Eberron: The Mark of Death (Inactive)

Game Master BloodWolven

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Combat Map!


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Skills :
Acrobatics +4, Disable device +6, intimidate +1, K. (arcana/engine/planes/pionics)+8. K. (all others)+5, Perception +7, sense motive +6, Spellcraft +10, Use Magic Device +11
Half Orc Artificer 3 HP:27/27 | AC:15 T:11 FF:14 | F:+3 R:+3 W:5 | Init:+1 | Per +7

K.religion: 1d20 + 5 ⇒ (4) + 5 = 9
K.local: 1d20 + 5 ⇒ (20) + 5 = 25

I don't know much about the Lady of Plagues I have been avoiding even speaking of that group. When I was child the the caravan I lived with was attacked by those that claimed to be her adherents. I wasn't near the caravan and barely survived the fight myself.

Zee looks down and rubs his hands

The guards managed to drive them off and rescue me but it was a near thing.


Changling Rogue 3 HP: 24/24 | AC:17 - 14 - 14 | F:+3 R:+6 W:0 ( +2 vs sleep/charm) | Init:+7 | Perception +5 (+6 traps)

Cil lounges on a pile of pillows as the other talk of swords and rituals.

Her ear prick up when Saronis mentions her leadership "Ha! We've been in this together , Sar, don't be forgetting that!" she says, sitting up , showing her own dagger "This here dagger is another gift from the Lady, no whispers in my noggin' yet, but I wouldn't be surprised if there was someday. "

Idly tossing the black bladed dagger from hand to hand "I'm all for ridding you of that meddlesome sword Sar, so we'll keep an eye out for any suitable sacred places casting an eye at Alex, "That'll be your department." Cil says , warming to the idea of being considered leadership material.

Wolf Taming:

First Day ,Untrained Animal Handling DC 15 1d20 + 1 ⇒ (19) + 1 = 20
Second Day ,Untrained Animal Handling DC 13 1d20 + 1 ⇒ (19) + 1 = 20
Third Day ,Untrained Animal Handling DC 11 1d20 + 1 ⇒ (3) + 1 = 4

Cil will try to finagle some meat from the ship's cook to make nice with the wolf she's working on
Diplomacy 1d20 + 1 ⇒ (7) + 1 = 8


Skills:
Acrobat -2, Heal +9, Kn(All) +3/+7, Perception +7, Sense Motive +7, Stealth -2
Status:
HP 28/28; Initi+2; Darkvision 60ft; Fort+7/ Re+2/ Will+5; AC 21 / T13 / FF 18; CMB +5; CMD 15; Speed 30ft;
Female - Fighter L1 Cleric L2 - Tiefling Oni-Spawn (Hungerseed)

Alex looks up at the roof then back down.

"If what you say is true Cil, and you feel this 'gift' of hers may ahve a mind of its own, then we have to work on the assumption this lady knows all we have said here. Our task will now be all the harder, but you where not to know. How did you get this blade?."


Changling Rogue 3 HP: 24/24 | AC:17 - 14 - 14 | F:+3 R:+6 W:0 ( +2 vs sleep/charm) | Init:+7 | Perception +5 (+6 traps)

"Eh, I doubt ol' Lady Death need a sword to take a peek at our goin's on. " Cil shrugs "As Sar said, it was "given" to us. Let's just say we were...um...what's the word.. oh , yeah, kidnapped, tempted with a bunch of treasure, this and that happened and ta da, we've got a patron, of Death that is ,but beggars can't be choosers."


Skills:
Acrobat -2, Heal +9, Kn(All) +3/+7, Perception +7, Sense Motive +7, Stealth -2
Status:
HP 28/28; Initi+2; Darkvision 60ft; Fort+7/ Re+2/ Will+5; AC 21 / T13 / FF 18; CMB +5; CMD 15; Speed 30ft;
Female - Fighter L1 Cleric L2 - Tiefling Oni-Spawn (Hungerseed)

"it is part of the plans of gods, some want us to get this scroll come book. Some not, luck and death seem to want us to"
Over the last few days she has word hard to get her grasp of commen better.


skills:
Acrobatics +6 _ Climb +13 _ Diplomacy +8 _ HA +14 _ Healing +6 _ Intimidate +13 _ K: neering +13 _ Ride +11 _ Stealth +5 _ Survival +8 _ Swim +14
Fighter:
HP: 131/131 | AC: 26 _ T: 15 _ FF: 21 | Perception: +10 _ SM: +4 | Initiative: +5 | F: +12 _ R: +6 _ W: +5(+7) _ CMB: +13, CMD: 28 Speed: 40

He nods and agrees with everyone's statements. "Cil I know that we are in this together, just pointing out what others have chosen." He winks at her, remembering past times together.

Saronis will work with Alexandrite on her common if she allows.

Linguistics check, 1d20 + 1 ⇒ (14) + 1 = 15 DC 5... Saronis will attempt to help her each day during meals, but taking an hour each day to plug through teaching her the nemonics of the words, meanings, and slang.

