GM Giuseppe's Serpent's Skull (Inactive)

Game Master Giuseppe Capriati

Link to the campaign's gallery: [*]

Link to exploration rules: [*]

Link to XP tracking sheet: [*]

Link to NPCs relationships spreadsheet: [*]

Rations available: 4/30

Days spent training Tito (Alexite): 0/7


201 to 250 of 448 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

Game cancelled by DM

"Right you are, Jask," said Kali'da. "Who got de potions? I'll give dem a go to see if I know dem."

Assuming someone actually hands her the unidentified ones, she will uncork each and give a quick, harmless sample.

I don't actually have a rank in Spellcraft yet >.> so I'm stuck doing it the old fashioned way.

Potion Identification:

Perception (potion 1): 1d20 ⇒ 17
Perception (potion 2): 1d20 ⇒ 18
Perception (potion 3): 1d20 ⇒ 2
Perception (potion 4): 1d20 ⇒ 10
Perception (potion 5): 1d20 ⇒ 5
Perception (potion 6): 1d20 ⇒ 4
Perception (potion 7): 1d20 ⇒ 13
Perception (potion 8): 1d20 ⇒ 7
Perception (potion 9): 1d20 ⇒ 17
Perception (potion 10): 1d20 ⇒ 12
Perception (potion 11): 1d20 ⇒ 20
Perception (potion 12): 1d20 ⇒ 5
Perception (potion 13): 1d20 ⇒ 1
Perception (potion 14): 1d20 ⇒ 19


NG Serpentine Sorcerer 1 | HP: 10/10| AC: 12 (12 Tch, 10 Ff) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +2 | Init: +6 | Perc: +0, SM: +0 | Speed 30ft | Serpent's Fangs 7/7 | Spells: 1st 4/4| Active conditions: None

It was frustrating how uncooperative some of the other passengers were acting, especially since they would all need to rely on each other in the coming days if they were to have any hope of getting off this island. Jesari had unfortunately seen more than her fair share of stubborn self-centered people growing up in Cheliax, so at least this wasn't unfamiliar territory. With a roll of her eyes, Jesari took a second to dig through her pack, pulling out a small coin purse and taking a single coin from it. She marched toward Ishirou and took his hand, dropping the platinum coin into his palm. "For the week. And no one is asking you to die. I think everyone can agree that enough people have died here already. I just want to get everyone off this island in one piece...and if all it takes is gold to make that happen, I'll happily throw away every gold piece I own." Jesari paused to look into Ishirou's eyes, her hand reaching toward his shoulder to pat him reassuringly. "There's more to life than money. A lot more."

Don't know if that's diplomacy roll worthy since I'm practically bribing him but what the heck.

Diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28

***

Jesari smiled warmly at Jask's words and his gifts. She was hesitant to accept something that was meant to be a gift to his children but she had to admit the healing potions would be useful as they explored. "Thank you, Jask. Keep an eye on everyone for us. I hate to say it but...you might be the most level-headed person among us." At his suggestion, Jesari turned her attention to the collection of potions. "Oh. I used to do stuff like this for the temple. Give me a second..."

Potion rolls:

Spellcraft: 1d20 + 6 ⇒ (13) + 6 = 19
Spellcraft: 1d20 + 6 ⇒ (1) + 6 = 7
Spellcraft: 1d20 + 6 ⇒ (11) + 6 = 17
Spellcraft: 1d20 + 6 ⇒ (13) + 6 = 19
Spellcraft: 1d20 + 6 ⇒ (1) + 6 = 7
Spellcraft: 1d20 + 6 ⇒ (11) + 6 = 17
Spellcraft: 1d20 + 6 ⇒ (7) + 6 = 13
Spellcraft: 1d20 + 6 ⇒ (3) + 6 = 9
Spellcraft: 1d20 + 6 ⇒ (5) + 6 = 11
Spellcraft: 1d20 + 6 ⇒ (14) + 6 = 20
Spellcraft: 1d20 + 6 ⇒ (19) + 6 = 25
Spellcraft: 1d20 + 6 ⇒ (1) + 6 = 7
Spellcraft: 1d20 + 6 ⇒ (10) + 6 = 16
Spellcraft: 1d20 + 6 ⇒ (14) + 6 = 20


Condition: n/a Male human ranger 1 | HP 13/13 | AC 16 | T 12 | FF 14 | CMB+4 | CMD 16 | Fort +4 | Ref +2 | Will +2 | Perc +6

Alexite was not happy with the decision to bribe the Tian but could hardly blame Jesari for trying to get everyone alive.

The ranger waited for everyone to get ready while he made sure that his weapons, spear and bow, were in good order.

He turned to Hakeem, "well sir, it seems you were selected to be our guide. I'll stick close and keep my eyes open for danger. Where are we going first?"

I also can't see the map


Female Elf Female Elf Barbarian 1

Sizara simply stared as Jesari put Ishiourou into his place. She was simply stunned by the human's actions. She never realized how...charismatic Jesari could be. Surely she was blessed by the spirits!

"Jesari that was amazing! I...I um well...surely you are blessed by the spirits. If I may could you tell me more about your life. When we have time that is."

The elf was blushing and smiling as she told Jesari this.

Sizara now sees Jesari as a role model and hopes to learn more about the rest of the world from her, in others Sizara is to Jesari as Gabrielle is to xena or something along those lines.


Council of Thieves Maps

When Hakeem harshly confronts Ishirou, the Tian looks at the Garundi with an arrogant expression: "You do not scare me. Promise or threat, I don't fear you. And I'm going to act as I will if nobody get the money out".

Then, Jesari comes and offers Ishirou a platinum coin. The Tian looks at the coin with wonders, and a moment after he gives a testing bite to the coin. "Ha, that's what I'm talking about baby!", he says. His eyes are wide open in wonder, and he seems just too amazed to speak. Then he casts an ambiguous gaze on Jesari, smiling and revealing two of his golden teeth. "I'll look after these people for 10 days, no doubt about it. You've bought my loyalty, girl", says Ishirou, his eyes slowly moving from Jesari's face to her curves. With a filthy look he smiles again in appreciation, before Jesari distances herself from him to join the group.

