You Have What You Hold (Inactive)

Game Master Matthais777

Int:

[dice=Bait/Eclipse]1d20+8[/dice]
[dice=Evariel]1d20+4[/dice]
[dice=Matsu]1d20+1[/dice]
[dice=Ryskovich]1d20+2[/dice]
[dice=Fade]1d20+5[/dice]


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Plunder and Peril Ship 1 Plunder and Peril Ship 2

Yup, easy enough to ask your own captain about it. She's hiding inside the barge room once someone called "Pirates"

The woman looks over at her crewmates and nods.

Karvis. Karvis was our Captain's name for this trip, though Karvis was just first mate to Deremin. As for our take... Well, depending on who it was, can't speak for everyone. I took home 10 gold coins for every successful job...

As if staving off criticism, she looks indignant and unashamed.

We ain't so different from you pathfinders though. Everyone knows the stuff you get up to so you can line your pockets. You want easy living for you and yours, so do we... just apparently picked a bad target.

Liberty's Edge

hp 53/53; AC 20 14 16 (16 t14 f12); F 4, R 9, W 6; bab 5 +6 melee +10 range; cmb 6 cmd 19; init +8; wclw 41; wcmw 10; inspir 7/7 | halfling Vigilante(magical child)/7 active: feather step, barkskin,
skills:
acro 13, apprs 6, bluff 12(16), climb 5, diplo 12, disguise 12, escape 8, intim 11(15), kn arcana 6, perc 7, soh 8, splcrft 10, stealth 12, umd 7

"Ten gold? Must be a hefty bounty, as your captain and Deremin probably kept a lion's share for themselves... Who would pay such a bounty for Pathfinder miscellania?"


Plunder and Peril Ship 1 Plunder and Peril Ship 2

The woman shakes her head.

I don't know... better if I didn't know. Now please, let us go?

She and the rest of the crew are looking very nervous.

Dark Archive

M Elf Necromancer wizard 4 | AC: 14/12/12 | HP: 26/26 | Fort +4, Ref +4, Will +4 | CMB +0, CMD 12 | Init +4 | Perc +5 | Command Undead 7/7 (DC 17 Will)

"We do want easy living for us and ours, and I can understand why a human might fail to grasp the distinction between what we do and what you do. But there is one key difference you might be interested in: support. If you had taken us prisoner instead of the other way around, other Pathfinder agents would go through all nine hells to retrieve us. Can you say the same of your superiors? Join us, I say. You can have that support as well."

-Posted with Wayfinder


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Oooo... interesting tact. I'm gonna need a diplo check to convince them... though you still have the problem of having 6 pirates joining up with the pathfinders so, complications!

A voice pops up behind them.

I hope your not thinking of letting these murdering scoundrels go.

Your captain, Demeliah Sorhenson, has appeared out of the hideaway room she had stashed herself in. She holds coils of rope and glares daggers at the pirates.

I agreed to this plan because I was told you where gonna get some justice on these pirates. These sniveling cowards may be appealing to your better nature, but remember, they're murderers, each and every last one of them.

The pirates look nervous as the woman steps forward, crossing her arms.

My husband is dead because of pirates just like these. Your COMRADES are dead because of these pirates. They wanna whine and moan about how hard life is? Try how hard life is when they take away the man you've spent your whole life with over some junk for a cheap sale.

She looks at each of the Pathfinders and glares at them.

You wanna not just let them go, but let them join you? Let them get away scot free with their crimes? I can't stop you, but I'm hoping your not only smarter than that, but that you believe in justice for their victims. Tie them up, throw them in storage, and I'll take them to the guard where they will serve out their just and right punishment for their murdering and thieving.

The pirates, for their part, stay silent for the moment, waiting on the team's decision.

Oh how I do love ethical dilemmas.

Dark Archive

M Elf Necromancer wizard 4 | AC: 14/12/12 | HP: 26/26 | Fort +4, Ref +4, Will +4 | CMB +0, CMD 12 | Init +4 | Perc +5 | Command Undead 7/7 (DC 17 Will)

Lol!

Evariel shrugs. "Our duty to the Society is to explore all possible outcomes. I've made the attempt now, no one can claim I didn't. But if you want them, I can say you pulled rank-- this is your ship." He steps back, not the least bit sure that his allies would agree to take the pirates on anyway.

-Posted with Wayfinder

Dark Archive

HP 50/50, AC/T/F 21/14/18, Intimidate +3, Perception +12, Initiative +2 , F/R/W: 8/6/4 (6 v fear) Halfling Fighter (Rondelero Duelist) 6.0

Ryskovich looks back and forth between Captain, pirates, and his fellow comrade.

All have good points perhaps we could have it both ways?

Ryskovich pipes up, when there is a break in the tension.

How about this proposition, we do both. If the pirates indeed wish to change their ways, they join us. They help to fight back against their superiors. After their superiors are dealt with, they turn themselves in to the proper authorities, and we, as Pathfinders, will attest that they helped out willingly to try and mend the horrible crimes they have committed. You get justice, and we get some extra muscle for this job? Should they try and flee, or worse yet, attack us we shall cut them down with blade, arrow and spell.

diplo aid: 1d20 + 4 ⇒ (19) + 4 = 23 If nobody tries than it will be my actual roll

I used my bow, and shot well with it. My preferred choice is my finely crafted falcata, which I am much more skilled with, so DO NOT take my gesture of allowing you ONE CHANCE to redeem yourselves and the crimes you have committed lightly.

