Diamondust's Skulls and Shackles

Game Master Diamondust

Having escaped Bonewrack Isle, the crew of the Man's Promise look to become anonymous before they can build their fame.
Rickety's Squibs


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1d2 ⇒ 2
1d6 ⇒ 1
hey Diamondust do you really want Kunala cooking with Fishguts or do you want him in the rigging?


Kinda forgot about you. No extra cooking. You are put on Upper Rigging Work.


Male Spells 1-3/5 2-3/4 Human Cleric 10 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

I've complained about my rolls before but 1,2 then 1 and 2 again, Reinald your a legend

Jord heads up the mainsail, climbing and slipping and trying not to look down

Prof Sailor: 1d20 + 4 ⇒ (12) + 4 = 16

Con: 1d20 + 1 ⇒ (12) + 1 = 13

Jord concentrates on singing to hide his nervousness and help him ride through the aches and pains of the unfamiliar job..

"The king and his men,
Stole the Queen from her bed,
And bound her in her Bones,
The seas be ours,
And by the powers,
Where we will, we'll roam.

Yo Ho, haul together,
Hoist the colours high,
Heave Ho, Theives and Beggars,
Never Shall We Die!

Some men have died,
And some are alive,
And others sail on the sea,
With the keys to the cage...
And the Devil to pay,
We lay to Fiddler's Green!

The Bell has been raised,
From it's watery grave...
Do you hear it's sepulchral tone?
We are a call to all,
Pay heed the squall,
And turn your sail toward home!

Yo Ho haul, together,
Hoist the colours high
Heave Ho, Theives and Beggars,
Never Shall We Die!

The king and his men,
Stole the Queen from her bed,
And bound her in her Bones,
The seas be ours,

Yo Ho haul, together,
Hoist the colours high
Heave Ho, Theives and Beggars,
Never Shall We Die!"


Diamondust wrote:
Kinda forgot about you. No extra cooking. You are put on Upper Rigging Work.

climbs:
Upper rigging, Hmm, should have kept my mouth shut. I guess I should have put skill points into climbing instead of sailor. 50 ft. @ 1/4 speed = 7 successful rolls

climb: 1d20 - 1 ⇒ (8) - 1 = 7 no progress
climb: 1d20 - 1 ⇒ (8) - 1 = 7 no progress
climb: 1d20 - 1 ⇒ (3) - 1 = 2 fell 0 ft.
climb: 1d20 - 1 ⇒ (15) - 1 = 14 climbed 6.67 ft
climb: 1d20 - 1 ⇒ (5) - 1 = 4 fell 6.67 ft. Take damage?
climb: 1d20 - 1 ⇒ (12) - 1 = 11 climbed 6.67 ft
climb: 1d20 - 1 ⇒ (16) - 1 = 15 climbed 6.67 ft
climb: 1d20 - 1 ⇒ (7) - 1 = 6 no progress
climb: 1d20 - 1 ⇒ (16) - 1 = 15 climbed 6.67 ft
climb: 1d20 - 1 ⇒ (17) - 1 = 16 climbed 6.67 ft
climb: 1d20 - 1 ⇒ (7) - 1 = 6 no progress
climb: 1d20 - 1 ⇒ (5) - 1 = 4 fell 26.68 ft 20 drop, how much damage for the extra 6,67?
20 ft: 2d6 ⇒ (2, 6) = 8 8 pts of damage plus whatever from the two partial distances
climb: 1d20 - 1 ⇒ (3) - 1 = 2 fell 0 ft.
climb: 1d20 - 1 ⇒ (4) - 1 = 3 fell 0 ft.
climb: 1d20 - 1 ⇒ (7) - 1 = 6 fell 0 ft.
climb: 1d20 - 1 ⇒ (18) - 1 = 17 climbed 6.67 ft
climb: 1d20 - 1 ⇒ (19) - 1 = 18 climbed 6.67 ft
climb: 1d20 - 1 ⇒ (15) - 1 = 14 climbed 6.67 ft
climb: 1d20 - 1 ⇒ (4) - 1 = 3 fell 20.01 ft.
20 ft: 2d6 ⇒ (3, 5) = 8 took another 8 pts. damage now at -4 hp
stabilize: 1d20 + 1 ⇒ (10) + 1 = 11 stable @ -4

