Navior's Serpent's Skull

Game Master Navior


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Urza's missiles slam into the shadowy creature, thudding against its chest and shoulder despite the creature's insubstantial nature.

Lorenz composite longbow,+1 arrow, Deadly Aim, Rapid Shot 1: 1d20 + 10 - 2 - 2 + 1 ⇒ (13) + 10 - 2 - 2 + 1 = 20 -- hit
Damage: 1d8 + 4 + 1 + 4 ⇒ (8) + 4 + 1 + 4 = 17
Lorenz composite longbow,+1 arrow, Deadly Aim, Rapid Shot 2: 1d20 + 10 - 2 - 2 + 1 ⇒ (12) + 10 - 2 - 2 + 1 = 19 -- hit
Damage: 1d8 + 4 + 1 + 4 ⇒ (8) + 4 + 1 + 4 = 17

Lorenz pulls out two more magical arrows and fires them off. Both of them hit the creature in the stomach, going right through, but also tearing away "shadow-stuff" with them. The creature hisses in pain and rage.

While the panicked party members continue to flee, Shokambe stays put. Delay.

The shadowy creature hisses out the words of a spell, and suddenly, an angry crocodile appears in front of Urza and Makoa (-E/-F 74/75).

Makoa Will: 1d20 + 5 ⇒ (13) + 5 = 18 -- pass
Tar’kanas Will: 1d20 + 3 ⇒ (19) + 3 = 22 -- pass
Urza Will: 1d20 + 6 ⇒ (11) + 6 = 17 -- fail
Ishirou Will: 1d20 + 0 ⇒ (17) + 0 = 17 -- fail
Jask Will: 1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 27 -- pass
Lorenz Will: 1d20 + 3 ⇒ (1) + 3 = 4 -- fail
Sasha Will: 1d20 + 0 ⇒ (2) + 0 = 2 -- fail
Shokambe Will: 1d20 + 3 ⇒ (7) + 3 = 10 -- fail
Alton Will: 1d20 + 1 ⇒ (6) + 1 = 7 --fail
Makoa, Tar'kanas, and Jask recognize that the crocodile is illusory and only take 20% damage from any of its attacks.

Crocodile bite at Urza: 1d20 + 5 ⇒ (2) + 5 = 7 -- miss

The crocodile snaps at Urza, but having appeared above the body of one of the apes confuses it and its aim is off.

Jask backs away (double move to G 73). Sasha stays put (delay). Alton lands on a treetop (H 69).

Next Up: Makoa, Ishirou, Tar'kanas (subject to delayed action), Urza, Pezock, Lorenz, Untari, Douena, Mahjik, Shokambe (subject to delayed action), Shadow Creature, Jask, Sasha (subject to delayed action), Alton.

Map Updated


Male Half-Orc Barbarian(Totem Warrior/Invulnerable Rager) : 2 Druid(Wolf Shaman) : 4

Second round of fatigue. -2 Str and Dex

Growling a bit tiredly, Makoa bites at the shadow croc, hoping that will get rid of it.

Bite, Power Attack: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12
damage: 1d4 + 3 + 3 ⇒ (2) + 3 + 3 = 8


M Elf Ranger 6

Seeing the new threat, Tar'kanas takes aim and fires, hoping his arrows are effective.

5' step to A 76; Attack croc.

Comp longbow (Str +3) w/PB/DA: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d8 + 8 ⇒ (4) + 8 = 12


Sorcerer (Draconic) 6 Dragon Disciple 1; AC 15 (19), FF 13 (17) T 12; HP 62/62;Perception +6; Spells Lvl 3: 3/4; Lvl 2: 5/6; Lvl 1: 7/7; Cantrip: at will

Urza steps back away from the snapping crocodile and continues to assault the shadowy beast.
Magic Missile 3d4 + 3 ⇒ (1, 4, 3) + 3 = 11

Also, wouldn't Protection v Evil keep that summoned croc off of me?


Urza Sha'rahad wrote:
Also, wouldn't Protection v Evil keep that summoned croc off of me?

Yes, you're absolutely correct. I forgot about the protection from evil effect. Luckily, it missed anyway, but this means it more than missed! The protective aura repels the crocodile. :)

Makao bites at the crocodile, his teeth tearing into the shadowy substance that makes up the croc's neck. There's a strange solidity to it at first, but that just seems to dissolve away as he rips right through. The entire crocodile then dissolves away into nothing.

