Lem

Wilm Tsalion's page

119 posts. Organized Play character for Shalin.


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Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

huzzah! take that little demon you.

with the fight and adventuring completed Wilm is happy to go back to larking around telling tales and bigging up the parties exploits all the way home.

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

likewise totally fab group and good pace - thanks a lot guys and gals!

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

Oops. i don't have power attack... i remade my character... sorry! hope i killed the beastie anyway.

Seeing one of his opponents fall Wilm whoops with glee before crashing down the slope to take out the other one.

max climb: 1d20 + 1 ⇒ (17) + 1 = 18
axe: 1d20 + 5 ⇒ (20) + 5 = 25
damage: 1d10 + 4 ⇒ (4) + 4 = 8
max bite: 1d20 + 2 ⇒ (18) + 2 = 20
max bite: 1d6 + 5 ⇒ (3) + 5 = 8
free trip: 1d20 + 2 ⇒ (10) + 2 = 12
crit confirmation: 1d20 + 5 ⇒ (11) + 5 = 16
damage: 1d10 + 4 ⇒ (8) + 4 = 12 axe is x3 is that the bonus as well as the roll?

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

hey gang, looks like you've had it all in hand!

Wilm has been quietly following along with the groups decisions. with the sight on an enemy he perks up again! Max, huzzah, engarde!

He spurs max forwards and up the enbankment to engage the red one. leaving Blue for the missile folk.

max climb: 1d20 + 1 ⇒ (8) + 1 = 9
wilm axe, Power attack and advice: 1d20 + 4 ⇒ (1) + 4 = 5
dam: 1d10 + 7 ⇒ (3) + 7 = 10
max: 1d20 + 2 ⇒ (15) + 2 = 17
bite: 1d6 + 4 ⇒ (1) + 4 = 5
free trip: 1d20 + 2 ⇒ (17) + 2 = 19

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

hi folks, i'm away camping. Not sure what signal will be like and unlikely to be able to edit maps. back to normal sunday evening, feel free to bot if necessary.

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

Dang nam it. I'm built for open plains not tree houses!

Wilm jumps over the side of the machan trusting to his halfling reflexes to win the day... and spectacularly falls flat on his face...

acrobatics: 1d20 + 3 ⇒ (2) + 3 = 5 using adaptable luck +3 (2nd use today)

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

Wilm hurrdily climbs down the ladder.

climb: 1d20 + 1 ⇒ (6) + 1 = 7

so does that mean i fail to climb down? or that i fall?

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

Wilm clutches his sling staff and readies a bullet for when the creature comes into view.

readied sling staff: 1d20 + 5 ⇒ (1) + 5 = 6
damage: 1d6 + 2 ⇒ (5) + 2 = 7

waiting for it to come within 40'

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

hey, thanks for the care for my AC!

Wilm is genuinely moved by his companions care for and assistance in helping max to climb into the Machans - the wolf looks seriously unimpressed but with Wilm's bidding allows himself to be hoisted up. With the approach of the beast Max's hackles rise and a deep bass growl can be heard. Wilm rustles his neck and whispers calming words, wait, max, it must come closer...

what kind of action is it to get down from the trees? and how'd i get max down in a combat ready fashion?

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

AoO: 1d20 + 4 ⇒ (3) + 4 = 7
dam: 1d10 + 3 ⇒ (10) + 3 = 13

Wilm totally misses the snake as it slithers off into the jungle.

Wilm enjoys the rest of the journey to the hunt camp, seems sad to say goodbye to the Count, even though he was a bit of a moaner. When they get back to the ambush sight he glances up at the trees.

last time it was a ship, now ambushes up trees, how's a knight meant to claim the glory of the charge around here! Humph, well I best send max back to the camp and let's hope that missile fire can carry the day.