Gelik answers to all of your attempts to get him talk with a grimace, before separating from the group with an indignant expression.

Potion Identification - You are able to identify some of the potions found on the Jenivere thanks to the joined efforts of Kali'da and Jesari. Jask also helps, trying to identify the two potions still unidentified. He takes 10 on his checks, totaling a 18 on both checks.


  • 4 potions of cure light wounds
  • 1 potion of cure moderate wounds
  • 4 potions of lesser restoration
  • 1 potion of remove disease
  • 1 potion of water breathing
  • 1 potion of water walking

*GM's Tip: Next time you have to identify magical items or appraise the value of an object, remember that you can take 10 on these checks as far as you're not in combat. I know that every roleplayer loves rolling dices, even if virtual ones, but in these cases it would speed up things and also ease my work if you just take 10. In Jesari's case, for example, that would mean that she's always able to identify potions up to 1st level, avoiding the usual paradox in which she can identify a higher level potion and fails to identify a potion of cure light wounds. Just a tip though, feel free to ignore it; of course, if your PC suspects that the item he's trying to identify is an high level one, rolling would perfectly make sense, as he's trying to exceed his limits.

=========================================================================== =========================================

Alright, so you're now ready to leave. Before doing it though, I would like that each of you spends some of his time updating his/her character's equipment. Please calculate your light and medium load and put into your character's sheet. Also divide the potions and everything else among yourselves as you see fit. Remember that everything you don't put in your equipment now, won't be available for your characters until they come back to the camp. If you wish to discuss about item's division, please use the Discussion Thread.

After you're done with the equipment, take a look at the map on Roll 20 and indicate with an "X" where you'd like to go.


Male Human(Mwangi) Monk(of the Four Winds) /1st || Init: +2 | HP: 11/11 | AC: 16 | FF: 16 | Tch: 10 | Fort: +4 | Ref: +4 | Will: +5 | || Perception +7

Date - Exploration day 1
Exploration Action - Guide the Group
Rest Action - Hunt and Forage Survival: 1d20 + 8 ⇒ (13) + 8 = 21 enough food and water for 5 others

Hakeem double checks his belongings and decides o leave a few things behind at the camp. He leaves five of his ten torches, " Don't use these unless you really hafta. It'll be best not to attract attention in the middle of the night." He leaves them with Jask, as well as a bedroll and blanket.

Taking a glance at the maps that they had secured from the wreckage, he places a thick finger on the western tip of the island" Here, first." He says simply before setting off. " Be careful, watch your step." He tells the group.

--------------------------------------------------------------------------- -----------------------------------------------
Rest
Once they break camp for the day, Hakeem finds a sturdy place to hang his hammock between a couple trees or within the branches of one. After he takes a good look around to be sure he isn't near a wild beast's nest or anything like that (Roll Perception for Hakeem if need be GM!), he takes his bundle of javelins and looks for any usable water or food near the camp.

He comes back some time later , with enough food and full waterskins to sustain the group


Condition: n/a Male human ranger 1 | HP 13/13 | AC 16 | T 12 | FF 14 | CMB+4 | CMD 16 | Fort +4 | Ref +2 | Will +2 | Perc +6

Date - Exploration Day 1
Exploration Action - Avoid natural hazards
Rest Action - Hunt and forage survival: 1d20 + 6 ⇒ (4) + 6 = 10

Alexite hefts his backpack, makes sure his potion is secure and safe, and starts out with Hakeem.

The ranger is used to traversing the jungle but it is different when others were depending on him. Bad memories of when he was young surface but he quickly concentrates on the task at hand.

Rest
The ranger took up his shortbow and to see what was for supper. he didn;t particularly like killing but hunting was different.

not sure how much you want us to roleplay because you don't want to assume things so I'll wait to see what you post.


NG Serpentine Sorcerer 1 | HP: 10/10| AC: 12 (12 Tch, 10 Ff) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +2 | Init: +6 | Perc: +0, SM: +0 | Speed 30ft | Serpent's Fangs 7/7 | Spells: 1st 4/4| Active conditions: None

Date - Day 1
Exploration Action - Help another: guide the group
Rest Action - Maintain the shelter, or help another if someone else is doing it. Heal: 1d20 + 0 ⇒ (14) + 0 = 14

Jesari packed up her things, already dreading the thought of trekking through the jungle the second she felt the weight of the pack on her shoulders. Still, she did her best to follow along behind Hakeem, using the spear she trained with at the temple as a makeshift walking stick. Jesari tried to offer what little aid to Hakeem that she could; she wasn't much of a survivalist but at least she knew a thing or two about maps.

***

By the time the group was ready to make camp for the night, Jesari was nearly too exhausted to do so much as talk. Getting around the city was one thing but she never had to worry about thirty pounds of stuff weighing her down then either. The hours before sunset were spent with the hood of her robe pulled up and her head bowed as she knelt down with her tattered and worn copy of Melodies of Inner Beauty - the holy text of her faith - sitting in her lap, despite the fact she had read the tales and sung the songs within countless times before.


Game cancelled by DM

Date - Day 1
Exploration Action - Help Another (Avoid natural Hazards)
Rest Action - Help Another (Maintain the Shelter) Heal: 1d20 ⇒ 9 Yeah I got no skill points in Heal until level 2 >.>;;

Kali'da prepped in silence as she grabbed what she needed and headed out with the others. Jungles were dangerous, no doubt about that, and she was going to do her best to ensure the others didn't wander right into spider webs again, if she could help it. Alexite seemed to have his head on straight and did much the same, but she helped where she could to look for signs of sinking sand, wild animals, and itching plants.


Female Elf Female Elf Barbarian 1

Date - Current date
Exploration Action - Take Care
Rest Action - Help Another: Hunt and Forage Survival: 1d20 + 4 ⇒ (5) + 4 = 9 Oh so close!

Sizara was ready to go. It was going to be her job to make sure everyone was taken care of as they explored. "So my guess is that there are other ships wrecked on this island. You think there are others stranded here as well?"

