The Fountain of Bethesda (Inactive)

Game Master TheBobJones

Dice Rolls | Portraits | Plans & Politics | Rivenrake Island | Tactical


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Grand Lodge

Male N Human Medium 4/ aristocrate 1 | HP: 2/49 | AC: 16 (11 Tch, 15 Fl) | CMB: +6, CMD: 17 | F: +3 [+8 for cold conditions], R: +2, W: +6 | Init: +1 | Perc: +9, SM: 0 | Speed 30ft | haunt channeler (2d6), shared seance, spirit | Spells: long arm, exp. retreat, remove fear, detect magic, light, message, resistance, stabilize | Active conditions:

The tribesman continues to hold his supplicating gesture, even raising his cupped hands aloft and craning them toward the approaching vessel. He does not respond when the mats begin to appear, though never having seen them himself, he has heard tell of such occurrences from his new companions. As the creeping green mass stretches out, weaving itself around the shallop for many feet in every direction, the tattooed man calmly closes his eyes and exhales a deep breath. He knows he is leaving himself exposed without his sight, but still clings to the hope that such non-threatening gestures will show these creatures he and his companions mean no harm.

He continues to hope that no one need lose their life this day.


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

"That wasn't very nice," Arimar calls out, "Tell us what you want, and why you have trapped us in this mat, or we will have no choice but to respond with force. Surely, however, we can work out an amicable solution."

Fear drives Arimar at this point. It is not so much fear of death, but fear of having to carve through any more of those f&*#ing mats.

"Keoki," Arimar says much more softly while turned away from the Hedozees so they cannot see he is talking, "Do you know how to work the wand that Idmon gave us? It might be time to show them just how powerful we are by instantly removing the mat they just placed on us."

If Keoki can't use it, Arimar will use it to cast defoliate on the mat.


Portraits | Tactical | Hollow Mountain

"Want?" comes a shout from the hadozee who was clearly casting the spell. "Why your blood of course!"

Peals of laughter can be heard all through the rigging of the ship as it slowly circles the stagnant shallop. "The price has been paid so it seems that this will be your grave."

As the boat travels the circumference of the mats more details become apparent to the companions. There are five hadozee on the upper platform that spans mast to mast. They hold short bows and swords strapped to the side. Just above the rails on the main deck is the spell casting hadozee flanked by two other holding pole arms. There must be an additional dozen or so hadozee rowing the ship, six to a side in case simple division is challenging :)

Should you wish to go into combat, it will be without a map. You are 60 feet from the hadozee vessel, and can walk upon the mats should you wish.

Dark Archive

Male CN Human Aristocrat (Chelaxian) Barbalchemist 5 | HP: 57/65 Int: 12/14 | AC: 24 (14 Tch, 24 Fl) | CMB: +13, CMD: 22 | F: +8, R: +4, W: +4 | Init: +0 | Perc: +8, SM: +0 | Speed 30ft (20ft in armor) | AP: 14, Bomb: 7/7 | Rage: 8/8 | [Mutagen] | Healing: 0/10 | Active conditions: Wax in my ears, mutagen, phantom blood, bulls str, enlarge, shield

"And whom are you collecting it for? You can at least share who paid that price, and what it was before we slaughter your monkey lackeys! "

Benaiah grins, purposely using what he assumes will be an offensive moniker, now that their intentions are clear. "We won't be giving up our blood quite so easy. You are going to have to send your minions over to collect. Better send 'em all." his grin going wider, he gulps down his mutagen, instantly growing gangly arms and horns, his mouth turning into a viscous looking maw.

"wait till they get on the mat, then use that wand to kill it. At least weer know the source of the audacious problems. "

will take more buffs if I have time...

-Posted with Wayfinder

Grand Lodge

Male N Human Medium 4/ aristocrate 1 | HP: 2/49 | AC: 16 (11 Tch, 15 Fl) | CMB: +6, CMD: 17 | F: +3 [+8 for cold conditions], R: +2, W: +6 | Init: +1 | Perc: +9, SM: 0 | Speed 30ft | haunt channeler (2d6), shared seance, spirit | Spells: long arm, exp. retreat, remove fear, detect magic, light, message, resistance, stabilize | Active conditions:

"Aye," the tattooed man mutters aloud in response to the aasimar, then lowers his hands from their cupped, supplicating gesture. Reaching back he grasps the wand, taking it from Arimar, and turns quickly back to the looming ship that is now encircling them.

"Me no thinks they risk coming closely on mats. They smarter than that, big man with many scars," he adds to Benaiah. "If me be magicking the mats be gone, then we no can walk upon their ship. Swimming then left for us..."

With a sigh the realization set in that there truly may be a fight brewing.

"Lead Koeki," the tribesman states to his new friends, staring at the circling vessel. "He listen."

UMD to activate wand, if/when directed by his friends...:

The tribesman, in keeping with his inability to speak fluently or eloquently, mutters a few unintelligible words aloud that seem directed to no one in particular. Then he brandished the wand and wafts it toward the gathering mats. As the slender wooden shafts moves, there is a faint shimmering distortion that rises through the air.

Wand, Use Magic Device(DC 20): 1d20 + 12 ⇒ (12) + 12 = 24


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

"We're in no position to board them!" notes Arimar despairingly, "We just need to defend when they want to board us. Let's get this boat moving and see if we can't make a break for land and outmaneuver these damn dirty apes!"

Arimar doesn't care if he is overheard by the hadozee or not, and nods for Keoki to defoliate the Sargassum.

I doubt we can outrun them, but unless their answer to Benaiah opens up some kind of diplomatic action, I say we at least try it. If we're not trapped, we should take wing. The Shallop has a sail, right? F&&~ all chance that we can outsail them, but maybe we can change direction quicker and make it hard for them to actually get to us.

Grand Lodge

Male N Human Medium 4/ aristocrate 1 | HP: 2/49 | AC: 16 (11 Tch, 15 Fl) | CMB: +6, CMD: 17 | F: +3 [+8 for cold conditions], R: +2, W: +6 | Init: +1 | Perc: +9, SM: 0 | Speed 30ft | haunt channeler (2d6), shared seance, spirit | Spells: long arm, exp. retreat, remove fear, detect magic, light, message, resistance, stabilize | Active conditions:

Looking up to the approaching ship, the tribesman smiles broadly toward the looming shape and scurrying figures. "Aye aye, friend Arimar," he says, his grin now receding into an emotionless gaze.

Keoki then thrusts the wand forward, hoping to defoliate the area around their vessel.


Portraits | Tactical | Hollow Mountain
Arimar wrote:
I doubt we can outrun them, but unless their answer to Benaiah opens up some kind of diplomatic action, I say we at least try it. If we're not trapped, we should take wing. The Shallop has a sail, right? F@+@ all chance that we can outsail them, but maybe we can change direction quicker and make it hard for them to actually get to us.

You are currently trapped in the mats, but using the defoliants will open up a channel. From your posting, you want to try and outrun them? No problem. You do have a sail.