Liberty's Edge

hp 53/53; AC 20 14 16 (16 t14 f12); F 4, R 9, W 6; bab 5 +6 melee +10 range; cmb 6 cmd 19; init +8; wclw 41; wcmw 10; inspir 7/7 | halfling Vigilante(magical child)/7 active: feather step, barkskin,
skills:
acro 13, apprs 6, bluff 12(16), climb 5, diplo 12, disguise 12, escape 8, intim 11(15), kn arcana 6, perc 7, soh 8, splcrft 10, stealth 12, umd 7

"I think Rysky might have a good solution... Let them earn their justice, whatever form it might take... They can mitigate their past acts by present ones... or exacerbate them, their choice... You know, Pathfinders have reputations of being 'murder-hobos' and we frequently have to overcome that erroneous view of what we do... so I understand having to prove one's good intentions. Let them prove theirs and earn a lesser sentence, or maybe even probation to the Society if they are true to their word."


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Ah, moments like this are why I love roleplaying...

The pirates look back and forth and mutter amongst each other. After a moment, the woman who has been the leader turns back to them.

Look... some of these folks are comrades, old friends. We'll be betraying them for this... we'll do it, but we just want you to know what your asking. We'll do this, but you gotta promise us a fair shake afterwards, got it?

Demeliah Sorhenson snorts and looks away.

Fine by me. So long as they get handed over to the authorities as soon as we're done, that's all I care about. They'll face proper punishment then.

Silver Crusade

Male Aasimar (Angelborn)
Spoiler:
AC 24/26)/T13/FF23 HP 48/67 F+8(10) R+4(6) W+4(6) Init +1 Perception +0
Samurai Sword saint (Order of the Warrior) 8

Anfial nods."Just because you grant Mercy, it doesn´t mean that Justice will not be served!"

Grand Lodge

Image CG Half-elf(wildborn) Tk 9 | HP: 141/120(NL dmg=27)| AC 25 T15/FF20, CMD:21, Fort:+15*, R+13*, Will:+7*, Init:+7, Percep:+26(30 vs sound) | Burn:3 | conditions: none | Active effects: Force Ward(21 temp HP),Fortification 15%, Air Cushion(featherfall)AirShroud(air bubble), TK Invis

Fade rolls his eyes at all the good feelings, "Glad that's settled. You lot can all hold hands and sing 'round a campfire later, but for now, let's get on with our business. We've got a hideout to find."

And with that, he urges the captain to give them directions to the supposed hideout and let them off as close as possible.

He whispers to Captain Sorhenson, "I don't trust 'em. They get out of line and I'll pop their necks like I did that snapper. Hey, mind giving us directions? Just to make sure we get there. "

-Posted with Wayfinder


Plunder and Peril Ship 1 Plunder and Peril Ship 2

The pirates stand and look at their victims now turned captors. The woman with the burn looks at them and holds out a hand.

Fine. We'll do this. You can call me Bell. We'll load up on to our ship, and I can give the signal to our mates back at the cove not to fire on us... you give the order, we'll help you attack.

The other pirates look unhappy about this arrangement, though you can hardly blame them.

Sense Motive DC 15:
You get the feeling at least 3 are only going along with the charade. Signs of weakness or a chance to bolt, they're likely to run for it. Bell and one other seem to be willing to work with you for the moment, though they certainly aren't going to give their lives to save you if you get in trouble. The final one is currently unconscious still. If you heal him and wake him up, he seems to agree with Bell.

Sorhenson confirms the directions with fade before you set off, muttering about "Babying pirates" and "Youth these days." as her barge rolls down the river

Unless anyone objects, we'll timeskip slightly. Feel free to mark how many charges used to heal, and go ahead and take average for them. Also, you gonna heal the knocked out one or leave him behind?

It doesn't take long for them to load back up their smaller ship. Bell calls out some orders and they begin floating the ship upstream, the sail catching the wind. The space is very cramped and tight, barely enough room for everyone to sit down in. After some travel time, The narrow hidden branch of the West Sellen swells to a wide expanse, bordered on one side by a high, forested islet. The other side of the river has no bank, for the water seeps into the ground and creates a broad wetland out of what were once low-lying fields. Cattails and grasses push through the surface and continue off into the distance. Declaring where river ends and marsh begins would involve either lucky guesswork or a surveyor’s eye.

Straddling the border between river and swamp are the remains of a sumptuous house, yet despite the facade’s once elegant style and trim, the place has seen better days. The paint is faded and peeling, blending in so well with a growth of mold that the place may as well have been originally painted murky graygreen. Vines and creepers are less overgrowing the place than they seem to be holding it together. Other parts of the building have fared less well, and toppled beams jutting from the swamp hint at other wings that didn’t survive the river’s encroachment. Stilts and a narrow boardwalk support what little remains, and a makeshift dock extends into the river proper. Bell pulls you up short a couple hundred feet out.

Okay, what's the plan? I can light a torch and signal them to let us pull up, but it won't end well as soon as they see you I'll bet, but this is your show.

