Islands in the Sky (Inactive)

Game Master avr

Current map


51 to 100 of 184 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Dwarf Bloodrager (blood conduit/primalist/untouchable) 3 | HP: 37/37 AC: 17 T: 11 FF: 16 | Saves F: +8 R: +4 W: +4 (+3 more vs spells, slas, or poisons, +2 vs allies spells, +1 vs mind-affecting non-fear) | Perc: +8 (+2 if stonework, auto check within 10 ft, DV) | Speed: 20 ft | CMD: 17 (+4 bullrush, +6 trip) | Botted attack: +6 for 2d6+7 | | +2 DC to cast defensively in my threat area

Out of habit, Pike looks around and asks "What are your orders, captain?" Then he realizes that there is no captain yet and decides to make himself busy on deck.

Prof Sailor: 1d20 + 9 ⇒ (5) + 9 = 14


Agender Fetchling Paladin (Virtuous Bravo) 4

Seps looks with curiosity at the strangely armed carrier but says nothing as it recedes into the distance. Instead, they start tentatively exploring this newly-seized home, checking for anything unusual onboard while always keeping one eye on the horizon.

Perception: 1d20 + 10 ⇒ (9) + 10 = 19


Making your way out in the late night/early morning chill you leave the mist surrounding Port Blackfish behind.

A couple of hours out of port, off in the distance Seps sees one airship pursuing another. It's too far away to make out details but the one pursued makes an emergency landing on a dry rock a few hundred feet across.

Apologies for the delay. Besides a problem or two at my end, the forums had yet another mini-outage last night NZ time.


Female Human Savage 4 HP 40/40; AC 21/17/FF 19; Fort +7, Ref +7 Will +5; Init +7; Per +10; Spd 30 ft. CMB +6, CMD 22

Jale follows Sep's eye, and sees the chase - she leaps to the rigging, one foot on the rail. The wild woman points at the rock recently landed upon.

"Mog - that way! One is harassed by the other, and thus they are both whales distracted. We can make something of this!"


Dwarf Bloodrager (blood conduit/primalist/untouchable) 3 | HP: 37/37 AC: 17 T: 11 FF: 16 | Saves F: +8 R: +4 W: +4 (+3 more vs spells, slas, or poisons, +2 vs allies spells, +1 vs mind-affecting non-fear) | Perc: +8 (+2 if stonework, auto check within 10 ft, DV) | Speed: 20 ft | CMD: 17 (+4 bullrush, +6 trip) | Botted attack: +6 for 2d6+7 | | +2 DC to cast defensively in my threat area

Pike nods with a grin. "Sounds beautiful. Let's have at it."

GM AVR, I'd like to go ahead and position myself on whichever side we'll be pulling alongside them on. Will we be doing a map (e.g. on google slides) or theater of the mind?


There'll be a map. Are you going straight to the smaller, pursued vessel, to the pursuer, or something sneaky like the other side of the rock?

The Exchange

Mog gives an impertinent salute to Jale and begins flying towards the two of them.

I'm in favor of pulling in between the pursuer and the pursued - lets us slow down the pursuer, get their side of things, and deal with them however we see fit before we deal with the landed purusued. Objections?


Dwarf Bloodrager (blood conduit/primalist/untouchable) 3 | HP: 37/37 AC: 17 T: 11 FF: 16 | Saves F: +8 R: +4 W: +4 (+3 more vs spells, slas, or poisons, +2 vs allies spells, +1 vs mind-affecting non-fear) | Perc: +8 (+2 if stonework, auto check within 10 ft, DV) | Speed: 20 ft | CMD: 17 (+4 bullrush, +6 trip) | Botted attack: +6 for 2d6+7 | | +2 DC to cast defensively in my threat area

Yeah stealing from pirates sounds more fun than stealing from random poor merchants. Also, they're not moving right now so that's good. Let's try to come up behind the pursuer from above.


Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

I like the sound of something sneaky.