Rolls: 2d20 ⇒ (17, 2) = 19

Brandishing the wand like an Aldori Swordlord, the magics busts forth in a dull grey stream. Upon touching the mats, the verdant green instantly turns a butter yellow and then a dull tawny brown then an ashen grey as the mats wither and die.

Benaiah ties down the sail and grabs the oars. Pulling furiously, the shallop glides through the water creating small white-capped waves in its wake.

A roar of hoots and howls emerge from the hadozee ship as they see their easy prey escape the confines of the mats and begin to streak away. Expert sailors, the hadozee's vessel pivots and speeds up.

It is clear that the hadozee's vessel will quickly over take the shallop. Accelerating and then pulling along side, the companions can see the five hadozee prepare to jump across the brief gap and onto the shallop.

Mistress Lanvi stands up to protect her handmaiden as battle is eminent.

You get a 1 round prep before battle begins. Please post your prep round and your action all in one post.

GM:
Arimar Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Benaiah Initiative: 1d20 + 0 ⇒ (15) + 0 = 15
Malgrim Initiative: 1d20 + 6 ⇒ (2) + 6 = 8
Keoki Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Hadozee: 1d20 ⇒ 5

Up next: Round 1: Everyone

Combat Table:

Combat Table - Round 1
Active Conditions:
Global Conditions:

  • Malgrim <=
  • Arimar <=
  • Keoki <=
  • Benaiah <=
  • Hadozeer<=

Current Conditions:

Dark Archive

Male CN Human Aristocrat (Chelaxian) Barbalchemist 5 | HP: 57/65 Int: 12/14 | AC: 24 (14 Tch, 24 Fl) | CMB: +13, CMD: 22 | F: +8, R: +4, W: +4 | Init: +0 | Perc: +8, SM: +0 | Speed 30ft (20ft in armor) | AP: 14, Bomb: 7/7 | Rage: 8/8 | [Mutagen] | Healing: 0/10 | Active conditions: Wax in my ears, mutagen, phantom blood, bulls str, enlarge, shield

Benaiah pulls furiously on the oars, as if by sheer might and willpower he could outrun the large ship. Quickly though, it is clear that battle will soon be joined.

"How much of your minion's blood are you willing to spill for ours? We will not go down easy!" Spittle and foam flies out of the muzzle of the mutated man. With clawed hands, he deftly picks a vial from his bandolier while dropping the oars and drinks it down. The hadozee line the railing, crouched to board and Benaiah slips another vial from its loop and drinks that one just as quickly. Phantom blood in prep round, shield in round 1.

A shimmer of light suddenly appears on his skin, which disappears after an instant, making those who saw it think it might have been a trick of the sun on the open ocean. In a flash, the farmer's implement turned tool of war is in his hands, and a grin is on his face.

"Jump to your deaths, stupid monkeys! I am Gozreh's reaper today!"

Edit: Tagline updated with stats per current buffs, not yet raging. Saves and CMB get a little better, plus HP, drop a touch in AC when that happens, I will update when we get to that point. Going to have to stay very disciplined with this character's tagline...


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

"Fido, bring Raim and yourself up here!" cries Arimar. Even without the verbal command, the undead beast feels the pull from his master from beneath the waves and rises up with Raim in its maw. It slops its fellow zombie onto the side of the boat. "Climb up!" Obeying Arimar, Raim climbs out of the boat. Prep round for Raim and Fido.

"Bull's strength," he chants, placing a hand on Benaiah. Arimar, prep round.

"Thank you for staying in range this time," he smiles before turning to Fido, "Jump on!" The massive bunyip does as asked. "Draw your sword," he barks to Raim, "And defend us from those apes, the both of you." Round 1.

To allow his companions greater maneuverability, Arimar decides that the ability to walk on water will do well: "Communal water walk," he prays, not bothering to conceal his casting. This was life or death, and he did not intend to leave any hadozee alive to tell their tales. Arimar spreads the casting out between himself, his three companions and Raim. Round 1.

"Now let's repel these bestial f~~~ers. If they keep sending them to us piecemeal, we'll have a chance of reducing their crew to the point where we can invade their ship. All we have to do to achieve that is run across the water and climb up!" Arimar smiles at the inevitable fight. Life or death, at least they were no longer stuck on the Sargassum. If he died, at least he would go to the embrace of Urgathoa and be released from his debt to Pharasma.

Recap:

  • Prep: Fido helps Raim get out of the water.
  • Prep: Arimar casts bull's strength on Benaia.
  • Round 1: Raim draws his sword, Fido climbs up to stand in the shallop.
  • Round 1: Arimar casts communal water walk on everyone.


Male TN Hobgoblin Kineticist 5 | HP: 68/68 15 NL| AC: 18 (14 Tch, 14 Fl) | CMB: +2, CMD: 16 | F: +9, R: +8, W: +1 | Init: +6 | Perc: +8, SM: +0 | Speed 30ft | Action Points: 4/9 | Burn: 3 | Active conditions: Flesh of Stone (DR2/Adamantine).

"So be it. These apes are a scourge to be cleansed, it appears." He looks to his companions, before muttering, "Close your eyes a moment."

Malgrim takes a wide stance in the boat, placing his feet in some of the dryer pockets, before drawing deep into the water and air around, leeching at the tendrils of brine that flow around him. With a tugging motion, he claps his hands together and internalizes the accumulation of salt and sand to harden his skin in a riotous explosion whirling around him that lasts a heartbeat.

As the Elemental Display recedes, Malgrim twists and solidifies the currents the into two massive spines of solid brine that he launches at the apes, striking out at the caster (if possible.)

Attack, PBS, Elemental Overload: 1d20 + 8 + 1 + 1 ⇒ (5) + 8 + 1 + 1 = 15
Damage, PBS, Elemental Overload: 2d6 + 7 + 1 + 2 ⇒ (4, 4) + 7 + 1 + 2 = 18

Action Point!

Attack, PBS, Elemental Overload: 1d20 + 8 + 1 + 1 ⇒ (8) + 8 + 1 + 1 = 18
Damage, PBS, Elemental Overload: 2d6 + 7 + 1 + 2 ⇒ (5, 5) + 7 + 1 + 2 = 20

Prep: Elemental Defense: DR 1/Adamantine (Burn1 for 4 Non Lethal), Action: Attack twice with Action Point

Grand Lodge

Male N Human Medium 4/ aristocrate 1 | HP: 2/49 | AC: 16 (11 Tch, 15 Fl) | CMB: +6, CMD: 17 | F: +3 [+8 for cold conditions], R: +2, W: +6 | Init: +1 | Perc: +9, SM: 0 | Speed 30ft | haunt channeler (2d6), shared seance, spirit | Spells: long arm, exp. retreat, remove fear, detect magic, light, message, resistance, stabilize | Active conditions:

bah! Cyrus'd by malgrim. I'll just say Keoki's speach is concurrent to malgrim' attack, and that is the reason for the stellar diplomacy roll :)

As the small shallop lurches forward, now propelled by powerful arms of Benaiah and the sails slowly gathering wind, the companions once again feel a slight breeze flitting across their faces. Turning from the ship splashing through the water in pursuit, Keoki remains standing and mutters more unintelligent words under his breath, then weaves his hands together in a complex motion while his mind calls a spell into existence. cast long arm on himself

With a slow exaggerated motion, he leans forward and pulls up the ancient tian blade resting at his feet.

