To Live in Infamy - a Skull and Shackles AP

Game Master Nayr Trebrot

Plunder, Infamy, and Disrepute
Plunder - 2; Infamy - 3; Disrepute - 1
Tracking page
Ship combat
The Shackles
Ricketys Squibs
Combat Map
Captain Pegsworthy

Initiative:
Jack
Rush + ship
Sunyatta
Tap
Opposing ship


3,301 to 3,350 of 3,785 << first < prev | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | next > last >>

The pirates burst into action at the calls of their officers. The pirate to the southeast swings at the creature before it with his cutlass. The creature swipes across with its spear, knocking the strike aside.

Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

When Kerruk reaches the deck, he moves over to help said pirate against his foe. Belliott reaches the deck, roars, and moves over to help the pirate near rush.

That pirate, bolstered by his captain's song, swings at the spear-wielding fish-man before him. He slips a lunge in, driving his cutlass deep into the creature's torso - but far enough off to once side that it doesn't seem to puncture anything vital. The creature gurgles out a shriek of pain.

Attack: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21
Damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7

The other pirates move into place, and Tilly begins to get herself under control. She looks to Jack's weapon and then her own; realizing that she had no where near the powerful attack of her first mate, she drops her weapon and begins tugging at the grappling hook. With an unexpected show of strength, she yanks it out, and sends the hook sliding across the deck. You hear a great splash as whatever had been climbing it falls back into the sea.

Strength check: 1d20 + 1 ⇒ (17) + 1 = 18

Sunyatta still up before this; Jack - feel free to change your action as the hook you were attacking is not gone.


Male Human Swashbuckler Lvl 5

If there is a baddie within striking distance, just apply my last attack and damage rolls as appropriate


Male Human Swashbuckler Lvl 5

I think the plunder, infamy, and disrepute totals need to be updated?


Female Human HP: 26/31 (0 Temp HP)| *Mage Armor* AC 17| T 13 (17 vs. Incorporeal)| FF 15| CMD 14| Fort + 3, Ref + 4, Will + 5| Init + 6| Perc +7| Speed 30 ft. Fly Hex 60 ft Witch / 5 Flight Hex Used: 1/5

GM:

Malvessa flinches as the giant bug zips past her head as it flees from Miss Brindle.
"Uhhh! What was that? Looked like a big . . ."
She turns towards the door
"That scream can't be good. Kaloh, back in your bag please.
As the tiny dinosaur jumps into the familiar satchel, she utters some arcane words under her breath and there's a brief shimmer around her whole body as the magic force settles around her.
Walking towards the sound of the scream, she reaches over her shoulder into her bag, and pulls the carved darkwood walking stick from the side pouch.

Perception (if needed): 1d20 + 7 ⇒ (4) + 7 = 11

Actions:
Free -
Swift -
Move - Walk towards scream, drawing Hanbo as part of the move.
Standard - Cast Mage Armor (+4 AC for 5 hours)

Current Status:
HP 31/31
AC 17, Touch 13 (17 vs. Incorporeal), Flat-Footed 16 (+4 armor, +2 Dex, + 1 Deflection)
Spells Remaining: (Lvl 1) 3/5, (Lvl 2) 4/4, (Lvl 3) 2/2
Current Buffs: Mage Armor
Conditions:

10 Gold Deducted


Malvessa:
You rush out of the common building and into what looks like quite the scene. You're facing the dock area to the southeast, with some small boats and the fellows who are tending to them in one fashion or another. However, their work has been interrupted by the arrival of two wasps...odd because they're the size of horses! The massive creatures buzz near the ground, harassing the men and trying to stab them with their sword-length stingers.

Initiative wasps: 1d20 + 1 ⇒ (19) + 1 = 20
Initiative Malvessa: 1d20 + 6 ⇒ (3) + 6 = 9
Initiative villagers: 1d20 ⇒ 14

Feel free to roll for Kaloh if you like, or he can just act on your turn. Map is shown above the campaign tabs, and you're up!


Female Human HP: 26/31 (0 Temp HP)| *Mage Armor* AC 17| T 13 (17 vs. Incorporeal)| FF 15| CMD 14| Fort + 3, Ref + 4, Will + 5| Init + 6| Perc +7| Speed 30 ft. Fly Hex 60 ft Witch / 5 Flight Hex Used: 1/5

GM:

Kaloh can go on my turn, save time and extra dice rolls
Malvessa looks out upon the dock and her jaw drops.
"Are you f@#%&*g kidding me?"

Knowledge: Nature: 1d20 + 12 ⇒ (17) + 12 = 29
(I think that is what these fall under.)

Malvessa steps a bit closer to the wasp to the west, and calls upon her innate magics to cause the giant bug misfortune.

Misfortune Hex: DC 18 Will Save. Failure means the creature must roll twice and take the lower result on all attack rolls, saves, ability or skill checks. Last for 1 raound but may be extended by the Cackle hex.

Actions:
Free -
Swift -
Move - Moved 10 feet to within 30 feet of the target
Standard -Misfortune Hex on western wasp.

