| Slappy Wundershart |
Work Day 2
Slappy took the job of message runner quite seriously. It gave him free run of the ship for the most part, and insight as to what the day to day was like for the leadership. He delivered the messages in his unique way of acting like the person who sent him, adjusting the hat, or standing in a pose the sender likes to use. He is sure it caused a few more messages to be sent among the leadership, but Slappy was happy to do it.
Acrobatics: 1d20 + 2 ⇒ (12) + 2 = 14
Con check: 1d20 + 1 ⇒ (2) + 1 = 3
Act: 1d20 + 7 ⇒ (18) + 7 = 25
It was tiring work, and Slappy felt it, but he did take his time to speak with Tilly (Indifferent) when he had the chance.
While delivering one of his messages he comes running by Tilly Bracket, and accidentally knocks over her bucket. [b]I'm sorry Lady Brackett a fine Lady such as you shouldn't be mopping about.[/ooc] Slappy said with an exaggerated Taldane accent.
Just then Plugg sees the spilled bucket. Slappy puts on a little acting job slipping on the water, tripping on the bucket with it landing on his head hoping to distract the vile enforcer of the Captian's will.
Diplomacy with Tilly: 1d20 + 8 ⇒ (11) + 8 = 19
Bardic performance Distraction: 1d20 + 7 ⇒ (17) + 7 = 24
| Dungeon Master S |
I spoke too soon about cutting people off for daytime influence. Kiltem and Art both need to make Diplomacy checks for their conversations.
Ko gets a lot of work done, granting him plenty of time at lunch. His conversation with Grok could not have gone better. "FINALLY! Someone who understands! You know, for a handsome man like yourself, you understand what really makes this ship run. Listen, since you know what's what, if you need anything don't be shy. I've got a little bit of wiggle room. Don't come in during the day, but if you want to visit after hours, I'll see what I can swing." For securing Cut-Throat Grok to your side and unlocking the ability to negotiate your equipment back, the party receives 400 XP.
Slappy also does good work, but it takes it's toll on his small body. Nevertheless, his banter with Tilly works like a charm, and before long she passes with smiles instead of scowls. For winning a crew member over to your side, the party receives [ooc]200 XP[/b].
Day 2: Ship's Action
Kiltem: Success - Fatigued. Gain 20 XP
Art: Success Gain 20 XP
Beer: Go
Ko: Success Gain 20 XP
Lucky: Go
Slappy: Success - Fatigued. Gain 20 XP
Beer: Kroop is sober enough to cook today, you may bond with him or help.
Lucky: Tying and untying knots in the ship’s ropes and moving heavy coils of rope from one part of the ship to another, requiring a Profession (sailor) or Strength check. Lucky must also make a Constitution check to avoid being fatigued at the end of the shift.
| Arthur Cantor Delgado |
Diplomacy (for conversation w/Sandara?): 1d20 + 7 ⇒ (13) + 7 = 20
| "Lucky" Lucas D'Endrin |
Profession: Pirate: 1d20 + 4 ⇒ (11) + 4 = 15
Con: 1d20 + 1 ⇒ (14) + 1 = 15
Lucky does his work uncomplainingly, and he hopes his benign demeanor and efficient work in the rigging is enough to keep him from catching of Plugg's attention. With a ready smile and a glittering eye, Lucky introduces himself to his workmate, one of the regular crew.
"Ahoy! I'm Lucas, but no one save my mother calls me that - call me Lucky, or Luke works too." Lucky's brawn is not spectacular by any measure, but his working knowledge of sailing and ships serves him well. In a few instances he ensured his work mate could benefit from some small trick in knotwork or pulleys to ease the work. "See? It's Lucky we're working together!" With an emphasis on his name, Licky hopes to elicit a laugh and a thank you...
Diplomacy: 1d20 + 5 ⇒ (13) + 5 = 18
| Kiltem Stormcrow |
Posting for Beer. Daytime
The halfling heads into the galley to serve his second day as the cook's help. He felt yesterday went well enough getting on Fishgut's good side. He figured he might actually try to learn some of how to run the galley incase its a "bad" day and Fishguts is too drunk to work.
He finds slicing potatoes isn't too hard and gets a feel for how much i needed to fill up the big pot.
