Navior's Serpent's Skull

Game Master Navior


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"Wise man understands that parting is inevitable, still I will remember the people on this journey fondly. What will you be doing when we find port?" Addressing both Sasha and Douena.


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

"Makoa, we need to get back to work before the Cap'n notices us slacking."
Urza moves off to his duties.


Sasha gazes out over the water and ponders Mahjik's question for a moment. "I don't know yet," she says with a shrug. "Whatever I feel like, I suppose."


Female Gnome Cleric 4/ Rogue (burglar) 3
Mahjik the Flink wrote:
"Wise man understands that parting is inevitable, still I will remember the people on this journey fondly. What will you be doing when we find port?" Addressing both Sasha and Douena.

Douena laughs. "Whatever Desna finds for me to do. I haven't even thought that far yet. I spent all the money I had buying my passage." She shrugs. "I guess I'll just keep traveling -- by land this time, of course, so I can tell I'm going somewhere and not just sitting still in the middle of a fishbowl."


Male Half-Orc Barbarian(Totem Warrior/Invulnerable Rager) : 2 Druid(Wolf Shaman) : 4
Urza Sha'rahad wrote:

"Makoa, we need to get back to work before the Cap'n notices us slacking."

Urza moves off to his duties.

"Hm? Oh, right.."

Makoa says as he returns to his work, memories fading away until he wanted them again...


Male Human (Andoran) Fighter Lvl 5

Lorenz is content to listen to Gelik's stories for as long as the gnome will tell them, expressing his appreciation in glowing terms whenever the gnome pauses for breath.

"When we reach Eleder, you must allow me to buy you a mug of strong ale or a glass of sweet wine. Your stories, friend gnome, have been the highlight of our journey."


Mahjik rearranges himself, leisurely hanging from the ropes supporting his shoulders. Now "standing" upright about face-height with Sasha. His eyes scan the horizon for any sign of changes. His voice is slightly thick with his Vudran accent, but carries the usual smiling harmonics. "We'll see more of each other then; wise man suggests to take time to allow insights to come to fruition."


Sasha nods. "I think we will, Mahjik. I look forward to it."


You all enjoy the wonderful weather the day has to offer, talking some more and for the most part, having a good time. Gelik’s mood has definitely improved after the reception from his performance. Sasha continues to be boisterous and happy. Even Ishirou joins says a few words here and there, and while he still doesn’t really smile or look happy, he looks in better spirits than any of you are used to seeing him.

Finally the time for the evening’s feast approaches. The passengers are invited to dine at the captain’s table. Captain Kovack is in dress uniform for the event. Gelik is dressed in his absolute finest. Sasha and Ishirou don’t quite dress as fancily, but they do their best to look good. Aerys is also there, and she partakes of the food and wine without reserve. The only passenger not to show is Ieana. Captain Kovack says that she sends her regrets, but she is not feeling well, and would like to rest before the end of the voyage. First mate Devers is on duty, so is unfortunately unable to join the dinner.

Rambar Terillo, the ship’s cook, serves his finest. More soup. It looks to be the same bland soup he has served every other day of the voyage so far. He serves each passenger personally before moving on to the rest of the ship to serve the crew. Although the soup looks the same, it actually does taste different. Not better, not worse, just different, so he obviously put something different in it.

Aakif Perception: 1d20 + 4 ⇒ (9) + 4 = 13
Douena Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Lorenz Perception: 1d20 + 0 ⇒ (14) + 0 = 14
Mahjik Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Makoa Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Urza Perception: 1d20 + 4 ⇒ (7) + 4 = 11

All in all, things seem to be going quite well. Then everything becomes hazy and finally black.

Mahjik:
Everything is dark and silent. Slowly sensation starts to return. Mahjik feels something wet at his feet and hears the sound of waves lapping up on a beach. Then there’s a pressure on his legs followed by a searing pain, and he wakes up.

He is definitely on a beach, at the end of an inlet of water. Around him, he can see several others lying unconscious in the sand. At his feet, is a monstrous sea creature, like a cross between a lobster and a scorpion. It’s claws snap visciously. It has obviously just nipped at him. He has taken 1 point of damage. Further up the beach on either side of the inlet, he can see several more of these creatures.

Mahjik Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Sea Scorpions Initiative: 1d20 + 5 ⇒ (15) + 5 = 20

Map added to the library section of the website.

Order: Sea Scorpions, Mahjik


ROUND 1

Mahjik:
The sea scorpion by Mahjik's feet snaps at him with its claws, and then its tail flips over its head attempting to sting him.

First claw: 1d20 + 0 ⇒ (4) + 0 = 4
Second claw: 1d20 + 0 ⇒ (18) + 0 = 18
Tail sting: 1d20 + 0 ⇒ (13) + 0 = 13

Second claw damage: 1d2 - 1 ⇒ (1) - 1 = 0 = 1 point of nonlethal damage

One of the beasts claws scrapes his skin, but doesn't do more than a minor scratch.

The other sea scorpions crawl further up the beach to the points currently shown on the map.

Next Up: Mahjik

Edit: Just a note (as pointed out in the OOC thread) that Mahjik is still groggy from whatever happened to him. He has the sickened condition (-2 to attack, damage, saves, skill checks, and ability checks).


Mahjik stands up, his legs still wobbly. And possibly provoking in the process. He tries to shake his grogginess and moves closer to Sasha and Lorenz at S17. He shouts, stirring both of the limb bodies next to him, hoping to awaken either.


Mahjik:
The sea scorpion snaps at Mahjik again as he rises.

Sea scorpion claw attack: 1d20 + 0 ⇒ (8) + 0 = 8

Mahjik, however, is able to avoid the clumsy attack easily. He makes it over to Sasha and Lorenz and tries to wake them. Unfortunately, they don't respond immediately. Nearby, however, Douena is starting to move, whether from his shout or on his own he can't be sure.

ROUND 2

Douena begins to stir. She thinks she can hear waves. Then someone shouts and she opens her eyes.

Mahjik and Douena:
Douena Initiative: 1d20 + 2 ⇒ (11) + 2 = 13

Order: Sea Scorpions, Douena, Mahjik

The scorpion that previously attacked Mahjik follows him over the sand and takes a single swipe at him.

