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

Game Master imimrtl

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Island of Empty Eyes Map

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Island of Empty Eyes Map Current Map

Not in a dark room...and I really only did the fire for dramatic effect. The spell Neko used was scorching ray which doesn't typically set people on fire.


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

init: 1d20 + 5 ⇒ (3) + 5 = 8


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

Neko's Initiative: 1d20 + 4 ⇒ (16) + 4 = 20 Not sure if this is to be rolled or whether Imm. you want Neko to go on Rain's turn?...Rolled it anyhow.

Updated Initiative order (so far):

Assassin 26
Neko 20
Variel 12
Seijiro 8
Dhaavan 8
Rain 7

Sovereign Court

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

Well that makes it easy the assassin first then everyone else. Looks like group initiative again.

Sovereign Court

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

Assuming the assassin's turn is over we just don't know what else he is doing.

Rolling out of his bed Variel ends up next to his cutlass and belt. Pulling the blade from its sheath, Variel stands feet apart watching and waiting for the invisible attacker. While waiting, Variel funnels a trickle of his power into his blade making it all the sharper and more deadly. Wanting to keep the attention on himself and not Rain, Come for me assassin, if you dare. You shall end up like the last who sought m blood. Dead in the streets with their last sight of my blade in their belly.

Move action to get out of bed standing.
Standard to draw weapon.
Swift imbue weapon with +1 and keen

I know poking the bear taunting him like that. Time for three nat 20's by immortal and a 1 to hit me and not an image.

status:

AC: 13
Hp full
Mirror images: 2
Arcane pool: 1/6 used


Island of Empty Eyes Map Current Map

The assassin is done for this round. I'm going to get a map up in a minute.


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

lol, that would be his normal rolls against you, wouldn't it?

Seijiro calls over the nearest crewmember on watch and sets them to watch the helm... "Protect it with your life" he says, as he's concerned that perhaps the attack on Variel could be a diversion. He calls out to Tomo, and tells the crewman too, "Scream if there's any attack on the helm."

He jumps down off the sterncastle, and rushes the door to the captain's quarters, only to find it locked...

next round, getting the key and unlocking the door... it'll probably all be over by then... lol


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

Noting Variel taunting the now invisible assassin, Rain takes the gamble and calls out loudly (free action), "Assassin! Assassin!" hoping her shouts were loud enough to draw the attention of the other officers and crewmen. She knew she was giving away her presence to the now hidden assassin, but the others had to be warned. She hoped Neko had the presence of mind to vanish.

Rain grabs her cutlass (move action) from the wall beside her cot and casts Light (standard action), hoping to give her and Variel enough light to see what was in the room with them or where the hidden assassin could be. (20 ft radius from where Rain is standing, holding the cutlass before her.)


Island of Empty Eyes Map Current Map

I have updated the current map above to reflect what I think are the current positions. If you should be somewhere else please let me know.


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)

Regarding the current map: There seems to be an error somewhere. I was and have been in the "quarters" below B6:a.

Horatio had asked earlier if he could bunk in the ship's hold, as it was more spacious and roomy; but the suggestion was opposed strongly by some.

Horatio had then fixed up a small wall and door in it. His "space" is adjacent to the sleeping quarters of the crew; and it allowed him to move out of his "cabin" to the crew's bunks (this is a point which is always noted in behind the spoilers whenever I do interaction with the crew.

Though this was never placed on the map; I never said anything about it, though I assumed that everyone knew that; as I had mentioned the quarters' position relating to the map in general.

This is why I assumed it would be fairly easy to hear someone screaming one deck up; but then again - we are at the front of the ship.

Sorry this wasn't up earlier; I have been busy lately.

Perception Check
1d20 + 10 ⇒ (5) + 10 = 15


Island of Empty Eyes Map Current Map

Updated the map with better location for Horatio's cabin/workroom at front of section B8

That check is good enough to have heard the scream.


Island of Empty Eyes Map Current Map

Rain, sorry about not mentioning before but you can control Neko during battles and also can work her reactions/comments once you start getting a better feel for her into writing should you wish. Typically animal companions and such go on the initiative of their "masters" and I am kind of treating her as such at least insofar as things like that. So far the scorching ray ability she used can only be used once per day so she would need to do something else, if anything right now, based upon the sheet I sent you. I will assume she is currently just hissing and guarding you.

