Powerful Characters for Skull and Shackles PFS Credit (Inactive)

Game Master DoubleGold

skull and shackels map

Pirates have kidnapped you onto the ship. Find out how and why. Survive, reclaim your stuff, retaliate or investigate.


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Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

Odan will attack Owlbear with flanking from Allie

attack, flurry: 1d20 + 3 ⇒ (12) + 3 = 15
attack, flurry: 1d20 + 3 ⇒ (6) + 3 = 9
damage: 1d6 + 1 ⇒ (2) + 1 = 3
damage: 1d6 + 1 ⇒ (1) + 1 = 2


Female Human Swashbuckler/4
Stats:
HP 36/36; AC 20, 15, 15; F+3, R+8, W+2; Init +10; Per +7; CMD +18

Annie was going to help the other pretty human with the owlbear, but since everyone else is ganging up on him she decides to address the rest of the mean crew.

5-foot-step to nearest pirate.
Rapier 18–20/×2: 1d20 + 8 ⇒ (20) + 8 = 28
Piercing Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Confirm: 1d20 + 8 ⇒ (17) + 8 = 25
Piercing Damage: 1d6 + 4 ⇒ (6) + 4 = 10
She draws her rapier and plunges it deep into the nearest bad guys chest.

"Unfortunately for you fellow, now I have a real sword!"
Parry/Riposte first melee attack made against me.
Rapier Parry vs opponents attack roll 18–20/×2: 1d20 + 8 ⇒ (8) + 8 = 16
Rapier Riposte 18–20/×2: 1d20 + 8 ⇒ (10) + 8 = 18
Rapier Piercing Damage: 1d6 + 4 ⇒ (4) + 4 = 8


DungeonMaster

as ondan delivers a couple of punches to owlbear and annie does some nasty damage to another pirate dropping him instantly, they all look at her in shock, like, that was brutal.

annie, you didn't try for intimdate, but you critted on round 1 and dealt nearly the maximum possible dmg you could do, so I'm rolling intimate for you at a -5 penalty. the normal pirates will all be rolling will saving throws against that. failure means they run away.

intimidate: 9 - 5 + 1d20 ⇒ 9 - 5 + (9) = 13
will: -1 + 1d20 ⇒ -1 + (15) = 14 pirate 1
will: -1 + 1d20 ⇒ -1 + (20) = 19 pirate 2
will: -1 + 1d20 ⇒ -1 + (3) = 2 pirate 3
will: -1 + 1d20 ⇒ -1 + (5) = 4 pirate 4
will: -1 + 1d20 ⇒ -1 + (11) = 10 pirate 5

3 of them head to the downstairs, sprinting for it. they are no longer a part of combat, though if people feel like running after them and slaying them for the fun of it, it is allowed, I left them at the steps, though if you hurt the ones trying to run away, I will check up on your alignment.

one pirate moves forward and tries to throw an axe at allie hit: 4 + 1d20 ⇒ 4 + (17) = 21
and the axe hits allie in the thigh, she take dmg: 1d6 + 1 ⇒ (5) + 1 = 6

the other pirates moves towards the heroes trying to get in on the action. it is a good thing he wasn't up close or he probably would have been afraid as he only barely caught a glimse of what happened.

round 2 start lillian and allie are up.


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

"Ahhhhhhh!" Allie screams, as the axe blade cuts her femoral artery, and she drops to the ground, blood spurting from the wound. No longer able to fight, she feebly holds an arm up to ward off any attack the huge man called owlbear attempts.

Current Status: -1 (but a little more than half the damage was non-lethal: 6 points lethal, 8 points non-lethal)


Female Sylph
Vitals:
HP 38/38; AC 17, FF 13, T 17, CMD 15; F 5, R 5, W 8; Perception +13, Init +4
Sky Druid 5
SKILLS:
Fly +12, Handle Animal +9, Knowledge (geography) +11, Knowledge (nature) +13, Perception +13, Profession (sailor) +9, Sense Motive +13 (+14 to discern lies), Spellcraft +11, Survival +14, Swim +8

im unsure what i need to roll for defence assist.?

-Posted with Wayfinder


DungeonMaster
Allie "Cat" Calico wrote:

"Ahhhhhhh!" Allie screams, as the axe blade cuts her femoral artery, and she drops to the ground, blood spurting from the wound. No longer able to fight, she feebly holds an arm up to ward off any attack the huge man called owlbear attempts.

