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CrazyHedgehog's Serpent Skull
Game Master CrazyHedgehog

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



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"I too would like to hear your story, tchamek. How did you come to be chained. Speak loudly, the heat is getting to me and I think I'll need to build some shelter from the sun."

Slicingsong will use the canvas sheets we found as well as any broad leaves to be found near the jungle's edge to build some shelter from the sun. He'll use his dagger to hack off some branches for supports, and the shovels will probably work for this purpose, too.

Survival: 1d20 + 5 ⇒ (20) + 5 = 25
Knowledge Engineering (if necessary): 1d20 ⇒ 2


Stats:
AC 18/14/14 HP 36/36 F+5 R+5 W+3 Init+4 Per+3

Once we're done talking with Jask, Yekskya will provide assistance to Slicingsong with building the shelter.
Survival (to assist) 1d20 + 6 ⇒ (15) + 6 = 21 Assists, giving a total of 27 to Slicingsong. Hopefully we don't need Knowledge (Engineering).


CG Male Half-Orc Ranger (Trapper) 2 | HP: 23/23 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +2 | Init +2, Perc +6

Grym shakes his head at the anger between the other survivors. It would only serve to cloud the issue and reminded him too much of what the people back in Sandpoint had shown when he'd spent time in town.

"Anger will get us nowhere," he stated in a lull during conversation, "For us all to survive, we must be attentive to our surroundings and also to one another. We don't know what lurks in these forests and until we have stock of the immediate vicinity, we don't know how safe our situation is."

He watches Slicingsong and Yekskya building the shelter and decides to gather a couple of others to aid in gathering dried wood for a fire.

"Come, we may need a fire to keep predators at bay," he states matter-of-factly, ushering the most able-bodied of the survivors into motion.

Survival: 1d20 + 6 ⇒ (20) + 6 = 26 for gathering firewood and also investigating the quality of wood so that he could perhaps begin crafting rudimentary bows.

Qadira

heat damage:
Gelik - 1d4 ⇒ 1
Faey - 1d4 ⇒ 2

Forgot to make these rolls yesterday.

--

As Rowena faces off against Aerys, her hand drawing her rapier, Aerys glares back at her. Her hands curl into fists; then, at the last moment the attractive half-elven woman snarls in frustration, turning to stalk up the beach. Everyone stares for a moment, then goes back to what they were doing before, trying to pretend nothing happened.

Edit: Aerys' actions slightly retconned to take Cat's actions into account.

Next, you turn your attention to Jask. The large, plain-looking Garundi man accepts Zag's water with appreciation. When you ask how he ended up in chains, he is quiet for a long moment. Finally, he answers: "I was a scribe, for a long time, in Eleder, capital of Sargava. I discovered some evidence linking ministers to corruption and illicit deals with the Free Captains of the Shackles. When I tried to warn my superiors, I found I was framed instead. I managed to escape north, but was eventually found in Corentyn. The agent put me on the [i] Jenivere, [/] but by the grace of Nethys here I am."

Afterwards, you turn your attentions to building a shelter to get out of the heat. The sailcloth you took from the wreck seems to do the trick. At the same time, Grym organises Gelik the gnome and Faey to help with finding firewood for the evening. The half-orc ranger manages to find several branches that would due for turning into stout bows.


Slicingsong relaxes under the shade of the shelter and wait for just a bit before dusk. That's when prey animals will most likely be out since the change in light affects predator's vision. He checks his bow and quiver of arrows to ensure their preparedness.


Stats:
AC 18/14/14 HP 36/36 F+5 R+5 W+3 Init+4 Per+3

Yekskya listens while Jask tells his tale.
Sense Motive 1d20 + 2 ⇒ (18) + 2 = 20
"So Jask, you hope to go back to Corentyn or someplace else now?"

Later, once we get the fire going, "All right. Decent start for today. I think we'd better start exploring this island tomorrow. See if we can find anything to get us off it."


CG Male Half-Orc Ranger (Trapper) 2 | HP: 23/23 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +2 | Init +2, Perc +6

Grym builds a bonfire with the firewood that they find and then inspects the bow-wood. Using his expertise, he begins to start the process of turning them into workable bows.

