Dungeon Master S's "Skull & Shackles" (Inactive)

Game Master Chris Marsh

TACTICAL MAP |Island Gazetteer | The Shackles
HANDOUTS | MAP TEMPLATES | Naval Combat
CAMPAIGN RECORDS | DRAMATIS PERSONAE | Ports of Call

The Fleet

Current Date: Calendar

Initiative:

[dice=Foes]d20[/dice]
[dice=Kiltem]d20+1[/dice]
[dice=Ko]d20+6[/dice] (Always in surprise)
[dice=Arthur]d20+4[/dice]
[dice=Lucky]d20+11[/dice] (+2 in the water)
[dice=Slappy]d20+2[/dice]

Skill Quickpost:

Perception
[dice=Kiltem]d20+13[/dice]
[dice=Ko]d20+11[/dice]
[dice=Art]d20+9[/dice]
[dice=Lucky]d20+15[/dice] (+4 v. Traps, +2 in water)
[dice=Slappy]d20+17[/dice]

Stealth
[dice=Kiltem]d20+1[/dice]
[dice=Ko]d20+7[/dice]
[dice=Art]d20+1[/dice]
[dice=Lucky]d20+14[/dice] (+2 in Water)
[dice=Slappy]d20+14[/dice]

Sense Motive
[dice=Kiltem]d20+2[/dice]
[dice=Ko]d20+7[/dice]
[dice=Art]d20+0[/dice]
[dice=Lucky]d20+6[/dice]
[dice=Slappy]d20+14[/dice]

Prof Sailor/Pirate
[dice=Kilt]d20+8[/dice]
[dice=Ko]d20+10[/dice]
[dice=Art]d20+10[/dice]
[dice=Lucky]d20+12[/dice]
[dice=Slappy]d20+4[/dice]


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MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Still building something that works. A chunk of my fun is derived from verisimilitude, and some of these actions have a bearing all the way through book 6. So it's business as usual for a bit longer. Though, truth be told, I'd be willing to wager that the tedium is partly caused by the stalling of the game. Had we not taken a break, we'd be way past this part.

Ship's Action Night
Night Action options
Kiltem: TBD
Ko: TBD
Lucky: TBD
Arthur: TBD
Slappy: TBD

The Witching Hour
You can sneak out in the middle of the night, but in lieu of sleeping. Lack of sleep can take it's toll. FIRST make a DC 10 CON check. You can take a second action if you'd like, but make another CON check at DC 14. Failure means you're fatigued the next day.
Kiltem: TBD
Ko: TBD
Lucky: TBD
Arthur: TBD
Slappy: TBD


AC: +19, T: +14, FF: +15 (+1 vs. Traps) | Fort +3 / Reflex: +9 (+1 vs. Traps) / Will: +2 | Max HP: 45 | Character Sheet | Piranha | Tactical Map |TCELES B HSUP!

Lucky tells Ko and Slappy over dinner that while he had no luck with Bansion, "Ratline, Giffer, and Barefoot are reasonable people".

Lucky then goes on to try to strike up a conversation with Ratline by offering a bit of smokeleaf he found for the man's pipe.

Diplomacy: 1d20 + 5 ⇒ (16) + 5 = 21

Witching Hour - After an enjoyable evening, Lucky retires for the night. The gentle sway as his hammock responds to the rolling sea is quite pleasant. The slight buzz from his ration of rum and the cloudiness he always feels from a few draws on a smokeleaf pipe set his head to spinning, and before long the rogue was snoring softly.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Lucky continues his, well, lucky streak. Words mix and flow with the smoke as he strikes up an easy conversation with Ratline. The man appears happy to make a friend. It doesn't take long for Lucky to see that the man has a good heart, but not sharp of wit. Nevertheless, a friend is a friend.

For making a friend out of Ratline, each character receives 40 XP.

Ship's Action Night
Night Action options
Kiltem: TBD
Ko: TBD

Lucky: Making friends and influencing people
Arthur: TBD
Slappy: TBD

The Witching Hour
You can sneak out in the middle of the night, but in lieu of sleeping. Lack of sleep can take it's toll. FIRST make a DC 10 CON check. You can take a second action if you'd like, but make another CON check at DC 14. Failure means you're fatigued the next day.
Kiltem: TBD
Ko: TBD

Lucky: Sleep
Arthur: TBD
Slappy: TBD


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]

My actions are complete. My day was work + booty, my night was influencing Aretta, and no witching hour


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |
Arthur Cantor Delgado wrote:
My actions are complete. My day was work + booty, my night was influencing Aretta, and no witching hour

Aye. I have the results calculated. It was a copy/paste error from me.

Ship's Action Night
Night Action options
Kiltem: TBD
Ko: TBD

Lucky: Making friends and influencing people
Arthur: Also pulling double booty.
Slappy: TBD

The Witching Hour
You can sneak out in the middle of the night, but in lieu of sleeping. Lack of sleep can take it's toll. FIRST make a DC 10 CON check. You can take a second action if you'd like, but make another CON check at DC 14. Failure means you're fatigued the next day.
Kiltem: TBD
Ko: TBD

Lucky: Sleep
Arthur: Sleep
Slappy: TBD


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

Ship's Action Evening

Again like last night Kiltem presses Rosie for a tune on her fiddle.
As soon as he feels nobody (or at least nobody important) is watching, he smoothly pours his rum ration into an empty skin to give to Grok on the morrow.
dex 1d20 + 1 ⇒ (10) + 1 = 11

For the rest of the evening the big druid listens to Rosie's fiddle and dozes a little. He stays far away from any offers of gambling. He bides his time till later...

