GM bloodred Skulls and Shackles

Game Master Alexander Sabadosa

Roll 20

This will help with Ship Actions, Party Trove, Tactics, and Ship Jobs


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female Human Swashbuckler 1

Dinali tumbles past the one, I rolled on D20 score was a 29, I guess I am past him.


Undine Monk 3 | HP 10/10 | AC 18 | T 18 | FF 14 | CMB +4 (+6Trip) | CMD 18 (19 grapple) | Fort +4 | Ref +6 | Will +6 | DR 5/Cold | Init +6 | Darkvision 60 | Perc +8

Not sure who is going when but Water Spout is going to move to the point on Roll20 and use flurry of maneuvers to trip the two nearest opponents.

Trip: 1d20 + 5 ⇒ (6) + 5 = 11
Trip: 1d20 + 5 ⇒ (4) + 5 = 9

I hate my rolls with this character.

To friends, Go around, I'll handle these fools. To enemies, You guys can't defeat me without weapons and I bet killing someone is a far worse offense than being late.


female Human Swashbuckler 1

Looking down to the four buffons, Dinali sweetly smiles."Folks Morning round up is soonish. We have to get going."


AC 22 (T 12, FF 20). HP 42, Fort +7, Ref +4, Will +10 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 3/CMD 15, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +4, 1d6 18-20/x2, Quarterstaff +3, 1d6 20/x2, Sling +5 1d4 20/x2, Hydraulic Maneuver +9 bull rush/disarm/dirty trick(blind or dazzle)/trip
Skills:
Diplomacy +10, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +13, Profession (cook) +9, Profession (sailor) +13, Sense Motive +12, Survival +12

If they are not backing down:

"Fine if ye want to be playin' it like this. I warned ye though!"
Rachel summons a large swirl of water that she flows around her like a serpent.

Hydraulic push/maneuver: 1d20 + 7 ⇒ (15) + 7 = 22

Hydraulic push into the second one: 1d20 + 7 - 4 ⇒ (19) + 7 - 4 = 22

She shoots it out at the one blocking her path and into the second one. Knocking both of them out of the way tumbling over some crates. She then calmly walks past them saying:
"Next time I be throwin' ye overboard and summon a shark to bite at ye!"


female Human Swashbuckler 1

Warren Tariel Akadi. You still alive?


Human Medium 8 | HP 4(12)/51(60) +9(Bear) | AC18 (21) /T14/FF16 | +10 Longspear, 1d8+4 x3Crit | Perception +9

Aye, waiting for GM update since we appear to have all posted actions...


sorry folks will be going over everything right now.


@ Rachel.-Diplomacy fails, your hydraulic maneuver will come after their turn.

Springing into action Water Spout, attempts to trip the red bald headed one. Fortunately you don't trip yourself.

Dinali Tumbles past both Pirates.

Warren summons a bout of magic missile, striking the pirate in front of him.

Akadi summons a bout of electricity that goes charging through the pirate.

Pirates turn-

Red will try to Hit Warren- Attack: 1d20 + 3 ⇒ (20) + 3 = 23dmg: 1d3 + 1 ⇒ (1) + 1 = 2
green will try to hit spout- Attack: 1d20 + 3 ⇒ (20) + 3 = 23dmg: 1d3 + 1 ⇒ (3) + 1 = 4
Blue will attack Akadi- Attack: 1d20 + 3 ⇒ (19) + 3 = 22dmg: 1d3 + 1 ⇒ (1) + 1 = 2
Orange will react to Tarial:::

Now Rachel where are you on the map? i placed your token, and im asking to be sure of where you are for the Hydraulic. (do not reroll) Also The push will happen on the next round.


Its nonlethal dmg, and no crit chance


AC 22 (T 12, FF 20). HP 42, Fort +7, Ref +4, Will +10 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 3/CMD 15, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +4, 1d6 18-20/x2, Quarterstaff +3, 1d6 20/x2, Sling +5 1d4 20/x2, Hydraulic Maneuver +9 bull rush/disarm/dirty trick(blind or dazzle)/trip
Skills:
Diplomacy +10, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +13, Profession (cook) +9, Profession (sailor) +13, Sense Motive +12, Survival +12

Placed her on the map. Aren't you forgetting the one with the green shirt? Thought he was a fighter as well. Otherwise Rachel will target two other adjacent sluggers.


