Serpent's Skull AP (Inactive)

Game Master connortheconman

https://the-skull-of-the-serpent.obsidianportal.com


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Male Elf Fighter 3 | HP 36/36 | AC 22, T 12, FF 20 | F+5, R +3, W +2 | Init +4 | Senses: Low-light vision | Perc +5

Haloniel moves slightly ahead of the group and checks out the open rooms. Are there any closed doors along this passageway?


Male Elf Investigator (empiricist) 1 | HP 9/9 | AC 15 T 13 FF 12 | Ft +2 Rf +5 Wi +2 (+2 vs. enchantment) | Perc +6 | Init +3 | Inspiration +1d6 4/4

Bayani keeps an arrow nocked, ready to respond as the group carefully moves through the wreck.


All of the doorways are missing their doors, seemingly from the turbulence caused by the wrecking of the ship. The doorways open into a gundeck on either side of the ship, the ship's few remaining cannons turned into piles of rust. In many places the cannons were plunged through the gun ports, opening wide holes in the side of the ship and allowing scavengers to get at the few corpses scattered throughout the gundeck. Most seem to be clutching satchels of now-gone food and minor items of either personal or financial wealth.

They seem to have died rather innocuously, although some sport stab wounds, from a possible mutiny before the shipwreck perhaps?

Sorry for the long wait guys, the boards were down last night when I tried to get on and I just now got home from work after a long day. If I didn't respond to anyone just shout out, I'll make sure I do tomorrow.


Male Elf Rogue (Swashbuckler) / 1 | AC 17 T 15 FF 12 | HP 9/9 | F +1 R +5 W +1 | Init +3 | Perc +7

"Best be leaving them as is for now. Nothing worth disturbing them until it is time to set them to rest."

Knives says as he attempts to move further down the hall, avoiding the former cannon alley's tomb as best as possible.


Male Elf Fighter 3 | HP 36/36 | AC 22, T 12, FF 20 | F+5, R +3, W +2 | Init +4 | Senses: Low-light vision | Perc +5

Haloniel moves to the end of the passage and the asks, "Do we want to go up or down first?"


Male Elf Investigator (empiricist) 1 | HP 9/9 | AC 15 T 13 FF 12 | Ft +2 Rf +5 Wi +2 (+2 vs. enchantment) | Perc +6 | Init +3 | Inspiration +1d6 4/4

"Hmm, how far are we above the waterline?"


Male Elf Rogue (Swashbuckler) / 1 | AC 17 T 15 FF 12 | HP 9/9 | F +1 R +5 W +1 | Init +3 | Perc +7

Knives snorts a Bayani's question.

"Original waterline or current one?" he asks back with a roll of his eyes.

Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Profession: Sailor: 1d20 + 5 ⇒ (7) + 5 = 12

Not the best, but should be enough to tell me the answers to both.

"Regardless, I think we had best go up, not down. Giv'n the state of this poor lass, I wouldn't want to be testing the boards closer t' where the water 'as had longer to rot away. Besides, more likely to find useful things up where they would have had a harder time falling through the floor, eh?"

Knives gestures to the sections of the deck where cannons used to be to add emphasis to that last remark.


Male Elf Investigator (empiricist) 1 | HP 9/9 | AC 15 T 13 FF 12 | Ft +2 Rf +5 Wi +2 (+2 vs. enchantment) | Perc +6 | Init +3 | Inspiration +1d6 4/4

"As you say. I've little experience with ships other than as a passenger."


Male Elf Fighter 3 | HP 36/36 | AC 22, T 12, FF 20 | F+5, R +3, W +2 | Init +4 | Senses: Low-light vision | Perc +5

Haloniel replies, "Up it is then", and proceeds up the stairs.


The wooden stairs lead up to the main deck. Here, the split in the ship is evident. The entire back of the ship is split about thirty feet from the very back, just before the helm and what must have been the captain's cabin. The gap is several feet wide, leaving several decks exposed to the waves. The deck is otherwise clear of former crew or debris, the masts the only things cluttering the main deck.

