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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When did you cast that? It's been a while since you guys stepped off the boat, and you only have a CL of 5.

Also confirm that kill.


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

No, it was my own spell, I have CL 9. I cast it when we entered the room with the crawling hands.

Confirmeroonie: 1d20 + 16 ⇒ (9) + 16 = 25
2d6 + 24 ⇒ (2, 3) + 24 = 29


...Huh. So you do. I never noticed that Bloodragers don't have the usual -3 caster level other half casters have.

Images: 1d8 + 1d7 ⇒ (7) + (2) = 9

Jrahk's images are poisoned and die.


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

I did note Gremory was "pulling in" to follow Ixruls advice. For reference. AC is 22 now BTW. HP is 50, if that 3 damage from yesterday is gone.

Fort: 1d20 + 13 ⇒ (11) + 13 = 24

Readied attack: 1d20 + 12 ⇒ (19) + 12 = 31

Sooo... close...

Damage: 1d8 + 13 ⇒ (6) + 13 = 19

Yes, yes, I'll be fine. At least these are more entertaining than the hands were. You could say I'm... handing that to them.


Female Oread Orc Goliath Druid 10 / Fighter 1 | HP 25/77 | AC 23 - FF 22 - T 11 | Fort+11 Reflex+4 Will+11 | Init +2 | CMD 25 | Perception +20|

"Well, at least it's not a masturbation joke," Daliya noted, preparing another strike. "Although, having seen all your hands..."

Attack: 1d20 + 14 ⇒ (5) + 14 = 19
Damage: 2d6 + 10 ⇒ (6, 2) + 10 = 18


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 readies to slice a b$+## open

1d20 + 13 ⇒ (13) + 13 = 26

1d6 + 11 ⇒ (1) + 11 = 12


The spiders reappar again to attack Ace...and things don't go well for them. One dies, and the other shrieks in fear.

She follows through with her attack

1d20 ⇒ 13

Damage: 2d6 + 8 ⇒ (1, 4) + 8 = 13

Ace take 13 damage and make a DC 21 Fort save vs poison.

After a few seconds, it becomes clear she won't reappear.

Everyone who failed their initil save vs poison, keep rolling Fort saves until you pass 2 in a row, or 8 rounds pass (10 rounds for Jrahk.


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

The mirror images that took both hits and disappeared fail to save against the poison.


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 |

2fort: 1d20 + 10 ⇒ (15) + 10 = 25


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

"Go and hide forever this time! Hiding's the only thing you're good at, besides DYING!"

Jrahk gives an annoyed huff as he returns to normal size.

"Stupid bugs. Hope this one's learned its lesson."

He begins searching the room.

Take 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.

Ixrul has the harpies carry the spider corpses back to the boat real quick, and then return.


Jrahk finds...some stairs!


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.

Ixrul sets his familiar down on the stairs to see if it senses any movement upstairs.


Ixrul feels no creatures upstairs or downstairs.


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.

He will also look for traps.

Perception: 1d20 + 17 ⇒ (14) + 17 = 31 Assuming gremory and jrahk aid (they autosucceed), 35

And detect magic as well.

Assuming neither reveal anything, he will politely thank their glorious captain for taking point up the stairs.


Nothing trappy.


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

Jrahk is more than happy to continue being the manliest man in the group.


The top of the stairs is some sort of observation tower. The area does detect as magic, and Ixrul can tell after some study that the tower was designed to be able to use Sending to communicate with other, similar towers.

It's been used recently.


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

"This'll come in handy, once we find the other towers. We'll put someone up here who can cast Sending, or give 'em some scrolls."

He looks around. "Maybe whoever used it last is still here!"

Perception: 1d20 + 12 ⇒ (15) + 12 = 27


Nope.


Ixrul can tell that "recently" was likely within the last minute or two, so unless Ederleigh for some reason worked up the courage to exit his room (a prospect that sent him into a blind panic when it was even SUGGESTED...) and managed to sneak around you, it wasn't him.


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.

Ixrul's extra eyes fly straight up and look around.