Witching Hour

After he is fairly certain the others are asleep, the burly druid slips out of his hammock on bare feet. He tip toes out of the berthing area careful not to bump into any swaying hammocks.
Not even really sure where he is going Kilt stealthily goes for a little midnight walkabout to see if he can spy anything useful for his new friends...

Perception 1d20 + 7 ⇒ (4) + 7 = 11

He does his best to stay quiet and hidden from any watch/guards.
stealth/dex 1d20 + 1 ⇒ (17) + 1 = 18


Male Bekyar Mwangi (Human) Slayer (Vanguard) 7, HP 65 (65), AC 19 (T32,FF16), Init +6, Per +11, Fort +7, Ref +8, Will +3, CMD 23, CMB +10

Night 5 Action
Rosie’s fiddle twinged and twanged. Several of the crew took to their feet and danced a light jig. The diminutive Giffer was among the merrymakers. Ko joined the dance, and receiving an inviting smile from Giffer, hoisted her onto his broad shoulders. They danced and clapped in unison, forgetting for a moment the drudgery of their daily chores.

Roll:
diplomacy: 1d20 + 7 ⇒ (12) + 7 = 19

Witching Hour 5 Action
Ko spotted Kiltem sneaking out. He followed his druid friend, intending to keep on eye on his back.

Roll:

constitution: 1d20 + 1 ⇒ (3) + 1 = 4
stealth: 1d20 + 2 ⇒ (5) + 2 = 7


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

Day 5 Night action

With his delicate hands sore, Slappy waits for a break in the action of Rosie's fiddle and Ko's version of <cough> dancing. The big guy is lucky to have muscles and all his teeth. Slappy steps the middle of the gathering, and a hush falls around the group except for the smacking and pointing with a few bets going around. They wonder who's going to be the subject of Slappy's story will be.

His inspiration today comes from a swab. A swabby who attaches items to his mop to make them heavier, his job more difficult. Slappy grinned and attached a small hoop fake earring to his right ear, and one to his left nostril and changed his face to a very serious demeanor. He then picked up a large stool turned it over and pretended to swab the deck. Dropping is makeshift swab puffed up his chest elbows out like a body builder he inhaled sharply and held up his finger.

Turning around looking at each of the crew, he dropped his finger, and most of them said in unison with Slappy NO PAIN!! NO GAIN!! The room laughed and the subject of tonights performance one Mr. Jaundiced Jape said You're damn right!

Slappy bowed keeping his eyes on the half-orc.

Diplomacy/Perform sway on Jaundiced Jape: 1d20 + 8 ⇒ (13) + 8 = 21


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Kiltem spends the evening with Rosie Cusswell, who finally settles into having her fiddle. She's a changed woman now, "Kiltem, no matter what the future holds, ye done me well, and I'll stand by your side." He then sneaks out like an 8th grader, but doesn't find anything of note this evening. Ko doesn't help much as the big man is loud and conspicuous. CON: 1d20 ⇒ 1 Unfortunately he doesn't get much sleep, and is tired the next day Take a -2 on your rolls tomorrow.

Still, Kiltem has made a solid friend. For securing Rosie Cusswell's loyalty "no matter what the future holds" each character earns 120 XP.

--------------------------

Ko's approach, and choice of pirate is well played. Giffer, atop the broad shoulders, enjoys the evening. The wave of friendship continues to wash forward as Ko continues to gain allies on the ship. For making another friend aboard The Wormwood each character earns 40 XP.

--------------------------

Slappy takes a BIG risk pushing Jaundiced Jape. For a moment the entire deck looks like there's going to be a fight, but in the eend the nasty half-orc simply walks away. No one would ever mistake that for friendship, but the fact that Slappy didn't take a punch is a big deal... For keeping Jape's temper at bay about as much as is possible each character earns 40 XP.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

....but before bed...

In the midst of the evening activities, Mr. Plugg makes a rare appearance. "Time for a bit o'fun methinks!"

Whatever is happening, most of the crew already suspects, and coin starts clinking.

"Seems like we've got a bunch of pansy pirates aboard who like to make friends! Well, I dare one of you lubbers to try your hand at REAL fun! I DARE one of you lot to take him on—bare-knuckle fists or wrestling only, no magic tricks, and the last one conscious wins."

Its obvious he's looking at you lot.

"And to make matters interesting, here's 100 GOLD SAILS on... OWLBEAR!." The crew (even your friends) looks on expectantly, wondering who's going to accept the dare.

I'll take a volunteer. The volunteer can choose; execute this as a real combat (choose if you can rapid fire post) OR you can go best of three rolling an unarmed attack or CMB.


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

At Rosie's affirmation of friendship and loyalty Kiltem is moved. He bends way over gently grabs her shoulders and kisses her on forehead.
Then the moment broken he is suddenly a little embarrassed by the kiss. It was just on her forehead... was that too much? Now the big man blushes furiously worried that the others might be reading too much into his action. Besmarra's Teats! Now I'll have to start kissing everybody to play this off...

Kiltem actually welcomes Plug's interruption. At the mention of wrestling and brawling he perks up. Kilt gives a quick glance around at his new comrades giving anyone the chance to stop him

But then he steps forward and raises a meaty fist in the air.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Considering her response is to give Kiltem a "good game", it's probably all good.


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]

Art eyes Owlbear, and smiles when Kiltem's slab of an arm raises.

