Skulk & Shackles with GM Apoc

Game Master Apoc Golem

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LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Crit??: 1d20 ⇒ 6
Welp.


Behind the Screen:

Asami buries the blade in the frog's side, lodging it in the creature's other side, opposite the druid's spear. The frog looks to be on its last legs, but it still stands -- er... swims.

Estelle gets ready to juck and jive with the frog if it attacks, though it appears the beast is fairly intent on Oduim.

[color=green]ROUND 2
Characters in BOLD may act.
Draxxie (15/18 hp)
Oduim (17/20 hp)
Giant Frog 1 (14 dmg)
Giant Frog 2 (0 dmg, Frightened 3 rounds, fleeing)
Asami (18/20 hp)
Estelle (12/17 hp, +4 AC)
[/color]


active effects:
female half elf Skald 4| hp 36/36 [40/40]| AC 15 T 11 FF 13 Uncanny Dodge | F:+6 R:+3 W:+4; +2 vs enchantment; well-versed; rage +1F, +2W | CMD 18 | Init +6 | Perc +4 | Raging song 6/12 | Spells (-, 2/4, 2/2)

"Let's finish the froggie!"

Draxxie pulls a sharp-edged chakram from her belt. "Better'n a bow. This'll cut riggin' as good as flesh n bone."

chakram: 1d20 + 3 ⇒ (20) + 3 = 23damage: 1d8 + 2 ⇒ (2) + 2 = 4
crit?: 1d20 + 3 ⇒ (11) + 3 = 14damage: 1d8 + 2 ⇒ (1) + 2 = 3

Stepping up to the 'shore' again, Draxxie lets fly.


Behind the Screen:

With a flourish and a fling, Draxxie lodges the chakram into the frog's... neck?... and nearly decapitates it with the force of the blow. The frog's head dangles off the beast as it sinks lifelessly into the mire.

COMBAT OVER!

I'll say you manage to pull your weapons out of the corpse before it sinks.

3 of 4 of you still need to cross. Either a tough Climb check or an easier Acrobatics check.


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

Estelle points at the rope and mimes swinging across.

Oh gods, hurry up. That other one might come back. Cry would just be an hors d'oeuvre for the main course, me!

Stay in Total D (standard), constantly scanning the area (perc as a move if needed), until her allies join her.


active effects:
female half elf Skald 4| hp 36/36 [40/40]| AC 15 T 11 FF 13 Uncanny Dodge | F:+6 R:+3 W:+4; +2 vs enchantment; well-versed; rage +1F, +2W | CMD 18 | Init +6 | Perc +4 | Raging song 6/12 | Spells (-, 2/4, 2/2)

Draxxie strips off the more restrictive elements of her armour, stowing weapons and buckler.

"Alright, here goes!"

acrobatics: 1d20 + 7 ⇒ (13) + 7 = 20

She swings over towards Estelle. "How ya doin' New Girl? Don't look so scared, I'm on your side!"


Behind the Screen:

Draxxie not only swings across safely, she looks damn good doing it. Like a true pirate!

Just need Oduim and Asami now.


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Asami gestures to Oduim, as if to say "After you."

The Concordance

60' Darkvision | 30' swim speed AC 16 (T:12/ FF14) HP:27/27 | F:+5/ R:+2/ W:+6 | Init: +2 | Perception: +8 | SLA's: Obscuring Mist 0/1 | Storm Burst (1d6+1 NL) 6/6

The druid grumbles sarcastically, "Gracious of you."

Acrobatics: 1d20 + 2 ⇒ (10) + 2 = 12


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5
Kyubi Asami wrote:
I figure she'll go last; that way, she can use her high STR to help negate any disasters for everyone else.

Actually, huh. You think I could STR to Aid Another with the rope swing?


Behind the Screen:

It would have to be Acrobatics because the rope swing is more for accuracy and knowing when to let go than it is about power. As to Aiding Another, it's supposed to come before the actual skill check, which I know can be tough in a PbP because sometimes somebody just does something and you had no way of knowing beforehand; in those times I'd allow a retroactive Aid, but in this instance you knew he'd be rolling soon and in fact posted to make sure he went before you, so I'm going to say "no" on the Aid here. But, as you'll soon see, it won't matter.

Though his aim is a little wobbly and he almost misses the timing on releasing the rope, Oduim manages to land safely on the other side, albeit perhaps not terribly gracefully. All that's left now is Asami.