Current Status: -1 (but a little more than half the damage was non-lethal: 6 points lethal, 8 points non-lethal)

oh, right, I forgot to mention, a full 8 hours passed between the crab fight and this one, which means everyone recovered 2 hp, as it is night, but not dark dark, like 6 pm, but think of what 6pm look like in the summer time, not the winter. anyway you are at 1 hp as you did nothing between that fight and this one but rested.

at lillian, you are 60 feet up in the air, lets just assume you get a free pass from overviewing the battle from up high


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

The damage I listed is all from this fight, 6 points from the axe-wielding pirate, and 8 points of non-lethal damage from Owlbear's hit. That's 14 points. Allie only has 13 total at full health. Thus, she is at -1.


DungeonMaster

okay fair enough, owlbear moves over to the next hero. which is ondan and tries to hit him hit: 5 + 1d20 ⇒ 5 + (17) = 22
and ondan gets hit hard with the club for dmg: 1d6 + 3 ⇒ (6) + 3 = 9

Rest of the heroes are up

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

status:

hp:7

Odan will take another flurry of blows against Owlbear.
attack: 1d20 + 1 ⇒ (7) + 1 = 8
attack: 1d20 + 1 ⇒ (10) + 1 = 11
dammage: 1d6 + 1 ⇒ (3) + 1 = 4
dammage: 1d6 + 1 ⇒ (4) + 1 = 5


Female Human Swashbuckler/4
Stats:
HP 36/36; AC 20, 15, 15; F+3, R+8, W+2; Init +10; Per +7; CMD +18

Confident of her skills and reassured by the ease with which she took down the pirate, Annie jumps to Allie's defense. "I will save you, distressing damsel!"

Attack Owlbear.
Rapier 18–20/×2: 1d20 + 8 ⇒ (8) + 8 = 16
Piercing Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Parry/Riposte first melee attack made against me.
Rapier Parry vs opponents attack roll 18–20/×2: 1d20 + 8 ⇒ (18) + 8 = 26
Rapier Riposte 18–20/×2: 1d20 + 8 ⇒ (11) + 8 = 19
Rapier Piercing Damage: 1d6 + 4 ⇒ (6) + 4 = 10


Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

Afli shouts an ear-piercing scream at Owlbear.

sonic damage: 1d6 ⇒ 2

Owlbear must make a DC 16 Fort save to take half damage and negate the daze effect.


DungeonMaster

heroes manage to down owlbear and he is hurting badly as he is seeing stars. stabilize: 2 + 1d20 ⇒ 2 + (13) = 15 to stabilize and yes he is unconcious but still breathing.

annie finishes off another pirate who is beyond surviving at this point, you hit him last round too, when he moved towards you, I just forgot to cinematic it.

the last pirate desperate to get rid of you all and too stubborn to give up. You have downed him, but I will destroy you all single-handedly.

he moves forward and throws an axe at ondan hit: 1 + 1d20 ⇒ 1 + (4) = 5 but misses completely and the axe almost lands off the ship.

round 3 heroes up, one pirate left
the pirates running away tell you that they didn't see anything, nor did they here anything and they promise you they won't turn you in.

sense motive dc 15, apply any sense motive bonuses against pirates if you have them:
You know they are telling the truth and that noone knows what is going on upstairs, in fact they even confess that there is too much noise going on downstairs for anyone to know what is going on up here if examined that way even for a second.

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

hp7
Odan will spin kick the remaining Pirate
attack: 1d20 + 2 ⇒ (3) + 2 = 5
damage: 1d6 + 1 ⇒ (1) + 1 = 2


Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

Afli moves down onto the deck and will splash the pirate with acid.

acid splash and damage: 1d20 + 6 ⇒ (11) + 6 = 171d3 ⇒ 3


DungeonMaster

Aflit acid splash the pirate in the stomach while ondan punches but the pirate dodges annie and lillian are up


Female Sylph
Vitals:
HP 38/38; AC 17, FF 13, T 17, CMD 15; F 5, R 5, W 8; Perception +13, Init +4
Sky Druid 5
SKILLS:
Fly +12, Handle Animal +9, Knowledge (geography) +11, Knowledge (nature) +13, Perception +13, Profession (sailor) +9, Sense Motive +13 (+14 to discern lies), Spellcraft +11, Survival +14, Swim +8

Aid Defence: 1d20 ⇒ 9 Plus what is needed. i think i make it. Also, i have clear line of sight and its outdoors, i get to use my message ability

She whispers to Onday as she watches the movements of the attacker, trying to increase his chances not to get hit

Aid Defence


Female Human Swashbuckler/4
Stats:
HP 36/36; AC 20, 15, 15; F+3, R+8, W+2; Init +10; Per +7; CMD +18

Sense Motive: 1d20 + 1 ⇒ (5) + 1 = 6
Annie can't tell if the fleeing pirates are lying or not. It doesn't matter. She's not afraid of the rest of the crew.
"Aww, only one left? You boys are no fun." She steps up to the last pirate with confidence and tries to finish it.

