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

Game Master imimrtl

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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)

My Current Status:

HP - 23/10

Devilfish's Current Status (assuming it has an AC of 18 or below)

X - 62 = Current HP

While I'd love a heal from Valeros, if he elected to use his version of "Burning Hands" - he could move 5 feet back, and attack it - either above or below us - that could be handy, depending on how much HP this thing has - and he may even be successful with "Cause Fear" - depending on how much Hit Dice this thing has. No one has moved for him yet, but those are some suggestions for whoever will NPC him - as he normally doesn't post on the weekend.


Island of Empty Eyes Map Current Map

Horatio:
Unless I am mistaken as to your AC you were hit twice for a total of 27 damage. Once from the AoO in round 2 for 13 and once at the beginning of round 3 for 14, assuming your AC is 16 that is. Please advise if I have missed something as it determines whether you were up or not to do your attacks.


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 **

To GM:

You are mistaken - you did not hit me twice.

You hit me for a total of 13 damage, which is why my current total is 10.

Your second attack hit an AC of 16.

My AC was not 16 at that time.


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)

Flynn, what is your AC, and from whence do the bonuses come?

GM I have read several threads which assert that one may cast a spell that involves a melee touch attack, move, then deliver the touch based on the rules regarding holding a charge. I cannot locate the thread as I am on my phone but it was part of a magus debate. What is your ruling? Is there any way for Valeros to avoid a concentration check to clw Flynn this turn.


Island of Empty Eyes Map Current Map

Horatio:
What was your AC as it is listed as 16 and I didn't see where you raised it.


Island of Empty Eyes Map Current Map

Horatio:
Also don't forget to factor in that at that point you were still fighting in total darkness. That removes your dex modifier to AC and imposes -2 to ac as well so it should hit. Darkness rules.


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 **

To GM:

Well - I just saw Dhaavan raise the same issue via my attack on the other board. I wrote a rather lengthy explanation there - which I posted up.

However - after I saw your recent post about the "losing AC to Dexterity" - it occurs me that that post is almost entirely moot.

I would have been "Bleeding Out" - and been forced to make a Con Check to prevent that.

Con Check to not Bleed Out
1d20 ⇒ 19

I would have in fact been drowning in Round 2; and have been forced to make a Con Check at that time.

I will do so now.

Con Check
1d20 ⇒ 8

As I have failed my second Con check (likely) - this means I am drowning, and stabilized at -4.

However - as I failed my Con Check for Drowning - I am now at -5 - and will be dead at the end of the round.

This also means that the 11 points of damage I had done to the creature is now negated. It would also suggest that it has a total of 51 damage - instead of 62.

Bad luck - I had no idea all of those penalties would apply - or I would have never bother to advance into the creature and fight it - even while using "Defensive Fighting".


Island of Empty Eyes Map Current Map

You actually don't drown until the end of your turn next round as the rule states the following round you die so there is still time to heal you/get you to the surface. On the bright side as you are unconscious you aren't a threat so you are unlikely to be targeted further.


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)

acrobatics: 1d20 + 5 ⇒ (5) + 5 = 10to avoid aoo if need-be
concentration: 1d20 + 6 ⇒ (20) + 6 = 26to cast cure light wounds on the dying flynn defensively
For 1d8 + 1 ⇒ (8) + 1 = 9

And now that he's concious with 4 hp at the top of round 3 before needing to act, as valeros cures him for max hp, he can make his attack at least with one weapon, either retrieving his sword or drawing his dagger.

Valeros may take an aoo, dunno if the creature has 15 ft reach


Island of Empty Eyes Map Current Map

Valeros does not need to move as Flynn does not sink to the bottom and he is within reach. Flynn can draw his dagger and attack as he did lose the grip on the sword.

Nice on the Concentration check and cure rolls btw.


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)

Thank you very much, Dhaavan. I appreciate it.

I draw my mother’s dagger, and my sawback dagger and attack the creature.