What worried the elf was the fact that they haven't seen or met anyone since being on the island. And each day made her worry grow even more.

*************************

The night when they made camp, Sizara decided to help Alexite hunt and forage for food, just in case.

Sorry that I'm just posting y'all. Been out most of the day with my mom and doing some heavy duty cleaning. Trying to get rid of all of the dust in my house! Curse you foul dust bunnies of wicked evil to Davy Jones's Locker! ....This is what happens when you watch Jack Sparrow in action.


Council of Thieves Maps

Date - 26 Sarenith 4710 AR

GM Rolls:

Guide the Group (Hakeem): 1d20 + 8 ⇒ (3) + 8 = 11 (11+2) = 13
Guide the Group (help another; Jesari: 1d20 ⇒ 11
Avoid Natural Hazards (Alexite): 1d20 + 6 ⇒ (4) + 6 = 10 (10+2) = 12
Avoid Natural Hazards (help another; Kali'da: 1d20 + 4 ⇒ (20) + 4 = 24
Take Care (Sizara): 1d20 + 4 ⇒ (14) + 4 = 18
Survival check to notice getting lost (Hakeem): 1d20 + 8 ⇒ (15) + 8 = 23
Guide the Group (Hakeem): 1d20 + 8 ⇒ (13) + 8 = 21
Guide the Group (help another; Jesari: 1d20 ⇒ 4

The party leaves the safety of the base camp to begin its exploration of the island. This first day of exploration is quite troubled though: the group gets lost in the wilds, confused by the dense canopy and luxuriant vegetation. There's no sign of a path, even an old one. Fortunately, Hakeem notices in time that the group is heading towards the wrong direction, and with Jesari's help he quickly establishes a new route. For the rest of the day, Hakeem proves an efficient guide, leading the group through the disorientating jungle maze.

The morning is unusually cool for the island and the current season, and the group can procede quite easily through the jungle, with Sizara helping her companions to take the right pracautions.

GM Rolls:

Snake's Stealth check: 1d20 + 9 ⇒ (8) + 9 = 17
Alexite's Perception Check: 1d20 + 6 ⇒ (1) + 6 = 7
Hakeem's Perception Check: 1d20 + 7 ⇒ (11) + 7 = 18
Jesari's Perception Check: 1d20 + 0 ⇒ (2) + 0 = 2
Kali'da Perception Check: 1d20 + 0 ⇒ (5) + 0 = 5
Sizara's Perception Check: 1d20 + 6 ⇒ (13) + 6 = 19

12:00 am - You've recently climbed your way up to a hill covered with luxuriant vegetation. Guided by Hakeemm you're focused on spotting anything useful or noteworthy when suddenly Sizara and Hakeem notice the head of a red snake showing up between two huge rocks. Its forked tongue hisses for a moment, before the snake twitches onwards, ready to plunge its barbed teeth in someone's body.

This is a surprise round. Apart from the snake, only Hakeem and Sizara can act during this round. Remeber that your character can take only a standard or a move action during a surprise round. Hakeem and Sizara, if you could post as soon as you can it would be a great help to speed up this combat.

GM Rolls:

Snake's Initiative check: 1d20 + 5 ⇒ (3) + 5 = 8
Alexite's Initiative Check: 1d20 + 2 ⇒ (13) + 2 = 15
Hakeem's Initiative Check: 1d20 + 2 ⇒ (3) + 2 = 5
Jesari's Initiative Check: 1d20 + 6 ⇒ (2) + 6 = 8
Kali'da's Initiative Check: 1d20 + 2 ⇒ (18) + 2 = 20
Sizara's Initiative Check: 1d20 + 2 ⇒ (3) + 2 = 5

Hakeem's Initiative Check (reroll): 1d20 + 2 ⇒ (18) + 2 = 20
Sizara's Initiative Check(reroll): 1d20 + 2 ⇒ (13) + 2 = 15

SURPRISE ROUND INITIATIVE


  • Snake
  • Hakeem
  • Sizara

The snake darts onwards and attempts to plung its teeth in Alexite's leg.

GM Rolls:

Snake's bite attack: 1d20 + 2 ⇒ (14) + 2 = 16
Snake's bite damage: 1d4 - 1 ⇒ (1) - 1 = 0
Alexite's Fortitude Save: 1d20 + 3 ⇒ (20) + 3 = 23

Alexite is caught umprepared by the snake's sudden attack and he feels a searing pain in his right leg: the snake's teeth, however, have failed to plunge in his flesh, thanks to the protection offered by the ranger's pants. (Alexite takes 1 point of non lethal damage.)

It's now up to Hakeem and Sizara. I will roll knowledge checks regarding the snake once everyone joins the initiative order.
I've updated the map on our Roll20 campaign page.


Female Elf Female Elf Barbarian 1

Longsword Attack: 1d20 + 8 ⇒ (16) + 8 = 24

Longsword Damage: 1d8 + 10 ⇒ (4) + 10 = 14

Sizara was a bit startled and not to mention she wasn't happy that one of her friends had been hurt. She struck the snake with her sword aiming to make sure the snake's head was destroyed as she had seen people get bitten by snakes who had lost their heads or were already dead.


Female Elf Female Elf Barbarian 1

Disregard the previous post y'all. Sorry about that.

Sizara was a bit startled and not to mention she wasn't happy that one of her friends had been hurt. She also wasn't happy with herself for not being prepared and having her already drawn. The wild elven woman growled at the snake as she drew her sword while moving towards the red snake.

Shes raging by the way. And she should easily be able to move next to the snake


Male Human(Mwangi) Monk(of the Four Winds) /1st || Init: +2 | HP: 11/11 | AC: 16 | FF: 16 | Tch: 10 | Fort: +4 | Ref: +4 | Will: +5 | || Perception +7

Right around midnight, by the placement of the moon above the jungle canopy, the group had crested a hill full of lush vegetation when Hakeem spots the head of a red snake showing up between two huge rocks. Before he had time to react, the creature had slithered onward and struck out at the leg of Alexite. Hakeem was hopeful that the fangs had only bitten down on the pale man's pant-leg but it was hard to tell and there wasn't time to check now.

