Skull & shackles (Inactive)

Game Master DBH


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Are you sure you want to do that?

I wouldn't worry too much. Marnir has 30 fire resistance going. :(

PS. She was trying to cast Unwilling shield on Callidora, but now she's lost it.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Reflex save: 1d20 + 13 ⇒ (8) + 13 = 21 Save for half damage, which is ignored by my resistance.

Niobe's fire waashes over Marnir and it barely registers through the haze of battle-lust that has come over him. He sees the admiral's bodyguard move away from Kung to intercept him and contemptuously ignores her attack as her blade slices through one of his illusory duplicates.

Marnir's voice is loud, his words harsh and guttural, as he continues his warchant - no doubt the first time such had ever been heard aboard a Chelish naval flagship - and presses the attack, his axe balde flashing back and forth as he tries to decapitate the Chelish attack by killing the admiral.

Free Action to continue inspired rage, Swift Action to use Arcane Strike, Full Round Action to full attack the admiral.

Axe attack: 1d20 + 23 ⇒ (15) + 23 = 38
Damage: 1d8 + 30 ⇒ (4) + 30 = 34

Axe attack: 1d20 + 23 ⇒ (10) + 23 = 33
Damage: 1d8 + 30 ⇒ (4) + 30 = 34

Axe attack: 1d20 + 14 ⇒ (9) + 14 = 23
Damage: 1d8 + 30 ⇒ (5) + 30 = 35

Stats:

HP (145) 121/(145) 121
AC 27, touch 16, flat-footed 27 (+9 armour, +3 deflection, +2 Dex, +1 dodge, +2 natural armour, -1 rage, +1 haste)
Speed: 60ft (+30ft haste)
Fort: +19, Ref: +13, Will: +18 (+8 vs fear) (+2 Fort & +4 Will rage, +2 Fort & Ref heroism, +1 Ref haste)
Conditions: inspired rage, heroism, see invisibility, haste, Battle Cry, stoneskin 130, air walk, death ward, freedom of movement, resist fire 30, 7 mirror images
Melee attack (+2 furious battleaxe): +23/+23/+14 (+9/+4 BAB, +5 Str, +3 enhancement, -3 Power Attack, +2 rage, +2 furious, -1 Reckless Rage, +2 heroism, +1 haste)
Melee Damage (+3 furious battleaxe): d8+30 (+7 Str, +3 enhancement, +3 Arcane Strike, +9 Power Attack, +3 rage, +3 Reckless Rage, +2 furious)
24/28 rds raging song remaining


ADVENTURE PATH COMPLETE

Marnir:
Remember that half the damage from flame strike is divine and not subject to fire resistance, so you'll take a trifling amount. Sorry!


Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)
Niobe Aptos wrote:

Niobe winces a bit, as she didn't have anything else really; at least she didn't use a freezing sphere, which would've engulfed everyone.

Niobe moves closer to the edge of the ship, just on the near side of the connecting plank. She makes a sinuous motion with her hands and a ripple of fire erupts from her and rapidly snakes its way through the various combatants. The blaze rips through two of the bodyguards on its way to Kung and Marnir's foes.

Casting fire snake, which lets me hit 13' connected 5-foot squares. I've tried to put it on the map, sorry for the mess.

[dice=Fire snake damage]13d6 DC 20 Ref save for half.

Also "Grappled creatures cannot move and take a –4 penalty to Dexterity. " so -2 to all their Reflex saves :p

GM_DBH wrote:


PS. She was trying to cast Unwilling shield on Callidora, but now she's lost it.

Niobe MY HEROINE!!


Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

Moving so stand a little to Niobe's left, Callidora activates her wand, sending a lightning bolt sizzling across the enemy deck to strike three of the grappled crew.

Lightning bolt (CL 9): 9d6 ⇒ (6, 1, 4, 4, 1, 2, 5, 2, 4) = 29 DC 15 reflex for 1/2

If that path includes sails or anything like that "lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits"


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Blind to all of the elemental shenanigans happening all around him, Kung's fury keeps his sword focused on the only foe between him and the Fury's Admiral.

Actions:

Full round: full attack vs orange

+5 furious greatsword: 1d20 + 27 ⇒ (4) + 27 = 31
Damage, S: 2d6 + 30 ⇒ (2, 4) + 30 = 36

+5 furious greatsword: 1d20 + 18 ⇒ (10) + 18 = 28 unshakable zeal: +4 if 1st attack misses
Damage, S: 2d6 + 30 ⇒ (1, 2) + 30 = 33

+5 furious greatsword: 1d20 + 13 ⇒ (15) + 13 = 28 unshakable zeal: +4 if 1st or 2nd attack misses
Damage, S: 2d6 + 30 ⇒ (2, 6) + 30 = 38


Stats:

