Skull & Shackles (solo, complete) (Inactive)

Game Master Whack-a-Rogue

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Island of Empty Eyes

Infamy: 50
Disrepute: 1
Plunder: 21/22


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Kipper doesn't know the details, but apparently the sea serpent's been trained by Harrigan's pet witch. He has a number of mages under his command, it seems, including a Chelish woman with an enchanting voice.
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Kipper has no particular loyalty to Harrigan ... or to you. He'll work for whoever is currently paying him the most.
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Up to you what you do with Kipper. How many ships are you bringing with you?


Retired to SUMITHA

Taking no ships, wants to travel fast.

Smiling at Kipper, Elek nods, "Thanks for the information, I'm happy to pay a fair wage for a fair day of piracy." As he considered who Kipper had been working for, Elek decides to send the man to crew with Slippery Syl on the 'Black Serpent'. She'd know how to keep this one in line.
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Deciding to finish of Harrigan while he was still reeling from the shock of the loss of his fleet, he hopes to arrive at Gannet Island before the news of the battle.

Sailing with the tide in the morning, Elek tells his Helmsman, "Mr Rakkaw, we sail for Gannet Island." As they work their way out of the coral maze, he calls on the wind and pushes them South.???

I don't find Gannet Island on the map, does Elek know where it is? If not what roll do you need for him to figure it out?


Gannet Island is a rocky outcropping located about 36 miles west of the Smoker. Surrounded by smaller shoals, treacherous reefs, and hidden rocks, reaching the harbor will be difficult.

I'll need five DC 35 Profession (sailor) checks. Failures mean the Revenge will suffer some hull damage.


Retired to SUMITHA

DC 35 Profession (sailor) checks: 1d20 + 27 ⇒ (17) + 27 = 44
DC 35 Profession (sailor) checks: 1d20 + 27 ⇒ (1) + 27 = 28 yikes
DC 35 Profession (sailor) checks: 1d20 + 27 ⇒ (13) + 27 = 40
DC 35 Profession (sailor) checks: 1d20 + 27 ⇒ (17) + 27 = 44
DC 35 Profession (sailor) checks: 1d20 + 27 ⇒ (13) + 27 = 40

Having a general idea where the Island was at, Elek also had heard it was surrounded by shoals, reefs and hidden rocks. Pulling the wind back to a light breeze, he nodded to his Helmsman, "Mr Rakkaw, if I may." Taking the helm he focused on safely sailing his ship in the difficult to reach harbor.


Hull Damage: 16d8 ⇒ (4, 8, 7, 4, 3, 8, 4, 4, 5, 8, 6, 8, 3, 3, 1, 3) = 79
While you manage to avoid the worst of the reefs, you fail to spot one in time and carve a chunk out of the hull. It's not bad enough to risk sinking, but you'll definitely need to patch it up before your next ship battle.

Of greater concern is the enormous *thud* of something massive striking you broadside below the waterline. It's hard enough to cause a few of your crew to stumble. A few seconds later, the Revenge shakes from another heavy impact - from the other side this time.
Enemy Initiative: 1d20 + 6 ⇒ (16) + 6 = 22
Elek Initiative: 1d20 + 10 ⇒ (4) + 10 = 14
An enormous monster rises up from the deep beside you, hissing a challenge. A moment later, its tail sweeps across your deck.
Attack (ship): 1d20 + 18 ⇒ (18) + 18 = 36
One unlucky crewman is snatched from the deck and thrown into the creature's gaping maw.


Retired to SUMITHA

Any knowledge check on what this is?

Frowning as the 'Revenge' grates on a reef, Elek knows it will need repaired. Making a mental note to have Giffer take a look at it, he steers the ship into the Harbor.
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"Blast!" Cursing as the hears the *thud* he wonder is it's the 'Sea Monster' Kipper warned him about. All doubt removed as the beast raise it's head above the water, attacking the ship and eating one of his crew. Without pause he raises the cursed cannon telling it " Bù réncí, Kuàisù pāishè" firing a non-merciful quick shot at the creature.

Relieved that Rakkaw wasn't knocked from the upper deck, Elek knew his helmsman would grab the wheel. Moving towards the creature he draws his estok as he lifts the mithril and adamantium cannon, yelling, as he Lowers the cannon ever so briefly in a feint. "Hey you big ugly overgrown fish, don't make me kill you!" Snapping the cursed cannon back up, he tells the cannon "shèjí, Dàn mù." Firing multiple shots at the creature.

Quick shot: Shadow Wake Merciful Arm Cannon: (attunement), point blank shot, focused blast, Melee Archer, deadly aim. crafted blast: bludgeoning
Quick shot: 1d20 + 21 + 1 - 3 ⇒ (3) + 21 + 1 - 3 = 22 for damage: 3d6 + 2 + 3 + 1 + 6 ⇒ (3, 4, 4) + 2 + 3 + 1 + 6 = 23 + 2 crafted blast shadow wake: 1d6 ⇒ 6

Move within range Verbal Feint, Swift: Fast Feint/Attack Merciful Shadow Wake Arcing Arm Cannon Expert Feint/Feint strike/Fatal opening/verbal Feint Special Attack action: Shadow Wake Merciful Arm Cannon: focused blast, Melee Archer, deadly aim, Barrage, crafted blast: Slashing, sneak, fatal thrust, Standard: Spend focus to Barrage (four attacks at a - 6 penalty; first has fatal thrust)
feint: cannon: 1d20 + 30 ⇒ (16) + 30 = 46 If successful add + 2 to each attack
Feint strike: cannon: 1d20 + 21 + 1 - 3 ⇒ (16) + 21 + 1 - 3 = 35 for damage: 3d6 + 2 + 3 + 1 + 6 ⇒ (3, 2, 5) + 2 + 3 + 1 + 6 = 22 + 1 crafted blast SA: 6d6 ⇒ (6, 4, 2, 5, 4, 3) = 24 nonlethal: 1d6 ⇒ 6
Barrage cannon: 1d20 + 21 + 1 - 3 - 6 ⇒ (16) + 21 + 1 - 3 - 6 = 29 for damage: 3d6 + 2 + 3 + 1 + 6 ⇒ (2, 2, 5) + 2 + 3 + 1 + 6 = 21 + 2 crafted blast SA: 6d6 ⇒ (6, 1, 4, 2, 3, 6) = 22 nonlethal: 1d6 ⇒ 4
Barrage cannon: 1d20 + 21 + 1 - 3 - 6 ⇒ (12) + 21 + 1 - 3 - 6 = 25 for damage: 3d6 + 2 + 3 + 1 + 6 ⇒ (3, 1, 5) + 2 + 3 + 1 + 6 = 21 + 2 crafted blast SA: 6d6 ⇒ (1, 6, 4, 6, 2, 4) = 23 nonlethal: 1d6 ⇒ 3
Barrage cannon: 1d20 + 21 + 1 - 3 - 6 ⇒ (2) + 21 + 1 - 3 - 6 = 15 for damage: 3d6 + 2 + 3 + 1 + 6 ⇒ (5, 4, 5) + 2 + 3 + 1 + 6 = 26 SA: 6d6 ⇒ (3, 6, 1, 4, 2, 5) = 21 nonlethal: 1d6 ⇒ 5
Barrage cannon: 1d20 + 21 + 1 - 3 - 6 ⇒ (12) + 21 + 1 - 3 - 6 = 25 for damage: 3d6 + 2 + 3 + 1 + 6 ⇒ (4, 6, 1) + 2 + 3 + 1 + 6 = 23 + 2 crafted blast SA: 6d6 ⇒ (3, 4, 2, 2, 5, 6) = 22 nonlethal: 1d6 ⇒ 4
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).


