RD's Skull & Shackles: Wormwood Mutiny (Inactive)

Game Master Rene Duquesnoy

roll20

Marching order: Jothas/Linark - Talfryn/Johender - Twigg/Lini - Tiger


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Sczarni

Mists of Mwangi

Someone can move for Talfryn, Droogami, Twigg, and Lini.

Dark Archive

Male Aasimar Guntank Gunslinger 1/ Empyreal Sorcerer 1/Eldritch Knight 2

Talfryn will take a step back, load and then shoot his gun at the nearest grindy.

pistol: 1d20 + 5 - 2 + 1 ⇒ (7) + 5 - 2 + 1 = 11 I'm guessing that misses even touch.

Sczarni

Mists of Mwangi

unfortunately it does. sorry.

I'll move for everyone then...

Droogami will full attack

#8
1d20 + 11 ⇒ (5) + 11 = 16
1d6 + 4 ⇒ (3) + 4 = 7
#8 -> dead

#6
1d20 + 12 ⇒ (8) + 12 = 20
1d3 + 4 ⇒ (1) + 4 = 5
#6 -> dead

#4
1d20 + 12 ⇒ (16) + 12 = 28
1d3 + 4 ⇒ (1) + 4 = 5
#4 -> dead

Twigg magic missles #2 (already had 4 damage)
1d4 + 1 ⇒ (3) + 1 = 4
#2 -> dead

Lini swims around.

Grindylows #1 up...but they are all dead!

Round 3
Talfryn
Droogami
Twigg
Grindylow1 - all dead
* Jothas
* Linark
Grindylow2
Johendar - casting spell
Lini - turned into a squid

Grand Lodge

Male Gnome Sorcerer (Sylvan) 8
Stats:
HP 58 | AC 20 | T 14 | FF 13 | CMD 12 | Fort +6 | Ref +5 | Will +6| Init +2 | Perc +1

sorry for the delayed post, just finished finals. It has been a crazy week.

Sczarni

Mists of Mwangi

no worries. real life first. i just wanted to keep this moving

Grand Lodge

Assimar Paladin 2 - HP 31/31 - AC15/T10/FF15/CMD16 - Fort+8/Ref+4/Will+4(+9) - Perc -2/SM +4 / P.A.Nodachi +7 (1d10+9/18-20/x2) - LoH 4/4

With Droogami the monster killing all the things Linark goes back to help the ones who are not with them, but unfortunately there's a barrage of people in front of him and he cannot move forward.

Are we able to be below or above someone?

Grand Lodge

Male Human Fighter 10 HP (83/84)AC 33 (FF 30, T 16), Fort +12, Ref +8, Will +9, CMD 31 (41 vs. grapple, awesome blow), Per +14

Jothas will move down south, and seeing there's no room to get involved, will find a good blocking location in case this flank needs to be covered.

Sczarni

Mists of Mwangi

@Linark: Technically, you can. However, it will be pretty difficult to display it on the map if you stay under someone. If you want to move under and around, that's fine. I'll move you to the back of the pile.

Sczarni

Mists of Mwangi

Bottom grindys up.

2 attacks on Johendar
1d20 + 2 ⇒ (20) + 2 = 22
1d6 + 1 ⇒ (3) + 1 = 4
1d20 + 2 ⇒ (13) + 2 = 15
1d6 + 1 ⇒ (1) + 1 = 2

Confirm
1d20 + 2 ⇒ (20) + 2 = 22
1d6 + 1 ⇒ (5) + 1 = 6

2 attacks on Talfryn
1d20 + 2 ⇒ (20) + 2 = 22
1d6 + 1 ⇒ (3) + 1 = 4
1d20 + 2 ⇒ (7) + 2 = 9
1d6 + 1 ⇒ (1) + 1 = 2

Confirm
1d20 + 2 ⇒ (18) + 2 = 20
1d6 + 1 ⇒ (1) + 1 = 2

2 attacks on Linark
1d20 + 2 ⇒ (16) + 2 = 18
1d6 + 1 ⇒ (6) + 1 = 7
1d20 + 2 ⇒ (3) + 2 = 5
1d6 + 1 ⇒ (4) + 1 = 5

Round 3
Talfryn
Droogami
Twigg
Grindylow1 - all dead
Jothas
Linark
Grindylow2
* Johendar - casting spell
* Lini - turned into a squid


Lini will squid attack!