Instinctively he changed grip on the knobkierie that he leans on like a walking stick and flung it head-over-haft at the serpent.

Club attack, - 4 throwing into melee : 1d20 - 2 ⇒ (18) - 2 = 16

If hit, then damage: 1d6 + 2 ⇒ (3) + 2 = 5


Council of Thieves Maps

Hakeem's knobkerrie hits the snake, who istintevely withdraws into its rock shelter. One moment after the snake emerges again, ready to attack. Just description, the snake has not really moved.

INITIATIVE ORDER


  • Kali'da
  • Alexite
  • Jesari
  • Snake
  • Hakeem
  • Sizara

You can act in whichever order you please of course, but only if your PC can act BEFORE the snake. I must correct a mistake: I've written 12:00 am, but I intended noon not midnight.


Condition: n/a Male human ranger 1 | HP 13/13 | AC 16 | T 12 | FF 14 | CMB+4 | CMD 16 | Fort +4 | Ref +2 | Will +2 | Perc +6

The ranger grunted as the snake lunged for his leg. Not being quite fast enough to move out of the way, the attack did allow him to counter fairly quickly.

With his spear in hand being used as a walking stick, it was only a matter of seconds to turn it a deadly weapon once more.

The ranger shot out and skewered the reptile.

spear to hit: 1d20 + 3 ⇒ (11) + 3 = 14
damage: 1d8 + 4 ⇒ (2) + 4 = 6


Game cancelled by DM

Knowledge(nature): 1d20 + 3 ⇒ (1) + 3 = 4

Kali'da quickly conjures up a quick spell that illuminates her hand in a sickly greenish glow before stepping in to touch the snake.

Standard Action: Spellcasting
Casting inflict light wounds, then making the 5ft step to deliver the touch attack.
Touch Atk: 1d20 + 2 ⇒ (15) + 2 = 17
Neg. Energy Dmg: 1d8 + 1 ⇒ (4) + 1 = 5


Council of Thieves Maps

When many others would have fled the snake in the attempt to save their own skin, the group of shipwrecked tasked with the exploration of the island choose to react to the snake's ambush offensively, attacking the snake and trying to put the threat to an end. The job began by Hakeem is swiftly carried out by Alexite, who plunges his spear in the snake's body, and by Kali'da, who pronounces some magical words and closes in, her hand shining with a sickly greenish glow. Kali'da manages to catch the snake and grabs it from its neck. She transmits the energy contained in her hand into the snake, who seems to shrivel up while the negative energy flows in it and corrupts it from within. At the end, the snake rattles and dies in Kali'da's closed fist.

Once the combat is over, everyone has the chance to figure out what the beast was, drawing from their experience or studies.

GM Rolls:

Alexite's Knowledge (nature) check: 1d20 + 6 ⇒ (1) + 6 = 7
Sizara's Knowledge (nature) check: 1d20 + 7 ⇒ (19) + 7 = 26

Sizara:
Sizara knows well this variety of snake: in truth there are a lot of variants of the category collectively known as "venomous snake". These snakes are distinguised by their venomous bite and by their great skills at hiding in the jungle. Luckily, you managed to defeat this threat before it could affect you with its dangerous poison.

After spending some minutes talking about the snake, the group resumes its travel.

GM Rolls:

Random Encounter check (Noon): 1d100 ⇒ 5
Random Encounter check (Dusk): 1d100 ⇒ 5
Random Encounter (Noon): 1d100 ⇒ 61
Random Encounter (Noon): 1d4 ⇒ 1

It was noon when the snake attacked, and short thereafter another threat comes.

GM Rolls:

Viper's Stealth check: 1d20 + 15 ⇒ (11) + 15 = 26 ⇒ 26 + 2 (distance) ⇒ 28
Alexite's Perception Check: 1d20 + 6 ⇒ (3) + 6 = 9
Hakeem's Perception Check: 1d20 + 7 ⇒ (18) + 7 = 25
Jesari's Perception Check: 1d20 + 0 ⇒ (3) + 0 = 3
Kali'da Perception Check: 1d20 + 0 ⇒ (4) + 0 = 4
Sizara's Perception Check: 1d20 + 6 ⇒ (12) + 6 = 18

No one in the group notices that another snake, significantly smaller than the previous one, has lowered, confounding itself among the vines and lianas. When you pass unaware below it, the snake descend upon Sizara, trying to plunge its teeth in the soft neck's skin of the elf.

GM Rolls:

Viper Bite Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Viper Bite Damage: 1d2 - 2 ⇒ (1) - 2 = -1
Sizara's Fortitude check: 1d20 + 3 ⇒ (16) + 3 = 19

As before with Alexite, the snake only manages to smash itself against Sizara's neck, but its teeth manages to apply enough pressure to transmit their poison. Sizara takes 1 point of non lethal damage.

GM Rolls:

Viper's Initiative check: 1d20 + 3 ⇒ (4) + 3 = 7
Alexite's Initiative Check: 1d20 + 2 ⇒ (8) + 2 = 10
Hakeem's Initiative Check: 1d20 + 2 ⇒ (18) + 2 = 20
Jesari's Initiative Check: 1d20 + 6 ⇒ (16) + 6 = 22
Kali'da's Initiative Check: 1d20 + 2 ⇒ (18) + 2 = 20
Sizara's Initiative Check: 1d20 + 2 ⇒ (9) + 2 = 11

Hakeem's Initiative Check (reroll): 1d20 + 2 ⇒ (2) + 2 = 4
Kali'da's Initiative Check (reroll): 1d20 + 2 ⇒ (6) + 2 = 8

INITIATIVE ORDER

  • Jesari
  • Kali'da
  • Hakeem
  • Sizara
  • Alexite
  • Snake

Roll 20 map updated. It's the same encounter area as before, but it's not exactly the same place in the game. Feel free to act in whichever order you please, as always. This is a full round, not a surprise round. The snake is hanging from a tree's branch, but can be hit as normal due to the fact that it lowered to bite Sizara.


