Skull & shackles (Inactive)

Game Master DBH


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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)

Callirora focuses on the other same crossbowman, opening her mouth and uttering a soundless scream. Soundless to all but her target that is. The hapless shooter is assaulted by an ear-splitting shriek that draws blood from his torn eardrums.

Ear Piercing scream: 5d6 ⇒ (1, 5, 4, 6, 6) = 22 Sonic. Dazed for 1 round (take no actions)
DC 18 Fort save for 1/2 damage and no Daze


Are you sure you want to do that?

damage on Marnir: 1d6 + 4 ⇒ (1) + 4 = 5

Ref save vs call lightning Orange: 1d20 + 11 ⇒ (19) + 11 = 30
Fort save vs Ear piercing scream Orange: 1d20 + 7 ⇒ (2) + 7 = 9

Orange dodges the worst of Niobe's lightning bolt, but that just sets him up to take Callidora's scream in the face. He sways in a daze.

Marnir cuts Red deeply, then Kung slips effortlessly into the fray and cuts Red down.

Green & Yellow exchange looks and throw down their weapons. "You ain't here to rob the stores are you." Green says in realization. They thought they were dealing with thieves taking the chance of all the fighting to slip in and steal. However getting a look at you they can see you are here for more serious business.

There are also 6 warehouse workers timidly looking out from D2.

Treasure:

D1 The trade goods stored here are worth 7 points of plunder, and would easily fill the hold of a sailing ship once transported and loaded. In addition, two disassembled arrow springals may be found here.

D5 The single door to this room is of strong wood and locked (hardness 5, hp 20, break DC25, Disable Device DC 25). The warehouse foreman in area D2 has the only key. The most valuable goods in
the warehouse are stored on shelves in this chamber.
Treasure: In total, goods worth 5 points of plunder can be looted
from this room.

D7. Liquid Storage
Low wooden walls divide the far wall of this long chamber into separate stalls. Large barrels and ceramic casks are stacked in these stalls.

Wine, olive oil, liquor, and other liquid goods are stored in this chamber. A large tun of rum in the easternmost stall conceals a secret trap door in the floor. A successful DC30 Perception check is required to detect the door beneath the tun, but as you are following Harrigan's
notes, you can find the door with a successful DC20 Perception check.

None of the warehouse workers or pirate guards in the warehouse are aware of the existence of the trap door. The tun of rum weighs over 2,000 pounds, however, and must be dragged out of the way to access the door.

Beneath the door, a rusted iron ladder climbs down 25 feet to a rough-hewn tunnel. This tunnel winds north and east for approximately 500 feet before ending at a secret door (Perception DC 20 to find) that opens into area E1.

Treasure: The olive oil, rum, and wine stored in this room are worth a total of 3 points of plunder.

Might be time to call your ship in to get this stuff safely stored. :)

I think you all automatically make a DC20 perception check so didn't waste anytime on making the roll.

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

"Not really, but we'll take all this anyway in payment for the trouble you've given us," Marnir says to the guard. "If I were you I'd get out of here and not tell anyone who you've seen." He slides his axe back onto his belt and moves towards the location of the secret door.

"Give me a hand here Kung," Marnir asks as he puts his shoulder into the huge container of rum to slide it away from the trapdoor. The door lifts up easily to reveal a darkened tunnel beneath. Marnir conjures a handful of floating lights into the darkness before leading the climb down the ladder.


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 sighs, sheathes his sword, and dawdles a bit before throwing his shoulder into the tun of rum. "Minute here, Cap'n. Jus' a minute."

Once the enormous barrel is moved, Kung looks at it wistfully. "Tha's lotta rum."


Are you sure you want to do that?

New map up top for this section. Crypts.

E1. Besmaran Shrine.
Flickering blue-green light illuminates this dank room. In an alcove to the south stands a stone statue in the likeness of a woman dressed in pirate clothes, complete with eyepatch.
She wields a cutlass in one hand, and sculpted tentacles emerge from folds in her clothing to embrace her body. The statue was once painted in bright, gaudy colors, but most of the pigment has flaked off, revealing green stone beneath.
The blue-green radiance issues from flickering flames that dance along the statue's sculpted hair.

It says to make a Knowledge Religion check for the statue. But I think everyone here will recognize Besmara.