THERE'S me boi!! Mister Plugg, I don't know whether you actually think any of us swabs have a hundred sails...but I do have this!

He draws forth a beautiful hand ax, the quality unmistakable. He holds it up in an non-threatening manner, to insure it's visible. I'll put this up against your sails; you'll get much more than a hundred coins for it in port, eh? I say, KILTEM FOR THE WIN!!! for clarity, S, this is the MW hand axe Art just found

Art is secretly hoping that the vile Plugg wasn't expecting anyone to actually bet, and that he is at least flustered at Art taking him up on it. He's further hoping that Kiltem will soundly thrash Owlbear, regardless of whether this will draw Plugg's ire (again) to Art--but it gives opportunity for Plugg to show the crew, very publicly, what type of man he is!


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Sense Motive DC 15:

Plugg is surprised by a sailor having such a nice weapon without his knowledge, but seems pretty confident in the odds.

"Aye... I'll take the bet."


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

The burly lad takes a moment to roll his head and work any kinks out of his neck, then he works each arm in a circle. After twisting his waist to one side and then the other, and dropping his hips to work his knees a time or two, he looks ready.

He gives a nod to Delgado. The well crafted tomahawk is worth much more than Kilt has EVER had. The big druid is determined to win this and make sure he honors Delgado's faith in him.

Kilt would like this as actual combat. Hoping to make. good use of improved unarmed combat feat. Beat him to death with AoOs


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Gold, silver, objects, and favors are rapidly offered up. Apparently this is DEFINITELY entertainment the crew wants to see.

Kiltem, roll:
1. Initiative.
2. 5 Attack rolls and damage.
3. 5 AoOs and damage.


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Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

Ko was staring blankly obviously reliving a memory from his past as the challenge was issued. Slappy was waiting for him to accept when Kiltem accepted the challenge. At the acceptance the little gnome hopped up on top of a barrel and takes a deep bow with a flourish.

Well Mr. Plugg you have introduced your Owlbear. Now pay attention you Skaggs and scallywags here is his opponent. Hailing from these here shackles, from a home probably not unlike any of our meager beginnings. I introduce to the contest one of your peers the rigger, rat killer, and deck scrubber. Not to mention the dancer extrodinair he says with a little bit of a softer voice and a wink invoking chuckles from some and a blush from Rosie KILTEM THE MUTTON CHOP MAULLLERRRRRR STORMCROW.

Hopping off the table Slappy exits the cleared area, and gives a brofist to Kiltem and anyone else who will do it.

perform oratory: 1d20 + 8 ⇒ (15) + 8 = 23


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

Kiltem steps right in toe to toe and starts swinging. Mostly punching with elbows, and even a few knees and a headbutt mixed in.

AC11, no armor, +1 Dex

Initiative 1d20 + 1 ⇒ (5) + 1 = 6

5 Attack rolls 1d20 + 4 ⇒ (10) + 4 = 14
1d20 + 4 ⇒ (17) + 4 = 21
1d20 + 4 ⇒ (13) + 4 = 17
1d20 + 4 ⇒ (7) + 4 = 11
1d20 + 4 ⇒ (18) + 4 = 22

damage 1d3 + 4 ⇒ (3) + 4 = 7
1d3 + 4 ⇒ (1) + 4 = 5
1d3 + 4 ⇒ (3) + 4 = 7
1d3 + 4 ⇒ (2) + 4 = 6
1d3 + 4 ⇒ (1) + 4 = 5

AoOs 1d20 + 4 ⇒ (18) + 4 = 22
1d20 + 4 ⇒ (1) + 4 = 5
1d20 + 4 ⇒ (20) + 4 = 24
1d20 + 4 ⇒ (4) + 4 = 8
1d20 + 4 ⇒ (19) + 4 = 23

AoO damage 1d3 + 4 ⇒ (2) + 4 = 6
1d3 + 4 ⇒ (3) + 4 = 7
1d3 + 4 ⇒ (3) + 4 = 7
1d3 + 4 ⇒ (2) + 4 = 6
1d3 + 4 ⇒ (3) + 4 = 7


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

not sure if needed but looks like Kilt's third AoO is a crit.

Threatening Crit 1d20 + 4 ⇒ (4) + 4 = 8 balls!
extra damage 1d3 + 4 ⇒ (3) + 4 = 7


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Owlbear comes out swinging, getting the jump on Kiltem!

Round 1:
Owlbear connects with a hook for 6 nonlethal
Kiltem counters with a wicked knee to the gut for 7 lethal

The crowd goes wild, not expecting Kiltem to fight so powerfully!

Round 2:
Owlbear drops an elbow on Kiltem, but the druid shockingly drives his forearm into the man's armpit! It gets a surprised grunt out of Owlbear! Kiltem follows up with his other hand connecting on the jaw!

The beating is brutal. Plugg, enraged, tosses a club to the simpleton. It's clear that Owlbear doesn't understand that this is unfair. Frightened of Kiltem he pushes backwards to get away from the druid. The crowd pushes him forward. Quitting is not an option.

Reaching for the club gives Kiltem an opening.... he knows that if he takes it, he'll knock him out. If he doesn't it could be big trouble in the fight.

WHAT DO YOU DO KILTEM?

