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]


3,301 to 3,350 of 3,740 << first < prev | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | next > last >>

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

Slappy moves and thundercalls so as to catch the creature with 1 eye and 2 ears, as he must have to listen twice as much as he see's.

Thundercall: 1d8 ⇒ 8 DC18 or be stunned 1 rd


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

Seeing the resilience of the foul beast, Ko puts all of his strength behind the blow from his cutlass.

Regular cutlass
cutlass power attack: 1d20 + 8 ⇒ (10) + 8 = 18
cutlass power attack: 1d6 + 8 ⇒ (4) + 8 = 12
Crit confirmation
cutlass power attack: 1d20 + 8 ⇒ (3) + 8 = 11
cutlass power attack: 1d6 + 8 ⇒ (1) + 8 = 9


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

Round 2

Bleeding from a nasty bite the big tiger roars and starts to move around the huge cyclops as he bites back and slashes with magical enhanced claws.

5' step and Full Attack

First attack 1d20 + 13 - 2 ⇒ (5) + 13 - 2 = 16
bite 2d6 + 9 + 4 ⇒ (3, 4) + 9 + 4 = 20

Second attack 1d20 + 13 - 2 + 2 ⇒ (9) + 13 - 2 + 2 = 22
GMF claw 2d4 + 9 + 4 + 2 ⇒ (2, 2) + 9 + 4 + 2 = 19

Third attack 1d20 + 13 - 2 + 2 ⇒ (11) + 13 - 2 + 2 = 24
GMF claw 2d4 + 9 + 4 + 2 ⇒ (3, 1) + 9 + 4 + 2 = 19


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!

    Round the Second
  • Current HPs: 45/4/

Lucky continues to creep around the back of the cyclopean horror.

1d20 + 13 ⇒ (15) + 13 = 28


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

Slappy calls down a solid bolt. It rocks the creature, though it shows no signs of being even a little stunned.

Ko, showing no fear, closes quickly AoO: 1d20 + 17 ⇒ (18) + 17 = 35 and the creature bites his shoulder as he closes DMG: 1d8 + 7 ⇒ (8) + 7 = 15. The bite sends Ko's swing off target.

Kiltem closes and while his Bite misses, his two claws savagely rake the undead horror!

Round 2:
Lucky: Sneak
Kiltem: ATK
Art: Go
???: TBD
Ko: TBD
Slappy: TBD

DM:

Foe: 46


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 knows he has to close with this thing to do anything, so he does, hoping it wont' be able to take advantage of his opened position. He uses Tooth as precisely as he can, intent on making a big hit rather than a couple smaller ones.

Use 1 panache for extra Precision damage.

attack: 1d20 + 11 ⇒ (2) + 11 = 13
damage: 1d6 + 5 + 10 ⇒ (6) + 5 + 10 = 21


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

Art And all of Mike's characters seems to have run afoul of the gods. His thrust is poorly executed.

Registering the tiger as the bigger threat, the one-eyed undead lashes out with teeth and claws, matching Kiltem in ferocity.

Bite: 1d20 + 17 ⇒ (6) + 17 = 23 for DMG: 1d8 + 7 ⇒ (3) + 7 = 10
Left Claw: 1d20 + 18 ⇒ (16) + 18 = 34 for DMG: 2d8 + 7 ⇒ (7, 7) + 7 = 21 I need a FORT save too
But its right arm, cracks and falls limp at the elbow. Whoever fought it last didn't go down easily and apparently made it out.

Round 2:
Lucky: Sneak
Kiltem: ATK FORT
Art: Miss
???: ATK
Ko: Go
Slappy: Go

DM:

Foe: 46


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

Ko watches the creature move, trying to predict its movements and find a vulnerable point. He lashes out with a powerful cutlass blow when he finds one.

studied target
Regular cutlass
cutlass power attack: 1d20 + 10 ⇒ (18) + 10 = 28
cutlass power attack: 1d6 + 10 ⇒ (4) + 10 = 14
Crit confirmation
cutlass power attack: 1d20 + 10 ⇒ (12) + 10 = 22
cutlass power attack: 1d6 + 10 ⇒ (3) + 10 = 13


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

Ko studies his target and finds what he thinks is the optimal opening. With a wicked slash he cuts extremely deep into the creature. It lets out a wail that vibrates the bones! The party clearly has an advantage now!

