Nix's Serpent's Skull

Game Master Nix Tharel


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Female Mwangi Elf Wizard(Enhancement)/1 - HP 10/11; AC13,T13,FF10; F+1,R+3,W+2/+4

Perception: 1d20 + 4 ⇒ (1) + 4 = 5

Nngara is not paying attention to much of anything today.

Is there anything useful in the chests? I do not recall exactly what was in them.

We should bury the chests just in case we have visitors before we get back.


Male Elf Barbarian 1 (Invulnerable Rager)

Kalis frowns at the Aeryes statement, "Are you sick? I believe the man in the metal skin is a healer and the pygmy is a medicine man."

As the group prepares to set out, Kalis sets out first. "I will lead." he says as his only explanation.

Plan sounds good. Kalis will remove his armor and tie it to his pack. He will lead the group by 20 feet and try to be as quiet and aware as possible. Without armor, his movement is 40ft. Halved this should be the same speed as the rest of the group with Jayem and Gelik
PERCEPTION:1d20 + 7 ⇒ (5) + 7 = 12 (1 rank, +3 class skill, +1 Wis, +2 racial)
STEALTH:1d20 + 6 ⇒ (3) + 6 = 9 (1 ranks, +3 Class Skill, +2 Dex)
Awesome rolls! :-)


HP: 35/35, AC: 18:12:16, CMD: 20 Saves: 5:3:2 +2Enchant Skills: Dip: +7, Per +11, Sense +9, Stealth, +7,

"I'll check for anything edible along the way as we walk."

survival: 1d20 + 8 ⇒ (13) + 8 = 21


Kalis Daen'ith wrote:
Kalis frowns at the Aeryes statement, "Are you sick? I believe the man in the metal skin is a healer and the pygmy is a medicine man."

Aeryes responds while packing up some bottles from her chest, "Just a headache. It will pass."


And traveling we go.

You set off tracking through the jungle, going west into the interior to set up a camp. The jungle is dense, hot, sticky, and alive. Birds with fill the air intricate calls. Occasionally you hear other things moving away from you. One or twice, you catch sight of something flying through the trees, but looks more reptilian in nature. Above all the living things around you are the insects; There are all kinds of flying pests about you. A few bite, a few sting, but it seems like all are trying to annoy you.

The ground starts to slope up to the north of your intended path, and starts to get quite steep. It appears there is a tall hill.

After you have traveled about an hour (1/2 mile, 3 hexes), a brightly colored snake lashes out from between a bush and a large tree, and bites Linard in the ankle.

Linard takes 1 HP damage. Party wins initiative, has next round.


Init +3, Perception +5, AC 18/13/15, CMD 15, HP 8, Fort 0/Ref 5/ Will 1

Harper sees the snake attack the cleric and acts instinctively.

Whip, Scorpion 1d20 + 2 ⇒ (3) + 2 = 5
Damage 1d4 + 2 ⇒ (1) + 2 = 3


Female Mwangi Elf Wizard(Enhancement)/1 - HP 10/11; AC13,T13,FF10; F+1,R+3,W+2/+4

Yikes - and this is small compared to what likely lives in this jungle.

Nngara draws her crossbow and loads a bolt.
Not sure with a 0 BAB whether I could draw the crossbow, load an arrow, and fire. If I can, let me know.


Nngara Erebrian wrote:

Yikes - and this is small compared to what likely lives in this jungle.

Nngara draws her crossbow and loads a bolt.
Not sure with a 0 BAB whether I could draw the crossbow, load an arrow, and fire. If I can, let me know.

Once BAB is greater than 0, you can move and draw at the same time. Draw, load, and firing takes too many actions. Although it should be apparent that dangerous things live in the jungle, so walking around armed makes sense, except for the wear on your gear.


Male Elf Barbarian 1 (Invulnerable Rager)

Hearing the noise behind him, Kalis rushes back, pulling his sword as he goes. At the sight of the snake he raises his blade, preparing to strike.

Figure I am too far away with the difficult terrain to make an attack this round. I would like to make a Knowledge: Nature check to see if the snake is poisonous.
KNOWLEDGE: Nature:1d20 + 7 ⇒ (9) + 7 = 16 (1 ranks, +3 Class Skill, +2 Racial, +1 trait)


HP: 35/35, AC: 18:12:16, CMD: 20 Saves: 5:3:2 +2Enchant Skills: Dip: +7, Per +11, Sense +9, Stealth, +7,

Valeria moves in and attacks the snake.