Now that Knives has this vantage point, he can tell that at low tide like now the ship is fairly clear of water, but at high tide in a few hours the lower levels of the ship would likely be completely flooded. You can also tell that the masts are completely intact, and although it would require much effort to remove them and transport them, they are seaworthy.

Horizon Hunters

Male Laborer Half-Orc Android StarWright Daredevil Operative 11: Spd:70, Swim:30, Climb:30: Init:7, KAC:29, EAC:27, SP:114/132, HP:70/70 RP:8/9, 11 Piercing Resistance, 11 Fire Resistance, Fort:8, Ref:11, Will:12(misc bonuses for all saves), Perc:19, Darkvision, Electrolocation

Mordack waits for his allies to finish I doubt we will find anything useful here, and that includes treasure, survivors, and even the suspects who did this.


Male Elf Fighter 3 | HP 36/36 | AC 22, T 12, FF 20 | F+5, R +3, W +2 | Init +4 | Senses: Low-light vision | Perc +5

Haloniel walks over to a spot a couple of feet back from the split. Does the split appear to be narrow enough to jump with relative ease? Also, double checking, are we now on the portion of the ship with the helm and the Captain's cabin or is that the other section?


Male Elf Rogue (Swashbuckler) / 1 | AC 17 T 15 FF 12 | HP 9/9 | F +1 R +5 W +1 | Init +3 | Perc +7

"You are right, apart from the masts... we might want to come back with the full gang later to take one for our escape ship. Though that might be a bit ambitious, it would though give us increased range. But we had best be hurrying as possible. The tide is low now, but in a few hours we will be trapped on board or having to take a little dip in the water to get off."


Haloniel wrote:
Haloniel walks over to a spot a couple of feet back from the split. Does the split appear to be narrow enough to jump with relative ease? Also, double checking, are we now on the portion of the ship with the helm and the Captain's cabin or is that the other section?

You're on the main portion, not the smaller back portion. And the gap is narrow enough that you could stand atop the gap with one leg on each side, no Acrobatics check required.


Male Elf Fighter 3 | HP 36/36 | AC 22, T 12, FF 20 | F+5, R +3, W +2 | Init +4 | Senses: Low-light vision | Perc +5

Haloniel says, "Let's go check out the Captain's cabin. Jask may find his information there and it could have other things we could use."

Haloniel steps over on to the other portion of the ship and waits for the group to follow. He also keeps a wary eye out for whatever undead there might be.


Male Elf Investigator (empiricist) 1 | HP 9/9 | AC 15 T 13 FF 12 | Ft +2 Rf +5 Wi +2 (+2 vs. enchantment) | Perc +6 | Init +3 | Inspiration +1d6 4/4

Bayani follows, peering about for any disturbances.

Perception: 1d20 + 3 ⇒ (2) + 3 = 5


Male Elf Rogue (Swashbuckler) / 1 | AC 17 T 15 FF 12 | HP 9/9 | F +1 R +5 W +1 | Init +3 | Perc +7

Seeing his companions head across the crack, Julian shakes his head.

This isn't going to be easy is it....Besmara protect me.

Julian follows them, and takes a look around.

perception: 1d20 + 7 ⇒ (9) + 7 = 16

Horizon Hunters

Male Laborer Half-Orc Android StarWright Daredevil Operative 11: Spd:70, Swim:30, Climb:30: Init:7, KAC:29, EAC:27, SP:114/132, HP:70/70 RP:8/9, 11 Piercing Resistance, 11 Fire Resistance, Fort:8, Ref:11, Will:12(misc bonuses for all saves), Perc:19, Darkvision, Electrolocation

Mordack is just still waiting, he doubts there is absolutely any info or treasure on this ship. as do I. Not that I have seen the AP, but some APs have useless areas to explore just for laughs, or at least make you think something is there when it isn't.

legacy of fire example:

in the beginning when you are in the woods and you hear eeries sounds, and it is nothing. When you go tot rescue the goat.


