Saul Vancaskerkin

Cardshark's page

149 posts. Alias of chillblame.


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Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

Starting to look like it.
I think that games hold together with regular posts. How regular is a matter of debate, but I like once every two days my self.


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

A little sad. Unfortunately, a lot of games go this way.


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

Cardshark pulls out an alchemist fire vial, and throws it
grenade

alchemist fire: 1d20 + 4 ⇒ (16) + 4 = 20 touch

damage: 1d6 + 2 + 1d4 ⇒ (4) + 2 + (4) = 10 fire x 1.5 vs swarm?


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

A crypt? Something to look forward to


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Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

Cardshark assists the looking for loot. And traps and such, but loot first

perception aid: 1d20 + 4 ⇒ (9) + 4 = 13


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

Card shark reloads his pistol

So is it a creature...or something else?


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

Oi! Surrender!

He shrugged

Worth a try


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

That's odd. Do creatures like that run away?

He shrugs. If it wanted to surrender, it should say so. He moves for a more clean shot

pistol: 1d20 + 6 ⇒ (14) + 6 = 20 Touch

damage: 1d8 + 1 ⇒ (1) + 1 = 2

likely still gets cover. Oh well


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

Cardshark opens fire

pistol: 1d20 + 6 ⇒ (17) + 6 = 23 touch

damage: 1d8 + 1 + 1d6 ⇒ (5) + 1 + (3) = 9


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

What!


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

Cardshark draws his pistol, and follows

perception aid: 1d20 + 4 ⇒ (17) + 4 = 21


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

Interesting. I wonder what's down there?

Cardshark shines a light down the shaft to look


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

Card shark holsters his pistol, after reloading it, and smiles.

Weird abominations aside, this is starting to be profitable.

He is literally rubbing his hands in anticipation


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

Fussfoot, I just saw this. I thought it might be handy

Oddities for an Egyptian Tomb


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

Another one! Damn it!

His pistol out, he fires

pistol: 1d20 + 6 ⇒ (11) + 6 = 17 touch attack

damage: 1d8 + 1 + 2d6 ⇒ (6) + 1 + (4, 3) = 14


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

Cardshark looks at the head.
Yeah. I guess so


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

Hmm?
Cardshark looks at the game
i think the locals play that game

Is it a Senet board?


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

yes, yes, loot. Maybe it had loot. What loot would a flying head have, I mean earrings? A circlet?


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

t t t t that was horrible. Ugh Cardshark visibly shakes himself.

And way too close. Do you think there are more?


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

mmmm mm m mmmmmm mmmm. MMMM

translation:
This is a rotten spot @#$%

Cardshark dynamically stays paralysed


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

OK this is looking bad


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

Cardshark lines up his shot

fort: 1d20 + 1 ⇒ (10) + 1 = 11

And is promptly paralysed


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

Sniffing Cardshark says Where is that smell coming from?

perception: 1d20 + 4 ⇒ (19) + 4 = 23


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

A key means a lock. We should keep alert to that


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

Cardshark watches carefully

perception aid: 1d20 + 4 ⇒ (4) + 4 = 8

But doesn't see much


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

Always he grins

perception aid: 1d20 + 4 ⇒ (9) + 4 = 13


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

That's a bit unlikely. It was either a trap or something very nasty


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

And it may be still here


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

perception aid: 1d20 + 4 ⇒ (4) + 4 = 8

sound of weeping


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

hmmm

appraise: 1d20 + 7 ⇒ (3) + 7 = 10

Why hath the dice abandoned me?

I dunno. It was with this valuable stuff, so it may be important.


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

perception aid: 1d20 + 4 ⇒ (5) + 4 = 9

the dice do not like me lately


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

perception aid: 1d20 + 4 ⇒ (2) + 4 = 6

A secret compartment? Or a passage?


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

perception aid: 1d20 + 4 ⇒ (6) + 4 = 10

Uh, yeah. Sure

Cardshark pulls his attention from the small whirlwind.

Knives are fine, but I prefer pistols myself


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

aid perception: 1d20 + 4 ⇒ (2) + 4 = 6


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

Check door one


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

aid: 1d20 + 4 ⇒ (5) + 4 = 9


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

yes, tis quiet


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

perception aid: 1d20 + 4 ⇒ (16) + 4 = 20


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

Cardshark checks the corpse's pockets


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

Grave robber, yes. I am more concerned about what beheaded him. But yes, heh, an embarrassing place to rest.


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

cool


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

Cardshark looks at the corpse

How...? That's not right

perception: 1d20 + 4 ⇒ (18) + 4 = 22 looking for what cut the head off


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

For the grenades cark shark got (4 of them) do I just use the grenades in ultimate equipment?


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

Looks like a...pond, bath maybe. The water came from there he said pointing at the bronze spigot.
He thinks
That much bronze would sell for a pretty penny

Cardshark moves to look through the archway


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

Ha! Friendly fire Cardshark chuckles.

No such thing in my experience


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

Good to hear you are Okay


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

OK, a MW pistol and some hand grenades :)

And medic kits


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

Troll styptic: are trolls a thing still in the world?


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

Cardshark will stick with his pistol and rifle.
How much is there to spend again?


Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4

Merry Christmas everyone