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

Take 20 for a 26 know arcana


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

An ahuizotl! They're evil magical beasts who frequently lure people into traps via mimicry and eat them. They're quite strong, and that strange hand for a tail makes them good grapplers.

They're definitely evil, but left without food it'll starve.


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

Sense Motive

Kiltem 1d20 + 2 ⇒ (8) + 2 = 10

Lucky 1d20 + 6 ⇒ (4) + 6 = 10

Ko 1d20 + 7 ⇒ (15) + 7 = 22


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

Ko thinks that this creature will do anything to get out of here...


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

There was once a story about a scorpion and a frog Captain. Maybe if I can gets true name and a contract it might be enough. But how do you trust the desperate?

sense motive: 1d20 + 13 ⇒ (8) + 13 = 21


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

Slappy doesn't have anymore insight. It's an evil beast imprisoned in a forgotten cell. It's eager to get out.


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 gives a growl of impatience. Clearly he is ready to open the door. Give this thing its freedom. Or at least a quick death.


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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 strenuously objects. "Kilt, remember like 2 minutes ago? Slappy JUST told us:

An ahuizotl! They're assho1e-itl.

They're evil magical beasts
Who frequently people eats
They lure into traps
Use a tail for the graps
We should leave it here while we retreats."

Lucky's best Slappy imitation is lacking in talent but since he fully committed to the bit, complete with scampering antics and a silly sing-song voice, it somehow works.


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!

Also I posted this in the wrong game the other day:
https://paizo.com/people/LuckyLucasDEndrin

Lucky opines, "This is either a trap or someone put this thing in a cage for a good reason... something doesn't feel right. I say we leave it some water and let Desna free it after we are long gone if that be the will of the gods."


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've no interest in risking my crew over a beast that tricks people into its jaws on the regular. Leave it. If you want to leave it some of your water, I'll not stop you--but the sooner this thing dies, the better, I say. There's nothing to gain, and much to lose, by letting this thing free.

Giving it no more thought, Art turns out to continue their exploration on this side of the bridge, seeking more clues before risking the bridge


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

With the Capitan's will spoken, the party moves on.

moved people on map

The party keeps exploring and checking the uncharted lands on the map. They move to the stone stairs. Rogue and Tiger leading w/ the rest of party shortly behind. The brave slayer keeping rear guard.

Perception
Kiltem: 1d20 + 12 ⇒ (4) + 12 = 16 please add +8 scent if applicable
Ko: 1d20 + 10 ⇒ (6) + 10 = 16
Art: 1d20 + 9 ⇒ (19) + 9 = 28
Lucky: 1d20 + 14 ⇒ (3) + 14 = 17
Slappy: 1d20 + 11 ⇒ (9) + 11 = 20


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!

As the group departs, Lucky maintains a watchful eye on the critter to ensure the entire thing wasn't a ruse.


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

The entire party hears shuffling ahead, and it comes with a heavy miasma of decay! This occurs before you see the room, so let me know how you want to proceed.


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 will grant invisiblity to Lucky for him to scout


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 tries to ID the smell or sound prior to risking his neck.
perception: 1d20 + 13 ⇒ (2) + 13 = 15

Once invisible, Lucky dares a quick sortie to where he can get a good enough look for a report to his shipmates.
Sneaky Sneaky: 1d20 + 13 ⇒ (19) + 13 = 32

He returns and reports what he sees...


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

Lucky spies four zombies in the other room. But each zombie has a strange creature attached to its head.

Map updated.


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

Knowledge nature 1d20 + 10 ⇒ (1) + 10 = 11 Probably not the correct skill anyway...

Tiger-Kiltem listens carefully to Lucky's description of the strange zombies and is confounded. But the druid has a hatred for the undead. They were a mockery of the natural order of things. Tiger-Kiltem managed to stifle his roar of rage. The other could hear a low rumble from the big cat's chest.


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]

Hold...that scares me more than a little. Would these head-beasties prefer warm flesh & blood to an undead corpse? I certainly don't want MY ample brain to be scooped out like sushi...FOR sushi! Any thoughts on these things?


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 says, "If we can get close, we can set up a trap, funneling them out one or two at at time while we cut them down."


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

Zombies are Knowledge (Religion). The weird things on their heads are actually Knowledge (Dungeoneering).


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

I think Slappy is only one with those skills.

Tiger-Kiltem is reminded about his inability to speak while WildShaped. He is ready to go along with whatever plan someone else comes up with.


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

Know Rel: 1d20 + 6 ⇒ (3) + 6 = 9
Know Dung: 1d20 + 6 ⇒ (4) + 6 = 10


male Human Rogue 9 HPs 69/69, AC 24, FF17 Touch19), Init +6, (fort +5, ref +13, wil +5), Trap Spotter +20
Slappy Wundershart wrote:

[dice=Know Rel]1d20+6

[dice=Know Dung]1d20+6

Bugger


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

Slappy's got nothing.


