Jammin's Takeover Way of the Wicked

Game Master YanJieming

Map of Talingard
Party Gold / Items


1,301 to 1,350 of 2,737 << first < prev | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | next > last >>

Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

"Are there any settlement this far north? Someplace to tell them we're heading with food reserves perhaps? The bottom line is that we're probably going to have to kill them all and burn the ship.."


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

"Not that I have a problem with burning their ship. But I think it better to not leave a path of destruction for them to follow."


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Argan tries to recall if there is any settlement to the north that they can use in Vlad's idea. He knows there's something called Seal Isle on the map handled to him, but is trying to remember what is there...
K.Local: 1d20 + 5 ⇒ (10) + 5 = 15

Whether he remembers something or not he speaks to the captain.
"Captain Kargeld, is there any city or settlement in the north that we can use in our bluff?"

While that, he removed his crude hat, turned with his back to the coming ship and made the circlet work to change his appearance to a more fat and old person, with clerical vestments on the shape and colors of a Mitran priest, hiding all his weapons on the glamer spell. He took the holy symbol of Mitra and hanged the leather cord on his neck and holded his book as if he could use it to banish whatever evil showed up.

He also takes an overall look at the crates to see if there are any flaming axe symbols showing up.


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

"Could always punch a hole in their bottom then.. Watch it sink.. Regardless we have to kill all of them first.. Well that is if you plan doesn't work.. Im sure we can assist in your lies.." Argan's change in disguise gives him an iea.. "We could instead make this a holy trip to take food and wares to a settlement in the north.. Me and Godie over there can be your retainers and we already have our wizard with an owl.. Our noble friend here could be the benefactor to this mission.. We're doing holy Mitra's work here.. Sounds like it could work.."


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

"We cannot allow them to look at the cargo. Aside from that everything will be fine."

Also, is the cargo covered with lids or cloth?


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

"Hmm. We need a good enough reason for them to be convinced not to have a look at our cargo. I could impersonate someone high up. You Argan can be my proof of our holy mission. Pioneers on a secret mission past the watch wall?"


The Cargo is in unmarked crates, but the weaponry itself have bugbear symbols on them. Would only raise alarm if they were to look at the weapons directly.

Argan:

There are some outposts primarily used as scouting camps, not much in the ways of towns that are apart of Talingarde kingdom.

Just got a picture of Frair Tuck.

Let me know what you are going to be, if you are impersonating anyone or changing your disguise

"Bloody hell if i know, I haven't been too far of the North wall myself. Can't imagine any cities or towns, but a forwards camp could be believable." Kargeld gathered himself and rummaged through the pile of equipment, making sure to have everything in place. The look of slight panic upon his face. Looking at his crew members, "Lads keep your head about ya."


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

I did not know who Frair Tuck was, but google tells me it works perfectly ^_^

What about the places Yodler? Anything we could use?

"I am thinking on going to them and bless the ship, instead of letting them come to us. That way we would have me and one more aboard if anything goes wrong."

Oh so you like to Ninja'edit me, hun?!


You don't know the specific name of any of the encampments, even if they had names. Would have to generalize. Don't forget to make your disguise rolls as well, with a +10 from the circlets.


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Argan is enjoying finally have something to worry about after so many days full of boredom. In his new fat form he puts one hand on each side of his big belly and turns his torso a bit, looking to Eryan.
Disguise: 1d20 + 9 + 10 ⇒ (15) + 9 + 10 = 34
"So, wanna take the lead? I'll go with it. Try not to give them too much time to think, and if we get over their dock we can analyze the situation better."


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

I thought u only had to roll the disguise if someone made contact with you?

"Honestly once we see how many there are than it might make our choice easier.. The cargo is surely going to be searched so i doubt our plan will completely work.. I think it best to simply use it to get the jump on them.. Captain, any suggestions?"


First time using the disguise ruling to be honest. In my view I thought it was vs perception. I believe illusions are when you make contact. The circlets give you a bonus to the disguise skill and that is a check that is opposed to anyone's perception check. Let me know if I am wrong.

Argan:
Forgot to mention that there is a town of Aldencross that is situated just outside the watchtower of Balentyne.

