LOC Skulls and Shackles

Game Master LitanyOfCurses


1 to 50 of 110 << first < prev | 1 | 2 | 3 | next > last >>

DM Secret stuff:
1d4 + 4 ⇒ (1) + 4 = 5

Hake eyes the Rabbit Prince and shakes his head. It won't be long, before yer necks be stretched unlessin' you change the lines of yer ship. Fortune be with yas though as I got the shipwrights and engineers to squib yer vessel.

Most ships that sail the Inner Sea region, such as the Man’s Promise, were crafted by hand in shipyards throughout Avistan and Garund. Though ships of the same type are similar in attributes and size, they each have their own look and lines, which the practiced eye of an experienced sailor can recognize in the dark by the silhouette alone. Successfully stealing a ship and hiding it from its owners requires more than a name change and a new coat of paint—there must be a complete rebuild of the superstructures and rigging in order to change the way it looks.


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

o


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

Dot.


Male Half-Elf Swashbuckler 4

Ditto


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

"Well, that is why we came to you, Lord Mayor," Quara says, grinning, as she claps Rickety Hake on the shoulder. "Wish ye had some people eager to join up; we're a bit short-handed."


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

Quara, I don't think you have dotted the discussion thread. Might want to have ad over as we are talking options.


Hake squints at the newly minted captain. He pulls a pipe from his jacket pocket and takes a few seconds puffing it to life. Aye. No shortage of scurvy ridden sea legs lookin' to put their mark for a share of plunder.

At some point, the PCs will no doubt be interested in acquiring more sailors for their crew. They may do so at any port or settlement, or upon the successful capture of another ship, by making a DC 20 Bluff (to trick sailors on board), Diplomacy (to convince people to join the crew), or Intimidate (to press-gang new crew) check. Each such check takes 1 full day, and a successful check results in 1d4+2 new crew members for the PCs’ ship. pirate crews do not have a daily wage. Instead, they are paid shares of the ship’s plunder taken in acts of piracy, when that plunder is sold. Rather than try to recreate the complexity of share amounts for historical pirate crews, the PCs should simply deduct 1 point of plunder from their total each time they attempt to sell plunder. This represents the shares of the plunder paid out to the crew, regardless of the actual amount of gold received for its sale.


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

Well, I'm pretty good at Intimidating. I'd rather what til we get a full complement of party members, as the newbies might be anti press ganging.


the refitting, will give you plenty of time. If you plan on taking ships as prizes, you'll need a prize crew in addition +18-20 crew, 1 additional Plunder

Edit: To clarify you can try and recruit from attacked ship, but only get 1 day to do so, the rest of the crew either need to be put to sea or killed. I will give situational bonuses


It takes a few hours for Quara and crew to hammer out the changes they'd like to make. Hake slides beads on his calculator, and looks up. If'n you're needin' to help keep yer crew and add some more. I got a large shipment...10 barrels of Ale and 5 casks of rum I can give yas. Drunken sailors are more apt to join in yer ventures.

With the upgades and booze...Let's call the debt owed 20,000. Hake spits on his hand and stretches it out to Quara to seal the deal.

Should the group agree to booze...During the partying tonight, The booze will give you a circumstance bonus of +5 to retention and recruiting rolls. Make 1 roll for retention and/or 1 roll recruitment (assists are ok) using Bluff, Intimidate, or Diplomacy. Every 5 over DC 20 increases retention and recruiting


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

Can we try multiple ways of achieving this? Like can Quara Diplomacy, and I Intimidate, for instance? If so, I'll do that. If not, I'll wait as I don't want to muck things up before the Captain.

Atajay nods at the proffered deal. "Booze will keep the scallywags with us, and a few drinks might let us find a few people who want to join up."

At the drunken gathering, Atajay addressed the ship's men. "You crew just saw what we did to Plugg and Scourge, didn't you? Most of you helped us very well, and we appreciate it, but, I'm going to have to let you know that our mission isn't over yet. We will cut you in for the same share as you were getting, but discipline will be tight. I'll keelhaul every damn one of you, if you get out of line."

retention Intimidate 1d20 + 9 ⇒ (15) + 9 = 24

After talking to the current crew, the sorcerer heads out looking for new recruits. "Any of you savages up for a sail? We need a crew. If you volunteer, that means I don't have to get ugly with you!"