He looks genuinely crest fallen as he clambers up the tree and makes ready his sling staff for the coming night.

perception: 1d20 + 4 ⇒ (11) + 4 = 15

taking 10 to climb the ladder, pls put me next to Erevan. And not having Max present as how can a wolf climb a ladder :-(

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

I've got fates favoured, hence plus 2. But like you say doesn't matter cos I miss anyway :-(

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

max AoO: 1d20 + 1 ⇒ (18) + 1 = 19
dam: 1d6 + 4 ⇒ (2) + 4 = 6

As one of the smaller snakes tries to crawl up Max's leg he shifts his weight forward grabbing it by the tail and 'wolfs' it.

Meanwhile Wilm looks up at the snake. Now, that is a big'un. Harumph!
He takes a mighty swing at it with his axe.

axe: 1d20 + 3 ⇒ (12) + 3 = 15
dam: 1d10 + 6 ⇒ (8) + 6 = 14
using power attack. note power attack incl'd in max's roll's too, used it during his attack and assuming it's still live for his AoO if not he does 3 damagae not 6

original roll of 15, will adaptable luck to bring it up to 17

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

used to having max act on my init. anyways.

Max's combat training combines with the Wolf's natural instincts combine to see him leap into the fray. However either the heat, or wilm squirming on top puts him off and his bite misses.

bite: 1d20 + 1 ⇒ (10) + 1 = 11
dam: 1d6 + 4 ⇒ (6) + 4 = 10

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

hey raman. Yep, autocorrect fail. No offence intended :-)

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

Phew, I'm feeling really tired, hey ramada can you heal me a bit? Wilm looks a bit sheepish and hands her a torn and scruffy scroll.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4

thanks, I feel much brighter now.

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

Wilm too sticks with the elephant, gamboodling along on Max's back. Enjoying the view.

fort: 1d20 + 5 ⇒ (5) + 5 = 10 I get a bonus for riding max too, was it 2 or 5?

Wilm is really not enjoying the heat though...

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

Wilm is appreciative of Erevans' save happily swapping stories of adventures and excitement. At some point he tires a little of the bravado, but only because he can't keep up!

After his exhausting day he happily skips a watch and sleeps it off.

Hey the monkeys! These guys were telling me about them, let's definitely not kill them. Baron, there's no glory in such killing. Look they're being led away already...

Wilm joins in the monkey-shuffle.

cha assist: 1d20 + 2 ⇒ (10) + 2 = 12
handle animal assist: 1d20 + 8 ⇒ (4) + 8 = 12
not sure whether i can use h animal once raman used plain cha so rolling both. IN either case Wilm is a helpful lil'fella and adds +4 to the total. ps despite rubbish roll on this occassion wilm is good at h animals if we need to have a primary roller in future encounters

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

Wilm's more keen to join the hunt in the second day using Max to try to chase down something big... However he just seems to get sun burn, run around aimlessly and stir up the wild life.

fort: 1d20 + 5 ⇒ (5) + 5 = 10
fort: 1d20 + 5 ⇒ (2) + 5 = 7
attack roll: 1d20 + 7 ⇒ (1) + 7 = 8
max aid?: 1d20 + 2 ⇒ (16) + 2 = 18

groan...

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

Wilm enjoys his morning hanging out at camp and chatting with various folks - he likes the way his stories get bigger wows than from the adventuring types. He does go out to meet the returning hunters.

Wow, that's 5 times the size of me, good catch! I had a dwarf friend who used these new blackpowder weapons, not the same as a dashing charge of lancers for sure, but impressive none the less!

dm:
i hadn't really taken on the whole faction thing, so i was grand lodge in the last game, though i think sovereign court suit wilm's personality better - and i think the faction rewards are better too! OK, so here goes for the secretive porter conversion roll. assuming that there's plenty enough folk around to do this in secret (getting the secret box too.)
dip dc 16: 1d20 + 9 ⇒ (20) + 9 = 29 using adaptable luck, shucks coulda saved it...
So, friend, it's good to hear all about you and your life. I wonder, would you be willing to aid me, and my friends, we simply want to know a bit more about what happens in your life, who comes to visit, anything they say. Of course there will be no danger to you, and if you hear anything interesting you will be rewarded. More importantly than that, you will be part of something bigger, something glorious...

