The Silver Shields Return- Group White (Inactive)

Game Master TheNine

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Human Cleric 2 HP:13/13 AC:17/9/17 Fort:3 Ref:-1 Will:8 Current effects:

Doran nudges Zinar as his orbs light up a wolf creature. "Looks like we were correct to be wary. Prepare yourself mage." He then pays special attention to any signs of underwater threats.


Male Human (Varisian) Warpriest of Saranrae 2, HP: 19/24, AC: 18*, FF: 17*, Touch: 13*, CMB +5, CMD 16, Fort +5, Ref +1, Will +6, Fervor 1/4

Zardu kneels over as if to tie his shoelaces before checking over his gear and getting his bow ready. "There's a worg in amongst them too."


Male Human (Ulfen) Fighter 2 (Viking) | HP: 17/17 | AC: 18 (14 Tch, 15 Fl) | CMB: +5, CMD: 17 | F: +5, R: +3, W: +3 | Init: +3 | Per: +2, SM: +1 | Speed 30ft | No Spells | Cold Resistance 2 | Active conditions: None.

Gudleifr discreetly approaches the captain and whispers:

"Don't look, but we spotted a goblin scout. We're quietly getting ready in case of imminent attack."


The captain swallowed nervously his eyes darting about wildly expecting a hundred Hobgoblins to come pouring out of the woods at any moment. The quiet, except for the sounds of the few men on deck working the lines trying to keep what little breeze was fluttering along catching the sail muttering about sailing through the darkness seemed to permeate the area surrounding you. Perhaps they had decided to leave this one be.

It was nearly an hour later when you all carefully watching could see the movements along the eastern bank again. Something was over there watching ...waiting.

DO you all have any actions you would like to take. While you havent spotted like the exact positioning of most of the foes, those with darkvision can see vague enough outlines to know there are indeed tall humanoid figures in the woodline moving closer seeming getting into position to do something torwards the ship.


Male Human (Varisian) Warpriest of Saranrae 2, HP: 19/24, AC: 18*, FF: 17*, Touch: 13*, CMB +5, CMD 16, Fort +5, Ref +1, Will +6, Fervor 1/4

If I have the time Zardu will try to cast bless... two minutes and all allies withing 50ft... should really help bot the PCs and the crew


Human

Zinar slowly increases the sweeps of the lights, so they get closer to the banks of the river for those that need them, a better look. Zinar keeps an eye on the water in case of a trap that will catch the boat.

Zinar whispers to a sailor next to him "Tell the captain, possible trouble, east side. And keep it quite, no need to let the gobo's know that we know they are there. Now go boy and just walk normal."


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Below assumes the bless spell goes off

Rav waits until either someone on his side does something, or until the attackers do something. Picking out a target in the darkness, he aims his crossbow over a barrel, waiting... waiting...

...and then someone casts a bless spell on his side and there's an accompanying 'THWIPTHUNK' as the heavy crossbow let's loose a bolt!

Attack: 1d20 + 5 ⇒ (15) + 5 = 20 Plus any aim bonuses
Damage: 1d8 ⇒ 8

Initiative after readied action: 1d20 + 5 ⇒ (9) + 5 = 14


Human Cleric 2 HP:13/13 AC:17/9/17 Fort:3 Ref:-1 Will:8 Current effects:

I'd like to cast longstrider if it looks like action is imminent. How big is this ship that 50ft radius wouldn't affect everyone? I know positions aren't really concrete at the moment.


Hunter 2 HP 18/18 Init +7, Perception +8, AC 18, Longbow +6, Longsword +3

Being able to see the enemies somewhat, Kelisa takes aim with her bow, waiting until the time to strike was perfect. As she heard the crossbow let off, the surprise was up, and she shot out at one target with her bow, while Untari helped watch the other side of the boot.

To hit: 1d20 + 5 ⇒ (7) + 5 = 12 I didn't add bless to anything since I am unsure if I was in range of it.
Bow damage: 1d8 ⇒ 7

Init for when needed: 1d20 + 7 ⇒ (18) + 7 = 25


Everyone else go ahead and take your surprise round actions. and yes everyone is in range of bless


Human Cleric 2 HP:13/13 AC:17/9/17 Fort:3 Ref:-1 Will:8 Current effects:

Hearing the twang of bowstrings, Doran calls for the blessing of Abadar to help him move across the deck. Cast Longstrider

Init: 1d20 - 1 ⇒ (18) - 1 = 17


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Then add the bless to my attack as well. Ditto on why I didn't add it in...


