Yohoho and a bottle of Rep! (subSPUF Skull and Shackles)

Game Master Rynjin

Arrrrrrr, walk the plank, scallywag and all that. This be pirates and so do ye be.

Impositions:

Disgraceful Impositions:

Yes, Sir!: For the next hour, the PCs’ crew completes any mundane tasks they’re assigned in half the expected time. This typically relates to Craft and Profession (sailor) checks made to prepare, maintain, or repair the ship, and cannot be applied to combat or more complex deeds like crafting magic items. Costs 2 Disrepute.

Captain’s Orders!: As a standard action, a PC on board her ship can cast fog cloud, heroism, make whole, quench, or whispering wind with a caster level equal to her character level. Costs 5 Disrepute.

Walk the Plank!: The PCs may sacrifice one crew member or prisoner to grant themselves and their crew one of two bonuses: either a +2 bonus on all skill checks or a +2 bonus on attack rolls. These bonuses only apply while on board the PCs’ ship and last until either the next day or when the captain leaves the ship. If a sacrificed character is returned to life, the PCs and their crew members take a –2 penalty on both skill checks and attack rolls for 1 day. Costs 5 Disrepute.

Get Up, You Dogs!: Every PC and allied character on the deck of the PCs’ ship is affected as per the spell cure light wounds, as if cast by a cleric of the PCs’ average party level. This imposition can only be used once per week. Costs 10 Disrepute.

Despicable Impositions:

5: Lashings!: Your ship's speed doubles for 1 day.

5: Shiver Me Timbers!: While on board their ship, the PCs and their entire crew can reroll initiative or roll initiative in what would otherwise be a surprise round. The benefit of this imposition can be used immediately, but only once per week.

10: Besmara’s Blessings!: As a standard action, a PC on board her ship can cast animate rope, control water, remove curse, remove disease, or water breathing with a caster level equal to her character level.

10: Dead Men Tell No Tales!: While on board their ship, the PCs can use this imposition to automatically confirm a threatened critical hit.


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M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Weird. I posted a knarcana check but I guess it got eaten. Whatevs. Odan's is plenty good as well.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Chimerae are three headed, mish-mashed bodied creatures, usually with the head and wings of a dragon, head and body of a lion, head and legs/feet of a goat, and a snake for a tail.

The dragon head retains its breath weapon, and Black seems to be the most common, breathing a line of acid at its foes.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Jrahk laughs. "Finally, a tough monster to fight! You take out Zarskia, we can deal with her pet."

Jrahk can give acid resistance to himself and one other. The rest of you, try not to get all lined up.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

"Dont forget about the guards, and we should keep her alive, if we want her to answer to Arronax"


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Just gonna list off my preparations...

- Communal Protection From Evil, from Sandra, to be deployed directly before the attack. Ixrul will give her the extend rod for this one.
- Ixrul will enter combat invisible and flying, with magnesium enhancing the flight.
- Directly before entering combat, Ixrul will cast extended cleromancy on himself. In the first round, he will cast SM IV.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

"I don't really do "take 'em alive" jobs."


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

-Resist Energy (Acid) on myself.
-Long Arm, Mirror Image, and Shield right before the fight starts.
False Life will have long worn out by this time, though depending on what time of day Besmara's Bones recharge, I could just get it again.

"Agreed. She wouldn't tell Arronax anything, anyway."

"Also, guards? Good joke, Ace. They're the least of our worries."


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

False Life lasts for like 10 hours from that thing. It's an hour/level spell. You haven't been talking for long.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

But the Bones only have CL 5. And Ixrul's plan was to attack at 2 in the morning.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Ah. Do you have that written down somewhere? I don't think it's still in the Party Fund. I also don't see 2 AM anywhere.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

It's under Wondrous Items, Rings, and Rods. Maybe you should move it and the Captain's Chest to Devil's Pallor stats so they don't get mixed up with our regular magic junk.

Ixrul Morcrom wrote:
Jrahk would be correct. I'm currently in favor of attacking them tomorrow morning at two or so.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

'Kay. Any prep from Ace or Odan?


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

Ace prepares monado arts Arcane pool: keen, magic shield, cat's grace, and mirror image before the fight starts

images: 2d4 ⇒ (3, 3) = 6


Dwarf | Barbarian 2 | Rage 2/2 | HD 2/2 | HP 6/25 | AC 15 | S6, D2, C5, I-1, W3, C1 | PP 15 | Status: Normal | Insp: Yes

Odan will manifest Battle Sense the round before combat starts for 5 PP:

"You link the minds of your allies, dramatically improving their coordination. When you manifest this power, a type of heads-up display appears in each target's mind, improving their coordination and group awareness. Each affected target can use the Aid Another action as an immediate action. (Do this to help your allies) Creatures that move out of the 30 foot range after the power is manifested are still affected by the power."

Additionally, everyone gets +2 circumstance bonus to weapon damage.

This lasts for 8 rounds.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

How do you approach the building? Kick in the front door? See how far you can get before they realize you're an enemy? Come around the back, or pop in from the roof or something?


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

I say we go in from the roof. Giles said the chimera was upstairs, so if we take it out first the guards will be running scared.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

False Life: 1d10 + 8 ⇒ (7) + 8 = 15
MIs: 1d4 + 2 ⇒ (2) + 2 = 4

@Ace: You should only get 1d4+2 images (1d4 + 1/3 caster levels).