Sea scorpion claw attack: 1d20 + 0 ⇒ (12) + 0 = 12

It again fails to get him.

To the west, two more scorpions clamber across the sand, one towards Urza and another at Ishirou.

Claw attack against Urza: 1d20 + 0 ⇒ (9) + 0 = 9
Claw attack against Ishirou: 1d20 + 0 ⇒ (16) + 0 = 16
Damage to Ishirou: 1d2 - 1 ⇒ (2) - 1 = 1

A claw snaps against Ishirou's leg and he awakes with a yell. He'll be able to join in the battle next round.

To the east, two more scorpions scurry over the sand, both moving towards Aerys. Only one manages to strike at her this time though.

Claw attack against Aerys: 1d20 + 0 ⇒ (16) + 0 = 16
Damage: 1d2 - 1 ⇒ (2) - 1 = 1

Aerys, too, awakes with a gasp. She will also join the fight next round.

Next Up: Douena, Mahjik.

Map Updated


Female Gnome Cleric 4/ Rogue (burglar) 3

Should we be spoilering this until everyone wakes up, or do you care?

DM & Mahjik:
Despite her disorientation and the fact that she seems in imminent danger of being eaten by scorpions, she still takes a moment to dig her fingers into the sand and luxuriate in the fact that she is once again on land. Then she leaps to her feet and looks quickly across the sand at all the prone bodies. Seeing the fearsome-looking half-orc from the crew still unconscious about twenty feet away, she immediately heads in his direction, passing the limp body of the other gnome on her way there. Sorry, Gelik, she thinks, but I think these fishy bugs will take him more seriously than you, however clean you are.

Move action to stand up, move action to S22. I guess it'll be next round before she can wake up Makoa.


Oh, and dot, darn it!


Douena Trestleben wrote:
Should we be spoilering this until everyone wakes up, or do you care?

My initial thought was to spoiler everything, but I'm thinking now that it's not really necessary.

Next Up: Mahjik.

Map Updated


Mahjik shouts loudly in Vudrani; hoping that the unusual sounds will help those still unconscious.

Those who can speak Vudrani and are conscious, and GM:
Well, at least it sounds like it might be Vudrani - it is in fact a non-sensical barrage of sounds and words, like a meditational prayer but at high volume and high speed.

He does not risk the sea scorpion getting any closer to the still prone comrades, instead he attempts to fell it with a swift flurry of kicks that target the shoulder joints on which the powerful claws are hinged.

Flurry attack 1 1d20 + 2 - 2 ⇒ (7) + 2 - 2 = 71d6 + 1 - 2 ⇒ (3) + 1 - 2 = 2

Flurry attack 2 1d20 + 2 - 2 ⇒ (17) + 2 - 2 = 171d6 + 1 - 2 ⇒ (1) + 1 - 2 = 0

Well, 1 damage at least, most likely


One of Mahjik's kicks successfully connects with the claw, but only manages to shake the scorpion up a bit. It does 1 point of nonlethal. Any damage result below 1 becomes 1 point of nonlethal.

Across the battlefield, some of the others are stirring. Aerys and Ishirou are awake now, and Urza awakens to the sound of snapping claws.

ROUND 3

Urza Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Aerys Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Ishirou Initiative: 1d20 + 2 ⇒ (7) + 2 = 9

Next Up: Urza, Sea Scorpions, Douena, Mahjik, Ishirou, Aerys.


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 awakens with a jolt. He reflexively extends his claws and lashes out before standing up.
Claw: to hit 1d20 - 1 ⇒ (17) - 1 = 16
Claw: damage 1d4 + 1 ⇒ (2) + 1 = 3


There's a -4 penalty for attacking from prone, which brings the attack roll down to 12. (And I've just realized I forgot to apply the AC penalty for being prone to those attacked while on the ground. Oh well.)

Urza's claws scrape across the creature's shell, but do not penetrate it. When he stands up, the creature tries to snap at him.

Sea scorpion claw attack: 1d20 + 0 ⇒ (17) + 0 = 17
Damage: 1d2 - 1 ⇒ (1) - 1 = 0 = 1 nonlethal

The claw connects with his leg, but does not get a good enough grip to do any major damage.

The scorpions lash at those near each of them.

Claw attack on Urza: 1d20 + 0 ⇒ (19) + 0 = 19
Claw attack on Urza: 1d20 + 0 ⇒ (3) + 0 = 3
Tail attack on Urza: 1d20 + 0 ⇒ (18) + 0 = 18
Claw damage: 1d2 - 1 ⇒ (1) - 1 = 0 = 1 nonlethal
Tail damage: 1d2 - 1 ⇒ (2) - 1 = 1

Claw attack on Ishirou: 1d20 + 0 ⇒ (5) + 0 = 5
Claw attack on Ishirou: 1d20 + 0 ⇒ (18) + 0 = 18
Tail attack on Ishirou: 1d20 + 0 ⇒ (6) + 0 = 6
Claw damage: 1d2 - 1 ⇒ (1) - 1 = 0 = 1 nonlethal

Claw attack on Mahjik: 1d20 + 0 ⇒ (1) + 0 = 1
Claw attack on Mahjik: 1d20 + 0 ⇒ (18) + 0 = 18
Tail attack on Mahjik: 1d20 + 0 ⇒ (16) + 0 = 16
Claw damage: 1d2 - 1 ⇒ (2) - 1 = 1

Claw attack on Aerys: 1d20 + 0 ⇒ (8) + 0 = 8
Claw attack on Aerys: 1d20 + 0 ⇒ (8) + 0 = 8
Tail attack on Aerys: 1d20 + 0 ⇒ (10) + 0 = 10

Claw attack on Aerys: 1d20 + 0 ⇒ (5) + 0 = 5
Claw attack on Aerys: 1d20 + 0 ⇒ (4) + 0 = 4
Tail attack on Aerys: 1d20 + 0 ⇒ (10) + 0 = 10

Urza Fortitude (tail poison): 1d20 + 3 ⇒ (16) + 3 = 19
Urza is unaffected by the poison.

The two scorpions attacking Aerys shift their positions slightly (5-foot steps to flank her).

Map Updated

Next Up: Douena, Mahjik, Ishirou, Aerys.