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

Boo! Will miss you Febida. Hope life settles down. Take care

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

Wilm will hang about in the morning, not really able to help with the hunting, not willing to grant the count false glory. He spends his time trying to get to know the rest of the retinue, listening out for rumours and generally trying to connect.

diplomacy, general good will: 1d20 + 6 ⇒ (5) + 6 = 11
diplomacy, gather information: 1d20 + 6 ⇒ (10) + 6 = 16
great! wilm is a bringer of peace and goodwill!

gm:
Wilm is sovereign court, he'll look for servants to sign up as confidantes to the court. Although there haven't been any named presumably there's loads around...

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

Mesir Count, my friends and i are well experienced with injuries, poisons and diseases of all kinds. I can tell that this wound is non-fatal and that there will be no lasting ill-effect.

sleeves of awesomeness! i'm going to retcon buy some too - show off halflings need to always look the part!

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

aid heal: 1d20 ⇒ 15

so that's us upto the dc 15 heal check. I'll let febida say something as she's the primary. looks like we're going to have more fun and games with these two not playing nice...

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

weird, i just edited my post and got new dice rolls... never had that before? anybody know why. maybe i somehow reposted one of them rather than editing.

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

diplomacy: 1d20 + 9 ⇒ (2) + 9 = 11 using adaptable luck
fort 1: 1d20 + 7 ⇒ (16) + 7 = 23 hot weather gear and moving half speed - max (wolf AC) has 50' so can keep up even if everyone wants to move normal speed
fort 2: 1d20 + 7 ⇒ (20) + 7 = 27
fort 3: 1d20 + 7 ⇒ (17) + 7 = 24

So, this temple we're headed too, although the society want's it kept a secret, I've heard others talking about it - we might not be alone out here in the jungle...

Max and Wilm, despite being from cooler climes seem to enjoy the heat, and the sights and the smells. Despite being a fully sized wolf, max at times seems more like a puppy, tearing around smelling things - behaviour Wilm seems to encourage rather than restrain.

In the morning, when the tent situation breaks out Wilm tries to keep a cool head...

Count, i can see that you're in pain and scared. What would you need to feel assured that the Baron is right about Spiders here not being poisonous? Isn't it the case that he's been on dozens of expeditions here in the past, wouldn't it be reasonable to believe his judgement?

diplomacy: 1d20 + 9 ⇒ (10) + 9 = 19 using adaptable luck

going to need some aid anothers....

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

diplomacy: 1d20 + 9 ⇒ (17) + 9 = 26 using adaptable luck
fort 1: 1d20 + 7 ⇒ (19) + 7 = 26 hot weather gear and moving half speed - max (wolf AC) has 50' so can keep up even if everyone wants to move normal speed
fort 2: 1d20 + 7 ⇒ (4) + 7 = 11
fort 3: 1d20 + 7 ⇒ (10) + 7 = 17

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

worked fine this time... thanks.

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

Wilm'll pop off and buy some hot weather gear. But otherwise yep all good to move on.

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

for some reason i'm only getting the chronicle sheet super small. and when i zoom in it pixalates badly?? can you resend bigger/tell me what im doing wrong...

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

Wilm is a short but well-built halfling. Wearing a shiny breastplate with lance and an axe as big as him slung across the back of his incredibly well-groomed but dangerous looking wolf.

I've not been to Jalmerary, although of course i've heard stories always excited to visit somewhere new me, Sirir Wilm Tsalion that is. Wilm gives an exaggerated bow with flourish.

