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

Ready to retreat if kilt or Ko start to.


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

Slappy plans on keeping pace with the party!

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


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

With only one left, Ko advances and slashes at the creature on the zombie's head.

cutlass power attack: 1d20 + 8 ⇒ (5) + 8 = 13
cutlass power attack: 1d6 + 8 ⇒ (3) + 8 = 11
Crit confirmation
cutlass power attack: 1d20 + 8 ⇒ (17) + 8 = 25
cutlass power attack: 1d6 + 8 ⇒ (2) + 8 = 10


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

Ko tries to end the fight quickly, but his blade is a bit too high.

The creature tries to smash Ko's face in!
Slam: 1d20 + 4 ⇒ (16) + 4 = 20 for DMG: 1d6 + 4 ⇒ (6) + 4 = 10

Round 2:
Ko: Miss
Lucky: Dash
Slappy: Ready
Enemy: TBD
Art: 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]

Art ballestras past Kiltem to try to sink his blade into the nogginizer.

Spend 1 panache for extra damage!!

BALLESTRA!!: 1d20 + 11 ⇒ (11) + 11 = 22
damage: 1d6 + 5 + 12 ⇒ (3) + 5 + 12 = 20


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

Art's point control is amazing. His balestra skewers the final foe! The zombie drops and Art can see a frustrated Lucky in the background.

For felling the zombies and their puppet master, each pirate earns 480 XP.


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]

Chin up, ol' chum. Just think of how useful you'd have been if we three *hadn't* taken the zombies out so fast. It was a good play!

He sheathes his weapons, reloading his pistol as well. Let's take a look down there... he thumbs to the unexplored passage to their right.


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Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)
Arthur Cantor Delgado wrote:

Art ballestras past Kiltem to try to sink his blade into the nogginizer.

Spend 1 panache for extra damage!!

[dice=BALLESTRA!!]d20+11
[dice=damage]d6+5+12

The ranger watches from an impossible hiding spot. The pirate's excellent footwork gets an appreciative nod from the master swordsman.


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

Before the party moves onto uncharted territory, they quickly search the "zombie" room.

Perception
Kiltem: 1d20 + 12 ⇒ (6) + 12 = 18
Ko: 1d20 + 10 ⇒ (16) + 10 = 26
Art: 1d20 + 9 ⇒ (13) + 9 = 22
Lucky: 1d20 + 14 ⇒ (19) + 14 = 33
Slappy: 1d20 + 11 ⇒ (11) + 11 = 22

They take an extra moment to study the strange creature's that seemed to be controlling the zombies. Can anything be learned from the corpses?

Kiltem's healing 1d20 + 6 ⇒ (3) + 6 = 9
Slappy's Know Arcana 1d20 + 6 ⇒ (12) + 6 = 18

After this room is the clear, the party moves on at the Capitan's suggestion. moved characters on map


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

Chin up, ol' chum. Just think of how useful you'd have been if we three *hadn't* taken the zombies out so fast. It was a good play!

He sheathes his weapons, reloading his pistol as well. Let's take a look down there... he thumbs to the unexplored passage to their right.

With a little tap on the Captains elbow. Three and a Half? Slappy asks in a young street urchin asking for porridge voice, and gives a meek innocent look that doesn't fool anyone for a second. He then gives a raised eyebrow toothy grin.


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

Kiltem doesn't find anything of interest. He sneaks eastward a bit to the next room. It smells even WORSE than this room.

This large cavern is roughly forty feet in diameter, with tunnels leading out at the southeast and southwest corners. Twisted black coral covers the lower walls, and large chunks of the stuff rise from the uneven floor. Remnants of bedrolls and other signs of decades-old habitation by human-sized creatures protrude from the black coral in places.

There are two dead creatures here. Each had three legs, the tentacles, and a huge mouth.


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

Can we tell anything about the strange dead creatures? knowledge checks?


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

Knowledge (Dungeoneering) DC 16:

Otyughs are particularly vile and horrid creatures that lurk in places most sane creatures avoid. Their lairs are middens, cesspools, offal pits, toxic swamps, and sewers—the greater a lair’s filth, the greater the draw to the refuse-eating otyugh. They glory in the role of scavenger, wandering through vast underground caverns in search of the choicest cuts of garbage and waste. Upon finding such refuse, they gorge upon it, gathering what cannot be consumed in one debauch to bring back to their foul-smelling lairs. Otyughs spend most of their time in these filthy dens, which they keep constantly filled with carrion, dung, and worse sorts of stinking effluvia.


