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 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

After translating, Saph says to Hedy, “I’m more than happy to fight the loudmouth, and he’ll be killed or spared, depending on whether they promise not to intervene in our fight with their queen.”

If Hedy agrees, Saph will take the form of a lizard woman—and insist on starting the battle within ten feet of her foe.


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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 gives her first mate a raised eyebrow of "Well?" but if she doesn't speak up a desire to rip apart at lizard man with her claws, she'll give Saph a "Break him." nod.


Jordanna steps forward, glaring at the lizardman. "I'll put the a$@%~!*% in his proper place."


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 glares at the lizardman. How she’d have loved to take him… but rank has its privileges.

She says a mouthful of Draconic words to the foe that is no longer hers to defeat. She doesn’t waste time translating, since a verbal thrashing loses its effect if you have to repeat yourself. (The name ‘Klyxthis’ comes up halfway through the verbose eff-you.)

Draconic:
<You should’ve accepted my challenge. By cowering from me with that idiotic smirk, you end up with an opponent who will kill you whereas I would’ve humiliated you, but kept you alive. Not that you deserve any mercy, after what you said of Klyxthis.

<You chose the Snake Queen over her… the clawed woman over me? You’re pretty f$+!ing stupid when it comes to choosing women. Die as your queen’s little chump, then. Scream her name as your flesh flies off in bloody ribbons!>

Saph steps aside, hoping that—after talking to him like that, the lizard-man’s more pissed off about the changing of fighters than she is.

She says to Miss Carver, “Have fun.”


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

Readied, just in case…:
I’m >90% sure this won’t happen, but…

Readied Grapple: 1d20 + 13 ⇒ (14) + 13 = 27

If the lizard-man tries to strike Saph as she steps aside for Miss Carver, she won’t find the retaliation all that surprising. She’ll grab his arm in that case—with the intent to do no harm, as long as she isn’t harmed.


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 softly whistles a waltz through his teeth as the duel is arranged. I hate it when they can't speak common.


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: --

"ያ የማይዋጋ ከሆነ በጣም ጠንካራ ወሬ ነው" the lizardman answers derisively.

Draconic:
"That is very strong talk from one who is not fighting."

Lizzie turns to face Saph and the First Mate and explains, <You must move to your opponent slowly. You can try to scare him, but you cannot jump at him or charge him. When you reach him, the challenger--you--must hold out your claws. The one challenged will wet his claws and then touch them to yours... when the first drop to fall from his claws, after touching begins, hits the water the fight begins. It ends when one of you blacks out or dies, or bows in submission to the other. Do you understand?>

So, you'll be starting adjacent to each other, and initiative will be rolled. Feel free to describe how you move into position, if you're so inclined, Jordanna.


Jordanna stalks towards the lizard, fury burning in her mismatched eyes. She brings the full weight of her gaze to bear as she flexes her claws in anticipation.

Use evil eye just before combat starts, if allowed. DC 14 Will save or take -2 penalty to AC and on attack rolls for 5 rounds or until the target hits me with an attack. I'm assuming magic isn't allowed, otherwise will cast shield before combat too.


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 translates Klyxthis’ words accurately, adding (in both languages), “This means if the warrior falls unconscious or bows out, Miss Carver’s gotta let him live or we violate the agreement.” She adds only in common, “Honoring their agreement should mean none will side with the Snake Queen.”

Saph then replies to the lizard-man…

Draconic:
<You refused to fight me, not the other way around. But I’ll lay off that for now and witness your strength. Prove to me you’re strong by refusing to bow in submission, no matter how badly you’re losing.>

…and gets ready to enjoy the show.


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 worries about Carver 'stopping' but keeps that to herself. "I have no doubt our first mate will cut the man down." she says with a confident smile adding a "Shatter the f!&@, Carver!" as unneeded encouragement.

Softer, to the others, she adds some paranoia. "keep an eye on the others, in case their 'honorable' combat is just a play to keep us off our toes."