Rapier 18–20/×2: 1d20 + 8 ⇒ (15) + 8 = 23
Piercing Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Parry/Riposte first melee attack against me.
Rapier Parry vs opponents attack roll: 1d20 + 8 ⇒ (11) + 8 = 19
Rapier Riposte 18–20/×2: 1d20 + 8 ⇒ (14) + 8 = 22
Rapier Piercing Damage: 1d6 + 4 ⇒ (4) + 4 = 8


DungeonMaster

Annie takes care of the last pirate. Everyone is partying downstairs in bar area, others in the gambling area away from your own personal rooms, but sooner or later these dead pirates will be discovered. Luckily you all know that scourge does not do roll call or have a check list of who is all here. 3 pirates are dead and Owlbear is unconscious. But maybe there is a chance to explain to Scourge, after all this was self defense. Heroes stop to think that maybe you could throw bodies overboard, but this far out has plenty of sharks which may attract them, though no sharks nearby in sight. Or maybe, heroes can sneak the dead bodies into the rooms. All you know is that ones that ran aren't talking. Scourge will probably eventually notice he is missing crew, although these ones aren't particularly important to him, so it take him days or weeks or even a month or two, but eventually he will notice it. Now if Owlbear shows up missing Scourge would notice within a day or two.

local 10:
Owlbear does not know the pirates are dead, he did see them drop, but could not tell that they were dead, and Owlbear would not question whether or not if his crew is dead as he loses crew on missions all the time and does not keep track of them all.

What shall heroes do with the bodies and with the unconscious owlbear? Heroes, you would have 2 hours in-game time before someone is scheduled to come up here, and today's crewfew to be in your rooms is in 2 hours, so think about all your options within 2 hours. Like if you tried to burn all the bodies to ashes, it probably would not work, because you would need 1300 degrees Fahrenheit or greater and several hours.

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

We could talk to the captain.


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

"I can show them this," Allie replies, putting a hand to her bandaged thigh. "We could tell them I was attacked, and you defended me. It's more or less the truth," she adds with a shrug.

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

I like that Idea. Makes us look like heros. And, It makes owlbear the bad guy.


DungeonMaster

I'll give people about 24 real life hours before moving on and resolving actions so characters can talk out what they want to do. And because if one person starts to do one thing, another person can say I prevent him/her from doing that.


Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

"Allie, If you feel that you can convince him of that, then go ahead. I will back your play."


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

I'll go for it, if everyone else is amenable. I might suggest that anyone with ranks in Diplomacy or Bluff make an Aid Another roll to add potential bonuses to my total.

"I'll talk to him, but if we're going to be convincing, we all have to have the same story. Are you all with me?"


DungeonMaster

okay, people still have time to make decisions before I resolve anything, but a lot of you are saying tell the captain, which is plugg, or at least tell scourge. How are people approaching him? Knocking on his office, asking him to meet you all up on deck? Go looking for him at the bar, dump the bodies in his office and leave a note? Going to sleep and waiting till morning, etc.


Female Human Swashbuckler/4
Stats:
HP 36/36; AC 20, 15, 15; F+3, R+8, W+2; Init +10; Per +7; CMD +18

"We could tell nobody nothin', and be just as surprised as everyone else when we hear the news." Annie cleans her sword off on some of the dead men's clothing.


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

"Just remember, a couple of them got away. If they decide to rat us out, we could end up getting keel-hauled. So, if we decide not to say anything, we better make sure they don't say anything, either."


Female Sylph
Vitals:
HP 38/38; AC 17, FF 13, T 17, CMD 15; F 5, R 5, W 8; Perception +13, Init +4
Sky Druid 5
SKILLS:
Fly +12, Handle Animal +9, Knowledge (geography) +11, Knowledge (nature) +13, Perception +13, Profession (sailor) +9, Sense Motive +13 (+14 to discern lies), Spellcraft +11, Survival +14, Swim +8

"I don't like any of this" she said softly

By the way GM, every morning, as part of her ritual to get spells, she will also look at the weather, so that natural storms etc dont catch them offguard

-Posted with Wayfinder


DungeonMaster

next person to post decides, 3 options, A. Not say anything. B. Go find scourge and tell him now. C. Wait till morning after bodies are discovered and say something. If you are worried about trolls and someone making the wrong decision, the discussion thread is allowed, as I'm only counting the next post in gameplay

there were options of hiding the bodies and doing other things, but it seems like no one wants to.


Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

After a quick discussion, the party decides to loot the bodies and dump them overboard.

If the captain asks where the missing crewmen are, we will explain that they attacked us during the night, we defended ourselves, and thought not to bother the captain about crew members picking fights with other crew members.


DungeonMaster

okay, so the party gets some loot and throw the bodies overboard. which is added at level 3
Then they all go to sleep. The next day, when everyone is called up on deck. chance: 1d100 ⇒ 96 10% each day that passes scourge will notice these pirates are missing, 91-100 means yes.

Scourge noticed that the pirates were missing, but the bodies are at least 5 miles away by now as they floated one way and the ship moved another. Say has anyone seen Mike, Mark, and Marty? The pirates from yesterday do not speak up and neither does owlbear, but you can all tell that owlbear is far away from the living pirates he worked with yesterday and he is far away from you. While you are all in the front line listening to scourges lecture and off to the right, owl is in the back left, the furthest possible place he can be away from you.

Heroes, each person say what they want to do? Speak up and tell the truth, speak up and tell a lie, not say a word, etc. Just post what your specific character will do. And although not a requirement, some words to go with your truth/lie. Although saying I tell the truth/a lie and just rolling diplomacy/bluff is acceptable.

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

Ondan will look at the group.
I can't lie. These pirates attacked us, and we defended ourselves. During the fight, som died and fell off the edge of the boat. Owlbear lead them.


DungeonMaster
Ondan Meali wrote:

Ondan will look at the group.

I can't lie. These pirates attacked us, and we defended ourselves. Owlbear lead them.

being all honest and brave and gives a lot of detail, roll a diplomacy check with a +7 bonus

ondan Meali wrote:
During the fight, som died and fell off the edge of the boat.

this part is a bit of a lie, but is somewhat believable, roll a bluff check with a +5 bonus.

others can still speak up if they want to


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

Allie gives her best furtive, damsel in distress look and chimes in:

"They were coming after me!" she says with a sob. "They were drunk, and they were grabbing me!" One of them even cut me!" She indicates her bandaged thigh.

"Ondan and the others came to my aid. I don't even want to think about what Owlbear and his his pals had planned!"

Bluff Check: 1d20 + 8 ⇒ (20) + 8 = 28


Female Sylph
Vitals:
HP 38/38; AC 17, FF 13, T 17, CMD 15; F 5, R 5, W 8; Perception +13, Init +4
Sky Druid 5
SKILLS:
Fly +12, Handle Animal +9, Knowledge (geography) +11, Knowledge (nature) +13, Perception +13, Profession (sailor) +9, Sense Motive +13 (+14 to discern lies), Spellcraft +11, Survival +14, Swim +8

Lillian listens intently, luckily no cuts, bruises or of her own blood was spilled. Being so far up really helped with this. She was no fighter


Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

No one trusts a rat. I'll just keep quiet Afli thinks to himself.

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

diplomacy: 1d20 + 8 ⇒ (3) + 8 = 11
bluff: 1d20 + 6 ⇒ (17) + 6 = 23

Well I guess The diplomacy didn't quite work. good lie though


Female Human Swashbuckler/4
Stats:
HP 36/36; AC 20, 15, 15; F+3, R+8, W+2; Init +10; Per +7; CMD +18

Annie puts her arms around Allie to comfort her. "There there. I'm sure Mister Scourge doesn't usually let the crew run around attacking whomever they wish. It probably won't happen again."
Bluff Aid: 1d20 + 7 ⇒ (10) + 7 = 17


DungeonMaster

allies and annies lie are actually a little higher than what they think they are because of what they said. Pirates show up drunk often, so allie ended up with a 33 total bluff, while annies aid pushes allies lie up to 35. Not to mention, the group all chiming in does back up ondans words a little, he ended up with 2 automatic successful aids, making his diplomacy a 15.

Scourge then asks Owlbear to step forward and he quickly admits to performing the task. Owlbear, I sentence you to 6 hours in the sweatbox and he stomps his foot while saying this.

Later that day the ship lands on a small island. Scourge speaks up. this island is filled with a tribe, a tribe that causes us trouble, go ahead and eliminate them. Do you accept?

sense motive dc 10:
Scourge just wants to raid the place and take all the treasure

sense motive dc 16:
Scourge really does believe this is a dangerous tribe, though getting the treasure is more important than killing them.

sense motive dc 22:
Scourge has no desire for peace, if you get the treasure but don't kill them, he will surely try to return to this place to get you to kill them. Although he does believe the tribe is dangerous, you can tell that scourge started this whole mess in the first place

Scourge then adds. You can also choose to stay out of this raid entirely, but don't expect payment and hospitality from me if you do. Of course if you prefer not to fight them, you can also use stealth to gather up some precious stuff that belongs to me and leave no trace that you were here. Or if you prefer to talk to them to get your way, that works too, though killing them works better, as I can't guarantee you they won't turn on us

what shall each hero do? Use stealth and raid, talk to them, go to war, something else?

