GM bloodred Skulls and Shackles

Game Master Alexander Sabadosa

Roll 20

for roll 20 if we end up using it, there are several hand outs to help with Ship jobs and Ship actions.


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Still setting up. Roll 20 is up on the Campaign info tab for those that can utilize it.


You hear the creak of the ship, as you slowly climb to consciousness, you note the two lanterns that are bolted to the walls in the wooden room you happen to be in. You can feel the movement of the timbers beneath you as if still drunk, you start to notice the pitch and yaw of what can only be a boat. You all happen to remember parts of the night before, drinking a little bit too much, the smell of exotic meats, the woman or man who might have been on your arm. These are all washed away when you each feel the onset of a splitting headache. You notice that for the most part you have none of you gear

Untrained Sleight of Hand DC 16:

On 1 or 2 very small items, a dagger, maybe a health potion, a spellbook, a scroll or two, your cleric symbol, something like that if i havent listed it ask and if its possible. Obviously all the money is gone.
Pretty much figure that weapons and armor are taken for sure.

From this point RP, however no standing this isnt a meet and greet, if you want to bellyache a little thats fine. After a little Master Scourge will come in, with 10 Pirates with him. (had to increase due to party size)

And away we go.

Two ways for Animal Companion, Stealth or no Stealth, if Stealth roll the check but dont fail and want to go the no stealth route.
EDIT:

If you have an animal companion: DC 18 stealth or non-stealth route:
If Stealth, you notice your companion in the room sticking to the shadows till you awake. If your companion didnt stealth DC 18 Then he is hiding somewhere on board, waiting for you to come by. If you can sense your companion or familiar then it/he/she is on and will rejoin you if its a small companion, if its medium and will have a hard time perching on your should, Then i would suggest keeping it in the hold for now. Garm might make a nice belt, or bandolier, still alive of course just on you and not in the way of other pirates that might like snake soup.


HP 28/28, AC 16/13/13, F 2+. R 4+, W 4+, Init 3+, Perception 11+

Turin wakes up grimacing as he remembers the deal gone...wrong? He checks his things and finds his armor is gone, his dagger however is still concealed within his old, leathery boot on his left foot. In the other boot lies the accouterments of his trade, a few pieces of good quality chalk...

Turin waits for the others to wake up in turn...

sleight of hand1d20 + 1 ⇒ (17) + 1 = 18


Male ru-shi Thassilonian gluttony specialist / cruoromancer 1 HP 8/8 {effects: none} | AC 11 (T11 FF10) | F+2 R+1 W+1 *| Init+1 | darkvision 60', low-light vision, perc -1

Sleight of Hand: 1d20 + 3 ⇒ (19) + 3 = 22

Ostarian groans softly as consciousness returned to him. Drugged, he cursed under his breath. Not business but a trap. No wonder he was staring so incredulously at me. I must have ingested several doses before succumbing. He opens his eyes a little, squinting in the lantern light, feeling a little queasy as the room seems to shift around him. Potent drugs... No... wait... this is a boat. Pirates? It stands to reason... drugged in a pirate port, end up on a ship, he sighs, closing his eyes once again. Why on earth would they press gang me? As if I have anything to these fools could want...

The large mans hands begin to feel along his form. No major injuries, that is good, but it seems my things have been taken, he frowns for a moment before his roaming hands find something at his belt, concealed under the cotton-covered folds of his obese flesh. My pouch! Well all is not lost, but I'll need to be judicious with it's use. Until I find my book, my power will be limited.

I figured a spellbook would be a bit too big to conceal and be left behind by his captors (it's a 3 lb book after all).


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

SoH: 1d20 + 2 ⇒ (14) + 2 = 16
Garm-Stealth: 1d20 + 7 ⇒ (19) + 7 = 26

Hmm... Ah that pain is refreshing bless you night hunter. Why am I here though, last I remember was visiting father's grave. He eaxamines the area, the scent of tar, low burning oil lantern, stripped of his effects and left mostly unharmed. Pressganged if the tales spoke right.
"If the old wretch could only see me now, on the path ta greatness he'd say, guess they figured out what I was rather than dismissing me as a mongrel beggar."
Looking again to his person he spies one of his knives in the fold of his boot, the obsidian edge of the ritualistically sharp knife glinting darkly. Next to it the small hand carved whistle of a serpent biting its tail that Nevandi had trained Garm on.If she didn't escape they likely killed her, don't know these people but if that's the case I will need to make them die painfully. I'd enjoyed Garms company, she appreciated my efforts." breaking thought to look around he notices a suspicious looking rope bundled in one of the loops, then the rope blinks once.
"So, Drugged or Beaten?" the druid asks as he looks around the room to his fellow slaves. "Also, don' step on tha' rope pile o'er there." Nevandi states pointing toward a rope pile closer to the opposing edge of the room. It looks decidedly like rope.
The mans blue skin and blind white eyes showing that his vision was undamaged. The few small wounds on his face oozing crystal clear liquid in place of blood.


Female Human Musket Master 1 Init +7; Hp:12/12; AC: 18; Touch: 15; FF: 13, Fort: 3; Ref: 7; Will: 3; CMB: +4; CMD: 19; Perception +8, Sense Motive +3

Sleight of Hand: 1d20 + 5 ⇒ (3) + 5 = 8
She first hears the creaks of the ship as loud screeches and light against her eyelids. She groans and covers her eyes with one arm. Where am I? What did those two bastards do to me...