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: --

Nobody said buffs were against the rules? As for evil eye- you won't know exactly when the combat is going to begin, so that would be tricky to time... you could do it when he wets his claws, but if he does any showboating after that it'd be burning rounds off it; you could do it when he touches claws, but if the drop falls too fast you might not get it off in time? Let me know what you want to try and I'll let you know how it works out.


I'll do it when he wets his claws. If it expires, so be 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 replies to Hedy, “I’m better at playing a crowd than reading a crowd*, but what I see in the men: typical bully-toadie quartet. Their big man falls, they’ll honor his agreement long as we do.

*IC way of saying I’m good at Diplomacy, but suck at Sense Motive.

“Oh, and don’t be mad, but I told the bully he’s a coward for backing down from my challenge, and that bowing in submission will prove he’s a weakling.

“Not gonna lie. The goading’s partially petty and vindictive, but the other part’s prudence. If he’s not conscious, he can’t rally the others to the queen. The prudent side of me’s fine with a KO. The petty side prefers him dead.”

Smiling at Lizzie, she adds, “That girl’s the real deal. I don’t need to hard-sell you on that, do I, Cap’n?”


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

The captain shifts her deep blue gaze to the new recruit "Nothing wrong with a bit of goading... you've decided on a deep dislike of this particular lizard." her eyes shift to the lizard woman in the company "Is there a particular reason, one that I should be concerned about if things go harshly south?"

Hedy is subtly asking, "If things go bad, will Ssaph pick her new friend over her new crew?"


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 shrugs. “He’s a dick.”

Noting the question is less about who she dislikes, and more about…

“The girl? Oh. Well… I do actually care about her. I mean, she’s sweet, she’s brave, she’s honest… and like a mirror image of me not even a year ago, when my cellmate gave me the courage to slip outta my shackles.

“But… caring doesn’t mean I’ve forgotten I’m part of a crew of six, or that we’re not charity freedom fighters. The effort I’m pouring into handling the lizardfolk with words takes the crew into consideration.

“Just my opinion, mind you, but given my success with diplomacy for the few hours you’ve known me, I hope I’ve earned a little cred. So… Lizzie is important. She’ll keep her tribe from worrying about us, and she craves freedom. This duel’s necessary, which is why I was willing to handle it myself. The showboat must be unconscious or dead—that keeps the worst of them out of our way. Jordanna must honor the rules—that keeps the others in line, as long as we don’t act like sore winners.

“Even my insults… yeah, I meant every word. But there’s a benefit. They gotta know I never bull-s@+# and always call it. Their big-boy cowered from my challenge and I’ll drop it or rub it in their face again, depending on their tone when we’re talking again.”


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: --

@Jordanna- are you using shield too? If so, am I correct in assuming that you cast it before advancing?


Yes, it lasts 5 minutes.


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: --

Jordanna casts a spell on herself then slowly, purposefully makes her way into the pool and towards the lizardman. He begins to slowly move towards her as well, growling and hissing as he does. When they reach each other, the changeling extends her clawed hands in front of her and the lizardman, in turn, bends down and dips his claws in the water. As he rises, the bloodrager gives him an icy stare...

Will: 1d20 + 4 ⇒ (2) + 4 = 6
1d3 ⇒ 2

The lizardman hesitates for a moment as a chill runs down his spine, but one of his friends clicks disapprovingly at the pause. Trying to save face, but also to shake off the fear, he makes a grand show of flicking most of the water off again. Once they are fairly dry, and the feeling doesn't seem to be passing, he reaches in and touches claw to claw. Silence falls among the spectators as everyone watches intently for the first drip to drop.

