Rumble in the Jungle: GM of the Ape's Serpent's Skull (Inactive)

Game Master R0B0GEISHA


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LN Female Elf Gunslinger (pistolero) 1 HP 11/11 | AC 17 [T 14 FF 13] | CMB +1 | CMD 15 | F: +2 R: +6 W: +3 (+5 vs enchantment spells and effects) | Immune: Sleep, Ghoul Paralysis | Init: +6 | Percep +9 (Darkvision 60 ft, Light Sensitivity); SM +7 | Speed 30 ft | Grit 2/3 | Active conditions: None

Karathiel has quietly unfolded her cloak and set it on the ground, before sitting on it cross-legged. With practiced ease, she quickly draws the appropriate tools from her gunsmith's kit and spends several minutes in concentration, ignoring the humans and their squabbles while she minutely inspects the various bits of her pistol for water damage or sand clogging. The smell of oil and black powder wafts around her, before being dispelled in the sea breeze.

She also meticulously checks the seals of her powder horns and every single one of the wax-sealed bullet cartridges she has remaining. That done, she quickly unsheathes her daggers and scimitar, polishing out any nicks and making sure that the blades are oiled enough that she can draw them without difficulty.

Confident that her equipment has survived the shipwreck, she stands in one fluid motion, turning back to the others. "Torfrun is right - this beach is not sheltered. We need three things: water, shelter, security." And I need to get out of this sun...

She nods at the Ulfen. "Your plan is sound."

She turns, swiftly, to face Tamas. "And as for you." It is difficult to glare at people when your whole mode of speaking relies on not making full eye contact, but Karathiel does a decent job of it. "The man is in chains. If he claims innocence, he can do that before a court in due time. You are no judge. Do not expose us to more danger by freeing him."

She shakes her head, her brown-red dyed hair streaming in the breeze.


Human (Varisian) Druid (Saurian Shaman) 1| HP: 9/10| AC: 17 T: 10 FF: 17 CMD: 13| F: +3 R:+0 W: +5| Perception: +7| Rava Stegosaur HP 9/9| AC 22 T14 FF18| F:3 R:7 W:1| Perception +5 (low light, scent)

"We can build shelter, there are trees right there, if we move off slightly behind the cliff there it ought to block any problems from incoming weather. It seems unlikely that we are going to find ready made shelter anywhere close to hand."

Hew chants and two gallons of clean water fall to the beach, and does so for a full minute until there is a small, twenty gallon, pool, "We have water, we have food, we have the best means of producing shelter - a ship with lumber and canvas we can likely salvage close at hand. We even have the cliff top for a high vantage to signal for rescue. And we already have a potentially dangerous task at hand getting aboard the ship, without attracting more potential danger heading into the jungle."

"As for Jask here, he is either dangerous or he is not. If we are to get off this island it will be by ship, so imprisoning him again ought not be a problem. If he is free he can help us, work, and be of use. I he is dangerous enough to be kept bound we need someone to guard him, or at least to bind him further and feed water and care for him. He may have been convicted, but anyone who trusts Chelaxian law to have anything to do with justice is either naive, dishonest, or a paragon of stupidity."

I think he, Jask, was coming from Cheliax and is being extradited to Sargava, do I have that right?


Male Gnome Oracle 1 AC 20 T 15 FF 16 HP 9 Init 0 Fort +1 Ref 0 Will +3

"We won't need a supply of water, that spell is good enough. The beach is still vulnerable. We'll still need food, and we'll only get a finite supply from the ship, so we'll have to forage. We'll search the ship and the beach for survivors and move on.
Rolls for searching for survivors are in previous post.


