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![]() The Nightmare Man nodded once when the issue of the captives was brought up. "Agreed." On the subject of the captain and the slaver crew he was not so easy to convince. "Amputate the captain's legs. Maroon them here with nothing. Let suffering teach them of consequence and the value of life, or let them die in the lesson." ![]()
![]() The Nightmare Man gave a single, slow nod, striding across the gap between the ships in one massive step. He turned his tree-trunk sized warclub sideways and slowly moved forward, corralling the enemy crew and their captain all the way to the prow. He gestured to the hold knowing what Johara would find there. "Go." Nivian and Johara seem like the right two to go free the slaves. Fargrim and I should stay up here to keep control of the captured enemy crew. Baltzar can command our own ship and crew while we work. ![]()
![]() HP 33/40 The nightmare man stood, bloody but mostly uninjured from the many wounds he had received. Baltzar's tending had allowed him to simply absorb every attack the enemy crew had swung his way. As he stood among the carnage his wounds congealed into ropy scars that darkened until they were the black of charred flesh, then seemed to simply vanish becoming ragged windows into the void of night. Moments later the whole ordeal was only a few more otherworldly scars amid the tapestry already marring his massive form. Casting Scarify converting damage to nonlethal: 2d6 + 4 ⇒ (6, 3) + 4 = 13 While Fargrim went about organizing the remaining enemy crew, the Nightmare man strung the corpse of the Manticore upside down from the yardarm. Then he cut it's tail clean off with a massive obsidian knife. He looked over to Fishguts. "Butcher it. Keep the bones." ![]()
![]() HP 32/41 I'm pretty sure the Manticore is in range now, based on the description and the lack of elevation numbers on the map. "Nivian, the beast." The Nightmare Man's otherworldly dual-voice said in a tone far too calmly for the chaos of the fight. He seemed to be completely unfazed by his wounds. Waiting for Nivian, hoping she decides to hit the Manticore with Misfortune. Delaying until after Nivian's action, then Slumber Hex DC 19 (as an SLA it doesn't provoke) ![]()
![]() The nightmare man stared at the sailor in front of him, pulling the darkness in his mind up to the surface. 1st the Mask makes a Demoralize check against the target. Hopefully that will soften up his saves. Intimidate: 1d20 + 7 ⇒ (17) + 7 = 24 2nd, Sandman cast Slumber Hex, DC 19 (SLA, so no AoO) Is the net icon my Adhesive Spittle spell? If so, I targeted the enemy captain,
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![]() I misunderstood. There's nothing on the map to indicate the Manticore's height above us so I thought it was on the same level, just flying over the water. Thanks for the healing Baltzar. GM, did any of the enemy sailors provoke from me when they fired their crossbows? I have a 20 reach right now. The Nightmare Man raised a hand and sent cloying shadows to bind the Captain of the other ship. Using Adhesive Spittle
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![]() Dancing lights, Mage Armor and Enlarge Person are up. Activating Scar Shield as we pull along side the ship. Sandman stood on the deck towering over everyone, his mask biting into his face and twisting his features into something horrifying. His scars looked like the void, occasional distant stars glinting within him. Dancing motes of light drifted around him like fireflies. "Have your men stand down and prepare to be boarded, Captain. We will not harm you if you comply." his voice was calm and without malice, but carried unnaturally and seemed layered with a second, far more sinister voice. Intimidate, size bonus, aid another from Mask: 1d20 + 12 + 1 + 2 ⇒ (5) + 12 + 1 + 2 = 20 ![]()
![]() Sandman slipped his mask on, shaking his head as it moulded to his face and changed him. The Nightmare Man reached out and caused an eruption of grasping shadows beneath the nearest wasp. Adhesive Spittle. Target is Entangled and at 1/2 movement, and must make saving throws to Fly for 2d4 ⇒ (3, 2) = 5. Target also needs to make a DC 17 Reflex save or be stuck to the ground unable to move for the duration. ![]()
![]() I'm about out of viable options. She's still Shaken for a couple rounds. I have two will save abilities I can use on her, but I don't want to fire them off until Nivian can hit her with Misfortune. For now I'll just try to move. Break Free: 1d20 + 2 ⇒ (6) + 2 = 8 Nope. I'll try again with my standard action . Break Free: 1d20 + 2 ⇒ (9) + 2 = 11 Sigh. Sandman attempts to move, but the entangling kelp keeps him in place. ![]()
![]() Sandman approached Mr. Plugg. "I wanted you to have this moment, Plugg. You were warned. You were given more chances than you ever gave any of us. Your fate was sealed the moment you chose to drug me in the Formidably Maid. I know you chose the Maid because I was there. The others, just prizes of circumstance. You wanted a reputation. You wanted a story. I had one you thought you could take and make yours." he looked over at the dying Mr. Scourge. "I am not the beginning of your legend, Plugg. You are a footnote in mine." "You were dead whenever I wanted you to be. It is over now. S͇l͇͖̪̗͢e̤͉̼͎̣͖͍e̹̫͞p̰͇̺͎." Slumber Hex. ![]()
![]() As the sailor in front of Fargirm died in a messy splatter, Sandman moved forward, his eerie double-voiced chuckle washing over the ship. "I want you to watch, Mister Plugg. I want you to know what you have brought upon yourself." "It is time to die, Mister Scourge." Slumber Hex on Scourge. DC 16 As a note, I am now Flanking with Sandra. ![]()
![]() Sandman stepped back and put on his mask, It bit into the edges of his face and moved like skin. His scars and the new bleeding gash in his back turned to shadows. He exhaled, breathing out a whispy tendrril of dark smoke that reached out for Plugg. 5' adjust back, activate Scar Shield as free action. Adhesive Spittle as standard. Plug is Entangled, as per Tanglefoot bag for rounds: 2d4 ⇒ (4, 4) = 8 He makes a DC 15 Reflex save or be stuck to the floor, unable to move from that square ![]()