E2. Sexton's Quarters.
The sexton in charge of maintaining the crypts lived in this chamber. The sexton is long dead, and only worn furniture remains here.

perception DC20:

Treasure: A successful DC20 Perception check reveals a gold holy symbol of Besmara worth 100 gp wrapped in a rotting bandanna under the decrepit bed.

E3. Central Vault.
Four sets of double doors exit this vaulted chamber in the four cardinal directions. Ancient bloodstains mar the floor in several places.

You came in from the south. Which way now?


ADVENTURE PATH COMPLETE

"Hmmm... what's the likely direction to go?" muses Niobe. "If in doubt, I guess we go left?"


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

"Don't you worry," Marnir replies to Kung, "we'll be back for that rum. We'll use it to toast our success once Bonefist is gone," he adds with a sly grin.

-------------------------------------

I can't fail that DC 20 Perception check.

"I doubt the Pirate Queen would want this left here," Marnir mutters as he spots a glint of gold in the light from his spell and reaches udner the bed to pull out a gold holy symbol of Besmara which he stows in his pack for later.

"Left seems as good as any," he replies to Niobe and listens at the door for anything that might be lurking beyond.

Perception: 1d20 + 23 ⇒ (20) + 23 = 43

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


Are you sure you want to do that?

E. Forgotten Crypts.
The first Hurricane King of the Shackles, Turpin Irons, built these crypts beneath Lucre hold to house the corpses of slain enemies whom he deemed unworthy of burial at sea. Accessible only via secret doors, their existence was forgotten with his death.

The door opens with any trouble.

E5. Flooded Crypt.
This crypt is only partially finished-the eastern wall contains carved burial niches, but the north and west walls remain rough-hewn stone. To the northwest the floor has subsided, allowing a pool of dark water to form.

Four ill-fated pirate captains, leaders of a failed mutiny against Turpin Irons, were buried in this crypt. The pirates' hatred of Irons was great enough to linger beyond death, and the seawater seeping into the
crypt caused them to rise as draugr captains-barnacle encrusted corpses with glowing red eyes, still dressed in their tattered pirate finery. The four draugr pirate captains attack anyone entering their crypt.

Knowledge religion DC18:

Init:

Init Red: 1d20 + 3 ⇒ (15) + 3 = 18
Init Orange: 1d20 + 3 ⇒ (10) + 3 = 13
Init Yellow: 1d20 + 3 ⇒ (7) + 3 = 10
Init Green: 1d20 + 3 ⇒ (15) + 3 = 18
Init Marnir: 1d20 + 4 ⇒ (12) + 4 = 16
Init Kung: 1d20 + 5 ⇒ (10) + 5 = 15
Init Callidora: 1d20 + 3 ⇒ (16) + 3 = 19
Init Niobe: 1d20 + 2 ⇒ (7) + 2 = 9

Callidora may act.


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 Religion: 1d20 + 13 ⇒ (15) + 13 = 28

"Be careful!" Callidora calls out in warning. "Their touch or even any weapons they wield can make you sick or even drain the very life from you!"

Staring at the oncoming drowned Captains, she extends a hand, calling up a freezing storm of ice and wind to blast the first of them.

Ice Tomb Hex: Effect: A storm of ice and freezing wind envelops the target, which takes 3d8 ⇒ (6, 4, 2) = 12 points of cold damage (Fortitude DC 21 half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 ⇒ 3 rounds after being released. Whether or not the target’s saving throw is successful, it cannot be the target of this hex again for 1 day.


Are you sure you want to do that?

Fort save vs Ice tomb: 1d20 + 11 ⇒ (8) + 11 = 19

Callidora calls on her arcane powers and encases Red ironically in a tomb.

Red is out of action :(

Green lurches forward, eyes blazing with its hate for the living and slashes at Marnir

Greatsword: 1d20 + 19 ⇒ (13) + 19 = 32
damage: 2d6 + 15 ⇒ (1, 5) + 15 = 21

Fort save vs energy drain Marnir: 1d20 + 15 ⇒ (6) + 15 = 21

Marnir is hit by a heavy blow and feels the chill of the grave trying to sap his life from him. He steels his heart and shakes it off.

