The Aquatic rise GM Espíritu (Inactive)

Game Master Riuk

-random ship you know nothing about-


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-random ship you know nothing about-

im most games i run /play in the pet just goes on the turn of its master


Male Grippli Alchemist 1/Ranger 1 AC: 13 T: 13 FF: 10 || HP: 9/9 || F: +3 R: +4 W: +2 || Init: +2 Per: +6 CMD: 11

Unsure of how to be useful without his normal gear, Qwop will sheepishly follow the rest of the crew.


Riom, still dizzy from lack of water moves slowly to behind Qwop, not saying anything but raising his fists, his hippocampus legs pushing his fish tail along slowly over the floor.


-random ship you know nothing about-

round #1:
Isuri-is standing ready pet did not do anything
Mrogan-has found a sleeping man
Alex-full withdraw
Riom- dragged his sea tail forward
Maz-still has a action
Gripfoot-is sharking in his webbed feet

going forward with biddies turn
@mrogan can post your action when ever since your not technically in combat

the sailors move forward and see all of you save morgan

"well it seems some of the fish are out of the pen.."

New round #2 since the whole move was spent getting to you ^_^ players are up


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Those other rooms downstairs were cells as well right? Ah well the others will let me know if there is a problem.

Loath to just murder the man in his sleep,Sharky looks around for anything with which he could disable the lock and trap the man, also keeping his eyes open for anything else that would be useful.
Perception: 1d20 + 9 ⇒ (11) + 9 = 20
stealth: 1d20 + 6 ⇒ (14) + 6 = 20
and to lock,jam the door once i am done, pleas add modifiers as appropriate for what i find tools wise
disable device: 1d20 + 6 ⇒ (7) + 6 = 13


-random ship you know nothing about-

Morgan finds a short sword and three daggers he finds that since the door opens outwards he can use one of the daggers to stop the door from opening. By wedging the dagger under the door it's not a permanent solution but it would stop someone for a little bit of time from getting out

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-random ship you know nothing about-

fate: 1d100 ⇒ 38

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-random ship you know nothing about-

He also found one spell component bag yay For Someone. .. ^_^

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HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Jackpot, this should improve the odds of getting out of here. And that should hold him up for a while.

Heading downstairs to hand out the loot.
"So look what uncle Sharky found y... What the hell?I am gone 5 minutes..."

Seeing the fight about to begin Morgan moves to the back of the group handing out the loot to whoever wants it, but keeping 1 dagger for himself.


Female Changeling Witch 1/Druid 1 AC: 12 T: 11 FF: 11 || HP: 9/9 || F: +2 R: +1 W: +5 || Init: +1 Per: +9 CMB: +3/5 CMD: 14/16

Isuri will cast long arm on herself. She directs her mantle of seaweed to drop to the ground and be ready to intercept any foes.


Male Grippli Alchemist 1/Ranger 1 AC: 13 T: 13 FF: 10 || HP: 9/9 || F: +3 R: +4 W: +2 || Init: +2 Per: +6 CMD: 11

Qwop will take the component pouch, peering into it and sighing slightly to himself.

"Such crude components these are. How am I expected to make my incredible potions with these? Bah, they will suffice."

Qwop will retrieve some of the components and starts to mix them together.

Do I have any extracts (spells) for the day? Can I mix them quickly?


Female Changeling Witch 1/Druid 1 AC: 12 T: 11 FF: 11 || HP: 9/9 || F: +2 R: +1 W: +5 || Init: +1 Per: +9 CMB: +3/5 CMD: 14/16

further clarifying my action and adding some flavor, because its fun.

As Isuri's arms grow freakishly long, her claws drag menacingly along the floor and she smiles nakedly across the stairway opening at the sailor.

Her seaweed will make a 5' position to a spot in the choke point. What are the sailors using for light? It was basically dark for us here, do they have lanterns or torches? I'm hoping the seaweed will be more or less unnoticeable if its pitch black. (It has stealth +7 if you require a roll, It will creep slowly.)


