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 |

Kiltem and the rest spy another octagonal opening in the main room. This one with some kind of fresh pool. To the east a set of stairs descends into a totally new chamber Map updated.


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]
Quote:
Additionally, Lucky discovers a perfect crystal that wasn't' shattered. Slappy says it radiates a moderate divination aura.

identify that crystal!!!


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)
Arthur Cantor Delgado wrote:
Quote:
Additionally, Lucky discovers a perfect crystal that wasn't' shattered. Slappy says it radiates a moderate divination aura.
identify that crystal!!!

Slappy gives the crystal a good look over.

Spellcraft 1d20 + 9 ⇒ (6) + 9 = 15


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

It's beyond him.... but it's something potent.


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

The party goes past the stairs and heads to investigate around the pool.

Perception
Tiger-Kiltem 1d20 + 12 + 8 ⇒ (2) + 12 + 8 = 22 scent
Lucky 1d20 + 14 ⇒ (5) + 14 = 19
Ko 1d20 + 10 ⇒ (2) + 10 = 12
Capitan 1d20 + 9 ⇒ (18) + 9 = 27
Slappy 1d20 + 11 ⇒ (6) + 11 = 17

Im AFK, someone feel free to move people on map


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]

moved


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

This octagonal room is fifty feet wide. A twenty-five-foot-wide archway takes up most of the northern entrance, and three staircases descend from it to the south. A raised stone lip in the center of the room defines a pool of clear water. At the bottom of the pool, a mosaic eye resembles the large single orb of a cyclops. The eye appears to gaze directly at every creature in the room, following them as they move around.


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

slight retcon, what is the thing on the map? I moved Slappy next to it.
Did we check that out?

The party checks out the pool. Kiltem scans with Detect Magic. Is the eye or anything else in or around the pool magic?

Perception
Kiltem: 1d20 + 12 ⇒ (9) + 12 = 21
Ko: 1d20 + 10 ⇒ (8) + 10 = 18
Art: 1d20 + 9 ⇒ (18) + 9 = 27
Lucky: 1d20 + 14 ⇒ (18) + 14 = 32
Slappy: 1d20 + 11 ⇒ (4) + 11 = 15


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

That's just a pillar holding the ceiling up. The pool itself radiates a moderate transmutation aura, but there's nothing in the pool.


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:
That's just a pillar holding the ceiling up. The pool itself radiates a moderate transmutation aura, but there's nothing in the pool.

The liquid in the pool is magical? Or the pool itself?


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

The water in the pools. The water seems perfectly fresh despite a lack of source in this place. I miss the days when druids instantly knew the quality of water.


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

Who is thirsty and wants to have a drink?


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

Tiger-Kiltem laps up some water to quench his bloody thirst.


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

The water is extremely refreshing. There doesn't seem to be any effects beyond it being clean and cold.


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

The huge tiger dives back in and drinks more of the refreshing water.
Perhaps the others may refill canteens...

After slaking his thirst, the Tiger-Druid keeps the party moving.
Moved people on map

They begin to carefully move down the steps. The bard and druid keep using Light to benefit the party. Kiltem is highly enjoying this wonderful new form. While he loved being the very quick two legged Deinonychus, there is just something about the POWER of the large feline form.

Perception
Kiltem: 1d20 + 12 + 8 ⇒ (5) + 12 + 8 = 25 +8 for scent
Ko: 1d20 + 10 ⇒ (2) + 10 = 12
Art: 1d20 + 9 ⇒ (10) + 9 = 19
Lucky: 1d20 + 14 ⇒ (16) + 14 = 30
Slappy: 1d20 + 11 ⇒ (1) + 11 = 12


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

Stairs from the northeast descend into this octagonal room. Against the walls sit a carved stone weapon stand, a broken stone table, all scaled for creatures twice human height. The southwestern wall is covered in an unusual black substance that looks like coral, and massive formations of the material choke the exit to the southwest. A narrow path seems to have recently been cut through the mass into a room beyond.

Narrow fit. Squeezing through is a reasonably easy escape artist check.


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

Know Nature 1d20 + 10 ⇒ (7) + 10 = 17

Survival 1d20 + 11 ⇒ (13) + 11 = 24

Does Kiltem have any thoughts about the black coral?


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

Rest of party takes a look at the strange black coral like substance.