Human (Varisian) Druid (Saurian Shaman) 1| HP: 9/10| AC: 17 T: 10 FF: 17 CMD: 13| F: +3 R:+0 W: +5| Perception: +7| Rava Stegosaur HP 9/9| AC 22 T14 FF18| F:3 R:7 W:1| Perception +5 (low light, scent)

"Well at least give me ten minutes to commune with the birds, I'll ask about humanoids, maybe they can tell us where survivors are," Tamas says with a sigh sitting cross legged upon the sand and beginning his spell, he emits a low pitched avian call that reverberates outward to all birds within a mile,

Avian:
[b]"Can you tell me where any humanoids, other than those in the group with me now, are please?"

Commune with birds:
You utter a question in the form of a low-pitched bird call that can be heard up to a mile away, and can understand the responses given by birds in the area. Over the next 10 minutes, the birds reply as if you had asked them the question using speak with animals, giving you a general consensus answer to the question based on their knowledge. For example, you could ask if there is drinkable water in the area, the location of predators or other creatures, directions to a mountaintop or other natural feature, and so on, and the local bird communities would answer to the best of their ability.

If there are no birds in range, the spell has no effect and you do not get a response. Any creature using speak with animals (or a similar ability) who hears this bird call can understand your question, though it may not be able to reply in a way you can hear.


Male Human (Zenj) Shaman (witch doctor)/2

Chikura sits quietly and says nothing while the others debate.


Image Female CN half-elf inventor 10 | HP: 138/138 | AC: 28, F: +19, R: +18, W: +15 | Perc: +12, low-light vision | Speed 25ft | Active conditions: none.

Evaline sighs and throws her hands to the skies, counting the seconds until she is away from the Varisian. She looks around, searching for the highest points in the island and measuring the distance until them.

Perception: 1d20 + 10 ⇒ (9) + 10 = 19
Survival: 1d20 + 8 ⇒ (3) + 8 = 11

"This is leading nowhere... come Torfrun, Sasha, let's look around... I'm more of a 'hands on the job' person anyway..."


"We can give him ten minutes to find what the birds know," Torfrun tells Evaline quietly.


Current Map

To answer the question of Smuggler's Shiv's geography, the beach rapidly becomes rocky cliffs in both directions on the beach.

@Cethel: It was actually a DC 15 Heal check, but I messed up the formatting of the spoilers, so it appears under the Knowledge: Geography.

"I am a follower of Nethys, the All-Seeing," Jask replies. "And I'm afraid I'd need my hands free to make the correct movements."

Tamas:
You can tell that the birds here wary and shy, the result of an island rife with predators, and so their answers are distracted and vague. The general consensus is that humanoids often come and go, but there are none around now.

Cethel finds no survivors beyond Aerys, Ishirou, Sasha, Gelik, and Jask.

After Karathiel wakes her up, Aerys seems sullen, an attitude that appears to be held by the rest of the survivors, but interjects when Torfrun challenges her ability to walk. "I can pull my weight," the half-elf complains.

Finding an appropriate area for a campsite is a DC 12 Survival check. Actually setting the campsite up without proper tools (which you lack) is a DC 17 Survival check and takes 8 hours, reduced by 1 hour for every 2 points by which you succeed on the check.


Human (Varisian) Druid (Saurian Shaman) 1| HP: 9/10| AC: 17 T: 10 FF: 17 CMD: 13| F: +3 R:+0 W: +5| Perception: +7| Rava Stegosaur HP 9/9| AC 22 T14 FF18| F:3 R:7 W:1| Perception +5 (low light, scent)

Rising looking embarrassed Tamas says, "The birds say humanoids come and go, but there are none around now. They probably would not have seen on the ships deck, so we must hope any survivors are there. At least we know there are some kind of intelligent creatures on the island, or at least that some come. There seem to be fewer birds than one would expect, and predators have them cowed."

Survival to deterine when low tide is: 1d20 + 9 ⇒ (13) + 9 = 22


"I wasn't saying you couldn't, only that we didn't know how badly you may have been injured," Torfrun answers Aerys. "Let us get to work then."

