1. GM Edwin's Zeitgeist Campaign

Game Master Insnare

When the people and King of Risur have internal or external enemies but won't or can't call in the military... They Call in the RHC(Royal Homeland Constabulary)

Act 1: The Investigation Begins!
Chapter 1: The Island at the Axis of the World
Chapter 2: The Dying Skyseer
Chapter 3: Digging for Lies
Chapter 4: Always on Time
Chapter 5: Cauldron Born
RHC HQ
FLINT CITY
Zeigeist World Map
Avery Coast Train
Lantern

Act 2: The Grand Design

Chapter 6: Revelations From the Mouth of a Mad Man

Ber


4,851 to 4,900 of 10,467 << first < prev | 93 | 94 | 95 | 96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | next > last >>

Shot Putter Funkmeister

Your ship has 10 sailors and four officers, the others have five sailors each.plus their captains. If you go at night and are successful with some stealth rolls and turn off the lights you could sneak up on them.


Stephan DeWir (Black Market Arms Dealer) Hp 53/53 AC 25 (+7 Perc; +1 Init; Fort +2, Ref +3, Will +4)

angus could go with any team. Though as a melee fighter he would be best in the thick of things (glad you all like this plan)


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Johnathan will stick with Asher, and preferably stay far away from poor doomed Falko.


We need people on shore, no? And who says I'm poor?!


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

given time to prepare i could go in any role, though probably ship's gunnery would be most suited to him. I am proficient with all siege weapons and vehicle weapons.


Shot Putter Funkmeister

Hold up... things are getting convoluted. Some people are going to shore just to ask questions and maybe buy supplies but the group split for this impending battle is who stays and fight the battle and who dives to the seal. Please state if you will be fighting in the naval battle. It is Ship or Dive.

The party takes one of the vessels to the quaint fishing village of Pezarillo. The ship you use gets as close at it can and then you take a rowboat go ashore. The village has four docks containing a rowboat in addition to yours, and several fishing boats. On the dock sits a young minotaur whittling a stick with a knife and smoking a pipe.

He says in "Welcome to Pezarillo, you from the new ship, I reckon. My father has the best fish in town."


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

ship, unless someone needs me elsewhere


Ship. I don't think anyone wanted to dive. What I suggested was to attack the ship from the town, as well as from the other ships. Sorry if I wasn't clear.


Shot Putter Funkmeister

Ok, the cannon available to you don't have the range to hit the target from the town, plus, it would put innocent people at risk.


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

I think it wise at least a couple of people go to town, especially if we're thinking to wait until night to do this assault. We don't want them to bail before we do our attack, and if it seems like they're preparing to launch we can signal the ships to attack immediately and risk a daytime assault.
Falko, if you're planning on commanding the assault crews on one of the ships, then you should be one of the people visiting town, so you can remain on the Ber ship in the case of an immediate attack. Once you row to town, it might be suspicious if the ber ship transports you back to our vessel.
I'd recommend bringing a second or third person with you to watch your back.

Johnathan: I didn't think Falko was doomed anymore! didn't Asher die instead that one time?


GMEDWIN wrote:
Ok, the cannon available to you don't have the range to hit the target from the town, plus, it would put innocent people at risk.

Still not clear ;) I meant by town assault that we would swim (or water walk or rent a small boat) and board the ship.

@Asher: Sounds good.


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

how much prep time do we have before assault? i might wanna change my inventions


Shot Putter Funkmeister

Its about 3 hours till nightfall. Who is in the village?
Beran Ship: Falko
Xambria's ship: Asher
Your ship:

Everyone please pick a ship, the Beran ship is going to the village


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

With Asher like I said, so Xambria's ship


Shot Putter Funkmeister

Ok, good Asher + John on the Dagger(Xambria's ship), Falko + Angus(on the Inpiracion) and Chretien on your ship(you have Smith, a seasoned naval officer). [ooc]

[ooc] The game has stalled a bit too much, so we are going to kick this forward, Angus and Falko can have the village stuff, just tell me what you want to do and we can get this naval battle rolling. Night attack and you want to sneak up on the enemy vessel, I will need stealth checks for each of you.


Falko, once in the village, walks around and asks questions of villagers, looking for clues as to what is going on below the surface, the ship's crew, and especially whether the three VIPs have been spotted.