HP 32+140/140
AC 25 touch 15 flat-footed 20 (+8 armor, +5 dex, +2 natural/amulet, +2 deflection/ring, -2 greater rage)
DR 2/-; 10/adamantine (10/130 prevented); 30/fire
Speed: 40 ft
Fort: +17, Ref: +17, Will: +12 (+3 greater rage)
Superstition: +8 to saves vs. spells/sla
Conditions: stoneskin, air walk, resist energy (fire), unshakable zeal, grand destiny (2/2 remain), greater rage
Melee (+5 furious greatsword): +27/+18/+13 (+12 BAB, +7 str, +5 enhancement, -0/-4/-4 power attack, +3 greater rage)
Damage (+5 furious greatsword): 2d6+30 (+10 str (7x1.5), +5 enhancement, +12 power attack, +3 greater rage)
Ranged (+1 adaptive composite longbow): +18/+13/+8 (+12 BAB, +5 dex, +1 enhancement)
Ranged damage (+1 adaptive composite longbow): 1d8+8 (+7 str, +1 enhancement)
22/27 rds Rage remaining


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status
Niobe Aptos wrote:
** spoiler omitted **

Niobe:
Good point, I'd forgetten that. That'll do me 14 points of divine damage then, 4 of which I'll heal with Skald's Vigor on my turn anyway, so being down 10HP is a small price to pay to smite the Chelaxians.

Are you sure you want to do that?

ref save vs Fire snake Red: 1d20 + 13 ⇒ (9) + 13 = 22
ref save vs Fire snake Orange: 1d20 + 10 ⇒ (10) + 10 = 20
Ref save Yellow Fire snake: 1d20 + 6 ⇒ (8) + 6 = 14
Ref save Green Fire Snake: 1d20 + 6 ⇒ (5) + 6 = 11
Ref save Blue Fire snake: 1d20 + 6 ⇒ (12) + 6 = 18
Ref save Purple Fire snake: 1d20 + 6 ⇒ (19) + 6 = 25

Ref save Yellow Lightning bolt: 1d20 + 6 ⇒ (20) + 6 = 26
Ref save Green Lightning bolt: 1d20 + 6 ⇒ (20) + 6 = 26
Ref save Blue Lightning bolt: 1d20 + 6 ⇒ (7) + 6 = 13

Both Marnir & Kung hammer their opponents, but they still live! At least until a blazing fire snakes across the decks and wraps them in its embrace. They both die screaming.

Callidora hammers the Marine officers and they die as pathetically as they fought!

I will put the loot in the discussion thread. It's a lot!

Why Druvalia Thrune fights to the death?:

Rumors of a Chelish sympathizer among the pirate lords have been whispered for years in the Shackles, but until Captain Barnabas Harrigan's recent capture by the Chelish navy, the rumors were simply that. Indeed, the existence of those rumors may well have compelled Harrigan to take his chances surrendering when his ship the Wormwood was captured.

As Harrigan's luck would have it, the person to whom he surrendered was none other than Druvalia Thrune, admiral of the Chelish navy and a member of the ruling family of Cheliax. Admiral Thrune had been
searching for a way to increase her standing and power in the Chelish government, and with the capture of her newest prisoner, she finally conceived of a plan.

The Shackles have long vexed Cheliax. As long as the pirate confederacy has existed, it has made travel along the west coast of Garund hazardous , but its alliance with Sargava and its role in that nation's successful bid for freedom from Chelish rule is an insult to Cheliax's pride that has festered for decades.

Druvalia Thrune knows that the person who can successfully lead a strike against the Shackles and bring the Hurricane King and Port Peril under her heel will earn not only great prestige and fame, but also enough political power to rise to great heights in the Chelish government.

So when Harrigan fell into her hands, Druvalia immediately took action. She knew (as did only a few others) that her great-uncle Ezaliah Thrune holds a special hatred for Hurricane King Kerdak Bonefist. As Ezaliah Thrune has grown older, he has twice attempted
to secure a dose of the youth-restoring sun orchid elixir from Thuvia.

But to date, both attempts to transport the elixir back home to the elderly Thrune have been waylaid by the Hurricane King's agents. First, the ship transporting the elixir home was captured by Bonefist himself. The second time, Ezaliah's attempt to simply
have a loyal agent teleport back to Cheliax with the elixir failed when Bonefist's own agents managed to magically compel that agent to instead teleport to the Shackles leaving behind a taunting note for Ezaliah to fume over.

Ezaliah Thrune has enough money left over to make one last bid for the elixir, but when his great-niece Druvalia approached him with a different option, the bitter old man found that his thirst for revenge outweighed his fear of death. He instead lent his considerable wealth and political power to ensure that Druvalia had the resources she needed to sail an armada south to attack the Shackles.

It's a risky plan-if Druvalia fails to deliver the Hurricane Crown to Cheliax, both she and Ezaliah will have more to fear than the shame of failure-yet they are convinced of their chances for success.

Indeed, Ezaliah and Druvalia find it difficult to conceive of a way in which they can fail, for Barnabas Harrigan and Ezaliah's financial backing are but two of Druvalia's resources-the third is a secret (and relatively illegal) alliance she and her elderly great-uncle made with the archdevil Geryon.

In return for his powerful blessings to help guide Druvalia's armada safely through the Eye of Abendego, as well as granting Druvalia the aid of a large number of devils, Ezaliah and Druvalia Thrune have promised one of their souls to Geryon as payment though exactly whose soul depends on whichever of them perishes first.

Ezaliah knows his great-niece's risk-laden lifestyle will come back to bite her someday, while Druvalia knows she needs only wait a few more years (or perhaps just months) for her great-uncle to die. Druvalia and Ezaliah are each as sure that the other will pay the price as they are that the impending assault on the Shackles cannot fail.

