Skull and Shackles: How to drown a Kobold

Game Master Hokina

The Ship
Crew, Ships, and Towns data
loot sheet
Old recruitment topic
Sea Map

Battle Map

Infamy: 10
Disrepute: 10
Ships:
Dragons' Kin | 1620/1620 HP | 20/20 Crew


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♀ N Undine Aquakineticist | Init +4 | Perc: +15, SM +7 | Wounds 44 / 44 (4 NL) | AC 19; T 14; FF 15 | CMB +7(+9); CMD +15 (+17) | F+8; R+9; W+4 | Speed 30' | Burn 1/6
Skrelznit Stinklaw wrote:
Average dice roll of almost 18 in five Fort saves? Besmara, why hast thou forsaken me?

Well you said we should attack the Island of the Obsessive Joggers.. I was all for the Island of the Lazy Bookworms.


Male Kobold Saurian Shaman 5 | HP: 38/38 | AC: 22 (14 Tch, 19 FF) | CMD: 16 | F: +6*, R: +4, W: +7* | Init: +5* | Perc: +11, SenseM: +3

Sorry guys, I'm not yet up to posting, I'll keep you updated.


Okay.

The Exchange

Small Male Kobold Hunter/4 Rogue/3 (HP 42/53 | AC:21 T:16 FF:16 | CMB:+8 CMD:23 | F:+7 R:+12 Evasion W:+6 | Init:+5 | Perc:+16 Darkvision 60ft | Move:30ft) +1 HB Trident +11 (1d6+7/20x2) | Panache 1/1 | AF 2/2 | Spells 1:4/5 2:1/3
Looseal:
Bird/6 (HP 23/39 | AC:21 T:14 FF:17 | CMB:+5 CMD:19 | F:+6 R:+8 (+12 vs Ench) W:+4 | Init:+4 | Perc:+6 Low-light vision | Move:10ft, Fly +11 80ft Avg) Bite +11 d4+2/20x2 | Attack,Bombard,Come,Deliver,Down,Flank,Seek,Watch
Skills:
Acro +13 Clmb +12 DD +12 EA +9 Fly +6 HA +5 Heal +8 Int +4 (Arcana) +2 (Dung) +5 (Geog) +5 (Local) +6 (Nature) +5 Perc +17 (Traps) +18 Prof Sailor +10 Ride +9 SM +8 SoH +9 SC +6 Stlth +18 Surv +13 (Track) +15 Swim +10 UMD +6

Feel better, Grauchi. My thoughts are with you.

And that 50gp hidden under your bunk...that was never there. You must be remembering wrong. :-)


Have not heard back from PewPew.
I will try to put up a Recruitment tomorrow for two people after I look thru by PM's for anyone who wanted to be alerted to an opening.

I am not dropping him, just get our number back to 6. So a few people being unable to post will not drag down the game.

Hope PewPew's family crisis gets better, and Grauchi feels better.


The new Recruitment thread is up. I am going to be looking for 3 kobolds to join. That will push us up to 7. But I may be dropping PewPew soon.
I will wait a little longer before dropping PewPew. He looks to have disappear from all his games.


♀ N Undine Aquakineticist | Init +4 | Perc: +15, SM +7 | Wounds 44 / 44 (4 NL) | AC 19; T 14; FF 15 | CMB +7(+9); CMD +15 (+17) | F+8; R+9; W+4 | Speed 30' | Burn 1/6

hmmm... Grauchi is the best in-game choice for hostage. But Pew-Pew is the best meta choice.


Male Kobold Saurian Shaman 5 | HP: 38/38 | AC: 22 (14 Tch, 19 FF) | CMD: 16 | F: +6*, R: +4, W: +7* | Init: +5* | Perc: +11, SenseM: +3

I'm ok with being a hostage, give me time to read up.


Welcome other newest sacrifice to the dragon of the sea:
Huek Schmerlap, the Alchemist (Grenadier)
Gringe, the Shaman (Witch Doctor)
Taalik Amun, the Bloodrager (Draconic)


♀ N Undine Aquakineticist | Init +4 | Perc: +15, SM +7 | Wounds 44 / 44 (4 NL) | AC 19; T 14; FF 15 | CMB +7(+9); CMD +15 (+17) | F+8; R+9; W+4 | Speed 30' | Burn 1/6

Welcome to the crew!