-random ship you know nothing about-

Round #2 recap so far
Morgan= uncy mogan handed out weapons
Isuri=arms have grown in length
Gripfoot=now has a component bag-you can make your bombs with no issue according to the rules ^_^, but no on the extracts since those have to be prepared at the begging of the day and take 1 min per to make and mutagens take 1 hour so...
riom=can still act
alex=can still act

also can you all please use a post your actions like this when in combat
example
Round 1, Initiative 22
AC15, HP 5/8
MA:
SA:
Damage:
or
Round 2, Initiative 13
AC 15; HP 1/11
Full-round:
MA:
thanks


@Isuri= the sailors in the back are holding lanterns


Male Grippli Alchemist 1/Ranger 1 AC: 13 T: 13 FF: 10 || HP: 9/9 || F: +3 R: +4 W: +2 || Init: +2 Per: +6 CMD: 11
GM Espíritu wrote:

Gripfoot=now has a component bag-you can make your bombs with no issue according to the rules ^_^, but no on the extracts since those have to be prepared at the begging of the day and take 1 min per to make and mutagens take 1 hour so...

Ok, perfect! I can now do something!


Swashbuckler 1/Waves Oracle 3 | HP 33/33 | AC 16, Touch 13, FF 13 | CMB +1 | CMD 14 | Fort +3, Ref +6, Will +3 | Init +3 | Perception +7

Yeah I got nothing either. No useful weapon and or spells. Guess I go grab the shortsword. I assume I no longer have a Divine Focus?


Male Grippli Alchemist 1/Ranger 1 AC: 13 T: 13 FF: 10 || HP: 9/9 || F: +3 R: +4 W: +2 || Init: +2 Per: +6 CMD: 11
Alexander Drake wrote:
Yeah I got nothing either. No useful weapon and or spells. Guess I go grab the shortsword. I assume I no longer have a Divine Focus?

Oracles don't need divine foci for their spells.


Swashbuckler 1/Waves Oracle 3 | HP 33/33 | AC 16, Touch 13, FF 13 | CMB +1 | CMD 14 | Fort +3, Ref +6, Will +3 | Init +3 | Perception +7

I'll be damned. Didn't see that.

Alex retrieves the lone shortsword from Morgan and tests its balance. Satisfied, he gripped it tightly and focused. A blue aura shoots up the blade starting from his hand and settles into a thin sheet along the edges.

Round 2
AC 13, HP 6/12
MA: Get to Morgan and grab a weapon
SA: Magic Weapon


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Just a little 'bump' post now the wknd is over.
Having handed out the weapons, Morgan readies himself for the fight, testing the the dagger in his hand he thinks Well it isn't as sharp as i would like, but it will do. If i can just get behind them, they won't like where i stick this!
A wicked smile now lines his face.


Female Changeling Witch 1/Druid 1 AC: 12 T: 11 FF: 11 || HP: 9/9 || F: +2 R: +1 W: +5 || Init: +1 Per: +9 CMB: +3/5 CMD: 14/16

Isuri crouches ferally, staring down the sailors a few yards away, ready to fight. Her mismatched eyes flash with a predatorial gleam. Her hands and daggerlike claws, drip with sticky blood from her previous victim.

welcome back everyone, lets kick some butt!


-random ship you know nothing about-

ok lets see recap
every one just got ready right? so baddies turn ^_^

the first man steps up walking right by the seemingly random piece of sea weed on the floor as it lashes out at him attack: 1d20 + 2 ⇒ (19) + 2 = 21

it strikes Damage: 1d4 ⇒ 2 him hard on the arm as this sentient vine attempts to entangle him grapple: 1d20 + 5 ⇒ (16) + 5 = 21 and it dose "what kind of witch craft help me kill them but help me!!" the other two men are too dumb founded to act and just stand transfixed by what just accrued

players up


Female Changeling Witch 1/Druid 1 AC: 12 T: 11 FF: 11 || HP: 9/9 || F: +2 R: +1 W: +5 || Init: +1 Per: +9 CMB: +3/5 CMD: 14/16

With her elongated claws, Isuri attacks the sailor.