Dark Archive

M Elf Necromancer wizard 4 | AC: 14/12/12 | HP: 26/26 | Fort +4, Ref +4, Will +4 | CMB +0, CMD 12 | Init +4 | Perc +5 | Command Undead 7/7 (DC 17 Will)

Evariel chooses to ignore Sorhenson's muttered comments. I doubt I knew her great-grandparents, but I likely shared a world with them.

"I understand the sacrifice you're making," he tells Bell along the way, "but consider whether it's so great a loss. I know you lesser races like to cast your lives toward this cause or that, but would your allies truly risk themselves for you? Pathfinders do."

Regarding the plan:
"We should get as close as we can. I can weave another blinding spell like earlier, but it doesn't last so very long."

-Posted with Wayfinder

Dark Archive

HP 50/50, AC/T/F 21/14/18, Intimidate +3, Perception +12, Initiative +2 , F/R/W: 8/6/4 (6 v fear) Halfling Fighter (Rondelero Duelist) 6.0

So long as you don’t go back on your word, you will have a fair shake. One misstep, and I will make sure you get the justice you most likely deserve

Ryskovich listens to her words, and judges them with scrutiny and gives a nod at the end.

sense: 1d20 ⇒ 12

I will have my bow at the ready in any event

Liberty's Edge

hp 53/53; AC 20 14 16 (16 t14 f12); F 4, R 9, W 6; bab 5 +6 melee +10 range; cmb 6 cmd 19; init +8; wclw 41; wcmw 10; inspir 7/7 | halfling Vigilante(magical child)/7 active: feather step, barkskin,
skills:
acro 13, apprs 6, bluff 12(16), climb 5, diplo 12, disguise 12, escape 8, intim 11(15), kn arcana 6, perc 7, soh 8, splcrft 10, stealth 12, umd 7

Bait holds out his wand for anyone who will use it on him...

clw: 1d8 + 1 ⇒ (8) + 1 = 9
clw: 1d8 + 1 ⇒ (1) + 1 = 2
clw: 1d8 + 1 ⇒ (8) + 1 = 9
clw: 1d8 + 1 ⇒ (6) + 1 = 7

if no one will or can, umd rolls enclosed:

umd: 1d20 + 7 ⇒ (13) + 7 = 20
umd: 1d20 + 7 ⇒ (9) + 7 = 16
umd: 1d20 + 7 ⇒ (14) + 7 = 21
umd: 1d20 + 7 ⇒ (9) + 7 = 16
umd: 1d20 + 7 ⇒ (4) + 7 = 11
umd: 1d20 + 7 ⇒ (11) + 7 = 18
umd: 1d20 + 7 ⇒ (9) + 7 = 16
umd: 1d20 + 7 ⇒ (4) + 7 = 11
umd: 1d20 + 7 ⇒ (2) + 7 = 9
umd: 1d20 + 7 ⇒ (3) + 7 = 10
umd: 1d20 + 7 ⇒ (18) + 7 = 25
umd: 1d20 + 7 ⇒ (13) + 7 = 20

whew.. no 1's

Grand Lodge

Image CG Half-elf(wildborn) Tk 9 | HP: 141/120(NL dmg=27)| AC 25 T15/FF20, CMD:21, Fort:+15*, R+13*, Will:+7*, Init:+7, Percep:+26(30 vs sound) | Burn:3 | conditions: none | Active effects: Force Ward(21 temp HP),Fortification 15%, Air Cushion(featherfall)AirShroud(air bubble), TK Invis

Don't get hurt because it looks like we've got no one that can use a wand normally and UMD could fail us. Just a reminder. I'll hope I'm wrong and someone will correct me.

-Posted with Wayfinder


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Whenever you guys are ready, when someone announces it, bell will pull you in, so do all prep or planning now.

Dark Archive

M Elf Necromancer wizard 4 | AC: 14/12/12 | HP: 26/26 | Fort +4, Ref +4, Will +4 | CMB +0, CMD 12 | Init +4 | Perc +5 | Command Undead 7/7 (DC 17 Will)

Evariel is ready!

-Posted with Wayfinder


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Someone said ready and I'm impatient! If anyone prepped on the way over, just post your prep before your action. :P The orange bordered pirates are the ones currently on your "Side", the female one is Bell (Cause named characters get cool icons.)

Bell lights a torch and waves it in the air as they approach, first one way, then the other. The boat slowly pulls in, and two sailors come to end of the pier.

Bell! Karvis said you'd be dead, or captured! Said their was a group of... warriors...

As they draw close, they see the team squeezed into the boat as well, clearly armed, clearly dangerous, and clearly not captives. Bell draws her sword and shrugs.

Sorry Ricker, but I figured I'd take the deal they offered. I'd rather live.

The one named Ricker growls out. You B~%&#.

The other one however, is not nearly so accommodating and starts shouting.

