CrazyHedgehog's Serpent Skull

Game Master CrazyHedgehog

Taking part in the Serpent's Skull Adventure Path, PbP style.


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Paladin 6 | AC 18/10/18 | HP 56/74 | F+12, R+5, W+8 (+2 vs. Illusion spells and Effects *+1 vs. Compulsion effects/spells) | Init.+0 | Perc.+2 | Evasion vs. Breath Weapons

The gnome takes a double move, trying to close distance to the spell caster and his evil pet.

The Exchange

Round 3 continued
Oshok'arr presses her attack against the spellcaster, while Zaghigoth attempts to step back from the slobbering creature trying to rip him to shreds. Certainly, the dark-haired summoner seems to be the instigator of this night-time raid. Oshok'arr lunges in with her sharp thumb spikes, but doesn't manage to injure the man. Zaghigoth however manages to extricate himself from his own fight and casts a spell to summon a storm of stones to fall all around the summoner. Stones of all sizes pelt the man, even as the majority of the stones seem to be deflected by a barely visible shield of force. One point of damage to the summoner, his ablative barrier spell converts the other five points into nonlethal damage.

Quinta dashes downstairs and hurls open the door. She hurls an ear piercing shout, enough to get past the summoner's magical defences and keep the spellcaster on the back foot for a while.

Quinta's hyena bounds out through the doorway to attack the summoner, but is quickly entangled by the ensorcelled vegetation. Failed Reflex save means the hyena's currently entangled, but at least it didn't fall into the pit. Neither is it sickened by Zaghigoth's sickening entanglement.

Upstairs, Cheiton bends down to check the body of the man taken out by Yekskya's arrows.

Maudrill leaps back through a couple doorways to the room he was sharing, where he could look out the window at the fighting outside. Seeing the summoner, he directs his flaming spheres across the night sky towards him. Before, I could picture the spheres being directed to blindly bump against the exterior of the house until making contact with an enemy body, but to move against the spellcaster I'm going to say requires line of sight, so have moved Maudrill to the nearest west-facing window. Spheres travel 30 feet per round, so should be there next turn.

Nkechi tries to send his small mini storm against the cat-like creature again. It's buffeted by the winds, but doesn't otherwise seem to suffer any ill effects as it stalks after Zaghigoth.

The last remaining intruder is now desperately trying to flee, but is hampered by the entangling vegetation. He reaches for the low-hanging roof of a neighbouring building, but is unable to climb up as the plants hold him fast.

The summoner seems stunned by Quinta's sonic attack. He doesn't take any actions. Dazed from the ear piercing scream.

Round 4
Rowena makes it downstairs and bursts through the door, intending to put herself between Oshok'arr and his opponents. She moves nimbly, but the choking vegetation grabs her as well, holding her just out of reach. Not sure if I interpreted your post correctly, but interposing yourself between Oshok'arr and the summoner would place you outside. Another victim claimed by the enlarged, sickening vines! Please if you could make a Fortitude save against DC 16 to avoid being sickened for 1 round.

Yekskya up, then I'll also post Krolmnite's action.

Updated Map - A lot of movement this past turn. Quinta's outlined green as a reminder that she's actually downstairs, with Hskoro and Krolmnite following on the stairs. Flaming spheres on the move, with the lone marauder, hyena and Rowena all entangled. The stony ground around the summoner is difficult terrain, as is the entangled area.

Initiative
30 - Rowena
25 - Yekskya
23 - Hskoro
20 - Krolmnite
17 - Zaghigoth & Oshok'arr
15 - Quinta & Sssss
15 - Cheiton
12 - Maudrill
10 - Nkechi
9 - marauders
5 - Redric Kol-Tharis

=======

GM rolls:

Redric Fort 1d20 + 4 ⇒ (9) + 4 = 13
hyena Reflex 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
hyena Reflex 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Cheiton melee 1d20 + 6 ⇒ (8) + 6 = 14
damage 1d6 + 2 ⇒ (2) + 2 = 4
Nkechi ranged touch 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
damage 1d6 + 2 ⇒ (2) + 2 = 4
hyena Fort 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
M1 Reflex 1d20 + 6 ⇒ (4) + 6 = 10
M1 Climb 1d20 + 9 ⇒ (18) + 9 = 27
Cat Reflex 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
sickened 1d4 ⇒ 1


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

Yekskya follows Maudrill to the upstairs window and prepares to fire at any remaining enemies.
That will be a double move from where he is currently located.


