GM Edwin's Serpent's Skull (Inactive)

Game Master Insnare

Herein lies the exploits of those on the Jenivere


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casting a light spell if she is ok with it lead on

Dark Archive

Gnome Rogue (TrapFinder) 1 | AC 16 | HP 9/9 | T14/FF13 | F+1/R+8/W+0 | Init +3 | Perc +6 (+7 traps) | 550/2000 |

Quietly following, furtively scanning the dark jungle foliage.


Shot Putter Funkmeister

Your group decides to continue even though it is night time. After about an hour you make your way in the dark through the dense jungle to the beach and then the waves crashing
on the shores of Smuggler’s Shiv become infused with
an eerie greenish radiance, almost as if the surf were
glowing.

After another hour where your party becomes increasingly exhausted trudging along the beach and after such a tiring physical day.

DC 20 Knowledge (nature)

Spoiler:
check explains that
this eerie occurrence is a natural phenomenon caused by
phosphorescent algae and plankton in the water.

Dark Archive

Gnome Rogue (TrapFinder) 1 | AC 16 | HP 9/9 | T14/FF13 | F+1/R+8/W+0 | Init +3 | Perc +6 (+7 traps) | 550/2000 |

Know Nat: 1d20 + 7 ⇒ (20) + 7 = 27

"See that glowy stuff, that happens all the time, it's natural, no ghosts, no bad stuff just algae."


Phew i am releived


Shot Putter Funkmeister

Do you want to continue on or make camp?


up to Zabivat, but i am fine either way

Dark Archive

Gnome Rogue (TrapFinder) 1 | AC 16 | HP 9/9 | T14/FF13 | F+1/R+8/W+0 | Init +3 | Perc +6 (+7 traps) | 550/2000 |

If everyone is getting exhausted it's best to make camp.


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

It's up to Zabivat, Grimma would prefer to go to the caves, in hope Zack could do something for her.


Shot Putter Funkmeister

Is it your character or you as a player. Your characters would know that with rest you would be lucky to get back by about 1600 but of course you will be exhausted and be in really bad shape. But you guys do what you want to do. You probably mean Jask, I guess


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Yes, Jask :P, sorry.
My character had no way to help Zabivat, and she knows the disease Zabivat suffer is deadly. So she will try anything to save Z.


Shot Putter Funkmeister

Zab, make camp or no?


{HP 9/10 | AC15 FF13 T12 CMD17 | F/R/W 4 (0 from damage)/2/1 | Inish +4 Per +4 SM +0 | XP 887/2000}

I'd say make camp. No sense putting everyone else at risk from exhaustion.


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

At Zabivat's call, Grimma stopped and everybody decided to make camp.

She looked around for the better place.

Survival: 1d20 + 7 ⇒ (20) + 7 = 27


As the group make camp Finn tries to help with starting a fire and making Zabivat confortable

Dark Archive

Gnome Rogue (TrapFinder) 1 | AC 16 | HP 9/9 | T14/FF13 | F+1/R+8/W+0 | Init +3 | Perc +6 (+7 traps) | 550/2000 |

Know Nat: 1d20 + 7 ⇒ (17) + 7 = 24 - Traps
Feebly attempting to assist Grimma, Fijit decides to set a defensive, possibly offensive boundary.


Shot Putter Funkmeister

GM Rolls

Spoiler:
Random Encounter
Evening 1d100 ⇒ 65
Morning:1d100 ⇒ 89
Disease:
Fijit 1d100 ⇒ 21
Zab 1d100 ⇒ 6
Finn 1d100 ⇒ 83
Grimma 1d100 ⇒ 75

Fijit 1d100 ⇒ 79
Zab 1d100 ⇒ 97

Fijit DC 121d20 + 1 ⇒ (20) + 1 = 21 pass
Zab Fortitude DC 181d20 + 4 ⇒ (1) + 4 = 5 fail
DC18 1d20 + 4 ⇒ (14) + 4 = 18 pass
Constitution damage 1d6 ⇒ 6

You wake up the next morning and Zab looks even worse than before.


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Seeing Zabivat being worse than before Grimma said with a worried face

We must make it to the cave to day or she will die. I hope Jask could help her as I'm no help for her.

after a short silence she added

I will try to go ahead to seek help from the other.


ineed

I don't see how he can help even if he has medical knowledge we have no supply of any kind. The only thing i really see is that we help her rest and that with our help her own body can fight off this thing


{HP 9/10 | AC15 FF13 T12 CMD17 | F/R/W 4 (0 from damage)/2/1 | Inish +4 Per +4 SM +0 | XP 887/2000}

"No, no. If I am not infectious....we should stay together. Or you should. I may only slow you down. You three, go back to the cave, I'll follow behind as I can." Zabivat tries to keep on a brave face despite the infection, angry at her own weakness.

6 con left! And I still have 10 HP at max!! Also now my fort save is a +0, so it's not looking good here for me.


CLW: 1d8 + 1 ⇒ (4) + 1 = 5 on Zab Well i am not leaving without you, we stick together


{HP 9/10 | AC15 FF13 T12 CMD17 | F/R/W 4 (0 from damage)/2/1 | Inish +4 Per +4 SM +0 | XP 887/2000}

Zab starts to argue, then shuts up hardly able to argue in her condition. "If that is the case, then let's get going. But if I keep falling behind, leave me. Better to risk losing one then all of us."

There's no technical failure for pushing on unless it was a force march, but meh.]]


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

We've already lost too much compagnion. I will not this island take another ! You come with us Zabivat !

Dark Archive

Gnome Rogue (TrapFinder) 1 | AC 16 | HP 9/9 | T14/FF13 | F+1/R+8/W+0 | Init +3 | Perc +6 (+7 traps) | 550/2000 |

Agreeing with the others Fijit leads the way further up the beach, periodically returning to explain the terrain. All this while keeping an eye out for the cave, other ship wrecked persons or dangers.

