Seraphimpunk's Way of the Wicked

Game Master Seraphimpunk

Farholde City Map | >> wilderness map <<


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initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

yah that ain't making it.
temperance is still in delay

north sea is still asleep
the elemental tries to shove leo overboard

bull rush: 1d20 + 3 ⇒ (19) + 3 = 22

The Exchange

male human? delittante

sploosh! dropped like a deuce!


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

[R5] [10+:Loran], [10: Leo], [9: Dolphins], [7: Ash], [5: T], [5: Captain & Crew]

[R6] [15: Victor ] [13: Temperance Delay], [ 11: Forsythe, Bless 6 ], [ 11-: North Sea Triton (sleep 2) & elemental ],

loran's octopus bites bite: 1d20 + 5 ⇒ (19) + 5 = 241d3 + 1 ⇒ (1) + 1 = 2
loran tries to touch the elemental
touch: 1d20 + 1 ⇒ (16) + 1 = 17


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

acid damage: 3d4 ⇒ (3, 2, 1) = 6


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

leo tries to swim
swim: 1d20 + 4 ⇒ (18) + 4 = 22


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

ooh he makes it. stays afloat.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

dolphin attacks octopus

slam: 1d20 + 3 ⇒ (17) + 3 = 201d4 + 1 ⇒ (1) + 1 = 2


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

ash attacks the feared triton
morningstar: 1d20 + 6 ⇒ (7) + 6 = 131d8 + 3 ⇒ (6) + 3 = 9


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

nope, misses the guy.
the guy tries to run, provokes an aoo

ash's aoo: 1d20 + 6 ⇒ (5) + 6 = 111d8 + 3 ⇒ (4) + 3 = 7


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

the captain swings at the elemental
greataxe: 1d20 + 8 ⇒ (16) + 8 = 241d12 + 6 ⇒ (7) + 6 = 13


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

and the crew lower ropes to leo.

oh, the mounted triton attacks ash

trident: 1d20 + 5 ⇒ (2) + 5 = 71d8 + 1 ⇒ (7) + 1 = 8


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

[R6] [ 11: Forsythe, Bless 7 ], [ 11-: North Sea Triton (sleep 3) & elemental ], [10+:Loran], [10: Leo], [9: Dolphins], [7: Ash], [5: Tritons ], [5: Captain & Crew]

[R7] [15: Victor Delay ] [13: Temperance Delay],


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

I start casting sleep again.

::whisper::Ash, can you get back to the boat before they slaughter you? I can't sleep that jerk that keeps charging you as long as he's underwater...

Dark Archive

Male Tiefling Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision)

I'll get him!


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

[R6] [10+:Loran], [10: Leo], [9: Dolphins], [7: Ash], [5: Tritons ], [5: Captain & Crew]

[R7] [15: Victor Delay ] [13: Temperance casting sleep], [ 11: Forsythe, Bless 7, delay ], [ 11-: North Sea Triton (sleep 4) ],

octopus-bite-dolphin: 1d20 + 5 ⇒ (1) + 5 = 61d3 + 1 ⇒ (2) + 1 = 3
tentacles: 1d20 + 3 ⇒ (5) + 3 = 8

Loran is up!


M Damphyr male Dhampir Summoner 6 (hp: 31/31 | AC: 19 | T: 13 | FF: 16 | Fort: 1 | Ref: +5 | Will: +6 | Init: +3 | Perception: +13 | Darkvision, low-light )

I will ready my crossbow and shoot the underwater triton guy when it appears.

crossbow: 1d20 + 5 ⇒ (11) + 5 = 16

damage: 1d6 ⇒ 1


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

i'll post eventually. sorry. paused b/c of work and apt hunting.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

there we go. fixed the fear'ed triton running away. =)
at least i didn't swing with him. only the mounted one charged ash.
and had to surface next to him, in order to do it from where he was before.

leo uses his Alter Self spell-like ability, and turns into a Triton. ( he's an aasimar, triton's are native outsiders. =)

meh. i'm fine calling it. the octo/dolphin will fight.
since there's no danger of leo drowning, i think he and ash can take the mounted triton and get the others before they wake.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

treasure list


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

so its about half a day to Seal Isle. The captain sends a few people ashore to get water. the rest idle their time hunting some seals that day, they deploy their little raft, there's 2 on shore, 2 on the boat, and one on each dinghey.

do y'all want to help? and take seats on one of the two hunting boats? or just stand idly by? and let them send out one hunting boat instead of two?