Assuming that I can't take 10 on this. If I can, then I'll just do that for a 15

Survival (Find a site): 1d20 + 5 ⇒ (12) + 5 = 17
Survival (Set up camp): 1d20 + 5 ⇒ (3) + 5 = 8


Male Gnome Oracle 1 AC 20 T 15 FF 16 HP 9 Init 0 Fort +1 Ref 0 Will +3

Can we aid another to set up the camp? I don't have the best survival when compared to some people, so if I can this is an aid check.
Survival to set up camp: 1d20 + 5 ⇒ (13) + 5 = 18


It'd make more sense for us to aid you, though; Torfrun didn't even get high enough to help there. :\


Image Female CN half-elf inventor 10 | HP: 138/138 | AC: 28, F: +19, R: +18, W: +15 | Perc: +12, low-light vision | Speed 25ft | Active conditions: none.

Evalin follows Torfrun around while she looks for an appropiate place to make a camp and once she does, Evalina starts to work. She had prepared a campsite many times during her trips to the Ashwood and this should be no different.

Survival DC 17: 1d20 + 9 ⇒ (19) + 9 = 28

After 3 hours of work it was completed (or 2 if Cethel is able to aid). She looked at her work with proud and looked at the sun, guessing that it should be time to take a look at the ship. "So Torfrun... what do you think? It is not a palace but I guess it is passable for a couple days..."

At least I hope it is just a couple days...


Current Map

Sorry about the absence. Life has been crazy for a bit, but it looks like I'm in the clear until early July.

I've decided that we'll press on without Chikura. The campaign map is up and can be found here.

Evalina manages to find an excellent spot for the camp. It's not too far from the beach, has plenty of shade, and it appears to be close to some game trails. Her discovery came just in time too, as a few hours of relentless rainfall pour down just after the group manages to construct a rude lean-to.

None of the other castaways speak for most of this duration, although they do pitch in to help. After the rain finishes, it is in the early evening and your bellies are filled by Tamas's roasted, if somewhat disgusting, eurypterid.

I've added a Legend to the Campaign Info tab.

What do I know about Smuggler's Shiv? Knowledge (geography/ history/local) or Profession (sailor) DC 10[/spoiler:
Smuggler's Shiv is a notorious island north of Eleder. It's not shown on most maps, but is rightfully feared by those who ply the waters of Desperation Bay. The island is named not only for the knife-like shape of its coastline, but for its uncanny habit of wrecking ships that draw too near-mostly smugglers eager to avoid detection by Sargava's navy.

What do I know about Smuggler's Shiv? Knowledge (geography/ history/local) or Profession (sailor) DC 13[/spoiler:
It's commonly believed that the shores of Smuggler's Shiv are haunted by the ghosts and ghouls of the sailors who have died on the jagged rocks and reefs surrounding the island. These rumors are supported by reports of several failed attempts to establish long-lasting colonies on the remote island.

What do I know about Smuggler's Shiv? Knowledge (geography/ history/local) or Profession (sailor) DC 16[/spoiler:
When Sargava was first settled, Chelish engineers erected a lighthouse on the Shiv's southwest shore. The light was intended to warn approaching ships of the dangerous waters and, eventually, was to have been the first building in a small colony. The light and all plans for colonization were abandoned just after completion amid rumors of curses, haunts, and cannibalism.

What do I know about Smuggler's Shiv? Knowledge (geography/ history/local) or Profession (sailor) DC 20[/spoiler:
Rumors hold that a group of shipwrecked Chelish soldiers, survivors of an attempted Thrunite invasion of Sargava some 70 years ago, were stranded on the island. The rumors claim that they degenerated into a cannibalistic society, and that their descendants scour the isle's shores for shipwreck victims to add to their meals.


Human (Varisian) Druid (Saurian Shaman) 1| HP: 9/10| AC: 17 T: 10 FF: 17 CMD: 13| F: +3 R:+0 W: +5| Perception: +7| Rava Stegosaur HP 9/9| AC 22 T14 FF18| F:3 R:7 W:1| Perception +5 (low light, scent)

Tamas aids with setting up the camp, and checks on the progress of the tide every half hour or so, anxious to get aboard the Jenivere to see if there are any survivors, and less importantly supplies that can be saved.

