Perils of Crescent Harbor (Inactive)

Game Master Profession Smith 6 ranks

Pirate-themed adventures in and around Port Peril.


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Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

Culder quickly climbs down from the rigging. double move, draw my oar as part of the second move


The Man's Promise | Ship Actions | Current Battle Map

Early AM, Day 23: The Man's Promise

Jordan stabs at the nearest creature but misses. Meanwhile, Culder makes a swift descent from the rigging, oar at the ready. The strange invaders squiggle somewhat slowly across the deck, attempting to surround the crew. Although they brandish their small spears aggressively, the little sneaks try to trip their foes with their tentacles before bringing their weapons to bear.

Culder proves too tough to trip...so the little buggers stab at him with their spears. One actually manages to plunge its spear into the big man's torso not far from his heart; the other manages a weak jab to his leg (15 damage total; crit for 13, nick for 2).

Jordan's bitten by his first foe (3 damage) but the second manages to trip the cook's mate (now prone); further attempts at harming him fail, however.

Poor Vincent. Caught flat-footed, he's quickly tripped (now prone) and set upon by two of the creatures. They try to whack him in the head with the butt-ends of their spears, apparently trying to take the sorcerer alive. In his precarious position, Vincent takes two bite (5 lethal damage) and a blow to the head (3 nonlethal damage).

Jarvis and Vincent are up, as is Aghon if he opts to change his previous actions.

Secret GM Rolls:

Grindylow #1 Tangling Tentacles Trip: 1d20 + 4 ⇒ (6) + 4 = 10
Grindylow #1 Spear: 1d20 + 2 ⇒ (20) + 2 = 22 for piercing damage: 1d6 + 1 ⇒ (3) + 1 = 4
Grindylow #1 Bite: 1d20 - 2 ⇒ (7) - 2 = 5 for bludgeoning, piercing, slashing damage: 1d3 ⇒ 1
Grindylow #1 Spear (confirm?): 1d20 + 2 ⇒ (18) + 2 = 20 for piercing damage: 1d6 + 1 ⇒ (5) + 1 = 6
Grindylow #5 Tangling Tentacles Trip: 1d20 + 4 ⇒ (5) + 4 = 9
Grindylow #5 Spear: 1d20 + 2 ⇒ (19) + 2 = 21 for piercing damage: 1d6 + 1 ⇒ (1) + 1 = 2
Grindylow #5 Bite: 1d20 - 2 ⇒ (9) - 2 = 7 for bludgeoning, piercing, slashing damage: 1d3 ⇒ 2
F******* more piercing damage for #1's crit: 1d6 + 1 ⇒ (2) + 1 = 3

Grindylow #8 Tangling Tentacles Trip: 1d20 + 4 ⇒ (15) + 4 = 19
Grindylow #8 Spear-Butt: 1d20 + 2 - 4 ⇒ (1) + 2 - 4 = -1 for bludgeoning, nonlethal damage: 1d6 + 1 ⇒ (3) + 1 = 4
Grindylow #8 Bite: 1d20 - 2 ⇒ (8) - 2 = 6 for bludgeoning, piercing, slashing damage: 1d3 ⇒ 2

Grindylow #4 Spear-Butt (flank): 1d20 + 2 + 2 - 4 ⇒ (8) + 2 + 2 - 4 = 8 for bludgeoning, piercing damage: 1d6 + 1 ⇒ (2) + 1 = 3
Grindylow #4 Bite (flank): 1d20 - 2 + 2 ⇒ (16) - 2 + 2 = 16 for bludgeoning, piercing, slashing damage: 1d3 ⇒ 3

Grindylow #6 Tangling Tentacles Trip: 1d20 + 4 ⇒ (7) + 4 = 11
Grindylow #6 Spear: 1d20 + 2 ⇒ (12) + 2 = 14 for piercing damage: 1d6 + 1 ⇒ (6) + 1 = 7
Grindylow #6 Bite: 1d20 - 2 ⇒ (19) - 2 = 17 for bludgeoning, piercing, slashing damage: 1d3 ⇒ 3

Grindylow #7 Tangling Tentacles Trip: 1d20 + 4 ⇒ (17) + 4 = 21
Grindylow #7 Spear-Butt: 1d20 + 2 - 4 ⇒ (11) + 2 - 4 = 9 for bludgeoning, nonlethal damage: 1d6 + 1 ⇒ (4) + 1 = 5
Grindylow #7 Bite: 1d20 - 2 ⇒ (1) - 2 = -1 for bludgeoning, piercing, slashing damage: 1d3 ⇒ 1


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

Sailoring: 1d20 + 5 ⇒ (11) + 5 = 16

Jarvis yells out, trying to get the word to all on deck below.

