The Shackles of Freeport on the Razor Coast - DM VoV's Piratey Jaunt (Inactive)

Game Master Mark Sweetman


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M Gnome Conjurer
James Rackham wrote:
Let's take a closer look--we've come this far, James says, moving alongside Bek.

"Sure, who can argue with that logic." Quillin's voice drips with sarcasm, but he follows in the rear.


Minor Crab-beast

The group decides to stay as one and move into the guano laden cave. As Tipene moves from the tunnel into the cavern proper though, the light from his glow-stick is fully unveiled and spills upwards into the carpet of bats. A commotion begins to form and quickly turns into a growing chorus of squeaks, flutters... and falling sh1t. The noise makes it difficult to hear each other without a raised voice, and the addition of fresh guano doesn't exactly enhance or reduce the stench already filling your nostrils... but if the bats take off from their perches... then it'll get mighty uncomfortable in here.

Fording to the center of the cavern takes almost no time... though it's similarly impossible to avoid trailing guano up to your knees... or in Quillin's unfortunate case to the mid thighs. You can easily pick out the workings now and a glint and glimmer betrays that there might be a few more of the jewels lying about in the rock. It isn't a major shaft or tunnel - more a chip away at some partially exposed geodes.

Perception DC 15:
Along with the jewels.. there looks to be a crumbly rock that's blacker than the rest of the cavern in amongst the same node.

Quillin:
As you begin to get excited by the sight of the glimmer... you get a firm empathic sending from Smudge... danger.


M Gnome Conjurer

unfamiliar spot: 1d20 + 3 ⇒ (3) + 3 = 6

"Aw, bat s#it! Bad idea all around. Back toward the entrance. Something is coming in after us and I'd rather not face it up to my elbows in guano."

don't believe I have yet so I'll mage armor up.


Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4

Perception: 1d20 + 5 ⇒ (14) + 5 = 19

Iscarel picks up a black, crumbling stone, giving it a curious look before glancing back to Quillin. "What? How in the hells do you know...?" He says, but does not argue, trudging back the way they came.


***INACTIVE*** Bloodrager/3

Tipene lowers his glowing weapon and tries to shade it with a corner of his overtunic, looking around at the chittering swarms of bats filling the cavern.


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M Gnome Conjurer
Iscarel wrote:
...glancing back to Quillin. "What? How in the hells do you know...?" He says, but does not argue, trudging back the way they came.

Quillin's response drips irritability and sarcasm. "A little bird told me. Let's go, Tippene. You're just stirring the bats up."


HP 27/27, AC 12/9/12, CMD 14, F+5 R+0 W+2, Init -1

"Little bird is enough for me." Bek also backs away through the filth.


Male Human Swashbuckler (Corsair) 3
stats:
HP: (29/29) AC 19 (FF 15, Touch 14) FS +3, RS +7, WS +0 (+3 vs charms, +5 vs compulsions), Initiative: +4 Perception: +4

Rackham frowns, dissatisfied, but nods at Quillin's information.

Useful pet you have there. Almost enough to justify tolerating its squawking.

James chuckles, tiptoing through the bat waste to get back to the entrance.


Minor Crab-beast

Tipene's shading of his glowstick has the desired effect of reducing the clamour of the bats... though as the quiescence grows upon the roof... you become very aware that the tunnel back to the surface is occupied... judging by the guttural growl that echoes through and down to you.

Quillin:
Smudge missed the beast as it was coming through the trees, but essentially saw it as it entered the cave.
Would yon parrot be smart enough to stay outside? - or loyal enough to try and wing through to you?

So there you are... knee deep in guano and faced with an as yet unseen beast that's descending down to meet you...

You've got maybe 1-2 rounds to prep and position within the chamber.
You can position to ambush if you want, attempt to hide, plait each others hair... but don't make any explicit combat rolls yet.


***INACTIVE*** Bloodrager/3

Is there a far end of the river of sh1te, such that we could find a place to stand on reasonably stable ground whilst whatever it is comes after us?


M Gnome Conjurer

GM:
it's every bird for himself. Smudge would stay safely out of reach and sight


Minor Crab-beast

Grumble, eaten post

The chamber that you're in is roughly 40ft x 50ft - and the tunnel from the surface opens into the midpoint on one of the narrower ends. The workings are in a far opposite corner to the tunnel entrance. Guano coats all of the cavern floor - but is lighter in depth in a path betwixt the tunnel and the jewels, and in an short arc adjacent to where the tunnel joins the cavern.

The walls of the chamber aren't sheer, and the roundness of them could offer a means of getting up and out of the sh1te by wedging into a nook or cranny, but this would also potentially limit your mobility.