So now you know the DC of the Acrobatics check to swing across is no higher than 12! You got this!


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Rad!

Asami takes 10 and swings safely, if boringly, across.

Hopefully.

That's going to be... either a 15, 16, or 17, I forget which, but I know it's above 12.


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TOTALLY NOT DEAD CN Male Vishkanya Sorcerer 2 | Mods: NA | HP 17 (-12) | AC/Tch/FF 12/12/10 | CMD 13 | F/R/W +2/+2/+2 (+2 vs. Poison) | Speed 30ft | Dehydrating Touch: 7/7, Venom: 2/2 | Spells 1st: 4/5 | Perc: +2 (LL), SM: -1 | Init: +2

Somewhere far away, in a break between ecstatic sessions of… a hissing voice screams “ROLL FOR IT TO SSSHOW OFF!!!”


Behind the Screen:

The gods reach down with a giant club and beat the dead voice back into the Boneyard with a surly "Nobody asked you! Now git! Shoo!"

Now that the hungry frogs have been dealt with, the party swings across with relative ease, but hustle along before the frightened frog decides to get its s%@* together and come back for a second attempt at a meal.

You travel through more swamp for another ten or fifteen minutes. The gnarled, twisted willows begin to become more sporadic, occasionally replaced with tall, broad-leafed palms. Soon enough you come to a large clearing.

A terrible stench fills the swamp here, a fetid odor of cheap perfume and rotting flesh. A huge tree stands in the middle of a clearing in the swamp, draped with some sort of huge tent. Lurid, painted faces cover both the tree trunk and tent, and both are decorated with rotting humanoid body parts and carpets of squirming insects. Inside the open tent can be seen piles of loose objects, most likely clothing and other personal effects, but it's impossible to tell more from out here. You'll have to enter the tent to glean more information.

Welcome to Yuck Central. Map updated.

The Concordance

60' Darkvision | 30' swim speed AC 16 (T:12/ FF14) HP:27/27 | F:+5/ R:+2/ W:+6 | Init: +2 | Perception: +8 | SLA's: Obscuring Mist 0/1 | Storm Burst (1d6+1 NL) 6/6

Shaking his head at the thought, "I really hope no one we know is in there."


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

Estelle writes a bit and then shows it to Draxxie and Asami, Our crew mates could be in there and this looks like a good test of your Captain mettle. Will you ‘lead’ from in front or behind?


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Asami sees it all and snorts.

"Samurai would do this to bandit camps as a warning to others," she explains. "Ready yourselves."

She reaches down and grabs her axe and blade; if anyone's alive in there, they'll need help, but if anyone's alive and well in there, they'll likely need killing.

"Estelle--do you have that magic ready that will make me stronger? If not, I can handle it."

She chooses not to rise to the blonde's bait.

If Estelle doesn't have it, Asami grits her teeth and grows into a more fearsome, oni-fied version of herself with Alter Self for +2 STR.


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

The witch nods a 'no', gesturing at her infected mosquito bites. She points her carried blade at the gross place and prepares to follow last.


active effects:
female half elf Skald 4| hp 36/36 [40/40]| AC 15 T 11 FF 13 Uncanny Dodge | F:+6 R:+3 W:+4; +2 vs enchantment; well-versed; rage +1F, +2W | CMD 18 | Init +6 | Perc +4 | Raging song 6/12 | Spells (-, 2/4, 2/2)

"Are you goading me, New Girl?!"

Draxxie, having already shrugged on her armour jerkin once over the frog bog, readies her buckler and points her pike towards the tent.

"I ain't scared o' nuthin'!"

She conjures four witch-lights Dancing Lights spell and sends them in to the open tent to reveal the contents, then marches to the front of the group.

"Come on out! We're friendly! If ya like pirates anyways!"


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Asami nods in understanding; better to give her the best chance of surviving her disease than to save it on the off chance "Big Oni" would be useful. Her bulk increases and her teeth extend, face growing more dour until she has a horrible, sneering oni visage.

She looms, wordlessly, the dull yellow glow of her eyes locked on the tent.

If none come out, she's the first to climb.

Taking 10 for it, most likely, unless circumstances don't allow for it--in which case, I probably want to climb faster anyway.


Behind the Screen:

To be clear, the tent is on the ground. There's nothing up in the tree that you can see.