Craft (bowyer): 1d20 + 2 ⇒ (15) + 2 = 17
Craft (bowyer): 1d20 + 2 ⇒ (7) + 2 = 9
Craft (bowyer): 1d20 + 2 ⇒ (19) + 2 = 21

He also tries to identify a material that can be used for string.

Survival: 1d20 + 6 ⇒ (16) + 6 = 22


"Sounds like you're out of chains as far as I'm concerned, Jask. Here, let's get rid of those shackles." As Jask holds out his bound arms, I draw the set of keys we found in the captain's cabin from my pouch and try them for a fit. If the keys don't fit, I'll take 20 for 27 total on Disable Device to pop the locks with my lock picks
"There, that's better. Free as a bird. But I'd like to know if there's anything in the way of skills that you have that could benefit the group? I don't know if being a scribe entails creating maps, but if it does, that's one. Anything else you can do?"

Hearing Grym gather a few survivors to go gather wood, I point to the crates that we managed to salvage from the wreckage of the 'Jenivere'. "Grym, check those crates if you please. There should be some tools in there that you might be able to use. If I recall correctly, there should be some axes in there, as well as some other stuff likes ropes, knives and such."


CG Male Half-Orc Ranger (Trapper) 2 | HP: 23/23 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +2 | Init +2, Perc +6

Before setting out on their firewood-gathering, Grym cracks open the crates and lays their contents out on the sand in order to gauge how useful the items would be, taking care to note whether anything could be used as bowstrings.


LN Male Half-Orc Druid 3 | HP: 32/32 | AC: 17, FF: 16, T: 11 | F +5, R +2, W +6 | Init +1, Perc +8

As the others move to start securing resources and establishing the camp, Zag calls out "Shout if you need help, I say. I will work on making water and seeing to everyone's...hm, health. Speak up if you are feeling dizzy or overheated or ill."

To Jask, he nods sagely. "A foul thing, this framing. You will see no such lies among beasts, I say."

Zag casts create water into the waterskins of anyone who accepts, or into any other vessels around. He will also cast resistance on anyone who is looking less than healthy (only lasts a minute, of course, but it makes him feel better) to bolster their fortitude against sicknesses and heat. He will also ply his healing skills on anyone who has taken heat damage, if necessary/possible.

Heal checks (can't recall who all this applies to, so I'll lay down 5 rolls and you can assign them as necessary, CH).

1d20 + 7 ⇒ (9) + 7 = 16
1d20 + 7 ⇒ (8) + 7 = 15
1d20 + 7 ⇒ (14) + 7 = 21
1d20 + 7 ⇒ (9) + 7 = 16
1d20 + 7 ⇒ (2) + 7 = 9


CG Male Half-Orc Ranger (Trapper) 2 | HP: 23/23 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +2 | Init +2, Perc +6

Grym is impressed by Zag's ability to conjure water from thin air.

"I guess you cannot do that indefinitely?" he asks, standing and stretching his muscles after he does some work on the bow shafts.

"I suppose we shall need a clean supply of water but that can wait until tomorrow. My skills are more of use in forests but I figure they'll be of use in the jungle too. Do any of you have greater knowledge of jungles? We need to try and ensure that everyone knows as much as possible for we don't know how long we'll be here for."


Stats:
AC 18/14/14 HP 36/36 F+5 R+5 W+3 Init+4 Per+3

"I grew up in hill country, but the jungles were near. In my youth, I spent plenty of time hunting in both jungles and hills. Ilizmagorti has deep jungle outside the city too, but I spent most of my time there in the city."

"We should stick together in groups of at least two to three and more whenever possible. There are many possible threats, including big cats and crocodiles. Of course, the worst threat is usually man..."

Qadira

Rowena searches through the handful of keys from Captain Kovack's cabin, and sure enough one of them fits the manacles binding the Garundi man. Jask Derindi is delighted to be free of his bonds. He looks down at his wrists with a wide smile. "Thank you, friends. I don't know how I'll ever repay you." He lets out a whoop and stretches. "When I was in Sargava, I was a acolyte of Nethys. If I had my holy symbol, I could help Zaghigoth with healing. Still, I have some small healing ability. Also, if you're interested I could teach you some meditations and mantras, I find they help ease the mind. Might be useful if we're stuck here for a while."

