Dwarf Fighter

Boldwin Stonearm's page

120 posts. Alias of Mahorfeus.


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Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

"Some big trees 'ere," Boldwin remarks as they land on the beach. As he ties some of the water casks to his pack, he looks about for any signs of movement.

Perception: 1d20 + 2 ⇒ (7) + 2 = 9


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

"Good. I could use a vacation," Boldwin remarks, joining the others.

I presume we have something to store the water in?


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Profession (sailor): 1d20 + 7 ⇒ (9) + 7 = 16

"Washed away my arse," Boldwin mutters, not at all pleased by the development. "I'll ask some o' my drinkin' buds."

Any chance he gets, Boldwin will ask friendly or helpful crew members about Sandara and Rosie's whereabouts.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

AC 19; 21 instead if these enemies have the aquatic or water subtype.

Acrobatics: 1d20 + 2 ⇒ (4) + 2 = 6

His beard whipping about in the wind, Boldwin attempts to move to Sh'torek's aid. However, he finds himself just barely keeping his balance, leaving him unable to even take a step.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

"Gonna take more than that to take me down, ye slimy, big-'eaded scalawag!" Boldwin bellows over the wind as he swings at the creature that attacked him with his brass knuckles.

Power Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d3 + 6 ⇒ (1) + 6 = 7


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]
Victoriana Whitecap wrote:
Oh, yeah, so not sure who the original members of the Man's Promise are who've still stuck around, but they're the ones Victoriana would want to use diplomacy on.

IIRC, all of the other sailors from the Man's Promise got taken away on the Wormwood. Don't quote me on that though.

Also, I should probably act out my influence attempts more. Boldwin is apparently turning into quite the ladies' man. :P


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Boldwin spends much of his free time chatting up his fellow crewmembers - or at least, the ones that did not seem to outright hate his guts.

Diplomacy (Influence Giffer): 1d20 + 1 ⇒ (13) + 1 = 14
Diplomacy (Influence Badger): 1d20 + 1 ⇒ (18) + 1 = 19
Diplomacy (Influence Ratline): 1d20 + 1 ⇒ (11) + 1 = 12

"Aye, so ye noticed too," Boldwin replies when Dhugal speaks to him and the others, "I don't trust Plugg as far as I can throw 'im. He already tried to get Sh'torek 'ere killed."


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Oh, I know. Was a little short on time so I just posted that. I'll be posting to interact with everyone else and whatnot.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

"I dunno. I don't like this one bit though," Boldwin answers, frowning.

Covers a few days...
Perhaps it was just Boldwin's imagination, but the tasks he had grown so accustomed to seemed even easier than usual. The ropes were lighter on his arms, he was not so miserable at climbing anymore, and in the kitchen, he actually had some semblance of insight on exactly what he was doing. As nice as it was to be able to get the job done with less effort than before, the idea seemed to sour - he did not want to get used to having Plugg as his captain. Well, least I don't gotta lick Harrigan's boots no more... He was not particularly fond of the Wormwood's captain, but he would have taken him over Plugg any day.

Making this roll in advance.
Profession (sailor): 1d20 + 7 ⇒ (15) + 7 = 22


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

"Boldwin," the dwarf says simply to Nthanda, whether she heard his name already or not.

"And uh, sorry 'bout wavin' me sword at ya. Usually more of a fisticuff kinda guy. Nothin' personal, y'see."


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

"Feisty one," Boldwin remarks in regards to Victoriana as she walks away. As someone who regularly put a beer in someone's hand after punching them out, it did not seem at all odd to him that the newly pressganged crew mates were expected to work with them.

He then claps Sh'torek on the back, chuckling. "Well, least you ain't gettin' yer ass keelhauled. Saves us the trouble of worryin' about it."


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Whoops, thought he was at friendly for some reason. Thanks!


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

It felt odd, having his skin magicked-up by the new amulet that now hung down from his neck. He was never much of a jewelry person either. But he was not about to start complaining about loot, of all things. All too glad to have a break from all the work they had to put up with, Boldwin enjoys the party.