Clearish as mud?


HP 27/27, AC 12/9/12, CMD 14, F+5 R+0 W+2, Init -1

"Sounds like its spoiling for a fight." A low hiss escapes from Bek's mouth as he bends over, shaking for a moment. When he straightens again his face his shifted into a slightly triangular shape and sharp teeth glisten in his mouth. With an icy rasp, he asks "Shall we ambush it?"
Standard action to shift into bestial form: +2 Con, Bite for 1d6.


Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4

Stealth: 1d20 + 8 ⇒ (18) + 8 = 26

"Ankle deep in shit on some forgotten piece of rock is not how id choose to go. I'm for an ambush."

positioning myself to the side and rear, hopefully not granting it soft cover but also nice and safe for my ranged attack.


HP 27/27, AC 12/9/12, CMD 14, F+5 R+0 W+2, Init -1

The much less quiet Bek will go try to hide on the other side.
Stealth: 1d20 - 1 ⇒ (9) - 1 = 8
And squishes loudly through the excrement while trying to do so.


M Gnome Conjurer

Still fuming at the foolishness that got them into this pile of sh!t, Quillin looks for a nook to hide in slightly above the action.

hide: 1d20 + 6 ⇒ (11) + 6 = 17


Male Human Swashbuckler (Corsair) 3
stats:
HP: (29/29) AC 19 (FF 15, Touch 14) FS +3, RS +7, WS +0 (+3 vs charms, +5 vs compulsions), Initiative: +4 Perception: +4

James sloshes through the muck to get to the area of the tunnel where it is more shallow, before the beast arrives.


Minor Crab-beast

Two important points before I get started:
1) Where is Tipene, and is the glowstick kept active and unfurled? - or covered and reduced?
2) Rackham - do you want to be at the mouth of the tunnel (where the beastie will show up? - or deeper in the chamber?


Male Human Swashbuckler (Corsair) 3
stats:
HP: (29/29) AC 19 (FF 15, Touch 14) FS +3, RS +7, WS +0 (+3 vs charms, +5 vs compulsions), Initiative: +4 Perception: +4

Towards the mouth but within the radius of the light


Minor Crab-beast

Going to assume Tipene is deeper in the chamber and has the light still diminished in some capacity.

Heavy footfalls come down the tunnel towards the guano filled chamber and you grow tense as the creature eases into view. As expected it looks bear-ish... with a certain emphasis on the ish. Limbs are more lithe than a bear's would be and it's fur is slightly sparser and mangey. It stands a man and a half tall, and two men wide though - cutting an impressive sight in the dimmed dark. It's head is elongated with a longer jaw and more fox-like ears, though even in this very dim light you spy that it has suffered significant burns to it's face. The fur on it's head and left shoulder is seared away, and it has it's head turned to the side slightly as it moves... as though it were relying more on it's ears than it's eyes.

It pauses at the entrance to the tunnel and sniffs, lowering itself into a defensive posture as it's ears stand erect to scan the cavern...

Roughly a round's worth of actions if you please.


M Gnome Conjurer

don't suppose know arcana, local or planes will get me anything? magical beast?

know arcana: 1d20 + 9 ⇒ (20) + 9 = 29


Minor Crab-beast

Judging by the look of the beast... Quillin suspects that it's likely a beast of the natural world rather than something tainted by the arcane or planar influence. Luckily he wasn't that drunk a few years before in Port Peril when a sailor two tables over was loudly waxing lyrical about a creature his crew had encountered. He called it a jungle bear... but you're reasonably sure it's likely known by a more accurate nom de plume... but importantly he boasted of how it came upon them in the deep dark of night swinging through the trees like a monkey before tearing a couple of his crew in half before being beaten away with bow and blade.

Or in mechanics terms - good hearing, climb speed and rend.


***INACTIVE*** Bloodrager/3

That's what Tipene'd planned on doing, yes.

The Tulita prepares to attack the creature from a flank with one of the others.


M Gnome Conjurer

Quillin raises a long tapered eyebrow at the sight of the creature as he sits in the near dark waiting for the action. And I thought that ridiculous bear story was just a sailor's yarn.


Minor Crab-beast

Rackham, Iscarel?


Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4

I was waiting on things to progress. Sorry!

Waiting for Rackham to signal his readiness, Iscarel fires his readied spell from the shadows, hoping to finish the job the fires started.