Linguistics check, 1d20 + 1 ⇒ (6) + 1 = 7 DC 5... Day 2

Linguistics check, 1d20 + 1 ⇒ (20) + 1 = 21 DC 5... Day 3
On the last day it seems much progress is done.

Also he spends at least three hours each day to familiarize himself with his horse. He realizes that dealing with animals is a very good skill and will be working on that during this adventure. He brings it an apple and carrot to treat the horse to something other than barley.

1d20 - 1 + 2 + 2 ⇒ (9) - 1 + 2 + 2 = 12 Handle animal check, DC 10. (elf/bribe)

1d20 - 1 + 2 + 2 ⇒ (3) - 1 + 2 + 2 = 6 Handle animal check. (elf/bribe)
The horse seems to have its own personality, perhaps is just doesn't like his sword...

1d20 - 1 + 2 + 2 ⇒ (1) - 1 + 2 + 2 = 4 Handle animal check. (elf/bribe)
Work is work, and though the last two days it does not seem like much, but the horse will work with him, it may not like him...


Hp 20/26 AC 18 / 12 /14 (+8 Perc; +4 Init; Fort +2, Ref +5, Will +3)

Kn Local: 1d20 + 4 ⇒ (6) + 4 = 10

My, my all that makes for a very interesting tale to say to your grandchildren's. Not much one can do about a god, but a crime family. I wonder what they really want in exchange for financing this expedition.


K Local DC 10:
Dassk is a crime family or criminal organization in Sharn, they mostly call Droaam home, for many of their agents are monstrous humanoids if not actual monsters.

K Local DC 20:
Dassk is the strongest and biggest crime family in Sharn at the moment. There are four major criminal organizations in Sharn: The Boromar Clan, Daask, House Taranan, and the Tyrants. Many of their agents are goblins, hobgoblins, gnolls, bugbears, ogres, medusas, and other monstrous humanoids if not actual monsters. Rumors say that Hags run the family and connect to other powerful regions. Dassk places great emphasis on physical violence, and armed robbery, muggings, assassination, and protection rackets are its stock in trade. On appearance Dassk is a criminal organization, though sometimes its actions have been to help adventurers or take some other action that seeems contrary to its criminal interests.

K Local DC 25:
Dassk has been building its power in Kyber's Gate, Upper Cogs, and in Lower Dura for years, but only recently expanded into the lower wards of the city. Dassk is starting to diversify its interests, selling drugs such as dreamlily, heartflow, and is the only source of the mysterious drug known as dragon's blood. It is true, Sora Katra a Hag from Droaam is the ultimate leader in Dassk. Her sister is said to see the future and if Sora Katra is acting on her advice, Dassk may be playing a very elaborate game.


Skills :
Acrobatics +4, Disable device +6, intimidate +1, K. (arcana/engine/planes/pionics)+8. K. (all others)+5, Perception +7, sense motive +6, Spellcraft +10, Use Magic Device +11
Half Orc Artificer 3 HP:27/27 | AC:15 T:11 FF:14 | F:+3 R:+3 W:5 | Init:+1 | Per +7

I do have better information on our employers though. The Dassk is a crime family in Sharn. They refer to themselves as the Droaam due to the monstrous nature of their agents. It is the most powerful of the four criminal groups in Sharn. The other three are the The Boromar Clan, House Taranan, and the Tyrants. It does most its work in violent ways, armed robbery, muggings, assassination, and protection rackets are its stock in trade. Word on the street is that they are spreading out though. It's leader is a Hag named Sora Katra and her sister who is rumored to be a seer.


skills:
Craft Armor +12, Craft Weapon +12, Know: Arcana +7, Know: Dungeon +3, Know: Planes +7, Spellcraft +7, Use Magic Device +4
Human Magus (Soul Forger) 3 || HP: 19/19, - AC: 17 _ T: 14 _ FF: 13 - Perception: +0 - Initiative: +2 - F: +5 / R: +3/ W: +3 - Speed: 20

local: 1d20 + 3 ⇒ (19) + 3 = 22


Combat Statistics:
19/19HP AC 16 FF 15 Touch 11, Fort +4 Reflex +2 Will +3 Init: +7
Reactive Skills:
Spot/listen +0, Search +7

Tharivello will try and familiarize himself with the horse allowed to him by the embassy.

Handle Animal: 1d20 ⇒ 2

Handle Animal: 1d20 ⇒ 20

Handle Animal: 1d20 ⇒ 17

It doesn't look like the +2 from being an elf really matters on this check. The 2 isn't nearly high enough, and the others should be high enough on their own.

One of the few knowledge skills I don't have trained. I can give a roll for the earlier Kn:Religion, though.

Kn:Religion: 1d20 + 14 ⇒ (16) + 14 = 30


Here we go!!!
A few hours after breakfast on the third day...

A large bump hits the air ship, most likely you are all below deck and not for sure what just happened: you may stay with your mount, stay in your bunk, stay in the kitchen, retreat to one of those places, or advance to the deck. First though you need to do an Acrobatics check to stay standing, if sitting or lying down the DC is 5 less.

Acrobatics DC 12:
If successful you stay standing and catch yourself. Otherwise you take 1d6 lethal and 1d6 nonlethal damage from slamming into a wall then falling to the floor.

