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

Going back a couple of posts I asked Grok if she could whip something up that would let me carry me scythe over to the other ship; nothing fancy, just enough to keep my hands free until I get to the other ship. Is she able to oblige? If not, Sko will scramble to find a weapon he can use or, if all else fails, find something he can use as a club.


Island of Empty Eyes Map Current Map

Seijiro You successfully unlock Maheems locker and find...a few random items like you have before but none of the things you put in there are there. You suspect Maheem has been turning that stuff over to Plugg or Scourge so as not to be keelhauled for stealing.


Island of Empty Eyes Map Current Map

Sko, sorry about not getting back to you on that. Grok says Sure i can just cut you a strip of leather to carry over your shoulder and unlimber as you would a shield.


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)

Ret-con With Dhaavan

Sorry - just missed GM's comment about "no fire" - so yeah, never mind about the oil. I wouldn't have offered it if I read it - sorry, was on the way out the door.


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)

Responses and today’s actions –

1. Okay – I don’t want to be too obvious about the "Detect Magic". I just want to know if they have magical gear – one round should be enough. If I think I have another six seconds to identify types of aura's – I’ll take it, but only if it looks promising.

Stealth Check
1d20 + 7 ⇒ (18) + 7 = 25

2. Okay – I am proficient in martial weapons, so this shouldn’t be too difficult (hopefully). Is it a “light” or “Heavy” crossbow? That will effect damage, and range effects.

A. If it is a “heavy crossbow” I can fire in round 1 at no penalty. I will do so – taking a shot into “total concealment”. So I’m at no penalty “to hit” – but I’m at a 50% chance to miss if I do hit via the fog. After I take my shot, I drop the crossbow, getting into partial cover and waiting for the ships to get closer.

Shot with Heavy Crossbow –
1d20 + 4 ⇒ (9) + 4 = 13

IF it hits –
1d10 ⇒ 8

B. Light Crossbow is weaker, and has a shorter range increment, so I’ll still fire at 120 feet, but at a -2 penalty.

1d20 + 2 ⇒ (2) + 2 = 4

IF it hits –
1d8 ⇒ 5

In either case – once it has been fired, I drop the bow – and roll my “Total Concealment” penalty – 50% miss chance.

1-50 hits; 51-100 misses I guess.

1d100 ⇒ 25

Next – as we draw closer, I wait until we’re ready. I’ll take a swing with the Grappling Hook, and toss it. At a -4 penalty base against my range attack of 4, my total penalty is 0 when I throw it.

Grappling Hook
1d20 ⇒ 15

Once the hook is secure, I’ll prepare to be boarding post haste with the others when the planks have been tossed down.

FINALLY – as no one objected when I asked earlier, I currently have one of the “Cure Light Wounds” potions on me.

I’m hoping you guys divided the rest – we’re likely going to need them. If no one else bothered too, I'll take them all myself, but I'm hoping the party took the rest to for to spread out.

If I don't see post from Rain by tonight, I'll throw the hook for her. She may post that toss, or not, before she needs to head out this weekend. But if nothing by 9:00 PM Eastern Standard - I'll make the toss.


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)

sorry about the not-posting today... crazy busy... I'll give something flavorfun when I get a sec, but watching the kids.

Dhaavan's got a CMW potion so he can do some battle-healing in case any of the others fall, they'll have more HP.

Ret-con with variel:
Sorry i missed your post earlier... got lost in the pile but here's a responce
Dhaavan listens and nods as Variel talks about his feelings for Rain, and says after you finish, "Listen, the thing about a boat is that tensions run high, even on a good one, and here, it's even worse. Add romance to the pre-existing infighting and that's putting a lantern on an oil-drum. but if yea want a companion, then yea got ta take what she feels into account more than what you do. I never have trouble wit ladies cause I tend to chase after them what want me already so they don't run real fast, if yea know what I mean. So yea see, Rain wants peace, for one thing, and interaction even though se seem standoffish sometimes. Now what Flynn's goin and getting pulled under, that's not an issue, so long as yea dont' pick any more fights with nobody yer good. Just don't go swoopin in what with her friend dyin now. But give her support for her loss"

Lemme know if you hit a DC 14 Sense motive check and I'll PM you some truth!
1d20 ⇒ 10

Sovereign Court

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

The morning started with a hush surrounding the ship. Everyone was eager to see how much distance the Wormwood had covered during the night. it was with a rush that the first light of dawn broke the horizon illuminating the prey just ahead. Surely the Wormwood would overtake them soon. Knowing that the wasn't much time Variel prepares his spells and readies for the coming engagement. Not trying to hide his abilities anymore do to Flynn, he goes about his meditation with singular focus once done, once done with that necessary duty, Variel stops by Grok. Hey grok, you know that armor that purchased from you. Seems that I need the other one for the fight. Do you think I could borrow it and return it to you. I guarantee that it will be in the same condition that you lent it. Cleaned polished and ready for purchase by someone else. Much appreciated if you would. diplomacy 1d20 + 5 ⇒ (3) + 5 = 8

Returning back to his locker, Variel grabs his weapons, rope and the healing potion that the captain gave them. (cure moderate since no one has claimed it yet) pausing ever so slightly over the acid flasks and alchemist fire, Variel decides against it as fire on a API is never a good idea. Variel just makes it back in time to hear Riaris giving out orders. Nodding his head in understanding, he is glad to hear that Rain will be in charge. She has a level head and can hold her own. Good choice for leadership.

