DM Cuc's Skull and Shackles Campaign. (Inactive)

Game Master moafnsteel

Skull and Shackles Campaign!


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MAP

That roll would not change her attitude towards you. It would change anybody that was not friendly to either unfriendly or hostile though. just FYI.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

:)


MAP

Balthe: You accidently spill your drink on Tilly, but before she can act, Grok comes stumbling over laughing, and reminding Tilly of the time that Tilly tripped and spilled two whole mugs over Grok. All three of you find a good laugh from this and the spilt drink on Tilly is soon forgotten. Tilly goes from Friendly to Helpful

I forgot that helpful PCs can give you a +2 to your influence checks at night. Also if a friendly/helpful PC works the same job as you they can give you +2 to your checks during the day, but they cannot help you else where. The three that can help are Tilly, Sandra, and Rosie. Grok is also helpful but she can only help at night with influence. Sorry about that, it wouldn't of helped any previous attempts.


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Nighttime actions:

Gradually, it dawns on Holgur that he is going to have to make an effort to ingratiate himself with some of the Wormwood crew. Since he works with the other riggers, it seems natural to start with them. It will also give him some idea how well some of them do their jobs.

Barefoot Samms catches his eye at mealtime so he makes his way over to her. "Never seen a rigger work barefoot, like you do" he says. "But you seem sure-footed, all the same. How did you come to work like that?"

Diplomacy
1d20 + 1 ⇒ (13) + 1 = 14

Perhaps he should have picked the food out of his teeth first.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14
DM Cuc wrote:

Jasmine Roise is already helpful (the highest) so you can choose somebody else and keep that dice roll. This weekend I plan to update the Character NPC attitude section.

You can apply it to Giffer Tibbs. I'm not sure if I get a +2 from Rosie or Sandra to help out.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

stealth to pour drink: 1d20 + 2 ⇒ (14) + 2 = 16

During the meal Jasmine looks around to make sure the crew or officers are not looking, when she dumps her grog overboard. She will continue to work to influence Tibbs,

"How long you've been aboard. I'm just trying to fit in, no waves here if they can be avoided." She stays looking at Tibbs good eye. "So hows the booty division and capt's luck at tracking ships?" the words are like honey coming from the elf, who is flirtatious and engaging in her mannerisms.

diplo: 1d20 + 6 ⇒ (19) + 6 = 25
+2 if aided by another.

"Any games of chance on board or ways to make a few coins?"


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

During the night Mesdoram will continue his search for Flotsam.

I'm assuming since I have to sneak around at night to do this I roll Stealth? It's not on the Pirate's Tasks doc.

Stealth: 1d20 + 7 ⇒ (10) + 7 = 17

Perception Take 20 + 7 = 27


Bones Oracle 3, HP 26/26, CMD 16, AC 18 T11 F17, F +2 R +2 W +3, Init +3, Perc +4

Day time action: Shop
STR: 1d20 + 3 - 2 ⇒ (12) + 3 - 2 = 13
CON: 1d20 + 1 - 2 ⇒ (17) + 1 - 2 = 16
Four Skulls sneaks away during his shift to the quartermaster's shop.
Hey gorgeous. Did you mean what you said yesterday? Can I have my stuff back? He asks Grok.


MAP

Jasmine you have brought Tibbs to helpful now, and Holgur you have brought Barefoot to friendly.

Four Skulls: You can tell that Grok has already been drinking, "Hey, there handsome, come get your stuff, just don't tell anybody. Tell your friends they can come get their stuff too. You can thank me next time we get on dry land with some good alcohol, I am tired of this damn rum."

Mesdoram you are searching around the ship at night and think you hear a bird, and when you go investigate you realize it is coming from the officer's quarters. Being confident in your abilities, you sneak up the stairs and into the officer's quarters. Luckily everybody is asleep. "Flotsam, you here?" you whisper and the next moment the dodo bird pops and makes a noise (not sure what kind of noise they make lol). "Shh, you damn bird, you will get us both killed. Let's go find Jasmine." As if the mention of Jasmine was all you needed, the bird immediately takes off after you as you make your way back down to your bunk.