Recruitment Intimidate 1d20 + 9 ⇒ (10) + 9 = 19


@ Atajay if, you are assisting, it against the DC 10, and gives the supported character an additional +2 to the one roll to retention and recruitment used to determine final result, and you can use any of the three skills outlined. For instance, Quara has a +11 Diplomacy, your two rolls would add +2 on top of the +5 circumstance bonus.


1 person marked this as a favorite.
Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

Quara likewise spits on her palm and shakes hands with Rickety Hake, her demeanor solemn.

"Aye, it's a deal. Ye'll be passing the word around for free, though, won't you?" The tiefling winks at the squib-maker.

Diplomacy 1d20 + 11 ⇒ (2) + 11 = 13

* * * * * * * * * * * *

At the drunken gathering, Quara sits on an empty barrel, positioned between the ale and the rum, legs crossed at the ankles and tail swishing side-to-side in a slow, gentle rhythm while she hums a nameless tune.
Set behind the barrels is a large object, a thing Quara had been working on in private for the past few days while Hake's squibs were at work on the ship itself.

"Aye, true enough," she says after Atajay has delivered his thundering threats. In contrast, her voice falls softly on the silence, her Bardic training evident. "We're not done yet. Why, we're just beginning."

Slowly, the captain spreads her arms and bares her teeth in a tigreish grin.
"Did you think this was the end? This was not the end. This is just the beginning.

The Rabbit Prince is ship-shape and battle-ready and there is prey on the waves. More than that, our future's out there, waiting for us to seize it.

Did your dreams never stretch further than being free hunters on the waves? As your end, did you expect nothing but a quick death in glorious battle? Let me ask you then, what if you live? Would you be content to be kicked off whatever ship had you last because you'd grown too weak to pull a rope, too battle-scarred to swing a cutlass? What a retirement, to be stuck in a foreign port with a handful of grubby pennies left from all your feasting. That, or a rope slung from a high branch, either by yourselves or your detractors...

No, my friends. I have a far finer dream for all of us. We may not be welcome in the fine ports of the world, but here is an excellent port with a town that could do with growing. Lord mayor Hake will be its civic leader, aye, but if we make him a wealthy mayor of a powerful town, then why should we not become its landed gentry? We'll be free pirates, true enough, but we'll be free pirates with a prospect of throwing down our anchors in a place where we won't be seen as wretched beggars or gallows-bait when our sailing's done.

Only a fool sets sail without a goal in sight.

And so this is my goal: to take you all out onto the water in the Rabbit Prince and hunt those who have more than their fair share of the good things in the world, yet deserve only the worst of it. The Chels will make for fine prey, wouldn't you all say? We bring our catch here to Hake's, pay our bills and feast - but what we don't drink, eat or wench doesn't just go into the dirt, to wait for the off chance that we'll live long enough to dig it up - aye, or for some bastard to collect it while our backs are turned - we put the money to work for our futures.

Stick with me! Join me on the hunt! There will be adventures fine on the waves, to be sure, and at the end, for those who live, there will be grand times at your own estates, the landed gentry of a bustling town. Youngsters will tip their hats to you in the street and ask to hear your tales of derring-do and villainy, 'stead of spitting at you and chucking stones. Who knows, if we do well enough, might be a fleet of ships sailing out in our names, and with all of us holding shares.

My friends, if you are my crew, I am your captain. And I will take care of you. This is a big dream I'm having, big enough for all of you. Who. Is. With. Me?"

Diplomacy for retention and recruitment: 1d20 + 11 + 2 + 5 ⇒ (10) + 11 + 2 + 5 = 28

Almost as if on cue (and thanks to a prehensile tail), a piece of cloth slips from the object set behind the barrels, and the ship's new figurehead is revealed for the first time.
A fierce-looking blend of tiger and rabbit, the figurehead seems to be simultaneously snarling and grinning at the world. There's a merry cast to its one eye, a fierce scowl in the other.


