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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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

Excellent! I have five pints of oil. Just in case anything comes boiling out when we set it aflame, I suggest we all throw the flasks at the same time. Someone can throw a torch immediately after. Agreed?"


Male Spells 1-3/5 2-3/4 Human Cleric 10 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

"Aye"


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, having an ambush ready would be good too, in case something does react to the fire.


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

"Did you really just say 'What's the worst that could happen'?" Genade asks Reinald, only half sarcastic. "Well, we're in for it now."


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 chuckles.


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 passes out the oil and stands ready with a torch.

Our target is so huge that I don't know if attack rolls would even matter.


Yea, it would be something like AC 5. And even if you missed you would still hit the tent a spot over. The edge of it is 40ft. from the edge of the clearing. -8 to hit for distance penalty if you don't go closer, but if you aim for the middle don't worry about rolling.
size of tent around tree

So, 6 vials of oil? Are you throwing the torch too? I will make you roll for that one to hit the same square that a vial hit (AC 5).


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

After the vials of oil are thrown, Sejanus chucks a torch.

1d20 - 5 ⇒ (18) - 5 = 13 (with range penalty)


One of the vials breaks against the tree, the others land on the tent or hit a branch and spill their contents. Underneath the edge of the tent you think you can see movement inside. The torch lands exactly where Sejanus targets for maximum oil combustion. Within seconds, several parts of the dry tent and tree are aflame, with the rest surely to follow. The crackling of thousand of insects roasted by the flames is accompanied by the hum of many thousands more seeking escape from the heat. Through the flames and the collapsing tent you can also see 3 human looking humanoids leaving the tent on the far side of the tree, screaming at the flaming cloth that had fallen and caught them on fire. They have not spotted you yet. Though alive, they look... not alive. Their clothes are very dirty and tattered but still manage to resemble that of a courtesan or whore. A quite revealing but disgusting sight.

Religion DC 11:

This humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame. Ghouls! Getting bitten or scratched risks contracting ghoul fever and eventually dying and becoming a ghoul yourself.


Male Spells 1-3/5 2-3/4 Human Cleric 10 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

Kn Religion: 1d20 + 5 ⇒ (15) + 5 = 20

"Oh that's not good, they look like ghouls, getting bitten or scratched by them risks you contracting ghoul fever and becoming a ghoul yourself.. kill them at range."

Jord 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

"Summin' wrong with them, take them one at a time. Closest first! Fire"

Rallying the disgusted party, Morgan focuses them on the closest flaming humanoid before loosing an arrow.
Attack: 1d20 + 6 + 1 + 1 - 1 ⇒ (16) + 6 + 1 + 1 - 1 = 23
Dmg: 1d8 + 2 + 1 + 1 + 2 ⇒ (1) + 2 + 1 + 1 + 2 = 7

The arrow flies true, but does not strike with much power, location being the main cause of damage.

Move action to use Freebooter's bane, everyone now gets +1 to hit and dmg vs the closest not alive humanoid.
Wpn attunement+Freebooter's bane+deadly aim


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 holds up a vial. "This will sharpen your eye and steady your hand for a single shot. Who wants it?"
Infusion of True Strike


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 shrugs "Can't hurt." The captain takes the vial and shoots for the closest ghoulish hooker.

Crossbow Attack: 1d20 + 3 + 20 ⇒ (3) + 3 + 20 = 26
Damage: 1d8 ⇒ 8

Diamondust wrote:
Within seconds, several parts of the dry tent and tree are aflame, with the rest surely to follow.

Does this mean that other trees are likely to catch fire. I figured tropical island would mean difficult to burn. We didn't ask so its on us if the whole island burns. I just wanted to confirm I was reading the situation correct.


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

"See? Fire is always a solution." He squints his eyes to get a better look at the figures. "Well, I've been to Andor, so those aren't the ugliest whores I've ever seen." Sejanus cracks his knuckles and wiggles his fingers. "I have more flames ready if they come close."

ooc: Ready action, wait until they are 15' away.
burning hands: 4d4 ⇒ (2, 4, 4, 2) = 12. Reflex DC 17 for half damage.


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 Malcoms wrote:

Reinald shrugs "Can't hurt." The captain takes the vial and shoots for the closest ghoulish hooker.

[dice=Crossbow Attack]1d20+3+20
[dice=Damage]1d8

Diamondust wrote:
Within seconds, several parts of the dry tent and tree are aflame, with the rest surely to follow.
Does this mean that other trees are likely to catch fire. I figured tropical island would mean difficult to burn. We didn't ask so its on us if the whole island burns. I just wanted to confirm I was reading the situation correct.

Sorry messed up formatting my last post had some ooc after the attack.


The big tree is in the middle of the clearing with at least 30ft. space to the nearest trees so the fire won't spread, the jungle is really too wet for the most part anyway. The ground is also more solid than the jungle and this would make the perfect place to rest or camp, as some others obviously thought too. Unfortunately they are ghouls now.