Atk(Cestus): 1d20 + 3 ⇒ (2) + 3 = 5
Dam(Cestus): 1d4 + 2 ⇒ (4) + 2 = 6

She misses, likely due to her general fighting of humanoid opponents, and large beasts


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Hua! We seen none di bright frogs with di red sting. Snake venom be di next best t'ing.

Jayem will hustle through the underbrush (move) and snap his hand down, trying to grab the snake behind its head (standard, grapple attempt, provokes AoO).

Grapple vs CMD: 1d20 + 3 ⇒ (11) + 3 = 14

If successful, both Jayem and the snake gain the grappled condition.

Grappled:

A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.


Kalis Daen'ith wrote:

Figure I am too far away with the difficult terrain to make an attack this round. I would like to make a Knowledge: Nature check to see if the snake is poisonous.

KNOWLEDGE: Nature:1d20 +7 (1 ranks, +3 Class Skill, +2 Racial, +1 trait)

Just do the attack.

Kalis:
It is poisonous.


Male Elf Barbarian 1 (Invulnerable Rager)

Kalis slashes at the snake and turns to Jayem, "That man is bitten, help him medicine man!"

Rage
ATTACK:1d20 + 5 ⇒ (17) + 5 = 22 (+1 BAB, +5 Str, -1 Power Attack) DAMAGE:1d10 + 10 ⇒ (10) + 10 = 20 (+7 Str, +3 Power Attack)


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Jayem jerks his hand back as the elf's blade whistles down.

We t'ink to get di snake, stop it first.

Once he is able to, he will go over and see to Linard's wound, extracting the poison, if any, and stopping the bleeding.

Heal: 1d20 + 4 ⇒ (3) + 4 = 7


Kalis's blow obliterates the snake.

Jayem inspects Linard's wound, but it appears that he is not having a strong reaction.

You keep on trekking towards the planned campsite without incident. After 2 hours of travel. It's 11 AM, with about an hour until the heat sets in. Pick who makes the survival roll to build the campsite, everyone else may roll to assist against DC 10.


Female Mwangi Elf Wizard(Enhancement)/1 - HP 10/11; AC13,T13,FF10; F+1,R+3,W+2/+4

Valeria(+8) or Kalis(+6) should make the roll, here is my assist.

Survival(aid another setting up camp): 1d20 ⇒ 14


HP: 35/35, AC: 18:12:16, CMD: 20 Saves: 5:3:2 +2Enchant Skills: Dip: +7, Per +11, Sense +9, Stealth, +7,

I think I'll do aid another

Survival: 1d20 + 8 ⇒ (2) + 8 = 10

I hope Kalis rolls well


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Survival to Aid Another (DC 10): 1d20 + 4 ⇒ (13) + 4 = 17


Init +3, Perception +5, AC 18/13/15, CMD 15, HP 8, Fort 0/Ref 5/ Will 1

Survival: 1d20 - 1 ⇒ (10) - 1 = 9


Male Elf Barbarian 1 (Invulnerable Rager)

SURVIVAL:1d20 + 7 ⇒ (9) + 7 = 16 (1 ranks, +3 Class Skill, +1 Wis, +2 Racial)


For Linard: Survival: 1d20 + 4 ⇒ (6) + 4 = 10

With tools to help with the job, building the campsite proves to be much easier, but one hour later you are only half done when the heat becomes exhausting around noon.

Do you all (together) want to work through the 'very hot' heat for one hour (a single Fortitude DC 15), or wait it out?


Male Elf Barbarian 1 (Invulnerable Rager)

Kalis frowns up at the sun and looks around at the others working, "We should wait out the heat. A man can die working hard in it, even in the shade."


Female Mwangi Elf Wizard(Enhancement)/1 - HP 10/11; AC13,T13,FF10; F+1,R+3,W+2/+4

I have endure elements cast.

I can continue to work to try to get this better set up and get you all out of the sun. I have a spell that keeps the heat from adversely affecting me.


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Jayem will fashion himself a bananna-leaf hat, and keep working alongside Nngara.

Survival: ward off heat +4 (DC 15): 1d20 + 4 ⇒ (11) + 4 = 15

Fortitude, with ward (DC 15): 1d20 + 4 + 4 ⇒ (13) + 4 + 4 = 21

While he works, he sings.

Day-o, Day-ay-ay-o.
Daylight come and we wan' go home.
Day-o, Day-ay-ay-o.
Daylight come and we wan' go hooooome.