INTRUDERS! INTRUDERS! EVERYONE TO ARMS!

gmscreen:

Green Baddy 1: 1d20 + 1 ⇒ (2) + 1 = 3

Green Baddy 2: 1d20 + 1 ⇒ (5) + 1 = 6

Green Baddy 3: 1d20 + 1 ⇒ (12) + 1 = 13

Green Baddy 4: 1d20 + 1 ⇒ (13) + 1 = 14

Green Baddy 5: 1d20 + 1 ⇒ (16) + 1 = 17

Green Baddy 6: 1d20 + 1 ⇒ (6) + 1 = 7

Purple Baddy 1: 1d20 + 3 ⇒ (10) + 3 = 13
Purple Baddy 2: 1d20 + 3 ⇒ (20) + 3 = 23
Purple Baddy 3: 1d20 + 3 ⇒ (11) + 3 = 14

Deremin: 1d20 + 4 ⇒ (20) + 4 = 24

Bait/Eclipse: 1d20 + 8 ⇒ (12) + 8 = 20
Evariel: 1d20 + 4 ⇒ (13) + 4 = 17
Matsu: 1d20 + 1 ⇒ (7) + 1 = 8
Ryskovich: 1d20 + 2 ⇒ (19) + 2 = 21
Fade: 1d20 + 5 ⇒ (9) + 5 = 14

Noise echoes in the mansion as people rise to their positions... no way to know what's going on inside yet. Eclipse starts off things by giving everybody haste!

COMBAT ENGAGED! PATHFINDERS, FIGHT! THE BOLD MAY ACT!

Deremin
Purple Baddy 2
------------
Ryskovich
Bait/Eclipse
Evariel
Fade

----------------
Green Baddy 5
Purple Baddy 3
Purple Baddy 1
Green Baddy 4
Green baddy 3
------------------
Orange Team
Matsu
------------------
Green Baddy 1
Green Baddy 2
Green Baddy 6

Dark Archive

M Elf Necromancer wizard 4 | AC: 14/12/12 | HP: 26/26 | Fort +4, Ref +4, Will +4 | CMB +0, CMD 12 | Init +4 | Perc +5 | Command Undead 7/7 (DC 17 Will)

Evariel weaves another spell, drawing in the light around them and focusing it on the two outside.

Casting glutterdust, DC 16 Will or blinded for 3 rounds

-Posted with Wayfinder


Plunder and Peril Ship 1 Plunder and Peril Ship 2

will: 1d20 + 2 ⇒ (8) + 2 = 10
will: 1d20 + 2 ⇒ (9) + 2 = 11

The two men shout in surprise as they are blinded by the glittering motes, trying unsuccessfully to rub their eyes free of the effects.

COMBAT ENGAGED! PATHFINDERS, FIGHT! THE BOLD MAY ACT!

Deremin
Purple Baddy 2
------------
Ryskovich
Bait/Eclipse
Evariel
Fade
----------------
Green Baddy 5
Purple Baddy 3
Purple Baddy 1
Green Baddy 4
Green baddy 3
------------------
Orange Team
Matsu
------------------
Green Baddy 1 [blind]
Green Baddy 2 [blind]
Green Baddy 6

Dark Archive

HP 50/50, AC/T/F 21/14/18, Intimidate +3, Perception +12, Initiative +2 , F/R/W: 8/6/4 (6 v fear) Halfling Fighter (Rondelero Duelist) 6.0

Ryskovich, arrow at the ready let’s two arrows fly at the flailing bandits on the dock. It’s seems as time slows down ever so slightly as he releases two arrows in quick succession. If the first drops, he changes targets.

“bottom dock bandit: 1d20 + 7 ⇒ (20) + 7 = 27
Crit?: 1d20 + 7 ⇒ (11) + 7 = 18

damage: 1d6 + 3 ⇒ (2) + 3 = 52d6 + 6 ⇒ (3, 3) + 6 = 12

haste: 1d20 + 7 ⇒ (18) + 7 = 251d6 + 3 ⇒ (2) + 3 = 5


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Ricker begins to draw his sword and join in the shout, but the arrow in his throat silences him as he falls, gasping to the ground and bleeding profusely. His friend tries to catch him, but is stuck in the shoulder by Ryskovich's arrow, crying out in pain.

Deremin
Purple Baddy 2
------------
Ryskovich
Bait/Eclipse
Evariel
Fade
----------------
Green Baddy 5
Purple Baddy 3
Purple Baddy 1
Green Baddy 4
Green baddy 3
------------------
Orange Team
Matsu
------------------
Green Baddy 1 [blind Unconscious -18]
Green Baddy 2 [blind -5]
Green Baddy 6

Grand Lodge

Image CG Half-elf(wildborn) Tk 9 | HP: 141/120(NL dmg=27)| AC 25 T15/FF20, CMD:21, Fort:+15*, R+13*, Will:+7*, Init:+7, Percep:+26(30 vs sound) | Burn:3 | conditions: none | Active effects: Force Ward(21 temp HP),Fortification 15%, Air Cushion(featherfall)AirShroud(air bubble), TK Invis

Fade gathers a ball of aether around a sling bullet from one of his many pouches and with a flick of his hand sends it at the lone upright and conscious pirate on the docks.

"Good thing he's blind. This is going to be ugly to see."

Empowered TkBlast+pbs+haste: 1d20 + 10 ⇒ (10) + 10 = 20
magic blunt: 3d6 + 11 ⇒ (1, 4, 1) + 11 = 17 *1.5=25

move action to gather power, standard to blast.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Fade's sling bullet punches a hole in pirate's forehead, and he slumps to the ground, dead as a doornail.