Acid Splash from stealth: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Damage: 1d3 + 1d6 ⇒ (2) + (4) = 6

try not to get full attacked folks


Male Human Swashbuckler (Corsair) 3
stats:
HP: (29/29) AC 19 (FF 15, Touch 14) FS +3, RS +7, WS +0 (+3 vs charms, +5 vs compulsions), Initiative: +4 Perception: +4

Sorry, I was just waiting. If I can, I will take a total defense and if it attacks me I will parry


HP 27/27, AC 12/9/12, CMD 14, F+5 R+0 W+2, Init -1

As soon as the fight erupts, Bek begins his song. A disturbing chant that seems to twist its tendrils into your mind and soul, but also fills you with unnatural strength.
and moves out of full attack range if he's in it right now :)

Inspired Rage (Su):
At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike with the barbarian's rage ability, those affected are not fatigued after the song ends.)


Minor Crab-beast

I blame the Rugby World Cup, a sick little one and Halloween... roughly in that order ;)

Fickle Hand of Fate:
1d100 ⇒ 83

Iscarel's summoned globule of acid marks the commencement of festivities as it flies through the gloom... searing into the bear-thing's flesh. It roars a guttural and primal scream of pain that sets the bats careening from their posts atop the chamber. As the cavern fills with flapping wings and screeches... the bear stalks ponderously forward into the guano. There is a hesitation to it's gait though... as it seems to not quite know where it is looking. Nevertheless it draws near to Iscarel... as Bek's ominous spoken words twist and wend through the darkness.

Ok - it's within whacking range of Iscarel, but no attack this round. You can move into base to base with it without suffering an AoO, but you would suffer one upon withdrawing.
The bats are making it loud and noisy, as well as obscuring your view somewhat. That and the dark makes it 20% miss chance from ranged.
Party is up.


M Gnome Conjurer

are bats bad enough to require casting check? i'll commence summon monster if not.


Minor Crab-beast

No disruption to casting - so you're good.


M Gnome Conjurer

Quillin crouches in his nook beneath the swirling bats and begins a conjuration.


***INACTIVE*** Bloodrager/3

OK, how does inspired rage interact with bloodrage?


Minor Crab-beast

If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). Inspired rage does not allow an ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.


Male Human Swashbuckler (Corsair) 3
stats:
HP: (29/29) AC 19 (FF 15, Touch 14) FS +3, RS +7, WS +0 (+3 vs charms, +5 vs compulsions), Initiative: +4 Perception: +4

James moves up to engage the beast, slashing at it's scarred face.

Attack: 1d20 + 8 ⇒ (6) + 8 = 14

Slashing Damage: 1d6 + 4 ⇒ (6) + 4 = 10

If I am attacked, I will attempt to parry.

Parry, size penalty (it is large-sized, right?): 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14

Riposte: 1d20 + 8 ⇒ (6) + 8 = 14

Slashing Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Yay, consistency! :-)


Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4

Acrobatics if not yet in a flank: 1d20 + 9 ⇒ (5) + 9 = 14
Rapier: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
Damage: 1d6 + 1d6 + 1 ⇒ (3) + (2) + 1 = 6

"We're going to nail that hide of yours to the mast, ugly." bites the elf, moving to back Rackham up.

Posting under the assumption that the Surprise Round is over and we're into Round One. If I'm mistaken just disregard this.


***INACTIVE*** Bloodrager/3

Tipene opens himself to the power of Ocean inside of him. The air around him fills with the smell of salt spray in the wind. Roaring a Tulita war cry, he moves to engage and swings at the creature with his tewhatewa.

To hit, PA: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d8 + 10 ⇒ (7) + 10 = 17

Breaking wave trip attempt, if attack successful: 1d20 + 7 ⇒ (4) + 7 = 11


Minor Crab-beast

The crew sledges through the thigh high sh1te to support Iscarel as he engages the jungle-bear. The elfling's wit is lost upon the scarred hided beast, as his diving rapier just manages to force it's way betwixt knotted muscle and draw blood. This wound is soon matched by a second, when Tipene drives his tewhatewa with bonecrunching force into it's lower ribcage. It rears and turns enough to spoil Rackham's assault... and seems to pay Quillin's strange words little mind.

Primal in it's response it's milky eyes focus in on Tipene as the source of the worst of it's hurt. Long arms grasp and it's elongated jaw snaps at the bloodrager...
Claw: 1d20 + 7 ⇒ (13) + 7 = 20
Claw: 1d20 + 7 ⇒ (19) + 7 = 26 for 1d6 + 5 ⇒ (2) + 5 = 7
Miss Chance: 2d100 ⇒ (2, 90) = 92 Oooo - lucky (note: this is due to it's damaged eyes, not the light).
Bite: 1d20 + 7 ⇒ (7) + 7 = 14
...and though the tulita avoids it's maw and left arm, the creature's right paw carves a bloody path down his thigh.

