GM Blood's Savage Tide

Game Master David James Olsen

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HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

"I could try to pass for a bodyguard? Or I could swim behind your boat." offers N'Dateh.


"No need to complicate things. All in a boat keeps it simple."

Julian looks to hire a water taxi.


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

"Very well. We wan to talk first, right?" confirms N'Dateh, then eases into the water taxi.

For a moment, he relaxes, softly supported by the water, and the voices inside him quiet for now.

Where is peace for someone like me? My past has locked my future... he thinks to himself in the quietness.


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

Morgana nods, "A bodyguard or two would be expected... And it might explain the --forgive me, more exotic nature, shall we say? -- of some of you. They'll probably assume you're dumb muscle, and not the type to damage the goods, as it were. "

She then frowns, Still, it's a rather distasteful plan, one where I need to debase myself... And with my luck, one of the tribals are in the ship-thief's little band, so the new of what I've "come to" can get back to my family...

Scarab Sages

12/12 hp | 19/20 AC, 14t, 15 ff | F+1, R+6, W+0 (+5 C/C, +2F) | Perc +4 | DV 60' Female Ifrit Swashbuckler (inspired blade) | Panache used: 2/5

"I think we can try to talk first, and I could play the role of a harlot as well if it helps. One of you will have to hold my rapier for me then... " She seems uncomfortable about leaving the rapier in the hands of another, but willing to help.

+7 bluff, +7 diplomacy


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

"Very well. We'll play it straight at the start. I'll be ready to slip off into the shadows given a reason though."
Diplomacy is a stronger suit for me. +7. I can bump my Bluff to a +4 if I can get a little time (a move action) to study the target first. Probably want to leave that rapier in the hands of someone that wants to stay close to melee.


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

"I can take your rapier... Perhaps if you wrap it around... That belt is a little small... Now, like that is better. Yes. Now it fits. Looks ok?"

That's a girl's weapon you're wearing. You're a shame for your tribe.

A weapon is a weapon. And my tribe has forsaken me because of you, remember?


Julian seem calm as they make their plans.
"We will be most vulnerable when debarking onto the other boat. Those with no swimming skills should be first."

I have diplomacy +6/Bluff +4 -- Next level they should both be around +18 each with bardic performance


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

Also better at diplomacy than bluff (+7 v. +1)

Morgana follows Celentria's lead, unbuckling the belt holding the cutlass and club, then shifting the dagger to her sleeve. "Considering how vulnerable we'll be, can't imagine they'd begrudge a girl a small measure of comfort. In fact, they'd probably be surprised if we weren't carrying knives or saps, just in case."


As you approach the Blue Nixie you see two men on the main dock and two more men on the quarterdeck above. As come within earshot one of the men on the main deck yells out, "Turn back, we are not interested. No one is allowed on board at this time."


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Quartle watches the men on deck, paying particular attention to the man that has called out. Not interested? Of course not. Well, let's see if we can change your mind. "You men are in for shore leave no? Thought you might be interested in a little fun with the ladies. Can we come aboard?"
Move action to study the man calling out to us.
Diplomacy: 1d20 + 7 ⇒ (4) + 7 = 11
Well, that is an inauspicious start!


"Someone paid for you boys to have a party as a reward! Girls and rum delivered by boat."

Julian hopes they can get close.
bluff or diplomacy to aid: 1d20 + 4 ⇒ (13) + 4 = 17


"Vark says no one comes on board. Now move along!"

Sense Motive DC 15:
You have a brief glimpse of fear when he is mentioning Vark's name.


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Quartle whispers under his breath, "He's afraid of Vark. Maybe we should tell him Vark always appreciates a visit by our ladies?"
Sense Motive: 1d20 + 9 ⇒ (16) + 9 = 25


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

N'Dateh shrugs and keeps to himself, trying to act the part of the bodyguard, hanging on his longspear, bored.

