| The Sapphire Bullet |
“You leave him be!”
Saph leaps at the ghostly figure and tries grabbing him.
Grapple: 1d20 + 13 ⇒ (9) + 13 = 22
| Padrym "Paddy" the Dwarf |
Paddy staggers from the two sharp (and flaming) rapier attacks, both of which got through his armour. He flops backwards in a withdraw, then looks to Murillo. "I dun look so great, does I, doc?"
Withdraw action
| Master of the Seas and Storms |
shoot- I forgot to roll fire damage! You got a freebie there, Paddy (lol)
Saph reaches out to grab the undead pirate, but it (just barely) jerks it’s arm away from her before she can get a real hold on it.
| Master of the Seas and Storms |
Jordanna, Murillo, and Vadoma delay and get moved to the next block. Jordanna asked to be botted while she’s gone but since she’ll be back tomorrow we’ll give her that extra time to post herself.
Round 2, group A (Hedy, Jordanna, Murillo, and Vadoma) is up.
| Hedwig Bogg II |
Dropping her pistol, the captain pulls out one of her homemade bombs. "Keep it there. Good work." she says to Saph and Paddy. After a quick shake of the volatile liquids she chucks it at the undead thing.
aid another ranged: 1d20 + 4 ⇒ (9) + 4 = 13
bomb: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
damage: 2d6 + 3 ⇒ (6, 5) + 3 = 14 +2 cold = 16
precise bombs ignore the two squares her allies are in, and if the skeletal remains if they would be spashed upon.
| Vadoma Ondine |
Pulling out a card Vadoma holds it in her hand and starts to speak in the arcane language that most hear only as an indistinct mumble. Once done the card holds a faint sheen as she waits to release the energy it holds.
Vadoma uses her Misfortune Hex. Effect: The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
| Padrym "Paddy" the Dwarf |
"Mrillo, eh bud, ye wouldn't leave a crewmate te bleed out, would ye?"
| Augustus Murillo |
"Yes, I would" Murillo replies matter-of-factly to Paddy. "But not when it's to my benefit to do otherwise." He then tries to call upon Besmara to heal the dwarf.
"This undead ass suppresses healing," he shouts. "Let's kill 'im quick!"
Paddy, cure light wounds: 1d8 + 5 ⇒ (7) + 5 = 12
Concentration: 1d20 + 10 ⇒ (12) + 10 = 22
Knowledge (religion): 1d20 + 10 ⇒ (9) + 10 = 19
| Master of the Seas and Storms |
Will: 1d20 + 2 ⇒ (16) + 2 = 18
Hedy’s bomb strikes the undead man square in his chest but rather than scorching him it merely dances around on his pallid skin; it doesn’t seem to inflict any damage at all. Jordanna’s claw scrapes across its armor but fails to penetrate it. Vadoma’s hex causes it to stumble for a moment but it seems to shake it off.
Judging Jordanna to be the biggest threat at the moment, the figure stabs at her twice with his rapier.
rapier1: 1d20 + 12 ⇒ (20) + 12 = 32
for: 1d6 + 11 ⇒ (5) + 11 = 16
plus: 1d6 ⇒ 3 fire
confirm?: 1d20 + 12 ⇒ (5) + 12 = 17
rapier2: 1d20 + 7 ⇒ (10) + 7 = 17
for: 1d6 + 12 ⇒ (5) + 12 = 17
plus: 1d6 ⇒ 1 fire
If there are no objection, since there’s not yet any round/level effects to throw off, I think we can combine group C’s second turn with group A going again? That puts everyone up again.
| Hedwig Bogg II |
"How in the blazing hells didn't that hurt him at all!?!?"
Hedy is not the build for fighting the neverending dead :(
how is the map set up? is it possible for her to get in to fight?
| Master of the Seas and Storms |
Right now the undead captain is standing in the doorway of the mausoleum (on the inside). Jordanna is standing in the doorway (on the outside), right in front of it; Saph is to one side of her and everyone else is currently 5-10’ behind them. One more person could get into melee with him by moving next to Jordanna in her other side (but, like Saph, the undead will have partial cover against you/them, and you/them against him). If Jordanna 5’ steps back after her attacks it might follow (in which case Saph and someone could flank him while upto 3 others could reach him in melee, but not until his turn).
| Hedwig Bogg II |
Paddy's a much better bet to get into melee than Hedy. She'll pick up her pistol to start reloading.
| The Sapphire Bullet |
Saph is in awe of Jordanna’s ability to survive the brutal attack. She hopes to hold the guy still.
