Carpy DM runs Serpent's Skull!

Game Master Wellard


3,551 to 3,600 of 3,968 << first < prev | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | next > last >>

Natalyah is about to pick up her two weapons as Atzi rushes past and performs the same trick as the snake woman. "Kërmôn lasi*!", she snarls as the druid pursues Ieana. She looks at the surprised Quetza. "I will get her back", she tells the lizard, draws blood from her own hand and places it on the statue. Any damage?

*Elven:

Impatient child!


Female / Female Human: Jambala Jaeg Descendent) and Deinonychus Saurian Shaman LVL 4

WEll at least we know it didnt have a must be evil only policy lol. :)

Atzi flutters along on the stale air of the temple and does her best to try and pursue the snake woman through the cracks in the ceiling. thoughts were nearly impossible in this current state, only action consumed her and she burned with a needed to end this. To free this island, to crush all abominations and soar on the wind!


No damage and now Atzi , Natalyah and Helga are clouds of gas.

Atzi flows up and into the ceiling opening finding herself in a narrow corridor.

Quetza clumsily lumbers into the air as he tries in vain to join his Mistress


Natalyah follows as well


Female / Female Human: Jambala Jaeg Descendent) and Deinonychus Saurian Shaman LVL 4

Perception 1d20 + 8 ⇒ (15) + 8 = 23

Atzi gathered herself quickly, her hand lighting up in flames as she searched in vain for their opponent. "I'll find you and burn you too ash." She hisses this oath through her teeth as her adrenaline pounds in her ear drums, the warriors call was all she could think of. She even sniffed the air for a scent of the snake womans blood to pursue, searched the floors and listened for the sounds of that creatures retreating footsteps.

She wouldn't get away...

Cast Produce Flame

Move in direction of whatever sound she hears, especially foot steps or running feet. >:)


Female Half-Elf Bard 2/Ranger 2

Helga follows Atzi. Once she materializes she will create her dancing lights again and down a healing potion.

Potion of CLW: 1d8 + 1 ⇒ (2) + 1 = 3


There is only one way to go and you hurry along the corridor to find "Ieana" in the process of casting a spell. Her features transform into those of Sasha but it is too late for the serpent priestess her deceptions will not fool you


Round 8?, initiative 14
ac 17, touch 14, fleet-footed 13
fort +4, ref +7, will +3
cmd 19
hp 14/28
effects:

Natalyah snarls as she charges the fiendish snake woman, determined to end her right there and then.

Move action to move adjacent to Ieana, picking up my potion of Cure Light Wounds as well
Standard action to attack: 1d20 + 8 ⇒ (17) + 8 = 25, damage 1d6 + 4 ⇒ (5) + 4 = 9


AC13 HP 12/12 Init + 2 Pass Percept + 3 Pass Insight + 1 Saves:*Str:+5 *Dex:+4 Con:+2 Int:+0 Wis:+1 Cha:-1

Welp, can we all assume that we fed our hands to the stone snake? Honestly though I'm not against you guys catching her and killing her before I get there since CAithan's only real concern was the safety of his comrades.


Female Half-Elf Bard 2/Ranger 2

Initiative 1d20 + 3 ⇒ (19) + 3 = 22

Helga shoots past Natalya, using one of the magical arrows.

+1 arrow, Point Blank Shot.

Attack: 1d20 + 8 ⇒ (16) + 8 = 24 Damage: 1d6 + 2 ⇒ (6) + 2 = 8


Female / Female Human: Jambala Jaeg Descendent) and Deinonychus Saurian Shaman LVL 4

Atzi wanted nothing more than to end the creature, but something inside her screamed for restraint. Sadly though she didn't listen to that voice. Instead she hurled a ball of fire at the still transforming Serpent woman in the hopes of burning her scales to ash....

SA: Hurl Produce Flame, touch AC to hit 1d20 + 3 ⇒ (20) + 3 = 23

Damage?: 1d6 + 3 ⇒ (6) + 3 = 9

SA: Confirm Crit? touch AC to hit 1d20 + 3 ⇒ (7) + 3 = 10

Crit Damage?????: 1d6 + 3 ⇒ (1) + 3 = 4


Caithen catches up just as Arrow, Blade and Flame end the Evil Females existence.

You are in a room shaped like an x with a low ceiling and walls covered by carvings of bat winged warrior women the largest of which lies to the north east.The lips of that carving are smeared with dried blood.It would seem that the Snake Woman had set up her camp here as a well used bed roll and supplies of various types occupy the floor.