Hey GM, Untrained/ProfessionCook? 1d20 ⇒ 13
Beer also thinks about the box of Chelish wine and how best to make use of it. He figures trading a bottle of wine should be worth a fair amount, maybe enough to get his AX...
| Dungeon Master S |
Art finds the time to chat with Sandara, and while the conversation is warm and friendly, it's completely platonic. Still, by the time Art completes his daily work, he's confident he can call on her in a pinch. To make it crystal clear, she whispers, "Besmara has seen fit to grant me some of her power. If you're ever in need, I've got a touch of it to spare."
Kiltem.... not so much.
Lucky, I need to know which swab you want to talk to. Lucky completes his work with aplomb, and seems none the worse for wear afterward.... the party earns 20 XP
Beer helps out Fishguts, and the two continue to make a solid rapport.
A day of progress. Don't forget to check the Dramatis Personae for the current standings. You can edit that document, so feel free to put notes under different NPCs. Lastly I owe the party an annotated map of the ship
Ship's Action Night
Night Action options
Kiltem: TBD
Beer: TBD
Ko: TBD
Lucky: TBD
Arthur: TBD
Slappy: TBD
| Arthur Cantor Delgado |
"Besmara has seen fit to grant me some of her power. If you're ever in need, I've got a touch of it to spare."
With a courtly bow, Arthur replies You are a gem, my lady! He is disappointed that things are staying platonic, but there is plenty of time. And there are other beautiful women on board...
DAY 2--NIGHT ACTION
After a good day's work, Arthur decides to start playing the long game, and getting to know some of the more openly unfriendly on board. He casts about the crew, and settles on the imposing Jaundiced Jape.
The rogue approaches, looking the (presumably) half-orc up and down with a serious expression, and stares for a moment at the large clasp on the huge man's shoulder strap.
he points at it forcefully. THAT, my good sir, is an impressive piece of ornament, and very befitting one of your obvious mettle. Where and how, pray, did you come by it? He is sincerely hoping for a good story from this hulk of a man, and he tries to get his sincerity and respect through...
diplomacy: 1d20 + 5 ⇒ (19) + 5 = 24 ...and can't do much better!!
| Kiltem Stormcrow |
DAY 2--NIGHT ACTION
As his shift ends the big lad rests leaning over the side of the rail a little. He concentrates for a moment and then casts create water just above his head. Kilt gives the slightest start as two gallons of water pour over his head and torso. He stays a few minutes and lets the winds dry some of the liquid from his body.
Feeling the winds and air pressure, he looks up at the skies. Also taking note of the waves he concentrates on the weather and what he thinks the weather will be like for the next 12-24 hours.
Survival 1d20 + 9 ⇒ (17) + 9 = 26 If Kilt predicts high winds, a storm, or any weather he feels the helmsman should know about he makes sure to tell them.
Wearily he find some of his new comrades. He reports that he didn't do very well trying to sway Barefoot Samms during his shift.
Kiltem listens and is happy to find Ko doing well with the Quartermaster, that will come in handy... he thinks to himself.
A little tired, he almost forgot to ask. Slappy, do you still have that buckler? Its not my heavy shield but I could make use of it if we get into a scuffle before I get all my old gear back. The big lad looks the small shield over and finds it satisfactory. He looks around to the others, and tries to offer it before he tucks it in with his own gear. Does anyone else use a shield for battle?
Kilt thanks Beer and Fishguts for his dinner. He is soon fast asleep in his hammock for the night.
| Arthur Cantor Delgado |
Arthur shrugs [b]i could use a shield. I'd prefer a gun but I don't have one yet...[\b]
| Harisko "Ko" |
Night Day 2
Harisko sat down across from Shivikah. He ate in silence as the other man shot him intermittent stares. Ko finished three-quarters of his meal and said, “Plugg worked you extra hard today, friend. I suspect he sees you as threat. He looks at me the same way.” He pushed the rest across to Shivikah. “Keep up your strength.” Ko motioned towards the Bonuwat’s facial paint, “The Ijo are a noble people. They are not fit for servitude.”
Playing Shiviakah as a Bonuwat of the Ijo tribe
Influence Shivikah Diplomacy: 1d20 + 7 ⇒ (8) + 7 = 15
| Dungeon Master S |
Art grabs the Quartermaster, seeing that she's in a good mood. "Simply find me when you have time darling!" you now have access to bartering, buying, and what not. That includes visiting to get your gear. You might be able to simply TALK her into it, but either way, it's your action.
Art then turns his eye to the unruly half-orc. Jape looks him over. The scowl softens, but not as much as Art would have hoped. "At least you know what's good, but I'm too busy to make small talk with you. Scram." Success, and you're confident that you can't get him much nicer than you have...