At the mention of returning to Corentyn, Jask considers. "Corentyn? If my enemies found me there, I should probably move on. I'd love to return to Sargava, but I'm still a wanted man there. I would need evidence first. In fact, weren't you telling Faey a few minutes ago that this place may be Smuggler's Shiv? I've heard of that place. When I came across papers indicating that my superiors were involved in corruption with the Free Captains, one link that came up was a Shackles captain named Avret Kinkarian of the Brine Demon. I think the Brine Demon ran aground on Smuggler's Shiv a while back. I wonder whether Captain Kinkarian would have any papers that might help me prove my innocence? That would really help me in Sargava."

With some work, you manage to clear an area for a camp and erect a cover to help protect from the elements. Everyone moves in and you immediately feel some relief from the beating sun, while Zaghigoth makes the rounds checking on minor complaints. Grym works away with his bows, and already two are taking shape.

100XP for making Jask Derindi Helpful. If any of you want to take up his offer to learn some mantras, with a day of practice these chants provide a permanent untyped bonus of +2 to Concentration. Well done!

Yekskya:
You don't sense any falsehood from Jask.

Grym:
What type of bows were you making? It looks like you've manage to complete two of them. Hunting around, you find some tough plants near running water that can provide tough fibers for bowstrings.

Zaghigoth:
Zag, I've run out of time to do a longer post, will update on the healings with next post, probably on Sunday as the relations are nearly here to stay the night. Well done with the high healing scores.


Stats:
AC 18/14/14 HP 36/36 F+5 R+5 W+3 Init+4 Per+3

Yekskya nods his head as Jask tells his tale, "Well, not sure how long ago that ship ran aground, but maybe we can find this captain or his remains while we're here. As for your symbol of Nethys, I think we may have found your gear on the ship. Dagger, leather armor, two flasks, holy symbol of Nethys, and a spell component pouch? If so, let's get them back to you. Need all the able hands we can get."

Not planning to go spellcaster, so I'll pass on the mantras.


CG Male Half-Orc Ranger (Trapper) 2 | HP: 23/23 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +2 | Init +2, Perc +6

CHH:
I think Grym would be going for shortbows. Longbows won't get the use they deserve in the jungle.

"I know the feeling, Jask, I was often persecuted just for who I am," Grym says as he strips some plants to make bowstring.


Stats:
AC 18/14/14 HP 36/36 F+5 R+5 W+3 Init+4 Per+3

CHH, did Aerys come back or continue down the beach?


Slicingsong is always eager to learn more about the world around him and tries out Jask's mantras while waiting for dusk. By the time he's done, they've taken on a substantially different rhythm. Rather than Jask's peaceful chant, Slicingsong's stamping foot brings out a beat that stirs the body.


LN Male Half-Orc Druid 3 | HP: 32/32 | AC: 17, FF: 16, T: 11 | F +5, R +2, W +6 | Init +1, Perc +8

Zaghigoth heeds to Jask's council and teachings, never too proud to humble himself as a student. When finished, he says "You seem to me an honorable man, Jask. I will help you in your task, I say."

Qadira

wandering monster:
1d100 ⇒ 94

wandering monster:
1d100 ⇒ 99

---
Jask thanks you for your support, and his eyes light up when Yekskya mentions the holy symbol and the gear. "Yes, those are my things. The agent removed my belongings when he took me into custody, and handed them over to the captain when I was taken aboard the Jenivere." Later, he spends some time with Slicingsong and Zaghigoth, explaining in brief about Nethys' teachings and some mantras and meditations that might be useful to anyone.

Zaghigoth also spends some time checking everyone to make sure they are feeling no ill effects from exposure to the hot tropical sun. The majority of the other castaways, including Slicingsong, appear to be suffering from heat stroke, though no major complaints at the moment. Zaghigot attempts to help everyone feel better, though the only one to really feel the effects of ministrations is Gelik. The gnome thanks him.

Meanwhile, Grym industriously works on crafting some short bows for use in the jungle. Finding some plant fibers to craft into bowstrings, he soon has two bows ready for use in the morning.