Female / Female Human: Jambala Jaeg Descendent) and Deinonychus Saurian Shaman LVL 4

When the snake woman falls Atzi comes back to herself, the burning rage fades and is replaced with an emptiness. The victory felt hollow at first but she quickly scooted forward and investigated the serpent woman's corpse.


Natalyah looks at the still corpse of the snake woman and allows herself to relax for the first time in a very long while. She lets out a deep breath and sits down. "What was she doing here?" she asks and scans the room exits.


Female / Female Human: Jambala Jaeg Descendent) and Deinonychus Saurian Shaman LVL 4

Atzi hardly spares a glance before rummaging through the woman's belonging's. "Don't know but its obvious she was lookin for something. Question is what is worth wrecking a ship and killen the people on board eh?"

Perception- Looking for cool stuffs on the corpse.: 1d20 + 8 ⇒ (10) + 8 = 18

"Wonder if her scales are strong enough for armor?" Whether the comment is received well or not Atzi continues with her rummaging.


Atzi finds ..

A Ring
A Potion bottle
A Spell Component Pouch
A High Quality Scroll Tube containing....
2 Scrolls of Augury
2 Scrolls of CMW
2 Scrolls of Lesser Restoration
A scroll of Cure Disease
A scroll of Trap Finding
A Scroll of Comprehend Languages

An Unholy Symbol of Ysderius the Serpent God

Not to mention a Cuddly Toy and a Fondue Set..sorry guys Helga will get the joke

this room has no way in or out other than the one you came in by


Female / Female Human: Jambala Jaeg Descendent) and Deinonychus Saurian Shaman LVL 4

Takes cuddly toy~ jk ;)

Atzi not being the magey type leeaves what she found for the others to peruse and quickly ascertains that the same trick needed to be used to escape. "Well I will see you all below.... Quetza must be worried for me. Heh." She gives you all a wink and a broad smile before performing the same trick as before turning misty. This time she flits around Natalyah momentarily, reveling in the feeling of being air itself as she passed through the rangers clothes. Ruffled her hair before finishing her playing around by blasting past Helga and ruffling the Skald's hair and disappearing down the cracks once more.


Around the bed roll you find numerous sheets of parchment covered in notes written in Aklo


Female Half-Elf Bard 2/Ranger 2

Helga Will use detect magic on the ring and potion bottle to identify them, then examines the parchments, casting comprehend languages on herself and reading them aloud for everyone to hear.


Ring of Mind Shielding

Potion of Water Breathing

The notes seem to be a translation of the carvings in the temple itself and tell the history of this particular Zura cult in three stages.

The southern alcove tells of the cult’s genesis in the city of Saventh-Yhi in the jungle, but is frustratingly vague when it comes to exact details on the legendary city apart from confirming that it was built by Azlanti—this section ends with the cult’s exile from Saventh-Yhi and how they made a dangerous overland journey that ended on the shores of a remote island far from their homeland.

The northwestern alcove takes up the story at this point, detailing the cult’s exploration of this island (identifiable as Smuggler’s Shiv), their discovery and defeat of a large group of serpentfolk who had gone into hiding after the defeat of their kind many years before at Saventh-Yhi, and the creation of this temple.

The northeastern alcove plots the cult’s future plans, focusing on how they had hoped to earn the gift of vampirism from Zura by undertaking extensive and vile rituals, and once this gift was theirs, how they planned on making the journey back to Saventh-Yhi to awaken (infect) that city with Zura’s blessing (vampirism).

These carvings present a wealth of new information about Azlant’s presence in Garund, particularly all of the references to the lost city of Saventh-Yhi.

Saventh-Yhi is one of the most sought-after lost cities of Garund, for legends speak that it was built by the Azlanti. Such a discovery could revolutionize what is known about this ancient empire, and that information alone, properly transcribed and recorded, could be worth thousands. Yet hard evidence about the location of Saventh-Yhi could well be priceless.

In her notes, Yarzoth seems particularly intrigued by the possibility that Saventh-Yhi might be the exact spot where, so long ago, her god Ydersius was beheaded.


Female Half-Elf Bard 2/Ranger 2

"Interesting....under the circumstances, I think that Setebo should have the ring," Helga chuckles. "This may hint at where this ancient city lies...I'd love to find it!"


Female / Female Human: Jambala Jaeg Descendent) and Deinonychus Saurian Shaman LVL 4

Atzi searches the room they had encountered the serpent woman in while simultaneously comforting her comrade Quetza who huffed angrily at her for leaving him behind.