Female Gnome Cleric 4/ Rogue (burglar) 3

The dash across the sand leaves Douena feeling woozy in her weakened condition. She flings herself down next to Makoa, draping her upper body across his chest, her small face inches from his toothy maw. "Wake up, wake up, please," she cries, shaking him with as much strength as she can muster. "There's things trying to eat us!"


There are no clear guidelines given in the adventure for waking people up other than by damage, but I've decided I'll allow a full-round action to work, so Douena is able to wake up Makoa, but Mahjik wasn't able to wake Lorenz and Sasha earlier because he had to move first to get to them.

Douena manages to get a response from Makoa. The blackness in his head clears away to the sound of Douena's cries and of her shaking him. [ooc]Makoa can join in the battle next round.[ooc]

Next Up: Mahjik, Ishirou, Aerys.


Mahjik continues his Vudran litany, accentuating it with shouts as he thrusts two lightning quick punches at where he believes the eyes of the creature to be.

Flurry attack 1 1d20 + 2 - 2 ⇒ (16) + 2 - 2 = 16 damage 1d6 + 1 - 2 ⇒ (1) + 1 - 2 = 0
Flurry attack 2 1d20 + 2 - 2 ⇒ (5) + 2 - 2 = 5 damage 1d6 + 1 - 2 ⇒ (4) + 1 - 2 = 3

Wow... I'm underwhelmed with this damage :P


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

I have to ask, where is the -2 to damage coming from?


His first attack hits and does another point of nonlethal. You'll whittle the creature down eventually this way. :)

The sea scorpion Mahjik hits shakes a bit, but quickly regains control of itself.

Nearby, Ishirou jumps frantically to his feet. The sea scorpion by him snaps at his legs as he does so.

Claw attack: 1d20 + 0 ⇒ (19) + 0 = 19
Damage: 1d2 - 1 ⇒ (2) - 1 = 1

Ishirou ignores the minor wound and quickly surveys the surrounding. Spotting the pile of equipment, he moves over to it.

Aerys stares up at the each of the scorpions threatening her. With a yell, she jumps to her feet. Both scorpions lash at her.

Claw attack: 1d20 + 0 + 2 ⇒ (7) + 0 + 2 = 9
Claw attack: 1d20 + 0 + 2 ⇒ (6) + 0 + 2 = 8

She dodges both blows and then punches at one of them (P23).

Unarmed strike: 1d20 + 5 - 2 ⇒ (1) + 5 - 2 = 4

And nearly trips on her own two feet doing so. :)


Makoa Wolf'sKin wrote:
I have to ask, where is the -2 to damage coming from?

Everyone awakens with the sickened condition for the duration of the fight. It applies a -2 penalty to attack, damage, saves, skills checks, and ability checks.


Aakif finds his senses returning, only to hear yells and shouting.

ROUND 4

Aakif Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Makoa Initiative: 1d20 + 2 ⇒ (16) + 2 = 18

Up Next: Urza, Sea Scorpions, Makoa, Aakif, Douena, Mahjik, Ishirou, Aerys.

Map Updated


Male Human Traveler / 8
Makoa Wolf'sKin wrote:
I have to ask, where is the -2 to damage coming from?

There's information about that in the ooc thread, in case you missed it.


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 slashes furiously at the clawed, stingered thing that's trying to eat him.
Claw: to hit 1d20 - 1 ⇒ (14) - 1 = 13
Claw: damage 1d4 - 1 ⇒ (4) - 1 = 3

Claw: to hit 1d20 - 1 ⇒ (20) - 1 = 19
Claw: damage 1d4 - 1 ⇒ (4) - 1 = 3
Then he takes a step back (to P11)

Crit: to hit 1d20 - 1 ⇒ (15) - 1 = 14
Claw: damage 1d4 - 1 ⇒ (1) - 1 = 0


Urza's first claw attack misses, but the second slashes across the creature's face (confirming the critical). The creature wobbles unsteadily on its feet. That same one then takes a few uncertain steps back, apparently no longer sure it wants to take on this opponent.

The other sea scorpion near Urza (the one previously assaulting Ishirou) moves forward 5 feet and attacks him.

Claw attack on Urza: 1d20 + 0 ⇒ (2) + 0 = 2
Claw attack on Urza: 1d20 + 0 ⇒ (10) + 0 = 10
Tail attack on Urza: 1d20 + 0 ⇒ (10) + 0 = 10

All three attacks fail to hit him.

The other three scorpions unleash their attacks.

Claw attack on Mahjik: 1d20 + 0 ⇒ (16) + 0 = 16
Claw attack on Mahjik: 1d20 + 0 ⇒ (9) + 0 = 9
Tail attack on Mahjik: 1d20 + 0 ⇒ (7) + 0 = 7

Claw attack on Aerys: 1d20 + 0 ⇒ (1) + 0 = 1
Claw attack on Aerys: 1d20 + 0 ⇒ (11) + 0 = 11
Tail attack on Aerys: 1d20 + 0 ⇒ (14) + 0 = 14

Claw attack on Aerys: 1d20 + 0 ⇒ (8) + 0 = 8
Claw attack on Aerys: 1d20 + 0 ⇒ (4) + 0 = 4
Tail attack on Aerys: 1d20 + 0 ⇒ (7) + 0 = 7

And all of those fail to hit as well, although one claw on Mahjik comes close, and one tail attack on Aerys is close as well.

Up Next: Makoa, Aakif, Douena, Mahjik, Ishirou, Aerys.

Map Updated


Male Half-Orc Barbarian(Totem Warrior/Invulnerable Rager) : 2 Druid(Wolf Shaman) : 4
Douena Trestleben wrote:
The dash across the sand leaves Douena feeling woozy in her weakened condition. She flings herself down next to Makoa, draping her upper body across his chest, her small face inches from his toothy maw. "Wake up, wake up, please," she cries, shaking him with as much strength as she can muster. "There's things trying to eat us!"

"Ung? What are you.." Makoa trails off as he sees the big bugs, gets to his feet(sliding Douena off first) and darts at the one he thinks is closest, fangs bared and ready to crunch.

