Elsewhere in the Shackles (Inactive)

Game Master Giant Halfling

In the proverbial shadow of the Siren's rise to renown, another lesser known vessel prowls the Shackles with a no less colorful crew...
Plunder Rules
Infamy Rules


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Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Hedy laughed at the image, not at the idea. "A possibility if needed. Still got to get close either way and know where she's at.
And he's a Murillo.
" the captain points at their cleric. "And hopefully we all agree. Fighting with honor only got a place when you have no chance of losing. A pirate's creed if ever there was one."


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Saph decides not to comment on grappling and hooking, but does respond to the idea of honor. “I fought with honor in the ring because those women were the same as me, and we weren’t trying to kill each other.

“In matters of life or death, the only honor is to avoid unnecessary violence. This queen murdered and enslaved, so to kill is necessary. Making her suffer isn’t, so unless I am incapacitated, I will hit hard and kill quickly.”


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

GM screen:
stealth: 1d20 + 20 ⇒ (18) + 20 = 38

***perception***
Hedy: 1d20 + 11 ⇒ (5) + 11 = 16
Jordanna: 1d20 + 7 ⇒ (3) + 7 = 10
Murillo: 1d20 + 10 ⇒ (19) + 10 = 29
Doma: 1d20 - 1 ⇒ (2) - 1 = 1
Saph: 1d20 - 1 ⇒ (2) - 1 = 1
Paddy: 1d20 + 9 ⇒ (2) + 9 = 11

***initiative***
Hedy: 1d20 + 4 ⇒ (9) + 4 = 13
Jordanna: 1d20 + 2 ⇒ (19) + 2 = 21
Murillo: 1d20 + 7 ⇒ (20) + 7 = 27
Doma: 1d20 + 0 ⇒ (7) + 0 = 7
Saph: 1d20 + 2 ⇒ (20) + 2 = 22
Paddy: 1d20 + 2 ⇒ (20) + 2 = 22

uhoh: 1d20 + 7 ⇒ (1) + 7 = 8

'Lizzie' continues to ignore any more personal questions, including what her name is, but does disclose, <most of her homes are not deep, only three or four feet; one of them is almost ten feet, but she does not go there often because it is dirty.>

While they talk the party trudges up past the makeshift dam and begins to ford the river. The water here is about chest-deep for everyone but Paddy, who has to hop as he walks to sneak breaths above the surface of the water. There also seems to be a large amount of fish here. About halfway across, it becomes apparent that the fish are not all friendly as a school of piranha begin viciously biting at Saph and Paddy...

Surprise Round
Saph takes: 1d6 ⇒ 6 plus 1d6 ⇒ 6 bleed
Paddy takes: 1d6 ⇒ 5 plus 1d6 ⇒ 5 bleed

Round 1, group A (all PCs except Vadoma) is up. Everyone is 5'/spot in line away from Paddy and the swarm, but in water this deep you move at 1/4 speed (unless you can swim faster than that). And, yes, it is an actual swarm. Also, it's underwater so please try to remember all the penalties associated with that...


Jordanna growls under her breath and pushes through the water to claw at the vicious fish.

Claw, Underwater: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27
Damage (Halved): 1d6 + 5 ⇒ (6) + 5 = 11


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Oh! You gotta be kidding m— “Holy f*%+!”

Seaborne on Amulet of Mighty Fist was worth the 4000 bucks!
Swift: ki power – elemental fury

Saph drives her fist through the swarm, freezing the water with an icy fist—
Stunning Fist: 1d20 + 7 ⇒ (10) + 7 = 17
Damage, Magic + Cold / Stun: 1d8 + 8 + 1d6 ⇒ (1) + 8 + (4) = 13
–2 AC and loss of DEX to AC
If the swarm fails a DC15 Fort Save.