Init: 1d20 - 1 ⇒ (20) - 1 = 19

ATK 1: 1d20 + 5 ⇒ (11) + 5 = 16 for DMG if hit: 1d3 + 3 ⇒ (3) + 3 = 6
ATK 2: 1d20 + 5 ⇒ (17) + 5 = 22 for DMG if hit: 1d3 + 3 ⇒ (1) + 3 = 4


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

There aren't many thoughts bouncing around in the burly druid's skull. The middle of a fight isn't the place to be comtemplating things.
Kiltem has a split second as Owlbear backs off for a moment and goes for the club. Like an enraged bull that gives his enemy no quarter the big lad presses the attack. When the moment comes he doesn't think about it at all...


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Kiltem's elbow cracks against the man's skull. Owlbear hits the deck, knocked out cold!

The crew is shocked. SHOCKED. The turn of events makes for a lot of money changing hands. Plugg is FURIOUS, but reneging now would cost him a lot more than a hundred coin. He kicks the bag to Art and then storms off

The crew can't help but stare at Kiltem!

Kiltem receives a +2 circumstance bonus on all future attempts to influence a crew member. For winning the fight, each character gains 80 XP .

Signing off for now, will do tomorrow... tomorrow.


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]

sense motive: 1d20 ⇒ 9

Arthur cheers, and groans, with everyone else who is rooting for Kiltem. When it's over, he shouts and hoots with the rest, celebrating the (not so) surprising victory.

When Plugg "gives" his losings to Art, the warrior tries for sincerity (which he also knows is more than enough to continue to shame the brute) while he quickly pockets it as safely as it can be managed on short notice.

Most gracious, sir. And very well fought to your man Owlbear! C'mon, wake up now, lad... he gives the fallen warrior a few firm slaps to try to wake him.

After the ruckus dies down a bit, Art sidles up to Kiltem, speaking low. Don't worry, my friend...I'll be sharing these winnings with you and our friends! Well struck, sir.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

After all the excitement, the crew breaks off and heads their separate ways. Kiltem and Ko sneak out to little effect, and the druid walks up much more tired than expected.

Day 6: 8 Arodus 4717

Life on the water is never easy. Indeed! The weather turns fouls this day. Word is that there's a storm brewing. The sky is overcast and the wind whips up some whitecaps. On this day all Perception checks are made at -4 and Stealth checks are made at +4

CRACK! goes Master Scourge's whip, "Get yer sorry arses to work!"

Your comfort with your jobs after nearly a week let you settle in. Everyone can now take 10 on typical jobs, requiring no roll here.

It's not all work though, a pirate's life is never dull:

Ship's Action Day
Kiltem: Go
Ko: Go
Lucky: Go
Arthur: Go
Slappy: Go

Ship's Action Night
Night Action options
Kiltem: TBD
Ko: TBD
Lucky: TBD
Arthur: TBD
Slappy: TBD

The Witching Hour
You can sneak out in the middle of the night, but in lieu of sleeping. Lack of sleep can take it's toll. FIRST make a DC 10 CON check. You can take a second action if you'd like, but make another CON check at DC 14. Failure means you're fatigued the next day.
Kiltem: TBD
Ko: TBD
Lucky: TBD
Arthur: TBD
Slappy: TBD


AC: +19, T: +14, FF: +15 (+1 vs. Traps) | Fort +3 / Reflex: +9 (+1 vs. Traps) / Will: +2 | Max HP: 45 | Character Sheet | Piranha | Tactical Map |TCELES B HSUP!

Lucky takes his time swabbing today, and stays as dry as he can, but the damp is pervasive - shelter on deck hides him from his three foes: rain, sea spray, and Plugg's watchful eye. Take 10=14

After a miserable day, Lucky endures a cold dinner and heads to his hammock exhausted.


Male Bekyar Mwangi (Human) Slayer (Vanguard) 7, HP 65 (65), AC 19 (T32,FF16), Init +6, Per +11, Fort +7, Ref +8, Will +3, CMD 23, CMB +10

Day 5
Although tired, Ko worked hard during the day.

He approached his friends during lunch. “The excitement last night got me thinking. What about a repeat? But, instead of a full on fight, we could do Mwangi wrestling.” At the raised eyebrows, Ko smiled. “Here, let me show you.” He turned towards Kiltem, stepped towards the broad-shouldered giant, and then past him. He hunkered low, gave a comic tilt of his head and extended a hand towards Slappy. Ever willing to play along, the gnomish rapscallion grasped Ko’s extended hand. Harisko said, “Ok, so we grasp hands like this, and then we stand with the same side foot forward and right next to each other.” He stepped forward with his right foot. Slappy responded in kind. “This is the starting position. From here, you try to make your opponent move their front foot. First one to move it, loses.” Ko uttered an exaggerated grunt, lifted Slappy with one hand, and spun him onto his shoulders. Then, he pretended to lose his footing and fell back onto the deck with Slappy still atop his shoulders. “In Mwangi culture, the true master always knocks their opponent down, in addition to making them move their foot. Anything less isn’t considered a real win.

Slappy rolled off Ko’s shoulders and said, “What about folks like me? Wrastlin’ big ‘uns like you and Kilt is not exactly my cup o’ rum.

Harisko’s smile widened, “Insult fight. Another Mwangi tradition. ‘Combatant’ take turns attempting to make their opponent laugh by hurling the most ridiculous insult. Laughter or displayed anger loses the ‘fight.’

What do you all say? I think we could really bring this crew together, and soften some of the more hostile elements.


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]

DAY 6

Daytime action: take 10, profession: sailor for 15

During this day, Art sets eyes on the strange-looking Shivikah.