Female Human (Varisian)

Chavakala had been sizing up the new crew since they arrived in town, inquiring discreetly about the leaders and tales of what preceded their arrival. They sounded like a very different sort than their old leaders, men all too familiar to the Varisian woman, men that seemed to be as common as fish in the Shackles. The half-elf and their sorcerer were cute too. Her mind mostly made up, she decided to hear what the captain had to say that evening.

Perching herself high on a pile of barrels, she listened to the captain's pitch. The talk of dreams felt like a sign from Desna. Her dreams were certainly not those of the captain. Settling down was not in her blood. But a home port to return too was smart. Hunting the Chelish slavers and devil-worshipers held great appeal. And there would be adventures and maybe even a ship to call her own one day. It felt right.

As the captain finished, she stood. Red hair streaming in the evening sea breeze and glimpses of her many tattoos standing out in the firelight, she spoke clearly and with great confidence. A voice used to delivering sermons of her own. She smiled. "I stand with you captain!"


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

"Good one, you!" Quara says, grinning at the human woman. "Get up here and give us your name, why don't you? Don't think we've met before now."


Male Half-Elf Swashbuckler 4

Amaric had likewise been hanging back, brooding over a mug of the proffered ale. The man had bedraggled, shoulder-length hair and tattered clothes, his lank hair not quite covering his pointed ears. The only items of finery he seems to have on him is a richly appointed rapier and a fine pair of boots. His blade is a distinctive design that is such a contrast to its owner that surely it could not belong to him. The man looks like he had just stumbled from the jungle.

As in fact, he had. Just that day, he had been shocked and relieved as he followed the river through the jungle to step into a clearing and fine Hake's hideaway here on the coast. People asked where he had come from and how he had survived the denizens of the Slithering Coast, but he didn't like to dwell on his recent experiences.

The man brooded until he heard Quara mention hunting the Chelish. He looked up, suddenly focused on the tiefling. He stands up, chair scraping back, and he steps forward. As he does so he draws his sword. "Did you say you're hunting Chels? Count me in." He drives his blade deep into the wooden floor inches from Quara's feet, its hilt quivering.

"The name's Amaric," he growls, with an Andoran accent.


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

"That's the start of a crew, right here! You two will enjoy service with the Captain, she's right fair, and just. We have plans to make a lot of gold before long. Don't suppose you have any friends we could hire on do you? Gonna take more than just the few we have to make this successful."


The revelry carries on into the late of night.Sea chanteys mixed with hand accordions and mouth harmonicas overrun the howls of laughter and fighting. It won't be until morning when Quara finds out exactly how successful her bid is. A few seem interested, but the party soon makes most of the sailors incoherent.

With Arven gone, Penta can be seen looking bored, obviously there is no one who she deemed worthy of her attention. Raven seemed withdrawn and getting drunk does not lift her mood. She would have to be carried to her bunk later that night. Batango is nowhere to be seen. When you return to the ship later in the night, you notice his locker is empty.

--------------

1d4 + 2 + 2 ⇒ (2) + 2 + 2 = 6
50 + 10 + 1d20 ⇒ 50 + 10 + (18) = 78

In the morning, you find that four of your crew along with Penta boarded the Intrepid which set sail this morning. Raven still unconscious, lays splayed in her hammock. Someone has drawn a pencil thin mustache with curling ends on her upper lip. Upon closer inspection, The mark is made with a special alchemical permanent ink. The mustache might as well be a tattoo. It makes one wonder, who might have done that to Raven.

Raven's mood is not improved once she rouses. Hake had offered her a job. This morning she leaves the ship to take it.

Quara finds 6 sailors along with the 2 new comers waiting at the dock. The Rabbit Prince Has more than a full crew now, but not enough to prize a captured ship yet.


Female Human (Varisian)

The red-headed woman calls out, "I'm Chavakala." With events quickly spiraling into a party, she climbs down from the barrels and greets Quara, Atajay and Amaric. "Friends now or friends after the party." she smiles. "I'll see what I can do to round up a few more crew for you."

