The Bonds of Hope (Inactive)

Game Master DireMerc

A group of young heroes are precipitated into an adventure that reveals their true heritage and their destiny.

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Fumble: If you roll a natural 1 on your attack roll, make a dexterity check. If you get less than 10 you fumble. If you get more than 10 your attack simply misses very badly. If you roll a natural 20 you get your attack back, roll another attack roll!

Super crits: If you roll a natural 20 on a critical and when you roll another 20 to confirm this is a super crit, increase your weapons modifier by 1. (ex: X2 becomes X3)

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: You are villains. Villains are smart, resourceful and have style! Have you ever seen a memorable villain that could just swing his sword and do nothing more?

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."


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Male Human Follower Alias

Err how are you tagging the cleric if iirc extracts are restricted to the creator. I'm probably missing something but am just wondering what I missed!


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

If we get a small crew it and get to them as they arrive it will make it much easier to do a stealth run and sneak the princess off the ship and is cheaper


Victor Krishna wrote:
Err how are you tagging the cleric if iirc extracts are restricted to the creator. I'm probably missing something but am just wondering what I missed!

You are completely right. I thought I had picked up infusion already, but that was another character...so I can't tag the princess...guess we and the cleric fight our way out of the hold, then...

@Riven: I think that ship has sailed, we already caught up to them. Also, we could be late, then we would have to actually liberate her from her husband-to-be...I would assume shortly after they arrive they'll collect their bounty. And we'd be in a hurry if we then want to get her out before wedding night...*shrug* stuff can always go wrong...no worries, on our next operation I'll happily back your plans.


Male Human Follower Alias

Or, I can prep three invisibility spells? One for me, one for the cleric, and one for the princess, while you can use your own invisibility extract on yourself. I'll even have Vanish for my own personal use if things get really awkward.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

*Quietly keeps Inspired Spell on standby, just in case there's anything else we need*


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10
Janus Alistair Eden wrote:


@Riven: I think that ship has sailed, we already caught up to them. Also, we could be late, then we would have to actually liberate her from her husband-to-be...I would assume shortly after they arrive they'll collect their bounty. And we'd be in a hurry if we then want to get her out before wedding night...*shrug* stuff can always go wrong...no worries, on our next operation I'll happily back your plans.

No one really got a say so if we voted another way it would be an easy recon since it was so recent, I'd prefer you back whats best IC not just what my character says


Riven White wrote:


...I'd prefer you back whats best IC not just what my character says

Sure enough...but since we most likely cannot predict the outcome of most choices, almost all plans have a chance to fail, and I don't expect you to suggest something inherently flawed/stupid, I may as well back you up the next time we need to make a an arbitrary decision- *shrug* Doesn't mean I do so blindly, and if someone else comes up with something better, I'd expect us both to support that idea, then.


You make your preparations as the ship grows closer. Once in range your crew retreats to the lower decks except for a few brave volunteers (they are not trained for combat as per you request)

The enemy ship fires volleys of arrows as you approach.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

Aside from taking cover behind the most solid thing she can find, Cynthia will continue to keep her dispel readied and otherwise wait patiently until the ship is in close range.


"Get to cover!", Janus will, hopefully needlessly because they already act, shout at the volunteers, before taking Cover himself. Just to be slightly more on the safe side, he will gulp his Shield extract when they get close enough that cover may not provide immunity to their projectiles any longer courtesy of different firing angles.


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

Riven casts mage armor on herself in preparation for the fight.

New AC: 23


Male Human Follower Alias

Victor notes that the ships are not close enough to easily board, so while following the excellent suggestion mentioned by Janus, he will also take cover, and begins casting his buffs with Mage Armor, Shield, and then Mirror Image in that order until he can find a safe spot to board, after which he will immediately cast Invisibility and head over.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Profession (Sailor) Untrained: 1d20 ⇒ 19

Flare lets out a frustrated sound as everyone takes cover, and the ship begins to get peppered with arrows. She doesn't really have any idea what she's doing, but with the majority of the crew below deck... They needed people to keep the boat moving properly. Why they'd hired a crew of sitting ducks was beyond her. It might have been a good idea to give the other ship a wide berth and then have them come to this ship, like Janus had suggested. Pretend to be a heavy merchant ship. But too late now, mostly.