It's the sea serpent you were warned about. XD

You unleash a torrent of fire at the sea serpent, dealing immense amounts of damage. It's not enough to drive away the massive beast, though, and it's quick to respond ... teeth first.
Bite: 1d20 + 23 - 6 ⇒ (10) + 23 - 6 = 27 Damage: 4d8 + 22 ⇒ (1, 5, 6, 6) + 22 = 40
Grapple if the bite hit: 1d20 + 35 ⇒ (7) + 35 = 42
Meanwhile, the beast's immense tail sweeps across the deck once more.
Attack (ship): 1d20 + 18 - 4 ⇒ (20) + 18 - 4 = 34
Another crewman is swept off the deck and lost forever to Besmara's Locker.


Retired to SUMITHA

"Blast!" Dodging the creatures bite, Elek curses as the thing does more damage to his ship and crew. Taking advantage of the thing staying above water, Elek lowers the mithril and adamantium cannon, yelling, in a feint as he shakes the estoc. "Hey put your ugly mug down here so I can stab you in the eye!" Snapping the cursed cannon back up, he tells the cannon "shèjí, Dàn mù." Firing multiple shots at the creature again.

Verbal Feint, Swift: Fast Feint/Attack Merciful Shadow Wake Arcing Arm Cannon Expert Feint/Feint strike/Fatal opening/verbal Feint Special Attack action: Shadow Wake Merciful Arm Cannon: focused blast, Melee Archer, deadly aim, Barrage, crafted blast: Slashing, sneak, fatal thrust, Standard: Spend focus to Barrage (four attacks at a - 6 penalty; first has fatal thrust)
feint: cannon: 1d20 + 30 ⇒ (5) + 30 = 35 If successful add + 2 to each attack
Feint strike: cannon: 1d20 + 21 + 1 - 3 ⇒ (13) + 21 + 1 - 3 = 32 for damage: 3d6 + 2 + 3 + 1 + 6 ⇒ (2, 2, 1) + 2 + 3 + 1 + 6 = 17 + 4 crafted blast SA: 6d6 ⇒ (2, 4, 2, 1, 4, 1) = 14 nonlethal: 1d6 ⇒ 5
Barrage cannon: 1d20 + 21 + 1 - 3 - 6 ⇒ (19) + 21 + 1 - 3 - 6 = 32 for damage: 3d6 + 2 + 3 + 1 + 6 ⇒ (6, 4, 6) + 2 + 3 + 1 + 6 = 28 SA: 6d6 ⇒ (6, 2, 3, 2, 1, 3) = 17 nonlethal: 1d6 ⇒ 2
Barrage cannon: 1d20 + 21 + 1 - 3 - 6 ⇒ (12) + 21 + 1 - 3 - 6 = 25 for damage: 3d6 + 2 + 3 + 1 + 6 ⇒ (2, 2, 2) + 2 + 3 + 1 + 6 = 18 + 3 crafted blast SA: 6d6 ⇒ (1, 6, 6, 2, 6, 6) = 27 nonlethal: 1d6 ⇒ 5
Barrage cannon: 1d20 + 21 + 1 - 3 - 6 ⇒ (1) + 21 + 1 - 3 - 6 = 14 for damage: 3d6 + 2 + 3 + 1 + 6 ⇒ (4, 3, 5) + 2 + 3 + 1 + 6 = 24 SA: 6d6 ⇒ (3, 2, 4, 3, 1, 2) = 15 nonlethal: 1d6 ⇒ 2
Barrage cannon: 1d20 + 21 + 1 - 3 - 6 ⇒ (12) + 21 + 1 - 3 - 6 = 25 for damage: 3d6 + 2 + 3 + 1 + 6 ⇒ (4, 6, 4) + 2 + 3 + 1 + 6 = 26 SA: 6d6 ⇒ (3, 6, 5, 6, 1, 6) = 27 nonlethal: 1d6 ⇒ 6
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Barrage cannon; confirm crit: 1d20 + 21 + 1 - 3 - 6 ⇒ (19) + 21 + 1 - 3 - 6 = 32 for damage: 3d6 + 2 + 3 + 1 + 6 ⇒ (4, 2, 1) + 2 + 3 + 1 + 6 = 19 + 3 crafted blast


This time, your barrage drives off the serpent. As it sinks back underwater to lick its wounds, you feel pretty confident that it'll leave the Revenge alone.
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Once you clear the dangerous reefs, you can see that the majority of Gannet Island is dense jungle. The shores of the U-shaped island consist almost entirely of ragged cliffs, save for a small beach that lies near the northern shore inside the island's natural harbor. There's no pier, so you'll need to either fly or take a ship's boat to shore. From the beach, a stone staircase winds up toward a fortress perched on the cliff edge.

As you enter the harbor, ballista bolts begin to rain down on you from the fortress ...
Attacks: 5d20 + 11 ⇒ (4, 20, 19, 10, 10) + 11 = 74
Confirm?: 2d20 + 11 ⇒ (9, 4) + 11 = 24
Damage: 12d8 ⇒ (5, 1, 3, 1, 6, 3, 3, 2, 7, 5, 4, 4) = 44
... tearing holes in your sails.


Retired to SUMITHA

Smirking as the Sea Serpent slinks under the waves, Elek considers going after it to finish it off, when he hears the first of the ballista bolts splash in the water around him. Realizing they are under attack from the fortress he speaks the name of the wind, "Fēng Yáncháng Èliè tiānqì" Lengthening the severe weather. I believe Wind storm' is the strongest he can go.

Giving the command, "Drop anchor!" Turning to his first officer, "Ms Quinn you have the helm, I'll be back in a bit." Moving towards his Master Gunner, "Ms Tibbs, if you can return fire and knock out some of those Ballista's that would be nice. You start on the right, I'll start on the left."

With his final command he puts his mantle on himself, and begins to fly towards the fortress' battlements.

Hmmm how many ballista?


Map's been updated. There are a total of five ballistae. Two in D1, one in E1, and two in E2.

Due to your speed, the ballistae only have time for one more volley before you reach them.
Attack (elek): 2d20 + 11 - 4 ⇒ (16, 11) + 11 - 4 = 34 (hit AC 23 and 18)


Retired to SUMITHA

Flying towards the front tower D1 Elek, tells the cursed cannon "Chéngwéi sānchā jǐ." Landing as it became the trident, he moved toward the crew of the nearest ballistae faking with the cursed trident, he attacks with the estoc, then the trident, repeating the process.