Intended to catch the spell caster between Rowena and Oshok'arr, flanking him if possible.
Fort save: 1d20 + 3 ⇒ (19) + 3 = 22

The Exchange

Round 4 continued
Hearing the sounds of battle, Yekskya nocks another arrow to his bow as he looks for a window. He finds himself side by side with Maudrill, looking out at the fight between the summoner and his pet and the rest of the party. He takes aim.

Hskoro follows Quinta down the stairs. At first he pauses by the front doorway, but then heads for the back door. Krolmnite charges after, leaping down the stairs on gnome legs, determined to get into the thick of the battle.

Zaghigoth, Quinta & Maudrill up.

Cat - you avoided being sickened by the vines, but did get entangled. On Zaghigoth's turns you'll need to continue to make Reflex saves against DC 20 to break free of the entanglement effect and to keep yourself free for as long as you are in the area.

Updated Map

Initiative
30 - Rowena
25 - Yekskya
23 - Hskoro
20 - Krolmnite
17 - Zaghigoth & Oshok'arr
15 - Quinta & Sssss
15 - Cheiton
12 - Maudrill
10 - Nkechi
9 - marauders
5 - Redric Kol-Tharis


Paladin 6 | AC 18/10/18 | HP 56/74 | F+12, R+5, W+8 (+2 vs. Illusion spells and Effects *+1 vs. Compulsion effects/spells) | Init.+0 | Perc.+2 | Evasion vs. Breath Weapons

Krolm continues moving to close with the baddies.


Male Emberkin Aasimar (Truespeaker) Arcanist 5

Like the mad pyromancer he is at heart, Maudrill directs the flames further, burning the closest things that aren't on his side.

Fire Damages: 3d6 ⇒ (4, 4, 4) = 123d6 ⇒ (1, 6, 6) = 13


Female Human (Chelish) Bard 1 / Sorcerer 5; Initiative +2, Perception +6, hp 13/43, AC 18 (+2 Dex, +1 deflection, +1 natural armour, +4 Mage Armour), Fort +3, Ref +5, Will +8

Quinta raises her hands to the heavens above and launches into a long, complex incantation which reaches into distances unknown...

Quinta starts casting Summon Monster II again...


Aware that his terrain-altering spells are proving more a hindrance than a help now with most of the enemies dispatched, Zag turns and mutters and waves his hand, and all of the choking vines and vegetation cease their holds on their victims and shrink back to normal size. Standard action to dismiss the entangle spell.

Oshok'arr once more attacks the spellcaster, intent on bringing down her prey.

Claw: 1d20 + 7 + 1 + 1 ⇒ (15) + 7 + 1 + 1 = 24
Damage: 1d6 + 6 + 1 + 1 ⇒ (1) + 6 + 1 + 1 = 9


"Thanks Zag. That's better."
Attacking whatever enemy I can

Rapier, attack: 1d20 + 7 ⇒ (11) + 7 = 18
Rapier, damage: 1d6 + 1 ⇒ (6) + 1 = 7
Status: AC 17 - Current hp: 37/37


Female Human (Chelish) Bard 1 / Sorcerer 5; Initiative +2, Perception +6, hp 13/43, AC 18 (+2 Dex, +1 deflection, +1 natural armour, +4 Mage Armour), Fort +3, Ref +5, Will +8

With all the restraints suddenly gone from its path, the hyena runs forward, cackling joyfully as it tries to bury its teeth in the enemy summoner's flesh and crack his bones!

Attack roll 1d20 + 3 ⇒ (7) + 3 = 10 for 1d6 + 3 ⇒ (1) + 3 = 4 damage. Automatic trip attempt on a hit: 1d20 + 3 ⇒ (15) + 3 = 18.


Male Emberkin Aasimar (Truespeaker) Arcanist 5

I'm sorry to have to do this, but I've just started a new semester at school and the class load is much heavier than I anticipated. I've really enjoyed this game, but I'm going to have to bow out to make sure I have enough time to focus on school. I wish you all the best of luck with the game, and I hope to game with you in the future.