Athasian Halfling Druid/Monk 4 (Heirophant 2) || HP: / || AC: (T: / FF:) || CMD: || Fort:+ Refl:+ Will:+ || Init:+ || Perception:+

Happy to climb aboard! So, what long-forgotten island should I prepare to be found on!


Kobold Alchemist (Grenadier) 4 | HP 33/38 | AC 19, Touch 14, FF 16 (23/16/18 with dex mutagen, 25 with mutagen/reduce person) | CMD 14 (16) | Fort +8, Ref +7(9), Will +2(1) | Init. +3(5) | Perception +8, Craft (Alchemy) +11

Hey all, glad to be here! I haven't picked out all of my teamwork feats yet, anything you guys were specifically focusing on? After all, the feats are kinda useless unless other people take them. Looking forward to plundering the high seas with you!


♀ N Undine Aquakineticist | Init +4 | Perc: +15, SM +7 | Wounds 44 / 44 (4 NL) | AC 19; T 14; FF 15 | CMB +7(+9); CMD +15 (+17) | F+8; R+9; W+4 | Speed 30' | Burn 1/6

Escape Route and Stealth Synergy are what we have so far. Skrelznit and Looseal also have Outflank and Precise Strike.


Athasian Halfling Druid/Monk 4 (Heirophant 2) || HP: / || AC: (T: / FF:) || CMD: || Fort:+ Refl:+ Will:+ || Init:+ || Perception:+

Looking at Skrelznit as the other melee character, I grabbed Outflank and Precision Strike. Should I switch to Escape Route and Stealth Synergy instead?

Also, any thoughts on light vs. medium armor? Keep going back and forth on the +1 darkleaf lamellar vs +1 agile breastplate. I would be a little slower and see a hit on some skills, but have +2 to my AC.

The Exchange

Small Male Kobold Hunter/4 Rogue/3 (HP 42/53 | AC:21 T:16 FF:16 | CMB:+8 CMD:23 | F:+7 R:+12 Evasion W:+6 | Init:+5 | Perc:+16 Darkvision 60ft | Move:30ft) +1 HB Trident +11 (1d6+7/20x2) | Panache 1/1 | AF 2/2 | Spells 1:4/5 2:1/3
Looseal:
Bird/6 (HP 23/39 | AC:21 T:14 FF:17 | CMB:+5 CMD:19 | F:+6 R:+8 (+12 vs Ench) W:+4 | Init:+4 | Perc:+6 Low-light vision | Move:10ft, Fly +11 80ft Avg) Bite +11 d4+2/20x2 | Attack,Bombard,Come,Deliver,Down,Flank,Seek,Watch
Skills:
Acro +13 Clmb +12 DD +12 EA +9 Fly +6 HA +5 Heal +8 Int +4 (Arcana) +2 (Dung) +5 (Geog) +5 (Local) +6 (Nature) +5 Perc +17 (Traps) +18 Prof Sailor +10 Ride +9 SM +8 SoH +9 SC +6 Stlth +18 Surv +13 (Track) +15 Swim +10 UMD +6

I usually flank with my pet, Looseal, who has pretty good mobility to get behind baddies(*). I highly recommend Outflank if you have a partner for it, but Stealth Synergy is good for the group and Escape Route lets us swarm around without fear of AoO's.

Personally I'd recommend Escape Route and Stealth Synergy first, but it's up to you.

(*) We're pirates, so..."goodies"?


Athasian Halfling Druid/Monk 4 (Heirophant 2) || HP: / || AC: (T: / FF:) || CMD: || Fort:+ Refl:+ Will:+ || Init:+ || Perception:+

Those are both pretty solid as well, and if I go with medium armor, Stealth Synergy helps offset that. And Escape Route, whiled intended for falling back, could definitely be good for ganging up and moving to support each other.

I think I may have to strade them out. @Hokina, is that still okay?


Kobold Alchemist (Grenadier) 4 | HP 33/38 | AC 19, Touch 14, FF 16 (23/16/18 with dex mutagen, 25 with mutagen/reduce person) | CMD 14 (16) | Fort +8, Ref +7(9), Will +2(1) | Init. +3(5) | Perception +8, Craft (Alchemy) +11

Stealth Synergy is definitely good, I'll go ahead and take that. I had Covering Fire tentatively for my other one, but I'm not sure how often I'm going to pull out the ol' longbow-the damage penalty is going to hurt unless I have point-blank shot active. And I'm not 100% sure how/if it works with bombs-my guess is it doesn't.