On the other side of the crack a set of stairs to either side lead up to the helm, still in remarkably good shape despite the years of exposure. Directly behind it is a door to the captain's cabin. The door is surrounded by five fairly fresh human corpses, who appear to have been trying to run from the slightly cracked door. None of them have any obvious signs of injury, their matted hair and filthy clothes giving no sign.

The door itself seems to have a pentagram painted in blood, a few characters from an alphabet none of you recognize. Some of the letters are both angular and serpentine, while others seem to be Common characters, and despite the fact that none of you can read it, the characters exude an aura of menace.

Jask takes a few steps closer, being careful to stay back from the corpses. "The letters seem to be a pidgin of Infernal and Common, written in a Chelaxian style. It translates to something along the lines of 'beware the reaper man with his hook of death.' As much as I doubt that he survived, Kinkarian had an expensive mithral hook for a left hand. Should we investigate?"


Male Elf Rogue (Swashbuckler) / 1 | AC 17 T 15 FF 12 | HP 9/9 | F +1 R +5 W +1 | Init +3 | Perc +7

Great... cultist mad ex-pirates that are probably undead... this island gets better by the minute...

Knives shakes his head and spits.

"Of course we should bloody well investigate. Be he alive and mad or undead and mad, inside is where your documents are likely to be. And if he is alive Kinkarian has much to answer for given the state of his crew."

So saying, Knives draws the cane sword from its sheath and prepares to follow the others.


Male Elf Fighter 3 | HP 36/36 | AC 22, T 12, FF 20 | F+5, R +3, W +2 | Init +4 | Senses: Low-light vision | Perc +5

Haloniel thinks, "Lovely. No clue yet as to whether or not I'm going to have to bludgeon it or slash it. I guess I'll stick with the morningstar for now."

Haloniel cautiously approaches the door with his morningstar star ready, alert to the chance that the corpses in front of the door might turn out to be somewhat lively.

Perception check: 1d20 + 3 ⇒ (11) + 3 = 14

Assuming Haloniel makes it to the door with no greater problem than having to step over or move a corpse or two he will open the door and look inside.


The corpses do not stir, and Haloniel makes it to the slightly cracked door without hassle. He pushes the door on its hinges, and it slides inward silently. The room was once fairly opulent, but years of being stranded have left the finer trappings in a sorry state. Near a large darkwood desk is the skeletal remains of a human, still dressed in a tattered scarlet coat and tricorn hat, his hook of a left hand stretched out toward a darkwood coffer that lays mere inches from that hand.

Also, Knives, from their style of dress and their complexion, you can tell that the dead men were not part of Kinkarian's crew. The answer to that question seems right at the tip of your tongue, but the more you try to place it the farther away you come to figuring it out.

Sorry if my posting has been sporadic, work has been killing me slowly. My posting will still be oddly timed but I'm gonna try and be more regular since my hours got cut slightly.


Male Elf Fighter 3 | HP 36/36 | AC 22, T 12, FF 20 | F+5, R +3, W +2 | Init +4 | Senses: Low-light vision | Perc +5

Haloniel tells the rest of the group what he sees. "Looks like this is Kinkarian's final resting place. Nothing but bones left of him. Also no sign yet of any activity on his part. Looks like he died reaching for a darkwood coffer. I'm no expert on such things, but I bet the excitement would start if somebody tried to get the coffer. I suggest we all go in and prepare to pound on him as needed."


Male Elf Investigator (empiricist) 1 | HP 9/9 | AC 15 T 13 FF 12 | Ft +2 Rf +5 Wi +2 (+2 vs. enchantment) | Perc +6 | Init +3 | Inspiration +1d6 4/4

Bayani steps into the room, taking a position at least 10 feet away from the skeleton if possible, with a blunt arrow on the string.