This is some very impressive and strange accoutrements you wear, sir--strange to my eye, at least. What manner of profession or religion do you follow that brings such raiment?

diplomacy to influence: 1d20 + 7 ⇒ (10) + 7 = 17

Nighttime action:

Seeing the examples of non-violent physical contest from Ko piques the swashbuckler's interest. Yes, my friend, this looks like a very interesting game indeed! Let me try! Oh, and insult fighting?? The lookout was BORN for that...

Hmmm, I don't know whether this will be an action or not...S?

While participating in this new game, Art confides in the group, as quietly as he can. That ax I found can go to anyone who thinks they will use it. I bet it spur of the moment...seemed like the right thing to do, and I'll be damned if it wasn't! I'm willing to share the coin with everyone--especially Kiltem, who took the hits for it. I'm going to try to find a place to hide most of the gold, as I don't trust Plugg to let me keep it, savvy?

WITCHING HOUR
Art takes some time to divide out the 100 coins he won from Plugg into a bag of 15 and a bag of 85. the smaller bag he'll find a decent hiding place for; the 85 he'll try to find an excellent one. :-) If he can't find such places in his quarters, he'll poke around the ship for something suitable. And if he notices anything...interesting this night, so much the better!

Stealth: 1d20 + 2 ⇒ (18) + 2 = 20
perception: 1d20 + 5 ⇒ (8) + 5 = 13
Con: 1d20 + 1 ⇒ (6) + 1 = 7

His actions cost him, and he's tired the next day...


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

Day 6
Daytime Action

The druid seems to be a little excited at the brisk winds today. He can't help but smile a bit as a gust of wind pulls some line nearly out of his hand or feels the ship ride a bit rough on some whitecaps. It feels wonderful to be high up in the rigging with the wind blowing through it!
Prof/Sailor 1d20 + 7 ⇒ (7) + 7 = 14

A few times through his day he does feel the bruises of last night's fight. While he did best the Owlbear, he took a couple hard hits. He smiles again, even though his jaw is feeling a bit tender. I do love a good fight. There is something primal about fighting with nothing but what you were born with... Kilt thinks to himself, reliving a few choice moments in his head.

While he has been watching the winds, skies, and waves all day, he takes a few moments (when he has a minute) to put all that data into his head and feel what he thinks is going to happen with the weather...

Survival/Weather Prediction 1d20 + 8 ⇒ (13) + 8 = 21

if Kilt believes there is any dire weather conditions coming their way, he will go to the helmsman and talk to him

At lunch Kilt sits amongst his comrades. He was telling Rosie a story about his halfling mentor Old Tully. In truth he was telling the story very badly as he really didn't have the knack. Luckily Rosie was polite enough not to mention this, though she did ask pertinent questions to help draw out the right details.

When Ko starting demonstrating Mwangi wrestling, Kilt paid attention. He nodded at Ko's words. Maybe that will improve relations with the other crew to see me fail. The big lad shakes his head sadly, Me mum taught me how to hit things, I never learned much wrestling. My stance is loose and moving, not solid. After a little silent contemplating ...but I'll play.


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

Kilt feels a closer connection now to Delgado. The man risked such a treasure betting on him. The big lad was glad he was able to win the fight.
When the slim swashbuckler started counting out gold, Kilt shook his head and waved it away. Maybe you can just hold on to mine for me. I lost half my coins the other night gambling. He lowers his head shaking it a bit more. Besmara's Teats! would me mum be mad at me.


Male Bekyar Mwangi (Human) Slayer (Vanguard) 7, HP 65 (65), AC 19 (T32,FF16), Init +6, Per +11, Fort +7, Ref +8, Will +3, CMD 23, CMB +10

Night 6 Action
“Narwhal” Tate growled as he grasped Ko’s hand. It was hot below decks. Shouts and bets swirled around them. Ko stepped forward. Tate responded in kind. Kiltem’s massive hands grabbed their straining forearms and held them fast. Kiltem said, “On three..” Both men nodded. Kiltem rocked their forearms up and down, “One…two…THREE!!

As Kiltem released, Tate arched his back and pulled up, and away. Harisko sank down and pulled back, holding his position. Tate countered with a sudden drop and push, to which Ko stood and pulled. Ko tried to counter, but Tate’s thick, squat frame gave him the advantage. He preempted the counter. Tate pulled, Ko pushed. Tate pushed, Ko pulled. Tate kept the initiative, wearing Ko down, until, with a final, triumphant roar, Tate forced Ko’s foot to move. As the giant Mwangi stumbled, Tate scooped him onto this shoulders and whirled him around.

The crowd roared with Tate. Coin exchanged hands. As Tate set Ko down, the crowd patted them on their shoulders, congratulating Tate and reveling in the good show. Ko grasped Tate’s hand, lifted it high and shouted, “Winner.

Ko eyed Tate, as well as the crowd’s reactions, searching for something that might give him leverage in future interactions.

Roll:
perception: 1d20 + 5 ⇒ (3) + 5 = 8

Witching Hour 6 Action
Ko slept


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AC: +19, T: +14, FF: +15 (+1 vs. Traps) | Fort +3 / Reflex: +9 (+1 vs. Traps) / Will: +2 | Max HP: 45 | Character Sheet | Piranha | Tactical Map |TCELES B HSUP!

I read thru slack and I guess I didn’t realize how this mini game could influence stuff later. Retcon for today’s action:

While he is suffering in the cold swabbing decks under the glowering sky, he decides to pass the time chatting with Tilley. He decides to tell her the story of his King from his homeland of Korvosa on one of his first adventures with his companions of the Upturned Cup. Rather than get into the sordid details about Gaedren Lamm, Lucky decides to focus on the combat they met in a derelict boat at the docks. Lucky figures he can weave a tale involving two things Tilley clearly enjoys: Spiders and boats.

