Skallywags and Picaroons: A Skull & Shackles Campaign (Inactive)

Game Master PirateDevon


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Bleh, sorry. Holiday weekend and last minute childcare. My home office is still a nightmare despite my move being almost two months done so my computer has been buried in a pile of things. Sorry for the delay/flaking out.

Quillin wades in and sprays the seaweed center of the room with a blast of light and color. The grindy's working on the harvest are deluged by lights of a million shades as they all fall unconscious from the sudden assault of magic.

Ajani steps in and moves to the right stepping on the landing a few feet away from 2 grindy's, allowing others to pass by.

Bart pauses for a moment, contemplating his actions. (Holding until I get a post)

Hassan moves in fires a bolt but misses his intended target. The light enhanced bolt skitters across the rocks and into the seaweed laden mass creating an odd glow in the center of the room that offsets the algae light in odd ways.

Mel takes a well aimed shot at the group of three on the left and a grindy gasps in pain as it drops dead from the bolt.

Fjori scrabbles up the left side and approaches the now 2 grindy's grouped there. With ax and cutlass the Nord quicly dispatches the closest grindy in a brutal spray of viscera.

DM Screen:

1d20 ⇒ 20
1d20 ⇒ 6
1d20 ⇒ 14
1d20 ⇒ 7

the last grindy standing near Fjori turns and starts to squirm/"run" to the far exit, making it almost to the door.

On the right side near Ajani one grindy turns to do the same as his brethern across the room and runs while the closest one moves up to Ajani and attempts to attack him with a rusty trident of sorts. The barbs pass by the Vanara in a wide attach that leaves the druid unscathed.

Bart can take his held actiona at rounds end otherwise init is back up. Two dead, three on the run and three unconscious.


M Gnome Conjurer

Init:
Quillin
Ajani
Bart
Hassan
Mel
Fjori
Grindies

Quillin spits in his hand and taking a bead on the Grindy closest to the door fires off an acid bolt.
attack: 1d20 + 4 ⇒ (19) + 4 = 23
damage: 1d6 + 1 ⇒ (2) + 1 = 3


Female (posing as male) Human Swashbuckler Rogue 2 (favoured class)/Urban Ranger 2

Mel draws a bead on one of the runners..

1d20 + 5 ⇒ (6) + 5 = 11


Male Human (Ulfen) Ranger (Freebooter) 3

Fjori goes after the one squirming away from him.

Attack-Melee: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Attack-Melee(ax): 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 1 ⇒ (5) + 1 = 6


Male Human (Qadira) Sorcerer 3 (Seaborn Bloodline)

Hassan concentrates for a moment, summoning forth the power of the seas, and sends a Water Blast arcing across the room at the fleeing Grindy, but in the darkness and confusion manages only to dampen the walls.

Water Blast => 1d20 + 2 ⇒ (2) + 2 = 4

Water Blast: 6/7


Male Vanara Druid (Storm) 1 HP 10 / 10; AC 17/13/14; F+3/R+3/W+7; Init +3; Per +9

With a yelp of surprise, Ajani dodges the grindy's attempted stab; fortunately for him, the creature's aim is off, giving the Vanara an opportunity to try and strike back with a blow from his club.

Attack: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 1d6 - 1 ⇒ (1) - 1 = 0

Sigh. Of course. Actually hit the thing, but crap damage.


Male Human (Chelaxian) Fighter (Brawler) 3

Move and attack if Bart can get to the grindies from the back of the line.

Bart tries moving to the head past his companions, bloodlust in his eyes.

Attack roll: 1d20 + 8 ⇒ (9) + 8 = 17
Ehhh... If that hits: 1d3 + 8 ⇒ (3) + 8 = 11


Female (posing as male) Human Swashbuckler Rogue 2 (favoured class)/Urban Ranger 2

O lethal converts to 1 nonlethal by RAW


Acid strikes one runner and the ruthless double assault of Fjori's cutlass and ax take the other while water and bolts fly about the room. In an almost comical juxtaposition to the flurry of chaos Bart walks into the room, stays on the floor and follows the right ridge and casually grabs the last grindy assaulting Ajani and smashes its skull in.

A sole grindy makes its way along the ridge to the floor and moves to the far exit seemingly to turn and run to a corridor beyond. Injured on the run. Fjori or Ajani could move and maintain line of sight. Mel/Quillin/Hassan are looking at partial cover for ranged attacks.

Quillin
Ajani
Bart
Hassan
Mel
Fjori


Male Human (Ulfen) Ranger (Freebooter) 3

Fjori takes off after the fleeing creature.


Male Vanara Druid (Storm) 1 HP 10 / 10; AC 17/13/14; F+3/R+3/W+7; Init +3; Per +9

Knowing he has practically no useful way of attacking at range, he reminds himself to pick up something that will allow him to reach out and touch someone rather than having to be in their personal space before stepping aside to let Fjori take the lead in the chase.