Round 2:
Lucky: Sneak
Kiltem: ATK FORT
Art: Miss
???: ATK
Ko: Crit
Slappy: Go

DM:

Foe: 73


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

Slappy marches up a bit closer, one hand covering one of his eyes. If I do this can I grow as tall as you? He asks with an obvious chuckle.

Inspire everyone +2


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

Fortitude Save 1d20 + 8 ⇒ (10) + 8 = 18

Round 3

The Tiger-Druid lets out a pitiful sounding mew as he takes some devastating damage from the undead giant. He can't put much weight on one paw, but luckily he has three others. The gnome's inspiration gives Kiltem some hope. Trying desperately to quickly end this, he gives it his best last ditch effort.

FULL ATTACK

First attack 1d20 + 13 - 2 + 2 ⇒ (20) + 13 - 2 + 2 = 33
jaws of biting 2d6 + 9 + 4 + 2 ⇒ (4, 6) + 9 + 4 + 2 = 25

Second attack 1d20 + 13 - 2 + 2 + 2 ⇒ (17) + 13 - 2 + 2 + 2 = 32
GMF claw 2d4 + 9 + 4 + 2 + 2 ⇒ (4, 1) + 9 + 4 + 2 + 2 = 22

Third attack 1d20 + 13 - 2 + 2 + 2 ⇒ (11) + 13 - 2 + 2 + 2 = 26
GMF claw 2d4 + 9 + 4 + 2 + 2 ⇒ (3, 2) + 9 + 4 + 2 + 2 = 22

First attack is threatening!
1d20 + 13 - 2 + 2 ⇒ (20) + 13 - 2 + 2 = 33
extra damage 2d6 + 9 + 4 + 2 ⇒ (2, 5) + 9 + 4 + 2 = 22


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

For the briefest of moments, the other pirates wonder what it would be like to fight Kiltem. They watch as he savagely tears the one eyed monster to shreds. When the tiger is done, there's nothing left. He stands over an inert corpse!

For tearing the injured Gholdako to shreds Each pirate earns 640 XP.


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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 suddenly stands upright in the middle of the room and hopes not to startle anyone, "Its OK guys, I'm over here now."


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]

The captain barks a laugh at Lucky's appearance. THANK YOU SIR!! Now I feel safer!!

Art walks over to the badly injured Kiltem, and solemnly puts a hand on his friend's head while looking him in the eye.

You...are a VERY good kitty.

To Slappy, he nods. See to our friend, won't you?

Once the healing us underway, Art takes a look around the place. That guardian must've been GUARDING something, no?

perception: 1d20 + 9 ⇒ (11) + 9 = 20


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

Art looks around and to his absolute dismay, it looks like whoever tangled with this thing before you, looted the room before leaving.

Not entirely though. The undead creature itself still bears a cassock of remarkable make. It bears an ancient looking symbol upon it...

Knowledge (Religion):

The stylized Green Cyclops Face is an ANCIENT symbol of Gozreh.

The cassock radiates an aura of moderate Abjuration.


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

Slappy has Knowledge Religion 1d20 + 6 ⇒ (3) + 6 = 9

also Spell craft 1d20 + 9 ⇒ (17) + 9 = 26

Lucky and the gnome remove the ancient clothing from the undead thing. Slappy studies it for a few minutes.

Meanwhile, the large tiger turns back into his familiar mutton chopped human form. He doesn't bother the gnome who seems to be in the zone.

He uses the party heal wand on himself.