”Odric and Thorgrym slogged through the rotten mix of bulge water and refuse in the dark and creaking hold of the old boat, when all of a sudden a group of giant spiders skittered out of the gloom and attacked!”

Lucky continued in this vein, adding narrative flourish and even a bit of re-enactment to captivate his audience.

Diplomacy: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22

During dinner, Lucky planned to join Ko and Kiltem in establishing a little entertainment. He starts telling tales of Pirate Lore to support their act.
Aid Another Diplomacy: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9

In the witching hour, Lucky sneaks out to steal anything he can find of value in the dark recesses of the hold below.

Con: 1d20 + 1 ⇒ (17) + 1 = 18
Stealth: 1d20 + 7 ⇒ (14) + 7 = 21
Disable device: 1d20 + 7 ⇒ (8) + 7 = 15


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Will update Ko's Dramatis Personae sometime today. For simplicity's sake, lets say the Mwangi entertainment grants a +2 to influencing checks for 24 hours, +4 if trying to influence someone who is ethnically Mwangi.

Despite Art's efforts, Shivikah continues to be a tough nut to crack. There are signs that she'd open up a bit more... but language and approach style make it tricky to figure her out. Eventually Art hits on trying to talk to her about the Mwangi sport.
It's just the opening he needs! She seems reasonably friendly afterward (though completely Platonic.) For influencing Shivikah, each party member earns 40 XP.

With the storm building, it's the perfect time to sneak out. After finding a pair of hiding places, Art also finds some unattended treasure.... 1d100 ⇒ 59 a set of Thieve's Tools!

----------------------

Kiltem, after his amazing day the one before, senses that BAD weather is on the horizon. Peppery, not normally one to talk to the crew, seems really appreciative. "I owe ye... But don't you be telling' anyone that or I'll set your cajones on fire...." Rumor has it she's a potent sorceress, so Kiltem doesn't doubt her.

----------------------

Ko's entertainment goes off very well. Everyone seems to be a bit more amiable with the big man. One in particular seems to enjoy the show. Crimson "Cog". The man is an extremely difficult one to get a bead on, but Ko has noticed that the combat games put him in a good mood.... and now that Ko thinks about it, so too does Slappy's bardic proclivities..... Ko's entertainment grants everyone a +2 for 24 hours, but this new knowledge of Cog is +4 versus him. If somehow Slappy can also use his bardic ability, it's net +6.

----------------------

Lucky has some solid luck. With Tilly already about as friendly as one can get (and Lucky could likely get...even further, much to Art's potential dismay), she pulls in another swab to pass the time. “Badger” Medlar. While older the woman is a hard worker, and has been around long enough to know who is worth befriending. She takes well to Lucky's charm. Unfortunately Lucky doesn't make a friend, but Badger definitely softens up a bit.

Lucky's night time activities also bear fruit as he finds 1d100 ⇒ 13 a flask of corrosive acid!
----------------------

Slappy still to post.


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)
Dungeon Master S wrote:

Kiltem, after his amazing day the one before, senses that BAD weather is on the horizon. Peppery, not normally one to talk to the crew, seems really appreciative. "I owe ye... But don't you be telling' anyone that or I'll set your cajones on fire...." Rumor has it she's a potent sorceress, so Kiltem doesn't doubt her.

Is Peppery usually the helmsman(woman)?

Or is she usually on deck and sort of the "weather person"?

Not always being the best judge of social clues, Kiltem isn't sure is she was being playful with him. Or would actually do terrible harm to his manballs. Either way, he decided keeping this a secret between them wouldn't hurt anyone.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

She's both the weather person and the helmswoman (and a personal friend of the captain.


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

sorry Chris, give me one more retcon please

The big druid managed to take a few minutes to stop by and visit Grok during his day. Did you manage to see my fight last night? I may have won but that Owlbear hits like damn... uh... uh... Kiltem struggled for the word and finally lamely finished. like an owlbear... As he spoke he leaned over the counted just a little and slipped her his rum ration from last night.
Now whispering I'm feeling rough enough I'd like to drink my rum tonight. How many more do I owe you for Rosie? I did make some gold last night if that works...
Kiltem is no welsher and wants to make sure his debts are paid in full.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

"Let's call your debt paid, you've done a LOT in the last day or so, and I have to say, I'm happy to throw my lot in with you guys."


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

Kilt nods and gives her one of his crooked teeth smiles.
We would love to have you with us. And it works both ways. If you have a problem, we will help you.
With that, he grasps her forearm firmly and double times it back to work.


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

As the new mwangi wrestling takes it’s rounds on the crew, Cog seems to be very interested in the sport, not just in the sport, but the gruff crewmember actually seems to be pretty good at handicapping the matches, earning himself a bit of extra coin. Slappy has found that the bawdier the tale the more Cog cracks a grin at Slappy’s story time. It feels like time to include him in the entertainment.

Turning up the crudeness of the tale, he specifically describes Cog as the “hero” of the story fearlessly saving the damsel and rutting like to mantatee’s flopping on the shore, then selling her for a bag full of gold to the slaver that double his price after he won a good wrestling match.

Diplomacy: 1d20 + 15 + 6 ⇒ (18) + 15 + 6 = 39


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Slappy's go with Cog makes the fellow recruit bust out a belly laugh like no one has seen from the man. "You're alright Slappy. You're alright. I just hope you're there to tell my tale once I'm captain of a ship meself!"