Current Status:
HP 31/31
AC 17, Touch 13 (17 vs. Incorporeal), Flat-Footed 16 (+4 armor, +2 Dex, + 1 Deflection)
Spells Remaining: (Lvl 1) 3/5, (Lvl 2) 4/4, (Lvl 3) 2/2
Current Buffs: Mage Armor
Conditions: Not yet.


Malvessa:
You definitely know these creatures - giant wasps! You know that thy're immune to anything that affects the mind, their stingers carry a very strong poison, and its rare to see them together...they typically hunt alone.

Will save: 1d20 + 2 ⇒ (12) + 2 = 14

The westernmost wasp dives down at its prey, attempting to skewer it with its massive stinger. It seems confused by Malvessa's odd ability, and misses its target as the shipbuilder dives to the side.

Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Attack: 1d20 + 6 ⇒ (2) + 6 = 8

The other, to the south, charges down at its prey. It stabs the man, a fisherman by trade, cleanly through, and begins to pump poison into his body. The man falls limp, held in the wasp's clutches.

Attack: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d8 + 6 ⇒ (5) + 6 = 11

The villagers, to their credit, smartly run away from the beasts, towards the shelter of the common house, one yelling into your face as he charges past. Run!

You're up!


Female Human HP: 26/31 (0 Temp HP)| *Mage Armor* AC 17| T 13 (17 vs. Incorporeal)| FF 15| CMD 14| Fort + 3, Ref + 4, Will + 5| Init + 6| Perc +7| Speed 30 ft. Fly Hex 60 ft Witch / 5 Flight Hex Used: 1/5

GM:

Watching the scene unfold, and the man fall to the giant wasp's attacks Malvessa considers her options:
I'm not prepared to face these thing today. I've only got one spell that can really hurt them prepared, and they aren't in a good position for it to be very effective. That guy has the right idea, I should fall back. . . But maybe I can minimize some damage before I do. she glances again at the man in the clutches of the wasp on the dock.
He's too far away. I won't be able to help him at all.
She sighs:
"Sorry friend. I wish I could be more help."

Letting out a hideous laugh, she refocuses her attention to the wasp that she has granted misfortune, and taps into her power to allow herself to fly.

Actions:
Free -
Swift -
Move - Cackle. Misfortune continues for another round.
Standard - Activate Flight Hex

Current Status:
HP 31/31
AC 17, Touch 13 (17 vs. Incorporeal), Flat-Footed 16 (+4 armor, +2 Dex, + 1 Deflection)
Spells Remaining: (Lvl 1) 3/5, (Lvl 2) 4/4, (Lvl 3) 2/2
Current Buffs: Mage Armor, Flight Hex (1 min)
Conditions:


Malvessa:
The wasp to the south moves away with its prey, carrying it in its legs like a tasty meal...which the poor fellow is now to be.

The other wasp moves from the west to chase its prey, and instead is greeted by a suddenly flying humanoid. It dives in, stinger leading, and moves through your defenses to plunge it's stinger deeply into your abdomen.

Below, the retreating men are greeted by Miss Brindle, who comes out of the common room with an armful of crossbows. She begins handing them out.

Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Misfortune: 1d20 + 6 ⇒ (20) + 6 = 26
Um....okay
Crit confirm: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d8 + 6 ⇒ (5) + 6 = 11
Additional damage: 1d8 + 6 ⇒ (5) + 6 = 11
22 damage! Plus, fort save DC18 vs poison


Female Human HP: 26/31 (0 Temp HP)| *Mage Armor* AC 17| T 13 (17 vs. Incorporeal)| FF 15| CMD 14| Fort + 3, Ref + 4, Will + 5| Init + 6| Perc +7| Speed 30 ft. Fly Hex 60 ft Witch / 5 Flight Hex Used: 1/5

GM:

I guess I should have warned you, the RNG die roller hates me sometimes. I'll happily take any of those 20's you aren't using though.

Fort Save: 1d20 + 3 ⇒ (15) + 3 = 18

As the wasp closes and stabs at her, Malvessa chants a single word in Aquan, causing a shield shaped disc of water to appear between her and the stinger. While not enough to stop the attack, it blunts the impact slightly.
Immediate Action: Cast Wave Shield - Grants DR-/ 2 & Fire Resist 2 (1/2 CL) against one attack blocking 2 points of the damage.

Grunting in pain as the stinger pierces her, Malvessa feels the poison starting but steels herself and continues to act.

Gotta slow it down and get away. This thing will kill me.

Pushing back away from the giant bug to get some distance, she utters two quick arcane phrases, and then spits a glob of foul looking goo from her mouth directly at the wasp.

Cast Adhesive Spittle (DC 17) Acts as a Tanglefoot bag, except no attack roll is needed and all DC's are based on the spell DC. Wasp will be entangled; and must make a reflex save to keep flying and not fall to the ground. Movement is reduced to 1/2 speed even if it makes the save.
Adhesive Spittle lasts: 2d4 ⇒ (3, 1) = 4 rounds.