Lucky
Know Local 1d20 + 7 ⇒ (4) + 7 = 11
Know Geography 1d20 + 6 ⇒ (18) + 6 = 24
Survival 1d20 + 5 ⇒ (18) + 5 = 23

Ko
Know local 1d20 + 7 ⇒ (20) + 7 = 27
Know Geography 1d20 + 6 ⇒ (2) + 6 = 8
Survival 1d20 + 5 ⇒ (8) + 5 = 13

Slappy
Alchemy 1d20 + 11 ⇒ (7) + 11 = 18
Know Arcana 1d20 + 6 ⇒ (3) + 6 = 9
Know Geography 1d20 + 6 ⇒ (17) + 6 = 23
Know local 1d20 + 6 ⇒ (14) + 6 = 20
Know Nature 1d20 + 9 ⇒ (5) + 9 = 14
Know Religion 1d20 + 6 ⇒ (15) + 6 = 21

Does anyone have any thoughts or ideas?


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

Without better knowledge of the strange black coral-like substance, discretion might be the better part of valor. The party goes back to explore some other areas first.

Moved people on map

The party moves in to check the room

Perception
Kiltem: 1d20 + 12 ⇒ (10) + 12 = 22
Ko: 1d20 + 10 ⇒ (14) + 10 = 24
Art: 1d20 + 9 ⇒ (10) + 9 = 19
Lucky: 1d20 + 14 ⇒ (3) + 14 = 17
Slappy: 1d20 + 11 ⇒ (18) + 11 = 29


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

The coral is sharp, but otherwise not harmful. It would take a bit of skill to get through to the other side unscathed.

Kiltem leads the party back to check out a previous hallway. This elongated octagonal room features deep, widely spaced stone shelves along its walls. 1d20 ⇒ 5

Kiltem sees the glint of treasure, but also movement. Before the party can make a decision about what to do, everyone sees hundreds of scorpions swarm out from the spaces!

Foes: 1d20 + 4 ⇒ (20) + 4 = 24
Kiltem: 1d20 + 1 ⇒ (2) + 1 = 3
Ko: 1d20 + 4 ⇒ (5) + 4 = 9
Arthur: 1d20 + 4 ⇒ (7) + 4 = 11
Lucky: 1d20 + 9 ⇒ (6) + 9 = 15
Slappy: 1d20 + 2 ⇒ (7) + 2 = 9


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

This is Lucky's worst nightmare... The centipedes skitter and snap as they overtake Kiltem! Bites: 2d6 ⇒ (6, 4) = 10. Kiltem needs to make TWO FORT saves. The second is v. poison, not sure if Kiltem has druid immunity yet.

Round 1:
Swarm: ATK
Lucky: Go
Art: Go
Ko: Go
Slappy: Go
Kiltem: Go


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]
Dungeon Master S wrote:

This is Lucky's worst nightmare...

Do you mean Lucky, or S??

SWARMING VERMIN?!?! Crap!!

Art pulls out a flask. Kiltem...i'm sorry mate! he hurls it at the swarm, trying to avoid hitting his friend I can't see where the swarm is on the map, but I trust the GM will put Art's placement intelligently

ranged touch, point blank shot: 1d20 + 9 ⇒ (8) + 9 = 17
ALCHEMIST'S FIRE!!: 1d6 + 2 ⇒ (2) + 2 = 4

I don't have anything else that can hurt these things!! Slappy, maybe your Thunder spell? Something that will affect an area?


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

Art tosses the fire. He knows that there's no way to really hurt the swarm without a little splash to Kiltem. Dozens of centipedes burn from the fire, but Kiltem gets a bit Kiltem takes 1 damage.

Round 1:
Swarm: ATK
Lucky: Go
Art: Alchemist Fire
Ko: Go
Slappy: Go
Kiltem: Go

DM:

Swarm: 6


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

There are 6 flasks of alchemical fire in the party bucket. Everyone should have at least one...

I'll try to patiently wait for Kilt's turn. He has a spell that may help


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

not round action

Fort Save 1d20 + 8 ⇒ (5) + 8 = 13
Fort Save 1d20 + 8 ⇒ (14) + 8 = 22


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 sees the swarm and shouts in alarm!
He tosses an Alchemical Fire into their midst, understanding that Kilt might need to be purified by the flames since he is covered in the devilish centipedes.

Ranged Touch: 1d20 + 8 ⇒ (19) + 8 = 27 for FIRE DAMAGE!: 1d6 + 2 ⇒ (1) + 2 = 3


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

Lucky do you have a special ability with splash weapons? Not sure where that +2 is coming from. Art, not sure how you have a +2, is that a class thing?

Kiltem barely keeps his composure as he's covered in bugs!

Round 1:
Swarm: ATK
Lucky: Fire!
Art: Alchemist Fire
Ko: Go
Slappy: Go
Kiltem: Go

DM:

Swarm: 5


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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:

Lucky do you have a special ability with splash weapons? Not sure where that +2 is coming from. Art, not sure how you have a +2, is that a class thing?