Attack Roll –
1d20 + 5 + 1 + 1 - 2 ⇒ (14) + 5 + 1 + 1 - 2 = 19

IF it hits –
1d4 + 1 + 1 + 1 ⇒ (4) + 1 + 1 + 1 = 7

Attack Roll –
1d20 + 5 + 1 + 1 - 2 ⇒ (13) + 5 + 1 + 1 - 2 = 18

IF it hits –
1d4 + 1 + 1 + 1 ⇒ (3) + 1 + 1 + 1 = 6

Well - it seems that I have now managed to do 13 points of damage - assuming the creature has an AC of 18 or below. That is 2 points higher than my first attempt - which means the creature has lost 64 HP. I don't know if my mother's "Cold Iron" dagger matters against this thing; but for what it's worth - that's the damage.


Island of Empty Eyes Map Current Map

Nice shots! It is critically wounded but is still up.

End round 3 begin round 4

As it is surrounded the creature lashes out at the shark that hit him for the single biggest damage.

Tentacle attack on Sko 1d20 + 7 ⇒ (6) + 7 = 13 MISS

3d6 + 4 ⇒ (5, 2, 4) + 4 = 15

---------------------------------------------------------------

Next hit will probably kill it FYI.


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)

I continue the attack against the creature with my daggers.

Attack Roll dagger 1
1d20 + 5 + 1 + 1 - 2 ⇒ (12) + 5 + 1 + 1 - 2 = 17

IF it hits –
1d4 + 1 + 1 + 1 ⇒ (3) + 1 + 1 + 1 = 6

Attack Roll dagger 2
1d20 + 5 + 1 + 1 - 2 ⇒ (6) + 5 + 1 + 1 - 2 = 11

IF it hits –
1d4 + 1 + 1 + 1 ⇒ (3) + 1 + 1 + 1 = 6

Edit: I forgot that I would be flanking at this time - which bumps me to a +2. I assume a 19 hits - as it seemed that the 18 hit. That means it now has suffered 70 damage.

Sovereign Court

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

Taking a quick glance around and noticing that everyone is at least still breathing, Variel attacks the devil fish again.

1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Damage 1d6 + 3 ⇒ (6) + 3 = 9

Still not able to connect, Variel just hopes that his companions can bring it down. Enforce it can attack again.


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)

Shoot, forgot to have dhaavan take an action last round...

Not sure what else to do, worried about maintaining spells, Dhaavan will wait till the others have attacked, then lob an acid orb at the beast if it is still up... but I'm afk tonight, so I'm posting now.
Acid Orb: 1d20 + 3 - 4 ⇒ (7) + 3 - 4 = 6 not sure the underwater penalties, but I included the fire into melee
For1d3 ⇒ 3

Having the creature surrounded, the fiendish dolphins smash against the creature's hide.
Slam: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
For1d4 + 3 ⇒ (4) + 3 = 7

Slam: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
For1d4 + 3 ⇒ (3) + 3 = 6

Slam: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
For1d4 + 3 ⇒ (2) + 3 = 5


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)

Dolphin 3'sCrit Confirm: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
For1d4 + 3 ⇒ (3) + 3 = 6
The final dolphin smashes into the Devilfish's soft underbelly as it lashes out at the shark.

If the first one hit, then that's 18 damage?


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 **

TO GM:

This is quite confusing to me. Again - I believe it is obviously a matter of how you and I see the rules for "invisibility".

Naturally, I have taken a long time to read those rules in the past - I am doing what I can to better understand them.

If you could please explain the nuances of it to me - that would be very helpful; especially as we don't seem to see those things eye to eye.

I presumed that a creature in "Total Darkness" was effectively "Invisible" to me.

You suggested this is why I lost my Dexterity Bonus.

But I have Uncanny Dodge. This seems to negate a penalty to Invisible Creatures - as this creature was to me.

But you stated that I was effectively "Blind".

I do not understand how I suffer no penalty to a creature I cannot see attacking - but I still suffer a penalty from a creature when I cannot see who attacks me.

Clearly there seems to be some sort of distinction here - but I clearly don't understand it.

Why should a person with Uncanny Dodge - who can't be flat-footed - nor lose their Dexterity Bonus unless they are feinted or tied up - why should this person, simply because they are in a dark room, (which somehow equates to being "Blind") suddenly gain such a large penalty? In other words, what is the difference/distinction between being "Flat Footed" and being in a dark room specifically?

Again - this is only me trying to understand the rules, which I clearly cannot understand at this time.

They seem to suggest a wizard would be better served fighting me in a dark room then he would by using a ring of True Invisibility. That doesn't seem right at all - and I assume I must be missing something, but I don't know what it could be.