In the morning, she heads to the dock. Chavakala wears practical traveling clothes with touches of rich gold, blue and purple that signal her devotion to Desna. At her neck, she wears a beautifully carved wooden butterfly and under it, you can see the edges of a tattooed butterfly that covers her upper chest and collarbones. She wears a well-worn backpack and carries a tall boarding pike that looks quite well-made. Another spear is strapped to her back, this one with a weighty ball of iron at the butt end. "Good morning! Those of my faith are fond of saying 'feet are for walking' but today I think that 'sails are for sailing' might be more appropriate. Where are we bound?"


You will have 5 days before ship is ready

For two days the weather has been hot and muggy. Denizens complain about the drought they've been experiencing this month. The Crew of the Rabbit Prince seem popular in the little town.

On the third day, the sky is cloudless and the color of iron, promising another scorching day. The jungle wilts under the unrelenting sun, and the river is shallow, murky, and sluggish, with wide swaths of cracked mud exposed along its banks. To pass the time, some of Rickety’s off-duty workers invite the Quara and her companions to join in a game of ninepins in the shade of the boathouse and share a small cask of beer that’s been cooling in the waters of the estuary.

The group arrives at the boathouse to find a half-dozen of the locals setting up the game in the shade and another pair pulling on the rope where the keg of beer has been cooling in the water overnight. However, the rope jerks suddenly and one man is pulled into the water with a scream while the woman has the palms of her hands burned bloody where she was
holding the line. The screams and thrashing in the water indicate the man who fell into the water 5 feet below is not alone. The water itself is 20 feet deep here.

Roll Initiative


Male Half-Elf Swashbuckler 4

initiative: 1d20 + 6 ⇒ (20) + 6 = 26

With the prospect of hunting Chelaxians and slavers, Amaric seems to brighten, talking more and even joining in with the drinking and carousing. In fact, given a couple days to wash up, shave, and purchase some new clothes, Amaric looks like a new man. At last he appears to match the well-made rapier slung at his hip, with a fine linen shirt, dark trousers and his leather boots.

With the sudden commotion by the boathouse, Amaric instantly draws his sword and moves closer to scan the water. He tries to peer into the depths, either looking for the hapless man or the thing that dragged him in. Draw weapon and move to 5 feet from the water's edge, looking for man or beast.

Perception: 1d20 + 5 ⇒ (2) + 5 = 7

Purchased courtier's outfit 30gp - going for the dashing Musketeer look. I'm sure Hake will have all kinds of fancy clothes like that just waiting to be worn, right?


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

Initiative 1d20 + 2 ⇒ (18) + 2 = 20

Atajay moved over to the scene as fast as his peg leg would allow him. "That's not a shark, is it!? We have to kill it if it is. Stand back and let me blast it!"


@Amaric Such expensive outfits are usually made from materials like silk and cashmere. Is this what you'll be wearing?


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

Initiative: 1d20 + 1 ⇒ (8) + 1 = 9

"In just twenty feet of water?" Quara questions while she runs to the water, her new longsword in hand.

Perception: 1d20 - 1 ⇒ (7) - 1 = 6


Male Half-Elf Swashbuckler 4
LitanyOfCurses wrote:
@Amaric Such expensive outfits are usually made from materials like silk and cashmere. Is this what you'll be wearing?

Of a sort. In my head I was thinking of something more extravagant than the typical travelling outfit but not quite as opulent as court attire. Or to put it visually, something like this but with more flair. After all, I figure if he's going to be running around using panache, he'll have to look the part. So yeah, I was thinking workaday clothes but with finer fabrics and embellishments, may include silks and velvet and the like, though to be honest I'm not great at describing clothing.


Still need a Init roll from Chavakala


Female Human (Varisian)

Initiative...back from Gen Con: 1d20 + 2 ⇒ (17) + 2 = 19
"Does anyone see what it is? I can send a squid to save him!" Chavakala looks down into the water to see if she can see what has pulled the man in.
Perception: 1d20 + 2 ⇒ (8) + 2 = 10


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

"Do it!" Quara yells. "We need backup for a fight under water!"


Init: 1d20 + 8 ⇒ (2) + 8 = 10

Init Order
Americ: Go
Atajay: Go
Chavakala: Go
Monster
Quara

The woman with the roped burned hands cries Will none save Crusty B#tthole Pete?!?

The group peers into the water and can only see blurred blobs of dark color seemingly fighting each other.

Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.

Attacks from Land: Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Land-bound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects.

Melee Underwater. Without swim speed, you'll need to make a swim check DC 10. Only piercing does full damage, all others are -2 to hit and half damage


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

"Keep yer blouse on, missus!" Quara yells back, then leaps into the water and tries to locate Crusty *bleep* Pete and his attacker.

Swim 1d20 + 6 ⇒ (6) + 6 = 12


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

"Be careful, Captain," the Mage calls out, having no plans on himself heading into the water. "Bring it up here and ill last it!". He casts Mage Armor on himself, just knowing that was a gods damned shark down there.Im not letting this kin come back to finish the job!


Female Human (Varisian)

"I'll summon a squid to help save him!" Chavakala begins a prayer to Desna, praying for her to send a squid blessed with her power to help rescue the local.
Full round action to summon monster II

Celestial Squid Stats:

Celestial Squid
XP 400
Celestial squid
N Medium animal (aquatic)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +7
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (3d8)
Fort +3, Ref +7, Will +2
Defensive Abilities ink cloud; Resist acid 5, cold 5, electricity 5; SR 6
--------------------
Offense
--------------------
Speed jet, swim 60 ft.
Melee bite +4 (1d3+2), tentacle +4 (1d4+2 plus grab)
Melee (smiting) bite +4 (1d3+5), tentacle +4 (1d4+5 plus grab)
Special Attacks smite evil
--------------------
Statistics
--------------------
Str 15, Dex 15, Con 11, Int 2, Wis 12, Cha 2
Base Atk +2; CMB +4 (+8 grapple); CMD 16
Feats Improved Initiative, Lightning Reflexes, Multiattack
[b]Skills
Perception +7, Swim +10
--------------------
Special Abilities
--------------------
Ink Cloud (5' radius, 1/minute) (Ex) Emit an ink cloud, which provides total concealment.
Jet (240 feet) Move in a straight line with no attacks of opportunity.


Male Half-Elf Swashbuckler 4

Amaric casts about for a length of rope to throw out to Pete should he surface. It was difficult to see precisely what was going on in the water. Ready action to attempt to lasso man if he reappears.

Just realized that when I was putting the character together I neglected Swim. I know what Amaric will be spending his skill points on when he next levels up.


Quara: Go
Americ: Ready Action
Atajay: New Round
Chavakala: New Round: Squid pops at top of round
Snake Lady

As the others prepare themselves above water, Only Quara is brave enough to jump in with the monster. Her is vision blurred by the water, but she can plainly see a half woman, half sea snake biting into poor Pete's shoulder.

@Quara, you've used a move action, you can use a standard action and you are in melee range. K(Dungeoneering) to identify @Amaric, unless Quara can break the grapple, you will drop down to last in init, and the new round begins with Atajay.


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

Can Atajay see what is happening down there? Can he tell if it is a shark or not?


@ Atajay You can see 3 dark blobs in the water. You know which blob is Quara. It's 20 feet deep, and the underwater group is 5' below the surface.


@Atajay, you can roll a K(Nature) check DC 10 to rule out a shark by movement of Blobs alone


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

Knowledge Nature 1d20 + 6 ⇒ (5) + 6 = 11

Having no way to assist with his spells, Atajay pulls out his dagger and before jumping into the water, yells to the others. "Get in thee and help the Captain you mongrels!". He then jumps in, ready to try to swim and help next round, confident there were no sharks nearby.


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

Knowledge (dungeoneering) 1d20 + 2 ⇒ (11) + 2 = 13

Teeth bared in a soundless snarl, Quara stabs at the mystery creature, her new blade moving in a straight line so as not to create any drag.

Melee attack 1d20 + 5 ⇒ (14) + 5 = 19 for 1d8 + 2 ⇒ (3) + 2 = 5 damage.


Female Human (Varisian)

Chavakala waits for the celestial squid to appear, "I can't tell which of those creatures I need you to attack so I will jump in the water with you. When I do, I will point at the one I need you to attack with Desna's grace." Then Chavakala jumps into the water. Swimming easily, she looks toward the two blobs that are not Quara and points to the half-woman/half-sea snake drawing her own weapon as she goes.
Ok, so that's completing last rounds full round action. A free action to speak to the squid. A move action to jump in. Jumping in will allow her to activate her liberation domain ability as a free action to get freedom of movement. Then she'll use a move action to move within 10 feet of the combat and draw her boarding pike as she goes as part of the move action since her BAB is +3.