Male Human (Ulfen) Fighter 2 (Viking) | HP: 17/17 | AC: 18 (14 Tch, 15 Fl) | CMB: +5, CMD: 17 | F: +5, R: +3, W: +3 | Init: +3 | Per: +2, SM: +1 | Speed 30ft | No Spells | Cold Resistance 2 | Active conditions: None.

Initiative: 1d20 + 3 ⇒ (14) + 3 = 17

Bolstered by magic, Gudleifr smoothly draws his longbow and looses an arrow at one of the approaching shapes.

Longbow with bless: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18

Damage: 1d8 ⇒ 8


Human

Zinar keeping the lights on the targets. Zinar launches a sling stone at a target that looks like a spell caster.

Perception to spot a spell caster: 1d20 + 2 ⇒ (8) + 2 = 10

Attack sling: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d3 ⇒ 3


gm rolls:
rolls: 5d20 ⇒ (5, 1, 8, 6, 15) = 35

Initiative order
Kelisa,Gudleifr,Zinar,Doran,Rav, Hobgoblin group A, Ship crew,Zardu,Hobgoblin group B

Cries of pain and death ring out in the night as your bows,crossbows and slings find their mark. Three of the dark figures drop from arrows and bolts, and one of hulking lightly armored figures dives behind a tree.

Two torches burst into flame on the distant shores and start moving rapidly across the banks... you see the twinkling of flaming arrowheads on several bows.

Party up except for Zardu, You can see from the magical lights and torches about 8 hobgoblin like shapes and 3 large wolf shapes.


Human

Zindar still looking for a spell caster, peers into the darkness.

Perception: 1d20 + 2 ⇒ (12) + 2 = 14

If spell caster found he will target that one.
If not he will just sling a hobgoblin

Sling attack: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d3 ⇒ 2
Possable crit: 1d20 + 2 ⇒ (18) + 2 = 20
Crit Damage: 1d3 ⇒ 2


Human Cleric 2 HP:13/13 AC:17/9/17 Fort:3 Ref:-1 Will:8 Current effects:

Doran casts another spell to empower his strikes and moves to an obvious bording point to help keep the hobgoblins at bay.

Cast divine favor and move.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Ducking back down behind the barrel, Rav grins like a psychopath, and reloads his heavy crossbow. "Most fun had since come to surface." The goblin mutters under his breath.


Male Human (Ulfen) Fighter 2 (Viking) | HP: 17/17 | AC: 18 (14 Tch, 15 Fl) | CMB: +5, CMD: 17 | F: +5, R: +3, W: +3 | Init: +3 | Per: +2, SM: +1 | Speed 30ft | No Spells | Cold Resistance 2 | Active conditions: None.

Seeing the threat of the fiery arrows, Gudleifr swings his bow to start firing upon them, while saying:

"Slay the fire archers!"

Longbow with bless: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19

Damage: 1d8 ⇒ 3


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Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Rav shakes his head. "What's wrong with a little fire?" He grumbles under his breath as he continues to reload his crossbow. Then he frowns. "Why idiots shooting fire at boat? They want wood cargo yes? No make sense... unless not actually trying to steal cargo? Just wanting to destroy ship for some reason?" He mutters, then calls out in a loud voice.

"HEY, TRY KEEP ONE ALIVE BEAT ANSWERS OUT OF."


The crew of the ship under the captains orders start springing into action. A couple of fellows rush over to the light balistae and start trying to aim it at movement on the side of the ship, the others start to crank down the arm of the small catapult.

Waiting on Kelisa and Zardu's actions then go the fire archers


Hunter 2 HP 18/18 Init +7, Perception +8, AC 18, Longbow +6, Longsword +3

While unfamiliar with how this big ships work, fire and wood never mixed, so Kelisa takes aim at one of the fire archers, and let's loose an arrow, while Untari guards her back to anything approaching to closely

to hit: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 1d8 ⇒ 3


Male Human (Varisian) Warpriest of Saranrae 2, HP: 19/24, AC: 18*, FF: 17*, Touch: 13*, CMB +5, CMD 16, Fort +5, Ref +1, Will +6, Fervor 1/4
DM The nines wrote:

** spoiler omitted **

Party up except for Zardu, You can see from the magical lights and torches about 8 hobgoblin like shapes and 3 large wolf shapes.

