The Many-Faced GM's Skulls and Shackles (Inactive)

Game Master Nickadeamous

Skull & Shackles roll20
The Covenant
Crew

Current Plunder: 5
Infamy: 2
Disrepute: 2


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Tiny Wooden Object Familiar. HP 10/10, Hardness 5, Fort +3, Ref +3, Will +3 Fear 1/1

The mask's eyes flashed again, it's expression warping. It floated free of the wall, hovering in space and staring.

Intimidate to Demoralize Japes (penalty for additional attempt): 1d20 + 8 - 5 ⇒ (18) + 8 - 5 = 21


Curse of the Crimson Throne Roll20

Japes drops to the floor like a sack of potatoes and his cutlass clatters across the floor. Rillum looks up at Sandman "doesn't make sense for them to kill us. They'd be keelhauled...they must have planned to make it look like an accident or hide the evidence somehow...maybe they did something to Aerel..."

DM Rolls:

Japes's Will save, shaken: 1d20 - 1 - 2 ⇒ (12) - 1 - 2 = 9


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Sandman hit Japes as hard as he could and then picked up the fallen man's Cutlass.

Unarmed Coup de Grace.
Damage: 2d3 + 4 ⇒ (1, 3) + 4 = 8
DC 18 Fort save

"Same thing we will do to them."


Curse of the Crimson Throne Roll20

Encounter Concluded
Japes lapses back into unconsciousness for the time being. "What should we do with them?" Rillum asks.

The rest of the work day passes with only one new development. Most of the officers join the captain in his quarters. A few remain on deck to oversee the operations of the ship. Nivian continues to be held in the sweat box as clouds roll in providing shade and dropping the temperature somewhat. No additional damage or saves.

The bell rings signaling the end of the work day. The captain steps out onto the deck to address the crew during the bloody hour. "It appears our good quarter master has died, so we have an opening. The other officers and I have been discussing who should fill this role. For the next few days, we will be observing your work, so work hard and do your jobs well, and you may just receive just rewards. Oh, and before I forget, one of our crew was found next to the body, so we think she's involved. We'll be interrogating her tomorrow during the bloody hour. You won't want to miss the show." Some of the crew laugh and jeer as the captain turns and returns to the helm. Mr. Plugg and Master Scourge dismiss the gathering while Fishguts and Rhemus bring up dinner and begin passing out the rum rations.

DM Rolls:

Japes Fortitude save vs. DC 18: 1d20 + 3 - 2 ⇒ (12) + 3 - 2 = 13


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

"We are going to kill them. Carefully."

Sandman waved his hand over Japes' face.

Sow Thought (without Dreamspinner, so it is a concious thought rather than a dream implantation). DC 15. Thought is "I attacked Sandman, missed, and hit Aretta in the throat." I'll cast it twice to make sure it catches.

Then, Sandman pulled Japes' body a bit and punched the end of Japes' cutlass through Aretha's throat.

"Go get the ship's doctor. Run."

Then, Sandman set about trying to staunch the flow of blood and heal the wound he had just caused. He was doing as well as he could, but he knew the wound was mortal.

im going to use two uses of my Healer's Kit and try to Treat Mortal Wounds. It will probably be too late, but I have to keep up appearances. :)


Curse of the Crimson Throne Roll20

Rillum hustles up the bilge ladder and is gone in an instant. Its several minutes before footsteps are heard above. Several of the crew, Mr. Plugg and Master Scourge descend into the bilges. Master Scourge's eyes belie the rage seething within him. Two of the crew carry Japes's unconscious body out and back above deck. Two more pirates take up flanking positions around Sandman. "What happened here?" Mr. Plugg growls more than asks. Stitchman kneels down to inspect the wound and tries to help Sandman save the woman.

Sandman, make a Heal check to Treat Deadly Wounds with a +2 bonus as the ship's surgeon aids you. Or you can make a Bluff check to try to fake it. Rillum did not return to the bilge with the pirates.