Advancement - Please read and make decisions about above info before reading this.:

If you are with your mount it will take 1 round and a handle animal check DC 10, to get your mount to its dock. Then 4 rounds to the deck.

If in your bunk it will take 2 rounds to get to the deck.

If in the kitchen it will take 1 round to get to the deck.

After 2 rounds, Perception DC 18:
You can tell that something is very wrong, there is yelling and it sounds like battle has broken out on deck.


skills:
Craft Armor +12, Craft Weapon +12, Know: Arcana +7, Know: Dungeon +3, Know: Planes +7, Spellcraft +7, Use Magic Device +4
Human Magus (Soul Forger) 3 || HP: 19/19, - AC: 17 _ T: 14 _ FF: 13 - Perception: +0 - Initiative: +2 - F: +5 / R: +3/ W: +3 - Speed: 20

acrobatics: 1d20 + 2 ⇒ (9) + 2 = 11
as it is a few hours after breakfast, i likely wouldn't be in the kitchen still, and since i tamed my mount on day 1 (sheer luck), i probably wouldnt be there. SO i will go with in my bed (or more likely.... hammock).


Quantos does not stay in the hammock and slams into the wall as unceremoniously comes out of it, then face plants into the ground.

What do you plan to do now? 1d6 ⇒ 3 lethal, 1d6 ⇒ 2 non-lethal. Remember when you get magically healed they both get healed.


Hp 20/26 AC 18 / 12 /14 (+8 Perc; +4 Init; Fort +2, Ref +5, Will +3)

Jake walk around the airship talking to other passengers, crewmembers trying to get more information about the area (turmoil, needed supply, the politics, the dangers etc..) where the group is heading.

acrobatics: 1d20 + 10 ⇒ (12) + 10 = 22

Diplo (if needed): 1d20 + 8 ⇒ (19) + 8 = 27


Skills:
Acrobat -2, Heal +9, Kn(All) +3/+7, Perception +7, Sense Motive +7, Stealth -2
Status:
HP 28/28; Initi+2; Darkvision 60ft; Fort+7/ Re+2/ Will+5; AC 21 / T13 / FF 18; CMB +5; CMD 15; Speed 30ft;
Female - Fighter L1 Cleric L2 - Tiefling Oni-Spawn (Hungerseed)

In with wolfy - Acrobatics1d20 - 2 ⇒ (9) - 2 = 7 Ouch next -> LDMG 1d6 ⇒ 2 None-LDNG 1d6 ⇒ 6 next -> Then Persep fighting1d20 + 1 ⇒ (1) + 1 = 2 "Sorry Whats the lassy, Little Jimmy has fallen down a well?"


Skills :
Acrobatics +4, Disable device +6, intimidate +1, K. (arcana/engine/planes/pionics)+8. K. (all others)+5, Perception +7, sense motive +6, Spellcraft +10, Use Magic Device +11
Half Orc Artificer 3 HP:27/27 | AC:15 T:11 FF:14 | F:+3 R:+3 W:5 | Init:+1 | Per +7

acro: 1d20 + 4 ⇒ (4) + 4 = 8
just made the acro check from my bunk. Didn't quantos make it also with the +5 from being on his bunk.

Hearing and feeling that something happened Zee heads up toward the deck unslinging his crossbow as he goes.


Changling Rogue 3 HP: 24/24 | AC:17 - 14 - 14 | F:+3 R:+6 W:0 ( +2 vs sleep/charm) | Init:+7 | Perception +5 (+6 traps)

Cil was attempting to interact with her wolf, feeding it bits of sausage from her breakfast when the entire skyship moved suddenly.

Cil, acrobatics 1d20 + 9 ⇒ (5) + 9 = 14
Wolf, Acrobatics 1d20 ⇒ 13

Adroitly sidestepping, Cil kept her feet as did the wolf, though it appears to be a startled. Calming the animal with soothing noises, she guided it back into it pen.

Handle Animal, untrained DC 10 1d20 + 1 ⇒ (14) + 1 = 15

Securing the door, she allows it to like her fingers once more before gathering her gear from the nearby table and running for the deck.

Perception 1d20 + 5 ⇒ (4) + 5 = 9
4 rounds to go...


Combat Statistics:
19/19HP AC 16 FF 15 Touch 11, Fort +4 Reflex +2 Will +3 Init: +7
Reactive Skills:
Spot/listen +0, Search +7

A few hours after breakfast? Tharivello would likely be in his bunk, unarmored, potentially reading if there're any books on board. Once he's out of his bunk, he rushes to the Deck, taking 2 rounds.

Acrobatics: 1d20 + 6 ⇒ (13) + 6 = 19

Perception: 1d20 ⇒ 4

He has no idea what's going on.


Well being in a bunk, would likely negate that, I was truely thinking sitting or on the ground.

When you get to the deck chaos has been set loose armored skeletons with weapons are attacking the crew and Saronis.