So she set to work just trying to keep the ship running smoothly, braving the arrow storm in the process.


Flare manages to help keep the sails properly aligned but most of the speed right now is coming from the rowers below deck.

Alright so lets say arrow volley will deal 3d8 damage to everyone on deck with a reflex for half. +2 on save for being in cover.

arrow volley: 3d8 ⇒ (2, 6, 2) = 10

Ship closes to 60 feet apart will be side by side next round.


Male Human Follower Alias

Reflex Save: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23

Victor easily avoids most of the arrow barrage and spots that the ships will be next to each other the following round. Quietly popping Shield, Victor uses his move action to leap from cover to cover, trying to get as close (distance wise) to where the two ships will meet, in order to make the most use of his limited duration invisibility spells.

Current HP 30/35. Current AC: 21.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

What's the DC?

Reflexes: 1d20 + 10 ⇒ (4) + 10 = 14
LoH (Swift, Self): 1d6 ⇒ 4


Sorry dc 15


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

Avoiding stuff like that is why I look for total cover. XD; *Squishy caster*

Reflex: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7

...Well blit.

Despite her best efforts, the boat tilted at exactly the wrong time, and Cynthia was hit will the full force of the arrow barrage. A pained cry came out of her mouth, but after a moment, she started digging through her bag for a wand. She had exactly no desire to engage in hand-to-hand combat, so she might as well help from afar...

Retrieving that Wand of Magic Missile. XD


Reflex Save: 1d20 + 9 ⇒ (14) + 9 = 23

Seeing the ships close, Janus avoids most of the enemy barrage, and prepares to board with Victor...but first, he might as well help even the odds a bit. Detaching one of the Spheres from the necklace of Fireballs, he hurls it at the enemy archers.
Fireball, covering as many archers as possible, DC14 Reflex: 3d6 ⇒ (4, 3, 6) = 13

Unless it's 8 or more archers volley-firing that I could cover, in which case I'd use the 5d6 variant
Extra dice in case the bigger gem gets hurled: 2d6 ⇒ (6, 2) = 8

@Fireball: If Skulls and Shackles ship handling is applied, a little fire shouldn't be a problem IF the ship even catches on fire. If lucky, some of their crew will try and put it out, occupying them with a task that is not killing us...smoke may provide cover for people on our ship...all in all the opposition seems heftier than expected if they can cover a whole ship in volley fire from archers, so taking over the enemy ship MAY be out of the question anyway- so incinerating some archers and possibly setting a fire seemed like a tactically sound opportunity


Doesn't set the ship on fire and yes I do use those as reference.

The dozen pirates on the deck of the other ship drop their bows and draw swords waiting for the ship to close.

boarding action map


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

Reflex: 1d20 + 4 ⇒ (1) + 4 = 5

31/41 hp, So is it our turn in combat or?


your turn yes


Cynthia popped up for just a moment, hurling a Slumber hex at the man who looked like he was in charge. He'd probably be awake by the time anyone could get to him, but that wasn't really the point - she was just trying to reduce the other ship's effectiveness by taking out the person telling everyone else what to do. A few moments of disorganization might help her friends.

Targeting the guy just under the word "Bridge". Will DC 17 negates.


Holding action until after Thormod and Flare acted(both of whom I assume to actually be on the frontline, rather than Riven and some volunteer)..though looking at Thormod's main alias, he may need botting, at the least...


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

I'm going to wait for the answer to my question/requests.


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

Riven positions herself on the stairs in line with three of the enemies on the other ship then sends a swift line of yellow magic towards them that ignites shortly after reaching 30 feet.