"Looks like we fight," he says, turning back now to face the approaching ship. "That be shame to fight for not reason." Next, the tribesman once more reaches down and pulls up a second bladed weapon, an exceeding long and wickedly curved thing, along with a longbow.

Once the arsenal was secured on himself the glaring contrast of such foreign weapons set against the countless tribal tattoes became even more evident. Looking up to the approaching ship, the tribesman calls to the creatures as he steps the few paces to stand at the most rearward edge of the shallop, "Let us make parlay, dear hadozee! We be not wanting fight, but seek talks of peace! "

"What be you want from us?! Time for talk, and not of action, still here! No hadozee... No human... No hogboblins need die today!"

"I approach and talk talk of peace, if hadozee give word is safe!"

diplomacy check if needed/matters:

Diplomacy, prevent a fight / open negotiations: 1d20 + 13 ⇒ (1) + 13 = 14
well, darn...

Prep Round: cast long arm on himself, then pick up katana.
Round 1: Grab nodachi and longbow from floorboards.


Portraits | Tactical | Hollow Mountain

As the other companions prepare themselves for battle, Malgrim considers a good offense the best defense.

His twin brine hammers fly out of the water. The hadooze spellcaster clearly sees the first brine projectile and deftly shifts to the right to narrowly avoid it. Grinning madly, he is stunned by the second projectile that smashes him squarely in the face. An unnerving "THUNK!" can be heard across the narrow chasm between the boats. Bone crunches as teeth fly out of his ruined mouth. He collapses in a heap, obscured by the ship's high rail.

The five hadooze on the top scaffold extend their wings flaps, cutlasses bared in their outstretched hands, and as one they leap from the rigging. One would never use the word graceful to describe their descent towards the Companions. Awkwardly gliding, they streak quickly across the open spaces, naked steel glinting in the sun, wearing mischievous grins. Their landing,; however, is nothing short of amazing as soon as their prehensile feet land on the small shallop, their cutlasses flare out.

Hadooze attacks: 5d20 ⇒ (13, 5, 14, 16, 16) = 64 2 attacks on Benaiah because he is ... big?

damage: 5d6 ⇒ (2, 2, 3, 4, 5) = 16

If anyone of you are armed with a reach weapon, or other method of melee attack at a distance further than 5', please include an AoO in your next post.

The first hadooze slides his cutlass into Arimar's shoulder. Two hadooze gang up on Benaiah but cannot clear the man's armor. The remaining hadoozes both pierce Malgrim and Keoki's defenses and score superficial wounds to the men with Malgrim's toughened skin abating some of the damage.

Up next: Round 2: Everyone

Combat Table:

Combat Table - Round 2
Active Conditions: communal water walk; Malgrim Defense: DR 1/Adamantine
Global Conditions:

  • Malgrim <=
  • Arimar <=
  • Keoki <=
  • Benaiah <=
  • Hadozeer<=

Current Conditions: Arimar -4, Keoki -6, Malgrim -6


Male NE Human Zombie (ex Fighter) | HP: 14/14 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM: +0 | Speed 30ft | Active conditions: None.

Just checking... so they leave the zombies alone? Typically, Arimar would be behind Raim and Fido (and whatever other minions he can place between himself and harm's way). They are his AC. ;-)

While Fido comes around to flank, Raim lashes out with his drawn sword, laying into the hadozee who damaged his master.

Raim +1 longsword vs hadozee, flanking: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Raim crit confirm: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 -- Blerg.
Crit damage: 1d8 + 4 ⇒ (8) + 4 = 12


Male NE Bunyip Zombie | HP: 14/14 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +2, R: +4, W: +5 | Init: +2 | Perc: +0, SM: +0 | Speed 10ft, 50ft swim | Active conditions: None.

Fido follows Arimar's lead, chomping at the ape-man and slamming into him with all of his considerable bulk.

Fido Bite vs Hadozee, flank: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
Bite damage: 1d8 + 2 ⇒ (3) + 2 = 5

Fido Slam vs Hadozee, flank: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
Slam damage: 1d6 + 3 ⇒ (3) + 3 = 6

Crit central! Dice gods are back on my side.

Fido Bite crit confirm: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13 -- Oh, just not for my confirmations.
Crit damage: 1d8 + 2 ⇒ (3) + 2 = 5

Fido unleashes a staggering round of putrid slobber and rubbery fins against the hadozee, uncaring about his high degree of success.


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

Arimar admires the work his minions have done and unleashes a blast of pure Urgathoan malice (channel negative energy). Arimar need not worry about his undead minions, so he excludes his companions Keoki, Malgrim and Benaiah from the assault. He cannot manage the control to exclude two more, so he has one final choice to make: Lanvi or her handmaiden? Given who put him in this situation, it ends up being very little choice at all.

Wounds long forgotten by the hadozee open up all over their bodies, rot and festering sores fill their old war-wounds as a sign of Urgathoa's displeasure. Whip-marks from many years' past lovers also appear on Mistress Lanvi's back, causing her to wince in pain. Arimar favors her with a wicked grin and a shrug of his shoulders. I'll have to explain that one later.

Channel negative energy: 2d6 ⇒ (5, 4) = 9 -- Channel negative energy, 30ft radius, DC 16 will save for half.


Portraits | Tactical | Hollow Mountain
Raim the Mindless wrote:
Just checking... so they leave the zombies alone? Typically, Arimar would be behind Raim and Fido (and whatever other minions he can place between himself and harm's way). They are his AC. ;-)

My bad. Retcon their attack to Raim.


Portraits | Tactical | Hollow Mountain
Fɨdo wrote:
Crit central! Dice gods are back on my side.

Did they ever leave you in one of my games?


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

Last combat! Only rolled a 6 to hit.

But yeah, they rarely seem to leave. Got to go to my non-John GMed games to get some bad rolls. ;-)

Oh, and thank you for the retcon!


Portraits | Tactical | Hollow Mountain

The hadozee is quickly downed by the undead assault. Moments later negative energy roils through the hadozee and priestess of Calistra.

Will Saves: 5d20 ⇒ (6, 18, 12, 2, 11) = 49

Only one hadozee is able to resist the foul magics. A collective ape howl can he heard from the combatants as they howl in pain.


Dice Rolls | Tactical

"Dammit, Arimar! Them. Not me you a~~$@*!." Mistress Lanvi's whip cracks uncomfortably close to the assimar's ear.