Draxxie sends her dancing lights into the open tent, illuminating the space within, but the entrance is too narrow to make out anything specific, aside from the aforementioned piles of clothing and trinkets. The lights do illuminate the piles, which can now be seen to be covered in blood and bits of gore. No one answers the skald's calls.

When the party eventually approaches the tent and peers inside, the stench of rotting meat hits your nostrils full-force. A handful of chewed-on limbs litter the floor near the back of the tent. The clothing pile is neither neat nor clean, the garments shredded by claws and stained heavily with blood.

No creatures appear to be present at this time.

Sifting through the discarded trinkets nets a handful of useful (or at least saleable) items:

- a small chest containing six alchemist's fires
- a wedding dress inlaid with pearls and set with three tiny rubies
- a whalebone corset with mother-of-pearl inlays
- a dozen silver hatpins with tiny obsidians
- scattered gems of various types, sizes, and cuts
- 56 gp and 97 sp

Appraise DC 14:

The silver hatpins are worth 5gp each, for a total of 60gp.

The whalebone corset is in fair condition and is worth about 25gp.

Appraise DC 18 (separate check):

The gems are worth about 250gp all told.

The wedding gown, in shockingly pristine condition, is easily worth 400gp.

----

Knowledge (religion) DC 11:

Based on basic ghoul behavior, you know a few things to be true. First, they retain part of their original mind; how much can vary wildly from ghoul to ghoul, but most of them display a tendency to collect trinkets and bric-a-brac that remind them of being alive, usually taken from the corpses they just ate. This tent appears to be that same hoarding behavior. The leering faces painted on the trunk, though, is not something you've ever read about ghouls doing.

The smell of rot here is too strong to just be from the handful of limbs and bits of flesh. Most likely this is where the ghouls resided, resting during the day and hunting at night.

----

Knowledge (local) DC 10:

Among some of the older garments are uniforms common to the Chelish navy. It's a little difficult to tell for certain, but they appear to be the oldest articles of clothing here, maybe three or four years old judging by the state of the stitching. They are also in a separate pile, and haphazardly folded.

Same check, DC 15:

The patches on one of the uniform's breast pockets denotes the person who wore it was an officer on a Chelish scout ship. While larger vessels from Cheliax are a rare sight, scout ships are spotted on more occasions, though usually they are run off by pirates before they can venture too deep into the Shackles, and tend to remain in slightly more neutral waters like the Fever Sea. You have not seen a ship, however; whether it sank nearby or these sailors were marooned here, you cannot say.


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Ah, I see. I don't think Asami would have used her Alter Self if she wasn't going to be first up into a mystery tent, then; mind if I retcon that?

Asami snorts and looks things over.

"You don't get used to a smell like this--not entirely," she gripes. She reaches the alchemist's fires and holds them out.

"Take what you need; I'll pocket the rest."

With no one here to save or murder, she's anxious to move on. If Sandara and Samms are here, I don't think they can afford for us to linger.


active effects:
female half elf Skald 4| hp 36/36 [40/40]| AC 15 T 11 FF 13 Uncanny Dodge | F:+6 R:+3 W:+4; +2 vs enchantment; well-versed; rage +1F, +2W | CMD 18 | Init +6 | Perc +4 | Raging song 6/12 | Spells (-, 2/4, 2/2)

"Looks like the ghoulies' den t' me.

Huh. Nice dress. Corset. Hatpins. What, no hat? So disappoint."

Draxxie rummages through the booty.

appraise DC14: 1d20 ⇒ 6
appraise DC18: 1d20 ⇒ 20
know.religion, skald: 1d20 + 1 ⇒ (6) + 1 = 7
know.local: 1d20 + 5 ⇒ (6) + 5 = 11

"That is a very nice dress. Not a mark on it. Gods know how it survived. Fit fer a pirate queen, if I say so meself. I ain't plannin' on gettin' married anytime soon, but mebbe I c'n stash it till I do.

Hey, lookit. Chelish Navy outfits. Few years old. Ya think our three ghoulie-girls were navy? S@~*. Wonder if they were marooned?"

Draxxie takes a couple of alchemist fires. And the dress.


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

The witch looks at the pile and her eyes turn solid white while the unearthly voice from the ghoul fight hisses out, ”show us maaaagic…”

Detect Magic

Appraise DC 14 is the only check Estelle can get Draxxie hasn’t already gotten: 1d20 + 4 ⇒ (1) + 4 = 5

She accepts two alchemist fires if offered to her.