Bite:1d20 + 4 + 2 - 2 ⇒ (14) + 4 + 2 - 2 = 18
Damage:1d4 + 4 - 2 ⇒ (2) + 4 - 2 = 4

Charging at the one in P 21, AC is 13(assuming my shield wasn't in-hand).


There's a sickening crunch as Makoa bites into the bug's carapace. He rips away a significant chunk of the shell, and releasing much of its innards. The sea scorpion wobbles unsteadily on its feet. It doesn't quite fall over yet, but it looks on the verge of doing so.

As Aakif posted in the OOC thread...

Aakif gets groggily to his feet, sees the pile of weapons, and steps over to it. Within moments, he's found and retrieved his falchion.

Up Next: Douena, Mahjik, Ishirou, Aerys.

Map Updated


Female Gnome Cleric 4/ Rogue (burglar) 3

Douena smiles proudly at the sea scorpion's messy demise, considering it as much her accomplishment as Makoa's, as she was clever enough to wake him. Then, she firmly gets back on her feet, despite her spinning head, and heads toward Lorenz and Sasha, giving the scorpion attacking Mahjik a wide berth. Move action: stand up, move thru T-21, U-20 thru U-18, ending in T-17 "Are you all right?" she calls to Mahjik.


Douena makes it to that location without any difficulty.

Up Next: Mahjik, Ishirou, Aerys.

Map Updated


Mahjik fights in a manner to keep the creature away from the nearby allies. Douena's success in waking Makoa reassures him that the others are likely fine too.

Flurry attack 1 1d20 + 2 - 2 ⇒ (7) + 2 - 2 = 7 damage 1d6 + 1 - 2 ⇒ (2) + 1 - 2 = 1
Flurry attack 2 1d20 + 2 - 2 ⇒ (9) + 2 - 2 = 9 damage 1d6 + 1 - 2 ⇒ (1) + 1 - 2 = 0

At Douena: "I am fine! But wise man never made sage advice for this. Wake the others - I can hold this one off."


Mahjik misses on each of his attacks.

Ishirou recovers his katana from the pile of weapons and then moves around the sea scorpion attacking Mahjik, carefully keeping out of its reach until he's flanking it with Mahjik.

Aerys repositions herself so that she's flanking a sea scorpion with Makoa (the same one Makoa brought near to death). She then punches that one.

unarmed strike: 1d20 + 5 + 2 - 2 ⇒ (8) + 5 + 2 - 2 = 13

She does not succeed in damaging it.

Lorenz finally starts to regain consciousness, hearing the sounds of fighting around him.

Thanks for being really patient, Lorenz!

ROUND 5

Lorenz Initiative: 1d20 + 3 ⇒ (6) + 3 = 9

Next Up: Urza, Sea Scorpions, Makoa, Aakif, Douena, Mahjik, Lorenz, Ishirou, Aerys.

Map Updated


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 is only too happy to let the one sea scorpion retreat as he sidesteps then slashes at the one still in front of him
5' step to Q12
Claw: to hit 1d20 - 1 ⇒ (19) - 1 = 18
Claw: damage 1d4 - 1 ⇒ (2) - 1 = 1
Claw: to hit 1d20 - 1 ⇒ (8) - 1 = 7
Claw: damage 1d4 - 1 ⇒ (3) - 1 = 2


Urza's first claw attack breaks through a bit of the shell. The second, unfortunately misses.

The sea scorpion the snaps at him.

Claw attack on Urza: 1d20 + 0 ⇒ (4) + 0 = 4
Claw attack on Urza: 1d20 + 0 ⇒ (9) + 0 = 9
Tail attack on Urza: 1d20 + 0 ⇒ (18) + 0 = 18
Tail damage: 1d2 - 1 ⇒ (1) - 1 = 0 = 1 nonlethal
Urza Fortitude: 1d20 + 3 ⇒ (20) + 3 = 23

The scorpion's tail stings him, but doing only minor damage and he easily fights off its poison.

Up the beach, the retreating sea scorpions clambers into the water and starts to swim away.

The scorpion caught between Mahjik and Ishirou snaps at Ishirou this time.

Claw attack on Ishirou: 1d20 + 0 ⇒ (6) + 0 = 6
Claw attack on Ishirou: 1d20 + 0 ⇒ (1) + 0 = 1
Tail attack on Ishirou: 1d20 + 0 ⇒ (14) + 0 = 14
None of the attacks hit him.

The scorpion between Makoa and Aerys, barely able to stand makes a single snap at Makoa.

Claw attack on Makoa: 1d20 + 0 ⇒ (1) + 0 = 1

Its feeble attack is ineffective and, unable to take the strain anymore, it collapses.

Finally, the remaining sea scorpion goes after the unconscious Gelik.

Claw attack on Gelik: 1d20 + 0 ⇒ (6) + 0 = 6
Claw attack on Gelik: 1d20 + 0 ⇒ (8) + 0 = 8
Tail attack on Gelik: 1d20 + 0 ⇒ (10) + 0 = 10
Claw damage: 1d2 - 1 ⇒ (2) - 1 = 1
Tail damage: 1d2 - 1 ⇒ (1) - 1 = 0 = 1 nonlethal
Gelik Fortitude: 1d20 + 2 ⇒ (19) + 2 = 21

Gelik wakes up with a yell.

Next Up: Makoa, Aakif, Douena, Mahjik, Lorenz, Ishirou, Aerys.

Map Updated


Male Human (Andoran) Fighter Lvl 5

I'll be heading out soon for a while so I thought I'd post my actions for when I come up in the initiative, assuming that the critters are still alive at that point.

Round 5:

Lorenz, enjoying a pleasant dream of battle in a world that doesn't rock without cease rolled over and inhaled a mouthful of sand, forcing him to sit upright in a choking, coughing fit.

With blurry eyes and sand-filled nostrils, he staggered to his feet, at first oblivious to the madness around him, concerned only about getting to the railing before he lost his supper all over the deck.

That was when he realized that though he still felt sick he wasn't on the ship anymore, but on a...beach? And what was that clacking monstrosity in front of him that the strange fellow who liked ropes so much was glaring at?

"Um, what..." He sneezed, and then saw the pile of weapons and equipment lying next to Mahjik.