Male Elf Fighter 3 | HP 36/36 | AC 22, T 12, FF 20 | F+5, R +3, W +2 | Init +4 | Senses: Low-light vision | Perc +5

Haloniel moves into the cabin to make room for the rest of the group. He takes up a position adjacent to the skeleton. Haloniel readies an action to pound on the skeleton with his morningstar if it moves.

Horizon Hunters

Male Laborer Half-Orc Android StarWright Daredevil Operative 11: Spd:70, Swim:30, Climb:30: Init:7, KAC:29, EAC:27, SP:114/132, HP:70/70 RP:8/9, 11 Piercing Resistance, 11 Fire Resistance, Fort:8, Ref:11, Will:12(misc bonuses for all saves), Perc:19, Darkvision, Electrolocation

just hit the skeleton, undead are always evil, if it doesn't move, you only hit a dead body.


Male Elf Fighter 3 | HP 36/36 | AC 22, T 12, FF 20 | F+5, R +3, W +2 | Init +4 | Senses: Low-light vision | Perc +5

I don't want to start the fight until I know I've got backup in place. This may be just a regular skeleton, or it could be a lot worse. I don't see a regular skeleton being able to create a pile of corpses like that by the cabin door. Also, Jask and Knives knew this guy when he was alive. If he has intelligence he may want to talk. Let's get everybody in there and Jask prepared to channel and then we'll start the ball rolling if it hasn't already reacted.


Male Elf Rogue (Swashbuckler) / 1 | AC 17 T 15 FF 12 | HP 9/9 | F +1 R +5 W +1 | Init +3 | Perc +7

Knives notices the bodies dress. "Be careful, these corpses are not from the crew. They are... familiar... but I know not why... it will come to me too late as always, I imagine. Still, fresh bodies writing about a hooked demon in front of a room with a skeletal form of the former captain. Who wants to bet this one is a little less dead then it seems?"

Shuddering, Knives moves into the room and keeps his drawn sword cane ready.

"Besmara, watch over us as we deal with one of your servants, now corrupted by who knows what foul magic."


Go ahead and describe your actions as if it were a surprise round. The skeleton has made no response to you guys moving in, so take action accordingly.


Male Elf Fighter 3 | HP 36/36 | AC 22, T 12, FF 20 | F+5, R +3, W +2 | Init +4 | Senses: Low-light vision | Perc +5

When Haloniel sees that everybody is in place and they indicate that they are ready he hits the skeleton as hard as he can with his morningstar.

Attack roll: 1d20 + 7 ⇒ (15) + 7 = 22 Taking an extra +4 for a "helpless" defender.

Added in a later edit: Actually a helpless defender takes a -4 to their AC. But I'm not sure what the skeletons AC is and mathematically taking a +4 to hit works out the same. Note that I goofed and Haloniel should have been a total of +8 to hit. Regardless, Haloniel got a good enough roll that he would have hit AC 19 without getting any bonus, so that should do.

Damage: 1d8 + 3 ⇒ (4) + 3 = 7

That ought to get his attention.


Male Elf Rogue (Swashbuckler) / 1 | AC 17 T 15 FF 12 | HP 9/9 | F +1 R +5 W +1 | Init +3 | Perc +7

Knives, on the other side of Haloniel in a flanking position, attempts to skewer the not-so-good former captain's skull with his sword tip.

So taking bonuses for flanking and helpless defender.[/b]

Sneaky Skull Attack: 1d20 + 1 + 2 + 4 ⇒ (18) + 1 + 2 + 4 = 25

[ooc]Nice enough... the second plus one is from my trait, the second 1d6 is for sneak attack damage

Damage: 1d6 + 1 + 1 + 1d6 ⇒ (2) + 1 + 1 + (1) = 5

Well... damage wasn't best, but between me and Hal I think we might have gotten his attention.