Delay until Fjori's action.


Male Human (Ulfen) Ranger (Freebooter) 3

If he can catch the creature, Fjori will attack with ax and sword....


M Gnome Conjurer

Quillin lets fly another glob for kicks.

Round 2

acid: 1d20 + 4 ⇒ (19) + 4 = 23
burn!: 1d6 + 1 ⇒ (5) + 1 = 6


Male Human (Qadira) Sorcerer 3 (Seaborn Bloodline)

Hassan fires a pair of Magic Missiles, hoping to cut down the grindy before it can raise an alarm.

Magic Missile => 2d4 + 2 ⇒ (2, 4) + 2 = 8


Female (posing as male) Human Swashbuckler Rogue 2 (favoured class)/Urban Ranger 2

The partial cover gives Quillin a 20% miss chance but as Magic Missile never misses as long as you can see just part of the target the result is moot


M Gnome Conjurer
Melissa Evendale wrote:
The partial cover gives Quillin a 20% miss chance but as Magic Missile never misses as long as you can see just part of the target the result is moot

Not sure where you got that, Mel- cover is an AC bonus and concealment is a miss chance. Two different creatures:

PFSRD Partial cover:
Partial Cover
If a creature has cover, but more than half the creature is visible, its cover bonus is reduced to a +2 to AC and a +1 bonus on Reflex saving throws. This partial cover is subject to the GM's discretion.


Female (posing as male) Human Swashbuckler Rogue 2 (favoured class)/Urban Ranger 2

My bad..confused the two


Hassan will not need the magic missle so consider that unused.

As the Grindy runs Quillin offers up his signature spit and throw and the grindy splashes into the shallow water dead just at the corner.

And that is off initiative for the Sea Cave Thunder Troupe.


M Gnome Conjurer

Quillin laughs hysterically upon seeing the grindy keels over in a miasma of acrid fumes as the back of its head dissolves. He then spots Hassan cutting off a spell mid-cast and nearly keels over himself as he convulses with laughter.

Catching his breath he smirks at Hassan, "Well, if you're awake now, perhaps you can scan the place for magic." The gnome carefully wades through the slippery algae to the door that the last grindy was slithering for and listens for alarms.

perception: 1d20 + 5 ⇒ (12) + 5 = 17


Male Human (Qadira) Sorcerer 3 (Seaborn Bloodline)

Hassan pauses his spell in mid-cast, happy to save the energy. He graces Quillin with a withering glare, but nonetheless casts Detect Magic instead and begins idly scanning the room for anything of notice, muttering under his breath.

Perception => 1d20 ⇒ 6


M Gnome Conjurer
Hassan Al-Quorri wrote:
Perception => 6

hee-hee! too rich. ; )

NOTE: i'll be disconnected thurs-sunday. that is all.


Female (posing as male) Human Swashbuckler Rogue 2 (favoured class)/Urban Ranger 2

Perception 1d20 + 7 ⇒ (3) + 7 = 10

Mel quickly ransacks the bodies..


Male Human (Qadira) Sorcerer 3 (Seaborn Bloodline)

The RNG giveth, and the RNG taketh away.


That would be "dice-bot" heathen!

The find from these grindy's is lackluster indeed with dilapidated armor, rusted weapon and no treasure or magic to speak of. A few crude bags stuffed flush with seaweed seems to be the most bountiful "treasure" to be found in this room.


Female (posing as male) Human Swashbuckler Rogue 2 (favoured class)/Urban Ranger 2

"If I know my tribals the leaders will have all the good stuff..Mel says softly her voice distorted by the gills.."And our quarry will be close to them if she lives still."


Male Vanara Druid (Storm) 1 HP 10 / 10; AC 17/13/14; F+3/R+3/W+7; Init +3; Per +9

"Then let us continue on our way and find her. The sooner, the better."


Female (posing as male) Human Swashbuckler Rogue 2 (favoured class)/Urban Ranger 2

"Choose a way then and I shall scout it."


M Gnome Conjurer

Quillin raises a feathered blue eyebrow and pokes a thumb toward the passage that the last grindy fell in.
"How about here?"


Female (posing as male) Human Swashbuckler Rogue 2 (favoured class)/Urban Ranger 2

"Probably the best bet..just checking" Mel gurgles and heads for the passageway

Stealth 1d20 + 9 ⇒ (9) + 9 = 18


Male Vanara Druid (Storm) 1 HP 10 / 10; AC 17/13/14; F+3/R+3/W+7; Init +3; Per +9

Ajani waits patiently, shutting his eyes and seeming to into an almost meditative state.


The widish opening leads to slightly deeper water and a pair of tunnels that branch left and right. In the din glow of the algae Mel can see that the right branch splits after another ten feet. One branch would almost certainly wheel back behind the group, the other longer, narrower right branch leads further into parts unknown.

Path A, B1 or B2. B1 being the one that winds back.