Kiltem takes a look at the weather, and thankfully it looks like smooth sailing for at least the next 24 hours. With that he turns in early to rest up.
Ship's Action Night
Night Action options
Kiltem: Rest
Beer: TBD
Ko: TBD
Lucky: TBD
Arthur: Success on Jape
Slappy: TBD
| Slappy Wundershart |
Day 2 Night Action
Slappy continues his days work by delivering messages to each of the hopefully new ka'tet.
Once he is sure that they are "alone", Slappy draws out a good layout of the ship as he knows it, and a small description of what's in each room.
... and that's what I saw when I walked into his cabin!! Slappy finishes his tale with everyone chuckling. He hopes that everyone will remember the the rooms with the comedic mnemonic device.
Oh I think I've made friends with Tilly Skysn Bracket. I'll talk you all up to her every chance I get. I think I can make friends with Jack Scrimshaw on the morrow.
With a big yawn, the small gnome feels the effects of the days activities. He bids each a good night.
| Kiltem Stormcrow |
Arthur shrugs i could use a shield. I'd prefer a gun but I don't have one yet...[\b]
Kiltem tosses the buckler over to the swashbuckler. [b] I think it matches your blade. You keep it, at least till you have a guun. The big lad says the word "gun" strangely. It is clear he has never heard of a gun before.
| Arthur Cantor Delgado |
Kiltem tosses the buckler over to the swashbuckler. I think it matches your blade. You keep it, at least till you have a guun. The big lad says the word "gun" strangely. It is clear he has never heard of a gun before.
You're too kind, my friend! You shall get this back any time you need it, regardless of my own armament, you be sure to speak up now. But I see you know not what a 'gun' is, is that right? Well, it's a brilliant device that uses explosive powder to shoot off a piece of metal. Makes the most delightful cacophony!! And the hole it makes on the way in is impressive...but you should see the exit hole!!
| Kiltem Stormcrow |
Kilt nods sagely as he listens to the description of the strange "gun". He is clearly thinking hard trying to picture such device but all too soon his weary day catches up with him and he drifts off dreaming of a weapon that harnesses the power of thunder and lightning
| Dungeon Master S |
Ship's Action Night
Kiltem: Rest
Beer: TBD
Ko: TBD
Lucky: TBD
Arthur: Success on Jape
Slappy: Rest
Real life seems to be plaguing us for better or worse. Beer bought a house and moved (Congrats!) Lucky is super busy ATM. Kiltem is on vacation for a week and a half. There's no need for us to pause, but some of us might be slow to post.
| Dungeon Master S |
Ko opens a conversation, but it doesn't seem to go very well (nor does it go poorly.) "We are not fit for servitude... nor are we fit for idle chatter."
Ship's Action Night
Kiltem: Rest
Beer: TBD
Ko: Fail on Shivikah
Lucky: TBD
Arthur: Success on Jape
Slappy: Rest
Beer The Halfling
|
Beer's day action was simply helping in the kitchen where he was needed.
At night, he makes a trip over to the quartermaster and he's stunned by the luscious beauty of Grok. Beer beams at her lasciviously.
Hey there, lass. Forgive me fer sayin', but I'd sure like to pillage yer booty, if you catch me...
diplomacy: 1d20 ⇒ 11
...anyway, suppose I had in me possession a few bottles of Chelish wine...what would that sort of thing buy me round here? What would it take to buy back me ax?
| Dungeon Master S |
Beer's offer of wine, as well as word that Fishguts likes him, leads to an easy sell with the quartermaster. She smiles at the halfling, "Keep the wine deary, just also keep Kroop up and running will ya? I'll tell you what, he's my friend, and you are too. I can "accidentally" empty your bin into your hot little hands."
Beer, through his success in the kitchen, manages to convince Grok to return ALL of his equipment. For recovering all of his equipment, the party earns 200 XP, or 34 each.
Ship's Action Night
Kiltem: Rest
Beer: Regain equipment
Ko: Fail on Shivikah
Lucky: TBD
Arthur: Success on Jape
Slappy: Rest
| Dungeon Master S |
Someone bot Lucky? Also, let me know if you're going to do anything in the Witching Hour.