DM Rolls:

Japes Will save vs. DC 15: 1d20 - 1 ⇒ (4) - 1 = 3
Stitchman Heal Aid Another: 1d20 + 9 ⇒ (10) + 9 = 19


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

heal: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17

"These two attacked me. It didn't go well for them. Now I'm trying to save the life of someone who was here to kill me." Sandman said curtly, focusing on his task, trying to keep Aretta from bleeding out.

"Stitch, do you have any Troll Styptic? We need to stop this bleeding as fast as possible."


Curse of the Crimson Throne Roll20

Sandman and Stitchman work diligently but it quickly becomes apparent that Aretta cannot be saved. Stitchman stands up and begins wiping his hands off on his clothes while shaking his head. "You two, take the body to the lab" Mr. Plugg barks. The two other pirates begin to remove the body. "Master Scourge, fetch the ratman." Master Scourge turns and follows the two pirates back up the ladder. Mr. Plugg turns his attention back to Sandman. "And why exactly would these two try to kill you? What did you do to provoke them? And keep in mind, we'll be asking the ratman the same questions."


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

"Something about me being a demon." Sandman shrugged. "You want better answers than that you'll need to wake Japes up and ask him."


Curse of the Crimson Throne Roll20

"Finish your shift, alone. The captain will decide what to do with you" Mr. Plugg says before ascending the ladder. The rest of the day crawls by as the acquaintances are separated and left to ponder their fate.

With about an hour left in the work day, the call goes out. "Ship's ahoy!" Word aboard the vessel travels fast. Another ship has been spotted. An hour later, after the work day bell rings, the crew gathers on deck. The captain begins "we've had a few unfortunate losses over the last few days. Yet out there lies a prize, a prize that we will reap for ourselves. For some of you, this will be the final test. The life of a pirate isn't easy, but it can be rewarding. All hands will be needed to earn our reward." He nods to Master Scourge and Mr. Plugg and they move to release Nivian from the sweat box. "Prepare yourselves. Rest up, it will be hours before we close to within range."


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Sandman only nodded and went back to his duties as if nothing had happened. When the announcement was made that a ship had been spotted and that Nivian was going to be released, he found a quiet corner and stared at his mask a while.

Spending 15 minutes filling my last spell slot with Cure Light Wounds to heal Nivian with. Then trying to get 8 hours rest in before we engage the ship. Hopefully it will take that long to close the distance.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Baltzar also gets her rest, preparing the following spells for the coming fight...

Cantrips:
Bleed, Detect Magic, Guidance, Stabilize

1st Level:
Advanced Scurvy (1), Charm Person (1), Mage Armor (1)


Curse of the Crimson Throne Roll20

At roughly one mile away, the Captain gives Fishguts the order to chum the waters. He and Rhemus head to the galley and butcher half a dozen pigs and begin throwing the remains overboard. It isn't long before sharks are seen trailing the Wormwood.

As the Wormwood closes to within a half a mile of the Man's Promise, the six of you are summoned to the poop deck by Riaris Krine, the ship's Master Gunner. She glares at all of you before beginning "the ship's wheel is on the aft deck, just below the sterncastle. You're going to grapple over, kill the guards on the sterncastle, take the wheel, and guard the ship's boats. Kill anyone who tries to get away on one of the boats. Don't move from the wheel until the fighting's done, or you'll have to answer to me. Oh yeah, as we get close, it's going to get foggy. Just stick to what I told you to do. You there" she says, pointing at Fargrim. "You'll be leading the boarding action for this group. As for the rest of you, if you need a weapon, speak up now. This is the last opportunity you'll get to arm yourselves." She gives Nivian a nasty look as she makes the last statement.

Feel free to request any simple or martial weapon, but they have mostly pirate type weapons.

As the vessels close, the crew aboard the Man's Promise began firing at the Wormwood. Crossbow and ballista bolts fly through the air and thunk into various spots along the ship. They appear to be targeting the rigging.

The ships are currently 120 feet apart.