Undine Monk 3 | HP 10/10 | AC 18 | T 18 | FF 14 | CMB +4 (+6Trip) | CMD 18 (19 grapple) | Fort +4 | Ref +6 | Will +6 | DR 5/Cold | Init +6 | Darkvision 60 | Perc +8

Ow. Alright. No more mister nice guy.

Water Spout leaps forward foot leading to strike one pirate then drops quickly to sweep the other. 5 foot step forward to stand in front of the blond pirate. Not sure it is possible but I think Flurry of Maneuvers allows me to attack and trip as part of full round action, the later taking a -2 penalty.

Attack(Blondie): 1d20 + 4 ⇒ (14) + 4 = 18
Damage(nonlethal): 1d6 ⇒ 6
Trip(green): 1d20 + 4 ⇒ (12) + 4 = 16


Human 36/36hp CMD=13 AC19/t11/ff18 F+3/R +3/W+6 Oracle 5 perception +1 / init+1

GM Bloodred:
I do not know if these guys have unarmed combat skills, but they may be granting Water Spout attacks of opportunity just by hitting him.

Warren takes the punch from the pirate, and steps to the side and gestures as he punches. Rather than connecting with his fist, another force bolt strikes one of their aggressors.

I will target the pirate on Water Spout=Blondie if he is still up. If not, I will hit the one Akadi already hit.

Magic missile damage: 1d4 + 1 ⇒ (2) + 1 = 3

"We just want to do our chores!! We are not fresh meat to be hazed, we got teeth!!"

8/8 hp and 2 nonlethal damage from punch


female Human Swashbuckler 1

Moving up at deck Dinali checks for whats happening upstairs.


Human Medium 8 | HP 4(12)/51(60) +9(Bear) | AC18 (21) /T14/FF16 | +10 Longspear, 1d8+4 x3Crit | Perception +9

Can't get to the map from here, so adjust if required.
Akadi attempts to trip the pirate she shocked.
CMB: 1d20 + 2 ⇒ (7) + 2 = 9
She'll move towards the other crowd, regardless of success.


Human 36/36hp CMD=13 AC19/t11/ff18 F+3/R +3/W+6 Oracle 5 perception +1 / init+1

Warren continues to slide past those blocking him.
"If we get to the deck, I don't think we'll be hassled."


female Human Swashbuckler 1

Standing on top, Dinali trys to give the others more time downstairs.
"They are coming Sir. Someone fell on the stairs and they just help him up Sir!"


Spout is okay with the attack and CMB - Looked it over with a friend.

and by the way the blonde in green is Warren Redmont. Im going to assume that none of you actually hit him or try to bullrush him. Please re-post you can keep the numbers you rolled for specific actions.


female Human Swashbuckler 1

Acrobatics 29 to get past the mobs


Undine Monk 3 | HP 10/10 | AC 18 | T 18 | FF 14 | CMB +4 (+6Trip) | CMD 18 (19 grapple) | Fort +4 | Ref +6 | Will +6 | DR 5/Cold | Init +6 | Darkvision 60 | Perc +8

I assume Warren doesn't want to be where he is right next to two goons (especially since he is about to cast a ranged attack) so once he gets out of the way I'll move in and attack both. The position I am currently in is where I had moved myself in round one but for some reason it didn't register. So moving forward into Warren's spot should be a 5-foot step. Attack which ever took the most damage and trip the other. If that doesn't work I'll just hit green for both. If that doesn't work I'll move to the nearest target and us the attack.

DM did you see my AoO on roll20?