With her mouth now clear, she lets loose another hideous laugh.

Actions:
Free/ Not an Action - 5 foot step back
Immediate - Cast Wave Shield
Move - Cackle - Misfortune continues 1 more round.
Standard - Cast Adhesive Spittle

Current Status:
HP 11/31
AC 17, Touch 13 (17 vs. Incorporeal), Flat-Footed 16 (+4 armor, +2 Dex, + 1 Deflection)
Spells Remaining: (Lvl 1) 1/5, (Lvl 2) 4/4, (Lvl 3) 2/2
Current Buffs: Mage Armor, Flight Hex (1 min)
Conditions: None


Spoiler:
Wasp reflex: 1d20 + 2 ⇒ (12) + 2 = 14
Reflex to avoid falling: 1d20 + 2 ⇒ (15) + 2 = 17

Scratch that; I think that the first save is the only one that should apply.

Your spittle flies out and coats the giant insect from eyes to stinger, and it immediately plummets to the ground.

Fall damage: 3d6 ⇒ (3, 2, 5) = 10

It struggles against its bonds, attempting to break free. It fails, and remains entangled in its bonds.

Strength check: 1d20 + 4 ⇒ (9) + 4 = 13
Strength check misfortune: 1d20 + 4 ⇒ (19) + 4 = 23

Meanwhile, the brave common folk fire with their crossbows at the felled insect. One hits true, doing damage to the beast.

Xbow 1: 1d20 + 1 ⇒ (14) + 1 = 15
Xbow 2: 1d20 + 1 ⇒ (7) + 1 = 8
Xbow 3: 1d20 + 1 ⇒ (13) + 1 = 14
Damage: 1d8 ⇒ 4
You're up!


Female Human HP: 26/31 (0 Temp HP)| *Mage Armor* AC 17| T 13 (17 vs. Incorporeal)| FF 15| CMD 14| Fort + 3, Ref + 4, Will + 5| Init + 6| Perc +7| Speed 30 ft. Fly Hex 60 ft Witch / 5 Flight Hex Used: 1/5

GM:

This is based on the assumption that the Wasp is still within 30 feet of her. If not I'll adjust accordingly.

Watching the Wasp fall to the ground and land hard, Malvessa releases another horrendous cackle; then flies herself back towards the common room, and the now crossbow equipped workers.

Stopping to hover about 10 feet above ground she turns to face the wasp, and reaches into her spell component pouch with a malicious grin on her face.

From his carrier, Kaloh chitters excitedly
*"You're going to let that thing have it aren't you?"*

Malvessa replies with the same incomprehensible chittering noises.
*"Oh yes. Yes I am."*

Actions:
Free -N/A
Swift - N/A
Move - Cackle - Misfortune continues 1 more round.
Standard - Fly 30 feet (of 60 feet)

Current Status:
HP 11/31
AC 17, Touch 13 (17 vs. Incorporeal), Flat-Footed 16 (+4 armor, +2 Dex, + 1 Deflection)
Spells Remaining: (Lvl 1) 1/5, (Lvl 2) 4/4, (Lvl 3) 2/2
Current Buffs: Mage Armor, Flight Hex (Round 3 of 10 - 1 min)
Conditions: None


Male Human Swashbuckler Lvl 5

Sunyata has asked us to bot her this week. Can someone familiar with the monk class bot her for me? she was interested in some sort of combat maneuver, maybe a bullrush? but she also has that dire flail


Female Human HP: 26/31 (0 Temp HP)| *Mage Armor* AC 17| T 13 (17 vs. Incorporeal)| FF 15| CMD 14| Fort + 3, Ref + 4, Will + 5| Init + 6| Perc +7| Speed 30 ft. Fly Hex 60 ft Witch / 5 Flight Hex Used: 1/5

Looking over her sheet, she doesn't have the "Improved" feat for any combat maneuvers. She's risking provoking an AOO against her. Might be better for now to just beat up the bad guys. and look into picking up one or two in her next feat choices.


Male Human Swashbuckler Lvl 5

I concur


Male Human Swashbuckler Lvl 5

Sunyata attacks the nearest creature with her flail.

attack: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 1d10 ⇒ 10


Sunyata acrobatics: 1d20 + 8 ⇒ (5) + 8 = 13

I actually don't need that; she'd head to the SE enemy, given the clog of fighters at the NE one.

Sunyata moves to the south and swings at the creature there. Her strike proves true and she slams into the figure, putting it down for good. Directly thereafter, the pirates move into position and Tilly removes the hook.

Jack, did you want to revise your action? You were going to sever the hook, but Tilly removed it. You could go attack the creature to the SW if you like, or something else.


Male Human Swashbuckler Lvl 5

Jack moves to the nearest clattering sound. He sees the boarder, and strikes.

Using previous roll which had been applied to the hook

attack-the-hook: 1d20 + 9 ⇒ (10) + 9 = 19
damage: 1d6 + 8 + 1d6 ⇒ (4) + 8 + (3) = 15


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

I'm lost, is it Tap's roll? Remember to apply +1/+1 to attack and damage rolls for inspire courage


Jack moves to the south, sliding across the deck as if his feet didn't need to even touch it. When he gets to the creature, he plunges his blade deep into the slick, rubbery flesh. The creature falls back and away to splash back into the water far below.