Marnir & Kung 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

Assuming the draugr don't have any unusual senses, my mirror images might protect me.
mirror image, hits on a 1: 1d6 ⇒ 1 Of course

Marnir heeds Cally's warning too late as the still-sharp sword of the undead pirate cracks him a solid blow across the breastplate, leaving him bruised but still with as much life as before. Marnir takes a deep breath, pleased to feel no ribs cracked, and begins a fierce and defiant song of bravery and an honourable death, which seems to have been denied the denizens of these crypts. He hacks away at the first one with his axe, the sharp blade flashing and glinting in the magical light.

Inspired rage starts without an action, Swift Action to use Arcane Strike, Full Round Action to attack green.

Axe attack: 1d20 + 22 ⇒ (12) + 22 = 34
Damage: 1d8 + 31 ⇒ (6) + 31 = 37

Axe attack: 1d20 + 14 ⇒ (6) + 14 = 20
Damage: 1d8 + 31 ⇒ (3) + 31 = 34

Stats:

HP (136) 130/(156) 130
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/+14 (+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)

I can't in good conscience have Kung hold back over the risk of some energy drain that he doesn't really even understand, so here's hoping for good saves! Reminder, he has a +8 from superstition vs spells/spell-like abilities.

Kung renews the fury behind his eyes, his pegleg tapping out a new rhythm on the stone floor of the unfinished crypt. He attempts to muscle his way past Marnir and the lead draugr, but finds the going difficult.

See spoiler, not sure if he got past, but if he does, he has a mighty swing on orange waiting.

Actions:

Free: enter rage, boosting superstition with headband of havoc
Move: 20' through enemy square
Standard: attack orange

Acrobatics (move through enemy space) DC 5+CMD: 1d20 + 14 ⇒ (3) + 14 = 17
If Marnir didn't kill green, Kung might be stuck in place!

+5 furious greatsword: 1d20 + 27 ⇒ (13) + 27 = 40
Damage, S: 2d6 + 30 ⇒ (4, 5) + 30 = 39 +3 if draugr cast spells or have spell-like abilities


Stats:

HP 39+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: +8 vs spells/spell-like abilities
Conditions: rage
Melee (+5 furious greatsword): +27/+19/+14 (+12 BAB, +7 str, +5 enhancement, -0/-4/-4 power attack, +3 rage)
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)
22/27 rds Rage remaining


Are you sure you want to do that?

Marnir swings twice and hits once. His axe sinking in deep though.

Kung tries to push past Green and fails, bouncing off the surprisingly solid Draugr captain.

Orange & Yellow display their vile cunning and move through the double doors to menace the rear of the party.

Opening the doors and moving this round.

Niobe may act, then Callidora acts again.


ADVENTURE PATH COMPLETE

Niobe moves to intercept the pair coming from behind, casting barkskin and hoping to keep them from getting to Callidora.


Are you sure you want to do that?

Callidora?


Are you sure you want to do that?

Callidora uses her Misfortune hex on Yellow

will save vs Hex: 1d20 + 8 ⇒ (16) + 8 = 24

Which ignores it.

Green swings at Marnir.

greatsword: 1d20 + 19 ⇒ (6) + 19 = 25
greatsword: 1d20 + 14 ⇒ (1) + 14 = 15

Missing twice! :(

Kung & Marnir may 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

Marnir's warchant continues, interspersed with muttered curses. "Die again you ghoulish bastard!" he growls as the undead captain's blade swings throuhg the air where Marnir had been just a moment before. "Looks like the other two have slunk off," he calls as he brings his axe around to attack again.

Fast healing 4 kicks in thanks to Skald's Vigor, Free Action to continue inspired rage, Swift Action to use Arcane Strike, Full Round Action to attack green.

Axe attack: 1d20 + 22 ⇒ (16) + 22 = 38
Damage: 1d8 + 30 ⇒ (8) + 30 = 38

Axe attack: 1d20 + 14 ⇒ (14) + 14 = 28
Damage: 1d8 + 30 ⇒ (1) + 30 = 31

Stats:

HP (140) 130/(156) 130
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, fast healing 4
Melee attack (+2 furious battleaxe): +22/+14 (+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


Are you sure you want to do that?

Very close to finishing it, but it still stands. Remember Red is entombed and not acting.


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 repeats his earliers strategy, trying to barrel through the Marnir and the gap to come through on the other side of the drauger, where he immediately wheels and takes advantage of his captain's flank.
Pretty sure I made the Acrobatics check this time, but roll it back if I'm wrong.

