DM Immortal's Blood Red Roses: A Skull & Shackles Campaign (Discussion)


Play-by-Post Discussion

3,551 to 3,600 of 5,863 << first < prev | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | next > last >>

AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

sorry for my absence folks, I was in a meeting all evening... I'll try to catch up...

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Not to muddy the waters but are we in round 2 now and our actions.

Also Variel has the same trait to take 10 on swim checks.


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Yes, round 2. And I mentioned Variel had the same trait. ;)


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
DM Immortal wrote:
Try and keep discussions to a sentence or two at most per round all. You wouldn't have that much talking time irl. I need ACTION!!! ;-) Also any time you move, i need a swim check (dc 10 but you can't take 10 in combat like this but for normal movement you can forgo it out of combat) and whether you are moving quarter speed as a move action, or half speed as a full round action.

Ahoy!

Round 1 you had us surprised with the shark that swam up and missed Jiro.

During round 1 I attacked and hit, then Variel attacked and hit; then Rain attacked and dropped it.

Dhaavan cast Web.

Adular moved up on the map via a double-move.

Unfortunately, Jiro did not formally act after getting bit.

Then I saw posts which suggest that Round 2 has started - I may be wrong, but doesn't that mean Jiro missed his turn?

Meanwhile, since the shark is dead - (assuming Jiro missed his turn on Round 1) doesn't that mean when Jiro used his "Charm Person" spell, that was his formal action for Round 1 and he'd still get another attack now on Round 2?

Also, if Jiro's action was for round 1 - then it's the enemy turn - then it's our turn on Round 2. However, I'm assuming that before we can offer formal action that the enemies will have some effort to escape the web (like a note or a roll or whatever it is that lets us know the enemies have gone?)

I apologize for all the confusion on my part, but I don't know what's going on right now.

Meanwhile - I'd move myself forward on the map, but before I do that I'd like to know the dimensions/location of the web before I move so I don't end up in any "sticky situations".

In Short: What is the dimensions of the Web Spell on the map?

Magic in Water Questions:

As an aside, I'm generally confused at how water effects spells (including things like Shocking Grasp or Lightening) to the point when I had an extensive conversation with a group of friends when they pointed out that the "conductivity" of water was directly related to the trace amounts of natural ores in the water and that's why Electricity spells don't do "spread damage" in water, or something (even on a group Skype chat that conversation took like an hour).

So, that being the case, now I'm curious to know what the general effects of a "Web Spell" are in water as water is 3D combat, so if we miss a group of guys on the Z Axis with a web spell, and a group is BELOW them on a lower plane of the Z Axis, wouldn't that mean that the "Web" drifts to snag the guys below them?

Also - can we use spells like "Grease" in the water? Will it have any effect on enemies who are swimming not standing - except to cause them to drop a weapon? Speaking of which - their are some rogue/fighter things which mention holding a "small" weapon in our mouth while swimming (like a dagger) which I think we can "draw" as a swift action. Does that mean if a guy has a weapon in his mouth and we hit it with a "Grease" spell he drops it? Also - does swimming with weapons in our hands impair our swim ability?

Fire Spells in Water: I know that the fire attacks typically set things that can burn on fire (such as a Web from a Web Spell) but can we still Cast Fire Spells underwater?

In other words - will it rush out, damage our opponent, then be extinguished next round because it's a spell? Or will it continue to burn things underwater (such as a web). I ask because I saw a video on guys who let off a flare underwater and it kept burning, though it caused the water to bubble, so I wasn't sure how Fire Spells would work while underwater.

Casting Verbal Spells in water: As we're "underwater" now, doesn't being underwater directly effect any spell with a Verbal Component as it "distorts" the sound of the spell? I have no clue - but it's worth knowing as that will not only likely effect our Feats in the future but also tactics.

Hearing in Water Right, so we know the effects of Light/Tunnels on Light/Light on Perception for seeing things - but are there considerations for "Hearing" things underwater? I thought we were currently moving through water up to our waist; but if we're under it, how far can we hear things?

Taking 10 On Swim Check: I have a +10 to my Swim Check as my base Swim Skill. Do I need to roll at all, or is assumed? I ask because I know certain skills (such as Climb) can't have you "Take 10" on it, because there's always the chance that you'll roll a "Natural 1" and either fall, or screw up underwater. That said - what's the answer as I can't formally "Take 10" for swim checks, but my base skill does let me beat the current DC.

Okay - sorry for the questions; if anyone knows the answers, I'd love to learn more.

Sorry for the sporadic postings; my car broke this morning and I almost got hit driving across the street (when the engine died) - my doctor appointment crapped out because the nurse didn't tell me I needed a test for blood work first, and it's possible my personal stress may be compromising my postings. If so, I do apologize for any of that, and I ask for your patience.

