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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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'
Calah Riptide wrote:
He only has spiked gauntlets I think. Good lucky greasing those off ;).

Yeah that could be an issue 8>}


Male Human Expert 1 Warrior 1

Another bolt begets another reflex save. reflex: 1d20 + 5 ⇒ (1) + 5 = 6
Natural one so one of his items needs a saving throw. right spiked gauntlet reflex: 1d20 + 5 ⇒ (10) + 5 = 15 lightning strikes down from the sky hitting the spiked gauntlet and channeling through the brute's body. The gauntlet looks slightly damaged.

There are still crew members back at the stern of the other ship. You cannon took care of those up front. Depending on how Suny does the ones at the back may be out of the picture.

The brute pauses for a second as he is impacted by bolts of force. He grits his teath and prepares for more.

Looking for Noro and Suny's action now that Knuckles has gone.


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/-

On phone can't format but will post later tonight after work


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

At work. Not able to post for some time...


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/-

check to recognize knuckles - now that he is closer: 1d20 ⇒ 11

Knuckles barrels through ignoring Noro. Noro turns to look at the warrior and soon recognition is in her eyes. Knucklesh, What ya too chicken to fashe the iron maiden? Ya wuss out in the pit, an ya wuss out here, afraid to fashe a real challenge. she taunts him as she moves toward the brute, a fire of anger in her eyes.

noro leaps at Knuckles with two solid kicks. she slams into the brute.

attack#1 with flank: 1d20 + 15 ⇒ (13) + 15 = 28
attack#2 with flank: 1d20 + 15 ⇒ (11) + 15 = 26

damage attack 1: 1d6 + 10 ⇒ (2) + 10 = 12
damage attack 2: 1d6 + 6 ⇒ (2) + 6 = 8

basically a 5's step rage, greater brawler for two attacks and flanking with Calah


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

From her perch hidden amongst the rigging beneath the 'Fighting top' platform mounted a'twixt the mast, Suny works at severing the ropes and dropping canvas on people.

Disable device:1d20 + 5 ⇒ (13) + 5 = 18

(^_^)


Male Human Expert 1 Warrior 1

Noro tears into the brute from behind. Her assault brings his notice. Meanwhile Suny drops sails, boom and rigging onto the hapless crew below.
generic reflex save: 1d20 + 3 ⇒ (16) + 3 = 19
While none are killed outright from falling materiel they do find themselves entangled in a serious mess. It will take them rounds: 1d4 ⇒ 4 to cut/pull/shimmy themselves free. They are effectively out of the combat.
Jax and Calah are up.


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

I believe that knuckles is before me.

-Posted with Wayfinder


Male Human Expert 1 Warrior 1

@Calah I see, when I was looking back I missed that there were two lightning bolts from the call lightning. One before he went and one after.
So Jax is up.


Male Human Expert 1 Warrior 1

Having been hit hard by Noro, Knuckles turns his attention to her. He aims to punch Noro in the jaw. Large spiked gauntlet: 1d20 + 13 ⇒ (7) + 13 = 201d6 + 12 ⇒ (2) + 12 = 14
And again
Large spiked gauntlet: 1d20 + 8 ⇒ (3) + 8 = 111d6 + 12 ⇒ (2) + 12 = 14

And a left hook
Large spiked gauntlet: 1d20 + 13 ⇒ (20) + 13 = 331d6 + 9 ⇒ (2) + 9 = 11
Confirm?: 1d20 + 13 ⇒ (3) + 13 = 161d6 + 9 ⇒ (1) + 9 = 10

Noro takes 35 damage and feels something course through her blood.
Noro fort save: 1d20 + 6 ⇒ (12) + 6 = 18
Her tough body disperses the poison without effect.


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 cast MM: 3d4 + 3 ⇒ (3, 3, 1) + 3 = 10 at Knuckles


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/-

future reference, Noro's fort save when raging is +8 and another +2 vs poisons

and OUCH, that hurt, down to 41 hp left


Male Human Expert 1 Warrior 1

Ok, parlay, I request parlay.