**initiative**
Jordanna: 1d20 + 2 ⇒ (5) + 2 = 7
lizardman: 1d20 + 2 ⇒ (13) + 2 = 15

The droplet seems almost in slow motion as it hangs then falls and splashes into the pool. As it does, the lizardman proves faster and launches into Jordanna with both his claws and his teeth.

bite: 1d20 + 6 - 2 ⇒ (17) + 6 - 2 = 21
for: 1d3 + 2 ⇒ (2) + 2 = 4
claw1: 1d20 + 7 ⇒ (14) + 7 = 21
for: 1d4 + 2 ⇒ (4) + 2 = 6
claw2: 1d20 + 7 ⇒ (2) + 7 = 9
for: 1d4 + 2 ⇒ (4) + 2 = 6

Cheers go up from the lizardmen as their champion draws first blood.

Jordanna, you're up. This would have been round 3 of evil eye but, if I understand it correctly, it ended after his first attack (since he hit your flat-footed AC)? Oh, and this is difficult terrain, should you decide to try any fancy moving around.


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 sighs as the lizards cheer prematurely.

He’s outclassed.


Evil eye ends when he hits me, but with shield up, my AC goes up by 4, so my flat-footed AC is 24.

As the battle begins, Jordanna howls with fury as she flies into a blood rage, slicing the lizard with her claws.

Claws: 1d20 + 14 ⇒ (5) + 14 = 191d20 + 14 ⇒ (13) + 14 = 27
Damage: 1d6 + 7 ⇒ (3) + 7 = 101d6 + 7 ⇒ (4) + 7 = 11

AC 24 while raging.


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: --

The lizardman’s moment of triumph quickly evaporates as he realizes that the blood he shed was not from a fresh wound but merely what had been absorbed in the pirate’s clothes from previous encounters. His disappointment quickly turns to fear as Jordanna easily tears two sets of deep gashes across his chest.

His supporters fall silent as he desperately looks around for something that might change his situation for the better. Not finding any promising prospects, he drops onto his knees and bows in submission. <You are strong, you are strong, we submit!>


Jordanna seems disappointed that the fight is over so quickly. She takes a deep breath to regain control of her emotions and glares down at the lizardfolk. ”Are we done wasting time now? Let’s keep moving.” She shakes the blood off of her claws.


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'll soon have a queen for you to vent on." Hedy points out to Carver with a 'you did damned good' smile. Then louder "Aye, being on land this long is depressing as hell, let's get this over with."

"Saph, please have our dear Klyxthis and this... warrior..." she lets amusement coat her words as she looks at the kneeling fighter "... lead us to their majesty."


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 says to Joanna, “Don’t be disappointed. Showing mercy according to their rules should keep them from opposing us. Also, I noticed your defensive skills are way ahead of mine. I don’t suppose you’d object to swapping positions so I start my attack behind you?

“It’s tactical*. You’ll see.”

*Dragon Style lets me charge through allied squares and charge in difficult terrain.

She then says to the lizard warrior, <I’m glad you yielded. You can live to see what I meant when I said Klyxthis is strong. She craves freedom for her people, and letting us take out the snake queen will set your people free.

<Since you said you’d do as we say, I have three requests. One – take us to the queen immediately. Two – see to it that none of your tribesmen intervene in the battle. I’m not saying you need to kill your brethren, just repay our mercy by keeping anyone loyal to the snake queen away from us. Three – protect Klyxthis with your lives. She led us here. She is the reason you will be free of the serpentine tyrant.>

Saph translates her words on the way, maybe a little embarrassed by the third request. “Well, if something happens to her, I’ll feel really bad.”

When we get close, Saph will change forms. Whether lizard or undine depends on how deep the water is. I just want to have time to transform ahead of battle so I don’t need to waste a round to get a swim speed.


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:

"That... was the most pathetic duel I ever laid eyes on. What a letdown." Paddy groans.


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 shrugs. “Happens more than you think. Which is why death-matches are bad business.

“Crowds love a close match, and fighters who live to learn from losing get better at it. And then you get people who can really put on a show! It doesn’t even need to be brutal or bloody… just two greats, and the crowd has no idea who’ll come out on top.”

There’s an apparent tone of nostalgia as Saph says this.

(She repeats this in Draconic, if Klyxthis or the warriors seem interested.)