Time seems distorted as the two ships close. At first it seems that nothing is happening and time has come to a stand still. Perhaps it has thought Variel as he looks about the crew. Then with a flip of the door opening, Peppery walks out dressed in what can only be called battle robes. Climbing up to the fighting deck she starts casting spell after spell.
Spell craft 1d20 + 7 ⇒ (5) + 7 = 12 what the spell is exactly Variel is unsure, but the Promise starts to be covered in fog, obscuring the sight of the opposing crew. Seeing this, the prey starts to unleash bolt, ballistae, and anything else they can to slow the hunters down. The attempt is futile in the extreme as the wormwood prepares to engage in only a matter of seconds.

Round 1:
Snapping himself back to attention, Variel draws his bow but waits to shoot. Instead he makes a quick gesture with his hand and the air in front of him compresses densely. Those right next to him feel almost a plane of air the size of a tower shield surrounding Variel.. Glancing over at Dhaavan, Variel shrugs his shoulders, Its nice to have some abilities in just such an occasion besides I would hate to have one of those ballistae bolts strike me before I got over there.

Round 2:
Again as he had countless times before Variel channels a bit of his energy and power into his weapon. Taking aim at a crew member on board, Variel fires into the fog.
Attack 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20 -2 for ranged increment
Damage 1d6 + 1 ⇒ (1) + 1 = 2
Miss chance 1-50 1d100 ⇒ 64

Round 3:
Variel continues to fire upon the ship hoping to weaken the crew by the wheel.
Attack 1d20 + 5 ⇒ (19) + 5 = 24
Damage 1d6 + 1 ⇒ (5) + 1 = 6
Miss chance 1-50 1d100 ⇒ 100
Stowing his bow, Variel prepares to board the opposing ship

Round 4:
Delaying until the ships are pulled together, Variel draws his cutlass as he moves and literally runs and leaps into the fray.
Acrobatics 1d20 + 8 - 1 ⇒ (17) + 8 - 1 = 24 -1 is armor check penalty may change based on Grok and armor procurement.
Perception for enemies 1d20 + 2 ⇒ (10) + 2 = 12


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 watches the preparations, magical and mundane with wide-eyed interest. With no missile weapon other than his throwing daggers, he stays under cover until the grapples are thrown and the planks are down.

Once the Magnificent Seven begin their boarding, he will join in the 'procession' across the planks, drawing his rapier as he gets to the other ship. Keeping an eye out for danger from any quarter, he'll head to their goal in the sterncastle.

acrobatics: 1d20 + 15 ⇒ (11) + 15 = 26
perception: 1d20 + 5 ⇒ (12) + 5 = 17

If any opponent pops up, he'll try to tumble to a position where he has flank with someone else in the party,

acrobatics: 1d20 + 15 ⇒ (19) + 15 = 34


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)

Grok:

Dhaavan's eyes brighten up now that he knows he doesn't have to climb along ropes over shark-infested waters! "We get planks! Really? That's the best news I've heard all day! Even better than getting to have a fight! I could just..." he takes her by the shoulders and plands a kiss on each cheak, breating a heavy sigh of releaf. "Ah, alright then, so how much is that cure potion? I got 20 gp on me, and am bankin on gettin more later. Yea can take my needles as colateral, not that they'll do me no good if I'm dead, but if yea dont' want ta take a loan, I get it.
diplomacy: 1d20 + 12 ⇒ (8) + 12 = 20 to get a good rate and credit for a CLW potion if possible.

Spoilering some words with Rain and Flynn, but this is by no means private.

Rain and Flynn:
[b]"And even if yea don't want to kill mobody fer tryin ta jump ship, there's gonna be anough folks tryin ta take the wheel back, so if yea focus on defending the position, ye'll not have to take out any what wants ta run. so long as ya leave the more odious tasks ta others and don't get in the way, we'll not get our hides tanned for lettin nobody escape and yea don't have ta offend yer moral sensabilities."

If ya hit a DC 11 sense motive, I'll PM ya something.
1d20 ⇒ 7


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)

If variel doesn't mind, Dhaavan would actually like to either use that scroll of mage-armor right now for a boost to his rather insignificant AC. He'll buy you another one when he gets the cash. but at this point, I don't know if you've used it to put it into your book yet.

Strategy
"Before we get in there, I want ta talk ask fer a favor. Callin out critters to fight for me takes some time, and gettin hit disrupts my concentration, so if ya can try ta keep enemies off o' me while I'm summoning, then it'll give us an advantage. Yea've see the damage my li'l birdies can do, so protection would mean a lot for me." DHaavan asks the Magnificents.

infernal:
"Jack... Can yea help direct me so I know where folk are so the raptors can attack when they appear?"

Jack's Perception: 1d20 + 11 ⇒ (8) + 11 = 19 to make sure i can get a sommon in range of enemies even in the fog, based on where the rails should be and where the bolts are coming from.


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 is in awe as Peppery burns magic to levetate up the to Fighting Deck. That kind of surplus of power is tryly impressive to the young sorcerer.

Dhaavan waits until their quary is 60 ft away, and begins casting.
When they get to 30 (the top of round 4) there is a screech on the other ship as a fiendish eagle suddenly appears from the point of origin of one of the bolts.

Dhaavan continues casting through the round 4 when we toss the grapple-hooks, so when the Init begins, we'll have a second eagle appear at the top of our turn.

