DM Michael Cullen's Skull and Shackles

Game Master MichaelCullen

DM Mike Cullen's Skull and Shackles
Strategic Map

BATTLE MAP


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Male Human Expert 1 Warrior 1
Dimitrious Black wrote:
Cyclops wrote:
My ancestors bounds two of our illustrious dead as guardians of this place. Recently they have become unruly. They no longer understand friend and foe. We shall see how you do against them. Then we shall talk. He looks for your agreement before proceeding.
Me and my big mouth

The module assumed you were going to fight everything in here. Your big mouth may end up making it so you only need to fight some things in here. I wanted to save some of the experience of fighting through this place while still allowing the diplomatic route to have significant in game effects. Besides, while fighting room after room of cyclops may be fun in table top, in play by post it would take months. All in all I'm pretty happy with the diplomatic route.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

I like to avoid unnecessary combat if possible and I think Cyclops allies would be pretty cool especially if any pirate lords were thinking about making a move on us...Not that I don't trust pirates


Male Human Swashbuckler 10

Allies; they are CE...they will turn on us at their advantage.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Weirder things have happened, hell we had dragon turtle assisting us in a race


Male Human Swashbuckler 10

yea; that was something hehe


Male Tiefling Bloodrager 4 (Primalist, Steelblood)

Cyclopes are neutral evil. If we make sure it's in their self-interest to help us, we can be reasonably assured that they won't turn on us.


Male Human Expert 1 Warrior 1

This is a tough fight, so I am giving you a chance to throw up a buff or two before heading in.


Male Human Expert 1 Warrior 1

Sorry for the delay in posting. I had a paper due last night and work this weekend.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

*Hugz for the DM* (^_^)


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'
DM wrote:
As Dimitrious enters the "Eye" a wave off black energy crashes into him.

I have Displacement up, does that help?


Male Human Expert 1 Warrior 1

The "Eye of Revelation" has true seeing, but the undead cyclopses probably don't.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Oh it was the eye, gotcha


Male Tiefling Bloodrager 4 (Primalist, Steelblood)

Do we need to post in order, or can we all act since we all beat the undead's initiative?


Male Human Swashbuckler 10

This makes no sense to me; by posts; Dim and Sunny move ahead into the area stealthed; I follow them stealthed watching from the hall; now everyone - who haven't even posted are not there - (but me) is in the iris and have initiatives and I have nothing; what is going on?


Male Human Swashbuckler 10

It was my thought that I would report back to the group what I learned from Sunny and Dim scouting; but that was all skipped and now I am excluded. What gives?


Male Human Expert 1 Warrior 1
Paddy "Pim" Crocker wrote:
It was my thought that I would report back to the group what I learned from Sunny and Dim scouting; but that was all skipped and now I am excluded. What gives?

Ahhhh!!!! Paddy, my apologies. It has been a rough couple of weeks and when I copied the initiative block, I added Guillaume but I completely spaced on you. Please accept my sincere apologies. As a manner of apology, I am going to do something I normally do not. Once during this combat, you may make a reroll of any D20 roll you make.

As for your positioning, I was going off this:

Pim wrote:


Pim stealths after those two but stays in the hall and doesn't enter only trying to be in a good supporting place just in case

Dimitrious went into the "Eye". You can move your icon to the edge of the hall for the start of your turn.


Male Human Expert 1 Warrior 1
Guillaume Coeur-de-Lion wrote:
Do we need to post in order, or can we all act since we all beat the undead's initiative?

Out of order is fine in order to keep things moving. The only dividing line is any monsters. In this case you all beat them so you can go in any order.


Male Human Swashbuckler 10

I am not sure what you mean by move my icon....


Male Human Swashbuckler 10

ok; cool thanks; no worries; was just confused.

Ahhhh!!!! Paddy, my apologies. It has been a rough couple of weeks and when I copied the initiative block, I added Guillaume but I completely spaced on you. Please accept my sincere apologies. As a manner of apology, I am going to do something I normally do not. Once during this combat, you may make a reroll of any D20 roll you make.


Male Efreeti, advanced manthing 45HD

wow that dice roller hehe; not a roll over 10....


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'
DM wrote:
@Dimitrious, Mage Armor adds against attacks from incorporeal creatures because it is a force effect. But it's bonus is an armor bonus which does not add to normal touch AC.

My mistake, for some reason I thought it was a deflection bonus.


Male Human Expert 1 Warrior 1
Valegrim wrote:
wow that dice roller hehe; not a roll over 10....