Initiative - Round 1
21 Fargrim
19 Baltzar
15 Nivian
15 Man's Promise Crew
10 Rhemus
7 Wormwood Pirates
6 Rillum
3 Sandman

DM Rolls:

Sandman: 1d20 ⇒ 3
Rhemus: 1d20 + 5 ⇒ (5) + 5 = 10
Nivian: 1d20 + 3 ⇒ (12) + 3 = 15
Rillum: 1d20 + 3 ⇒ (3) + 3 = 6
Fargrim: 1d20 + 4 ⇒ (17) + 4 = 21
Baltzar: 1d20 + 2 ⇒ (17) + 2 = 19
Wormwood: 1d20 + 2 ⇒ (5) + 2 = 7
Man's Promise: 1d20 + 1 ⇒ (14) + 1 = 15


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Posting now because my action shouldn't effect much and I'm not sure when I'll have another chance today.

Spells Currently Memorized: Resistance, Guidance, Message, Mage Armor, Long Arm, Cure Light Wounds

Sandman moved to take cover from the flying bolts and cast a small incantation. His voice carried to Nivian and Baltzar in a faint whisper behind their ears.

"We three will hear each other over the battle." his voice came, though his lips barely moved.

Casting Message. 20 minute duration.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

When things start flying and bolts slam into the side of the ship, Nivian will get into cover and stay there, and after speaking some words, some shimmering force seems to cover her exposed body parts. "Fargrimm, you know I am bad at boarding, but I'll follow your lead regardless. I doubt staying here would be much healthier!"
Casting Mage Armor


Curse of the Crimson Throne Roll20

Bolts continue to assault the boat as the two ships close. Several of the pirates take cover while the rest simply wave their weapons threateningly. The Wormwood continues to gain on the Man's Promise despite the barrage. The pirates have grouped up into squads are ready grapples and boarding planks.

Feel free to retcon any previous rounds action if you need to.

The ships are currently 90 feet apart.

Initiative - Round 2
21 Fargrim
19 Baltzar
15 Nivian
15 Man's Promise Crew
10 Rhemus
7 Wormwood Pirates
6 Rillum
3 Sandman


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

Fargrim will have all his armor and weapons with him at this point. I don't know that there is anything he can do to prep himself until he makes it over to the other ship and starts his bloodrage.

Fargrim grins at the opportunity to get out and have a little fun! Being cooped up on the Wormwood and dealing with the hostile officers and crew has been grinding on his nerves for sometime now. Only the threat of keelhauling has kept him in check thus far, but now he has a target to unleash all his anger against. He stands in the middle of the deck, shouting challenges in dwarven across to the other vessel, with a large grin on his face. Rope and grappling hook in hand, he is ready to moment the ships close into grappling range. "Stay with me, Nivian, and I shall see you to the other side!"

In hindsight, I'm surprised I haven't had Fargrim lash out and attack someone yet lol...


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

"I will try, Fargrim! Maybe get to cover now so the other side you talk about is not the afterlife? You will get to stay in battle longer if you are unwounded when we board...", Nivian attempts to urge Fargrim to not expose himself too openly.
"And i hope I do manage to stay with you...", she adds under her breath.

Oh, i know you will stay out in the open, but hey, those are the people those bolts get aimed for...either way, I may be better of trying to JUMP across to the other ship, rather than try and board with a grappling hook-chances are I would be more useful shooting from over here, rather than dance with sharks in the water...


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Round 1

Baltzar adjusts her blouse to better show her cleavage and Besmara tattoo as she casts Mage Armor, then she waits for her chance to grapple across.

Round 2

Baltzar readies her action, but otherwise is waiting for the ships to get closer.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Casting Mage Armor

Sandman whispered a protective incantation as he waited for the ships to close distance.


Curse of the Crimson Throne Roll20

As the seconds tick by, the ships move closer and closer until they were practically adjacent. Fog begins to billow out from both ships obscuring almost everything. You can still see the aft sections of both ships and the sterncastle on the Man's Promise. Six sailors currently occupy it and are armed with crossbows and shortswords. The other pirates begin to throw their grappling hooks and begin to secure crossing planks. Riaris Krine shouts "alright, what are you waiting for? Get over there, kill the guards and secure the escape boats."