Those'd be grindylows lads and lasses! Tentacles aren't gonna hurt yah, but they can trip ya up! Watch out! With that, Jarvis will start hustling down the ropes as far as he can make it, his voice whipping into a frenzied battle song.

Accelerated Climb: 1d20 + 8 - 5 ⇒ (13) + 8 - 5 = 16
BP 9/10, IC active.


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

Aghon, if you're looking for a new action I really wouldn't mind a little healing...


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

Vincent will stand up, but before I post the rest of his action I want to wait and see if the Grindylows AoO hit me first, as the AoO will change what I'm doing.


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

I'm sticking with the withdraw. So the round can continue forward. Don't worry Cap, I'll make sure you get the healing you need, even if I have to heal some grindylows to do it.


The Man's Promise | Ship Actions | Current Battle Map

Early AM, Day 23: The Man's Promise

As Jarvis begins his descent to the battle (accelerated climb, 10 ft., still 20 ft. from the deck), he begins an old naval battle chant to get his allies pumped for the coming fight. As Aghon retreats to a more defensible position, Vincent tries to regain his footing after the grindylows' sneaky attack. He actually manages to dodge one of the little freaks' whacks but moves right into the arc of the second creature's spear-butt, which cracks him hard in the temple (7 nonlethal damage). Vincent's world goes black as one of the grindylows hoots something is a strange, gurgly language.

Aquan:

"Woo! Got another one!"

INITIATIVE ORDER: Combat Round 2 (Bolded may act/post)
Jordan (IC)
Culder (IC)
Aghon (IC)
Grindylows
Vincent (unconscious)
Jarvis (IC)

Secret GM Rolls:

Grindylow #4 Spear-Butt (flanking): 1d20 + 2 - 4 + 2 ⇒ (3) + 2 - 4 + 2 = 3 for bludgeoning, nonlethal damage: 1d6 + 1 ⇒ (2) + 1 = 3
Grindylow #8 Spear-Butt (flanking): 1d20 + 2 - 4 + 2 ⇒ (10) + 2 - 4 + 2 = 10 for bludgeoning, nonlethal damage: 1d6 + 1 ⇒ (6) + 1 = 7


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

GM I want you to know that should this be Vincent's last go I do not blame you, but I hate the RNG powers you wield. BTW I am completely ready to be screwed with/over, bring it Steve, do your worse.


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

Culder grits his teeth as the blood rolls down his chest. His face twists into a snarl as his rage washes over him and he swings his oar at the creature that wounded him so badly.
rage/PA/IC: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19, for: 1d6 + 13 + 1 ⇒ (2) + 13 + 1 = 16


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

From where he lays on the ground, Jordan grits his teeth and swings his short sword at the little bugger that bit him.

Attack: 1d20 + 3 + 1 - 4 ⇒ (16) + 3 + 1 - 4 = 16
Damage: 1d6 + 2 ⇒ (4) + 2 = 6


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

Aghon pull his trident from his back, both to have a weapon to hand, and to use as his holy symbol. He calls upon Hanspur to send a wave of healing in a thirty foot radius around him, but he selects out both the grindylows that his comrades in arms just hit.

Selective channel allows me to select out up to my CHA modifier of living creatures not to receive the healing, and I think those two are going to be the only ones that took any damage at the moment. :)

Hanspur! Send your healing to my brethren that we may smite these enemies and send them on their final journey across the multiverse!

Channel Energy: 1d6 + 1 ⇒ (1) + 1 = 2

You fricken dice algorithm!!!! When I hit preview I had this bad feeling it was going to be a one, and sure enough, there it is!!! ARrrrrrrrgggghhhhhh. Sorry guys.


