GM Imperius' Skull & Shackles

Game Master Robert Henry

Sumithia Map...Combat Map...spreadsheet
Important numbers: Infamy: 33, Disrepute: 33, Plunder: 5, Sub-officers 9, crew 78
Ships watch/Bells ...Port Peril Map...The Isle of Empty Eyes


651 to 700 of 3,609 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>

Female Human Magus 10 | HP 75/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 3/7, BB 2/3| Spells: 1st: 3/6 2nd: 3/5 3rd: 1/4 4th 1/2

Veronica takes a step alongside Mac and draws her sling, enchanting it and firing a bullet towards the creature holding Tucci.

Attack: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Damage: 1d4 + 5 + 1 ⇒ (3) + 5 + 1 = 9


Boting Melli

Having stayed close to the others, Mellie draws her short bow as she moves forward where she can easily see the creature. Nearly standing under the green vine choker she pulls an arrow from her quiver, drawing it back to her ear she fires at camouflaged creature, but sends the arrow up into the tree.

shortbow; Inspire courage: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11 for damage: 1d4 + 1 ⇒ (4) + 1 = 5


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank, Good Hope

Assuming those missed and the Choker is still up...
Brother MacLaren casts Liberating Command on Tucci as an immediate action.

Tucci gets an immediate-action Escape Artist check at an additional +6.


Ninja'd by Brother Maclaren, they have missed. I have deleted my post to see if Tucci 'can escape' Green's CMD is 16, Tucci feel free to roll the escape artist.


Male Halfling Hunter 9 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Escape Artist: 1d20 + 1 + 6 ⇒ (13) + 1 + 6 = 20 to escape

Tucci writhes in the grip of the choker, and thanks to the magics provided by the good Brother - he escapes!

He falls 5' to the ground and lands on his feet. Coughing it's all he can do to gasp for air (out of actions).

"Hack, wheeze, cough. Thanks there MacLaren!"


As Veronica's and Melli's missiles go awry, Mac casts a spell and Tucci is free again. But a second blue 'Vine Choker' moves out of the shadows of the tree and reaches grasping at Ellie. Both its vine like talons wrap around her throat, throttling her magic and lifting her off the ground towards itself.

While the original Green 'Vine Choker,' in spite of Mac's javelin protruding from its shoulder, frustrated it's prey alluded it, grasps out for Tucci again, grasping the halfling hunter around the throat and dragging him up into the air.

Round 2 Bold may go.
Ellie - 12 hp. Grappled, Strangle (Ex) Chokers have an unerring talent for seizing their victims by the neck. A creature that is grappled by a choker cannot speak or cast spells with verbal components.
Mac
Melli
Tempest
Tucci - 21 hp. Grappled, Strangle (Ex) Chokers have an unerring talent for seizing their victims by the neck. A creature that is grappled by a choker cannot speak or cast spells with verbal components.
Veronica

Stuff:

Blue: Grappled
Green: Grappled - 11 HP
Orange:

Apparently I forgot to roll the 'staggered' save for green
Green, Fort DC 17: 1d20 + 2 ⇒ (19) + 2 = 21

Attacks
Blue: tentacle: Ellie: 1d20 + 6 ⇒ (20) + 6 = 26 for damage: 1d4 + 3 ⇒ (1) + 3 = 4 Plus grab grapple/strangle: 1d20 + 8 ⇒ (20) + 8 = 28 for Constrict: 1d4 + 3 ⇒ (1) + 3 = 4
Blue: tentacle: Ellie: confirm crit: 1d20 + 6 ⇒ (16) + 6 = 22 for damage: 1d4 + 3 ⇒ (1) + 3 = 4

green: Tentacle: Tucci: 1d20 + 8 ⇒ (11) + 8 = 19 for damage: 1d4 + 3 ⇒ (2) + 3 = 5 grapple/strangle: 1d20 + 8 ⇒ (14) + 8 = 22 for Constrict: 1d4 + 3 ⇒ (2) + 3 = 5

Orange: stealth: 1d20 + 13 ⇒ (18) + 13 = 31

perception checks on orange
Ellie: 1d20 + 5 ⇒ (20) + 5 = 25
Mac: 1d20 + 6 ⇒ (10) + 6 = 16
Melli: 1d20 + 4 ⇒ (18) + 4 = 22
Tempest: 1d20 + 2 ⇒ (17) + 2 = 19
Tucci: 1d20 + 11 ⇒ (2) + 11 = 13
Veronica: 1d20 + 3 ⇒ (3) + 3 = 6

As a side note, there is no Purple Vine Choker


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

"I said g-ck-lck--" The last part of Ellie's challenge is literally choked off by a surprise second creature. The magic fades from her weapon. Focusing her anger, her energy, and all her attention on the new threat, Ellie stabs backward with her rapier.

Challenge vs blue! +1 damage vs blue, -2 AC vs green.

Rapier - grappled vs blue (edited): 1d20 + 5 - 2 - 2 ⇒ (9) + 5 - 2 - 2 = 10
Damage + challenge: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank, Good Hope

Brother MacLaren takes a step back and starts casting Enlarge Person on himself.