The Capitan has Point Blank Shot feat.


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

forgive me being impatient, I'll post my round action now. Hopefully doesn't interfere with Ko or Slappy's action

Round 3

The big tiger gives a roar of pain and terror as a carpet of centipedes and scorpions wash over him. The pain of fire from his friend's attacks are a welcome pain. It tells him scores of insects are being burned away. Trying to keep his composure the druid calls out to The Mother in beastspeak Grant me purifying fire Mother! Though his friends only hear another feline roar.

Cast Produce Flame

One of the tiger's massive paws is suddenly awash in a blueish flame. Tiger-Kiltem slams down the dinner plate sized flaming paw in the middle of a swarm.

Touch attack 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19
fire damage 1d6 + 5 ⇒ (1) + 5 = 6


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

I hear you Grym. Everyone here has a job considered "essential" so life is really crazy. My work day is pretty much my waking hours with breaks scattered throughout. It leaves me with weird windows for posting, and I find that I REALLY want to get to games. Ko might be insane, and I KNOW Lucky is right now.

Kiltem's flaming paw burns a slew of the insects. When he pulls back only about half the mass of bugs left.

Round 1:
Swarm: ATK
Lucky: Fire!
Art: Alchemist Fire
Ko: Go
Slappy: Go

Kiltem: Hit

DM:

Swarm: 14


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

Lack other means to destroy the vermin, Ko wades towards Kiltem, swiping his cutlass through the writhing, chitinous mass, aiming to catch and spread the fire with his blade.

cutlass power attack: 1d20 + 8 ⇒ (19) + 8 = 27
cutlass power attack: 1d6 + 8 ⇒ (1) + 8 = 9
Crit confirmation
cutlass power attack: 1d20 + 8 ⇒ (12) + 8 = 20
cutlass power attack: 1d6 + 8 ⇒ (6) + 8 = 14
I'm assuming any damage is halved?


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]
Harisko "Ko" wrote:
I'm assuming any damage is halved?

Unfortunately, swarms are immune to weapon damage. Only areas of effect can hurt them


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

Round 1

Slappy brings the thunder.

Thundercall: 1d8 ⇒ 3 DC 17 or be stunned 1 rd. Slappy tries to position it not to his Kiltem, but it is an aoe so...


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

Art is sort of correct. Swarms of creatures this small are immune to weapons. Will let Ko redo.


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

sorry, I thought/hoped maybe they were tiny

Seeing that his blade with be useless against the milling mass of metameric horrors, Ko eyes the rocky caverns, looking for a loose segment that might allow him to bury the creatures.

perception: 1d20 + 10 ⇒ (1) + 10 = 11
Of course, I will take the 19 from above instead if I can ;-)


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

sorry, minor retcon if its ok, I was just informed that Slappy gave Ko an alchemist fire flask. I would like to throw a flask if that is ok. If I can also make a Perception check, if I can do that too (although I doubt an 11 does much)

Ko pops off an alchemist fire, aiming to add fuel to the fire.

alchemist fire: 1d20 + 7 ⇒ (11) + 7 = 18
alchemist fire: 1d6 + 2 ⇒ (1) + 2 = 3


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]

Alchemist fire does 1d6. I mistakenly added +2 thinking it normally did +1 and I have point blank shot. Sorry everyone...


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

Ko adds more fire to the mix. It's a solid hit Kiltem takes 1 damage from that. Many of the centipedes catch fire.

Slappy strikes with Lightning, a different element. The swarm doesn't seem stunned, but many are fried. The swarm continues to gnaw at the party, enveloping Kiltem and Lucky. Both take DMG: 2d6 ⇒ (3, 3) = 6 FORT from both.

Not long after the residual napalm does its work and fries the rest...

End of combat dependent on saves.


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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

all good...then those bugs can take that 1 damage...HA!


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

Kiltem Fortitude Save 1d20 + 8 ⇒ (5) + 8 = 13

The druid certainly looks like he is wincing from the nasty bites and stings from the swarm.

Slappy uses the Wand of CLWs on the tiger

CLW 1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (5) + 1 = 6 Tiger now has full HPs


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

Kiltem hurts a bit, but doesn't feel any secondary effects from the bites.

Still need one from Lucky.


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]

Lucky's fort save: 1d20 + 3 ⇒ (18) + 3 = 21

let's take careful stock, right now, of our alchemist's fire & who's carrying it. I had one of my own & used it, and it's noted on my char sheet. Kiltem stated we had 6 in group treasure. Ko & Lucky just each used one, leaving us with 4. Who has one? I suggest that even though I've got missile weapons, maybe I should keep one as I have Point Blank Shot (and every hp counts!!)--but I can be convinced otherwise. Can move this to slack or discussion thread if preferred, but I wanted to be sure we all at least saw it!