I'm a wandering knight, currently with my flag tied to the pathfinder mast, my old Uncle Marty said it was an excellent way for a halfling to make his way in the world. So far I've visited the Verduran forest where we saved the whole region and ourselves... from a nasty druidic curse. Just before this I was on a boat with these fine ladies he indicates Sabha and Febida again with a flourish. They are brave and cunning as I'm sure the other members of our party are. I'm sure we'll provide both entertainment and any necessary protection.

aid Ramans' diplomacy: 1d20 + 6 ⇒ (18) + 6 = 24

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

Shalin
Wilm Tsalion
85932-3
Sovereign Court
no day job

buying mwork agile breastplate w 2pp

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

Wow! What a party!! Wait til Uncle Marty hears about this... in all his years adventuring he never made it anywhere near the spire. Quite an adventure eh folks, i wonder where the society will take us next and whether any of our paths will cross again? Good luck keeping off boats Febida...

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

yep, likewise all good. I too would have liked to had more of a sense of the murderer before we went to the finale.

I also feel like i should have gone more 'rogue' and just attacked the party, counter intuititve i know, but it would have made the final fight harder - especially if i'd played to kill... ce la vie.

i'm just about to retrain and dump Grand lodge as my faction, so presumably there's no point worrying about faction goals? going to go over to sovereign court - long live the revolution!

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

Wilm a bit breathless and still rushing from the fury of battle joins the conversation.

It's like they said Captain, Marzack and Azuretta were in cahoots with the sea elves, here's a body that can act in evidence. Maybe if we look over their corpses we might find more evidence of their plans? The strongest evidence is Azuertta luring Thanriel away to make way for the murderer, any how's i guess you'll have to explain it all to the Elves when we get to the spire...

Somewhere amongst the aftermath Wilm has a more sheepish moment with his team.

Listen, sorry about my turning against you back there, especially you Kelsier... It's a good thing her command wasn't more aggressive or otherwise i might have really fought you all - i'm sure none of us would have enjoyed that! His moment of darkness done with Wilm quickly picks up again I don't know what the deal with dark magic is, but this is twice in two missions - I hope whatever happens next time is a bit more straight forward sword play and none of the magic-malarky!

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

likewise good speed and good fun... the storm scene seemed a bit random, especially as it wasn't clear what we were meant to be doing except making saves but otherwise all good!

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

As azuretta falls to the floor the strange spirlling in Wilm's mind begins to fade... With a blink he looks around, remembering whats just happened.

Kelsier! sorry, glad you took her out. I've had it with these mind altering magics...

His combat training kicks in as he quickly assesses the situation.

Max, forward to glory!

Wilm tries leaping straight onto Max's back.

ride dc 20: 1d20 + 9 ⇒ (10) + 9 = 19 using adaptable luck to get +2 to make the check

With style and panache the plucky halfling leaps onto his wolf's back and spurs him forward as he tears down the length of the ship and into combat with the aquatic elf.

axe: 1d20 + 4 - 1 + 1 ⇒ (19) + 4 - 1 + 1 = 23
dam: 1d10 + 3 + 3 + 1 ⇒ (6) + 3 + 3 + 1 = 13
basic+p attack+flag

max makes double move to get there. but i can still attack, right? Rolando's flag included but song lost

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

dot

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

gm:
so i take it kelsier's just killed azuretta. does the charm stop, or am i still under its effects?

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

that would be perfect timing for me finish date wise, i'm signed up for a module which i need to be 2nd level for which starts in august...

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

Wilm blinks as he sees Marzack goes down. He shakes his head, the magical compulsion still working through his mind.

must defend azuretta, but kelsier is my friend. I'll try to stop him...

kelsier, azuretta. Stop fighting we've stopped the mutineer.