Map updated. You're at the red dot.

Be sure to decide what you want to do for the rest of the day.


GM Nix wrote:
Be sure to decide what you want to do for the rest of the day.

Anyone?


HP: 35/35, AC: 18:12:16, CMD: 20 Saves: 5:3:2 +2Enchant Skills: Dip: +7, Per +11, Sense +9, Stealth, +7,

Valeria continues to work and trying to get stuff done,
but does take a few break to cool down.

Fort: 1d20 + 3 ⇒ (9) + 3 = 12 +4 If survival passes
Survival (ward off heat +4): 1d20 + 8 ⇒ (4) + 8 = 12


Linard's crossbow was an unwieldy weapon against the nimble snake, and he was so startled he didn't even manage to fire once, leaving his companions to deal with it. After the incident he went quietly, feeling somewhat guilty for that. Because of that, he resolutely refused to rest and fervently continued to help building the camp, as a sort of self-imposed redemption.
Fort save: 1d20 + 2 ⇒ (8) + 2 = 10
The heat was quickly getting to him though, so he dug out a small hole in the ground, put some palm leaves into it, and conjured two gallons of water inside. This water could then be used for refreshing himself and the others.


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

After we complete the camp, the oppressive heat makes it difficult to do much.

We t'ink we rest now, keep lookin' when di heat not so big.


Female Mwangi Elf Wizard(Enhancement)/1 - HP 10/11; AC13,T13,FF10; F+1,R+3,W+2/+4

After hearing Jayem's though: Good think, we make camp. We north search in morning. Take some days, but we search find what island hide.

Maybe have time search late this day when not so hot.


Male Elf Barbarian 1 (Invulnerable Rager)

Kalis squats at the edge of the camp and watches the others work in the heat. When he sees Valeria face get flushed he snorts and averts his gaze in a clear "I told you so" expression. He reaches towards his backpack and pulls out a waterskin. Once he gets her attention, Kalis throws her the waterskin, "Stop now and drink. The camp can be finished later." He looks at Nngara and Jayem, "No reason to rush out. We should leave in the morning, head out until it gets too hot. Rest and loop around to get back to camp before dark. The jungle is more dangerous at night."

I'm not this arrogant and opinionated btw, so please know it's just the roleplaying :-)


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Jayem nods at Kalis' wisdom.

Many nasty t'ings at night. We got di meat and di watah to last for a bit. T'ink we might weave some branches and vines in di trees, make a wood wall to keep di rats out of di camp? Once di sun cools, yes?

Having someone who's quite knowlegeable about the jungle (as Kalis definitely is) and who's not shy about speaking bluntly is a good thing. I'd never hold good roleplaying against you.


As Kalis was leading the construction, the tasks eventually run out for the others assisting, and everyone waits out the heat. The heat holds again until it starts to rain around 3 PM.

Jask helps in arranging leaves so that the rain runoff can be collected for drinking.

The other NPC's are of moderate help, but none show much initiative. While it is hot out, Aerys has a notebook out, which she writes in occasionally. Gelik is less chatty, missing opportunities to make snide comments, and tends to jump whenever there is a sudden noise. Ishirou has a number of Tien sayings he breaks out on occasion, trying to be reassuring, but he spends a considerable amount of time looking in Aerys's direction. Sasha engages only in light conversation, and spends much time watching the local wildlife.


You will need food and water for 11 characters. I'm going to rule that while you are at functional camp, attempts to collecting rainwater into suitable containers to be automatic.

That will leave food as an open issue.

Perception checks, please.


Female Mwangi Elf Wizard(Enhancement)/1 - HP 10/11; AC13,T13,FF10; F+1,R+3,W+2/+4

Welcome back, hope you are doing better.

Perception: 1d20 + 4 ⇒ (5) + 4 = 9


Yay, welcome back!
Perception: 1d20 + 5 ⇒ (20) + 5 = 25


Init +3, Perception +5, AC 18/13/15, CMD 15, HP 8, Fort 0/Ref 5/ Will 1

Perception: 1d20 + 3 ⇒ (5) + 3 = 8


HP: 35/35, AC: 18:12:16, CMD: 20 Saves: 5:3:2 +2Enchant Skills: Dip: +7, Per +11, Sense +9, Stealth, +7,

Welcome Back
Perception: 1d20 + 3 ⇒ (14) + 3 = 17

"Wait, I think I see something?"