BITE: 1d20 + 5 ⇒ (16) + 5 = 21
DAM: 1d3 + 3 ⇒ (1) + 3 = 4

TENTACLE: 1d20 + 2 ⇒ (18) + 2 = 20
DAM: 1d4 + 1 ⇒ (4) + 1 = 5

IF hit with tentacle; GRAB: 1d20 + 9 ⇒ (10) + 9 = 19

Lini after getting comfortable in her new squid form will attack the last Grindy in a flurry of squiggily tentacles.

I'm on vacation now, so there should be no more work distractions for me.

Sczarni

Mists of Mwangi

Lini does 4 damage on #2 (please don't forget to tell me which you are targeting)

The Exchange

AC20/Touch15/Flat16/CMD23(25 vs grapple, overun, trip)||HP44[44]|Fort:+5;Ref:+11;Will:+4[+4 vs water, air, and trip]|Percept.+11|Init.+4 Aasimar Ranger (Freebooter) 4 / Bard (Sea Singer) 2

Johender grits his teeth as the grindylow injures him and tries to maintain concentration of his spell and his inspiring words.

Concentration vs DC 21: 1d20 + 4 ⇒ (6) + 4 = 10

He curses as he looses the spell, draws his dagger and stabs at the nearest creature. #2

Attack: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17
Damage: 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Sczarni

Mists of Mwangi

#2 is dead.

Sczarni

Mists of Mwangi

Round 4
* Talfryn
* Droogami
* Twigg
Grindylow1 - all dead
Jothas
Linark
Grindylow2
Johendar - casting spell
Lini - turned into a squid

Dark Archive

Male Aasimar Guntank Gunslinger 1/ Empyreal Sorcerer 1/Eldritch Knight 2

8/19 HP
Talfryn focuses on defending himself. Total defense, 22 AC for the round.

Sczarni

Mists of Mwangi

Roger that.

Twigg & Droogami up

Sczarni

Mists of Mwangi

Twigg & Droogami double move.

Grindy 1 dead

Round 4
Talfryn
Droogami
Twigg
* Jothas
* Linark
Grindylow2
Johendar
Lini

Grand Lodge

Assimar Paladin 2 - HP 31/31 - AC15/T10/FF15/CMD16 - Fort+8/Ref+4/Will+4(+9) - Perc -2/SM +4 / P.A.Nodachi +7 (1d10+9/18-20/x2) - LoH 4/4

Whoa Linark is already on the other side!

Swimming swiftly to get past the grindylows below water, Linark gets to the other side and moves his Nodachi with difficulty to try to kill one of them:
PA Nodachi: 1d20 + 6 - 2 + 1 ⇒ (17) + 6 - 2 + 1 = 22! Half this Damage: 1d10 + 9 + 1 ⇒ (7) + 9 + 1 = 17 So 8 damage

Sczarni

Mists of Mwangi

Linark kills #7.

Jothas up.

Grand Lodge

Male Human Fighter 10 HP (83/84)AC 33 (FF 30, T 16), Fort +12, Ref +8, Will +9, CMD 31 (41 vs. grapple, awesome blow), Per +14

Jothas will maintain his flank protection position. There's no room for another combatant on the critters. Thus he holds his action in case a hostile approaches.

Sczarni

Mists of Mwangi

If you want, I'll let you double move to a strategic point to attack next round

Grand Lodge

Male Human Fighter 10 HP (83/84)AC 33 (FF 30, T 16), Fort +12, Ref +8, Will +9, CMD 31 (41 vs. grapple, awesome blow), Per +14

If you say so, but I just don't see a location. I'll do it if you can find a location.

Sczarni

Mists of Mwangi

Jothas moves to a sneaky place.

Sczarni

Mists of Mwangi

Grindys

3 & 4 attack Talfryn
1d20 + 2 ⇒ (19) + 2 = 21
1d6 + 1 ⇒ (1) + 1 = 2
1d20 + 2 ⇒ (1) + 2 = 3
1d6 + 1 ⇒ (3) + 1 = 4

6 attacks Johendar
1d20 + 2 ⇒ (7) + 2 = 9
1d6 + 1 ⇒ (6) + 1 = 7

5 attacks Jothas
1d20 + 2 ⇒ (19) + 2 = 21
1d6 + 1 ⇒ (3) + 1 = 4

1 attacks Droogami
1d20 + 2 ⇒ (16) + 2 = 18
1d6 + 1 ⇒ (5) + 1 = 6

8 attacks Linark
1d20 + 2 ⇒ (8) + 2 = 10
1d6 + 1 ⇒ (6) + 1 = 7

Round 5
Talfryn
Droogami
Twigg
Jothas
Linark
Grindylow2
* Johendar
* Lini

The Exchange

AC20/Touch15/Flat16/CMD23(25 vs grapple, overun, trip)||HP44[44]|Fort:+5;Ref:+11;Will:+4[+4 vs water, air, and trip]|Percept.+11|Init.+4 Aasimar Ranger (Freebooter) 4 / Bard (Sea Singer) 2

Johender contiues to inspire he comrades and stabs at another grindylow.