1 person marked this as a favorite.
Male Human(Mwangi) Monk(of the Four Winds) /1st || Init: +2 | HP: 11/11 | AC: 16 | FF: 16 | Tch: 10 | Fort: +4 | Ref: +4 | Will: +5 | || Perception +7

" Damn snakes!" Hakeem snorts out under his breath, pumping his legs to rush to the side of the elven warrior. " Get Down!" He shouts, as a strong recommendation before carrying his momentum into a twirling kick, he tries to punt the little serpent away.

Unarmed Attack: 1d20 + 3 ⇒ (4) + 3 = 7
If hit, damage: 1d6 + 2 ⇒ (4) + 2 = 6


Condition: n/a Male human ranger 1 | HP 13/13 | AC 16 | T 12 | FF 14 | CMB+4 | CMD 16 | Fort +4 | Ref +2 | Will +2 | Perc +6

Still hurting a bit from the last snake but thankful that there was no lasting damage, the ranger quickly heeded Hakeem's warning.

Once more his spear darted to skewer the reptile but failed to connect. The weapon buried itself right next to the where the snake was a second ago.

to hit spear: 1d20 + 3 ⇒ (5) + 3 = 8


Game cancelled by DM

"Again?" Kali'da says with a sigh. She repeats the same incantation and her hand once again glows with that same, sickly light. "Too bad, it such a tiny one."

Standard Action: Spellcasting
Casting inflict light wounds, delivering the touch attack, then 5ft stepping back.
Touch Atk: 1d20 + 1 ⇒ (15) + 1 = 16
Neg. Energy Dmg: 1d8 + 1 ⇒ (7) + 1 = 8


NG Serpentine Sorcerer 1 | HP: 10/10| AC: 12 (12 Tch, 10 Ff) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +2 | Init: +6 | Perc: +0, SM: +0 | Speed 30ft | Serpent's Fangs 7/7 | Spells: 1st 4/4| Active conditions: None

Jesari moves forward with the others, spear in hand. It had been months since she had actually swung a weapon; she could only hope that the training offered by the temple was still with her.

Attack: 1d20 - 1 ⇒ (20) - 1 = 19
Damage: 1d8 - 1 ⇒ (1) - 1 = 0

Crit roll: 1d20 - 1 ⇒ (19) - 1 = 18
Damage: 2d8 - 2 ⇒ (6, 4) - 2 = 8

I'm beginning to think my dice are weighted or something. =\


Female Elf Female Elf Barbarian 1

Sorry for not posting earlier. Busy day at work. XP

Sizara growled in pain as the viper bit her.

"Again with the snakes!?"

She roared as she swung her sword at the snake.

Longsword Attack: 1d20 + 8 ⇒ (3) + 8 = 11

Longsword Damage: 1d8 + 10 ⇒ (8) + 10 = 18


Council of Thieves Maps

As before, the party reacts offensively to the snake's ambush and the threat is quickly removed: Jesari's perfect strike is enough to istantly kill the creature.

Jesari:
After killing the viper, you feel a strange chill running down your spine. It lasts only a moment, but it was like your soul had trembled for a second.

Since combat was over before anyone except Jesari could act, Kali'da has not used her second inflict light wounds.

After the second confrontation with an aggressive snake in a matter of minutes, the group resumes its travel. The journey continues, with some pauses to eat and rest your tired limbs, until dusk comes.

GM Rolls:

Random Encounter: 1d100 ⇒ 34
# of creatures: 2d4 ⇒ (1, 3) = 4

At dusk, the group is about to camp for the night. Your guide has spotted a good place where to sleep for the night, but in the very moment you drop your backpack on the floor, a number of acute simian screams spread in the small clearing, coming from the trees above. Quickly, a group of four monkeys climb down the trees surrounding the clearing and approach you.

GM Rolls:

Alexite's Knowledge (nature) check: 1d20 + 6 ⇒ (10) + 6 = 16
Hakeem's Knowledge (nature) check: 1d20 + 2 ⇒ (16) + 2 = 18
Jesari's Knowledge (local) check: 1d20 + 3 ⇒ (13) + 3 = 16
Jesari's Knowledge (nature) check: 1d20 + 2 ⇒ (4) + 2 = 6
Kali'da's Knowledge (nature) check: 1d20 + 4 ⇒ (18) + 4 = 22
Sizara's Knowledge (nature) check: 1d20 + 7 ⇒ (6) + 7 = 13

Alexite, Hakeem, Kali'da and Sizara:
These monkeys, as all jungle monkeys, are not aggressive by nature. They're very territorial, and maybe that's the reason why they're approaching you: in their eyes, you could easily be labeled as "invaders" of what is clearly their territory. This means that shouldn't you be able to convince the monkeys that you're not a threat to them, they could even attack hoping to drive you away and protect their community. If that happens, monkeys are not so much dangerous: they could be easily killed in a matter of seconds. Of course, attacking these monkeys could cause the hundred of monkeys still watching you from their shelters high in the trees to come down and attack, and that wouldn't be a good situation to find yourself into.
Monkeys are also very sociable, and quickly grow fond of humans if treated well: many train them and keep them as familiars or pets, or sell the trained creatures in the markets throughout the Inner Sea Region.

Jesari:
You don't know many biological details about monkeys as your companions, but once your grandpa told you a story about a chelish superstition. The inhabitants of the chelish city of Corentyn thinks that monkeys are sacred and symbols of good luck, since the creatures dwell in the forested mountains and hills surrounding the city. (For more information, see Pathfinder Chronicles: Cities of Golarion (Corentyn entry).