Sense Motive: 1d20 + 3 ⇒ (2) + 3 = 5

Scarab Sages

12/12 hp | 19/20 AC, 14t, 15 ff | F+1, R+6, W+0 (+5 C/C, +2F) | Perc +4 | DV 60' Female Ifrit Swashbuckler (inspired blade) | Panache used: 2/5

Celentria switches from sultry to annoyed as she barks, "Idiot, Vark is the one who wants us here! He didn't pre-pay to have you turning us away, but if you want to waste his gold... I'm happy to get paid for a night off."

Bluff: 1d20 + 7 ⇒ (17) + 7 = 24


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

Morgana says, excitedly, "Let's head back before they change their mind. We have their coin either way."


The man hesitates, "Ok, I will let 2 of you, and only 2, come up while we wake up Vark." The man turns to the other man next to him and sends him off presumably to get Vark. The two men on the quarterdeck have their crossbows at the ready in case you try anything.

You can climb up one of the ropes with a DC 10 check. You can "Take 10" as long as combat doesn't start or you have a climb speed. It is about 10' from the water line to the deck.


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Once they are distracted by our boarders, Quartle will slip into the water and swim around to a (hopefully) unwatched part of the boat (thinking the back side) and attempt to climb aboard.
I'll activate Chameleon Aspect if necessary to gain concealment to be able to slip away.
Stealth: 1d20 + 10 ⇒ (17) + 10 = 27
I think I can Take 10 for 12 on the Swim checks since we are not in combat.
Climb: 1d20 + 10 ⇒ (13) + 10 = 23


Julian barely saw Quartle depart, and did some quick calculation, mainly about who would be most effective at close range without being too intimidating. That surely left him out of the equation. Nevertheless, the climb was daunting for him, and he wanted someone to aid him. The spear of the saurian looked like it would help.

He motions to Celentria and Morgana and whispers, "I think you two should go. We will have to act quickly, we want the deck held well before the boss comes back. After you are on deck, I think we should immediately follow."

Does that plan sound good? I am hoping we take the three on deck out quickly.


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

N'Dateh's nostrils flare as he feels the tension of combat building up, but he fights it, trying to calm himself, and asks in a low voice: "What happened to discussing?"

The voice inside his head screams in outrage: How can you be so weak! Coward! Seize the ladder! Climb up! And bask in glorious battle!!!

But N'dateh just smiles inside You've controlled me long enough.


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

Morgana nods, "I think we're the least likely to raise suspicion. ", then starts climbing.

Take 10 on the climb, gives 12 without the ACP

Scarab Sages

12/12 hp | 19/20 AC, 14t, 15 ff | F+1, R+6, W+0 (+5 C/C, +2F) | Perc +4 | DV 60' Female Ifrit Swashbuckler (inspired blade) | Panache used: 2/5

Celentria whispers, "Slip me back my rapier, I'm not going up there without it. If they ask, I'll just point out that they had us leave our guards behind."

She tries to conceal the rapier on her person a bit, and climbs the rope.

Take 10


Morgana, with ACP you are at 10 climb, which is fine.

Celentia, your climb skill should be -1 with armor on, so you cannot take 10 in climbing as that result in a 9. Are you going up without armor?

Quartle, since you have a climb speed you can always take 10. Also since you climb at 20 you can be up the ropes in a move action vs a double move. Are you choosing to stay off the ship until something happens? Perhaps on the other side?

Scarab Sages

12/12 hp | 19/20 AC, 14t, 15 ff | F+1, R+6, W+0 (+5 C/C, +2F) | Perc +4 | DV 60' Female Ifrit Swashbuckler (inspired blade) | Panache used: 2/5

Celentria isn't wearing armor... wouldn't have worked with the disguise plan.


Gotcha!


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Quartle reaches the top rail on the far side of the ship and peeks his head over. If the coast is relatively clear, he climbs a nearby mast seeking a good spot to watch over the spot where Celentria and Morgana have come aboard and to prepare an ambush if necessary.
Stealth: 1d20 + 10 ⇒ (20) + 10 = 30
Will go ahead and Take 10 for climbing the mast. Not too worried about distance although I'd prefer to try to stay within a range increment of the longbow.