Diplo to gather info: 1d20 + 9 ⇒ (3) + 9 = 12


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

What manner of armaments does the ship I am on have? and I assume the ship captain would make the stealth not me.


Shot Putter Funkmeister

Originally there were six cannons but I think you will be moving some cannons to the other ships.


Shot Putter Funkmeister

Falko

Spoiler:
You run into the group of archaeologists and they tell you how on Autumn, Day 7 the ship appeared and the forced the goblin out by cannon point run by those 3 VIPs. They tell you it is the Seal of Mavisha and that care must be taken.


Stephan DeWir (Black Market Arms Dealer) Hp 53/53 AC 25 (+7 Perc; +1 Init; Fort +2, Ref +3, Will +4)

unless needed Angus will stay on board the ship. He can join any of the ship or dive crew as needed :)


Shot Putter Funkmeister

To complete the stealthy pincer movement on the much larger and heavily armed ship, before dark the Risuri ship piloted by Asher with John, starts to sail in the direction of Risur and your ship starts off under the command of Smith with Chretien running gunnery towards the Beran capitol of Seobriga and the vessel under the helm of the half ork with Angus and Falko aboard pick up Falko from the rowboat. At 11 pm in the evening as synchronized by your pocket watches all of the ships start moving in the direction of the Chryssiliri warship.

I am going to need a Stealth and Bluff check for each character, starting at long range, then medium and then short. For Asher... he is captaining the vessel, Johnathan can Aid him with his rolls. For the other ships, the captain is going to be the primary but you can aid him as well to make this successful, if everything goes well, you can board the ship with half of the enemy still asleep


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

rolls:

Each of these is DC 10 aid to Smith

Aid Stealth Long: 1d20 + 3 ⇒ (5) + 3 = 8
Aid Bluff Long: 1d20 - 1 ⇒ (15) - 1 = 14

Aid Stealth Medium: 1d20 + 3 ⇒ (13) + 3 = 16
Aid Bluff Medium: 1d20 - 1 ⇒ (12) - 1 = 11

Aid Stealth Short: 1d20 + 3 ⇒ (4) + 3 = 7
Aid Bluff Short: 1d20 - 1 ⇒ (4) - 1 = 3

eesh, luckily failing Aid rolls don't harm anyone.


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Stealth aid: 1d20 + 3 ⇒ (20) + 3 = 23
Bluff aid: 1d20 + 9 ⇒ (13) + 9 = 22

Johnathan seems relieved now that he's sailing with Asher. He says quietly to Asher: "This seems right. We'll be okay. This will work."


Rolls:

Long range:
Stealth: 1d20 + 9 ⇒ (14) + 9 = 23
Bluff: 1d20 + 9 ⇒ (20) + 9 = 29

Medium range:
Stealth: 1d20 + 9 ⇒ (5) + 9 = 14
Bluff: 1d20 + 9 ⇒ (7) + 9 = 16

Short range:
Stealth: 1d20 + 9 ⇒ (17) + 9 = 26
Bluff: 1d20 + 9 ⇒ (1) + 9 = 10


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

bluff long: 1d20 + 2 - 1 ⇒ (20) + 2 - 1 = 21
Stealth long: 1d20 + 2 + 4 ⇒ (15) + 2 + 4 = 21

bluff medium: 1d20 + 2 - 1 ⇒ (14) + 2 - 1 = 15
Stealth medium: 1d20 + 2 + 4 ⇒ (4) + 2 + 4 = 10

bluff short: 1d20 + 2 - 1 ⇒ (10) + 2 - 1 = 11
Stealth short: 1d20 + 2 + 4 ⇒ (4) + 2 + 4 = 10

There's only an assist roll from Johnathan on the LONG set so far, but I included that +2 in all of them. Please remove where appropriate. John, you might want to roll the others


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Oh oops, misread.