Rava follows the Varisian everywhere, and seems to be enjoying the rain.

Profession Cook: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17 Come on its not that bad!


Image Female CN half-elf inventor 10 | HP: 138/138 | AC: 28, F: +19, R: +18, W: +15 | Perc: +12, low-light vision | Speed 25ft | Active conditions: none.

Knowledge (geography): 1d20 + 4 ⇒ (20) + 4 = 24

While the rain was falling and they had to eat Tamas terrible food, Evalina tried to remember all she have ever heard about Smuggler's Shiv.

"My father talked a lot about this island when I was small... Smuggler's Shiv is a notorious island north of Eleder. It's not shown on most maps, but is rightfully feared by those who ply the waters of Desperation Bay. The island is named not only for the knife-like shape of its coastline, but for its uncanny habit of wrecking ships that draw too near-mostly smugglers eager to avoid detection by Sargava's navy."

"It's commonly believed that the shores of Smuggler's Shiv are haunted by the ghosts and ghouls of the sailors who have died on the jagged rocks and reefs surrounding the island. These rumors are supported by reports of several failed attempts to establish long-lasting colonies on the remote island."

"When Sargava was first settled, Chelish engineers erected a lighthouse on the Shiv's southwest shore. The light was intended to warn approaching ships of the dangerous waters and, eventually, was to have been the first building in a small colony. The light and all plans for colonization were abandoned just after completion amid rumors of curses, haunts, and cannibalism."

"Rumors hold that a group of shipwrecked Chelish soldiers, survivors of an attempted Thrunite invasion of Sargava some 70 years ago, were stranded on the island. The rumors claim that they degenerated into a cannibalistic society, and that their descendants scour the isle's shores for shipwreck victims to add to their meals."


Human (Varisian) Druid (Saurian Shaman) 1| HP: 9/10| AC: 17 T: 10 FF: 17 CMD: 13| F: +3 R:+0 W: +5| Perception: +7| Rava Stegosaur HP 9/9| AC 22 T14 FF18| F:3 R:7 W:1| Perception +5 (low light, scent)

"Impressive knowledge, and very illuminating! If there is a Lighthouse that would seem the best place to send a signal from, and a way to guide a ship safely to shore, designed and located for just that purpose... But of course cannibals, and unforgiving shores are less welcome news. If these cannibals have truly been stranded here for 70 years, then I would say the Lighthouse is our only hope of rescue..." Tamas says, his tone souring as he speaks and processes his own reasoning.

"Maybe we can negotiate with them? I mean just because they are cannibals does not make them insensible... Does it? They probably want off the Island to, right?"


Current Map

In this case, Tamas, you can blame the tools. There's only so much you can do with fire. ;)


Human (Varisian) Druid (Saurian Shaman) 1| HP: 9/10| AC: 17 T: 10 FF: 17 CMD: 13| F: +3 R:+0 W: +5| Perception: +7| Rava Stegosaur HP 9/9| AC 22 T14 FF18| F:3 R:7 W:1| Perception +5 (low light, scent)

Salt, and, um stegasaur drool, all the condiments a truly great cook requires, no? ;)


Raseri doesn't eat much that night. There's something a little-- slimy about the meat and she gives her portion to whoever wants it.

"What's a lighthouse," Torfrun asks the others, utterly confused.


LN Female Elf Gunslinger (pistolero) 1 HP 11/11 | AC 17 [T 14 FF 13] | CMB +1 | CMD 15 | F: +2 R: +6 W: +3 (+5 vs enchantment spells and effects) | Immune: Sleep, Ghoul Paralysis | Init: +6 | Percep +9 (Darkvision 60 ft, Light Sensitivity); SM +7 | Speed 30 ft | Grit 2/3 | Active conditions: None

Karathiel nods as she accepts the plate from Tamas. "Thanks." Other than that, she keeps her own counsel, her head down and gaze lowered. Her red eyes gleam oddly in the light from the fire.

