DM Michael Cullen's Skull and Shackles

Game Master MichaelCullen

DM Mike Cullen's Skull and Shackles
Strategic Map

BATTLE MAP


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Acquisitives

Male Urog Technomancer 6: Spd: 15, EAC:19, KAC:21, Init:1, DR:1, Electric Resistance:5, SP:54/54, HP:36/36, RP:6/6, F:7, R:3, W:5, Per:9 Lowlight&Darkvision

Jax just waits for action to happen for now he is resting in one of the ships chairs.


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

posted in discussion, until I know how much cash we each got I don't know if I got what i want.


Male Human Expert 1 Warrior 1

The morning wind is perfect, perhaps fortuitous for the beginning of another journey. The same harbor pilot that brought you in was more than happy to take his fees on your way out. It's either that or fight your way out and I don't you are ready for that yet. The waves get a bit choppier as you leave the protection of the harbor. Once clear of any hazards to navigation Sandra asks, Where are we off to next? Running down more ships or perhaps back to Tidewater Rock?


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Aye, Tidewater Rock would be tha' course fer my vote. (^_^)


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

"We set sail for the Tidewater Rock. It be a good place to make a name for ourself and hunt for some hidden treasure!" Calah says and shouts out orders to make sure they get underway.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Suny bounces to attention at the captain's bellowed orders, moving to get her pair of charges to work and the ship off towards adventure. (^_^)

Sczarni

Female Human 5th Cleric

Captain, I'd like to take stock of everything and everyone aboard the ship at this point in time, so that we know who's who and what is what? I'd like to take one swab with me to help me in this process? What do you think Captain?

basically taking stock as Quartermaster


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Dimitrious sitting under the protection of his "Penumbra" cantrip so as not to burn his fair skin, casts Alter Winds: 1d10 + 10 ⇒ (5) + 10 = 15 to assist the old girl on her way.


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

updated sheet with purchases and status

Setting sail, Noro takes to her familiar duties as a swab. making the ship ready to sail. she still looks a little beat, and seems to have some minor pains as she works, but she still works to "pull her own weight"

she carries a small flask of rum with her as she works. taking a swig whenever her injuries start to act up.

profession sailor: 1d20 + 8 ⇒ (16) + 8 = 24


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

"An overview of what we have would be useful. I'm sure Grok could use the companionship Kyranda. Take one of Suny's friends with you. " Calah says, grinning during the comment of Grok's companionship.

"Oh but first, heal Noro. Stubbern girl is still wounded from her fight but refused to ask you or Sandra for healing."


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

yes it is Noro's personality, she does not usually ask for healing. she has a fear of appearing weak and needy, (it cost her alot once in the past). so as you travel with Noro that is something you will notice. but of course if she does ask for healing, then you know she is into something that could be quite dangerous.

Sczarni

Female Human 5th Cleric

cure moderate wounds: 2d8 + 4 ⇒ (8, 4) + 4 = 16
Perception check: 1d20 + 2 ⇒ (20) + 2 = 22
on Noro. Do you feel better my friend or do you need any more healing at this time?

Looking at the newer recruits

Who would like to join me for some seeking and finding everything on this ship?


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Suny indicates that Kala and Schabe (Assuming that's to whom Miss Kyranda is talking?) would find it a good thing to explore and learn the ship some.

Once her charges are in Kyranda's care Suny scampers about doing ship board things.

Prof Sailor:1d20 + 5 ⇒ (10) + 5 = 15


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

Noro at first tries to shoo Kyranda away climing she has work to do but she does mange to slip a cure in on Noro.

man that girl is stubborn

Noro looks much better, still a little bit wounded but she seems to manage her work just fine.

she is still down 8 hp from full


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Are we going to have to stealth heal Noro, cause I can do that 8>)


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

I'll distract her. You do tha' soothin'. (^_~)


Male Human Expert 1 Warrior 1

At Suny's suggestion Shabe and Kala will both help with getting a proper inventory. They are happy to do the heavy lifting as Grok and Kyranda do a proper accounting. This process takes up most of your journey to the island. By this time Noro's remaining wounds have healed fully. It is nearing dusk when you first spot a glimpse of Tidewater rock. She lies10 miles ahead of you. The water is still in the winds are light. @ Kyranda, let me get together a complete inventory.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Suny presents herself to the 'senior' crew.

"So? How's we gon'a approach 'em? Does any one have an idea fer tha' best way at gettin' a parlay?" She asks.


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

Calah takes a look through a spyglass, inspecting the fort.

hoping there was one on board? How do the defenses look? Perhaps we should go jnder cover of darkness.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Or.. I could swim over an' jus' say "Hey-YA there!" (^_^)


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

I am all for going in after dark


Male Human Expert 1 Warrior 1

@ Calah, You can just make out a trail of smoke comming from the tower. It is thin and wispy, perhaps from a damp cooking fire. Even through your spyglass you are too far away to see individuals. The Tower itself is perhaps 3 or four stories tall. Perhaps 50 feet in diameter, the tower is made of local stone, is mostly cylindrical in shape but tapers a bit as it goes higher. Getting closer will increase what you can make out but will increase their chances of noticing you.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

What do you think Captain, should we go around the island and approach by foot?