Grand Lodge

Male N Human Medium 4/ aristocrate 1 | HP: 2/49 | AC: 16 (11 Tch, 15 Fl) | CMB: +6, CMD: 17 | F: +3 [+8 for cold conditions], R: +2, W: +6 | Init: +1 | Perc: +9, SM: 0 | Speed 30ft | haunt channeler (2d6), shared seance, spirit | Spells: long arm, exp. retreat, remove fear, detect magic, light, message, resistance, stabilize | Active conditions:

Reeling from the assault, the tribesman looks down at the crimson stained wound at his side, then looks up to face the hairy form of the enraged hadozee. In one quick motion the tattooed man steps back from the creature, pulling free the long, quickly curved blade. As his motion brings his arms around to grasp the hilt, the purpose his previous spell becomes apparent. The gangly, unwieldily limbs, twice as long as they should normally be, swing around and arc in an unimaginably wide path.

Now a few steps back, having cleared some space between the threat, the tribesman swings for the beast's throat.

5-foot step away from threat and draw nodachi
Keoki has 10-foot reach because of long arm spell
Nodachi vs. hadozee that attacked him: 1d20 + 6 ⇒ (16) + 6 = 22
nodachi, power attack and two handed: 1d10 + 8 ⇒ (5) + 8 = 13


Male TN Hobgoblin Kineticist 5 | HP: 68/68 15 NL| AC: 18 (14 Tch, 14 Fl) | CMB: +2, CMD: 16 | F: +9, R: +8, W: +1 | Init: +6 | Perc: +8, SM: +0 | Speed 30ft | Action Points: 4/9 | Burn: 3 | Active conditions: Flesh of Stone (DR2/Adamantine).

Malgrim winces at the pain wrought on the simians. Foes they are, but the results of Arimar's Channel are... unpleasant. He addresses the ape-horde and speaks out, "Surrender! You may out number, but are clearly outclassed!"

Attack: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10

He snakes out a thine blade of brine that erupts from his outstretched hand and arcs towards one of that hadozee, though it swings wide.


Portraits | Tactical | Hollow Mountain

Arimar's undead horde does it work and quickly dispatches the hadozee harassing Arimar.

Keoki's elongated arms, while superior on the field of combat, have proven to be a slight hindrance on the small confines of the shallop. Nevertheless, he is able to score a crosswise slash that wounds his hadozee opponent enough for it to succumb to Arimar's necrotic magic. It falls in a crumpled fur mass on the shallop floor.

Malgrim once again calls upon the minerals of the sea to form a weapon. The chaos of the melee causes his blade to miss wide of the mark.

Up next: Round 2: Benaiah

Combat Table:

Combat Table - Round 2
Active Conditions: communal water walk; Malgrim Defense: DR 1/Adamantine
Global Conditions:

  • Malgrim <=
  • Arimar <=
  • Keoki <=
  • Benaiah <=
  • Hadozeer<=

Current Conditions: Raim -4, Keoki -6, Malgrim -6; Hadozee left 3/5

Dark Archive

Male CN Human Aristocrat (Chelaxian) Barbalchemist 5 | HP: 57/65 Int: 12/14 | AC: 24 (14 Tch, 24 Fl) | CMB: +13, CMD: 22 | F: +8, R: +4, W: +4 | Init: +0 | Perc: +8, SM: +0 | Speed 30ft (20ft in armor) | AP: 14, Bomb: 7/7 | Rage: 8/8 | [Mutagen] | Healing: 0/10 | Active conditions: Wax in my ears, mutagen, phantom blood, bulls str, enlarge, shield

Sorry for the delay! Current buffs: Mutagen, phantom blood, shield, bull's strength, rage. Strength is currently 34, Con 18, Int 12. Stat line is current for list of buffs. As long as you are ok with it GM, I'll just roll my attacks and damage with the totals as Hero Lab tells me they are, rather than our normal separate listing.

Bring them to us, yesss, Unleash me child! Unleash the man you long to be!

Brief flashes of memories from the pesh induced haze of his youth flash before his eyes, as they do every time he summons this surge of power. He read stories, particularly during his time as a pathfinder, of northmen who could summon reserves of anger that would swell their power. He was angry, but that was not his source.

Unlocking the conduits of his mind, he allows the chemical stores inside to rush to the receptors in his brain. Adrenaline flows like water released from a dam, and his muscles swell with the surge inside him. Like his barbarian counterparts, his eyes flush a bloodshot red color, which only serves to highlight his already canine, monstrous appearance brought on by the mutagen.

Too enthralled to speak, he only growls, with foam and spittle spraying from his teeth. His limbs tremble with anticipation. Deciding that the scythe is too limiting for this many foes, he elects to fall deeper into the sweet depths of his haze, clawing and biting at the multitude of foes in front of him.

Feral Mutagen gives me 2 claws and a bite attack. I will switch targets if my current target falls.

Claw #1: 1d20 + 14 ⇒ (10) + 14 = 24 for Claw #1 Damage: 1d6 + 14 ⇒ (2) + 14 = 16

Claw #2: 1d20 + 14 ⇒ (5) + 14 = 19 for Claw #2 Damage: 1d6 + 14 ⇒ (6) + 14 = 20

Bite: 1d20 + 14 ⇒ (7) + 14 = 21 for Bite Damage: 1d6 + 14 ⇒ (6) + 14 = 20

The growl is indecipherable, and the carnage is hard to watch, if that kind of thing bothers you. Benaiah's claws crash down hard on shoulders and across chests and he finishes the flurry by lunging for the throat of one of the anthropomorphic beasts in front of him.


Portraits | Tactical | Hollow Mountain
Benaiah the Heretic wrote:
Sorry for the delay!

No problem! You are all good.

Benaiah the Heretic wrote:
As long as you are ok with it GM, I'll just roll my attacks and damage with the totals as Hero Lab tells me they are, rather than our normal separate listing.

Yes

Benaiah unleashes his primordial self, tearing through the hadozee like a crazed beast. He strikes out with claws and teeth, fur flying, the hadozee grins quickly fade to terror as the mutated man downs the two hadozee that moments before had pressed him.

Ruling that you can only reach the two that attacked you, and then you move closer to the sole remaining hadozee.

Knowing that he is outmatched and outclassed, the hadozee turns to look at his ship. Only seeing the spellcasters guards remaining, he gives a primal howl and flicks out with his cutlass at Malgrim.

Attack: 1d20 ⇒ 20

Confirm: 1d20 ⇒ 2 Jerkface dice bot

Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Aimed right for the hobgoblin's heart, his super-hardened skill turns the cutlass point just enough to turn the hadozee's attack into a superficial scratch.

Meanwhile the hadozee's ship begins to turn towards the shallop in what Benaiah recognizes as a ramming maneuver. You have two rounds before it rams you.

Up next: Round 3: Everyone

Combat Table:

Combat Table - Round 3
Active Conditions: communal water walk; Malgrim Defense: DR 1/Adamantine; Benaiah (lots of stuff)
Global Conditions:

  • Malgrim <=
  • Arimar <=
  • Keoki <=
  • Benaiah <=
  • Hadozee<=

Current Conditions: Raim -4, Keoki -6, Malgrim -8; Hadozee left 1/5

Grand Lodge

Male N Human Medium 4/ aristocrate 1 | HP: 2/49 | AC: 16 (11 Tch, 15 Fl) | CMB: +6, CMD: 17 | F: +3 [+8 for cold conditions], R: +2, W: +6 | Init: +1 | Perc: +9, SM: 0 | Speed 30ft | haunt channeler (2d6), shared seance, spirit | Spells: long arm, exp. retreat, remove fear, detect magic, light, message, resistance, stabilize | Active conditions:

"Everyone be moving quickly off the ship!" the tattooed man shouts, having turned to see the incoming ship barreling down upon them. "Use friend Arimar's spell to make run on water!"