Dwarf Bloodrager (blood conduit/primalist/untouchable) 3 | HP: 37/37 AC: 17 T: 11 FF: 16 | Saves F: +8 R: +4 W: +4 (+3 more vs spells, slas, or poisons, +2 vs allies spells, +1 vs mind-affecting non-fear) | Perc: +8 (+2 if stonework, auto check within 10 ft, DV) | Speed: 20 ft | CMD: 17 (+4 bullrush, +6 trip) | Botted attack: +6 for 2d6+7 | | +2 DC to cast defensively in my threat area

Pike whispers "All right me chums. Let's get in order as we sneak up on this boat. Mog'll bring us in real nice. I want Seps and Jale on either side o' me. We're gonna board her. Stay close and I can keep them distracted while you lay down the hurt. Surtr and Mog will support us from the boat while Liam's firing. We don't want anyone gettin' past us on the front line but if they do, Surtr will handle it. Anyone got any magic or anything else they can do while we're descending? Might as well save time."

Sound like a plan? GM, I assume there are grappling hooks on board?


Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

Surtur can slap Feather Fall on four people just before the party jumpsdepending ho wfar we want to take "descending."


Dwarf Bloodrager (blood conduit/primalist/untouchable) 3 | HP: 37/37 AC: 17 T: 11 FF: 16 | Saves F: +8 R: +4 W: +4 (+3 more vs spells, slas, or poisons, +2 vs allies spells, +1 vs mind-affecting non-fear) | Perc: +8 (+2 if stonework, auto check within 10 ft, DV) | Speed: 20 ft | CMD: 17 (+4 bullrush, +6 trip) | Botted attack: +6 for 2d6+7 | | +2 DC to cast defensively in my threat area

Oh snap that's a much cooler means of boarding. I assume we can feather fall pretty silently too. We better make sure we don't miss, though! Then the ship would have to catch us before the spell expired and we'd be a load of sitting ducks. GM, what kind roll/odds would it take to bring us up behind them quietly and have a boarding party float quietly on down? The trick then might be to keep our boat in range. I want to make sure I can hear Mog's inspire courage. Speaking of which, Mog. If you wanted to enlarge me, my resulting 20 ft reach could have some fun down there. But no pressure. I'm sure you got plans for your spell slots!


Agender Fetchling Paladin (Virtuous Bravo) 4

Seps leans over to get the rail to get a better look at their target. "Excellent. I've got some magic boots to soften my fall - if you'd like I could drop down and try to scope things out without being seen." Boots of the cat!


Dwarf Bloodrager (blood conduit/primalist/untouchable) 3 | HP: 37/37 AC: 17 T: 11 FF: 16 | Saves F: +8 R: +4 W: +4 (+3 more vs spells, slas, or poisons, +2 vs allies spells, +1 vs mind-affecting non-fear) | Perc: +8 (+2 if stonework, auto check within 10 ft, DV) | Speed: 20 ft | CMD: 17 (+4 bullrush, +6 trip) | Botted attack: +6 for 2d6+7 | | +2 DC to cast defensively in my threat area

Pike consider. "Interestin idea. I know you're quiet enough to pull it off. But how're we gonna get you back up if things look bad?"


By the time you get close enough to make out details, the pursuers have taken their skiffs down to the rock and the pursued craft. Their ship is slowly circling the rock; some crew remain on board.

Map here. I regret to say there is no 'locker of holding' as the map suggests though. Anyone dropping down would arrive on the upper deck.


Agender Fetchling Paladin (Virtuous Bravo) 4

Seps frowns. "Right. You'd have to get close enough to drop me a rope, or maybe go lower so I could jump back." They draw their any-tool, and it transforms into a rudimentary spyglass. "But it looks like quite a few of them left in those skiffs. If we do want to try something, now's our chance."


Female Human Savage 4 HP 40/40; AC 21/17/FF 19; Fort +7, Ref +7 Will +5; Init +7; Per +10; Spd 30 ft. CMB +6, CMD 22

En route, Jale traces her totemic tattoo with a finger while intoning the mysteries of her clan.