Rush begins his spell just as the Captain sets to laying out his damage. Two arrows fly and, even in spite of the rough and tumble of melee, they fly true and take the northeastern most creature in its chest. The figure tumbles back, and over the side to fall back into the water below.

There is quiet on the deck...for a moment. Then, creatures come up the rope and crest the railing...and these are far different from the last ones. These are large, muscular humanoids with the heads of a shark. These creatures slam down onto the deck and boards creak under their bulk. They roar in a very un-sharklike manner, and look for the first victims to fall to their tridents.

And, another hook clangs back up on the deck, near Tilly again.

Initiative bold you're up:
Jack
Rush
Taptap
Fishy fishies
Sunyata
Pirates
Tilly


Malvessa:
The wasp continues to try its bonds, as its instincts take over and it wants nothing more than to be free of whatever is keeping it from its flight.

Strength check DC17: 1d20 + 4 ⇒ (14) + 4 = 18
Strength check DC17 misfortune: 1d20 + 4 ⇒ (11) + 4 = 15

Dangit

It fails, and the nearby men reload their crossbows, and loose again. The same man hits yet again, and he looks to his companions and merely shakes his head in reproach.

Attack: 1d20 + 1 ⇒ (3) + 1 = 4
Attack: 1d20 + 1 ⇒ (7) + 1 = 8
Attack: 1d20 + 1 ⇒ (17) + 1 = 18
Damage: 1d8 ⇒ 5

It's still alive, but entangled! You've sure got it in a pickle...I feel as if its animal instinct would be to freak out and try and break the bonds, so its low intelligence will really allow for nothing else. You're up!


Female Human HP: 26/31 (0 Temp HP)| *Mage Armor* AC 17| T 13 (17 vs. Incorporeal)| FF 15| CMD 14| Fort + 3, Ref + 4, Will + 5| Init + 6| Perc +7| Speed 30 ft. Fly Hex 60 ft Witch / 5 Flight Hex Used: 1/5

GM:

Hovering above the ground, Malvesa produces a small patch of furred animal skin, and a small glass rod. Rubbing the two together, she chitters to Kaloh.
*"Cover your ears little one. it's about to get loud."*

With that same malicious grin, she chants a few arcane words that start out at normal speaking tone, but rises as she lets her enthusiasm overcome her. With a final shout; "FULMINARIS!" a crackling bolt of lightning flies from he fingertips directly at the wasp.

Not waiting to see the effect she then flies backwards as far as she can so the entangled creature can't easily reach her.

Cast Lightning Bolt at the wasp.
Damage: 5d6 ⇒ (5, 3, 1, 6, 2) = 17
DC 19 Reflex Save to take 1/2 damage.
Misfortune remains in effect until the end of the round, then ends.

Actions:
Free/ Not an Action - None
Swift - None
Move - Fly 60 feet away from the wasp. That's off the map, so she'll try to stay about the same 10 foot height off the ground, andin a general straight line directly away. let me know how far away she can get, but she's aiming for not in charge distance.
Standard - Cast Lightning Bolt

Current Status:
HP 11/31
AC 17, Touch 13 (17 vs. Incorporeal), Flat-Footed 16 (+4 armor, +2 Dex, + 1 Deflection)
Spells Remaining: (Lvl 1) 1/5, (Lvl 2) 4/4, (Lvl 3) 1/2
Current Buffs: Mage Armor, Flight Hex (Round 4 of 10 - 1 min)
Conditions: None


1 person marked this as a favorite.
Current HP: 28 of 28 Sylph Oracle 5

The light becomes a little brighter as a small being made entirely of lightning appears next to Tap. Rush yells at the creature in a language that sounds like a tempest.

In Auran:
Kill the shark men, protect the Captain. He's the halfling with the bow.
In common, Rush tries to reassure Tap that this new creature is hear to help. Captain Tap, he's there to protect you.

It is difficult to tell if a face made of clouds and lightning is angry, but this one may be as the small figure turns its attention from Rush to the shark man next to it, bringing his fists down to try and smash into it.

Elemental Slam Attack: 1d20 + 5 ⇒ (4) + 5 = 9
That gets a +3 if the target is wearing metal armor or using a metal weapon. How 'bout it? Does a 9 hit?

Rush begins limping across the deck, the sound of his peg leg thumping against the wood lost in the sounds of battle. He cries out to the crew, Protect the Captain! If you're not fighting, get those hooks off!
Double move to where I'm at.

GM, is there any knowledge checks I can roll on these shark men? I presume they're Adaro, which Rush doesn't have that knowledge, but I want to double check.


Male Human Swashbuckler Lvl 5

Don't forget Tap's +1/+1 inspire courage!

I did forget, on all my rolls...


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

Tap let's off two rapid shots at the humanoid north of him, and keeps up his song of courage.