"Mistress Lanvi or handmaiden," he calls, now turning back to the woman and sheathing his weapon across his back. He then holds out both arms, and signals that he can carry one of them off the ship. "There no time be waiting, jump quick as bunny to me! We must make run from here!"

Move Action: Sheath nodachi
Hold Action: waiting for either Mistress Lanvi or the handmaiden to jump into Keoki's arms, then he will begin to run them out of the path of the approaching vessel. He will wait until the last second, and then if neither come to him, he will run out of the way himself.


Male NE Human Zombie (ex Fighter) | HP: 14/14 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM: +0 | Speed 30ft | Active conditions: None.

Just quickly...

At Arimar's orders Raim and Fido flank the hadozee harassing Malgrim. Once in position Raim lashes out with his longsword.

As necessary, Fido will 5-ft step, Raim will walk around to flank. This may provok an AoO. Up to you.

Raim +1 longsword vs hadozee, flanking: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Damage: 1d8 + 4 ⇒ (4) + 4 = 8


Male NE Bunyip Zombie | HP: 14/14 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +2, R: +4, W: +5 | Init: +2 | Perc: +0, SM: +0 | Speed 10ft, 50ft swim | Active conditions: None.

Fido once more lashes out with mouth and limb. The ungraceful movements of this undead, slobbering mound are nothing like the precise and deadly bunyip that it once was. Fido cares not.

Fido Bite vs Hadozee, flank: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Bite damage: 1d8 + 2 ⇒ (4) + 2 = 6

Fido Slam vs Hadozee, flank: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Slam damage: 1d6 + 3 ⇒ (2) + 3 = 5


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

Arimar regards the approaching ship with fear and apprehension. "Do you think we could grab on and board it if we walked out onto the water next to it? We'll probably need some ropes up there or something. If we can board, I can help you destroy those f+*#ing monkeys." Arimar deliberately gets it wrong.

"I could try to enthrall a group of them, and that might give us a chance to get out of the way and then aboard," Arimar suggests, "But we'd need to get the attention of as many as possible to allow the magics to work... and then, we need to let them get to within one hundred and fifty feet before I can start the magics."

Dark Archive

Male CN Human Aristocrat (Chelaxian) Barbalchemist 5 | HP: 57/65 Int: 12/14 | AC: 24 (14 Tch, 24 Fl) | CMB: +13, CMD: 22 | F: +8, R: +4, W: +4 | Init: +0 | Perc: +8, SM: +0 | Speed 30ft (20ft in armor) | AP: 14, Bomb: 7/7 | Rage: 8/8 | [Mutagen] | Healing: 0/10 | Active conditions: Wax in my ears, mutagen, phantom blood, bulls str, enlarge, shield

"Yes! Board them! After we get out of the way!" Benaiah shouts, trying to will himself past the fatigue that suddenly overwhelms him as he releases the haze.

Gasping for air, Benaiah doesn't wait for his boss to decide what to do, he takes matters into his own hands. He ducks down to pick up the scythe he dropped, grimacing at the wasted seconds. Implicitly trusting Arimar's spell, he takes two ungainly steps to the other side of the shallop before wrapping one of his powerful arms around Mistress Lanvi's waist, and hefting her up. In a flash he is running out across the water as if it were sand, putting some distance between himself and the doomed shallop.

"Don't ask Keoki! Just grab her and go!!!" The urgency in his voice is punctuated by the heavy breathing as he tries to catch his breath.

Move action to pick up my weapon so it isn't lost to davy jones locker, Then run and grab Mistress Lanvi and get off the boat. Shouldn't have any issue with weight picking her up and moving, considering that even without rage, my strength score is 30 currently. Also, going to drop rage, so will have 2 rounds of fatigue.


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

I'm assuming the last hadozee is now dead or soon will be.

Arimar commands Raim to hold a hadozee aloft as he yells out to the ship to grab their attention, walking out onto the water between the shallop and their vessel - out of the way of their ramming line to get the best coverage as they go past. Raim follows dutifully, walking on the water as easily as his master... while Fido splashes back into the waves to guard them from the depths.

"I cannot wait to turn all of you into my mindless slaves!" screams Arimar, "Watch me as I raise your friend from the dead and make him do my bidding! Such a fate awaits all who stand in my way!"

Round 1: Get their attention. Round 2: Cast enthrall as soon as they are within range (using the amulet here). Will save DC 16. Arimar intends to run along next to the ship as best he can to maintain the spell.


Portraits | Tactical | Hollow Mountain

Wow, Enthrall is an interesting spell. Mechanically, you would try to enthrall the two hadozee that are guarding the spellcaster (since they have your attention) and then the dozen or so rowers would have to save since they are in the area.

The undead minions once again take down the hadozee attacker freeing the Companions on the shallop.

Keoki is first to speak trying to be a dashing hero and rescue his new employer, but Benaiah is first to act, scooping her up and vaulting over the railing. The undead, Keoki, and Malgrim Malgrim I expect an epic hobgoblin walks on water post please :) all jump over the rail followed by Arimar who already has the crew full attention.

He begins to shout and orate as the hadozee ship crashes into the shallop, cracking timbers and loosing momentum at the same time.

The shallop can be seen listing to one side as the hadozee turn to watch the water walking assimar and company.

Round 1 - exit ship & begin casting

Round 2 - Ships collide, casting finished.

Will Saves Caster and Bodyguards: 3d20 ⇒ (11, 18, 15) = 44

Will Saves Crew: 12d20 ⇒ (1, 9, 1, 16, 19, 3, 18, 2, 18, 6, 6, 4) = 103

The hadozee body guards seem unaffected by the aasimar's words, yet most of the rowing crew become mesmerized by his words. Letting their hands fall limply to the side, they get up and move to the rails to get a better look at this captivating man.

The bodyguards, unimpressed, begins to shout commands to the entire crew, yelling "To arms!" and scrambling about to rouse the entranced crew by jeering loudly.

"Haha. Look at the skinny ones. Their bodies will float on top of the water once we gut them with our cutlass. Fire when ready." Loud primal laughter can be heard from the unaffected crew as bows are nocked.