Not sure how many are on the crew, but if their still near he will attack them AOO Feint attack: Expert Feint/Unlikely Feint/Feint strike/Fatal opening Feint +2 Human Bane Trident Hand, Attack: undead bane Estoc/Dual opportunity Human Bane Trident Hand Two weapon attack: undead bane Estoc/Human Bane Trident Hand+ bleed and leg cutter DC 19 PA, TWF, sneak, fatal thrust
feint: trident: 1d20 + 30 + 2 ⇒ (12) + 30 + 2 = 44 If successful add + 2 to each attack
Feint strike: Estoc: 1d20 + 21 - 3 ⇒ (1) + 21 - 3 = 19 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (1, 3) + 5 + 6 = 17 SA: 6d6 ⇒ (3, 3, 1, 6, 3, 5) = 21
Dual opportunity: trident: 1d20 + 21 + 2 - 3 ⇒ (14) + 21 + 2 - 3 = 34 for damage: 4 + 1d6 + 6 ⇒ 4 + (1) + 6 = 11 + 3 bleed + leg cutter bane: 2d6 ⇒ (3, 2) = 5 SA: 5d6 ⇒ (6, 6, 6, 3, 1) = 22
Estoc: 1d20 + 21 - 2 - 3 ⇒ (11) + 21 - 2 - 3 = 27 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (2, 4) + 5 + 6 = 19 SA: 6d6 ⇒ (1, 1, 6, 6, 6, 1) = 21 FT: 3d6 ⇒ (6, 3, 3) = 12
trident: 1d20 + 21 + 2 - 2 - 3 ⇒ (18) + 21 + 2 - 2 - 3 = 36 for damage: 4 + 1d6 + 6 ⇒ 4 + (2) + 6 = 12 + 3 bleed + leg cutter bane: 2d6 ⇒ (1, 1) = 2 SA: 5d6 ⇒ (6, 6, 4, 2, 5) = 23 FT: 3d6 ⇒ (6, 2, 4) = 12


This octagonal tower rises 30ft into the air. A pair of light ballistae loom on the roof above, while chains descend from the tower's eastern face to attach to a drawbridge that spans a dry gulch. Six pirates stand guard, but only two are manning the ballistae. You quickly slay the first one as the others move in.
Attacks: 5d20 + 11 ⇒ (17, 15, 6, 13, 17) + 11 = 79 (high rolls hit AC 28)

Just a reminder that your wind will begin fading away unless you spend a spell point.


Retired to SUMITHA

Watching the pirate fall, he moves towards the next sailor, "You boys should flee, the Sea Serpent is wounded, you could sail away and no one would think less." Feinting with the trident towards the man's face, he trust the blade at the man repeatedly, while stabbing with the cursed trident.

AOO Feint attack: Expert Feint/Unlikely Feint/Feint strike/Fatal opening Feint +2 Human Bane Trident Hand, Attack: undead bane Estoc/Dual opportunity Human Bane Trident Hand Two weapon attack: undead bane Estoc/Human Bane Trident Hand+ bleed and leg cutter DC 19 PA, TWF, sneak, fatal thrust
feint: trident: 1d20 + 30 + 2 ⇒ (13) + 30 + 2 = 45 If successful add + 2 to each attack
Feint strike: Estoc: 1d20 + 21 - 3 ⇒ (11) + 21 - 3 = 29 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (1, 1) + 5 + 6 = 15 SA: 6d6 ⇒ (2, 1, 4, 2, 6, 2) = 17
Dual opportunity: trident: 1d20 + 21 + 2 - 3 ⇒ (18) + 21 + 2 - 3 = 38 for damage: 4 + 1d6 + 6 ⇒ 4 + (3) + 6 = 13 + 3 bleed + leg cutter bane: 2d6 ⇒ (1, 2) = 3 SA: 5d6 ⇒ (4, 1, 2, 3, 4) = 14
Estoc: 1d20 + 21 - 2 - 3 ⇒ (8) + 21 - 2 - 3 = 24 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (4, 1) + 5 + 6 = 18 SA: 6d6 ⇒ (6, 4, 4, 2, 6, 4) = 26 FT: 3d6 ⇒ (1, 2, 5) = 8
trident: 1d20 + 21 + 2 - 2 - 3 ⇒ (17) + 21 + 2 - 2 - 3 = 35 for damage: 4 + 1d6 + 6 ⇒ 4 + (4) + 6 = 14 + 3 bleed + leg cutter bane: 2d6 ⇒ (1, 6) = 7 SA: 5d6 ⇒ (2, 5, 5, 2, 5) = 19 FT: 3d6 ⇒ (4, 4, 4) = 12


You drop another sailor but the remaining four keep fighting. Now that you've had a moment to look at them, they appear to be Chelish mercenaries.
Attacks: 4d20 + 11 ⇒ (16, 7, 13, 2) + 11 = 49
Attacks: 4d20 + 6 ⇒ (19, 11, 6, 18) + 6 = 60
Two critical threats, but neither beats your AC, so they aren't automatic hits. :-(


Retired to SUMITHA

Realizing who and what he's fighting, Elek gives a wolfish smile. Refraining from any more talk, he focuses on killing the enemy. Feinting with the trident towards the next man's groin, he trust the blade at the man repeatedly, while stabbing with the cursed trident.

AOO Feint attack: Expert Feint/Unlikely Feint/Feint strike/Fatal opening Feint +2 Human Bane Trident Hand, Attack: undead bane Estoc/Dual opportunity Human Bane Trident Hand Two weapon attack: undead bane Estoc/Human Bane Trident Hand+ bleed and leg cutter DC 19 PA, TWF, sneak, fatal thrust
feint: trident: 1d20 + 30 + 2 ⇒ (16) + 30 + 2 = 48 If successful add + 2 to each attack
Feint strike: Estoc: 1d20 + 21 - 3 ⇒ (7) + 21 - 3 = 25 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (3, 2) + 5 + 6 = 18 SA: 6d6 ⇒ (4, 1, 1, 4, 5, 6) = 21
Dual opportunity: trident: 1d20 + 21 + 2 - 3 ⇒ (19) + 21 + 2 - 3 = 39 for damage: 4 + 1d6 + 6 ⇒ 4 + (5) + 6 = 15 + 3 bleed + leg cutter bane: 2d6 ⇒ (6, 2) = 8 SA: 5d6 ⇒ (5, 3, 1, 1, 6) = 16
Estoc: 1d20 + 21 - 2 - 3 ⇒ (17) + 21 - 2 - 3 = 33 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (1, 3) + 5 + 6 = 17 SA: 6d6 ⇒ (4, 5, 2, 6, 3, 4) = 24 FT: 3d6 ⇒ (1, 4, 3) = 8
trident: 1d20 + 21 + 2 - 2 - 3 ⇒ (5) + 21 + 2 - 2 - 3 = 23 for damage: 4 + 1d6 + 6 ⇒ 4 + (3) + 6 = 13 + 3 bleed + leg cutter bane: 2d6 ⇒ (3, 3) = 6 SA: 5d6 ⇒ (4, 3, 3, 2, 6) = 18 FT: 3d6 ⇒ (4, 2, 6) = 12
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Dual opportunity: trident confirm crit: 1d20 + 21 + 2 - 3 ⇒ (17) + 21 + 2 - 3 = 37 for damage: 4 + 1d6 + 6 ⇒ 4 + (2) + 6 = 12
Estoc: confirm crit: 1d20 + 21 - 2 - 3 ⇒ (15) + 21 - 2 - 3 = 31 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (3, 2) + 5 + 6 = 18


You speedily dispatch another of the mercenaries.
Attacks: 3d20 + 11 ⇒ (14, 14, 11) + 11 = 50
Attacks: 3d20 + 6 ⇒ (1, 1, 17) + 6 = 25
High rolls hit AC 25


Retired to SUMITHA

Cutting through the chelish soldiers like a knife through hot butter, Elek moves towards the next man standing. Feinting with the trident towards the next man's chest, he trust the blade at the man repeatedly, while stabbing with the cursed trident.

