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

Game Master imimrtl

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Plugg - 10 damage
Scourge - 0 damage
Rahadoumi - 0 damage

Plugg, enraged at being shot, pulls his crossbow and fires a bolt at Horatio. On its way the bolt lets loose a piercing scream that sounds like your loved ones crying out in pain and agony.

Plugg attack on Horatio with crossbow 1d20 + 10 ⇒ (11) + 10 = 21
Damage if hit 1d8 + 2 ⇒ (7) + 2 = 9

Every enemy within 20' of the path of the bolt (which means all of you guys) must make will saves or be shaken for 5 minutes. Shaken= –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Will saves vs fear:
Rain 1d20 + 4 ⇒ (15) + 4 = 19
Seijiro 1d20 + 1 ⇒ (5) + 1 = 6
Horatio 1d20 + 5 ⇒ (16) + 5 = 21
Variel 1d20 + 3 ⇒ (4) + 3 = 7
Valeros 1d20 + 4 ⇒ (8) + 4 = 12
Dhaavan 1d20 + 3 ⇒ (11) + 3 = 14
Sko 1d20 + 6 ⇒ (5) + 6 = 11
Rain, Horatio, and Dhaavan are fine. Everyone else is shaken.

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

Scourge waits for the Rahadoumi to attack before moving in himself. The Rahadoumi move out and begin attacking you all en mass.

I will signify the Rahadoumi by their coordinates. Please do so as well when telling me where you go and who you are attacking. They are all using short swords.

R-W3 moves down to V3 and attacks Seijiro.
Attack 1d20 + 2 ⇒ (17) + 2 = 19 HIT
Damage 1d6 + 1 ⇒ (3) + 1 = 4

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R-X3 moves down to V2 and attacks Variel.
Attack 1d20 + 2 ⇒ (18) + 2 = 20 MISS DUE TO SHIELD SPELL
Damage 1d6 + 1 ⇒ (1) + 1 = 2

----------

R-W6 moves down to V6 and attacks Sko.
Attack 1d20 + 2 ⇒ (20) + 2 = 22 HIT POTENTIAL CRIT
Damage 1d6 + 1 ⇒ (2) + 1 = 3
Crit 1d20 + 2 ⇒ (16) + 2 = 18 CRITICAL HIT
Damage 1d6 + 1 ⇒ (4) + 1 = 5

----------

R-V7 moves around to T5 (avoiding AoO's by keeping out of threatened squares) and attacks Valeros.
Attack 1d20 + 2 ⇒ (4) + 2 = 6 MISS
Damage 1d6 + 1 ⇒ (2) + 1 = 3

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R-Y6 pulls out his crossbow and attacks Horatio.
Attack 1d20 + 2 ⇒ (17) + 2 = 19 HIT
Damage 1d6 + 1 ⇒ (6) + 1 = 7

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Scourge, seeing the Rahadoumi charge in, moves down and quickly hurtles the deck to drop in next to Sko. Acrobatics 1d20 + 8 ⇒ (19) + 8 = 27

Scourge attack on Sko with handaxe, flanking with R-T5
Attack 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20 HIT
Damage 1d6 + 2 + 1d6 ⇒ (3) + 2 + (5) = 10

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You all are up! Kick some ass!!

Rain seeing how the fight is going, immediately calls out for Plugg's head! Activate Freebooter's Bane on Plugg as move action. Draw Boarding pike as second move and extend as swift action. That's the end of her turn.


Island of Empty Eyes Map Current Map

Also please post your status in every post during this combat so that I can have an easy record. Please post in the format below as an example.

Status:
HP= 14
AC= 18

Current effects= Shaken, Shield spell (4 minutes left)


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

Valeros moves away from the clumsy attack of the Rahadoumi and locks his gaze on Scourge. Forget about us. Kill that man, pointing to the Rahadoumi sailor next to Scourge.