MAP

Okay, the next day, everybody roll for tasks and if they want to do anything during their shirt, but do not advance to the night time activity yet please. (If you roll to clean the bilge, please roll again!)


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

1d6 ⇒ 2

Balthe works diligently smashing rats

1d20 + 2 + 4 ⇒ (20) + 2 + 4 = 26

Balthe walks up confidently which a veritable necklace made of rats, tied up with their tails.

Meso, perhaps you can plant this on one of our new friends as a thank you for our boxing match the other day


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Having dropped Flotsam with Jasmine the night before and departing with a wink at her and briefly ruffling Flotsam's head, Mesdoram turns into bed to get back to work t he next day.

Pirate Tasks: 1d6 ⇒ 1 Cooking
Fishguts Sobriety: 1d100 ⇒ 94 If 51 is sort of drunk, 94 must be blotto.

Mesdoram finds Ambrose falling down drunk, a bottle of rum still clutched in his sleeping fingers.

Cayden Cailean's Kegs, it's barely after first bell man! Moderation is a fine thing.

He settles in to making food for the crew again, settling on a traditional beef lobscouse. He leaves the salted beef, carrots, onions and pepper on the boil to skip down to the quartermaster's office.

Profession (cook): 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17

Grok, wonderful to see you! Mesdoram hands Grok a nice brown-glass bottle of rum he found tucked away on a shelf in the galley as a way to say hello. Four Skulls let me know that I could stop by and get my gear?

After haggling briefly and storing his gear he runs into Balthe carrying a collection of squished rats.

That is both hilarious and disgusting. But I don't think that's a great idea, since our friends don't seem the kind to check their lockers. Or bathe.

He remembers a plague ship he'd seen sitting at harbor outside Absalom once and shudders at the memory.

Just curious, would I have time to unlock a locker and stow the rats since I'm cooking and shopping during the day?


MAP

Not during the day since you went "shopping" as that counts as your action. Also can you give me another perception check as you are looking around the kitchen.

Mesdoram you are able to get your gear back with no problems.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Perception: 1d20 + 7 ⇒ (3) + 7 = 10


MAP

You see something made of metal hanging on the side of one of the cabinet. As you inspect it, you have to wipe off all the dust and cobwebs and you realize that it is a good lock and something that was obviously forgotten by the drunken Fishguts quite a while ago.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Mesdoram happily pockets the lock and key, making a note to tell the others he's found a more secure way to keep his equipment from being tinkered with.

He skips down to his locker to swap locks quickly, putting the subpar lock in the galley where he found the better one.


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Work type
1d6 ⇒ 1
Rigging Repair: The ship’s rigging frequently gets
damaged and must be repaired, requiring DC 10
Climb checks to reach the rigging 30 feet up, followed
by a DC 10 Profession (sailor) or Dexterity check.

Climb Checks
1d20 + 7 ⇒ (17) + 7 = 24
1d20 + 7 ⇒ (12) + 7 = 19
1d20 + 7 ⇒ (19) + 7 = 26
1d20 + 7 ⇒ (2) + 7 = 9

Looks like Holgur slipped at bit at the end.
1d20 + 7 ⇒ (12) + 7 = 19

Profession (Sailor)
1d20 + 7 ⇒ (7) + 7 = 14

As Holgur nears the top of the ropes, he is dismayed to see the state of the riggings. Just effin' fixed this mess! he thinks. The anger he feels draws his concentration away from his footing for just a moment and he nearly falls to the deck. After a quick breath he climbs atop the mast and begins his work.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Night before:

When Mesdoram brings flotsam back Jasmine tingles with joy, the first sense of relief since this journey began. She rushes over and hugs the sailor, "Thank you!" When she pulls herself away from the rescuer she turns her attention to Flotsam kneeling down and scratching under his beak and wing, his little legs starts to thump on the ground in joy.