M Gnome Conjurer

Quillin grumbles, "Eenie, Meenie, Miney, Moe... though I don't like the thought of getting in over my head, I think the deeper water is the way to go."

might as well go "A"


I'll assume that Mel scouts the route...

Mel scouts ahead and finds that after a twisting 15 feet or so the cavern one more splits into a fork, with the left most for splitting again. It is clear that the right fork probably matches up with the tunnel off the last fork (B1).

Off the left fork path the left branches to a an alcove some 10 feet in diameter that features a strange pattern of marking on the wall. Mel notes that the 3 feet deep water covers a floor that is covered with seaweed and muck but that sports well hidden bars.

The right branch leads onward into another passage that goes into the heart of the complex.

So unless you want to double back your option are inspect the alcove or continue into the cave system.


Male Human (Ulfen) Ranger (Freebooter) 3

Off to the right I would say!


Male Vanara Druid (Storm) 1 HP 10 / 10; AC 17/13/14; F+3/R+3/W+7; Init +3; Per +9

Noting the strange pattern of markins on the wall, Ajani's tail flicks back and forth, his simian curiosity getting the better of him. Looking back to the others, he gestures to the strange markings.

"Should we examine those before moving forward? They are right here at us, after all."


M Gnome Conjurer

Quillin bobs in the deepening water, "Let's just get to the heart of the matter. Quinn awaits."


Male Vanara Druid (Storm) 1 HP 10 / 10; AC 17/13/14; F+3/R+3/W+7; Init +3; Per +9

Ajani flicks his tail once more, harder this time. "You are right, of course. These inscriptions will wait. Quinn needs our help."


Male Human (Chelaxian) Fighter (Brawler) 3

Bart barely breaks stride. "Right. Besides, I got necks ta break."


GM Screen:

Mel Stealth: 1d20 + 9 ⇒ (20) + 9 = 29

Mel stays ahead of the group and returns with a variety of information.

Down the hall the water continues to get deeper, leaving it so that all of you must swim into the next chamber which is roughly 40 feet away. Halfway down the hall a set of hooks and barbs have been set to float amongst the seaweed but Mel figures that everyone's ability to swim will make that easy enough to get through if everyone is diligent. Swim DC 10

In the next cave a series of skulls and bones adorn the wall and within the murky pool therein, Mel has noticed what looks to be an octopus of tremendous size easily able to grab any one of you and yet another if it so cared to. It did not appear to notice Mel and there are three other exits from that chamber. Mel confirms that were you to enter the chamber all of you would be forced to swim.


Male Human (Chelaxian) Fighter (Brawler) 3

"Swimmin's fer fishes," Bart mumbles to himself as the water continues to rise past his ability to wade.

Swim: 1d20 + 9 ⇒ (18) + 9 = 27


Male Vanara Druid (Storm) 1 HP 10 / 10; AC 17/13/14; F+3/R+3/W+7; Init +3; Per +9

Apparently it's for grumbly Chelaxians, as well.

"Before we go further...what shall we do about this octopus Mel brought to our attention? I might be able to convince it to let us pass, should it notice us, but that may not suffice to keep us from it's grasp."


M Gnome Conjurer

I'm assuming we can take 10 to avoid the hooks?

"Agh, I could try to dazzle it, but that won't do much if it's big enough."

Devon- what are your thoughts on the Summon Monster II alternatives listed on the PFSRD? A merfolk or reefclaw might be nice.


Male Human (Chelaxian) Fighter (Brawler) 3

"I can think a one way ta get past it."


Male Human (Ulfen) Ranger (Freebooter) 3

Fjori nods in agreement with Bart's idea. He readies his sword and ax, just in case


Since there is no action happening taking 10 is fine. And I am in full support of the alternative list. Keep in mind oh aggressive ones that you will need to read up on underwater combat so you can swim and chop at the same time ;p


Female (posing as male) Human Swashbuckler Rogue 2 (favoured class)/Urban Ranger 2

Reefclaw would be good

Mel pulls her rapier.."Aye,you hold it's attention and I'll slip around back off it..we should take it easily if we work together."


M Gnome Conjurer

here's the: underwater combat table
use pokey weapons is the take away...

Quillin winks at Mel, "A moment, me lad. I'll send in a decoy." So saying he begins an incantation to release the REEFCLAW!


Male Human (Ulfen) Ranger (Freebooter) 3

Ok, I so did the clash of the titans sound bite for that!!! lol


I have a hard time imagining Quillin summoning the majesty of Zeus (especially a Liam Nesson Zeus) but I will try :p

Quillin summons the Reefclaw which slithers in the water from places unknown. Under direction of the conjurer, the abberation heads the the chamber where the octopus awaits.

So is Mel right on this thing's "heels" or are you folks giving the reefclaw a round or two to start a fight? Help me understand your plan.


Male Human (Chelaxian) Fighter (Brawler) 3

Bart likes the second idea, as his fighting ability is significantly diminished underwater.

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