Quartle remains unseen. So what is the plan, are you starting something before Vark gets brought on deck, or are you going to wait until he gets there?


We get our two on deck and then start something right away.


Yes, currently Quartle is hidden and climbed up one of the masts. Margana and Celentia are on board near the single sailor on the main deck. There are two other sailors with crossbows at the ready on the quarterdeck. The other sailor went to get Vark in the officer's quarters below the quarterdeck.

If you want to begin combat before Vark comes out then I will start the combat round. I will wait to make sure before doing that.


Julian reaches down and finds magic in the azata blood in his veins. He throws a cloud of glitterdust over the sentries on the quarterdeck with the crossbows hoping to blind them. The gold dust sparkles on their skin and eyes with amazing brilliance.

glitterdust:
School conjuration (creation); Level bard 2, sorcerer/wizard 2

Casting Time 1 standard action

Components V, S, M (ground mica)

Range medium (100 ft. + 10 ft./level)

Area creatures and objects within 10-ft.-radius spread

Duration 1 round/level

Save Will negates (blinding only); SR no

A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.

Any creature covered by the dust takes a –40 penalty on Stealth checks.

As a Su from an 18 charisma, I think the DC is 14Will


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

Was there a decision about whether or not Morgana can hide her activating a blessing to boost her claws?


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

As the sky lights in golden sparks, N'Dateh grabs the ladder and climbs hastily up, the voice ringing in his head like the horns of Torag's Hall.

BAATTLEEEEEEEEEEEE!!!

But N'Dateh just says: "Hurry! We must take control of the ship and avoid bloodshed!"

Climb up.
Climb: 1d20 + 3 ⇒ (15) + 3 = 18


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Quartle fires a blunt arrow at one of the crossbow wielding sailors. As soon as the arrow is away, he focuses on the mast and subtly shifts the color of his skin to blend back in.
Attack: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15 or 16 if you'll allow me to have studied the target before hostilities
Damage: 1d6 ⇒ 5 non-lethal 6 if studied, 7 if studied and surprise round
Swift action to activate camouflage to gain concealment for 1 round. I think that will allow me to attempt to regain Stealth without the sniping penalty.
Stealth (sniping): 1d20 + 10 ⇒ (11) + 10 = 21

Scarab Sages

12/12 hp | 19/20 AC, 14t, 15 ff | F+1, R+6, W+0 (+5 C/C, +2F) | Perc +4 | DV 60' Female Ifrit Swashbuckler (inspired blade) | Panache used: 2/5

Did Celentria already climb across, is there a map?


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

As Julian releases the bright flash of sparks, Morgana's lovely features turn cold, almost feral, and she lashes out with both hands, trying to tear the throat out of the sailore standing before her.

Claws: 1d20 + 2 ⇒ (14) + 2 = 16 for 1d4 + 3 ⇒ (1) + 3 = 4
If I could activate my blessing, then add Cold Damage: 1d4 ⇒ 1 Not that it helps much, either way.
Claws: 1d20 + 2 ⇒ (13) + 2 = 15 for 1d4 + 3 ⇒ (3) + 3 = 6


Morgana, you can hide the glow with gloves. However if you attack with claws while having gloves on they will be ruined. Taking them off will be a move action.

I will roll for initiative as soon as I can and begin combat. I don't have the map ready yet, hopefully tonight/tomorrow. I will assume Quartle was waiting for the action to begin so no surprise round as it seems how you wanted to begin the action (They will still be FF to him however)


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

That works fine. He wasn't going to be the one to initiate since we didn't have a specific plan in place. The sailors going to get Vark blew up our original plan so its improvising time.


I will work on initiative once I get the map done and ready for combat


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

I'll go without for now. And then have to start pricing cheap gloves that can be easily torn through.