He takes the chance to meet up with Kroop and have a drink with him, taking the opportunity to embellish the story of their victory in as wildly a matter as one might think possible. Perhaps it would sound better if they were a bit more drunk, at any rate.

Diplomacy: 1d20 + 1 ⇒ (20) + 1 = 21 to influence Kroop

He tries to spread the cheer to Tilly Bracket and Badger Medlar, but with little in the way of success.

Diplomacy: 1d20 + 1 ⇒ (7) + 1 = 8 Tilly
Diplomacy: 1d20 + 1 ⇒ (7) + 1 = 8 Badger

Not seeing much point in trying to rub elbows with more unfriendly types, Boldwin spends the rest of the time hanging out with Rosie, drinking while trying to invent new curse words that sound progressively more stupid the more he drinks.

That's 3/5 actions, don't think I'll do anything else with the rest.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Round 11
If the sailor somehow survives Dhugal's attack, Boldwin will throw an attack at him.

Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d6 + 3 ⇒ (2) + 3 = 5


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Round 9
Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Boldwin steps away and swings his blade at one of the fleeing sailors.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Reflex: 1d20 + 2 ⇒ (8) + 2 = 10
Once more, flames wash over Boldwin, eliciting another shouted curse from him. And once more, he attacks, only to miss completely.
Attack: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
What the hell is wrong with these dice?


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Round Eight
Reflex: 1d20 + 2 ⇒ (4) + 2 = 6

Boldwin shouts out in pain as the gnome's flames burn his arms and singe his beard.

Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

The dwarf swings his blade at the dark-skinned woman more out of reflex than skill, whiffing the blow terribly.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Boldwin will push past Ambrose and swing his cutlass at the same sailor as Dhugal.

Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d6 + 3 ⇒ (5) + 3 = 8


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Round 6
Perception: 1d20 + 2 ⇒ (19) + 2 = 21
Climb: 1d20 + 8 ⇒ (8) + 8 = 16

Cursing his clumsiness, Boldwin pulls himself onto the deck, promptly drawing his cutlass as opposed to his brass knuckles for once. The sword just seemed more appropriate for the pirate mood. Noticing that the captain is being snuck up on, the dwarf hesitates for a brief moment, recalling Harrigan's rule. Ah, to 'ell with it.

"Cap'n, behind you!" he shouts out to him.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Well, I think the important point for the time being is that we are not the ones in charge. Regardless of alignment, we were all pressganged; we are expected to obey. Things might change later on, but I think our "just deal with it" attitude will take us a long way. We are already miserable, so being told to do evil stuff is a given.

That being said, Boldwin is a survivor.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Reflex: 1d20 + 2 ⇒ (11) + 2 = 13


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Oh, right, that was just a standard.

Dropping the rope, Boldwin grits his teeth and makes the jump!
Acrobatics: 1d20 + 2 ⇒ (3) + 2 = 5

Unless we're within 5 feet, I'm pretty much screwed, lol.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Round 5
Popping out of cover once more, Boldwin attempts to toss the grappling hook at the ship again.
Attack: 1d20 + 2 - 4 ⇒ (6) + 2 - 4 = 4

...you've got to be kidding me.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Whoops, correction to the total defense AC I listed before. It should be 20 as well.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]


Round One:
Round Two:
Round Three:

Having little that he can do at a range, Boldwin follows Dhugal's lead and takes cover while preparing his grappling hook. Total Defense = 24 AC

Round Four
Once the ship is close enough, Boldwin spins the hook around before tossing it.
Attack: 1d20 + 2 - 4 ⇒ (6) + 2 - 4 = 4

The hook bounces off and misses the railing entirely. The dwarf curses under his breath, drawing the rope back in.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

"Sounds good to me," Boldwin replies with a nod.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Boldwin double checks his gear, making sure that his weapons are intact.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Ended up going with Improved Bull Rush. Archetype supports it and it's always fun to shove enemies around.