Perception: 1d20 + 8 ⇒ (13) + 8 = 21


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

Setebo stands near the entrance softly panting in the dark.
Ending rage. 2 rounds of fatigue. Sorry Helga but the ring is useless to Setebo

PRD description:
RING OF MIND SHIELDING
This ring is usually of fine workmanship and wrought from heavy gold. The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.

Once rested hairy sailor wanders the room examining the inscriptions.

"These are lovely... and so old..."
Perception to notice anything odd? Particularly a hidden door. Setebo does not look forward to becoming gas again. perception: 1d20 + 9 ⇒ (2) + 9 = 11


Setebo spots nothing out of the ordinary.

Atzi finds nothing below beyond what has already been mentioned.


With much of her built up tension melting away with the death of Yarzoth, Natalyah can't help but laugh when Atzi swirls around her in her mist form. She rises to her feet and performs the same ritual to return to the chamber below. Once there she helps with searching the room.

Taking 10 on a perception roll for a total of 10 + 13 = 23

"We've done what we came here to do. We should move back to camp."


There is definitely nothing more of interest in the main temple,

How do you propose to deal with the deathtrap room outside the temple?


Female Half-Elf Bard 2/Ranger 2

"I wonder, could we float through that trapped room as smoke?" Helga suggests.


That idea has it's merits.Duration for the spell is ten minutes. You only have a 10'/rnd move rate under it's influence but it would take only 2 minutes to leave the entire complex that way.


Female / Female Human: Jambala Jaeg Descendent) and Deinonychus Saurian Shaman LVL 4

Atzi searches the alcoves in the cathedral like main room where they had battled the skeletones. If she finds nothing further she ends her search at the alter, her right hand still burning as she looked at the bleeding altar with a disturbed look. She jumps as one of the disembodied whispers comes from right behind her, yet of course no one is there. Clearly unsettled by the strangeness of this place she looks back to the bleeding altar and watches it continue to produce blood seemingly on its own.

She calls on the power of nature and wreathes her other fist in ice. "I wonder if I can destroy this unnatural thing..." With that she grabs the alter and releases the power of nature against it, seeing if her ice damaged it or not. She follows this up by taking a few steps back and unleashing the last two balls of flame that were at her disposal...

Frigid Touch damage: 4d6 ⇒ (3, 2, 1, 5) = 11
Produce Flame: 1d6 ⇒ 1
Produce Flame: 1d6 ⇒ 3

After her attacks she inspected the altar for damage.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1
Helga Evadottir Alfchild wrote:
"I wonder, could we float through that trapped room as smoke?" Helga suggests.

Since we have to mist our way out of the snake-killing room anyway it seems like a good idea.

"I dislike trusting that the statute will let us become flesh again but If you trust it then I will trust you friend Helga."

At the blood alter w/ Atzi.

"Hmmm, this might help."
Setebo removes an Iron spike and a short handled iron mallet.

"Now, where do these stones join...."


Natalyah looks at the statue. She didn't want to use it but Helga had a point that it would be the safest way out. She hadn't thought it through when she followe Atzi , just reacted which now started to make her feel abit uneasy.

Have I completely understood things if I think that Atzi is attacking the statue that turned us and the snake lady into gas in the temple room?


Female / Female Human: Jambala Jaeg Descendent) and Deinonychus Saurian Shaman LVL 4

No i am attacking the alter that is bleeding blood and is separate from the statue if i understand correctly. :)


Oh, shoot. My mistake :)


The altar is solid stone..Atzi's attempts to damage it with spells fail totally.

hardness 8, 1/2 damage from energy attacks, break DC50..not a chance at your level


"There's nothing left here. We should go back", Natalyah says and once everyone is ready she places her hand back on the statue and floats towards the exit.


AC13 HP 12/12 Init + 2 Pass Percept + 3 Pass Insight + 1 Saves:*Str:+5 *Dex:+4 Con:+2 Int:+0 Wis:+1 Cha:-1

[b]"Total agreeance. Took the vacation to get good and far away from bloody rooms like this, not get tossed into them. Let's put this place back intot eh depths where it belongs.[/ooc]


Ok this is basically going to sum up the end of the adventure in one post as there really isn't anything more to do here.

You manage to leave the temple without further incident and make your way back to the cliff top waiting till the sea once again rises with that thundering sound you heard earlier. It being late you camp out on the cliff top and then trek back across the island arriving back at the camp around noon.

The camp contingent has managed to get the lamp assembled and ready for use by the time you get back and it is a minor task to get it lit.

Within a day a ship cautiously approaches and sends a longboat inshore.It takes you a little time but eventually you persuade Captain Tegerten of the Red Gull that you are not savage cannibals and he agrees to give you passage to Sargava which is only a days sailing away.