Jake +5 on the perception check (1 round), (2 round individuals, no modifier on perception), (4 rounds, -12 on perception check, Alex and Cil)

Perception Check DC 12:
A large ship with a unique shape on its back, a skull with blood dripping off of it, has passed our sky ship.

As you come up, tell me what weapon you carry, what armor you have on... which for most of you would be nothing to little considering coming from the bunk you would likely be unarmored like Thar.

Then what action you plan to take.


Skills:
Acrobat -2, Heal +9, Kn(All) +3/+7, Perception +7, Sense Motive +7, Stealth -2
Status:
HP 28/28; Initi+2; Darkvision 60ft; Fort+7/ Re+2/ Will+5; AC 21 / T13 / FF 18; CMB +5; CMD 15; Speed 30ft;
Female - Fighter L1 Cleric L2 - Tiefling Oni-Spawn (Hungerseed)

I rolled for having armour on, and tuck the hit for it, as she's trying to get Bitter use to how she normally looks and smells. She failed her perception roll with a 1 she has no clue about the events top side unless some one tells her.

acrobatics bitter 1d20 + 8 ⇒ (18) + 8 = 26
perception 1d20 + 10 ⇒ (8) + 10 = 18
Biter with ease avoids damage but starts growling.

Round 1

"Biter to me, what is it?" she says
Animal handling 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22she gets him to come to her
Alex will heal herself QLW 1d8 + 1 ⇒ (4) + 1 = 5 -2 hp left

Round 2
See what's going on around her to see why he's growling.
perception 1d20 + 7 - 12 ⇒ (15) + 7 - 12 = 10 to see what's going off


Skills :
Acrobatics +4, Disable device +6, intimidate +1, K. (arcana/engine/planes/pionics)+8. K. (all others)+5, Perception +7, sense motive +6, Spellcraft +10, Use Magic Device +11
Half Orc Artificer 3 HP:27/27 | AC:15 T:11 FF:14 | F:+3 R:+3 W:5 | Init:+1 | Per +7

No armor but the shaking would have caused me to grab my weapons. Ac 11 touch 11 flat footed 10

per: 1d20 + 7 ⇒ (13) + 7 = 20

We are being attacked by accursed undead air pirates. What is with this freaking job.

K.religion: 1d20 + 5 ⇒ (6) + 5 = 11

He pulls out his Falchion. Then casts personal weapon augmentation to make it a undead bane weapon.

Un less I am reading it wrong and those are not undead.


skills:
Craft Armor +12, Craft Weapon +12, Know: Arcana +7, Know: Dungeon +3, Know: Planes +7, Spellcraft +7, Use Magic Device +4
Human Magus (Soul Forger) 3 || HP: 19/19, - AC: 17 _ T: 14 _ FF: 13 - Perception: +0 - Initiative: +2 - F: +5 / R: +3/ W: +3 - Speed: 20

GM:
Quantos, if he was given any hint that the skies were dangerous, would be wearing his armor. It is several hours into the day at this point. Finally, he wears a chain shirt, so it is feasible to sleep in it.

That said, if he wasn't given any indication of threat, then perhaps he wasn't wearing it. I 'm not arguing or anything, donning and doffing armor is a part of the game (and thankfully one that comes up seldomly).

Perhaps a percentage roll could be allowed to determine if he was wearing it or not? If not, I'll complain no more :D

Quantos, taking no chances after his more than brush with death the previous day, will hastily don his armor. this means he will get abovedeck on round 7 vice round 2


Changling Rogue 3 HP: 24/24 | AC:17 - 14 - 14 | F:+3 R:+6 W:0 ( +2 vs sleep/charm) | Init:+7 | Perception +5 (+6 traps)

Cil would have as a matter of course put on her leathers when rising in the morning.


Hp 20/26 AC 18 / 12 /14 (+8 Perc; +4 Init; Fort +2, Ref +5, Will +3)

Round 1

Perception: 1d20 + 8 ⇒ (10) + 8 = 18

Jack Wearing no armor but armed with his great sword will Move up toward the first skeleton he see close to Saronis (if possible)

30ft move, Arcane Strike (swift)

PA Greatsword : 1d20 + 8 - 1 ⇒ (5) + 8 - 1 = 121d10 + 8 + 1 ⇒ (10) + 8 + 1 = 19

Current AC 12


You have all been warned that threats exist from the jungle so if your character would wear light armor to be prepared, that is fine.

_____
Zee on the deck you can see several skeletons leave the fighting to come after you and those with you. Quantos is with you, he has his chain shirt still on from sleeping and armed with his longsword.

Saronis and the crew are fighting off a dozen armed and armored skeletons.

Cil since you were down in the stables with Alex, do you tell her anything as you venture up?

Those armored for good reasons: Cil - light armor, Quantos - light armor, Alex - normal armor.


Hp 20/26 AC 18 / 12 /14 (+8 Perc; +4 Init; Fort +2, Ref +5, Will +3)

Saronis:
Saronis we have been boarded by a skyship in front of us. It's flag is a skull with blood dripping off of it.


Jake:
So...what kind of time frame are we talking about for you gathering information, this morning after breakfast? Or over the course of the three days?

