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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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 iz postin'. (^_^)


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 begins heading down Stealth: 1d20 + 33 ⇒ (19) + 33 = 52


Male Human Expert 1 Warrior 1

Dimitrious slips past the pulsating sea creature. Seemingly completely unnoticed. It continues to loom in the dim light, the occasional arc of electricity coursing across its body.


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

Does every one else need ta' be all sneaky,like? (>_>)

Since Suny is helpin' thems whut dun't be swimmin' so gooder. Can she help 'Aid' them in sneakin' past?


Male Human Expert 1 Warrior 1

Well, you can all try to go through or you can just have Dimitrious sneak past. I'm of the opinion that we are taking to king with this part and would be fine with Dim swimming past with that level of stealth. I would personally like to move on with the story.


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

Okeys! (^_^)

Grabbing hold of Noro Suny deftly helps her along, down into the caves and rooms that have been discovered.

Swim Check: Can 'take ten' for total of 18 to help give Noro a +2 with doin' tha' thing. Same total should be more'n enough for Suny. (^_^)

Upon seeing the big, stingy thing Suny gives a small gulp of trepidation but gathers her courage and begins to carefully move Noro through the space. Keeping as far away (Whether above, below etc) from the floating monstrosity as she can.

Stealth:1d20 + 10 ⇒ (20) + 10 = 30 (Again to aid Noro)

Stealth:1d20 + 10 ⇒ (13) + 10 = 23 (For herself)

Boo-YAH! (^_^)

Moved Suny and Noro's counters.

Suny can easily be helpin' other whut in't swimmin' so gooder. (^_^)


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 swims past the big blob of jelly as fast as she can trying to avoid its tentacles.

swim: 1d20 + 11 ⇒ (18) + 11 = 29 (no aid was added here)

stealth: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16

I think I can swim Sunny but thanks for the assist. probably gonna get tangled up in those tentacles.


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

Actually... without Suny helping you along you're kind of stuck at 10' of movement a round. Suny should be able to help Noro move along a lot quicker since she has a 'natural' swim speed of 30' (^_^)

"P-shaw! I seen whut t'is people's be called swimmin'! Is just them flailin' they's arms an' legs about! Nuffin' graceful nor useful a-tall!" Suny replies zipping Captain Noro through the waters at triple the speed of what a land-lubber could manage.


Male Human Swashbuckler 10

With the concensus to sneak by Pim follows:
Stealth
1d20 + 11 ⇒ (12) + 11 = 23
Swim
1d20 + 11 ⇒ (18) + 11 = 29

nothing added for any bonus or aid. If I get in trouble; will shapechange to sting ray.


Male Human Expert 1 Warrior 1

Moving past the jellyfish unnoticed you swim through the dimly lit water to a set of stairs. The stairs are made of ancient stone only somewhat worn by the years. Stairs climb out of the water into a chamber filled with stale air. Tons of fallen rock bury an alcove to the east. Dozens of small crates and chests lie neatly stacked about the room. The chests Have average locks and require DC 25 disable device checks to unlock. The crates could proabably be pried open with a little effort.


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 skips over and begins to look around at everything.

[Perception:1d20 + 10 ⇒ (12) + 10 = 22

"I wonder if'n they left any thing point surprises behind...." She mutters.

Disable Device:1d20 + 10 ⇒ (13) + 10 = 23 (If she finds anything nasty, like)

Well... 'Aid another' will still work/help, right? :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'

Careful Suny, some of these may have a nasty surprise waiting for you

Dimitrious will look around as well

Perception: 1d20 + 16 ⇒ (1) + 16 = 17


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

Oh, is perfectly safe, then?

Yay tha' dice roller. :P


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 tries makes a sudden gasp as though she had been holding her breath for a long time. then coughs at the stale air in the chamber.

eventually she gets herself together. what do we have here? Best see if this belongs to someone that we might know. If it is, we take it, if not, we still take it. Any objections?

Noro goes to investigate the haul.

perception: 1d20 + 13 ⇒ (1) + 13 = 14


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

Oh... is perfectly safe! Dice roller be sayin' so! :P

Suny grins, giggles and claps her hands with glee at Captain Noro's out looks. (^_^)

"They's got rilly big locks on 'em. Likely ta' be keepin' peoples out." Suny again bends down to inspect on of the locked chests.

"I give it a fiddle... but I in't clever-er enough ta' be gettin' 'em open." She smiles to her friends.

"Maybe... if'n I keep studyin' 'em? I can be figurin' it out?" Suny suggests before skipping over and beginning to look inside the crates.

"Hee! These dun't be havin' no locky's on 'em!" She exclaims gleefully working the lid loose and eagerly peering inside.

(^_^)

Sorry? What's the ration/number of chests to crates?


Male Human Expert 1 Warrior 1

Taking time to count you find that there are 29 chests lying about the room. When Suny goes to open the lock on one of them a small hiss come out of the box. A little black substance sputters out of the lock. As if it had been trapped but time had ruined the mechanism of flinging the substance.