Also, I think there is some confusion by the way on how big Neko is. Normal cats are tiny size, Neko is small so she is actually about the size of a dog and as such is pretty beefy lol. She's stronger even than Dhaavan lol.


Island of Empty Eyes Map Current Map

Ok so everyone aside from Seijiro, Neko, Jack, Variel, and Rain will be waking up in round 1. Round 2 you can begin moving towards the scream or gathering gear and such.

Which means I believe round 1 is over and we begin round 2

DM EYES ONLY:
S1d20 + 32 ⇒ (7) + 32 = 39
A1 1d20 + 12 ⇒ (16) + 12 = 28
D1 1d6 + 11 + 2d6 ⇒ (6) + 11 + (2, 4) = 23
A2 1d20 + 12 ⇒ (19) + 12 = 31
A2CC 1d20 + 12 ⇒ (20) + 12 = 32
2d6 + 22 ⇒ (1, 5) + 22 = 28
KP 3

.......(O_O).....holy crap these dice absolutely hate you Variel. I actually feel bad about how much this dice roller has been screwing you.

Attack 1 = 28
Damage = 17 + 6 sneak attack = 23
Attack 2 (ki attack) = 31 potential crit
Attack 2 crit confirm = natural 20 = 32 crit confirm
Damage = 6 + 22 = 28
Total damage = 51
Now might be a good time to use a couple of hero points since I think that just outright killed you.

Rain and Neko suddenly see the Ninja appear next to Variel and quickly plunge a jet black rapier twice into his side between Variel's ribs. The second thrust coming all the way through, bursting out of his chest.

You all are up and again Variel...smh...I'm not sure what you did in a previous character life to deserve this lol.


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

round 2

Seijiro, rapier in one hand, gets out his key and unlocks and opens the door to the cabin, first having heard Variel cry out 'assassin', then having heard Rain repeat the call.

He mutters "Ninja!" softly when he sees the attacker from the doorway.

ending in the same square he's in now, since unlocking the door is a standard and opening it is a move action, correct?

Sovereign Court

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

mirror image still

1d3 ⇒ 1 first attack hits
1d3 ⇒ 2 second attack hits an image

23 damage taken
What the heck...


Island of Empty Eyes Map Current Map

For some reason, that will become clear when you look through this guys gear, the mirror image didn't seem to affect him. You still got hit by both.


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)

"Oh hells no, not on my ship" Dhaavan mutters as he rises from his bunk and exits his cabin.
Move: to the door
Standard: Open my door I guess?


Island of Empty Eyes Map Current Map

Sorry but I didn't forget about the mirror image this time. This guy was sent specifically to kill you and therefore knew some of your capabilities and was outfitted accordingly.

Sovereign Court

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

Well that is why i haven't been using the HP for this reason. Consider both expended.


Island of Empty Eyes Map Current Map

That said, you guys will get some good gear if you all survive this lol. This guys is only 4th level so you shouldn't have an issue.


Island of Empty Eyes Map Current Map
Variel Nightstorm wrote:
Well that is why i haven't been using the HP for this reason. Consider both expended.

The second sword thrust luckily deflected off of your ribs enough that it didn't penetrate your heart, missing it by millimeters. You are alive but unconscious.

You are stable at -11.


Male Elf Slayer 4

The cries of "Assassin!" ring out...
as Adular snoozes in his bunk.
Perception: 1d20 + 6 ⇒ (18) + 6 = 24

Assuming that's enough The cleric rolls out of bed, and hits the ground gathering some gear, "I wonder who the target is? Flynn's reputation got the best o him? Maybe Dhaavan slept with the wrong man's daughter? Could be the Captain... someone's always stabbing or shooting the captain." Once he's got his weapon and components, he raises to the sound.


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)

GM - based on where Horatio is currently, it looks like he can take a "Double Move" and rush up the stairs to be right behind Seijiro.

But a couple of quick follow-up questions -

His plan was to get up, tell Amen-set and Piper to hold down the fort behind a locked door; grab his weapons (no time for armor I guess) and book it.

I don't know how long it would take to sling on my weapons belt (is that a move action, a full round action; that sort of thing); and I don't know how many rounds it would take me to get up there after I heard the ruckus.