'Crap, I knew Mr. Plugg had it in for me' Hearing the order to go to the top rigging Kunala salutes and heads to the nearest ropes. Having trouble getting his footing he eventually gets into the webbing. Nearing the first boom he sees it moving toward him and attempting to get out of its way he slips and falls to the deck, cracking ribs and possible other damage. 'Crap that going to hurt in the morning, I hope it's just ribs.'

Being a little dizzy Kunala has trouble getting his footing on the rigging again, but eventually begins to climb. nearing the boom again changes his angle of approach and again, loosing his handhold drops to the deck. This time he remains unconscious, his skull cracked and bleeding, his leg bent under his body in an unnatural position.


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

Just as the doctor was heading to the rigging, dreading the climb, he is interrupted by a crash as Kunala hits the deck nearby. He rushes to the stricken man's side, checking his injuries.

Heal: 1d20 + 3 ⇒ (16) + 3 = 19

"Speak to me, man!" he calls out, lightly slapping Kunala's face. "Unconcious, but stable. Possible break in the left upper leg, skull fracture. Someone fetch clean water and bandages!"

Alternatively, could I or someone have been observant enough to stop an obviously concussed sailor from heading back up into the rigging?


You still have your normal repair job. Your assignment hasn't been changed. You could definitely notice him fall and get hurt.
26ft. fall damages as if a 30ft. fall. So I'm going to say you took the first 3d6 that you rolled = 9dmg.

Genade is not the only one that notices Kunala falling and hurting himself. Some of the crew laugh in jest. The Captain, overseeing the chase as the Wormwood closes in now notices too. "What fool is this in my rigging! If you can't learn the ways about a ship you aren't worth the food it takes to feed you. Scourge! Put that idiot to swabbing." Your job gets reassigned, there is no care about your injuries and you are expected to swab with the best of them.


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

*Rewinding noises*

The doctor steps over to the fallen sailor and checks on him before helping him up. "That was quite a bump. Would you like me to get that healing potion?"


Diamondust wrote:
26ft. fall damages as if a 30ft. fall. So I'm going to say you took the first 3d6 that you rolled = 9dmg.

if that's the case, his first fall was the fifth roll where he dropped 6.67 ft. IE. 10 ft. so his damage would be 2 right? ;)


Male Spells 1-3/5 2-3/4 Human Cleric 10 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

if Jord can get to Kunala he will... so he can cast a cure spell


A short fall like that they just order you back up. So your second fall actually does 14 dmg and you're unconscious at -4 again.


Jord can heal Kunala if he wants to.


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Rigging Job: 1d6 ⇒ 1

Climb: 1d20 + 6 ⇒ (2) + 6 = 8

Climb: 1d20 + 6 ⇒ (4) + 6 = 10

Jerieth, probably unnerved after seeing Kunala fell, although more likely she is getting tired of hearing Scourge and Plugg's voices, doesn't make much progress on her first try, but being a determined (extremely hardheaded person), she makes it on the second...but barely.

Sailor: 1d20 + 5 ⇒ (20) + 5 = 25

However, despite her lackluster climb, her rigging work is well, for lack of better works, probably the best rigging work that the Wormwood has ever had.

"Hope that impresses the Captain, and Plugg and Scourge. Getting real tired of Scourge and Plugg bullying people around. I bet two gold coins and the clothes on my back that those two wouldn't even make it in the Andoren Navy," the undine thought to herself as she finishes up.

She then finds Cog, and talks to him again, asking him if he would like to share any tales with her.

Diplomacy: 1d20 + 9 ⇒ (17) + 9 = 26 Sweet! I hope that works.