Realising she is lying on her back on solid wood she opens one eye and accidentaly looks at a lamp. She looks away and waits for some vision to return so she can look around. As it dawns on her that she is most likely in the hold of some ship she tries to sit up and falls back. How am I still this drunk? After another try she is sitting up and able to look around a bit more. Two lanterns, several others sprawled around near her, likely also kidnapped along with her. Well they don't aim to make us whores at least. she says when she sees there are men also.

Feeling her pockets she realises they are empty. Her armour and musket and other possessions had been secure in her room. Had they ransacked it or would the tavern keeper find it? "Besmara's t+#%!"


vitals:
Hp: 16/16 AC: 16 / 14 / 12 F: 4 R: 5 W: 0 Evade +1 Init +4 Perception +0
Human Male Swashbuckler/1
abilities:
Acrobatics +3, Bluff +6+2, Climb +5, Diplomacy +6, Escape Artist +7, Handle Animal +2, Intimidate +6+1, Profession (Sailor) +1+1, Ride +3, Sense Motive +5, Swim +5

AWAKEN

Tris's eyes open immediately as the word roars in hsi head, and immediately regrets doing so. His captors had been gracious enough allow him the taste of grog at the inn the stopped at. And while it feels as if his head is splitting open, the rolling of the world underneath him tells him something even worse. He's back to the sea, and not in a way he'd want to be.

"Ah, s!%#e. I better see if I had sense enough to arm me'self before the dogs arrive. They'll nae be takin' me without blood.

Sleight of Hand: 1d20 + 4 ⇒ (20) + 4 = 24


HP 28/28, AC 16/13/13, F 2+. R 4+, W 4+, Init 3+, Perception 11+

Turin examines the fat mound of flesh at the other side of the room and speaks a sudden memory cropping up...

You and I fat man were bidding on that "map"...


Female Human Musket Master 1 Init +7; Hp:12/12; AC: 18; Touch: 15; FF: 13, Fort: 3; Ref: 7; Will: 3; CMB: +4; CMD: 19; Perception +8, Sense Motive +3

Sylvianna looks for the voice that spoke. "They put something in my drink..." That one definately wasn't human, unless the drugs were making her see strange things. She looks for the rope but all the piles seem like ordinary rope to her. "It's just rope fool. Don't let the drugs get to your head." She shakily tries to stand up using one of the walls to help her. This ship was moving. "I don't think we're in port Peril anymore."


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

"Guessin' none o'ya have any idea who took us in the night?" The blue skinned man draws both hands to his face and pressed into his temples rubbing slow circles "I see our captors have been foolish enough to leave us all alone though." the man states quietly, face drawn into a dangerous expression "Don'care who ya're but I know tha' yer likely betr' company than tha' cowards who wait above decks. They're like tae be down on us soon, issue beatin's an' assure were weak'n broken." the man slowly draws the glinting obsidian blade from his boot and flat against his forearm, up his sleeve. "I'm thinkin' I've a distraction in mind if'n any of ye want tae risk punishment n'strike these fools while they think us weak."
Looking toward the woman who responded nevandi sighs softly.
"I'd imagine its what they thought as well, Garm."with a grunt in a gutteral language Nevandi looks toward the rope and points to the rafters of the room, directly above the door. And the nine foot long snake which had been making the coil its nest and hiding place laces its way up the rough wooden wall and coils over the door frame waiting for someone to come past "But then, not all be what it seems. Eh poppet?"


You see a rather striking figure enter into the hold with you. This man is the epitome of Pirate, hes got the whip, the dread locked beard and a bandana. With him comes in all manner of unsavory individuals ten of them to be exact and all are carrying saps.


“Still abed with the sun over the yardarm?
On your feet, ye filthy swabs! Get up on
deck and report for duty before Cap’n
Harrigan flays your flesh into sausage skins
and has Fishguts fry ye up for breakfast!”

You notice that each Pirate is grinning with anticipation as if they just havent had enough violence in their lives.

DC 10 Perception:
You notice the after taste of oily nutmeg on your tongue.

IF you pass the Perception check. DC 15 Craft Alchemy or DC 10 Knowledge Nature:
you notice that this is a clear sign of oil of taggit poisoning. You figure out that this was more then likely added to your food or drink, and the spices hid the taste.

DC 10 Intelligence:
You remember seeing the face of Master Scourge last night and can piece together the fact that you where press-ganged

DC 10 Profession Sailor:
You figure out immediately that you have been press ganged.

The people that refuse to go up onto the dock:
Let me know if you resist or refuse to go up onto the dock.


HP 28/28, AC 16/13/13, F 2+. R 4+, W 4+, Init 3+, Perception 11+

So my first foe on the journey to godhood... Which way to kill him I wonder, by my own hand or by manipulation...

perception1d20 + 1 ⇒ (7) + 1 = 8
intelligence1d20 + 3 ⇒ (11) + 3 = 14

Turin Baelor will go on deck


Female Human Musket Master 1 Init +7; Hp:12/12; AC: 18; Touch: 15; FF: 13, Fort: 3; Ref: 7; Will: 3; CMB: +4; CMD: 19; Perception +8, Sense Motive +3

Perception: 1d20 + 8 ⇒ (8) + 8 = 16
Nature: 1d20 + 2 ⇒ (1) + 2 = 3
Intelligence: 1d20 + 2 ⇒ (10) + 2 = 12

Looking around to see them surrounded she does not react to the fact that he was the one that drugged her. She would have to wait to repay him. The captain had likely given the order to press gang them and she wanted to get a look at him first also. She still glares at Scourge on her way.