GM Rolls:

Alexite's Initiative Check: 1d20 + 2 ⇒ (11) + 2 = 13
Hakeem's Initiative Check: 1d20 + 2 ⇒ (9) + 2 = 11
Jesari's Initiative Check: 1d20 + 6 ⇒ (14) + 6 = 20
Kali'da's Initiative Check: 1d20 + 2 ⇒ (20) + 2 = 22
Sizara's Initiative Check: 1d20 + 2 ⇒ (12) + 2 = 14
Monkey #1 Initiative Check: 1d20 + 2 ⇒ (4) + 2 = 6
Monkey #2 Initiative Check: 1d20 + 2 ⇒ (6) + 2 = 8
Monkey #3 Initiative Check: 1d20 + 2 ⇒ (6) + 2 = 8
Monkey #4 Initiative Check: 1d20 + 2 ⇒ (20) + 2 = 22

Kali'da's Initiative Check: 1d20 + 2 ⇒ (12) + 2 = 14
Monkey #4 Initiative Check (reroll): 1d20 + 2 ⇒ (20) + 2 = 22

INITIATIVE ORDER

  • Monkey #4
  • Kali'da
  • Jesari
  • Sizara
  • Alexite
  • Hakeem
  • Monkey #2
  • Monkey #3
  • Monkey #1

One of the monkeys, the bravest one, approaches you with curious eyes.

Roll 20 map updated. Even if we're not in combat (yet?), I prefer to give you a visual picture of the scene and follow an initiative order nonetheless. As always, feel free to post whenever you please.


Condition: n/a Male human ranger 1 | HP 13/13 | AC 16 | T 12 | FF 14 | CMB+4 | CMD 16 | Fort +4 | Ref +2 | Will +2 | Perc +6

The ranger lifts his right hand and moves to his lips in a clear sign for all to be quiet. In a matter-of-fact tone so as to not alarm the monkeys, he tells the party that the monkeys probably don't mean any harm to them.

He cautiously draws some food and slowly approaches the monkey. He remembers Paco, a fellow warrior who had a pet monkey back home. the little guy could be helpful...

wild empathy: 1d20 + 1 ⇒ (19) + 1 = 20
trying to befriend the monkey


Game cancelled by DM

Kali'da draws her eyes down and avoids looking any of the monkeys in the eye. No point in trying to challenge them in their own territory; that was just a disaster waiting to happen.

"Eyes down. Don't look em in de eye. Be small. Be meek. We are not t'reatening dem. Dey jus' curious," she says quietly and calmly to the others.


Male Human(Mwangi) Monk(of the Four Winds) /1st || Init: +2 | HP: 11/11 | AC: 16 | FF: 16 | Tch: 10 | Fort: +4 | Ref: +4 | Will: +5 | || Perception +7

Hakeem instinctively did as Kali'da said even before his fellow Mwangi could say it. Crouching low he bowed his head and kept his arms down being as least-threatening as possible to the monkeys. He kept a wary eye on Alexite as he approached one of the creatures, occasionally glancing up towards the canopy for signs of approaching danger, always wary of avoiding eye contact with the simians.

Perception to scan our flanks/ and above us for threats: 1d20 + 7 ⇒ (13) + 7 = 20


Female Elf Female Elf Barbarian 1

Deciding to help out Alexite, Sizara took out a piece of fruit and held it out to one of the other monkeys, to show that she wasn't any danger to them. She had to be careful though as any sudden movements could spook the monkeys and well she didn't want to relive that experience again.

However, she also followed Kali'da's advice as well, looking downwards. She also knew that appearing like you were challenging them would also result in disaster.

The piece of fruit is an orange slice from her elven trail rations. Which means it's still good.


Council of Thieves Maps

The monkeys slowly get closer to you, while the bravest among them approaches Alexite. Its initial diffidence quickly turns into a joyful enjoyment of the ranger's presence: the monkey eats the food and then starts to walk around Alexite, screaming and celebrating. It seems to be asking for more food. In the meanwhile, one of the other monkeys, encouraged by the results achieved by the monkey who has approached Alexite, comes closer to Sizara and with a sudden move of its hand steals the orange slice from Sizara hand, before putting some distance between itself and the elf, and enjoying the unexpectedly easy meal.

Alexite's monkey is now friendly. I've added a +2 circumstantial bonus to Alexite's check for the food offer. Monkey's initial attitude was unfriendly.


Condition: n/a Male human ranger 1 | HP 13/13 | AC 16 | T 12 | FF 14 | CMB+4 | CMD 16 | Fort +4 | Ref +2 | Will +2 | Perc +6

"Alright, little fellow. Yes, I have more food for you but slow down."

Alexite quips with the money as he reaches for some more food. How much does a little monkey eat?

He turns to the group, "It's safe as long as we don't make any sudden moves. I'll see if this one wants to hand around with us. I bet you he knows more about this island than we do."

He cocks his head, "Any of you had any pets back home?" It's pretty clear that this was the ranger's mode of trying to get to know his fellow castaways.

I'd like to keep the monkey as a 'pet'. let me know what rolls you think are pertinent.


NG Serpentine Sorcerer 1 | HP: 10/10| AC: 12 (12 Tch, 10 Ff) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +2 | Init: +6 | Perc: +0, SM: +0 | Speed 30ft | Serpent's Fangs 7/7 | Spells: 1st 4/4| Active conditions: None

Jesari did her best to follow Kali'da's instructions but she couldn't help but steal the occasional peek or two at the animals, especially as they closed in toward Alexite. She had never actually been this close to one of these animals and it was difficult for curiosity not to win out. Alexite's new friend brought a smile to her lips as Jesari nodded to the question posed by Alexite. "More than I can count. When I was younger, it seemed like I was bringing home a new animal friend every day. It sounds weird...but I felt like they could understand me. Of course, Dad wasn't quite as enthusiastic as I was. I never really got to keep any of the animals that followed me home for more than a night or two."


Female Elf Female Elf Barbarian 1

"Well Alexite you must have been blessed by the monkey spirit to have so easily befriended these little guys."

She smiles as she holds out another orange slice as a parting gift.

She then tells Jesari, "I'm sorry to hear that my friend. If you and your family were part of the Ekujae you would have been allowed to keep all your animal friends for it meant you were greatly in touch with the animal spirits and they with you. And you might have even risen to chief shaman or even tribal elder."