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

survival or knowledge (nature) or profession (sailor) DC 10 :

For every day spent hunting near Seal Isle, each one of
the two boats can make a Survival skill check.

One character must lead the hunt and that individual makes the
roll. Every other person in the boat may attempt to aid
the lead hunter (a DC 10 Survival check to give the leader
a +2 bonus). If an aid roll fails, that individual only gets
in the way imparting a -2 penalty. Perhaps their clumsy
efforts spook the seals.

To catch a seal the leader hunter must beat a DC 15.
That catches one seal. For every three better than that,
the hunting party catches one additional seal in a day.

Dark Archive

Female Dhampir Cleric 4 (hp: 20/20 | AC: 18 | T: 13 | FF: 15 | Fort: +2 | Ref: +4 | Will: +8 | Init: +5 | Perception: +10 | Darkvision, low-light )

Survival: 1d20 + 4 ⇒ (6) + 4 = 10

Nope, I suck at surviving.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

you made the check to read the text. you can do the same to aid the hunter =)

Dark Archive

Female Dhampir Cleric 4 (hp: 20/20 | AC: 18 | T: 13 | FF: 15 | Fort: +2 | Ref: +4 | Will: +8 | Init: +5 | Perception: +10 | Darkvision, low-light )

I can't know that without reading the text!!! ;-)

Something?: 1d20 + 4 ⇒ (9) + 4 = 13


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

survival: 1d20 + 0 ⇒ (20) + 0 = 20


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

k, forsythe aids , temperance aids i guess,
we'll call it a 3 seal day for that boat.

this is boring so i won't waste chatter on it.
if ya don't stop, the captain spends 3 days here hunting seals basically.
get about 10 pelts out of the ordeal.

Dark Archive

Female Dhampir Cleric 4 (hp: 20/20 | AC: 18 | T: 13 | FF: 15 | Fort: +2 | Ref: +4 | Will: +8 | Init: +5 | Perception: +10 | Darkvision, low-light )

Yay, we killed seals.

Even as a neutral evil character, I feel awful.

Onto something else!


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

How much are their trade goods worth?
appraise: 1d20 + 6 ⇒ (7) + 6 = 13


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

lol. a penguin leaps at you viciously too. and you cut it down as you go.

the narwhale horn looks real nice. ( knowledge arcana or spellcraft checks pls ) it alone is worth about 3-4,000gp, on top of that they have about 2,600gp worth of ivory in much more tradable pieces, like 50gp, 70gp, 30gp, etc.


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

Also, even if there isn't much there mechanically, I love that the module gave us a chance to go seal clubbing. They just cram in as much despicable as possible for us.

If I ever see a baby with candy, I will be forced to take it.

Dark Archive

Female Dhampir Cleric 4 (hp: 20/20 | AC: 18 | T: 13 | FF: 15 | Fort: +2 | Ref: +4 | Will: +8 | Init: +5 | Perception: +10 | Darkvision, low-light )

Arcana: 1d20 + 9 ⇒ (3) + 9 = 12
Spellcraft: 1d20 + 8 ⇒ (10) + 8 = 18


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

Arcana: 1d20 + 6 ⇒ (6) + 6 = 12
Spellcraft: 1d20 + 7 ⇒ (14) + 7 = 21


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

the narwhal horn is surprisingly durable. you think it will function as a masterwork staff, and that it'll be easy to enchant. if enchanted as a staff, rod or wand, you can take a reduction on the cost to create the item. and creating the item will equal 1,500gp / day rather than 1000gp/day.

you think they'd swap all the tusks, and the horn, for the scrap you salvaged from the mithral cobras.

Dark Archive

Female Dhampir Cleric 4 (hp: 20/20 | AC: 18 | T: 13 | FF: 15 | Fort: +2 | Ref: +4 | Will: +8 | Init: +5 | Perception: +10 | Darkvision, low-light )

That's like 10 lbs of mithral. That's like 5kgp!

I say we just kill them and take their damned horn.