Witching Hour:
Kiltem: TBD
Beer: TBD
Ko: TBD
Lucky: TBD
Arthur: TBD
Slappy: TBD
| Harisko "Ko" |
Witching Hour Day 2
Ko knew a losing battle when he saw it. He left Shivikah to brood and mingled with his new friends for a short while. Before long, his eyes drooped and he excused himself. He fell into his hammock and went right to sleep.
| Arthur Cantor Delgado |
Clarification: are you saying we can take a Day Action, a Night Action, and a Witching Hour action? Are there any restrictions on the witching Hour actions (example: influencing an NPC isn't an option because most are asleep)?
Botting Lucky: how about a Sleight of Hand check to do "magic" to entertain the crew?
SoH: 1d20 + 7 ⇒ (18) + 7 = 25
| Dungeon Master S |
Yes, the phases to a day. The Witching hour action is the same list as night time. The difference is that taking a witching hour action automatically triggers a DC 10 CON check to avoid being fatigued for the next day.
Lucky spends his time doing some sleight of hand entertainment. His ability to pull coins from ears is quickly booed, but his more creative work gets plenty of cheers from the crew! [ooc]Lucky's performance earns each character 20 XP.
Witching Hour
Kiltem: TBD
Beer: TBD
Ko: Sleep
Lucky: TBD
Arthur: TBD
Slappy: TBD
| Arthur Cantor Delgado |
WITCHING HOUR, Day 2
During the Witching Hour, Arthur decides to party with whichever crew is awake. He does some impressive flips & handstands on tables and such (using his brand of Panache to make it look even better)
Acrobatics, with more Derring Do!: 1d20 + 6 + 1d6 + 1d6 ⇒ (9) + 6 + (6) + (2) = 23
*Derring Do use of panache allows me to roll an additional d6 for every nat 6 I get, up to dex bonus exra dice yo!!
Con check: 1d20 + 1 ⇒ (17) + 1 = 18
He sleeps soundly, and is ready for work the next day.
Lucky decides to call it a night...
| Dungeon Master S |
While Kiltem sleeps, Art finds a group of scalywags still up and entertains them with a display of tumbling and parkour! For entertaining the crowd for the first time, Each party member earns 20 XP.
Witching Hour
Kiltem: Sleep
Beer: TBD
Ko: Sleep
Lucky: TBD
Arthur: Entertainment
Slappy: TBD
| Dungeon Master S |
Going to make a command decision that the others sleep.
Before you even get your duty assignments for the first day, your path is blocked by a quartet who look less than friendly; Aretta Bansion, Fipps Chumlett, Jaundiced Jape, and Slippery Sy Lonegan
Sy cracks a wry grin, "In a hurry? Worried it'll be the lash if you're late? That's a damn shame. I think you guys need some initiation, and we're the training team for today..." They don't have weapons out, but they are cracking their knuckles.
She whispers, "Remember, just a bruising. The punishment for killing is a keelhauling, so don't become the next Jakes."
Remember what you have for starting equipment...
Foes: 1d20 + 2 ⇒ (20) + 2 = 22
Kiltem: 1d20 + 1 ⇒ (19) + 1 = 20
Beer: 1d20 + 2 ⇒ (13) + 2 = 15
Ko: 1d20 + 3 ⇒ (2) + 3 = 5
Arthur: 1d20 + 2 ⇒ (5) + 2 = 7
Lucky: 1d20 + 9 ⇒ (10) + 9 = 19
Slappy: 1d20 + 2 ⇒ (12) + 2 = 14
| Arthur Cantor Delgado |
Perception: 1d20 + 5 ⇒ (3) + 5 = 8 <--d'oh...my luck had to run out sometime
| Dungeon Master S |
The pirates eagerly crack their knuckles and put up their fists. Fipps and Jake try to gang up on Beer (thinking him a threat based on his attitude.)
Fipp's jab: 1d20 + 3 ⇒ (16) + 3 = 19 Nonlethal: 1d3 + 1 ⇒ (1) + 1 = 2
Jake's shin kick: 1d20 + 3 ⇒ (8) + 3 = 11 Miss
Sy blows Art a kiss, but extends he middle finger to do it.
Sy's uppercut: 1d20 + 3 ⇒ (13) + 3 = 16 Nonlethal: 1d3 + 1 ⇒ (1) + 1 = 2
and Aretta skips the banter and tries to drop an elbow on Slappy's head:
Aretta's elbow: 1d20 + 3 ⇒ (1) + 3 = 4 Miss
Round 1:
Pirates!: ATK
Kiltem: Go
Lucky: Go
Beer: Go
Slappy: Go
Art: Go
Ko: Go
| Kiltem Stormcrow |
Round 1
Kiltem is well used to scuffling with sailors. He was mercillously bullied when he first started working on ships. Kilt quickly learned to use his muscles and bulk for "scrapping" as his dear ol mum called it.