Might be good to scare someone off or burn up more ghouls… or bodies that might become ghouls.


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

"Might have been navy, might have eaten some seamen. Who knows?"

She looks over the hatpins and thinks a moment.

"Everyone should keep one of these for now," she advises. "A hatpin's good for stabbing, and we don't have any silver daggers on us that I remember."

Improvised silver daggers!

The Concordance

60' Darkvision | 30' swim speed AC 16 (T:12/ FF14) HP:27/27 | F:+5/ R:+2/ W:+6 | Init: +2 | Perception: +8 | SLA's: Obscuring Mist 0/1 | Storm Burst (1d6+1 NL) 6/6

Oduim callously sifts through the debris.

Appraise vs DC 14: 1d20 + 1 ⇒ (19) + 1 = 20

He considers tossing the hat pin handed to him alongside the corset into the 'keep' pile. "Those'll fetch a little bit of coin too."


active effects:
female half elf Skald 4| hp 36/36 [40/40]| AC 15 T 11 FF 13 Uncanny Dodge | F:+6 R:+3 W:+4; +2 vs enchantment; well-versed; rage +1F, +2W | CMD 18 | Init +6 | Perc +4 | Raging song 6/12 | Spells (-, 2/4, 2/2)

"Huh. Good call, Fox. Do silver weapons work on demons, or somethin' like that?"

Very good idea Asami :)

Draxxie sticks her tricorne in place with a silver hatpin.


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

Estelle accepts the hatpin and hands it to Cry, who wraps a tiny tendril around it and begins fencing motions from her shoulder perch.

She scribbles a note, It'll be as dangerous to anyone in her 'hands' as in mine. We need anything else here?


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

"Somethin' like that," she says, taking two of the hatpins for herself--the way she fights, it's better to have a pair, after all. "Don't really remember the specifics..."

"I think we're good. Take a last sniff if you think you'll miss it."


Behind the Screen:

1d2 ⇒ 2

Once the party is satisfied you've scoured the grisly scene for anything of note, you continue southward.

Within about a half hour, the muddy swamp fully dries out, and the willows are steadily replaced with sparse rosewoods. Finally you pass out of the swamp entirely, into a long, thin expanse of grasslands. To your right, the grassy plain inclines up to a thicket of rosewoods and cinchonas, with a handful of palms interspersed, before eventually sloping sharply upward in an angle that isn't quite a hillside and isn't quite a cliff. It looks like it would be arduous and time-consuming to climb.

That's not where your path leads, however. The dirt path you've been following continues, dipping toward the island's east coast. Soon the path vanishes into the wide expanse of sandy beach, though the more keen-eyed of you can see it resumes less than a mile down the beach. The stretch is littered with massive palm trees, each roughly 50 feet high or so. A few of them even have the remains of broken coconuts at the base of their trunks. Climbing up to get fresh ones would be tricky, though the prize would be some fresh coconuts.

If you want to try and grab coconuts, a Climb check could get you far enough up one of the trees to get some, or you can attempt a Perception check to search through the broken ones for intact coconuts. Either one will drum you up enough coconuts for a day's worth of rations essentially, in case anybody forgot to bring food. Or just if you like coconuts I guess.


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

Estelle's stomach grumbles and she scrawls a note, I doubt we have time to stop to climb, but we should try to get some coconuts on the way back, right? I'm getting hungry. I never got breakfast.

Estelle never had rations to bring with her anywhere and didn't think to ask for something in her concussed state leaving the ship.

She glances quickly through a couple piles, hoping to spot a diamond in the rough. Cry looks as well.

Estelle Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Cry Perception: 1d20 ⇒ 15


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Asami nods. "The man who does not stop to eat will be stopped by any obstacle in his path instead," she states.

I think trees tend to be about a DC15? If so, Asami can Take 10 for that and manage a cool 17.


active effects:
female half elf Skald 4| hp 36/36 [40/40]| AC 15 T 11 FF 13 Uncanny Dodge | F:+6 R:+3 W:+4; +2 vs enchantment; well-versed; rage +1F, +2W | CMD 18 | Init +6 | Perc +4 | Raging song 6/12 | Spells (-, 2/4, 2/2)

Draxxie's got no trail rations. Coconuts it is then!

"No tougher than ship's riggin'. Race ya, Fox!"