The Man's Promise | Ship Actions | Current Battle Map

Early AM, Day 23: The Man's Promise

Hanspur's blessing proves a bit fickle, but Aghon's channeling heals a bit of the damage Culder and Jordan took earlier, and it's just enough to bring Vincent back to consciousness (heal 2 lethal and 2 nonlethal damage for him).

Culder and Jordan both get a nice measure of revenge against the grindylows that wounded them. Culder mashes the one that speared him into a quivering mass of blood and broken bones, causing its two nearby comrades to hisses and snarl in rage (and perhaps fear). From the deck, Jordan uses the sword gifted him by Capt. Harrigan to run through the grinning creature that bit him. Still, six of the squirming horrors remain, and Jordan and Vincent are in compromised positions.

Aid comes from a pair of unlikely sources. First, Captain Plugg releases his grip on the ship's wheel long enough to run to the ship's bell and ring it loudly, all the while yelling, "All men on deck! We're under attack!" Second, the dwarf Narwhal's scrabbling down the rigging as fast as his stubby legs will allow. Although he's still 20 feet above the deck and the battle raging thereupon, his angry screams about "****in' sea-gobbo scum" seem to have at least drawn the attention of a couple of the raiders.

The grindylows don't back down, however...not with one prize at least nearly secured. Vincent awakens just long enough for his attackers to notice and begin whacking at him again with the butt ends of their spears; one connects (3 nonlethal damage) and the poor sorcerer's again out cold.

Culder's rage costs him defensively as one of his foes manages to clip him with a weak spear jab (3 damage). Jordan is flanked by a second grindylow, and the two creatures batter the prone cook's mate like a Squidnado(TM), one bonking him in the head with a spear shaft and both biting deep into his flesh (4 nonlethal and 5 lethal damage).

INITIATIVE ORDER: Combat Rounds 2/3 (Bolded may act/post)
Jordan (IC, prone)
Culder (IC, raging)
Aghon (IC)
Grindylows (acted)
Vincent (IC, prone, unconscious again)
Jarvis (IC, 20' above deck)

Secret GM Rolls:

Tam “Narwhal” Tate Climb check (accelerated): 1d20 + 8 - 5 ⇒ (17) + 8 - 5 = 20
Tam “Narwhal” Tate Climb check (accelerated): 1d20 + 8 - 5 ⇒ (13) + 8 - 5 = 16

Grindylow #2 tangling tentacles trip: 1d20 ⇒ 15
Grindylow #2 Spear: 1d20 + 2 ⇒ (11) + 2 = 13 for piercing damage: 1d6 + 1 ⇒ (3) + 1 = 4
Grindylow #2 Bite: 1d20 - 2 ⇒ (7) - 2 = 5 for bludgeoning, piercing, slashing damage: 1d3 ⇒ 2
Grindylow #5 tangling tentacles trip: 1d20 ⇒ 10
Grindylow #5 Spear: 1d20 + 2 ⇒ (13) + 2 = 15 for piercing damage: 1d6 + 1 ⇒ (2) + 1 = 3
Grindylow #5 Bite: 1d20 - 2 ⇒ (3) - 2 = 1 for bludgeoning, piercing, slashing damage: 1d3 ⇒ 1

Grindylow #4 Spear-Butt (flanking): 1d20 + 2 + 2 - 4 ⇒ (9) + 2 + 2 - 4 = 9 for bludgeoning, nonlethal damage: 1d6 + 1 ⇒ (2) + 1 = 3
Grindylow #8 Spear-Butt (flanking): 1d20 + 2 + 2 - 4 ⇒ (6) + 2 + 2 - 4 = 6 for bludgeoning, nonlethal damage: 1d6 + 1 ⇒ (1) + 1 = 2

Grindylow #3 Spear-Butt (flanking): 1d20 + 2 + 2 - 4 ⇒ (18) + 2 + 2 - 4 = 18 for bludgeoning, nonlethal damage: 1d6 + 1 ⇒ (3) + 1 = 4
Grindylow #3 Bite (flanking): 1d20 - 2 + 2 ⇒ (15) - 2 + 2 = 15 for bludgeoning, piercing, slashing damage: 1d3 ⇒ 3
Grindylow #7 Spear-Butt (flanking): 1d20 + 2 + 2 - 4 ⇒ (1) + 2 + 2 - 4 = 1 for bludgeoning, nonlethal damage: 1d6 + 1 ⇒ (3) + 1 = 4
Grindylow #7 Bite (flanking): 1d20 - 2 + 2 ⇒ (17) - 2 + 2 = 17 for bludgeoning, piercing, slashing damage: 1d3 ⇒ 2


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

Jarvis hustles down the rigging, working to reach the decking.