Aerys has returned to the group, looking sullen as ever. She also appears a bit unwell and flushed, to your eyes. The sun sinks to the west, and you are glad to have made your makeshift camp and fire. The island seems to come alive with the sounds of the night.

Whew! Made it through your first day.

heat stroke:
Those that failed the Fortitude checks I rolled took a small amount of nonlethal damage that represents heat stroke. This included Slicingsong, Faey, Gelik, Ishirou, Jask, and Aerys. These characters have the Fatigued condition until the nonlethal damage is healed - most should be ok after a night of rest. Zag, unsure how to apply your rolls, I was assuming to treat the Heal skill as a DC 20 check to heal damage as in the core rules, but if you think better way of doing it, let me know. In that case, only the roll to heal Gelik succeeded.

Any plans for keeping watch through the night?


"Nethys you say? Can't say I'm very familiar with him, apart from knowing he holds magic in his portfolio. I'm more of a free spirit and my worship is directed at Cayden Cailean, but I'm always open to learning new stuff. If your meditations can help me clear my mind and strengthen my focus, I am very interested in learning of those. It never hurts to be able to focus better on a job at hand."

As the sun sets and the jungle starts to come alive with all manner of sounds, my gazes wanders along the edge of the dense vegetation, as I wonder what creatures might be prowling about, perhaps even stalking us. "I think it would be wise if we set watches for the night. No way of telling what might happen if we all go to sleep. Since I'm still feeling well enough, I offer to take the first watch. If someone else is willing, we could even do a double. Better chance of picking up on something sneaking up on us with more than one set of eyes and ears. any takers?"

Sorry for delayed posting about joining Jask's mediation lessons


CG Male Half-Orc Ranger (Trapper) 2 | HP: 23/23 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +2 | Init +2, Perc +6

Grym nods at Rowena's advice, as a fire might not serve to frighten off the most ambitious of predators nor other denizens of the night.

"I shall also offer to watch, but the fire should keep at bay all but the worst of the creatures that prowl these parts," Grym pulls a number of arrows from his quiver and sets them Ito the ground to use with one of the newly-crafted shortbows as well as loosening his axe.


"Perhaps we should pair one of the less well armed passengers with one of us for each watch?" Once the details of the watch order are established, Slicingsong settles down next to the fire.

"Sitting next to a fire when it is so needed always reminds me of a story of my people, a story of how man came to control fire.

Long ago when the world was young, Bear had Fire. He was respected by his kind and the other animals for Fire kept them warm in the winter and lit their night with its merry glow. Bear and his people took fire with them wherever they went. One day, Bear and his people came to a great forest, where they found many acorns lying on the forest floor. Bear set Fire at the edge of the forest, and he and his people began eating acorns. The acorns were crunch and crisp and tasted better than any other acorns Bear and his people had ever eaten. They wandered further and further away from Fire, eating the delicious acorns and seeking out more when the acorn supply grew low.

Fire blazed up merrily for awhile, until it had burned nearly all of its wood. It started to smoke and flicker, then it dwindled down and down. Fire was alarmed. It was nearly out. 'Feed me! Feed me!' Fire shouted to Bear. But Bear and his people had wandered deep into the forest, and then did not hear Fire's cries.

At that moment, Man came walking through the forest and saw the small, flickering Fire. 'Feed me! Feed me!' Fire cried in despair.

'What should I feed you?' Man asked. He had never seen Fire before.

'I eat sticks and logs and wood of all kinds,' Fire explained.

Man picked up a stick and leaned it on the North side of Fire. Fire sent its orange-blue flames flickering up the side of the stick until it started to burn. Man got a second stick and laid it on the West side of the fire. Fire, nourished by the first stick, burned brighter and stretched taller and eagerly claimed the second stick. Man picked up a third stick and laid it on the south side of Fire and laid a fourth stick on the East. By this time, Fire was leaping and dancing in delight, its hunger satisfied.

Man warmed himself by the blazing Fire, enjoying the changed colors and the hissing and snapping sound Fire made as it ate the wood. Man and Fire were very happy together, and Man fed Fire sticks whenever it got hungry.