In short; he will be up there to the immediate left of Sejiro's position as soon as he he can (as that is as far as I can move from where I am now via a "double move").

HOWEVER: as he is moving up the stairs he is keeping his eyes and ears open. If there are any signs of trouble on the middeck - he will divert his attention and go where the first enemy is spotted.

But that all depends on you, though. Just let me know when I can act via "suiting up" and when I see the first sign of enemy trouble because that's where I will act.

Finally, he is running with his magical pistol out as soon as he put on his belt.


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

remember, grabbing weapons and putting on a belt and opening doors all take move actions, and going up stairs is a double move as well


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)

Yeah, I hadn't forgot.

The real question is - when would I have heard the initial scream? Since my Perception was "ret-conned" after I posted my actions; if I heard the first scream, I would have moved to the door and done my thing before Rain even called for assassins. It if was after; that's another story.

Not to mention - how long does it take to put on the weapon belt specifically? Can it be done while moving for a move action? I have no idea; and a lot of it will depend on when what the GM says on time and duration.

Realistically I can assume all that happened on Round 1 - via our "surprise round" when the first scream was made (if that is the one I heard) - and by the end of "Round 2" - I'm right up there; as there is only one door between where I sleep and the stairway going up to the main deck.

Also, based on the GM's hints - these guys may be able to magically move through walls; that means there may be more than one - that means there may be more below. In which case; I may not even get topside before I see bad guys.

Anyway, off to work.


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)
DM Immortal wrote:

Ok so everyone aside from Seijiro, Neko, Jack, Variel, and Rain will be waking up in round 1. Round 2 you can begin moving towards the scream or gathering gear and such.

Which means I believe round 1 is over and we begin round 2

We can hear the screaming and wake in round 1, act in round 2. Lots of move actions beginning in RD 2


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)

Eh, it's all good.

Besides, since I am below decks, when I move aft into amidship, I may discover more of these assassins moving in between the area near B:8, or slightly outside the main hold.

Also, Seijiro - I didn't know moving up stairs was automatically a "double move". I assumed it was a normal move; it just was extra footage, just like moving or running diagonally or in a 45 degree angle.

If it is correct that moving upstairs is a double move action, wouldn't that mean moving downstairs is also a "double move" action as well?

At this point, I'm not really sure either way. But I think that in this case it probably would be better to see what the GM has planned in how far I can move, or give me the tip on how the rules work.

And like I said, I still plan to move forward as fast as I can until I see the first enemy or threat. If that is below decks, or if see nothing until round 3, or round 4; I guess I will fight that enemy; and so on.

At this point I'm just waiting for the GM :)


Island of Empty Eyes Map Current Map

Dhaavan is correct. You start moving in round 2. Picking up a weapon and opening a door are both move actions as Seijiro said.


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

Immortal:
DM Immortal wrote:
Variel Nightstorm wrote:
Well that is why i haven't been using the HP for this reason. Consider both expended.

The second sword thrust luckily deflected off of your ribs enough that it didn't penetrate your heart, missing it by millimeters. You are alive but unconscious.

You are stable at -11.

Imm, when you say Variel is stable at -11 do you mean he has levelled at -11 but is still bleeding out, or, unconscious but not bleeding out?


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

it's not a double move action to upstairs - it's double the move cost is all while you're on the stairs


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)

Rain/Imm:
Rain Taneththir wrote:

** spoiler omitted **

Imm, when you say Variel is stable at -11 do you mean he has levelled at -11 but is still bleeding out, or, unconscious but not bleeding out?

Stabalized and not bleeding, but at -11 hp. So any damage means death, but he won't bleed out on his own as things stand. one point of damage, or a bleed spell...


Island of Empty Eyes Map Current Map

@Rain: He is unconscious but not bleeding out.

Seijiro: I think Horatio was talking about total distance he has to travel would be a double move, not accounting for getting weapons and doors or the difficult terrain of stairs.


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 had mentioned to him that stairs were a 'double move', but I meant 'double movement', I was just clarifying... the total distance once he opens the door is AT LEAST a double move for him, if not more, because the stairs are double movement... After he grabs his gunbelt and opens the door, it will take him 60' of movement just to get to the top of the stairs... then another 30' of movement to get to the door of Variel's cabin, at least the way I counted it.


