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Poisonblade's Serpent Skull (Inactive)
Game Master Ross Hearne aka poisonbladed

I took this campaign out in the woods and shot it.



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

FALL OVER?! What does that mean? You need me to fall 20 feet to help you?

Harper looks down again.

Damn...that girl must be crazy! What do I look like? A Vanaran monkey? Fall over...psh


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

Hearing the yelling from Harper and Blythe, Nngara begins to see if she can find any rope. Finding it still in her backpack, she takes it out and turns to Angada.

Maybe we help. Rope make climb easy.


"No, you...fall for me!"


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

The elf is bringing a rope. We will be there to help soon. Hold on Blythe!


"Fall for -" Blythe growls in her throat in frustration. "Fall quick, Hopper!"

Blythe pears into the hold.

Crunch:
Blythe Perception check 1d20 + 6 ⇒ (8) + 6 = 14.


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

When Nngara arrives with the rope, Harper ties off the rope and climbs down using the rock face to support him as he leans back and walks down the wall. DC 5 climb?

1d20 - 1 ⇒ (5) - 1 = 4 No movement
1d20 - 1 ⇒ (6) - 1 = 5 10 feet
1d20 - 1 ⇒ (10) - 1 = 9 10 feet

Upon reaching the deck, he heads in the direction of the monk's voice.


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

I will assume that Angada and Linard went with me - don't want a strange weaponless woman walking around in the jungle with all those cannibals wandering about.

Rope, makes climb easy. Nngara hands the rope to Harper. She then follows him down to the deck very carefully.

Climb 1d20 ⇒ 8
Climb 1d20 ⇒ 15

She finally makes it down to see what Blythe is yelling about.


Angada is working on finishing the shelter without proper tools and glad he is hardy enough to stand the heat. Angada is hoping things are going well at the ship and maybe they can find some tools to make things easier. The shelter needs to be ready so hopefully can get some defensive measures up before the local wildlife shows up.

Glad I made the Fort save. I have a question on what roll I would need to see if while building shelter if I could find something that would make a good bow?


Everyone found there equipment, or at the very least the rough equivalent of what you had on board ship. Your bow and other weapons are there. You might not have them on you while working, but that is up to you.


"Hopper, I think Rax inside." Blythe whispers as Harper and Nngara approach.


all in all, Nngara and Harper climbing down, not counting anyone else, takes something close to a minute.

While on the top deck Bylthe awaits her companions as a various assortment of horrific sounds assaults her ears. Gleeful feeding, gurgling speech, and some sort of brawl. Whatever is feeding has now been joined by others of its kind.

Al, Pli gOPw aHi nuzzi REOniH kOyyPEEPl sOctiHw! Linguistics DC 15 to tell that it is Auqan. If you speak it remind me.

Everything goes silent as the climbers land on the ship with soft thumbs and creaking of boards.

To see mid-deck you have to be in mid-deck. The steps are mostly a ladder, reclined slightly with wider rungs.


DM Poisonblade:
Blythe can't use linguistics untrained, and she does not speak Aquan. I'm I on the forecastle? Mid decks? Poop deck?


Blythe and those who climb down end up Top deck, aft.


Linard was onshore, helping Angada with the construction (but mostly limiting himself to the measurements and to holding stuff which had to be held in place). However, once he heard the horrible scream, he hurried to the ship after Harper.
"Raxil and Blythe might need help, anyone comes with me?" he addresses Aerys/Ishiro/Jask before storming off.
When he sees the rope, he concentrates for a bit, then begins climbing in a decidedly methodical fashion.
Spending 2 uses of touch of law, can't have myself falling. Climb 11-3 = 8


Blythe nods at Linard as he touches his boots down on the deck.


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

Harper gives Linard a nod when he arrives on deck. Thank you for joining us. It sounds bad. I am not sure the Tiefling made it. I do not know how long we have until the ship washes away. We need to act fast and salvage as much goods as we can.


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

Linard, we have a rope tied off. You should only need a 5, so take 10 should work.

Linguistics: 1d20 + 8 ⇒ (2) + 8 = 10 <-- great, even with a rocking bonus, I still fail.