But even Druvalia's inside line on the Shackles' defenses, her access to pirate-held secrets of navigating the region, and the support of an archdevil may not be her greatest advantages in her coming attack. The fact that Kerdak Bonefist, after 38 years of successful rule as Hurricane King of the Shackles, has grown complacent and arrogant may well be the Shackles' most critical
weakness.

Confident that any Chelish fleet of a size large enough to threaten the Shackles would have to sail around the Eye of Abendego (and would thus be noticed far in advance of its arrival in the Shackles, giving the pirates plenty of time to prepare), the Hurricane King is
not prepared for a direct strike against his domain from the Eye of Abendego itself.

His staunch and increasingly stubborn refusal to gather a Shackle s fleet against this threat-even in light of the latest proof the you
have discovered-will leave the Shackles disorganized and open to Admiral Druvalia Thrune's attack. That is, unless you can bring your own fleet north to the Eye's edge to defeat her!

Druvalia Fights to the death knowing her soul is lost either way. Death or defeat cost her everything.

Acclamation of triumph
With the you victorious and the Chelish armada broken, foundering, or sunk, your surviving allies bring their ships in close to the Unbound Drake for a command council.

The pirate lords laud your leadership and initiative in striking forth and intercepting the warships of Cheliax in a daring venture that preserved the freedom and strength of the Free Captains of the Shackles.

Damned by comparison, the Hurricane King is disparaged for his meekness and complacency, which nearly brought doom to the Shackles. Clearly the Chelaxians were able to master the secrets of the Eye of the Abendego, and Kerdak Bonefist's passivity in hoping natural barriers alone would be sufficient to deter their onslaught was
very nearly the ruin of all.

Tessa Fairwind is the first to voice a vote of no confidence in Kerdak Bonefist and to declare that new leadership is needed for the Shackles.

In the Shackles, rulers are chosen by their peers for their infamy,
boldness, and success in piracy; though Kerdak Bonefist might once have demonstrated these and recent events have demonstrated that he is no longer the man he was.

As it was you who rallied the scattered pirate lords to unite, Tessa
puts forth that one of you (Guess who?) should take on the mantle of Hurricane King. The other pirate lords take up her call, pointing to your victory in the Free Captains' Regatta, your unmasking and defeat of the traitor Barnabas Harrigan, the grand fleet you gathered, your triumph over the Chelish armada, and any other great deeds you might have accomplished over the course of the campaign.

It should quickly become clear that you have the acclaim of the
most powerful pirate lords in the Shackles, and that the opportunity for further infamy and power is there for the taking, should you take the chance.

But the acclaim of the pirate lords is not enough to crown a new Hurricane King-the title is wholly empty as long as Kerdak Bonefist wears the Hurricane Crown and sits enthroned in Fort Hazard, and no one expects him to give up his position without a fight.

Hoping to avoid an all-out succession war on the docks and streets of Port Peril, the pirate lords suggest assaulting Fort Hazard
directly to overthrow Kerdak Bonefist and send him either into exile or to a watery grave.

To claim his title and crown, you must also demonstrate your power
and prowess to all the Free Captains of the Shackles, not just the assembled pirate lords your fleet, by proving that they have accomplished three objectives: overcoming the cannon golem that guards Fort Hazard; looting the Hurricane King's treasury; and vanquishing Kerdak Bonefist himself by capturing or sinking his
flagship, the Filthy Lucre, and by seizing the Hurricane Crown.

Only by publicly confirming their victories and worthiness to rule can you claim the throne of the Shackles as your own.

What do you say?


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Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

That ended sooner than I expected. Pretty much all the accolades here go to Niobe and Cally - we'd have had much more trouble without your spells.

Marnir brings back his axe, blood sluicing from the blade, ready to strike again when a beam of white hot fire slices through the Chelish admiral and she falls to the ground screaming before dying horribly on the deck of her own flagship. He looks around to see the bodyguard equally dead and the marines limp within the waving tentacles. The Drake's crew appear to have the upper hand over the Chelish sailors and Marnir unleashes a bestial roar of triumph as he looks over the defeated Chelish armada.

Marnir cleans the admiral's blood off his axe on her black and red cloak starts directing his sailors to round up the Chelish crew and making the ship ready for a triumphant return to Port Peril. He takes a few moments on the quarterdeck watching the other squadrons either chasing down the remnants of the Chelish fleet or picking up survivors from their few casualties, contemplating what will have to happen when they return to Port Peril and confront Bonefist.

"Right, no point hanging around. Let's get back to Port Peril and see what's what," he says to the others, heading back to the Drake to plot a course home.

Before they can set sail, however, a number of ships's boats converge on the Drake carrying allies and friends. As Marnir's cabin fills with the Drake's officers and the other captains of the fleet talk turns to how to overturn Bonefist's rule and ensure the continuation of the Shackles way of life. The discussion moves through a vote of no confidence - not that anyone feels such a vote would mean much to the stubborn Hurricane King - and then turns to rebellion.

"You want me to take over as Hurricane King?!" Marnir asks incredulously as the captains' voices all back up Tessa's suggestion. "I'm not a king, I'm a captain," he says, stunned by the suggestion.