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)
DM Immortal wrote:
Dhaavan is correct. You start moving in round 2. Picking up a weapon and opening a door are both move actions as Seijiro said.

That's awesome! At this point/round I am not able to do anything; which is cool; Horatio should have just gone back to sleep :)

Even so, but I think my point got lost in the shuffle. Let me try it another way:

* I am moving upstairs as fast as I can - this may take me a bit to get upstairs (though I don't know how long specifically, I am leaving that up to the GM).

* Meanwhile, there may be enemies between me and the assassin in the aft cabin.

* I don't know who they are, or where they are, or when/where I will find the next enemy as I move upstairs.

* Can you tell me where I am when I see the first enemy, and how far I am able to travel and where I am on the map if I see one?

Damn; bullet points are sweet! Now that's good times ;)


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:
I had mentioned to him that stairs were a 'double move', but I meant 'double movement', I was just clarifying... the total distance once he opens the door is AT LEAST a double move for him, if not more, because the stairs are double movement... After he grabs his gunbelt and opens the door, it will take him 60' of movement just to get to the top of the stairs... then another 30' of movement to get to the door of Variel's cabin, at least the way I counted it.

Well, I'm not sure how it would take me 60 feet of movement to get from my door to the stairs to the deck right above me.

Each floor is 10 feet in height. At a 45 degree angle, that's 15 feet diagonal plus the 25 feet to the stairs.

If that is 60 feet; I don't know how. But again, I'll be leaving how far I move up to the GM.

Again; for all I know, as soon as I open the door I may see assassins in the hold, and may not be moving upstairs at all, I guess I'll see what happens next :)


Island of Empty Eyes Map Current Map

The stairs right outside where you are go down to the lower hold not up to the main deck. Those stairs are on the other side.


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)
DM Immortal wrote:
The stairs right outside where you are go down to the lower hold not up to the main deck. Those stairs are on the other side.

I know that they are - it is 25 feet to the stairs from the door.

But is there any way to just move forward to what happens next? I just wanted to know where I was and when/if I could do something next. When that happens, please let me know.


Island of Empty Eyes Map Current Map

It depends on exactly what you are doing. I will tell you now that there aren't any more ninja's but you don't know that in character. Just say what you want to do and then I will tell you how long it takes. For instance, are you grabbing weapons before you go? If so then it will take you 5 total move actions to get to where Seijiro is. 1 to get your gear, 1 to open the door, 1 to move to the stairs, 1 to move up the stairs, and 1 to get to Seijiro.


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 Flynn get up to the top of the stairs some time in round 3, depending on his Init. Dhaavan's at his door at the TOP of round 3 and he needs to do his thing, be it move or attack. but ATM we got some round 2 actions to do, right?
Dhaavan is ready for round 3 to start bossman! =]


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, waiting for round 2... or 3 ... whatever.. lol


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 Immortal wrote:

@Rain: He is unconscious but not bleeding out.

Thanks for the clarification, Imm. My morning meeting was rescheduled, so I will get a posting up soon. Multitasking like a demon today. Apologies again for the hold up.


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)
Horatio Flynn wrote:


Recap

* I am moving upstairs as fast as I can - this may take me a bit to get upstairs (though I don't know how long specifically, I am leaving that up to the GM).

* Meanwhile, there may be enemies between me and the assassin in the aft cabin.

* I don't know who they are, or where they are, or when/where I will find the next enemy as I move upstairs.

* GM - Please tell me where I am when I see the first enemy (if at all) and how far I am able to travel and where I am on the map if I see one?

That's what I'm doing. That's all I'm doing. I just wanted to move upstairs and help. I don't know where I'll be when I see an enemy, if I see an enemy, and I was waiting to see where I would be when that happens in terms of rounds and coordinates.

Now, no offense, but I've had to read a bunch of posts dissecting my every move and all I was trying to do is just to get up some stairs.

If the GM says there are no other enemies on the ship and I don't see any enemies on the ship, and I don't get upstairs until round 3; that's cool.

That's all I needed to hear.

Meanwhile, the micromanaging and dissection of each move I make is starting to feel pretty ridiculous. I would appreciate it if it stops.

Thank you.


Island of Empty Eyes Map Current Map

I think we just need Rain's and Neko's actions for round 2 and then we can move to round 3.


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

Rain (with the magic light emanating from her cutlass) sees Variel is down and not moving.