Flame Arc

Flame Arc: 2d6 + 2 ⇒ (3, 3) + 2 = 8 DC 14 Reflex for half damage.


Male Human Follower Alias

Holding Action until we can determine if there is space to cross. If R1 is about to close and there is no real room, then I'll drop a Scorching Ray + SA to make a hole, and Janus and myself can rush through it next round.


Male Human Follower Alias

Victor casts Vanish and attempts to make the leap from one side of the ship to the other.

Acrobatics: 1d20 + 7 ⇒ (9) + 7 = 16

Obviously if there is no square to jump / land on then I won't try it.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

53/59 HP. Standard action to activate Inspire Courage. Move into the space Riven left open. All enemies not on the top deck to the left are within her AoOs' reach from there.

"Stand down, and we won't have to come across and make you." Flare says, deep voice thrumming with power over the splashing of the ocean spray. She dips into a crouching stance as part of her movement, which will help her to cover her allies, as she lunges forward to strike any of the enemies that -do- try to cross.


Utilizing the cover he also used to avoid the arrow barrage, Janus sips his invisibility extract and jumps over to the other ship as well.
Time is of the essence...Flare is buying us some, but they will figure out what we're after sooner rather than later...

Stealth: 1d20 + 9 ⇒ (8) + 9 = 17
Acrobatics: 1d20 + 9 ⇒ (8) + 9 = 17


Thalion and Andrianna are tied up in the ships hold two decks down.

Captain will save: 1d20 + 2 ⇒ (19) + 2 = 21 Manages to resist the slumber.

There is no available square on the ede for victor he would need to down a pirate or jump over one of grab on to the edge of the ship or make a bull rush attempt as he lands.

Flare can make and attack.

Janus makes it across unnoticed.


Male Human Follower Alias

Kinda frustrated that after several posts (pre map) stating Victor would get as close as possible to being able to jump over, he is now apparently unable to get across while Janus can. Nor is there any logical way for a bullrush to really be a feasible option, its just going to break my invisibility and leave me on my own against like 9 guys -__-

I really don't know what to do since Victor really NEEDS to be on that boat, but I cannot, and every round wasted is a round of invisibility that Janus is wasting waiting for me. This really couldn't have gone any worse :(


Fair enough I kinda positioned everyone at random you can be close to the front of the ship if that is the case.


Male Human Follower Alias

Ah TY, so does that mean that I successfully cross over with Janus? (though obviously, we cross at different parts of the ship)


I do assume we agreed to meet up at the way down into the ship, so I'd likely hold position there and wait for you to move on spec-ops style(hand on shoulder) - unless they go to fetch them before you arrive. Plus, invisibility is 5 minutes, a round or two likely won't make a difference, and forgetting I don't have infusion yet, I had it prepared twice. Kept it in case I need to break invisibility down there so I can refresh for the way back-


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

Did they fail the reflex for my Arcana?


@GM: Looking at the actions posted, I think we are waiting on you. Janus and Victor boarded the enemy ship. Cynthia used the Sleep Hex, Riven the Flame Arc, and Flare activated Inspire Courage and got in position for AoO against people crossing. Tormod is Inactive, so everybody in the party is accounted for in this round. So...yeah, it seems we are waiting on you.


Man I feel like it's only been a day or two since I posted and it was over a week ago my sense of time is a bit messed up O_o

reflex vs flame arc: 1d20 + 2 ⇒ (14) + 2 = 16

Assuming all those who crossed are still invisible.

The pirates remain in a defensive position those on the high deck at the back draw bows and take shots at those they can see focusing on casters.

arrow attack on Cynthia: 1d20 + 4 ⇒ (5) + 4 = 91d8 ⇒ 6
arrow attack on Cynthia: 1d20 + 4 ⇒ (13) + 4 = 171d8 ⇒ 5

arrow attack on Riven: 1d20 + 4 ⇒ (3) + 4 = 71d8 ⇒ 8
arrow attack on Riven: 1d20 + 4 ⇒ (3) + 4 = 71d8 ⇒ 6

Your go. None moved.

