Plunder & Infamy - A Skulls & Shackles PbP Adventure

Game Master DancingShadow


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Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Suny nods at Sandara's wise words, absently rubbing a foot against the back of her other leg as she loiters for a little while longer.

(^_^)


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Torque shrugs at Sandara's exasperation .That is just Sunny for you I guess. Who knows, she just might be our moral center.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sunny smiles at Torque's compliment. Even going so far as to wiggle a little obviously happy some one doesn't mind her tanned, nekkid self.

"Aye! Me middle be right centered!" (^_^)

*Giggles*


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro shakes his head.

"Syl is not sick, she was lashed. Like half of those and more on this ship. Compared to the lashes we took it was bearly a punishment. If you want to waste your own time playing nurse then so be it. But it will not be allowed to get in the way of how the ship is run. Syl will work when her turn is up, as will you. You will also not waste more of Sandara's time, she has done her job."

He lets out a breath thru his nose.

"As for moral center, thats a matter of perspective. As by a rightous man's reckoning everyone on this ship should hang or worse."


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sunny dutifully nods her head, tugging at a fore-lock of hair as she does so,

"If'n that be tha' Captain's wishes, then so be it. Cap'n Sir." Though, just for a moment, her gaze changes...and then she is her bright an normal self.

"Though I do remember Sandara's soothin' touch upon m'slf after I were visited by tha' pleasure of Master Scourge." She reminds her crew-mates.

"If that be ever thing an' anything?" She asks. (^_^)


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

What if anything is left for us to use as pillaging equipment?


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Then let us leave the moralizing until later, and we are deep in our rum. I believe that will be everything Sunny, if Aoro has nothing else to say.

Do you mean loot Gene? the non-magical or even magical equipment that we do not want can be used to help pay for the squibbing.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sunny again bobs and curtsies politely in acknowledgment to the assembled 'Officers', before turning hoisting her buckets and heading off to care for said stricken crew-mate. (^_^)

DM DM Bound Shade:

Heal Check for the treating of Syl:1d20 + 3 ⇒ (2) + 3 = 5(No actual skill...am hoping other crew members will assist a little at least. Plus any bonuses for having fresh rags and clean water etc)

Diplomacy:1d20 + 2 ⇒ (12) + 2 = 14

Meh and bugger on'a healing check. I hope things in't gettin' worst. :(

I in't sure we's a lot left on this boat. Former Captain Harrington done took pretty much of everything with him. I dun't even thing we's got enough spare timber, nor skill, ta even make a descent ballista. :(


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

I'm talking small bits of lead or other metals and Black powder. I figure not but, worth asking.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

*Shakes head* There might be scraps here and there abouts. But ye'll have ta ask tha DM abouts whut we've got left...*Hugz To every one. (^_^)


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

We can probably get more at Rickety's


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Aye, but most of our money will be tied up with teh 'Scribbin'.... :/ How much chance do people feel like taking to 'make a tad more money' if we come across another ship? Just askin'...


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

We should probably get some more crew before pirating. We can try getting more the Rickety's.


Shade Psion 18

There are hammocks, lanterns, rope, and some other mundane items. Most notably, there are the carpenter's tools left scattered about the ship (enough for a full set), but no-where is there any real usable amount of raw materials for repairs to anything but wear-and-tear to the rigging.

Day 24 - 25 Sarenith 4712

Some effort is made to get the ship in ready condition again, but the crew is tired from battle and lack of sleep, yet most are ready to celebrate their new found freedom. The progress is slow and eventually last bell is rang, the evening meal and rum (watered down enough to curb the worst of the side effects without losing all of its potency), and evening festivities are had.

Day 25 - 26 Sarenith 4712

The crew is roused and jobs are assigned for the day by a rather loud and colorful halfling. Eyes are placed on the supporters of Mister Plugg's previous reign as "captain."

Sunny:
Syl recovers enough by morning to start work. She grumbles, "Thanks," under her breath and walks slowly, and unsteadily at first, up to the deck, her clumsily dressed wounds interfering a bit with her ability to move.

By around midday, clouds have begun to gather in the east and the southeasterly wind has picked up to strong breeze. While the wind is perfect for sailing, the clouds begin to take on a dark and ominous cast.

Is there anything that you want to do on this day?


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Hmmm.looks like a storm is coming. Torque pitches in with securing items, checking for leaks and other duties.