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 dungeon: 1d20 + 6 ⇒ (5) + 6 = 11


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

The party is stumped at the strange dead creatures....

Is there any loot in here?

Perception
Kiltem: 1d20 + 12 ⇒ (15) + 12 = 27
Ko: 1d20 + 10 ⇒ (4) + 10 = 14
Art: 1d20 + 9 ⇒ (9) + 9 = 18
Lucky: 1d20 + 14 ⇒ (17) + 14 = 31
Slappy: 1d20 + 11 ⇒ (4) + 11 = 15


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

And moving on. The party continues to explore.

I moved the characters on the map, not necessarily literally. I just wanted to be clear at the part of the map. The spot/ledge between the party. Does Lucky think he can easily get to it? Can they see anything on interest on it?


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

The room is disgusting, but Kiltem doesn't seem to care. He finds quite a few things in the room.

  • A pink gemstone cut into an octahedron.
  • A small jade statue of a serpentfolk
  • An obsidian disk with a golden image of a phoenix


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

    Detect magic, and identify if necessary


    Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)
    Slappy Wundershart wrote:
    Detect magic, and identify if necessary

    Excellent, you beat me to this by a minute!


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

    The gemstone radiates a strong, but varied aura. Spellcraft to ID


    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:
    The gemstone radiates a strong, but varied aura. Spellcraft to ID

    Kiltem Spellcraft 1d20 + 4 ⇒ (6) + 4 = 10

    Slappy Spellcraft 1d20 + 9 ⇒ (13) + 9 = 22

    The small bard examines the gemstone closely. Kiltem sticks his big furry tiger skull in close to try and help. The druid still has a lot to learn from Slappy about identifying magical items.


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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 holds his nose and attempts to open up the dead creatures' stomachs with a knife. He searches the contents for treasure.

    perception: 1d20 + 15 ⇒ (12) + 15 = 27


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

    Slappy recognizes the stone as a Pink rhomboid Ioun Stone. Lucky, showing his due diligence, finds nothing in the stomachs.


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

    Can we tell anything about the ledge that is due west of where Kiltem is on the map?


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

    Kiltem wades out to his knees. Thankfully the tide has left this part of the water clean. He looks to the two beaches which were hard to get to otherwise, and sees that there's nothing of note.

    His eyes turn towards the ship, the only place left to look for this supposed "treasure."


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

    moved party on the map

    If the rope bridge looks safe, we cross it and head toward the ship.
    The party of course keeps a watchful eye out for danger and of course loot. Ko always does a good job on rear guard.

    Perception
    Kiltem: 1d20 + 12 ⇒ (5) + 12 = 17 +8 for scent please
    Ko: 1d20 + 10 ⇒ (8) + 10 = 18
    Art: 1d20 + 9 ⇒ (11) + 9 = 20
    Lucky: 1d20 + 14 ⇒ (9) + 14 = 23
    Slappy: 1d20 + 11 ⇒ (17) + 11 = 28


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

    The bridge looks safe. Kiltem and the others cross, taking another look at the ship. 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.

    There's no activity topside...


    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!

    Perception: 1d20 + 15 ⇒ (11) + 15 = 26

    Does Lucky hear or sense anything belowdecks?


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

    Perception
    Kiltem: 1d20 + 12 ⇒ (2) + 12 = 14
    Ko: 1d20 + 10 ⇒ (7) + 10 = 17
    Art: 1d20 + 9 ⇒ (2) + 9 = 11
    Lucky: 1d20 + 14 ⇒ (9) + 14 = 23
    Slappy: 1d20 + 11 ⇒ (9) + 11 = 20

    The party moves onto the ship and starts carefully exploring. Everyone has weapons out as clearly the big baddie will be somewhere on this ship...


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

    Lucky doesn't hear anything belo--- wait, yes he does. He has just enough time to signal the others before a creature emerges from the aft cabin.