This had me a bit confused

Zardu casts shield of faith on himself.


Oh sorry i meant, it was everyone else up, then the ship folk, then Zardu. Everyone can see from the magical lights and torches on the shore 8 hobgoblin shapes in the treeline and three large wolf shapes. My bad. You are up, Zardu. then the hobgoblin archers


Human

Sorry I got a little lost, is it everyone is up or the archers since Zardu cast shield of faith?


D'oh he did say he was casting shield of faith didnt he

Kelisa your arrow struck one of the hobgoblins running back and forth with a torch, and while he stumbled he didnt fall. To everyones clear sight they brought their arrows up as one and loosed... the streaks of fiery arrows looped through the sky...

gm rolls:
rolls: 5d20 ⇒ (4, 2, 2, 4, 9) = 21 target: 5d10 ⇒ (9, 1, 10, 5, 9) = 34

It was clear they were merely aiming at the large blob of the ship and not really any individual target. Two of the arrows missed long, shooting over the ship entirely. Two stuck into the deck If left unattended they eventually might catch fire. The only arrow that looked like it could be a problem was actually near you zinar. It struck into a pile of hemp rope that started to smoke almost instantly.

Party up minus Zardu.


Human Cleric 2 HP:13/13 AC:17/9/17 Fort:3 Ref:-1 Will:8 Current effects:

What kind of action would it be to extinguish the arrows in the deck? And can I get next to one of those arrows and still be within 30ft of the smoldering rope?

Doran uses his enhanced speed to move about the deck working as fire brigade. He first gets close enough to the burning rope to say a prayer to Abadar to provide water to extinguish the threat. The water rains down soaking the rope and the budding fire. "Take them out lads! I'll keep the fires at bay!"

Whatever movement is necessary and cast create water (4 gallons worth) over the rope.


With the prayer to your god the water created certainly was enough to snuff the fire out though the rope was now just smoking badly and creating a bit of a screen from sight.

The major threat of fire was currently out, dealt with swiftly by the older cleric.

It would be a simple move equivalent action.You gather you would have quite a few rounds before the two arrows stuck in the deck could start fires.


Human

Not finding a spell caster or leader to target, Zinar seeing that there is enough light on the shore lets go of the dancing lights and with a shot phrase "wux geou qe dazed". Zinar cast Daze on one of the archers.

DC 13 Will save negates


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Rav cackles in glee at the fight, and whips his crossbow back up and over the barrel. Quickly taking aim at one of the archers, he releases another 'THWIPTHUNK' as the bolt is sent slamming toward shore...

Attack: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Damage: 1d8 ⇒ 6

"Ha! 'Nother hit!" He calls out, still crouched behind the barrel. Just to be safe though, he checks behind him, toward the opposite shore, after loosing the bolt. In case the flaming archers are just a distraction.

"Keep eye on other side of shore, fire arrows may be distraction!" He calls out, as he follows his own advice and checks the opposite shore.

Perception, opposite shore: 1d20 + 9 ⇒ (5) + 9 = 14


Hunter 2 HP 18/18 Init +7, Perception +8, AC 18, Longbow +6, Longsword +3

Needing to take aim again to overcome the threat of the attackers, Kelisa readies an arrow at hobgoblin she had hit already, and fires again. After letting loose the arrow, she would have Untari move towards the other side of the boat, just to check to make sure Ravboom wasn't correct.

More Arrows!: 1d20 + 6 ⇒ (20) + 6 = 26
Confirm Crit: 1d20 + 6 ⇒ (9) + 6 = 15
More damage to already hit one: 1d8 ⇒ 1

Perception on Untari: 1d20 + 6 ⇒ (18) + 6 = 24


Hunter 2 HP 18/18 Init +7, Perception +8, AC 18, Longbow +6, Longsword +3

Do I need to roll 3 times for the crit? Cuz I'd rather do more than 3 damage on a crit. Lawl.


Male Human (Ulfen) Fighter 2 (Viking) | HP: 17/17 | AC: 18 (14 Tch, 15 Fl) | CMB: +5, CMD: 17 | F: +5, R: +3, W: +3 | Init: +3 | Per: +2, SM: +1 | Speed 30ft | No Spells | Cold Resistance 2 | Active conditions: None.