Current Stats.
HP: 27/27 (30/30 normally)(1 Con and 1 Dex dmg)
AC: 14,(T11, FF13)
Effects: Shaken(5 minutes)

5-foot step back to remove me from melee.
Standard action to cast Murderous Command on Scourge, DC 15 Will save or he attacks his closest ally on his next turn.


Island of Empty Eyes Map Current Map

Scourge will save vs Murderous Command

1d20 + 3 ⇒ (8) + 3 = 11

Scourges eyes fill with rage as he looks at the Rahadoumi and screams out What did you say about my mother!

Scourge will attack nearest ally on his next turn.

Sovereign Court

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

The shot throwing all of the plans into disarray, Variel still proceeds forward with the intent to take out Plugg as quickly as possible. However this would require more finesse sine eye path was blocked by both Rahadoumi. Tumbling past them and moving up the stairs Variel reaches out to take Plugg's melee weapon from him.

Acrobatics moving through an enemy square 1d20 + 8 - 1 - 2 ⇒ (18) + 8 - 1 - 2 = 23 V3 Rahadoumi
Acrobatics to move through a threatened square 1d20 + 8 - 1 - 2 ⇒ (18) + 8 - 1 - 2 = 23 V2 rahadoumi
Move to Y3.

Combat maneuver check to steal the melee weapon, cutlass if he has one otherwise any good melee weapon he has. 1d20 + 4 - 2 + 1 ⇒ (20) + 4 - 2 + 1 = 23 sweet crit, hope Variel makes it past the rhahadoumi

Variel was hit do to flat footed and -1 dex. 2 damage figured in.

status:

AC: 20
HP: 21/23


Island of Empty Eyes Map Current Map

The cutlass is currently sheathed and as such will be difficult to steal (+5 difficult). Thankfully he does not have a melee weapon out, only the crossbow, so he can't do an AoO. Normally that would mean you miss, however with the crit, I will give you a 50% chance to see if it makes it. As always, high is good.

1d100 ⇒ 6

So you aren't able to get the cutlass but you are up in his face and did not suffer any AoO's getting there.


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 swings up to Y5 (swinging reposition) to flank Plugg with Variel and attacks.

acrobatics to avoid aoo: 1d20 + 16 - 2 ⇒ (9) + 16 - 2 = 23

attack: 1d20 + 6 - 2 + 2 ⇒ (18) + 6 - 2 + 2 = 24
to confirm crit: 1d20 + 6 - 2 + 2 ⇒ (19) + 6 - 2 + 2 = 25

damage on Plugg, 2d6 crit, 2d6 flank: 4d6 ⇒ (2, 6, 4, 5) = 17

status:

current hp 21/25
AC 15
shaken


Island of Empty Eyes Map Current Map

Woohoo Seijiro! Nice shot! I don't have my crit cards with me at work but I will draw one when I get back tonight.

Sovereign Court

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

Your days of tyranny are over. We are here to claim the ship and remove you and Scourge from power.

Immortal:

Just want to clarify for the future...

If a combat maneuver is a Nat 20 but would still not reach the target CMB, you give a 50% chance to succeed. Or is it because it is sheathed that ynapply the +5 and the 50% chance? I am fine with however you rule jut want to know for the future.


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)

With the shot firing, Dhaavan thinks to himself for a moment, wiah I remember that phraise, something about dire-rats and men and their best laid plans, oh well as he invisible shakes his head imperceptabely, moving into range of Plugg and casting his summons.

I can't open the map on my phone, so I can't see coordinates at all, but Dhaavan will move at half speed to stay stealthed, and try to stay out of the way of where enemies would walk getting within 30 ft of Plugg so his summons will appear adjacent to the man.
stealth: 1d20 + 3 + 20 ⇒ (20) + 3 + 20 = 43

status:
HP: full - 17
AC: 12
Spells: casting 1


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 forgot that swinging reposition gives you the ability to take a 5' step after your attack with no aoo's, so Seijiro will move (out of both flanking, sorry Variel, and being flanked) to Z4 after his attack, hoping that Dhaavan's birds will soon arrive to give flank 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)

I do want my bird to appear and move at the top of round 2 to give Variel Flanking, so I'm just going to toss it's action out there right now, i guess, so unless Plugg makes a big move or things change...