Everyone be sharp! Curb your ale drinking tonight in case we get hit hard by the rain.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

DM Bound Shade:
Again Sunny will do as much as she can for Syl. Keeping her wounds clean, bandaged etc. Helping her with her chores. Again trying to get Sandara to simply heal Syl and get this stupid affair over with. :P

Diplomacy:1d20 + 2 ⇒ (15) + 2 = 17

Profession Sailor:1d20 + 4 ⇒ (15) + 4 = 19

Sunny does her best to do all the things she has to do.

Perception:1d20 + 6 ⇒ (2) + 6 = 8

Plus keep an eye out on the horizon and on the weather.


Shade Psion 18

Doing some Spellcraft rolls quickly before heading to work.

Aoro:

Captain's Cabin
Hammock Day 24: 1d20 + 5 ⇒ (14) + 5 = 19
Hammock Day 25: 1d20 + 5 ⇒ (9) + 5 = 14

Scourge
Potion #1 Day 24: 1d20 + 5 ⇒ (17) + 5 = 22 Potion of Blur
Potion #2 Day 24: 1d20 + 5 ⇒ (17) + 5 = 22 Potion of Cure Light Wounds

Plugg
Potion had a label on it, so it didn't need to be identified.
Crossbow Bolts Day 24: 1d20 + 5 ⇒ (9) + 5 = 14
Crossbow Bolts Day 25: 1d20 + 5 ⇒ (7) + 5 = 12
Cutlass Day 24: 1d20 + 5 ⇒ (1) + 5 = 6
Cutlass Day 25: 1d20 + 5 ⇒ (7) + 5 = 12
Amulet Day 24: 1d20 + 5 ⇒ (1) + 5 = 6
Amulet Day 25: 1d20 + 5 ⇒ (16) + 5 = 21 Amulet of Natural Armor +1
Bracers Day 24: 1d20 + 5 ⇒ (12) + 5 = 17
Bracers Day 25: 1d20 + 5 ⇒ (14) + 5 = 19
Manacles Day 24: 1d20 + 5 ⇒ (9) + 5 = 14
Manacles Day 25: 1d20 + 5 ⇒ (9) + 5 = 14

You open the chests with the keys. One of them shows signs of being trapped after you open it, but the keys must've worked the bypass on the trap. Inside the chests is a collection of treasure and trade goods (the chests are VERY large). The total accumulation of the wealth in them is worth 2 points of plunder. I'll post the system and my modifications to it later on.


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Gene works hard helping others were he can and talking to the crew a little to get to know everyone better.

pro sailor: 1d20 + 4 ⇒ (11) + 4 = 15
diplomacy: 1d20 ⇒ 7


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro looks over things, having known long ago his skills as a sailor were lacking. Seeing the clouds he prepares for the worst.

"You heard Mr. Torque, prepare for foul weather. We have not made it this far to get waylaid by some sky spit!"

Diplomacy for morale: 1d20 + 15 ⇒ (20) + 15 = 35

Edit-Well hell I guess I have a hard working and loving crew with that. xP


Shade Psion 18

Day 25 - 26 Sarenith 4712

Sunny:
Sandara snorts at you and sighs, "I've no clue as to what your ridiculous fascination with this woman stems from, but it'll only serve to hurt you in the end. She's a rabid dog, and nothin' more, but if it'll keep you from botherin' me any more about her, I'll heal the wretch." She walks over to Syl and channels the power of her goddess. Syl's wounds disappear.

The woman looks up at Sandara, "Don't think this squares things between us. I mean to see you bleed... Th' whole lot of you."

Sandara chuckles. "I did it to shut her up," she thumbs towards Sunny, [b]"but go ahead and spit and growl at us. Bite the hand that now feeds you, though, and you'll die like the mongrel you are."

Syl spits on Sandara, who just wipes it from her blouse. She looks to Sunny, "Look out to where your kind heart gets you, Sunny. It might just be an early grave." She walks off, whistling to herself.

Syl looks over at Sunny with a sullen look, "Thanks, I owe you." She goes back to her chores.

Gene:
You get a very general canvas of the crew, but most seem apprehensive to talk or speak with you. It might be your position as officer or that they still consider you a new guy, but it all seems a bit off as you did just help with the mutiny. An inkling of something crosses your mind, but the moment you try to draw it to the forefront, you lose it.

@Aoro: I'll have to take that natural 20 into account a bit later.