Attack 18, Damage 6
Trip 16 (from above)


Human 36/36hp CMD=13 AC19/t11/ff18 F+3/R +3/W+6 Oracle 5 perception +1 / init+1

Warren doesn't think these pirates will hit him while he casts. Water Spout could though. He still will 5' step to get up the steps.

Warren draws his club to discourage further attacks.

AoO:
1d20 - 1 ⇒ (13) - 1 = 121d6 - 1 ⇒ (4) - 1 = 3


AC 22 (T 12, FF 20). HP 42, Fort +7, Ref +4, Will +10 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 3/CMD 15, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +4, 1d6 18-20/x2, Quarterstaff +3, 1d6 20/x2, Sling +5 1d4 20/x2, Hydraulic Maneuver +9 bull rush/disarm/dirty trick(blind or dazzle)/trip
Skills:
Diplomacy +10, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +13, Profession (cook) +9, Profession (sailor) +13, Sense Motive +12, Survival +12

redirected the maneuver because of not hitting Warren. Does it work. I think I can have it originate from wherever I want.


@Rachel- Yes you can change its point of origin I pushed the two of them back.

@Spout- you tripped Green.

@Warren- not to sure where your getting the AoO, so im not sure who it is on.

@Dinali- Your on Deck with everyone else.

@Akadi- Trip failed


Human 36/36hp CMD=13 AC19/t11/ff18 F+3/R +3/W+6 Oracle 5 perception +1 / init+1

AoO for if someone without training in unarmed combat tries to punch him while he is holding his club.


Undine Monk 3 | HP 10/10 | AC 18 | T 18 | FF 14 | CMB +4 (+6Trip) | CMD 18 (19 grapple) | Fort +4 | Ref +6 | Will +6 | DR 5/Cold | Init +6 | Darkvision 60 | Perc +8

Round 3?


female Human Swashbuckler 1

"Massa, I will go down and hurry them, Massa
Moving down she sees the others still holding the bulk back.
"Its Morning bell, get your lazy asses moving. And do not get me wrong, you do not want me to join this... squabble of little pigs in a sty!"


AC 22 (T 12, FF 20). HP 42, Fort +7, Ref +4, Will +10 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 3/CMD 15, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +4, 1d6 18-20/x2, Quarterstaff +3, 1d6 20/x2, Sling +5 1d4 20/x2, Hydraulic Maneuver +9 bull rush/disarm/dirty trick(blind or dazzle)/trip
Skills:
Diplomacy +10, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +13, Profession (cook) +9, Profession (sailor) +13, Sense Motive +12, Survival +12

Is Rachel able to walk past without issue (on't think they can aoo while unarmed if they have no unarmed strike feat? In that case she is up top because she walked past them last round. If not she casts obscuring mist and just walks past em.


Undine Monk 3 | HP 10/10 | AC 18 | T 18 | FF 14 | CMB +4 (+6Trip) | CMD 18 (19 grapple) | Fort +4 | Ref +6 | Will +6 | DR 5/Cold | Init +6 | Darkvision 60 | Perc +8

Once everyone has moved past Water Spout he causes the water from Rachel's attack to raise in the air. He forces into an orb front of him and launches it at any approaching pirates. He then makes a hasty retreat so as not to get in trouble for being late.

I'll go after the others have moved past the pirates and use my own Hydraulic Push to keep them at bay.

Hydraulic Push: 1d20 + 5 ⇒ (18) + 5 = 23: Boom


AC 22 (T 12, FF 20). HP 42, Fort +7, Ref +4, Will +10 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 3/CMD 15, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +4, 1d6 18-20/x2, Quarterstaff +3, 1d6 20/x2, Sling +5 1d4 20/x2, Hydraulic Maneuver +9 bull rush/disarm/dirty trick(blind or dazzle)/trip
Skills:
Diplomacy +10, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +13, Profession (cook) +9, Profession (sailor) +13, Sense Motive +12, Survival +12

Undines for the win!


Undine Monk 3 | HP 10/10 | AC 18 | T 18 | FF 14 | CMB +4 (+6Trip) | CMD 18 (19 grapple) | Fort +4 | Ref +6 | Will +6 | DR 5/Cold | Init +6 | Darkvision 60 | Perc +8

Hollllllaaaaaaaaaaa. What. What. Yeah i'm done.