Ishirou was about to step up to attack the crocodile as well, but now that it's gone, he pauses and waits. Delay.

ROUND 6

CURRENT EFFECTS:
Barkskin (Makoa, Mahjik)
Shield of faith (Pezock)
Mage armour (Urza, Mahjik)
Aid (Sasha)
Expeditious Retreat (Douena)
Fear (Douena, Mahjik, Untari, Pezock)
Protection from evil (Urza)
Shield other (Urza)

Since Makoa took out the crocodile, Tar'kanas can choose to perform a different action. If not, I'll assume he delays again.

Urza fires off more missile that slam into the winged shadow beast.

Lorenz composite crossbow, +2 arrow, Deadly Aim, Rapid Shot 1: 1d20 + 10 - 2 - 2 + 2 ⇒ (16) + 10 - 2 - 2 + 2 = 24 -- hit
Damage: 1d8 + 4 + 4 + 2 ⇒ (1) + 4 + 4 + 2 = 11
Lorenz composite crossbow, +2 arrow, Deadly Aim, Rapid Shot 1: 1d20 + 10 - 2 - 2 + 2 ⇒ (7) + 10 - 2 - 2 + 2 = 15 -- miss

Lorenz reaches for more arrows. "These are my last magic arrows!" he cries, then fires off two. Only one finds its target and the shadow creature is still standing afterwards. However, it is looking noticeably hurt by now. There are small holes all over its body from where arrows and magic missiles have gone through it.

Shokambe delays.

The creature sneers angrily and suddenly flies into the jungle (move to A 72). It then stops and casts a spell. Blackness shoots out in all directions around the creature, bathing the entire area in darkness. Only Urza and Makoa with their darkvision can still see.

"We need to get out of the area of this effect!" Jask calls. She moves straight south until she can see again (to M 73). Sasha does similarly (to L 75). Alton stays put. Shokambe takes this opportunity to move, too (to L 74).

Next Up: Makoa, Ishirou, Tar'kanas (subject to delayed action), Urza, Pezock, Lorenz, Untari, Douena, Mahjik, Shadow Creature, Jask, Sasha, Alton (subject to delayed action), Shokambe.

Map Updated
The shaded area shows the area of darkness.


Sorcerer (Draconic) 6 Dragon Disciple 1; AC 15 (19), FF 13 (17) T 12; HP 62/62;Perception +6; Spells Lvl 3: 3/4; Lvl 2: 5/6; Lvl 1: 7/7; Cantrip: at will

Urza follows and sends more arcane energy into the fleeing creature.
Move to -C74
Magic Missile 3d4 + 3 ⇒ (2, 1, 2) + 3 = 8


M Elf Ranger 6

Delay it is.


Male Half-Orc Barbarian(Totem Warrior/Invulnerable Rager) : 2 Druid(Wolf Shaman) : 4

Makoa moves to place himself somewhat between the creature and Tar'Kanas. move to A 75


Makoa makes his way easily through the darkened area. Ishirou, unable to see, stays put (delay).

ROUND 7

CURRENT EFFECTS:
Barkskin (Makoa, Mahjik)
Shield of faith (Pezock)
Mage armour (Urza, Mahjik)
Aid (Sasha)
Expeditious Retreat (Douena)
Fear (Douena, Mahjik, Untari, Pezock)
Protection from evil (Urza)
Shield other (Urza)
Deeper darkness (centred on the shadow creature)

Urza moves closer to the shadow creature and fires more bolts into it. It doubles over in pain, but still does not quite fall yet.

Lorenz stumbles southward, trying to find his way out of the darkness (to H 77).

"Die, fool of a wizard!" the creature hisses at Urza. It casts a spell, pointing in Urza's direction. A bolt of lightning zaps from its outstretched claws.

Urza Will: 1d20 + 6 ⇒ (15) + 6 = 21 -- pass
Urza Reflex: 1d20 + 4 ⇒ (14) + 4 = 18 -- fail
Damage: 10d6 ⇒ (6, 5, 3, 1, 4, 1, 5, 1, 2, 2) = 30 X 0.2 = 6

As the electricity passes through him, however, Urza quickly recognizes that it is made mostly of shadow stuff and has little real punch. Although he does take damage from it, it is little more than a tickle.

Jask, Sasha, Alton, and Shokambe stay put. Delay.