Attack: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18
Damage: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5

Grand Lodge

Assimar Paladin 2 - HP 31/31 - AC15/T10/FF15/CMD16 - Fort+8/Ref+4/Will+4(+9) - Perc -2/SM +4 / P.A.Nodachi +7 (1d10+9/18-20/x2) - LoH 4/4

My next action:

Linark goes for grindy #8 this time. He knows it's just a matter of time now.
PA Nodachi: 1d20 + 6 - 2 + 1 ⇒ (20) + 6 - 2 + 1 = 25! Half this Damage: 1d10 + 9 + 1 ⇒ (2) + 9 + 1 = 12 So 6 damage

Grand Lodge

Male Human Fighter 10 HP (83/84)AC 33 (FF 30, T 16), Fort +12, Ref +8, Will +9, CMD 31 (41 vs. grapple, awesome blow), Per +14

roll to confirm?

Sczarni

Mists of Mwangi

they both fall.

Round 5
* Talfryn
* Droogami - forever delaying
* Twigg
* Jothas
Linark
Grindylow2
Johendar
* Lini - forever delaying

Grand Lodge

Assimar Paladin 2 - HP 31/31 - AC15/T10/FF15/CMD16 - Fort+8/Ref+4/Will+4(+9) - Perc -2/SM +4 / P.A.Nodachi +7 (1d10+9/18-20/x2) - LoH 4/4

Sorry, I did not see that. I don't think that's necessary tough.
1d20 + 5 ⇒ (4) + 5 = 9

Sczarni

Mists of Mwangi

yeah. these guys are wimpy

Dark Archive

Male Aasimar Guntank Gunslinger 1/ Empyreal Sorcerer 1/Eldritch Knight 2

Talfryn swims up 5 feet, loads his gun and fires at Grindy #3.

Pistol: 1d20 + 6 - 4 - 2 ⇒ (18) + 6 - 4 - 2 = 18 -4 Defensive fighting, -2 for moving through water.
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

20 AC this round.

Grand Lodge

Assimar Paladin 2 - HP 31/31 - AC15/T10/FF15/CMD16 - Fort+8/Ref+4/Will+4(+9) - Perc -2/SM +4 / P.A.Nodachi +7 (1d10+9/18-20/x2) - LoH 4/4

Lini in her squid form will take the spot Talfryn has just left and attack Grindy 3 (or 4 in case that's down):
Bite: 1d20 + 5 ⇒ (6) + 5 = 11! Damage: 1d3 + 3 ⇒ (1) + 3 = 4
Tentacle: 1d20 + 3 ⇒ (18) + 3 = 21! Damage: 1d4 + 2 ⇒ (1) + 2 = 3

Droogami will get #1, then attacks #5 if he kills it:
Bite: 1d20 + 8 ⇒ (10) + 8 = 18! Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Claw: 1d20 + 8 ⇒ (16) + 8 = 24! Damage: 1d3 + 3 ⇒ (3) + 3 = 6
Claw: 1d20 + 8 ⇒ (8) + 8 = 16! Damage: 1d3 + 3 ⇒ (1) + 3 = 4

Grand Lodge

Male Gnome Sorcerer (Sylvan) 8
Stats:
HP 58 | AC 20 | T 14 | FF 13 | CMD 12 | Fort +6 | Ref +5 | Will +6| Init +2 | Perc +1

"Magic wand GO!"

Magic Missile on #4
1d4 + 1 ⇒ (1) + 1 = 2

Sczarni

Mists of Mwangi

Only #4 is up, which I assume Jothas or someone else will pulverize soon. Gonna call it here. In the southern cave, you find a magical tricorne hat.

hat:
Besmara's Tricorne
This black leather tricorne hat is weather-beaten and saltstained.

Category: headgear
Description: Grants its wearer a +2 competence bonus on Profession (sailor) and Swim checks.

If Besmara is your patron, once per day you can speak a command word to transform the hat into a small ship’s boat such as a cutter, jolly boat, or longboat (see the Skull & Shackles Player’s Guide). The boat is 20 feet long, has two pairs of oars and a single mast with a square sail, and can carry up to 12 passengers and crew. Upon command, or after 8 hours, the boat returns to hat form, dumping out any occupants.