A long time later, Bear and his people came back to the edge of the forest, looking for Fire. Fire was angry when it saw Bear. It blazed until it was white-hot and so bright that Bear had to shade his eyes with both paws. 'I do not even know you!' Fire shouted at Bear. The terrible heat rolling of Fire drove Bear and his people away, so they could not take it and carry it away with them.

The story of how Fire chased away Bear spread among all the animals of all the forests and plains and mountains and that is why animals now fear to approach Fire."

Slicingsong smiles, but it is a sad smile and does not reach his eyes. "I have not told a story of my people in some time. It hurts but feels good, like stretching a muscle."


CG Male Half-Orc Ranger (Trapper) 2 | HP: 23/23 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +2 | Init +2, Perc +6

Grym smiles as Slicingsong tells his story. As a man of the woods, he relishes these small moments of entertainment as he very rarely got to see anything like a bard for storytelling unless they happened across his camp in the wilderness.


Stats:
AC 18/14/14 HP 36/36 F+5 R+5 W+3 Init+4 Per+3

Yekskya enjoys the company of the rest of the group. At least most seem to be making the best of our situation so far. As discussion turns to the need for a watch, "It is not only animals we need fear. There are tales of darker things on this island and there may be men as well and we still don't know why we were wrecked. I do think we need a watch and I would be happy to help. My eyes may not be as good in the dark as some of you, but I would be happy to take a middle watch."

As talk turns from fires and watches to tales about fire, he comment, "A very good tale Slicingsong. Thank you. But, what is this thing called Bear? It has paws. Is it like a lion or panther?"


"Have they no bears where you come from? Hrm, how to explain... They vary in size, some about the weight of a lion, some larger. They are broader and taller than lions, also.

I am afraid I am no good at this. It is like trying to describe a color.

We may wish to decide how to proceeed before we sleep, or at least discuss our choices and sleep on it to decide in the morning. From what I remember of the tales of Smuggler's Shiv, there is a lighthouse on the southern tip. Perhaps it would be best to travel directly south from here, or as directly as the beach allows."

I forget did we find a map of the island among the captain's possessions or somewhere? Why does that seem familiar to me? In case we did, I'll roll to pinpoint our location.

Knowledge Geography: 1d20 + 1 ⇒ (11) + 1 = 12


CG Male Half-Orc Ranger (Trapper) 2 | HP: 23/23 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +2 | Init +2, Perc +6

"Bears are great beasts, usually around the weight of two or three men and can stand taller than a man on their hind legs. They are powerful beasts, able to crush a man's rib cage with a single powerful stroke," Grym tries to aid in the explaining.


Stats:
AC 18/14/14 HP 36/36 F+5 R+5 W+3 Init+4 Per+3

"Interesting. I have never seen the like, but we'd best be cautious here as well. There are many things that kill in the jungle too. Some large. Some small. I like the plan to head for the lighthouse. That might be someplace we could set a fire and see if we could signal a passing ship."

Qadira

You did find a handful of maps and nautical charts, in a desk drawer along with Captain Kovack's logbook.

Looking through the maps and charts, the first one of interest shows the west coast of Garund, and has markings showing the Jenivere's intended route to and from Sargava. Smuggler's Shiv doesn't seem to appear on the map. However, you do manage to find a map of Smuggler's Shiv as part of a map showing Desperation Bay. The map doesn't provide many details of the island apart from an outline and a written note warning of danger.

Studying the map Yekskya, you think you have managed to pinpoint where you came ashore, and where you are now camped.

You can see the island here . You are currently at the place marked "camp."


Stats:
AC 18/14/14 HP 36/36 F+5 R+5 W+3 Init+4 Per+3

"Well, does anyone have a preference for hugging the lagoon to the west, heading along the east coast facing the bay or seeing if there are trails in the interior? I'm still leaning toward the east coast."


CG Male Half-Orc Ranger (Trapper) 2 | HP: 23/23 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +2 | Init +2, Perc +6

"If we explore to the west then we'll know what lies in that direction which will mean we know what is at our back as we explore the rest of the island," Grym remarks, sweeping a finger up the peninsula to the west of their calculated position, "I would be happy exploring this area first then turning our attention to the rest of the island."