Nngara looks at the others and then lays down a plan. Two on ship search, maybe Harper and Blyth. I tie things to rope. Linard, you climb up and pull from top.


"Rax" Blythe says, pointing at Nngara and Linard.


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

Blythe - it is easier if you only Bold speech, or to emphasize something like Round 3. Usually italics are used for internal thoughts that you feel like posting. Just post the names of people normally. I know you are using "quotes" with your speech, but it is confusing sometimes when you have speech followed immediately with a bolded name, like on your last post. I assume you are indicating a question about Rax, but without any punctuation, it is kind of tough to figure what you mean. Also, if you are bolding different things and you forget to se a quotation mark at some point, it might be difficult to determine when your speech ends. I try to be careful and reread things, but I see typos I made all the time when I read something later.

I love the character, so don't stop. Just saying that sometimes your use of bold is confusing as it is not the same as the majority on the website.

Nngara looks at Blythe quizzically: Rax? Where be Rax? Noise from below not good.


Jask, who has been gathering fire wood all morning, since his release says.-Mr. Tovian I wish I could help, I do, but these old bones are well past there days of climbing down ropes to save some poor fool.

Ishiro, with only the slightest hint of Tian accent.-I beg not to make trouble, but what ever that scream was chills me to my bones.

Aerys, sweating and helping Angara, just glares at Linard Piss on that!.

Back on the ship, as Linard touches down with everyone moving about Perception DC = 1d20 + 6 ⇒ (19) + 6 = 25 checks are now in order.

Whatever was down there!:
You hear soft splashes as something moves into the water below. All sounds from below cease directly after. You notice as three dark shapes ply the water swimming away, joined by several larger shadowy shapes of fish. With much of the ship ripped off it would be quite easy for Aquarian creatures, humanoid or otherwise, to come aboard.

When everyone goes below

When you finally get to mid deck you see that Rax has mostly been consumed by whatever was down here. His corpse lies spread eagle exposing his empty chest cavity and the ruins of his former abdomen. His arms, lower legs and face are practically untouched, though covered in core. A leering mockery of a smile on his face seems absurd. The air is filled with the smell of fresh blood, sea water, and the reek of musk.

Sadly his gear and soul have departed.

Deep claw marks can be scene on the floor, along with the remains of a half eaten dog sized Sea Scorpion. About 15 feet away you see a door with claw marks and a pool of very dry blood under the foot of the closed portal.

Taking a quick assessment of what is left on the ship only three rooms could possibly be intact. The Supply Room, which is on the other side of the closed door in front of you, which in turns leads to the Larder. Down to the stern (back the opposite way of the Supply Room) is the Captain's Cabin.

Does one of you dare and open the door to yet more mind numbing horror?


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

Unsure of what awaits, once Nngara reaches the ship's deck, she speaks a few words and you see a green aura shimmer about her which quickly disappears.

Cast: Mage Armor - AC17 for 1 hour

Captain room might have good things. Supply room make easier life in jungle. Larder is food. I think supply room and captain room. Food in jungle we can eat.


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

I say we check the Captain's Cabin. Maybe we can find a clue to what happened to us.

Harper heads to the door and listens. Perception :1d20 + 3 ⇒ (1) + 3 = 4

He then checks the door to see if it is locked.


Which door Harper? The Captain's Cabin or the Supply Room?


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

Captain's Cabin first please. I should have specified.


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

Nngara follows behind also listening for any more unsavory types looking for a meal of human, or elf, flesh.

Perception: 1d20 + 4 ⇒ (14) + 4 = 18


Pressing his ear to the door, Harper detects no sound coming from inside the captain’s cabin. Nngara, looking about does not see any possible threats, however her keen elven nose picks up that there is probably more than one body on this deck, and certainly at a more advanced stage of decay.


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

Harper opens the door to the Captain's cabin and looks around.

Watch my back Nngara.


"Watch cabin, not Hopper back." Blythe whispers, confused, entering with Nngara and Harper.


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

I smell dead people. They stink. Take careful.