Daytime:

work: 1d6 ⇒ 2

Jasmine follows Balthe and his rat and cockroach stomping routine, she tries to catch the squirming things while thinking of nasty spells along the way.

dex: 1d20 + 3 ⇒ (7) + 3 = 10

She will use her spare time to visit Grok to gather her stuff back. I did too many actions the day before.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

the night before…

As the bird returns Balthe walks up to Jasmine. What is that little guy? I never seen something like it…


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Jasmine to Balthe the night before:

"This is Flotsam, a DoDo bird, he can't fly and he waddles around. Their meat is terrible to eat." She stress that part. "This one's been with me for the last 5 years, we share an arcane bond by his proximity to me. He heightens my senses and I'm quicker to perceive things."


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

must be nice to have a friend like that

Balthe says wistfully


MAP

Four Skulls: Rolls, Swab the Decks and passes his check. Four Skulls is also able to go get his gear during the day.

About mid-day a young Jack Scrimshaw rushes onto deck. Everybody (except Mesdoram) can here that he is telling Mr. Plugg that while he was chasing rats in the Bilge, something big swam up an bit him. Mr. Plugg shakes his head in disgust and dismisses Jack. You over hear him telling Master Scourge that he needs "volunteers" to go kill whatever is in the Bilge.

"Balthe, Four Skulls, Jasmine, Holgur, and that damn cooking mate Mesdoram, need to go down to the Bilge and kill whatever is down there. I hope you are competent enough to do it. Now get out of my sight and do not come back until it is done. If you lie, you will all get 6 lashings with my Cat-O-Nine here." Mr. Plugg dismisses you and walks about. You all notice Master Scourge smiling, something that clearly bothers all of you."

You guys have time to go get Mesdoram and then go get atleast one weapon and armor if you want. You will need to remove said gear before going back up to the deck though.

I do not have the tools to edit the map while I am at work, so we will do what we can without it again.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Jasmine will make sure she gets her spell component pouch, dagger and Flotsam. "You stay out of harms way," she warns him. She then tucks herself near the rear of the group, letting those brawlers lead the way.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe puts on his armor and gauntlet


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

DM here is a map for Bilge.

Bilge Map


MAP

How I plan to do this, since the Bilge is not a big area, is that Jasmine is 5ft behind the group and the rest of the PCs are standing next to each other. If anybody oppose that let me know.


MAP

Jasmine you are AWESOME! thank you. I am not able to edit the document if you guys could let us know where you want to go, Jasmine can put you there. Four Skulls will be in the "front" row with the other fighters.


MAP

Actually, Jasmine if you could place Mesdoram in the "front" and move your character to where ever you want I will just start the combat. It wont be that hard of a combat to be honest lol.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Jasmine is actually on the ladder descending(5ft high) into the bilge.

I moved Four Skulls to the other side of Jasmine.

Revised Map


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

I believe I have it now. Jasmine is 5 ft high on the ladder and over Mesdoram who would be a the foot of the ladder. All the other PCs are in a row (front). Tell me how many and the size of the creatures and I'll add them to the map.

Revision 2


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Mesdoram will grab a wakizashi and his leather armor on the way down in addition to the masterwork dagger he keeps on him now.

Since I got my gear back, going forward can I stash my many daggers about my person?


MAP

Mesdoram, yes you can! There will be 7 dire rats.

INIT:

Mesdoram: 1d20 + 5 ⇒ (15) + 5 = 20
Jasmine: 1d20 + 7 ⇒ (8) + 7 = 15
Four Skulls: 1d20 + 3 ⇒ (16) + 3 = 19
Balthe: 1d20 + 4 ⇒ (12) + 4 = 16
Hogur: 1d20 + 8 ⇒ (20) + 8 = 28

INIT Rats:

Rats: 7d20 ⇒ (8, 15, 10, 16, 15, 14, 7) = 85


MAP

Heroes you all go first. Jasmine, the rats come from all directions by the way.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

7 Rats added to the Map, RD 1


MAP

Four Skulls attacks the rat in H11 with his spear and misses as the rat dodges his spear.

ATK: 1d20 + 3 ⇒ (3) + 3 = 6
DAM: 1d8 + 4 ⇒ (3) + 4 = 7

The rat's AC and Touch AC are 14.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Based on the map I believe I get flanking on the rat in front of me and the two to the side, let me know if that's not right.