1 person marked this as a favorite.
CN Sylph Sorcerer 3 HP: 17/17 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +3; Ref: +5; Will: +4 | Init: +3; Perc: +2 | Effects: None | Daily Abilities: Elemental Ray 8/8 Daily Spells: Lv.1 7/7

As MacLaren steps back, Tempest steps up, getting a less obstructed view of the choker attacking Tucci. Again, she forms a lance of electricity in her hand, then launches it hoping to bring it down.

Casting Snowball, converted to Electricity
Touch Attack vs Green: 1d20 + 4 ⇒ (15) + 4 = 19
Electricity Damage: 3d6 ⇒ (3, 2, 4) = 9
Fort Save DC 17 or be Staggered for 1 round

Editing to add, with GM confirmation the attack kills.

Tempest sneers as the choker drops, but the smile fades immediately as she sees Ellie's fate, "Come on, now, Tucci! On your feet, Ellie needs your help. Don't make me regret saving you instead of her."


The Blue Vine Choker, understanding the look in Ellie's eye, hisses as it shakes her, causing her rapier to miss its target.

Mac, beginning to understand the threat these creatures may pose, steps back and say's a prayer to Cayden in a desire to 'Enlarge.'

While Tempest, calls on magic and lauches a lighting bolt at the first green Vine Choker. Striking the javelin protruding from it's shoulder, the electricity knocks the thing unconscious, causing it to release the halfling hunter and fall from the tree.

Round 2 Bold may go.
Ellie: - 10 hp. Grappled, Strangle (Ex) Chokers have an unerring talent for seizing their victims by the neck. A creature that is grappled by a choker cannot speak or cast spells with verbal components.
Mac
Melli
Tempest
Tucci - 21 hp.
Veronica

Stuff:

Blue: Grappled
Green: Grappled - 20 HP, unconcious
Orange:


Male Halfling Hunter 9 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci AC: 16, tch 12, flat 15; HP: 0/21 +3 temp con
Kasin AC: 16, tch 13, flat 13 (+3 dodge when moving); HP: 19/19; SR: 8
Weapon Equipped = Horsechopper
Tucci Conditions = Focus: Bear (+2 con, 1/10r) (sw, 1/3)
Kasin Conditions = Focus: Bull (+2 str), inspired
Horsechopper: Attack: BAB +2, Size +1, Str +2 Damage: +2 (20/x3)
Sling: Attack: BAB +2, Size +1, Dex +1 Damage: +0 (20/x2)
Re-roll profession sailor (1/1w, recharging days: 0)
Spells Known (Caster Level 3, Concentration +6, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (3/4): Cure Light Wounds, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea

Tucci again falls to the ground. He looks at the Tempest and nods, eager to do his part. Staggered though he is though, he’ll be a liability if he doesn’t do something about that. (0hp, staggered)

He considers falling back to heal, but that look in Tempest's eye says more must be done. He’ll swiftly focus to be the bear. He bulks up instantly, and gets just enough fortitude to do something worthwhile. (+2 con for 1 minute, so 3hp - yay!)

He drops his spare dagger (free) and swings his great big horsechopper in a wide arc at purple up in the tree.
Horsechopper (cold iron): 1d20 + 5 ⇒ (13) + 5 = 18
damage (P/S): 1d8 + 3 ⇒ (2) + 3 = 5

He looks to Kasin (free action), and says hoarsely, ”Get ‘em!”

Kasin leaps in front of Tucci, and climbs into the tree to close with the nasty-grabby-thing. (I’m assuming a double move as it’ll take a single move just to get where Tucci is now. Kasin likely provokes from movement as the enemy has reach.)

Kasin Climb: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18 (focus) vs DC 10
Kasin Perception: 1d20 + 1 ⇒ (17) + 1 = 18


Female Human Magus 10 | HP 75/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 3/7, BB 2/3| Spells: 1st: 3/6 2nd: 3/5 3rd: 1/4 4th 1/2

Veronica rushes forward as she sees the other creature grabbing Ellie, casting a spell as she moves. She drops her sling and draws her cutlass instead as she finishes casting.

The blade shines with arcane light as its blade stretches out and grabs the choker attacking Ellie. With a strong pull, Veronica tries to bring the creature down.

Move, drop sling, Cast Blade Lash

Trip: 1d20 + 6 + 10 ⇒ (5) + 6 + 10 = 21


Boting Melli

Relieved to see the Green vine choker fall to the ground dead, Melli turns her attention to the Blue vine choker. Watching as Veronica's 'blade lash' causes the creature to begin to tumble, she pulls an arrow from her quiver. Drawing the arrow back to her ear she fires at camouflaged creature. Sending the arrow harmlessly between Ellie and the creature.

shortbow: 1d20 + 6 ⇒ (12) + 6 = 18 for damage: 1d4 + 1 ⇒ (3) + 1 = 4


As Kasin charges up the tree, the Capybara is befuddled by another orange Vine choker, lashing out at him with one of its clawed tentacles. Fortunately, the choker was nearly as surprised as Kasin and missed the furry companion.