Initiative - Round 5
21 Fargrim
19 Baltzar
15 Nivian
15 Man's Promise Crew
10 Rhemus
7 Wormwood Pirates
6 Rillum
3 Sandman

Retcon any actions you need to for rounds 2 - 4. Otherwise we're skipping ahead slightly.

The roll20 combat map is updated.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Baltzar will cross over to the other ship, but will stay behind the more martial crew members at first.

Holding action, plan is to determine who is the biggest threat to us, and use Advanced Scurvy on them.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Waiting for Fragrim and Baltzar to move to determine positioning on Roll20...will stay behind Fargrim and hope his barrel-like stature provides soft-cover...also, I had not mentioned it, but since battle is about to take place, obviously I wield my crossbow, cocked and ready.(will only start shooting if I am in a position to use my move action to reload, though.)

Crossing the ship, Nivian realises she will still need to get closer to be able to utilize her color spray, and as such would be unable to focus on maintaining any hexing effects she can place on their enemies.
With that logic, it makes sense to hex the one closest, most probably victim in the first few seconds of the battle.
move action(not done yet, will move up to fargrim), standard action: Misfortune Hex on guy standing on top of stairs(DC 15 Will Save)


Retcon rounds: Casting Resistance on myself, then Longarm.

Sandman put his mask on. Until now he'd only ever worn it at night, on the prow. Very few had been close enough to see it while it was on his face.

Now, in the light of day, it was clear that the mask was something more than just a peice of wood. Perhaps it was a trick of the rolling fog distorting the shadows, but the mask seemed to move. It's jagged edges gripped the sides of Sandman's face like teeth, not quite puncturing the flesh. The mouth widened and the eyes burned faintly. His scars darkened and seemed made of swirling shadows. Behind him, his shadow was no longer the tattered looking thing it normally was. It was a brutish form that didn't quite move in sync with Sandman himself. It's arms were far too long, and it looked, strangely, like it was on fire.

Readied action to move.

Current Effects: Mage Armor, Longarm, Scarshield, Resistance, Message. Longarm duration at 2/20 at the end of this round.


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

Oh nice, I like the boarding plank! That'll change things nicely.

Fargrim lets out an wordless shout as he races across the boarding plank to engage their enemies, dropping the grappling hook and pulling out his dorn dergar as he moves! Once across to the other ship, the dwarf suddenly slips into a very focused state of mind; however, his shoulders and biceps suddenly seem to swell as the weapon leaves his hand and streaks outward towards the enemy!

Attack!: 1d20 + 7 ⇒ (20) + 7 = 27
Crit Confirm!: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d10 + 7 ⇒ (10) + 7 = 17
Crit Damage: 1d10 + 7 ⇒ (9) + 7 = 16

Move Action - Move into position on map. Free Action - Bloodrage +4 Str/Con, +4 Temp HP, -2 AC. Standard - Attack with Reach!


The plank is already down? Screw the readied action. Sandman follows Fargrim.


Curse of the Crimson Throne Roll20

Two pirate place the boarding plank as soon as the ships are close enough. The plank is 10 feet long, but only two feet wide. It is slippery and unsteady with the ships bobbing on the open sea.

It is a DC 9 Acrobatics check to cross at half speed, or DC 14 to cross at full speed. Alternatively, you can make an attempt a DC 10 jump check. Failing either check by 5 or more lands you in the ocean with the sharks.

Initiative - Round 6
21 Fargrim
19 Baltzar
15 Nivian
15 Man's Promise Crew
10 Rhemus
7 Wormwood Pirates
6 Rillum
3 Sandman