Nngara takes out her crossbow and places a bolt into it, warily watching the area.


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

Harper readies his short bow.


Blythe enters the cabin.


Linard tries hard not to throw up at the sight of whatever remained from Rax. "Need... Fresh air..." he mutters as he gets up to the post designated for him by Nngara. He closes his eyes for a moment as he prays to Abadar: "If it is by Your will that I die on this island, please guard me from a savage end like this one."


The door to the Captain’s cabin opens almost as if it wanted Harper to. Debris and overturned furniture rule the once neatly arranged loft.

A large gapping hole in the side of the ship is plugged by what could only be the Captain’s Desk. The once proud oak furniture now ruined by the crash has three drawers still in place, one clearly having a lock. Nearby a fair sized foot locker sits in the middle of a broken bed.

There seems to be no hostiles about, nor bodies.

Suddenly the ship lurches as a large wave comes in. Grinding the once beautiful ship against the serrated rocks of the cliff. Boards groan and snap under the strain.

I need everyone to give me a Dexterity check DC 12 or be tossed prone and take 1d4 ⇒ 3 points of non-lethal damage.

Upon searching the room there is nothing of use besides the sogging blankets on the ruined bed and what ever is in the desk and footlocker.

Captain’s Desk:
Upon recovering, opening the lock in the Captain’s Deck is a Disable Device DC 25 or a Break DC of 23. Because of the danger of the waves and the ship sinking at any given moment you cannot take 10 or 20. However with a heavy blade or some type of bludgeoning weapon you can bash it apart in a couple of rounds. The other drawers open easily. Inside these drawers you find a bottle of brandy, a clear glass bottle with a darkwood scale model of the Jeinvere inside, 350gp, a leather satchel with 12 vials containing very different colored liquids, and two maps.

Footlocker:
The Footlocker is unlocked. It has a cleric’s vestment, scholar robes, a masterwork dagger, a suit of leather armor, two vials, and a Holy Symbol of Nethys.


Blythe searches the room with the others.

Crunch:
Dexterity check 1d20 + 3 ⇒ (16) + 3 = 19. Perception check 1d20 + 6 ⇒ (3) + 6 = 9.


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

Dexterity Check: 1d20 + 3 ⇒ (13) + 3 = 16

Perception (Traps on desk and chest): 1d20 + 3 ⇒ (2) + 3 = 5

Disable Device (Desk Drawer): 1d20 + 8 ⇒ (11) + 8 = 19

Harper quickly heads over to the desk and chest to inspect them being careful to look for traps. He pulls out his tools and attempts to pick the locks.

Maybe the information on what happened to us is in here. It is worth a look.

After failing to pick the lock, Harper hollers to Linard Does anyone have a mace to smash this lock?


Blythe shakes her head at Harper.


Dex check: 1d20 + 2 ⇒ (7) + 2 = 9
The sudden jerk caught Linard by surprise and he fell clumsily on the deck, hitting his head on a railing. When he got up, a violet swell grew on his forehead.
"A mace? Aye, can do.", he said, still rubbing the swell with a grimace. He untied his weapon and gave it to Harper.


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

Harper takes the mace. Thank you sir! and smashes in the lock. He takes the contents of the desk drawers and puts them in the chest. Can someone takes these up while we check the other rooms?

Harper turns to Blythe, Do you want to lead into the other room?


Blythe nods at him this time, and turns towards the door. She does not bother to direct anyone to come with her.

DM:
Blythe will move towards the next door, and open it, readying to attack anything within reach that threatens her.


Blythe gives the Supply Door a shove, but its hard fast stuck.

DC 15 Strength Check to open. At least two people can aid.


Blythe shoulders the door, bouncing completely off it, and almost falls back on her backside as waves make the ship list. She rubs her shoulder, mouthing 'ow' as she looks around at the others, a sheepish, wounded look on her face.

DM:
Strength check 1d20 + 1 ⇒ (1) + 1 = 2.


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

Harper listens at the door and then addresses Blythe: Stand aside young lady! Harper takes a running start, lowers his shoulder, and rams the door.