“Maybe if I grab an arm, he can’t chop and cook us so fast!”
She gives that a try—especially since hitting doesn’t do squat.
Grapple: 1d20 + 13 ⇒ (16) + 13 = 29
| Master of the Seas and Storms |
I’m not questioning Saph’s course of action but to clarify for others: Hedy’s bomb dealt fire damage, not physical damage (so, fire does seem ineffective); her gun did some but not the usual amount (although, it’s also non-magical, so that could just mean it has DR/ magic). You all can do as you like with that information.
Saph grabs the creature’s arm again, but this time she gets a solid grip and tangles it up with her other arm as well.
It is now grappled, if anyone has abilities effected by that.
| Padrym "Paddy" the Dwarf |
"Tank ye, Mrillo. I'm glad te 'ave y'around, I tink." Paddy says as he wades back into combat, to the side of Jordanna.
Axe: 1d20 + 9 ⇒ (9) + 9 = 18
Dmg: 1d10 + 5 ⇒ (4) + 5 = 9
| Vadoma Ondine |
Vadoma looks at the creature currently being held by Sapphire and realizes that her best course of action is to make it difficult for the creature to escape her grasp. Holding her right hand out, palm towards the creature, she chants her arcane words and that the end a ray filled with twinkling, changing colors strikes towards the creature.
Ranged Touch: 1d20 + 2 ⇒ (3) + 2 = 5
STR Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Vadoma is casting Ray of Enfeeblement:A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject’s Strength score cannot drop below 1. A successful Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead. Fort Save DC 16
| Augustus Murillo |
The ship's chaplain scowls at the knot of bodies blocking the door - and the enemy.
"Carver! Step back some and draw him out!" Drawing his sword, he moves behind and to the side of the first mate.
"Stand in the way of the Pirate Queen's business and you pay the price, living or dead!" he growls at the grave knight in judgment, infusing his body with zealous vigor. Reaching out to Jordanna, he bestows the same upon her.
Giving Jordanna fast healing 3
Standard: casting lend judgment on Jordanna; Move: moving up as described; Swift: activating judgment (fast healing 3), applying judgment surge feat for +3 effective inquisitor level; Free: speaking.
| Master of the Seas and Storms |
Paddy’s axe bounces off the graveknight’s armor, but Jordanna succeeds at tearing two gashes into. Even with Saph grappling the creature, Vadoma’s ray can’t find its mark.
The undead captain howl’s in anger and attempt to pull itself free of the blue wrestler’s grasp.
grapple (escape): 1d20 + 13 ⇒ (20) + 13 = 33
The party is up again; Jordanna, don’t forget your fast healing. The enemy is no longer grappled.
| The Sapphire Bullet |
“Hey!” Saph attempts to grab him again. “Get the f*!~ over here!”
Grapple: 1d20 + 13 ⇒ (10) + 13 = 23
Well... I know 22 misses. Guess I’ll find out if 23 does the trick or not.
| Hedwig Bogg II |
Hedy works at finishing loading her firearm.
two barrells, so two standard actions.
| Padrym "Paddy" the Dwarf |
Paddy studies the 'graveknight' and then tries to bash it.
Axe: 1d20 + 10 ⇒ (10) + 10 = 20
Dmg: 1d10 + 6 ⇒ (4) + 6 = 10
| Master of the Seas and Storms |
I think soft cover probably should give him a bonus against getting grappled, but I’m feeling more generous than motivated to look that up, so...
Saph just barely manages to get a grip on the graveknight and wrap up his arm. Unfortunately for Paddy, even tangled up the creature still manages duck behind the doorframe enough to evade his axe.
The enemy is grappled again.
| Vadoma Ondine |
Vadoma gives up on trying to harm the creature directly and instead focuses her magic on helping her allies. Moving her arms in an apparently clumsy manner to onlookers she speaks her arcane words and allows her magic to strike the monster. ""Bu məxluqların davranış tərzinin son dərəcə kobud olmasına səbəb olmaq üçün kənardan gələn güclərə yalvarıram."