Fishguts pulls Aoro aside a one point, astonishingly not in the galley for a bit and much more surprisingly, not drunk.

Aoro:
"Captain, sir, I've been seein' what th' crew where doin' fer the night duty. They're drawin' straws ta' see who gets it. I thought I'd let ya' know, in case ya' want ta' place a proper night watch." He nods with a bit of finality at the end of that last sentence and heads back below deck.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Spoiler:
Sunny smiles happily as Sandara 'gives in'. (^_^)

Though she does try (Rilly hard) to stop Syl getting dribbled on. Once things are over between the two Sunny skips over and hugs Syl.

Then digs in and helps with whatever chores it is the other woman has to do. (^_^)

Profession Sailor:1d20 + 4 ⇒ (1) + 4 = 5

Bugger!


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Torque makes his roll as well. Prof-Sailor: 1d20 + 7 ⇒ (10) + 7 = 17


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

DM and Torque:

Sorry thought we had a night watch.

Aoro nods.

"Knew I was missing something, first day and all that. My thanks Mr. Ambrose."

Calling over Torque.

"We need a night watch. I propose three man shifts with one in a elevated position to make sure the other two dont get gutted before they can raise the alarm. Ideally that same third person would be able to see in darkness or starlight. How does that sound?"


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Aoro:
That sounds like an excellent idea. Might as well have Sunny's elf eyes be put to use. I will also check with the rest of the crew to see who has good night vision.

Torque then goes asking which of the crew had darkvision or good starlight vision and expalins what role they would have.


Shade Psion 18

Torque & Aoro:
Other than Sunny, Torque, and Conchobhar, the rest of the crew is composed of humans and two halflings. Narwhal is a dwarf, but one of Plugg's men, so I'm not so sure you want him on night watch.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

I am willing to take a shift since my darkvision will be of use. Sunny can be with two others and Conchobhar with another two.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

"Thats three, four hour shifts then. Then by all means inform them Mr. Torque."

Guessing the night watch would be 12 hours long, correct me if not.


Aoro:
Fishguts nods to Aoro, "Certainly, cap'n." He wanders off, back down to the galley.

You had one, but since it hadn't been set, the crew was kinda doing it a random. Plus, I find knowing the watches to be important for certain things.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Torque heads out and gets Sunny and Conchobahr on deck with the ones who were drawing straws.

Captain Aoro has decided that we will be on three four hour night shifts. Sunny,Conchobhar, you will be with two others and so will I since our night vision is good. I'll leave it to the others to work out who they are willing to watch with but don't take too long.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sunny bounces to attention at Torque's words, then skips over and whispers to Syl.

Whispered conversation:
'Here, I bin asked to take watches. Now, I know ye still be spent after yer day and probably still feelin' a tad stiff after just bin healed, so how's about ye come and help with last watch, hey?" She asks of Syl.

Diplomacy Syl:1d20 + 2 ⇒ (1) + 2 = 3

"Some times on tha' morrow we's can chat, hey?"

Then she skips around to the rest of the crew and looks to see who might wish to join her for her first watch.

Diplomacy to share watch:1d20 + 2 ⇒ (2) + 2 = 4

What tha' FRACK is it with this dice roller! >_<


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Forget it Sunny even the dice dispise Syl, murderers get no mercy except from idealist. The dice want her head and they will not be denied. xD

Edit-P.S. You do know that failed diplomacy rolls will decrease their attitude towards you. May want to be careful, its why I got my hellish mod.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

:p


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

fuun weather to be had yea? Can't wait.


Shade Psion 18

Day 25 - 26 Sarenith 4712

Sunny:
She looks you up and down, "Are you serious? I've been stabbed, beaten, and whipped, and now you want me to take another shift." She snorts and turns away. "Piss off, elf," she says with a dismissive wave and walks off.

The weather only gets worse as the day wears on. By nightfall, the wind has picked up even further and the waves work higher and higher.

Day 26 - 27 Sarenith 4712

In the wee hours of the morning, the weather has gotten so bad that the crew must be awoken early. The winds blows fiercely, threatening to tear the riggers from the rigging and rip the sails clean off the boat. As many as possible are ordered into the rigging by Rosie, with no small amount of cussing, and the sails are quickly furled to avoid any further damage.

As dawn approaches, the sky lightens, but imperceptibly. Sandara works her hardest at the helm to keep the boat from taking a wave broadside and rolling, but the occasional wave does and the seawater on the deck threatens to wash some overboard.