Afterwards, Jerieth finds Sandara and asks the priestess to tell her more of her life before finding herself on the Wormwood.

"Just want to get to know you better sweetheart is all. Besides, I'm not one to just jump in bed with anyone...well, usually. Although...You on the other hand...I would make an exception for," the undine says with a smile and a wink as she flirts with the redheaded pirate woman.


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

Strength: 1d20 ⇒ 2
Constitution: 1d20 + 3 ⇒ (18) + 3 = 21

Sejanus does not do a very good job with the ropes. It's almost like they've never heard of an aptitude questionnaire!

He does, however, avoid becoming fatigued.


Cog tells a grim tail of a necromancer who lost control of his undead servants and was locked in his upper rooms until some adventurers later destroyed his minions and looted his rotting corpse. After he finishes the tale you realise he was one of those adventurers. "I burnt the entire place down." He hates you less now.

-----

Another hard night of sailing brings the Wormwood closer to the merchant vessel every hour. By dawn the distance separating the two ship is less than half a mile. The Captain instructs Kunala (if healed to consciousness) and Fishguts to slaughter half a dozen pigs and slit their necks and throw them overboard in order to attract sharks to the area.

As the battle approaches Riaris Krine, your instructor from the other day is organising everyone with weapons and setting out grappling hooks and rope for the boarding. She speaks to Reinald about your role during the battle, "The ship’s wheel is on the aft deck, just below the sterncastle. You’re going to grapple over, kill the guards on the sterncastle, take the wheel, and guard the ship’s boats. Kill anyone who tries to get away on one of the boats. Don’t move from the wheel until the fighting’s done, or you’ll have to answer to me. Oh yeah, as we get close, it’s going to get foggy. Just stick to what I told you to do." Reinald is designated as the leader of your group for this battle.

If you haven't regained your things or have a proper weapon Riaris makes sure you are outfitted with one of the following options:

  • club
  • heavy crossbow with 10 bolts
  • cutlass
  • javelin
  • short spear


The two ships soon enter into firing range (~120 feet). The crew of the Man’s Promise begins to bombard the Wormwood with missiles, mainly crossbow bolts, but also with two ballistae on the sterncastle attacking the Wormwood’s rigging in a futile attempt to slow the pirate ship. At the same time, banks of heavy mist suddenly envelop the enemy ship. Some of the pirates on the Wormwood exchange crossbow fire with the enemy too.

The ships will be alongside and grappling will start in 4 rounds. With your instructions to take the aft deck, wheel and ship boats you are gathered on the Wormwoods aft(rear) deck ready to grapple. If you wish to fire on them the closest enemies have cover and total concealment from the fog. You could randomly hit one of them though. Otherwise just let me know how you prepare for the battle and how much Kunala is healed. You have time to retrieve any of your possessions that you might need for a fight.


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

Genade takes a spear and crouches behind the cover of the railing. He takes a flask out of his coat, looks out across the narrowing gap between the ships, and waits.


Male Spells 1-3/5 2-3/4 Human Cleric 10 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

On the day of his injury Jord will Heal Kunala

"Kurgess bless this man with your curing light, for he was striving mightily and did not succeed, as do all who tread the path do victory."

Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6

Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5

When the battle nears Jord realizing they have to climb will not put on his armour unless he can scrounge some leather armour up and use his shield, he affixed a weapon cord to his morning star

When they get into range Jord will throw his javelins (3) at the enemies near the stern castle,

Javelin: 1d20 + 1 ⇒ (10) + 1 = 111d6 + 2 ⇒ (3) + 2 = 5 Percent to hit: 1d100 ⇒ 76

Javelin: 1d20 + 1 ⇒ (16) + 1 = 171d6 + 2 ⇒ (3) + 2 = 5 Percent to hit: 1d100 ⇒ 95

Javelin: 1d20 + 1 ⇒ (8) + 1 = 91d6 + 2 ⇒ (6) + 2 = 8 Percent to hit: 1d100 ⇒ 69


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Jerieth tossed over the grapple and began climbing over to the other side.