Her kick whirls through the water as easily as it would through air!
Kick: 1d20 + 7 ⇒ (5) + 7 = 12
Damage, Magic + Cold: 1d8 + 8 + 1d6 ⇒ (8) + 8 + (3) = 19


The Queensman | Ship's Chaplain | CN Human (Korvosan) Inquisitor of Besmara 5 | Hp 40/45 | AC 19 ( T 12, FF 17) | F+6 R+4 W+10 | Perception +10 | Intitiative +7 | Spells Remaining: 1st 6/6; 2nd 3/4 | Active effects: none

Seeing the effects of his crewmates' attacks on the school of fish brings to mind trying to fight a cloud of hornets. He begins to fight his way forward through the water, keeping to the less fish-filled side of the line if there is one.

"Vadoma! Can you witch these away?"

Moving 30' forward, ending with a 5' space between him and any piranhas!

Standard: move; Move: move again; Swift: none; Free: speaking.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

"Fish... we're going to be eaten by fish..." their captain sighs "Out of the water if you can! Opposite bank." she snaps before diving into the water to swim like a shark, drawing her blade as she goes and coating it in frost.

move to the fish, 30' swim speed/draw blade during movement, swift action, elemental strike. Attack... pitifully. Piercing attack/swim speed, no penalty to attack/damange

attack with rapier: 1d20 + 11 ⇒ (6) + 11 = 17
damage, halved, cold(2): 1d6 - 1 + 2 ⇒ (1) - 1 + 2 = 2

how far is it to the opposite shore?

Cream is sitting on a branch watching, doing nothing.

I am assuming swarms are immune to things like dirty trick.


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

Paddy hauls ass to the other bank as fast as he possibly can.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Paddy thrashes and splashes and manages to move ten feet... just enough past Saph to get outside of the snapping school of fish. 'Lizzie' truly takes the captain's words to heart (despite not actually understanding them), and swims like speedily to the far shore.

Unfortunately for the dwarf, the fish seem attracted to the scent of blood in the water and follow him as he moves.

Paddy takes 1d6 ⇒ 1 plus 1d6 ⇒ 5 bleed.
Saph takes 1d6 ⇒ 6 plus 1d6 ⇒ 6 bleed.

Round 1, group C (Doma) is up. Paddy was second in line because Saph wanted to be first by Lizzie; now Paddy is first and the fish moved 5' to stay on him and Saph (5' from Jordanna/Hedy, 10' from Murillo, 20' from Doma). The river is 'only' about eighty feet wide here; Paddy is 30' from the far shore, Doma is 60' from it.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Saph is glad Lizzie is safe. Doesn’t change that I’m at death’s door.

She gets into Dragon Stance, ready to go down fighting and hoping healing magic is a thing.

She uses her flying kick to stay close to Paddy, but lands her attack on the outer edge of the swarm!
Flying Kick: 1d20 + 7 ⇒ (13) + 7 = 20
Damage, Magic(B) + Cold: 1d8 + 12 + 1d6 ⇒ (8) + 12 + (1) = 21

Punch: 1d20 + 7 ⇒ (20) + 7 = 27
Damage, Magic(B) + Cold: 1d8 + 8 + 1d6 ⇒ (5) + 8 + (1) = 14

Conf.Crit: 1d20 + 7 ⇒ (3) + 7 = 10
Fail!


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

Paddy keeps hauling ass to the other bank as fast as he possibly can.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Technically it's still Doma's turn to finish round 1... however, this time, rather than risk her wasting a spell slot...

Not liking the prospect of standing alone in this dangerous river, Vadoma pushes through the water, doing her best to keep up with Murillo double move, next to Murillo and just behind Hedy/Jordanna.

Without hesitation, Paddy continues struggling towards the shore, and with another flying kick, Saph keeps right next to him. Her kick kills at least a dozen of the small fish, and the punch that follows it scatters what's left of the school. Unfortunately, without any aid, their wounds continue to bleed...
Saph (bleed damage): 1d6 ⇒ 5
Paddy (bleed damage): 1d6 ⇒ 3

DC 13 knowledge nature, or DC 18 survival:
The piranha were clearly drawn to the blood in the water... if there are any others nearby you may not be out of trouble yet!