The day continues its terrible progress, the fury of the storm tossing the ship about and likely throwing her greatly off course. A few, barely perceptible shapes can be seen in the water. Sandara and Rosie have sailors running all about the ship, keeping watch on them. One looms close and as it does, it becomes obvious what it is, a coral reef. The barest bit of coral sticks out of the water when the waves hit their lowest point, threatening to pierce the hull like a spear stabbing into a man's flesh.

Late in the evening, as it begins to grow pitch black once again, forms are seen moving onto the deck. Something has climbed aboard, and those something's carry spears. They look to be goblins with the tentacles of an octopus instead of legs. Each carries a coral spear.

Knowledge(dungeoneering) DC 6:
These creatures are called grindylows, looking similar to mutated goblins. They often use their tentacles to trip other creatures before falling on them en-masse with their spears.

Most of the crew is busy fighting the storm and won't be joining in on the battle. I'm not going to post a map, worrying more about getting a general sense of the fighting. There are six of the creatures total, in two groups of three, with one group on each side of the ship, near the forecastle.

Initiative:

Aoro: 1d20 + 2 ⇒ (15) + 2 = 17
Gene: 1d20 + 5 ⇒ (11) + 5 = 16
Sunny: 1d20 + 3 ⇒ (7) + 3 = 10
Torque: 1d20 ⇒ 15

Creatures: 1d20 + 2 ⇒ (14) + 2 = 16

Order:

Aoro
Gene
Creatures
Torque
Sunny

Actions for Round 1 please.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

HP: 16/16
AC: 15/15/10
Speed: 30
In Hand: Falchion
Destructive Smite 0/6 used
Spells Remaining:
1st - 3/1+1
2nd - Current/Remaining
Effects:

Torque growls and grabs his falchion. Sunny! Back me up in melee! Torque will move up the creatures on the 'right' side of the ship and slash at one with his falchion.

Falchion: 1d20 + 3 ⇒ (1) + 3 = 42d4 + 3 ⇒ (4, 3) + 3 = 10

Unfortunatly, Torque slips on the wet deck.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sunny doesn't have such a knowledge skill. So she simply gets ready to meet the critters crawling up onto the deck as best she can.

Round1:

1) Try and not get swept over board.

2) Since every one was on shift...Who was carrying weapons? Sunny probably wasn't.

3) Where's the nearest 'Belaying pin' that isn't currently being used to hold the sails and rigging up?

Perception:1d20 + 6 ⇒ (20) + 6 = 26

Profession Sailor:1d20 + 4 ⇒ (8) + 4 = 12

Note keep in mind thoughts on numbers 1 and 2. :P


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Any knowledge rolls under DC 10 can be made untrained

Knowledge (Dungeoneering) vs 6: 1d20 ⇒ 20

Having taken his place next to the wheel long ago, he spots the boarders.

"Grindylows!"

He sends a pair of silver fish at the two closest ones to the wheel.

Magic Missile vs 1 & 2: 1d4 + 1 ⇒ (4) + 1 = 51d4 + 1 ⇒ (1) + 1 = 2

HP: 12/12
AC: 13/11/12
Speed: 30
In Hand:
Spells Remaining:
1st - 4/5
Effects:

Edited due to roll. P.S. Dont forget my spellcraft for the day DM ;)


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Gene pulls his longsword and moves in for a swing. " As if the storm wasn't enough..."

attack a Grindylow: 1d20 + 2 ⇒ (8) + 2 = 10
damage: 1d8 + 2 ⇒ (2) + 2 = 4

stats:

HP: 16/16
AC: 18/13/14
Speed: 30
In Hand: longsword


Shade Psion 18

Aoro's Spellcraft Rolls:

Captain's Cabin
Hammock Day 26: 1d20 + 5 ⇒ (4) + 5 = 9

Plugg
Crossbow Bolts Day 26: 1d20 + 5 ⇒ (17) + 5 = 22 Screaming Bolts
Cutlass Day 26: 1d20 + 5 ⇒ (19) + 5 = 24 Tidewater Cutlass
Bracers Day 26: 1d20 + 5 ⇒ (19) + 5 = 24 Bracers of Armor + 1
Manacles Day 26: 1d20 + 5 ⇒ (19) + 5 = 24 Shackles of Compliance

Day 26 - 27 Sarenith 4712

Order:

Aoro
Gene
Creatures
Torque
Sunny

@Sunny: As luck would have it, an unused belaying pin is right next to you. It'll take a move action to grab it. Give me your actions for this round and for the next round.