Stealth aid: 1d20 + 3 ⇒ (15) + 3 = 18
Bluff aid: 1d20 + 9 ⇒ (11) + 9 = 20

Stealth aid: 1d20 + 3 ⇒ (13) + 3 = 16
Bluff aid: 1d20 + 9 ⇒ (9) + 9 = 18


Shot Putter Funkmeister

GM Rolls

Spoiler:
Captain Smith 1d20 + 7 ⇒ (12) + 7 = 19, 1d20 + 7 ⇒ (18) + 7 = 25, Medium 1d20 + 7 ⇒ (3) + 7 = 10, 1d20 + 7 ⇒ (20) + 7 = 27,
short 1d20 + 7 ⇒ (16) + 7 = 23, 1d20 + 7 ⇒ (11) + 7 = 18.

Doloroso 1d20 + 5 ⇒ (13) + 5 = 18, 1d20 + 5 ⇒ (9) + 5 = 14, medium 1d20 + 5 ⇒ (12) + 5 = 17, 1d20 + 5 ⇒ (14) + 5 = 19, short 1d20 + 5 ⇒ (20) + 5 = 25,1d20 + 5 ⇒ (12) + 5 = 17

Angus Bluff 1d20 + 9 - 1 ⇒ (12) + 9 - 1 = 20, Stealth 1d20 ⇒ 14; Bluff 1d20 + 9 - 1 ⇒ (18) + 9 - 1 = 26, Stealth 1d20 ⇒ 16 ; Bluff 1d20 + 9 - 1 ⇒ (10) + 9 - 1 = 18, Stealth 1d20 ⇒ 15

Opposed Rolls: East 1d20 + 9 ⇒ (15) + 9 = 24, M 1d20 + 9 ⇒ (9) + 9 = 18, S 1d20 + 9 ⇒ (10) + 9 = 19, South 1d20 + 3 ⇒ (16) + 3 = 19, M 1d20 + 3 ⇒ (11) + 3 = 14, S 1d20 + 3 ⇒ (1) + 3 = 4, West 1d20 + 3 ⇒ (10) + 3 = 13, M 1d20 + 3 ⇒ (6) + 3 = 9, S 1d20 + 3 ⇒ (10) + 3 = 13,

S+C 19, 27 vs 24, M 12, 29 vs 18, S 23, 18 v 19
D+F+A 24, 20 vs 19, M 23, 23 vs 14, S 29, 21 vs 4
A+J 21, 20 vs 13, M 10, 15 vs 9, S 11, 10 vs 13

At L +5 modifier for darkness, M + 3, S 0


You link your pocket watches before Falko goes to shore and you set off in a timely manner. From a long distance you don't see any movement aboard the ship and the crew there seems to be resting. The three of your ships make good speed towards the prey and you seem to have the full element of surprise until you get into short range and it seems that someone sees them and the anchor is weighed and the captain of the vessel is trying to turn his ship toward Asher's ship and lets off a salvo of two rear cannons at his ship but they miss due to the ship trying to turn.

Smith and Doloroso experienced naval commanders keep course to board the enemy ship.

Asher, you can choose to fire your two front cannons or just board the ship. Everyone roll me initiative please.


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

init: 1d20 + 3 ⇒ (9) + 3 = 12


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

Asher chooses to Fire the two front cannons, aiming to disable and injury, not to sink. After this volley has fired, he'll command the ship to finish closing for boarding.

What do I roll for this?

Init: 1d20 + 5 ⇒ (18) + 5 = 23


Shot Putter Funkmeister

An attack roll


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Init: 1d20 + 6 ⇒ (7) + 6 = 13

GM:

I'd like to cast Silent Image to make some giant tentacles reaching up out of the water by the enemy ship, on the opposite side of them from us. Basically just flail and rise menacingly into view. It'd be cool if you described it since no one but Johnathan would immediately know it was an illusion. :)

This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.

560 foot range, max effect size of eight 10' cubes.

So probably 20' wide by 40' tall area full of giant menacing tentacles. If they interact with the tentacles they get a will save DC 16 to disbelieve the illusion.


Shot Putter Funkmeister

John

Spoiler:
Ok, after I get the pre boarding actions and initiative from everyone, I'll link the map with the tentacles.


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

...

Attack roll: 1d20 - 1 ⇒ (20) - 1 = 19
+4 if using dex bonus
-4 if firing it himself (not proficient with canons I don't think),
though I imagine someone else is pointing and shooting this thing, and I'm just commanding.


