Stonechild's Age of Worms


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Male Dwarf Ranger 4/Wizard 5/Temple Raider 6

Lucky-You are able to land in the boat Sir Thomas has pulled himself into (sorta). Perhaps not as gracefully as you would have liked, but you're on your feet.

Sapphire-The quickest/safest way to get to Sir Thomas would be to jump to the barge where Irontusk was at first (DC 5 acrobatics check), and then cross to the boat. The quickest way is just to jump to the boat Sir Thomas is sorta in, but that'll be a difficult jump (unknown acrobatics check).


"Argentus bellum" yells Joryn as he points his right hand towards Irontusk. A shimmering missile of force streaks from his hand and strikes Ironstusk, who grunts loudly. Magic missile damage 1d4 + 2 ⇒ (3) + 2 = 5


Male Dwarf Ranger 4/Wizard 5/Temple Raider 6

Irontusk lets out a mighty yell, rages draws a dagger, and cuts at the rope. Atk 1d20 + 8 ⇒ (7) + 8 = 15 vs AC of 10. Dealing 1d4 + 6 ⇒ (2) + 6 = 8 points of damage to the rope and severing it.

Sir Thomas-it's your turn

I liked Lucky's limerick by the way


male Human Paladin 1

SIr Thomas pulls himself into the boat as a move and casts detect evil and looks at Irontusk


Male Dwarf Ranger 4/Wizard 5/Temple Raider 6

Sir Thomas-

Spoiler:
Yes he is evil, but his aura strength is almost non-exsistant

Luciano-Your turn


Female Halfling Oracle/1

Acrobatics 1d20 + 10 ⇒ (17) + 10 = 27 move action to the boat Iron-tusk is on then try to whip/trip him attack 1d20 + 5 ⇒ (10) + 5 = 15 Sorry my CMB is -1, so 1d20 - 1 ⇒ (7) - 1 = 6


Male Human Inquisitor 1

"Sacred Pelor, under the light of your orb, let this fool's wrath be his undoing." Luciano cast Bane (Will Save DC 15, Players Guide page 246).
{ooc} I don't know if he is within 50'. If not he just says his prayer and doesn't waste the spell [/ooc]
"Little Greenskinned bastard, bring yourself here and let me put an end to the foulness you whore mothe spat from her womb. Pelor will show you justice, but I will not show you mercy!"
as a swift action I activate Justice judgement (Advanced Player's Guide page 39, +1 to attacks).


Male Human Inquisitor 1

If I have time to do all of that, if not I don't activate the judgement


Male Dwarf Ranger 4/Wizard 5/Temple Raider 6

Luciano- Irontusk is out of range of your spell. But if you want to do another standard action, you may. You have enough time to perform your judgement.

Sapphire- You can jump to the barge that Irontusk was originally on, not the one he's on now, unless you can make a DC 50 Acrobatics check. Unfortunately you will not be able to reach him with your whip. You can however make another acrobatics check instead in order to jump to the boat Irontusk is in, but that's all you will be able to do in a round.


"Damm, I don't think I'm gonna be of much more use. I don't have anymore damaging spells and I'm sure as hells not going to risk getting my spellbook wet. Best if I try to cut him off at the pass." And then he heads back down the dock to the street at a jog.

It will be 12 rounds before you see Joryn again.


Female Halfling Oracle/1

okay another acrobatics check. 1d20 + 10 ⇒ (6) + 10 = 16 keep on his tail, I only move 20, for I am small. So when he makes open ground I will be unable to keep up.


Male Dwarf Ranger 4/Wizard 5/Temple Raider 6

Sapphire- As you land on the boat, Irontusk whistles, and three dogs run out from behind some crates and attack you.

Dog 1: 1d20 + 2 ⇒ (11) + 2 = 13, Dog 2: 1d20 + 2 ⇒ (7) + 2 = 9, Dog 3: 1d20 + 2 ⇒ (7) + 2 = 9

You are able to dodge their attacks though.

Meanwhile, Irontusk moves to the next barge, which is moored to this boat, and then jumps to a small floating dock which is attached to another barge.

Sir Thomas-you're up.