Actions:

Move: 15' through enemy square
Standard: attack green

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

+5 furious greatsword, flank: 1d20 + 27 + 2 ⇒ (7) + 27 + 2 = 36
Damage, S: 2d6 + 30 ⇒ (2, 6) + 30 = 38 +3 if draugr cast spells or have spell-like abilities


Stats:

HP 39+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: +8 vs spells/spell-like abilities
Conditions: rage
Melee (+5 furious greatsword): +27/+19/+14 (+12 BAB, +7 str, +5 enhancement, -0/-4/-4 power attack, +3 rage)
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)
21/27 rds Rage remaining


Are you sure you want to do that?

Kung just manages to slip past Green and cut it down. He notices that there is no sign of the other two Draugr?

Orange & Yellow advance remorselessly on Niobe.

Greatsword Orange: 1d20 + 19 ⇒ (9) + 19 = 28
Greatsword Yellow: 1d20 + 19 ⇒ (15) + 19 = 34

damage: 2d6 + 15 ⇒ (1, 6) + 15 = 22
damage: 2d6 + 15 ⇒ (1, 5) + 15 = 21

Two Fort saves DC18 please Niobe. Each fail drains a level.

Niobe & Callidora may act.


ADVENTURE PATH COMPLETE

Fort save: 1d20 + 12 ⇒ (10) + 12 = 22
Fort save: 1d20 + 12 ⇒ (1) + 12 = 13

Niobe shouts. "Need help!" is all she can gasp before she takes a futile stab at one of the draugr.

Spear attack: 1d20 + 11 ⇒ (3) + 11 = 14


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)

"Get away from her you ^$@#&&!^!#$^!!#$" Callie screams as she practically jabs the wand into one of the Draugr's faces before firing a sizzling bolt of lightning.

Lightning Bolt (DC 16 Reflex for 1/2): 9d6 ⇒ (1, 5, 3, 2, 2, 6, 3, 1, 3) = 26

Not sure if I'm able to get both in a line, if I am I'd aim for both

Traslation: Vilest possible merfolk cusswords


Are you sure you want to do that?

With Red entombed and Green dead Marnir & Kung also get to act now.

ref save vs Lightning bolt Orange: 1d20 + 8 ⇒ (15) + 8 = 23
ref save vs Lightning bolt Yellow: 1d20 + 8 ⇒ (17) + 8 = 25

Callidora inflicts a little damage on the pair of Draugr captains.

Marnir & Kung may 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

Marnir stands aside as Kung barrels past him before cutting down the undead captain. He's about to advance further into the crypt when he hears Cally's scream of invective as the two other draugr appear around the corner. "Get back you bastards!" he growls between stanzas of his warchant. "Kung, can you get round behind them?" he asks before stepping up into the doorway next to Cally and bringing his axe around in a whistling arc to protect her and Niobe.

Free Action to continue inspired rage, Free Action to 5ft step, Swift Action to use Arcane Strike, Full Round Action to full attack yellow.

Axe attack: 1d20 + 22 ⇒ (10) + 22 = 32
Damage: 1d8 + 30 ⇒ (3) + 30 = 33

Axe attack: 1d20 + 14 ⇒ (13) + 14 = 27
Damage: 1d8 + 30 ⇒ (1) + 30 = 31

Stats:

HP (144) 130/(156) 130
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, fast healing 4
Melee attack (+2 furious battleaxe): +22/+14 (+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)
25/28 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)

Unsure what to do next with no enemies in sight, Kung is grateful to have instruction from his captain. He wastes no time, darting around the corner with his pegleg tapping on both ice-cold rock and small patches of ice itself. Circling around the way the draugr did, he positions himself to flank with Marnir, and brings his greatsword down hard.

Actions:

Move: 40'
Standard: attack yellow

+5 furious greatsword, flank: 1d20 + 27 + 2 ⇒ (3) + 27 + 2 = 32
Damage, S: 2d6 + 30 ⇒ (6, 6) + 30 = 42


Stats:

HP 39+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: +8 vs spells/spell-like abilities
Conditions: rage
Melee (+5 furious greatsword): +27/+19/+14 (+12 BAB, +7 str, +5 enhancement, -0/-4/-4 power attack, +3 rage)
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)
20/27 rds Rage remaining


Are you sure you want to do that?