Did Gudleifr's last arrow hit?

Unable to see if his arrows are striking true or not, Gudleifr keeps launching more at the fire archers, in case they are not a distraction.

Longbow with Bless: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23

Damage: 1d8 ⇒ 6


im rather fond of this method for rolling crits:
addition damage if a crit: 2d8 + 4 ⇒ (5, 5) + 4 = 14

Oh i guess i didnt make it clear, the darkwood bow you got from the archery fellow is a masterwork bow set to your str of +2 kelisa. So you can add your str bonus of +2 to your damage rolls now


will save dc 13: 1d20 + 1 ⇒ (1) + 1 = 2

One of the runners suddenly stops running and stands there looking almost like a drunk after a really good night. The crew still unfamiliar with the weapons try to target them and a loud thwoosh and the sudden rapid creaking of gears whirring erupts, the balistae and shot from the catapult flying...

really untrained balistae: 1d20 - 8 ⇒ (6) - 8 = -2
really untrained catapult: 1d20 - 8 ⇒ (10) - 8 = 2

the bolt goes no where near the shore and the shot flies deep and over the hobgoblins... but it was clear at the sight of the siege weaponry that they felt overmatched, the hobgoblins and their wolf like looking allies all turned to run deeper into the woodline.

Still Zardu's then the rest of the parties turn if you choose to fire at the fleeing foes... or whatever you action may be :) sorry about the delays


Male Human (Varisian) Warpriest of Saranrae 2, HP: 19/24, AC: 18*, FF: 17*, Touch: 13*, CMB +5, CMD 16, Fort +5, Ref +1, Will +6, Fervor 1/4

Zardu fires a parting shot at hobgoblins which sails high into the air and rustles a few leaves harming exactly no one.

Shortbow: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4

Once they start fleeing he holds his fire.

Sorry it's not updating me when there's new posts. Poke me if I'm holding things up though I'll try to remember to check more regularly.


Male Human (Ulfen) Fighter 2 (Viking) | HP: 17/17 | AC: 18 (14 Tch, 15 Fl) | CMB: +5, CMD: 17 | F: +5, R: +3, W: +3 | Init: +3 | Per: +2, SM: +1 | Speed 30ft | No Spells | Cold Resistance 2 | Active conditions: None.

Gudleifr fires another arrow at a fleeing hobgoblins, looking for a wounded one.

Longbow with Bless: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17

Damage: 1d8 ⇒ 2

"Who is injured?", he calls out to those on the boat.


Human

Still looking for any spell casters
Perception: 1d20 + 2 ⇒ (2) + 2 = 4

Not seeing one, Zinar launches a sling stone.
Sling Attack: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d3 ⇒ 1

Calling Back "I am untouched Gudleifr."


Human Cleric 2 HP:13/13 AC:17/9/17 Fort:3 Ref:-1 Will:8 Current effects:

Doran moves as close as he can to the dazed runner while staying on the ship and issues a command laced with magic. "Approach!" To his colleagues, "Let's see if we can't get a prisoner."

Movement and using domain power to affect the creature per command. DC 14 will save to resist


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Rav reloads his crossbow, and then fires at a fleeing hobgoblin. "Stupid Hobbies. Don't come back!" He calls after them in goblin. "Your mamma's slept with gnolls!"

Grinning from ear to ear (not exactly the most settling of sights), Rav returns the crossbow to his back, and yawns. This time in common, he continues at a slightly more sedate level. "Was fun, next time need better hobbies. These ones kind of stupid. Then again, hobbies mostly stupid."

Strutting off and down, using the prisoner attempt as a distraction, he heads back below decks, figuring everyone else will be up top for awhile, he stops to drink his detect magic doors potion, and tries to cover as much of the ship as possible below decks, trying to find any hidden doors.

60 foot one emanation, should cover most of the ship. 2 minute (20 round) duration. Takes 3 rounds to get the exact location of all doors in the cone, so should be able to cover the whole ship easily. No roll required


Hunter 2 HP 18/18 Init +7, Perception +8, AC 18, Longbow +6, Longsword +3

Hit one injuried fleeing one: 1d20 + 6 ⇒ (9) + 6 = 15
Damage if a hit: 1d8 + 2 ⇒ (8) + 2 = 10

Kelisa takes aim and tries to get one of the fleeing injuried enemies, before scouting back to the other side. She wanted to make sure nothing was sneaking up on them, checking all sides of the ship.