Draxxie stows buckler and weapons, but doesn't bother stripping her armour. She hustles up the tree to reach the coconuts.

Also Take 10, gets a 15 with ACP


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Ah, I forgot ACP. In that case, also 15.


Behind the Screen:

c1 st: 1d20 + 1 ⇒ (7) + 1 = 8
c2 st: 1d20 + 1 ⇒ (3) + 1 = 4
as per: 1d20 + 5 ⇒ (10) + 5 = 15
drx per: 1d20 + 5 ⇒ (18) + 5 = 23
od per: 1d20 + 8 ⇒ (7) + 8 = 15
est per: 1d20 + 4 ⇒ (4) + 4 = 8
c1 init: 1d20 + 1 ⇒ (18) + 1 = 19
c2 init: 1d20 + 1 ⇒ (8) + 1 = 9
1d20 ⇒ 9
1d20 ⇒ 4

Draxxie and Asami easily scramble up the trees and collect a few coconuts each, while Estelle and Cry sift through the broken ones on the ground below, most of which are old and rotten shards, but a couple surprisingly unbroken ones remain. All told the trio gather a fair pile.

You essentially have three rations' worth of coconuts.

As Draxxie and Asami begin their steady descent, the witch plucks up the last coconut and just manages to pull her hand away before a massive pincer snaps her fingers off!

Two shapes lumber out of the sand and coconut refuse, clacking their pincers at Oduim and Estelle. These crabs are of incredible size -- each one easily as tall as a dwarf -- and appear displeased that their territory has been tread upon.

Party Initiatives:

Asami: 1d20 + 2 ⇒ (20) + 2 = 22
Draxxie: 1d20 + 6 ⇒ (10) + 6 = 16
Estelle: 1d20 ⇒ 9
Oduim: 1d20 + 2 ⇒ (14) + 2 = 16

[color=green]ROUND 1
Characters in BOLD may act.
Asami (18/20 hp, 20 ft up)
Crab 1 (0 dmg)
Draxxie (15/18 hp, 25 ft up)
Oduim (17/20 hp)
Crab 2 (0 dmg)
Estelle (12/17 hp)
[/color]

Asami and Draxxie are still making their way down the tree. You can either attempt a Climb check to climb down safely (which may take more than one round, depending on your Climb check) or drop down and take 2d6 falling damage (1d6 with a successful DC 15 Acrobatics check).

Knowledge (nature) DC 12:

It's a crab. I mean, it's a really big crab, like you didn't even know they could GET this big, but it's still just a crab. If it grabs you in that giant pincer, it's going to hurt a lot.

Mechanically, it gets a free grab attempt when it hits with a claw, then constricts. So... don't get hit.


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

Knowledge: Nature t: 1d20 + 8 ⇒ (7) + 8 = 15

Don’t get hit dummy!

No s*~!. You think I WANT to get eaten by a monster?

Well I’m just saying, avoid the grabby parts.

Uhuh, sure. Tell you what, if I die you get a turn to see how you do. Dodging ain’t that easy.


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Asami slips down the tree...

Climb: 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9

...relatively poorly, actually?

GM, let me know how that one goes and I'll figure out the rest of my turn. I know trees tend toward a DC15, but I'm not sure if skinny palm trees have a lower DC that means I don't fall. If I do fall...

Acrobatics: 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 18

Also worth noting, not 100% sure it isn't already applied:

Quote:
Falls onto yielding surfaces (soft ground, mud) also convert the first 1d6 of damage to nonlethal damage. This reduction is cumulative with reduced damage due to deliberate jumps and the Acrobatics skill.


Behind the Screen:

Actually was not aware, so thank you! I set the DC of the Climb at 15.

Asami tries to wriggle down the tree a little further before jumping in hopes of avoiding a rolled ankle, but in her haste she slips and falls the full distance. Thankfully the sand breaks her fall a bit. Asami takes 1d6 ⇒ 1 lethal and 1d6 ⇒ 4 non-lethal from the fall and lands prone.

Unfortunately you can't control your fall to reduce the damage after you start falling. But that damage ain't bad! Your Climb attempt was a move action, so you still have your standard and swift actions left.

[color=green]ROUND 1
Characters in BOLD may act.
Asami (17/20 hp, 4 NL, prone)
Crab 1 (0 dmg)
Draxxie (15/18 hp)
Oduim (17/20 hp)
Crab 2 (0 dmg)
Estelle (12/17 hp)
[/color]


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Asami grits her teeth as she hits the sand, and swiftly pushes herself back to her feet.