I'd feel less moral compunctions about that than clubbing seals.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

[b]Initiatives:[b]
Ash: 1d20 + 2 ⇒ (8) + 2 = 10
Forsythe: 1d20 + 5 ⇒ (11) + 5 = 16
Leo: 1d20 + 1 ⇒ (14) + 1 = 15
Loran: 1d20 + 3 ⇒ (1) + 3 = 4
Temperance: 1d20 + 4 ⇒ (15) + 4 = 19
Victor: 1d20 + 4 ⇒ (8) + 4 = 12


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Initiatives:
White Tusk: 1d20 + 3 ⇒ (11) + 3 = 14
Joseph Calls From Water: 1d20 ⇒ 19
Whale Hunters: 1d20 + 3 ⇒ (11) + 3 = 14


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

[r1] [19: Temperance], [19: Calls From Water], [16: Forsythe], [15: Leo], [14: White Tusk], [14: Whalers], [12: Victor], [10: Ash], [4: Loran]


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

Since I have a hard time remembering it, can I just set a rule of "anytime anyone or anything looks like it may approach the boat, I cast mage armor ASAP as long as it seems like they won't obviously see and hear me"?

I figure it's prudent until I can cast it all day every day to cast it before anything closes on the boat so I'm not then casting it to start a fight like I did this time. Grr.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

okie. we'll set that up for the next time.
or this time as well, and just say the shaman made a sense motive check successfully rather than a spellcraft check.

[r1] [19: Calls From Water], [16: Forsythe], [15: Leo], [14: White Tusk], [14: Whalers], [12: Victor], [10: Ash], [4: Loran]

[r2] [19: Temperance, casting sleep],


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

[r1] [16: Forsythe], [15: Leo], [14: White Tusk], [14: Whalers], [12: Victor], [10: Ash], [4: Loran]

[r2] [19: Temperance, casting sleep], [19: Calls From Water],

Calls from Water casts.

Spellcraft DC 20:
Bull's Strength, with a modifier for ambient noise and distance.

Dark Archive

Female Dhampir Cleric 4 (hp: 20/20 | AC: 18 | T: 13 | FF: 15 | Fort: +2 | Ref: +4 | Will: +8 | Init: +5 | Perception: +10 | Darkvision, low-light )

Spellcraft: 1d20 + 9 ⇒ (19) + 9 = 28
He cast Bull's Strength. We need to take out that caster. If you have attacks that can reach, ready to interrupt his next spell. I'll try to hold him with magic but he may resist.

I cast Hold Person (DC 16) on the guy who just cast a spell.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Will Save: 1d20 ⇒ 4

only thing i hate about rolling their save with the modifier, is that you know how good their save is after that. =/ . let me see if this adds to the mystery. =D


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

lol. that's a clear failure. =)


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

[r1] [14: Whalers], [12: Victor], [10: Ash], [4: Loran]

[r2] [19: Temperance, casting sleep], [19: Calls From Water], [16: Forsythe], [15: Leo], [14: White Tusk],

Leo's Longbow: 1d20 + 4 ⇒ (13) + 4 = 171d8 ⇒ 3

White Tusk's Bone Spear: 1d20 + 7 ⇒ (4) + 7 = 111d8 ⇒ 2


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

both miss.

two of the whalers are close enough to row up to the boat and climb on board the low Frosthamar. the four man ship rows up with both men.
and the ship with #5 decides to move over to the side, but has to double move.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

[r1] [12: Victor], [10: Ash], [4: Loran]

[r2] [19: Temperance, casting sleep], [19: Calls From Water], [16: Forsythe], [15: Leo], [14: White Tusk], [14: Whalers],

Zach you're up with Victor.


M Damphyr male Dhampir Summoner 6 (hp: 31/31 | AC: 19 | T: 13 | FF: 16 | Fort: 1 | Ref: +5 | Will: +6 | Init: +3 | Perception: +13 | Darkvision, low-light )

i will summon a small water elemental and have it attack the held person.

Attack: 1d20 + 5 ⇒ (16) + 5 = 21

damage: 1d6 + 3 ⇒ (4) + 3 = 7


Male Beastbrood Tiefling Diviner Wizard 1/Rogue Charlatan 2 (hp: 23/23 | AC: 13 | T: 13 | FF: 10 | Fort: +2 | Ref: +6 | Will: +0 | Init: +6 | Perception: +3 | Darkvision )

Presience, then I fire my hand crossbow at the paralyzed guy.
Presience: 1d20 + 4 ⇒ (7) + 4 = 11
Attack: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d4 + 1d6 ⇒ (2) + (2) = 4

If the Presience is higher, I use it for the attack roll.

It's lower, so I save it.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

15 hits him while paralyzed.

sneak attack damage: 1d6 ⇒ 6

Dark Archive

Male Tiefling Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision)

ash will also try and take a pop shot at the paralyzed guy.

alchemist's fire: 1d20 + 5 ⇒ (12) + 5 = 171d6 + 5 ⇒ (4) + 5 = 9

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