Male Elf Barbarian 1 (Invulnerable Rager)

Kalis sits on his haunches weaving some leaves together for an unknown purpose, patiently waiting for the rain to end.

PERCEPTION:1d20 + 7 ⇒ (18) + 7 = 25 (1 rank, +3 class skill, +1 Wis, +2 racial)


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

After working in the sweltering heat, Jayem sits down and dozes off for a while.

Perception: 1d20 + 4 ⇒ (2) + 4 = 6


I'm away from my Desktop from the time being, so I don't have access to Gimp for map work.

The rain lets up almost as quickly as it started, leaving the air sticky but merely warm, instead of being surpressingly hot. A quarter hour later, the a few glimpses of the sun can be seen through the forest canopy, some 60 feet above.

While traveling earlier, Valeria's foraging found some bananas and berries, enough to feed 6 people. How do you all plan to handle food for today?

The campsite is set up with some support logs lashed between trees, supporting a set of woven branches with leaves attached to provide cover from the rain. This covers a 15 foot square area. A crude fire pit with some rocks in the middle sits in the middle provides the ability to cook food. Is there anything else to specify about the camp before we continue?


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

We should still have plenty of sea scorpion meat, enough for a few days at least. Cooking or smoking the meat could preserve it, but I doubt it will last long enough to spoil.

If possible, Jayem will weave branches and vines between the trees, forming a sort of woven wood fence around the campsite. It would have openings on opposite side of the camp, and come to about waist high. Enough to deter any foraging animals from intruding, but not an obstacle to sight.

Like this.


Female Mwangi Elf Wizard(Enhancement)/1 - HP 10/11; AC13,T13,FF10; F+1,R+3,W+2/+4

If the meat spoils, we can always cast purify food and drink to make it edible.

Do any of the NPCs have Survival skills?


Male Elf Barbarian 1 (Invulnerable Rager)

As the group prepares to eat Kalis looks at the limited stores and frowns. "While we are out exploring some of you others must gather food. We will run out soon if you do not."


"At the same time, the camp should not be left unattended at any time", Linard adds. "Someone has to keep watch, preferably two people. If anyone is familiar with making alarms or traps, they could set up a couple, just let us know where they are."


I forgot to account that Jask can provide food for one person per hour spent scavaging. I just realized that I misread part of the NPC interactions, I'll have to update on that tomorrow.

Purify Food and Drink will make rotten food suitable for eating, but it will still be less than there was originally. (It doesn't preserve it, the nutrition will still go away.)

You can make the woven fence, how much space do you want for openings?


Once the rain stops, Jask sets out to go hunting/gathering.

Aerys says, "I can watch the camp, although I can't do it all day long." Aerys puts her metal flask to her belt, then she starts sorting through her gear, pulling out a composite longbow and a quiver.

Sasha looks to Linard. "Traps, sure." She turns to her gear, and indifferently continues, "I'll set some up." She puts on her rapier and kukri, then grabs some of the tools salvaged from the Jenivere.

  • Aerys can work as an entertainer (helping to improve morale) or guard the camp against attacks.
  • Sasha can work as a hunter (to gather food) or a defender (setting up traps around the camp.
  • Jask could work as a medic, in addition to hunting.


Ishirou looks at you with an expression of incomprehension, not seeming to fully comprehend. He looks a bit pale and overly skittish.

Gelik sneers at Linard with distaste. "And since when have you been in charge? Who knows what further curses you brought upon us from visiting that wreck. We need someone with real leadership skills to lead us!" He stands up to his full height of 3 and 1/2 feet, motioning with his hands to present himself, his fine clothing immaculate, which is odd considering the jungle trek this morning.

The party can attempt to use Diplomacy to adjust an NPC's attitude only one per day. Intimidate can be used to make a point, but will not be helpful in the long term.


Init +3, Perception +5, AC 18/13/15, CMD 15, HP 8, Fort 0/Ref 5/ Will 1

Harper moves over slyly and pats Gelik on his shoulder. Linard has got us this far. We could definitely do better with your assistance though. How about you and he brainstorm about improving the situation?

Diplomacy with Luck: 1d20 + 8 ⇒ (17) + 8 = 25


HP: 35/35, AC: 18:12:16, CMD: 20 Saves: 5:3:2 +2Enchant Skills: Dip: +7, Per +11, Sense +9, Stealth, +7,

"Any fighting amongst ourselves only wastes energy and possibly resources."

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