Fargrim races across the plank and immediately lashes out with his chain felling the nearest pirate as his chain cracks open the sailor's skull spilling blood all over the deck. Baltzar follows behind him and takes cover near the escape boats. Nivian quickly dashes across the boarding plank and hexes the nearest pirate with misfortune. Two Rahadoumi sailors fire their heavy crossbows at Fargrim, fearful to get any closer to the crazed dwarf. One of the bolts embeds itself deeply into Fargrim's leg. Two sailors fire their crossbows at Nivian and the other two fire at Baltzar, however the sway of the ships and the intervening obstacles protect the boarders from harm. Rhemus moves to the railing of the ship and fires his shortbow. The arrow thunks harmlessly into the side of the Man's Promise. The rest of the pirates spring into action at the crack of Master Scourge's whip. Mr. Plugg spurs Olwbear into action. He crosses the plank and lays into the closest Rahadoumi sailor with his club, catching the man squarely in the shoulder. Rillum creeps over to the railing next to Rhemus and flings a bomb at the group of sailors on the sterncastle. The bomb explodes dead in their midst burning several of them and causing a bit of panic, while Sandman hustles across the plank.

Fargrim takes 7 points of piercing damage.

Fargrim Acrobatics: 1d20 + 6 ⇒ (11) + 6 = 17
Baltzar Acrobatics: 1d20 + 5 ⇒ (16) + 5 = 21
Rillum Bomb Attack: 1d20 + 8 ⇒ (3) + 8 = 11
Bomb Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Rhemus Shortbow: 1d20 + 6 ⇒ (1) + 6 = 7
Nivian Acrobatics: 1d20 + 3 ⇒ (15) + 3 = 18
Rahadoumi Sailor Will save: 1d20 + 1 ⇒ (11) + 1 = 12
Rahadoumi Sailor #1 Heavy crossbow vs. Fargrim: 1d20 + 2 ⇒ (15) + 2 = 17
Rahadoumi Sailor #2 Heavy crossbow vs. Fargrim: 1d20 + 2 ⇒ (2) + 2 = 4
Heavy Crossbow damage to Fargrim: 1d10 ⇒ 7
Rahadoumi Sailor #3 Heavy crossbow vs. Nivian: 1d20 + 2 ⇒ (9) + 2 = 11
Rahadoumi Sailor #4 Heavy crossbow vs. Nivian: 1d20 + 2 ⇒ (8) + 2 = 10
Rahadoumi Sailor #5 Heavy crossbow vs. Baltzar, cover: 1d20 + 2 ⇒ (13) + 2 = 15
Owlbear Acrobatics: 1d20 - 1 ⇒ (14) - 1 = 13
Owlbear Club: 1d20 + 5 ⇒ (13) + 5 = 18
Club Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Rahadoumi Sailor #6 Heavy crossbow vs. Baltzar, cover: 1d20 + 2 ⇒ (13) + 2 = 15
Sandman Acrobatics: 1d20 ⇒ 15

Round 6 up!

This post was eaten twice so here's hoping the third times the charm.


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

Fargrim grunts as the crossbow bolt slams into his leg; however, he then seems to ignore the projectile protruding from his thigh. Just as he is about to rush towards the nearby group of sailors.... he vaguely remembers their mission. He turns and rushes back the witches as he makes towards the ship's wheel! He stops at the base of the steps and once again slings his ancient dwarven weapon up towards the nearest sailor!

Power Attack: 1d20 + 7 - 1 ⇒ (17) + 7 - 1 = 23
Damage: 1d10 + 7 + 3 ⇒ (4) + 7 + 3 = 14

Free Action - Maintain Bloodrage. Move Action - Movement into position on map. Standard - Power Attack w/ reach the sailor at the top of the stairs.

Bloodrage: +4 Str/+4 Con, 0/4 Temp HP, -2 AC.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Baltzar will go ahead and cast Advanced Scurvy this round, then 'hold the charge' for next round.


Sandman charges up the stairs toward the ship's wheel, following Fargrim, swinging his own heavy totem-club over the dwarf's head and toward the nearest sailor.

Skull Ram, 15' reach: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d10 + 3 ⇒ (6) + 3 = 9


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Seeing all 6 of the Sailors shoot with their heavy crossbows, Nivian rushes past one of them, expecting to get by without difficulty. After getting into a tactically sound position, she unleashes a spray of iridiscent colors at as many enemy sailors as she can cover.