The bird...:
...is going to appear at X:4, and take a 5' flap to Y:5 into flanking with Variel and attack Plugg.

bite: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22
for 1d4 + 2 ⇒ (2) + 2 = 4

talon: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
for 1d4 + 2 ⇒ (3) + 2 = 5

talon: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
for 1d4 + 2 ⇒ (2) + 2 = 4

I'll move Dhaavan after I see the results of the enemy action


Island of Empty Eyes Map Current Map

Variel:
Essentially from now on I think I will rule that a Nat 20 on a Combat Maneuver gives you a 50% chance of success if you would not normally have hit. You would have hit if it wasn't for the +5 from the cutlass being sheathed.

Seijiro: Your crit card is Left Reeling: Normal Crit and target takes a -2 penalty to AC for 1d4 ⇒ 1 rounds.


Island of Empty Eyes Map Current Map

Horatio needs to do his round 1 action and then I will give Sko a few more hours to post. I sent him a PM since he hasn't posted in almost 3 weeks. If he doesn't post by tomorrow I will see about getting another player as I have gotten a few inquiries from lurkers.

Sovereign Court

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

Immortal:

Thanks for the clarification. Good to know.

hmm another captain gone by the wayside. Must not be our luck with captains in this Ap. who is up next for captaincy?


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 think that might be 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)

Will Sandara also have a chance to go? As our cleric, her healing may effect what I do.


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 turn away with a sigh and walk back behind the others.

Moving to O:2 I drop "Archeologist's Luck" at this time as a swift action.

Then I turn back to watch the fight, and cast Cure Light Wounds on myself, as it seems I need healing.

1d8 + 2 ⇒ (1) + 2 = 3

Status:

HP: 20/7
AC: 15


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

(You kicked this thing off before others were even ready and now you're retreating???? OMG)


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:
(You kicked this thing off before others were even ready and now you're retreating???? OMG)

I guess so.

Sovereign Court

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

Will Sandara also have a chance to go? As our cleric, her healing may effect what I do.

Remember that Sandara said she is going to try to keep the others out of it instead of joining us. I wouldn't count on her for much assistance Flynn at this point from her.

In other aspects 18 damage to Sko, wow that is going to leave a mark.


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 Flynn wrote:

Will Sandara also have a chance to go? As our cleric, her healing may effect what I do.

Remember that Sandara said she is going to try to keep the others out of it instead of joining us. I wouldn't count on her for much assistance Flynn at this point from her.

In other aspects 18 damage to Sko, wow that is going to leave a mark.

Ah, that is correct. I forgot about Sandara. Rum luck, I guess. A "Channel Energy" spell would be great now. For myself, I have only 7 HP, and that is after the Cure Light spell.


Island of Empty Eyes Map Current Map

Sko swells with rage at the pain inflicted upon him and pulls his scythe, swinging it in a vicious arc at Scourge.

1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9 MISS
2d4 + 7 ⇒ (2, 1) + 7 = 10


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)

Is there any way we can see an updated battle map?


Island of Empty Eyes Map Current Map

Wrapping back around. BEGIN ROUND 2

Sandara and Fishguts have the brawl well in hand on the other end of the ship and from the sounds it seems like they are holding their own against those sympathetic to Plugg.

Plugg, meanwhile, roars at Variel and Seijiro, and replies We'll see you disgusting treehugger! We'll see!, dropping the crossbow and whipping out his Cutlass and Cat. With a deft move he attempts to trap Seijiro's sword and wrest it out of his grasp.

Improved Disarm Combat Maneuver vs Seijiro CMD 1d20 + 11 ⇒ (12) + 11 = 23 SUCCESS

Seijiro's rapier drops to the deck at his feet.

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

Master Scourge turns and attacks the Rahadoumi sailor next to him with his handaxe before shaking his head and coming to his senses.