AOO Feint attack: Expert Feint/Unlikely Feint/Feint strike/Fatal opening Feint +2 Human Bane Trident Hand, Attack: undead bane Estoc/Dual opportunity Human Bane Trident Hand Two weapon attack: undead bane Estoc/Human Bane Trident Hand+ bleed and leg cutter DC 19 PA, TWF, sneak, fatal thrust
feint: trident: 1d20 + 30 + 2 ⇒ (5) + 30 + 2 = 37 If successful add + 2 to each attack
Feint strike: Estoc: 1d20 + 21 - 3 ⇒ (18) + 21 - 3 = 36 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (1, 1) + 5 + 6 = 15 SA: 6d6 ⇒ (3, 4, 4, 3, 4, 6) = 24
Dual opportunity: trident: 1d20 + 21 + 2 - 3 ⇒ (2) + 21 + 2 - 3 = 22 for damage: 4 + 1d6 + 6 ⇒ 4 + (3) + 6 = 13 + 3 bleed + leg cutter bane: 2d6 ⇒ (4, 4) = 8 SA: 5d6 ⇒ (2, 4, 2, 1, 2) = 11
Estoc: 1d20 + 21 - 2 - 3 ⇒ (11) + 21 - 2 - 3 = 27 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (1, 4) + 5 + 6 = 18 SA: 6d6 ⇒ (2, 4, 2, 4, 3, 5) = 20 FT: 3d6 ⇒ (5, 6, 4) = 15
trident: 1d20 + 21 + 2 - 2 - 3 ⇒ (13) + 21 + 2 - 2 - 3 = 31 for damage: 4 + 1d6 + 6 ⇒ 4 + (1) + 6 = 11 + 3 bleed + leg cutter bane: 2d6 ⇒ (4, 3) = 7 SA: 5d6 ⇒ (4, 5, 5, 3, 6) = 23 FT: 3d6 ⇒ (6, 5, 5) = 16
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Feint strike: Estoc: confirm crit: 1d20 + 21 - 3 ⇒ (4) + 21 - 3 = 22 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (1, 2) + 5 + 6 = 16


Only two mercenaries remain, but they aren't giving up.
Attacks: 2d20 + 11 ⇒ (4, 15) + 11 = 30
Attacks: 2d20 + 6 ⇒ (3, 14) + 6 = 23
High roll hits AC 26


Retired to SUMITHA

Shaking his head Elek couldn't fathom why the chelish soldiers would fight to the death for a sleaze like Harrigan, but if they had a death wish he would grant it. Feinting with the trident towards the next man's face, he thrusts the blade at the man chest repeatedly, while stabbing at his throat with the cursed trident.

AOO Feint attack: Expert Feint/Unlikely Feint/Feint strike/Fatal opening Feint +2 Human Bane Trident Hand, Attack: undead bane Estoc/Dual opportunity Human Bane Trident Hand Two weapon attack: undead bane Estoc/Human Bane Trident Hand+ bleed and leg cutter DC 19 PA, TWF, sneak, fatal thrust
feint: trident: 1d20 + 30 + 2 ⇒ (18) + 30 + 2 = 50 If successful add + 2 to each attack
Feint strike: Estoc: 1d20 + 21 - 3 ⇒ (16) + 21 - 3 = 34 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (1, 2) + 5 + 6 = 16 SA: 6d6 ⇒ (5, 4, 2, 6, 2, 2) = 21
Dual opportunity: trident: 1d20 + 21 + 2 - 3 ⇒ (2) + 21 + 2 - 3 = 22 for damage: 4 + 1d6 + 6 ⇒ 4 + (2) + 6 = 12 + 3 bleed + leg cutter bane: 2d6 ⇒ (3, 1) = 4 SA: 5d6 ⇒ (2, 4, 4, 3, 6) = 19
Estoc: 1d20 + 21 - 2 - 3 ⇒ (19) + 21 - 2 - 3 = 35 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (4, 2) + 5 + 6 = 19 SA: 6d6 ⇒ (3, 1, 5, 2, 2, 1) = 14 FT: 3d6 ⇒ (3, 3, 3) = 9
trident: 1d20 + 21 + 2 - 2 - 3 ⇒ (8) + 21 + 2 - 2 - 3 = 26 for damage: 4 + 1d6 + 6 ⇒ 4 + (6) + 6 = 16 + 3 bleed + leg cutter bane: 2d6 ⇒ (1, 1) = 2 SA: 5d6 ⇒ (4, 3, 3, 1, 2) = 13 FT: 3d6 ⇒ (3, 4, 3) = 10
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Feint strike: Estoc: confirm crit: 1d20 + 21 - 3 ⇒ (18) + 21 - 3 = 36 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (2, 2) + 5 + 6 = 17
Estoc: confirm crit: 1d20 + 21 - 2 - 3 ⇒ (18) + 21 - 2 - 3 = 34 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (3, 1) + 5 + 6 = 17


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Only one mercenary remains on the balcony.
Attacks: 2d20 + 11 + 6 ⇒ (20, 10) + 11 + 6 = 47
Confirm?: 1d20 + 11 ⇒ (19) + 11 = 30
Somehow he scores a lucky hit.
Damage: 1d6 + 1 ⇒ (6) + 1 = 7


Retired to SUMITHA

Watching as the soldier fell, Elek feels something cut his arm. Turning towards the last soldier, he ask, "Why didn't you just run?" Feinting with the trident towards the next man's groin, he thrusts the blade at the man chest repeatedly, while stabbing at his upper leg with the cursed trident.

As the last soldier on the front tower d1 falls Elek turns southwest, " Fēi" giving the command to fly. Taking off he launches towards the next tower. E1