GM:
The goal is for the bird to appear just about above one of the enemies at the rails where we are going to be boarding so as to clear out our path early. Idealy Dhaavan wants to position the bird so it is in the air, but threatens two men. So if there is a spot where there are men with 5' of space between them, Dhavan will try to target the point above the empty space. That way the bird doesn't get flanked and threatens two enemy archers.

The bird appears 10 ft in the air, and threatens all the squares around it, launching a full attack at one of the enemies in the 9 squares it threatens. Since it is within 5ft of its target the bird is able to see the target and can attack it with a 20% miss chance. and +1 to attack for high-ground

talon
1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
1d4 + 2 ⇒ (2) + 2 = 4
1d100 ⇒ 69

talon
1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5
1d4 + 2 ⇒ (1) + 2 = 3
1d100 ⇒ 47

beak
1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21
1d4 + 2 ⇒ (3) + 2 = 5
1d100 ⇒ 99

While the bird flails about wildly with it's talons, it manages to bite hard into one of the men assuming AC of less than 22...

Talon AoO
1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
1d4 + 2 ⇒ (2) + 2 = 4
1d100 ⇒ 70

If one of the archers attempts to get away from the bird that just appeared or take another shot at the crew, It rakes a talon at the man, while flapping wildly.

GM - Conditional action:

If Dhaavan thinks he can start to summon a bird diring round 2 so that it appears when the enemy is 60 ft away, then havt it charge into the fog and target an enemy, he will do that.

I reeeeally want him to, but if there's no way for a summoned bird to make that attack with even a moderate chance of locatign a target based on instruction, and flying around over the heads of the enemy, then i guess i can't do it. BUt i really want to... SO BADLY!!!

Diving during round 3 (not a charge)
talon
1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
1d4 + 2 ⇒ (3) + 2 = 5
1d100 ⇒ 92
Suddenly a fiendish albatros dive-bombs one of the archers, claws raking across his face only one talon attack, but both sounds cooler

Full attack on round 4
talon
1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6
1d4 + 2 ⇒ (1) + 2 = 3
1d100 ⇒ 14

talon
1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21
1d4 + 2 ⇒ (4) + 2 = 6
1d100 ⇒ 52

beak
1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
1d4 + 2 ⇒ (3) + 2 = 5
1d100 ⇒ 46
Missing horribly with one shash, the sound of movement allows the albatros to adjust, and attempt to deliver another slach which may find purchase, as well as bite into the flesh of the poor seaman as its flock-mate appears and rips into another man, biting his flesh!

Talon AoOs for round 3 just in case
1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
1d4 + 2 ⇒ (3) + 2 = 5
1d100 ⇒ 71
Theoretical hit...

and Talon AoO for round 4
1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
1d4 + 2 ⇒ (1) + 2 = 3
1d100 ⇒ 3
Misses

Sovereign Court

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

To clarify actions Variel does intend to jump from one ship to the next and not use the planks so others can use them. the more people over at once the better. Don't know if you need another acrobatics check or not for landing. If se here it is...
Acrobatics 1d20 + 7 ⇒ (13) + 7 = 20

Retcon with Dhaavan...:

Sense motive 1d20 ⇒ 14

Variel looks a Dhaavan with some hope in his words. WhenHe talks about Flynn going under Variel interjects...Now wait a minute I know we dont get along, but that does no mean I wanted him dead. Granted I wanted to punch him in the mouth earlier for his actions but not enough for him to die.

As Dhaavan continues, Variel listens but hopes the is more to what Dhaavan is saying.

Do we want to take this to the RP board?

Yes Dhaavan can have the scroll of Mage armor. No need to pay back as part of your equivalent share of loot. All good on this end.


Island of Empty Eyes Map Current Map

DM EYES ONLY:
Perception 1d20 + 14 ⇒ (16) + 14 = 30

Perception 1d20 + 9 ⇒ (13) + 9 = 22

Horatio: Harrigan arches his eyebrow at you when you begin casting. The others don't look. Peppery's eyes are on the ship. There are multiple magical auras coming from all of them.


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:

** spoiler omitted **

Horatio: Harrigan arches his eyebrow at you when you begin casting. The others don't look. Peppery's eyes are on the ship. There are multiple magical auras coming from all of them.

That's cool - It'd be up for only one round, than.

On Plugg specifically - what gear is glowing?

Meantime - I'll toss for Rain. She has a +4 to hit at range, and a -4 to penalty.

Rain's action with grappling hook.

Here's her toss to get a DC of 5:

1d20 ⇒ 5

Edit: well - I guess that scores the DC of 5. Yay!


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

Sko will do nothing but wait the first three rounds. On the fourth, he'll use Totem Transoformation to give himself Shark Skin (+2 AC (now a whopping 15) & if grappled, or grappling, enemies take 1 point of damage per round). He's hoping that between the enemy ship, the anticipation of combat and the obvious magical displays of Peppery and Dhavaan, that no one will notice that Sko's skin looks a bit different.


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)
Dhaavan wrote:

** spoiler omitted **

Spoilering some words with Rain and Flynn, but this is by no means private.
** spoiler omitted **

Dhaavan, your post didn't let me open the spoiler to me and Rain. I think there was an error with the coding. Can you repeat it please?