The Blue vine choker, unphased by the death of its companion, keeps a keen grip on its prize. Hissing at Tucci as the hunter attacks with his goblin weapon, cutting it deeply.

Its eyes widen as Veronica lashes out with her magical attack, wrapping the blade about its ankles, pulling its feet out from underneath it. The Blue Vine choker teeters for a split second then falls off the branch backwards winding up on the other side of the branch, beside Ellie.

Unable to reach its tripper, the choker takes its revenge on Ellie, in a panic tightening its grip on her neck.

Seeing its companions fall, the orange vine choker moves across the branch away from the other vine choker. Determined to catch itself a worthy prize it lashes out at Veronica, first with the right taloned tentacle then with the left. Both talons cut the captain, but neither find purchase on her throat.

Round 3 Bold may go.
Ellie - 18 hp. Grappled, Strangle (Ex) Chokers have an unerring talent for seizing their victims by the neck. A creature that is grappled by a choker cannot speak or cast spells with verbal components.
Mac
Melli
Tempest
Tucci - 21 hp./ -18 1/10 rds?
Veronica - 13 hp.

Stuff:

Blue: - 5 Grappled, prone, sort of? Since it's dangling from the air and grappled, I'm not changing to any of the mechanics for prone.
Green: - 21 HP stable
Orange:

I forgot falling damage for green green falling 10 ft: 1d6 ⇒ 1
green: stabilize: DC 15: 1d20 + 1 ⇒ (15) + 1 = 16
Orange tentacle AOO: Kasin: 1d20 + 6 ⇒ (2) + 6 = 8 for damage: 1d4 + 3 ⇒ (3) + 3 = 6 Plus grab grapple/strangle: 1d20 + 8 - 20 ⇒ (5) + 8 - 20 = -7 for Constrict: 1d4 + 3 ⇒ (3) + 3 = 6
Blue: 1=forward, 2=back
blue: 1d2 ⇒ 2
Blue: tentacle: Ellie: maintain grapple: 1d20 + 8 + 5 ⇒ (14) + 8 + 5 = 27 for damage: 1d4 + 3 ⇒ (1) + 3 = 4 for Constrict: 1d4 + 3 ⇒ (1) + 3 = 4
Orange tentacle: 1d20 + 6 ⇒ (9) + 6 = 15 for damage: 1d4 + 3 ⇒ (4) + 3 = 7 Plus grab grapple/strangle: 1d20 + 8 ⇒ (3) + 8 = 11 for Constrict: 1d4 + 3 ⇒ (1) + 3 = 4
Orange tentacle: 1d20 + 6 ⇒ (19) + 6 = 25 for damage: 1d4 + 3 ⇒ (3) + 3 = 6 Plus grab grapple/strangle: 1d20 + 8 ⇒ (4) + 8 = 12 for Constrict: 1d4 + 3 ⇒ (1) + 3 = 4


1 person marked this as a favorite.
M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank, Good Hope

Brother MacLaren had to drop his rapier to draw a javelin (of course he would not drop his mug), and so the rapier is still on the ground and not Enlarged (no time to pick it up).

But at his current size, he is too clumsy to fight effectively with two weapons anyway.

So he steps up to the stockade and swings his giant tankard at the choker threatening Kasin.

Attack vs Orange, PA: 1d20 + 5 - 1 ⇒ (19) + 5 - 1 = 23
Damage: 1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14


Moving closer to the fence the now enlarged cleric, smashes through the branches and rings the Orange vine choker's bell with his copper gallon-sized stein.

Tucci, in my hurry to move orange and my lack of double checking 'climb' actions, it looks like not only does Kasin give a flank, but he also gets an AOO on Orange.
Round 3 Bold may go.
Ellie - 10 hp. Grappled, Strangle (Ex) Chokers have an unerring talent for seizing their victims by the neck. A creature that is grappled by a choker cannot speak or cast spells with verbal components.
Mac
Melli
Tempest
Tucci - 21 hp./ -18 1/10 rds?
Veronica

Stuff:

Blue: - 5 Grappled, prone, sort of? Since it's dangling from the air and grappled, I'm not changing to any of the mechanics for prone.
Green: - 21 HP stable
Orange: - 14


Male Halfling Hunter 9 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci AC: 16, tch 12, flat 15; HP: 0/21 +3 temp con
Kasin AC: 16, tch 13, flat 13 (+3 dodge when moving); HP: 19/19; SR: 8
Weapon Equipped = Horsechopper
Tucci Conditions = Focus: Bear (+2 con, 2/10r) (sw, 1/3)
Kasin Conditions = Focus: Bull (+2 str)
Horsechopper: Attack: BAB +2, Size +1, Str +2 Damage: +2 (20/x3)
Sling: Attack: BAB +2, Size +1, Dex +1 Damage: +0 (20/x2)
Re-roll profession sailor (1/1w, recharging days: 0)
Spells Known (Caster Level 3, Concentration +6, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (3/4): Cure Light Wounds, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea

Kasin: 5’ up

Kasin is not one to give up the AoO, and bites at orange.
Kasin Bite: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22 (focus)
damage (B/P/S): 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3 (focus)

Tucci continues to work on blue - though he hates to spread out the damage. Still, poor Ellie is dangling, and he knows how that feels.
Horsechopper (cold iron): 1d20 + 5 ⇒ (18) + 5 = 23
damage (P/S): 1d8 + 3 ⇒ (7) + 3 = 10

Kasin, with a target and no superseding command, chews on orange further.
Kasin Bite: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23 (focus)
damage (B/P/S): 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5 (focus)


Between Kasin's bite and Mac brew the orange vine choker drops into the fresh water spring.