It has been pretty bad, perhaps the luck will swing?


Male Human Expert 1 Warrior 1

How about them dice, On 9 d20's the only one in double digits was Pim's fort save.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Where is the eye on the map?


Male Human Expert 1 Warrior 1
Dimitrious Black wrote:
Where is the eye on the map?

I just marked it with a purple line on the map.


Male Human Swashbuckler 10

ok; if I under stand this right; we add +1 each to our attack from bless and haste; so +2, if not adjust mine as needed.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Ah! Okeys! WIll be addin' tha' +1 wiff a editin'. (^_^)

Does it be addin' ta' damage as well?


Male Human Swashbuckler 10

wow; my dice rolls to hit; 1,2,3,4; Yahtzee!


Male Human Swashbuckler 10

doh; my bad again; forget that previous discussion post; got confused on my rolls anyway....

for next round; does using acrobatics mean I wont be able to make a full round attack? would I be better with 5 ft step?


Male Human Expert 1 Warrior 1

Pim, you are in flank with Suny's new position. But generically speaking anything more than a five foot step means only one attack.


Male Human Swashbuckler 10

ok; good to know; thanks


Male Human Expert 1 Warrior 1

The map was just too large, it was also causing issues with moving icons around.
This is our new battle map. The old map is our strategic map for reference purposes only.


Male Human Expert 1 Warrior 1

Let me know if any one has any issues editing. I think this will be much smoother, let me know what you think of the change.


Male Tiefling Bloodrager 4 (Primalist, Steelblood)

I like the new map much better. Much better.


Male Human Swashbuckler 10

yes; this is much better ")


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

+1


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Yay fer more easier funin'

*Begins bouncy, happy dancin'*

(^_^)


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

thanks for the poke, I tried but the blindness is gonna hurt me for a bit.


Male Human Expert 1 Warrior 1

After you get ahold of them it won't be as bad.


Male Human Swashbuckler 10

i rolled a perception last round; if I can see you I can call out directions for you, can I see him gm?


Male Human Swashbuckler 10

I am still trying to understand the game; how does suny have 3 attacks at the same bonus?


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Okay.. with out moving this time (Sorry for that)

She gets one attack normally.

She spends one 'Ki' point from her Ninja class to gain a second attack. From the OGC "By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack."

Dim's haste should be giving every one 'Another' attack.. so from Dim she gets her third attack.

That is unless I am being completely weird and wrong and stuffing things up. *Double checks some things*

Yup, I think I'm good. (^_^)


Male Human Swashbuckler 10

If haste gives another attack; I have not been adding it; I thought it only: Haste: One creature/level moves faster, +1 on attack rolls,
AC, and Reflex saves.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Well.. you're part right. There is a extra +1 to attack rolls and a character's AC, which I fergots to add.

But the OGC also reads that there's an extra attack granted. (^_^)


Male Human Expert 1 Warrior 1

If you "full attack" you get an extra attack with haste. You can full attack by using both your standard and move actions. (Which means you can still 5 foot step). But if you move more than 5 feet you only get one attack in that round, haste or not.


Male Human Swashbuckler 10

so; should i do one extra attack for each round as I did not do one for haste; I only added the bonus to hit as I didnt know it gave another attack


Male Human Expert 1 Warrior 1

@Noro, did I forget something that lets you intimidate as a move? Normally it's a standard.
@Guillaume, I'll add the spell to the summary, sorry about that.
@Pim, the first round you moved. The second two rounds you should have had the extra attack. Ill roll them.


Male Human Expert 1 Warrior 1

@Pim, you get your "thrust" damage whenever you are in flank. Flanking link
This is a significant source of your damage. You get it for each hit while you are in flanking, but it is not doubled on a crit. Some monsters like oozes are immune to this extra damage, but I will let you know when that is. In general you should include it any time you are in flank.
You also get it if the enemy is "flat footed" this occurs when you act before them in the first round of combat. Basically you are catching them off guard.
Finally, you get it when the enemy is denied their dex bonus. This happened when the enemy is paralyzed or pinned by Noro.
On average it's an extra 10.5 damage per hit, with 4 or five attacks in a round, it can really add up.


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-
MichaelCullen wrote:

@Noro, did I forget something that lets you intimidate as a move? Normally it's a standard.

@Guillaume, I'll add the spell to the summary, sorry about that.
@Pim, the first round you moved. The second two rounds you should have had the extra attack. Ill roll them.

Intimidating glare rage power


Male Human Expert 1 Warrior 1

Ahh, thanks

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