Should the silor actually be in the same square as the seaweed? Either way I can reach blue guy or green guy without moving. Just making sure who went where.

Claw Attack: 1d20 + 3 ⇒ (16) + 3 = 19 vs. grappled foe.
Claw Attack: 1d20 + 3 ⇒ (17) + 3 = 20 vs. grappled foe.

Claw Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Claw Damage: 1d4 + 3 ⇒ (4) + 3 = 7

If he still lives, the vine will attempt to maintain the grapple, and if successful pin him.

Grapple maintain: 1d20 + 5 ⇒ (1) + 5 = 6


Swashbuckler 1/Waves Oracle 3 | HP 33/33 | AC 16, Touch 13, FF 13 | CMB +1 | CMD 14 | Fort +3, Ref +6, Will +3 | Init +3 | Perception +7

Fairly sure he is dead. Nice rolls. Also, Maintaining a Grapple gives you a +5 to the check.

Alex goes to stand next to the vicious changeling and twirls the shortsword lazily. "Next?"

Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Round 3
AC 13, HP 6/12
MA: Move next to Isuri
SA: Readied action to attack the first target to get close.


Female Changeling Witch 1/Druid 1 AC: 12 T: 11 FF: 11 || HP: 9/9 || F: +2 R: +1 W: +5 || Init: +1 Per: +9 CMB: +3/5 CMD: 14/16

Oh yeah forgot about the bonus to maintain. Also forgot about properly formatting my rounds. Here's that.

For what its worth:
Round 3
-
Isuri
AC 12, HP 9/9
Full Attack: 2 claws
-
Plant Companion
AC 15 HP: 11/11
Standard Action: Maintain Grapple with 'do damage option'
an extra +5 would be an 11 vs the sailors CMD.


Riom, slithers up to the nearest guard and uppercuts him in the chin.

Round 3, Initiative 1d20 + 3 ⇒ (5) + 3 = 8
AC11, HP 13/13
Attack (unarmed strike) : 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Also gm, Yay or nay on animal companions from the cerulean seas bestiary?


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Unable to get to his usual place behind the enemy this turn, Morgan moves closer "Not only are we out of the pen, but now we are armed and dangerous. We have already killed some of your colleagues and you are next!"
Morgan will move up behind the front line if possible, if there aren't any spaces he will move to the entrance to room 7.
Round 3
AC 12, HP 9
MA: Move behind front line or to entrance to room 7
SA: Demoralise opponent

Intimidate: 1d20 + 2 ⇒ (1) + 2 = 3
Ha ha, about as scary as a pink bunny rabbit!


-random ship you know nothing about-

ok good work all ^_^
The man tangled in the living vine is held up as if ready to be sacrificed to some god Isuri comes up and using her horribly sharp nails she gives that puppet two swipes across his abdomen and as he shakes to get free his entrails fall out with a sickening spat he convulses but the vine as if to end his suffering snaps his neck and he goes limp.

Alex moves forward and runs one of the men trough holding him as the life drains from his body and spills to the floor, Riom see this as a chance to move well and using the spilt blood as lubricant he slithers across the old wood as he would slither on water using this movement he delivers a strong hit on the last mans jaw shattering it and when he falls back his head hits the wall and stops blood slowly falls from his eyes as tear drops and it plane to see a miss hammered nail has entered this sad mans head ending his life.

Uncle Sharky moves up spouts off some threats then he blinks oh I seem to be late to the party again ...well... he thinks to him self

@Riom that's a no I have not had a chance to buy the book yet, but once I do ill look it over and you can change your companion if you want to ^_^

were too now? and sorry for the absence every time I sat down on a computer I had to go fix a new problem to day ...work


Female Changeling Witch 1/Druid 1 AC: 12 T: 11 FF: 11 || HP: 9/9 || F: +2 R: +1 W: +5 || Init: +1 Per: +9 CMB: +3/5 CMD: 14/16

Haha love the sliding on blood mer-man thing.