Human Medium 8 | HP 4(12)/51(60) +9(Bear) | AC18 (21) /T14/FF16 | +10 Longspear, 1d8+4 x3Crit | Perception +9

Akadi is heading up to the deck (in case it wasn't obvious).


female Human Swashbuckler 1

So all finally up?


Yes between the amount of trips and also the pirates not getting any AoOs from unarmed strikes you are up on deck. Also Those pesky undines using their natural water talents and blowing everyone back.

Just a heads up- Those Pirates really suck, no AoO come on. anyways.
You are on deck and not late. Good job

You Maggots need to roll fer yer jobs and get ter working.

Also rum ration now only deals a straight 1 con damage, after doing some math i found you would have to make stealth checks to not die from a little bit of alcohol each day and as a somewhat moderate drinker (1/day) i found this quite disgusting. (no im not an alcoholic) Also when you sleep you heal the 1 point of Con Damage.

Any questions let me know.


Human 36/36hp CMD=13 AC19/t11/ff18 F+3/R +3/W+6 Oracle 5 perception +1 / init+1

swab job: 1d6 ⇒ 2
"Catching rats?!?!"
Warren moves into the lower decks.
DEX: 1d20 + 3 ⇒ (3) + 3 = 6
"Crap, these guys are hard to sneak up on!!"
Warren slips off during his duties for a quick visit to the half orc.
I will try to make her helpful and ask for a favor.


Human Medium 8 | HP 4(12)/51(60) +9(Bear) | AC18 (21) /T14/FF16 | +10 Longspear, 1d8+4 x3Crit | Perception +9

Swab Job: 1d6 ⇒ 1
Man the bilges, but... but... but... oh alright.
STR: 1d20 + 2 ⇒ (7) + 2 = 9 : muscles not strong enough... :pant:
CON: 1d20 + 2 ⇒ (20) + 2 = 22 : Bounces back easily though.


Undine Monk 3 | HP 10/10 | AC 18 | T 18 | FF 14 | CMB +4 (+6Trip) | CMD 18 (19 grapple) | Fort +4 | Ref +6 | Will +6 | DR 5/Cold | Init +6 | Darkvision 60 | Perc +8

1d6 ⇒ 6
Repairs? I don't know much about ship repair.
DEX: 1d20 + 4 ⇒ (15) + 4 = 19
As Water Spout clung to the side of the ship pulling barnacles off he was truly surprised at the creativity of pirates. Good thing they were easy to remove once you found the right method. Just needs a little...hygn...finesse.
I'll use my spare time to influence Jack Scrimshaw.
Water Spout comes across a young lad with a bit of fish bone in his hands, carving away at it with a knife. Spout hovers around until the carving begins to take shape.
Oh, its a seagull. Your really good at that.


AC 22 (T 12, FF 20). HP 42, Fort +7, Ref +4, Will +10 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 3/CMD 15, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +4, 1d6 18-20/x2, Quarterstaff +3, 1d6 20/x2, Sling +5 1d4 20/x2, Hydraulic Maneuver +9 bull rush/disarm/dirty trick(blind or dazzle)/trip
Skills:
Diplomacy +10, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +13, Profession (cook) +9, Profession (sailor) +13, Sense Motive +12, Survival +12

drunk cook: 1d2 ⇒ 1 Reasonably sober atm.
job: 1d6 ⇒ 2 Normal cooking no roll. E Z

Could we get a list of characters we can try to influence? I asked Groop the cook about it, but never got a list back

During the assisting Rachel will look through the Galley to see if there is anything of use in the kitchen. Maybe a knife that could be missed or some other items that may be of use.
take 20 for 29 perception


female Human Swashbuckler 1

RiggerJob: 1d6 ⇒ 2
Sailor: 1d20 + 6 ⇒ (12) + 6 = 18
Fort: 1d20 + 3 ⇒ (14) + 3 = 17
Using the influence option to improve Ratlines attitude to her.
Diplomacy: 1d20 + 9 ⇒ (12) + 9 = 21
In the evening she will try to finish making grok a favorite drinking buddy to a full monty.
Diplomacy: 1d20 + 9 ⇒ (7) + 9 = 16
I mean shift our Quatermasters feelign completly to helpful
I also tried to win Barefoot sam toppins and rolled a 25diplomacy? Helpful?
AND BTW just finished the first season of black sails to get into my pirate mood.


