Seraphimpunk's Way of the Wicked

Game Master Seraphimpunk

Farholde City Map | >> wilderness map <<


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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 )

Yeah, burning the ship is a little conspicuous. We'd have to do it away from the city enough to not arouse attention. I'm fine either way.

This should be an.... interesting challenge. At least we have a decent number of 'faces' for gathering information and social interactions.


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

so you're going to head back to the boat and burn the ship in the docks here?

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 )

No no, we're going to take the ship to where we need to get to, THEN kill the captain and take care of the boat.

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)

+1

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'm going to take some of the time we've got until we land, and brew a new mutagen. Dex.


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

Neji, diplomacy or bluff, see how your initial reaction with the captain goes.


Female Gnome Synthesist 4 | Titan Mauler 2 || HP: 24/24 (78/78) || AC: 20| T: 12 | FF: 19 (w/ MA&Shield)|| Fort: +14 | Ref: +6 | Will: +10 || Init: 2 | Perception: +10 | Darkvision & Low-light)

Sorry, just noticed and after reading know the purpose of this tab.

CaptainBluff: 1d20 + 5 ⇒ (14) + 5 = 19
I am bluffing sexual attraction to the man and a feigned interest in his trade.


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

updated the ship's map link. ( at the top of the forum pages ) with the loose map of the ship. figured you would huddle to one side and ask for some privacy. if you don't, ash does.


Female Gnome Synthesist 4 | Titan Mauler 2 || HP: 24/24 (78/78) || AC: 20| T: 12 | FF: 19 (w/ MA&Shield)|| Fort: +14 | Ref: +6 | Will: +10 || Init: 2 | Perception: +10 | Darkvision & Low-light)

Leaving work for drinks...I'll post as I can, otherwise I'll check in when I get home.


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

Detecting Magic & concentrating as needed, at the Captain, crew and ship. Anything lighting up?

Also, I add the Message pool so we have more than one operator and regularly cast Root on myself so I can walk with confidence on the deck.


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

More Captain flirting bluff: 1d20 + 5 ⇒ (15) + 5 = 20
Working to get close to him and distract him should others need to prep anything and not want him to be aware of it.


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

looks like we're heading towards it. so i'll procure some initiatives.

Initiatives:
Ash: 1d20 + 2 ⇒ (11) + 2 = 13
Forsythe: 1d20 + 5 ⇒ (5) + 5 = 10
Leo: 1d20 + 1 ⇒ (9) + 1 = 10
Loran: 1d20 + 3 ⇒ (8) + 3 = 11
Temperance: 1d20 + 4 ⇒ (15) + 4 = 19
Victor: 1d20 + 4 ⇒ (17) + 4 = 21
Neji: 1d20 + 0 ⇒ (15) + 0 = 15
Captain Kargeld: 1d20 + 0 ⇒ (11) + 0 = 11
Sailors 1&2: 1d20 + 0 ⇒ (3) + 0 = 3
Sailors 3&4: 1d20 + 0 ⇒ (19) + 0 = 19
Sailors 5&6: 1d20 + 0 ⇒ (10) + 0 = 10


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

[surprise] [21: Victor], [19+: Temperance], [19: Sailors 3&4], [15: Neji], [13: Ash], [11+: Loran], [11: Captain Kargeld], [10++: Forsythe], [10+: Leo], [10: Sailors 5&6], [3: Sailors 1&2]

[r1] [21: Victor], [19+: Temperance], [19: Sailors 3&4], [15: Neji], [13: Ash], [11+: Loran], [11: Captain Kargeld], [10++: Forsythe], [10+: Leo], [10: Sailors 5&6], [3: Sailors 1&2]

in the interest of kicking it off quickly, Leo and Loran aren't paying attention enough to catch the surprise round. loran has no prep spells, and leo can't attack without arousing suspicion

victor will do what?

temperance casts lullaby the cantrip? or alluding to casting sleep?

neji casts touch of fatigue

ash does nothing, delaying for Temperance's sleep or lullaby before dropping darkness.

forsythe opens the box in the surprise round.

did i get everyone right?


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

Initiative: 1d20 + 0 ⇒ (8) + 0 = 8

That is correct on my side.

Arcana: 1d20 + 8 ⇒ (14) + 8 = 22

That is correct, I was being dramatic. http://www.d20pfsrd.com/magic/all-spells/t/touch-of-fatigue doesn't end Rage, but induces Fatigue, which when you are doing activities that would normally cause fatigue causes the fatigued character to become exhausted. Thus, if he doesn't make his Fort save he will be Raging with a –2 penalty to Strength and Dexterity, if he stop raging or goes to sleep he will gain the exhausted status. It's a 0 lvl and a good intro to tune down the raging bonus before I try to burn him alive.


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 )

While the rest of you were casting your buffs in prep for a fight, I cast true strike on myself while pulling out my crossbow, then the next round I loaded it and shot the captain from behind, starting initiative.