Thank you and I'll see you all soon! :)


Island of Empty Eyes Map Current Map

updated with web image

Creatures that can breathe underwater, as you guys can right now, are unaffected in your spellcasting, however the spells themselves might work differently or not at all underwater. Fire spells for example need a check to work and even then turn into jets of scalding water etc.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
DM Immortal wrote:

updated with web image

Creatures that can breathe underwater, as you guys can right now, are unaffected in your spellcasting, however the spells themselves might work differently or not at all underwater. Fire spells for example need a check to work and even then turn into jets of scalding water etc.

[b]Have the Webbed Monsters attempted to escape on their move; and is it now our turn to act on Round 2 - or did Jiro's spell go off on the tail end of Round 1 and we're just waiting for the Monsters to "struggle", albeit uselessly?

How long does it take before the go to "Scalding Water"? That could be useful to attack enemies via "Steam Attacks" as steam is at least as hot as scalding water.

Any other notes about the element of the "Z Axis" and how it effects certain abilities in the water?

Meanwhile, the "Taking 10" and "Perception Checks" are pretty mundane (except for my next turn, I guess); but I was kind of curious.

As an aside - can you imagine being in a group that is actually forced to show the GM the scientific reasoning behind electrical conductivity in different types of water when one of the PC's attempted to use Shockig Grasp in a pool of water? Damn!

Well, between you and me, I think that the GM in that group was a real ball-buster ;)


Island of Empty Eyes Map Current Map

I opened up the map for editing but please please please ONLY move your character and touch nothing else. Also if you move, please make a note on the boards that you moved your character on the map. As an fyi, the document tracks changes made to it so I will know.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
DM Immortal wrote:
I opened up the map for editing but please please please ONLY move your character and touch nothing else. Also if you move, please make a note on the boards that you moved your character on the map. As an fyi, the document tracks changes made to it so I will know.

Run in water?

Our typical Run speed is (I believe) x5 - which would net out 150 feet. If we "Ran" underwater for "Half Speed" would that mean we could swim really fast for a net total of 75 feet?

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Your right Rain just reiterating it as well.

Horatio I don't think you can run as it specifically says a full round action to move at half your speed.


Island of Empty Eyes Map Current Map

You can't run underwater unless you have a swim speed. Variel is correct. Your max speed is 15 feet per round with a full round action. The only person who can "run" is Adular because of his cape.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Variel has light cast on his cutlass.


1 person marked this as a favorite.
F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Round 2: Okay, so Rain, Horatio, Variel all decided to swim half speed (15ft) for a full round. Are we moved on the current map?

And no one can readily swim after the screaming Sahuagin who swam away as the webs are in the way currently ...across the D6 corridor (narrower section). (Wouldn't we get entangled, too?)

From the web spell: The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell's DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

swim: 1d20 - 2 ⇒ (8) - 2 = 6

Dhaavan flounders a bit, and then flicks his light north up the corridor.

The web doesn't quite hit the wall, so there's a clear path us the cooridoe, by the look of it


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

I zoomed the map (400%) and the web goes right across. I don't know where you see an open space, Dhaav. (And I'm referencing the area of the white arrow which I presume is the direction the fish man swam off in ...? Not the widest part of D6.)

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Wow reading that about web means that even if you make the first save you can still get entangled as you move that means three is still a small chance the Sahuagin got stuck as it moved out!

Yes Variel has been moved by someone. Thank you whomever did it. This far back without a swim speed all I could do is move forward this turn.


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

Rain, I believe the fishman swam North, not the direction of the white arrow but rather up toward the top of the map.

The web has the south way locked down tight, but the north should be clear along the top left wall. Or did the thing go down toward the arrow?


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

I'm not sure, Dhaav. I assumed the white arrow was the direction. Maybe Immortal can clarify, please?


Island of Empty Eyes Map Current Map

The arrow signifies that the tunnel is sloping down. The fishman went north


Island of Empty Eyes Map Current Map

South is locked down. North has room


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Okay, thanks Imm.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Ah that makes things clearer as well. I was thinking he went to the south as well. Good to know.


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

How are people moving those tiny icons on the map? If I zoom in to make the map larger, then I can't click on Rain's avatar to move it.

Edit: I managed to move it - Rain had to do a little bit of swimming off to the side ... to draw closer.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

I have not moved myself as I am no my Ipad mainly. Thanks to those who are moving me.


Island of Empty Eyes Map Current Map

ive been moving you var

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

thanks


Island of Empty Eyes Map Current Map

Nice job all! heading to bed, talk amongst yourselves. Sahuagin and Locathah relations: Containing the Crisis with War or Diplomacy...discuss! ;-)


Island of Empty Eyes Map Current Map

Sorry that combat was so....abrupt lol


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
DM Immortal wrote:
Sorry that combat was so....abrupt lol

No worries - we'll get over it ;)

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

You know he is saving the hard stuff for later. The we shall see if he apologizes.