As soon as they singled out his halfling buddy Kiltem rushed forward to help Beer.
Unarmed Combat/Scrapping 1d20 + 4 ⇒ (2) + 4 = 6
Meaty fist damage 1d3 + 4 ⇒ (1) + 4 = 5
Kilt has Improved Unarmed Combat, he doles out AoO's with fists and elbows and head butts, whatever...
| Harisko "Ko" |
Slappy backpedaled away from Aretta's elbow and between Ko's great, striding legs. Harisko's jaw was set as he reached for Aretta, intending to pull her into a bear hug.
unarmed,att: 1d20 + 4 ⇒ (4) + 4 = 8
unarmed,dam: 1d3 + 3 ⇒ (1) + 3 = 4 nonlethal
Crit confirmation
unarmed,att: 1d20 + 4 ⇒ (19) + 4 = 23
Crit additional damage
unarmed,dam: 1d3 + 3 ⇒ (1) + 3 = 4
She slipped his grab and circled away, using the ship's tight confines to keep Ko's bulk at bay.
| Arthur Cantor Delgado |
| 1 person marked this as a favorite. |
non-lethal damage: 2
Sy blows Art a kiss, but extends her middle finger to do it.
Sy's blow catches the youth by surprise, and he huffs out a breath at the uppercut.
Nice! But you really shouldn't make promises you don't intend to keep, love. Here, let me show you... He then extends two fingers, and waggles his tongue between them at her luridly.
As he brings his hands back into a more suitable fighting position, he continues the banter. So, why is it they call you "Slippery," anyway? He fakes a haymaker, but then goes to kick her in the clam.
kick: 1d20 + 3 ⇒ (12) + 3 = 15
non-lethal: 1d3 + 1 ⇒ (1) + 1 = 2
As he brings his foot back, he says exaggeratedly OOOOOOHHHHH, NOW I get it!!!
| Dungeon Master S |
Kiltem steps up, trying a quick rabbit punch, but only catching air. Ko tries to squeeze an opponent, but she's to slippery... Art's kick damages her AND her ego as she spits in anger, switching to a wild fighting style. Still the damage is done.
Round 1:
Pirates!: ATK
Kiltem: Miss
Lucky: Go
Beer: Go
Slappy: Go
Art: Hit
Ko: Miss
Sy: 2 NL
| Slappy Wundershart |
Round 1
Perception: 1d20 + 2 ⇒ (2) + 2 = 4. Oblivious to what was said
As Arretta's elbow clearly misses Slappy's head, he claps his head and opens his mouth as to howl in pain, and stumbles on shaky legs just a bit away from the man woman.
He stops his act, and blows her a raspberry. Late for the lash? Why lets make a dash, Ko crack her in the a$$. If ya can't hit a lil one try the bigger ones on for size.
Bardic performance (1/7) Inspire courage.
| Dungeon Master S |
Slappy's words definitely bolster the party, but the other pirates seem intent on winning this fist fight.
Round 1:
Pirates!: ATK
Kiltem: Miss
Lucky: Go
Beer: Go
Slappy: Inspire Courage
Art: Hit
Ko: Miss
Sy: 2 NL
| "Lucky" Lucas D'Endrin |
Lucky circles around towards the bow, edging behind Slappy and creeping toward the thug along the starboard side of the ship. Upon passi g behind Slappy, Lucky rolls his sleeves, preparing and balls his fist gamely.
Lucky wistfully wishes his King, Odric, were here to lay these thugs out smartly. Alas, Lucky is accompanied not by the fearsome sovereign of Korvosa, but he nonetheless is pleased to have allies in this fight.
reposition to just south of Slappy
| Dungeon Master S |
Lucky does an end around, looking for the right spot to lay out the hurt. Jacob could still be neck deep in the move, so I don't mind a bot here.
Round 1:
Pirates!: ATK
Kiltem: Miss
Lucky: double move
Beer: Go
Slappy: Inspire Courage
Art: Hit
Ko: Miss
Sy: 2 NL
| Arthur Cantor Delgado |
BOTTING FOR BEER...
Seeing only Arthur connect, Beer swings a shin-kick at Slippery Sy, trying to bring her down.
attack: 1d20 + 5 ⇒ (20) + 5 = 25 <---THREAT!!