Wilm steps towards kelsier and tries to grapple him to stop the fighting.

sorry dude. At least it's a totally rubbish roll

grapple: 1d20 + 2 + 1 ⇒ (2) + 2 + 1 = 5 CMB+Flag bearer

trigger aoo's from azuretta and kelsier...

max, protect azueretta!

max aid another azuerettas AC: 1d20 + 2 ⇒ (12) + 2 = 14

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

Wilms mind is a chaotic whirl of images and sensations as the magical compulsion infiltrates his thoughts. This translates into a certain jerky hesitancy in his actions.

Marzack... mutineer... must stop... Max, 'sic him...

Wilm and Max leap into the fray. It's obvious that the magic is undermining Wilm as his axe swings are chaotic and go wide.

axe: 1d20 + 3 + 1 + 1 ⇒ (3) + 3 + 1 + 1 = 8
dam: 1d10 + 6 + 1 + 1 ⇒ (3) + 6 + 1 + 1 = 11
max bite: 1d20 + 1 + 1 ⇒ (17) + 1 + 1 = 19
max bite: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11
free trip: 1d20 + 1 ⇒ (9) + 1 = 10

flag and song included, querry does my AC get the song bonus? if so another +1 on all his rolls

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

sorry to hear things have been tough - hope it's getting better.

in other news sorry for being charmed!

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

wil save: 1d20 + 5 + 3 ⇒ (1) + 5 + 3 = 9 +5 threatened, +3 adaptable luck

what a pain! grr...

Wilm's eyes grow wide as Azuretta bends his mind to her will. He looks around in confusion at her suggestion of mutiny.

dm:
i've never been charmed before, i need some help in what i should do. the page you linked to makes no mention of her allies, so can i attack marzack as he's hitting my buddy? Her suggestion of mutiny is undefined, marzack could be the mutineer? what about the business of opposed charisma rolls, should i do that to see if i attack one of the team? help!

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

perception: 1d20 + 2 ⇒ (4) + 2 = 6
sense motive: 1d20 ⇒ 7

hey, good to see you! We've been enjoying the ride. But some of my friends are feeling pretty sick. It's probably best you take over...

Wilm makes his way over to the wheel. As he does so he exclaims in pain.
hey, all this shaking has opened those cuts from earlier, that hurts!

He gets out a potion and takes a swig.
potion clw: 1d8 + 1 ⇒ (4) + 1 = 5

ah, that's better.

Turning to the first mate. so where's the captain, you didn't mention him?

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

fort: 1d20 + 2 ⇒ (15) + 2 = 17

Woah, Febida, I thought you dwarves were meant to be made of stouter stuff! And kelsier, thats the most i've seen come out of your mouth since i've known you!!

Wilm all in all seems to be enjoying this all far too much and certainly not taking it too seriously.

Hey, maybe my grandpa who no one talks about was a sea-halfling!

Hearing Sabhe calling across the winds brings him down a bit.

Oh, hey, yeah - good point, where is the crew, we really don't know how to sail this thing... well 'cept quillian, it's a good thing he's here. Yeah, once this settles a bit lets head below decks and work out whats happening.

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

so do we wanna have a bet on who the killer is?

i don't think i'd clocked that there were still so many suspects

Ulamon
A = Anera - out
T = Therazil - out
K = Killik - out (probably)
S = Shira - out
V = Velagon
Captain Veane
A = Azuretta

i can't even remember who ullamon and velagon were - random hands?
also i think I've been confusing anera and azuretta.

soo, who's left azuretta, veane or the thing in the pit. azuretta feels a bit obvious. i wonder if it was the captain in some weird plot twist schenangins...

anyone else any ideas?

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

Wo-ho! this is a wilder ride then when max is jumping ravines in the old country!

fort: 1d20 + 3 ⇒ (12) + 3 = 15

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

yeah, thanks. thought i'd tried that before...

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

btw - i seem to have lost my stat line - anybody had that happen to them before/ know how to fix it?

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

yeah, where is the crew eh? its a storm... 'i know lets leave it to the land-lubbers'... thanks the gods for quillian.

oh - finale, sounds exciting!

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