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Suny frowns, "Ye be assumin' there be a place ta' get boat closer ta shore. T'other wise, we's bringin' a jolly-boat fer not gettin' people's feet wet..." Suny points out then peers out over the railing.

Perception:1d20 + 6 ⇒ (14) + 6 = 20(Looking for some where here/near by to 'park' the ship. :P)


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'
.Suny. wrote:
Suny frowns, "Ye be assumin' there be a place ta' get boat closer ta shore.

Ye be assumin, I know anything about being a sailor Dimitrious attempts to mimic suny's voice and fails miserably as he cannot control a chuckel at the end.

Acquisitives

Male Urog Technomancer 6: Spd: 15, EAC:19, KAC:21, Init:1, DR:1, Electric Resistance:5, SP:54/54, HP:36/36, RP:6/6, F:7, R:3, W:5, Per:9 Lowlight&Darkvision

I like the idea of approaching by foot, it might not be an unfriendly after all. Also, what if the fire is an actual fire, it is up to us to put it out.


Male Human Expert 1 Warrior 1

The charts you have off the dhow have the depth marked at 30 feet up to about half a mile off the shore. You draft about 25 feet so you should be safe until there. Getting much closer and you risk running aground. A small boat should be taken from there on in.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Suny scampers about getting the ship/helping man the ship to move to the new anchoring point. Then helps lower the Jolly-boat, before herself getting ready for a swim to the island.

(^_^)


AC 22 (T 12, FF 20). HP 42, Fort +7, Ref +4, Will +10 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 3/CMD 15, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +4, 1d6 18-20/x2, Quarterstaff +3, 1d6 20/x2, Sling +5 1d4 20/x2, Hydraulic Maneuver +9 bull rush/disarm/dirty trick(blind or dazzle)/trip
Skills:
Diplomacy +10, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +13, Profession (cook) +9, Profession (sailor) +13, Sense Motive +12, Survival +12

"We should take a jolly boat, but lets wait gor darkness." Calah suggests.

-Posted with Wayfinder


Male Vishkanya Swashbuckler (Inspired Blade) 11 -- HP 123 : AC 26 CMD 26 TAC 20 FAC 17 : F+8 R+15 W+5 : INIT+8 Perception+16

"Do we know anything about the inhabitants or their reputations?"

Knowledge (local), anyone?


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

Noro does her job to get the long boat ready for a landing party.

know local stuff: 1d20 + 2 ⇒ (1) + 2 = 3
know geography stuff: 1d20 + 2 ⇒ (9) + 2 = 11

as she works she does manage to identify that it is land over there and they are sailing on water. but she keeps this valuable tactical information to herself, just in case bad guys capture them and start to ask questions.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Dimitrious will assist where he can and then join in the landing party.

Acquisitives

Male Urog Technomancer 6: Spd: 15, EAC:19, KAC:21, Init:1, DR:1, Electric Resistance:5, SP:54/54, HP:36/36, RP:6/6, F:7, R:3, W:5, Per:9 Lowlight&Darkvision

Jax will join too after assisting with everything, you can assume he takes 10 on whatever check needed, which will aid.


Male Human Expert 1 Warrior 1

When asked about the isle Sandra offers up, The Isle is held by whomever can hold it. There be rumors of treasure as well as some danger on the isle. They say that holding the isle is fortuitous, and that many Pirate lords have taken it in their accent to power.

List of Ships Supplies:

Two 55 gallon barrels of fresh water (you can create water anyways)
500 lbs of salted pork
250 lbs of salted fish
5 fishing lines
Two extra sails
1000 yards of extra line
1 cannon
7 kegs of gun powder
8 boarding pike
2 Jolly boats
4 grappling hooks
5 healing kits
25 gallons of poor quality whiskey
mess kits for all the crew
20 hammocks
200 lbs of hard tack
carpentry tools
stove
cooking utensils
10 swabs
15 buckets
5 average locks
50 candles
30 feet of chain
1 crowbar
2 sets of flint and steel
5 hammers
5 hooded lanterns
10 sets of manacles
10 gallons of oil
1 shovel
1 spyglass
Did I miss anything?

As the sun grows late in the west Shabe and Three Toothed Mike lower the Jolly Boat into the water. The seas are fairly calm but the distance may tax your strength. I will need constitution checks from four people rowing to not grow fatigued from the row in.
How are you approaching? Directly toward the tower or are you going to pull up a couple hundred yards out of sight and walk over?


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

supply list... we are low on Rum and Whiskey...That's it, mission over lets go back for more rum...

Noro climbs into the long boat keeping it steady for the others to board.

con check for rowing: 1d20 + 2 ⇒ (2) + 2 = 4

yeah i vote we land a bit away from the tower then rest then make our move. the dice have been against me the past few days.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

With the Jolly-boat in the water and crew climbing down to sit in it, Suny simply adjusts the few belts about herself before stepping up onto the railing and thence simply diving over the side.