Game cancelled by DM

"No pets. Except de huntin' ones, but I didn't keep dose about myself. Nah, I leave dat to de oda's. I find dat animals tended to know ova' all de jars on de shelf. Especially de little ones. And de big ones take up moa' space den I had available at de time. But I like animals none de less. An' I mean as moa' den jus' a meal," Kali'da finished with a cheeky grin.

"Alexite, ya t'ink de will let us be foa de night? Should tie up oa t'ings. Curious ones always wanna sneak t'ings outta ya bags."


Council of Thieves Maps

The monkey who approached Alexite claims the additional food the ranger gives it, before quickly darting backward, climbing up a tree. Few seconds after, the monkey returns, followed by a dozen of other monkeys seeking food. It is clear that if you leave these monkeys enough food, they'll leave you alone and allow the group to rest peacefully in this clearing. Their presence could even prove useful, due to the fact that they could warn you with their screams if a jungle predators comes near during the night.

Alexite: If you want to keep the monkey as a pet, you have to make it helpful. To do that, you need another successfull wild empathy check. Then, you can ask the monkey to follow you, as though you were using Diplomacy to convince someone to follow you and abandon his own family. I'd consider that request as giving a dangerous aid (DC +10), but if the monkey is already helpful, the total DC should be "only" 7.

Thanks to Alexite intervention, I consider this "encounter" overcome. You must give up at least 10 rations to the monkeys in order to satisfy them and let them leave you alone for the night. Otherwise, the monkeys wouldn't directly attack you, but they will harass you so much that you won't be able to sleep properly. I'll suppose you go with the former: if you won't, please post before within a day to let me know what alternative you prefer. I'll post tomorrow again, at this same hour, and if nothing changed I'll suppose that you spend the night here, alternating watch duties among yourselves. Of course, even if you don't plan to change the plan to sleep here, you should make a RP post.


Female Elf Female Elf Barbarian 1

"Might be best to leave some food behind as a parting gift to them...and so they'll leave us alone when we set up camp. It is both the polite and smart thing to do. We have enough food to last so it won't hurt us in any way."

----------

Sizara prepares to rest when she asks what the watch schedule will be as she takes out her sword just to be safe.


Game cancelled by DM

"Alright. We can get de t'ings ready. Stack all de gear up in one spot. Whoever is on watch can keep an eye on it all easia' dat way. No monkeys runnin' off wit' it."

Kali'da sets down her bag and begins laying out her bedroll carefully, making sure to avoid too many rocks and branches in the process.

"Ya done good, Alexite."


Female Elf Female Elf Barbarian 1

"That he did Kali'da. That he did. So tell me Kali'da what do you think happened to the other survivors of the ships that came before us? I think it strange that we haven't met anyone else on this island."


Condition: n/a Male human ranger 1 | HP 13/13 | AC 16 | T 12 | FF 14 | CMB+4 | CMD 16 | Fort +4 | Ref +2 | Will +2 | Perc +6
GM Giuseppe wrote:
The monkey who approached Alexite claims the additional food the ranger gives it, before quickly darting backward, climbing up a tree. Few seconds after, the monkey returns, followed by a dozen of other monkeys seeking food. It is clear that if you leave these monkeys enough food, they'll leave you alone and allow the group to rest peacefully in this clearing. Their presence could even prove useful, due to the fact that they could warn you with their screams if a jungle predators comes near during the night.

The ranger thinks he is almost over his head with the troop of monkeys almost overwhelming them but it works out in the end.

He continues to form a bond with the first inquisitive monkey. Brave little fellow

The ranger remembers what his comrade used to do and mimics him to the best of hhis knowledge. perhaps he can get the monkey to stay with him while he explored the island.

wild empathy to make it helpful: 1d20 + 1 ⇒ (13) + 1 = 14
wild empathy to make it come with Alexite: 1d20 + 1 ⇒ (9) + 1 = 10

let me know what the monkey does...


Condition: n/a Male human ranger 1 | HP 13/13 | AC 16 | T 12 | FF 14 | CMB+4 | CMD 16 | Fort +4 | Ref +2 | Will +2 | Perc +6
Kali'da Wedo wrote:
"Ya done good, Alexite."

The ranger smiles, "Yeah, it looks like we will avoid a potential nightmare."

Sizara wrote:
"That he did Kali'da. That he did. So tell me Kali'da what do you think happened to the other survivors of the ships that came before us? I think it strange that we haven't met anyone else on this island."

The ranger interrupted Kali'da, "Well, let's not ahead of ourselves. It looks like this island is large enough to hide some very unwelcome surprises and we just started exploring it. I say we all need to keep our eyes and ears open. Unfortunately, I can't speak with the animals because I'm sure they know a lot more than we do."


Game cancelled by DM

"Eh, I don't know why ya t'ink I'd be knowin' any moa' den anyone else. I don't believe in guessin'. Prefa' to let it be known to me when de time is right. Besides, ya can plant bias and suspicions when ya start speculatin'. Can make ya blind to de truth when ya do manage to finally find it."


Council of Thieves Maps

The party decides to give up ten precious rations to the monkeys as a gift, and as a result the group members enjoy a night of peaceful rest in the clearing amid the jungle.

GM Rolls:

Random Encounter Check (night): 1d100 ⇒ 83

GM Rolls (2):

Disease (Alexite): 1d100 ⇒ 88
Disease (Hakeem): 1d100 ⇒ 72
Disease (Jesari): 1d100 ⇒ 34
Disease (Kali'da): 1d100 ⇒ 68
Disease (Sizara): 1d100 ⇒ 9

Sizara's Fortitude save against Red Ache: 1d20 + 3 ⇒ (16) + 3 = 19

Date - 27 Sarenith 4710 AR

When the party members wake up, they have at least one hour to perform whatever wask they may want (specify what you're willing to do during this time if you want to do something at all).

Before leaving, the monkey befriended by Alexite chooses to follow the group and quickly climbs up Alexite's body, placing itself on the ranger's left shoulder.

The travel then resumes, with Hakeem leading the group once agains through the dense canopy of Smuggler's Shiv. The party is headed west, to explore the western tip of the island.