Enters Primal State

As the grizzled veteran lays out a plan Jale nods to Pike by way of acknowledgement. Heart pulsing with adrenalin, the feral hunter watches the corsairs' activities with interest, but also looks to see the nature of the prey.

Perception: 1d20 + 10 ⇒ (5) + 10 = 15 [In terms of what she actually sees - whatever she can see, it might not mean much to her untutored mind...]


Dwarf Bloodrager (blood conduit/primalist/untouchable) 3 | HP: 37/37 AC: 17 T: 11 FF: 16 | Saves F: +8 R: +4 W: +4 (+3 more vs spells, slas, or poisons, +2 vs allies spells, +1 vs mind-affecting non-fear) | Perc: +8 (+2 if stonework, auto check within 10 ft, DV) | Speed: 20 ft | CMD: 17 (+4 bullrush, +6 trip) | Botted attack: +6 for 2d6+7 | | +2 DC to cast defensively in my threat area

Love the map! Let's do this!

"Ready?" the old man growls in a hoarse whisper. Once his allies are prepared and Surtr casts his spell, he'll heft himself over the side. "Keep close. We might need back-up." he whispers to Mog. Then he floats down to the deck of the other ship, looking to engage.

Any other pre-buffs? Anyone else want to float down with me? Seps, Jale?


Agender Fetchling Paladin (Virtuous Bravo) 4

"One moment." Seps peers through the spyglass as they approach, checking to see who remains on the top deck and where. Perception: 1d20 + 10 ⇒ (16) + 10 = 26 Then they pocket the spyglass, set their backpack on the floor, and draw a sword. "Ready." Once the ship is in position, they leap over the edge with Pike. A message spell from Surtr might be handy for keeping in touch.


Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

That's a good idea too, and the spell lasts long enough to cast in advance. I can also shoot at the bad guys with this bow I bought if the opportunity arises.


Just added a few icons for the remaining crew on the Cloud's Destiny.

For anyone who jumps down with feather fall and/or boots of the cat, make a DC 15 Acrobatics check to see if you land exactly on target. Please pick your aim point before you roll.

The Exchange

Mog shakes his cloak out, revealing a few long slats that he locks into place with a few deft movements. With a wink to those on deck, he steps off the railing. Gonna use that wing cloak so someone else can have the feather fall.

Fly DC 15 to take no damage: 1d20 + 11 ⇒ (7) + 11 = 18

"Whalescum, that was close," Mog mutters as he lands on the deck, barely not colliding with the railing.


Female Human Savage 4 HP 40/40; AC 21/17/FF 19; Fort +7, Ref +7 Will +5; Init +7; Per +10; Spd 30 ft. CMB +6, CMD 22

@avr - is the wheelhouse open to the sky or roofed, and is it higher than the deck storage (i.e. Up the stairs)? Is the room "charts" roofed? If I try to land on the roof of the charts room am I on the same level as the wheelhouse?

Jale smiles as Mog takes flight, then drops into space. Literally. Unused to such a maneuver it takes all of concentration to land where she wanted to.

Acrobatics: 1d20 + 9 - 1 - 1 ⇒ (8) + 9 - 1 - 1 = 15 [-1 armor, -1 buckler]


Agender Fetchling Paladin (Virtuous Bravo) 4

Seps stands poised at the edge of the ship, judges the distance, and hops swiftly into nothingness. They plummet for several tense seconds before landing silently in a shadowy alcove between the stairway and the lounge. Acrobatics: 1d20 + 5 ⇒ (19) + 5 = 24 Stealth: 1d20 + 17 ⇒ (11) + 17 = 28


The deck storage, wheelhouse and chart room have canvas roofs, the deck storage a little below the other two. The roofs could be removed from the deck storage & wheelhouse but haven't been right now. The two NPCs in the wheelhouse are under that roof.