Acrobatics:1d20 + 6 ⇒ (15) + 6 = 21

Swim:1d20 + 8 ⇒ (15) + 8 = 23

*Hugz poor, battered Noro* (^_^)

Acquisitives

Male Urog Technomancer 6: Spd: 15, EAC:19, KAC:21, Init:1, DR:1, Electric Resistance:5, SP:54/54, HP:36/36, RP:6/6, F:7, R:3, W:5, Per:9 Lowlight&Darkvision

con: 1d20 ⇒ 1

Jax doesn't even care if he is spotted, if he is greeted by people firing, bows/crossbows at him, he will just fire a guaranteed magic missile hit right back at them. If they just hold weapons though, he won't fire, as that just might indicate readiness.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Well captain, would you like me and Arjun to scout it out?

just in case Stealth: 1d20 + 21 ⇒ (16) + 21 = 37

I will give Arjun "Cloak of shadows" Bloodline power, he will get a +3 on stealth for 15 rds. I will use all 8 uses if necessary.


AC 22 (T 12, FF 20). HP 42, Fort +7, Ref +4, Will +10 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 3/CMD 15, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +4, 1d6 18-20/x2, Quarterstaff +3, 1d6 20/x2, Sling +5 1d4 20/x2, Hydraulic Maneuver +9 bull rush/disarm/dirty trick(blind or dazzle)/trip
Skills:
Diplomacy +10, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +13, Profession (cook) +9, Profession (sailor) +13, Sense Motive +12, Survival +12

"Aye we take the jollly some way away from the tower. Sandra you are in command till we return. If we signal you, come fast."

Calah also swims alonside the jolly.

"Sounds good Dimi. If you guys arent back in half an hour, we will follow."

-Posted with Wayfinder


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Stealth:1d20 + 7 ⇒ (20) + 7 = 27

Sneakin' up on'a swimmin' Captain...


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

perceiving sneaky island elves: 1d20 + 12 ⇒ (15) + 12 = 27
ha! I also have blindsense 30 if we are in the same body of water :)
As Calah detects Suny sneaking up on her, She makes a loop to end up behind her and tickles her under water.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Tha' Captain has ta' be makin' maybe a grapple check? (^_~)

CMB:1d20 + 2 ⇒ (9) + 2 = 11 Suny, being no slouch, attempts to 'turn the tide' on'a tricksy Captain.

Aye, an' not a very good attempt it appears ta' be. :P

Suny continues to wriggle, giggle and other-wise frolic and play.

Acrobatics:1d20 + 6 ⇒ (2) + 6 = 8

Swim Check:1d20 + 10 ⇒ (16) + 10 = 26

Perform Dance:1d20 + 7 ⇒ (19) + 7 = 26

(^_^)


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

sneak attack grappletickle: 1d20 + 3 ⇒ (10) + 3 = 13

Calah masterfully manages to tickle Suny.

just wait until I can wildshape into an octopus :p

-Posted with Wayfinder


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

"By the way if we need to take out the watch tower, I can have Havok carry someone up there. I think that Arjun can take care of that if needed. Calah says as she comes back above water for a moment besides the jolly boat.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

"I thought we wus goin' fer a look see... An' then maybe sayin' 'G'day' ta' folks?" Suny asks as she surfaces along side Calah.


Male Human Expert 1 Warrior 1

You beach the Jolly Boat about half a mile from the tower. The beach is a fine black sand. Pulling the boat ashore Noro and Jax rest their arms. The way in was more taxing then it should have been. While they are recovering from their exertions, Arjun and Dimitrious begin to scout ahead. The sounds of the night jungle mask any sounds you make as you masterfully approach the clearing in which the tower stands. A closer look reveals that the tower stands about 45 feet tall, but is perched on a bit of a hill, offering a great vantage point to observe the shipping lanes that pass near the isle. At the base of the tower you see two guards keeping a fairly vigilant watch. A third comes out to join them for a couple moments before disappearing back inside.


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

"Like Sandra said, rival captains take control of this place. We can try to subdue them but I doubt they will surrender without a show of force." Calah says as she is drying her captains hat.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Suny stands on the beach, absently wriggling her toes in the sand. She nods to the Captain's comment, but is other wise keeping an eye on the jungle/forest edge for the return of Dim and Arjun's return.

Perception:1d20 + 6 ⇒ (4) + 6 = 10

Not that there's much chance of that, given tha' sneaky buggers they be. ;)


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Arjun and I will cruise around the perimeter of the fort and try and get the general layout and try to get and idea of how many folks we might be facing Perception: 1d20 + 8 ⇒ (3) + 8 = 11 is that giggling I hear in the distance? 8>) Stealth: 1d20 + 21 ⇒ (8) + 21 = 29

Unless Arjun has something else in mind


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Acrobatics:1d20 + 6 ⇒ (20) + 6 = 26

Absently begins to do 'hand-stands' while awaiting developments.

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