Climb: 1d20 + 6 ⇒ (20) + 6 = 26

Climb: 1d20 + 6 ⇒ (7) + 6 = 13

Climb: 1d20 + 6 ⇒ (10) + 6 = 16

She eventually gets on board the other ship, wielding her rapier.

She didn't however, approve of the captain drawing in the sharks, but of course, that was probably the aquatic elf in her talking. But also the fact, she really really didn't want to end up as shark food!


Not boarding yet Jerieth. You are just preparing for the battle. Grabbing what weapons you need, perhaps buffing up. Also grappling requires an attack roll.

Kunala feels better. now at 7hp.


Male Spells 1-3/5 2-3/4 Human Cleric 10 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

Jord will also use channel energies to get Kunala and anyone else that needs it. He had all but one still left.

Channel energy: 1d6 ⇒ 1

Channel energy: 1d6 ⇒ 5

Channel energy: 1d6 ⇒ 4

Channel energy: 1d6 ⇒ 5


Thanks, save those last two Jord, the 6 from the first two top him off


2 of those will get him to max. No need to waste any.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Reinald afixes his buckler. Straightens his clothes and makes sure everything is strapped on tight.


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

The doctor eyes the railing, then gauges the length of the spear. Hmm, not much longer than the height of the rail. He leaves the spear at the railing and moves a few steps back to the mizzenmast, readying himself for a running jump.


sorry been busy preparing for the holiday
earlier
Kunala gets up slowly, rubbing his head, "Thanks Jord"

Now
I'm glad I started carrying my weapons since that bilge incident. Seeing the enemy ship near and hearing the order to prepare to board Kunala grabs a grappling hook and heads to the rigging. 'This looks like a good place to swing from.' Intending to swing from the rigging Kunala begins to climb. 'Crap, I think I reinjured my shoulder, I need to practice climbing, I've been in the kitchen to long.'After slipping and then falling Kunala eventually climbs up into the rigging and prepares to throw his grapple.

climb:

climb: 1d20 - 1 ⇒ (7) - 1 = 6
climb: 1d20 - 1 ⇒ (16) - 1 = 15
climb: 1d20 - 1 ⇒ (6) - 1 = 5
fall: 1d6 ⇒ 5
climb: 1d20 - 1 ⇒ (20) - 1 = 19
climb: 1d20 - 1 ⇒ (8) - 1 = 7
climb: 1d20 - 1 ⇒ (18) - 1 = 17


Through the fog Jord throws his javelins unsure if he was hitting anything. He drew some attention to your group as several volleys of crossbow shots were sent your way, one just nicking Jord on the thigh (1 dmg). The two ships are finally within grapple range and a dozen or more grapples are thrown from the wormwood hitting the enemy merchant ship, locking the two ships side by side. "Take her men! She's ours!" the captain shouts long and loud.

Genade stands ready to Jump over without the bother of grappling and climbing.
Kunala stands in the rigging ready to grapple and swing.
Reinald and Jerieth hold grapples ready to throw.
Sejanus waits.
Jord looks up at Kunala.

Round 1
Battle initiative will start with the first one onto the other ship. Throwing the grappling hook is a standard action requiring an attack roll at AC 5 to hit(no penalties for range unless throwing at their rigging from your deck). 2 DC 10 climb checks(each a move action) are required to get all the way over. Swinging over is an Acrobatics DC 10 to land in a chosen square. Running jump is Acrobatics DC 16 for height and then DC 10 for distance. If anyone falls you can make a Reflex Save DC 20 to grab the side and not fall into the water.

Current Orders

  • Take the sterncastle and wheel
  • Guard the boats and kill any who try to escape on them


'This is what we signed on for, It's going to get very serious very fast.' As the boats collide together Kunala begins to spin his grapple by the rope. Picking a place in the rigging to aim for, He releases the grapple.