Round 2 now- everyone except Saph and Paddy are up.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Are the fish all dead, just with the potential of more coming quickly?


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Swarms don’t die, they disperse (and you don’t have to kill every single creature in the swarm to disperse it at all). You have successfully dispersed the swarm that’s been attacking you.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Hedwig swims to the shore and pulls herself up to land.

double move, swim speed 30'


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

I take it there’s nothing I can do about the rapid bleeding other than get healed?


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

When Paddy hauls himself onto shore, he tries to staunch his wounds with his limited healing knowledge.

Heal: 1d20 + 5 ⇒ (4) + 5 = 9


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

We are still in round to round... Please follow the ooc posting instructions that come at the end of the GM posts. Paddy is still in the river and not eligible to attempt a heal check until after Vadoma, Murillo, and Jordanna all act this round (and even then it will take a double move to get to the edge of the water, if he wants to do that before attempting a check). The only exception to this is that the knowledge/survival check I posted is passive and could be rolled by anyone without waiting for their turn. Saph- bleed effects continue until you receive any amount of magical healing (including drinking a potion), or someone makes a DC 15 heal check to stop your bleeding.


Jordanna quickly makes for the shore as fast as she can move.

Double move.


The Queensman | Ship's Chaplain | CN Human (Korvosan) Inquisitor of Besmara 5 | Hp 40/45 | AC 19 ( T 12, FF 17) | F+6 R+4 W+10 | Perception +10 | Intitiative +7 | Spells Remaining: 1st 6/6; 2nd 3/4 | Active effects: none

The ship's chaplain pushes his way through the deep water to the nearest wounded, grabbing Sapphire's shoulder as he invokes the name of the Pirate Queen. "Besmara's teeth! Stop bleeding all over the damn river, woman!"

cure moderate wounds: 2d8 + 5 ⇒ (1, 2) + 5 = 8
Never let it be said a Murillo was good at healing.

Standard: casts cure moderate wounds; Move: 10 feet to be adjacent to Sapphire; Swift: none; Free: speaking.


The Queensman | Ship's Chaplain | CN Human (Korvosan) Inquisitor of Besmara 5 | Hp 40/45 | AC 19 ( T 12, FF 17) | F+6 R+4 W+10 | Perception +10 | Intitiative +7 | Spells Remaining: 1st 6/6; 2nd 3/4 | Active effects: none

**CORRECTION**
Misunderstood distances - Sapphire is actually 20' from Murillo, not 10

The ship's chaplain pushes his way through the deep water towards the wounded pair. Realizing it's faster for Sapphire to come to him, he stops and readies a healing cant.

"Besmara's teeth! Get over here if you want to stop bleeding all over the damn river, woman!"

Standard: readying action to cast cure moderate wounds if Sapphire comes within range; Move: 10' towards Sapphire; Swift: none; Free: speaking.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

I already attacked this round, so aside from the free action to speak, I’m out of moves—and at 5HP, so there’s a chance I fall where I stand next round.

Saph says two words in Draconic, and looks ready to make a desperate leap toward the healer—if rapid blood loss doesn’t cause her to pass out first!

Draconic:
<Fear not,> Saph calls to ‘Lizzie,’ hoping the lizard woman won’t panic if she sees the angel fall.


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HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

@Saph- you’ll take bleed at the end of your turn, and readied actions interrupt; so, if you move back to Murillo (when it’s your turn) his healing will go off before you would take bleed damage (which you would then not take since you had received healing). Vadoma’s got about an hour left to post before getting botted, so (one way or another) you should be able to post again by this evening.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

GM screen:
1d20 + 20 - 5 ⇒ (14) + 20 - 5 = 29

Hedy: 1d20 + 11 ⇒ (12) + 11 = 23
Jordanna: 1d20 + 7 ⇒ (4) + 7 = 11
Murillo: 1d20 + 10 ⇒ (4) + 10 = 14
Doma: 1d20 - 1 ⇒ (15) - 1 = 14
Saph: 1d20 - 1 ⇒ (7) - 1 = 6
Paddy: 1d20 + 9 ⇒ (12) + 9 = 21

Doma continues pressing through the water, stroking with her arms like she's swimming as her feet push against the silty bottom. She manages to pull ahead of Murillo, next to where Saph is returning (botting- double move).