Are you sure you want to do that?

They were tough, but the Black tentacles took out the blockers straight away. Letting you hit the big two rather than soaking up some of her spells. She was a 13th Inquisitor and had spent the time the ships were coming together buffing herself & her minions. The your spells ruined all her setup.


Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

"The Hurricane King should be the Captian of Captians, one fit to lead the Armada of the Free Captains when the need arises. Capable of reading the winds and seeing the dangers that lurk in wait for all of us who would live free, and sailing out to lay them low!" Callie says enthusiastically.


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Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

"Callie right! Hurricane King is most Captain of all Captains! And Marnir Captainest Captain of ALL!" Kung shouts with glee, pumping his fists in the air.


ADVENTURE PATH COMPLETE

"You are the Hurricane, Marnir," adds Niobe forcefully. "You proved that against the Chelish navy. When they threatened all of the free people of the Shackles, you swept in like a storm and unleashed your fury on them. You're the unstoppable monsoon that turns back the craven and invigorates the bold, as inevitable as the tide."


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Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Marnir looks horrified by the evident strength of feeling his friends and allies have for his installation as the new Hurricane King. "None of this would have happened without all of you sailing and fighting alongside me," he says, looking over at Kung, Niobe, and Cally. "If we're really going to go back to Port Peril and take down Bonefist, then we do it together and we see it through to the end - whatever that end is."

Marnir dips his head in thought for a moment, before a grin creeps across his face and his eyes brighten in excitement. "I think this calls for a toast!" he says with glee, opening his personal stash of rum and handing bottles out to the assembled crowd. He pulls the cork out of his own bottle with his teeth, raises it in the air and declares "Let's take back The Shackles!"


Are you sure you want to do that?

Storming Fort Hazard

With the defeat of the Chelish armada and the acclaim of the pirate lords, the time is ripe for you to sail back to Port Peril to overthrow the Hurricane King.

But before youy can claim Port Peril and leadership of the Shackles
for yourselves, you must attempt a daring assault on Fort Hazard, the fortress of the Hurricane King, and face Kerdak Bonefist himself to seize the Hurricane Crown and control of the jewel of all pirate harbors.

Fortunately, the plans you recovered from Barnabas Harrigan at his island fortress also provide a means of secretly getting into the fortress, for Harrigan had intended to lead Admiral Thrune through
a secret entrance into the chambers below Fort Hazard to assassinate the Hurricane King.

While the pirate fleet at their back faces the Hurricane King's naval defenders and sacks Port Peril, you can infiltrate Fort Hazard through Harrigan's secret entrance, which connects to the sea caves beneath the castle, thus avoiding most of the fortress's outer defenses.

According to Harrigan's plans, the secret entrance is located in a nondescript seaside warehouse on the southern shore of the island of
Lucrehold, in the shadow of Fort Hazard's walls.

Any changes to that plan? I imagine the bolded part might give you some problems. Problems that a good Diplomacy roll or two might solve.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

We're not here to sack anything, so I'll make that clear in the plan.

As the combined fleet approaches Port Peril it's clear that Bonefist has summoned what few allies he can alongside his own ships to stave off an assault by the Drake and the others who defeated the Chelish navy, word of which has surely reached the Hurricane King's ears by now.

The plan for this eventuality had already been discussed on their journey back - the Drake would break through the defenders to Lucrehold while the rest of the fleet would strike down Bonefist's ships before attempting to maintain order and keeping Bonefist's supporters at bay while Marnir, Kung, Niobe, and Cally bring down Fort Hazard from within.

Diplomacy: 1d20 + 23 ⇒ (16) + 23 = 39
Diplomacy: 1d20 + 23 ⇒ (8) + 23 = 31

With the plan seemingly understood by the assembled captains, despite some protestations about not being able to raid and pillage, Marnir let the fleets engage while the Drake made a swift break towards the secret entrance to Fort Hazard. "It's going to be a tough ride in there," he says to the others. "Best we be prepared before we land."


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Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

"Port Peril Drake's new port if plan work. Can't sack new home port; people hate us more than Bonefist then!" Kung explains simply, as though he were pointing out a subtle nuance that others might not understand.

Diplomacy, aid DC 10: 1d20 + 4 ⇒ (20) + 4 = 24
Diplomacy, aid DC 10: 1d20 + 4 ⇒ (17) + 4 = 21


Are you sure you want to do that?

While a bit disappointed by your rule on no plundering the other captains do insist that anyone who actively fights them is fair game for plundering?

They will take ships and plunder from any of Kerdak Bonefist's supporters who are stupid enough to try and stop them.

Lucrehold:
The island of Lucrehold sits between mainland Port Peril and Crescent Harbor. The most notable feature of the island is the Hurricane King's stronghold, Fort Hazard, which stands atop the sea cliffs of the island's north shore.

A long, rocky beach stretches along the base of the cliffs to the north. A single pier extends into the water from the island's southern shore, where boats from the mainland or visitors' ships can dock.

Beyond the pier, at the island's southwest corner, stand several warehouses and outbuildings with presses for olive oil. To the east,
small dormitories provide housing for artisans working at the fort during the day, while groves of citrus fruits, figs, and olives grow along the southern flanks of the cliffs.