At any rate, Ambrose tried, but I'm not confident in that roll. I guess we're just setting our bets on Sh'torek surviving it.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

"Aye, we got some friends 'ere, but pullin' somethin' like that'll jus' get us killed," Boldwin grunts, "But toughenin' 'im up? Maybe somethin' to stop 'im from gettin' torn up. Sounds a bit risky though."


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

It's less the drowning and more the crap on the bottom of the ship that cuts you up that I'm worried about. Alas, I am confident Sh'torek will live. Somehow. :P

Level 2 changes will be up posthaste - being a wee bit indecisive on my feat.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Yes, welcome!

Two oracles, huh? Just no prophesies, for the love of the gods.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

I figure we are well aware that he is getting executed tomorrow?


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Yay!

Just fishing for some advice, but should I take Improved Unarmed Strike, or just hold onto the brass knuckles? Either way I'm punching things, but I can't make up my mind on how to proceed.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Boldwin is more than happy to spend time in the kitchen again, even with Kroop drunk. Anything to get away from the other crew members. Usually he wouldn't pass up a chance to punch in someone's nose, but even he could tell that something was up.

Day 17
Survival: 1d20 + 7 + 4 ⇒ (16) + 7 + 4 = 27
Intelligence Check: 1d20 + 1 + 4 ⇒ (2) + 1 + 4 = 7
The dwarf practically butchers the pig with his eyes closed. Unfortunately, he totally botches the actual preparation. He simply sighs in resignation, fully expecting to get the crap beaten out of him

Daytime: Work Diligently
Nighttime: Sleep

Day 18
Diplomacy: 1d20 + 1 ⇒ (12) + 1 = 13
With Kroop sober and doing most of the work, Boldwin asks some questions about cooking, figuring that it was about time he actually get good at it instead of relying on miracles.

Daytime: Influence Attempt on Kroop
Nighttime: Sleep


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Four has been a cozy little number, but I would not mind having a "dedicated" healer as Javell suggested. We did lose out on our divine caster, after all.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Day 15
Whoops, how exactly did the rum rations work again?

Boldwin is more than happy to share a drink with Kroop, who turns out to be not so bad when he is sober. He shows genuine interest in Kroop's stories, for a moment remembering the times he used to spend back at port. The dwarf lays it on a bit thick with the flattery this time around, trying again to curry the cook's favor.

Taking a drink and making an influence attempt.

Fortitude: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Diplomacy: 1d20 + 1 ⇒ (17) + 1 = 18

Day 16
Survival: 1d20 + 7 + 4 ⇒ (15) + 7 + 4 = 26 Work Diligently

The previous day was fun, but leaves Kroop dead drunk. Luckily, Boldwin does really need his help this time around.

Night action for both days is sleeping.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Climb: 1d20 + 3 ⇒ (3) + 3 = 6
Climb: 1d20 + 3 ⇒ (18) + 3 = 21
Climb: 1d20 + 3 ⇒ (13) + 3 = 16
Climb: 1d20 + 3 ⇒ (10) + 3 = 13
Climb: 1d20 + 3 ⇒ (10) + 3 = 13
Climb: 1d20 + 3 ⇒ (7) + 3 = 10
Climb: 1d20 + 3 ⇒ (5) + 3 = 8

Again, Boldwin makes it about ten feet before falling into the water.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

It's frustrating, but it does seem like an appropriate way of making us identify with our own characters. I might be romanticizing it a little, but hey. They must be hating this with a burning passion.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Round 1
Climb: 1d20 + 3 ⇒ (12) + 3 = 15
Climb: 1d20 + 3 ⇒ (15) + 3 = 18

Round 2
Reflex: 1d20 + 2 ⇒ (10) + 2 = 12
Climb: 1d20 + 3 ⇒ (2) + 3 = 5

Boldwin is able to climb out about ten feet on his second attempt, holding on even when a bottle breaks against his shoulder. Nonetheless, he ends up losing his balance and falling into the water again.