I need to keep my crossbow on me! he thinks to himself as he gets there, voice still ringing out over the clamor of war.

Accelerated Climb: 1d20 + 8 - 5 ⇒ (15) + 8 - 5 = 18
Accelerated Climb: 1d20 + 8 - 5 ⇒ (9) + 8 - 5 = 12

Dbl accelerated climbs should get me TO the deck. Next round I can get to and lay some hands on Culder. 8/10 BP remain. IC up. Need some attack magics.


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

Culder turns his attention to the creature that just injured him, raising his oar and bringing it back down in an attempt to squish it as well.
rage/PA, IC: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24, for: 1d6 + 13 + 1 ⇒ (3) + 13 + 1 = 17


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

If drinking a potion provokes an AoO, does that mean they can hit me before I down the potion?


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

yes- when an action provokes the AoO technically occurs before you complete the action (which is why you can't trip someone who's trying stand from prone- your AoO occurs while they still are prone and then they stand up)


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Jordan lies still, hand clutching his sword, hoping the little beasts will ignore him in favor of other dangers.

holding action to wait and see if they move away. If they do, I will drink a potion


The Man's Promise | Ship Actions | Current Battle Map

Oops! Forgot to bold Aghon that he's back up for his actions as well!

Thanks to the Captain for the rules clarification.


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

Unsatisfied with Hanspur's initial healing energy wave, Aghon calls on another, selecting out the two wounded grindylows, and hoping the wave of energy doesn't bring the unconscious ones back to consciousness.

Channel Energy: 1d6 + 1 ⇒ (1) + 1 = 2

You've got to be f&*%in' kidding me!


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

Ahahaha!


The Man's Promise | Ship Actions | Current Battle Map

Early AM, Day 23: The Man's Promise

Jarvis descends from the rigging and sets foot on the deck to join the fight, perhaps just in time so far as Vincent and Jordan are concerned. One of the grindylows trying to subdue Jordan turns its attention to the newly-arrived halfling, trying to trip Jarvis before stabbing with its spear and chomping with its wide set of pointy choppers. The squirming tentacles manage to upend Jarvis (now prone), but the attacks both miss.

Jordan's other foe tries again to bonk and bite the prone cook's mate, its teeth locking briefly onto the man's shoulder and neck (3 damage).

Vincent's two foes start dragging their prey toward the starboard rail, but Jarvis's presence forces them to take a roundabout route. The fact that Aghon's healing brings the sorcerer back to consciousness also makes the undertaking more difficult, and the two creatures squeal in frustration and prepare to pummel Vincent some more.

Closer to the ship's prow, Culder and his oar turn a second grindylow into a smushed pile of blood, guts, and shattered bones. Nonetheless, his last foe is either too brave or stupid to flee. After a failed trip attempt, it manages to stab the hulking marine murder machine in the chest with its spear (damage 5).

Narwhal arrives on the scene--the hard way, plunging the final 10 feet from the rigging. From his prone position on the deck, the dour dwarf snarls, "Oh--now ye're in fer twice the arse-kickin' I was originally plannin' fer ya bunch o' squiggly freaks!"

INITIATIVE ORDER: Combat Rounds 3/4 (Bolded may act/post)
Jordan (IC, prone)
Culder (IC, raging)
Aghon (IC)
Grindylows
Vincent (IC, prone)
Jarvis (IC, prone)

GM's Best Guess at Current PC hps:

Culder: 8/27
Jarvis: 13/13
Jordan: 7/14 (plus 2 NL)
Vincent: 11/12 (plus 9 NL)
Aghon: 14/14

Secret GM Rolls:

Grindylow #3 tangling tentacles trip: 1d20 + 4 ⇒ (16) + 4 = 20
Grindylow #3 Spear: 1d20 + 2 ⇒ (6) + 2 = 8 for piercing damage: 1d6 + 1 ⇒ (3) + 1 = 4
Grindylow #3 Bite: 1d20 - 2 ⇒ (6) - 2 = 4 for bludgeoning, piercing, slashing damage: 1d3 ⇒ 2