AOO Feint attack: Expert Feint/Unlikely Feint/Feint strike/Fatal opening Feint +2 Human Bane Trident Hand, Attack: undead bane Estoc/Dual opportunity Human Bane Trident Hand Two weapon attack: undead bane Estoc/Human Bane Trident Hand+ bleed and leg cutter DC 19 PA, TWF, sneak, fatal thrust
feint: trident: 1d20 + 30 + 2 ⇒ (20) + 30 + 2 = 52 If successful add + 2 to each attack
Feint strike: Estoc: 1d20 + 21 - 3 ⇒ (18) + 21 - 3 = 36 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (1, 4) + 5 + 6 = 18 SA: 6d6 ⇒ (3, 4, 6, 3, 6, 2) = 24
Dual opportunity: trident: 1d20 + 21 + 2 - 3 ⇒ (2) + 21 + 2 - 3 = 22 for damage: 4 + 1d6 + 6 ⇒ 4 + (6) + 6 = 16 + 3 bleed + leg cutter bane: 2d6 ⇒ (2, 1) = 3 SA: 5d6 ⇒ (2, 2, 5, 4, 2) = 15
Estoc: 1d20 + 21 - 2 - 3 ⇒ (19) + 21 - 2 - 3 = 35 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (2, 4) + 5 + 6 = 19 SA: 6d6 ⇒ (3, 4, 5, 4, 3, 5) = 24 FT: 3d6 ⇒ (3, 3, 2) = 8
trident: 1d20 + 21 + 2 - 2 - 3 ⇒ (7) + 21 + 2 - 2 - 3 = 25 for damage: 4 + 1d6 + 6 ⇒ 4 + (1) + 6 = 11 + 3 bleed + leg cutter bane: 2d6 ⇒ (5, 2) = 7 SA: 5d6 ⇒ (6, 6, 3, 1, 3) = 19 FT: 3d6 ⇒ (3, 1, 4) = 8
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Feint strike: Estoc: confirm crit: 1d20 + 21 - 3 ⇒ (18) + 21 - 3 = 36 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (2, 3) + 5 + 6 = 18
Estoc: confirm crit: 1d20 + 21 - 2 - 3 ⇒ (5) + 21 - 2 - 3 = 21 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (3, 3) + 5 + 6 = 19


One light ballista is mounted atop the parapet here, guarded by four more mercenaries.
Attacks: 4d20 + 11 ⇒ (13, 14, 6, 1) + 11 = 45
High roll hits AC 25


Retired to SUMITHA

Landing on the parapet, Elek looked at the men running the ballista's asking, "Are you boys all going to die as well?" Moving towards the nearest soldier he feints with the trident towards the man's stomach, he thrusts the estoc at the man's chest repeatedly, while stabbing at his face with the cursed trident.

AOO Feint attack: Expert Feint/Unlikely Feint/Feint strike/Fatal opening Feint +2 Human Bane Trident Hand, Attack: undead bane Estoc/Dual opportunity Human Bane Trident Hand Two weapon attack: undead bane Estoc/Human Bane Trident Hand+ bleed and leg cutter DC 19 PA, TWF, sneak, fatal thrust
feint: trident: 1d20 + 30 + 2 ⇒ (18) + 30 + 2 = 50 If successful add + 2 to each attack
Feint strike: Estoc: 1d20 + 21 - 3 ⇒ (16) + 21 - 3 = 34 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (3, 3) + 5 + 6 = 19 SA: 6d6 ⇒ (2, 3, 1, 2, 4, 1) = 13
Dual opportunity: trident: 1d20 + 21 + 2 - 3 ⇒ (19) + 21 + 2 - 3 = 39 for damage: 4 + 1d6 + 6 ⇒ 4 + (1) + 6 = 11 + 3 bleed + leg cutter bane: 2d6 ⇒ (4, 2) = 6 SA: 5d6 ⇒ (2, 2, 1, 3, 2) = 10
Estoc: 1d20 + 21 - 2 - 3 ⇒ (17) + 21 - 2 - 3 = 33 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (2, 2) + 5 + 6 = 17 SA: 6d6 ⇒ (5, 4, 1, 4, 1, 1) = 16 FT: 3d6 ⇒ (3, 6, 6) = 15
trident: 1d20 + 21 + 2 - 2 - 3 ⇒ (17) + 21 + 2 - 2 - 3 = 35 for damage: 4 + 1d6 + 6 ⇒ 4 + (3) + 6 = 13 + 3 bleed + leg cutter bane: 2d6 ⇒ (3, 2) = 5 SA: 5d6 ⇒ (3, 5, 6, 4, 2) = 20 FT: 3d6 ⇒ (6, 6, 6) = 18
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Feint strike: Estoc: confirm crit: 1d20 + 21 - 3 ⇒ (18) + 21 - 3 = 36 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (4, 4) + 5 + 6 = 21
Dual opportunity: trident: confirm crit: 1d20 + 21 + 2 - 3 ⇒ (8) + 21 + 2 - 3 = 28 for damage: 4 + 1d6 + 6 ⇒ 4 + (3) + 6 = 13
Estoc: confirm crit: 1d20 + 21 - 2 - 3 ⇒ (20) + 21 - 2 - 3 = 36 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (3, 2) + 5 + 6 = 18


You quickly drop one of the mercenaries, but the remaining three seem better-coordinated.
Attacks: 3d20 + 11 ⇒ (14, 16, 17) + 11 = 58
Attack: 1d20 + 6 ⇒ (8) + 6 = 14
High roll hits AC 32


Retired to SUMITHA

Shaking his head as the first soldier dies, Elek wonders what is keeping them so loyal to the pirate captain. Seeing the three mercenaries seem more coordinated, he attacks the nearest. Feinting with the trident towards the next man's shoulder, he thrusts the estoc at the man chest repeatedly, while stabbing at his throat with the cursed trident.

AOO Feint attack: Expert Feint/Unlikely Feint/Feint strike/Fatal opening Feint +2 Human Bane Trident Hand, Attack: undead bane Estoc/Dual opportunity Human Bane Trident Hand Two weapon attack: undead bane Estoc/Human Bane Trident Hand+ bleed and leg cutter DC 19 PA, TWF, sneak, fatal thrust
feint: trident: 1d20 + 30 + 2 ⇒ (19) + 30 + 2 = 51 If successful add + 2 to each attack
Feint strike: Estoc: 1d20 + 21 - 3 ⇒ (16) + 21 - 3 = 34 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (1, 2) + 5 + 6 = 16 SA: 6d6 ⇒ (3, 3, 1, 6, 4, 4) = 21
Dual opportunity: trident: 1d20 + 21 + 2 - 3 ⇒ (1) + 21 + 2 - 3 = 21 for damage: 4 + 1d6 + 6 ⇒ 4 + (5) + 6 = 15 + 3 bleed + leg cutter bane: 2d6 ⇒ (5, 3) = 8 SA: 5d6 ⇒ (1, 5, 5, 1, 2) = 14
Estoc: 1d20 + 21 - 2 - 3 ⇒ (14) + 21 - 2 - 3 = 30 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (1, 1) + 5 + 6 = 15 SA: 6d6 ⇒ (2, 5, 4, 4, 5, 5) = 25 FT: 3d6 ⇒ (1, 5, 5) = 11
trident: 1d20 + 21 + 2 - 2 - 3 ⇒ (1) + 21 + 2 - 2 - 3 = 19 for damage: 4 + 1d6 + 6 ⇒ 4 + (5) + 6 = 15 + 3 bleed + leg cutter bane: 2d6 ⇒ (6, 3) = 9 SA: 5d6 ⇒ (1, 6, 3, 2, 5) = 17 FT: 3d6 ⇒ (2, 4, 5) = 11
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Feint strike: Estoc: confirm crit: 1d20 + 21 - 3 ⇒ (12) + 21 - 3 = 30 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (1, 3) + 5 + 6 = 17


The two remaining mercenaries continue fighting. It's possible that their steadfastness has nothing to do with loyalty to Harrigan ... but rather hatred for you and your anti-Chelish crusade. XD
Attacks: 2d20 + 11 ⇒ (15, 5) + 11 = 31
Attack: 1d20 + 6 ⇒ (11) + 6 = 17
High roll hits AC 28


Retired to SUMITHA

Resolving to finish the chelish mercenaries Elek steps and feints with the cursed trident towards the nearest mercenary's chest. Thrusting the estoc at the man face and neck repeatedly, while stabbing again with the trident.