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

Minor skip to let folks with the intention to do so a chance to leave, Nevandi plans some horrible things.
Planned course of action, Knows this will trigger violence. Plans to wait for the men to cross the room and drop an obscuring mist on Scourge while garm drops from the rafters with an Aoo/grab/grapple/pin horrible snake event. I don't want to kill him, just scare the bejessus out of him and make him look bad. Also gives Nevandi a chance to gauge how much control the man has over his crew when Scourge hollers for help from a magic fog and the pirates are given the choice of trying to save him or being safe outside the fog. He can't punish them if hes dead after all.

After those with the desire to leave head into the sunlight Nevandi looks to the imposing man and his posse."Truth be told I've nae'interest n' bein'made intae'a meal but I'd imagine ye' 'ave some experience in the flesh of men? Ye yella-bellied Thrune-marked double-dutchman sack of putrescence, have ye so little spine as to bring o'yer lovers fer' moral support when speakin' tae a half naked pressganger?" The blue skinned man spits and stands against the wall the hold. "Well, screw ye', the *#$%# of a mother ye rode in' tae the word on, yer' blind midwife fer sparin'tha world the displeasure of yer presence and yer damned captain fer being too busy buggerin' the rest of yer crew to come down here! May the world itself conspire tae make yer sad existence even worse than it already is!" the man asks sharp toothed grin and barely suppressed bloodlust glinting


Just waiting on Kahila, Ostarian and Triss.


vitals:
Hp: 16/16 AC: 16 / 14 / 12 F: 4 R: 5 W: 0 Evade +1 Init +4 Perception +0
Human Male Swashbuckler/1
abilities:
Acrobatics +3, Bluff +6+2, Climb +5, Diplomacy +6, Escape Artist +7, Handle Animal +2, Intimidate +6+1, Profession (Sailor) +1+1, Ride +3, Sense Motive +5, Swim +5

perception: 1d20 ⇒ 9
intelligence: 1d20 + 2 ⇒ (17) + 2 = 19
sailor: 1d20 + 2 ⇒ (11) + 2 = 13

"Aye, ye scurvy cur, it was ye who drugged Tris Clegg, eh? I'll show ye what it means to strike up the ire of a true man 'o the sea! Here's hopin' what ye payed the hunters who had me was enough to buy ye passage into the locker! I'm with ye, ya blue bastard, let's give 'em what fer!"

And with that, Tris also backs up to the wall, ready to draw his hidden dagger and lay into them.


Male ru-shi Thassilonian gluttony specialist / cruoromancer 1 HP 8/8 {effects: none} | AC 11 (T11 FF10) | F+2 R+1 W+1 *| Init+1 | darkvision 60', low-light vision, perc -1

Perception: 1d20 - 1 ⇒ (3) - 1 = 2
Intelligence: 1d20 + 5 ⇒ (12) + 5 = 17

Ostarian looks to the group of pirates and recognizes Scourge. He was there... My suppositions are likely correct. Press ganged. Nothing to it now, I'd best follow their orders for now, until I can figure things out.

The obese man sighs before forcing his large form over on it's side to allow him to stand up, although a little unsteady. He then trudges off towards the deck, expecting the worst.


Female Skinwalker (Seascarred) Hunter 1

Sleight of Hand: 1d20 ⇒ 11
Stealth of AC: 1d20 + 3 ⇒ (11) + 3 = 14
Perception auto-pass, I have +11
Nature: 1d20 + 4 ⇒ (11) + 4 = 15
Int: 1d20 ⇒ 14
Wow, 3 times 11, odds are 1 in 8000

Kahila stayed quiet for a little longer than the others, checking her environment in quiet. Prisca was missing, her gear was gone and she had the after-taste of a foul poison in her mouth. She also was in what looked like the hold of a ship and the grinning man that just walked in had the same face as the man she saw just before passing out last night. Press ganged. Lovely.

For a moment she figured she tear the man's throat out but with the back up he had that was suicide. Instead she put him on her list, in fact he became the list as things like a stolen earring were nothing next to this.

So instead of attacking she stood up and moved out the door, ignoring any glares from the men she passed.


Uncoiling the Whip from around his waist Lads it looks like we got our selves a couple of Land Lubbers that think they know something. You Young Varmints i'll break you of these insolent ways. When the captain says jump you hollar how high

Each of the Pirates start thumping their saps.

Due to the fight obviously being telegraphed as happening, Nevandi, Triss and Pirates will not be Flatfooted during any of it. (unless from debuffs)


HP 28/28, AC 16/13/13, F 2+. R 4+, W 4+, Init 3+, Perception 11+

With no spirit bound this is a fight I am wise to avoid...

Turin will keep himself to the back of the room if he hasn't already gone above deck...

Init1d20 + 1 ⇒ (9) + 1 = 10


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

Nevandi waited to see who would leave before his tirade. Everyone who said they went above decks is above decks. Pretty sure its just me and Tris down here with 11 pirates.
I'd draw the assumption that Scourge goes first unless Tris rolls exceedingly well. If my desire to place Garm in ambush position then the actions will likely change but Nevandi's round is casting Obscuring mist and using it to his advantage.