CLWs 1d8 + 1 ⇒ (6) + 1 = 7
1d8 + 1 ⇒ (6) + 1 = 7
1d8 + 1 ⇒ (8) + 1 = 9

1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (8) + 1 = 9
1d8 + 1 ⇒ (8) + 1 = 9


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

Oops, that spoiler is DC 15


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:
Oops, that spoiler is DC 15

how does the spellcraft check go?


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

Slappy has heard of such attire, but they're extremely rare. They're called a Cassock of the Clergy.


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

I might be metagaming a little bit. But can we check a little extra harder for a possible secret door. I moved the guys on the map to check that section

Perception
Kiltem: 1d20 + 12 ⇒ (3) + 12 = 15
Ko: 1d20 + 10 ⇒ (8) + 10 = 18
Art: 1d20 + 9 ⇒ (18) + 9 = 27
Lucky: 1d20 + 14 ⇒ (2) + 14 = 16
Slappy: 1d20 + 11 ⇒ (6) + 11 = 17


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

I wonder what deity this thing worshiped, if it wasn't the flayed god, then it chose wrong. Slappy muses looking at the after effects of Kiltem's assault.


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

Kiltem, trying to find a way through the hall without dealing with the coral, fails to lead the party to a secret door.


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]

I wonder...Slappy, do you think your Thunder might weaken or destroy some of the coral blocking the way?


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, trying to find a way through the hall without dealing with the coral, fails to lead the party to a secret door.

Besmara’s belly button! Kiltem swears. Looking around at the group, To the black coral passage we go.


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

Kiltem looks over it, and decides that while risky, it doesn't look too bad. Given an hour or so, you could also likely hack your way through, though the ruckus would likely alert anyone beyond to your arrival. Getting through is an Escape Artist check.


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!

Escape Ahhtist: 1d20 + 12 ⇒ (16) + 12 = 28

Lucky slips through and provides a report back to his friends.


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

Lucky has an easy time getting through without issue.


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

Lucky:

This large chamber has a sixty-foot-high ceiling supported by several thick stone columns. The worked stone of the southwest wall remains uncovered by coral, and is decorated with engravings of crude giant figures and roughly formed runes. The columns have markings chiseled into them as well, in what could be many different styles of handwriting.

Smashed stone tables and over-sized benches are piled in the southeastern section of the room. Beyond the rubble, a tunnel slopes down to the east, and another descends from the southwest corner.


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 returns to the group to report. (Does a take 10 do the trick?)

Are there any paths or places to climb up in order to see where these extra tunnels go or come from? I mean from out here.


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

Lucky nonchalantly returns to report. He has no problem with the coral Lucky's T10 does it.


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 looks over it, and decides that while risky, it doesn't look too bad. Given an hour or so, you could also likely hack your way through, though the ruckus would likely alert anyone beyond to your arrival. Getting through is an Escape Artist check.

The ugly mug of Kiltem ponders the situation for a long moments. His face screws up in distaste, making him even uglier. I think I could use my club and smash a larger passage through. But it would make an awful racket. I'd hate to give warning to anyone up ahead... The burly druid sits a few more long moments pondering sharp coral.

Kiltem's first thought was to simply use his favored Wildshape ability and turn into a large constrictor snake. He would be able to easily slither through. But then he realized his comrades would be left behind, (except nimble Lucky of course!)

Finally after drinking half a waterskin. The druid's eye's light up. Ah of course, thank you Mother Immediately Kiltem goes into a low muttering prayer. Using the rest of his waterskin and dirt from the floor he forms quite the muddy mess.

Soften Earth and Stone

He steps into the black stone passage and begins to smear the mud and smooth out a tunnel more sized to the druid's larger bulk. While still a tight fit in spots, the sharp jagged coral is rendered smooth by The Mother.


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 slaps Kiltem on his broad back. Excellent!! what a creative solution! You seem like you're gunning for the Captain's position...

art winks, and boldly (but quietly) passes through the coral in the now-hole.


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 map

The party moves through the smoothed out coral passage and into the large room beyond.