Also, since I have both Swift Alchemy and a Ring of Sustenance (only need to sleep for 2 hours instead of 8), that means I can make alchemical items fairly quickly and I have a lot of downtime to do it. I'm more than happy to craft you guys stuff if you want to give me money for it. Sadly, I don't have Brew Potion because I went with Grenadier, but if you want I can pick that up at a later level, or whatever other crafting feats you might think we need.


♀ N Undine Aquakineticist | Init +4 | Perc: +15, SM +7 | Wounds 44 / 44 (4 NL) | AC 19; T 14; FF 15 | CMB +7(+9); CMD +15 (+17) | F+8; R+9; W+4 | Speed 30' | Burn 1/6

being pirates, we'll deal with both baddies and goodies.

Stealth synergy is one of those feats that enables some interesting tactics. Most parties have a few people who are utterly unstealthy. This feat allows anybody who has anything in it at all to be pretty good, and experts to be amazing. It lets us get more surprise rounds, avoid some encounters and deliver some devastating ambushes. It also means that a little ACP isn't going to be that bad. I definitely suggest it.

I think that covering fire would work with bombs, but since you don't do regular damage it would be wasting a finite resource. You might get splash damage, but it's not the best feat.

Escape route is good, but if I were doing a melee character I'd consider outflank or precise strikes.


Kobold Alchemist (Grenadier) 4 | HP 33/38 | AC 19, Touch 14, FF 16 (23/16/18 with dex mutagen, 25 with mutagen/reduce person) | CMD 14 (16) | Fort +8, Ref +7(9), Will +2(1) | Init. +3(5) | Perception +8, Craft (Alchemy) +11

Yeah, very good points-I took escape route instead of covering fire. Also, I think I posted in gameplay juuust before you, so you can consider that my response to both you and Skrelznit.


If you missed it: the new PC's are in the room with the rest of the party.

A few weeks ago a abnormally large storm destroyed many ships. The three landed/washed up on Tidewater Rock along with many other people, from many other boats. The others made deals with Lady Smythee (owner of the island) for some small boats so they could try to get to the nearest town (based on how the tides run they likely all died on the way).
But being speciesist, they don't allow the Kobolds to go with them.

So the 3 have been stuck on the island working for their food and bed till the party came along.

At the end of This post Huek, Taalik, and Gringe walks into the room.


Athasian Halfling Druid/Monk 4 (Heirophant 2) || HP: / || AC: (T: / FF:) || CMD: || Fort:+ Refl:+ Will:+ || Init:+ || Perception:+

Sorry, typed the post last night after work, but fell asleep before hitting Submit.

Dark Archive

Female kobold shaman (witch doctor) (bone) 4
Vitals:
HP:14/14 AC:20=10+(+3dex,+4armor +1shield, +1 natural, +1size) speed:30(25 in armor) Saves:fort:+0 refl:+3 will:+6 BAB:1 CMD:0 CMB:13 Ini:+3

oops, did i get picked? :P

I didn't notice, i was busy elsewhere...

Dark Archive

Female kobold shaman (witch doctor) (bone) 4
Vitals:
HP:14/14 AC:20=10+(+3dex,+4armor +1shield, +1 natural, +1size) speed:30(25 in armor) Saves:fort:+0 refl:+3 will:+6 BAB:1 CMD:0 CMB:13 Ini:+3

-_-

well, this was quickly frozen in place :P


Campaign Info tab has the rules on plunder, Infamy, and Disrepute.

The players guide has details on how ship combat normally works. If the party wants to skip to the boarding for most random encounters by ship, then I will just eyeball some amount of damage to both ships and move to the boarding.

For different levels of non-unique random encounters I will rule that you win any that is equal to or weaker then one that you have won; of that type.

I don't make people roll for finding items of a settlements Base Value or lower.

The links at the top:
The Ship - this is your ship.

Crew, Ships, and Towns data - this list who your crew is, what ships you have, and a little information on major towns. Most or all of the towns listed are two powerful for you to raid right now.

loot sheet - I add items "found" on the sheet. I leave it up to the party to manage the selling and slipping of loot.

Sea Map - This is the map of the sea as you know it. I add towns as you move around the map more.
Settlements not on the map are easy targets for raiding, but you can also sell plunder or items based on their size.

Battle Map - I use this for short term maps.