Move action to get into position, Standard to Color Spray them. DC 15 Will Save for 3 of them.(I expect they stand close enough to see us, which is close enough to see the spray...since it's not a Reflex but a Will thing, seeing me and being in range should be enough for them to be affected even if they are at a higher level. If you rule it's not possible, I would like to alter my action.)


Curse of the Crimson Throne Roll20

Fargrim's chain lashes out and strikes the sailor in the jaw, breaking the man's neck in the process. He lands on the deck with a thump before tumbling down the stairs. Baltzar's incantation draws the attention of some of the sailors which Nivian takes full advantage of. As they raise their heavy crossbows, a blast of color shifts their attention. Out of the fog, a decorated sailor wielding a boarding pike emerges and begins to shout orders to the sailors before skewering Owlbear with her boarding pike. Another sailor stabs Owlbear with his shortsword. Owlbear retaliates by clubbing a sailor across the face, dropping the sailor into a heap. One sailor fires his crossbow at Nivian which barely misses. Another sailor fires at Fargrim striking him in the shoulder. Rhemus and Rillum both unload into the sailors and drop the one who shot Fargrim. Sandman follows Nivian up the towards the sterncastle and sends his totem-club at the nearest sailor but only crushes the intervening railing.

5 points of piercing damage to Fargrim.

Player's Turn

Initiative - Round 7
21 Fargrim
19 Baltzar
15 Nivian
15 Man's Promise Crew
10 Rhemus
7 Wormwood Pirates
6 Rillum
3 Sandman

Rahadoumi #3 Will save: 1d20 + 1 ⇒ (8) + 1 = 9
Rahadoumi #4 Will save: 1d20 + 1 ⇒ (17) + 1 = 18
Rahadoumi #4 Heavy Crossbow: 1d20 + 2 ⇒ (14) + 2 = 16
Rahadoumi #5 Will save: 1d20 + 1 ⇒ (17) + 1 = 18
Rahadoumi #5 Heavy Crossbow: 1d20 + 2 ⇒ (19) + 2 = 21
Heavy Crossbow Damage: 1d10 ⇒ 5
Rillum Crossbow: 1d20 + 5 ⇒ (17) + 5 = 22
Crossbow Damage: 1d6 ⇒ 6
Rhemus Shortbow: 1d20 + 6 ⇒ (14) + 6 = 20
Shortbow Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Owlbear Club: 1d20 + 5 ⇒ (11) + 5 = 16
Club Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Rahadoumi #7 Shortsword: 1d20 + 2 ⇒ (3) + 2 = 5
Rahadoumi #8 Shortsword: 1d20 + 2 ⇒ (11) + 2 = 13
Shortsword Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Rahadoumi Officer boarding pike: 1d20 + 6 ⇒ (4) + 6 = 10
Boarding Pike Damage: 1d8 + 4 ⇒ (6) + 4 = 10


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Baltzar will charge the obvious leader and make a touch attack with her spell.

[dice=Advanced Scurvy Touch attack]1d20+3[/dice]

...and she misses, after which she says obscene things in Aklo.


Skull Ram, 15' Reach: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d10 + 3 ⇒ (8) + 3 = 11

Sandman takes another swing at the nearest sailor.


Tiny Wooden Object Familiar. HP 10/10, Hardness 5, Fort +3, Ref +3, Will +3 Fear 1/1

The mask's eyes flash and Sandman's strange shadow reaches out a too-long arm with fingers that stretched to inhuman lengths to claw at the mind of the sailor on the staircase across the ship.

Fearsome Shadows ability. Cause Fear, DC 11 Will save or be Frightened for 1d4+1 rounds. Shaken 1 round on successful save.


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

Fargrim looks down at the new bolt in annoyance before turning his attention towards the sailor on the other set of stairs. He plans to trap the other sailors in a flank with Sandman. His twirls his dergar and lets the heavy ball sling out towards his latest victim!

Attack: 1d20 + 7 - 1 ⇒ (17) + 7 - 1 = 23
Damage: 1d10 + 7 + 3 ⇒ (1) + 7 + 3 = 11

Move Action - Move into position on map. Standard - Attack the sailor nearby. Free Action - Maintain Bloodrage.