1d20 + 7 ⇒ (11) + 7 = 18 HIT
1d6 + 2 ⇒ (3) + 2 = 5

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The Rahadoumi continue their attacks on the group.

V3 moves up to S4, suffering an AoO from Rain, and attacks Valeros after seeing what the spellcaster did to his boss.

AoO first from Rain: 1d20 + 5 ⇒ (14) + 5 = 19 1d8 + 7 ⇒ (4) + 7 = 11 AND DROPS HIM TO ZERO WITH A SINGLE HIT! He drops to the floor staggered and is out of the fight for all purposes.

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

V2 charges towards Valeros as well moving to S4, striking out with his short sword.

1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15 HIT
1d6 + 2 ⇒ (5) + 2 = 7

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T5 and V6 both continue attacking Sko

1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14 HIT
1d6 + 2 ⇒ (1) + 2 = 3

1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5 MISS
1d6 + 2 ⇒ (1) + 2 = 3

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Y6 takes a 5 foot step to Y5 and attacks Seijiro.

1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12 MISS
1d6 + 2 ⇒ (5) + 2 = 7

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

You all are up again! Keep kicking ass!


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)

Here's a re-post of my bird's attacks on Plugg. It appears at X:4 screaming as it viciously assaults Plugg tearing at him with Beak and Talon.

bite: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22
for 1d4 + 2 ⇒ (2) + 2 = 4

talon: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
for 1d4 + 2 ⇒ (3) + 2 = 5

talon: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
for 1d4 + 2 ⇒ (2) + 2 = 4

Dhaavan remains where he is, continuing his conjurations, hiding behind Rain, hoping that the Rahadoumi stop their fighting once Plugg and Scourge collapse.

GM, does Invisibility drop if i use Jack to deliver a touch spell? It has a target ,but Jack isn't delivering it...

Sovereign Court

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

Missing once with the disarm attempt Variel will try once more. This time he will aid himself with his potent spell casting as well to ensure that Plugg's weapon belongs to Variel. Knowing he is going to open himself up to an attack by Plugg, Variel tries to grab the cutlass while still maintaining a defensive posture.

Spell combat to cast true strike defensively followed by dropping his cutlass as a free action to disarm Plugg of his cutlass defensively.

Defensive combat casting true strike 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26 DC: 17
Defensively disarm attempt provoking AOO at AC: 23 1d20 + 4 - 2 - 2 - 4 - 4 + 20 + 1 ⇒ (13) + 4 - 2 - 2 - 4 - 4 + 20 + 1 = 26 CMB, shaken, spell combat, defensive, unarmed, true strike, freebooter's bane
Here is to hoping that Jiro's crit brings his CMD lower to get both weapons. Thanks Jiro already.

If disarm beats CMD Variel has the cutlass, if disarm beats CMD by 10 Variel has both cutlass and cat.

Tree hugger. You Got the wrong one here Plugg. Your minds going and your body is to follow soon afterwards as well. Say hello to Jones' locker when you get there.

If successful Variel will swift action to imbue the cutlass to make it magical.


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 moves, drawing one of his daggers as he does so, and attacks the Rahadoumi sailor.

acrobatics to Y6 to avoid aoos: 1d20 + 16 - 2 ⇒ (6) + 16 - 2 = 20

to hit rahadoumi: 1d20 + 6 - 2 ⇒ (19) + 6 - 2 = 23
to confirm crit: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20

dmg incl crit: 2d4 ⇒ (2, 4) = 6


Island of Empty Eyes Map Current Map

Dhaavan: I'm not sure if that would drop invisibility. For right now let's say it does not. The Eagle hit twice.

Variel: You aren't currently flanking the Eagle as the Rahadoumi had stepped up before the eagle could get into position to flank with you. It is currently flanking with Seijiro although not right now as Seijiro doesn't threaten without a weapon in hand.

AoO on Variel vs AC 23 1d20 + 10 ⇒ (13) + 10 = 23 HIT
Damage 1d6 + 6 ⇒ (4) + 6 = 10

After the hit you are able to successfully take the cutlass though! You did not roll high enough to get the Cat.

