Diamondust's Skulls and Shackles

Game Master Diamondust

Having escaped Bonewrack Isle, the crew of the Man's Promise look to become anonymous before they can build their fame.
Rickety's Squibs


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Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

"A hint of civilization? Splendid," the doctor says, "Perhaps they have water, or know where to get it. Maybe they'll know where our associates might have been taken, too."


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

"Well lets hope we can find them. Lead on Morgan."


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

"If what you say be true, I hope they are friendly. I don't wanna be a statue. Gimme a start and follow quiet."

Stealth: 1d20 + 9 ⇒ (14) + 9 = 23
Perception: 1d20 + 10 ⇒ (1) + 10 = 11

Stowing his bow and readying his axe, Morgan moves off quietly down the path sticking to the cover of the right hand jungle edge. However having spent so long at sea, he struggles to distinguish any sounds over the ruckus of the local fauna.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Reinald follows crossbow ready.


Male Spells 1-3/5 2-3/4 Human Cleric 4/M1 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

Jord watches them leave and readies his weapon and shield

"Scream out if something bites you."


The path through the jungle turns into the only known safe and solid path through a boggy mire. The river oozes slowly through the jungle creating a swamp. About a mile in the path comes to an end. You can only see bog and quicksand ahead.

Map

Looking around for a way to cross you can see several options. The tree canopy 20ft. above could be climbed across (DC 20 Climb checks) or you can climb up a tree (DC 15 Climb check), lash a rope, and swing across (DC 10 Acrobatics check). You can also jump across the pilings sticking out of the mud where the bridge crossing used to be (DC 10 Acrobatics checks).


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Reinald looks about. "Well there was a bridge. Once."
Reinald b3gins hopping from pilon to pilon.

Acrobatics: 1d20 + 7 ⇒ (15) + 7 = 22


Male Spells 1-3/5 2-3/4 Human Cleric 4/M1 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

"Umm I'm probably going to be able to get across, is there a way around?"
Says Jord as he takes off his armour and gear.


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

Sejanus looks at Jerieth. "Mind taking a look underwater for us? I would hate for anything to leap out of the water and grab us."


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

"Perhaps the most nimble of us could take a rope across, then tie it to a tree on the far side. We'll tie the other end here, and the less acrobatic could cling to it as we cross."


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

"Aye aye doc, although it ain't any harder than crossing the deck in a light squall"

Tying his rope, Morgan dances easily across the pilings and ties it off. Before facing forward for any threats.

Acrobatics: 1d20 + 13 ⇒ (10) + 13 = 23


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

"That's certainly easy for you to say, my friend." the doctor says, watching the experienced sailor's graceful performance. He grasps the rope and starts to make his way across.

Any kind of bonus/DC mod for the rope?


Acrobatics checks plural. DC 10 means you jump 10ft. and have to make another check to jump 10 more ft. and so on. In Morgan's case he has a +13 and will always make it. If you tie off a rope on both sides I will let you use it to just zig zag across the pilings safely.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

How many checks?


By the map there is a 70ft. distance to cross.


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

Sejanus waits to go last, fearing something may be lurking just under the surface...


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10
Diamondust wrote:
By the map there is a 70ft. distance to cross.

So climbing and swinging is just 2 checks? Sorry the additional checks threw me. What appeared the easiest course now looks the hardest.


Male Spells 1-3/5 2-3/4 Human Cleric 4/M1 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

Jord checks his pack

"I have 50ft of rope.. not enough to cover the distance.. anyone else have any?


There is no visibility in this 'water' just FYI. It is bog and quicksand.
I've placed you guys a little randomly for this encounter. Jord is last since he was taking time to remove his armour. Taking 10 you can't fail a DC 5 Acrobatics check so I didn't require rolls but now that you're in combat there is no more taking 10. Every check can get you 10 feet and will take a move action, which you get up to 2 of each round of course.

Morgan makes it over with no problem, tying his and Jord's ropes together provides more than enough to secure around a tree on either side. The rope makes it much easier to hop across the pilings (DC 5 Acrobatics checks).

Waiting patiently, camouflaged in the mire, are 2 giant frogs who see a possible meal crossing in front of them. Without warning and unseen their tongues flicker out towards Jerieth and Genade. Genade is not hit by the tongue but Jerieth is grabbed and pulled off into the mire(treated as quicksand).

Round 1
Initiative: PC's - Frogs
Combat Map

Jerieth must make a DC 10 Swim check to stay afloat or DC 15 to move 5 feet. If you fail by 5 more more you sink. I will also allow a DC 15 Climb check to get back on the paling(allies can aid with this). Jerieth is grappled by the frog's tongue and if the grapple is not broken it may pull her again. Rescuing with a branch, pole or rope(other than the one already tied off) requires the rescuer(other allies can aid) to make a DC 15 Strength check and Jerieth to make a DC 10 Strength check to hold on. Max distance from frog/length of tongue is 15 ft.