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!

Hehe hehe... know dung
Poop! Hehe hehehe


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" Lucas D'Endrin wrote:

Hehe hehe... know dung

Poop! Hehe hehehe

Harry Potter knows Dung.

Alright then. Let's deal with this as best we can. Ko's idea of funneling is probably our best bet. Let's get ready.

Pogs moved closer, but not final positioning yet. Don't know if Lucky & Slappy have a preference to where they want to be...but we other three can bottleneck the entrance, letting 1 in while the 3 of us deal with it--sound good?


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:

Alright then. Let's deal with this as best we can. Ko's idea of funneling is probably our best bet. Let's get ready.

Pogs moved closer, but not final positioning yet. Don't know if Lucky & Slappy have a preference to where they want to be...but we other three can bottleneck the entrance, letting 1 in while the 3 of us deal with it--sound good?

Do we want to bottleneck from the other side? Where the black zombie is? Maybe have a little more room for us to manuver?

Battlecat will go where ever the Capitan places him. Clearly he is ready to fight.


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 hands Lucky his crossbow & bolts. Here. Take whatever shots you can. Ko, Kiltem...stand by me. Only one of htem can get through at a time while the three of us pound them. If one of us falls, the other two KEEP FIGHTING and take all of those things down, what what??

I didn't move Slappy...get where you're most comfortable!

Art draws his pistol, taking a bead on Red. Here we go.

Even though he's out of range for an easy shot, he stays shoulder to shoulder with his friends--who knows how fast these things are?

BOOM vs flat-footed AC, on Red: 1d20 + 9 ⇒ (2) + 9 = 11
damage: 1d8 ⇒ 7


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

Art tries to get their attention with a bullet! I'm assuming you're aiming for the zombie and not the snail thing?

Art's bullet goes right through the zombie's flesh. It does some damage, but the piercing nature of the bullet does little to stop the undead.

It certainly gets their attention though!

Surprise: Standard Action only
Art: Shoot
Ko: Go
Lucky: Go
Slappy: Go
Kiltem: Go

Round 1:
Ko: Go
Lucky: Go
Slappy: Go

Enemy: TBD
Art: TBD
Kiltem: TBD

Foes: 1d20 + 6 ⇒ (3) + 6 = 9
Kiltem: 1d20 + 1 ⇒ (3) + 1 = 4
Ko: 1d20 + 4 ⇒ (17) + 4 = 21
Arthur: 1d20 + 4 ⇒ (5) + 4 = 9
Lucky: 1d20 + 9 ⇒ (9) + 9 = 18
Slappy: 1d20 + 2 ⇒ (13) + 2 = 15


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 let's fly with a crossbow bolt.

lt crossbow,att: 1d20 + 7 ⇒ (20) + 7 = 27
lt crossbow,dam: 1d8 ⇒ 7
Crit confirmation
lt crossbow,att: 1d20 + 7 ⇒ (20) + 7 = 27
Crit additional damage
lt crossbow,dam: 1d8 ⇒ 5


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

I don't know if a double crit let's me shoot one of those things off their heads, but if it does, I do!


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

Ko will need to attack white to pull that off!

Ko's shot could NOT be more perfect. The tiny creature on top of the zombie takes the bolt full on. Only its tendrils, buried deep into the body keep it up, but it's clearly nearly dead after that singular hit!

Surprise: Standard Action only
Lucky: Go
Slappy: Go
Kiltem: Go

Round 1:
Ko: Go
Lucky: Go
Slappy: Go

Enemy: TBD
Art: TBD
Kiltem: TBD

DM:

Red Zombie: 2
White Incutilis: 12


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

Surprise Round

The big tiger simply holds position. He waits for the first zombie to come into claw/jaw range. The Capitan fires off a shot from his pistol. Tiger-Kiltem lets out an angry roar. If someone had a Speak with Animals enchantment they would hear the roar as Besmara's butt! That was right next to my ear! Mawp... mawp...

Hold position/Ready attack


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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!

Suprise round and Round the first

Lucky sprints in the opposite direction and disappears around the corner!

full move west, then north. Heading for the other opening to the cave. Will sneak prior to rounding that last corner and entering the room.


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

HA! Re:MAWP!

Lucky speeds away while Kiltem stands ready!

Surprise: Standard Action only
Slappy: Go

Round 1:
Ko: Go
Lucky: Sneak
Slappy: Go

Enemy: TBD
Art: TBD
Kiltem: TBD

DM:

Red Zombie: 2
White Incutilis: 12


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

Eyeing the one he just shot, Ko goes for round two.

studied target
lt crossbow,att: 1d20 + 9 ⇒ (5) + 9 = 14
lt crossbow,dam: 1d8 + 2 ⇒ (8) + 2 = 10
Crit confirmation
lt crossbow,att: 1d20 + 9 ⇒ (20) + 9 = 29
Crit additional damage
lt crossbow,dam: 1d8 + 2 ⇒ (3) + 2 = 5


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 inspires everyone


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

Slappy's inspiration comedy does it unconventional work. Which applies to everyone's round 1 as it's his surprise action.