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

Take care Maudrill! I bet Cheiton could use an extra Pathfinder at the lodge here after all of this trouble. Good luck with school!

The Exchange

Round 4 continued

Zaghigoth decides his entangling barricade has done its work, and with a word and a wave of his hand the choking vegetation shrivels back to its normal state. This provides an open path for his comrades, and Oshok'arr bears down on the summoner once more with a threatening honk. One of her thumb spikes seems to punch through a wall of force. It ablates some of the force of the blow, but it still knocks the spellcaster flat off his feet and opens a gash across his chest. The man's unconscious, but interestingly as his blood oozes out it seems to congeal and turn hard as iron on contact with air. Nearby, with a yowl the spellcaster's eidolon disappears, banished back to its own plane. The summoner's ablative barrier converts some of the damage received to nonlethal damage, and he also had a blood armor spell in effect. Unconscious but in stable condition.

Given free rein, Quinta's summoned hyena leaps across the pit, intending to charge the summoner. With the man unconscious, the hyena instead spends a few moments sniffing the prone body but seems to be looking forward to chomping on it.

From the window, Maudrill spies the last intruder trying to escape across the rooftops - now that the entangling vegetation is gone its fairly easy for the marauder to climb up. With a flick of the wrist the aasimar sends his two flaming spheres at the man. Incredibly, the canny rogue manages to dodge both fireballs, as one of them shortly after winks out of existence. The man hightails it into the night.

Nkechi leans back, catching his breath after that fight.

The day is yours! Well, the night anyway. Perhaps not for much longer though. Your fight, since it spilled out of the house onto the streets with all sorts of raucous spells and fancy pyrotechnics, seems to have woken up the entire neighbourhood. Not to mention, the spells having caused minor damage here and there. You can hear militia being summoned.

Cheiton comes rumbling out of the house. "Holy blazes! You all better grab your gear, and clear out quick. Whoever sent these goons, they either wanted to eliminate you from the running or hold you up. If the militia get hold of you, you won't be going anywhere for a while. Go. I'll try to smooth things over here, but go. And good luck."

Amidst the chaos, you notice Maudrill crouched beside the unconscious summoner# He looks up at you with his iridescent blue eyes# #b# "Guys, you're going to have to go without me# I want to stay and question this guy# For one thing," #/b# he holds up a copper medallion engraved with the emblem of a snake on a shield# #b# "This guy seems to have been working for the Aspis Consortium# I'll try to find out if any more are in the city and slow them up, if I can# If I can do so, I'll catch up with you#" #/b# He gives the rest of you a military salute#

#spoiler=Rowena# After the fight, you spot what the intruders were trying to do when they were spotted by your sharp-eyed comrades# It looks like the back door of Cheiton's safe house has had an explosive ward placed on it causing it to explode if anyone opens the door# In all probability they were planning to do the same to the main door, trapping you all inside# #/spoiler#

========

GM rolls:

hyena Acrobatics 1d20 + 2 ⇒ (9) + 2 = 11
flaming sphere 1 3d6 ⇒ (1, 5, 4) = 10
flaming sphere 2 2d6 ⇒ (4, 6) = 10
M1 Reflex 1d20 + 6 ⇒ (13) + 6 = 19
M1 Reflex 1d20 + 6 ⇒ (18) + 6 = 24
Nkechi ranged 1d20 + 6 ⇒ (9) + 6 = 15
damage 1d8 - 1 ⇒ (2) - 1 = 1
M1 Acrobatics 1d20 + 10 ⇒ (13) + 10 = 23
Crux bite 1d20 + 9 ⇒ (3) + 9 = 12
damage 1d6 + 4 ⇒ (5) + 4 = 9
Crux claw 1d20 + 8 ⇒ (9) + 8 = 17
damage 1d4 + 4 ⇒ (1) + 4 = 5
Crux 1d20 + 8 ⇒ (7) + 8 = 15
damage 1d4 + 4 ⇒ (2) + 4 = 6
Cat Perception 1d20 + 10 ⇒ (17) + 10 = 27


Paladin 6 | AC 18/10/18 | HP 56/74 | F+12, R+5, W+8 (+2 vs. Illusion spells and Effects *+1 vs. Compulsion effects/spells) | Init.+0 | Perc.+2 | Evasion vs. Breath Weapons

"I'm not a fan of running. We didn't do anything wrong! But, if you think it will interfere with our mission, perhaps it's for the best. I have important duties to achieve for Smiad and Iomedae, so I can't let anything slow down that mission."

