No Pirate: Boarding Axe's 50 Challenges (Inactive)

Game Master Storm Dragon

In-jokes couldn't salvage this game.


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I enjoy how everybody has for some reason assumed he's using Invisibility to hide instead of just being...really good at Stealth.


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

I guess Ill give perception a shot: 1d20 + 18 ⇒ (18) + 18 = 36

Let it not be said I didn't try.


Missed it by 2. If someone aids, I'll say you found him.


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

Aid pls: 1d20 + 6 ⇒ (18) + 6 = 24


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

So, right now, my choices are: Use Dry load shot and dive underwater so as to facilitate shooting. Is that a Move action?


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

Are we assuming we removed our clothes for the party and have our adventuring gear?


Not removed so much as "never took off". This is a pirate party, I wouldn't expect you to be unarmed.


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

I was in a combat dress. So can I do the thing as a move so I can peg the SOB?


If you can reload as a move, yeah.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

ok, assuming ace never undressed....

Ace goes and dives into the water, shapeshifting to a manta ray...with arms....

cloak of the manta ray, gives a nifty +3 nat armor underwater, too


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

As a free action if I remember right. Gremory takes a running dive off of the Come What May and fires her remaining burrowing bullet with gusto and an eerie green light in an attempt to prevent the bomber from escaping.

Single attack with bane: 1d20 + 19 ⇒ (15) + 19 = 34
Damage: 1d12 + 9 + 2d6 ⇒ (2) + 9 + (1, 5) = 17
Burrowing duration: 1d3 ⇒ 2

If he's hit, he's staggered for 1d3 rounds. A standard action and a DC 15 heal check to remove it. Im pretty sure it used to be different, wasnt there a fort save before?


Lessee, he started off at about 50 feet out, and double moves at half speed out 60 more (he has a 60 ft. Swim in fluid Form), putting him at 110. If you move forward 10 feet that puts him just in your range, at a -10 penalty to-hit (not vs Touch). Unfortunately that means it misses, quite comfortably. Even at 60 feet out you still miss, FYI, so unless you have some way to get within 40 feet of him in a single turn, that's a missed shot.

Re: Burrowing bullet, I think it was always no save, that's why they're so damn expensive.

Do you have any movement or magic item that can get you in? I let you have 10 because I like to round up the 1/4 for underwater movement, but if you have something that gives you a Swim speed and speed boost you could motor in.


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

Does that all include distance on the musket?


It does not. that doubles range, correct? If so, that puts him within your 3rd range increment at 85-120, which only gives you a -4, so you hit his AC exactly.

The Eel swerves to dodge, but the bullet catched in his thigh and begins burrowing its way up. He writhes in pain, but grits his teeth to glare at you, apparently still willing to fight.


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

"Nice work, Grem!"

Krom casts Summon Eidolon. Gurram appears, looking less tethered to reality than usual.

"Sorry, girl. I guess I shouldn't have expected a bunch of lazy, soul-fattened demons-" he glares at the Babau in the water "-to do something useful. Show them how it's done and get rid of that last bomb, would you?"

Gurram nods and flies toward the bomb as fast as she can.


So Gurram is gonna yank the bomb off?


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

Unless someone comes up with a better plan, yes.


Gurram attempts this. Upon touching it, the bomb explodes for 7d6 + 5 ⇒ (4, 3, 1, 4, 2, 2, 5) + 5 = 26 fire damage (no save), and the ship catches fire after taking the same.


Sorry for the delay, busy weekend. Also note for the future, I learned while making a gun using character myself earlier that guns apparently take a -2 penalty to-hit for every 5 feet of water traveled through, and Dry Load explicitly does not remove this. Not retconning the shot at the Eel because that was my bad, we'll call it a lucky fluke, but keep that in mind for the future.

The Eel swims even further away, though is clearly slowed by the pain, only covering 60 feet of water.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

Ace, seeing he could not catch up this way, somehow activates his boots of haste for a speed boost.

120 ft swim/round

"You're not getting away now, punk!"