The squid sees her point and goes racing toward the creature she directed it to.
I'm going to assume that's a move action and an attack and that there is no clear line for a charge.
Swift action to activate smite
Attack (tentacle): 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d4 + 2 ⇒ (2) + 2 = 4 7 points if the creature is evil.
Free Grab (CMB) if Tentacle hits: 1d20 + 8 ⇒ (14) + 8 = 22


The snake lady K(Dungeoneering) leans with effortless grace away from Quara's blade. Even with the monster's acrobatics, the sword makes contact. However, Quara cannot overcome her hard scales to inflict damage.

The snake lady seeing Chavakala and Atajay jumping in with a splash causes her to release Pete, but poor Pete is weak and can only make a feeble attempt to swim to the surface.

The golden colored squid races towards the monster, who side steps the attack with ease. The woman snarls and moves away from the group a short distance 5'

Arcane gestures and sounds precede the snake woman morphing into several images

Mirror Image: 1d4 + 2 ⇒ (4) + 2 = 6

Quara: Round 2
Americ: Round 2
Atajay: Round 3
Chavakala: Round 3
Snake Lady


Female Human (Varisian)

Knowing the squid will keep attacking the snake lady and that she can probably best help Pete due to her ability to move freely in the water, Chavakala swims effortlessly toward the man. She grabs him and begins pulling him toward the surface.
I'll assume I need a move action to get to him and then maybe a CMB check to get a hold of him. If not, go ahead and move the two of us back toward the surface. This would be Round 2 of my freedom of movement.
CMB if needed: 1d20 + 5 ⇒ (18) + 5 = 23

The golden squid waves its tentacles and swims easily back up to the snake lady before attacking her with bite and tentacle.
Attack (bite): 1d20 + 4 ⇒ (4) + 4 = 8
Image #: 1d6 ⇒ 4
Damage: 1d3 + 2 ⇒ (3) + 2 = 5 +3 = 8 if evil
Attack (tentacle): 1d20 + 4 ⇒ (16) + 4 = 20
Image #: 1d6 ⇒ 4
Damage: 1d4 + 2 ⇒ (3) + 2 = 5 +3 = 8 if evil
Grab if tentacle hits: 1d20 + 8 ⇒ (18) + 8 = 26


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

Atajay casts Ear Piercing Scream at the snake lady, trying to stun her so the others could get Pete up to shore.

EPS 2d6 ⇒ (6, 2) = 8

DC 18 Fort save or dazed one round. also, successful save means take half damage.


Atajay, I need a swim check from you, in order to cast DC:10


@ Atajay, You are aware that with mirror image up that you have a 6/7 chance of hitting an image?


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

Swim 1d20 + 5 ⇒ (19) + 5 = 24

Yeah, I know. But that's the only thing I can possibly do to help in this situation.


waiting on Quara am Amaric


Male Half-Elf Swashbuckler 4

Amaric peers into the water, trying to work out what's going on. All he can see are a lot of blurry shapes, but from the way everyone's jumping into the water he may as well too. He tosses one end of the rope to those still on shore. "Hold on to this. Be ready to pull." He then draws his rapier and springs into the murky water, the other end or the rope in his left fist.

This could potentially be a couple actions. Immediate action, draw sword, standard action give the end of the rope to closest bystanders, move action jump in and swim towards the action.

Swim: 1d20 + 4 ⇒ (10) + 4 = 14


@Amaric Are you sure you want to jump into the briny water with your spiffy expensive new clothes? lol


Male Half-Elf Swashbuckler 4

Well, that's the thing, isn't it? Still, where there's derring-do to be done, it wouldn't do to be done in because he was wearing the wrong duds. He'll just have to hope that someone has a handy laundromatic cantrip for when this is all over.

1 to 50 of 110 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / LOC Skulls and Shackles All Messageboards

Want to post a reply? Sign in.