My justification for why Victor is first in initiative, and explains how the opening move he would like (true strike, then fire to open combat) would actually work without careful coordination. If you don't like the true strike bit, we can just say he fired his crossbow.

Attack: 1d20 + 25 ⇒ (2) + 25 = 27
Damage: 1d4 + 1d6 + 1 ⇒ (1) + (2) + 1 = 4

Wow, that is a craptastic opening volley.


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 was just alluding to casting sleep. I don't have lullaby.

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 )

Sounds good to me! Let's kick some butt. Also, Ash can darkness whenever -- you don't have to see to target AoE's. I think?


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

Victor hits, and surprisingly not rolling sneak is appropriate, as the captain does not appear to be flat footed.

Temperance finishes her sleep spell, and has a move action remaining. I presume going for the biggest clump?

Sailor #3 save: 1d20 ⇒ 18
It seems to affect one of them, as he suddenly slumps to the ground.

Fir sees Dree go down, and draws his sword, shaking Dree, Dree? Dree? Whats happened to you? are you alive? The shaking incidentally wakes him up.

Ash drops darkness.

Neji is up.

[r1] [15: Neji], [11+: Loran], [11: Captain Kargeld], [10++: Forsythe], [10+: Leo], [10: Sailors 5&6], [3: Sailors 1&2]

[r2] [21: Victor], [19+: Temperance], [19: Sailors 3&4], [18: Ash],

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)

And I move over there on the map, the darkness is on a vial held by my tail.


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

Are the boxes still on the deck and, as I am new, the six shields are crew, the guy in the center, near 3 is the Captain? Who is the bearded guy near Leo?


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)

The guy near 3 is Ash, the bearded guy near Leo is the captain.


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

oops, good point. the boxes i'll remove. lol. yes, red shields = crew, green shield = captain ( i pasted his portrait from the adventure on top of him for this )


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

oh, of coursre. sorry ash/GM.

Depending on AoOs, I will move opposite to Leo going the long way around and attack with my touch spell:
Touch of Fatigue: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13
DC 15 Fortitude or 3 rounds of Fatigue.

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 )

Shouldn't be any AoOs. They're humans (I think?) and are in darkness. Dance around them all you want! :-)


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

Yar. I figured, but you never know.
I'll five-step away next round to make more flank options for your pet.


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

fort save: 1d20 ⇒ 20

he lucks out.
[r1] [11+: Loran], [11: Captain Kargeld], [10++: Forsythe], [10+: Leo], [10: Sailors 5&6], [3: Sailors 1&2]

[r2] [21: Victor], [19+: Temperance], [19: Sailors 3&4], [18: Ash], [15: Neji],

Loran?


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

Well, thems the risks of using a fort spell on a barb. He just ins't into hot eidolons I guess. BTW, I realized my to-hit should be +4 not +2. I wrote ranged not melee. Like a succa.


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

Loran summons a fiendish dog
it attacks.

bite: 1d20 + 2 ⇒ (8) + 2 = 10


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

Captain Kargeld hefts his axe.

kargeld's swing: 1d20 + 10 ⇒ (11) + 10 = 211d12 + 15 ⇒ (7) + 15 = 22
miss chance: odds he hits, evens he misses: 1d2 ⇒ 1


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

( thats at leo btw )

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 )

Jeez he hits hard. I'll switch to healing if my idea to take him down fails.

I cast Pilfering Hand targeting the captain, attempting to disarm his axe.

CMB = CL + WIS_MOD = +7

He should have -2 to his AC (and therefor CMD) for being in darkness, and lose any Dex bonus to his AC.

Pilfering Disarm: 1d20 + 7 ⇒ (19) + 7 = 26

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 )

Assuming that succeeds (I rolled very well), I'll catch the axe, 5' step, and drop it overboard.

Izzbit moves up into flank and attacks.

Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Dmg: 1d4 + 1d6 ⇒ (2) + (6) = 8


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

that certainly takes his axe away.
well done.


Male Aasimar Antipaladin 6 (hp: -9/60 | AC: 21 | T: 11 | FF: 20 | Fort: +11 | Ref: +6 | Will: +6 | Init: -1 | Perception: -4 | Darkvision)

Leo attacks
falchion power attack smite good: 1d20 + 7 ⇒ (4) + 7 = 11

tsk. misses.


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

Vife and Zes move forward, along the railing as they hear the captain bellow for his axe. Zes draws an AoO from Ash.

AoO: 1d20 + 7 ⇒ (2) + 7 = 9

Een moves up and attacks the easy target: prone Gridlock.
Twee as well.