''Well that was a lucky throw.' catching his grappling hook on the Mizenmast, just as he aimed. He tugs on the rope and swings over, calling to the crew. "Lets take it to 'em!" totally missing the spot on the sterncastle that he was aiming for.

'Oh crap, I over shot! I hope I don't land in the water.' Losing his bearings, Kunala drops, hoping it isn't into the bloody water.

well at least one roll went well, Diamonddust, would you place him where he would have landed?

grapple: ranged touch: 1d20 + 5 ⇒ (19) + 5 = 24
acrobatics: 1d20 + 2 ⇒ (4) + 2 = 6
init: 1d20 + 6 ⇒ (20) + 6 = 26


Of your choice means you are supposed to choose where you want to land.


Diamondust wrote:
Of your choice means you are supposed to choose where you want to land.

he rolled a 6 on the landing, so didn't he miss? Do you want me to pick a spot and then roll an 8 for a miss like you do with splash weapons?


Yes that's exactly how I already explained it.


I can't move the circles on the battle map, Kunal was aiming for square south west of the northern aft steps, rolled a 6 so he landed on the northern aft stairs
miss: 1d8 ⇒ 6

releasing the rope late, Kunala fortunately misses the rail but he lands on the northern stairs.


So you chose next to the wheel basically?


Male Spells 1-3/5 2-3/4 Human Cleric 10 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

Climb: 1d20 + 3 ⇒ (4) + 3 = 7

Climb: 1d20 + 3 ⇒ (18) + 3 = 21

Climb: 1d20 + 3 ⇒ (12) + 3 = 15

Jord proceeds to start climbing up so he can throw a grapple from high... after a false start he makes it.

I'm not sure how long this will take him?


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Grapnel: 1d20 + 3 ⇒ (13) + 3 = 16
Climb: 1d20 + 8 ⇒ (10) + 8 = 18
climb: 1d20 + 8 ⇒ (10) + 8 = 18


Diamondust wrote:
So you chose next to the wheel basically?

Basically yes. I was thinking two squares in front of the wheel, six squares in and three down from the edge of the boat (southwest of the first flight of northern stairs) so he didn't give an immediate AoO


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Acrobatics: 1d20 + 5 ⇒ (5) + 5 = 10

Jerieth swung over to the other ship, barely making it!

"By Calistria, Desna, and Besmara! That was close!"


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

The moment the ships align and the grapples start flying, Genade slams back the contents of his flask. He flinches, and all his muscles seem to tighten at once. "Yeah. Yeah, yeah YEAH!"

Drinking Dexterity mutagen(standard action): +4 Dex, -2 Wis, +2 Natural Armor. 10 minutes(60 rounds)
Jump for the rail: 1d20 + 5 ⇒ (1) + 5 = 6 #$%@
Jump for the gap: 1d20 + 5 ⇒ (17) + 5 = 22

He bursts into motion, leaping for the rail with a bestial scream. Unfortunately, he catches his foot on the rail, and it sends him over the side!

Reflex to catch on to something?

Reflex: 1d20 + 8 ⇒ (9) + 8 = 17


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

grapnel ranged touch: 1d20 + 2 ⇒ (8) + 2 = 10
Acrobatics: 1d20 + 2 ⇒ (18) + 2 = 20

Sejanus lands his grapnel and swings over, graceful as a dove in flight. He lands on the square immediately SW of the rear mast.


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Is there anyway I can grab the doctor and keep him from falling into the water with the sharks?


Jerieth you know you need an attack roll to throw a grappling hook first? No you aren't able to save him.