Attack 1: 1d20 + 8 + 1 + 1 - 2 + 1 ⇒ (17) + 8 + 1 + 1 - 2 + 1 = 26
Damage 1: 1d4 + 2 + 1 + 1 ⇒ (1) + 2 + 1 + 1 = 5
Fire: 1d6 ⇒ 2

Attack 2: 1d20 + 8 + 1 + 1 - 2 + 1 ⇒ (17) + 8 + 1 + 1 - 2 + 1 = 26
Damage 2: 1d4 + 2 + 1 + 1 ⇒ (2) + 2 + 1 + 1 = 6
Fire: 1d6 ⇒ 3


Malvessa:
Reflex save: 1d20 + 2 - 2 ⇒ (4) + 2 - 2 = 4

Your spell lashes out, and the wasp tries to squire out of its bonds to avoid it. To it's dismay, it fails, and the lightning bolt sears through its body to leave a smoking hole. It crackles once with electricity before the wasp...dies.

Nicely done! No immediate dangers you can see

One of the men with the crossbows lets fly another bolt into the body, taking satisfaction in the verification of the insect's demise.
He then shouts over his shoulder at you. See any more of them?

Nope, you don't


1 person marked this as a favorite.

Sunyatta looks down at her flail with disdain, and hurls it down to the deck. Seeing the creature before her, she slips in with a swift combination, following a feint to its face with a swift kick to its knee. She then knifes her body sideways, spinning quickly to let fly a knife hand chop at its neck.

Flurry of blows
Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Confirm crit: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d8 ⇒ 6


Female Human HP: 26/31 (0 Temp HP)| *Mage Armor* AC 17| T 13 (17 vs. Incorporeal)| FF 15| CMD 14| Fort + 3, Ref + 4, Will + 5| Init + 6| Perc +7| Speed 30 ft. Fly Hex 60 ft Witch / 5 Flight Hex Used: 1/5

Go Sunyata!!

GM:

As the giant wasp sizzles and dies like a bit of fat in a hot fry pan, Malvessa says; "Take that you damned bastard!

Looking carefully in all directions, including above and below and seeing no immediate threats, she calls back to the man:
"No, it's clear!" and starts descending back to the ground near the common room.

As the imminent threat has passed, she takes the time to assess herself, and realizes she's actually hurting worse than she realized.
"Oww. I think that stinger went all the way through me." and feels along her back for an exit wound.

Kaloh, climbs out of his pouch, and up onto her shoulder, then chirps in agreement.
*No, not that far, but you are still bleeding. You should probably wrap that up so you don't."

*"Aye. That and another drink."* she chitters back.

Landing, she walks up to Mrs. Brindle, and the men.
"I couldn't help the man who was carried off. He was just too far away, and then the other one was on me. I'm sorry."

Suddenly feeling a bit dizzy, she steadies herself against the nearest wall.
"Also, do you have any bandages?"

At some point after this, she'll excuse herself to her room, and commune with Kaloh to memorize Infernal Healing in the empty first level slot. She'll then cast it on herself gaining Fast Healing 1 for ten rounds, and adding 10 hp back by the end of the duration.


Sunyata slams into the creature with hard blows, and the creature seems fairly confused by this display. After she attacks, her shipmates do as well.

Belliott attack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d12 + 4 ⇒ (7) + 4 = 11
Pirate attack: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Pirate attack: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

The pirate at Jack's side attacks the enemy closest to it
Pirate attack: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

The pirate in the northeast attacks the creature in the rear corner of the ship. His two companions behind him, not having a way up the stairs past their friend, head back to the deck and start digging for their crossbows in the storage compartments near the mast.
Pirate attack: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Kerruk looks about the deck, then begins an odd dance that his companions recognize as his method for a summoning.

Belliott is the only one to make contact, his greataxe slamming into the creature that Sunyata had just wounded. The creature still stands, but looks to be significantly hurt.

Tilly moves forward and begins to tug on yet another hook. The other pirate near her lends a hand, but this one is pretty firmly stuck in the wooden planking, and she can't get slack as something quite heavy seems to be climbing up.
Strength check: 1d20 + 1 ⇒ (7) + 1 = 8
Aid: 1d20 + 1 ⇒ (19) + 1 = 20


Tap fires two arrows to the rear of the ship and, even though he has to account for his pirate allies, both still hit, scorching the leathery hide of this shark-headed humanoid.

Even as he does that, Rush's summoned creature arrives and lashes out. Alas, it seems confused by the whizzing arrows, and misses its mark.

Initiative bold you're up:
Jack
Rush
Taptap
Fishy fishies
Sunyata
Pirates
Tilly


Male Human Swashbuckler Lvl 5

Jack's body acts, but his mind is all What the hell

attack: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
damage: 1d6 + 8 + 1 ⇒ (4) + 8 + 1 = 13
electric-damage: 1d6 ⇒ 5
intimidate: 1d20 + 10 ⇒ (4) + 10 = 14
critconfirm: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
doubt that is a confirm, but let me know

Jack readies himself to parry and riposte.