Once Saph reaches the surly healer, he touches her and his healing power puts an end to the frightening bloodloss.

Saph, I hope you don't mind that I (partially) botted you, but with block initiative and no other apparent enemies it was the only way for Murillo's next turn to really make sense. Saph is still welcome to post a standard action, and everyone else is free to post their full action. Paddy (as previously mentioned), you'll have to choose to either double move to the edge of the water (where its like knee deep and pretty safe from piranha) or to single move and get your posted heal check).


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Botting’s fine! I don’t mind.

Saph is relieved as she feels her wounds close up—not nearly all, but the femoral artery seems to be reconnected. “Thanks for that, Murillo,” she says as she turns in the opposite direction, hoping to get out of the water before more piranhas come.

Swim: 1d20 + 12 ⇒ (15) + 12 = 27


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

I'll stick with the double move. Paddy will want to be out of the water first before trying to patch himself up. I knew I was forgetting something in my preparations. A healing potion.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

After a few tense moments of struggling and swimming, everyone ends up on the narrow peninsula between the two sections of river relatively safely.

Paddy (bleed): 1d6 ⇒ 5

Dropping out of round by round, although Paddy will need an immediate heal check or healing or he'll keep taking bleed damage. Sorry to drag that out, there was actually a second swarm incoming but I messed up some of your positions so decided to scrap it (which I'm sure you're all terribly disappointed about).


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Saph sits down somewhere relatively dry, not really caring about mud on her pants given all the holes and bloodstains on her outfit. She hopes to be healed more, but of course Paddy’s wounds need tending to.

She says to Hedy, “I see I ain’t the only one with an icy touch. Is it magic?”


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Hedy is frowning into the river like she'd like to set the entire thing on fire but is distracted by the question. Without looking away she answers "Part of being an Undine. Water genie blood and all." her hand resting on her hilt starts coating the thing in heavy frost.

As nothing is jumping out to attack them, she sighs, turning toward her current and future crew. "Good job not making a racket, but they probably know we're coming anyway. Murillo, can you see to Paddy? "

Unfortunately I have nothing to help with healing anyone other than herself.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

“Water genie blood? Huh. I supposedly got angel blood. Well… the piranhas probably have more angel blood than I do.

“But the icy fists are from what Master Lam taught me—though his attacks had lightning. I’ll tell you about him later.” She seems pretty adamant about this, and maybe a little nervous at the same time.

She looks over at Lizzie. <I’m glad you didn’t get bit. You doing okay? I hope you’re not nervous.>


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

"We're a bunch of muddy bloodied misfits." she smiles "But that is what makes us so damned yummy, doesn't it?"

"Okay, Murillo, make sure everyone is as fixed as we can expect, and we're off again."


The Queensman | Ship's Chaplain | CN Human (Korvosan) Inquisitor of Besmara 5 | Hp 40/45 | AC 19 ( T 12, FF 17) | F+6 R+4 W+10 | Perception +10 | Intitiative +7 | Spells Remaining: 1st 6/6; 2nd 3/4 | Active effects: none

Murillo chants a quick prayer over each of the wounded, then returns muttering to Sapphire. My Queen doesn't seem to favor this blue one.

Sapphire / cure moderate wounds: 2d8 + 5 ⇒ (1, 6) + 5 = 12 healed
Paddy / cure light wounds: 1d8 + 5 ⇒ (8) + 5 = 13 healed
Sapphire / cure light wounds: 1d8 + 5 ⇒ (2) + 5 = 7 healed

"They're as good as I'm going to make 'em, Captain."


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

"Good job, sir." looking at her crew "Now to be the heroes! And get paid."


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

"Oh, a divine healer! Lucky to have ya around then, eh? To who are ye so devoted, Murillo lad?"