You can grab the haul and go, or you can try to open it here.

if you try to pry open the crates:
Coins of every denomination spill out of the wooden crates. It would take hours to count, but the coins are mostly copper and silver. Lugging all this weight back to the surface may be quite a feat. But if it can be done may be well worth it. An appraise check may get you a more accurate estimate of the value of this hoard of coins.


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'

That's a lot of chests, I suppose we are going to have to deal with mr. tentacles out there. I maybe able to convince it to help us get these out of the water, however if the spell fails to take hold be prepared for combat


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 shrugs absently as she flicks her fingers through the coins.

"Well... there's rilly no hurry, right? I can be takin' loads back an' forth in me spare time, like." She suggests.

"Tha' swimmin' will be good exercise!" She exclaims. (^_^)

Becoming more excited about the idea of having a really good excuse to be swimming all day... when she's not doing other things than swimming... like... (>_>)


Male Human Expert 1 Warrior 1

Suny, you are a couple miles out to sea. Even with a swim speed you will be hard pressed to do much more than a trip a day (what with being weighed down by coins and all. If that is acceptable, then that may be the solution.


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 doubt Mr. Tentacles is going to let us casually remove this. So shall we engage. I will try and dominate him however if it doesn't take hold. He's not going to be happy.


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/-

The dominate is only a temporary fix. ripping it apart may be the best solution. in any event. I suggest we bring some back now and make more trips as time permits. most of this will be needed to build out stronghold.

thinking for a moment, I also suggest that much of this haul remain a secret. those one-eyed buggers may want a share and that share may be everything. I am not ready to fight them yet. at least not on their terms.


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 scratches her head.

I dun't think tha' cycle-lopes put the shine here. I think it were... Pirates..." She breaths the last word out scarily... then blinks at every one before some thought catches up with her...

"Oh... "

"Well! Waste not! Want not!" She grins and starts picking out the best bits to start carrying back. (^_^)

"As fer tha' stingy? Maybe we can make it chase us out in ta' sea? Maybe it'll get lost an' wont come back?" She suggests. "I be sure they be somat out in'a ocean whut eats big jelly's like it." She nods. "Is a ocean. Eventually... everything gets eated by somethin'." She finishes sagely.


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'

Very good then, haste it is


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 would be happy and open for a few trips a day getting all the coins back with every one carrying all the 'other' type stuff that might be mixed in with the treasure. Suny likes swimming. (^_^)


Male Human Expert 1 Warrior 1

So the plan is try to dominate and lead it away from here, if that fails try to lead it away from here by swimming quickly due to Haste?


Male Human Swashbuckler 10

Do there be now... any real reason to move it; seem ta be well guarded as it were. Once it be moved; there a new way needs be found ta guard it and there there be dem out der whom we trust and not be trustin and da needs be ta be guarden dis treasure all anew


Male Human Expert 1 Warrior 1

Bump


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/-

Finally getting a bit frustrated at everyone looking so starstruck, Noro grabs a chest of treasure she can carry and starts to make her way out.

Grabbing Sunny along the way, we need to move, Now


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 Follows his captain


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 haul, carry or otherwise provide propulsion as needed.

Take ten swim for an 18 where needed, either for herself or to aid another. (

(^_^)


Male Human Expert 1 Warrior 1

As the group swims past, the large ominous jelly fish finally takes notice. Sundenly a feeling of pain is followed by joints seeming to lock up as an invisible force takes hold of your muscles.
electricity field: 8d6 ⇒ (5, 4, 2, 6, 5, 1, 1, 2) = 26

reflex save for half, Dimitrious: 1d20 + 10 ⇒ (11) + 10 = 21
fort save against staggered, Dimitrious: 1d20 + 6 ⇒ (16) + 6 = 22

reflex save for half, Sunny: 1d20 + 11 ⇒ (7) + 11 = 18
fort save against staggered, Sunny: 1d20 + 7 ⇒ (14) + 7 = 21

reflex save for half, Noro: 1d20 + 5 ⇒ (13) + 5 = 18
fort save against staggered, Noro: 1d20 + 9 ⇒ (7) + 9 = 16

reflex save for half, Pim: 1d20 + 12 ⇒ (7) + 12 = 19
fort save against staggered, Pim: 1d20 + 8 ⇒ (19) + 8 = 27

reflex save for half, Guillaume : 1d20 + 7 ⇒ (7) + 7 = 14
fort save against staggered, Guillaume: 1d20 + 9 ⇒ (15) + 9 = 24

How about them dice

Everyone but Pim's legs and arms lock up making further movement difficult. Staggered

It will take those staggered and without a swim speed two rounds to get out of here. Those with a swim speed of 30 or who are not staggered and get out this round. If you want to fight this thing, it is currently floating 10 feet to the side of the party.


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 drops Haste on the group and moves out


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

"URK!" (>_<) Suny jerks and spasms as the stingy gets all sparkly.


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/-

Damn, Sunny, get me out of this, you can swim. after a pause, Please

Noro tries to swim toward the exit as best she can.


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 gathers her thoughts at her Captain's yell, wriggling off the worst of the stingy's effects she swims over and helps pull/drag Captain Noro away from the nasty sparkly stingy.