"Tha'only captain I folla'is one deservin' o me respect. Any who'd chose tae employ a halfwit coward such as ye is either desperate or dense." Nevandi states with cruel obsidian dagger in front of him, flames reflecting on its surface. "So ye'd best be takin' that whip o' yours an' educatin' me proper else I'm never tae learn." Nevandi states with false honesty eyes glinting and ready for war "Pain's fleetin' but cowardice is eternal, an I bet you know all about cowards acts don' cha ye bowlegged orphan of a sea hag an a matinee."


Female Snake Animal companion 1

garm init: 1d20 + 3 ⇒ (13) + 3 = 16
attacking flat footed ac on scourge. So no deflection/dodge/dex. Im going to really hope that was enough because the grapple checks were epic.
Garmbush!!
Aoo garmbush!: 1d20 + 4 ⇒ (10) + 4 = 14
Aoo garmbush grapple!: 1d20 + 8 ⇒ (12) + 8 = 20
garmbsh r1 pin!: 1d20 + 8 ⇒ (19) + 8 = 27


Male Human Swashbuckler/1
vitals:
HP 14/14 AC 15/13/10(14); F+3, R+5 W+1
stats:
Init+3, Perception+5, Acrobatics +3, Bluff +5+2(7), Climb +5, Diplomacy +5, Escape Artist +7, Handle Animal +1, Intimidate +5, Profession (Sailor) +1, Ride +3, Sense Motive +5, Swim +5

Since it looks like Tris is going first, he'll simply draw his dagger and snarl menacingly at the group in front of him.

"Well come on then, ye cows. I'll be splittin' ye open from ye ass to ye brains, if I can find which end is which!"


vitals:
Hp: 16/16 AC: 16 / 14 / 12 F: 4 R: 5 W: 0 Evade +1 Init +4 Perception +0
Human Male Swashbuckler/1
abilities:
Acrobatics +3, Bluff +6+2, Climb +5, Diplomacy +6, Escape Artist +7, Handle Animal +2, Intimidate +6+1, Profession (Sailor) +1+1, Ride +3, Sense Motive +5, Swim +5

Seeing as I can't edit, I'll make a new post with the proper Alias.
Taking My Turn
Move action to draw a weapon, readying an action for if Garm grapples scourge, or a pirate gets within reach, which will be an attack with a dagger. Free action to talk the smack previously posted.

if conditions are met:
Attack Roll: 1d20 + 6 ⇒ (11) + 6 = 17
Damage, if applicable: Dagger: 1d4 + 2 ⇒ (2) + 2 = 4


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

Crunch Post- alright, once more with feeling. While Nevandi's smack talk is unchanged the unstated drawing of his dagger is revoked*
Taking My turn
Nevandi- Standard to cast Obscuring mist, Move +skill check to evade notice, moving 15ft down the ships wall as his stealth/move check.
Garm- *surprise round Held action to attack once trigger is activated, If Aoo happens then it compounds to grapple/Pin.
Acutal round- Standard action to grapple/ Move target with grapple to exit easy visual range and avoid pirate gang-up

Explanations:

Garm is holding action waiting for a pirate to present a threat, who will then get chomped. the basic concept is the snake is waiting for someone to attack so it can spoil their action by Making her Aoo followed by her readied standard to grapple/pin/inflict terrible harm.(due to creatures with Grab getting Natural weapon damage to their target on successful grapple checks Garms best action is to try for a pin if she is already grappled.
Nevandi's action is fairly simple in sequence. He makes a standard action to cast Obscuring mist enveloping the half of the boat we are on. He uses his move action to bluff/make a stealth check in order to confuse people to where he is.

Nevandi:
Standard to cast Obscuring mist, move action to bluff/stealth(unsure which is applicable) Mods are +0 to bluff/+2 to stealth so I'll just apply the roll I got to whichever works best for the situation. Mostly want to avoid getting pinned in one spot.
Scourge acts before Nevandi so if Garm's Ambush doesn't go as planned then this action is contingent on him still being awake to do it.

Nevandi Bluff/Stealth: 1d20 + 0 ⇒ (20) + 0 = 20

Garm:
Unsure if you want me to re roll this or just state my course of action in crunch terms as I did above. Your All combat rolls are revoked/ Holding Garms dice rolls for if the events described happen confused me a bit. So i'm just going to roll these for completeness.
Held action: attack: 1d20 + 4 ⇒ (7) + 4 = 11
Held action: attack: 1d4 + 3 ⇒ (4) + 3 = 7
Grab: 1d20 + 8 ⇒ (6) + 8 = 14

If conditions are met(Garm gets an Aoo.):

If one of the pirates makes an aggressive action that provokes within Garms reach then the first set of dice above are actually the Aoo strike. If the strike missed then She tries again with her held action here. If she lands than she uses her Standard action surprise round to continue the grapple with a grapple check. This check also serves as the Pin check on the Aoo line of actions.
follow-up if Aoo misses: 1d20 + 4 ⇒ (12) + 4 = 16
Damage on attack/successful grapple check: 1d4 + 3 ⇒ (1) + 3 = 4
Grapple check/ Pin check: 1d20 + 7 ⇒ (9) + 7 = 16


What i have gained.

On Triss' Turn: Move Action to Draw Dagger. Readying an Action to Throw a dagger at Scourge should he become grappled. OR Ready an action to Strike at the nearest Pirate that moves into Range. Im going to assume that you want to Ready the Strike, since you cant ready both.