Next Up: Makoa,, Ishirou, Tar'kanas (subject to delayed action), Urza, Pezock, Lorenz, Untari, Douena, Mahjik, Shadow Creature, Jask (subject to delayed action), Sasha (subject to delayed action), Alton (subject to delayed action), Shokambe (subject to delayed action).

Map Updated


Male Half-Orc Barbarian(Totem Warrior/Invulnerable Rager) : 2 Druid(Wolf Shaman) : 4

Delay.


Sorcerer (Draconic) 6 Dragon Disciple 1; AC 15 (19), FF 13 (17) T 12; HP 62/62;Perception +6; Spells Lvl 3: 3/4; Lvl 2: 5/6; Lvl 1: 7/7; Cantrip: at will

"No. You die, puny demon."
Magic Missile 3d4 + 3 ⇒ (2, 1, 1) + 3 = 7
Where did all my good rolls go?


Urza's latest bolts slam into the creature, which stumbles back. Its head falls forward and its arms go limp. It just stands there, unmoving, holes throughout its body.

It makes no further movements or sounds, and makes no further attacks. It's currently at exactly 0 hp, so will go down with another hit. If you ignore it, it will just stand there until after you've left.

COMBAT OVER

After a few more seconds, well to the south, Douena, Mahjik, Pezock, and Untari suddenly come to their senses as the spell effect finally wears off.

Pezock stops running and turns around slowly. His eyes narrow in anger and a low growl rumbles from his throat. "That ape bewitched me," he snarls. "I will kill it and all other apes in this jungle! They will soon learn to fear my name and to run when they see me coming!"


Sorcerer (Draconic) 6 Dragon Disciple 1; AC 15 (19), FF 13 (17) T 12; HP 62/62;Perception +6; Spells Lvl 3: 3/4; Lvl 2: 5/6; Lvl 1: 7/7; Cantrip: at will

So what happens when Urza gives it another blast of Magic Missile? If he's not sure it is dead, Urza will start using his second level slots to cast more magic missiles until he is sure it is dead.


Female Gnome Cleric 4/ Rogue (burglar) 3

Don't know who Pezock's talking to; we all have different speeds so we aren't anywhere near each other. Douena's all by herself in the jungle and has no way to find anyone else.


Douena Trestleben wrote:
Don't know who Pezock's talking to; we all have different speeds so we aren't anywhere near each other. Douena's all by herself in the jungle and has no way to find anyone else.

Since when does Pezock need anyone to say it to? ;)

Seriously, that's a good point that I hadn't considered.


Sorcerer (Draconic) 6 Dragon Disciple 1; AC 15 (19), FF 13 (17) T 12; HP 62/62;Perception +6; Spells Lvl 3: 3/4; Lvl 2: 5/6; Lvl 1: 7/7; Cantrip: at will

We've basically been following the river, so Douena only needs to find the river and follow it back. Though she is out there own, which scares and intrigues me at the same time.


Female Gnome Cleric 4/ Rogue (burglar) 3

Actually, no, it's not that easy by RAW.

Survival 1d20 + 2 ⇒ (13) + 2 = 15

Environment>Wilderness wrote:
Chance to Get Lost: If conditions exist that make getting lost a possibility, the character leading the way must succeed on a Survival check or become lost. The difficulty of this check varies based on the terrain, the visibility conditions, and whether or not the character has a map of the area being traveled through. Refer to the table below and use the highest DC that applies.

DC for Forest terrain, which is generally less difficult to find one's way through than jungle is 16, so she fails.

Environment>Wilderness wrote:

Effects of Being Lost: If a party becomes lost, it is no longer certain of moving in the direction it intended to travel. Randomly determine the direction in which the party actually travels during each hour of local or overland movement. The characters' movement continues to be random until they blunder into a landmark they can't miss, or until they recognize that they are lost and make an effort to regain their bearings.

Recognizing You're Lost: Once per hour of random travel, each character in the party may attempt a Survival check (DC 20, –1 per hour of random travel) to recognize that he is no longer certain of his direction of travel. Some circumstances might make it obvious that the characters are lost.