"I'm not the one for words with the authorities, I will leave the talking to you. If they catch wind of anything I will be sure to keep my boat safe. If that means bloodshed, all the better."


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

I do believe that close interaction with the illusion (trying to touch my illusion belly, for instance) would allow a will save, but aside from that it's only perception. Someone who suspects it's an illusion can also specifically attempt to disbelief it.
Have any of you played the Silent Tide? There are 5 safes for you to open, and one of them has an illusion aura. It's not locked, so everything you had to do was to open it, but you could open it and if your will save wasn't sucessfull it would just remain the same. Your mind would see it as being closed, although the lid could be open, and even your finger would feel the lid was closed.


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Argan is ready, but he wants to keep the risk to a minimum. The enemy ship could be an interesting acquisition, tough, specially whatever was in it.
"I believe we should eliminate every single one of them, but let's not take that risk unless the profit is enough. Captain, what's the standard procedures in this approaches? Do we retract the sail and wait for them?"

The rogue takes a slowly look around the ocean, to be sure there are no more ships.
Perception: 1d20 + 7 ⇒ (17) + 7 = 24


"If it is a scouting ship of Talingarde, they will be announcin' themselves. If they ask for us to stop it would be in the best interest to follow their direction, seeing as how we would never outrun them." He peers over the water and looks back. "Has the right colors for sure."

Argan:
No other ships are within view of the vessel.


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Disguise: 1d20 + 18 ⇒ (5) + 18 = 23

"First bad sign we kill them all.."


Barbarian (Invulnerable Rager) 6 Furious Guardian 1 | HP 101/118 (119/136 R) | AC 17 (17 raging); Touch AC 13 (11 raging); FF 14 (14 raging) | F +12 (15 R); Ref +5; W +4 (6 R) | +3 Init | Perc +12 | Sense Motive +12 Human DR 3/- Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1

Kharn nods at the others, but quickly whispers to Goodie.

"Would you mind putting those magical marks on the cargo? Make it look like the cargo is from Talingarde."


Female Human Witch (Gravewalker) 4 l HP: 22 l AC: 11 [T: 11, FF: 10] l Fort: +2, Dex: +2, Will: +6 l Per: +6 l Init: +3

"Of course, sonny, I would be happy to oblige."

Goodie uses her magic to disguise the cargo as best she can.


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

Eryan nods. "Let me do the talking. Feel free to assist me however."
Disguise: 1d20 + 15 ⇒ (20) + 15 = 35 they ain't seeing past me at least.


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Argan smiles like if he knew how it would end up, but he keeps quiet.

The ship approaches, and he waves a happy hand at the soldiers, as if he was a tourist on a summer trip!

Feels like Eddie from "Just Go With It"!


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

Eryan frowns. "Don't looks so happy to see them. They are delaying our mission remember."


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Argan's voice is different than the normal one. He sounds simple and humble. "Well my friend, our destination won't go anywhere!" He opens his arms and smiles with his mouth open. "It can wait a few more minutes, while we share Mitra's blessing with some unfortunate soldiers who are probably on duty for a long time now!"


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

"Praise Mitra..." Grumble Grumble..


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

He watches the ship grow larger and larger, the water it displaced slowly reaching the Frosthammar in small waves. The wind blew his black hair over his eyes in a realistic fasion. Though he did not feel it nor did it limit his vision, being an illusion after all. He prepared himself to berate whoever dared stop them in his best pathetic high and mighty human noble impression. Hopefully they believed him. Looking sideways at Argan, the man looked rediculous and far too happy. Hopefully they did not get suspicious and demand to come on board. Having to destroy that ship would put a warning out faster than he wanted to believe. Best to slip unnoticed for now until they got to the bugbears camp.

Their time will come. Let them enjoy another night in a warm bed. Their time will come. Sometimes he wasn't sure if the spirit was talking to him or if it was his own thoughts he was listening to.


As soon as the ship gets close enough, the obviously Talirean sailors begin shouting “Heave to in the name of the king!” Kargeld and his men comply, slowing the ship and awaiting the approach. The Captain and four armed sailors brandishing spears board the “Frosthamar”. The captain boards the ship and shouts "My name is Captain Sambryl of the Talirean coastal guard. I demand to speak to whomever is in charge."