Male Elf Investigator (empiricist) 1 | HP 9/9 | AC 15 T 13 FF 12 | Ft +2 Rf +5 Wi +2 (+2 vs. enchantment) | Perc +6 | Init +3 | Inspiration +1d6 4/4

Bayani readies an action to shoot a blunt arrow if the skeleton moves.

If action is triggered: 1d20 + 4 ⇒ (5) + 4 = 9


The skeleton is battered by Knives and Haloniel's attack, but still shows no sign of being undead. Jask shrugs, moving in slowly to evaluate the corpse, watching for any sign of movement.

"I don't think he's undead. Judging by the layer of dust and mold around him it doesn't look like his body has moved since the wreck of the Demon. Somebody try grabbing the cask and see if he will respond to that."


Male Elf Fighter 3 | HP 36/36 | AC 22, T 12, FF 20 | F+5, R +3, W +2 | Init +4 | Senses: Low-light vision | Perc +5

Not me. :-) I've got to be the one to tie him up in melee and I need my weapon in hand to do that.

Haloniel readies another action to pound on the skeleton if it moves.


Male Elf Investigator (empiricist) 1 | HP 9/9 | AC 15 T 13 FF 12 | Ft +2 Rf +5 Wi +2 (+2 vs. enchantment) | Perc +6 | Init +3 | Inspiration +1d6 4/4

Bayani steps forward, lowering his bow, and reaches for the cask. If the skeleton doesn't move, he will take it and open it.


Male Elf Rogue (Swashbuckler) / 1 | AC 17 T 15 FF 12 | HP 9/9 | F +1 R +5 W +1 | Init +3 | Perc +7

Seeing Bayani reach for the cask, he grabs his hand and says "Wait a minute first. Let me try something else."

Knives then reaches for the silver hook instead, intending to pull it off. Not sure what I would need to roll if I can grab the hook successfully. Going to try grabbing from somewhere not sharp though.


No roll needed, since he's dead you would just grab the base and yank it off his stump. I'm gonna take a few liberties here to get things moving.

Knives reaches for the hook, watching for any sign of movement from the skeleton. He yanks it off of the skeleton's arm, eliciting no sign of animation from the skeleton. He nods at Bayani to grab the cask, and Bayani reaches for it cautiously.

Even with the coffer in his hands, the skeleton still makes no sign of movement. The darkwood coffer is still locked, although time has not been kind to its mechanism. DC 17 Strength or Disable Device to open it


Male Elf Fighter 3 | HP 36/36 | AC 22, T 12, FF 20 | F+5, R +3, W +2 | Init +4 | Senses: Low-light vision | Perc +5

Haloniel looks puzzled. He says, "Not that I'm complaining, but I'm beginning to wonder what the fuss was all about."

Horizon Hunters

Male Laborer Half-Orc Android StarWright Daredevil Operative 11: Spd:70, Swim:30, Climb:30: Init:7, KAC:29, EAC:27, SP:114/132, HP:70/70 RP:8/9, 11 Piercing Resistance, 11 Fire Resistance, Fort:8, Ref:11, Will:12(misc bonuses for all saves), Perc:19, Darkvision, Electrolocation

assuming I'm not near my allies. Unless of course the skeletons are on the part of the ship when we first enter, then ignore this action.

Mordack just on the ship not exploring it looks at his invisible watch I wonder when they are returning?

Meanwhile he keeps a lookout to see if anyone is coming, which is unlikely but he might as well do something while waiting on the ship.


Male Elf Investigator (empiricist) 1 | HP 9/9 | AC 15 T 13 FF 12 | Ft +2 Rf +5 Wi +2 (+2 vs. enchantment) | Perc +6 | Init +3 | Inspiration +1d6 4/4

Strength check: 1d20 + 2 ⇒ (18) + 2 = 20


Male Elf Rogue (Swashbuckler) / 1 | AC 17 T 15 FF 12 | HP 9/9 | F +1 R +5 W +1 | Init +3 | Perc +7

Skellies were in the first room

Seeing Bayani break open the chest, Knives shakes his head as he places the hook in his backpack.