So.. with 'haste' Suny is movin' at... almost normal speed?


Male Human Expert 1 Warrior 1

@Dimitrious, being staggered, you can either cast Haste or move. If you cast Haste, everyone else will be able to get out this round, but it would leave you alone to take all of the hits. If you move, most people will still be in the Kelly's room as they are only able to move 1/4 of their speed as they can only take one action.


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 can be haulin' tha' Captain an' valiant Dim,... maybe....?


Male Human Expert 1 Warrior 1

@Sunny, I can see you dragging one along and maintaining a decent speed, but two will slow you down considerably, similar to encumberance.


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'
DM wrote:
@Dimitrious, being staggered, you can either cast Haste or move. If you cast Haste, everyone else will be able to get out this round, but it would leave you alone to take all of the hits. If you move, most people will still be in the Kelly's room as they are only able to move 1/4 of their speed as they can only take one action.

Oh crap, I read that wrong, Dimitrious casts Dominate Monster(Will 23)


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, still feeling the effects of Stingy, swims as best she can over to the Captain and begins to move out with the other woman.

Sorry Dim. :(


Male Human Expert 1 Warrior 1

Without a mind, the jellyfish shrugs off the attempt to dominate it.
The jelly then attempts to lash out with its tentacles,

tentacle on Dimitrious: 1d20 + 15 ⇒ (5) + 15 = 201d8 + 8 ⇒ (8) + 8 = 16
tentacle on Dimitrious: 1d20 + 15 ⇒ (4) + 15 = 191d8 + 8 ⇒ (8) + 8 = 16
tentacle on Dimitrious: 1d20 + 15 ⇒ (3) + 15 = 181d8 + 8 ⇒ (3) + 8 = 11
tentacle on Dimitrious: 1d20 + 15 ⇒ (1) + 15 = 161d8 + 8 ⇒ (8) + 8 = 16
But it's attacks all bounce off the mage armor surrounding the very lucky caster.


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 saw a liberating command in my future

Dimitrious will head on out


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

As a thought after some sleep...

So! How fast/far can Suny swim with one person while currently debilitated but hasted?

Now, I'm kind of sure her swimming very fast while hampered etc is better than Stingy. That she then has to drop said person a ways away from Stingy and then loop back to grab another person?

Just asking if it's kind of viable. But am also kind of thinking that it's not really viable... :(


Male Human Expert 1 Warrior 1

The group will be able to escape before the Jelly's next turn.

As they make their way out they feel the moving currents of water once more. A swim to the surface notes that the boat has floated a little ways away but with a few minutes of searching it is easy to find.

You may want to load the boat up with the treasure you have and have Sunny pull it back. Or perhaps another solution?


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 that was nasty, hopefully that thing will be gone when we return. Let's get started on a nice place to receive the pirate lords


Male Human Expert 1 Warrior 1

Arriving back at the island, you swim through the harbor that your crew has been working on. industriousness: 1d100 ⇒ 98 Uh wow, ok :) And working they have. It seems that they have flourished in this task of building up the harbor, defenses, and living quarters. The cyclopses can. Be seen dredging out channels in the bay while a good portion of your crew is busy erecting the final wall on a large building up the beach. The beginnings of a feast hall can be seen through its yet unfinished frame. Numerous tables have been assembled and chairs lie stacked up inside. The fort being built to defend the bay has its perimeter walls built of palmetto truncks, springy enough to not break when hit by these new fangled cannons. Honestly you are a bit surprised by how much they have gotten done in the short time since you last were here.


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

"Yay!" Suny exclaims even as she scampers out of the surf, proceeding to congratulate, hug, praise and otherwise show how really impressed the naturally tanned Elf is with every one's efforts.

Diplomacy:1d20 + 9 ⇒ (17) + 9 = 26

(^_^)

Lots'a huggin' !


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'

Any other places we need to explore on this island?


Male Human Expert 1 Warrior 1

You feel that you have explored most of the island at this point.

Dimitrious and the party direct the crew to concentrate their efforts on the feast hall. After all, that is most important to hosting the Pirate Lords. productivity: 1d100 ⇒ 65

The works slows slightly as the nearby trees have been mostly harvested, but aided by a spree of good weather, the crew has done an admirable effort. The feast hall's walls have been erected and its wood slatted roof is now in place. The tables are finished and two of your carpenters are busy working on the finishing touches inside.

By this point there is about three weeks left. How would you like to direct your crew's efforts? Finish improvements on the Harbor? Complete the Fort?

Living Quarters: Complete
Feast Hall: Effectively Complete
Harbor Improvemnts: 32% complete (dredging almost done, piers could still be constructed)
Fort: 65% complete, walls are up, towers could be made, buildings inside could be made.

How I'm going to work this is I will make a %roll for each of the next 3 weeks. The % the roll gets will be added to what ever project you have designated work to be done on. You could also designate for your efforts to be split. Left over% will go into the next week's efforts. So far yours crew has been doing quite well, but luck can be fickle so choose as you will.


Male Human Expert 1 Warrior 1

Also the work in the last week may be best spent making hosting preps, catching food, setting up, etc.

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