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)

One other thing -

I will post mine/Rain's actions to get over onto the ship, once we have a battle map up. For now, we've grappled -

1. I need to know who among us hit the enemy, if at all.
2. Any reactions from the enemy in the meantime.
3. Where the enemy is located, and where we're located in relation to them.
4. Order of initiative - for all of us.
5. Location of the pirates on our side as they also will be rushing across.


Island of Empty Eyes Map Current Map

"Damnation seize my soul if I give you quarters, or take any from you." -Edward "Blackbeard" Teach, before his final battle

Mood Music

Battle Map!

You slowly approach the fog bank and shots are traded back and forth some scoring hits and some missing wildly. Dhaavan summons devilish birds straight from the bowels of the nine hells that screech across the sea. The sounds of men screaming in pain and fear are muffled by the heavy fog. Sharks swim around the ships like vultures circling a fresh kill. Great long grey bodies with heads like hammers breach the sea looking for blood.

Time seems to slow as the two colossal vessels approach...50...30...now 20 feet away Harrigan booms out TOSS GRAPPLES!. Horatio tosses his and feels it snag and begins to pull as does Rain. Pulled together, the ships crash with a thundering bang.

At that moment, a giant flash of light shoots overhead and brightens the mist followed immediately by a gigantic KRA-KOOOOOOOOOOOW!!!!! The screams of several of the other crew can be heard in the aftermath. It appears Peppery is letting loose a bit it seems.

All down the ship you hear men and women jumping and climbing across and the sounds of battle ensue in the fog. Screams of anguish and triumph make their way through the fog but it is impossible to tell who is winning right now.

Acrobatics checks to jump across or you can go across the planks and still make an acrobatics check just much easier. Remember, visibility is 5 feet, anything beyond that has total concealment i.e. you can't see it. You got the lay of the ship as you were coming close.


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)

nothing in particular:
1d20 ⇒ 11

The spoiler'ed text to Rain and Flynn
Dhaavan watches the enemy approaching as Rain and Flynn disciss strategy, and Rain's reticence about killing those attempting to use the boats. "Well, I'm sure there'll be enough what try to take the wheel back from yea, so if you focus on defendin that, and keepin the rest of us safe, yea can leave others to the more odious parts of the tasks, long as you don't do nothin ta get in the way of that, we'll be able to avoid gettin our hides tanned for lettin anybody escape, and yea won't have ta offend yer moral sensibilities."

"While we're at it, talkign plans, it takes time to summon, and I'm pretty vulnerable when i do it. SO if yea can try to keep folks off o' me till i get a few out, It'd be a huge help, that way i don't loose any spells.

[b]DC 15 sense motive check and I'll PM you stuff you may notice.

Sovereign Court

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

Does Variel's acrobatics from earlier work? Rolled it as part of round 4 actions one to jump the gap and another to land safely. 24 jump and 20 on the landing. Also did Grok lend the chain shirt to Variel?

Sense motive Dhaavan 1d20 ⇒ 3

I don't think I have ever used sense motive so much on party member. Variel is starting to get paranoid.


Island of Empty Eyes Map Current Map

Initiative:Horatio1d20 + 3 ⇒ (5) + 3 = 8
Rain1d20 + 2 ⇒ (20) + 2 = 22
Sko1d20 ⇒ 15
Valeros1d20 + 1 ⇒ (19) + 1 = 20
Variel1d20 + 3 ⇒ (1) + 3 = 4
Dhaavan1d20 + 2 ⇒ (5) + 2 = 7
Seijiro1d20 + 4 ⇒ (15) + 4 = 19

= Average of 13.57 (Nice job!)

R11d20 + 1 ⇒ (2) + 1 = 3
R21d20 + 1 ⇒ (15) + 1 = 16
R31d20 + 1 ⇒ (10) + 1 = 11
R41d20 + 1 ⇒ (4) + 1 = 5
R51d20 + 1 ⇒ (20) + 1 = 21
R61d20 + 1 ⇒ (8) + 1 = 9
R71d20 + 1 ⇒ (13) + 1 = 14

= Average of 10.57

You all go first! This is round 1 place yourselves on the map and tell me how you plan to board. Good luck and i hope you like the map!

Also don't worry about the pirates on your crew, they are all doing their own jobs and won't be interacting too much so it's pretty much you all on your own for your particular job.


Island of Empty Eyes Map Current Map

Variel you can use that roll for your round 1 roll acrobatics to get across please place yourself and pay attention to the markers everyone. Grok unfortunately had already given it out to another crew (due to your poor roll ;-)).


Island of Empty Eyes Map Current Map

Dhaavan, how many birds did you summon? Also please mark on them how many rounds they have left on the board.


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

starting at N11 and double move to Q4

Seijiro rolled a 26 to cross over and a 34 to try to tumble into position without getting aoo'd

previous post:

acrobatics: 1d20 + 15 ⇒ (11) + 15 = 26
perception: 1d20 + 5 ⇒ (12) + 5 = 17

If any opponent pops up, he'll try to tumble to a position where he has flank with someone else in the party,

acrobatics: 1d20 + 15 ⇒ (19) + 15 = 34

So, that said, it doesn't look like he can make it into flanking position, even with a roll of 34, so following Rain and Valeros over (since they rolled higher inits), he'll work his way over to the further stairs, ready to head up on them when he has more movement. His rapier is out and ready to strike should anyone unfriendly approach.


Island of Empty Eyes Map Current Map

Seijiro, Remember with group initiative you go in the order you post so you are over before them if you want to be. I see how you got there now though. Good rolls!