Move Action: Stand up, move through T-17 and S-16 to R-15 and up to Q16. He'll attempt to retrieve his rapier on the next round. If the critters all go down before this, he'll still move to retrieve his weapon before doing anything else, just in case more of them come.


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

Makoa growls as he moves to bite another bug, fangs covered in sea scorpion bits, and chomps at it...

Attack:1d20 + 4 - 2 ⇒ (15) + 4 - 2 = 17
Damage:1d4 + 4 - 2 ⇒ (1) + 4 - 2 = 3


Makoa succeeds in taking a big chunk out of the bug (at P23).

Next Up: Aakif, Douena, Mahjik, Lorenze, Ishirou, Aerys.

Map Updated


Male Human (Kelishite) Mounted Fury Barbarian 2

Aakif, used to being woken at odd hours, manages to shake off most of the grogginess quite quickly. Taking stock of the situation, he hefts his falchion, shouts a battle cry in his native tongue, and charges the creature menacing Urza. His falchion scythes down through the air and bisects the insectoid with a sickening crunch and a spray of ichor and carapace fragments.

Free action: Rage
Charging (to Q-13) Power Attack: 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26
Confirming crit: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22
Damage: 4d4 + 14 - 2 ⇒ (2, 2, 2, 1) + 14 - 2 = 19

5 rounds of rage remaining

I'm assuming that a 22 confirms and 19 damage pretty much true-dead kills it :)


Aakif wrote:
I'm assuming that a 22 confirms and 19 damage pretty much true-dead kills it :)

Yep, that is one dead sea scorpion!

Next Up: Douena, Mahjik, Lorenz, Ishirou, Aerys.

Map Updated


Female Gnome Cleric 4/ Rogue (burglar) 3

Douena reaches out and touches Mahjik. "Desna's own luck be with you," she blesses him. standard action: Bit of Luck: Next time Mahjik rolls a d20, he can roll twice and take the higher

Noticing that Lorenz is stirring, Douena turns her attention to the red-haired woman still lying still. "Hey," she says hesitantly, leaning over Sasha's body and poking her a bit tentatively, "wake up. There's things trying to eat us." I know it takes a full-round action to wake someone up, but Douena doesn't. Now that most people are awake and the scorpions are on the defensive, the gnome's urgency is noticeably lessened.


Sasha groans a little in her sleep, but doesn't wake up.

Next Up: Mahjik, Lorenz, Ishirou, Aerys.

Bit of Luck lasts a whole round, so if Mahjik flurries again, he can use it on both attacks.


Mahjik smiles: "Wise man embraces the favor of gods."

Flurry attack 1 1d20 + 2 + 2 - 2 ⇒ (5) + 2 + 2 - 2 = 7 roll again 1d20 + 2 + 2 - 2 ⇒ (9) + 2 + 2 - 2 = 11 damage 1d6 + 1 - 2 ⇒ (1) + 1 - 2 = 0
Flurry attack 2 1d20 + 2 + 2 - 2 ⇒ (4) + 2 + 2 - 2 = 6 roll again 1d20 + 2 + 2 - 2 ⇒ (16) + 2 + 2 - 2 = 18 damage 1d6 + 1 - 2 ⇒ (1) + 1 - 2 = 0

Wow... does Mahjik kick ass at damage or what? :)


Desna's luck manages to overcome all those low rolls and provide a single hit for Mahjik. Unfortunately, the luck doesn't hold out on the damage. 1 point of nonlethal to the sea scorpion.

Lorenz gets to his feet and makes his way around to the weapons pile.

On the opposite side of the scorpion Mahjik just attacked, Ishirou raises his katana and strikes.

Katana: 1d20 + 5 + 2 - 2 ⇒ (16) + 5 + 2 - 2 = 21
Damage: 1d10 + 3 - 2 ⇒ (3) + 3 - 2 = 4

The katana cracks the bug's shell. Its feet flail out and it falls flat on the ground, unmoving.

Aerys steps up to the one remaining sea scorpion and tries to punch it.

Unarmed strike: 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5

And her brilliant luck holds out. :)

ROUND 6

Gelik Initiative: 1d20 + 2 ⇒ (2) + 2 = 4

Up Next: Urza, Sea Scorpion, Makoa, Aakif, Douena, Mahjik, Lorenz, Ishirou, Aerys, Gelik.

Map Updated


In the interest of keeping things moving, I'm going to move on to the next turn of the combat. In situations like this, I like to give people about a day to respond, at which point I assume your character is delaying (especially when the battle is pretty close to finishing anyway). If you know that you're going to be unable to post for a while, please do let me know and either NPC you for a bit, or you can designate another player to control your actions. So Urza will delay. Feel free to jump in with your turn at any point.

The last remaining sea scorpion snaps at Makoa.

Claw attack on Makoa: 1d20 + 0 ⇒ (3) + 0 = 3
Claw attack on Makoa: 1d20 + 0 ⇒ (20) + 0 = 20
Tail attack on Makoa: 1d20 + 0 ⇒ (13) + 0 = 13

Critical confirm: 1d20 + 0 ⇒ (1) + 0 = 1
Heh. Natural 20 followed by natural 1.

Damage: 1d2 - 1 ⇒ (2) - 1 = 1

Next Up: Makoa, Aakif, Douena, Mahjik, Lorenz, Ishirou, Aerys, Gelik.


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

Makoa snaps right back, glad his leggings are still tough despite their years of use.

Bite:1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14
Damage:1d4 + 4 - 2 ⇒ (1) + 4 - 2 = 3


Makoa bites into the final sea scorpion, tearing out several of its innards. With a sickening squelch, it falls over and soon perishes.

With the battle over, you finally get a chance to survey your surroundings properly. To the south, a wall of green rises in the form of a dense jungle filled with a cacophony of life. North of you, the waters of the sea surge and churn between the between the beach and a line of razor-sharp rocks on either side.

Aakif Perception: 1d20 + 4 ⇒ (10) + 4 = 14
Douena Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Lorenz Perception: 1d20 + 0 ⇒ (18) + 0 = 18
Mahjik Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Makoa Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Urza Perception: 1d20 + 4 ⇒ (9) + 4 = 13

Lorenz and Mahjik:
Far to the north, you can see what appears to be a ship crashed up against the rocks on the western side of the cove. It could be the Jenivere, but it's too far off to be sure.