![]() Retcon rounds: Casting Resistance on myself, then Longarm. Sandman put his mask on. Until now he'd only ever worn it at night, on the prow. Very few had been close enough to see it while it was on his face. Now, in the light of day, it was clear that the mask was something more than just a peice of wood. Perhaps it was a trick of the rolling fog distorting the shadows, but the mask seemed to move. It's jagged edges gripped the sides of Sandman's face like teeth, not quite puncturing the flesh. The mouth widened and the eyes burned faintly. His scars darkened and seemed made of swirling shadows. Behind him, his shadow was no longer the tattered looking thing it normally was. It was a brutish form that didn't quite move in sync with Sandman himself. It's arms were far too long, and it looked, strangely, like it was on fire. Readied action to move. Current Effects: Mage Armor, Longarm, Scarshield, Resistance, Message. Longarm duration at 2/20 at the end of this round. ![]()
![]() Romello wrote: Haven't yet updated Romello, as I am assuming that you do NOT allow for familiars to get their own skill points beyond the normal for a 1 HD creature, but can change him if necessary. They don't get additional skills based on hit dice, but they certainly gain additional skills based on higher than usual intelligence. This generally won't matter until the familiar's intelligence reaches 10 (when it no longer has a skill point penalty), but its something to think about for the future. Also, most familiars have 1 skill point of their own, which, due to having an intelligence of three or higher, they can put into any skill they like. Edit: Looking at the Monkey stats, it looks like the monkey has 1 skill point in Perception, and a +8 racial bonus to Acro and climb (which the climb bonus is left out of the special modifiers section. must be a typo). So if you wanted to Romelo to have a skill point in something, he'd have his Perception drop from +5 to +1. ![]()
![]() Rillum's scene, cont.: The wound healed quickly. It was as if all the itching and discomfort of letting it heal naturally over the course of weeks were compressed into five seconds. It was a fast, complex array of painful discomfort that was over in moments and left a pale blue scar as the only sign of it's passing. Cure Light: 1d8 + 1 ⇒ (4) + 1 = 5 ![]()
![]() The previous night, Rillum's scene. I'm going to assume that Rillum decided not to wake Nivian because she was in the Berth where any number of eyes could have seen them. Rillum: Sandman was standing at the brow when Rillum came skulking up in the shadows of the port rail. When Rillum quietly got his attention Sandman turned from staring at the stars and focused his attention on the small rat-man.
He was wearing his mask. It seemed to grip his face at the edges, pulling on his skin as if it were lined in small claws. Its eyes glowed faintly with purple light and the scars that mapped his body seemed to have deepened in color from pale blue to black, with flecks of light shining faintly within each puckered line, as if Rillum could see the starry sky through tears in his body. He cast no shadow save for dark slashes beneath him, as if he were completely transparent save for his scars. The mask stared at him, then cast it's eyes downward to his hand. With a sudden motion Sandman knelt and snatched Rillum's tiny hand, staring at the wound. The blood on Rillum's body and clothes began to turn to a blackish mist, raising up off of him and being pulled toward the mouth, like Sandman was inhaling the remnants of the blood. Sandman held tight to the wound, staunching the bleeding as the blood turned to smoke. It hurt. "Pain is the price of your endeavors tonight. You have earned this. Do not shy. Never seek to cheapen the costs of your victory. The more you learn to endure, the more you are able to endure in the future." Sandman's voice sounded like it came from very far, half whisper, half echo. When he let go, the bleeding had stopped. Prestidigitation to clean him up.
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![]() At some point around half way through the night, Samdman slipped his mask on. Most everyone was asleep, but anyone who happened to be awake could see a radically different person continuing to minister to the injured. The blue scars on his body seemed to darken and glow slightly with faint purple light and he placed his hands on the largest scrapes and bruises, seeming to enjoy contact with the injuries. As he moved about the berth tending the others he cast no shadow. Extra Ship Action, mask, Search Ship Area Continuing to provide long term care, while still allowing Sandman to sleep. For a time, he slipped out into the main hold, scanning the for anything suitable as a weapon. a belaying pin as a club maybe? Take 20 on perception in the main hold. Mask has no perception bonus. Take 10 on stealth, for 10. He's not really concerned about being caught because everyone is asleep and he isn't actually doing anything wrong. ![]()
![]() Sorry, couldn't get a post in yesterday. Init: 1d20 ⇒ 19 Sandman nodded grimly to beth and set his mask upon his face. It gripped his jawline and pierced into him like an animal biting down. His skin seemed to darken and the runic swirls on the mask and on his skin swelled to pale light. As the door burst open and the man before them twisted and grew, so did nightmare Sandman had become. "What do sharks dream, little fish?" the warped voice of the gentle healer rumbled and rhasped from behind his other face. "Teach me your pain." Enlarge Person, Scarshield ![]()
![]() "There are worse things than dying, soft-skin." The massive scar-covered man says leaning down to look closer at the smugglers. "Would you like to gamble that Bonegnaw knows more about pain than I do? Intimidate: 1d20 + 10 ⇒ (17) + 10 = 27 If it succeeds, they act as though "Friendly" for the duration of the scene. ![]()
![]() Let's make things more complicated... The big man dashes down the dock and reaches out to grab the side of the smuggler's barge. Then he simply heaves. Moving to the end of the dock, reaching out and grabbing the barge at the square between S1 and S2. Then tipping it up on end to dump the smugglers and the cargo into the water. Rage, Enlarge Person, and Muleback Cords bring my effective Lift strength to 28. That gives me a Lift weight of 4,800 pounds. I'm not sure what the barge weighs, but I'm betting it's less than that. :)
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