Charisma check: 2d20 ⇒ (19, 2) = 21

Up next: Round 6: Everyone

Combat Table:

Combat Table - Round 6
Active Conditions: communal water walk; Malgrim Defense: DR 1/Adamantine; Benaiah (lots of stuff)
Global Conditions:

  • Malgrim <=
  • Arimar <=
  • Keoki <=
  • Benaiah <=
  • Hadozee<=

Current Conditions: Raim -4, Keoki -6, Malgrim -6; Hadozee on ship: 1 spellcaster (down); 2 body guards, crew unaffected 4, crew affected 8


Male TN Hobgoblin Kineticist 5 | HP: 68/68 15 NL| AC: 18 (14 Tch, 14 Fl) | CMB: +2, CMD: 16 | F: +9, R: +8, W: +1 | Init: +6 | Perc: +8, SM: +0 | Speed 30ft | Action Points: 4/9 | Burn: 3 | Active conditions: Flesh of Stone (DR2/Adamantine).

Before the ship-wreck
Malgrim scans the crowd for a target of opportunity; sadly the crew, like the sea, seems endless and foul smelling. He is just about to fling another missile at the crew, when his companions alert him to the impending catastrophe.
The current round.

Not for the last time, Malgrim considers how much of this predicament would be avoided by more sensible modes of conveyance. Gritting his teeth, he mutters, "Desert. Ground" before bailing from the doomed vessel.

Grabbing ahold of one of the ropes the ape-men used to board the shallop, Malgrim vaults into the water, picking up speed as he skims along the green mats and ocean, his bare footsteps barely disturbing the surface like a legendary water-skimmer. With a triumphant shout, the hobgoblin leaps to the side as far as he can, attempting to grab ahold of the rigging or side of the ship!

Acrobatics: 1d20 + 10 ⇒ (9) + 10 = 19


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

Thank you for the generous ruling. Are they stopped? Can we try to climb up? Also, was that charisma check on my behalf or their check + an aid? If it was on my behalf, did I pass or fail? Would love a reroll if I failed.


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

Assuming that the enthrall is still in effect - or that I need to keep trying...

"Those who take up arms will suffer the wrath of Urgathoa!" cries Arimar, desperately trying to overpower the bodyguards' unusually effective efforts, "Hear the tale of the awakened ape who became the Pallid Princess's right hand man, while those who derided him joined her army as ghoulish thralls!"

Just in case that roll wasn't for me...:

Spending an action point and warming up a reroll here...

Charisma check + action point: 1d20 + 4 + 1d6 ⇒ (1) + 4 + (6) = 11 Oof!

REROLL: Charisma check + action point: 1d20 + 4 + 1d6 ⇒ (19) + 4 + (2) = 25 Woo!

Dark Archive

Male CN Human Aristocrat (Chelaxian) Barbalchemist 5 | HP: 57/65 Int: 12/14 | AC: 24 (14 Tch, 24 Fl) | CMB: +13, CMD: 22 | F: +8, R: +4, W: +4 | Init: +0 | Perc: +8, SM: +0 | Speed 30ft (20ft in armor) | AP: 14, Bomb: 7/7 | Rage: 8/8 | [Mutagen] | Healing: 0/10 | Active conditions: Wax in my ears, mutagen, phantom blood, bulls str, enlarge, shield

So attacking is bad while enthralling... Not sure if they passed that charisma check, so I will err on the side of not screwing up my companion's spell. Suddenly brings back memories of gen con last year...

Benaiah has seen this before. The Hadozee look on to the leader of the dead with a fascination as unnatural as his minions. The glaze in their eyes was so much like the mob of Ulfen in the northlands back when they were still pathfinders. At least until Benaiah and Malgrim pulled the keystone out of the bridge they were all congregating on.

The large man shudders involuntarily at the memory. That was the first time Valsin had actually stopped the debreifing, muttering about not wanting to hear anymore and means to an end. At least the mission was successful. They had even discovered another hidden ruins at the chasm where the bridge and bodies landed. A double win in Benaiah's book.

"I need to get you somewhere that you won't get killed boss. This might seem crazy, but you are safer up on that ship behind me than slung over my shoulder standing on the water here. If you've got a way to help us climb up there, now is the time!" Benaiah, unfamiliar with traditional casting, doesn't pay attention to the difficulty Mistress Lanvi might have trying to cast any spell while being wrapped up in his meaty arms, and likely clinging to him desperately in some natural response to avoid being dropped in the bottomless depths.

Not waiting for assistance of any kind, Benaiah, feelings of fatigue passed, reaches into his pack, and is incredulous when he doesn't find a rope. (Seriously. WTF? How did I miss that?) Unwilling to give up, he slips the haft of his scythe deftly into its loop on his belt, the hoists Mistress Lanvi into a piggy back position.

"Hang on to my shoulders. My Shu*#&$! NOT MY NECK!" he chokes out the end and breaths deep again when the pressure is removed from his larynx.

Going to have to climb if we can't get a rope up. Might need some monkey arms...

Benaiah grabs one of his remaining extracts and quickly downs it. His arms grow uncomfortably long, mimicking Keoki's transformation. He begins to look around at the side of the floating ship for some sort of handhold.

Move action, sheath weapon. Std action, drink longarm extract. Free Action, Curse controlling player for forgetting to buy %&$*ing rope.


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

Since the bodyguards passed their save, you can attack them, just not the enthralled rowers. You can have my rope if you like. Just reach into my haversack and picture 50ft of silk rope.

Dark Archive

Male CN Human Aristocrat (Chelaxian) Barbalchemist 5 | HP: 57/65 Int: 12/14 | AC: 24 (14 Tch, 24 Fl) | CMB: +13, CMD: 22 | F: +8, R: +4, W: +4 | Init: +0 | Perc: +8, SM: +0 | Speed 30ft (20ft in armor) | AP: 14, Bomb: 7/7 | Rage: 8/8 | [Mutagen] | Healing: 0/10 | Active conditions: Wax in my ears, mutagen, phantom blood, bulls str, enlarge, shield
Arimar wrote:
Since the bodyguards passed their save, you can attack them, just not the enthralled rowers. You can have my rope if you like. Just reach into my haversack and picture 50ft of silk rope.

Was considering using the blistering invective, which is basically an AOE for every enemy within 30'. No biggie, I can hold off. I'll grab the rope next round, I think the longarm will come in handy if we can get on the boat, no real wasted action economy in the end. Thanks!


Portraits | Tactical | Hollow Mountain
Malgrim Stoneseer wrote:
Grabbing ahold of one of the ropes the ape-men used to board the shallop,

They actually glided on their skin-flap wings from the rigging of their ship, but there should be some ropes laying around, or you could ask your new friends for help ::wink wink::

Malgrim Stoneseer wrote:
Not for the last time.

The only thing I will miss at the end of the aquatic adventures is Malgrim Bilboesque posts. Thank you sir, for brightening my day.

Arimar wrote:
Thank you for the generous ruling. Are they stopped? Can we try to climb up?

Great question. So the hadozee ship had a bit of momentum as they were at ramming speed, but with the derth of rowers and loss of speed due to actually hitting the shallop, they are 'drifting' so a move action away from everyone. As for getting up you will need to attack a square with a rope/grappling hook or see above.

Arimar wrote:
Also, was that charisma check on my behalf or their check + an aid? If it was on my behalf, did I pass or fail? Would love a reroll if I failed.
PRD; Enthrall wrote:
If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell.