AOO Feint attack: Expert Feint/Unlikely Feint/Feint strike/Fatal opening Feint +2 Human Bane Trident Hand, Attack: undead bane Estoc/Dual opportunity Human Bane Trident Hand Two weapon attack: undead bane Estoc/Human Bane Trident Hand+ bleed and leg cutter DC 19 PA, TWF, sneak, fatal thrust
feint: trident: 1d20 + 30 + 2 ⇒ (20) + 30 + 2 = 52 If successful add + 2 to each attack
Feint strike: Estoc: 1d20 + 21 - 3 ⇒ (12) + 21 - 3 = 30 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (2, 2) + 5 + 6 = 17 SA: 6d6 ⇒ (5, 2, 3, 5, 1, 1) = 17
Dual opportunity: trident: 1d20 + 21 + 2 - 3 ⇒ (6) + 21 + 2 - 3 = 26 for damage: 4 + 1d6 + 6 ⇒ 4 + (5) + 6 = 15 + 3 bleed + leg cutter bane: 2d6 ⇒ (5, 2) = 7 SA: 5d6 ⇒ (5, 2, 3, 1, 4) = 15
Estoc: 1d20 + 21 - 2 - 3 ⇒ (10) + 21 - 2 - 3 = 26 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (4, 2) + 5 + 6 = 19 SA: 6d6 ⇒ (2, 5, 4, 2, 5, 1) = 19 FT: 3d6 ⇒ (4, 4, 1) = 9
trident: 1d20 + 21 + 2 - 2 - 3 ⇒ (11) + 21 + 2 - 2 - 3 = 29 for damage: 4 + 1d6 + 6 ⇒ 4 + (3) + 6 = 13 + 3 bleed + leg cutter bane: 2d6 ⇒ (5, 3) = 8 SA: 5d6 ⇒ (3, 2, 3, 2, 2) = 12 FT: 3d6 ⇒ (1, 1, 1) = 3
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).


Only one mercenary remains.
Attacks: 2d20 + 11 + 6 ⇒ (18, 20) + 11 + 6 = 55
Confirm?: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d6 + 1 ⇒ (3) + 1 = 4


Retired to SUMITHA

Watching the next to the last man fall, Elek feels a sharp pain near his hip. Turning in time to see the last fellow drawing back his shortsword ?. He feints with the cursed trident towards the last man's neck. While thrusting the estoc at his chest, while stabbing again with the trident.

As the last man falls he moves towards the battlements and flies south to the location of the last ballista.

AOO Feint attack: Expert Feint/Unlikely Feint/Feint strike/Fatal opening Feint +2 Human Bane Trident Hand, Attack: undead bane Estoc/Dual opportunity Human Bane Trident Hand Two weapon attack: undead bane Estoc/Human Bane Trident Hand+ bleed and leg cutter DC 19 PA, TWF, sneak, fatal thrust
feint: trident: 1d20 + 30 + 2 ⇒ (13) + 30 + 2 = 45 If successful add + 2 to each attack
Feint strike: Estoc: 1d20 + 21 - 3 ⇒ (10) + 21 - 3 = 28 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (1, 1) + 5 + 6 = 15 SA: 6d6 ⇒ (6, 3, 4, 1, 5, 2) = 21
Dual opportunity: trident: 1d20 + 21 + 2 - 3 ⇒ (8) + 21 + 2 - 3 = 28 for damage: 4 + 1d6 + 6 ⇒ 4 + (2) + 6 = 12 + 3 bleed + leg cutter bane: 2d6 ⇒ (4, 6) = 10 SA: 5d6 ⇒ (3, 6, 5, 2, 2) = 18
Estoc: 1d20 + 21 - 2 - 3 ⇒ (9) + 21 - 2 - 3 = 25 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (3, 4) + 5 + 6 = 20 SA: 6d6 ⇒ (3, 5, 5, 5, 1, 6) = 25 FT: 3d6 ⇒ (6, 3, 6) = 15
trident: 1d20 + 21 + 2 - 2 - 3 ⇒ (13) + 21 + 2 - 2 - 3 = 31 for damage: 4 + 1d6 + 6 ⇒ 4 + (4) + 6 = 14 + 3 bleed + leg cutter bane: 2d6 ⇒ (4, 2) = 6 SA: 5d6 ⇒ (4, 4, 3, 5, 1) = 17 FT: 3d6 ⇒ (5, 2, 6) = 13
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).


Two ballista bolts fly toward you as you head toward the last tower.
Attacks: 2d20 + 11 - 4 ⇒ (16, 8) + 11 - 4 = 31
High roll hits AC 23

Only two mercenaries are stationed here.
Attacks: 2d20 + 11 ⇒ (13, 5) + 11 = 29
Hits AC 26


Retired to SUMITHA

Dodging the ballista bolt, the second is far enough away, that Elek ignores it. As he lands he mithril armor keeps both shortswords away, as he prepares to feint with his trident. Feinting with the cursed trident towards the first mercenaries shoulder. While thrusting the estoc at his chest repeatedly, while stabbing twice with the trident, once to the face to the other the neck.

AOO Feint attack: Expert Feint/Unlikely Feint/Feint strike/Fatal opening Feint +2 Human Bane Trident Hand, Attack: undead bane Estoc/Dual opportunity Human Bane Trident Hand Two weapon attack: undead bane Estoc/Human Bane Trident Hand+ bleed and leg cutter DC 19 PA, TWF, sneak, fatal thrust
feint: trident: 1d20 + 30 + 2 ⇒ (1) + 30 + 2 = 33 If successful add + 2 to each attack
Feint strike: Estoc: 1d20 + 21 - 3 ⇒ (11) + 21 - 3 = 29 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (1, 2) + 5 + 6 = 16 SA: 6d6 ⇒ (3, 6, 4, 1, 2, 5) = 21
Dual opportunity: trident: 1d20 + 21 + 2 - 3 ⇒ (11) + 21 + 2 - 3 = 31 for damage: 4 + 1d6 + 6 ⇒ 4 + (3) + 6 = 13 + 3 bleed + leg cutter bane: 2d6 ⇒ (2, 5) = 7 SA: 5d6 ⇒ (3, 3, 4, 1, 5) = 16
Estoc: 1d20 + 21 - 2 - 3 ⇒ (8) + 21 - 2 - 3 = 24 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (3, 2) + 5 + 6 = 18 SA: 6d6 ⇒ (3, 2, 5, 2, 6, 5) = 23 FT: 3d6 ⇒ (5, 1, 5) = 11
trident: 1d20 + 21 + 2 - 2 - 3 ⇒ (8) + 21 + 2 - 2 - 3 = 26 for damage: 4 + 1d6 + 6 ⇒ 4 + (4) + 6 = 14 + 3 bleed + leg cutter bane: 2d6 ⇒ (3, 1) = 4 SA: 5d6 ⇒ (2, 3, 6, 2, 3) = 16 FT: 3d6 ⇒ (6, 5, 3) = 14
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
I was wondering how long it would take to roll a '1' on the feint.