While Tucci attempts to come to Ellie's rescue, he cuts deep into the blue vine choker, causing it to hiss, but continues to hang on.

Kasin, not passing up the chance to kick a vine choker while it's down, bites the unconscious orange vine choker, causing more of it's blood to flow into the only source of fresh water on the island.

Round 3 Bold may go.
Ellie - 18 hp. Grappled, Strangle (Ex) Chokers have an unerring talent for seizing their victims by the neck. A creature that is grappled by a choker cannot speak or cast spells with verbal components.
Mac
Melli
Tempest
Tucci - 21 hp./ -18 1/10 rds?
Veronica - 13 hp.

Stuff:

Blue: - 5 Grappled, prone, sort of? Since it's dangling from the air and grappled, I'm not changing to any of the mechanics for prone.
Green: - 21 HP stable
Orange: - 26 unstable

orange fall 10 ft damage: 1d6 ⇒ 4
green: stabilize Con 13: DC 20: 1d20 + 1 ⇒ (4) + 1 = 5


2 people marked this as a favorite.
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Barely clinging to consciousness, Ellie stabs out with her rapier. Go... to... hell...

Rapier - grappled vs blue: 1d20 + 5 - 2 - 2 ⇒ (6) + 5 - 2 - 2 = 7
Damage + Challenge: 1d6 + 2 ⇒ (6) + 2 = 8

I don't have any great options here, and fighting to the last seems like a very Order of the Flame thing to do lol.


Female Human Magus 10 | HP 75/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 3/7, BB 2/3| Spells: 1st: 3/6 2nd: 3/5 3rd: 1/4 4th 1/2

"That was a nice hit Tucci" Veronica nods approvingly at the halfling's attack, but her tone betrays her worry for Ellie's safety as she sees her still struggling against the creature's hold. "But it seems it wasn't enough. Give me some room and I'll try to finish this thing off"

As Tucci moves out of the way, Veronica steps up, following her first slash with a spell charged second, while hoping whatever benign presence has been helping her along intervenes as well, to ensure Ellie's safety.

Spell Combat - Brand, swift action Guiding Spirit

Attack: 1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 10
Attack: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Concentration: 1d20 + 6 ⇒ (12) + 6 = 18

Attack(Spellstrike Brand): 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 8
Damage(Spellstrike Brand): 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11


Male Halfling Hunter 9 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

"Oh, right, sorry!" Tucci turns red, realizing he's in the way. He steps forward before his swing and admonishes himself to be more aware now that he's fighting with a team.

He tries to keep his horsechopper out of the way.


CN Sylph Sorcerer 3 HP: 17/17 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +3; Ref: +5; Will: +4 | Init: +3; Perc: +2 | Effects: None | Daily Abilities: Elemental Ray 8/8 Daily Spells: Lv.1 7/7

Too many people in the way. Can't get a clear shot.

In a near-desperate desire to save Ellie, Tempest breaks ranks and charges through the line to the wall of the stockade, granting her an unobstructed view of the creature. "Let. Her. GO!"

Forgoing the more powerful lance, since it seems to be on its last legs, Tempest throws out her hand, throwing a quick bolt to (hopefully) end this battle.

Elemental Ray Touch Attack: 1d20 + 4 ⇒ (11) + 4 = 15
Electricity Damage: 1d6 + 1 ⇒ (4) + 1 = 5


out of inititive

As Ellie swings her rapier futily at the lone vine choker, Veronica asks Tucci to step aside so she may draw near the creature to attack with the grandmothers cutlass. Sadly even with her magic, she is unable to strike the choker. Tempest, realizing folks were too crowded, steps around her friends, lifting another lighting bolt, she sends it flashing towards the last vine choker. The stench of burnt flesh fills the air as the thing releases Ellie and drops to the ground.

Ellie - 18 hp.
Tucci - 21 hp./ -18 2/10 rds?
Veronica - 13 hp.

Stuff:

Blue: - 20 HP stable
Green: - 21 HP stable
Orange: - 26 HP unstable

blue: stabilize: DC 15: 1d20 + 1 ⇒ (16) + 1 = 17


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank, Good Hope

Brother MacLaren will Channel to heal once the creatures are all dead.

But for now, he will heal Veronica and Ellie as best as he can.

Have remaining three non-domain spells: Divine Favor, Lesser Restoration, and Sound Burst. The last is an anti-swarm option so not going to give that one up.