"I like the way you think, Grym. Better know there's nothing dangerous behind us when we're facing something hostile while heading east."

Settling down for first watch, I place my shortbow on the ground in front of me, followed by placing a row if arrows with their points in the sand, arranged to allow quick grabbing in case of an emergency. Once satisfied, I draw my rapier and retrieve my whetstone and start honing the blade to a razorsharp edge. When I'm done, I lean back against my backpack and start polishing the blade to a mirrorlike shine, the repetitive motion soothing me as I mentally go over everything that has occured so far.


Stats:
AC 18/14/14 HP 36/36 F+5 R+5 W+3 Init+4 Per+3

"Yes, that's a good idea. I'm fine with us planning to go there in the morning."

Watch order? Cat and Grym, Yekskya and Zag, Yekskya and Slicingsong. Switch to Cat taking the double-shift the second night, then Zag, then back to Yekskya. And, Yekskya will not sleep in armor.


LN Male Half-Orc Druid 3 | HP: 32/32 | AC: 17, FF: 16, T: 11 | F +5, R +2, W +6 | Init +1, Perc +8

"I will be up most of this night, I think," Zag offers in regards to the talk of watch. A good time to attune myself to this place and...hm.. set up a druidric bond...call a native beast. It will require some concentration, I say, but I should be aware enough to help someone...hm...keep a look out."

Zag will spend whatever portion of the night you deem necessary to attune himself to the spirits of the island and feel out for a crocodile companion.


"There are thin brown lines on this map. Do you see? Could it be that there are roads from when this place was originally settled?

I am not so concerned about what lies to our backs. If we make good time, we will leave it behind us. I say we make our way along this interior curve and try to get to that road at the southern part of the crescent."


"I think that's not going to be as easy as you think, Slicingsong. If it were only us we might, but I don't think those passengers will be able to keep up. And if w have to slow down and then, if we are held up by some problem we have to face, we can count on something ugly to bite us in the ass. I know time may be of the essence, but I for one am not willing to sacrifice safety for speed. That said, if the others agree with you I'll abide by the decision."

Settling back down, I concentrate on the exercises described by Jask, focussing my mind and calming down.


"I'm not sure I understand. Is this a tchamek thing? Won't there be some part of the island at out back no matter which way we go? If we go south, at least the smallest part of the island will be behind us."


"I don't know what this 'tchamek' thing is that you refer to, but it was more or less my thinking, and I presume Grym's as well, that going west would take us the least amount of time to clean up before taking on the bigger portion of the island."


CG Male Half-Orc Ranger (Trapper) 2 | HP: 23/23 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +2 | Init +2, Perc +6

"Indeed," Grym agreed, "By exploring the peninsula to the west, we'll be able to find out what lies there and know that we won't need to spend as much time watching our back."


LN Male Half-Orc Druid 3 | HP: 32/32 | AC: 17, FF: 16, T: 11 | F +5, R +2, W +6 | Init +1, Perc +8

"I am not so good with thinking of plans, I say. I only know that the wilds, wherever you go, will...hm..keep to changing. You may kill the wolf behind you, but when you turn, there will be another at your back...and when you turn to kill that one, there will be another where you killed the first. Such is the way...but I will follow whatever path you think to take."


"Tchamek, it is other, outsider in my language. You are all tchamek.

[b]So I wonder if this if tchamek thinking. The wilds are not fallen breadcrumbs on the ground, that you can just pick up the bits and put them in a bin and things are now clean. Wild lands are like water. Yes, you can block the flow of water and remove it from an area, but once you unblock it, the water just flows back in.

Until we are in the lighthouse or another sturdy building, there will always be danger at our backs. That is the nature of wild lands."


Stats:
AC 18/14/14 HP 36/36 F+5 R+5 W+3 Init+4 Per+3

"I agree with you all about the wilds. But sometimes, there are also more permanent things left by men...even other shipwrecks probably. We may find things that would help our survival. Of course, if we think south is the answer, it would also delay us from where we ultimately need to go. I still say north and west first. It the advantage is that it may only take a half day or so to explore and we can regroup with those that don't come with us before proceeding south."