A road of packed earth and palm logs leads from the outbuildings to the fort, joining a steep cobblestone ramp that climbs the cliffs to the castle's main gate.

Here is a map of Port Peril showing where Lucrehold is. The marked Warehouses are where the secret passage starts.

Port Peril

What are you doing now? Battles are raging throughout the harbor as your fleet engages Bonefist's supporters. You can reach the pier on Lucrehold without being attacked.


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Is the Drake docked at this pier? Did we row in on a small boat instead? Or swim? Or is that the decision we need to make here?


Are you sure you want to do that?

I believe you used a longboat to reach the pier. The Drake is close by but not moored. Ready to fight if needed, or come to your aid.

The map up top is where you are now. Seaside warehouse.

What are you doing?


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Marnir leads the way towards the warehouse where the secret passage starts, axe in hand in case the building is defended by some of Bonefist's lackeys. "Best get ready," he says to the others as they move towards their goal. He begins weaving spells to enhance his prowess for the infiltration of Bonefist's inner sanctum.

I'll cast heroism and see invisibility on myself.

As the warehouse comes into view Marnir looks over their target quickly, hoping that there aren't any guards.

Perception: 1d20 + 23 ⇒ (7) + 23 = 30

Stats:

HP (145) 121/(145) 121
AC 26, touch 15, flat-footed 26 (+9 armour, +3 deflection, +2 Dex, +1 dodge, +2 natural armour, -1 rage)
Speed: 30ft haste
Fort: +19, Ref: +13, Will: +18 (+8 vs fear) (+2 Fort & +4 Will rage, +2 Fort & Ref heroism, +1 Ref haste)
Conditions: inspired rage, heroism, see invisibility
Melee attack (+2 furious battleaxe): +22/+13 (+9/+4 BAB, +5 Str, +3 enhancement, -3 Power Attack, +2 rage, +2 furious, -1 Reckless Rage, +2 heroism)
Melee Damage (+3 furious battleaxe): d8+30 (+7 Str, +3 enhancement, +3 Arcane Strike, +9 Power Attack, +3 rage, +3 Reckless Rage, +2 furious)
28/28 rds raging song remaining


Are you sure you want to do that?

You can oddly see no sign of any guards outside the warehouse. With the sounds of the many battles on the waters close by surely someone would be outside to see what is taking place?


Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

Have we had time to replenish spells and stuff before heading to the Fort?


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Kung approaches the door and--pulling out his traveler's any-tool to use as an ear trumpet--listens through it.

Perception, masterwork ear trumpet: 1d20 + 16 + 4 ⇒ (9) + 16 + 4 = 29

Stats:

HP 140/140
AC 27 touch 17 flat-footed 22 (+8 armor, +5 dex, +2 natural/amulet, +2 deflection/ring)
DR 2/-
Speed: 40 ft
Fort: +17, Ref: +17, Will: +9
Conditions: none
Melee (+3 furious greatsword): +22/+13/+8 (+12 BAB, +7 str, +3 enhancement, -0/-4/-4 power attack)
Damage (+3 furious greatsword): 2d6+25 (+10 str (7x1.5), +3 enhancement, +12 power attack)
Ranged (+1 adaptive composite longbow): +18/+13/8 (+12 BAB, +5 dex, +1 enhancement)
Ranged damage (+1 adaptive composite longbow): 1d8+8 (+7 str, +1 enhancement)
27/27 rds Rage remaining


Are you sure you want to do that?

Callidora. You've had a few days to sail back here. All spells and abilities are replenished.

Kung hears nothing from the inside of the warehouse.

What now?


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

"In we go then," Marnir says, checking that everyone is ready before nodding at Kung to open the door. He holds his axe ready and moves into the warehouse behind Kung.


Are you sure you want to do that?

The warped by years of the elements the heavy doors creak open, and the Iron golem standing there motionless until now begins to move.

Initiative:

init red: 1d20 - 1 ⇒ (14) - 1 = 13
init Marnir: 1d20 + 4 ⇒ (12) + 4 = 16
init Kung: 1d20 + 5 ⇒ (18) + 5 = 23
init Niobe: 1d20 + 2 ⇒ (6) + 2 = 8
init Callidora: 1d20 + 3 ⇒ (6) + 3 = 9

Marnir & Kung may act.

Iron Golem Knowledge Arcana DC33:

[url=https://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem/golem-iron/'Iron Golem[/url]


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Kung's pegleg begins tapping on the warped wooden floor of the warehouse as he sees the golem begin to move. However, instead of the obvious charge that the other pirates may have been expecting, his stance changes slightly--which you hear in a subtle alteration to the rhythm of his pegleg--and he instead moves in at an angle, anticipating the golem's next move.