    Sorry guys, I've been crushed. I'll set the scene tomorrow.


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

    Lucky points to the aft deck where a much larger version of the bivalve controlling the zombies now stirs.

    The erstwhile captain now stands on the deck, her rapier and pistol drawn for battle. Glittering gold chains circle her neck and a thin silver tiara tilts unevenly on her forehead. Her arms and torso are covered in black chitin. Dangling from her belt is a large, curved horn comprising three interlocking pieces.

    She does not speak, she does not change her expression, she only raises her weapons!

    Foes: 1d20 + 3 ⇒ (3) + 3 = 6
    Kiltem: 1d20 + 1 ⇒ (14) + 1 = 15
    Ko: 1d20 + 4 ⇒ (15) + 4 = 19
    Arthur: 1d20 + 4 ⇒ (11) + 4 = 15
    Lucky: 1d20 + 9 ⇒ (12) + 9 = 21
    Slappy: 1d20 + 2 ⇒ (10) + 2 = 12


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

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

    Foes: 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 hides himself among the clutter and (This is neither flotsam, which is ship junk floating around in the water, not jetsam which is ship junk washed up on shore... I dub it shipsam) shipsam on deck.

    Sneaky-sneaky: 1d20 + 15 ⇒ (10) + 15 = 25

    He edges toward the port and creeps toward the stern out of sight.


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

    I'll ask a question while I'm patiently waiting for my turn. Tiger-Kiltem can move 50'/round. He should just be able to reach the baddie/captain. Is his path clear for a charge? How do you rule that DM?


    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, knowing Kiltem would want a clear lane, hustles forward. His pistol appears in his hand, and he takes aim at the large, strange creature on the dead captain's head. The gun's report cracks like thunder against the cavern walls!

    attack vs. touch AC: 1d20 + 10 ⇒ (11) + 10 = 21
    damage: 1d8 + 1 ⇒ (5) + 1 = 6


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

    The deck is slick. It's not difficult terrain, but it does impose a -2 to Acrobatics checks. You can charge if the lane stays free.

    Art seizes the opportunity and drills the freakish creature!

    Round 1:
    Lucky: Sneak
    Ko: Go
    Art: Hit
    Kiltem: Go
    Slappy: Go

    Foes: TBD

    DM:

    Lant: 6


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

    Round 1

    Instead of charging straight toward the CarapaceCaptain, the big tiger moves forward and to the side. The wildshaped druid casts Fog Cloud centered on the bivalve aberration in the back.

    on phone and cant manipulate the map. Will fix later or someone can move me


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

    I moved Kiltem on map. Chris can you drop a fog cloud, 20 ft radius on the aberration. Making sure the carapaceCaptain is out of the fog.


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

    Kiltem divides the field of battle as he brings a concentrated cloud of Papa Storm's breath to the aft deck!

    Round 1:
    Lucky: Sneak
    Ko: Go
    Art: Hit
    Kiltem: Druid-fu
    Slappy: Go
    Foes: TBD

    DM:

    Lant: 6


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

    Anybody want to bot/post for Rich or Joe?


    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

    Taking the opportunity the fog cloud gives, Ko charges in with cutlass flashing.

    cutlass power attack: 1d20 + 8 ⇒ (15) + 8 = 23
    cutlass power attack: 1d6 + 8 ⇒ (3) + 8 = 11
    Crit confirmation
    cutlass power attack: 1d20 + 8 ⇒ (10) + 8 = 18
    cutlass power attack: 1d6 + 8 ⇒ (6) + 8 = 14


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

    Standing underneath the fog cloud, Ko engages with the strange abomination. He just barely passes her defense and scores a solid hit.

    Round 1:
    Lucky: Sneak
    Ko: hit
    Art: Hit
    Kiltem: Druid-fu
    Slappy: Go
    Foes: TBD

    DM:

    Lant: 17


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

    Its been a bit, I'll post for Joe/Slappy.

    Round 1 Action de Slappy

    The gnome moves into a safeish spot and begins his bardic magic to inspire courage to his comrades.
    Whoa Ko! What an amazing blow! Take this trash out, Go!

    Inspire Courage +2 to hit/damage for all comrades


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

    Slappy's words come at just the right time! The party feels buoyed by the support.

