on foot through the jungles.

Aye! But did they do the job, or is that sow-bellied Chelaxian garbage scow slipping her moorings and pushing her nose to the coast as we speak?

Damning his lack of information, he forces down the sudden urge to dive head-long into the waves and swim to his mates to provide assistance in the trees.

Such impulses burned hot in his heart, but he knew that he must stick to the plan.

Turning to his gaze to the prow again, he waves at the pointman.

”Signal The Lady – we have to move!” he calls out, and watches the message being relayed with the signal flags.

His mind tacks back to options and he feels the push of adrenaline smolder in his veins, but does what he can to calm it even as a sudden tingle of bloodlust shivers through him.

He looks astern toward Amen-set, and sees the girl watching him intently, ready for orders. Her eyes are nervous as she watches him, and her mouth seems to be moving softly, as if she is speaking to someone – or something that could not hear her words, though perhaps it could hear her heart?

The desire to take headstrong – yet potentially dangerous – action cools from him, and he is better able to focus.

Right… stick to the plan.

He lets out a sigh, and thinks for a moment.

I do not like it, but I must assume that they failed in the mission and the enemy ship is completely intact and ready to charge forth from the coast like a zephyr to strike at what ship there may be near the water...

I must also assume that my companions are all safe; and if one stumbles I must trust to the talents of the priest to heal them and Nightstorm to protect them from harm…

I must assume that they are – even now – rushing to our ship, but those Chelaxian whores are preparing a volley from the maindeck on them; and likely dispatched an away team to follow my mates!

He stifles his anger at those possibilities, takes another deep breath, than continues.

That said – the plan was for Rain to take the The Lady and sail hard and fast for the sea, to outrun their weapons – gods help us all if hey have bowchasers on that ship, or we’ll be dealing with cannon in our wake... But stick to the plan!

Even as Rain rushes for the coast with the bulk of our crew and our booty, I am to wait and move slow down the river after; I must use this ship as a shield between The Lady and the enemy’s shots.

He takes another breath.

When Rain reads the signal flags; no doubt she’s already heard the gunshots – she’ll be pushing hard for the coast as we linger for the rearguard.

He scans the trees again.

As she will be moving fast down the river and we follow – we must have our ship wait for our allies so that they are able to clear that the trees, charge down to the water and climb the ropes to get onto the ship.

Further – the enemy may have dispatched a company of men after our mates; in which case we may need to provide cover fire at the treeline for protection.

Considering the possibilities of the gunfire, he turns to one of the sailors on the ship.

”Go below and fetch me two healing potions – if the priest is weary we may need them if the enemy attacks our ship as our mates try to climb.”

He turns to the other five men who he put at the ready to offer protection earlier.

”Take up your bows and be ready to shoot at any enemy! Careful though, and watch your targets, we have friends coming fast through the trees – don’t mistake them in the dark.”

He turns to two lads and stabs a blunt finger at the ropes dangling from the ship’s rail.

”Be ready with those ropes! Not all of our mates are skilled at climbing; some may need to be hauled aboard,” he adds briskly.

I wonder – if they were successful – did they manage to get some blasted loot from that whore? Not trifles such as coin or jewels, though I wouldn’t be opposed to it – but something more grand. If they managed to procure her colors – capturing her flag alone would make our reputation run before us!

As he considers that option, a sudden idea filters through his mind and he glances aloft at the naked masthead; bereft of a flag since they took her.

”Oye! Fetch me the flag to this ship and raise it to the masthead, now,” he adds urgently, damning the fact that he did not consider this before.

That ship is a pirate hunter and fierce! If she spots us running hard before her, let her see the flag of a Rahadoum nation on a Rahadoum ship! Then those scum will seek those colors and hunt those ships even as we are able to make our fast escape and nurse what wounds we endure.

And while those basterds seek the coasts for more Rahadoum forces who assaulted their pride; we’ll be able to avoid their notice unless we chose to make our presence known.

He smiles grimly at the plan and than prepares to wait for what will follow.


Island of Empty Eyes Map Current Map

Water Walk is still going strong.

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

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

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

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

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

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

The other Marines are holding action.


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

Are the marines blocking our way out or did they come in by a different doorway? ... never mind.. just looked at the map and it looks like our way out is clear... so that said...

Seijiro makes for the exit, moving past his companions while still invisible. "The job is done. Let's get out of here, quick like, mates."

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