*Edited

Jake has been around the ship and gets to the deck before anyone else in the party, besides Saronis who was already on the deck. Jake moves forward and with a mighty slash of his greatsword the skeleton reels back as bones break free and fall to the deck, but does not go down. It comes at you just like the others around.

attacks on Jake:

1d20 + 3 ⇒ (15) + 3 = 18 Scimitar attack, 1d6 + 3 ⇒ (6) + 3 = 9 damage.
1d20 + 3 ⇒ (20) + 3 = 23 Dagger attack, 1d4 + 1 ⇒ (3) + 1 = 4 damage.

1d20 + 3 ⇒ (18) + 3 = 21 Scimitar attack, 1d6 + 3 ⇒ (4) + 3 = 7 damage.
1d20 + 3 ⇒ (9) + 3 = 12 Dagger attack, 1d4 + 1 ⇒ (1) + 1 = 2 damage.

Confirm crits...
1d20 + 3 ⇒ (6) + 3 = 9 Scimitar attack, 1d6 + 3 ⇒ (3) + 3 = 6 damage.
1d20 + 3 ⇒ (5) + 3 = 8 Dagger attack, 1d4 + 1 ⇒ (4) + 1 = 5 damage.


The skeletons focus on Jake rather than going after Quantos or Zee. You both can act now in 'Round 2' just as Jake has done. Jake takes lots of wounds from the blades that the skeletons use deftly.


Hp 20/26 AC 18 / 12 /14 (+8 Perc; +4 Init; Fort +2, Ref +5, Will +3)

Crap says gravely wounded Jake after the skeleton's attack. He had secretly hoped that one of them would have been destroyed.

Round 2

start Battle Dance (Move), Arcane Strike (Swift), Fighting Def

Great Sword: 1d20 + 8 + 1 - 4 ⇒ (7) + 8 + 1 - 4 = 121d10 + 6 + 1 + 1 ⇒ (10) + 6 + 1 + 1 = 18

Current AC 15


Skills:
Acrobat -2, Heal +9, Kn(All) +3/+7, Perception +7, Sense Motive +7, Stealth -2
Status:
HP 28/28; Initi+2; Darkvision 60ft; Fort+7/ Re+2/ Will+5; AC 21 / T13 / FF 18; CMB +5; CMD 15; Speed 30ft;
Female - Fighter L1 Cleric L2 - Tiefling Oni-Spawn (Hungerseed)

Alex looks at Cil

"Do you know what is going on Cil?"

GM can the dire wolfs get on deck from the stables?


Changling Rogue 3 HP: 24/24 | AC:17 - 14 - 14 | F:+3 R:+6 W:0 ( +2 vs sleep/charm) | Init:+7 | Perception +5 (+6 traps)

Shouldering her pack, then tying her weapon harness across her hips, Cil looks up at Alex's question "No idea, Alex, but we've either ran into something or something's run into us.". With wry grin, "We should take a look either way "


Skills :
Acrobatics +4, Disable device +6, intimidate +1, K. (arcana/engine/planes/pionics)+8. K. (all others)+5, Perception +7, sense motive +6, Spellcraft +10, Use Magic Device +11
Half Orc Artificer 3 HP:27/27 | AC:15 T:11 FF:14 | F:+3 R:+3 W:5 | Init:+1 | Per +7

Seeing Jake start to get beaten by the two skeletens surrounding him and Quantos holding his own Zee moves over and tries to smash the undead near his wounded comrade.

Jake hold me and Quantos are coming to help you.

hit: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
damage: 2d4 + 4 + 2d6 ⇒ (2, 3) + 4 + (5, 5) = 19
Add two if I can flank with Jake. Never rolled init will delay till after Jake and then attack the most wounded skeleton.

init: 1d20 + 1 ⇒ (18) + 1 = 19


Alex, you know that it is a squeeze for the dire wolves, but they could get to the deck eventually. Zee what are you attacking with? Right now I am just going by rounds, as opposed to Init, since people will be showing up slowly. Everyone should still roll initiative, thanks Zee.

Round 2
Zee charges up to Jakes side smashing the skeleton that Jake just hit smashing it to the ground.

Quantos still to go...

Saronis destroys a skeleton in front of him and cleaves, hurting another. The crew seem to be holding their own, as their obvious captain, the woman up at the top of the map is giving orders and support.

The skeletons just attempt to cut down what is in their path, but many of the crew members seem to be agile enough to not take damage.

Round 3
Jake now has attacked again, now more defensively, as you hear the captain's words of encouragement like the crew, you gain +2 on attack, and +2 on damage. The wounded skeleton was taken down by your friend Zee allowing you to focus on the next skeleton. Though with their armor and quick movements your attack hits just a bit of its armor.

Zee and Quantos still to go...


Skills:
Acrobat -2, Heal +9, Kn(All) +3/+7, Perception +7, Sense Motive +7, Stealth -2
Status:
HP 28/28; Initi+2; Darkvision 60ft; Fort+7/ Re+2/ Will+5; AC 21 / T13 / FF 18; CMB +5; CMD 15; Speed 30ft;
Female - Fighter L1 Cleric L2 - Tiefling Oni-Spawn (Hungerseed)

Alex nods, and pulls her great sword, she holds it for a moment and says

"By the blessings of Olladra, Goddess of Fortune let us live out this day and face it with goodness in out harts."

