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'

Oh no! not decision time

Well the mast is snapped in two and I found at least 2 trees that would be suitable for a short journey. How about we just use those until we can make proper repairs in Quent


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

"I guess we have little choice. I'll modify the stem with a spell so it stays stuck better. Meanwhile I'll see if I can't figure out a spell to mend wood like this."

-Posted with Wayfinder


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 is quite satisfied about the rum, grabbing a bottle (or two), she works to repair the main mast.

Ya know, magic can't sholve everthing, shooner or later, yer gonna have ta get yer hands dirty.

Noro selects the tree that looks like it will work the best and organizes her fellow swabbies to get it set right. sharing the rum she brought out with the crew to celebrate the good work they did keeping the ship afloat in the storm.

another craft ships: 1d20 + 6 ⇒ (15) + 6 = 21


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

Profession Sailor:1d20 + 6 ⇒ (11) + 6 = 17

Perception Check:1d20 + 9 ⇒ (13) + 9 = 22

Craft Carpentry:1d20 + 5 ⇒ (19) + 5 = 24

Knowledge Engineering:1d20 + 5 ⇒ (5) + 5 = 10

Suny helps get the boat to the chosen shore, then has a good look out for anything possibly lurking nearby before helping collect the tree wood and trim it up for using to help repair the main-mast.

"Y'know... we shuld rilly be thinkin' abouts a way ta' be hasin' a spare one a these things..." Are her only comments about the mast process.


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 helps when and where he can. "You know, Suny, you may have a point. If we found a suitable mast, perhaps a spellcaster could work a shrink item spell on it and we can keep it rolled up and stowed in the cargo hold."

Profession (sailor) 1d20 + 10 ⇒ (14) + 10 = 24


Male Human Expert 1 Warrior 1

The effort of the crew is apparent, a usually mast is fashioned out of a palmetto tree, not normally very suitable for making masts, but a warp wood spell from Calah manages to give it a good hold to the ship at least. A more suitable replacement should be found once in port. It is going to cause a -4 penalty on most profession sailor checks. the process takes the better part of a day.

The wind back in her sails you are able to continue the journey to Quent.

weather day 3: 1d100 + 12 ⇒ (59) + 12 = 71
profession sailor: 1d20 + 14 - 4 ⇒ (13) + 14 - 4 = 23

A day of calm follows the storm, made fixing the mast easy.

weather day 4: 1d100 + 12 ⇒ (19) + 12 = 31
profession sailor: 1d20 + 14 - 4 ⇒ (20) + 14 - 4 = 30

Followed by perfect seas and a great wind.

weather day 5: 1d100 + 12 ⇒ (33) + 12 = 45
profession sailor: 1d20 + 14 - 4 ⇒ (3) + 14 - 4 = 13

And another day of good weather.

weather day 6: 1d100 + 12 ⇒ (29) + 12 = 41
profession sailor: 1d20 + 14 - 4 ⇒ (18) + 14 - 4 = 28

weather day 7: 1d100 + 12 ⇒ (48) + 12 = 60
profession sailor: 1d20 + 14 - 4 ⇒ (10) + 14 - 4 = 20

weather day 8: 1d100 + 12 ⇒ (100) + 12 = 112
profession sailor: 1d20 + 14 - 4 ⇒ (20) + 14 - 4 = 30

Your last day to sea looks to be a rough one, but Calah reads the winds perfectly, and manages to get you into the protected bay of Quent before the worst of it.


Male Human Expert 1 Warrior 1

A city looms in front of you formed between two mountains and where they meet the sea. The harbor is crowded as many ships seek protection from the storm the batters the seas. Water spouts can be spotted just off the coast as large storm clouds darken the sky and drive rain down in sheets.


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 hangs from the rigging and 'Ooos' and 'Ahhhs' at the wondrous sight of the city that comes into view...