Fort DC 19: 1d20 + 6 ⇒ (7) + 6 = 13
You wound one of the mercenaries, and he falls prone.
Acrobatics DC 20: 1d20 + 15 ⇒ (13) + 15 = 28
He quickly springs back to his feet, though, and works in tandem with his companion to attack.
Attacks: 2d20 + 11 ⇒ (14, 14) + 11 = 39
Attack: 1d20 + 6 ⇒ (17) + 6 = 23
High roll hits AC 27


Retired to SUMITHA

Frustrated that neither soldiers fell for the feint, he turned to the one still standing, Feinting with the cursed trident towards the standing mercenaries face. While thrusting the estoc at his chest repeatedly. He attacks the trident, once to the face to the other the neck.

AOO Feint attack: Expert Feint/Unlikely Feint/Feint strike/Fatal opening Feint +2 Human Bane Trident Hand, Attack: undead bane Estoc/Dual opportunity Human Bane Trident Hand Two weapon attack: undead bane Estoc/Human Bane Trident Hand+ bleed and leg cutter DC 19 PA, TWF, sneak, fatal thrust
feint: trident: 1d20 + 30 + 2 ⇒ (4) + 30 + 2 = 36 If successful add + 2 to each attack
Feint strike: Estoc: 1d20 + 21 - 3 ⇒ (5) + 21 - 3 = 23 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (1, 4) + 5 + 6 = 18 SA: 6d6 ⇒ (2, 4, 1, 3, 1, 2) = 13
Dual opportunity: trident: 1d20 + 21 + 2 - 3 ⇒ (20) + 21 + 2 - 3 = 40 for damage: 4 + 1d6 + 6 ⇒ 4 + (6) + 6 = 16 + 3 bleed + leg cutter bane: 2d6 ⇒ (5, 3) = 8 SA: 5d6 ⇒ (3, 6, 5, 3, 1) = 18
Estoc: 1d20 + 21 - 2 - 3 ⇒ (19) + 21 - 2 - 3 = 35 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (4, 4) + 5 + 6 = 21 SA: 6d6 ⇒ (2, 1, 6, 3, 2, 5) = 19 FT: 3d6 ⇒ (4, 5, 2) = 11
trident: 1d20 + 21 + 2 - 2 - 3 ⇒ (11) + 21 + 2 - 2 - 3 = 29 for damage: 4 + 1d6 + 6 ⇒ 4 + (5) + 6 = 15 + 3 bleed + leg cutter bane: 2d6 ⇒ (1, 2) = 3 SA: 5d6 ⇒ (1, 2, 2, 5, 5) = 15 FT: 3d6 ⇒ (4, 1, 5) = 10
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
I was wondering how long it would take to roll a '1' on the feint.
Dual opportunity: trident confirm crit: 1d20 + 21 + 2 - 3 ⇒ (7) + 21 + 2 - 3 = 27 for damage: 4 + 1d6 + 6 ⇒ 4 + (5) + 6 = 15 + 3 bleed + leg cutter bane: 2d6 ⇒ (4, 1) = 5
Estoc: confirm crit: 1d20 + 21 - 2 - 3 ⇒ (17) + 21 - 2 - 3 = 33 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (1, 3) + 5 + 6 = 17


Only one mercenary remains.
Attacks: 2d20 + 11 + 6 ⇒ (17, 19) + 11 + 6 = 53
Another critical threat, but since a 25 doesn't hit your AC, it doesn't count. :-(


Retired to SUMITHA

Watching as the man he'd put down attacks, Elek shakes his head but says nothing. Instead, Feinting with the cursed trident towards the last man's face. While thrusting the estoc at his chest repeatedly. He attacks the trident, once to the face to the other the neck.

this may have to happen next round
As the last man falls, Elek considers canceling the wind. But unsure if more soldiers would appear to attack the 'Banshee's Revenge' he leaves the wind to blow. Telling the cursed prosthetic "Chéngwéi dàpào" he heads towards the stairs, the cursed cannon at he ready.

AOO Feint attack: Expert Feint/Unlikely Feint/Feint strike/Fatal opening Feint +2 Human Bane Trident Hand, Attack: undead bane Estoc/Dual opportunity Human Bane Trident Hand Two weapon attack: undead bane Estoc/Human Bane Trident Hand+ bleed and leg cutter DC 19 PA, TWF, sneak, fatal thrust
feint: trident: 1d20 + 30 + 2 ⇒ (1) + 30 + 2 = 33 If successful add + 2 to each attack
Feint strike: Estoc: 1d20 + 21 - 3 ⇒ (4) + 21 - 3 = 22 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (3, 2) + 5 + 6 = 18 SA: 6d6 ⇒ (1, 4, 2, 1, 3, 4) = 15
Dual opportunity: trident: 1d20 + 21 + 2 - 3 ⇒ (18) + 21 + 2 - 3 = 38 for damage: 4 + 1d6 + 6 ⇒ 4 + (6) + 6 = 16 + 3 bleed + leg cutter bane: 2d6 ⇒ (4, 2) = 6 SA: 5d6 ⇒ (6, 5, 5, 5, 6) = 27
Estoc: 1d20 + 21 - 2 - 3 ⇒ (11) + 21 - 2 - 3 = 27 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (3, 2) + 5 + 6 = 18
trident: 1d20 + 21 + 2 - 2 - 3 ⇒ (20) + 21 + 2 - 2 - 3 = 38 for damage: 4 + 1d6 + 6 ⇒ 4 + (2) + 6 = 12 + 3 bleed + leg cutter bane: 2d6 ⇒ (2, 3) = 5
Really? another one?
trident: confirm crit: 1d20 + 21 + 2 - 2 - 3 ⇒ (19) + 21 + 2 - 2 - 3 = 37 for damage: 4 + 1d6 + 6 ⇒ 4 + (6) + 6 = 16 + 3 bleed + leg cutter bane: 2d6 ⇒ (1, 6) = 7


Fortitude DC 19: 1d20 + 6 ⇒ (10) + 6 = 16
Acrobatics DC 20: 1d20 + 15 ⇒ (9) + 15 = 24
Attacks: 2d20 + 11 + 6 ⇒ (9, 1) + 11 + 6 = 27
High roll hits AC 20

You wound the mercenary but fail to defeat him as he doggedly continues lashing out with his blades.

As long as one of your attacks hits, you'll drop him on your turn.


Retired to SUMITHA

Raising an eyebrow as the wounded soldier didn't fall for the feint, Elek tries again. Feinting with the cursed trident towards the last mercenaries face. While thrusting the estoc at his chest repeatedly. He attacks the trident, once to the face to the other the neck.

Maybe this time:
As the last man falls, Elek considers canceling the wind. But unsure if more soldiers would appear to attack the 'Banshee's Revenge' he leaves the wind to blow. Telling the cursed prosthetic "Chéngwéi dàpào" he heads towards the stairs, the cursed cannon at the ready.