She opens her eyes then nods, following Cil. Her clothing changes to combat.

"If bitter can get to the deck as well she will take him and any others GM, now long will it take?"


If you want to release the rest of the dire wolves it will take at least 3 rounds for each additional wolf. Though since Biter is out, he can follow you the best he can. He does not have his barding on, but that is probably for the best to get him through the tight hallways. With Biter in tow it will make you see the deck one round after Cil... Round 7 I believe.


Skills :
Acrobatics +4, Disable device +6, intimidate +1, K. (arcana/engine/planes/pionics)+8. K. (all others)+5, Perception +7, sense motive +6, Spellcraft +10, Use Magic Device +11
Half Orc Artificer 3 HP:27/27 | AC:15 T:11 FF:14 | F:+3 R:+3 W:5 | Init:+1 | Per +7

I used personal weapon augmentation so it is a +2 weapon with an extra 2d6 when fighting undead the spell is here

Zee will turn to the remaining skeleton threatening Jake and try to bring it down. Shifting to put himself between Jake and as many enemies as he can.

hit: 1d20 + 7 + 2 + 2 ⇒ (7) + 7 + 2 + 2 = 18
damage: 2d4 + 4 + 2 + 2d6 + 2 ⇒ (2, 1) + 4 + 2 + (2, 4) + 2 = 17

7 is his regular to hit. Two because it counts as a plus 2 weapon vs undead. The last +2 is the captains encouragement. Damage is falchion. Two handed weapon str bonus. +2 weapon bonus. 2d6 from bane effect and +2 captains encouragement. Current ac -4 to ll. FF -4 to 10.


skills:
Craft Armor +12, Craft Weapon +12, Know: Arcana +7, Know: Dungeon +3, Know: Planes +7, Spellcraft +7, Use Magic Device +4
Human Magus (Soul Forger) 3 || HP: 19/19, - AC: 17 _ T: 14 _ FF: 13 - Perception: +0 - Initiative: +2 - F: +5 / R: +3/ W: +3 - Speed: 20

sorry for the almost whole day of inactivity. LOOOONG day at work (like most) but i am ready to kick some skeleton coccyx!

Round 2 (when Quantos appears):
Storming abovedecks and seeing skeletons, Quantos draws forth a sword with a blade of silver. The blade is slightly curved in an S-shape, with etched scales on the blade, its overall appearance mirroring that of a dragon's tail. The bone handle has been exquisitely carved to resemble a dragon's head and neck, and expertly polished to a deep red finish. The hilt on one side of the blade appears as the wings of the dragon, outstretched in flight. On the reverse side, the dragon's legs and arms appear to clutch a large sunburst carved of ivory around a woman's face, her mouth obscured by a white rose.

In the presence of nearby undead, the blade pulses hungrily. With a quick flourish, arcane energy builds in his hand and the blade flashes once more, this time retaining its glow.

using a swift action to grant a stacking +1 to my weapon for 1 minute, and note to self and GM, cannot use spellstrike or spell combat as this is not my bonded weapon.

attack: 1d20 + 8 ⇒ (11) + 8 = 19 +2 if it's a charge
good vs DR, slashing: 1d8 + 7 ⇒ (8) + 7 = 15

Round 3 (Captain's +2/+2 added):

Hearing the Captain's inspiring words, Quantos recalls similar words coming out of his mouth in a past life. Words that lead my men to death. Shaking aside the memory momentarily, Quantos adopts a more defensive fighting style to remain grounded despite his zeal.

fighting defensively as a standard action, -4 to hit, +2 AC

attack: 1d20 + 10 - 4 ⇒ (15) + 10 - 4 = 21
good vs DR, slashing: 1d8 + 9 ⇒ (7) + 9 = 16

GM:

In the description for the weapon, it is good for overcoming DR when i use it.

Also, the special scabbard of vigor also makes it "Good" once per day.

I could not find the "Good" weapon special ability on the PFSRD. Could you quantify what the ability will do?


Quantos:
'Sacred' would be what you are looking for, from 3.5 Magic item compendium.

ROUND 3
Zee go... The skeleton before you is hurt.

The skeleton strikes at Zee only one attack got through his defenses.
1d20 + 3 ⇒ (7) + 3 = 10 Scimitar attack, 1d6 + 3 ⇒ (1) + 3 = 4 damage.
1d20 + 3 ⇒ (9) + 3 = 12 Dagger attack, 1d4 + 1 ⇒ (4) + 1 = 5 damage.


skills:
Craft Armor +12, Craft Weapon +12, Know: Arcana +7, Know: Dungeon +3, Know: Planes +7, Spellcraft +7, Use Magic Device +4
Human Magus (Soul Forger) 3 || HP: 19/19, - AC: 17 _ T: 14 _ FF: 13 - Perception: +0 - Initiative: +2 - F: +5 / R: +3/ W: +3 - Speed: 20

GM:
I don't have that book handy just this moment, would this be the same?