Male Halfling Bard (Arcane Duelist)

Did my 25 initiative make it into the rotation? I see Sir Thomas' turn twice before you called for me.


male Human Paladin 1

try to get over to sapphire's boat and throw the dogs overboard
Acro 1d20 - 5 ⇒ (8) - 5 = 3
grapple 1d20 + 5 ⇒ (17) + 5 = 22


Male Dwarf Ranger 4/Wizard 5/Temple Raider 6

Lucky, sorry about that, go ahead. Sir Thomas- give me a reflex save


Male Halfling Bard (Arcane Duelist)

I basically want to just get as close to him as possible. Using full move actions until I can reach him. Here are a couple acrobatics checks to see how far I can get.

1d20 + 10 ⇒ (15) + 10 = 25
1d20 + 10 ⇒ (15) + 10 = 25
1d20 + 10 ⇒ (2) + 10 = 12


male Human Paladin 1

heres the reflex save
1d20 + 2 ⇒ (12) + 2 = 14


Male Dwarf Ranger 4/Wizard 5/Temple Raider 6

Lucky- You get to the boat that Sapphire's on.

Sir Thomas- Even though that silly halfling jumped out of the boat and set it to rocking, it couldn't have been you moving that set the boat to rocking that much after all, you still manage to stay on your feet. You even manage to get to the barge next to the boat. However, you'll have to jump 5' to the boat that the two halflings are in on your next turn.

Luciano- It's your turn


Male Human Inquisitor 1

Luciano, realizing that there is no way he is going to be able to pull off all of this jumping without ending up in the water, decides the only sensible course of action is to head up the pier and try running along the quay-wall, doing his best to keep the scene in his view. With a little bit of luck he can head Irontusk off.


Male Dwarf Ranger 4/Wizard 5/Temple Raider 6

Luciano- You run back to the end of the pier and realize that you're not going to be able to travel along the quay wall as the building come just about up to it, with only about a 2-3" gap left. You may however be able to climb to the rooftops and travel along them. The buildings are 10' high, will require a move action of climbing at a DC of 15. As a side benefit you'll at least have a better shot from the roof.

Lucky- It's your turn.


Male Human Inquisitor 1

A few times has Luciano's armor been a life-saver, but today he thinks it is likely to kill him. Nonetheless, he utter's a curse under his breath and begins climbing.
1d20 - 1 ⇒ (12) - 1 = 11


Male Halfling Bard (Arcane Duelist)

Lucky continues his jumping and tumbling in order to make his way to the floating dock where Irontusk is standing.

1d20 + 10 ⇒ (13) + 10 = 23
1d20 + 10 ⇒ (7) + 10 = 17


Male Dwarf Ranger 4/Wizard 5/Temple Raider 6

Luciano-Alas, you are unable to secure handholds to climb the wall.

Lucky- You tumble past the dogs attacking Sapphire and cross over to the next barge. Where you trip a trip wire. Atk 1d20 + 10 ⇒ (8) + 10 = 18 against a touch AC of 16 A net falls from the ceiling entangling you. You hear Irontusk guffaw.Next round you may attempt an escape artist check to escape.

Irontusk-Moves slowly across the next barge and then on to the boat near it.

Sapphire-Your turn


Female Halfling Oracle/1

My intimidate is +5, so while whip is in hand I will scare the dogs off. I do not wish to harm them just make them stay away. Does the whip get a bonus to intimidate checks? Then with my move check move to the next barge, with acrobatics +10.
1d20 + 5 ⇒ (6) + 5 = 11 intimidate
1d20 + 10 ⇒ (18) + 10 = 28 acrobatics


Male Dwarf Ranger 4/Wizard 5/Temple Raider 6

Sapphire- As you wield the cracking whip of command, the dogs Will save 1d20 - 1 ⇒ (7) - 1 = 6 vs DC of 11 yelp and run back to their holes. You then move to the barge that Lucky is currently entangled on.

It's your turn Sir Thomas.


male Human Paladin 1

Sir Thomas mutters a quick prayer to mayaheine and takes the leap to sapphires previous boat
1d20 - 5 ⇒ (11) - 5 = 6


Male Dwarf Ranger 4/Wizard 5/Temple Raider 6

Sir Thomas-You just barely manage to clear the gap. Landing safely on the deck you quickly make your way across the deck in preparation to cross to the barge the halflings are on.