Survival check: first hour vs. DC 20 1d20 + 2 ⇒ (5) + 2 = 7

Survival check: second hour vs. DC 19 1d20 + 2 ⇒ (10) + 2 = 12
Survival check: third hour vs. DC 18 1d20 + 2 ⇒ (5) + 2 = 7
Survival check: fourth hour vs. DC 17 1d20 + 2 ⇒ (9) + 2 = 11
Survival check: fifth hour vs. DC 16 1d20 + 2 ⇒ (12) + 2 = 14
Survival check: sixth hour vs. DC 15 1d20 + 2 ⇒ (6) + 2 = 8
Survival check: seventh hour vs. DC 14 1d20 + 2 ⇒ (8) + 2 = 10
Survival check: eighth hour vs. DC 13 1d20 + 2 ⇒ (3) + 2 = 5
Survival check: ninth hour vs. DC 12 1d20 + 2 ⇒ (16) + 2 = 18

So, by RAW, Douena doesn't realize she's heading away from the river (or in the wrong direction along the riverbank) for nine hours.

Environment>Wilderness wrote:

Setting a New Course: Determining the correct direction of travel once a party has become lost requires a Survival check (DC 15, +2 per hour of random travel). If a character fails this check, he chooses a random direction as the “correct” direction for resuming travel.

Once the characters are traveling along their new course, correct or incorrect, they might get lost again. If the conditions still make it possible for travelers to become lost, check once per hour of travel as described above to see if the party maintains its new course or begins to move at random again.

Conflicting Directions: It's possible that several characters may attempt to determine the right direction to proceed after becoming lost. Make a Survival check for each character in secret, then tell the players whose characters succeeded the correct direction in which to travel, and tell the players whose characters failed a random direction they think is right, with no indication who is correct.

Regaining Your Bearings: There are several ways for characters to find their way after becoming lost. First, if the characters successfully set a new course and follow it to the destination they're trying to reach, they're not lost anymore. Second, the characters, through random movement, might run into an unmistakable landmark. Third, if conditions suddenly improve—the fog lifts or the sun comes up—lost characters may attempt to set a new course, as described above, with a +4 bonus on the Survival check.


Douena Trestleben wrote:

So, by RAW, Douena doesn't realize she's heading away from the river (or in the wrong direction along the riverbank) for nine hours.

Yeah, there are times when ignoring rules as written is appropriate. She was running for under a minute in a southwards direction, which kept her right by the river. Even if she lost sight of it, she can still hear it, and find her way back to it quite easily. :)


Urza Sha'rahad wrote:
So what happens when Urza gives it another blast of Magic Missile? If he's not sure it is dead, Urza will start using his second level slots to cast more magic missiles until he is sure it is dead.

Another blast of magic missile causes it to fall over onto the ground, little wisps of shadow seeping away from it like blood. It will depend on the damage rolls how long it takes to kill it fully (it has Con 17), but once it's dead, it fully fades away. Alternatively, you could hit it once and let it "bleed" to death. Depending on the damage you do, it might or might not have a very good chance of stabilizing.


"We'd better find the others before they get too far," Jask says, looking to the south. "They've probably left a fairly obvious trail. Makoa, can you find them?"


Male Half-Orc Barbarian(Totem Warrior/Invulnerable Rager) : 2 Druid(Wolf Shaman) : 4

"Should be able to pretty easy, yeah."

Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Survival: 1d20 + 11 ⇒ (10) + 11 = 21


M Elf Ranger 6

Tar'kanas aids in looking for the others.

Perception: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24

Survival: 1d20 + 11 + 2 + 2 ⇒ (2) + 11 + 2 + 2 = 17

+2 for Jungle terrain; +2 track

Will aid another.


Sorcerer (Draconic) 6 Dragon Disciple 1; AC 15 (19), FF 13 (17) T 12; HP 62/62;Perception +6; Spells Lvl 3: 3/4; Lvl 2: 5/6; Lvl 1: 7/7; Cantrip: at will

Urza will blast away until it is no more.
Magic Missile 3d4 + 3 ⇒ (3, 2, 2) + 3 = 10
Now into 2nd level spells
Magic Missile 3d4 + 3 ⇒ (2, 4, 2) + 3 = 11
Magic Missile 3d4 + 3 ⇒ (2, 4, 2) + 3 = 11

Did we search the bodies to try and determine anything about them? If not, Urza will do so.
Perception Take 20 for 26.


Mahjik gets a hold of himself, having fled swiftly from the terror that had gripped him and his friends. Looking around, he finds himself alone. He looks forward, trying to ascertain the odds that anybody was still further along ahead of him, then decides that few in the party could match his speed, odds are he was ahead of everybody else. He turns around, taking his bearing. The river. A few broken twigs. Yes. This way.

Survival 1d20 + 6 ⇒ (17) + 6 = 23

"Wise man would wonder what happened here," he says, as he merges again with the group.