Male Spells 1-3/5 2-3/4 Human Cleric 4/M1 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

Jord casts divine favour +2 th and Damg on himself and draws a Javelin


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Knowledge nature: 1d20 + 7 ⇒ (1) + 7 = 8

Realising he knows nothing about these beasts, Morgan focuses on putting arrows into the one that is pulling on Jerieth, landing 2 meaty hits.

Attack 1: 1d20 + 6 + 1 - 1 - 2 ⇒ (17) + 6 + 1 - 1 - 2 = 21
Damage 1: 1d8 + 2 + 2 + 1 ⇒ (2) + 2 + 2 + 1 = 7

Attack 2: 1d20 + 6 - 1 - 1 - 2 ⇒ (16) + 6 - 1 - 1 - 2 = 18
damage 2: 1d8 + 2 + 2 + 1 ⇒ (3) + 2 + 2 + 1 = 8

Weapon attunement switched to his bow, Morgan can't switch again that day. Penalties/boni from Rapid shot, deadly aim and wpn attunement.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Reinald grabs his crossbow and fires at the frog harassing Jerieth.

Crossbow attack: 1d20 + 3 ⇒ (3) + 3 = 6


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

Acrobatics: 1d20 + 2 ⇒ (17) + 2 = 19

Sejanus hops to the next piling near Jerieth and unloads a blast of flame at the giant frog.

burning hands: 4d4 ⇒ (3, 2, 2, 2) = 9 fire damage, Reflex DC 17 for half damage.


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

The doctor crouches low to get a secure hold on the piling. He reaches his hand out toward Jerieth.

How far out was she pulled away from the pilings?


5 feet which is basically the adjacent square.


Her allies rush to her side as Jerieth manages to swim hard enough to stay at the surface but unable to escape the frog's tongue's grip. A few seconds later 2 well aimed arrows and a burst of flame kill the frog. It's tongue releases Jerieth and Genade helps her to climb back up on her piling out of the miry and thick river.

The remaining frog lashes out its tongue to Genade again and curls around his leg, pulling at him. Though he resists and almost stays upright, he loses his balance and falls into the mire as Jerieth had.

Round 2
Initiative: PC's - Frogs
Combat Map

Genade must make a DC 10 Swim check to stay afloat or DC 15 to move 5 feet. If you fail by 5 more more you sink. I will also allow a DC 15 Climb check to get back on the paling(allies can aid with this). Genade is grappled by the frog's tongue and if the grapple is not broken it may pull him again. Rescuing with a branch, pole or rope(other than the one already tied off) requires the rescuer(other allies can aid) to make a DC 15 Strength check and Genade to make a DC 10 Strength check to hold on. Max distance from frog/length of tongue is 15 ft.


Male Spells 1-3/5 2-3/4 Human Cleric 4/M1 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

Jord throws his readied Javelin at the frog and then draws another

Throw Javelin at Frog+DF: 1d20 + 4 ⇒ (13) + 4 = 17

Throw Javelin at Frog damage+DF: 1d6 + 4 ⇒ (5) + 4 = 9


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

Swim: 1d20 ⇒ 15

Genade flounders about in the water, then draws his dagger and slashes at the tongue wrapped around his leg.

Attack: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d4 ⇒ 2


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Reinald reloads and shoots at the frog harassing the Dr.

Attack Cross: 1d20 + 3 ⇒ (5) + 3 = 8


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

With the first frog dead, Morgan reacts quickly. Turning on the spot, he looses two arrows at the second amphibian. The first arrow finds its mark, but only grazes the creature, before his momentum unbalances his second shot.

Attack 1: 1d20 + 6 + 1 - 1 - 2 ⇒ (15) + 6 + 1 - 1 - 2 = 19
Damage 1: 1d8 + 2 + 2 + 1 ⇒ (1) + 2 + 2 + 1 = 6

Attack 2: 1d20 + 6 + 1 - 1 - 2 ⇒ (2) + 6 + 1 - 1 - 2 = 6
Damage 2: 1d8 + 2 + 2 + 1 ⇒ (3) + 2 + 2 + 1 = 8


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

There is nowhere for Sejanus to go! He sits tight and hopes the effort of his fellow crewmembers can kill the frog.


Jerieth regains her balance and tries to stab the tongue holding Genade with her rapier but misses by being too careful not to hurt Genade. Jord, Genade and Morgan all wound the frog but it is not dead yet(5 HP left!). It hasn't had a meal in a long time and holds on tight to Genade, trying to pull him closer but Genade resists.