Perception for other places: 1d20 + 8 ⇒ (3) + 8 = 11


will save dc 14: 1d20 + 2 ⇒ (7) + 2 = 9

The hobgoblin you commanded to approach did so Doran, though one of its allies rushed over to try and pull him away. When that didnt work, the hobgoblin shoved a blade into his spine. He collapsed immediately. Your arrows and stones felled another as they ran before long silence reigned over the area.

When it became clear that the hobgoblins were not interested in taking things further, some of the crew cheered. You could hear the captain trying to call over their shouting for order, though it didnt seem to be working. Soon enough things quieted down.

As you were about to request a chance to set anchor and perhaps make your way to see about getting a prisoner, the halfing woman, (the merchant in charge) strode out of the captains cabin finally.

Clearing her throat she raised he voice calling out.

"Great work! Double the days wages! Not get moving we are already behind schedule!"

With that she turned back into the cabin rubbing at her eyes.

Kelisa:
Untari made his face at you. You know the one that said I smell something, but i dont know what it is. He peered into the darkness on the other side of the boat solemnly. Despite your practice seeing things in the darkness nothing stood out to you, no matter how hard you stared...Still you almost had the feeling as if something was watching you.

Ravboom:
Diligently you make your way below using your potion to really get a good look through every part of the ship...the only aura of magic that you detect is coming from the captains cabin... its small, about the shape of a small 8x11x4 case.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

GM:

Some confusion I think, Rav didn't take a mixture of detect magic, he took a mixture of Detect Secret Doors. Works like detect magic, but detects secret doors.


Male Human (Varisian) Warpriest of Saranrae 2, HP: 19/24, AC: 18*, FF: 17*, Touch: 13*, CMB +5, CMD 16, Fort +5, Ref +1, Will +6, Fervor 1/4

Zardu was conflicted pushing on through the night was foolish but the hobgoblins knew where they were and may return. He tried to gauge why the woman kept pressing them onwards despite the captain's recomendations.

Sense Motive: 1d20 + 6 ⇒ (7) + 6 = 13


Human Cleric 2 HP:13/13 AC:17/9/17 Fort:3 Ref:-1 Will:8 Current effects:

Doran stands in shock as he watches one hobgoblin backstab the other. Once they've retreated, "Those were some bloodthirsty creatures killing their own like that. It was a short lived ambush though. Good work with those seige weapons fellas!"


Hunter 2 HP 18/18 Init +7, Perception +8, AC 18, Longbow +6, Longsword +3

After some words to Untari in her native langauage, Kelisa seems to frown as the panther conveys his messae to her. And even after all she tries to see, and knowing how Untari was the best hunter of the jungle, she is deeply troubled. She wished she could find Ravboom, as he seemed able to sense things, but as he had went to do hatever civilized goblins did, she shares with the rest of her party.

" There are still eyes on us, and yet I see no hunter. Even Untari agrees we are still prey this night. We should maintain a watch, but I vote for pairs. We are still hunted."


Human

Watching the Hobgoblin kill it's own.

"What secrets do they know that there is a standing order to die before capture?"
Zinar will have to think on this for awhile.


Male Human (Ulfen) Fighter 2 (Viking) | HP: 17/17 | AC: 18 (14 Tch, 15 Fl) | CMB: +5, CMD: 17 | F: +5, R: +3, W: +3 | Init: +3 | Per: +2, SM: +1 | Speed 30ft | No Spells | Cold Resistance 2 | Active conditions: None.

"It could be standard procedure. They've surely encountered magical compulsion before."

Gudleifr muses on the halfling's insistence.

Sense Motive: 1d20 + 1 ⇒ (11) + 1 = 12


The excitement seemingly gone, the crew of the ship none the less seems to double their efforts to get out of the area. Long poles are brought out and several of the crew, despite having a wary eye on the shoreline began using the poles to help push themselves down river just that much faster. After a few hours however everything calms down.

Is there anything you folk need to do while the boat makes a longer journey?


Male Human (Varisian) Warpriest of Saranrae 2, HP: 19/24, AC: 18*, FF: 17*, Touch: 13*, CMB +5, CMD 16, Fort +5, Ref +1, Will +6, Fervor 1/4

Zardu will stay awake and alert until dawn. Once it comes he will greet the warm rays of Saranrae's glory before retiring to rest.

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