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Curse of the Crimson Throne Roll20

The dorn dergar lashes out again and connects with the Rahadouni sailor square in the chest, dropping him down to one knee while he spits and coughs up blood. Baltzar charges up to the Rahadoumi Officer and almost catches the tail end of a boarding pike which forces her to lunge backwards at the last second, throwing off her aim.

Waiting for Nivian's action for this round.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Apologies, I dunno why I was waiting for Fargrim, because my action this round doesn't depend on him.

Seeing a Bolt almost fly by her, Nivian focuses her gaze on the Sailor that tried to shoot her, and starts to sing in a chanting, slightly entrancing way.

Standard=> Misfortune Hex on the Guy who shot at me(DC 15 Will), Move Action=> Cackle(yeah, could be wasted if he makes his save, but I think I like my position anyway.)


Curse of the Crimson Throne Roll20

Nivian curses the man foolish enough to fire at her. A Rahadoumi sailor fires his crossbow at Fargrim but misses. Another sailor drops his crossbow, draws his shortsword, and swings at Sandman, but his fear of the nightmare man causes him to miss by a mile. One Rahadoumi sailor panics as he notices the nightmare man staring into his soul and tries to flee, but the injuries he has suffered causes him to collapse on the deck. The Rahadmoumi officer and the rest of the sailors continue to fight against Owlbear scoring several wounds against the man. Owlbear smashes a sailor with his club, apparently oblivious to his own wounds. Rhemus and Rillum continue their ranged assault but only plunk arrows into wood. The fog begins to part and you can see the Captain himself and two pirates accompanying him heading towards the aft of the Man's Promise. You also notice a Rahadoumi pirate aiming his crossbow in the Captain's direction. Sandman swings his mast-like battering ram at a Rahadoumi sailor and crushes the sailor's ribs. He falls to the floor, unable to breathe. One sailor remains standing with his crossbow in hand on the sterncastle. The other lies unconscious. Several more continue to do battle against the pirates on the main deck.

Initiative - Round 8
21 Fargrim
19 Baltzar
15 Nivian
15 Man's Promise Crew
10 Rhemus
7 Wormwood Pirates
6 Rillum
3 Sandman

Players are up.

Rahadoumi Will Save: 1d20 + 1 ⇒ (6) + 1 = 7
Rahadoumi #4 Heavy Crossbow: 1d20 + 2 ⇒ (7) + 2 = 9
Rahadoumi #6 Shortsword, highground: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Rhemus Shortbow, melee, cover: 1d20 + 6 - 4 - 4 ⇒ (15) + 6 - 4 - 4 = 13
Rillum Crossbow, melee, cover: 1d20 + 5 - 4 - 4 ⇒ (15) + 5 - 4 - 4 = 12
Rahadoumi #7 Shortsword: 1d20 + 2 ⇒ (14) + 2 = 16
Rahadoumi #8 Shortsword: 1d20 + 2 ⇒ (1) + 2 = 3
Rahadoumi Officer boarding pike: 1d20 + 6 ⇒ (8) + 6 = 14
Boarding Pike Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Shortsword Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Owlbear Club: 1d20 + 5 ⇒ (17) + 5 = 22
Club Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Rahadoumi Will Save: 1d20 + 1 ⇒ (12) + 1 = 13


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

Fargrim continues his merciless slaughter of the Rahadoumi! The terribly calm dwarf takes the stairs with a determined look on his face, the dorn dergar weaving a pattern of gory death in front of him. Once in a preferable position, the iron ball suddenly shots out towards the last remaining sailor on the sterncastle!

Attack: 1d20 + 7 - 1 ⇒ (17) + 7 - 1 = 23
Damage: 1d10 + 7 + 3 ⇒ (1) + 7 + 3 = 11

Move Action - Move into position on map. Standard - Attack the sailor nearby. Free Action - Maintain Bloodrage.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

I may be wrong, but I fully expect the captain or some officers close by to survive this battle...acting in his interest may well help to clear me of suspicion...