Kobold Alchemist (Grenadier) 4 | HP 33/38 | AC 19, Touch 14, FF 16 (23/16/18 with dex mutagen, 25 with mutagen/reduce person) | CMD 14 (16) | Fort +8, Ref +7(9), Will +2(1) | Init. +3(5) | Perception +8, Craft (Alchemy) +11

Hey, really sorry about my absence-work's been pretty insane lately and I haven't had much of a chance to do any of my campaigns. I think things should be settling down now though, so I'm good for the time being. Again, really sorry about that.


♀ N Undine Aquakineticist | Init +4 | Perc: +15, SM +7 | Wounds 44 / 44 (4 NL) | AC 19; T 14; FF 15 | CMB +7(+9); CMD +15 (+17) | F+8; R+9; W+4 | Speed 30' | Burn 1/6

About getting siege engines - who is going to be our master gunner? We can't use them effectively without Exotic Weapon Proficiency or Siege Engineer. This also requires Knowledge Engineering. We can have NPC's do it, but it won't be nearly as effective.

As for me, I won't be doing this because it would be redundant. In a couple of levels I will be a siege engine myself. Well, better because I don't need time to reload.


Kobold Alchemist (Grenadier) 4 | HP 33/38 | AC 19, Touch 14, FF 16 (23/16/18 with dex mutagen, 25 with mutagen/reduce person) | CMD 14 (16) | Fort +8, Ref +7(9), Will +2(1) | Init. +3(5) | Perception +8, Craft (Alchemy) +11

Siege engines operate with INT and DEX, correct? Maybe I could do it-I wonder if the Grenadier's Alchemical Weapon ability would work with those. That would actually be really funny-coating a cannonball with something stupid like sneezing powder. Or you know...alchemist's fire.


Did you want to sell the siege engines your new ship had on it?

Also did you want to rename the new ship: "Devil's Pallor" is the name is had.


♀ N Undine Aquakineticist | Init +4 | Perc: +15, SM +7 | Wounds 44 / 44 (4 NL) | AC 19; T 14; FF 15 | CMB +7(+9); CMD +15 (+17) | F+8; R+9; W+4 | Speed 30' | Burn 1/6

Alchemical weapon would work. You'd still need a feat and knowledge: engineering, but Huek would make a great gunner. At 12th, you can get siege bomb as a discovery.

If we don't have a PC gunner, we could still recruit NPC's. Or at 7th level, I could take leadership and get a siege engineer cohort.


Kobold Alchemist (Grenadier) 4 | HP 33/38 | AC 19, Touch 14, FF 16 (23/16/18 with dex mutagen, 25 with mutagen/reduce person) | CMD 14 (16) | Fort +8, Ref +7(9), Will +2(1) | Init. +3(5) | Perception +8, Craft (Alchemy) +11

I'm totally okay with going that way with my build-I can grab the feat next level and then start leveling up knowledge: engineering. It'll be a little while until I can get siege engineer though, I have no ranks in engineering right now. The cohort could be our best bet until I hit 9, which is the absolute earliest I could get siege engineer.


♀ N Undine Aquakineticist | Init +4 | Perc: +15, SM +7 | Wounds 44 / 44 (4 NL) | AC 19; T 14; FF 15 | CMB +7(+9); CMD +15 (+17) | F+8; R+9; W+4 | Speed 30' | Burn 1/6

Do we want to keep the siege engines before we have a gunner? they will draw extra attention.


Athasian Halfling Druid/Monk 4 (Heirophant 2) || HP: / || AC: (T: / FF:) || CMD: || Fort:+ Refl:+ Will:+ || Init:+ || Perception:+

we are pirates, dont we want the attention?


♀ N Undine Aquakineticist | Init +4 | Perc: +15, SM +7 | Wounds 44 / 44 (4 NL) | AC 19; T 14; FF 15 | CMB +7(+9); CMD +15 (+17) | F+8; R+9; W+4 | Speed 30' | Burn 1/6

Yes, it is very intimidating. But when another warship sees us and they know how to use their siege engines, we're screwed.