To punctuate his slump, several men poor out of the mansion, giving war cries and confused yells as they draw swords.

One of the men draws a bow and takes am at Evariel at the front of the boat.

bow: 1d20 + 2 ⇒ (1) + 2 = 3
damage: 1d8 + 1 ⇒ (5) + 1 = 6

In his panic, he fumbles the arrow and his bow dryshots with a "Twang!".

Your crew of pirates run forward up to the end of the pier, several draw bows and taking shots at the bowman...

bow: 1d20 + 2 ⇒ (10) + 2 = 12
damage: 1d8 + 1 ⇒ (3) + 1 = 4

bow: 1d20 + 2 ⇒ (10) + 2 = 12
damage: 1d8 + 1 ⇒ (7) + 1 = 8

Though their aim is sadly lacking, you wonder if trying to shoot their friend is making this hard for them.

One of the more rough and tumble pirates and bell run up to the men on the pier and attack.

shotel: 1d20 + 7 ⇒ (19) + 7 = 26
damage: 1d8 + 3 ⇒ (8) + 3 = 11

shotel: 1d20 + 7 ⇒ (20) + 7 = 27
damage: 1d8 + 3 ⇒ (1) + 3 = 4
shotelCrit?: 1d20 + 7 ⇒ (4) + 7 = 11
damage: 2d8 + 6 ⇒ (4, 3) + 6 = 13

Bell has the perfect opportunity to take one down, but her hand hesitates momentarily at killing her friend, resulting in the cut not being lethal. Her burly friend has no such problems and slashes down one of the pirate foes.

COMBAT ENGAGED! PATHFINDERS, FIGHT! THE BOLD MAY ACT!

Deremin
Purple Baddy 2
------------
Ryskovich
Bait/Eclipse
Evariel
Fade
----------------
Green Baddy 5
Purple Baddy 3
Purple Baddy 1
Green Baddy 4 [-4]
Green baddy 3 [-11 Unconcious]
------------------
Orange Team
Matsu
------------------
Green Baddy 1 [Dead]
Green Baddy 2 [Dead]
Green Baddy 6

Silver Crusade

Male Aasimar (Angelborn)
Spoiler:
AC 24/26)/T13/FF23 HP 48/67 F+8(10) R+4(6) W+4(6) Init +1 Perception +0
Samurai Sword saint (Order of the Warrior) 8

Matsu double moves forward.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Nothing much seems to happen. Outside at least.

Bait hops up on the pier and moves closer as well.

COMBAT ENGAGED! PATHFINDERS, FIGHT! THE BOLD MAY ACT!

Deremin
Purple Baddy 2
------------
Ryskovich
Bait/Eclipse
Evariel
Fade

----------------
Green Baddy 5
Purple Baddy 3
Purple Baddy 1
Green Baddy 4 [-4]
Green baddy 3 [-11 Unconcious]
------------------
Orange Team
Matsu
------------------
Green Baddy 1 [Dead]
Green Baddy 2 [Dead]
Green Baddy 6

Grand Lodge

Image CG Half-elf(wildborn) Tk 9 | HP: 141/120(NL dmg=27)| AC 25 T15/FF20, CMD:21, Fort:+15*, R+13*, Will:+7*, Init:+7, Percep:+26(30 vs sound) | Burn:3 | conditions: none | Active effects: Force Ward(21 temp HP),Fortification 15%, Air Cushion(featherfall)AirShroud(air bubble), TK Invis

Fade moves fairly swiftly, leaping off the end of the little boat and onto the pier all in stride, and then running down to Bell and her comrade.

Double move

Dark Archive

HP 50/50, AC/T/F 21/14/18, Intimidate +3, Perception +12, Initiative +2 , F/R/W: 8/6/4 (6 v fear) Halfling Fighter (Rondelero Duelist) 6.0

Ryskovich takes a slight step forward, giving him clear sight to the onrushing pirates. He lets another two arrows *twang* from his bow at the pirate nearest him.

vs “blue”: 1d20 + 7 ⇒ (12) + 7 = 191d6 + 3 ⇒ (3) + 3 = 6
if blue drops, towards purple pirate: 1d20 + 7 ⇒ (8) + 7 = 151d6 + 3 ⇒ (5) + 3 = 8

Dark Archive

M Elf Necromancer wizard 4 | AC: 14/12/12 | HP: 26/26 | Fort +4, Ref +4, Will +4 | CMB +0, CMD 12 | Init +4 | Perc +5 | Command Undead 7/7 (DC 17 Will)

Evariel hops from the boat onto the pier. Double move party!

-Posted with Wayfinder


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Ryskovich's arrows fly true, catching the pirate who was trying to shoot him and proving without a doubt who's the better archer. The two arrows sprout from his chest, and he goes down.

The one facing bell, seeing the overwhelming tide, kneels and throws his weapon aside.

I YEILD! I YEILD!

His comrade glares at him and screams.