Perception: 1d20 + 17 ⇒ (11) + 17 = 28


The sky sure is pretty today.


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 |

"Ya think those spiders are smart enough to do this?"


They could talk...


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

"What, you think they sent a warning out to their monster friends?"


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.

"That's certainly possible."

Can Ixrul figure out how to use it?


He can tell that they're simple to use, but apparently have some strict requirements for use. You must know exactly where to send the message (and that must be one of the other towers), and someone must be there to receive it as well. Unless all of those conditions are met, the tower doesn't work.


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.

Ixrul will pull out a piece of paper and write a note on it in Aklo and Common. He will leave it pinned under a small rock but clearly visible.

"We are willing to negotiate with any and all intelligent creatures on the island. A peaceful, cooperative resolution is more agreeable than a drawn-out extermination. Should you desire to negotiate, elect a representative and I will speak with them alone or via the sending spells installed in these towers, whichever is more agreeable. Come bearing a leaf-covered branch and we will not attack."


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.

Is that the fort bit fully explored?


There's the basement.


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.

Perception for Traps: 1d20 + 17 ⇒ (9) + 17 = 26 +4 from some autosuccess aids from Jrahk and Gremory

Ixrul will set his familiar down on the basement door and have it feel for things.

He will also detect magic in the area.


No traps, in what appears to be this underground prison, but Ixrul does detect magic coming from the pillar in the center of one of the cellar rooms.


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.

28 to ID aura and and 31 to ID item?


It is an aura of Illusion magic, but does not appear to be an item, nor a spell.


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.

Ixruls wracks his brain for creatures that can magically appear to be columns or other such things.

Arcana 28, Dungeoneering 23, Planes 24, Religion 25?


Could be a Mimic? But they transform, not cast illusions.


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18
Ixrul Morcrom wrote:

Ixrul will pull out a piece of paper and write a note on it in Aklo and Common. He will leave it pinned under a small rock but clearly visible.

"We are willing to negotiate with any and all intelligent creatures on the island. A peaceful, cooperative resolution is more agreeable than a drawn-out extermination. Should you desire to negotiate, elect a representative and I will speak with them alone or via the sending spells installed in these towers, whichever is more agreeable. Come bearing a leaf-covered branch and we will not attack."

Wasn't here earlier for it, but would it be out of line to suggest Gremory be the negotiator? Her diplomacy mod is +17. And being an Evil Lawyer is one of her things.


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

Sure. Ixrul is more of a Bluff guy.


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

Jrahk raises his falchion. "One way to find out!"

"Or are we including mimics in our 'negotiations'?" he sneers at Ixrul.


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

Gremory steps to the side to let Jrahk by with a smile on her face.

By all means. Though, an illusion would tell me that it's no mimic. Although, I ask you please do not bring the building down on top of us.


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

"Whatever it is, illusions can't hold up a building."

Jrahk halfheartedly kicks the pillar. (No rage, no power attack.)

Unarmed: 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 1d3 + 5 ⇒ (1) + 5 = 6

Will to disbelieve(?): 1d20 + 6 ⇒ (5) + 6 = 11


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.

Will to Disbelieve?: 1d20 + 10 ⇒ (5) + 10 = 15

And sure, that's fine. I just forgot Gremory had diplomacy.

Ixrul's familiar will slip onto the ground as well to see if it senses anything.


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

Will to Disbelieve Question Marks: 1d20 + 11 ⇒ (6) + 11 = 17

I'm not concerned that the pillar may be fake, I'm concerned about why it's disguised.


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.

Actually, do you speak Aklo or have tongues? Because that is necessary for negotiation.


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

Nope, no Aklo. I can get Tongues though. Why is Aklo necessary?
Edit: actually, Inquisitors have spells known, so I need a way to switch a spell out for Tongues, unless someones willing to cast it on me.


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.

I know Phase Spiders only speak Aklo. Most of the int 10 monsters only speak Aklo.

I can just teleport and pick up tongues.


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

You may not have to. If the discussions happen next level anyway, though I don't know how this module plans to handle that.


Jrahk kicks the pillar. It seems real.

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