Kargeld keeps quiet and looks towards you for the time being.


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

Eryan walks over to the captain in a pompous manner. "Sambryl. Ah yes I remember the name now. A competent sailor and well suited for continued promotion in the future." He pauses and looks at Argan. "If you wish for your bright future to stay that way captain I suggest you leave my ship immediately and see us upon our way. As you can see from my good man here we are on a mission of the Order. This mission is of the highest secrecy. Mentioning our presence here can have dire consequences for you, Sambryl."
A strange mix of diplomacy, bluffing and intimidation was the plan here.
Diplomacy: 1d20 + 12 ⇒ (19) + 12 = 31
Bluff: 1d20 + 11 ⇒ (15) + 11 = 26
Intimidate: 1d20 + 11 ⇒ (4) + 11 = 15


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Vlad steps forward, eyeing the captain.. "It would be wise to listen to my Commander.. He has the ear of many important people.. Now if you wish to get a good word put in you will do as he says.."

Assist Bluff: 1d20 + 11 ⇒ (10) + 11 = 21
Assist Diplomacy: 1d20 + 13 ⇒ (2) + 13 = 15

+2 to both


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

The priest gets embarassed by Eryan's words, and thus he tries to remedy it swiftly, addressing Eryan and defending the soldier. "My lord, do we need to be so harsh? I'm sure the captain is just doing his work, and judging by the look in his face he was not informed of our mission. I'm sure he would not delay us if he knew how important our holy mission us. He was just at the wrong place at the wrong time, but I'm sure we can still recover the time lost, right?"

He approaches captain Sambryl, leaning against his build sideways, cover his mouth with half a hand and rapid-whisper to him: "He's not on a good day captain, better not to push it." The fat priest returns to the standard position and brings his voice to a level everyone could hear it. "So, would you like this humble priest to say a few phrases to bless your ship, in the name of Mitra?"

Aid Bluff: 1d20 + 9 ⇒ (7) + 9 = 16
Aid Diplomacy: 1d20 + 7 ⇒ (6) + 7 = 13

Argan would like to have some info Yodler:

  • How well are the soldiers armored?
  • How far from the coast are we?
  • Do we see valuable things on their ship?
  • How many soldiers are there?


  • Captain Sambryl clearly is flustered; this isn't what he expected at all. "I uh...thank you...sir?" He says sir as if unsure if he's using it in the right situation. "You understand sir, that I understand the occasional need for secrecy, but I wouldn't be doing my job if I didn't know who you were and what you're doing in these waters headed north. Also what you're carrying and why you're in a foreign boat. Let me know that and you'll be on your way, and I won't say a word of it."

    Kargeld raps his fingers against his weapon nervously as his men glance between each other.

    The soldiers are all wearing leather armor, Captain Sambryl is wearing breastplate.

    You're a few hours past the Watch Wall, which means it would be an impossible swim.

    The ship is smaller than the 'Frosthamar', a single masted fully-rigged pinnace only thirty feet long.

    You see food rations, the armor and weapons worn by the soldiers, and that's about it. Doesn't appear to have much in the way of riches (although there is a cabin you cannot see into).

    There are twelve soldiers not including the captain. Four of them have accompanied Sambryl aboard your ship with their spears in hand while the other eight remain on their own ship, short bows in hand.


    Usable:
    Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
    HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
    Active Effects:

    Vlad stands silent and waits for his brethren to respond, hoping to interject with a few words..


    Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

    "Of course Captain. You are just doing your job. We really must continue. The security of the Kingdom is at stake you understand."


    Usable:
    Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
    HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
    Active Effects:

    "And we wouldn't be doing our job Captain by divulging the information regarding our most secret mission.. As my master has already said, we are on a most holy mission to the north.. Now if you wish to put in a request with King Markadian for mission information by all means.. Although your good word will most assuredly be lost by then.. Your choice.."

    Diplomacy: 1d20 + 13 ⇒ (10) + 13 = 23
    Bluff: 1d20 + 11 ⇒ (17) + 11 = 28


    Sense Motive: 1d20 ⇒ 14

    Finally accepting that this ship is in fact not an enemy and that his job might be in trouble by his questioning, the good Captain snaps to attention and gives a crisp salute. "Yes SIR! I am sorry we didn't expect you SIR!" You can practically feel the breath on your face from how loudly he states your superiority. And you can't help but note how he shouted your superiority so loudly after being told you were on a secret mission... He smiles at Argan. "I would be honored for the blessing, praise Mitra!" You almost feel your blood coil in repulsion as you become aware you are in the presence of a devout follower of Mitra.