COWARD!

as he attacks the man in front of him.

slash: 1d20 + 7 ⇒ (14) + 7 = 21
damage: 1d8 + 3 ⇒ (4) + 3 = 7

He gets in a good cut, but his victory is short lived as one the men forces his way past him...

slash: 1d20 + 7 ⇒ (19) + 7 = 26
damage: 1d8 + 3 ⇒ (1) + 3 = 4

He does a quick slash, but it doesn't stop them as they establish themselves on either side of the pirate and begin the attack.

slash: 1d20 + 9 ⇒ (14) + 9 = 23
damage: 1d8 + 3 ⇒ (5) + 3 = 8

slash: 1d20 + 9 ⇒ (19) + 9 = 28
damage: 1d8 + 3 ⇒ (8) + 3 = 11

They slash him, first one than the other, but he seems to be made of sterner stuff than many of his comrades. Bell, spinning her blade like a dancer, brings her blade forth as well...

slash: 1d20 + 7 ⇒ (10) + 7 = 17
damage: 1d8 + 3 ⇒ (8) + 3 = 11

Getting in an absolutely vicious slash that takes the man down in a groan of pain. She turns to her comrades.

Jorgen, Luka, you okay?

The two flankers nod, panting for the moment as they gingerly hold their wounds.

Yeah, we'll make it.

Without any targets, the archers on the pier move to help their downed ex-comrades, stemming the bleeding on those not completely dead at least and quickly tying up the ones who surrendered.

COMBAT ENGAGED! PATHFINDERS, FIGHT! THE BOLD MAY ACT!

Deremin
Purple Baddy 2
------------
Ryskovich
Bait/Eclipse
Evariel
Fade
----------------
Green Baddy 5 [dead]
Purple Baddy 3
Purple Baddy 1 [-30 unconcious]
Green Baddy 4 [-4 Yeilded]
Green baddy 3 [-11 Unconcious]
------------------
Orange Team [-7]
Matsu
------------------
Green Baddy 1 [Dead]
Green Baddy 2 [Dead]
Green Baddy 6

Dark Archive

M Elf Necromancer wizard 4 | AC: 14/12/12 | HP: 26/26 | Fort +4, Ref +4, Will +4 | CMB +0, CMD 12 | Init +4 | Perc +5 | Command Undead 7/7 (DC 17 Will)

I bet you're liking our diplomatic solution less now, since it gives you twice as many NPCs to keep track of!

-Posted with Wayfinder


Plunder and Peril Ship 1 Plunder and Peril Ship 2
Evariel wrote:

I bet you're liking our diplomatic solution less now, since it gives you twice as many NPCs to keep track of!

-Posted with Wayfinder

Nah, I love rewarding creativity. A little extra work is no big deal.

Dark Archive

HP 50/50, AC/T/F 21/14/18, Intimidate +3, Perception +12, Initiative +2 , F/R/W: 8/6/4 (6 v fear) Halfling Fighter (Rondelero Duelist) 6.0

double moved to keep game moving along :)


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Keeping things moving, I'll have Matsu move up.

Things seem to be perfectly silent, other than the occasional groan from the downed pirates. Bell and her crew look at the pathfinders, seemingly unwilling to approach the mansion itself first.

COMBAT ENGAGED! PATHFINDERS, FIGHT! THE BOLD MAY ACT!

Deremin
Purple Baddy 2
------------
Ryskovich
Bait/Eclipse [on delay utnil the others have acted.]
Evariel
Fade

----------------
Green Baddy 5 [dead]
Purple Baddy 3
Purple Baddy 1 [-30 unconcious]
Green Baddy 4 [-4 Yeilded]
Green baddy 3 [-11 Unconcious]
------------------
Orange Team [-7]
Matsu
------------------
Green Baddy 1 [Dead]
Green Baddy 2 [Dead]
Green Baddy 6

Grand Lodge

Image CG Half-elf(wildborn) Tk 9 | HP: 141/120(NL dmg=27)| AC 25 T15/FF20, CMD:21, Fort:+15*, R+13*, Will:+7*, Init:+7, Percep:+26(30 vs sound) | Burn:3 | conditions: none | Active effects: Force Ward(21 temp HP),Fortification 15%, Air Cushion(featherfall)AirShroud(air bubble), TK Invis

Fade grins as he thinks to himself, One of these days I'm going to rush in like this, causing all kinds of a commotion, and then just wait outside the door and let the big bad inside loose their prep spells to duration failure. Looks like that day isn't today.

With a flick of his hand he telekinetically flings the door wide so his team can just move in without delay.

"Get'em!"

Dark Archive

HP 50/50, AC/T/F 21/14/18, Intimidate +3, Perception +12, Initiative +2 , F/R/W: 8/6/4 (6 v fear) Halfling Fighter (Rondelero Duelist) 6.0

I already double moved off the boat. All done for the round

Silver Crusade

Male Aasimar (Angelborn)
Spoiler:
AC 24/26)/T13/FF23 HP 48/67 F+8(10) R+4(6) W+4(6) Init +1 Perception +0
Samurai Sword saint (Order of the Warrior) 8

Matsu had to double move anyway!

Dark Archive

M Elf Necromancer wizard 4 | AC: 14/12/12 | HP: 26/26 | Fort +4, Ref +4, Will +4 | CMB +0, CMD 12 | Init +4 | Perc +5 | Command Undead 7/7 (DC 17 Will)

Double move again.

"Someone will need to go in first. Matsu?"