The Exchange

Maudrill's gaze focuses on the gnome. "Krolmnite's right, we were just defending ourselves. But even so it'll take time to convince the militia of that, and we haven't got time. Go, and find this Tazion place. I'll help Cheiton smooth things over, and hopefully follow on with the rest of the Pathfinder contingent when they get here. Go! If we're lucky Aspis will think we were all killed and we can steal a march on them."


"I am glad to be rid of this place, I say. Let us move."


Pointing at the sigil drawn on the back door of Cheiton's house, "Looks like they were trying to lock us in. But why bother breaking into the house then? Unless they meant to keep us from escaping while they murdered us at their leisure. If that's the case we have sent them a message that's impossible to misunderstand. And they've given us a warning too. It's obvious they will stop at nothing to thwart us. Even cold-blooded murder is part of their repertoire. We'd better be on our guard. Even more so than we already were."

Moving over to where Maudril crouches beside the unconscious, I look at the pendant he's holding up. "The Aspis Consortium again. I hate to leave you behind Maudril, but any information you can get from this guy may be well worth having. Take care and try to catch up as soon as possible." Turning around, I head back into the house to gather my stuff before appearing outside again, impatiently waiting for the others to return so that we can leave before the watch shows up.


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

Yekskya looks disgustedly at the snake medallion, "Those snakes have certainly picked the right symbol. Always trouble. I too am ready to be on the road again. Whether we were right or not doesn't matter. We need to move. I'm ready." Yekskya quickly retrieves all of his things and joins the others making for a hasty exit after searching the Aspis agents.
We'll take a good look over these guys for any equipment for sure before we go.

The Exchange

It doesn't take you long to check your opponents' gear and gather your things. The six Mwangi men who were intent on breaking into the house were roguish thugs, but must have been moderately successful as each was wearing enchanted studded leather armor, and finely made masterwork short swords and punching daggers. You are able to recover four of each of the weapons, but only three sets of studded leather as some had been burnt by Maudrill's flaming spheres and one of the men escaped. You also recover four hand crossbows and quivers of bolts, 40 bolts in total. You gather that each had a grappling hook and a loop of 50 feet of silk rope, and a set of thieves tools (four total). Four thunderstones, as well as four potions. You gather together a total of 180 gold pieces.

The summoner is a different matter. He is much more lightly equipped, it seems he hadn't expected to have to dirty his hands by fighting. An inspection reveals that he is wearing a pair of magical bracers on his forearms under his sleeves, as well as an amulet tucked under his shirt. A bull whip hangs at his belt, and it seems to be made of good quality leather (masterwork). You also recover an arcane scroll tucked deep into a pocket.

DC 17 Spellcraft identify 4 potions:

4 potions of invisibility.

DC 19 Spellcraft identify scroll:

Arcane scroll of dimension door.

DC 20 Spellcraft identify amulet:

Amulet of natural armor +1.

DC 22 Spellcraft identify bracers:

Pair of bracers of armor +1.

After exchanging goodbyes with Cheiton and your comrade in arms Maudrill, you slip out of the city, Zaghigoth suredly leading the way between vine-choked ruins and more recent dwellings. Oshok'arr follows, doing her best to tread softly. Krolmnite the knight of Smiad (and Iomedae) and Yekskya, and Cat. Hskoro keeps a close guard around Quinta, guiding her through the jungle city in a protective fashion that is almost cloying. Nkechi hums to himself, a spell or merely a tune you cannot tell.

You note that the militia are quick to arrive at the scene of the fight. With the city located on the frontier near violent and aggressive tribes, citizens are quick to respond to the threat of attack. Nonetheless, you are able to sneak around the outer watchposts and by the time the sun rises you are well away from Kalabuto. on to Tazion!