Edit: Cutlass is already magical, not sure how that interacts.


Island of Empty Eyes Map Current Map

Plugg - 36 Damage taken so far


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

Imm - can you leave me where I was then and put my attacks on Plugg with flank - I thought the bird was above the rahadoumi and i didn't have flank, in which case the dagger would have done dmg to plugg and not the sailor.... plus would do flank damage as well.

flank damage to add to the 6 points of weapon dmg: 2d6 ⇒ (4, 3) = 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)

Magus enhancements stack with those of a weapon. like the paladan ability

Sovereign Court

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

I missed Dhaavan post as well Jiro since earlier he said it was flanking with Variel. His second post corrected that statement and it is you who is currently flanking with the eagle. Oh well. At least Variel is good for soaking up the hits so you can keep critically hitting and sneak attacking him. Note to self ray of enfeebledment first, then disarm second.

Sovereign Court

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

Imm - can you leave me where I was then and put my attacks on Plugg with flank - I thought the bird was above the rahadoumi and i didn't have flank, in which case the dagger would have done dmg to plugg and not the sailor.... plus would do flank damage as well.

[dice=flank damage to add to the 6 points of weapon dmg]2d6

And if successful another crit card as well. Keep it up Jiro. You'll crit card him to death soon. Hmm... Should Plugg Attack the one who disarmed him and is now holding his weapon but has not done any damage and is hurt, or attack the one that keeps finding both kidneys...what to do, what to do


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

Valeros scans his companions and then motions for Flynn to move towards him. Carefully positioning himself away from the sailor attacking him, Valeros reaches out a glowing blue hand towards Horatio.

Current Stats.
HP: 20/27 (23/30 normally)(1 Con and 1 Dex dmg)
AC: 14,(T11, FF13)
Effects: Shaken(5 minutes

5-foot step to Q3 behind Rain to get out of melee.
Then Ready Action to cast Cure Light Wounds on Flynn once he enters my range.
Heal: 1d8 + 3 ⇒ (1) + 3 = 4

Ultimately this will let me get the spell off without provoking and because it's a readied action and I'm posting before Flynn, so long as he moves next to me at any point during his turn, he'll get the healing, even if he were to charge past me, etc.


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 shall draw the short sword, move to 5:R and accept Valeros's offer.

I drop Archeologist's Luck as a Swift Action.

Feeling the power infuse in me, I take the healing from it.

"Thank you," I say to him with a calm and polite voice.

Current Status:

HP: 20/11.
AC: 15

Regrettably, even I charged past you I have no drawn weapon at that time, until I pulled the short sword as a Move Action. Never mind the AoO's for a charge, without the weapon out - I can't fight anyone this round. But we shall see what happens next round, though.


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

Horatio, as a reminder with a BAB of +1 or better, you can draw a weapon as part of a move or charge action. So you can move over towards me, while drawing your short sword, and still have a Standard action left after the 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)
Valeros Jaloksin wrote:
Horatio, as a reminder with a BAB of +1 or better, you can draw a weapon as part of a move or charge action. So you can move over towards me, while drawing your short sword, and still have a Standard action left after the movement.

Ah - Excellent. Thank you very much, in which case I will put it up in a moment!


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 then move to S:5 and seeing that Scourge is in front of me; but for the scum who stand in my way – I shall then lift the sword and strike the sailor in front of me at T:5

Attack on T:5.
1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10

If it hits –
1d6 + 2 ⇒ (1) + 2 = 3

Edit: Damn. I do not think that will effect the sailor in front of me; but it may at least distract him from Sko for a moment.


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 am not sure, but I think Sko and Rain still get to go. By the way - Rain did put Freebooter's Bane on Plugg? I think so - but I can't remember at this time. Thank you.