Liberty's Edge

hp 53/53; AC 20 14 16 (16 t14 f12); F 4, R 9, W 6; bab 5 +6 melee +10 range; cmb 6 cmd 19; init +8; wclw 41; wcmw 10; inspir 7/7 | halfling Vigilante(magical child)/7 active: feather step, barkskin,
skills:
acro 13, apprs 6, bluff 12(16), climb 5, diplo 12, disguise 12, escape 8, intim 11(15), kn arcana 6, perc 7, soh 8, splcrft 10, stealth 12, umd 7

Bait moves up as well to be closer to the action... but not too close.

Silver Crusade

Male Aasimar (Angelborn)
Spoiler:
AC 24/26)/T13/FF23 HP 48/67 F+8(10) R+4(6) W+4(6) Init +1 Perception +0
Samurai Sword saint (Order of the Warrior) 8

Matsu moves purposfully towards the building.
His fearsome mempo shields his face, but not his eyes and they shine in a determined light.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

As the door is flung open, a blast of unholy energy slams out, bursting forth in a wave that blows over everyone.

GMscreen:

Matsu: 1d20 + 3 ⇒ (18) + 3 = 21
Eclipse: 1d20 + 6 ⇒ (16) + 6 = 22
Evariel: 1d20 + 3 ⇒ (5) + 3 = 8
Ryskovich: 1d20 + 2 ⇒ (2) + 2 = 4
Fade: 1d20 + 3 ⇒ (3) + 3 = 6
Orange Squad Bell: 1d20 + 0 ⇒ (8) + 0 = 8
Orange Squad Green: 1d20 + 2 ⇒ (1) + 2 = 3
sicken: 1d4 ⇒ 3

Damage: 4d8 ⇒ (6, 5, 7, 7) = 25

As the pathfinders are blasted by the effect, Evaraiel being thrown completely from his feet and to the ground, bleeding from his mouth, the pirates take it as a chance to scram, several of the squad leaping into the water or off the dock and swimming away! They seem to be unaffected by the spell, but bell in her crew seem to suffer somewhat, though not nearly as bad as the pathfinders.

As they try to recover, two men burst from the door as well, rushing past the once comrades assuming them to still be the belabored pirates to attack the strangers, the pathfinders!

shotel vs matsu: 1d20 + 7 ⇒ (14) + 7 = 21
damage: 1d8 + 3 ⇒ (1) + 3 = 4

shotel vs Ryskovitch: 1d20 + 7 ⇒ (4) + 7 = 11
damage: 1d8 + 3 ⇒ (8) + 3 = 11

Both attacks bounce off the thick armor of the two lead pathfinders.

A man stands back a little ways from the entry, a cockeyed pirate tri-corn hat in ink black tilted on his head, a tattoo of the skull and crossbones across his bare chest, stands at the ready.

I'll send ya to Davey Jones ya land lubbers, Besmara grant me the strength to smite ya down!

While the Pirates could take a chance to attack their former comrades, seeing their "Captain" deal such a blow shakes their resolve! Even bell seems unsure about it, biting her lip and glancing from the pathfinders and the down and bleeding Evariel, who had promised her protection, and the cleric of Besmara who had just hurt everyone so bad.

COMBAT ENGAGED! PATHFINDERS, FIGHT! THE BOLD MAY ACT!

Deremin
Purple Baddy 2
------------
Ryskovich [-25 sickened 3 rounds]
Bait/Eclipse [-12]
Evariel [-25 bleeding out]
Fade [-25 Sickened 3 Rounds]
----------------
Green Baddy 5 [dead]
Purple Baddy 3
Purple Baddy 1 [-30 unconcious]
Green Baddy 4 [-4 Yeilded]
Green baddy 3 [-11 Unconcious]
------------------
Orange Team [-43]
Matsu [-12]
------------------
Green Baddy 1 [Dead]
Green Baddy 2 [Dead]
Green Baddy 6

Dark Archive

HP 50/50, AC/T/F 21/14/18, Intimidate +3, Perception +12, Initiative +2 , F/R/W: 8/6/4 (6 v fear) Halfling Fighter (Rondelero Duelist) 6.0

So since Daremun and his two cronies had readied action, they will drop in initiative right?

Silver Crusade

Male Aasimar (Angelborn)
Spoiler:
AC 24/26)/T13/FF23 HP 48/67 F+8(10) R+4(6) W+4(6) Init +1 Perception +0
Samurai Sword saint (Order of the Warrior) 8

Matsu quickly draws his katana and moves toward the captain inside the house, trusting his armor to keep away more damage.
PA: 1d20 + 14 ⇒ (18) + 14 = 321d8 + 14 ⇒ (3) + 14 = 17
"Move out of the way or pay for your defiance!"
Intimidate Cornungon slash middle pirate only: 1d20 + 19 ⇒ (4) + 19 = 23
Confirm: 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 281d8 + 14 ⇒ (4) + 14 = 18

Grand Lodge

Image CG Half-elf(wildborn) Tk 9 | HP: 141/120(NL dmg=27)| AC 25 T15/FF20, CMD:21, Fort:+15*, R+13*, Will:+7*, Init:+7, Percep:+26(30 vs sound) | Burn:3 | conditions: none | Active effects: Force Ward(21 temp HP),Fortification 15%, Air Cushion(featherfall)AirShroud(air bubble), TK Invis

@Ryskovich nice catch. @GM I had a ward that gave me 7 Temp HP so that is gone now and I am just down 18 regular damage(plus the 5 non-lethal I stared the day with from burn). My Stat bar is up to date.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

@fade, Okay, I'll adjust accordingly. @Ryskovich, Close, and thanks for catching that, but not quite. You lose initiative placement for delays, not readied actions. However, the two pirates had to delay to use two actions, so they will slip in initiative. The Captain only used 1 action, so he just readied his blast.