Shot Putter Funkmeister

The two cannon salvo hits the side of the ship killing 1d6 ⇒ 6 opposing sailors. The grape shot does little damage to the ship but does put down some of the crew.

The three ships ram into the side of the Chryssilliri vessel and Asher, Angus and Chretien are quick to lower gangplanks onto the ship. Almost as quickly as the ships collide. Adjacent to Asher's ship on the other side of the enemy vessel a humongous Sea Octopus starts to raise its tentacles from out of the water.

There are two dwarves in crowsnests and they are 20 feet up. There is the main deck, a gun deck and the bridge and the captain's quarters. Climbing the gangplank onto the enemy ship is 15feet because it is elevated if you roll a DC 10 Acrobatics check, you can clear it as just 10 feet. All not shown on the map. not yet anyway,

Initiative: Angus 1d20 + 1 ⇒ (2) + 1 = 3, Falko 1d20 + 2 ⇒ (10) + 2 = 12, Dwarves 1d20 + 2 ⇒ (16) + 2 = 18, enemy sailors 1d20 + 1 ⇒ (5) + 1 = 6, RHC sailors 1d20 + 2 ⇒ (18) + 2 = 20

Asher, RHC Sailors, Dwarves, John, Chretien, Falko, Enemy sailors, Angus,

Round 1
Asher!

MAP


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

Acrobatics: 1d20 + 11 - 1 ⇒ (18) + 11 - 1 = 28

Asher swiftly boards the enemy ship, and fires a shot at one of the dwarves on the crows nest.

Point blank, deadly aim, Touch Attack AC
Attack: 1d20 + 1 - 1 - 2 + 9 ⇒ (18) + 1 - 1 - 2 + 9 = 25
Damage: 1d12 + 6 ⇒ (5) + 6 = 11

"All you bastards drop your guns to the deck and bring me your captain if you don't want any more bullets coming at you! Sailors, attack any resisters and collect the weapons!"

Turning to Johnathan. "Looks like we attracted sea monsters. Scare if off, would you? Throw magic at it until it ducks away!"


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

"They're mine," Johnathan says in regards to the sea monsters. "They won't hurt you." He seems to be concentrating.


Shot Putter Funkmeister

The crow's nest gives them partial cover because it is covered in wood, so it wouldn't be a touch attack, either way you hit.

Sailor 1 from Asher and John's ship makes his way to the top of the gangplank and then fires at one of the enemy sailors 1d20 + 4 ⇒ (12) + 4 = 16 hit 1d8 ⇒ 3 striking the sailor in the leg.

Sailor 2 from Chretien's ship double moves onto the enemy ship.

Sailor 3 from Chretien's ship double moves onto the enemy ship.

Sailor 4 from Chretien's ship double moves onto the enemy ship.

Sailor 5 from Chretien's ship double moves onto the enemy ship.

Sailor 6,7,8 double move from the aft of the RHC to the bow to get into the fight.

Sailor #9 boards the enemy ship from Falko and Angus' vessel and attacks the woman with his club 1d20 + 4 ⇒ (3) + 4 = 7 miss

Dwarven woman attacks Asher with her crossbow 1d20 + 7 + 4 ⇒ (11) + 7 + 4 = 22 hit slamming Asher with a bolt 1d10 ⇒ 9

Dwarven man crossbow attacks sailor # 1d20 + 7 + 4 ⇒ (18) + 7 + 4 = 29 hitting sailor #3 1d10 ⇒ 1

John, Chretien, Falko


Acrobatics: 1d20 + 7 ⇒ (3) + 7 = 10

"By the old gods! Tell me this great squid is on our side?!?" shouts Falko as he barely manages to make his way on the boarding ladder between the ships.

He stops just behind the sailor engaging the 'pirate', using his enchanted voice to conjure mirror images of himself from the energy surrounding him.

Move then cast Mirror image: 1d4 + 1 ⇒ (4) + 1 = 5 images


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Seeing the tentacles not having any effect, Johnathan drops the illusion and fires off a pair of magic missiles at the dwarf who hit Asher.

Magic Missile: 2d4 + 2 ⇒ (3, 2) + 2 = 7


Shot Putter Funkmeister

to be fair, the sailors haven't gone yet


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

Ouch, it sure is frustrating to get barely hit for a LOT of damage, hah.
GM: Where do you see that cover removes a firearms ability to hit touch AC in the first range increment?