She listens to Evalina's knowledge of Smuggler's Shiv, but the corners of her mouth turn down with contempt as she hears Tamas suggest negotiating with cannibals. Between this and his suggestion to free the prisoner, her opinion of him is at its nadir. She resolves to ignore him.

At Torfrun's question, she smiles slightly. "It is in the name: it shines a light from its top as a signal. Usually to warn of dangers, but with the right code you could say anything. Like 'please come and rescue us'..."


Current Map

"Oh yes," Gelik interjects, rolling his eyes. "Let's try and talk reason to a group of people that look at you as food? Tell me, would you also ask a shark 'how's the weather?' as it swims towards you?" The gnome chuckles bitterly and stares at the fire.

Sasha, the red-haired woman with the mantis tattoo leans in and whispers to Tamas. "I thought it was a good idea."

Cethel:
I forgot to mention this earlier.

You recognize the tattoos as being the symbol of Acheakek, the dread god of assassins. More specifically, it is also the symbol of the Red Mantis Assassins, one of the most feared organizations in Golarion.

Ishirou looks up when Karathiel mentions using the lighthouse to signal passing ships. "That's not a terrible idea, elf."


Human (Varisian) Druid (Saurian Shaman) 1| HP: 9/10| AC: 17 T: 10 FF: 17 CMD: 13| F: +3 R:+0 W: +5| Perception: +7| Rava Stegosaur HP 9/9| AC 22 T14 FF18| F:3 R:7 W:1| Perception +5 (low light, scent)

"Ah, thanks you Sasha," Tamas replies flushing faintly and glancing at the floor, [/b]"I really do not think we should dismiss the idea out of hand, it seems likely that they became cannibals out of necessity, and though as a rule I am not a fan of Chelaxian values by any measure, they are people like any other. But if they were stranded why did they not use the Lighthouse to call for help? Could there be something preventing them from making use of it? Or perhaps they did not wish to be rescued?"[/b]


"Maybe, but in either case we should be careful. No one goes off alone and we keep at least two people on watch," Torfrun says. "I remember hearing tales as a little girl about spirits that would drive men mad and make them feast on each other's flesh. I don't want to think about what kind of madness could lead someone to that, even out of necessity."


Human (Varisian) Druid (Saurian Shaman) 1| HP: 9/10| AC: 17 T: 10 FF: 17 CMD: 13| F: +3 R:+0 W: +5| Perception: +7| Rava Stegosaur HP 9/9| AC 22 T14 FF18| F:3 R:7 W:1| Perception +5 (low light, scent)

"In truth it does not seem such a large step from devil worship and slavery to cannibalism, if you can own a person why can you not eat them? Both are disgusting concepts. I wholly concur that being able to negotiate is extremely unlikely, and that every caution is advisable.." Tamas says, real vehemence in his tone as he speaks of slavery.

"So let's see there are nine of us counting Rava - which I think we may if the watches are double, she has a good eyes and is trained to guard and defend so I can instruct her to defend her watch partner. So perhaps a single person on first watch, when others might be expected to be awake, and then four two hour watches?"


Male Gnome Oracle 1 AC 20 T 15 FF 16 HP 9 Init 0 Fort +1 Ref 0 Will +3

We also have five who can see in low light, assuming normal vision for races.
Know. Nature about Stegosaurs: 1d20 + 9 ⇒ (13) + 9 = 22


LN Female Elf Gunslinger (pistolero) 1 HP 11/11 | AC 17 [T 14 FF 13] | CMB +1 | CMD 15 | F: +2 R: +6 W: +3 (+5 vs enchantment spells and effects) | Immune: Sleep, Ghoul Paralysis | Init: +6 | Percep +9 (Darkvision 60 ft, Light Sensitivity); SM +7 | Speed 30 ft | Grit 2/3 | Active conditions: None

"I can see in the dark." Karathiel offers the comment without explanation, and with a slightly bitter inflection to her voice.


