GM Merc's Savage Tide

Game Master Mercurion

GM Merc's Savage Tide


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Open for later play


Dice roll example:

Current Temperature: 1d10 + 80 ⇒ (10) + 80 = 90


Female Human
VITALS:
AC: 19, T: 11, FF: 18; HP: 18/18; F:1, R:3, W:6; CMB +2, CMD 13 ; Init: +1; Perc: +2
Oracle 3
SKILLS:
Acrobatics -4 (-8 to jump), Diplomacy +10, Heal +9, Knowledge (nature) +6, Profession (herbalist) +10, Sense Motive +7, Spellcraft +6

Nobility: 1d20 + 5 ⇒ (13) + 5 = 18
Diplomacy: 1d20 + 8 ⇒ (19) + 8 = 27 add 4 to anyone who finds her attractive


Spot: 1d20 + 5 ⇒ (14) + 5 = 19


Male Human Expert 3

Rolls for Walton:

Spot: 1d20 + 8 ⇒ (7) + 8 = 15
Knowledge(Nature): 1d20 + 5 ⇒ (15) + 5 = 20


Shane:

Spot: 1d20 + 4 ⇒ (9) + 4 = 13

Knowledge - Nobility: 1d20 + 2 ⇒ (17) + 2 = 19

Dark Archive

Jynx

Spot: 1d20 + 11 ⇒ (15) + 11 = 26


Knowledge (Local): 1d20 + 2 ⇒ (13) + 2 = 15

Profession (Sailor): 1d20 + 5 ⇒ (7) + 5 = 12


Checking how 'reasonable' 20,000 gold is...

Knowledge (Nobility): 1d20 + 3 ⇒ (3) + 3 = 6


1 person marked this as a favorite.
Jewdebega wrote:

Checking how 'reasonable' 20,000 gold is...

[dice=Knowledge (Nobility)]1d20 + 3

Well, it seems like it's...well...gold. Some gold. Yeah...some, gold :)


Hi gang! Trying out the dice roller:

Gather info for Tidal -> 1d20+1


Hmm, hold on.

[dice=Gather info]1d20+1


Third times a charm..

1d20 + 1 ⇒ (16) + 1 = 17


Mom... Mom... Ma... MA! INFO!

Gather Information: 1d20 ⇒ 19


And Much Info Was Gathered


Jewdebega wrote:

Mom... Mom... Ma... MA! INFO!

[dice=Gather Information]1d20

Now I am going to be picturing Tybalt looking like Will Ferrell


Male Human Expert 3

Walton Aiding Another:

He's not so good at Diplomacy: 1d20 - 2 ⇒ (12) - 2 = 10


Gather Information: 1d20 + 5 ⇒ (19) + 5 = 24
Sailor: 1d20 + 5 ⇒ (12) + 5 = 17 Just in case his sailing contacts and background points him a more useful source of information


Female Human
VITALS:
AC: 19, T: 11, FF: 18; HP: 18/18; F:1, R:3, W:6; CMB +2, CMD 13 ; Init: +1; Perc: +2
Oracle 3
SKILLS:
Acrobatics -4 (-8 to jump), Diplomacy +10, Heal +9, Knowledge (nature) +6, Profession (herbalist) +10, Sense Motive +7, Spellcraft +6

Gather Info: 1d20 + 8 + 1 + 3 ⇒ (12) + 8 + 1 + 3 = 24

GM:

The bonusses are against those who find her attractive

-Posted with Wayfinder


Knowledge (Local): 1d20 + 2 ⇒ (19) + 2 = 21

Profession (sailor): 1d20 + 5 ⇒ (6) + 5 = 11


Diplomacy: 1d20 + 8 ⇒ (19) + 8 = 27


Diplomacy: 1d20 + 8 ⇒ (12) + 8 = 20

Bluff: 1d20 + 6 ⇒ (17) + 6 = 23


Female Human
VITALS:
AC: 19, T: 11, FF: 18; HP: 18/18; F:1, R:3, W:6; CMB +2, CMD 13 ; Init: +1; Perc: +2
Oracle 3
SKILLS:
Acrobatics -4 (-8 to jump), Diplomacy +10, Heal +9, Knowledge (nature) +6, Profession (herbalist) +10, Sense Motive +7, Spellcraft +6