Island of Empty Eyes Map Current Map

Thanks Variel! I gotcha.


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

being over there first is fine... I hope it doesn't get me killed lol


Island of Empty Eyes Map Current Map
Seijiro wrote:
being over there first is fine... I hope it doesn't get me killed lol

Remember with the concealment you can use stealth.


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)

Variel, you didn't notice Dhaavan was hiding anything tho. Also for the record, he's just trying to keep his flaws to himself, but it's all fluff, not secret plots. promise.

Dhaavan has been chanding and gesturing eyes aflame, gleefully smiling as he hears the Rahadoumi screams, laughing wildly between foul arcane utterances.

Infernal:
"Go, guide the birds, make sure they kill what they're supposed to.!"

Gleefully crying out in infernal, he returns to his arcane speach while Jack hops up off of Dhaavan's shoulder and flies out toward the enemy ship, flitting on silent wings, screeching at his fellow avians in infernal, hovering about 8 ft above the Rahadoumi 2.
Jack's stealth: 1d20 + 18 ⇒ (1) + 18 = 19 to avoid notice of the humans.
Infernal:
" Eviscerate the sand humans and drink your fill of their blood.!"

Eagle 1 takes a single strong flap and rises to get higher-"ground" on the Rahadoumi below the infernal pet of it's summoner and viciously attacks with beek and claw.
Attacks on R2
talon: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5
1d4 + 2 ⇒ (2) + 2 = 4
1d100 ⇒ 68

talon: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18
1d4 + 2 ⇒ (3) + 2 = 5
1d100 ⇒ 40

bite: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13
1d4 + 2 ⇒ (1) + 2 = 3
1d100 ⇒ 24
Looks like his first talon attack was more to find purchase grabbing at nothing, but the second Likely causes a satisfying scream.

Eagle 2 gets behind the human fool facing his newest flockmate, and viciously attacks it's equally foolish human companion.
attacks on R1
talon: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
1d4 + 2 ⇒ (3) + 2 = 5
1d100 ⇒ 28

talon: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
1d4 + 2 ⇒ (2) + 2 = 4
1d100 ⇒ 76

bite: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
1d4 + 2 ⇒ (2) + 2 = 4
1d100 ⇒ 19
Claws digging into the human, tearing flesh away, the bird's snaps its beek at nothing buy mist.

Eagle 3 Screeches as it appears, and seeing it's flock maiming and killing, the fiendish bird joins in the revelry biting and slashing at soft mortal flesh.
attacks on R2 again
bite: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
1d4 + 2 ⇒ (3) + 2 = 5
1d100 ⇒ 62

talon: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
1d4 + 2 ⇒ (2) + 2 = 4
1d100 ⇒ 19

talon: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10
1d4 + 2 ⇒ (1) + 2 = 3
1d100 ⇒ 51
It manages to bite into the human, but claws do not find flesh. Oh well. This blood us yummy, i'll have to drink more!

Fumble confirm... eep!
1d20 ⇒ 16

Dhaavan is still casting!

Synopsis:
Eagle 1 has higher ground and score 5 damage on R2
Eagle 2 flanks with Eagle 3, and scores 9 damage on R1
Eagle3 flanks with Eagle 2 and scores 5 damage on R2

Assuming AC of 18 or lower.
9 damage to R1, 10 damage to R2
AC of less than 24 deals 9 to R1 and 5 to R2.
Dhaavan spent 4 Lv1 spells. and Eagle 4 will appear at the top of the next round, when Eagle 1 disappears.


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)

Rain's Action

Rain is temporarily “Holding action” – she’s waiting for her mates to get across. Than she will “asses the situation” – and once she sees the most threatening of the folk (or the one that her crew hasn’t killed) – she will move across the plank and use “Freebooters Bane” on that rogue.

Right now, she’s not sure who she needs to put that mark on, yet.

Flynn's Action

Horatio runs across the platform and ends up at 7:R for the full 30 feet. He is currently carrying his rapier and a dagger (one of the daggers belonging to Maheem; nothing fancy about it).

He’ll attack pirate R2 with his rapier and R1 with his dagger – with penalties in place.

Acrobatics to cross board- shouldn't need to roll as my base DC is +10 - so I think that's an "auto success" at this point.

Using "Archeologist's Luck" as a swift action -

Rapier attack against R2: 4+1 -4 = 0
1d20 + 1 ⇒ (15) + 1 = 16

IF it hits –
1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8

Hitting at 1-50
1d100 ⇒ 41

Dagger attack against R1: 4+1 -8 = -3
1d20 - 3 ⇒ (20) - 3 = 17

IF it hits –
1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Hitting at 1-50
1d100 ⇒ 28

Edit:

Roll to confirm Critical with Dagger
1d20 - 3 ⇒ (7) - 3 = 4

IF it hits -
1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4

So - if their AC was 16, which seems possible (though it is probably adjusted. If I am reading the rules right that it is likely that they have "high ground" as I'm on stairs, which I think is a +2 to AC, which means I probably miss with the rapier anyway; but I'm not sure. Do higher ground penalties apply here?) - than both attacks would hit - and R1 would have lost a total of 8 points, while R1 suffered 3 points. If their AC is higher than 16 - I miss. I need to start sticking to one weapon :(.


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 isn't currently threatened directly and is in a good position - so probably Rain wants to concentrate her efforts on one of the opponents near Variel.