LN Male Half-Orc Druid 3 | HP: 32/32 | AC: 17, FF: 16, T: 11 | F +5, R +2, W +6 | Init +1, Perc +8

"Hm... other shipwrecks...perhaps this Brine Demon of Jask's. Exploration is a good path, then, I say." He shrugs then, adding "I am not in so much a hurry to escape this place, I would say...I have come to these southern lands to see and hear and feel all the types of wilds. My old master called it the...hm...endless pilgrimage. I was to head deep into the jungles anyway, though I was not expecting the ghouls and ghosts, I say. But you all seem to have...hm...other paths to follow, so I will help you best I can." Zag then casts a sidelong glance to Aerys, Gelik, and the others. He lowers his voice and continues. "Not meaning to sound...ah, dismissive? But some of these others...well, they look to be fairing poorly so far from just the sand and sun, I say. Some are armed, but, ah...hm...I think to take them with us will only weaken the pack, so to say. We will only be as quick and strong as the slowest and weakest. It is the law of nature, and I say we must follow its laws here. Maybe it is best for them to...hm..guard the camp?"


Stats:
AC 18/14/14 HP 36/36 F+5 R+5 W+3 Init+4 Per+3

"Yes, I agree with you Zag. I think we need to do our best to keep them healthy and safe. Guarding camp sounds like the best way to do it."

Qadira

wandering monsters:
1d100 ⇒ 15
1d100 ⇒ 53
1d100 ⇒ 70
1d100 ⇒ 65
1d100 ⇒ 93
1d100 ⇒ 83

morale:
Aerys - 1d20 - 3 ⇒ (9) - 3 = 6
Gelik - 1d20 - 1 ⇒ (5) - 1 = 4
Ishirou - 1d20 - 3 ⇒ (2) - 3 = -1
Jask - 1d20 + 8 ⇒ (10) + 8 = 18
Sasha - 1d20 - 3 ⇒ (11) - 3 = 8

Spoiler:
1d4 ⇒ 3
1d10 ⇒ 8
1d10 ⇒ 1
1d10 ⇒ 3
1d20 + 2 ⇒ (3) + 2 = 5
1d20 + 3 ⇒ (12) + 3 = 15
1d20 + 9 ⇒ (14) + 9 = 23

initiative:
Grym - 1d20 + 2 ⇒ (7) + 2 = 9
Rowena - 1d20 + 3 ⇒ (5) + 3 = 8
Slicingsong - 1d20 + 2 ⇒ (2) + 2 = 4
Yekskya - 1d20 + 4 ⇒ (18) + 4 = 22
Zaghigoth - 1d20 + 1 ⇒ (20) + 1 = 21
NPCs - 1d20 ⇒ 8
Snake - 1d20 + 5 ⇒ (15) + 5 = 20

---

All too swiftly it seems, the morning arrives. You awake, bleary eyed, and it's clear no one slept well. Rowena, particularly, looks as if she has tossed and turned all night, and those of you on watch while she was sleeping can attest that she slept fitfully and was crying out.

Rowena:
During the night, you have the following nightmare. You dream that you're back aboard the Jenivere , bent over the railing being sick. After your latest bout of retching, you slump back and see the rest of the passengers and crew on deck as well, all of them sick save for the captain and the quiet Varisian scholar Ieana. She whispers in the captain's ear, then gives him a kiss on the cheek. At that point the captain holds up a wooden soup spoon, and you realize that you're holding one as well. Everyone has a spoon. The ship is sinking, and the only way to stop it is to bail out the hold with your spoon! You work feverishly, but the waters keep rushing in. Just before you wake, you can see monstrous things with pincers in the water trying to claw their way into the ship...

Zaghigoth, meanwhile, looks tired but proud. During his watch, the half-orc druid made use of the time to summon a companion from the animal realm. Raising his hands to the heavens and making a deep, thrumming hum, he places his hands on the sandy earth. The ground itself seems to vibrate. He waits. Nothing seems to happen. Then, Zaghigoth and Yekskya, sharing the watch, hear a rustling in the underbrush. Yekskya fits an arrow to his bow just as an enormous crocodile emerges, his mouth open to show lots of sharp teeth. "Wait Yekskya, stop. I think it is, hm...alright." Confidently, he places his hand on the crocodile's snout, and miraculously, the crocodile even seems to enjoy his touch. Now, as you all awake, Zag announces: "Hmm..be careful if you leave the camp. I have called a crocodile to help us, he is nearby. I wouldn't want any of you to get eaten."