Human (Varisian) Druid (Saurian Shaman) 1| HP: 9/10| AC: 17 T: 10 FF: 17 CMD: 13| F: +3 R:+0 W: +5| Perception: +7| Rava Stegosaur HP 9/9| AC 22 T14 FF18| F:3 R:7 W:1| Perception +5 (low light, scent)

Since it will be an ongoing thing and take time each time we do it how about we just say that GM of the Apes rolls for who is on? Say 1d5 for a PC, and 1d5 for NPC including Rava with a 1 on the NPC die meaning a PC is on there own? Saves us working it out every night but could potentially end up with some disadvantageous pairings.


Current Map

While it is evening, you could probably still make it over to check the Jenivere before nightfall. It isn't fully dark until about 10 pm on Smuggler's Shiv.


Human (Varisian) Druid (Saurian Shaman) 1| HP: 9/10| AC: 17 T: 10 FF: 17 CMD: 13| F: +3 R:+0 W: +5| Perception: +7| Rava Stegosaur HP 9/9| AC 22 T14 FF18| F:3 R:7 W:1| Perception +5 (low light, scent)

Returning from one of his regular tide checks, Tamas calls, "The tide should be low enough for us to reach The Jenivere, who is coming? No, not you Rava, you stay here and guard the camp, I don't think we will be able to get you aboard."

Grabbing his club and shield, but not slinging the shield he heads back to the beach to wait for those who choose to come.


Image Female CN half-elf inventor 10 | HP: 138/138 | AC: 28, F: +19, R: +18, W: +15 | Perc: +12, low-light vision | Speed 25ft | Active conditions: none.

Evalina grabs her bow and follows Tamas, even if giving him a little time so she doesn't risk to be alone with him and tempted to practice her skill.

"Torfrun, you are coming, right?"


"Yeah, I'm coming," Torfrun says as she grabs her gear.

Off to see if we can find the rest of the crew.


Male Gnome Oracle 1 AC 20 T 15 FF 16 HP 9 Init 0 Fort +1 Ref 0 Will +3

Cethel grabs three pebbles from a pouch mutters something inaudible, and touches his holy symbol to each of them, and they begin to softly glow.
He then moves to join the party going to the boat.
Magic stone + light


LN Female Elf Gunslinger (pistolero) 1 HP 11/11 | AC 17 [T 14 FF 13] | CMB +1 | CMD 15 | F: +2 R: +6 W: +3 (+5 vs enchantment spells and effects) | Immune: Sleep, Ghoul Paralysis | Init: +6 | Percep +9 (Darkvision 60 ft, Light Sensitivity); SM +7 | Speed 30 ft | Grit 2/3 | Active conditions: None

"I shall come with you."

Karathiel spends several minutes meticulously ensuring that none of her cartridges are exposed to water (the powder is stored in waterproof horns) and that the charge loaded in her pistol has not been fouled, before hurrying on after the others.


Current Map

With the sun low on the horizon, the five of you make the short journey to what remains of the Jenivere. The slippery rocks exposed by the tide make for a slow journey, but you navigate a path, allowing you to walk all the way up to a ledge that sits slightly above the wreck.

Even a cursory glance is enough to confirm that the Jenivere will never sail again. Only the fortuitous presence of a sharp ridge of rock near the side of the sheer cliff wall has prevented the wreck from sinking entirely into the sea, for only the ship's stern seems to have survived the wreck. This portion is wedged at an angle between the cliff and the rocks, and each wave shakes and tosses the wreck alarmingly. It won't be long before the constant pounding of the waves dislodges the wreck and allows the hungry sea to claim the last of this once-fine ship.