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

What I think we should do, is the rest of the party should go. Since I'm basically out of the fight now.


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

Now slightly burned, Gurram flies back to her master and lets out an apologetic whine.

"S'alright, girl, it was my fault. But now we're gonna make up for it by catching that little bastard!"

Krom casts Greater Evolution Surge (Swim speed 140 ft), hops on Gurram's back, and draws his lance.


Krom and Gurram dive into the water, nearly closing the distance between the crippled Eel and themselves. You're 50 feet away now.

Ace himself pours on the speed as well, disappearing from the Eel's sight and reappearing behind him to cut the man off. "N-Nani!?!?" cries the Eel. closing much of the distance between himself and the now-frantic Eel.

You only have a 90 Swim, 60+30 from Haste.

Anything from Daliya? You (understandably) haven't posted in nearly a month.


Female Oread Orc Goliath Druid 10 / Fighter 1 | HP 25/77 | AC 23 - FF 22 - T 11 | Fort+11 Reflex+4 Will+11 | Init +2 | CMD 25 | Perception +20|

Daliya started casting more Create Water in the hopes of not letting the ship burn down. It seemed a waste of a good ship.


Think it ate my post, I remember rolling the Ref save for the ship last night and it passed.

Reflex: 1d20 + 13 ⇒ (18) + 13 = 31

Yep, same roll.

Daliya manages to extinguish the flames on the Bloodmoon, at least partially. The planks still smoulder but normal fire crews are able to keep it under control now.

The Eel, cornered, pops a sponge into his mouth and bites down. His form severely blurs, making him nearly impossible to hit.

All attacks against the Eeel now have 50% concealment.

Back to the top!


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

<Let's try to take him alive. I think Ixrul will want to have a chat with him>

As they approach the Eel, Krom turns the lance to strike him with the flat edge, while Gurram bites and claws his least vital parts!

All nonlethal damage.

1d100 ⇒ 68
Lance (no power attack): 1d20 + 12 ⇒ (4) + 12 = 16
3d8 + 24 ⇒ (5, 2, 5) + 24 = 36

1d100 ⇒ 79
Bite: 1d20 + 18 ⇒ (13) + 18 = 31
1d8 + 18 ⇒ (6) + 18 = 24

1d100 ⇒ 38
Claw: 1d20 + 18 ⇒ (8) + 18 = 26
1d8 + 18 ⇒ (3) + 18 = 21

1d100 ⇒ 8
Claw: 1d20 + 18 ⇒ (11) + 18 = 29
1d8 + 18 ⇒ (8) + 18 = 26

1d100 ⇒ 7
Claw: 1d20 + 18 ⇒ (14) + 18 = 32
1d8 + 18 ⇒ (5) + 18 = 23

1d100 ⇒ 83
Claw: 1d20 + 18 ⇒ (12) + 18 = 30
1d8 + 18 ⇒ (3) + 18 = 21

Rend: 1d8 + 15 ⇒ (1) + 15 = 16


Female Oread Orc Goliath Druid 10 / Fighter 1 | HP 25/77 | AC 23 - FF 22 - T 11 | Fort+11 Reflex+4 Will+11 | Init +2 | CMD 25 | Perception +20|

Since it looked like the ship's crew had things well in hand, and the others were also doing well, Daliya took a moment to turn herself into a Sea Giant before diving over the edge and swimming for the others. She probably didn't need to help, but it seemed polite.


To clarify, two other ships are currently ablaze. Does that change your action?

Gurram and Krom collectively strike the slippery, blurry Eel twice, drawing copious amounts of blood.


Female Oread Orc Goliath Druid 10 / Fighter 1 | HP 25/77 | AC 23 - FF 22 - T 11 | Fort+11 Reflex+4 Will+11 | Init +2 | CMD 25 | Perception +20|

In that case, yes, I'll use a full round action to head for the nearer of the two ships and start watering it this turn, if I can reach it, or however long it takes me to swim into Create Water range.