Who in the Nine Hells lets dire rats infest their ship?

Mesdoram tries pulls his sword in one smooth draw and swings at the rat in front of him.

Attack: 1d20 + 2 ⇒ (1) + 2 = 3

His swing is wildly off the mark and he scowls at himself. My kingdom for a greatclub


MAP

It is my understanding that you only get flanking if you can draw a line between you and an ally that goes through your enemy. Also Mesdoram can you tell me high or low?


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

In the spirit of wildly unjustified optimism I'll pick high.


MAP

Mesdoram:

FAIL: 1d100 ⇒ 89

Mesdoram you are able to keep ahold of you sword and not accidently hit anybody else. Though you do slightly frighten those around you with your wild swing lol.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Mesdoram you don't have flanking but the rats in G, 13 and I, 15 have flanking on you. Balthe is being flanked by G, 13 and I, 13


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Can't check map on phone ATM 5 ft to provide flank and he attacks w his spikes

1d20 + 2 + 4 - 1 ⇒ (17) + 2 + 4 - 1 = 22 for 1d4 + 3 + 2 ⇒ (4) + 3 + 2 = 9


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

-2 to hit if flank not possible


MAP

Balthe 5ft steps to G, 12 and attacks the rat. Your swing kills the rat immediately.


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

AC 15 FF 12 T 13

After they gather their gear and head to the bilge Holgur mutters to the others "There is more to this than Scourge getting chucked out of the tavern. It does not make sense to risk wasting crew if the ship is short-handed, like the Captain said. Something does not smell right. Besides this nasty bilge, that is."

When they make their way into the bilge itself, Holgur tries to drive the smell from his nose. However, once the waters stir with threats he takes a position and brings his flail down on the giant rat approaching from the stern.

Attack vs H16
1d20 + 4 ⇒ (13) + 4 = 17

Damage (wielded in two hands for 1.5 STR bonus)
1d8 + 5 ⇒ (4) + 5 = 9


MAP

Holgur you smash the rat into a bloody pulp.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

I'll update the map when I get home.

Jasmine hangs on the ladder, not really having an offensive spell prepared for the day. "Sorry boys...I can have the area covered in slippery grease but that won't be much good right now." She waits for rat to get within her range before she throws her dagger at the rat in I,15. ranged attack, height: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18;damage: 1d4 ⇒ 4 As she tries to kill one rat that is flanking Mesdoram


MAP

Jasmine's dagger sinks into the rat however, it is not enough to kill it, but you can tell that it is hanging on by a thread now.


MAP

Rat's turn

ATK on Holgur: 1d20 + 1 ⇒ (13) + 1 = 14

ATK on Mesdoram: 1d20 + 1 ⇒ (14) + 1 = 15
ATK on Mesdoram: 1d20 + 1 ⇒ (13) + 1 = 14

ATK on Four Skulls: 1d20 + 1 ⇒ (19) + 1 = 20

ATK on Balthe: 1d20 + 1 ⇒ (15) + 1 = 16


MAP

One of the rats lunges at Holgur but he is able to narrowly avoid the rats fangs.

Two rats gang up on Mesdoram and their combined attacks are enough to throw Mesdoram off balance as his dodge attempt fails and he gets bit by both rats.

Balthe turns around at the last second to see the rat leaping at his leg as it sinks its teeth into his shin.

Four Skulls is distracted as he tries to warn Balthe, that one of the rat leaps up and bites his arm.

DAM Mesdoram: 2d4 ⇒ (2, 4) = 6
DAM Four Skulls: 1d4 ⇒ 2
DAM Balthe: 1d4 ⇒ 1

Mesdoram give me two Fort Saves and Balthe give me one Fort save please.

Four Skulls FORT Save: 1d20 + 1 ⇒ (20) + 1 = 21

Go Heroes


MAP

Four Skulls: 1d20 + 3 ⇒ (4) + 3 = 7

Shaken by the bite of the rat, Four Skulls jabs with his spear and the rat is able to duck under the spear.

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