Lesser Restoration -> CMW on Ellie: 2d8 + 3 ⇒ (1, 8) + 3 = 12
Divine Favor -> CLW on Veronica: 1d8 + 3 ⇒ (3) + 3 = 6


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Ellie falls to the ground, coughing and wheezing. When Mac's healing magic flows through her, she pushes herself to her feet. "Thanks," she manages to say.


Female Human Magus 10 | HP 75/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 3/7, BB 2/3| Spells: 1st: 3/6 2nd: 3/5 3rd: 1/4 4th 1/2

Coup de Grace: 2d6 + 8 ⇒ (6, 5) + 8 = 19

Veronica hacks away at the creature that was just holding Ellie, ensuring it stays down, and then runs over to Ellie, helping her get up as Mac's healing magic mends some of the damage done to both of them.

"Thank you for healing us, Mac. We should check on Tucci as well, I have a healing potion in my pack if needed." She then focus her attention on Ellie, looking worriedly at her first mate even as she sees some of the damage on her neck fade away magically.

"How are you feeling Ellie? Can you breathe all right?"


Male Halfling Hunter 9 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci HP: 15/21; AC: 16, tch 12, flat 15
Kasin HP: 19/19; AC: 16, tch 13, flat 13 (+3 dodge when moving); SR: 8
Weapon Equipped = Horsechopper
Tucci Conditions = Focus: None (sw, 1/3)
Kasin Conditions = Focus: Bull (+2 str)
Horsechopper: Attack: BAB +2, Size +1, Str +2 Damage: +2 (20/x3)
Sling: Attack: BAB +2, Size +1, Dex +1 Damage: +0 (20/x2)
Re-roll profession sailor (1/1w, recharging days: 0)
Spells Known (Caster Level 3, Concentration +6, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (1/4): Cure Light Wounds, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea

”Yeah!” Tucci cries out, his voice cracking a little under the canopy as the last of the creature’s falls. He calls up to Kasin, ”Watch!”

Kasin will take 10 to climb higher in the tree (15' up - or wherever it can see a bit) and look about.
Climb: 10 + 6 = 16
Perception: 1d20 + 1 ⇒ (13) + 1 = 14 (just looking out for trouble)

Before his constitutional wears off and he collapses in pain, he’ll cast a couple Curing spells on himself.
CLW: 2d8 + 6 ⇒ (5, 4) + 6 = 15

”I’ve got one spare spell left, but we’ll need that to get MacLauren across those pilings on the way back. So maybe we just poke around here a bit for loot and head back?”

He’ll help coupe de grace another one after he’s healed if needs be.

damage (P/S): 3d8 + 9 ⇒ (6, 1, 8) + 9 = 24


Ninja'd by Tucci, a reminder from earlier:

Robert Henry wrote:

The stockade gate is ajar, and the walls are made of sharpened wooden stakes seven feet high. The small spring next to the tree is the only available source of fresh water on Bonewrack Isle.

DC 10 Perception check: You notice a weathered spyglass fixed onto the stockade wall. The spyglass is pointed at Riptide Cove "D".
DC 15 Perception check: You recognize that the spyglass has been deliberately fixed in that position.

Climbing the tree, Kasin is able to get a very good view of the Island and the surrounding open area.

As the group finishes the unenviable task of making sure the 'vine chokers' are dead they have the opportunity to finish inspecting the stockade.

The stockade is about fifty-foot square its sole contents: the 'fixed' spyglass, the tree, the spring and a fifteen-foot square lodge. The lodge is made of the same wooden posts as the stockade, covered with a thatched roof. The lodge's heave wooden door is of good construction and slightly afar.

DC 15 perception:
The chokers’ lair sits 70 feet above the ground in the uppermost boughs of the tree. a series of 'DC 15 climb' will get you to the nest.
If you climb the tree open spoiler
Spoiler:
It contains a potion of water breathing, a trio of silver shoe buckles worth 5 gp each, a ghoul finger with a gold wedding ring on it worth 50 gp, and a silver hatpin worth 5 gp.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Ellie takes Veronica's arm gratefully to help her stand. When she sees the concern in the captain's eyes, her heart does a backflip in her chest. "I will be," she says, rubbing her neck and smiling weakly. Never gotten a look like that from a captain, or even a shipmate. Except my own father. That's gotta be it. Still, she finds she doesn't want to be the one to break the eye contact. "First time facing one of those things," she adds.

Perception: 1d20 + 5 ⇒ (2) + 5 = 7

"Might as well scope out the cabin, but we can't waste too much time up here," she reminds the others.


Female Human Magus 10 | HP 75/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 3/7, BB 2/3| Spells: 1st: 3/6 2nd: 3/5 3rd: 1/4 4th 1/2

Perception: 1d20 + 4 ⇒ (5) + 4 = 9

Veronica smiles back at Ellie. "Glad to hear it, but don't push yourself too hard"

At Ellie's suggestion, she glances at the cabin and nods.

"Yes, shouldn't take too long to search it. Maybe we'll find something to shed some light on what made the spot the spyglass is pointing at so special."

Looking at the spyglass as she finishes her sentence, she approaches it and looks through it.


Veronica Blackblade wrote:
Looking at the spyglass as she finishes her sentence, she approaches it and looks through it.