Marnir & Kung respond to their crewmates calls, hammering Yellow until it is barely standing.

who?: 1d3 ⇒ 2

Yellow responds by swinging at Marnir

Greatsword: 1d20 + 19 ⇒ (14) + 19 = 33
Greatsword: 1d20 + 14 ⇒ (15) + 14 = 29

Mirror image Marnir=1: 1d5 ⇒ 3
Mirror image Marnir=1: 1d4 ⇒ 4

His blows cutting through the confusing images around Marnir.

who?: 1d2 ⇒ 2

Orange turns to the newly arrived Kung and tries to make his welcome fatal.

Greatsword: 1d20 + 19 ⇒ (17) + 19 = 36
Greatsword: 1d20 + 14 ⇒ (3) + 14 = 17

damage + Energy drain: 2d6 + 15 ⇒ (1, 5) + 15 = 21

Fort save DC18 please Kung

Everyone can now act!

Rolled randomly for who Yellow & Orange went for. Neither decide to finish off Niobe. :)


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

The undead pirate captains are proving more resilient than Marnir expected. He dodges the sword of the nearest, the malign intelligence powering the dead pirate being fooled by his illusions enough to keep Marnir safe for now, before retaliating with his axe. His warchant still continues to echo around the crypts, the harsh syllables bouncing off the ancient stone.

Free Action to continue inspired rage, Swift Action to use Arcane Strike, Full Round Action to full attack. First attack is at yellow and if it's destroyed I'll 5ft step over it's remains to direct my second attack at orange.

Axe attack, flanking: 1d20 + 22 + 2 ⇒ (11) + 22 + 2 = 35
Damage: 1d8 + 30 ⇒ (6) + 30 = 36

Axe attack: 1d20 + 14 ⇒ (3) + 14 = 17 +2 for flanking if I'm still attacking yellow
Damage: 1d8 + 30 ⇒ (7) + 30 = 37

Stats:

HP (148) 130/(156) 130
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, fast healing 4
Melee attack (+2 furious battleaxe): +22/+14 (+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)
24/28 rds raging song remaining


Are you sure you want to do that?

First attack finishes Yellow. Second attack is a miss on Orange. Which is going to take a full round from Kung so its future looks dim.


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 DC 18: 1d20 + 17 ⇒ (1) + 17 = 18 +8 supersition if vs spell/spell-like ability
The only result that Kung can fail on!

Does he still get these attacks?

Actions:

5' step
Full round: full attack

+5 furious greatsword: 1d20 + 27 ⇒ (1) + 27 = 28 +2 if Niobe provides a flanking foil (weapon out)
Damage, S: 2d6 + 30 ⇒ (5, 1) + 30 = 36

+5 furious greatsword: 1d20 + 19 ⇒ (12) + 19 = 31 +2 if Niobe provides a flanking foil (weapon out)
Damage, S: 2d6 + 30 ⇒ (2, 3) + 30 = 35

+5 furious greatsword: 1d20 + 14 ⇒ (4) + 14 = 18 +2 if Niobe provides a flanking foil (weapon out)
Damage, S: 2d6 + 30 ⇒ (4, 3) + 30 = 37


Stats:

HP 20+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: +8 vs spells/spell-like abilities
Conditions: rage
Melee (+5 furious greatsword): +27/+19/+14 (+12 BAB, +7 str, +5 enhancement, -0/-4/-4 power attack, +3 rage)
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)
19/27 rds Rage remaining


Are you sure you want to do that?

@Kung. It's a Supernatural ability I'm afraid. So you lose a level to the drain. Does that mean you still have 3 attacks?


Are you sure you want to do that?

Kung hits twice, his last attack skidding off leathery undead flesh. Would have missed even without the negative level.

Niobe & Callidora to act.


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Are you sure you want to do that?

Sorry, my mistake. I didn't remember to add Callidora's lightning bolt damage to the totals. Yellow & Orange are now dead. I'll handwave Red as he's still trapped in an icy tomb. Might be a good time to heal up a bit?

Where to now?

Loot:
MW Breastplate (4),
Me Greatsword (4).


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

The echoes of Marnir's warchant fade as the last of the undead captains collapses back into death. "Is everyone alright?" he asks, looking around at the others.


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)

Callidora quite attentively takes care of Niobe's wounds, applying the wand to heal her. "Are you okay? Are you hurt?"