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:

"Yeah I've seen a gladiator pit before. Those can be real fun. But let's fight the naga already. I'm gettin impatient. Get the lizardlady movin."


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: --

Two of the lizardmen make a noise that's probably their version of poorly stifled laughter over Saph's final demand. <Yes, we will protect Klyxthis the Strong,> one of them answers.

Lizzie grits her teeth and mutters to Saph, <my name is Kryxthis, not Klyxthis, and I do not need a scaleless wind-bag ordering others to protect me! They will take you to the queen, I have a patrol to return to.> Having said her piece, the lizarwoman begins walking back towards the river.

Her reaction silences the stunned lizardmen; the bleeding one even smiles approvingly. Rising back to his feet, he takes his longspear back from one of his allies and leans on it slightly. <Follow us, we will take you to the queen.> The four humbled warriors lead the would-be queenslayers back to the river and up it for several minutes. They swim, stopping frequently to wait, while the party trudges through the shallow edge of the river. Along the way, they pass by an area with signs of frequent visits to the rivers edge and a number of lizardfolk peering at them from the jungle. Not far beyond there, the lizardmen stop and wait for the freedom fighters to reach them. Pointing to a wet muddy path extending away from the river, the injured one reports, <she is in there, very close. Do you want to talk to her or will you rush in and kill her?>


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 shrugs off Lizzie’s attitude. Rather than translate, she just says, “I think I hurt her pride. So that sucks.”

Her tone suggests it’s not just Lizzie’s pride that’s been broken.

Once close to the queen, Saph takes the form of an undine—and not a lizard-woman, seeing how lizardfolk apparently get offended just as easily as they surrender.

“I don’t see the point in talking,” she says to Hedy. “But she speaks your language, so if anyone’s gonna talk it’s gotta be you.”

OoC, I’m not sure how you guys are on casting buffs on others, but IC, Saph wouldn’t think to ask for that anyway.


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

All of Hedy's are her potions, and she doesn't have the ability to share at this point, so no help with buffing others. This is our first official battle so there is no precedent so far. But if anyone wants to get something out of the way before we walk in, then it is a good time. Our Talking is only meant to get her out of the water or see that isn't going to work before we get bloody.

"Rushing in without knowing the lay of the land or where the snake is the way to get killed quick." she says in response to Saph's translation. "We're here to 'talk' anyway, correct?" she gives a smile, then saunters in. when everyone has their chance to cast

"<Mighty Queen of the Lizard Folk, we're coming in to chat about Water!>"


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 moves up next to the first mate. "Carver," he says quietly, "if you want to share in Besmara's blessing, stick close for a moment once the fighting starts."


”Fine,” Jordanna mutters, body tense in anticipation of a real fight.


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: --

The lizardmen lead the party around the corner onto the shallow, muddy, flood-water stream that connects the river to the nearby pool. It's about fifteen feet before it opens into a large, shallow, flood pool, some sixty feet in diameter.

The lizardmen call out a salute and a figure rises from the center of the pool. It has the head and face of a beautiful human woman, with a cowl of brilliantly blue and green spiked fins; below that is the long, round body a giant snake. It turns the lizardmen, and the band of pirates as they arrange themselves in the shallow waters at the edge of the pool, and asks (in the lizardfolk tongue), <who dares disturb me?>

After receiving the translation, Hedy answers in the naga's own language. The queen looks pleased at the respect shown her and asks, <What do scaleless ones want to know of the water?>


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

bluff: 1d20 + 13 ⇒ (17) + 13 = 30

Hedy holds her tricorn to her chest, dipping into a low curtsey "<Your awe-inspiring beauty humbles me, great one>" she pauses for a moment to allow the compliment to simmer before straightening. "<Us scaleless ones, while not the masters of water that your people are, unfortunately still need a steady flow of it to survive. We have come from our people to entreat with you, to find a balance between your supremacy and our needs. We bring gifts to open the negotiations... if you would like to come to see them.>"

this is Hedy's ploy to get the naga to come to them. If that wasn't clear.