For making a friend out of Cogs, each character earns 80 XP.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Day 7: 8 Arodus 4717

Life on the water is never easy. Today the weather is getting worse. Kiltem says the storm is going to hit tomorrow, and if the progression from yesterday to today is any indication, it's going to be a big one... Visibility today is half, perception checks at -6, Stealth checks at +6. Anyone without a rank in Profession (Sailor) needs to make a FORT save DC 12 or be sickened (taking a -2 on all d20 rolls for the day.

CRACK! goes Master Scourge's whip, "Get yer sorry arses to work!"

It's not all work though, a pirate's life is never dull:

Ship's Action Day
Kiltem: Go
Ko: Go
Lucky: Go
Arthur: Go
Slappy: Go

Ship's Action Night
Night Action options
Kiltem: TBD
Ko: TBD
Lucky: TBD
Arthur: TBD
Slappy: TBD

The Witching Hour
You can sneak out in the middle of the night, but in lieu of sleeping. Lack of sleep can take it's toll. FIRST make a DC 10 CON check. You can take a second action if you'd like, but make another CON check at DC 14. Failure means you're fatigued the next day.
Kiltem: TBD
Ko: TBD
Lucky: TBD
Arthur: TBD
Slappy: TBD


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]

Art rolls with the ship on the impressive swells, not seeming to be affected by the roiling waters.

Taking 10 on Prof (sailor) with -2 for fatigue is still 13.

DAYTIME ACTION: I know there isn't anything listed for this, but Arthur will look about for ways he can improve everyone's chances of surviving the coming storm (insuring grasp lines are tight & sound; checking & double-checking lines that secure loose equipment, that sort of thing) without being asked.

Profession (sailor): 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5 <--Use trait reroll of prof (sailor) skill once per week!!

Profession (sailor): 1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13

If anyone is slacking, he will encourage them to help too. The Lookout is watching you...he's thinking you could lend a hand here!

diplomacy, if necessary: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23

NIGHTTIME ACTION: I'd like to explore an area of the ship that maybe we haven't seen yet...anything that is NOT the captain's quarters that would fit this bill?

Perception take 20, with -2 for fatigue is 23.
Stealth: 1d20 + 2 + 6 - 2 ⇒ (13) + 2 + 6 - 2 = 19

WITCHING HOUR: sleep, to recover that dam fatigue!


Male Bekyar Mwangi (Human) Slayer (Vanguard) 7, HP 65 (65), AC 19 (T32,FF16), Init +6, Per +11, Fort +7, Ref +8, Will +3, CMD 23, CMB +10

Day 6 Action
Ko worked his assigned duties by rote, completing them quickly and efficiently. Amidst his other work, he assisted Art in preparing the ship, all the while keeping a sharp eye out for reactions to their efforts.

Roll:
This is to help Art-prof-sailor: 1d20 + 6 ⇒ (8) + 6 = 14
Looking for reactions-sense-motive: 1d20 + 1 ⇒ (9) + 1 = 10

Night 7 Action
During dinner, Ko made sure Ambrose “Fishguts” gave him fish heads in his stew. He sat across from Barefoot Tommin and offered to trade fish parts…giving the young man an extra helping of his favorite fish part. Tommin cracked a few awkward jokes. Ko laughed at each. They chatted, with Ko trying to get to know the young man a bit better.

Roll:
diplomacy: 1d20 + 7 ⇒ (5) + 7 = 12

Witching Hour 7 Action
Ko slept.


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

Day 7

The normally calm and reserved Kiltem, seems unusually energetic today. Feeling the weather and waves slowly build up to a big blow climax is exciting to the storm druid.

Though he is a little slower (really just more deliberate and careful) climbing and working up in the rigging, Kilt is having a good day. He keeps careful watch with eyes, nose, and that special inner feeling to how the storm is developing.

Survival/Weather Prediction 1d20 + 8 ⇒ (11) + 8 = 19

Once he is fairly sure has a good read on the weather, he makes a note to inform Peppery. He takes a minute to stop by and speak w/ the Helmswoman when nobody else is around. He does his best to keep their weather talks secret.

Prof/Sailor 1d20 + 7 ⇒ (10) + 7 = 17 Moving somewhat slower, the big lad manages his work through the day.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Art and Ko put in a good day of work, though in this weather it is hardd going. His pep talk is enough to help out. In fact, one of the sailors Barefoot Sam, really needed it, as she's been struggling. Later that night when Ko helpls her evermore, it's enough to easily win her over as a friend.

No taking 20 on a stealth perception. Perception: 1d20 + 3 ⇒ (15) + 3 = 18. Art manages to explore everything that ISN'T the captain and officer quarters. There are plenty of crates he can't check out, but along the way he does find 1d100 ⇒ 761d2 ⇒ 2 a pair of hematites worth 10 Gp each!

Kiltem's day is much calmer than his past couple, a stark juxtaposition with the approaching storm. He keeps his head down, and after talking with the helmswoman, opts to get his rest (which she also suggests.)

For winning over Barefoot, each character earns 40 XP.

-------------------------------------

It's not all work though, a pirate's life is never dull:

Ship's Action Day

Lucky: Go
Slappy: Go

Ship's Action Night
Night Action options

Lucky: TBD
Slappy: TBD

The Witching Hour
You can sneak out in the middle of the night, but in lieu of sleeping. Lack of sleep can take it's toll. FIRST make a DC 10 CON check. You can take a second action if you'd like, but make another CON check at DC 14. Failure means you're fatigued the next day.