Sasha is beginning to wake up and Gelik is getting to his feet now. Jask, the prisoner on board ship, is still unconscious, with his hands bound in manacles. There is no sign of any of the crew apart from Makoa and Urza, and no sign of the one other passenger, Ieana.

All your equipment and belongings have been piled on the beach, although you have no idea how it got there, or indeed, how any of you got there. The last thing any of you remember is eating dinner on the Jenivere.

The sickness you are feeling upon awakening wears off over the next couple of minutes. Jask also starts to come to.

Quick note to Aakif: There's no sign of your mount at the moment. However, I just wanted to point out that I'm not being a horrible, evil DM and sadistically removing something you spent starting gold on without giving you a chance to save it. You'll be able to find your mount relatively soon, but your character doesn't know that yet. :)

Edit: It's early morning at the moment, approximately 7 a.m. You can only presume it's the morning after the dinner, which would make it the 29th of Sarenith. However, there is no way to be absolutely sure. It's possible you were unconscious for over a day.


Female Gnome Cleric 4/ Rogue (burglar) 3

Satisfied that the red-haired woman will soon be awake, Douena digs through the pile of belongings, looking for her backpack. Giving a cry of joy upon finding it, she immediately sits down on the sand and begins sorting through the contents, as if taking inventory. She seems utterly unconcerned about the castaways' current precarious situation.

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Male Human Traveler / 8
Joana wrote:
Aw, c'mon. At least search the rest of the ship and come back to that locked drawer last to give her a chance to get there. Although I already blew my nat 20 on those unpickable manacles. :P

I agree. I'd prefer to wait. Surely by the time we've gotten through the remaining two rooms Douena will be aboard the ship.


Lorenz Aeryson wrote:
I don't think we want to carry the whole footlocker out like that. It's far too much work when most of the things in there are small, light, and easily pocketed. The only tricky thing is the suit of leather armor and that'd be a lot easier to carry than the footlocker. Unless someone has a particular reason for taking the footlocker with us. So that Douena can use it as a raft?

I thought maybe it was to lock her up inside it and only allow her out when people needed cures or locks picked. ;)

Shadow Lodge

Joana wrote:
Lorenz Aeryson wrote:
I don't think we want to carry the whole footlocker out like that. It's far too much work when most of the things in there are small, light, and easily pocketed. The only tricky thing is the suit of leather armor and that'd be a lot easier to carry than the footlocker. Unless someone has a particular reason for taking the footlocker with us. So that Douena can use it as a raft?
I thought maybe it was to lock her up inside it and only allow her out when people needed cures or locks picked. ;)

Or use it when we get tired of hearing what "Wise man" has to say about everything...

^_^


Dragonborn3 wrote:

Or use it when we get tired of hearing what "Wise man" has to say about everything...

^_^

Awww :p


Male Human Traveler / 8
Joana wrote:


I thought maybe it was to lock her up inside it and only allow her out when people needed cures or locks picked. ;)

It might provide an appropriate amount of cover in a pitched fight!


Wander Weir wrote:
Joana wrote:


I thought maybe it was to lock her up inside it and only allow her out when people needed cures or locks picked. ;)

It might provide an appropriate amount of cover in a pitched fight!

Hmm. Well, if she can get the rest of you guys to carry her around in it like a palanquin... ;)

Shadow Lodge

Joana wrote:
Wander Weir wrote:
Joana wrote:


I thought maybe it was to lock her up inside it and only allow her out when people needed cures or locks picked. ;)

It might provide an appropriate amount of cover in a pitched fight!
Hmm. Well, if she can get the rest of you guys to carry her around in it like a palanquin... ;)

*Jack-In-the-box music ends*

Pop goes the gnome!

*gnome casts mass inflict*


Now would seem to be a good time to go over rules for survival on the island. With a DC 12 Survival check, any of you are aware that you will need a secure campsite to reduce exposure to bugs, heat, monsters, etc.

There are two environmental effects to be wary of on Smuggler's Shiv: disease and heat.

Disease: Your characters will soon discover that the island is rife with biting flies, mosquitoes, gnats, ants, and other pests--many of which carry disease. Each day at sundown, each of you has a 25% chance of being exposed to a disease (you still get regular Fortitude saves if exposed, of course). A shelter can reduce this chance by 10%. A campfire can also reduce this by 10%.
Heat: It's early in the day at the moment, so not terribly hot yet, but your characters will soon discover that the afternoons are terribly hot and humid. To avoid Fortitude saves against the heat, you will need shade or shelter (or magical effects like endure elements).

Locating a suitable site for a base camp requires a DC 12 Survival check and takes 8 hours. The time required is reduced by 1 hour for every two points by which the Survival check exceeds 12, down to a minimum of 1 hour. I'll make those checks for everyone here and now:

Aakif Survival: 1d20 + 4 ⇒ (4) + 4 = 8
Douena Survival: 1d20 + 2 ⇒ (4) + 2 = 6
Lorenz Survival: 1d20 + 4 ⇒ (9) + 4 = 13
Mahjik Survival: 1d20 + 5 ⇒ (13) + 5 = 18
Makoa Survival: 1d20 + 5 ⇒ (4) + 5 = 9
Urza Survival: 1d20 + 0 ⇒ (5) + 0 = 5

Ouch.

Mahjik gets the highest result and Lorenz's result counts as aid another, so the total is 20. The time is reduced by 4 hours, so it will take the group 4 hours total to locate and set up a good camp.

Once the campsite is established, there are five roles that people can take up as part of their duties to further enhance the effects of the campsite. In order to fulfill these roles, the character must spend the entire day pursuing the role. Obviously, the NPCs make the best candidates for these roles, leaving the PCs free to explore the island. However, depending on their current attitudes, some NPCs may not be willing to do any of these roles initially. These roles are not mandatory, though. You can survive without them. They just make things easier. The roles are as follows:

Defender: A defender works to set traps, shore up a shelter's walls, and see to the safety of the campsite. The first time in a day that a monster or hostile creature attacks the campsite, the defender's traps inflict 2d6 points of damage--the damage is divided equally among all attackers. Each additional defender assigned to a campsite increases this damage by 2d6.
Entertainer: An entertainer helps to raise morale, granting a +2 bonus to the NPCs' Will saves to increase morale.
Guard: Each guard reduces the chance of a wandering monster attacking the camp during the day or night.
Hunter: Each hunter provides enough food and water for 8 Medium creatures per day.
Medic: Each medic reduces the chance of being exposed to disease by 5% and increases the number of hit points healed naturally during a night's rest in the camp by 2.