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 + 7 ⇒ (1) + 7 = 8

Suny 'Eeeks' as she ends up landing on the pile of entangled foes below... rather than the lever trick she'd planned on.

Dice roller dun;t like me. :(


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

Are there official pirate laws around parlay like in Pirates of the Caribbean movies?

"You are either very brave or very foolish to attack us and request parlay within the span of a minute boy. Why should we let you live." Calah says angrily. her hand is raised as before when she called down a lightning bolt and you hear the storm in the sky echo her anger.


I think it's just 'Knuckles' at the moment who's asking for 'Parlay'? Could be wrong about that, though... Be nice if the whole ship is surrendering. (^_^)

Suny is all for accepting people's surrender. Might come a day when the sandal is on the other foot. Which is a rilly silly sayin'. Why'd a bod be worried about wearin' thing on theys' feets, anyway?


Male Human Expert 1 Warrior 1

[ooc] As to pirate laws, sort of. You do not posses a letter of marque from the Hurricane King so you would not be privy to most of the "rights" that come with being a pirate lord. That said you are still building yor reputation and this offers you an opportunity. How you proceed is up to you. [/b]
You bested me in a fair fight, if my death you want so be it. If a friend you want so be it.


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

"Rather dismissive of your own life aren't you... Start by telling your men to stand down. Next you can tell us your name and what you are doing near this remote island."


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 he certainly would be good in a fight Thinks Dimitrious


Male Human Expert 1 Warrior 1

I would tell my crew to stand down but it seems they are already on the ground. I heard around town that you were looking into these isles and saw your boat. Seeing as how you have no letter of marque I thought I would take your ship for my own.


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

"Then for your sake I hope you have one, or that nice vessel of yours is ours.
How would I know your are one to be trusted?
"
sense motive: 1d20 + 12 ⇒ (14) + 12 = 26

to get an idea of the fellow as well as how he respons to my questioning.


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 clams down at the surrender option. breathing heavy and a large gash across her cheek as well as a nasty piercing wound to her side. but still she stands.

Knuckles Grype, Am I right? Your shurrender makesh shenshe, conshidering what i know about you Knuckles.

Noro looks at the brute wondering if remembers her from Port Peril.


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

After picking herself up, Suny begins to both help people out from under rigging/wreckage as well as getting them to all stand quietly while things are decided.

Diplomacy:1d20 + 5 ⇒ (1) + 5 = 6

Yay dice roller... (-_-)

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
MichaelCullen wrote:
I would tell my crew to stand down but it seems they are already on the ground. I heard around town that you were looking into these isles and saw your boat. Seeing as how you have no letter of marque I thought I would take your ship for my own.

well tell any survivors to stand down and save the men you can with any healing powers or potions you have.


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

Arjun appears somewhat disappointed, having missed his opportunity to put his blades to use. "If this guy Chuckles wants to parlay, then he should have offered it before we killed half his crew and surrounded him on our deck. You can only negotiate when you have something to offer."


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 looks over at Arjun from where she's helping people out,

"Well.. technicallity, like, he can maybe be offerin' ta' sail un'er tha' Captain's flag?" Suny offers her suggestion in her usual, bright and cheerful tone. (^_^)

Diplomacy:1d20 + 5 ⇒ (20) + 5 = 25


Male Human Expert 1 Warrior 1

I do have a letter of marque, but yes if it came to it I would sail under your flag.
As you are talking a few of the sailors back near the stern of his ship have finaly untangled themselves from the mess Suny dropped on them. They begin to administer potions to those still alive.


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 and claps her hands with glee at the fellow's offer... Before she turns and returns to helping people.

(^_^)


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 keeps his peepers on Knuckes waiting for the captains decision and getting used to the new found power flowing through his blood.


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

Arjun shrugs. "If he wants to fly under our flag and pay honorable tribute out of his spoils... I would be fine with that."