Skills :
Acrobatics +4, Disable device +6, intimidate +1, K. (arcana/engine/planes/pionics)+8. K. (all others)+5, Perception +7, sense motive +6, Spellcraft +10, Use Magic Device +11
Half Orc Artificer 3 HP:27/27 | AC:15 T:11 FF:14 | F:+3 R:+3 W:5 | Init:+1 | Per +7

My round three action is up.

Round 4

Reeling from the dagger blow Zee begins to growl beast like at the skeleton in front of him. Before doing his best to smash it to pieces. Screaming his rage as tries to hammer it into dust.

-2 ac for: 1d4 ⇒ 1rounds or until I kill what hit me.
hit: 1d20 + 7 + 2 + 2 ⇒ (12) + 7 + 2 + 2 = 23
damage: 2d4 + 4 + 2 + 2d6 + 2 ⇒ (3, 2) + 4 + 2 + (6, 4) + 2 = 23


Qantos:
Yes that is the magical ability I was speaking of, though right now it does not give the extra 1d6 damage to undead, just the 'good' alignment bonus.

ROUND 4
Zee finishes off the skeleton before the three of you, but there is more.

Cil makes it to the top of one of the stairs this round.

Initiative rolls:

1d20 + 2 ⇒ (1) + 2 = 3 Alex
1d20 + 2 ⇒ (19) + 2 = 21 Quantos
1d20 + 7 ⇒ (15) + 7 = 22 Cil
1d20 + 4 ⇒ (8) + 4 = 12 Jake
1d20 + 7 ⇒ (15) + 7 = 22 Thar
1d20 + 2 ⇒ (16) + 2 = 18 Saronis
1d20 + 7 ⇒ (20) + 7 = 27 Skeletons
1d20 + 2 ⇒ (3) + 2 = 5 Crew

ROUND 4
27 Skeletons*
22 Thar
22 Cil
21 Quantos
19 Zee*
18 Saronis
12 Jake
5 Crew
3 Alex

attacks:

On Zee
1d20 + 3 ⇒ (1) + 3 = 4 Scimitar attack, 1d6 + 3 ⇒ (5) + 3 = 8 damage.
1d20 + 3 ⇒ (15) + 3 = 18 Dagger attack, 1d4 + 1 ⇒ (4) + 1 = 5 damage.

On Quantos
1d20 + 5 ⇒ (6) + 5 = 11 Scimitar attack, 1d6 + 3 ⇒ (6) + 3 = 9 damage.

On Jake
1d20 + 3 ⇒ (13) + 3 = 16 Dagger attack, 1d4 + 1 ⇒ (4) + 1 = 5 damage.

The skeleton attacking Zee fails epically, allowing an Attack of opportunity from Jake, Zee and Quantos, its second attack is scrapped. Though the skeleton near Jake takes down the crew member and hits Jake with its second attack leaving a nasty slash on his arm.


Skills :
Acrobatics +4, Disable device +6, intimidate +1, K. (arcana/engine/planes/pionics)+8. K. (all others)+5, Perception +7, sense motive +6, Spellcraft +10, Use Magic Device +11
Half Orc Artificer 3 HP:27/27 | AC:15 T:11 FF:14 | F:+3 R:+3 W:5 | Init:+1 | Per +7

AOO
1d20 + 7 + 2 + 2 ⇒ (11) + 7 + 2 + 2 = 22
2d4 + 2 + 2d6 + 4 + 2 ⇒ (1, 2) + 2 + (3, 1) + 4 + 2 = 15

Seeing the skeleton fumble away its advantage Zee strikes hard trying to hurt it.
Edit:Sorry made a mistake
Round 5
1d20 + 7 + 2 + 2 ⇒ (17) + 7 + 2 + 2 = 28
2d4 + 2 + 2d6 + 4 + 2 ⇒ (4, 2) + 2 + (4, 4) + 4 + 2 = 22

Stepping over toward Jake's fallen body Zee lashes out at the skeleton that slashed him with a dagger trying to pull its attention to himself.


skills:
Craft Armor +12, Craft Weapon +12, Know: Arcana +7, Know: Dungeon +3, Know: Planes +7, Spellcraft +7, Use Magic Device +4
Human Magus (Soul Forger) 3 || HP: 19/19, - AC: 17 _ T: 14 _ FF: 13 - Perception: +0 - Initiative: +2 - F: +5 / R: +3/ W: +3 - Speed: 20

AoO
Still fighting defensively as a standard action, -4 to hit, +2 AC. the +2/+2 atk/dmg is from Captain's chanting. Will that end after this turn? or is it still going?

attack: 1d20 + 10 - 4 ⇒ (20) + 10 - 4 = 26
good vs DR, slashing: 1d8 + 9 ⇒ (3) + 9 = 12

Crit confirm if necessary
attack: 1d20 + 10 - 4 ⇒ (1) + 10 - 4 = 7
good vs DR, slashing: 1d8 + 9 ⇒ (3) + 9 = 12

♫ womp womp ♫


Skills:
Acrobat -2, Heal +9, Kn(All) +3/+7, Perception +7, Sense Motive +7, Stealth -2
Status:
HP 28/28; Initi+2; Darkvision 60ft; Fort+7/ Re+2/ Will+5; AC 21 / T13 / FF 18; CMB +5; CMD 15; Speed 30ft;
Female - Fighter L1 Cleric L2 - Tiefling Oni-Spawn (Hungerseed)

Alex walking walking See you in round seven


The captain continues to inspire her crew and allies each turn, thus it stays unless she needs to act another way. The inspiring words and song keep strong.