While those who ran off, ended up in fairly disparate locations, it's not that difficult for Makoa and Tar'kanas, aided by Shokambe, to locate them. Mahjik and Untari manage to set their own paths back and are met along the way.

Pezock doesn't really need to be tracked much. His loud voice leads you to him quite quickly. He's carrying a pair of monkeys that he's killed. "You killed the apes, didn't you?" He doesn't seem happy about that. He goes on to grumble about killing every ape in a 10-mile radius.

Douena made it the farthest away from the group and thus takes the longest to locate, but her trail is pretty obvious. You find her making her way through a patch of foul-smelling corpse flowers.

Urza Sha'rahad wrote:

Did we search the bodies to try and determine anything about them? If not, Urza will do so.

Perception Take 20 for 26.

The ape bodies have nothing on them. However, from the four human bodies, you retrieve four sets of masterwork studded leather armour, three masterwork spears, five short swords, and a ring that detects as magical. You also find some papers on the bodies identifying them as agents of the Sargavan government. However, there's no indication of what they were doing out in the middle of the jungle.


Sorcerer (Draconic) 6 Dragon Disciple 1; AC 15 (19), FF 13 (17) T 12; HP 62/62;Perception +6; Spells Lvl 3: 3/4; Lvl 2: 5/6; Lvl 1: 7/7; Cantrip: at will

Spellcraft 1d20 + 8 ⇒ (8) + 8 = 16


Urza Sha'rahad wrote:
Spellcraft 1d20+8

Urza is, unfortunately, unable to identify the ring.


Female Gnome Cleric 4/ Rogue (burglar) 3

"The government?" Douena asks suspiciously. "Do you recognize them, Jask?"


Jask shakes her head. "I was out of the loop for too long," she says. "I was already noticing a bunch of new faces during my brief time back there. Besides which, they could also have just been free agents hired by the government for some task. There can't be too many things that would bring them out here though, other than the same thing that's brought us. Which would mean they got ahead of us."


Female Gnome Cleric 4/ Rogue (burglar) 3

Of course they did. And if we had stayed to look for treasure at the Lake of Vanished Armies for several days, they would be exactly as far ahead of us as they are since we bypassed the treasure. Why can't Douena go to Sothis to see the big beetle? Six months later, when we get back, the pirates and Sargavans and Aspis Consortium will still be waiting for us just two steps ahead. Frankly, I'm tired of putting thought and effort into this AP. None of the choices we make matter at all. Just sit back and let the animatronics jump out to attack us when they're pre-ordained to. :P


Jask shaking her head still trips me up. On the plus side, any bounty hunters or other weird things still looking for the "criminal" Jask will utterly fail :D


Female Gnome Cleric 4/ Rogue (burglar) 3

"I suppose we ought to give them a proper funeral," Douena admits, "if only so they don't get up and come after us like all the dead things on the Shiv. We should keep the papers, though; it could be handy to have people think we're working for the government -- when it's not liable to make them mad at us anyway. The trick is figuring out who likes them and who doesn't."

Can't do the "oh no, they got ahead of us, we must redouble our efforts" schtick. Just too too contrived.


Guess it's time for one of those eight-hour funerals! ;)

Jask nods. "They could certainly come in handy."

Burying the bodies is relatively simple along here. The ground is soft and pliable. With everyone working together, you have some shallow graves dug in quick order and place the bodies within. You have no indication of what these people's names were, but they're not the first such bodies you've buried before.


Female Gnome Cleric 4/ Rogue (burglar) 3
Navior wrote:
Guess it's time for one of those eight-hour funerals! ;)

That's what made me think of it.

The bodies covered up, Douena takes her stance self-importantly at the head of the graves. "Desna," she addresses the goddess, "these people worked for the Sargavan government. That might mean they're not very nice people," her eye falls on Jask and she hastens to qualify her statement before his/her feelings are hurt, "but they might have been just as nice as Jask is, in which case the world is worse off for their loss. In either event, they probably didn't deserve to die the way they did, getting all torn apart by giant vampire monkeys. We ask that you grant them a safe journey to their next home and keep their bodies in the ground where they belong instead of getting up and walking around like all those poor sailors on Smuggler's Shiv." Having completed her ceremony, she relaxes and asks Jask anxiously, "Do you think vampirism transfers from monkeys to people? As torn up as their bodies were, I couldn't tell if it looked like their necks were bitten."