Diplomacy: 1d20 + 8 ⇒ (3) + 8 = 11
Bluff: 1d20 + 8 ⇒ (11) + 8 = 19

-Posted with Wayfinder


Male Human Expert 3

Walton Init: 1d20 + 1 ⇒ (11) + 1 = 12
Walton Climb: 1d20 + 7 ⇒ (17) + 7 = 24


Initiative: 1d20 + 3 ⇒ (7) + 3 = 10


Initiative for Vark's Crew: 1d20 ⇒ 18


attack roll: 1d20 + 1 ⇒ (7) + 1 = 8

Damage roll(sneak attack): 1d6 + 1 + 1d6 ⇒ (3) + 1 + (4) = 8


Tidals rolls:

Climb: [roll]d20+2[/roll]

Initiative: [roll]d20+1[/roll]


Man, really? Sorry guys.

Again...

Tidals rolls:

Climb: 1d20 + 2 ⇒ (14) + 2 = 16

Initiative: 1d20 + 1 ⇒ (10) + 1 = 11


Female Human
VITALS:
AC: 19, T: 11, FF: 18; HP: 18/18; F:1, R:3, W:6; CMB +2, CMD 13 ; Init: +1; Perc: +2
Oracle 3
SKILLS:
Acrobatics -4 (-8 to jump), Diplomacy +10, Heal +9, Knowledge (nature) +6, Profession (herbalist) +10, Sense Motive +7, Spellcraft +6

Initiative: 1d20 + 1 ⇒ (3) + 1 = 4

Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3 and -4 str for 1 min

-Posted with Wayfinder


Tybalt's Initiative: 1d20 + 2 ⇒ (12) + 2 = 14


Jynx initiative: 1d20 + 5 ⇒ (11) + 5 = 16
Jynx climb: 1d20 + 2 ⇒ (7) + 2 = 9


female bloodline (gold dragon) sorceress

Reyth attack roll: 2 d20 20, 15 (YES and I may never be that lucky again but YeS)

damage; 1d4 each; 2,3

Initiative 1d20 = 6 oh well, I'm still happy with the prior roll.


Female crew member: 1d20 + 2 ⇒ (9) + 2 = 11


female bloodline (gold dragon) sorceress

Critial hit:
claw 1 damage: 1d4 + 1 ⇒ (3) + 1 = 4


Climb Tybalt Climb!

Climb: 1d20 - 4 ⇒ (15) - 4 = 11


Female crew member @ Walton: 1d20 + 2 ⇒ (18) + 2 = 20
Hickory @ Tidal: 1d20 ⇒ 9
Damage on Walton: 1d8 ⇒ 1


Male Human Expert 3

Walton attacking crossbow-woman: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d8 + 4 ⇒ (3) + 4 = 7


Tidal presses on and attacks Hickory:

1d20 + 5 ⇒ (14) + 5 = 19

Possible damage, if its a hit: 2d6 + 5 ⇒ (4, 2) + 5 = 11


Shane attack @ C1: 1d20 + 1 ⇒ (8) + 1 = 9
female crew member @ Walton: 1d20 + 2 ⇒ (8) + 2 = 10

Shane is in need of sneak attack lessons


Savage Tide players can ignore, this is for the other game I run.

Fortitude Saves:

Alefyre: 1d20 + 8 ⇒ (11) + 8 = 19
Bannor: 1d20 + 11 ⇒ (17) + 11 = 28 includes +2 bonus vs. necromantic effects
Aun: 1d20 + 9 ⇒ (6) + 9 = 15
Kerrigan: 1d20 + 5 ⇒ (13) + 5 = 18 includes +2 bonus vs. necromantic effects
Heldix: 1d20 + 6 ⇒ (4) + 6 = 10
Kushnet: 1d20 + 5 ⇒ (3) + 5 = 8
Rimegar: 1d20 + 8 ⇒ (4) + 8 = 12
Marina: 1d20 + 3 ⇒ (3) + 3 = 6
Agrist: 1d20 + 1 ⇒ (2) + 1 = 3
Proxia: 1d20 + 10 ⇒ (19) + 10 = 29