Lucky: TBD
Slappy: TBD


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AC: +19, T: +14, FF: +15 (+1 vs. Traps) | Fort +3 / Reflex: +9 (+1 vs. Traps) / Will: +2 | Max HP: 45 | Character Sheet | Piranha | Tactical Map |TCELES B HSUP!

Lucky spends another miserable day swabbing the deck. He works alongside Cog and endures the cold and constant spitting of sea and cloud stoically. He make overtures to Cog in t he form of offering to take up the man's work for a bit so he might go below and get some warmth...

Day Profession Pirate: 1d20 + 4 ⇒ (8) + 4 = 12
Diplomacy: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13

Lucky takes the opportunity of his dinnertime ration of rotgut to share it with Shivikah. He doesn't know much about Mwangi culture, but hopes that by showing legitimate interest and offering rum he can both learn something and make a friend.

Dinner Diplomacy: 1d20 + 5 + 4 ⇒ (17) + 5 + 4 = 26

Witching Hour Con: 1d20 + 1 ⇒ (4) + 1 = 5 <-Eek

Lucky slips once more into the hold, in search of valuable items like vorpal swords or Apparati of Kwalish.

Sneaky-sneaky: 1d20 + 7 ⇒ (12) + 7 = 19


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

Day 6 or 7 action not sure...

Con check: 1d20 + 1 ⇒ (9) + 1 = 10

Day
Slappy spends another day down in the bilges cleaning, they will need to work perfect when the storm hits. He cheats a bit and prestidigitates as much as he can. But still works diligently inbetween the heaving of his stomach in these now rougher seas. During his time down there he gets an interesting visitor in the ships surgeon who is also a carpenter.

Habbly turns out to be an interesting fellow reminding Slappy of a fellow back home. They shared some stories, and Slappy shared his rum.

Day labor: 1d20 + 2 + 4 - 2 ⇒ (7) + 2 + 4 - 2 = 11
Diplomacy on Stitch: 1d20 + 15 - 2 ⇒ (11) + 15 - 2 = 24

Night

With the weather starting to really churn, and Kiltem looking more and more joyful, the lil gnome tries to pump up all the riggers knowing that being up in the rig in high winds won’t be fun. To do this he really tries to get Barefoot Toppin to open up a lil with his story time.

Diplomacy to sway Barefoot: 1d20 + 15 - 2 ⇒ (11) + 15 - 2 = 24 There might be an extra +2 or +4 on that roll not sure if it still applies from the previous actions.

WItching Hour

Sleep with the gentle rocking of the boat lol


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Lucky and Slappy try to make ever stronger friendships, but it seems like the weather... and maybe something more... leaves their impressive skills lacking this day.

Lucky makes up for it with a little sneaking about, returning to his bunk with 1d99 ⇒ 94 a tankard etched with the image of Besmara. He thinks he could sell it for 5 Gold coins.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Day 8: 9 Arodus 4717

Life on the water is never easy.

CRACK! goes Master Scourge's whip, "Get yer sorry arses to work!"

Kiltem: Rigger: 1d6 ⇒ 4
Ko: Swab: 1d6 ⇒ 1
Lucky: Swab: 1d6 ⇒ 4
Arthur: Swab: 1d6 ⇒ 2
Slappy: Swab: 1d6 ⇒ 2

It's not all work though, a pirate's life is n----

KABOOM!

The storm hits with a fury worthy of Besmara herself! The storm is beyond what anyone, even Kiltem expected. The Wormwood is in danger of being torn apart. It's all hands on deck, and today everyone is a rigger: Remember you have a -2 if you're fatigued, and the storm gives another -2.

"Kiltem and Lucky! Get to those lines and batton them down, double bollards only!" Profession (Sailor) DC 12 or Dex check. When complete, make a DC 14 CON

"Art! Slappy! Fix that rigging before it cracks the mast!" Profession (Sailor) DC 12 or Climb check. When complete, make a DC 14 CON

"Ko! Get yer arse hoisting those sails!" Profession (Sailor) DC 12 or STR check. When complete, make a DC 14 CON


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]

STORM DAY!!

Art hops-to, trying to attend to the rigging...
Prof(pirate): 1d20 + 5 - 2 ⇒ (6) + 5 - 2 = 9

...but the violent sway of the ship & the relentless rain is too much, and he's unable to do much more than flounder.

Con: 1d20 + 1 ⇒ (8) + 1 = 9

He is also unable to keep down his last meal.

Well THIS is a fine how-do-ya-do


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

Storm day

Well this will sure help out Slappy’s method acting, the violent tossing and turning of the ship makes him wonder just why in the hell he has to play swabby today, but he starts to sing a little diddy It’s a hard knock life for me..

Dex check Work diligently: 1d20 + 2 + 4 - 2 ⇒ (8) + 2 + 4 - 2 = 12 Me swabby good sir

Climbing the rigs isn’t really Slappy’s strong suite, but he keeps it slow and diligent. The crack of thunder and streaks of lightning are almost calming to the gnome. Art could almost swear he could see residual flicks of electricity flowing through the gnomes eyes after a close lightning strike.

Climb the Riggings: 1d20 + 0 - 2 ⇒ (18) + 0 - 2 = 16Phewww. Climbed em good sir!
Con Check: 1d20 + 1 - 2 ⇒ (17) + 1 - 2 = 16Keepin me dinner down sir!

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