Rolling initiatives & perception:

Spoiler:
Seps: 1d20 + 8 ⇒ (9) + 8 = 17
Jale: 1d20 + 7 ⇒ (13) + 7 = 20
Mog: 1d20 + 4 ⇒ (16) + 4 = 20
Surtr: 1d20 + 6 ⇒ (11) + 6 = 17
Pike: 1d20 + 1 ⇒ (6) + 1 = 7
- Acrobatics DC 15: 1d20 + 2 ⇒ (8) + 2 = 10
- direction: 1d8 ⇒ 6

Sailor 1: 1d20 + 1 ⇒ (2) + 1 = 3
- Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Sailor 2: 1d20 + 1 ⇒ (3) + 1 = 4
- Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Pilot: 1d20 + 6 ⇒ (14) + 6 = 20
- Perception: 1d20 + 10 ⇒ (12) + 10 = 22
Navigator: 1d20 + 2 ⇒ (1) + 2 = 3
- Perception: 1d20 + 6 ⇒ (15) + 6 = 21

None of the crew notice Seps as they drop into place, but assorted bumps and crashes announce the rest of you.

Jale, please decide exactly where you were going. You're also the first up. Ol' Pike, I rolled your Acrobatics check to speed things up a little, if you'd rather I waited in future for things like this please let me know.


Female Human Savage 4 HP 40/40; AC 21/17/FF 19; Fort +7, Ref +7 Will +5; Init +7; Per +10; Spd 30 ft. CMB +6, CMD 22

I guess I'm landing on the canvas roof of the "Charts" room, with whatever results from my weight...resulting


Female Human Savage 4 HP 40/40; AC 21/17/FF 19; Fort +7, Ref +7 Will +5; Init +7; Per +10; Spd 30 ft. CMB +6, CMD 22

Can I cut through the canvas with my spiked gauntlet? If so, cut and then drop into Charts room. If not, move to the edge of Wheelhouse and drop down in front of door.


Dwarf Bloodrager (blood conduit/primalist/untouchable) 3 | HP: 37/37 AC: 17 T: 11 FF: 16 | Saves F: +8 R: +4 W: +4 (+3 more vs spells, slas, or poisons, +2 vs allies spells, +1 vs mind-affecting non-fear) | Perc: +8 (+2 if stonework, auto check within 10 ft, DV) | Speed: 20 ft | CMD: 17 (+4 bullrush, +6 trip) | Botted attack: +6 for 2d6+7 | | +2 DC to cast defensively in my threat area

No thanks for rolling for me! That's what I would have done immediately anyway. My acrobatics check is actually worse due to my ACP of 6 but that'll work. Can't wait to start swinging! So Surtr, you're staying with our boat? That's mighty helpful. I really don't want it to drift away from us or crash into the rock.

The Exchange

Crazy busy at work so sneaking in a post when I can - sorry if it's out of order.

"Surrender now or the giant wrecks the whole ship!" Mog calls out to the ship, albeit unconvincingly. He then begins casting Enlarge Person on Ol' Pike, stepping closer to the fighter to do so.


With two quick slashes Jale cuts a triangular opening into the canvas and drops through. The charts and the folding table in here have been packed away so the footing in here is secure. Someone's keeping this room in military ship-shape.

On the other side of the door, in the wheelhouse a woman cries out in surprise and speaks words which refuse to be remembered by the hearers - some sort of magic.

Mog issues his threat and starts his own magic.

Ol' Pike, Seps, Surtr, you're up.


Agender Fetchling Paladin (Virtuous Bravo) 4

Hearing fragments of an incantation, Seps ducks past the stairway and sprints into the wheelhouse, slashing at the woman with their cutlass. "Please don't try to use magic. I'll have to hurt you."

Spending a point of panache to double the precise strike bonus for this attack.
Attack: 1d20 + 11 ⇒ (18) + 11 = 29 Damage: 1d6 + 14 ⇒ (1) + 14 = 15
Crit Confirmation: 1d20 + 11 ⇒ (13) + 11 = 24 Crit Bonus Damage: 1d6 + 6 ⇒ (1) + 6 = 7


Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

Someone had to stay with the boat. Where would I be roughly if I don't jump?