Male Human Expert 1 Warrior 1

Contemplating what the Vishkanya said,
Sure, is 20% fair?
Also are you anchoring out for the night or heading into the cove? Anchoring out will give another chance at the weather, and a small chance of an attack. Heading into the cove means being down the spells slots already used today.


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

My vote be fer anchoring out here an' takin' tha' time ta' get both ships in't shape an' stuffs.


Male Human Expert 1 Warrior 1

Seeing Man Catcher Cove begins to spark some of your memories.

Jax Knowledge History: 1d20 + 4 ⇒ (18) + 4 = 22

Noro Knowledge Geography: 1d20 + 3 ⇒ (15) + 3 = 18
Knowledge Local: 1d20 + 2 ⇒ (20) + 2 = 22

Calah Knowledge Geography: 1d20 + 7 ⇒ (18) + 7 = 25

Kyranda Knowledge Religion: 1d20 + 9 ⇒ (18) + 9 = 27

Suny Knowledge Local: 1d20 + 5 ⇒ (11) + 5 = 16

Wow those were some good rolls, looks like you guys have good memories!

Remembering back to Isalbella's tattoo some of the imagery begins to make sense.

The words from the Tattoo:

From blue bight’s embrace
Spy the Grave Lady’s prize tooth
With the Dawnflower’s first kiss
Climb Captain Wolfe's wayward orb
To claim old king’s hoard

Jax, Suny, Noro:
Captain Wolfe lost an eye in battle. You are not quite sure which one. Perhaps that is his wayward orb?

Calah, Noro:
The stylized sun was to the right of the islands, perhaps indicating sunrise?

Kyranda:
The Grave Lady refers to Pharasma, while the Dawnflower's first kiss is almost certainly sunrise. You will need to spot something at sunrise.


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:
My vote be fer anchoring out here an' takin' tha' time ta' get both ships in't shape an' stuffs.

Sounds good to me. Anyone besides Noro need some healing

I will give Noro 4 charges to fully heal her]


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 avoids Dimitrius' prodding, what is it with you, you really enjoy pokin me with that shtick don't ya.

weighing the options, My suggeshtion, anchor here. we can shend a few of our crew to repair Knucklesh ship.

Noro also is contemplating the rhyme from earlier, but says nothing at the moment.


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'

Sensing Noro's hesitancy Dimitrious says Now, isn't that better


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

"I'm fine with 20 percent. Let's repair our ships and then explore the island in the morning."


Male Human Expert 1 Warrior 1

Very Well. Knuckles says tipping his head before turning around to return to his ship to begin repairs.

His ship is significantly worse off than yours. While you are able to effect repairs to the bow by nightfall, Knuckles has his crew up into the night working on the damaged wrecked by your cannon and Suny.

Weather: 1d100 + 8 ⇒ (88) + 8 = 96 Captain's Skill/Luck: 1d20 + 13 ⇒ (7) + 13 = 20

As the sun begins to set a tropical depression rolls in. It will be a rough night tonight.

Duration: 2d4 ⇒ (2, 2) = 4

event hour 1: 1d100 - 10 ⇒ (49) - 10 = 39
The ship begins to drag anchor.

Noro Str Check: 1d20 + 4 ⇒ (6) + 4 = 10 Noro strains against the wildcat trying to pay out more chain but is unable to get a good grip on the deck. The ship begins to drift free.

Knuckles Str Check: 1d20 + 4 ⇒ (16) + 4 = 20
Knuckles is able to pay out his anchor, holding his ship fast.