Male Human Traveler / 8

Neat. I like the way this is set up.

So the big question is, what sorts of skills are going to be applied/ required to those roles in the camp? Typically traps are the purview of the rogue, but can a non-rogue assist in setting them up? Lorenz would enjoy trying to entertain the group and raise morale, but does he need to have a performance skill in order to do so?

I'm guessing that either Guard or Hunter will have to be Lorenz's true role but I thought I'd check.


Well, as I pointed out, the NPCs are best suited to the camp roles since the PCs presumably will be off exploring the island and trying to find a way to escape it. Working at the camp all day means missing parts of the adventure. While some of the PCs could definitely do well in these roles (perhaps even better than the NPCs), it shouldn't be difficult to come up with in-game reasons why the NPCs are the ones picked for them.

To start off with, you will likely be unable to fill all the roles, since some of the NPCs aren't willing to do them yet. But in time, you can hopefully get all the NPCs taking on roles.

Of course, if there are days that the PCs decide to take a break from exploration, you are free to have them take on camp roles at that time. Indeed, if you insist, you can take on camp roles any time, and sit out while the others do other things. But that would be probably be kind of boring for the player, so I don't recommend it. :)

Shadow Lodge

Makoa could be a Guard. Darkvision is nice to have at night.

Like Lorenz, he could also be a capable Hunter. Unlike Lorens though, he has ranks in Know(Geo) and Know(Nature), which means he'd be able to figure what animals to go after(injured, weak, old, etc) and where to look. He'd also have a better chance of not getting lost.

We have 2 clerics that could be Medics, but I don't think our preistess will want to stay in camp all day squishing bugs.

[/opinions]


Male Human Traveler / 8

I see what you mean. I definitely don't have any desire to hang around the camp all day.

What about taking watch at night, though? Would a shift at night taking watch allow Lorenz to add to the guard list, if only for that period?


Wander Weir wrote:

I see what you mean. I definitely don't have any desire to hang around the camp all day.

What about taking watch at night, though? Would a shift at night taking watch allow Lorenz to add to the guard list, if only for that period?

Guard shifts at night would definitely help for that period. After all, even an NPC guard has to sleep sometime so can't be vigilant 24 hours a day.


Cool, I like the camp setup/rules.

Will you update the "supporting cast"? Like poor Alton who is not with us anymore - and maybe some of our NPCs have some initial attitude towards us now?


Dragonborn3 wrote:
Joana wrote:
Wander Weir wrote:
Joana wrote:


I thought maybe it was to lock her up inside it and only allow her out when people needed cures or locks picked. ;)

It might provide an appropriate amount of cover in a pitched fight!
Hmm. Well, if she can get the rest of you guys to carry her around in it like a palanquin... ;)

*Jack-In-the-box music ends*

Pop goes the gnome!

*gnome casts mass inflict*

Well, now you're making me wish we'd kept the footlocker!


Mahjik the Flink wrote:

Cool, I like the camp setup/rules.

Will you update the "supporting cast"? Like poor Alton who is not with us anymore - and maybe some of our NPCs have some initial attitude towards us now?

I have updated the supporting cast. However, you should all feel free to add to the notes that are there as you feel the need. I leave their attitudes entirely to you to decide where you think they are based on how they behave. :)


Mahjik the Flink wrote:

Am I getting this right? Urza and Aerys on a shift? Shall Mahjik try for Ishirou then?

Yep, the hostile, alcholic half-elf got stolen right out from under your nose. There's Gelik, Ishirou & Jask left of the NPCs, and you and Aakif of the PCs. If you're looking to persuade someone to open up, Ishirou's a good target; I don't think he's said a word yet.


Joana wrote:
Mahjik the Flink wrote:

Am I getting this right? Urza and Aerys on a shift? Shall Mahjik try for Ishirou then?

Yep, the hostile, alcholic half-elf got stolen right out from under your nose. There's Gelik, Ishirou & Jask left of the NPCs, and you and Aakif of the PCs. If you're looking to persuade someone to open up, Ishirou's a good target; I don't think he's said a word yet.

He said his name at one point. :)

But other than that, yeah, he's been pretty quiet.


Male Human Traveler / 8
Joana wrote:
Mahjik the Flink wrote:

Am I getting this right? Urza and Aerys on a shift? Shall Mahjik try for Ishirou then?

Yep, the hostile, alcholic half-elf got stolen right out from under your nose. There's Gelik, Ishirou & Jask left of the NPCs, and you and Aakif of the PCs. If you're looking to persuade someone to open up, Ishirou's a good target; I don't think he's said a word yet.

Actually, I think that's a great pairing. If anyone can get past Ishirou's forcefields, it'll be Mahjik.

Incidentally, Mahjik had wanted to take last watch. I didn't say anything in character, but we might want to switch Mahjik and Ishirou with Aakif and Jask to keep with Mahjik's initial request.


Thanks for the mention, Mahjik doesn't particularly mind whether or not its the last shift as such.


Switched Mahjik's avatar to look a bit friendlier. It's the best I've found so far that captures all the elements I want for the character.


Mahjik the Flink wrote:
Switched Mahjik's avatar to look a bit friendlier. It's the best I've found so far that captures all the elements I want for the character.

I like it!

On a slightly different topic, is anyone else having difficulty posting with their aliases? With my last couple of posts on the boards, I've had to edit multiple times to get them to use the selected alias. Weird.


Yes, Douena's last post I had to go in and edit to that alias, even though I'm sure I selected it ahead of time. I'm pretty sure that happened to Urza/Dax Thura, too.


Male Human Traveler / 8

I had no difficulty at all a couple of minutes ago. Weird.


Yeah, I just posted as Aerys without a problem, so it seems to have cleared up (I hope).