Your trail soon begins to run parallel to the River of Lost Tears until soon enough it empties out into a huge freshwater lake, the Lake of Vanished Armies. Marking the border between Sargava and the Mwangi Expanse, dozens of tribal settlements line the muddy banks of both the river and the lake. The settlements are small, consisting only of collections of mud-daub shacks, and they seem to lack such amenities as shops and inns. A few folk ply the waterways in small pole-driven watercraft. Still, the folk seem friendly and accommodating, and they show interest in outsiders by offering all sorts of gifts ranging from exotic foods to mystic drugs, and occasionally their companionship.

It is early afternoon by the time you reach the lake, would you like to camp here for the night, or press on? The folk certainly seem friendly, though there does seem to be a certain amount of tension in the air as you pass through the settlements along the banks of the lake.


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

"It seems early to me to camp, but perhaps we should inquire about the tension here and what lies ahead."
Is the armor +1 studded leather or something better? +1 studded leather would be an improvement for me over my chain mail. The armor bonus would net out, but I'd be able to benefit from my full Dex bonus.

The Exchange

The armor is indeed +1 studded leather. I left that out of the spoilers above, but even just trying it on would allow you to determine that.


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

Yekskya shrugs on one of the suits of magical studded leather. He puts his old chainmail onto one of the pack animals, figuring we can sell it if we find another town.


Spellcraft Potions: 1d20 + 6 ⇒ (12) + 6 = 18 success
Spellcraft Scroll: 1d20 + 6 ⇒ (11) + 6 = 17 failure
Spellcraft Amulet: 1d20 + 6 ⇒ (8) + 6 = 14 failure
Spellcraft Bracers: 1d20 + 6 ⇒ (12) + 6 = 18 failure

"These potions would make one unseen, I say. Invisible."

"Strange feeling in the air here...these people are friendly, but on edge like a deer that smells the far-off wolf."


Female Human (Chelish) Bard 1 / Sorcerer 5; Initiative +2, Perception +6, hp 13/43, AC 18 (+2 Dex, +1 deflection, +1 natural armour, +4 Mage Armour), Fort +3, Ref +5, Will +8

"Maybe we'd be better off camping a bit away from the locals. Not to cast doubt on their hospitality, more... in case something happens. We have a fair talent for smashing and burning everything around us."

The Exchange

You move on a bit and camp nearby, giving some space between yourselves and the locals and the lake. Hskoro stands guard over the camp, never straying far from Quinta's side. Nkechi excuses himself and heads over to talk to the locals, sampling some of their wares. He comes back later, his face tight. "Grim tidings. The people here make their living on the lake, fishing and gathering reeds. A great and terrible spirit resides in the lake, a dweller of the lake named Aomak. Lately one of its children has been terrorizing the lake people. A titanic creature with a long neck and tail, devouring fishermen and boats. They call it the Spawn of Aomak. They know not how to appease such a creature. I said that I would attempt a ritual in the morning, but I feel the thing that they face is a being of flesh and blood rather than a spirit."


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

"It may be beneficial for us to help these people. By defeating the creature, we may be able to make them friendly to the Pathfinders and perhaps help maintain our supplies as we go further on. I do not think we should detour for days, but perhaps we should try to find this creature tonight. We would probably have to use boats."


Paladin 6 | AC 18/10/18 | HP 56/74 | F+12, R+5, W+8 (+2 vs. Illusion spells and Effects *+1 vs. Compulsion effects/spells) | Init.+0 | Perc.+2 | Evasion vs. Breath Weapons

"Thus evil creature sounds like it might have dragon blood in it! This is a test put here by Smiad! We must defeat the monster and prove our worth. "


"I'm all for helping these people. And I think Nkechi is right. Doesn't sound like a spirit, but more like some living monster. I reckon our paladin here will get another chance to show off his prowess."


Female Human (Chelish) Bard 1 / Sorcerer 5; Initiative +2, Perception +6, hp 13/43, AC 18 (+2 Dex, +1 deflection, +1 natural armour, +4 Mage Armour), Fort +3, Ref +5, Will +8

"Could it be another dinosaur? Was it scaly or not?"

The Exchange

Nkechi goes back to confer with the locals, who seeme to get more agitated and upset as they tell you about all the loved ones who have been killed by the beast. Nkechi brings one grizzled old man over, the only person to have seen the creature and survive. He is missing one arm, and his left side is terribly gouged by teeth marks.