Luciano-Your turn


Male Human Inquisitor 1

Hey John, the boat that Irontusk started on, did it appear to have a belowdecks area or was it just an open top deal?


Male Dwarf Ranger 4/Wizard 5/Temple Raider 6

It was just appears to be regular open top barge


Male Human Inquisitor 1

Luciano will make his way as fast as he can to the last pier via surface streets (and any open doors that present themselves).


Male Dwarf Ranger 4/Wizard 5/Temple Raider 6

Luciano- Even moving as fast as you can and taking shortcuts it takes you 1d4 + 2 ⇒ (4) + 2 = 6 rounds of travel. You manage to catch up to Joryn in your mad dash.

Lucky-If you're there, it's your turn. Otherwise,

Sapphire-your turn


Female Halfling Oracle/1

I will make a double move to get to Irontusk as fast as I can.
1d20 + 5 ⇒ (20) + 5 = 25 acrobatics
1d20 + 5 ⇒ (9) + 5 = 14 acrobatics
maybe I will make Irontusk deal with me, and let eveybody else catch up.


Male Dwarf Ranger 4/Wizard 5/Temple Raider 6

Sapphire-You move across the small barge and the larger one next to it. You find yourself next to the boat Irontusk is currently on.

Irontusk-Steps off the boat and onto the small last dock, where to your surprise, he does not run down the street into town, but rather crosses over onto the barge tied to the other side. There he takes a pair of lit lanterns and smashes them on the deck behind him. The barge begins to burn.

Sir Thomas-Your turn.


Male Halfling Bard (Arcane Duelist)

Running move (x4), trying to get to Irontusk before he can even do any of that (since my turn was technically before him). Jumping as necessary and a reflex save through the fire if I can get through it.

Acro
1d20 + 10 ⇒ (6) + 10 = 16
1d20 + 10 ⇒ (14) + 10 = 24

Reflex
1d20 + 8 ⇒ (18) + 8 = 26


Male Dwarf Ranger 4/Wizard 5/Temple Raider 6

Lucky, I guess you missed the part where you got entangled in a net that was part of a trap. Instead of doing what you did, I need you to do an escape artist check vs a DC of 16 as a full round action to get unentangled


male Human Paladin 1

Sir Thomas will attempt to make his way to sapphires barge, going boat to boat.

heres some acrobatics checks

1d20 - 5 ⇒ (7) - 5 = 2
1d20 - 5 ⇒ (19) - 5 = 14
1d20 - 5 ⇒ (12) - 5 = 7


Male Dwarf Ranger 4/Wizard 5/Temple Raider 6

While he admittedly looks like a turtle screwing a football, to everyones amazement, not least of which is his own, Sir Thomas manages to scrabble across the boats and barges to where Sapphire is without falling into the water.

Luciano-Is moving up the street.

Lucky- When I get your escape artist check, feel free to describe your actions this round.

Sapphire-Your turn, if you cross the dock and get through the flames (requiring a reflex save to not get burned) you'll be on the same barge as Irontusk.


Female Halfling Oracle/1

cross over to his barge. reflex save 1d20 + 5 ⇒ (3) + 5 = 8 "what are you afraid of Irontusk we just want to ask you a few questions, jeesh do you run like your dogs every time someone wants to talk to you?" have my whip ready if I get a shot to attack this turn then here it is, I will be trying to get around his legs and trip him next round. 1d20 + 5 ⇒ (20) + 5 = 25 if not look around the barge to see if I can use my environment to my advantage, you know boxes, crates, post you tie ropes to, and ropes and the like.


Male Dwarf Ranger 4/Wizard 5/Temple Raider 6

Sapphire- The flame kisses you as you pass through it, you take 1d6 ⇒ 4 points of fire damage. Undaunted you deliver your challenge.