Heldix, Kushnet, Rimegar, Marina, and Argrist fail their saving throw


Female Human
VITALS:
AC: 19, T: 11, FF: 18; HP: 18/18; F:1, R:3, W:6; CMB +2, CMD 13 ; Init: +1; Perc: +2
Oracle 3
SKILLS:
Acrobatics -4 (-8 to jump), Diplomacy +10, Heal +9, Knowledge (nature) +6, Profession (herbalist) +10, Sense Motive +7, Spellcraft +6

MM: 1d4 + 4 ⇒ (3) + 4 = 7 and -4 str for 1 minute

-Posted with Wayfinder


Jynx Climb: 1d20 + 2 ⇒ (2) + 2 = 4


female bloodline (gold dragon) sorceress

Reyth claw attack 1: 1d20 + 1 ⇒ (4) + 1 = 5
claw 1 damage: 1d4 + 1 ⇒ (1) + 1 = 2
Reyth claw attack 2: 1d20 + 1 ⇒ (20) + 1 = 21
claw 2 damage: 1d4 + 1 ⇒ (3) + 1 = 4


female bloodline (gold dragon) sorceress
Mercurion wrote:

Savage Tide players can ignore, this is for the other game I run.

Fortitude Saves:

[dice=Alefyre]1d20+8
[dice=Bannor]1d20+11 includes +2 bonus vs. necromantic effects
[dice=Aun]1d20+9
[dice=Kerrigan]1d20+5 includes +2 bonus vs. necromantic effects
[dice=Heldix]1d20+6
[dice=Kushnet]1d20+5
[dice=Rimegar]1d20+8
[dice=Marina]1d20+3
[dice=Agrist]1d20+1
[dice=Proxia]1d20+10

Heldix, Kushnet, Rimegar, Marina, and Argrist fail their saving throw

Whoa!!! What are they doing to us?


Nonny wrote:
Mercurion wrote:

Savage Tide players can ignore, this is for the other game I run.

Fortitude Saves:

[dice=Alefyre]1d20+8
[dice=Bannor]1d20+11 includes +2 bonus vs. necromantic effects
[dice=Aun]1d20+9
[dice=Kerrigan]1d20+5 includes +2 bonus vs. necromantic effects
[dice=Heldix]1d20+6
[dice=Kushnet]1d20+5
[dice=Rimegar]1d20+8
[dice=Marina]1d20+3
[dice=Agrist]1d20+1
[dice=Proxia]1d20+10

Heldix, Kushnet, Rimegar, Marina, and Argrist fail their saving throw

Whoa!!! What are they doing to us?

Evil, bad, terrible things!

No, some of the party is starting to feel the effects of the necromantic field that permeates Ashwood. But no worries, it doesn't actually kick in quite yet, not until you deal with the glassworks.

BTW, Reyth rolled a natural 20 above, so a possible critical. Roll another attack; if the result is 13 or better, roll another damage die.


female bloodline (gold dragon) sorceress

Reyth Claws of Gleaming Death attack 1: 1d20 + 1 ⇒ (16) + 1 = 17


female bloodline (gold dragon) sorceress

BWAAAHAHAHAHAHAHHAAAAA

Claws of Gleaming Death 1 damage: 1d4 + 1 ⇒ (4) + 1 = 5


Male Human Expert 3

Walton, hit with your axe please: 1d20 + 5 ⇒ (16) + 5 = 21
If he finally hits something: 1d8 + 4 ⇒ (3) + 4 = 7


Glen Gildor - Glassworks Initiative:

Alefyre: 1d20 + 4 ⇒ (8) + 4 = 12
Bannor: 1d20 + 3 ⇒ (16) + 3 = 19
Aun: 1d20 + 5 ⇒ (11) + 5 = 16
Kerrigan: 1d20 + 4 ⇒ (19) + 4 = 23
Heldix: 1d20 + 3 ⇒ (11) + 3 = 14
Kushnet: 1d20 + 6 ⇒ (15) + 6 = 21
Rimegar: 1d20 + 2 ⇒ (15) + 2 = 17
Marina: 1d20 + 1 ⇒ (14) + 1 = 15
Argrist: 1d20 + 2 ⇒ (16) + 2 = 18
Proxia: 1d20 + 1 ⇒ (14) + 1 = 15

Glassworks workers: 1d20 + 1 ⇒ (11) + 1 = 12

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