Scourges Turn: Delay until After the Pirates have gone.
[this was the issue with your earlier post, Scourge while not fighting adverse, does not normally join into the fight while there are minions around to fight for him]

Free Action: " Get'em Boys

Garm: Needs to be given actions. You made the assumption of an AoO and no one has yet to provoke. While he doesn't lose surprise the held action is lost.

Let me know what Garm does Nevandi then we can continue. Sorry folks shouldnt be too much longer and as we get used to the system that i set up/ if it works then things will progress faster.


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

Hrmm... alright. Though I'd figure that Garm's held action still works due to her being a snake and not understanding the tactical advantage of attacking one pirate over another all too well. However Nevandi moves before her and can inform her to do exactly what I had planned to anyway. Surprise round(Standard) followed by Full round on scourge before he can act due to having Delayed his action to after the pirates (because Garm is faster than them at Init 16)

Garm
Taking my action-
Free- commanded by Nevandi to attack scourge,
Surprise(standard): Attack Scourge
Normal round(init 16) Attack/grapple

Rolling Attacks/grapples if needed. Unsure.:

Surprise action:
Bite: 1d20 + 4 ⇒ (8) + 4 = 121d4 + 3 ⇒ (2) + 3 = 5
Grab: 1d20 + 8 ⇒ (14) + 8 = 22
Normal action:
Grapple: 1d20 + 7 ⇒ (1) + 7 = 8
If first bite fails to land:
Bite: 1d20 + 4 ⇒ (3) + 4 = 71d4 + 3 ⇒ (2) + 3 = 5
Grab: 1d20 + 8 ⇒ (1) + 8 = 9

Well, I hope scourge isn't wearing much armor becuase that is a not so great roll to hit. Ah well perhaps this will accelerate things so we can get to our punishment and can stop stalling the game.


vitals:
Hp: 16/16 AC: 16 / 14 / 12 F: 4 R: 5 W: 0 Evade +1 Init +4 Perception +0
Human Male Swashbuckler/1
abilities:
Acrobatics +3, Bluff +6+2, Climb +5, Diplomacy +6, Escape Artist +7, Handle Animal +2, Intimidate +6+1, Profession (Sailor) +1+1, Ride +3, Sense Motive +5, Swim +5

You are right to assume it's a strike. Either someone gets in range, or someone gets grappled. If nobody does when my turn rolls around again, I'll move in to attack.


Your confused when i said you get a surprise attack. Garm gets to act on his turn. Unless you start the fight off with Garm attacking there is no surprise round. What i had said was that when Garm attacks he will attack against their flat-footed (GMs call) due to no enemy knowing he is there.

So here we go ill fix this and then we can continue.
Surprise Round: (Garm is attacking)

Garmbush got a 14- He attacks Scourge And the GarmGrapple was 20. Scourge is now Grappled. Constrict: 1d4 ⇒ 1

(this is because you get either a standard or move during the surprise round. Surprise rounds are not outside of combat though just a heads up.)

Main Rounds:
Tris ill allow you to move or stay if you move to attack thats fine and we will have your attack be 17, and damage be 4.

Scourge: Escape the Grapple: 1d20 + 5 ⇒ (20) + 5 = 25
5ft Step to the right. Roll20 Updated.

Garms Turn:....

Nevandi: will Cast Obscuring Mist.

To help combat progress This is what happened.


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

Got it, garms action basically failed to do anything but force scourge to spend his action this round getting away from the snake. I'm cool with that. Actions as it happens then. correct me if I'm wrong
Garmbush (Garm does not have constrict yet, but her bite deals 1d4+3 so Scourge has taken 4 damage from that.)
Tris attacks
Garm is pushed off by Scourge
Garm waits
Nevandi casts spell/move action to Stealth
Garm attacks/move action to stealth.

Free action: Nevandi speaks and tells garm to wait
Garm, Delays until Nevandi's turn occurs and the room is engulfed in fog giving concealment.
Free action: Nevandi tells Garm to bite the nearest pirate
Bite: 1d20 + 3 ⇒ (13) + 3 = 161d4 + 3 ⇒ (1) + 3 = 4 If possible I'd like to have nevandi and garm share one init so she can attack before the smoke and move afterward but i'm unsure if that could work. So I'm assuming No and moving from there.
20%miss(fog): 1d100 ⇒ 15
Free action: After hearing the strike/miss through the fog Nevandi tells Garm to stealth
Move action Garm moves 10ft through the fog and makes a stealth check with concealment, likely hiding in a rope roil, as I'm pretty sure the only pole she can climb in the area is the mast she was just on.
Stealth: 1d20 + 7 ⇒ (3) + 7 = 10
Fluff:
Uttering a gutteral command the serpent stops its assault after scourge pushes the beast off before it gets its coils in position to give the man a scaled necktie. It hisses dangerously at the pirates.
"I'd be careful, ye sorry sots as yer glorious leader jus' demonstrated fer'ya nae everythin' down here one coul' mistake fer a rope be one." Nevandi grins more words in the language before as he draws power a rolling fog engulfs the hold and as his image fades from view "course I imagine ye'won'be seeing much o' anythin' now. Best be careful boys, mayhap yer leader o'there can come lead ye' if'n he is done runnin' away" Nevandi utters another word and the Serpent responds lunging at the nearest pirate lunging out of the fog to miss only by inches after another word the serpent withdraws into the cloaking smoke as well.