AOO Feint attack: Expert Feint/Unlikely Feint/Feint strike/Fatal opening Feint +2 Human Bane Trident Hand, Attack: undead bane Estoc/Dual opportunity Human Bane Trident Hand Two weapon attack: undead bane Estoc/Human Bane Trident Hand+ bleed and leg cutter DC 19 PA, TWF, sneak, fatal thrust
feint: trident: 1d20 + 30 + 2 ⇒ (7) + 30 + 2 = 39 If successful add + 2 to each attack
Feint strike: Estoc: 1d20 + 21 - 3 ⇒ (1) + 21 - 3 = 19 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (2, 2) + 5 + 6 = 17 SA: 6d6 ⇒ (4, 6, 5, 2, 6, 6) = 29
Dual opportunity: trident: 1d20 + 21 + 2 - 3 ⇒ (7) + 21 + 2 - 3 = 27 for damage: 4 + 1d6 + 6 ⇒ 4 + (3) + 6 = 13 + 3 bleed + leg cutter bane: 2d6 ⇒ (3, 1) = 4 SA: 5d6 ⇒ (4, 3, 3, 4, 6) = 20
Estoc: 1d20 + 21 - 2 - 3 ⇒ (4) + 21 - 2 - 3 = 20 for damage: 2 + 2d4 + 5 + 6 ⇒ 2 + (3, 1) + 5 + 6 = 17 SA: 6d6 ⇒ (3, 6, 4, 6, 5, 1) = 25 FT: 3d6 ⇒ (5, 6, 4) = 15
trident: 1d20 + 21 + 2 - 2 - 3 ⇒ (12) + 21 + 2 - 2 - 3 = 30 for damage: 4 + 1d6 + 6 ⇒ 4 + (4) + 6 = 14 + 3 bleed + leg cutter bane: 2d6 ⇒ (4, 3) = 7 SA: 5d6 ⇒ (3, 2, 4, 5, 3) = 17 FT: 3d6 ⇒ (2, 1, 3) = 6
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).


A few empty crates provide makeshift furniture in this room. A door leads out to the battlements while a flight of stairs winds down to the northwest.


Retired to SUMITHA

Deciding to enter the fortification, Elek heads down the stairs, keeping a careful eye out as he goes.

Taking 10(29/35) on perception. I assume the storm has no effect in the building.


That's correct.

Within this tower hang several shanks of dried, salted meat, while crates and other shelves hold barrels of drinking water and other food stores.


Retired to SUMITHA

I accidentally clicked on something and screwed up the map, I think I've got it right.

Realizing he'd found the food larder, Elek notices the door pointing towards the south east. Carefully inspecting the door, he attempts to open it.

Taking 10(29/35) on perception.


Looks like you somehow uncropped and resized the map. Weird.

Hard-packed earth covers the ground of this courtyard. To the southeast, a wooden platform sits on the ground, nestled in the corner of the surrounding wall. A winch and crane nearby provides the mechanism to raise and lower the lift to the walkway 20ft above.

As you can see, there are two structures on this level.


Retired to SUMITHA

I was having trouble with the 'direction' on the map and wanted to make sure I identified the direction he was heading right and thought hitting 'Reset Image' would flip it and then I could undo. But that wasn't the case :(

Feeling the wind on his face Elek realized he was in some sort of courtyard. Moving east along the wall he stopped at the door leading to the north east tower. Deciding to make sure the tower is clear before he goes into one of the two buildings, he checks the tower door carefully, eventually looking inside.


The door to the tower is locked, but with a bit of work (take 10), you're able to get it open. Beyond the door, a narrow walkway encircles a wide stone­-lined pit just deep enough to trap a human. Mounted to the pit walls hang half a dozen pairs of iron manacles, all spattered with dried blood. Around the ledge, metal racks hold a bizarre array of vicious-looking torture implements, including barbed whips, bone chisels, metal piercing spurs, flasks with strange colored liquids, and coal-filled braziers.

Lying comatose at the bottom of the pit is a horrific figure: your old friend Cut-Throat Grok. Her arms and legs appear to have been surgically removed, and she's also missing her ears and nose. Based on the torture equipment scattered around the room, she's clearly being kept alive so someone can continue the 'fun' for as long as possible.

Potential Loot
Assorted Torture Equipment (worth 850gp)
Acid Flask x10
MW Manacles x8
Potion - cure light wounds x15


Retired to SUMITHA

Seeing his old friend treated this way, Elek lets out a low growl. Pausing he considers what it would take to get her out right now. Seeing that she was comatose, and not sure he could lift her out without doing more damage. He deicides to clear the castle first, then bring back crew and get her out of the pit.

Quietly shutting the door, he heads around to the 'front' of the compound he approaches the single door facing north. Checking the door for locks and traps, once he decides it's clear he attempts to open it.

Taking 10(29/35) on perception and taking 10 (44/50) on disable device if needed


The door is barred from the inside, but with a bit of work, you're able to use your prosthetic to work it loose. Inside you find a room decorated with over a dozen battle-scarred flags (two-thirds of which are Chelish). A flight of stairs to the east leads up to an upper floor, while a strange sigil of a faceless black mask marks a door at the north end of the room.
INT DC 12: 1d20 + 1 ⇒ (8) + 1 = 9
You don't recognize the mask.


Retired to SUMITHA

Raising an eyebrow as he looked at the flags, Elek assumed that they were flags captured in battle, but with the present situation could neither confirm nor deny his suspicions. Deciding to try the door with the mask before he heads upstairs, he moves cautiously towards the door, inspecting it for traps and then locks. Once he certain the door is clear, he opens it.

Taking 10(29/35) on perception and taking 10 (44/50) on disable device if needed


The walls of this long hall are lined with complex tapestries depicting crowds of faceless people going about their daily tasks in an unrecognizable but sprawling city. Hammocks suspended from hooks driven into the ceiling hang near the north walls to the east and west, while in the center, the long hall opens to the north into an upraised pulpit featuring a circular black altar stone. Directly opposite this pulpit, a railing replaces the southern wall, which looks out over a large sinkhole in the floor to the south.

Four masked individuals wait in here. Eerily silent, they ready themselves for battle.
Enemy Initiative: 4d20 + 4 ⇒ (20, 20, 14, 16) + 4 = 74 (average 18.5)
Elek Initiative: 1d20 + 10 ⇒ (14) + 10 = 24

As long as you're in here, you're unable to make noise as per the silence spell.


Retired to SUMITHA

Stepping into the room, Eleks see's the four antagonistic. Smiling his snaps his cursed cannon up for a quick shot and commanding, he realizes absolutely nothing comes out of his mouth. Blinking, he curses, feeling the words form in his mouth, but again nothing comes out of his mouth. Stepping back over the threshold, he speaks, almost just to make sure he still can be heard. "Well that's bloody interesting." Waiting in the doorway he raises the cursed cannon, Readying it, when someone comes within range he tells the cannon " shèjí"

5 ft step, readied attack, Shadow Wake Merciful Arm Cannon: (attunement), point blank shot, focused blast, Melee Archer, deadly aim. crafted blast: bludgeoning,
readied shot: 1d20 + 21 + 1 - 3 ⇒ (17) + 21 + 1 - 3 = 36 for damage: 3d6 + 2 + 3 + 1 + 6 ⇒ (5, 1, 2) + 2 + 3 + 1 + 6 = 20 + 3 crafted blast shadow wake: 1d6 ⇒ 6

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