The druid uses his second (and last) Wildshape of the day and turns back into the now familiar tiger form.

Though the Lucky did a quick scout, they now do a more thorough search of the room.

Perception
Kiltem: 1d20 + 12 ⇒ (14) + 12 = 26
Ko: 1d20 + 10 ⇒ (15) + 10 = 25
Art: 1d20 + 9 ⇒ (13) + 9 = 22
Lucky: 1d20 + 14 ⇒ (16) + 14 = 30
Slappy: 1d20 + 11 ⇒ (19) + 11 = 30

As usual Slappy and tiger-Kiltem use both light spells and detect magic as needed.


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

Kiltem's use of the spell is just what the pirates needed. They manage to get through the coral and come out the other side without issue.

[ooc]Nice rolling![/dice]

This large chamber has a sixty-foot-high ceiling supported by several thick stone columns. The worked stone of the southwest wall remains uncovered by coral, and is decorated with engravings of crude giant figures and roughly formed runes. The columns have markings chiseled into them as well, in what could be many different styles of handwriting.
Smashed stone tables and over-sized benches are piled in the southeastern section of the room. Beyond the rubble, a tunnel slopes down to the east, and another descends from the southwest corner.


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]

I'd rather have even a partly blocked passage at my back, than one that's not...let's have a look south first.

keeping same perception rolls, or do we need new ones?


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

The party inches South, keeping alert as they go. The room here smells of the sea and once hitting the passage, it's obvious that it opens to a sea cave.

This dark cavern of slimy black coral is drowned in stagnant salt water. Dozens of corpses— sharks, fish, humans, and stranger things—float on the surface in various states of decomposition. Some are covered in black chitin while others are pale and broken. A stair of black coral winds downward from east to west along the northern wall. A sagging rope bridge in the western part of the cavern dips almost to the surface of the water. On the southwest side of the underground cove floats a massive old ship. The ship’s tattered rigging and waterlogged boards creak lightly in the silent cavern, and limp floating corpses surround its blackened hull, like mourners at a grotesque wake.


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!

This!! THIS!!!!!

Lucky scampers over to get a better look at the stagnant water, mostly to be sure the corpses are indeed corpses. He peers into the murky water with excited trepidation.

perception: 1d20 + 13 ⇒ (10) + 13 = 23

Assuming he sees nothing untoward, he drops a pebble into the water to see what happens.


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

moved people on map

Already smelling the strong odors of stagnant saltwater and waterlogged bodies, Tiger-Kiltem gives a ...maawwwl… sound. The big cat is clearly cautious of what is ahead.

Though as the excited Lucky goes scampering forward, Tiger-Kiltem rolls his eyes and goes after him. They both pause at the sight of the bodies in the water and the old ship. The rest of the party catches up and they all take in their surroundings. Mulling over all sorts of questions from the knowledge in their minds.

What kind of dead bodies are there?

Is the rope bridge safe?

What information can we figure from the ship? Where did it come from? Who built it? Could it still be worth something?

What animal/plant life can we see in the water and in the cavern? Should we expect any threats?

What the f$&$ happened here?

Kiltem: Survial 1d20 + 11 ⇒ (15) + 11 = 26
Know Nature 1d20 + 10 ⇒ (6) + 10 = 16

Lucky: Know Local 1d20 + 11 ⇒ (19) + 11 = 30
Know Engineering 1d20 + 4 ⇒ (1) + 4 = 5
Know Geography 1d20 + 7 ⇒ (16) + 7 = 23

Ko: Survival 1d20 + 5 ⇒ (1) + 5 = 6
Know Local 1d20 + 7 ⇒ (16) + 7 = 23
Know Geography 1d20 + 6 ⇒ (15) + 6 = 21

Delgado: Profession Pirate 1d20 + 10 ⇒ (19) + 10 = 29

Slappy: Know nature 1d20 + 9 ⇒ (4) + 9 = 13
Know Dungeoneering 1d20 + 6 ⇒ (2) + 6 = 8
Know Local 1d20 + 6 ⇒ (1) + 6 = 7


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

In the cavern the scent of death is pervasive. When Lucky drops a pebble into the water it plops as if dropped into a thick ooze. The water is actually a sargasso of bodies and blood.

