Mary trudges along at the back of the line, her shorter stature not giving her a good look at the surroundings until they get nearer to the ocean. There in front of them is the second ship if ship could describe it. How the goblins managed to raid the ship with out killing themselves surprised her. However if the goblins could do it so could Mary. With that Ida in mind she takes a good long hard look at the ship trying to discern a safe path.
1d20 + 8 ⇒ (8) + 8 = 16
Oly one way to find out I suppose. Watch your step it may be a bit tricky, but over there it might be a bit safer. We we all going in or is someone going to stay out here and be on watch? I am up for either as my small frame might allow me travel easier and not sink into the mud. If anyone has a rope now would be the time to get it out as well.
Shrugging out of her pack, Shianne reaches inside it and pulls out a coil of black silken rope. I think this will do Mary," she says as she shoulders her pack once again.
She gives the wreckage another once-over before taking the lead and heading out to investigate the ship with the coiled rope slung over her shoulder.
You all make your way onto the wreckage of the ship. Clearing the moss away from a sign you see the ships name scrolled in a board hanging from the wreckage. You all search the ship and most of you are pretty convinced its empty.
You notice some bones sticking out of the mud and as you move in a little closer to investigate 4 skeletons animate around the deck of the ship. Mud drips from there bones as they start growing.
everyone roll init and post your actions for the first round.
Shianne finishes stowing her rope back in her pack and slipping into it when Mary's words reach her ears. Her hands slip to her twin sais as her eyes begin to scan the deck of the hulk.
Init:: 1d20 + 6 ⇒ (7) + 6 = 13
attack primary / light / feat: 1d20 + 2 - 6 + 2 + 2 ⇒ (15) + 2 - 6 + 2 + 2 = 15
damage: 1d4 + 1 ⇒ (1) + 1 = 2
damage if flanked: 1d6 ⇒ 2
attack off-hand / light / feat: 1d20 + 2 - 10 + 2 + 2 ⇒ (4) + 2 - 10 + 2 + 2 = 0
damage: 1d4 + 1 ⇒ (2) + 1 = 3
damage if flanked: 1d6 ⇒ 1
Initiative : 1d20 + 3 ⇒ (9) + 3 = 12
As soon as I see the walking skeletons, I start to whisper some familiar incantations, "zezhuanth iri letoclo ve gahri nomeno tafiaf. xurwk coi zyak si shilta ti qe ocuirtor." With this I start to shrink, until I am only half of my original height.
Cast Reduce Person
Current AC : 16
Am I correct in remembering that Masaru is going to be MIA for a bit because he was heading home?