Did rooms 1-4 get checked earlier?

"We should find your gear, and then escape, although I plan to sink this ship somehow. We should move quickly. Once the bodies are found, we will be fighting the entire crew. Down, Up, or check around here more?"

With a wave of her hand, the vine drops the man and climbs back onto Isuri, a mantle of green combined with the red of the blood and gore.


Male Grippli Alchemist 1/Ranger 1 AC: 13 T: 13 FF: 10 || HP: 9/9 || F: +3 R: +4 W: +2 || Init: +2 Per: +6 CMD: 11

If Qwop did no actual fighting during the fight, did he have enough time to mix at least one extract?


-random ship you know nothing about-

@Isuri you don't find anything of interest
@Gripfoot rounds are only 3 seconds so no but you can make 1 extract if you want in this time ill just say it takes an hour as you all looking for stuff


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

"Ok everyone so i think we are best off working our way up to the top, where we can go over the side if it all goes pearshaped. If we ignore the deck below and carry on up. So far I have found a store cupboard and a cabin with a guy asleep, which i have wedged the door so he can't get out too easily. Shall i head on up and see if I can find us more weapons and loot?


Female Changeling Witch 1/Druid 1 AC: 12 T: 11 FF: 11 || HP: 9/9 || F: +2 R: +1 W: +5 || Init: +1 Per: +9 CMB: +3/5 CMD: 14/16

Isuri nods at Morgan. "Before you go..."

Isuri casts Message on Morgan. "This will last 10 minutes and let us communicate in whispers remotely. It will be difficult for others to hear, but not impossible. I suspect you can go anywhere on the boat and still be within range. I will whisper a single word from time to time and you will be able to respond."

Isuri needs some copper for this to work, If she can find copper in any of the rooms or on the sailors, in the form of crude jewelry, belt buckles, copper pieces, lanterns, candlesticks, tools, trinkets, door or furniture hardware, eating/drinking ware, navigation tools, map cases, or any other of the million things that might have copper it them on a ship, she will sliver a coil off and roll it up.


Swashbuckler 1/Waves Oracle 3 | HP 33/33 | AC 16, Touch 13, FF 13 | CMB +1 | CMD 14 | Fort +3, Ref +6, Will +3 | Init +3 | Perception +7
Isuri wrote:
"We should find your gear, and then escape, although I plan to sink this ship somehow. We should move quickly. Once the bodies are found, we will be fighting the entire crew. Down, Up, or check around here more?"

"How do you sink something that shouldn't even float? Its made of metal." Alex also searches the men and the room they inhabited until recently for their stuff or something better than his current weapon.


Female Changeling Witch 1/Druid 1 AC: 12 T: 11 FF: 11 || HP: 9/9 || F: +2 R: +1 W: +5 || Init: +1 Per: +9 CMB: +3/5 CMD: 14/16

"We steer it into the rocks, or light their black powder on fire. Or both."


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

"Sounds good, and be ready, I may need some help out there. Anyone want to bet on what if find in the next room?"

Would I be able to see a difference between an outside door (1st door on left after the stairs main deck) and an inside door (room 9 main deck)? Maybe profession sailor or perception? Looking for a legitimate player reason not to go out on the deck yet

Disguise in place, Morgan heads back upstairs.
Stealth: 1d20 + 6 ⇒ (9) + 6 = 15
Perception: 1d20 + 9 ⇒ (3) + 9 = 12


Female Changeling Witch 1/Druid 1 AC: 12 T: 11 FF: 11 || HP: 9/9 || F: +2 R: +1 W: +5 || Init: +1 Per: +9 CMB: +3/5 CMD: 14/16

Isuri waits with the others and decides the best place to maintain vigil.


-random ship you know nothing about-

OK that was my bad ad I look at the map the only way to get up stairs would be to go to the main deck but sint that was my mistake...lol the only way up is from the stairs by floor 8 and after the right onto the main deck

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Male Grippli Alchemist 1/Ranger 1 AC: 13 T: 13 FF: 10 || HP: 9/9 || F: +3 R: +4 W: +2 || Init: +2 Per: +6 CMD: 11

In this time, Qwop stands at the ready, a few vials of pre-mixed concoctions at the ready.