AC 22 (T 12, FF 20). HP 42, Fort +7, Ref +4, Will +10 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 3/CMD 15, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +4, 1d6 18-20/x2, Quarterstaff +3, 1d6 20/x2, Sling +5 1d4 20/x2, Hydraulic Maneuver +9 bull rush/disarm/dirty trick(blind or dazzle)/trip
Skills:
Diplomacy +10, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +13, Profession (cook) +9, Profession (sailor) +13, Sense Motive +12, Survival +12

Rachel also wants to try to make a crewmember friendly, but would like to have some idea as who is out there and is interesting enough for Rachel to try to improve her relation with.
diplomacy: 1d20 + 7 ⇒ (11) + 7 = 18


female Human Swashbuckler 1

Diskussion thread 52 has a list of people on board


Human Medium 8 | HP 4(12)/51(60) +9(Bear) | AC18 (21) /T14/FF16 | +10 Longspear, 1d8+4 x3Crit | Perception +9

If there's anyone else down in the Bilges Akadi will try to influence them (nothing like getting hot and sweaty together to forge a relationship) otherwise she'll try and approach Shivika during the meal or a break.


AC 22 (T 12, FF 20). HP 42, Fort +7, Ref +4, Will +10 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 3/CMD 15, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +4, 1d6 18-20/x2, Quarterstaff +3, 1d6 20/x2, Sling +5 1d4 20/x2, Hydraulic Maneuver +9 bull rush/disarm/dirty trick(blind or dazzle)/trip
Skills:
Diplomacy +10, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +13, Profession (cook) +9, Profession (sailor) +13, Sense Motive +12, Survival +12

I'll try to influence Conchobhar if possible


female Human Swashbuckler 1

Yea the little gnome. give it to him baby!


@ Spout/ Akadi i need a diplomacy roll, and a person. I saw Spout trying to talk to Conchobar.

@Rachel- Working on the galley, will PM you. Also Conchobar did not find your wily ways to have worked very well for him. that means you missed even with a 20.

@Dinali- Sam is helpful, Ratlines is now helpful, Grok is also helpful and i believe the Cook is also helpful.

To everyone- Now that Grok is helpful she may allow you in to drink with her sometimes.

Also would someone please post in discussion detailing who you have changed the attitude of, and keep up with it as we go?

so far, and im quite certain im wrong.
Sandara -Helpful
Ambrose - Helpful
Grok- Helpful
Ratlines- Helpful
Barefoot- Helpful


female Human Swashbuckler 1

Will do!


Human 36/36hp CMD=13 AC19/t11/ff18 F+3/R +3/W+6 Oracle 5 perception +1 / init+1

Assuming we have been combining notes, Warren during his day visit wanted to ask Grok if she had a confiscated fiddle to give it to Rosie. If she has it and agrees, he delivers the fiddle to Rosie. from a previous post: "Oh also that B*tch Grok has my Fiddle i miss it so."Rosie didn't appear on the list, but it seems like a nice thing to do.