So far yes those are the actions, kind of waiting on triss to decide if he moves forward and attacks.

Your right i read it as part of the stat block instead of the 4th level advancement.

as the pirates move forward they are using move actions to look for anything in the fog.

Red Perception: 1d20 + 1 ⇒ (16) + 1 = 17 (Finds Snake)
Blue Perception: 1d20 + 1 ⇒ (14) + 1 = 15
Green Perception: 1d20 + 1 ⇒ (3) + 1 = 4(Could Trip over the snake and not realize it)
Orange Perception: 1d20 + 1 ⇒ (7) + 1 = 8 V V
Purple Perception: 1d20 + 1 ⇒ (19) + 1 = 20 [waiting on Tris to see if he moves and what his stealth check is.
Pink Perception: 1d20 + 1 ⇒ (4) + 1 = 5 ^ ^
Yellow Perception: 1d20 + 1 ⇒ (10) + 1 = 11
Rook Perception: 1d20 + 1 ⇒ (10) + 1 = 11 Holds action to attack anything through the mist.
Lock Perception: 1d20 + 1 ⇒ (3) + 1 = 4 Do not see Nevandi
Grenade Perception: 1d20 + 1 ⇒ (17) + 1 = 18 Do not see Nevandi

Red Standard Action Attack Garm: 1d20 + 3 ⇒ (9) + 3 = 12

This is not all the actions they take, im currently waiting on Triss.


vitals:
Hp: 16/16 AC: 16 / 14 / 12 F: 4 R: 5 W: 0 Evade +1 Init +4 Perception +0
Human Male Swashbuckler/1
abilities:
Acrobatics +3, Bluff +6+2, Climb +5, Diplomacy +6, Escape Artist +7, Handle Animal +2, Intimidate +6+1, Profession (Sailor) +1+1, Ride +3, Sense Motive +5, Swim +5

My apologies, I was at a FtF pathfinder campaign yesterday that ran into the early morning.

Tris will be moving forward and attacking Scourge if he is grappled. Would you like me to roll another attack, or will you be using the one from his readied action? I'll roll stealth now.

stealth: 1d20 + 4 ⇒ (10) + 4 = 14

if attack rolls need to be done once again:
to hit: 1d20 + 6 ⇒ (4) + 6 = 10 And the damage, if applicable: damage roll: 1d4 + 2 ⇒ (3) + 2 = 5


Ill keep the rolls from earlier. You hit and score a dagger attack
"Ack not me side"

Purple sees triss, Attack against Triss Attack on Triss: 1d20 + 3 ⇒ (13) + 3 = 16 MissChance<=20%: 1d100 ⇒ 78

Grenade sees Nevandi based on the Stealth he rolled in roll20, Attack: 1d20 + 3 ⇒ (1) + 3 = 4MissChance<=20%: 1d100 ⇒ 29

Yellow, and Lock and Green will move past Triss and Nevandi and Garm/Triss Respectively procking attacks of Opportunity. If you do not take them, there is a possibility they do not see you when they make their next perception check.


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

Hmm... but scourge is next. ah well, concealment ruins sneak attack so hopefully these pirates are actually rogues. So Nevandi has had his dagger held by in his hand and pressed against his forearm since before combat started
-the man slowly draws the glinting obsidian blade from his boot and flat against his forearm, up his sleeve- (from the post right before scourge entered on friday)
So if Nevandi has his dagger drawn he is going to take the attack. If not he stays hidden for until his turn.

Attack of opportunity
Nevandi stays utterly still, waiting so as to strike at the right time cursing his undrawn dagger

If Nevandi has his blade drawn:
Nevandi lunges at the unaware pirate in front of him with the wicked blade he wields. Aoo: 1d20 + 3 ⇒ (8) + 3 = 111d4 + 3 ⇒ (1) + 3 = 4
Miss<: 1d100 ⇒ 69

Garm follows the last order she was given and maintains stealth.


vitals:
Hp: 16/16 AC: 16 / 14 / 12 F: 4 R: 5 W: 0 Evade +1 Init +4 Perception +0
Human Male Swashbuckler/1
abilities:
Acrobatics +3, Bluff +6+2, Climb +5, Diplomacy +6, Escape Artist +7, Handle Animal +2, Intimidate +6+1, Profession (Sailor) +1+1, Ride +3, Sense Motive +5, Swim +5

Tris takes his AoO.

AoO versus Yellow: 1d20 + 6 ⇒ (16) + 6 = 22

Damage if applicable:
Damage: 1d4 + 2 ⇒ (2) + 2 = 4


Scourge never Delayed because he needed to get the snake off.

Purples Damage against Triss because i forgot to calculate Dmg: 1d6 + 1 ⇒ (3) + 1 = 4
*oops* meant pink. Yellow =pink for the above post
Nevandi hits and Grenade takes damage

Pink sees Triss now, attacks Atk: 1d20 + 5 ⇒ (8) + 5 = 13dmg: 1d6 + 1 ⇒ (3) + 1 = 4MissChance<=20%: 1d100 ⇒ 68
-
-
Grenade sees Nevandi Atk: 1d20 + 3 ⇒ (19) + 3 = 22dmg: 1d6 + 1 ⇒ (6) + 1 = 7MissChance<=20%: 1d100 ⇒ 2

Green sees Triss Atk: 1d20 + 5 ⇒ (13) + 5 = 18dmg: 1d6 + 1 ⇒ (5) + 1 = 6MissChance<=20%: 1d100 ⇒ 92
-
Orange sees Triss Atk: 1d20 + 3 ⇒ (8) + 3 = 11dmg: 1d6 + 1 ⇒ (4) + 1 = 5MissChance<=20%: 1d100 ⇒ 47

Triss can you post your updated AC with no armor, or shields? i think your at a 15.