The Jenivere isn't just missing her bow, she's also missing most of the lower deck. All that remains of the vessel to be searched are the upper decks, a portion of the captain's cabin, and on the mid-deck, the larder, a supply room, and the brig and galley. The Jenivere's only lifeboat is missing as well.

Perception DC 10:
Something is making a terrible racket beneath the upper deck, like a hammer being pounded against wood.


Image Female CN half-elf inventor 10 | HP: 138/138 | AC: 28, F: +19, R: +18, W: +15 | Perc: +12, low-light vision | Speed 25ft | Active conditions: none.

Looking around, Evalina signs for the others to remain still. She turns to them and whispers. "Something is making a terrible racket beneath the upper deck, like a hammer being pounded against wood... let me take a look..."

Stealth: 1d20 + 10 ⇒ (15) + 10 = 25

I skipped the Perception check since there is no critical failure in skills and Evalina has a +10 bonus to Perception.


Current Map

GM Screen:
Evalina: 1d20 + 4 ⇒ (17) + 4 = 21
Karathiel: 1d20 + 6 ⇒ (11) + 6 = 17
Torfun: 1d20 + 2 ⇒ (11) + 2 = 13
Cethel: 1d20 ⇒ 11
Tamas: 1d20 ⇒ 15
Eurypterid: 1d20 + 4 ⇒ (18) + 4 = 22

Evalina creeps down the stairs, bow at the ready, and sees a creature, much like the sort that attacked her on the beach, trying to force its way through the warped door to the storeroom. This one was larger, more the length of a man, and covered in greenish brown chitin. Despite her stealth, the eurypterid turns to face the ranger, hunger gleaming in its black eyes.

The creature rushes her, its finned tail jabbing with a long, thin stinger.

Stinger: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d3 ⇒ 1

Unfortunately for that gorgeous stealth roll, eurypterids have tremorsense. Evalina takes 1 point of damage and needs to attempt a DC 12 Fortitude save.

Above deck, you hear Evalina cry in pain.

Combat has begun. All of you make act.


Image Female CN half-elf inventor 10 | HP: 138/138 | AC: 28, F: +19, R: +18, W: +15 | Perc: +12, low-light vision | Speed 25ft | Active conditions: none.

Fortitude DC 12: 1d20 + 2 ⇒ (10) + 2 = 12

Evalina feels the poison in her veils but manages (barely) to resist against it. She then shouts to the rest of her companions. "Crap! Found your dinner Tamas! A big one..."

Is there a map? Can we act in any order?


Current Map

There is no map. It's only one enemy, so it didn't seem worth it. And you may act in any order.


Image Female CN half-elf inventor 10 | HP: 138/138 | AC: 28, F: +19, R: +18, W: +15 | Perc: +12, low-light vision | Speed 25ft | Active conditions: none.

Attack (longbow), bullseye, deadly aim: 1d20 + 5 + 4 - 1 ⇒ (1) + 5 + 4 - 1 = 9
Damage (longbow), deadly aim: 1d8 + 2 ⇒ (8) + 2 = 10
Fumble?: 1d20 + 5 + 4 - 1 ⇒ (11) + 5 + 4 - 1 = 19

Evaline steps behind, searching for an arrow. She takes aim for at the creature but her hand slips in the last moment, almost hitting her own foot.

What a way to start a combat... lol


Human (Varisian) Druid (Saurian Shaman) 1| HP: 9/10| AC: 17 T: 10 FF: 17 CMD: 13| F: +3 R:+0 W: +5| Perception: +7| Rava Stegosaur HP 9/9| AC 22 T14 FF18| F:3 R:7 W:1| Perception +5 (low light, scent)

Tamas hurries forward inserting himself between Evalina and the creature and slamming his club down upon its head, only its thick carapace protecting it from a telling blow.

Club: 1d20 + 3 ⇒ (20) + 3 = 23 Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Club Conf: 1d20 + 3 ⇒ (4) + 3 = 7


Torfrun, following a few feet behind Evaline, is a little slow to react, but she does rady her sword and stabs at the creature.

Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d8 + 3 ⇒ (1) + 3 = 4


Male Gnome Oracle 1 AC 20 T 15 FF 16 HP 9 Init 0 Fort +1 Ref 0 Will +3

Cethel hurls one of his enchanted stones.
Magic stone: 1d20 + 2 ⇒ (9) + 2 = 111d6 ⇒ 4


Current Map

Between Tamas and Torfrun, you manage to slay the creature before it can act further. You can see why the eurypterid was trying to get into the storage room: rivulets of blood trickle out from underneath. Something is bleeding on the other side.

The wooden door is warped and stuck, but already damaged from the creatures attacks.

The door has a Hardness of 5 and 3 remaining HP. The break DC is 21.


Human (Varisian) Druid (Saurian Shaman) 1| HP: 9/10| AC: 17 T: 10 FF: 17 CMD: 13| F: +3 R:+0 W: +5| Perception: +7| Rava Stegosaur HP 9/9| AC 22 T14 FF18| F:3 R:7 W:1| Perception +5 (low light, scent)

Unslinging his shield and taking his club in both hands Tamas steps forward and smashes the warped door to splinters, seeking to aide what he hopes is a survivor...

Damage: 1d6 + 4 ⇒ (6) + 4 = 10


"Tamas, you might wanna warn whoever's on the other side when you do that," Torfrun says after the man demolishes the door.


Image Female CN half-elf inventor 10 | HP: 138/138 | AC: 28, F: +19, R: +18, W: +15 | Perc: +12, low-light vision | Speed 25ft | Active conditions: none.

Evalina looks down towards her arrow stuck into the floor and tries to free it, but the tip of the arrow broke when she pulled the haft. With a sigh, she tosses the broken haft at the rubble before inspecting the room Tamas just now opened.

Recover Ammunition (>50%): 1d100 ⇒ 9
Perception (taking 10): 10 + 10 = 20


Current Map

The storage room contains a number of crates and the unfortunate Alton Devers. The first mate lies slumped against the wall, quite dead. He still wears his masterwork studded leather armor and clutches a masterwork shortsword in his hand.

Heal DC 16:
Alton bears two sets of wounds. The first are small puncture wounds, where the majority of the bleeding is coming from. They were likely caused by a rapier or some other kind of thin blade. The second are inflamed sting wounds, probably thanks to the eurypterid you just killed. You think the venom is probably what killed him.

A search of the rest of the supply room turns up several tools and lumber that could come in handy in building a secure campsite: a block and tackle, three large canvas sheets, two fishing nets, a grappling hook, two bulls-eye lanterns, 12 flasks of lantern oil, 150 feet of hemp rope, and five shovels.


Image Female CN half-elf inventor 10 | HP: 138/138 | AC: 28, F: +19, R: +18, W: +15 | Perc: +12, low-light vision | Speed 25ft | Active conditions: none.

Heal DC 16: 1d20 + 2 ⇒ (19) + 2 = 21

Evalina kneels besides the body. "It is Alton Devers... looks like he was killed by the poison from that shrimp..." she points to some inflamated sting wounds. "... but it looks like he also was pierced by some weapon, a rapier or another thin blade. If he fought with someone, it happened before or after the shipwreck? Nevertheless, I think we should bring his body with us and give him a proper burial..."

Looking around, she notices the goods. "Oh, there is plenty of useful stuff her!"


Human (Varisian) Druid (Saurian Shaman) 1| HP: 9/10| AC: 17 T: 10 FF: 17 CMD: 13| F: +3 R:+0 W: +5| Perception: +7| Rava Stegosaur HP 9/9| AC 22 T14 FF18| F:3 R:7 W:1| Perception +5 (low light, scent)

"He was a good man, and given the situation I would say there is a good chance he was our rescuer..." Tamas says sadly.

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