The man describes a creature with a neck so long that at first he thought it was a snake, wrapping around his reed fishing boat and crushing it. A whip sharp tail also cut through him. The man was able to struggle away when the creature chased a school of fish. His son and brother were not so lucky.

Nkechi speaks. "You are right, Yekskya. If you choose to hunt this creature, you will need boats. It prefers the deeper water of the lake. The people here are willing to give you what you need, but advise you against it. They say the danger is too terrible." Nkechi then announces that he will not be joining you on the hunt. He has no wish at this time to confront a creature of the spirit world so powerful.

Hskoro it turns out is disinclined to join you in hunting the creature across the dark waters of the lake. He doesn't refuse in so many words, but every time you mention rowing out across the lake, the nagaji monk's skin seems to turn a shade of green and he looks awfully uncertain.

The Exchange

Presuming that you want to hunt for the lake monster, after a time the villagers give you the use of several reed canoes. They are small, only large enough to carry two individuals each.

Through Nkechi as an interpreter, the villagers also relate how some time ago a ship sailed upriver from Eleder but foundered while crossing the lake. It sank along with its treasure.


Paladin 6 | AC 18/10/18 | HP 56/74 | F+12, R+5, W+8 (+2 vs. Illusion spells and Effects *+1 vs. Compulsion effects/spells) | Init.+0 | Perc.+2 | Evasion vs. Breath Weapons

Krolm is all too happy to go after th beast. "Can anyone cast a spell so that I can breathe water? If my boat gets turned over, my armor will drag me down like a stone. My gods will not be pleased if I die before my mission is fulfilled!"


"Whether this is a true spirit or a beast...I feel drawn to quell it. Too many disturbed spirits have I seen, I say."

In the morning, Zag communes with the spirits for more spells.

Lvl 0 4/day, DC 14 Detect Magic, Read Magic, Mending, Resistance
Lvl 1 4/day, DC 15 Calm Animals, Magic Fang, Touch of the Sea x2
Lvl 2 3/day, DC 16 Burst of Radiance, Barkskin, Bull's Strength
Lvl 3 2/day, DC 17 Water Breathing x2

Knowing we're heading into a lake, took some liberties...

Zag nods to Krolmnite. "Spells to both breathe and swim as a fish."


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

"I can swim fairly well, but I think I will need a different weapon than my greatsword if I should get knocked into the lake. If you have a hooked lance I could purchase, that would be very helpful. If not, I will take a spear."
For the fight with the lake monster, Yekskya would probably be fine with a touch of the sea in case he gets knocked into the water. He could also be a candidate for diving, but melee combat is more Krolm's domain. Do we want to put two people into each boat or go in individual boats? I'm thinking individual boats may be a better tactic, unless some of you want mobility. Yeks would just as soon get his boat in place and try to shoot from there.

The Exchange

@Yekskya: You describe what you are looking for to the locals. Eventually one approaches with a man-sized spear with two barbed hooks peeling back from the blade. "Is this what you're looking for?" the man asks in Polyglot. He offers to sell it to you for three gold pieces. Images of a hooked lance seemed to be hard to come by, but this weapon has all the statistics of mundane hooked lance from Ultimate Combat.

@Zaghigoth: No problem with the spell selection, especially if you all are waiting until the following day. However, the reed boats are fairly narrow, and Oshok'arr may have trouble fitting in to one. Then again, she is Medium size...

Are you planning to hunt the spawn of Aomak right away? Or wait until nightfall, or wait until morning? Let me know your general plan of action - especially if you all are pairing up in the boats or taking individual boats - and I'll post the next part.


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

Yekskya is very thankful to the villager, "Yes that is exactly what I was looking for. I will gladly pay you." Yekskya doubles the fee the man requests. "I am ready to face the beast right away but if some of you would like to prepare we can wait until nightfall or the morning. I would prefer to take an individual boat."


Female Human (Chelish) Bard 1 / Sorcerer 5; Initiative +2, Perception +6, hp 13/43, AC 18 (+2 Dex, +1 deflection, +1 natural armour, +4 Mage Armour), Fort +3, Ref +5, Will +8

"I regret to point this out, but... I can't actually swim. How are we supposed to prepare for that? Do these folks sell spell scrolls I could use?"