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

Ondan is confused. So you want us to kill them. What did they do? Wait that is a stupid question. We will figure it all out. To WAR!!!!


DungeonMaster

Afli and Allie:

knowledge local: 1d20 + 10 ⇒ (19) + 10 = 29 aflis knowledge
knowledge local: 1d20 + 1 ⇒ (10) + 1 = 11 allies knowledge
you know that this tribe is called the Rahadoumi they are a fearsome tribe but would be willing to negotiate.
you know this
human expert 1/warrior 1
ac 14, t 11, ff 13
hp 11
fort 3, ref 1, will 1.
Feats: rapid reload and athletic
skills: acrobatics 5, climb 7, heal 4, perception 3, sailor 4, swim 7
Str: 13 Dex 13, con 12, int 10 wis 9, cha 8
common and osiriani


Female Sylph
Vitals:
HP 38/38; AC 17, FF 13, T 17, CMD 15; F 5, R 5, W 8; Perception +13, Init +4
Sky Druid 5
SKILLS:
Fly +12, Handle Animal +9, Knowledge (geography) +11, Knowledge (nature) +13, Perception +13, Profession (sailor) +9, Sense Motive +13 (+14 to discern lies), Spellcraft +11, Survival +14, Swim +8

SM: 1d20 + 9 ⇒ (5) + 9 = 14 +1 if he's lying

She raises an eyebrow, but says nothing as she listens, she would confer with her companions when they are alone


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

Sense Motive: 1d20 + 9 ⇒ (4) + 9 = 13

"Well, I guess it's time to start being pirates," Allie says. "Any chance someone could fix up my leg before I go running off into battle?"


Female Sylph
Vitals:
HP 38/38; AC 17, FF 13, T 17, CMD 15; F 5, R 5, W 8; Perception +13, Init +4
Sky Druid 5
SKILLS:
Fly +12, Handle Animal +9, Knowledge (geography) +11, Knowledge (nature) +13, Perception +13, Profession (sailor) +9, Sense Motive +13 (+14 to discern lies), Spellcraft +11, Survival +14, Swim +8

"Here. Let me." if someone has a cheaper method, please. I only have so much

She whispers to the wind
CLW: 1d8 + 2 ⇒ (4) + 2 = 6

-Posted with Wayfinder


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

"Ahh, that feels better! Thanks, Lil!"


Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

sense motive: 1d20 + 2 ⇒ (7) + 2 = 9

"Hey, I know about this island. The tribe on it are Rhadoumi. They're okay fighters, but they should be willing to listen to reason. Does anyone know of any reason not to wipe them out?"


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

"Scourge said to either get in, get their trinkets without being seen and get out, or else kill any whom we encounter. It sounds like he is expecting them to retaliate if they know who robbed them. I guess our first mate subscribes to the old adage, "Never leave an enemy behind, lest he one day rise again and fly at your throat." I can't necessarily say I disagree, but I'd rather not run around killing everyone on the island just because."

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

It is a bit wrong, but if we must.


Female Human Swashbuckler/4
Stats:
HP 36/36; AC 20, 15, 15; F+3, R+8, W+2; Init +10; Per +7; CMD +18

"Let's get some shiny things to trade them. Where do they keep the forks?"
Sense Motive: 1d20 + 1 ⇒ (10) + 1 = 11


DungeonMaster

all participating in stealth, you see three houses, one to the north, one to the northeast and one west. Some things to hide behind are dumpsters, trees, bushes, and horses, the trees are closer to the house but provide little cover, while bushes are further out but provide full cover, the horses you can move, and the dumpsters are close, but you need a way to get into the house. You know that the houses are patrolled every now and then, if you stay from a distance, you can examine their pattern if you stand there long enough. how do you approach, what do you use for cover, and do you use any distractions? If you use trees, you make 1 stealth check but a -7 penalty, if you use horses you make 1 stealth check and 1 animal handling check at a +1 bonus, if you use bushes and the dumpster you make 3 stealth checks but at a +6 bonus. Examinining the situation takes 2 hours worth of time and gives a +2 to stealth. Anything else you do may add bonus or penalties. also which house do you approach first, as each one has its own stealth bonus penalty

All participating in diplomacy, they approach you, weapon on them but not drawn. How do you start conversation.

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