Shot Putter Funkmeister

I miswrote, the enemy has improved cover and as long as 25 ft is still within your first range increment, then no problem. There are differences in functionality between firearms and say splash weapons. but no problem.


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

cretien will fire whatever ship weapon he can get to, preferably grapeshot at the enemies since it is better as anti-personnel


Shot Putter Funkmeister

Chretien, grapeshot goes out in a 50ft cone doing 4d6 points of damage on anyone in that cone with a DC 18 reflex for half. As it is now you can fire into the cannon deck of the enemy ship and maybe kill or injure the people in there. which is what I recommend, but if you would like to fire it on the main deck, you need to use a strength check of DC 15 to prop the cannon which is a full round action and then can shoot it next round, there is a very good chance that you would injure more allies than enemies. Your choice.


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

my issue with this is A. shouldn't the cannon already be prepared, as this vessel was readied for an assault? B. I am proficient with siege weapons and vehicle weapons, usually (at least in past editions) there was a reduction in actions necessary for operating them) C. If the propping is still needed, couldn't i direct some deck hands to do that?


Shot Putter Funkmeister

The cannon are prepared, however, the ship you are on is one level lower than the one you are attacking. Knowing that you have those feats, You can fire both cannon into the ship's cannon deck this round, no problem. To load and reload a cannon safely takes at least a minute with a crew of four. You can tell the two sailors standing next to you to do it for next round. Firing onto the gun deck is still a pretty good option because from a ship that size there are a lot more sailors below decks.


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

ok i will have them prep the cannon this round and i will fire after their action. then i guess it is untenable to keep doing so thereafter due to the minute reload.


Shot Putter Funkmeister

Chretien gets two sailors to help him with the cannon. Falko moves and casts mirrors of himself. Jon hits the dwarfess attacking Asher.

Enemy Sailor 1 Will vs. tentacles 1d20 + 1 ⇒ (18) + 1 = 19 pass

Enemy Sailor 2 Will vs. tentacles 1d20 + 1 ⇒ (18) + 1 = 19 pass

Enemy Sailor 3 Will vs. tentacles 1d20 + 1 ⇒ (14) + 1 = 15 fail

Enemy Sailor 4 Will vs. tentacles 1d20 + 1 ⇒ (10) + 1 = 11 fail

Enemy sailor 1 moves to attack Asher 1d20 - 3 ⇒ (14) - 3 = 11 miss

Enemy sailor 2 moves towards Asher

Enemy Sailor 3 moves to throw something at the monster.

Enemy Sailor 4 moves to throw something at the monster.

Enemy sailor 5 moves to attack the sailor from Asher and John's boat 1d20 - 3 ⇒ (20) - 3 = 17 crit 1d20 - 3 ⇒ (20) - 3 = 17 yes 2d6 + 2 ⇒ (4, 5) + 2 = 11

Enemy Sailor 6 moves to attack one of the sailor's from Chretien's ship 1d20 - 3 ⇒ (9) - 3 = 6 miss

Enemy Sailor 7 attacks sailor from Falko and Angus' ship 1d20 - 3 ⇒ (17) - 3 = 14 miss

Angus moves to attack 1d20 + 9 ⇒ (11) + 9 = 20 hit 1d8 + 4 ⇒ (5) + 4 = 9

AOO vs Angus 1d20 - 3 ⇒ (7) - 3 = 4 miss

Round 2

Initiative: Kranto 1d20 + 1 ⇒ (15) + 1 = 16

Asher


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

dmg from grapeshot last round: 4d6 ⇒ (1, 4, 6, 3) = 14


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

Asher takes a 5 foot step forward (up one square), and drinks a potion of cure light wounds. He hopes that putting the mast to his back will prevent flanking, or the dwarf in the crows next from getting another clear shot.

"Don't let yourselves get blocked over on that side. BOARD THE SHIP!!" Asher shouts to everyone clustered on the other side of the vessel.

potion: 1d8 + 1 ⇒ (5) + 1 = 6

1 to 50 of 10,467 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Zeitgeist: Act 1... All Messageboards

Want to post a reply? Sign in.