Opps - missed that. Your first check failed, but your second check beat it so Enthrall still in effect. Sorry and thank you for being so responsible during some sloppy GMing there. :)

Grand Lodge

Male N Human Medium 4/ aristocrate 1 | HP: 2/49 | AC: 16 (11 Tch, 15 Fl) | CMB: +6, CMD: 17 | F: +3 [+8 for cold conditions], R: +2, W: +6 | Init: +1 | Perc: +9, SM: 0 | Speed 30ft | haunt channeler (2d6), shared seance, spirit | Spells: long arm, exp. retreat, remove fear, detect magic, light, message, resistance, stabilize | Active conditions:

With the handmaiden slung in his arms, and his unnaturally long limbs wrapped around her, the tribesman bounds from the shallop. He expects to crash through the surface, submerging down with the panicked woman, but finds his feet hold firm on atop the liquid. Before he can take a moment to fully appreciate the utter strangeness, he is stepping further away as the approaching ship collides with their smaller vessel. His steps are awkward, finding that treading upon the uneven and wave-filled surface is difficult to traverse gracefully, as each swell collides with his feet as if it were solid ground. Every rising peak of water, and ever cresting wave seems intent to swell up beneath his feet and send he, and his charge, toppling into the sea.

At his back the two ship hull's release a terrible screech, moan timbers releasing a death knell as they begin to shatter. Turning back now, he moves toward the creature's ship, calling to the woman in his gangly arms. "Crawl up me back, dear precious," he says, looking to the sides of the hadozee's ship. "Then be holding tight!"

As the woman struggles to situate herself, she crawls from his arms, around his body, and begins to brace herself on his back. Keoki then reaches up with his exceedingly long limbs to grasp as high up on the vessel, then begins to pull both himself, and the handmaiden to the deck of the creature's ship.

climb up the hadozee's ship, Keoki has the longarm spell active: 1d20 + 10 ⇒ (18) + 10 = 28

Move Action: Move to the side of the hadozee's ship.
Handmaiden move action: scurry from Keoki's arms to his back.
Standard Action: Attempt to climb up to the deck of hadozee's ship, using his weirdly long arms to reach high enough for purchase.


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

Thanks for the tip, GM!

"Okay, now that you know what awaits you if you refuse me," Arimar begins as he rushes towards the shallop with the others, "Throw down some ropes and help to pull us all up!" Arimar waits for the twelve or so now friendly hadozee to fling over the ropes and help get he and his companions up the side of the boat. Of course, it seems as though Keoki doesn't need help...

Move action to get there, free action to keep speaking, readied action to grab a rope and be pulled up. If I need to climb, I'll use an action point to get an extra action this round to do the climb check. Arimar climb (with rope): 1d20 + 4 ⇒ (18) + 4 = 22.


Male NE Human Zombie (ex Fighter) | HP: 14/14 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM: +0 | Speed 30ft | Active conditions: None.

At Arimar's urging, Raim drops the hadozee into the depths of the water and also rushes up to the side of the boat. He too waits for a rope, ready to climb up and wreak havoc on some more hadozee.

If needed... Raim climb: 1d20 + 3 ⇒ (9) + 3 = 12


Portraits | Tactical | Hollow Mountain

Walking quickly over the water, the companions reach the hadozee ship. Each companion has a different plan.

Benaiah - retconing you to grabing the railing if that is ok.

Spread along the prow of the ship, both Benaiah and Keoki grasp the wooden rail with their elongated arms. The hadozee sailors that are unaffected look down in disdain as the companions' longer arms mimic their simian appearance. Pulling their bowstrngs back, they loose a rain of arrows at the interlopers.

It will be a Climb check, DC 15 to climb up

Climb, SRD wrote:

DC 15 Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands.

Anytime you take damage while climbing, make a Climb check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage.

Hadozee attack: 7d20 ⇒ (11, 6, 9, 14, 2, 20, 10) = 72

Confirm: 1d20 ⇒ 4 Jerk dice bot

Damage: 2d6 ⇒ (6, 6) = 12
Keoki and Raim both take a grazing shot as they scale the wall but neither looses their grip of the ship or rope.

Malgrim climb: 1d20 + 10 ⇒ (2) + 10 = 12 Fell free to roll this on your own :)

All of the companions but Raim and Fido make it safely to the deck of the hadozee ship. They see the bodyguards each draw a pair of cutlasses and begin to advance towards the companions with a menacing look on their face while the remaining hadozee crewmates retreat behind the body guards.

The fascinated hadozee crew are still staring at Arimar, waiting to hear with the assimar says next.

Up next: Round 7:

Combat Table:

Combat Table - Round 7
Active Conditions: communal water walk; Malgrim Defense: DR 1/Adamantine; Benaiah (lots of stuff)
Global Conditions:

  • Malgrim <=
  • Arimar <=
  • Keoki <=
  • Benaiah <=
  • Hadozee<=

Current Conditions: Raim -10, Keoki -6, Malgrim -12; Hadozee on ship: 1 spellcaster (down); 2 body guards, crew unaffected 5, crew affected 7

Grand Lodge

Male N Human Medium 4/ aristocrate 1 | HP: 2/49 | AC: 16 (11 Tch, 15 Fl) | CMB: +6, CMD: 17 | F: +3 [+8 for cold conditions], R: +2, W: +6 | Init: +1 | Perc: +9, SM: 0 | Speed 30ft | haunt channeler (2d6), shared seance, spirit | Spells: long arm, exp. retreat, remove fear, detect magic, light, message, resistance, stabilize | Active conditions:

Now rising to his full height, the tattooed man allows the handmaiden to drop to the deck behind him. Stretching out his his elongated arms, Keoki reaches to either side in order to shield his frightened charge. "Pleasd be staying behind me, miss lovely," he mutters to the handmaiden, reaching down quickly and pulling free the katana sheathed at his side. Looking back and forth, he watches to see the approaching hadozee with cutlasses drawn.

"Is we attacking, friend Arimar?!" he shouts above the sloshing of the waves on the hull. "Or is we not?" He then takes a defensive stance, holding the bald vertically before himself, and checking to make sure his charge is still safely sheltered.

"There still not being a reason for us be fighting," he mutters to the approaching hadozee, pleading with the creatures to stop their onslaught. "We can stop, no one else is need dying..."

Keoki raises the tian weapon into a position, poised and ready to strike if any foes come within his extended reach.

"If you not stay back," he finishes pleading with the hadozee. "I be cutting you down..."

readied action: if hadozee comes within Keoki's 10-foot reach:

Attack w/ katana, 10-foot reach: 1d20 + 7 ⇒ (4) + 7 = 11
Damage w/ katana, 2-handed & PA: 1d8 + 7 ⇒ (2) + 7 = 9
darn...

Free Action: Let handmaiden drop from his back
Move Action: Draw Katana
Standard Action: Ready Action


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

Free action: Talking.

Arimar climbs surprisingly nimbly up to the boat (using my rolls from last round's actions combined with the DC 15 ruling) and continues his speech, at a lower volume this time.

