J. Alexander
First Post
Storm and Company
Michael will engage the halflings in the rigging while Grond moves to engage the fleeing crewmembers.
Michael Stormrolls 1d20 + 9, getting [10,9] = (19) Michael Stormrolls 3d6 + 1
, getting [6,1,3,1] = (11) of damage to one of the crew members in the rigging.
As he hits this member he will roar, this is your last chance, surrender or perish.
Michael Stormrolls 1d20 + 9, getting [11,9] = (20)Diplomacy
Meanwhile Grond will also vault the railing Grondrolls 1d20 + 6, getting [20,6] = (26)
WHAT A WASTE FOR A NATURAL 20 .........SMILING....BUT I BET IT LOOKS SPECTACULAR
And moves to engage a fleeing crewmember...
Grondrolls 1d20 + 8, getting [4,8] = (12) and if it is a hit he does..Grondrolls
2d8 + 5, getting [7,4,5] = (16)
As Grond lands an begins his pursuit, he will say " Please, let me slay them all they have disobyed your commands three times, they deserve no other chance at life"
OCC _ ___ They still dont get it do they, my former shipmates..was i to sublte perhaps but in a way lol it does set a hell of a cover for Michael as they belived he was such a total ass ....perhaps the bad guys i run up against will also belive such and thus make my job a whole lot easier....
As the fight for the craft contiues, I do wish to perhaps take one or two alive if they do not surrender, I need information about the local pirates and smugglers, and these I think would be the guys to get me started with at least names and the particualr waters they infest or stalk.......while the answers i do belive will be found in the NOrth, for now i am convinced that there are sevreal clues etc that can be developed here to give us better leads up there.
Michael will engage the halflings in the rigging while Grond moves to engage the fleeing crewmembers.
Michael Stormrolls 1d20 + 9, getting [10,9] = (19) Michael Stormrolls 3d6 + 1
, getting [6,1,3,1] = (11) of damage to one of the crew members in the rigging.
As he hits this member he will roar, this is your last chance, surrender or perish.
Michael Stormrolls 1d20 + 9, getting [11,9] = (20)Diplomacy
Meanwhile Grond will also vault the railing Grondrolls 1d20 + 6, getting [20,6] = (26)
WHAT A WASTE FOR A NATURAL 20 .........SMILING....BUT I BET IT LOOKS SPECTACULAR
And moves to engage a fleeing crewmember...
Grondrolls 1d20 + 8, getting [4,8] = (12) and if it is a hit he does..Grondrolls
2d8 + 5, getting [7,4,5] = (16)
As Grond lands an begins his pursuit, he will say " Please, let me slay them all they have disobyed your commands three times, they deserve no other chance at life"
OCC _ ___ They still dont get it do they, my former shipmates..was i to sublte perhaps but in a way lol it does set a hell of a cover for Michael as they belived he was such a total ass ....perhaps the bad guys i run up against will also belive such and thus make my job a whole lot easier....
As the fight for the craft contiues, I do wish to perhaps take one or two alive if they do not surrender, I need information about the local pirates and smugglers, and these I think would be the guys to get me started with at least names and the particualr waters they infest or stalk.......while the answers i do belive will be found in the NOrth, for now i am convinced that there are sevreal clues etc that can be developed here to give us better leads up there.