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

Both Lucky and Kiltem luck out, with non of the bites showing signs of poison!

For dealing with the centipede swarm, each pirate earns 480 XP.

Lucky leads the charge searching the room and finds a small haul:

  • a masterwork cold iron longsword
  • 51 pp
  • 628 gp,
  • 312 sp


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

    moved guys on the map, as always feel free to rearrange

    Though Lucky and Kiltem still have some welts and red bumps from their tangle with arguably one of the more horrifying of horrors, the party moves on.

    Again the rogue supported by the tiger-druid lead the way. The rest of party guards the rear as they keep exploring.

    Perception
    Kiltem: 1d20 + 12 ⇒ (8) + 12 = 20 extra +8 for scent
    Ko: 1d20 + 10 ⇒ (8) + 10 = 18
    Art: 1d20 + 9 ⇒ (15) + 9 = 24
    Lucky: 1d20 + 14 ⇒ (17) + 14 = 31
    Slappy: 1d20 + 11 ⇒ (16) + 11 = 27


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

    This octagonal room is thirty feet across and has a vaulted ceiling forty feet high. Several runes and pictographs decorate the stone wall, with a row of stone shelves running beneath them. Complex diagrams and sigils are carved into the ceiling, some still showing signs of colored stains.


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

    The party moves in and further searches and inspects the runes and pictographs and shelves.

    Kiltem in particular studies the colored stains, is it blood? or something else?
    healing 1d20 + 6 ⇒ (13) + 6 = 19 possibly his tiger smell would give a bonus?

    Ko, Knowledge local 1d20 + 7 ⇒ (3) + 7 = 10

    The bard gives a good inspection and accesses his mental learning
    Linguistics 1d20 + 6 ⇒ (18) + 6 = 24
    Knowledge Arcana 1d20 + 6 ⇒ (17) + 6 = 23
    Know local 1d20 + 6 ⇒ (8) + 6 = 14
    Know nobility 1d20 + 6 ⇒ (5) + 6 = 11
    Know planes 1d20 + 6 ⇒ (20) + 6 = 26
    Know religion 1d20 + 67 ⇒ (14) + 67 = 81

    While Lucky lacks Slappy's learning, the young rogue has none the less picked up a good smattering of knowledge.
    Linguistics 1d20 + 8 ⇒ (7) + 8 = 15
    Knowledge History 1d20 + 4 ⇒ (8) + 4 = 12
    know engineering 1d20 + 4 ⇒ (8) + 4 = 12
    Know local 1d20 + 12 ⇒ (16) + 12 = 28


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

    Forgot to add. Both druid and bard scan with Detect Magic


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

    You've heard rumors that in ages long since passed, cyclopes used to have a vast and erudite kingdom. This bespeaks of that past. The ceiling is covered in diagrams and runes that function as a library of lore on the different planes of existence. Given time this room would be a boon to esoteric research, for now though, there is little to be had here.


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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 instructs everyone to close one eye as they pass this area. He pads along beside his friend the tiger, looking for the next room they can explore.


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

    Rogue and tiger lead the party on to another room. moved on map

    Down the steps they start a new search.

    Perception
    Kiltem: 1d20 + 12 ⇒ (9) + 12 = 21 extra +8 for scent if applicable
    Ko: 1d20 + 10 ⇒ (15) + 10 = 25
    Art: 1d20 + 9 ⇒ (13) + 9 = 22
    Lucky: 1d20 + 14 ⇒ (7) + 14 = 21
    Slappy: 1d20 + 11 ⇒ (9) + 11 = 20

    Lucky carefully creeps along at the tiger-druid's flank, occasionally stopping the big cat as he checks an area to make sure its free of traps.

    Bard and swashbucker follow along behind careful to stay inside the areas their trap expert has deemed "safe". Art trusts the two leads to do their job, just as he stays back to try and keep a sense of everything, ready to call out as needed. The cunning Slappy keeps his hands busy spinning several different wands between his fingers. Someone would think he was screwing around, but his friends know better. The gnome keeps a light spell moving around the party central and rear, more or less mirroring the druid's own spell guiding the front.

    The tall imposing slayer covers the rear. Often a thankless job and easily overshadowed by the two leading the party. But none the less Ko takes care of a vital position for his teammates. One hand on his cutlass and the other hand is free but the arm supports his new magical buckler. The man is ready to cut and slice, or immediately pull his deadly crossbow off his back for deployment.

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