    The misshapen human with a mechanical arm slashes at Ko with her cutlass twice, then tries to punch him with that arm!
    Scimitar 1: 1d20 + 10 ⇒ (16) + 10 = 26 for DMG: 1d6 + 5 ⇒ (2) + 5 = 7
    Scimitar 2: 1d20 + 5 ⇒ (8) + 5 = 13 MISS
    Clockwork arm: 1d20 + 2 ⇒ (16) + 2 = 18 MISS

    The tide turns as a second zombified foe emerges from below decks! You recognize the pirate as on of Captain Harrigan's newer recruits, but no one ever caught her name.

    There's no time to react. After opening the door she levels a pistol at Lucky from point blank range and fires!

    ATK v touch: 1d20 + 10 ⇒ (17) + 10 = 27 for DMG: 1d8 ⇒ 8 it's a light hit thankfully.

    Finally the creature in the fog ambles its way down to close with Kiltem.

    Round 2:
    Lucky: Go
    Ko: Go
    Art: Go
    Kiltem: Go
    Slappy: Go

    Foes: TBD

    DM:

    Redclaw: 17


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

    I guess its not possible to move the fog cloud to keep shagnasty obscured?


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

    Round 2

    The tiger lets out a snarl of frustration. He wanted to battle the monster in the fog where he would hold the advantage. With little other choice the tiger-druid pounces on the disgusting bivalve monstrosity.

    Move, pounce, full attack

    First attack 1d20 + 13 - 2 + 2 ⇒ (11) + 13 - 2 + 2 = 24
    bitey jaws 2d6 + 9 + 4 + 2 ⇒ (5, 1) + 9 + 4 + 2 = 21

    Second attack 1d20 + 13 - 2 + 2 + 2 ⇒ (4) + 13 - 2 + 2 + 2 = 19
    GMF claws 1d8 + 9 + 4 + 2 + 2 ⇒ (5) + 9 + 4 + 2 + 2 = 22

    Third attack 1d20 + 13 - 2 + 2 + 2 ⇒ (13) + 13 - 2 + 2 + 2 = 28
    GMF claws 1d8 + 9 + 4 + 2 + 2 ⇒ (5) + 9 + 4 + 2 + 2 = 22


    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 barely avoids a killing blow from the pelagic, clockwork horror. He eyes its shifting, halting steps, trying to time his own attacks to capitalize on openings.

    cutlass,studied: 1d20 + 10 ⇒ (9) + 10 = 19
    cutlass,studied: 1d6 + 10 ⇒ (6) + 10 = 16
    Crit confirmation
    cutlass,studied: 1d20 + 10 ⇒ (15) + 10 = 25
    cutlass,studied: 1d6 + 10 ⇒ (2) + 10 = 12


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

    Lucky was neaking, and I missed it. Perception: 1d20 + 11 ⇒ (19) + 11 = 30, but passed the Perception check. Sorry Kiltem, no control on that spell.

    Kiltem pounces on the creature, getting purchase with teeth and a claw!

    Ko too scores a solid blow, landing the blade right where he needed to.

    Round 2:
    Lucky: Go
    Ko: Hit
    Art: Go
    Kiltem: Meow
    Slappy: Go
    Foes: TBD

    DM:

    Lord: 43
    Lent:
    Redclaw: 32


    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 Deuce
    • Current HPs: 37/45

    Lucky is a bit startled the pirate even saw him. But springs into action with a quick step to the gunwale just astern of her! (Someone please 5' step me NE?)

    Main Hand Kukri: 1d20 + 6 ⇒ (6) + 6 = 12 for Damage: 1d4 + 4 ⇒ (4) + 4 = 8.
    Off Hand Kukri: 1d20 + 6 ⇒ (2) + 6 = 8 for Damage: 1d4 + 4 ⇒ (2) + 4 = 6.

    Fancy footwork notwithstanding, he whiffs on both attacks.


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

    Indeed, Lucky's footwork is too fancy for the fight.

    Round 2:
    Lucky: Miss
    Ko: Hit
    Art: Go
    Kiltem: Meow
    Slappy: Go
    Foes: TBD

    DM:

    Lord: 43
    Lent:
    Redclaw: 32

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