Then scampers about like crazy helping to make sure the ship makes it into port ahead of the great storm seeming to be bearing down upon them

Profession Sailor:1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14


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'

Those were a rough few days, but seeing this almost makes up for it Dimitrious says as he gazes upon the city.


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

"Let's pull her in the harbor and hope we don't be getting any more storms." Calah says to her friends and barks the orders to the crew to ready the ship for docking.


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

"Let's see if we can't find a good wet-dock repair crew. Our slapdash repair will suffice for now, but I would like us to be in top shape."


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 gives the captain a jaunty wave and continues to scamper about helping manage the ship.

Profession Sailor:1d20 + 6 - 4 ⇒ (9) + 6 - 4 = 11


Male Human Expert 1 Warrior 1

A suitable wet dock can be found at the east end of the harbor. The harbor is more sheltered here and the storms effects are diminished. The harbor is crowded here as ships try to weather out the storm. After you signal your intent to dock a tall man wearing a peacoat walks out to the edge of the pier to greet you.
Are you flying Tessa's pennant?


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 concur with Arjun, perhaps their are improvements that can be made to prevent this from happening again

Is it possible to get an improved/stronger mast?

I an curious to see this Dindreann at the house of stolen kisses


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/-

I believe we should be flying Tessa'a pennant, up to the captain though but I vote yes


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

Yes it is wise in this matter to fly her pennant


Male Human Expert 1 Warrior 1

The man hails you, Bring your ship into the berth, you are in need of repairs.

DC 20 perception:
he mouths, "and Tessa's can always pay well"

His signals to his men and they cast up lines to bring you into the berth. If you accept they strain against them to bring you into the wet dock.


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'

Perception: 1d20 + 11 ⇒ (18) + 11 = 29...It appears as if they as if they are expecting good coin


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

Perception:1d20 + 8 ⇒ (10) + 8 = 18

Suny helps with mooring the ship.

Profession Sailor:1d20 + 6 ⇒ (13) + 6 = 19

(^_^)


Male Human Expert 1 Warrior 1

With the ship moored, the tall man calls out for, Permission to come aboard?. He is flanked by a couple of well built and well drenched shipwrights. They stand at the base of a gangplank in anticipation of you assent.


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'

Sure come on up, Can you give us a quote on fixing our main mast


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 helps adjust the gang-plank, seeming none too concerned about the rain. (^_^)


Male Human Expert 1 Warrior 1

The tall man comes aboard. His men follow quickly behind and waste no time in assessing the damage to the ship. The mast will be 500 gold for a normal job. We can discuss magical enchantments if you are interested in those. They start at 2000 and go up from there.


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

"That sounds like a fair price. How long will the repairs take?"


Male Human Expert 1 Warrior 1

Repairs can be done in about five days. More if you would like some more than normal repairs.


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 nods in agreement with Arjun and continues "What kind of magical enhancements do you offer? "

-Posted with Wayfinder


Male Human Expert 1 Warrior 1

We can provide, simple magical reinforcements, energy resistances, the ability to boost the morale of those around it as well as custom work, for the right price.


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 seeming oblivious nearby in the rain. The water cascading off her tanned self. (^_^)

(That is, if'n it still be rainin'?)


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'
MichaelCullen wrote:
We can provide, simple magical reinforcements, energy resistances, the ability to boost the morale of those around it as well as custom work, for the right price.

Ok lets get down to brass tacks how much for say hardening it up to prevent it being snapped like a twig in the hurricane we just came through and energy resistance.


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 enjoys the rain as well, while the other negotiate.

she goes to stand beside Sunny. though not a "feminine" as her, Noro isn't entirely that bad.

she hands sunny a bottle of rum. drink?


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

"Why don't you quote us some prices and get started on the repairs? We can worry about adding enchantments after we see how successful our enterprises are while in port."

I.e. How much we can steal.