Seijiro moves stealthily under cover of the fog as he crosses the deck of the enemy ship. He whispers something under his breath in Minkaian as he does so, the only recognizable words that Flynn might catch is the name 'Hei Feng,' which Seijiro has referred to several times in the past.


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:

Seijiro isn't currently threatened directly and is in a good position - so probably Rain wants to concentrate her efforts on one of the opponents near Variel.

Seijiro moves stealthily under cover of the fog as he crosses the deck of the enemy ship. He whispers something under his breath in Minkaian as he does so, the only recognizable words that Flynn might catch is the name 'Hei Feng,' which Seijiro has referred to several times in the past.

Cool! I adjusted the post with Horatio's actions; sorry it took so long, the coding sequence for "-3's" wasn't working right; it kept putting my d20's at 1d203, instead of "1d20 - 3". I put in minuses before, but I couldn't figure out why they weren't working now, so I went back and checked some earlier coding and I foudn that if you "crunch" the number and the minus to "1d20-3" it will work. I don't know what their AC is, though. I guess we'll find out. Also, I tried to put myself on the map, but I can't, I think, because there are "Stairs" there, and it won't let me "stack" myself on top of them.

Edit: Okay - now I can't even open the map. I tried to close the map and re-open it, so I could see what was going on. But when I tried to re-open the map, it wouldn't open. Does anyone know what to do? It says something about the "user" is not online, and it locked me out for "heightened security".

Edit: Quick rule clarification here - I've been assuming that "Concealment" is 50% miss chance - but I just checked - it's actually 20% miss chance. So do these guys have "Concealment" or "Total Concealment"? Sorry - I'm confused here.

Also, as it's combat, I've been "Editing" the questions via OOC to cut down on the amount of posts. So, sorry for the "edits" for the questions, but I figured having less posts would be easier later.


Island of Empty Eyes Map Current Map

Remember Horatio you can't move and make a full attack so you only could have made the Rapier attack. You can only move and make a full attack when you take at most a five foot step otherwise it is just one attack. So only your Rapier attack counts unfortunately.


Island of Empty Eyes Map Current Map

Better image of the ship battle for your enjoyment.


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:
Remember Horatio you can't move and make a full attack so you only could have made the Rapier attack. You can only move and make a full attack when you take at most a five foot step otherwise it is just one attack. So only your Rapier attack counts unfortunately.

Right, a couple of follow up questions, than.

"Two weapon fighting" is not a "full attack" - as I'm reading it, though I may be wrong. That would only work if I had +6+1 for my BAB. Two weapon fighting is a standard attack action - which is why you have such ridiculous penalties in place - it is also why a Ranger on level 6 can make his standard +6+1 and an additional second attack with Two-Weapon fighting. But this is pretty important to how I've doing my character in combat, please let me know, as it will radically effect how I run him in combat. Thank you.

I think that is correct, but I am not positive. Also - in any case, does the attack manage to hit the target at a 16, than? Finally, if this is concealment, not TOTAL concealment, I think the miss chance is 1 in 5, not 50%. Can you clarify that point, though?

Okay, I'm off to work, than. See you when I get home. And the map is loading now; yesterday when I logged off, than tried to get back on, it wouldn't let me.


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

pg 187 core book under full attack in the left column near the bottom, it clarifies that a full attack includes two-weapon fighting as well as high bab. Sorry, Flynn, the GM is right on this one


Island of Empty Eyes Map Current Map

Any time you make more than one attack in a round, with exceptions for feats that specifically allow you to do otherwise like there was a feat, it is considered a full attack action. The same thing occurs for ranged fighting, if you shoot two arrows with rapid shot you can only take a 5' step. There was a feat in 3.5 that allowed you to move and attack with both weapons as a standard action but I don't think it's in pathfinder. Either way you don't currently have the feat so only the first attack counts. Sorry man.


Island of Empty Eyes Map Current Map

Also just FYI for everyone, there will probably be no posts today and maybe not tomorrow either. My Grandfather is back in the hospital and it doesn't look too good so we are going up to visit him. It's about a two hour drive so I'm not sure when I'll be back. Thanks for your understanding.


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

Acrobatics: 1d20 - 1 ⇒ (13) - 1 = 12 Assuming this is good enough to get across.

Sko runs across the plank and will follow Seijiro up the stairs putting him in P4.


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:
pg 187 core book under full attack in the left column near the bottom, it clarifies that a full attack includes two-weapon fighting as well as high bab. Sorry, Flynn, the GM is right on this one

No worries - yeah, it makes sense; because they have the feat "Shot on the Run" - why have that Feat if you can do a full attack and move? No worries - I was just trying to get the full details, as it will probably come up again, but now I 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)

Quick follow-up question: does anyone know if these guys have "partial concealment" or "total concealment" at this time? Also - still need to know if the attack wit the rapier hit and did damage - or not. Thanks!


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)

NPCing Rain's Character -

In Elven:

”May Gozreh swallow you whole; and may Besmara keep you in her cold embrace!”

Rain cries out as she grips her trident and rushes across the plank to the enemy vessel.

If these folk were indeed slavers, they deserved their fate; and if Flynn was right and they were heretics besides…

Acrobatics Check to Cross the plank – raw Dexterity check
1d20 + 2 ⇒ (20) + 2 = 22

After Rain manages to hit the deck on the other side, she quickly assesses the situation, her hand gripping her trident tightly – her eyes fierce.