Swim: 1d20 + 7 ⇒ (13) + 7 = 20

Once again he swims back to the boat, unammused.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Boldwin merely nods to the captain in gratitude, knowing better than to speak to him directly. The brass knuckles and armor had been all he really needed up to that point, but it was nice to have his belongings back.

Day 12 & 13:

Survival (12): 1d20 + 7 + 4 ⇒ (14) + 7 + 4 = 25 Work Dilligently
Survival (13): 1d20 + 7 + 4 ⇒ (7) + 7 + 4 = 18 Work Dilligently
The two days go on without a hitch, even when Kroop is drunk out of his mind.

Grappling Hook: 1d20 + 2 - 6 ⇒ (19) + 2 - 6 = 15
Climb: 1d20 + 3 ⇒ (4) + 3 = 7 Assuming no progress means I never got on the rope to begin with...
Climb: 1d20 + 3 ⇒ (7) + 3 = 10
Climb: 1d20 + 3 ⇒ (20) + 3 = 23
Climb: 1d20 + 3 ⇒ (1) + 3 = 4

Boldwin makes it about five feet before falling into the water with a loud splash. Muttering about how much he hates ropes, the dwarf swims back to the boat, fully expecting to get beaten again.

"Well there goes my streak o' decent days..."

Swim: 1d20 + 7 ⇒ (18) + 7 = 25


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Survival: 1d20 + 7 ⇒ (18) + 7 = 25

Boldwin groans, feeling sluggish despite his unsubstantial wound being healed. As he pulls the strange creature's corpse off himself, he looks down on it, frowning thoughtfully. Figuring that he didn't want to return to the ship empty-handed, he grabs the two dead creatures by their tails and heads on back with the others.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Fortitude: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7 That would happen!

Boldwin grunts as he is struck by the creature's glancing blow, but is surprised to find himself grappled by it. Nonetheless, he makes no attempt to break its hold on him, instead swinging away at it.

Attack: 1d20 + 4 - 2 - 2 ⇒ (7) + 4 - 2 - 2 = 7 Including penalties from both swimming and being grappled.
Damage: 1d3 + 4 ⇒ (3) + 4 = 7


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

I can't see the map, it just shows the ship.

Weaving away from the monster in spite of his disadvantage, Boldwin draws his brass knuckles and retaliates with a punch.

Swim: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21
Attack: 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 19
Damage: 1d3 + 4 ⇒ (2) + 4 = 6 halved=3


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Day 10
Intelligence: 1d20 + 1 + 4 ⇒ (8) + 1 + 4 = 13 Work diligently.
The first day seems to go without a hitch. Boldwin hits the hay early, as usual.

Day 11
Diplomacy: 1d20 + 1 ⇒ (2) + 1 = 3
On the second day Boldwin tries his luck at buttering up Kroop again, only to fail miserably.

"'ey Kroop, where didya to cook anyway... when ya... ah, f@!% it."


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

"Ah, bloody f@@@in' 'ell," Boldwin says through grit teeth as he is whipped. The sixth lash knocks him out cold; it was a good thing he had planned on going to sleep early anyway.

Things appear to go back to "normal" the next day. Boldwin jabs at a leatherback with a harpoon, imagining that it is Mr. Plugg's head he is poking at. The method seems to garner some results, if not only barely.

Can we work diligently now that the storm is over?

Survival: 1d20 + 7 ⇒ (3) + 7 = 10

That night Boldwin tries to strike up a conversation with a fellow crewmember, perhaps bonding over mutual misery. Almost at random, he picks out the rat-faced halfling.

"Ye ever been through a worse storm on this heap?"

Diplomacy: 1d20 - 1 + 2 ⇒ (15) - 1 + 2 = 16

Nighttime action to influence "Ratline" Rattsberger.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Having half-expected to be beaten bloody for his failure, Boldwin is more than a little relieved that everyone else seems to be too tired to care. Seeing the state Ambrose is in serves to tell him how lucky he had been to survive his own falls with only minor injuries. Almost certain that the tiefling would bleed to death, Sandara's arrival is like a godsend. With their sorry states more or less sorted out, Boldwin nods to her in thanks, his lingering doubts numbed by gratitude.