Within a couple of hours you are ready to leave..

I'll allow each off you a wrap up post for this Chapter..and you can level up to 4th


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

Loot added to sheet{/ooc]

DM Wellard wrote:

The altar is solid stone..Atzi's attempts to damage it with spells fail totally.

[ooc]hardness 8, 1/2 damage from energy attacks, break DC50..not a chance at your level

With a couple of improvised great clubs the Cap't and Setebo could reduce this to rubble in an hour or two of sweaty work. {average damage per round = 6 (average of 1d10+6 = 11 -8 hardness = 3/person round). Add in things like the iron spikes to open gaps and the rest of the party pulling on a silk rope/using makeshift levers and it becomes quite doable. Not to mention the effects of Bull's strength and/or Shillelagh. But I understand if this sort of thing of out of scope for the game. :7) Now to decide on a rage power.......


Female / Female Human: Jambala Jaeg Descendent) and Deinonychus Saurian Shaman LVL 4

thanks for taking care of the core sheet setebo, will post ym final closing post in a bit, flying home~


Female Half-Elf Bard 2/Ranger 2

Helga spends time composing a saga of the party's heroic deeds on the Island, and performs it on board ship once they set sail.


Even in her more relaxed state Natalyah is not easy to deal with. Once back at the camp she oversees the construction and lighting of the signal light with near religious zeal, followed by a all night vigil looking out to the sea. Her impatience and desire to get off the island delayed the rescue somewhat, as she scolded the captain for not accepting the group at once.

Now she sits at the stern looking at the island that caused her, and her companions, so much grief. She had been tense for such a long time that relaxing almost felt uncomfortable. She throws one last glance, and a elven curse, at the Smuggler’s Shiv and retreats below deck for the first real rest she’s had in a long time.

And that’s where I’ll leave it. It’s been about 10 months since I discovered that the Pathfinder game system is not for me. So, a few months after that I decided to remove myself from the Pathfinder games I was involved with once the character hit an satisfying conclution for the character and for the game. And for Natalyah that opportunity is now. All she’s wanted through out the game was to escape the island, and now that desire has been fulfilled.

So with that I would like to thank you for the game and I hope it will carry on. Good luck in the following chapters of the Serpent’s Skull :)


AC13 HP 12/12 Init + 2 Pass Percept + 3 Pass Insight + 1 Saves:*Str:+5 *Dex:+4 Con:+2 Int:+0 Wis:+1 Cha:-1

In honor of losing our resident angry female half elf. I get a new fluffy female puppy!

Caithan seems in high spirits acting more the gentleman then ever now that things seem to have settled into at least manageable threats rather than one great big threat after another.

He even finds the time to adopt a small dog into his own circle of fuzzy friends, along with Setebo and Rollo. The poor ragged thing had been sniffing around the camp ever since they arrived. It's a wonder how it managed to survive this long. A credit to the species to have gone on this long alone and still have memory of friendly men and warm fires.

He never mentions the experience under the tunnels or Setebo's apparent lack of will one way or another. That the poor chap wasn't hurt seems to be more than enough and though he never took the witche's head himself he seems more than satisfied that hsi other companions got their chance at revenge.

As Caithan completes his voyage on the boat he seems in high spirits, eager to complete his safari into the Mwangi expanse and kill things big things with big weapons and mount them in his study.

Unlike the others he seems to regret leaving the island a little bit noting that once the cannibals had been removed it wasn't any more or less dangerous than any other islands in this part of the world. Hell's he once heard of a chelaxian warship carrying ghouls and dirt prostitutes was marooned on some island in the shackles. Imagine if they had shipwrecked there.

So who wants to name the groups new puppy?


Female / Female Human: Jambala Jaeg Descendent) and Deinonychus Saurian Shaman LVL 4

Atzi was sad as they left the troubled island behind. However she was determined to return there one day and heal that troubled place...

Especially because that was the place she left Quetza at, the strong guardian of the injured island. It was a sad parting but she felt that with him there then few evils could take root again. At least she hoped. She planned to return there as soon as she could and see him again one day. Perhaps it would be the place she chose to settle down once her adventuring days were over.

She kept one grim souvenir as a reminder of their time on the island, the skull of the serpentfolk witch that had caused them so much trouble. She planned on turning is into a helm when she had the chance, a reminder of what they had overcome thus far...

She spends part of the trip haggling with those on-board for the necessary items to complete a new ritual of calling once they reached the shore again.