Actions:

Free: enter rage, boosting accurate stance with headband of havoc
Standard (move-equivalent): enter accurate stance
Move: 35'

Stats:

HP 39+140/140
AC 25 touch 15 flat-footed 20 (+8 armor, +5 dex, +2 natural/amulet, +2 deflection/ring, -2 rage)
DR 2/-
Speed: 40 ft
Fort: +17, Ref: +17, Will: +12 (+3 rage)
Superstition: +7 vs spells/spell-like abilities
Conditions: rage, accurate stance
Melee (+5 furious greatsword): +31/+22/+17 (+12 BAB, +7 str, +5 enhancement, -0/-4/-4 power attack, +3 rage, +4 accurate stance)
Damage (+5 furious greatsword): 2d6+30 (+10 str (7x1.5), +5 enhancement, +12 power attack, +3 rage)
Ranged (+1 adaptive composite longbow): +18/+13/8 (+12 BAB, +5 dex, +1 enhancement)
Ranged damage (+1 adaptive composite longbow): 1d8+8 (+7 str, +1 enhancement)
26/27 rds Rage remaining


Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

Knowledge (arcana): 1d20 + 21 ⇒ (14) + 21 = 35

"That thing is immune to almost all magic except electricity slows it down and fire heals it. It's insanely strong and can exhale clouds of toxic gas." Callidora says quickly as the golem starts to move.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Knowledge (arcana): 1d20 + 19 ⇒ (12) + 19 = 31

"Do what you can!" Marnir calls to Niobe and Cally as Kung enters the warehouse and the huge metal guardian stomps forwards. He begins his war chant as he strides forward, conjuring illusory copies of himself to protect against the guardian's huge battering fists.

Inspired rage starts at the beginning of combat without an action, Move Action to move 30ft, Standard Action to cast mirror image for 1d4 + 4 ⇒ (1) + 4 = 5 images.

Stats:

HP (145) 121/(145) 121
AC 26, touch 15, flat-footed 26 (+9 armour, +3 deflection, +2 Dex, +1 dodge, +2 natural armour, -1 rage)
Speed: 30ft
Fort: +19, Ref: +12, Will: +18 (+8 vs fear) (+2 Fort & +4 Will rage, +2 Fort & Ref heroism)
Conditions: inspired rage, heroism, see invisibility, 5 mirror images
Melee attack (+2 furious battleaxe): +22/+13 (+9/+4 BAB, +5 Str, +3 enhancement, -3 Power Attack, +2 rage, +2 furious, -1 Reckless Rage, +2 heroism)
Melee Damage (+3 furious battleaxe): d8+30 (+7 Str, +3 enhancement, +3 Arcane Strike, +9 Power Attack, +3 rage, +3 Reckless Rage, +2 furious)
28/28 rds raging song remaining


Are you sure you want to do that?

The Iron golem advance remorselessly and swings at Kung while still out of his reach.

Takes a 5' step and as a free action fills the area in front with a 10' cube of poisonous gas.

Fort save DC19 please Kung

slam: 1d20 + 28 ⇒ (9) + 28 = 37
slam: 1d20 + 28 ⇒ (13) + 28 = 41

damage: 2d10 + 16 ⇒ (6, 1) + 16 = 23
damage: 2d10 + 16 ⇒ (8, 1) + 16 = 25

Niobe & Callidora may act. Then we swing back to Marnir & Kung.


ADVENTURE PATH COMPLETE

Niobe quickly casts call lightning and starts calling bolts down on the golem to slow it.

I don't think this does any damage, but I can strike it every round and keep it slowed.


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Fortitude: 1d20 + 17 ⇒ (13) + 17 = 30


Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

Yeah. "A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw." So at least, no more full attacks, and you can take 2 rounds of actions in between strikes.

Locking her eyes on the massive metal monstrosity, Callie reaches out to twist fate, bending luck away from the construct.

Misfortune Hex (Supernatural) DC 21 Will save or Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result.(2 rounds)


Are you sure you want to do that?

Looks like Callidora can't do anything. So Marnir & Kung have at it.


Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

That would be incorrect! All my hexes work just fine, they aren't spells or spell-like abilities ;)


Are you sure you want to do that?

So....Are you going to do anything?


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Marnir dodges around the crackling discharge from Niobe's spell as his warchant rings out loudly in the crowded warehouse. He looks over quickly to see Kung enveloped in a cloud of foul gas but trusts that his incredibly robust constitution will see him safe. Marnir dodges behind the golem and strikes with his axe, the sound ringing out like an anvil struck by a hammer.

Free Action to continue inspired rage, Swift Action to use Arcane Strike, Move Action to move 30ft (hopefully avoiding AoOs by following the marked path), Standard Action to attack the golem.

Axe attack: 1d20 + 22 ⇒ (7) + 22 = 29
Damage: 1d8 + 30 ⇒ (2) + 30 = 32 Damage is from a +5 adamantine weapon for the purposes of any DR.

Stats:

HP (145) 121/(145) 121
AC 26, touch 15, flat-footed 26 (+9 armour, +3 deflection, +2 Dex, +1 dodge, +2 natural armour, -1 rage)
Speed: 30ft
Fort: +19, Ref: +12, Will: +18 (+8 vs fear) (+2 Fort & +4 Will rage, +2 Fort & Ref heroism)
Conditions: inspired rage, heroism, see invisibility, 5 mirror images
Melee attack (+2 furious battleaxe): +22/+13 (+9/+4 BAB, +5 Str, +3 enhancement, -3 Power Attack, +2 rage, +2 furious, -1 Reckless Rage, +2 heroism)
Melee Damage (+3 furious battleaxe): d8+30 (+7 Str, +3 enhancement, +3 Arcane Strike, +9 Power Attack, +3 rage, +3 Reckless Rage, +2 furious)
26/28 rds raging song remaining


Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)
GM_DBH wrote:
So....Are you going to do anything?