"Captain Harridan, Crossbow at x'o clock", delaying a moment for him to react before shooting my own crossbow at the enemy aiming at the captain.

Attack: 1d20 + 4 ⇒ (1) + 4 = 5 Damage: 1d8 ⇒ 4
Swerving around and shifting her focus slightly unbalanced Nivian, as did the time she had spend in the sweatbox. She felt she had recovered quite well, but finds her aim unsteady, and the bolt, while going in the general direction aimed, misses it's mark by a fair bit. Well, I hope intent counts for something, too :)

She then quickly reloads her crossbow, and at least there her fingers move with practised memory...


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Baltzar again tries to touch the seemingly lead pirate, to use Advanced Scurvy (still holding the charge from last round.)

Touch Attack: 1d20 + 1 ⇒ (15) + 1 = 16


Curse of the Crimson Throne Roll20

Fargrim causes another of the sailors to double over unto the deck spitting up blood. Baltzar reaches out and touches the Rahadoumi Officer, inflicting her with an advanced form of scurvy. Nivian shouts a warning to Captain Harrigan who ducks just in time as crossbow bolts go flying. Rillum and Rhemus launch their projectiles as Owlbear and the pirates push forward onto the Man's Promise.

What is Sandman's action for the round?

Initiative - Round 9
21 Fargrim
19 Baltzar
15 Nivian
15 Man's Promise Crew
10 Rhemus
7 Wormwood Pirates
6 Rillum
3 Sandman

Rahadoumi crossbow: 1d20 + 2 ⇒ (4) + 2 = 6
Rhemus shortbow, melee, cover: 1d20 + 5 - 4 - 4 ⇒ (17) + 5 - 4 - 4 = 14
Rillum crossbow, melee, cover: 1d20 + 5 - 4 - 4 ⇒ (17) + 5 - 4 - 4 = 14
Rhemus damage: 1d4 ⇒ 2
Rillum damage: 1d6 ⇒ 6
Rahadoumi shortsword: 1d20 + 2 ⇒ (12) + 2 = 14
Rahadoumi shortsword: 1d20 + 2 ⇒ (5) + 2 = 7
shortsword damage: 1d6 + 1 ⇒ (2) + 1 = 3
Owlbear club: 1d20 + 5 ⇒ (5) + 5 = 10
Cog Acrobatics: 1d20 + 2 ⇒ (6) + 2 = 8
Rahadoumi Officer, scurvy: 1d20 + 6 - 3 ⇒ (4) + 6 - 3 = 7


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Now that the Rahadoumi Officer is sick and her teeth are falling out, Baltzar will do two claw attacks.

Claw #1 Attack: 1d20 + 1 ⇒ (7) + 1 = 8

Claw #1 Damage: 1d4 ⇒ 3

Claw #2 Attack: 1d20 + 1 ⇒ (17) + 1 = 18

Claw #2 Damage: 1d4 ⇒ 1


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Cant access the map very well from my phone. My intent is to move to the ship's wheel and set myself up to Threaten the whole rear deck. Anyone in the way I'll hit.

Attack, 15' reach: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d10 + 3 ⇒ (3) + 3 = 6


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

"Someone keep that guy up there knocked out", Nivian shouts to her nearby comrades, pointing at the one enemy sailor that fell to her magic, and is merely unconscious for a few rounds, but could get up again any time.

Recalling the orders they had received (You're going to grapple over, kill the guards on the sterncastle, take the wheel, and guard the ship's boats. Kill anyone who tries to get away on one of the boats. Don't move from the wheel until the fighting's done, or you'll have to answer to me. , Nivian takes a quick look over the battle, then prepares to hit anybody with misfortune that is silly enough to try and advance against them.
Ready action: If someone advances towards the areas near side boats/stairs, I'll hit them with misfortune.


Curse of the Crimson Throne Roll20

No, they did not shoot Owlbear. "Rillum and Rhemus launch their projectiles as Owlbear..."


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
The Many-Faced GM wrote:
No, they did not shoot Owlbear. "Rillum and Rhemus launch their projectiles as Owlbear..."

Apologies...totally misread that...brain fart...

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