ROUND 5
You find all of the near by skeletons put to rest.
There is a skeleton holding a shimmering orb near the railing. As Saronis moves towards this skeleton an image appears before the skeleton.

Is Jake down? You might want to heal him then.

27 Skeletons*
22 Thar ???
22 Cil - On deck... what now?
21 Quantos
19 Zee*
18 Saronis*
12 Jake
5 Crew*
3 Alex - attempting to get on deck.

Wow, I thought it would take longer to clean out the skeletons, I was proven wrong.

Only those within 10 feet can hear the image, unless Perception DC 20:
"Saronis my old love, it is good to see you alive, perhaps we rush after the same relic. May my gift make you stronger."


Hp 20/26 AC 18 / 12 /14 (+8 Perc; +4 Init; Fort +2, Ref +5, Will +3)

Round 4

Aoo: 1d20 + 8 + 1 - 4 ⇒ (20) + 8 + 1 - 4 = 251d10 + 6 + 1 + 1 ⇒ (4) + 6 + 1 + 1 = 12

crit Conf: 1d20 + 8 + 1 - 4 ⇒ (19) + 8 + 1 - 4 = 241d10 + 6 + 1 + 1 ⇒ (8) + 6 + 1 + 1 = 16

Jack will fall unconscious before he gets a chance to act as the skeleton attacks hit him.

Stabilization: 1d20 + 1 - 3 ⇒ (5) + 1 - 3 = 3 Vs DC 10


Skills :
Acrobatics +4, Disable device +6, intimidate +1, K. (arcana/engine/planes/pionics)+8. K. (all others)+5, Perception +7, sense motive +6, Spellcraft +10, Use Magic Device +11
Half Orc Artificer 3 HP:27/27 | AC:15 T:11 FF:14 | F:+3 R:+3 W:5 | Init:+1 | Per +7

per: 1d20 + 7 ⇒ (13) + 7 = 20

Round 5 edit.

If there are no skeletons near by I take out my potion of CLW and pour it down Jake's throat for

heal: 1d8 + 1 ⇒ (2) + 1 = 3


skills:
Craft Armor +12, Craft Weapon +12, Know: Arcana +7, Know: Dungeon +3, Know: Planes +7, Spellcraft +7, Use Magic Device +4
Human Magus (Soul Forger) 3 || HP: 19/19, - AC: 17 _ T: 14 _ FF: 13 - Perception: +0 - Initiative: +2 - F: +5 / R: +3/ W: +3 - Speed: 20

Round 4 (all i did that round was AoO because it wasnt my turn yet)

attack: 1d20 + 10 ⇒ (10) + 10 = 20
good vs DR, slashing: 1d8 + 9 ⇒ (5) + 9 = 14

Round 5

attack: 1d20 + 10 ⇒ (2) + 10 = 12
good vs DR, slashing: 1d8 + 9 ⇒ (2) + 9 = 11


The crew finishes off the last skeleton, as you take down those near your group. They begin tending their wounded, as you do for your own.

The image of the woman flickers out as Saronis takes the orb then shoves the skeleton off the railing.

Cil appears at the top of the stairs just to see the end of the fight. Alex soon follows.

Feel free to interact with any NPC or PC as the crew and ship begins to recover.


Skills :
Acrobatics +4, Disable device +6, intimidate +1, K. (arcana/engine/planes/pionics)+8. K. (all others)+5, Perception +7, sense motive +6, Spellcraft +10, Use Magic Device +11
Half Orc Artificer 3 HP:27/27 | AC:15 T:11 FF:14 | F:+3 R:+3 W:5 | Init:+1 | Per +7

Zee Wakes over Alex when she gets up stairs

Jake is down and others are hurt could you channel a bit.

Saronis we need to talk later.

Zee take a pair of glasses out of his pouch and casts Identify on them to check that the skeletons aren't carrying some sort of magical surprise.

If nothing is found on the skeletons he just uses Identify focusing on the orb Saronis has and his sword.

orb: 1d20 + 10 + 10 ⇒ (10) + 10 + 10 = 30
sword: 1d20 + 10 + 10 ⇒ (7) + 10 + 10 = 27
skeleton?: 1d20 + 10 ⇒ (18) + 10 = 28Add 10 if its an item

Standing just south of the last skeleton should give the 60 foot cone the ability to do everything I just said. Identify lasts for 9 rounds, First three getting Saronis and as many of the skeletons in the spell range then focusing on the two items and then anything the Skeles might have. If I can't catch them all I will use detect magic for the others

He then takes his chainmail out of his Handy Haversack an put it on then properly belts on his weapons.

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