To Neko, she telepathically communicates (free action) that the cat should teleport to the other side of the assassin and then attack the artery at his neck with her claws and bite. Then teleport away to a safe distance.

Rain's anger fuels her voice and she declares to the assassin (free action), "I cast judgement on you, Assassin!"

As a swift action, Rain pronounces the Healing Judgement (1/day). (The inquisitor is surrounded by a healing light, gaining fast healing 1 -- causing the inquisitor to heal 1 point of damage each round as long as she is alive and the judgement lasts.)

Rain makes the decision to attempt to get Variel's side in the most effective way, since the assassin was still close enough to his prone body. She had to protect Variel, even if it meant shielding him with her own body.

Perception to determine best route: 1d20 + 12 ⇒ (7) + 12 = 19

She attempts to tumble across the floor to Variel.

Acrobatics: 1d20 + 3 ⇒ (7) + 3 = 10

Her actions are a little clumsy due to the cramped quarters and the position of Variel and the assassin. (Rain is now at the position where Neko was on the map. There is a shadowed item on the square next the Variel (10ft from Rain). I'm not sure if that is a cot or other furniture.)

She manages to lay her hand on Variel's foot and casting defensively,

Cast Defensively DC 17: 1d20 + 3 + 4 ⇒ (13) + 3 + 4 = 20 (+4 Combat Casting feat), undertakes a CLW spell (standard action) on him.

CLW: 1d8 + 1 ⇒ (4) + 1 = 5

Variel is now at -6HP (and still stabilised).

-----------

Neko's teleports just as Rain makes her move and lands adeptly on the assassin's shoulders, attacking his common carotid artery with her claws and bite before teleporting away again.

Bite Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Bite Damage, if hit: 1d3 + 1 ⇒ (3) + 1 = 4
Claw 1 Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Claw 1 damage, if hit: 1d2 + 1 ⇒ (1) + 1 = 2
Claw 2 Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Claw 2 damage, if hit: 1d2 + 1 ⇒ (1) + 1 = 2

Immortal, I am not too sure if Neko can do all that (teleport in, attack, teleport out). If she can't, I can retcon her action.


Island of Empty Eyes Map Current Map

She cannot teleport like that unfortunately...although that would be badass if she could lol. She can attack normally though from where she is. The bite is the only attack that hit though.

Since you were unsuccessful in the acrobatics check to move without AoO though, the assassin does get an AoO on you.

DM EYES ONLY:
1d20 + 12 ⇒ (14) + 12 = 26
1d6 + 11 ⇒ (5) + 11 = 16

Aoo attack on Rain = 26
Damage = 16


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

Ouch. Will cop that. Rain's HP now 23/39. Least she can heal 1 hp per round with her judgement. Damn re the teleportation. I don't want my kitty to die -- Hell hath no fury like an elf-woman who loses her lover and her cat! You will pay mightily, Ninja Assassin! By the gods', you shall pay with your life! [insert appropriate thunder bolt and lightning in the skies above to emphasize the point.]

Sovereign Court

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

So if the cat dies and Rain and myself both make it, does that take me off the hook for writing to Rain's grandfather? Of course if Rain knew this was going through Variel's head at the time she might finish him off herself.

Little brevity at a time like this is good for the soul... keeping the soul here I mean. Thanks or the healing Rain.


Island of Empty Eyes Map Current Map

Round 3

The assassin vanishes again behind the invisible veil.


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)

Horatio will move up onto the deck, weapon ready.

As the enemy is now invisible (and became invisible before he moved up), he does not see a threat, though he hears a commotion in the officers quarters.

He sees Seijiro at the door standing guard and effectively blocking it from any threat from entering the quarters.

With no immediate target; he pauses to hold action until a threat is visible.

As a free action Horatio will call out in a loud voice:

"Action stations, damn it! There's an assassin on board - wake up, damn it!

Just in case the other crew didn't hear Rain earlier.


Island of Empty Eyes Map Current Map

Horatio, you won't be able to get up on deck and do anything until round 4 if you grabbed your gear. Round 1 was waking up. Round 2 was grabbing gear and opening the door. Round 3 is moving upstairs which will put you at the very top of the stairs but that will have used all your actions for the round. You wouldn't have been able to attack this round is what I mean.

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