Niobe
CLW: 1d8 + 3 ⇒ (3) + 3 = 6
CLW: 1d8 + 3 ⇒ (1) + 3 = 4
CLW: 1d8 + 3 ⇒ (8) + 3 = 11
CLW: 1d8 + 3 ⇒ (3) + 3 = 6
CLW: 1d8 + 3 ⇒ (3) + 3 = 6
CLW: 1d8 + 3 ⇒ (4) + 3 = 7


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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)

Kung points at the double door on the opposite side of the room, then pauses. "Oh, wait. Kung got cut. Kung forget."

cure light wounds: 1d8 + 3 ⇒ (7) + 3 = 10
cure light wounds: 1d8 + 3 ⇒ (8) + 3 = 11
cure light wounds: 1d8 + 3 ⇒ (1) + 3 = 4 close enough!

139/140 hp, assuming Cally will heal Kung, too :)


Are you sure you want to do that?

You have the double doors off E3, or the crypts in E5. Which are you searching?


ADVENTURE PATH COMPLETE

"I don't... feel so good," says Niobe. "Just... off-kilter. Like having a bad day, but it's a really bad day."

She squares her shoulders and says, "I'll power through. Maybe I'll feel better after we get some rest, when we're done."


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)

Should have asked earlier; does anyone have a full restoration spell to heal Kung's neg level, or will we have to deal with that later?


ADVENTURE PATH COMPLETE

Restoration does not appear on the druid list, so we are basically screwed.


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)

Not on the Witch list either

Callidora looks concerned at Niobe's still drained state, but nods, determined to see them safely through this so that she could rest.


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, looking for the next place to go, approaches the double-doors immediately to the east. "Go here?" he asks.


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

If we can find the 1000gp per casting of diamond dust I can cast restoration using Spell Kenning as it's on the cleric list.

Marnir sees Niobe and Kung's slightly pained looks. "Once we're out of here I can help you out, but for now we have to push on," he says, disappointed that he can't do any more for them right now. "Aye, this way," he agrees, moving towards Kung and listening at the doors.

Perception: 1d20 + 23 ⇒ (16) + 23 = 39


Are you sure you want to do that?

You hear nothing behind the doors.

What now?


ADVENTURE PATH COMPLETE

Niobe nods. "Only way out is through, right?"


Are you sure you want to do that?

So are you opening the doors?


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 nods to Kung to grab the other door as he takes hold of one. He hefts his axe in his right hand, nods again to Kung, and hauls the door open with his left, ready to face down whatever horror might lurk beyond.


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Are you sure you want to do that?

E4 Collapsed Crypt
Burial niches containing skeletal remains line the south and east walls of this crypt. Around the corner to the north, the ceiling has collapsed, burying that portion of the room beneath tons of dirt and rock. A few items are scattered across the floor from the collapse.

Loot:

+1 Adamantine Dagger (Ghost touch)
Amulet of Natural armor +3
Wand of Restoration (9 charges)
3556gp

No comments on that wand please. :)

With that cleared you move back to the last area.

E5. Flooded Crypt
This crypt is only partially finished-the eastern wall contains carved burial niches, but the north and west walls remain rough-hewn stone. To the northwest the floor has subsided, allowing a pool of dark water to form.

The pool in the northwest is full of seawater and is 5' deep. A successful DC25 Perception check reveals a secret door in the second burial niche from the north, which opens onto a long, sloping tunnel that leads north and east approximately 400 feet to area F1.

What are you doing 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

"Seems like a good time to rest up," Marnir suggests, seeing Kung and Niobe still suffering a little from the touch of the undead pirate captains.

Looks like Cally is the only one of us who might be able to use the not-at-all-suspicious wand.


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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)

"Go ahead; Kung wait. Kung know Cally love Nobie. Do Nobie first."


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)

Callidora stops in her tracks, her eyes widening as she looks at Kung, then at Niobe, her cheeks flushing furiously as her mouth works trying to find something to say, while blown away by Kung's unexpected insight.

"I..um..that is to say... okay, just a minute Kung, " she says, turning to Niobe and unable to suppress a quiet smile, her fave still fully flushed as she proceeds to make use of the wand. Cioldryss flits around the mermaids clearly quite entertained.

UMD: 1d20 + 12 ⇒ (16) + 12 = 28
Cast Restoration with wand

Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target, it also dispels temporary negative levels or one permanent negative level.

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