Island of Empty Eyes Map Current Map

Seijiro: I would move you back but looking at your post, you would have missed with your attack on plugg and wouldn't have gotten the crit because you would have had no need to roll acrobatics of which you had a natural roll of a 6 + 6 - 2 which would have given you a 10 to hit him. You can move and get the crit on the Rahadoumi though. Your Crit Card for the Rahadoumi is....NERVE CLUSTER!: Normal Damage and target is Stunned 1d6 ⇒ 2 rounds. (DC 20 Fort Save to act during those rounds)

Plugg should actually be at 38 damage due to Freebooter's Bane which I had neglected to add.

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

Sko continues attacking Scourge

1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16 HIT
2d4 + 7 ⇒ (2, 1) + 7 = 10

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

Rain takes a 5 foot step back to get out of range of the Rahadoumi in front of her and casts Bless upon the group. You all feel a surge of divine energy rush into you. +1 to attack and saves vs fear


Island of Empty Eyes Map Current Map

Plugg has taken 38 damage, Scourge has taken 10


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)

Spoiler:
beside his flockmate a second Eagle appears at X:3 to give Jiro a flank-mate if he moves to z5

Now Blessed by Rain, Fiendish Eagle 1 attacks Plugg with renewed vigour, tearing viciously at him.
bite: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
for 1d4 + 2 ⇒ (1) + 2 = 3

talon: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
for 1d4 + 2 ⇒ (1) + 2 = 3

talon: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8
for 1d4 + 2 ⇒ (3) + 2 = 5

Giving Sejiro a chance to dance past the stunned Rahadoumi Sejiro can move to Z:5 for a flank the fiendish eagle pauses a few moments to get its bearings before laying savagly into Plugg.
bite: 1d20 + 3 ⇒ (6) + 3 = 9
for 1d4 + 2 ⇒ (4) + 2 = 6

talon: 1d20 + 3 ⇒ (20) + 3 = 23
for 1d4 + 2 ⇒ (1) + 2 = 3

talon: 1d20 + 3 ⇒ (7) + 3 = 10
for 1d4 + 2 ⇒ (2) + 2 = 4


Island of Empty Eyes Map Current Map

Dhaavan, we are still in round two. You mean you begin your incantation to summon again but the second one wont appear until next round because you already had one appear in round 2.


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

because plugg moved, new eagle will have to appear in what would be Z3 to give S. flank after S. moves to Z5... but that will have to be next round since S. moves before an eagle will show up.

Seijiro moves (5'step to Z5) and attacks Plugg with his dagger.

to hit: 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 18

dmg if that hits: 1d4 ⇒ 2


Island of Empty Eyes Map Current Map

Begin Round 3

Plugg smiles grimly and says That's mine worm! before lashing his cat at the sword attempting to yank it from Variel's hand before taking a step to the side. He then yells out Men! To me!

Improved Disarm vs Variel CMD 1d20 + 11 ⇒ (11) + 11 = 22 SUCCESS

The cutlass falls at Variel's feet. 5' step to Z4.

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

Scourge swings his handaxe in a vicious arc and attempts to take Sko's head off.

1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14 HIT
1d6 + 2 + 1d6 ⇒ (4) + 2 + (1) = 7

Sko has taken 28 points of damage so far.

Rahadoumi up next


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)

oops! I saw your post and started writing while I was waiting for the enemy round and then forgot about that and had to run out the door. But Plugg and Scourge are up now right? Cause everyone else has taken their turns. So what I posted is relevant to next round, round 3.

I'll spoiler it or delete the post and re-post it after the bad-guys go. Sorry about my confusion...


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

oops - sorry I thought the bad guys had gone - just move my post down or I can repost if you want, whichever.


Island of Empty Eyes Map Current Map

No problem you two, just do me a favor and repost after wards so we can keep it in order. You can keep the same results assuming they still apply.


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

reposted from above to keep things in the proper order:

Seijiro moves (5'step to Z5) and attacks Plugg with his dagger.

to hit: 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 18

dmg if that hits: 1d4 ⇒ 2

status:

21/25 hp
ac 15
shaken

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