Perc: 1d20 + 6 ⇒ (12) + 6 = 18


Shot Putter Funkmeister

You spend the morning marching your way back to the cave.

1d100 ⇒ 57

After taking a break around noon and the excessive heat you continue on in the rain and then around dusk the rain breaks and it is dark by the time you get back to the cave. Upon arriving at the cave, the place is a complete shambles and all of the gear you had acquired from the ships has been ransacked and all of your companions are missing.


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

NO ! No ! Nooooooo ! cry Grimma at the empty and ransacked place

It can't be true, no !


The people we read about? Zab with a good night's rest can you track them and beat the disease?


{HP 9/10 | AC15 FF13 T12 CMD17 | F/R/W 4 (0 from damage)/2/1 | Inish +4 Per +4 SM +0 | XP 887/2000}

"I will do what I can, and I promise I will do as much as I am able to find them." A grim look overtakes Zab's face, anger building within her.

Dark Archive

Gnome Rogue (TrapFinder) 1 | AC 16 | HP 9/9 | T14/FF13 | F+1/R+8/W+0 | Init +3 | Perc +6 (+7 traps) | 550/2000 |

Filled with sorrow over her caves demise coupled with her new friends' diminishing health Fijit plops down on the sand. A tear falls from her eye then looking up at her new companions,

"Ok."
sigh...
"I agree. As much as it hurts to see my safe cave destroyed I agree with Finn and Zab. Lets rest, track and attack."


Shortly after you start a fire in the cave and you get ready for first watch, you hear some rustling in the brush and then a you hear a familiar voice, who says "Have you heard the yarn about how dwarves swim? They crawl on the bottom!!!"

The gnome makes his presence known and bows in front of you.


{HP 9/10 | AC15 FF13 T12 CMD17 | F/R/W 4 (0 from damage)/2/1 | Inish +4 Per +4 SM +0 | XP 887/2000}

"I see at least one managed to survive whatever happened here. I'm glad to see you alive, Gelik. Please, what's happened here? Do you know if the others were taken alive?"


if Gelik is hurt Finn will heal his wounds

yes please do tell us what happened


Gelik says, "Well it happened yesterday morning... I was out to get some berries and after about an hour of searching and such I had a fairly large amount of berries but on my way back I heard some screaming I decided to hide. From my vantage point a bunch of people, must have been Taldorean, Ulfen or Chelaxian were ravaging the cave and took the others. There were eight of them so I figured I should hide. They took everything of value..."


let's get our people back !


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Grimma seeing Gelik alive run to the gnome, enlacing him.

Alive ! You're alive ! Ylimancha be blessed !

after that she listen to Gelik story and agreed to Finn comment

Yes, this time, we wi... then she looked at Zabivat Are you ok enough ? I fear I don't have the power or the knowledge to help you fight the disease you're under...


Well here is the way i see things: Zab can stay here under the care of Gelik while we track down the invaders and get our people back. She will have a better chance of surviving this trough rest or she comes with us and i can do what i can for her health.


Shot Putter Funkmeister

What do you people want to do, rest?


yes rest for the night and leave early on the morning to get our people back


Random Encounter
Evening 1d100 ⇒ 70
Morning:1d100 ⇒ 75
Disease:
Fijit 1d100 ⇒ 71
Zab 1d100 ⇒ 64
Finn 1d100 ⇒ 19
Grimma 1d100 ⇒ 73
Gelik 1d100 ⇒ 55

You are able to sleep through the night without any mishap.

Gelik wakes up a bit more chipper than he was the night before and says, "We should probably get going and moving our base camp may be a good idea. This cave has already been compromised."


a sound advice agrees finn ready to leave

Dark Archive

Gnome Rogue (TrapFinder) 1 | AC 16 | HP 9/9 | T14/FF13 | F+1/R+8/W+0 | Init +3 | Perc +6 (+7 traps) | 550/2000 |

Fijit dejectedly agrees.
"Which way now?"


Gelik says, "They moved due south."


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

So go south !

Grimma with Z. help began to track down the creatures.

Survival (take 10): 10 + 7 = 17


South it is

Survival assist: 1d20 + 0 ⇒ (6) + 0 = 6 vs DC 10

Dark Archive

Gnome Rogue (TrapFinder) 1 | AC 16 | HP 9/9 | T14/FF13 | F+1/R+8/W+0 | Init +3 | Perc +6 (+7 traps) | 550/2000 |

Assist Survival: 1d20 + 1 ⇒ (15) + 1 = 16


{HP 9/10 | AC15 FF13 T12 CMD17 | F/R/W 4 (0 from damage)/2/1 | Inish +4 Per +4 SM +0 | XP 887/2000}

Survival Aid Another: 1d20 + 4 ⇒ (12) + 4 = 16

Also Do I need to make additional fort saves, and if so how many at this point?


Shot Putter Funkmeister

You could give me a save every morning until the disease is out of your system.


{HP 9/10 | AC15 FF13 T12 CMD17 | F/R/W 4 (0 from damage)/2/1 | Inish +4 Per +4 SM +0 | XP 887/2000}

Fort Save: 1d20 ⇒ 15
Damage: 1d6 ⇒ 1
Secondary Fort Save: 1d20 ⇒ 3

Wasn't sure if I missed a day or not. The travel got me a bit confused. That puts me at 5 con now, 7 damage and 2 drain.l


Shot Putter Funkmeister

You follow the tracks southward and eventually come out of the jungle on the beach where you can the island stretch in a crescent manner southwestward.

Everyone give me a survival check


Survival: 1d20 + 0 ⇒ (15) + 0 = 15

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