Nonlethal: 1d2 + 3 ⇒ (2) + 3 = 5
confirm: 1d20 + 5 ⇒ (19) + 5 = 24
Nonlethal: 1d2 + 3 ⇒ (1) + 3 = 4
The shin-kick is enough to make her bend forward, howling in pain...as she does so, Beer connects with a vicious head-butt!!
| Dungeon Master S |
Beer's kick hits exactly the right spot. The pain shoots up Sy's leg and her eyes glaze over as she simply stands there, punch drunk and staggered.
Fipp and Jake ignore Kiltem to focus on the savage halfling
Fipp: 1d20 + 3 ⇒ (16) + 3 = 19 hit Nonlethal: 1d3 + 1 ⇒ (3) + 1 = 4
Jake: 1d20 + 3 ⇒ (4) + 3 = 7
Aretta snarls and swings a fist at Ko!
Aretta: 1d20 + 3 ⇒ (8) + 3 = 11
Round 2:
Pirates!: ATK
Kiltem: Go
Lucky: Go
Beer: Go
Slappy: Go
Art: Go
Ko: Go
Sy: 11 NL, Staggered
| Slappy Wundershart |
Round 2
With Skirmish lines set, and Arthur slipping in beside him Slappy gets his hand slapped as he reaches up and runs his finger down the length of Mr. Delgados huge .... gun.
After geting his fingers a little slippery on the protected metals coating the Gnome skips a few feet back and away from the swashbuckler rubbing his fingers together and trying to snap them. It doesn't work, so he makes a flinging motion towards Fipp and Jake, and suddenly the ground beneath and behind them become very slippery.
Jake and Fipp, sitting in a tree s l i p p i n g. Kilt and Ko H I T T I N G Slappy says with a chuckle that is obviously funnier in his head than anyone else's.
Free action maintain Inspire, 5'step NE(can't move my pog), Cast grease DC 14 Reflex save.
| Dungeon Master S |
Slappy ups the ante with a spell (which also happens to elicit betting among the spectators.)
Jakes: 1d20 + 2 ⇒ (20) + 2 = 22
Fipp: 1d20 + 2 ⇒ (4) + 2 = 6
Jakes keeps his footing with a snarl, but Fipp goes down on his pumpkin.
Round 2:
Pirates!: ATK
Kiltem: Go
Lucky: Go
Beer: Go
Slappy: Grease
Art: Go
Ko: Go
Sy: 11 NL, Staggered
Fipp: Prone
| Harisko "Ko" |
Round 2
Ko stepped into Aretta's strike. The blow slammed into his chest with a loud "smack." He'd shorted her blow, robbing its power and setting him up for a tight gut punch.
unarmed,att: 1d20 + 4 ⇒ (6) + 4 = 10
unarmed,dam: 1d3 + 3 ⇒ (2) + 3 = 5 nonlethal
Crit confirmation
unarmed,att: 1d20 + 4 ⇒ (8) + 4 = 12
Crit additional damage
unarmed,dam: 1d3 + 3 ⇒ (1) + 3 = 4
Again she slipped his attack, leaving Ko striking at musty, salt-filled air.
| Arthur Cantor Delgado |
Seeing how effective his friends are, Arthur begins whistling a jaunty tune. He steps around the combatants (trusting no one is skilled enough in unarmed combat to punish him for this move), and while he's doing so his dagger appears as if by magic in his right hand, blade tight against his forearm.
He clucks apologetically at the now-flanked Jake. I'm sorry about this mate. I tried to be nice to you, but you've forced my hand.
he aims the dagger pommel at the base of the brute's skull.
attack: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
nonlethal: 1d4 + 2 ⇒ (4) + 2 = 6
No hard feelings, I hope.
| Kiltem Stormcrow |
Round 2
The druid cheers a little as the halfling lands a spectacular blow against his opponent. Then back to business he swings a heavy ham fisted punch at the Man-Orc.
attack 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
heavy ham fist 1d3 + 4 + 1 ⇒ (3) + 4 + 1 = 8
added in +1 hit/damage from bardic performance
| Dungeon Master S |
Kilt hits the half-orc clean in the temple.
Round 2:
Pirates!: ATK
Kiltem: Hit
Lucky: Go
Beer: Go
Slappy: Grease
Art: Go Confirmation needed
Ko: Go
Sy: 11 NL, Staggered
Fipp: Prone
Jakes: 8