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: --

<Yessssss, you are wise to bring giftssss...> the naga answers with a cruel smile, <show them to me!>

The queen gracefully slithers to within ten feet of her unknown enemies. It's difficult to say for sure how long her body is in total, but she raises enough of it out of the water that her head rises a few inches higher than anyone else's.


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

"<First, one of the finest firearms..."> she pulls her double-barreled pearl-handle masterwork pistol, letting her frost soak into it, and then unloads both barrels in her face.

-4 for to each attack due to shooting both barrels, ranged touch attack since she is close.

attack: 1d20 + 11 - 4 ⇒ (6) + 11 - 4 = 13
damage, elemental strike: 1d8 + 2 ⇒ (5) + 2 = 7
attack: 1d20 + 11 - 4 ⇒ (20) + 11 - 4 = 27
damage, elemental strike: 1d8 + 2 ⇒ (7) + 2 = 9

confirm attack: 1d20 + 11 - 4 ⇒ (7) + 11 - 4 = 14
damage, elemental strike: 3d8 + 6 ⇒ (5, 3, 5) + 6 = 19

not sure if elemental strike is multiplied on critical hit. if not please subtract the 6 from the confirmation damage.


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 smirks. Ahoy!


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: --

Elemental strike damage, like elemental fist or elemental weapon enchantments, is not multiplied on crits.

Having fully deceived the naga queen, Hedy mercilessly unloads both barrels of her pistol in the unprepared creature's face.

***initiative***
Hedy: 1d20 + 4 ⇒ (2) + 4 = 6
Jordanna: 1d20 + 2 ⇒ (16) + 2 = 18
Murillo: 1d20 + 7 ⇒ (6) + 7 = 13
Doma: 1d20 + 0 ⇒ (3) + 0 = 3
Saph: 1d20 + 2 ⇒ (1) + 2 = 3
Paddy: 1d20 + 2 ⇒ (9) + 2 = 11

naga: 1d20 + 6 ⇒ (16) + 6 = 22

Writhing in rage, the naga darts forward to thrash the captain with her tail and snap at her with her strong fangs.

tail slap: 1d20 + 5 ⇒ (1) + 5 = 6
for: 1d8 + 2 ⇒ (7) + 2 = 9
bite: 1d20 + 10 ⇒ (5) + 10 = 15
for: 2d6 + 5 ⇒ (6, 4) + 5 = 15

Well, that went about as poorly as it could have for her, lol. The party is up.


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

Dragon Stance effects apply, as noted in above save stats. +1 to all CMD numbers due to Alter Self STR bonus.

Saph isn’t ready for the queen to strike back at Hedy—but... the ‘great’ warrior’s retaliation is sloppy. So far…!

<Time for your ‘punishment,’ Slaver,> Saph says as she leaps into the air—

Flying Kick: 1d20 + 8 ⇒ (19) + 8 = 27
Damage, Magic: 1d8 + 13 ⇒ (4) + 13 = 17

—and strikes with the might of a dragon!

Stunning Fist, Fatigue: 1d20 + 8 ⇒ (17) + 8 = 25
Damage, Magic: 1d8 + 9 ⇒ (4) + 9 = 13

…twice!!

DC15 fort save, or else:
A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.


Entering her blood rage, Jordanna moves in and claws at the naga.

Claw: 1d20 + 13 ⇒ (17) + 13 = 30
Damage: 1d6 + 7 ⇒ (5) + 7 = 12


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 docks and dodges the things big teeth and tail, scampering back as the two deadly ladies close in to brutally tear into the snake. The captain drops her now empty but still lovely pistol and pulls out one of her violitle mixes.