Kobold Alchemist (Grenadier) 4 | HP 33/38 | AC 19, Touch 14, FF 16 (23/16/18 with dex mutagen, 25 with mutagen/reduce person) | CMD 14 (16) | Fort +8, Ref +7(9), Will +2(1) | Init. +3(5) | Perception +8, Craft (Alchemy) +11

Hey guys, I'm so so so sorry for my absence-my two jobs both ramped up simultaneously immediately following thanksgiving (I'm a substitute teacher and I also work at a catering company-both jobs get ridiculously busy around the holidays) and I've been basically working 12 hours a day, 7 days a week for the past month. I know I should've posted something, but it just kept slipping my mind. I'm really sorry for any inconvenience I caused, and I'll hopefully be getting back to something resembling an actual posting schedule within a day or two.

Dark Archive

Female kobold shaman (witch doctor) (bone) 4
Vitals:
HP:14/14 AC:20=10+(+3dex,+4armor +1shield, +1 natural, +1size) speed:30(25 in armor) Saves:fort:+0 refl:+3 will:+6 BAB:1 CMD:0 CMB:13 Ini:+3

I apologize but I can't keep up with this campaign and will have to drop it. I don't wanna be a disappearing player...


Athasian Halfling Druid/Monk 4 (Heirophant 2) || HP: / || AC: (T: / FF:) || CMD: || Fort:+ Refl:+ Will:+ || Init:+ || Perception:+

My sincere apologies, my laptop died a couple weeks ago amidst my busiest stretch at work, and i just received a replacement on the eve of the holiday. Life is back to normal (including reliable access to the boards), and I hope I can re-enter the story.


Athasian Halfling Druid/Monk 4 (Heirophant 2) || HP: / || AC: (T: / FF:) || CMD: || Fort:+ Refl:+ Will:+ || Init:+ || Perception:+

@Hokina

Okay, I am definitely more than a little confused, as in your previous posts you established the ship as being only 100' feet from the river's bank.

Hokina Nov 30, 2016, 09:18 am | FLAG | LIST | REPLY
Your ship is away from the Dominator. But the Dominator is only 100 feet from the side of the jungle-cloaked river.

Assuming an active warship, they are likely not trying to go unnoticed and would thus have light sources on the deck, making Skrelznit's targeting of people possible?

If the ship were much further away, I don't think we would've have stayed behind to offer ranged support as was initially planned.


Okay. You can hit people on deck.


Male Kobold Saurian Shaman 5 | HP: 38/38 | AC: 22 (14 Tch, 19 FF) | CMD: 16 | F: +6*, R: +4, W: +7* | Init: +5* | Perc: +11, SenseM: +3

Sorry for the long holiday break. Wife's pregnant and getting the house ready took my total focus and I kind of forgot about the game.

Can I continue/rejoin?


yea


♀ N Undine Aquakineticist | Init +4 | Perc: +15, SM +7 | Wounds 44 / 44 (4 NL) | AC 19; T 14; FF 15 | CMB +7(+9); CMD +15 (+17) | F+8; R+9; W+4 | Speed 30' | Burn 1/6

Okay, who uses combat maneuvers and how good are they? Normally combat maneuvers end up sucking by the end of the campaign.

Lookout is okay.

I'd also go for Tribe Mentality or Bonded Mind


Male Kobold Saurian Shaman 5 | HP: 38/38 | AC: 22 (14 Tch, 19 FF) | CMD: 16 | F: +6*, R: +4, W: +7* | Init: +5* | Perc: +11, SenseM: +3

The combat maneuvers feat was mainly because it was mentioned earlier in the topic.

Tribe Mentality and Bonded Mind seem awesome as well.

Lookout requires to be adjacent.
Bonded Mind still requires line of sight, and then the draconic language will often be enough, no?
Tribe Mentality has no restrictions, so I'm voting on that.


♀ N Undine Aquakineticist | Init +4 | Perc: +15, SM +7 | Wounds 44 / 44 (4 NL) | AC 19; T 14; FF 15 | CMB +7(+9); CMD +15 (+17) | F+8; R+9; W+4 | Speed 30' | Burn 1/6

There's lots of cases where talking in a foreign language in front of somebody is suspicious. In other cases, we'll mention something about how we want to ambush him to find that they know Draconic. Plus it allows Take the Hit later.


Male Kobold Saurian Shaman 5 | HP: 38/38 | AC: 22 (14 Tch, 19 FF) | CMD: 16 | F: +6*, R: +4, W: +7* | Init: +5* | Perc: +11, SenseM: +3

Sure. Now to find a way to give my summoned creatures 2 feats. :)


♀ N Undine Aquakineticist | Init +4 | Perc: +15, SM +7 | Wounds 44 / 44 (4 NL) | AC 19; T 14; FF 15 | CMB +7(+9); CMD +15 (+17) | F+8; R+9; W+4 | Speed 30' | Burn 1/6

I'm updated and ready.