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Sorry. My brain is fired... :(

Grapnel hook attack: 1d20 + 2 ⇒ (2) + 2 = 4 Damn. This just isn't my round. :(


Kunala is the first to make it over before any of the sailors have the chance to see him swing over. Sejanus quickly follows and the enermy ship is boarded. Jord climbs up ready to follow as Jerieth fails her first throw and readies to try again. Reinald take the slower but simpler route after grappling their rails and fastening his end of the rope. Unfortunately Genade rushed in a bit too quickly and misjudged the height of the Wormwood's rails catching his leg and plumetting with a splash into the now shark infested water. Across the length of the Wormwood your fellow pirates climb across their grapple ropes or lower planks and walk across the middle where the ships almost touch. The fog makes anything on the enemy ship difficult to see but you can hear the efforts of the sailors trying to repel the pirates. The clash of swords, yelling of sailor and pirate and one or two other splashes.

The sailor(1) at the top of the stairs draws his short sword and swings at Kunala. Another(6) fires his crossbow at him but being careful not to hit his ally goes far wide.

The sailor(2) Sejanus flew past turns to fight him with his short sword and corners him aided by a crossbow wielding ally above who hits Sejanus at almost point blank range (7 dmg).
Jerieth must throw again this round before you can swing.

Several crossbow bolts fly past Reinald's ears luckily missing him as he makes his way over.

Round 2
DC 10 climb check to get out of the water and climb the side of the ship. 2 climb checks total to get on board. No shark attack yet Genade...
Jord one of your climb checks from last round ate into this round leaving you only a standard action this round to throw the grapple.
Reinald's 2nd climb check makes it across leaving 1 standard or move action left for you in this round.


Crud, landed on the steps! lucky I'm upright, that shortsword looks sharp, time to put this smoke wagon to work.' Half stumbling on the steps, Kunala manages to draw his pistol as he stands upright. Leveling it at the sailor with the shortsword, he squeezes the trigger. Accompanying the roar is a flash of fire and black smoke as he fires at the crewman who is defending his ship.

steps are rough terrain so no five foot step, looks like he's taking an aoo. move action; drawing his pistol, attack: pistol, Focused aim, spends a grit point firing at the swordsman.

attack: 1d20 + 5 ⇒ (6) + 5 = 11 for damage: 1d8 + 3 ⇒ (6) + 3 = 9


Male Spells 1-3/5 2-3/4 Human Cleric 10 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

Next round

Jord tries to throw the grapple again

Grapple: 1d20 + 1 ⇒ (13) + 1 = 14


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Reinald rushes the crossbow sailor.

Cutlass: 1d20 + 3 ⇒ (16) + 3 = 19
buckler: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d6 + 4 ⇒ (4) + 4 = 8


Kunala wrote:

steps are rough terrain so no five foot step, looks like he's taking an aoo. move action; drawing his pistol, attack: pistol, Focused aim, spends a grit point firing at the swordsman.

attack: 1d20 + 5 ⇒ (6) + 5 = 11 for damage: 1d8 + 3 ⇒ (6) + 3 = 9

Hey Diamondust, I totally forgot that Kunala had pointblank shot, can we add +1 to the attack/damage, making them attack 12/damage 10?hopefully a 12 hits the sailors 'touch armor class' ;)


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

The doctor's hands find a hold, and he begins climbing.

Climb: 1d20 ⇒ 1
Climb: 1d20 ⇒ 17
Climb: 1d20 ⇒ 4
Climb: 1d20 ⇒ 12
Climb: 1d20 ⇒ 4
Climb: 1d20 ⇒ 15
Climb: 1d20 ⇒ 19

sigh


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

I really thought that more people would make it across and I wouldn't be surrounded by enemies. Oh, well...

Sejanus begins casting a spell, hoping that the sailor on front of him does not interfere. He has little choice with the cramped space.

"Ira flammae vocat vos caedit!"

A roaring jet of flame erupts from his hands.

Aiming to catch Sailor 1 and Sailor 2. Hopefully the railing protects Reinald.

3d4 ⇒ (4, 1, 2) = 7


You wanna concentrate to cast defensively on that? Otherwise you take an AoO from sailor 2.


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

Good idea! Thanks.

concentration check: 1d20 + 6 ⇒ (4) + 6 = 10

Oh, poopy.

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