I was thinking of leaving Oshok'arr behind anyway for this one. Though if I do that I guess there's no sense in preparing magic fang, so I'll prepare a third touch of the sea instead.

My plan is to use Touch of the Sea, Bull's Strength, and Water Breathing on Krolmnite, and then two other touch of the sea spells on whoever else wants them. I'll have a second water breathing prepared if we need it but will otherwise be sacrificing spells to summon crocodiles or sharks or whatever.


Paladin 6 | AC 18/10/18 | HP 56/74 | F+12, R+5, W+8 (+2 vs. Illusion spells and Effects *+1 vs. Compulsion effects/spells) | Init.+0 | Perc.+2 | Evasion vs. Breath Weapons

"Let's do kill this water dragon! For glory!"


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

Sounds good. I'm a +2 Swim so not awful, but not great either.

The Exchange

The villager thanks Yekskya profusely and via Nkechi's interpretation promises to encourage the other villagers to bless your hunt.

Nkechi also offers to help. While not wanting to combat this spirit of the jungle directly, the wizened old man does explain that he has thrown the bones and performed an augury, and wishes you well on your quest. He offers Zaghigoth an enchanted pearl, and explains that it will help him to recall a spell previously cast, and he also offers the use of trident to anyone who wants to wield it. It is well-made, one of the few metal items the guide carries. He also offers to cast a spell of barkskin, endure elements, or magic weapon if anyone wishes. He apologises he cannot do more, not having expected to be on the water today. However, if you wait until morning he may be able to help with additional spells. The items are a pearl of power (1st level spells) and a masterwork trident.

Any other plans post them here. Otherwise I'll try to put next post up soon, tonight if possible. Another monster hunt begins!


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

"Maybe we should wait until the morning so we can have Nkechi's magical aid. If we attack tonight, I have a magical weapon, but making my skin harder to penetrate would be helpful. In the morning, I'm sure we could use additional help with water breathing or swimming."


Paladin 6 | AC 18/10/18 | HP 56/74 | F+12, R+5, W+8 (+2 vs. Illusion spells and Effects *+1 vs. Compulsion effects/spells) | Init.+0 | Perc.+2 | Evasion vs. Breath Weapons

"Attacking in the light would be advantageous to us, I think. Everyone can prepare their spells and we can take the beast out."


As we head out, Krolm gets a water breathing, touch of the sea, and bull's strength. Yekskya and either Cat or Quinta get a touch of the sea as well, whoever needs it more. I'll give myself barkskin so I can forgo my shield to increase my swim check.

Lvl 0 4/day, DC 14 Detect Magic, Read Magic, Mending, Resistance
Lvl 1 4/day, DC 15 Calm Animals
Lvl 2 3/day, DC 16 Burst of Radiance
Lvl 3 2/day, DC 17 Water Breathing


Female Human (Chelish) Bard 1 / Sorcerer 5; Initiative +2, Perception +6, hp 13/43, AC 18 (+2 Dex, +1 deflection, +1 natural armour, +4 Mage Armour), Fort +3, Ref +5, Will +8

Before the group goes out to hunt, Quinta wants to scout the lakeshore and get some local intel. Lakes usually have reptiles living nearby; maybe they can tell the group something useful?


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

"That sounds like a good idea Quinta. Do you want to scout and speak with them tonight or in the morning?"


Female Human (Chelish) Bard 1 / Sorcerer 5; Initiative +2, Perception +6, hp 13/43, AC 18 (+2 Dex, +1 deflection, +1 natural armour, +4 Mage Armour), Fort +3, Ref +5, Will +8

"Night is when most will come out to hunt, isn't it? You are more knowledgeable on animals than I, and I only recently discovered this ability. I can't say I fully understand it yet."


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

"It depends what you can speak with, but yes, most creatures prefer the night. Can you speak with frogs or salamanders or fish? Or only the warm-blooded animals that come to the lake to drink?"


Female Human (Chelish) Bard 1 / Sorcerer 5; Initiative +2, Perception +6, hp 13/43, AC 18 (+2 Dex, +1 deflection, +1 natural armour, +4 Mage Armour), Fort +3, Ref +5, Will +8

Quinta frowns and shakes her head.
"Cold-bloods," she says, slowly. "The scale-bearing ones. Reptiles..."

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