Veronica:
You catch a glimpse of pair of grindylows cavorting in the water of the cove.

Please roll perception: if DC 20 or better open spoiler
Spoiler:
You notices that one of them is wearing Sandara Quinn’s tricorne hat
If anyone else looks through the spyglass please open the above spoiler.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank, Good Hope

"No problem, Ellie, Veronica. I have a little more healing but only a little."
I think Ellie is down 6 and Veronica is down 7; have 1 Channel left if really needed, and a Sound Burst.

Brother MacLaren walks around to the door of the lodge, opens it with his giant reach, and peers inside.

Perception: 1d20 + 6 ⇒ (9) + 6 = 15


Female Human Magus 10 | HP 75/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 3/7, BB 2/3| Spells: 1st: 3/6 2nd: 3/5 3rd: 1/4 4th 1/2

Perception: 1d20 + 4 ⇒ (17) + 4 = 21

After a quick look through the spyglass, Veronica looks back to the others with a serious expression on her face.

"Seems whomever lived here had an interest in grindylows - I just spotted two down there, and one was wearing Sandara's hat - which means we found out where they took them."

Veronica looks at Tucci and Ellie before continuing.

"I'd like to rescue them as soon as possible, but the fight up here was no joke. Are you well enough for us to storm the grindylows' lair?"


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

"Grindylows?" Ellie rushes to the spyglass to see it for herself. Sure enough, she sees two of the creatures in the water as described. "I'll live. We need to get down there!"

I say save your last heals. May need them more urgently later.


It doesn't look like anyone has hit the perception check here

Brother MacLaren wrote:
Brother MacLaren walks around to the door of the lodge, opens it with his giant reach, and peers inside.

The Lodge:
The wooden door to the lodge is of good construction but is currently ajar. Inside is a single chamber, crowded with a large amount of furniture looted from the wreck of a ship, including a comfortable bed, a small writing desk, cooking gear, and several barrels of rotting food. The stench of rot is overpowering and flies swarm within the room, particularly around the hooded corpse hanging from a chain off a beam in the middle of the room. A stool lies on the floor nearby where it was kicked. The stench of the body fills the entire room, and the reek of it's decay has drawn a swarm of botflies to body. As the door opens the swarm stirs from corpse.
If anyone else looks in the lodge please open the above spoiler.

M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank, Good Hope

"Swarm! Get those alchemist's fires ready!"

Brother MacLaren casts Sound Burst inside the lodge and moves back towards the party.

Damage: 1d8 ⇒ 4
+50% vs swarms. DC 14 Fort save to avoid being Stunned. The save does not reduce the damage taken.


Brother MacLaren wrote:

"Swarm! Get those alchemist's fires ready!"

Brother MacLaren casts Sound Burst inside the lodge and moves back towards the party.

Did he leave the door open or shut it?


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank, Good Hope

It would be a move action to shut it and I doubt that it would actually be effective at halting the movement of a swarm. So did not close the door.


Female Human Magus 10 | HP 75/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 3/7, BB 2/3| Spells: 1st: 3/6 2nd: 3/5 3rd: 1/4 4th 1/2

Veronica's attention snaps from the cove to the cottage at Mac's warning. With no alchemist fire in hand, she goes for the next best thing and grabs an acid flask from her bandolier, getting ready to throw it when the swarm comes out.

"You heard Mac. Get those flasks ready to throw as soon as they come swarming out the door"

Readied action to throw an acid flask

Attack: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d6 ⇒ 5 +50% vs swarm


Male Halfling Hunter 9 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci HP: 15/21; AC: 16, tch 12, flat 15
Kasin HP: 19/19; AC: 16, tch 13, flat 13 (+3 dodge when moving); SR: 8
Weapon Equipped = Horsechopper
Tucci Conditions = Focus: None (sw, 1/3)
Kasin Conditions = Focus: Bull (+2 str)
Horsechopper: Attack: BAB +2, Size +1, Str +2 Damage: +2 (20/x3)
Sling: Attack: BAB +2, Size +1, Dex +1 Damage: +0 (20/x2)
Re-roll profession sailor (1/1w, recharging days: 0)
Touch of Good (+1 att/skill/ability/save, 6/6)
Spells Known (Caster Level 3, Concentration +6, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (1/4): Cure Light Wounds, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea

Perception: 1d20 + 12 ⇒ (15) + 12 = 27

Tucci starts walking toward the 'lodge' when he notices a dark spot in the tree. He’ll walk back and forth on the ground a few times, looking up. ”Hey, I think there’s something up there. I’m gonna check it out.” He’ll leave his horsechopper leaning against a tree as he begins to climb.

Climb, take10: 10 + 7 - 1 = 16 (armor)

He takes his time and doesn’t rush it when…

Veronica Blackblade wrote:
"I'd like to rescue them as soon as possible, but the fight up here was no joke. Are you well enough for us to storm the grindylows' lair?"

”Me? Er. Yeah, sure. I mean,” he waggles his left arm a bit, ”This could be better, but I’ve had worse. I haven’t run into those grindylows as yet, but from what you’ve talked about them, they’re no good. I wouldn’t want my friends under their care either.”