If you could explain the difference, that would be very helpful. Thank you.


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:

Dolphin 3's[Dice=Crit Confirm]1d20+5+2

For1d4+3
The final dolphin smashes into the Devilfish's soft underbelly as it lashes out at the shark.

If the first one hit, then that's 18 damage?

Accurately, Dhaavan - if this thing had an AC of 18 - we've tapped out to 88 HP at this time; including your summoned beasties. However, there may be other issues in play. I thought 64 was pretty good - but it wasn't enough. So who knows - perhaps there is some sort of DR at work or other variables. I guess we'll just have to see.

Of course - all of that is cool - but doesn't matter much in the big scheme of things. After all, we still have to deal with the massive amount of Grindy's which are likely in this place untouched as of yet.


Island of Empty Eyes Map Current Map

Creature drops from Horatio's first shot.

Horatio: That was my mistake on the telling you you lost your dex, it was the wrong modifier. You did not lose that but you did have a -2 penalty to your AC for being effectively blind. Both of those affect most characters but due to uncanny dodge you only get the -2 which for all purposes negated the fighting defensively and amounted to the same thing. Uncanny dodge allows you to keep your dex but does not remove the -2. Sorry for the confusion as to the modifiers but you still would have been hit.


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 handle animal says that I can't use it untrained, and my fiendish dolphins don't seem to speak infernal? Is there a way to command them to use their 120ft Blindsense to gohunt whatever's in the cave to try to tell where there are enemies?

Or to find humans, but the summon spell says they attack to the best of their ability, so would I have some way of sending them out for some tentacled snacks?

Also, Flynn, you got 11 hp back not 9 from the CLW spell, cause it's 1d8+1/level, not /2Levels. So yeah, you aren't at 5 hp, you at 7. Just to point out.

Dhaavan will feed a CLW potion to someone, likely Sko, when the shark comes to the surface. GM, can we potion the shark as a shark?
1d8 + 1 ⇒ (6) + 1 = 7

Sovereign Court

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

Nice finish Flynn, but let's leave it or now and recoup. We can come back here o search once we find Sandara and Ratline. What do you think, potions to heal or spells. Up to you guys as dont want to deplete your abilities. Either way I say eats press on as fast as we can if we have any protective spells up. Plus I don't know how long Sko can stay in shark form. If we are hurrying, then let's down potions to keep going. If we are keeping Sko in shark form then let's go through the larger pathways still keeping to the left though.

Variel has two potions of cure mod. If we are hurrying then Variel will take one himself since Dhaavan fed the shark already.

Variel healing 2d8 + 3 ⇒ (2, 7) + 3 = 12

Edit Ninja'd by Dhaavan so changed slightly


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

Sko emerges from the water a bit bloodied and resumes human form.

"In the water, there's no way we can be stealthy enough to avoid detction from aquatic creatures. If there are other such chambers, we may have to enter them assuming the worst."

After he's healed, "Thanks, that was a vicious beast."

HP: 28/30

I've lost track of everyone's hp's. Sko has some CLW spells if anyone is still seriously injured.


Island of Empty Eyes Map Current Map

Great job everyone. Dhaavan you aren't going to be able to give them complex instructions like that without them being able to understand you without handle animal. Might be a good idea to invest when you level up. Might not matter though...

......as you all hear a blood-curdling scream come from the tunnel across from the one you entered. I have marked on the map where it came from here. Immediately following you hear a roar that shakes the cavern coming from the same direction.

Sovereign Court

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

Guys lets go. I'll still take point behind the dolphins since my spell is up. Just be ready in case we run into another one of those creatures or something worse...

Perception going forward 1d20 + 2 ⇒ (18) + 2 = 20
If there is time and we wait one round Variel will cast enlarge on himself.

Status without enlarge
AC: 21
HP: 23/23

Status with enlarge
AC: 19
HP: 23/23
10ft reach


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

how quick is the turnaround here? We had a round where we all took a potion right after the creature died, then did we hear the scream?
I got 4 rounds of dolphins total. Summoned them in round 2 so they appeared in round 3, then we dropped the thing in round 3 so they are here for 3 more rounds? We spend one healing, so one round to close, and one attack? I'd like to advance now, while I got soldiers, but Rain can lead while Flynn and Variel buff
FLYNN could take a round to retrieve his sword while the rest of us close, easy since it glows, then show up in round 2 of the combat.