AOO: 1d20 + 7 ⇒ (2) + 7 = 9
damage: 1d8 + 3 ⇒ (3) + 3 = 6

Matsu's calculation is correct, as the blow from the pirate rings off his armor ineffectually. He walks up to the enemy captain and gives him a vicious slash, bolstering the pathfinder's turncoat pirates!

The captain, bleeding from the vicious wound, growling out.

You'll pay for that land lubber!

Suddenly, there are two of the Captain standing there, rapier drawn! The voices speak in unison.

Time for you to die!

Trip: 1d20 + 12 ⇒ (10) + 12 = 22

The captain suddenly lunges with his rapier, snagging Matsu's heavy greaves with the tip of the blade, twisting and collapsing Matsu's knee, causing his own weight to bring him to the ground!

If Matsu stands:

AOO: 1d20 + 11 ⇒ (16) + 11 = 27
damage: 1d6 + 4 ⇒ (6) + 4 = 10

COMBAT ENGAGED! PATHFINDERS, FIGHT! THE BOLD MAY ACT!

Deremin
------------
Ryskovich [-25 sickened 3 rounds]
Bait/Eclipse [-12]
Evariel [-25 bleeding out]
Fade [-18 Sickened 3 Rounds]

----------------
Green Baddy 5 [dead]
Purple Baddy 3
Purple Baddy 2
Purple Baddy 1 [-30 unconscious]
Green Baddy 4 [-4 Yielded]
Green baddy 3 [-11 Unconscious]
------------------
Orange Team [-43]
Matsu [-12 Prone]
------------------
Green Baddy 1 [Dead]
Green Baddy 2 [Dead]
Green Baddy 6

Liberty's Edge

hp 53/53; AC 20 14 16 (16 t14 f12); F 4, R 9, W 6; bab 5 +6 melee +10 range; cmb 6 cmd 19; init +8; wclw 41; wcmw 10; inspir 7/7 | halfling Vigilante(magical child)/7 active: feather step, barkskin,
skills:
acro 13, apprs 6, bluff 12(16), climb 5, diplo 12, disguise 12, escape 8, intim 11(15), kn arcana 6, perc 7, soh 8, splcrft 10, stealth 12, umd 7

Bait hastes the entire party, including Bell...

Liberty's Edge

hp 53/53; AC 20 14 16 (16 t14 f12); F 4, R 9, W 6; bab 5 +6 melee +10 range; cmb 6 cmd 19; init +8; wclw 41; wcmw 10; inspir 7/7 | halfling Vigilante(magical child)/7 active: feather step, barkskin,
skills:
acro 13, apprs 6, bluff 12(16), climb 5, diplo 12, disguise 12, escape 8, intim 11(15), kn arcana 6, perc 7, soh 8, splcrft 10, stealth 12, umd 7

save for Cinder, Bait's familiar

1d20 + 6 ⇒ (20) + 6 = 26

Cinder casts stabilize on Evariel as she winds around the Eclipse's ankles.

Dark Archive

HP 50/50, AC/T/F 21/14/18, Intimidate +3, Perception +12, Initiative +2 , F/R/W: 8/6/4 (6 v fear) Halfling Fighter (Rondelero Duelist) 6.0

Ryskovich, stomach churning like the sea moves back 5 feet. He knows he is near to collapsing from the blast that just hit him. He also figures that his weak curative potion is pointless as these pirates seem more than capable in a fight.

He lets two arrows twang from his bow towards the pirate that attacked him.

1d20 + 7 + 1 - 2 ⇒ (13) + 7 + 1 - 2 = 191d20 + 7 + 1 - 2 ⇒ (15) + 7 + 1 - 2 = 21
1d6 + 2 ⇒ (1) + 2 = 31d6 + 2 ⇒ (2) + 2 = 4


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Ryskovich feathers the pirate in front of him who grunts in pain as arrows sprout from his shoulder and cut his arm, but he is far from down.

Cinder stops Evaril's bleeding, who stabilizes in the blackness of unconsciousness.

COMBAT ENGAGED! PATHFINDERS, FIGHT! THE BOLD MAY ACT!

Deremin
------------
Ryskovich [-25 sickened 2 rounds]
Bait/Eclipse [-12]
Evariel [-25 Unconscious]
Fade [-18 Sickened 3 Rounds]
----------------
Green Baddy 5 [dead]
Purple Baddy 3 [-7]
Purple Baddy 2
Purple Baddy 1 [-30 unconscious]
Green Baddy 4 [-4 Yielded]
Green baddy 3 [-11 Unconscious]
------------------
Orange Team [-43]
Matsu [-12 Prone]
------------------
Green Baddy 1 [Dead]
Green Baddy 2 [Dead]
Green Baddy 6

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