"First off, that was unnecessary lad. I did not bring my lock picks just for show. And second, this was too easy... I feel as if the old fool's ghost is mocking us."

Sheathing his cane sword, Knives takes a look around to make sure there is nothing else in the room that might account for the dead bodies out in front.

Taking a 10 on perception given we have to keep moving... so 17 total


Male Elf Fighter 3 | HP 36/36 | AC 22, T 12, FF 20 | F+5, R +3, W +2 | Init +4 | Senses: Low-light vision | Perc +5

Taking a cue from Knives' paranoia, Haloniel also looks around.

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

Oh well ...


Male Elf Investigator (empiricist) 1 | HP 9/9 | AC 15 T 13 FF 12 | Ft +2 Rf +5 Wi +2 (+2 vs. enchantment) | Perc +6 | Init +3 | Inspiration +1d6 4/4

"The wood was rotten anyway, it just came apart when I gave it a little tug."


Inside the cask is a golden locket, engraved on the outside with the word 'Aeshemara'. Inside the locket is a well-made portrait of a beautiful half-elven woman with long red hair. Also stuffed into the coffer are a stack of fat ledgers and journals, bound in well-oiled leather. The contents are long-winded and obscure but seem to detail some kind of business transaction with a man named Count Marius. Further investigation may yield more details on that count.

In the rest of the slightly spartan room is a four poster bed dressed in silk, seemingly vandalized at some time in the past. There is a cedar sea chest at the foot of the bed, damaged slightly from what appears to have been an axe, although it is still locked.

I'm really sorry for the delay guys, I've been helping my uncle move a bunch of machines for the last day and a half, and have only gotten four hours of sleep in that time. But we're done, so posting should be more regular now.


Male Elf Rogue (Swashbuckler) / 1 | AC 17 T 15 FF 12 | HP 9/9 | F +1 R +5 W +1 | Init +3 | Perc +7

No problem, what is the DC of the lock would you say?


DC 20. Since the chest is partially damaged it could also be done with a Strength check of the same DC. But either way.


Male Elf Rogue (Swashbuckler) / 1 | AC 17 T 15 FF 12 | HP 9/9 | F +1 R +5 W +1 | Init +3 | Perc +7

Disable Device: 1d20 + 7 ⇒ (7) + 7 = 14

Julian attempts to unlock the chest with his tools but is getting no where with it... his mind still on what would have killed those men recently and why they would have written what they did if the dead captain was not the cause.

Knives shakes his head and attempts it again.

Disable Device: 1d20 + 7 ⇒ (3) + 7 = 10

"Besmara take what is left of your remains to the depths of the abyss!" Knives curses giving a glance to Kinkarian's dead form.

Knowing they only have so much time, he tries one more time.

Disable Device: 1d20 + 7 ⇒ (12) + 7 = 19

"Open confound you!" Julian sighs and kicks it in frustration.

Strength: 1d20 + 1 ⇒ (2) + 1 = 3


Male Elf Fighter 3 | HP 36/36 | AC 22, T 12, FF 20 | F+5, R +3, W +2 | Init +4 | Senses: Low-light vision | Perc +5

Haloniel says, "Should we start looking for an axe?"


Male Elf Rogue (Swashbuckler) / 1 | AC 17 T 15 FF 12 | HP 9/9 | F +1 R +5 W +1 | Init +3 | Perc +7

Julian points to the axe marks. "Not sure it would help much."

Disable Device: 1d20 + 7 ⇒ (12) + 7 = 19

... this thing is really annoying me now...


Male Elf Fighter 3 | HP 36/36 | AC 22, T 12, FF 20 | F+5, R +3, W +2 | Init +4 | Senses: Low-light vision | Perc +5

Yep, it's frustrating. Just got to keep rolling.

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