Qadira

As you rouse yourselves from sleep, you suddenly hear a shriek from Ishirou. A long, blue-black snake is curled next to him, and with all the movement is now hissing warningly. Looking around quickly, you see other snakes in your makeshift camp, one near Grym and another seems to be coiled near to where Slicingsong was standing guard. Somehow they seem to have slithered into camp undetected!

[u] Initiative [/u]
22 - Yekskya
21 - Zag
20 - snakes
9 - Grym
8 - Rowena, NPCs
4 - Slice

No surprise round, as the snakes were just curled up for warmth and so aren't ready to strike yet.


Stats:
AC 18/14/14 HP 36/36 F+5 R+5 W+3 Init+4 Per+3

"Trouble. Looks like your crocodile brought snakes with him Zag!" Yekskya puts arrow to bowstring and fires at the closest snake.
Attack (Composite Longbow, Deadly Aim) 1d20 + 5 - 1 ⇒ (20) + 5 - 1 = 24
Confirm (Composite Longbow, Deadly Aim) 1d20 + 5 - 1 ⇒ (6) + 5 - 1 = 10
Damage (Composite Longbow, Deadly Aim) 1d8 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Extra Damage if Confirmed (Composite Longbow, Deadly Aim) 1d8 + 2 + 2 + 1d8 + 2 + 2 ⇒ (1) + 2 + 2 + (2) + 2 + 2 = 11


LN Male Half-Orc Druid 3 | HP: 32/32 | AC: 17, FF: 16, T: 11 | F +5, R +2, W +6 | Init +1, Perc +8

"Ha! Let nature run its course, I say. Crocodiles eat snakes!" Zag points at the snake coiled near Grym and looks down at the crocodile. "Strike!"

(Assuming the snake in question is within 20 ft. If not, then any one that is within 20 ft).

Croc moves forward and goes for a bite, and Zag moves to strike the same one with his spear. (I recall you saying CH that we would not worry about handle animal checks for the animal companion unless attempting to have it do something out of the box... so I would assume that having it attack what could be natural prey would not prompt one?)

Crocodile Bite: 1d20 + 4 ⇒ (15) + 4 = 19
Bite Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Zag Spear: 1d20 + 2 ⇒ (4) + 2 = 6
Spear Damage: 1d6 + 2 ⇒ (6) + 2 = 8


CG Male Half-Orc Ranger (Trapper) 2 | HP: 23/23 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +2 | Init +2, Perc +6

Grym retrieves his greataxe and swings at the nearby snake.

Greataxe attack vs. snake: 1d20 + 4 ⇒ (6) + 4 = 10
Greataxe damage vs. snake: 1d12 + 4 ⇒ (10) + 4 = 14


Waking up with a yell, I look around the campsite, my rapier in hand as the image of the pincer-equipped monstrosities is still very much alive in my mind and I am ready to fight them off. Only then do I realize that I am no longer aboard the ship, instead lying on the sand. Seeing the faces of my fellow castaways, it begins to dawn on me that it was not just a bad dream but is in fact harsh reality. It looks like that Varisian scholar, Ieana I think she was called, was in leagues with the captain. Must remember to tell the others about this. Maybe they have picked up signs of this as well."

As I am rubbing my eyes, I notice movement in the sand close to me, followed by a flurry of activity as Yekskya, Grym and Zagh attack the snakes that have entered our camp. Cursing I take a step back and strike at the vermin as it moves towards me. "Dammit. Somebody has been neglecting to keep an eye out on watch."

Lunging forward, the edge of my rapier glittering in the early sunlight, I attack the snake that seems eager to sink its fangs into my leg.

Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Current hp: 10/10
AC: 16


"Try not to damage them too badly. Just cut off the head if you can. Snake meat is usually quite delicious."

Attack: 1d20 + 4 ⇒ (9) + 4 = 131d8 + 6 ⇒ (3) + 6 = 9

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