”So yeah, glad to help.”

Climb, take10: 10 + 7 - 1 = 16 (armor)

He continues his climb, getting near his target when…

Brother MacLaren wrote:
"Swarm! Get those alchemist's fires ready!"

S$@#!

Tucci grabs at his pack for the alchemist’s fire he picked off the pile this very day. He nearly drops it in his hurry before remembering he should climb down first so the trees aren’t in the way.
S+$&!

Climb: 1d20 + 7 - 1 ⇒ (18) + 7 - 1 = 24 (armor)

He climbs down to 5’ up, so if the swarm is on the ground, he’ll avoid it, but he can pour out his alchemy fire onto it. Readied action to do just that.

Readied Action:
Alchemy Flask: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d6 ⇒ 5 (+50% vs swarm)
- - -

Kasin watches the his master's spectacle and keeps on keeping watch high in the tree. When it sees the swarm, it chitters out a warning.


CN Sylph Sorcerer 3 HP: 17/17 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +3; Ref: +5; Will: +4 | Init: +3; Perc: +2 | Effects: None | Daily Abilities: Elemental Ray 8/8 Daily Spells: Lv.1 7/7

---=== End of Combat ===---

"Ellie!" Tempest rushes to Ellie's side to check up on her, making sure she's still breathing and offering her a potion before Mac swoops in with the healing spell. She does her best to help the half-elf up off the ground, once it's clear she's not in any danger of death.

---=== Current ===---

At the call to action of the swarm, Tempest returns to form, the wind swirling around her and small arcs of static electricity reaching off of any patch of exposed skin it can.

"Well what are we waiting for?"

Tempest marches around to the door and unleashes a wide blast of lightning over the swarm.

Casting Lightning Hands, or Electricity Hands, or whatever you want to call it. Burning Hands, but Electricity Damage. FORCE LIGHTNING.
Electricity Damage: 3d4 ⇒ (1, 2, 3) = 6*1.5=9
Reflex Save DC 17 for half


Initiative:

Ellie: 1d20 + 5 ⇒ (15) + 5 = 20
Mac: 1d20 + 2 ⇒ (7) + 2 = 9
Melli: 1d20 + 4 ⇒ (2) + 4 = 6
Tempest: 1d20 + 3 ⇒ (17) + 3 = 20
Tucci: 1d20 + 1 ⇒ (16) + 1 = 17
Veronica: 1d20 + 1 ⇒ (3) + 1 = 4
average 12.66
Enemy
swarm: 1d20 + 1 ⇒ (17) + 1 = 18

knowledge: nature:

Ellie: T: 1d20 + 3 ⇒ (9) + 3 = 12
Mac: U: 1d20 + 0 ⇒ (15) + 0 = 15
Melli: U: 1d20 + 0 ⇒ (5) + 0 = 5
Tempest: T: 1d20 + 5 ⇒ (5) + 5 = 10
Tucci: T: 1d20 + 4 ⇒ (3) + 4 = 7
Veronica: T: 1d20 + 7 ⇒ (8) + 7 = 15

Veronica:
Special Attacks bleed (1d6), disease (ghoul fever, DC 13), distraction (DC 13)

Suprised round
Suprised by the sight of the swarm lifting off the hanging corpse, Brother Mack cast 'Sound Burst' and retreated from the doorway, warning the others of the possible threat. Apparently our intrepid adventurers have stumbled on a jungle island, that had ... bugs.
First round
The low hum of the sound of agitated insects could be heard coming from the opposite side of the lodge, though no bugs fly out of the door. Ellie, Mack, Tempest and Veronica recognize the sound of a swarm of mosquitoes, But Veronica's precise hearing recognizes something is amiss.

Warning the others to get ready she prepares to throw a bottle of acid. Tucci, likewise, shimmies down the tree and draws out an Alchemy flask. As Tempest strolls up to the corner of the building calling on her innate magic sending an electric charge encompassing the building and the bugs inside.

Round 1 Bold may go.
Ellie
Mac
Melli
Tempest
Tucci
Veronica

Stuff:

Botfly swarm: - 10
Swarm, reflex DC 17: 1d20 + 3 ⇒ (18) + 3 = 21


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Ellie instinctively throws her hands up ready to defend her face from the bugs, but there's little else she can do. "Get them quick!"

Inspire Courage! Round 2. The bonus will apply to your various flask attack rolls and to the on-hit damage (but not burn damage or splash damage (if there were other creatures to take splash damage)).


1 person marked this as a favorite.
Female Human Magus 10 | HP 75/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 3/7, BB 2/3| Spells: 1st: 3/6 2nd: 3/5 3rd: 1/4 4th 1/2

It's a good thing Mac noticed and got out. Those things can be nasty, but with all of us attacking the swarm, we might have a chance to bring it down as it comes out

Veronica's thoughts are cut short though, as Tempest runs to the entrance to cast.

"Tempest, watch out! Those things can bleed you dry, and if they've bitten some of the ghouls we fought previously, they could easily be infected as well! Get away!"