Seeing the men at the stairs giving way to the blows; she quickly tosses a gaze at the sterncastle – their intended target. The sterncastle holds the wheel to the ship – if it is not taken quickly, one of the enemy pirates may attempt to grab the wheel, and swing the tiller, pulling the ships apart, and causing them chaos for those still trying to board; and leaving others like Dhaavan potentially out of reach for spells.

There were two stairways – one of them seriously guarded – the other open and easily accessible by her mates, but they lingered on the deck, as if waiting.

”Get your bloody asses up those stairs – now, gods damn it,” she cries out, staggered that the crew would congregate on the main deck, when the pirates could easily use a few men to prevent them from getting up the stairwells.

Now was the time for speed, while they had the initiative!

If they don’t get up the stair quickly; then the remaining pirates could cluster at the stairwells – preventing her crew from advancing up them – and they had a limited time to achieve this goal; hanging back would not help them!

Seeing one of the enemy is untouched, and in a prime position to advance to support his mates; and observing that between Variel, Horatio, and Dhaavan’s magic – the two pirates of R1 and R2 should be easily dealt with – Rain quickly uses Freebooters Bane as a “Standard Action” on the pirate R4.

At this time – all of Rain’s allies in a 30 foot radius of her gain a +1 to hit and damage R4, if they attack him, if they attack him, until he dies or Rain switches it.

Sovereign Court

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

Quick update as I am on the road...
First sorry to hear about your Grandfather Immortal. Good luck with everything and I will be thinking of you.

Second, since Variel jumped over using only 25ft would he get an attack this round as well? If the eagles finish the sailor off, please move Variel 5ft to S7. If so...

Jumping the gap between the ships with ease, Variel quickly casts a spell before the RahadoumI can react. Using the skill he has honed he imbues the cutlass as he swings. Catching the unsuspecting sailor off guard Variel slices through his defenses to land a telling blow that staggers the man with sword and magic.

Cast frostbite and swing with spell strike.
Arcane pool 2/4 used

Attack 1d20 + 4 ⇒ (20) + 4 = 24
Damage 1d6 + 3 ⇒ (2) + 3 = 5
Cold non lethal 1d6 + 2 ⇒ (3) + 2 = 5

Crit confirm 1d20 + 4 ⇒ (12) + 4 = 16
Damage 1d6 + 3 ⇒ (1) + 3 = 4
Cold non lethal 1d6 + 2 ⇒ (1) + 2 = 3

Miss 1-20 1d100 ⇒ 69

9 lethal damage, 8 nonlethal cold and fatigued

Man I like that spell

Sovereign Court

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

Horatio, remember that we are in fog and visibility is limited to 5 ft. This provides total concealment for people further than 5ft away (50% miss chance) and partial concealment for those within 5ft (20% miss chance). As such Rain has no one she can see to use freebooters bane on.


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)
Variel Nightstorm wrote:
Horatio, remember that we are in fog and visibility is limited to 5 ft. This provides total concealment for people further than 5ft away (50% miss chance) and partial concealment for those within 5ft (20% miss chance). As such Rain has no one she can see to use freebooters bane on.

I don't think that is correct. While the spell prevents you from seeing the enemy, more than 5 feet away, it would mean that we couldn't have targeted our enemy earlier, because we couldn't see them. It would also mean that Dhaavan's entire attack is negated, as he would have to be able to "see" his targets to "Direct" his summoned monsters. If he can't see them, he can't direct his monsters - they don't attack on their own, but through the direction of the caster, I believe.

By the logic that she couldn't use Freebooters Bane on her target, because he has "Total Concealment" - than no ranged attacks could work at all, because we shouldn't even know the targets are there, because we can't see more than 5 feet. This makes "Fog Cloud" quite possibly the worst offensive spell I can think of; because if we don't see the enemy, or the stairs, or the sterncastle, we'd have to be making "perception" checks to move more than 5 feet to find it.

I mean, I know how the spell is written, and I know how "Fog Cloud" works theoretically, but that would mean that all enemies would be "Invisible" to us, unless we were standing 5 feet from them. But if they aren't invisible - and I could take a shot at them - I would. But that means I could see them to do that. If I can't see the enemy, than it should also mean that (theoretically), we would not be able to see the stairs, nor would we be able to see the target we're moving towards.

If none of of us could see the enemy, than we can't attempt to attack them, or use a special ability, or use a spell. If we couldn't see them, they shouldn't be on the map, because right now we're all moving to the enemy, because we know they're there - and we know where they are. Also, it would mean that Peppery is quite possibly the dumbest officer in the world, because the enemy can simply wait around for us to come moving by using "Stealth" - than nail us with an attack, because we would automatically be "flat-footed" to them, until we got into 5 feet of them, by then it would be too late.

Of course, I've been wrong before. If the GM says she can't see the target, and that we can't see the targets - and we don't know they're there, then we're in a whole other world of hurt. They are flat-footed to us, as we are them - until they run up on us and hit us, but that won't happen, unless they can see us.