When Caithen showed off his puppy she saw the happiness on the Chelxian's normally stoic features and said Aurora for the name of the female puppy. Aurora had many meanings and fit the small puppy fairly well for now~

Once on shore she spends the first night in quiet contemplation, completing a new ritual of calling and summoning another creature to aid her in her adventures~


[channel 1930's travelogue narrator] And So..as the sun sinks slowly into the west we bid a fond farewell to the exotic and mysterious island of Smugglers Shiv safe in the knowledge that we have left that particular tropical hellhole behind for ever [/channel 1930's travelogue narrator]

OK folks in the interests of continuity I'm just going to carry the game on in this thread.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

When news that the new ship will take them Setebo's first action is to disappear into the forest at a flat run.

He first calls on the Green Lady and tells her that they will be leaving her island. He thanks her for her help and asks if there is anything of the outside world she desires?

The next destination on his sole pounding tour of the Shiv is the Crab home of the strange Crow-man. Shouting from well outside the reach of the claws. Setebo tells the strange man that rescue has come and if he wishes to leave there is room for him as well. Should the crow wish to leave the island Setebo will lend a shoulder to his burdens and stand bodyguard for the return to the lighthouse camp.
...

Setebo is the last to leave the island. The warped sailor seems reluctant to leave the place that has been his home.

He has forgotten the fights with fungal things, ghouls, snake witches and red devils. He remembers Helga and Atzi relaxing in the river pool. The companions making a home out of the cannibal camp. The wonder as the ocean moved away from the land, and the green lady's laughter.

He silently vows to return. That bleeding altar should be easy enough to smash with a good heavy sledge. There might even be a way to brace the door open when the sea comes back. Leave that old barren temple for fish to swim through.

Onboard he rapidly falls in with the crew. His strength, endurance and willingness to take on the tasks that the other sailors hate make the odd bent man popular or at least happily exploited. Luckily Setebo does not know the difference.

All is not bilge and roses however. Setebo also misses Quetza and spends hours watching the Shiv fade away wondering how his scaled friend will fare.

The half-man's dreams are also troubled. Several nights he cries in his sleep his body rigid as if restrained. He dreams of an old man, his face grossly distorted by nearness. "No, this will not do.. This has to go.. Good, but we can do better...."

On these nights Setebo wakes with his mouth full of thick black blood.


It takes less than a day for you to sail to Sargava so Setebo has only one troubled night on the ship.Come mid morning you are moored in the bustling harbour of Eleder capital of the colony.

A confusing jumble of docks occupies the inner portions of the bay on which the city stands but the ships boat that takes you ashore seems to have no trouble threading its way through those and the many ships in harbour event8ually depositing you on a dock near to the cities Jewel Market where you are able to dispose of your treasures.

Your island companions including Natalyah and Amisi wander off in various directions after bidding you a fond farewell.


Before he takes his leave Jask takes some time to fill you in on the locations of major buildings such as the Barons Palace and the Crown Archives also some of the better class Inns.

Eleder is a busy city with a population of almost 9000 of which close to 90% are humans. A few hundred halflings mostly descended from slaves brought by the original colonists and some dwarves and elves make up the majority of the remaining population with about 100 members of other races.

The human population consists of 5 native Zenj tribesmen for every three colonists..the Zenj live in sprawling shanty towns around the outskirts of the city and are looked on with disdain by the colonials.

If it helps think of the Colonials as having an Afrikaans accent..this place is very much apartheid South Africa


Female Half-Elf Bard 2/Ranger 2

Helga chips in with the sailing with a will, what is unfamiliar to her on the new ship she quickly learns. Her enthusiasm at the new city is boundless: she is immediately keen to plunge into the new city and immerse herself in it's culture. She actively seeks out the unfamiliar locals (the Zenj) and cheerfully assaults them with endless questions about just about every aspect of their lives.


OK people plans for the day on day one


Female / Female Human: Jambala Jaeg Descendent) and Deinonychus Saurian Shaman LVL 4

Would have posted sooner but newborn has been me up until 3 am here... so now he's down and will post lol!

Atzi spends the day gathering the needed material's for her ritual and looking for any good enchanted items that will help improve her ability in the group. She visit's with the Zanj tribesmen and finds it easy to speak with them as she is both of Mwangi descent and able to speak their language fluently. She doesn't alienate the colonials though unless they insult her first, she tries to find the best deals she can on items that would aid the group and or herself.

Any items that improve dex, what magical weapons and armor are available and what wands can we buy? Are there any partially used wands we can get for cheaper as well? Let me know what rolls I need to do~ thanks bossman!

1 to 50 of 3,968 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Carpy DM runs Serpent's Skull! All Messageboards

Want to post a reply? Sign in.