Ko follows up with an inspired shot. His second bolt finishes what the first started, cleaving the tiny creature in two! White is now a regular zombie!

Round 1:
Ko: Kill
Lucky: Sneak
Slappy: Go
Enemy: TBD
Art: TBD
Kiltem: TBD

DM:

Red Zombie: 2
White Incutilis: Dead


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

Posting for Adam/Lucky

Round 1, Lucky's action

The rogue double times it the long way around. He mutters to himself These squares are bigger than I thought...

Double move Moved Lucky on map, still more distance to cover


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

Kiltem, can't you have Lucky use Run instead of double move? Lucky should have a x4 or x5 run speed to get him there. Of course he sufferes A/C penalties if something does attack him during that kind of move.

Slappy decides that if Lucky is running away, there is no way he is going to move in front of Kiltem and Ko when theirs a fight going on. So he continues to inspire his frands.


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]

Can only run in a straight line


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

Run requires a straight line with no obstacles as Art said.

The body formerly occupied by the creature Ko hit shudders and before it can take a step, falls inert! The other three crowd in on the party, but only one gets close enough to Art to slam a fist in his face:

ATK: 1d20 + 4 ⇒ (16) + 4 = 20 for DMG: 1d6 + 4 ⇒ (5) + 4 = 9

Round 1:
Ko: Kill
Lucky: Sneak
Slappy: Bard
Enemy: ATK
Art: Go
Kiltem: Go

DM:

Red Zombie: 2


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]

Arming himself with Tooth & Nail with the speed his crew have seen before, Art tries to first destroy the thing on the zombie's head, before moving onto the zombie.

Tooth: 1d20 + 9 ⇒ (8) + 9 = 17
damage: 1d6 + 5 ⇒ (5) + 5 = 10

Nail: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 1d4 + 3 ⇒ (4) + 3 = 7

Tooth: 1d20 + 4 ⇒ (15) + 4 = 19 <--threat
damage: 1d6 + 5 ⇒ (2) + 5 = 7

Tooth, confirm: 1d20 + 4 ⇒ (6) + 4 = 10
damage: 1d6 + 5 ⇒ (5) + 5 = 10


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

Art strikes true with both Tooth and Nail! Immediately after the first two hits the creature atop the body dies and the "zombie" begins to wobble. My prose was sloppy above. If you kill the creature on top, the zombie automatically falls apart.

Round 1:
Ko: Kill
Lucky: Sneak
Slappy: Bard
Enemy: ATK
Art: Kill
Kiltem: Go

DM:

Red Zombie: 2


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

Round 1

Now with the creatures close enough, the big tiger steps in to plug the gap and attack.

5' step and full attack

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

second attack 1d20 + 13 - 2 + 2 + 1 ⇒ (9) + 13 - 2 + 2 + 1 = 23
GMF claws 2d4 + 9 + 4 + 2 + 1 ⇒ (1, 2) + 9 + 4 + 2 + 1 = 19

third attack 1d20 + 13 - 2 + 2 + 1 ⇒ (14) + 13 - 2 + 2 + 1 = 28
GMF claws 2d4 + 9 + 4 + 2 + 1 ⇒ (2, 3) + 9 + 4 + 2 + 1 = 21


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

Target confirmed via text

Kiltem's vicious attack misses at first, but he soon swipes the creature from the zombie's head! It shatters against the wall, quickly dying.

Round 2:
Ko: Go
Lucky: Go
Slappy: Go

Enemy: TBD
Art: TBD
Kiltem: TBD

DM:


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 2

The map shows a ship to on the SW side of the map, is that ship actually there? If is is, is it ours or the one that brought the other pirates?

Slappy lets his lingering performance to continue to inspire the crew.


male Human Rogue 9 HPs 69/69, AC 24, FF17 Touch19), Init +6, (fort +5, ref +13, wil +5), Trap Spotter +20
Slappy Wundershart wrote:

Round 2

The map shows a ship to on the SW side of the map, is that ship actually there? If is is, is it ours or the one that brought the other pirates?

Slappy lets his lingering performance to continue to inspire the crew.

If you go back a page or so, DM mentions it. Very old ship, been there a while.


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 continues his mad dash, despite a painful stitch in his side. He mentally resolves to get back in shape as he wheezes up the slight incline.


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

Slappy Lingering Performance is a thing that's not an action. What of the rest of your turn?

Round 2:
Ko: Go
Lucky: Dash
Slappy: Go
Enemy: TBD
Art: TBD
Kiltem: TBD

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