Vadoma has cast Bungle: The target takes a –20 penalty on its next attack roll or check that requires a d20 roll. The action must be one deliberately taken by the target on its turn. Creatures with more than 10 HD are unaffected by this spell DC 16 Will save negates.
| Master of the Seas and Storms |
Doma's CL: 1d20 + 5 ⇒ (15) + 5 = 20
Will: 1d20 + 2 ⇒ (19) + 2 = 21
To Vadoma's unpleasant surprise, the creature proves difficult to effect with magic; her spell is potent enough to manifest despite its resistance, but it manages to shake off the effect nonetheless.
One of Jordanna's claws finds it mark though, tearing open another gash in its flesh.
The undead captain has spell resistance, so please include a caster level check if/when you target it with a spell. Murillo is still up to finish out the round.
| Augustus Murillo |
Still scowling, Murillo strides down the line past Sapphire and Carver to stop at Paddy. He casts the same blessing on the dwarf as he did the first mate, infusing him with divine vigor.
Giving Paddy fast healing 3
Fast healing 3 timers: Jordanna 4/5 rounds, Paddy 5/5 rounds remaining
| Master of the Seas and Storms |
The graveknight sneers and scowls in rage at the blue-skinned woman who has once again entrapped him. This time rather than pulling free while Jordanna continues clawing at him, he simply tries to run Saph through.
rapier1 (grappled): 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24
for: 1d6 + 9 ⇒ (4) + 9 = 13
plus: 1d6 ⇒ 6 fire
rapier1 (grappled): 1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 14
for: 1d6 + 9 ⇒ (4) + 9 = 13
plus: 1d6 ⇒ 5 fire
Oh man, its such a good thing he's Dex based or else that second attack would have hit too! Everybody is up again.
| The Sapphire Bullet |
Saph very narrowly escapes a second strike, which would have taken her down!
Tempting as it is to slam the guy or beat the shit outta him, the wrestler goes for the pin!
Maintain Grapple & Pin!: 1d20 + 13 + 5 ⇒ (18) + 13 + 5 = 36
Pin!: 1d20 + 13 + 5 ⇒ (18) + 13 + 5 = 36
…well, I guess Saph’s just destined to roll a natural 18 for the pin.
“Someone pry that f%%&ing sword from his cold, undead fingers,” she snarls.
| Master of the Seas and Storms |
@Saph- I think that it’s one check for both? (Not that it matters with your second roll.) Also, pinning is different than maintaining a grapple, so I don’t think you get the +5 to that (although, again, that doesn’t really matter with those rolls).
The pinned condition does not actually mean that the graveknight is on his back (like a pin in most wrestling matches), just that his limbs are too tangled up to effectively use. You can all attack him as normal but he’s denied his Dex bonus (if any of you have abilities that effects) and doesn’t threaten.
| Hedwig Bogg II |
Hedy clicks and clutches, her owl rolls its large eyes, but suddenly a wad of grit flies into the gravelord's face.
magical trick, ranged dirty trick to blind him
dirty trick: 1d20 + 7 ⇒ (5) + 7 = 12
Hedy simply lines up a shot and fires.
attack: 1d20 + 11 - 4 ⇒ (3) + 11 - 4 = 10 nope
damage: 1d8 ⇒ 7 + 2 cold = 9 damage
But hitting in the midst of arms and axes is a bit difficult, but both bird and maid.
| Padrym "Paddy" the Dwarf |
Paddy grunts in a sophisticated manner, clearly conveying his thanks to Murillo. Harkening to Saphire's request, he goes about prying that rapier from the creature's cold, undead hands.
No improved disarm. I'm relying on his pinned condition to make his CMD terrible
disarm: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
| Master of the Seas and Storms |
@Hedy- assuming you’re within your first range increment, a 10 will hit his current touch AC?
Paddy grabs the creature’s sword with his free hand and, with a sharp jerk, manages to yank it away from its owner.
Well, this has gone down hill for him pretty fast!
| Vadoma Ondine |
Vadoma has taken notice of two things, first being that this creature is stubbornly resistant to her spells and the second is that her companions have this fight well in hand. Now that Paddy has disarmed it Vadoma sees him, Saph, and Hedy taking it down quickly. However she does prepare another hex just in case it's needed.
| Augustus Murillo |
Murillo strides back down the line to position himself behind Sapphire, ready to attempt to heal her if need be. This should be close to over; may as well wait 'til it's done to lay out proper healing if I can.
Readied action to cast cure light wounds on Sapphire if she takes more damage.