Paddy takes his pistol out of his waterproof bag and re-holsters it. Then its back to the grindstone as they prepare for grand adventure, and plausible death.


The Queensman | Ship's Chaplain | CN Human (Korvosan) Inquisitor of Besmara 5 | Hp 40/45 | AC 19 ( T 12, FF 17) | F+6 R+4 W+10 | Perception +10 | Intitiative +7 | Spells Remaining: 1st 6/6; 2nd 3/4 | Active effects: none

"I serve the Pirate Queen, Paddy-boy," Murillo replies to the dwarf. Then, to the party at large, "Aye, Captain! Let's form up and move out." The chaplain waits to take his place at rearguard.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Technically, nobody has stated that they start moving, nor commanded anyone to do so, so we're 2 posts short of our 'rule of two'... however, since the intention seems pretty clear (and we've been standing around for coming up on 24 hours), I'll take the liberty of moving us forward.

<I am unhurt> Lizzie answers as the unlikely band of freedom-fighters arranges themselves back into their previous formation. Where the river below the makeshift dam was running low, leaving a muddy path along its bank, here it it unusually high, forcing the party to trudge through the jungle. The going is slow.

True to the lizardwoman's estimate, nearly ten minutes go by before the jungle parts revealing a swampy pool, presumably the first of the queen's homes. There is no naga-queen here, however, but rather a quartet of lizardmen armed with longspears and greatclubs. Lizzie freezes, careful to maintain eye contact with the warriors, and whispers to Saph, <these are some of the ones I told you about, who will support the queen as long as they believe she will win...>

Right now Lizzie and Saph are next to the pool and everyone else is in a straight line behind Saph. Feel free to move yourselves into different positions with your posts, but if anyone does anything overtly offensive maybe expect initiative checks right away (even casting any spell is going to be pushing your luck unless, maybe, your still hidden in the jungle when you do it).


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Hedy will rarely be a DO THIS NOW. That post was her way of commanding us forward.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

In that case, it would be helpful if you could add something to your posts to indicate an intended action. Either within the post (ideally) like "with a flourish of her sword, Hedy gestures forward to get her crewing moving" or just an ooc "ready to move".


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

"Praise be." Paddy answers to Murillo.

---------------------------

Paddy remains calm. His fingers lightly graze the handle of his pistol, teasing for a quickdraw. He eyes the lizardfolk, grinning slightly when he notices their eyes aren't forward facing. Perhaps they have a blind spot he could take advantage of. An invisible jungle tumbleweed rolls on by.

"Cap'n." Paddy murmurs. "Time fer talkin, or shootin?"


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

10 MIN AGO…
Saph smiles, <I’m glad you’re not hurt. I’ll do my best to keep you that way. Please stay close.>

_____

NOW…
Saph holds up a hand, signaling that she needs a moment. She whispers back to Lizzie, <Are they your people or your oppressors?

<You know exactly what I mean.>

If Lizzie is having a hard time with this, Saph adds, <Think of the innocent ones in your tribe. I’m happy to protect you and the innocent. Those who would sacrifice the innocent in favor of strength… strength is the only language they know. And if they have been willing participants in carrying out punishments, then you know the truth already:

<They are not your people. And even when the Queen falls, they will betray you to the next tyrant instead of protecting you.>


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

"Talking if we can, shooting if that don't work." Hedy tells the dwarf.

Moving up next to Saph without her hands on her weapons, she'll ask for a translation. Assuming Saph does, "the whole next tyrant things can be dealt with later, don't you think. So are they here to stop us from Talking or here to lead us to the talking?""


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Saph nods. She assures both Hedy and Lizzie (in different languages), “Words first. But I suggest I be the only one with no weapon in hand, and we don’t point them. Yet.”

I’d still like Lizzie’s answer, but I won’t suggest immediately attacking even if she thinks these are not ‘her people.’

Diplomacy: 1d20 + 11 ⇒ (14) + 11 = 25
<We’re here about the dam, but this lovely woman from your tribe explained the situation. So the dam remains intact. We won’t act until we see your queen.