GM Blood:

Initiative Morgana Darya: 1d20 + 2 ⇒ (9) + 2 = 11
Initiative Celentria Sha'Leirin: 1d20 + 4 ⇒ (20) + 4 = 24
Initiative Quartle: 1d20 + 5 ⇒ (15) + 5 = 20 adjust -2 in Surprise
Initiative Julian Binetti: 1d20 + 4 ⇒ (8) + 4 = 12 adjust +2 in Water
Initiative N'Dateh : 1d20 + 1 ⇒ (10) + 1 = 11
Initiative Monster: 1d20 + 2 ⇒ (17) + 2 = 19

As Julian begins casting the battle erupts! Quartle fires an arrow from his hiding spot hitting the crew member 6 non lethal.

Map is up! Celentria goes before the crew goes.


Quote:

Round 1

Initiative Order - Celentria, Quartle, Crew, Julian, Morgana, N'Dateh

Crew AC 15 T 12 FF 13 CMD 25

Scarab Sages

12/12 hp | 19/20 AC, 14t, 15 ff | F+1, R+6, W+0 (+5 C/C, +2F) | Perc +4 | DV 60' Female Ifrit Swashbuckler (inspired blade) | Panache used: 2/5

Celentria steps forward circling her foe, rapier buzzing as she strikes out powerfully and gracefully.

Circle around to set up a future flank with Morgana. Power attack with Rapier. Also, FYI she will use an opportune parry if attacked this round which will interrupt the attack.

Rapier Power Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 + 6 ⇒ (1) + 6 = 7

Parry/Riposte if needed: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 6 ⇒ (4) + 6 = 10


Celetnria steps up and slashes the sailor next to her. While it isn't a killing blow, the wound makes the man panic and he backs away before leaping over the side of the ships trying to swim away. Celentria can choose to take an AoO if she chooses

Quartle shoots from up on the mast hitting one of the crewman with the crossbows. That man also panics and drops his crossbow before leaping over the side to swim away.

The one sailor with a crossbow fires at Celentria. The bolt flies true, but only does superficial damage.

Crossbow: 1d20 + 3 ⇒ (19) + 3 = 22 *Hit, not confirmed*
Confirm Crossbow: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d10 ⇒ 1

As they flee, the door opens up and the sailor that went to fetch Vark comes out with a male and female sailor, who both look like they hastily put on clothes to come out. As they see the battle beginning they draw weapons. End of their turn

Julian casts his spell at the only sailor he can see. The spell goes off but does not affect the crossbowman

Will Save: 1d20 + 1 ⇒ (20) + 1 = 21

N'Dateh climbs up a rope and makes it on board the ship

Morgana, I will let you re-do your turn since no one is within a move of you.


Delayed Julian and Morgana and N'dateh to top of round 2 to make future rounds easier.

Quote:

Round 2

Initiative Order - Julian, Morgana, N'Dateh Celentria, Quartle, Crew,

Crew AC 15 T 12 FF 13 CMD 25

Vark AC 18 T 12 FF 17 CMD 25


Julian begins an inspiring chant-- primal and motivating. All his allies' weapons become enchanted.

Julian draws his now magicked small light crossbow.

std=weapons song (+1 to allied weapons up to 60') move=draw xbow


FYI, Julian's chant does not take place until round 3


No problem, got mixed up on sequence

Scarab Sages

12/12 hp | 19/20 AC, 14t, 15 ff | F+1, R+6, W+0 (+5 C/C, +2F) | Perc +4 | DV 60' Female Ifrit Swashbuckler (inspired blade) | Panache used: 2/5

Celentria grins wryly as the man jumps overboard, allowing him to escape overboard. When the crossbow impacts, she grunts in pain and her smile withers as she sees how close it came to being a fatal blow. She then charges the crossbowman who tried to kill her.

[ooc]Charge to F5[/dice]

Charge Power Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d6 + 6 ⇒ (5) + 6 = 11

Parry/Riposte if needed: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d6 + 6 ⇒ (2) + 6 = 8


Celentria, the crossbowman is on the quarterdeck.This would requires to go up stairs and isn't a straight shot to do a charge, though you can make it in a move.

Celentria moves to attack the crossbowman, scoring a powerful hit.

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