Construction
Requirements Craft Wondrous Item, guidance, shrink item, creator must have 5 ranks in Profession (sailor); Cost 1,300 gp

The northern cave, there is a wand of mirror image (23 charges) and some things worth gold.

Grand Lodge

Assimar Paladin 2 - HP 31/31 - AC15/T10/FF15/CMD16 - Fort+8/Ref+4/Will+4(+9) - Perc -2/SM +4 / P.A.Nodachi +7 (1d10+9/18-20/x2) - LoH 4/4

No! Besmara is not the patron of anyone here! NEXT!

The party will check the whole complex to see if there are dry spots or any more enemies/grindylows. If there aren't we will take the valuables and return to surface (unless we find another way out.)

Sczarni

Mists of Mwangi

there are a few ways to go from the south and north cave. split the party and go in many directions? :)

Grand Lodge

Male Human Fighter 10 HP (83/84)AC 33 (FF 30, T 16), Fort +12, Ref +8, Will +9, CMD 31 (41 vs. grapple, awesome blow), Per +14

I think we are capable of learning, so No.

"We gotta pick one direction and stick together. Since Linark is leading to the southeast, we'll go that way. But everyone stick together. "

Sczarni

Mists of Mwangi

Shall we assume that when someone goes in a direction, the party follows?

Grand Lodge

Male Human Fighter 10 HP (83/84)AC 33 (FF 30, T 16), Fort +12, Ref +8, Will +9, CMD 31 (41 vs. grapple, awesome blow), Per +14

That seems both reasonable and expedient.

The Exchange

AC20/Touch15/Flat16/CMD23(25 vs grapple, overun, trip)||HP44[44]|Fort:+5;Ref:+11;Will:+4[+4 vs water, air, and trip]|Percept.+11|Init.+4 Aasimar Ranger (Freebooter) 4 / Bard (Sea Singer) 2

Johender follows along.

Sczarni

Mists of Mwangi

The party heads south and sees 2 passages that eventually join up. They continue and head north. (moved tokens)

Grand Lodge

Assimar Paladin 2 - HP 31/31 - AC15/T10/FF15/CMD16 - Fort+8/Ref+4/Will+4(+9) - Perc -2/SM +4 / P.A.Nodachi +7 (1d10+9/18-20/x2) - LoH 4/4

Yes, anyone can give the go ahead command.

The party keep moving North.

Sczarni

Mists of Mwangi

The heroes head north and see a small cave. The walls of this small cavern display strangely ribbed markings.

As a DC20 perception check would tell you (which I'm sure someone would make), there are a series of metal bars (approximately 18 inches apart) hidden beneath the seaweed. Underneath the bars are 2 lacedons who appear trapped.

Grand Lodge

Male Human Fighter 10 HP (83/84)AC 33 (FF 30, T 16), Fort +12, Ref +8, Will +9, CMD 31 (41 vs. grapple, awesome blow), Per +14

perception: 1d20 + 7 ⇒ (9) + 7 = 16

if they are observed and pointed out to him
knowledge religion: 1d20 + 6 ⇒ (10) + 6 = 16

"Anyone got a spear? Those are undead abominations that should be put down. "

Sczarni

Mists of Mwangi

Jothas knows that these are ghoulish nasties that can give you a disease or poison. If you melee attack them, we go into initiative so they can attack back.

Dark Archive

Male Aasimar Guntank Gunslinger 1/ Empyreal Sorcerer 1/Eldritch Knight 2

Perception: 1d20 + 8 ⇒ (4) + 8 = 12

"Perhaps we should heal up a bit before we find anything else dangerous." Talfryn suggests.

Can we use Lini's cure wand some more? I'm below half HP here, 8/19 currently.

Sczarni

Mists of Mwangi

sure. use away...

Dark Archive

Male Aasimar Guntank Gunslinger 1/ Empyreal Sorcerer 1/Eldritch Knight 2

Last I checked Lini's wand had 25 charges left.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (5) + 1 = 6

Obviously I cannot actually use the wand myself, but if it's assumed that Lini uses it on me then that puts me at 18/19, and leaves the wand with 23 charges.

Sczarni

Mists of Mwangi

perfect.

The Exchange

AC20/Touch15/Flat16/CMD23(25 vs grapple, overun, trip)||HP44[44]|Fort:+5;Ref:+11;Will:+4[+4 vs water, air, and trip]|Percept.+11|Init.+4 Aasimar Ranger (Freebooter) 4 / Bard (Sea Singer) 2

Johender will take a couple hits off the wand.

CLW: 2d8 + 2 ⇒ (4, 7) + 2 = 13

21 chrgs

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