If attacked by sharky
parry: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
riposte: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
riposte-damage: 1d6 + 8 + 1 ⇒ (2) + 8 + 1 = 11
riposte-electric-damage: 1d6 ⇒ 1


1 person marked this as a favorite.

Jack slashes away at the creature near the railing, and scores a hit! The shark-man responds with a swipe of its trident. Attack: 1d20 + 9 ⇒ (6) + 9 = 15 He slips his blade in, oriented vertically with the hilt held high, and moves his body just enough that the trident slips past harmlessly. Then, Jack responds by stepping back with his off-let and slashing up with the tip of his blade, parting the skin of the shark snout of the creature. It lets out a very human howl with an odd gurgling background. Jack gets the feeling, though...that this creature resisted some of the damage, for the strikes should have done more damage.

The shark-man then leans in to attempt to bite at Jack. Bite: 1d20 + 2 ⇒ (13) + 2 = 15

Near Sunyata, the shark man goes into a frenzy, attacking wildly with trident and bite at Sunyata. His weapon comes out in a sweeping blow, seeming to strike out at his opponents in a line. Sunyata has none of it though, and steps in to stop the swing at the creature's elbow with her own forearm, completely stalling the swing.

Using great cleave. Edit...dangit.

Trident: 1d20 + 9 ⇒ (4) + 9 = 13

The sharkman to the rear of the ship lashes out at the pirate before it with a wicked combination of trident and bite. His trident impales the poor man and the creature uses it to lift him up and into a bite that takes off half of the man's face. The pirate...one of your crew...drops lifelessly to the deck.

Trident: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Bite: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

To Tilly's dismay, a truly frightening creature tops the railing to climb onto the deck. Looking much like the fish-eyed creatures from the first wave, this one has four arms ending in claws, and is thickly muscled. It gurgles out an odd war cry, spitting salt water all over the deck before it pulls itself over and onto the Oncoming Storm.

Ha, one down! Only a few dozen to go.

Initiative bold you're up:
Jack
Rush
Taptap
Fishy fishies
Sunyata
Pirates
Tilly


Malvessa:
Miss Brindle wrings her hands at the new, but nods. She looks about to lead you inside when she sees you swoon slightly. Oh, my dear! Look at you; you've gotten yourself nearly run through. Come, come! The big woman nearly carries you inside, though you insist that you don't need quite that much help. She sets you down on a bench with a high back and rummages around for some bandages.

A few minutes later, after she has patched you up and you've cast your healing, you hear a knock at your door. Miss, miss are you in? I'm Tenvor, Tenvor Ritchen...I'm in charge of the...well, what we have for a militia here in town. I...I'd like to thank you, if you have a moment.


Female Human HP: 26/31 (0 Temp HP)| *Mage Armor* AC 17| T 13 (17 vs. Incorporeal)| FF 15| CMD 14| Fort + 3, Ref + 4, Will + 5| Init + 6| Perc +7| Speed 30 ft. Fly Hex 60 ft Witch / 5 Flight Hex Used: 1/5

GM:

Despite her protests about the extent of her injuries, Malvessa finds herself forced to admit that not only was she hurt worse than she'd ever be willing to let on, but Miss Brindle actually did know a thing or two about patching up wounds.

After communing with Kaloh to memorize, then casting her spell she felt much better over all.

It doesn't even hurt when I bend this way anymore. A good night's rest and I'll be nearly good as new.

When there's a knock on the door, she responds immediately:
"Come in Mr. Ritchen. I'm dressed and reasonably decent. The door is unlocked."

As the man enters, she's standing next to the bed leaning slightly on the carved darkwood walking stick and looks him over to be sure he's just what he says he is.

Perception: 1d20 + 7 ⇒ (8) + 7 = 15

"What can I do for you Mr. Ritchen?"


Male Human Swashbuckler Lvl 5

attack: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
normal_damage: 1d6 + 8 + 1 ⇒ (2) + 8 + 1 = 11
electric_damage: 1d6 ⇒ 3

intimidate_as_swift_action: 1d20 + 10 ⇒ (5) + 10 = 15

Looks like a crit
crit_confirm: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
damage_if_crit_confirmed: 1d6 + 8 + 1 ⇒ (1) + 8 + 1 = 10
electric_damage_if_crit_confirmed: 1d6 ⇒ 3

If attacked
parry_if_attacked: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
riposte: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
damage: 1d6 + 8 + 1 ⇒ (2) + 8 + 1 = 11
electric_damage: 1d6 ⇒ 2


Male Human Swashbuckler Lvl 5

Who are these shark heads

knowledge_local: 1d20 + 4 ⇒ (16) + 4 = 20


These are weresharks, and Jack remembers two things about them, from tales he's heard in various ports - they're really tough to harm unless you use silver or magic, and their bite can spread their curse.


Malvessa:
The young Mr Ritchen opens the door, and immediately turns to the side as if he had seen you in an improper state. He is young, and respectful to a fault as he half turns, even though you are entirely decent. He certainly does look like the head of the militia, in that he's one of the few actually carrying a weapon. You've seen him about town before, but hadn't known of his position.