Garm will escape on his next initiative, Also the pirates will have communicated where you are, to drop back into stealth you will need to drop back 5 feet or 10ft cant remember, from them then stealth.


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

Alrighty, So unless tris has something up his sleeve, purple hit and green hit. So triss has just taken 10pnts nonlethal damage. Man that is one tanky swashbuckler.
The way I've been rolling is 20 or under activates the miss chance(EX:garms attack) so I believe Grenades strike on Nevandi is spoiled by the fog. lemme know if I'm wrong and I'll update.
Pretty sure Tris gets to act next, followed by scourge and then Garm/ Nevandi with the pirates at the bottom of the order. Correct?


Correct, Also correct on grenade missing you because of Fog.


Female Human Musket Master 1 Init +7; Hp:12/12; AC: 18; Touch: 15; FF: 13, Fort: 3; Ref: 7; Will: 3; CMB: +4; CMD: 19; Perception +8, Sense Motive +3

On Deck!:

Leaving behind the potential scuffle to sort itself out - she wanted nothing to do with being scratched up by any whips just yet - Silvianna climbed up onto the deck. She looks around at the other sailors and crew that are here trying to gauge the sort of people that she would be on this cursed ship with. Perception: 1d20 + 8 ⇒ (18) + 8 = 26 She smiled back at the red head she saw. At least there was one that seemed friendly. Before she got the chance to go over and try to talk to her the Captain appeared and spoke. (FLAW)will save to listen: 1d20 + 3 ⇒ (4) + 3 = 7 She barely listens while glancing around at the others that had been brought aboard with her. Several other men, one of them quite large. She could see several other women among the crew but there definitely seemed to be more men. Good. She would have a grand time showing the fools up. Finally the captain left, what was his name, Harrison? No matter.

1. Race to the top
"A test then. Do you know who you've press-ganged?" She pushes past him and heads for the rigging and begins her climb. She can't find a good ledge to get herself started at first and makes no progress. Then she finds the handhold she needs and lifts herself up and away, rigging, ropes sails, they are all like an extension of herself as she reaches the crows nest. She laughs as she looks around, is that Port Peril in the distance? She didn't care, she no longer needed to worry about that. She felt very free up here with the wind blowing her hair every which way. She climbed down slower than before take 10 no rush and jumped off the last beam, 10ft to the deck, right in front of Plugg with a graceful landing and smile. "Satisfied with what you saw?" She turns to see if any of the others had made it up and back down yet. "What's next?"
Accelerated Climb: 1d20 + 7 ⇒ (1) + 7 = 8 nope
Accelerated Climb: 1d20 + 7 ⇒ (20) + 7 = 27 1/4
Accelerated Climb: 1d20 + 7 ⇒ (8) + 7 = 15 2/4
Accelerated Climb: 1d20 + 7 ⇒ (9) + 7 = 16 3/4
Accelerated Climb: 1d20 + 7 ⇒ (20) + 7 = 27 4/4
DC 15 Acrobatics to avoid first 10 ft of fall damage: 1d20 + 10 ⇒ (7) + 10 = 17
Cooking: 1d6 ⇒ 3


Sylvianna, if Daydreamer was the flaw that you had taken, i need another will save to listen to MR plugg. Failing will penalize you a round as everyone else runs into the rope and your wondering whats going on.


HP 28/28, AC 16/13/13, F 2+. R 4+, W 4+, Init 3+, Perception 11+

perception check1d20 + 2 ⇒ (15) + 2 = 17

Rigger I ain't:
bluff check to try climbing and appear to be doing at accelerated pace but not actually doing that...

Nice firehair, talk her up later to see if her beauty matches her brains...

number 2 is what Turin is trying for.

bluff1d20 + 9 ⇒ (11) + 9 = 20
climb1d20 + 1 ⇒ (2) + 1 = 3
climb1d20 + 1 ⇒ (3) + 1 = 4
climb1d20 + 1 ⇒ (19) + 1 = 20
climb1d20 + 1 ⇒ (18) + 1 = 19
climb1d20 + 1 ⇒ (14) + 1 = 15
climb1d20 + 1 ⇒ (20) + 1 = 21
climb1d20 + 1 ⇒ (9) + 1 = 10
climb1d20 + 1 ⇒ (13) + 1 = 14

Cooking1d6 ⇒ 1


vitals:
Hp: 16/16 AC: 16 / 14 / 12 F: 4 R: 5 W: 0 Evade +1 Init +4 Perception +0
Human Male Swashbuckler/1
abilities:
Acrobatics +3, Bluff +6+2, Climb +5, Diplomacy +6, Escape Artist +7, Handle Animal +2, Intimidate +6+1, Profession (Sailor) +1+1, Ride +3, Sense Motive +5, Swim +5

He is indeed a tanky Swashbuckler. I built him just in case chaotic stupidity took hold, he could survive it. His AC is a 14 without the leather armor, I believe it adds plus 2 to AC. I'll be taking my turn now.