Round 1

Aoro sends two silver fish darts into two of the grindylows. One staggers backwards from the missile and falls back into the water, while the other dart sinks into the shoulder of the second grindylow. It glares at Aoro.

Gene pulls his sword as he moves to one of the groups of grindylows. He swings, but the creature ducks under the blade.

The grindylows burst into action, three engaging Torque, while one attacks Gene, and the only wounded one goes after Aoro. Torque takes a spear in the side during the exchange and the half-orc is sent crashing to the deck as the grindylows manage to pull his feet out from underneath him with their tentacles. Torque takes 7 damage and is prone. Although Gene manages to avoid the spear and sharp teeth of the grindylow attacking him, as he dodges, the creature gets a tentacle on his foot and pulls his leg out from underneath him. Gene is prone. The wounded grindylow slams into Aoro, stabbing him with its spear and tearing the man's feet out from underneath him with its tentacles. Aoro takes 7 damage and is prone.

Torque slashes at one of the grindylows, but from his position lying on the deck, he's unable to get a decent angle.

Actions for Round 2 from everyone but Sunny. Sunny, give me actions for Round 1 and Round 2.

Dice:

Grindylow #1 Attack vs Torque: 1d20 + 2 ⇒ (15) + 2 = 17 vs AC 15 Hit
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Grindylow #1 Trip vs Torque: 1d20 + 4 ⇒ (4) + 4 = 8 vs CMD 13 Miss
Grindylow #2 Attack vs Torque: 1d20 + 2 ⇒ (8) + 2 = 10 vs AC 15 Miss
Grindylow #2 Trip vs Torque: 1d20 + 4 ⇒ (20) + 4 = 24 vs CMD 13 Success
Grindylow #3 Attack vs Torque: 1d20 + 2 ⇒ (1) + 2 = 3 vs AC 15 Miss
Grindylow #3 Trip vs Torque: 1d20 + 4 ⇒ (17) + 4 = 21 vs CMD 13 Success

Grindylow #4 Attack vs Gene: 1d20 + 2 ⇒ (5) + 2 = 7 vs AC 18 Miss
Grindylow #4 Attack vs Gene: 1d20 - 2 ⇒ (17) - 2 = 15 vs AC 18 Miss
Grindylow #4 Trip vs Gene: 1d20 + 4 ⇒ (17) + 4 = 21 vs CMD 17 Success

Grindylow #5 Attack vs Aoro: 1d20 + 2 ⇒ (17) + 2 = 19 vs AC 13 Hit
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Grindylow #5 Trip vs Aoro: 1d20 + 4 ⇒ (11) + 4 = 15 vs CMD 12 Success


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Gene stands back up and swings his longsword again.

attack a Grindylow: 1d20 + 2 ⇒ (6) + 2 = 8
damage: 1d8 + 0 ⇒ (6) + 0 = 6

stats::

HP: 16/16
AC: 18/13/14
CMD: 17
Speed: 30
In Hand: longsword

wow dice hate me don't they...


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

How does a grindylow with 15 ft speed get to me at the wheel from the deck?


Shade Psion 18

Because of me being extremely tired and missing that line of text. Go ahead and take your turn and don't worry about receiving an aoo. Sandara'll kick it or something similar to distract it while you're taking your turn.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Round 2:

Move action to retrieve belaying pin.

Good to go for round 3. Hoping there are people still left after the seeming grindylow massacre of round 2. :/


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

HP: 9/16
AC: 15/15/10
Speed: 30
In Hand: Falchion
Destructive Smite 0/6 used
Spells Remaining:
1st - 3/1+1
2nd - Current/Remaining
Effects:

Torque curses and knows he will get stabbed again if he tries rising while prone and near the Grindylaw, so he attempts a slice from the ground.

Falchion: 1d20 - 1 ⇒ (1) - 1 = 02d4 + 3 ⇒ (4, 3) + 3 = 10

Oh FFS


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro's eyes flash silver and black as he recast his spell. The silver fish heading for the one that had struck him as well as the next nearest one. His voice deep and rumbling.

"Get off my ship!"

Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 51d4 + 1 ⇒ (3) + 1 = 4

HP: 5/12
AC: 13/11/12
Speed: 30
In Hand:
Spells Remaining:
1st - 3/5
Effects:

I dont suppose the 4 could hit the one I hit before and the 5 hit a new target. xP


Shade Psion 18

@Aoro: It's fine by me.

Day 26 - 27 Sarenith 4712

Order:
Aoro
Gene
Creatures
Torque
Sunny

Round 2

Aoro begins to cast his spell and the grindylow grins. The creature goes to stab the sorcerer as he leaves an opening to focus on the spell, but it suddenly staggers as Sandara lashes out at it with a foot, knocking it off balance, but not inflicting any real harm. "Monster of the deeps! Leave this ship be!" Aoro finishes his spell, blasting the grindylow in front of him and the one near Gene. The bolts strike down both of the monsters, the one in front of Gene barely holding onto consciousness.

Gene stands and swings at the grindylow, but the rolling deck and driving wind spoil his aim as the creature slowly crawls away.

Torque is assaulted on all sides by the three grindylows surrounding him. He manages, even prone, to fend off most of their attacks, but two of them get their spears past his defenses dealing deep wounds. The wounds would knock out a lesser man, but the toughness and ferocity granted to him by his orc blood keep him going for a few more precious seconds. Torque takes 11 damage and will fall unconscious at the end of his next turn. I'm assuming that you're using your orc ferocity ability. I'll let you change you action due to the change in the circumstances, so I'll hold off on describing the rest of the round. Gene steps over the crawling grindylow and stabs downward with his sword, ending the creature's pathetic flight.

Everyone can go ahead and post their actions for the next round, but realize that Torque's situation may change, so I'd plan for it.

Dice:

Grindylow #1's Spear Attack vs Torque: 1d20 + 2 ⇒ (18) + 2 = 20 vs AC 11 Hit
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Grindylow #1's Bite Attack vs Torque: 1d20 - 2 ⇒ (12) - 2 = 10 vs AC 11 Miss
Grindylow #2's Spear Attack vs Torque: 1d20 + 2 ⇒ (7) + 2 = 9 vs AC 11 Miss
Grindylow #2's Bite Attack vs Torque: 1d20 - 2 ⇒ (4) - 2 = 2 vs AC 11 Miss
Grindylow #3's Spear Attack vs Torque: 1d20 + 2 ⇒ (12) + 2 = 14 vs AC 11 Hit
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Grindylow #3's Bite Attack vs Torque: 1d20 - 2 ⇒ (1) - 2 = -1 vs AC 11 Miss

Gene's Attack of Opportunity vs Grindylow #4: 1d20 + 2 ⇒ (9) + 2 = 11 vs AC 10 Hit
Damage: 1d8 ⇒ 2


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

HP: -2/16
AC: 15/15/10
Speed: 30
In Hand: Falchion
Destructive Smite 0/6 used
Spells Remaining:
1st - 3/1+1
2nd - Current/Remaining
Effects:

Torque defensively casts CLW on himself

Cast Defensivly: 1d20 + 5 ⇒ (10) + 5 = 15

Never mind.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Round 2:

As stated, get belaying pin.

Round 3:

Go to nearest person's aid. (Preferably Torques)

Acrobatics:1d20 + 7 ⇒ (18) + 7 = 25 (Skill check to move about the ship in such rough conditions)

"To ARMS! TO ARMS!" Sunny cries, trying to begin rallying the rest of the crew.

Yelling should be a free action? Yus?

Also, sorry for seeming getting so far ahead. not sure how fast people will be posting. Nor how quick I can post given work schedules. *Bows


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Gene moves to the next one semi frustrated at his lack of hitting. (next to torque2) and swings his longsword again.

attack a Grindylow: 1d20 + 2 ⇒ (17) + 2 = 19
damage: 1d8 + 0 ⇒ (8) + 0 = 8

stats:

HP: 16/16
AC: 18/13/14
CMD: 17
Speed: 30
In Hand: longsword


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro no longer being threatened gets up sending another pair of silver fish at two of the remaining 3 enemies.

"Finish them!"

Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 51d4 + 1 ⇒ (3) + 1 = 4

HP: 5/12
AC: 13/11/12
Speed: 30
In Hand:
Spells Remaining:
1st - 2/5
Effects:

Edit- Woot should end up with one left alive with only 1 hp. Funny how all my 1st magic missile got max damage. xD

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