"I think we will have to trust that Desna will ensure any latent vampirism in them is subdued. If not, I'm not sure we can find garlic in a jungle. Does anybody know?"


Sorcerer (Draconic) 6 Dragon Disciple 1; AC 15 (19), FF 13 (17) T 12; HP 62/62;Perception +6; Spells Lvl 3: 3/4; Lvl 2: 5/6; Lvl 1: 7/7; Cantrip: at will

After witnessing the evil shadow thing, Urza is pretty sure that it wasn't vampiric monkeys that killed them. "Douena, I will trust in your blessing of their remains. You knew nothing about them, yet managed to give a moving and poignant eulogy. I will rest tonight with full confidence that they will not rise again." Urza wants her to know he is on her side.


Female Gnome Cleric 4/ Rogue (burglar) 3
Mahjik the Flink wrote:

"I'm not sure we can find garlic in a jungle. Does anybody know?"

"Shokambe might know," Douena suggests, "or the Painted Elf. Does garlic grow here?" She looks at them inquiringly.

Despite Urza's reassurance, she advises Shokambe, "Maybe you should carve some stakes, just in case. We are heading toward the land of the vampire-snake-people, after all; it wouldn't hurt to have some on hand. I know what I'll do. I'll sprinkle holy water on the graves," she announces loudly, giving Jask a surreptitious wink. "That will keep those bodies from rising again. Desna, rain blessed water of goodness and consecration on these departed souls." Douena creates a rain of water to soak the ground where the Sargavans are buried and then caps off the effect by placing two glowing butterfly symbols on the ground between the graves.

"It's just ordinary water," she explains in a whisper, after turning her back and moving several paces from the burial plot, "but they don't know that. Vampires aren't very smart. Or, no, wait, that's zombies that aren't smart." She shrugs. "Well, anyway, they were vampire monkeys; they can't be as smart as normal vampires."

One create water, one arcane mark SLA, one recharge innate magic, one more arcane mark, and a Bluff roll vs. the dead bodies' Sense Motive 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15

The important precautions taken care of, Douena turns to secondary matters. "Did anyone get hurt? I didn't."

Who needs healing, and how much?


Douena Trestleben wrote:
"Shokambe might know," Douena suggests, "or the Painted Elf. Does garlic grow here?" She looks at them inquiringly.

Shokambe shakes his head. "Not wild in the jungle. It's possible that some villages might grow some, but we won't be passing another village any time soon." To the stakes idea, he shrugs and nods. "If you think it's necessary."

Douena Trestleben wrote:
Who needs healing, and how much?

Ishirou, bruised and bloodied steps forward. "I did," he says.

Ishirou is at 12/25 hp.
Sasha is mildly hurt. She's at 30/34 hp.
The other NPCs are uninjured. Of the PCs, Makoa took quite a lot of damage in the battle. I'm not sure exactly where he is off-hand though. Urza also took a little damage if I remember right.


Female Gnome Cleric 4/ Rogue (burglar) 3

"You didn't get bitten on the neck, did you?" she asks sternly, eyeing Ishirou's throat. "Everyone who's hurt, come over here."
Channel Positive Energy x2 2d6 + 2d6 ⇒ (3, 6) + (4, 3) = 16 Makoa, do you know how hurt you are? Let me know if you need more channel.


M Elf Ranger 6
Douena Trestleben wrote:
Mahjik the Flink wrote:

"I'm not sure we can find garlic in a jungle. Does anybody know?"

"Shokambe might know," Douena suggests, "or the Painted Elf. Does garlic grow here?" She looks at them inquiringly.

"No, it does not as Shokambe has stated."

Quote:

Despite Urza's reassurance, she advises Shokambe, "Maybe you should carve some stakes, just in case. We are heading toward the land of the vampire-snake-people, after all; it wouldn't hurt to have some on hand. I know what I'll do. I'll sprinkle holy water on the graves," she announces loudly, giving Jask a surreptitious wink. "That will keep those bodies from rising again. Desna, rain blessed water of goodness and consecration on these departed souls." Douena creates a rain of water to soak the ground where the Sargavans are buried and then caps off the effect by placing two glowing butterfly symbols on the ground between the graves.

"It's just ordinary water," she explains in a whisper, after turning her back and moving several paces from the burial plot, "but they don't know that. Vampires aren't very smart. Or, no, wait, that's zombies that aren't smart." She shrugs. "Well, anyway, they were vampire monkeys; they can't be as smart as normal vampires."