The Exchange

Small Male Kobold Hunter/4 Rogue/3 (HP 42/53 | AC:21 T:16 FF:16 | CMB:+8 CMD:23 | F:+7 R:+12 Evasion W:+6 | Init:+5 | Perc:+16 Darkvision 60ft | Move:30ft) +1 HB Trident +11 (1d6+7/20x2) | Panache 1/1 | AF 2/2 | Spells 1:4/5 2:1/3
Looseal:
Bird/6 (HP 23/39 | AC:21 T:14 FF:17 | CMB:+5 CMD:19 | F:+6 R:+8 (+12 vs Ench) W:+4 | Init:+4 | Perc:+6 Low-light vision | Move:10ft, Fly +11 80ft Avg) Bite +11 d4+2/20x2 | Attack,Bombard,Come,Deliver,Down,Flank,Seek,Watch
Skills:
Acro +13 Clmb +12 DD +12 EA +9 Fly +6 HA +5 Heal +8 Int +4 (Arcana) +2 (Dung) +5 (Geog) +5 (Local) +6 (Nature) +5 Perc +17 (Traps) +18 Prof Sailor +10 Ride +9 SM +8 SoH +9 SC +6 Stlth +18 Surv +13 (Track) +15 Swim +10 UMD +6

Can we get a crew roster count? It seems like the Sassarra And Skrelznit Show lately.

Grauchi last posted almost a month ago, Taalik 10 weeks ago, and Gringe and Huek way back in December. Perhaps it's time to make adjustments to the Dialogue-to-Combat ratio, or recruit some new members, or find a way to wrap it up.

Skelznit is one of my favorite characters, but I'd prefer he goes out with a bang rather than a whimper. Thoughts?


♀ N Undine Aquakineticist | Init +4 | Perc: +15, SM +7 | Wounds 44 / 44 (4 NL) | AC 19; T 14; FF 15 | CMB +7(+9); CMD +15 (+17) | F+8; R+9; W+4 | Speed 30' | Burn 1/6

*sigh* People are just not as much on board with this whole kobold Skull and shackles thing as I'd hoped. We've already had two rounds of recruitment.

I have one last hope. I'd be willing to play more than one character. We could fill out the party without filling out players.

Other than that, I don't think we're going to get very far.


Kobold Alchemist (Grenadier) 4 | HP 33/38 | AC 19, Touch 14, FF 16 (23/16/18 with dex mutagen, 25 with mutagen/reduce person) | CMD 14 (16) | Fort +8, Ref +7(9), Will +2(1) | Init. +3(5) | Perception +8, Craft (Alchemy) +11

Hey guys,

So I owe you all (at least the ones who're left) an enormous apology for leaving so suddenly/without warning. Basically, after the holidays a whole bunch of stuff happened IRL which kinda drove me into a super bad place mentally, and in the process of that I basically checked out of all of my usual online haunts. Including here, of course. I was in a pretty bad place and really just needed time by myself to recuperate, and I'm really sorry for just vanishing out of nowhere. If you guys still want to do this, I'm totally game. If you don't feel like you can trust me to stick around and want me to just get lost, I totally get it too. I'm absolutely willing to play, if you guys'll have me.


I am up for keep going. I leave it up to the players.

Do people want more or less combat?
I been cutting down on the random encounters (normally you would have 2 or 3 times as many by this point). But I could do some things to shorting combats (cut numbers, remove weak combats or replace with traps, ...).

If you want to fill out the party Sassarra by playing two characters that could work, but if not I can weaken encounters like above.


♀ N Undine Aquakineticist | Init +4 | Perc: +15, SM +7 | Wounds 44 / 44 (4 NL) | AC 19; T 14; FF 15 | CMB +7(+9); CMD +15 (+17) | F+8; R+9; W+4 | Speed 30' | Burn 1/6

Hey Huek,

I've been in bad places before. I'd like to have you back.

As for the game, combat has been good for me. PBP usually is good cutting out some of the random encounters and throwing the value in with the more normal stuff. But I'm game for adjustments if it works better.

I'll come up with a second kobold to round out the party. With Huek back, it looks like we need some more melee power. I'm working on a swashbuckler.

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