During the evening he visits the gnome female swab (Giffer Tibbs) to talk to her. He explains that they are banding together to make sure they don't end up like the Magpie.
diplomacy to influence: 1d20 + 13 ⇒ (11) + 13 = 24

Warren holds another impromptu prayer ceremony to Besmara--all the helpful crew is invited--and reaffirms they will stick to the code. The keelhauling of Jake, he points out, did not follow the Code. He further points out the intended assault earlier that morning violated the code of Besmara. He asks Besamara for the strength to keep her code and for protection from those that do not follow her code.

code of Besmara:

These three phrases are the core of the goddess’s code, and any person familiar with her faith should recognize them and understand what they mean.
End Your Quarrels on Shore: Whatever disagreements one sailor has with another, onboard a ship is not the place to settle them, for everyone’s survival depends on the crew working together. If one member of the crew has a disagreement with another, the place to settle it is on shore—whether this is a port or just a sandy beach.
Thirty Stripes Lacking One: The traditional punishment for a serious infraction on the ship is thirty lashes on the bare back. The captain or boatswain, however, may choose to reserve the last (30th) lash as an act of mercy if the target is repentant or unconscious. Still, the captain always has the option to make that last strike at any time—a threat to ensure better behavior from the target. Usually this “lash debt” is canceled once the ship makes port, and always if the target leaves the crew.
Truce Ends at the Horizon: While pirates recognize the need for parley, any truce is only valid until the opposing ship is past the horizon. This gives the weaker captain a head start should he fear the other captain’s
intentions. Breaking this part of the code is seen as not only unsportsmanlike, but a threat to all pirates.

Noting the amount of crew starting to come around, Warren mentions "We need to use my prayer meetings as cover to keep our group together, compare notes, and plan."


Undine Monk 3 | HP 10/10 | AC 18 | T 18 | FF 14 | CMB +4 (+6Trip) | CMD 18 (19 grapple) | Fort +4 | Ref +6 | Will +6 | DR 5/Cold | Init +6 | Darkvision 60 | Perc +8

Diplomacy: 1d20 ⇒ 19:I think that might have worked. I am trying to talk to Jack Scrimshaw not Conchobar.


Human Medium 8 | HP 4(12)/51(60) +9(Bear) | AC18 (21) /T14/FF16 | +10 Longspear, 1d8+4 x3Crit | Perception +9

Diplomacy: 1d20 + 6 ⇒ (5) + 6 = 11
Akadi approaches the other Mwangi on the ship (Shivika)


@Warren- Tibbs=Helpful. Diplomacy check to get the fiddle from Grok.

@Spout- Scrimshaw Friendly

@Akadi- No change

@Rachel- No Change on Conchobar

Everyone but Warren, any night time actions go ahead and post them. Next is Day 3 so go ahead and spoiler the jobs and what you do into your post.

Tilly Braket- Becomes Unfriendly
Badger Medler- Becomes Hostile but not locked

These 4 are locked Hostile

Aretta Bansion,
Fipps Chumlett,
Jaundiced Jape,
Slippery Sy Lonegan


AC 22 (T 12, FF 20). HP 42, Fort +7, Ref +4, Will +10 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 3/CMD 15, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +4, 1d6 18-20/x2, Quarterstaff +3, 1d6 20/x2, Sling +5 1d4 20/x2, Hydraulic Maneuver +9 bull rush/disarm/dirty trick(blind or dazzle)/trip
Skills:
Diplomacy +10, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +13, Profession (cook) +9, Profession (sailor) +13, Sense Motive +12, Survival +12

Rachel will look for another member of the crew to interact with. Hopefully she can make another friend tonight.

diplomacy: 1d20 + 7 ⇒ (17) + 7 = 24

Don't think I can retry on Conchobhar can I? If not I will improve someone else, maybe the Mwangi


female Human Swashbuckler 1

After drinking a bit with the half-orc quartermaster, Dinali turns in to prepare herself for the hard day tomorrow.
Dayjob: 1d6 ⇒ 2
Hearing the she has to do line work, Dinali inwards sighs but attacks the rigging with a vengeance.
Prof Sailor: 1d20 + 6 ⇒ (16) + 6 = 22
Using her spare time she chats with Conchobar, asking how he manages to look that dashing doing the hard job
Diplomacy: 1d20 + 9 ⇒ (7) + 9 = 16
But the whole day does take its toll and she feels quite fatigued in the evening
Fort: 1d20 + 3 ⇒ (10) + 3 = 13

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