Surtr tries to identify the incantation being prepared by the woman. If he can anyway, I'm unsure if I can see from up on deck.
Spellcraft: 1d20 + 7 ⇒ (7) + 7 = 14

Then, walking over to the railing of the Still Untitled the man from the north chants rhythmically:

"au"

"au"

Sonorous and growing louder, the sound of his voice and pounding fist ring in the minds and hearts of Surtr and his allies.

"AU"

"AU"

And soon their weapons resonate as well.

Activating Weapon Song as a standard. So, here's a question Avr, do I choose the bonuses Weapon Song confers? Also, do I roll the attack from Spirit Totem? I need to know.


Dwarf Bloodrager (blood conduit/primalist/untouchable) 3 | HP: 37/37 AC: 17 T: 11 FF: 16 | Saves F: +8 R: +4 W: +4 (+3 more vs spells, slas, or poisons, +2 vs allies spells, +1 vs mind-affecting non-fear) | Perc: +8 (+2 if stonework, auto check within 10 ft, DV) | Speed: 20 ft | CMD: 17 (+4 bullrush, +6 trip) | Botted attack: +6 for 2d6+7 | | +2 DC to cast defensively in my threat area

GM, somewhat unsure what obstacles block my reach on deck here but here's my plan.

Pike roars. "THAT'S RIGHT! The pain will only stop when ya surrender!"

Enter bloodrager!

Power attack: 1d20 + 11 ⇒ (14) + 11 = 25
Dam: 1d10 + 17 ⇒ (3) + 17 = 20

AoOs with 10 ft reach:

Attack: 1d20 + 11 ⇒ (12) + 11 = 23
Attack: 1d20 + 11 ⇒ (19) + 11 = 30
Attack: 1d20 + 11 ⇒ (9) + 11 = 20
Attack: 1d20 + 11 ⇒ (4) + 11 = 15
Attack: 1d20 + 11 ⇒ (3) + 11 = 14
Attack: 1d20 + 11 ⇒ (11) + 11 = 22
Attack: 1d20 + 11 ⇒ (9) + 11 = 20
Attack: 1d20 + 11 ⇒ (19) + 11 = 30
Dam: 1d10 + 17 ⇒ (7) + 17 = 24
Dam: 1d10 + 17 ⇒ (10) + 17 = 27
Dam: 1d10 + 17 ⇒ (4) + 17 = 21
Dam: 1d10 + 17 ⇒ (1) + 17 = 18
Dam: 1d10 + 17 ⇒ (1) + 17 = 18
Dam: 1d10 + 17 ⇒ (10) + 17 = 27
Dam: 1d10 + 17 ⇒ (9) + 17 = 26


Certainly you define the bonuses of the weapon song you sing Surtr, no one else could. On the other hand if you give out rage powers like lesser spirit totem to people they get to use them not you. Though with your Cha mod & level according to the skald class feature, which probably implies with your BAB too.

Your ship is 50' up I'm thinking. Surtr is not in a good position to identify spells cast inside the wheelhouse though.

Seps cuts low on sheer instinct and the shield of force protecting the pilot is too high to be any use. She gasps, blood spilling down her legs. Yes, successful critical hit. The navigator steps back adjusting his goggles and tries his own spell, wary of Ol' Pikes' swinging bardiche.

concentration: 1d20 + 5 ⇒ (2) + 5 = 7

Too wary as it happens he keeps waiting for an opening which never appears.

Meanwhile one of the sailors advances to the corner of the darkened passenger's lounge and flings a sharpened metal disk at Mog before the other charges him, maul in hand.

chakram attack, range: 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11
damage: 1d8 + 3 ⇒ (7) + 3 = 10

greatclub attack, charge: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
damage: 1d10 + 4 ⇒ (1) + 4 = 5

Neither connects.