Sigh - I am probably mistaken, though. I'm not a big fan of magic - and I don't use a lot of it in games I play or run - so I'm probably not actually be correct on this spell actually works; I've made mistakes with magic before... But it just seems that if we were using bow and arrows earlier, we'd have to be able to see something. And it also seems that Dhaavan couldn't see his target to direct his summoned creatures at range; so all of his actions and attacks would have been completely wasted; as would mine, because I wouldn't have known where the enemy was to move up and attack. I would have waited, moving slowly, searching slowly, looking around - moving no more than 5 steps a round, than "perception" - just so I'm not hit flat footed. But anyway, like I said - I'm no expert at magic, or very clear on some of the rules. For now, I'll leave that up to the GM, though on how he wants us to move. If we need to make a perception roll every round, or what. Meanwhile, if Rain can't use her ability, I'll ret-con her entire action as needed as soon I get the go-ahead. However, if I really couldn't see my target to run up and try to "hit him" - than I would also like to ret-con Horatio's actions, because - like I said - I would have been moving slowly; using perception every 5 feet.

Edit: Also - are you sure a 16 confirms? He has higher ground than us, as we're on the stairs and he is above us, which should give him a +2 bonus to AC (I think) - including a +2 bonus to his AC for concealment - and we don't even know his AC to begin with. But if a 16 hits - than that means I would have probably already killed the guy anyway with my rapier as Dhaavan's eagle did 10 points to R2, and I did 8 points to R2, if the AC is 16.


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)

Well - I am completely negating Rain's action at this time. I will come up with something for her later. Also, I would just assume prefer to Ret-con Flynn's action, as I clearly didn't understand the spell, or how it works. If I can't negate Flynn's action - that's fine, too, but I'd like to know.

As a personal request - if there is any other move, action, spell, or ability that I try to use to help my teammates during a combat or part of the game in general, but for some reason I'm not allowed to use that action to help my teammates because of a misunderstanding or an misreading of the rules, or some other nuance I misunderstood; if it is possible, I'd rather hear it from the GM than the people who are on my team.

No offense meant, but it just makes it easier to deal with. Thank you.


Island of Empty Eyes Map Current Map

OOC Summary so far, I will put up descriptive prose after the summary.
Dhaavan's Eagles hit and do 10 damage on R2 and 9 on R1.
Due to the fact that he wouldn't have been able to two-weapon fight and therefore doesn't suffer the penalty, Horatio easily hits with a total of a 20 on his hit doing 8 damage to R2 which drops him.
Variel jumps across and attacks R1 after R2 is dropped since he still had 5' of movement left, with Spellstrike using Frostbite and critically hitting for 9 lethal and 8 nonlethal, which drops him as well.
Sko and Seijiro make their way across without incident and move towards the other set of stairs.
Valeros will run across and follow Sko and Siejiro.
Horatio, let me know what you want to do with Rain. As I said she has several options right now available to her including going over the rail to secure the wheel...which is what your orders expressed. Once I have her action I will give a summary for your actions and then have the Rahadoumi that are left go.


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 recommend taking her to the wheel. She can double move there easily enough. GM what kinds of checks are needed to get over there? A Jump and a climb check? How high is the rail she has to make it over, and does she have to take some kind of action to secure the wheel or just get to it?
Rain needs to become the Pilot at this point, yes? Does she need an action to become pilot?

rules?:

I know Jumping is a roll of 4xheight, so for every 4 you roll, you get 1 foot up.
It's prolly a DC 10 climb check to get up there, but if you roll high enough on the jup, You'll save rain some movement.


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)

Now that both enemies are dead - Rain can "double move" to the wheel. I don't think she can climb the wall; but she certainly can run through Flynn's and Variel's space - which she does.

She now "has the con".

Rain cannot see her opponents at this time - however; she guesses they are there.

If it is possible - her plan is to "fight defensively" if attacked.

Although she has not taken an attack, she did do a double move - so would she be able to do that now, or would she have to wait until next round?


Island of Empty Eyes Map Current Map

The relative calm of the ocean belies the fury that rides upon it. The smashing of the ships together began the fray. Within seconds the shouts of battle rolled over both ships. The air heavy with the fog and eerie flashes of light and color coming through as spells are flung and even a few of what sound like gun shots.

Dhaavan stands at the rail as the ships close with each other with his eyes closed for a moment, when they open they blaze with unholy fire and he flings out his hands towards the other ship. When he points, several red and black birds burst forth from his hands in a haze of sulfurous smoke. The devil birds streak into the mists and immediately screams of pain and horror are heard. A slow smile spreads across his face as he hears the screams.

Horatio is poised on the balls of his feet and darts across immediately as the ships come together. Turning quickly he heads towards the aft deck and with a quick thrust runs one of the Rahadoumi through with his rapier when he comes upon him.

Sko, Seijiro and Valeros look at each other and silently move towards the opposite stairway, hoping to flank the sailors. Seijiro moves like a ghost through the mists. Sko, big and imposing, strides through in a manner of a hunting shark, eyes swiveling back and forth looking for prey. Valeros, with his odd clunking gait, moves through with the practiced ease of one who has spent his whole life at sea.

Variel takes a couple of breaths...his eyes locked onto a point in space where he knows the ship to be...and leaps through the air with his Cutlass leading the way. Landing next to a Rahadoumi, his sword glows with a faint silvery light as trails of snow fall off of it. Swinging it in a vicious arc, beheading the man in a single blow. The body falls to the floor and shatters...the frost having frozen it's body near solid.

Rain, like a good leader, waits a moment and then darts over herself, intent upon their mission. She immediately goes for the wheel and secures it. Taking a defensive posture, she holds her cutlass steadily as she looks around.

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