I did! About 6 minutes before you posted that there was nothing I could do.


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Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)
Marnir Saltvig wrote:


Free Action to continue inspired rage, Swift Action to use Arcane Strike, Move Action to move 30ft (hopefully avoiding AoOs by following the marked path), Standard Action to attack the golem.

** spoiler omitted **

No need to worry about that." Slowed creatures are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment)"


Are you sure you want to do that?

@Callidora. Which was why I said you can't do anything. Then you disagreed?

Marnir's weapon has no trouble cutting deeply into the iron.


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Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

I hexed it. Constructs aren't immune to hexes. They're supernatural, not spell-like abilities. It has to save vs Misfortune hex

Callidora Nixos wrote:

Yeah. "A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw." So at least, no more full attacks, and you can take 2 rounds of actions in between strikes.

Locking her eyes on the massive metal monstrosity, Callie reaches out to twist fate, bending luck away from the construct.

Misfortune Hex (Supernatural) DC 21 Will save or Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result.(2 rounds)


1 person marked this as a favorite.
Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

I'll add, as a player of a witch in another game, Misfortune (unlike many hexes, especially Evil Eye) is not mind-affecting (if it has that immunity too).

Kung ignores the gas as no more than a mild impediment to his vision, and steps up to flank the golem with Marnir--his favorite thing to do! He swings his greatsword in three wide arcs, driving deep gouges into the golem's flesh metallic body.

Actions:

5' step
Full round: full attack

+5 furious greatsword, flanking: 1d20 + 30 + 2 ⇒ (10) + 30 + 2 = 42
Damage, S, cold iron/silver/good/evil/lawful/axiomatic/adamantine: 2d6 + 30 ⇒ (5, 6) + 30 = 41 + Damage, sneak attack: 1d6 ⇒ 6

+5 furious greatsword, flanking: 1d20 + 22 + 2 ⇒ (13) + 22 + 2 = 37
Damage, S, cold iron/silver/good/evil/lawful/axiomatic/adamantine: 2d6 + 30 ⇒ (6, 2) + 30 = 38 + Damage, sneak attack: 1d6 ⇒ 5

+5 furious greatsword, flanking: 1d20 + 17 + 2 ⇒ (4) + 17 + 2 = 23
Damage, S, cold iron/silver/good/evil/lawful/axiomatic/adamantine: 2d6 + 30 ⇒ (6, 1) + 30 = 37 + Damage, sneak attack: 1d6 ⇒ 5


Stats:

HP 135/140
AC 25 touch 15 flat-footed 20 (+8 armor, +5 dex, +2 natural/amulet, +2 deflection/ring, -2 rage)
DR 2/-
Speed: 40 ft
Fort: +17, Ref: +17, Will: +12 (+3 rage)
Superstition: +7 vs spells/spell-like abilities
Conditions: rage, accurate stance
Melee (+5 furious greatsword): +30/+22/+17 (+12 BAB, +7 str, +5 enhancement, -0/-4/-4 power attack, +3 rage, +4 accurate stance)
Damage (+5 furious greatsword): 2d6+30 (+10 str (7x1.5), +5 enhancement, +12 power attack, +3 rage)
Ranged (+1 adaptive composite longbow): +18/+13/8 (+12 BAB, +5 dex, +1 enhancement)
Ranged damage (+1 adaptive composite longbow): 1d8+8 (+7 str, +1 enhancement)
25/27 rds Rage remaining


Are you sure you want to do that?

will save vs Hex: 1d20 + 6 ⇒ (2) + 6 = 8

rerolling attack on Kung: 1d20 + 28 ⇒ (11) + 28 = 39
rerolling attack on Kung: 1d20 + 28 ⇒ (8) + 28 = 36

I missed that action completely. My mistake. Luckily there was no change to Kung getting hammered.
:)

Ignoring the gas, and the dents in his torso Kung steps up and joins his captain in hammering the Golem severely. Hitting twice.

attack on Kung - slow: 1d20 + 28 - 1 ⇒ (5) + 28 - 1 = 32
rerolling attack on Kung - slow: 1d20 + 28 - 1 ⇒ (3) + 28 - 1 = 30

damage: 2d10 + 16 ⇒ (4, 3) + 16 = 23

It's laborious attack managing to clip Kung again.

It only has 7 HP left so you finish it off easily.

As the Golem collapses to the floor with a deadening clatter you all hear movement in the corner room D4. Someone is coming to investigate the disturbance.

What are you doing now?


ADVENTURE PATH COMPLETE

Niobe keeps her hand clenched into a fist, holding on to the lightning in preparation for the next wave.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

That went down faster than expected, I thought we'd be in for a real slugfest.

The golem clangs to the floor like so much scrap iron and Marnir hears the sounds of movement from the door behind Kung. He strides past the golem bits and the dissipating gas cloud to throw open the door, axe ready and face snarling. "Come out, cowards!" he growls at whoever is lurking in the room.


Are you sure you want to do that?