"Cream!" she snaps at the cowardly owl who had taken to the air as soon as his mistress was in danger. She could almost feel him roll his eyes but does his magical duty.

five foot step back(no action), drop a pistol(free), pull a bomb(part of standard), yell at her bird(flavor), cover it in frost(swift), and chuck previously mentioned now frosted bomb(standard)

throw, ranged touch attack, precise bombs 3 spots where allies are: 1d20 + 12 ⇒ (6) + 12 = 18
damage, fire plus 2 cold: 2d6 + 3 + 2 ⇒ (3, 1) + 3 + 2 = 9

Her owl flies about using its own magic to grab a chunck of dirt to fling into the eyes of the naga queen.

improved dirty trick with magical trick(mage hand) to make it ranged
dirty trick: 1d20 + 7 ⇒ (3) + 7 = 10


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: --

@Hedy- you can't 5' step in difficult terrain... You can move with your move action (and take the AoO), just use the bomb from where you're standing (and take the AoO, plus still be in melee range), or try to tumble away with your move action (and possibly avoid the AoO, but possibly not)... I'll let you decide how you want to proceed before posting any follow-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

Missed that we were already in difficult terrain. I don't love her chances with any of that, so she'll just withdraw instead.

Hedy had a brilliant plan to move, yell, drop, and throw. Even mapped it out in her head. But muddy muck around her feet, too shallow to swim, too deep to walk, pure s#$~ really, ruined her plan, so she did the smart thing and just got away from the biting slapping queen.


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: --

Vadoma is having some RL issues and asked me to bot her for a little while. @Hedy- surprisingly restrained for a swashbuckler, but withdraw it is (unless you decide to give your derring-do deed a try before everyone else posts for the round).

Vadoma mutters something unintelligible and draws a card from her harrow deck: the wheel of fortune. It glows with a pale green light as she holds it, upside down, towards the naga. misfortune hex

DC 17 Will: 1d20 + 9 ⇒ (3) + 9 = 12

The naga flinches at the card and hisses angrily.

Murillo and Paddy are still up (no pressure though, there's almost 16 hours left in your window still).


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

alchemist first, swashbuckler second :) plus our brawlers are doing great.


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: --

DC 15 Fort: 1d20 + 9 ⇒ (17) + 9 = 26
The naga, though clearly hurt by the force of Saph’s blows, shows no other I’ll effects.


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

Round 1 - Nagging a Naga

Murillo watches as Carver charges the serpent. The piranha were more patient than that woman. As Hedy falls back to him, the chaplain bellows at the naga. "By Besmara's hat, I'll have your hide!" With a slap on her back he shares his goddess's blessing with his Captain before advancing towards the creature, drawing his rapier as he attempts to angle so as to get on it's side opposite Carver and Sapphire.

Activating justice judgment (+2 to attack rolls.) I'm going to take the liberty of assuming Hedy withdrew to be adjacent to the ship's healer, and will cast lend judgment on her to grant her the same bonus.

Standard: cast lend judgment on Cap'n Bogg; Move: advance towards naga in attempt to be able to continue to a flanking position next round; Swift: activate judgment; Free: speaking.


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:

"FINALLY!!"

Paddy quickly studies the Naga for vulnerabilities, then quick-draws his pistol and shoots her nearly point-blank.
I'm using adaptive study from the Fortune Finder ranger archetype, which allows me to study the naga as a move action to add half my highest favoured enemy to it.

Pistol: 1d20 + 8 + 1 - 4 ⇒ (14) + 8 + 1 - 4 = 19
+1 for study, -4 for allies in melee
Dmg: 1d8 + 1 ⇒ (6) + 1 = 7
+1 for study


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: --

A look of fear overcomes the naga and she slithers away towards the back half of the pool.

The party is up again. The naga withdrew and moved to the far side of the pool- 40’ from those who had been in melee range; the first 10’ are difficult terrain, the 30’ after that are like the river (you can move at 1/4 speed, or swim if you can do that faster); you could also go around to avoid the deeper water but that’d be 75’ total movement (all normal difficult terrain).


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 holsters his empty pistol, quick-draws his magical axe, and begins walking towards the river. Moving 10ft because of difficult terrain and action economy. I think I was 5ft back from our melee fighters.

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