Round 3
Initiative: PC's - Frogs
Combat Map

Genade must make a DC 10 Swim check to stay afloat or DC 15 to move 5 feet. If you fail by 5 more more you sink. I will also allow a DC 15 Climb check to get back on the paling(allies can aid with this). Genade is grappled by the frog's tongue and if the grapple is not broken it may pull him again. Rescuing with a branch, pole or rope(other than the one already tied off) requires the rescuer(other allies can aid) to make a DC 15 Strength check and Genade to make a DC 10 Strength check to hold on. Max distance from frog/length of tongue is 15 ft.


Male Spells 1-3/5 2-3/4 Human Cleric 4/M1 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

Jord throws another Javelin of doom at the Frog

Throw Javelin at Frog+DF: 1d20 + 4 ⇒ (19) + 4 = 23

Throw Javelin at Frog damage+DF: 1d6 + 4 ⇒ (5) + 4 = 9

BOOYAH!!


Jord's well aimed javelin pierces the overgrown frog through and its tongue goes slack, releasing Genade.

Combat is over for now but Genade is still in danger of going under.


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

Genade kicks free of the tongue as it goes slack, then reaches toward the pilings.

Swim: 1d20 ⇒ 17


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

Sejanus waits to see if the good doctor needs help.


Genade must make a DC 10 Swim check to stay afloat or DC 15 to move 5 feet. If you fail by 5 more more you sink. I will also allow a DC 15 Climb check made by Genade to get back on the paling(allies can aid with this). Rescuing with a branch, pole or rope(other than the one already tied off) requires the rescuer(other allies can aid) to make a DC 15 Strength check and Genade to make a DC 10 Strength check to hold on. Max distance from frog/length of tongue is 15 ft.

I recommend Genade tries to climb back up on the palings. Or you could all cross and untie the rope then throw it to Genade and pull him in(strength checks)?


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

With the frog killed, Morgan dances across the pilings and tries to squeeze past Reinald to assist the Doctor.

Acrobatics: 1d20 + 13 ⇒ (3) + 13 = 16


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

The thoroughly soaked doctor climbs back onto the pilings, taking any offered hand.

climb: 1d20 ⇒ 14
A single assist check will get him up


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Assist climb: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15

Sinking the rear point of his boarding axe into the piling Morgan guides the doctor to this handhold, grabbing the doctor's soaking coat, he helps him pull himself up onto the pilings and grab the rope at shoulder height. "Grabs a hand o' this doc, an' I will grab a hand if you. Steady now, up you come. I thought you landlubbers might be a little better in land, but i guess not."
Leaning down Morgan recovers his axe before lightly stepping across to the far shore. His feet back on the ground, Morgan draws his bow, scans the surrounding forest and moves off as scout again.

Perception: 1d20 + 10 ⇒ (14) + 10 = 24
Stealth: 1d20 + 9 ⇒ (5) + 9 = 14


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Reinald reloads the crossbow and eyes the area for more trouble before moving carefully toward the far bank.

"Well that was an adventure. Let's keep moving."


Male Spells 1-3/5 2-3/4 Human Cleric 4/M1 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

Jord will cross the water, retrieving javelins if he can.. once on the other side he will put his armour back on and proceed. "Should we retrieve the rope or leave it for when coming back. Up to you the more agile folk as they need to untie it from the other side."


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

"I think we should take the rope with us, unless we're certain that we will come back this way." the doctor says, wringing out his coat. "Was anyone hurt just now?"


Everyone is able to cross safely and carefully, no more frogs lie hidden in this part of the river at least. Now that the river is crossed, the ground is mostly solid again with the path being the safest place to tread. For the next mile and a half you trek through the hot jungle encountering only the flies that occasionally buzz around your head.

Suddenly you are on the edge of a small clearing. A terrible stench fills the swamp here, a fetid odor of cheap perfume and rotting flesh. A huge tree stands in the middle of the clearing in the swamp, draped with some sort of huge tent. Lurid, painted faces cover both the tree trunk and tent, and both are decorated with rotting humanoid body parts and carpets of squirming insects.


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

With the suggestions of the others, Morgan recovers the ropes and, whilst on the pilings, any arrows he can fish out.
As they move forward and he scouts ahead, Morgan stops them at the edge of the clearing.
"I can't say I like the look o' this."


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

"Well as tropical island hot spots go this island sucks."

perception: 1d20 + 6 ⇒ (4) + 6 = 10


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

"I vote we set it on fire."


Male Spells 1-3/5 2-3/4 Human Cleric 4/M1 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

"Umm the decorations leave something to be desired... let's keep a look out."

Jord looks around worriedly


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

" Tha' seems your go to answer Sejanus, 'tho I agree this time."


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

"It might send a signal if we light it up. But Sejanus never got to start the last fire. Whats the wrst that can happen?"

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