Random Direction: 1d8 ⇒ 3

Calah Prof Sailor: 1d20 + 13 ⇒ (19) + 13 = 32

As you begin to drift south east Calah spots a sandbar through the waves, fearing rocks if you continue to drift Calah beaches the ship on the sandbar.

event hour 2: 1d100 - 10 ⇒ (28) - 10 = 18

The storm wanes a bit and you are able to pay out your entire anchor chain. The sandbar beneath you seems to be holding you in place.

event hour 3: 1d100 - 10 ⇒ (30) - 10 = 20

Into the third hour you remain affixed the the sand beneath you. This intentional beaching may be your salvation.

event hour 4: 1d100 - 10 ⇒ (32) - 10 = 22

The deck becomes a slosh of water but by now most of those who must remain topside have tied themselves off to something. By the end of the forth hour the storm dissipates.

You made it through your first storm with no real damage, congratulations!

Prof Sailor DC 20:
Two options for getting your self off the sandbar:
1 Wait for the tide to come in, it will be after sunrise.
2 Offload some weight to Knuckle's ship, which will take the rest of the night but will get you off quicker.

Our arcane casters will be unable to get good rest during the storm. It abates around 10 PM. If they wish for a new allocation of spells they will not be much help during the night. Divine casters regain their spells at the same time each day regardless of rest (usually morning). Anyone who stays up all night will be fatigued in the morning. You could always postpone exploration one more day if you wish.


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 is having flashbacks to when he was drunk every day. Well that was unpleasant He says as he leans over the railing and throwing up again.

Will it help if I cast Alter Winds to assist the ship off the sandbar


Male Human Expert 1 Warrior 1

Dimitrious: Whipping up an offsetting breeze could help in getting her off. This is one of the few times that an immobile 10 foot radius emanation will actually have a sustained effect.


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'

alter winds: 1d10 + 10 ⇒ (8) + 10 = 18 Dimitrious will cast Alter Winds to assist the ship in getting off the sandbar


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

After beaching the ship Calah went to bed to have some rest.

prof sailor: 1d20 + 12 ⇒ (8) + 12 = 20

"We will get her free with the morning tide. Wake me if anything is amiss." She states before heading to bed and shooing Suny off her fuzzy bear rug.

-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

I weren't on'a rug. I were helpin' with tha' ship in'a night. I gots me hammock ta' be sleepin' in. (^_^)

Sunny's helping with crew duties during the night.

Profession sailor:1d20 + 5 ⇒ (2) + 5 = 7

She also keeps an eye on her charges and helps/instructs them where she can.

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

nature: 10 + 1d20 ⇒ 10 + (1) = 11 to predict the weather for the day. if it is geography, then I don't have that.


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

By the looks of her dice rolling, Sunny flops down in her hammock wrung out like a wet noodle... :p

Sczarni

Female Human 5th Cleric

Anyone need some healing at all? I can give them the blessing and the healing that they need. Please let me know now.


Male Human Expert 1 Warrior 1

Normaly survival is used to predict weather. I will allow knowledge nature at a slightly higher DC. That said you did not even get the survival DC, bad dice. You are fairly certain it's going to be a calm day.
With the alter winds you are able to get off the sandbar 45 minutes earlier than expected. If you move now you may be able to get the ship into the cove by sunrise.


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 offers the wonderful Cleric a thankful hug, but only needs something to remove the weariness from the Elf's poor bones after a hard night working the rigging against the power of the sea. (^_^)


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/-

little catching up real quick...

pre-storm...
Noro spent much of the time on board Knuckles ship helping with repairs and trying to get to know more about Knuckles. considering similar extra curricular activities.

Addressing Dimitrius and the stick poking Noro wonders if that is some sort of pick-up line...have to keep an eye on that one.

during storm
pretty much nothing to add.

profession sailor: 1d20 + 10 ⇒ (14) + 10 = 24

realizing that it best to wait till the tide comes in, Noro eventually get some needed rest.

she awakes rather early sensing that they have begun to move before the tide would allow. rushing on deck the magical winds have proven to be useful after all.

Once she realizes the chance to reach the cove by sunrise Noro moves to get the ship going.


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

survival for weather: 1d20 + 12 ⇒ (4) + 12 = 16

good thing Calah always casts know weather every three days :). That spell lets me know the weather.

-Posted with Wayfinder

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