<You’ll lead us to her.> This isn’t a question. Saph was sweet to the lizard woman. To these, she speaks as a warrior. The fact she’s covered in bloodstained clothes with barely a scratch on her may add to the image.

She honestly would prefer to kill all four, but doing what her captain asked (and doing it well) takes precedence. So she gives that show of strength: in her eyes, her tone… and yes, her ability to be diplomatic—calm, when she’d rather be murderous—is that not strength?


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

<All our tribe are one people!> Lizzie answers so vehemently that it's unclear if she's mad at Saph's question or somehow accusing her brethren- perhaps some combination of the two.

<Our queen ordered the dam built> one of the warriors calls back, <so that she could live among us and lead us to a great future--to make our tribe strong--and the new river bend is full of fish! Why would any of us want the dam to be broken?>


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Saph is unfazed by Lizzie’s reply. She simply nods—

—and her effort at Diplomacy is not in vain. She uses Lizzie’s words.

<The brave Huntress here says all your tribe are one people.

<Are you really? I wonder.> Saph gestures to Lizzie, <This girl… she is strong. I’ve known a lot of strong women, but she is everything I expected of a descendant of dragons.

<A dragon doesn’t need a snake to make her strong. Especially not one who murdered your great shaman, and now doles out punishments! Your people are harmed and humiliated when the water isn’t wet enough or the genuflections aren’t submissive enough. Do your people look strong when they get punished? What about the cowards who let it happen? Where is this strength you speak of?!

<And when is this great future supposed to happen?! Your present sucks. This queen isn’t making you strong. She’s made you her slaves.>

Saph makes eye contact with each of the four.

<Let us show you true strength by avenging your shaman.>


The Queensman | Ship's Chaplain | CN Human (Korvosan) Inquisitor of Besmara 5 | Hp 40/45 | AC 19 ( T 12, FF 17) | F+6 R+4 W+10 | Perception +10 | Intitiative +7 | Spells Remaining: 1st 6/6; 2nd 3/4 | Active effects: none

Murillo scratches the bites on the back of his neck as the diplomacy unfolds. If the piranha don't get me, these damn bugs will.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Hedy tries to get a read on lizard warriors to see if any of this is working or should her crew just get to killing.

sense motive: 1d20 + 6 ⇒ (9) + 6 = 15 Not Horrible at least, at least she has sense motive, unlike some wizards I know.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

<Kryxthis is not strong> one of the greatclub wielding lizardmen calls back, <she is a weak warrior, and if you think she is strong you must be weak warriors too!>

Hedy:
The conversation is having some effect, you sense, or else violence would already be underway. The lizardman do, however, strike you as the types who would be more susceptible to intimidation than diplomacy.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Saph steps forward, arms spread. She then points one hand to the mouthy one. <Then drop your stick and wrestle me. Feel my strength. I’m not all talk.>


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

"Well now we at least know her name." Hedy points out. "Translate please."

"Your options are simply. You get out of our way so we can go see your queen. Or we can beat you, break you, chop you up into chunks and feed you to your fish... and THEN go see your queen."

"Choose quickly."

intimidation: 1d20 + 9 ⇒ (8) + 9 = 17


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

<We don't wrestle...> the same lizardman calls back with a strange reptilian sneer, <we show our strength with tooth and claw. If you wish to prove your strength, one of you may come and fight me claw to claw, and if you win we will do as you say.>

After Hedy's threat is delivered they turn and quietly murmur amongst themselves for a moment before answering, <maybe we should bring you to the queen and let her test your strength...>

So, at this point, they will take you to the queen if you want, but there's no guarantee how long they'll stay helpful (intimidate used this way lasts 10-60 minutes and they'll be even more unfriendly than before when it ends, iirc) or how they'll respond if the queen orders them to attack you. The other option would be for someone to take them up on the offer of a claw to claw solo fight and see what effect that has on how they view you (most likely Jordanna since she has claws, or Saph could try it barehanded and see how that's received, or anyone with an appropriate buff who wants to give themself a natural attack).

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