"Kuso," she grimaces.


Behind the Screen:

c1 v est: 1d20 + 4 ⇒ (19) + 4 = 23 1d4 + 2 ⇒ (4) + 2 = 6
grap: 1d20 + 8 ⇒ (9) + 8 = 17
1d4 + 2 ⇒ (2) + 2 = 4
c1 v est: 1d20 + 4 - 1 ⇒ (14) + 4 - 1 = 17 1d4 + 2 ⇒ (4) + 2 = 6

The crab that snapped at Estelle goes for a flurry of clacking, slashing pincers. The first swipe gets hold of Estelle's left arm and squeezes. The witch feels something crack under her skin and a lightning bolt of pain fires up her arm. (Successful grab and constrict for a total of 10 damage.)

It then slashes at Estelle with its other claw, grabbing and ripping at the flesh around her collarbone. Overwhelmed by agony, Estelle collapses in the crab's grip and begins to bleed out. (Second successful attack for 6 slashing damage. Estelle is unconscious and dying.)

Its quarry limp in its arms, the crab whirls on the nearest of the creatures who dared to impinge on its territory and steps toward Asami.

[color=green]ROUND 1
Characters in BOLD may act.
Asami (17/20 hp, 4 NL)
Crab 1 (0 dmg)
Draxxie (15/18 hp)
Oduim (17/20 hp)
Crab 2 (0 dmg)
Estelle (-4/17 hp, unconscious and dying)
[/color]


active effects:
female half elf Skald 4| hp 36/36 [40/40]| AC 15 T 11 FF 13 Uncanny Dodge | F:+6 R:+3 W:+4; +2 vs enchantment; well-versed; rage +1F, +2W | CMD 18 | Init +6 | Perc +4 | Raging song 6/12 | Spells (-, 2/4, 2/2)

"Besmara's t@+#! What is wrong with this island, that everything's tryin' t' kill us?" Draxxie complains.

"Hey, I don' think those f$+%ers c'n climb trees. Watcha doin' down there, Fox?"

know.nature, skald: 1d20 + 1 ⇒ (7) + 1 = 8 Can they climb trees? :o

A puzzled, and really f**%ed off, Draxxie pulls her trusty chakram and lets fly at the second crustacean.

chakram, range: 1d20 + 3 - 2 ⇒ (20) + 3 - 2 = 21damage: 1d8 + 2 ⇒ (3) + 2 = 5

Oooh. Trusty chakram.

crit?: 1d20 + 3 - 2 ⇒ (3) + 3 - 2 = 4damage: 1d8 + 2 ⇒ (4) + 2 = 6

Or not. Still, can't complain at another nat 20!


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

"Neither can she," Asami says, gesturing toward Estelle's limp body.


active effects:
female half elf Skald 4| hp 36/36 [40/40]| AC 15 T 11 FF 13 Uncanny Dodge | F:+6 R:+3 W:+4; +2 vs enchantment; well-versed; rage +1F, +2W | CMD 18 | Init +6 | Perc +4 | Raging song 6/12 | Spells (-, 2/4, 2/2)

"She still alive? Hard t' tell from up here." Draxxie peers down at the bloodshed with a frown.


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Asami rolls her eyes; no appealing to a pirate's empathy.

"If she's not, then we have to find actual water," she points out. "Let's do what we can to make sure."

The Concordance

60' Darkvision | 30' swim speed AC 16 (T:12/ FF14) HP:27/27 | F:+5/ R:+2/ W:+6 | Init: +2 | Perception: +8 | SLA's: Obscuring Mist 0/1 | Storm Burst (1d6+1 NL) 6/6

The druid calls on the seas and storms to summon up a thick bank of fog. He then tightens his grip on his shield before moving to stand over the witch's limp form.

Casting Obscuring Mist (once a day SLA) from my starting position, then moves to defend Estelle.

Possible AoO?: 1d20 + 2 ⇒ (12) + 2 = 14
Short Spear: 1d6 + 2 ⇒ (2) + 2 = 4


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

I'll go ahead and roll my stabilization to keep things moving when it gets to her turn. And while Estelle isn't a 'attack things all the time' kind of PC, having most of her d20 rolls being stabilization attempts is probably not conducive to long term success.