"Look all, I have my things ready!"

He turns to show his new found comerades, only to notice they were all busy with their respective tasks.

"No matter, my expertise is undeniable..."

Now I can use my bombs and 1 extract of Adhesive Spittle.


Female Changeling Witch 1/Druid 1 AC: 12 T: 11 FF: 11 || HP: 9/9 || F: +2 R: +1 W: +5 || Init: +1 Per: +9 CMB: +3/5 CMD: 14/16
Qwop Gripfeet wrote:

Now I can use my bombs and 1 extract of Adhesive Spittle.

Sweet that will up our level of shenanigans nicely :)

Isuri fixes her gaze upon Qwop, who had been busy until now fussing over reagents. It was well that everyone was improvising what they could from the situation.


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3
I said wrote:
"Ok everyone so i think we are best off working our way up to the top, where we can go over the side if it all goes pearshaped. If we ignore the deck below and carry on up. So far I have found a store cupboard and a cabin with a guy asleep, which i have wedged the door so he can't get out too easily. Shall i head on up and see if I can find us more weapons and loot?

I missed that with the map too, would it make it easier if i changed this previous post to the one i have put below, to bring it all back in line?

"Ok so when I got the weapons, it involved going out on the main deck and I only got away with it because of my disguise. We are clearly not ready for that yet, so how about we go down into the hold and see if we can find more weapons first, before we have an all out fight in our hands? What do you reckon?"

If everyone is ok with that slight dislocation of what happened, i will start searching in the hold (steerage deck, main area and room 5 to start)


-random ship you know nothing about-

yes that's fine

-Posted with Wayfinder


Will be away an unable to post for a few days, sorry 'bout that.


-random ship you know nothing about-

ok thanks for letting me know

Morgan moves to the lower deck his knowledge of ships tell him there is no possible way this entire craft is made of metal but once he reaches the room marked 5 it plane to see as even the doors are made of metal...

Morgan opens the door to room 5 to find two more men sleeping on cots one above the other so as to save space.


Female Changeling Witch 1/Druid 1 AC: 12 T: 11 FF: 11 || HP: 9/9 || F: +2 R: +1 W: +5 || Init: +1 Per: +9 CMB: +3/5 CMD: 14/16

Isuri keeps an eye on the stairs from the decks above.


Swashbuckler 1/Waves Oracle 3 | HP 33/33 | AC 16, Touch 13, FF 13 | CMB +1 | CMD 14 | Fort +3, Ref +6, Will +3 | Init +3 | Perception +7
Alexander Drake wrote:
Alex also searches the men and the room they inhabited until recently for their stuff or something better than his current weapon.

Anything?


-random ship you know nothing about-

I forget alex is it you and morgan who look completely human

fate: 1d100 ⇒ 69

-Posted with Wayfinder


-random ship you know nothing about-

Alex pushes past Morgan and he stares on in horror as he looks around the room to find anything useful but just buy some grace he does not wake up the two sleeping men in the cots

no you don't find anything save for some clothing and a really nice pair of boots

-Posted with Wayfinder


Swashbuckler 1/Waves Oracle 3 | HP 33/33 | AC 16, Touch 13, FF 13 | CMB +1 | CMD 14 | Fort +3, Ref +6, Will +3 | Init +3 | Perception +7

I am not talking about that room I was talking about the one the men we just slaughtered came from. There are still rooms on this floor we haven't checked right?


-random ship you know nothing about-

oh lol no isuri already checked them

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Female Changeling Witch 1/Druid 1 AC: 12 T: 11 FF: 11 || HP: 9/9 || F: +2 R: +1 W: +5 || Init: +1 Per: +9 CMB: +3/5 CMD: 14/16

We could probably break up some furniture, improvised table leg club or something.


-random ship you know nothing about-

yes that can be done

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