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

eh, read it as (1/3 caster level per d4), close enough, 5 images.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

How are you getting in from the roof? Bust a hole? Or do you go in through a window? If so, tell me which side (North, South, East, West. South is facing the street, and West is facing a smaller road). Then there are two windows for each option. Might as well flip a coin on that front.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Images: 1d4 + 2 ⇒ (1) + 2 = 3

Can any of you guys blow up the roof? If not, let's go through a West side window.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

Can lightning bolt break it through?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

If it does enough damage. It is unlikely to do enough.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

Windows it is


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

BTW, how are the rest of you getting up here?

Ace opens a window.

Out of it wafts the rank scent of foul rot and miasmic decay. The scent is almost VISIBLE it's so strong in here.

Along the western wall is a heap of slimy mulch and mud, and the southern wall is lined by five open barrels.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Climb the wall with my big beefy arms. Take 10, 22.


Dwarf | Barbarian 2 | Rage 2/2 | HD 2/2 | HP 6/25 | AC 15 | S6, D2, C5, I-1, W3, C1 | PP 15 | Status: Normal | Insp: Yes

What's the climb DC? I can scamper up with a 15 by taking 10.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

If it comes to it, you can carry Odan. Not a big deal, just wondering so I know where everybody is or could be.

Edit:

Odan Shan wrote:
What's the climb DC? I can scamper up with a 15 by taking 10.

The DC is 21, as the standard DC for a city building's upper story wall.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Jrahk scales the wall with Odan on his back.

When the window is opened, even Jrahk winces at the stench.

Ugh...what the hell are they doing in here?!

No matter. Watch out for the chimera, it might be hidden.

Also, I'm not sure what you guys normally do with your Swift action, but don't forget we can currently Aid each other with it when it's free. I'll usually be using it on my Hurtful attack, but not in situations where I need to turn off Power Attack.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Jrahk searches the room.

Take 10, 20.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

In the center of the room Jrahk can make out a corpse (previously misidentified as yet more decaying mulch in the gloom) of a thin, almost skeletal humanoid shaped creature with a tail, sharp claws, elongated skull, and needle-like teeth.

Ixrul can recognize the creature as a Xenomorph Babau Demon. It is very, very dead.

The mulch in the corner on the other hand, seems very much alive.


Dwarf | Barbarian 2 | Rage 2/2 | HD 2/2 | HP 6/25 | AC 15 | S6, D2, C5, I-1, W3, C1 | PP 15 | Status: Normal | Insp: Yes

Anyone have know: dungeoneering?


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

KnDungeon: 1d20 + 13 ⇒ (20) + 13 = 33


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Try Kn. Nature.

As they slowly begin to move, Ixrul recognizes them as Mandragora, deadly poisonous plants that drink people's blood.

They can emit a strange shriek that scrambles the inner ear, nauseating its victims. Their only weakness is supernatural darkness, which slows them down.

These particular Mandragora seem...different. Red tinged and dripping black ichor similar to the Babau in the center of the room.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Jrahk growls in frustration.

Jrahk was hoping for a challenging fight...instead we get *another* moving plant.

Can any of you create magic darkness?


Dwarf | Barbarian 2 | Rage 2/2 | HD 2/2 | HP 6/25 | AC 15 | S6, D2, C5, I-1, W3, C1 | PP 15 | Status: Normal | Insp: Yes

Magic Darkness; what do you take me for? A tiefling?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Note that you don't actually HAVE to fight these things if you don't want to. You are reasonably certain the only door in the room just leads to the room the next window over goes to.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Just what I was about to say.

Irrelevant. We'll deal with these later.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Jrahk refuses to waste his energy on these things.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

The next room is a corridor. There are stairs leading down, and three doors at the end of the hallway (and one right next to your window).


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

We check the doors first.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Which one? Left, right, or center.

Edit: Actually, either way:

As Jrahk blunders down the corridor, a blade comes out from the wall.

Attack: 1d20 + 20 ⇒ (16) + 20 = 36

Damage: 1d8 + 6 ⇒ (2) + 6 = 8

The trap was harder to detect than your Take 10, which is what I usually assume unless you say you're looking for traps and roll.

Make me a DC 18 Fort save or take 1d4 ⇒ 1 Con damage.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Jrahk snarls at the minor cut on his shoulder, then opens the left door while being slightly more mindful of traps.

Perc: 1d20 + 10 ⇒ (12) + 10 = 22


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

You forgot the fort save.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

1d20 + 11 ⇒ (2) + 11 = 13

:C


Infamy: 34| Disrepute: 15| Plunder: 0| Ship HP: 57/1200| AC 12| Hardness 5| Race Score +9

Make another one until you make it, up to 6 times.

Also I was mistaken, there are four doors. There're two on the right.

This is a bathroom. A very very nice bathroom, with nice white tiles, a big tub set into the floor, and a shelf full of expensive perfumes and make-up.

Worth 240 gp. Where next?


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Fort: 1d20 + 11 ⇒ (9) + 11 = 20

Perc: 1d20 + 10 ⇒ (16) + 10 = 26

Center.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

"No guards yet? I'm surprised..."


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

"Ace, shut the hell up. Never say things like that."


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

This is a small room with another door. This leads into a passageway with a jagged hole in the floor, leading to the room below on the 2nd floor.

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