Grindylow #7 Spear-Butt: 1d20 + 2 - 4 ⇒ (7) + 2 - 4 = 5 for piercing damage: 1d6 + 1 ⇒ (1) + 1 = 2
Grindylow #7 Bite: 1d20 - 2 ⇒ (14) - 2 = 12 for bludgeoning, piercing, slashing damage: 1d3 ⇒ 3

Grindylow #2 tangling tentacles trip: 1d20 + 4 ⇒ (12) + 4 = 16
Grindylow #2 Spear: 1d20 + 2 ⇒ (16) + 2 = 18 for piercing damage: 1d6 + 1 ⇒ (4) + 1 = 5
Grindylow #2 Bite: 1d20 - 2 ⇒ (8) - 2 = 6 for bludgeoning, piercing, slashing damage: 1d3 ⇒ 2

Tam “Narwhal” Tate Climb check (accelerated): 1d20 + 8 - 5 ⇒ (17) + 8 - 5 = 20
Tam “Narwhal” Tate Climb check (accelerated): 1d20 + 8 - 5 ⇒ (2) + 8 - 5 = 5
Narwhal falling damage (bludgeoning): 1d6 ⇒ 3


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

screw being unconscious I'm just going to feign harmlessness and by that, I mean I'm going to play dead. here is what I'm referring to upon waking up, instead of causing a disturbance vincent goes limp, holds his breath and acts like hes dead under the hope that they'll ignore him. and that's his entire turn because its a full-round-action.

bluff check: 1d20 + 8 ⇒ (13) + 8 = 21

that his full bluff bonus I believe in this case its a sense motive check they need to make to see if I'm actually a threat worth paying attention to


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

just to clarify my banner- the number in parenthesis (in HP) is how many I have counting the bonus from rage... I keep those in parenthesis because I lose them when rage ends, but I mention it now because it's looking more and more likely that they may come into play...

"Some healin' if ye would, Mis'er Jarvis!" Culder bellows as a new stream of blood rolls down his chest. With a growling snarl he brings his oar around and attempts to make grindylow-pudding out of the creature still attacking him.
rage/PA/IC: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14, for: 1d6 + 13 + 1 ⇒ (3) + 13 + 1 = 17

damm... that's probably not going to hit... I'll 5' step towards Aghon and Jarvis.


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

With the arrival of new allies, Jordan decides to take a chance and try and stand up.

Math is correct for Jordan :)


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

Throwing his hands up in exasperation Aghon once again calls on Hanspur to heal his allies, using his mental selection to select out two of the injured grindylows.

Selecting out #2 and #6, as I'm hoping the other two that Culder dropped are beyond coming back.

Hanspur, come on! Send your power that we might wipe the deck with this ugly filth, and send them on their final journey.

Channel Energy, again: 1d6 + 1 ⇒ (4) + 1 = 5


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

There it is!


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

Huzzah!


The Man's Promise | Ship Actions | Current Battle Map

Early AM, Day 23: The Man's Promise

Aghon's latest round of healing energy provides some much-needed relief for the beleaguered party. As Jordan attempts to stand, one of the two grindylows flanking him (#7) attempts another quick whack to the head to KO the human; the one to the north, having two other prone foes prone and within bashing range, holds off attacking Jordan as well, likely expecting to get in its own licks when the halfling or dwarf attempt to rise off the deck. The blow connects solidly (7 nonlethal damage), but Aghon's timely healing means the cook's mate is still very much in the fight as he gets back on his feet.

Vincent plays dead; the two grindylows don't notice or care, intent upon taking their victim to the ship's rail and then likely over it.

Jordan still has one standard/move action; Jarvis has yet to take any actions.

Secret GM Rolls:

Grindylow #7 Spear-Butt (flanking): 1d20 + 2 - 4 + 2 ⇒ (14) + 2 - 4 + 2 = 14 for bludgeoning, nonlethal damage: 1d6 + 1 ⇒ (6) + 1 = 7


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

Jarvis, accustomed to not always being on his feet, moves quickly to tuck and roll out of the way of the creatures before popping up to his feet, voice still ringing out.