Back to you guys.


Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4

Rapier: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24 Damage: 1d6 + 1d6 + 1 ⇒ (2) + (3) + 1 = 6
Acrobatics: 1d20 + 9 ⇒ (20) + 9 = 29

Iscarel delivers another sting with his blade before leaping out of the reach of the creatures claws.


M Gnome Conjurer

Quillin opens a tiny little bag to complete his spell and a large ugly rat appears opposite where Iscarel stood. The rodent of unusual size has coal black hair and frightfully glowing red eyes and stinks of brimstone. Nasty yellow teeth nip at the big bear's feet!

summon fiendish dire rat

The conjurer hocks up a foul loogey into his hand and with a flick of the wrist and arcane word sends a glowing green spit ball into the scrum.

acid dart: 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18
acid damage: 1d6 + 1 ⇒ (6) + 1 = 7


M Gnome Conjurer

oops. forgot ratso's attack

rat bite: 1d20 + 1 ⇒ (2) + 1 = 3


Male Human Swashbuckler (Corsair) 3
stats:
HP: (29/29) AC 19 (FF 15, Touch 14) FS +3, RS +7, WS +0 (+3 vs charms, +5 vs compulsions), Initiative: +4 Perception: +4

I'm assuming I'm flanking with either the summoned rat or Tipene--let me know if I'm wrong

James presses the attack, frustrated at his inept strikes and the creature's ferocity.

Attack: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18

Slashing Damage: 1d6 + 4 ⇒ (3) + 4 = 7


***INACTIVE*** Bloodrager/3

Got the damage on the tewhatewa wrong--it's a d6 weapon, not a d8 weapon. Here's the revised damage:
Real damage: 1d6 + 10 ⇒ (3) + 10 = 13

Ignoring the pain, Tipene swings again, but goes wide of the mark as he slips in the muck of the cavern.

PA bash to the bear, incl. rage: 1d20 + 6 ⇒ (7) + 6 = 13

HP: 19/26*


HP 27/27, AC 12/9/12, CMD 14, F+5 R+0 W+2, Init -1

Bek continues his eerie song and then forges his way through the nasty muck to try to land a blow of his own.
2/7 rounds of raging song used.
Attack: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d6 + 4 ⇒ (6) + 4 = 10


Minor Crab-beast

The repeated blows of acidic missiles, Iscarel's blade and Rackham's own sword begin to weigh upon the bear as it's movements slow even further. However it's wrath is not yet entirely spent and though Iscarel manages to squelchily remove himself from danger... the others nearby aren't as lucky...
Claw at Tipene: 1d20 + 7 ⇒ (2) + 7 = 9
Claw at Tipene: 1d20 + 7 ⇒ (12) + 7 = 19 1d100 ⇒ 43 for 1d6 + 5 ⇒ (2) + 5 = 7
Bite at Rackham: 1d20 + 7 ⇒ (7) + 7 = 14
...a second raking blow landing upon the Tulitan.

Back to you guys... should finish it off this round if you manage a hit or two.


M Gnome Conjurer

Quillin watches eagerly to see what his minion does. The guano covered rodent does its nasty best, but is no match for a bear though at least it provides a bit of a distraction.

summon fiendish dire rat

raging rat: 1d20 + 1 + 1 ⇒ (4) + 1 + 1 = 6


***INACTIVE*** Bloodrager/3

Raging flanking PA: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Raging PA damage: 1d6 + 10 ⇒ (1) + 10 = 11

Tipene ignores the filthy claw mark across his body and strikes again, his carved staff hammering into the bear.

HP: 12/26*


HP 27/27, AC 12/9/12, CMD 14, F+5 R+0 W+2, Init -1

Seeing the guano flying around and the bear on its last legs, Bek decides to forgo a bite and tries to cut into it again with his cutlass while continuing his song.
3/7 rounds of raging song used.
Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d6 + 4 ⇒ (2) + 4 = 6


Male Human Swashbuckler (Corsair) 3
stats:
HP: (29/29) AC 19 (FF 15, Touch 14) FS +3, RS +7, WS +0 (+3 vs charms, +5 vs compulsions), Initiative: +4 Perception: +4

Rackham drives the point of his blade at the beast's scarred face, trying to put the pitiable creature down for good.

Attack, flanking: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26

Slashing Damage: 1d6 + 4 ⇒ (6) + 4 = 10


Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4

Rapier, Flank: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
Damage: 1d6 + 1d6 + 1 ⇒ (1) + (6) + 1 = 8

Darting back into the fray, Iscarel delivers another sting.

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