The ships are 150 feet apart and your Create Water has a 45 ft. range, so if you double move 60 you can move + cast next turn. Or you can full-round Wild Shape and start moving next turn if you want to keep firefighting. The fire is not spreading fast enough that would jeopardize the ship(s).


Female Oread Orc Goliath Druid 10 / Fighter 1 | HP 25/77 | AC 23 - FF 22 - T 11 | Fort+11 Reflex+4 Will+11 | Init +2 | CMD 25 | Perception +20|

I think either way I won't be casting until next turn, so I'll keep being a Sea Giant. I mean, why not be a Sea Giant, you know?


Sounds good to me. Gremory? Ace?


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

Uhh, would it be better for me to try to go back to the ship? I feel like a double move back would be best.


Not sure what you mean. You guys' ship is fine.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

REEEEEEEEEEE IT SIGNED ME OUT AGAIN

Ixrul will summon monster some water mephits to help put the fires out.


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

Specifically the ship that Gurram exploded.


It could help, yeah. Split your casts and you'll get down way faster.

@Ixrul: Water Mephits are...weirdly unhelpful here. They have no ability to create water or anything, and they breathe acid.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

sorry for not posting, holiday s~@* going on

Ace reverses his grip, as so to take the saboteur alive, and closes the gap/overruns the eel with a bladed dash.

1d100 ⇒ 25

atk: 1d20 + 25 ⇒ (4) + 25 = 29

dmg, nonlethal: 1d16 + 12 ⇒ (3) + 12 = 15

I think I crunched the numbers right this time...


Ace misses the nimble, blurry saboteur.

Gonna give Ixrul a couple more hours then move on to Eel's turn.


The Eel withdraws away from Ace, Gurram, and Krom, slipping into a cave nearby.

He still provokes from Gurram since Gurram has Reach I believe.


Female Oread Orc Goliath Druid 10 / Fighter 1 | HP 25/77 | AC 23 - FF 22 - T 11 | Fort+11 Reflex+4 Will+11 | Init +2 | CMD 25 | Perception +20|

Daliya swam for the next burning ship and cast more Create Water. Hopefully the ship would be salvageable.


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

They both have reach. Gurram is using Lunge, and Krom has a lance.

1d100 ⇒ 59
Krom AOO: 1d20 + 10 ⇒ (13) + 10 = 23
3d8 + 24 ⇒ (6, 7, 3) + 24 = 40

1d100 ⇒ 20
Gurram AOO: 1d20 + 13 ⇒ (12) + 13 = 25
1d8 + 18 ⇒ (8) + 18 = 26


Krom and Gurram, sadly, both miss, unable to even strike a blow at the blurred image with the Eel's writhing motions.

He is 120 feet away inside of a cave.

1d20 + 13 ⇒ (11) + 13 = 24

Daliya once again dumps gallons of water on a fire, and once again the blaze is smothered before it can do any significant damage to the ship.

The pirate ships have kind of insane saves. It's weird that something so huge has a better Reflex save than many of the PCs in this game (and that it takes a Ref save to shake off fire for that matter). I may make it a Fort save in the future, that makes way more sense.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

Hold on, if Ace used bladed dash to overrun the eel, would we not flank him/surround him?


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

Do we have a charge lane?


@Ace: You didn't say you'd gotten behind him, but if that was your intent, make an AoO as well.

@Krom: No, he's out of sight (Charge requires LoS).


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

"You're just delaying the inevitable, you know!"

Gurram enters the cave. If she sees the Eel, she'll try to use her superior speed to get ahead of him and cut off his escape.


Just out of curiosity, can Krom breathe underwater? If not I'ma need to manually translate that into brbl speech.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

okay, another nonlethal atk

1d100 ⇒ 100

AoO: 1d20 + 20 ⇒ (20) + 20 = 40

dmg: 1d6 + 12 ⇒ (5) + 12 = 17

mutah f#$%in crits

1d20 + 20 ⇒ (2) + 20 = 22

noooooooooooooooooo


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

Krom realizes his brbles are falling on deaf ears.

<Next time we do this, remind me to give you water breathing so you can relay my taunts.>

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