A thousand thoughts run through Kiltem's head. The story of what happened here eludes him nonetheless. It's hard to tell how long the ship has been here.

Slightly closer it's possible to make out some detail by way of everburning torches. Thick plates of black coral coat the hull of this derelict ship. The sails bear dozens of unsettling stains and irreparable tears, and more coral is built up around its main mast. It bears the name Fearsome Tide. It was likely lonce an impressive carrack, but now.... This ship won't sail again.


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]

Please see Kiltems' roll for Lucky's Knowledge (Local) of 30 for anything on the Fearsome Tide

This...is disturbing. I can't imagine that ALL of these corpses have been here as long as this ship has. I'd be willing to bet Nail that this wreck is haunted. We best keep a keen eye out and be ready for trouble, gentlemen.


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

The Fearsome Tide isn't a name anyone's familiar with. The style of decor and coloration put the ship no newer than 46th century It's currently the 48th century.


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 map

The party starts to explore along the cliff and make there way over to the bridge.

Perception
Kiltem: 1d20 + 12 ⇒ (7) + 12 = 19 add +8 for scent if applicable
Ko: 1d20 + 10 ⇒ (8) + 10 = 18
Art: 1d20 + 9 ⇒ (8) + 9 = 17
Lucky: 1d20 + 14 ⇒ (6) + 14 = 20
Slappy: 1d20 + 11 ⇒ (18) + 11 = 29


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

Kiltem and Lucky see that there are a couple of fresher bodies in the water. Slappy thinks he recognizes some of them as new arrivals in Captain Harrigan's crew.

There's another passage to the north, though it smells like death. Slappy thinks he hears a mixture of crying and weak calls for help from that direction.


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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!

"Its a trick. Get an axe."

Lucky signals for the party to follow closely with weapons ready!

The Sneakiness: 1d20 + 13 ⇒ (10) + 13 = 23

The party edges towards the entrance to the tunnel.


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

Lucky sneaks forward to see if it is, indeed, a trick.

Lucky:

The stink of rotting flesh and saltwater hangs heavily in the air. A decaying wooden staircase bridges the short gap into a small cavern. At the back of the cavern sits a tall door of iron bars. Trapped in the cell is one of the strangest creatures you've ever seen. This bear-sized beast has a body like a squat simian, a dog’s face, and a long tail that ends in a clawed hand. It's perfectly mimicking the cries of a wounded human woman.

DM:
1d20 ⇒ 16


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 moves up with Lucky. Tiger-Kiltem smells and looks at the strange creature.
Does he know what it is? What condition is the thing in? healthwise?

Know Nature 1d20 + 10 ⇒ (20) + 10 = 30

Healing 1d20 + 6 ⇒ (10) + 6 = 16

Animal Handling 1d20 + 4 ⇒ (10) + 4 = 14


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

Kiltem has never seen such a creature. It's oddity is outside the natural order of things Knowledge (Arcana) to identify. The creature looks malnourished. Once it sees the party it speaks, "You are not the captors! Please, free me. I had a could lair here. Then humans came and locked me in this cage. I think they died because they do not bring food any more."


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

The tiger-druid doesn't look happy at a caged malnourished anything. He cannot speak with his tiger mouth, but he is ready to break open the cage.


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 places some food on the ground and gently nudges it forward until the creature can just reach it. He does the same with water afterwards. He knows nothing of arcane things, but he does know a bit about suffering.

He smiles at the creature, keenly aware of his own recent captivity, yet still somewhat cautious about the strange creature.


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

The creature scarfs up the food and water. "Let me out of here." there's no emotion in the voice. It's just... spoken.

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