Island of Empty Eyes Map Current Map

You guys talked for about 30 seconds before the scream including healing and checking wounds and such. i.e. the Dolphins are gone but you can start summoning before you go in if you wish.

Sovereign Court

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

If we have had thirty seconds, then I would suggest Dhaavan summon some more dolphins while Variel cast enlarge on himself and after the end round of prep head on in. If others want to buff or start moving forward that is up to them.


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)

During the brief moments of conversation, Dhaavan asks Flynn, "That thing ripped into yea both pretty hard, Ya need a potion? I got another Light Cure here. I want to save the bigger one in case anyone goes down in a fight."

If Flynn wants it, he can have another cure light. I'd suggest waiting to use spells till a fight, just in case, since it doesn't burn a move action to take out a spell like it does with a potion.

He's also got time to get his glowing magic sword too.

TO NPC rain for her, She moves up to scout as soon as the scream happens. Dhaavan advances as his move, beckoning for Variel to come with him, and then begins to chant in a soft warped tongue.

rain's perception: 1d20 + 9 ⇒ (17) + 9 = 26

Jack also flaps forward, looking into the dim light as soon as we hear the scream perception: 1d20 + 11 ⇒ (4) + 11 = 15


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)

I will take a potion of Cure Moderate at this time; as I am rather low on HP.

"I think I'll take a potion - it may be tricky to give them to someone in a fight, especially if they are unconscious. Also, if they're underwater... that may be very difficult to feed them..."

Cure moderate Potion -
2d8 + 3 ⇒ (4, 7) + 3 = 14

FYI - Rain has "Shield of Faith - may be pretty handy for whoever is our "pointman".

EDIT: I am now at 21/23 HP. I am not planning on being on the "front" of the part - this time I intend to hang back - and actually attempt to use range. So when we get marching order, I'll be at the back of the party; as before. But it looks like the passage is 10 feet wide - that may effect how we want to arrange ourselves. If Variel is enlarged, I think he takes up a 10x10 space. If we put Rain behind him with her pike that could work. I'd rather see a heavy hitter up front, like maybe Sko - but that's up to them, I guess. Anyway, just tossing out suggestions. But this time i intend to be in the back.


Island of Empty Eyes Map Current Map

Variel before you enlarge yourself you can see that the tunnel from where the scream issued is 5' wide. You can squeeze through it with a bigger form but until you do you will be at penalty.

Dhaavan, half way down the tunnel Jack finds a curtain of bones and sinew blocking the way.

I am working on the battle map and will have it up in a little while. I am in the path of the hurricane so I may not have internet access over the next few days if the power goes out.

Sovereign Court

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

As we are NPC'ing Rain, if everyone is okay with her casting shield of faith on people I am fine with it.

Moving towards the entrance,Rain, If Sko gets the shield of faith then I would enlarge him. Then we have myself first, enlarged Sko, and you with reach. This gives three potential people I range of an enemy up front if needed.

Either way Variel is using a standard this round to start to enlarge someone, Variel or Sko. This way two move actions to get closer to the opening should prevent most of e bottleneck.


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 waits patiently while decisions on spells and targets are made and a marching order is decided on. He will take his place somewhere in the lineup when the decision is made, even in the rear again if necessary since he can move through where other people are if necessary. He will though suggest, "It looks like the passage is barely wide enough for us as we are, Variel. If you enlarge someone we will all be slowed and bottlenecked in the passage. Perhaps it would be better to do that later? But, whatever you decide..." He trails off, hoping Variel knows what he's doing.

Seijiro doesn't know it's a full round spell to cast, but even if he did, he might still suggest waiting as the penalties for squeezing are rather high.

Sovereign Court

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

edited after Jiro's post to explain move start cast and next round move and finish casting. This should get Variel and Sko close to the opening of the chamber to limit the time being squeezed.


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)

Or flynn can take the cure moderate potion. I'm under the impression that we are at this point out of Cure Light potions aside from Dhaavan's.

can we get a potion count?
I got 1 CLW left and my invisibility.

how long's it going to take us to get through that coridor? It's longer than I remember it being, so dhaavan goes close to the entrance and will get through the bone curtain, then start summoning, hiding toward the back with flynn.