Een: 1d20 + 10 ⇒ (8) + 10 = 181d6 + 2 ⇒ (1) + 2 = 31d2 ⇒ 2
Twee: 1d20 + 10 ⇒ (11) + 10 = 211d6 + 2 ⇒ (4) + 2 = 61d2 ⇒ 1

[r2] [21: Victor], [19+: Temperance], [19: Sailors 3&4], [18: Ash], [15: Neji], [11+: Loran], [11: Captain Kargeld], [10++: Forsythe], [10+: Leo], [10: Sailors 5&6], [3: Sailors 1&2]

[r3]


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 )

Hopefully this has caught the captain off his footing.

Prescience: 1d20 ⇒ 6
Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Only a +5 if I don't get the +2 from being invisible to him.

Damage: 1d4 + 1 + 1d6 ⇒ (2) + 1 + (6) = 9


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.


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

+5 or +7, both of those hit.
no sneak attack though. just 3 damage to him, bringing him up to 15 dmg.

[r2] [19: Sailors 3&4], [18: Ash], [15: Neji], [11+: Loran], [11: Captain Kargeld], [10++: Forsythe], [10+: Leo], [10: Sailors 5&6], [3: Sailors 1&2]

[r3] [21: Victor], [19+: Temperance],

i'll get right back to the action


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

Sailors 3&4 are still getting their bearings. They both stand up and have weapons out, trying to remain aware.

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 swing at one of the sailors
morningstar: 1d20 + 8 ⇒ (2) + 8 = 101d8 + 4 + 2d6 ⇒ (5) + 4 + (5, 4) = 18

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)

damnit. its like i'm just as blind.


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

[r2] [15: Neji], [11+: Loran], [11: Captain Kargeld], [10++: Forsythe], [10+: Leo], [10: Sailors 5&6], [3: Sailors 1&2]

[r3] [21: Victor], [19+: Temperance (casting sleep)], [19: Sailors 3&4], [18: Ash],

Neji is up
Loran is "on deck".


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

Sorry, nearly everything is blocked at work, so I'm a bit slower here when it comes to checking links and shares via my phone.

I move, the long way around, next to Leo and I cast Burning Hands: 5d4 ⇒ (2, 2, 1, 4, 3) = 12, trying to burninate the Captain, 1, 2 & 5. I don't think I can hit five, but I'm not certain with my phone. You see what I'm trying to do.
DC 16 Reflex for half damage.


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

Any bloodline boost on fire damage ?


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

1,2, and captain

1d20 ⇒ 171d20 ⇒ 161d20 ⇒ 10


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

No sir, this toon is mostly a CL increase pump:

Gnome Pyromaniac increases spells with the fire descriptor CL +1;
Elemental Arcana changes other elements to fire and lastly;
Daemon Arcana takes certain deaths caused by my magics raise following CLs +1.

I only get extra damage when I crit with fire due to this game.


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

Loran's dog bites
bite: 1d20 + 2 ⇒ (9) + 2 = 111d4 + 1 ⇒ (4) + 1 = 5

and Loran moves behind Leo and casts Infernal Healing.


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

Kargeld pulls two throwing axes out, and slashes Leo across the neck with one of them.

odds = hit.
hatchet: 1d20 + 8 ⇒ (18) + 8 = 261d6 + 9 ⇒ (1) + 9 = 101d2 ⇒ 1
Leo takes another 10 damage and drops.
Kargeld bellows a roar at the sound of Leo hitting the deck in breastplate.
You want my ship, do ye!? I killed my brother to take her, and I'll kill all of you to keep her!

[r2] [10++: Forsythe], [10+: Leo], [10: Sailors 5&6], [3: Sailors 1&2]

[r3] [21: Victor], [19+: Temperance (casting sleep)], [19: Sailors 3&4], [18: Ash], [15: Neji], [11+: Loran], [11: Captain Kargeld],

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 )

Izzbit attacks:

+2 normal, +2 Flank, you can do modifiers for blind.

Izzbit Attk 1: 1d20 + 4 ⇒ (18) + 4 = 22
Izzbit Attk 2: 1d20 + 4 ⇒ (8) + 4 = 12
Izzbit Dmg 1: 1d4 + 2 + 1d6 ⇒ (2) + 2 + (2) = 6
Izzbit Dmg 2: 1d4 + 2 + 1d6 ⇒ (3) + 2 + (1) = 6

Crappy damage rolls, yay! FWIW, I forgot to add +2 for STR damage to Izzbit's last attack.

I have Izzbit 5' step so that I can try something... Who knows if it'll work.

Move up to the Captain and cast Admonishing Ray. He can't see me so no AoO, and I'm hoping he has a crappy touch AC... Especially when he can't see.

Ranged Attack @ +2 (BAB) +3 (Dex) -4 (Into Melee) = +1

NO! BAD CAPTAIN!: 1d20 + 1 ⇒ (10) + 1 = 11

Admonish: 4d6 ⇒ (4, 2, 5, 3) = 14 (nonlethal)


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

attack 1 hits.
he seems to move out of the way just enough that he avoids the second.

captain takes 8 damage from Izzbit

you admonish him, and deal 14 nonlethal to the captin.

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