Perception Check: 1d20 + 3 ⇒ (4) + 3 = 7

Strength Check:1d20 + 2 ⇒ (5) + 2 = 7


Trying to hold in a guffaw, Blythe bites her lip and raises her eyebrows. "Well, Hopper?"


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

Hell...I don't know. Try again and I'll attempt to help you.

1d20 + 2 ⇒ (9) + 2 = 11


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

Dexterity: 1d20 + 3 ⇒ (4) + 3 = 7

As the ship lurches, Nngara falls to the ground which takes the wind out of her and causes quite a bit of pain. Ouch.

She then gets back to her feet rubbing her arm which took the brunt of her fall. As the vials are brought out, she quickly mumbles some words and casts Detect Magic to determine whether the strange vials are magic or mundane.

I sure this not work.

Nngara then considers the structure of the door and puts her shoulder against where she thinks the weakest point is.

Strength: 1d20 - 1 ⇒ (17) - 1 = 16

As the door bursts open Nngara grins. Brain over muscle.

She then gathers the stuff from before and heads up to the deck to assure that she and the goods are on the rope and climbing up before the boat takes another hit and goes under.

All take careful. Ship not long for world.

Take 10 to climb the rope slowly.


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

Harper looking completely stunned turns to Blythe. Well I'll be a monkey's uncle. Did you just see that? She needs to be down here instead of me!


Having a "Gamers" moment? I sure am

Yes the vials glow with various magic. A fair amount of healing magic to be sure.

Nngara proves that brain over prawn works as the door lurches open. Much to the shocked looks of her comrades. Retreating she scrambles up to the top deck. The ropes still present provide a safe escape for the elf, from the dangers of the ship.

Meanwhile Blythe, Harper, and Linard find that the storage rooms far from empty. Alton Devers, the First Mate of the Jenivere, lays just a few feet from the door in a pool of drying blood. Flys buzz about him and he is quite dead. An assortment of wounds assail his corpse.

DC 15 Heal check to determine how he died, takes about five minutes:
You notice two sets of wounds. Several about his chest and arms appear to be from a piercing weapon, probably a Rapier. Didn’t Captain Kovack use a rapier? Further down around his lower legs there are at least a dozen stinger and claw wounds, almost certainly caused by Eurypterids. The sword wounds appear defensive in nature. You suspect he fell to the Sea Scorpion poison.

The smell of older death waifs in from the Larder connected to the Supply Room.

Upon entering the Larder you notice boots sticking out from underneath a tossed shelf. Hawling the broken storage rack away reveals the bloated Cook, fly eggs surround his eyes and exposed armpits. He was rather rotund before, but he has swelled to obscene proportions.

DC 15 Heal check, as above:
First of all you will notice that his state of decomposition is much more advanced that Alton’s. This is rather curious because last you saw him alive, was last night. You quite easily remember him serving you watery stew and wine. Next you notice two rather large bite marks on his shoulder, they appear as if some huge snake latched on, clearly he died from the poison. Judging by the marks the snake's head would be about the size of a full grown man's head.

While the bodies are being looked over others have plenty of time to take stock of what is worth taking.

24 days of trail rations (dried meat and fruit in yeast free bread), in three water proof bags.
2 bottles of wine, in thick clay jugs
Alton’s cutlass, has the broken condition.
About 15 pounds of lumber, from shelves and what not.
Block and Tackle (a pulley, hint)
Three large canvas sheets
Two Fishing nets
Grappling hook
Two bullseye lanterns
12 flasks of oil
150 feet of rope
5 shovels
1 wood ax
1 small hand saw
several copper nails

All good tools and supplies.


Nngara notices that Rix's body is missing when she heads back to the cliff. She hopes that it washed away in that last big wave.


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

Linard, can you tell what happened to them?

Harper methodically takes the supplies up to Nngara to pull up onto the cliffs.

The sooner we get off this ship the better. Linard is checking out the dead bodies below.


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

Nngara stops at the top of the rope and hopes that the others make it out safe.

She calls down: All okay? Take careful.

When Harper arrives, she takes the block and tackle and connects it to a tree to expedite the retrieval of the goods.

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