Acrobatics: 1d20 + 9 ⇒ (16) + 9 = 25

BP 7/10, IC Up
No clue if this is how this would work or not. Looking to use Acrobatics to move at my full speed without provoking. Normally, it would be like 10+CMD of the target I'm looking to move away from to do so. However, I'm prone. Not sure if I can even do this, but why not try! Stupid stubby legs and such.


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Having dodged the attackers, Jordan takes another swing with his sword at the grubby little water bugger between himself and Narwhal.

Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 + 3 ⇒ (1) + 3 = 4


The Man's Promise | Ship Actions | Current Battle Map

Early AM, Day 23: The Man's Promise

@Jarvis: Yeah, pretty sure what you want to do isn't possible within the rules. I found something in the Acrobatics skill description (see spoiler below) that mentions using Acrobatics while prone to move all of 5 feet as a full-round action to avoid AoOs. I've moved your token on the Roll20 map to reflect such a move; you're still prone but escaped any AoOs and can get up next round. If you'd rather try something else, go for it.

Culder swings his oar at the last nearby grindylow, but the acrobatic little freak does an impressive split on all its tentacles and the blow sails just over its head. It grins at the Captain and presses its attack. Again it fails to trip the large human, and it misses with its spear jab as well. Shrugging, it sinks its sharp teeth into Culder's calf (2 damage).

Jordan stabs his own little tormentor in the chest, but it's not enough to drop his foe. The creature bravely keeps fighting, but neither tentacles nor spear nor teeth find the mark as it counterattacks.

Vincent's would-be captors continue to slowly drag him to the starboard railing. Carrying him would certainly be faster, but the creatures seem reluctant to drop their spears to do so.

Narwhal dodges a stab, hops to his feet, swings wildly with his cutlass, avoids the grindylow's trip and bite attempt, but takes a spear point to the shoulder in the scuffle.

The first reinforcements from the crew's quarters arrive at the foot of the stairs where Aghon stands.

INITIATIVE ORDER: Combat Round 4/5 (Bolded may act/post)
Jordan (IC)
Culder (IC)
Aghon (IC)
Narwhal
Grindylows
Vincent (IC, prone)
Jarvis (IC, prone)

Acrobatics Skill Excerpt (Bolded Sentence Important!):

In addition, you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10. You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an ability allows you to move at full speed under such conditions, you can use Acrobatics to move past foes. You can use Acrobatics in this way while prone, but doing so requires a full-round action to move 5 feet, and the DC is increased by 5. If you attempt to move through an enemy’s space and fail the check, you lose the move action and provoke an attack of opportunity.

Secret GM Rolls (Now Stuffed with Real Cheese!):

Grindylow #2 Tangling Tentacles Trip: 1d20 + 4 ⇒ (4) + 4 = 8
Grindylow #2 Spear: 1d20 + 2 ⇒ (10) + 2 = 12 for piercing damage: 1d6 + 1 ⇒ (4) + 1 = 5
Grindylow #2 Bite: 1d20 - 2 ⇒ (20) - 2 = 18 for bludgeoning, piercing, slashing damage: 1d3 ⇒ 2
Grindylow #2 Bite (Confirm?): 1d20 - 2 ⇒ (10) - 2 = 8 for bludgeoning, piercing, slashing damage: 1d3 ⇒ 3

Grindylow #7 Tangling Tentacles Trip (flanking): 1d20 + 4 ⇒ (5) + 4 = 9
Grindylow #7 Spear (flanking): 1d20 + 2 ⇒ (13) + 2 = 15 for piercing damage: 1d6 + 1 ⇒ (6) + 1 = 7
Grindylow Bite #7 (flanking): 1d20 - 2 ⇒ (10) - 2 = 8 for bludgeoning, piercing, slashing damage: 1d3 ⇒ 2

Grindylow #3 Spear (AoO): 1d20 + 2 ⇒ (6) + 2 = 8 for piercing damage: 1d6 + 1 ⇒ (2) + 1 = 3
Tam “Narwhal” Tate cutlass: 1d20 + 4 ⇒ (3) + 4 = 7 for slashing damage: 1d6 + 2 ⇒ (1) + 2 = 3 (crit range 18-20)
Grindylow #3 Tangling Tentacles Trip: 1d20 + 4 ⇒ (6) + 4 = 10
Grindylow #3 Spear: 1d20 + 2 ⇒ (16) + 2 = 18 for piercing damage: 1d6 + 1 ⇒ (3) + 1 = 4
Grindylow #3 Bite: 1d20 - 2 ⇒ (4) - 2 = 2 for bludgeoning, piercing, slashing damage: 1d3 ⇒ 3