    Almost as if he is hammering his own shortsightedness into your head, he turns on one heel and addresses his men loudly. "MEN! At ease! They are not the enemy, they are on our side!" The men with bows lower their weapons and begin making preparations to cast off.


    Usable:
    Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
    HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
    Active Effects:

    "Zura please stay my hand from the ridiculous sacks of blood.."
    Swallowing the bile that just came up in his throat.. "Hail Mitra! Father please bless these holy warriors so that they may be on there way.."


    Vladamir Orlovsky wrote:

    "Zura please stay my hand from the ridiculous sacks of blood.."

    Swallowing the bile that just came up in his throat.. "Hail Mitra! Father please bless these holy warriors so that they may be on there way.."

    I can almost hear your mother turning in her coffin..


    Barbarian (Invulnerable Rager) 6 Furious Guardian 1 | HP 101/118 (119/136 R) | AC 17 (17 raging); Touch AC 13 (11 raging); FF 14 (14 raging) | F +12 (15 R); Ref +5; W +4 (6 R) | +3 Init | Perc +12 | Sense Motive +12 Human DR 3/- Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1

    Kharn still in his disguise sighs at the good captains obvious lack of subtlety, and looks to the others to carry this on as he continues to make sure Sir Richard is comfortable.


    Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

    Blood coil? Common, the Holy Book of Mitra has been my constant companion for many weeks now. I'm his best follower!

    The fat priest looks very, very happy to have found another faithful companion. He promptly grabs his Book and holds it closed over his right palm, then lifts the Holy Symbol of Mitra up high in the direction of the ship, and starts his prayer on an clearly voice:
    "Thank you, Shinning Lord, for granting us a blessed day in the sea, where we met others who share our faith. Protect us, whether are we brave soldiers or just humble servants. Allow our honor to precede us wherever we may go, preparing the people to receive your light to shine upon their lost souls. Bring justice over the wicked, but be merciful on those who cannot chose for themselves, and guide our paths everyday so we will reach the ones who need, to bring them back under your protection. Bless these soldiers who are working the cause of good, whose lives are always at your service, whose bravery is unquestionable. Guide our holy mission to spread your teachings to the lost North. Thus we pray. Amen."

    Bluff if needed: 1d20 + 9 ⇒ (17) + 9 = 26


    The prayer to Mitra goes smoothly on the surface, although our villains feel dirty...soiled as they are forced to bow their heads to the Shining Lord. "Amen." The captain and several soldiers mutter as the prayer concludes. The captain bows his head respectfully to the wonderful holy man, then gives a crisp salute to the rest of the crew. "May the waters be swift and His light be at your back!" He Captain spins and marches back to his boat, and in one more display of painful ignorance shouts "Come on now they need to get going, can't finish up their secret mission with us holding them up!" The soldiers give each other a few confused looks, but follow orders and separate the boats.

    Congratulations! You all receive full XP for this little bump in the sea. But there might be a few more to deal with...

    BTW Argan, if you read their holy text just to do things like this then I believe you deserve a bonus to bluff for these particular kind of lies. Say a +4?

    The rest of the day the sailing goes smoothly. Kargeld even makes time to briefly make anchor and hunts a few deer down, allowing the party and his men to enjoy fresh meat that evening. As the drinks are drunk and the meat eaten the symbol of Mitra finally falls below the belt of the horizon. Kargeld calls for the anchor to be dropped and everyone to get some sleep; he intends to head out early in the morning. Two of his men stay up, apparently taking the first shift of the night.

    How do you guys want to handle taking watch, if at all? You have two somewhat competent sailors on watch at all times, so do you get your beauty sleep or is there no rest for the wicked?


    Usable:
    Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
    HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
    Active Effects:

    Just as were are not trusted so shall we not trust the captain and his good men.. Taking watch is deff in order.. Ill take a middle with the darkvision and all..


    Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

    Eryan has his servant keep watch for the most part.


    Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

    Considering that very few of the priests of Mitra have divine power, I would agree that passing as one would be very easy indeed. I'm pretty happy with the +4 bonus to bluff passing as a Mitran priest, specially that I do have the book and the holy symbol.

    So, party, considering we've been warned that the captain is not to be trusted, I would suggest we keep at least one of us awake on guard duty. I'll tell them it's to help keep an eye on trouble.
    "Night can bring unpleasant surprises, specially since we cannot see in the dark. Let's be careful."


    Usable:
    Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
    HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
    Active Effects:

    "Speak for yourself.. I can see in dark just fine.. Ill take a midnight watch.."


    Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

    Well I can see twice as far if we are having a competition.


    Usable:
    Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
    HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
    Active Effects:

    Well i have low light too nanner nanner..


    Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

    Here have some deeper darkness. Now no one can see...


    Eryan Duskwalker wrote:
    Here have some deeper darkness. Now no one can see...

    We all remember that was a bad plan. My other party is full of darkvision so they use darkness like a flash grenade when they enter rooms. But they found out deeper darkness in an area of dim light means everybody is screwed! (Although admittedly not their fault)


    Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

    Freaking broken races...


    Anyways, I'd like to see a watch order. A long term one that will be the "usual" for you guys.


    Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

    Taking liberties again.
    Watch Order: 1 - Kharn; 2 - Argan; 3 - Vladmir; 4 - Eryan; 5 - Goodie (cause old people wake up early) and Eryan's servan (to prepare the lord's breakfast).


    Screen:
    1d6 ⇒ 4
    Eryan Perception: 1d20 + 2 ⇒ (16) + 2 = 18
    Sailor Perceptions: 1d20 - 1 ⇒ (9) - 1 = 81d20 - 1 ⇒ (15) - 1 = 14
    1d20 + 5 ⇒ (15) + 5 = 20

    Eryan is leaning against the railing during his watch, his listening of the wind constantly interrupted by the unintelligible speech of the two sailors sharing his watch. As Eryan begins making his way over to chastise them again, he hears the soft slapping noise of water against the side of the boat. Odd, it had been a perfectly calm night. He goes to the railing and peers over, then sees five of these creatures and two dolphins circling the boat. Upon realizing their cover was blow, the leader of them (easily recognizable by his intricate seashell armor) yells out a quick order in a strange, flowing language. Instantly all the other blue creatures respond, and as one they cast a spell that manifests on the ship. Then from different angels water elementals appear and land, ready to fight. The dolphins and other creatures continue to circle the boat, as if waiting for something.

    One Knowledge Planar check here.

    Knowledge Planar DC 10:
    These creatures are called Tritons, and they are originally from the plane of water. They are good creatures that hunt evil.

    Knowledge Planar DC 15:
    Tritons are strong warriors, stout of body and mind and good with weapons.

    Knowledge Planar DC 20:
    Tritons like to force their enemies into water with their natural ability to summon water elementals.

    And another one here.

    Knowledge Planar DC 10:
    Water elementals are outsiders that are nearly impossible to fight in the water.

    Knowledge Planar DC 15:
    These elementals have a list of immunities since they are composed entirely of water.

    Eryan you get a surprise round action. Everybody else wakes up from the sound of the two awake sailors yelling (and possibly Eryan) and the water elementals landing. Also, I'm assuming that anybody that normally wears anything heavier than light armor is currently not wearing it (with the exception of Eryan).

    Init Order:
    Kharn
    Goodie
    Eryan
    Sailors
    Enemy
    Argan
    Vladimir

    Init Dice:

    Goodie: 1d20 + 3 ⇒ (11) + 3 = 14
    Eryan: 1d20 + 6 ⇒ (6) + 6 = 12
    Kharn: 1d20 + 3 ⇒ (19) + 3 = 22
    Argan: 1d20 + 4 ⇒ (5) + 4 = 9
    Vladimir: 1d20 + 1 ⇒ (6) + 1 = 7
    Enemy: 1d20 ⇒ 12
    Sailors: 1d20 ⇒ 14

    1,301 to 1,350 of 2,737 << first < prev | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / Yodler's Way of the Wicked All Messageboards

    Want to post a reply? Sign in.