A while later, when the rain finally ends, he smiles crookedly. "Storm's let up. Maybe they'll let us catch a wink now."

No such luck. Boldwin grumbles to Rosie in disdain during their short breakfast, his ego by then more bruised than his body.

Survival: 1d20 + 7 ⇒ (5) + 7 = 12

Even with his arms and fingers still sore from all the climbing, preparing the pig proves to be a relatively easy task. Kroop's sobriety proves to be more of a godsend than even Miss Quinn. The dwarf is able to catch a break, sticking around to keep an eye on things, but otherwise leaving most of the work to the ship's expert.

When the day's work is done, Boldwin does not hesitate to hit the hay.

Night action to sleep.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Ah, all right. I get the impression that this part of the AP is really supposed to kick our asses. Seriously though - why didn't I put a rank into Climb? :P


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

First Attempt:

Climb: 1d20 + 3 - 2 ⇒ (4) + 3 - 2 = 5 Fail
Climb: 1d20 + 3 - 2 ⇒ (5) + 3 - 2 = 6 Fail
Climb: 1d20 + 3 - 2 ⇒ (18) + 3 - 2 = 19 1 success
Climb: 1d20 + 3 - 2 ⇒ (17) + 3 - 2 = 18 2 successes
Climb: 1d20 + 3 - 2 ⇒ (7) + 3 - 2 = 8 Fail
Climb: 1d20 + 3 - 2 ⇒ (5) + 3 - 2 = 6 Fail
Climb: 1d20 + 3 - 2 ⇒ (17) + 3 - 2 = 18 3 successes
Climb: 1d20 + 3 - 2 ⇒ (6) + 3 - 2 = 7 Fail
Climb: 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12 4 successes
Climb: 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12 5 successes
Climb: 1d20 + 3 - 2 ⇒ (6) + 3 - 2 = 7 Fail
Climb: 1d20 + 3 - 2 ⇒ (3) + 3 - 2 = 4 Fail by 6, fall 25 feet
Fall Damage: 2d6 ⇒ (1, 1) = 2
hp 14/16
Second Attempt:

Climb: 1d20 + 3 - 2 ⇒ (5) + 3 - 2 = 6 Fail
Climb: 1d20 + 3 - 2 ⇒ (2) + 3 - 2 = 3 Fail
Climb: 1d20 + 3 - 2 ⇒ (9) + 3 - 2 = 10
Climb: 1d20 + 3 - 2 ⇒ (19) + 3 - 2 = 20
Climb: 1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2 Fail by 8, fall 10 feet
Fall Damage: 1d6 ⇒ 5
hp 9/16
Third Attempt:

Climb: 1d20 + 3 - 2 ⇒ (3) + 3 - 2 = 4
Climb: 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15
Climb: 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12
Climb: 1d20 + 3 - 2 ⇒ (15) + 3 - 2 = 16
Climb: 1d20 + 3 - 2 ⇒ (4) + 3 - 2 = 5 Fails by 5, falls 15 feet
Fall Damage: 1d6 ⇒ 1
hp 8/16

Three times does Boldwin attempt to fulfill his duty, tackling the ropes again and again. However, both the storm and long work hours seem to have taken their toll on the dwarf. His arms sore and his vision bleary, he does not come even close to finishing the long climb. Three times he falls from above and hits the deck, only miraculously surviving his injuries. In spite of his stubbornness, he is only battered and bloodied. After the third fall he simply feigns unconsciousness on the deck, preferring the whip over another disastrous climb.

Fortitude: 1d20 + 4 ⇒ (17) + 4 = 21


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

I'm here. Asked a question in the other thread pertinent to my next post; it had a bunch of rolls in it and I wanted to make sure I wasn't doing something wrong.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Just a question, but is the DC for the Climb still 12? It might be the difference between making it and falling 50 feet...

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