Joryn-Still running

Irontusk looks like for a moment he is going to attack Sapphire, but he seems to notice Sir Thomas making his way onto the dock and Lucky, finally having freed himself (presumably) making his way quickly towards the barge and instead Irontusk turns and goes to jump to the next barge instead. However, Sapphires whip lashes out and catches a hold of one of Irontusks legs as he begins to leap and he crashes down on his face instead.
Sapphire-give me a perception check

Sir Thomas-Your turn, if you're moving to the barge with Sapphire and Irontusk, I need a reflex save to avoid getting burned by the flames.


male Human Paladin 1

Onward to sapphire's barge
reflex 1d20 + 2 ⇒ (19) + 2 = 21


Male Dwarf Ranger 4/Wizard 5/Temple Raider 6

Sir Thomas manages to adroitly avoid the flames as he manuevers onto the barge holding Sapphire and Irontusk.

Luciano-Still running (round 3)

Lucky-Still waiting on escape artist check, but I'll presume that you'll be onboard the barge as well as soon as I get it.

Sapphire-your turn again


Female Halfling Oracle/1

Perception 1d20 + 4 ⇒ (11) + 4 = 15
I think Irontusk is stronger than I and my CMB is low, so I will look for something to either set my whip under or tie it to. "Got him guys hurry up! Don't struggle Mr Irontusk, we just want to ask you a few questions."


Male Dwarf Ranger 4/Wizard 5/Temple Raider 6

Sapphire-

Spoiler:
You notice Irontusk's iron capped tusk on the deck of the barge

You can find something to attach you whip to if you wish, although the smoke is a bit distracting. I also need another reflex save to avoid being burned by the spreading flames.

Joryn-Still running

Irontusk unwraps Sapphire's whip from his leg and stands (nobody is close enough for an attack of opportuity) as the flames begin to engulf the barge. He spits out blood and says "I'm not telling you nothin'. I hope you and your shiny friend here are prepared to die today." reflex save 1d20 + 2 ⇒ (18) + 2 = 20

Sir Thomas- Your turn. I also need another reflex save to avoid being burned by the spreading flames.


Female Halfling Oracle/1

reflex save 1d20 + 5 ⇒ (18) + 5 = 23
pull my whip back in
"looks like we will now call you Onetusk for you lost your iron cap, point at his lost iron cap on the deck and yes if Palor or Yandalla want me, they just need call me, we have people that can make you talk, even if you are dead, so don't make a fuss and come along nice like, okay"


Male Dwarf Ranger 4/Wizard 5/Temple Raider 6

"That's good 'cause I'm gonna send you to see 'em!" shouts Irontusk as he charges Sapphire. bull rush 1d20 + 10 ⇒ (7) + 10 = 17 He slams into Sapphire, knocking her back into the flames for 1d6 ⇒ 3 points of damage and knocking her over the side of the barge into the river.

Sir Thomas-Your turn


Male Halfling Bard (Arcane Duelist)

Yeah, was gone for the weekend as usual...longer this time for Memorial Day...I'll get your rolls here now...sorry.

Escape Artist
1d20 + 4 ⇒ (13) + 4 = 17

Getting to the flaming barge ASAP. Reflex...
1d20 + 8 ⇒ (10) + 8 = 18


Male Dwarf Ranger 4/Wizard 5/Temple Raider 6

Lucky- no worries, hope you had a good weekend

As Lucky lands on the deck, Irontusk grunts "Another midget huh?". But you notice some of the confidence in his eyes diminishes.

Sir Thomas- Your turn, I still need the reflex save though.


Male Halfling Bard (Arcane Duelist)

"Don't worry there, big guy. I'll be sure to make sure everyone remembers your story. Think I'll call it the Irontusk Elegy..."

Lucky grins and draws his short sword.


male Human Paladin 1

okay heres the reflex
1d20 + 2 ⇒ (4) + 2 = 6

"How funny, you dont seem to sound any different despite the missing tooth, maybe you'll sound different with a busted lip."
with that Sir Thomas takes a swing at irontusk
1d20 + 1 ⇒ (6) + 1 = 7


Male Dwarf Ranger 4/Wizard 5/Temple Raider 6

As Sir Thomas strikes at Irontusk a burning piece of the barge's roof strikes him in the arm, doing 1d6 ⇒ 6 points of damage and spoiling his swing.

Luciano-Still running (round 4)

Lucky-Your turn, I need a reflex save to avoid being burned.

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