Concentation: 1d20 + 10 ⇒ (7) + 10 = 17
cure light wounds: 1d8 + 5 ⇒ (1) + 5 = 6
| Master of the Seas and Storms |
”Let go, you mutinous dogs!” the graveknight bowls as he thrashes in Saph’s grasp. He inhales deeply and for a moment the wrestler thinks he’s about to try to burst free of her grasp but, instead, he exhales a gout of flame that blasts across her shoulder and the side of her face and extends another twenty or so feet to scorch Jordanna, Murillo, and Hedy as well.
for: 4d6 ⇒ (3, 3, 1, 5) = 12 fire damage; DC 17 Ref for half. (Saph, you still have the grappled condition, but you don’t gain the pinned condition at all.) Everyone is up again. Oh, and Murillo’s spell goes off, so Saph gets those hp back.
| The Sapphire Bullet |
Saph dodges the flame as best she can…
Reflex: 1d20 + 6 - 2 ⇒ (17) + 6 - 2 = 21
Evasion: no damage instead of half
…then chokes the undead so he can’t speak or breathe fire again.
Choke Hold: 1d20 + 13 - 5 ⇒ (17) + 13 - 5 = 25
“You’re beaten, asshoIe. Tap three times with your left hand to show you surrender. Then you’re at the mercy of the crew. Do anything different from what I just said, you can forget about mercy.”
Saph doesn’t care if the others just kill him, but she is curious if the guy will talk.
| Hedwig Bogg II |
reflex: 1d20 + 11 ⇒ (6) + 11 = 17
Hedy ducks quickly and only gets a bit of a roasting.
| Augustus Murillo |
Bathed in flames, the chaplain almost casts his spell before realizing the blue crew-member managed to avoid the undead's fiery breath, unlike himself. He stands his ground, still ready to try and heal her if need be.
Reflex: 1d20 + 3 ⇒ (7) + 3 = 10
Fast healing 3: Jordanna 2/5 rounds, Paddy 3/5 rounds remaining.
(Sorry, forgot to provide this last round, which has been taken into account in above durations.)
| The Sapphire Bullet |
@Murillo, up to you whether or not to cast. Saph only has 15 HP so the CLW wouldn’t be wasted. That said, I also assumed the readied spell didn’t trigger since Saph took no damage.
| Master of the Seas and Storms |
That’s my fault, sorry, I forgot Saph had evasion and assumed she’d be taking some damage. Murillo’s spell would not have gone off yet because the specified trigger was not met.
| Vadoma Ondine |
Vadoma looks at the creature who is showing an annoying resistance to all of their attempts to harm it. "Bu şeyin enməsi lazımdır. Və inanıram ki, səsim kömək edəcəkdir."
With that she contorts her hands in front of her face, her jaw opening wide as she does so. To anyone who looks Vadoma seems to be screaming soundlessly but to the one the spell is intended for the scream is quite audible.
Sonic Damage: 2d6 ⇒ (2, 5) = 7
Vadoma casts Ear Piercing Scream: You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage. DC 16 Fort Save
| Hedwig Bogg II |
ranged aid: 1d20 + 4 ⇒ (5) + 4 = 9
attack, other barrell: 1d20 + 11 ⇒ (6) + 11 = 17
damage: 1d8 ⇒ 6 + 2 cold = 8
Aiming carefully with her gun she fires the other barrel at it.
| Master of the Seas and Storms |
As the shot and spell ring out, Jordanna buries both of her claws angrily into the creature and its writhing stops. Combat over.
Searching the marred corpse, the pirates discover that its twisted flesh has actually grown into the rings of its chainmail, making it completely unfit for use or sale; however, his fancy sailor’s jacket is in pretty good shape, his sword is magical, and the wide leather belt he wears with a buckle bearing the skull and crossed legs is magical as well.
| Augustus Murillo |
With the undead defeated and it's healing suppression ended, Murillo sees to the crew before another corpse gets the jump on them.
Fast healing ends when combat ends.
Jordanna, cure moderate wounds: 2d8 + 5 ⇒ (7, 8) + 5 = 20
Sapphire, cure light wounds: 1d8 + 5 ⇒ (1) + 5 = 6
Paddy, cure light wounds: 1d8 + 5 ⇒ (2) + 5 = 7
| Padrym "Paddy" the Dwarf |
"Well that b'ys a nasty. Good healin there buddy." Paddy says as he wanders into the mausoleum to get a proper look at things.