"We could have been friends at another time," the necromancer begins with a conciliatory tone, "And yet you have decided to continue this assault. We had the means to pay you... and would have made powerful allies. Your foolish commanders have elected to fight us despite the odds, and now - I am afraid - you will be destroyed."

Arimar is very careful as he walks and speaks to keep his more powerful companions - Keoki and Benaiah in particular - between himself and the hadozees.

I'm going to wait on my round's action to see whether or not the enthralled hadozees become un-enthralled.

Readied action: When the enthralled hadozees stop being enthralled:

Arimar lets out a burst of foul, putrid energies. As before he excludes his companions, but cannot quite manage to remove Mistress Lanvi from the effect.

Channel negative energy: 2d6 ⇒ (6, 5) = 11

The whip marks on Lanvi's back become welts and begin to bleed. The hadozee experience much the same as their companions, and rotting wounds from battles past appear all over their bodies.


Male NE Human Zombie (ex Fighter) | HP: 14/14 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM: +0 | Speed 30ft | Active conditions: None.

With his master aboard, Raim continues to struggle with the ropes to attempt the climb himself.

Raim climb: 1d20 + 3 ⇒ (4) + 3 = 7

He slips and falls, but it worries him not. He simply picks himself up and wanders upon the waves after the departing ship.

_Shit_ Lost Raim. His getting up from prone as this round's move action will probably mean he's left behind.


Male TN Hobgoblin Kineticist 5 | HP: 68/68 15 NL| AC: 18 (14 Tch, 14 Fl) | CMB: +2, CMD: 16 | F: +9, R: +8, W: +1 | Init: +6 | Perc: +8, SM: +0 | Speed 30ft | Action Points: 4/9 | Burn: 3 | Active conditions: Flesh of Stone (DR2/Adamantine).

climb: 1d20 + 10 ⇒ (16) + 10 = 26

Boarding the ship, Malgrim resembles an avatar of Stone Fury, so completely out of place in this realm of water. From walking on water to nearly defying gravity in his ascent up the ship, he flips forward onto the ship and draws once more at the Brine around him, readying a strike should the Bodyguards attack.

His voice reverberates as he utters an oath, "We did not ask for this fight. But should you continue on this path, we will end it."

He looks curiously at Arimar's election to move forward, and holds his ground.

Readied attack:

With resignation, Malgrim releases his elemental forces, congealing the strands into a massive fist that crashes into a hapless hadozee!

Elemental Bolt, PBS, Elementatl Overload: 1d20 + 8 + 1 + 1 ⇒ (8) + 8 + 1 + 1 = 18
Damage: 2d6 + 7 + 2 + 1 ⇒ (2, 6) + 7 + 2 + 1 = 18

Dark Archive

Male CN Human Aristocrat (Chelaxian) Barbalchemist 5 | HP: 57/65 Int: 12/14 | AC: 24 (14 Tch, 24 Fl) | CMB: +13, CMD: 22 | F: +8, R: +4, W: +4 | Init: +0 | Perc: +8, SM: +0 | Speed 30ft (20ft in armor) | AP: 14, Bomb: 7/7 | Rage: 8/8 | [Mutagen] | Healing: 0/10 | Active conditions: Wax in my ears, mutagen, phantom blood, bulls str, enlarge, shield

Resisting the urge to look under Arimar's spoiler. Not sure if I should or shouldn't. As I mentioned before, I don't want to step on the toes of anyone else's stuff (gen con flashbacks again...) but I think this might be the right situation to do just that. Arimar's enthrall spell did everything we could hope for in allowing us to board the ship - I feel like now is the right time for the over-eager, always looking for a fight Benaiah to be borderline agressive.

Because this is PbP, and not a table where I could quickly ask everyone if they were ok with it, I would like to reserve the right to retcon in case this is totally against what everyone else wants. I'll post the conditional Retcon in a spoiler if even one person thinks what I am about to do is a bad idea...

Mistress Lanvi's hands creep closer to Benaiah's neck as he pulls himself up onto the ship with his gangly arms. It's only natural as the neck is a much easier place to hold without fear of losing one's grip. Only a persistent growl reminds her to consciously slide her hands towards his collar bone. He growls even louder when one of the arrows grazes his shoulder, and he can feel the haze flush his face beet red, threatening to take over him outside of his control.

The Trade-off for a +6 STR mutagen instead of a +4:
Furthermore, while under the effects of this mutagen, whenever the alchemist takes damage, his rage grows, with detrimental effects. At the end of each turn that he takes hit point damage, the ragechemist must succeed at a Will saving throw (DC 15, or DC 20 if any of the damage came from a critical hit that turn) or take a –2 penalty on Will saving throws and to Intelligence. These penalties end 1 hour after the mutagen ends and stack with themselves. If the penalty lowers the ragechemist’s Intelligence score to 0, the ragechemist is comatose until 1 hour after the mutagen expires.

Will Save dc 15: 1d20 + 3 ⇒ (13) + 3 = 16 whew... Really need to work on my will save... it is a high priority once we get some gold to spend...

Thankfully, Benaiah is able to keep his mind focused on the job at hand, and the plight of his boss, clinging to his back. Climb check: 1d20 + 9 ⇒ (14) + 9 = 23 Alighting his feet on the deck of the ship, he advances quickly, knowing others in his group prefer to stand behind his bulk. The added weight of Mistress Lanvi disappears from his back as well as his boss lets go and retreats behind even Arimar.

If everyone is ok with Benaiah picking a fight:

"Time for another performance, friend." Benaiah pats Arimar on the back as he takes his place in front of the group. Facing down the large number of Hadozee on the ship, Benaiah's grin grows to devilish proportions, and he opens his mind to the haze that gives him his power. Free action to start rage again.

"Did you hear him? Destroyed! Your foolishness and arrogance is your doom! Anyone who threatens one of my crew is going to have to deal with THIS!"

Benaiah's eyes flush red again, and veins bulge, threatening to burst from his skin as his muscles flex. His arms are wide, almost reaching from port to starboard, and there isn't a single hadozee who has any illusions of avoiding the wrath of his claws. The very words he yells seem to take on a physical presence of their own, washing over the primate crew and singing their fur.

Extract of Blistering Invective. I get to attempt to demoralize every enemy within 30', and everyone affected takes 1d10 fire damage, in addition to the demoralize effect. Reflex save DC 14 for half damage.

Intimidate check to demoralize: 1d20 + 21 ⇒ (9) + 21 = 30 Length of shaken condition is 1 round + 1 round for every 5 that I beat the DC (10+HD+Wis modifier). Sorry this is so rules intensive!!

Fire Damage: 1d10 ⇒ 3

Holy balls that was a lot, but if the group really wants to avoid a fight:
Benaiah imagines the ways he could burn these damnable monkey sailors with his words. They no doubt are the source behind why the audacious has been mired for so long, and he wants nothing more than to lay them to waste. But he holds himself back, satisfied with what he might say, and how they would quake at his feet if he did...

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