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 has 2 potions: one invis and one CMW.


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

any chance that Seijiro can check the 'curtain' for traps before anyone goes through it?


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)

GO for it, Jiro

Sovereign Court

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

Go ahead and check the curtain for traps, Variel will wait till you clear it then proceed. Just waiting for So to post if he wants the enlarge or if he wants me to take it.
One potion cure moderate wounds.


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

perception: 1d20 + 6 ⇒ (13) + 6 = 19

Seijiro moves forward cautiously and checks the curtain for traps before his companions move through it. If there are any traps in/on the curtain, he will attempt to disable said trap(s).

disable: 1d20 + 10 ⇒ (20) + 10 = 30


Island of Empty Eyes Map Current Map

As you look at the curtain you see a bunch of little bone needles intertwined with the regular bones that look to be smeared with a liquid of some sort. Anyone walking through would have had the chance of being poisoned. You are able to pull them off without too much trouble.

Nice job catching that!


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)

Following behind Rain and Variel (and sko?), Dhaavan pats Jiro on the back, "Nice catch there mate. Thanks."

Dhaavan will move up with the vanguard, and as soon as he's around 30 ft away from whatever's in there he'll let the rest through past him and start summoning


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)

Several quick questions:

1. How long have we been in the caves altogether. If the tide comes in, it may make it tricky to get in/out if the water rises? I guess a better question is: how much longer do we think we have before that happens?

2. I'm assuming that we're coming through a rather deep area of water, if we're at the "bottleneck" you mentioned. How deep is the water? Also - the map suggests that in the wide room where the arrow is - the water looks less deep. I think you said that was only 5 feet - is that correct? In other words - am I able to be a use to the team if I am in the back? That is - can I fire my weapon in the back? I believe I should be able to in 5 feet of water - but I don't know/remember if that is supposed to be 5 feet of water.

3. As I live on the east coast, I've taken the liberty of casting "Dain's Hideous Hurricane Prevention" on myself - so I should be fine - but maybe not everyone else is. If other players are out of commission, how do we want to NPC them? At the least, Rain needs to be NPC'd. I can do her, unless someone else wants to. Also, I should be available for posting - proving I don't loose power - and am not at work (we never close: McDonalds, the Mall, the Metro services, The United States Government, the schools, the international airport... they all closed, but my job is open all day long... yay). Anyone have any suggestions on that? I'm open for it!


Island of Empty Eyes Map Current Map

1. You still have half an hour before the tides should roll in.

2. Like I said all the tunnels are between 1 and 3 feet deep the rooms go deeper than that in most areas. As you are not in the room yet you have no idea how deep the room with the arrow is.

3. I will handle Rain per her request before leaving as I have some things I can use her to do.


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

FYI: no power at home or work; phone almost dead.


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)

Can we use potions in the water? We can take an action to hit someone wiht a potion when they drop and heal them. If they just went unconcious in the water, can we uncork the bottle and shove it in their mouth under water, or no potions on unconcious allys in the water?

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list
Sko wrote:
FYI: no power at home or work; phone almost dead.

Hope your safe Sko...good luck we will be here when you return


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)
Sko wrote:
FYI: no power at home or work; phone almost dead.

Good hunting, Sko! Hope you're doing alright.

Well - what's next?


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)

I stand in the murky water - the sounds of roaring still echoing in my ears.

My hands grip my weapons tight enough that my knuckles whiten.

I stare at the filthy curtain - looking at with disgust, my eyes narrowing.

The tension is mounting - I know that if my friends are alive - they're in trouble.

"Oye - what now? Are we advancing - or what? I mean - what's the plan? The trap's disarmed, the curtain's there - and our mates may be right beyond it. How shall we do this?" I ask in a soft whisper at those who stand in the front of the party.

I wait for an answer - then volunteer a suggestion.

"If it was me - I'd have Variel at the front, as he suggested - but we could have Rain right behind him and use that magic spear of hers to jump forward past Variel to rend that foul curtain - then, we advance forward with the advantage of surprise."

"Or we could wait and have Dhaavan summon a creature on the other side of the curtain and attack what is there - and gamble on it being enemies... Hell - I don't know - just making suggestions. But I'm ready to go - just let me know what you need me to do," I add, staring needles at the curtain.

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