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank, Good Hope

Brother MacLaren takes a step back. He draws an Alchemist's Fire and readies to throw it if the swarm comes within 10'.

The range increment on an Alchemist's Fire is 10', and I don't want the penalty.

Readied Action:

Ranged Attack, Enlarged, IC: 1d20 + 4 - 2 + 1 ⇒ (1) + 4 - 2 + 1 = 4
So much for worrying about the penalty.
Miss Direction: 1d8 ⇒ 1 So that is off-target in a straight line towards the thrower, meaning that instead of 10' west of him it will land 5' west of him, and both he and the swarm will take 1 point of splash damage.


Realizing she doesn't have any splash weapons in her pack Melli draws another arrow and guards the stockade's door. Ellie, encourages the others as Veronica, concerned about Tempest, tries to warn her friend about the dangers of bugs. Mac, being more circumspect, pulls out a flask, but bides his time.

Soon the swarm of angry electrified bugs rolls out of the straw-thatched lodge becoming visible. Seeing the angry swarm boil over Tempest, Veronica and Tucci launch their flasks. Veronica shattering her acid flask at Tempest's feet, Tucci shattering his Alchemists fire against the wooden wall of the lodge, splashing onto the swarm.

As the alchemical fire creeps up the wall towards the damp thatched roof, Tempest feels the anger of the infected swarm.

Round 2 Bold may go.
Ellie Inspire Courage
Mac
Melli
Tempest - 7 (- 2 bleed) Saving throws needed for ghoul fever (DC 13 Fort) and distraction (DC 13 fort)
Tucci
Veronica

Stuff:

Botfly swarm: - 13 [- 10 - 1 slash, - 2 (acid)]
Lodge: - 5 ( - 4 (alchemical fire) - 1 (acid)]

target square: Veronica: 1d8 ⇒ 8
target square: Tucci: 1d8 ⇒ 5
Tucci, alchemical fire: lodge: 1d6 ⇒ 4
Veronica, acid, Tempest/swarm: 1d6 ⇒ 2

swarm, Tempest: 2d6 ⇒ (1, 2) = 3 plus bleed: 1d6 ⇒ 2


1 person marked this as a favorite.
CN Sylph Sorcerer 3 HP: 17/17 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +3; Ref: +5; Will: +4 | Init: +3; Perc: +2 | Effects: None | Daily Abilities: Elemental Ray 8/8 Daily Spells: Lv.1 7/7

Fortitude vs Disease: 1d20 + 3 ⇒ (12) + 3 = 15
Fortitude vs Distraction: 1d20 + 3 ⇒ (11) + 3 = 14

Fighting through the nausea and pain of the biting insects, Tempest falls back slightly before blasting off another wide arc of lightning.

Force lightning
Electricity Damage: 3d4 ⇒ (4, 3, 4) = 11*1.5=16
Reflex DC 17 for half damage


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

"Infected bugs? Be careful!"

Inspire Courage! Round 3. Can't do a whole heck of a lot else right now.


Male Halfling Hunter 9 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci HP: 15/21; AC: 16, tch 12, flat 15
Kasin HP: 19/19; AC: 16, tch 13, flat 13 (+3 dodge when moving); SR: 8
Weapon Equipped = Horsechopper
Tucci Conditions = Focus: None (sw, 1/3)
Kasin Conditions = Focus: Bull (+2 str)
Horsechopper: Attack: BAB +2, Size +1, Str +2 Damage: +2 (20/x3)
Sling: Attack: BAB +2, Size +1, Dex +1 Damage: +0 (20/x2)
Re-roll profession sailor (1/1w, recharging days: 0)
Touch of Good (+1 att/skill/ability/save, 6/6)
Spells Known (Caster Level 3, Concentration +6, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (1/4): Cure Light Wounds, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea

Tucci 10' up

Tucci swears as his knee-jerk reactions result in his flaming soup burning the hut not the swarm. He tries to come up with something to fight it, but other than that alchemist’s flame, he’s got nothing. Worrying that a fire will attract attention, or destroy valuable resources, Tucci will cast Create Water and try to put out the fire he started. He’ll move into a better position to see the best spot to douse the fire (spell has range though so I don’t need to be right on top of it).

Tucci looks at the others, ”Sorry, I don’t have anything that’ll harm swarms!”

Kasin 15' up

Kasin watches the hist master's spectacle and keeps on keeping watch high in the tree.


Moving out of the swarms reach Tempest, again blasts the swarm with her electrical attack. Ellie continues encouraging her fellow officers as Tucci rights his error, dumping enough water on the lodge to put out the fire he started.

Round 2 Bold may go.
Ellie Inspire Courage 3rd rd
Mac
Melli
Tempest - 7 (- 2 bleed)
Tucci
Veronica

Stuff:

Swarm: -21 [- 13 - 8]
Lodge: - 5 ( - 4 (alchemical fire) - 1 (acid)]

Swarm: reflex DC 17: 1d20 + 3 ⇒ (16) + 3 = 19

1 to 50 of 3,609 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Imperius' Skull & Shackles All Messageboards

Want to post a reply? Sign in.