I'm...sorry ma'am...I can just wait in the common room if you'd rather. It's just....well, Mr...um, well Rickety, he asked me to come by and see if you need anything. Miss Brindle said you took down one of those bugs yourself! Rickety would like to thank you in person, if you have a moment.


Female Human HP: 26/31 (0 Temp HP)| *Mage Armor* AC 17| T 13 (17 vs. Incorporeal)| FF 15| CMD 14| Fort + 3, Ref + 4, Will + 5| Init + 6| Perc +7| Speed 30 ft. Fly Hex 60 ft Witch / 5 Flight Hex Used: 1/5

GM:

Taking in the young man's demeanor, Malvessa stifles a chuckle.
Picking up Kaloh, and putting him up on her shoulders, she chitters at him in their shared language;

*"He seems nice, but I think if my blouse was unlaced a tiny bit his head would explode."*

The small dinosaur shakes its head in what a human terms would seem to be amusement.

*"Be nice. Unless you're looking to mate with him. If that's what you want I suggest you pounce him and bite his neck until he submits."*

She considers for a moment, then shakes her head at her familiar, chittering *"Maybe later though . . ."*

Turning to Mr. Ritchen;
"As much as Rickety has done for me, I am happy to see him at any time he wishes. Please show me the way sir."

As they exit her room she offers her arm to him to escort her properly.
"I was able to drop the thing, but that was due to some luck on my part, and bad luck on its side. It honestly could have gone the other way just as easily. Also, your men certainly helped by peppering it with bolts."


Current HP: 28 of 28 Sylph Oracle 5

Moving up beside Jack, Rush laments as he stabs towards the creature. Did I ever tell you how I lost my foot? It got taken off by a shark. I'd appreciate not losing the rest of me to these bastards. Rush then tries to push the creature's weapon off balance so Jack can stab it. Using the "aide another" action to give Jack a +2 bonus to hit (if I succeed).

Spear Attack to aide: 1d20 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 11
That passes. If juuuuuust barely. Jack, +2 to the next attack on this guy.

Without receiving further orders, the lightning elemental continues its assault on the one if front of it. It's tiny fists make contact, sending jolts of lightning coursing through the shark man. Round 2 of 4

Slam Attack: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Slam Damage: 1d4 + 1 ⇒ (2) + 1 = 3 and Electricity Damage: 1d3 ⇒ 3
I know the slam does nothing, but hey its got energy damage...


Male Human Swashbuckler Lvl 5

Weresharks, by the sea! use silver weapons, if you have them. or magic!


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

Tap fires two shots again while keeping up his song. No sweat boys.
Attack 1: 1d20 + 8 + 1 + 1 - 2 + 1 ⇒ (19) + 8 + 1 + 1 - 2 + 1 = 28
Damage: 1d4 + 2 + 1 + 1 ⇒ (4) + 2 + 1 + 1 = 8
Fire: 1d6 ⇒ 2

Attack 2: 1d20 + 8 + 1 + 1 - 2 + 1 ⇒ (8) + 8 + 1 + 1 - 2 + 1 = 17
Damage 2: 1d4 + 2 + 1 + 1 ⇒ (3) + 2 + 1 + 1 = 7
Fire: 1d6 ⇒ 3
Arrows count as +1 Magic


Malvessa:
The young man offers a small bow, and seems to blush a bit. Umm...Tenvor is fine ma'am, just Tenvor. And, you're too kind...most of them hardly know which way to point the things. But, I'm glad we only lost one man...but, well, we still lost someone...and I don't want that to happen again on my watch. He grinds his teeth a bit as he turns to lead you out of the room.

You continue out of the Commons and walk over to the dry dock. Heading upstairs, you come into Rickety's business office, which is empty. Tenvor offers you a seat, and you only have to wait a few moments before Rickety, the salty old pirate himself, comes in, wringing his hands in frustration. He sighs deeply as he flops down into his seat. Ah, young Miss Aroll...what would we have done without you? Sorry I'm late, but I had ta' tell a young miss that her man got taken away by... He gulps down something unsavory - guilt, maybe? [/b]...by those things. We seen em before of course, but never more than one and they never dared ta' come close ta' this many people.[/b]

He settles his gaze upon you, and you see wetness in the corners of his eyes. Thank you, miss...and I mean that. He sniffs. Now, I know yer jus' here till tha' next ship comes in, but I think some sort of reward is in order...ya' could have jus' ran back inside. Instead, ya' ran out and saved my men. So, what can 'ol Rickety do fer you...what does a Miss Malvessa Aroll need for her future adventures?


Sunyata, frustrated by the stubborn wereshark, screams in anger, and seems to gain in stature as she tightens her hands into fists. She moves in to slip under a strike, then hammers down a chop on the lycanthrope's wrist and follows with a leaping elbow to its face.

Flurry of blows with Unyielding anger: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
Damage: 1d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Flurry of blows with Unyielding anger: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Damage: 1d8 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Confirm Crit: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10

She slams her strikes into the beast's tough hide, but it doesn't seem to affect it at all!