Morgan and Reinald fire two perfect shots and take down the nearest ghoul. The others see it and find you. With an unnatural shout they begin moving around the fire towards you. Their shout also brings the attention of the insects. 2 thick black insect swarms materialise and it can be safe to assume that insects feeding around ghouls might also carry the disease.

Round 1
Initiative: Reinald - Sejanus - Jerieth - Genade - Morgan - Jord - Ghouls - Swarms
Map


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

Maintaining my readied action. Anything that approaches within 15ft.


Male Spells 1-3/5 2-3/4 Human Cleric 10 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

As soon as they get within 30 ft Jord will Channel positive energy to harm undead

Channel Energy DC 13: 1d6 ⇒ 4


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

Shifting his aim, Morgan fires two shots at the next closest ghoul, but the licking flames and the buzzing insects partially distract his aim.

Attack 1: 1d20 + 6 + 1 - 1 - 2 ⇒ (9) + 6 + 1 - 1 - 2 = 13
Dmg 1: 1d8 + 2 + 1 + 2 ⇒ (4) + 2 + 1 + 2 = 9

Attack 2: 1d20 + 6 + 1 - 1 - 2 ⇒ (13) + 6 + 1 - 1 - 2 = 17
Dmg 2: 1d8 + 2 + 1 + 2 ⇒ (3) + 2 + 1 + 2 = 8

"I hope flames sort those flies, I don't like the look of 'em"


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 draws his dagger and stands with the group, ready for anything that comes close.

Joining the Readied Action club. Attacking first non-swarm in range.

Attack: 1d20 + 4 ⇒ (20) + 4 = 24 Confirm critical: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Damage: 1d4 ⇒ 1 +Crit damage: 1d4 ⇒ 3 +Sneak: 1d6 ⇒ 1 if I get it somehow.


The swarms approach and Sejanus' flame thins out one of the approaching insect swarms but not enough to stop it and they swarm over Jord, Jerieth and Sejanus(4 damage and DC 13 Fort save or contract Ghoul Fever[disease]).

Morgan hits a ghoul and both of them will soon make it to you. Jerieth tries to inspire you with courage(+1 to att. and damage) and draws her rapier, having nothing to hurt the swarm with.

Round 2
Initiative: Reinald - Sejanus - Jerieth - Genade - Morgan - Jord - Ghouls - Swarms
Map

Ghoul Fever:

Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves.


Male Spells 1-3/5 2-3/4 Human Cleric 10 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

Fort: 1d20 + 4 ⇒ (6) + 4 = 10


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

Internet stole my post.

Reinald reloads the crossbow and aims for the nearest ghoul.

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

Fortitude: 1d20 + 5 ⇒ (9) + 5 = 14 Thank you, Dice Gods!

"GAH! Get off, get off, get off!" Sejanus backs up carefully out of the swarm (5-foot-step east) and lets off another burning hands spell.

burning hands: 4d4 ⇒ (3, 3, 3, 1) = 10 fire damage, Reflex DC 17 for half damage. Aiming northwest to hit the swarm but miss my allies.

HP 18/22


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

Stepping around Sejanus and the swarm, Morgan closes the distance to the first ghoul and fires at it.
Attack: 1d20 + 6 + 1 - 1 + 1 ⇒ (7) + 6 + 1 - 1 + 1 = 14
Dmg: 1d8 + 2 + 1 + 2 + 1 ⇒ (1) + 2 + 1 + 2 + 1 = 7

Move 2 squares north of Sejanus


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 moves forward with Morgan, ready to circle around anything that closes into melee range.
Ending up 2 squares west of Morgan


The group splits up to deal with the different threats as Sejanus burns away another chunk of the insect swarm but they still surround him, biting at every bit of exposed flesh they can (6 damage).

Morgan's arrow takes out a second ghoul leaving only one running at you who runs at Genade who is now directly in its path. She tries to grab on and bite but he fends her off for now.

Round 3
Initiative: Reinald - Sejanus - Jerieth - Genade - Morgan - Jord - Ghoul - Swarm
Map


Male Spells 1-3/5 2-3/4 Human Cleric 10 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 channel energy again holding his holy symbol forward

Channel Energy DC 13: 1d6 ⇒ 2

"TURN!!!"


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 final ghoul pressurising the doctor, Morgan aims to put it down finally. Drawing his bow with his usual flurry of speed, he sends 2 arrows into the foul undead at close range.

Attack 1: 1d20 + 6 + 1 + 1 - 1 - 2 ⇒ (17) + 6 + 1 + 1 - 1 - 2 = 22
Dmg 1: 1d8 + 2 + 1 + 1 + 2 ⇒ (5) + 2 + 1 + 1 + 2 = 11

Attack 2: 1d20 + 6 + 1 + 1 - 1 - 2 ⇒ (11) + 6 + 1 + 1 - 1 - 2 = 16
Dmg 2: 1d8 + 2 + 1 + 1 + 2 ⇒ (1) + 2 + 1 + 1 + 2 = 7


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 starts circling the ghoul, taking a quick stab at it.