Jale, your turn again. It's a move action to open a door if that's what you're about to do here.


Darian's initiative: 1d20 + 2 ⇒ (8) + 2 = 10

Hearing the crashes and roars upstairs Darian prepares to flip open the lock on the 'secure cargo' area he's being held in and to see whether now is the right time to break out.


Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

Alrighty then. So, everyone adds an extra attack to their routines. A dark flame whirls around everyone, at +7 to-hit, and dealing 1d4+4 negative energy. It can reach targets adjacent to everyone. As for weapon bonuses, Surtr can only give himself the +1 since he's hanging back. Then for Pike and Seps, they get Keen. Mog and Jale get Flaming on their crossbow/club respectively.

The Exchange

I'm on initiative count 20 too, right? If so, then Enlarge Person would be ready - but I'm not sure if I can see Ol' Pike from where I am. :( If I can see him, the spell would take effect - otherwise, it would just be a wasted spell.

Also, Surtr, when do the dark flames attack? My turn, your turn...? Does it take an action? Just wondering whether I sear this dude up in Mog's face before I step back.

Mog curses under his breath as Pike runs into the fray. "Blasted hothead...," the pilot mutters as he dodges attacks. He steps away as best he can from the man threatening him. "Lissen up, you dogs! We got the drop on you, and if you want to be alive to tell yer grandkids about the time Mog Calloway and his crew got the drop on you, you're gonna need to put these weapons down! Lads, anyone who's got a weapon out, cut 'em down!" He then opens the deck storage door and ducks inside, as much to bottleneck his attacker as to avoid any more projectiles. He waves his newly flaming crossbow at the man outside the door. "Come get some if you're man enough!" leers the older pirate.

Begin Inspire Courage, so +1 to hit and damage for the party.


Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

Your turn. It's essentially a free melee attack, but without a weapon. Lesser Spirit Totem."These spirits make one slam attack each round against a living foe that is adjacent to the barbarian." Replace "barbarian" with PC, and you're good to go.

The Exchange

Oooh, sick! Then back on Mog's turn...

The flames Surtr has conjured around Mog strike at the crew member that is facing the pilot.

Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d4 + 4 ⇒ (3) + 4 = 7


Dwarf Bloodrager (blood conduit/primalist/untouchable) 3 | HP: 37/37 AC: 17 T: 11 FF: 16 | Saves F: +8 R: +4 W: +4 (+3 more vs spells, slas, or poisons, +2 vs allies spells, +1 vs mind-affecting non-fear) | Perc: +8 (+2 if stonework, auto check within 10 ft, DV) | Speed: 20 ft | CMD: 17 (+4 bullrush, +6 trip) | Botted attack: +6 for 2d6+7 | | +2 DC to cast defensively in my threat area

Sorry, Mog. Both in and out of character, I got excited and ragey about attacking these folks... The full round casting time of enlarge person is tough...

Thanks, Surtr! Keen is exactly what I would have picked.

Not my turn yet, I believe.


HP 36/36, AC 17, Fort +7, Ref +7, Will +5, Perception +8

It had taken Darian a while to make some makeshift picks out of odds and ends squirreled away. He'd already unlocked the door and locked it again a few times, just to be sure he could do it quickly. After that it was just a matter of waiting for the right moment to escape.

From the sound of things, now was that time.

It took him only moments to pop the lock and start to move.

Do you want me to roll the Disable device check, or are we going to move forward with the scene? Should I be taking an actual action this round?


Female Human Savage 4 HP 40/40; AC 21/17/FF 19; Fort +7, Ref +7 Will +5; Init +7; Per +10; Spd 30 ft. CMB +6, CMD 22

Taking in the room of charts and other items that steal words from people's minds Jale smiles a feral grin at her positioning, and then her eyes widen as her gunstock club is limned in whisps of flame and a keening spirit materialises about her.

Surtr's sorcery!

Jale opens the door and seeing the raider in the corner steps in so as to allow the spirit to attack, screaming a triumphant "Surprise!!!" as she does so.