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

Completely missed that part! Yes, he'd end up doing just that (5' move to avoid AoOs)

Jarvis, now away from the Grindylow, pops to his feet, face full of rage. Deciding to cast caution to the wind, hoping the creatures are more fixated on their current people rather than himself, breaks out into a jog, trying to get around behind Narwhal.


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

Aghon can think of nothing better to do than make sure his allies stay in the fight, so he calls upon Hanspur for yet another wave of healing energy to blast out from him. He mentally removes the two grindylows closest to himself Narwhal and Jordan from the healing energy. #3 and #7

Stay in it boys! Help is on the way!

1d6 + 1 ⇒ (5) + 1 = 6


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Feeling enlivened by the arrival of allies and Aghon's healing power, Jordan again thrusts his blade at the monster between himself and Narwhal.

attack: 1d20 + 5 ⇒ (9) + 5 = 14
damage: 1d6 + 3 + 1d4 ⇒ (2) + 3 + (1) = 6

can't see map, but assuming Narwhal didn't move, so flanking bonus


The Man's Promise | Ship Actions | Current Battle Map

Early AM, Day 23: The Man's Promise

Jarvis hops back to his feet and repositions himself closer to Narwhal (and also the pair of grindylows trying to make off with Vincent). Another pulse of healing courtesy of Aghon lifts spirits and seems to tip the battle in your favor. When Jordan runs through the foe he and Narwhal are flanking, the remaining four grindylows wail and begin to look a bit nervous.

Culder and Vincent still up.


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

Culder huffs a bit of relief as another wave of healing washes over him. With his face still twisted in a vicious scowl he swings again.
rage/PA, IC: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27, for: 1d6 + 13 + 1 ⇒ (4) + 13 + 1 = 18


The Man's Promise | Ship Actions | Current Battle Map

Early AM, Day 23: The Man's Promise

Culder lays waste to the last of the trio of grindylows that ambushed him, leaving carnage in his wake.

Culder: You've still got a move action if you'd like to use it.

Vincent is up and in danger of going overboard.


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

screw this vincent will take the AoO, stand up and cast mage armor on himself


The Man's Promise | Ship Actions | Current Battle Map

Early AM, Day 23: The Man's Promise

Vincent's two foes let out squawks of surprise when their captive again shows signs of life, trying to KO him again with the shafts of their spears. Somehow, the sorcerer regains his feet and successfully casts his protective spell. The arrival of Culder at the rail--as well as the fact that more than half their number have been killed--causes the remaining grindylows to withdraw from battle. The creatures show a bit of wisdom by not trying to hop the rail near Culder, instead attempting to squiggle to the port rail to try to make their escapes. Narwhal cuts off one and hacks it down with his cutlass; the other has to pass Jordan to reach that railing.

Jordan: You can make an AoO. Grindy #7 is vulnerable when climbing or you could wait to attack #8 when it tries to pass you.

INITIATIVE ORDER: Combat Rounds 5/6 (Bolded may act/post)
Jordan
Culder
Aghon
Narwhal/Crew
Grindylows
Vincent
Jarvis

Secret GM Rolls:

Grindylow #4 Spear-Butt: 1d20 + 2 - 4 ⇒ (9) + 2 - 4 = 7 for piercing damage: 1d6 + 1 ⇒ (5) + 1 = 6
Grindylow #8 Spear-Butt: 1d20 + 2 - 4 ⇒ (2) + 2 - 4 = 0 for piercing damage: 1d6 + 1 ⇒ (3) + 1 = 4
Tam “Narwhal” Tate cutlass (IC): 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21 for slashing damage: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4 (crit range 18-20)
Tam “Narwhal” Tate cutlass (AoO; IC): 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20 for slashing damage: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6 (crit range 18-20)


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Jordan takes advantage of the opportunity and swings at the first grindylow to try and pass him.