Male Human Expert 1 Warrior 1

We can have a crew onboard working on the mast and other repairs within a couple of hours. Enchanting the ship is similar to enchanting armor. For energy resistance the prices are 18000, 42000 or 66000 depending on how impervious you want the ship to be to a particular energy type. As far as making the mast harder to snap, it depends on how hard you want it to be to snap. It works similar to fortification on armor with similar costs.


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 nods and grins happily, taking the proffered bottle in both hands and 'quaffing' with gusto. (^_^)


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'

How about just fixing it and we can talk about improvements later, we have business in town

Off to the house of stolen kisses?


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! (^_^)


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 believe I might go and survey any upscale merchant houses or jewelers from which we could... borrow funds for the repairs and enchantment. May I take leave, 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

"Sure but wait until we know for how long we need stay here before taking any loans. We don't want any angry loan brokers at our ship if we stay here for longer."

-Posted with Wayfinder


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 make himself ready with a few prestidigitation spells. He will inquire of the construction crew if they would happen to know where The House of Stolen Kisses would be located.

If they know he will begin making his way toward the temple.


Is it still raining? Has the weather cleared?


Male Human Expert 1 Warrior 1

The Stolen Kiss is more brothel than temple. Acolytes wearing just enough to leave something to the imagination, greet you upon your arrival. You are escorted into a plush room filled with the smell of perfume. A middle aged taldan woman comes in to greet you. She wears the holy symbol of calistria around her neck. How may we serve you today?


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 present the letter of introduction to to our host


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 grins, curtsies and continues to smile and look around at the place.

Diplomacy:1d20 + 8 ⇒ (6) + 8 = 14

Perception:1d20 + 9 ⇒ (19) + 9 = 28


Male Human Expert 1 Warrior 1

This letter seems legitimate. I suppose you came here with a purpose, certainly if sent by Tesa, what might this purpose be?
The woman converses in a low voice, with the pounding rain outside muffling the sound, eavesdroppers would have a difficult time overhearing.


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 skulks about as the group goes in. She is familiar enough with these kind of places. She keeps an eye on the goings on around the place. looking for signs of trouble.

perception: 1d20 + 9 ⇒ (17) + 9 = 26
sense motive: 1d20 ⇒ 7


Male Human Expert 1 Warrior 1

Noro:
There is more to this place than meets the eye of a casual observer. You spot hidden panels and secret doors throughout the place.


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 scans everything with his eyes, an odd mixture of wariness and excitement. "We're... looking for information. Chelaxian invasion plans, their spies and informants, and whatnot. We are seeking to identify and intercept them."


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'

Indeed, We have it on good authortity that cheliax has interest in the shackles my lady Dindreann


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 over to an nearby Elf and begins to chatter away happily to them. (^_^)


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/-

GM:

Noro keeps her attention on the various secret doors, well as best she can. she keeps a lookout for eavesdroppers or possible ambush.


Male Human Expert 1 Warrior 1

We indeed have heard rumors of spies, many people inadvertently give away information in our presence, but the secrets are shared in confidence, we would need something fairly persuasive done in order to give away these secrets. As it happens I may have just the persuasion you are looking for. The Lady’s Sting, recently went missing. Divinations have revealed that the ship was attacked by a group of pirates who deliberately lure ships into danger so that they can salvage the cargoes of the resulting wrecked ships. Piracy is a fact of life in the Shackles, of course, but the Lady’s Sting was carrying a relic sacred to the faith—a gold-plated wasp statue known as the Golden Vespal. The temple seeks revenge on these wreckers who would dare attack one
the faith’s holy vessels, as well as the return of the Golden Vespal, but they have so far
been unable to locate the wreckers that attacked the Lady’s Sting. Enact our revenge and return what is ours and we may be sufficiently persuaded.

DC 10 knowledge local:
wreckers are a not
uncommon hazard in the Shackles, and
finding the specific crew that attacked
the Lady’s Sting will be a difficult task.

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