Male Human Traveler / 8

Man, our rolls tonight are pathetic. But I've also been highly amused.


FYI, I just noticed there's a glitch in the dice roller. It's not staying constant when you preview and then submit your post. When I previewed Douena's post to see how her Diplomacy roll went, it was a total of 11 (bad, but not that bad); when I hit submit, it changed to 4. Went and tested it in another thread and the same thing happened: the result changed from Preview to Submit. So beware if you preview your post to see what you rolled so you can add result-oriented fluff!

EDIT: The roll seems to stay the same when you submit and then edit, so you can add commentary on your roll by editing. Just don't preview!


Ya, I'm glad the sleight-of-hand roll didn't matter *whew* :)

We're going to have our hands full with these NPCs, and it's really hard to judge the responses. I mean, Sasha is reasonably straight-forward, and Gelik too. Jask probably has layers that we cannot discern yet. And Ishirou and Aerys... crisis, I've got a hard time seeing how to progress with them.

Mahjik will focus his attentions on Sasha and Ishirou.


@Joana - what if you edit?

1d20 + 1d10 + 1d6 ⇒ (8) + (10) + (2) = 20

Edit: 8 10 2 - on initial posting


Apparently editing maintains the rolls. Maybe it is a new "cheat-proofing" mechanism to ensure people don't abuse the dice-roller?


Yes, editing seems to work. I started a thread in Website Feedback to let them know about the glitch.

Mahjik, you must have Previewed. When you hit Submit, your Sleight of Hand roll turned into a natural 20. :)


Hopefully, they fix the dice glitch quickly. I make extensive use of previewing to see what the rolls are, so I can then respond appropriately.


I must say, I was wondering how on earth you were going to play Aerys with worse morale. Sobbing in a fetal position works. I shudder to think what she'll do if her morale drops again.

Navior, I suppose the rules on bonding with (or failing to bond with) the NPCs and its effects are folded in with the adventure proper instead of in a sidebar somewhere? I'd like to steal the mechanics for another campaign, but I don't want to spoil myself.


Joana wrote:

I must say, I was wondering how on earth you were going to play Aerys with worse morale. Sobbing in a fetal position works. I shudder to think what she'll do if her morale drops again.

Navior, I suppose the rules on bonding with (or failing to bond with) the NPCs and its effects are folded in with the adventure proper instead of in a sidebar somewhere? I'd like to steal the mechanics for another campaign, but I don't want to spoil myself.

The rules are actually in a separate article, "Shipwrecked", which follows the main adventure. This article also contains the full write-ups on each of the NPCs, complete with their secrets and such. However, the first few pages (56 - 58) contain just the mechanics, and then the NPCs are detailed on the remaining pages. So if you stick to just pages 56 -58, you won't spoil anything about the adventure for yourself.


Hi Navior - I've recently begun lurking this PBP and wondered if you'd mind giving me access to the site where maps and so forth are being displayed? I'm enjoying just reading the interactions, to be honest, so it's no big deal if you'd rather keep it to just those in the game, but it would be great if I could get access to those extra bits too.

Cheers (and congratulation to all of you - it's an enjoyable read.) :)

EDIT: Also, would it be ok to post once in the game thread, just to get a dot?


Steve Geddes wrote:

Hi Navior - I've recently begun lurking this PBP and wondered if you'd mind giving me access to the site where maps and so forth are being displayed? I'm enjoying just reading the interactions, to be honest, so it's no big deal if you'd rather keep it to just those in the game, but it would be great if I could get access to those extra bits too.

Cheers (and congratulation to all of you - it's an enjoyable read.) :)

EDIT: Also, would it be ok to post once in the game thread, just to get a dot?

I'm okay with giving you viewing access. You'll need to send me an e-mail first (you can find my address in the spoiler in the first post of this thread).

And I'm fine with you dotting the game thread too. Of course, if it turns out that we have hundreds of lurking followers who all decide to dot it, I might end up regretting that. :)


Just charge admission. :)


Joana wrote:
Just charge admission. :)

Now that's an idea! What should we charge?


Phew - in before the price is agreed. Cheers. :)

Grand Lodge

I'm not a fan of the save or die spells. As a rule, I don't use them. Color Spray is an exception to that rule. It is a very potent spell for its level. That's why it's my 'combat spell' right now.


Male Human Traveler / 8
Dax Thura wrote:
I'm not a fan of the save or die spells. As a rule, I don't use them. Color Spray is an exception to that rule. It is a very potent spell for its level. That's why it's my 'combat spell' right now.

At first level, sometimes Color Spray is the best way to keep us from dying. It was pretty nice how effective that was.


And now my dots have all disappeared! Should I charge myself admission? Uh oh. :)

Color spray is indeed a potent spell, but I don't have a problem with its use. I've always liked the spell, and I've always been surprised at rarely people in my games use it.

Just a heads-up to everyone: I'm going to be away all day Saturday and unable to post, but I'll be back to posting on Sunday.

Shadow Lodge

There's a thread about the lost dots...

As for your leave of absence, I can't post during the weekend at all, so if you would be so kind as to NPC Makoa...


Dragonborn3 wrote:

There's a thread about the lost dots...

As for your leave of absence, I can't post during the weekend at all, so if you would be so kind as to NPC Makoa...

Sure thing. Thanks for the notice!


Male Human Traveler / 8
Dragonborn3 wrote:
As for your leave of absence, I can't post during the weekend at all, so if you would be so kind as to NPC Makoa...

Makoa will be spending all his time getting the snake ready to eat anyway. :)


DB3, long weekend, as in through Labor Day (Are you in the US?), or just Saturday and Sunday?

Shadow Lodge

Joana wrote:
DB3, long weekend, as in through Labor Day (Are you in the US?), or just Saturday and Sunday?

Labor Day...

*is sad*


*is sad in solidarity*

Well, with the DM away Saturday, you're really only missing a normal weekend's worth of action. We'll just assume Makoa will do whatever Douena tells him, hm? ;)


Male Human Traveler / 8
Joana wrote:

*is sad in solidarity*

Well, with the DM away Saturday, you're really only missing a normal weekend's worth of action. We'll just assume Makoa will do whatever Douena tells him, hm? ;)

And thus, Makoa becomes Douena's pack animal.

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