Attack: 1d20 + 4 ⇒ (19) + 4 = 23
crit confirm: 1d20 ⇒ 1

damage: 1d6 + 3 ⇒ (1) + 3 = 4


The Man's Promise | Ship Actions | Current Battle Map

Early AM, Day 23: The Man's Promise

...and then there was one. After Jordan cuts down a nearby foe, the last grindylow invader still alive is the fellow halfways over the starboard railing, in full retreat.


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Invigorated by the recent kill, Jordan rushes forward and attacks the fleeing monster.

Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 + 3 ⇒ (6) + 3 = 9


The Man's Promise | Ship Actions | Current Battle Map

Early AM, Day 23: The Man's Promise

Jordan cuts down the last grindylow before it can make good its escape. A quick search of the creatures reveals that each had only its spear, harness, a crude stone knife, and strips of leather and/or rope for binding any captives they might've managed to take.

The slight lull in the storm doesn't last long; apparently, the ship was in the eye of the tropical storm and is now having to deal with its tail end. Eventually, the winds switch around completely, pushing the vessel back in the direction it originally came from. A cry from Syl Lonegan in the crow's nest comes too late: You all see a small island before the ship's bow. As Plugg tries desperately to turn the wheel and avoid the land, the Man's Promise suddenly shudders violently and soon comes to a halt, stuck upon a coral reef just below the churning water's surface. A quick survey of the ship reveals that the impact not only breached the hull but also smashed the ship's largest water barrel, which in turn spilled onto crates of foodstuffs.

As the crew takes turns manning the bilge pumps, Plugg and Scourge survey the damage. Aghon's called in and it's decided that the crew will have to tear up much of the main deck to use the lumber to staunch the hole in the ship's hull.

Eventually, the storm abates, leaving the Man's Promise surrounded by a choppy surf and shrouded with gray skies. Plugg asks for a group of volunteers to explore the nearby island to see if there's any food, fresh water, or hardwood trees there. Any volunteers?

It's still a little ways off, but you guys should all start planning ahead for 3rd-level.


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

For a chance to stretch his legs and feel dirt under his feet, Jordan volunteers for the opportunity to go ashore.


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

If Plugg allows, Aghon will volunteer to go, as he'd be the best one to ascertain whether any found wood would be suitable for helping to patch up the ship.


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

I volunteer sir. Not much use for a rigging rat when we're sitting in port. I can also look for anything we could use to bolster or rigging supplies. Never know what will turn up. Jarvis offers, happily.


The Man's Promise | Ship Actions | Current Battle Map

Day 23: Another Island Excursion

Captain Plugg waves Jordan, Aghon, and Jarvis over to one of the ship's longboats when they volunteer. Then his eyes fall upon Culder. "Ye did well 'nough on that last isle...even brought back a spot o' treasure! You go, too...an' take the wizard with ya! I'm thinkin' we should be ship-shape by tomorrow evenin', so ye got 'bout a day an' a half to explore. Don't be late or we may sail without yas!"

A quick look at the isle to the south gives you some basic details: there's a small hill on a peninsula at its northeast end, which is due south of the Man's Promise. A second taller and larger hill makes up the isle's western border--indeed, it takes up much of the island's western half. To the southwest, between the two rises, is a stretch of lowlands that should be easy enough to reach and beach your boat. Not long into your trip, you spot a handful of collapsed huts at the edge of the water.

Where to? The four main choices are: 1. The ruined huts; 2. Somewhere else on the north coast; 3. Hook around to the isle's east shore; 4. Hook around to the west (a longer row) and hope there's some sort of cove in the hillside where you might drag ashore your boat.

I'm botting Culder until we hear from him again.


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

May as well check out these huts first. Make sure nothing is going to come out at us while we do the rest of our exploration. Plus, maybe a bottle of proper rum! Jarvis says quietly to the group.


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

vincent will also volunteer to help explore the islands


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

"Aye, could be something worth finding there. At the least, maybe the lumber can be used," Jordan replies.

While walking along, Jordan will add "By the by, I think Kroop's concerns were well placed. Took a bit of a sneak into Plugg's quarters to see where we're headed, and for sure it seems we're on course to either Rickety Squibbs or Blood Cove. The fool has an idea that he's got it in him to captain his own ship. Can't wait to see what his plan is if he ever runs across Harrigan again."

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