"Ack, ye scurvy dogs, I'm gonna put more holes in ye' than ye can count!"

If tris is still within range of scourge, he attacks him normally with the dagger, then takes a five foot step away from everyone. If he is not, he takes a five foot step away from the others attacking him and then throws the dagger at scourge.

If Scourge is close:
attack: 1d20 + 6 ⇒ (8) + 6 = 14 if a hit: 1d4 + 2 ⇒ (3) + 2 = 5

if Ranged:
attack: 1d20 + 6 ⇒ (12) + 6 = 18 if a hit: 1d4 + 2 ⇒ (1) + 2 = 3


You can five foot step closer to scourge and attack.
Attack with a 14 =Miss
If you throw your dagger, there are 3 people around you and when you 5 foot step away, there are two within striking distance.
Ranged Hits with an 18

Let me know which you would prefer.

@ Turin: im accepting your post on the discussions, i would prefer if you dont roll twice on things. So please just one post and then if its in the wrong place let me know where so i can find it.

Scourge will move back out of the mist if Triss moves forward
Scourge will then put away his whip and draw his cutlass and ready an action to attack anything following out of the mist.

Nevandi/Garm??


HP 28/28, AC 16/13/13, F 2+. R 4+, W 4+, Init 3+, Perception 11+

got it


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

Sorry was waiting on Scourge as I didn't want to guess wrong on his action again.

"Stabbin'em more then three will do it then, Lad." Nevandi responds while slashing at the pirate in front of him with his dagger, hoping to drop the wounded man. "Make yer blows count, even if their leaders a cowardly ferret thar'be a lota' em!"
Attack: 1d20 + 3 ⇒ (17) + 3 = 201d4 + 3 ⇒ (4) + 3 = 7
Miss20%<: 1d100 ⇒ 44
After his strike Nevandi moves into the mist again provoke from grenade/lock if hes still up
Stealth: 1d20 + 2 ⇒ (15) + 2 = 17
I'm aware that the effort at stealth on Nevandi's part is mostly futile, he isn't though.
With another growling word from nevandi Garm hisses and lunges at the nearest man Attack Red as he has presented a threat
Command:attack followed by Command:Flee
attack: 1d20 + 3 ⇒ (4) + 3 = 71d4 + 3 ⇒ (4) + 3 = 7
Miss20%<: 1d100 ⇒ 15
Before withdrawing through the mist to a pile of boxes body low and little noise to avoid being seen
Stealth: 1d20 + 7 ⇒ (1) + 7 = 8
Provokes from red as she leaves the square, Garm is seeking an exit. Lemme know if the boxes I've outlined on the Roll20 contain such an escape.


Female Human Musket Master 1 Init +7; Hp:12/12; AC: 18; Touch: 15; FF: 13, Fort: 3; Ref: 7; Will: 3; CMB: +4; CMD: 19; Perception +8, Sense Motive +3

Oops my bad. Will: 1d20 + 3 ⇒ (6) + 3 = 9 One round wasted.


Red Attack To Hit: 1d20 + 3 ⇒ (1) + 3 = 4Dmg: 1d6 + 1 ⇒ (4) + 1 = 5 Miss Chance 20%: 1d100 ⇒ 42
Critical Fumble: 1d20 ⇒ 12

Grenade Attack: 1d20 + 3 ⇒ (11) + 3 = 14Dmg: 1d6 + 1 ⇒ (3) + 1 = 4Miss Chance 20%: 1d100 ⇒ 17
Lock Attack: 1d20 + 3 ⇒ (3) + 3 = 6Dmg: 1d6 + 1 ⇒ (4) + 1 = 5Miss Chance 20%: 1d100 ⇒ 52

Pink might get an AoO Attack: 1d20 + 3 ⇒ (9) + 3 = 12Dmg: 1d6 + 1 ⇒ (5) + 1 = 6Miss Chance 20%: 1d100 ⇒ 71

And Green on Garm Attack: 1d20 + 3 ⇒ (15) + 3 = 18Dmg: 1d6 + 1 ⇒ (6) + 1 = 7Miss Chance 20%: 1d100 ⇒ 54


vitals:
Hp: 16/16 AC: 16 / 14 / 12 F: 4 R: 5 W: 0 Evade +1 Init +4 Perception +0
Human Male Swashbuckler/1
abilities:
Acrobatics +3, Bluff +6+2, Climb +5, Diplomacy +6, Escape Artist +7, Handle Animal +2, Intimidate +6+1, Profession (Sailor) +1+1, Ride +3, Sense Motive +5, Swim +5

If I five foot step out of the way, who is in range? If it's Scourge then hit him, if not hit either of the two who has the most damage already. If they both have the same HP, It doesn't matter which enemy it hits, but I'll take the 5 foot step and throw.


vitals:
Hp: 16/16 AC: 16 / 14 / 12 F: 4 R: 5 W: 0 Evade +1 Init +4 Perception +0
Human Male Swashbuckler/1
abilities:
Acrobatics +3, Bluff +6+2, Climb +5, Diplomacy +6, Escape Artist +7, Handle Animal +2, Intimidate +6+1, Profession (Sailor) +1+1, Ride +3, Sense Motive +5, Swim +5

I looked at the roll 20. No step, but throw the knife anyway. Scourge or most injured pirate.

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