The door to D4 flies open and a guard lunges at Marnir

cutlass Red: 1d20 + 11 ⇒ (4) + 11 = 15 Just die you worthless punk!

Two more standing back from the door fire their Hand crossbows at Marnir as well.

Hand crossbow Yellow: 1d2 + 10 ⇒ (1) + 10 = 11
Hand crossbow Green: 1d2 + 10 ⇒ (2) + 10 = 12

They heard the fight so were ready. Orange opened the door and the others attacked. So to speak. :(

initiatives:

init Marnir: 1d20 + 4 ⇒ (8) + 4 = 12
init Niobe: 1d20 + 2 ⇒ (13) + 2 = 15
init Kung: 1d20 + 5 ⇒ (6) + 5 = 11
init Callidora: 1d20 + 3 ⇒ (17) + 3 = 20
Init Red: 1d20 + 7 ⇒ (2) + 7 = 9
Init Orange: 1d20 + 7 ⇒ (14) + 7 = 21
Init Yellow: 1d20 + 7 ⇒ (20) + 7 = 27
Init Green: 1d20 + 7 ⇒ (20) + 7 = 27

Cutlass Orange: 1d20 + 11 ⇒ (15) + 11 = 26

Hand crossbow Yellow: 1d2 + 10 ⇒ (2) + 10 = 12
Hand crossbow Green: 1d2 + 10 ⇒ (1) + 10 = 11

Three attack again and are just as pathetic.

Everyone may now act.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

GM - that 26 with the second cutlass hits, so it'll hit me on a 6 or take down an image otherwise. 1d6 ⇒ 6 is a hit sadly.

Marnir registers the whizzing crossbow bolts as they fly past him through the open door and contemptuously blocks one of the guards' clumsy cutlass strikes with his axe but another attack slips past his illusory defenses to score a bloody gash down his upper arm. He retaliates as he continues his warchant, hoping to cut down the nearest guard to prevent the doorway from blocking follow ups by his friends.

Free Action to continue inspired rage, Swift Action to use Arcane Strike, Full Round Action to full attack red. If I kill him I'll then take a 5ft step over his corpse.

Axe attack: 1d20 + 22 ⇒ (1) + 22 = 23
Damage: 1d8 + 30 ⇒ (7) + 30 = 37

Axe attack: 1d20 + 13 ⇒ (11) + 13 = 24
Damage: 1d8 + 30 ⇒ (5) + 30 = 35

Stats:

HP (145) 121/(145) 121
AC 26, touch 15, flat-footed 26 (+9 armour, +3 deflection, +2 Dex, +1 dodge, +2 natural armour, -1 rage)
Speed: 30ft
Fort: +19, Ref: +12, Will: +18 (+8 vs fear) (+2 Fort & +4 Will rage, +2 Fort & Ref heroism)
Conditions: inspired rage, heroism, see invisibility, 5 mirror images
Melee attack (+2 furious battleaxe): +22/+13 (+9/+4 BAB, +5 Str, +3 enhancement, -3 Power Attack, +2 rage, +2 furious, -1 Reckless Rage, +2 heroism)
Melee Damage (+3 furious battleaxe): d8+30 (+7 Str, +3 enhancement, +1 cold, +3 Arcane Strike, +9 Power Attack, +3 rage, +3 Reckless Rage, +2 furious)
26/28 rds raging song remaining


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Kung looks at the knot of bodies at the door, frustrated; the tapping of his pegleg amps up in rhythm as his mind tries to find a way to attack any of the many foes threatening his captain. Finally, he gives up trying to find a path and just decides to make one.

Actions:

Move: 20' through red's square
Standard: attack red

Acrobatics (move through enemy square) DC=CMD+5: 1d20 + 14 ⇒ (15) + 14 = 29

+5 furious greatsword, flank: 1d20 + 30 + 2 ⇒ (12) + 30 + 2 = 44
Damage, S, cold iron/silver/good/evil/lawful/axiomatic/adamantine: 2d6 + 30 ⇒ (6, 6) + 30 = 42 + Damage, sneak attack: 1d6 ⇒ 3


Stats:

HP 114/140
AC 25 touch 15 flat-footed 20 (+8 armor, +5 dex, +2 natural/amulet, +2 deflection/ring, -2 rage)
DR 2/-
Speed: 40 ft
Fort: +17, Ref: +17, Will: +12 (+3 rage)
Superstition: +7 vs spells/spell-like abilities
Conditions: rage, accurate stance
Melee (+5 furious greatsword): +30/+22/+17 (+12 BAB, +7 str, +5 enhancement, -0/-4/-4 power attack, +3 rage, +4 accurate stance)
Damage (+5 furious greatsword): 2d6+30 (+10 str (7x1.5), +5 enhancement, +12 power attack, +3 rage)
Ranged (+1 adaptive composite longbow): +18/+13/8 (+12 BAB, +5 dex, +1 enhancement)
Ranged damage (+1 adaptive composite longbow): 1d8+8 (+7 str, +1 enhancement)
23/27 rds Rage remaining


ADVENTURE PATH COMPLETE

Still holding her spell, Niobe brings the lightning and the thunder! There is a crash as a blast fires straight down into one of the hapless crossbowmen!

Call lightning damage: 3d6 ⇒ (5, 6, 3) = 14

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