GM Rolls:

Guide the Group (Hakeem): 1d20 + 8 ⇒ (9) + 8 = 17= 17+(2) ⇒ 19
Guide the Group (help another; Jesari): 1d20 ⇒ 11
Avoid Natural Hazards (Alexite): 1d20 + 6 ⇒ (3) + 6 = 9= 9+(2) ⇒ 11
Avoid Natural Hazards (help another; Kali'da): 1d20 + 4 ⇒ (10) + 4 = 14
Take Care (Sizara): 1d20 + 4 ⇒ (9) + 4 = 13

This time Hakeem makes no mistakes, and leads the group through the jungle with quiet confidence.

GM Rolls:

Random Encounter Check (Dawn): 1d100 ⇒ 60
Random Encounter Check (Noon): 1d100 ⇒ 83
Random Encounter Check (Dusk): 1d100 ⇒ 45
Random Encounter Check (Night): 1d100 ⇒ 81

The day passes by without any danger threatening the group of explorers.

During the exploration, in the morning, you noticed a curious silouhette on the horizon. When you move closer, reaching the sandy shoreline, you quickly identify the silhouette as another wreck, laying smashed against some jagged rocks protruding from the sea. The wreck it's not easy to reach, and it seems like there's no alternative to swim to it, even though the waters are not so calm as they were in the previous days. What you do?


Condition: n/a Male human ranger 1 | HP 13/13 | AC 16 | T 12 | FF 14 | CMB+4 | CMD 16 | Fort +4 | Ref +2 | Will +2 | Perc +6

Alexite is pretty happy with his new friend and is quick to notice that the little fellow is pretty smart. He decides to start teaching him some tricks.

He speaks to no one in particular, "I'm thinking of teaching him to get some of that tasty fruit up high on the tree tops. if he gets me the fruit, I can probably teach it to fetch other stuff as well. What do you think?"

Later the ranger shields his eyes as he scans the shipwreck out at sea.

Can we tell how difficult it is to get to the wreck? Does the wreck appear new? Please roll whatever you think it's necessary.


Council of Thieves Maps

Reaching the wreck would be a easy task for an excellent swimmer (Swim +5 or more). For somebody who barely knows how to swim (Swim modifier between +0 and +4), it could prove a difficult task.

GM Rolls:

Alexite's Perception Check: 1d20 + 6 ⇒ (12) + 6 = 18

To Alexite, the wreck seems old and weathered, as it was here for at least a year, but probably a lot more.


Condition: n/a Male human ranger 1 | HP 13/13 | AC 16 | T 12 | FF 14 | CMB+4 | CMD 16 | Fort +4 | Ref +2 | Will +2 | Perc +6

The ranger went over to the sea shore and touched the water.

"I could probably get to the wreck and investigate it but it seems like it's been here a while. Do you think it's worth it? I would hate to go by myself and encounter another lobster-monster. Does anyone else want to go swimming? That is if we think this is worth the risk."


Female Elf Female Elf Barbarian 1

"I'll go with you. My keen eyes will help you out. And we might find supplies as well as clues to what happened to others on this island. So I think it is well worth the risks."

Sizara joins Alexite.


NG Serpentine Sorcerer 1 | HP: 10/10| AC: 12 (12 Tch, 10 Ff) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +2 | Init: +6 | Perc: +0, SM: +0 | Speed 30ft | Serpent's Fangs 7/7 | Spells: 1st 4/4| Active conditions: None

Jesari eyes the thrashing waves with a great deal of hesitation. "I'm not sure I'd be able to make that. I guess I could wait here if you guys really wanted to check it out. Just be careful."


Male Human(Mwangi) Monk(of the Four Winds) /1st || Init: +2 | HP: 11/11 | AC: 16 | FF: 16 | Tch: 10 | Fort: +4 | Ref: +4 | Will: +5 | || Perception +7

Date - 27 Sarenith 4710 AR
Exploration Action - Guiding the Group

Hakeem spends the early morning hour enjoying the crisp air, meditating on Gozreh's teachings as his old mentor had once orated to him from Hymns to the Winds and Waves. He also watches the interactions between Alexite and his new monkey friend, amused but with a genuine smile.
--------------------------------------------------------------------------- -----------------------------------------------
Later, at the ship wreck

Once the group is ready to move, Hakeem manages to guide the group, successfully avoiding snakes thus far in the day.

He stops and looks out to the shipwreck when the ranger points it out to the group.

" If da two of you think you can make the swim, go ahead and check it out. There may be something in the wreckage there to help us out." He looks around at Jesari and Kali'da and nods. " I'll stay here on shore in case something wild gets after us. "

Before Sizara and Alexite take the dive, Hakeem speaks again. " Go check it out, but if you get in over your heads, don't get yourselves killed. We've still gotta get off this island." He offered the words of encouragement, revealing a bit of his nervousness about the scouting party splitting up.


Female Elf Female Elf Barbarian 1

Before she dives into the water, Sizara takes a quick look in case someone was sneaking up on them either from the jungle they just came out of or from the water, or the shipwreck itself.


Condition: n/a Male human ranger 1 | HP 13/13 | AC 16 | T 12 | FF 14 | CMB+4 | CMD 16 | Fort +4 | Ref +2 | Will +2 | Perc +6

The ranger asked once more, "There's plenty of light wood scattered around and we could easily make some sort of flotable device to aid those that want to come but aren't strong swimmers. Maybe it's best if we stick together but I understand otherwise."

"If you are staying here, we'll check every 1/2 an hour at most so look to us on deck. If in 1/2 an hour you haven't seen us, you can assume that something happened to us and just high tail out of here."


Female Elf Female Elf Barbarian 1

"Hm...A raft shouldn't be that hard to make. You're quite the problem solver and leader. It wouldn't be smart to split us as well."

She then gave the ranger a quick kiss on the cheek as she started to gather wood to build a raft.

201 to 250 of 448 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Giuseppe's Serpent's Skull Gameplay All Messageboards

Want to post a reply? Sign in.