Night Immortal.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Variel Nightstorm wrote:

You know he is saving the hard stuff for later. The we shall see if he apologizes.

Night Immortal.

Wait - I thought this WAS the hard stuff!

:D

Meanwhile, I didn't have a chance to police the bodies or search the room. I'll leave that to whoever else wants to do it - but if we're looking for some platinum gear or something, I'm curious to know more about that trident.

Anyhow - I'm going to go bed, too.

Night!


Island of Empty Eyes Map Current Map

fixed the map so it should be a lot easier to zoom and get around. Couldnt figure out how to adjust the canvas size for the longest time lol.


Island of Empty Eyes Map Current Map

also included the light radius from Variels sword. Made it a bit bigger due to the combined lights you all have so instead of 20' radius, i made it 30 to account for the other light sources. Hope that's ok, just a lot easier than trying to account for all of the light individually.


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Thank you for improving the map, Imm. :)

Headed to bed -- Good night.


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

So I'm not really sure how to catch them all and prevent their escape wihtout using two castings. FIgure i hit the back-end and cut off the retreat, and you guys move in to block off the exits through the seaweed?

Although maybe if we can heard them out the way we came, we can get them to move along without them alerting the others. Dhaavan's got a decent intimidate and bluff?


Island of Empty Eyes Map Current Map

too much talking strategy! you don't have that much time! ;-)


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Looks like there are possibly 4 exits to this place, too - depending on how the map is staggered. Which remind me:

GM: When you are putting up things like enemy markers, is it also possible to put up some generic squares with numbers/letters as a point of reference? As in - "My guy will attack the enemy 5 squares to the left of the Big A, and 3 squares down" - or something like that? Just curious for ranged attacks with so many threats.

Dhaavan, I believe you speak Aquan - is it possible for you to use something like "Ghost Sound" or some other Illusionary spell to "herd" them in a general direction (such as one of the entrances) and the we get them?

Also, unless there's some deep underwater exit to this joint that we have yet to discover, we'll likely end up having to kill of them eventually. The alternative is to cause them all to flee to a place that leads out of the caves "into the deep" which we haven't seen.

That being the case, are we going to be able to wax at leas 10 of these buggers (even ones that are young/frail) AND whatever chief/boss is in here? If not, we may want to hold position and send someone for fast supplies to the ship.

Any ideas on that?

For now Horatio will simply hold action, waiting to see what the party may do next.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
DM Immortal wrote:
too much talking strategy! you don't have that much time! ;-)

GM - I'm ready to do something really awesome/epic but unfortunately I'll need some time to get to a place when I can type all that up effectively *cough cough* naturally that could take me several hours, but to be fair, I'm sure we're all going as fast as possible and no one is using this time to metagame strategy...

;)

On the other hand, pistol is out and ready in a pinch.


Island of Empty Eyes Map Current Map

There are 5 exits actually. As far as the numbering I will see what I can do. I'll just color code in the meantime.


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Sahuagin should not have smiley faces. They're E.V.I.L!! ;) LOL

And, thanks for taking the trident from Rain, Variel. :)


Island of Empty Eyes Map Current Map

hey guys i gotta be up hella early as my wife and kids are doing a bubble run. Have a great night and i will catch up tomorrow


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Good luck on the bubble run! Hope the missus and kidlets have loads of fun.

Night, Imm. :)


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

What is a bubble run? whatever it is - hope they have fun.... ni ni.


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Dhaav summoned 3 fiendish dolphins. ;)

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Nice save Jiro. Nice timing with the Sharks too Dhaavan as we might need them to soak some Attacks till we can all get to Jiro to save him considering we don't know he is unconscious.


Island of Empty Eyes Map Current Map

This is an example of a bubble run. I don't have the pix of the one my family did but this gives you an idea of the shenanigans that ensued lol.


Island of Empty Eyes Map Current Map

Also, Rain is correct, Dhaavan summoned fiendish Dolphins not sharks.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

looks like fun and hilarity - but would be unpleasant where I am (95 degrees, 85% humidity today)... would be great on a hot dry day or a cooler day... did they have a good time?


Island of Empty Eyes Map Current Map

Omg yeah they had an absolute blast. They were covered lol


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
DM Immortal wrote:
Omg yeah they had an absolute blast. They were covered lol

Ohhh… I thought THIS was a bubble run…

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Hey Immortal, quick thought...

Should we have a word count for speech for combat round actions? That way we know what is allowed and what isn't for communication in tight spots. 15 words or something like that.

3,551 to 3,600 of 5,863 << first < prev | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / DM Immortal's Blood Red Roses: A Skull & Shackles Campaign (Discussion) All Messageboards

Want to post a reply? Sign in.