Move Action: Open door
Move Action: Move into room adjacent to male raider.

Spirited Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Flame: 1d4 + 4 ⇒ (4) + 4 = 8


Darian, you have a move action (& a swift action, if it matters) if you want it. No actual disable device roll required & your description sounds good. You have retrieved your gear from a locked box in the secure cargo area already.

Mog, you choose who to cast spells on when the action finishes not when it starts - you could cast it on yourself if you wanted but I don't think you can see anyone else on your side at that point, besides Surtr who's out of range and doesn't need it now anyway. Or you can stop casting & lose the spell as you've assumed.

The pilot realises she's outnumbered as well as badly injured 1 hp remaining! and raises her hands carefully. She can't resist saying "You dogs will regret your bites when the troops return!" as she does so however.

Everyone else in the party can act now if they like.


Dwarf Bloodrager (blood conduit/primalist/untouchable) 3 | HP: 37/37 AC: 17 T: 11 FF: 16 | Saves F: +8 R: +4 W: +4 (+3 more vs spells, slas, or poisons, +2 vs allies spells, +1 vs mind-affecting non-fear) | Perc: +8 (+2 if stonework, auto check within 10 ft, DV) | Speed: 20 ft | CMD: 17 (+4 bullrush, +6 trip) | Botted attack: +6 for 2d6+7 | | +2 DC to cast defensively in my threat area

Unsure what to do with the prisoner, Pike growls "Drop everything then! And your pal better do the same!"

Intimidate: 1d20 + 8 ⇒ (12) + 8 = 20

If the other guys doesn't look like he's going to cooperate, then Pike is going to lay into him, encouraged by Surtr and Mog.

Bardiche attack: 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26
Dam: 1d10 + 17 + 1 ⇒ (9) + 17 + 1 = 27

Spirit attack: 1d20 + 7 ⇒ (19) + 7 = 26
Dam: 1d4 + 4 ⇒ (2) + 4 = 6


Agender Fetchling Paladin (Virtuous Bravo) 4

Seps gives a swift nod and steps out onto the deck, raising their sword toward the remaining sailors. "Look, it's over. Your crewmates have surrendered. Please stand down."

If they don't, Seps lashes out with a strike too quick to be seen, glowing spirits swirling in its wake. Spending panache again to double precise strike.

Cutlass Attack: 1d20 + 12 ⇒ (13) + 12 = 25 Cutlass Damage: 1d6 + 15 ⇒ (5) + 15 = 20
Spirit Attack: 1d20 + 7 ⇒ (4) + 7 = 11 Spirit Damage: 1d4 + 4 ⇒ (1) + 4 = 5

The Exchange

Mog is not exactly built for melee combat... The benefits of the large weapon would be offset by the drawbacks of being a large target. Would rather drop the spell :)

Mog keeps his crossbow aimed at the man who attacked him, finger on the trigger. "Are we all copacetic down here too, lad?" he says. "Hate to give you a new nostril, but at least me friend set it so it'll cauterize right quick."

Dropping the performance if people are already surrendering. Readied action to shoot my battle buddy here if combat keeps on going.

Readied Attack: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d8 + 1 + 1d6 ⇒ (4) + 1 + (5) = 10


The sailor with the greatclub and the navigator surrender, though not without more snarled and unimaginative threats from the sailor. The remaining sailor makes herself scarce - Surtr sees her climbing down the front of the craft.

Darian, assuming you're not using that move action right now and sitting tight instead, you hear multiple footsteps heading for the stairs.


HP 36/36, AC 17, Fort +7, Ref +7, Will +5, Perception +8

Darian took a moment to secure his gear and then found a place to hunker down and listen.

Finding a place to Stealth, and trying to listen.

Stealth: 1d20 + 10 ⇒ (3) + 10 = 13
Perception: 1d20 + 8 ⇒ (4) + 8 = 12

51 to 100 of 184 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Islands in the Sky All Messageboards

Want to post a reply? Sign in.