Moving to west side of ghoul. This is where the attack I rolled earlier finally takes effect, yes?


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 moves to flank the ghoul harassing the Dr, drawing his cutlass as he maneuvers in.

attack cutlass w/ flank: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14 That's formerly Plugg's cutlass if it helps.

damage: 1d6 + 5 ⇒ (4) + 5 = 9


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

"Ow! I said leave me alone!" Sejanus steps out of the swarm and lets loose another blast of flame.

5-foot step NW.

burning hands: 4d4 ⇒ (4, 4, 2, 4) = 14 fire damage. Reflex DC 17 for half damage.

HP 12/22


That was a readied action. You do not get to keep the rolls if a readied action is wasted. It didn't matter here since Morgan destroyed the last ghoul anyway.

The last ghoul is destroyed by Morgan's expert marksmanship and it falls at Genade's feet. These whore's finally get their rest. Sejanus shoots more flames, crackling sounds of insects fill the air and thin the swarm enough that it disperses and the remaining bugs flee into the jungle.

The fire is consuming the tent and the tree. If anything of value was kept in there by the ghouls it will be some time before anyone can think of searching through the ash. Though this would be a fine place to set up a camp, the current heat makes staying here very uncomfortable. Perhaps you could return here later in the day if no more suitable place is discovered. The path continues on the other side of the clearing leading south west again.


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

"Well, that's done then." Genade says, sheathing his dagger. "Was anyone scratched or bitten? These things can carry disease. And likely the flies that accompanied them as well."

The doctor checks anyone who was hurt for sickness. Just Jord it looks like.
Heal: 1d20 + 4 ⇒ (13) + 4 = 17


Male Spells 1-3/5 2-3/4 Human Cleric 10 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

"Just me I think.. "


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

As Morgan cuts any usable arrows free he speaks up. "Aye, it is done. The wenches are purged. Shall we move for'rad and return later? Any other enemies will know something is coming now."


Forgot to roll Jerieth's fort save.
1d20 + 1 ⇒ (1) + 1 = 2 well then...

Genade checks everyone for bites and finds Jord and Jerieth are both at risk of being affected and should be treated daily to fight it off most effectively. A heal check each day (starting tomorrow) to treat disease can give them a +4 to their fortitude save to resist the disease.

The path continues on the opposite side of the clearing, leading back into the jungle and following the river west and then south until you can finally see a view of the island's eastern beach. The jungle is no longer marshy once the river mouth is passed. Still there are no signs of animals or life except for the occasional annoying insect. To the south east you can now better see the path leading up the mountain which splits off near the crop fields. The path continues down and along the beach among the coconut palms. Some of the trees have many smashed coconuts lying at their base.


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

"Which way now Cap'n? The beach would be our best chance of finding them washed ashore I reckon."


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 nods, "The creatures looked comfortable in water the beach might be a good choice."


Male Spells 1-3/5 2-3/4 Human Cleric 10 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 follows thinking of ways to combat the disease.

Lvl 3?


Update island map
You guys are starting along the first bit of the beach right now.


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 notices the piles of broken coconuts, and wonders what kind of creatures are eating them. Could they still be in the trees?

Knowledge(nature): 1d20 + 11 ⇒ (19) + 11 = 30


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 nods to the suggestion of reaching the beach. He looks thoroughly miserable -- sweaty, covered in stings, limping painfully. "I had to use most of my spells to destroy those swarms. I may not have much magic left if there are many more enemies."

Leveling up tomorrow.


Many different types of animals are known to eat coconuts, monkeys dropping them from height to split them open, elephants using their trunks to smash them against rocks are a few examples. But as you examine a little closely one of the trees above the broken coconuts you can see several fully grown coconut crabs (size: medium). Their pincers are as big as the coconuts themselves and is what they use to split them open. Coconut crabs are usually passive unless provoked in some way. Their meat is also quite sought after. A funny imgur


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

"Well Cap'n, do you want we should shoot a couple? I hear they are good eatin'. Or do we try and sneak by? I can't say as I is hungry after tha' smell of burning rot, but fresh crab meat is a rare luxury."


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

"We've still crew to find if we aren't carrying anyone home it will do well to get a few for celebrating."

What time of day are hitting?


It's probably just about midday.


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

"Hmm... Do we have the time to kill them and haul them to the ship? We could store them in saltwater barrels and they would last for weeks."


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'm sure they'll still be here on our way back. They're eating like kings up there." the doctor muses, "Finding our friends is a much more pressing concern."


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

"Good point, well made. I will skirt round for now and see if I can see anythin' else"

His arrow still knocked, but the string relaxed, Morgan creeps forward, skirting around the crabs and trying to appear unthreatening.

Perception: 1d20 + 10 ⇒ (12) + 10 = 22
Stealth: 1d20 + 9 ⇒ (15) + 9 = 24

Is there any way to use a combination of knowledge (nature) and Wild Empathy to help avoid provoking the crabs?

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