The pirates attack! One man, with Belliott, swings at the wereshark near Sunyatta.

Pirate 1: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Belliott hears jack's call and roars out to the pirates. Ya' heard the first mate! You - get any silver we got. You, get some nets up here! He points to the fellow near him, who rushes away Withdrawl and another man that was just about to come onto the deck. Then, Belliott shrugs to himself, and takes a mighty swing.

Attack: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Damage: 1d12 + 4 ⇒ (6) + 4 = 10

Tilly and the pirate to her side slash at this new, four-armed monstrosity!
Attack: 1d20 + 3 ⇒ (11) + 3 = 14
damage: 1d6 + 1 ⇒ (5) + 1 = 6
Attack: 1d20 + 3 ⇒ (9) + 3 = 12
damage: 1d6 + 1 ⇒ (3) + 1 = 4

The pirate near Jack, right next to him, instead tries to feint at the creature to help Jack with his next attack.
Aid: 1d20 + 3 ⇒ (9) + 3 = 12

The pirate to the rear of the ship doesn't hear the call over the clamor, and attacks the wereshark again!
Attack: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d6 + 1 ⇒ (5) + 1 = 6

The pirates all prove to be mostly useless, finding this foe too great for them. One man is able to slightly distract a wereshark, but no one else can seem to make contact.

Jack gets another +2 from this one; so a +4 on his next attack


Jack lashes out, scoring what should be a cut on the beast but it barely registers, though the wereshark jerks back at the shock from the weapon.

Tap's arrows fly out and once again immolate the creature. Coupled with the piercing of the arrows through the thick hide, the flying weapons seem to be wearing the creature down. In your modifiers you have a -2; should that be a -4 for firing into melee? If so, the second shot is a miss.

Rush distracts the creature, and his summoned servant, if nothing else, is annoying the wereshark by arcing electricity off of its slick skin.

The enemies attack! The wereshark to the rear of the ship unleashes a full attack on the elemental, stabbing and biting ferociously. Trident: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Bite: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

One bite lands - 4 damage to the elemental

The one near Sunyata does this same, this time at Sunyata, who has closed inside its guard.
Trident: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Bite: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Crit confirm: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

14 damage to Sunyata

The last wereshark looses its assault on Jack.
Trident: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Bite: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

5 damage to Jack

The four armed monstrosity turns towards Tilly and bites and swings in a furious assault.
Bite: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Claw: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Claw: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Claw: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Claw: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

7 damage to Tilly!

Initiative bold you're up:
Jack
Rush
Taptap
Fishy fishies
Sunyata
Pirates
Tilly


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

Tap grimaces as he sees his sailor gutted. Aim Fire. Aim Fire. He needs to get better at this.

Attack 1: 1d20 + 8 + 1 + 1 - 2 + 1 - 4 ⇒ (18) + 8 + 1 + 1 - 2 + 1 - 4 = 23
Damage 1: 1d4 + 2 + 1 + 1 ⇒ (3) + 2 + 1 + 1 = 7
Fire: 1d6 ⇒ 4
Attack 2: 1d20 + 8 + 1 + 1 - 2 + 1 - 4 ⇒ (1) + 8 + 1 + 1 - 2 + 1 - 4 = 6
Damage 2: 1d4 + 2 + 1 + 1 ⇒ (3) + 2 + 1 + 1 = 7
Fire: 1d6 ⇒ 4
I added the -4 penalty for firing into melee. Please remember to add the +1 to attack and damage for all allies, including my pirate crew.


Current HP: 28 of 28 Sylph Oracle 5

Rush is going to have to disengage. Jack already has a magic weapon, but Sunyata doesn't seem to have the standard monk stuff for her fists bypassing DR. And she is really hurt.

Hearing her cry out in pain, Rush jabs his spear at the wereshark and then beats a hasty retreat when it goes to block the stab. Using a withdraw action and double moving towards Sunyata.

Again, with no new orders, the elemental continues attacking.
Slam Attack: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
If you don't object, I'm just going to roll the electricity damage since that's the only part that is going to get through.
Electricity Damage: 1d3 ⇒ 3

Round 3 of 4


Male Human Swashbuckler Lvl 5

Half assed pirates. That's what we are.

Grimacing from the pain of the wereshark's attack, blood oozing, Jack presses his attack. Jack sees little he can do except to dispatch this wereshark as soon as possible. Perhaps I can scare it a little

We know you, wereshark, and beware, we will not be kind.

attack: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
damage: 1d6 + 8 + 1 ⇒ (5) + 8 + 1 = 14
shock_damage: 1d6 ⇒ 6

Jack readies himself to parry another attack
parry: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
riposte: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
damage: 1d6 + 8 + 1 ⇒ (3) + 8 + 1 = 12
shock_damage: 1d6 ⇒ 5

3,301 to 3,350 of 3,785 << first < prev | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / To Live in Infamy - a Skull and Shackles AP All Messageboards

Want to post a reply? Sign in.