As she collapses, internal organs rupturing and blood burbling out of her mouth onto the ground, Estelle begins reconsidering her life path. Perhaps this pirate thing isn't as good as she thought, though to be fair she hasn't really had many actual choices to make recently.

Stabilize DC 10 - neg HP: 1d20 + 2 - 4 ⇒ (2) + 2 - 4 = 0


Behind the Screen:

1d8 ⇒ 4

Despite her height up in the tree and the distance to her target, Draxxie strikes true with her chakram. It bounces off the hard, chitinous shell of the giant crab, but it does leave a nasty crack in its surface.

#2, confused by the sudden pain followed by the equally sudden weather change, wanders into the fog to the spot where it saw one of the remaining intruders to their territory. Seeing nothing, it pauses to wonder what the f&++ is going on in its tiny crab brain, then randomly picks a direction and moves that way. By sheer dumb luck, it bumps into Oduim and raises its pincers threateningly.

However, this is an animal, and one that just wandered in confusion half-blinded by the fog. I'm ruling that it was a full-round action. And I really did roll randomly to see which direction it would move when it realized you weren't where it saw you last, and I just happened to roll the direction you went. XD

Meanwhile, the witch contemplates the fact that she's lying incapacitated in a pool of her own blood for the second time in as many days.

[color=green]ROUND 2
Characters in BOLD may act.
Asami (17/20 hp, 4 NL)
Crab 1 (0 dmg)
Draxxie (15/18 hp)
Oduim (17/20 hp)
Crab 2 (5 dmg)
Estelle (-5/17 hp, unconscious and dying)
[/color]


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Asami shrugs; one hand opens in an imitation of the crab's own claws, while the other lashes out for a hard punch.

Martial Flex: Improved Grapple! +2 to Grapple and resist same.

Power Flurry: 1d20 + 4 ⇒ (11) + 4 = 15
Bludgeoning: 1d6 + 5 ⇒ (5) + 5 = 10


Behind the Screen:

c1 v asa: 1d20 + 4 ⇒ (6) + 4 = 10 1d4 + 2 ⇒ (1) + 2 = 3
c1 v asa: 1d20 + 4 ⇒ (20) + 4 = 24 1d4 + 2 ⇒ (1) + 2 = 3
conf: 1d20 + 4 ⇒ (20) + 4 = 24 1d4 + 2 ⇒ (3) + 2 = 5
grab: 1d20 + 8 ⇒ (12) + 8 = 20 const: 1d4 + 2 ⇒ (2) + 2 = 4

Asami takes a stance mimicking the crab's clacking pincers, in hopes of boosting her defense against the crushing power it showed against Estelle, then swings once at the beast. Her blow connects, but it jukes at the last second and ruins the strike's trajectory, causing it to bounce harmlessly off its shell at the new angle. (Missed by 1!)

The crab seems particularly upset at Asami's mimicry; perhaps it thinks she's mocking it. Regardless, it responds with supreme violence.

It snaps once at her with one pincer, which Asami dodges, but in a shockingly brilliant move (or, more likely instinctual) she finds herself ducking the blow -- right into the waiting pincer on the other side. It snaps down on her thigh and crushes with shocking agony.

I s@@% you not, I rolled double nat 20's for a crit and confirm, then a dirty 20 for the grab, beating your new CMD by 1. You take 8 slashing damage from the crit and 4 bludgeoning damage from the constrict for a total of 12 damage, and you are both grappled.

Things are looking considerably more dicey now.

[color=green]ROUND 2
Characters in BOLD may act.
Asami (6/20 hp, 4 NL, grappled)
Crab 1 (0 dmg, grappled)
Draxxie (15/18 hp)
Oduim (17/20 hp)
Crab 2 (5 dmg)
Estelle (-5/17 hp, unconscious and dying)
[/color]

The Concordance

60' Darkvision | 30' swim speed AC 16 (T:12/ FF14) HP:27/27 | F:+5/ R:+2/ W:+6 | Init: +2 | Perception: +8 | SLA's: Obscuring Mist 0/1 | Storm Burst (1d6+1 NL) 6/6

Well, better finding me than Estelle.

seeing the form lumber through the mist, Oduim curses to himself. He grabs Estelle's limp form and races diagonally away from both crabs.

Acro to avoid AoO: 1d20 + 2 ⇒ (5) + 2 = 7

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