I finished work for today and I have saturday and sunday off so I will come back to this and update the map and add coordinates after I've had some sleep


Male Human Follower Alias

Victor attempts to unlock the door (assuming its locked). If the task fails, Victor then looks around searching for who the most likely person would be for carrying the key.

Disable Device: 1d20 + 12 ⇒ (14) + 12 = 26


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

Since the sailors didn't seem interested in avoiding the fire Riven would use it once more on the three men.

Flame Arc: 2d6 + 2 ⇒ (3, 3) + 2 = 8 DC 14 Reflex for half damage.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

One of the arrows thudded into the wood of the ship just behind her head. That had been dangerously close - which, of course, was the whole point of taking cover behind the edge of the ship in the first place. She had exactly zero intention of simply standing out exposed, where anyone could shoot at her. Instead, she simply popped up for another moment and hurled another Sleep Hex, this time at one of the archers shooting at her.


Janus, while not able to see exactly what Victor is doing, still attempts to assist him in getting the door open as well as he can, applying pressure to hinges, holding tools, anything that can be done without much coordination.
Time is of the essence, we best get in there NOW...before they figure out what EXACTLY is going on.
Plus it would get Thalion back into action-
Disable Device assist Victor: 1d20 + 10 ⇒ (12) + 10 = 22


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Flare just shakes her head as the enemies choose not to move at all the most irrational choice they could make yet still the most effective.

Attack: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Confirm?: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9 :(
Damage: 1d10 + 4 + 1 ⇒ (8) + 4 + 1 = 13

Flare continues to go through the motion of her dance, as she hooks her Fauchard across to strike one of the opponents within her reach. If she moves away from here, they'd be free to cross, so she can't do much about the archers without causing serious problems for her allies in the process.


Victor opens the trap door that was unlocked. The way is clear for you to head below.

Flares drops a pirate.

The pirates step back to get out of Flare's range.

The others continue shooting arrows.

arrow at Cynthia: 1d20 + 4 ⇒ (7) + 4 = 11
arrow at Cynthia: 1d20 + 4 ⇒ (15) + 4 = 19

arrow at Flare: 1d20 + 4 ⇒ (14) + 4 = 18
arrow at Flare: 1d20 + 4 ⇒ (14) + 4 = 18

your go again.

So sorry for the delay things should be getting back to normal soon


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

They still need to roll a save for last rounds fire


Male Human Follower Alias

Victor heads down the corridor with his move action. He still has a standard action left, so will use it to either deal with resistance along the way (if applicable), unlock a door (if we find our friends), or use the standard for an extra move if none of the above is required.


As per agreement, Janus will keep a hand on Victor's shoulder, so they can stick together, and follow.(while splitting up could increase area covered, it would also increase the chance of crashing head-first into each other, and would make communication difficult)


reflex 1: 1d20 + 4 ⇒ (10) + 4 = 14
reflex 2: 1d20 + 4 ⇒ (6) + 4 = 10
reflex 3: 1d20 + 4 ⇒ (8) + 4 = 12

Victor and Janus head down below. This area seems to be used for cargo storage with 2 doors in the back and a trapdoor going down near the front of the ship. There doesn't seem to be anyone here except a very drunk half-orc woman sitting between some boxes near the back, there is a greataxe against the wall near her.

Riven, flare and cynthia?


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Attack: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d10 + 5 ⇒ (8) + 5 = 13

Maintain Performance. Kill another guy near the edge. Can't do anything else but watch.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

I think Cynthia will move around a bit, hiding as best she can (ideally for Total Cover). XD She... doesn't want to face those on-deck if most of the warriors are down below, and I doubt she could easily get over there.

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