Tar'kanas looks at the gnome curiously. "You speak of these giant vampire monkey's as if you believe them to be real. I find that odd. Such creatures do not exist."


Male Half-Orc Barbarian(Totem Warrior/Invulnerable Rager) : 2 Druid(Wolf Shaman) : 4

By the math I did, I'm at 37 of 54, thanks to my damage reduction 1/- and Jask's channel during the fight. I could be a few hit points off though.

Makoa is quite during the funeral, keeping an ear on the jungle just in case more of the apes decide to show up.


Female Gnome Cleric 4/ Rogue (burglar) 3

Well, Douena's channels ought to put you at 53/54, if that's correct. We'd better get on the road, 'cause, you know, they're breathing down our necks. I say we go to a forced march until someone drops from exhaustion. :P


Forced march it is, then! I'll need some Constitution checks from everyone to determine who dies first.*

With the funeral out of the way and everyone healed up, you gather your things again and continue on your way for the remainder of this day. Eventually, you settle down a little ways from the river bank and set up camp for the night.

Pezock spends much of the evening pacing about and grumbling about humiliation and making someone pay. He promises his sword repeatedly that they will get their revenge.

DAY'S XP: 600 each (Total: 17999).

Random Encounters 15%
Day 28: 1d100 ⇒ 5 -- encounter
Day 29: 1d100 ⇒ 42 -- no encounter
Day 30: 1d100 ⇒ 72 -- no encounter
Day 31: 1d100 ⇒ 70 -- no encounter
Encounter type: 1d100 ⇒ 5
Looks at encounter chart. Blinks. Looks again.
Okay, that is the most pointless random encounter ever. 2d6 monkeys. In a jungle swarming with monkeys, where you no doubt see and encounter monkeys every day. Not dire monkeys. Not vampire monkeys. Just plain, ordinary monkeys. And this is an encounter table specifically for the Screaming Jungle. Well, okay then, on Day 28, you will see 2d6 ⇒ (3, 4) = 7 more monkeys than usual. Encounter taken care of. :P

*:
I am, of course, kidding. ;)


Female Gnome Cleric 4/ Rogue (burglar) 3

I thought Pezock was methodically slaughtering every monkey we came across anyway. That's seven more for his tally!


Male Half-Orc Barbarian(Totem Warrior/Invulnerable Rager) : 2 Druid(Wolf Shaman) : 4

And some more experiance! :)
Con vs Death by Forced March: 1d20 + 2 ⇒ (1) + 2 = 3

Makoa dies. Kidding, of course.


"Shokambe, please explain again where we heading to now. It's been a month, I imagine we should be just about where we need to be now."


Female Gnome Cleric 4/ Rogue (burglar) 3

"We ought to be somewhere by now," Douena grumbles. "All this walking and walking and walking and nothing interesting to see is boring. At least on the Jenivere my legs didn't get tired."


M Elf Ranger 6

Tar'kanas glances over at the gnome. He then looks to Untari a moment, an idea forming as his thoughts return to her query of riding the druid's lion. He stops a moment and bends down, whispering something to his feline friend as he strokes her from head to neck. As he stands back up, "Untari can carry you. I would recommend caution, though; she has never bore a rider. You lack in weight so I do not think it will be much of an issue." Tar'kanas moves over to Douena and calls out instruction to Untari.

As the cat makes her way over, she sniffs Douena right at her nose and then rubs her head/ear against her as she moves to where Douena can get on. Tar'kanas looks to Douena, "She appears to like you. Remember, caution," he nods, giving her the go sign.

She possess the three tricks that make up riding.


Mahjik the Flink wrote:

"Shokambe, please explain again where we heading to now. It's been a month, I imagine we should be just about where we need to be now."

Shokambe shakes his head. "We have made good time, even with the loss of a day or so reincarnating Jask. However, we still have quite a ways to go. We need to follow the river through the jungle and to the north end of the mountains. Once we are past the mountains, we'll turn west and cross the hills. In all, I'd guess we have about three weeks to go yet."


Female Gnome Cleric 4/ Rogue (burglar) 3

Handle Animal 1d20 + 3 ⇒ (16) + 3 = 19

"I was going to have a lizard to ride," she explains to Tar'kanas, "but everyone kept killing them all and wouldn't find me an egg, even though Sasha got an egg that turned out to be Alton."

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